wined3d: Add stream offsets in device_stream_info_from_declaration().
[wine.git] / dlls / wined3d / device.c
blob2dd2f01ec91c0b2c72d43f388069b3f300f024fd
1 /*
2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
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 */
45 0.0f, /* Range */
46 0.0f, /* Falloff */
47 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
48 0.0f, /* Theta */
49 0.0f /* Phi */
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:
70 return GL_POINTS;
72 case WINED3DPT_LINELIST:
73 return GL_LINES;
75 case WINED3DPT_LINESTRIP:
76 return GL_LINE_STRIP;
78 case WINED3DPT_TRIANGLELIST:
79 return GL_TRIANGLES;
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;
99 default:
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
101 return GL_NONE;
105 static WINED3DPRIMITIVETYPE d3d_primitive_type_from_gl(GLenum primitive_type)
107 switch(primitive_type)
109 case GL_POINTS:
110 return WINED3DPT_POINTLIST;
112 case GL_LINES:
113 return WINED3DPT_LINELIST;
115 case GL_LINE_STRIP:
116 return WINED3DPT_LINESTRIP;
118 case GL_TRIANGLES:
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;
139 default:
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;
163 else
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
166 *regnum = ~0U;
167 return FALSE;
170 return TRUE;
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;
179 unsigned int i;
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;
195 BOOL stride_used;
196 unsigned int idx;
197 DWORD stride;
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;
205 data.addr = NULL;
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;
214 else
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");
236 if (fixup)
238 if (data.buffer_object)
239 *fixup = TRUE;
240 else if (*fixup && !use_vshader
241 && (element->usage == WINED3DDECLUSAGE_COLOR
242 || element->usage == WINED3DDECLUSAGE_POSITIONT))
244 static BOOL warned = FALSE;
245 if (!warned)
247 /* This may be bad with the fixed function pipeline. */
248 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
249 warned = TRUE;
254 data.addr += element->offset;
256 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
258 if (use_vshader)
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);
268 else
270 idx = element->output_slot;
271 stride_used = TRUE;
274 else
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));
280 stride_used = FALSE;
282 else
284 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
288 if (stride_used)
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;
337 if (buffer->query)
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;
350 e->stream_idx = 0;
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)
356 unsigned int i;
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;
416 BOOL fixup = FALSE;
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);
425 else
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;
438 else
440 device->useDrawStridedSlow = FALSE;
443 else
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;
453 else
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;
473 unsigned int i;
475 if (use_vs(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);
484 if (use_ps(state))
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);
492 else
494 WORD ffu_map = device->fixed_function_usage_map;
496 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
498 if (ffu_map & 1)
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));
514 if (!new_array)
516 ERR("Failed to grow the context array.\n");
517 return FALSE;
520 new_array[device->context_count++] = context;
521 device->contexts = new_array;
522 return TRUE;
525 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
527 struct wined3d_context **new_array;
528 BOOL found = FALSE;
529 UINT i;
531 TRACE("Removing context %p.\n", context);
533 for (i = 0; i < device->context_count; ++i)
535 if (device->contexts[i] == context)
537 found = TRUE;
538 break;
542 if (!found)
544 ERR("Context %p doesn't exist in context array.\n", context);
545 return;
548 if (!--device->context_count)
550 HeapFree(GetProcessHeap(), 0, device->contexts);
551 device->contexts = NULL;
552 return;
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));
557 if (!new_array)
559 ERR("Failed to shrink context array. Oh well.\n");
560 return;
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)
588 return FALSE;
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))
594 return FALSE;
596 return TRUE;
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(&current_rect, 0, 0,
606 ds->ds_current_size.cx,
607 ds->ds_current_size.cy);
608 else
609 SetRectEmpty(&current_rect);
611 IntersectRect(&r, draw_rect, &current_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);
616 return;
619 if (EqualRect(&r, &current_rect))
621 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
623 if (!clear_rect)
625 /* Full clear, modify only. */
626 surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
627 return;
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);
635 return;
639 /* Full load. */
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;
655 unsigned int i;
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);
674 if (!context->valid)
676 context_release(context);
677 WARN("Invalid context, skipping clear.\n");
678 return WINED3D_OK;
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");
685 return WINED3D_OK;
688 if (target)
690 render_offscreen = context->render_offscreen;
691 target->get_drawable_size(context, &drawable_width, &drawable_height);
693 else
695 render_offscreen = TRUE;
696 drawable_width = fb->depth_stencil->pow2Width;
697 drawable_height = fb->depth_stencil->pow2Height;
700 ENTER_GL();
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));
710 glStencilMask(~0U);
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)
723 LEAVE_GL();
724 device_switch_onscreen_ds(device, context, fb->depth_stencil);
725 ENTER_GL();
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));
732 glClearDepth(depth);
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;
754 if (!clear_rect)
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);
761 else
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");
767 glClear(clear_mask);
768 checkGLcall("glClear");
770 else
772 RECT current_rect;
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(&current_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(&current_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");
790 continue;
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);
798 else
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");
805 glClear(clear_mask);
806 checkGLcall("glClear");
810 LEAVE_GL();
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);
819 return WINED3D_OK;
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);
828 return 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);
837 if (!refcount)
839 UINT i;
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);
872 return refcount;
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);
892 *swapchain = NULL;
894 return WINED3DERR_INVALIDCALL;
897 *swapchain = device->swapchains[swapchain_idx];
898 wined3d_swapchain_incref(*swapchain);
899 TRACE("Returning %p.\n", *swapchain);
901 return WINED3D_OK;
904 static void device_load_logo(struct wined3d_device *device, const char *filename)
906 HBITMAP hbm;
907 BITMAP bm;
908 HRESULT hr;
909 HDC dcb = NULL, dcs = NULL;
910 WINEDDCOLORKEY colorkey;
912 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
913 if(hbm)
915 GetObjectA(hbm, sizeof(BITMAP), &bm);
916 dcb = CreateCompatibleDC(NULL);
917 if(!dcb) goto out;
918 SelectObject(dcb, hbm);
920 else
922 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
923 * couldn't be loaded
925 memset(&bm, 0, sizeof(bm));
926 bm.bmWidth = 32;
927 bm.bmHeight = 32;
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);
933 if (FAILED(hr))
935 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
936 goto out;
939 if (dcb)
941 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
942 goto out;
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);
950 else
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);
957 out:
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;
966 unsigned int i;
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. */
971 ENTER_GL();
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)");
1009 LEAVE_GL();
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)
1015 ENTER_GL();
1016 glDeleteTextures(gl_info->limits.textures, device->dummyTextureName);
1017 checkGLcall("glDeleteTextures(gl_info->limits.textures, device->dummyTextureName)");
1018 LEAVE_GL();
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);
1029 return style;
1032 static LONG fullscreen_exstyle(LONG exstyle)
1034 /* Filter out window decorations. */
1035 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1037 return exstyle;
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. */
1102 device->style = 0;
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);
1113 return E_FAIL;
1116 device->focus_window = window;
1117 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1119 return WINED3D_OK;
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;
1136 HRESULT hr;
1137 DWORD state;
1138 unsigned int i;
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);
1149 if (FAILED(hr))
1151 WARN("Failed to create stateblock\n");
1152 goto err_out;
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");
1170 hr = E_OUTOFMEMORY;
1171 goto err_out;
1174 device->palettes[0] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
1175 if (!device->palettes[0])
1177 ERR("Out of memory!\n");
1178 hr = E_OUTOFMEMORY;
1179 goto err_out;
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;
1199 else
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);
1210 if (FAILED(hr))
1212 WARN("Failed to create implicit swapchain\n");
1213 goto err_out;
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");
1221 goto err_out;
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];
1230 else
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);
1243 if (FAILED(hr))
1245 TRACE("Shader private data couldn't be allocated\n");
1246 goto err_out;
1248 hr = device->frag_pipe->alloc_private(device);
1249 if (FAILED(hr))
1251 TRACE("Fragment pipeline private data couldn't be allocated\n");
1252 goto err_out;
1254 hr = device->blitter->alloc_private(device);
1255 if (FAILED(hr))
1257 TRACE("Blitter private data couldn't be allocated\n");
1258 goto err_out;
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);
1270 ENTER_GL();
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)
1278 case ORM_FBO:
1279 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1280 break;
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;
1289 else
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");
1298 LEAVE_GL();
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),
1305 0x00, 1.0f, 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;
1313 return WINED3D_OK;
1315 err_out:
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;
1325 if (swapchain)
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);
1339 return hr;
1342 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1343 WINED3DPRESENT_PARAMETERS *present_parameters)
1345 struct wined3d_swapchain *swapchain = NULL;
1346 HRESULT hr;
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);
1354 if (FAILED(hr))
1356 WARN("Failed to create implicit swapchain\n");
1357 goto err_out;
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");
1365 goto err_out;
1367 device->swapchains[0] = swapchain;
1368 return WINED3D_OK;
1370 err_out:
1371 wined3d_swapchain_decref(swapchain);
1372 return hr;
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);
1381 return S_OK;
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;
1389 UINT i;
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)
1425 ENTER_GL();
1426 glDeleteTextures(1, &device->cursorTexture);
1427 LEAVE_GL();
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)
1436 ENTER_GL();
1437 glDeleteTextures(1, &device->depth_blt_texture);
1438 LEAVE_GL();
1439 device->depth_blt_texture = 0;
1441 if (device->depth_blt_rb)
1443 ENTER_GL();
1444 gl_info->fbo_ops.glDeleteRenderbuffers(1, &device->depth_blt_rb);
1445 LEAVE_GL();
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;
1536 return WINED3D_OK;
1539 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1541 unsigned int i;
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;
1553 return WINED3D_OK;
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);
1574 DEVMODEW devmode;
1575 LONG ret;
1576 RECT clip_rc;
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)
1601 return WINED3D_OK;
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);
1627 return WINED3D_OK;
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);
1639 return WINED3D_OK;
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");
1683 return WINED3D_OK;
1686 stream->buffer = buffer;
1687 if (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");
1697 if (buffer)
1698 wined3d_buffer_incref(buffer);
1699 if (prev_buffer)
1700 wined3d_buffer_decref(prev_buffer);
1701 return WINED3D_OK;
1704 if (buffer)
1706 InterlockedIncrement(&buffer->bind_count);
1707 wined3d_buffer_incref(buffer);
1709 if (prev_buffer)
1711 InterlockedDecrement(&prev_buffer->bind_count);
1712 wined3d_buffer_decref(prev_buffer);
1715 device_invalidate_state(device, STATE_STREAMSRC);
1717 return WINED3D_OK;
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;
1736 if (*buffer)
1737 wined3d_buffer_incref(*buffer);
1738 if (offset)
1739 *offset = stream->offset;
1740 *stride = stream->stride;
1742 return WINED3D_OK;
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;
1763 if (!divider)
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);
1781 return WINED3D_OK;
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);
1795 return WINED3D_OK;
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;
1810 return WINED3D_OK;
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");
1822 return WINED3D_OK;
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));
1839 return WINED3D_OK;
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];
1850 return WINED3D_OK;
1853 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1854 WINED3DTRANSFORMSTATETYPE state, const WINED3DMATRIX *matrix)
1856 const WINED3DMATRIX *mat = NULL;
1857 WINED3DMATRIX temp;
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);
1868 return WINED3D_OK;
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
1884 * be replayed. */
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;
1889 struct list *e;
1890 float rho;
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. */
1896 if (!light)
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;
1912 break;
1914 case WINED3DLIGHT_DIRECTIONAL:
1915 /* Ignores attenuation */
1916 break;
1918 default:
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)
1927 break;
1928 object = NULL;
1931 if (!object)
1933 TRACE("Adding new light\n");
1934 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1935 if (!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:
1962 /* Position */
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;
1968 /* FIXME: Range */
1969 break;
1971 case WINED3DLIGHT_DIRECTIONAL:
1972 /* Direction */
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;
1979 break;
1981 case WINED3DLIGHT_SPOT:
1982 /* Position */
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;
1988 /* Direction */
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;
2009 else
2011 rho = light->Theta + (light->Phi - light->Theta) / (2 * light->Falloff);
2012 if (rho < 0.0001f)
2013 rho = 0.0001f;
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);
2021 /* FIXME: Range */
2022 break;
2024 default:
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));
2032 return WINED3D_OK;
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;
2039 struct list *e;
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)
2047 break;
2048 light_info = NULL;
2051 if (!light_info)
2053 TRACE("Light information requested but light not defined\n");
2054 return WINED3DERR_INVALIDCALL;
2057 *light = light_info->OriginalParms;
2058 return WINED3D_OK;
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;
2065 struct list *e;
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)
2073 break;
2074 light_info = NULL;
2076 TRACE("Found light %p.\n", light_info);
2078 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2079 if (!light_info)
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)
2089 break;
2090 light_info = NULL;
2092 if (!light_info)
2094 FIXME("Adding default lights has failed dismally\n");
2095 return WINED3DERR_INVALIDCALL;
2099 if (!enable)
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;
2109 else
2111 TRACE("Light already disabled, nothing to do\n");
2113 light_info->enabled = FALSE;
2115 else
2117 light_info->enabled = TRUE;
2118 if (light_info->glIndex != -1)
2120 TRACE("Nothing to do as light was enabled\n");
2122 else
2124 unsigned int i;
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;
2133 break;
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");
2145 return WINED3D_OK;
2148 /* i == light_info->glIndex */
2149 if (!device->isRecordingState)
2150 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2154 return WINED3D_OK;
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;
2161 struct list *e;
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)
2169 break;
2170 light_info = NULL;
2173 if (!light_info)
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;
2180 return WINED3D_OK;
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");
2202 return WINED3D_OK;
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");
2214 return WINED3D_OK;
2217 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2219 return WINED3D_OK;
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];
2238 return WINED3D_OK;
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);
2245 if (!clip_status)
2246 return WINED3DERR_INVALIDCALL;
2248 return WINED3D_OK;
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);
2255 if (!clip_status)
2256 return WINED3DERR_INVALIDCALL;
2258 return WINED3D_OK;
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");
2272 return WINED3D_OK;
2275 device_invalidate_state(device, STATE_MATERIAL);
2277 return WINED3D_OK;
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);
2300 return WINED3D_OK;
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");
2321 if (buffer)
2322 wined3d_buffer_incref(buffer);
2323 if (prev_buffer)
2324 wined3d_buffer_decref(prev_buffer);
2325 return WINED3D_OK;
2328 if (prev_buffer != buffer)
2330 device_invalidate_state(device, STATE_INDEXBUFFER);
2331 if (buffer)
2333 InterlockedIncrement(&buffer->bind_count);
2334 wined3d_buffer_incref(buffer);
2336 if (prev_buffer)
2338 InterlockedDecrement(&prev_buffer->bind_count);
2339 wined3d_buffer_decref(prev_buffer);
2343 return WINED3D_OK;
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;
2352 if (*buffer)
2353 wined3d_buffer_incref(*buffer);
2355 TRACE("Returning %p.\n", *buffer);
2357 return WINED3D_OK;
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");
2368 return WINED3D_OK;
2371 device->updateStateBlock->state.base_vertex_index = base_index;
2373 if (device->isRecordingState)
2375 TRACE("Recording... not performing anything\n");
2376 return WINED3D_OK;
2378 return WINED3D_OK;
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");
2401 return WINED3D_OK;
2404 device_invalidate_state(device, STATE_VIEWPORT);
2406 return WINED3D_OK;
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;
2415 return WINED3D_OK;
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");
2432 return WINED3D_OK;
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");
2438 else
2439 device_invalidate_state(device, STATE_RENDER(state));
2441 return WINED3D_OK;
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];
2451 return WINED3D_OK;
2454 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2455 UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD value)
2457 DWORD old_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");
2480 return WINED3D_OK;
2483 if (old_value == value)
2485 TRACE("Application is setting the old value over, nothing to do.\n");
2486 return WINED3D_OK;
2489 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2491 return WINED3D_OK;
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);
2513 return WINED3D_OK;
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");
2524 return WINED3D_OK;
2526 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2528 if (device->isRecordingState)
2530 TRACE("Recording... not performing anything.\n");
2531 return WINED3D_OK;
2534 device_invalidate_state(device, STATE_SCISSORRECT);
2536 return WINED3D_OK;
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));
2546 return WINED3D_OK;
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);
2556 if (declaration)
2557 wined3d_vertex_declaration_incref(declaration);
2558 if (prev)
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");
2567 return WINED3D_OK;
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");
2573 return WINED3D_OK;
2576 device_invalidate_state(device, STATE_VDECL);
2577 return WINED3D_OK;
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;
2586 if (*declaration)
2587 wined3d_vertex_declaration_incref(*declaration);
2589 return WINED3D_OK;
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)
2603 if (shader)
2604 wined3d_shader_incref(shader);
2605 if (prev)
2606 wined3d_shader_decref(prev);
2607 TRACE("Recording... not performing anything.\n");
2608 return WINED3D_OK;
2611 if (shader == prev)
2613 TRACE("Application is setting the old shader over, nothing to do.\n");
2614 return WINED3D_OK;
2617 if (shader)
2618 wined3d_shader_incref(shader);
2619 if (prev)
2620 wined3d_shader_decref(prev);
2622 device_invalidate_state(device, STATE_VSHADER);
2624 return WINED3D_OK;
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;
2634 if (shader)
2635 wined3d_shader_incref(shader);
2637 TRACE("Returning %p.\n", shader);
2638 return 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);
2645 UINT i;
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);
2663 return WINED3D_OK;
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));
2679 return WINED3D_OK;
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);
2686 UINT i;
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);
2706 return WINED3D_OK;
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);
2721 return WINED3D_OK;
2724 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2725 UINT start_register, const float *constants, UINT vector4f_count)
2727 UINT i;
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. */
2734 if (!constants
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);
2741 if (TRACE_ON(d3d))
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);
2758 return WINED3D_OK;
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);
2774 return WINED3D_OK;
2777 static inline void markTextureStagesDirty(struct wined3d_device *device, DWORD stage)
2779 DWORD i;
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)
2803 UINT i;
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 */
2820 break;
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;
2841 WORD ffu_map;
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);
2860 return;
2863 /* Now work out the mapping */
2864 tex = 0;
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);
2876 ++tex;
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;
2884 unsigned int i;
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;
2931 int i;
2933 if (ps)
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 */
2947 continue;
2950 while (start >= 0)
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));
2957 --start;
2958 break;
2961 --start;
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);
2974 * Rules are:
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
2980 if (ps)
2981 device_map_psamplers(device, gl_info);
2982 else
2983 device_map_fixed_function_samplers(device, gl_info);
2985 if (vs)
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)
3000 if (shader)
3001 wined3d_shader_incref(shader);
3002 if (prev)
3003 wined3d_shader_decref(prev);
3004 TRACE("Recording... not performing anything.\n");
3005 return WINED3D_OK;
3008 if (shader == prev)
3010 TRACE("Application is setting the old shader over, nothing to do.\n");
3011 return WINED3D_OK;
3014 if (shader)
3015 wined3d_shader_incref(shader);
3016 if (prev)
3017 wined3d_shader_decref(prev);
3019 device_invalidate_state(device, STATE_PIXELSHADER);
3021 return WINED3D_OK;
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;
3031 if (shader)
3032 wined3d_shader_incref(shader);
3034 TRACE("Returning %p.\n", shader);
3035 return 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);
3042 UINT i;
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);
3060 return WINED3D_OK;
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));
3076 return WINED3D_OK;
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);
3083 UINT i;
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);
3103 return WINED3D_OK;
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);
3119 return WINED3D_OK;
3122 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3123 UINT start_register, const float *constants, UINT vector4f_count)
3125 UINT i;
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. */
3132 if (!constants
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);
3139 if (TRACE_ON(d3d))
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);
3156 return WINED3D_OK;
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);
3172 return WINED3D_OK;
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,
3180 DWORD DestFVF)
3182 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3183 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3184 unsigned int i;
3185 WINED3DVIEWPORT vp;
3186 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3187 BOOL doClip;
3188 DWORD numTextures;
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)
3238 doClip = TRUE;
3240 doClip = FALSE;
3241 if(!warned) {
3242 warned = TRUE;
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);
3288 float x, y, z, rhw;
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
3306 * -rhw < x <= rhw
3307 * -rhw < y <= rhw
3308 * 0 < z <= rhw
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)
3316 if( !doClip ||
3317 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3318 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3319 ( 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
3333 * coordinates
3336 x /= rhw;
3337 y /= rhw;
3338 z /= rhw;
3340 y *= -1;
3342 x *= vp.Width / 2;
3343 y *= vp.Height / 2;
3344 z *= vp.MaxZ - vp.MinZ;
3346 x += vp.Width / 2 + vp.X;
3347 y += vp.Height / 2 + vp.Y;
3348 z += vp.MinZ;
3350 rhw = 1 / rhw;
3351 } else {
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");
3357 x += rhw;
3358 y += rhw;
3360 x /= 2;
3361 y /= 2;
3363 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3364 * outside of the main vertex buffer memory. That needs some more
3365 * investigation...
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);
3383 if(dest_conv) {
3384 float w = 1 / rhw;
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));
3408 if(dest_conv) {
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;
3421 if(!warned) {
3422 ERR("No diffuse color in source, but destination has one\n");
3423 warned = TRUE;
3426 *( (DWORD *) dest_ptr) = 0xffffffff;
3427 dest_ptr += sizeof(DWORD);
3429 if(dest_conv) {
3430 *( (DWORD *) dest_conv) = 0xffffffff;
3431 dest_conv += sizeof(DWORD);
3434 else {
3435 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3436 if(dest_conv) {
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;
3454 if(!warned) {
3455 ERR("No specular color in source, but destination has one\n");
3456 warned = TRUE;
3459 *( (DWORD *) dest_ptr) = 0xFF000000;
3460 dest_ptr += sizeof(DWORD);
3462 if(dest_conv) {
3463 *( (DWORD *) dest_conv) = 0xFF000000;
3464 dest_conv += sizeof(DWORD);
3467 else {
3468 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3469 if(dest_conv) {
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);
3488 else {
3489 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3490 if(dest_conv) {
3491 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3497 if (dest_conv)
3499 ENTER_GL();
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),
3505 dest_conv_addr));
3506 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3508 LEAVE_GL();
3510 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3513 return WINED3D_OK;
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;
3526 HRESULT hr;
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);
3533 if (declaration)
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)
3549 unsigned int i;
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));
3567 ENTER_GL();
3568 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3569 vb->buffer_object = 0;
3570 LEAVE_GL();
3572 if (e->data.addr)
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);
3582 return hr;
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;
3589 DWORD old_value;
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);
3597 return WINED3D_OK;
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);
3604 return WINED3D_OK;
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");
3614 return WINED3D_OK;
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");
3621 return WINED3D_OK;
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. */
3631 return WINED3D_OK;
3634 if (state == WINED3DTSS_COLOROP)
3636 unsigned int i;
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
3658 * already).
3660 * Again stage stage doesn't need to be dirtified here, it is
3661 * handled below. */
3662 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3664 if (device->updateStateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
3665 break;
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));
3676 return WINED3D_OK;
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);
3688 return WINED3D_OK;
3691 *value = device->updateStateBlock->state.texture_states[stage][state];
3692 TRACE("Returning %#x.\n", *value);
3694 return WINED3D_OK;
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);
3712 return WINED3D_OK;
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");
3730 return WINED3D_OK;
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);
3743 return WINED3D_OK;
3746 if (texture)
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;
3768 if (prev)
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)
3782 unsigned int i;
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);
3792 prev->sampler = i;
3793 break;
3799 device_invalidate_state(device, STATE_SAMPLER(stage));
3801 return WINED3D_OK;
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];
3819 if (*texture)
3820 wined3d_texture_incref(*texture);
3822 TRACE("Returning %p.\n", *texture);
3824 return WINED3D_OK;
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;
3831 HRESULT hr;
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);
3837 if (FAILED(hr))
3839 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3840 return hr;
3843 hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3844 wined3d_swapchain_decref(swapchain);
3845 if (FAILED(hr))
3847 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3848 return hr;
3851 return WINED3D_OK;
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;
3865 HRESULT hr;
3867 TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3869 if (swapchain_idx)
3871 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3872 if (SUCCEEDED(hr))
3874 hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3875 wined3d_swapchain_decref(swapchain);
3878 else
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;
3891 hr = WINED3D_OK;
3894 return hr;
3897 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3899 struct wined3d_stateblock *stateblock;
3900 HRESULT hr;
3902 TRACE("device %p.\n", device);
3904 if (device->isRecordingState)
3905 return WINED3DERR_INVALIDCALL;
3907 hr = wined3d_stateblock_create(device, WINED3DSBT_RECORDED, &stateblock);
3908 if (FAILED(hr))
3909 return hr;
3911 wined3d_stateblock_decref(device->updateStateBlock);
3912 device->updateStateBlock = stateblock;
3913 device->isRecordingState = TRUE;
3915 TRACE("Recording stateblock %p.\n", stateblock);
3917 return WINED3D_OK;
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");
3930 *stateblock = NULL;
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);
3943 return WINED3D_OK;
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
3949 * of a scene. */
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;
3958 return WINED3D_OK;
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 */
3975 wglFlush();
3976 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3977 * fails. */
3978 context_release(context);
3980 device->inScene = FALSE;
3981 return WINED3D_OK;
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)
3987 UINT i;
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);
3999 return WINED3D_OK;
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)};
4007 RECT draw_rect;
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;
4015 if (!ds)
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");
4027 return WINED3D_OK;
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);
4084 return WINED3D_OK;
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;
4091 GLuint vbo;
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;
4097 if (!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)
4121 index_size = 2;
4122 else
4123 index_size = 4;
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);
4135 return WINED3D_OK;
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;
4157 if (vb)
4158 wined3d_buffer_decref(vb);
4159 stream->offset = 0;
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;
4175 stream->stride = 0;
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
4179 * drawing again. */
4180 return WINED3D_OK;
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;
4189 UINT index_size;
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)
4201 index_size = 2;
4202 else
4203 index_size = 4;
4205 stream = &device->stateBlock->state.streams[0];
4206 vb = stream->buffer;
4207 stream->buffer = (struct wined3d_buffer *)stream_data;
4208 if (vb)
4209 wined3d_buffer_decref(vb);
4210 stream->offset = 0;
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;
4229 stream->stride = 0;
4230 ib = device->stateBlock->state.index_buffer;
4231 if (ib)
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
4240 return WINED3D_OK;
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;
4255 return WINED3D_OK;
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
4266 * that value.
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;
4275 return WINED3D_OK;
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;
4284 HRESULT hr;
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);
4294 if (FAILED(hr))
4296 wined3d_volume_unmap(src_volume);
4297 return hr;
4300 memcpy(dst.pBits, src.pBits, dst_volume->resource.size);
4302 hr = wined3d_volume_unmap(dst_volume);
4303 if (FAILED(hr))
4304 wined3d_volume_unmap(src_volume);
4305 else
4306 hr = wined3d_volume_unmap(src_volume);
4308 return hr;
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;
4316 HRESULT hr;
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. */
4353 switch (type)
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);
4365 if (FAILED(hr))
4367 WARN("Failed to update surface, hr %#x.\n", hr);
4368 return hr;
4371 break;
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);
4384 if (FAILED(hr))
4386 WARN("Failed to update surface, hr %#x.\n", hr);
4387 return hr;
4390 break;
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)));
4400 if (FAILED(hr))
4402 WARN("Failed to update volume, hr %#x.\n", hr);
4403 return hr;
4406 break;
4409 default:
4410 FIXME("Unsupported texture type %#x.\n", type);
4411 return WINED3DERR_INVALIDCALL;
4414 return WINED3D_OK;
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;
4421 HRESULT hr;
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);
4431 return hr;
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;
4438 DWORD i;
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);
4461 return E_FAIL;
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);
4466 return E_FAIL;
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);
4472 return E_FAIL;
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];
4482 if(ds && target
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 */
4491 *num_passes = 1;
4493 TRACE("returning D3D_OK\n");
4494 return WINED3D_OK;
4497 static void dirtify_p8_texture_samplers(struct wined3d_device *device)
4499 UINT i;
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)
4513 UINT i;
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;
4530 new_size *= 2;
4531 } while (palette_idx >= new_size);
4532 palettes = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, device->palettes, sizeof(*palettes) * new_size);
4533 if (!palettes)
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);
4563 return WINED3D_OK;
4566 HRESULT CDECL wined3d_device_get_palette_entries(struct wined3d_device *device,
4567 UINT palette_idx, PALETTEENTRY *entries)
4569 UINT i;
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;
4589 return WINED3D_OK;
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);
4611 return WINED3D_OK;
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);
4618 if (!palette_idx)
4619 return WINED3DERR_INVALIDCALL;
4621 *palette_idx = device->currentPalette;
4623 return WINED3D_OK;
4626 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4628 static BOOL warned;
4630 TRACE("device %p, software %#x.\n", device, software);
4632 if (!warned)
4634 FIXME("device %p, software %#x stub!\n", device, software);
4635 warned = TRUE;
4638 device->softwareVertexProcessing = software;
4640 return WINED3D_OK;
4643 BOOL CDECL wined3d_device_get_software_vertex_processing(struct wined3d_device *device)
4645 static BOOL warned;
4647 TRACE("device %p.\n", device);
4649 if (!warned)
4651 TRACE("device %p stub!\n", device);
4652 warned = TRUE;
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;
4662 HRESULT hr;
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);
4668 if (FAILED(hr))
4670 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4671 return hr;
4674 hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4675 wined3d_swapchain_decref(swapchain);
4676 if (FAILED(hr))
4678 WARN("Failed to get raster status, hr %#x.\n", hr);
4679 return hr;
4682 return WINED3D_OK;
4685 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4687 static BOOL warned;
4689 TRACE("device %p, segments %.8e.\n", device, segments);
4691 if (segments != 0.0f)
4693 if (!warned)
4695 FIXME("device %p, segments %.8e stub!\n", device, segments);
4696 warned = TRUE;
4700 return WINED3D_OK;
4703 float CDECL wined3d_device_get_npatch_mode(struct wined3d_device *device)
4705 static BOOL warned;
4707 TRACE("device %p.\n", device);
4709 if (!warned)
4711 FIXME("device %p stub!\n", device);
4712 warned = TRUE;
4715 return 0.0f;
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;
4730 UINT dst_w, dst_h;
4731 UINT src_w, src_h;
4732 DWORD sampler;
4733 POINT p;
4734 RECT r;
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;
4756 if (!dst_point)
4758 p.x = 0;
4759 p.y = 0;
4760 dst_point = &p;
4762 else if (dst_point->x < 0 || dst_point->y < 0)
4764 WARN("Invalid destination point.\n");
4765 return WINED3DERR_INVALIDCALL;
4768 if (!src_rect)
4770 r.left = 0;
4771 r.top = 0;
4772 r.right = src_surface->resource.width;
4773 r.bottom = src_surface->resource.height;
4774 src_rect = &r;
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
4811 * loading. */
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;
4819 ENTER_GL();
4820 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4821 checkGLcall("glActiveTextureARB");
4822 LEAVE_GL();
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);
4829 else
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;
4836 if (!data.addr)
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));
4848 return WINED3D_OK;
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;
4856 unsigned int i;
4857 struct list *e;
4858 BOOL found;
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;
4870 if (handle)
4872 i = PATCHMAP_HASHFUNC(handle);
4873 found = FALSE;
4874 LIST_FOR_EACH(e, &device->patches[i])
4876 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4877 if (patch->Handle == handle)
4879 found = TRUE;
4880 break;
4884 if (!found)
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);
4890 } else {
4891 TRACE("Found existing patch %p\n", patch);
4894 else
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
4901 * draw the patch.
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))))
4911 HRESULT hr;
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);
4923 if (FAILED(hr))
4925 WARN("Patch tesselation failed.\n");
4927 /* Do not release the handle to store the params of the patch */
4928 if (!handle)
4929 HeapFree(GetProcessHeap(), 0, patch);
4931 return hr;
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 */
4941 if (!handle)
4943 HeapFree(GetProcessHeap(), 0, patch->mem);
4944 HeapFree(GetProcessHeap(), 0, patch);
4946 return WINED3D_OK;
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);
4955 return WINED3D_OK;
4958 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4960 struct WineD3DRectPatch *patch;
4961 struct list *e;
4962 int i;
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);
4976 return WINED3D_OK;
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;
5007 HRESULT hr;
5009 resource = rendertarget_view->resource;
5010 if (resource->resourceType != WINED3DRTYPE_SURFACE)
5012 FIXME("Only supported on surface resources\n");
5013 return;
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];
5033 if (*render_target)
5034 wined3d_surface_incref(*render_target);
5036 TRACE("Returning render target %p.\n", *render_target);
5038 return WINED3D_OK;
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);
5053 return WINED3D_OK;
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");
5074 return WINED3D_OK;
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;
5090 if (render_target)
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. */
5095 if (prev)
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);
5121 return WINED3D_OK;
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");
5134 return WINED3D_OK;
5137 if (prev)
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;
5153 if (depth_stencil)
5154 wined3d_surface_incref(depth_stencil);
5155 if (prev)
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);
5173 return WINED3D_OK;
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);
5188 ENTER_GL();
5189 glDeleteTextures(1, &device->cursorTexture);
5190 LEAVE_GL();
5191 context_release(context);
5192 device->cursorTexture = 0;
5195 if (cursor_image)
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
5222 * instead. */
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;
5237 DWORD sampler;
5238 INT i;
5240 /* Reformat the texture memory (pitch and width can be
5241 * different) */
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);
5249 ENTER_GL();
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)");
5279 LEAVE_GL();
5281 context_release(context);
5283 else
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;
5293 HCURSOR cursor;
5294 /* Create and clear maskBits because it is not needed for
5295 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5296 * chunks. */
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,
5307 1, 1, maskBits);
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;
5324 return WINED3D_OK;
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)
5339 POINT pt;
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)
5362 POINT pt;
5363 GetCursorPos(&pt);
5364 device->xScreenSpace = pt.x;
5365 device->yScreenSpace = pt.y;
5368 if (device->hardwareCursor)
5370 device->bCursorVisible = show;
5371 if (show)
5372 SetCursor(device->hardwareCursor);
5373 else
5374 SetCursor(NULL);
5376 else
5378 if (device->cursorTexture)
5379 device->bCursorVisible = show;
5382 return oldVisible;
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);
5395 return S_OK;
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);
5406 return WINED3D_OK;
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;
5434 } else {
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);
5443 ENTER_GL();
5444 glDeleteTextures(1, &surface->texture_name);
5445 LEAVE_GL();
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;
5455 else
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
5465 * to a FBO */
5466 if (!surface_init_sysmem(surface))
5468 return E_OUTOFMEMORY;
5470 return WINED3D_OK;
5473 static BOOL is_display_mode_supported(struct wined3d_device *device, const WINED3DPRESENT_PARAMETERS *pp)
5475 UINT i, count;
5476 WINED3DDISPLAYMODE m;
5477 HRESULT hr;
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);
5489 if (FAILED(hr))
5490 ERR("Failed to enumerate adapter mode.\n");
5491 if (m.Width == pp->BackBufferWidth && m.Height == pp->BackBufferHeight)
5492 /* Mode found, it is supported. */
5493 return TRUE;
5495 /* Mode not found -> not supported */
5496 return FALSE;
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);
5515 ENTER_GL();
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;
5533 LEAVE_GL();
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;
5556 HRESULT hr;
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);
5571 return E_FAIL;
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);
5580 if (FAILED(hr))
5582 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5583 goto err;
5586 hr = device->frag_pipe->alloc_private(device);
5587 if (FAILED(hr))
5589 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5590 device->shader_backend->shader_free_private(device);
5591 goto err;
5594 hr = device->blitter->alloc_private(device);
5595 if (FAILED(hr))
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);
5600 goto err;
5603 return WINED3D_OK;
5605 err:
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;
5612 return hr;
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;
5622 HRESULT hr;
5624 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
5626 hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5627 if (FAILED(hr))
5629 ERR("Failed to get the first implicit swapchain\n");
5630 return hr;
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)
5686 HRESULT hrc;
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,
5696 FALSE,
5697 &device->auto_depth_stencil);
5698 if (FAILED(hrc))
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);
5715 else
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;
5731 else
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))
5744 UINT i;
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);
5753 if (FAILED(hr))
5755 wined3d_swapchain_decref(swapchain);
5756 return hr;
5759 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
5761 hr = updateSurfaceDesc(swapchain->back_buffers[i], present_parameters);
5762 if (FAILED(hr))
5764 wined3d_swapchain_decref(swapchain);
5765 return hr;
5768 if (device->auto_depth_stencil)
5770 hr = updateSurfaceDesc(device->auto_depth_stencil, present_parameters);
5771 if (FAILED(hr))
5773 wined3d_swapchain_decref(swapchain);
5774 return hr;
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;
5789 if (!focus_window)
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);
5795 return hr;
5798 /* switch from windowed to fs */
5799 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5800 present_parameters->BackBufferWidth,
5801 present_parameters->BackBufferHeight);
5803 else
5805 /* Fullscreen -> fullscreen mode change */
5806 MoveWindow(swapchain->device_window, 0, 0,
5807 present_parameters->BackBufferWidth, present_parameters->BackBufferHeight,
5808 TRUE);
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.
5827 device->style = 0;
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);
5838 if (FAILED(hr))
5839 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5840 else
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)
5849 RECT client_rect;
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;
5866 else
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
5877 * first use
5879 return hr;
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");
5888 return WINED3D_OK;
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;
5898 return WINED3D_OK;
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;
5947 unsigned int i;
5949 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5951 context_resource_released(device, resource, type);
5953 switch (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;
5976 break;
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;
6000 break;
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;
6040 break;
6042 default:
6043 break;
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");
6065 break;
6069 return WINED3D_OK;
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);
6085 if (s->hDC == dc)
6087 TRACE("Found surface %p for dc %p.\n", s, dc);
6088 *surface = s;
6089 return WINED3D_OK;
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;
6106 unsigned int i;
6107 HRESULT hr;
6109 device->ref = 1;
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);
6120 if (FAILED(hr))
6122 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
6123 wined3d_decref(device->wined3d);
6124 return hr;
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);
6158 if (FAILED(hr))
6160 ERR("Failed to compile state table, hr %#x.\n", hr);
6161 wined3d_decref(device->wined3d);
6162 return hr;
6165 device->blitter = adapter->blitter;
6167 return WINED3D_OK;
6171 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
6173 DWORD rep = device->StateTable[state].representative;
6174 struct wined3d_context *context;
6175 DWORD idx;
6176 BYTE shift;
6177 UINT i;
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);
6215 if (unicode)
6216 return DefWindowProcW(window, message, wparam, lparam);
6217 else
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);
6230 if (unicode)
6231 return CallWindowProcW(proc, window, message, wparam, lparam);
6232 else
6233 return CallWindowProcA(proc, window, message, wparam, lparam);