2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
39 /* Define the default light parameters as specified by MSDN. */
40 const struct wined3d_light WINED3D_default_light
=
42 WINED3D_LIGHT_DIRECTIONAL
, /* Type */
43 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
44 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
45 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
46 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
47 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
50 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
55 /**********************************************************
56 * Global variable / Constants follow
57 **********************************************************/
58 const struct wined3d_matrix identity
=
60 1.0f
, 0.0f
, 0.0f
, 0.0f
,
61 0.0f
, 1.0f
, 0.0f
, 0.0f
,
62 0.0f
, 0.0f
, 1.0f
, 0.0f
,
63 0.0f
, 0.0f
, 0.0f
, 1.0f
,
64 }}}; /* When needed for comparisons */
66 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
67 * actually have the same values in GL and D3D. */
68 static GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
70 switch(primitive_type
)
72 case WINED3D_PT_POINTLIST
:
75 case WINED3D_PT_LINELIST
:
78 case WINED3D_PT_LINESTRIP
:
81 case WINED3D_PT_TRIANGLELIST
:
84 case WINED3D_PT_TRIANGLESTRIP
:
85 return GL_TRIANGLE_STRIP
;
87 case WINED3D_PT_TRIANGLEFAN
:
88 return GL_TRIANGLE_FAN
;
90 case WINED3D_PT_LINELIST_ADJ
:
91 return GL_LINES_ADJACENCY_ARB
;
93 case WINED3D_PT_LINESTRIP_ADJ
:
94 return GL_LINE_STRIP_ADJACENCY_ARB
;
96 case WINED3D_PT_TRIANGLELIST_ADJ
:
97 return GL_TRIANGLES_ADJACENCY_ARB
;
99 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
100 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
103 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
108 static enum wined3d_primitive_type
d3d_primitive_type_from_gl(GLenum primitive_type
)
110 switch(primitive_type
)
113 return WINED3D_PT_POINTLIST
;
116 return WINED3D_PT_LINELIST
;
119 return WINED3D_PT_LINESTRIP
;
122 return WINED3D_PT_TRIANGLELIST
;
124 case GL_TRIANGLE_STRIP
:
125 return WINED3D_PT_TRIANGLESTRIP
;
127 case GL_TRIANGLE_FAN
:
128 return WINED3D_PT_TRIANGLEFAN
;
130 case GL_LINES_ADJACENCY_ARB
:
131 return WINED3D_PT_LINELIST_ADJ
;
133 case GL_LINE_STRIP_ADJACENCY_ARB
:
134 return WINED3D_PT_LINESTRIP_ADJ
;
136 case GL_TRIANGLES_ADJACENCY_ARB
:
137 return WINED3D_PT_TRIANGLELIST_ADJ
;
139 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
140 return WINED3D_PT_TRIANGLESTRIP_ADJ
;
143 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
144 return WINED3D_PT_UNDEFINED
;
148 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
150 if ((usage
== WINED3D_DECL_USAGE_POSITION
|| usage
== WINED3D_DECL_USAGE_POSITIONT
) && !usage_idx
)
151 *regnum
= WINED3D_FFP_POSITION
;
152 else if (usage
== WINED3D_DECL_USAGE_BLEND_WEIGHT
&& !usage_idx
)
153 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
154 else if (usage
== WINED3D_DECL_USAGE_BLEND_INDICES
&& !usage_idx
)
155 *regnum
= WINED3D_FFP_BLENDINDICES
;
156 else if (usage
== WINED3D_DECL_USAGE_NORMAL
&& !usage_idx
)
157 *regnum
= WINED3D_FFP_NORMAL
;
158 else if (usage
== WINED3D_DECL_USAGE_PSIZE
&& !usage_idx
)
159 *regnum
= WINED3D_FFP_PSIZE
;
160 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& !usage_idx
)
161 *regnum
= WINED3D_FFP_DIFFUSE
;
162 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& usage_idx
== 1)
163 *regnum
= WINED3D_FFP_SPECULAR
;
164 else if (usage
== WINED3D_DECL_USAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
165 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
168 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage
), usage_idx
);
176 /* Context activation is done by the caller. */
177 void device_stream_info_from_declaration(struct wined3d_device
*device
, struct wined3d_stream_info
*stream_info
)
179 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
180 /* We need to deal with frequency data! */
181 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
185 stream_info
->use_map
= 0;
186 stream_info
->swizzle_map
= 0;
188 /* Check for transformed vertices, disable vertex shader if present. */
189 stream_info
->position_transformed
= declaration
->position_transformed
;
190 use_vshader
= state
->vertex_shader
&& !declaration
->position_transformed
;
192 /* Translate the declaration into strided data. */
193 for (i
= 0; i
< declaration
->element_count
; ++i
)
195 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
196 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
197 struct wined3d_buffer
*buffer
= stream
->buffer
;
198 struct wined3d_bo_address data
;
203 TRACE("%p Element %p (%u of %u)\n", declaration
->elements
,
204 element
, i
+ 1, declaration
->element_count
);
206 if (!buffer
) continue;
208 data
.buffer_object
= 0;
211 stride
= stream
->stride
;
212 if (state
->user_stream
)
214 TRACE("Stream %u is UP, %p\n", element
->input_slot
, buffer
);
215 data
.buffer_object
= 0;
216 data
.addr
= (BYTE
*)buffer
;
220 TRACE("Stream %u isn't UP, %p\n", element
->input_slot
, buffer
);
221 buffer_get_memory(buffer
, &device
->adapter
->gl_info
, &data
);
223 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
224 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
225 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
226 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
227 * not, drawStridedSlow is needed, including a vertex buffer path. */
228 if (state
->load_base_vertex_index
< 0)
230 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
231 state
->load_base_vertex_index
);
232 data
.buffer_object
= 0;
233 data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
);
234 if ((UINT_PTR
)data
.addr
< -state
->load_base_vertex_index
* stride
)
236 FIXME("System memory vertex data load offset is negative!\n");
240 data
.addr
+= element
->offset
;
242 TRACE("offset %u input_slot %u usage_idx %d\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
246 if (element
->output_slot
== ~0U)
248 /* TODO: Assuming vertexdeclarations are usually used with the
249 * same or a similar shader, it might be worth it to store the
250 * last used output slot and try that one first. */
251 stride_used
= vshader_get_input(state
->vertex_shader
,
252 element
->usage
, element
->usage_idx
, &idx
);
256 idx
= element
->output_slot
;
262 if (!element
->ffp_valid
)
264 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
265 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
270 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
276 TRACE("Load %s array %u [usage %s, usage_idx %u, "
277 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
278 use_vshader
? "shader": "fixed function", idx
,
279 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
280 element
->offset
, stride
, debug_d3dformat(element
->format
->id
), data
.buffer_object
);
282 data
.addr
+= stream
->offset
;
284 stream_info
->elements
[idx
].format
= element
->format
;
285 stream_info
->elements
[idx
].data
= data
;
286 stream_info
->elements
[idx
].stride
= stride
;
287 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
289 if (!device
->adapter
->gl_info
.supported
[ARB_VERTEX_ARRAY_BGRA
]
290 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
292 stream_info
->swizzle_map
|= 1 << idx
;
294 stream_info
->use_map
|= 1 << idx
;
298 device
->num_buffer_queries
= 0;
299 if (!state
->user_stream
)
301 WORD map
= stream_info
->use_map
;
302 stream_info
->all_vbo
= 1;
304 /* PreLoad all the vertex buffers. */
305 for (i
= 0; map
; map
>>= 1, ++i
)
307 struct wined3d_stream_info_element
*element
;
308 struct wined3d_buffer
*buffer
;
310 if (!(map
& 1)) continue;
312 element
= &stream_info
->elements
[i
];
313 buffer
= state
->streams
[element
->stream_idx
].buffer
;
314 wined3d_buffer_preload(buffer
);
316 /* If the preload dropped the buffer object, update the stream info. */
317 if (buffer
->buffer_object
!= element
->data
.buffer_object
)
319 element
->data
.buffer_object
= 0;
320 element
->data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
)
321 + (ptrdiff_t)element
->data
.addr
;
324 if (!buffer
->buffer_object
)
325 stream_info
->all_vbo
= 0;
328 device
->buffer_queries
[device
->num_buffer_queries
++] = buffer
->query
;
333 stream_info
->all_vbo
= 0;
337 static void stream_info_element_from_strided(const struct wined3d_gl_info
*gl_info
,
338 const struct wined3d_strided_element
*strided
, struct wined3d_stream_info_element
*e
)
340 e
->data
.addr
= strided
->data
;
341 e
->data
.buffer_object
= 0;
342 e
->format
= wined3d_get_format(gl_info
, strided
->format
);
343 e
->stride
= strided
->stride
;
347 static void device_stream_info_from_strided(const struct wined3d_gl_info
*gl_info
,
348 const struct wined3d_strided_data
*strided
, struct wined3d_stream_info
*stream_info
)
352 memset(stream_info
, 0, sizeof(*stream_info
));
354 if (strided
->position
.data
)
355 stream_info_element_from_strided(gl_info
, &strided
->position
, &stream_info
->elements
[WINED3D_FFP_POSITION
]);
356 if (strided
->normal
.data
)
357 stream_info_element_from_strided(gl_info
, &strided
->normal
, &stream_info
->elements
[WINED3D_FFP_NORMAL
]);
358 if (strided
->diffuse
.data
)
359 stream_info_element_from_strided(gl_info
, &strided
->diffuse
, &stream_info
->elements
[WINED3D_FFP_DIFFUSE
]);
360 if (strided
->specular
.data
)
361 stream_info_element_from_strided(gl_info
, &strided
->specular
, &stream_info
->elements
[WINED3D_FFP_SPECULAR
]);
363 for (i
= 0; i
< WINED3DDP_MAXTEXCOORD
; ++i
)
365 if (strided
->tex_coords
[i
].data
)
366 stream_info_element_from_strided(gl_info
, &strided
->tex_coords
[i
],
367 &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ i
]);
370 stream_info
->position_transformed
= strided
->position_transformed
;
372 for (i
= 0; i
< sizeof(stream_info
->elements
) / sizeof(*stream_info
->elements
); ++i
)
374 if (!stream_info
->elements
[i
].format
) continue;
376 if (!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
377 && stream_info
->elements
[i
].format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
379 stream_info
->swizzle_map
|= 1 << i
;
381 stream_info
->use_map
|= 1 << i
;
385 static void device_trace_strided_stream_info(const struct wined3d_stream_info
*stream_info
)
387 TRACE("Strided Data:\n");
388 TRACE_STRIDED(stream_info
, WINED3D_FFP_POSITION
);
389 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDWEIGHT
);
390 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDINDICES
);
391 TRACE_STRIDED(stream_info
, WINED3D_FFP_NORMAL
);
392 TRACE_STRIDED(stream_info
, WINED3D_FFP_PSIZE
);
393 TRACE_STRIDED(stream_info
, WINED3D_FFP_DIFFUSE
);
394 TRACE_STRIDED(stream_info
, WINED3D_FFP_SPECULAR
);
395 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD0
);
396 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD1
);
397 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD2
);
398 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD3
);
399 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD4
);
400 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD5
);
401 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD6
);
402 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD7
);
405 /* Context activation is done by the caller. */
406 void device_update_stream_info(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
408 struct wined3d_stream_info
*stream_info
= &device
->strided_streams
;
409 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
410 DWORD prev_all_vbo
= stream_info
->all_vbo
;
412 if (device
->up_strided
)
414 /* Note: this is a ddraw fixed-function code path. */
415 TRACE("=============================== Strided Input ================================\n");
416 device_stream_info_from_strided(gl_info
, device
->up_strided
, stream_info
);
417 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
);
425 if (state
->vertex_shader
&& !stream_info
->position_transformed
)
427 if (state
->vertex_declaration
->half_float_conv_needed
&& !stream_info
->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
)) && !stream_info
->all_vbo
)
445 device
->useDrawStridedSlow
= TRUE
;
449 device
->useDrawStridedSlow
= FALSE
;
453 if (prev_all_vbo
!= stream_info
->all_vbo
)
454 device_invalidate_state(device
, STATE_INDEXBUFFER
);
457 static void device_preload_texture(const struct wined3d_state
*state
, unsigned int idx
)
459 struct wined3d_texture
*texture
;
460 enum WINED3DSRGB srgb
;
462 if (!(texture
= state
->textures
[idx
])) return;
463 srgb
= state
->sampler_states
[idx
][WINED3D_SAMP_SRGB_TEXTURE
] ? SRGB_SRGB
: SRGB_RGB
;
464 texture
->texture_ops
->texture_preload(texture
, srgb
);
467 void device_preload_textures(const struct wined3d_device
*device
)
469 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
474 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
476 if (state
->vertex_shader
->reg_maps
.sampler_type
[i
])
477 device_preload_texture(state
, MAX_FRAGMENT_SAMPLERS
+ i
);
483 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
485 if (state
->pixel_shader
->reg_maps
.sampler_type
[i
])
486 device_preload_texture(state
, i
);
491 WORD ffu_map
= device
->fixed_function_usage_map
;
493 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
496 device_preload_texture(state
, i
);
501 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
503 struct wined3d_context
**new_array
;
505 TRACE("Adding context %p.\n", context
);
507 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
508 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
509 sizeof(*new_array
) * (device
->context_count
+ 1));
513 ERR("Failed to grow the context array.\n");
517 new_array
[device
->context_count
++] = context
;
518 device
->contexts
= new_array
;
522 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
524 struct wined3d_context
**new_array
;
528 TRACE("Removing context %p.\n", context
);
530 for (i
= 0; i
< device
->context_count
; ++i
)
532 if (device
->contexts
[i
] == context
)
541 ERR("Context %p doesn't exist in context array.\n", context
);
545 if (!--device
->context_count
)
547 HeapFree(GetProcessHeap(), 0, device
->contexts
);
548 device
->contexts
= NULL
;
552 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
553 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
556 ERR("Failed to shrink context array. Oh well.\n");
560 device
->contexts
= new_array
;
563 /* Do not call while under the GL lock. */
564 void device_switch_onscreen_ds(struct wined3d_device
*device
,
565 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
567 if (device
->onscreen_depth_stencil
)
569 surface_load_ds_location(device
->onscreen_depth_stencil
, context
, SFLAG_INTEXTURE
);
571 surface_modify_ds_location(device
->onscreen_depth_stencil
, SFLAG_INTEXTURE
,
572 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
573 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
574 wined3d_surface_decref(device
->onscreen_depth_stencil
);
576 device
->onscreen_depth_stencil
= depth_stencil
;
577 wined3d_surface_incref(device
->onscreen_depth_stencil
);
580 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
582 /* partial draw rect */
583 if (draw_rect
->left
|| draw_rect
->top
584 || draw_rect
->right
< target
->resource
.width
585 || draw_rect
->bottom
< target
->resource
.height
)
588 /* partial clear rect */
589 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
590 || clear_rect
->right
< target
->resource
.width
591 || clear_rect
->bottom
< target
->resource
.height
))
597 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
598 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
, RECT
*out_rect
)
600 RECT current_rect
, r
;
602 if (ds
->flags
& location
)
603 SetRect(¤t_rect
, 0, 0,
604 ds
->ds_current_size
.cx
,
605 ds
->ds_current_size
.cy
);
607 SetRectEmpty(¤t_rect
);
609 IntersectRect(&r
, draw_rect
, ¤t_rect
);
610 if (EqualRect(&r
, draw_rect
))
612 /* current_rect ⊇ draw_rect, modify only. */
613 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
617 if (EqualRect(&r
, ¤t_rect
))
619 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
623 /* Full clear, modify only. */
624 *out_rect
= *draw_rect
;
628 IntersectRect(&r
, draw_rect
, clear_rect
);
629 if (EqualRect(&r
, draw_rect
))
631 /* clear_rect ⊇ draw_rect, modify only. */
632 *out_rect
= *draw_rect
;
638 surface_load_ds_location(ds
, context
, location
);
639 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
642 /* Do not call while under the GL lock. */
643 void device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
644 UINT rect_count
, const RECT
*rects
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
645 float depth
, DWORD stencil
)
647 const RECT
*clear_rect
= (rect_count
> 0 && rects
) ? (const RECT
*)rects
: NULL
;
648 struct wined3d_surface
*target
= rt_count
? fb
->render_targets
[0] : NULL
;
649 const struct wined3d_gl_info
*gl_info
;
650 UINT drawable_width
, drawable_height
;
651 struct wined3d_context
*context
;
652 GLbitfield clear_mask
= 0;
653 BOOL render_offscreen
;
657 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
658 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
659 * for the cleared parts, and the untouched parts.
661 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
662 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
663 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
664 * checking all this if the dest surface is in the drawable anyway. */
665 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, clear_rect
))
667 for (i
= 0; i
< rt_count
; ++i
)
669 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
671 surface_load_location(rt
, rt
->draw_binding
, NULL
);
675 context
= context_acquire(device
, target
);
678 context_release(context
);
679 WARN("Invalid context, skipping clear.\n");
682 gl_info
= context
->gl_info
;
686 render_offscreen
= context
->render_offscreen
;
687 target
->get_drawable_size(context
, &drawable_width
, &drawable_height
);
691 render_offscreen
= TRUE
;
692 drawable_width
= fb
->depth_stencil
->pow2Width
;
693 drawable_height
= fb
->depth_stencil
->pow2Height
;
696 if (flags
& WINED3DCLEAR_ZBUFFER
)
698 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: SFLAG_INDRAWABLE
;
700 if (!render_offscreen
&& fb
->depth_stencil
!= device
->onscreen_depth_stencil
)
701 device_switch_onscreen_ds(device
, context
, fb
->depth_stencil
);
702 prepare_ds_clear(fb
->depth_stencil
, context
, location
,
703 draw_rect
, rect_count
, clear_rect
, &ds_rect
);
706 if (!context_apply_clear_state(context
, device
, rt_count
, fb
))
708 context_release(context
);
709 WARN("Failed to apply clear state, skipping clear.\n");
715 /* Only set the values up once, as they are not changing. */
716 if (flags
& WINED3DCLEAR_STENCIL
)
718 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
720 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
721 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
723 gl_info
->gl_ops
.gl
.p_glStencilMask(~0U);
724 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
725 gl_info
->gl_ops
.gl
.p_glClearStencil(stencil
);
726 checkGLcall("glClearStencil");
727 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
730 if (flags
& WINED3DCLEAR_ZBUFFER
)
732 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: SFLAG_INDRAWABLE
;
734 surface_modify_ds_location(fb
->depth_stencil
, location
, ds_rect
.right
, ds_rect
.bottom
);
736 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_TRUE
);
737 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
738 gl_info
->gl_ops
.gl
.p_glClearDepth(depth
);
739 checkGLcall("glClearDepth");
740 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
743 if (flags
& WINED3DCLEAR_TARGET
)
745 for (i
= 0; i
< rt_count
; ++i
)
747 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
750 surface_modify_location(rt
, rt
->draw_binding
, TRUE
);
753 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
754 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
755 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
756 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
757 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
758 gl_info
->gl_ops
.gl
.p_glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
759 checkGLcall("glClearColor");
760 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
765 if (render_offscreen
)
767 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, draw_rect
->top
,
768 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
772 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
773 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
775 checkGLcall("glScissor");
776 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
777 checkGLcall("glClear");
783 /* Now process each rect in turn. */
784 for (i
= 0; i
< rect_count
; ++i
)
786 /* Note that GL uses lower left, width/height. */
787 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
789 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
790 wine_dbgstr_rect(&clear_rect
[i
]),
791 wine_dbgstr_rect(¤t_rect
));
793 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
794 * The rectangle is not cleared, no error is returned, but further rectangles are
795 * still cleared if they are valid. */
796 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
798 TRACE("Rectangle with negative dimensions, ignoring.\n");
802 if (render_offscreen
)
804 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, current_rect
.top
,
805 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
809 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
810 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
812 checkGLcall("glScissor");
814 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
815 checkGLcall("glClear");
821 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
822 && target
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
823 && target
->container
.u
.swapchain
->front_buffer
== target
))
824 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
826 context_release(context
);
829 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
831 ULONG refcount
= InterlockedIncrement(&device
->ref
);
833 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
838 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
840 ULONG refcount
= InterlockedDecrement(&device
->ref
);
842 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
846 struct wined3d_stateblock
*stateblock
;
849 if (wined3d_stateblock_decref(device
->updateStateBlock
)
850 && device
->updateStateBlock
!= device
->stateBlock
)
851 FIXME("Something's still holding the update stateblock.\n");
852 device
->updateStateBlock
= NULL
;
854 stateblock
= device
->stateBlock
;
855 device
->stateBlock
= NULL
;
856 if (wined3d_stateblock_decref(stateblock
))
857 FIXME("Something's still holding the stateblock.\n");
859 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
861 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
862 device
->multistate_funcs
[i
] = NULL
;
865 if (!list_empty(&device
->resources
))
867 struct wined3d_resource
*resource
;
869 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
871 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
873 FIXME("Leftover resource %p with type %s (%#x).\n",
874 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
878 if (device
->contexts
)
879 ERR("Context array not freed!\n");
880 if (device
->hardwareCursor
)
881 DestroyCursor(device
->hardwareCursor
);
882 device
->hardwareCursor
= 0;
884 wined3d_decref(device
->wined3d
);
885 device
->wined3d
= NULL
;
886 HeapFree(GetProcessHeap(), 0, device
);
887 TRACE("Freed device %p.\n", device
);
893 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
895 TRACE("device %p.\n", device
);
897 return device
->swapchain_count
;
900 HRESULT CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
,
901 UINT swapchain_idx
, struct wined3d_swapchain
**swapchain
)
903 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
904 device
, swapchain_idx
, swapchain
);
906 if (swapchain_idx
>= device
->swapchain_count
)
908 WARN("swapchain_idx %u >= swapchain_count %u.\n",
909 swapchain_idx
, device
->swapchain_count
);
912 return WINED3DERR_INVALIDCALL
;
915 *swapchain
= device
->swapchains
[swapchain_idx
];
916 wined3d_swapchain_incref(*swapchain
);
917 TRACE("Returning %p.\n", *swapchain
);
922 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
924 struct wined3d_color_key color_key
;
928 HDC dcb
= NULL
, dcs
= NULL
;
930 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
933 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
934 dcb
= CreateCompatibleDC(NULL
);
936 SelectObject(dcb
, hbm
);
940 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
943 memset(&bm
, 0, sizeof(bm
));
948 hr
= wined3d_surface_create(device
, bm
.bmWidth
, bm
.bmHeight
, WINED3DFMT_B5G6R5_UNORM
, 0, 0,
949 WINED3D_POOL_SYSTEM_MEM
, WINED3D_MULTISAMPLE_NONE
, 0, WINED3D_SURFACE_TYPE_OPENGL
, WINED3D_SURFACE_MAPPABLE
,
950 NULL
, &wined3d_null_parent_ops
, &device
->logo_surface
);
953 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr
);
959 if (FAILED(hr
= wined3d_surface_getdc(device
->logo_surface
, &dcs
)))
961 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
962 wined3d_surface_releasedc(device
->logo_surface
, dcs
);
964 color_key
.color_space_low_value
= 0;
965 color_key
.color_space_high_value
= 0;
966 wined3d_surface_set_color_key(device
->logo_surface
, WINEDDCKEY_SRCBLT
, &color_key
);
970 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
971 /* Fill the surface with a white color to show that wined3d is there */
972 wined3d_device_color_fill(device
, device
->logo_surface
, NULL
, &c
);
976 if (dcb
) DeleteDC(dcb
);
977 if (hbm
) DeleteObject(hbm
);
980 /* Context activation is done by the caller. */
981 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
983 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
984 unsigned int i
, j
, count
;
985 /* Under DirectX you can sample even if no texture is bound, whereas
986 * OpenGL will only allow that when a valid texture is bound.
987 * We emulate this by creating dummy textures and binding them
988 * to each texture stage when the currently set D3D texture is NULL. */
991 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
993 /* The dummy texture does not have client storage backing */
994 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
995 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
998 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
999 for (i
= 0; i
< count
; ++i
)
1001 DWORD color
= 0x000000ff;
1003 /* Make appropriate texture active */
1004 context_active_texture(context
, gl_info
, i
);
1006 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_2d
[i
]);
1007 checkGLcall("glGenTextures");
1008 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
1010 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
1011 checkGLcall("glBindTexture");
1013 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0,
1014 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1015 checkGLcall("glTexImage2D");
1017 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1019 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_rect
[i
]);
1020 checkGLcall("glGenTextures");
1021 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
1023 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
1024 checkGLcall("glBindTexture");
1026 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0,
1027 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1028 checkGLcall("glTexImage2D");
1031 if (gl_info
->supported
[EXT_TEXTURE3D
])
1033 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_3d
[i
]);
1034 checkGLcall("glGenTextures");
1035 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
1037 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
1038 checkGLcall("glBindTexture");
1040 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
1041 checkGLcall("glTexImage3D");
1044 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1046 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_cube
[i
]);
1047 checkGLcall("glGenTextures");
1048 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
1050 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
1051 checkGLcall("glBindTexture");
1053 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
1055 gl_info
->gl_ops
.gl
.p_glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0,
1056 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1057 checkGLcall("glTexImage2D");
1062 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1064 /* Re-enable because if supported it is enabled by default */
1065 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1066 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1072 /* Context activation is done by the caller. */
1073 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
1075 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1078 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1080 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_cube
);
1081 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1084 if (gl_info
->supported
[EXT_TEXTURE3D
])
1086 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_3d
);
1087 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1090 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1092 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_rect
);
1093 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1096 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_2d
);
1097 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1100 memset(device
->dummy_texture_cube
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_cube
));
1101 memset(device
->dummy_texture_3d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_3d
));
1102 memset(device
->dummy_texture_rect
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_rect
));
1103 memset(device
->dummy_texture_2d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_2d
));
1106 static LONG
fullscreen_style(LONG style
)
1108 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1109 style
|= WS_POPUP
| WS_SYSMENU
;
1110 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
1115 static LONG
fullscreen_exstyle(LONG exstyle
)
1117 /* Filter out window decorations. */
1118 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
1123 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
1125 BOOL filter_messages
;
1126 LONG style
, exstyle
;
1128 TRACE("Setting up window %p for fullscreen mode.\n", window
);
1130 if (device
->style
|| device
->exStyle
)
1132 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1133 window
, device
->style
, device
->exStyle
);
1136 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
1137 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1139 style
= fullscreen_style(device
->style
);
1140 exstyle
= fullscreen_exstyle(device
->exStyle
);
1142 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1143 device
->style
, device
->exStyle
, style
, exstyle
);
1145 filter_messages
= device
->filter_messages
;
1146 device
->filter_messages
= TRUE
;
1148 SetWindowLongW(window
, GWL_STYLE
, style
);
1149 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
1150 SetWindowPos(window
, HWND_TOP
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
1152 device
->filter_messages
= filter_messages
;
1155 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
1157 BOOL filter_messages
;
1158 LONG style
, exstyle
;
1160 if (!device
->style
&& !device
->exStyle
) return;
1162 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1163 window
, device
->style
, device
->exStyle
);
1165 style
= GetWindowLongW(window
, GWL_STYLE
);
1166 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1168 filter_messages
= device
->filter_messages
;
1169 device
->filter_messages
= TRUE
;
1171 /* Only restore the style if the application didn't modify it during the
1172 * fullscreen phase. Some applications change it before calling Reset()
1173 * when switching between windowed and fullscreen modes (HL2), some
1174 * depend on the original style (Eve Online). */
1175 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
1177 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
1178 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
1180 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
1182 device
->filter_messages
= filter_messages
;
1184 /* Delete the old values. */
1186 device
->exStyle
= 0;
1189 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
1191 TRACE("device %p, window %p.\n", device
, window
);
1193 if (!wined3d_register_window(window
, device
))
1195 ERR("Failed to register window %p.\n", window
);
1199 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
1200 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
1205 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
1207 TRACE("device %p.\n", device
);
1209 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
1210 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
1213 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
1214 struct wined3d_swapchain_desc
*swapchain_desc
)
1216 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1217 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1218 struct wined3d_swapchain
*swapchain
= NULL
;
1219 struct wined3d_context
*context
;
1224 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1226 if (device
->d3d_initialized
)
1227 return WINED3DERR_INVALIDCALL
;
1228 if (!device
->adapter
->opengl
)
1229 return WINED3DERR_INVALIDCALL
;
1231 device
->valid_rt_mask
= 0;
1232 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1233 device
->valid_rt_mask
|= (1 << i
);
1234 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1235 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
1237 /* Initialize the texture unit mapping to a 1:1 mapping */
1238 for (state
= 0; state
< MAX_COMBINED_SAMPLERS
; ++state
)
1240 if (state
< gl_info
->limits
.fragment_samplers
)
1242 device
->texUnitMap
[state
] = state
;
1243 device
->rev_tex_unit_map
[state
] = state
;
1247 device
->texUnitMap
[state
] = WINED3D_UNMAPPED_STAGE
;
1248 device
->rev_tex_unit_map
[state
] = WINED3D_UNMAPPED_STAGE
;
1252 /* Setup the implicit swapchain. This also initializes a context. */
1253 TRACE("Creating implicit swapchain\n");
1254 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1255 swapchain_desc
, &swapchain
);
1258 WARN("Failed to create implicit swapchain\n");
1262 device
->swapchain_count
= 1;
1263 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1264 if (!device
->swapchains
)
1266 ERR("Out of memory!\n");
1269 device
->swapchains
[0] = swapchain
;
1271 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1273 TRACE("Setting rendertarget to %p.\n", swapchain
->back_buffers
);
1274 device
->fb
.render_targets
[0] = swapchain
->back_buffers
[0];
1278 TRACE("Setting rendertarget to %p.\n", swapchain
->front_buffer
);
1279 device
->fb
.render_targets
[0] = swapchain
->front_buffer
;
1281 wined3d_surface_incref(device
->fb
.render_targets
[0]);
1283 /* Depth Stencil support */
1284 device
->fb
.depth_stencil
= device
->auto_depth_stencil
;
1285 if (device
->fb
.depth_stencil
)
1286 wined3d_surface_incref(device
->fb
.depth_stencil
);
1288 hr
= device
->shader_backend
->shader_alloc_private(device
);
1291 TRACE("Shader private data couldn't be allocated\n");
1294 hr
= device
->frag_pipe
->alloc_private(device
);
1297 TRACE("Fragment pipeline private data couldn't be allocated\n");
1300 hr
= device
->blitter
->alloc_private(device
);
1303 TRACE("Blitter private data couldn't be allocated\n");
1307 /* Set up some starting GL setup */
1309 /* Setup all the devices defaults */
1310 stateblock_init_default_state(device
->stateBlock
);
1312 context
= context_acquire(device
, swapchain
->front_buffer
);
1314 create_dummy_textures(device
, context
);
1318 /* Initialize the current view state */
1319 device
->view_ident
= 1;
1320 device
->contexts
[0]->last_was_rhw
= 0;
1322 switch (wined3d_settings
.offscreen_rendering_mode
)
1325 device
->offscreenBuffer
= GL_COLOR_ATTACHMENT0
;
1328 case ORM_BACKBUFFER
:
1330 if (context_get_current()->aux_buffers
> 0)
1332 TRACE("Using auxiliary buffer for offscreen rendering\n");
1333 device
->offscreenBuffer
= GL_AUX0
;
1337 TRACE("Using back buffer for offscreen rendering\n");
1338 device
->offscreenBuffer
= GL_BACK
;
1343 TRACE("All defaults now set up, leaving 3D init.\n");
1346 context_release(context
);
1348 /* Clear the screen */
1349 wined3d_device_clear(device
, 0, NULL
, WINED3DCLEAR_TARGET
1350 | (swapchain_desc
->enable_auto_depth_stencil
? WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
: 0),
1353 device
->d3d_initialized
= TRUE
;
1355 if (wined3d_settings
.logo
)
1356 device_load_logo(device
, wined3d_settings
.logo
);
1360 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1361 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1362 device
->swapchain_count
= 0;
1364 wined3d_swapchain_decref(swapchain
);
1365 if (device
->blit_priv
)
1366 device
->blitter
->free_private(device
);
1367 if (device
->fragment_priv
)
1368 device
->frag_pipe
->free_private(device
);
1369 if (device
->shader_priv
)
1370 device
->shader_backend
->shader_free_private(device
);
1375 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1376 struct wined3d_swapchain_desc
*swapchain_desc
)
1378 struct wined3d_swapchain
*swapchain
= NULL
;
1381 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1383 /* Setup the implicit swapchain */
1384 TRACE("Creating implicit swapchain\n");
1385 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1386 swapchain_desc
, &swapchain
);
1389 WARN("Failed to create implicit swapchain\n");
1393 device
->swapchain_count
= 1;
1394 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1395 if (!device
->swapchains
)
1397 ERR("Out of memory!\n");
1400 device
->swapchains
[0] = swapchain
;
1404 wined3d_swapchain_decref(swapchain
);
1408 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1410 struct wined3d_resource
*resource
, *cursor
;
1411 const struct wined3d_gl_info
*gl_info
;
1412 struct wined3d_context
*context
;
1413 struct wined3d_surface
*surface
;
1416 TRACE("device %p.\n", device
);
1418 if (!device
->d3d_initialized
)
1419 return WINED3DERR_INVALIDCALL
;
1421 /* Force making the context current again, to verify it is still valid
1422 * (workaround for broken drivers) */
1423 context_set_current(NULL
);
1424 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1425 * it was created. Thus make sure a context is active for the glDelete* calls
1427 context
= context_acquire(device
, NULL
);
1428 gl_info
= context
->gl_info
;
1430 if (device
->logo_surface
)
1431 wined3d_surface_decref(device
->logo_surface
);
1433 stateblock_unbind_resources(device
->stateBlock
);
1435 /* Unload resources */
1436 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1438 TRACE("Unloading resource %p.\n", resource
);
1440 resource
->resource_ops
->resource_unload(resource
);
1443 TRACE("Deleting high order patches\n");
1444 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
)
1446 struct wined3d_rect_patch
*patch
;
1447 struct list
*e1
, *e2
;
1449 LIST_FOR_EACH_SAFE(e1
, e2
, &device
->patches
[i
])
1451 patch
= LIST_ENTRY(e1
, struct wined3d_rect_patch
, entry
);
1452 wined3d_device_delete_patch(device
, patch
->Handle
);
1456 /* Delete the mouse cursor texture */
1457 if (device
->cursorTexture
)
1460 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->cursorTexture
);
1462 device
->cursorTexture
= 0;
1465 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1466 * private data, it might contain opengl pointers
1468 if (device
->depth_blt_texture
)
1471 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
1473 device
->depth_blt_texture
= 0;
1476 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1477 device
->blitter
->free_private(device
);
1478 device
->frag_pipe
->free_private(device
);
1479 device
->shader_backend
->shader_free_private(device
);
1481 /* Release the buffers (with sanity checks)*/
1482 if (device
->onscreen_depth_stencil
)
1484 surface
= device
->onscreen_depth_stencil
;
1485 device
->onscreen_depth_stencil
= NULL
;
1486 wined3d_surface_decref(surface
);
1489 if (device
->fb
.depth_stencil
)
1491 surface
= device
->fb
.depth_stencil
;
1493 TRACE("Releasing depth/stencil buffer %p.\n", surface
);
1495 device
->fb
.depth_stencil
= NULL
;
1496 wined3d_surface_decref(surface
);
1499 if (device
->auto_depth_stencil
)
1501 surface
= device
->auto_depth_stencil
;
1502 device
->auto_depth_stencil
= NULL
;
1503 if (wined3d_surface_decref(surface
))
1504 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface
);
1507 for (i
= 1; i
< gl_info
->limits
.buffers
; ++i
)
1509 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
1512 surface
= device
->fb
.render_targets
[0];
1513 TRACE("Setting rendertarget 0 to NULL\n");
1514 device
->fb
.render_targets
[0] = NULL
;
1515 TRACE("Releasing the render target at %p\n", surface
);
1516 wined3d_surface_decref(surface
);
1518 context_release(context
);
1520 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1522 TRACE("Releasing the implicit swapchain %u.\n", i
);
1523 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1524 FIXME("Something's still holding the implicit swapchain.\n");
1527 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1528 device
->swapchains
= NULL
;
1529 device
->swapchain_count
= 0;
1531 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1532 device
->fb
.render_targets
= NULL
;
1534 device
->d3d_initialized
= FALSE
;
1539 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1543 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1545 TRACE("Releasing the implicit swapchain %u.\n", i
);
1546 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1547 FIXME("Something's still holding the implicit swapchain.\n");
1550 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1551 device
->swapchains
= NULL
;
1552 device
->swapchain_count
= 0;
1556 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1557 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1558 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1560 * There is no way to deactivate thread safety once it is enabled.
1562 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1564 TRACE("device %p.\n", device
);
1566 /* For now just store the flag (needed in case of ddraw). */
1567 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1570 HRESULT CDECL
wined3d_device_get_wined3d(const struct wined3d_device
*device
, struct wined3d
**wined3d
)
1572 TRACE("device %p, wined3d %p.\n", device
, wined3d
);
1574 *wined3d
= device
->wined3d
;
1575 wined3d_incref(*wined3d
);
1577 TRACE("Returning %p.\n", *wined3d
);
1582 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1584 TRACE("device %p.\n", device
);
1586 TRACE("Emulating %d MB, returning %d MB left.\n",
1587 device
->adapter
->TextureRam
/ (1024 * 1024),
1588 (device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
) / (1024 * 1024));
1590 return device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
;
1593 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1594 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1596 struct wined3d_stream_state
*stream
;
1597 struct wined3d_buffer
*prev_buffer
;
1599 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1600 device
, stream_idx
, buffer
, offset
, stride
);
1602 if (stream_idx
>= MAX_STREAMS
)
1604 WARN("Stream index %u out of range.\n", stream_idx
);
1605 return WINED3DERR_INVALIDCALL
;
1607 else if (offset
& 0x3)
1609 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1610 return WINED3DERR_INVALIDCALL
;
1613 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1614 prev_buffer
= stream
->buffer
;
1616 device
->updateStateBlock
->changed
.streamSource
|= 1 << stream_idx
;
1618 if (prev_buffer
== buffer
1619 && stream
->stride
== stride
1620 && stream
->offset
== offset
)
1622 TRACE("Application is setting the old values over, nothing to do.\n");
1626 stream
->buffer
= buffer
;
1629 stream
->stride
= stride
;
1630 stream
->offset
= offset
;
1633 /* Handle recording of state blocks. */
1634 if (device
->isRecordingState
)
1636 TRACE("Recording... not performing anything.\n");
1638 wined3d_buffer_incref(buffer
);
1640 wined3d_buffer_decref(prev_buffer
);
1646 InterlockedIncrement(&buffer
->resource
.bind_count
);
1647 wined3d_buffer_incref(buffer
);
1651 InterlockedDecrement(&prev_buffer
->resource
.bind_count
);
1652 wined3d_buffer_decref(prev_buffer
);
1655 device_invalidate_state(device
, STATE_STREAMSRC
);
1660 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1661 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1663 struct wined3d_stream_state
*stream
;
1665 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1666 device
, stream_idx
, buffer
, offset
, stride
);
1668 if (stream_idx
>= MAX_STREAMS
)
1670 WARN("Stream index %u out of range.\n", stream_idx
);
1671 return WINED3DERR_INVALIDCALL
;
1674 stream
= &device
->stateBlock
->state
.streams
[stream_idx
];
1675 *buffer
= stream
->buffer
;
1677 wined3d_buffer_incref(*buffer
);
1679 *offset
= stream
->offset
;
1680 *stride
= stream
->stride
;
1685 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1687 struct wined3d_stream_state
*stream
;
1688 UINT old_flags
, old_freq
;
1690 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1692 /* Verify input. At least in d3d9 this is invalid. */
1693 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1695 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1696 return WINED3DERR_INVALIDCALL
;
1698 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1700 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1701 return WINED3DERR_INVALIDCALL
;
1705 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1706 return WINED3DERR_INVALIDCALL
;
1709 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1710 old_flags
= stream
->flags
;
1711 old_freq
= stream
->frequency
;
1713 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1714 stream
->frequency
= divider
& 0x7fffff;
1716 device
->updateStateBlock
->changed
.streamFreq
|= 1 << stream_idx
;
1718 if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1719 device_invalidate_state(device
, STATE_STREAMSRC
);
1724 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1725 UINT stream_idx
, UINT
*divider
)
1727 struct wined3d_stream_state
*stream
;
1729 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1731 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1732 *divider
= stream
->flags
| stream
->frequency
;
1734 TRACE("Returning %#x.\n", *divider
);
1739 HRESULT CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1740 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1742 TRACE("device %p, state %s, matrix %p.\n",
1743 device
, debug_d3dtstype(d3dts
), matrix
);
1744 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._11
, matrix
->u
.s
._12
, matrix
->u
.s
._13
, matrix
->u
.s
._14
);
1745 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._21
, matrix
->u
.s
._22
, matrix
->u
.s
._23
, matrix
->u
.s
._24
);
1746 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._31
, matrix
->u
.s
._32
, matrix
->u
.s
._33
, matrix
->u
.s
._34
);
1747 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._41
, matrix
->u
.s
._42
, matrix
->u
.s
._43
, matrix
->u
.s
._44
);
1749 /* Handle recording of state blocks. */
1750 if (device
->isRecordingState
)
1752 TRACE("Recording... not performing anything.\n");
1753 device
->updateStateBlock
->changed
.transform
[d3dts
>> 5] |= 1 << (d3dts
& 0x1f);
1754 device
->updateStateBlock
->state
.transforms
[d3dts
] = *matrix
;
1758 /* If the new matrix is the same as the current one,
1759 * we cut off any further processing. this seems to be a reasonable
1760 * optimization because as was noticed, some apps (warcraft3 for example)
1761 * tend towards setting the same matrix repeatedly for some reason.
1763 * From here on we assume that the new matrix is different, wherever it matters. */
1764 if (!memcmp(&device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0], matrix
, sizeof(*matrix
)))
1766 TRACE("The application is setting the same matrix over again.\n");
1770 device
->stateBlock
->state
.transforms
[d3dts
] = *matrix
;
1771 if (d3dts
== WINED3D_TS_VIEW
)
1772 device
->view_ident
= !memcmp(matrix
, &identity
, sizeof(identity
));
1774 if (d3dts
< WINED3D_TS_WORLD_MATRIX(device
->adapter
->gl_info
.limits
.blends
))
1775 device_invalidate_state(device
, STATE_TRANSFORM(d3dts
));
1781 HRESULT CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1782 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1784 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1786 *matrix
= device
->stateBlock
->state
.transforms
[state
];
1791 HRESULT CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1792 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1794 const struct wined3d_matrix
*mat
= NULL
;
1795 struct wined3d_matrix temp
;
1797 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1799 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1800 * below means it will be recorded in a state block change, but it
1801 * works regardless where it is recorded.
1802 * If this is found to be wrong, change to StateBlock. */
1803 if (state
> HIGHEST_TRANSFORMSTATE
)
1805 WARN("Unhandled transform state %#x.\n", state
);
1809 mat
= &device
->updateStateBlock
->state
.transforms
[state
];
1810 multiply_matrix(&temp
, mat
, matrix
);
1812 /* Apply change via set transform - will reapply to eg. lights this way. */
1813 return wined3d_device_set_transform(device
, state
, &temp
);
1816 /* Note lights are real special cases. Although the device caps state only
1817 * e.g. 8 are supported, you can reference any indexes you want as long as
1818 * that number max are enabled at any one point in time. Therefore since the
1819 * indices can be anything, we need a hashmap of them. However, this causes
1820 * stateblock problems. When capturing the state block, I duplicate the
1821 * hashmap, but when recording, just build a chain pretty much of commands to
1823 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1824 UINT light_idx
, const struct wined3d_light
*light
)
1826 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1827 struct wined3d_light_info
*object
= NULL
;
1831 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1833 /* Check the parameter range. Need for speed most wanted sets junk lights
1834 * which confuse the GL driver. */
1836 return WINED3DERR_INVALIDCALL
;
1838 switch (light
->type
)
1840 case WINED3D_LIGHT_POINT
:
1841 case WINED3D_LIGHT_SPOT
:
1842 case WINED3D_LIGHT_PARALLELPOINT
:
1843 case WINED3D_LIGHT_GLSPOT
:
1844 /* Incorrect attenuation values can cause the gl driver to crash.
1845 * Happens with Need for speed most wanted. */
1846 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1848 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1849 return WINED3DERR_INVALIDCALL
;
1853 case WINED3D_LIGHT_DIRECTIONAL
:
1854 /* Ignores attenuation */
1858 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1859 return WINED3DERR_INVALIDCALL
;
1862 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
1864 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1865 if (object
->OriginalIndex
== light_idx
)
1872 TRACE("Adding new light\n");
1873 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1876 ERR("Out of memory error when allocating a light\n");
1877 return E_OUTOFMEMORY
;
1879 list_add_head(&device
->updateStateBlock
->state
.light_map
[hash_idx
], &object
->entry
);
1880 object
->glIndex
= -1;
1881 object
->OriginalIndex
= light_idx
;
1884 /* Initialize the object. */
1885 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1886 light_idx
, light
->type
,
1887 light
->diffuse
.r
, light
->diffuse
.g
, light
->diffuse
.b
, light
->diffuse
.a
,
1888 light
->specular
.r
, light
->specular
.g
, light
->specular
.b
, light
->specular
.a
,
1889 light
->ambient
.r
, light
->ambient
.g
, light
->ambient
.b
, light
->ambient
.a
);
1890 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light
->position
.x
, light
->position
.y
, light
->position
.z
,
1891 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
);
1892 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1893 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1895 /* Save away the information. */
1896 object
->OriginalParms
= *light
;
1898 switch (light
->type
)
1900 case WINED3D_LIGHT_POINT
:
1902 object
->lightPosn
[0] = light
->position
.x
;
1903 object
->lightPosn
[1] = light
->position
.y
;
1904 object
->lightPosn
[2] = light
->position
.z
;
1905 object
->lightPosn
[3] = 1.0f
;
1906 object
->cutoff
= 180.0f
;
1910 case WINED3D_LIGHT_DIRECTIONAL
:
1912 object
->lightPosn
[0] = -light
->direction
.x
;
1913 object
->lightPosn
[1] = -light
->direction
.y
;
1914 object
->lightPosn
[2] = -light
->direction
.z
;
1915 object
->lightPosn
[3] = 0.0f
;
1916 object
->exponent
= 0.0f
;
1917 object
->cutoff
= 180.0f
;
1920 case WINED3D_LIGHT_SPOT
:
1922 object
->lightPosn
[0] = light
->position
.x
;
1923 object
->lightPosn
[1] = light
->position
.y
;
1924 object
->lightPosn
[2] = light
->position
.z
;
1925 object
->lightPosn
[3] = 1.0f
;
1928 object
->lightDirn
[0] = light
->direction
.x
;
1929 object
->lightDirn
[1] = light
->direction
.y
;
1930 object
->lightDirn
[2] = light
->direction
.z
;
1931 object
->lightDirn
[3] = 1.0f
;
1933 /* opengl-ish and d3d-ish spot lights use too different models
1934 * for the light "intensity" as a function of the angle towards
1935 * the main light direction, so we only can approximate very
1936 * roughly. However, spot lights are rather rarely used in games
1937 * (if ever used at all). Furthermore if still used, probably
1938 * nobody pays attention to such details. */
1939 if (!light
->falloff
)
1941 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1942 * equations have the falloff resp. exponent parameter as an
1943 * exponent, so the spot light lighting will always be 1.0 for
1944 * both of them, and we don't have to care for the rest of the
1945 * rather complex calculation. */
1946 object
->exponent
= 0.0f
;
1950 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
1953 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
1956 if (object
->exponent
> 128.0f
)
1957 object
->exponent
= 128.0f
;
1959 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
1964 FIXME("Unrecognized light type %#x.\n", light
->type
);
1967 /* Update the live definitions if the light is currently assigned a glIndex. */
1968 if (object
->glIndex
!= -1 && !device
->isRecordingState
)
1969 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
1974 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
1975 UINT light_idx
, struct wined3d_light
*light
)
1977 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1978 struct wined3d_light_info
*light_info
= NULL
;
1981 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1983 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
1985 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1986 if (light_info
->OriginalIndex
== light_idx
)
1993 TRACE("Light information requested but light not defined\n");
1994 return WINED3DERR_INVALIDCALL
;
1997 *light
= light_info
->OriginalParms
;
2001 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
2003 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2004 struct wined3d_light_info
*light_info
= NULL
;
2007 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
2009 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2011 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2012 if (light_info
->OriginalIndex
== light_idx
)
2016 TRACE("Found light %p.\n", light_info
);
2018 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2021 TRACE("Light enabled requested but light not defined, so defining one!\n");
2022 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
2024 /* Search for it again! Should be fairly quick as near head of list. */
2025 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2027 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2028 if (light_info
->OriginalIndex
== light_idx
)
2034 FIXME("Adding default lights has failed dismally\n");
2035 return WINED3DERR_INVALIDCALL
;
2041 if (light_info
->glIndex
!= -1)
2043 if (!device
->isRecordingState
)
2044 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
2046 device
->updateStateBlock
->state
.lights
[light_info
->glIndex
] = NULL
;
2047 light_info
->glIndex
= -1;
2051 TRACE("Light already disabled, nothing to do\n");
2053 light_info
->enabled
= FALSE
;
2057 light_info
->enabled
= TRUE
;
2058 if (light_info
->glIndex
!= -1)
2060 TRACE("Nothing to do as light was enabled\n");
2065 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2066 /* Find a free GL light. */
2067 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
2069 if (!device
->updateStateBlock
->state
.lights
[i
])
2071 device
->updateStateBlock
->state
.lights
[i
] = light_info
;
2072 light_info
->glIndex
= i
;
2076 if (light_info
->glIndex
== -1)
2078 /* Our tests show that Windows returns D3D_OK in this situation, even with
2079 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2080 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2081 * as well for those lights.
2083 * TODO: Test how this affects rendering. */
2084 WARN("Too many concurrently active lights\n");
2088 /* i == light_info->glIndex */
2089 if (!device
->isRecordingState
)
2090 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
2097 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
2099 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2100 struct wined3d_light_info
*light_info
= NULL
;
2103 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
2105 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2107 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2108 if (light_info
->OriginalIndex
== light_idx
)
2115 TRACE("Light enabled state requested but light not defined.\n");
2116 return WINED3DERR_INVALIDCALL
;
2118 /* true is 128 according to SetLightEnable */
2119 *enable
= light_info
->enabled
? 128 : 0;
2123 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
,
2124 UINT plane_idx
, const struct wined3d_vec4
*plane
)
2126 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2128 /* Validate plane_idx. */
2129 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2131 TRACE("Application has requested clipplane this device doesn't support.\n");
2132 return WINED3DERR_INVALIDCALL
;
2135 device
->updateStateBlock
->changed
.clipplane
|= 1 << plane_idx
;
2137 if (!memcmp(&device
->updateStateBlock
->state
.clip_planes
[plane_idx
], plane
, sizeof(*plane
)))
2139 TRACE("Application is setting old values over, nothing to do.\n");
2143 device
->updateStateBlock
->state
.clip_planes
[plane_idx
] = *plane
;
2145 /* Handle recording of state blocks. */
2146 if (device
->isRecordingState
)
2148 TRACE("Recording... not performing anything.\n");
2152 device_invalidate_state(device
, STATE_CLIPPLANE(plane_idx
));
2157 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
,
2158 UINT plane_idx
, struct wined3d_vec4
*plane
)
2160 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2162 /* Validate plane_idx. */
2163 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2165 TRACE("Application has requested clipplane this device doesn't support.\n");
2166 return WINED3DERR_INVALIDCALL
;
2169 *plane
= device
->stateBlock
->state
.clip_planes
[plane_idx
];
2174 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
2175 const struct wined3d_clip_status
*clip_status
)
2177 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2180 return WINED3DERR_INVALIDCALL
;
2185 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
2186 struct wined3d_clip_status
*clip_status
)
2188 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2191 return WINED3DERR_INVALIDCALL
;
2196 HRESULT CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
2198 TRACE("device %p, material %p.\n", device
, material
);
2200 device
->updateStateBlock
->changed
.material
= TRUE
;
2201 device
->updateStateBlock
->state
.material
= *material
;
2203 /* Handle recording of state blocks */
2204 if (device
->isRecordingState
)
2206 TRACE("Recording... not performing anything.\n");
2210 device_invalidate_state(device
, STATE_MATERIAL
);
2215 HRESULT CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
2217 TRACE("device %p, material %p.\n", device
, material
);
2219 *material
= device
->updateStateBlock
->state
.material
;
2221 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2222 material
->diffuse
.r
, material
->diffuse
.g
,
2223 material
->diffuse
.b
, material
->diffuse
.a
);
2224 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2225 material
->ambient
.r
, material
->ambient
.g
,
2226 material
->ambient
.b
, material
->ambient
.a
);
2227 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2228 material
->specular
.r
, material
->specular
.g
,
2229 material
->specular
.b
, material
->specular
.a
);
2230 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2231 material
->emissive
.r
, material
->emissive
.g
,
2232 material
->emissive
.b
, material
->emissive
.a
);
2233 TRACE("power %.8e.\n", material
->power
);
2238 HRESULT CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
2239 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
2241 struct wined3d_buffer
*prev_buffer
;
2243 TRACE("device %p, buffer %p, format %s.\n",
2244 device
, buffer
, debug_d3dformat(format_id
));
2246 prev_buffer
= device
->updateStateBlock
->state
.index_buffer
;
2248 device
->updateStateBlock
->changed
.indices
= TRUE
;
2249 device
->updateStateBlock
->state
.index_buffer
= buffer
;
2250 device
->updateStateBlock
->state
.index_format
= format_id
;
2252 /* Handle recording of state blocks. */
2253 if (device
->isRecordingState
)
2255 TRACE("Recording... not performing anything.\n");
2257 wined3d_buffer_incref(buffer
);
2259 wined3d_buffer_decref(prev_buffer
);
2263 if (prev_buffer
!= buffer
)
2265 device_invalidate_state(device
, STATE_INDEXBUFFER
);
2268 InterlockedIncrement(&buffer
->resource
.bind_count
);
2269 wined3d_buffer_incref(buffer
);
2273 InterlockedDecrement(&prev_buffer
->resource
.bind_count
);
2274 wined3d_buffer_decref(prev_buffer
);
2281 HRESULT CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
, struct wined3d_buffer
**buffer
)
2283 TRACE("device %p, buffer %p.\n", device
, buffer
);
2285 *buffer
= device
->stateBlock
->state
.index_buffer
;
2288 wined3d_buffer_incref(*buffer
);
2290 TRACE("Returning %p.\n", *buffer
);
2295 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2296 HRESULT CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
2298 TRACE("device %p, base_index %d.\n", device
, base_index
);
2300 if (device
->updateStateBlock
->state
.base_vertex_index
== base_index
)
2302 TRACE("Application is setting the old value over, nothing to do\n");
2306 device
->updateStateBlock
->state
.base_vertex_index
= base_index
;
2308 if (device
->isRecordingState
)
2310 TRACE("Recording... not performing anything\n");
2316 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
2318 TRACE("device %p.\n", device
);
2320 return device
->stateBlock
->state
.base_vertex_index
;
2323 HRESULT CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
2325 TRACE("device %p, viewport %p.\n", device
, viewport
);
2326 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2327 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
2329 device
->updateStateBlock
->changed
.viewport
= TRUE
;
2330 device
->updateStateBlock
->state
.viewport
= *viewport
;
2332 /* Handle recording of state blocks */
2333 if (device
->isRecordingState
)
2335 TRACE("Recording... not performing anything\n");
2339 device_invalidate_state(device
, STATE_VIEWPORT
);
2344 HRESULT CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
2346 TRACE("device %p, viewport %p.\n", device
, viewport
);
2348 *viewport
= device
->stateBlock
->state
.viewport
;
2353 HRESULT CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2354 enum wined3d_render_state state
, DWORD value
)
2356 DWORD old_value
= device
->stateBlock
->state
.render_states
[state
];
2358 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2360 device
->updateStateBlock
->changed
.renderState
[state
>> 5] |= 1 << (state
& 0x1f);
2361 device
->updateStateBlock
->state
.render_states
[state
] = value
;
2363 /* Handle recording of state blocks. */
2364 if (device
->isRecordingState
)
2366 TRACE("Recording... not performing anything.\n");
2370 /* Compared here and not before the assignment to allow proper stateblock recording. */
2371 if (value
== old_value
)
2372 TRACE("Application is setting the old value over, nothing to do.\n");
2374 device_invalidate_state(device
, STATE_RENDER(state
));
2379 HRESULT CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
,
2380 enum wined3d_render_state state
, DWORD
*value
)
2382 TRACE("device %p, state %s (%#x), value %p.\n", device
, debug_d3drenderstate(state
), state
, value
);
2384 *value
= device
->stateBlock
->state
.render_states
[state
];
2389 HRESULT CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2390 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
2394 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2395 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2397 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2398 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2400 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2401 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2403 WARN("Invalid sampler %u.\n", sampler_idx
);
2404 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2407 old_value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2408 device
->updateStateBlock
->state
.sampler_states
[sampler_idx
][state
] = value
;
2409 device
->updateStateBlock
->changed
.samplerState
[sampler_idx
] |= 1 << state
;
2411 /* Handle recording of state blocks. */
2412 if (device
->isRecordingState
)
2414 TRACE("Recording... not performing anything.\n");
2418 if (old_value
== value
)
2420 TRACE("Application is setting the old value over, nothing to do.\n");
2424 device_invalidate_state(device
, STATE_SAMPLER(sampler_idx
));
2429 HRESULT CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2430 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD
*value
)
2432 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2433 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2435 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2436 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2438 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2439 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2441 WARN("Invalid sampler %u.\n", sampler_idx
);
2442 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2445 *value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2446 TRACE("Returning %#x.\n", *value
);
2451 HRESULT CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2453 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2455 device
->updateStateBlock
->changed
.scissorRect
= TRUE
;
2456 if (EqualRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
))
2458 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2461 CopyRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
);
2463 if (device
->isRecordingState
)
2465 TRACE("Recording... not performing anything.\n");
2469 device_invalidate_state(device
, STATE_SCISSORRECT
);
2474 HRESULT CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2476 TRACE("device %p, rect %p.\n", device
, rect
);
2478 *rect
= device
->updateStateBlock
->state
.scissor_rect
;
2479 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2484 HRESULT CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2485 struct wined3d_vertex_declaration
*declaration
)
2487 struct wined3d_vertex_declaration
*prev
= device
->updateStateBlock
->state
.vertex_declaration
;
2489 TRACE("device %p, declaration %p.\n", device
, declaration
);
2492 wined3d_vertex_declaration_incref(declaration
);
2494 wined3d_vertex_declaration_decref(prev
);
2496 device
->updateStateBlock
->state
.vertex_declaration
= declaration
;
2497 device
->updateStateBlock
->changed
.vertexDecl
= TRUE
;
2499 if (device
->isRecordingState
)
2501 TRACE("Recording... not performing anything.\n");
2504 else if (declaration
== prev
)
2506 /* Checked after the assignment to allow proper stateblock recording. */
2507 TRACE("Application is setting the old declaration over, nothing to do.\n");
2511 device_invalidate_state(device
, STATE_VDECL
);
2515 HRESULT CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
,
2516 struct wined3d_vertex_declaration
**declaration
)
2518 TRACE("device %p, declaration %p.\n", device
, declaration
);
2520 *declaration
= device
->stateBlock
->state
.vertex_declaration
;
2522 wined3d_vertex_declaration_incref(*declaration
);
2527 HRESULT CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2529 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.vertex_shader
;
2531 TRACE("device %p, shader %p.\n", device
, shader
);
2533 device
->updateStateBlock
->state
.vertex_shader
= shader
;
2534 device
->updateStateBlock
->changed
.vertexShader
= TRUE
;
2536 if (device
->isRecordingState
)
2539 wined3d_shader_incref(shader
);
2541 wined3d_shader_decref(prev
);
2542 TRACE("Recording... not performing anything.\n");
2548 TRACE("Application is setting the old shader over, nothing to do.\n");
2553 wined3d_shader_incref(shader
);
2555 wined3d_shader_decref(prev
);
2557 device_invalidate_state(device
, STATE_VSHADER
);
2562 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2564 struct wined3d_shader
*shader
;
2566 TRACE("device %p.\n", device
);
2568 shader
= device
->stateBlock
->state
.vertex_shader
;
2570 wined3d_shader_incref(shader
);
2572 TRACE("Returning %p.\n", shader
);
2576 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2577 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2579 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2582 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2583 device
, start_register
, constants
, bool_count
);
2585 if (!constants
|| start_register
>= MAX_CONST_B
)
2586 return WINED3DERR_INVALIDCALL
;
2588 memcpy(&device
->updateStateBlock
->state
.vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2589 for (i
= 0; i
< count
; ++i
)
2590 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2592 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2593 device
->updateStateBlock
->changed
.vertexShaderConstantsB
|= (1 << i
);
2595 if (!device
->isRecordingState
)
2596 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2601 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2602 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2604 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2606 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2607 device
, start_register
, constants
, bool_count
);
2609 if (!constants
|| start_register
>= MAX_CONST_B
)
2610 return WINED3DERR_INVALIDCALL
;
2612 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2617 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2618 UINT start_register
, const int *constants
, UINT vector4i_count
)
2620 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2623 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2624 device
, start_register
, constants
, vector4i_count
);
2626 if (!constants
|| start_register
>= MAX_CONST_I
)
2627 return WINED3DERR_INVALIDCALL
;
2629 memcpy(&device
->updateStateBlock
->state
.vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2630 for (i
= 0; i
< count
; ++i
)
2631 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2632 constants
[i
* 4], constants
[i
* 4 + 1],
2633 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2635 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2636 device
->updateStateBlock
->changed
.vertexShaderConstantsI
|= (1 << i
);
2638 if (!device
->isRecordingState
)
2639 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2644 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2645 UINT start_register
, int *constants
, UINT vector4i_count
)
2647 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2649 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2650 device
, start_register
, constants
, vector4i_count
);
2652 if (!constants
|| start_register
>= MAX_CONST_I
)
2653 return WINED3DERR_INVALIDCALL
;
2655 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2659 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2660 UINT start_register
, const float *constants
, UINT vector4f_count
)
2664 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2665 device
, start_register
, constants
, vector4f_count
);
2667 /* Specifically test start_register > limit to catch MAX_UINT overflows
2668 * when adding start_register + vector4f_count. */
2670 || start_register
+ vector4f_count
> device
->d3d_vshader_constantF
2671 || start_register
> device
->d3d_vshader_constantF
)
2672 return WINED3DERR_INVALIDCALL
;
2674 memcpy(&device
->updateStateBlock
->state
.vs_consts_f
[start_register
* 4],
2675 constants
, vector4f_count
* sizeof(float) * 4);
2678 for (i
= 0; i
< vector4f_count
; ++i
)
2679 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2680 constants
[i
* 4], constants
[i
* 4 + 1],
2681 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2684 if (!device
->isRecordingState
)
2686 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2687 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2690 memset(device
->updateStateBlock
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2691 sizeof(*device
->updateStateBlock
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2696 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2697 UINT start_register
, float *constants
, UINT vector4f_count
)
2699 int count
= min(vector4f_count
, device
->d3d_vshader_constantF
- start_register
);
2701 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2702 device
, start_register
, constants
, vector4f_count
);
2704 if (!constants
|| count
< 0)
2705 return WINED3DERR_INVALIDCALL
;
2707 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2712 static void device_invalidate_texture_stage(const struct wined3d_device
*device
, DWORD stage
)
2716 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
2718 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, i
));
2722 static void device_map_stage(struct wined3d_device
*device
, DWORD stage
, DWORD unit
)
2724 DWORD i
= device
->rev_tex_unit_map
[unit
];
2725 DWORD j
= device
->texUnitMap
[stage
];
2727 device
->texUnitMap
[stage
] = unit
;
2728 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
2729 device
->texUnitMap
[i
] = WINED3D_UNMAPPED_STAGE
;
2731 device
->rev_tex_unit_map
[unit
] = stage
;
2732 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
2733 device
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
2736 static void device_update_fixed_function_usage_map(struct wined3d_device
*device
)
2740 device
->fixed_function_usage_map
= 0;
2741 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2743 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2744 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
2745 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
2746 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
2747 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
2748 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
2749 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
2750 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
2751 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
2753 /* Not used, and disable higher stages. */
2754 if (color_op
== WINED3D_TOP_DISABLE
)
2757 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
2758 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
2759 || ((color_arg3
== WINED3DTA_TEXTURE
)
2760 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
2761 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
2762 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
2763 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2764 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
2765 device
->fixed_function_usage_map
|= (1 << i
);
2767 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
2768 && i
< MAX_TEXTURES
- 1)
2769 device
->fixed_function_usage_map
|= (1 << (i
+ 1));
2773 static void device_map_fixed_function_samplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2775 unsigned int i
, tex
;
2778 device_update_fixed_function_usage_map(device
);
2779 ffu_map
= device
->fixed_function_usage_map
;
2781 if (device
->max_ffp_textures
== gl_info
->limits
.texture_stages
2782 || device
->stateBlock
->state
.lowest_disabled_stage
<= device
->max_ffp_textures
)
2784 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2786 if (!(ffu_map
& 1)) continue;
2788 if (device
->texUnitMap
[i
] != i
)
2790 device_map_stage(device
, i
, i
);
2791 device_invalidate_state(device
, STATE_SAMPLER(i
));
2792 device_invalidate_texture_stage(device
, i
);
2798 /* Now work out the mapping */
2800 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2802 if (!(ffu_map
& 1)) continue;
2804 if (device
->texUnitMap
[i
] != tex
)
2806 device_map_stage(device
, i
, tex
);
2807 device_invalidate_state(device
, STATE_SAMPLER(i
));
2808 device_invalidate_texture_stage(device
, i
);
2815 static void device_map_psamplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2817 const enum wined3d_sampler_texture_type
*sampler_type
=
2818 device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2821 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2823 if (sampler_type
[i
] && device
->texUnitMap
[i
] != i
)
2825 device_map_stage(device
, i
, i
);
2826 device_invalidate_state(device
, STATE_SAMPLER(i
));
2827 if (i
< gl_info
->limits
.texture_stages
)
2828 device_invalidate_texture_stage(device
, i
);
2833 static BOOL
device_unit_free_for_vs(const struct wined3d_device
*device
,
2834 const enum wined3d_sampler_texture_type
*pshader_sampler_tokens
,
2835 const enum wined3d_sampler_texture_type
*vshader_sampler_tokens
, DWORD unit
)
2837 DWORD current_mapping
= device
->rev_tex_unit_map
[unit
];
2839 /* Not currently used */
2840 if (current_mapping
== WINED3D_UNMAPPED_STAGE
) return TRUE
;
2842 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
) {
2843 /* Used by a fragment sampler */
2845 if (!pshader_sampler_tokens
) {
2846 /* No pixel shader, check fixed function */
2847 return current_mapping
>= MAX_TEXTURES
|| !(device
->fixed_function_usage_map
& (1 << current_mapping
));
2850 /* Pixel shader, check the shader's sampler map */
2851 return !pshader_sampler_tokens
[current_mapping
];
2854 /* Used by a vertex sampler */
2855 return !vshader_sampler_tokens
[current_mapping
- MAX_FRAGMENT_SAMPLERS
];
2858 static void device_map_vsamplers(struct wined3d_device
*device
, BOOL ps
, const struct wined3d_gl_info
*gl_info
)
2860 const enum wined3d_sampler_texture_type
*vshader_sampler_type
=
2861 device
->stateBlock
->state
.vertex_shader
->reg_maps
.sampler_type
;
2862 const enum wined3d_sampler_texture_type
*pshader_sampler_type
= NULL
;
2863 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
) - 1;
2868 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2869 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2870 pshader_sampler_type
= device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2873 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
2874 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
2875 if (vshader_sampler_type
[i
])
2877 if (device
->texUnitMap
[vsampler_idx
] != WINED3D_UNMAPPED_STAGE
)
2879 /* Already mapped somewhere */
2885 if (device_unit_free_for_vs(device
, pshader_sampler_type
, vshader_sampler_type
, start
))
2887 device_map_stage(device
, vsampler_idx
, start
);
2888 device_invalidate_state(device
, STATE_SAMPLER(vsampler_idx
));
2900 void device_update_tex_unit_map(struct wined3d_device
*device
)
2902 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2903 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2904 BOOL vs
= use_vs(state
);
2905 BOOL ps
= use_ps(state
);
2908 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2909 * that would be really messy and require shader recompilation
2910 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2911 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2914 device_map_psamplers(device
, gl_info
);
2916 device_map_fixed_function_samplers(device
, gl_info
);
2919 device_map_vsamplers(device
, ps
, gl_info
);
2922 HRESULT CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2924 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.pixel_shader
;
2926 TRACE("device %p, shader %p.\n", device
, shader
);
2928 device
->updateStateBlock
->state
.pixel_shader
= shader
;
2929 device
->updateStateBlock
->changed
.pixelShader
= TRUE
;
2931 if (device
->isRecordingState
)
2934 wined3d_shader_incref(shader
);
2936 wined3d_shader_decref(prev
);
2937 TRACE("Recording... not performing anything.\n");
2943 TRACE("Application is setting the old shader over, nothing to do.\n");
2948 wined3d_shader_incref(shader
);
2950 wined3d_shader_decref(prev
);
2952 device_invalidate_state(device
, STATE_PIXELSHADER
);
2957 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
2959 struct wined3d_shader
*shader
;
2961 TRACE("device %p.\n", device
);
2963 shader
= device
->stateBlock
->state
.pixel_shader
;
2965 wined3d_shader_incref(shader
);
2967 TRACE("Returning %p.\n", shader
);
2971 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
2972 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2974 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2977 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2978 device
, start_register
, constants
, bool_count
);
2980 if (!constants
|| start_register
>= MAX_CONST_B
)
2981 return WINED3DERR_INVALIDCALL
;
2983 memcpy(&device
->updateStateBlock
->state
.ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2984 for (i
= 0; i
< count
; ++i
)
2985 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2987 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2988 device
->updateStateBlock
->changed
.pixelShaderConstantsB
|= (1 << i
);
2990 if (!device
->isRecordingState
)
2991 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
2996 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
2997 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2999 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3001 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3002 device
, start_register
, constants
, bool_count
);
3004 if (!constants
|| start_register
>= MAX_CONST_B
)
3005 return WINED3DERR_INVALIDCALL
;
3007 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
3012 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
3013 UINT start_register
, const int *constants
, UINT vector4i_count
)
3015 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3018 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3019 device
, start_register
, constants
, vector4i_count
);
3021 if (!constants
|| start_register
>= MAX_CONST_I
)
3022 return WINED3DERR_INVALIDCALL
;
3024 memcpy(&device
->updateStateBlock
->state
.ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
3025 for (i
= 0; i
< count
; ++i
)
3026 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
3027 constants
[i
* 4], constants
[i
* 4 + 1],
3028 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3030 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3031 device
->updateStateBlock
->changed
.pixelShaderConstantsI
|= (1 << i
);
3033 if (!device
->isRecordingState
)
3034 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3039 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
3040 UINT start_register
, int *constants
, UINT vector4i_count
)
3042 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3044 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3045 device
, start_register
, constants
, vector4i_count
);
3047 if (!constants
|| start_register
>= MAX_CONST_I
)
3048 return WINED3DERR_INVALIDCALL
;
3050 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
3055 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
3056 UINT start_register
, const float *constants
, UINT vector4f_count
)
3060 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3061 device
, start_register
, constants
, vector4f_count
);
3063 /* Specifically test start_register > limit to catch MAX_UINT overflows
3064 * when adding start_register + vector4f_count. */
3066 || start_register
+ vector4f_count
> device
->d3d_pshader_constantF
3067 || start_register
> device
->d3d_pshader_constantF
)
3068 return WINED3DERR_INVALIDCALL
;
3070 memcpy(&device
->updateStateBlock
->state
.ps_consts_f
[start_register
* 4],
3071 constants
, vector4f_count
* sizeof(float) * 4);
3074 for (i
= 0; i
< vector4f_count
; ++i
)
3075 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
3076 constants
[i
* 4], constants
[i
* 4 + 1],
3077 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3080 if (!device
->isRecordingState
)
3082 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
3083 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3086 memset(device
->updateStateBlock
->changed
.pixelShaderConstantsF
+ start_register
, 1,
3087 sizeof(*device
->updateStateBlock
->changed
.pixelShaderConstantsF
) * vector4f_count
);
3092 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
3093 UINT start_register
, float *constants
, UINT vector4f_count
)
3095 int count
= min(vector4f_count
, device
->d3d_pshader_constantF
- start_register
);
3097 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3098 device
, start_register
, constants
, vector4f_count
);
3100 if (!constants
|| count
< 0)
3101 return WINED3DERR_INVALIDCALL
;
3103 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
3108 /* Context activation is done by the caller. */
3109 /* Do not call while under the GL lock. */
3110 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3111 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
3112 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
3115 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
3116 struct wined3d_viewport vp
;
3124 if (stream_info
->use_map
& (1 << WINED3D_FFP_NORMAL
))
3126 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3129 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_POSITION
)))
3131 ERR("Source has no position mask\n");
3132 return WINED3DERR_INVALIDCALL
;
3135 if (device
->stateBlock
->state
.render_states
[WINED3D_RS_CLIPPING
])
3137 static BOOL warned
= FALSE
;
3139 * The clipping code is not quite correct. Some things need
3140 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3141 * so disable clipping for now.
3142 * (The graphics in Half-Life are broken, and my processvertices
3143 * test crashes with IDirect3DDevice3)
3149 FIXME("Clipping is broken and disabled for now\n");
3155 vertex_size
= get_flexible_vertex_size(DestFVF
);
3156 if (FAILED(hr
= wined3d_buffer_map(dest
, dwDestIndex
* vertex_size
, dwCount
* vertex_size
, &dest_ptr
, 0)))
3158 WARN("Failed to map buffer, hr %#x.\n", hr
);
3162 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
3163 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
3164 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
3166 TRACE("View mat:\n");
3167 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
);
3168 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
);
3169 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
);
3170 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
);
3172 TRACE("Proj mat:\n");
3173 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
);
3174 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
);
3175 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
);
3176 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
);
3178 TRACE("World mat:\n");
3179 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
);
3180 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
);
3181 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
);
3182 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
);
3184 /* Get the viewport */
3185 wined3d_device_get_viewport(device
, &vp
);
3186 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3187 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
3189 multiply_matrix(&mat
,&view_mat
,&world_mat
);
3190 multiply_matrix(&mat
,&proj_mat
,&mat
);
3192 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
3194 for (i
= 0; i
< dwCount
; i
+= 1) {
3195 unsigned int tex_index
;
3197 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
3198 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
3199 /* The position first */
3200 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
3201 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3203 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
3205 /* Multiplication with world, view and projection matrix */
3206 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
);
3207 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
);
3208 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
);
3209 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
);
3211 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
3213 /* WARNING: The following things are taken from d3d7 and were not yet checked
3214 * against d3d8 or d3d9!
3217 /* Clipping conditions: From msdn
3219 * A vertex is clipped if it does not match the following requirements
3223 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3225 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3226 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3231 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
3232 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
3235 /* "Normal" viewport transformation (not clipped)
3236 * 1) The values are divided by rhw
3237 * 2) The y axis is negative, so multiply it with -1
3238 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3239 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3240 * 4) Multiply x with Width/2 and add Width/2
3241 * 5) The same for the height
3242 * 6) Add the viewpoint X and Y to the 2D coordinates and
3243 * The minimum Z value to z
3244 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3246 * Well, basically it's simply a linear transformation into viewport
3258 z
*= vp
.max_z
- vp
.min_z
;
3260 x
+= vp
.width
/ 2 + vp
.x
;
3261 y
+= vp
.height
/ 2 + vp
.y
;
3266 /* That vertex got clipped
3267 * Contrary to OpenGL it is not dropped completely, it just
3268 * undergoes a different calculation.
3270 TRACE("Vertex got clipped\n");
3277 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3278 * outside of the main vertex buffer memory. That needs some more
3283 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3286 ( (float *) dest_ptr
)[0] = x
;
3287 ( (float *) dest_ptr
)[1] = y
;
3288 ( (float *) dest_ptr
)[2] = z
;
3289 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3291 dest_ptr
+= 3 * sizeof(float);
3293 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
3294 dest_ptr
+= sizeof(float);
3297 if (DestFVF
& WINED3DFVF_PSIZE
)
3298 dest_ptr
+= sizeof(DWORD
);
3300 if (DestFVF
& WINED3DFVF_NORMAL
)
3302 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3303 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3304 /* AFAIK this should go into the lighting information */
3305 FIXME("Didn't expect the destination to have a normal\n");
3306 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3309 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3311 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3312 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3313 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_DIFFUSE
)))
3315 static BOOL warned
= FALSE
;
3318 ERR("No diffuse color in source, but destination has one\n");
3322 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3323 dest_ptr
+= sizeof(DWORD
);
3327 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3331 if (DestFVF
& WINED3DFVF_SPECULAR
)
3333 /* What's the color value in the feedback buffer? */
3334 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3335 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3336 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_SPECULAR
)))
3338 static BOOL warned
= FALSE
;
3341 ERR("No specular color in source, but destination has one\n");
3345 *(DWORD
*)dest_ptr
= 0xff000000;
3346 dest_ptr
+= sizeof(DWORD
);
3350 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3354 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3356 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3357 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3358 if (!(stream_info
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3360 ERR("No source texture, but destination requests one\n");
3361 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3365 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3370 wined3d_buffer_unmap(dest
);
3374 #undef copy_and_next
3376 /* Do not call while under the GL lock. */
3377 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3378 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3379 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3381 struct wined3d_state
*state
= &device
->stateBlock
->state
;
3382 struct wined3d_stream_info stream_info
;
3383 const struct wined3d_gl_info
*gl_info
;
3384 BOOL streamWasUP
= state
->user_stream
;
3385 struct wined3d_context
*context
;
3386 struct wined3d_shader
*vs
;
3390 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3391 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3392 device
, src_start_idx
, dst_idx
, vertex_count
,
3393 dst_buffer
, declaration
, flags
, dst_fvf
);
3396 FIXME("Output vertex declaration not implemented yet.\n");
3398 /* Need any context to write to the vbo. */
3399 context
= context_acquire(device
, NULL
);
3400 gl_info
= context
->gl_info
;
3402 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3403 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3404 * restore it afterwards. */
3405 vs
= state
->vertex_shader
;
3406 state
->vertex_shader
= NULL
;
3407 state
->user_stream
= FALSE
;
3408 device_stream_info_from_declaration(device
, &stream_info
);
3409 state
->user_stream
= streamWasUP
;
3410 state
->vertex_shader
= vs
;
3412 /* We can't convert FROM a VBO, and vertex buffers used to source into
3413 * process_vertices() are unlikely to ever be used for drawing. Release
3414 * VBOs in those buffers and fix up the stream_info structure.
3416 * Also apply the start index. */
3417 for (i
= 0; i
< (sizeof(stream_info
.elements
) / sizeof(*stream_info
.elements
)); ++i
)
3419 struct wined3d_stream_info_element
*e
;
3421 if (!(stream_info
.use_map
& (1 << i
)))
3424 e
= &stream_info
.elements
[i
];
3425 if (e
->data
.buffer_object
)
3427 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
3428 e
->data
.buffer_object
= 0;
3429 e
->data
.addr
= (BYTE
*)((ULONG_PTR
)e
->data
.addr
+ (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
));
3431 GL_EXTCALL(glDeleteBuffersARB(1, &vb
->buffer_object
));
3432 vb
->buffer_object
= 0;
3436 e
->data
.addr
+= e
->stride
* src_start_idx
;
3439 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3440 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3442 context_release(context
);
3447 HRESULT CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3448 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3450 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3453 TRACE("device %p, stage %u, state %s, value %#x.\n",
3454 device
, stage
, debug_d3dtexturestate(state
), value
);
3456 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3458 WARN("Invalid state %#x passed.\n", state
);
3462 if (stage
>= gl_info
->limits
.texture_stages
)
3464 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3465 stage
, gl_info
->limits
.texture_stages
- 1);
3469 old_value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3470 device
->updateStateBlock
->changed
.textureState
[stage
] |= 1 << state
;
3471 device
->updateStateBlock
->state
.texture_states
[stage
][state
] = value
;
3473 if (device
->isRecordingState
)
3475 TRACE("Recording... not performing anything.\n");
3479 /* Checked after the assignments to allow proper stateblock recording. */
3480 if (old_value
== value
)
3482 TRACE("Application is setting the old value over, nothing to do.\n");
3486 if (stage
> device
->stateBlock
->state
.lowest_disabled_stage
3487 && device
->StateTable
[STATE_TEXTURESTAGE(0, state
)].representative
3488 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
))
3490 /* Colorop change above lowest disabled stage? That won't change
3491 * anything in the GL setup. Changes in other states are important on
3492 * disabled stages too. */
3496 if (state
== WINED3D_TSS_COLOR_OP
)
3500 if (value
== WINED3D_TOP_DISABLE
&& old_value
!= WINED3D_TOP_DISABLE
)
3502 /* Previously enabled stage disabled now. Make sure to dirtify
3503 * all enabled stages above stage, they have to be disabled.
3505 * The current stage is dirtified below. */
3506 for (i
= stage
+ 1; i
< device
->stateBlock
->state
.lowest_disabled_stage
; ++i
)
3508 TRACE("Additionally dirtifying stage %u.\n", i
);
3509 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3511 device
->stateBlock
->state
.lowest_disabled_stage
= stage
;
3512 TRACE("New lowest disabled: %u.\n", stage
);
3514 else if (value
!= WINED3D_TOP_DISABLE
&& old_value
== WINED3D_TOP_DISABLE
)
3516 /* Previously disabled stage enabled. Stages above it may need
3517 * enabling. Stage must be lowest_disabled_stage here, if it's
3518 * bigger success is returned above, and stages below the lowest
3519 * disabled stage can't be enabled (because they are enabled
3522 * Again stage stage doesn't need to be dirtified here, it is
3524 for (i
= stage
+ 1; i
< gl_info
->limits
.texture_stages
; ++i
)
3526 if (device
->updateStateBlock
->state
.texture_states
[i
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_DISABLE
)
3528 TRACE("Additionally dirtifying stage %u due to enable.\n", i
);
3529 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3531 device
->stateBlock
->state
.lowest_disabled_stage
= i
;
3532 TRACE("New lowest disabled: %u.\n", i
);
3536 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, state
));
3541 HRESULT CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3542 UINT stage
, enum wined3d_texture_stage_state state
, DWORD
*value
)
3544 TRACE("device %p, stage %u, state %s, value %p.\n",
3545 device
, stage
, debug_d3dtexturestate(state
), value
);
3547 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3549 WARN("Invalid state %#x passed.\n", state
);
3553 *value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3554 TRACE("Returning %#x.\n", *value
);
3559 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3560 UINT stage
, struct wined3d_texture
*texture
)
3562 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3563 struct wined3d_texture
*prev
;
3565 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3567 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3568 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3570 /* Windows accepts overflowing this array... we do not. */
3571 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3573 WARN("Ignoring invalid stage %u.\n", stage
);
3577 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
3579 WARN("Rejecting attempt to set scratch texture.\n");
3580 return WINED3DERR_INVALIDCALL
;
3583 device
->updateStateBlock
->changed
.textures
|= 1 << stage
;
3585 prev
= device
->updateStateBlock
->state
.textures
[stage
];
3586 TRACE("Previous texture %p.\n", prev
);
3588 if (texture
== prev
)
3590 TRACE("App is setting the same texture again, nothing to do.\n");
3594 TRACE("Setting new texture to %p.\n", texture
);
3595 device
->updateStateBlock
->state
.textures
[stage
] = texture
;
3597 if (device
->isRecordingState
)
3599 TRACE("Recording... not performing anything\n");
3601 if (texture
) wined3d_texture_incref(texture
);
3602 if (prev
) wined3d_texture_decref(prev
);
3609 LONG bind_count
= InterlockedIncrement(&texture
->resource
.bind_count
);
3611 wined3d_texture_incref(texture
);
3613 if (!prev
|| texture
->target
!= prev
->target
)
3614 device_invalidate_state(device
, STATE_PIXELSHADER
);
3616 if (!prev
&& stage
< gl_info
->limits
.texture_stages
)
3618 /* The source arguments for color and alpha ops have different
3619 * meanings when a NULL texture is bound, so the COLOR_OP and
3620 * ALPHA_OP have to be dirtified. */
3621 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
3622 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
3625 if (bind_count
== 1)
3626 texture
->sampler
= stage
;
3631 LONG bind_count
= InterlockedDecrement(&prev
->resource
.bind_count
);
3633 wined3d_texture_decref(prev
);
3635 if (!texture
&& stage
< gl_info
->limits
.texture_stages
)
3637 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
3638 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
3641 if (bind_count
&& prev
->sampler
== stage
)
3645 /* Search for other stages the texture is bound to. Shouldn't
3646 * happen if applications bind textures to a single stage only. */
3647 TRACE("Searching for other stages the texture is bound to.\n");
3648 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3650 if (device
->updateStateBlock
->state
.textures
[i
] == prev
)
3652 TRACE("Texture is also bound to stage %u.\n", i
);
3660 device_invalidate_state(device
, STATE_SAMPLER(stage
));
3665 HRESULT CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
,
3666 UINT stage
, struct wined3d_texture
**texture
)
3668 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3670 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3671 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3673 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3675 WARN("Ignoring invalid stage %u.\n", stage
);
3676 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
3679 *texture
= device
->stateBlock
->state
.textures
[stage
];
3681 wined3d_texture_incref(*texture
);
3683 TRACE("Returning %p.\n", *texture
);
3688 HRESULT CDECL
wined3d_device_get_back_buffer(const struct wined3d_device
*device
, UINT swapchain_idx
,
3689 UINT backbuffer_idx
, enum wined3d_backbuffer_type backbuffer_type
, struct wined3d_surface
**backbuffer
)
3691 struct wined3d_swapchain
*swapchain
;
3694 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3695 device
, swapchain_idx
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3697 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3700 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
3704 hr
= wined3d_swapchain_get_back_buffer(swapchain
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3705 wined3d_swapchain_decref(swapchain
);
3708 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx
, hr
);
3715 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3717 TRACE("device %p, caps %p.\n", device
, caps
);
3719 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3720 device
->create_parms
.device_type
, caps
);
3723 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
, UINT swapchain_idx
,
3724 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
3726 struct wined3d_swapchain
*swapchain
;
3729 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3730 device
, swapchain_idx
, mode
, rotation
);
3732 if (SUCCEEDED(hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
3734 hr
= wined3d_swapchain_get_display_mode(swapchain
, mode
, rotation
);
3735 wined3d_swapchain_decref(swapchain
);
3741 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3743 struct wined3d_stateblock
*stateblock
;
3746 TRACE("device %p.\n", device
);
3748 if (device
->isRecordingState
)
3749 return WINED3DERR_INVALIDCALL
;
3751 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3755 wined3d_stateblock_decref(device
->updateStateBlock
);
3756 device
->updateStateBlock
= stateblock
;
3757 device
->isRecordingState
= TRUE
;
3759 TRACE("Recording stateblock %p.\n", stateblock
);
3764 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3765 struct wined3d_stateblock
**stateblock
)
3767 struct wined3d_stateblock
*object
= device
->updateStateBlock
;
3769 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3771 if (!device
->isRecordingState
)
3773 WARN("Not recording.\n");
3775 return WINED3DERR_INVALIDCALL
;
3778 stateblock_init_contained_states(object
);
3780 *stateblock
= object
;
3781 device
->isRecordingState
= FALSE
;
3782 device
->updateStateBlock
= device
->stateBlock
;
3783 wined3d_stateblock_incref(device
->updateStateBlock
);
3785 TRACE("Returning stateblock %p.\n", *stateblock
);
3790 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3792 /* At the moment we have no need for any functionality at the beginning
3794 TRACE("device %p.\n", device
);
3796 if (device
->inScene
)
3798 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3799 return WINED3DERR_INVALIDCALL
;
3801 device
->inScene
= TRUE
;
3805 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3807 struct wined3d_context
*context
;
3809 TRACE("device %p.\n", device
);
3811 if (!device
->inScene
)
3813 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3814 return WINED3DERR_INVALIDCALL
;
3817 context
= context_acquire(device
, NULL
);
3818 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3819 context
->gl_info
->gl_ops
.gl
.p_glFlush();
3820 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3822 context_release(context
);
3824 device
->inScene
= FALSE
;
3828 HRESULT CDECL
wined3d_device_present(const struct wined3d_device
*device
, const RECT
*src_rect
,
3829 const RECT
*dst_rect
, HWND dst_window_override
, const RGNDATA
*dirty_region
, DWORD flags
)
3833 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
3834 device
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
3835 dst_window_override
, dirty_region
, flags
);
3837 for (i
= 0; i
< device
->swapchain_count
; ++i
)
3839 wined3d_swapchain_present(device
->swapchains
[i
], src_rect
,
3840 dst_rect
, dst_window_override
, dirty_region
, flags
);
3846 /* Do not call while under the GL lock. */
3847 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
3848 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
3852 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3853 device
, rect_count
, rects
, flags
, color
->r
, color
->g
, color
->b
, color
->a
, depth
, stencil
);
3855 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
3857 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
3860 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3861 /* TODO: What about depth stencil buffers without stencil bits? */
3862 return WINED3DERR_INVALIDCALL
;
3864 else if (flags
& WINED3DCLEAR_TARGET
)
3866 if (ds
->resource
.width
< device
->fb
.render_targets
[0]->resource
.width
3867 || ds
->resource
.height
< device
->fb
.render_targets
[0]->resource
.height
)
3869 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3875 wined3d_get_draw_rect(&device
->stateBlock
->state
, &draw_rect
);
3876 device_clear_render_targets(device
, device
->adapter
->gl_info
.limits
.buffers
,
3877 &device
->fb
, rect_count
, rects
, &draw_rect
, flags
, color
, depth
, stencil
);
3882 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
3883 enum wined3d_primitive_type primitive_type
)
3885 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
3887 device
->updateStateBlock
->changed
.primitive_type
= TRUE
;
3888 device
->updateStateBlock
->state
.gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
3891 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
3892 enum wined3d_primitive_type
*primitive_type
)
3894 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
3896 *primitive_type
= d3d_primitive_type_from_gl(device
->stateBlock
->state
.gl_primitive_type
);
3898 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
3901 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
3903 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
3905 if (!device
->stateBlock
->state
.vertex_declaration
)
3907 WARN("Called without a valid vertex declaration set.\n");
3908 return WINED3DERR_INVALIDCALL
;
3911 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
3912 if (device
->stateBlock
->state
.user_stream
)
3914 device_invalidate_state(device
, STATE_INDEXBUFFER
);
3915 device
->stateBlock
->state
.user_stream
= FALSE
;
3918 if (device
->stateBlock
->state
.load_base_vertex_index
)
3920 device
->stateBlock
->state
.load_base_vertex_index
= 0;
3921 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3924 /* Account for the loading offset due to index buffers. Instead of
3925 * reloading all sources correct it with the startvertex parameter. */
3926 drawPrimitive(device
, vertex_count
, start_vertex
, FALSE
, NULL
);
3930 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
3932 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3934 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
3936 if (!device
->stateBlock
->state
.index_buffer
)
3938 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3939 * without an index buffer set. (The first time at least...)
3940 * D3D8 simply dies, but I doubt it can do much harm to return
3941 * D3DERR_INVALIDCALL there as well. */
3942 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3943 return WINED3DERR_INVALIDCALL
;
3946 if (!device
->stateBlock
->state
.vertex_declaration
)
3948 WARN("Called without a valid vertex declaration set.\n");
3949 return WINED3DERR_INVALIDCALL
;
3952 if (device
->stateBlock
->state
.user_stream
)
3954 device_invalidate_state(device
, STATE_INDEXBUFFER
);
3955 device
->stateBlock
->state
.user_stream
= FALSE
;
3958 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
3959 device
->stateBlock
->state
.load_base_vertex_index
!= device
->stateBlock
->state
.base_vertex_index
)
3961 device
->stateBlock
->state
.load_base_vertex_index
= device
->stateBlock
->state
.base_vertex_index
;
3962 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3965 drawPrimitive(device
, index_count
, start_idx
, TRUE
, NULL
);
3970 HRESULT CDECL
wined3d_device_draw_primitive_up(struct wined3d_device
*device
, UINT vertex_count
,
3971 const void *stream_data
, UINT stream_stride
)
3973 struct wined3d_stream_state
*stream
;
3974 struct wined3d_buffer
*vb
;
3976 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
3977 device
, vertex_count
, stream_data
, stream_stride
);
3979 if (!device
->stateBlock
->state
.vertex_declaration
)
3981 WARN("Called without a valid vertex declaration set.\n");
3982 return WINED3DERR_INVALIDCALL
;
3985 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
3986 stream
= &device
->stateBlock
->state
.streams
[0];
3987 vb
= stream
->buffer
;
3988 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
3990 wined3d_buffer_decref(vb
);
3992 stream
->stride
= stream_stride
;
3993 device
->stateBlock
->state
.user_stream
= TRUE
;
3994 if (device
->stateBlock
->state
.load_base_vertex_index
)
3996 device
->stateBlock
->state
.load_base_vertex_index
= 0;
3997 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4000 /* TODO: Only mark dirty if drawing from a different UP address */
4001 device_invalidate_state(device
, STATE_STREAMSRC
);
4003 drawPrimitive(device
, vertex_count
, 0, FALSE
, NULL
);
4005 /* MSDN specifies stream zero settings must be set to NULL */
4006 stream
->buffer
= NULL
;
4009 /* stream zero settings set to null at end, as per the msdn. No need to
4010 * mark dirty here, the app has to set the new stream sources or use UP
4015 HRESULT CDECL
wined3d_device_draw_indexed_primitive_up(struct wined3d_device
*device
,
4016 UINT index_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
,
4017 const void *stream_data
, UINT stream_stride
)
4019 struct wined3d_stream_state
*stream
;
4020 struct wined3d_buffer
*vb
, *ib
;
4022 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4023 device
, index_count
, index_data
, debug_d3dformat(index_data_format_id
), stream_data
, stream_stride
);
4025 if (!device
->stateBlock
->state
.vertex_declaration
)
4027 WARN("(%p) : Called without a valid vertex declaration set\n", device
);
4028 return WINED3DERR_INVALIDCALL
;
4031 stream
= &device
->stateBlock
->state
.streams
[0];
4032 vb
= stream
->buffer
;
4033 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4035 wined3d_buffer_decref(vb
);
4037 stream
->stride
= stream_stride
;
4038 device
->stateBlock
->state
.user_stream
= TRUE
;
4039 device
->stateBlock
->state
.index_format
= index_data_format_id
;
4041 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4042 device
->stateBlock
->state
.base_vertex_index
= 0;
4043 if (device
->stateBlock
->state
.load_base_vertex_index
)
4045 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4046 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4048 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4049 device_invalidate_state(device
, STATE_STREAMSRC
);
4050 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4052 drawPrimitive(device
, index_count
, 0, TRUE
, index_data
);
4054 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4055 stream
->buffer
= NULL
;
4057 ib
= device
->stateBlock
->state
.index_buffer
;
4060 wined3d_buffer_decref(ib
);
4061 device
->stateBlock
->state
.index_buffer
= NULL
;
4063 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4064 * SetStreamSource to specify a vertex buffer
4070 HRESULT CDECL
wined3d_device_draw_primitive_strided(struct wined3d_device
*device
,
4071 UINT vertex_count
, const struct wined3d_strided_data
*strided_data
)
4073 /* Mark the state dirty until we have nicer tracking. It's fine to change
4074 * baseVertexIndex because that call is only called by ddraw which does
4075 * not need that value. */
4076 device_invalidate_state(device
, STATE_VDECL
);
4077 device_invalidate_state(device
, STATE_STREAMSRC
);
4078 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4080 device
->stateBlock
->state
.base_vertex_index
= 0;
4081 device
->up_strided
= strided_data
;
4082 drawPrimitive(device
, vertex_count
, 0, FALSE
, NULL
);
4083 device
->up_strided
= NULL
;
4085 /* Invalidate the states again to make sure the values from the stateblock
4086 * are properly applied in the next regular draw. Note that the application-
4087 * provided strided data has ovwritten pretty much the entire vertex and
4088 * and index stream related states */
4089 device_invalidate_state(device
, STATE_VDECL
);
4090 device_invalidate_state(device
, STATE_STREAMSRC
);
4091 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4095 HRESULT CDECL
wined3d_device_draw_indexed_primitive_strided(struct wined3d_device
*device
,
4096 UINT index_count
, const struct wined3d_strided_data
*strided_data
,
4097 UINT vertex_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
)
4099 enum wined3d_format_id prev_idx_format
;
4101 /* Mark the state dirty until we have nicer tracking
4102 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4105 device_invalidate_state(device
, STATE_VDECL
);
4106 device_invalidate_state(device
, STATE_STREAMSRC
);
4107 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4109 prev_idx_format
= device
->stateBlock
->state
.index_format
;
4110 device
->stateBlock
->state
.index_format
= index_data_format_id
;
4111 device
->stateBlock
->state
.user_stream
= TRUE
;
4112 device
->stateBlock
->state
.base_vertex_index
= 0;
4113 device
->up_strided
= strided_data
;
4114 drawPrimitive(device
, index_count
, 0, TRUE
, index_data
);
4115 device
->up_strided
= NULL
;
4116 device
->stateBlock
->state
.index_format
= prev_idx_format
;
4118 device_invalidate_state(device
, STATE_VDECL
);
4119 device_invalidate_state(device
, STATE_STREAMSRC
);
4120 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4124 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4125 static HRESULT
device_update_volume(struct wined3d_device
*device
,
4126 struct wined3d_volume
*src_volume
, struct wined3d_volume
*dst_volume
)
4128 struct wined3d_map_desc src
;
4129 struct wined3d_map_desc dst
;
4132 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4133 device
, src_volume
, dst_volume
);
4135 /* TODO: Implement direct loading into the gl volume instead of using
4136 * memcpy and dirtification to improve loading performance. */
4137 if (FAILED(hr
= wined3d_volume_map(src_volume
, &src
, NULL
, WINED3D_MAP_READONLY
)))
4139 if (FAILED(hr
= wined3d_volume_map(dst_volume
, &dst
, NULL
, WINED3D_MAP_DISCARD
)))
4141 wined3d_volume_unmap(src_volume
);
4145 memcpy(dst
.data
, src
.data
, dst_volume
->resource
.size
);
4147 hr
= wined3d_volume_unmap(dst_volume
);
4149 wined3d_volume_unmap(src_volume
);
4151 hr
= wined3d_volume_unmap(src_volume
);
4156 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
4157 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
4159 enum wined3d_resource_type type
;
4160 unsigned int level_count
, i
;
4163 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
4165 /* Verify that the source and destination textures are non-NULL. */
4166 if (!src_texture
|| !dst_texture
)
4168 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4169 return WINED3DERR_INVALIDCALL
;
4172 if (src_texture
== dst_texture
)
4174 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4175 return WINED3DERR_INVALIDCALL
;
4178 /* Verify that the source and destination textures are the same type. */
4179 type
= src_texture
->resource
.type
;
4180 if (dst_texture
->resource
.type
!= type
)
4182 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4183 return WINED3DERR_INVALIDCALL
;
4186 /* Check that both textures have the identical numbers of levels. */
4187 level_count
= wined3d_texture_get_level_count(src_texture
);
4188 if (wined3d_texture_get_level_count(dst_texture
) != level_count
)
4190 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4191 return WINED3DERR_INVALIDCALL
;
4194 /* Make sure that the destination texture is loaded. */
4195 dst_texture
->texture_ops
->texture_preload(dst_texture
, SRGB_RGB
);
4197 /* Update every surface level of the texture. */
4200 case WINED3D_RTYPE_TEXTURE
:
4202 struct wined3d_surface
*src_surface
;
4203 struct wined3d_surface
*dst_surface
;
4205 for (i
= 0; i
< level_count
; ++i
)
4207 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4208 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4209 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4212 WARN("Failed to update surface, hr %#x.\n", hr
);
4219 case WINED3D_RTYPE_CUBE_TEXTURE
:
4221 struct wined3d_surface
*src_surface
;
4222 struct wined3d_surface
*dst_surface
;
4224 for (i
= 0; i
< level_count
* 6; ++i
)
4226 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4227 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4228 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4231 WARN("Failed to update surface, hr %#x.\n", hr
);
4238 case WINED3D_RTYPE_VOLUME_TEXTURE
:
4240 for (i
= 0; i
< level_count
; ++i
)
4242 hr
= device_update_volume(device
,
4243 volume_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
)),
4244 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
)));
4247 WARN("Failed to update volume, hr %#x.\n", hr
);
4255 FIXME("Unsupported texture type %#x.\n", type
);
4256 return WINED3DERR_INVALIDCALL
;
4262 HRESULT CDECL
wined3d_device_get_front_buffer_data(const struct wined3d_device
*device
,
4263 UINT swapchain_idx
, struct wined3d_surface
*dst_surface
)
4265 struct wined3d_swapchain
*swapchain
;
4268 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device
, swapchain_idx
, dst_surface
);
4270 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4271 if (FAILED(hr
)) return hr
;
4273 hr
= wined3d_swapchain_get_front_buffer_data(swapchain
, dst_surface
);
4274 wined3d_swapchain_decref(swapchain
);
4279 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
4281 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4282 struct wined3d_texture
*texture
;
4285 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
4287 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4289 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
4291 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4292 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4294 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
4296 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4297 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4300 texture
= state
->textures
[i
];
4301 if (!texture
|| texture
->resource
.format
->flags
& WINED3DFMT_FLAG_FILTERING
) continue;
4303 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
4305 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i
);
4308 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
4310 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i
);
4313 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
4314 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
4316 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i
);
4321 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
4322 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
4324 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4325 struct wined3d_surface
*target
= device
->fb
.render_targets
[0];
4328 && (ds
->resource
.width
< target
->resource
.width
|| ds
->resource
.height
< target
->resource
.height
))
4330 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4331 return WINED3DERR_CONFLICTINGRENDERSTATE
;
4335 /* return a sensible default */
4338 TRACE("returning D3D_OK\n");
4342 HRESULT CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
4346 TRACE("device %p, software %#x.\n", device
, software
);
4350 FIXME("device %p, software %#x stub!\n", device
, software
);
4354 device
->softwareVertexProcessing
= software
;
4359 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
4363 TRACE("device %p.\n", device
);
4367 TRACE("device %p stub!\n", device
);
4371 return device
->softwareVertexProcessing
;
4374 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
4375 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
4377 struct wined3d_swapchain
*swapchain
;
4380 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4381 device
, swapchain_idx
, raster_status
);
4383 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4386 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
4390 hr
= wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
4391 wined3d_swapchain_decref(swapchain
);
4394 WARN("Failed to get raster status, hr %#x.\n", hr
);
4401 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
4405 TRACE("device %p, segments %.8e.\n", device
, segments
);
4407 if (segments
!= 0.0f
)
4411 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
4419 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
4423 TRACE("device %p.\n", device
);
4427 FIXME("device %p stub!\n", device
);
4434 HRESULT CDECL
wined3d_device_update_surface(struct wined3d_device
*device
,
4435 struct wined3d_surface
*src_surface
, const RECT
*src_rect
,
4436 struct wined3d_surface
*dst_surface
, const POINT
*dst_point
)
4438 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4439 device
, src_surface
, wine_dbgstr_rect(src_rect
),
4440 dst_surface
, wine_dbgstr_point(dst_point
));
4442 if (src_surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
|| dst_surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
4444 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4445 src_surface
, dst_surface
);
4446 return WINED3DERR_INVALIDCALL
;
4449 return surface_upload_from_surface(dst_surface
, dst_point
, src_surface
, src_rect
);
4452 HRESULT CDECL
wined3d_device_draw_rect_patch(struct wined3d_device
*device
, UINT handle
,
4453 const float *num_segs
, const struct wined3d_rect_patch_info
*rect_patch_info
)
4455 struct wined3d_rect_patch
*patch
;
4456 GLenum old_primitive_type
;
4461 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4462 device
, handle
, num_segs
, rect_patch_info
);
4464 if (!(handle
|| rect_patch_info
))
4466 /* TODO: Write a test for the return value, thus the FIXME */
4467 FIXME("Both handle and rect_patch_info are NULL.\n");
4468 return WINED3DERR_INVALIDCALL
;
4473 i
= PATCHMAP_HASHFUNC(handle
);
4475 LIST_FOR_EACH(e
, &device
->patches
[i
])
4477 patch
= LIST_ENTRY(e
, struct wined3d_rect_patch
, entry
);
4478 if (patch
->Handle
== handle
)
4487 TRACE("Patch does not exist. Creating a new one\n");
4488 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4489 patch
->Handle
= handle
;
4490 list_add_head(&device
->patches
[i
], &patch
->entry
);
4492 TRACE("Found existing patch %p\n", patch
);
4497 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4498 * attributes we have to tesselate, read back, and draw. This needs a patch
4499 * management structure instance. Create one.
4501 * A possible improvement is to check if a vertex shader is used, and if not directly
4504 FIXME("Drawing an uncached patch. This is slow\n");
4505 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4508 if (num_segs
[0] != patch
->numSegs
[0] || num_segs
[1] != patch
->numSegs
[1]
4509 || num_segs
[2] != patch
->numSegs
[2] || num_segs
[3] != patch
->numSegs
[3]
4510 || (rect_patch_info
&& memcmp(rect_patch_info
, &patch
->rect_patch_info
, sizeof(*rect_patch_info
))))
4513 TRACE("Tesselation density or patch info changed, retesselating\n");
4515 if (rect_patch_info
)
4516 patch
->rect_patch_info
= *rect_patch_info
;
4518 patch
->numSegs
[0] = num_segs
[0];
4519 patch
->numSegs
[1] = num_segs
[1];
4520 patch
->numSegs
[2] = num_segs
[2];
4521 patch
->numSegs
[3] = num_segs
[3];
4523 hr
= tesselate_rectpatch(device
, patch
);
4526 WARN("Patch tesselation failed.\n");
4528 /* Do not release the handle to store the params of the patch */
4530 HeapFree(GetProcessHeap(), 0, patch
);
4536 old_primitive_type
= device
->stateBlock
->state
.gl_primitive_type
;
4537 device
->stateBlock
->state
.gl_primitive_type
= GL_TRIANGLES
;
4538 wined3d_device_draw_primitive_strided(device
, patch
->numSegs
[0] * patch
->numSegs
[1] * 2 * 3, &patch
->strided
);
4539 device
->stateBlock
->state
.gl_primitive_type
= old_primitive_type
;
4541 /* Destroy uncached patches */
4544 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4545 HeapFree(GetProcessHeap(), 0, patch
);
4550 HRESULT CDECL
wined3d_device_draw_tri_patch(struct wined3d_device
*device
, UINT handle
,
4551 const float *segment_count
, const struct wined3d_tri_patch_info
*patch_info
)
4553 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4554 device
, handle
, segment_count
, patch_info
);
4559 HRESULT CDECL
wined3d_device_delete_patch(struct wined3d_device
*device
, UINT handle
)
4561 struct wined3d_rect_patch
*patch
;
4565 TRACE("device %p, handle %#x.\n", device
, handle
);
4567 i
= PATCHMAP_HASHFUNC(handle
);
4568 LIST_FOR_EACH(e
, &device
->patches
[i
])
4570 patch
= LIST_ENTRY(e
, struct wined3d_rect_patch
, entry
);
4571 if (patch
->Handle
== handle
)
4573 TRACE("Deleting patch %p\n", patch
);
4574 list_remove(&patch
->entry
);
4575 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4576 HeapFree(GetProcessHeap(), 0, patch
);
4581 /* TODO: Write a test for the return value */
4582 FIXME("Attempt to destroy nonexistent patch\n");
4583 return WINED3DERR_INVALIDCALL
;
4586 /* Do not call while under the GL lock. */
4587 HRESULT CDECL
wined3d_device_color_fill(struct wined3d_device
*device
,
4588 struct wined3d_surface
*surface
, const RECT
*rect
, const struct wined3d_color
*color
)
4592 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4593 device
, surface
, wine_dbgstr_rect(rect
),
4594 color
->r
, color
->g
, color
->b
, color
->a
);
4596 if (surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
&& surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
4598 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface
->resource
.pool
));
4599 return WINED3DERR_INVALIDCALL
;
4604 SetRect(&r
, 0, 0, surface
->resource
.width
, surface
->resource
.height
);
4608 return surface_color_fill(surface
, rect
, color
);
4611 /* Do not call while under the GL lock. */
4612 void CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4613 struct wined3d_rendertarget_view
*rendertarget_view
, const struct wined3d_color
*color
)
4615 struct wined3d_resource
*resource
;
4619 resource
= rendertarget_view
->resource
;
4620 if (resource
->type
!= WINED3D_RTYPE_SURFACE
)
4622 FIXME("Only supported on surface resources\n");
4626 SetRect(&rect
, 0, 0, resource
->width
, resource
->height
);
4627 hr
= surface_color_fill(surface_from_resource(resource
), &rect
, color
);
4628 if (FAILED(hr
)) ERR("Color fill failed, hr %#x.\n", hr
);
4631 HRESULT CDECL
wined3d_device_get_render_target(const struct wined3d_device
*device
,
4632 UINT render_target_idx
, struct wined3d_surface
**render_target
)
4634 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4635 device
, render_target_idx
, render_target
);
4637 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4639 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4640 return WINED3DERR_INVALIDCALL
;
4643 *render_target
= device
->fb
.render_targets
[render_target_idx
];
4644 TRACE("Returning render target %p.\n", *render_target
);
4646 if (!*render_target
)
4647 return WINED3DERR_NOTFOUND
;
4649 wined3d_surface_incref(*render_target
);
4654 HRESULT CDECL
wined3d_device_get_depth_stencil(const struct wined3d_device
*device
,
4655 struct wined3d_surface
**depth_stencil
)
4657 TRACE("device %p, depth_stencil %p.\n", device
, depth_stencil
);
4659 *depth_stencil
= device
->fb
.depth_stencil
;
4660 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil
);
4662 if (!*depth_stencil
)
4663 return WINED3DERR_NOTFOUND
;
4665 wined3d_surface_incref(*depth_stencil
);
4670 HRESULT CDECL
wined3d_device_set_render_target(struct wined3d_device
*device
,
4671 UINT render_target_idx
, struct wined3d_surface
*render_target
, BOOL set_viewport
)
4673 struct wined3d_surface
*prev
;
4675 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4676 device
, render_target_idx
, render_target
, set_viewport
);
4678 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4680 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4681 return WINED3DERR_INVALIDCALL
;
4684 prev
= device
->fb
.render_targets
[render_target_idx
];
4685 if (render_target
== prev
)
4687 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4691 /* Render target 0 can't be set to NULL. */
4692 if (!render_target
&& !render_target_idx
)
4694 WARN("Trying to set render target 0 to NULL.\n");
4695 return WINED3DERR_INVALIDCALL
;
4698 if (render_target
&& !(render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
4700 FIXME("Surface %p doesn't have render target usage.\n", render_target
);
4701 return WINED3DERR_INVALIDCALL
;
4705 wined3d_surface_incref(render_target
);
4706 device
->fb
.render_targets
[render_target_idx
] = render_target
;
4707 /* Release after the assignment, to prevent device_resource_released()
4708 * from seeing the surface as still in use. */
4710 wined3d_surface_decref(prev
);
4712 /* Render target 0 is special. */
4713 if (!render_target_idx
&& set_viewport
)
4715 /* Set the viewport and scissor rectangles, if requested. Tests show
4716 * that stateblock recording is ignored, the change goes directly
4717 * into the primary stateblock. */
4718 device
->stateBlock
->state
.viewport
.height
= device
->fb
.render_targets
[0]->resource
.height
;
4719 device
->stateBlock
->state
.viewport
.width
= device
->fb
.render_targets
[0]->resource
.width
;
4720 device
->stateBlock
->state
.viewport
.x
= 0;
4721 device
->stateBlock
->state
.viewport
.y
= 0;
4722 device
->stateBlock
->state
.viewport
.max_z
= 1.0f
;
4723 device
->stateBlock
->state
.viewport
.min_z
= 0.0f
;
4724 device_invalidate_state(device
, STATE_VIEWPORT
);
4726 device
->stateBlock
->state
.scissor_rect
.top
= 0;
4727 device
->stateBlock
->state
.scissor_rect
.left
= 0;
4728 device
->stateBlock
->state
.scissor_rect
.right
= device
->stateBlock
->state
.viewport
.width
;
4729 device
->stateBlock
->state
.scissor_rect
.bottom
= device
->stateBlock
->state
.viewport
.height
;
4730 device_invalidate_state(device
, STATE_SCISSORRECT
);
4733 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4738 HRESULT CDECL
wined3d_device_set_depth_stencil(struct wined3d_device
*device
, struct wined3d_surface
*depth_stencil
)
4740 struct wined3d_surface
*prev
= device
->fb
.depth_stencil
;
4742 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4743 device
, depth_stencil
, prev
);
4745 if (prev
== depth_stencil
)
4747 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4753 if (device
->swapchains
[0]->desc
.flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4754 || prev
->flags
& SFLAG_DISCARD
)
4756 surface_modify_ds_location(prev
, SFLAG_DISCARDED
,
4757 prev
->resource
.width
, prev
->resource
.height
);
4758 if (prev
== device
->onscreen_depth_stencil
)
4760 wined3d_surface_decref(device
->onscreen_depth_stencil
);
4761 device
->onscreen_depth_stencil
= NULL
;
4766 device
->fb
.depth_stencil
= depth_stencil
;
4768 wined3d_surface_incref(depth_stencil
);
4770 if (!prev
!= !depth_stencil
)
4772 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4773 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_ZENABLE
));
4774 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
4775 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
4776 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4778 else if (prev
&& prev
->resource
.format
->depth_size
!= depth_stencil
->resource
.format
->depth_size
)
4780 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4783 wined3d_surface_decref(prev
);
4785 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4790 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4791 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_surface
*cursor_image
)
4793 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4794 device
, x_hotspot
, y_hotspot
, cursor_image
);
4796 /* some basic validation checks */
4797 if (device
->cursorTexture
)
4799 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4801 context
->gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->cursorTexture
);
4803 context_release(context
);
4804 device
->cursorTexture
= 0;
4809 struct wined3d_display_mode mode
;
4810 struct wined3d_map_desc map_desc
;
4813 /* MSDN: Cursor must be A8R8G8B8 */
4814 if (cursor_image
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4816 WARN("surface %p has an invalid format.\n", cursor_image
);
4817 return WINED3DERR_INVALIDCALL
;
4820 if (FAILED(hr
= wined3d_get_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &mode
, NULL
)))
4822 ERR("Failed to get display mode, hr %#x.\n", hr
);
4823 return WINED3DERR_INVALIDCALL
;
4826 /* MSDN: Cursor must be smaller than the display mode */
4827 if (cursor_image
->resource
.width
> mode
.width
|| cursor_image
->resource
.height
> mode
.height
)
4829 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4830 cursor_image
, cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4831 mode
.width
, mode
.height
);
4832 return WINED3DERR_INVALIDCALL
;
4835 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4837 /* Do not store the surface's pointer because the application may
4838 * release it after setting the cursor image. Windows doesn't
4839 * addref the set surface, so we can't do this either without
4840 * creating circular refcount dependencies. Copy out the gl texture
4842 device
->cursorWidth
= cursor_image
->resource
.width
;
4843 device
->cursorHeight
= cursor_image
->resource
.height
;
4844 if (SUCCEEDED(wined3d_surface_map(cursor_image
, &map_desc
, NULL
, WINED3D_MAP_READONLY
)))
4846 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4847 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
4848 struct wined3d_context
*context
;
4849 char *mem
, *bits
= map_desc
.data
;
4850 GLint intfmt
= format
->glInternal
;
4851 GLint gl_format
= format
->glFormat
;
4852 GLint type
= format
->glType
;
4853 INT height
= device
->cursorHeight
;
4854 INT width
= device
->cursorWidth
;
4855 INT bpp
= format
->byte_count
;
4858 /* Reformat the texture memory (pitch and width can be
4860 mem
= HeapAlloc(GetProcessHeap(), 0, width
* height
* bpp
);
4861 for (i
= 0; i
< height
; ++i
)
4862 memcpy(&mem
[width
* bpp
* i
], &bits
[map_desc
.row_pitch
* i
], width
* bpp
);
4863 wined3d_surface_unmap(cursor_image
);
4865 context
= context_acquire(device
, NULL
);
4869 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
4871 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
4872 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4875 invalidate_active_texture(device
, context
);
4876 /* Create a new cursor texture */
4877 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->cursorTexture
);
4878 checkGLcall("glGenTextures");
4879 context_bind_texture(context
, GL_TEXTURE_2D
, device
->cursorTexture
);
4880 /* Copy the bitmap memory into the cursor texture */
4881 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, intfmt
, width
, height
, 0, gl_format
, type
, mem
);
4882 checkGLcall("glTexImage2D");
4883 HeapFree(GetProcessHeap(), 0, mem
);
4885 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
4887 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
4888 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4893 context_release(context
);
4897 FIXME("A cursor texture was not returned.\n");
4898 device
->cursorTexture
= 0;
4901 if (cursor_image
->resource
.width
== 32 && cursor_image
->resource
.height
== 32)
4903 UINT mask_size
= cursor_image
->resource
.width
* cursor_image
->resource
.height
/ 8;
4904 ICONINFO cursorInfo
;
4908 /* 32-bit user32 cursors ignore the alpha channel if it's all
4909 * zeroes, and use the mask instead. Fill the mask with all ones
4910 * to ensure we still get a fully transparent cursor. */
4911 maskBits
= HeapAlloc(GetProcessHeap(), 0, mask_size
);
4912 memset(maskBits
, 0xff, mask_size
);
4913 wined3d_surface_map(cursor_image
, &map_desc
, NULL
,
4914 WINED3D_MAP_NO_DIRTY_UPDATE
| WINED3D_MAP_READONLY
);
4915 TRACE("width: %u height: %u.\n", cursor_image
->resource
.width
, cursor_image
->resource
.height
);
4917 cursorInfo
.fIcon
= FALSE
;
4918 cursorInfo
.xHotspot
= x_hotspot
;
4919 cursorInfo
.yHotspot
= y_hotspot
;
4920 cursorInfo
.hbmMask
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4922 cursorInfo
.hbmColor
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4923 1, 32, map_desc
.data
);
4924 wined3d_surface_unmap(cursor_image
);
4925 /* Create our cursor and clean up. */
4926 cursor
= CreateIconIndirect(&cursorInfo
);
4927 if (cursorInfo
.hbmMask
) DeleteObject(cursorInfo
.hbmMask
);
4928 if (cursorInfo
.hbmColor
) DeleteObject(cursorInfo
.hbmColor
);
4929 if (device
->hardwareCursor
) DestroyCursor(device
->hardwareCursor
);
4930 device
->hardwareCursor
= cursor
;
4931 if (device
->bCursorVisible
) SetCursor( cursor
);
4932 HeapFree(GetProcessHeap(), 0, maskBits
);
4936 device
->xHotSpot
= x_hotspot
;
4937 device
->yHotSpot
= y_hotspot
;
4941 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
4942 int x_screen_space
, int y_screen_space
, DWORD flags
)
4944 TRACE("device %p, x %d, y %d, flags %#x.\n",
4945 device
, x_screen_space
, y_screen_space
, flags
);
4947 device
->xScreenSpace
= x_screen_space
;
4948 device
->yScreenSpace
= y_screen_space
;
4950 if (device
->hardwareCursor
)
4954 GetCursorPos( &pt
);
4955 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
4957 SetCursorPos( x_screen_space
, y_screen_space
);
4959 /* Switch to the software cursor if position diverges from the hardware one. */
4960 GetCursorPos( &pt
);
4961 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
4963 if (device
->bCursorVisible
) SetCursor( NULL
);
4964 DestroyCursor( device
->hardwareCursor
);
4965 device
->hardwareCursor
= 0;
4970 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
4972 BOOL oldVisible
= device
->bCursorVisible
;
4974 TRACE("device %p, show %#x.\n", device
, show
);
4977 * When ShowCursor is first called it should make the cursor appear at the OS's last
4978 * known cursor position.
4980 if (show
&& !oldVisible
)
4984 device
->xScreenSpace
= pt
.x
;
4985 device
->yScreenSpace
= pt
.y
;
4988 if (device
->hardwareCursor
)
4990 device
->bCursorVisible
= show
;
4992 SetCursor(device
->hardwareCursor
);
4998 if (device
->cursorTexture
)
4999 device
->bCursorVisible
= show
;
5005 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
5007 struct wined3d_resource
*resource
, *cursor
;
5009 TRACE("device %p.\n", device
);
5011 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5013 TRACE("Checking resource %p for eviction.\n", resource
);
5015 if (resource
->pool
== WINED3D_POOL_MANAGED
&& !resource
->map_count
)
5017 TRACE("Evicting %p.\n", resource
);
5018 resource
->resource_ops
->resource_unload(resource
);
5022 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5023 device_invalidate_state(device
, STATE_STREAMSRC
);
5026 /* Do not call while under the GL lock. */
5027 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5029 struct wined3d_resource
*resource
, *cursor
;
5030 const struct wined3d_gl_info
*gl_info
;
5031 struct wined3d_context
*context
;
5032 struct wined3d_shader
*shader
;
5034 context
= context_acquire(device
, NULL
);
5035 gl_info
= context
->gl_info
;
5037 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5039 TRACE("Unloading resource %p.\n", resource
);
5041 resource
->resource_ops
->resource_unload(resource
);
5044 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
5046 device
->shader_backend
->shader_destroy(shader
);
5050 if (device
->depth_blt_texture
)
5052 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
5053 device
->depth_blt_texture
= 0;
5055 if (device
->cursorTexture
)
5057 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->cursorTexture
);
5058 device
->cursorTexture
= 0;
5062 device
->blitter
->free_private(device
);
5063 device
->frag_pipe
->free_private(device
);
5064 device
->shader_backend
->shader_free_private(device
);
5065 destroy_dummy_textures(device
, gl_info
);
5067 context_release(context
);
5069 while (device
->context_count
)
5071 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
5074 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5075 swapchain
->context
= NULL
;
5078 /* Do not call while under the GL lock. */
5079 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5081 struct wined3d_context
*context
;
5082 struct wined3d_surface
*target
;
5085 /* Recreate the primary swapchain's context */
5086 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
5087 if (!swapchain
->context
)
5089 ERR("Failed to allocate memory for swapchain context array.\n");
5090 return E_OUTOFMEMORY
;
5093 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
5094 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
5096 WARN("Failed to create context.\n");
5097 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5101 swapchain
->context
[0] = context
;
5102 swapchain
->num_contexts
= 1;
5103 create_dummy_textures(device
, context
);
5104 context_release(context
);
5106 hr
= device
->shader_backend
->shader_alloc_private(device
);
5109 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
5113 hr
= device
->frag_pipe
->alloc_private(device
);
5116 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr
);
5117 device
->shader_backend
->shader_free_private(device
);
5121 hr
= device
->blitter
->alloc_private(device
);
5124 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
5125 device
->frag_pipe
->free_private(device
);
5126 device
->shader_backend
->shader_free_private(device
);
5133 context_acquire(device
, NULL
);
5134 destroy_dummy_textures(device
, context
->gl_info
);
5135 context_release(context
);
5136 context_destroy(device
, context
);
5137 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5138 swapchain
->num_contexts
= 0;
5142 /* Do not call while under the GL lock. */
5143 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
5144 const struct wined3d_swapchain_desc
*swapchain_desc
, const struct wined3d_display_mode
*mode
,
5145 wined3d_device_reset_cb callback
)
5147 struct wined3d_resource
*resource
, *cursor
;
5148 struct wined3d_swapchain
*swapchain
;
5149 struct wined3d_display_mode m
;
5150 BOOL DisplayModeChanged
= FALSE
;
5151 BOOL update_desc
= FALSE
;
5155 TRACE("device %p, swapchain_desc %p, mode %p, callback %p.\n", device
, swapchain_desc
, mode
, callback
);
5157 if (FAILED(hr
= wined3d_device_get_swapchain(device
, 0, &swapchain
)))
5159 ERR("Failed to get the first implicit swapchain.\n");
5163 stateblock_unbind_resources(device
->stateBlock
);
5164 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
5165 wined3d_device_set_render_target(device
, 0, swapchain
->back_buffers
[0], FALSE
);
5167 wined3d_device_set_render_target(device
, 0, swapchain
->front_buffer
, FALSE
);
5168 for (i
= 1; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5170 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
5172 wined3d_device_set_depth_stencil(device
, NULL
);
5174 if (device
->onscreen_depth_stencil
)
5176 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5177 device
->onscreen_depth_stencil
= NULL
;
5180 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5182 TRACE("Enumerating resource %p.\n", resource
);
5183 if (FAILED(hr
= callback(resource
)))
5185 wined3d_swapchain_decref(swapchain
);
5190 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5191 * on an existing gl context, so there's no real need for recreation.
5193 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5195 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5197 TRACE("New params:\n");
5198 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
5199 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
5200 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
5201 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
5202 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
5203 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
5204 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
5205 TRACE("device_window %p\n", swapchain_desc
->device_window
);
5206 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
5207 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
5208 if (swapchain_desc
->enable_auto_depth_stencil
)
5209 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
5210 TRACE("flags %#x\n", swapchain_desc
->flags
);
5211 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
5212 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
5213 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
5215 /* No special treatment of these parameters. Just store them */
5216 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
5217 swapchain
->desc
.flags
= swapchain_desc
->flags
;
5218 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
5219 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
5221 /* What to do about these? */
5222 if (swapchain_desc
->backbuffer_count
5223 && swapchain_desc
->backbuffer_count
!= swapchain
->desc
.backbuffer_count
)
5224 FIXME("Cannot change the back buffer count yet.\n");
5226 if (swapchain_desc
->device_window
5227 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
5229 TRACE("Changing the device window from %p to %p.\n",
5230 swapchain
->desc
.device_window
, swapchain_desc
->device_window
);
5231 swapchain
->desc
.device_window
= swapchain_desc
->device_window
;
5232 swapchain
->device_window
= swapchain_desc
->device_window
;
5233 wined3d_swapchain_set_window(swapchain
, NULL
);
5236 if (swapchain_desc
->enable_auto_depth_stencil
&& !device
->auto_depth_stencil
)
5240 TRACE("Creating the depth stencil buffer\n");
5242 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_surface(device
->device_parent
,
5243 device
->device_parent
, swapchain_desc
->backbuffer_width
, swapchain_desc
->backbuffer_height
,
5244 swapchain_desc
->auto_depth_stencil_format
, WINED3DUSAGE_DEPTHSTENCIL
,
5245 swapchain_desc
->multisample_type
, swapchain_desc
->multisample_quality
,
5246 &device
->auto_depth_stencil
)))
5248 ERR("Failed to create the depth stencil buffer, hr %#x.\n", hr
);
5249 wined3d_swapchain_decref(swapchain
);
5250 return WINED3DERR_INVALIDCALL
;
5254 /* Reset the depth stencil */
5255 if (swapchain_desc
->enable_auto_depth_stencil
)
5256 wined3d_device_set_depth_stencil(device
, device
->auto_depth_stencil
);
5260 DisplayModeChanged
= TRUE
;
5263 else if (swapchain_desc
->windowed
)
5265 m
.width
= swapchain
->orig_width
;
5266 m
.height
= swapchain
->orig_height
;
5268 m
.format_id
= swapchain
->desc
.backbuffer_format
;
5269 m
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
5273 m
.width
= swapchain_desc
->backbuffer_width
;
5274 m
.height
= swapchain_desc
->backbuffer_height
;
5275 m
.refresh_rate
= swapchain_desc
->refresh_rate
;
5276 m
.format_id
= swapchain_desc
->backbuffer_format
;
5277 m
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
5280 /* Should Width == 800 && Height == 0 set 800x600? */
5281 if (swapchain_desc
->backbuffer_width
&& swapchain_desc
->backbuffer_height
5282 && (swapchain_desc
->backbuffer_width
!= swapchain
->desc
.backbuffer_width
5283 || swapchain_desc
->backbuffer_height
!= swapchain
->desc
.backbuffer_height
))
5285 if (!swapchain_desc
->windowed
)
5286 DisplayModeChanged
= TRUE
;
5288 swapchain
->desc
.backbuffer_width
= swapchain_desc
->backbuffer_width
;
5289 swapchain
->desc
.backbuffer_height
= swapchain_desc
->backbuffer_height
;
5293 if (swapchain_desc
->backbuffer_format
!= WINED3DFMT_UNKNOWN
5294 && swapchain_desc
->backbuffer_format
!= swapchain
->desc
.backbuffer_format
)
5296 swapchain
->desc
.backbuffer_format
= swapchain_desc
->backbuffer_format
;
5300 if (swapchain_desc
->multisample_type
!= swapchain
->desc
.multisample_type
5301 || swapchain_desc
->multisample_quality
!= swapchain
->desc
.multisample_quality
)
5303 swapchain
->desc
.multisample_type
= swapchain_desc
->multisample_type
;
5304 swapchain
->desc
.multisample_quality
= swapchain_desc
->multisample_quality
;
5312 hr
= wined3d_surface_update_desc(swapchain
->front_buffer
, swapchain
->desc
.backbuffer_width
,
5313 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
5314 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
);
5317 wined3d_swapchain_decref(swapchain
);
5321 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
5323 hr
= wined3d_surface_update_desc(swapchain
->back_buffers
[i
], swapchain
->desc
.backbuffer_width
,
5324 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
5325 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
);
5328 wined3d_swapchain_decref(swapchain
);
5332 if (device
->auto_depth_stencil
)
5334 hr
= wined3d_surface_update_desc(device
->auto_depth_stencil
, swapchain
->desc
.backbuffer_width
,
5335 swapchain
->desc
.backbuffer_height
, device
->auto_depth_stencil
->resource
.format
->id
,
5336 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
);
5339 wined3d_swapchain_decref(swapchain
);
5345 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
5346 || DisplayModeChanged
)
5348 if (FAILED(hr
= wined3d_set_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &m
)))
5350 WARN("Failed to set display mode, hr %#x.\n", hr
);
5351 wined3d_swapchain_decref(swapchain
);
5352 return WINED3DERR_INVALIDCALL
;
5355 if (!swapchain_desc
->windowed
)
5357 if (swapchain
->desc
.windowed
)
5359 HWND focus_window
= device
->create_parms
.focus_window
;
5361 focus_window
= swapchain_desc
->device_window
;
5362 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
5364 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
5365 wined3d_swapchain_decref(swapchain
);
5369 /* switch from windowed to fs */
5370 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5371 swapchain_desc
->backbuffer_width
,
5372 swapchain_desc
->backbuffer_height
);
5376 /* Fullscreen -> fullscreen mode change */
5377 MoveWindow(swapchain
->device_window
, 0, 0,
5378 swapchain_desc
->backbuffer_width
,
5379 swapchain_desc
->backbuffer_height
,
5383 else if (!swapchain
->desc
.windowed
)
5385 /* Fullscreen -> windowed switch */
5386 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
5387 wined3d_device_release_focus_window(device
);
5389 swapchain
->desc
.windowed
= swapchain_desc
->windowed
;
5391 else if (!swapchain_desc
->windowed
)
5393 DWORD style
= device
->style
;
5394 DWORD exStyle
= device
->exStyle
;
5395 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5396 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5397 * Reset to clear up their mess. Guild Wars also loses the device during that.
5400 device
->exStyle
= 0;
5401 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5402 swapchain_desc
->backbuffer_width
,
5403 swapchain_desc
->backbuffer_height
);
5404 device
->style
= style
;
5405 device
->exStyle
= exStyle
;
5408 TRACE("Resetting stateblock.\n");
5409 wined3d_stateblock_decref(device
->updateStateBlock
);
5410 wined3d_stateblock_decref(device
->stateBlock
);
5412 if (device
->d3d_initialized
)
5413 delete_opengl_contexts(device
, swapchain
);
5415 /* Note: No parent needed for initial internal stateblock */
5416 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_INIT
, &device
->stateBlock
);
5418 ERR("Resetting the stateblock failed with error %#x.\n", hr
);
5420 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5421 device
->updateStateBlock
= device
->stateBlock
;
5422 wined3d_stateblock_incref(device
->updateStateBlock
);
5424 stateblock_init_default_state(device
->stateBlock
);
5426 swapchain_update_render_to_fbo(swapchain
);
5427 swapchain_update_draw_bindings(swapchain
);
5429 if (device
->d3d_initialized
)
5430 hr
= create_primary_opengl_context(device
, swapchain
);
5431 wined3d_swapchain_decref(swapchain
);
5433 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5439 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
5441 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
5443 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
5449 HRESULT CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
5450 struct wined3d_device_creation_parameters
*parameters
)
5452 TRACE("device %p, parameters %p.\n", device
, parameters
);
5454 *parameters
= device
->create_parms
;
5458 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
5459 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
5461 struct wined3d_swapchain
*swapchain
;
5463 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5464 device
, swapchain_idx
, flags
, ramp
);
5466 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5468 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
5469 wined3d_swapchain_decref(swapchain
);
5473 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
5474 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
5476 struct wined3d_swapchain
*swapchain
;
5478 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5479 device
, swapchain_idx
, ramp
);
5481 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5483 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
5484 wined3d_swapchain_decref(swapchain
);
5488 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5490 TRACE("device %p, resource %p.\n", device
, resource
);
5492 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
5495 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5497 TRACE("device %p, resource %p.\n", device
, resource
);
5499 list_remove(&resource
->resource_list_entry
);
5502 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5504 enum wined3d_resource_type type
= resource
->type
;
5507 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
5509 context_resource_released(device
, resource
, type
);
5513 case WINED3D_RTYPE_SURFACE
:
5515 struct wined3d_surface
*surface
= surface_from_resource(resource
);
5517 if (!device
->d3d_initialized
) break;
5519 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5521 if (device
->fb
.render_targets
[i
] == surface
)
5523 ERR("Surface %p is still in use as render target %u.\n", surface
, i
);
5524 device
->fb
.render_targets
[i
] = NULL
;
5528 if (device
->fb
.depth_stencil
== surface
)
5530 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface
);
5531 device
->fb
.depth_stencil
= NULL
;
5536 case WINED3D_RTYPE_TEXTURE
:
5537 case WINED3D_RTYPE_CUBE_TEXTURE
:
5538 case WINED3D_RTYPE_VOLUME_TEXTURE
:
5539 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5541 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
5543 if (device
->stateBlock
&& device
->stateBlock
->state
.textures
[i
] == texture
)
5545 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5546 texture
, device
->stateBlock
, i
);
5547 device
->stateBlock
->state
.textures
[i
] = NULL
;
5550 if (device
->updateStateBlock
!= device
->stateBlock
5551 && device
->updateStateBlock
->state
.textures
[i
] == texture
)
5553 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5554 texture
, device
->updateStateBlock
, i
);
5555 device
->updateStateBlock
->state
.textures
[i
] = NULL
;
5560 case WINED3D_RTYPE_BUFFER
:
5562 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
5564 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5566 if (device
->stateBlock
&& device
->stateBlock
->state
.streams
[i
].buffer
== buffer
)
5568 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5569 buffer
, device
->stateBlock
, i
);
5570 device
->stateBlock
->state
.streams
[i
].buffer
= NULL
;
5573 if (device
->updateStateBlock
!= device
->stateBlock
5574 && device
->updateStateBlock
->state
.streams
[i
].buffer
== buffer
)
5576 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5577 buffer
, device
->updateStateBlock
, i
);
5578 device
->updateStateBlock
->state
.streams
[i
].buffer
= NULL
;
5583 if (device
->stateBlock
&& device
->stateBlock
->state
.index_buffer
== buffer
)
5585 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5586 buffer
, device
->stateBlock
);
5587 device
->stateBlock
->state
.index_buffer
= NULL
;
5590 if (device
->updateStateBlock
!= device
->stateBlock
5591 && device
->updateStateBlock
->state
.index_buffer
== buffer
)
5593 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5594 buffer
, device
->updateStateBlock
);
5595 device
->updateStateBlock
->state
.index_buffer
= NULL
;
5604 /* Remove the resource from the resourceStore */
5605 device_resource_remove(device
, resource
);
5607 TRACE("Resource released.\n");
5610 HRESULT CDECL
wined3d_device_get_surface_from_dc(const struct wined3d_device
*device
,
5611 HDC dc
, struct wined3d_surface
**surface
)
5613 struct wined3d_resource
*resource
;
5615 TRACE("device %p, dc %p, surface %p.\n", device
, dc
, surface
);
5618 return WINED3DERR_INVALIDCALL
;
5620 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5622 if (resource
->type
== WINED3D_RTYPE_SURFACE
)
5624 struct wined3d_surface
*s
= surface_from_resource(resource
);
5628 TRACE("Found surface %p for dc %p.\n", s
, dc
);
5635 return WINED3DERR_INVALIDCALL
;
5638 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
5639 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
5640 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
5642 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
5643 const struct fragment_pipeline
*fragment_pipeline
;
5644 struct shader_caps shader_caps
;
5645 struct fragment_caps ffp_caps
;
5650 device
->wined3d
= wined3d
;
5651 wined3d_incref(device
->wined3d
);
5652 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
5653 device
->device_parent
= device_parent
;
5654 list_init(&device
->resources
);
5655 list_init(&device
->shaders
);
5656 device
->surface_alignment
= surface_alignment
;
5658 /* Save the creation parameters. */
5659 device
->create_parms
.adapter_idx
= adapter_idx
;
5660 device
->create_parms
.device_type
= device_type
;
5661 device
->create_parms
.focus_window
= focus_window
;
5662 device
->create_parms
.flags
= flags
;
5664 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
) list_init(&device
->patches
[i
]);
5666 select_shader_mode(&adapter
->gl_info
, &device
->ps_selected_mode
, &device
->vs_selected_mode
);
5667 device
->shader_backend
= adapter
->shader_backend
;
5669 if (device
->shader_backend
)
5671 device
->shader_backend
->shader_get_caps(&adapter
->gl_info
, &shader_caps
);
5672 device
->vshader_version
= shader_caps
.VertexShaderVersion
;
5673 device
->pshader_version
= shader_caps
.PixelShaderVersion
;
5674 device
->d3d_vshader_constantF
= shader_caps
.MaxVertexShaderConst
;
5675 device
->d3d_pshader_constantF
= shader_caps
.MaxPixelShaderConst
;
5676 device
->vs_clipping
= shader_caps
.VSClipping
;
5678 fragment_pipeline
= adapter
->fragment_pipe
;
5679 device
->frag_pipe
= fragment_pipeline
;
5680 if (fragment_pipeline
)
5682 fragment_pipeline
->get_caps(&adapter
->gl_info
, &ffp_caps
);
5683 device
->max_ffp_textures
= ffp_caps
.MaxSimultaneousTextures
;
5685 hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
, &adapter
->gl_info
,
5686 ffp_vertexstate_template
, fragment_pipeline
, misc_state_template
);
5689 ERR("Failed to compile state table, hr %#x.\n", hr
);
5690 wined3d_decref(device
->wined3d
);
5694 device
->blitter
= adapter
->blitter
;
5696 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_INIT
, &device
->stateBlock
);
5699 WARN("Failed to create stateblock.\n");
5700 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
5702 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
5704 wined3d_decref(device
->wined3d
);
5708 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5709 device
->updateStateBlock
= device
->stateBlock
;
5710 wined3d_stateblock_incref(device
->updateStateBlock
);
5716 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5718 DWORD rep
= device
->StateTable
[state
].representative
;
5719 struct wined3d_context
*context
;
5724 for (i
= 0; i
< device
->context_count
; ++i
)
5726 context
= device
->contexts
[i
];
5727 if(isStateDirty(context
, rep
)) continue;
5729 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5730 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5731 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5732 context
->isStateDirty
[idx
] |= (1 << shift
);
5736 void get_drawable_size_fbo(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
5738 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5739 *width
= context
->current_rt
->pow2Width
;
5740 *height
= context
->current_rt
->pow2Height
;
5743 void get_drawable_size_backbuffer(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
5745 const struct wined3d_swapchain
*swapchain
= context
->swapchain
;
5746 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5747 * current context's drawable, which is the size of the back buffer of the swapchain
5748 * the active context belongs to. */
5749 *width
= swapchain
->desc
.backbuffer_width
;
5750 *height
= swapchain
->desc
.backbuffer_height
;
5753 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
5754 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
5756 if (device
->filter_messages
)
5758 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5759 window
, message
, wparam
, lparam
);
5761 return DefWindowProcW(window
, message
, wparam
, lparam
);
5763 return DefWindowProcA(window
, message
, wparam
, lparam
);
5766 if (message
== WM_DESTROY
)
5768 TRACE("unregister window %p.\n", window
);
5769 wined3d_unregister_window(window
);
5771 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
5772 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
5774 else if (message
== WM_DISPLAYCHANGE
)
5776 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
5780 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
5782 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);