gdi32: Use get_object_type for GetObjectType implementation.
[wine.git] / dlls / wined3d / device.c
blob5a2a95ebe9666cf86f364176c44a9f13f473d6e5
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 #ifdef HAVE_FLOAT_H
31 # include <float.h>
32 #endif
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(winediag);
39 struct wined3d_matrix_3x3
41 float _11, _12, _13;
42 float _21, _22, _23;
43 float _31, _32, _33;
46 struct light_transformed
48 struct wined3d_color diffuse, specular, ambient;
49 struct wined3d_vec4 position;
50 struct wined3d_vec3 direction;
51 float range, falloff, c_att, l_att, q_att, cos_htheta, cos_hphi;
54 struct lights_settings
56 struct light_transformed lights[WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS];
57 struct wined3d_color ambient_light;
58 struct wined3d_matrix modelview_matrix;
59 struct wined3d_matrix_3x3 normal_matrix;
60 struct wined3d_vec4 position_transformed;
62 float fog_start, fog_end, fog_density;
64 uint32_t point_light_count : 8;
65 uint32_t spot_light_count : 8;
66 uint32_t directional_light_count : 8;
67 uint32_t parallel_point_light_count : 8;
68 uint32_t lighting : 1;
69 uint32_t legacy_lighting : 1;
70 uint32_t normalise : 1;
71 uint32_t localviewer : 1;
72 uint32_t fog_coord_mode : 2;
73 uint32_t fog_mode : 2;
74 uint32_t padding : 24;
77 /* Define the default light parameters as specified by MSDN. */
78 const struct wined3d_light WINED3D_default_light =
80 WINED3D_LIGHT_DIRECTIONAL, /* Type */
81 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
82 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
83 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
84 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
85 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
86 0.0f, /* Range */
87 0.0f, /* Falloff */
88 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
89 0.0f, /* Theta */
90 0.0f /* Phi */
93 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
95 struct wined3d_context **new_array;
97 TRACE("Adding context %p.\n", context);
99 if (!device->shader_backend->shader_allocate_context_data(context))
101 ERR("Failed to allocate shader backend context data.\n");
102 return FALSE;
104 device->shader_backend->shader_init_context_state(context);
106 if (!device->adapter->fragment_pipe->allocate_context_data(context))
108 ERR("Failed to allocate fragment pipeline context data.\n");
109 device->shader_backend->shader_free_context_data(context);
110 return FALSE;
113 if (!(new_array = heap_realloc(device->contexts, sizeof(*new_array) * (device->context_count + 1))))
115 ERR("Failed to grow the context array.\n");
116 device->adapter->fragment_pipe->free_context_data(context);
117 device->shader_backend->shader_free_context_data(context);
118 return FALSE;
121 new_array[device->context_count++] = context;
122 device->contexts = new_array;
124 return TRUE;
127 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
129 struct wined3d_context **new_array;
130 BOOL found = FALSE;
131 UINT i;
133 TRACE("Removing context %p.\n", context);
135 device->adapter->fragment_pipe->free_context_data(context);
136 device->shader_backend->shader_free_context_data(context);
138 for (i = 0; i < device->context_count; ++i)
140 if (device->contexts[i] == context)
142 found = TRUE;
143 break;
147 if (!found)
149 ERR("Context %p doesn't exist in context array.\n", context);
150 return;
153 if (!--device->context_count)
155 heap_free(device->contexts);
156 device->contexts = NULL;
157 return;
160 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
161 if (!(new_array = heap_realloc(device->contexts, device->context_count * sizeof(*device->contexts))))
163 ERR("Failed to shrink context array. Oh well.\n");
164 return;
167 device->contexts = new_array;
170 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
172 ULONG refcount = InterlockedIncrement(&device->ref);
174 TRACE("%p increasing refcount to %u.\n", device, refcount);
176 return refcount;
179 static void device_free_so_desc(struct wine_rb_entry *entry, void *context)
181 struct wined3d_so_desc_entry *s = WINE_RB_ENTRY_VALUE(entry, struct wined3d_so_desc_entry, entry);
183 heap_free(s);
186 static void device_leftover_sampler(struct wine_rb_entry *entry, void *context)
188 struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
190 ERR("Leftover sampler %p.\n", sampler);
193 static void device_leftover_rasterizer_state(struct wine_rb_entry *entry, void *context)
195 struct wined3d_rasterizer_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_rasterizer_state, entry);
197 ERR("Leftover rasterizer state %p.\n", state);
200 static void device_leftover_blend_state(struct wine_rb_entry *entry, void *context)
202 struct wined3d_blend_state *blend_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_blend_state, entry);
204 ERR("Leftover blend state %p.\n", blend_state);
207 static void device_leftover_depth_stencil_state(struct wine_rb_entry *entry, void *context)
209 struct wined3d_depth_stencil_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_depth_stencil_state, entry);
211 ERR("Leftover depth/stencil state %p.\n", state);
214 void wined3d_device_cleanup(struct wined3d_device *device)
216 unsigned int i;
218 if (device->swapchain_count)
219 wined3d_device_uninit_3d(device);
221 wined3d_cs_destroy(device->cs);
223 for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i)
225 heap_free(device->multistate_funcs[i]);
226 device->multistate_funcs[i] = NULL;
229 if (!list_empty(&device->resources))
231 struct wined3d_resource *resource;
233 ERR("Device released with resources still bound.\n");
235 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
237 ERR("Leftover resource %p with type %s (%#x).\n",
238 resource, debug_d3dresourcetype(resource->type), resource->type);
242 if (device->contexts)
243 ERR("Context array not freed!\n");
244 if (device->hardwareCursor)
245 DestroyCursor(device->hardwareCursor);
246 device->hardwareCursor = 0;
248 wine_rb_destroy(&device->samplers, device_leftover_sampler, NULL);
249 wine_rb_destroy(&device->rasterizer_states, device_leftover_rasterizer_state, NULL);
250 wine_rb_destroy(&device->blend_states, device_leftover_blend_state, NULL);
251 wine_rb_destroy(&device->depth_stencil_states, device_leftover_depth_stencil_state, NULL);
252 wine_rb_destroy(&device->so_descs, device_free_so_desc, NULL);
254 wined3d_decref(device->wined3d);
255 device->wined3d = NULL;
258 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
260 ULONG refcount = InterlockedDecrement(&device->ref);
262 TRACE("%p decreasing refcount to %u.\n", device, refcount);
264 if (!refcount)
266 device->adapter->adapter_ops->adapter_destroy_device(device);
267 TRACE("Destroyed device %p.\n", device);
270 return refcount;
273 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
275 TRACE("device %p.\n", device);
277 return device->swapchain_count;
280 struct wined3d_swapchain * CDECL wined3d_device_get_swapchain(const struct wined3d_device *device, UINT swapchain_idx)
282 TRACE("device %p, swapchain_idx %u.\n", device, swapchain_idx);
284 if (swapchain_idx >= device->swapchain_count)
286 WARN("swapchain_idx %u >= swapchain_count %u.\n",
287 swapchain_idx, device->swapchain_count);
288 return NULL;
291 return device->swapchains[swapchain_idx];
294 static void device_load_logo(struct wined3d_device *device, const char *filename)
296 struct wined3d_color_key color_key;
297 struct wined3d_resource_desc desc;
298 HBITMAP hbm;
299 BITMAP bm;
300 HRESULT hr;
301 HDC dcb = NULL, dcs = NULL;
303 if (!(hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION)))
305 ERR_(winediag)("Failed to load logo %s.\n", wine_dbgstr_a(filename));
306 return;
308 GetObjectA(hbm, sizeof(BITMAP), &bm);
310 if (!(dcb = CreateCompatibleDC(NULL)))
311 goto out;
312 SelectObject(dcb, hbm);
314 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
315 desc.format = WINED3DFMT_B5G6R5_UNORM;
316 desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
317 desc.multisample_quality = 0;
318 desc.usage = WINED3DUSAGE_DYNAMIC;
319 desc.bind_flags = 0;
320 desc.access = WINED3D_RESOURCE_ACCESS_GPU;
321 desc.width = bm.bmWidth;
322 desc.height = bm.bmHeight;
323 desc.depth = 1;
324 desc.size = 0;
325 if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1, WINED3D_TEXTURE_CREATE_GET_DC,
326 NULL, NULL, &wined3d_null_parent_ops, &device->logo_texture)))
328 ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr);
329 goto out;
332 if (FAILED(hr = wined3d_texture_get_dc(device->logo_texture, 0, &dcs)))
334 wined3d_texture_decref(device->logo_texture);
335 device->logo_texture = NULL;
336 goto out;
338 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
339 wined3d_texture_release_dc(device->logo_texture, 0, dcs);
341 color_key.color_space_low_value = 0;
342 color_key.color_space_high_value = 0;
343 wined3d_texture_set_color_key(device->logo_texture, WINED3D_CKEY_SRC_BLT, &color_key);
345 out:
346 if (dcb) DeleteDC(dcb);
347 if (hbm) DeleteObject(hbm);
350 /* Context activation is done by the caller. */
351 static void wined3d_device_gl_create_dummy_textures(struct wined3d_device_gl *device_gl,
352 struct wined3d_context_gl *context_gl)
354 struct wined3d_dummy_textures *textures = &device_gl->dummy_textures;
355 const struct wined3d_d3d_info *d3d_info = context_gl->c.d3d_info;
356 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
357 unsigned int i;
358 DWORD color;
360 if (d3d_info->wined3d_creation_flags & WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR)
361 color = 0x000000ff;
362 else
363 color = 0x00000000;
365 /* Under DirectX you can sample even if no texture is bound, whereas
366 * OpenGL will only allow that when a valid texture is bound.
367 * We emulate this by creating dummy textures and binding them
368 * to each texture stage when the currently set D3D texture is NULL. */
369 wined3d_context_gl_active_texture(context_gl, gl_info, 0);
371 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_1d);
372 TRACE("Dummy 1D texture given name %u.\n", textures->tex_1d);
373 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D, textures->tex_1d);
374 gl_info->gl_ops.gl.p_glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA8, 1, 0,
375 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
377 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d);
378 TRACE("Dummy 2D texture given name %u.\n", textures->tex_2d);
379 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, textures->tex_2d);
380 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0,
381 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
383 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
385 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_rect);
386 TRACE("Dummy rectangle texture given name %u.\n", textures->tex_rect);
387 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, textures->tex_rect);
388 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0,
389 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
392 if (gl_info->supported[EXT_TEXTURE3D])
394 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_3d);
395 TRACE("Dummy 3D texture given name %u.\n", textures->tex_3d);
396 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, textures->tex_3d);
397 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0,
398 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
401 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
403 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_cube);
404 TRACE("Dummy cube texture given name %u.\n", textures->tex_cube);
405 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, textures->tex_cube);
406 for (i = GL_TEXTURE_CUBE_MAP_POSITIVE_X; i <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++i)
408 gl_info->gl_ops.gl.p_glTexImage2D(i, 0, GL_RGBA8, 1, 1, 0,
409 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
413 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
415 DWORD cube_array_data[6];
417 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_cube_array);
418 TRACE("Dummy cube array texture given name %u.\n", textures->tex_cube_array);
419 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, textures->tex_cube_array);
420 for (i = 0; i < ARRAY_SIZE(cube_array_data); ++i)
421 cube_array_data[i] = color;
422 GL_EXTCALL(glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_RGBA8, 1, 1, 6, 0,
423 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, cube_array_data));
426 if (gl_info->supported[EXT_TEXTURE_ARRAY])
428 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_1d_array);
429 TRACE("Dummy 1D array texture given name %u.\n", textures->tex_1d_array);
430 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_1D_ARRAY, textures->tex_1d_array);
431 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_1D_ARRAY, 0, GL_RGBA8, 1, 1, 0,
432 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
434 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_array);
435 TRACE("Dummy 2D array texture given name %u.\n", textures->tex_2d_array);
436 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, textures->tex_2d_array);
437 GL_EXTCALL(glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 1, 1, 1, 0,
438 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
441 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
443 GLuint buffer;
445 GL_EXTCALL(glGenBuffers(1, &buffer));
446 GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, buffer));
447 GL_EXTCALL(glBufferData(GL_TEXTURE_BUFFER, sizeof(color), &color, GL_STATIC_DRAW));
448 GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, 0));
450 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_buffer);
451 TRACE("Dummy buffer texture given name %u.\n", textures->tex_buffer);
452 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, textures->tex_buffer);
453 GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA8, buffer));
454 GL_EXTCALL(glDeleteBuffers(1, &buffer));
457 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
459 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_ms);
460 TRACE("Dummy multisample texture given name %u.\n", textures->tex_2d_ms);
461 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, textures->tex_2d_ms);
462 GL_EXTCALL(glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 1, GL_RGBA8, 1, 1, GL_TRUE));
464 gl_info->gl_ops.gl.p_glGenTextures(1, &textures->tex_2d_ms_array);
465 TRACE("Dummy multisample array texture given name %u.\n", textures->tex_2d_ms_array);
466 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, textures->tex_2d_ms_array);
467 GL_EXTCALL(glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY, 1, GL_RGBA8, 1, 1, 1, GL_TRUE));
469 if (gl_info->supported[ARB_CLEAR_TEXTURE])
471 GL_EXTCALL(glClearTexImage(textures->tex_2d_ms, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
472 GL_EXTCALL(glClearTexImage(textures->tex_2d_ms_array, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
474 else
476 WARN("ARB_clear_texture is currently required to clear dummy multisample textures.\n");
480 checkGLcall("create dummy textures");
482 wined3d_context_gl_bind_dummy_textures(context_gl);
485 /* Context activation is done by the caller. */
486 static void wined3d_device_gl_destroy_dummy_textures(struct wined3d_device_gl *device_gl,
487 struct wined3d_context_gl *context_gl)
489 struct wined3d_dummy_textures *dummy_textures = &device_gl->dummy_textures;
490 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
492 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
494 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_ms);
495 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_ms_array);
498 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
499 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_buffer);
501 if (gl_info->supported[EXT_TEXTURE_ARRAY])
503 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d_array);
504 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_1d_array);
507 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
508 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_cube_array);
510 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
511 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_cube);
513 if (gl_info->supported[EXT_TEXTURE3D])
514 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_3d);
516 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
517 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_rect);
519 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_2d);
520 gl_info->gl_ops.gl.p_glDeleteTextures(1, &dummy_textures->tex_1d);
522 checkGLcall("delete dummy textures");
524 memset(dummy_textures, 0, sizeof(*dummy_textures));
527 /* Context activation is done by the caller. */
528 void wined3d_device_create_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
530 struct wined3d_sampler_desc desc;
531 HRESULT hr;
533 desc.address_u = WINED3D_TADDRESS_WRAP;
534 desc.address_v = WINED3D_TADDRESS_WRAP;
535 desc.address_w = WINED3D_TADDRESS_WRAP;
536 memset(desc.border_color, 0, sizeof(desc.border_color));
537 desc.mag_filter = WINED3D_TEXF_POINT;
538 desc.min_filter = WINED3D_TEXF_POINT;
539 desc.mip_filter = WINED3D_TEXF_NONE;
540 desc.lod_bias = 0.0f;
541 desc.min_lod = -1000.0f;
542 desc.max_lod = 1000.0f;
543 desc.mip_base_level = 0;
544 desc.max_anisotropy = 1;
545 desc.compare = FALSE;
546 desc.comparison_func = WINED3D_CMP_NEVER;
547 desc.srgb_decode = TRUE;
549 /* In SM4+ shaders there is a separation between resources and samplers. Some shader
550 * instructions allow access to resources without using samplers.
551 * In GLSL, resources are always accessed through sampler or image variables. The default
552 * sampler object is used to emulate the direct resource access when there is no sampler state
553 * to use.
555 if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &device->default_sampler)))
557 ERR("Failed to create default sampler, hr %#x.\n", hr);
558 device->default_sampler = NULL;
561 /* In D3D10+, a NULL sampler maps to the default sampler state. */
562 desc.address_u = WINED3D_TADDRESS_CLAMP;
563 desc.address_v = WINED3D_TADDRESS_CLAMP;
564 desc.address_w = WINED3D_TADDRESS_CLAMP;
565 desc.mag_filter = WINED3D_TEXF_LINEAR;
566 desc.min_filter = WINED3D_TEXF_LINEAR;
567 desc.mip_filter = WINED3D_TEXF_LINEAR;
568 if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &device->null_sampler)))
570 ERR("Failed to create null sampler, hr %#x.\n", hr);
571 device->null_sampler = NULL;
575 /* Context activation is done by the caller. */
576 void wined3d_device_destroy_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
578 wined3d_sampler_decref(device->default_sampler);
579 device->default_sampler = NULL;
580 wined3d_sampler_decref(device->null_sampler);
581 device->null_sampler = NULL;
584 static bool wined3d_null_image_vk_init(struct wined3d_image_vk *image, struct wined3d_context_vk *context_vk,
585 VkCommandBuffer vk_command_buffer, VkImageType type, unsigned int layer_count, unsigned int sample_count)
587 const struct wined3d_vk_info *vk_info = context_vk->vk_info;
588 VkImageSubresourceRange range;
589 uint32_t flags = 0;
591 static const VkClearColorValue colour = {{0}};
593 TRACE("image %p, context_vk %p, vk_command_buffer %p, type %#x, layer_count %u, sample_count %u.\n",
594 image, context_vk, vk_command_buffer, type, layer_count, sample_count);
596 if (type == VK_IMAGE_TYPE_2D && layer_count >= 6)
597 flags |= VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
599 if (!wined3d_context_vk_create_image(context_vk, type,
600 VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT, VK_FORMAT_R8G8B8A8_UNORM,
601 1, 1, 1, sample_count, 1, layer_count, flags, image))
603 return false;
606 wined3d_context_vk_reference_image(context_vk, image);
608 range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
609 range.baseMipLevel = 0;
610 range.levelCount = 1;
611 range.baseArrayLayer = 0;
612 range.layerCount = layer_count;
614 wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
615 VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, VK_ACCESS_TRANSFER_WRITE_BIT,
616 VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, image->vk_image, &range);
618 VK_CALL(vkCmdClearColorImage(vk_command_buffer, image->vk_image,
619 VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, &colour, 1, &range));
621 wined3d_context_vk_image_barrier(context_vk, vk_command_buffer,
622 VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT, VK_ACCESS_TRANSFER_WRITE_BIT, 0,
623 VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, image->vk_image, &range);
625 TRACE("Created NULL image 0x%s, memory 0x%s.\n",
626 wine_dbgstr_longlong(image->vk_image), wine_dbgstr_longlong(image->vk_memory));
628 return true;
631 bool wined3d_device_vk_create_null_resources(struct wined3d_device_vk *device_vk,
632 struct wined3d_context_vk *context_vk)
634 struct wined3d_null_resources_vk *r = &device_vk->null_resources_vk;
635 const struct wined3d_vk_info *vk_info;
636 const struct wined3d_format *format;
637 VkMemoryPropertyFlags memory_type;
638 VkCommandBuffer vk_command_buffer;
639 unsigned int sample_count = 2;
640 VkBufferUsageFlags usage;
642 format = wined3d_get_format(device_vk->d.adapter, WINED3DFMT_R8G8B8A8_UNORM, WINED3D_BIND_SHADER_RESOURCE);
643 while (sample_count && !(sample_count & format->multisample_types))
644 sample_count <<= 1;
646 if (!(vk_command_buffer = wined3d_context_vk_get_command_buffer(context_vk)))
648 ERR("Failed to get command buffer.\n");
649 return false;
652 vk_info = context_vk->vk_info;
654 usage = VK_BUFFER_USAGE_TRANSFER_DST_BIT | VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT
655 | VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
656 memory_type = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
657 if (!wined3d_context_vk_create_bo(context_vk, 16, usage, memory_type, &r->bo))
658 return false;
659 VK_CALL(vkCmdFillBuffer(vk_command_buffer, r->bo.vk_buffer, r->bo.buffer_offset, r->bo.size, 0x00000000u));
660 r->buffer_info.buffer = r->bo.vk_buffer;
661 r->buffer_info.offset = r->bo.buffer_offset;
662 r->buffer_info.range = r->bo.size;
664 if (!wined3d_null_image_vk_init(&r->image_1d, context_vk, vk_command_buffer, VK_IMAGE_TYPE_1D, 1, 1))
666 ERR("Failed to create 1D image.\n");
667 goto fail;
670 if (!wined3d_null_image_vk_init(&r->image_2d, context_vk, vk_command_buffer, VK_IMAGE_TYPE_2D, 6, 1))
672 ERR("Failed to create 2D image.\n");
673 goto fail;
676 if (!wined3d_null_image_vk_init(&r->image_2dms, context_vk, vk_command_buffer, VK_IMAGE_TYPE_2D, 1, sample_count))
678 ERR("Failed to create 2D MSAA image.\n");
679 goto fail;
682 if (!wined3d_null_image_vk_init(&r->image_3d, context_vk, vk_command_buffer, VK_IMAGE_TYPE_3D, 1, 1))
684 ERR("Failed to create 3D image.\n");
685 goto fail;
688 return true;
690 fail:
691 if (r->image_2dms.vk_image)
692 wined3d_context_vk_destroy_image(context_vk, &r->image_2dms);
693 if (r->image_2d.vk_image)
694 wined3d_context_vk_destroy_image(context_vk, &r->image_2d);
695 if (r->image_1d.vk_image)
696 wined3d_context_vk_destroy_image(context_vk, &r->image_1d);
697 wined3d_context_vk_reference_bo(context_vk, &r->bo);
698 wined3d_context_vk_destroy_bo(context_vk, &r->bo);
699 return false;
702 void wined3d_device_vk_destroy_null_resources(struct wined3d_device_vk *device_vk,
703 struct wined3d_context_vk *context_vk)
705 struct wined3d_null_resources_vk *r = &device_vk->null_resources_vk;
707 /* We don't track command buffer references to NULL resources. We easily
708 * could, but it doesn't seem worth it. */
709 wined3d_context_vk_reference_image(context_vk, &r->image_3d);
710 wined3d_context_vk_destroy_image(context_vk, &r->image_3d);
711 wined3d_context_vk_reference_image(context_vk, &r->image_2dms);
712 wined3d_context_vk_destroy_image(context_vk, &r->image_2dms);
713 wined3d_context_vk_reference_image(context_vk, &r->image_2d);
714 wined3d_context_vk_destroy_image(context_vk, &r->image_2d);
715 wined3d_context_vk_reference_image(context_vk, &r->image_1d);
716 wined3d_context_vk_destroy_image(context_vk, &r->image_1d);
717 wined3d_context_vk_reference_bo(context_vk, &r->bo);
718 wined3d_context_vk_destroy_bo(context_vk, &r->bo);
721 bool wined3d_device_vk_create_null_views(struct wined3d_device_vk *device_vk, struct wined3d_context_vk *context_vk)
723 struct wined3d_null_resources_vk *r = &device_vk->null_resources_vk;
724 struct wined3d_null_views_vk *v = &device_vk->null_views_vk;
725 VkBufferViewCreateInfo buffer_create_info;
726 const struct wined3d_vk_info *vk_info;
727 VkImageViewCreateInfo view_desc;
728 VkResult vr;
730 vk_info = context_vk->vk_info;
732 buffer_create_info.sType = VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO;
733 buffer_create_info.pNext = NULL;
734 buffer_create_info.flags = 0;
735 buffer_create_info.buffer = r->bo.vk_buffer;
736 buffer_create_info.format = VK_FORMAT_R32_UINT;
737 buffer_create_info.offset = r->bo.buffer_offset;
738 buffer_create_info.range = r->bo.size;
740 if ((vr = VK_CALL(vkCreateBufferView(device_vk->vk_device,
741 &buffer_create_info, NULL, &v->vk_view_buffer_uint))) < 0)
743 ERR("Failed to create buffer view, vr %s.\n", wined3d_debug_vkresult(vr));
744 return false;
746 TRACE("Created buffer view 0x%s.\n", wine_dbgstr_longlong(v->vk_view_buffer_uint));
748 buffer_create_info.format = VK_FORMAT_R32G32B32A32_SFLOAT;
749 if ((vr = VK_CALL(vkCreateBufferView(device_vk->vk_device,
750 &buffer_create_info, NULL, &v->vk_view_buffer_float))) < 0)
752 ERR("Failed to create buffer view, vr %s.\n", wined3d_debug_vkresult(vr));
753 goto fail;
755 TRACE("Created buffer view 0x%s.\n", wine_dbgstr_longlong(v->vk_view_buffer_float));
757 view_desc.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
758 view_desc.pNext = NULL;
759 view_desc.flags = 0;
760 view_desc.image = r->image_1d.vk_image;
761 view_desc.viewType = VK_IMAGE_VIEW_TYPE_1D;
762 view_desc.format = VK_FORMAT_R8G8B8A8_UNORM;
763 view_desc.components.r = VK_COMPONENT_SWIZZLE_ZERO;
764 view_desc.components.g = VK_COMPONENT_SWIZZLE_ZERO;
765 view_desc.components.b = VK_COMPONENT_SWIZZLE_ZERO;
766 view_desc.components.a = VK_COMPONENT_SWIZZLE_ZERO;
767 view_desc.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
768 view_desc.subresourceRange.baseMipLevel = 0;
769 view_desc.subresourceRange.levelCount = 1;
770 view_desc.subresourceRange.baseArrayLayer = 0;
771 view_desc.subresourceRange.layerCount = 1;
772 if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_1d.imageView))) < 0)
774 ERR("Failed to create 1D image view, vr %s.\n", wined3d_debug_vkresult(vr));
775 goto fail;
777 v->vk_info_1d.sampler = VK_NULL_HANDLE;
778 v->vk_info_1d.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
779 TRACE("Created 1D image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_1d.imageView));
781 view_desc.viewType = VK_IMAGE_VIEW_TYPE_1D_ARRAY;
782 if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_1d_array.imageView))) < 0)
784 ERR("Failed to create 1D image view, vr %s.\n", wined3d_debug_vkresult(vr));
785 goto fail;
787 v->vk_info_1d_array.sampler = VK_NULL_HANDLE;
788 v->vk_info_1d_array.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
789 TRACE("Created 1D array image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_1d_array.imageView));
791 view_desc.image = r->image_2d.vk_image;
792 view_desc.viewType = VK_IMAGE_VIEW_TYPE_2D;
793 if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_2d.imageView))) < 0)
795 ERR("Failed to create 2D image view, vr %s.\n", wined3d_debug_vkresult(vr));
796 goto fail;
798 v->vk_info_2d.sampler = VK_NULL_HANDLE;
799 v->vk_info_2d.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
800 TRACE("Created 2D image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_2d.imageView));
802 view_desc.image = r->image_2dms.vk_image;
803 view_desc.viewType = VK_IMAGE_VIEW_TYPE_2D;
804 if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_2dms.imageView))) < 0)
806 ERR("Failed to create 2D MSAA image view, vr %s.\n", wined3d_debug_vkresult(vr));
807 goto fail;
809 v->vk_info_2dms.sampler = VK_NULL_HANDLE;
810 v->vk_info_2dms.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
811 TRACE("Created 2D MSAA image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_2dms.imageView));
813 view_desc.image = r->image_3d.vk_image;
814 view_desc.viewType = VK_IMAGE_VIEW_TYPE_3D;
815 if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_3d.imageView))) < 0)
817 ERR("Failed to create 3D image view, vr %s.\n", wined3d_debug_vkresult(vr));
818 goto fail;
820 v->vk_info_3d.sampler = VK_NULL_HANDLE;
821 v->vk_info_3d.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
822 TRACE("Created 3D image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_3d.imageView));
824 view_desc.image = r->image_2d.vk_image;
825 view_desc.subresourceRange.layerCount = 6;
826 view_desc.viewType = VK_IMAGE_VIEW_TYPE_CUBE;
827 if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_cube.imageView))) < 0)
829 ERR("Failed to create cube image view, vr %s.\n", wined3d_debug_vkresult(vr));
830 goto fail;
832 v->vk_info_cube.sampler = VK_NULL_HANDLE;
833 v->vk_info_cube.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
834 TRACE("Created cube image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_cube.imageView));
836 view_desc.subresourceRange.layerCount = 1;
837 view_desc.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
838 if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_2d_array.imageView))) < 0)
840 ERR("Failed to create 2D array image view, vr %s.\n", wined3d_debug_vkresult(vr));
841 goto fail;
843 v->vk_info_2d_array.sampler = VK_NULL_HANDLE;
844 v->vk_info_2d_array.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
845 TRACE("Created 2D array image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_2d_array.imageView));
847 view_desc.image = r->image_2dms.vk_image;
848 view_desc.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
849 if ((vr = VK_CALL(vkCreateImageView(device_vk->vk_device, &view_desc, NULL, &v->vk_info_2dms_array.imageView))) < 0)
851 ERR("Failed to create 2D MSAA array image view, vr %s.\n", wined3d_debug_vkresult(vr));
852 goto fail;
854 v->vk_info_2dms_array.sampler = VK_NULL_HANDLE;
855 v->vk_info_2dms_array.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
856 TRACE("Created 2D MSAA array image view 0x%s.\n", wine_dbgstr_longlong(v->vk_info_2dms_array.imageView));
858 return true;
860 fail:
861 if (v->vk_info_2d_array.imageView)
862 VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_2d_array.imageView, NULL));
863 if (v->vk_info_cube.imageView)
864 VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_cube.imageView, NULL));
865 if (v->vk_info_3d.imageView)
866 VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_3d.imageView, NULL));
867 if (v->vk_info_2dms.imageView)
868 VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_2dms.imageView, NULL));
869 if (v->vk_info_2d.imageView)
870 VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_2d.imageView, NULL));
871 if (v->vk_info_1d_array.imageView)
872 VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_1d_array.imageView, NULL));
873 if (v->vk_info_1d.imageView)
874 VK_CALL(vkDestroyImageView(device_vk->vk_device, v->vk_info_1d.imageView, NULL));
875 if (v->vk_view_buffer_float)
876 VK_CALL(vkDestroyBufferView(device_vk->vk_device, v->vk_view_buffer_float, NULL));
877 VK_CALL(vkDestroyBufferView(device_vk->vk_device, v->vk_view_buffer_uint, NULL));
878 return false;
881 void wined3d_device_vk_destroy_null_views(struct wined3d_device_vk *device_vk, struct wined3d_context_vk *context_vk)
883 struct wined3d_null_views_vk *v = &device_vk->null_views_vk;
884 uint64_t id = context_vk->current_command_buffer.id;
886 wined3d_context_vk_destroy_vk_image_view(context_vk, v->vk_info_2dms_array.imageView, id);
887 wined3d_context_vk_destroy_vk_image_view(context_vk, v->vk_info_2d_array.imageView, id);
888 wined3d_context_vk_destroy_vk_image_view(context_vk, v->vk_info_cube.imageView, id);
889 wined3d_context_vk_destroy_vk_image_view(context_vk, v->vk_info_3d.imageView, id);
890 wined3d_context_vk_destroy_vk_image_view(context_vk, v->vk_info_2dms.imageView, id);
891 wined3d_context_vk_destroy_vk_image_view(context_vk, v->vk_info_2d.imageView, id);
892 wined3d_context_vk_destroy_vk_image_view(context_vk, v->vk_info_1d_array.imageView, id);
893 wined3d_context_vk_destroy_vk_image_view(context_vk, v->vk_info_1d.imageView, id);
895 wined3d_context_vk_destroy_vk_buffer_view(context_vk, v->vk_view_buffer_float, id);
896 wined3d_context_vk_destroy_vk_buffer_view(context_vk, v->vk_view_buffer_uint, id);
899 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
901 unsigned int screensaver_active;
903 TRACE("device %p, window %p.\n", device, window);
905 if (!wined3d_register_window(NULL, window, device, 0))
907 ERR("Failed to register window %p.\n", window);
908 return E_FAIL;
911 InterlockedExchangePointer((void **)&device->focus_window, window);
912 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
913 SystemParametersInfoW(SPI_GETSCREENSAVEACTIVE, 0, &screensaver_active, 0);
914 if ((device->restore_screensaver = !!screensaver_active))
915 SystemParametersInfoW(SPI_SETSCREENSAVEACTIVE, FALSE, NULL, 0);
917 return WINED3D_OK;
920 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
922 TRACE("device %p.\n", device);
924 if (device->focus_window) wined3d_unregister_window(device->focus_window);
925 InterlockedExchangePointer((void **)&device->focus_window, NULL);
926 if (device->restore_screensaver)
928 SystemParametersInfoW(SPI_SETSCREENSAVEACTIVE, TRUE, NULL, 0);
929 device->restore_screensaver = FALSE;
933 static void device_init_swapchain_state(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
935 BOOL ds_enable = swapchain->state.desc.enable_auto_depth_stencil;
936 struct wined3d_device_context *context = &device->cs->c;
937 unsigned int i;
939 for (i = 0; i < device->adapter->d3d_info.limits.max_rt_count; ++i)
941 wined3d_device_context_set_rendertarget_view(context, i, NULL, FALSE);
943 if (device->back_buffer_view)
944 wined3d_device_context_set_rendertarget_view(context, 0, device->back_buffer_view, TRUE);
946 wined3d_device_context_set_depth_stencil_view(context, ds_enable ? device->auto_depth_stencil_view : NULL);
949 void wined3d_device_delete_opengl_contexts_cs(void *object)
951 struct wined3d_swapchain_gl *swapchain_gl;
952 struct wined3d_device *device = object;
953 struct wined3d_context_gl *context_gl;
954 struct wined3d_device_gl *device_gl;
955 struct wined3d_context *context;
956 struct wined3d_shader *shader;
958 TRACE("device %p.\n", device);
960 device_gl = wined3d_device_gl(device);
962 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
964 device->shader_backend->shader_destroy(shader);
967 context = context_acquire(device, NULL, 0);
968 context_gl = wined3d_context_gl(context);
969 device->blitter->ops->blitter_destroy(device->blitter, context);
970 device->shader_backend->shader_free_private(device, context);
971 wined3d_device_gl_destroy_dummy_textures(device_gl, context_gl);
972 wined3d_device_destroy_default_samplers(device, context);
973 context_release(context);
975 while (device->context_count)
977 if ((swapchain_gl = wined3d_swapchain_gl(device->contexts[0]->swapchain)))
978 wined3d_swapchain_gl_destroy_contexts(swapchain_gl);
979 else
980 wined3d_context_gl_destroy(wined3d_context_gl(device->contexts[0]));
984 void wined3d_device_create_primary_opengl_context_cs(void *object)
986 struct wined3d_device *device = object;
987 struct wined3d_context_gl *context_gl;
988 struct wined3d_swapchain *swapchain;
989 struct wined3d_context *context;
990 struct wined3d_texture *target;
991 HRESULT hr;
993 TRACE("device %p.\n", device);
995 swapchain = device->swapchains[0];
996 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
997 if (!(context = context_acquire(device, target, 0)))
999 WARN("Failed to acquire context.\n");
1000 return;
1003 if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
1004 device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
1006 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
1007 context_release(context);
1008 return;
1011 if (!(device->blitter = wined3d_cpu_blitter_create()))
1013 ERR("Failed to create CPU blitter.\n");
1014 device->shader_backend->shader_free_private(device, NULL);
1015 context_release(context);
1016 return;
1019 context_gl = wined3d_context_gl(context);
1021 wined3d_ffp_blitter_create(&device->blitter, context_gl->gl_info);
1022 if (!wined3d_glsl_blitter_create(&device->blitter, device))
1023 wined3d_arbfp_blitter_create(&device->blitter, device);
1024 wined3d_fbo_blitter_create(&device->blitter, context_gl->gl_info);
1025 wined3d_raw_blitter_create(&device->blitter, context_gl->gl_info);
1027 wined3d_device_gl_create_dummy_textures(wined3d_device_gl(device), context_gl);
1028 wined3d_device_create_default_samplers(device, context);
1029 context_release(context);
1032 HRESULT wined3d_device_set_implicit_swapchain(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
1034 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1035 const struct wined3d_swapchain_desc *swapchain_desc;
1036 struct wined3d_fb_state *fb = &device->cs->c.state->fb;
1037 DWORD clear_flags = 0;
1038 unsigned int i;
1039 HRESULT hr;
1041 TRACE("device %p, swapchain %p.\n", device, swapchain);
1043 if (device->d3d_initialized)
1044 return WINED3DERR_INVALIDCALL;
1046 device->swapchain_count = 1;
1047 if (!(device->swapchains = heap_calloc(device->swapchain_count, sizeof(*device->swapchains))))
1049 ERR("Failed to allocate swapchain array.\n");
1050 hr = E_OUTOFMEMORY;
1051 goto err_out;
1053 device->swapchains[0] = swapchain;
1055 for (i = 0; i < ARRAY_SIZE(fb->render_targets); ++i)
1057 if (fb->render_targets[i])
1058 wined3d_rtv_bind_count_dec(fb->render_targets[i]);
1060 memset(fb->render_targets, 0, sizeof(fb->render_targets));
1062 if (FAILED(hr = device->adapter->adapter_ops->adapter_init_3d(device)))
1063 goto err_out;
1064 device->d3d_initialized = TRUE;
1066 swapchain_desc = &swapchain->state.desc;
1067 if (swapchain_desc->backbuffer_count && swapchain_desc->backbuffer_bind_flags & WINED3D_BIND_RENDER_TARGET)
1069 struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource;
1070 struct wined3d_view_desc view_desc;
1072 view_desc.format_id = back_buffer->format->id;
1073 view_desc.flags = 0;
1074 view_desc.u.texture.level_idx = 0;
1075 view_desc.u.texture.level_count = 1;
1076 view_desc.u.texture.layer_idx = 0;
1077 view_desc.u.texture.layer_count = 1;
1078 if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer,
1079 NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
1081 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
1082 device->adapter->adapter_ops->adapter_uninit_3d(device);
1083 device->d3d_initialized = FALSE;
1084 goto err_out;
1088 device_init_swapchain_state(device, swapchain);
1090 TRACE("All defaults now set up.\n");
1092 /* Clear the screen. */
1093 if (device->back_buffer_view)
1094 clear_flags |= WINED3DCLEAR_TARGET;
1095 if (swapchain_desc->enable_auto_depth_stencil)
1096 clear_flags |= WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL;
1097 if (clear_flags)
1098 wined3d_device_clear(device, 0, NULL, clear_flags, &black, 1.0f, 0);
1100 if (wined3d_settings.logo)
1101 device_load_logo(device, wined3d_settings.logo);
1103 return WINED3D_OK;
1105 err_out:
1106 heap_free(device->swapchains);
1107 device->swapchains = NULL;
1108 device->swapchain_count = 0;
1110 return hr;
1113 static void device_free_sampler(struct wine_rb_entry *entry, void *context)
1115 struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
1117 wined3d_sampler_decref(sampler);
1120 static void device_free_rasterizer_state(struct wine_rb_entry *entry, void *context)
1122 struct wined3d_rasterizer_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_rasterizer_state, entry);
1124 wined3d_rasterizer_state_decref(state);
1127 static void device_free_blend_state(struct wine_rb_entry *entry, void *context)
1129 struct wined3d_blend_state *blend_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_blend_state, entry);
1131 wined3d_blend_state_decref(blend_state);
1134 static void device_free_depth_stencil_state(struct wine_rb_entry *entry, void *context)
1136 struct wined3d_depth_stencil_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_depth_stencil_state, entry);
1138 wined3d_depth_stencil_state_decref(state);
1141 void wined3d_device_uninit_3d(struct wined3d_device *device)
1143 struct wined3d_state *state = device->cs->c.state;
1144 struct wined3d_resource *resource, *cursor;
1145 struct wined3d_rendertarget_view *view;
1146 struct wined3d_texture *texture;
1148 TRACE("device %p.\n", device);
1150 if (!device->d3d_initialized)
1152 ERR("Called while 3D support was not initialised.\n");
1153 return;
1156 wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1158 device->swapchain_count = 0;
1160 if ((texture = device->logo_texture))
1162 device->logo_texture = NULL;
1163 wined3d_texture_decref(texture);
1166 if ((texture = device->cursor_texture))
1168 device->cursor_texture = NULL;
1169 wined3d_texture_decref(texture);
1172 wined3d_device_context_emit_reset_state(&device->cs->c, false);
1173 state_cleanup(state);
1175 wine_rb_clear(&device->samplers, device_free_sampler, NULL);
1176 wine_rb_clear(&device->rasterizer_states, device_free_rasterizer_state, NULL);
1177 wine_rb_clear(&device->blend_states, device_free_blend_state, NULL);
1178 wine_rb_clear(&device->depth_stencil_states, device_free_depth_stencil_state, NULL);
1180 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1182 TRACE("Unloading resource %p.\n", resource);
1183 wined3d_cs_emit_unload_resource(device->cs, resource);
1186 device->adapter->adapter_ops->adapter_uninit_3d(device);
1187 device->d3d_initialized = FALSE;
1189 if ((view = device->auto_depth_stencil_view))
1191 device->auto_depth_stencil_view = NULL;
1192 if (wined3d_rendertarget_view_decref(view))
1193 ERR("Something's still holding the auto depth/stencil view (%p).\n", view);
1196 if ((view = device->back_buffer_view))
1198 device->back_buffer_view = NULL;
1199 wined3d_rendertarget_view_decref(view);
1202 heap_free(device->swapchains);
1203 device->swapchains = NULL;
1205 wined3d_state_reset(state, &device->adapter->d3d_info);
1208 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1209 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1210 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1212 * There is no way to deactivate thread safety once it is enabled.
1214 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1216 TRACE("device %p.\n", device);
1218 /* For now just store the flag (needed in case of ddraw). */
1219 device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1222 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1224 const struct wined3d_driver_info *driver_info;
1226 TRACE("device %p.\n", device);
1228 driver_info = &device->adapter->driver_info;
1230 TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
1231 wine_dbgstr_longlong(driver_info->vram_bytes),
1232 wine_dbgstr_longlong(device->adapter->vram_bytes_used),
1233 wine_dbgstr_longlong(driver_info->vram_bytes - device->adapter->vram_bytes_used));
1235 return min(UINT_MAX, driver_info->vram_bytes - device->adapter->vram_bytes_used);
1238 struct wined3d_buffer * CDECL wined3d_device_context_get_stream_output(struct wined3d_device_context *context,
1239 unsigned int idx, unsigned int *offset)
1241 TRACE("context %p, idx %u, offset %p.\n", context, idx, offset);
1243 if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS)
1245 WARN("Invalid stream output %u.\n", idx);
1246 return NULL;
1249 if (offset)
1250 *offset = context->state->stream_output[idx].offset;
1251 return context->state->stream_output[idx].buffer;
1254 HRESULT CDECL wined3d_device_context_get_stream_source(const struct wined3d_device_context *context,
1255 unsigned int stream_idx, struct wined3d_buffer **buffer, unsigned int *offset, unsigned int *stride)
1257 const struct wined3d_stream_state *stream;
1259 TRACE("context %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1260 context, stream_idx, buffer, offset, stride);
1262 if (stream_idx >= WINED3D_MAX_STREAMS)
1264 WARN("Stream index %u out of range.\n", stream_idx);
1265 return WINED3DERR_INVALIDCALL;
1268 stream = &context->state->streams[stream_idx];
1269 *buffer = stream->buffer;
1270 if (offset)
1271 *offset = stream->offset;
1272 *stride = stream->stride;
1274 return WINED3D_OK;
1277 static void wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1279 struct wined3d_stream_state *stream;
1280 UINT old_flags, old_freq;
1282 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1284 stream = &device->cs->c.state->streams[stream_idx];
1285 old_flags = stream->flags;
1286 old_freq = stream->frequency;
1288 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1289 stream->frequency = divider & 0x7fffff;
1290 if (stream->frequency != old_freq || stream->flags != old_flags)
1291 wined3d_cs_emit_set_stream_source_freq(device->cs, stream_idx, stream->frequency, stream->flags);
1294 static void wined3d_device_set_transform(struct wined3d_device *device,
1295 enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1297 TRACE("device %p, state %s, matrix %p.\n",
1298 device, debug_d3dtstype(state), matrix);
1299 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_11, matrix->_12, matrix->_13, matrix->_14);
1300 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_21, matrix->_22, matrix->_23, matrix->_24);
1301 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_31, matrix->_32, matrix->_33, matrix->_34);
1302 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_41, matrix->_42, matrix->_43, matrix->_44);
1304 /* If the new matrix is the same as the current one,
1305 * we cut off any further processing. this seems to be a reasonable
1306 * optimization because as was noticed, some apps (warcraft3 for example)
1307 * tend towards setting the same matrix repeatedly for some reason.
1309 * From here on we assume that the new matrix is different, wherever it matters. */
1310 if (!memcmp(&device->cs->c.state->transforms[state], matrix, sizeof(*matrix)))
1312 TRACE("The application is setting the same matrix over again.\n");
1313 return;
1316 device->cs->c.state->transforms[state] = *matrix;
1317 wined3d_device_context_emit_set_transform(&device->cs->c, state, matrix);
1320 static void wined3d_device_get_transform(const struct wined3d_device *device,
1321 enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1323 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1325 *matrix = device->cs->c.state->transforms[state];
1328 /* Note lights are real special cases. Although the device caps state only
1329 * e.g. 8 are supported, you can reference any indexes you want as long as
1330 * that number max are enabled at any one point in time. Therefore since the
1331 * indices can be anything, we need a hashmap of them. However, this causes
1332 * stateblock problems. When capturing the state block, I duplicate the
1333 * hashmap, but when recording, just build a chain pretty much of commands to
1334 * be replayed. */
1335 static void wined3d_device_context_set_light(struct wined3d_device_context *context,
1336 unsigned int light_idx, const struct wined3d_light *light)
1338 struct wined3d_light_info *object = NULL;
1339 float rho;
1341 if (FAILED(wined3d_light_state_set_light(&context->state->light_state, light_idx, light, &object)))
1342 return;
1344 /* Initialize the object. */
1345 TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
1346 "position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
1347 "range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
1348 light_idx, light->type, debug_color(&light->diffuse),
1349 debug_color(&light->specular), debug_color(&light->ambient),
1350 light->position.x, light->position.y, light->position.z,
1351 light->direction.x, light->direction.y, light->direction.z,
1352 light->range, light->falloff, light->theta, light->phi);
1354 switch (light->type)
1356 case WINED3D_LIGHT_POINT:
1357 /* Position */
1358 object->position.x = light->position.x;
1359 object->position.y = light->position.y;
1360 object->position.z = light->position.z;
1361 object->position.w = 1.0f;
1362 object->cutoff = 180.0f;
1363 /* FIXME: Range */
1364 break;
1366 case WINED3D_LIGHT_DIRECTIONAL:
1367 /* Direction */
1368 object->direction.x = -light->direction.x;
1369 object->direction.y = -light->direction.y;
1370 object->direction.z = -light->direction.z;
1371 object->direction.w = 0.0f;
1372 object->exponent = 0.0f;
1373 object->cutoff = 180.0f;
1374 break;
1376 case WINED3D_LIGHT_SPOT:
1377 /* Position */
1378 object->position.x = light->position.x;
1379 object->position.y = light->position.y;
1380 object->position.z = light->position.z;
1381 object->position.w = 1.0f;
1383 /* Direction */
1384 object->direction.x = light->direction.x;
1385 object->direction.y = light->direction.y;
1386 object->direction.z = light->direction.z;
1387 object->direction.w = 0.0f;
1389 /* opengl-ish and d3d-ish spot lights use too different models
1390 * for the light "intensity" as a function of the angle towards
1391 * the main light direction, so we only can approximate very
1392 * roughly. However, spot lights are rather rarely used in games
1393 * (if ever used at all). Furthermore if still used, probably
1394 * nobody pays attention to such details. */
1395 if (!light->falloff)
1397 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1398 * equations have the falloff resp. exponent parameter as an
1399 * exponent, so the spot light lighting will always be 1.0 for
1400 * both of them, and we don't have to care for the rest of the
1401 * rather complex calculation. */
1402 object->exponent = 0.0f;
1404 else
1406 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
1407 if (rho < 0.0001f)
1408 rho = 0.0001f;
1409 object->exponent = -0.3f / logf(cosf(rho / 2));
1412 if (object->exponent > 128.0f)
1413 object->exponent = 128.0f;
1415 object->cutoff = (float)(light->phi * 90 / M_PI);
1416 /* FIXME: Range */
1417 break;
1419 case WINED3D_LIGHT_PARALLELPOINT:
1420 object->position.x = light->position.x;
1421 object->position.y = light->position.y;
1422 object->position.z = light->position.z;
1423 object->position.w = 1.0f;
1424 break;
1426 default:
1427 FIXME("Unrecognized light type %#x.\n", light->type);
1430 wined3d_device_context_emit_set_light(context, object);
1433 static void wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
1435 struct wined3d_light_state *light_state = &device->cs->c.state->light_state;
1436 struct wined3d_light_info *light_info;
1438 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
1440 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1441 if (!(light_info = wined3d_light_state_get_light(light_state, light_idx)))
1443 TRACE("Light enabled requested but light not defined, so defining one!\n");
1444 wined3d_device_context_set_light(&device->cs->c, light_idx, &WINED3D_default_light);
1446 if (!(light_info = wined3d_light_state_get_light(light_state, light_idx)))
1448 FIXME("Adding default lights has failed dismally\n");
1449 return;
1453 wined3d_light_state_enable_light(light_state, &device->adapter->d3d_info, light_info, enable);
1454 wined3d_device_context_emit_set_light_enable(&device->cs->c, light_idx, enable);
1457 static HRESULT wined3d_device_set_clip_plane(struct wined3d_device *device,
1458 UINT plane_idx, const struct wined3d_vec4 *plane)
1460 struct wined3d_vec4 *clip_planes = device->cs->c.state->clip_planes;
1462 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
1464 if (plane_idx >= device->adapter->d3d_info.limits.max_clip_distances)
1466 TRACE("Application has requested clipplane this device doesn't support.\n");
1467 return WINED3DERR_INVALIDCALL;
1470 if (!memcmp(&clip_planes[plane_idx], plane, sizeof(*plane)))
1472 TRACE("Application is setting old values over, nothing to do.\n");
1473 return WINED3D_OK;
1476 clip_planes[plane_idx] = *plane;
1478 wined3d_device_context_emit_set_clip_plane(&device->cs->c, plane_idx, plane);
1480 return WINED3D_OK;
1483 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
1484 const struct wined3d_clip_status *clip_status)
1486 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
1488 if (!clip_status)
1489 return WINED3DERR_INVALIDCALL;
1491 return WINED3D_OK;
1494 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
1495 struct wined3d_clip_status *clip_status)
1497 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
1499 if (!clip_status)
1500 return WINED3DERR_INVALIDCALL;
1502 return WINED3D_OK;
1505 static void wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
1507 TRACE("device %p, material %p.\n", device, material);
1509 device->cs->c.state->material = *material;
1510 wined3d_device_context_emit_set_material(&device->cs->c, material);
1513 struct wined3d_buffer * CDECL wined3d_device_context_get_index_buffer(const struct wined3d_device_context *context,
1514 enum wined3d_format_id *format, unsigned int *offset)
1516 const struct wined3d_state *state = context->state;
1518 TRACE("context %p, format %p, offset %p.\n", context, format, offset);
1520 *format = state->index_format;
1521 if (offset)
1522 *offset = state->index_offset;
1523 return state->index_buffer;
1526 static void wined3d_device_set_base_vertex_index(struct wined3d_device *device, int base_index)
1528 TRACE("device %p, base_index %d.\n", device, base_index);
1530 device->cs->c.state->base_vertex_index = base_index;
1533 void CDECL wined3d_device_context_get_viewports(const struct wined3d_device_context *context,
1534 unsigned int *viewport_count, struct wined3d_viewport *viewports)
1536 const struct wined3d_state *state = context->state;
1537 unsigned int count;
1539 TRACE("context %p, viewport_count %p, viewports %p.\n", context, viewport_count, viewports);
1541 count = viewport_count ? min(*viewport_count, state->viewport_count) : 1;
1542 if (count && viewports)
1543 memcpy(viewports, state->viewports, count * sizeof(*viewports));
1544 if (viewport_count)
1545 *viewport_count = state->viewport_count;
1548 static void resolve_depth_buffer(struct wined3d_device *device)
1550 const struct wined3d_state *state = device->cs->c.state;
1551 struct wined3d_rendertarget_view *src_view;
1552 struct wined3d_resource *dst_resource;
1553 struct wined3d_texture *dst_texture;
1555 if (!(dst_texture = state->textures[0]))
1556 return;
1557 dst_resource = &dst_texture->resource;
1558 if (!dst_resource->format->depth_size)
1559 return;
1560 if (!(src_view = state->fb.depth_stencil))
1561 return;
1563 wined3d_device_context_resolve_sub_resource(&device->cs->c, dst_resource, 0,
1564 src_view->resource, src_view->sub_resource_idx, dst_resource->format->id);
1567 struct wined3d_blend_state * CDECL wined3d_device_context_get_blend_state(const struct wined3d_device_context *context,
1568 struct wined3d_color *blend_factor, unsigned int *sample_mask)
1570 const struct wined3d_state *state = context->state;
1572 TRACE("context %p, blend_factor %p, sample_mask %p.\n", context, blend_factor, sample_mask);
1574 *blend_factor = state->blend_factor;
1575 *sample_mask = state->sample_mask;
1576 return state->blend_state;
1579 struct wined3d_depth_stencil_state * CDECL wined3d_device_context_get_depth_stencil_state(
1580 const struct wined3d_device_context *context, unsigned int *stencil_ref)
1582 const struct wined3d_state *state = context->state;
1584 TRACE("context %p, stencil_ref %p.\n", context, stencil_ref);
1586 *stencil_ref = state->stencil_ref;
1587 return state->depth_stencil_state;
1590 struct wined3d_rasterizer_state * CDECL wined3d_device_context_get_rasterizer_state(
1591 struct wined3d_device_context *context)
1593 TRACE("context %p.\n", context);
1595 return context->state->rasterizer_state;
1598 static void wined3d_device_set_render_state(struct wined3d_device *device,
1599 enum wined3d_render_state state, DWORD value)
1601 if (state > WINEHIGHEST_RENDER_STATE)
1603 WARN("Unhandled render state %#x.\n", state);
1604 return;
1607 if (value == device->cs->c.state->render_states[state])
1608 TRACE("Application is setting the old value over, nothing to do.\n");
1609 else
1611 device->cs->c.state->render_states[state] = value;
1612 wined3d_device_context_emit_set_render_state(&device->cs->c, state, value);
1615 if (state == WINED3D_RS_POINTSIZE && value == WINED3D_RESZ_CODE)
1617 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
1618 resolve_depth_buffer(device);
1622 static void wined3d_device_set_sampler_state(struct wined3d_device *device,
1623 UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
1625 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
1626 device, sampler_idx, debug_d3dsamplerstate(state), value);
1628 if (value == device->cs->c.state->sampler_states[sampler_idx][state])
1630 TRACE("Application is setting the old value over, nothing to do.\n");
1631 return;
1634 device->cs->c.state->sampler_states[sampler_idx][state] = value;
1635 wined3d_device_context_emit_set_sampler_state(&device->cs->c, sampler_idx, state, value);
1638 void CDECL wined3d_device_context_get_scissor_rects(const struct wined3d_device_context *context,
1639 unsigned int *rect_count, RECT *rects)
1641 const struct wined3d_state *state = context->state;
1642 unsigned int count;
1644 TRACE("context %p, rect_count %p, rects %p.\n", context, rect_count, rects);
1646 if (rects && (count = rect_count ? min(*rect_count, state->scissor_rect_count) : 1))
1647 memcpy(rects, state->scissor_rects, count * sizeof(*rects));
1648 if (rect_count)
1649 *rect_count = state->scissor_rect_count;
1652 void CDECL wined3d_device_context_reset_state(struct wined3d_device_context *context)
1654 TRACE("context %p.\n", context);
1656 state_cleanup(context->state);
1657 wined3d_state_reset(context->state, &context->device->adapter->d3d_info);
1658 wined3d_device_context_emit_reset_state(context, true);
1661 void CDECL wined3d_device_context_set_state(struct wined3d_device_context *context, struct wined3d_state *state)
1663 const struct wined3d_light_info *light;
1664 unsigned int i, j;
1666 TRACE("context %p, state %p.\n", context, state);
1668 context->state = state;
1669 wined3d_device_context_emit_set_feature_level(context, state->feature_level);
1671 for (i = 0; i < WINED3D_MAX_RENDER_TARGETS; ++i)
1673 wined3d_device_context_emit_set_rendertarget_view(context, i, state->fb.render_targets[i]);
1676 wined3d_device_context_emit_set_depth_stencil_view(context, state->fb.depth_stencil);
1677 wined3d_device_context_emit_set_vertex_declaration(context, state->vertex_declaration);
1679 for (i = 0; i < WINED3D_MAX_STREAM_OUTPUT_BUFFERS; ++i)
1681 wined3d_device_context_emit_set_stream_output(context, i,
1682 state->stream_output[i].buffer, state->stream_output[i].offset);
1685 for (i = 0; i < WINED3D_MAX_STREAMS; ++i)
1687 wined3d_device_context_emit_set_stream_source(context, i, state->streams[i].buffer,
1688 state->streams[i].offset, state->streams[i].stride);
1691 wined3d_device_context_emit_set_index_buffer(context, state->index_buffer,
1692 state->index_format, state->index_offset);
1694 wined3d_device_context_emit_set_predication(context, state->predicate, state->predicate_value);
1696 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
1698 wined3d_device_context_emit_set_shader(context, i, state->shader[i]);
1699 for (j = 0; j < MAX_CONSTANT_BUFFERS; ++j)
1700 wined3d_device_context_emit_set_constant_buffer(context, i, j, state->cb[i][j]);
1701 for (j = 0; j < MAX_SAMPLER_OBJECTS; ++j)
1703 wined3d_device_context_emit_set_sampler(context, i, j, state->sampler[i][j]);
1705 for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
1707 wined3d_device_context_emit_set_shader_resource_view(context, i, j, state->shader_resource_view[i][j]);
1711 for (i = 0; i < WINED3D_PIPELINE_COUNT; ++i)
1713 for (j = 0; j < MAX_UNORDERED_ACCESS_VIEWS; ++j)
1715 wined3d_device_context_emit_set_unordered_access_view(context, i, j,
1716 state->unordered_access_view[i][j], ~0);
1720 wined3d_device_context_push_constants(context, WINED3D_PUSH_CONSTANTS_VS_F,
1721 0, WINED3D_MAX_VS_CONSTS_F, state->vs_consts_f);
1722 wined3d_device_context_push_constants(context, WINED3D_PUSH_CONSTANTS_VS_I,
1723 0, WINED3D_MAX_CONSTS_I, state->vs_consts_i);
1724 wined3d_device_context_push_constants(context, WINED3D_PUSH_CONSTANTS_VS_B,
1725 0, WINED3D_MAX_CONSTS_B, state->vs_consts_b);
1727 wined3d_device_context_push_constants(context, WINED3D_PUSH_CONSTANTS_PS_F,
1728 0, WINED3D_MAX_PS_CONSTS_F, state->ps_consts_f);
1729 wined3d_device_context_push_constants(context, WINED3D_PUSH_CONSTANTS_PS_I,
1730 0, WINED3D_MAX_CONSTS_I, state->ps_consts_i);
1731 wined3d_device_context_push_constants(context, WINED3D_PUSH_CONSTANTS_PS_B,
1732 0, WINED3D_MAX_CONSTS_B, state->ps_consts_b);
1734 for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
1736 wined3d_device_context_emit_set_texture(context, i, state->textures[i]);
1737 for (j = 0; j < WINED3D_HIGHEST_SAMPLER_STATE + 1; ++j)
1739 wined3d_device_context_emit_set_sampler_state(context, i, j, state->sampler_states[i][j]);
1743 for (i = 0; i < WINED3D_MAX_TEXTURES; ++i)
1745 for (j = 0; j < WINED3D_HIGHEST_TEXTURE_STATE + 1; ++j)
1747 wined3d_device_context_emit_set_texture_state(context, i, j, state->texture_states[i][j]);
1751 for (i = 0; i < WINED3D_HIGHEST_TRANSFORM_STATE + 1; ++i)
1753 if (context->device->state_table[STATE_TRANSFORM(i)].representative)
1754 wined3d_device_context_emit_set_transform(context, i, state->transforms + i);
1757 for (i = 0; i < WINED3D_MAX_CLIP_DISTANCES; ++i)
1759 wined3d_device_context_emit_set_clip_plane(context, i, state->clip_planes + i);
1762 wined3d_device_context_emit_set_material(context, &state->material);
1764 wined3d_device_context_emit_set_viewports(context, state->viewport_count, state->viewports);
1765 wined3d_device_context_emit_set_scissor_rects(context, state->scissor_rect_count, state->scissor_rects);
1767 for (i = 0; i < LIGHTMAP_SIZE; ++i)
1769 LIST_FOR_EACH_ENTRY(light, &state->light_state.light_map[i], struct wined3d_light_info, entry)
1771 wined3d_device_context_set_light(context, light->OriginalIndex, &light->OriginalParms);
1772 wined3d_device_context_emit_set_light_enable(context, light->OriginalIndex, light->glIndex != -1);
1776 for (i = 0; i < WINEHIGHEST_RENDER_STATE + 1; ++i)
1778 if (context->device->state_table[STATE_RENDER(i)].representative)
1779 wined3d_device_context_emit_set_render_state(context, i, state->render_states[i]);
1782 wined3d_device_context_emit_set_blend_state(context, state->blend_state, &state->blend_factor, state->sample_mask);
1783 wined3d_device_context_emit_set_depth_stencil_state(context, state->depth_stencil_state, state->stencil_ref);
1784 wined3d_device_context_emit_set_rasterizer_state(context, state->rasterizer_state);
1787 struct wined3d_state * CDECL wined3d_device_get_state(struct wined3d_device *device)
1789 TRACE("device %p.\n", device);
1791 return device->cs->c.state;
1794 struct wined3d_device_context * CDECL wined3d_device_get_immediate_context(struct wined3d_device *device)
1796 TRACE("device %p.\n", device);
1798 return &device->cs->c;
1801 struct wined3d_vertex_declaration * CDECL wined3d_device_context_get_vertex_declaration(
1802 const struct wined3d_device_context *context)
1804 TRACE("context %p.\n", context);
1806 return context->state->vertex_declaration;
1809 void CDECL wined3d_device_context_set_shader(struct wined3d_device_context *context,
1810 enum wined3d_shader_type type, struct wined3d_shader *shader)
1812 struct wined3d_state *state = context->state;
1813 struct wined3d_shader *prev;
1815 TRACE("context %p, type %#x, shader %p.\n", context, type, shader);
1817 prev = state->shader[type];
1818 if (shader == prev)
1819 return;
1821 if (shader)
1822 wined3d_shader_incref(shader);
1823 state->shader[type] = shader;
1824 wined3d_device_context_emit_set_shader(context, type, shader);
1825 if (prev)
1826 wined3d_shader_decref(prev);
1829 struct wined3d_shader * CDECL wined3d_device_context_get_shader(const struct wined3d_device_context *context,
1830 enum wined3d_shader_type type)
1832 TRACE("context %p, type %#x.\n", context, type);
1834 return context->state->shader[type];
1837 void CDECL wined3d_device_context_set_constant_buffer(struct wined3d_device_context *context,
1838 enum wined3d_shader_type type, unsigned int idx, struct wined3d_buffer *buffer)
1840 struct wined3d_state *state = context->state;
1841 struct wined3d_buffer *prev;
1843 TRACE("context %p, type %#x, idx %u, buffer %p.\n", context, type, idx, buffer);
1845 if (idx >= MAX_CONSTANT_BUFFERS)
1847 WARN("Invalid constant buffer index %u.\n", idx);
1848 return;
1851 prev = state->cb[type][idx];
1852 if (buffer == prev)
1853 return;
1855 if (buffer)
1856 wined3d_buffer_incref(buffer);
1857 state->cb[type][idx] = buffer;
1858 wined3d_device_context_emit_set_constant_buffer(context, type, idx, buffer);
1859 if (prev)
1860 wined3d_buffer_decref(prev);
1863 void CDECL wined3d_device_context_set_blend_state(struct wined3d_device_context *context,
1864 struct wined3d_blend_state *blend_state, const struct wined3d_color *blend_factor, unsigned int sample_mask)
1866 struct wined3d_state *state = context->state;
1867 struct wined3d_blend_state *prev;
1869 TRACE("context %p, blend_state %p, blend_factor %p, sample_mask %#x.\n",
1870 context, blend_state, blend_factor, sample_mask);
1872 prev = state->blend_state;
1873 if (prev == blend_state && !memcmp(blend_factor, &state->blend_factor, sizeof(*blend_factor))
1874 && sample_mask == state->sample_mask)
1875 return;
1877 if (blend_state)
1878 wined3d_blend_state_incref(blend_state);
1879 state->blend_state = blend_state;
1880 state->blend_factor = *blend_factor;
1881 state->sample_mask = sample_mask;
1882 wined3d_device_context_emit_set_blend_state(context, blend_state, blend_factor, sample_mask);
1883 if (prev)
1884 wined3d_blend_state_decref(prev);
1887 void CDECL wined3d_device_context_set_depth_stencil_state(struct wined3d_device_context *context,
1888 struct wined3d_depth_stencil_state *depth_stencil_state, unsigned int stencil_ref)
1890 struct wined3d_state *state = context->state;
1891 struct wined3d_depth_stencil_state *prev;
1893 TRACE("context %p, depth_stencil_state %p, stencil_ref %u.\n", context, depth_stencil_state, stencil_ref);
1895 prev = state->depth_stencil_state;
1896 if (prev == depth_stencil_state && state->stencil_ref == stencil_ref)
1897 return;
1899 if (depth_stencil_state)
1900 wined3d_depth_stencil_state_incref(depth_stencil_state);
1901 state->depth_stencil_state = depth_stencil_state;
1902 state->stencil_ref = stencil_ref;
1903 wined3d_device_context_emit_set_depth_stencil_state(context, depth_stencil_state, stencil_ref);
1904 if (prev)
1905 wined3d_depth_stencil_state_decref(prev);
1908 void CDECL wined3d_device_context_set_rasterizer_state(struct wined3d_device_context *context,
1909 struct wined3d_rasterizer_state *rasterizer_state)
1911 struct wined3d_state *state = context->state;
1912 struct wined3d_rasterizer_state *prev;
1914 TRACE("context %p, rasterizer_state %p.\n", context, rasterizer_state);
1916 prev = state->rasterizer_state;
1917 if (prev == rasterizer_state)
1918 return;
1920 if (rasterizer_state)
1921 wined3d_rasterizer_state_incref(rasterizer_state);
1922 state->rasterizer_state = rasterizer_state;
1923 wined3d_device_context_emit_set_rasterizer_state(context, rasterizer_state);
1924 if (prev)
1925 wined3d_rasterizer_state_decref(prev);
1928 void CDECL wined3d_device_context_set_viewports(struct wined3d_device_context *context, unsigned int viewport_count,
1929 const struct wined3d_viewport *viewports)
1931 struct wined3d_state *state = context->state;
1932 unsigned int i;
1934 TRACE("context %p, viewport_count %u, viewports %p.\n", context, viewport_count, viewports);
1936 for (i = 0; i < viewport_count; ++i)
1938 TRACE("%u: x %.8e, y %.8e, w %.8e, h %.8e, min_z %.8e, max_z %.8e.\n", i, viewports[i].x, viewports[i].y,
1939 viewports[i].width, viewports[i].height, viewports[i].min_z, viewports[i].max_z);
1942 if (viewport_count)
1943 memcpy(state->viewports, viewports, viewport_count * sizeof(*viewports));
1944 else
1945 memset(state->viewports, 0, sizeof(state->viewports));
1946 state->viewport_count = viewport_count;
1948 wined3d_device_context_emit_set_viewports(context, viewport_count, viewports);
1951 void CDECL wined3d_device_context_set_scissor_rects(struct wined3d_device_context *context, unsigned int rect_count,
1952 const RECT *rects)
1954 struct wined3d_state *state = context->state;
1955 unsigned int i;
1957 TRACE("context %p, rect_count %u, rects %p.\n", context, rect_count, rects);
1959 for (i = 0; i < rect_count; ++i)
1961 TRACE("%u: %s\n", i, wine_dbgstr_rect(&rects[i]));
1964 if (state->scissor_rect_count == rect_count
1965 && !memcmp(state->scissor_rects, rects, rect_count * sizeof(*rects)))
1967 TRACE("App is setting the old scissor rectangles over, nothing to do.\n");
1968 return;
1971 if (rect_count)
1972 memcpy(state->scissor_rects, rects, rect_count * sizeof(*rects));
1973 else
1974 memset(state->scissor_rects, 0, sizeof(state->scissor_rects));
1975 state->scissor_rect_count = rect_count;
1977 wined3d_device_context_emit_set_scissor_rects(context, rect_count, rects);
1980 void CDECL wined3d_device_context_set_shader_resource_view(struct wined3d_device_context *context,
1981 enum wined3d_shader_type type, unsigned int idx, struct wined3d_shader_resource_view *view)
1983 struct wined3d_state *state = context->state;
1984 const struct wined3d_rendertarget_view *dsv;
1985 struct wined3d_shader_resource_view *prev;
1987 TRACE("context %p, type %#x, idx %u, view %p.\n", context, type, idx, view);
1989 if (idx >= MAX_SHADER_RESOURCE_VIEWS)
1991 WARN("Invalid view index %u.\n", idx);
1992 return;
1995 prev = state->shader_resource_view[type][idx];
1996 if (view == prev)
1997 return;
1999 if (view && (wined3d_is_srv_rtv_bound(state, view)
2000 || ((dsv = state->fb.depth_stencil)
2001 && dsv->resource == view->resource && wined3d_dsv_srv_conflict(dsv, view->format))))
2003 WARN("Application is trying to bind resource which is attached as render target.\n");
2004 view = NULL;
2007 if (view)
2009 wined3d_shader_resource_view_incref(view);
2010 wined3d_srv_bind_count_inc(view);
2013 state->shader_resource_view[type][idx] = view;
2014 wined3d_device_context_emit_set_shader_resource_view(context, type, idx, view);
2015 if (prev)
2017 wined3d_srv_bind_count_dec(prev);
2018 wined3d_shader_resource_view_decref(prev);
2022 void CDECL wined3d_device_context_set_sampler(struct wined3d_device_context *context,
2023 enum wined3d_shader_type type, unsigned int idx, struct wined3d_sampler *sampler)
2025 struct wined3d_state *state = context->state;
2026 struct wined3d_sampler *prev;
2028 TRACE("context %p, type %#x, idx %u, sampler %p.\n", context, type, idx, sampler);
2030 if (idx >= MAX_SAMPLER_OBJECTS)
2032 WARN("Invalid sampler index %u.\n", idx);
2033 return;
2036 prev = state->sampler[type][idx];
2037 if (sampler == prev)
2038 return;
2040 if (sampler)
2041 wined3d_sampler_incref(sampler);
2042 state->sampler[type][idx] = sampler;
2043 wined3d_device_context_emit_set_sampler(context, type, idx, sampler);
2044 if (prev)
2045 wined3d_sampler_decref(prev);
2048 void CDECL wined3d_device_context_set_unordered_access_view(struct wined3d_device_context *context,
2049 enum wined3d_pipeline pipeline, unsigned int idx, struct wined3d_unordered_access_view *uav,
2050 unsigned int initial_count)
2052 struct wined3d_state *state = context->state;
2053 struct wined3d_unordered_access_view *prev;
2055 TRACE("context %p, pipeline %#x, idx %u, uav %p, initial_count %u.\n", context, pipeline, idx, uav, initial_count);
2057 if (idx >= MAX_UNORDERED_ACCESS_VIEWS)
2059 WARN("Invalid UAV index %u.\n", idx);
2060 return;
2063 prev = state->unordered_access_view[pipeline][idx];
2064 if (uav == prev && initial_count == ~0u)
2065 return;
2067 if (uav)
2068 wined3d_unordered_access_view_incref(uav);
2069 state->unordered_access_view[pipeline][idx] = uav;
2070 wined3d_device_context_emit_set_unordered_access_view(context, pipeline, idx, uav, initial_count);
2071 if (prev)
2072 wined3d_unordered_access_view_decref(prev);
2075 static void wined3d_device_context_unbind_srv_for_rtv(struct wined3d_device_context *context,
2076 const struct wined3d_rendertarget_view *view, BOOL dsv)
2078 const struct wined3d_state *state = context->state;
2079 const struct wined3d_resource *resource;
2081 if (!view)
2082 return;
2083 resource = view->resource;
2085 if (resource->srv_bind_count_device)
2087 const struct wined3d_shader_resource_view *srv;
2088 unsigned int i, j;
2090 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
2092 for (j = 0; j < MAX_SHADER_RESOURCE_VIEWS; ++j)
2094 if ((srv = state->shader_resource_view[i][j]) && srv->resource == resource
2095 && ((!dsv && wined3d_is_srv_rtv_bound(state, srv))
2096 || (dsv && wined3d_dsv_srv_conflict(view, srv->format))))
2098 WARN("Application sets bound resource as render target.\n");
2099 wined3d_device_context_set_shader_resource_view(context, i, j, NULL);
2106 HRESULT CDECL wined3d_device_context_set_rendertarget_view(struct wined3d_device_context *context,
2107 unsigned int view_idx, struct wined3d_rendertarget_view *view, BOOL set_viewport)
2109 struct wined3d_state *state = context->state;
2110 struct wined3d_rendertarget_view *prev;
2111 unsigned int max_rt_count;
2113 TRACE("context %p, view_idx %u, view %p, set_viewport %#x.\n",
2114 context, view_idx, view, set_viewport);
2116 max_rt_count = context->device->adapter->d3d_info.limits.max_rt_count;
2117 if (view_idx >= max_rt_count)
2119 WARN("Only %u render targets are supported.\n", max_rt_count);
2120 return WINED3DERR_INVALIDCALL;
2123 if (view && !(view->resource->bind_flags & WINED3D_BIND_RENDER_TARGET))
2125 WARN("View resource %p doesn't have render target bind flags.\n", view->resource);
2126 return WINED3DERR_INVALIDCALL;
2129 /* Set the viewport and scissor rectangles, if requested. Tests show that
2130 * stateblock recording is ignored, the change goes directly into the
2131 * primary stateblock. */
2132 if (!view_idx && set_viewport)
2134 state->viewports[0].x = 0;
2135 state->viewports[0].y = 0;
2136 state->viewports[0].width = view->width;
2137 state->viewports[0].height = view->height;
2138 state->viewports[0].min_z = 0.0f;
2139 state->viewports[0].max_z = 1.0f;
2140 state->viewport_count = 1;
2141 wined3d_device_context_emit_set_viewports(context, 1, state->viewports);
2143 SetRect(&state->scissor_rects[0], 0, 0, view->width, view->height);
2144 state->scissor_rect_count = 1;
2145 wined3d_device_context_emit_set_scissor_rects(context, 1, state->scissor_rects);
2148 prev = state->fb.render_targets[view_idx];
2149 if (view == prev)
2150 return WINED3D_OK;
2152 if (view)
2154 wined3d_rendertarget_view_incref(view);
2155 wined3d_rtv_bind_count_inc(view);
2157 state->fb.render_targets[view_idx] = view;
2158 wined3d_device_context_emit_set_rendertarget_view(context, view_idx, view);
2159 /* Release after the assignment, to prevent device_resource_released()
2160 * from seeing the surface as still in use. */
2161 if (prev)
2163 wined3d_rtv_bind_count_dec(prev);
2164 wined3d_rendertarget_view_decref(prev);
2167 wined3d_device_context_unbind_srv_for_rtv(context, view, FALSE);
2169 return WINED3D_OK;
2172 HRESULT CDECL wined3d_device_context_set_depth_stencil_view(struct wined3d_device_context *context,
2173 struct wined3d_rendertarget_view *view)
2175 struct wined3d_fb_state *fb = &context->state->fb;
2176 struct wined3d_rendertarget_view *prev;
2178 TRACE("context %p, view %p.\n", context, view);
2180 if (view && !(view->resource->bind_flags & WINED3D_BIND_DEPTH_STENCIL))
2182 WARN("View resource %p has incompatible %s bind flags.\n",
2183 view->resource, wined3d_debug_bind_flags(view->resource->bind_flags));
2184 return WINED3DERR_INVALIDCALL;
2187 prev = fb->depth_stencil;
2188 if (prev == view)
2190 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
2191 return WINED3D_OK;
2194 if ((fb->depth_stencil = view))
2195 wined3d_rendertarget_view_incref(view);
2196 wined3d_device_context_emit_set_depth_stencil_view(context, view);
2197 if (prev)
2198 wined3d_rendertarget_view_decref(prev);
2199 wined3d_device_context_unbind_srv_for_rtv(context, view, TRUE);
2201 return WINED3D_OK;
2204 void CDECL wined3d_device_context_set_predication(struct wined3d_device_context *context,
2205 struct wined3d_query *predicate, BOOL value)
2207 struct wined3d_state *state = context->state;
2208 struct wined3d_query *prev;
2210 TRACE("context %p, predicate %p, value %#x.\n", context, predicate, value);
2212 prev = state->predicate;
2213 if (predicate)
2215 FIXME("Predicated rendering not implemented.\n");
2216 wined3d_query_incref(predicate);
2218 state->predicate = predicate;
2219 state->predicate_value = value;
2220 wined3d_device_context_emit_set_predication(context, predicate, value);
2221 if (prev)
2222 wined3d_query_decref(prev);
2225 HRESULT CDECL wined3d_device_context_set_stream_source(struct wined3d_device_context *context,
2226 unsigned int stream_idx, struct wined3d_buffer *buffer, unsigned int offset, unsigned int stride)
2228 struct wined3d_stream_state *stream;
2229 struct wined3d_buffer *prev_buffer;
2231 TRACE("context %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
2232 context, stream_idx, buffer, offset, stride);
2234 if (stream_idx >= WINED3D_MAX_STREAMS)
2236 WARN("Stream index %u out of range.\n", stream_idx);
2237 return WINED3DERR_INVALIDCALL;
2239 else if (offset & 0x3)
2241 WARN("Offset %u is not 4 byte aligned.\n", offset);
2242 return WINED3DERR_INVALIDCALL;
2245 stream = &context->state->streams[stream_idx];
2246 prev_buffer = stream->buffer;
2248 if (prev_buffer == buffer
2249 && stream->stride == stride
2250 && stream->offset == offset)
2252 TRACE("Application is setting the old values over, nothing to do.\n");
2253 return WINED3D_OK;
2256 stream->buffer = buffer;
2257 stream->stride = stride;
2258 stream->offset = offset;
2259 if (buffer)
2260 wined3d_buffer_incref(buffer);
2261 wined3d_device_context_emit_set_stream_source(context, stream_idx, buffer, offset, stride);
2262 if (prev_buffer)
2263 wined3d_buffer_decref(prev_buffer);
2265 return WINED3D_OK;
2268 void CDECL wined3d_device_context_set_index_buffer(struct wined3d_device_context *context,
2269 struct wined3d_buffer *buffer, enum wined3d_format_id format_id, unsigned int offset)
2271 struct wined3d_state *state = context->state;
2272 enum wined3d_format_id prev_format;
2273 struct wined3d_buffer *prev_buffer;
2274 unsigned int prev_offset;
2276 TRACE("context %p, buffer %p, format %s, offset %u.\n",
2277 context, buffer, debug_d3dformat(format_id), offset);
2279 prev_buffer = state->index_buffer;
2280 prev_format = state->index_format;
2281 prev_offset = state->index_offset;
2283 if (prev_buffer == buffer && prev_format == format_id && prev_offset == offset)
2284 return;
2286 if (buffer)
2287 wined3d_buffer_incref(buffer);
2288 state->index_buffer = buffer;
2289 state->index_format = format_id;
2290 state->index_offset = offset;
2291 wined3d_device_context_emit_set_index_buffer(context, buffer, format_id, offset);
2292 if (prev_buffer)
2293 wined3d_buffer_decref(prev_buffer);
2296 void CDECL wined3d_device_context_set_vertex_declaration(struct wined3d_device_context *context,
2297 struct wined3d_vertex_declaration *declaration)
2299 struct wined3d_state *state = context->state;
2300 struct wined3d_vertex_declaration *prev;
2302 TRACE("context %p, declaration %p.\n", context, declaration);
2304 prev = state->vertex_declaration;
2305 if (declaration == prev)
2306 return;
2308 if (declaration)
2309 wined3d_vertex_declaration_incref(declaration);
2310 state->vertex_declaration = declaration;
2311 wined3d_device_context_emit_set_vertex_declaration(context, declaration);
2312 if (prev)
2313 wined3d_vertex_declaration_decref(prev);
2316 void CDECL wined3d_device_context_set_stream_output(struct wined3d_device_context *context, unsigned int idx,
2317 struct wined3d_buffer *buffer, unsigned int offset)
2319 struct wined3d_stream_output *stream;
2320 struct wined3d_buffer *prev_buffer;
2322 TRACE("context %p, idx %u, buffer %p, offset %u.\n", context, idx, buffer, offset);
2324 if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS)
2326 WARN("Invalid stream output %u.\n", idx);
2327 return;
2330 stream = &context->state->stream_output[idx];
2331 prev_buffer = stream->buffer;
2333 if (buffer)
2334 wined3d_buffer_incref(buffer);
2335 stream->buffer = buffer;
2336 stream->offset = offset;
2337 wined3d_device_context_emit_set_stream_output(context, idx, buffer, offset);
2338 if (prev_buffer)
2339 wined3d_buffer_decref(prev_buffer);
2342 void CDECL wined3d_device_context_draw(struct wined3d_device_context *context, unsigned int start_vertex,
2343 unsigned int vertex_count, unsigned int start_instance, unsigned int instance_count)
2345 struct wined3d_state *state = context->state;
2347 TRACE("context %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
2348 context, start_vertex, vertex_count, start_instance, instance_count);
2350 wined3d_device_context_emit_draw(context, state->primitive_type, state->patch_vertex_count,
2351 0, start_vertex, vertex_count, start_instance, instance_count, false);
2354 void CDECL wined3d_device_context_draw_indexed(struct wined3d_device_context *context, int base_vertex_index,
2355 unsigned int start_index, unsigned int index_count, unsigned int start_instance, unsigned int instance_count)
2357 struct wined3d_state *state = context->state;
2359 TRACE("context %p, base_vertex_index %d, start_index %u, index_count %u, start_instance %u, instance_count %u.\n",
2360 context, base_vertex_index, start_index, index_count, start_instance, instance_count);
2362 wined3d_device_context_emit_draw(context, state->primitive_type, state->patch_vertex_count,
2363 base_vertex_index, start_index, index_count, start_instance, instance_count, true);
2366 struct wined3d_buffer * CDECL wined3d_device_context_get_constant_buffer(const struct wined3d_device_context *context,
2367 enum wined3d_shader_type shader_type, unsigned int idx)
2369 TRACE("context %p, shader_type %#x, idx %u.\n", context, shader_type, idx);
2371 if (idx >= MAX_CONSTANT_BUFFERS)
2373 WARN("Invalid constant buffer index %u.\n", idx);
2374 return NULL;
2377 return context->state->cb[shader_type][idx];
2380 struct wined3d_shader_resource_view * CDECL wined3d_device_context_get_shader_resource_view(
2381 const struct wined3d_device_context *context, enum wined3d_shader_type shader_type, unsigned int idx)
2383 if (idx >= MAX_SHADER_RESOURCE_VIEWS)
2385 WARN("Invalid view index %u.\n", idx);
2386 return NULL;
2389 return context->state->shader_resource_view[shader_type][idx];
2392 struct wined3d_sampler * CDECL wined3d_device_context_get_sampler(const struct wined3d_device_context *context,
2393 enum wined3d_shader_type shader_type, unsigned int idx)
2395 TRACE("context %p, shader_type %#x, idx %u.\n", context, shader_type, idx);
2397 if (idx >= MAX_SAMPLER_OBJECTS)
2399 WARN("Invalid sampler index %u.\n", idx);
2400 return NULL;
2403 return context->state->sampler[shader_type][idx];
2406 static void wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2407 unsigned int start_idx, unsigned int count, const BOOL *constants)
2409 unsigned int i;
2411 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2412 device, start_idx, count, constants);
2414 memcpy(&device->cs->c.state->vs_consts_b[start_idx], constants, count * sizeof(*constants));
2415 if (TRACE_ON(d3d))
2417 for (i = 0; i < count; ++i)
2418 TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
2421 wined3d_device_context_push_constants(&device->cs->c, WINED3D_PUSH_CONSTANTS_VS_B, start_idx, count, constants);
2424 static void wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2425 unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
2427 unsigned int i;
2429 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2430 device, start_idx, count, constants);
2432 memcpy(&device->cs->c.state->vs_consts_i[start_idx], constants, count * sizeof(*constants));
2433 if (TRACE_ON(d3d))
2435 for (i = 0; i < count; ++i)
2436 TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
2439 wined3d_device_context_push_constants(&device->cs->c, WINED3D_PUSH_CONSTANTS_VS_I, start_idx, count, constants);
2442 static void wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2443 unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
2445 unsigned int i;
2447 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2448 device, start_idx, count, constants);
2450 memcpy(&device->cs->c.state->vs_consts_f[start_idx], constants, count * sizeof(*constants));
2451 if (TRACE_ON(d3d))
2453 for (i = 0; i < count; ++i)
2454 TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
2457 wined3d_device_context_push_constants(&device->cs->c, WINED3D_PUSH_CONSTANTS_VS_F, start_idx, count, constants);
2460 static void wined3d_device_set_ps_consts_b(struct wined3d_device *device,
2461 unsigned int start_idx, unsigned int count, const BOOL *constants)
2463 unsigned int i;
2465 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2466 device, start_idx, count, constants);
2468 memcpy(&device->cs->c.state->ps_consts_b[start_idx], constants, count * sizeof(*constants));
2469 if (TRACE_ON(d3d))
2471 for (i = 0; i < count; ++i)
2472 TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
2475 wined3d_device_context_push_constants(&device->cs->c, WINED3D_PUSH_CONSTANTS_PS_B, start_idx, count, constants);
2478 static void wined3d_device_set_ps_consts_i(struct wined3d_device *device,
2479 unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
2481 unsigned int i;
2483 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2484 device, start_idx, count, constants);
2486 memcpy(&device->cs->c.state->ps_consts_i[start_idx], constants, count * sizeof(*constants));
2487 if (TRACE_ON(d3d))
2489 for (i = 0; i < count; ++i)
2490 TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
2493 wined3d_device_context_push_constants(&device->cs->c, WINED3D_PUSH_CONSTANTS_PS_I, start_idx, count, constants);
2496 static void wined3d_device_set_ps_consts_f(struct wined3d_device *device,
2497 unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
2499 unsigned int i;
2501 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2502 device, start_idx, count, constants);
2504 memcpy(&device->cs->c.state->ps_consts_f[start_idx], constants, count * sizeof(*constants));
2505 if (TRACE_ON(d3d))
2507 for (i = 0; i < count; ++i)
2508 TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
2511 wined3d_device_context_push_constants(&device->cs->c, WINED3D_PUSH_CONSTANTS_PS_F, start_idx, count, constants);
2514 struct wined3d_unordered_access_view * CDECL wined3d_device_context_get_unordered_access_view(
2515 const struct wined3d_device_context *context, enum wined3d_pipeline pipeline, unsigned int idx)
2517 TRACE("context %p, pipeline %#x, idx %u.\n", context, pipeline, idx);
2519 if (idx >= MAX_UNORDERED_ACCESS_VIEWS)
2521 WARN("Invalid UAV index %u.\n", idx);
2522 return NULL;
2525 return context->state->unordered_access_view[pipeline][idx];
2528 void CDECL wined3d_device_set_max_frame_latency(struct wined3d_device *device, unsigned int latency)
2530 unsigned int i;
2532 if (!latency)
2533 latency = 3;
2535 device->max_frame_latency = latency;
2536 for (i = 0; i < device->swapchain_count; ++i)
2537 swapchain_set_max_frame_latency(device->swapchains[i], device);
2540 unsigned int CDECL wined3d_device_get_max_frame_latency(const struct wined3d_device *device)
2542 return device->max_frame_latency;
2545 static unsigned int wined3d_get_flexible_vertex_size(DWORD fvf)
2547 unsigned int texcoord_count = (fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
2548 unsigned int i, size = 0;
2550 if (fvf & WINED3DFVF_NORMAL) size += 3 * sizeof(float);
2551 if (fvf & WINED3DFVF_DIFFUSE) size += sizeof(DWORD);
2552 if (fvf & WINED3DFVF_SPECULAR) size += sizeof(DWORD);
2553 if (fvf & WINED3DFVF_PSIZE) size += sizeof(DWORD);
2554 switch (fvf & WINED3DFVF_POSITION_MASK)
2556 case WINED3DFVF_XYZ: size += 3 * sizeof(float); break;
2557 case WINED3DFVF_XYZRHW: size += 4 * sizeof(float); break;
2558 case WINED3DFVF_XYZB1: size += 4 * sizeof(float); break;
2559 case WINED3DFVF_XYZB2: size += 5 * sizeof(float); break;
2560 case WINED3DFVF_XYZB3: size += 6 * sizeof(float); break;
2561 case WINED3DFVF_XYZB4: size += 7 * sizeof(float); break;
2562 case WINED3DFVF_XYZB5: size += 8 * sizeof(float); break;
2563 case WINED3DFVF_XYZW: size += 4 * sizeof(float); break;
2564 default: FIXME("Unexpected position mask %#x.\n", fvf & WINED3DFVF_POSITION_MASK);
2566 for (i = 0; i < texcoord_count; ++i)
2568 size += GET_TEXCOORD_SIZE_FROM_FVF(fvf, i) * sizeof(float);
2571 return size;
2574 static void wined3d_format_get_colour(const struct wined3d_format *format,
2575 const void *data, struct wined3d_color *colour)
2577 float *output = &colour->r;
2578 const uint32_t *u32_data;
2579 const uint16_t *u16_data;
2580 const float *f32_data;
2581 unsigned int i;
2583 static const struct wined3d_color default_colour = {0.0f, 0.0f, 0.0f, 1.0f};
2584 static unsigned int warned;
2586 switch (format->id)
2588 case WINED3DFMT_B8G8R8A8_UNORM:
2589 u32_data = data;
2590 wined3d_color_from_d3dcolor(colour, *u32_data);
2591 break;
2593 case WINED3DFMT_R8G8B8A8_UNORM:
2594 u32_data = data;
2595 colour->r = (*u32_data & 0xffu) / 255.0f;
2596 colour->g = ((*u32_data >> 8) & 0xffu) / 255.0f;
2597 colour->b = ((*u32_data >> 16) & 0xffu) / 255.0f;
2598 colour->a = ((*u32_data >> 24) & 0xffu) / 255.0f;
2599 break;
2601 case WINED3DFMT_R16G16_UNORM:
2602 case WINED3DFMT_R16G16B16A16_UNORM:
2603 u16_data = data;
2604 *colour = default_colour;
2605 for (i = 0; i < format->component_count; ++i)
2606 output[i] = u16_data[i] / 65535.0f;
2607 break;
2609 case WINED3DFMT_R32_FLOAT:
2610 case WINED3DFMT_R32G32_FLOAT:
2611 case WINED3DFMT_R32G32B32_FLOAT:
2612 case WINED3DFMT_R32G32B32A32_FLOAT:
2613 f32_data = data;
2614 *colour = default_colour;
2615 for (i = 0; i < format->component_count; ++i)
2616 output[i] = f32_data[i];
2617 break;
2619 default:
2620 *colour = default_colour;
2621 if (!warned++)
2622 FIXME("Unhandled colour format conversion, format %s.\n", debug_d3dformat(format->id));
2623 break;
2627 static void wined3d_colour_from_mcs(struct wined3d_color *colour, enum wined3d_material_color_source mcs,
2628 const struct wined3d_color *material_colour, unsigned int index,
2629 const struct wined3d_stream_info *stream_info)
2631 const struct wined3d_stream_info_element *element = NULL;
2633 switch (mcs)
2635 case WINED3D_MCS_MATERIAL:
2636 *colour = *material_colour;
2637 return;
2639 case WINED3D_MCS_COLOR1:
2640 if (!(stream_info->use_map & (1u << WINED3D_FFP_DIFFUSE)))
2642 colour->r = colour->g = colour->b = colour->a = 1.0f;
2643 return;
2645 element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
2646 break;
2648 case WINED3D_MCS_COLOR2:
2649 if (!(stream_info->use_map & (1u << WINED3D_FFP_SPECULAR)))
2651 colour->r = colour->g = colour->b = colour->a = 0.0f;
2652 return;
2654 element = &stream_info->elements[WINED3D_FFP_SPECULAR];
2655 break;
2657 default:
2658 colour->r = colour->g = colour->b = colour->a = 0.0f;
2659 ERR("Invalid material colour source %#x.\n", mcs);
2660 return;
2663 wined3d_format_get_colour(element->format, &element->data.addr[index * element->stride], colour);
2666 static float wined3d_clamp(float value, float min_value, float max_value)
2668 return value < min_value ? min_value : value > max_value ? max_value : value;
2671 static float wined3d_vec3_dot(const struct wined3d_vec3 *v0, const struct wined3d_vec3 *v1)
2673 return v0->x * v1->x + v0->y * v1->y + v0->z * v1->z;
2676 static void wined3d_vec3_subtract(struct wined3d_vec3 *v0, const struct wined3d_vec3 *v1)
2678 v0->x -= v1->x;
2679 v0->y -= v1->y;
2680 v0->z -= v1->z;
2683 static void wined3d_vec3_scale(struct wined3d_vec3 *v, float s)
2685 v->x *= s;
2686 v->y *= s;
2687 v->z *= s;
2690 static void wined3d_vec3_normalise(struct wined3d_vec3 *v)
2692 float rnorm = 1.0f / sqrtf(wined3d_vec3_dot(v, v));
2694 if (isfinite(rnorm))
2695 wined3d_vec3_scale(v, rnorm);
2698 static void wined3d_vec3_transform(struct wined3d_vec3 *dst,
2699 const struct wined3d_vec3 *v, const struct wined3d_matrix_3x3 *m)
2701 struct wined3d_vec3 tmp;
2703 tmp.x = v->x * m->_11 + v->y * m->_21 + v->z * m->_31;
2704 tmp.y = v->x * m->_12 + v->y * m->_22 + v->z * m->_32;
2705 tmp.z = v->x * m->_13 + v->y * m->_23 + v->z * m->_33;
2707 *dst = tmp;
2710 static void wined3d_color_clamp(struct wined3d_color *dst, const struct wined3d_color *src,
2711 float min_value, float max_value)
2713 dst->r = wined3d_clamp(src->r, min_value, max_value);
2714 dst->g = wined3d_clamp(src->g, min_value, max_value);
2715 dst->b = wined3d_clamp(src->b, min_value, max_value);
2716 dst->a = wined3d_clamp(src->a, min_value, max_value);
2719 static void wined3d_color_rgb_mul_add(struct wined3d_color *dst, const struct wined3d_color *src, float c)
2721 dst->r += src->r * c;
2722 dst->g += src->g * c;
2723 dst->b += src->b * c;
2726 static void init_transformed_lights(struct lights_settings *ls,
2727 const struct wined3d_state *state, BOOL legacy_lighting, BOOL compute_lighting)
2729 const struct wined3d_light_info *lights[WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS];
2730 const struct wined3d_light_info *light_info;
2731 struct light_transformed *light;
2732 struct wined3d_vec4 vec4;
2733 unsigned int light_count;
2734 unsigned int i, index;
2736 memset(ls, 0, sizeof(*ls));
2738 ls->lighting = !!compute_lighting;
2739 ls->fog_mode = state->render_states[WINED3D_RS_FOGVERTEXMODE];
2740 ls->fog_coord_mode = state->render_states[WINED3D_RS_RANGEFOGENABLE]
2741 ? WINED3D_FFP_VS_FOG_RANGE : WINED3D_FFP_VS_FOG_DEPTH;
2742 ls->fog_start = wined3d_get_float_state(state, WINED3D_RS_FOGSTART);
2743 ls->fog_end = wined3d_get_float_state(state, WINED3D_RS_FOGEND);
2744 ls->fog_density = wined3d_get_float_state(state, WINED3D_RS_FOGDENSITY);
2746 if (ls->fog_mode == WINED3D_FOG_NONE && !compute_lighting)
2747 return;
2749 multiply_matrix(&ls->modelview_matrix, &state->transforms[WINED3D_TS_VIEW],
2750 &state->transforms[WINED3D_TS_WORLD_MATRIX(0)]);
2752 if (!compute_lighting)
2753 return;
2755 compute_normal_matrix(&ls->normal_matrix._11, legacy_lighting, &ls->modelview_matrix);
2757 wined3d_color_from_d3dcolor(&ls->ambient_light, state->render_states[WINED3D_RS_AMBIENT]);
2758 ls->legacy_lighting = !!legacy_lighting;
2759 ls->normalise = !!state->render_states[WINED3D_RS_NORMALIZENORMALS];
2760 ls->localviewer = !!state->render_states[WINED3D_RS_LOCALVIEWER];
2762 for (i = 0, index = 0; i < LIGHTMAP_SIZE && index < ARRAY_SIZE(lights); ++i)
2764 LIST_FOR_EACH_ENTRY(light_info, &state->light_state.light_map[i], struct wined3d_light_info, entry)
2766 if (!light_info->enabled)
2767 continue;
2769 switch (light_info->OriginalParms.type)
2771 case WINED3D_LIGHT_DIRECTIONAL:
2772 ++ls->directional_light_count;
2773 break;
2775 case WINED3D_LIGHT_POINT:
2776 ++ls->point_light_count;
2777 break;
2779 case WINED3D_LIGHT_SPOT:
2780 ++ls->spot_light_count;
2781 break;
2783 case WINED3D_LIGHT_PARALLELPOINT:
2784 ++ls->parallel_point_light_count;
2785 break;
2787 default:
2788 FIXME("Unhandled light type %#x.\n", light_info->OriginalParms.type);
2789 continue;
2791 lights[index++] = light_info;
2792 if (index == WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS)
2793 break;
2797 light_count = index;
2798 for (i = 0, index = 0; i < light_count; ++i)
2800 light_info = lights[i];
2801 if (light_info->OriginalParms.type != WINED3D_LIGHT_DIRECTIONAL)
2802 continue;
2804 light = &ls->lights[index];
2805 wined3d_vec4_transform(&vec4, &light_info->direction, &state->transforms[WINED3D_TS_VIEW]);
2806 light->direction = *(struct wined3d_vec3 *)&vec4;
2807 wined3d_vec3_normalise(&light->direction);
2809 light->diffuse = light_info->OriginalParms.diffuse;
2810 light->ambient = light_info->OriginalParms.ambient;
2811 light->specular = light_info->OriginalParms.specular;
2812 ++index;
2815 for (i = 0; i < light_count; ++i)
2817 light_info = lights[i];
2818 if (light_info->OriginalParms.type != WINED3D_LIGHT_POINT)
2819 continue;
2821 light = &ls->lights[index];
2823 wined3d_vec4_transform(&light->position, &light_info->position, &state->transforms[WINED3D_TS_VIEW]);
2824 light->range = light_info->OriginalParms.range;
2825 light->c_att = light_info->OriginalParms.attenuation0;
2826 light->l_att = light_info->OriginalParms.attenuation1;
2827 light->q_att = light_info->OriginalParms.attenuation2;
2829 light->diffuse = light_info->OriginalParms.diffuse;
2830 light->ambient = light_info->OriginalParms.ambient;
2831 light->specular = light_info->OriginalParms.specular;
2832 ++index;
2835 for (i = 0; i < light_count; ++i)
2837 light_info = lights[i];
2838 if (light_info->OriginalParms.type != WINED3D_LIGHT_SPOT)
2839 continue;
2841 light = &ls->lights[index];
2843 wined3d_vec4_transform(&light->position, &light_info->position, &state->transforms[WINED3D_TS_VIEW]);
2844 wined3d_vec4_transform(&vec4, &light_info->direction, &state->transforms[WINED3D_TS_VIEW]);
2845 light->direction = *(struct wined3d_vec3 *)&vec4;
2846 wined3d_vec3_normalise(&light->direction);
2847 light->range = light_info->OriginalParms.range;
2848 light->falloff = light_info->OriginalParms.falloff;
2849 light->c_att = light_info->OriginalParms.attenuation0;
2850 light->l_att = light_info->OriginalParms.attenuation1;
2851 light->q_att = light_info->OriginalParms.attenuation2;
2852 light->cos_htheta = cosf(light_info->OriginalParms.theta / 2.0f);
2853 light->cos_hphi = cosf(light_info->OriginalParms.phi / 2.0f);
2855 light->diffuse = light_info->OriginalParms.diffuse;
2856 light->ambient = light_info->OriginalParms.ambient;
2857 light->specular = light_info->OriginalParms.specular;
2858 ++index;
2861 for (i = 0; i < light_count; ++i)
2863 light_info = lights[i];
2864 if (light_info->OriginalParms.type != WINED3D_LIGHT_PARALLELPOINT)
2865 continue;
2867 light = &ls->lights[index];
2869 wined3d_vec4_transform(&vec4, &light_info->position, &state->transforms[WINED3D_TS_VIEW]);
2870 *(struct wined3d_vec3 *)&light->position = *(struct wined3d_vec3 *)&vec4;
2871 wined3d_vec3_normalise((struct wined3d_vec3 *)&light->position);
2872 light->diffuse = light_info->OriginalParms.diffuse;
2873 light->ambient = light_info->OriginalParms.ambient;
2874 light->specular = light_info->OriginalParms.specular;
2875 ++index;
2879 static void update_light_diffuse_specular(struct wined3d_color *diffuse, struct wined3d_color *specular,
2880 const struct wined3d_vec3 *dir, float att, float material_shininess,
2881 const struct wined3d_vec3 *normal_transformed,
2882 const struct wined3d_vec3 *position_transformed_normalised,
2883 const struct light_transformed *light, const struct lights_settings *ls)
2885 struct wined3d_vec3 vec3;
2886 float t, c;
2888 c = wined3d_clamp(wined3d_vec3_dot(dir, normal_transformed), 0.0f, 1.0f);
2889 wined3d_color_rgb_mul_add(diffuse, &light->diffuse, c * att);
2891 vec3 = *dir;
2892 if (ls->localviewer)
2893 wined3d_vec3_subtract(&vec3, position_transformed_normalised);
2894 else
2895 vec3.z -= 1.0f;
2896 wined3d_vec3_normalise(&vec3);
2897 t = wined3d_vec3_dot(normal_transformed, &vec3);
2898 if (t > 0.0f && (!ls->legacy_lighting || material_shininess > 0.0f)
2899 && wined3d_vec3_dot(dir, normal_transformed) > 0.0f)
2900 wined3d_color_rgb_mul_add(specular, &light->specular, att * powf(t, material_shininess));
2903 static void light_set_vertex_data(struct lights_settings *ls,
2904 const struct wined3d_vec4 *position)
2906 if (ls->fog_mode == WINED3D_FOG_NONE && !ls->lighting)
2907 return;
2909 wined3d_vec4_transform(&ls->position_transformed, position, &ls->modelview_matrix);
2910 wined3d_vec3_scale((struct wined3d_vec3 *)&ls->position_transformed, 1.0f / ls->position_transformed.w);
2913 static void compute_light(struct wined3d_color *ambient, struct wined3d_color *diffuse,
2914 struct wined3d_color *specular, struct lights_settings *ls, const struct wined3d_vec3 *normal,
2915 float material_shininess)
2917 struct wined3d_vec3 position_transformed_normalised;
2918 struct wined3d_vec3 normal_transformed = {0.0f};
2919 const struct light_transformed *light;
2920 struct wined3d_vec3 dir, dst;
2921 unsigned int i, index;
2922 float att;
2924 position_transformed_normalised = *(const struct wined3d_vec3 *)&ls->position_transformed;
2925 wined3d_vec3_normalise(&position_transformed_normalised);
2927 if (normal)
2929 wined3d_vec3_transform(&normal_transformed, normal, &ls->normal_matrix);
2930 if (ls->normalise)
2931 wined3d_vec3_normalise(&normal_transformed);
2934 diffuse->r = diffuse->g = diffuse->b = diffuse->a = 0.0f;
2935 *specular = *diffuse;
2936 *ambient = ls->ambient_light;
2938 index = 0;
2939 for (i = 0; i < ls->directional_light_count; ++i, ++index)
2941 light = &ls->lights[index];
2943 wined3d_color_rgb_mul_add(ambient, &light->ambient, 1.0f);
2944 if (normal)
2945 update_light_diffuse_specular(diffuse, specular, &light->direction, 1.0f, material_shininess,
2946 &normal_transformed, &position_transformed_normalised, light, ls);
2949 for (i = 0; i < ls->point_light_count; ++i, ++index)
2951 light = &ls->lights[index];
2952 dir.x = light->position.x - ls->position_transformed.x;
2953 dir.y = light->position.y - ls->position_transformed.y;
2954 dir.z = light->position.z - ls->position_transformed.z;
2956 dst.z = wined3d_vec3_dot(&dir, &dir);
2957 dst.y = sqrtf(dst.z);
2958 dst.x = 1.0f;
2959 if (ls->legacy_lighting)
2961 dst.y = (light->range - dst.y) / light->range;
2962 if (!(dst.y > 0.0f))
2963 continue;
2964 dst.z = dst.y * dst.y;
2966 else
2968 if (!(dst.y <= light->range))
2969 continue;
2971 att = dst.x * light->c_att + dst.y * light->l_att + dst.z * light->q_att;
2972 if (!ls->legacy_lighting)
2973 att = 1.0f / att;
2975 wined3d_color_rgb_mul_add(ambient, &light->ambient, att);
2976 if (normal)
2978 wined3d_vec3_normalise(&dir);
2979 update_light_diffuse_specular(diffuse, specular, &dir, att, material_shininess,
2980 &normal_transformed, &position_transformed_normalised, light, ls);
2984 for (i = 0; i < ls->spot_light_count; ++i, ++index)
2986 float t;
2988 light = &ls->lights[index];
2990 dir.x = light->position.x - ls->position_transformed.x;
2991 dir.y = light->position.y - ls->position_transformed.y;
2992 dir.z = light->position.z - ls->position_transformed.z;
2994 dst.z = wined3d_vec3_dot(&dir, &dir);
2995 dst.y = sqrtf(dst.z);
2996 dst.x = 1.0f;
2998 if (ls->legacy_lighting)
3000 dst.y = (light->range - dst.y) / light->range;
3001 if (!(dst.y > 0.0f))
3002 continue;
3003 dst.z = dst.y * dst.y;
3005 else
3007 if (!(dst.y <= light->range))
3008 continue;
3010 wined3d_vec3_normalise(&dir);
3011 t = -wined3d_vec3_dot(&dir, &light->direction);
3012 if (t > light->cos_htheta)
3013 att = 1.0f;
3014 else if (t <= light->cos_hphi)
3015 att = 0.0f;
3016 else
3017 att = powf((t - light->cos_hphi) / (light->cos_htheta - light->cos_hphi), light->falloff);
3019 t = dst.x * light->c_att + dst.y * light->l_att + dst.z * light->q_att;
3020 if (ls->legacy_lighting)
3021 att *= t;
3022 else
3023 att /= t;
3025 wined3d_color_rgb_mul_add(ambient, &light->ambient, att);
3027 if (normal)
3028 update_light_diffuse_specular(diffuse, specular, &dir, att, material_shininess,
3029 &normal_transformed, &position_transformed_normalised, light, ls);
3032 for (i = 0; i < ls->parallel_point_light_count; ++i, ++index)
3034 light = &ls->lights[index];
3036 wined3d_color_rgb_mul_add(ambient, &light->ambient, 1.0f);
3037 if (normal)
3038 update_light_diffuse_specular(diffuse, specular, (const struct wined3d_vec3 *)&light->position,
3039 1.0f, material_shininess, &normal_transformed, &position_transformed_normalised, light, ls);
3043 static float wined3d_calculate_fog_factor(float fog_coord, const struct lights_settings *ls)
3045 switch (ls->fog_mode)
3047 case WINED3D_FOG_NONE:
3048 return fog_coord;
3049 case WINED3D_FOG_LINEAR:
3050 return (ls->fog_end - fog_coord) / (ls->fog_end - ls->fog_start);
3051 case WINED3D_FOG_EXP:
3052 return expf(-fog_coord * ls->fog_density);
3053 case WINED3D_FOG_EXP2:
3054 return expf(-fog_coord * fog_coord * ls->fog_density * ls->fog_density);
3055 default:
3056 ERR("Unhandled fog mode %#x.\n", ls->fog_mode);
3057 return 0.0f;
3061 static void update_fog_factor(float *fog_factor, struct lights_settings *ls)
3063 float fog_coord;
3065 if (ls->fog_mode == WINED3D_FOG_NONE)
3066 return;
3068 switch (ls->fog_coord_mode)
3070 case WINED3D_FFP_VS_FOG_RANGE:
3071 fog_coord = sqrtf(wined3d_vec3_dot((const struct wined3d_vec3 *)&ls->position_transformed,
3072 (const struct wined3d_vec3 *)&ls->position_transformed));
3073 break;
3075 case WINED3D_FFP_VS_FOG_DEPTH:
3076 fog_coord = fabsf(ls->position_transformed.z);
3077 break;
3079 default:
3080 ERR("Unhandled fog coordinate mode %#x.\n", ls->fog_coord_mode);
3081 return;
3083 *fog_factor = wined3d_calculate_fog_factor(fog_coord, ls);
3086 /* Context activation is done by the caller. */
3087 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3088 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3089 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags, DWORD dst_fvf)
3091 enum wined3d_material_color_source diffuse_source, specular_source, ambient_source, emissive_source;
3092 const struct wined3d_color *material_specular_state_colour;
3093 struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3094 const struct wined3d_state *state = device->cs->c.state;
3095 const struct wined3d_format *output_colour_format;
3096 static const struct wined3d_color black;
3097 struct wined3d_map_desc map_desc;
3098 struct wined3d_box box = {0};
3099 struct wined3d_viewport vp;
3100 unsigned int texture_count;
3101 struct lights_settings ls;
3102 unsigned int vertex_size;
3103 BOOL do_clip, lighting;
3104 float min_z, max_z;
3105 unsigned int i;
3106 BYTE *dest_ptr;
3107 HRESULT hr;
3109 if (!(stream_info->use_map & (1u << WINED3D_FFP_POSITION)))
3111 ERR("Source has no position mask.\n");
3112 return WINED3DERR_INVALIDCALL;
3115 if (state->render_states[WINED3D_RS_CLIPPING])
3117 static BOOL warned = FALSE;
3119 * The clipping code is not quite correct. Some things need
3120 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3121 * so disable clipping for now.
3122 * (The graphics in Half-Life are broken, and my processvertices
3123 * test crashes with IDirect3DDevice3)
3124 do_clip = TRUE;
3126 do_clip = FALSE;
3127 if (!warned)
3129 warned = TRUE;
3130 FIXME("Clipping is broken and disabled for now\n");
3133 else
3134 do_clip = FALSE;
3136 vertex_size = wined3d_get_flexible_vertex_size(dst_fvf);
3137 box.left = dwDestIndex * vertex_size;
3138 box.right = box.left + dwCount * vertex_size;
3139 if (FAILED(hr = wined3d_resource_map(&dest->resource, 0, &map_desc, &box, WINED3D_MAP_WRITE)))
3141 WARN("Failed to map buffer, hr %#x.\n", hr);
3142 return hr;
3144 dest_ptr = map_desc.data;
3146 wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
3147 wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
3148 wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
3150 TRACE("View mat:\n");
3151 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._11, view_mat._12, view_mat._13, view_mat._14);
3152 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._21, view_mat._22, view_mat._23, view_mat._24);
3153 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._31, view_mat._32, view_mat._33, view_mat._34);
3154 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._41, view_mat._42, view_mat._43, view_mat._44);
3156 TRACE("Proj mat:\n");
3157 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._11, proj_mat._12, proj_mat._13, proj_mat._14);
3158 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._21, proj_mat._22, proj_mat._23, proj_mat._24);
3159 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._31, proj_mat._32, proj_mat._33, proj_mat._34);
3160 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._41, proj_mat._42, proj_mat._43, proj_mat._44);
3162 TRACE("World mat:\n");
3163 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._11, world_mat._12, world_mat._13, world_mat._14);
3164 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._21, world_mat._22, world_mat._23, world_mat._24);
3165 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._31, world_mat._32, world_mat._33, world_mat._34);
3166 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._41, world_mat._42, world_mat._43, world_mat._44);
3168 /* Get the viewport */
3169 wined3d_device_context_get_viewports(&device->cs->c, NULL, &vp);
3170 TRACE("viewport x %.8e, y %.8e, width %.8e, height %.8e, min_z %.8e, max_z %.8e.\n",
3171 vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3173 multiply_matrix(&mat,&view_mat,&world_mat);
3174 multiply_matrix(&mat,&proj_mat,&mat);
3176 texture_count = (dst_fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3178 lighting = state->render_states[WINED3D_RS_LIGHTING]
3179 && (dst_fvf & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
3180 wined3d_get_material_colour_source(&diffuse_source, &emissive_source,
3181 &ambient_source, &specular_source, state, stream_info);
3182 output_colour_format = wined3d_get_format(device->adapter, WINED3DFMT_B8G8R8A8_UNORM, 0);
3183 material_specular_state_colour = state->render_states[WINED3D_RS_SPECULARENABLE]
3184 ? &state->material.specular : &black;
3185 init_transformed_lights(&ls, state, device->adapter->d3d_info.wined3d_creation_flags
3186 & WINED3D_LEGACY_FFP_LIGHTING, lighting);
3188 wined3d_viewport_get_z_range(&vp, &min_z, &max_z);
3190 for (i = 0; i < dwCount; ++i)
3192 const struct wined3d_stream_info_element *position_element = &stream_info->elements[WINED3D_FFP_POSITION];
3193 const float *p = (const float *)&position_element->data.addr[i * position_element->stride];
3194 struct wined3d_color ambient, diffuse, specular;
3195 struct wined3d_vec4 position;
3196 unsigned int tex_index;
3198 position.x = p[0];
3199 position.y = p[1];
3200 position.z = p[2];
3201 position.w = 1.0f;
3203 light_set_vertex_data(&ls, &position);
3205 if ( ((dst_fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3206 ((dst_fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3207 /* The position first */
3208 float x, y, z, rhw;
3209 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3211 /* Multiplication with world, view and projection matrix. */
3212 x = (p[0] * mat._11) + (p[1] * mat._21) + (p[2] * mat._31) + mat._41;
3213 y = (p[0] * mat._12) + (p[1] * mat._22) + (p[2] * mat._32) + mat._42;
3214 z = (p[0] * mat._13) + (p[1] * mat._23) + (p[2] * mat._33) + mat._43;
3215 rhw = (p[0] * mat._14) + (p[1] * mat._24) + (p[2] * mat._34) + mat._44;
3217 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3219 /* WARNING: The following things are taken from d3d7 and were not yet checked
3220 * against d3d8 or d3d9!
3223 /* Clipping conditions: From msdn
3225 * A vertex is clipped if it does not match the following requirements
3226 * -rhw < x <= rhw
3227 * -rhw < y <= rhw
3228 * 0 < z <= rhw
3229 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3231 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3232 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3236 if (!do_clip || (-rhw - eps < x && -rhw - eps < y && -eps < z && x <= rhw + eps
3237 && y <= rhw + eps && z <= rhw + eps && rhw > eps))
3239 /* "Normal" viewport transformation (not clipped)
3240 * 1) The values are divided by rhw
3241 * 2) The y axis is negative, so multiply it with -1
3242 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3243 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3244 * 4) Multiply x with Width/2 and add Width/2
3245 * 5) The same for the height
3246 * 6) Add the viewpoint X and Y to the 2D coordinates and
3247 * The minimum Z value to z
3248 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3250 * Well, basically it's simply a linear transformation into viewport
3251 * coordinates
3254 x /= rhw;
3255 y /= rhw;
3256 z /= rhw;
3258 y *= -1;
3260 x *= vp.width / 2;
3261 y *= vp.height / 2;
3262 z *= max_z - min_z;
3264 x += vp.width / 2 + vp.x;
3265 y += vp.height / 2 + vp.y;
3266 z += min_z;
3268 rhw = 1 / rhw;
3269 } else {
3270 /* That vertex got clipped
3271 * Contrary to OpenGL it is not dropped completely, it just
3272 * undergoes a different calculation.
3274 TRACE("Vertex got clipped\n");
3275 x += rhw;
3276 y += rhw;
3278 x /= 2;
3279 y /= 2;
3281 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3282 * outside of the main vertex buffer memory. That needs some more
3283 * investigation...
3287 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3290 ( (float *) dest_ptr)[0] = x;
3291 ( (float *) dest_ptr)[1] = y;
3292 ( (float *) dest_ptr)[2] = z;
3293 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3295 dest_ptr += 3 * sizeof(float);
3297 if ((dst_fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
3298 dest_ptr += sizeof(float);
3301 if (dst_fvf & WINED3DFVF_PSIZE)
3302 dest_ptr += sizeof(DWORD);
3304 if (dst_fvf & WINED3DFVF_NORMAL)
3306 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3307 const float *normal = (const float *)(element->data.addr + i * element->stride);
3308 /* AFAIK this should go into the lighting information */
3309 FIXME("Didn't expect the destination to have a normal\n");
3310 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3313 if (lighting)
3315 const struct wined3d_stream_info_element *element;
3316 struct wined3d_vec3 *normal;
3318 if (stream_info->use_map & (1u << WINED3D_FFP_NORMAL))
3320 element = &stream_info->elements[WINED3D_FFP_NORMAL];
3321 normal = (struct wined3d_vec3 *)&element->data.addr[i * element->stride];
3323 else
3325 normal = NULL;
3327 compute_light(&ambient, &diffuse, &specular, &ls, normal,
3328 state->render_states[WINED3D_RS_SPECULARENABLE] ? state->material.power : 0.0f);
3331 if (dst_fvf & WINED3DFVF_DIFFUSE)
3333 struct wined3d_color material_diffuse, material_ambient, material_emissive, diffuse_colour;
3335 wined3d_colour_from_mcs(&material_diffuse, diffuse_source,
3336 &state->material.diffuse, i, stream_info);
3338 if (lighting)
3340 wined3d_colour_from_mcs(&material_ambient, ambient_source,
3341 &state->material.ambient, i, stream_info);
3342 wined3d_colour_from_mcs(&material_emissive, emissive_source,
3343 &state->material.emissive, i, stream_info);
3345 diffuse_colour.r = ambient.r * material_ambient.r
3346 + diffuse.r * material_diffuse.r + material_emissive.r;
3347 diffuse_colour.g = ambient.g * material_ambient.g
3348 + diffuse.g * material_diffuse.g + material_emissive.g;
3349 diffuse_colour.b = ambient.b * material_ambient.b
3350 + diffuse.b * material_diffuse.b + material_emissive.b;
3351 diffuse_colour.a = material_diffuse.a;
3353 else
3355 diffuse_colour = material_diffuse;
3357 wined3d_color_clamp(&diffuse_colour, &diffuse_colour, 0.0f, 1.0f);
3358 *((DWORD *)dest_ptr) = wined3d_format_convert_from_float(output_colour_format, &diffuse_colour);
3359 dest_ptr += sizeof(DWORD);
3362 if (dst_fvf & WINED3DFVF_SPECULAR)
3364 struct wined3d_color material_specular, specular_colour;
3366 wined3d_colour_from_mcs(&material_specular, specular_source,
3367 material_specular_state_colour, i, stream_info);
3369 if (lighting)
3371 specular_colour.r = specular.r * material_specular.r;
3372 specular_colour.g = specular.g * material_specular.g;
3373 specular_colour.b = specular.b * material_specular.b;
3374 specular_colour.a = ls.legacy_lighting ? 0.0f : material_specular.a;
3376 else
3378 specular_colour = material_specular;
3380 update_fog_factor(&specular_colour.a, &ls);
3381 wined3d_color_clamp(&specular_colour, &specular_colour, 0.0f, 1.0f);
3382 *((DWORD *)dest_ptr) = wined3d_format_convert_from_float(output_colour_format, &specular_colour);
3383 dest_ptr += sizeof(DWORD);
3386 for (tex_index = 0; tex_index < texture_count; ++tex_index)
3388 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3389 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3390 if (!(stream_info->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3392 ERR("No source texture, but destination requests one\n");
3393 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(dst_fvf, tex_index) * sizeof(float);
3395 else
3397 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(dst_fvf, tex_index) * sizeof(float));
3402 wined3d_resource_unmap(&dest->resource, 0);
3404 return WINED3D_OK;
3406 #undef copy_and_next
3408 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3409 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3410 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3412 struct wined3d_state *state = device->cs->c.state;
3413 struct wined3d_stream_info stream_info;
3414 struct wined3d_resource *resource;
3415 struct wined3d_box box = {0};
3416 struct wined3d_shader *vs;
3417 unsigned int i, j;
3418 HRESULT hr;
3419 WORD map;
3421 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3422 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3423 device, src_start_idx, dst_idx, vertex_count,
3424 dst_buffer, declaration, flags, dst_fvf);
3426 if (declaration)
3427 FIXME("Output vertex declaration not implemented yet.\n");
3429 vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
3430 state->shader[WINED3D_SHADER_TYPE_VERTEX] = NULL;
3431 wined3d_stream_info_from_declaration(&stream_info, state, &device->adapter->d3d_info);
3432 state->shader[WINED3D_SHADER_TYPE_VERTEX] = vs;
3434 /* We can't convert FROM a VBO, and vertex buffers used to source into
3435 * process_vertices() are unlikely to ever be used for drawing. Release
3436 * VBOs in those buffers and fix up the stream_info structure.
3438 * Also apply the start index. */
3439 for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
3441 struct wined3d_stream_info_element *e;
3442 struct wined3d_map_desc map_desc;
3444 if (!(map & 1))
3445 continue;
3447 e = &stream_info.elements[i];
3448 resource = &state->streams[e->stream_idx].buffer->resource;
3449 box.left = src_start_idx * e->stride;
3450 box.right = box.left + vertex_count * e->stride;
3451 if (FAILED(wined3d_resource_map(resource, 0, &map_desc, &box, WINED3D_MAP_READ)))
3453 ERR("Failed to map resource.\n");
3454 for (j = 0, map = stream_info.use_map; map && j < i; map >>= 1, ++j)
3456 if (!(map & 1))
3457 continue;
3459 e = &stream_info.elements[j];
3460 resource = &state->streams[e->stream_idx].buffer->resource;
3461 if (FAILED(wined3d_resource_unmap(resource, 0)))
3462 ERR("Failed to unmap resource.\n");
3464 return WINED3DERR_INVALIDCALL;
3466 e->data.buffer_object = 0;
3467 e->data.addr += (ULONG_PTR)map_desc.data;
3470 hr = process_vertices_strided(device, dst_idx, vertex_count,
3471 &stream_info, dst_buffer, flags, dst_fvf);
3473 for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
3475 if (!(map & 1))
3476 continue;
3478 resource = &state->streams[stream_info.elements[i].stream_idx].buffer->resource;
3479 if (FAILED(wined3d_resource_unmap(resource, 0)))
3480 ERR("Failed to unmap resource.\n");
3483 return hr;
3486 static void wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3487 UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3489 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
3491 TRACE("device %p, stage %u, state %s, value %#x.\n",
3492 device, stage, debug_d3dtexturestate(state), value);
3494 if (stage >= d3d_info->limits.ffp_blend_stages)
3496 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3497 stage, d3d_info->limits.ffp_blend_stages - 1);
3498 return;
3501 if (value == device->cs->c.state->texture_states[stage][state])
3503 TRACE("Application is setting the old value over, nothing to do.\n");
3504 return;
3507 device->cs->c.state->texture_states[stage][state] = value;
3509 wined3d_device_context_emit_set_texture_state(&device->cs->c, stage, state, value);
3512 static void wined3d_device_set_texture(struct wined3d_device *device,
3513 UINT stage, struct wined3d_texture *texture)
3515 struct wined3d_state *state = device->cs->c.state;
3516 struct wined3d_texture *prev;
3518 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3520 /* Windows accepts overflowing this array... we do not. */
3521 if (stage >= ARRAY_SIZE(state->textures))
3523 WARN("Ignoring invalid stage %u.\n", stage);
3524 return;
3527 prev = state->textures[stage];
3528 TRACE("Previous texture %p.\n", prev);
3530 if (texture == prev)
3532 TRACE("App is setting the same texture again, nothing to do.\n");
3533 return;
3536 TRACE("Setting new texture to %p.\n", texture);
3537 state->textures[stage] = texture;
3539 if (texture)
3540 wined3d_texture_incref(texture);
3541 wined3d_device_context_emit_set_texture(&device->cs->c, stage, texture);
3542 if (prev)
3543 wined3d_texture_decref(prev);
3545 return;
3548 void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
3549 struct wined3d_stateblock *stateblock)
3551 BOOL set_blend_state = FALSE, set_depth_stencil_state = FALSE, set_rasterizer_state = FALSE;
3552 const struct wined3d_stateblock_state *state = &stateblock->stateblock_state;
3553 const struct wined3d_saved_states *changed = &stateblock->changed;
3554 const unsigned int word_bit_count = sizeof(DWORD) * CHAR_BIT;
3555 struct wined3d_device_context *context = &device->cs->c;
3556 unsigned int i, j, start, idx;
3557 struct wined3d_range range;
3558 uint32_t map;
3560 TRACE("device %p, stateblock %p.\n", device, stateblock);
3562 if (changed->vertexShader)
3563 wined3d_device_context_set_shader(context, WINED3D_SHADER_TYPE_VERTEX, state->vs);
3564 if (changed->pixelShader)
3565 wined3d_device_context_set_shader(context, WINED3D_SHADER_TYPE_PIXEL, state->ps);
3567 for (start = 0; ; start = range.offset + range.size)
3569 if (!wined3d_bitmap_get_range(changed->vs_consts_f, WINED3D_MAX_VS_CONSTS_F, start, &range))
3570 break;
3572 wined3d_device_set_vs_consts_f(device, range.offset, range.size, &state->vs_consts_f[range.offset]);
3575 map = changed->vertexShaderConstantsI;
3576 for (start = 0; ; start = range.offset + range.size)
3578 if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_I, start, &range))
3579 break;
3581 wined3d_device_set_vs_consts_i(device, range.offset, range.size, &state->vs_consts_i[range.offset]);
3584 map = changed->vertexShaderConstantsB;
3585 for (start = 0; ; start = range.offset + range.size)
3587 if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_B, start, &range))
3588 break;
3590 wined3d_device_set_vs_consts_b(device, range.offset, range.size, &state->vs_consts_b[range.offset]);
3593 for (start = 0; ; start = range.offset + range.size)
3595 if (!wined3d_bitmap_get_range(changed->ps_consts_f, WINED3D_MAX_PS_CONSTS_F, start, &range))
3596 break;
3598 wined3d_device_set_ps_consts_f(device, range.offset, range.size, &state->ps_consts_f[range.offset]);
3601 map = changed->pixelShaderConstantsI;
3602 for (start = 0; ; start = range.offset + range.size)
3604 if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_I, start, &range))
3605 break;
3607 wined3d_device_set_ps_consts_i(device, range.offset, range.size, &state->ps_consts_i[range.offset]);
3610 map = changed->pixelShaderConstantsB;
3611 for (start = 0; ; start = range.offset + range.size)
3613 if (!wined3d_bitmap_get_range(&map, WINED3D_MAX_CONSTS_B, start, &range))
3614 break;
3616 wined3d_device_set_ps_consts_b(device, range.offset, range.size, &state->ps_consts_b[range.offset]);
3619 if (changed->lights)
3621 for (i = 0; i < ARRAY_SIZE(state->light_state->light_map); ++i)
3623 const struct wined3d_light_info *light;
3625 LIST_FOR_EACH_ENTRY(light, &state->light_state->light_map[i], struct wined3d_light_info, entry)
3627 wined3d_device_context_set_light(context, light->OriginalIndex, &light->OriginalParms);
3628 wined3d_device_set_light_enable(device, light->OriginalIndex, light->glIndex != -1);
3633 for (i = 0; i < ARRAY_SIZE(changed->renderState); ++i)
3635 map = changed->renderState[i];
3636 while (map)
3638 j = wined3d_bit_scan(&map);
3639 idx = i * word_bit_count + j;
3641 switch (idx)
3643 case WINED3D_RS_BLENDFACTOR:
3644 case WINED3D_RS_MULTISAMPLEMASK:
3645 case WINED3D_RS_ALPHABLENDENABLE:
3646 case WINED3D_RS_SRCBLEND:
3647 case WINED3D_RS_DESTBLEND:
3648 case WINED3D_RS_BLENDOP:
3649 case WINED3D_RS_SEPARATEALPHABLENDENABLE:
3650 case WINED3D_RS_SRCBLENDALPHA:
3651 case WINED3D_RS_DESTBLENDALPHA:
3652 case WINED3D_RS_BLENDOPALPHA:
3653 case WINED3D_RS_COLORWRITEENABLE:
3654 case WINED3D_RS_COLORWRITEENABLE1:
3655 case WINED3D_RS_COLORWRITEENABLE2:
3656 case WINED3D_RS_COLORWRITEENABLE3:
3657 set_blend_state = TRUE;
3658 break;
3660 case WINED3D_RS_BACK_STENCILFAIL:
3661 case WINED3D_RS_BACK_STENCILFUNC:
3662 case WINED3D_RS_BACK_STENCILPASS:
3663 case WINED3D_RS_BACK_STENCILZFAIL:
3664 case WINED3D_RS_STENCILENABLE:
3665 case WINED3D_RS_STENCILFAIL:
3666 case WINED3D_RS_STENCILFUNC:
3667 case WINED3D_RS_STENCILREF:
3668 case WINED3D_RS_STENCILMASK:
3669 case WINED3D_RS_STENCILPASS:
3670 case WINED3D_RS_STENCILWRITEMASK:
3671 case WINED3D_RS_STENCILZFAIL:
3672 case WINED3D_RS_TWOSIDEDSTENCILMODE:
3673 case WINED3D_RS_ZENABLE:
3674 case WINED3D_RS_ZFUNC:
3675 case WINED3D_RS_ZWRITEENABLE:
3676 set_depth_stencil_state = TRUE;
3677 break;
3679 case WINED3D_RS_FILLMODE:
3680 case WINED3D_RS_CULLMODE:
3681 case WINED3D_RS_SLOPESCALEDEPTHBIAS:
3682 case WINED3D_RS_DEPTHBIAS:
3683 case WINED3D_RS_SCISSORTESTENABLE:
3684 case WINED3D_RS_ANTIALIASEDLINEENABLE:
3685 set_rasterizer_state = TRUE;
3686 break;
3688 default:
3689 wined3d_device_set_render_state(device, idx, state->rs[idx]);
3690 break;
3695 if (set_rasterizer_state)
3697 struct wined3d_rasterizer_state *rasterizer_state;
3698 struct wined3d_rasterizer_state_desc desc;
3699 struct wine_rb_entry *entry;
3700 union
3702 DWORD d;
3703 float f;
3704 } bias;
3706 memset(&desc, 0, sizeof(desc));
3707 desc.fill_mode = state->rs[WINED3D_RS_FILLMODE];
3708 desc.cull_mode = state->rs[WINED3D_RS_CULLMODE];
3709 bias.d = state->rs[WINED3D_RS_DEPTHBIAS];
3710 desc.depth_bias = bias.f;
3711 bias.d = state->rs[WINED3D_RS_SLOPESCALEDEPTHBIAS];
3712 desc.scale_bias = bias.f;
3713 desc.depth_clip = TRUE;
3714 desc.scissor = state->rs[WINED3D_RS_SCISSORTESTENABLE];
3715 desc.line_antialias = state->rs[WINED3D_RS_ANTIALIASEDLINEENABLE];
3717 if ((entry = wine_rb_get(&device->rasterizer_states, &desc)))
3719 rasterizer_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_rasterizer_state, entry);
3720 wined3d_device_context_set_rasterizer_state(context, rasterizer_state);
3722 else if (SUCCEEDED(wined3d_rasterizer_state_create(device, &desc, NULL,
3723 &wined3d_null_parent_ops, &rasterizer_state)))
3725 wined3d_device_context_set_rasterizer_state(context, rasterizer_state);
3726 if (wine_rb_put(&device->rasterizer_states, &desc, &rasterizer_state->entry) == -1)
3728 ERR("Failed to insert rasterizer state.\n");
3729 wined3d_rasterizer_state_decref(rasterizer_state);
3734 if (set_blend_state || changed->alpha_to_coverage
3735 || wined3d_bitmap_is_set(changed->renderState, WINED3D_RS_ADAPTIVETESS_Y))
3737 struct wined3d_blend_state *blend_state;
3738 struct wined3d_blend_state_desc desc;
3739 struct wine_rb_entry *entry;
3740 struct wined3d_color colour;
3741 unsigned int sample_mask;
3743 memset(&desc, 0, sizeof(desc));
3744 desc.alpha_to_coverage = state->alpha_to_coverage;
3745 desc.independent = FALSE;
3746 if (state->rs[WINED3D_RS_ADAPTIVETESS_Y] == WINED3DFMT_ATOC)
3747 desc.alpha_to_coverage = TRUE;
3748 desc.rt[0].enable = state->rs[WINED3D_RS_ALPHABLENDENABLE];
3749 desc.rt[0].src = state->rs[WINED3D_RS_SRCBLEND];
3750 desc.rt[0].dst = state->rs[WINED3D_RS_DESTBLEND];
3751 desc.rt[0].op = state->rs[WINED3D_RS_BLENDOP];
3752 if (state->rs[WINED3D_RS_SEPARATEALPHABLENDENABLE])
3754 desc.rt[0].src_alpha = state->rs[WINED3D_RS_SRCBLENDALPHA];
3755 desc.rt[0].dst_alpha = state->rs[WINED3D_RS_DESTBLENDALPHA];
3756 desc.rt[0].op_alpha = state->rs[WINED3D_RS_BLENDOPALPHA];
3758 else
3760 desc.rt[0].src_alpha = state->rs[WINED3D_RS_SRCBLEND];
3761 desc.rt[0].dst_alpha = state->rs[WINED3D_RS_DESTBLEND];
3762 desc.rt[0].op_alpha = state->rs[WINED3D_RS_BLENDOP];
3764 desc.rt[0].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE];
3765 desc.rt[1].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE1];
3766 desc.rt[2].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE2];
3767 desc.rt[3].writemask = state->rs[WINED3D_RS_COLORWRITEENABLE3];
3768 if (desc.rt[1].writemask != desc.rt[0].writemask
3769 || desc.rt[2].writemask != desc.rt[0].writemask
3770 || desc.rt[3].writemask != desc.rt[0].writemask)
3772 desc.independent = TRUE;
3773 for (i = 1; i < 4; ++i)
3775 desc.rt[i].enable = desc.rt[0].enable;
3776 desc.rt[i].src = desc.rt[0].src;
3777 desc.rt[i].dst = desc.rt[0].dst;
3778 desc.rt[i].op = desc.rt[0].op;
3779 desc.rt[i].src_alpha = desc.rt[0].src_alpha;
3780 desc.rt[i].dst_alpha = desc.rt[0].dst_alpha;
3781 desc.rt[i].op_alpha = desc.rt[0].op_alpha;
3785 if (wined3d_bitmap_is_set(changed->renderState, WINED3D_RS_BLENDFACTOR))
3786 wined3d_color_from_d3dcolor(&colour, state->rs[WINED3D_RS_BLENDFACTOR]);
3787 else
3788 wined3d_device_context_get_blend_state(context, &colour, &sample_mask);
3790 if ((entry = wine_rb_get(&device->blend_states, &desc)))
3792 blend_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_blend_state, entry);
3793 wined3d_device_context_set_blend_state(context, blend_state, &colour,
3794 state->rs[WINED3D_RS_MULTISAMPLEMASK]);
3796 else if (SUCCEEDED(wined3d_blend_state_create(device, &desc, NULL,
3797 &wined3d_null_parent_ops, &blend_state)))
3799 wined3d_device_context_set_blend_state(context, blend_state, &colour,
3800 state->rs[WINED3D_RS_MULTISAMPLEMASK]);
3801 if (wine_rb_put(&device->blend_states, &desc, &blend_state->entry) == -1)
3803 ERR("Failed to insert blend state.\n");
3804 wined3d_blend_state_decref(blend_state);
3809 if (set_depth_stencil_state)
3811 struct wined3d_depth_stencil_state *depth_stencil_state;
3812 struct wined3d_depth_stencil_state_desc desc;
3813 struct wine_rb_entry *entry;
3814 unsigned int stencil_ref;
3816 memset(&desc, 0, sizeof(desc));
3817 switch (state->rs[WINED3D_RS_ZENABLE])
3819 case WINED3D_ZB_FALSE:
3820 desc.depth = FALSE;
3821 break;
3823 case WINED3D_ZB_USEW:
3824 FIXME("W buffer is not well handled.\n");
3825 case WINED3D_ZB_TRUE:
3826 desc.depth = TRUE;
3827 break;
3829 default:
3830 FIXME("Unrecognized depth buffer type %#x.\n", state->rs[WINED3D_RS_ZENABLE]);
3832 desc.depth_write = state->rs[WINED3D_RS_ZWRITEENABLE];
3833 desc.depth_func = state->rs[WINED3D_RS_ZFUNC];
3834 desc.stencil = state->rs[WINED3D_RS_STENCILENABLE];
3835 desc.stencil_read_mask = state->rs[WINED3D_RS_STENCILMASK];
3836 desc.stencil_write_mask = state->rs[WINED3D_RS_STENCILWRITEMASK];
3837 desc.front.fail_op = state->rs[WINED3D_RS_STENCILFAIL];
3838 desc.front.depth_fail_op = state->rs[WINED3D_RS_STENCILZFAIL];
3839 desc.front.pass_op = state->rs[WINED3D_RS_STENCILPASS];
3840 desc.front.func = state->rs[WINED3D_RS_STENCILFUNC];
3842 if (state->rs[WINED3D_RS_TWOSIDEDSTENCILMODE])
3844 desc.back.fail_op = state->rs[WINED3D_RS_BACK_STENCILFAIL];
3845 desc.back.depth_fail_op = state->rs[WINED3D_RS_BACK_STENCILZFAIL];
3846 desc.back.pass_op = state->rs[WINED3D_RS_BACK_STENCILPASS];
3847 desc.back.func = state->rs[WINED3D_RS_BACK_STENCILFUNC];
3849 else
3851 desc.back = desc.front;
3854 if (wined3d_bitmap_is_set(changed->renderState, WINED3D_RS_STENCILREF))
3855 stencil_ref = state->rs[WINED3D_RS_STENCILREF];
3856 else
3857 wined3d_device_context_get_depth_stencil_state(context, &stencil_ref);
3859 if ((entry = wine_rb_get(&device->depth_stencil_states, &desc)))
3861 depth_stencil_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_depth_stencil_state, entry);
3862 wined3d_device_context_set_depth_stencil_state(context, depth_stencil_state, stencil_ref);
3864 else if (SUCCEEDED(wined3d_depth_stencil_state_create(device, &desc, NULL,
3865 &wined3d_null_parent_ops, &depth_stencil_state)))
3867 wined3d_device_context_set_depth_stencil_state(context, depth_stencil_state, stencil_ref);
3868 if (wine_rb_put(&device->depth_stencil_states, &desc, &depth_stencil_state->entry) == -1)
3870 ERR("Failed to insert depth/stencil state.\n");
3871 wined3d_depth_stencil_state_decref(depth_stencil_state);
3876 for (i = 0; i < ARRAY_SIZE(changed->textureState); ++i)
3878 map = changed->textureState[i];
3879 while (map)
3881 j = wined3d_bit_scan(&map);
3882 wined3d_device_set_texture_stage_state(device, i, j, state->texture_states[i][j]);
3886 for (i = 0; i < ARRAY_SIZE(changed->samplerState); ++i)
3888 map = changed->samplerState[i];
3889 while (map)
3891 j = wined3d_bit_scan(&map);
3892 wined3d_device_set_sampler_state(device, i, j, state->sampler_states[i][j]);
3896 if (changed->transforms)
3898 for (i = 0; i < ARRAY_SIZE(changed->transform); ++i)
3900 map = changed->transform[i];
3901 while (map)
3903 j = wined3d_bit_scan(&map);
3904 idx = i * word_bit_count + j;
3905 wined3d_device_set_transform(device, idx, &state->transforms[idx]);
3910 if (changed->indices)
3911 wined3d_device_context_set_index_buffer(context, state->index_buffer, state->index_format, 0);
3912 wined3d_device_set_base_vertex_index(device, state->base_vertex_index);
3913 if (changed->vertexDecl)
3914 wined3d_device_context_set_vertex_declaration(context, state->vertex_declaration);
3915 if (changed->material)
3916 wined3d_device_set_material(device, &state->material);
3917 if (changed->viewport)
3918 wined3d_device_context_set_viewports(context, 1, &state->viewport);
3919 if (changed->scissorRect)
3920 wined3d_device_context_set_scissor_rects(context, 1, &state->scissor_rect);
3922 map = changed->streamSource;
3923 while (map)
3925 i = wined3d_bit_scan(&map);
3926 wined3d_device_context_set_stream_source(context, i, state->streams[i].buffer,
3927 state->streams[i].offset, state->streams[i].stride);
3929 map = changed->streamFreq;
3930 while (map)
3932 i = wined3d_bit_scan(&map);
3933 wined3d_device_set_stream_source_freq(device, i,
3934 state->streams[i].frequency | state->streams[i].flags);
3937 map = changed->textures;
3938 while (map)
3940 i = wined3d_bit_scan(&map);
3941 wined3d_device_set_texture(device, i, state->textures[i]);
3944 map = changed->clipplane;
3945 while (map)
3947 i = wined3d_bit_scan(&map);
3948 wined3d_device_set_clip_plane(device, i, &state->clip_planes[i]);
3951 memset(&stateblock->changed, 0, sizeof(stateblock->changed));
3953 TRACE("Applied stateblock %p.\n", stateblock);
3956 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, struct wined3d_caps *caps)
3958 TRACE("device %p, caps %p.\n", device, caps);
3960 return wined3d_get_device_caps(device->adapter, device->create_parms.device_type, caps);
3963 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
3964 struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
3966 struct wined3d_swapchain *swapchain;
3968 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3969 device, swapchain_idx, mode, rotation);
3971 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3972 return WINED3DERR_INVALIDCALL;
3974 return wined3d_swapchain_get_display_mode(swapchain, mode, rotation);
3977 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3979 /* At the moment we have no need for any functionality at the beginning
3980 * of a scene. */
3981 TRACE("device %p.\n", device);
3983 if (device->inScene)
3985 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3986 return WINED3DERR_INVALIDCALL;
3988 device->inScene = TRUE;
3989 return WINED3D_OK;
3992 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3994 TRACE("device %p.\n", device);
3996 if (!device->inScene)
3998 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3999 return WINED3DERR_INVALIDCALL;
4002 device->inScene = FALSE;
4003 return WINED3D_OK;
4006 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
4007 const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
4009 struct wined3d_fb_state *fb = &device->cs->c.state->fb;
4011 TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n",
4012 device, rect_count, rects, flags, debug_color(color), depth, stencil);
4014 if (!rect_count && rects)
4016 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects);
4017 return WINED3D_OK;
4020 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
4022 struct wined3d_rendertarget_view *ds = fb->depth_stencil;
4023 if (!ds)
4025 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4026 /* TODO: What about depth stencil buffers without stencil bits? */
4027 return WINED3DERR_INVALIDCALL;
4029 else if (flags & WINED3DCLEAR_TARGET)
4031 if (ds->width < fb->render_targets[0]->width
4032 || ds->height < fb->render_targets[0]->height)
4034 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4035 return WINED3D_OK;
4040 wined3d_cs_emit_clear(device->cs, rect_count, rects, flags, color, depth, stencil);
4042 return WINED3D_OK;
4045 struct wined3d_query * CDECL wined3d_device_context_get_predication(struct wined3d_device_context *context, BOOL *value)
4047 struct wined3d_state *state = context->state;
4049 TRACE("context %p, value %p.\n", context, value);
4051 if (value)
4052 *value = state->predicate_value;
4053 return state->predicate;
4056 void CDECL wined3d_device_context_set_primitive_type(struct wined3d_device_context *context,
4057 enum wined3d_primitive_type primitive_type, unsigned int patch_vertex_count)
4059 struct wined3d_state *state = context->state;
4061 TRACE("context %p, primitive_type %s, patch_vertex_count %u.\n",
4062 context, debug_d3dprimitivetype(primitive_type), patch_vertex_count);
4064 state->primitive_type = primitive_type;
4065 state->patch_vertex_count = patch_vertex_count;
4068 void CDECL wined3d_device_context_get_primitive_type(const struct wined3d_device_context *context,
4069 enum wined3d_primitive_type *primitive_type, unsigned int *patch_vertex_count)
4071 const struct wined3d_state *state = context->state;
4073 TRACE("context %p, primitive_type %p, patch_vertex_count %p.\n",
4074 context, primitive_type, patch_vertex_count);
4076 *primitive_type = state->primitive_type;
4077 if (patch_vertex_count)
4078 *patch_vertex_count = state->patch_vertex_count;
4080 TRACE("Returning %s.\n", debug_d3dprimitivetype(*primitive_type));
4083 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4084 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4086 unsigned int src_size, dst_size, src_skip_levels = 0;
4087 unsigned int src_level_count, dst_level_count;
4088 const struct wined3d_dirty_regions *regions;
4089 unsigned int layer_count, level_count, i, j;
4090 enum wined3d_resource_type type;
4091 BOOL entire_texture = TRUE;
4092 struct wined3d_box box;
4094 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4096 /* Verify that the source and destination textures are non-NULL. */
4097 if (!src_texture || !dst_texture)
4099 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4100 return WINED3DERR_INVALIDCALL;
4103 if (src_texture->resource.access & WINED3D_RESOURCE_ACCESS_GPU
4104 || src_texture->resource.usage & WINED3DUSAGE_SCRATCH)
4106 WARN("Source resource is GPU accessible or a scratch resource.\n");
4107 return WINED3DERR_INVALIDCALL;
4109 if (dst_texture->resource.access & WINED3D_RESOURCE_ACCESS_CPU)
4111 WARN("Destination resource is CPU accessible.\n");
4112 return WINED3DERR_INVALIDCALL;
4115 /* Verify that the source and destination textures are the same type. */
4116 type = src_texture->resource.type;
4117 if (dst_texture->resource.type != type)
4119 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4120 return WINED3DERR_INVALIDCALL;
4123 layer_count = src_texture->layer_count;
4124 if (layer_count != dst_texture->layer_count)
4126 WARN("Source and destination have different layer counts.\n");
4127 return WINED3DERR_INVALIDCALL;
4130 if (src_texture->resource.format != dst_texture->resource.format)
4132 WARN("Source and destination formats do not match.\n");
4133 return WINED3DERR_INVALIDCALL;
4136 src_level_count = src_texture->level_count;
4137 dst_level_count = dst_texture->level_count;
4138 level_count = min(src_level_count, dst_level_count);
4140 src_size = max(src_texture->resource.width, src_texture->resource.height);
4141 src_size = max(src_size, src_texture->resource.depth);
4142 dst_size = max(dst_texture->resource.width, dst_texture->resource.height);
4143 dst_size = max(dst_size, dst_texture->resource.depth);
4144 while (src_size > dst_size)
4146 src_size >>= 1;
4147 ++src_skip_levels;
4150 if (wined3d_texture_get_level_width(src_texture, src_skip_levels) != dst_texture->resource.width
4151 || wined3d_texture_get_level_height(src_texture, src_skip_levels) != dst_texture->resource.height
4152 || wined3d_texture_get_level_depth(src_texture, src_skip_levels) != dst_texture->resource.depth)
4154 WARN("Source and destination dimensions do not match.\n");
4155 return WINED3DERR_INVALIDCALL;
4158 if ((regions = src_texture->dirty_regions))
4160 for (i = 0; i < layer_count && entire_texture; ++i)
4162 if (regions[i].box_count >= WINED3D_MAX_DIRTY_REGION_COUNT)
4163 continue;
4165 entire_texture = FALSE;
4166 break;
4170 /* Update every surface level of the texture. */
4171 if (entire_texture)
4173 for (i = 0; i < level_count; ++i)
4175 wined3d_texture_get_level_box(dst_texture, i, &box);
4176 for (j = 0; j < layer_count; ++j)
4178 wined3d_device_context_emit_blt_sub_resource(&device->cs->c,
4179 &dst_texture->resource, j * dst_level_count + i, &box,
4180 &src_texture->resource, j * src_level_count + i + src_skip_levels, &box,
4181 0, NULL, WINED3D_TEXF_POINT);
4185 else
4187 unsigned int src_level, box_count, k;
4188 const struct wined3d_box *boxes;
4189 struct wined3d_box b;
4191 for (i = 0; i < layer_count; ++i)
4193 boxes = regions[i].boxes;
4194 box_count = regions[i].box_count;
4195 if (regions[i].box_count >= WINED3D_MAX_DIRTY_REGION_COUNT)
4197 boxes = &b;
4198 box_count = 1;
4199 wined3d_texture_get_level_box(dst_texture, i, &b);
4202 for (j = 0; j < level_count; ++j)
4204 src_level = j + src_skip_levels;
4206 /* TODO: We could pass an array of boxes here to avoid
4207 * multiple context acquisitions for the same resource. */
4208 for (k = 0; k < box_count; ++k)
4210 box = boxes[k];
4211 if (src_level)
4213 box.left >>= src_level;
4214 box.top >>= src_level;
4215 box.right = min((box.right + (1u << src_level) - 1) >> src_level,
4216 wined3d_texture_get_level_width(src_texture, src_level));
4217 box.bottom = min((box.bottom + (1u << src_level) - 1) >> src_level,
4218 wined3d_texture_get_level_height(src_texture, src_level));
4219 box.front >>= src_level;
4220 box.back = min((box.back + (1u << src_level) - 1) >> src_level,
4221 wined3d_texture_get_level_depth(src_texture, src_level));
4224 wined3d_device_context_emit_blt_sub_resource(&device->cs->c,
4225 &dst_texture->resource, i * dst_level_count + j, &box,
4226 &src_texture->resource, i * src_level_count + src_level, &box,
4227 0, NULL, WINED3D_TEXF_POINT);
4233 wined3d_texture_clear_dirty_regions(src_texture);
4235 return WINED3D_OK;
4238 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
4240 const struct wined3d_state *state = device->cs->c.state;
4241 struct wined3d_texture *texture;
4242 DWORD i;
4244 TRACE("device %p, num_passes %p.\n", device, num_passes);
4246 for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
4248 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
4250 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4251 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4253 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
4255 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4256 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4259 texture = state->textures[i];
4260 if (!texture || texture->resource.format_flags & WINED3DFMT_FLAG_FILTERING) continue;
4262 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
4264 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i);
4265 return E_FAIL;
4267 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
4269 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i);
4270 return E_FAIL;
4272 if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
4273 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
4275 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i);
4276 return E_FAIL;
4280 if (wined3d_state_uses_depth_buffer(state)
4281 || (state->depth_stencil_state && state->depth_stencil_state->desc.stencil))
4283 struct wined3d_rendertarget_view *rt = state->fb.render_targets[0];
4284 struct wined3d_rendertarget_view *ds = state->fb.depth_stencil;
4286 if (ds && rt && (ds->width < rt->width || ds->height < rt->height))
4288 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4289 return WINED3DERR_CONFLICTINGRENDERSTATE;
4293 /* return a sensible default */
4294 *num_passes = 1;
4296 TRACE("returning D3D_OK\n");
4297 return WINED3D_OK;
4300 void CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4302 static BOOL warned;
4304 TRACE("device %p, software %#x.\n", device, software);
4306 if (!warned)
4308 FIXME("device %p, software %#x stub!\n", device, software);
4309 warned = TRUE;
4312 device->softwareVertexProcessing = software;
4315 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4317 static BOOL warned;
4319 TRACE("device %p.\n", device);
4321 if (!warned)
4323 TRACE("device %p stub!\n", device);
4324 warned = TRUE;
4327 return device->softwareVertexProcessing;
4330 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
4331 UINT swapchain_idx, struct wined3d_raster_status *raster_status)
4333 struct wined3d_swapchain *swapchain;
4335 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4336 device, swapchain_idx, raster_status);
4338 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
4339 return WINED3DERR_INVALIDCALL;
4341 return wined3d_swapchain_get_raster_status(swapchain, raster_status);
4344 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4346 static BOOL warned;
4348 TRACE("device %p, segments %.8e.\n", device, segments);
4350 if (segments != 0.0f)
4352 if (!warned)
4354 FIXME("device %p, segments %.8e stub!\n", device, segments);
4355 warned = TRUE;
4359 return WINED3D_OK;
4362 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4364 static BOOL warned;
4366 TRACE("device %p.\n", device);
4368 if (!warned)
4370 FIXME("device %p stub!\n", device);
4371 warned = TRUE;
4374 return 0.0f;
4377 void CDECL wined3d_device_context_copy_uav_counter(struct wined3d_device_context *context,
4378 struct wined3d_buffer *dst_buffer, unsigned int offset, struct wined3d_unordered_access_view *uav)
4380 TRACE("context %p, dst_buffer %p, offset %u, uav %p.\n",
4381 context, dst_buffer, offset, uav);
4383 wined3d_device_context_emit_copy_uav_counter(context, dst_buffer, offset, uav);
4386 static bool resources_format_compatible(const struct wined3d_resource *src_resource,
4387 const struct wined3d_resource *dst_resource)
4389 if (src_resource->format->id == dst_resource->format->id)
4390 return true;
4391 if (src_resource->format->typeless_id && src_resource->format->typeless_id == dst_resource->format->typeless_id)
4392 return true;
4393 if (src_resource->device->cs->c.state->feature_level < WINED3D_FEATURE_LEVEL_10_1)
4394 return false;
4395 if ((src_resource->format_flags & WINED3DFMT_FLAG_BLOCKS)
4396 && (dst_resource->format_flags & WINED3DFMT_FLAG_CAST_TO_BLOCK))
4397 return src_resource->format->block_byte_count == dst_resource->format->byte_count;
4398 if ((src_resource->format_flags & WINED3DFMT_FLAG_CAST_TO_BLOCK)
4399 && (dst_resource->format_flags & WINED3DFMT_FLAG_BLOCKS))
4400 return src_resource->format->byte_count == dst_resource->format->block_byte_count;
4401 return false;
4404 void CDECL wined3d_device_context_copy_resource(struct wined3d_device_context *context,
4405 struct wined3d_resource *dst_resource, struct wined3d_resource *src_resource)
4407 unsigned int src_row_block_count, dst_row_block_count;
4408 struct wined3d_texture *dst_texture, *src_texture;
4409 unsigned int src_row_count, dst_row_count;
4410 struct wined3d_box src_box, dst_box;
4411 unsigned int i, j;
4413 TRACE("context %p, dst_resource %p, src_resource %p.\n", context, dst_resource, src_resource);
4415 if (src_resource == dst_resource)
4417 WARN("Source and destination are the same resource.\n");
4418 return;
4421 if (src_resource->type != dst_resource->type)
4423 WARN("Resource types (%s / %s) don't match.\n",
4424 debug_d3dresourcetype(dst_resource->type),
4425 debug_d3dresourcetype(src_resource->type));
4426 return;
4429 if (!resources_format_compatible(src_resource, dst_resource))
4431 WARN("Resource formats %s and %s are incompatible.\n",
4432 debug_d3dformat(dst_resource->format->id),
4433 debug_d3dformat(src_resource->format->id));
4434 return;
4437 src_row_block_count = (src_resource->width + (src_resource->format->block_width - 1))
4438 / src_resource->format->block_width;
4439 dst_row_block_count = (dst_resource->width + (dst_resource->format->block_width - 1))
4440 / dst_resource->format->block_width;
4441 src_row_count = (src_resource->height + (src_resource->format->block_height - 1))
4442 / src_resource->format->block_height;
4443 dst_row_count = (dst_resource->height + (dst_resource->format->block_height - 1))
4444 / dst_resource->format->block_height;
4446 if (src_row_block_count != dst_row_block_count || src_row_count != dst_row_count
4447 || src_resource->depth != dst_resource->depth)
4449 WARN("Resource block dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
4450 dst_row_block_count, dst_row_count, dst_resource->depth,
4451 src_row_block_count, src_row_count, src_resource->depth);
4452 return;
4455 if (dst_resource->type == WINED3D_RTYPE_BUFFER)
4457 wined3d_box_set(&src_box, 0, 0, src_resource->size, 1, 0, 1);
4458 wined3d_device_context_emit_blt_sub_resource(context, dst_resource, 0, &src_box,
4459 src_resource, 0, &src_box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
4460 return;
4463 dst_texture = texture_from_resource(dst_resource);
4464 src_texture = texture_from_resource(src_resource);
4466 if (src_texture->layer_count != dst_texture->layer_count
4467 || src_texture->level_count != dst_texture->level_count)
4469 WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
4470 dst_texture->layer_count, dst_texture->level_count,
4471 src_texture->layer_count, src_texture->level_count);
4472 return;
4475 for (i = 0; i < dst_texture->level_count; ++i)
4477 wined3d_texture_get_level_box(src_texture, i, &src_box);
4478 wined3d_texture_get_level_box(dst_texture, i, &dst_box);
4479 for (j = 0; j < dst_texture->layer_count; ++j)
4481 unsigned int idx = j * dst_texture->level_count + i;
4483 wined3d_device_context_emit_blt_sub_resource(context, dst_resource, idx, &dst_box,
4484 src_resource, idx, &src_box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
4489 HRESULT CDECL wined3d_device_context_copy_sub_resource_region(struct wined3d_device_context *context,
4490 struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx, unsigned int dst_x,
4491 unsigned int dst_y, unsigned int dst_z, struct wined3d_resource *src_resource,
4492 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box, unsigned int flags)
4494 struct wined3d_box dst_box, b;
4496 TRACE("context %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
4497 "src_resource %p, src_sub_resource_idx %u, src_box %s, flags %#x.\n",
4498 context, dst_resource, dst_sub_resource_idx, dst_x, dst_y, dst_z,
4499 src_resource, src_sub_resource_idx, debug_box(src_box), flags);
4501 if (flags)
4502 FIXME("Ignoring flags %#x.\n", flags);
4504 if (src_resource == dst_resource && src_sub_resource_idx == dst_sub_resource_idx)
4506 WARN("Source and destination are the same sub-resource.\n");
4507 return WINED3DERR_INVALIDCALL;
4510 if (!resources_format_compatible(src_resource, dst_resource))
4512 WARN("Resource formats %s and %s are incompatible.\n",
4513 debug_d3dformat(dst_resource->format->id),
4514 debug_d3dformat(src_resource->format->id));
4515 return WINED3DERR_INVALIDCALL;
4518 if (dst_resource->type == WINED3D_RTYPE_BUFFER)
4520 if (src_resource->type != WINED3D_RTYPE_BUFFER)
4522 WARN("Resource types (%s / %s) don't match.\n",
4523 debug_d3dresourcetype(dst_resource->type),
4524 debug_d3dresourcetype(src_resource->type));
4525 return WINED3DERR_INVALIDCALL;
4528 if (dst_sub_resource_idx)
4530 WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx);
4531 return WINED3DERR_INVALIDCALL;
4534 if (src_sub_resource_idx)
4536 WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx);
4537 return WINED3DERR_INVALIDCALL;
4540 if (!src_box)
4542 unsigned int dst_w;
4544 dst_w = dst_resource->size - dst_x;
4545 wined3d_box_set(&b, 0, 0, min(src_resource->size, dst_w), 1, 0, 1);
4546 src_box = &b;
4548 else if ((src_box->left >= src_box->right
4549 || src_box->top >= src_box->bottom
4550 || src_box->front >= src_box->back))
4552 WARN("Invalid box %s specified.\n", debug_box(src_box));
4553 return WINED3DERR_INVALIDCALL;
4556 if (src_box->right > src_resource->size || dst_x >= dst_resource->size
4557 || src_box->right - src_box->left > dst_resource->size - dst_x)
4559 WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n",
4560 dst_x, src_box->left, src_box->right - src_box->left);
4561 return WINED3DERR_INVALIDCALL;
4564 wined3d_box_set(&dst_box, dst_x, 0, dst_x + (src_box->right - src_box->left), 1, 0, 1);
4566 else
4568 struct wined3d_texture *dst_texture = texture_from_resource(dst_resource);
4569 struct wined3d_texture *src_texture = texture_from_resource(src_resource);
4570 unsigned int src_level = src_sub_resource_idx % src_texture->level_count;
4571 unsigned int src_row_block_count, src_row_count;
4573 if (dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count)
4575 WARN("Invalid destination sub-resource %u.\n", dst_sub_resource_idx);
4576 return WINED3DERR_INVALIDCALL;
4579 if (src_sub_resource_idx >= src_texture->level_count * src_texture->layer_count)
4581 WARN("Invalid source sub-resource %u.\n", src_sub_resource_idx);
4582 return WINED3DERR_INVALIDCALL;
4585 if (dst_texture->sub_resources[dst_sub_resource_idx].map_count)
4587 WARN("Destination sub-resource %u is mapped.\n", dst_sub_resource_idx);
4588 return WINED3DERR_INVALIDCALL;
4591 if (src_texture->sub_resources[src_sub_resource_idx].map_count)
4593 WARN("Source sub-resource %u is mapped.\n", src_sub_resource_idx);
4594 return WINED3DERR_INVALIDCALL;
4597 if (!src_box)
4599 unsigned int src_w, src_h, src_d, dst_w, dst_h, dst_d, dst_level;
4601 src_w = wined3d_texture_get_level_width(src_texture, src_level);
4602 src_h = wined3d_texture_get_level_height(src_texture, src_level);
4603 src_d = wined3d_texture_get_level_depth(src_texture, src_level);
4605 dst_level = dst_sub_resource_idx % dst_texture->level_count;
4606 dst_w = wined3d_texture_get_level_width(dst_texture, dst_level) - dst_x;
4607 dst_h = wined3d_texture_get_level_height(dst_texture, dst_level) - dst_y;
4608 dst_d = wined3d_texture_get_level_depth(dst_texture, dst_level) - dst_z;
4610 wined3d_box_set(&b, 0, 0, min(src_w, dst_w), min(src_h, dst_h), 0, min(src_d, dst_d));
4611 src_box = &b;
4613 else if (FAILED(wined3d_resource_check_box_dimensions(src_resource, src_sub_resource_idx, src_box)))
4615 WARN("Invalid source box %s.\n", debug_box(src_box));
4616 return WINED3DERR_INVALIDCALL;
4619 if (src_resource->format->block_width == dst_resource->format->block_width
4620 && src_resource->format->block_height == dst_resource->format->block_height)
4622 wined3d_box_set(&dst_box, dst_x, dst_y, dst_x + (src_box->right - src_box->left),
4623 dst_y + (src_box->bottom - src_box->top), dst_z, dst_z + (src_box->back - src_box->front));
4625 else
4627 src_row_block_count = (src_box->right - src_box->left + src_resource->format->block_width - 1)
4628 / src_resource->format->block_width;
4629 src_row_count = (src_box->bottom - src_box->top + src_resource->format->block_height - 1)
4630 / src_resource->format->block_height;
4631 wined3d_box_set(&dst_box, dst_x, dst_y,
4632 dst_x + (src_row_block_count * dst_resource->format->block_width),
4633 dst_y + (src_row_count * dst_resource->format->block_height),
4634 dst_z, dst_z + (src_box->back - src_box->front));
4636 if (FAILED(wined3d_resource_check_box_dimensions(dst_resource, dst_sub_resource_idx, &dst_box)))
4638 WARN("Invalid destination box %s.\n", debug_box(&dst_box));
4639 return WINED3DERR_INVALIDCALL;
4643 wined3d_device_context_emit_blt_sub_resource(context, dst_resource, dst_sub_resource_idx, &dst_box,
4644 src_resource, src_sub_resource_idx, src_box, WINED3D_BLT_RAW, NULL, WINED3D_TEXF_POINT);
4646 return WINED3D_OK;
4649 void CDECL wined3d_device_context_update_sub_resource(struct wined3d_device_context *context,
4650 struct wined3d_resource *resource, unsigned int sub_resource_idx, const struct wined3d_box *box,
4651 const void *data, unsigned int row_pitch, unsigned int depth_pitch, unsigned int flags)
4653 struct wined3d_sub_resource_desc desc;
4654 struct wined3d_box b;
4656 TRACE("context %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u, flags %#x.\n",
4657 context, resource, sub_resource_idx, debug_box(box), data, row_pitch, depth_pitch, flags);
4659 if (flags)
4660 FIXME("Ignoring flags %#x.\n", flags);
4662 if (!(resource->access & WINED3D_RESOURCE_ACCESS_GPU))
4664 WARN("Resource %p is not GPU accessible.\n", resource);
4665 return;
4668 if (FAILED(wined3d_resource_get_sub_resource_desc(resource, sub_resource_idx, &desc)))
4669 return;
4671 if (!box)
4673 wined3d_box_set(&b, 0, 0, desc.width, desc.height, 0, desc.depth);
4674 box = &b;
4676 else if (box->left >= box->right || box->right > desc.width
4677 || box->top >= box->bottom || box->bottom > desc.height
4678 || box->front >= box->back || box->back > desc.depth)
4680 WARN("Invalid box %s specified.\n", debug_box(box));
4681 return;
4684 wined3d_device_context_emit_update_sub_resource(context, resource,
4685 sub_resource_idx, box, data, row_pitch, depth_pitch);
4688 void CDECL wined3d_device_context_resolve_sub_resource(struct wined3d_device_context *context,
4689 struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx,
4690 struct wined3d_resource *src_resource, unsigned int src_sub_resource_idx,
4691 enum wined3d_format_id format_id)
4693 struct wined3d_texture *dst_texture, *src_texture;
4694 unsigned int dst_level, src_level;
4695 struct wined3d_blt_fx fx = {0};
4696 RECT dst_rect, src_rect;
4698 TRACE("context %p, dst_resource %p, dst_sub_resource_idx %u, "
4699 "src_resource %p, src_sub_resource_idx %u, format %s.\n",
4700 context, dst_resource, dst_sub_resource_idx,
4701 src_resource, src_sub_resource_idx, debug_d3dformat(format_id));
4703 if (wined3d_format_is_typeless(dst_resource->format)
4704 || wined3d_format_is_typeless(src_resource->format))
4706 FIXME("Multisample resolve is not fully supported for typeless formats "
4707 "(dst_format %s, src_format %s, format %s).\n",
4708 debug_d3dformat(dst_resource->format->id), debug_d3dformat(src_resource->format->id),
4709 debug_d3dformat(format_id));
4711 if (dst_resource->type != WINED3D_RTYPE_TEXTURE_2D)
4713 WARN("Invalid destination resource type %s.\n", debug_d3dresourcetype(dst_resource->type));
4714 return;
4716 if (src_resource->type != WINED3D_RTYPE_TEXTURE_2D)
4718 WARN("Invalid source resource type %s.\n", debug_d3dresourcetype(src_resource->type));
4719 return;
4722 fx.resolve_format_id = format_id;
4724 dst_texture = texture_from_resource(dst_resource);
4725 src_texture = texture_from_resource(src_resource);
4727 dst_level = dst_sub_resource_idx % dst_texture->level_count;
4728 SetRect(&dst_rect, 0, 0, wined3d_texture_get_level_width(dst_texture, dst_level),
4729 wined3d_texture_get_level_height(dst_texture, dst_level));
4730 src_level = src_sub_resource_idx % src_texture->level_count;
4731 SetRect(&src_rect, 0, 0, wined3d_texture_get_level_width(src_texture, src_level),
4732 wined3d_texture_get_level_height(src_texture, src_level));
4733 wined3d_device_context_blt(context, dst_texture, dst_sub_resource_idx, &dst_rect,
4734 src_texture, src_sub_resource_idx, &src_rect, 0, &fx, WINED3D_TEXF_POINT);
4737 HRESULT CDECL wined3d_device_context_clear_rendertarget_view(struct wined3d_device_context *context,
4738 struct wined3d_rendertarget_view *view, const RECT *rect, unsigned int flags,
4739 const struct wined3d_color *color, float depth, unsigned int stencil)
4741 struct wined3d_resource *resource;
4742 RECT r;
4744 TRACE("context %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
4745 context, view, wine_dbgstr_rect(rect), flags, debug_color(color), depth, stencil);
4747 if (!flags)
4748 return WINED3D_OK;
4750 resource = view->resource;
4751 if (resource->type == WINED3D_RTYPE_BUFFER)
4753 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
4754 return WINED3DERR_INVALIDCALL;
4757 if (!rect)
4759 SetRect(&r, 0, 0, view->width, view->height);
4760 rect = &r;
4762 else
4764 struct wined3d_box b = {rect->left, rect->top, rect->right, rect->bottom, 0, 1};
4765 HRESULT hr;
4767 if (FAILED(hr = wined3d_resource_check_box_dimensions(resource, view->sub_resource_idx, &b)))
4768 return hr;
4771 wined3d_device_context_emit_clear_rendertarget_view(context, view, rect, flags, color, depth, stencil);
4773 return WINED3D_OK;
4776 void CDECL wined3d_device_context_clear_uav_float(struct wined3d_device_context *context,
4777 struct wined3d_unordered_access_view *view, const struct wined3d_vec4 *clear_value)
4779 TRACE("context %p, view %p, clear_value %s.\n", context, view, debug_vec4(clear_value));
4781 if (!(view->format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & (WINED3DFMT_FLAG_FLOAT | WINED3DFMT_FLAG_NORMALISED)))
4783 WARN("Not supported for view format %s.\n", debug_d3dformat(view->format->id));
4784 return;
4787 wined3d_device_context_emit_clear_uav(context, view, (const struct wined3d_uvec4 *)clear_value, true);
4790 void CDECL wined3d_device_context_clear_uav_uint(struct wined3d_device_context *context,
4791 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value)
4793 TRACE("context %p, view %p, clear_value %s.\n", context, view, debug_uvec4(clear_value));
4795 wined3d_device_context_emit_clear_uav(context, view, clear_value, false);
4798 static unsigned int sanitise_map_flags(const struct wined3d_resource *resource, unsigned int flags)
4800 /* Not all flags make sense together, but Windows never returns an error.
4801 * Catch the cases that could cause issues. */
4802 if (flags & WINED3D_MAP_READ)
4804 if (flags & WINED3D_MAP_DISCARD)
4806 WARN("WINED3D_MAP_READ combined with WINED3D_MAP_DISCARD, ignoring flags.\n");
4807 return flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE);
4809 if (flags & WINED3D_MAP_NOOVERWRITE)
4811 WARN("WINED3D_MAP_READ combined with WINED3D_MAP_NOOVERWRITE, ignoring flags.\n");
4812 return flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE);
4815 else if (flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))
4817 if (!(resource->usage & WINED3DUSAGE_DYNAMIC))
4819 WARN("DISCARD or NOOVERWRITE map on non-dynamic buffer, ignoring.\n");
4820 return flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE);
4822 if ((flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))
4823 == (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))
4825 WARN("WINED3D_MAP_NOOVERWRITE used with WINED3D_MAP_DISCARD, ignoring WINED3D_MAP_DISCARD.\n");
4826 flags &= ~WINED3D_MAP_DISCARD;
4830 return flags;
4833 HRESULT CDECL wined3d_device_context_map(struct wined3d_device_context *context,
4834 struct wined3d_resource *resource, unsigned int sub_resource_idx,
4835 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, unsigned int flags)
4837 struct wined3d_sub_resource_desc desc;
4838 struct wined3d_box b;
4839 HRESULT hr;
4841 TRACE("context %p, resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
4842 context, resource, sub_resource_idx, map_desc, debug_box(box), flags);
4844 if (!(flags & (WINED3D_MAP_READ | WINED3D_MAP_WRITE)))
4846 WARN("No read/write flags specified.\n");
4847 return E_INVALIDARG;
4850 if ((flags & WINED3D_MAP_READ) && !(resource->access & WINED3D_RESOURCE_ACCESS_MAP_R))
4852 WARN("Resource does not have MAP_R access.\n");
4853 return E_INVALIDARG;
4856 if ((flags & WINED3D_MAP_WRITE) && !(resource->access & WINED3D_RESOURCE_ACCESS_MAP_W))
4858 WARN("Resource does not have MAP_W access.\n");
4859 return E_INVALIDARG;
4862 flags = sanitise_map_flags(resource, flags);
4864 if (FAILED(wined3d_resource_get_sub_resource_desc(resource, sub_resource_idx, &desc)))
4865 return E_INVALIDARG;
4867 if (!box)
4869 wined3d_box_set(&b, 0, 0, desc.width, desc.height, 0, desc.depth);
4870 box = &b;
4872 else if (FAILED(wined3d_resource_check_box_dimensions(resource, sub_resource_idx, box)))
4874 WARN("Map box is invalid.\n");
4876 if (resource->type != WINED3D_RTYPE_BUFFER && resource->type != WINED3D_RTYPE_TEXTURE_2D)
4877 return WINED3DERR_INVALIDCALL;
4879 if ((resource->format_flags & WINED3DFMT_FLAG_BLOCKS) && !(resource->access & WINED3D_RESOURCE_ACCESS_CPU))
4880 return WINED3DERR_INVALIDCALL;
4883 if (SUCCEEDED(hr = wined3d_device_context_emit_map(context, resource,
4884 sub_resource_idx, &map_desc->data, box, flags)))
4885 wined3d_resource_get_sub_resource_map_pitch(resource, sub_resource_idx,
4886 &map_desc->row_pitch, &map_desc->slice_pitch);
4887 return hr;
4890 HRESULT CDECL wined3d_device_context_unmap(struct wined3d_device_context *context,
4891 struct wined3d_resource *resource, unsigned int sub_resource_idx)
4893 TRACE("context %p, resource %p, sub_resource_idx %u.\n", context, resource, sub_resource_idx);
4895 return wined3d_device_context_emit_unmap(context, resource, sub_resource_idx);
4898 void CDECL wined3d_device_context_issue_query(struct wined3d_device_context *context,
4899 struct wined3d_query *query, unsigned int flags)
4901 TRACE("context %p, query %p, flags %#x.\n", context, query, flags);
4903 context->ops->issue_query(context, query, flags);
4906 void CDECL wined3d_device_context_execute_command_list(struct wined3d_device_context *context,
4907 struct wined3d_command_list *list, bool restore_state)
4909 TRACE("context %p, list %p, restore_state %d.\n", context, list, restore_state);
4911 context->ops->execute_command_list(context, list, restore_state);
4914 struct wined3d_rendertarget_view * CDECL wined3d_device_context_get_rendertarget_view(
4915 const struct wined3d_device_context *context, unsigned int view_idx)
4917 unsigned int max_rt_count;
4919 TRACE("context %p, view_idx %u.\n", context, view_idx);
4921 max_rt_count = context->device->adapter->d3d_info.limits.max_rt_count;
4922 if (view_idx >= max_rt_count)
4924 WARN("Only %u render targets are supported.\n", max_rt_count);
4925 return NULL;
4928 return context->state->fb.render_targets[view_idx];
4931 struct wined3d_rendertarget_view * CDECL wined3d_device_context_get_depth_stencil_view(
4932 const struct wined3d_device_context *context)
4934 TRACE("context %p.\n", context);
4936 return context->state->fb.depth_stencil;
4939 void CDECL wined3d_device_context_generate_mipmaps(struct wined3d_device_context *context,
4940 struct wined3d_shader_resource_view *view)
4942 struct wined3d_texture *texture;
4944 TRACE("context %p, view %p.\n", context, view);
4946 if (view->resource->type == WINED3D_RTYPE_BUFFER)
4948 WARN("Called on buffer resource %p.\n", view->resource);
4949 return;
4952 texture = texture_from_resource(view->resource);
4953 if (!(texture->flags & WINED3D_TEXTURE_GENERATE_MIPMAPS))
4955 WARN("Texture without the WINED3D_TEXTURE_GENERATE_MIPMAPS flag, ignoring.\n");
4956 return;
4959 wined3d_device_context_emit_generate_mipmaps(context, view);
4962 static struct wined3d_texture *wined3d_device_create_cursor_texture(struct wined3d_device *device,
4963 struct wined3d_texture *cursor_image, unsigned int sub_resource_idx)
4965 unsigned int texture_level = sub_resource_idx % cursor_image->level_count;
4966 struct wined3d_sub_resource_data data;
4967 struct wined3d_resource_desc desc;
4968 struct wined3d_map_desc map_desc;
4969 struct wined3d_texture *texture;
4970 HRESULT hr;
4972 if (FAILED(wined3d_resource_map(&cursor_image->resource, sub_resource_idx, &map_desc, NULL, WINED3D_MAP_READ)))
4974 ERR("Failed to map source texture.\n");
4975 return NULL;
4978 data.data = map_desc.data;
4979 data.row_pitch = map_desc.row_pitch;
4980 data.slice_pitch = map_desc.slice_pitch;
4982 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
4983 desc.format = WINED3DFMT_B8G8R8A8_UNORM;
4984 desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
4985 desc.multisample_quality = 0;
4986 desc.usage = WINED3DUSAGE_DYNAMIC;
4987 desc.bind_flags = 0;
4988 desc.access = WINED3D_RESOURCE_ACCESS_GPU;
4989 desc.width = wined3d_texture_get_level_width(cursor_image, texture_level);
4990 desc.height = wined3d_texture_get_level_height(cursor_image, texture_level);
4991 desc.depth = 1;
4992 desc.size = 0;
4994 hr = wined3d_texture_create(device, &desc, 1, 1, 0, &data, NULL, &wined3d_null_parent_ops, &texture);
4995 wined3d_resource_unmap(&cursor_image->resource, sub_resource_idx);
4996 if (FAILED(hr))
4998 ERR("Failed to create cursor texture.\n");
4999 return NULL;
5002 return texture;
5005 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
5006 UINT x_hotspot, UINT y_hotspot, struct wined3d_texture *texture, unsigned int sub_resource_idx)
5008 unsigned int texture_level = sub_resource_idx % texture->level_count;
5009 unsigned int cursor_width, cursor_height;
5010 struct wined3d_map_desc map_desc;
5012 TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
5013 device, x_hotspot, y_hotspot, texture, sub_resource_idx);
5015 if (sub_resource_idx >= texture->level_count * texture->layer_count
5016 || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
5017 return WINED3DERR_INVALIDCALL;
5019 if (device->cursor_texture)
5021 wined3d_texture_decref(device->cursor_texture);
5022 device->cursor_texture = NULL;
5025 if (texture->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
5027 WARN("Texture %p has invalid format %s.\n",
5028 texture, debug_d3dformat(texture->resource.format->id));
5029 return WINED3DERR_INVALIDCALL;
5032 /* Cursor width and height must all be powers of two */
5033 cursor_width = wined3d_texture_get_level_width(texture, texture_level);
5034 cursor_height = wined3d_texture_get_level_height(texture, texture_level);
5035 if ((cursor_width & (cursor_width - 1)) || (cursor_height & (cursor_height - 1)))
5037 WARN("Cursor size %ux%u are not all powers of two.\n", cursor_width, cursor_height);
5038 return WINED3DERR_INVALIDCALL;
5041 /* Do not store the surface's pointer because the application may
5042 * release it after setting the cursor image. Windows doesn't
5043 * addref the set surface, so we can't do this either without
5044 * creating circular refcount dependencies. */
5045 if (!(device->cursor_texture = wined3d_device_create_cursor_texture(device, texture, sub_resource_idx)))
5047 ERR("Failed to create cursor texture.\n");
5048 return WINED3DERR_INVALIDCALL;
5051 if (cursor_width == 32 && cursor_height == 32)
5053 UINT mask_size = cursor_width * cursor_height / 8;
5054 ICONINFO cursor_info;
5055 DWORD *mask_bits;
5056 HCURSOR cursor;
5058 /* 32-bit user32 cursors ignore the alpha channel if it's all
5059 * zeroes, and use the mask instead. Fill the mask with all ones
5060 * to ensure we still get a fully transparent cursor. */
5061 if (!(mask_bits = heap_alloc(mask_size)))
5062 return E_OUTOFMEMORY;
5063 memset(mask_bits, 0xff, mask_size);
5065 wined3d_resource_map(&texture->resource, sub_resource_idx, &map_desc, NULL,
5066 WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READ);
5067 cursor_info.fIcon = FALSE;
5068 cursor_info.xHotspot = x_hotspot;
5069 cursor_info.yHotspot = y_hotspot;
5070 cursor_info.hbmMask = CreateBitmap(cursor_width, cursor_height, 1, 1, mask_bits);
5071 cursor_info.hbmColor = CreateBitmap(cursor_width, cursor_height, 1, 32, map_desc.data);
5072 wined3d_resource_unmap(&texture->resource, sub_resource_idx);
5074 /* Create our cursor and clean up. */
5075 cursor = CreateIconIndirect(&cursor_info);
5076 if (cursor_info.hbmMask)
5077 DeleteObject(cursor_info.hbmMask);
5078 if (cursor_info.hbmColor)
5079 DeleteObject(cursor_info.hbmColor);
5080 if (device->hardwareCursor)
5081 DestroyCursor(device->hardwareCursor);
5082 device->hardwareCursor = cursor;
5083 if (device->bCursorVisible)
5084 SetCursor(cursor);
5086 heap_free(mask_bits);
5089 TRACE("New cursor dimensions are %ux%u.\n", cursor_width, cursor_height);
5090 device->cursorWidth = cursor_width;
5091 device->cursorHeight = cursor_height;
5092 device->xHotSpot = x_hotspot;
5093 device->yHotSpot = y_hotspot;
5095 return WINED3D_OK;
5098 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5099 int x_screen_space, int y_screen_space, DWORD flags)
5101 TRACE("device %p, x %d, y %d, flags %#x.\n",
5102 device, x_screen_space, y_screen_space, flags);
5104 device->xScreenSpace = x_screen_space;
5105 device->yScreenSpace = y_screen_space;
5107 if (device->hardwareCursor)
5109 POINT pt;
5111 GetCursorPos( &pt );
5112 if (x_screen_space == pt.x && y_screen_space == pt.y)
5113 return;
5114 SetCursorPos( x_screen_space, y_screen_space );
5116 /* Switch to the software cursor if position diverges from the hardware one. */
5117 GetCursorPos( &pt );
5118 if (x_screen_space != pt.x || y_screen_space != pt.y)
5120 if (device->bCursorVisible) SetCursor( NULL );
5121 DestroyCursor( device->hardwareCursor );
5122 device->hardwareCursor = 0;
5127 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5129 BOOL oldVisible = device->bCursorVisible;
5131 TRACE("device %p, show %#x.\n", device, show);
5134 * When ShowCursor is first called it should make the cursor appear at the OS's last
5135 * known cursor position.
5137 if (show && !oldVisible)
5139 POINT pt;
5140 GetCursorPos(&pt);
5141 device->xScreenSpace = pt.x;
5142 device->yScreenSpace = pt.y;
5145 if (device->hardwareCursor)
5147 device->bCursorVisible = show;
5148 if (show)
5149 SetCursor(device->hardwareCursor);
5150 else
5151 SetCursor(NULL);
5153 else if (device->cursor_texture)
5155 device->bCursorVisible = show;
5158 return oldVisible;
5161 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5163 struct wined3d_resource *resource, *cursor;
5165 TRACE("device %p.\n", device);
5167 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5169 TRACE("Checking resource %p for eviction.\n", resource);
5171 if (wined3d_resource_access_is_managed(resource->access) && !resource->map_count)
5173 TRACE("Evicting %p.\n", resource);
5174 wined3d_cs_emit_unload_resource(device->cs, resource);
5179 void CDECL wined3d_device_context_flush(struct wined3d_device_context *context)
5181 TRACE("context %p.\n", context);
5183 context->ops->flush(context);
5186 static void update_swapchain_flags(struct wined3d_texture *texture)
5188 unsigned int flags = texture->swapchain->state.desc.flags;
5190 if (flags & WINED3D_SWAPCHAIN_LOCKABLE_BACKBUFFER)
5191 texture->resource.access |= WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W;
5192 else
5193 texture->resource.access &= ~(WINED3D_RESOURCE_ACCESS_MAP_R | WINED3D_RESOURCE_ACCESS_MAP_W);
5195 if (flags & WINED3D_SWAPCHAIN_GDI_COMPATIBLE)
5196 texture->flags |= WINED3D_TEXTURE_GET_DC;
5197 else
5198 texture->flags &= ~WINED3D_TEXTURE_GET_DC;
5201 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5202 const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
5203 wined3d_device_reset_cb callback, BOOL reset_state)
5205 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
5206 struct wined3d_device_context *context = &device->cs->c;
5207 struct wined3d_swapchain_state *swapchain_state;
5208 struct wined3d_state *state = context->state;
5209 struct wined3d_swapchain_desc *current_desc;
5210 struct wined3d_resource *resource, *cursor;
5211 struct wined3d_rendertarget_view *view;
5212 struct wined3d_swapchain *swapchain;
5213 struct wined3d_view_desc view_desc;
5214 BOOL backbuffer_resized, windowed;
5215 HRESULT hr = WINED3D_OK;
5216 unsigned int i;
5218 TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
5219 device, swapchain_desc, mode, callback, reset_state);
5221 wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
5223 if (!(swapchain = wined3d_device_get_swapchain(device, 0)))
5225 ERR("Failed to get the first implicit swapchain.\n");
5226 return WINED3DERR_INVALIDCALL;
5228 swapchain_state = &swapchain->state;
5229 current_desc = &swapchain_state->desc;
5231 if (reset_state)
5233 if (device->logo_texture)
5235 wined3d_texture_decref(device->logo_texture);
5236 device->logo_texture = NULL;
5238 if (device->cursor_texture)
5240 wined3d_texture_decref(device->cursor_texture);
5241 device->cursor_texture = NULL;
5243 state_unbind_resources(state);
5246 for (i = 0; i < d3d_info->limits.max_rt_count; ++i)
5248 wined3d_device_context_set_rendertarget_view(context, i, NULL, FALSE);
5250 wined3d_device_context_set_depth_stencil_view(context, NULL);
5252 if (reset_state)
5254 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5256 TRACE("Enumerating resource %p.\n", resource);
5257 if (FAILED(hr = callback(resource)))
5258 return hr;
5262 TRACE("New params:\n");
5263 TRACE("output %p\n", swapchain_desc->output);
5264 TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
5265 TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
5266 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
5267 TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
5268 TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
5269 TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
5270 TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
5271 TRACE("device_window %p\n", swapchain_desc->device_window);
5272 TRACE("windowed %#x\n", swapchain_desc->windowed);
5273 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
5274 if (swapchain_desc->enable_auto_depth_stencil)
5275 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
5276 TRACE("flags %#x\n", swapchain_desc->flags);
5277 TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
5278 TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
5280 if (swapchain_desc->backbuffer_bind_flags && swapchain_desc->backbuffer_bind_flags != WINED3D_BIND_RENDER_TARGET)
5281 FIXME("Got unexpected backbuffer bind flags %#x.\n", swapchain_desc->backbuffer_bind_flags);
5283 if (swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_DISCARD
5284 && swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_SEQUENTIAL
5285 && swapchain_desc->swap_effect != WINED3D_SWAP_EFFECT_COPY)
5286 FIXME("Unimplemented swap effect %#x.\n", swapchain_desc->swap_effect);
5288 /* No special treatment of these parameters. Just store them */
5289 current_desc->swap_effect = swapchain_desc->swap_effect;
5290 current_desc->enable_auto_depth_stencil = swapchain_desc->enable_auto_depth_stencil;
5291 current_desc->auto_depth_stencil_format = swapchain_desc->auto_depth_stencil_format;
5292 current_desc->refresh_rate = swapchain_desc->refresh_rate;
5293 current_desc->auto_restore_display_mode = swapchain_desc->auto_restore_display_mode;
5295 if (swapchain_desc->device_window && swapchain_desc->device_window != current_desc->device_window)
5297 TRACE("Changing the device window from %p to %p.\n",
5298 current_desc->device_window, swapchain_desc->device_window);
5299 current_desc->device_window = swapchain_desc->device_window;
5300 swapchain_state->device_window = swapchain_desc->device_window;
5301 wined3d_swapchain_set_window(swapchain, NULL);
5304 backbuffer_resized = swapchain_desc->backbuffer_width != current_desc->backbuffer_width
5305 || swapchain_desc->backbuffer_height != current_desc->backbuffer_height;
5306 windowed = current_desc->windowed;
5308 if (!swapchain_desc->windowed != !windowed || swapchain->reapply_mode
5309 || mode || (!swapchain_desc->windowed && backbuffer_resized))
5311 /* Switch from windowed to fullscreen. */
5312 if (windowed && !swapchain_desc->windowed)
5314 HWND focus_window = device->create_parms.focus_window;
5316 if (!focus_window)
5317 focus_window = swapchain->state.device_window;
5318 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5320 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5321 return hr;
5325 if (FAILED(hr = wined3d_swapchain_state_set_fullscreen(&swapchain->state,
5326 swapchain_desc, mode)))
5327 return hr;
5329 /* Switch from fullscreen to windowed. */
5330 if (!windowed && swapchain_desc->windowed)
5331 wined3d_device_release_focus_window(device);
5333 else if (!swapchain_desc->windowed)
5335 DWORD style = swapchain_state->style;
5336 DWORD exstyle = swapchain_state->exstyle;
5337 struct wined3d_output_desc output_desc;
5339 /* If we're in fullscreen, and the mode wasn't changed, we have to get
5340 * the window back into the right position. Some applications
5341 * (Battlefield 2, Guild Wars) move it and then call Reset() to clean
5342 * up their mess. Guild Wars also loses the device during that. */
5343 if (FAILED(hr = wined3d_output_get_desc(swapchain_desc->output, &output_desc)))
5345 ERR("Failed to get output description, hr %#x.\n", hr);
5346 return hr;
5349 swapchain_state->style = 0;
5350 swapchain_state->exstyle = 0;
5351 wined3d_swapchain_state_setup_fullscreen(swapchain_state, swapchain_state->device_window,
5352 output_desc.desktop_rect.left, output_desc.desktop_rect.top,
5353 swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height);
5354 swapchain_state->style = style;
5355 swapchain_state->exstyle = exstyle;
5358 if (FAILED(hr = wined3d_swapchain_resize_buffers(swapchain, swapchain_desc->backbuffer_count,
5359 swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height, swapchain_desc->backbuffer_format,
5360 swapchain_desc->multisample_type, swapchain_desc->multisample_quality)))
5361 return hr;
5363 if (swapchain_desc->flags != current_desc->flags)
5365 current_desc->flags = swapchain_desc->flags;
5367 update_swapchain_flags(swapchain->front_buffer);
5368 for (i = 0; i < current_desc->backbuffer_count; ++i)
5370 update_swapchain_flags(swapchain->back_buffers[i]);
5374 if ((view = device->auto_depth_stencil_view))
5376 device->auto_depth_stencil_view = NULL;
5377 wined3d_rendertarget_view_decref(view);
5379 if (current_desc->enable_auto_depth_stencil)
5381 struct wined3d_resource_desc texture_desc;
5382 struct wined3d_texture *texture;
5384 TRACE("Creating the depth stencil buffer.\n");
5386 texture_desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
5387 texture_desc.format = current_desc->auto_depth_stencil_format;
5388 texture_desc.multisample_type = current_desc->multisample_type;
5389 texture_desc.multisample_quality = current_desc->multisample_quality;
5390 texture_desc.usage = 0;
5391 texture_desc.bind_flags = WINED3D_BIND_DEPTH_STENCIL;
5392 texture_desc.access = WINED3D_RESOURCE_ACCESS_GPU;
5393 texture_desc.width = current_desc->backbuffer_width;
5394 texture_desc.height = current_desc->backbuffer_height;
5395 texture_desc.depth = 1;
5396 texture_desc.size = 0;
5398 if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
5399 device->device_parent, &texture_desc, 0, &texture)))
5401 ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr);
5402 return WINED3DERR_INVALIDCALL;
5405 view_desc.format_id = texture->resource.format->id;
5406 view_desc.flags = 0;
5407 view_desc.u.texture.level_idx = 0;
5408 view_desc.u.texture.level_count = 1;
5409 view_desc.u.texture.layer_idx = 0;
5410 view_desc.u.texture.layer_count = 1;
5411 hr = wined3d_rendertarget_view_create(&view_desc, &texture->resource,
5412 NULL, &wined3d_null_parent_ops, &device->auto_depth_stencil_view);
5413 wined3d_texture_decref(texture);
5414 if (FAILED(hr))
5416 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
5417 return hr;
5421 if ((view = device->back_buffer_view))
5423 device->back_buffer_view = NULL;
5424 wined3d_rendertarget_view_decref(view);
5426 if (current_desc->backbuffer_count && current_desc->backbuffer_bind_flags & WINED3D_BIND_RENDER_TARGET)
5428 struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource;
5430 view_desc.format_id = back_buffer->format->id;
5431 view_desc.flags = 0;
5432 view_desc.u.texture.level_idx = 0;
5433 view_desc.u.texture.level_count = 1;
5434 view_desc.u.texture.layer_idx = 0;
5435 view_desc.u.texture.layer_count = 1;
5436 if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer,
5437 NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
5439 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
5440 return hr;
5444 wine_rb_clear(&device->samplers, device_free_sampler, NULL);
5445 wine_rb_clear(&device->rasterizer_states, device_free_rasterizer_state, NULL);
5446 wine_rb_clear(&device->blend_states, device_free_blend_state, NULL);
5447 wine_rb_clear(&device->depth_stencil_states, device_free_depth_stencil_state, NULL);
5449 if (reset_state)
5451 TRACE("Resetting state.\n");
5452 wined3d_device_context_emit_reset_state(&device->cs->c, false);
5453 state_cleanup(state);
5455 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5457 TRACE("Unloading resource %p.\n", resource);
5458 wined3d_cs_emit_unload_resource(device->cs, resource);
5461 device->adapter->adapter_ops->adapter_uninit_3d(device);
5463 wined3d_state_reset(state, &device->adapter->d3d_info);
5465 device_init_swapchain_state(device, swapchain);
5466 if (wined3d_settings.logo)
5467 device_load_logo(device, wined3d_settings.logo);
5469 else
5471 if ((view = device->back_buffer_view))
5472 wined3d_device_context_set_rendertarget_view(context, 0, view, FALSE);
5473 if ((view = device->auto_depth_stencil_view))
5474 wined3d_device_context_set_depth_stencil_view(context, view);
5477 if (reset_state)
5478 hr = device->adapter->adapter_ops->adapter_init_3d(device);
5480 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5481 * first use
5483 return hr;
5486 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5488 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5490 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5492 return WINED3D_OK;
5496 void CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5497 struct wined3d_device_creation_parameters *parameters)
5499 TRACE("device %p, parameters %p.\n", device, parameters);
5501 *parameters = device->create_parms;
5504 struct wined3d * CDECL wined3d_device_get_wined3d(const struct wined3d_device *device)
5506 TRACE("device %p.\n", device);
5508 return device->wined3d;
5511 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
5512 UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
5514 struct wined3d_swapchain *swapchain;
5516 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5517 device, swapchain_idx, flags, ramp);
5519 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
5520 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5523 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5524 UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5526 struct wined3d_swapchain *swapchain;
5528 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5529 device, swapchain_idx, ramp);
5531 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
5532 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5535 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5537 TRACE("device %p, resource %p.\n", device, resource);
5539 wined3d_not_from_cs(device);
5541 list_add_head(&device->resources, &resource->resource_list_entry);
5544 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5546 TRACE("device %p, resource %p.\n", device, resource);
5548 wined3d_not_from_cs(device);
5550 list_remove(&resource->resource_list_entry);
5553 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5555 enum wined3d_resource_type type = resource->type;
5556 struct wined3d_state *state = device->cs->c.state;
5557 struct wined3d_rendertarget_view *rtv;
5558 unsigned int i;
5560 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5562 for (i = 0; i < ARRAY_SIZE(state->fb.render_targets); ++i)
5564 if ((rtv = state->fb.render_targets[i]) && rtv->resource == resource)
5565 ERR("Resource %p is still in use as render target %u.\n", resource, i);
5568 if ((rtv = state->fb.depth_stencil) && rtv->resource == resource)
5569 ERR("Resource %p is still in use as depth/stencil buffer.\n", resource);
5571 switch (type)
5573 case WINED3D_RTYPE_TEXTURE_1D:
5574 case WINED3D_RTYPE_TEXTURE_2D:
5575 case WINED3D_RTYPE_TEXTURE_3D:
5576 for (i = 0; i < WINED3D_MAX_COMBINED_SAMPLERS; ++i)
5578 if (&state->textures[i]->resource == resource)
5580 ERR("Texture resource %p is still in use, stage %u.\n", resource, i);
5581 state->textures[i] = NULL;
5584 break;
5586 case WINED3D_RTYPE_BUFFER:
5587 for (i = 0; i < WINED3D_MAX_STREAMS; ++i)
5589 if (&state->streams[i].buffer->resource == resource)
5591 ERR("Buffer resource %p is still in use, stream %u.\n", resource, i);
5592 state->streams[i].buffer = NULL;
5596 if (&state->index_buffer->resource == resource)
5598 ERR("Buffer resource %p is still in use as index buffer.\n", resource);
5599 state->index_buffer = NULL;
5601 break;
5603 default:
5604 break;
5607 /* Remove the resource from the resourceStore */
5608 device_resource_remove(device, resource);
5610 TRACE("Resource released.\n");
5613 static int wined3d_so_desc_compare(const void *key, const struct wine_rb_entry *entry)
5615 const struct wined3d_stream_output_desc *desc = &WINE_RB_ENTRY_VALUE(entry,
5616 struct wined3d_so_desc_entry, entry)->desc;
5617 const struct wined3d_stream_output_desc *k = key;
5618 unsigned int i;
5619 int ret;
5621 if ((ret = (k->element_count - desc->element_count)))
5622 return ret;
5623 if ((ret = (k->buffer_stride_count - desc->buffer_stride_count)))
5624 return ret;
5625 if ((ret = (k->rasterizer_stream_idx - desc->rasterizer_stream_idx)))
5626 return ret;
5628 for (i = 0; i < k->element_count; ++i)
5630 const struct wined3d_stream_output_element *b = &desc->elements[i];
5631 const struct wined3d_stream_output_element *a = &k->elements[i];
5633 if ((ret = (a->stream_idx - b->stream_idx)))
5634 return ret;
5635 if ((ret = strcmp(a->semantic_name, b->semantic_name)))
5636 return ret;
5637 if ((ret = (a->semantic_idx - b->semantic_idx)))
5638 return ret;
5639 if ((ret = (a->component_idx - b->component_idx)))
5640 return ret;
5641 if ((ret = (a->component_count - b->component_count)))
5642 return ret;
5643 if ((ret = (a->output_slot - b->output_slot)))
5644 return ret;
5647 for (i = 0; i < k->buffer_stride_count; ++i)
5649 if ((ret = (k->buffer_strides[i] - desc->buffer_strides[i])))
5650 return ret;
5653 return 0;
5656 static int wined3d_sampler_compare(const void *key, const struct wine_rb_entry *entry)
5658 const struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
5660 return memcmp(&sampler->desc, key, sizeof(sampler->desc));
5663 static int wined3d_rasterizer_state_compare(const void *key, const struct wine_rb_entry *entry)
5665 const struct wined3d_rasterizer_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_rasterizer_state, entry);
5667 return memcmp(&state->desc, key, sizeof(state->desc));
5670 static int wined3d_blend_state_compare(const void *key, const struct wine_rb_entry *entry)
5672 const struct wined3d_blend_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_blend_state, entry);
5674 return memcmp(&state->desc, key, sizeof(state->desc));
5677 static int wined3d_depth_stencil_state_compare(const void *key, const struct wine_rb_entry *entry)
5679 const struct wined3d_depth_stencil_state *state
5680 = WINE_RB_ENTRY_VALUE(entry, struct wined3d_depth_stencil_state, entry);
5682 return memcmp(&state->desc, key, sizeof(state->desc));
5685 HRESULT wined3d_device_init(struct wined3d_device *device, struct wined3d *wined3d,
5686 unsigned int adapter_idx, enum wined3d_device_type device_type, HWND focus_window, unsigned int flags,
5687 BYTE surface_alignment, const enum wined3d_feature_level *levels, unsigned int level_count,
5688 const BOOL *supported_extensions, struct wined3d_device_parent *device_parent)
5690 struct wined3d_adapter *adapter = wined3d->adapters[adapter_idx];
5691 const struct wined3d_fragment_pipe_ops *fragment_pipeline;
5692 const struct wined3d_vertex_pipe_ops *vertex_pipeline;
5693 unsigned int i;
5694 HRESULT hr;
5696 device->ref = 1;
5697 device->wined3d = wined3d;
5698 wined3d_incref(device->wined3d);
5699 device->adapter = adapter;
5700 device->device_parent = device_parent;
5701 list_init(&device->resources);
5702 list_init(&device->shaders);
5703 device->surface_alignment = surface_alignment;
5705 /* Save the creation parameters. */
5706 device->create_parms.adapter_idx = adapter_idx;
5707 device->create_parms.device_type = device_type;
5708 device->create_parms.focus_window = focus_window;
5709 device->create_parms.flags = flags;
5711 device->shader_backend = adapter->shader_backend;
5713 vertex_pipeline = adapter->vertex_pipe;
5715 fragment_pipeline = adapter->fragment_pipe;
5717 wine_rb_init(&device->so_descs, wined3d_so_desc_compare);
5718 wine_rb_init(&device->samplers, wined3d_sampler_compare);
5719 wine_rb_init(&device->rasterizer_states, wined3d_rasterizer_state_compare);
5720 wine_rb_init(&device->blend_states, wined3d_blend_state_compare);
5721 wine_rb_init(&device->depth_stencil_states, wined3d_depth_stencil_state_compare);
5723 if (vertex_pipeline->vp_states && fragment_pipeline->states
5724 && FAILED(hr = compile_state_table(device->state_table, device->multistate_funcs,
5725 &adapter->d3d_info, supported_extensions, vertex_pipeline,
5726 fragment_pipeline, adapter->misc_state_template)))
5728 ERR("Failed to compile state table, hr %#x.\n", hr);
5729 wine_rb_destroy(&device->samplers, NULL, NULL);
5730 wine_rb_destroy(&device->rasterizer_states, NULL, NULL);
5731 wine_rb_destroy(&device->blend_states, NULL, NULL);
5732 wine_rb_destroy(&device->depth_stencil_states, NULL, NULL);
5733 wine_rb_destroy(&device->so_descs, NULL, NULL);
5734 wined3d_decref(device->wined3d);
5735 return hr;
5738 device->max_frame_latency = 3;
5740 if (!(device->cs = wined3d_cs_create(device, levels, level_count)))
5742 WARN("Failed to create command stream.\n");
5743 hr = E_FAIL;
5744 goto err;
5747 return WINED3D_OK;
5749 err:
5750 for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i)
5752 heap_free(device->multistate_funcs[i]);
5754 wine_rb_destroy(&device->samplers, NULL, NULL);
5755 wine_rb_destroy(&device->rasterizer_states, NULL, NULL);
5756 wine_rb_destroy(&device->blend_states, NULL, NULL);
5757 wine_rb_destroy(&device->depth_stencil_states, NULL, NULL);
5758 wine_rb_destroy(&device->so_descs, NULL, NULL);
5759 wined3d_decref(device->wined3d);
5760 return hr;
5763 void device_invalidate_state(const struct wined3d_device *device, unsigned int state_id)
5765 unsigned int representative, i, idx, shift;
5766 struct wined3d_context *context;
5768 wined3d_from_cs(device->cs);
5770 if (STATE_IS_COMPUTE(state_id))
5772 for (i = 0; i < device->context_count; ++i)
5773 context_invalidate_compute_state(device->contexts[i], state_id);
5774 return;
5777 representative = device->state_table[state_id].representative;
5778 idx = representative / (sizeof(*context->dirty_graphics_states) * CHAR_BIT);
5779 shift = representative & ((sizeof(*context->dirty_graphics_states) * CHAR_BIT) - 1);
5780 for (i = 0; i < device->context_count; ++i)
5782 device->contexts[i]->dirty_graphics_states[idx] |= (1u << shift);
5786 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
5787 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
5789 if (message == WM_DESTROY)
5791 TRACE("unregister window %p.\n", window);
5792 wined3d_unregister_window(window);
5794 if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
5795 ERR("Window %p is not the focus window for device %p.\n", window, device);
5797 else if (message == WM_DISPLAYCHANGE)
5799 device->device_parent->ops->mode_changed(device->device_parent);
5801 else if (message == WM_ACTIVATEAPP)
5803 unsigned int i = device->swapchain_count;
5805 /* Deactivating the implicit swapchain may cause the application
5806 * (e.g. Deus Ex: GOTY) to destroy the device, so take care to
5807 * deactivate the implicit swapchain last, and to avoid accessing the
5808 * "device" pointer afterwards. */
5809 while (i--)
5810 wined3d_swapchain_activate(device->swapchains[i], wparam);
5812 else if (message == WM_SYSCOMMAND)
5814 if (wparam == SC_RESTORE && device->wined3d->flags & WINED3D_HANDLE_RESTORE)
5816 if (unicode)
5817 DefWindowProcW(window, message, wparam, lparam);
5818 else
5819 DefWindowProcA(window, message, wparam, lparam);
5823 if (unicode)
5824 return CallWindowProcW(proc, window, message, wparam, lparam);
5825 else
5826 return CallWindowProcA(proc, window, message, wparam, lparam);