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
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
36 /* Define the default light parameters as specified by MSDN */
37 const WINED3DLIGHT WINED3D_default_light
= {
39 WINED3DLIGHT_DIRECTIONAL
, /* Type */
40 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
41 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
42 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
43 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
44 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
47 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
52 /**********************************************************
53 * Global variable / Constants follow
54 **********************************************************/
55 const float identity
[] =
57 1.0f
, 0.0f
, 0.0f
, 0.0f
,
58 0.0f
, 1.0f
, 0.0f
, 0.0f
,
59 0.0f
, 0.0f
, 1.0f
, 0.0f
,
60 0.0f
, 0.0f
, 0.0f
, 1.0f
,
61 }; /* When needed for comparisons */
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64 * actually have the same values in GL and D3D. */
65 static GLenum
gl_primitive_type_from_d3d(WINED3DPRIMITIVETYPE primitive_type
)
67 switch(primitive_type
)
69 case WINED3DPT_POINTLIST
:
72 case WINED3DPT_LINELIST
:
75 case WINED3DPT_LINESTRIP
:
78 case WINED3DPT_TRIANGLELIST
:
81 case WINED3DPT_TRIANGLESTRIP
:
82 return GL_TRIANGLE_STRIP
;
84 case WINED3DPT_TRIANGLEFAN
:
85 return GL_TRIANGLE_FAN
;
87 case WINED3DPT_LINELIST_ADJ
:
88 return GL_LINES_ADJACENCY_ARB
;
90 case WINED3DPT_LINESTRIP_ADJ
:
91 return GL_LINE_STRIP_ADJACENCY_ARB
;
93 case WINED3DPT_TRIANGLELIST_ADJ
:
94 return GL_TRIANGLES_ADJACENCY_ARB
;
96 case WINED3DPT_TRIANGLESTRIP_ADJ
:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
105 static WINED3DPRIMITIVETYPE
d3d_primitive_type_from_gl(GLenum primitive_type
)
107 switch(primitive_type
)
110 return WINED3DPT_POINTLIST
;
113 return WINED3DPT_LINELIST
;
116 return WINED3DPT_LINESTRIP
;
119 return WINED3DPT_TRIANGLELIST
;
121 case GL_TRIANGLE_STRIP
:
122 return WINED3DPT_TRIANGLESTRIP
;
124 case GL_TRIANGLE_FAN
:
125 return WINED3DPT_TRIANGLEFAN
;
127 case GL_LINES_ADJACENCY_ARB
:
128 return WINED3DPT_LINELIST_ADJ
;
130 case GL_LINE_STRIP_ADJACENCY_ARB
:
131 return WINED3DPT_LINESTRIP_ADJ
;
133 case GL_TRIANGLES_ADJACENCY_ARB
:
134 return WINED3DPT_TRIANGLELIST_ADJ
;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
137 return WINED3DPT_TRIANGLESTRIP_ADJ
;
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
141 return WINED3DPT_UNDEFINED
;
145 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
147 if ((usage
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && !usage_idx
)
148 *regnum
= WINED3D_FFP_POSITION
;
149 else if (usage
== WINED3DDECLUSAGE_BLENDWEIGHT
&& !usage_idx
)
150 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
151 else if (usage
== WINED3DDECLUSAGE_BLENDINDICES
&& !usage_idx
)
152 *regnum
= WINED3D_FFP_BLENDINDICES
;
153 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& !usage_idx
)
154 *regnum
= WINED3D_FFP_NORMAL
;
155 else if (usage
== WINED3DDECLUSAGE_PSIZE
&& !usage_idx
)
156 *regnum
= WINED3D_FFP_PSIZE
;
157 else if (usage
== WINED3DDECLUSAGE_COLOR
&& !usage_idx
)
158 *regnum
= WINED3D_FFP_DIFFUSE
;
159 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 1)
160 *regnum
= WINED3D_FFP_SPECULAR
;
161 else if (usage
== WINED3DDECLUSAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
162 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage
), usage_idx
);
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device
*device
,
175 BOOL use_vshader
, struct wined3d_stream_info
*stream_info
, BOOL
*fixup
)
177 /* We need to deal with frequency data! */
178 struct wined3d_vertex_declaration
*declaration
= device
->stateBlock
->state
.vertex_declaration
;
181 stream_info
->use_map
= 0;
182 stream_info
->swizzle_map
= 0;
184 /* Check for transformed vertices, disable vertex shader if present. */
185 stream_info
->position_transformed
= declaration
->position_transformed
;
186 if (declaration
->position_transformed
) use_vshader
= FALSE
;
188 /* Translate the declaration into strided data. */
189 for (i
= 0; i
< declaration
->element_count
; ++i
)
191 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
192 const struct wined3d_stream_state
*stream
= &device
->stateBlock
->state
.streams
[element
->input_slot
];
193 struct wined3d_buffer
*buffer
= stream
->buffer
;
194 struct wined3d_bo_address data
;
199 TRACE("%p Element %p (%u of %u)\n", declaration
->elements
,
200 element
, i
+ 1, declaration
->element_count
);
202 if (!buffer
) continue;
204 data
.buffer_object
= 0;
207 stride
= stream
->stride
;
208 if (device
->stateBlock
->state
.user_stream
)
210 TRACE("Stream %u is UP, %p\n", element
->input_slot
, buffer
);
211 data
.buffer_object
= 0;
212 data
.addr
= (BYTE
*)buffer
;
216 TRACE("Stream %u isn't UP, %p\n", element
->input_slot
, buffer
);
217 buffer_get_memory(buffer
, &device
->adapter
->gl_info
, &data
);
219 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
220 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
221 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
222 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
223 * not, drawStridedSlow is needed, including a vertex buffer path. */
224 if (device
->stateBlock
->state
.load_base_vertex_index
< 0)
226 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
227 device
->stateBlock
->state
.load_base_vertex_index
);
228 data
.buffer_object
= 0;
229 data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
);
230 if ((UINT_PTR
)data
.addr
< -device
->stateBlock
->state
.load_base_vertex_index
* stride
)
232 FIXME("System memory vertex data load offset is negative!\n");
238 if (data
.buffer_object
)
240 else if (*fixup
&& !use_vshader
241 && (element
->usage
== WINED3DDECLUSAGE_COLOR
242 || element
->usage
== WINED3DDECLUSAGE_POSITIONT
))
244 static BOOL warned
= FALSE
;
247 /* This may be bad with the fixed function pipeline. */
248 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
254 data
.addr
+= element
->offset
;
256 TRACE("offset %u input_slot %u usage_idx %d\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
260 if (element
->output_slot
== ~0U)
262 /* TODO: Assuming vertexdeclarations are usually used with the
263 * same or a similar shader, it might be worth it to store the
264 * last used output slot and try that one first. */
265 stride_used
= vshader_get_input(device
->stateBlock
->state
.vertex_shader
,
266 element
->usage
, element
->usage_idx
, &idx
);
270 idx
= element
->output_slot
;
276 if (!element
->ffp_valid
)
278 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
279 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
284 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
290 TRACE("Load %s array %u [usage %s, usage_idx %u, "
291 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
292 use_vshader
? "shader": "fixed function", idx
,
293 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
294 element
->offset
, stride
, debug_d3dformat(element
->format
->id
), data
.buffer_object
);
296 data
.addr
+= stream
->offset
;
298 stream_info
->elements
[idx
].format
= element
->format
;
299 stream_info
->elements
[idx
].data
= data
;
300 stream_info
->elements
[idx
].stride
= stride
;
301 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
303 if (!device
->adapter
->gl_info
.supported
[ARB_VERTEX_ARRAY_BGRA
]
304 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
306 stream_info
->swizzle_map
|= 1 << idx
;
308 stream_info
->use_map
|= 1 << idx
;
312 device
->num_buffer_queries
= 0;
313 if (!device
->stateBlock
->state
.user_stream
)
315 WORD map
= stream_info
->use_map
;
317 /* PreLoad all the vertex buffers. */
318 for (i
= 0; map
; map
>>= 1, ++i
)
320 struct wined3d_stream_info_element
*element
;
321 struct wined3d_buffer
*buffer
;
323 if (!(map
& 1)) continue;
325 element
= &stream_info
->elements
[i
];
326 buffer
= device
->stateBlock
->state
.streams
[element
->stream_idx
].buffer
;
327 wined3d_buffer_preload(buffer
);
329 /* If the preload dropped the buffer object, update the stream info. */
330 if (buffer
->buffer_object
!= element
->data
.buffer_object
)
332 element
->data
.buffer_object
= 0;
333 element
->data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
)
334 + (ptrdiff_t)element
->data
.addr
;
338 device
->buffer_queries
[device
->num_buffer_queries
++] = buffer
->query
;
343 static void stream_info_element_from_strided(const struct wined3d_gl_info
*gl_info
,
344 const struct WineDirect3DStridedData
*strided
, struct wined3d_stream_info_element
*e
)
346 e
->data
.addr
= strided
->lpData
;
347 e
->data
.buffer_object
= 0;
348 e
->format
= wined3d_get_format(gl_info
, strided
->format
);
349 e
->stride
= strided
->dwStride
;
353 static void device_stream_info_from_strided(const struct wined3d_gl_info
*gl_info
,
354 const struct WineDirect3DVertexStridedData
*strided
, struct wined3d_stream_info
*stream_info
)
358 memset(stream_info
, 0, sizeof(*stream_info
));
360 if (strided
->position
.lpData
)
361 stream_info_element_from_strided(gl_info
, &strided
->position
, &stream_info
->elements
[WINED3D_FFP_POSITION
]);
362 if (strided
->normal
.lpData
)
363 stream_info_element_from_strided(gl_info
, &strided
->normal
, &stream_info
->elements
[WINED3D_FFP_NORMAL
]);
364 if (strided
->diffuse
.lpData
)
365 stream_info_element_from_strided(gl_info
, &strided
->diffuse
, &stream_info
->elements
[WINED3D_FFP_DIFFUSE
]);
366 if (strided
->specular
.lpData
)
367 stream_info_element_from_strided(gl_info
, &strided
->specular
, &stream_info
->elements
[WINED3D_FFP_SPECULAR
]);
369 for (i
= 0; i
< WINED3DDP_MAXTEXCOORD
; ++i
)
371 if (strided
->texCoords
[i
].lpData
)
372 stream_info_element_from_strided(gl_info
, &strided
->texCoords
[i
],
373 &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ i
]);
376 stream_info
->position_transformed
= strided
->position_transformed
;
378 for (i
= 0; i
< sizeof(stream_info
->elements
) / sizeof(*stream_info
->elements
); ++i
)
380 if (!stream_info
->elements
[i
].format
) continue;
382 if (!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
383 && stream_info
->elements
[i
].format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
385 stream_info
->swizzle_map
|= 1 << i
;
387 stream_info
->use_map
|= 1 << i
;
391 static void device_trace_strided_stream_info(const struct wined3d_stream_info
*stream_info
)
393 TRACE("Strided Data:\n");
394 TRACE_STRIDED(stream_info
, WINED3D_FFP_POSITION
);
395 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDWEIGHT
);
396 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDINDICES
);
397 TRACE_STRIDED(stream_info
, WINED3D_FFP_NORMAL
);
398 TRACE_STRIDED(stream_info
, WINED3D_FFP_PSIZE
);
399 TRACE_STRIDED(stream_info
, WINED3D_FFP_DIFFUSE
);
400 TRACE_STRIDED(stream_info
, WINED3D_FFP_SPECULAR
);
401 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD0
);
402 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD1
);
403 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD2
);
404 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD3
);
405 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD4
);
406 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD5
);
407 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD6
);
408 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD7
);
411 /* Context activation is done by the caller. */
412 void device_update_stream_info(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
414 struct wined3d_stream_info
*stream_info
= &device
->strided_streams
;
415 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
418 if (device
->up_strided
)
420 /* Note: this is a ddraw fixed-function code path. */
421 TRACE("=============================== Strided Input ================================\n");
422 device_stream_info_from_strided(gl_info
, device
->up_strided
, stream_info
);
423 if (TRACE_ON(d3d
)) device_trace_strided_stream_info(stream_info
);
427 TRACE("============================= Vertex Declaration =============================\n");
428 device_stream_info_from_declaration(device
, !!state
->vertex_shader
, stream_info
, &fixup
);
431 if (state
->vertex_shader
&& !stream_info
->position_transformed
)
433 if (state
->vertex_declaration
->half_float_conv_needed
&& !fixup
)
435 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
436 device
->useDrawStridedSlow
= TRUE
;
440 device
->useDrawStridedSlow
= FALSE
;
445 WORD slow_mask
= (1 << WINED3D_FFP_PSIZE
);
446 slow_mask
|= -!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
447 & ((1 << WINED3D_FFP_DIFFUSE
) | (1 << WINED3D_FFP_SPECULAR
));
449 if ((stream_info
->position_transformed
|| (stream_info
->use_map
& slow_mask
)) && !fixup
)
451 device
->useDrawStridedSlow
= TRUE
;
455 device
->useDrawStridedSlow
= FALSE
;
460 static void device_preload_texture(const struct wined3d_state
*state
, unsigned int idx
)
462 struct wined3d_texture
*texture
;
463 enum WINED3DSRGB srgb
;
465 if (!(texture
= state
->textures
[idx
])) return;
466 srgb
= state
->sampler_states
[idx
][WINED3DSAMP_SRGBTEXTURE
] ? SRGB_SRGB
: SRGB_RGB
;
467 texture
->texture_ops
->texture_preload(texture
, srgb
);
470 void device_preload_textures(const struct wined3d_device
*device
)
472 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
477 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
479 if (state
->vertex_shader
->reg_maps
.sampler_type
[i
])
480 device_preload_texture(state
, MAX_FRAGMENT_SAMPLERS
+ i
);
486 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
488 if (state
->pixel_shader
->reg_maps
.sampler_type
[i
])
489 device_preload_texture(state
, i
);
494 WORD ffu_map
= device
->fixed_function_usage_map
;
496 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
499 device_preload_texture(state
, i
);
504 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
506 struct wined3d_context
**new_array
;
508 TRACE("Adding context %p.\n", context
);
510 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
511 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
512 sizeof(*new_array
) * (device
->context_count
+ 1));
516 ERR("Failed to grow the context array.\n");
520 new_array
[device
->context_count
++] = context
;
521 device
->contexts
= new_array
;
525 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
527 struct wined3d_context
**new_array
;
531 TRACE("Removing context %p.\n", context
);
533 for (i
= 0; i
< device
->context_count
; ++i
)
535 if (device
->contexts
[i
] == context
)
544 ERR("Context %p doesn't exist in context array.\n", context
);
548 if (!--device
->context_count
)
550 HeapFree(GetProcessHeap(), 0, device
->contexts
);
551 device
->contexts
= NULL
;
555 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
556 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
559 ERR("Failed to shrink context array. Oh well.\n");
563 device
->contexts
= new_array
;
566 /* Do not call while under the GL lock. */
567 void device_switch_onscreen_ds(struct wined3d_device
*device
,
568 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
570 if (device
->onscreen_depth_stencil
)
572 surface_load_ds_location(device
->onscreen_depth_stencil
, context
, SFLAG_DS_OFFSCREEN
);
573 surface_modify_ds_location(device
->onscreen_depth_stencil
, SFLAG_DS_OFFSCREEN
,
574 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
575 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
576 wined3d_surface_decref(device
->onscreen_depth_stencil
);
578 device
->onscreen_depth_stencil
= depth_stencil
;
579 wined3d_surface_incref(device
->onscreen_depth_stencil
);
582 static BOOL
is_full_clear(struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
584 /* partial draw rect */
585 if (draw_rect
->left
|| draw_rect
->top
586 || draw_rect
->right
< target
->resource
.width
587 || draw_rect
->bottom
< target
->resource
.height
)
590 /* partial clear rect */
591 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
592 || clear_rect
->right
< target
->resource
.width
593 || clear_rect
->bottom
< target
->resource
.height
))
599 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
600 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
)
602 RECT current_rect
, r
;
604 if (ds
->flags
& location
)
605 SetRect(¤t_rect
, 0, 0,
606 ds
->ds_current_size
.cx
,
607 ds
->ds_current_size
.cy
);
609 SetRectEmpty(¤t_rect
);
611 IntersectRect(&r
, draw_rect
, ¤t_rect
);
612 if (EqualRect(&r
, draw_rect
))
614 /* current_rect ⊇ draw_rect, modify only. */
615 surface_modify_ds_location(ds
, location
, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
619 if (EqualRect(&r
, ¤t_rect
))
621 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
625 /* Full clear, modify only. */
626 surface_modify_ds_location(ds
, location
, draw_rect
->right
, draw_rect
->bottom
);
630 IntersectRect(&r
, draw_rect
, clear_rect
);
631 if (EqualRect(&r
, draw_rect
))
633 /* clear_rect ⊇ draw_rect, modify only. */
634 surface_modify_ds_location(ds
, location
, draw_rect
->right
, draw_rect
->bottom
);
640 surface_load_ds_location(ds
, context
, location
);
641 surface_modify_ds_location(ds
, location
, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
644 /* Do not call while under the GL lock. */
645 HRESULT
device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
646 UINT rect_count
, const RECT
*rects
, const RECT
*draw_rect
, DWORD flags
, const WINED3DCOLORVALUE
*color
,
647 float depth
, DWORD stencil
)
649 const RECT
*clear_rect
= (rect_count
> 0 && rects
) ? (const RECT
*)rects
: NULL
;
650 struct wined3d_surface
*target
= rt_count
? fb
->render_targets
[0] : NULL
;
651 UINT drawable_width
, drawable_height
;
652 struct wined3d_context
*context
;
653 GLbitfield clear_mask
= 0;
654 BOOL render_offscreen
;
657 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
658 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
659 * for the cleared parts, and the untouched parts.
661 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
662 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
663 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
664 * checking all this if the dest surface is in the drawable anyway. */
665 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, clear_rect
))
667 for (i
= 0; i
< rt_count
; ++i
)
669 if (fb
->render_targets
[i
]) surface_load_location(fb
->render_targets
[i
], SFLAG_INDRAWABLE
, NULL
);
673 context
= context_acquire(device
, target
);
676 context_release(context
);
677 WARN("Invalid context, skipping clear.\n");
681 if (!context_apply_clear_state(context
, device
, rt_count
, fb
))
683 context_release(context
);
684 WARN("Failed to apply clear state, skipping clear.\n");
690 render_offscreen
= context
->render_offscreen
;
691 target
->get_drawable_size(context
, &drawable_width
, &drawable_height
);
695 render_offscreen
= TRUE
;
696 drawable_width
= fb
->depth_stencil
->pow2Width
;
697 drawable_height
= fb
->depth_stencil
->pow2Height
;
702 /* Only set the values up once, as they are not changing. */
703 if (flags
& WINED3DCLEAR_STENCIL
)
705 if (context
->gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
707 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
708 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE
));
711 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_STENCILWRITEMASK
));
712 glClearStencil(stencil
);
713 checkGLcall("glClearStencil");
714 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
717 if (flags
& WINED3DCLEAR_ZBUFFER
)
719 DWORD location
= render_offscreen
? SFLAG_DS_OFFSCREEN
: SFLAG_DS_ONSCREEN
;
721 if (location
== SFLAG_DS_ONSCREEN
&& fb
->depth_stencil
!= device
->onscreen_depth_stencil
)
724 device_switch_onscreen_ds(device
, context
, fb
->depth_stencil
);
727 prepare_ds_clear(fb
->depth_stencil
, context
, location
, draw_rect
, rect_count
, clear_rect
);
728 surface_modify_location(fb
->depth_stencil
, SFLAG_INDRAWABLE
, TRUE
);
730 glDepthMask(GL_TRUE
);
731 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_ZWRITEENABLE
));
733 checkGLcall("glClearDepth");
734 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
737 if (flags
& WINED3DCLEAR_TARGET
)
739 for (i
= 0; i
< rt_count
; ++i
)
741 if (fb
->render_targets
[i
]) surface_modify_location(fb
->render_targets
[i
], SFLAG_INDRAWABLE
, TRUE
);
744 glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
745 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE
));
746 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1
));
747 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2
));
748 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3
));
749 glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
750 checkGLcall("glClearColor");
751 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
756 if (render_offscreen
)
758 glScissor(draw_rect
->left
, draw_rect
->top
,
759 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
763 glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
764 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
766 checkGLcall("glScissor");
768 checkGLcall("glClear");
774 /* Now process each rect in turn. */
775 for (i
= 0; i
< rect_count
; ++i
)
777 /* Note that GL uses lower left, width/height. */
778 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
780 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
781 wine_dbgstr_rect(&clear_rect
[i
]),
782 wine_dbgstr_rect(¤t_rect
));
784 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
785 * The rectangle is not cleared, no error is returned, but further rectanlges are
786 * still cleared if they are valid. */
787 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
789 TRACE("Rectangle with negative dimensions, ignoring.\n");
793 if (render_offscreen
)
795 glScissor(current_rect
.left
, current_rect
.top
,
796 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
800 glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
801 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
803 checkGLcall("glScissor");
806 checkGLcall("glClear");
812 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
813 && target
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
814 && target
->container
.u
.swapchain
->front_buffer
== target
))
815 wglFlush(); /* Flush to ensure ordering across contexts. */
817 context_release(context
);
822 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
824 ULONG refcount
= InterlockedIncrement(&device
->ref
);
826 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
831 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
833 ULONG refcount
= InterlockedDecrement(&device
->ref
);
835 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
841 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
843 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
844 device
->multistate_funcs
[i
] = NULL
;
847 if (!list_empty(&device
->resources
))
849 struct wined3d_resource
*resource
;
851 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
853 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
855 FIXME("Leftover resource %p with type %s (%#x).\n",
856 resource
, debug_d3dresourcetype(resource
->resourceType
), resource
->resourceType
);
860 if (device
->contexts
)
861 ERR("Context array not freed!\n");
862 if (device
->hardwareCursor
)
863 DestroyCursor(device
->hardwareCursor
);
864 device
->hardwareCursor
= 0;
866 wined3d_decref(device
->wined3d
);
867 device
->wined3d
= NULL
;
868 HeapFree(GetProcessHeap(), 0, device
);
869 TRACE("Freed device %p.\n", device
);
875 UINT CDECL
wined3d_device_get_swapchain_count(struct wined3d_device
*device
)
877 TRACE("device %p.\n", device
);
879 return device
->swapchain_count
;
882 HRESULT CDECL
wined3d_device_get_swapchain(struct wined3d_device
*device
,
883 UINT swapchain_idx
, struct wined3d_swapchain
**swapchain
)
885 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
886 device
, swapchain_idx
, swapchain
);
888 if (swapchain_idx
>= device
->swapchain_count
)
890 WARN("swapchain_idx %u >= swapchain_count %u.\n",
891 swapchain_idx
, device
->swapchain_count
);
894 return WINED3DERR_INVALIDCALL
;
897 *swapchain
= device
->swapchains
[swapchain_idx
];
898 wined3d_swapchain_incref(*swapchain
);
899 TRACE("Returning %p.\n", *swapchain
);
904 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
909 HDC dcb
= NULL
, dcs
= NULL
;
910 WINEDDCOLORKEY colorkey
;
912 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
915 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
916 dcb
= CreateCompatibleDC(NULL
);
918 SelectObject(dcb
, hbm
);
922 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
925 memset(&bm
, 0, sizeof(bm
));
930 hr
= wined3d_surface_create(device
, bm
.bmWidth
, bm
.bmHeight
, WINED3DFMT_B5G6R5_UNORM
, TRUE
,
931 FALSE
, 0, 0, WINED3DPOOL_DEFAULT
, WINED3DMULTISAMPLE_NONE
, 0, SURFACE_OPENGL
, NULL
,
932 &wined3d_null_parent_ops
, &device
->logo_surface
);
935 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr
);
941 if (FAILED(hr
= wined3d_surface_getdc(device
->logo_surface
, &dcs
)))
943 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
944 wined3d_surface_releasedc(device
->logo_surface
, dcs
);
946 colorkey
.dwColorSpaceLowValue
= 0;
947 colorkey
.dwColorSpaceHighValue
= 0;
948 wined3d_surface_set_color_key(device
->logo_surface
, WINEDDCKEY_SRCBLT
, &colorkey
);
952 const WINED3DCOLORVALUE c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
953 /* Fill the surface with a white color to show that wined3d is there */
954 wined3d_device_color_fill(device
, device
->logo_surface
, NULL
, &c
);
958 if (dcb
) DeleteDC(dcb
);
959 if (hbm
) DeleteObject(hbm
);
962 /* Context activation is done by the caller. */
963 static void create_dummy_textures(struct wined3d_device
*device
)
965 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
967 /* Under DirectX you can sample even if no texture is bound, whereas
968 * OpenGL will only allow that when a valid texture is bound.
969 * We emulate this by creating dummy textures and binding them
970 * to each texture stage when the currently set D3D texture is NULL. */
973 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
975 /* The dummy texture does not have client storage backing */
976 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
977 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
980 for (i
= 0; i
< gl_info
->limits
.textures
; ++i
)
982 DWORD color
= 0x000000ff;
984 /* Make appropriate texture active */
985 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
986 checkGLcall("glActiveTextureARB");
988 /* Generate an opengl texture name */
989 glGenTextures(1, &device
->dummyTextureName
[i
]);
990 checkGLcall("glGenTextures");
991 TRACE("Dummy Texture %d given name %d.\n", i
, device
->dummyTextureName
[i
]);
993 /* Generate a dummy 2d texture (not using 1d because they cause many
994 * DRI drivers fall back to sw) */
995 glBindTexture(GL_TEXTURE_2D
, device
->dummyTextureName
[i
]);
996 checkGLcall("glBindTexture");
998 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
999 checkGLcall("glTexImage2D");
1002 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1004 /* Reenable because if supported it is enabled by default */
1005 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1006 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1012 /* Context activation is done by the caller. */
1013 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
1016 glDeleteTextures(gl_info
->limits
.textures
, device
->dummyTextureName
);
1017 checkGLcall("glDeleteTextures(gl_info->limits.textures, device->dummyTextureName)");
1020 memset(device
->dummyTextureName
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummyTextureName
));
1023 static LONG
fullscreen_style(LONG style
)
1025 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1026 style
|= WS_POPUP
| WS_SYSMENU
;
1027 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
1032 static LONG
fullscreen_exstyle(LONG exstyle
)
1034 /* Filter out window decorations. */
1035 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
1040 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
1042 BOOL filter_messages
;
1043 LONG style
, exstyle
;
1045 TRACE("Setting up window %p for fullscreen mode.\n", window
);
1047 if (device
->style
|| device
->exStyle
)
1049 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1050 window
, device
->style
, device
->exStyle
);
1053 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
1054 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1056 style
= fullscreen_style(device
->style
);
1057 exstyle
= fullscreen_exstyle(device
->exStyle
);
1059 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1060 device
->style
, device
->exStyle
, style
, exstyle
);
1062 filter_messages
= device
->filter_messages
;
1063 device
->filter_messages
= TRUE
;
1065 SetWindowLongW(window
, GWL_STYLE
, style
);
1066 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
1067 SetWindowPos(window
, HWND_TOP
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
1069 device
->filter_messages
= filter_messages
;
1072 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
1074 BOOL filter_messages
;
1075 LONG style
, exstyle
;
1077 if (!device
->style
&& !device
->exStyle
) return;
1079 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1080 window
, device
->style
, device
->exStyle
);
1082 style
= GetWindowLongW(window
, GWL_STYLE
);
1083 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1085 filter_messages
= device
->filter_messages
;
1086 device
->filter_messages
= TRUE
;
1088 /* Only restore the style if the application didn't modify it during the
1089 * fullscreen phase. Some applications change it before calling Reset()
1090 * when switching between windowed and fullscreen modes (HL2), some
1091 * depend on the original style (Eve Online). */
1092 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
1094 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
1095 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
1097 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
1099 device
->filter_messages
= filter_messages
;
1101 /* Delete the old values. */
1103 device
->exStyle
= 0;
1106 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
1108 TRACE("device %p, window %p.\n", device
, window
);
1110 if (!wined3d_register_window(window
, device
))
1112 ERR("Failed to register window %p.\n", window
);
1116 device
->focus_window
= window
;
1117 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
1122 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
1124 TRACE("device %p.\n", device
);
1126 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
1127 device
->focus_window
= NULL
;
1130 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
1131 WINED3DPRESENT_PARAMETERS
*present_parameters
)
1133 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1134 struct wined3d_swapchain
*swapchain
= NULL
;
1135 struct wined3d_context
*context
;
1140 TRACE("device %p, present_parameters %p.\n", device
, present_parameters
);
1142 if (device
->d3d_initialized
)
1143 return WINED3DERR_INVALIDCALL
;
1144 if (!device
->adapter
->opengl
)
1145 return WINED3DERR_INVALIDCALL
;
1147 TRACE("Creating stateblock.\n");
1148 hr
= wined3d_stateblock_create(device
, WINED3DSBT_INIT
, &device
->stateBlock
);
1151 WARN("Failed to create stateblock\n");
1155 TRACE("Created stateblock %p.\n", device
->stateBlock
);
1156 device
->updateStateBlock
= device
->stateBlock
;
1157 wined3d_stateblock_incref(device
->updateStateBlock
);
1159 device
->valid_rt_mask
= 0;
1160 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1161 device
->valid_rt_mask
|= (1 << i
);
1162 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1163 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
1165 device
->palette_count
= 1;
1166 device
->palettes
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(PALETTEENTRY
*));
1167 if (!device
->palettes
|| !device
->fb
.render_targets
)
1169 ERR("Out of memory!\n");
1174 device
->palettes
[0] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY
) * 256);
1175 if (!device
->palettes
[0])
1177 ERR("Out of memory!\n");
1182 for (i
= 0; i
< 256; ++i
)
1184 device
->palettes
[0][i
].peRed
= 0xff;
1185 device
->palettes
[0][i
].peGreen
= 0xff;
1186 device
->palettes
[0][i
].peBlue
= 0xff;
1187 device
->palettes
[0][i
].peFlags
= 0xff;
1189 device
->currentPalette
= 0;
1191 /* Initialize the texture unit mapping to a 1:1 mapping */
1192 for (state
= 0; state
< MAX_COMBINED_SAMPLERS
; ++state
)
1194 if (state
< gl_info
->limits
.fragment_samplers
)
1196 device
->texUnitMap
[state
] = state
;
1197 device
->rev_tex_unit_map
[state
] = state
;
1201 device
->texUnitMap
[state
] = WINED3D_UNMAPPED_STAGE
;
1202 device
->rev_tex_unit_map
[state
] = WINED3D_UNMAPPED_STAGE
;
1206 /* Setup the implicit swapchain. This also initializes a context. */
1207 TRACE("Creating implicit swapchain\n");
1208 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1209 present_parameters
, &swapchain
);
1212 WARN("Failed to create implicit swapchain\n");
1216 device
->swapchain_count
= 1;
1217 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1218 if (!device
->swapchains
)
1220 ERR("Out of memory!\n");
1223 device
->swapchains
[0] = swapchain
;
1225 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1227 TRACE("Setting rendertarget to %p.\n", swapchain
->back_buffers
);
1228 device
->fb
.render_targets
[0] = swapchain
->back_buffers
[0];
1232 TRACE("Setting rendertarget to %p.\n", swapchain
->front_buffer
);
1233 device
->fb
.render_targets
[0] = swapchain
->front_buffer
;
1235 wined3d_surface_incref(device
->fb
.render_targets
[0]);
1237 /* Depth Stencil support */
1238 device
->fb
.depth_stencil
= device
->auto_depth_stencil
;
1239 if (device
->fb
.depth_stencil
)
1240 wined3d_surface_incref(device
->fb
.depth_stencil
);
1242 hr
= device
->shader_backend
->shader_alloc_private(device
);
1245 TRACE("Shader private data couldn't be allocated\n");
1248 hr
= device
->frag_pipe
->alloc_private(device
);
1251 TRACE("Fragment pipeline private data couldn't be allocated\n");
1254 hr
= device
->blitter
->alloc_private(device
);
1257 TRACE("Blitter private data couldn't be allocated\n");
1261 /* Set up some starting GL setup */
1263 /* Setup all the devices defaults */
1264 stateblock_init_default_state(device
->stateBlock
);
1266 context
= context_acquire(device
, swapchain
->front_buffer
);
1268 create_dummy_textures(device
);
1272 /* Initialize the current view state */
1273 device
->view_ident
= 1;
1274 device
->contexts
[0]->last_was_rhw
= 0;
1276 switch (wined3d_settings
.offscreen_rendering_mode
)
1279 device
->offscreenBuffer
= GL_COLOR_ATTACHMENT0
;
1282 case ORM_BACKBUFFER
:
1284 if (context_get_current()->aux_buffers
> 0)
1286 TRACE("Using auxilliary buffer for offscreen rendering\n");
1287 device
->offscreenBuffer
= GL_AUX0
;
1291 TRACE("Using back buffer for offscreen rendering\n");
1292 device
->offscreenBuffer
= GL_BACK
;
1297 TRACE("All defaults now set up, leaving 3D init.\n");
1300 context_release(context
);
1302 /* Clear the screen */
1303 wined3d_device_clear(device
, 0, NULL
, WINED3DCLEAR_TARGET
1304 | (present_parameters
->EnableAutoDepthStencil
? WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
: 0),
1307 device
->d3d_initialized
= TRUE
;
1309 if (wined3d_settings
.logo
)
1310 device_load_logo(device
, wined3d_settings
.logo
);
1311 device
->highest_dirty_ps_const
= 0;
1312 device
->highest_dirty_vs_const
= 0;
1316 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1317 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1318 device
->swapchain_count
= 0;
1319 if (device
->palettes
)
1321 HeapFree(GetProcessHeap(), 0, device
->palettes
[0]);
1322 HeapFree(GetProcessHeap(), 0, device
->palettes
);
1324 device
->palette_count
= 0;
1326 wined3d_swapchain_decref(swapchain
);
1327 if (device
->stateBlock
)
1329 wined3d_stateblock_decref(device
->stateBlock
);
1330 device
->stateBlock
= NULL
;
1332 if (device
->blit_priv
)
1333 device
->blitter
->free_private(device
);
1334 if (device
->fragment_priv
)
1335 device
->frag_pipe
->free_private(device
);
1336 if (device
->shader_priv
)
1337 device
->shader_backend
->shader_free_private(device
);
1342 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1343 WINED3DPRESENT_PARAMETERS
*present_parameters
)
1345 struct wined3d_swapchain
*swapchain
= NULL
;
1348 TRACE("device %p, present_parameters %p.\n", device
, present_parameters
);
1350 /* Setup the implicit swapchain */
1351 TRACE("Creating implicit swapchain\n");
1352 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1353 present_parameters
, &swapchain
);
1356 WARN("Failed to create implicit swapchain\n");
1360 device
->swapchain_count
= 1;
1361 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1362 if (!device
->swapchains
)
1364 ERR("Out of memory!\n");
1367 device
->swapchains
[0] = swapchain
;
1371 wined3d_swapchain_decref(swapchain
);
1375 static HRESULT WINAPI
device_unload_resource(struct wined3d_resource
*resource
, void *data
)
1377 TRACE("Unloading resource %p.\n", resource
);
1379 resource
->resource_ops
->resource_unload(resource
);
1384 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1386 const struct wined3d_gl_info
*gl_info
;
1387 struct wined3d_context
*context
;
1388 struct wined3d_surface
*surface
;
1391 TRACE("device %p.\n", device
);
1393 if (!device
->d3d_initialized
)
1394 return WINED3DERR_INVALIDCALL
;
1396 /* Force making the context current again, to verify it is still valid
1397 * (workaround for broken drivers) */
1398 context_set_current(NULL
);
1399 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1400 * it was created. Thus make sure a context is active for the glDelete* calls
1402 context
= context_acquire(device
, NULL
);
1403 gl_info
= context
->gl_info
;
1405 if (device
->logo_surface
)
1406 wined3d_surface_decref(device
->logo_surface
);
1408 /* Unload resources */
1409 wined3d_device_enum_resources(device
, device_unload_resource
, NULL
);
1411 TRACE("Deleting high order patches\n");
1412 for(i
= 0; i
< PATCHMAP_SIZE
; i
++) {
1413 struct list
*e1
, *e2
;
1414 struct WineD3DRectPatch
*patch
;
1415 LIST_FOR_EACH_SAFE(e1
, e2
, &device
->patches
[i
])
1417 patch
= LIST_ENTRY(e1
, struct WineD3DRectPatch
, entry
);
1418 wined3d_device_delete_patch(device
, patch
->Handle
);
1422 /* Delete the mouse cursor texture */
1423 if (device
->cursorTexture
)
1426 glDeleteTextures(1, &device
->cursorTexture
);
1428 device
->cursorTexture
= 0;
1431 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1432 * private data, it might contain opengl pointers
1434 if (device
->depth_blt_texture
)
1437 glDeleteTextures(1, &device
->depth_blt_texture
);
1439 device
->depth_blt_texture
= 0;
1441 if (device
->depth_blt_rb
)
1444 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &device
->depth_blt_rb
);
1446 device
->depth_blt_rb
= 0;
1447 device
->depth_blt_rb_w
= 0;
1448 device
->depth_blt_rb_h
= 0;
1451 /* Release the update stateblock */
1452 if (wined3d_stateblock_decref(device
->updateStateBlock
))
1454 if (device
->updateStateBlock
!= device
->stateBlock
)
1455 FIXME("Something's still holding the update stateblock.\n");
1457 device
->updateStateBlock
= NULL
;
1460 struct wined3d_stateblock
*stateblock
= device
->stateBlock
;
1461 device
->stateBlock
= NULL
;
1463 /* Release the stateblock */
1464 if (wined3d_stateblock_decref(stateblock
))
1465 FIXME("Something's still holding the stateblock.\n");
1468 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1469 device
->blitter
->free_private(device
);
1470 device
->frag_pipe
->free_private(device
);
1471 device
->shader_backend
->shader_free_private(device
);
1473 /* Release the buffers (with sanity checks)*/
1474 if (device
->onscreen_depth_stencil
)
1476 surface
= device
->onscreen_depth_stencil
;
1477 device
->onscreen_depth_stencil
= NULL
;
1478 wined3d_surface_decref(surface
);
1481 if (device
->fb
.depth_stencil
)
1483 surface
= device
->fb
.depth_stencil
;
1485 TRACE("Releasing depth/stencil buffer %p.\n", surface
);
1487 device
->fb
.depth_stencil
= NULL
;
1488 if (wined3d_surface_decref(surface
)
1489 && surface
!= device
->auto_depth_stencil
)
1490 ERR("Something is still holding a reference to depth/stencil buffer %p.\n", surface
);
1493 if (device
->auto_depth_stencil
)
1495 surface
= device
->auto_depth_stencil
;
1496 device
->auto_depth_stencil
= NULL
;
1497 if (wined3d_surface_decref(surface
))
1498 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface
);
1501 for (i
= 1; i
< gl_info
->limits
.buffers
; ++i
)
1503 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
1506 surface
= device
->fb
.render_targets
[0];
1507 TRACE("Setting rendertarget 0 to NULL\n");
1508 device
->fb
.render_targets
[0] = NULL
;
1509 TRACE("Releasing the render target at %p\n", surface
);
1510 wined3d_surface_decref(surface
);
1512 context_release(context
);
1514 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1516 TRACE("Releasing the implicit swapchain %u.\n", i
);
1517 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1518 FIXME("Something's still holding the implicit swapchain.\n");
1521 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1522 device
->swapchains
= NULL
;
1523 device
->swapchain_count
= 0;
1525 for (i
= 0; i
< device
->palette_count
; ++i
)
1526 HeapFree(GetProcessHeap(), 0, device
->palettes
[i
]);
1527 HeapFree(GetProcessHeap(), 0, device
->palettes
);
1528 device
->palettes
= NULL
;
1529 device
->palette_count
= 0;
1531 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1532 device
->fb
.render_targets
= NULL
;
1534 device
->d3d_initialized
= FALSE
;
1539 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1543 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1545 TRACE("Releasing the implicit swapchain %u.\n", i
);
1546 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1547 FIXME("Something's still holding the implicit swapchain.\n");
1550 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1551 device
->swapchains
= NULL
;
1552 device
->swapchain_count
= 0;
1556 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1557 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1558 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1560 * There is no way to deactivate thread safety once it is enabled.
1562 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1564 TRACE("device %p.\n", device
);
1566 /* For now just store the flag (needed in case of ddraw). */
1567 device
->createParms
.BehaviorFlags
|= WINED3DCREATE_MULTITHREADED
;
1570 HRESULT CDECL
wined3d_device_set_display_mode(struct wined3d_device
*device
,
1571 UINT swapchain_idx
, const WINED3DDISPLAYMODE
*mode
)
1573 const struct wined3d_format
*format
= wined3d_get_format(&device
->adapter
->gl_info
, mode
->Format
);
1578 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device
, swapchain_idx
, mode
,
1579 mode
->Width
, mode
->Height
, mode
->RefreshRate
, debug_d3dformat(mode
->Format
));
1581 /* Resize the screen even without a window:
1582 * The app could have unset it with SetCooperativeLevel, but not called
1583 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1584 * but we don't have any hwnd
1587 memset(&devmode
, 0, sizeof(devmode
));
1588 devmode
.dmSize
= sizeof(devmode
);
1589 devmode
.dmFields
= DM_BITSPERPEL
| DM_PELSWIDTH
| DM_PELSHEIGHT
;
1590 devmode
.dmBitsPerPel
= format
->byte_count
* CHAR_BIT
;
1591 devmode
.dmPelsWidth
= mode
->Width
;
1592 devmode
.dmPelsHeight
= mode
->Height
;
1594 devmode
.dmDisplayFrequency
= mode
->RefreshRate
;
1595 if (mode
->RefreshRate
)
1596 devmode
.dmFields
|= DM_DISPLAYFREQUENCY
;
1598 /* Only change the mode if necessary */
1599 if (device
->ddraw_width
== mode
->Width
&& device
->ddraw_height
== mode
->Height
1600 && device
->ddraw_format
== mode
->Format
&& !mode
->RefreshRate
)
1603 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
);
1604 if (ret
!= DISP_CHANGE_SUCCESSFUL
)
1606 if (devmode
.dmDisplayFrequency
)
1608 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1609 devmode
.dmFields
&= ~DM_DISPLAYFREQUENCY
;
1610 devmode
.dmDisplayFrequency
= 0;
1611 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
) != DISP_CHANGE_SUCCESSFUL
;
1613 if(ret
!= DISP_CHANGE_SUCCESSFUL
) {
1614 return WINED3DERR_NOTAVAILABLE
;
1618 /* Store the new values */
1619 device
->ddraw_width
= mode
->Width
;
1620 device
->ddraw_height
= mode
->Height
;
1621 device
->ddraw_format
= mode
->Format
;
1623 /* And finally clip mouse to our screen */
1624 SetRect(&clip_rc
, 0, 0, mode
->Width
, mode
->Height
);
1625 ClipCursor(&clip_rc
);
1630 HRESULT CDECL
wined3d_device_get_wined3d(struct wined3d_device
*device
, struct wined3d
**wined3d
)
1632 TRACE("device %p, wined3d %p.\n", device
, wined3d
);
1634 *wined3d
= device
->wined3d
;
1635 wined3d_incref(*wined3d
);
1637 TRACE("Returning %p.\n", *wined3d
);
1642 UINT CDECL
wined3d_device_get_available_texture_mem(struct wined3d_device
*device
)
1644 TRACE("device %p.\n", device
);
1646 TRACE("Emulating %d MB, returning %d MB left.\n",
1647 device
->adapter
->TextureRam
/ (1024 * 1024),
1648 (device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
) / (1024 * 1024));
1650 return device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
;
1653 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1654 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1656 struct wined3d_stream_state
*stream
;
1657 struct wined3d_buffer
*prev_buffer
;
1659 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1660 device
, stream_idx
, buffer
, offset
, stride
);
1662 if (stream_idx
>= MAX_STREAMS
)
1664 WARN("Stream index %u out of range.\n", stream_idx
);
1665 return WINED3DERR_INVALIDCALL
;
1667 else if (offset
& 0x3)
1669 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1670 return WINED3DERR_INVALIDCALL
;
1673 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1674 prev_buffer
= stream
->buffer
;
1676 device
->updateStateBlock
->changed
.streamSource
|= 1 << stream_idx
;
1678 if (prev_buffer
== buffer
1679 && stream
->stride
== stride
1680 && stream
->offset
== offset
)
1682 TRACE("Application is setting the old values over, nothing to do.\n");
1686 stream
->buffer
= buffer
;
1689 stream
->stride
= stride
;
1690 stream
->offset
= offset
;
1693 /* Handle recording of state blocks. */
1694 if (device
->isRecordingState
)
1696 TRACE("Recording... not performing anything.\n");
1698 wined3d_buffer_incref(buffer
);
1700 wined3d_buffer_decref(prev_buffer
);
1706 InterlockedIncrement(&buffer
->bind_count
);
1707 wined3d_buffer_incref(buffer
);
1711 InterlockedDecrement(&prev_buffer
->bind_count
);
1712 wined3d_buffer_decref(prev_buffer
);
1715 device_invalidate_state(device
, STATE_STREAMSRC
);
1720 HRESULT CDECL
wined3d_device_get_stream_source(struct wined3d_device
*device
,
1721 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1723 struct wined3d_stream_state
*stream
;
1725 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1726 device
, stream_idx
, buffer
, offset
, stride
);
1728 if (stream_idx
>= MAX_STREAMS
)
1730 WARN("Stream index %u out of range.\n", stream_idx
);
1731 return WINED3DERR_INVALIDCALL
;
1734 stream
= &device
->stateBlock
->state
.streams
[stream_idx
];
1735 *buffer
= stream
->buffer
;
1737 wined3d_buffer_incref(*buffer
);
1739 *offset
= stream
->offset
;
1740 *stride
= stream
->stride
;
1745 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1747 struct wined3d_stream_state
*stream
;
1748 UINT old_flags
, old_freq
;
1750 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1752 /* Verify input. At least in d3d9 this is invalid. */
1753 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1755 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1756 return WINED3DERR_INVALIDCALL
;
1758 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1760 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1761 return WINED3DERR_INVALIDCALL
;
1765 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1766 return WINED3DERR_INVALIDCALL
;
1769 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1770 old_flags
= stream
->flags
;
1771 old_freq
= stream
->frequency
;
1773 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1774 stream
->frequency
= divider
& 0x7fffff;
1776 device
->updateStateBlock
->changed
.streamFreq
|= 1 << stream_idx
;
1778 if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1779 device_invalidate_state(device
, STATE_STREAMSRC
);
1784 HRESULT CDECL
wined3d_device_get_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT
*divider
)
1786 struct wined3d_stream_state
*stream
;
1788 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1790 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1791 *divider
= stream
->flags
| stream
->frequency
;
1793 TRACE("Returning %#x.\n", *divider
);
1798 HRESULT CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1799 WINED3DTRANSFORMSTATETYPE d3dts
, const WINED3DMATRIX
*matrix
)
1801 TRACE("device %p, state %s, matrix %p.\n",
1802 device
, debug_d3dtstype(d3dts
), matrix
);
1804 /* Handle recording of state blocks. */
1805 if (device
->isRecordingState
)
1807 TRACE("Recording... not performing anything.\n");
1808 device
->updateStateBlock
->changed
.transform
[d3dts
>> 5] |= 1 << (d3dts
& 0x1f);
1809 device
->updateStateBlock
->state
.transforms
[d3dts
] = *matrix
;
1813 /* If the new matrix is the same as the current one,
1814 * we cut off any further processing. this seems to be a reasonable
1815 * optimization because as was noticed, some apps (warcraft3 for example)
1816 * tend towards setting the same matrix repeatedly for some reason.
1818 * From here on we assume that the new matrix is different, wherever it matters. */
1819 if (!memcmp(&device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0], matrix
, sizeof(*matrix
)))
1821 TRACE("The application is setting the same matrix over again.\n");
1825 conv_mat(matrix
, &device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0]);
1827 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1828 * where ViewMat = Camera space, WorldMat = world space.
1830 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1831 * matrix. The Projection matrix stay projection matrix. */
1833 if (d3dts
== WINED3DTS_VIEW
)
1834 device
->view_ident
= !memcmp(matrix
, identity
, 16 * sizeof(float));
1836 if (d3dts
< WINED3DTS_WORLDMATRIX(device
->adapter
->gl_info
.limits
.blends
))
1837 device_invalidate_state(device
, STATE_TRANSFORM(d3dts
));
1843 HRESULT CDECL
wined3d_device_get_transform(struct wined3d_device
*device
,
1844 WINED3DTRANSFORMSTATETYPE state
, WINED3DMATRIX
*matrix
)
1846 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1848 *matrix
= device
->stateBlock
->state
.transforms
[state
];
1853 HRESULT CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1854 WINED3DTRANSFORMSTATETYPE state
, const WINED3DMATRIX
*matrix
)
1856 const WINED3DMATRIX
*mat
= NULL
;
1859 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1861 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1862 * below means it will be recorded in a state block change, but it
1863 * works regardless where it is recorded.
1864 * If this is found to be wrong, change to StateBlock. */
1865 if (state
> HIGHEST_TRANSFORMSTATE
)
1867 WARN("Unhandled transform state %#x.\n", state
);
1871 mat
= &device
->updateStateBlock
->state
.transforms
[state
];
1872 multiply_matrix(&temp
, mat
, matrix
);
1874 /* Apply change via set transform - will reapply to eg. lights this way. */
1875 return wined3d_device_set_transform(device
, state
, &temp
);
1878 /* Note lights are real special cases. Although the device caps state only
1879 * e.g. 8 are supported, you can reference any indexes you want as long as
1880 * that number max are enabled at any one point in time. Therefore since the
1881 * indices can be anything, we need a hashmap of them. However, this causes
1882 * stateblock problems. When capturing the state block, I duplicate the
1883 * hashmap, but when recording, just build a chain pretty much of commands to
1885 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
, UINT light_idx
, const WINED3DLIGHT
*light
)
1887 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1888 struct wined3d_light_info
*object
= NULL
;
1892 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1894 /* Check the parameter range. Need for speed most wanted sets junk lights
1895 * which confuse the GL driver. */
1897 return WINED3DERR_INVALIDCALL
;
1899 switch (light
->Type
)
1901 case WINED3DLIGHT_POINT
:
1902 case WINED3DLIGHT_SPOT
:
1903 case WINED3DLIGHT_PARALLELPOINT
:
1904 case WINED3DLIGHT_GLSPOT
:
1905 /* Incorrect attenuation values can cause the gl driver to crash.
1906 * Happens with Need for speed most wanted. */
1907 if (light
->Attenuation0
< 0.0f
|| light
->Attenuation1
< 0.0f
|| light
->Attenuation2
< 0.0f
)
1909 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1910 return WINED3DERR_INVALIDCALL
;
1914 case WINED3DLIGHT_DIRECTIONAL
:
1915 /* Ignores attenuation */
1919 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1920 return WINED3DERR_INVALIDCALL
;
1923 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
1925 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1926 if (object
->OriginalIndex
== light_idx
)
1933 TRACE("Adding new light\n");
1934 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1937 ERR("Out of memory error when allocating a light\n");
1938 return E_OUTOFMEMORY
;
1940 list_add_head(&device
->updateStateBlock
->state
.light_map
[hash_idx
], &object
->entry
);
1941 object
->glIndex
= -1;
1942 object
->OriginalIndex
= light_idx
;
1945 /* Initialize the object. */
1946 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1947 light_idx
, light
->Type
,
1948 light
->Diffuse
.r
, light
->Diffuse
.g
, light
->Diffuse
.b
, light
->Diffuse
.a
,
1949 light
->Specular
.r
, light
->Specular
.g
, light
->Specular
.b
, light
->Specular
.a
,
1950 light
->Ambient
.r
, light
->Ambient
.g
, light
->Ambient
.b
, light
->Ambient
.a
);
1951 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light
->Position
.x
, light
->Position
.y
, light
->Position
.z
,
1952 light
->Direction
.x
, light
->Direction
.y
, light
->Direction
.z
);
1953 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1954 light
->Range
, light
->Falloff
, light
->Theta
, light
->Phi
);
1956 /* Save away the information. */
1957 object
->OriginalParms
= *light
;
1959 switch (light
->Type
)
1961 case WINED3DLIGHT_POINT
:
1963 object
->lightPosn
[0] = light
->Position
.x
;
1964 object
->lightPosn
[1] = light
->Position
.y
;
1965 object
->lightPosn
[2] = light
->Position
.z
;
1966 object
->lightPosn
[3] = 1.0f
;
1967 object
->cutoff
= 180.0f
;
1971 case WINED3DLIGHT_DIRECTIONAL
:
1973 object
->lightPosn
[0] = -light
->Direction
.x
;
1974 object
->lightPosn
[1] = -light
->Direction
.y
;
1975 object
->lightPosn
[2] = -light
->Direction
.z
;
1976 object
->lightPosn
[3] = 0.0f
;
1977 object
->exponent
= 0.0f
;
1978 object
->cutoff
= 180.0f
;
1981 case WINED3DLIGHT_SPOT
:
1983 object
->lightPosn
[0] = light
->Position
.x
;
1984 object
->lightPosn
[1] = light
->Position
.y
;
1985 object
->lightPosn
[2] = light
->Position
.z
;
1986 object
->lightPosn
[3] = 1.0f
;
1989 object
->lightDirn
[0] = light
->Direction
.x
;
1990 object
->lightDirn
[1] = light
->Direction
.y
;
1991 object
->lightDirn
[2] = light
->Direction
.z
;
1992 object
->lightDirn
[3] = 1.0f
;
1994 /* opengl-ish and d3d-ish spot lights use too different models
1995 * for the light "intensity" as a function of the angle towards
1996 * the main light direction, so we only can approximate very
1997 * roughly. However, spot lights are rather rarely used in games
1998 * (if ever used at all). Furthermore if still used, probably
1999 * nobody pays attention to such details. */
2000 if (!light
->Falloff
)
2002 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2003 * equations have the falloff resp. exponent parameter as an
2004 * exponent, so the spot light lighting will always be 1.0 for
2005 * both of them, and we don't have to care for the rest of the
2006 * rather complex calculation. */
2007 object
->exponent
= 0.0f
;
2011 rho
= light
->Theta
+ (light
->Phi
- light
->Theta
) / (2 * light
->Falloff
);
2014 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
2017 if (object
->exponent
> 128.0f
)
2018 object
->exponent
= 128.0f
;
2020 object
->cutoff
= (float)(light
->Phi
* 90 / M_PI
);
2025 FIXME("Unrecognized light type %#x.\n", light
->Type
);
2028 /* Update the live definitions if the light is currently assigned a glIndex. */
2029 if (object
->glIndex
!= -1 && !device
->isRecordingState
)
2030 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
2035 HRESULT CDECL
wined3d_device_get_light(struct wined3d_device
*device
, UINT light_idx
, WINED3DLIGHT
*light
)
2037 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2038 struct wined3d_light_info
*light_info
= NULL
;
2041 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
2043 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2045 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2046 if (light_info
->OriginalIndex
== light_idx
)
2053 TRACE("Light information requested but light not defined\n");
2054 return WINED3DERR_INVALIDCALL
;
2057 *light
= light_info
->OriginalParms
;
2061 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
2063 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2064 struct wined3d_light_info
*light_info
= NULL
;
2067 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
2069 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2071 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2072 if (light_info
->OriginalIndex
== light_idx
)
2076 TRACE("Found light %p.\n", light_info
);
2078 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2081 TRACE("Light enabled requested but light not defined, so defining one!\n");
2082 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
2084 /* Search for it again! Should be fairly quick as near head of list. */
2085 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2087 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2088 if (light_info
->OriginalIndex
== light_idx
)
2094 FIXME("Adding default lights has failed dismally\n");
2095 return WINED3DERR_INVALIDCALL
;
2101 if (light_info
->glIndex
!= -1)
2103 if (!device
->isRecordingState
)
2104 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
2106 device
->updateStateBlock
->state
.lights
[light_info
->glIndex
] = NULL
;
2107 light_info
->glIndex
= -1;
2111 TRACE("Light already disabled, nothing to do\n");
2113 light_info
->enabled
= FALSE
;
2117 light_info
->enabled
= TRUE
;
2118 if (light_info
->glIndex
!= -1)
2120 TRACE("Nothing to do as light was enabled\n");
2125 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2126 /* Find a free GL light. */
2127 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
2129 if (!device
->updateStateBlock
->state
.lights
[i
])
2131 device
->updateStateBlock
->state
.lights
[i
] = light_info
;
2132 light_info
->glIndex
= i
;
2136 if (light_info
->glIndex
== -1)
2138 /* Our tests show that Windows returns D3D_OK in this situation, even with
2139 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2140 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2141 * as well for those lights.
2143 * TODO: Test how this affects rendering. */
2144 WARN("Too many concurrently active lights\n");
2148 /* i == light_info->glIndex */
2149 if (!device
->isRecordingState
)
2150 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
2157 HRESULT CDECL
wined3d_device_get_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
2159 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2160 struct wined3d_light_info
*light_info
= NULL
;
2163 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
2165 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2167 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2168 if (light_info
->OriginalIndex
== light_idx
)
2175 TRACE("Light enabled state requested but light not defined.\n");
2176 return WINED3DERR_INVALIDCALL
;
2178 /* true is 128 according to SetLightEnable */
2179 *enable
= light_info
->enabled
? 128 : 0;
2183 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
, UINT plane_idx
, const float *plane
)
2185 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2187 /* Validate plane_idx. */
2188 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2190 TRACE("Application has requested clipplane this device doesn't support.\n");
2191 return WINED3DERR_INVALIDCALL
;
2194 device
->updateStateBlock
->changed
.clipplane
|= 1 << plane_idx
;
2196 if (device
->updateStateBlock
->state
.clip_planes
[plane_idx
][0] == plane
[0]
2197 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][1] == plane
[1]
2198 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][2] == plane
[2]
2199 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][3] == plane
[3])
2201 TRACE("Application is setting old values over, nothing to do.\n");
2205 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][0] = plane
[0];
2206 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][1] = plane
[1];
2207 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][2] = plane
[2];
2208 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][3] = plane
[3];
2210 /* Handle recording of state blocks. */
2211 if (device
->isRecordingState
)
2213 TRACE("Recording... not performing anything.\n");
2217 device_invalidate_state(device
, STATE_CLIPPLANE(plane_idx
));
2222 HRESULT CDECL
wined3d_device_get_clip_plane(struct wined3d_device
*device
, UINT plane_idx
, float *plane
)
2224 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2226 /* Validate plane_idx. */
2227 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2229 TRACE("Application has requested clipplane this device doesn't support.\n");
2230 return WINED3DERR_INVALIDCALL
;
2233 plane
[0] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][0];
2234 plane
[1] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][1];
2235 plane
[2] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][2];
2236 plane
[3] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][3];
2241 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
, const WINED3DCLIPSTATUS
*clip_status
)
2243 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2246 return WINED3DERR_INVALIDCALL
;
2251 HRESULT CDECL
wined3d_device_get_clip_status(struct wined3d_device
*device
, WINED3DCLIPSTATUS
*clip_status
)
2253 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2256 return WINED3DERR_INVALIDCALL
;
2261 HRESULT CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const WINED3DMATERIAL
*material
)
2263 TRACE("device %p, material %p.\n", device
, material
);
2265 device
->updateStateBlock
->changed
.material
= TRUE
;
2266 device
->updateStateBlock
->state
.material
= *material
;
2268 /* Handle recording of state blocks */
2269 if (device
->isRecordingState
)
2271 TRACE("Recording... not performing anything.\n");
2275 device_invalidate_state(device
, STATE_MATERIAL
);
2280 HRESULT CDECL
wined3d_device_get_material(struct wined3d_device
*device
, WINED3DMATERIAL
*material
)
2282 TRACE("device %p, material %p.\n", device
, material
);
2284 *material
= device
->updateStateBlock
->state
.material
;
2286 TRACE("Diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2287 material
->Diffuse
.r
, material
->Diffuse
.g
,
2288 material
->Diffuse
.b
, material
->Diffuse
.a
);
2289 TRACE("Ambient {%.8e, %.8e, %.8e, %.8e}\n",
2290 material
->Ambient
.r
, material
->Ambient
.g
,
2291 material
->Ambient
.b
, material
->Ambient
.a
);
2292 TRACE("Specular {%.8e, %.8e, %.8e, %.8e}\n",
2293 material
->Specular
.r
, material
->Specular
.g
,
2294 material
->Specular
.b
, material
->Specular
.a
);
2295 TRACE("Emissive {%.8e, %.8e, %.8e, %.8e}\n",
2296 material
->Emissive
.r
, material
->Emissive
.g
,
2297 material
->Emissive
.b
, material
->Emissive
.a
);
2298 TRACE("Power %.8e.\n", material
->Power
);
2303 HRESULT CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
2304 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
2306 struct wined3d_buffer
*prev_buffer
;
2308 TRACE("device %p, buffer %p, format %s.\n",
2309 device
, buffer
, debug_d3dformat(format_id
));
2311 prev_buffer
= device
->updateStateBlock
->state
.index_buffer
;
2313 device
->updateStateBlock
->changed
.indices
= TRUE
;
2314 device
->updateStateBlock
->state
.index_buffer
= buffer
;
2315 device
->updateStateBlock
->state
.index_format
= format_id
;
2317 /* Handle recording of state blocks. */
2318 if (device
->isRecordingState
)
2320 TRACE("Recording... not performing anything.\n");
2322 wined3d_buffer_incref(buffer
);
2324 wined3d_buffer_decref(prev_buffer
);
2328 if (prev_buffer
!= buffer
)
2330 device_invalidate_state(device
, STATE_INDEXBUFFER
);
2333 InterlockedIncrement(&buffer
->bind_count
);
2334 wined3d_buffer_incref(buffer
);
2338 InterlockedDecrement(&prev_buffer
->bind_count
);
2339 wined3d_buffer_decref(prev_buffer
);
2346 HRESULT CDECL
wined3d_device_get_index_buffer(struct wined3d_device
*device
, struct wined3d_buffer
**buffer
)
2348 TRACE("device %p, buffer %p.\n", device
, buffer
);
2350 *buffer
= device
->stateBlock
->state
.index_buffer
;
2353 wined3d_buffer_incref(*buffer
);
2355 TRACE("Returning %p.\n", *buffer
);
2360 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2361 HRESULT CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
2363 TRACE("device %p, base_index %d.\n", device
, base_index
);
2365 if (device
->updateStateBlock
->state
.base_vertex_index
== base_index
)
2367 TRACE("Application is setting the old value over, nothing to do\n");
2371 device
->updateStateBlock
->state
.base_vertex_index
= base_index
;
2373 if (device
->isRecordingState
)
2375 TRACE("Recording... not performing anything\n");
2381 INT CDECL
wined3d_device_get_base_vertex_index(struct wined3d_device
*device
)
2383 TRACE("device %p.\n", device
);
2385 return device
->stateBlock
->state
.base_vertex_index
;
2388 HRESULT CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const WINED3DVIEWPORT
*viewport
)
2390 TRACE("device %p, viewport %p.\n", device
, viewport
);
2391 TRACE("x %u, y %u, w %u, h %u, minz %.8e, maxz %.8e.\n",
2392 viewport
->X
, viewport
->Y
, viewport
->Width
, viewport
->Height
, viewport
->MinZ
, viewport
->MaxZ
);
2394 device
->updateStateBlock
->changed
.viewport
= TRUE
;
2395 device
->updateStateBlock
->state
.viewport
= *viewport
;
2397 /* Handle recording of state blocks */
2398 if (device
->isRecordingState
)
2400 TRACE("Recording... not performing anything\n");
2404 device_invalidate_state(device
, STATE_VIEWPORT
);
2409 HRESULT CDECL
wined3d_device_get_viewport(struct wined3d_device
*device
, WINED3DVIEWPORT
*viewport
)
2411 TRACE("device %p, viewport %p.\n", device
, viewport
);
2413 *viewport
= device
->stateBlock
->state
.viewport
;
2418 HRESULT CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2419 WINED3DRENDERSTATETYPE state
, DWORD value
)
2421 DWORD old_value
= device
->stateBlock
->state
.render_states
[state
];
2423 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2425 device
->updateStateBlock
->changed
.renderState
[state
>> 5] |= 1 << (state
& 0x1f);
2426 device
->updateStateBlock
->state
.render_states
[state
] = value
;
2428 /* Handle recording of state blocks. */
2429 if (device
->isRecordingState
)
2431 TRACE("Recording... not performing anything.\n");
2435 /* Compared here and not before the assignment to allow proper stateblock recording. */
2436 if (value
== old_value
)
2437 TRACE("Application is setting the old value over, nothing to do.\n");
2439 device_invalidate_state(device
, STATE_RENDER(state
));
2444 HRESULT CDECL
wined3d_device_get_render_state(struct wined3d_device
*device
,
2445 WINED3DRENDERSTATETYPE state
, DWORD
*value
)
2447 TRACE("device %p, state %s (%#x), value %p.\n", device
, debug_d3drenderstate(state
), state
, value
);
2449 *value
= device
->stateBlock
->state
.render_states
[state
];
2454 HRESULT CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2455 UINT sampler_idx
, WINED3DSAMPLERSTATETYPE state
, DWORD value
)
2459 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2460 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2462 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2463 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2465 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2466 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2468 WARN("Invalid sampler %u.\n", sampler_idx
);
2469 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2472 old_value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2473 device
->updateStateBlock
->state
.sampler_states
[sampler_idx
][state
] = value
;
2474 device
->updateStateBlock
->changed
.samplerState
[sampler_idx
] |= 1 << state
;
2476 /* Handle recording of state blocks. */
2477 if (device
->isRecordingState
)
2479 TRACE("Recording... not performing anything.\n");
2483 if (old_value
== value
)
2485 TRACE("Application is setting the old value over, nothing to do.\n");
2489 device_invalidate_state(device
, STATE_SAMPLER(sampler_idx
));
2494 HRESULT CDECL
wined3d_device_get_sampler_state(struct wined3d_device
*device
,
2495 UINT sampler_idx
, WINED3DSAMPLERSTATETYPE state
, DWORD
*value
)
2497 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2498 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2500 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2501 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2503 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2504 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2506 WARN("Invalid sampler %u.\n", sampler_idx
);
2507 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2510 *value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2511 TRACE("Returning %#x.\n", *value
);
2516 HRESULT CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2518 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2520 device
->updateStateBlock
->changed
.scissorRect
= TRUE
;
2521 if (EqualRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
))
2523 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2526 CopyRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
);
2528 if (device
->isRecordingState
)
2530 TRACE("Recording... not performing anything.\n");
2534 device_invalidate_state(device
, STATE_SCISSORRECT
);
2539 HRESULT CDECL
wined3d_device_get_scissor_rect(struct wined3d_device
*device
, RECT
*rect
)
2541 TRACE("device %p, rect %p.\n", device
, rect
);
2543 *rect
= device
->updateStateBlock
->state
.scissor_rect
;
2544 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2549 HRESULT CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2550 struct wined3d_vertex_declaration
*declaration
)
2552 struct wined3d_vertex_declaration
*prev
= device
->updateStateBlock
->state
.vertex_declaration
;
2554 TRACE("device %p, declaration %p.\n", device
, declaration
);
2557 wined3d_vertex_declaration_incref(declaration
);
2559 wined3d_vertex_declaration_decref(prev
);
2561 device
->updateStateBlock
->state
.vertex_declaration
= declaration
;
2562 device
->updateStateBlock
->changed
.vertexDecl
= TRUE
;
2564 if (device
->isRecordingState
)
2566 TRACE("Recording... not performing anything.\n");
2569 else if (declaration
== prev
)
2571 /* Checked after the assignment to allow proper stateblock recording. */
2572 TRACE("Application is setting the old declaration over, nothing to do.\n");
2576 device_invalidate_state(device
, STATE_VDECL
);
2580 HRESULT CDECL
wined3d_device_get_vertex_declaration(struct wined3d_device
*device
,
2581 struct wined3d_vertex_declaration
**declaration
)
2583 TRACE("device %p, declaration %p.\n", device
, declaration
);
2585 *declaration
= device
->stateBlock
->state
.vertex_declaration
;
2587 wined3d_vertex_declaration_incref(*declaration
);
2592 HRESULT CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2594 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.vertex_shader
;
2596 TRACE("device %p, shader %p.\n", device
, shader
);
2598 device
->updateStateBlock
->state
.vertex_shader
= shader
;
2599 device
->updateStateBlock
->changed
.vertexShader
= TRUE
;
2601 if (device
->isRecordingState
)
2604 wined3d_shader_incref(shader
);
2606 wined3d_shader_decref(prev
);
2607 TRACE("Recording... not performing anything.\n");
2613 TRACE("Application is setting the old shader over, nothing to do.\n");
2618 wined3d_shader_incref(shader
);
2620 wined3d_shader_decref(prev
);
2622 device_invalidate_state(device
, STATE_VSHADER
);
2627 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(struct wined3d_device
*device
)
2629 struct wined3d_shader
*shader
;
2631 TRACE("device %p.\n", device
);
2633 shader
= device
->stateBlock
->state
.vertex_shader
;
2635 wined3d_shader_incref(shader
);
2637 TRACE("Returning %p.\n", shader
);
2641 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2642 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2644 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2647 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2648 device
, start_register
, constants
, bool_count
);
2650 if (!constants
|| start_register
>= MAX_CONST_B
)
2651 return WINED3DERR_INVALIDCALL
;
2653 memcpy(&device
->updateStateBlock
->state
.vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2654 for (i
= 0; i
< count
; ++i
)
2655 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2657 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2658 device
->updateStateBlock
->changed
.vertexShaderConstantsB
|= (1 << i
);
2660 if (!device
->isRecordingState
)
2661 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2666 HRESULT CDECL
wined3d_device_get_vs_consts_b(struct wined3d_device
*device
,
2667 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2669 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2671 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2672 device
, start_register
, constants
, bool_count
);
2674 if (!constants
|| start_register
>= MAX_CONST_B
)
2675 return WINED3DERR_INVALIDCALL
;
2677 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2682 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2683 UINT start_register
, const int *constants
, UINT vector4i_count
)
2685 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2688 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2689 device
, start_register
, constants
, vector4i_count
);
2691 if (!constants
|| start_register
>= MAX_CONST_I
)
2692 return WINED3DERR_INVALIDCALL
;
2694 memcpy(&device
->updateStateBlock
->state
.vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2695 for (i
= 0; i
< count
; ++i
)
2696 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2697 constants
[i
* 4], constants
[i
* 4 + 1],
2698 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2700 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2701 device
->updateStateBlock
->changed
.vertexShaderConstantsI
|= (1 << i
);
2703 if (!device
->isRecordingState
)
2704 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2709 HRESULT CDECL
wined3d_device_get_vs_consts_i(struct wined3d_device
*device
,
2710 UINT start_register
, int *constants
, UINT vector4i_count
)
2712 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2714 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2715 device
, start_register
, constants
, vector4i_count
);
2717 if (!constants
|| start_register
>= MAX_CONST_I
)
2718 return WINED3DERR_INVALIDCALL
;
2720 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2724 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2725 UINT start_register
, const float *constants
, UINT vector4f_count
)
2729 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2730 device
, start_register
, constants
, vector4f_count
);
2732 /* Specifically test start_register > limit to catch MAX_UINT overflows
2733 * when adding start_register + vector4f_count. */
2735 || start_register
+ vector4f_count
> device
->d3d_vshader_constantF
2736 || start_register
> device
->d3d_vshader_constantF
)
2737 return WINED3DERR_INVALIDCALL
;
2739 memcpy(&device
->updateStateBlock
->state
.vs_consts_f
[start_register
* 4],
2740 constants
, vector4f_count
* sizeof(float) * 4);
2743 for (i
= 0; i
< vector4f_count
; ++i
)
2744 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2745 constants
[i
* 4], constants
[i
* 4 + 1],
2746 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2749 if (!device
->isRecordingState
)
2751 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2752 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2755 memset(device
->updateStateBlock
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2756 sizeof(*device
->updateStateBlock
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2761 HRESULT CDECL
wined3d_device_get_vs_consts_f(struct wined3d_device
*device
,
2762 UINT start_register
, float *constants
, UINT vector4f_count
)
2764 int count
= min(vector4f_count
, device
->d3d_vshader_constantF
- start_register
);
2766 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2767 device
, start_register
, constants
, vector4f_count
);
2769 if (!constants
|| count
< 0)
2770 return WINED3DERR_INVALIDCALL
;
2772 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2777 static inline void markTextureStagesDirty(struct wined3d_device
*device
, DWORD stage
)
2781 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
2783 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, i
));
2787 static void device_map_stage(struct wined3d_device
*device
, DWORD stage
, DWORD unit
)
2789 DWORD i
= device
->rev_tex_unit_map
[unit
];
2790 DWORD j
= device
->texUnitMap
[stage
];
2792 device
->texUnitMap
[stage
] = unit
;
2793 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
2794 device
->texUnitMap
[i
] = WINED3D_UNMAPPED_STAGE
;
2796 device
->rev_tex_unit_map
[unit
] = stage
;
2797 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
2798 device
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
2801 static void device_update_fixed_function_usage_map(struct wined3d_device
*device
)
2805 device
->fixed_function_usage_map
= 0;
2806 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2808 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2809 WINED3DTEXTUREOP color_op
= state
->texture_states
[i
][WINED3DTSS_COLOROP
];
2810 WINED3DTEXTUREOP alpha_op
= state
->texture_states
[i
][WINED3DTSS_ALPHAOP
];
2811 DWORD color_arg1
= state
->texture_states
[i
][WINED3DTSS_COLORARG1
] & WINED3DTA_SELECTMASK
;
2812 DWORD color_arg2
= state
->texture_states
[i
][WINED3DTSS_COLORARG2
] & WINED3DTA_SELECTMASK
;
2813 DWORD color_arg3
= state
->texture_states
[i
][WINED3DTSS_COLORARG0
] & WINED3DTA_SELECTMASK
;
2814 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3DTSS_ALPHAARG1
] & WINED3DTA_SELECTMASK
;
2815 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3DTSS_ALPHAARG2
] & WINED3DTA_SELECTMASK
;
2816 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3DTSS_ALPHAARG0
] & WINED3DTA_SELECTMASK
;
2818 if (color_op
== WINED3DTOP_DISABLE
) {
2819 /* Not used, and disable higher stages */
2823 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3DTOP_SELECTARG2
)
2824 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3DTOP_SELECTARG1
)
2825 || ((color_arg3
== WINED3DTA_TEXTURE
)
2826 && (color_op
== WINED3DTOP_MULTIPLYADD
|| color_op
== WINED3DTOP_LERP
))
2827 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3DTOP_SELECTARG2
)
2828 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3DTOP_SELECTARG1
)
2829 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2830 && (alpha_op
== WINED3DTOP_MULTIPLYADD
|| alpha_op
== WINED3DTOP_LERP
)))
2831 device
->fixed_function_usage_map
|= (1 << i
);
2833 if ((color_op
== WINED3DTOP_BUMPENVMAP
|| color_op
== WINED3DTOP_BUMPENVMAPLUMINANCE
) && i
< MAX_TEXTURES
- 1)
2834 device
->fixed_function_usage_map
|= (1 << (i
+ 1));
2838 static void device_map_fixed_function_samplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2840 unsigned int i
, tex
;
2843 device_update_fixed_function_usage_map(device
);
2844 ffu_map
= device
->fixed_function_usage_map
;
2846 if (device
->max_ffp_textures
== gl_info
->limits
.texture_stages
2847 || device
->stateBlock
->state
.lowest_disabled_stage
<= device
->max_ffp_textures
)
2849 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2851 if (!(ffu_map
& 1)) continue;
2853 if (device
->texUnitMap
[i
] != i
)
2855 device_map_stage(device
, i
, i
);
2856 device_invalidate_state(device
, STATE_SAMPLER(i
));
2857 markTextureStagesDirty(device
, i
);
2863 /* Now work out the mapping */
2865 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2867 if (!(ffu_map
& 1)) continue;
2869 if (device
->texUnitMap
[i
] != tex
)
2871 device_map_stage(device
, i
, tex
);
2872 device_invalidate_state(device
, STATE_SAMPLER(i
));
2873 markTextureStagesDirty(device
, i
);
2880 static void device_map_psamplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2882 const WINED3DSAMPLER_TEXTURE_TYPE
*sampler_type
=
2883 device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2886 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2888 if (sampler_type
[i
] && device
->texUnitMap
[i
] != i
)
2890 device_map_stage(device
, i
, i
);
2891 device_invalidate_state(device
, STATE_SAMPLER(i
));
2892 if (i
< gl_info
->limits
.texture_stages
)
2894 markTextureStagesDirty(device
, i
);
2900 static BOOL
device_unit_free_for_vs(struct wined3d_device
*device
,
2901 const WINED3DSAMPLER_TEXTURE_TYPE
*pshader_sampler_tokens
,
2902 const WINED3DSAMPLER_TEXTURE_TYPE
*vshader_sampler_tokens
, DWORD unit
)
2904 DWORD current_mapping
= device
->rev_tex_unit_map
[unit
];
2906 /* Not currently used */
2907 if (current_mapping
== WINED3D_UNMAPPED_STAGE
) return TRUE
;
2909 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
) {
2910 /* Used by a fragment sampler */
2912 if (!pshader_sampler_tokens
) {
2913 /* No pixel shader, check fixed function */
2914 return current_mapping
>= MAX_TEXTURES
|| !(device
->fixed_function_usage_map
& (1 << current_mapping
));
2917 /* Pixel shader, check the shader's sampler map */
2918 return !pshader_sampler_tokens
[current_mapping
];
2921 /* Used by a vertex sampler */
2922 return !vshader_sampler_tokens
[current_mapping
- MAX_FRAGMENT_SAMPLERS
];
2925 static void device_map_vsamplers(struct wined3d_device
*device
, BOOL ps
, const struct wined3d_gl_info
*gl_info
)
2927 const WINED3DSAMPLER_TEXTURE_TYPE
*vshader_sampler_type
=
2928 device
->stateBlock
->state
.vertex_shader
->reg_maps
.sampler_type
;
2929 const WINED3DSAMPLER_TEXTURE_TYPE
*pshader_sampler_type
= NULL
;
2930 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
) - 1;
2935 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2936 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2937 pshader_sampler_type
= device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2940 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
2941 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
2942 if (vshader_sampler_type
[i
])
2944 if (device
->texUnitMap
[vsampler_idx
] != WINED3D_UNMAPPED_STAGE
)
2946 /* Already mapped somewhere */
2952 if (device_unit_free_for_vs(device
, pshader_sampler_type
, vshader_sampler_type
, start
))
2954 device_map_stage(device
, vsampler_idx
, start
);
2955 device_invalidate_state(device
, STATE_SAMPLER(vsampler_idx
));
2967 void device_update_tex_unit_map(struct wined3d_device
*device
)
2969 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2970 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2971 BOOL vs
= use_vs(state
);
2972 BOOL ps
= use_ps(state
);
2975 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2976 * that would be really messy and require shader recompilation
2977 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2978 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2981 device_map_psamplers(device
, gl_info
);
2983 device_map_fixed_function_samplers(device
, gl_info
);
2986 device_map_vsamplers(device
, ps
, gl_info
);
2989 HRESULT CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2991 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.pixel_shader
;
2993 TRACE("device %p, shader %p.\n", device
, shader
);
2995 device
->updateStateBlock
->state
.pixel_shader
= shader
;
2996 device
->updateStateBlock
->changed
.pixelShader
= TRUE
;
2998 if (device
->isRecordingState
)
3001 wined3d_shader_incref(shader
);
3003 wined3d_shader_decref(prev
);
3004 TRACE("Recording... not performing anything.\n");
3010 TRACE("Application is setting the old shader over, nothing to do.\n");
3015 wined3d_shader_incref(shader
);
3017 wined3d_shader_decref(prev
);
3019 device_invalidate_state(device
, STATE_PIXELSHADER
);
3024 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(struct wined3d_device
*device
)
3026 struct wined3d_shader
*shader
;
3028 TRACE("device %p.\n", device
);
3030 shader
= device
->stateBlock
->state
.pixel_shader
;
3032 wined3d_shader_incref(shader
);
3034 TRACE("Returning %p.\n", shader
);
3038 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
3039 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
3041 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3044 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3045 device
, start_register
, constants
, bool_count
);
3047 if (!constants
|| start_register
>= MAX_CONST_B
)
3048 return WINED3DERR_INVALIDCALL
;
3050 memcpy(&device
->updateStateBlock
->state
.ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
3051 for (i
= 0; i
< count
; ++i
)
3052 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
3054 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3055 device
->updateStateBlock
->changed
.pixelShaderConstantsB
|= (1 << i
);
3057 if (!device
->isRecordingState
)
3058 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3063 HRESULT CDECL
wined3d_device_get_ps_consts_b(struct wined3d_device
*device
,
3064 UINT start_register
, BOOL
*constants
, UINT bool_count
)
3066 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3068 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3069 device
, start_register
, constants
, bool_count
);
3071 if (!constants
|| start_register
>= MAX_CONST_B
)
3072 return WINED3DERR_INVALIDCALL
;
3074 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
3079 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
3080 UINT start_register
, const int *constants
, UINT vector4i_count
)
3082 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3085 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3086 device
, start_register
, constants
, vector4i_count
);
3088 if (!constants
|| start_register
>= MAX_CONST_I
)
3089 return WINED3DERR_INVALIDCALL
;
3091 memcpy(&device
->updateStateBlock
->state
.ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
3092 for (i
= 0; i
< count
; ++i
)
3093 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
3094 constants
[i
* 4], constants
[i
* 4 + 1],
3095 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3097 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3098 device
->updateStateBlock
->changed
.pixelShaderConstantsI
|= (1 << i
);
3100 if (!device
->isRecordingState
)
3101 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3106 HRESULT CDECL
wined3d_device_get_ps_consts_i(struct wined3d_device
*device
,
3107 UINT start_register
, int *constants
, UINT vector4i_count
)
3109 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3111 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3112 device
, start_register
, constants
, vector4i_count
);
3114 if (!constants
|| start_register
>= MAX_CONST_I
)
3115 return WINED3DERR_INVALIDCALL
;
3117 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
3122 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
3123 UINT start_register
, const float *constants
, UINT vector4f_count
)
3127 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3128 device
, start_register
, constants
, vector4f_count
);
3130 /* Specifically test start_register > limit to catch MAX_UINT overflows
3131 * when adding start_register + vector4f_count. */
3133 || start_register
+ vector4f_count
> device
->d3d_pshader_constantF
3134 || start_register
> device
->d3d_pshader_constantF
)
3135 return WINED3DERR_INVALIDCALL
;
3137 memcpy(&device
->updateStateBlock
->state
.ps_consts_f
[start_register
* 4],
3138 constants
, vector4f_count
* sizeof(float) * 4);
3141 for (i
= 0; i
< vector4f_count
; ++i
)
3142 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
3143 constants
[i
* 4], constants
[i
* 4 + 1],
3144 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3147 if (!device
->isRecordingState
)
3149 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
3150 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3153 memset(device
->updateStateBlock
->changed
.pixelShaderConstantsF
+ start_register
, 1,
3154 sizeof(*device
->updateStateBlock
->changed
.pixelShaderConstantsF
) * vector4f_count
);
3159 HRESULT CDECL
wined3d_device_get_ps_consts_f(struct wined3d_device
*device
,
3160 UINT start_register
, float *constants
, UINT vector4f_count
)
3162 int count
= min(vector4f_count
, device
->d3d_pshader_constantF
- start_register
);
3164 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3165 device
, start_register
, constants
, vector4f_count
);
3167 if (!constants
|| count
< 0)
3168 return WINED3DERR_INVALIDCALL
;
3170 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
3175 /* Context activation is done by the caller. */
3176 /* Do not call while under the GL lock. */
3177 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3178 static HRESULT
process_vertices_strided(struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
3179 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
3182 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3183 char *dest_ptr
, *dest_conv
= NULL
, *dest_conv_addr
= NULL
;
3186 WINED3DMATRIX mat
, proj_mat
, view_mat
, world_mat
;
3190 if (stream_info
->use_map
& (1 << WINED3D_FFP_NORMAL
))
3192 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3195 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_POSITION
)))
3197 ERR("Source has no position mask\n");
3198 return WINED3DERR_INVALIDCALL
;
3201 if (!dest
->resource
.allocatedMemory
)
3202 buffer_get_sysmem(dest
, gl_info
);
3204 /* Get a pointer into the destination vbo(create one if none exists) and
3205 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3207 if (!dest
->buffer_object
&& gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
3209 dest
->flags
|= WINED3D_BUFFER_CREATEBO
;
3210 wined3d_buffer_preload(dest
);
3213 if (dest
->buffer_object
)
3215 unsigned char extrabytes
= 0;
3216 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3217 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3218 * this may write 4 extra bytes beyond the area that should be written
3220 if(DestFVF
== WINED3DFVF_XYZ
) extrabytes
= 4;
3221 dest_conv_addr
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, dwCount
* get_flexible_vertex_size(DestFVF
) + extrabytes
);
3222 if(!dest_conv_addr
) {
3223 ERR("Out of memory\n");
3224 /* Continue without storing converted vertices */
3226 dest_conv
= dest_conv_addr
;
3229 if (device
->stateBlock
->state
.render_states
[WINED3DRS_CLIPPING
])
3231 static BOOL warned
= FALSE
;
3233 * The clipping code is not quite correct. Some things need
3234 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3235 * so disable clipping for now.
3236 * (The graphics in Half-Life are broken, and my processvertices
3237 * test crashes with IDirect3DDevice3)
3243 FIXME("Clipping is broken and disabled for now\n");
3245 } else doClip
= FALSE
;
3246 dest_ptr
= ((char *)buffer_get_sysmem(dest
, gl_info
)) + dwDestIndex
* get_flexible_vertex_size(DestFVF
);
3248 wined3d_device_get_transform(device
, WINED3DTS_VIEW
, &view_mat
);
3249 wined3d_device_get_transform(device
, WINED3DTS_PROJECTION
, &proj_mat
);
3250 wined3d_device_get_transform(device
, WINED3DTS_WORLDMATRIX(0), &world_mat
);
3252 TRACE("View mat:\n");
3253 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
);
3254 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
);
3255 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
);
3256 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
);
3258 TRACE("Proj mat:\n");
3259 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
);
3260 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
);
3261 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
);
3262 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
);
3264 TRACE("World mat:\n");
3265 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
);
3266 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
);
3267 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
);
3268 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
);
3270 /* Get the viewport */
3271 wined3d_device_get_viewport(device
, &vp
);
3272 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
3273 vp
.X
, vp
.Y
, vp
.Width
, vp
.Height
, vp
.MinZ
, vp
.MaxZ
);
3275 multiply_matrix(&mat
,&view_mat
,&world_mat
);
3276 multiply_matrix(&mat
,&proj_mat
,&mat
);
3278 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
3280 for (i
= 0; i
< dwCount
; i
+= 1) {
3281 unsigned int tex_index
;
3283 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
3284 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
3285 /* The position first */
3286 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
3287 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3289 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
3291 /* Multiplication with world, view and projection matrix */
3292 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
);
3293 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
);
3294 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
);
3295 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
);
3297 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
3299 /* WARNING: The following things are taken from d3d7 and were not yet checked
3300 * against d3d8 or d3d9!
3303 /* Clipping conditions: From msdn
3305 * A vertex is clipped if it does not match the following requirements
3309 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3311 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3312 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3317 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
3318 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
3321 /* "Normal" viewport transformation (not clipped)
3322 * 1) The values are divided by rhw
3323 * 2) The y axis is negative, so multiply it with -1
3324 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3325 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3326 * 4) Multiply x with Width/2 and add Width/2
3327 * 5) The same for the height
3328 * 6) Add the viewpoint X and Y to the 2D coordinates and
3329 * The minimum Z value to z
3330 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3332 * Well, basically it's simply a linear transformation into viewport
3344 z
*= vp
.MaxZ
- vp
.MinZ
;
3346 x
+= vp
.Width
/ 2 + vp
.X
;
3347 y
+= vp
.Height
/ 2 + vp
.Y
;
3352 /* That vertex got clipped
3353 * Contrary to OpenGL it is not dropped completely, it just
3354 * undergoes a different calculation.
3356 TRACE("Vertex got clipped\n");
3363 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3364 * outside of the main vertex buffer memory. That needs some more
3369 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3372 ( (float *) dest_ptr
)[0] = x
;
3373 ( (float *) dest_ptr
)[1] = y
;
3374 ( (float *) dest_ptr
)[2] = z
;
3375 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3377 dest_ptr
+= 3 * sizeof(float);
3379 if((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) {
3380 dest_ptr
+= sizeof(float);
3385 ( (float *) dest_conv
)[0] = x
* w
;
3386 ( (float *) dest_conv
)[1] = y
* w
;
3387 ( (float *) dest_conv
)[2] = z
* w
;
3388 ( (float *) dest_conv
)[3] = w
;
3390 dest_conv
+= 3 * sizeof(float);
3392 if((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) {
3393 dest_conv
+= sizeof(float);
3397 if (DestFVF
& WINED3DFVF_PSIZE
) {
3398 dest_ptr
+= sizeof(DWORD
);
3399 if(dest_conv
) dest_conv
+= sizeof(DWORD
);
3401 if (DestFVF
& WINED3DFVF_NORMAL
)
3403 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3404 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3405 /* AFAIK this should go into the lighting information */
3406 FIXME("Didn't expect the destination to have a normal\n");
3407 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3409 copy_and_next(dest_conv
, normal
, 3 * sizeof(float));
3413 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3415 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3416 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3417 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_DIFFUSE
)))
3419 static BOOL warned
= FALSE
;
3422 ERR("No diffuse color in source, but destination has one\n");
3426 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3427 dest_ptr
+= sizeof(DWORD
);
3430 *( (DWORD
*) dest_conv
) = 0xffffffff;
3431 dest_conv
+= sizeof(DWORD
);
3435 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3437 *( (DWORD
*) dest_conv
) = (*color_d
& 0xff00ff00) ; /* Alpha + green */
3438 *( (DWORD
*) dest_conv
) |= (*color_d
& 0x00ff0000) >> 16; /* Red */
3439 *( (DWORD
*) dest_conv
) |= (*color_d
& 0xff0000ff) << 16; /* Blue */
3440 dest_conv
+= sizeof(DWORD
);
3445 if (DestFVF
& WINED3DFVF_SPECULAR
)
3447 /* What's the color value in the feedback buffer? */
3448 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3449 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3450 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_SPECULAR
)))
3452 static BOOL warned
= FALSE
;
3455 ERR("No specular color in source, but destination has one\n");
3459 *( (DWORD
*) dest_ptr
) = 0xFF000000;
3460 dest_ptr
+= sizeof(DWORD
);
3463 *( (DWORD
*) dest_conv
) = 0xFF000000;
3464 dest_conv
+= sizeof(DWORD
);
3468 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3470 *( (DWORD
*) dest_conv
) = (*color_s
& 0xff00ff00) ; /* Alpha + green */
3471 *( (DWORD
*) dest_conv
) |= (*color_s
& 0x00ff0000) >> 16; /* Red */
3472 *( (DWORD
*) dest_conv
) |= (*color_s
& 0xff0000ff) << 16; /* Blue */
3473 dest_conv
+= sizeof(DWORD
);
3478 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3480 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3481 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3482 if (!(stream_info
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3484 ERR("No source texture, but destination requests one\n");
3485 dest_ptr
+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3486 if(dest_conv
) dest_conv
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3489 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3491 copy_and_next(dest_conv
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3501 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, dest
->buffer_object
));
3502 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3503 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB
, dwDestIndex
* get_flexible_vertex_size(DestFVF
),
3504 dwCount
* get_flexible_vertex_size(DestFVF
),
3506 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3510 HeapFree(GetProcessHeap(), 0, dest_conv_addr
);
3515 #undef copy_and_next
3517 /* Do not call while under the GL lock. */
3518 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3519 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3520 struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3522 BOOL vbo
= FALSE
, streamWasUP
= device
->stateBlock
->state
.user_stream
;
3523 struct wined3d_stream_info stream_info
;
3524 const struct wined3d_gl_info
*gl_info
;
3525 struct wined3d_context
*context
;
3528 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3529 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3530 device
, src_start_idx
, dst_idx
, vertex_count
,
3531 dst_buffer
, declaration
, flags
, dst_fvf
);
3534 FIXME("Output vertex declaration not implemented yet.\n");
3536 /* Need any context to write to the vbo. */
3537 context
= context_acquire(device
, NULL
);
3538 gl_info
= context
->gl_info
;
3540 /* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
3541 * control the streamIsUP flag, thus restore it afterwards.
3543 device
->stateBlock
->state
.user_stream
= FALSE
;
3544 device_stream_info_from_declaration(device
, FALSE
, &stream_info
, &vbo
);
3545 device
->stateBlock
->state
.user_stream
= streamWasUP
;
3547 if (vbo
|| src_start_idx
)
3550 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3551 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3553 * Also get the start index in, but only loop over all elements if there's something to add at all.
3555 for (i
= 0; i
< (sizeof(stream_info
.elements
) / sizeof(*stream_info
.elements
)); ++i
)
3557 struct wined3d_stream_info_element
*e
;
3559 if (!(stream_info
.use_map
& (1 << i
))) continue;
3561 e
= &stream_info
.elements
[i
];
3562 if (e
->data
.buffer_object
)
3564 struct wined3d_buffer
*vb
= device
->stateBlock
->state
.streams
[e
->stream_idx
].buffer
;
3565 e
->data
.buffer_object
= 0;
3566 e
->data
.addr
= (BYTE
*)((ULONG_PTR
)e
->data
.addr
+ (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
));
3568 GL_EXTCALL(glDeleteBuffersARB(1, &vb
->buffer_object
));
3569 vb
->buffer_object
= 0;
3573 e
->data
.addr
+= e
->stride
* src_start_idx
;
3577 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3578 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3580 context_release(context
);
3585 HRESULT CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3586 UINT stage
, WINED3DTEXTURESTAGESTATETYPE state
, DWORD value
)
3588 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3591 TRACE("device %p, stage %u, state %s, value %#x.\n",
3592 device
, stage
, debug_d3dtexturestate(state
), value
);
3594 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3596 WARN("Invalid state %#x passed.\n", state
);
3600 if (stage
>= gl_info
->limits
.texture_stages
)
3602 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3603 stage
, gl_info
->limits
.texture_stages
- 1);
3607 old_value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3608 device
->updateStateBlock
->changed
.textureState
[stage
] |= 1 << state
;
3609 device
->updateStateBlock
->state
.texture_states
[stage
][state
] = value
;
3611 if (device
->isRecordingState
)
3613 TRACE("Recording... not performing anything.\n");
3617 /* Checked after the assignments to allow proper stateblock recording. */
3618 if (old_value
== value
)
3620 TRACE("Application is setting the old value over, nothing to do.\n");
3624 if (stage
> device
->stateBlock
->state
.lowest_disabled_stage
3625 && device
->StateTable
[STATE_TEXTURESTAGE(0, state
)].representative
3626 == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
))
3628 /* Colorop change above lowest disabled stage? That won't change
3629 * anything in the GL setup. Changes in other states are important on
3630 * disabled stages too. */
3634 if (state
== WINED3DTSS_COLOROP
)
3638 if (value
== WINED3DTOP_DISABLE
&& old_value
!= WINED3DTOP_DISABLE
)
3640 /* Previously enabled stage disabled now. Make sure to dirtify
3641 * all enabled stages above stage, they have to be disabled.
3643 * The current stage is dirtified below. */
3644 for (i
= stage
+ 1; i
< device
->stateBlock
->state
.lowest_disabled_stage
; ++i
)
3646 TRACE("Additionally dirtifying stage %u.\n", i
);
3647 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3DTSS_COLOROP
));
3649 device
->stateBlock
->state
.lowest_disabled_stage
= stage
;
3650 TRACE("New lowest disabled: %u.\n", stage
);
3652 else if (value
!= WINED3DTOP_DISABLE
&& old_value
== WINED3DTOP_DISABLE
)
3654 /* Previously disabled stage enabled. Stages above it may need
3655 * enabling. Stage must be lowest_disabled_stage here, if it's
3656 * bigger success is returned above, and stages below the lowest
3657 * disabled stage can't be enabled (because they are enabled
3660 * Again stage stage doesn't need to be dirtified here, it is
3662 for (i
= stage
+ 1; i
< gl_info
->limits
.texture_stages
; ++i
)
3664 if (device
->updateStateBlock
->state
.texture_states
[i
][WINED3DTSS_COLOROP
] == WINED3DTOP_DISABLE
)
3666 TRACE("Additionally dirtifying stage %u due to enable.\n", i
);
3667 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3DTSS_COLOROP
));
3669 device
->stateBlock
->state
.lowest_disabled_stage
= i
;
3670 TRACE("New lowest disabled: %u.\n", i
);
3674 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, state
));
3679 HRESULT CDECL
wined3d_device_get_texture_stage_state(struct wined3d_device
*device
,
3680 UINT stage
, WINED3DTEXTURESTAGESTATETYPE state
, DWORD
*value
)
3682 TRACE("device %p, stage %u, state %s, value %p.\n",
3683 device
, stage
, debug_d3dtexturestate(state
), value
);
3685 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3687 WARN("Invalid state %#x passed.\n", state
);
3691 *value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3692 TRACE("Returning %#x.\n", *value
);
3697 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3698 UINT stage
, struct wined3d_texture
*texture
)
3700 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3701 struct wined3d_texture
*prev
;
3703 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3705 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3706 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3708 /* Windows accepts overflowing this array... we do not. */
3709 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3711 WARN("Ignoring invalid stage %u.\n", stage
);
3715 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
3716 if (texture
&& texture
->resource
.pool
== WINED3DPOOL_SCRATCH
)
3718 WARN("Rejecting attempt to set scratch texture.\n");
3719 return WINED3DERR_INVALIDCALL
;
3722 device
->updateStateBlock
->changed
.textures
|= 1 << stage
;
3724 prev
= device
->updateStateBlock
->state
.textures
[stage
];
3725 TRACE("Previous texture %p.\n", prev
);
3727 if (texture
== prev
)
3729 TRACE("App is setting the same texture again, nothing to do.\n");
3733 TRACE("Setting new texture to %p.\n", texture
);
3734 device
->updateStateBlock
->state
.textures
[stage
] = texture
;
3736 if (device
->isRecordingState
)
3738 TRACE("Recording... not performing anything\n");
3740 if (texture
) wined3d_texture_incref(texture
);
3741 if (prev
) wined3d_texture_decref(prev
);
3748 LONG bind_count
= InterlockedIncrement(&texture
->bind_count
);
3750 wined3d_texture_incref(texture
);
3752 if (!prev
|| texture
->target
!= prev
->target
)
3753 device_invalidate_state(device
, STATE_PIXELSHADER
);
3755 if (!prev
&& stage
< gl_info
->limits
.texture_stages
)
3757 /* The source arguments for color and alpha ops have different
3758 * meanings when a NULL texture is bound, so the COLOROP and
3759 * ALPHAOP have to be dirtified. */
3760 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_COLOROP
));
3761 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_ALPHAOP
));
3764 if (bind_count
== 1)
3765 texture
->sampler
= stage
;
3770 LONG bind_count
= InterlockedDecrement(&prev
->bind_count
);
3772 wined3d_texture_decref(prev
);
3774 if (!texture
&& stage
< gl_info
->limits
.texture_stages
)
3776 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_COLOROP
));
3777 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_ALPHAOP
));
3780 if (bind_count
&& prev
->sampler
== stage
)
3784 /* Search for other stages the texture is bound to. Shouldn't
3785 * happen if applications bind textures to a single stage only. */
3786 TRACE("Searching for other stages the texture is bound to.\n");
3787 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3789 if (device
->updateStateBlock
->state
.textures
[i
] == prev
)
3791 TRACE("Texture is also bound to stage %u.\n", i
);
3799 device_invalidate_state(device
, STATE_SAMPLER(stage
));
3804 HRESULT CDECL
wined3d_device_get_texture(struct wined3d_device
*device
,
3805 UINT stage
, struct wined3d_texture
**texture
)
3807 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3809 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3810 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3812 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3814 WARN("Ignoring invalid stage %u.\n", stage
);
3815 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
3818 *texture
= device
->stateBlock
->state
.textures
[stage
];
3820 wined3d_texture_incref(*texture
);
3822 TRACE("Returning %p.\n", *texture
);
3827 HRESULT CDECL
wined3d_device_get_back_buffer(struct wined3d_device
*device
, UINT swapchain_idx
,
3828 UINT backbuffer_idx
, WINED3DBACKBUFFER_TYPE backbuffer_type
, struct wined3d_surface
**backbuffer
)
3830 struct wined3d_swapchain
*swapchain
;
3833 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3834 device
, swapchain_idx
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3836 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3839 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
3843 hr
= wined3d_swapchain_get_back_buffer(swapchain
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3844 wined3d_swapchain_decref(swapchain
);
3847 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx
, hr
);
3854 HRESULT CDECL
wined3d_device_get_device_caps(struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3856 TRACE("device %p, caps %p.\n", device
, caps
);
3858 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
, device
->devType
, caps
);
3861 HRESULT CDECL
wined3d_device_get_display_mode(struct wined3d_device
*device
,
3862 UINT swapchain_idx
, WINED3DDISPLAYMODE
*mode
)
3864 struct wined3d_swapchain
*swapchain
;
3867 TRACE("device %p, swapchain_idx %u, mode %p.\n", device
, swapchain_idx
, mode
);
3871 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3874 hr
= wined3d_swapchain_get_display_mode(swapchain
, mode
);
3875 wined3d_swapchain_decref(swapchain
);
3880 /* Don't read the real display mode, but return the stored mode
3881 * instead. X11 can't change the color depth, and some apps are
3882 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3883 * that GetDisplayMode still returns 24 bpp.
3885 * Also don't relay to the swapchain because with ddraw it's possible
3886 * that there isn't a swapchain at all. */
3887 mode
->Width
= device
->ddraw_width
;
3888 mode
->Height
= device
->ddraw_height
;
3889 mode
->Format
= device
->ddraw_format
;
3890 mode
->RefreshRate
= 0;
3897 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3899 struct wined3d_stateblock
*stateblock
;
3902 TRACE("device %p.\n", device
);
3904 if (device
->isRecordingState
)
3905 return WINED3DERR_INVALIDCALL
;
3907 hr
= wined3d_stateblock_create(device
, WINED3DSBT_RECORDED
, &stateblock
);
3911 wined3d_stateblock_decref(device
->updateStateBlock
);
3912 device
->updateStateBlock
= stateblock
;
3913 device
->isRecordingState
= TRUE
;
3915 TRACE("Recording stateblock %p.\n", stateblock
);
3920 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3921 struct wined3d_stateblock
**stateblock
)
3923 struct wined3d_stateblock
*object
= device
->updateStateBlock
;
3925 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3927 if (!device
->isRecordingState
)
3929 WARN("Not recording.\n");
3931 return WINED3DERR_INVALIDCALL
;
3934 stateblock_init_contained_states(object
);
3936 *stateblock
= object
;
3937 device
->isRecordingState
= FALSE
;
3938 device
->updateStateBlock
= device
->stateBlock
;
3939 wined3d_stateblock_incref(device
->updateStateBlock
);
3941 TRACE("Returning stateblock %p.\n", *stateblock
);
3946 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3948 /* At the moment we have no need for any functionality at the beginning
3950 TRACE("device %p.\n", device
);
3952 if (device
->inScene
)
3954 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3955 return WINED3DERR_INVALIDCALL
;
3957 device
->inScene
= TRUE
;
3961 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3963 struct wined3d_context
*context
;
3965 TRACE("device %p.\n", device
);
3967 if (!device
->inScene
)
3969 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3970 return WINED3DERR_INVALIDCALL
;
3973 context
= context_acquire(device
, NULL
);
3974 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3976 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3978 context_release(context
);
3980 device
->inScene
= FALSE
;
3984 HRESULT CDECL
wined3d_device_present(struct wined3d_device
*device
, const RECT
*src_rect
,
3985 const RECT
*dst_rect
, HWND dst_window_override
, const RGNDATA
*dirty_region
)
3989 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
3990 device
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
3991 dst_window_override
, dirty_region
);
3993 for (i
= 0; i
< device
->swapchain_count
; ++i
)
3995 wined3d_swapchain_present(device
->swapchains
[i
], src_rect
,
3996 dst_rect
, dst_window_override
, dirty_region
, 0);
4002 /* Do not call while under the GL lock. */
4003 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
4004 const RECT
*rects
, DWORD flags
, WINED3DCOLOR color
, float depth
, DWORD stencil
)
4006 const WINED3DCOLORVALUE c
= {D3DCOLOR_R(color
), D3DCOLOR_G(color
), D3DCOLOR_B(color
), D3DCOLOR_A(color
)};
4009 TRACE("device %p, rect_count %u, rects %p, flags %#x, color 0x%08x, depth %.8e, stencil %u.\n",
4010 device
, rect_count
, rects
, flags
, color
, depth
, stencil
);
4012 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
4014 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4017 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4018 /* TODO: What about depth stencil buffers without stencil bits? */
4019 return WINED3DERR_INVALIDCALL
;
4021 else if (flags
& WINED3DCLEAR_TARGET
)
4023 if (ds
->resource
.width
< device
->fb
.render_targets
[0]->resource
.width
4024 || ds
->resource
.height
< device
->fb
.render_targets
[0]->resource
.height
)
4026 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4032 wined3d_get_draw_rect(&device
->stateBlock
->state
, &draw_rect
);
4034 return device_clear_render_targets(device
, device
->adapter
->gl_info
.limits
.buffers
,
4035 &device
->fb
, rect_count
, rects
,
4036 &draw_rect
, flags
, &c
, depth
, stencil
);
4039 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
4040 WINED3DPRIMITIVETYPE primitive_type
)
4042 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
4044 device
->updateStateBlock
->changed
.primitive_type
= TRUE
;
4045 device
->updateStateBlock
->state
.gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
4048 void CDECL
wined3d_device_get_primitive_type(struct wined3d_device
*device
,
4049 WINED3DPRIMITIVETYPE
*primitive_type
)
4051 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
4053 *primitive_type
= d3d_primitive_type_from_gl(device
->stateBlock
->state
.gl_primitive_type
);
4055 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
4058 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
4060 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
4062 if (!device
->stateBlock
->state
.vertex_declaration
)
4064 WARN("Called without a valid vertex declaration set.\n");
4065 return WINED3DERR_INVALIDCALL
;
4068 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4069 if (device
->stateBlock
->state
.user_stream
)
4071 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4072 device
->stateBlock
->state
.user_stream
= FALSE
;
4075 if (device
->stateBlock
->state
.load_base_vertex_index
)
4077 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4078 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4081 /* Account for the loading offset due to index buffers. Instead of
4082 * reloading all sources correct it with the startvertex parameter. */
4083 drawPrimitive(device
, vertex_count
, start_vertex
, 0, NULL
);
4087 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
4089 struct wined3d_buffer
*index_buffer
;
4090 UINT index_size
= 2;
4092 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4094 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
4096 index_buffer
= device
->stateBlock
->state
.index_buffer
;
4099 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4100 * without an index buffer set. (The first time at least...)
4101 * D3D8 simply dies, but I doubt it can do much harm to return
4102 * D3DERR_INVALIDCALL there as well. */
4103 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4104 return WINED3DERR_INVALIDCALL
;
4107 if (!device
->stateBlock
->state
.vertex_declaration
)
4109 WARN("Called without a valid vertex declaration set.\n");
4110 return WINED3DERR_INVALIDCALL
;
4113 if (device
->stateBlock
->state
.user_stream
)
4115 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4116 device
->stateBlock
->state
.user_stream
= FALSE
;
4118 vbo
= index_buffer
->buffer_object
;
4120 if (device
->stateBlock
->state
.index_format
== WINED3DFMT_R16_UINT
)
4125 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
4126 device
->stateBlock
->state
.load_base_vertex_index
!= device
->stateBlock
->state
.base_vertex_index
)
4128 device
->stateBlock
->state
.load_base_vertex_index
= device
->stateBlock
->state
.base_vertex_index
;
4129 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4132 drawPrimitive(device
, index_count
, start_idx
, index_size
,
4133 vbo
? NULL
: index_buffer
->resource
.allocatedMemory
);
4138 HRESULT CDECL
wined3d_device_draw_primitive_up(struct wined3d_device
*device
, UINT vertex_count
,
4139 const void *stream_data
, UINT stream_stride
)
4141 struct wined3d_stream_state
*stream
;
4142 struct wined3d_buffer
*vb
;
4144 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4145 device
, vertex_count
, stream_data
, stream_stride
);
4147 if (!device
->stateBlock
->state
.vertex_declaration
)
4149 WARN("Called without a valid vertex declaration set.\n");
4150 return WINED3DERR_INVALIDCALL
;
4153 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4154 stream
= &device
->stateBlock
->state
.streams
[0];
4155 vb
= stream
->buffer
;
4156 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4158 wined3d_buffer_decref(vb
);
4160 stream
->stride
= stream_stride
;
4161 device
->stateBlock
->state
.user_stream
= TRUE
;
4162 if (device
->stateBlock
->state
.load_base_vertex_index
)
4164 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4165 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4168 /* TODO: Only mark dirty if drawing from a different UP address */
4169 device_invalidate_state(device
, STATE_STREAMSRC
);
4171 drawPrimitive(device
, vertex_count
, 0, 0, NULL
);
4173 /* MSDN specifies stream zero settings must be set to NULL */
4174 stream
->buffer
= NULL
;
4177 /* stream zero settings set to null at end, as per the msdn. No need to
4178 * mark dirty here, the app has to set the new stream sources or use UP
4183 HRESULT CDECL
wined3d_device_draw_indexed_primitive_up(struct wined3d_device
*device
,
4184 UINT index_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
,
4185 const void *stream_data
, UINT stream_stride
)
4187 struct wined3d_stream_state
*stream
;
4188 struct wined3d_buffer
*vb
, *ib
;
4191 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4192 device
, index_count
, index_data
, debug_d3dformat(index_data_format_id
), stream_data
, stream_stride
);
4194 if (!device
->stateBlock
->state
.vertex_declaration
)
4196 WARN("(%p) : Called without a valid vertex declaration set\n", device
);
4197 return WINED3DERR_INVALIDCALL
;
4200 if (index_data_format_id
== WINED3DFMT_R16_UINT
)
4205 stream
= &device
->stateBlock
->state
.streams
[0];
4206 vb
= stream
->buffer
;
4207 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4209 wined3d_buffer_decref(vb
);
4211 stream
->stride
= stream_stride
;
4212 device
->stateBlock
->state
.user_stream
= TRUE
;
4214 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4215 device
->stateBlock
->state
.base_vertex_index
= 0;
4216 if (device
->stateBlock
->state
.load_base_vertex_index
)
4218 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4219 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4221 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4222 device_invalidate_state(device
, STATE_STREAMSRC
);
4223 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4225 drawPrimitive(device
, index_count
, 0, index_size
, index_data
);
4227 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4228 stream
->buffer
= NULL
;
4230 ib
= device
->stateBlock
->state
.index_buffer
;
4233 wined3d_buffer_decref(ib
);
4234 device
->stateBlock
->state
.index_buffer
= NULL
;
4236 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4237 * SetStreamSource to specify a vertex buffer
4243 HRESULT CDECL
wined3d_device_draw_primitive_strided(struct wined3d_device
*device
,
4244 UINT vertex_count
, const WineDirect3DVertexStridedData
*strided_data
)
4246 /* Mark the state dirty until we have nicer tracking. It's fine to change
4247 * baseVertexIndex because that call is only called by ddraw which does
4248 * not need that value. */
4249 device_invalidate_state(device
, STATE_VDECL
);
4250 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4251 device
->stateBlock
->state
.base_vertex_index
= 0;
4252 device
->up_strided
= strided_data
;
4253 drawPrimitive(device
, vertex_count
, 0, 0, NULL
);
4254 device
->up_strided
= NULL
;
4258 HRESULT CDECL
wined3d_device_draw_indexed_primitive_strided(struct wined3d_device
*device
,
4259 UINT index_count
, const WineDirect3DVertexStridedData
*strided_data
,
4260 UINT vertex_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
)
4262 UINT index_size
= index_data_format_id
== WINED3DFMT_R32_UINT
? 4 : 2;
4264 /* Mark the state dirty until we have nicer tracking
4265 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4268 device_invalidate_state(device
, STATE_VDECL
);
4269 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4270 device
->stateBlock
->state
.user_stream
= TRUE
;
4271 device
->stateBlock
->state
.base_vertex_index
= 0;
4272 device
->up_strided
= strided_data
;
4273 drawPrimitive(device
, index_count
, 0, index_size
, index_data
);
4274 device
->up_strided
= NULL
;
4278 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4279 static HRESULT
device_update_volume(struct wined3d_device
*device
,
4280 struct wined3d_volume
*src_volume
, struct wined3d_volume
*dst_volume
)
4282 WINED3DLOCKED_BOX src
;
4283 WINED3DLOCKED_BOX dst
;
4286 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4287 device
, src_volume
, dst_volume
);
4289 /* TODO: Implement direct loading into the gl volume instead of using
4290 * memcpy and dirtification to improve loading performance. */
4291 hr
= wined3d_volume_map(src_volume
, &src
, NULL
, WINED3DLOCK_READONLY
);
4292 if (FAILED(hr
)) return hr
;
4293 hr
= wined3d_volume_map(dst_volume
, &dst
, NULL
, WINED3DLOCK_DISCARD
);
4296 wined3d_volume_unmap(src_volume
);
4300 memcpy(dst
.pBits
, src
.pBits
, dst_volume
->resource
.size
);
4302 hr
= wined3d_volume_unmap(dst_volume
);
4304 wined3d_volume_unmap(src_volume
);
4306 hr
= wined3d_volume_unmap(src_volume
);
4311 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
4312 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
4314 unsigned int level_count
, i
;
4315 WINED3DRESOURCETYPE type
;
4318 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
4320 /* Verify that the source and destination textures are non-NULL. */
4321 if (!src_texture
|| !dst_texture
)
4323 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4324 return WINED3DERR_INVALIDCALL
;
4327 if (src_texture
== dst_texture
)
4329 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4330 return WINED3DERR_INVALIDCALL
;
4333 /* Verify that the source and destination textures are the same type. */
4334 type
= src_texture
->resource
.resourceType
;
4335 if (dst_texture
->resource
.resourceType
!= type
)
4337 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4338 return WINED3DERR_INVALIDCALL
;
4341 /* Check that both textures have the identical numbers of levels. */
4342 level_count
= wined3d_texture_get_level_count(src_texture
);
4343 if (wined3d_texture_get_level_count(dst_texture
) != level_count
)
4345 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4346 return WINED3DERR_INVALIDCALL
;
4349 /* Make sure that the destination texture is loaded. */
4350 dst_texture
->texture_ops
->texture_preload(dst_texture
, SRGB_RGB
);
4352 /* Update every surface level of the texture. */
4355 case WINED3DRTYPE_TEXTURE
:
4357 struct wined3d_surface
*src_surface
;
4358 struct wined3d_surface
*dst_surface
;
4360 for (i
= 0; i
< level_count
; ++i
)
4362 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4363 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4364 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4367 WARN("Failed to update surface, hr %#x.\n", hr
);
4374 case WINED3DRTYPE_CUBETEXTURE
:
4376 struct wined3d_surface
*src_surface
;
4377 struct wined3d_surface
*dst_surface
;
4379 for (i
= 0; i
< level_count
* 6; ++i
)
4381 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4382 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4383 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4386 WARN("Failed to update surface, hr %#x.\n", hr
);
4393 case WINED3DRTYPE_VOLUMETEXTURE
:
4395 for (i
= 0; i
< level_count
; ++i
)
4397 hr
= device_update_volume(device
,
4398 volume_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
)),
4399 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
)));
4402 WARN("Failed to update volume, hr %#x.\n", hr
);
4410 FIXME("Unsupported texture type %#x.\n", type
);
4411 return WINED3DERR_INVALIDCALL
;
4417 HRESULT CDECL
wined3d_device_get_front_buffer_data(struct wined3d_device
*device
,
4418 UINT swapchain_idx
, struct wined3d_surface
*dst_surface
)
4420 struct wined3d_swapchain
*swapchain
;
4423 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device
, swapchain_idx
, dst_surface
);
4425 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4426 if (FAILED(hr
)) return hr
;
4428 hr
= wined3d_swapchain_get_front_buffer_data(swapchain
, dst_surface
);
4429 wined3d_swapchain_decref(swapchain
);
4434 HRESULT CDECL
wined3d_device_validate_device(struct wined3d_device
*device
, DWORD
*num_passes
)
4436 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4437 struct wined3d_texture
*texture
;
4440 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
4442 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4444 if (state
->sampler_states
[i
][WINED3DSAMP_MINFILTER
] == WINED3DTEXF_NONE
)
4446 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4447 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4449 if (state
->sampler_states
[i
][WINED3DSAMP_MAGFILTER
] == WINED3DTEXF_NONE
)
4451 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4452 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4455 texture
= state
->textures
[i
];
4456 if (!texture
|| texture
->resource
.format
->flags
& WINED3DFMT_FLAG_FILTERING
) continue;
4458 if (state
->sampler_states
[i
][WINED3DSAMP_MAGFILTER
] != WINED3DTEXF_POINT
)
4460 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i
);
4463 if (state
->sampler_states
[i
][WINED3DSAMP_MINFILTER
] != WINED3DTEXF_POINT
)
4465 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i
);
4468 if (state
->sampler_states
[i
][WINED3DSAMP_MIPFILTER
] != WINED3DTEXF_NONE
4469 && state
->sampler_states
[i
][WINED3DSAMP_MIPFILTER
] != WINED3DTEXF_POINT
)
4471 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i
);
4476 if (state
->render_states
[WINED3DRS_ZENABLE
] || state
->render_states
[WINED3DRS_ZWRITEENABLE
] ||
4477 state
->render_states
[WINED3DRS_STENCILENABLE
])
4479 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4480 struct wined3d_surface
*target
= device
->fb
.render_targets
[0];
4483 && (ds
->resource
.width
< target
->resource
.width
|| ds
->resource
.height
< target
->resource
.height
))
4485 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4486 return WINED3DERR_CONFLICTINGRENDERSTATE
;
4490 /* return a sensible default */
4493 TRACE("returning D3D_OK\n");
4497 static void dirtify_p8_texture_samplers(struct wined3d_device
*device
)
4501 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4503 struct wined3d_texture
*texture
= device
->stateBlock
->state
.textures
[i
];
4504 if (texture
&& (texture
->resource
.format
->id
== WINED3DFMT_P8_UINT
4505 || texture
->resource
.format
->id
== WINED3DFMT_P8_UINT_A8_UNORM
))
4506 device_invalidate_state(device
, STATE_SAMPLER(i
));
4510 HRESULT CDECL
wined3d_device_set_palette_entries(struct wined3d_device
*device
,
4511 UINT palette_idx
, const PALETTEENTRY
*entries
)
4515 TRACE("device %p, palette_idx %u, entries %p.\n", device
, palette_idx
, entries
);
4517 if (palette_idx
>= MAX_PALETTES
)
4519 WARN("Invalid palette index %u.\n", palette_idx
);
4520 return WINED3DERR_INVALIDCALL
;
4523 if (palette_idx
>= device
->palette_count
)
4525 UINT new_size
= device
->palette_count
;
4526 PALETTEENTRY
**palettes
;
4531 } while (palette_idx
>= new_size
);
4532 palettes
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, device
->palettes
, sizeof(*palettes
) * new_size
);
4535 ERR("Out of memory!\n");
4536 return E_OUTOFMEMORY
;
4538 device
->palettes
= palettes
;
4539 device
->palette_count
= new_size
;
4542 if (!device
->palettes
[palette_idx
])
4544 device
->palettes
[palette_idx
] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY
) * 256);
4545 if (!device
->palettes
[palette_idx
])
4547 ERR("Out of memory!\n");
4548 return E_OUTOFMEMORY
;
4552 for (i
= 0; i
< 256; ++i
)
4554 device
->palettes
[palette_idx
][i
].peRed
= entries
[i
].peRed
;
4555 device
->palettes
[palette_idx
][i
].peGreen
= entries
[i
].peGreen
;
4556 device
->palettes
[palette_idx
][i
].peBlue
= entries
[i
].peBlue
;
4557 device
->palettes
[palette_idx
][i
].peFlags
= entries
[i
].peFlags
;
4560 if (palette_idx
== device
->currentPalette
)
4561 dirtify_p8_texture_samplers(device
);
4566 HRESULT CDECL
wined3d_device_get_palette_entries(struct wined3d_device
*device
,
4567 UINT palette_idx
, PALETTEENTRY
*entries
)
4571 TRACE("device %p, palette_idx %u, entries %p.\n", device
, palette_idx
, entries
);
4573 if (palette_idx
>= device
->palette_count
|| !device
->palettes
[palette_idx
])
4575 /* What happens in such situation isn't documented; Native seems to
4576 * silently abort on such conditions. */
4577 WARN("Invalid palette index %u.\n", palette_idx
);
4578 return WINED3DERR_INVALIDCALL
;
4581 for (i
= 0; i
< 256; ++i
)
4583 entries
[i
].peRed
= device
->palettes
[palette_idx
][i
].peRed
;
4584 entries
[i
].peGreen
= device
->palettes
[palette_idx
][i
].peGreen
;
4585 entries
[i
].peBlue
= device
->palettes
[palette_idx
][i
].peBlue
;
4586 entries
[i
].peFlags
= device
->palettes
[palette_idx
][i
].peFlags
;
4592 HRESULT CDECL
wined3d_device_set_current_texture_palette(struct wined3d_device
*device
, UINT palette_idx
)
4594 TRACE("device %p, palette_idx %u.\n", device
, palette_idx
);
4596 /* Native appears to silently abort on attempt to make an uninitialized
4597 * palette current and render. (tested with reference rasterizer). */
4598 if (palette_idx
>= device
->palette_count
|| !device
->palettes
[palette_idx
])
4600 WARN("Invalid palette index %u.\n", palette_idx
);
4601 return WINED3DERR_INVALIDCALL
;
4604 /* TODO: stateblocks? */
4605 if (device
->currentPalette
!= palette_idx
)
4607 device
->currentPalette
= palette_idx
;
4608 dirtify_p8_texture_samplers(device
);
4614 HRESULT CDECL
wined3d_device_get_current_texture_palette(struct wined3d_device
*device
, UINT
*palette_idx
)
4616 TRACE("device %p, palette_idx %p.\n", device
, palette_idx
);
4619 return WINED3DERR_INVALIDCALL
;
4621 *palette_idx
= device
->currentPalette
;
4626 HRESULT CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
4630 TRACE("device %p, software %#x.\n", device
, software
);
4634 FIXME("device %p, software %#x stub!\n", device
, software
);
4638 device
->softwareVertexProcessing
= software
;
4643 BOOL CDECL
wined3d_device_get_software_vertex_processing(struct wined3d_device
*device
)
4647 TRACE("device %p.\n", device
);
4651 TRACE("device %p stub!\n", device
);
4655 return device
->softwareVertexProcessing
;
4658 HRESULT CDECL
wined3d_device_get_raster_status(struct wined3d_device
*device
,
4659 UINT swapchain_idx
, WINED3DRASTER_STATUS
*raster_status
)
4661 struct wined3d_swapchain
*swapchain
;
4664 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4665 device
, swapchain_idx
, raster_status
);
4667 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4670 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
4674 hr
= wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
4675 wined3d_swapchain_decref(swapchain
);
4678 WARN("Failed to get raster status, hr %#x.\n", hr
);
4685 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
4689 TRACE("device %p, segments %.8e.\n", device
, segments
);
4691 if (segments
!= 0.0f
)
4695 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
4703 float CDECL
wined3d_device_get_npatch_mode(struct wined3d_device
*device
)
4707 TRACE("device %p.\n", device
);
4711 FIXME("device %p stub!\n", device
);
4718 HRESULT CDECL
wined3d_device_update_surface(struct wined3d_device
*device
,
4719 struct wined3d_surface
*src_surface
, const RECT
*src_rect
,
4720 struct wined3d_surface
*dst_surface
, const POINT
*dst_point
)
4722 const struct wined3d_format
*src_format
;
4723 const struct wined3d_format
*dst_format
;
4724 const struct wined3d_gl_info
*gl_info
;
4725 struct wined3d_context
*context
;
4726 struct wined3d_bo_address data
;
4727 struct wined3d_format format
;
4728 UINT update_w
, update_h
;
4729 CONVERT_TYPES convert
;
4736 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4737 device
, src_surface
, wine_dbgstr_rect(src_rect
),
4738 dst_surface
, wine_dbgstr_point(dst_point
));
4740 if (src_surface
->resource
.pool
!= WINED3DPOOL_SYSTEMMEM
|| dst_surface
->resource
.pool
!= WINED3DPOOL_DEFAULT
)
4742 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4743 src_surface
, dst_surface
);
4744 return WINED3DERR_INVALIDCALL
;
4747 src_format
= src_surface
->resource
.format
;
4748 dst_format
= dst_surface
->resource
.format
;
4750 if (src_format
->id
!= dst_format
->id
)
4752 WARN("Source and destination surfaces should have the same format.\n");
4753 return WINED3DERR_INVALIDCALL
;
4762 else if (dst_point
->x
< 0 || dst_point
->y
< 0)
4764 WARN("Invalid destination point.\n");
4765 return WINED3DERR_INVALIDCALL
;
4772 r
.right
= src_surface
->resource
.width
;
4773 r
.bottom
= src_surface
->resource
.height
;
4776 else if (src_rect
->left
< 0 || src_rect
->left
>= src_rect
->right
4777 || src_rect
->top
< 0 || src_rect
->top
>= src_rect
->bottom
)
4779 WARN("Invalid source rectangle.\n");
4780 return WINED3DERR_INVALIDCALL
;
4783 src_w
= src_surface
->resource
.width
;
4784 src_h
= src_surface
->resource
.height
;
4786 dst_w
= dst_surface
->resource
.width
;
4787 dst_h
= dst_surface
->resource
.height
;
4789 update_w
= src_rect
->right
- src_rect
->left
;
4790 update_h
= src_rect
->bottom
- src_rect
->top
;
4792 if (update_w
> dst_w
|| dst_point
->x
> dst_w
- update_w
4793 || update_h
> dst_h
|| dst_point
->y
> dst_h
- update_h
)
4795 WARN("Destination out of bounds.\n");
4796 return WINED3DERR_INVALIDCALL
;
4799 /* NPOT block sizes would be silly. */
4800 if ((src_format
->flags
& WINED3DFMT_FLAG_COMPRESSED
)
4801 && ((update_w
& (src_format
->block_width
- 1) || update_h
& (src_format
->block_height
- 1))
4802 && (src_w
!= update_w
|| dst_w
!= update_w
|| src_h
!= update_h
|| dst_h
!= update_h
)))
4804 WARN("Update rect not block-aligned.\n");
4805 return WINED3DERR_INVALIDCALL
;
4808 /* This call loads the OpenGL surface directly, instead of copying the
4809 * surface to the destination's sysmem copy. If surface conversion is
4810 * needed, use BltFast instead to copy in sysmem and use regular surface
4812 d3dfmt_get_conv(dst_surface
, FALSE
, TRUE
, &format
, &convert
);
4813 if (convert
!= NO_CONVERSION
|| format
.convert
)
4814 return wined3d_surface_bltfast(dst_surface
, dst_point
->x
, dst_point
->y
, src_surface
, src_rect
, 0);
4816 context
= context_acquire(device
, NULL
);
4817 gl_info
= context
->gl_info
;
4820 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
4821 checkGLcall("glActiveTextureARB");
4824 /* Only load the surface for partial updates. For newly allocated texture
4825 * the texture wouldn't be the current location, and we'd upload zeroes
4826 * just to overwrite them again. */
4827 if (update_w
== dst_w
&& update_h
== dst_h
)
4828 surface_prepare_texture(dst_surface
, gl_info
, FALSE
);
4830 surface_load_location(dst_surface
, SFLAG_INTEXTURE
, NULL
);
4831 surface_bind(dst_surface
, gl_info
, FALSE
);
4833 data
.buffer_object
= 0;
4834 data
.addr
= src_surface
->resource
.allocatedMemory
;
4837 ERR("Source surface has no allocated memory, but should be a sysmem surface.\n");
4839 surface_upload_data(dst_surface
, gl_info
, src_format
, src_rect
, src_w
, dst_point
, FALSE
, &data
);
4841 context_release(context
);
4843 surface_modify_location(dst_surface
, SFLAG_INTEXTURE
, TRUE
);
4844 sampler
= device
->rev_tex_unit_map
[0];
4845 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
4846 device_invalidate_state(device
, STATE_SAMPLER(sampler
));
4851 HRESULT CDECL
wined3d_device_draw_rect_patch(struct wined3d_device
*device
, UINT handle
,
4852 const float *num_segs
, const WINED3DRECTPATCH_INFO
*rect_patch_info
)
4854 struct WineD3DRectPatch
*patch
;
4855 GLenum old_primitive_type
;
4860 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4861 device
, handle
, num_segs
, rect_patch_info
);
4863 if (!(handle
|| rect_patch_info
))
4865 /* TODO: Write a test for the return value, thus the FIXME */
4866 FIXME("Both handle and rect_patch_info are NULL.\n");
4867 return WINED3DERR_INVALIDCALL
;
4872 i
= PATCHMAP_HASHFUNC(handle
);
4874 LIST_FOR_EACH(e
, &device
->patches
[i
])
4876 patch
= LIST_ENTRY(e
, struct WineD3DRectPatch
, entry
);
4877 if (patch
->Handle
== handle
)
4886 TRACE("Patch does not exist. Creating a new one\n");
4887 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4888 patch
->Handle
= handle
;
4889 list_add_head(&device
->patches
[i
], &patch
->entry
);
4891 TRACE("Found existing patch %p\n", patch
);
4896 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4897 * attributes we have to tesselate, read back, and draw. This needs a patch
4898 * management structure instance. Create one.
4900 * A possible improvement is to check if a vertex shader is used, and if not directly
4903 FIXME("Drawing an uncached patch. This is slow\n");
4904 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4907 if (num_segs
[0] != patch
->numSegs
[0] || num_segs
[1] != patch
->numSegs
[1]
4908 || num_segs
[2] != patch
->numSegs
[2] || num_segs
[3] != patch
->numSegs
[3]
4909 || (rect_patch_info
&& memcmp(rect_patch_info
, &patch
->RectPatchInfo
, sizeof(*rect_patch_info
))))
4912 TRACE("Tesselation density or patch info changed, retesselating\n");
4914 if (rect_patch_info
)
4915 patch
->RectPatchInfo
= *rect_patch_info
;
4917 patch
->numSegs
[0] = num_segs
[0];
4918 patch
->numSegs
[1] = num_segs
[1];
4919 patch
->numSegs
[2] = num_segs
[2];
4920 patch
->numSegs
[3] = num_segs
[3];
4922 hr
= tesselate_rectpatch(device
, patch
);
4925 WARN("Patch tesselation failed.\n");
4927 /* Do not release the handle to store the params of the patch */
4929 HeapFree(GetProcessHeap(), 0, patch
);
4935 old_primitive_type
= device
->stateBlock
->state
.gl_primitive_type
;
4936 device
->stateBlock
->state
.gl_primitive_type
= GL_TRIANGLES
;
4937 wined3d_device_draw_primitive_strided(device
, patch
->numSegs
[0] * patch
->numSegs
[1] * 2 * 3, &patch
->strided
);
4938 device
->stateBlock
->state
.gl_primitive_type
= old_primitive_type
;
4940 /* Destroy uncached patches */
4943 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4944 HeapFree(GetProcessHeap(), 0, patch
);
4949 HRESULT CDECL
wined3d_device_draw_tri_patch(struct wined3d_device
*device
, UINT handle
,
4950 const float *segment_count
, const WINED3DTRIPATCH_INFO
*patch_info
)
4952 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4953 device
, handle
, segment_count
, patch_info
);
4958 HRESULT CDECL
wined3d_device_delete_patch(struct wined3d_device
*device
, UINT handle
)
4960 struct WineD3DRectPatch
*patch
;
4964 TRACE("device %p, handle %#x.\n", device
, handle
);
4966 i
= PATCHMAP_HASHFUNC(handle
);
4967 LIST_FOR_EACH(e
, &device
->patches
[i
])
4969 patch
= LIST_ENTRY(e
, struct WineD3DRectPatch
, entry
);
4970 if (patch
->Handle
== handle
)
4972 TRACE("Deleting patch %p\n", patch
);
4973 list_remove(&patch
->entry
);
4974 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4975 HeapFree(GetProcessHeap(), 0, patch
);
4980 /* TODO: Write a test for the return value */
4981 FIXME("Attempt to destroy nonexistent patch\n");
4982 return WINED3DERR_INVALIDCALL
;
4985 /* Do not call while under the GL lock. */
4986 HRESULT CDECL
wined3d_device_color_fill(struct wined3d_device
*device
,
4987 struct wined3d_surface
*surface
, const RECT
*rect
, const WINED3DCOLORVALUE
*color
)
4989 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4990 device
, surface
, wine_dbgstr_rect(rect
),
4991 color
->r
, color
->g
, color
->b
, color
->a
);
4993 if (surface
->resource
.pool
!= WINED3DPOOL_DEFAULT
&& surface
->resource
.pool
!= WINED3DPOOL_SYSTEMMEM
)
4995 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
4996 return WINED3DERR_INVALIDCALL
;
4999 return surface_color_fill(surface
, rect
, color
);
5002 /* Do not call while under the GL lock. */
5003 void CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
5004 struct wined3d_rendertarget_view
*rendertarget_view
, const WINED3DCOLORVALUE
*color
)
5006 struct wined3d_resource
*resource
;
5009 resource
= rendertarget_view
->resource
;
5010 if (resource
->resourceType
!= WINED3DRTYPE_SURFACE
)
5012 FIXME("Only supported on surface resources\n");
5016 hr
= surface_color_fill(surface_from_resource(resource
), NULL
, color
);
5017 if (FAILED(hr
)) ERR("Color fill failed, hr %#x.\n", hr
);
5020 HRESULT CDECL
wined3d_device_get_render_target(struct wined3d_device
*device
,
5021 UINT render_target_idx
, struct wined3d_surface
**render_target
)
5023 TRACE("device %p, render_target_idx %u, render_target %p.\n",
5024 device
, render_target_idx
, render_target
);
5026 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
5028 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
5029 return WINED3DERR_INVALIDCALL
;
5032 *render_target
= device
->fb
.render_targets
[render_target_idx
];
5034 wined3d_surface_incref(*render_target
);
5036 TRACE("Returning render target %p.\n", *render_target
);
5041 HRESULT CDECL
wined3d_device_get_depth_stencil(struct wined3d_device
*device
, struct wined3d_surface
**depth_stencil
)
5043 TRACE("device %p, depth_stencil %p.\n", device
, depth_stencil
);
5045 *depth_stencil
= device
->fb
.depth_stencil
;
5046 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil
);
5048 if (!*depth_stencil
)
5049 return WINED3DERR_NOTFOUND
;
5051 wined3d_surface_incref(*depth_stencil
);
5056 HRESULT CDECL
wined3d_device_set_render_target(struct wined3d_device
*device
,
5057 UINT render_target_idx
, struct wined3d_surface
*render_target
, BOOL set_viewport
)
5059 struct wined3d_surface
*prev
;
5061 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
5062 device
, render_target_idx
, render_target
, set_viewport
);
5064 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
5066 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
5067 return WINED3DERR_INVALIDCALL
;
5070 prev
= device
->fb
.render_targets
[render_target_idx
];
5071 if (render_target
== prev
)
5073 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5077 /* Render target 0 can't be set to NULL. */
5078 if (!render_target
&& !render_target_idx
)
5080 WARN("Trying to set render target 0 to NULL.\n");
5081 return WINED3DERR_INVALIDCALL
;
5084 if (render_target
&& !(render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
5086 FIXME("Surface %p doesn't have render target usage.\n", render_target
);
5087 return WINED3DERR_INVALIDCALL
;
5091 wined3d_surface_incref(render_target
);
5092 device
->fb
.render_targets
[render_target_idx
] = render_target
;
5093 /* Release after the assignment, to prevent device_resource_released()
5094 * from seeing the surface as still in use. */
5096 wined3d_surface_decref(prev
);
5098 /* Render target 0 is special. */
5099 if (!render_target_idx
&& set_viewport
)
5101 /* Set the viewport and scissor rectangles, if requested. Tests show
5102 * that stateblock recording is ignored, the change goes directly
5103 * into the primary stateblock. */
5104 device
->stateBlock
->state
.viewport
.Height
= device
->fb
.render_targets
[0]->resource
.height
;
5105 device
->stateBlock
->state
.viewport
.Width
= device
->fb
.render_targets
[0]->resource
.width
;
5106 device
->stateBlock
->state
.viewport
.X
= 0;
5107 device
->stateBlock
->state
.viewport
.Y
= 0;
5108 device
->stateBlock
->state
.viewport
.MaxZ
= 1.0f
;
5109 device
->stateBlock
->state
.viewport
.MinZ
= 0.0f
;
5110 device_invalidate_state(device
, STATE_VIEWPORT
);
5112 device
->stateBlock
->state
.scissor_rect
.top
= 0;
5113 device
->stateBlock
->state
.scissor_rect
.left
= 0;
5114 device
->stateBlock
->state
.scissor_rect
.right
= device
->stateBlock
->state
.viewport
.Width
;
5115 device
->stateBlock
->state
.scissor_rect
.bottom
= device
->stateBlock
->state
.viewport
.Height
;
5116 device_invalidate_state(device
, STATE_SCISSORRECT
);
5119 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
5124 HRESULT CDECL
wined3d_device_set_depth_stencil(struct wined3d_device
*device
, struct wined3d_surface
*depth_stencil
)
5126 struct wined3d_surface
*prev
= device
->fb
.depth_stencil
;
5128 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
5129 device
, depth_stencil
, prev
);
5131 if (prev
== depth_stencil
)
5133 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5139 if (device
->swapchains
[0]->presentParms
.Flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
5140 || prev
->flags
& SFLAG_DISCARD
)
5142 surface_modify_ds_location(prev
, SFLAG_DS_DISCARDED
,
5143 prev
->resource
.width
, prev
->resource
.height
);
5144 if (prev
== device
->onscreen_depth_stencil
)
5146 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5147 device
->onscreen_depth_stencil
= NULL
;
5152 device
->fb
.depth_stencil
= depth_stencil
;
5154 wined3d_surface_incref(depth_stencil
);
5156 wined3d_surface_decref(prev
);
5158 if (!prev
!= !depth_stencil
)
5160 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
5161 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_ZENABLE
));
5162 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_STENCILENABLE
));
5163 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_STENCILWRITEMASK
));
5164 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_DEPTHBIAS
));
5166 else if (prev
&& prev
->resource
.format
->depth_size
!= depth_stencil
->resource
.format
->depth_size
)
5168 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_DEPTHBIAS
));
5171 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
5176 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
5177 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_surface
*cursor_image
)
5179 WINED3DLOCKED_RECT lockedRect
;
5181 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
5182 device
, x_hotspot
, y_hotspot
, cursor_image
);
5184 /* some basic validation checks */
5185 if (device
->cursorTexture
)
5187 struct wined3d_context
*context
= context_acquire(device
, NULL
);
5189 glDeleteTextures(1, &device
->cursorTexture
);
5191 context_release(context
);
5192 device
->cursorTexture
= 0;
5197 WINED3DLOCKED_RECT rect
;
5199 /* MSDN: Cursor must be A8R8G8B8 */
5200 if (cursor_image
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
5202 WARN("surface %p has an invalid format.\n", cursor_image
);
5203 return WINED3DERR_INVALIDCALL
;
5206 /* MSDN: Cursor must be smaller than the display mode */
5207 if (cursor_image
->resource
.width
> device
->ddraw_width
5208 || cursor_image
->resource
.height
> device
->ddraw_height
)
5210 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
5211 cursor_image
, cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5212 device
->ddraw_width
, device
->ddraw_height
);
5213 return WINED3DERR_INVALIDCALL
;
5216 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5218 /* Do not store the surface's pointer because the application may
5219 * release it after setting the cursor image. Windows doesn't
5220 * addref the set surface, so we can't do this either without
5221 * creating circular refcount dependencies. Copy out the gl texture
5223 device
->cursorWidth
= cursor_image
->resource
.width
;
5224 device
->cursorHeight
= cursor_image
->resource
.height
;
5225 if (SUCCEEDED(wined3d_surface_map(cursor_image
, &rect
, NULL
, WINED3DLOCK_READONLY
)))
5227 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
5228 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
5229 struct wined3d_context
*context
;
5230 char *mem
, *bits
= rect
.pBits
;
5231 GLint intfmt
= format
->glInternal
;
5232 GLint gl_format
= format
->glFormat
;
5233 GLint type
= format
->glType
;
5234 INT height
= device
->cursorHeight
;
5235 INT width
= device
->cursorWidth
;
5236 INT bpp
= format
->byte_count
;
5240 /* Reformat the texture memory (pitch and width can be
5242 mem
= HeapAlloc(GetProcessHeap(), 0, width
* height
* bpp
);
5243 for(i
= 0; i
< height
; i
++)
5244 memcpy(&mem
[width
* bpp
* i
], &bits
[rect
.Pitch
* i
], width
* bpp
);
5245 wined3d_surface_unmap(cursor_image
);
5247 context
= context_acquire(device
, NULL
);
5251 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
5253 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
5254 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5257 /* Make sure that a proper texture unit is selected */
5258 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
5259 checkGLcall("glActiveTextureARB");
5260 sampler
= device
->rev_tex_unit_map
[0];
5261 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
5262 device_invalidate_state(device
, STATE_SAMPLER(sampler
));
5263 /* Create a new cursor texture */
5264 glGenTextures(1, &device
->cursorTexture
);
5265 checkGLcall("glGenTextures");
5266 glBindTexture(GL_TEXTURE_2D
, device
->cursorTexture
);
5267 checkGLcall("glBindTexture");
5268 /* Copy the bitmap memory into the cursor texture */
5269 glTexImage2D(GL_TEXTURE_2D
, 0, intfmt
, width
, height
, 0, gl_format
, type
, mem
);
5270 checkGLcall("glTexImage2D");
5271 HeapFree(GetProcessHeap(), 0, mem
);
5273 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
5275 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
5276 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5281 context_release(context
);
5285 FIXME("A cursor texture was not returned.\n");
5286 device
->cursorTexture
= 0;
5289 if (cursor_image
->resource
.width
== 32 && cursor_image
->resource
.height
== 32)
5291 /* Draw a hardware cursor */
5292 ICONINFO cursorInfo
;
5294 /* Create and clear maskBits because it is not needed for
5295 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5297 DWORD
*maskBits
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
5298 (cursor_image
->resource
.width
* cursor_image
->resource
.height
/ 8));
5299 wined3d_surface_map(cursor_image
, &lockedRect
, NULL
,
5300 WINED3DLOCK_NO_DIRTY_UPDATE
| WINED3DLOCK_READONLY
);
5301 TRACE("width: %u height: %u.\n", cursor_image
->resource
.width
, cursor_image
->resource
.height
);
5303 cursorInfo
.fIcon
= FALSE
;
5304 cursorInfo
.xHotspot
= x_hotspot
;
5305 cursorInfo
.yHotspot
= y_hotspot
;
5306 cursorInfo
.hbmMask
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5308 cursorInfo
.hbmColor
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5309 1, 32, lockedRect
.pBits
);
5310 wined3d_surface_unmap(cursor_image
);
5311 /* Create our cursor and clean up. */
5312 cursor
= CreateIconIndirect(&cursorInfo
);
5313 if (cursorInfo
.hbmMask
) DeleteObject(cursorInfo
.hbmMask
);
5314 if (cursorInfo
.hbmColor
) DeleteObject(cursorInfo
.hbmColor
);
5315 if (device
->hardwareCursor
) DestroyCursor(device
->hardwareCursor
);
5316 device
->hardwareCursor
= cursor
;
5317 if (device
->bCursorVisible
) SetCursor( cursor
);
5318 HeapFree(GetProcessHeap(), 0, maskBits
);
5322 device
->xHotSpot
= x_hotspot
;
5323 device
->yHotSpot
= y_hotspot
;
5327 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
5328 int x_screen_space
, int y_screen_space
, DWORD flags
)
5330 TRACE("device %p, x %d, y %d, flags %#x.\n",
5331 device
, x_screen_space
, y_screen_space
, flags
);
5333 device
->xScreenSpace
= x_screen_space
;
5334 device
->yScreenSpace
= y_screen_space
;
5336 /* switch to the software cursor if position diverges from the hardware one */
5337 if (device
->hardwareCursor
)
5340 GetCursorPos( &pt
);
5341 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
5343 if (device
->bCursorVisible
) SetCursor( NULL
);
5344 DestroyCursor( device
->hardwareCursor
);
5345 device
->hardwareCursor
= 0;
5350 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
5352 BOOL oldVisible
= device
->bCursorVisible
;
5354 TRACE("device %p, show %#x.\n", device
, show
);
5357 * When ShowCursor is first called it should make the cursor appear at the OS's last
5358 * known cursor position.
5360 if (show
&& !oldVisible
)
5364 device
->xScreenSpace
= pt
.x
;
5365 device
->yScreenSpace
= pt
.y
;
5368 if (device
->hardwareCursor
)
5370 device
->bCursorVisible
= show
;
5372 SetCursor(device
->hardwareCursor
);
5378 if (device
->cursorTexture
)
5379 device
->bCursorVisible
= show
;
5385 static HRESULT WINAPI
evict_managed_resource(struct wined3d_resource
*resource
, void *data
)
5387 TRACE("checking resource %p for eviction\n", resource
);
5389 if (resource
->pool
== WINED3DPOOL_MANAGED
)
5391 TRACE("Evicting %p.\n", resource
);
5392 resource
->resource_ops
->resource_unload(resource
);
5398 HRESULT CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
5400 TRACE("device %p.\n", device
);
5402 wined3d_device_enum_resources(device
, evict_managed_resource
, NULL
);
5403 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5404 device_invalidate_state(device
, STATE_STREAMSRC
);
5409 static HRESULT
updateSurfaceDesc(struct wined3d_surface
*surface
,
5410 const WINED3DPRESENT_PARAMETERS
*pPresentationParameters
)
5412 struct wined3d_device
*device
= surface
->resource
.device
;
5413 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
5415 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5416 if (surface
->flags
& SFLAG_DIBSECTION
)
5418 /* Release the DC */
5419 SelectObject(surface
->hDC
, surface
->dib
.holdbitmap
);
5420 DeleteDC(surface
->hDC
);
5421 /* Release the DIB section */
5422 DeleteObject(surface
->dib
.DIBsection
);
5423 surface
->dib
.bitmap_data
= NULL
;
5424 surface
->resource
.allocatedMemory
= NULL
;
5425 surface
->flags
&= ~SFLAG_DIBSECTION
;
5427 surface
->resource
.width
= pPresentationParameters
->BackBufferWidth
;
5428 surface
->resource
.height
= pPresentationParameters
->BackBufferHeight
;
5429 if (gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
] || gl_info
->supported
[ARB_TEXTURE_RECTANGLE
]
5430 || gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
])
5432 surface
->pow2Width
= pPresentationParameters
->BackBufferWidth
;
5433 surface
->pow2Height
= pPresentationParameters
->BackBufferHeight
;
5435 surface
->pow2Width
= surface
->pow2Height
= 1;
5436 while (surface
->pow2Width
< pPresentationParameters
->BackBufferWidth
) surface
->pow2Width
<<= 1;
5437 while (surface
->pow2Height
< pPresentationParameters
->BackBufferHeight
) surface
->pow2Height
<<= 1;
5440 if (surface
->texture_name
)
5442 struct wined3d_context
*context
= context_acquire(device
, NULL
);
5444 glDeleteTextures(1, &surface
->texture_name
);
5446 context_release(context
);
5447 surface
->texture_name
= 0;
5448 surface
->flags
&= ~SFLAG_CLIENT
;
5450 if (surface
->pow2Width
!= pPresentationParameters
->BackBufferWidth
5451 || surface
->pow2Height
!= pPresentationParameters
->BackBufferHeight
)
5453 surface
->flags
|= SFLAG_NONPOW2
;
5457 surface
->flags
&= ~SFLAG_NONPOW2
;
5459 HeapFree(GetProcessHeap(), 0, surface
->resource
.heapMemory
);
5460 surface
->resource
.allocatedMemory
= NULL
;
5461 surface
->resource
.heapMemory
= NULL
;
5462 surface
->resource
.size
= wined3d_surface_get_pitch(surface
) * surface
->pow2Width
;
5464 /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
5466 if (!surface_init_sysmem(surface
))
5468 return E_OUTOFMEMORY
;
5473 static BOOL
is_display_mode_supported(struct wined3d_device
*device
, const WINED3DPRESENT_PARAMETERS
*pp
)
5476 WINED3DDISPLAYMODE m
;
5479 /* All Windowed modes are supported, as is leaving the current mode */
5480 if(pp
->Windowed
) return TRUE
;
5481 if(!pp
->BackBufferWidth
) return TRUE
;
5482 if(!pp
->BackBufferHeight
) return TRUE
;
5484 count
= wined3d_get_adapter_mode_count(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
);
5485 for (i
= 0; i
< count
; ++i
)
5487 memset(&m
, 0, sizeof(m
));
5488 hr
= wined3d_enum_adapter_modes(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
, i
, &m
);
5490 ERR("Failed to enumerate adapter mode.\n");
5491 if (m
.Width
== pp
->BackBufferWidth
&& m
.Height
== pp
->BackBufferHeight
)
5492 /* Mode found, it is supported. */
5495 /* Mode not found -> not supported */
5499 /* Do not call while under the GL lock. */
5500 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5502 const struct wined3d_gl_info
*gl_info
;
5503 struct wined3d_context
*context
;
5504 struct wined3d_shader
*shader
;
5506 context
= context_acquire(device
, NULL
);
5507 gl_info
= context
->gl_info
;
5509 wined3d_device_enum_resources(device
, device_unload_resource
, NULL
);
5510 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
5512 device
->shader_backend
->shader_destroy(shader
);
5516 if (device
->depth_blt_texture
)
5518 glDeleteTextures(1, &device
->depth_blt_texture
);
5519 device
->depth_blt_texture
= 0;
5521 if (device
->depth_blt_rb
)
5523 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &device
->depth_blt_rb
);
5524 device
->depth_blt_rb
= 0;
5525 device
->depth_blt_rb_w
= 0;
5526 device
->depth_blt_rb_h
= 0;
5528 if (device
->cursorTexture
)
5530 glDeleteTextures(1, &device
->cursorTexture
);
5531 device
->cursorTexture
= 0;
5535 device
->blitter
->free_private(device
);
5536 device
->frag_pipe
->free_private(device
);
5537 device
->shader_backend
->shader_free_private(device
);
5538 destroy_dummy_textures(device
, gl_info
);
5540 context_release(context
);
5542 while (device
->context_count
)
5544 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
5547 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5548 swapchain
->context
= NULL
;
5551 /* Do not call while under the GL lock. */
5552 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5554 struct wined3d_context
*context
;
5555 struct wined3d_surface
*target
;
5558 /* Recreate the primary swapchain's context */
5559 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
5560 if (!swapchain
->context
)
5562 ERR("Failed to allocate memory for swapchain context array.\n");
5563 return E_OUTOFMEMORY
;
5566 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
5567 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
5569 WARN("Failed to create context.\n");
5570 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5574 swapchain
->context
[0] = context
;
5575 swapchain
->num_contexts
= 1;
5576 create_dummy_textures(device
);
5577 context_release(context
);
5579 hr
= device
->shader_backend
->shader_alloc_private(device
);
5582 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
5586 hr
= device
->frag_pipe
->alloc_private(device
);
5589 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr
);
5590 device
->shader_backend
->shader_free_private(device
);
5594 hr
= device
->blitter
->alloc_private(device
);
5597 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
5598 device
->frag_pipe
->free_private(device
);
5599 device
->shader_backend
->shader_free_private(device
);
5606 context_acquire(device
, NULL
);
5607 destroy_dummy_textures(device
, context
->gl_info
);
5608 context_release(context
);
5609 context_destroy(device
, context
);
5610 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5611 swapchain
->num_contexts
= 0;
5615 /* Do not call while under the GL lock. */
5616 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
5617 WINED3DPRESENT_PARAMETERS
*present_parameters
)
5619 struct wined3d_swapchain
*swapchain
;
5620 BOOL DisplayModeChanged
= FALSE
;
5621 WINED3DDISPLAYMODE mode
;
5624 TRACE("device %p, present_parameters %p.\n", device
, present_parameters
);
5626 hr
= wined3d_device_get_swapchain(device
, 0, &swapchain
);
5629 ERR("Failed to get the first implicit swapchain\n");
5633 if (!is_display_mode_supported(device
, present_parameters
))
5635 WARN("Rejecting Reset() call because the requested display mode is not supported\n");
5636 WARN("Requested mode: %d, %d.\n",
5637 present_parameters
->BackBufferWidth
,
5638 present_parameters
->BackBufferHeight
);
5639 wined3d_swapchain_decref(swapchain
);
5640 return WINED3DERR_INVALIDCALL
;
5643 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5644 * on an existing gl context, so there's no real need for recreation.
5646 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5648 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5650 TRACE("New params:\n");
5651 TRACE("BackBufferWidth = %d\n", present_parameters
->BackBufferWidth
);
5652 TRACE("BackBufferHeight = %d\n", present_parameters
->BackBufferHeight
);
5653 TRACE("BackBufferFormat = %s\n", debug_d3dformat(present_parameters
->BackBufferFormat
));
5654 TRACE("BackBufferCount = %d\n", present_parameters
->BackBufferCount
);
5655 TRACE("MultiSampleType = %d\n", present_parameters
->MultiSampleType
);
5656 TRACE("MultiSampleQuality = %d\n", present_parameters
->MultiSampleQuality
);
5657 TRACE("SwapEffect = %d\n", present_parameters
->SwapEffect
);
5658 TRACE("hDeviceWindow = %p\n", present_parameters
->hDeviceWindow
);
5659 TRACE("Windowed = %s\n", present_parameters
->Windowed
? "true" : "false");
5660 TRACE("EnableAutoDepthStencil = %s\n", present_parameters
->EnableAutoDepthStencil
? "true" : "false");
5661 TRACE("Flags = %08x\n", present_parameters
->Flags
);
5662 TRACE("FullScreen_RefreshRateInHz = %d\n", present_parameters
->FullScreen_RefreshRateInHz
);
5663 TRACE("PresentationInterval = %d\n", present_parameters
->PresentationInterval
);
5665 /* No special treatment of these parameters. Just store them */
5666 swapchain
->presentParms
.SwapEffect
= present_parameters
->SwapEffect
;
5667 swapchain
->presentParms
.Flags
= present_parameters
->Flags
;
5668 swapchain
->presentParms
.PresentationInterval
= present_parameters
->PresentationInterval
;
5669 swapchain
->presentParms
.FullScreen_RefreshRateInHz
= present_parameters
->FullScreen_RefreshRateInHz
;
5671 /* What to do about these? */
5672 if (present_parameters
->BackBufferCount
5673 && present_parameters
->BackBufferCount
!= swapchain
->presentParms
.BackBufferCount
)
5674 FIXME("Cannot change the back buffer count yet.\n");
5676 if (present_parameters
->BackBufferFormat
!= WINED3DFMT_UNKNOWN
5677 && present_parameters
->BackBufferFormat
!= swapchain
->presentParms
.BackBufferFormat
)
5678 FIXME("Cannot change the back buffer format yet.\n");
5680 if (present_parameters
->hDeviceWindow
5681 && present_parameters
->hDeviceWindow
!= swapchain
->presentParms
.hDeviceWindow
)
5682 FIXME("Cannot change the device window yet.\n");
5684 if (present_parameters
->EnableAutoDepthStencil
&& !device
->auto_depth_stencil
)
5688 TRACE("Creating the depth stencil buffer\n");
5690 hrc
= device
->device_parent
->ops
->create_depth_stencil(device
->device_parent
,
5691 present_parameters
->BackBufferWidth
,
5692 present_parameters
->BackBufferHeight
,
5693 present_parameters
->AutoDepthStencilFormat
,
5694 present_parameters
->MultiSampleType
,
5695 present_parameters
->MultiSampleQuality
,
5697 &device
->auto_depth_stencil
);
5700 ERR("Failed to create the depth stencil buffer.\n");
5701 wined3d_swapchain_decref(swapchain
);
5702 return WINED3DERR_INVALIDCALL
;
5706 if (device
->onscreen_depth_stencil
)
5708 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5709 device
->onscreen_depth_stencil
= NULL
;
5712 /* Reset the depth stencil */
5713 if (present_parameters
->EnableAutoDepthStencil
)
5714 wined3d_device_set_depth_stencil(device
, device
->auto_depth_stencil
);
5716 wined3d_device_set_depth_stencil(device
, NULL
);
5718 TRACE("Resetting stateblock\n");
5719 wined3d_stateblock_decref(device
->updateStateBlock
);
5720 wined3d_stateblock_decref(device
->stateBlock
);
5722 delete_opengl_contexts(device
, swapchain
);
5724 if (present_parameters
->Windowed
)
5726 mode
.Width
= swapchain
->orig_width
;
5727 mode
.Height
= swapchain
->orig_height
;
5728 mode
.RefreshRate
= 0;
5729 mode
.Format
= swapchain
->presentParms
.BackBufferFormat
;
5733 mode
.Width
= present_parameters
->BackBufferWidth
;
5734 mode
.Height
= present_parameters
->BackBufferHeight
;
5735 mode
.RefreshRate
= present_parameters
->FullScreen_RefreshRateInHz
;
5736 mode
.Format
= swapchain
->presentParms
.BackBufferFormat
;
5739 /* Should Width == 800 && Height == 0 set 800x600? */
5740 if (present_parameters
->BackBufferWidth
&& present_parameters
->BackBufferHeight
5741 && (present_parameters
->BackBufferWidth
!= swapchain
->presentParms
.BackBufferWidth
5742 || present_parameters
->BackBufferHeight
!= swapchain
->presentParms
.BackBufferHeight
))
5746 if (!present_parameters
->Windowed
)
5747 DisplayModeChanged
= TRUE
;
5749 swapchain
->presentParms
.BackBufferWidth
= present_parameters
->BackBufferWidth
;
5750 swapchain
->presentParms
.BackBufferHeight
= present_parameters
->BackBufferHeight
;
5752 hr
= updateSurfaceDesc(swapchain
->front_buffer
, present_parameters
);
5755 wined3d_swapchain_decref(swapchain
);
5759 for (i
= 0; i
< swapchain
->presentParms
.BackBufferCount
; ++i
)
5761 hr
= updateSurfaceDesc(swapchain
->back_buffers
[i
], present_parameters
);
5764 wined3d_swapchain_decref(swapchain
);
5768 if (device
->auto_depth_stencil
)
5770 hr
= updateSurfaceDesc(device
->auto_depth_stencil
, present_parameters
);
5773 wined3d_swapchain_decref(swapchain
);
5779 if (!present_parameters
->Windowed
!= !swapchain
->presentParms
.Windowed
5780 || DisplayModeChanged
)
5782 wined3d_device_set_display_mode(device
, 0, &mode
);
5784 if (!present_parameters
->Windowed
)
5786 if (swapchain
->presentParms
.Windowed
)
5788 HWND focus_window
= device
->createParms
.hFocusWindow
;
5790 focus_window
= present_parameters
->hDeviceWindow
;
5791 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
5793 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
5794 wined3d_swapchain_decref(swapchain
);
5798 /* switch from windowed to fs */
5799 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5800 present_parameters
->BackBufferWidth
,
5801 present_parameters
->BackBufferHeight
);
5805 /* Fullscreen -> fullscreen mode change */
5806 MoveWindow(swapchain
->device_window
, 0, 0,
5807 present_parameters
->BackBufferWidth
, present_parameters
->BackBufferHeight
,
5811 else if (!swapchain
->presentParms
.Windowed
)
5813 /* Fullscreen -> windowed switch */
5814 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
5815 wined3d_device_release_focus_window(device
);
5817 swapchain
->presentParms
.Windowed
= present_parameters
->Windowed
;
5819 else if (!present_parameters
->Windowed
)
5821 DWORD style
= device
->style
;
5822 DWORD exStyle
= device
->exStyle
;
5823 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5824 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5825 * Reset to clear up their mess. Guild Wars also loses the device during that.
5828 device
->exStyle
= 0;
5829 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5830 present_parameters
->BackBufferWidth
,
5831 present_parameters
->BackBufferHeight
);
5832 device
->style
= style
;
5833 device
->exStyle
= exStyle
;
5836 /* Note: No parent needed for initial internal stateblock */
5837 hr
= wined3d_stateblock_create(device
, WINED3DSBT_INIT
, &device
->stateBlock
);
5839 ERR("Resetting the stateblock failed with error %#x.\n", hr
);
5841 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5842 device
->updateStateBlock
= device
->stateBlock
;
5843 wined3d_stateblock_incref(device
->updateStateBlock
);
5845 stateblock_init_default_state(device
->stateBlock
);
5847 if(wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
5850 GetClientRect(swapchain
->win_handle
, &client_rect
);
5852 if(!swapchain
->presentParms
.BackBufferCount
)
5854 TRACE("Single buffered rendering\n");
5855 swapchain
->render_to_fbo
= FALSE
;
5857 else if(swapchain
->presentParms
.BackBufferWidth
!= client_rect
.right
||
5858 swapchain
->presentParms
.BackBufferHeight
!= client_rect
.bottom
)
5860 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u\n",
5861 swapchain
->presentParms
.BackBufferWidth
,
5862 swapchain
->presentParms
.BackBufferHeight
,
5863 client_rect
.right
, client_rect
.bottom
);
5864 swapchain
->render_to_fbo
= TRUE
;
5868 TRACE("Rendering directly to GL_BACK\n");
5869 swapchain
->render_to_fbo
= FALSE
;
5873 hr
= create_primary_opengl_context(device
, swapchain
);
5874 wined3d_swapchain_decref(swapchain
);
5876 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5882 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
5884 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
5886 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
5892 HRESULT CDECL
wined3d_device_get_creation_parameters(struct wined3d_device
*device
,
5893 WINED3DDEVICE_CREATION_PARAMETERS
*parameters
)
5895 TRACE("device %p, parameters %p.\n", device
, parameters
);
5897 *parameters
= device
->createParms
;
5901 void CDECL
wined3d_device_set_gamma_ramp(struct wined3d_device
*device
,
5902 UINT swapchain_idx
, DWORD flags
, const WINED3DGAMMARAMP
*ramp
)
5904 struct wined3d_swapchain
*swapchain
;
5906 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5907 device
, swapchain_idx
, flags
, ramp
);
5909 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5911 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
5912 wined3d_swapchain_decref(swapchain
);
5916 void CDECL
wined3d_device_get_gamma_ramp(struct wined3d_device
*device
, UINT swapchain_idx
, WINED3DGAMMARAMP
*ramp
)
5918 struct wined3d_swapchain
*swapchain
;
5920 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5921 device
, swapchain_idx
, ramp
);
5923 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5925 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
5926 wined3d_swapchain_decref(swapchain
);
5930 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5932 TRACE("device %p, resource %p.\n", device
, resource
);
5934 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
5937 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5939 TRACE("device %p, resource %p.\n", device
, resource
);
5941 list_remove(&resource
->resource_list_entry
);
5944 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5946 WINED3DRESOURCETYPE type
= resource
->resourceType
;
5949 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
5951 context_resource_released(device
, resource
, type
);
5955 case WINED3DRTYPE_SURFACE
:
5957 struct wined3d_surface
*surface
= surface_from_resource(resource
);
5959 if (!device
->d3d_initialized
) break;
5961 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5963 if (device
->fb
.render_targets
[i
] == surface
)
5965 ERR("Surface %p is still in use as render target %u.\n", surface
, i
);
5966 device
->fb
.render_targets
[i
] = NULL
;
5970 if (device
->fb
.depth_stencil
== surface
)
5972 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface
);
5973 device
->fb
.depth_stencil
= NULL
;
5978 case WINED3DRTYPE_TEXTURE
:
5979 case WINED3DRTYPE_CUBETEXTURE
:
5980 case WINED3DRTYPE_VOLUMETEXTURE
:
5981 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5983 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
5985 if (device
->stateBlock
&& device
->stateBlock
->state
.textures
[i
] == texture
)
5987 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5988 texture
, device
->stateBlock
, i
);
5989 device
->stateBlock
->state
.textures
[i
] = NULL
;
5992 if (device
->updateStateBlock
!= device
->stateBlock
5993 && device
->updateStateBlock
->state
.textures
[i
] == texture
)
5995 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5996 texture
, device
->updateStateBlock
, i
);
5997 device
->updateStateBlock
->state
.textures
[i
] = NULL
;
6002 case WINED3DRTYPE_BUFFER
:
6004 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
6006 for (i
= 0; i
< MAX_STREAMS
; ++i
)
6008 if (device
->stateBlock
&& device
->stateBlock
->state
.streams
[i
].buffer
== buffer
)
6010 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
6011 buffer
, device
->stateBlock
, i
);
6012 device
->stateBlock
->state
.streams
[i
].buffer
= NULL
;
6015 if (device
->updateStateBlock
!= device
->stateBlock
6016 && device
->updateStateBlock
->state
.streams
[i
].buffer
== buffer
)
6018 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
6019 buffer
, device
->updateStateBlock
, i
);
6020 device
->updateStateBlock
->state
.streams
[i
].buffer
= NULL
;
6025 if (device
->stateBlock
&& device
->stateBlock
->state
.index_buffer
== buffer
)
6027 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
6028 buffer
, device
->stateBlock
);
6029 device
->stateBlock
->state
.index_buffer
= NULL
;
6032 if (device
->updateStateBlock
!= device
->stateBlock
6033 && device
->updateStateBlock
->state
.index_buffer
== buffer
)
6035 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
6036 buffer
, device
->updateStateBlock
);
6037 device
->updateStateBlock
->state
.index_buffer
= NULL
;
6046 /* Remove the resource from the resourceStore */
6047 device_resource_remove(device
, resource
);
6049 TRACE("Resource released.\n");
6052 HRESULT CDECL
wined3d_device_enum_resources(struct wined3d_device
*device
,
6053 D3DCB_ENUMRESOURCES callback
, void *data
)
6055 struct wined3d_resource
*resource
, *cursor
;
6057 TRACE("device %p, callback %p, data %p.\n", device
, callback
, data
);
6059 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
6061 TRACE("enumerating resource %p.\n", resource
);
6062 if (callback(resource
, data
) == S_FALSE
)
6064 TRACE("Canceling enumeration.\n");
6072 HRESULT CDECL
wined3d_device_get_surface_from_dc(struct wined3d_device
*device
,
6073 HDC dc
, struct wined3d_surface
**surface
)
6075 struct wined3d_resource
*resource
;
6077 TRACE("device %p, dc %p, surface %p.\n", device
, dc
, surface
);
6079 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
6081 if (resource
->resourceType
== WINED3DRTYPE_SURFACE
)
6083 struct wined3d_surface
*s
= surface_from_resource(resource
);
6087 TRACE("Found surface %p for dc %p.\n", s
, dc
);
6094 return WINED3DERR_INVALIDCALL
;
6097 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
6098 UINT adapter_idx
, WINED3DDEVTYPE device_type
, HWND focus_window
, DWORD flags
,
6099 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
6101 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
6102 const struct fragment_pipeline
*fragment_pipeline
;
6103 struct shader_caps shader_caps
;
6104 struct fragment_caps ffp_caps
;
6105 WINED3DDISPLAYMODE mode
;
6110 device
->wined3d
= wined3d
;
6111 wined3d_incref(device
->wined3d
);
6112 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
6113 device
->device_parent
= device_parent
;
6114 list_init(&device
->resources
);
6115 list_init(&device
->shaders
);
6116 device
->surface_alignment
= surface_alignment
;
6118 /* Get the initial screen setup for ddraw. */
6119 hr
= wined3d_get_adapter_display_mode(wined3d
, adapter_idx
, &mode
);
6122 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr
);
6123 wined3d_decref(device
->wined3d
);
6126 device
->ddraw_width
= mode
.Width
;
6127 device
->ddraw_height
= mode
.Height
;
6128 device
->ddraw_format
= mode
.Format
;
6130 /* Save the creation parameters. */
6131 device
->createParms
.AdapterOrdinal
= adapter_idx
;
6132 device
->createParms
.DeviceType
= device_type
;
6133 device
->createParms
.hFocusWindow
= focus_window
;
6134 device
->createParms
.BehaviorFlags
= flags
;
6136 device
->devType
= device_type
;
6137 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
) list_init(&device
->patches
[i
]);
6139 select_shader_mode(&adapter
->gl_info
, &device
->ps_selected_mode
, &device
->vs_selected_mode
);
6140 device
->shader_backend
= adapter
->shader_backend
;
6142 if (device
->shader_backend
)
6144 device
->shader_backend
->shader_get_caps(&adapter
->gl_info
, &shader_caps
);
6145 device
->d3d_vshader_constantF
= shader_caps
.MaxVertexShaderConst
;
6146 device
->d3d_pshader_constantF
= shader_caps
.MaxPixelShaderConst
;
6147 device
->vs_clipping
= shader_caps
.VSClipping
;
6149 fragment_pipeline
= adapter
->fragment_pipe
;
6150 device
->frag_pipe
= fragment_pipeline
;
6151 if (fragment_pipeline
)
6153 fragment_pipeline
->get_caps(&adapter
->gl_info
, &ffp_caps
);
6154 device
->max_ffp_textures
= ffp_caps
.MaxSimultaneousTextures
;
6156 hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
, &adapter
->gl_info
,
6157 ffp_vertexstate_template
, fragment_pipeline
, misc_state_template
);
6160 ERR("Failed to compile state table, hr %#x.\n", hr
);
6161 wined3d_decref(device
->wined3d
);
6165 device
->blitter
= adapter
->blitter
;
6171 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
6173 DWORD rep
= device
->StateTable
[state
].representative
;
6174 struct wined3d_context
*context
;
6179 for (i
= 0; i
< device
->context_count
; ++i
)
6181 context
= device
->contexts
[i
];
6182 if(isStateDirty(context
, rep
)) continue;
6184 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
6185 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
6186 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
6187 context
->isStateDirty
[idx
] |= (1 << shift
);
6191 void get_drawable_size_fbo(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
6193 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
6194 *width
= context
->current_rt
->pow2Width
;
6195 *height
= context
->current_rt
->pow2Height
;
6198 void get_drawable_size_backbuffer(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
6200 const struct wined3d_swapchain
*swapchain
= context
->swapchain
;
6201 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
6202 * current context's drawable, which is the size of the back buffer of the swapchain
6203 * the active context belongs to. */
6204 *width
= swapchain
->presentParms
.BackBufferWidth
;
6205 *height
= swapchain
->presentParms
.BackBufferHeight
;
6208 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
6209 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
6211 if (device
->filter_messages
)
6213 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
6214 window
, message
, wparam
, lparam
);
6216 return DefWindowProcW(window
, message
, wparam
, lparam
);
6218 return DefWindowProcA(window
, message
, wparam
, lparam
);
6221 if (message
== WM_DESTROY
)
6223 TRACE("unregister window %p.\n", window
);
6224 wined3d_unregister_window(window
);
6226 if (device
->focus_window
== window
) device
->focus_window
= NULL
;
6227 else ERR("Window %p is not the focus window for device %p.\n", window
, device
);
6231 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
6233 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);