2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
36 /* Define the default light parameters as specified by MSDN. */
37 const struct wined3d_light WINED3D_default_light
=
39 WINED3D_LIGHT_DIRECTIONAL
, /* Type */
40 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
41 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
42 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
43 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
44 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
47 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
52 /**********************************************************
53 * Global variable / Constants follow
54 **********************************************************/
55 const float identity
[] =
57 1.0f
, 0.0f
, 0.0f
, 0.0f
,
58 0.0f
, 1.0f
, 0.0f
, 0.0f
,
59 0.0f
, 0.0f
, 1.0f
, 0.0f
,
60 0.0f
, 0.0f
, 0.0f
, 1.0f
,
61 }; /* When needed for comparisons */
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64 * actually have the same values in GL and D3D. */
65 static GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
67 switch(primitive_type
)
69 case WINED3D_PT_POINTLIST
:
72 case WINED3D_PT_LINELIST
:
75 case WINED3D_PT_LINESTRIP
:
78 case WINED3D_PT_TRIANGLELIST
:
81 case WINED3D_PT_TRIANGLESTRIP
:
82 return GL_TRIANGLE_STRIP
;
84 case WINED3D_PT_TRIANGLEFAN
:
85 return GL_TRIANGLE_FAN
;
87 case WINED3D_PT_LINELIST_ADJ
:
88 return GL_LINES_ADJACENCY_ARB
;
90 case WINED3D_PT_LINESTRIP_ADJ
:
91 return GL_LINE_STRIP_ADJACENCY_ARB
;
93 case WINED3D_PT_TRIANGLELIST_ADJ
:
94 return GL_TRIANGLES_ADJACENCY_ARB
;
96 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
105 static enum wined3d_primitive_type
d3d_primitive_type_from_gl(GLenum primitive_type
)
107 switch(primitive_type
)
110 return WINED3D_PT_POINTLIST
;
113 return WINED3D_PT_LINELIST
;
116 return WINED3D_PT_LINESTRIP
;
119 return WINED3D_PT_TRIANGLELIST
;
121 case GL_TRIANGLE_STRIP
:
122 return WINED3D_PT_TRIANGLESTRIP
;
124 case GL_TRIANGLE_FAN
:
125 return WINED3D_PT_TRIANGLEFAN
;
127 case GL_LINES_ADJACENCY_ARB
:
128 return WINED3D_PT_LINELIST_ADJ
;
130 case GL_LINE_STRIP_ADJACENCY_ARB
:
131 return WINED3D_PT_LINESTRIP_ADJ
;
133 case GL_TRIANGLES_ADJACENCY_ARB
:
134 return WINED3D_PT_TRIANGLELIST_ADJ
;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
137 return WINED3D_PT_TRIANGLESTRIP_ADJ
;
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
141 return WINED3D_PT_UNDEFINED
;
145 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
147 if ((usage
== WINED3D_DECL_USAGE_POSITION
|| usage
== WINED3D_DECL_USAGE_POSITIONT
) && !usage_idx
)
148 *regnum
= WINED3D_FFP_POSITION
;
149 else if (usage
== WINED3D_DECL_USAGE_BLEND_WEIGHT
&& !usage_idx
)
150 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
151 else if (usage
== WINED3D_DECL_USAGE_BLEND_INDICES
&& !usage_idx
)
152 *regnum
= WINED3D_FFP_BLENDINDICES
;
153 else if (usage
== WINED3D_DECL_USAGE_NORMAL
&& !usage_idx
)
154 *regnum
= WINED3D_FFP_NORMAL
;
155 else if (usage
== WINED3D_DECL_USAGE_PSIZE
&& !usage_idx
)
156 *regnum
= WINED3D_FFP_PSIZE
;
157 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& !usage_idx
)
158 *regnum
= WINED3D_FFP_DIFFUSE
;
159 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& usage_idx
== 1)
160 *regnum
= WINED3D_FFP_SPECULAR
;
161 else if (usage
== WINED3D_DECL_USAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
162 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage
), usage_idx
);
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device
*device
,
175 struct wined3d_stream_info
*stream_info
, BOOL
*all_vbo
)
177 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
178 /* We need to deal with frequency data! */
179 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
183 stream_info
->use_map
= 0;
184 stream_info
->swizzle_map
= 0;
186 /* Check for transformed vertices, disable vertex shader if present. */
187 stream_info
->position_transformed
= declaration
->position_transformed
;
188 use_vshader
= state
->vertex_shader
&& !declaration
->position_transformed
;
190 /* Translate the declaration into strided data. */
191 for (i
= 0; i
< declaration
->element_count
; ++i
)
193 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
194 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
195 struct wined3d_buffer
*buffer
= stream
->buffer
;
196 struct wined3d_bo_address data
;
201 TRACE("%p Element %p (%u of %u)\n", declaration
->elements
,
202 element
, i
+ 1, declaration
->element_count
);
204 if (!buffer
) continue;
206 data
.buffer_object
= 0;
209 stride
= stream
->stride
;
210 if (state
->user_stream
)
212 TRACE("Stream %u is UP, %p\n", element
->input_slot
, buffer
);
213 data
.buffer_object
= 0;
214 data
.addr
= (BYTE
*)buffer
;
218 TRACE("Stream %u isn't UP, %p\n", element
->input_slot
, buffer
);
219 buffer_get_memory(buffer
, &device
->adapter
->gl_info
, &data
);
221 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
222 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
223 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
224 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
225 * not, drawStridedSlow is needed, including a vertex buffer path. */
226 if (state
->load_base_vertex_index
< 0)
228 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
229 state
->load_base_vertex_index
);
230 data
.buffer_object
= 0;
231 data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
);
232 if ((UINT_PTR
)data
.addr
< -state
->load_base_vertex_index
* stride
)
234 FIXME("System memory vertex data load offset is negative!\n");
238 data
.addr
+= element
->offset
;
240 TRACE("offset %u input_slot %u usage_idx %d\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
244 if (element
->output_slot
== ~0U)
246 /* TODO: Assuming vertexdeclarations are usually used with the
247 * same or a similar shader, it might be worth it to store the
248 * last used output slot and try that one first. */
249 stride_used
= vshader_get_input(state
->vertex_shader
,
250 element
->usage
, element
->usage_idx
, &idx
);
254 idx
= element
->output_slot
;
260 if (!element
->ffp_valid
)
262 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
263 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
268 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
274 TRACE("Load %s array %u [usage %s, usage_idx %u, "
275 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
276 use_vshader
? "shader": "fixed function", idx
,
277 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
278 element
->offset
, stride
, debug_d3dformat(element
->format
->id
), data
.buffer_object
);
280 data
.addr
+= stream
->offset
;
282 stream_info
->elements
[idx
].format
= element
->format
;
283 stream_info
->elements
[idx
].data
= data
;
284 stream_info
->elements
[idx
].stride
= stride
;
285 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
287 if (!device
->adapter
->gl_info
.supported
[ARB_VERTEX_ARRAY_BGRA
]
288 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
290 stream_info
->swizzle_map
|= 1 << idx
;
292 stream_info
->use_map
|= 1 << idx
;
296 device
->num_buffer_queries
= 0;
297 if (!state
->user_stream
)
299 WORD map
= stream_info
->use_map
;
303 /* PreLoad all the vertex buffers. */
304 for (i
= 0; map
; map
>>= 1, ++i
)
306 struct wined3d_stream_info_element
*element
;
307 struct wined3d_buffer
*buffer
;
309 if (!(map
& 1)) continue;
311 element
= &stream_info
->elements
[i
];
312 buffer
= state
->streams
[element
->stream_idx
].buffer
;
313 wined3d_buffer_preload(buffer
);
315 /* If the preload dropped the buffer object, update the stream info. */
316 if (buffer
->buffer_object
!= element
->data
.buffer_object
)
318 element
->data
.buffer_object
= 0;
319 element
->data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
)
320 + (ptrdiff_t)element
->data
.addr
;
323 if (!buffer
->buffer_object
&& all_vbo
)
327 device
->buffer_queries
[device
->num_buffer_queries
++] = buffer
->query
;
336 static void stream_info_element_from_strided(const struct wined3d_gl_info
*gl_info
,
337 const struct wined3d_strided_element
*strided
, struct wined3d_stream_info_element
*e
)
339 e
->data
.addr
= strided
->data
;
340 e
->data
.buffer_object
= 0;
341 e
->format
= wined3d_get_format(gl_info
, strided
->format
);
342 e
->stride
= strided
->stride
;
346 static void device_stream_info_from_strided(const struct wined3d_gl_info
*gl_info
,
347 const struct wined3d_strided_data
*strided
, struct wined3d_stream_info
*stream_info
)
351 memset(stream_info
, 0, sizeof(*stream_info
));
353 if (strided
->position
.data
)
354 stream_info_element_from_strided(gl_info
, &strided
->position
, &stream_info
->elements
[WINED3D_FFP_POSITION
]);
355 if (strided
->normal
.data
)
356 stream_info_element_from_strided(gl_info
, &strided
->normal
, &stream_info
->elements
[WINED3D_FFP_NORMAL
]);
357 if (strided
->diffuse
.data
)
358 stream_info_element_from_strided(gl_info
, &strided
->diffuse
, &stream_info
->elements
[WINED3D_FFP_DIFFUSE
]);
359 if (strided
->specular
.data
)
360 stream_info_element_from_strided(gl_info
, &strided
->specular
, &stream_info
->elements
[WINED3D_FFP_SPECULAR
]);
362 for (i
= 0; i
< WINED3DDP_MAXTEXCOORD
; ++i
)
364 if (strided
->tex_coords
[i
].data
)
365 stream_info_element_from_strided(gl_info
, &strided
->tex_coords
[i
],
366 &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ i
]);
369 stream_info
->position_transformed
= strided
->position_transformed
;
371 for (i
= 0; i
< sizeof(stream_info
->elements
) / sizeof(*stream_info
->elements
); ++i
)
373 if (!stream_info
->elements
[i
].format
) continue;
375 if (!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
376 && stream_info
->elements
[i
].format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
378 stream_info
->swizzle_map
|= 1 << i
;
380 stream_info
->use_map
|= 1 << i
;
384 static void device_trace_strided_stream_info(const struct wined3d_stream_info
*stream_info
)
386 TRACE("Strided Data:\n");
387 TRACE_STRIDED(stream_info
, WINED3D_FFP_POSITION
);
388 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDWEIGHT
);
389 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDINDICES
);
390 TRACE_STRIDED(stream_info
, WINED3D_FFP_NORMAL
);
391 TRACE_STRIDED(stream_info
, WINED3D_FFP_PSIZE
);
392 TRACE_STRIDED(stream_info
, WINED3D_FFP_DIFFUSE
);
393 TRACE_STRIDED(stream_info
, WINED3D_FFP_SPECULAR
);
394 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD0
);
395 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD1
);
396 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD2
);
397 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD3
);
398 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD4
);
399 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD5
);
400 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD6
);
401 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD7
);
404 /* Context activation is done by the caller. */
405 void device_update_stream_info(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
407 struct wined3d_stream_info
*stream_info
= &device
->strided_streams
;
408 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
411 if (device
->up_strided
)
413 /* Note: this is a ddraw fixed-function code path. */
414 TRACE("=============================== Strided Input ================================\n");
415 device_stream_info_from_strided(gl_info
, device
->up_strided
, stream_info
);
416 if (TRACE_ON(d3d
)) device_trace_strided_stream_info(stream_info
);
421 TRACE("============================= Vertex Declaration =============================\n");
422 device_stream_info_from_declaration(device
, stream_info
, &all_vbo
);
425 if (state
->vertex_shader
&& !stream_info
->position_transformed
)
427 if (state
->vertex_declaration
->half_float_conv_needed
&& !all_vbo
)
429 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
430 device
->useDrawStridedSlow
= TRUE
;
434 device
->useDrawStridedSlow
= FALSE
;
439 WORD slow_mask
= (1 << WINED3D_FFP_PSIZE
);
440 slow_mask
|= -!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
441 & ((1 << WINED3D_FFP_DIFFUSE
) | (1 << WINED3D_FFP_SPECULAR
));
443 if ((stream_info
->position_transformed
|| (stream_info
->use_map
& slow_mask
)) && !all_vbo
)
445 device
->useDrawStridedSlow
= TRUE
;
449 device
->useDrawStridedSlow
= FALSE
;
454 static void device_preload_texture(const struct wined3d_state
*state
, unsigned int idx
)
456 struct wined3d_texture
*texture
;
457 enum WINED3DSRGB srgb
;
459 if (!(texture
= state
->textures
[idx
])) return;
460 srgb
= state
->sampler_states
[idx
][WINED3D_SAMP_SRGB_TEXTURE
] ? SRGB_SRGB
: SRGB_RGB
;
461 texture
->texture_ops
->texture_preload(texture
, srgb
);
464 void device_preload_textures(const struct wined3d_device
*device
)
466 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
471 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
473 if (state
->vertex_shader
->reg_maps
.sampler_type
[i
])
474 device_preload_texture(state
, MAX_FRAGMENT_SAMPLERS
+ i
);
480 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
482 if (state
->pixel_shader
->reg_maps
.sampler_type
[i
])
483 device_preload_texture(state
, i
);
488 WORD ffu_map
= device
->fixed_function_usage_map
;
490 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
493 device_preload_texture(state
, i
);
498 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
500 struct wined3d_context
**new_array
;
502 TRACE("Adding context %p.\n", context
);
504 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
505 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
506 sizeof(*new_array
) * (device
->context_count
+ 1));
510 ERR("Failed to grow the context array.\n");
514 new_array
[device
->context_count
++] = context
;
515 device
->contexts
= new_array
;
519 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
521 struct wined3d_context
**new_array
;
525 TRACE("Removing context %p.\n", context
);
527 for (i
= 0; i
< device
->context_count
; ++i
)
529 if (device
->contexts
[i
] == context
)
538 ERR("Context %p doesn't exist in context array.\n", context
);
542 if (!--device
->context_count
)
544 HeapFree(GetProcessHeap(), 0, device
->contexts
);
545 device
->contexts
= NULL
;
549 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
550 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
553 ERR("Failed to shrink context array. Oh well.\n");
557 device
->contexts
= new_array
;
560 /* Do not call while under the GL lock. */
561 void device_switch_onscreen_ds(struct wined3d_device
*device
,
562 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
564 if (device
->onscreen_depth_stencil
)
566 surface_load_ds_location(device
->onscreen_depth_stencil
, context
, SFLAG_INTEXTURE
);
568 surface_modify_ds_location(device
->onscreen_depth_stencil
, SFLAG_INTEXTURE
,
569 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
570 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
571 wined3d_surface_decref(device
->onscreen_depth_stencil
);
573 device
->onscreen_depth_stencil
= depth_stencil
;
574 wined3d_surface_incref(device
->onscreen_depth_stencil
);
577 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
579 /* partial draw rect */
580 if (draw_rect
->left
|| draw_rect
->top
581 || draw_rect
->right
< target
->resource
.width
582 || draw_rect
->bottom
< target
->resource
.height
)
585 /* partial clear rect */
586 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
587 || clear_rect
->right
< target
->resource
.width
588 || clear_rect
->bottom
< target
->resource
.height
))
594 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
595 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
, RECT
*out_rect
)
597 RECT current_rect
, r
;
599 if (ds
->flags
& location
)
600 SetRect(¤t_rect
, 0, 0,
601 ds
->ds_current_size
.cx
,
602 ds
->ds_current_size
.cy
);
604 SetRectEmpty(¤t_rect
);
606 IntersectRect(&r
, draw_rect
, ¤t_rect
);
607 if (EqualRect(&r
, draw_rect
))
609 /* current_rect ⊇ draw_rect, modify only. */
610 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
614 if (EqualRect(&r
, ¤t_rect
))
616 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
620 /* Full clear, modify only. */
621 *out_rect
= *draw_rect
;
625 IntersectRect(&r
, draw_rect
, clear_rect
);
626 if (EqualRect(&r
, draw_rect
))
628 /* clear_rect ⊇ draw_rect, modify only. */
629 *out_rect
= *draw_rect
;
635 surface_load_ds_location(ds
, context
, location
);
636 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
639 /* Do not call while under the GL lock. */
640 HRESULT
device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
641 UINT rect_count
, const RECT
*rects
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
642 float depth
, DWORD stencil
)
644 const RECT
*clear_rect
= (rect_count
> 0 && rects
) ? (const RECT
*)rects
: NULL
;
645 struct wined3d_surface
*target
= rt_count
? fb
->render_targets
[0] : NULL
;
646 UINT drawable_width
, drawable_height
;
647 struct wined3d_context
*context
;
648 GLbitfield clear_mask
= 0;
649 BOOL render_offscreen
;
653 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
654 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
655 * for the cleared parts, and the untouched parts.
657 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
658 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
659 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
660 * checking all this if the dest surface is in the drawable anyway. */
661 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, clear_rect
))
663 for (i
= 0; i
< rt_count
; ++i
)
665 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
667 surface_load_location(rt
, rt
->draw_binding
, NULL
);
671 context
= context_acquire(device
, target
);
674 context_release(context
);
675 WARN("Invalid context, skipping clear.\n");
681 render_offscreen
= context
->render_offscreen
;
682 target
->get_drawable_size(context
, &drawable_width
, &drawable_height
);
686 render_offscreen
= TRUE
;
687 drawable_width
= fb
->depth_stencil
->pow2Width
;
688 drawable_height
= fb
->depth_stencil
->pow2Height
;
691 if (flags
& WINED3DCLEAR_ZBUFFER
)
693 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: SFLAG_INDRAWABLE
;
695 if (!render_offscreen
&& fb
->depth_stencil
!= device
->onscreen_depth_stencil
)
696 device_switch_onscreen_ds(device
, context
, fb
->depth_stencil
);
697 prepare_ds_clear(fb
->depth_stencil
, context
, location
,
698 draw_rect
, rect_count
, clear_rect
, &ds_rect
);
701 if (!context_apply_clear_state(context
, device
, rt_count
, fb
))
703 context_release(context
);
704 WARN("Failed to apply clear state, skipping clear.\n");
710 /* Only set the values up once, as they are not changing. */
711 if (flags
& WINED3DCLEAR_STENCIL
)
713 if (context
->gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
715 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
716 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
719 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
720 glClearStencil(stencil
);
721 checkGLcall("glClearStencil");
722 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
725 if (flags
& WINED3DCLEAR_ZBUFFER
)
727 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: SFLAG_INDRAWABLE
;
729 surface_modify_ds_location(fb
->depth_stencil
, location
, ds_rect
.right
, ds_rect
.bottom
);
731 glDepthMask(GL_TRUE
);
732 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
734 checkGLcall("glClearDepth");
735 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
738 if (flags
& WINED3DCLEAR_TARGET
)
740 for (i
= 0; i
< rt_count
; ++i
)
742 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
745 surface_modify_location(rt
, rt
->draw_binding
, TRUE
);
748 glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
749 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
750 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
751 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
752 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
753 glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
754 checkGLcall("glClearColor");
755 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
760 if (render_offscreen
)
762 glScissor(draw_rect
->left
, draw_rect
->top
,
763 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
767 glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
768 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
770 checkGLcall("glScissor");
772 checkGLcall("glClear");
778 /* Now process each rect in turn. */
779 for (i
= 0; i
< rect_count
; ++i
)
781 /* Note that GL uses lower left, width/height. */
782 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
784 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
785 wine_dbgstr_rect(&clear_rect
[i
]),
786 wine_dbgstr_rect(¤t_rect
));
788 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
789 * The rectangle is not cleared, no error is returned, but further rectangles are
790 * still cleared if they are valid. */
791 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
793 TRACE("Rectangle with negative dimensions, ignoring.\n");
797 if (render_offscreen
)
799 glScissor(current_rect
.left
, current_rect
.top
,
800 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
804 glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
805 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
807 checkGLcall("glScissor");
810 checkGLcall("glClear");
816 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
817 && target
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
818 && target
->container
.u
.swapchain
->front_buffer
== target
))
819 wglFlush(); /* Flush to ensure ordering across contexts. */
821 context_release(context
);
826 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
828 ULONG refcount
= InterlockedIncrement(&device
->ref
);
830 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
835 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
837 ULONG refcount
= InterlockedDecrement(&device
->ref
);
839 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
843 struct wined3d_stateblock
*stateblock
;
846 if (wined3d_stateblock_decref(device
->updateStateBlock
)
847 && device
->updateStateBlock
!= device
->stateBlock
)
848 FIXME("Something's still holding the update stateblock.\n");
849 device
->updateStateBlock
= NULL
;
851 stateblock
= device
->stateBlock
;
852 device
->stateBlock
= NULL
;
853 if (wined3d_stateblock_decref(stateblock
))
854 FIXME("Something's still holding the stateblock.\n");
856 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
858 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
859 device
->multistate_funcs
[i
] = NULL
;
862 if (!list_empty(&device
->resources
))
864 struct wined3d_resource
*resource
;
866 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
868 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
870 FIXME("Leftover resource %p with type %s (%#x).\n",
871 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
875 if (device
->contexts
)
876 ERR("Context array not freed!\n");
877 if (device
->hardwareCursor
)
878 DestroyCursor(device
->hardwareCursor
);
879 device
->hardwareCursor
= 0;
881 wined3d_decref(device
->wined3d
);
882 device
->wined3d
= NULL
;
883 HeapFree(GetProcessHeap(), 0, device
);
884 TRACE("Freed device %p.\n", device
);
890 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
892 TRACE("device %p.\n", device
);
894 return device
->swapchain_count
;
897 HRESULT CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
,
898 UINT swapchain_idx
, struct wined3d_swapchain
**swapchain
)
900 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
901 device
, swapchain_idx
, swapchain
);
903 if (swapchain_idx
>= device
->swapchain_count
)
905 WARN("swapchain_idx %u >= swapchain_count %u.\n",
906 swapchain_idx
, device
->swapchain_count
);
909 return WINED3DERR_INVALIDCALL
;
912 *swapchain
= device
->swapchains
[swapchain_idx
];
913 wined3d_swapchain_incref(*swapchain
);
914 TRACE("Returning %p.\n", *swapchain
);
919 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
921 struct wined3d_color_key color_key
;
925 HDC dcb
= NULL
, dcs
= NULL
;
927 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
930 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
931 dcb
= CreateCompatibleDC(NULL
);
933 SelectObject(dcb
, hbm
);
937 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
940 memset(&bm
, 0, sizeof(bm
));
945 hr
= wined3d_surface_create(device
, bm
.bmWidth
, bm
.bmHeight
, WINED3DFMT_B5G6R5_UNORM
, 0, 0,
946 WINED3D_POOL_DEFAULT
, WINED3D_MULTISAMPLE_NONE
, 0, WINED3D_SURFACE_TYPE_OPENGL
, WINED3D_SURFACE_MAPPABLE
,
947 NULL
, &wined3d_null_parent_ops
, &device
->logo_surface
);
950 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr
);
956 if (FAILED(hr
= wined3d_surface_getdc(device
->logo_surface
, &dcs
)))
958 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
959 wined3d_surface_releasedc(device
->logo_surface
, dcs
);
961 color_key
.color_space_low_value
= 0;
962 color_key
.color_space_high_value
= 0;
963 wined3d_surface_set_color_key(device
->logo_surface
, WINEDDCKEY_SRCBLT
, &color_key
);
967 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
968 /* Fill the surface with a white color to show that wined3d is there */
969 wined3d_device_color_fill(device
, device
->logo_surface
, NULL
, &c
);
973 if (dcb
) DeleteDC(dcb
);
974 if (hbm
) DeleteObject(hbm
);
977 /* Context activation is done by the caller. */
978 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
980 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
981 unsigned int i
, j
, count
;
982 /* Under DirectX you can sample even if no texture is bound, whereas
983 * OpenGL will only allow that when a valid texture is bound.
984 * We emulate this by creating dummy textures and binding them
985 * to each texture stage when the currently set D3D texture is NULL. */
988 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
990 /* The dummy texture does not have client storage backing */
991 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
992 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
995 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
996 for (i
= 0; i
< count
; ++i
)
998 DWORD color
= 0x000000ff;
1000 /* Make appropriate texture active */
1001 context_active_texture(context
, gl_info
, i
);
1003 glGenTextures(1, &device
->dummy_texture_2d
[i
]);
1004 checkGLcall("glGenTextures");
1005 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
1007 glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
1008 checkGLcall("glBindTexture");
1010 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1011 checkGLcall("glTexImage2D");
1013 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1015 glGenTextures(1, &device
->dummy_texture_rect
[i
]);
1016 checkGLcall("glGenTextures");
1017 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
1019 glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
1020 checkGLcall("glBindTexture");
1022 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1023 checkGLcall("glTexImage2D");
1026 if (gl_info
->supported
[EXT_TEXTURE3D
])
1028 glGenTextures(1, &device
->dummy_texture_3d
[i
]);
1029 checkGLcall("glGenTextures");
1030 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
1032 glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
1033 checkGLcall("glBindTexture");
1035 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
1036 checkGLcall("glTexImage3D");
1039 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1041 glGenTextures(1, &device
->dummy_texture_cube
[i
]);
1042 checkGLcall("glGenTextures");
1043 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
1045 glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
1046 checkGLcall("glBindTexture");
1048 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
1050 glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1051 checkGLcall("glTexImage2D");
1056 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1058 /* Reenable because if supported it is enabled by default */
1059 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1060 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1066 /* Context activation is done by the caller. */
1067 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
1069 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1072 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1074 glDeleteTextures(count
, device
->dummy_texture_cube
);
1075 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1078 if (gl_info
->supported
[EXT_TEXTURE3D
])
1080 glDeleteTextures(count
, device
->dummy_texture_3d
);
1081 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1084 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1086 glDeleteTextures(count
, device
->dummy_texture_rect
);
1087 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1090 glDeleteTextures(count
, device
->dummy_texture_2d
);
1091 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1094 memset(device
->dummy_texture_cube
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_cube
));
1095 memset(device
->dummy_texture_3d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_3d
));
1096 memset(device
->dummy_texture_rect
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_rect
));
1097 memset(device
->dummy_texture_2d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_2d
));
1100 static LONG
fullscreen_style(LONG style
)
1102 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1103 style
|= WS_POPUP
| WS_SYSMENU
;
1104 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
1109 static LONG
fullscreen_exstyle(LONG exstyle
)
1111 /* Filter out window decorations. */
1112 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
1117 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
1119 BOOL filter_messages
;
1120 LONG style
, exstyle
;
1122 TRACE("Setting up window %p for fullscreen mode.\n", window
);
1124 if (device
->style
|| device
->exStyle
)
1126 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1127 window
, device
->style
, device
->exStyle
);
1130 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
1131 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1133 style
= fullscreen_style(device
->style
);
1134 exstyle
= fullscreen_exstyle(device
->exStyle
);
1136 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1137 device
->style
, device
->exStyle
, style
, exstyle
);
1139 filter_messages
= device
->filter_messages
;
1140 device
->filter_messages
= TRUE
;
1142 SetWindowLongW(window
, GWL_STYLE
, style
);
1143 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
1144 SetWindowPos(window
, HWND_TOP
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
1146 device
->filter_messages
= filter_messages
;
1149 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
1151 BOOL filter_messages
;
1152 LONG style
, exstyle
;
1154 if (!device
->style
&& !device
->exStyle
) return;
1156 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1157 window
, device
->style
, device
->exStyle
);
1159 style
= GetWindowLongW(window
, GWL_STYLE
);
1160 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1162 filter_messages
= device
->filter_messages
;
1163 device
->filter_messages
= TRUE
;
1165 /* Only restore the style if the application didn't modify it during the
1166 * fullscreen phase. Some applications change it before calling Reset()
1167 * when switching between windowed and fullscreen modes (HL2), some
1168 * depend on the original style (Eve Online). */
1169 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
1171 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
1172 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
1174 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
1176 device
->filter_messages
= filter_messages
;
1178 /* Delete the old values. */
1180 device
->exStyle
= 0;
1183 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
1185 TRACE("device %p, window %p.\n", device
, window
);
1187 if (!wined3d_register_window(window
, device
))
1189 ERR("Failed to register window %p.\n", window
);
1193 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
1194 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
1199 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
1201 TRACE("device %p.\n", device
);
1203 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
1204 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
1207 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
1208 struct wined3d_swapchain_desc
*swapchain_desc
)
1210 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1211 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1212 struct wined3d_swapchain
*swapchain
= NULL
;
1213 struct wined3d_context
*context
;
1218 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1220 if (device
->d3d_initialized
)
1221 return WINED3DERR_INVALIDCALL
;
1222 if (!device
->adapter
->opengl
)
1223 return WINED3DERR_INVALIDCALL
;
1225 device
->valid_rt_mask
= 0;
1226 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1227 device
->valid_rt_mask
|= (1 << i
);
1228 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1229 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
1231 /* Initialize the texture unit mapping to a 1:1 mapping */
1232 for (state
= 0; state
< MAX_COMBINED_SAMPLERS
; ++state
)
1234 if (state
< gl_info
->limits
.fragment_samplers
)
1236 device
->texUnitMap
[state
] = state
;
1237 device
->rev_tex_unit_map
[state
] = state
;
1241 device
->texUnitMap
[state
] = WINED3D_UNMAPPED_STAGE
;
1242 device
->rev_tex_unit_map
[state
] = WINED3D_UNMAPPED_STAGE
;
1246 /* Setup the implicit swapchain. This also initializes a context. */
1247 TRACE("Creating implicit swapchain\n");
1248 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1249 swapchain_desc
, &swapchain
);
1252 WARN("Failed to create implicit swapchain\n");
1256 device
->swapchain_count
= 1;
1257 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1258 if (!device
->swapchains
)
1260 ERR("Out of memory!\n");
1263 device
->swapchains
[0] = swapchain
;
1265 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1267 TRACE("Setting rendertarget to %p.\n", swapchain
->back_buffers
);
1268 device
->fb
.render_targets
[0] = swapchain
->back_buffers
[0];
1272 TRACE("Setting rendertarget to %p.\n", swapchain
->front_buffer
);
1273 device
->fb
.render_targets
[0] = swapchain
->front_buffer
;
1275 wined3d_surface_incref(device
->fb
.render_targets
[0]);
1277 /* Depth Stencil support */
1278 device
->fb
.depth_stencil
= device
->auto_depth_stencil
;
1279 if (device
->fb
.depth_stencil
)
1280 wined3d_surface_incref(device
->fb
.depth_stencil
);
1282 hr
= device
->shader_backend
->shader_alloc_private(device
);
1285 TRACE("Shader private data couldn't be allocated\n");
1288 hr
= device
->frag_pipe
->alloc_private(device
);
1291 TRACE("Fragment pipeline private data couldn't be allocated\n");
1294 hr
= device
->blitter
->alloc_private(device
);
1297 TRACE("Blitter private data couldn't be allocated\n");
1301 /* Set up some starting GL setup */
1303 /* Setup all the devices defaults */
1304 stateblock_init_default_state(device
->stateBlock
);
1306 context
= context_acquire(device
, swapchain
->front_buffer
);
1308 create_dummy_textures(device
, context
);
1312 /* Initialize the current view state */
1313 device
->view_ident
= 1;
1314 device
->contexts
[0]->last_was_rhw
= 0;
1316 switch (wined3d_settings
.offscreen_rendering_mode
)
1319 device
->offscreenBuffer
= GL_COLOR_ATTACHMENT0
;
1322 case ORM_BACKBUFFER
:
1324 if (context_get_current()->aux_buffers
> 0)
1326 TRACE("Using auxiliary buffer for offscreen rendering\n");
1327 device
->offscreenBuffer
= GL_AUX0
;
1331 TRACE("Using back buffer for offscreen rendering\n");
1332 device
->offscreenBuffer
= GL_BACK
;
1337 TRACE("All defaults now set up, leaving 3D init.\n");
1340 context_release(context
);
1342 /* Clear the screen */
1343 wined3d_device_clear(device
, 0, NULL
, WINED3DCLEAR_TARGET
1344 | (swapchain_desc
->enable_auto_depth_stencil
? WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
: 0),
1347 device
->d3d_initialized
= TRUE
;
1349 if (wined3d_settings
.logo
)
1350 device_load_logo(device
, wined3d_settings
.logo
);
1354 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1355 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1356 device
->swapchain_count
= 0;
1358 wined3d_swapchain_decref(swapchain
);
1359 if (device
->blit_priv
)
1360 device
->blitter
->free_private(device
);
1361 if (device
->fragment_priv
)
1362 device
->frag_pipe
->free_private(device
);
1363 if (device
->shader_priv
)
1364 device
->shader_backend
->shader_free_private(device
);
1369 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1370 struct wined3d_swapchain_desc
*swapchain_desc
)
1372 struct wined3d_swapchain
*swapchain
= NULL
;
1375 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1377 /* Setup the implicit swapchain */
1378 TRACE("Creating implicit swapchain\n");
1379 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1380 swapchain_desc
, &swapchain
);
1383 WARN("Failed to create implicit swapchain\n");
1387 device
->swapchain_count
= 1;
1388 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1389 if (!device
->swapchains
)
1391 ERR("Out of memory!\n");
1394 device
->swapchains
[0] = swapchain
;
1398 wined3d_swapchain_decref(swapchain
);
1402 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1404 struct wined3d_resource
*resource
, *cursor
;
1405 const struct wined3d_gl_info
*gl_info
;
1406 struct wined3d_context
*context
;
1407 struct wined3d_surface
*surface
;
1410 TRACE("device %p.\n", device
);
1412 if (!device
->d3d_initialized
)
1413 return WINED3DERR_INVALIDCALL
;
1415 /* Force making the context current again, to verify it is still valid
1416 * (workaround for broken drivers) */
1417 context_set_current(NULL
);
1418 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1419 * it was created. Thus make sure a context is active for the glDelete* calls
1421 context
= context_acquire(device
, NULL
);
1422 gl_info
= context
->gl_info
;
1424 if (device
->logo_surface
)
1425 wined3d_surface_decref(device
->logo_surface
);
1427 stateblock_unbind_resources(device
->stateBlock
);
1429 /* Unload resources */
1430 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1432 TRACE("Unloading resource %p.\n", resource
);
1434 resource
->resource_ops
->resource_unload(resource
);
1437 TRACE("Deleting high order patches\n");
1438 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
)
1440 struct wined3d_rect_patch
*patch
;
1441 struct list
*e1
, *e2
;
1443 LIST_FOR_EACH_SAFE(e1
, e2
, &device
->patches
[i
])
1445 patch
= LIST_ENTRY(e1
, struct wined3d_rect_patch
, entry
);
1446 wined3d_device_delete_patch(device
, patch
->Handle
);
1450 /* Delete the mouse cursor texture */
1451 if (device
->cursorTexture
)
1454 glDeleteTextures(1, &device
->cursorTexture
);
1456 device
->cursorTexture
= 0;
1459 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1460 * private data, it might contain opengl pointers
1462 if (device
->depth_blt_texture
)
1465 glDeleteTextures(1, &device
->depth_blt_texture
);
1467 device
->depth_blt_texture
= 0;
1470 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1471 device
->blitter
->free_private(device
);
1472 device
->frag_pipe
->free_private(device
);
1473 device
->shader_backend
->shader_free_private(device
);
1475 /* Release the buffers (with sanity checks)*/
1476 if (device
->onscreen_depth_stencil
)
1478 surface
= device
->onscreen_depth_stencil
;
1479 device
->onscreen_depth_stencil
= NULL
;
1480 wined3d_surface_decref(surface
);
1483 if (device
->fb
.depth_stencil
)
1485 surface
= device
->fb
.depth_stencil
;
1487 TRACE("Releasing depth/stencil buffer %p.\n", surface
);
1489 device
->fb
.depth_stencil
= NULL
;
1490 wined3d_surface_decref(surface
);
1493 if (device
->auto_depth_stencil
)
1495 surface
= device
->auto_depth_stencil
;
1496 device
->auto_depth_stencil
= NULL
;
1497 if (wined3d_surface_decref(surface
))
1498 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface
);
1501 for (i
= 1; i
< gl_info
->limits
.buffers
; ++i
)
1503 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
1506 surface
= device
->fb
.render_targets
[0];
1507 TRACE("Setting rendertarget 0 to NULL\n");
1508 device
->fb
.render_targets
[0] = NULL
;
1509 TRACE("Releasing the render target at %p\n", surface
);
1510 wined3d_surface_decref(surface
);
1512 context_release(context
);
1514 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1516 TRACE("Releasing the implicit swapchain %u.\n", i
);
1517 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1518 FIXME("Something's still holding the implicit swapchain.\n");
1521 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1522 device
->swapchains
= NULL
;
1523 device
->swapchain_count
= 0;
1525 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1526 device
->fb
.render_targets
= NULL
;
1528 device
->d3d_initialized
= FALSE
;
1533 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1537 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1539 TRACE("Releasing the implicit swapchain %u.\n", i
);
1540 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1541 FIXME("Something's still holding the implicit swapchain.\n");
1544 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1545 device
->swapchains
= NULL
;
1546 device
->swapchain_count
= 0;
1550 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1551 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1552 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1554 * There is no way to deactivate thread safety once it is enabled.
1556 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1558 TRACE("device %p.\n", device
);
1560 /* For now just store the flag (needed in case of ddraw). */
1561 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1564 HRESULT CDECL
wined3d_device_set_display_mode(struct wined3d_device
*device
,
1565 UINT swapchain_idx
, const struct wined3d_display_mode
*mode
)
1567 struct wined3d_adapter
*adapter
= device
->adapter
;
1568 const struct wined3d_format
*format
= wined3d_get_format(&adapter
->gl_info
, mode
->format_id
);
1573 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device
, swapchain_idx
, mode
,
1574 mode
->width
, mode
->height
, mode
->refresh_rate
, debug_d3dformat(mode
->format_id
));
1576 /* Resize the screen even without a window:
1577 * The app could have unset it with SetCooperativeLevel, but not called
1578 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1579 * but we don't have any hwnd
1582 memset(&devmode
, 0, sizeof(devmode
));
1583 devmode
.dmSize
= sizeof(devmode
);
1584 devmode
.dmFields
= DM_BITSPERPEL
| DM_PELSWIDTH
| DM_PELSHEIGHT
;
1585 devmode
.dmBitsPerPel
= format
->byte_count
* CHAR_BIT
;
1586 devmode
.dmPelsWidth
= mode
->width
;
1587 devmode
.dmPelsHeight
= mode
->height
;
1589 devmode
.dmDisplayFrequency
= mode
->refresh_rate
;
1590 if (mode
->refresh_rate
)
1591 devmode
.dmFields
|= DM_DISPLAYFREQUENCY
;
1593 /* Only change the mode if necessary */
1594 if (adapter
->screen_size
.cx
== mode
->width
&& adapter
->screen_size
.cy
== mode
->height
1595 && adapter
->screen_format
== mode
->format_id
&& !mode
->refresh_rate
)
1598 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
);
1599 if (ret
!= DISP_CHANGE_SUCCESSFUL
)
1601 if (devmode
.dmDisplayFrequency
)
1603 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1604 devmode
.dmFields
&= ~DM_DISPLAYFREQUENCY
;
1605 devmode
.dmDisplayFrequency
= 0;
1606 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
) != DISP_CHANGE_SUCCESSFUL
;
1608 if(ret
!= DISP_CHANGE_SUCCESSFUL
) {
1609 return WINED3DERR_NOTAVAILABLE
;
1613 /* Store the new values */
1614 adapter
->screen_size
.cx
= mode
->width
;
1615 adapter
->screen_size
.cy
= mode
->height
;
1616 adapter
->screen_format
= mode
->format_id
;
1618 /* And finally clip mouse to our screen */
1619 SetRect(&clip_rc
, 0, 0, mode
->width
, mode
->height
);
1620 ClipCursor(&clip_rc
);
1625 HRESULT CDECL
wined3d_device_get_wined3d(const struct wined3d_device
*device
, struct wined3d
**wined3d
)
1627 TRACE("device %p, wined3d %p.\n", device
, wined3d
);
1629 *wined3d
= device
->wined3d
;
1630 wined3d_incref(*wined3d
);
1632 TRACE("Returning %p.\n", *wined3d
);
1637 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1639 TRACE("device %p.\n", device
);
1641 TRACE("Emulating %d MB, returning %d MB left.\n",
1642 device
->adapter
->TextureRam
/ (1024 * 1024),
1643 (device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
) / (1024 * 1024));
1645 return device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
;
1648 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1649 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1651 struct wined3d_stream_state
*stream
;
1652 struct wined3d_buffer
*prev_buffer
;
1654 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1655 device
, stream_idx
, buffer
, offset
, stride
);
1657 if (stream_idx
>= MAX_STREAMS
)
1659 WARN("Stream index %u out of range.\n", stream_idx
);
1660 return WINED3DERR_INVALIDCALL
;
1662 else if (offset
& 0x3)
1664 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1665 return WINED3DERR_INVALIDCALL
;
1668 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1669 prev_buffer
= stream
->buffer
;
1671 device
->updateStateBlock
->changed
.streamSource
|= 1 << stream_idx
;
1673 if (prev_buffer
== buffer
1674 && stream
->stride
== stride
1675 && stream
->offset
== offset
)
1677 TRACE("Application is setting the old values over, nothing to do.\n");
1681 stream
->buffer
= buffer
;
1684 stream
->stride
= stride
;
1685 stream
->offset
= offset
;
1688 /* Handle recording of state blocks. */
1689 if (device
->isRecordingState
)
1691 TRACE("Recording... not performing anything.\n");
1693 wined3d_buffer_incref(buffer
);
1695 wined3d_buffer_decref(prev_buffer
);
1701 InterlockedIncrement(&buffer
->bind_count
);
1702 wined3d_buffer_incref(buffer
);
1706 InterlockedDecrement(&prev_buffer
->bind_count
);
1707 wined3d_buffer_decref(prev_buffer
);
1710 device_invalidate_state(device
, STATE_STREAMSRC
);
1715 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1716 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1718 struct wined3d_stream_state
*stream
;
1720 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1721 device
, stream_idx
, buffer
, offset
, stride
);
1723 if (stream_idx
>= MAX_STREAMS
)
1725 WARN("Stream index %u out of range.\n", stream_idx
);
1726 return WINED3DERR_INVALIDCALL
;
1729 stream
= &device
->stateBlock
->state
.streams
[stream_idx
];
1730 *buffer
= stream
->buffer
;
1732 wined3d_buffer_incref(*buffer
);
1734 *offset
= stream
->offset
;
1735 *stride
= stream
->stride
;
1740 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1742 struct wined3d_stream_state
*stream
;
1743 UINT old_flags
, old_freq
;
1745 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1747 /* Verify input. At least in d3d9 this is invalid. */
1748 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1750 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1751 return WINED3DERR_INVALIDCALL
;
1753 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1755 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1756 return WINED3DERR_INVALIDCALL
;
1760 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1761 return WINED3DERR_INVALIDCALL
;
1764 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1765 old_flags
= stream
->flags
;
1766 old_freq
= stream
->frequency
;
1768 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1769 stream
->frequency
= divider
& 0x7fffff;
1771 device
->updateStateBlock
->changed
.streamFreq
|= 1 << stream_idx
;
1773 if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1774 device_invalidate_state(device
, STATE_STREAMSRC
);
1779 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1780 UINT stream_idx
, UINT
*divider
)
1782 struct wined3d_stream_state
*stream
;
1784 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1786 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1787 *divider
= stream
->flags
| stream
->frequency
;
1789 TRACE("Returning %#x.\n", *divider
);
1794 HRESULT CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1795 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1797 TRACE("device %p, state %s, matrix %p.\n",
1798 device
, debug_d3dtstype(d3dts
), matrix
);
1800 /* Handle recording of state blocks. */
1801 if (device
->isRecordingState
)
1803 TRACE("Recording... not performing anything.\n");
1804 device
->updateStateBlock
->changed
.transform
[d3dts
>> 5] |= 1 << (d3dts
& 0x1f);
1805 device
->updateStateBlock
->state
.transforms
[d3dts
] = *matrix
;
1809 /* If the new matrix is the same as the current one,
1810 * we cut off any further processing. this seems to be a reasonable
1811 * optimization because as was noticed, some apps (warcraft3 for example)
1812 * tend towards setting the same matrix repeatedly for some reason.
1814 * From here on we assume that the new matrix is different, wherever it matters. */
1815 if (!memcmp(&device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0], matrix
, sizeof(*matrix
)))
1817 TRACE("The application is setting the same matrix over again.\n");
1821 conv_mat(matrix
, &device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0]);
1823 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1824 * where ViewMat = Camera space, WorldMat = world space.
1826 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1827 * matrix. The Projection matrix stay projection matrix. */
1829 if (d3dts
== WINED3D_TS_VIEW
)
1830 device
->view_ident
= !memcmp(matrix
, identity
, 16 * sizeof(float));
1832 if (d3dts
< WINED3D_TS_WORLD_MATRIX(device
->adapter
->gl_info
.limits
.blends
))
1833 device_invalidate_state(device
, STATE_TRANSFORM(d3dts
));
1839 HRESULT CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1840 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1842 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1844 *matrix
= device
->stateBlock
->state
.transforms
[state
];
1849 HRESULT CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1850 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1852 const struct wined3d_matrix
*mat
= NULL
;
1853 struct wined3d_matrix temp
;
1855 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1857 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1858 * below means it will be recorded in a state block change, but it
1859 * works regardless where it is recorded.
1860 * If this is found to be wrong, change to StateBlock. */
1861 if (state
> HIGHEST_TRANSFORMSTATE
)
1863 WARN("Unhandled transform state %#x.\n", state
);
1867 mat
= &device
->updateStateBlock
->state
.transforms
[state
];
1868 multiply_matrix(&temp
, mat
, matrix
);
1870 /* Apply change via set transform - will reapply to eg. lights this way. */
1871 return wined3d_device_set_transform(device
, state
, &temp
);
1874 /* Note lights are real special cases. Although the device caps state only
1875 * e.g. 8 are supported, you can reference any indexes you want as long as
1876 * that number max are enabled at any one point in time. Therefore since the
1877 * indices can be anything, we need a hashmap of them. However, this causes
1878 * stateblock problems. When capturing the state block, I duplicate the
1879 * hashmap, but when recording, just build a chain pretty much of commands to
1881 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1882 UINT light_idx
, const struct wined3d_light
*light
)
1884 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1885 struct wined3d_light_info
*object
= NULL
;
1889 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1891 /* Check the parameter range. Need for speed most wanted sets junk lights
1892 * which confuse the GL driver. */
1894 return WINED3DERR_INVALIDCALL
;
1896 switch (light
->type
)
1898 case WINED3D_LIGHT_POINT
:
1899 case WINED3D_LIGHT_SPOT
:
1900 case WINED3D_LIGHT_PARALLELPOINT
:
1901 case WINED3D_LIGHT_GLSPOT
:
1902 /* Incorrect attenuation values can cause the gl driver to crash.
1903 * Happens with Need for speed most wanted. */
1904 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1906 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1907 return WINED3DERR_INVALIDCALL
;
1911 case WINED3D_LIGHT_DIRECTIONAL
:
1912 /* Ignores attenuation */
1916 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1917 return WINED3DERR_INVALIDCALL
;
1920 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
1922 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1923 if (object
->OriginalIndex
== light_idx
)
1930 TRACE("Adding new light\n");
1931 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1934 ERR("Out of memory error when allocating a light\n");
1935 return E_OUTOFMEMORY
;
1937 list_add_head(&device
->updateStateBlock
->state
.light_map
[hash_idx
], &object
->entry
);
1938 object
->glIndex
= -1;
1939 object
->OriginalIndex
= light_idx
;
1942 /* Initialize the object. */
1943 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1944 light_idx
, light
->type
,
1945 light
->diffuse
.r
, light
->diffuse
.g
, light
->diffuse
.b
, light
->diffuse
.a
,
1946 light
->specular
.r
, light
->specular
.g
, light
->specular
.b
, light
->specular
.a
,
1947 light
->ambient
.r
, light
->ambient
.g
, light
->ambient
.b
, light
->ambient
.a
);
1948 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light
->position
.x
, light
->position
.y
, light
->position
.z
,
1949 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
);
1950 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1951 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1953 /* Save away the information. */
1954 object
->OriginalParms
= *light
;
1956 switch (light
->type
)
1958 case WINED3D_LIGHT_POINT
:
1960 object
->lightPosn
[0] = light
->position
.x
;
1961 object
->lightPosn
[1] = light
->position
.y
;
1962 object
->lightPosn
[2] = light
->position
.z
;
1963 object
->lightPosn
[3] = 1.0f
;
1964 object
->cutoff
= 180.0f
;
1968 case WINED3D_LIGHT_DIRECTIONAL
:
1970 object
->lightPosn
[0] = -light
->direction
.x
;
1971 object
->lightPosn
[1] = -light
->direction
.y
;
1972 object
->lightPosn
[2] = -light
->direction
.z
;
1973 object
->lightPosn
[3] = 0.0f
;
1974 object
->exponent
= 0.0f
;
1975 object
->cutoff
= 180.0f
;
1978 case WINED3D_LIGHT_SPOT
:
1980 object
->lightPosn
[0] = light
->position
.x
;
1981 object
->lightPosn
[1] = light
->position
.y
;
1982 object
->lightPosn
[2] = light
->position
.z
;
1983 object
->lightPosn
[3] = 1.0f
;
1986 object
->lightDirn
[0] = light
->direction
.x
;
1987 object
->lightDirn
[1] = light
->direction
.y
;
1988 object
->lightDirn
[2] = light
->direction
.z
;
1989 object
->lightDirn
[3] = 1.0f
;
1991 /* opengl-ish and d3d-ish spot lights use too different models
1992 * for the light "intensity" as a function of the angle towards
1993 * the main light direction, so we only can approximate very
1994 * roughly. However, spot lights are rather rarely used in games
1995 * (if ever used at all). Furthermore if still used, probably
1996 * nobody pays attention to such details. */
1997 if (!light
->falloff
)
1999 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2000 * equations have the falloff resp. exponent parameter as an
2001 * exponent, so the spot light lighting will always be 1.0 for
2002 * both of them, and we don't have to care for the rest of the
2003 * rather complex calculation. */
2004 object
->exponent
= 0.0f
;
2008 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
2011 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
2014 if (object
->exponent
> 128.0f
)
2015 object
->exponent
= 128.0f
;
2017 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
2022 FIXME("Unrecognized light type %#x.\n", light
->type
);
2025 /* Update the live definitions if the light is currently assigned a glIndex. */
2026 if (object
->glIndex
!= -1 && !device
->isRecordingState
)
2027 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
2032 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
2033 UINT light_idx
, struct wined3d_light
*light
)
2035 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2036 struct wined3d_light_info
*light_info
= NULL
;
2039 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
2041 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2043 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2044 if (light_info
->OriginalIndex
== light_idx
)
2051 TRACE("Light information requested but light not defined\n");
2052 return WINED3DERR_INVALIDCALL
;
2055 *light
= light_info
->OriginalParms
;
2059 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
2061 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2062 struct wined3d_light_info
*light_info
= NULL
;
2065 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
2067 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2069 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2070 if (light_info
->OriginalIndex
== light_idx
)
2074 TRACE("Found light %p.\n", light_info
);
2076 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2079 TRACE("Light enabled requested but light not defined, so defining one!\n");
2080 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
2082 /* Search for it again! Should be fairly quick as near head of list. */
2083 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2085 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2086 if (light_info
->OriginalIndex
== light_idx
)
2092 FIXME("Adding default lights has failed dismally\n");
2093 return WINED3DERR_INVALIDCALL
;
2099 if (light_info
->glIndex
!= -1)
2101 if (!device
->isRecordingState
)
2102 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
2104 device
->updateStateBlock
->state
.lights
[light_info
->glIndex
] = NULL
;
2105 light_info
->glIndex
= -1;
2109 TRACE("Light already disabled, nothing to do\n");
2111 light_info
->enabled
= FALSE
;
2115 light_info
->enabled
= TRUE
;
2116 if (light_info
->glIndex
!= -1)
2118 TRACE("Nothing to do as light was enabled\n");
2123 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2124 /* Find a free GL light. */
2125 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
2127 if (!device
->updateStateBlock
->state
.lights
[i
])
2129 device
->updateStateBlock
->state
.lights
[i
] = light_info
;
2130 light_info
->glIndex
= i
;
2134 if (light_info
->glIndex
== -1)
2136 /* Our tests show that Windows returns D3D_OK in this situation, even with
2137 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2138 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2139 * as well for those lights.
2141 * TODO: Test how this affects rendering. */
2142 WARN("Too many concurrently active lights\n");
2146 /* i == light_info->glIndex */
2147 if (!device
->isRecordingState
)
2148 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
2155 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
2157 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2158 struct wined3d_light_info
*light_info
= NULL
;
2161 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
2163 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2165 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2166 if (light_info
->OriginalIndex
== light_idx
)
2173 TRACE("Light enabled state requested but light not defined.\n");
2174 return WINED3DERR_INVALIDCALL
;
2176 /* true is 128 according to SetLightEnable */
2177 *enable
= light_info
->enabled
? 128 : 0;
2181 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
, UINT plane_idx
, const float *plane
)
2183 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2185 /* Validate plane_idx. */
2186 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2188 TRACE("Application has requested clipplane this device doesn't support.\n");
2189 return WINED3DERR_INVALIDCALL
;
2192 device
->updateStateBlock
->changed
.clipplane
|= 1 << plane_idx
;
2194 if (device
->updateStateBlock
->state
.clip_planes
[plane_idx
][0] == plane
[0]
2195 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][1] == plane
[1]
2196 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][2] == plane
[2]
2197 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][3] == plane
[3])
2199 TRACE("Application is setting old values over, nothing to do.\n");
2203 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][0] = plane
[0];
2204 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][1] = plane
[1];
2205 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][2] = plane
[2];
2206 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][3] = plane
[3];
2208 /* Handle recording of state blocks. */
2209 if (device
->isRecordingState
)
2211 TRACE("Recording... not performing anything.\n");
2215 device_invalidate_state(device
, STATE_CLIPPLANE(plane_idx
));
2220 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
, UINT plane_idx
, float *plane
)
2222 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2224 /* Validate plane_idx. */
2225 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2227 TRACE("Application has requested clipplane this device doesn't support.\n");
2228 return WINED3DERR_INVALIDCALL
;
2231 plane
[0] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][0];
2232 plane
[1] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][1];
2233 plane
[2] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][2];
2234 plane
[3] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][3];
2239 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
2240 const struct wined3d_clip_status
*clip_status
)
2242 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2245 return WINED3DERR_INVALIDCALL
;
2250 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
2251 struct wined3d_clip_status
*clip_status
)
2253 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2256 return WINED3DERR_INVALIDCALL
;
2261 HRESULT CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
2263 TRACE("device %p, material %p.\n", device
, material
);
2265 device
->updateStateBlock
->changed
.material
= TRUE
;
2266 device
->updateStateBlock
->state
.material
= *material
;
2268 /* Handle recording of state blocks */
2269 if (device
->isRecordingState
)
2271 TRACE("Recording... not performing anything.\n");
2275 device_invalidate_state(device
, STATE_MATERIAL
);
2280 HRESULT CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
2282 TRACE("device %p, material %p.\n", device
, material
);
2284 *material
= device
->updateStateBlock
->state
.material
;
2286 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2287 material
->diffuse
.r
, material
->diffuse
.g
,
2288 material
->diffuse
.b
, material
->diffuse
.a
);
2289 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2290 material
->ambient
.r
, material
->ambient
.g
,
2291 material
->ambient
.b
, material
->ambient
.a
);
2292 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2293 material
->specular
.r
, material
->specular
.g
,
2294 material
->specular
.b
, material
->specular
.a
);
2295 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2296 material
->emissive
.r
, material
->emissive
.g
,
2297 material
->emissive
.b
, material
->emissive
.a
);
2298 TRACE("power %.8e.\n", material
->power
);
2303 HRESULT CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
2304 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
2306 struct wined3d_buffer
*prev_buffer
;
2308 TRACE("device %p, buffer %p, format %s.\n",
2309 device
, buffer
, debug_d3dformat(format_id
));
2311 prev_buffer
= device
->updateStateBlock
->state
.index_buffer
;
2313 device
->updateStateBlock
->changed
.indices
= TRUE
;
2314 device
->updateStateBlock
->state
.index_buffer
= buffer
;
2315 device
->updateStateBlock
->state
.index_format
= format_id
;
2317 /* Handle recording of state blocks. */
2318 if (device
->isRecordingState
)
2320 TRACE("Recording... not performing anything.\n");
2322 wined3d_buffer_incref(buffer
);
2324 wined3d_buffer_decref(prev_buffer
);
2328 if (prev_buffer
!= buffer
)
2330 device_invalidate_state(device
, STATE_INDEXBUFFER
);
2333 InterlockedIncrement(&buffer
->bind_count
);
2334 wined3d_buffer_incref(buffer
);
2338 InterlockedDecrement(&prev_buffer
->bind_count
);
2339 wined3d_buffer_decref(prev_buffer
);
2346 HRESULT CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
, struct wined3d_buffer
**buffer
)
2348 TRACE("device %p, buffer %p.\n", device
, buffer
);
2350 *buffer
= device
->stateBlock
->state
.index_buffer
;
2353 wined3d_buffer_incref(*buffer
);
2355 TRACE("Returning %p.\n", *buffer
);
2360 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2361 HRESULT CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
2363 TRACE("device %p, base_index %d.\n", device
, base_index
);
2365 if (device
->updateStateBlock
->state
.base_vertex_index
== base_index
)
2367 TRACE("Application is setting the old value over, nothing to do\n");
2371 device
->updateStateBlock
->state
.base_vertex_index
= base_index
;
2373 if (device
->isRecordingState
)
2375 TRACE("Recording... not performing anything\n");
2381 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
2383 TRACE("device %p.\n", device
);
2385 return device
->stateBlock
->state
.base_vertex_index
;
2388 HRESULT CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
2390 TRACE("device %p, viewport %p.\n", device
, viewport
);
2391 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2392 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
2394 device
->updateStateBlock
->changed
.viewport
= TRUE
;
2395 device
->updateStateBlock
->state
.viewport
= *viewport
;
2397 /* Handle recording of state blocks */
2398 if (device
->isRecordingState
)
2400 TRACE("Recording... not performing anything\n");
2404 device_invalidate_state(device
, STATE_VIEWPORT
);
2409 HRESULT CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
2411 TRACE("device %p, viewport %p.\n", device
, viewport
);
2413 *viewport
= device
->stateBlock
->state
.viewport
;
2418 HRESULT CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2419 enum wined3d_render_state state
, DWORD value
)
2421 DWORD old_value
= device
->stateBlock
->state
.render_states
[state
];
2423 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2425 device
->updateStateBlock
->changed
.renderState
[state
>> 5] |= 1 << (state
& 0x1f);
2426 device
->updateStateBlock
->state
.render_states
[state
] = value
;
2428 /* Handle recording of state blocks. */
2429 if (device
->isRecordingState
)
2431 TRACE("Recording... not performing anything.\n");
2435 /* Compared here and not before the assignment to allow proper stateblock recording. */
2436 if (value
== old_value
)
2437 TRACE("Application is setting the old value over, nothing to do.\n");
2439 device_invalidate_state(device
, STATE_RENDER(state
));
2444 HRESULT CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
,
2445 enum wined3d_render_state state
, DWORD
*value
)
2447 TRACE("device %p, state %s (%#x), value %p.\n", device
, debug_d3drenderstate(state
), state
, value
);
2449 *value
= device
->stateBlock
->state
.render_states
[state
];
2454 HRESULT CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2455 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
2459 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2460 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2462 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2463 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2465 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2466 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2468 WARN("Invalid sampler %u.\n", sampler_idx
);
2469 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2472 old_value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2473 device
->updateStateBlock
->state
.sampler_states
[sampler_idx
][state
] = value
;
2474 device
->updateStateBlock
->changed
.samplerState
[sampler_idx
] |= 1 << state
;
2476 /* Handle recording of state blocks. */
2477 if (device
->isRecordingState
)
2479 TRACE("Recording... not performing anything.\n");
2483 if (old_value
== value
)
2485 TRACE("Application is setting the old value over, nothing to do.\n");
2489 device_invalidate_state(device
, STATE_SAMPLER(sampler_idx
));
2494 HRESULT CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2495 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD
*value
)
2497 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2498 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2500 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2501 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2503 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2504 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2506 WARN("Invalid sampler %u.\n", sampler_idx
);
2507 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2510 *value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2511 TRACE("Returning %#x.\n", *value
);
2516 HRESULT CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2518 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2520 device
->updateStateBlock
->changed
.scissorRect
= TRUE
;
2521 if (EqualRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
))
2523 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2526 CopyRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
);
2528 if (device
->isRecordingState
)
2530 TRACE("Recording... not performing anything.\n");
2534 device_invalidate_state(device
, STATE_SCISSORRECT
);
2539 HRESULT CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2541 TRACE("device %p, rect %p.\n", device
, rect
);
2543 *rect
= device
->updateStateBlock
->state
.scissor_rect
;
2544 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2549 HRESULT CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2550 struct wined3d_vertex_declaration
*declaration
)
2552 struct wined3d_vertex_declaration
*prev
= device
->updateStateBlock
->state
.vertex_declaration
;
2554 TRACE("device %p, declaration %p.\n", device
, declaration
);
2557 wined3d_vertex_declaration_incref(declaration
);
2559 wined3d_vertex_declaration_decref(prev
);
2561 device
->updateStateBlock
->state
.vertex_declaration
= declaration
;
2562 device
->updateStateBlock
->changed
.vertexDecl
= TRUE
;
2564 if (device
->isRecordingState
)
2566 TRACE("Recording... not performing anything.\n");
2569 else if (declaration
== prev
)
2571 /* Checked after the assignment to allow proper stateblock recording. */
2572 TRACE("Application is setting the old declaration over, nothing to do.\n");
2576 device_invalidate_state(device
, STATE_VDECL
);
2580 HRESULT CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
,
2581 struct wined3d_vertex_declaration
**declaration
)
2583 TRACE("device %p, declaration %p.\n", device
, declaration
);
2585 *declaration
= device
->stateBlock
->state
.vertex_declaration
;
2587 wined3d_vertex_declaration_incref(*declaration
);
2592 HRESULT CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2594 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.vertex_shader
;
2596 TRACE("device %p, shader %p.\n", device
, shader
);
2598 device
->updateStateBlock
->state
.vertex_shader
= shader
;
2599 device
->updateStateBlock
->changed
.vertexShader
= TRUE
;
2601 if (device
->isRecordingState
)
2604 wined3d_shader_incref(shader
);
2606 wined3d_shader_decref(prev
);
2607 TRACE("Recording... not performing anything.\n");
2613 TRACE("Application is setting the old shader over, nothing to do.\n");
2618 wined3d_shader_incref(shader
);
2620 wined3d_shader_decref(prev
);
2622 device_invalidate_state(device
, STATE_VSHADER
);
2627 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2629 struct wined3d_shader
*shader
;
2631 TRACE("device %p.\n", device
);
2633 shader
= device
->stateBlock
->state
.vertex_shader
;
2635 wined3d_shader_incref(shader
);
2637 TRACE("Returning %p.\n", shader
);
2641 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2642 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2644 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2647 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2648 device
, start_register
, constants
, bool_count
);
2650 if (!constants
|| start_register
>= MAX_CONST_B
)
2651 return WINED3DERR_INVALIDCALL
;
2653 memcpy(&device
->updateStateBlock
->state
.vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2654 for (i
= 0; i
< count
; ++i
)
2655 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2657 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2658 device
->updateStateBlock
->changed
.vertexShaderConstantsB
|= (1 << i
);
2660 if (!device
->isRecordingState
)
2661 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2666 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2667 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2669 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2671 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2672 device
, start_register
, constants
, bool_count
);
2674 if (!constants
|| start_register
>= MAX_CONST_B
)
2675 return WINED3DERR_INVALIDCALL
;
2677 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2682 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2683 UINT start_register
, const int *constants
, UINT vector4i_count
)
2685 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2688 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2689 device
, start_register
, constants
, vector4i_count
);
2691 if (!constants
|| start_register
>= MAX_CONST_I
)
2692 return WINED3DERR_INVALIDCALL
;
2694 memcpy(&device
->updateStateBlock
->state
.vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2695 for (i
= 0; i
< count
; ++i
)
2696 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2697 constants
[i
* 4], constants
[i
* 4 + 1],
2698 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2700 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2701 device
->updateStateBlock
->changed
.vertexShaderConstantsI
|= (1 << i
);
2703 if (!device
->isRecordingState
)
2704 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2709 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2710 UINT start_register
, int *constants
, UINT vector4i_count
)
2712 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2714 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2715 device
, start_register
, constants
, vector4i_count
);
2717 if (!constants
|| start_register
>= MAX_CONST_I
)
2718 return WINED3DERR_INVALIDCALL
;
2720 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2724 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2725 UINT start_register
, const float *constants
, UINT vector4f_count
)
2729 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2730 device
, start_register
, constants
, vector4f_count
);
2732 /* Specifically test start_register > limit to catch MAX_UINT overflows
2733 * when adding start_register + vector4f_count. */
2735 || start_register
+ vector4f_count
> device
->d3d_vshader_constantF
2736 || start_register
> device
->d3d_vshader_constantF
)
2737 return WINED3DERR_INVALIDCALL
;
2739 memcpy(&device
->updateStateBlock
->state
.vs_consts_f
[start_register
* 4],
2740 constants
, vector4f_count
* sizeof(float) * 4);
2743 for (i
= 0; i
< vector4f_count
; ++i
)
2744 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2745 constants
[i
* 4], constants
[i
* 4 + 1],
2746 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2749 if (!device
->isRecordingState
)
2751 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2752 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2755 memset(device
->updateStateBlock
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2756 sizeof(*device
->updateStateBlock
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2761 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2762 UINT start_register
, float *constants
, UINT vector4f_count
)
2764 int count
= min(vector4f_count
, device
->d3d_vshader_constantF
- start_register
);
2766 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2767 device
, start_register
, constants
, vector4f_count
);
2769 if (!constants
|| count
< 0)
2770 return WINED3DERR_INVALIDCALL
;
2772 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2777 static void device_invalidate_texture_stage(const struct wined3d_device
*device
, DWORD stage
)
2781 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
2783 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, i
));
2787 static void device_map_stage(struct wined3d_device
*device
, DWORD stage
, DWORD unit
)
2789 DWORD i
= device
->rev_tex_unit_map
[unit
];
2790 DWORD j
= device
->texUnitMap
[stage
];
2792 device
->texUnitMap
[stage
] = unit
;
2793 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
2794 device
->texUnitMap
[i
] = WINED3D_UNMAPPED_STAGE
;
2796 device
->rev_tex_unit_map
[unit
] = stage
;
2797 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
2798 device
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
2801 static void device_update_fixed_function_usage_map(struct wined3d_device
*device
)
2805 device
->fixed_function_usage_map
= 0;
2806 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2808 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2809 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
2810 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
2811 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
2812 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
2813 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
2814 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
2815 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
2816 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
2818 /* Not used, and disable higher stages. */
2819 if (color_op
== WINED3D_TOP_DISABLE
)
2822 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
2823 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
2824 || ((color_arg3
== WINED3DTA_TEXTURE
)
2825 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
2826 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
2827 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
2828 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2829 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
2830 device
->fixed_function_usage_map
|= (1 << i
);
2832 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
2833 && i
< MAX_TEXTURES
- 1)
2834 device
->fixed_function_usage_map
|= (1 << (i
+ 1));
2838 static void device_map_fixed_function_samplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2840 unsigned int i
, tex
;
2843 device_update_fixed_function_usage_map(device
);
2844 ffu_map
= device
->fixed_function_usage_map
;
2846 if (device
->max_ffp_textures
== gl_info
->limits
.texture_stages
2847 || device
->stateBlock
->state
.lowest_disabled_stage
<= device
->max_ffp_textures
)
2849 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2851 if (!(ffu_map
& 1)) continue;
2853 if (device
->texUnitMap
[i
] != i
)
2855 device_map_stage(device
, i
, i
);
2856 device_invalidate_state(device
, STATE_SAMPLER(i
));
2857 device_invalidate_texture_stage(device
, i
);
2863 /* Now work out the mapping */
2865 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2867 if (!(ffu_map
& 1)) continue;
2869 if (device
->texUnitMap
[i
] != tex
)
2871 device_map_stage(device
, i
, tex
);
2872 device_invalidate_state(device
, STATE_SAMPLER(i
));
2873 device_invalidate_texture_stage(device
, i
);
2880 static void device_map_psamplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2882 const enum wined3d_sampler_texture_type
*sampler_type
=
2883 device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2886 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2888 if (sampler_type
[i
] && device
->texUnitMap
[i
] != i
)
2890 device_map_stage(device
, i
, i
);
2891 device_invalidate_state(device
, STATE_SAMPLER(i
));
2892 if (i
< gl_info
->limits
.texture_stages
)
2893 device_invalidate_texture_stage(device
, i
);
2898 static BOOL
device_unit_free_for_vs(const struct wined3d_device
*device
,
2899 const enum wined3d_sampler_texture_type
*pshader_sampler_tokens
,
2900 const enum wined3d_sampler_texture_type
*vshader_sampler_tokens
, DWORD unit
)
2902 DWORD current_mapping
= device
->rev_tex_unit_map
[unit
];
2904 /* Not currently used */
2905 if (current_mapping
== WINED3D_UNMAPPED_STAGE
) return TRUE
;
2907 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
) {
2908 /* Used by a fragment sampler */
2910 if (!pshader_sampler_tokens
) {
2911 /* No pixel shader, check fixed function */
2912 return current_mapping
>= MAX_TEXTURES
|| !(device
->fixed_function_usage_map
& (1 << current_mapping
));
2915 /* Pixel shader, check the shader's sampler map */
2916 return !pshader_sampler_tokens
[current_mapping
];
2919 /* Used by a vertex sampler */
2920 return !vshader_sampler_tokens
[current_mapping
- MAX_FRAGMENT_SAMPLERS
];
2923 static void device_map_vsamplers(struct wined3d_device
*device
, BOOL ps
, const struct wined3d_gl_info
*gl_info
)
2925 const enum wined3d_sampler_texture_type
*vshader_sampler_type
=
2926 device
->stateBlock
->state
.vertex_shader
->reg_maps
.sampler_type
;
2927 const enum wined3d_sampler_texture_type
*pshader_sampler_type
= NULL
;
2928 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
) - 1;
2933 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2934 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2935 pshader_sampler_type
= device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2938 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
2939 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
2940 if (vshader_sampler_type
[i
])
2942 if (device
->texUnitMap
[vsampler_idx
] != WINED3D_UNMAPPED_STAGE
)
2944 /* Already mapped somewhere */
2950 if (device_unit_free_for_vs(device
, pshader_sampler_type
, vshader_sampler_type
, start
))
2952 device_map_stage(device
, vsampler_idx
, start
);
2953 device_invalidate_state(device
, STATE_SAMPLER(vsampler_idx
));
2965 void device_update_tex_unit_map(struct wined3d_device
*device
)
2967 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2968 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2969 BOOL vs
= use_vs(state
);
2970 BOOL ps
= use_ps(state
);
2973 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2974 * that would be really messy and require shader recompilation
2975 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2976 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2979 device_map_psamplers(device
, gl_info
);
2981 device_map_fixed_function_samplers(device
, gl_info
);
2984 device_map_vsamplers(device
, ps
, gl_info
);
2987 HRESULT CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2989 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.pixel_shader
;
2991 TRACE("device %p, shader %p.\n", device
, shader
);
2993 device
->updateStateBlock
->state
.pixel_shader
= shader
;
2994 device
->updateStateBlock
->changed
.pixelShader
= TRUE
;
2996 if (device
->isRecordingState
)
2999 wined3d_shader_incref(shader
);
3001 wined3d_shader_decref(prev
);
3002 TRACE("Recording... not performing anything.\n");
3008 TRACE("Application is setting the old shader over, nothing to do.\n");
3013 wined3d_shader_incref(shader
);
3015 wined3d_shader_decref(prev
);
3017 device_invalidate_state(device
, STATE_PIXELSHADER
);
3022 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
3024 struct wined3d_shader
*shader
;
3026 TRACE("device %p.\n", device
);
3028 shader
= device
->stateBlock
->state
.pixel_shader
;
3030 wined3d_shader_incref(shader
);
3032 TRACE("Returning %p.\n", shader
);
3036 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
3037 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
3039 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3042 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3043 device
, start_register
, constants
, bool_count
);
3045 if (!constants
|| start_register
>= MAX_CONST_B
)
3046 return WINED3DERR_INVALIDCALL
;
3048 memcpy(&device
->updateStateBlock
->state
.ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
3049 for (i
= 0; i
< count
; ++i
)
3050 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
3052 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3053 device
->updateStateBlock
->changed
.pixelShaderConstantsB
|= (1 << i
);
3055 if (!device
->isRecordingState
)
3056 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3061 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
3062 UINT start_register
, BOOL
*constants
, UINT bool_count
)
3064 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3066 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3067 device
, start_register
, constants
, bool_count
);
3069 if (!constants
|| start_register
>= MAX_CONST_B
)
3070 return WINED3DERR_INVALIDCALL
;
3072 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
3077 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
3078 UINT start_register
, const int *constants
, UINT vector4i_count
)
3080 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3083 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3084 device
, start_register
, constants
, vector4i_count
);
3086 if (!constants
|| start_register
>= MAX_CONST_I
)
3087 return WINED3DERR_INVALIDCALL
;
3089 memcpy(&device
->updateStateBlock
->state
.ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
3090 for (i
= 0; i
< count
; ++i
)
3091 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
3092 constants
[i
* 4], constants
[i
* 4 + 1],
3093 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3095 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3096 device
->updateStateBlock
->changed
.pixelShaderConstantsI
|= (1 << i
);
3098 if (!device
->isRecordingState
)
3099 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3104 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
3105 UINT start_register
, int *constants
, UINT vector4i_count
)
3107 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3109 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3110 device
, start_register
, constants
, vector4i_count
);
3112 if (!constants
|| start_register
>= MAX_CONST_I
)
3113 return WINED3DERR_INVALIDCALL
;
3115 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
3120 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
3121 UINT start_register
, const float *constants
, UINT vector4f_count
)
3125 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3126 device
, start_register
, constants
, vector4f_count
);
3128 /* Specifically test start_register > limit to catch MAX_UINT overflows
3129 * when adding start_register + vector4f_count. */
3131 || start_register
+ vector4f_count
> device
->d3d_pshader_constantF
3132 || start_register
> device
->d3d_pshader_constantF
)
3133 return WINED3DERR_INVALIDCALL
;
3135 memcpy(&device
->updateStateBlock
->state
.ps_consts_f
[start_register
* 4],
3136 constants
, vector4f_count
* sizeof(float) * 4);
3139 for (i
= 0; i
< vector4f_count
; ++i
)
3140 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
3141 constants
[i
* 4], constants
[i
* 4 + 1],
3142 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3145 if (!device
->isRecordingState
)
3147 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
3148 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3151 memset(device
->updateStateBlock
->changed
.pixelShaderConstantsF
+ start_register
, 1,
3152 sizeof(*device
->updateStateBlock
->changed
.pixelShaderConstantsF
) * vector4f_count
);
3157 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
3158 UINT start_register
, float *constants
, UINT vector4f_count
)
3160 int count
= min(vector4f_count
, device
->d3d_pshader_constantF
- start_register
);
3162 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3163 device
, start_register
, constants
, vector4f_count
);
3165 if (!constants
|| count
< 0)
3166 return WINED3DERR_INVALIDCALL
;
3168 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
3173 /* Context activation is done by the caller. */
3174 /* Do not call while under the GL lock. */
3175 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3176 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
3177 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
3180 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
3181 struct wined3d_viewport vp
;
3189 if (stream_info
->use_map
& (1 << WINED3D_FFP_NORMAL
))
3191 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3194 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_POSITION
)))
3196 ERR("Source has no position mask\n");
3197 return WINED3DERR_INVALIDCALL
;
3200 if (device
->stateBlock
->state
.render_states
[WINED3D_RS_CLIPPING
])
3202 static BOOL warned
= FALSE
;
3204 * The clipping code is not quite correct. Some things need
3205 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3206 * so disable clipping for now.
3207 * (The graphics in Half-Life are broken, and my processvertices
3208 * test crashes with IDirect3DDevice3)
3214 FIXME("Clipping is broken and disabled for now\n");
3220 vertex_size
= get_flexible_vertex_size(DestFVF
);
3221 if (FAILED(hr
= wined3d_buffer_map(dest
, dwDestIndex
* vertex_size
, dwCount
* vertex_size
, &dest_ptr
, 0)))
3223 WARN("Failed to map buffer, hr %#x.\n", hr
);
3227 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
3228 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
3229 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
3231 TRACE("View mat:\n");
3232 TRACE("%f %f %f %f\n", view_mat
.u
.s
._11
, view_mat
.u
.s
._12
, view_mat
.u
.s
._13
, view_mat
.u
.s
._14
);
3233 TRACE("%f %f %f %f\n", view_mat
.u
.s
._21
, view_mat
.u
.s
._22
, view_mat
.u
.s
._23
, view_mat
.u
.s
._24
);
3234 TRACE("%f %f %f %f\n", view_mat
.u
.s
._31
, view_mat
.u
.s
._32
, view_mat
.u
.s
._33
, view_mat
.u
.s
._34
);
3235 TRACE("%f %f %f %f\n", view_mat
.u
.s
._41
, view_mat
.u
.s
._42
, view_mat
.u
.s
._43
, view_mat
.u
.s
._44
);
3237 TRACE("Proj mat:\n");
3238 TRACE("%f %f %f %f\n", proj_mat
.u
.s
._11
, proj_mat
.u
.s
._12
, proj_mat
.u
.s
._13
, proj_mat
.u
.s
._14
);
3239 TRACE("%f %f %f %f\n", proj_mat
.u
.s
._21
, proj_mat
.u
.s
._22
, proj_mat
.u
.s
._23
, proj_mat
.u
.s
._24
);
3240 TRACE("%f %f %f %f\n", proj_mat
.u
.s
._31
, proj_mat
.u
.s
._32
, proj_mat
.u
.s
._33
, proj_mat
.u
.s
._34
);
3241 TRACE("%f %f %f %f\n", proj_mat
.u
.s
._41
, proj_mat
.u
.s
._42
, proj_mat
.u
.s
._43
, proj_mat
.u
.s
._44
);
3243 TRACE("World mat:\n");
3244 TRACE("%f %f %f %f\n", world_mat
.u
.s
._11
, world_mat
.u
.s
._12
, world_mat
.u
.s
._13
, world_mat
.u
.s
._14
);
3245 TRACE("%f %f %f %f\n", world_mat
.u
.s
._21
, world_mat
.u
.s
._22
, world_mat
.u
.s
._23
, world_mat
.u
.s
._24
);
3246 TRACE("%f %f %f %f\n", world_mat
.u
.s
._31
, world_mat
.u
.s
._32
, world_mat
.u
.s
._33
, world_mat
.u
.s
._34
);
3247 TRACE("%f %f %f %f\n", world_mat
.u
.s
._41
, world_mat
.u
.s
._42
, world_mat
.u
.s
._43
, world_mat
.u
.s
._44
);
3249 /* Get the viewport */
3250 wined3d_device_get_viewport(device
, &vp
);
3251 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3252 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
3254 multiply_matrix(&mat
,&view_mat
,&world_mat
);
3255 multiply_matrix(&mat
,&proj_mat
,&mat
);
3257 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
3259 for (i
= 0; i
< dwCount
; i
+= 1) {
3260 unsigned int tex_index
;
3262 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
3263 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
3264 /* The position first */
3265 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
3266 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3268 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
3270 /* Multiplication with world, view and projection matrix */
3271 x
= (p
[0] * mat
.u
.s
._11
) + (p
[1] * mat
.u
.s
._21
) + (p
[2] * mat
.u
.s
._31
) + (1.0f
* mat
.u
.s
._41
);
3272 y
= (p
[0] * mat
.u
.s
._12
) + (p
[1] * mat
.u
.s
._22
) + (p
[2] * mat
.u
.s
._32
) + (1.0f
* mat
.u
.s
._42
);
3273 z
= (p
[0] * mat
.u
.s
._13
) + (p
[1] * mat
.u
.s
._23
) + (p
[2] * mat
.u
.s
._33
) + (1.0f
* mat
.u
.s
._43
);
3274 rhw
= (p
[0] * mat
.u
.s
._14
) + (p
[1] * mat
.u
.s
._24
) + (p
[2] * mat
.u
.s
._34
) + (1.0f
* mat
.u
.s
._44
);
3276 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
3278 /* WARNING: The following things are taken from d3d7 and were not yet checked
3279 * against d3d8 or d3d9!
3282 /* Clipping conditions: From msdn
3284 * A vertex is clipped if it does not match the following requirements
3288 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3290 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3291 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3296 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
3297 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
3300 /* "Normal" viewport transformation (not clipped)
3301 * 1) The values are divided by rhw
3302 * 2) The y axis is negative, so multiply it with -1
3303 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3304 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3305 * 4) Multiply x with Width/2 and add Width/2
3306 * 5) The same for the height
3307 * 6) Add the viewpoint X and Y to the 2D coordinates and
3308 * The minimum Z value to z
3309 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3311 * Well, basically it's simply a linear transformation into viewport
3323 z
*= vp
.max_z
- vp
.min_z
;
3325 x
+= vp
.width
/ 2 + vp
.x
;
3326 y
+= vp
.height
/ 2 + vp
.y
;
3331 /* That vertex got clipped
3332 * Contrary to OpenGL it is not dropped completely, it just
3333 * undergoes a different calculation.
3335 TRACE("Vertex got clipped\n");
3342 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3343 * outside of the main vertex buffer memory. That needs some more
3348 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3351 ( (float *) dest_ptr
)[0] = x
;
3352 ( (float *) dest_ptr
)[1] = y
;
3353 ( (float *) dest_ptr
)[2] = z
;
3354 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3356 dest_ptr
+= 3 * sizeof(float);
3358 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
3359 dest_ptr
+= sizeof(float);
3362 if (DestFVF
& WINED3DFVF_PSIZE
)
3363 dest_ptr
+= sizeof(DWORD
);
3365 if (DestFVF
& WINED3DFVF_NORMAL
)
3367 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3368 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3369 /* AFAIK this should go into the lighting information */
3370 FIXME("Didn't expect the destination to have a normal\n");
3371 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3374 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3376 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3377 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3378 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_DIFFUSE
)))
3380 static BOOL warned
= FALSE
;
3383 ERR("No diffuse color in source, but destination has one\n");
3387 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3388 dest_ptr
+= sizeof(DWORD
);
3392 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3396 if (DestFVF
& WINED3DFVF_SPECULAR
)
3398 /* What's the color value in the feedback buffer? */
3399 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3400 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3401 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_SPECULAR
)))
3403 static BOOL warned
= FALSE
;
3406 ERR("No specular color in source, but destination has one\n");
3410 *( (DWORD
*) dest_ptr
) = 0xFF000000;
3411 dest_ptr
+= sizeof(DWORD
);
3415 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3419 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3421 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3422 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3423 if (!(stream_info
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3425 ERR("No source texture, but destination requests one\n");
3426 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3430 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3435 wined3d_buffer_unmap(dest
);
3439 #undef copy_and_next
3441 /* Do not call while under the GL lock. */
3442 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3443 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3444 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3446 struct wined3d_state
*state
= &device
->stateBlock
->state
;
3447 struct wined3d_stream_info stream_info
;
3448 const struct wined3d_gl_info
*gl_info
;
3449 BOOL streamWasUP
= state
->user_stream
;
3450 struct wined3d_context
*context
;
3451 struct wined3d_shader
*vs
;
3455 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3456 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3457 device
, src_start_idx
, dst_idx
, vertex_count
,
3458 dst_buffer
, declaration
, flags
, dst_fvf
);
3461 FIXME("Output vertex declaration not implemented yet.\n");
3463 /* Need any context to write to the vbo. */
3464 context
= context_acquire(device
, NULL
);
3465 gl_info
= context
->gl_info
;
3467 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3468 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3469 * restore it afterwards. */
3470 vs
= state
->vertex_shader
;
3471 state
->vertex_shader
= NULL
;
3472 state
->user_stream
= FALSE
;
3473 device_stream_info_from_declaration(device
, &stream_info
, NULL
);
3474 state
->user_stream
= streamWasUP
;
3475 state
->vertex_shader
= vs
;
3477 /* We can't convert FROM a VBO, and vertex buffers used to source into
3478 * process_vertices() are unlikely to ever be used for drawing. Release
3479 * VBOs in those buffers and fix up the stream_info structure.
3481 * Also apply the start index. */
3482 for (i
= 0; i
< (sizeof(stream_info
.elements
) / sizeof(*stream_info
.elements
)); ++i
)
3484 struct wined3d_stream_info_element
*e
;
3486 if (!(stream_info
.use_map
& (1 << i
)))
3489 e
= &stream_info
.elements
[i
];
3490 if (e
->data
.buffer_object
)
3492 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
3493 e
->data
.buffer_object
= 0;
3494 e
->data
.addr
= (BYTE
*)((ULONG_PTR
)e
->data
.addr
+ (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
));
3496 GL_EXTCALL(glDeleteBuffersARB(1, &vb
->buffer_object
));
3497 vb
->buffer_object
= 0;
3501 e
->data
.addr
+= e
->stride
* src_start_idx
;
3504 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3505 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3507 context_release(context
);
3512 HRESULT CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3513 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3515 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3518 TRACE("device %p, stage %u, state %s, value %#x.\n",
3519 device
, stage
, debug_d3dtexturestate(state
), value
);
3521 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3523 WARN("Invalid state %#x passed.\n", state
);
3527 if (stage
>= gl_info
->limits
.texture_stages
)
3529 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3530 stage
, gl_info
->limits
.texture_stages
- 1);
3534 old_value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3535 device
->updateStateBlock
->changed
.textureState
[stage
] |= 1 << state
;
3536 device
->updateStateBlock
->state
.texture_states
[stage
][state
] = value
;
3538 if (device
->isRecordingState
)
3540 TRACE("Recording... not performing anything.\n");
3544 /* Checked after the assignments to allow proper stateblock recording. */
3545 if (old_value
== value
)
3547 TRACE("Application is setting the old value over, nothing to do.\n");
3551 if (stage
> device
->stateBlock
->state
.lowest_disabled_stage
3552 && device
->StateTable
[STATE_TEXTURESTAGE(0, state
)].representative
3553 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
))
3555 /* Colorop change above lowest disabled stage? That won't change
3556 * anything in the GL setup. Changes in other states are important on
3557 * disabled stages too. */
3561 if (state
== WINED3D_TSS_COLOR_OP
)
3565 if (value
== WINED3D_TOP_DISABLE
&& old_value
!= WINED3D_TOP_DISABLE
)
3567 /* Previously enabled stage disabled now. Make sure to dirtify
3568 * all enabled stages above stage, they have to be disabled.
3570 * The current stage is dirtified below. */
3571 for (i
= stage
+ 1; i
< device
->stateBlock
->state
.lowest_disabled_stage
; ++i
)
3573 TRACE("Additionally dirtifying stage %u.\n", i
);
3574 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3576 device
->stateBlock
->state
.lowest_disabled_stage
= stage
;
3577 TRACE("New lowest disabled: %u.\n", stage
);
3579 else if (value
!= WINED3D_TOP_DISABLE
&& old_value
== WINED3D_TOP_DISABLE
)
3581 /* Previously disabled stage enabled. Stages above it may need
3582 * enabling. Stage must be lowest_disabled_stage here, if it's
3583 * bigger success is returned above, and stages below the lowest
3584 * disabled stage can't be enabled (because they are enabled
3587 * Again stage stage doesn't need to be dirtified here, it is
3589 for (i
= stage
+ 1; i
< gl_info
->limits
.texture_stages
; ++i
)
3591 if (device
->updateStateBlock
->state
.texture_states
[i
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_DISABLE
)
3593 TRACE("Additionally dirtifying stage %u due to enable.\n", i
);
3594 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3596 device
->stateBlock
->state
.lowest_disabled_stage
= i
;
3597 TRACE("New lowest disabled: %u.\n", i
);
3601 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, state
));
3606 HRESULT CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3607 UINT stage
, enum wined3d_texture_stage_state state
, DWORD
*value
)
3609 TRACE("device %p, stage %u, state %s, value %p.\n",
3610 device
, stage
, debug_d3dtexturestate(state
), value
);
3612 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3614 WARN("Invalid state %#x passed.\n", state
);
3618 *value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3619 TRACE("Returning %#x.\n", *value
);
3624 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3625 UINT stage
, struct wined3d_texture
*texture
)
3627 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3628 struct wined3d_texture
*prev
;
3630 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3632 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3633 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3635 /* Windows accepts overflowing this array... we do not. */
3636 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3638 WARN("Ignoring invalid stage %u.\n", stage
);
3642 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
3644 WARN("Rejecting attempt to set scratch texture.\n");
3645 return WINED3DERR_INVALIDCALL
;
3648 device
->updateStateBlock
->changed
.textures
|= 1 << stage
;
3650 prev
= device
->updateStateBlock
->state
.textures
[stage
];
3651 TRACE("Previous texture %p.\n", prev
);
3653 if (texture
== prev
)
3655 TRACE("App is setting the same texture again, nothing to do.\n");
3659 TRACE("Setting new texture to %p.\n", texture
);
3660 device
->updateStateBlock
->state
.textures
[stage
] = texture
;
3662 if (device
->isRecordingState
)
3664 TRACE("Recording... not performing anything\n");
3666 if (texture
) wined3d_texture_incref(texture
);
3667 if (prev
) wined3d_texture_decref(prev
);
3674 LONG bind_count
= InterlockedIncrement(&texture
->bind_count
);
3676 wined3d_texture_incref(texture
);
3678 if (!prev
|| texture
->target
!= prev
->target
)
3679 device_invalidate_state(device
, STATE_PIXELSHADER
);
3681 if (!prev
&& stage
< gl_info
->limits
.texture_stages
)
3683 /* The source arguments for color and alpha ops have different
3684 * meanings when a NULL texture is bound, so the COLOR_OP and
3685 * ALPHA_OP have to be dirtified. */
3686 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
3687 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
3690 if (bind_count
== 1)
3691 texture
->sampler
= stage
;
3696 LONG bind_count
= InterlockedDecrement(&prev
->bind_count
);
3698 wined3d_texture_decref(prev
);
3700 if (!texture
&& stage
< gl_info
->limits
.texture_stages
)
3702 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
3703 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
3706 if (bind_count
&& prev
->sampler
== stage
)
3710 /* Search for other stages the texture is bound to. Shouldn't
3711 * happen if applications bind textures to a single stage only. */
3712 TRACE("Searching for other stages the texture is bound to.\n");
3713 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3715 if (device
->updateStateBlock
->state
.textures
[i
] == prev
)
3717 TRACE("Texture is also bound to stage %u.\n", i
);
3725 device_invalidate_state(device
, STATE_SAMPLER(stage
));
3730 HRESULT CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
,
3731 UINT stage
, struct wined3d_texture
**texture
)
3733 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3735 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3736 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3738 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3740 WARN("Ignoring invalid stage %u.\n", stage
);
3741 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
3744 *texture
= device
->stateBlock
->state
.textures
[stage
];
3746 wined3d_texture_incref(*texture
);
3748 TRACE("Returning %p.\n", *texture
);
3753 HRESULT CDECL
wined3d_device_get_back_buffer(const struct wined3d_device
*device
, UINT swapchain_idx
,
3754 UINT backbuffer_idx
, enum wined3d_backbuffer_type backbuffer_type
, struct wined3d_surface
**backbuffer
)
3756 struct wined3d_swapchain
*swapchain
;
3759 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3760 device
, swapchain_idx
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3762 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3765 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
3769 hr
= wined3d_swapchain_get_back_buffer(swapchain
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3770 wined3d_swapchain_decref(swapchain
);
3773 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx
, hr
);
3780 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3782 TRACE("device %p, caps %p.\n", device
, caps
);
3784 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3785 device
->create_parms
.device_type
, caps
);
3788 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
,
3789 UINT swapchain_idx
, struct wined3d_display_mode
*mode
)
3791 struct wined3d_swapchain
*swapchain
;
3794 TRACE("device %p, swapchain_idx %u, mode %p.\n", device
, swapchain_idx
, mode
);
3798 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3801 hr
= wined3d_swapchain_get_display_mode(swapchain
, mode
);
3802 wined3d_swapchain_decref(swapchain
);
3807 const struct wined3d_adapter
*adapter
= device
->adapter
;
3809 /* Don't read the real display mode, but return the stored mode
3810 * instead. X11 can't change the color depth, and some apps are
3811 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3812 * that GetDisplayMode still returns 24 bpp.
3814 * Also don't relay to the swapchain because with ddraw it's possible
3815 * that there isn't a swapchain at all. */
3816 mode
->width
= adapter
->screen_size
.cx
;
3817 mode
->height
= adapter
->screen_size
.cy
;
3818 mode
->format_id
= adapter
->screen_format
;
3819 mode
->refresh_rate
= 0;
3826 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3828 struct wined3d_stateblock
*stateblock
;
3831 TRACE("device %p.\n", device
);
3833 if (device
->isRecordingState
)
3834 return WINED3DERR_INVALIDCALL
;
3836 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3840 wined3d_stateblock_decref(device
->updateStateBlock
);
3841 device
->updateStateBlock
= stateblock
;
3842 device
->isRecordingState
= TRUE
;
3844 TRACE("Recording stateblock %p.\n", stateblock
);
3849 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3850 struct wined3d_stateblock
**stateblock
)
3852 struct wined3d_stateblock
*object
= device
->updateStateBlock
;
3854 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3856 if (!device
->isRecordingState
)
3858 WARN("Not recording.\n");
3860 return WINED3DERR_INVALIDCALL
;
3863 stateblock_init_contained_states(object
);
3865 *stateblock
= object
;
3866 device
->isRecordingState
= FALSE
;
3867 device
->updateStateBlock
= device
->stateBlock
;
3868 wined3d_stateblock_incref(device
->updateStateBlock
);
3870 TRACE("Returning stateblock %p.\n", *stateblock
);
3875 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3877 /* At the moment we have no need for any functionality at the beginning
3879 TRACE("device %p.\n", device
);
3881 if (device
->inScene
)
3883 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3884 return WINED3DERR_INVALIDCALL
;
3886 device
->inScene
= TRUE
;
3890 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3892 struct wined3d_context
*context
;
3894 TRACE("device %p.\n", device
);
3896 if (!device
->inScene
)
3898 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3899 return WINED3DERR_INVALIDCALL
;
3902 context
= context_acquire(device
, NULL
);
3903 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3905 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3907 context_release(context
);
3909 device
->inScene
= FALSE
;
3913 HRESULT CDECL
wined3d_device_present(const struct wined3d_device
*device
, const RECT
*src_rect
,
3914 const RECT
*dst_rect
, HWND dst_window_override
, const RGNDATA
*dirty_region
)
3918 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
3919 device
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
3920 dst_window_override
, dirty_region
);
3922 for (i
= 0; i
< device
->swapchain_count
; ++i
)
3924 wined3d_swapchain_present(device
->swapchains
[i
], src_rect
,
3925 dst_rect
, dst_window_override
, dirty_region
, 0);
3931 /* Do not call while under the GL lock. */
3932 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
3933 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
3937 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3938 device
, rect_count
, rects
, flags
, color
->r
, color
->g
, color
->b
, color
->a
, depth
, stencil
);
3940 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
3942 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
3945 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3946 /* TODO: What about depth stencil buffers without stencil bits? */
3947 return WINED3DERR_INVALIDCALL
;
3949 else if (flags
& WINED3DCLEAR_TARGET
)
3951 if (ds
->resource
.width
< device
->fb
.render_targets
[0]->resource
.width
3952 || ds
->resource
.height
< device
->fb
.render_targets
[0]->resource
.height
)
3954 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3960 wined3d_get_draw_rect(&device
->stateBlock
->state
, &draw_rect
);
3962 return device_clear_render_targets(device
, device
->adapter
->gl_info
.limits
.buffers
,
3963 &device
->fb
, rect_count
, rects
,
3964 &draw_rect
, flags
, color
, depth
, stencil
);
3967 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
3968 enum wined3d_primitive_type primitive_type
)
3970 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
3972 device
->updateStateBlock
->changed
.primitive_type
= TRUE
;
3973 device
->updateStateBlock
->state
.gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
3976 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
3977 enum wined3d_primitive_type
*primitive_type
)
3979 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
3981 *primitive_type
= d3d_primitive_type_from_gl(device
->stateBlock
->state
.gl_primitive_type
);
3983 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
3986 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
3988 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
3990 if (!device
->stateBlock
->state
.vertex_declaration
)
3992 WARN("Called without a valid vertex declaration set.\n");
3993 return WINED3DERR_INVALIDCALL
;
3996 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
3997 if (device
->stateBlock
->state
.user_stream
)
3999 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4000 device
->stateBlock
->state
.user_stream
= FALSE
;
4003 if (device
->stateBlock
->state
.load_base_vertex_index
)
4005 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4006 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4009 /* Account for the loading offset due to index buffers. Instead of
4010 * reloading all sources correct it with the startvertex parameter. */
4011 drawPrimitive(device
, vertex_count
, start_vertex
, 0, NULL
);
4015 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
4017 struct wined3d_buffer
*index_buffer
;
4018 UINT index_size
= 2;
4020 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4022 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
4024 index_buffer
= device
->stateBlock
->state
.index_buffer
;
4027 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4028 * without an index buffer set. (The first time at least...)
4029 * D3D8 simply dies, but I doubt it can do much harm to return
4030 * D3DERR_INVALIDCALL there as well. */
4031 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4032 return WINED3DERR_INVALIDCALL
;
4035 if (!device
->stateBlock
->state
.vertex_declaration
)
4037 WARN("Called without a valid vertex declaration set.\n");
4038 return WINED3DERR_INVALIDCALL
;
4041 if (device
->stateBlock
->state
.user_stream
)
4043 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4044 device
->stateBlock
->state
.user_stream
= FALSE
;
4046 vbo
= index_buffer
->buffer_object
;
4048 if (device
->stateBlock
->state
.index_format
== WINED3DFMT_R16_UINT
)
4053 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
4054 device
->stateBlock
->state
.load_base_vertex_index
!= device
->stateBlock
->state
.base_vertex_index
)
4056 device
->stateBlock
->state
.load_base_vertex_index
= device
->stateBlock
->state
.base_vertex_index
;
4057 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4060 drawPrimitive(device
, index_count
, start_idx
, index_size
,
4061 vbo
? NULL
: index_buffer
->resource
.allocatedMemory
);
4066 HRESULT CDECL
wined3d_device_draw_primitive_up(struct wined3d_device
*device
, UINT vertex_count
,
4067 const void *stream_data
, UINT stream_stride
)
4069 struct wined3d_stream_state
*stream
;
4070 struct wined3d_buffer
*vb
;
4072 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4073 device
, vertex_count
, stream_data
, stream_stride
);
4075 if (!device
->stateBlock
->state
.vertex_declaration
)
4077 WARN("Called without a valid vertex declaration set.\n");
4078 return WINED3DERR_INVALIDCALL
;
4081 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4082 stream
= &device
->stateBlock
->state
.streams
[0];
4083 vb
= stream
->buffer
;
4084 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4086 wined3d_buffer_decref(vb
);
4088 stream
->stride
= stream_stride
;
4089 device
->stateBlock
->state
.user_stream
= TRUE
;
4090 if (device
->stateBlock
->state
.load_base_vertex_index
)
4092 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4093 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4096 /* TODO: Only mark dirty if drawing from a different UP address */
4097 device_invalidate_state(device
, STATE_STREAMSRC
);
4099 drawPrimitive(device
, vertex_count
, 0, 0, NULL
);
4101 /* MSDN specifies stream zero settings must be set to NULL */
4102 stream
->buffer
= NULL
;
4105 /* stream zero settings set to null at end, as per the msdn. No need to
4106 * mark dirty here, the app has to set the new stream sources or use UP
4111 HRESULT CDECL
wined3d_device_draw_indexed_primitive_up(struct wined3d_device
*device
,
4112 UINT index_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
,
4113 const void *stream_data
, UINT stream_stride
)
4115 struct wined3d_stream_state
*stream
;
4116 struct wined3d_buffer
*vb
, *ib
;
4119 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4120 device
, index_count
, index_data
, debug_d3dformat(index_data_format_id
), stream_data
, stream_stride
);
4122 if (!device
->stateBlock
->state
.vertex_declaration
)
4124 WARN("(%p) : Called without a valid vertex declaration set\n", device
);
4125 return WINED3DERR_INVALIDCALL
;
4128 if (index_data_format_id
== WINED3DFMT_R16_UINT
)
4133 stream
= &device
->stateBlock
->state
.streams
[0];
4134 vb
= stream
->buffer
;
4135 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4137 wined3d_buffer_decref(vb
);
4139 stream
->stride
= stream_stride
;
4140 device
->stateBlock
->state
.user_stream
= TRUE
;
4142 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4143 device
->stateBlock
->state
.base_vertex_index
= 0;
4144 if (device
->stateBlock
->state
.load_base_vertex_index
)
4146 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4147 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4149 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4150 device_invalidate_state(device
, STATE_STREAMSRC
);
4151 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4153 drawPrimitive(device
, index_count
, 0, index_size
, index_data
);
4155 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4156 stream
->buffer
= NULL
;
4158 ib
= device
->stateBlock
->state
.index_buffer
;
4161 wined3d_buffer_decref(ib
);
4162 device
->stateBlock
->state
.index_buffer
= NULL
;
4164 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4165 * SetStreamSource to specify a vertex buffer
4171 HRESULT CDECL
wined3d_device_draw_primitive_strided(struct wined3d_device
*device
,
4172 UINT vertex_count
, const struct wined3d_strided_data
*strided_data
)
4174 /* Mark the state dirty until we have nicer tracking. It's fine to change
4175 * baseVertexIndex because that call is only called by ddraw which does
4176 * not need that value. */
4177 device_invalidate_state(device
, STATE_VDECL
);
4178 device_invalidate_state(device
, STATE_STREAMSRC
);
4179 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4181 device
->stateBlock
->state
.base_vertex_index
= 0;
4182 device
->up_strided
= strided_data
;
4183 drawPrimitive(device
, vertex_count
, 0, 0, NULL
);
4184 device
->up_strided
= NULL
;
4186 /* Invalidate the states again to make sure the values from the stateblock
4187 * are properly applied in the next regular draw. Note that the application-
4188 * provided strided data has ovwritten pretty much the entire vertex and
4189 * and index stream related states */
4190 device_invalidate_state(device
, STATE_VDECL
);
4191 device_invalidate_state(device
, STATE_STREAMSRC
);
4192 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4196 HRESULT CDECL
wined3d_device_draw_indexed_primitive_strided(struct wined3d_device
*device
,
4197 UINT index_count
, const struct wined3d_strided_data
*strided_data
,
4198 UINT vertex_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
)
4200 UINT index_size
= index_data_format_id
== WINED3DFMT_R32_UINT
? 4 : 2;
4202 /* Mark the state dirty until we have nicer tracking
4203 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4206 device_invalidate_state(device
, STATE_VDECL
);
4207 device_invalidate_state(device
, STATE_STREAMSRC
);
4208 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4210 device
->stateBlock
->state
.user_stream
= TRUE
;
4211 device
->stateBlock
->state
.base_vertex_index
= 0;
4212 device
->up_strided
= strided_data
;
4213 drawPrimitive(device
, index_count
, 0, index_size
, index_data
);
4214 device
->up_strided
= NULL
;
4216 device_invalidate_state(device
, STATE_VDECL
);
4217 device_invalidate_state(device
, STATE_STREAMSRC
);
4218 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4222 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4223 static HRESULT
device_update_volume(struct wined3d_device
*device
,
4224 struct wined3d_volume
*src_volume
, struct wined3d_volume
*dst_volume
)
4226 struct wined3d_mapped_box src
;
4227 struct wined3d_mapped_box dst
;
4230 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4231 device
, src_volume
, dst_volume
);
4233 /* TODO: Implement direct loading into the gl volume instead of using
4234 * memcpy and dirtification to improve loading performance. */
4235 hr
= wined3d_volume_map(src_volume
, &src
, NULL
, WINED3DLOCK_READONLY
);
4236 if (FAILED(hr
)) return hr
;
4237 hr
= wined3d_volume_map(dst_volume
, &dst
, NULL
, WINED3DLOCK_DISCARD
);
4240 wined3d_volume_unmap(src_volume
);
4244 memcpy(dst
.data
, src
.data
, dst_volume
->resource
.size
);
4246 hr
= wined3d_volume_unmap(dst_volume
);
4248 wined3d_volume_unmap(src_volume
);
4250 hr
= wined3d_volume_unmap(src_volume
);
4255 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
4256 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
4258 enum wined3d_resource_type type
;
4259 unsigned int level_count
, i
;
4262 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
4264 /* Verify that the source and destination textures are non-NULL. */
4265 if (!src_texture
|| !dst_texture
)
4267 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4268 return WINED3DERR_INVALIDCALL
;
4271 if (src_texture
== dst_texture
)
4273 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4274 return WINED3DERR_INVALIDCALL
;
4277 /* Verify that the source and destination textures are the same type. */
4278 type
= src_texture
->resource
.type
;
4279 if (dst_texture
->resource
.type
!= type
)
4281 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4282 return WINED3DERR_INVALIDCALL
;
4285 /* Check that both textures have the identical numbers of levels. */
4286 level_count
= wined3d_texture_get_level_count(src_texture
);
4287 if (wined3d_texture_get_level_count(dst_texture
) != level_count
)
4289 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4290 return WINED3DERR_INVALIDCALL
;
4293 /* Make sure that the destination texture is loaded. */
4294 dst_texture
->texture_ops
->texture_preload(dst_texture
, SRGB_RGB
);
4296 /* Update every surface level of the texture. */
4299 case WINED3D_RTYPE_TEXTURE
:
4301 struct wined3d_surface
*src_surface
;
4302 struct wined3d_surface
*dst_surface
;
4304 for (i
= 0; i
< level_count
; ++i
)
4306 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4307 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4308 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4311 WARN("Failed to update surface, hr %#x.\n", hr
);
4318 case WINED3D_RTYPE_CUBE_TEXTURE
:
4320 struct wined3d_surface
*src_surface
;
4321 struct wined3d_surface
*dst_surface
;
4323 for (i
= 0; i
< level_count
* 6; ++i
)
4325 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4326 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4327 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4330 WARN("Failed to update surface, hr %#x.\n", hr
);
4337 case WINED3D_RTYPE_VOLUME_TEXTURE
:
4339 for (i
= 0; i
< level_count
; ++i
)
4341 hr
= device_update_volume(device
,
4342 volume_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
)),
4343 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
)));
4346 WARN("Failed to update volume, hr %#x.\n", hr
);
4354 FIXME("Unsupported texture type %#x.\n", type
);
4355 return WINED3DERR_INVALIDCALL
;
4361 HRESULT CDECL
wined3d_device_get_front_buffer_data(const struct wined3d_device
*device
,
4362 UINT swapchain_idx
, struct wined3d_surface
*dst_surface
)
4364 struct wined3d_swapchain
*swapchain
;
4367 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device
, swapchain_idx
, dst_surface
);
4369 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4370 if (FAILED(hr
)) return hr
;
4372 hr
= wined3d_swapchain_get_front_buffer_data(swapchain
, dst_surface
);
4373 wined3d_swapchain_decref(swapchain
);
4378 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
4380 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4381 struct wined3d_texture
*texture
;
4384 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
4386 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4388 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
4390 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4391 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4393 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
4395 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4396 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4399 texture
= state
->textures
[i
];
4400 if (!texture
|| texture
->resource
.format
->flags
& WINED3DFMT_FLAG_FILTERING
) continue;
4402 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
4404 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i
);
4407 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
4409 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i
);
4412 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
4413 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
4415 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i
);
4420 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
4421 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
4423 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4424 struct wined3d_surface
*target
= device
->fb
.render_targets
[0];
4427 && (ds
->resource
.width
< target
->resource
.width
|| ds
->resource
.height
< target
->resource
.height
))
4429 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4430 return WINED3DERR_CONFLICTINGRENDERSTATE
;
4434 /* return a sensible default */
4437 TRACE("returning D3D_OK\n");
4441 HRESULT CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
4445 TRACE("device %p, software %#x.\n", device
, software
);
4449 FIXME("device %p, software %#x stub!\n", device
, software
);
4453 device
->softwareVertexProcessing
= software
;
4458 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
4462 TRACE("device %p.\n", device
);
4466 TRACE("device %p stub!\n", device
);
4470 return device
->softwareVertexProcessing
;
4473 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
4474 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
4476 struct wined3d_swapchain
*swapchain
;
4479 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4480 device
, swapchain_idx
, raster_status
);
4482 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4485 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
4489 hr
= wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
4490 wined3d_swapchain_decref(swapchain
);
4493 WARN("Failed to get raster status, hr %#x.\n", hr
);
4500 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
4504 TRACE("device %p, segments %.8e.\n", device
, segments
);
4506 if (segments
!= 0.0f
)
4510 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
4518 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
4522 TRACE("device %p.\n", device
);
4526 FIXME("device %p stub!\n", device
);
4533 HRESULT CDECL
wined3d_device_update_surface(struct wined3d_device
*device
,
4534 struct wined3d_surface
*src_surface
, const RECT
*src_rect
,
4535 struct wined3d_surface
*dst_surface
, const POINT
*dst_point
)
4537 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4538 device
, src_surface
, wine_dbgstr_rect(src_rect
),
4539 dst_surface
, wine_dbgstr_point(dst_point
));
4541 if (src_surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
|| dst_surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
4543 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4544 src_surface
, dst_surface
);
4545 return WINED3DERR_INVALIDCALL
;
4548 return surface_upload_from_surface(dst_surface
, dst_point
, src_surface
, src_rect
);
4551 HRESULT CDECL
wined3d_device_draw_rect_patch(struct wined3d_device
*device
, UINT handle
,
4552 const float *num_segs
, const struct wined3d_rect_patch_info
*rect_patch_info
)
4554 struct wined3d_rect_patch
*patch
;
4555 GLenum old_primitive_type
;
4560 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4561 device
, handle
, num_segs
, rect_patch_info
);
4563 if (!(handle
|| rect_patch_info
))
4565 /* TODO: Write a test for the return value, thus the FIXME */
4566 FIXME("Both handle and rect_patch_info are NULL.\n");
4567 return WINED3DERR_INVALIDCALL
;
4572 i
= PATCHMAP_HASHFUNC(handle
);
4574 LIST_FOR_EACH(e
, &device
->patches
[i
])
4576 patch
= LIST_ENTRY(e
, struct wined3d_rect_patch
, entry
);
4577 if (patch
->Handle
== handle
)
4586 TRACE("Patch does not exist. Creating a new one\n");
4587 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4588 patch
->Handle
= handle
;
4589 list_add_head(&device
->patches
[i
], &patch
->entry
);
4591 TRACE("Found existing patch %p\n", patch
);
4596 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4597 * attributes we have to tesselate, read back, and draw. This needs a patch
4598 * management structure instance. Create one.
4600 * A possible improvement is to check if a vertex shader is used, and if not directly
4603 FIXME("Drawing an uncached patch. This is slow\n");
4604 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4607 if (num_segs
[0] != patch
->numSegs
[0] || num_segs
[1] != patch
->numSegs
[1]
4608 || num_segs
[2] != patch
->numSegs
[2] || num_segs
[3] != patch
->numSegs
[3]
4609 || (rect_patch_info
&& memcmp(rect_patch_info
, &patch
->rect_patch_info
, sizeof(*rect_patch_info
))))
4612 TRACE("Tesselation density or patch info changed, retesselating\n");
4614 if (rect_patch_info
)
4615 patch
->rect_patch_info
= *rect_patch_info
;
4617 patch
->numSegs
[0] = num_segs
[0];
4618 patch
->numSegs
[1] = num_segs
[1];
4619 patch
->numSegs
[2] = num_segs
[2];
4620 patch
->numSegs
[3] = num_segs
[3];
4622 hr
= tesselate_rectpatch(device
, patch
);
4625 WARN("Patch tesselation failed.\n");
4627 /* Do not release the handle to store the params of the patch */
4629 HeapFree(GetProcessHeap(), 0, patch
);
4635 old_primitive_type
= device
->stateBlock
->state
.gl_primitive_type
;
4636 device
->stateBlock
->state
.gl_primitive_type
= GL_TRIANGLES
;
4637 wined3d_device_draw_primitive_strided(device
, patch
->numSegs
[0] * patch
->numSegs
[1] * 2 * 3, &patch
->strided
);
4638 device
->stateBlock
->state
.gl_primitive_type
= old_primitive_type
;
4640 /* Destroy uncached patches */
4643 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4644 HeapFree(GetProcessHeap(), 0, patch
);
4649 HRESULT CDECL
wined3d_device_draw_tri_patch(struct wined3d_device
*device
, UINT handle
,
4650 const float *segment_count
, const struct wined3d_tri_patch_info
*patch_info
)
4652 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4653 device
, handle
, segment_count
, patch_info
);
4658 HRESULT CDECL
wined3d_device_delete_patch(struct wined3d_device
*device
, UINT handle
)
4660 struct wined3d_rect_patch
*patch
;
4664 TRACE("device %p, handle %#x.\n", device
, handle
);
4666 i
= PATCHMAP_HASHFUNC(handle
);
4667 LIST_FOR_EACH(e
, &device
->patches
[i
])
4669 patch
= LIST_ENTRY(e
, struct wined3d_rect_patch
, entry
);
4670 if (patch
->Handle
== handle
)
4672 TRACE("Deleting patch %p\n", patch
);
4673 list_remove(&patch
->entry
);
4674 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4675 HeapFree(GetProcessHeap(), 0, patch
);
4680 /* TODO: Write a test for the return value */
4681 FIXME("Attempt to destroy nonexistent patch\n");
4682 return WINED3DERR_INVALIDCALL
;
4685 /* Do not call while under the GL lock. */
4686 HRESULT CDECL
wined3d_device_color_fill(struct wined3d_device
*device
,
4687 struct wined3d_surface
*surface
, const RECT
*rect
, const struct wined3d_color
*color
)
4691 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4692 device
, surface
, wine_dbgstr_rect(rect
),
4693 color
->r
, color
->g
, color
->b
, color
->a
);
4695 if (surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
&& surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
4697 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface
->resource
.pool
));
4698 return WINED3DERR_INVALIDCALL
;
4703 SetRect(&r
, 0, 0, surface
->resource
.width
, surface
->resource
.height
);
4707 return surface_color_fill(surface
, rect
, color
);
4710 /* Do not call while under the GL lock. */
4711 void CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4712 struct wined3d_rendertarget_view
*rendertarget_view
, const struct wined3d_color
*color
)
4714 struct wined3d_resource
*resource
;
4718 resource
= rendertarget_view
->resource
;
4719 if (resource
->type
!= WINED3D_RTYPE_SURFACE
)
4721 FIXME("Only supported on surface resources\n");
4725 SetRect(&rect
, 0, 0, resource
->width
, resource
->height
);
4726 hr
= surface_color_fill(surface_from_resource(resource
), &rect
, color
);
4727 if (FAILED(hr
)) ERR("Color fill failed, hr %#x.\n", hr
);
4730 HRESULT CDECL
wined3d_device_get_render_target(const struct wined3d_device
*device
,
4731 UINT render_target_idx
, struct wined3d_surface
**render_target
)
4733 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4734 device
, render_target_idx
, render_target
);
4736 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4738 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4739 return WINED3DERR_INVALIDCALL
;
4742 *render_target
= device
->fb
.render_targets
[render_target_idx
];
4743 TRACE("Returning render target %p.\n", *render_target
);
4745 if (!*render_target
)
4746 return WINED3DERR_NOTFOUND
;
4748 wined3d_surface_incref(*render_target
);
4753 HRESULT CDECL
wined3d_device_get_depth_stencil(const struct wined3d_device
*device
,
4754 struct wined3d_surface
**depth_stencil
)
4756 TRACE("device %p, depth_stencil %p.\n", device
, depth_stencil
);
4758 *depth_stencil
= device
->fb
.depth_stencil
;
4759 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil
);
4761 if (!*depth_stencil
)
4762 return WINED3DERR_NOTFOUND
;
4764 wined3d_surface_incref(*depth_stencil
);
4769 HRESULT CDECL
wined3d_device_set_render_target(struct wined3d_device
*device
,
4770 UINT render_target_idx
, struct wined3d_surface
*render_target
, BOOL set_viewport
)
4772 struct wined3d_surface
*prev
;
4774 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4775 device
, render_target_idx
, render_target
, set_viewport
);
4777 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4779 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4780 return WINED3DERR_INVALIDCALL
;
4783 prev
= device
->fb
.render_targets
[render_target_idx
];
4784 if (render_target
== prev
)
4786 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4790 /* Render target 0 can't be set to NULL. */
4791 if (!render_target
&& !render_target_idx
)
4793 WARN("Trying to set render target 0 to NULL.\n");
4794 return WINED3DERR_INVALIDCALL
;
4797 if (render_target
&& !(render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
4799 FIXME("Surface %p doesn't have render target usage.\n", render_target
);
4800 return WINED3DERR_INVALIDCALL
;
4804 wined3d_surface_incref(render_target
);
4805 device
->fb
.render_targets
[render_target_idx
] = render_target
;
4806 /* Release after the assignment, to prevent device_resource_released()
4807 * from seeing the surface as still in use. */
4809 wined3d_surface_decref(prev
);
4811 /* Render target 0 is special. */
4812 if (!render_target_idx
&& set_viewport
)
4814 /* Set the viewport and scissor rectangles, if requested. Tests show
4815 * that stateblock recording is ignored, the change goes directly
4816 * into the primary stateblock. */
4817 device
->stateBlock
->state
.viewport
.height
= device
->fb
.render_targets
[0]->resource
.height
;
4818 device
->stateBlock
->state
.viewport
.width
= device
->fb
.render_targets
[0]->resource
.width
;
4819 device
->stateBlock
->state
.viewport
.x
= 0;
4820 device
->stateBlock
->state
.viewport
.y
= 0;
4821 device
->stateBlock
->state
.viewport
.max_z
= 1.0f
;
4822 device
->stateBlock
->state
.viewport
.min_z
= 0.0f
;
4823 device_invalidate_state(device
, STATE_VIEWPORT
);
4825 device
->stateBlock
->state
.scissor_rect
.top
= 0;
4826 device
->stateBlock
->state
.scissor_rect
.left
= 0;
4827 device
->stateBlock
->state
.scissor_rect
.right
= device
->stateBlock
->state
.viewport
.width
;
4828 device
->stateBlock
->state
.scissor_rect
.bottom
= device
->stateBlock
->state
.viewport
.height
;
4829 device_invalidate_state(device
, STATE_SCISSORRECT
);
4832 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4837 HRESULT CDECL
wined3d_device_set_depth_stencil(struct wined3d_device
*device
, struct wined3d_surface
*depth_stencil
)
4839 struct wined3d_surface
*prev
= device
->fb
.depth_stencil
;
4841 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4842 device
, depth_stencil
, prev
);
4844 if (prev
== depth_stencil
)
4846 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4852 if (device
->swapchains
[0]->desc
.flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4853 || prev
->flags
& SFLAG_DISCARD
)
4855 surface_modify_ds_location(prev
, SFLAG_DISCARDED
,
4856 prev
->resource
.width
, prev
->resource
.height
);
4857 if (prev
== device
->onscreen_depth_stencil
)
4859 wined3d_surface_decref(device
->onscreen_depth_stencil
);
4860 device
->onscreen_depth_stencil
= NULL
;
4865 device
->fb
.depth_stencil
= depth_stencil
;
4867 wined3d_surface_incref(depth_stencil
);
4869 if (!prev
!= !depth_stencil
)
4871 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4872 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_ZENABLE
));
4873 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
4874 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
4875 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4877 else if (prev
&& prev
->resource
.format
->depth_size
!= depth_stencil
->resource
.format
->depth_size
)
4879 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4882 wined3d_surface_decref(prev
);
4884 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4889 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4890 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_surface
*cursor_image
)
4892 struct wined3d_mapped_rect mapped_rect
;
4894 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4895 device
, x_hotspot
, y_hotspot
, cursor_image
);
4897 /* some basic validation checks */
4898 if (device
->cursorTexture
)
4900 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4902 glDeleteTextures(1, &device
->cursorTexture
);
4904 context_release(context
);
4905 device
->cursorTexture
= 0;
4910 struct wined3d_mapped_rect rect
;
4912 /* MSDN: Cursor must be A8R8G8B8 */
4913 if (cursor_image
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4915 WARN("surface %p has an invalid format.\n", cursor_image
);
4916 return WINED3DERR_INVALIDCALL
;
4919 /* MSDN: Cursor must be smaller than the display mode */
4920 if (cursor_image
->resource
.width
> device
->adapter
->screen_size
.cx
4921 || cursor_image
->resource
.height
> device
->adapter
->screen_size
.cy
)
4923 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4924 cursor_image
, cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4925 device
->adapter
->screen_size
.cx
, device
->adapter
->screen_size
.cy
);
4926 return WINED3DERR_INVALIDCALL
;
4929 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4931 /* Do not store the surface's pointer because the application may
4932 * release it after setting the cursor image. Windows doesn't
4933 * addref the set surface, so we can't do this either without
4934 * creating circular refcount dependencies. Copy out the gl texture
4936 device
->cursorWidth
= cursor_image
->resource
.width
;
4937 device
->cursorHeight
= cursor_image
->resource
.height
;
4938 if (SUCCEEDED(wined3d_surface_map(cursor_image
, &rect
, NULL
, WINED3DLOCK_READONLY
)))
4940 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4941 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
4942 struct wined3d_context
*context
;
4943 char *mem
, *bits
= rect
.data
;
4944 GLint intfmt
= format
->glInternal
;
4945 GLint gl_format
= format
->glFormat
;
4946 GLint type
= format
->glType
;
4947 INT height
= device
->cursorHeight
;
4948 INT width
= device
->cursorWidth
;
4949 INT bpp
= format
->byte_count
;
4952 /* Reformat the texture memory (pitch and width can be
4954 mem
= HeapAlloc(GetProcessHeap(), 0, width
* height
* bpp
);
4955 for(i
= 0; i
< height
; i
++)
4956 memcpy(&mem
[width
* bpp
* i
], &bits
[rect
.row_pitch
* i
], width
* bpp
);
4957 wined3d_surface_unmap(cursor_image
);
4959 context
= context_acquire(device
, NULL
);
4963 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
4965 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
4966 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4969 invalidate_active_texture(device
, context
);
4970 /* Create a new cursor texture */
4971 glGenTextures(1, &device
->cursorTexture
);
4972 checkGLcall("glGenTextures");
4973 context_bind_texture(context
, GL_TEXTURE_2D
, device
->cursorTexture
);
4974 /* Copy the bitmap memory into the cursor texture */
4975 glTexImage2D(GL_TEXTURE_2D
, 0, intfmt
, width
, height
, 0, gl_format
, type
, mem
);
4976 checkGLcall("glTexImage2D");
4977 HeapFree(GetProcessHeap(), 0, mem
);
4979 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
4981 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
4982 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4987 context_release(context
);
4991 FIXME("A cursor texture was not returned.\n");
4992 device
->cursorTexture
= 0;
4995 if (cursor_image
->resource
.width
== 32 && cursor_image
->resource
.height
== 32)
4997 UINT mask_size
= cursor_image
->resource
.width
* cursor_image
->resource
.height
/ 8;
4998 ICONINFO cursorInfo
;
5002 /* 32-bit user32 cursors ignore the alpha channel if it's all
5003 * zeroes, and use the mask instead. Fill the mask with all ones
5004 * to ensure we still get a fully transparent cursor. */
5005 maskBits
= HeapAlloc(GetProcessHeap(), 0, mask_size
);
5006 memset(maskBits
, 0xff, mask_size
);
5007 wined3d_surface_map(cursor_image
, &mapped_rect
, NULL
,
5008 WINED3DLOCK_NO_DIRTY_UPDATE
| WINED3DLOCK_READONLY
);
5009 TRACE("width: %u height: %u.\n", cursor_image
->resource
.width
, cursor_image
->resource
.height
);
5011 cursorInfo
.fIcon
= FALSE
;
5012 cursorInfo
.xHotspot
= x_hotspot
;
5013 cursorInfo
.yHotspot
= y_hotspot
;
5014 cursorInfo
.hbmMask
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5016 cursorInfo
.hbmColor
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5017 1, 32, mapped_rect
.data
);
5018 wined3d_surface_unmap(cursor_image
);
5019 /* Create our cursor and clean up. */
5020 cursor
= CreateIconIndirect(&cursorInfo
);
5021 if (cursorInfo
.hbmMask
) DeleteObject(cursorInfo
.hbmMask
);
5022 if (cursorInfo
.hbmColor
) DeleteObject(cursorInfo
.hbmColor
);
5023 if (device
->hardwareCursor
) DestroyCursor(device
->hardwareCursor
);
5024 device
->hardwareCursor
= cursor
;
5025 if (device
->bCursorVisible
) SetCursor( cursor
);
5026 HeapFree(GetProcessHeap(), 0, maskBits
);
5030 device
->xHotSpot
= x_hotspot
;
5031 device
->yHotSpot
= y_hotspot
;
5035 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
5036 int x_screen_space
, int y_screen_space
, DWORD flags
)
5038 TRACE("device %p, x %d, y %d, flags %#x.\n",
5039 device
, x_screen_space
, y_screen_space
, flags
);
5041 device
->xScreenSpace
= x_screen_space
;
5042 device
->yScreenSpace
= y_screen_space
;
5044 if (device
->hardwareCursor
)
5048 GetCursorPos( &pt
);
5049 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
5051 SetCursorPos( x_screen_space
, y_screen_space
);
5053 /* Switch to the software cursor if position diverges from the hardware one. */
5054 GetCursorPos( &pt
);
5055 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
5057 if (device
->bCursorVisible
) SetCursor( NULL
);
5058 DestroyCursor( device
->hardwareCursor
);
5059 device
->hardwareCursor
= 0;
5064 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
5066 BOOL oldVisible
= device
->bCursorVisible
;
5068 TRACE("device %p, show %#x.\n", device
, show
);
5071 * When ShowCursor is first called it should make the cursor appear at the OS's last
5072 * known cursor position.
5074 if (show
&& !oldVisible
)
5078 device
->xScreenSpace
= pt
.x
;
5079 device
->yScreenSpace
= pt
.y
;
5082 if (device
->hardwareCursor
)
5084 device
->bCursorVisible
= show
;
5086 SetCursor(device
->hardwareCursor
);
5092 if (device
->cursorTexture
)
5093 device
->bCursorVisible
= show
;
5099 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
5101 struct wined3d_resource
*resource
, *cursor
;
5103 TRACE("device %p.\n", device
);
5105 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5107 TRACE("Checking resource %p for eviction.\n", resource
);
5109 if (resource
->pool
== WINED3D_POOL_MANAGED
)
5111 TRACE("Evicting %p.\n", resource
);
5112 resource
->resource_ops
->resource_unload(resource
);
5116 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5117 device_invalidate_state(device
, STATE_STREAMSRC
);
5120 static BOOL
is_display_mode_supported(const struct wined3d_device
*device
,
5121 const struct wined3d_swapchain_desc
*swapchain_desc
)
5123 struct wined3d_display_mode m
;
5127 /* All Windowed modes are supported, as is leaving the current mode */
5128 if (swapchain_desc
->windowed
)
5130 if (!swapchain_desc
->backbuffer_width
)
5132 if (!swapchain_desc
->backbuffer_height
)
5135 count
= wined3d_get_adapter_mode_count(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
);
5136 for (i
= 0; i
< count
; ++i
)
5138 memset(&m
, 0, sizeof(m
));
5139 hr
= wined3d_enum_adapter_modes(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
, i
, &m
);
5141 ERR("Failed to enumerate adapter mode.\n");
5142 if (m
.width
== swapchain_desc
->backbuffer_width
&& m
.height
== swapchain_desc
->backbuffer_height
)
5143 /* Mode found, it is supported. */
5146 /* Mode not found -> not supported */
5150 /* Do not call while under the GL lock. */
5151 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5153 struct wined3d_resource
*resource
, *cursor
;
5154 const struct wined3d_gl_info
*gl_info
;
5155 struct wined3d_context
*context
;
5156 struct wined3d_shader
*shader
;
5158 context
= context_acquire(device
, NULL
);
5159 gl_info
= context
->gl_info
;
5161 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5163 TRACE("Unloading resource %p.\n", resource
);
5165 resource
->resource_ops
->resource_unload(resource
);
5168 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
5170 device
->shader_backend
->shader_destroy(shader
);
5174 if (device
->depth_blt_texture
)
5176 glDeleteTextures(1, &device
->depth_blt_texture
);
5177 device
->depth_blt_texture
= 0;
5179 if (device
->cursorTexture
)
5181 glDeleteTextures(1, &device
->cursorTexture
);
5182 device
->cursorTexture
= 0;
5186 device
->blitter
->free_private(device
);
5187 device
->frag_pipe
->free_private(device
);
5188 device
->shader_backend
->shader_free_private(device
);
5189 destroy_dummy_textures(device
, gl_info
);
5191 context_release(context
);
5193 while (device
->context_count
)
5195 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
5198 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5199 swapchain
->context
= NULL
;
5202 /* Do not call while under the GL lock. */
5203 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5205 struct wined3d_context
*context
;
5206 struct wined3d_surface
*target
;
5209 /* Recreate the primary swapchain's context */
5210 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
5211 if (!swapchain
->context
)
5213 ERR("Failed to allocate memory for swapchain context array.\n");
5214 return E_OUTOFMEMORY
;
5217 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
5218 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
5220 WARN("Failed to create context.\n");
5221 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5225 swapchain
->context
[0] = context
;
5226 swapchain
->num_contexts
= 1;
5227 create_dummy_textures(device
, context
);
5228 context_release(context
);
5230 hr
= device
->shader_backend
->shader_alloc_private(device
);
5233 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
5237 hr
= device
->frag_pipe
->alloc_private(device
);
5240 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr
);
5241 device
->shader_backend
->shader_free_private(device
);
5245 hr
= device
->blitter
->alloc_private(device
);
5248 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
5249 device
->frag_pipe
->free_private(device
);
5250 device
->shader_backend
->shader_free_private(device
);
5257 context_acquire(device
, NULL
);
5258 destroy_dummy_textures(device
, context
->gl_info
);
5259 context_release(context
);
5260 context_destroy(device
, context
);
5261 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5262 swapchain
->num_contexts
= 0;
5266 /* Do not call while under the GL lock. */
5267 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
5268 const struct wined3d_swapchain_desc
*swapchain_desc
,
5269 wined3d_device_reset_cb callback
)
5271 struct wined3d_resource
*resource
, *cursor
;
5272 struct wined3d_swapchain
*swapchain
;
5273 struct wined3d_display_mode mode
;
5274 BOOL DisplayModeChanged
= FALSE
;
5275 BOOL update_desc
= FALSE
;
5278 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
5280 stateblock_unbind_resources(device
->stateBlock
);
5282 if (device
->onscreen_depth_stencil
)
5284 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5285 device
->onscreen_depth_stencil
= NULL
;
5288 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5290 TRACE("Enumerating resource %p.\n", resource
);
5291 if (FAILED(hr
= callback(resource
)))
5295 hr
= wined3d_device_get_swapchain(device
, 0, &swapchain
);
5298 ERR("Failed to get the first implicit swapchain\n");
5302 if (!is_display_mode_supported(device
, swapchain_desc
))
5304 WARN("Rejecting reset() call because the requested display mode is not supported.\n");
5305 WARN("Requested mode: %ux%u.\n",
5306 swapchain_desc
->backbuffer_width
,
5307 swapchain_desc
->backbuffer_height
);
5308 wined3d_swapchain_decref(swapchain
);
5309 return WINED3DERR_INVALIDCALL
;
5312 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5313 * on an existing gl context, so there's no real need for recreation.
5315 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5317 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5319 TRACE("New params:\n");
5320 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
5321 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
5322 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
5323 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
5324 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
5325 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
5326 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
5327 TRACE("device_window %p\n", swapchain_desc
->device_window
);
5328 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
5329 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
5330 if (swapchain_desc
->enable_auto_depth_stencil
)
5331 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
5332 TRACE("flags %#x\n", swapchain_desc
->flags
);
5333 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
5334 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
5335 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
5337 /* No special treatment of these parameters. Just store them */
5338 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
5339 swapchain
->desc
.flags
= swapchain_desc
->flags
;
5340 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
5341 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
5343 /* What to do about these? */
5344 if (swapchain_desc
->backbuffer_count
5345 && swapchain_desc
->backbuffer_count
!= swapchain
->desc
.backbuffer_count
)
5346 FIXME("Cannot change the back buffer count yet.\n");
5348 if (swapchain_desc
->device_window
5349 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
5351 TRACE("Changing the device window from %p to %p.\n",
5352 swapchain
->desc
.device_window
, swapchain_desc
->device_window
);
5353 swapchain
->desc
.device_window
= swapchain_desc
->device_window
;
5354 swapchain
->device_window
= swapchain_desc
->device_window
;
5355 wined3d_swapchain_set_window(swapchain
, NULL
);
5358 if (swapchain_desc
->enable_auto_depth_stencil
&& !device
->auto_depth_stencil
)
5362 TRACE("Creating the depth stencil buffer\n");
5364 hrc
= device
->device_parent
->ops
->create_depth_stencil(device
->device_parent
,
5365 swapchain_desc
->backbuffer_width
,
5366 swapchain_desc
->backbuffer_height
,
5367 swapchain_desc
->auto_depth_stencil_format
,
5368 swapchain_desc
->multisample_type
,
5369 swapchain_desc
->multisample_quality
,
5371 &device
->auto_depth_stencil
);
5374 ERR("Failed to create the depth stencil buffer.\n");
5375 wined3d_swapchain_decref(swapchain
);
5376 return WINED3DERR_INVALIDCALL
;
5380 if (device
->onscreen_depth_stencil
)
5382 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5383 device
->onscreen_depth_stencil
= NULL
;
5386 /* Reset the depth stencil */
5387 if (swapchain_desc
->enable_auto_depth_stencil
)
5388 wined3d_device_set_depth_stencil(device
, device
->auto_depth_stencil
);
5390 wined3d_device_set_depth_stencil(device
, NULL
);
5392 TRACE("Resetting stateblock\n");
5393 wined3d_stateblock_decref(device
->updateStateBlock
);
5394 wined3d_stateblock_decref(device
->stateBlock
);
5396 if (swapchain_desc
->windowed
)
5398 mode
.width
= swapchain
->orig_width
;
5399 mode
.height
= swapchain
->orig_height
;
5400 mode
.refresh_rate
= 0;
5401 mode
.format_id
= swapchain
->desc
.backbuffer_format
;
5405 mode
.width
= swapchain_desc
->backbuffer_width
;
5406 mode
.height
= swapchain_desc
->backbuffer_height
;
5407 mode
.refresh_rate
= swapchain_desc
->refresh_rate
;
5408 mode
.format_id
= swapchain_desc
->backbuffer_format
;
5411 /* Should Width == 800 && Height == 0 set 800x600? */
5412 if (swapchain_desc
->backbuffer_width
&& swapchain_desc
->backbuffer_height
5413 && (swapchain_desc
->backbuffer_width
!= swapchain
->desc
.backbuffer_width
5414 || swapchain_desc
->backbuffer_height
!= swapchain
->desc
.backbuffer_height
))
5416 if (!swapchain_desc
->windowed
)
5417 DisplayModeChanged
= TRUE
;
5419 swapchain
->desc
.backbuffer_width
= swapchain_desc
->backbuffer_width
;
5420 swapchain
->desc
.backbuffer_height
= swapchain_desc
->backbuffer_height
;
5424 if (swapchain_desc
->backbuffer_format
!= WINED3DFMT_UNKNOWN
5425 && swapchain_desc
->backbuffer_format
!= swapchain
->desc
.backbuffer_format
)
5427 swapchain
->desc
.backbuffer_format
= swapchain_desc
->backbuffer_format
;
5431 if (swapchain_desc
->multisample_type
!= swapchain
->desc
.multisample_type
5432 || swapchain_desc
->multisample_quality
!= swapchain
->desc
.multisample_quality
)
5434 swapchain
->desc
.multisample_type
= swapchain_desc
->multisample_type
;
5435 swapchain
->desc
.multisample_quality
= swapchain_desc
->multisample_quality
;
5443 hr
= wined3d_surface_update_desc(swapchain
->front_buffer
, swapchain
->desc
.backbuffer_width
,
5444 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
5445 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
);
5448 wined3d_swapchain_decref(swapchain
);
5452 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
5454 hr
= wined3d_surface_update_desc(swapchain
->back_buffers
[i
], swapchain
->desc
.backbuffer_width
,
5455 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
5456 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
);
5459 wined3d_swapchain_decref(swapchain
);
5463 if (device
->auto_depth_stencil
)
5465 hr
= wined3d_surface_update_desc(device
->auto_depth_stencil
, swapchain
->desc
.backbuffer_width
,
5466 swapchain
->desc
.backbuffer_height
, device
->auto_depth_stencil
->resource
.format
->id
,
5467 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
);
5470 wined3d_swapchain_decref(swapchain
);
5476 if (device
->d3d_initialized
)
5477 delete_opengl_contexts(device
, swapchain
);
5479 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
5480 || DisplayModeChanged
)
5482 wined3d_device_set_display_mode(device
, 0, &mode
);
5484 if (!swapchain_desc
->windowed
)
5486 if (swapchain
->desc
.windowed
)
5488 HWND focus_window
= device
->create_parms
.focus_window
;
5490 focus_window
= swapchain_desc
->device_window
;
5491 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
5493 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
5494 wined3d_swapchain_decref(swapchain
);
5498 /* switch from windowed to fs */
5499 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5500 swapchain_desc
->backbuffer_width
,
5501 swapchain_desc
->backbuffer_height
);
5505 /* Fullscreen -> fullscreen mode change */
5506 MoveWindow(swapchain
->device_window
, 0, 0,
5507 swapchain_desc
->backbuffer_width
,
5508 swapchain_desc
->backbuffer_height
,
5512 else if (!swapchain
->desc
.windowed
)
5514 /* Fullscreen -> windowed switch */
5515 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
5516 wined3d_device_release_focus_window(device
);
5518 swapchain
->desc
.windowed
= swapchain_desc
->windowed
;
5520 else if (!swapchain_desc
->windowed
)
5522 DWORD style
= device
->style
;
5523 DWORD exStyle
= device
->exStyle
;
5524 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5525 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5526 * Reset to clear up their mess. Guild Wars also loses the device during that.
5529 device
->exStyle
= 0;
5530 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5531 swapchain_desc
->backbuffer_width
,
5532 swapchain_desc
->backbuffer_height
);
5533 device
->style
= style
;
5534 device
->exStyle
= exStyle
;
5537 /* Note: No parent needed for initial internal stateblock */
5538 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_INIT
, &device
->stateBlock
);
5540 ERR("Resetting the stateblock failed with error %#x.\n", hr
);
5542 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5543 device
->updateStateBlock
= device
->stateBlock
;
5544 wined3d_stateblock_incref(device
->updateStateBlock
);
5546 stateblock_init_default_state(device
->stateBlock
);
5548 swapchain_update_render_to_fbo(swapchain
);
5549 swapchain_update_draw_bindings(swapchain
);
5551 if (device
->d3d_initialized
)
5552 hr
= create_primary_opengl_context(device
, swapchain
);
5553 wined3d_swapchain_decref(swapchain
);
5555 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5561 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
5563 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
5565 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
5571 HRESULT CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
5572 struct wined3d_device_creation_parameters
*parameters
)
5574 TRACE("device %p, parameters %p.\n", device
, parameters
);
5576 *parameters
= device
->create_parms
;
5580 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
5581 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
5583 struct wined3d_swapchain
*swapchain
;
5585 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5586 device
, swapchain_idx
, flags
, ramp
);
5588 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5590 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
5591 wined3d_swapchain_decref(swapchain
);
5595 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
5596 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
5598 struct wined3d_swapchain
*swapchain
;
5600 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5601 device
, swapchain_idx
, ramp
);
5603 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5605 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
5606 wined3d_swapchain_decref(swapchain
);
5610 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5612 TRACE("device %p, resource %p.\n", device
, resource
);
5614 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
5617 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5619 TRACE("device %p, resource %p.\n", device
, resource
);
5621 list_remove(&resource
->resource_list_entry
);
5624 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5626 enum wined3d_resource_type type
= resource
->type
;
5629 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
5631 context_resource_released(device
, resource
, type
);
5635 case WINED3D_RTYPE_SURFACE
:
5637 struct wined3d_surface
*surface
= surface_from_resource(resource
);
5639 if (!device
->d3d_initialized
) break;
5641 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5643 if (device
->fb
.render_targets
[i
] == surface
)
5645 ERR("Surface %p is still in use as render target %u.\n", surface
, i
);
5646 device
->fb
.render_targets
[i
] = NULL
;
5650 if (device
->fb
.depth_stencil
== surface
)
5652 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface
);
5653 device
->fb
.depth_stencil
= NULL
;
5658 case WINED3D_RTYPE_TEXTURE
:
5659 case WINED3D_RTYPE_CUBE_TEXTURE
:
5660 case WINED3D_RTYPE_VOLUME_TEXTURE
:
5661 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5663 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
5665 if (device
->stateBlock
&& device
->stateBlock
->state
.textures
[i
] == texture
)
5667 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5668 texture
, device
->stateBlock
, i
);
5669 device
->stateBlock
->state
.textures
[i
] = NULL
;
5672 if (device
->updateStateBlock
!= device
->stateBlock
5673 && device
->updateStateBlock
->state
.textures
[i
] == texture
)
5675 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5676 texture
, device
->updateStateBlock
, i
);
5677 device
->updateStateBlock
->state
.textures
[i
] = NULL
;
5682 case WINED3D_RTYPE_BUFFER
:
5684 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
5686 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5688 if (device
->stateBlock
&& device
->stateBlock
->state
.streams
[i
].buffer
== buffer
)
5690 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5691 buffer
, device
->stateBlock
, i
);
5692 device
->stateBlock
->state
.streams
[i
].buffer
= NULL
;
5695 if (device
->updateStateBlock
!= device
->stateBlock
5696 && device
->updateStateBlock
->state
.streams
[i
].buffer
== buffer
)
5698 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5699 buffer
, device
->updateStateBlock
, i
);
5700 device
->updateStateBlock
->state
.streams
[i
].buffer
= NULL
;
5705 if (device
->stateBlock
&& device
->stateBlock
->state
.index_buffer
== buffer
)
5707 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5708 buffer
, device
->stateBlock
);
5709 device
->stateBlock
->state
.index_buffer
= NULL
;
5712 if (device
->updateStateBlock
!= device
->stateBlock
5713 && device
->updateStateBlock
->state
.index_buffer
== buffer
)
5715 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5716 buffer
, device
->updateStateBlock
);
5717 device
->updateStateBlock
->state
.index_buffer
= NULL
;
5726 /* Remove the resource from the resourceStore */
5727 device_resource_remove(device
, resource
);
5729 TRACE("Resource released.\n");
5732 HRESULT CDECL
wined3d_device_get_surface_from_dc(const struct wined3d_device
*device
,
5733 HDC dc
, struct wined3d_surface
**surface
)
5735 struct wined3d_resource
*resource
;
5737 TRACE("device %p, dc %p, surface %p.\n", device
, dc
, surface
);
5740 return WINED3DERR_INVALIDCALL
;
5742 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5744 if (resource
->type
== WINED3D_RTYPE_SURFACE
)
5746 struct wined3d_surface
*s
= surface_from_resource(resource
);
5750 TRACE("Found surface %p for dc %p.\n", s
, dc
);
5757 return WINED3DERR_INVALIDCALL
;
5760 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
5761 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
5762 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
5764 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
5765 const struct fragment_pipeline
*fragment_pipeline
;
5766 struct wined3d_display_mode mode
;
5767 struct shader_caps shader_caps
;
5768 struct fragment_caps ffp_caps
;
5773 device
->wined3d
= wined3d
;
5774 wined3d_incref(device
->wined3d
);
5775 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
5776 device
->device_parent
= device_parent
;
5777 list_init(&device
->resources
);
5778 list_init(&device
->shaders
);
5779 device
->surface_alignment
= surface_alignment
;
5781 /* Get the initial screen setup for ddraw. */
5782 hr
= wined3d_get_adapter_display_mode(wined3d
, adapter_idx
, &mode
);
5785 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr
);
5786 wined3d_decref(device
->wined3d
);
5789 adapter
->screen_size
.cx
= mode
.width
;
5790 adapter
->screen_size
.cy
= mode
.height
;
5791 adapter
->screen_format
= mode
.format_id
;
5793 /* Save the creation parameters. */
5794 device
->create_parms
.adapter_idx
= adapter_idx
;
5795 device
->create_parms
.device_type
= device_type
;
5796 device
->create_parms
.focus_window
= focus_window
;
5797 device
->create_parms
.flags
= flags
;
5799 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
) list_init(&device
->patches
[i
]);
5801 select_shader_mode(&adapter
->gl_info
, &device
->ps_selected_mode
, &device
->vs_selected_mode
);
5802 device
->shader_backend
= adapter
->shader_backend
;
5804 if (device
->shader_backend
)
5806 device
->shader_backend
->shader_get_caps(&adapter
->gl_info
, &shader_caps
);
5807 device
->vshader_version
= shader_caps
.VertexShaderVersion
;
5808 device
->pshader_version
= shader_caps
.PixelShaderVersion
;
5809 device
->d3d_vshader_constantF
= shader_caps
.MaxVertexShaderConst
;
5810 device
->d3d_pshader_constantF
= shader_caps
.MaxPixelShaderConst
;
5811 device
->vs_clipping
= shader_caps
.VSClipping
;
5813 fragment_pipeline
= adapter
->fragment_pipe
;
5814 device
->frag_pipe
= fragment_pipeline
;
5815 if (fragment_pipeline
)
5817 fragment_pipeline
->get_caps(&adapter
->gl_info
, &ffp_caps
);
5818 device
->max_ffp_textures
= ffp_caps
.MaxSimultaneousTextures
;
5820 hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
, &adapter
->gl_info
,
5821 ffp_vertexstate_template
, fragment_pipeline
, misc_state_template
);
5824 ERR("Failed to compile state table, hr %#x.\n", hr
);
5825 wined3d_decref(device
->wined3d
);
5829 device
->blitter
= adapter
->blitter
;
5831 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_INIT
, &device
->stateBlock
);
5834 WARN("Failed to create stateblock.\n");
5835 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
5837 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
5839 wined3d_decref(device
->wined3d
);
5843 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5844 device
->updateStateBlock
= device
->stateBlock
;
5845 wined3d_stateblock_incref(device
->updateStateBlock
);
5851 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5853 DWORD rep
= device
->StateTable
[state
].representative
;
5854 struct wined3d_context
*context
;
5859 for (i
= 0; i
< device
->context_count
; ++i
)
5861 context
= device
->contexts
[i
];
5862 if(isStateDirty(context
, rep
)) continue;
5864 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5865 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5866 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5867 context
->isStateDirty
[idx
] |= (1 << shift
);
5871 void get_drawable_size_fbo(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
5873 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5874 *width
= context
->current_rt
->pow2Width
;
5875 *height
= context
->current_rt
->pow2Height
;
5878 void get_drawable_size_backbuffer(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
5880 const struct wined3d_swapchain
*swapchain
= context
->swapchain
;
5881 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5882 * current context's drawable, which is the size of the back buffer of the swapchain
5883 * the active context belongs to. */
5884 *width
= swapchain
->desc
.backbuffer_width
;
5885 *height
= swapchain
->desc
.backbuffer_height
;
5888 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
5889 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
5891 if (device
->filter_messages
)
5893 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5894 window
, message
, wparam
, lparam
);
5896 return DefWindowProcW(window
, message
, wparam
, lparam
);
5898 return DefWindowProcA(window
, message
, wparam
, lparam
);
5901 if (message
== WM_DESTROY
)
5903 TRACE("unregister window %p.\n", window
);
5904 wined3d_unregister_window(window
);
5906 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
5907 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
5909 else if (message
== WM_DISPLAYCHANGE
)
5911 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
5915 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
5917 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);