2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
39 /* Define the default light parameters as specified by MSDN. */
40 const struct wined3d_light WINED3D_default_light
=
42 WINED3D_LIGHT_DIRECTIONAL
, /* Type */
43 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
44 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
45 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
46 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
47 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
50 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
55 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
56 * actually have the same values in GL and D3D. */
57 GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
59 switch(primitive_type
)
61 case WINED3D_PT_POINTLIST
:
64 case WINED3D_PT_LINELIST
:
67 case WINED3D_PT_LINESTRIP
:
70 case WINED3D_PT_TRIANGLELIST
:
73 case WINED3D_PT_TRIANGLESTRIP
:
74 return GL_TRIANGLE_STRIP
;
76 case WINED3D_PT_TRIANGLEFAN
:
77 return GL_TRIANGLE_FAN
;
79 case WINED3D_PT_LINELIST_ADJ
:
80 return GL_LINES_ADJACENCY_ARB
;
82 case WINED3D_PT_LINESTRIP_ADJ
:
83 return GL_LINE_STRIP_ADJACENCY_ARB
;
85 case WINED3D_PT_TRIANGLELIST_ADJ
:
86 return GL_TRIANGLES_ADJACENCY_ARB
;
88 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
89 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
92 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
97 static enum wined3d_primitive_type
d3d_primitive_type_from_gl(GLenum primitive_type
)
99 switch(primitive_type
)
102 return WINED3D_PT_POINTLIST
;
105 return WINED3D_PT_LINELIST
;
108 return WINED3D_PT_LINESTRIP
;
111 return WINED3D_PT_TRIANGLELIST
;
113 case GL_TRIANGLE_STRIP
:
114 return WINED3D_PT_TRIANGLESTRIP
;
116 case GL_TRIANGLE_FAN
:
117 return WINED3D_PT_TRIANGLEFAN
;
119 case GL_LINES_ADJACENCY_ARB
:
120 return WINED3D_PT_LINELIST_ADJ
;
122 case GL_LINE_STRIP_ADJACENCY_ARB
:
123 return WINED3D_PT_LINESTRIP_ADJ
;
125 case GL_TRIANGLES_ADJACENCY_ARB
:
126 return WINED3D_PT_TRIANGLELIST_ADJ
;
128 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
129 return WINED3D_PT_TRIANGLESTRIP_ADJ
;
132 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
133 return WINED3D_PT_UNDEFINED
;
137 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
139 struct wined3d_context
**new_array
;
141 TRACE("Adding context %p.\n", context
);
143 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
144 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
145 sizeof(*new_array
) * (device
->context_count
+ 1));
149 ERR("Failed to grow the context array.\n");
153 new_array
[device
->context_count
++] = context
;
154 device
->contexts
= new_array
;
158 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
160 struct wined3d_context
**new_array
;
164 TRACE("Removing context %p.\n", context
);
166 for (i
= 0; i
< device
->context_count
; ++i
)
168 if (device
->contexts
[i
] == context
)
177 ERR("Context %p doesn't exist in context array.\n", context
);
181 if (!--device
->context_count
)
183 HeapFree(GetProcessHeap(), 0, device
->contexts
);
184 device
->contexts
= NULL
;
188 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
189 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
192 ERR("Failed to shrink context array. Oh well.\n");
196 device
->contexts
= new_array
;
199 void device_switch_onscreen_ds(struct wined3d_device
*device
,
200 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
202 if (device
->onscreen_depth_stencil
)
204 surface_load_ds_location(device
->onscreen_depth_stencil
, context
, SFLAG_INTEXTURE
);
206 surface_modify_ds_location(device
->onscreen_depth_stencil
, SFLAG_INTEXTURE
,
207 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
208 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
209 wined3d_surface_decref(device
->onscreen_depth_stencil
);
211 device
->onscreen_depth_stencil
= depth_stencil
;
212 wined3d_surface_incref(device
->onscreen_depth_stencil
);
215 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
217 /* partial draw rect */
218 if (draw_rect
->left
|| draw_rect
->top
219 || draw_rect
->right
< target
->resource
.width
220 || draw_rect
->bottom
< target
->resource
.height
)
223 /* partial clear rect */
224 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
225 || clear_rect
->right
< target
->resource
.width
226 || clear_rect
->bottom
< target
->resource
.height
))
232 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
233 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
, RECT
*out_rect
)
235 RECT current_rect
, r
;
237 if (ds
->flags
& SFLAG_DISCARDED
)
239 /* Depth buffer was discarded, make it entirely current in its new location since
240 * there is no other place where we would get data anyway. */
241 SetRect(out_rect
, 0, 0, ds
->resource
.width
, ds
->resource
.height
);
245 if (ds
->flags
& location
)
246 SetRect(¤t_rect
, 0, 0,
247 ds
->ds_current_size
.cx
,
248 ds
->ds_current_size
.cy
);
250 SetRectEmpty(¤t_rect
);
252 IntersectRect(&r
, draw_rect
, ¤t_rect
);
253 if (EqualRect(&r
, draw_rect
))
255 /* current_rect ⊇ draw_rect, modify only. */
256 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
260 if (EqualRect(&r
, ¤t_rect
))
262 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
266 /* Full clear, modify only. */
267 *out_rect
= *draw_rect
;
271 IntersectRect(&r
, draw_rect
, clear_rect
);
272 if (EqualRect(&r
, draw_rect
))
274 /* clear_rect ⊇ draw_rect, modify only. */
275 *out_rect
= *draw_rect
;
281 surface_load_ds_location(ds
, context
, location
);
282 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
285 void device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
286 UINT rect_count
, const RECT
*rects
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
287 float depth
, DWORD stencil
)
289 const RECT
*clear_rect
= (rect_count
> 0 && rects
) ? (const RECT
*)rects
: NULL
;
290 struct wined3d_surface
*target
= rt_count
? fb
->render_targets
[0] : NULL
;
291 const struct wined3d_gl_info
*gl_info
;
292 UINT drawable_width
, drawable_height
;
293 struct wined3d_context
*context
;
294 GLbitfield clear_mask
= 0;
295 BOOL render_offscreen
;
299 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
300 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
301 * for the cleared parts, and the untouched parts.
303 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
304 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
305 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
306 * checking all this if the dest surface is in the drawable anyway. */
307 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, clear_rect
))
309 for (i
= 0; i
< rt_count
; ++i
)
311 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
313 surface_load_location(rt
, rt
->draw_binding
, NULL
);
317 context
= context_acquire(device
, target
);
320 context_release(context
);
321 WARN("Invalid context, skipping clear.\n");
324 gl_info
= context
->gl_info
;
328 render_offscreen
= context
->render_offscreen
;
329 target
->get_drawable_size(context
, &drawable_width
, &drawable_height
);
333 render_offscreen
= TRUE
;
334 drawable_width
= fb
->depth_stencil
->pow2Width
;
335 drawable_height
= fb
->depth_stencil
->pow2Height
;
338 if (flags
& WINED3DCLEAR_ZBUFFER
)
340 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: SFLAG_INDRAWABLE
;
342 if (!render_offscreen
&& fb
->depth_stencil
!= device
->onscreen_depth_stencil
)
343 device_switch_onscreen_ds(device
, context
, fb
->depth_stencil
);
344 prepare_ds_clear(fb
->depth_stencil
, context
, location
,
345 draw_rect
, rect_count
, clear_rect
, &ds_rect
);
348 if (!context_apply_clear_state(context
, device
, rt_count
, fb
))
350 context_release(context
);
351 WARN("Failed to apply clear state, skipping clear.\n");
355 /* Only set the values up once, as they are not changing. */
356 if (flags
& WINED3DCLEAR_STENCIL
)
358 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
360 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
361 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
363 gl_info
->gl_ops
.gl
.p_glStencilMask(~0U);
364 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
365 gl_info
->gl_ops
.gl
.p_glClearStencil(stencil
);
366 checkGLcall("glClearStencil");
367 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
370 if (flags
& WINED3DCLEAR_ZBUFFER
)
372 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: SFLAG_INDRAWABLE
;
374 surface_modify_ds_location(fb
->depth_stencil
, location
, ds_rect
.right
, ds_rect
.bottom
);
376 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_TRUE
);
377 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
378 gl_info
->gl_ops
.gl
.p_glClearDepth(depth
);
379 checkGLcall("glClearDepth");
380 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
383 if (flags
& WINED3DCLEAR_TARGET
)
385 for (i
= 0; i
< rt_count
; ++i
)
387 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
391 surface_validate_location(rt
, rt
->draw_binding
);
392 surface_invalidate_location(rt
, ~rt
->draw_binding
);
396 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
397 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
398 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
399 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
400 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
401 gl_info
->gl_ops
.gl
.p_glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
402 checkGLcall("glClearColor");
403 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
408 if (render_offscreen
)
410 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, draw_rect
->top
,
411 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
415 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
416 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
418 checkGLcall("glScissor");
419 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
420 checkGLcall("glClear");
426 /* Now process each rect in turn. */
427 for (i
= 0; i
< rect_count
; ++i
)
429 /* Note that GL uses lower left, width/height. */
430 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
432 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
433 wine_dbgstr_rect(&clear_rect
[i
]),
434 wine_dbgstr_rect(¤t_rect
));
436 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
437 * The rectangle is not cleared, no error is returned, but further rectangles are
438 * still cleared if they are valid. */
439 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
441 TRACE("Rectangle with negative dimensions, ignoring.\n");
445 if (render_offscreen
)
447 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, current_rect
.top
,
448 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
452 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
453 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
455 checkGLcall("glScissor");
457 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
458 checkGLcall("glClear");
462 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
463 && target
->swapchain
&& target
->swapchain
->front_buffer
== target
))
464 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
466 context_release(context
);
469 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
471 ULONG refcount
= InterlockedIncrement(&device
->ref
);
473 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
478 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
480 ULONG refcount
= InterlockedDecrement(&device
->ref
);
482 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
488 wined3d_cs_destroy(device
->cs
);
490 if (device
->recording
&& wined3d_stateblock_decref(device
->recording
))
491 FIXME("Something's still holding the recording stateblock.\n");
492 device
->recording
= NULL
;
494 state_cleanup(&device
->state
);
496 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
498 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
499 device
->multistate_funcs
[i
] = NULL
;
502 if (!list_empty(&device
->resources
))
504 struct wined3d_resource
*resource
;
506 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
508 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
510 FIXME("Leftover resource %p with type %s (%#x).\n",
511 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
515 if (device
->contexts
)
516 ERR("Context array not freed!\n");
517 if (device
->hardwareCursor
)
518 DestroyCursor(device
->hardwareCursor
);
519 device
->hardwareCursor
= 0;
521 wined3d_decref(device
->wined3d
);
522 device
->wined3d
= NULL
;
523 HeapFree(GetProcessHeap(), 0, device
);
524 TRACE("Freed device %p.\n", device
);
530 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
532 TRACE("device %p.\n", device
);
534 return device
->swapchain_count
;
537 struct wined3d_swapchain
* CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
, UINT swapchain_idx
)
539 TRACE("device %p, swapchain_idx %u.\n", device
, swapchain_idx
);
541 if (swapchain_idx
>= device
->swapchain_count
)
543 WARN("swapchain_idx %u >= swapchain_count %u.\n",
544 swapchain_idx
, device
->swapchain_count
);
548 return device
->swapchains
[swapchain_idx
];
551 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
553 struct wined3d_color_key color_key
;
557 HDC dcb
= NULL
, dcs
= NULL
;
559 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
562 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
563 dcb
= CreateCompatibleDC(NULL
);
565 SelectObject(dcb
, hbm
);
569 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
572 memset(&bm
, 0, sizeof(bm
));
577 hr
= wined3d_surface_create(device
, bm
.bmWidth
, bm
.bmHeight
, WINED3DFMT_B5G6R5_UNORM
, 0,
578 WINED3D_POOL_SYSTEM_MEM
, WINED3D_MULTISAMPLE_NONE
, 0, WINED3D_SURFACE_MAPPABLE
,
579 NULL
, &wined3d_null_parent_ops
, &device
->logo_surface
);
582 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr
);
588 if (FAILED(hr
= wined3d_surface_getdc(device
->logo_surface
, &dcs
)))
590 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
591 wined3d_surface_releasedc(device
->logo_surface
, dcs
);
593 color_key
.color_space_low_value
= 0;
594 color_key
.color_space_high_value
= 0;
595 wined3d_surface_set_color_key(device
->logo_surface
, WINEDDCKEY_SRCBLT
, &color_key
);
599 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
600 /* Fill the surface with a white color to show that wined3d is there */
601 wined3d_device_color_fill(device
, device
->logo_surface
, NULL
, &c
);
605 if (dcb
) DeleteDC(dcb
);
606 if (hbm
) DeleteObject(hbm
);
609 /* Context activation is done by the caller. */
610 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
612 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
613 unsigned int i
, j
, count
;
614 /* Under DirectX you can sample even if no texture is bound, whereas
615 * OpenGL will only allow that when a valid texture is bound.
616 * We emulate this by creating dummy textures and binding them
617 * to each texture stage when the currently set D3D texture is NULL. */
619 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
620 for (i
= 0; i
< count
; ++i
)
622 DWORD color
= 0x000000ff;
624 /* Make appropriate texture active */
625 context_active_texture(context
, gl_info
, i
);
627 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_2d
[i
]);
628 checkGLcall("glGenTextures");
629 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
631 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
632 checkGLcall("glBindTexture");
634 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0,
635 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
636 checkGLcall("glTexImage2D");
638 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
640 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_rect
[i
]);
641 checkGLcall("glGenTextures");
642 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
644 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
645 checkGLcall("glBindTexture");
647 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0,
648 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
649 checkGLcall("glTexImage2D");
652 if (gl_info
->supported
[EXT_TEXTURE3D
])
654 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_3d
[i
]);
655 checkGLcall("glGenTextures");
656 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
658 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
659 checkGLcall("glBindTexture");
661 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
662 checkGLcall("glTexImage3D");
665 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
667 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_cube
[i
]);
668 checkGLcall("glGenTextures");
669 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
671 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
672 checkGLcall("glBindTexture");
674 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
676 gl_info
->gl_ops
.gl
.p_glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0,
677 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
678 checkGLcall("glTexImage2D");
684 /* Context activation is done by the caller. */
685 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
687 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
689 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
691 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_cube
);
692 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
695 if (gl_info
->supported
[EXT_TEXTURE3D
])
697 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_3d
);
698 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
701 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
703 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_rect
);
704 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
707 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_2d
);
708 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
710 memset(device
->dummy_texture_cube
, 0, count
* sizeof(*device
->dummy_texture_cube
));
711 memset(device
->dummy_texture_3d
, 0, count
* sizeof(*device
->dummy_texture_3d
));
712 memset(device
->dummy_texture_rect
, 0, count
* sizeof(*device
->dummy_texture_rect
));
713 memset(device
->dummy_texture_2d
, 0, count
* sizeof(*device
->dummy_texture_2d
));
716 static LONG
fullscreen_style(LONG style
)
718 /* Make sure the window is managed, otherwise we won't get keyboard input. */
719 style
|= WS_POPUP
| WS_SYSMENU
;
720 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
725 static LONG
fullscreen_exstyle(LONG exstyle
)
727 /* Filter out window decorations. */
728 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
733 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
735 BOOL filter_messages
;
738 TRACE("Setting up window %p for fullscreen mode.\n", window
);
740 if (device
->style
|| device
->exStyle
)
742 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
743 window
, device
->style
, device
->exStyle
);
746 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
747 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
749 style
= fullscreen_style(device
->style
);
750 exstyle
= fullscreen_exstyle(device
->exStyle
);
752 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
753 device
->style
, device
->exStyle
, style
, exstyle
);
755 filter_messages
= device
->filter_messages
;
756 device
->filter_messages
= TRUE
;
758 SetWindowLongW(window
, GWL_STYLE
, style
);
759 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
760 SetWindowPos(window
, HWND_TOPMOST
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
762 device
->filter_messages
= filter_messages
;
765 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
767 BOOL filter_messages
;
770 if (!device
->style
&& !device
->exStyle
) return;
772 style
= GetWindowLongW(window
, GWL_STYLE
);
773 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
775 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
776 * application, and we want to ignore them in the test below, since it's
777 * not the application's fault that they changed. Additionally, we want to
778 * preserve the current status of these flags (i.e. don't restore them) to
779 * more closely emulate the behavior of Direct3D, which leaves these flags
780 * alone when returning to windowed mode. */
781 device
->style
^= (device
->style
^ style
) & WS_VISIBLE
;
782 device
->exStyle
^= (device
->exStyle
^ exstyle
) & WS_EX_TOPMOST
;
784 TRACE("Restoring window style of window %p to %08x, %08x.\n",
785 window
, device
->style
, device
->exStyle
);
787 filter_messages
= device
->filter_messages
;
788 device
->filter_messages
= TRUE
;
790 /* Only restore the style if the application didn't modify it during the
791 * fullscreen phase. Some applications change it before calling Reset()
792 * when switching between windowed and fullscreen modes (HL2), some
793 * depend on the original style (Eve Online). */
794 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
796 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
797 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
799 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
801 device
->filter_messages
= filter_messages
;
803 /* Delete the old values. */
808 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
810 TRACE("device %p, window %p.\n", device
, window
);
812 if (!wined3d_register_window(window
, device
))
814 ERR("Failed to register window %p.\n", window
);
818 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
819 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
824 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
826 TRACE("device %p.\n", device
);
828 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
829 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
832 static void device_init_swapchain_state(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
834 BOOL ds_enable
= !!swapchain
->desc
.enable_auto_depth_stencil
;
837 if (device
->fb
.render_targets
)
839 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
841 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
843 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
844 wined3d_device_set_render_target(device
, 0, swapchain
->back_buffers
[0], TRUE
);
847 wined3d_device_set_depth_stencil(device
, ds_enable
? device
->auto_depth_stencil
: NULL
);
848 wined3d_device_set_render_state(device
, WINED3D_RS_ZENABLE
, ds_enable
);
851 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
852 struct wined3d_swapchain_desc
*swapchain_desc
)
854 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
855 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
856 struct wined3d_swapchain
*swapchain
= NULL
;
857 struct wined3d_context
*context
;
858 DWORD clear_flags
= 0;
861 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
863 if (device
->d3d_initialized
)
864 return WINED3DERR_INVALIDCALL
;
865 if (device
->wined3d
->flags
& WINED3D_NO3D
)
866 return WINED3DERR_INVALIDCALL
;
868 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
869 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
871 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
872 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
874 TRACE("Shader private data couldn't be allocated\n");
877 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
879 TRACE("Blitter private data couldn't be allocated\n");
883 /* Setup the implicit swapchain. This also initializes a context. */
884 TRACE("Creating implicit swapchain\n");
885 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
886 swapchain_desc
, &swapchain
);
889 WARN("Failed to create implicit swapchain\n");
893 device
->swapchain_count
= 1;
894 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
895 if (!device
->swapchains
)
897 ERR("Out of memory!\n");
900 device
->swapchains
[0] = swapchain
;
901 device_init_swapchain_state(device
, swapchain
);
903 context
= context_acquire(device
, swapchain
->front_buffer
);
905 create_dummy_textures(device
, context
);
907 device
->contexts
[0]->last_was_rhw
= 0;
909 switch (wined3d_settings
.offscreen_rendering_mode
)
912 device
->offscreenBuffer
= GL_COLOR_ATTACHMENT0
;
917 if (context_get_current()->aux_buffers
> 0)
919 TRACE("Using auxiliary buffer for offscreen rendering\n");
920 device
->offscreenBuffer
= GL_AUX0
;
924 TRACE("Using back buffer for offscreen rendering\n");
925 device
->offscreenBuffer
= GL_BACK
;
930 TRACE("All defaults now set up, leaving 3D init.\n");
932 context_release(context
);
934 /* Clear the screen */
935 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
936 clear_flags
|= WINED3DCLEAR_TARGET
;
937 if (swapchain_desc
->enable_auto_depth_stencil
)
938 clear_flags
|= WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
;
940 wined3d_device_clear(device
, 0, NULL
, clear_flags
, &black
, 1.0f
, 0);
942 device
->d3d_initialized
= TRUE
;
944 if (wined3d_settings
.logo
)
945 device_load_logo(device
, wined3d_settings
.logo
);
949 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
950 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
951 device
->swapchain_count
= 0;
953 wined3d_swapchain_decref(swapchain
);
954 if (device
->blit_priv
)
955 device
->blitter
->free_private(device
);
956 if (device
->shader_priv
)
957 device
->shader_backend
->shader_free_private(device
);
962 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
963 struct wined3d_swapchain_desc
*swapchain_desc
)
965 struct wined3d_swapchain
*swapchain
= NULL
;
968 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
970 /* Setup the implicit swapchain */
971 TRACE("Creating implicit swapchain\n");
972 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
973 swapchain_desc
, &swapchain
);
976 WARN("Failed to create implicit swapchain\n");
980 device
->swapchain_count
= 1;
981 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
982 if (!device
->swapchains
)
984 ERR("Out of memory!\n");
987 device
->swapchains
[0] = swapchain
;
991 wined3d_swapchain_decref(swapchain
);
995 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
997 struct wined3d_resource
*resource
, *cursor
;
998 const struct wined3d_gl_info
*gl_info
;
999 struct wined3d_context
*context
;
1000 struct wined3d_surface
*surface
;
1003 TRACE("device %p.\n", device
);
1005 if (!device
->d3d_initialized
)
1006 return WINED3DERR_INVALIDCALL
;
1008 /* Force making the context current again, to verify it is still valid
1009 * (workaround for broken drivers) */
1010 context_set_current(NULL
);
1011 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1012 * it was created. Thus make sure a context is active for the glDelete* calls
1014 context
= context_acquire(device
, NULL
);
1015 gl_info
= context
->gl_info
;
1017 if (device
->logo_surface
)
1018 wined3d_surface_decref(device
->logo_surface
);
1020 state_unbind_resources(&device
->state
);
1022 /* Unload resources */
1023 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1025 TRACE("Unloading resource %p.\n", resource
);
1027 resource
->resource_ops
->resource_unload(resource
);
1030 /* Delete the mouse cursor texture */
1031 if (device
->cursorTexture
)
1033 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->cursorTexture
);
1034 device
->cursorTexture
= 0;
1037 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1038 * private data, it might contain opengl pointers
1040 if (device
->depth_blt_texture
)
1042 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
1043 device
->depth_blt_texture
= 0;
1046 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1047 device
->blitter
->free_private(device
);
1048 device
->shader_backend
->shader_free_private(device
);
1049 destroy_dummy_textures(device
, gl_info
);
1051 /* Release the buffers (with sanity checks)*/
1052 if (device
->onscreen_depth_stencil
)
1054 surface
= device
->onscreen_depth_stencil
;
1055 device
->onscreen_depth_stencil
= NULL
;
1056 wined3d_surface_decref(surface
);
1059 if (device
->fb
.depth_stencil
)
1061 surface
= device
->fb
.depth_stencil
;
1063 TRACE("Releasing depth/stencil buffer %p.\n", surface
);
1065 device
->fb
.depth_stencil
= NULL
;
1066 wined3d_surface_decref(surface
);
1069 if (device
->auto_depth_stencil
)
1071 surface
= device
->auto_depth_stencil
;
1072 device
->auto_depth_stencil
= NULL
;
1073 if (wined3d_surface_decref(surface
))
1074 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface
);
1077 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1079 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
1082 context_release(context
);
1084 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1086 TRACE("Releasing the implicit swapchain %u.\n", i
);
1087 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1088 FIXME("Something's still holding the implicit swapchain.\n");
1091 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1092 device
->swapchains
= NULL
;
1093 device
->swapchain_count
= 0;
1095 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1096 device
->fb
.render_targets
= NULL
;
1098 device
->d3d_initialized
= FALSE
;
1103 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1107 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1109 TRACE("Releasing the implicit swapchain %u.\n", i
);
1110 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1111 FIXME("Something's still holding the implicit swapchain.\n");
1114 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1115 device
->swapchains
= NULL
;
1116 device
->swapchain_count
= 0;
1120 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1121 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1122 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1124 * There is no way to deactivate thread safety once it is enabled.
1126 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1128 TRACE("device %p.\n", device
);
1130 /* For now just store the flag (needed in case of ddraw). */
1131 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1134 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1136 TRACE("device %p.\n", device
);
1138 TRACE("Emulating %d MB, returning %d MB left.\n",
1139 device
->adapter
->TextureRam
/ (1024 * 1024),
1140 (device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
) / (1024 * 1024));
1142 return device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
;
1145 void CDECL
wined3d_device_set_stream_output(struct wined3d_device
*device
, UINT idx
,
1146 struct wined3d_buffer
*buffer
, UINT offset
)
1148 struct wined3d_stream_output
*stream
;
1149 struct wined3d_buffer
*prev_buffer
;
1151 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device
, idx
, buffer
, offset
);
1153 if (idx
>= MAX_STREAM_OUT
)
1155 WARN("Invalid stream output %u.\n", idx
);
1159 stream
= &device
->update_state
->stream_output
[idx
];
1160 prev_buffer
= stream
->buffer
;
1163 wined3d_buffer_incref(buffer
);
1164 stream
->buffer
= buffer
;
1165 stream
->offset
= offset
;
1166 if (!device
->recording
)
1167 wined3d_cs_emit_set_stream_output(device
->cs
, idx
, buffer
, offset
);
1169 wined3d_buffer_decref(prev_buffer
);
1172 struct wined3d_buffer
* CDECL
wined3d_device_get_stream_output(struct wined3d_device
*device
,
1173 UINT idx
, UINT
*offset
)
1175 TRACE("device %p, idx %u, offset %p.\n", device
, idx
, offset
);
1177 if (idx
>= MAX_STREAM_OUT
)
1179 WARN("Invalid stream output %u.\n", idx
);
1183 *offset
= device
->state
.stream_output
[idx
].offset
;
1184 return device
->state
.stream_output
[idx
].buffer
;
1187 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1188 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1190 struct wined3d_stream_state
*stream
;
1191 struct wined3d_buffer
*prev_buffer
;
1193 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1194 device
, stream_idx
, buffer
, offset
, stride
);
1196 if (stream_idx
>= MAX_STREAMS
)
1198 WARN("Stream index %u out of range.\n", stream_idx
);
1199 return WINED3DERR_INVALIDCALL
;
1201 else if (offset
& 0x3)
1203 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1204 return WINED3DERR_INVALIDCALL
;
1207 stream
= &device
->update_state
->streams
[stream_idx
];
1208 prev_buffer
= stream
->buffer
;
1210 if (device
->recording
)
1211 device
->recording
->changed
.streamSource
|= 1 << stream_idx
;
1213 if (prev_buffer
== buffer
1214 && stream
->stride
== stride
1215 && stream
->offset
== offset
)
1217 TRACE("Application is setting the old values over, nothing to do.\n");
1221 stream
->buffer
= buffer
;
1224 stream
->stride
= stride
;
1225 stream
->offset
= offset
;
1229 wined3d_buffer_incref(buffer
);
1230 if (!device
->recording
)
1231 wined3d_cs_emit_set_stream_source(device
->cs
, stream_idx
, buffer
, offset
, stride
);
1233 wined3d_buffer_decref(prev_buffer
);
1238 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1239 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1241 const struct wined3d_stream_state
*stream
;
1243 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1244 device
, stream_idx
, buffer
, offset
, stride
);
1246 if (stream_idx
>= MAX_STREAMS
)
1248 WARN("Stream index %u out of range.\n", stream_idx
);
1249 return WINED3DERR_INVALIDCALL
;
1252 stream
= &device
->state
.streams
[stream_idx
];
1253 *buffer
= stream
->buffer
;
1255 wined3d_buffer_incref(*buffer
);
1257 *offset
= stream
->offset
;
1258 *stride
= stream
->stride
;
1263 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1265 struct wined3d_stream_state
*stream
;
1266 UINT old_flags
, old_freq
;
1268 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1270 /* Verify input. At least in d3d9 this is invalid. */
1271 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1273 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1274 return WINED3DERR_INVALIDCALL
;
1276 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1278 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1279 return WINED3DERR_INVALIDCALL
;
1283 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1284 return WINED3DERR_INVALIDCALL
;
1287 stream
= &device
->update_state
->streams
[stream_idx
];
1288 old_flags
= stream
->flags
;
1289 old_freq
= stream
->frequency
;
1291 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1292 stream
->frequency
= divider
& 0x7fffff;
1294 if (device
->recording
)
1295 device
->recording
->changed
.streamFreq
|= 1 << stream_idx
;
1296 else if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1297 wined3d_cs_emit_set_stream_source_freq(device
->cs
, stream_idx
, stream
->frequency
, stream
->flags
);
1302 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1303 UINT stream_idx
, UINT
*divider
)
1305 const struct wined3d_stream_state
*stream
;
1307 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1309 stream
= &device
->state
.streams
[stream_idx
];
1310 *divider
= stream
->flags
| stream
->frequency
;
1312 TRACE("Returning %#x.\n", *divider
);
1317 void CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1318 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1320 TRACE("device %p, state %s, matrix %p.\n",
1321 device
, debug_d3dtstype(d3dts
), matrix
);
1322 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._11
, matrix
->u
.s
._12
, matrix
->u
.s
._13
, matrix
->u
.s
._14
);
1323 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._21
, matrix
->u
.s
._22
, matrix
->u
.s
._23
, matrix
->u
.s
._24
);
1324 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._31
, matrix
->u
.s
._32
, matrix
->u
.s
._33
, matrix
->u
.s
._34
);
1325 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._41
, matrix
->u
.s
._42
, matrix
->u
.s
._43
, matrix
->u
.s
._44
);
1327 /* Handle recording of state blocks. */
1328 if (device
->recording
)
1330 TRACE("Recording... not performing anything.\n");
1331 device
->recording
->changed
.transform
[d3dts
>> 5] |= 1 << (d3dts
& 0x1f);
1332 device
->update_state
->transforms
[d3dts
] = *matrix
;
1336 /* If the new matrix is the same as the current one,
1337 * we cut off any further processing. this seems to be a reasonable
1338 * optimization because as was noticed, some apps (warcraft3 for example)
1339 * tend towards setting the same matrix repeatedly for some reason.
1341 * From here on we assume that the new matrix is different, wherever it matters. */
1342 if (!memcmp(&device
->state
.transforms
[d3dts
].u
.m
[0][0], matrix
, sizeof(*matrix
)))
1344 TRACE("The application is setting the same matrix over again.\n");
1348 device
->state
.transforms
[d3dts
] = *matrix
;
1349 wined3d_cs_emit_set_transform(device
->cs
, d3dts
, matrix
);
1352 void CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1353 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1355 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1357 *matrix
= device
->state
.transforms
[state
];
1360 void CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1361 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1363 const struct wined3d_matrix
*mat
;
1364 struct wined3d_matrix temp
;
1366 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1368 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1369 * below means it will be recorded in a state block change, but it
1370 * works regardless where it is recorded.
1371 * If this is found to be wrong, change to StateBlock. */
1372 if (state
> HIGHEST_TRANSFORMSTATE
)
1374 WARN("Unhandled transform state %#x.\n", state
);
1378 mat
= &device
->update_state
->transforms
[state
];
1379 multiply_matrix(&temp
, mat
, matrix
);
1381 /* Apply change via set transform - will reapply to eg. lights this way. */
1382 wined3d_device_set_transform(device
, state
, &temp
);
1385 /* Note lights are real special cases. Although the device caps state only
1386 * e.g. 8 are supported, you can reference any indexes you want as long as
1387 * that number max are enabled at any one point in time. Therefore since the
1388 * indices can be anything, we need a hashmap of them. However, this causes
1389 * stateblock problems. When capturing the state block, I duplicate the
1390 * hashmap, but when recording, just build a chain pretty much of commands to
1392 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1393 UINT light_idx
, const struct wined3d_light
*light
)
1395 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1396 struct wined3d_light_info
*object
= NULL
;
1400 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1402 /* Check the parameter range. Need for speed most wanted sets junk lights
1403 * which confuse the GL driver. */
1405 return WINED3DERR_INVALIDCALL
;
1407 switch (light
->type
)
1409 case WINED3D_LIGHT_POINT
:
1410 case WINED3D_LIGHT_SPOT
:
1411 case WINED3D_LIGHT_PARALLELPOINT
:
1412 case WINED3D_LIGHT_GLSPOT
:
1413 /* Incorrect attenuation values can cause the gl driver to crash.
1414 * Happens with Need for speed most wanted. */
1415 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1417 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1418 return WINED3DERR_INVALIDCALL
;
1422 case WINED3D_LIGHT_DIRECTIONAL
:
1423 /* Ignores attenuation */
1427 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1428 return WINED3DERR_INVALIDCALL
;
1431 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1433 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1434 if (object
->OriginalIndex
== light_idx
)
1441 TRACE("Adding new light\n");
1442 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1444 return E_OUTOFMEMORY
;
1446 list_add_head(&device
->update_state
->light_map
[hash_idx
], &object
->entry
);
1447 object
->glIndex
= -1;
1448 object
->OriginalIndex
= light_idx
;
1451 /* Initialize the object. */
1452 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1453 light_idx
, light
->type
,
1454 light
->diffuse
.r
, light
->diffuse
.g
, light
->diffuse
.b
, light
->diffuse
.a
,
1455 light
->specular
.r
, light
->specular
.g
, light
->specular
.b
, light
->specular
.a
,
1456 light
->ambient
.r
, light
->ambient
.g
, light
->ambient
.b
, light
->ambient
.a
);
1457 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light
->position
.x
, light
->position
.y
, light
->position
.z
,
1458 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
);
1459 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1460 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1462 /* Update the live definitions if the light is currently assigned a glIndex. */
1463 if (object
->glIndex
!= -1 && !device
->recording
)
1465 if (object
->OriginalParms
.type
!= light
->type
)
1466 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1467 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
1470 /* Save away the information. */
1471 object
->OriginalParms
= *light
;
1473 switch (light
->type
)
1475 case WINED3D_LIGHT_POINT
:
1477 object
->lightPosn
[0] = light
->position
.x
;
1478 object
->lightPosn
[1] = light
->position
.y
;
1479 object
->lightPosn
[2] = light
->position
.z
;
1480 object
->lightPosn
[3] = 1.0f
;
1481 object
->cutoff
= 180.0f
;
1485 case WINED3D_LIGHT_DIRECTIONAL
:
1487 object
->lightPosn
[0] = -light
->direction
.x
;
1488 object
->lightPosn
[1] = -light
->direction
.y
;
1489 object
->lightPosn
[2] = -light
->direction
.z
;
1490 object
->lightPosn
[3] = 0.0f
;
1491 object
->exponent
= 0.0f
;
1492 object
->cutoff
= 180.0f
;
1495 case WINED3D_LIGHT_SPOT
:
1497 object
->lightPosn
[0] = light
->position
.x
;
1498 object
->lightPosn
[1] = light
->position
.y
;
1499 object
->lightPosn
[2] = light
->position
.z
;
1500 object
->lightPosn
[3] = 1.0f
;
1503 object
->lightDirn
[0] = light
->direction
.x
;
1504 object
->lightDirn
[1] = light
->direction
.y
;
1505 object
->lightDirn
[2] = light
->direction
.z
;
1506 object
->lightDirn
[3] = 1.0f
;
1508 /* opengl-ish and d3d-ish spot lights use too different models
1509 * for the light "intensity" as a function of the angle towards
1510 * the main light direction, so we only can approximate very
1511 * roughly. However, spot lights are rather rarely used in games
1512 * (if ever used at all). Furthermore if still used, probably
1513 * nobody pays attention to such details. */
1514 if (!light
->falloff
)
1516 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1517 * equations have the falloff resp. exponent parameter as an
1518 * exponent, so the spot light lighting will always be 1.0 for
1519 * both of them, and we don't have to care for the rest of the
1520 * rather complex calculation. */
1521 object
->exponent
= 0.0f
;
1525 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
1528 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
1531 if (object
->exponent
> 128.0f
)
1532 object
->exponent
= 128.0f
;
1534 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
1539 FIXME("Unrecognized light type %#x.\n", light
->type
);
1545 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
1546 UINT light_idx
, struct wined3d_light
*light
)
1548 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1549 struct wined3d_light_info
*light_info
= NULL
;
1552 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1554 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1556 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1557 if (light_info
->OriginalIndex
== light_idx
)
1564 TRACE("Light information requested but light not defined\n");
1565 return WINED3DERR_INVALIDCALL
;
1568 *light
= light_info
->OriginalParms
;
1572 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
1574 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1575 struct wined3d_light_info
*light_info
= NULL
;
1578 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
1580 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1582 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1583 if (light_info
->OriginalIndex
== light_idx
)
1587 TRACE("Found light %p.\n", light_info
);
1589 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1592 TRACE("Light enabled requested but light not defined, so defining one!\n");
1593 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
1595 /* Search for it again! Should be fairly quick as near head of list. */
1596 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1598 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1599 if (light_info
->OriginalIndex
== light_idx
)
1605 FIXME("Adding default lights has failed dismally\n");
1606 return WINED3DERR_INVALIDCALL
;
1612 if (light_info
->glIndex
!= -1)
1614 if (!device
->recording
)
1616 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1617 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1620 device
->update_state
->lights
[light_info
->glIndex
] = NULL
;
1621 light_info
->glIndex
= -1;
1625 TRACE("Light already disabled, nothing to do\n");
1627 light_info
->enabled
= FALSE
;
1631 light_info
->enabled
= TRUE
;
1632 if (light_info
->glIndex
!= -1)
1634 TRACE("Nothing to do as light was enabled\n");
1639 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1640 /* Find a free GL light. */
1641 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
1643 if (!device
->update_state
->lights
[i
])
1645 device
->update_state
->lights
[i
] = light_info
;
1646 light_info
->glIndex
= i
;
1650 if (light_info
->glIndex
== -1)
1652 /* Our tests show that Windows returns D3D_OK in this situation, even with
1653 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
1654 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
1655 * as well for those lights.
1657 * TODO: Test how this affects rendering. */
1658 WARN("Too many concurrently active lights\n");
1662 /* i == light_info->glIndex */
1663 if (!device
->recording
)
1665 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1666 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
1674 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
1676 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1677 struct wined3d_light_info
*light_info
= NULL
;
1680 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
1682 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1684 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1685 if (light_info
->OriginalIndex
== light_idx
)
1692 TRACE("Light enabled state requested but light not defined.\n");
1693 return WINED3DERR_INVALIDCALL
;
1695 /* true is 128 according to SetLightEnable */
1696 *enable
= light_info
->enabled
? 128 : 0;
1700 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
,
1701 UINT plane_idx
, const struct wined3d_vec4
*plane
)
1703 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1705 /* Validate plane_idx. */
1706 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
1708 TRACE("Application has requested clipplane this device doesn't support.\n");
1709 return WINED3DERR_INVALIDCALL
;
1712 if (device
->recording
)
1713 device
->recording
->changed
.clipplane
|= 1 << plane_idx
;
1715 if (!memcmp(&device
->update_state
->clip_planes
[plane_idx
], plane
, sizeof(*plane
)))
1717 TRACE("Application is setting old values over, nothing to do.\n");
1721 device
->update_state
->clip_planes
[plane_idx
] = *plane
;
1723 if (!device
->recording
)
1724 wined3d_cs_emit_set_clip_plane(device
->cs
, plane_idx
, plane
);
1729 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
,
1730 UINT plane_idx
, struct wined3d_vec4
*plane
)
1732 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1734 /* Validate plane_idx. */
1735 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
1737 TRACE("Application has requested clipplane this device doesn't support.\n");
1738 return WINED3DERR_INVALIDCALL
;
1741 *plane
= device
->state
.clip_planes
[plane_idx
];
1746 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
1747 const struct wined3d_clip_status
*clip_status
)
1749 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1752 return WINED3DERR_INVALIDCALL
;
1757 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
1758 struct wined3d_clip_status
*clip_status
)
1760 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1763 return WINED3DERR_INVALIDCALL
;
1768 void CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
1770 TRACE("device %p, material %p.\n", device
, material
);
1772 device
->update_state
->material
= *material
;
1774 if (device
->recording
)
1775 device
->recording
->changed
.material
= TRUE
;
1777 wined3d_cs_emit_set_material(device
->cs
, material
);
1780 void CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
1782 TRACE("device %p, material %p.\n", device
, material
);
1784 *material
= device
->state
.material
;
1786 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
1787 material
->diffuse
.r
, material
->diffuse
.g
,
1788 material
->diffuse
.b
, material
->diffuse
.a
);
1789 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
1790 material
->ambient
.r
, material
->ambient
.g
,
1791 material
->ambient
.b
, material
->ambient
.a
);
1792 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
1793 material
->specular
.r
, material
->specular
.g
,
1794 material
->specular
.b
, material
->specular
.a
);
1795 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
1796 material
->emissive
.r
, material
->emissive
.g
,
1797 material
->emissive
.b
, material
->emissive
.a
);
1798 TRACE("power %.8e.\n", material
->power
);
1801 void CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
1802 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
1804 enum wined3d_format_id prev_format
;
1805 struct wined3d_buffer
*prev_buffer
;
1807 TRACE("device %p, buffer %p, format %s.\n",
1808 device
, buffer
, debug_d3dformat(format_id
));
1810 prev_buffer
= device
->update_state
->index_buffer
;
1811 prev_format
= device
->update_state
->index_format
;
1813 device
->update_state
->index_buffer
= buffer
;
1814 device
->update_state
->index_format
= format_id
;
1816 if (device
->recording
)
1817 device
->recording
->changed
.indices
= TRUE
;
1819 if (prev_buffer
== buffer
&& prev_format
== format_id
)
1823 wined3d_buffer_incref(buffer
);
1824 if (!device
->recording
)
1825 wined3d_cs_emit_set_index_buffer(device
->cs
, buffer
, format_id
);
1827 wined3d_buffer_decref(prev_buffer
);
1830 struct wined3d_buffer
* CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
,
1831 enum wined3d_format_id
*format
)
1833 TRACE("device %p, format %p.\n", device
, format
);
1835 *format
= device
->state
.index_format
;
1836 return device
->state
.index_buffer
;
1839 void CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
1841 TRACE("device %p, base_index %d.\n", device
, base_index
);
1843 device
->update_state
->base_vertex_index
= base_index
;
1846 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
1848 TRACE("device %p.\n", device
);
1850 return device
->state
.base_vertex_index
;
1853 void CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
1855 TRACE("device %p, viewport %p.\n", device
, viewport
);
1856 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
1857 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
1859 device
->update_state
->viewport
= *viewport
;
1861 /* Handle recording of state blocks */
1862 if (device
->recording
)
1864 TRACE("Recording... not performing anything\n");
1865 device
->recording
->changed
.viewport
= TRUE
;
1869 wined3d_cs_emit_set_viewport(device
->cs
, viewport
);
1872 void CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
1874 TRACE("device %p, viewport %p.\n", device
, viewport
);
1876 *viewport
= device
->state
.viewport
;
1879 static void resolve_depth_buffer(struct wined3d_state
*state
)
1881 struct wined3d_texture
*texture
= state
->textures
[0];
1882 struct wined3d_surface
*depth_stencil
, *surface
;
1884 if (!texture
|| texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE
1885 || !(texture
->resource
.format
->flags
& WINED3DFMT_FLAG_DEPTH
))
1887 surface
= surface_from_resource(texture
->sub_resources
[0]);
1888 depth_stencil
= state
->fb
->depth_stencil
;
1892 wined3d_surface_blt(surface
, NULL
, depth_stencil
, NULL
, 0, NULL
, WINED3D_TEXF_POINT
);
1895 void CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
1896 enum wined3d_render_state state
, DWORD value
)
1898 DWORD old_value
= device
->state
.render_states
[state
];
1900 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
1902 device
->update_state
->render_states
[state
] = value
;
1904 /* Handle recording of state blocks. */
1905 if (device
->recording
)
1907 TRACE("Recording... not performing anything.\n");
1908 device
->recording
->changed
.renderState
[state
>> 5] |= 1 << (state
& 0x1f);
1912 /* Compared here and not before the assignment to allow proper stateblock recording. */
1913 if (value
== old_value
)
1914 TRACE("Application is setting the old value over, nothing to do.\n");
1916 wined3d_cs_emit_set_render_state(device
->cs
, state
, value
);
1918 if (state
== WINED3D_RS_POINTSIZE
&& value
== WINED3D_RESZ_CODE
)
1920 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
1921 resolve_depth_buffer(&device
->state
);
1925 DWORD CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
, enum wined3d_render_state state
)
1927 TRACE("device %p, state %s (%#x).\n", device
, debug_d3drenderstate(state
), state
);
1929 return device
->state
.render_states
[state
];
1932 void CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
1933 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
1937 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
1938 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
1940 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
1941 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
1943 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
1945 WARN("Invalid sampler %u.\n", sampler_idx
);
1946 return; /* Windows accepts overflowing this array ... we do not. */
1949 old_value
= device
->state
.sampler_states
[sampler_idx
][state
];
1950 device
->update_state
->sampler_states
[sampler_idx
][state
] = value
;
1952 /* Handle recording of state blocks. */
1953 if (device
->recording
)
1955 TRACE("Recording... not performing anything.\n");
1956 device
->recording
->changed
.samplerState
[sampler_idx
] |= 1 << state
;
1960 if (old_value
== value
)
1962 TRACE("Application is setting the old value over, nothing to do.\n");
1966 wined3d_cs_emit_set_sampler_state(device
->cs
, sampler_idx
, state
, value
);
1969 DWORD CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
1970 UINT sampler_idx
, enum wined3d_sampler_state state
)
1972 TRACE("device %p, sampler_idx %u, state %s.\n",
1973 device
, sampler_idx
, debug_d3dsamplerstate(state
));
1975 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
1976 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
1978 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
1980 WARN("Invalid sampler %u.\n", sampler_idx
);
1981 return 0; /* Windows accepts overflowing this array ... we do not. */
1984 return device
->state
.sampler_states
[sampler_idx
][state
];
1987 void CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
1989 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
1991 if (device
->recording
)
1992 device
->recording
->changed
.scissorRect
= TRUE
;
1994 if (EqualRect(&device
->update_state
->scissor_rect
, rect
))
1996 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
1999 CopyRect(&device
->update_state
->scissor_rect
, rect
);
2001 if (device
->recording
)
2003 TRACE("Recording... not performing anything.\n");
2007 wined3d_cs_emit_set_scissor_rect(device
->cs
, rect
);
2010 void CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2012 TRACE("device %p, rect %p.\n", device
, rect
);
2014 *rect
= device
->state
.scissor_rect
;
2015 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2018 void CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2019 struct wined3d_vertex_declaration
*declaration
)
2021 struct wined3d_vertex_declaration
*prev
= device
->update_state
->vertex_declaration
;
2023 TRACE("device %p, declaration %p.\n", device
, declaration
);
2025 if (device
->recording
)
2026 device
->recording
->changed
.vertexDecl
= TRUE
;
2028 if (declaration
== prev
)
2032 wined3d_vertex_declaration_incref(declaration
);
2033 device
->update_state
->vertex_declaration
= declaration
;
2034 if (!device
->recording
)
2035 wined3d_cs_emit_set_vertex_declaration(device
->cs
, declaration
);
2037 wined3d_vertex_declaration_decref(prev
);
2040 struct wined3d_vertex_declaration
* CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
)
2042 TRACE("device %p.\n", device
);
2044 return device
->state
.vertex_declaration
;
2047 void CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2049 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
2051 TRACE("device %p, shader %p.\n", device
, shader
);
2053 if (device
->recording
)
2054 device
->recording
->changed
.vertexShader
= TRUE
;
2060 wined3d_shader_incref(shader
);
2061 device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = shader
;
2062 if (!device
->recording
)
2063 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_VERTEX
, shader
);
2065 wined3d_shader_decref(prev
);
2068 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2070 TRACE("device %p.\n", device
);
2072 return device
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
];
2075 static void wined3d_device_set_constant_buffer(struct wined3d_device
*device
,
2076 enum wined3d_shader_type type
, UINT idx
, struct wined3d_buffer
*buffer
)
2078 struct wined3d_buffer
*prev
;
2080 if (idx
>= MAX_CONSTANT_BUFFERS
)
2082 WARN("Invalid constant buffer index %u.\n", idx
);
2086 prev
= device
->update_state
->cb
[type
][idx
];
2091 wined3d_buffer_incref(buffer
);
2092 device
->update_state
->cb
[type
][idx
] = buffer
;
2093 if (!device
->recording
)
2094 wined3d_cs_emit_set_constant_buffer(device
->cs
, type
, idx
, buffer
);
2096 wined3d_buffer_decref(prev
);
2099 void CDECL
wined3d_device_set_vs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2101 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2103 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, buffer
);
2106 struct wined3d_buffer
* CDECL
wined3d_device_get_vs_cb(const struct wined3d_device
*device
, UINT idx
)
2108 TRACE("device %p, idx %u.\n", device
, idx
);
2110 if (idx
>= MAX_CONSTANT_BUFFERS
)
2112 WARN("Invalid constant buffer index %u.\n", idx
);
2116 return device
->state
.cb
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2119 static void wined3d_device_set_sampler(struct wined3d_device
*device
,
2120 enum wined3d_shader_type type
, UINT idx
, struct wined3d_sampler
*sampler
)
2122 struct wined3d_sampler
*prev
;
2124 if (idx
>= MAX_SAMPLER_OBJECTS
)
2126 WARN("Invalid sampler index %u.\n", idx
);
2130 prev
= device
->update_state
->sampler
[type
][idx
];
2131 if (sampler
== prev
)
2135 wined3d_sampler_incref(sampler
);
2136 device
->update_state
->sampler
[type
][idx
] = sampler
;
2137 if (!device
->recording
)
2138 wined3d_cs_emit_set_sampler(device
->cs
, type
, idx
, sampler
);
2140 wined3d_sampler_decref(prev
);
2143 void CDECL
wined3d_device_set_vs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2145 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2147 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, sampler
);
2150 struct wined3d_sampler
* CDECL
wined3d_device_get_vs_sampler(const struct wined3d_device
*device
, UINT idx
)
2152 TRACE("device %p, idx %u.\n", device
, idx
);
2154 if (idx
>= MAX_SAMPLER_OBJECTS
)
2156 WARN("Invalid sampler index %u.\n", idx
);
2160 return device
->state
.sampler
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2163 static void device_invalidate_shader_constants(const struct wined3d_device
*device
, DWORD mask
)
2167 for (i
= 0; i
< device
->context_count
; ++i
)
2169 device
->contexts
[i
]->constant_update_mask
|= mask
;
2173 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2174 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2176 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2179 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2180 device
, start_register
, constants
, bool_count
);
2182 if (!constants
|| start_register
>= MAX_CONST_B
)
2183 return WINED3DERR_INVALIDCALL
;
2185 memcpy(&device
->update_state
->vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2186 for (i
= 0; i
< count
; ++i
)
2187 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2189 if (device
->recording
)
2191 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2192 device
->recording
->changed
.vertexShaderConstantsB
|= (1 << i
);
2196 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_VS_B
);
2202 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2203 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2205 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2207 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2208 device
, start_register
, constants
, bool_count
);
2210 if (!constants
|| start_register
>= MAX_CONST_B
)
2211 return WINED3DERR_INVALIDCALL
;
2213 memcpy(constants
, &device
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2218 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2219 UINT start_register
, const int *constants
, UINT vector4i_count
)
2221 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2224 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2225 device
, start_register
, constants
, vector4i_count
);
2227 if (!constants
|| start_register
>= MAX_CONST_I
)
2228 return WINED3DERR_INVALIDCALL
;
2230 memcpy(&device
->update_state
->vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2231 for (i
= 0; i
< count
; ++i
)
2232 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2233 constants
[i
* 4], constants
[i
* 4 + 1],
2234 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2236 if (device
->recording
)
2238 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2239 device
->recording
->changed
.vertexShaderConstantsI
|= (1 << i
);
2243 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_VS_I
);
2249 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2250 UINT start_register
, int *constants
, UINT vector4i_count
)
2252 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2254 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2255 device
, start_register
, constants
, vector4i_count
);
2257 if (!constants
|| start_register
>= MAX_CONST_I
)
2258 return WINED3DERR_INVALIDCALL
;
2260 memcpy(constants
, &device
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2264 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2265 UINT start_register
, const float *constants
, UINT vector4f_count
)
2268 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2270 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2271 device
, start_register
, constants
, vector4f_count
);
2273 /* Specifically test start_register > limit to catch MAX_UINT overflows
2274 * when adding start_register + vector4f_count. */
2276 || start_register
+ vector4f_count
> d3d_info
->limits
.vs_uniform_count
2277 || start_register
> d3d_info
->limits
.vs_uniform_count
)
2278 return WINED3DERR_INVALIDCALL
;
2280 memcpy(&device
->update_state
->vs_consts_f
[start_register
* 4],
2281 constants
, vector4f_count
* sizeof(float) * 4);
2284 for (i
= 0; i
< vector4f_count
; ++i
)
2285 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2286 constants
[i
* 4], constants
[i
* 4 + 1],
2287 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2290 if (device
->recording
)
2291 memset(device
->recording
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2292 sizeof(*device
->recording
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2294 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2300 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2301 UINT start_register
, float *constants
, UINT vector4f_count
)
2303 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2304 int count
= min(vector4f_count
, d3d_info
->limits
.vs_uniform_count
- start_register
);
2306 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2307 device
, start_register
, constants
, vector4f_count
);
2309 if (!constants
|| count
< 0)
2310 return WINED3DERR_INVALIDCALL
;
2312 memcpy(constants
, &device
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2317 void CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2319 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2321 TRACE("device %p, shader %p.\n", device
, shader
);
2323 if (device
->recording
)
2324 device
->recording
->changed
.pixelShader
= TRUE
;
2330 wined3d_shader_incref(shader
);
2331 device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
] = shader
;
2332 if (!device
->recording
)
2333 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_PIXEL
, shader
);
2335 wined3d_shader_decref(prev
);
2338 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
2340 TRACE("device %p.\n", device
);
2342 return device
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
];
2345 void CDECL
wined3d_device_set_ps_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2347 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2349 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, buffer
);
2352 struct wined3d_buffer
* CDECL
wined3d_device_get_ps_cb(const struct wined3d_device
*device
, UINT idx
)
2354 TRACE("device %p, idx %u.\n", device
, idx
);
2356 if (idx
>= MAX_CONSTANT_BUFFERS
)
2358 WARN("Invalid constant buffer index %u.\n", idx
);
2362 return device
->state
.cb
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2365 void CDECL
wined3d_device_set_ps_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2367 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2369 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, sampler
);
2372 struct wined3d_sampler
* CDECL
wined3d_device_get_ps_sampler(const struct wined3d_device
*device
, UINT idx
)
2374 TRACE("device %p, idx %u.\n", device
, idx
);
2376 if (idx
>= MAX_SAMPLER_OBJECTS
)
2378 WARN("Invalid sampler index %u.\n", idx
);
2382 return device
->state
.sampler
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2385 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
2386 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2388 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2391 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2392 device
, start_register
, constants
, bool_count
);
2394 if (!constants
|| start_register
>= MAX_CONST_B
)
2395 return WINED3DERR_INVALIDCALL
;
2397 memcpy(&device
->update_state
->ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2398 for (i
= 0; i
< count
; ++i
)
2399 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2401 if (device
->recording
)
2403 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2404 device
->recording
->changed
.pixelShaderConstantsB
|= (1 << i
);
2408 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_PS_B
);
2414 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
2415 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2417 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2419 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2420 device
, start_register
, constants
, bool_count
);
2422 if (!constants
|| start_register
>= MAX_CONST_B
)
2423 return WINED3DERR_INVALIDCALL
;
2425 memcpy(constants
, &device
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
2430 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
2431 UINT start_register
, const int *constants
, UINT vector4i_count
)
2433 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2436 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2437 device
, start_register
, constants
, vector4i_count
);
2439 if (!constants
|| start_register
>= MAX_CONST_I
)
2440 return WINED3DERR_INVALIDCALL
;
2442 memcpy(&device
->update_state
->ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2443 for (i
= 0; i
< count
; ++i
)
2444 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2445 constants
[i
* 4], constants
[i
* 4 + 1],
2446 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2448 if (device
->recording
)
2450 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2451 device
->recording
->changed
.pixelShaderConstantsI
|= (1 << i
);
2455 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_PS_I
);
2461 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
2462 UINT start_register
, int *constants
, UINT vector4i_count
)
2464 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2466 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2467 device
, start_register
, constants
, vector4i_count
);
2469 if (!constants
|| start_register
>= MAX_CONST_I
)
2470 return WINED3DERR_INVALIDCALL
;
2472 memcpy(constants
, &device
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2477 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
2478 UINT start_register
, const float *constants
, UINT vector4f_count
)
2481 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2483 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2484 device
, start_register
, constants
, vector4f_count
);
2486 /* Specifically test start_register > limit to catch MAX_UINT overflows
2487 * when adding start_register + vector4f_count. */
2489 || start_register
+ vector4f_count
> d3d_info
->limits
.ps_uniform_count
2490 || start_register
> d3d_info
->limits
.ps_uniform_count
)
2491 return WINED3DERR_INVALIDCALL
;
2493 memcpy(&device
->update_state
->ps_consts_f
[start_register
* 4],
2494 constants
, vector4f_count
* sizeof(float) * 4);
2497 for (i
= 0; i
< vector4f_count
; ++i
)
2498 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2499 constants
[i
* 4], constants
[i
* 4 + 1],
2500 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2503 if (device
->recording
)
2504 memset(device
->recording
->changed
.pixelShaderConstantsF
+ start_register
, 1,
2505 sizeof(*device
->recording
->changed
.pixelShaderConstantsF
) * vector4f_count
);
2507 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
2512 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
2513 UINT start_register
, float *constants
, UINT vector4f_count
)
2515 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2516 int count
= min(vector4f_count
, d3d_info
->limits
.ps_uniform_count
- start_register
);
2518 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2519 device
, start_register
, constants
, vector4f_count
);
2521 if (!constants
|| count
< 0)
2522 return WINED3DERR_INVALIDCALL
;
2524 memcpy(constants
, &device
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2529 void CDECL
wined3d_device_set_geometry_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2531 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2533 TRACE("device %p, shader %p.\n", device
, shader
);
2535 if (device
->recording
|| shader
== prev
)
2538 wined3d_shader_incref(shader
);
2539 device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] = shader
;
2540 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_GEOMETRY
, shader
);
2542 wined3d_shader_decref(prev
);
2545 struct wined3d_shader
* CDECL
wined3d_device_get_geometry_shader(const struct wined3d_device
*device
)
2547 TRACE("device %p.\n", device
);
2549 return device
->state
.shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2552 void CDECL
wined3d_device_set_gs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2554 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2556 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, buffer
);
2559 struct wined3d_buffer
* CDECL
wined3d_device_get_gs_cb(const struct wined3d_device
*device
, UINT idx
)
2561 TRACE("device %p, idx %u.\n", device
, idx
);
2563 if (idx
>= MAX_CONSTANT_BUFFERS
)
2565 WARN("Invalid constant buffer index %u.\n", idx
);
2569 return device
->state
.cb
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2572 void CDECL
wined3d_device_set_gs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2574 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2576 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, sampler
);
2579 struct wined3d_sampler
* CDECL
wined3d_device_get_gs_sampler(const struct wined3d_device
*device
, UINT idx
)
2581 TRACE("device %p, idx %u.\n", device
, idx
);
2583 if (idx
>= MAX_SAMPLER_OBJECTS
)
2585 WARN("Invalid sampler index %u.\n", idx
);
2589 return device
->state
.sampler
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2592 /* Context activation is done by the caller. */
2593 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
2594 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
2595 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
2598 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
2599 struct wined3d_viewport vp
;
2607 if (stream_info
->use_map
& (1 << WINED3D_FFP_NORMAL
))
2609 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
2612 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_POSITION
)))
2614 ERR("Source has no position mask\n");
2615 return WINED3DERR_INVALIDCALL
;
2618 if (device
->state
.render_states
[WINED3D_RS_CLIPPING
])
2620 static BOOL warned
= FALSE
;
2622 * The clipping code is not quite correct. Some things need
2623 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
2624 * so disable clipping for now.
2625 * (The graphics in Half-Life are broken, and my processvertices
2626 * test crashes with IDirect3DDevice3)
2632 FIXME("Clipping is broken and disabled for now\n");
2638 vertex_size
= get_flexible_vertex_size(DestFVF
);
2639 if (FAILED(hr
= wined3d_buffer_map(dest
, dwDestIndex
* vertex_size
, dwCount
* vertex_size
, &dest_ptr
, 0)))
2641 WARN("Failed to map buffer, hr %#x.\n", hr
);
2645 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
2646 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
2647 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
2649 TRACE("View mat:\n");
2650 TRACE("%f %f %f %f\n", view_mat
.u
.s
._11
, view_mat
.u
.s
._12
, view_mat
.u
.s
._13
, view_mat
.u
.s
._14
);
2651 TRACE("%f %f %f %f\n", view_mat
.u
.s
._21
, view_mat
.u
.s
._22
, view_mat
.u
.s
._23
, view_mat
.u
.s
._24
);
2652 TRACE("%f %f %f %f\n", view_mat
.u
.s
._31
, view_mat
.u
.s
._32
, view_mat
.u
.s
._33
, view_mat
.u
.s
._34
);
2653 TRACE("%f %f %f %f\n", view_mat
.u
.s
._41
, view_mat
.u
.s
._42
, view_mat
.u
.s
._43
, view_mat
.u
.s
._44
);
2655 TRACE("Proj mat:\n");
2656 TRACE("%f %f %f %f\n", proj_mat
.u
.s
._11
, proj_mat
.u
.s
._12
, proj_mat
.u
.s
._13
, proj_mat
.u
.s
._14
);
2657 TRACE("%f %f %f %f\n", proj_mat
.u
.s
._21
, proj_mat
.u
.s
._22
, proj_mat
.u
.s
._23
, proj_mat
.u
.s
._24
);
2658 TRACE("%f %f %f %f\n", proj_mat
.u
.s
._31
, proj_mat
.u
.s
._32
, proj_mat
.u
.s
._33
, proj_mat
.u
.s
._34
);
2659 TRACE("%f %f %f %f\n", proj_mat
.u
.s
._41
, proj_mat
.u
.s
._42
, proj_mat
.u
.s
._43
, proj_mat
.u
.s
._44
);
2661 TRACE("World mat:\n");
2662 TRACE("%f %f %f %f\n", world_mat
.u
.s
._11
, world_mat
.u
.s
._12
, world_mat
.u
.s
._13
, world_mat
.u
.s
._14
);
2663 TRACE("%f %f %f %f\n", world_mat
.u
.s
._21
, world_mat
.u
.s
._22
, world_mat
.u
.s
._23
, world_mat
.u
.s
._24
);
2664 TRACE("%f %f %f %f\n", world_mat
.u
.s
._31
, world_mat
.u
.s
._32
, world_mat
.u
.s
._33
, world_mat
.u
.s
._34
);
2665 TRACE("%f %f %f %f\n", world_mat
.u
.s
._41
, world_mat
.u
.s
._42
, world_mat
.u
.s
._43
, world_mat
.u
.s
._44
);
2667 /* Get the viewport */
2668 wined3d_device_get_viewport(device
, &vp
);
2669 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
2670 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
2672 multiply_matrix(&mat
,&view_mat
,&world_mat
);
2673 multiply_matrix(&mat
,&proj_mat
,&mat
);
2675 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
2677 for (i
= 0; i
< dwCount
; i
+= 1) {
2678 unsigned int tex_index
;
2680 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
2681 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
2682 /* The position first */
2683 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
2684 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
2686 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
2688 /* Multiplication with world, view and projection matrix */
2689 x
= (p
[0] * mat
.u
.s
._11
) + (p
[1] * mat
.u
.s
._21
) + (p
[2] * mat
.u
.s
._31
) + (1.0f
* mat
.u
.s
._41
);
2690 y
= (p
[0] * mat
.u
.s
._12
) + (p
[1] * mat
.u
.s
._22
) + (p
[2] * mat
.u
.s
._32
) + (1.0f
* mat
.u
.s
._42
);
2691 z
= (p
[0] * mat
.u
.s
._13
) + (p
[1] * mat
.u
.s
._23
) + (p
[2] * mat
.u
.s
._33
) + (1.0f
* mat
.u
.s
._43
);
2692 rhw
= (p
[0] * mat
.u
.s
._14
) + (p
[1] * mat
.u
.s
._24
) + (p
[2] * mat
.u
.s
._34
) + (1.0f
* mat
.u
.s
._44
);
2694 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
2696 /* WARNING: The following things are taken from d3d7 and were not yet checked
2697 * against d3d8 or d3d9!
2700 /* Clipping conditions: From msdn
2702 * A vertex is clipped if it does not match the following requirements
2706 * 0 < rhw ( Not in d3d7, but tested in d3d7)
2708 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
2709 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
2714 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
2715 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
2718 /* "Normal" viewport transformation (not clipped)
2719 * 1) The values are divided by rhw
2720 * 2) The y axis is negative, so multiply it with -1
2721 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
2722 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
2723 * 4) Multiply x with Width/2 and add Width/2
2724 * 5) The same for the height
2725 * 6) Add the viewpoint X and Y to the 2D coordinates and
2726 * The minimum Z value to z
2727 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
2729 * Well, basically it's simply a linear transformation into viewport
2741 z
*= vp
.max_z
- vp
.min_z
;
2743 x
+= vp
.width
/ 2 + vp
.x
;
2744 y
+= vp
.height
/ 2 + vp
.y
;
2749 /* That vertex got clipped
2750 * Contrary to OpenGL it is not dropped completely, it just
2751 * undergoes a different calculation.
2753 TRACE("Vertex got clipped\n");
2760 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
2761 * outside of the main vertex buffer memory. That needs some more
2766 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
2769 ( (float *) dest_ptr
)[0] = x
;
2770 ( (float *) dest_ptr
)[1] = y
;
2771 ( (float *) dest_ptr
)[2] = z
;
2772 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
2774 dest_ptr
+= 3 * sizeof(float);
2776 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
2777 dest_ptr
+= sizeof(float);
2780 if (DestFVF
& WINED3DFVF_PSIZE
)
2781 dest_ptr
+= sizeof(DWORD
);
2783 if (DestFVF
& WINED3DFVF_NORMAL
)
2785 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
2786 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
2787 /* AFAIK this should go into the lighting information */
2788 FIXME("Didn't expect the destination to have a normal\n");
2789 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
2792 if (DestFVF
& WINED3DFVF_DIFFUSE
)
2794 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
2795 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
2796 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_DIFFUSE
)))
2798 static BOOL warned
= FALSE
;
2801 ERR("No diffuse color in source, but destination has one\n");
2805 *( (DWORD
*) dest_ptr
) = 0xffffffff;
2806 dest_ptr
+= sizeof(DWORD
);
2810 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
2814 if (DestFVF
& WINED3DFVF_SPECULAR
)
2816 /* What's the color value in the feedback buffer? */
2817 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
2818 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
2819 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_SPECULAR
)))
2821 static BOOL warned
= FALSE
;
2824 ERR("No specular color in source, but destination has one\n");
2828 *(DWORD
*)dest_ptr
= 0xff000000;
2829 dest_ptr
+= sizeof(DWORD
);
2833 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
2837 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
2839 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
2840 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
2841 if (!(stream_info
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
2843 ERR("No source texture, but destination requests one\n");
2844 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
2848 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
2853 wined3d_buffer_unmap(dest
);
2857 #undef copy_and_next
2859 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
2860 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
2861 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
2863 struct wined3d_state
*state
= &device
->state
;
2864 struct wined3d_stream_info stream_info
;
2865 const struct wined3d_gl_info
*gl_info
;
2866 struct wined3d_context
*context
;
2867 struct wined3d_shader
*vs
;
2871 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
2872 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
2873 device
, src_start_idx
, dst_idx
, vertex_count
,
2874 dst_buffer
, declaration
, flags
, dst_fvf
);
2877 FIXME("Output vertex declaration not implemented yet.\n");
2879 /* Need any context to write to the vbo. */
2880 context
= context_acquire(device
, NULL
);
2881 gl_info
= context
->gl_info
;
2883 vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
2884 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = NULL
;
2885 context_stream_info_from_declaration(context
, state
, &stream_info
);
2886 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = vs
;
2888 /* We can't convert FROM a VBO, and vertex buffers used to source into
2889 * process_vertices() are unlikely to ever be used for drawing. Release
2890 * VBOs in those buffers and fix up the stream_info structure.
2892 * Also apply the start index. */
2893 for (i
= 0; i
< (sizeof(stream_info
.elements
) / sizeof(*stream_info
.elements
)); ++i
)
2895 struct wined3d_stream_info_element
*e
;
2897 if (!(stream_info
.use_map
& (1 << i
)))
2900 e
= &stream_info
.elements
[i
];
2901 if (e
->data
.buffer_object
)
2903 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
2904 e
->data
.buffer_object
= 0;
2905 e
->data
.addr
= (BYTE
*)((ULONG_PTR
)e
->data
.addr
+ (ULONG_PTR
)buffer_get_sysmem(vb
, context
));
2906 GL_EXTCALL(glDeleteBuffersARB(1, &vb
->buffer_object
));
2907 vb
->buffer_object
= 0;
2910 e
->data
.addr
+= e
->stride
* src_start_idx
;
2913 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
2914 &stream_info
, dst_buffer
, flags
, dst_fvf
);
2916 context_release(context
);
2921 void CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
2922 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
2924 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2927 TRACE("device %p, stage %u, state %s, value %#x.\n",
2928 device
, stage
, debug_d3dtexturestate(state
), value
);
2930 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
2932 WARN("Invalid state %#x passed.\n", state
);
2936 if (stage
>= d3d_info
->limits
.ffp_blend_stages
)
2938 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
2939 stage
, d3d_info
->limits
.ffp_blend_stages
- 1);
2943 old_value
= device
->update_state
->texture_states
[stage
][state
];
2944 device
->update_state
->texture_states
[stage
][state
] = value
;
2946 if (device
->recording
)
2948 TRACE("Recording... not performing anything.\n");
2949 device
->recording
->changed
.textureState
[stage
] |= 1 << state
;
2953 /* Checked after the assignments to allow proper stateblock recording. */
2954 if (old_value
== value
)
2956 TRACE("Application is setting the old value over, nothing to do.\n");
2960 wined3d_cs_emit_set_texture_state(device
->cs
, stage
, state
, value
);
2963 DWORD CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
2964 UINT stage
, enum wined3d_texture_stage_state state
)
2966 TRACE("device %p, stage %u, state %s.\n",
2967 device
, stage
, debug_d3dtexturestate(state
));
2969 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
2971 WARN("Invalid state %#x passed.\n", state
);
2975 return device
->state
.texture_states
[stage
][state
];
2978 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
2979 UINT stage
, struct wined3d_texture
*texture
)
2981 struct wined3d_texture
*prev
;
2983 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
2985 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
2986 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2988 /* Windows accepts overflowing this array... we do not. */
2989 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
2991 WARN("Ignoring invalid stage %u.\n", stage
);
2995 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
2997 WARN("Rejecting attempt to set scratch texture.\n");
2998 return WINED3DERR_INVALIDCALL
;
3001 if (device
->recording
)
3002 device
->recording
->changed
.textures
|= 1 << stage
;
3004 prev
= device
->update_state
->textures
[stage
];
3005 TRACE("Previous texture %p.\n", prev
);
3007 if (texture
== prev
)
3009 TRACE("App is setting the same texture again, nothing to do.\n");
3013 TRACE("Setting new texture to %p.\n", texture
);
3014 device
->update_state
->textures
[stage
] = texture
;
3017 wined3d_texture_incref(texture
);
3018 if (!device
->recording
)
3019 wined3d_cs_emit_set_texture(device
->cs
, stage
, texture
);
3021 wined3d_texture_decref(prev
);
3026 struct wined3d_texture
* CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
, UINT stage
)
3028 TRACE("device %p, stage %u.\n", device
, stage
);
3030 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3031 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3033 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3035 WARN("Ignoring invalid stage %u.\n", stage
);
3036 return NULL
; /* Windows accepts overflowing this array ... we do not. */
3039 return device
->state
.textures
[stage
];
3042 HRESULT CDECL
wined3d_device_get_back_buffer(const struct wined3d_device
*device
, UINT swapchain_idx
,
3043 UINT backbuffer_idx
, enum wined3d_backbuffer_type backbuffer_type
, struct wined3d_surface
**backbuffer
)
3045 struct wined3d_swapchain
*swapchain
;
3047 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3048 device
, swapchain_idx
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3050 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3051 return WINED3DERR_INVALIDCALL
;
3053 if (!(*backbuffer
= wined3d_swapchain_get_back_buffer(swapchain
, backbuffer_idx
, backbuffer_type
)))
3054 return WINED3DERR_INVALIDCALL
;
3058 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3060 TRACE("device %p, caps %p.\n", device
, caps
);
3062 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3063 device
->create_parms
.device_type
, caps
);
3066 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
, UINT swapchain_idx
,
3067 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
3069 struct wined3d_swapchain
*swapchain
;
3071 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3072 device
, swapchain_idx
, mode
, rotation
);
3074 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3075 return WINED3DERR_INVALIDCALL
;
3077 return wined3d_swapchain_get_display_mode(swapchain
, mode
, rotation
);
3080 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3082 struct wined3d_stateblock
*stateblock
;
3085 TRACE("device %p.\n", device
);
3087 if (device
->recording
)
3088 return WINED3DERR_INVALIDCALL
;
3090 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3094 device
->recording
= stateblock
;
3095 device
->update_state
= &stateblock
->state
;
3097 TRACE("Recording stateblock %p.\n", stateblock
);
3102 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3103 struct wined3d_stateblock
**stateblock
)
3105 struct wined3d_stateblock
*object
= device
->recording
;
3107 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3109 if (!device
->recording
)
3111 WARN("Not recording.\n");
3113 return WINED3DERR_INVALIDCALL
;
3116 stateblock_init_contained_states(object
);
3118 *stateblock
= object
;
3119 device
->recording
= NULL
;
3120 device
->update_state
= &device
->state
;
3122 TRACE("Returning stateblock %p.\n", *stateblock
);
3127 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3129 /* At the moment we have no need for any functionality at the beginning
3131 TRACE("device %p.\n", device
);
3133 if (device
->inScene
)
3135 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3136 return WINED3DERR_INVALIDCALL
;
3138 device
->inScene
= TRUE
;
3142 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3144 struct wined3d_context
*context
;
3146 TRACE("device %p.\n", device
);
3148 if (!device
->inScene
)
3150 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3151 return WINED3DERR_INVALIDCALL
;
3154 context
= context_acquire(device
, NULL
);
3155 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3156 context
->gl_info
->gl_ops
.gl
.p_glFlush();
3157 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3159 context_release(context
);
3161 device
->inScene
= FALSE
;
3165 HRESULT CDECL
wined3d_device_present(const struct wined3d_device
*device
, const RECT
*src_rect
,
3166 const RECT
*dst_rect
, HWND dst_window_override
, const RGNDATA
*dirty_region
, DWORD flags
)
3170 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
3171 device
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
3172 dst_window_override
, dirty_region
, flags
);
3174 for (i
= 0; i
< device
->swapchain_count
; ++i
)
3176 wined3d_swapchain_present(device
->swapchains
[i
], src_rect
,
3177 dst_rect
, dst_window_override
, dirty_region
, flags
);
3183 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
3184 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
3186 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3187 device
, rect_count
, rects
, flags
, color
->r
, color
->g
, color
->b
, color
->a
, depth
, stencil
);
3189 if (!rect_count
&& rects
)
3191 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects
);
3195 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
3197 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
3200 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3201 /* TODO: What about depth stencil buffers without stencil bits? */
3202 return WINED3DERR_INVALIDCALL
;
3204 else if (flags
& WINED3DCLEAR_TARGET
)
3206 if (ds
->resource
.width
< device
->fb
.render_targets
[0]->resource
.width
3207 || ds
->resource
.height
< device
->fb
.render_targets
[0]->resource
.height
)
3209 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3215 wined3d_cs_emit_clear(device
->cs
, rect_count
, rects
, flags
, color
, depth
, stencil
);
3220 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
3221 enum wined3d_primitive_type primitive_type
)
3223 GLenum gl_primitive_type
, prev
;
3225 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
3227 gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
3228 prev
= device
->update_state
->gl_primitive_type
;
3229 device
->update_state
->gl_primitive_type
= gl_primitive_type
;
3230 if (device
->recording
)
3231 device
->recording
->changed
.primitive_type
= TRUE
;
3232 else if (gl_primitive_type
!= prev
&& (gl_primitive_type
== GL_POINTS
|| prev
== GL_POINTS
))
3233 device_invalidate_state(device
, STATE_POINT_SIZE_ENABLE
);
3236 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
3237 enum wined3d_primitive_type
*primitive_type
)
3239 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
3241 *primitive_type
= d3d_primitive_type_from_gl(device
->state
.gl_primitive_type
);
3243 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
3246 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
3248 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
3250 if (!device
->state
.vertex_declaration
)
3252 WARN("Called without a valid vertex declaration set.\n");
3253 return WINED3DERR_INVALIDCALL
;
3256 if (device
->state
.load_base_vertex_index
)
3258 device
->state
.load_base_vertex_index
= 0;
3259 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3262 wined3d_cs_emit_draw(device
->cs
, start_vertex
, vertex_count
, 0, 0, FALSE
);
3267 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
3269 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3271 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
3273 if (!device
->state
.index_buffer
)
3275 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3276 * without an index buffer set. (The first time at least...)
3277 * D3D8 simply dies, but I doubt it can do much harm to return
3278 * D3DERR_INVALIDCALL there as well. */
3279 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3280 return WINED3DERR_INVALIDCALL
;
3283 if (!device
->state
.vertex_declaration
)
3285 WARN("Called without a valid vertex declaration set.\n");
3286 return WINED3DERR_INVALIDCALL
;
3289 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
3290 device
->state
.load_base_vertex_index
!= device
->state
.base_vertex_index
)
3292 device
->state
.load_base_vertex_index
= device
->state
.base_vertex_index
;
3293 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3296 wined3d_cs_emit_draw(device
->cs
, start_idx
, index_count
, 0, 0, TRUE
);
3301 void CDECL
wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device
*device
,
3302 UINT start_idx
, UINT index_count
, UINT start_instance
, UINT instance_count
)
3304 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
3306 wined3d_cs_emit_draw(device
->cs
, start_idx
, index_count
, start_instance
, instance_count
, TRUE
);
3309 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
3310 static HRESULT
device_update_volume(struct wined3d_device
*device
,
3311 struct wined3d_volume
*src_volume
, struct wined3d_volume
*dst_volume
)
3313 struct wined3d_map_desc src
;
3315 struct wined3d_bo_address data
;
3316 struct wined3d_context
*context
;
3318 TRACE("device %p, src_volume %p, dst_volume %p.\n",
3319 device
, src_volume
, dst_volume
);
3321 if (src_volume
->resource
.format
!= dst_volume
->resource
.format
)
3323 FIXME("Source and destination formats do not match.\n");
3324 return WINED3DERR_INVALIDCALL
;
3326 if (src_volume
->resource
.width
!= dst_volume
->resource
.width
3327 || src_volume
->resource
.height
!= dst_volume
->resource
.height
3328 || src_volume
->resource
.depth
!= dst_volume
->resource
.depth
)
3330 FIXME("Source and destination sizes do not match.\n");
3331 return WINED3DERR_INVALIDCALL
;
3334 if (FAILED(hr
= wined3d_volume_map(src_volume
, &src
, NULL
, WINED3D_MAP_READONLY
)))
3337 context
= context_acquire(device
, NULL
);
3339 wined3d_volume_load(dst_volume
, context
, FALSE
);
3341 data
.buffer_object
= 0;
3342 data
.addr
= src
.data
;
3343 wined3d_volume_upload_data(dst_volume
, context
, &data
);
3344 wined3d_volume_invalidate_location(dst_volume
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3346 context_release(context
);
3348 hr
= wined3d_volume_unmap(src_volume
);
3353 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
3354 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
3356 enum wined3d_resource_type type
;
3357 unsigned int level_count
, i
;
3359 struct wined3d_context
*context
;
3361 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
3363 /* Verify that the source and destination textures are non-NULL. */
3364 if (!src_texture
|| !dst_texture
)
3366 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
3367 return WINED3DERR_INVALIDCALL
;
3370 if (src_texture
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
3372 WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n");
3373 return WINED3DERR_INVALIDCALL
;
3375 if (dst_texture
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
3377 WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\n");
3378 return WINED3DERR_INVALIDCALL
;
3381 /* Verify that the source and destination textures are the same type. */
3382 type
= src_texture
->resource
.type
;
3383 if (dst_texture
->resource
.type
!= type
)
3385 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
3386 return WINED3DERR_INVALIDCALL
;
3389 /* Check that both textures have the identical numbers of levels. */
3390 level_count
= wined3d_texture_get_level_count(src_texture
);
3391 if (wined3d_texture_get_level_count(dst_texture
) != level_count
)
3393 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
3394 return WINED3DERR_INVALIDCALL
;
3397 /* Make sure that the destination texture is loaded. */
3398 context
= context_acquire(device
, NULL
);
3399 dst_texture
->texture_ops
->texture_preload(dst_texture
, context
, SRGB_RGB
);
3400 context_release(context
);
3402 /* Update every surface level of the texture. */
3405 case WINED3D_RTYPE_TEXTURE
:
3407 struct wined3d_surface
*src_surface
;
3408 struct wined3d_surface
*dst_surface
;
3410 for (i
= 0; i
< level_count
; ++i
)
3412 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
3413 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
3414 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
3417 WARN("Failed to update surface, hr %#x.\n", hr
);
3424 case WINED3D_RTYPE_CUBE_TEXTURE
:
3426 struct wined3d_surface
*src_surface
;
3427 struct wined3d_surface
*dst_surface
;
3429 for (i
= 0; i
< level_count
* 6; ++i
)
3431 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
3432 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
3433 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
3436 WARN("Failed to update surface, hr %#x.\n", hr
);
3443 case WINED3D_RTYPE_VOLUME_TEXTURE
:
3445 for (i
= 0; i
< level_count
; ++i
)
3447 hr
= device_update_volume(device
,
3448 volume_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
)),
3449 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
)));
3452 WARN("Failed to update volume, hr %#x.\n", hr
);
3460 FIXME("Unsupported texture type %#x.\n", type
);
3461 return WINED3DERR_INVALIDCALL
;
3467 HRESULT CDECL
wined3d_device_get_front_buffer_data(const struct wined3d_device
*device
,
3468 UINT swapchain_idx
, struct wined3d_surface
*dst_surface
)
3470 struct wined3d_swapchain
*swapchain
;
3472 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device
, swapchain_idx
, dst_surface
);
3474 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3475 return WINED3DERR_INVALIDCALL
;
3477 return wined3d_swapchain_get_front_buffer_data(swapchain
, dst_surface
);
3480 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
3482 const struct wined3d_state
*state
= &device
->state
;
3483 struct wined3d_texture
*texture
;
3486 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
3488 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3490 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
3492 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3493 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3495 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
3497 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3498 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3501 texture
= state
->textures
[i
];
3502 if (!texture
|| texture
->resource
.format
->flags
& WINED3DFMT_FLAG_FILTERING
) continue;
3504 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
3506 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i
);
3509 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
3511 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i
);
3514 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
3515 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
3517 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i
);
3522 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
3523 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
3525 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
3526 struct wined3d_surface
*target
= device
->fb
.render_targets
[0];
3529 && (ds
->resource
.width
< target
->resource
.width
|| ds
->resource
.height
< target
->resource
.height
))
3531 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
3532 return WINED3DERR_CONFLICTINGRENDERSTATE
;
3536 /* return a sensible default */
3539 TRACE("returning D3D_OK\n");
3543 void CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
3547 TRACE("device %p, software %#x.\n", device
, software
);
3551 FIXME("device %p, software %#x stub!\n", device
, software
);
3555 device
->softwareVertexProcessing
= software
;
3558 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
3562 TRACE("device %p.\n", device
);
3566 TRACE("device %p stub!\n", device
);
3570 return device
->softwareVertexProcessing
;
3573 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
3574 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
3576 struct wined3d_swapchain
*swapchain
;
3578 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
3579 device
, swapchain_idx
, raster_status
);
3581 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3582 return WINED3DERR_INVALIDCALL
;
3584 return wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
3587 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
3591 TRACE("device %p, segments %.8e.\n", device
, segments
);
3593 if (segments
!= 0.0f
)
3597 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
3605 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
3609 TRACE("device %p.\n", device
);
3613 FIXME("device %p stub!\n", device
);
3620 HRESULT CDECL
wined3d_device_update_surface(struct wined3d_device
*device
,
3621 struct wined3d_surface
*src_surface
, const RECT
*src_rect
,
3622 struct wined3d_surface
*dst_surface
, const POINT
*dst_point
)
3624 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
3625 device
, src_surface
, wine_dbgstr_rect(src_rect
),
3626 dst_surface
, wine_dbgstr_point(dst_point
));
3628 if (src_surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
|| dst_surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
3630 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
3631 src_surface
, dst_surface
);
3632 return WINED3DERR_INVALIDCALL
;
3635 return surface_upload_from_surface(dst_surface
, dst_point
, src_surface
, src_rect
);
3638 HRESULT CDECL
wined3d_device_color_fill(struct wined3d_device
*device
,
3639 struct wined3d_surface
*surface
, const RECT
*rect
, const struct wined3d_color
*color
)
3643 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
3644 device
, surface
, wine_dbgstr_rect(rect
),
3645 color
->r
, color
->g
, color
->b
, color
->a
);
3647 if (surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
&& surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
3649 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface
->resource
.pool
));
3650 return WINED3DERR_INVALIDCALL
;
3655 SetRect(&r
, 0, 0, surface
->resource
.width
, surface
->resource
.height
);
3659 return surface_color_fill(surface
, rect
, color
);
3662 void CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
3663 struct wined3d_rendertarget_view
*rendertarget_view
, const struct wined3d_color
*color
)
3665 struct wined3d_resource
*resource
;
3669 resource
= rendertarget_view
->resource
;
3670 if (resource
->type
!= WINED3D_RTYPE_SURFACE
)
3672 FIXME("Only supported on surface resources\n");
3676 SetRect(&rect
, 0, 0, resource
->width
, resource
->height
);
3677 hr
= surface_color_fill(surface_from_resource(resource
), &rect
, color
);
3678 if (FAILED(hr
)) ERR("Color fill failed, hr %#x.\n", hr
);
3681 struct wined3d_surface
* CDECL
wined3d_device_get_render_target(const struct wined3d_device
*device
,
3682 UINT render_target_idx
)
3684 TRACE("device %p, render_target_idx %u.\n", device
, render_target_idx
);
3686 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
3688 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
3692 return device
->fb
.render_targets
[render_target_idx
];
3695 struct wined3d_surface
* CDECL
wined3d_device_get_depth_stencil(const struct wined3d_device
*device
)
3697 TRACE("device %p.\n", device
);
3699 return device
->fb
.depth_stencil
;
3702 HRESULT CDECL
wined3d_device_set_render_target(struct wined3d_device
*device
,
3703 UINT render_target_idx
, struct wined3d_surface
*render_target
, BOOL set_viewport
)
3705 struct wined3d_surface
*prev
;
3707 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
3708 device
, render_target_idx
, render_target
, set_viewport
);
3710 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
3712 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
3713 return WINED3DERR_INVALIDCALL
;
3716 if (render_target
&& !(render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
3718 WARN("Surface %p doesn't have render target usage.\n", render_target
);
3719 return WINED3DERR_INVALIDCALL
;
3722 /* Set the viewport and scissor rectangles, if requested. Tests show that
3723 * stateblock recording is ignored, the change goes directly into the
3724 * primary stateblock. */
3725 if (!render_target_idx
&& set_viewport
)
3727 struct wined3d_state
*state
= &device
->state
;
3729 state
->viewport
.x
= 0;
3730 state
->viewport
.y
= 0;
3731 state
->viewport
.width
= render_target
->resource
.width
;
3732 state
->viewport
.height
= render_target
->resource
.height
;
3733 state
->viewport
.min_z
= 0.0f
;
3734 state
->viewport
.max_z
= 1.0f
;
3735 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
3737 state
->scissor_rect
.top
= 0;
3738 state
->scissor_rect
.left
= 0;
3739 state
->scissor_rect
.right
= render_target
->resource
.width
;
3740 state
->scissor_rect
.bottom
= render_target
->resource
.height
;
3741 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
3745 prev
= device
->fb
.render_targets
[render_target_idx
];
3746 if (render_target
== prev
)
3750 wined3d_surface_incref(render_target
);
3751 device
->fb
.render_targets
[render_target_idx
] = render_target
;
3752 wined3d_cs_emit_set_render_target(device
->cs
, render_target_idx
, render_target
);
3753 /* Release after the assignment, to prevent device_resource_released()
3754 * from seeing the surface as still in use. */
3756 wined3d_surface_decref(prev
);
3761 void CDECL
wined3d_device_set_depth_stencil(struct wined3d_device
*device
, struct wined3d_surface
*depth_stencil
)
3763 struct wined3d_surface
*prev
= device
->fb
.depth_stencil
;
3765 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
3766 device
, depth_stencil
, prev
);
3768 if (prev
== depth_stencil
)
3770 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
3774 device
->fb
.depth_stencil
= depth_stencil
;
3776 wined3d_surface_incref(depth_stencil
);
3777 wined3d_cs_emit_set_depth_stencil(device
->cs
, depth_stencil
);
3779 wined3d_surface_decref(prev
);
3782 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
3783 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_surface
*cursor_image
)
3785 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
3786 device
, x_hotspot
, y_hotspot
, cursor_image
);
3788 /* some basic validation checks */
3789 if (device
->cursorTexture
)
3791 struct wined3d_context
*context
= context_acquire(device
, NULL
);
3792 context
->gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->cursorTexture
);
3793 context_release(context
);
3794 device
->cursorTexture
= 0;
3799 struct wined3d_display_mode mode
;
3800 struct wined3d_map_desc map_desc
;
3803 /* MSDN: Cursor must be A8R8G8B8 */
3804 if (cursor_image
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
3806 WARN("surface %p has an invalid format.\n", cursor_image
);
3807 return WINED3DERR_INVALIDCALL
;
3810 if (FAILED(hr
= wined3d_get_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &mode
, NULL
)))
3812 ERR("Failed to get display mode, hr %#x.\n", hr
);
3813 return WINED3DERR_INVALIDCALL
;
3816 /* MSDN: Cursor must be smaller than the display mode */
3817 if (cursor_image
->resource
.width
> mode
.width
|| cursor_image
->resource
.height
> mode
.height
)
3819 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
3820 cursor_image
, cursor_image
->resource
.width
, cursor_image
->resource
.height
,
3821 mode
.width
, mode
.height
);
3822 return WINED3DERR_INVALIDCALL
;
3825 /* TODO: MSDN: Cursor sizes must be a power of 2 */
3827 /* Do not store the surface's pointer because the application may
3828 * release it after setting the cursor image. Windows doesn't
3829 * addref the set surface, so we can't do this either without
3830 * creating circular refcount dependencies. Copy out the gl texture
3832 device
->cursorWidth
= cursor_image
->resource
.width
;
3833 device
->cursorHeight
= cursor_image
->resource
.height
;
3834 if (SUCCEEDED(wined3d_surface_map(cursor_image
, &map_desc
, NULL
, WINED3D_MAP_READONLY
)))
3836 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3837 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
3838 struct wined3d_context
*context
;
3839 char *mem
, *bits
= map_desc
.data
;
3840 GLint intfmt
= format
->glInternal
;
3841 GLint gl_format
= format
->glFormat
;
3842 GLint type
= format
->glType
;
3843 INT height
= device
->cursorHeight
;
3844 INT width
= device
->cursorWidth
;
3845 INT bpp
= format
->byte_count
;
3848 /* Reformat the texture memory (pitch and width can be
3850 mem
= HeapAlloc(GetProcessHeap(), 0, width
* height
* bpp
);
3851 for (i
= 0; i
< height
; ++i
)
3852 memcpy(&mem
[width
* bpp
* i
], &bits
[map_desc
.row_pitch
* i
], width
* bpp
);
3853 wined3d_surface_unmap(cursor_image
);
3855 context
= context_acquire(device
, NULL
);
3857 context_invalidate_active_texture(context
);
3858 /* Create a new cursor texture */
3859 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->cursorTexture
);
3860 checkGLcall("glGenTextures");
3861 context_bind_texture(context
, GL_TEXTURE_2D
, device
->cursorTexture
);
3862 /* Copy the bitmap memory into the cursor texture */
3863 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, intfmt
, width
, height
, 0, gl_format
, type
, mem
);
3864 checkGLcall("glTexImage2D");
3865 HeapFree(GetProcessHeap(), 0, mem
);
3867 context_release(context
);
3871 FIXME("A cursor texture was not returned.\n");
3872 device
->cursorTexture
= 0;
3875 if (cursor_image
->resource
.width
== 32 && cursor_image
->resource
.height
== 32)
3877 UINT mask_size
= cursor_image
->resource
.width
* cursor_image
->resource
.height
/ 8;
3878 ICONINFO cursorInfo
;
3882 /* 32-bit user32 cursors ignore the alpha channel if it's all
3883 * zeroes, and use the mask instead. Fill the mask with all ones
3884 * to ensure we still get a fully transparent cursor. */
3885 maskBits
= HeapAlloc(GetProcessHeap(), 0, mask_size
);
3886 memset(maskBits
, 0xff, mask_size
);
3887 wined3d_surface_map(cursor_image
, &map_desc
, NULL
,
3888 WINED3D_MAP_NO_DIRTY_UPDATE
| WINED3D_MAP_READONLY
);
3889 TRACE("width: %u height: %u.\n", cursor_image
->resource
.width
, cursor_image
->resource
.height
);
3891 cursorInfo
.fIcon
= FALSE
;
3892 cursorInfo
.xHotspot
= x_hotspot
;
3893 cursorInfo
.yHotspot
= y_hotspot
;
3894 cursorInfo
.hbmMask
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
3896 cursorInfo
.hbmColor
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
3897 1, 32, map_desc
.data
);
3898 wined3d_surface_unmap(cursor_image
);
3899 /* Create our cursor and clean up. */
3900 cursor
= CreateIconIndirect(&cursorInfo
);
3901 if (cursorInfo
.hbmMask
) DeleteObject(cursorInfo
.hbmMask
);
3902 if (cursorInfo
.hbmColor
) DeleteObject(cursorInfo
.hbmColor
);
3903 if (device
->hardwareCursor
) DestroyCursor(device
->hardwareCursor
);
3904 device
->hardwareCursor
= cursor
;
3905 if (device
->bCursorVisible
) SetCursor( cursor
);
3906 HeapFree(GetProcessHeap(), 0, maskBits
);
3910 device
->xHotSpot
= x_hotspot
;
3911 device
->yHotSpot
= y_hotspot
;
3915 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
3916 int x_screen_space
, int y_screen_space
, DWORD flags
)
3918 TRACE("device %p, x %d, y %d, flags %#x.\n",
3919 device
, x_screen_space
, y_screen_space
, flags
);
3921 device
->xScreenSpace
= x_screen_space
;
3922 device
->yScreenSpace
= y_screen_space
;
3924 if (device
->hardwareCursor
)
3928 GetCursorPos( &pt
);
3929 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
3931 SetCursorPos( x_screen_space
, y_screen_space
);
3933 /* Switch to the software cursor if position diverges from the hardware one. */
3934 GetCursorPos( &pt
);
3935 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
3937 if (device
->bCursorVisible
) SetCursor( NULL
);
3938 DestroyCursor( device
->hardwareCursor
);
3939 device
->hardwareCursor
= 0;
3944 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
3946 BOOL oldVisible
= device
->bCursorVisible
;
3948 TRACE("device %p, show %#x.\n", device
, show
);
3951 * When ShowCursor is first called it should make the cursor appear at the OS's last
3952 * known cursor position.
3954 if (show
&& !oldVisible
)
3958 device
->xScreenSpace
= pt
.x
;
3959 device
->yScreenSpace
= pt
.y
;
3962 if (device
->hardwareCursor
)
3964 device
->bCursorVisible
= show
;
3966 SetCursor(device
->hardwareCursor
);
3972 if (device
->cursorTexture
)
3973 device
->bCursorVisible
= show
;
3979 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
3981 struct wined3d_resource
*resource
, *cursor
;
3983 TRACE("device %p.\n", device
);
3985 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
3987 TRACE("Checking resource %p for eviction.\n", resource
);
3989 if (resource
->pool
== WINED3D_POOL_MANAGED
&& !resource
->map_count
)
3991 TRACE("Evicting %p.\n", resource
);
3992 resource
->resource_ops
->resource_unload(resource
);
3996 /* Invalidate stream sources, the buffer(s) may have been evicted. */
3997 device_invalidate_state(device
, STATE_STREAMSRC
);
4000 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4002 struct wined3d_resource
*resource
, *cursor
;
4003 const struct wined3d_gl_info
*gl_info
;
4004 struct wined3d_context
*context
;
4005 struct wined3d_shader
*shader
;
4007 context
= context_acquire(device
, NULL
);
4008 gl_info
= context
->gl_info
;
4010 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4012 TRACE("Unloading resource %p.\n", resource
);
4014 resource
->resource_ops
->resource_unload(resource
);
4017 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
4019 device
->shader_backend
->shader_destroy(shader
);
4022 if (device
->depth_blt_texture
)
4024 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
4025 device
->depth_blt_texture
= 0;
4027 if (device
->cursorTexture
)
4029 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->cursorTexture
);
4030 device
->cursorTexture
= 0;
4033 device
->blitter
->free_private(device
);
4034 device
->shader_backend
->shader_free_private(device
);
4035 destroy_dummy_textures(device
, gl_info
);
4037 context_release(context
);
4039 while (device
->context_count
)
4041 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
4044 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4045 swapchain
->context
= NULL
;
4048 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4050 struct wined3d_context
*context
;
4051 struct wined3d_surface
*target
;
4054 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
4055 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
4057 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
4061 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
4063 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
4064 device
->shader_backend
->shader_free_private(device
);
4068 /* Recreate the primary swapchain's context */
4069 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
4070 if (!swapchain
->context
)
4072 ERR("Failed to allocate memory for swapchain context array.\n");
4073 device
->blitter
->free_private(device
);
4074 device
->shader_backend
->shader_free_private(device
);
4075 return E_OUTOFMEMORY
;
4078 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
4079 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
4081 WARN("Failed to create context.\n");
4082 device
->blitter
->free_private(device
);
4083 device
->shader_backend
->shader_free_private(device
);
4084 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4088 swapchain
->context
[0] = context
;
4089 swapchain
->num_contexts
= 1;
4090 create_dummy_textures(device
, context
);
4091 context_release(context
);
4096 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
4097 const struct wined3d_swapchain_desc
*swapchain_desc
, const struct wined3d_display_mode
*mode
,
4098 wined3d_device_reset_cb callback
, BOOL reset_state
)
4100 struct wined3d_resource
*resource
, *cursor
;
4101 struct wined3d_swapchain
*swapchain
;
4102 struct wined3d_display_mode m
;
4103 BOOL DisplayModeChanged
= FALSE
;
4104 BOOL update_desc
= FALSE
;
4105 UINT backbuffer_width
= swapchain_desc
->backbuffer_width
;
4106 UINT backbuffer_height
= swapchain_desc
->backbuffer_height
;
4107 HRESULT hr
= WINED3D_OK
;
4110 TRACE("device %p, swapchain_desc %p, mode %p, callback %p.\n", device
, swapchain_desc
, mode
, callback
);
4112 if (!(swapchain
= wined3d_device_get_swapchain(device
, 0)))
4114 ERR("Failed to get the first implicit swapchain.\n");
4115 return WINED3DERR_INVALIDCALL
;
4119 state_unbind_resources(&device
->state
);
4121 if (device
->fb
.render_targets
)
4123 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4125 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
4127 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
4128 wined3d_device_set_render_target(device
, 0, swapchain
->back_buffers
[0], FALSE
);
4130 wined3d_device_set_depth_stencil(device
, NULL
);
4132 if (device
->onscreen_depth_stencil
)
4134 wined3d_surface_decref(device
->onscreen_depth_stencil
);
4135 device
->onscreen_depth_stencil
= NULL
;
4140 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4142 TRACE("Enumerating resource %p.\n", resource
);
4143 if (FAILED(hr
= callback(resource
)))
4148 /* Is it necessary to recreate the gl context? Actually every setting can be changed
4149 * on an existing gl context, so there's no real need for recreation.
4151 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
4153 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
4155 TRACE("New params:\n");
4156 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
4157 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
4158 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
4159 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
4160 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
4161 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
4162 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
4163 TRACE("device_window %p\n", swapchain_desc
->device_window
);
4164 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
4165 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
4166 if (swapchain_desc
->enable_auto_depth_stencil
)
4167 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
4168 TRACE("flags %#x\n", swapchain_desc
->flags
);
4169 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
4170 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
4171 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
4173 /* No special treatment of these parameters. Just store them */
4174 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
4175 swapchain
->desc
.enable_auto_depth_stencil
= swapchain_desc
->enable_auto_depth_stencil
;
4176 swapchain
->desc
.auto_depth_stencil_format
= swapchain_desc
->auto_depth_stencil_format
;
4177 swapchain
->desc
.flags
= swapchain_desc
->flags
;
4178 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
4179 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
4180 swapchain
->desc
.auto_restore_display_mode
= swapchain_desc
->auto_restore_display_mode
;
4182 /* What to do about these? */
4183 if (swapchain_desc
->backbuffer_count
4184 && swapchain_desc
->backbuffer_count
!= swapchain
->desc
.backbuffer_count
)
4185 FIXME("Cannot change the back buffer count yet.\n");
4187 if (swapchain_desc
->device_window
4188 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
4190 TRACE("Changing the device window from %p to %p.\n",
4191 swapchain
->desc
.device_window
, swapchain_desc
->device_window
);
4192 swapchain
->desc
.device_window
= swapchain_desc
->device_window
;
4193 swapchain
->device_window
= swapchain_desc
->device_window
;
4194 wined3d_swapchain_set_window(swapchain
, NULL
);
4197 if (swapchain_desc
->enable_auto_depth_stencil
&& !device
->auto_depth_stencil
)
4199 struct wined3d_resource_desc surface_desc
;
4201 TRACE("Creating the depth stencil buffer\n");
4203 surface_desc
.resource_type
= WINED3D_RTYPE_SURFACE
;
4204 surface_desc
.format
= swapchain_desc
->auto_depth_stencil_format
;
4205 surface_desc
.multisample_type
= swapchain_desc
->multisample_type
;
4206 surface_desc
.multisample_quality
= swapchain_desc
->multisample_quality
;
4207 surface_desc
.usage
= WINED3DUSAGE_DEPTHSTENCIL
;
4208 surface_desc
.pool
= WINED3D_POOL_DEFAULT
;
4209 surface_desc
.width
= swapchain_desc
->backbuffer_width
;
4210 surface_desc
.height
= swapchain_desc
->backbuffer_height
;
4211 surface_desc
.depth
= 1;
4212 surface_desc
.size
= 0;
4214 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_surface(device
->device_parent
,
4215 device
->device_parent
, &surface_desc
, &device
->auto_depth_stencil
)))
4217 ERR("Failed to create the depth stencil buffer, hr %#x.\n", hr
);
4218 return WINED3DERR_INVALIDCALL
;
4222 /* Reset the depth stencil */
4223 if (swapchain_desc
->enable_auto_depth_stencil
)
4224 wined3d_device_set_depth_stencil(device
, device
->auto_depth_stencil
);
4228 DisplayModeChanged
= TRUE
;
4231 else if (swapchain_desc
->windowed
)
4233 m
= swapchain
->original_mode
;
4237 m
.width
= swapchain_desc
->backbuffer_width
;
4238 m
.height
= swapchain_desc
->backbuffer_height
;
4239 m
.refresh_rate
= swapchain_desc
->refresh_rate
;
4240 m
.format_id
= swapchain_desc
->backbuffer_format
;
4241 m
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
4244 if (!backbuffer_width
|| !backbuffer_height
)
4246 /* The application is requesting that either the swapchain width or
4247 * height be set to the corresponding dimension in the window's
4252 if (!swapchain_desc
->windowed
)
4253 return WINED3DERR_INVALIDCALL
;
4255 if (!GetClientRect(swapchain
->device_window
, &client_rect
))
4257 ERR("Failed to get client rect, last error %#x.\n", GetLastError());
4258 return WINED3DERR_INVALIDCALL
;
4261 if (!backbuffer_width
)
4262 backbuffer_width
= client_rect
.right
;
4264 if (!backbuffer_height
)
4265 backbuffer_height
= client_rect
.bottom
;
4268 if (backbuffer_width
!= swapchain
->desc
.backbuffer_width
4269 || backbuffer_height
!= swapchain
->desc
.backbuffer_height
)
4271 if (!swapchain_desc
->windowed
)
4272 DisplayModeChanged
= TRUE
;
4274 swapchain
->desc
.backbuffer_width
= backbuffer_width
;
4275 swapchain
->desc
.backbuffer_height
= backbuffer_height
;
4279 if (swapchain_desc
->backbuffer_format
!= WINED3DFMT_UNKNOWN
4280 && swapchain_desc
->backbuffer_format
!= swapchain
->desc
.backbuffer_format
)
4282 swapchain
->desc
.backbuffer_format
= swapchain_desc
->backbuffer_format
;
4286 if (swapchain_desc
->multisample_type
!= swapchain
->desc
.multisample_type
4287 || swapchain_desc
->multisample_quality
!= swapchain
->desc
.multisample_quality
)
4289 swapchain
->desc
.multisample_type
= swapchain_desc
->multisample_type
;
4290 swapchain
->desc
.multisample_quality
= swapchain_desc
->multisample_quality
;
4298 if (FAILED(hr
= wined3d_surface_update_desc(swapchain
->front_buffer
, swapchain
->desc
.backbuffer_width
,
4299 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
4300 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
)))
4303 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
4305 if (FAILED(hr
= wined3d_surface_update_desc(swapchain
->back_buffers
[i
], swapchain
->desc
.backbuffer_width
,
4306 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
4307 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
)))
4310 if (device
->auto_depth_stencil
)
4312 if (FAILED(hr
= wined3d_surface_update_desc(device
->auto_depth_stencil
, swapchain
->desc
.backbuffer_width
,
4313 swapchain
->desc
.backbuffer_height
, device
->auto_depth_stencil
->resource
.format
->id
,
4314 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
)))
4319 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
4320 || DisplayModeChanged
)
4322 if (FAILED(hr
= wined3d_set_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &m
)))
4324 WARN("Failed to set display mode, hr %#x.\n", hr
);
4325 return WINED3DERR_INVALIDCALL
;
4328 if (!swapchain_desc
->windowed
)
4330 if (swapchain
->desc
.windowed
)
4332 HWND focus_window
= device
->create_parms
.focus_window
;
4334 focus_window
= swapchain_desc
->device_window
;
4335 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
4337 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
4341 /* switch from windowed to fs */
4342 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4343 swapchain_desc
->backbuffer_width
,
4344 swapchain_desc
->backbuffer_height
);
4348 /* Fullscreen -> fullscreen mode change */
4349 MoveWindow(swapchain
->device_window
, 0, 0,
4350 swapchain_desc
->backbuffer_width
,
4351 swapchain_desc
->backbuffer_height
,
4355 else if (!swapchain
->desc
.windowed
)
4357 /* Fullscreen -> windowed switch */
4358 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
4359 wined3d_device_release_focus_window(device
);
4361 swapchain
->desc
.windowed
= swapchain_desc
->windowed
;
4363 else if (!swapchain_desc
->windowed
)
4365 DWORD style
= device
->style
;
4366 DWORD exStyle
= device
->exStyle
;
4367 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
4368 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
4369 * Reset to clear up their mess. Guild Wars also loses the device during that.
4372 device
->exStyle
= 0;
4373 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4374 swapchain_desc
->backbuffer_width
,
4375 swapchain_desc
->backbuffer_height
);
4376 device
->style
= style
;
4377 device
->exStyle
= exStyle
;
4382 TRACE("Resetting stateblock.\n");
4383 if (device
->recording
)
4385 wined3d_stateblock_decref(device
->recording
);
4386 device
->recording
= NULL
;
4388 state_cleanup(&device
->state
);
4390 if (device
->d3d_initialized
)
4391 delete_opengl_contexts(device
, swapchain
);
4393 if (FAILED(hr
= state_init(&device
->state
, &device
->fb
, &device
->adapter
->gl_info
,
4394 &device
->adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
)))
4395 ERR("Failed to initialize device state, hr %#x.\n", hr
);
4396 device
->update_state
= &device
->state
;
4398 device_init_swapchain_state(device
, swapchain
);
4402 struct wined3d_surface
*rt
= device
->fb
.render_targets
[0];
4403 struct wined3d_state
*state
= &device
->state
;
4405 /* Note the min_z / max_z is not reset. */
4406 state
->viewport
.x
= 0;
4407 state
->viewport
.y
= 0;
4408 state
->viewport
.width
= rt
->resource
.width
;
4409 state
->viewport
.height
= rt
->resource
.height
;
4410 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4412 state
->scissor_rect
.top
= 0;
4413 state
->scissor_rect
.left
= 0;
4414 state
->scissor_rect
.right
= rt
->resource
.width
;
4415 state
->scissor_rect
.bottom
= rt
->resource
.height
;
4416 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4419 swapchain_update_render_to_fbo(swapchain
);
4420 swapchain_update_draw_bindings(swapchain
);
4422 if (reset_state
&& device
->d3d_initialized
)
4423 hr
= create_primary_opengl_context(device
, swapchain
);
4425 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
4431 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
4433 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
4435 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
4441 void CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
4442 struct wined3d_device_creation_parameters
*parameters
)
4444 TRACE("device %p, parameters %p.\n", device
, parameters
);
4446 *parameters
= device
->create_parms
;
4449 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
4450 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
4452 struct wined3d_swapchain
*swapchain
;
4454 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
4455 device
, swapchain_idx
, flags
, ramp
);
4457 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4458 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
4461 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
4462 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
4464 struct wined3d_swapchain
*swapchain
;
4466 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
4467 device
, swapchain_idx
, ramp
);
4469 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4470 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
4473 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4475 TRACE("device %p, resource %p.\n", device
, resource
);
4477 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
4480 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4482 TRACE("device %p, resource %p.\n", device
, resource
);
4484 list_remove(&resource
->resource_list_entry
);
4487 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4489 enum wined3d_resource_type type
= resource
->type
;
4492 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
4494 context_resource_released(device
, resource
, type
);
4498 case WINED3D_RTYPE_SURFACE
:
4500 struct wined3d_surface
*surface
= surface_from_resource(resource
);
4502 if (!device
->d3d_initialized
) break;
4504 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4506 if (device
->fb
.render_targets
[i
] == surface
)
4508 ERR("Surface %p is still in use as render target %u.\n", surface
, i
);
4509 device
->fb
.render_targets
[i
] = NULL
;
4513 if (device
->fb
.depth_stencil
== surface
)
4515 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface
);
4516 device
->fb
.depth_stencil
= NULL
;
4521 case WINED3D_RTYPE_TEXTURE
:
4522 case WINED3D_RTYPE_CUBE_TEXTURE
:
4523 case WINED3D_RTYPE_VOLUME_TEXTURE
:
4524 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4526 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
4528 if (device
->state
.textures
[i
] == texture
)
4530 ERR("Texture %p is still in use, stage %u.\n", texture
, i
);
4531 device
->state
.textures
[i
] = NULL
;
4534 if (device
->recording
&& device
->update_state
->textures
[i
] == texture
)
4536 ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n",
4537 texture
, device
->recording
, i
);
4538 device
->update_state
->textures
[i
] = NULL
;
4543 case WINED3D_RTYPE_BUFFER
:
4545 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
4547 for (i
= 0; i
< MAX_STREAMS
; ++i
)
4549 if (device
->state
.streams
[i
].buffer
== buffer
)
4551 ERR("Buffer %p is still in use, stream %u.\n", buffer
, i
);
4552 device
->state
.streams
[i
].buffer
= NULL
;
4555 if (device
->recording
&& device
->update_state
->streams
[i
].buffer
== buffer
)
4557 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
4558 buffer
, device
->recording
, i
);
4559 device
->update_state
->streams
[i
].buffer
= NULL
;
4563 if (device
->state
.index_buffer
== buffer
)
4565 ERR("Buffer %p is still in use as index buffer.\n", buffer
);
4566 device
->state
.index_buffer
= NULL
;
4569 if (device
->recording
&& device
->update_state
->index_buffer
== buffer
)
4571 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
4572 buffer
, device
->recording
);
4573 device
->update_state
->index_buffer
= NULL
;
4582 /* Remove the resource from the resourceStore */
4583 device_resource_remove(device
, resource
);
4585 TRACE("Resource released.\n");
4588 struct wined3d_surface
* CDECL
wined3d_device_get_surface_from_dc(const struct wined3d_device
*device
, HDC dc
)
4590 struct wined3d_resource
*resource
;
4592 TRACE("device %p, dc %p.\n", device
, dc
);
4597 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4599 if (resource
->type
== WINED3D_RTYPE_SURFACE
)
4601 struct wined3d_surface
*s
= surface_from_resource(resource
);
4605 TRACE("Found surface %p for dc %p.\n", s
, dc
);
4614 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
4615 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
4616 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
4618 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
4619 const struct fragment_pipeline
*fragment_pipeline
;
4620 const struct wined3d_vertex_pipe_ops
*vertex_pipeline
;
4625 device
->wined3d
= wined3d
;
4626 wined3d_incref(device
->wined3d
);
4627 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
4628 device
->device_parent
= device_parent
;
4629 list_init(&device
->resources
);
4630 list_init(&device
->shaders
);
4631 device
->surface_alignment
= surface_alignment
;
4633 /* Save the creation parameters. */
4634 device
->create_parms
.adapter_idx
= adapter_idx
;
4635 device
->create_parms
.device_type
= device_type
;
4636 device
->create_parms
.focus_window
= focus_window
;
4637 device
->create_parms
.flags
= flags
;
4639 device
->shader_backend
= adapter
->shader_backend
;
4641 vertex_pipeline
= adapter
->vertex_pipe
;
4643 fragment_pipeline
= adapter
->fragment_pipe
;
4645 if (vertex_pipeline
->vp_states
&& fragment_pipeline
->states
4646 && FAILED(hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
,
4647 &adapter
->gl_info
, &adapter
->d3d_info
, vertex_pipeline
,
4648 fragment_pipeline
, misc_state_template
)))
4650 ERR("Failed to compile state table, hr %#x.\n", hr
);
4651 wined3d_decref(device
->wined3d
);
4655 device
->blitter
= adapter
->blitter
;
4657 if (FAILED(hr
= state_init(&device
->state
, &device
->fb
, &adapter
->gl_info
,
4658 &adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
)))
4660 ERR("Failed to initialize device state, hr %#x.\n", hr
);
4663 device
->update_state
= &device
->state
;
4665 if (!(device
->cs
= wined3d_cs_create(device
)))
4667 WARN("Failed to create command stream.\n");
4668 state_cleanup(&device
->state
);
4676 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
4678 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
4680 wined3d_decref(device
->wined3d
);
4685 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
4687 DWORD rep
= device
->StateTable
[state
].representative
;
4688 struct wined3d_context
*context
;
4693 for (i
= 0; i
< device
->context_count
; ++i
)
4695 context
= device
->contexts
[i
];
4696 if(isStateDirty(context
, rep
)) continue;
4698 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
4699 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
4700 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
4701 context
->isStateDirty
[idx
] |= (1 << shift
);
4705 void get_drawable_size_fbo(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
4707 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
4708 *width
= context
->current_rt
->pow2Width
;
4709 *height
= context
->current_rt
->pow2Height
;
4712 void get_drawable_size_backbuffer(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
4714 const struct wined3d_swapchain
*swapchain
= context
->swapchain
;
4715 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
4716 * current context's drawable, which is the size of the back buffer of the swapchain
4717 * the active context belongs to. */
4718 *width
= swapchain
->desc
.backbuffer_width
;
4719 *height
= swapchain
->desc
.backbuffer_height
;
4722 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
4723 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
4725 if (device
->filter_messages
)
4727 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
4728 window
, message
, wparam
, lparam
);
4730 return DefWindowProcW(window
, message
, wparam
, lparam
);
4732 return DefWindowProcA(window
, message
, wparam
, lparam
);
4735 if (message
== WM_DESTROY
)
4737 TRACE("unregister window %p.\n", window
);
4738 wined3d_unregister_window(window
);
4740 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
4741 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
4743 else if (message
== WM_DISPLAYCHANGE
)
4745 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
4749 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
4751 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);