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_surface
*target
= rt_count
? wined3d_rendertarget_view_get_surface(fb
->render_targets
[0]) : NULL
;
295 struct wined3d_rendertarget_view
*dsv
= fb
->depth_stencil
;
296 struct wined3d_surface
*depth_stencil
= dsv
? wined3d_rendertarget_view_get_surface(dsv
) : NULL
;
297 const struct wined3d_state
*state
= &device
->state
;
298 const struct wined3d_gl_info
*gl_info
;
299 UINT drawable_width
, drawable_height
;
300 struct wined3d_color corrected_color
;
301 struct wined3d_context
*context
;
302 GLbitfield clear_mask
= 0;
303 BOOL render_offscreen
;
307 context
= context_acquire(device
, target
);
310 context_release(context
);
311 WARN("Invalid context, skipping clear.\n");
314 gl_info
= context
->gl_info
;
316 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
317 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
318 * for the cleared parts, and the untouched parts.
320 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
321 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
322 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
323 * checking all this if the dest surface is in the drawable anyway. */
324 for (i
= 0; i
< rt_count
; ++i
)
326 struct wined3d_rendertarget_view
*rtv
= fb
->render_targets
[i
];
328 if (rtv
&& rtv
->format
->id
!= WINED3DFMT_NULL
)
330 struct wined3d_texture
*rt
= wined3d_texture_from_resource(rtv
->resource
);
332 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, rect_count
? clear_rect
: NULL
))
333 wined3d_texture_load_location(rt
, rtv
->sub_resource_idx
, context
, rtv
->resource
->draw_binding
);
335 wined3d_texture_prepare_location(rt
, rtv
->sub_resource_idx
, context
, rtv
->resource
->draw_binding
);
341 render_offscreen
= context
->render_offscreen
;
342 surface_get_drawable_size(target
, context
, &drawable_width
, &drawable_height
);
346 render_offscreen
= TRUE
;
347 drawable_width
= wined3d_texture_get_level_pow2_width(depth_stencil
->container
,
348 depth_stencil
->texture_level
);
349 drawable_height
= wined3d_texture_get_level_pow2_height(depth_stencil
->container
,
350 depth_stencil
->texture_level
);
353 if (depth_stencil
&& render_offscreen
)
354 wined3d_texture_prepare_location(depth_stencil
->container
,
355 dsv
->sub_resource_idx
, context
, dsv
->resource
->draw_binding
);
357 if (flags
& WINED3DCLEAR_ZBUFFER
)
359 DWORD location
= render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
361 if (!render_offscreen
&& depth_stencil
!= device
->onscreen_depth_stencil
)
362 device_switch_onscreen_ds(device
, context
, depth_stencil
);
363 prepare_ds_clear(depth_stencil
, context
, location
,
364 draw_rect
, rect_count
, clear_rect
, &ds_rect
);
367 if (!context_apply_clear_state(context
, state
, rt_count
, fb
))
369 context_release(context
);
370 WARN("Failed to apply clear state, skipping clear.\n");
374 /* Only set the values up once, as they are not changing. */
375 if (flags
& WINED3DCLEAR_STENCIL
)
377 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
379 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
380 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
382 gl_info
->gl_ops
.gl
.p_glStencilMask(~0U);
383 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
384 gl_info
->gl_ops
.gl
.p_glClearStencil(stencil
);
385 checkGLcall("glClearStencil");
386 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
389 if (flags
& WINED3DCLEAR_ZBUFFER
)
391 DWORD location
= render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
393 surface_modify_ds_location(depth_stencil
, location
, ds_rect
.right
, ds_rect
.bottom
);
395 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_TRUE
);
396 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
397 gl_info
->gl_ops
.gl
.p_glClearDepth(depth
);
398 checkGLcall("glClearDepth");
399 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
402 if (flags
& WINED3DCLEAR_TARGET
)
404 for (i
= 0; i
< rt_count
; ++i
)
406 struct wined3d_rendertarget_view
*rtv
= fb
->render_targets
[i
];
407 struct wined3d_texture
*texture
;
412 if (rtv
->resource
->type
== WINED3D_RTYPE_BUFFER
)
414 FIXME("Not supported on buffer resources.\n");
418 texture
= texture_from_resource(rtv
->resource
);
419 wined3d_texture_validate_location(texture
, rtv
->sub_resource_idx
, rtv
->resource
->draw_binding
);
420 wined3d_texture_invalidate_location(texture
, rtv
->sub_resource_idx
, ~rtv
->resource
->draw_binding
);
423 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, state
, fb
))
426 WARN("Clearing multiple sRGB render targets with no GL_ARB_framebuffer_sRGB "
427 "support, this might cause graphical issues.\n");
429 corrected_color
.r
= color
->r
< wined3d_srgb_const1
[0]
430 ? color
->r
* wined3d_srgb_const0
[3]
431 : pow(color
->r
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
432 - wined3d_srgb_const0
[2];
433 corrected_color
.r
= min(max(corrected_color
.r
, 0.0f
), 1.0f
);
434 corrected_color
.g
= color
->g
< wined3d_srgb_const1
[0]
435 ? color
->g
* wined3d_srgb_const0
[3]
436 : pow(color
->g
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
437 - wined3d_srgb_const0
[2];
438 corrected_color
.g
= min(max(corrected_color
.g
, 0.0f
), 1.0f
);
439 corrected_color
.b
= color
->b
< wined3d_srgb_const1
[0]
440 ? color
->b
* wined3d_srgb_const0
[3]
441 : pow(color
->b
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
442 - wined3d_srgb_const0
[2];
443 corrected_color
.b
= min(max(corrected_color
.b
, 0.0f
), 1.0f
);
444 color
= &corrected_color
;
447 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
448 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
449 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
450 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
451 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
452 gl_info
->gl_ops
.gl
.p_glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
453 checkGLcall("glClearColor");
454 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
459 if (render_offscreen
)
461 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, draw_rect
->top
,
462 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
466 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
467 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
469 checkGLcall("glScissor");
470 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
471 checkGLcall("glClear");
477 /* Now process each rect in turn. */
478 for (i
= 0; i
< rect_count
; ++i
)
480 /* Note that GL uses lower left, width/height. */
481 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
483 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
484 wine_dbgstr_rect(&clear_rect
[i
]),
485 wine_dbgstr_rect(¤t_rect
));
487 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
488 * The rectangle is not cleared, no error is returned, but further rectangles are
489 * still cleared if they are valid. */
490 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
492 TRACE("Rectangle with negative dimensions, ignoring.\n");
496 if (render_offscreen
)
498 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, current_rect
.top
,
499 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
503 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
504 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
506 checkGLcall("glScissor");
508 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
509 checkGLcall("glClear");
513 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
514 && target
->container
->swapchain
&& target
->container
->swapchain
->front_buffer
== target
->container
))
515 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
517 context_release(context
);
520 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
522 ULONG refcount
= InterlockedIncrement(&device
->ref
);
524 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
529 static void device_leftover_sampler(struct wine_rb_entry
*entry
, void *context
)
531 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
533 ERR("Leftover sampler %p.\n", sampler
);
536 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
538 ULONG refcount
= InterlockedDecrement(&device
->ref
);
540 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
546 wined3d_cs_destroy(device
->cs
);
548 if (device
->recording
&& wined3d_stateblock_decref(device
->recording
))
549 FIXME("Something's still holding the recording stateblock.\n");
550 device
->recording
= NULL
;
552 state_cleanup(&device
->state
);
554 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
556 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
557 device
->multistate_funcs
[i
] = NULL
;
560 if (!list_empty(&device
->resources
))
562 struct wined3d_resource
*resource
;
564 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
566 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
568 FIXME("Leftover resource %p with type %s (%#x).\n",
569 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
573 if (device
->contexts
)
574 ERR("Context array not freed!\n");
575 if (device
->hardwareCursor
)
576 DestroyCursor(device
->hardwareCursor
);
577 device
->hardwareCursor
= 0;
579 wine_rb_destroy(&device
->samplers
, device_leftover_sampler
, NULL
);
581 wined3d_decref(device
->wined3d
);
582 device
->wined3d
= NULL
;
583 HeapFree(GetProcessHeap(), 0, device
);
584 TRACE("Freed device %p.\n", device
);
590 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
592 TRACE("device %p.\n", device
);
594 return device
->swapchain_count
;
597 struct wined3d_swapchain
* CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
, UINT swapchain_idx
)
599 TRACE("device %p, swapchain_idx %u.\n", device
, swapchain_idx
);
601 if (swapchain_idx
>= device
->swapchain_count
)
603 WARN("swapchain_idx %u >= swapchain_count %u.\n",
604 swapchain_idx
, device
->swapchain_count
);
608 return device
->swapchains
[swapchain_idx
];
611 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
613 struct wined3d_color_key color_key
;
614 struct wined3d_resource_desc desc
;
618 HDC dcb
= NULL
, dcs
= NULL
;
620 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
623 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
624 dcb
= CreateCompatibleDC(NULL
);
626 SelectObject(dcb
, hbm
);
630 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
633 memset(&bm
, 0, sizeof(bm
));
638 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
639 desc
.format
= WINED3DFMT_B5G6R5_UNORM
;
640 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
641 desc
.multisample_quality
= 0;
642 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
643 desc
.pool
= WINED3D_POOL_DEFAULT
;
644 desc
.width
= bm
.bmWidth
;
645 desc
.height
= bm
.bmHeight
;
648 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, 1, WINED3D_TEXTURE_CREATE_MAPPABLE
,
649 NULL
, NULL
, &wined3d_null_parent_ops
, &device
->logo_texture
)))
651 ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr
);
657 if (FAILED(hr
= wined3d_texture_get_dc(device
->logo_texture
, 0, &dcs
)))
659 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
660 wined3d_texture_release_dc(device
->logo_texture
, 0, dcs
);
662 color_key
.color_space_low_value
= 0;
663 color_key
.color_space_high_value
= 0;
664 wined3d_texture_set_color_key(device
->logo_texture
, WINED3D_CKEY_SRC_BLT
, &color_key
);
668 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
669 const RECT rect
= {0, 0, desc
.width
, desc
.height
};
670 struct wined3d_surface
*surface
;
672 /* Fill the surface with a white color to show that wined3d is there */
673 surface
= device
->logo_texture
->sub_resources
[0].u
.surface
;
674 surface_color_fill(surface
, &rect
, &c
);
678 if (dcb
) DeleteDC(dcb
);
679 if (hbm
) DeleteObject(hbm
);
682 /* Context activation is done by the caller. */
683 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
685 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
686 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
687 unsigned int i
, j
, count
;
690 if (d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR
)
695 /* Under DirectX you can sample even if no texture is bound, whereas
696 * OpenGL will only allow that when a valid texture is bound.
697 * We emulate this by creating dummy textures and binding them
698 * to each texture stage when the currently set D3D texture is NULL. */
699 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
700 for (i
= 0; i
< count
; ++i
)
702 /* Make appropriate texture active */
703 context_active_texture(context
, gl_info
, i
);
705 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_2d
[i
]);
706 checkGLcall("glGenTextures");
707 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
709 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
710 checkGLcall("glBindTexture");
712 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0,
713 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
714 checkGLcall("glTexImage2D");
716 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
718 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_rect
[i
]);
719 checkGLcall("glGenTextures");
720 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
722 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
723 checkGLcall("glBindTexture");
725 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0,
726 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
727 checkGLcall("glTexImage2D");
730 if (gl_info
->supported
[EXT_TEXTURE3D
])
732 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_3d
[i
]);
733 checkGLcall("glGenTextures");
734 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
736 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
737 checkGLcall("glBindTexture");
739 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0,
740 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
741 checkGLcall("glTexImage3D");
744 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
746 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_cube
[i
]);
747 checkGLcall("glGenTextures");
748 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
750 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
751 checkGLcall("glBindTexture");
753 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
755 gl_info
->gl_ops
.gl
.p_glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0,
756 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
757 checkGLcall("glTexImage2D");
761 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
763 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_2d_array
[i
]);
764 checkGLcall("glGenTextures");
765 TRACE("Dummy 2D array texture %u given name %u.\n", i
, device
->dummy_texture_2d_array
[i
]);
767 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, device
->dummy_texture_2d_array
[i
]);
768 checkGLcall("glBindTexture");
770 GL_EXTCALL(glTexImage3D(GL_TEXTURE_2D_ARRAY
, 0, GL_RGBA8
, 1, 1, 1, 0,
771 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
772 checkGLcall("glTexImage3D");
777 /* Context activation is done by the caller. */
778 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
780 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
782 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
784 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_2d_array
);
785 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d_array)");
788 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
790 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_cube
);
791 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
794 if (gl_info
->supported
[EXT_TEXTURE3D
])
796 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_3d
);
797 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
800 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
802 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_rect
);
803 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
806 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_2d
);
807 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
809 memset(device
->dummy_texture_2d_array
, 0, count
* sizeof(*device
->dummy_texture_2d_array
));
810 memset(device
->dummy_texture_cube
, 0, count
* sizeof(*device
->dummy_texture_cube
));
811 memset(device
->dummy_texture_3d
, 0, count
* sizeof(*device
->dummy_texture_3d
));
812 memset(device
->dummy_texture_rect
, 0, count
* sizeof(*device
->dummy_texture_rect
));
813 memset(device
->dummy_texture_2d
, 0, count
* sizeof(*device
->dummy_texture_2d
));
816 /* Context activation is done by the caller. */
817 static void create_default_samplers(struct wined3d_device
*device
)
819 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
821 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
823 /* In SM4+ shaders there is a separation between resources and samplers. Some shader
824 * instructions allow access to resources without using samplers.
825 * In GLSL, resources are always accessed through sampler or image variables. The default
826 * sampler object is used to emulate the direct resource access when there is no sampler state
829 GL_EXTCALL(glGenSamplers(1, &device
->default_sampler
));
830 GL_EXTCALL(glSamplerParameteri(device
->default_sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
));
831 GL_EXTCALL(glSamplerParameteri(device
->default_sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST_MIPMAP_NEAREST
));
832 checkGLcall("Create default sampler");
834 /* In D3D10+, a NULL sampler maps to the default sampler state. */
835 GL_EXTCALL(glGenSamplers(1, &device
->null_sampler
));
836 GL_EXTCALL(glSamplerParameteri(device
->null_sampler
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR_MIPMAP_LINEAR
));
837 GL_EXTCALL(glSamplerParameteri(device
->null_sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
));
838 GL_EXTCALL(glSamplerParameteri(device
->null_sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
));
839 GL_EXTCALL(glSamplerParameteri(device
->null_sampler
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
));
840 checkGLcall("Create null sampler");
844 device
->default_sampler
= 0;
845 device
->null_sampler
= 0;
849 /* Context activation is done by the caller. */
850 static void destroy_default_samplers(struct wined3d_device
*device
)
852 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
854 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
856 GL_EXTCALL(glDeleteSamplers(1, &device
->default_sampler
));
857 GL_EXTCALL(glDeleteSamplers(1, &device
->null_sampler
));
858 checkGLcall("glDeleteSamplers");
861 device
->default_sampler
= 0;
862 device
->null_sampler
= 0;
865 static LONG
fullscreen_style(LONG style
)
867 /* Make sure the window is managed, otherwise we won't get keyboard input. */
868 style
|= WS_POPUP
| WS_SYSMENU
;
869 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
874 static LONG
fullscreen_exstyle(LONG exstyle
)
876 /* Filter out window decorations. */
877 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
882 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
884 BOOL filter_messages
;
887 TRACE("Setting up window %p for fullscreen mode.\n", window
);
889 if (device
->style
|| device
->exStyle
)
891 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
892 window
, device
->style
, device
->exStyle
);
895 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
896 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
898 style
= fullscreen_style(device
->style
);
899 exstyle
= fullscreen_exstyle(device
->exStyle
);
901 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
902 device
->style
, device
->exStyle
, style
, exstyle
);
904 filter_messages
= device
->filter_messages
;
905 device
->filter_messages
= TRUE
;
907 SetWindowLongW(window
, GWL_STYLE
, style
);
908 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
909 SetWindowPos(window
, HWND_TOPMOST
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
911 device
->filter_messages
= filter_messages
;
914 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
,
915 const RECT
*window_rect
)
917 unsigned int window_pos_flags
= SWP_FRAMECHANGED
| SWP_NOZORDER
| SWP_NOACTIVATE
;
918 BOOL filter_messages
;
922 if (!device
->style
&& !device
->exStyle
)
925 style
= GetWindowLongW(window
, GWL_STYLE
);
926 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
928 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
929 * application, and we want to ignore them in the test below, since it's
930 * not the application's fault that they changed. Additionally, we want to
931 * preserve the current status of these flags (i.e. don't restore them) to
932 * more closely emulate the behavior of Direct3D, which leaves these flags
933 * alone when returning to windowed mode. */
934 device
->style
^= (device
->style
^ style
) & WS_VISIBLE
;
935 device
->exStyle
^= (device
->exStyle
^ exstyle
) & WS_EX_TOPMOST
;
937 TRACE("Restoring window style of window %p to %08x, %08x.\n",
938 window
, device
->style
, device
->exStyle
);
940 filter_messages
= device
->filter_messages
;
941 device
->filter_messages
= TRUE
;
943 /* Only restore the style if the application didn't modify it during the
944 * fullscreen phase. Some applications change it before calling Reset()
945 * when switching between windowed and fullscreen modes (HL2), some
946 * depend on the original style (Eve Online). */
947 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
949 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
950 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
956 window_pos_flags
|= (SWP_NOMOVE
| SWP_NOSIZE
);
957 SetWindowPos(window
, 0, rect
.left
, rect
.top
,
958 rect
.right
- rect
.left
, rect
.bottom
- rect
.top
, window_pos_flags
);
960 device
->filter_messages
= filter_messages
;
962 /* Delete the old values. */
967 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
969 TRACE("device %p, window %p.\n", device
, window
);
971 if (!wined3d_register_window(window
, device
))
973 ERR("Failed to register window %p.\n", window
);
977 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
978 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
983 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
985 TRACE("device %p.\n", device
);
987 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
988 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
991 static void device_init_swapchain_state(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
993 BOOL ds_enable
= !!swapchain
->desc
.enable_auto_depth_stencil
;
996 if (device
->fb
.render_targets
)
998 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
1000 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
1002 if (device
->back_buffer_view
)
1003 wined3d_device_set_rendertarget_view(device
, 0, device
->back_buffer_view
, TRUE
);
1006 wined3d_device_set_depth_stencil_view(device
, ds_enable
? device
->auto_depth_stencil_view
: NULL
);
1007 wined3d_device_set_render_state(device
, WINED3D_RS_ZENABLE
, ds_enable
);
1010 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
1011 struct wined3d_swapchain_desc
*swapchain_desc
)
1013 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1014 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1015 struct wined3d_swapchain
*swapchain
= NULL
;
1016 struct wined3d_context
*context
;
1017 DWORD clear_flags
= 0;
1020 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1022 if (device
->d3d_initialized
)
1023 return WINED3DERR_INVALIDCALL
;
1024 if (device
->wined3d
->flags
& WINED3D_NO3D
)
1025 return WINED3DERR_INVALIDCALL
;
1027 if (!(device
->fb
.render_targets
= wined3d_calloc(gl_info
->limits
.buffers
, sizeof(*device
->fb
.render_targets
))))
1028 return E_OUTOFMEMORY
;
1030 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
1031 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
1033 TRACE("Shader private data couldn't be allocated\n");
1036 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
1038 TRACE("Blitter private data couldn't be allocated\n");
1042 /* Setup the implicit swapchain. This also initializes a context. */
1043 TRACE("Creating implicit swapchain\n");
1044 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1045 swapchain_desc
, &swapchain
);
1048 WARN("Failed to create implicit swapchain\n");
1052 if (swapchain_desc
->backbuffer_count
)
1054 struct wined3d_resource
*back_buffer
= &swapchain
->back_buffers
[0]->resource
;
1055 struct wined3d_rendertarget_view_desc view_desc
;
1057 view_desc
.format_id
= back_buffer
->format
->id
;
1058 view_desc
.u
.texture
.level_idx
= 0;
1059 view_desc
.u
.texture
.layer_idx
= 0;
1060 view_desc
.u
.texture
.layer_count
= 1;
1061 if (FAILED(hr
= wined3d_rendertarget_view_create(&view_desc
, back_buffer
,
1062 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
1064 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
1069 device
->swapchain_count
= 1;
1070 if (!(device
->swapchains
= wined3d_calloc(device
->swapchain_count
, sizeof(*device
->swapchains
))))
1072 ERR("Out of memory!\n");
1075 device
->swapchains
[0] = swapchain
;
1076 device_init_swapchain_state(device
, swapchain
);
1078 context
= context_acquire(device
, NULL
);
1080 create_dummy_textures(device
, context
);
1081 create_default_samplers(device
);
1083 device
->contexts
[0]->last_was_rhw
= 0;
1085 TRACE("All defaults now set up, leaving 3D init.\n");
1087 context_release(context
);
1089 /* Clear the screen */
1090 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1091 clear_flags
|= WINED3DCLEAR_TARGET
;
1092 if (swapchain_desc
->enable_auto_depth_stencil
)
1093 clear_flags
|= WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
;
1095 wined3d_device_clear(device
, 0, NULL
, clear_flags
, &black
, 1.0f
, 0);
1097 device
->d3d_initialized
= TRUE
;
1099 if (wined3d_settings
.logo
)
1100 device_load_logo(device
, wined3d_settings
.logo
);
1104 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1105 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1106 device
->swapchain_count
= 0;
1107 if (device
->back_buffer_view
)
1108 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
1110 wined3d_swapchain_decref(swapchain
);
1111 if (device
->blit_priv
)
1112 device
->blitter
->free_private(device
);
1113 if (device
->shader_priv
)
1114 device
->shader_backend
->shader_free_private(device
);
1119 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1120 struct wined3d_swapchain_desc
*swapchain_desc
)
1122 struct wined3d_swapchain
*swapchain
= NULL
;
1125 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1127 /* Setup the implicit swapchain */
1128 TRACE("Creating implicit swapchain\n");
1129 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1130 swapchain_desc
, &swapchain
);
1133 WARN("Failed to create implicit swapchain\n");
1137 device
->swapchain_count
= 1;
1138 if (!(device
->swapchains
= wined3d_calloc(device
->swapchain_count
, sizeof(*device
->swapchains
))))
1140 ERR("Out of memory!\n");
1143 device
->swapchains
[0] = swapchain
;
1147 wined3d_swapchain_decref(swapchain
);
1151 static void device_free_sampler(struct wine_rb_entry
*entry
, void *context
)
1153 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
1155 wined3d_sampler_decref(sampler
);
1158 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1160 struct wined3d_resource
*resource
, *cursor
;
1161 const struct wined3d_gl_info
*gl_info
;
1162 struct wined3d_context
*context
;
1163 struct wined3d_surface
*surface
;
1166 TRACE("device %p.\n", device
);
1168 if (!device
->d3d_initialized
)
1169 return WINED3DERR_INVALIDCALL
;
1171 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1172 * it was created. Thus make sure a context is active for the glDelete* calls
1174 context
= context_acquire(device
, NULL
);
1175 gl_info
= context
->gl_info
;
1177 if (device
->logo_texture
)
1178 wined3d_texture_decref(device
->logo_texture
);
1179 if (device
->cursor_texture
)
1180 wined3d_texture_decref(device
->cursor_texture
);
1182 state_unbind_resources(&device
->state
);
1184 /* Unload resources */
1185 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1187 TRACE("Unloading resource %p.\n", resource
);
1188 wined3d_cs_emit_unload_resource(device
->cs
, resource
);
1191 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
1193 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1194 * private data, it might contain opengl pointers
1196 if (device
->depth_blt_texture
)
1198 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
1199 device
->depth_blt_texture
= 0;
1202 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1203 device
->blitter
->free_private(device
);
1204 device
->shader_backend
->shader_free_private(device
);
1205 destroy_dummy_textures(device
, gl_info
);
1206 destroy_default_samplers(device
);
1208 /* Release the context again as soon as possible. In particular,
1209 * releasing the render target views below may release the last reference
1210 * to the swapchain associated with this context, which in turn will
1211 * destroy the context. */
1212 context_release(context
);
1214 /* Release the buffers (with sanity checks)*/
1215 if (device
->onscreen_depth_stencil
)
1217 surface
= device
->onscreen_depth_stencil
;
1218 device
->onscreen_depth_stencil
= NULL
;
1219 wined3d_texture_decref(surface
->container
);
1222 if (device
->fb
.depth_stencil
)
1224 struct wined3d_rendertarget_view
*view
= device
->fb
.depth_stencil
;
1226 TRACE("Releasing depth/stencil view %p.\n", view
);
1228 device
->fb
.depth_stencil
= NULL
;
1229 wined3d_rendertarget_view_decref(view
);
1232 if (device
->auto_depth_stencil_view
)
1234 struct wined3d_rendertarget_view
*view
= device
->auto_depth_stencil_view
;
1236 device
->auto_depth_stencil_view
= NULL
;
1237 if (wined3d_rendertarget_view_decref(view
))
1238 ERR("Something's still holding the auto depth/stencil view (%p).\n", view
);
1241 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1243 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
1245 if (device
->back_buffer_view
)
1247 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
1248 device
->back_buffer_view
= NULL
;
1251 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1253 TRACE("Releasing the implicit swapchain %u.\n", i
);
1254 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1255 FIXME("Something's still holding the implicit swapchain.\n");
1258 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1259 device
->swapchains
= NULL
;
1260 device
->swapchain_count
= 0;
1262 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1263 device
->fb
.render_targets
= NULL
;
1265 device
->d3d_initialized
= FALSE
;
1270 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1274 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1276 TRACE("Releasing the implicit swapchain %u.\n", i
);
1277 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1278 FIXME("Something's still holding the implicit swapchain.\n");
1281 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1282 device
->swapchains
= NULL
;
1283 device
->swapchain_count
= 0;
1287 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1288 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1289 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1291 * There is no way to deactivate thread safety once it is enabled.
1293 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1295 TRACE("device %p.\n", device
);
1297 /* For now just store the flag (needed in case of ddraw). */
1298 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1301 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1303 TRACE("device %p.\n", device
);
1305 TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
1306 wine_dbgstr_longlong(device
->adapter
->vram_bytes
),
1307 wine_dbgstr_longlong(device
->adapter
->vram_bytes_used
),
1308 wine_dbgstr_longlong(device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
));
1310 return min(UINT_MAX
, device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
);
1313 void CDECL
wined3d_device_set_stream_output(struct wined3d_device
*device
, UINT idx
,
1314 struct wined3d_buffer
*buffer
, UINT offset
)
1316 struct wined3d_stream_output
*stream
;
1317 struct wined3d_buffer
*prev_buffer
;
1319 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device
, idx
, buffer
, offset
);
1321 if (idx
>= MAX_STREAM_OUT
)
1323 WARN("Invalid stream output %u.\n", idx
);
1327 stream
= &device
->update_state
->stream_output
[idx
];
1328 prev_buffer
= stream
->buffer
;
1331 wined3d_buffer_incref(buffer
);
1332 stream
->buffer
= buffer
;
1333 stream
->offset
= offset
;
1334 if (!device
->recording
)
1335 wined3d_cs_emit_set_stream_output(device
->cs
, idx
, buffer
, offset
);
1337 wined3d_buffer_decref(prev_buffer
);
1340 struct wined3d_buffer
* CDECL
wined3d_device_get_stream_output(struct wined3d_device
*device
,
1341 UINT idx
, UINT
*offset
)
1343 TRACE("device %p, idx %u, offset %p.\n", device
, idx
, offset
);
1345 if (idx
>= MAX_STREAM_OUT
)
1347 WARN("Invalid stream output %u.\n", idx
);
1352 *offset
= device
->state
.stream_output
[idx
].offset
;
1353 return device
->state
.stream_output
[idx
].buffer
;
1356 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1357 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1359 struct wined3d_stream_state
*stream
;
1360 struct wined3d_buffer
*prev_buffer
;
1362 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1363 device
, stream_idx
, buffer
, offset
, stride
);
1365 if (stream_idx
>= MAX_STREAMS
)
1367 WARN("Stream index %u out of range.\n", stream_idx
);
1368 return WINED3DERR_INVALIDCALL
;
1370 else if (offset
& 0x3)
1372 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1373 return WINED3DERR_INVALIDCALL
;
1376 stream
= &device
->update_state
->streams
[stream_idx
];
1377 prev_buffer
= stream
->buffer
;
1379 if (device
->recording
)
1380 device
->recording
->changed
.streamSource
|= 1u << stream_idx
;
1382 if (prev_buffer
== buffer
1383 && stream
->stride
== stride
1384 && stream
->offset
== offset
)
1386 TRACE("Application is setting the old values over, nothing to do.\n");
1390 stream
->buffer
= buffer
;
1393 stream
->stride
= stride
;
1394 stream
->offset
= offset
;
1395 wined3d_buffer_incref(buffer
);
1398 if (!device
->recording
)
1399 wined3d_cs_emit_set_stream_source(device
->cs
, stream_idx
, buffer
, offset
, stride
);
1401 wined3d_buffer_decref(prev_buffer
);
1406 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1407 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1409 const struct wined3d_stream_state
*stream
;
1411 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1412 device
, stream_idx
, buffer
, offset
, stride
);
1414 if (stream_idx
>= MAX_STREAMS
)
1416 WARN("Stream index %u out of range.\n", stream_idx
);
1417 return WINED3DERR_INVALIDCALL
;
1420 stream
= &device
->state
.streams
[stream_idx
];
1421 *buffer
= stream
->buffer
;
1423 *offset
= stream
->offset
;
1424 *stride
= stream
->stride
;
1429 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1431 struct wined3d_stream_state
*stream
;
1432 UINT old_flags
, old_freq
;
1434 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1436 /* Verify input. At least in d3d9 this is invalid. */
1437 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1439 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1440 return WINED3DERR_INVALIDCALL
;
1442 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1444 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1445 return WINED3DERR_INVALIDCALL
;
1449 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1450 return WINED3DERR_INVALIDCALL
;
1453 stream
= &device
->update_state
->streams
[stream_idx
];
1454 old_flags
= stream
->flags
;
1455 old_freq
= stream
->frequency
;
1457 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1458 stream
->frequency
= divider
& 0x7fffff;
1460 if (device
->recording
)
1461 device
->recording
->changed
.streamFreq
|= 1u << stream_idx
;
1462 else if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1463 wined3d_cs_emit_set_stream_source_freq(device
->cs
, stream_idx
, stream
->frequency
, stream
->flags
);
1468 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1469 UINT stream_idx
, UINT
*divider
)
1471 const struct wined3d_stream_state
*stream
;
1473 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1475 stream
= &device
->state
.streams
[stream_idx
];
1476 *divider
= stream
->flags
| stream
->frequency
;
1478 TRACE("Returning %#x.\n", *divider
);
1483 void CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1484 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1486 TRACE("device %p, state %s, matrix %p.\n",
1487 device
, debug_d3dtstype(d3dts
), matrix
);
1488 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_11
, matrix
->_12
, matrix
->_13
, matrix
->_14
);
1489 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_21
, matrix
->_22
, matrix
->_23
, matrix
->_24
);
1490 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_31
, matrix
->_32
, matrix
->_33
, matrix
->_34
);
1491 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_41
, matrix
->_42
, matrix
->_43
, matrix
->_44
);
1493 /* Handle recording of state blocks. */
1494 if (device
->recording
)
1496 TRACE("Recording... not performing anything.\n");
1497 device
->recording
->changed
.transform
[d3dts
>> 5] |= 1u << (d3dts
& 0x1f);
1498 device
->update_state
->transforms
[d3dts
] = *matrix
;
1502 /* If the new matrix is the same as the current one,
1503 * we cut off any further processing. this seems to be a reasonable
1504 * optimization because as was noticed, some apps (warcraft3 for example)
1505 * tend towards setting the same matrix repeatedly for some reason.
1507 * From here on we assume that the new matrix is different, wherever it matters. */
1508 if (!memcmp(&device
->state
.transforms
[d3dts
], matrix
, sizeof(*matrix
)))
1510 TRACE("The application is setting the same matrix over again.\n");
1514 device
->state
.transforms
[d3dts
] = *matrix
;
1515 wined3d_cs_emit_set_transform(device
->cs
, d3dts
, matrix
);
1518 void CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1519 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1521 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1523 *matrix
= device
->state
.transforms
[state
];
1526 void CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1527 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1529 const struct wined3d_matrix
*mat
;
1530 struct wined3d_matrix temp
;
1532 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1534 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1535 * below means it will be recorded in a state block change, but it
1536 * works regardless where it is recorded.
1537 * If this is found to be wrong, change to StateBlock. */
1538 if (state
> HIGHEST_TRANSFORMSTATE
)
1540 WARN("Unhandled transform state %#x.\n", state
);
1544 mat
= &device
->update_state
->transforms
[state
];
1545 multiply_matrix(&temp
, mat
, matrix
);
1547 /* Apply change via set transform - will reapply to eg. lights this way. */
1548 wined3d_device_set_transform(device
, state
, &temp
);
1551 /* Note lights are real special cases. Although the device caps state only
1552 * e.g. 8 are supported, you can reference any indexes you want as long as
1553 * that number max are enabled at any one point in time. Therefore since the
1554 * indices can be anything, we need a hashmap of them. However, this causes
1555 * stateblock problems. When capturing the state block, I duplicate the
1556 * hashmap, but when recording, just build a chain pretty much of commands to
1558 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1559 UINT light_idx
, const struct wined3d_light
*light
)
1561 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1562 struct wined3d_light_info
*object
= NULL
;
1566 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1568 /* Check the parameter range. Need for speed most wanted sets junk lights
1569 * which confuse the GL driver. */
1571 return WINED3DERR_INVALIDCALL
;
1573 switch (light
->type
)
1575 case WINED3D_LIGHT_POINT
:
1576 case WINED3D_LIGHT_SPOT
:
1577 case WINED3D_LIGHT_GLSPOT
:
1578 /* Incorrect attenuation values can cause the gl driver to crash.
1579 * Happens with Need for speed most wanted. */
1580 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1582 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1583 return WINED3DERR_INVALIDCALL
;
1587 case WINED3D_LIGHT_DIRECTIONAL
:
1588 case WINED3D_LIGHT_PARALLELPOINT
:
1589 /* Ignores attenuation */
1593 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1594 return WINED3DERR_INVALIDCALL
;
1597 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1599 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1600 if (object
->OriginalIndex
== light_idx
)
1607 TRACE("Adding new light\n");
1608 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1610 return E_OUTOFMEMORY
;
1612 list_add_head(&device
->update_state
->light_map
[hash_idx
], &object
->entry
);
1613 object
->glIndex
= -1;
1614 object
->OriginalIndex
= light_idx
;
1617 /* Initialize the object. */
1618 TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
1619 "position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
1620 "range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
1621 light_idx
, light
->type
, debug_color(&light
->diffuse
),
1622 debug_color(&light
->specular
), debug_color(&light
->ambient
),
1623 light
->position
.x
, light
->position
.y
, light
->position
.z
,
1624 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
,
1625 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1627 /* Update the live definitions if the light is currently assigned a glIndex. */
1628 if (object
->glIndex
!= -1 && !device
->recording
)
1630 if (object
->OriginalParms
.type
!= light
->type
)
1631 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1632 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
1635 /* Save away the information. */
1636 object
->OriginalParms
= *light
;
1638 switch (light
->type
)
1640 case WINED3D_LIGHT_POINT
:
1642 object
->position
.x
= light
->position
.x
;
1643 object
->position
.y
= light
->position
.y
;
1644 object
->position
.z
= light
->position
.z
;
1645 object
->position
.w
= 1.0f
;
1646 object
->cutoff
= 180.0f
;
1650 case WINED3D_LIGHT_DIRECTIONAL
:
1652 object
->direction
.x
= -light
->direction
.x
;
1653 object
->direction
.y
= -light
->direction
.y
;
1654 object
->direction
.z
= -light
->direction
.z
;
1655 object
->direction
.w
= 0.0f
;
1656 object
->exponent
= 0.0f
;
1657 object
->cutoff
= 180.0f
;
1660 case WINED3D_LIGHT_SPOT
:
1662 object
->position
.x
= light
->position
.x
;
1663 object
->position
.y
= light
->position
.y
;
1664 object
->position
.z
= light
->position
.z
;
1665 object
->position
.w
= 1.0f
;
1668 object
->direction
.x
= light
->direction
.x
;
1669 object
->direction
.y
= light
->direction
.y
;
1670 object
->direction
.z
= light
->direction
.z
;
1671 object
->direction
.w
= 0.0f
;
1673 /* opengl-ish and d3d-ish spot lights use too different models
1674 * for the light "intensity" as a function of the angle towards
1675 * the main light direction, so we only can approximate very
1676 * roughly. However, spot lights are rather rarely used in games
1677 * (if ever used at all). Furthermore if still used, probably
1678 * nobody pays attention to such details. */
1679 if (!light
->falloff
)
1681 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1682 * equations have the falloff resp. exponent parameter as an
1683 * exponent, so the spot light lighting will always be 1.0 for
1684 * both of them, and we don't have to care for the rest of the
1685 * rather complex calculation. */
1686 object
->exponent
= 0.0f
;
1690 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
1693 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
1696 if (object
->exponent
> 128.0f
)
1697 object
->exponent
= 128.0f
;
1699 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
1703 case WINED3D_LIGHT_PARALLELPOINT
:
1704 object
->position
.x
= light
->position
.x
;
1705 object
->position
.y
= light
->position
.y
;
1706 object
->position
.z
= light
->position
.z
;
1707 object
->position
.w
= 1.0f
;
1711 FIXME("Unrecognized light type %#x.\n", light
->type
);
1717 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
1718 UINT light_idx
, struct wined3d_light
*light
)
1720 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1721 struct wined3d_light_info
*light_info
= NULL
;
1724 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1726 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1728 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1729 if (light_info
->OriginalIndex
== light_idx
)
1736 TRACE("Light information requested but light not defined\n");
1737 return WINED3DERR_INVALIDCALL
;
1740 *light
= light_info
->OriginalParms
;
1744 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
1746 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1747 struct wined3d_light_info
*light_info
= NULL
;
1750 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
1752 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1754 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1755 if (light_info
->OriginalIndex
== light_idx
)
1759 TRACE("Found light %p.\n", light_info
);
1761 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1764 TRACE("Light enabled requested but light not defined, so defining one!\n");
1765 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
1767 /* Search for it again! Should be fairly quick as near head of list. */
1768 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1770 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1771 if (light_info
->OriginalIndex
== light_idx
)
1777 FIXME("Adding default lights has failed dismally\n");
1778 return WINED3DERR_INVALIDCALL
;
1784 if (light_info
->glIndex
!= -1)
1786 if (!device
->recording
)
1788 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1789 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1792 device
->update_state
->lights
[light_info
->glIndex
] = NULL
;
1793 light_info
->glIndex
= -1;
1797 TRACE("Light already disabled, nothing to do\n");
1799 light_info
->enabled
= FALSE
;
1803 light_info
->enabled
= TRUE
;
1804 if (light_info
->glIndex
!= -1)
1806 TRACE("Nothing to do as light was enabled\n");
1811 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1812 /* Find a free GL light. */
1813 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
1815 if (!device
->update_state
->lights
[i
])
1817 device
->update_state
->lights
[i
] = light_info
;
1818 light_info
->glIndex
= i
;
1822 if (light_info
->glIndex
== -1)
1824 /* Our tests show that Windows returns D3D_OK in this situation, even with
1825 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
1826 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
1827 * as well for those lights.
1829 * TODO: Test how this affects rendering. */
1830 WARN("Too many concurrently active lights\n");
1834 /* i == light_info->glIndex */
1835 if (!device
->recording
)
1837 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1838 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
1846 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
1848 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1849 struct wined3d_light_info
*light_info
= NULL
;
1852 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
1854 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1856 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1857 if (light_info
->OriginalIndex
== light_idx
)
1864 TRACE("Light enabled state requested but light not defined.\n");
1865 return WINED3DERR_INVALIDCALL
;
1867 /* true is 128 according to SetLightEnable */
1868 *enable
= light_info
->enabled
? 128 : 0;
1872 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
,
1873 UINT plane_idx
, const struct wined3d_vec4
*plane
)
1875 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1877 /* Validate plane_idx. */
1878 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
1880 TRACE("Application has requested clipplane this device doesn't support.\n");
1881 return WINED3DERR_INVALIDCALL
;
1884 if (device
->recording
)
1885 device
->recording
->changed
.clipplane
|= 1u << plane_idx
;
1887 if (!memcmp(&device
->update_state
->clip_planes
[plane_idx
], plane
, sizeof(*plane
)))
1889 TRACE("Application is setting old values over, nothing to do.\n");
1893 device
->update_state
->clip_planes
[plane_idx
] = *plane
;
1895 if (!device
->recording
)
1896 wined3d_cs_emit_set_clip_plane(device
->cs
, plane_idx
, plane
);
1901 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
,
1902 UINT plane_idx
, struct wined3d_vec4
*plane
)
1904 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1906 /* Validate plane_idx. */
1907 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
1909 TRACE("Application has requested clipplane this device doesn't support.\n");
1910 return WINED3DERR_INVALIDCALL
;
1913 *plane
= device
->state
.clip_planes
[plane_idx
];
1918 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
1919 const struct wined3d_clip_status
*clip_status
)
1921 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1924 return WINED3DERR_INVALIDCALL
;
1929 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
1930 struct wined3d_clip_status
*clip_status
)
1932 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1935 return WINED3DERR_INVALIDCALL
;
1940 void CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
1942 TRACE("device %p, material %p.\n", device
, material
);
1944 device
->update_state
->material
= *material
;
1946 if (device
->recording
)
1947 device
->recording
->changed
.material
= TRUE
;
1949 wined3d_cs_emit_set_material(device
->cs
, material
);
1952 void CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
1954 TRACE("device %p, material %p.\n", device
, material
);
1956 *material
= device
->state
.material
;
1958 TRACE("diffuse %s\n", debug_color(&material
->diffuse
));
1959 TRACE("ambient %s\n", debug_color(&material
->ambient
));
1960 TRACE("specular %s\n", debug_color(&material
->specular
));
1961 TRACE("emissive %s\n", debug_color(&material
->emissive
));
1962 TRACE("power %.8e.\n", material
->power
);
1965 void CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
1966 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
, unsigned int offset
)
1968 enum wined3d_format_id prev_format
;
1969 struct wined3d_buffer
*prev_buffer
;
1970 unsigned int prev_offset
;
1972 TRACE("device %p, buffer %p, format %s, offset %u.\n",
1973 device
, buffer
, debug_d3dformat(format_id
), offset
);
1975 prev_buffer
= device
->update_state
->index_buffer
;
1976 prev_format
= device
->update_state
->index_format
;
1977 prev_offset
= device
->update_state
->index_offset
;
1979 device
->update_state
->index_buffer
= buffer
;
1980 device
->update_state
->index_format
= format_id
;
1981 device
->update_state
->index_offset
= offset
;
1983 if (device
->recording
)
1984 device
->recording
->changed
.indices
= TRUE
;
1986 if (prev_buffer
== buffer
&& prev_format
== format_id
&& prev_offset
== offset
)
1990 wined3d_buffer_incref(buffer
);
1991 if (!device
->recording
)
1992 wined3d_cs_emit_set_index_buffer(device
->cs
, buffer
, format_id
, offset
);
1994 wined3d_buffer_decref(prev_buffer
);
1997 struct wined3d_buffer
* CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
,
1998 enum wined3d_format_id
*format
, unsigned int *offset
)
2000 TRACE("device %p, format %p, offset %p.\n", device
, format
, offset
);
2002 *format
= device
->state
.index_format
;
2004 *offset
= device
->state
.index_offset
;
2005 return device
->state
.index_buffer
;
2008 void CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
2010 TRACE("device %p, base_index %d.\n", device
, base_index
);
2012 device
->update_state
->base_vertex_index
= base_index
;
2015 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
2017 TRACE("device %p.\n", device
);
2019 return device
->state
.base_vertex_index
;
2022 void CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
2024 TRACE("device %p, viewport %p.\n", device
, viewport
);
2025 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2026 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
2028 device
->update_state
->viewport
= *viewport
;
2030 /* Handle recording of state blocks */
2031 if (device
->recording
)
2033 TRACE("Recording... not performing anything\n");
2034 device
->recording
->changed
.viewport
= TRUE
;
2038 wined3d_cs_emit_set_viewport(device
->cs
, viewport
);
2041 void CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
2043 TRACE("device %p, viewport %p.\n", device
, viewport
);
2045 *viewport
= device
->state
.viewport
;
2048 static void resolve_depth_buffer(struct wined3d_state
*state
)
2050 struct wined3d_texture
*dst_texture
= state
->textures
[0];
2051 struct wined3d_rendertarget_view
*src_view
;
2052 RECT src_rect
, dst_rect
;
2054 if (!dst_texture
|| dst_texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
2055 || !(dst_texture
->resource
.format_flags
& WINED3DFMT_FLAG_DEPTH
))
2058 if (!(src_view
= state
->fb
->depth_stencil
))
2060 if (src_view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
2062 FIXME("Not supported on buffer resources.\n");
2066 SetRect(&dst_rect
, 0, 0, dst_texture
->resource
.width
, dst_texture
->resource
.height
);
2067 SetRect(&src_rect
, 0, 0, src_view
->width
, src_view
->height
);
2068 wined3d_texture_blt(dst_texture
, 0, &dst_rect
, texture_from_resource(src_view
->resource
),
2069 src_view
->sub_resource_idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
);
2072 void CDECL
wined3d_device_set_rasterizer_state(struct wined3d_device
*device
,
2073 struct wined3d_rasterizer_state
*rasterizer_state
)
2075 struct wined3d_rasterizer_state
*prev
;
2077 TRACE("device %p, rasterizer_state %p.\n", device
, rasterizer_state
);
2079 prev
= device
->update_state
->rasterizer_state
;
2080 if (prev
== rasterizer_state
)
2083 if (rasterizer_state
)
2084 wined3d_rasterizer_state_incref(rasterizer_state
);
2085 device
->update_state
->rasterizer_state
= rasterizer_state
;
2086 wined3d_cs_emit_set_rasterizer_state(device
->cs
, rasterizer_state
);
2088 wined3d_rasterizer_state_decref(prev
);
2091 struct wined3d_rasterizer_state
* CDECL
wined3d_device_get_rasterizer_state(struct wined3d_device
*device
)
2093 TRACE("device %p.\n", device
);
2095 return device
->state
.rasterizer_state
;
2098 void CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2099 enum wined3d_render_state state
, DWORD value
)
2103 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2105 if (state
> WINEHIGHEST_RENDER_STATE
)
2107 WARN("Unhandled render state %#x.\n", state
);
2111 old_value
= device
->state
.render_states
[state
];
2112 device
->update_state
->render_states
[state
] = value
;
2114 /* Handle recording of state blocks. */
2115 if (device
->recording
)
2117 TRACE("Recording... not performing anything.\n");
2118 device
->recording
->changed
.renderState
[state
>> 5] |= 1u << (state
& 0x1f);
2122 /* Compared here and not before the assignment to allow proper stateblock recording. */
2123 if (value
== old_value
)
2124 TRACE("Application is setting the old value over, nothing to do.\n");
2126 wined3d_cs_emit_set_render_state(device
->cs
, state
, value
);
2128 if (state
== WINED3D_RS_POINTSIZE
&& value
== WINED3D_RESZ_CODE
)
2130 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
2131 resolve_depth_buffer(&device
->state
);
2135 DWORD CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
, enum wined3d_render_state state
)
2137 TRACE("device %p, state %s (%#x).\n", device
, debug_d3drenderstate(state
), state
);
2139 return device
->state
.render_states
[state
];
2142 void CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2143 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
2147 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2148 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2150 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2151 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2153 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
2155 WARN("Invalid sampler %u.\n", sampler_idx
);
2156 return; /* Windows accepts overflowing this array ... we do not. */
2159 old_value
= device
->state
.sampler_states
[sampler_idx
][state
];
2160 device
->update_state
->sampler_states
[sampler_idx
][state
] = value
;
2162 /* Handle recording of state blocks. */
2163 if (device
->recording
)
2165 TRACE("Recording... not performing anything.\n");
2166 device
->recording
->changed
.samplerState
[sampler_idx
] |= 1u << state
;
2170 if (old_value
== value
)
2172 TRACE("Application is setting the old value over, nothing to do.\n");
2176 wined3d_cs_emit_set_sampler_state(device
->cs
, sampler_idx
, state
, value
);
2179 DWORD CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2180 UINT sampler_idx
, enum wined3d_sampler_state state
)
2182 TRACE("device %p, sampler_idx %u, state %s.\n",
2183 device
, sampler_idx
, debug_d3dsamplerstate(state
));
2185 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2186 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2188 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
2190 WARN("Invalid sampler %u.\n", sampler_idx
);
2191 return 0; /* Windows accepts overflowing this array ... we do not. */
2194 return device
->state
.sampler_states
[sampler_idx
][state
];
2197 void CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2199 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2201 if (device
->recording
)
2202 device
->recording
->changed
.scissorRect
= TRUE
;
2204 if (EqualRect(&device
->update_state
->scissor_rect
, rect
))
2206 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2209 CopyRect(&device
->update_state
->scissor_rect
, rect
);
2211 if (device
->recording
)
2213 TRACE("Recording... not performing anything.\n");
2217 wined3d_cs_emit_set_scissor_rect(device
->cs
, rect
);
2220 void CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2222 TRACE("device %p, rect %p.\n", device
, rect
);
2224 *rect
= device
->state
.scissor_rect
;
2225 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2228 void CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2229 struct wined3d_vertex_declaration
*declaration
)
2231 struct wined3d_vertex_declaration
*prev
= device
->update_state
->vertex_declaration
;
2233 TRACE("device %p, declaration %p.\n", device
, declaration
);
2235 if (device
->recording
)
2236 device
->recording
->changed
.vertexDecl
= TRUE
;
2238 if (declaration
== prev
)
2242 wined3d_vertex_declaration_incref(declaration
);
2243 device
->update_state
->vertex_declaration
= declaration
;
2244 if (!device
->recording
)
2245 wined3d_cs_emit_set_vertex_declaration(device
->cs
, declaration
);
2247 wined3d_vertex_declaration_decref(prev
);
2250 struct wined3d_vertex_declaration
* CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
)
2252 TRACE("device %p.\n", device
);
2254 return device
->state
.vertex_declaration
;
2257 void CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2259 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
2261 TRACE("device %p, shader %p.\n", device
, shader
);
2263 if (device
->recording
)
2264 device
->recording
->changed
.vertexShader
= TRUE
;
2270 wined3d_shader_incref(shader
);
2271 device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = shader
;
2272 if (!device
->recording
)
2273 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_VERTEX
, shader
);
2275 wined3d_shader_decref(prev
);
2278 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2280 TRACE("device %p.\n", device
);
2282 return device
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
];
2285 static void wined3d_device_set_constant_buffer(struct wined3d_device
*device
,
2286 enum wined3d_shader_type type
, UINT idx
, struct wined3d_buffer
*buffer
)
2288 struct wined3d_buffer
*prev
;
2290 if (idx
>= MAX_CONSTANT_BUFFERS
)
2292 WARN("Invalid constant buffer index %u.\n", idx
);
2296 prev
= device
->update_state
->cb
[type
][idx
];
2301 wined3d_buffer_incref(buffer
);
2302 device
->update_state
->cb
[type
][idx
] = buffer
;
2303 if (!device
->recording
)
2304 wined3d_cs_emit_set_constant_buffer(device
->cs
, type
, idx
, buffer
);
2306 wined3d_buffer_decref(prev
);
2309 void CDECL
wined3d_device_set_vs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2311 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2313 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, buffer
);
2316 struct wined3d_buffer
* CDECL
wined3d_device_get_vs_cb(const struct wined3d_device
*device
, UINT idx
)
2318 TRACE("device %p, idx %u.\n", device
, idx
);
2320 if (idx
>= MAX_CONSTANT_BUFFERS
)
2322 WARN("Invalid constant buffer index %u.\n", idx
);
2326 return device
->state
.cb
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2329 static void wined3d_device_set_shader_resource_view(struct wined3d_device
*device
,
2330 enum wined3d_shader_type type
, UINT idx
, struct wined3d_shader_resource_view
*view
)
2332 struct wined3d_shader_resource_view
*prev
;
2334 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2336 WARN("Invalid view index %u.\n", idx
);
2340 prev
= device
->update_state
->shader_resource_view
[type
][idx
];
2345 wined3d_shader_resource_view_incref(view
);
2346 device
->update_state
->shader_resource_view
[type
][idx
] = view
;
2347 if (!device
->recording
)
2348 wined3d_cs_emit_set_shader_resource_view(device
->cs
, type
, idx
, view
);
2350 wined3d_shader_resource_view_decref(prev
);
2353 void CDECL
wined3d_device_set_vs_resource_view(struct wined3d_device
*device
,
2354 UINT idx
, struct wined3d_shader_resource_view
*view
)
2356 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2358 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, view
);
2361 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_vs_resource_view(const struct wined3d_device
*device
,
2364 TRACE("device %p, idx %u.\n", device
, idx
);
2366 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2368 WARN("Invalid view index %u.\n", idx
);
2372 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2375 static void wined3d_device_set_sampler(struct wined3d_device
*device
,
2376 enum wined3d_shader_type type
, UINT idx
, struct wined3d_sampler
*sampler
)
2378 struct wined3d_sampler
*prev
;
2380 if (idx
>= MAX_SAMPLER_OBJECTS
)
2382 WARN("Invalid sampler index %u.\n", idx
);
2386 prev
= device
->update_state
->sampler
[type
][idx
];
2387 if (sampler
== prev
)
2391 wined3d_sampler_incref(sampler
);
2392 device
->update_state
->sampler
[type
][idx
] = sampler
;
2393 if (!device
->recording
)
2394 wined3d_cs_emit_set_sampler(device
->cs
, type
, idx
, sampler
);
2396 wined3d_sampler_decref(prev
);
2399 void CDECL
wined3d_device_set_vs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2401 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2403 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, sampler
);
2406 struct wined3d_sampler
* CDECL
wined3d_device_get_vs_sampler(const struct wined3d_device
*device
, UINT idx
)
2408 TRACE("device %p, idx %u.\n", device
, idx
);
2410 if (idx
>= MAX_SAMPLER_OBJECTS
)
2412 WARN("Invalid sampler index %u.\n", idx
);
2416 return device
->state
.sampler
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2419 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2420 unsigned int start_idx
, unsigned int count
, const BOOL
*constants
)
2424 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2425 device
, start_idx
, count
, constants
);
2427 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_B
)
2428 return WINED3DERR_INVALIDCALL
;
2430 if (count
> WINED3D_MAX_CONSTS_B
- start_idx
)
2431 count
= WINED3D_MAX_CONSTS_B
- start_idx
;
2432 memcpy(&device
->update_state
->vs_consts_b
[start_idx
], constants
, count
* sizeof(*constants
));
2435 for (i
= 0; i
< count
; ++i
)
2436 TRACE("Set BOOL constant %u to %#x.\n", start_idx
+ i
, constants
[i
]);
2439 if (device
->recording
)
2441 for (i
= start_idx
; i
< count
+ start_idx
; ++i
)
2442 device
->recording
->changed
.vertexShaderConstantsB
|= (1u << i
);
2446 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_VS_B
, start_idx
, count
, constants
);
2452 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2453 unsigned int start_idx
, unsigned int count
, BOOL
*constants
)
2455 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2456 device
, start_idx
, count
, constants
);
2458 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_B
)
2459 return WINED3DERR_INVALIDCALL
;
2461 if (count
> WINED3D_MAX_CONSTS_B
- start_idx
)
2462 count
= WINED3D_MAX_CONSTS_B
- start_idx
;
2463 memcpy(constants
, &device
->state
.vs_consts_b
[start_idx
], count
* sizeof(*constants
));
2468 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2469 unsigned int start_idx
, unsigned int count
, const struct wined3d_ivec4
*constants
)
2473 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2474 device
, start_idx
, count
, constants
);
2476 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_I
)
2477 return WINED3DERR_INVALIDCALL
;
2479 if (count
> WINED3D_MAX_CONSTS_I
- start_idx
)
2480 count
= WINED3D_MAX_CONSTS_I
- start_idx
;
2481 memcpy(&device
->update_state
->vs_consts_i
[start_idx
], constants
, count
* sizeof(*constants
));
2484 for (i
= 0; i
< count
; ++i
)
2485 TRACE("Set ivec4 constant %u to %s.\n", start_idx
+ i
, debug_ivec4(&constants
[i
]));
2488 if (device
->recording
)
2490 for (i
= start_idx
; i
< count
+ start_idx
; ++i
)
2491 device
->recording
->changed
.vertexShaderConstantsI
|= (1u << i
);
2495 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_VS_I
, start_idx
, count
, constants
);
2501 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2502 unsigned int start_idx
, unsigned int count
, struct wined3d_ivec4
*constants
)
2504 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2505 device
, start_idx
, count
, constants
);
2507 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_I
)
2508 return WINED3DERR_INVALIDCALL
;
2510 if (count
> WINED3D_MAX_CONSTS_I
- start_idx
)
2511 count
= WINED3D_MAX_CONSTS_I
- start_idx
;
2512 memcpy(constants
, &device
->state
.vs_consts_i
[start_idx
], count
* sizeof(*constants
));
2516 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2517 unsigned int start_idx
, unsigned int count
, const struct wined3d_vec4
*constants
)
2519 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2522 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2523 device
, start_idx
, count
, constants
);
2525 if (!constants
|| start_idx
>= d3d_info
->limits
.vs_uniform_count
2526 || count
> d3d_info
->limits
.vs_uniform_count
- start_idx
)
2527 return WINED3DERR_INVALIDCALL
;
2529 memcpy(&device
->update_state
->vs_consts_f
[start_idx
], constants
, count
* sizeof(*constants
));
2532 for (i
= 0; i
< count
; ++i
)
2533 TRACE("Set vec4 constant %u to %s.\n", start_idx
+ i
, debug_vec4(&constants
[i
]));
2536 if (device
->recording
)
2537 memset(&device
->recording
->changed
.vs_consts_f
[start_idx
], 1,
2538 count
* sizeof(*device
->recording
->changed
.vs_consts_f
));
2540 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_VS_F
, start_idx
, count
, constants
);
2545 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2546 unsigned int start_idx
, unsigned int count
, struct wined3d_vec4
*constants
)
2548 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2550 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2551 device
, start_idx
, count
, constants
);
2553 if (!constants
|| start_idx
>= d3d_info
->limits
.vs_uniform_count
2554 || count
> d3d_info
->limits
.vs_uniform_count
- start_idx
)
2555 return WINED3DERR_INVALIDCALL
;
2557 memcpy(constants
, &device
->state
.vs_consts_f
[start_idx
], count
* sizeof(*constants
));
2562 void CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2564 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2566 TRACE("device %p, shader %p.\n", device
, shader
);
2568 if (device
->recording
)
2569 device
->recording
->changed
.pixelShader
= TRUE
;
2575 wined3d_shader_incref(shader
);
2576 device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
] = shader
;
2577 if (!device
->recording
)
2578 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_PIXEL
, shader
);
2580 wined3d_shader_decref(prev
);
2583 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
2585 TRACE("device %p.\n", device
);
2587 return device
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
];
2590 void CDECL
wined3d_device_set_ps_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2592 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2594 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, buffer
);
2597 struct wined3d_buffer
* CDECL
wined3d_device_get_ps_cb(const struct wined3d_device
*device
, UINT idx
)
2599 TRACE("device %p, idx %u.\n", device
, idx
);
2601 if (idx
>= MAX_CONSTANT_BUFFERS
)
2603 WARN("Invalid constant buffer index %u.\n", idx
);
2607 return device
->state
.cb
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2610 void CDECL
wined3d_device_set_ps_resource_view(struct wined3d_device
*device
,
2611 UINT idx
, struct wined3d_shader_resource_view
*view
)
2613 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2615 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, view
);
2618 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_ps_resource_view(const struct wined3d_device
*device
,
2621 TRACE("device %p, idx %u.\n", device
, idx
);
2623 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2625 WARN("Invalid view index %u.\n", idx
);
2629 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2632 void CDECL
wined3d_device_set_ps_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2634 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2636 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, sampler
);
2639 struct wined3d_sampler
* CDECL
wined3d_device_get_ps_sampler(const struct wined3d_device
*device
, UINT idx
)
2641 TRACE("device %p, idx %u.\n", device
, idx
);
2643 if (idx
>= MAX_SAMPLER_OBJECTS
)
2645 WARN("Invalid sampler index %u.\n", idx
);
2649 return device
->state
.sampler
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2652 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
2653 unsigned int start_idx
, unsigned int count
, const BOOL
*constants
)
2657 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2658 device
, start_idx
, count
, constants
);
2660 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_B
)
2661 return WINED3DERR_INVALIDCALL
;
2663 if (count
> WINED3D_MAX_CONSTS_B
- start_idx
)
2664 count
= WINED3D_MAX_CONSTS_B
- start_idx
;
2665 memcpy(&device
->update_state
->ps_consts_b
[start_idx
], constants
, count
* sizeof(*constants
));
2668 for (i
= 0; i
< count
; ++i
)
2669 TRACE("Set BOOL constant %u to %#x.\n", start_idx
+ i
, constants
[i
]);
2672 if (device
->recording
)
2674 for (i
= start_idx
; i
< count
+ start_idx
; ++i
)
2675 device
->recording
->changed
.pixelShaderConstantsB
|= (1u << i
);
2679 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_PS_B
, start_idx
, count
, constants
);
2685 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
2686 unsigned int start_idx
, unsigned int count
, BOOL
*constants
)
2688 TRACE("device %p, start_idx %u, count %u,constants %p.\n",
2689 device
, start_idx
, count
, constants
);
2691 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_B
)
2692 return WINED3DERR_INVALIDCALL
;
2694 if (count
> WINED3D_MAX_CONSTS_B
- start_idx
)
2695 count
= WINED3D_MAX_CONSTS_B
- start_idx
;
2696 memcpy(constants
, &device
->state
.ps_consts_b
[start_idx
], count
* sizeof(*constants
));
2701 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
2702 unsigned int start_idx
, unsigned int count
, const struct wined3d_ivec4
*constants
)
2706 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2707 device
, start_idx
, count
, constants
);
2709 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_I
)
2710 return WINED3DERR_INVALIDCALL
;
2712 if (count
> WINED3D_MAX_CONSTS_I
- start_idx
)
2713 count
= WINED3D_MAX_CONSTS_I
- start_idx
;
2714 memcpy(&device
->update_state
->ps_consts_i
[start_idx
], constants
, count
* sizeof(*constants
));
2717 for (i
= 0; i
< count
; ++i
)
2718 TRACE("Set ivec4 constant %u to %s.\n", start_idx
+ i
, debug_ivec4(&constants
[i
]));
2721 if (device
->recording
)
2723 for (i
= start_idx
; i
< count
+ start_idx
; ++i
)
2724 device
->recording
->changed
.pixelShaderConstantsI
|= (1u << i
);
2728 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_PS_I
, start_idx
, count
, constants
);
2734 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
2735 unsigned int start_idx
, unsigned int count
, struct wined3d_ivec4
*constants
)
2737 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2738 device
, start_idx
, count
, constants
);
2740 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_I
)
2741 return WINED3DERR_INVALIDCALL
;
2743 if (count
> WINED3D_MAX_CONSTS_I
- start_idx
)
2744 count
= WINED3D_MAX_CONSTS_I
- start_idx
;
2745 memcpy(constants
, &device
->state
.ps_consts_i
[start_idx
], count
* sizeof(*constants
));
2750 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
2751 unsigned int start_idx
, unsigned int count
, const struct wined3d_vec4
*constants
)
2753 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2756 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2757 device
, start_idx
, count
, constants
);
2759 if (!constants
|| start_idx
>= d3d_info
->limits
.ps_uniform_count
2760 || count
> d3d_info
->limits
.ps_uniform_count
- start_idx
)
2761 return WINED3DERR_INVALIDCALL
;
2763 memcpy(&device
->update_state
->ps_consts_f
[start_idx
], constants
, count
* sizeof(*constants
));
2766 for (i
= 0; i
< count
; ++i
)
2767 TRACE("Set vec4 constant %u to %s.\n", start_idx
+ i
, debug_vec4(&constants
[i
]));
2770 if (device
->recording
)
2771 memset(&device
->recording
->changed
.ps_consts_f
[start_idx
], 1,
2772 count
* sizeof(*device
->recording
->changed
.ps_consts_f
));
2774 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_PS_F
, start_idx
, count
, constants
);
2779 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
2780 unsigned int start_idx
, unsigned int count
, struct wined3d_vec4
*constants
)
2782 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2784 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2785 device
, start_idx
, count
, constants
);
2787 if (!constants
|| start_idx
>= d3d_info
->limits
.ps_uniform_count
2788 || count
> d3d_info
->limits
.ps_uniform_count
- start_idx
)
2789 return WINED3DERR_INVALIDCALL
;
2791 memcpy(constants
, &device
->state
.ps_consts_f
[start_idx
], count
* sizeof(*constants
));
2796 void CDECL
wined3d_device_set_geometry_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2798 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2800 TRACE("device %p, shader %p.\n", device
, shader
);
2802 if (device
->recording
|| shader
== prev
)
2805 wined3d_shader_incref(shader
);
2806 device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] = shader
;
2807 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_GEOMETRY
, shader
);
2809 wined3d_shader_decref(prev
);
2812 struct wined3d_shader
* CDECL
wined3d_device_get_geometry_shader(const struct wined3d_device
*device
)
2814 TRACE("device %p.\n", device
);
2816 return device
->state
.shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2819 void CDECL
wined3d_device_set_gs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2821 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2823 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, buffer
);
2826 struct wined3d_buffer
* CDECL
wined3d_device_get_gs_cb(const struct wined3d_device
*device
, UINT idx
)
2828 TRACE("device %p, idx %u.\n", device
, idx
);
2830 if (idx
>= MAX_CONSTANT_BUFFERS
)
2832 WARN("Invalid constant buffer index %u.\n", idx
);
2836 return device
->state
.cb
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2839 void CDECL
wined3d_device_set_gs_resource_view(struct wined3d_device
*device
,
2840 UINT idx
, struct wined3d_shader_resource_view
*view
)
2842 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2844 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, view
);
2847 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_gs_resource_view(const struct wined3d_device
*device
,
2850 TRACE("device %p, idx %u.\n", device
, idx
);
2852 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2854 WARN("Invalid view index %u.\n", idx
);
2858 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2861 void CDECL
wined3d_device_set_gs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2863 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2865 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, sampler
);
2868 struct wined3d_sampler
* CDECL
wined3d_device_get_gs_sampler(const struct wined3d_device
*device
, UINT idx
)
2870 TRACE("device %p, idx %u.\n", device
, idx
);
2872 if (idx
>= MAX_SAMPLER_OBJECTS
)
2874 WARN("Invalid sampler index %u.\n", idx
);
2878 return device
->state
.sampler
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2881 /* Context activation is done by the caller. */
2882 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
2883 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
2884 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
2887 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
2888 struct wined3d_map_desc map_desc
;
2889 struct wined3d_box box
= {0};
2890 struct wined3d_viewport vp
;
2898 if (stream_info
->use_map
& (1u << WINED3D_FFP_NORMAL
))
2900 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
2903 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_POSITION
)))
2905 ERR("Source has no position mask\n");
2906 return WINED3DERR_INVALIDCALL
;
2909 if (device
->state
.render_states
[WINED3D_RS_CLIPPING
])
2911 static BOOL warned
= FALSE
;
2913 * The clipping code is not quite correct. Some things need
2914 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
2915 * so disable clipping for now.
2916 * (The graphics in Half-Life are broken, and my processvertices
2917 * test crashes with IDirect3DDevice3)
2923 FIXME("Clipping is broken and disabled for now\n");
2929 vertex_size
= get_flexible_vertex_size(DestFVF
);
2930 box
.left
= dwDestIndex
* vertex_size
;
2931 box
.right
= box
.left
+ dwCount
* vertex_size
;
2932 if (FAILED(hr
= wined3d_resource_map(&dest
->resource
, 0, &map_desc
, &box
, 0)))
2934 WARN("Failed to map buffer, hr %#x.\n", hr
);
2937 dest_ptr
= map_desc
.data
;
2939 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
2940 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
2941 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
2943 TRACE("View mat:\n");
2944 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._11
, view_mat
._12
, view_mat
._13
, view_mat
._14
);
2945 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._21
, view_mat
._22
, view_mat
._23
, view_mat
._24
);
2946 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._31
, view_mat
._32
, view_mat
._33
, view_mat
._34
);
2947 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._41
, view_mat
._42
, view_mat
._43
, view_mat
._44
);
2949 TRACE("Proj mat:\n");
2950 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._11
, proj_mat
._12
, proj_mat
._13
, proj_mat
._14
);
2951 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._21
, proj_mat
._22
, proj_mat
._23
, proj_mat
._24
);
2952 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._31
, proj_mat
._32
, proj_mat
._33
, proj_mat
._34
);
2953 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._41
, proj_mat
._42
, proj_mat
._43
, proj_mat
._44
);
2955 TRACE("World mat:\n");
2956 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._11
, world_mat
._12
, world_mat
._13
, world_mat
._14
);
2957 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._21
, world_mat
._22
, world_mat
._23
, world_mat
._24
);
2958 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._31
, world_mat
._32
, world_mat
._33
, world_mat
._34
);
2959 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._41
, world_mat
._42
, world_mat
._43
, world_mat
._44
);
2961 /* Get the viewport */
2962 wined3d_device_get_viewport(device
, &vp
);
2963 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
2964 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
2966 multiply_matrix(&mat
,&view_mat
,&world_mat
);
2967 multiply_matrix(&mat
,&proj_mat
,&mat
);
2969 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
2971 for (i
= 0; i
< dwCount
; i
+= 1) {
2972 unsigned int tex_index
;
2974 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
2975 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
2976 /* The position first */
2977 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
2978 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
2980 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
2982 /* Multiplication with world, view and projection matrix. */
2983 x
= (p
[0] * mat
._11
) + (p
[1] * mat
._21
) + (p
[2] * mat
._31
) + mat
._41
;
2984 y
= (p
[0] * mat
._12
) + (p
[1] * mat
._22
) + (p
[2] * mat
._32
) + mat
._42
;
2985 z
= (p
[0] * mat
._13
) + (p
[1] * mat
._23
) + (p
[2] * mat
._33
) + mat
._43
;
2986 rhw
= (p
[0] * mat
._14
) + (p
[1] * mat
._24
) + (p
[2] * mat
._34
) + mat
._44
;
2988 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
2990 /* WARNING: The following things are taken from d3d7 and were not yet checked
2991 * against d3d8 or d3d9!
2994 /* Clipping conditions: From msdn
2996 * A vertex is clipped if it does not match the following requirements
3000 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3002 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3003 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3008 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
3009 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
3012 /* "Normal" viewport transformation (not clipped)
3013 * 1) The values are divided by rhw
3014 * 2) The y axis is negative, so multiply it with -1
3015 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3016 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3017 * 4) Multiply x with Width/2 and add Width/2
3018 * 5) The same for the height
3019 * 6) Add the viewpoint X and Y to the 2D coordinates and
3020 * The minimum Z value to z
3021 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3023 * Well, basically it's simply a linear transformation into viewport
3035 z
*= vp
.max_z
- vp
.min_z
;
3037 x
+= vp
.width
/ 2 + vp
.x
;
3038 y
+= vp
.height
/ 2 + vp
.y
;
3043 /* That vertex got clipped
3044 * Contrary to OpenGL it is not dropped completely, it just
3045 * undergoes a different calculation.
3047 TRACE("Vertex got clipped\n");
3054 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3055 * outside of the main vertex buffer memory. That needs some more
3060 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3063 ( (float *) dest_ptr
)[0] = x
;
3064 ( (float *) dest_ptr
)[1] = y
;
3065 ( (float *) dest_ptr
)[2] = z
;
3066 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3068 dest_ptr
+= 3 * sizeof(float);
3070 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
3071 dest_ptr
+= sizeof(float);
3074 if (DestFVF
& WINED3DFVF_PSIZE
)
3075 dest_ptr
+= sizeof(DWORD
);
3077 if (DestFVF
& WINED3DFVF_NORMAL
)
3079 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3080 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3081 /* AFAIK this should go into the lighting information */
3082 FIXME("Didn't expect the destination to have a normal\n");
3083 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3086 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3088 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3089 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3090 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_DIFFUSE
)))
3092 static BOOL warned
= FALSE
;
3095 ERR("No diffuse color in source, but destination has one\n");
3099 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3100 dest_ptr
+= sizeof(DWORD
);
3104 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3108 if (DestFVF
& WINED3DFVF_SPECULAR
)
3110 /* What's the color value in the feedback buffer? */
3111 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3112 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3113 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_SPECULAR
)))
3115 static BOOL warned
= FALSE
;
3118 ERR("No specular color in source, but destination has one\n");
3122 *(DWORD
*)dest_ptr
= 0xff000000;
3123 dest_ptr
+= sizeof(DWORD
);
3127 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3131 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3133 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3134 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3135 if (!(stream_info
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3137 ERR("No source texture, but destination requests one\n");
3138 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3142 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3147 wined3d_resource_unmap(&dest
->resource
, 0);
3151 #undef copy_and_next
3153 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3154 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3155 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3157 struct wined3d_state
*state
= &device
->state
;
3158 struct wined3d_stream_info stream_info
;
3159 const struct wined3d_gl_info
*gl_info
;
3160 struct wined3d_context
*context
;
3161 struct wined3d_shader
*vs
;
3166 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3167 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3168 device
, src_start_idx
, dst_idx
, vertex_count
,
3169 dst_buffer
, declaration
, flags
, dst_fvf
);
3172 FIXME("Output vertex declaration not implemented yet.\n");
3174 /* Need any context to write to the vbo. */
3175 context
= context_acquire(device
, NULL
);
3176 gl_info
= context
->gl_info
;
3178 vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
3179 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = NULL
;
3180 context_stream_info_from_declaration(context
, state
, &stream_info
);
3181 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = vs
;
3183 /* We can't convert FROM a VBO, and vertex buffers used to source into
3184 * process_vertices() are unlikely to ever be used for drawing. Release
3185 * VBOs in those buffers and fix up the stream_info structure.
3187 * Also apply the start index. */
3188 for (i
= 0, map
= stream_info
.use_map
; map
; map
>>= 1, ++i
)
3190 struct wined3d_stream_info_element
*e
;
3191 struct wined3d_buffer
*buffer
;
3196 e
= &stream_info
.elements
[i
];
3197 buffer
= state
->streams
[e
->stream_idx
].buffer
;
3198 e
->data
.buffer_object
= 0;
3199 e
->data
.addr
+= (ULONG_PTR
)buffer_get_sysmem(buffer
, context
);
3200 if (buffer
->buffer_object
)
3202 GL_EXTCALL(glDeleteBuffers(1, &buffer
->buffer_object
));
3203 buffer
->buffer_object
= 0;
3206 e
->data
.addr
+= e
->stride
* src_start_idx
;
3209 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3210 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3212 context_release(context
);
3217 void CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3218 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3220 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
3223 TRACE("device %p, stage %u, state %s, value %#x.\n",
3224 device
, stage
, debug_d3dtexturestate(state
), value
);
3226 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3228 WARN("Invalid state %#x passed.\n", state
);
3232 if (stage
>= d3d_info
->limits
.ffp_blend_stages
)
3234 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3235 stage
, d3d_info
->limits
.ffp_blend_stages
- 1);
3239 old_value
= device
->update_state
->texture_states
[stage
][state
];
3240 device
->update_state
->texture_states
[stage
][state
] = value
;
3242 if (device
->recording
)
3244 TRACE("Recording... not performing anything.\n");
3245 device
->recording
->changed
.textureState
[stage
] |= 1u << state
;
3249 /* Checked after the assignments to allow proper stateblock recording. */
3250 if (old_value
== value
)
3252 TRACE("Application is setting the old value over, nothing to do.\n");
3256 wined3d_cs_emit_set_texture_state(device
->cs
, stage
, state
, value
);
3259 DWORD CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3260 UINT stage
, enum wined3d_texture_stage_state state
)
3262 TRACE("device %p, stage %u, state %s.\n",
3263 device
, stage
, debug_d3dtexturestate(state
));
3265 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3267 WARN("Invalid state %#x passed.\n", state
);
3271 return device
->state
.texture_states
[stage
][state
];
3274 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3275 UINT stage
, struct wined3d_texture
*texture
)
3277 struct wined3d_texture
*prev
;
3279 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3281 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3282 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3284 /* Windows accepts overflowing this array... we do not. */
3285 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3287 WARN("Ignoring invalid stage %u.\n", stage
);
3291 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
3293 WARN("Rejecting attempt to set scratch texture.\n");
3294 return WINED3DERR_INVALIDCALL
;
3297 if (device
->recording
)
3298 device
->recording
->changed
.textures
|= 1u << stage
;
3300 prev
= device
->update_state
->textures
[stage
];
3301 TRACE("Previous texture %p.\n", prev
);
3303 if (texture
== prev
)
3305 TRACE("App is setting the same texture again, nothing to do.\n");
3309 TRACE("Setting new texture to %p.\n", texture
);
3310 device
->update_state
->textures
[stage
] = texture
;
3313 wined3d_texture_incref(texture
);
3314 if (!device
->recording
)
3315 wined3d_cs_emit_set_texture(device
->cs
, stage
, texture
);
3317 wined3d_texture_decref(prev
);
3322 struct wined3d_texture
* CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
, UINT stage
)
3324 TRACE("device %p, stage %u.\n", device
, stage
);
3326 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3327 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3329 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3331 WARN("Ignoring invalid stage %u.\n", stage
);
3332 return NULL
; /* Windows accepts overflowing this array ... we do not. */
3335 return device
->state
.textures
[stage
];
3338 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3340 TRACE("device %p, caps %p.\n", device
, caps
);
3342 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3343 device
->create_parms
.device_type
, caps
);
3346 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
, UINT swapchain_idx
,
3347 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
3349 struct wined3d_swapchain
*swapchain
;
3351 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3352 device
, swapchain_idx
, mode
, rotation
);
3354 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3355 return WINED3DERR_INVALIDCALL
;
3357 return wined3d_swapchain_get_display_mode(swapchain
, mode
, rotation
);
3360 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3362 struct wined3d_stateblock
*stateblock
;
3365 TRACE("device %p.\n", device
);
3367 if (device
->recording
)
3368 return WINED3DERR_INVALIDCALL
;
3370 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3374 device
->recording
= stateblock
;
3375 device
->update_state
= &stateblock
->state
;
3377 TRACE("Recording stateblock %p.\n", stateblock
);
3382 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3383 struct wined3d_stateblock
**stateblock
)
3385 struct wined3d_stateblock
*object
= device
->recording
;
3387 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3389 if (!device
->recording
)
3391 WARN("Not recording.\n");
3393 return WINED3DERR_INVALIDCALL
;
3396 stateblock_init_contained_states(object
);
3398 *stateblock
= object
;
3399 device
->recording
= NULL
;
3400 device
->update_state
= &device
->state
;
3402 TRACE("Returning stateblock %p.\n", *stateblock
);
3407 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3409 /* At the moment we have no need for any functionality at the beginning
3411 TRACE("device %p.\n", device
);
3413 if (device
->inScene
)
3415 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3416 return WINED3DERR_INVALIDCALL
;
3418 device
->inScene
= TRUE
;
3422 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3424 struct wined3d_context
*context
;
3426 TRACE("device %p.\n", device
);
3428 if (!device
->inScene
)
3430 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3431 return WINED3DERR_INVALIDCALL
;
3434 context
= context_acquire(device
, NULL
);
3435 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3436 context
->gl_info
->gl_ops
.gl
.p_glFlush();
3437 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3439 context_release(context
);
3441 device
->inScene
= FALSE
;
3445 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
3446 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
3448 TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n",
3449 device
, rect_count
, rects
, flags
, debug_color(color
), depth
, stencil
);
3451 if (!rect_count
&& rects
)
3453 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects
);
3457 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
3459 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3462 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3463 /* TODO: What about depth stencil buffers without stencil bits? */
3464 return WINED3DERR_INVALIDCALL
;
3466 else if (flags
& WINED3DCLEAR_TARGET
)
3468 if (ds
->width
< device
->fb
.render_targets
[0]->width
3469 || ds
->height
< device
->fb
.render_targets
[0]->height
)
3471 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3477 wined3d_cs_emit_clear(device
->cs
, rect_count
, rects
, flags
, color
, depth
, stencil
);
3482 void CDECL
wined3d_device_set_predication(struct wined3d_device
*device
,
3483 struct wined3d_query
*predicate
, BOOL value
)
3485 struct wined3d_query
*prev
;
3487 TRACE("device %p, predicate %p, value %#x.\n", device
, predicate
, value
);
3489 prev
= device
->update_state
->predicate
;
3492 FIXME("Predicated rendering not implemented.\n");
3493 wined3d_query_incref(predicate
);
3495 device
->update_state
->predicate
= predicate
;
3496 device
->update_state
->predicate_value
= value
;
3497 if (!device
->recording
)
3498 wined3d_cs_emit_set_predication(device
->cs
, predicate
, value
);
3500 wined3d_query_decref(prev
);
3503 struct wined3d_query
* CDECL
wined3d_device_get_predication(struct wined3d_device
*device
, BOOL
*value
)
3505 TRACE("device %p, value %p.\n", device
, value
);
3507 *value
= device
->state
.predicate_value
;
3508 return device
->state
.predicate
;
3511 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
3512 enum wined3d_primitive_type primitive_type
)
3514 GLenum gl_primitive_type
, prev
;
3516 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
3518 gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
3519 prev
= device
->update_state
->gl_primitive_type
;
3520 device
->update_state
->gl_primitive_type
= gl_primitive_type
;
3521 if (device
->recording
)
3522 device
->recording
->changed
.primitive_type
= TRUE
;
3523 else if (gl_primitive_type
!= prev
&& (gl_primitive_type
== GL_POINTS
|| prev
== GL_POINTS
))
3524 device_invalidate_state(device
, STATE_POINT_ENABLE
);
3527 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
3528 enum wined3d_primitive_type
*primitive_type
)
3530 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
3532 *primitive_type
= d3d_primitive_type_from_gl(device
->state
.gl_primitive_type
);
3534 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
3537 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
3539 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
3541 wined3d_cs_emit_draw(device
->cs
, 0, start_vertex
, vertex_count
, 0, 0, FALSE
);
3546 void CDECL
wined3d_device_draw_primitive_instanced(struct wined3d_device
*device
,
3547 UINT start_vertex
, UINT vertex_count
, UINT start_instance
, UINT instance_count
)
3549 TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
3550 device
, start_vertex
, vertex_count
, start_instance
, instance_count
);
3552 wined3d_cs_emit_draw(device
->cs
, 0, start_vertex
, vertex_count
, start_instance
, instance_count
, FALSE
);
3555 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
3557 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
3559 if (!device
->state
.index_buffer
)
3561 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3562 * without an index buffer set. (The first time at least...)
3563 * D3D8 simply dies, but I doubt it can do much harm to return
3564 * D3DERR_INVALIDCALL there as well. */
3565 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3566 return WINED3DERR_INVALIDCALL
;
3569 wined3d_cs_emit_draw(device
->cs
, device
->state
.base_vertex_index
, start_idx
, index_count
, 0, 0, TRUE
);
3574 void CDECL
wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device
*device
,
3575 UINT start_idx
, UINT index_count
, UINT start_instance
, UINT instance_count
)
3577 TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
3578 device
, start_idx
, index_count
, start_instance
, instance_count
);
3580 wined3d_cs_emit_draw(device
->cs
, device
->state
.base_vertex_index
,
3581 start_idx
, index_count
, start_instance
, instance_count
, TRUE
);
3584 static HRESULT
wined3d_device_update_texture_3d(struct wined3d_device
*device
,
3585 struct wined3d_texture
*src_texture
, unsigned int src_level
,
3586 struct wined3d_texture
*dst_texture
, unsigned int level_count
)
3588 struct wined3d_const_bo_address data
;
3589 struct wined3d_context
*context
;
3590 struct wined3d_map_desc src
;
3591 HRESULT hr
= WINED3D_OK
;
3594 TRACE("device %p, src_texture %p, src_level %u, dst_texture %p, level_count %u.\n",
3595 device
, src_texture
, src_level
, dst_texture
, level_count
);
3597 if (src_texture
->resource
.format
!= dst_texture
->resource
.format
)
3599 WARN("Source and destination formats do not match.\n");
3600 return WINED3DERR_INVALIDCALL
;
3603 if (wined3d_texture_get_level_width(src_texture
, src_level
) != dst_texture
->resource
.width
3604 || wined3d_texture_get_level_height(src_texture
, src_level
) != dst_texture
->resource
.height
3605 || wined3d_texture_get_level_depth(src_texture
, src_level
) != dst_texture
->resource
.depth
)
3607 WARN("Source and destination dimensions do not match.\n");
3608 return WINED3DERR_INVALIDCALL
;
3611 context
= context_acquire(device
, NULL
);
3613 /* Only a prepare, since we're uploading entire volumes. */
3614 wined3d_texture_prepare_texture(dst_texture
, context
, FALSE
);
3615 wined3d_texture_bind_and_dirtify(dst_texture
, context
, FALSE
);
3617 for (i
= 0; i
< level_count
; ++i
)
3619 if (FAILED(hr
= wined3d_resource_map(&src_texture
->resource
,
3620 src_level
+ i
, &src
, NULL
, WINED3D_MAP_READONLY
)))
3623 data
.buffer_object
= 0;
3624 data
.addr
= src
.data
;
3625 wined3d_texture_upload_data(dst_texture
, i
, context
, &data
, src
.row_pitch
, src
.slice_pitch
);
3626 wined3d_texture_invalidate_location(dst_texture
, i
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3628 if (FAILED(hr
= wined3d_resource_unmap(&src_texture
->resource
, src_level
+ i
)))
3633 context_release(context
);
3637 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
3638 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
3640 unsigned int src_size
, dst_size
, src_skip_levels
= 0;
3641 unsigned int layer_count
, level_count
, i
, j
;
3642 enum wined3d_resource_type type
;
3644 struct wined3d_context
*context
;
3646 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
3648 /* Verify that the source and destination textures are non-NULL. */
3649 if (!src_texture
|| !dst_texture
)
3651 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
3652 return WINED3DERR_INVALIDCALL
;
3655 if (src_texture
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
3657 WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n");
3658 return WINED3DERR_INVALIDCALL
;
3660 if (dst_texture
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
3662 WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\n");
3663 return WINED3DERR_INVALIDCALL
;
3666 /* Verify that the source and destination textures are the same type. */
3667 type
= src_texture
->resource
.type
;
3668 if (dst_texture
->resource
.type
!= type
)
3670 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
3671 return WINED3DERR_INVALIDCALL
;
3674 layer_count
= src_texture
->layer_count
;
3675 if (layer_count
!= dst_texture
->layer_count
)
3677 WARN("Source and destination have different layer counts.\n");
3678 return WINED3DERR_INVALIDCALL
;
3681 level_count
= min(wined3d_texture_get_level_count(src_texture
),
3682 wined3d_texture_get_level_count(dst_texture
));
3684 src_size
= max(src_texture
->resource
.width
, src_texture
->resource
.height
);
3685 dst_size
= max(dst_texture
->resource
.width
, dst_texture
->resource
.height
);
3686 if (type
== WINED3D_RTYPE_TEXTURE_3D
)
3688 src_size
= max(src_size
, src_texture
->resource
.depth
);
3689 dst_size
= max(dst_size
, dst_texture
->resource
.depth
);
3691 while (src_size
> dst_size
)
3697 /* Make sure that the destination texture is loaded. */
3698 context
= context_acquire(device
, NULL
);
3699 wined3d_texture_load(dst_texture
, context
, FALSE
);
3700 context_release(context
);
3702 /* Update every surface level of the texture. */
3705 case WINED3D_RTYPE_TEXTURE_2D
:
3707 unsigned int src_levels
= src_texture
->level_count
;
3708 unsigned int dst_levels
= dst_texture
->level_count
;
3709 struct wined3d_surface
*src_surface
;
3710 struct wined3d_surface
*dst_surface
;
3712 for (i
= 0; i
< layer_count
; ++i
)
3714 for (j
= 0; j
< level_count
; ++j
)
3716 src_surface
= src_texture
->sub_resources
[i
* src_levels
+ j
+ src_skip_levels
].u
.surface
;
3717 dst_surface
= dst_texture
->sub_resources
[i
* dst_levels
+ j
].u
.surface
;
3718 if (FAILED(hr
= surface_upload_from_surface(dst_surface
, NULL
, src_surface
, NULL
)))
3720 WARN("Failed to update surface, hr %#x.\n", hr
);
3728 case WINED3D_RTYPE_TEXTURE_3D
:
3729 if (FAILED(hr
= wined3d_device_update_texture_3d(device
,
3730 src_texture
, src_skip_levels
, dst_texture
, level_count
)))
3731 WARN("Failed to update 3D texture, hr %#x.\n", hr
);
3735 FIXME("Unsupported texture type %#x.\n", type
);
3736 return WINED3DERR_INVALIDCALL
;
3740 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
3742 const struct wined3d_state
*state
= &device
->state
;
3743 struct wined3d_texture
*texture
;
3746 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
3748 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3750 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
3752 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3753 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3755 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
3757 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3758 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3761 texture
= state
->textures
[i
];
3762 if (!texture
|| texture
->resource
.format_flags
& WINED3DFMT_FLAG_FILTERING
) continue;
3764 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
3766 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i
);
3769 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
3771 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i
);
3774 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
3775 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
3777 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i
);
3782 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
3783 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
3785 struct wined3d_rendertarget_view
*rt
= device
->fb
.render_targets
[0];
3786 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3788 if (ds
&& rt
&& (ds
->width
< rt
->width
|| ds
->height
< rt
->height
))
3790 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
3791 return WINED3DERR_CONFLICTINGRENDERSTATE
;
3795 /* return a sensible default */
3798 TRACE("returning D3D_OK\n");
3802 void CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
3806 TRACE("device %p, software %#x.\n", device
, software
);
3810 FIXME("device %p, software %#x stub!\n", device
, software
);
3814 device
->softwareVertexProcessing
= software
;
3817 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
3821 TRACE("device %p.\n", device
);
3825 TRACE("device %p stub!\n", device
);
3829 return device
->softwareVertexProcessing
;
3832 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
3833 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
3835 struct wined3d_swapchain
*swapchain
;
3837 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
3838 device
, swapchain_idx
, raster_status
);
3840 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3841 return WINED3DERR_INVALIDCALL
;
3843 return wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
3846 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
3850 TRACE("device %p, segments %.8e.\n", device
, segments
);
3852 if (segments
!= 0.0f
)
3856 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
3864 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
3868 TRACE("device %p.\n", device
);
3872 FIXME("device %p stub!\n", device
);
3879 void CDECL
wined3d_device_copy_resource(struct wined3d_device
*device
,
3880 struct wined3d_resource
*dst_resource
, struct wined3d_resource
*src_resource
)
3882 struct wined3d_texture
*dst_texture
, *src_texture
;
3883 RECT dst_rect
, src_rect
;
3887 TRACE("device %p, dst_resource %p, src_resource %p.\n", device
, dst_resource
, src_resource
);
3889 if (src_resource
== dst_resource
)
3891 WARN("Source and destination are the same resource.\n");
3895 if (src_resource
->type
!= dst_resource
->type
)
3897 WARN("Resource types (%s / %s) don't match.\n",
3898 debug_d3dresourcetype(dst_resource
->type
),
3899 debug_d3dresourcetype(src_resource
->type
));
3903 if (src_resource
->width
!= dst_resource
->width
3904 || src_resource
->height
!= dst_resource
->height
3905 || src_resource
->depth
!= dst_resource
->depth
)
3907 WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
3908 dst_resource
->width
, dst_resource
->height
, dst_resource
->depth
,
3909 src_resource
->width
, src_resource
->height
, src_resource
->depth
);
3913 if (src_resource
->format
->id
!= dst_resource
->format
->id
)
3915 WARN("Resource formats (%s / %s) don't match.\n",
3916 debug_d3dformat(dst_resource
->format
->id
),
3917 debug_d3dformat(src_resource
->format
->id
));
3921 if (dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
3923 if (FAILED(hr
= wined3d_buffer_copy(buffer_from_resource(dst_resource
), 0,
3924 buffer_from_resource(src_resource
), 0,
3925 dst_resource
->size
)))
3926 ERR("Failed to copy buffer, hr %#x.\n", hr
);
3930 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
3932 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource
->type
));
3936 dst_texture
= texture_from_resource(dst_resource
);
3937 src_texture
= texture_from_resource(src_resource
);
3939 if (src_texture
->layer_count
!= dst_texture
->layer_count
3940 || src_texture
->level_count
!= dst_texture
->level_count
)
3942 WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
3943 dst_texture
->layer_count
, dst_texture
->level_count
,
3944 src_texture
->layer_count
, src_texture
->level_count
);
3948 for (i
= 0; i
< dst_texture
->level_count
; ++i
)
3950 SetRect(&dst_rect
, 0, 0,
3951 wined3d_texture_get_level_width(dst_texture
, i
),
3952 wined3d_texture_get_level_height(dst_texture
, i
));
3953 SetRect(&src_rect
, 0, 0,
3954 wined3d_texture_get_level_width(src_texture
, i
),
3955 wined3d_texture_get_level_height(dst_texture
, i
));
3956 for (j
= 0; j
< dst_texture
->layer_count
; ++j
)
3958 unsigned int idx
= j
* dst_texture
->level_count
+ i
;
3960 if (FAILED(hr
= wined3d_texture_blt(dst_texture
, idx
, &dst_rect
,
3961 src_texture
, idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
)))
3962 ERR("Failed to blit, sub-resource %u, hr %#x.\n", idx
, hr
);
3967 HRESULT CDECL
wined3d_device_copy_sub_resource_region(struct wined3d_device
*device
,
3968 struct wined3d_resource
*dst_resource
, unsigned int dst_sub_resource_idx
, unsigned int dst_x
,
3969 unsigned int dst_y
, unsigned int dst_z
, struct wined3d_resource
*src_resource
,
3970 unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
)
3972 struct wined3d_texture
*dst_texture
, *src_texture
;
3973 RECT dst_rect
, src_rect
;
3976 TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
3977 "src_resource %p, src_sub_resource_idx %u, src_box %s.\n",
3978 device
, dst_resource
, dst_sub_resource_idx
, dst_x
, dst_y
, dst_z
,
3979 src_resource
, src_sub_resource_idx
, debug_box(src_box
));
3981 if (src_box
&& (src_box
->left
>= src_box
->right
3982 || src_box
->top
>= src_box
->bottom
3983 || src_box
->front
>= src_box
->back
))
3985 WARN("Invalid box %s specified.\n", debug_box(src_box
));
3986 return WINED3DERR_INVALIDCALL
;
3989 if (src_resource
== dst_resource
&& src_sub_resource_idx
== dst_sub_resource_idx
)
3991 WARN("Source and destination are the same sub-resource.\n");
3992 return WINED3DERR_INVALIDCALL
;
3995 if (src_resource
->type
!= dst_resource
->type
)
3997 WARN("Resource types (%s / %s) don't match.\n",
3998 debug_d3dresourcetype(dst_resource
->type
),
3999 debug_d3dresourcetype(src_resource
->type
));
4000 return WINED3DERR_INVALIDCALL
;
4003 if (src_resource
->format
->id
!= dst_resource
->format
->id
)
4005 WARN("Resource formats (%s / %s) don't match.\n",
4006 debug_d3dformat(dst_resource
->format
->id
),
4007 debug_d3dformat(src_resource
->format
->id
));
4008 return WINED3DERR_INVALIDCALL
;
4011 if (dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
4013 unsigned int src_offset
, size
;
4015 if (dst_sub_resource_idx
)
4017 WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx
);
4018 return WINED3DERR_INVALIDCALL
;
4020 if (src_sub_resource_idx
)
4022 WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx
);
4023 return WINED3DERR_INVALIDCALL
;
4028 src_offset
= src_box
->left
;
4029 size
= src_box
->right
- src_box
->left
;
4034 size
= src_resource
->size
;
4037 if (src_offset
> src_resource
->size
4038 || size
> src_resource
->size
- src_offset
4039 || dst_x
> dst_resource
->size
4040 || size
> dst_resource
->size
- dst_x
)
4042 WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n",
4043 dst_x
, src_offset
, size
);
4044 return WINED3DERR_INVALIDCALL
;
4047 return wined3d_buffer_copy(buffer_from_resource(dst_resource
), dst_x
,
4048 buffer_from_resource(src_resource
), src_offset
, size
);
4051 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4053 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource
->type
));
4054 return WINED3DERR_INVALIDCALL
;
4057 dst_texture
= texture_from_resource(dst_resource
);
4058 src_texture
= texture_from_resource(src_resource
);
4062 SetRect(&src_rect
, src_box
->left
, src_box
->top
, src_box
->right
, src_box
->bottom
);
4066 unsigned int level
= src_sub_resource_idx
% src_texture
->level_count
;
4068 SetRect(&src_rect
, 0, 0, wined3d_texture_get_level_width(src_texture
, level
),
4069 wined3d_texture_get_level_height(src_texture
, level
));
4072 SetRect(&dst_rect
, dst_x
, dst_y
, dst_x
+ (src_rect
.right
- src_rect
.left
),
4073 dst_y
+ (src_rect
.bottom
- src_rect
.top
));
4075 if (FAILED(hr
= wined3d_texture_blt(dst_texture
, dst_sub_resource_idx
, &dst_rect
,
4076 src_texture
, src_sub_resource_idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
)))
4077 WARN("Failed to blit, hr %#x.\n", hr
);
4082 void CDECL
wined3d_device_update_sub_resource(struct wined3d_device
*device
, struct wined3d_resource
*resource
,
4083 unsigned int sub_resource_idx
, const struct wined3d_box
*box
, const void *data
, unsigned int row_pitch
,
4084 unsigned int depth_pitch
)
4086 struct wined3d_texture_sub_resource
*sub_resource
;
4087 const struct wined3d_gl_info
*gl_info
;
4088 struct wined3d_const_bo_address addr
;
4089 unsigned int width
, height
, level
;
4090 struct wined3d_context
*context
;
4091 struct wined3d_texture
*texture
;
4092 struct wined3d_surface
*surface
;
4096 TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u.\n",
4097 device
, resource
, sub_resource_idx
, debug_box(box
), data
, row_pitch
, depth_pitch
);
4099 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
4101 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
4104 if (sub_resource_idx
> 0)
4106 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
4110 if (FAILED(hr
= wined3d_buffer_upload_data(buffer
, box
, data
)))
4111 WARN("Failed to update buffer data, hr %#x.\n", hr
);
4116 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4118 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
4122 texture
= texture_from_resource(resource
);
4123 if (!(sub_resource
= wined3d_texture_get_sub_resource(texture
, sub_resource_idx
)))
4125 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
4128 surface
= sub_resource
->u
.surface
;
4130 level
= sub_resource_idx
% texture
->level_count
;
4131 width
= wined3d_texture_get_level_width(texture
, level
);
4132 height
= wined3d_texture_get_level_height(texture
, level
);
4138 if (box
->left
>= box
->right
|| box
->right
> width
4139 || box
->top
>= box
->bottom
|| box
->bottom
> height
4140 || box
->front
>= box
->back
)
4142 WARN("Invalid box %s specified.\n", debug_box(box
));
4146 src_rect
.right
= box
->right
- box
->left
;
4147 src_rect
.bottom
= box
->bottom
- box
->top
;
4148 dst_point
.x
= box
->left
;
4149 dst_point
.y
= box
->top
;
4153 src_rect
.right
= width
;
4154 src_rect
.bottom
= height
;
4159 addr
.buffer_object
= 0;
4162 context
= context_acquire(resource
->device
, NULL
);
4163 gl_info
= context
->gl_info
;
4165 /* Only load the surface for partial updates. */
4166 if (!dst_point
.x
&& !dst_point
.y
&& src_rect
.right
== width
&& src_rect
.bottom
== height
)
4167 wined3d_texture_prepare_texture(texture
, context
, FALSE
);
4169 wined3d_texture_load_location(texture
, sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
4170 wined3d_texture_bind_and_dirtify(texture
, context
, FALSE
);
4172 wined3d_surface_upload_data(surface
, gl_info
, resource
->format
,
4173 &src_rect
, row_pitch
, &dst_point
, FALSE
, &addr
);
4175 context_release(context
);
4177 wined3d_texture_validate_location(texture
, sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
4178 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
4181 HRESULT CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4182 struct wined3d_rendertarget_view
*view
, const RECT
*rect
, DWORD flags
,
4183 const struct wined3d_color
*color
, float depth
, DWORD stencil
)
4185 const struct blit_shader
*blitter
;
4186 struct wined3d_resource
*resource
;
4187 enum wined3d_blit_op blit_op
;
4190 TRACE("device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
4191 device
, view
, wine_dbgstr_rect(rect
), flags
, debug_color(color
), depth
, stencil
);
4196 resource
= view
->resource
;
4197 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4199 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
4200 return WINED3DERR_INVALIDCALL
;
4203 if (view
->depth
> 1)
4205 FIXME("Layered clears not implemented.\n");
4206 return WINED3DERR_INVALIDCALL
;
4211 SetRect(&r
, 0, 0, view
->width
, view
->height
);
4215 if (flags
& WINED3DCLEAR_TARGET
)
4216 blit_op
= WINED3D_BLIT_OP_COLOR_FILL
;
4218 blit_op
= WINED3D_BLIT_OP_DEPTH_FILL
;
4220 if (!(blitter
= wined3d_select_blitter(&device
->adapter
->gl_info
, &device
->adapter
->d3d_info
,
4221 blit_op
, NULL
, 0, 0, NULL
, rect
, resource
->usage
, resource
->pool
, resource
->format
)))
4223 FIXME("No blitter is capable of performing the requested fill operation.\n");
4224 return WINED3DERR_INVALIDCALL
;
4227 if (blit_op
== WINED3D_BLIT_OP_COLOR_FILL
)
4228 return blitter
->color_fill(device
, view
, rect
, color
);
4230 return blitter
->depth_fill(device
, view
, rect
, flags
, depth
, stencil
);
4233 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_rendertarget_view(const struct wined3d_device
*device
,
4234 unsigned int view_idx
)
4236 TRACE("device %p, view_idx %u.\n", device
, view_idx
);
4238 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4240 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4244 return device
->fb
.render_targets
[view_idx
];
4247 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_depth_stencil_view(const struct wined3d_device
*device
)
4249 TRACE("device %p.\n", device
);
4251 return device
->fb
.depth_stencil
;
4254 HRESULT CDECL
wined3d_device_set_rendertarget_view(struct wined3d_device
*device
,
4255 unsigned int view_idx
, struct wined3d_rendertarget_view
*view
, BOOL set_viewport
)
4257 struct wined3d_rendertarget_view
*prev
;
4259 TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
4260 device
, view_idx
, view
, set_viewport
);
4262 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4264 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4265 return WINED3DERR_INVALIDCALL
;
4268 if (view
&& !(view
->resource
->usage
& WINED3DUSAGE_RENDERTARGET
))
4270 WARN("View resource %p doesn't have render target usage.\n", view
->resource
);
4271 return WINED3DERR_INVALIDCALL
;
4274 /* Set the viewport and scissor rectangles, if requested. Tests show that
4275 * stateblock recording is ignored, the change goes directly into the
4276 * primary stateblock. */
4277 if (!view_idx
&& set_viewport
)
4279 struct wined3d_state
*state
= &device
->state
;
4281 state
->viewport
.x
= 0;
4282 state
->viewport
.y
= 0;
4283 state
->viewport
.width
= view
->width
;
4284 state
->viewport
.height
= view
->height
;
4285 state
->viewport
.min_z
= 0.0f
;
4286 state
->viewport
.max_z
= 1.0f
;
4287 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4289 SetRect(&state
->scissor_rect
, 0, 0, view
->width
, view
->height
);
4290 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4294 prev
= device
->fb
.render_targets
[view_idx
];
4299 wined3d_rendertarget_view_incref(view
);
4300 device
->fb
.render_targets
[view_idx
] = view
;
4301 wined3d_cs_emit_set_rendertarget_view(device
->cs
, view_idx
, view
);
4302 /* Release after the assignment, to prevent device_resource_released()
4303 * from seeing the surface as still in use. */
4305 wined3d_rendertarget_view_decref(prev
);
4310 void CDECL
wined3d_device_set_depth_stencil_view(struct wined3d_device
*device
, struct wined3d_rendertarget_view
*view
)
4312 struct wined3d_rendertarget_view
*prev
;
4314 TRACE("device %p, view %p.\n", device
, view
);
4316 prev
= device
->fb
.depth_stencil
;
4319 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4323 if ((device
->fb
.depth_stencil
= view
))
4324 wined3d_rendertarget_view_incref(view
);
4325 wined3d_cs_emit_set_depth_stencil_view(device
->cs
, view
);
4327 wined3d_rendertarget_view_decref(prev
);
4330 static struct wined3d_texture
*wined3d_device_create_cursor_texture(struct wined3d_device
*device
,
4331 struct wined3d_texture
*cursor_image
, unsigned int sub_resource_idx
)
4333 unsigned int texture_level
= sub_resource_idx
% cursor_image
->level_count
;
4334 struct wined3d_sub_resource_data data
;
4335 struct wined3d_resource_desc desc
;
4336 struct wined3d_map_desc map_desc
;
4337 struct wined3d_texture
*texture
;
4340 if (FAILED(wined3d_resource_map(&cursor_image
->resource
, sub_resource_idx
, &map_desc
, NULL
, WINED3D_MAP_READONLY
)))
4342 ERR("Failed to map source texture.\n");
4346 data
.data
= map_desc
.data
;
4347 data
.row_pitch
= map_desc
.row_pitch
;
4348 data
.slice_pitch
= map_desc
.slice_pitch
;
4350 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
4351 desc
.format
= WINED3DFMT_B8G8R8A8_UNORM
;
4352 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
4353 desc
.multisample_quality
= 0;
4354 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
4355 desc
.pool
= WINED3D_POOL_DEFAULT
;
4356 desc
.width
= wined3d_texture_get_level_width(cursor_image
, texture_level
);
4357 desc
.height
= wined3d_texture_get_level_height(cursor_image
, texture_level
);
4361 hr
= wined3d_texture_create(device
, &desc
, 1, 1, WINED3D_TEXTURE_CREATE_MAPPABLE
,
4362 &data
, NULL
, &wined3d_null_parent_ops
, &texture
);
4363 wined3d_resource_unmap(&cursor_image
->resource
, sub_resource_idx
);
4366 ERR("Failed to create cursor texture.\n");
4373 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4374 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4376 unsigned int texture_level
= sub_resource_idx
% texture
->level_count
;
4377 unsigned int cursor_width
, cursor_height
;
4378 struct wined3d_display_mode mode
;
4379 struct wined3d_map_desc map_desc
;
4382 TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
4383 device
, x_hotspot
, y_hotspot
, texture
, sub_resource_idx
);
4385 if (sub_resource_idx
>= texture
->level_count
* texture
->layer_count
4386 || texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
)
4387 return WINED3DERR_INVALIDCALL
;
4389 if (device
->cursor_texture
)
4391 wined3d_texture_decref(device
->cursor_texture
);
4392 device
->cursor_texture
= NULL
;
4395 if (texture
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4397 WARN("Texture %p has invalid format %s.\n",
4398 texture
, debug_d3dformat(texture
->resource
.format
->id
));
4399 return WINED3DERR_INVALIDCALL
;
4402 if (FAILED(hr
= wined3d_get_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &mode
, NULL
)))
4404 ERR("Failed to get display mode, hr %#x.\n", hr
);
4405 return WINED3DERR_INVALIDCALL
;
4408 cursor_width
= wined3d_texture_get_level_width(texture
, texture_level
);
4409 cursor_height
= wined3d_texture_get_level_height(texture
, texture_level
);
4410 if (cursor_width
> mode
.width
|| cursor_height
> mode
.height
)
4412 WARN("Texture %p, sub-resource %u dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4413 texture
, sub_resource_idx
, cursor_width
, cursor_height
, mode
.width
, mode
.height
);
4414 return WINED3DERR_INVALIDCALL
;
4417 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4419 /* Do not store the surface's pointer because the application may
4420 * release it after setting the cursor image. Windows doesn't
4421 * addref the set surface, so we can't do this either without
4422 * creating circular refcount dependencies. */
4423 if (!(device
->cursor_texture
= wined3d_device_create_cursor_texture(device
, texture
, sub_resource_idx
)))
4425 ERR("Failed to create cursor texture.\n");
4426 return WINED3DERR_INVALIDCALL
;
4429 if (cursor_width
== 32 && cursor_height
== 32)
4431 UINT mask_size
= cursor_width
* cursor_height
/ 8;
4432 ICONINFO cursor_info
;
4436 /* 32-bit user32 cursors ignore the alpha channel if it's all
4437 * zeroes, and use the mask instead. Fill the mask with all ones
4438 * to ensure we still get a fully transparent cursor. */
4439 if (!(mask_bits
= HeapAlloc(GetProcessHeap(), 0, mask_size
)))
4440 return E_OUTOFMEMORY
;
4441 memset(mask_bits
, 0xff, mask_size
);
4443 wined3d_resource_map(&texture
->resource
, sub_resource_idx
, &map_desc
, NULL
,
4444 WINED3D_MAP_NO_DIRTY_UPDATE
| WINED3D_MAP_READONLY
);
4445 cursor_info
.fIcon
= FALSE
;
4446 cursor_info
.xHotspot
= x_hotspot
;
4447 cursor_info
.yHotspot
= y_hotspot
;
4448 cursor_info
.hbmMask
= CreateBitmap(cursor_width
, cursor_height
, 1, 1, mask_bits
);
4449 cursor_info
.hbmColor
= CreateBitmap(cursor_width
, cursor_height
, 1, 32, map_desc
.data
);
4450 wined3d_resource_unmap(&texture
->resource
, sub_resource_idx
);
4452 /* Create our cursor and clean up. */
4453 cursor
= CreateIconIndirect(&cursor_info
);
4454 if (cursor_info
.hbmMask
)
4455 DeleteObject(cursor_info
.hbmMask
);
4456 if (cursor_info
.hbmColor
)
4457 DeleteObject(cursor_info
.hbmColor
);
4458 if (device
->hardwareCursor
)
4459 DestroyCursor(device
->hardwareCursor
);
4460 device
->hardwareCursor
= cursor
;
4461 if (device
->bCursorVisible
)
4464 HeapFree(GetProcessHeap(), 0, mask_bits
);
4467 TRACE("New cursor dimensions are %ux%u.\n", cursor_width
, cursor_height
);
4468 device
->cursorWidth
= cursor_width
;
4469 device
->cursorHeight
= cursor_height
;
4470 device
->xHotSpot
= x_hotspot
;
4471 device
->yHotSpot
= y_hotspot
;
4476 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
4477 int x_screen_space
, int y_screen_space
, DWORD flags
)
4479 TRACE("device %p, x %d, y %d, flags %#x.\n",
4480 device
, x_screen_space
, y_screen_space
, flags
);
4482 device
->xScreenSpace
= x_screen_space
;
4483 device
->yScreenSpace
= y_screen_space
;
4485 if (device
->hardwareCursor
)
4489 GetCursorPos( &pt
);
4490 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
4492 SetCursorPos( x_screen_space
, y_screen_space
);
4494 /* Switch to the software cursor if position diverges from the hardware one. */
4495 GetCursorPos( &pt
);
4496 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
4498 if (device
->bCursorVisible
) SetCursor( NULL
);
4499 DestroyCursor( device
->hardwareCursor
);
4500 device
->hardwareCursor
= 0;
4505 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
4507 BOOL oldVisible
= device
->bCursorVisible
;
4509 TRACE("device %p, show %#x.\n", device
, show
);
4512 * When ShowCursor is first called it should make the cursor appear at the OS's last
4513 * known cursor position.
4515 if (show
&& !oldVisible
)
4519 device
->xScreenSpace
= pt
.x
;
4520 device
->yScreenSpace
= pt
.y
;
4523 if (device
->hardwareCursor
)
4525 device
->bCursorVisible
= show
;
4527 SetCursor(device
->hardwareCursor
);
4531 else if (device
->cursor_texture
)
4533 device
->bCursorVisible
= show
;
4539 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
4541 struct wined3d_resource
*resource
, *cursor
;
4543 TRACE("device %p.\n", device
);
4545 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4547 TRACE("Checking resource %p for eviction.\n", resource
);
4549 if (resource
->pool
== WINED3D_POOL_MANAGED
&& !resource
->map_count
)
4551 TRACE("Evicting %p.\n", resource
);
4552 wined3d_cs_emit_unload_resource(device
->cs
, resource
);
4557 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4559 struct wined3d_resource
*resource
, *cursor
;
4560 const struct wined3d_gl_info
*gl_info
;
4561 struct wined3d_context
*context
;
4562 struct wined3d_shader
*shader
;
4564 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4566 TRACE("Unloading resource %p.\n", resource
);
4567 wined3d_cs_emit_unload_resource(device
->cs
, resource
);
4570 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
4572 device
->shader_backend
->shader_destroy(shader
);
4575 context
= context_acquire(device
, NULL
);
4576 gl_info
= context
->gl_info
;
4578 if (device
->depth_blt_texture
)
4580 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
4581 device
->depth_blt_texture
= 0;
4584 device
->blitter
->free_private(device
);
4585 device
->shader_backend
->shader_free_private(device
);
4586 destroy_dummy_textures(device
, gl_info
);
4587 destroy_default_samplers(device
);
4589 context_release(context
);
4591 while (device
->context_count
)
4593 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
4596 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4597 swapchain
->context
= NULL
;
4600 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4602 struct wined3d_context
*context
;
4603 struct wined3d_texture
*target
;
4606 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
4607 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
4609 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
4613 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
4615 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
4616 device
->shader_backend
->shader_free_private(device
);
4620 /* Recreate the primary swapchain's context */
4621 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
4622 if (!swapchain
->context
)
4624 ERR("Failed to allocate memory for swapchain context array.\n");
4625 device
->blitter
->free_private(device
);
4626 device
->shader_backend
->shader_free_private(device
);
4627 return E_OUTOFMEMORY
;
4630 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
4631 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
4633 WARN("Failed to create context.\n");
4634 device
->blitter
->free_private(device
);
4635 device
->shader_backend
->shader_free_private(device
);
4636 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4640 swapchain
->context
[0] = context
;
4641 swapchain
->num_contexts
= 1;
4642 create_dummy_textures(device
, context
);
4643 create_default_samplers(device
);
4644 context_release(context
);
4649 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
4650 const struct wined3d_swapchain_desc
*swapchain_desc
, const struct wined3d_display_mode
*mode
,
4651 wined3d_device_reset_cb callback
, BOOL reset_state
)
4653 struct wined3d_rendertarget_view_desc view_desc
;
4654 struct wined3d_resource
*resource
, *cursor
;
4655 struct wined3d_swapchain
*swapchain
;
4656 BOOL backbuffer_resized
;
4657 HRESULT hr
= WINED3D_OK
;
4660 TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
4661 device
, swapchain_desc
, mode
, callback
, reset_state
);
4663 if (!(swapchain
= wined3d_device_get_swapchain(device
, 0)))
4665 ERR("Failed to get the first implicit swapchain.\n");
4666 return WINED3DERR_INVALIDCALL
;
4671 if (device
->logo_texture
)
4673 wined3d_texture_decref(device
->logo_texture
);
4674 device
->logo_texture
= NULL
;
4676 if (device
->cursor_texture
)
4678 wined3d_texture_decref(device
->cursor_texture
);
4679 device
->cursor_texture
= NULL
;
4681 state_unbind_resources(&device
->state
);
4684 if (device
->fb
.render_targets
)
4686 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4688 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
4691 wined3d_device_set_depth_stencil_view(device
, NULL
);
4693 if (device
->onscreen_depth_stencil
)
4695 wined3d_texture_decref(device
->onscreen_depth_stencil
->container
);
4696 device
->onscreen_depth_stencil
= NULL
;
4701 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4703 TRACE("Enumerating resource %p.\n", resource
);
4704 if (FAILED(hr
= callback(resource
)))
4709 TRACE("New params:\n");
4710 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
4711 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
4712 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
4713 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
4714 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
4715 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
4716 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
4717 TRACE("device_window %p\n", swapchain_desc
->device_window
);
4718 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
4719 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
4720 if (swapchain_desc
->enable_auto_depth_stencil
)
4721 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
4722 TRACE("flags %#x\n", swapchain_desc
->flags
);
4723 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
4724 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
4725 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
4727 /* No special treatment of these parameters. Just store them */
4728 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
4729 swapchain
->desc
.enable_auto_depth_stencil
= swapchain_desc
->enable_auto_depth_stencil
;
4730 swapchain
->desc
.auto_depth_stencil_format
= swapchain_desc
->auto_depth_stencil_format
;
4731 swapchain
->desc
.flags
= swapchain_desc
->flags
;
4732 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
4733 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
4734 swapchain
->desc
.auto_restore_display_mode
= swapchain_desc
->auto_restore_display_mode
;
4736 if (swapchain_desc
->device_window
4737 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
4739 TRACE("Changing the device window from %p to %p.\n",
4740 swapchain
->desc
.device_window
, swapchain_desc
->device_window
);
4741 swapchain
->desc
.device_window
= swapchain_desc
->device_window
;
4742 swapchain
->device_window
= swapchain_desc
->device_window
;
4743 wined3d_swapchain_set_window(swapchain
, NULL
);
4746 backbuffer_resized
= swapchain_desc
->backbuffer_width
!= swapchain
->desc
.backbuffer_width
4747 || swapchain_desc
->backbuffer_height
!= swapchain
->desc
.backbuffer_height
;
4749 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
4750 || swapchain
->reapply_mode
|| mode
4751 || (!swapchain_desc
->windowed
&& backbuffer_resized
))
4753 if (FAILED(hr
= wined3d_swapchain_set_fullscreen(swapchain
, swapchain_desc
, mode
)))
4756 else if (!swapchain_desc
->windowed
)
4758 DWORD style
= device
->style
;
4759 DWORD exStyle
= device
->exStyle
;
4760 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
4761 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
4762 * Reset to clear up their mess. Guild Wars also loses the device during that.
4765 device
->exStyle
= 0;
4766 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4767 swapchain_desc
->backbuffer_width
,
4768 swapchain_desc
->backbuffer_height
);
4769 device
->style
= style
;
4770 device
->exStyle
= exStyle
;
4773 if (FAILED(hr
= wined3d_swapchain_resize_buffers(swapchain
, swapchain_desc
->backbuffer_count
,
4774 swapchain_desc
->backbuffer_width
, swapchain_desc
->backbuffer_height
, swapchain_desc
->backbuffer_format
,
4775 swapchain_desc
->multisample_type
, swapchain_desc
->multisample_quality
)))
4778 if (device
->auto_depth_stencil_view
)
4780 wined3d_rendertarget_view_decref(device
->auto_depth_stencil_view
);
4781 device
->auto_depth_stencil_view
= NULL
;
4783 if (swapchain
->desc
.enable_auto_depth_stencil
)
4785 struct wined3d_resource_desc texture_desc
;
4786 struct wined3d_texture
*texture
;
4788 TRACE("Creating the depth stencil buffer.\n");
4790 texture_desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
4791 texture_desc
.format
= swapchain
->desc
.auto_depth_stencil_format
;
4792 texture_desc
.multisample_type
= swapchain
->desc
.multisample_type
;
4793 texture_desc
.multisample_quality
= swapchain
->desc
.multisample_quality
;
4794 texture_desc
.usage
= WINED3DUSAGE_DEPTHSTENCIL
;
4795 texture_desc
.pool
= WINED3D_POOL_DEFAULT
;
4796 texture_desc
.width
= swapchain
->desc
.backbuffer_width
;
4797 texture_desc
.height
= swapchain
->desc
.backbuffer_height
;
4798 texture_desc
.depth
= 1;
4799 texture_desc
.size
= 0;
4801 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_texture(device
->device_parent
,
4802 device
->device_parent
, &texture_desc
, &texture
)))
4804 ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr
);
4805 return WINED3DERR_INVALIDCALL
;
4808 view_desc
.format_id
= texture
->resource
.format
->id
;
4809 view_desc
.u
.texture
.level_idx
= 0;
4810 view_desc
.u
.texture
.layer_idx
= 0;
4811 view_desc
.u
.texture
.layer_count
= 1;
4812 hr
= wined3d_rendertarget_view_create(&view_desc
, &texture
->resource
,
4813 NULL
, &wined3d_null_parent_ops
, &device
->auto_depth_stencil_view
);
4814 wined3d_texture_decref(texture
);
4817 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4821 wined3d_device_set_depth_stencil_view(device
, device
->auto_depth_stencil_view
);
4824 if (device
->back_buffer_view
)
4826 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
4827 device
->back_buffer_view
= NULL
;
4829 if (swapchain
->desc
.backbuffer_count
)
4831 struct wined3d_resource
*back_buffer
= &swapchain
->back_buffers
[0]->resource
;
4833 view_desc
.format_id
= back_buffer
->format
->id
;
4834 view_desc
.u
.texture
.level_idx
= 0;
4835 view_desc
.u
.texture
.layer_idx
= 0;
4836 view_desc
.u
.texture
.layer_count
= 1;
4837 if (FAILED(hr
= wined3d_rendertarget_view_create(&view_desc
, back_buffer
,
4838 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
4840 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4845 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
4849 TRACE("Resetting stateblock.\n");
4850 if (device
->recording
)
4852 wined3d_stateblock_decref(device
->recording
);
4853 device
->recording
= NULL
;
4855 wined3d_cs_emit_reset_state(device
->cs
);
4856 state_cleanup(&device
->state
);
4858 if (device
->d3d_initialized
)
4859 delete_opengl_contexts(device
, swapchain
);
4861 state_init(&device
->state
, &device
->fb
, &device
->adapter
->gl_info
,
4862 &device
->adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
);
4863 device
->update_state
= &device
->state
;
4865 device_init_swapchain_state(device
, swapchain
);
4867 else if (device
->back_buffer_view
)
4869 struct wined3d_rendertarget_view
*view
= device
->back_buffer_view
;
4870 struct wined3d_state
*state
= &device
->state
;
4872 wined3d_device_set_rendertarget_view(device
, 0, view
, FALSE
);
4874 /* Note the min_z / max_z is not reset. */
4875 state
->viewport
.x
= 0;
4876 state
->viewport
.y
= 0;
4877 state
->viewport
.width
= view
->width
;
4878 state
->viewport
.height
= view
->height
;
4879 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4881 SetRect(&state
->scissor_rect
, 0, 0, view
->width
, view
->height
);
4882 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4885 if (device
->d3d_initialized
)
4888 hr
= create_primary_opengl_context(device
, swapchain
);
4889 swapchain_update_swap_interval(swapchain
);
4892 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
4898 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
4900 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
4902 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
4908 void CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
4909 struct wined3d_device_creation_parameters
*parameters
)
4911 TRACE("device %p, parameters %p.\n", device
, parameters
);
4913 *parameters
= device
->create_parms
;
4916 struct wined3d
* CDECL
wined3d_device_get_wined3d(const struct wined3d_device
*device
)
4918 TRACE("device %p.\n", device
);
4920 return device
->wined3d
;
4923 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
4924 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
4926 struct wined3d_swapchain
*swapchain
;
4928 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
4929 device
, swapchain_idx
, flags
, ramp
);
4931 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4932 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
4935 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
4936 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
4938 struct wined3d_swapchain
*swapchain
;
4940 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
4941 device
, swapchain_idx
, ramp
);
4943 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4944 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
4947 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4949 TRACE("device %p, resource %p.\n", device
, resource
);
4951 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
4954 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4956 TRACE("device %p, resource %p.\n", device
, resource
);
4958 list_remove(&resource
->resource_list_entry
);
4961 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4963 enum wined3d_resource_type type
= resource
->type
;
4964 struct wined3d_rendertarget_view
*rtv
;
4967 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
4969 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4971 if ((rtv
= device
->fb
.render_targets
[i
]) && rtv
->resource
== resource
)
4972 ERR("Resource %p is still in use as render target %u.\n", resource
, i
);
4975 if ((rtv
= device
->fb
.depth_stencil
) && rtv
->resource
== resource
)
4976 ERR("Resource %p is still in use as depth/stencil buffer.\n", resource
);
4980 case WINED3D_RTYPE_TEXTURE_2D
:
4981 case WINED3D_RTYPE_TEXTURE_3D
:
4982 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4984 struct wined3d_texture
*texture
= texture_from_resource(resource
);
4986 if (device
->state
.textures
[i
] == texture
)
4988 ERR("Texture %p is still in use, stage %u.\n", texture
, i
);
4989 device
->state
.textures
[i
] = NULL
;
4992 if (device
->recording
&& device
->update_state
->textures
[i
] == texture
)
4994 ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n",
4995 texture
, device
->recording
, i
);
4996 device
->update_state
->textures
[i
] = NULL
;
5001 case WINED3D_RTYPE_BUFFER
:
5003 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
5005 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5007 if (device
->state
.streams
[i
].buffer
== buffer
)
5009 ERR("Buffer %p is still in use, stream %u.\n", buffer
, i
);
5010 device
->state
.streams
[i
].buffer
= NULL
;
5013 if (device
->recording
&& device
->update_state
->streams
[i
].buffer
== buffer
)
5015 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5016 buffer
, device
->recording
, i
);
5017 device
->update_state
->streams
[i
].buffer
= NULL
;
5021 if (device
->state
.index_buffer
== buffer
)
5023 ERR("Buffer %p is still in use as index buffer.\n", buffer
);
5024 device
->state
.index_buffer
= NULL
;
5027 if (device
->recording
&& device
->update_state
->index_buffer
== buffer
)
5029 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5030 buffer
, device
->recording
);
5031 device
->update_state
->index_buffer
= NULL
;
5040 /* Remove the resource from the resourceStore */
5041 device_resource_remove(device
, resource
);
5043 TRACE("Resource released.\n");
5046 static int wined3d_sampler_compare(const void *key
, const struct wine_rb_entry
*entry
)
5048 const struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
5050 return memcmp(&sampler
->desc
, key
, sizeof(sampler
->desc
));
5053 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
5054 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
5055 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
5057 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
5058 const struct fragment_pipeline
*fragment_pipeline
;
5059 const struct wined3d_vertex_pipe_ops
*vertex_pipeline
;
5064 device
->wined3d
= wined3d
;
5065 wined3d_incref(device
->wined3d
);
5066 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
5067 device
->device_parent
= device_parent
;
5068 list_init(&device
->resources
);
5069 list_init(&device
->shaders
);
5070 device
->surface_alignment
= surface_alignment
;
5072 /* Save the creation parameters. */
5073 device
->create_parms
.adapter_idx
= adapter_idx
;
5074 device
->create_parms
.device_type
= device_type
;
5075 device
->create_parms
.focus_window
= focus_window
;
5076 device
->create_parms
.flags
= flags
;
5078 device
->shader_backend
= adapter
->shader_backend
;
5080 vertex_pipeline
= adapter
->vertex_pipe
;
5082 fragment_pipeline
= adapter
->fragment_pipe
;
5084 wine_rb_init(&device
->samplers
, wined3d_sampler_compare
);
5086 if (vertex_pipeline
->vp_states
&& fragment_pipeline
->states
5087 && FAILED(hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
,
5088 &adapter
->gl_info
, &adapter
->d3d_info
, vertex_pipeline
,
5089 fragment_pipeline
, misc_state_template
)))
5091 ERR("Failed to compile state table, hr %#x.\n", hr
);
5092 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
5093 wined3d_decref(device
->wined3d
);
5097 device
->blitter
= adapter
->blitter
;
5099 state_init(&device
->state
, &device
->fb
, &adapter
->gl_info
,
5100 &adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
);
5101 device
->update_state
= &device
->state
;
5103 if (!(device
->cs
= wined3d_cs_create(device
)))
5105 WARN("Failed to create command stream.\n");
5106 state_cleanup(&device
->state
);
5114 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
5116 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
5118 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
5119 wined3d_decref(device
->wined3d
);
5124 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5126 DWORD rep
= device
->StateTable
[state
].representative
;
5127 struct wined3d_context
*context
;
5132 for (i
= 0; i
< device
->context_count
; ++i
)
5134 context
= device
->contexts
[i
];
5135 if(isStateDirty(context
, rep
)) continue;
5137 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5138 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5139 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5140 context
->isStateDirty
[idx
] |= (1u << shift
);
5144 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
5145 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
5147 if (device
->filter_messages
&& message
!= WM_DISPLAYCHANGE
)
5149 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5150 window
, message
, wparam
, lparam
);
5152 return DefWindowProcW(window
, message
, wparam
, lparam
);
5154 return DefWindowProcA(window
, message
, wparam
, lparam
);
5157 if (message
== WM_DESTROY
)
5159 TRACE("unregister window %p.\n", window
);
5160 wined3d_unregister_window(window
);
5162 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
5163 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
5165 else if (message
== WM_DISPLAYCHANGE
)
5167 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
5169 else if (message
== WM_ACTIVATEAPP
)
5173 for (i
= 0; i
< device
->swapchain_count
; i
++)
5174 wined3d_swapchain_activate(device
->swapchains
[i
], wparam
);
5176 device
->device_parent
->ops
->activate(device
->device_parent
, wparam
);
5178 else if (message
== WM_SYSCOMMAND
)
5180 if (wparam
== SC_RESTORE
&& device
->wined3d
->flags
& WINED3D_HANDLE_RESTORE
)
5183 DefWindowProcW(window
, message
, wparam
, lparam
);
5185 DefWindowProcA(window
, message
, wparam
, lparam
);
5190 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
5192 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);