2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
39 /* Define the default light parameters as specified by MSDN. */
40 const struct wined3d_light WINED3D_default_light
=
42 WINED3D_LIGHT_DIRECTIONAL
, /* Type */
43 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
44 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
45 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
46 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
47 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
50 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
55 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
56 * actually have the same values in GL and D3D. */
57 GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
59 switch(primitive_type
)
61 case WINED3D_PT_POINTLIST
:
64 case WINED3D_PT_LINELIST
:
67 case WINED3D_PT_LINESTRIP
:
70 case WINED3D_PT_TRIANGLELIST
:
73 case WINED3D_PT_TRIANGLESTRIP
:
74 return GL_TRIANGLE_STRIP
;
76 case WINED3D_PT_TRIANGLEFAN
:
77 return GL_TRIANGLE_FAN
;
79 case WINED3D_PT_LINELIST_ADJ
:
80 return GL_LINES_ADJACENCY_ARB
;
82 case WINED3D_PT_LINESTRIP_ADJ
:
83 return GL_LINE_STRIP_ADJACENCY_ARB
;
85 case WINED3D_PT_TRIANGLELIST_ADJ
:
86 return GL_TRIANGLES_ADJACENCY_ARB
;
88 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
89 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
92 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
93 case WINED3D_PT_UNDEFINED
:
98 static enum wined3d_primitive_type
d3d_primitive_type_from_gl(GLenum primitive_type
)
100 switch(primitive_type
)
103 return WINED3D_PT_POINTLIST
;
106 return WINED3D_PT_LINELIST
;
109 return WINED3D_PT_LINESTRIP
;
112 return WINED3D_PT_TRIANGLELIST
;
114 case GL_TRIANGLE_STRIP
:
115 return WINED3D_PT_TRIANGLESTRIP
;
117 case GL_TRIANGLE_FAN
:
118 return WINED3D_PT_TRIANGLEFAN
;
120 case GL_LINES_ADJACENCY_ARB
:
121 return WINED3D_PT_LINELIST_ADJ
;
123 case GL_LINE_STRIP_ADJACENCY_ARB
:
124 return WINED3D_PT_LINESTRIP_ADJ
;
126 case GL_TRIANGLES_ADJACENCY_ARB
:
127 return WINED3D_PT_TRIANGLELIST_ADJ
;
129 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
130 return WINED3D_PT_TRIANGLESTRIP_ADJ
;
133 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
135 return WINED3D_PT_UNDEFINED
;
139 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
141 struct wined3d_context
**new_array
;
143 TRACE("Adding context %p.\n", context
);
145 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
146 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
147 sizeof(*new_array
) * (device
->context_count
+ 1));
151 ERR("Failed to grow the context array.\n");
155 new_array
[device
->context_count
++] = context
;
156 device
->contexts
= new_array
;
160 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
162 struct wined3d_context
**new_array
;
166 TRACE("Removing context %p.\n", context
);
168 for (i
= 0; i
< device
->context_count
; ++i
)
170 if (device
->contexts
[i
] == context
)
179 ERR("Context %p doesn't exist in context array.\n", context
);
183 if (!--device
->context_count
)
185 HeapFree(GetProcessHeap(), 0, device
->contexts
);
186 device
->contexts
= NULL
;
190 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
191 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
194 ERR("Failed to shrink context array. Oh well.\n");
198 device
->contexts
= new_array
;
201 void device_switch_onscreen_ds(struct wined3d_device
*device
,
202 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
204 if (device
->onscreen_depth_stencil
)
206 surface_load_location(device
->onscreen_depth_stencil
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
208 surface_modify_ds_location(device
->onscreen_depth_stencil
, WINED3D_LOCATION_TEXTURE_RGB
,
209 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
210 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
211 wined3d_texture_decref(device
->onscreen_depth_stencil
->container
);
213 device
->onscreen_depth_stencil
= depth_stencil
;
214 wined3d_texture_incref(device
->onscreen_depth_stencil
->container
);
217 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
219 unsigned int height
= wined3d_texture_get_level_height(target
->container
, target
->texture_level
);
220 unsigned int width
= wined3d_texture_get_level_width(target
->container
, target
->texture_level
);
222 /* partial draw rect */
223 if (draw_rect
->left
|| draw_rect
->top
|| draw_rect
->right
< width
|| draw_rect
->bottom
< height
)
226 /* partial clear rect */
227 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
228 || clear_rect
->right
< width
|| clear_rect
->bottom
< height
))
234 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
235 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
, RECT
*out_rect
)
237 struct wined3d_texture_sub_resource
*sub_resource
= surface_get_sub_resource(ds
);
238 RECT current_rect
, r
;
240 if (sub_resource
->locations
& WINED3D_LOCATION_DISCARDED
)
242 /* Depth buffer was discarded, make it entirely current in its new location since
243 * there is no other place where we would get data anyway. */
244 SetRect(out_rect
, 0, 0,
245 wined3d_texture_get_level_width(ds
->container
, ds
->texture_level
),
246 wined3d_texture_get_level_height(ds
->container
, ds
->texture_level
));
250 if (sub_resource
->locations
& location
)
251 SetRect(¤t_rect
, 0, 0,
252 ds
->ds_current_size
.cx
,
253 ds
->ds_current_size
.cy
);
255 SetRectEmpty(¤t_rect
);
257 IntersectRect(&r
, draw_rect
, ¤t_rect
);
258 if (EqualRect(&r
, draw_rect
))
260 /* current_rect ⊇ draw_rect, modify only. */
261 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
265 if (EqualRect(&r
, ¤t_rect
))
267 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
271 /* Full clear, modify only. */
272 *out_rect
= *draw_rect
;
276 IntersectRect(&r
, draw_rect
, clear_rect
);
277 if (EqualRect(&r
, draw_rect
))
279 /* clear_rect ⊇ draw_rect, modify only. */
280 *out_rect
= *draw_rect
;
286 surface_load_location(ds
, context
, location
);
287 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
290 void device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
291 UINT rect_count
, const RECT
*clear_rect
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
292 float depth
, DWORD stencil
)
294 struct wined3d_rendertarget_view
*rtv
= rt_count
? fb
->render_targets
[0] : NULL
;
295 struct wined3d_surface
*target
= rtv
? wined3d_rendertarget_view_get_surface(rtv
) : NULL
;
296 struct wined3d_rendertarget_view
*dsv
= fb
->depth_stencil
;
297 struct wined3d_surface
*depth_stencil
= dsv
? wined3d_rendertarget_view_get_surface(dsv
) : NULL
;
298 const struct wined3d_state
*state
= &device
->state
;
299 const struct wined3d_gl_info
*gl_info
;
300 UINT drawable_width
, drawable_height
;
301 struct wined3d_color corrected_color
;
302 struct wined3d_context
*context
;
303 GLbitfield clear_mask
= 0;
304 BOOL render_offscreen
;
308 context
= context_acquire(device
, target
);
311 context_release(context
);
312 WARN("Invalid context, skipping clear.\n");
315 gl_info
= context
->gl_info
;
317 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
318 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
319 * for the cleared parts, and the untouched parts.
321 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
322 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
323 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
324 * checking all this if the dest surface is in the drawable anyway. */
325 for (i
= 0; i
< rt_count
; ++i
)
327 struct wined3d_rendertarget_view
*rtv
= fb
->render_targets
[i
];
329 if (rtv
&& rtv
->format
->id
!= WINED3DFMT_NULL
)
331 struct wined3d_texture
*rt
= wined3d_texture_from_resource(rtv
->resource
);
333 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, rect_count
? clear_rect
: NULL
))
334 wined3d_texture_load_location(rt
, rtv
->sub_resource_idx
, context
, rtv
->resource
->draw_binding
);
336 wined3d_texture_prepare_location(rt
, rtv
->sub_resource_idx
, context
, rtv
->resource
->draw_binding
);
342 render_offscreen
= context
->render_offscreen
;
343 wined3d_rendertarget_view_get_drawable_size(rtv
, context
, &drawable_width
, &drawable_height
);
347 render_offscreen
= TRUE
;
348 drawable_width
= wined3d_texture_get_level_pow2_width(depth_stencil
->container
,
349 depth_stencil
->texture_level
);
350 drawable_height
= wined3d_texture_get_level_pow2_height(depth_stencil
->container
,
351 depth_stencil
->texture_level
);
354 if (depth_stencil
&& render_offscreen
)
355 wined3d_texture_prepare_location(depth_stencil
->container
,
356 dsv
->sub_resource_idx
, context
, dsv
->resource
->draw_binding
);
358 if (flags
& WINED3DCLEAR_ZBUFFER
)
360 DWORD location
= render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
362 if (!render_offscreen
&& depth_stencil
!= device
->onscreen_depth_stencil
)
363 device_switch_onscreen_ds(device
, context
, depth_stencil
);
364 prepare_ds_clear(depth_stencil
, context
, location
,
365 draw_rect
, rect_count
, clear_rect
, &ds_rect
);
368 if (!context_apply_clear_state(context
, state
, rt_count
, fb
))
370 context_release(context
);
371 WARN("Failed to apply clear state, skipping clear.\n");
375 /* Only set the values up once, as they are not changing. */
376 if (flags
& WINED3DCLEAR_STENCIL
)
378 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
380 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
381 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
383 gl_info
->gl_ops
.gl
.p_glStencilMask(~0U);
384 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
385 gl_info
->gl_ops
.gl
.p_glClearStencil(stencil
);
386 checkGLcall("glClearStencil");
387 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
390 if (flags
& WINED3DCLEAR_ZBUFFER
)
392 DWORD location
= render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
394 surface_modify_ds_location(depth_stencil
, location
, ds_rect
.right
, ds_rect
.bottom
);
396 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_TRUE
);
397 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
398 gl_info
->gl_ops
.gl
.p_glClearDepth(depth
);
399 checkGLcall("glClearDepth");
400 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
403 if (flags
& WINED3DCLEAR_TARGET
)
405 for (i
= 0; i
< rt_count
; ++i
)
407 struct wined3d_rendertarget_view
*rtv
= fb
->render_targets
[i
];
408 struct wined3d_texture
*texture
;
413 if (rtv
->resource
->type
== WINED3D_RTYPE_BUFFER
)
415 FIXME("Not supported on buffer resources.\n");
419 texture
= texture_from_resource(rtv
->resource
);
420 wined3d_texture_validate_location(texture
, rtv
->sub_resource_idx
, rtv
->resource
->draw_binding
);
421 wined3d_texture_invalidate_location(texture
, rtv
->sub_resource_idx
, ~rtv
->resource
->draw_binding
);
424 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, state
, fb
))
427 WARN("Clearing multiple sRGB render targets with no GL_ARB_framebuffer_sRGB "
428 "support, this might cause graphical issues.\n");
430 corrected_color
.r
= color
->r
< wined3d_srgb_const1
[0]
431 ? color
->r
* wined3d_srgb_const0
[3]
432 : pow(color
->r
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
433 - wined3d_srgb_const0
[2];
434 corrected_color
.r
= min(max(corrected_color
.r
, 0.0f
), 1.0f
);
435 corrected_color
.g
= color
->g
< wined3d_srgb_const1
[0]
436 ? color
->g
* wined3d_srgb_const0
[3]
437 : pow(color
->g
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
438 - wined3d_srgb_const0
[2];
439 corrected_color
.g
= min(max(corrected_color
.g
, 0.0f
), 1.0f
);
440 corrected_color
.b
= color
->b
< wined3d_srgb_const1
[0]
441 ? color
->b
* wined3d_srgb_const0
[3]
442 : pow(color
->b
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
443 - wined3d_srgb_const0
[2];
444 corrected_color
.b
= min(max(corrected_color
.b
, 0.0f
), 1.0f
);
445 color
= &corrected_color
;
448 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
449 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
450 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
451 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
452 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
453 gl_info
->gl_ops
.gl
.p_glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
454 checkGLcall("glClearColor");
455 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
460 if (render_offscreen
)
462 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, draw_rect
->top
,
463 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
467 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
468 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
470 checkGLcall("glScissor");
471 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
472 checkGLcall("glClear");
478 /* Now process each rect in turn. */
479 for (i
= 0; i
< rect_count
; ++i
)
481 /* Note that GL uses lower left, width/height. */
482 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
484 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
485 wine_dbgstr_rect(&clear_rect
[i
]),
486 wine_dbgstr_rect(¤t_rect
));
488 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
489 * The rectangle is not cleared, no error is returned, but further rectangles are
490 * still cleared if they are valid. */
491 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
493 TRACE("Rectangle with negative dimensions, ignoring.\n");
497 if (render_offscreen
)
499 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, current_rect
.top
,
500 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
504 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
505 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
507 checkGLcall("glScissor");
509 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
510 checkGLcall("glClear");
514 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
515 && target
->container
->swapchain
&& target
->container
->swapchain
->front_buffer
== target
->container
))
516 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
518 context_release(context
);
521 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
523 ULONG refcount
= InterlockedIncrement(&device
->ref
);
525 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
530 static void device_leftover_sampler(struct wine_rb_entry
*entry
, void *context
)
532 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
534 ERR("Leftover sampler %p.\n", sampler
);
537 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
539 ULONG refcount
= InterlockedDecrement(&device
->ref
);
541 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
547 wined3d_cs_destroy(device
->cs
);
549 if (device
->recording
&& wined3d_stateblock_decref(device
->recording
))
550 ERR("Something's still holding the recording stateblock.\n");
551 device
->recording
= NULL
;
553 state_cleanup(&device
->state
);
555 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
557 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
558 device
->multistate_funcs
[i
] = NULL
;
561 if (!list_empty(&device
->resources
))
563 struct wined3d_resource
*resource
;
565 ERR("Device released with resources still bound.\n");
567 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
569 ERR("Leftover resource %p with type %s (%#x).\n",
570 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
574 if (device
->contexts
)
575 ERR("Context array not freed!\n");
576 if (device
->hardwareCursor
)
577 DestroyCursor(device
->hardwareCursor
);
578 device
->hardwareCursor
= 0;
580 wine_rb_destroy(&device
->samplers
, device_leftover_sampler
, NULL
);
582 wined3d_decref(device
->wined3d
);
583 device
->wined3d
= NULL
;
584 HeapFree(GetProcessHeap(), 0, device
);
585 TRACE("Freed device %p.\n", device
);
591 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
593 TRACE("device %p.\n", device
);
595 return device
->swapchain_count
;
598 struct wined3d_swapchain
* CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
, UINT swapchain_idx
)
600 TRACE("device %p, swapchain_idx %u.\n", device
, swapchain_idx
);
602 if (swapchain_idx
>= device
->swapchain_count
)
604 WARN("swapchain_idx %u >= swapchain_count %u.\n",
605 swapchain_idx
, device
->swapchain_count
);
609 return device
->swapchains
[swapchain_idx
];
612 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
614 struct wined3d_color_key color_key
;
615 struct wined3d_resource_desc desc
;
619 HDC dcb
= NULL
, dcs
= NULL
;
621 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
624 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
625 dcb
= CreateCompatibleDC(NULL
);
627 SelectObject(dcb
, hbm
);
631 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
634 memset(&bm
, 0, sizeof(bm
));
639 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
640 desc
.format
= WINED3DFMT_B5G6R5_UNORM
;
641 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
642 desc
.multisample_quality
= 0;
643 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
644 desc
.pool
= WINED3D_POOL_DEFAULT
;
645 desc
.width
= bm
.bmWidth
;
646 desc
.height
= bm
.bmHeight
;
649 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, 1, WINED3D_TEXTURE_CREATE_MAPPABLE
,
650 NULL
, NULL
, &wined3d_null_parent_ops
, &device
->logo_texture
)))
652 ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr
);
658 if (FAILED(hr
= wined3d_texture_get_dc(device
->logo_texture
, 0, &dcs
)))
660 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
661 wined3d_texture_release_dc(device
->logo_texture
, 0, dcs
);
663 color_key
.color_space_low_value
= 0;
664 color_key
.color_space_high_value
= 0;
665 wined3d_texture_set_color_key(device
->logo_texture
, WINED3D_CKEY_SRC_BLT
, &color_key
);
669 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
670 const RECT rect
= {0, 0, desc
.width
, desc
.height
};
671 struct wined3d_surface
*surface
;
673 /* Fill the surface with a white color to show that wined3d is there */
674 surface
= device
->logo_texture
->sub_resources
[0].u
.surface
;
675 surface_color_fill(surface
, &rect
, &c
);
679 if (dcb
) DeleteDC(dcb
);
680 if (hbm
) DeleteObject(hbm
);
683 /* Context activation is done by the caller. */
684 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
686 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
687 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
691 if (d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR
)
696 /* Under DirectX you can sample even if no texture is bound, whereas
697 * OpenGL will only allow that when a valid texture is bound.
698 * We emulate this by creating dummy textures and binding them
699 * to each texture stage when the currently set D3D texture is NULL. */
700 context_active_texture(context
, gl_info
, 0);
702 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_textures
.tex_2d
);
703 checkGLcall("glGenTextures");
704 TRACE("Dummy 2D texture given name %u.\n", device
->dummy_textures
.tex_2d
);
706 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_textures
.tex_2d
);
707 checkGLcall("glBindTexture");
709 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0,
710 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
711 checkGLcall("glTexImage2D");
713 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
715 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_textures
.tex_rect
);
716 checkGLcall("glGenTextures");
717 TRACE("Dummy rectangle texture given name %u.\n", device
->dummy_textures
.tex_rect
);
719 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_textures
.tex_rect
);
720 checkGLcall("glBindTexture");
722 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0,
723 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
724 checkGLcall("glTexImage2D");
727 if (gl_info
->supported
[EXT_TEXTURE3D
])
729 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_textures
.tex_3d
);
730 checkGLcall("glGenTextures");
731 TRACE("Dummy 3D texture given name %u.\n", device
->dummy_textures
.tex_3d
);
733 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_textures
.tex_3d
);
734 checkGLcall("glBindTexture");
736 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0,
737 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
738 checkGLcall("glTexImage3D");
741 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
743 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_textures
.tex_cube
);
744 checkGLcall("glGenTextures");
745 TRACE("Dummy cube texture given name %u.\n", device
->dummy_textures
.tex_cube
);
747 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_textures
.tex_cube
);
748 checkGLcall("glBindTexture");
750 for (i
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; i
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++i
)
752 gl_info
->gl_ops
.gl
.p_glTexImage2D(i
, 0, GL_RGBA8
, 1, 1, 0,
753 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
754 checkGLcall("glTexImage2D");
758 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
760 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_textures
.tex_2d_array
);
761 checkGLcall("glGenTextures");
762 TRACE("Dummy 2D array texture given name %u.\n", device
->dummy_textures
.tex_2d_array
);
764 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, device
->dummy_textures
.tex_2d_array
);
765 checkGLcall("glBindTexture");
767 GL_EXTCALL(glTexImage3D(GL_TEXTURE_2D_ARRAY
, 0, GL_RGBA8
, 1, 1, 1, 0,
768 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
769 checkGLcall("glTexImage3D");
772 context_bind_dummy_textures(device
, context
);
775 /* Context activation is done by the caller. */
776 static void destroy_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
778 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
780 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
781 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->dummy_textures
.tex_2d_array
);
783 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
784 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->dummy_textures
.tex_cube
);
786 if (gl_info
->supported
[EXT_TEXTURE3D
])
787 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->dummy_textures
.tex_3d
);
789 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
790 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->dummy_textures
.tex_rect
);
792 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->dummy_textures
.tex_2d
);
794 checkGLcall("Delete dummy textures");
796 memset(&device
->dummy_textures
, 0, sizeof(device
->dummy_textures
));
799 /* Context activation is done by the caller. */
800 static void create_default_samplers(struct wined3d_device
*device
, struct wined3d_context
*context
)
802 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
804 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
806 /* In SM4+ shaders there is a separation between resources and samplers. Some shader
807 * instructions allow access to resources without using samplers.
808 * In GLSL, resources are always accessed through sampler or image variables. The default
809 * sampler object is used to emulate the direct resource access when there is no sampler state
812 GL_EXTCALL(glGenSamplers(1, &device
->default_sampler
));
813 GL_EXTCALL(glSamplerParameteri(device
->default_sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
));
814 GL_EXTCALL(glSamplerParameteri(device
->default_sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
));
815 checkGLcall("Create default sampler");
817 /* In D3D10+, a NULL sampler maps to the default sampler state. */
818 GL_EXTCALL(glGenSamplers(1, &device
->null_sampler
));
819 GL_EXTCALL(glSamplerParameteri(device
->null_sampler
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR_MIPMAP_LINEAR
));
820 GL_EXTCALL(glSamplerParameteri(device
->null_sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
));
821 GL_EXTCALL(glSamplerParameteri(device
->null_sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
));
822 GL_EXTCALL(glSamplerParameteri(device
->null_sampler
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
));
823 checkGLcall("Create null sampler");
827 device
->default_sampler
= 0;
828 device
->null_sampler
= 0;
832 /* Context activation is done by the caller. */
833 static void destroy_default_samplers(struct wined3d_device
*device
, struct wined3d_context
*context
)
835 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
837 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
839 GL_EXTCALL(glDeleteSamplers(1, &device
->default_sampler
));
840 GL_EXTCALL(glDeleteSamplers(1, &device
->null_sampler
));
841 checkGLcall("glDeleteSamplers");
844 device
->default_sampler
= 0;
845 device
->null_sampler
= 0;
848 static LONG
fullscreen_style(LONG style
)
850 /* Make sure the window is managed, otherwise we won't get keyboard input. */
851 style
|= WS_POPUP
| WS_SYSMENU
;
852 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
857 static LONG
fullscreen_exstyle(LONG exstyle
)
859 /* Filter out window decorations. */
860 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
865 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
867 BOOL filter_messages
;
870 TRACE("Setting up window %p for fullscreen mode.\n", window
);
872 if (device
->style
|| device
->exStyle
)
874 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
875 window
, device
->style
, device
->exStyle
);
878 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
879 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
881 style
= fullscreen_style(device
->style
);
882 exstyle
= fullscreen_exstyle(device
->exStyle
);
884 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
885 device
->style
, device
->exStyle
, style
, exstyle
);
887 filter_messages
= device
->filter_messages
;
888 device
->filter_messages
= TRUE
;
890 SetWindowLongW(window
, GWL_STYLE
, style
);
891 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
892 SetWindowPos(window
, HWND_TOPMOST
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
894 device
->filter_messages
= filter_messages
;
897 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
,
898 const RECT
*window_rect
)
900 unsigned int window_pos_flags
= SWP_FRAMECHANGED
| SWP_NOZORDER
| SWP_NOACTIVATE
;
901 BOOL filter_messages
;
905 if (!device
->style
&& !device
->exStyle
)
908 style
= GetWindowLongW(window
, GWL_STYLE
);
909 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
911 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
912 * application, and we want to ignore them in the test below, since it's
913 * not the application's fault that they changed. Additionally, we want to
914 * preserve the current status of these flags (i.e. don't restore them) to
915 * more closely emulate the behavior of Direct3D, which leaves these flags
916 * alone when returning to windowed mode. */
917 device
->style
^= (device
->style
^ style
) & WS_VISIBLE
;
918 device
->exStyle
^= (device
->exStyle
^ exstyle
) & WS_EX_TOPMOST
;
920 TRACE("Restoring window style of window %p to %08x, %08x.\n",
921 window
, device
->style
, device
->exStyle
);
923 filter_messages
= device
->filter_messages
;
924 device
->filter_messages
= TRUE
;
926 /* Only restore the style if the application didn't modify it during the
927 * fullscreen phase. Some applications change it before calling Reset()
928 * when switching between windowed and fullscreen modes (HL2), some
929 * depend on the original style (Eve Online). */
930 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
932 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
933 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
939 window_pos_flags
|= (SWP_NOMOVE
| SWP_NOSIZE
);
940 SetWindowPos(window
, 0, rect
.left
, rect
.top
,
941 rect
.right
- rect
.left
, rect
.bottom
- rect
.top
, window_pos_flags
);
943 device
->filter_messages
= filter_messages
;
945 /* Delete the old values. */
950 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
952 TRACE("device %p, window %p.\n", device
, window
);
954 if (!wined3d_register_window(window
, device
))
956 ERR("Failed to register window %p.\n", window
);
960 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
961 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
966 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
968 TRACE("device %p.\n", device
);
970 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
971 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
974 static void device_init_swapchain_state(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
976 BOOL ds_enable
= !!swapchain
->desc
.enable_auto_depth_stencil
;
979 if (device
->fb
.render_targets
)
981 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
983 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
985 if (device
->back_buffer_view
)
986 wined3d_device_set_rendertarget_view(device
, 0, device
->back_buffer_view
, TRUE
);
989 wined3d_device_set_depth_stencil_view(device
, ds_enable
? device
->auto_depth_stencil_view
: NULL
);
990 wined3d_device_set_render_state(device
, WINED3D_RS_ZENABLE
, ds_enable
);
993 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
994 struct wined3d_swapchain_desc
*swapchain_desc
)
996 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
997 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
998 struct wined3d_swapchain
*swapchain
= NULL
;
999 struct wined3d_context
*context
;
1000 DWORD clear_flags
= 0;
1003 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1005 if (device
->d3d_initialized
)
1006 return WINED3DERR_INVALIDCALL
;
1007 if (device
->wined3d
->flags
& WINED3D_NO3D
)
1008 return WINED3DERR_INVALIDCALL
;
1010 if (!(device
->fb
.render_targets
= wined3d_calloc(gl_info
->limits
.buffers
, sizeof(*device
->fb
.render_targets
))))
1011 return E_OUTOFMEMORY
;
1013 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
1014 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
1016 TRACE("Shader private data couldn't be allocated\n");
1019 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
1021 TRACE("Blitter private data couldn't be allocated\n");
1025 /* Setup the implicit swapchain. This also initializes a context. */
1026 TRACE("Creating implicit swapchain\n");
1027 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1028 swapchain_desc
, &swapchain
);
1031 WARN("Failed to create implicit swapchain\n");
1035 if (swapchain_desc
->backbuffer_count
)
1037 struct wined3d_resource
*back_buffer
= &swapchain
->back_buffers
[0]->resource
;
1038 struct wined3d_view_desc view_desc
;
1040 view_desc
.format_id
= back_buffer
->format
->id
;
1041 view_desc
.flags
= 0;
1042 view_desc
.u
.texture
.level_idx
= 0;
1043 view_desc
.u
.texture
.level_count
= 1;
1044 view_desc
.u
.texture
.layer_idx
= 0;
1045 view_desc
.u
.texture
.layer_count
= 1;
1046 if (FAILED(hr
= wined3d_rendertarget_view_create(&view_desc
, back_buffer
,
1047 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
1049 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
1054 device
->swapchain_count
= 1;
1055 if (!(device
->swapchains
= wined3d_calloc(device
->swapchain_count
, sizeof(*device
->swapchains
))))
1057 ERR("Out of memory!\n");
1060 device
->swapchains
[0] = swapchain
;
1061 device_init_swapchain_state(device
, swapchain
);
1063 context
= context_acquire(device
, NULL
);
1065 create_dummy_textures(device
, context
);
1066 create_default_samplers(device
, context
);
1068 device
->contexts
[0]->last_was_rhw
= 0;
1070 TRACE("All defaults now set up, leaving 3D init.\n");
1072 context_release(context
);
1074 /* Clear the screen */
1075 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1076 clear_flags
|= WINED3DCLEAR_TARGET
;
1077 if (swapchain_desc
->enable_auto_depth_stencil
)
1078 clear_flags
|= WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
;
1080 wined3d_device_clear(device
, 0, NULL
, clear_flags
, &black
, 1.0f
, 0);
1082 device
->d3d_initialized
= TRUE
;
1084 if (wined3d_settings
.logo
)
1085 device_load_logo(device
, wined3d_settings
.logo
);
1089 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1090 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1091 device
->swapchain_count
= 0;
1092 if (device
->back_buffer_view
)
1093 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
1095 wined3d_swapchain_decref(swapchain
);
1096 if (device
->blit_priv
)
1097 device
->blitter
->free_private(device
);
1098 if (device
->shader_priv
)
1099 device
->shader_backend
->shader_free_private(device
);
1104 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1105 struct wined3d_swapchain_desc
*swapchain_desc
)
1107 struct wined3d_swapchain
*swapchain
= NULL
;
1110 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1112 /* Setup the implicit swapchain */
1113 TRACE("Creating implicit swapchain\n");
1114 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1115 swapchain_desc
, &swapchain
);
1118 WARN("Failed to create implicit swapchain\n");
1122 device
->swapchain_count
= 1;
1123 if (!(device
->swapchains
= wined3d_calloc(device
->swapchain_count
, sizeof(*device
->swapchains
))))
1125 ERR("Out of memory!\n");
1128 device
->swapchains
[0] = swapchain
;
1132 wined3d_swapchain_decref(swapchain
);
1136 static void device_free_sampler(struct wine_rb_entry
*entry
, void *context
)
1138 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
1140 wined3d_sampler_decref(sampler
);
1143 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1145 struct wined3d_resource
*resource
, *cursor
;
1146 const struct wined3d_gl_info
*gl_info
;
1147 struct wined3d_context
*context
;
1148 struct wined3d_surface
*surface
;
1151 TRACE("device %p.\n", device
);
1153 if (!device
->d3d_initialized
)
1154 return WINED3DERR_INVALIDCALL
;
1156 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1157 * it was created. Thus make sure a context is active for the glDelete* calls
1159 context
= context_acquire(device
, NULL
);
1160 gl_info
= context
->gl_info
;
1162 if (device
->logo_texture
)
1163 wined3d_texture_decref(device
->logo_texture
);
1164 if (device
->cursor_texture
)
1165 wined3d_texture_decref(device
->cursor_texture
);
1167 state_unbind_resources(&device
->state
);
1169 /* Unload resources */
1170 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1172 TRACE("Unloading resource %p.\n", resource
);
1173 wined3d_cs_emit_unload_resource(device
->cs
, resource
);
1176 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
1178 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1179 * private data, it might contain opengl pointers
1181 if (device
->depth_blt_texture
)
1183 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
1184 device
->depth_blt_texture
= 0;
1187 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1188 device
->blitter
->free_private(device
);
1189 device
->shader_backend
->shader_free_private(device
);
1190 destroy_dummy_textures(device
, context
);
1191 destroy_default_samplers(device
, context
);
1193 context_release(context
);
1195 /* Release the buffers (with sanity checks) */
1196 if (device
->onscreen_depth_stencil
)
1198 surface
= device
->onscreen_depth_stencil
;
1199 device
->onscreen_depth_stencil
= NULL
;
1200 wined3d_texture_decref(surface
->container
);
1203 if (device
->fb
.depth_stencil
)
1205 struct wined3d_rendertarget_view
*view
= device
->fb
.depth_stencil
;
1207 TRACE("Releasing depth/stencil view %p.\n", view
);
1209 device
->fb
.depth_stencil
= NULL
;
1210 wined3d_rendertarget_view_decref(view
);
1213 if (device
->auto_depth_stencil_view
)
1215 struct wined3d_rendertarget_view
*view
= device
->auto_depth_stencil_view
;
1217 device
->auto_depth_stencil_view
= NULL
;
1218 if (wined3d_rendertarget_view_decref(view
))
1219 ERR("Something's still holding the auto depth/stencil view (%p).\n", view
);
1222 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1224 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
1226 if (device
->back_buffer_view
)
1228 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
1229 device
->back_buffer_view
= NULL
;
1232 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1234 TRACE("Releasing the implicit swapchain %u.\n", i
);
1235 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1236 FIXME("Something's still holding the implicit swapchain.\n");
1239 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1240 device
->swapchains
= NULL
;
1241 device
->swapchain_count
= 0;
1243 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1244 device
->fb
.render_targets
= NULL
;
1246 device
->d3d_initialized
= FALSE
;
1251 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1255 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1257 TRACE("Releasing the implicit swapchain %u.\n", i
);
1258 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1259 FIXME("Something's still holding the implicit swapchain.\n");
1262 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1263 device
->swapchains
= NULL
;
1264 device
->swapchain_count
= 0;
1268 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1269 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1270 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1272 * There is no way to deactivate thread safety once it is enabled.
1274 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1276 TRACE("device %p.\n", device
);
1278 /* For now just store the flag (needed in case of ddraw). */
1279 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1282 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1284 TRACE("device %p.\n", device
);
1286 TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
1287 wine_dbgstr_longlong(device
->adapter
->vram_bytes
),
1288 wine_dbgstr_longlong(device
->adapter
->vram_bytes_used
),
1289 wine_dbgstr_longlong(device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
));
1291 return min(UINT_MAX
, device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
);
1294 void CDECL
wined3d_device_set_stream_output(struct wined3d_device
*device
, UINT idx
,
1295 struct wined3d_buffer
*buffer
, UINT offset
)
1297 struct wined3d_stream_output
*stream
;
1298 struct wined3d_buffer
*prev_buffer
;
1300 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device
, idx
, buffer
, offset
);
1302 if (idx
>= MAX_STREAM_OUT
)
1304 WARN("Invalid stream output %u.\n", idx
);
1308 stream
= &device
->update_state
->stream_output
[idx
];
1309 prev_buffer
= stream
->buffer
;
1312 wined3d_buffer_incref(buffer
);
1313 stream
->buffer
= buffer
;
1314 stream
->offset
= offset
;
1315 if (!device
->recording
)
1316 wined3d_cs_emit_set_stream_output(device
->cs
, idx
, buffer
, offset
);
1318 wined3d_buffer_decref(prev_buffer
);
1321 struct wined3d_buffer
* CDECL
wined3d_device_get_stream_output(struct wined3d_device
*device
,
1322 UINT idx
, UINT
*offset
)
1324 TRACE("device %p, idx %u, offset %p.\n", device
, idx
, offset
);
1326 if (idx
>= MAX_STREAM_OUT
)
1328 WARN("Invalid stream output %u.\n", idx
);
1333 *offset
= device
->state
.stream_output
[idx
].offset
;
1334 return device
->state
.stream_output
[idx
].buffer
;
1337 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1338 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1340 struct wined3d_stream_state
*stream
;
1341 struct wined3d_buffer
*prev_buffer
;
1343 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1344 device
, stream_idx
, buffer
, offset
, stride
);
1346 if (stream_idx
>= MAX_STREAMS
)
1348 WARN("Stream index %u out of range.\n", stream_idx
);
1349 return WINED3DERR_INVALIDCALL
;
1351 else if (offset
& 0x3)
1353 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1354 return WINED3DERR_INVALIDCALL
;
1357 stream
= &device
->update_state
->streams
[stream_idx
];
1358 prev_buffer
= stream
->buffer
;
1360 if (device
->recording
)
1361 device
->recording
->changed
.streamSource
|= 1u << stream_idx
;
1363 if (prev_buffer
== buffer
1364 && stream
->stride
== stride
1365 && stream
->offset
== offset
)
1367 TRACE("Application is setting the old values over, nothing to do.\n");
1371 stream
->buffer
= buffer
;
1374 stream
->stride
= stride
;
1375 stream
->offset
= offset
;
1376 wined3d_buffer_incref(buffer
);
1379 if (!device
->recording
)
1380 wined3d_cs_emit_set_stream_source(device
->cs
, stream_idx
, buffer
, offset
, stride
);
1382 wined3d_buffer_decref(prev_buffer
);
1387 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1388 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1390 const struct wined3d_stream_state
*stream
;
1392 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1393 device
, stream_idx
, buffer
, offset
, stride
);
1395 if (stream_idx
>= MAX_STREAMS
)
1397 WARN("Stream index %u out of range.\n", stream_idx
);
1398 return WINED3DERR_INVALIDCALL
;
1401 stream
= &device
->state
.streams
[stream_idx
];
1402 *buffer
= stream
->buffer
;
1404 *offset
= stream
->offset
;
1405 *stride
= stream
->stride
;
1410 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1412 struct wined3d_stream_state
*stream
;
1413 UINT old_flags
, old_freq
;
1415 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1417 /* Verify input. At least in d3d9 this is invalid. */
1418 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1420 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1421 return WINED3DERR_INVALIDCALL
;
1423 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1425 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1426 return WINED3DERR_INVALIDCALL
;
1430 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1431 return WINED3DERR_INVALIDCALL
;
1434 stream
= &device
->update_state
->streams
[stream_idx
];
1435 old_flags
= stream
->flags
;
1436 old_freq
= stream
->frequency
;
1438 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1439 stream
->frequency
= divider
& 0x7fffff;
1441 if (device
->recording
)
1442 device
->recording
->changed
.streamFreq
|= 1u << stream_idx
;
1443 else if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1444 wined3d_cs_emit_set_stream_source_freq(device
->cs
, stream_idx
, stream
->frequency
, stream
->flags
);
1449 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1450 UINT stream_idx
, UINT
*divider
)
1452 const struct wined3d_stream_state
*stream
;
1454 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1456 stream
= &device
->state
.streams
[stream_idx
];
1457 *divider
= stream
->flags
| stream
->frequency
;
1459 TRACE("Returning %#x.\n", *divider
);
1464 void CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1465 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1467 TRACE("device %p, state %s, matrix %p.\n",
1468 device
, debug_d3dtstype(d3dts
), matrix
);
1469 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_11
, matrix
->_12
, matrix
->_13
, matrix
->_14
);
1470 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_21
, matrix
->_22
, matrix
->_23
, matrix
->_24
);
1471 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_31
, matrix
->_32
, matrix
->_33
, matrix
->_34
);
1472 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_41
, matrix
->_42
, matrix
->_43
, matrix
->_44
);
1474 /* Handle recording of state blocks. */
1475 if (device
->recording
)
1477 TRACE("Recording... not performing anything.\n");
1478 device
->recording
->changed
.transform
[d3dts
>> 5] |= 1u << (d3dts
& 0x1f);
1479 device
->update_state
->transforms
[d3dts
] = *matrix
;
1483 /* If the new matrix is the same as the current one,
1484 * we cut off any further processing. this seems to be a reasonable
1485 * optimization because as was noticed, some apps (warcraft3 for example)
1486 * tend towards setting the same matrix repeatedly for some reason.
1488 * From here on we assume that the new matrix is different, wherever it matters. */
1489 if (!memcmp(&device
->state
.transforms
[d3dts
], matrix
, sizeof(*matrix
)))
1491 TRACE("The application is setting the same matrix over again.\n");
1495 device
->state
.transforms
[d3dts
] = *matrix
;
1496 wined3d_cs_emit_set_transform(device
->cs
, d3dts
, matrix
);
1499 void CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1500 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1502 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1504 *matrix
= device
->state
.transforms
[state
];
1507 void CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1508 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1510 const struct wined3d_matrix
*mat
;
1511 struct wined3d_matrix temp
;
1513 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1515 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1516 * below means it will be recorded in a state block change, but it
1517 * works regardless where it is recorded.
1518 * If this is found to be wrong, change to StateBlock. */
1519 if (state
> HIGHEST_TRANSFORMSTATE
)
1521 WARN("Unhandled transform state %#x.\n", state
);
1525 mat
= &device
->update_state
->transforms
[state
];
1526 multiply_matrix(&temp
, mat
, matrix
);
1528 /* Apply change via set transform - will reapply to eg. lights this way. */
1529 wined3d_device_set_transform(device
, state
, &temp
);
1532 /* Note lights are real special cases. Although the device caps state only
1533 * e.g. 8 are supported, you can reference any indexes you want as long as
1534 * that number max are enabled at any one point in time. Therefore since the
1535 * indices can be anything, we need a hashmap of them. However, this causes
1536 * stateblock problems. When capturing the state block, I duplicate the
1537 * hashmap, but when recording, just build a chain pretty much of commands to
1539 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1540 UINT light_idx
, const struct wined3d_light
*light
)
1542 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1543 struct wined3d_light_info
*object
= NULL
;
1547 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1549 /* Check the parameter range. Need for speed most wanted sets junk lights
1550 * which confuse the GL driver. */
1552 return WINED3DERR_INVALIDCALL
;
1554 switch (light
->type
)
1556 case WINED3D_LIGHT_POINT
:
1557 case WINED3D_LIGHT_SPOT
:
1558 case WINED3D_LIGHT_GLSPOT
:
1559 /* Incorrect attenuation values can cause the gl driver to crash.
1560 * Happens with Need for speed most wanted. */
1561 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1563 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1564 return WINED3DERR_INVALIDCALL
;
1568 case WINED3D_LIGHT_DIRECTIONAL
:
1569 case WINED3D_LIGHT_PARALLELPOINT
:
1570 /* Ignores attenuation */
1574 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1575 return WINED3DERR_INVALIDCALL
;
1578 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1580 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1581 if (object
->OriginalIndex
== light_idx
)
1588 TRACE("Adding new light\n");
1589 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1591 return E_OUTOFMEMORY
;
1593 list_add_head(&device
->update_state
->light_map
[hash_idx
], &object
->entry
);
1594 object
->glIndex
= -1;
1595 object
->OriginalIndex
= light_idx
;
1598 /* Initialize the object. */
1599 TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
1600 "position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
1601 "range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
1602 light_idx
, light
->type
, debug_color(&light
->diffuse
),
1603 debug_color(&light
->specular
), debug_color(&light
->ambient
),
1604 light
->position
.x
, light
->position
.y
, light
->position
.z
,
1605 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
,
1606 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1608 /* Update the live definitions if the light is currently assigned a glIndex. */
1609 if (object
->glIndex
!= -1 && !device
->recording
)
1611 if (object
->OriginalParms
.type
!= light
->type
)
1612 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1613 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
1616 /* Save away the information. */
1617 object
->OriginalParms
= *light
;
1619 switch (light
->type
)
1621 case WINED3D_LIGHT_POINT
:
1623 object
->position
.x
= light
->position
.x
;
1624 object
->position
.y
= light
->position
.y
;
1625 object
->position
.z
= light
->position
.z
;
1626 object
->position
.w
= 1.0f
;
1627 object
->cutoff
= 180.0f
;
1631 case WINED3D_LIGHT_DIRECTIONAL
:
1633 object
->direction
.x
= -light
->direction
.x
;
1634 object
->direction
.y
= -light
->direction
.y
;
1635 object
->direction
.z
= -light
->direction
.z
;
1636 object
->direction
.w
= 0.0f
;
1637 object
->exponent
= 0.0f
;
1638 object
->cutoff
= 180.0f
;
1641 case WINED3D_LIGHT_SPOT
:
1643 object
->position
.x
= light
->position
.x
;
1644 object
->position
.y
= light
->position
.y
;
1645 object
->position
.z
= light
->position
.z
;
1646 object
->position
.w
= 1.0f
;
1649 object
->direction
.x
= light
->direction
.x
;
1650 object
->direction
.y
= light
->direction
.y
;
1651 object
->direction
.z
= light
->direction
.z
;
1652 object
->direction
.w
= 0.0f
;
1654 /* opengl-ish and d3d-ish spot lights use too different models
1655 * for the light "intensity" as a function of the angle towards
1656 * the main light direction, so we only can approximate very
1657 * roughly. However, spot lights are rather rarely used in games
1658 * (if ever used at all). Furthermore if still used, probably
1659 * nobody pays attention to such details. */
1660 if (!light
->falloff
)
1662 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1663 * equations have the falloff resp. exponent parameter as an
1664 * exponent, so the spot light lighting will always be 1.0 for
1665 * both of them, and we don't have to care for the rest of the
1666 * rather complex calculation. */
1667 object
->exponent
= 0.0f
;
1671 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
1674 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
1677 if (object
->exponent
> 128.0f
)
1678 object
->exponent
= 128.0f
;
1680 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
1684 case WINED3D_LIGHT_PARALLELPOINT
:
1685 object
->position
.x
= light
->position
.x
;
1686 object
->position
.y
= light
->position
.y
;
1687 object
->position
.z
= light
->position
.z
;
1688 object
->position
.w
= 1.0f
;
1692 FIXME("Unrecognized light type %#x.\n", light
->type
);
1698 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
1699 UINT light_idx
, struct wined3d_light
*light
)
1701 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1702 struct wined3d_light_info
*light_info
= NULL
;
1705 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1707 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1709 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1710 if (light_info
->OriginalIndex
== light_idx
)
1717 TRACE("Light information requested but light not defined\n");
1718 return WINED3DERR_INVALIDCALL
;
1721 *light
= light_info
->OriginalParms
;
1725 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
1727 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1728 struct wined3d_light_info
*light_info
= NULL
;
1731 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
1733 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1735 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1736 if (light_info
->OriginalIndex
== light_idx
)
1740 TRACE("Found light %p.\n", light_info
);
1742 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1745 TRACE("Light enabled requested but light not defined, so defining one!\n");
1746 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
1748 /* Search for it again! Should be fairly quick as near head of list. */
1749 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1751 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1752 if (light_info
->OriginalIndex
== light_idx
)
1758 FIXME("Adding default lights has failed dismally\n");
1759 return WINED3DERR_INVALIDCALL
;
1765 if (light_info
->glIndex
!= -1)
1767 if (!device
->recording
)
1769 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1770 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1773 device
->update_state
->lights
[light_info
->glIndex
] = NULL
;
1774 light_info
->glIndex
= -1;
1778 TRACE("Light already disabled, nothing to do\n");
1780 light_info
->enabled
= FALSE
;
1784 light_info
->enabled
= TRUE
;
1785 if (light_info
->glIndex
!= -1)
1787 TRACE("Nothing to do as light was enabled\n");
1792 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1793 /* Find a free GL light. */
1794 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
1796 if (!device
->update_state
->lights
[i
])
1798 device
->update_state
->lights
[i
] = light_info
;
1799 light_info
->glIndex
= i
;
1803 if (light_info
->glIndex
== -1)
1805 /* Our tests show that Windows returns D3D_OK in this situation, even with
1806 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
1807 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
1808 * as well for those lights.
1810 * TODO: Test how this affects rendering. */
1811 WARN("Too many concurrently active lights\n");
1815 /* i == light_info->glIndex */
1816 if (!device
->recording
)
1818 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1819 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
1827 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
1829 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1830 struct wined3d_light_info
*light_info
= NULL
;
1833 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
1835 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1837 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1838 if (light_info
->OriginalIndex
== light_idx
)
1845 TRACE("Light enabled state requested but light not defined.\n");
1846 return WINED3DERR_INVALIDCALL
;
1848 /* true is 128 according to SetLightEnable */
1849 *enable
= light_info
->enabled
? 128 : 0;
1853 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
,
1854 UINT plane_idx
, const struct wined3d_vec4
*plane
)
1856 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1858 /* Validate plane_idx. */
1859 if (plane_idx
>= device
->adapter
->gl_info
.limits
.user_clip_distances
)
1861 TRACE("Application has requested clipplane this device doesn't support.\n");
1862 return WINED3DERR_INVALIDCALL
;
1865 if (device
->recording
)
1866 device
->recording
->changed
.clipplane
|= 1u << plane_idx
;
1868 if (!memcmp(&device
->update_state
->clip_planes
[plane_idx
], plane
, sizeof(*plane
)))
1870 TRACE("Application is setting old values over, nothing to do.\n");
1874 device
->update_state
->clip_planes
[plane_idx
] = *plane
;
1876 if (!device
->recording
)
1877 wined3d_cs_emit_set_clip_plane(device
->cs
, plane_idx
, plane
);
1882 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
,
1883 UINT plane_idx
, struct wined3d_vec4
*plane
)
1885 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1887 /* Validate plane_idx. */
1888 if (plane_idx
>= device
->adapter
->gl_info
.limits
.user_clip_distances
)
1890 TRACE("Application has requested clipplane this device doesn't support.\n");
1891 return WINED3DERR_INVALIDCALL
;
1894 *plane
= device
->state
.clip_planes
[plane_idx
];
1899 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
1900 const struct wined3d_clip_status
*clip_status
)
1902 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1905 return WINED3DERR_INVALIDCALL
;
1910 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
1911 struct wined3d_clip_status
*clip_status
)
1913 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1916 return WINED3DERR_INVALIDCALL
;
1921 void CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
1923 TRACE("device %p, material %p.\n", device
, material
);
1925 device
->update_state
->material
= *material
;
1927 if (device
->recording
)
1928 device
->recording
->changed
.material
= TRUE
;
1930 wined3d_cs_emit_set_material(device
->cs
, material
);
1933 void CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
1935 TRACE("device %p, material %p.\n", device
, material
);
1937 *material
= device
->state
.material
;
1939 TRACE("diffuse %s\n", debug_color(&material
->diffuse
));
1940 TRACE("ambient %s\n", debug_color(&material
->ambient
));
1941 TRACE("specular %s\n", debug_color(&material
->specular
));
1942 TRACE("emissive %s\n", debug_color(&material
->emissive
));
1943 TRACE("power %.8e.\n", material
->power
);
1946 void CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
1947 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
, unsigned int offset
)
1949 enum wined3d_format_id prev_format
;
1950 struct wined3d_buffer
*prev_buffer
;
1951 unsigned int prev_offset
;
1953 TRACE("device %p, buffer %p, format %s, offset %u.\n",
1954 device
, buffer
, debug_d3dformat(format_id
), offset
);
1956 prev_buffer
= device
->update_state
->index_buffer
;
1957 prev_format
= device
->update_state
->index_format
;
1958 prev_offset
= device
->update_state
->index_offset
;
1960 device
->update_state
->index_buffer
= buffer
;
1961 device
->update_state
->index_format
= format_id
;
1962 device
->update_state
->index_offset
= offset
;
1964 if (device
->recording
)
1965 device
->recording
->changed
.indices
= TRUE
;
1967 if (prev_buffer
== buffer
&& prev_format
== format_id
&& prev_offset
== offset
)
1971 wined3d_buffer_incref(buffer
);
1972 if (!device
->recording
)
1973 wined3d_cs_emit_set_index_buffer(device
->cs
, buffer
, format_id
, offset
);
1975 wined3d_buffer_decref(prev_buffer
);
1978 struct wined3d_buffer
* CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
,
1979 enum wined3d_format_id
*format
, unsigned int *offset
)
1981 TRACE("device %p, format %p, offset %p.\n", device
, format
, offset
);
1983 *format
= device
->state
.index_format
;
1985 *offset
= device
->state
.index_offset
;
1986 return device
->state
.index_buffer
;
1989 void CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
1991 TRACE("device %p, base_index %d.\n", device
, base_index
);
1993 device
->update_state
->base_vertex_index
= base_index
;
1996 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
1998 TRACE("device %p.\n", device
);
2000 return device
->state
.base_vertex_index
;
2003 void CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
2005 TRACE("device %p, viewport %p.\n", device
, viewport
);
2006 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2007 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
2009 device
->update_state
->viewport
= *viewport
;
2011 /* Handle recording of state blocks */
2012 if (device
->recording
)
2014 TRACE("Recording... not performing anything\n");
2015 device
->recording
->changed
.viewport
= TRUE
;
2019 wined3d_cs_emit_set_viewport(device
->cs
, viewport
);
2022 void CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
2024 TRACE("device %p, viewport %p.\n", device
, viewport
);
2026 *viewport
= device
->state
.viewport
;
2029 static void resolve_depth_buffer(struct wined3d_state
*state
)
2031 struct wined3d_texture
*dst_texture
= state
->textures
[0];
2032 struct wined3d_rendertarget_view
*src_view
;
2033 RECT src_rect
, dst_rect
;
2035 if (!dst_texture
|| dst_texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
2036 || !(dst_texture
->resource
.format_flags
& WINED3DFMT_FLAG_DEPTH
))
2039 if (!(src_view
= state
->fb
->depth_stencil
))
2041 if (src_view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
2043 FIXME("Not supported on buffer resources.\n");
2047 SetRect(&dst_rect
, 0, 0, dst_texture
->resource
.width
, dst_texture
->resource
.height
);
2048 SetRect(&src_rect
, 0, 0, src_view
->width
, src_view
->height
);
2049 wined3d_texture_blt(dst_texture
, 0, &dst_rect
, texture_from_resource(src_view
->resource
),
2050 src_view
->sub_resource_idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
);
2053 void CDECL
wined3d_device_set_rasterizer_state(struct wined3d_device
*device
,
2054 struct wined3d_rasterizer_state
*rasterizer_state
)
2056 struct wined3d_rasterizer_state
*prev
;
2058 TRACE("device %p, rasterizer_state %p.\n", device
, rasterizer_state
);
2060 prev
= device
->update_state
->rasterizer_state
;
2061 if (prev
== rasterizer_state
)
2064 if (rasterizer_state
)
2065 wined3d_rasterizer_state_incref(rasterizer_state
);
2066 device
->update_state
->rasterizer_state
= rasterizer_state
;
2067 wined3d_cs_emit_set_rasterizer_state(device
->cs
, rasterizer_state
);
2069 wined3d_rasterizer_state_decref(prev
);
2072 struct wined3d_rasterizer_state
* CDECL
wined3d_device_get_rasterizer_state(struct wined3d_device
*device
)
2074 TRACE("device %p.\n", device
);
2076 return device
->state
.rasterizer_state
;
2079 void CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2080 enum wined3d_render_state state
, DWORD value
)
2084 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2086 if (state
> WINEHIGHEST_RENDER_STATE
)
2088 WARN("Unhandled render state %#x.\n", state
);
2092 old_value
= device
->state
.render_states
[state
];
2093 device
->update_state
->render_states
[state
] = value
;
2095 /* Handle recording of state blocks. */
2096 if (device
->recording
)
2098 TRACE("Recording... not performing anything.\n");
2099 device
->recording
->changed
.renderState
[state
>> 5] |= 1u << (state
& 0x1f);
2103 /* Compared here and not before the assignment to allow proper stateblock recording. */
2104 if (value
== old_value
)
2105 TRACE("Application is setting the old value over, nothing to do.\n");
2107 wined3d_cs_emit_set_render_state(device
->cs
, state
, value
);
2109 if (state
== WINED3D_RS_POINTSIZE
&& value
== WINED3D_RESZ_CODE
)
2111 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
2112 resolve_depth_buffer(&device
->state
);
2116 DWORD CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
, enum wined3d_render_state state
)
2118 TRACE("device %p, state %s (%#x).\n", device
, debug_d3drenderstate(state
), state
);
2120 return device
->state
.render_states
[state
];
2123 void CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2124 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
2128 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2129 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2131 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2132 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2134 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
2136 WARN("Invalid sampler %u.\n", sampler_idx
);
2137 return; /* Windows accepts overflowing this array ... we do not. */
2140 old_value
= device
->state
.sampler_states
[sampler_idx
][state
];
2141 device
->update_state
->sampler_states
[sampler_idx
][state
] = value
;
2143 /* Handle recording of state blocks. */
2144 if (device
->recording
)
2146 TRACE("Recording... not performing anything.\n");
2147 device
->recording
->changed
.samplerState
[sampler_idx
] |= 1u << state
;
2151 if (old_value
== value
)
2153 TRACE("Application is setting the old value over, nothing to do.\n");
2157 wined3d_cs_emit_set_sampler_state(device
->cs
, sampler_idx
, state
, value
);
2160 DWORD CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2161 UINT sampler_idx
, enum wined3d_sampler_state state
)
2163 TRACE("device %p, sampler_idx %u, state %s.\n",
2164 device
, sampler_idx
, debug_d3dsamplerstate(state
));
2166 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2167 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2169 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
2171 WARN("Invalid sampler %u.\n", sampler_idx
);
2172 return 0; /* Windows accepts overflowing this array ... we do not. */
2175 return device
->state
.sampler_states
[sampler_idx
][state
];
2178 void CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2180 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2182 if (device
->recording
)
2183 device
->recording
->changed
.scissorRect
= TRUE
;
2185 if (EqualRect(&device
->update_state
->scissor_rect
, rect
))
2187 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2190 CopyRect(&device
->update_state
->scissor_rect
, rect
);
2192 if (device
->recording
)
2194 TRACE("Recording... not performing anything.\n");
2198 wined3d_cs_emit_set_scissor_rect(device
->cs
, rect
);
2201 void CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2203 TRACE("device %p, rect %p.\n", device
, rect
);
2205 *rect
= device
->state
.scissor_rect
;
2206 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2209 void CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2210 struct wined3d_vertex_declaration
*declaration
)
2212 struct wined3d_vertex_declaration
*prev
= device
->update_state
->vertex_declaration
;
2214 TRACE("device %p, declaration %p.\n", device
, declaration
);
2216 if (device
->recording
)
2217 device
->recording
->changed
.vertexDecl
= TRUE
;
2219 if (declaration
== prev
)
2223 wined3d_vertex_declaration_incref(declaration
);
2224 device
->update_state
->vertex_declaration
= declaration
;
2225 if (!device
->recording
)
2226 wined3d_cs_emit_set_vertex_declaration(device
->cs
, declaration
);
2228 wined3d_vertex_declaration_decref(prev
);
2231 struct wined3d_vertex_declaration
* CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
)
2233 TRACE("device %p.\n", device
);
2235 return device
->state
.vertex_declaration
;
2238 void CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2240 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
2242 TRACE("device %p, shader %p.\n", device
, shader
);
2244 if (device
->recording
)
2245 device
->recording
->changed
.vertexShader
= TRUE
;
2251 wined3d_shader_incref(shader
);
2252 device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = shader
;
2253 if (!device
->recording
)
2254 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_VERTEX
, shader
);
2256 wined3d_shader_decref(prev
);
2259 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2261 TRACE("device %p.\n", device
);
2263 return device
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
];
2266 static void wined3d_device_set_constant_buffer(struct wined3d_device
*device
,
2267 enum wined3d_shader_type type
, UINT idx
, struct wined3d_buffer
*buffer
)
2269 struct wined3d_buffer
*prev
;
2271 if (idx
>= MAX_CONSTANT_BUFFERS
)
2273 WARN("Invalid constant buffer index %u.\n", idx
);
2277 prev
= device
->update_state
->cb
[type
][idx
];
2282 wined3d_buffer_incref(buffer
);
2283 device
->update_state
->cb
[type
][idx
] = buffer
;
2284 if (!device
->recording
)
2285 wined3d_cs_emit_set_constant_buffer(device
->cs
, type
, idx
, buffer
);
2287 wined3d_buffer_decref(prev
);
2290 void CDECL
wined3d_device_set_vs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2292 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2294 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, buffer
);
2297 struct wined3d_buffer
* CDECL
wined3d_device_get_vs_cb(const struct wined3d_device
*device
, UINT idx
)
2299 TRACE("device %p, idx %u.\n", device
, idx
);
2301 if (idx
>= MAX_CONSTANT_BUFFERS
)
2303 WARN("Invalid constant buffer index %u.\n", idx
);
2307 return device
->state
.cb
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2310 static void wined3d_device_set_shader_resource_view(struct wined3d_device
*device
,
2311 enum wined3d_shader_type type
, UINT idx
, struct wined3d_shader_resource_view
*view
)
2313 struct wined3d_shader_resource_view
*prev
;
2315 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2317 WARN("Invalid view index %u.\n", idx
);
2321 prev
= device
->update_state
->shader_resource_view
[type
][idx
];
2326 wined3d_shader_resource_view_incref(view
);
2327 device
->update_state
->shader_resource_view
[type
][idx
] = view
;
2328 if (!device
->recording
)
2329 wined3d_cs_emit_set_shader_resource_view(device
->cs
, type
, idx
, view
);
2331 wined3d_shader_resource_view_decref(prev
);
2334 void CDECL
wined3d_device_set_vs_resource_view(struct wined3d_device
*device
,
2335 UINT idx
, struct wined3d_shader_resource_view
*view
)
2337 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2339 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, view
);
2342 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_vs_resource_view(const struct wined3d_device
*device
,
2345 TRACE("device %p, idx %u.\n", device
, idx
);
2347 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2349 WARN("Invalid view index %u.\n", idx
);
2353 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2356 static void wined3d_device_set_sampler(struct wined3d_device
*device
,
2357 enum wined3d_shader_type type
, UINT idx
, struct wined3d_sampler
*sampler
)
2359 struct wined3d_sampler
*prev
;
2361 if (idx
>= MAX_SAMPLER_OBJECTS
)
2363 WARN("Invalid sampler index %u.\n", idx
);
2367 prev
= device
->update_state
->sampler
[type
][idx
];
2368 if (sampler
== prev
)
2372 wined3d_sampler_incref(sampler
);
2373 device
->update_state
->sampler
[type
][idx
] = sampler
;
2374 if (!device
->recording
)
2375 wined3d_cs_emit_set_sampler(device
->cs
, type
, idx
, sampler
);
2377 wined3d_sampler_decref(prev
);
2380 void CDECL
wined3d_device_set_vs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2382 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2384 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, sampler
);
2387 struct wined3d_sampler
* CDECL
wined3d_device_get_vs_sampler(const struct wined3d_device
*device
, UINT idx
)
2389 TRACE("device %p, idx %u.\n", device
, idx
);
2391 if (idx
>= MAX_SAMPLER_OBJECTS
)
2393 WARN("Invalid sampler index %u.\n", idx
);
2397 return device
->state
.sampler
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2400 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2401 unsigned int start_idx
, unsigned int count
, const BOOL
*constants
)
2405 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2406 device
, start_idx
, count
, constants
);
2408 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_B
)
2409 return WINED3DERR_INVALIDCALL
;
2411 if (count
> WINED3D_MAX_CONSTS_B
- start_idx
)
2412 count
= WINED3D_MAX_CONSTS_B
- start_idx
;
2413 memcpy(&device
->update_state
->vs_consts_b
[start_idx
], constants
, count
* sizeof(*constants
));
2416 for (i
= 0; i
< count
; ++i
)
2417 TRACE("Set BOOL constant %u to %#x.\n", start_idx
+ i
, constants
[i
]);
2420 if (device
->recording
)
2422 for (i
= start_idx
; i
< count
+ start_idx
; ++i
)
2423 device
->recording
->changed
.vertexShaderConstantsB
|= (1u << i
);
2427 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_VS_B
, start_idx
, count
, constants
);
2433 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2434 unsigned int start_idx
, unsigned int count
, BOOL
*constants
)
2436 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2437 device
, start_idx
, count
, constants
);
2439 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_B
)
2440 return WINED3DERR_INVALIDCALL
;
2442 if (count
> WINED3D_MAX_CONSTS_B
- start_idx
)
2443 count
= WINED3D_MAX_CONSTS_B
- start_idx
;
2444 memcpy(constants
, &device
->state
.vs_consts_b
[start_idx
], count
* sizeof(*constants
));
2449 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2450 unsigned int start_idx
, unsigned int count
, const struct wined3d_ivec4
*constants
)
2454 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2455 device
, start_idx
, count
, constants
);
2457 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_I
)
2458 return WINED3DERR_INVALIDCALL
;
2460 if (count
> WINED3D_MAX_CONSTS_I
- start_idx
)
2461 count
= WINED3D_MAX_CONSTS_I
- start_idx
;
2462 memcpy(&device
->update_state
->vs_consts_i
[start_idx
], constants
, count
* sizeof(*constants
));
2465 for (i
= 0; i
< count
; ++i
)
2466 TRACE("Set ivec4 constant %u to %s.\n", start_idx
+ i
, debug_ivec4(&constants
[i
]));
2469 if (device
->recording
)
2471 for (i
= start_idx
; i
< count
+ start_idx
; ++i
)
2472 device
->recording
->changed
.vertexShaderConstantsI
|= (1u << i
);
2476 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_VS_I
, start_idx
, count
, constants
);
2482 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2483 unsigned int start_idx
, unsigned int count
, struct wined3d_ivec4
*constants
)
2485 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2486 device
, start_idx
, count
, constants
);
2488 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_I
)
2489 return WINED3DERR_INVALIDCALL
;
2491 if (count
> WINED3D_MAX_CONSTS_I
- start_idx
)
2492 count
= WINED3D_MAX_CONSTS_I
- start_idx
;
2493 memcpy(constants
, &device
->state
.vs_consts_i
[start_idx
], count
* sizeof(*constants
));
2497 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2498 unsigned int start_idx
, unsigned int count
, const struct wined3d_vec4
*constants
)
2500 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2503 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2504 device
, start_idx
, count
, constants
);
2506 if (!constants
|| start_idx
>= d3d_info
->limits
.vs_uniform_count
2507 || count
> d3d_info
->limits
.vs_uniform_count
- start_idx
)
2508 return WINED3DERR_INVALIDCALL
;
2510 memcpy(&device
->update_state
->vs_consts_f
[start_idx
], constants
, count
* sizeof(*constants
));
2513 for (i
= 0; i
< count
; ++i
)
2514 TRACE("Set vec4 constant %u to %s.\n", start_idx
+ i
, debug_vec4(&constants
[i
]));
2517 if (device
->recording
)
2518 memset(&device
->recording
->changed
.vs_consts_f
[start_idx
], 1,
2519 count
* sizeof(*device
->recording
->changed
.vs_consts_f
));
2521 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_VS_F
, start_idx
, count
, constants
);
2526 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2527 unsigned int start_idx
, unsigned int count
, struct wined3d_vec4
*constants
)
2529 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2531 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2532 device
, start_idx
, count
, constants
);
2534 if (!constants
|| start_idx
>= d3d_info
->limits
.vs_uniform_count
2535 || count
> d3d_info
->limits
.vs_uniform_count
- start_idx
)
2536 return WINED3DERR_INVALIDCALL
;
2538 memcpy(constants
, &device
->state
.vs_consts_f
[start_idx
], count
* sizeof(*constants
));
2543 void CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2545 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2547 TRACE("device %p, shader %p.\n", device
, shader
);
2549 if (device
->recording
)
2550 device
->recording
->changed
.pixelShader
= TRUE
;
2556 wined3d_shader_incref(shader
);
2557 device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
] = shader
;
2558 if (!device
->recording
)
2559 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_PIXEL
, shader
);
2561 wined3d_shader_decref(prev
);
2564 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
2566 TRACE("device %p.\n", device
);
2568 return device
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
];
2571 void CDECL
wined3d_device_set_ps_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2573 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2575 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, buffer
);
2578 struct wined3d_buffer
* CDECL
wined3d_device_get_ps_cb(const struct wined3d_device
*device
, UINT idx
)
2580 TRACE("device %p, idx %u.\n", device
, idx
);
2582 if (idx
>= MAX_CONSTANT_BUFFERS
)
2584 WARN("Invalid constant buffer index %u.\n", idx
);
2588 return device
->state
.cb
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2591 void CDECL
wined3d_device_set_ps_resource_view(struct wined3d_device
*device
,
2592 UINT idx
, struct wined3d_shader_resource_view
*view
)
2594 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2596 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, view
);
2599 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_ps_resource_view(const struct wined3d_device
*device
,
2602 TRACE("device %p, idx %u.\n", device
, idx
);
2604 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2606 WARN("Invalid view index %u.\n", idx
);
2610 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2613 void CDECL
wined3d_device_set_ps_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2615 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2617 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, sampler
);
2620 struct wined3d_sampler
* CDECL
wined3d_device_get_ps_sampler(const struct wined3d_device
*device
, UINT idx
)
2622 TRACE("device %p, idx %u.\n", device
, idx
);
2624 if (idx
>= MAX_SAMPLER_OBJECTS
)
2626 WARN("Invalid sampler index %u.\n", idx
);
2630 return device
->state
.sampler
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2633 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
2634 unsigned int start_idx
, unsigned int count
, const BOOL
*constants
)
2638 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2639 device
, start_idx
, count
, constants
);
2641 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_B
)
2642 return WINED3DERR_INVALIDCALL
;
2644 if (count
> WINED3D_MAX_CONSTS_B
- start_idx
)
2645 count
= WINED3D_MAX_CONSTS_B
- start_idx
;
2646 memcpy(&device
->update_state
->ps_consts_b
[start_idx
], constants
, count
* sizeof(*constants
));
2649 for (i
= 0; i
< count
; ++i
)
2650 TRACE("Set BOOL constant %u to %#x.\n", start_idx
+ i
, constants
[i
]);
2653 if (device
->recording
)
2655 for (i
= start_idx
; i
< count
+ start_idx
; ++i
)
2656 device
->recording
->changed
.pixelShaderConstantsB
|= (1u << i
);
2660 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_PS_B
, start_idx
, count
, constants
);
2666 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
2667 unsigned int start_idx
, unsigned int count
, BOOL
*constants
)
2669 TRACE("device %p, start_idx %u, count %u,constants %p.\n",
2670 device
, start_idx
, count
, constants
);
2672 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_B
)
2673 return WINED3DERR_INVALIDCALL
;
2675 if (count
> WINED3D_MAX_CONSTS_B
- start_idx
)
2676 count
= WINED3D_MAX_CONSTS_B
- start_idx
;
2677 memcpy(constants
, &device
->state
.ps_consts_b
[start_idx
], count
* sizeof(*constants
));
2682 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
2683 unsigned int start_idx
, unsigned int count
, const struct wined3d_ivec4
*constants
)
2687 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2688 device
, start_idx
, count
, constants
);
2690 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_I
)
2691 return WINED3DERR_INVALIDCALL
;
2693 if (count
> WINED3D_MAX_CONSTS_I
- start_idx
)
2694 count
= WINED3D_MAX_CONSTS_I
- start_idx
;
2695 memcpy(&device
->update_state
->ps_consts_i
[start_idx
], constants
, count
* sizeof(*constants
));
2698 for (i
= 0; i
< count
; ++i
)
2699 TRACE("Set ivec4 constant %u to %s.\n", start_idx
+ i
, debug_ivec4(&constants
[i
]));
2702 if (device
->recording
)
2704 for (i
= start_idx
; i
< count
+ start_idx
; ++i
)
2705 device
->recording
->changed
.pixelShaderConstantsI
|= (1u << i
);
2709 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_PS_I
, start_idx
, count
, constants
);
2715 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
2716 unsigned int start_idx
, unsigned int count
, struct wined3d_ivec4
*constants
)
2718 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2719 device
, start_idx
, count
, constants
);
2721 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_I
)
2722 return WINED3DERR_INVALIDCALL
;
2724 if (count
> WINED3D_MAX_CONSTS_I
- start_idx
)
2725 count
= WINED3D_MAX_CONSTS_I
- start_idx
;
2726 memcpy(constants
, &device
->state
.ps_consts_i
[start_idx
], count
* sizeof(*constants
));
2731 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
2732 unsigned int start_idx
, unsigned int count
, const struct wined3d_vec4
*constants
)
2734 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2737 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2738 device
, start_idx
, count
, constants
);
2740 if (!constants
|| start_idx
>= d3d_info
->limits
.ps_uniform_count
2741 || count
> d3d_info
->limits
.ps_uniform_count
- start_idx
)
2742 return WINED3DERR_INVALIDCALL
;
2744 memcpy(&device
->update_state
->ps_consts_f
[start_idx
], constants
, count
* sizeof(*constants
));
2747 for (i
= 0; i
< count
; ++i
)
2748 TRACE("Set vec4 constant %u to %s.\n", start_idx
+ i
, debug_vec4(&constants
[i
]));
2751 if (device
->recording
)
2752 memset(&device
->recording
->changed
.ps_consts_f
[start_idx
], 1,
2753 count
* sizeof(*device
->recording
->changed
.ps_consts_f
));
2755 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_PS_F
, start_idx
, count
, constants
);
2760 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
2761 unsigned int start_idx
, unsigned int count
, struct wined3d_vec4
*constants
)
2763 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2765 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2766 device
, start_idx
, count
, constants
);
2768 if (!constants
|| start_idx
>= d3d_info
->limits
.ps_uniform_count
2769 || count
> d3d_info
->limits
.ps_uniform_count
- start_idx
)
2770 return WINED3DERR_INVALIDCALL
;
2772 memcpy(constants
, &device
->state
.ps_consts_f
[start_idx
], count
* sizeof(*constants
));
2777 void CDECL
wined3d_device_set_geometry_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2779 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2781 TRACE("device %p, shader %p.\n", device
, shader
);
2783 if (device
->recording
|| shader
== prev
)
2786 wined3d_shader_incref(shader
);
2787 device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] = shader
;
2788 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_GEOMETRY
, shader
);
2790 wined3d_shader_decref(prev
);
2793 struct wined3d_shader
* CDECL
wined3d_device_get_geometry_shader(const struct wined3d_device
*device
)
2795 TRACE("device %p.\n", device
);
2797 return device
->state
.shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2800 void CDECL
wined3d_device_set_gs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2802 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2804 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, buffer
);
2807 struct wined3d_buffer
* CDECL
wined3d_device_get_gs_cb(const struct wined3d_device
*device
, UINT idx
)
2809 TRACE("device %p, idx %u.\n", device
, idx
);
2811 if (idx
>= MAX_CONSTANT_BUFFERS
)
2813 WARN("Invalid constant buffer index %u.\n", idx
);
2817 return device
->state
.cb
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2820 void CDECL
wined3d_device_set_gs_resource_view(struct wined3d_device
*device
,
2821 UINT idx
, struct wined3d_shader_resource_view
*view
)
2823 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2825 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, view
);
2828 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_gs_resource_view(const struct wined3d_device
*device
,
2831 TRACE("device %p, idx %u.\n", device
, idx
);
2833 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2835 WARN("Invalid view index %u.\n", idx
);
2839 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2842 void CDECL
wined3d_device_set_gs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2844 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2846 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, sampler
);
2849 struct wined3d_sampler
* CDECL
wined3d_device_get_gs_sampler(const struct wined3d_device
*device
, UINT idx
)
2851 TRACE("device %p, idx %u.\n", device
, idx
);
2853 if (idx
>= MAX_SAMPLER_OBJECTS
)
2855 WARN("Invalid sampler index %u.\n", idx
);
2859 return device
->state
.sampler
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2862 void CDECL
wined3d_device_set_unordered_access_view(struct wined3d_device
*device
,
2863 unsigned int idx
, struct wined3d_unordered_access_view
*uav
)
2865 struct wined3d_unordered_access_view
*prev
;
2867 TRACE("device %p, idx %u, uav %p.\n", device
, idx
, uav
);
2869 if (idx
>= MAX_UNORDERED_ACCESS_VIEWS
)
2871 WARN("Invalid UAV index %u.\n", idx
);
2875 prev
= device
->update_state
->unordered_access_view
[idx
];
2880 wined3d_unordered_access_view_incref(uav
);
2881 device
->update_state
->unordered_access_view
[idx
] = uav
;
2882 if (!device
->recording
)
2883 wined3d_cs_emit_set_unordered_access_view(device
->cs
, idx
, uav
);
2885 wined3d_unordered_access_view_decref(prev
);
2888 /* Context activation is done by the caller. */
2889 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
2890 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
2891 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
2894 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
2895 struct wined3d_map_desc map_desc
;
2896 struct wined3d_box box
= {0};
2897 struct wined3d_viewport vp
;
2905 if (stream_info
->use_map
& (1u << WINED3D_FFP_NORMAL
))
2907 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
2910 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_POSITION
)))
2912 ERR("Source has no position mask\n");
2913 return WINED3DERR_INVALIDCALL
;
2916 if (device
->state
.render_states
[WINED3D_RS_CLIPPING
])
2918 static BOOL warned
= FALSE
;
2920 * The clipping code is not quite correct. Some things need
2921 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
2922 * so disable clipping for now.
2923 * (The graphics in Half-Life are broken, and my processvertices
2924 * test crashes with IDirect3DDevice3)
2930 FIXME("Clipping is broken and disabled for now\n");
2936 vertex_size
= get_flexible_vertex_size(DestFVF
);
2937 box
.left
= dwDestIndex
* vertex_size
;
2938 box
.right
= box
.left
+ dwCount
* vertex_size
;
2939 if (FAILED(hr
= wined3d_resource_map(&dest
->resource
, 0, &map_desc
, &box
, 0)))
2941 WARN("Failed to map buffer, hr %#x.\n", hr
);
2944 dest_ptr
= map_desc
.data
;
2946 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
2947 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
2948 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
2950 TRACE("View mat:\n");
2951 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._11
, view_mat
._12
, view_mat
._13
, view_mat
._14
);
2952 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._21
, view_mat
._22
, view_mat
._23
, view_mat
._24
);
2953 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._31
, view_mat
._32
, view_mat
._33
, view_mat
._34
);
2954 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._41
, view_mat
._42
, view_mat
._43
, view_mat
._44
);
2956 TRACE("Proj mat:\n");
2957 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._11
, proj_mat
._12
, proj_mat
._13
, proj_mat
._14
);
2958 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._21
, proj_mat
._22
, proj_mat
._23
, proj_mat
._24
);
2959 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._31
, proj_mat
._32
, proj_mat
._33
, proj_mat
._34
);
2960 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._41
, proj_mat
._42
, proj_mat
._43
, proj_mat
._44
);
2962 TRACE("World mat:\n");
2963 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._11
, world_mat
._12
, world_mat
._13
, world_mat
._14
);
2964 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._21
, world_mat
._22
, world_mat
._23
, world_mat
._24
);
2965 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._31
, world_mat
._32
, world_mat
._33
, world_mat
._34
);
2966 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._41
, world_mat
._42
, world_mat
._43
, world_mat
._44
);
2968 /* Get the viewport */
2969 wined3d_device_get_viewport(device
, &vp
);
2970 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
2971 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
2973 multiply_matrix(&mat
,&view_mat
,&world_mat
);
2974 multiply_matrix(&mat
,&proj_mat
,&mat
);
2976 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
2978 for (i
= 0; i
< dwCount
; i
+= 1) {
2979 unsigned int tex_index
;
2981 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
2982 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
2983 /* The position first */
2984 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
2985 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
2987 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
2989 /* Multiplication with world, view and projection matrix. */
2990 x
= (p
[0] * mat
._11
) + (p
[1] * mat
._21
) + (p
[2] * mat
._31
) + mat
._41
;
2991 y
= (p
[0] * mat
._12
) + (p
[1] * mat
._22
) + (p
[2] * mat
._32
) + mat
._42
;
2992 z
= (p
[0] * mat
._13
) + (p
[1] * mat
._23
) + (p
[2] * mat
._33
) + mat
._43
;
2993 rhw
= (p
[0] * mat
._14
) + (p
[1] * mat
._24
) + (p
[2] * mat
._34
) + mat
._44
;
2995 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
2997 /* WARNING: The following things are taken from d3d7 and were not yet checked
2998 * against d3d8 or d3d9!
3001 /* Clipping conditions: From msdn
3003 * A vertex is clipped if it does not match the following requirements
3007 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3009 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3010 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3015 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
3016 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
3019 /* "Normal" viewport transformation (not clipped)
3020 * 1) The values are divided by rhw
3021 * 2) The y axis is negative, so multiply it with -1
3022 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3023 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3024 * 4) Multiply x with Width/2 and add Width/2
3025 * 5) The same for the height
3026 * 6) Add the viewpoint X and Y to the 2D coordinates and
3027 * The minimum Z value to z
3028 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3030 * Well, basically it's simply a linear transformation into viewport
3042 z
*= vp
.max_z
- vp
.min_z
;
3044 x
+= vp
.width
/ 2 + vp
.x
;
3045 y
+= vp
.height
/ 2 + vp
.y
;
3050 /* That vertex got clipped
3051 * Contrary to OpenGL it is not dropped completely, it just
3052 * undergoes a different calculation.
3054 TRACE("Vertex got clipped\n");
3061 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3062 * outside of the main vertex buffer memory. That needs some more
3067 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3070 ( (float *) dest_ptr
)[0] = x
;
3071 ( (float *) dest_ptr
)[1] = y
;
3072 ( (float *) dest_ptr
)[2] = z
;
3073 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3075 dest_ptr
+= 3 * sizeof(float);
3077 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
3078 dest_ptr
+= sizeof(float);
3081 if (DestFVF
& WINED3DFVF_PSIZE
)
3082 dest_ptr
+= sizeof(DWORD
);
3084 if (DestFVF
& WINED3DFVF_NORMAL
)
3086 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3087 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3088 /* AFAIK this should go into the lighting information */
3089 FIXME("Didn't expect the destination to have a normal\n");
3090 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3093 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3095 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3096 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3097 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_DIFFUSE
)))
3099 static BOOL warned
= FALSE
;
3102 ERR("No diffuse color in source, but destination has one\n");
3106 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3107 dest_ptr
+= sizeof(DWORD
);
3111 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3115 if (DestFVF
& WINED3DFVF_SPECULAR
)
3117 /* What's the color value in the feedback buffer? */
3118 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3119 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3120 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_SPECULAR
)))
3122 static BOOL warned
= FALSE
;
3125 ERR("No specular color in source, but destination has one\n");
3129 *(DWORD
*)dest_ptr
= 0xff000000;
3130 dest_ptr
+= sizeof(DWORD
);
3134 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3138 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3140 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3141 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3142 if (!(stream_info
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3144 ERR("No source texture, but destination requests one\n");
3145 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3149 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3154 wined3d_resource_unmap(&dest
->resource
, 0);
3158 #undef copy_and_next
3160 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3161 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3162 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3164 struct wined3d_state
*state
= &device
->state
;
3165 struct wined3d_stream_info stream_info
;
3166 const struct wined3d_gl_info
*gl_info
;
3167 struct wined3d_context
*context
;
3168 struct wined3d_shader
*vs
;
3173 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3174 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3175 device
, src_start_idx
, dst_idx
, vertex_count
,
3176 dst_buffer
, declaration
, flags
, dst_fvf
);
3179 FIXME("Output vertex declaration not implemented yet.\n");
3181 /* Need any context to write to the vbo. */
3182 context
= context_acquire(device
, NULL
);
3183 gl_info
= context
->gl_info
;
3185 vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
3186 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = NULL
;
3187 context_stream_info_from_declaration(context
, state
, &stream_info
);
3188 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = vs
;
3190 /* We can't convert FROM a VBO, and vertex buffers used to source into
3191 * process_vertices() are unlikely to ever be used for drawing. Release
3192 * VBOs in those buffers and fix up the stream_info structure.
3194 * Also apply the start index. */
3195 for (i
= 0, map
= stream_info
.use_map
; map
; map
>>= 1, ++i
)
3197 struct wined3d_stream_info_element
*e
;
3198 struct wined3d_buffer
*buffer
;
3203 e
= &stream_info
.elements
[i
];
3204 buffer
= state
->streams
[e
->stream_idx
].buffer
;
3205 e
->data
.buffer_object
= 0;
3206 e
->data
.addr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(buffer
, context
);
3207 if (buffer
->buffer_object
)
3209 GL_EXTCALL(glDeleteBuffers(1, &buffer
->buffer_object
));
3210 buffer
->buffer_object
= 0;
3211 wined3d_buffer_invalidate_location(buffer
, WINED3D_LOCATION_BUFFER
);
3214 e
->data
.addr
+= e
->stride
* src_start_idx
;
3217 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3218 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3220 context_release(context
);
3225 void CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3226 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3228 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
3231 TRACE("device %p, stage %u, state %s, value %#x.\n",
3232 device
, stage
, debug_d3dtexturestate(state
), value
);
3234 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3236 WARN("Invalid state %#x passed.\n", state
);
3240 if (stage
>= d3d_info
->limits
.ffp_blend_stages
)
3242 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3243 stage
, d3d_info
->limits
.ffp_blend_stages
- 1);
3247 old_value
= device
->update_state
->texture_states
[stage
][state
];
3248 device
->update_state
->texture_states
[stage
][state
] = value
;
3250 if (device
->recording
)
3252 TRACE("Recording... not performing anything.\n");
3253 device
->recording
->changed
.textureState
[stage
] |= 1u << state
;
3257 /* Checked after the assignments to allow proper stateblock recording. */
3258 if (old_value
== value
)
3260 TRACE("Application is setting the old value over, nothing to do.\n");
3264 wined3d_cs_emit_set_texture_state(device
->cs
, stage
, state
, value
);
3267 DWORD CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3268 UINT stage
, enum wined3d_texture_stage_state state
)
3270 TRACE("device %p, stage %u, state %s.\n",
3271 device
, stage
, debug_d3dtexturestate(state
));
3273 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3275 WARN("Invalid state %#x passed.\n", state
);
3279 return device
->state
.texture_states
[stage
][state
];
3282 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3283 UINT stage
, struct wined3d_texture
*texture
)
3285 struct wined3d_texture
*prev
;
3287 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3289 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3290 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3292 /* Windows accepts overflowing this array... we do not. */
3293 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3295 WARN("Ignoring invalid stage %u.\n", stage
);
3299 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
3301 WARN("Rejecting attempt to set scratch texture.\n");
3302 return WINED3DERR_INVALIDCALL
;
3305 if (device
->recording
)
3306 device
->recording
->changed
.textures
|= 1u << stage
;
3308 prev
= device
->update_state
->textures
[stage
];
3309 TRACE("Previous texture %p.\n", prev
);
3311 if (texture
== prev
)
3313 TRACE("App is setting the same texture again, nothing to do.\n");
3317 TRACE("Setting new texture to %p.\n", texture
);
3318 device
->update_state
->textures
[stage
] = texture
;
3321 wined3d_texture_incref(texture
);
3322 if (!device
->recording
)
3323 wined3d_cs_emit_set_texture(device
->cs
, stage
, texture
);
3325 wined3d_texture_decref(prev
);
3330 struct wined3d_texture
* CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
, UINT stage
)
3332 TRACE("device %p, stage %u.\n", device
, stage
);
3334 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3335 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3337 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3339 WARN("Ignoring invalid stage %u.\n", stage
);
3340 return NULL
; /* Windows accepts overflowing this array ... we do not. */
3343 return device
->state
.textures
[stage
];
3346 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3348 TRACE("device %p, caps %p.\n", device
, caps
);
3350 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3351 device
->create_parms
.device_type
, caps
);
3354 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
, UINT swapchain_idx
,
3355 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
3357 struct wined3d_swapchain
*swapchain
;
3359 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3360 device
, swapchain_idx
, mode
, rotation
);
3362 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3363 return WINED3DERR_INVALIDCALL
;
3365 return wined3d_swapchain_get_display_mode(swapchain
, mode
, rotation
);
3368 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3370 struct wined3d_stateblock
*stateblock
;
3373 TRACE("device %p.\n", device
);
3375 if (device
->recording
)
3376 return WINED3DERR_INVALIDCALL
;
3378 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3382 device
->recording
= stateblock
;
3383 device
->update_state
= &stateblock
->state
;
3385 TRACE("Recording stateblock %p.\n", stateblock
);
3390 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3391 struct wined3d_stateblock
**stateblock
)
3393 struct wined3d_stateblock
*object
= device
->recording
;
3395 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3397 if (!device
->recording
)
3399 WARN("Not recording.\n");
3401 return WINED3DERR_INVALIDCALL
;
3404 stateblock_init_contained_states(object
);
3406 *stateblock
= object
;
3407 device
->recording
= NULL
;
3408 device
->update_state
= &device
->state
;
3410 TRACE("Returning stateblock %p.\n", *stateblock
);
3415 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3417 /* At the moment we have no need for any functionality at the beginning
3419 TRACE("device %p.\n", device
);
3421 if (device
->inScene
)
3423 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3424 return WINED3DERR_INVALIDCALL
;
3426 device
->inScene
= TRUE
;
3430 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3432 struct wined3d_context
*context
;
3434 TRACE("device %p.\n", device
);
3436 if (!device
->inScene
)
3438 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3439 return WINED3DERR_INVALIDCALL
;
3442 context
= context_acquire(device
, NULL
);
3443 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3444 context
->gl_info
->gl_ops
.gl
.p_glFlush();
3445 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3447 context_release(context
);
3449 device
->inScene
= FALSE
;
3453 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
3454 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
3456 TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n",
3457 device
, rect_count
, rects
, flags
, debug_color(color
), depth
, stencil
);
3459 if (!rect_count
&& rects
)
3461 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects
);
3465 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
3467 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3470 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3471 /* TODO: What about depth stencil buffers without stencil bits? */
3472 return WINED3DERR_INVALIDCALL
;
3474 else if (flags
& WINED3DCLEAR_TARGET
)
3476 if (ds
->width
< device
->fb
.render_targets
[0]->width
3477 || ds
->height
< device
->fb
.render_targets
[0]->height
)
3479 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3485 wined3d_cs_emit_clear(device
->cs
, rect_count
, rects
, flags
, color
, depth
, stencil
);
3490 void CDECL
wined3d_device_set_predication(struct wined3d_device
*device
,
3491 struct wined3d_query
*predicate
, BOOL value
)
3493 struct wined3d_query
*prev
;
3495 TRACE("device %p, predicate %p, value %#x.\n", device
, predicate
, value
);
3497 prev
= device
->update_state
->predicate
;
3500 FIXME("Predicated rendering not implemented.\n");
3501 wined3d_query_incref(predicate
);
3503 device
->update_state
->predicate
= predicate
;
3504 device
->update_state
->predicate_value
= value
;
3505 if (!device
->recording
)
3506 wined3d_cs_emit_set_predication(device
->cs
, predicate
, value
);
3508 wined3d_query_decref(prev
);
3511 struct wined3d_query
* CDECL
wined3d_device_get_predication(struct wined3d_device
*device
, BOOL
*value
)
3513 TRACE("device %p, value %p.\n", device
, value
);
3515 *value
= device
->state
.predicate_value
;
3516 return device
->state
.predicate
;
3519 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
3520 enum wined3d_primitive_type primitive_type
)
3522 GLenum gl_primitive_type
, prev
;
3524 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
3526 gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
3527 prev
= device
->update_state
->gl_primitive_type
;
3528 device
->update_state
->gl_primitive_type
= gl_primitive_type
;
3529 if (device
->recording
)
3530 device
->recording
->changed
.primitive_type
= TRUE
;
3531 else if (gl_primitive_type
!= prev
&& (gl_primitive_type
== GL_POINTS
|| prev
== GL_POINTS
))
3532 device_invalidate_state(device
, STATE_POINT_ENABLE
);
3535 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
3536 enum wined3d_primitive_type
*primitive_type
)
3538 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
3540 *primitive_type
= d3d_primitive_type_from_gl(device
->state
.gl_primitive_type
);
3542 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
3545 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
3547 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
3549 wined3d_cs_emit_draw(device
->cs
, 0, start_vertex
, vertex_count
, 0, 0, FALSE
);
3554 void CDECL
wined3d_device_draw_primitive_instanced(struct wined3d_device
*device
,
3555 UINT start_vertex
, UINT vertex_count
, UINT start_instance
, UINT instance_count
)
3557 TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
3558 device
, start_vertex
, vertex_count
, start_instance
, instance_count
);
3560 wined3d_cs_emit_draw(device
->cs
, 0, start_vertex
, vertex_count
, start_instance
, instance_count
, FALSE
);
3563 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
3565 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
3567 if (!device
->state
.index_buffer
)
3569 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3570 * without an index buffer set. (The first time at least...)
3571 * D3D8 simply dies, but I doubt it can do much harm to return
3572 * D3DERR_INVALIDCALL there as well. */
3573 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3574 return WINED3DERR_INVALIDCALL
;
3577 wined3d_cs_emit_draw(device
->cs
, device
->state
.base_vertex_index
, start_idx
, index_count
, 0, 0, TRUE
);
3582 void CDECL
wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device
*device
,
3583 UINT start_idx
, UINT index_count
, UINT start_instance
, UINT instance_count
)
3585 TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
3586 device
, start_idx
, index_count
, start_instance
, instance_count
);
3588 wined3d_cs_emit_draw(device
->cs
, device
->state
.base_vertex_index
,
3589 start_idx
, index_count
, start_instance
, instance_count
, TRUE
);
3592 static HRESULT
wined3d_device_update_texture_3d(struct wined3d_device
*device
,
3593 struct wined3d_texture
*src_texture
, unsigned int src_level
,
3594 struct wined3d_texture
*dst_texture
, unsigned int level_count
)
3596 struct wined3d_const_bo_address data
;
3597 struct wined3d_context
*context
;
3598 struct wined3d_map_desc src
;
3599 HRESULT hr
= WINED3D_OK
;
3602 TRACE("device %p, src_texture %p, src_level %u, dst_texture %p, level_count %u.\n",
3603 device
, src_texture
, src_level
, dst_texture
, level_count
);
3605 if (src_texture
->resource
.format
!= dst_texture
->resource
.format
)
3607 WARN("Source and destination formats do not match.\n");
3608 return WINED3DERR_INVALIDCALL
;
3611 if (wined3d_texture_get_level_width(src_texture
, src_level
) != dst_texture
->resource
.width
3612 || wined3d_texture_get_level_height(src_texture
, src_level
) != dst_texture
->resource
.height
3613 || wined3d_texture_get_level_depth(src_texture
, src_level
) != dst_texture
->resource
.depth
)
3615 WARN("Source and destination dimensions do not match.\n");
3616 return WINED3DERR_INVALIDCALL
;
3619 context
= context_acquire(device
, NULL
);
3621 /* Only a prepare, since we're uploading entire volumes. */
3622 wined3d_texture_prepare_texture(dst_texture
, context
, FALSE
);
3623 wined3d_texture_bind_and_dirtify(dst_texture
, context
, FALSE
);
3625 for (i
= 0; i
< level_count
; ++i
)
3627 if (FAILED(hr
= wined3d_resource_map(&src_texture
->resource
,
3628 src_level
+ i
, &src
, NULL
, WINED3D_MAP_READONLY
)))
3631 data
.buffer_object
= 0;
3632 data
.addr
= src
.data
;
3633 wined3d_texture_upload_data(dst_texture
, i
, context
, NULL
, &data
, src
.row_pitch
, src
.slice_pitch
);
3634 wined3d_texture_invalidate_location(dst_texture
, i
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3636 if (FAILED(hr
= wined3d_resource_unmap(&src_texture
->resource
, src_level
+ i
)))
3641 context_release(context
);
3645 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
3646 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
3648 unsigned int src_size
, dst_size
, src_skip_levels
= 0;
3649 unsigned int layer_count
, level_count
, i
, j
;
3650 enum wined3d_resource_type type
;
3652 struct wined3d_context
*context
;
3654 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
3656 /* Verify that the source and destination textures are non-NULL. */
3657 if (!src_texture
|| !dst_texture
)
3659 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
3660 return WINED3DERR_INVALIDCALL
;
3663 if (src_texture
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
3665 WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n");
3666 return WINED3DERR_INVALIDCALL
;
3668 if (dst_texture
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
3670 WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\n");
3671 return WINED3DERR_INVALIDCALL
;
3674 /* Verify that the source and destination textures are the same type. */
3675 type
= src_texture
->resource
.type
;
3676 if (dst_texture
->resource
.type
!= type
)
3678 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
3679 return WINED3DERR_INVALIDCALL
;
3682 layer_count
= src_texture
->layer_count
;
3683 if (layer_count
!= dst_texture
->layer_count
)
3685 WARN("Source and destination have different layer counts.\n");
3686 return WINED3DERR_INVALIDCALL
;
3689 level_count
= min(wined3d_texture_get_level_count(src_texture
),
3690 wined3d_texture_get_level_count(dst_texture
));
3692 src_size
= max(src_texture
->resource
.width
, src_texture
->resource
.height
);
3693 dst_size
= max(dst_texture
->resource
.width
, dst_texture
->resource
.height
);
3694 if (type
== WINED3D_RTYPE_TEXTURE_3D
)
3696 src_size
= max(src_size
, src_texture
->resource
.depth
);
3697 dst_size
= max(dst_size
, dst_texture
->resource
.depth
);
3699 while (src_size
> dst_size
)
3705 /* Make sure that the destination texture is loaded. */
3706 context
= context_acquire(device
, NULL
);
3707 wined3d_texture_load(dst_texture
, context
, FALSE
);
3708 context_release(context
);
3710 /* Update every surface level of the texture. */
3713 case WINED3D_RTYPE_TEXTURE_2D
:
3715 unsigned int src_levels
= src_texture
->level_count
;
3716 unsigned int dst_levels
= dst_texture
->level_count
;
3717 struct wined3d_surface
*src_surface
;
3718 struct wined3d_surface
*dst_surface
;
3720 for (i
= 0; i
< layer_count
; ++i
)
3722 for (j
= 0; j
< level_count
; ++j
)
3724 src_surface
= src_texture
->sub_resources
[i
* src_levels
+ j
+ src_skip_levels
].u
.surface
;
3725 dst_surface
= dst_texture
->sub_resources
[i
* dst_levels
+ j
].u
.surface
;
3726 if (FAILED(hr
= surface_upload_from_surface(dst_surface
, NULL
, src_surface
, NULL
)))
3728 WARN("Failed to update surface, hr %#x.\n", hr
);
3736 case WINED3D_RTYPE_TEXTURE_3D
:
3737 if (FAILED(hr
= wined3d_device_update_texture_3d(device
,
3738 src_texture
, src_skip_levels
, dst_texture
, level_count
)))
3739 WARN("Failed to update 3D texture, hr %#x.\n", hr
);
3743 FIXME("Unsupported texture type %#x.\n", type
);
3744 return WINED3DERR_INVALIDCALL
;
3748 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
3750 const struct wined3d_state
*state
= &device
->state
;
3751 struct wined3d_texture
*texture
;
3754 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
3756 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3758 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
3760 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3761 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3763 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
3765 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3766 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3769 texture
= state
->textures
[i
];
3770 if (!texture
|| texture
->resource
.format_flags
& WINED3DFMT_FLAG_FILTERING
) continue;
3772 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
3774 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i
);
3777 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
3779 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i
);
3782 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
3783 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
3785 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i
);
3790 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
3791 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
3793 struct wined3d_rendertarget_view
*rt
= device
->fb
.render_targets
[0];
3794 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3796 if (ds
&& rt
&& (ds
->width
< rt
->width
|| ds
->height
< rt
->height
))
3798 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
3799 return WINED3DERR_CONFLICTINGRENDERSTATE
;
3803 /* return a sensible default */
3806 TRACE("returning D3D_OK\n");
3810 void CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
3814 TRACE("device %p, software %#x.\n", device
, software
);
3818 FIXME("device %p, software %#x stub!\n", device
, software
);
3822 device
->softwareVertexProcessing
= software
;
3825 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
3829 TRACE("device %p.\n", device
);
3833 TRACE("device %p stub!\n", device
);
3837 return device
->softwareVertexProcessing
;
3840 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
3841 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
3843 struct wined3d_swapchain
*swapchain
;
3845 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
3846 device
, swapchain_idx
, raster_status
);
3848 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3849 return WINED3DERR_INVALIDCALL
;
3851 return wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
3854 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
3858 TRACE("device %p, segments %.8e.\n", device
, segments
);
3860 if (segments
!= 0.0f
)
3864 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
3872 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
3876 TRACE("device %p.\n", device
);
3880 FIXME("device %p stub!\n", device
);
3887 void CDECL
wined3d_device_copy_resource(struct wined3d_device
*device
,
3888 struct wined3d_resource
*dst_resource
, struct wined3d_resource
*src_resource
)
3890 struct wined3d_texture
*dst_texture
, *src_texture
;
3891 RECT dst_rect
, src_rect
;
3895 TRACE("device %p, dst_resource %p, src_resource %p.\n", device
, dst_resource
, src_resource
);
3897 if (src_resource
== dst_resource
)
3899 WARN("Source and destination are the same resource.\n");
3903 if (src_resource
->type
!= dst_resource
->type
)
3905 WARN("Resource types (%s / %s) don't match.\n",
3906 debug_d3dresourcetype(dst_resource
->type
),
3907 debug_d3dresourcetype(src_resource
->type
));
3911 if (src_resource
->width
!= dst_resource
->width
3912 || src_resource
->height
!= dst_resource
->height
3913 || src_resource
->depth
!= dst_resource
->depth
)
3915 WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
3916 dst_resource
->width
, dst_resource
->height
, dst_resource
->depth
,
3917 src_resource
->width
, src_resource
->height
, src_resource
->depth
);
3921 if (src_resource
->format
->id
!= dst_resource
->format
->id
)
3923 WARN("Resource formats (%s / %s) don't match.\n",
3924 debug_d3dformat(dst_resource
->format
->id
),
3925 debug_d3dformat(src_resource
->format
->id
));
3929 if (dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
3931 if (FAILED(hr
= wined3d_buffer_copy(buffer_from_resource(dst_resource
), 0,
3932 buffer_from_resource(src_resource
), 0,
3933 dst_resource
->size
)))
3934 ERR("Failed to copy buffer, hr %#x.\n", hr
);
3938 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
3940 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource
->type
));
3944 dst_texture
= texture_from_resource(dst_resource
);
3945 src_texture
= texture_from_resource(src_resource
);
3947 if (src_texture
->layer_count
!= dst_texture
->layer_count
3948 || src_texture
->level_count
!= dst_texture
->level_count
)
3950 WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
3951 dst_texture
->layer_count
, dst_texture
->level_count
,
3952 src_texture
->layer_count
, src_texture
->level_count
);
3956 for (i
= 0; i
< dst_texture
->level_count
; ++i
)
3958 SetRect(&dst_rect
, 0, 0,
3959 wined3d_texture_get_level_width(dst_texture
, i
),
3960 wined3d_texture_get_level_height(dst_texture
, i
));
3961 SetRect(&src_rect
, 0, 0,
3962 wined3d_texture_get_level_width(src_texture
, i
),
3963 wined3d_texture_get_level_height(dst_texture
, i
));
3964 for (j
= 0; j
< dst_texture
->layer_count
; ++j
)
3966 unsigned int idx
= j
* dst_texture
->level_count
+ i
;
3968 if (FAILED(hr
= wined3d_texture_blt(dst_texture
, idx
, &dst_rect
,
3969 src_texture
, idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
)))
3970 ERR("Failed to blit, sub-resource %u, hr %#x.\n", idx
, hr
);
3975 HRESULT CDECL
wined3d_device_copy_sub_resource_region(struct wined3d_device
*device
,
3976 struct wined3d_resource
*dst_resource
, unsigned int dst_sub_resource_idx
, unsigned int dst_x
,
3977 unsigned int dst_y
, unsigned int dst_z
, struct wined3d_resource
*src_resource
,
3978 unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
)
3980 struct wined3d_texture
*dst_texture
, *src_texture
;
3981 RECT dst_rect
, src_rect
;
3984 TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
3985 "src_resource %p, src_sub_resource_idx %u, src_box %s.\n",
3986 device
, dst_resource
, dst_sub_resource_idx
, dst_x
, dst_y
, dst_z
,
3987 src_resource
, src_sub_resource_idx
, debug_box(src_box
));
3989 if (src_box
&& (src_box
->left
>= src_box
->right
3990 || src_box
->top
>= src_box
->bottom
3991 || src_box
->front
>= src_box
->back
))
3993 WARN("Invalid box %s specified.\n", debug_box(src_box
));
3994 return WINED3DERR_INVALIDCALL
;
3997 if (src_resource
== dst_resource
&& src_sub_resource_idx
== dst_sub_resource_idx
)
3999 WARN("Source and destination are the same sub-resource.\n");
4000 return WINED3DERR_INVALIDCALL
;
4003 if (src_resource
->type
!= dst_resource
->type
)
4005 WARN("Resource types (%s / %s) don't match.\n",
4006 debug_d3dresourcetype(dst_resource
->type
),
4007 debug_d3dresourcetype(src_resource
->type
));
4008 return WINED3DERR_INVALIDCALL
;
4011 if (src_resource
->format
->id
!= dst_resource
->format
->id
)
4013 WARN("Resource formats (%s / %s) don't match.\n",
4014 debug_d3dformat(dst_resource
->format
->id
),
4015 debug_d3dformat(src_resource
->format
->id
));
4016 return WINED3DERR_INVALIDCALL
;
4019 if (dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
4021 unsigned int src_offset
, size
;
4023 if (dst_sub_resource_idx
)
4025 WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx
);
4026 return WINED3DERR_INVALIDCALL
;
4028 if (src_sub_resource_idx
)
4030 WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx
);
4031 return WINED3DERR_INVALIDCALL
;
4036 src_offset
= src_box
->left
;
4037 size
= src_box
->right
- src_box
->left
;
4042 size
= src_resource
->size
;
4045 if (src_offset
> src_resource
->size
4046 || size
> src_resource
->size
- src_offset
4047 || dst_x
> dst_resource
->size
4048 || size
> dst_resource
->size
- dst_x
)
4050 WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n",
4051 dst_x
, src_offset
, size
);
4052 return WINED3DERR_INVALIDCALL
;
4055 return wined3d_buffer_copy(buffer_from_resource(dst_resource
), dst_x
,
4056 buffer_from_resource(src_resource
), src_offset
, size
);
4059 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4061 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource
->type
));
4062 return WINED3DERR_INVALIDCALL
;
4065 dst_texture
= texture_from_resource(dst_resource
);
4066 src_texture
= texture_from_resource(src_resource
);
4070 SetRect(&src_rect
, src_box
->left
, src_box
->top
, src_box
->right
, src_box
->bottom
);
4074 unsigned int level
= src_sub_resource_idx
% src_texture
->level_count
;
4076 SetRect(&src_rect
, 0, 0, wined3d_texture_get_level_width(src_texture
, level
),
4077 wined3d_texture_get_level_height(src_texture
, level
));
4080 SetRect(&dst_rect
, dst_x
, dst_y
, dst_x
+ (src_rect
.right
- src_rect
.left
),
4081 dst_y
+ (src_rect
.bottom
- src_rect
.top
));
4083 if (FAILED(hr
= wined3d_texture_blt(dst_texture
, dst_sub_resource_idx
, &dst_rect
,
4084 src_texture
, src_sub_resource_idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
)))
4085 WARN("Failed to blit, hr %#x.\n", hr
);
4090 void CDECL
wined3d_device_update_sub_resource(struct wined3d_device
*device
, struct wined3d_resource
*resource
,
4091 unsigned int sub_resource_idx
, const struct wined3d_box
*box
, const void *data
, unsigned int row_pitch
,
4092 unsigned int depth_pitch
)
4094 unsigned int width
, height
, depth
, level
;
4095 struct wined3d_const_bo_address addr
;
4096 struct wined3d_context
*context
;
4097 struct wined3d_texture
*texture
;
4099 TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u.\n",
4100 device
, resource
, sub_resource_idx
, debug_box(box
), data
, row_pitch
, depth_pitch
);
4102 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
4104 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
4107 if (sub_resource_idx
> 0)
4109 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
4113 if (FAILED(hr
= wined3d_buffer_upload_data(buffer
, box
, data
)))
4114 WARN("Failed to update buffer data, hr %#x.\n", hr
);
4119 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
&& resource
->type
!= WINED3D_RTYPE_TEXTURE_3D
)
4121 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
4125 texture
= texture_from_resource(resource
);
4126 if (sub_resource_idx
>= texture
->level_count
* texture
->layer_count
)
4128 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
4132 level
= sub_resource_idx
% texture
->level_count
;
4133 width
= wined3d_texture_get_level_width(texture
, level
);
4134 height
= wined3d_texture_get_level_height(texture
, level
);
4135 depth
= wined3d_texture_get_level_depth(texture
, level
);
4137 if (box
&& (box
->left
>= box
->right
|| box
->right
> width
4138 || box
->top
>= box
->bottom
|| box
->bottom
> height
4139 || box
->front
>= box
->back
|| box
->back
> depth
))
4141 WARN("Invalid box %s specified.\n", debug_box(box
));
4145 addr
.buffer_object
= 0;
4148 context
= context_acquire(resource
->device
, NULL
);
4150 /* Only load the sub-resource for partial updates. */
4151 if (!box
|| (!box
->left
&& !box
->top
&& !box
->front
4152 && box
->right
== width
&& box
->bottom
== height
&& box
->back
== depth
))
4153 wined3d_texture_prepare_texture(texture
, context
, FALSE
);
4155 wined3d_texture_load_location(texture
, sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
4156 wined3d_texture_bind_and_dirtify(texture
, context
, FALSE
);
4158 wined3d_texture_upload_data(texture
, sub_resource_idx
, context
, box
, &addr
, row_pitch
, depth_pitch
);
4160 context_release(context
);
4162 wined3d_texture_validate_location(texture
, sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
4163 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
4166 HRESULT CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4167 struct wined3d_rendertarget_view
*view
, const RECT
*rect
, DWORD flags
,
4168 const struct wined3d_color
*color
, float depth
, DWORD stencil
)
4170 const struct blit_shader
*blitter
;
4171 struct wined3d_resource
*resource
;
4172 enum wined3d_blit_op blit_op
;
4175 TRACE("device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
4176 device
, view
, wine_dbgstr_rect(rect
), flags
, debug_color(color
), depth
, stencil
);
4181 resource
= view
->resource
;
4182 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4184 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
4185 return WINED3DERR_INVALIDCALL
;
4188 if (view
->depth
> 1)
4190 FIXME("Layered clears not implemented.\n");
4191 return WINED3DERR_INVALIDCALL
;
4196 SetRect(&r
, 0, 0, view
->width
, view
->height
);
4200 if (flags
& WINED3DCLEAR_TARGET
)
4201 blit_op
= WINED3D_BLIT_OP_COLOR_FILL
;
4203 blit_op
= WINED3D_BLIT_OP_DEPTH_FILL
;
4205 if (!(blitter
= wined3d_select_blitter(&device
->adapter
->gl_info
, &device
->adapter
->d3d_info
,
4206 blit_op
, NULL
, 0, 0, NULL
, rect
, resource
->usage
, resource
->pool
, resource
->format
)))
4208 FIXME("No blitter is capable of performing the requested fill operation.\n");
4209 return WINED3DERR_INVALIDCALL
;
4212 if (blit_op
== WINED3D_BLIT_OP_COLOR_FILL
)
4213 return blitter
->color_fill(device
, view
, rect
, color
);
4215 return blitter
->depth_fill(device
, view
, rect
, flags
, depth
, stencil
);
4218 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_rendertarget_view(const struct wined3d_device
*device
,
4219 unsigned int view_idx
)
4221 TRACE("device %p, view_idx %u.\n", device
, view_idx
);
4223 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4225 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4229 return device
->fb
.render_targets
[view_idx
];
4232 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_depth_stencil_view(const struct wined3d_device
*device
)
4234 TRACE("device %p.\n", device
);
4236 return device
->fb
.depth_stencil
;
4239 HRESULT CDECL
wined3d_device_set_rendertarget_view(struct wined3d_device
*device
,
4240 unsigned int view_idx
, struct wined3d_rendertarget_view
*view
, BOOL set_viewport
)
4242 struct wined3d_rendertarget_view
*prev
;
4244 TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
4245 device
, view_idx
, view
, set_viewport
);
4247 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4249 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4250 return WINED3DERR_INVALIDCALL
;
4253 if (view
&& !(view
->resource
->usage
& WINED3DUSAGE_RENDERTARGET
))
4255 WARN("View resource %p doesn't have render target usage.\n", view
->resource
);
4256 return WINED3DERR_INVALIDCALL
;
4259 /* Set the viewport and scissor rectangles, if requested. Tests show that
4260 * stateblock recording is ignored, the change goes directly into the
4261 * primary stateblock. */
4262 if (!view_idx
&& set_viewport
)
4264 struct wined3d_state
*state
= &device
->state
;
4266 state
->viewport
.x
= 0;
4267 state
->viewport
.y
= 0;
4268 state
->viewport
.width
= view
->width
;
4269 state
->viewport
.height
= view
->height
;
4270 state
->viewport
.min_z
= 0.0f
;
4271 state
->viewport
.max_z
= 1.0f
;
4272 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4274 SetRect(&state
->scissor_rect
, 0, 0, view
->width
, view
->height
);
4275 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4279 prev
= device
->fb
.render_targets
[view_idx
];
4284 wined3d_rendertarget_view_incref(view
);
4285 device
->fb
.render_targets
[view_idx
] = view
;
4286 wined3d_cs_emit_set_rendertarget_view(device
->cs
, view_idx
, view
);
4287 /* Release after the assignment, to prevent device_resource_released()
4288 * from seeing the surface as still in use. */
4290 wined3d_rendertarget_view_decref(prev
);
4295 void CDECL
wined3d_device_set_depth_stencil_view(struct wined3d_device
*device
, struct wined3d_rendertarget_view
*view
)
4297 struct wined3d_rendertarget_view
*prev
;
4299 TRACE("device %p, view %p.\n", device
, view
);
4301 prev
= device
->fb
.depth_stencil
;
4304 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4308 if ((device
->fb
.depth_stencil
= view
))
4309 wined3d_rendertarget_view_incref(view
);
4310 wined3d_cs_emit_set_depth_stencil_view(device
->cs
, view
);
4312 wined3d_rendertarget_view_decref(prev
);
4315 static struct wined3d_texture
*wined3d_device_create_cursor_texture(struct wined3d_device
*device
,
4316 struct wined3d_texture
*cursor_image
, unsigned int sub_resource_idx
)
4318 unsigned int texture_level
= sub_resource_idx
% cursor_image
->level_count
;
4319 struct wined3d_sub_resource_data data
;
4320 struct wined3d_resource_desc desc
;
4321 struct wined3d_map_desc map_desc
;
4322 struct wined3d_texture
*texture
;
4325 if (FAILED(wined3d_resource_map(&cursor_image
->resource
, sub_resource_idx
, &map_desc
, NULL
, WINED3D_MAP_READONLY
)))
4327 ERR("Failed to map source texture.\n");
4331 data
.data
= map_desc
.data
;
4332 data
.row_pitch
= map_desc
.row_pitch
;
4333 data
.slice_pitch
= map_desc
.slice_pitch
;
4335 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
4336 desc
.format
= WINED3DFMT_B8G8R8A8_UNORM
;
4337 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
4338 desc
.multisample_quality
= 0;
4339 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
4340 desc
.pool
= WINED3D_POOL_DEFAULT
;
4341 desc
.width
= wined3d_texture_get_level_width(cursor_image
, texture_level
);
4342 desc
.height
= wined3d_texture_get_level_height(cursor_image
, texture_level
);
4346 hr
= wined3d_texture_create(device
, &desc
, 1, 1, WINED3D_TEXTURE_CREATE_MAPPABLE
,
4347 &data
, NULL
, &wined3d_null_parent_ops
, &texture
);
4348 wined3d_resource_unmap(&cursor_image
->resource
, sub_resource_idx
);
4351 ERR("Failed to create cursor texture.\n");
4358 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4359 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4361 unsigned int texture_level
= sub_resource_idx
% texture
->level_count
;
4362 unsigned int cursor_width
, cursor_height
;
4363 struct wined3d_display_mode mode
;
4364 struct wined3d_map_desc map_desc
;
4367 TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
4368 device
, x_hotspot
, y_hotspot
, texture
, sub_resource_idx
);
4370 if (sub_resource_idx
>= texture
->level_count
* texture
->layer_count
4371 || texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
)
4372 return WINED3DERR_INVALIDCALL
;
4374 if (device
->cursor_texture
)
4376 wined3d_texture_decref(device
->cursor_texture
);
4377 device
->cursor_texture
= NULL
;
4380 if (texture
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4382 WARN("Texture %p has invalid format %s.\n",
4383 texture
, debug_d3dformat(texture
->resource
.format
->id
));
4384 return WINED3DERR_INVALIDCALL
;
4387 if (FAILED(hr
= wined3d_get_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &mode
, NULL
)))
4389 ERR("Failed to get display mode, hr %#x.\n", hr
);
4390 return WINED3DERR_INVALIDCALL
;
4393 cursor_width
= wined3d_texture_get_level_width(texture
, texture_level
);
4394 cursor_height
= wined3d_texture_get_level_height(texture
, texture_level
);
4395 if (cursor_width
> mode
.width
|| cursor_height
> mode
.height
)
4397 WARN("Texture %p, sub-resource %u dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4398 texture
, sub_resource_idx
, cursor_width
, cursor_height
, mode
.width
, mode
.height
);
4399 return WINED3DERR_INVALIDCALL
;
4402 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4404 /* Do not store the surface's pointer because the application may
4405 * release it after setting the cursor image. Windows doesn't
4406 * addref the set surface, so we can't do this either without
4407 * creating circular refcount dependencies. */
4408 if (!(device
->cursor_texture
= wined3d_device_create_cursor_texture(device
, texture
, sub_resource_idx
)))
4410 ERR("Failed to create cursor texture.\n");
4411 return WINED3DERR_INVALIDCALL
;
4414 if (cursor_width
== 32 && cursor_height
== 32)
4416 UINT mask_size
= cursor_width
* cursor_height
/ 8;
4417 ICONINFO cursor_info
;
4421 /* 32-bit user32 cursors ignore the alpha channel if it's all
4422 * zeroes, and use the mask instead. Fill the mask with all ones
4423 * to ensure we still get a fully transparent cursor. */
4424 if (!(mask_bits
= HeapAlloc(GetProcessHeap(), 0, mask_size
)))
4425 return E_OUTOFMEMORY
;
4426 memset(mask_bits
, 0xff, mask_size
);
4428 wined3d_resource_map(&texture
->resource
, sub_resource_idx
, &map_desc
, NULL
,
4429 WINED3D_MAP_NO_DIRTY_UPDATE
| WINED3D_MAP_READONLY
);
4430 cursor_info
.fIcon
= FALSE
;
4431 cursor_info
.xHotspot
= x_hotspot
;
4432 cursor_info
.yHotspot
= y_hotspot
;
4433 cursor_info
.hbmMask
= CreateBitmap(cursor_width
, cursor_height
, 1, 1, mask_bits
);
4434 cursor_info
.hbmColor
= CreateBitmap(cursor_width
, cursor_height
, 1, 32, map_desc
.data
);
4435 wined3d_resource_unmap(&texture
->resource
, sub_resource_idx
);
4437 /* Create our cursor and clean up. */
4438 cursor
= CreateIconIndirect(&cursor_info
);
4439 if (cursor_info
.hbmMask
)
4440 DeleteObject(cursor_info
.hbmMask
);
4441 if (cursor_info
.hbmColor
)
4442 DeleteObject(cursor_info
.hbmColor
);
4443 if (device
->hardwareCursor
)
4444 DestroyCursor(device
->hardwareCursor
);
4445 device
->hardwareCursor
= cursor
;
4446 if (device
->bCursorVisible
)
4449 HeapFree(GetProcessHeap(), 0, mask_bits
);
4452 TRACE("New cursor dimensions are %ux%u.\n", cursor_width
, cursor_height
);
4453 device
->cursorWidth
= cursor_width
;
4454 device
->cursorHeight
= cursor_height
;
4455 device
->xHotSpot
= x_hotspot
;
4456 device
->yHotSpot
= y_hotspot
;
4461 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
4462 int x_screen_space
, int y_screen_space
, DWORD flags
)
4464 TRACE("device %p, x %d, y %d, flags %#x.\n",
4465 device
, x_screen_space
, y_screen_space
, flags
);
4467 device
->xScreenSpace
= x_screen_space
;
4468 device
->yScreenSpace
= y_screen_space
;
4470 if (device
->hardwareCursor
)
4474 GetCursorPos( &pt
);
4475 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
4477 SetCursorPos( x_screen_space
, y_screen_space
);
4479 /* Switch to the software cursor if position diverges from the hardware one. */
4480 GetCursorPos( &pt
);
4481 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
4483 if (device
->bCursorVisible
) SetCursor( NULL
);
4484 DestroyCursor( device
->hardwareCursor
);
4485 device
->hardwareCursor
= 0;
4490 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
4492 BOOL oldVisible
= device
->bCursorVisible
;
4494 TRACE("device %p, show %#x.\n", device
, show
);
4497 * When ShowCursor is first called it should make the cursor appear at the OS's last
4498 * known cursor position.
4500 if (show
&& !oldVisible
)
4504 device
->xScreenSpace
= pt
.x
;
4505 device
->yScreenSpace
= pt
.y
;
4508 if (device
->hardwareCursor
)
4510 device
->bCursorVisible
= show
;
4512 SetCursor(device
->hardwareCursor
);
4516 else if (device
->cursor_texture
)
4518 device
->bCursorVisible
= show
;
4524 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
4526 struct wined3d_resource
*resource
, *cursor
;
4528 TRACE("device %p.\n", device
);
4530 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4532 TRACE("Checking resource %p for eviction.\n", resource
);
4534 if (resource
->pool
== WINED3D_POOL_MANAGED
&& !resource
->map_count
)
4536 TRACE("Evicting %p.\n", resource
);
4537 wined3d_cs_emit_unload_resource(device
->cs
, resource
);
4542 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4544 struct wined3d_resource
*resource
, *cursor
;
4545 const struct wined3d_gl_info
*gl_info
;
4546 struct wined3d_context
*context
;
4547 struct wined3d_shader
*shader
;
4549 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4551 TRACE("Unloading resource %p.\n", resource
);
4552 wined3d_cs_emit_unload_resource(device
->cs
, resource
);
4555 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
4557 device
->shader_backend
->shader_destroy(shader
);
4560 context
= context_acquire(device
, NULL
);
4561 gl_info
= context
->gl_info
;
4563 if (device
->depth_blt_texture
)
4565 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
4566 device
->depth_blt_texture
= 0;
4569 device
->blitter
->free_private(device
);
4570 device
->shader_backend
->shader_free_private(device
);
4571 destroy_dummy_textures(device
, context
);
4572 destroy_default_samplers(device
, context
);
4574 context_release(context
);
4576 while (device
->context_count
)
4578 if (device
->contexts
[0]->swapchain
)
4579 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
4581 context_destroy(device
, device
->contexts
[0]);
4584 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4585 swapchain
->context
= NULL
;
4588 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4590 struct wined3d_context
*context
;
4591 struct wined3d_texture
*target
;
4594 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
4595 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
4597 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
4601 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
4603 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
4604 device
->shader_backend
->shader_free_private(device
);
4608 /* Recreate the primary swapchain's context */
4609 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
4610 if (!swapchain
->context
)
4612 ERR("Failed to allocate memory for swapchain context array.\n");
4613 device
->blitter
->free_private(device
);
4614 device
->shader_backend
->shader_free_private(device
);
4615 return E_OUTOFMEMORY
;
4618 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
4619 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
4621 WARN("Failed to create context.\n");
4622 device
->blitter
->free_private(device
);
4623 device
->shader_backend
->shader_free_private(device
);
4624 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4628 swapchain
->context
[0] = context
;
4629 swapchain
->num_contexts
= 1;
4630 create_dummy_textures(device
, context
);
4631 create_default_samplers(device
, context
);
4632 context_release(context
);
4637 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
4638 const struct wined3d_swapchain_desc
*swapchain_desc
, const struct wined3d_display_mode
*mode
,
4639 wined3d_device_reset_cb callback
, BOOL reset_state
)
4641 struct wined3d_resource
*resource
, *cursor
;
4642 struct wined3d_swapchain
*swapchain
;
4643 struct wined3d_view_desc view_desc
;
4644 BOOL backbuffer_resized
;
4645 HRESULT hr
= WINED3D_OK
;
4648 TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
4649 device
, swapchain_desc
, mode
, callback
, reset_state
);
4651 if (!(swapchain
= wined3d_device_get_swapchain(device
, 0)))
4653 ERR("Failed to get the first implicit swapchain.\n");
4654 return WINED3DERR_INVALIDCALL
;
4659 if (device
->logo_texture
)
4661 wined3d_texture_decref(device
->logo_texture
);
4662 device
->logo_texture
= NULL
;
4664 if (device
->cursor_texture
)
4666 wined3d_texture_decref(device
->cursor_texture
);
4667 device
->cursor_texture
= NULL
;
4669 state_unbind_resources(&device
->state
);
4672 if (device
->fb
.render_targets
)
4674 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4676 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
4679 wined3d_device_set_depth_stencil_view(device
, NULL
);
4681 if (device
->onscreen_depth_stencil
)
4683 wined3d_texture_decref(device
->onscreen_depth_stencil
->container
);
4684 device
->onscreen_depth_stencil
= NULL
;
4689 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4691 TRACE("Enumerating resource %p.\n", resource
);
4692 if (FAILED(hr
= callback(resource
)))
4697 TRACE("New params:\n");
4698 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
4699 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
4700 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
4701 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
4702 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
4703 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
4704 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
4705 TRACE("device_window %p\n", swapchain_desc
->device_window
);
4706 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
4707 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
4708 if (swapchain_desc
->enable_auto_depth_stencil
)
4709 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
4710 TRACE("flags %#x\n", swapchain_desc
->flags
);
4711 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
4712 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
4713 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
4715 /* No special treatment of these parameters. Just store them */
4716 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
4717 swapchain
->desc
.enable_auto_depth_stencil
= swapchain_desc
->enable_auto_depth_stencil
;
4718 swapchain
->desc
.auto_depth_stencil_format
= swapchain_desc
->auto_depth_stencil_format
;
4719 swapchain
->desc
.flags
= swapchain_desc
->flags
;
4720 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
4721 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
4722 swapchain
->desc
.auto_restore_display_mode
= swapchain_desc
->auto_restore_display_mode
;
4724 if (swapchain_desc
->device_window
4725 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
4727 TRACE("Changing the device window from %p to %p.\n",
4728 swapchain
->desc
.device_window
, swapchain_desc
->device_window
);
4729 swapchain
->desc
.device_window
= swapchain_desc
->device_window
;
4730 swapchain
->device_window
= swapchain_desc
->device_window
;
4731 wined3d_swapchain_set_window(swapchain
, NULL
);
4734 backbuffer_resized
= swapchain_desc
->backbuffer_width
!= swapchain
->desc
.backbuffer_width
4735 || swapchain_desc
->backbuffer_height
!= swapchain
->desc
.backbuffer_height
;
4737 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
4738 || swapchain
->reapply_mode
|| mode
4739 || (!swapchain_desc
->windowed
&& backbuffer_resized
))
4741 if (FAILED(hr
= wined3d_swapchain_set_fullscreen(swapchain
, swapchain_desc
, mode
)))
4744 else if (!swapchain_desc
->windowed
)
4746 DWORD style
= device
->style
;
4747 DWORD exStyle
= device
->exStyle
;
4748 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
4749 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
4750 * Reset to clear up their mess. Guild Wars also loses the device during that.
4753 device
->exStyle
= 0;
4754 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4755 swapchain_desc
->backbuffer_width
,
4756 swapchain_desc
->backbuffer_height
);
4757 device
->style
= style
;
4758 device
->exStyle
= exStyle
;
4761 if (FAILED(hr
= wined3d_swapchain_resize_buffers(swapchain
, swapchain_desc
->backbuffer_count
,
4762 swapchain_desc
->backbuffer_width
, swapchain_desc
->backbuffer_height
, swapchain_desc
->backbuffer_format
,
4763 swapchain_desc
->multisample_type
, swapchain_desc
->multisample_quality
)))
4766 if (device
->auto_depth_stencil_view
)
4768 wined3d_rendertarget_view_decref(device
->auto_depth_stencil_view
);
4769 device
->auto_depth_stencil_view
= NULL
;
4771 if (swapchain
->desc
.enable_auto_depth_stencil
)
4773 struct wined3d_resource_desc texture_desc
;
4774 struct wined3d_texture
*texture
;
4776 TRACE("Creating the depth stencil buffer.\n");
4778 texture_desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
4779 texture_desc
.format
= swapchain
->desc
.auto_depth_stencil_format
;
4780 texture_desc
.multisample_type
= swapchain
->desc
.multisample_type
;
4781 texture_desc
.multisample_quality
= swapchain
->desc
.multisample_quality
;
4782 texture_desc
.usage
= WINED3DUSAGE_DEPTHSTENCIL
;
4783 texture_desc
.pool
= WINED3D_POOL_DEFAULT
;
4784 texture_desc
.width
= swapchain
->desc
.backbuffer_width
;
4785 texture_desc
.height
= swapchain
->desc
.backbuffer_height
;
4786 texture_desc
.depth
= 1;
4787 texture_desc
.size
= 0;
4789 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_texture(device
->device_parent
,
4790 device
->device_parent
, &texture_desc
, &texture
)))
4792 ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr
);
4793 return WINED3DERR_INVALIDCALL
;
4796 view_desc
.format_id
= texture
->resource
.format
->id
;
4797 view_desc
.flags
= 0;
4798 view_desc
.u
.texture
.level_idx
= 0;
4799 view_desc
.u
.texture
.level_count
= 1;
4800 view_desc
.u
.texture
.layer_idx
= 0;
4801 view_desc
.u
.texture
.layer_count
= 1;
4802 hr
= wined3d_rendertarget_view_create(&view_desc
, &texture
->resource
,
4803 NULL
, &wined3d_null_parent_ops
, &device
->auto_depth_stencil_view
);
4804 wined3d_texture_decref(texture
);
4807 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4811 wined3d_device_set_depth_stencil_view(device
, device
->auto_depth_stencil_view
);
4814 if (device
->back_buffer_view
)
4816 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
4817 device
->back_buffer_view
= NULL
;
4819 if (swapchain
->desc
.backbuffer_count
)
4821 struct wined3d_resource
*back_buffer
= &swapchain
->back_buffers
[0]->resource
;
4823 view_desc
.format_id
= back_buffer
->format
->id
;
4824 view_desc
.flags
= 0;
4825 view_desc
.u
.texture
.level_idx
= 0;
4826 view_desc
.u
.texture
.level_count
= 1;
4827 view_desc
.u
.texture
.layer_idx
= 0;
4828 view_desc
.u
.texture
.layer_count
= 1;
4829 if (FAILED(hr
= wined3d_rendertarget_view_create(&view_desc
, back_buffer
,
4830 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
4832 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4837 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
4841 TRACE("Resetting stateblock.\n");
4842 if (device
->recording
)
4844 wined3d_stateblock_decref(device
->recording
);
4845 device
->recording
= NULL
;
4847 wined3d_cs_emit_reset_state(device
->cs
);
4848 state_cleanup(&device
->state
);
4850 if (device
->d3d_initialized
)
4851 delete_opengl_contexts(device
, swapchain
);
4853 state_init(&device
->state
, &device
->fb
, &device
->adapter
->gl_info
,
4854 &device
->adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
);
4855 device
->update_state
= &device
->state
;
4857 device_init_swapchain_state(device
, swapchain
);
4859 else if (device
->back_buffer_view
)
4861 struct wined3d_rendertarget_view
*view
= device
->back_buffer_view
;
4862 struct wined3d_state
*state
= &device
->state
;
4864 wined3d_device_set_rendertarget_view(device
, 0, view
, FALSE
);
4866 /* Note the min_z / max_z is not reset. */
4867 state
->viewport
.x
= 0;
4868 state
->viewport
.y
= 0;
4869 state
->viewport
.width
= view
->width
;
4870 state
->viewport
.height
= view
->height
;
4871 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4873 SetRect(&state
->scissor_rect
, 0, 0, view
->width
, view
->height
);
4874 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4877 if (device
->d3d_initialized
)
4880 hr
= create_primary_opengl_context(device
, swapchain
);
4881 swapchain_update_swap_interval(swapchain
);
4884 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
4890 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
4892 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
4894 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
4900 void CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
4901 struct wined3d_device_creation_parameters
*parameters
)
4903 TRACE("device %p, parameters %p.\n", device
, parameters
);
4905 *parameters
= device
->create_parms
;
4908 struct wined3d
* CDECL
wined3d_device_get_wined3d(const struct wined3d_device
*device
)
4910 TRACE("device %p.\n", device
);
4912 return device
->wined3d
;
4915 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
4916 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
4918 struct wined3d_swapchain
*swapchain
;
4920 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
4921 device
, swapchain_idx
, flags
, ramp
);
4923 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4924 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
4927 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
4928 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
4930 struct wined3d_swapchain
*swapchain
;
4932 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
4933 device
, swapchain_idx
, ramp
);
4935 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4936 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
4939 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4941 TRACE("device %p, resource %p.\n", device
, resource
);
4943 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
4946 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4948 TRACE("device %p, resource %p.\n", device
, resource
);
4950 list_remove(&resource
->resource_list_entry
);
4953 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4955 enum wined3d_resource_type type
= resource
->type
;
4956 struct wined3d_rendertarget_view
*rtv
;
4959 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
4961 if (device
->d3d_initialized
)
4963 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4965 if ((rtv
= device
->fb
.render_targets
[i
]) && rtv
->resource
== resource
)
4966 ERR("Resource %p is still in use as render target %u.\n", resource
, i
);
4969 if ((rtv
= device
->fb
.depth_stencil
) && rtv
->resource
== resource
)
4970 ERR("Resource %p is still in use as depth/stencil buffer.\n", resource
);
4975 case WINED3D_RTYPE_TEXTURE_2D
:
4976 case WINED3D_RTYPE_TEXTURE_3D
:
4977 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4979 struct wined3d_texture
*texture
= texture_from_resource(resource
);
4981 if (device
->state
.textures
[i
] == texture
)
4983 ERR("Texture %p is still in use, stage %u.\n", texture
, i
);
4984 device
->state
.textures
[i
] = NULL
;
4987 if (device
->recording
&& device
->update_state
->textures
[i
] == texture
)
4989 ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n",
4990 texture
, device
->recording
, i
);
4991 device
->update_state
->textures
[i
] = NULL
;
4996 case WINED3D_RTYPE_BUFFER
:
4998 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
5000 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5002 if (device
->state
.streams
[i
].buffer
== buffer
)
5004 ERR("Buffer %p is still in use, stream %u.\n", buffer
, i
);
5005 device
->state
.streams
[i
].buffer
= NULL
;
5008 if (device
->recording
&& device
->update_state
->streams
[i
].buffer
== buffer
)
5010 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5011 buffer
, device
->recording
, i
);
5012 device
->update_state
->streams
[i
].buffer
= NULL
;
5016 if (device
->state
.index_buffer
== buffer
)
5018 ERR("Buffer %p is still in use as index buffer.\n", buffer
);
5019 device
->state
.index_buffer
= NULL
;
5022 if (device
->recording
&& device
->update_state
->index_buffer
== buffer
)
5024 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5025 buffer
, device
->recording
);
5026 device
->update_state
->index_buffer
= NULL
;
5035 /* Remove the resource from the resourceStore */
5036 device_resource_remove(device
, resource
);
5038 TRACE("Resource released.\n");
5041 static int wined3d_sampler_compare(const void *key
, const struct wine_rb_entry
*entry
)
5043 const struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
5045 return memcmp(&sampler
->desc
, key
, sizeof(sampler
->desc
));
5048 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
5049 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
5050 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
5052 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
5053 const struct fragment_pipeline
*fragment_pipeline
;
5054 const struct wined3d_vertex_pipe_ops
*vertex_pipeline
;
5059 device
->wined3d
= wined3d
;
5060 wined3d_incref(device
->wined3d
);
5061 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
5062 device
->device_parent
= device_parent
;
5063 list_init(&device
->resources
);
5064 list_init(&device
->shaders
);
5065 device
->surface_alignment
= surface_alignment
;
5067 /* Save the creation parameters. */
5068 device
->create_parms
.adapter_idx
= adapter_idx
;
5069 device
->create_parms
.device_type
= device_type
;
5070 device
->create_parms
.focus_window
= focus_window
;
5071 device
->create_parms
.flags
= flags
;
5073 device
->shader_backend
= adapter
->shader_backend
;
5075 vertex_pipeline
= adapter
->vertex_pipe
;
5077 fragment_pipeline
= adapter
->fragment_pipe
;
5079 wine_rb_init(&device
->samplers
, wined3d_sampler_compare
);
5081 if (vertex_pipeline
->vp_states
&& fragment_pipeline
->states
5082 && FAILED(hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
,
5083 &adapter
->gl_info
, &adapter
->d3d_info
, vertex_pipeline
,
5084 fragment_pipeline
, misc_state_template
)))
5086 ERR("Failed to compile state table, hr %#x.\n", hr
);
5087 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
5088 wined3d_decref(device
->wined3d
);
5092 device
->blitter
= adapter
->blitter
;
5094 state_init(&device
->state
, &device
->fb
, &adapter
->gl_info
,
5095 &adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
);
5096 device
->update_state
= &device
->state
;
5098 if (!(device
->cs
= wined3d_cs_create(device
)))
5100 WARN("Failed to create command stream.\n");
5101 state_cleanup(&device
->state
);
5109 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
5111 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
5113 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
5114 wined3d_decref(device
->wined3d
);
5119 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5121 DWORD rep
= device
->StateTable
[state
].representative
;
5122 struct wined3d_context
*context
;
5127 for (i
= 0; i
< device
->context_count
; ++i
)
5129 context
= device
->contexts
[i
];
5130 if(isStateDirty(context
, rep
)) continue;
5132 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5133 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5134 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5135 context
->isStateDirty
[idx
] |= (1u << shift
);
5139 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
5140 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
5142 if (device
->filter_messages
&& message
!= WM_DISPLAYCHANGE
)
5144 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5145 window
, message
, wparam
, lparam
);
5147 return DefWindowProcW(window
, message
, wparam
, lparam
);
5149 return DefWindowProcA(window
, message
, wparam
, lparam
);
5152 if (message
== WM_DESTROY
)
5154 TRACE("unregister window %p.\n", window
);
5155 wined3d_unregister_window(window
);
5157 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
5158 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
5160 else if (message
== WM_DISPLAYCHANGE
)
5162 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
5164 else if (message
== WM_ACTIVATEAPP
)
5168 for (i
= 0; i
< device
->swapchain_count
; i
++)
5169 wined3d_swapchain_activate(device
->swapchains
[i
], wparam
);
5171 device
->device_parent
->ops
->activate(device
->device_parent
, wparam
);
5173 else if (message
== WM_SYSCOMMAND
)
5175 if (wparam
== SC_RESTORE
&& device
->wined3d
->flags
& WINED3D_HANDLE_RESTORE
)
5178 DefWindowProcW(window
, message
, wparam
, lparam
);
5180 DefWindowProcA(window
, message
, wparam
, lparam
);
5185 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
5187 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);