wined3d: Use D3DDEGREE consistently in the WINED3D namespace.
[wine.git] / dlls / wined3d / device.c
blob31644b25ec0618dad0402bb957f33225e4bec541
1 /*
2 * IWineD3DDevice implementation
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Stefan Dösinger for CodeWeavers
10 * Copyright 2006 Henri Verbeet
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
36 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
38 /* Define the default light parameters as specified by MSDN */
39 const WINED3DLIGHT WINED3D_default_light = {
41 WINED3DLIGHT_DIRECTIONAL, /* Type */
42 { 1.0, 1.0, 1.0, 0.0 }, /* Diffuse r,g,b,a */
43 { 0.0, 0.0, 0.0, 0.0 }, /* Specular r,g,b,a */
44 { 0.0, 0.0, 0.0, 0.0 }, /* Ambient r,g,b,a, */
45 { 0.0, 0.0, 0.0 }, /* Position x,y,z */
46 { 0.0, 0.0, 1.0 }, /* Direction x,y,z */
47 0.0, /* Range */
48 0.0, /* Falloff */
49 0.0, 0.0, 0.0, /* Attenuation 0,1,2 */
50 0.0, /* Theta */
51 0.0 /* Phi */
54 /* x11drv GDI escapes */
55 #define X11DRV_ESCAPE 6789
56 enum x11drv_escape_codes
58 X11DRV_GET_DISPLAY, /* get X11 display for a DC */
59 X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
60 X11DRV_GET_FONT, /* get current X font for a DC */
63 /* retrieve the X display to use on a given DC */
64 inline static Display *get_display( HDC hdc )
66 Display *display;
67 enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
69 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
70 sizeof(display), (LPSTR)&display )) display = NULL;
71 return display;
74 /* TODO: setup some flags in the regestry to enable, disable pbuffer support */
75 /* enable pbuffer support for offscreen textures */
76 BOOL pbuffer_support = FALSE;
77 /* allocate one pbuffer per surface */
78 BOOL pbuffer_per_surface = FALSE;
80 /* static function declarations */
81 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
83 static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type);
85 /* helper macros */
86 #define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;}
88 #define D3DCREATEOBJECTINSTANCE(object, type) { \
89 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
90 D3DMEMCHECK(object, pp##type); \
91 object->lpVtbl = &IWineD3D##type##_Vtbl; \
92 object->wineD3DDevice = This; \
93 object->parent = parent; \
94 object->ref = 1; \
95 *pp##type = (IWineD3D##type *) object; \
98 #define D3DCREATESHADEROBJECTINSTANCE(object, type) { \
99 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
100 D3DMEMCHECK(object, pp##type); \
101 object->lpVtbl = &IWineD3D##type##_Vtbl; \
102 object->parent = parent; \
103 object->ref = 1; \
104 object->baseShader.device = (IWineD3DDevice*) This; \
105 *pp##type = (IWineD3D##type *) object; \
108 #define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
109 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
110 D3DMEMCHECK(object, pp##type); \
111 object->lpVtbl = &IWineD3D##type##_Vtbl; \
112 object->resource.wineD3DDevice = This; \
113 object->resource.parent = parent; \
114 object->resource.resourceType = d3dtype; \
115 object->resource.ref = 1; \
116 object->resource.pool = Pool; \
117 object->resource.format = Format; \
118 object->resource.usage = Usage; \
119 object->resource.size = _size; \
120 /* Check that we have enough video ram left */ \
121 if (Pool == WINED3DPOOL_DEFAULT) { \
122 if (IWineD3DDevice_GetAvailableTextureMem(iface) <= _size) { \
123 WARN("Out of 'bogus' video memory\n"); \
124 HeapFree(GetProcessHeap(), 0, object); \
125 *pp##type = NULL; \
126 return WINED3DERR_OUTOFVIDEOMEMORY; \
128 globalChangeGlRam(_size); \
130 object->resource.allocatedMemory = (0 == _size ? NULL : Pool == WINED3DPOOL_DEFAULT ? NULL : HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, _size)); \
131 if (object->resource.allocatedMemory == NULL && _size != 0 && Pool != WINED3DPOOL_DEFAULT) { \
132 FIXME("Out of memory!\n"); \
133 HeapFree(GetProcessHeap(), 0, object); \
134 *pp##type = NULL; \
135 return WINED3DERR_OUTOFVIDEOMEMORY; \
137 *pp##type = (IWineD3D##type *) object; \
138 IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object) ;\
139 TRACE("(%p) : Created resource %p\n", This, object); \
142 #define D3DINITIALIZEBASETEXTURE(_basetexture) { \
143 _basetexture.levels = Levels; \
144 _basetexture.filterType = (Usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE; \
145 _basetexture.LOD = 0; \
146 _basetexture.dirty = TRUE; \
149 /**********************************************************
150 * Global variable / Constants follow
151 **********************************************************/
152 const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
154 /**********************************************************
155 * Utility functions follow
156 **********************************************************/
157 /* Convert the WINED3DLIGHT properties into equivalent gl lights */
158 static void setup_light(IWineD3DDevice *iface, LONG Index, PLIGHTINFOEL *lightInfo) {
160 float quad_att;
161 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
162 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
164 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
165 glMatrixMode(GL_MODELVIEW);
166 glPushMatrix();
167 glLoadMatrixf((float *)&This->stateBlock->transforms[WINED3DTS_VIEW].u.m[0][0]);
169 /* Diffuse: */
170 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
171 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
172 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
173 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
174 glLightfv(GL_LIGHT0+Index, GL_DIFFUSE, colRGBA);
175 checkGLcall("glLightfv");
177 /* Specular */
178 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
179 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
180 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
181 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
182 glLightfv(GL_LIGHT0+Index, GL_SPECULAR, colRGBA);
183 checkGLcall("glLightfv");
185 /* Ambient */
186 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
187 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
188 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
189 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
190 glLightfv(GL_LIGHT0+Index, GL_AMBIENT, colRGBA);
191 checkGLcall("glLightfv");
193 /* Attenuation - Are these right? guessing... */
194 glLightf(GL_LIGHT0+Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
195 checkGLcall("glLightf");
196 glLightf(GL_LIGHT0+Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
197 checkGLcall("glLightf");
199 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
200 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
201 } else {
202 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
205 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
206 glLightf(GL_LIGHT0+Index, GL_QUADRATIC_ATTENUATION, quad_att);
207 checkGLcall("glLightf");
209 switch (lightInfo->OriginalParms.Type) {
210 case WINED3DLIGHT_POINT:
211 /* Position */
212 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
213 checkGLcall("glLightfv");
214 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
215 checkGLcall("glLightf");
216 /* FIXME: Range */
217 break;
219 case WINED3DLIGHT_SPOT:
220 /* Position */
221 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
222 checkGLcall("glLightfv");
223 /* Direction */
224 glLightfv(GL_LIGHT0+Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
225 checkGLcall("glLightfv");
226 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
227 checkGLcall("glLightf");
228 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
229 checkGLcall("glLightf");
230 /* FIXME: Range */
231 break;
233 case WINED3DLIGHT_DIRECTIONAL:
234 /* Direction */
235 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
236 checkGLcall("glLightfv");
237 glLightf(GL_LIGHT0+Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
238 checkGLcall("glLightf");
239 glLightf(GL_LIGHT0+Index, GL_SPOT_EXPONENT, 0.0f);
240 checkGLcall("glLightf");
241 break;
243 default:
244 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
247 /* Restore the modelview matrix */
248 glPopMatrix();
251 /**********************************************************
252 * GLSL helper functions follow
253 **********************************************************/
255 /** Attach a GLSL pixel or vertex shader object to the shader program */
256 static void attach_glsl_shader(IWineD3DDevice *iface, IWineD3DBaseShader* shader) {
258 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
259 GLhandleARB shaderObj = ((IWineD3DBaseShaderImpl*)shader)->baseShader.prgId;
260 if (This->stateBlock->glsl_program && shaderObj != 0) {
261 TRACE_(d3d_shader)("Attaching GLSL shader object %u to program %u\n", shaderObj, This->stateBlock->glsl_program->programId);
262 GL_EXTCALL(glAttachObjectARB(This->stateBlock->glsl_program->programId, shaderObj));
263 checkGLcall("glAttachObjectARB");
267 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
268 * It sets the programId on the current StateBlock (because it should be called
269 * inside of the DrawPrimitive() part of the render loop).
271 * If a program for the given combination does not exist, create one, and store
272 * the program in the list. If it creates a program, it will link the given
273 * objects, too.
275 * We keep the shader programs around on a list because linking
276 * shader objects together is an expensive operation. It's much
277 * faster to loop through a list of pre-compiled & linked programs
278 * each time that the application sets a new pixel or vertex shader
279 * than it is to re-link them together at that time.
281 * The list will be deleted in IWineD3DDevice::Release().
283 void set_glsl_shader_program(IWineD3DDevice *iface) {
285 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
286 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
287 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
288 struct glsl_shader_prog_link *curLink = NULL;
289 struct glsl_shader_prog_link *newLink = NULL;
290 struct list *ptr = NULL;
291 GLhandleARB programId = 0;
292 int i;
293 char glsl_name[8];
295 ptr = list_head( &This->glsl_shader_progs );
296 while (ptr) {
297 /* At least one program exists - see if it matches our ps/vs combination */
298 curLink = LIST_ENTRY( ptr, struct glsl_shader_prog_link, entry );
299 if (vshader == curLink->vertexShader && pshader == curLink->pixelShader) {
300 /* Existing Program found, use it */
301 TRACE_(d3d_shader)("Found existing program (%u) for this vertex/pixel shader combination\n",
302 curLink->programId);
303 This->stateBlock->glsl_program = curLink;
304 return;
306 /* This isn't the entry we need - try the next one */
307 ptr = list_next( &This->glsl_shader_progs, ptr );
310 /* If we get to this point, then no matching program exists, so we create one */
311 programId = GL_EXTCALL(glCreateProgramObjectARB());
312 TRACE_(d3d_shader)("Created new GLSL shader program %u\n", programId);
314 /* Allocate a new link for the list of programs */
315 newLink = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
316 newLink->programId = programId;
317 This->stateBlock->glsl_program = newLink;
319 /* Attach GLSL vshader */
320 if (NULL != vshader && This->vs_selected_mode == SHADER_GLSL) {
321 int i;
322 int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
323 char tmp_name[10];
325 TRACE("Attaching vertex shader to GLSL program\n");
326 attach_glsl_shader(iface, (IWineD3DBaseShader*)vshader);
328 /* Bind vertex attributes to a corresponding index number to match
329 * the same index numbers as ARB_vertex_programs (makes loading
330 * vertex attributes simpler). With this method, we can use the
331 * exact same code to load the attributes later for both ARB and
332 * GLSL shaders.
334 * We have to do this here because we need to know the Program ID
335 * in order to make the bindings work, and it has to be done prior
336 * to linking the GLSL program. */
337 for (i = 0; i < max_attribs; ++i) {
338 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
339 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
341 checkGLcall("glBindAttribLocationARB");
342 newLink->vertexShader = vshader;
345 /* Attach GLSL pshader */
346 if (NULL != pshader && This->ps_selected_mode == SHADER_GLSL) {
347 TRACE("Attaching pixel shader to GLSL program\n");
348 attach_glsl_shader(iface, (IWineD3DBaseShader*)pshader);
349 newLink->pixelShader = pshader;
352 /* Link the program */
353 TRACE_(d3d_shader)("Linking GLSL shader program %u\n", programId);
354 GL_EXTCALL(glLinkProgramARB(programId));
355 print_glsl_info_log(&GLINFO_LOCATION, programId);
356 list_add_head( &This->glsl_shader_progs, &newLink->entry);
358 newLink->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
359 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
360 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
361 newLink->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
363 newLink->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
364 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
365 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
366 newLink->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
369 return;
372 /** Detach the GLSL pixel or vertex shader object from the shader program */
373 static void detach_glsl_shader(IWineD3DDevice *iface, GLhandleARB shaderObj, GLhandleARB programId) {
375 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
377 if (shaderObj != 0 && programId != 0) {
378 TRACE_(d3d_shader)("Detaching GLSL shader object %u from program %u\n", shaderObj, programId);
379 GL_EXTCALL(glDetachObjectARB(programId, shaderObj));
380 checkGLcall("glDetachObjectARB");
384 /** Delete a GLSL shader program */
385 static void delete_glsl_shader_program(IWineD3DDevice *iface, GLhandleARB obj) {
387 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
389 if (obj != 0) {
390 TRACE_(d3d_shader)("Deleting GLSL shader program %u\n", obj);
391 GL_EXTCALL(glDeleteObjectARB(obj));
392 checkGLcall("glDeleteObjectARB");
396 /** Delete the list of linked programs this shader is associated with.
397 * Also at this point, check to see if there are any objects left attached
398 * to each GLSL program. If not, delete the GLSL program object.
399 * This will be run when a device is released. */
400 static void delete_glsl_shader_list(IWineD3DDevice* iface) {
402 struct list *ptr = NULL;
403 struct glsl_shader_prog_link *curLink = NULL;
404 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
406 int numAttached = 0;
407 int i;
408 GLhandleARB objList[2]; /* There should never be more than 2 objects attached
409 (one pixel shader and one vertex shader at most) */
411 ptr = list_head( &This->glsl_shader_progs );
412 while (ptr) {
413 /* First, get the current item,
414 * save the link to the next pointer,
415 * detach and delete shader objects,
416 * then de-allocate the list item's memory */
417 curLink = LIST_ENTRY( ptr, struct glsl_shader_prog_link, entry );
418 ptr = list_next( &This->glsl_shader_progs, ptr );
420 /* See if this object is still attached to the program - it may have been detached already */
421 GL_EXTCALL(glGetAttachedObjectsARB(curLink->programId, 2, &numAttached, objList));
422 TRACE_(d3d_shader)("%i GLSL objects are currently attached to program %u\n", numAttached, curLink->programId);
423 for (i = 0; i < numAttached; i++) {
424 detach_glsl_shader(iface, objList[i], curLink->programId);
427 delete_glsl_shader_program(iface, curLink->programId);
429 /* Free the uniform locations */
430 HeapFree(GetProcessHeap(), 0, curLink->vuniformF_locations);
431 HeapFree(GetProcessHeap(), 0, curLink->puniformF_locations);
433 /* Free the memory for this list item */
434 HeapFree(GetProcessHeap(), 0, curLink);
439 /* Apply the current values to the specified texture stage */
440 static void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, DWORD Sampler, DWORD texture_idx, DWORD Flags) {
441 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
442 float col[4];
444 union {
445 float f;
446 DWORD d;
447 } tmpvalue;
449 /* In addition, IDirect3DDevice9::SetSamplerState will now be used for filtering, tiling,
450 clamping, MIPLOD, etc. This will work for up to 16 samplers.
453 if (Sampler >= GL_LIMITS(sampler_stages)) {
454 FIXME("Trying to set the state of more samplers %d than are supported %d by this openGL implementation\n", Sampler, GL_LIMITS(sampler_stages));
455 return;
457 VTRACE(("Activating appropriate texture state %d\n", Sampler));
458 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
459 ENTER_GL();
460 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
461 checkGLcall("glActiveTextureARB");
462 LEAVE_GL();
463 /* Could we use bindTexture and then apply the states instead of GLACTIVETEXTURE */
464 } else if (Sampler > 0) {
465 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
466 return;
469 /* TODO: change this to a lookup table
470 LOOKUP_TEXTURE_STATES lists all texture states that should be applied.
471 LOOKUP_CONTEXT_SATES list all context applicable states that can be applied
472 etc.... it's a lot cleaner, quicker and possibly easier to maintain than running a switch and setting a skip flag...
473 especially when there are a number of groups of states. */
475 TRACE("-----------------------> Updating the texture at Sampler %d to have new texture state information\n", Sampler);
477 /* The list of states not to apply is a big as the list of states to apply, so it makes sense to produce an inclusive list */
478 #define APPLY_STATE(_state) IWineD3DDeviceImpl_ApplyTextureUnitState(iface, Sampler, _state)
479 /* these are the only two supported states that need to be applied */
480 APPLY_STATE(WINED3DTSS_TEXCOORDINDEX);
481 APPLY_STATE(WINED3DTSS_TEXTURETRANSFORMFLAGS);
482 #if 0 /* not supported at the moment */
483 APPLY_STATE(WINED3DTSS_BUMPENVMAT00);
484 APPLY_STATE(WINED3DTSS_BUMPENVMAT01);
485 APPLY_STATE(WINED3DTSS_BUMPENVMAT10);
486 APPLY_STATE(WINED3DTSS_BUMPENVMAT11);
487 APPLY_STATE(WINED3DTSS_BUMPENVLSCALE);
488 APPLY_STATE(WINED3DTSS_BUMPENVLOFFSET);
489 APPLY_STATE(WINED3DTSS_RESULTARG);
490 APPLY_STATE(WINED3DTSS_CONSTANT);
491 #endif
492 /* a quick sanity check in case someone forgot to update this function */
493 if (WINED3D_HIGHEST_TEXTURE_STATE > WINED3DTSS_CONSTANT) {
494 FIXME("(%p) : There are more texture states than expected, update device.c to match\n", This);
496 #undef APPLY_STATE
498 /* apply any sampler states that always need applying */
499 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
500 tmpvalue.d = This->stateBlock->samplerState[Sampler][WINED3DSAMP_MIPMAPLODBIAS];
501 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
502 GL_TEXTURE_LOD_BIAS_EXT,
503 tmpvalue.f);
504 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
507 D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
508 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
509 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
511 /* TODO: NV_POINT_SPRITE */
512 if (GL_SUPPORT(ARB_POINT_SPRITE)) {
513 if (This->stateBlock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
514 /* Doesn't work with GL_POINT_SMOOTH on on my ATI 9600, but then ATI drivers are buggered! */
515 glDisable(GL_POINT_SMOOTH);
517 /* Centre the texture on the vertex */
518 VTRACE(("glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n"));
519 glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
521 VTRACE(("glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n"));
522 glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
523 checkGLcall("glTexEnvf(...)");
524 VTRACE(("glEnable( GL_POINT_SPRITE_ARB )\n"));
525 glEnable( GL_POINT_SPRITE_ARB );
526 checkGLcall("glEnable(...)");
527 } else {
528 VTRACE(("glDisable( GL_POINT_SPRITE_ARB )\n"));
529 glDisable( GL_POINT_SPRITE_ARB );
530 checkGLcall("glEnable(...)");
534 TRACE("-----------------------> Updated the texture at Sampler %d to have new texture state information\n", Sampler);
537 /**********************************************************
538 * IUnknown parts follows
539 **********************************************************/
541 static HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
543 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
545 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
546 if (IsEqualGUID(riid, &IID_IUnknown)
547 || IsEqualGUID(riid, &IID_IWineD3DBase)
548 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
549 IUnknown_AddRef(iface);
550 *ppobj = This;
551 return S_OK;
553 *ppobj = NULL;
554 return E_NOINTERFACE;
557 static ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
558 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
559 ULONG refCount = InterlockedIncrement(&This->ref);
561 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
562 return refCount;
565 static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
566 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
567 ULONG refCount = InterlockedDecrement(&This->ref);
569 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
571 if (!refCount) {
572 /* TODO: Clean up all the surfaces and textures! */
573 /* NOTE: You must release the parent if the object was created via a callback
574 ** ***************************/
576 /* Delete any GLSL shader programs that may exist */
577 if (This->vs_selected_mode == SHADER_GLSL ||
578 This->ps_selected_mode == SHADER_GLSL)
579 delete_glsl_shader_list(iface);
581 /* Release the update stateblock */
582 if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
583 if(This->updateStateBlock != This->stateBlock)
584 FIXME("(%p) Something's still holding the Update stateblock\n",This);
586 This->updateStateBlock = NULL;
587 { /* because were not doing proper internal refcounts releasing the primary state block
588 causes recursion with the extra checks in ResourceReleased, to avoid this we have
589 to set this->stateBlock = NULL; first */
590 IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
591 This->stateBlock = NULL;
593 /* Release the stateblock */
594 if(IWineD3DStateBlock_Release(stateBlock) > 0){
595 FIXME("(%p) Something's still holding the Update stateblock\n",This);
599 if (This->resources != NULL ) {
600 FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
601 dumpResources(This->resources);
605 IWineD3D_Release(This->wineD3D);
606 This->wineD3D = NULL;
607 HeapFree(GetProcessHeap(), 0, This);
608 TRACE("Freed device %p\n", This);
609 This = NULL;
611 return refCount;
614 /**********************************************************
615 * IWineD3DDevice implementation follows
616 **********************************************************/
617 static HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
618 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
619 *pParent = This->parent;
620 IUnknown_AddRef(This->parent);
621 return WINED3D_OK;
624 static void CreateVBO(IWineD3DVertexBufferImpl *object) {
625 IWineD3DDeviceImpl *This = object->resource.wineD3DDevice; /* Needed for GL_EXTCALL */
626 GLenum error, glUsage;
627 DWORD vboUsage = object->resource.usage;
628 if(object->Flags & VBFLAG_VBOCREATEFAIL) {
629 WARN("Creating a vbo failed once, not trying again\n");
630 return;
633 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", object, debug_d3dusage(vboUsage));
635 ENTER_GL();
636 /* Make sure that the gl error is cleared. Do not use checkGLcall
637 * here because checkGLcall just prints a fixme and continues. However,
638 * if an error during VBO creation occurs we can fall back to non-vbo operation
639 * with full functionality(but performance loss)
641 while(glGetError() != GL_NO_ERROR);
643 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
644 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
645 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
646 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
647 * to check if the rhw and color values are in the correct format.
650 GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
651 error = glGetError();
652 if(object->vbo == 0 || error != GL_NO_ERROR) {
653 WARN("Failed to create a VBO with error %d\n", error);
654 goto error;
657 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, object->vbo));
658 error = glGetError();
659 if(error != GL_NO_ERROR) {
660 WARN("Failed to bind the VBO, error %d\n", error);
661 goto error;
664 /* Transformed vertices are horribly inflexible. If the app specifies an
665 * vertex buffer with transformed vertices in default pool without DYNAMIC
666 * usage assume DYNAMIC usage and print a warning. The app will have to update
667 * the vertices regularily for them to be useful
669 if(((object->fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) &&
670 !(vboUsage & WINED3DUSAGE_DYNAMIC)) {
671 WARN("Application creates a vertex buffer holding transformed vertices which doesn't specify dynamic usage\n");
672 vboUsage |= WINED3DUSAGE_DYNAMIC;
675 /* Don't use static, because dx apps tend to update the buffer
676 * quite often even if they specify 0 usage
678 switch(vboUsage & (D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC) ) {
679 case D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC:
680 TRACE("Gl usage = GL_STREAM_DRAW\n");
681 glUsage = GL_STREAM_DRAW_ARB;
682 break;
683 case D3DUSAGE_WRITEONLY:
684 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
685 glUsage = GL_DYNAMIC_DRAW_ARB;
686 break;
687 case D3DUSAGE_DYNAMIC:
688 TRACE("Gl usage = GL_STREAM_COPY\n");
689 glUsage = GL_STREAM_COPY_ARB;
690 break;
691 default:
692 TRACE("Gl usage = GL_DYNAMIC_COPY\n");
693 glUsage = GL_DYNAMIC_COPY_ARB;
694 break;
697 /* Reserve memory for the buffer. The amount of data won't change
698 * so we are safe with calling glBufferData once with a NULL ptr and
699 * calling glBufferSubData on updates
701 GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
702 error = glGetError();
703 if(error != GL_NO_ERROR) {
704 WARN("glBufferDataARB failed with error %d\n", error);
705 goto error;
708 LEAVE_GL();
710 return;
711 error:
712 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
713 FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
714 if(object->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
715 object->vbo = 0;
716 object->Flags |= VBFLAG_VBOCREATEFAIL;
717 LEAVE_GL();
718 return;
721 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
722 DWORD FVF, WINED3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
723 IUnknown *parent) {
724 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
725 IWineD3DVertexBufferImpl *object;
726 WINED3DFORMAT Format = WINED3DFMT_VERTEXDATA; /* Dummy format for now */
727 int dxVersion = ( (IWineD3DImpl *) This->wineD3D)->dxVersion;
728 BOOL conv;
729 D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, WINED3DRTYPE_VERTEXBUFFER, Size)
731 TRACE("(%p) : Size=%d, Usage=%d, FVF=%x, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
732 *ppVertexBuffer = (IWineD3DVertexBuffer *)object;
734 if(Size == 0) return WINED3DERR_INVALIDCALL;
736 if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
737 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->resource.size);
739 object->fvf = FVF;
741 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
742 * drawStridedFast (half-life 2).
744 * Basically converting the vertices in the buffer is quite expensive, and observations
745 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
746 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
748 * Direct3D7 has another problem: Its vertexbuffer api doesn't offer a way to specify
749 * the range of vertices being locked, so each lock will require the whole buffer to be transformed.
750 * Moreover geometry data in dx7 is quite simple, so drawStridedSlow isn't a big hit. A plus
751 * is that the vertex buffers fvf can be trusted in dx7. So only create non-converted vbos for
752 * dx7 apps.
753 * There is a IDirect3DVertexBuffer7::Optimize call after which the buffer can't be locked any
754 * more. In this call we can convert dx7 buffers too.
756 conv = ((FVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) || (FVF & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
757 if( GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) && Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) &&
758 (dxVersion > 7 || !conv) ) {
759 CreateVBO(object);
761 /* DX7 buffers can be locked directly into the VBO (no conversion, see above */
762 if(dxVersion == 7 && object->vbo) {
763 HeapFree(GetProcessHeap(), 0, object->resource.allocatedMemory);
764 object->resource.allocatedMemory = NULL;
768 return WINED3D_OK;
771 static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
772 WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
773 HANDLE *sharedHandle, IUnknown *parent) {
774 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
775 IWineD3DIndexBufferImpl *object;
776 TRACE("(%p) Creating index buffer\n", This);
778 /* Allocate the storage for the device */
779 D3DCREATERESOURCEOBJECTINSTANCE(object,IndexBuffer,WINED3DRTYPE_INDEXBUFFER, Length)
781 /*TODO: use VBO's */
782 if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
783 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,object->resource.size);
786 TRACE("(%p) : Len=%d, Use=%x, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
787 debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
788 *ppIndexBuffer = (IWineD3DIndexBuffer *) object;
790 return WINED3D_OK;
793 static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
795 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
796 IWineD3DStateBlockImpl *object;
797 int i, j;
798 HRESULT temp_result;
800 D3DCREATEOBJECTINSTANCE(object, StateBlock)
801 object->blockType = Type;
803 /* Special case - Used during initialization to produce a placeholder stateblock
804 so other functions called can update a state block */
805 if (Type == WINED3DSBT_INIT) {
806 /* Don't bother increasing the reference count otherwise a device will never
807 be freed due to circular dependencies */
808 return WINED3D_OK;
811 temp_result = allocate_shader_constants(object);
812 if (WINED3D_OK != temp_result)
813 return temp_result;
815 /* Otherwise, might as well set the whole state block to the appropriate values */
816 if (This->stateBlock != NULL)
817 stateblock_copy((IWineD3DStateBlock*) object, (IWineD3DStateBlock*) This->stateBlock);
818 else
819 memset(object->streamFreq, 1, sizeof(object->streamFreq));
821 /* Reset the ref and type after kludging it */
822 object->wineD3DDevice = This;
823 object->ref = 1;
824 object->blockType = Type;
826 TRACE("Updating changed flags appropriate for type %d\n", Type);
828 if (Type == WINED3DSBT_ALL) {
830 TRACE("ALL => Pretend everything has changed\n");
831 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, TRUE);
833 } else if (Type == WINED3DSBT_PIXELSTATE) {
835 TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
836 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
838 object->changed.pixelShader = TRUE;
840 /* Pixel Shader Constants */
841 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i)
842 object->changed.pixelShaderConstantsF[i] = TRUE;
843 for (i = 0; i < MAX_CONST_B; ++i)
844 object->changed.pixelShaderConstantsB[i] = TRUE;
845 for (i = 0; i < MAX_CONST_I; ++i)
846 object->changed.pixelShaderConstantsI[i] = TRUE;
848 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
849 object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
851 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
852 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
853 object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
856 for (j = 0 ; j < 16; j++) {
857 for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
859 object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
863 } else if (Type == WINED3DSBT_VERTEXSTATE) {
865 TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
866 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
868 object->changed.vertexShader = TRUE;
870 /* Vertex Shader Constants */
871 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i)
872 object->changed.vertexShaderConstantsF[i] = TRUE;
873 for (i = 0; i < MAX_CONST_B; ++i)
874 object->changed.vertexShaderConstantsB[i] = TRUE;
875 for (i = 0; i < MAX_CONST_I; ++i)
876 object->changed.vertexShaderConstantsI[i] = TRUE;
878 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
879 object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
881 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
882 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
883 object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
886 for (j = 0 ; j < 16; j++){
887 for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
888 object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
892 /* Duplicate light chain */
894 PLIGHTINFOEL *src = NULL;
895 PLIGHTINFOEL *dst = NULL;
896 PLIGHTINFOEL *newEl = NULL;
897 src = This->stateBlock->lights;
898 object->lights = NULL;
901 while (src) {
902 newEl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
903 if (newEl == NULL) return WINED3DERR_OUTOFVIDEOMEMORY;
904 memcpy(newEl, src, sizeof(PLIGHTINFOEL));
905 newEl->prev = dst;
906 newEl->changed = TRUE;
907 newEl->enabledChanged = TRUE;
908 if (dst == NULL) {
909 object->lights = newEl;
910 } else {
911 dst->next = newEl;
913 dst = newEl;
914 src = src->next;
919 } else {
920 FIXME("Unrecognized state block type %d\n", Type);
923 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
924 return WINED3D_OK;
928 /* ************************************
929 MSDN:
930 [in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
932 Discard
933 [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
935 If this flag is set, the contents of the depth stencil buffer will be invalid after calling either IDirect3DDevice9::Present or IDirect3DDevice9::SetDepthStencilSurface with a different depth surface.
937 ******************************** */
939 static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height, WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,WINED3DRESOURCETYPE Type, DWORD Usage, WINED3DPOOL Pool, WINED3DMULTISAMPLE_TYPE MultiSample ,DWORD MultisampleQuality, HANDLE* pSharedHandle, WINED3DSURFTYPE Impl, IUnknown *parent) {
940 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
941 IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
942 unsigned int pow2Width, pow2Height;
943 unsigned int Size = 1;
944 const PixelFormatDesc *tableEntry = getFormatDescEntry(Format);
945 TRACE("(%p) Create surface\n",This);
947 /** FIXME: Check ranges on the inputs are valid
948 * MSDN
949 * MultisampleQuality
950 * [in] Quality level. The valid range is between zero and one less than the level
951 * returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
952 * Passing a larger value returns the error WINED3DERR_INVALIDCALL. The MultisampleQuality
953 * values of paired render targets, depth stencil surfaces, and the MultiSample type
954 * must all match.
955 *******************************/
959 * TODO: Discard MSDN
960 * [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
962 * If this flag is set, the contents of the depth stencil buffer will be
963 * invalid after calling either IDirect3DDevice9::Present or * IDirect3DDevice9::SetDepthStencilSurface
964 * with a different depth surface.
966 *This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
967 ***************************/
969 if(MultisampleQuality < 0) {
970 FIXME("Invalid multisample level %d\n", MultisampleQuality);
971 return WINED3DERR_INVALIDCALL; /* TODO: Check that this is the case! */
974 if(MultisampleQuality > 0) {
975 FIXME("MultisampleQuality set to %d, substituting 0\n", MultisampleQuality);
976 MultisampleQuality=0;
979 /** FIXME: Check that the format is supported
980 * by the device.
981 *******************************/
983 /* Non-power2 support */
984 if (wined3d_settings.nonpower2_mode == NP2_NATIVE) {
985 pow2Width = Width;
986 pow2Height = Height;
987 } else {
988 /* Find the nearest pow2 match */
989 pow2Width = pow2Height = 1;
990 while (pow2Width < Width) pow2Width <<= 1;
991 while (pow2Height < Height) pow2Height <<= 1;
994 if (pow2Width > Width || pow2Height > Height) {
995 /** TODO: add support for non power two compressed textures (OpenGL 2 provices support for * non-power-two textures gratis) **/
996 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
997 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
998 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
999 This, Width, Height);
1000 return WINED3DERR_NOTAVAILABLE;
1004 /** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
1005 * it is based around 4x4 pixel blocks it requires padding, so allocate enough
1006 * space!
1007 *********************************/
1008 if (WINED3DFMT_UNKNOWN == Format) {
1009 Size = 0;
1010 } else if (Format == WINED3DFMT_DXT1) {
1011 /* DXT1 is half byte per pixel */
1012 Size = ((max(pow2Width,4) * tableEntry->bpp) * max(pow2Height,4)) >> 1;
1014 } else if (Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3 ||
1015 Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
1016 Size = ((max(pow2Width,4) * tableEntry->bpp) * max(pow2Height,4));
1017 } else {
1018 /* The pitch is a multiple of 4 bytes */
1019 Size = ((pow2Width * tableEntry->bpp) + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
1020 Size *= pow2Height;
1023 /** Create and initialise the surface resource **/
1024 D3DCREATERESOURCEOBJECTINSTANCE(object,Surface,WINED3DRTYPE_SURFACE, Size)
1025 /* "Standalone" surface */
1026 IWineD3DSurface_SetContainer((IWineD3DSurface *)object, NULL);
1028 object->currentDesc.Width = Width;
1029 object->currentDesc.Height = Height;
1030 object->currentDesc.MultiSampleType = MultiSample;
1031 object->currentDesc.MultiSampleQuality = MultisampleQuality;
1033 /* Setup some glformat defaults */
1034 object->glDescription.glFormat = tableEntry->glFormat;
1035 object->glDescription.glFormatInternal = tableEntry->glInternal;
1036 object->glDescription.glType = tableEntry->glType;
1038 object->glDescription.textureName = 0;
1039 object->glDescription.level = Level;
1040 object->glDescription.target = GL_TEXTURE_2D;
1042 /* Internal data */
1043 object->pow2Width = pow2Width;
1044 object->pow2Height = pow2Height;
1046 /* Flags */
1047 object->Flags = 0; /* We start without flags set */
1048 object->Flags |= (pow2Width != Width || pow2Height != Height) ? SFLAG_NONPOW2 : 0;
1049 object->Flags |= Discard ? SFLAG_DISCARD : 0;
1050 object->Flags |= (WINED3DFMT_D16_LOCKABLE == Format) ? SFLAG_LOCKABLE : 0;
1051 object->Flags |= Lockable ? SFLAG_LOCKABLE : 0;
1054 if (WINED3DFMT_UNKNOWN != Format) {
1055 object->bytesPerPixel = tableEntry->bpp;
1056 object->pow2Size = ((pow2Width * object->bytesPerPixel) + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
1057 object->pow2Size *= pow2Height;
1058 } else {
1059 object->bytesPerPixel = 0;
1060 object->pow2Size = 0;
1063 /** TODO: change this into a texture transform matrix so that it's processed in hardware **/
1065 TRACE("Pool %d %d %d %d\n",Pool, WINED3DPOOL_DEFAULT, WINED3DPOOL_MANAGED, WINED3DPOOL_SYSTEMMEM);
1067 /** Quick lockable sanity check TODO: remove this after surfaces, usage and lockability have been debugged properly
1068 * this function is too deep to need to care about things like this.
1069 * Levels need to be checked too, and possibly Type since they all affect what can be done.
1070 * ****************************************/
1071 switch(Pool) {
1072 case WINED3DPOOL_SCRATCH:
1073 if(!Lockable)
1074 FIXME("Create surface called with a pool of SCRATCH and a Lockable of FALSE \
1075 which are mutually exclusive, setting lockable to true\n");
1076 Lockable = TRUE;
1077 break;
1078 case WINED3DPOOL_SYSTEMMEM:
1079 if(!Lockable) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, \
1080 this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
1081 case WINED3DPOOL_MANAGED:
1082 if(Usage == WINED3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a \
1083 Usage of DYNAMIC which are mutually exclusive, not doing \
1084 anything just telling you.\n");
1085 break;
1086 case WINED3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
1087 if(!(Usage & WINED3DUSAGE_DYNAMIC) && !(Usage & WINED3DUSAGE_RENDERTARGET)
1088 && !(Usage && WINED3DUSAGE_DEPTHSTENCIL ) && Lockable)
1089 WARN("Creating a surface with a POOL of DEFAULT with Lockable true, that doesn't specify DYNAMIC usage.\n");
1090 break;
1091 default:
1092 FIXME("(%p) Unknown pool %d\n", This, Pool);
1093 break;
1096 if (Usage & WINED3DUSAGE_RENDERTARGET && Pool != WINED3DPOOL_DEFAULT) {
1097 FIXME("Trying to create a render target that isn't in the default pool\n");
1100 /* mark the texture as dirty so that it gets loaded first time around*/
1101 IWineD3DSurface_AddDirtyRect(*ppSurface, NULL);
1102 TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n",
1103 This, Width, Height, Format, debug_d3dformat(Format),
1104 (WINED3DFMT_D16_LOCKABLE == Format), *ppSurface, object->resource.allocatedMemory, object->resource.size);
1106 /* Store the DirectDraw primary surface. This is the first rendertarget surface created */
1107 if( (Usage & WINED3DUSAGE_RENDERTARGET) && (!This->ddraw_primary) )
1108 This->ddraw_primary = (IWineD3DSurface *) object;
1110 /* Look at the implementation and set the correct Vtable */
1111 switch(Impl) {
1112 case SURFACE_OPENGL:
1113 /* Nothing to do, it's set already */
1114 break;
1116 case SURFACE_GDI:
1117 object->lpVtbl = &IWineGDISurface_Vtbl;
1118 break;
1120 default:
1121 /* To be sure to catch this */
1122 ERR("Unknown requested surface implementation %d!\n", Impl);
1123 IWineD3DSurface_Release((IWineD3DSurface *) object);
1124 return WINED3DERR_INVALIDCALL;
1127 /* Call the private setup routine */
1128 return IWineD3DSurface_PrivateSetup( (IWineD3DSurface *) object );
1132 static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Width, UINT Height, UINT Levels,
1133 DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
1134 IWineD3DTexture** ppTexture, HANDLE* pSharedHandle, IUnknown *parent,
1135 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
1137 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1138 IWineD3DTextureImpl *object;
1139 unsigned int i;
1140 UINT tmpW;
1141 UINT tmpH;
1142 HRESULT hr;
1143 unsigned int pow2Width;
1144 unsigned int pow2Height;
1147 TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
1148 TRACE("Format %#x (%s), Pool %#x, ppTexture %p, pSharedHandle %p, parent %p\n",
1149 Format, debug_d3dformat(Format), Pool, ppTexture, pSharedHandle, parent);
1151 /* TODO: It should only be possible to create textures for formats
1152 that are reported as supported */
1153 if (WINED3DFMT_UNKNOWN >= Format) {
1154 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
1155 return WINED3DERR_INVALIDCALL;
1158 D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, WINED3DRTYPE_TEXTURE, 0);
1159 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1160 object->width = Width;
1161 object->height = Height;
1163 /** Non-power2 support **/
1164 if (wined3d_settings.nonpower2_mode == NP2_NATIVE) {
1165 pow2Width = Width;
1166 pow2Height = Height;
1167 } else {
1168 /* Find the nearest pow2 match */
1169 pow2Width = pow2Height = 1;
1170 while (pow2Width < Width) pow2Width <<= 1;
1171 while (pow2Height < Height) pow2Height <<= 1;
1174 /** FIXME: add support for real non-power-two if it's provided by the video card **/
1175 /* Precalculated scaling for 'faked' non power of two texture coords */
1176 object->pow2scalingFactorX = (((float)Width) / ((float)pow2Width));
1177 object->pow2scalingFactorY = (((float)Height) / ((float)pow2Height));
1178 TRACE(" xf(%f) yf(%f)\n", object->pow2scalingFactorX, object->pow2scalingFactorY);
1180 /* Calculate levels for mip mapping */
1181 if (Levels == 0) {
1182 TRACE("calculating levels %d\n", object->baseTexture.levels);
1183 object->baseTexture.levels++;
1184 tmpW = Width;
1185 tmpH = Height;
1186 while (tmpW > 1 || tmpH > 1) {
1187 tmpW = max(1, tmpW >> 1);
1188 tmpH = max(1, tmpH >> 1);
1189 object->baseTexture.levels++;
1191 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1194 /* Generate all the surfaces */
1195 tmpW = Width;
1196 tmpH = Height;
1197 for (i = 0; i < object->baseTexture.levels; i++)
1199 /* use the callback to create the texture surface */
1200 hr = D3DCB_CreateSurface(This->parent, tmpW, tmpH, Format, Usage, Pool, i, &object->surfaces[i],NULL);
1201 if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) {
1202 FIXME("Failed to create surface %p\n", object);
1203 /* clean up */
1204 object->surfaces[i] = NULL;
1205 IWineD3DTexture_Release((IWineD3DTexture *)object);
1207 *ppTexture = NULL;
1208 return hr;
1211 IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
1212 TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
1213 /* calculate the next mipmap level */
1214 tmpW = max(1, tmpW >> 1);
1215 tmpH = max(1, tmpH >> 1);
1218 TRACE("(%p) : Created texture %p\n", This, object);
1219 return WINED3D_OK;
1222 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
1223 UINT Width, UINT Height, UINT Depth,
1224 UINT Levels, DWORD Usage,
1225 WINED3DFORMAT Format, WINED3DPOOL Pool,
1226 IWineD3DVolumeTexture **ppVolumeTexture,
1227 HANDLE *pSharedHandle, IUnknown *parent,
1228 D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
1230 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1231 IWineD3DVolumeTextureImpl *object;
1232 unsigned int i;
1233 UINT tmpW;
1234 UINT tmpH;
1235 UINT tmpD;
1237 /* TODO: It should only be possible to create textures for formats
1238 that are reported as supported */
1239 if (WINED3DFMT_UNKNOWN >= Format) {
1240 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
1241 return WINED3DERR_INVALIDCALL;
1244 D3DCREATERESOURCEOBJECTINSTANCE(object, VolumeTexture, WINED3DRTYPE_VOLUMETEXTURE, 0);
1245 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1247 TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
1248 Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
1250 object->width = Width;
1251 object->height = Height;
1252 object->depth = Depth;
1254 /* Calculate levels for mip mapping */
1255 if (Levels == 0) {
1256 object->baseTexture.levels++;
1257 tmpW = Width;
1258 tmpH = Height;
1259 tmpD = Depth;
1260 while (tmpW > 1 || tmpH > 1 || tmpD > 1) {
1261 tmpW = max(1, tmpW >> 1);
1262 tmpH = max(1, tmpH >> 1);
1263 tmpD = max(1, tmpD >> 1);
1264 object->baseTexture.levels++;
1266 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1269 /* Generate all the surfaces */
1270 tmpW = Width;
1271 tmpH = Height;
1272 tmpD = Depth;
1274 for (i = 0; i < object->baseTexture.levels; i++)
1276 /* Create the volume */
1277 D3DCB_CreateVolume(This->parent, Width, Height, Depth, Format, Pool, Usage,
1278 (IWineD3DVolume **)&object->volumes[i], pSharedHandle);
1280 /* Set its container to this object */
1281 IWineD3DVolume_SetContainer(object->volumes[i], (IWineD3DBase *)object);
1283 /* calcualte the next mipmap level */
1284 tmpW = max(1, tmpW >> 1);
1285 tmpH = max(1, tmpH >> 1);
1286 tmpD = max(1, tmpD >> 1);
1289 *ppVolumeTexture = (IWineD3DVolumeTexture *) object;
1290 TRACE("(%p) : Created volume texture %p\n", This, object);
1291 return WINED3D_OK;
1294 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
1295 UINT Width, UINT Height, UINT Depth,
1296 DWORD Usage,
1297 WINED3DFORMAT Format, WINED3DPOOL Pool,
1298 IWineD3DVolume** ppVolume,
1299 HANDLE* pSharedHandle, IUnknown *parent) {
1301 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1302 IWineD3DVolumeImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1303 const PixelFormatDesc *formatDesc = getFormatDescEntry(Format);
1305 D3DCREATERESOURCEOBJECTINSTANCE(object, Volume, WINED3DRTYPE_VOLUME, ((Width * formatDesc->bpp) * Height * Depth))
1307 TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
1308 Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
1310 object->currentDesc.Width = Width;
1311 object->currentDesc.Height = Height;
1312 object->currentDesc.Depth = Depth;
1313 object->bytesPerPixel = formatDesc->bpp;
1315 /** Note: Volume textures cannot be dxtn, hence no need to check here **/
1316 object->lockable = TRUE;
1317 object->locked = FALSE;
1318 memset(&object->lockedBox, 0, sizeof(WINED3DBOX));
1319 object->dirty = TRUE;
1321 return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) object, NULL);
1324 static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
1325 UINT Levels, DWORD Usage,
1326 WINED3DFORMAT Format, WINED3DPOOL Pool,
1327 IWineD3DCubeTexture **ppCubeTexture,
1328 HANDLE *pSharedHandle, IUnknown *parent,
1329 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
1331 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1332 IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1333 unsigned int i, j;
1334 UINT tmpW;
1335 HRESULT hr;
1336 unsigned int pow2EdgeLength = EdgeLength;
1338 /* TODO: It should only be possible to create textures for formats
1339 that are reported as supported */
1340 if (WINED3DFMT_UNKNOWN >= Format) {
1341 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
1342 return WINED3DERR_INVALIDCALL;
1345 D3DCREATERESOURCEOBJECTINSTANCE(object, CubeTexture, WINED3DRTYPE_CUBETEXTURE, 0);
1346 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1348 TRACE("(%p) Create Cube Texture\n", This);
1350 /** Non-power2 support **/
1352 /* Find the nearest pow2 match */
1353 pow2EdgeLength = 1;
1354 while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
1356 object->edgeLength = EdgeLength;
1357 /* TODO: support for native non-power 2 */
1358 /* Precalculated scaling for 'faked' non power of two texture coords */
1359 object->pow2scalingFactor = ((float)EdgeLength) / ((float)pow2EdgeLength);
1361 /* Calculate levels for mip mapping */
1362 if (Levels == 0) {
1363 object->baseTexture.levels++;
1364 tmpW = EdgeLength;
1365 while (tmpW > 1) {
1366 tmpW = max(1, tmpW >> 1);
1367 object->baseTexture.levels++;
1369 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1372 /* Generate all the surfaces */
1373 tmpW = EdgeLength;
1374 for (i = 0; i < object->baseTexture.levels; i++) {
1376 /* Create the 6 faces */
1377 for (j = 0; j < 6; j++) {
1379 hr=D3DCB_CreateSurface(This->parent, tmpW, tmpW, Format, Usage, Pool,
1380 i /* Level */, &object->surfaces[j][i],pSharedHandle);
1382 if(hr!= WINED3D_OK) {
1383 /* clean up */
1384 int k;
1385 int l;
1386 for (l = 0; l < j; l++) {
1387 IWineD3DSurface_Release(object->surfaces[j][i]);
1389 for (k = 0; k < i; k++) {
1390 for (l = 0; l < 6; l++) {
1391 IWineD3DSurface_Release(object->surfaces[l][j]);
1395 FIXME("(%p) Failed to create surface\n",object);
1396 HeapFree(GetProcessHeap(),0,object);
1397 *ppCubeTexture = NULL;
1398 return hr;
1400 IWineD3DSurface_SetContainer(object->surfaces[j][i], (IWineD3DBase *)object);
1401 TRACE("Created surface level %d @ %p,\n", i, object->surfaces[j][i]);
1403 tmpW = max(1, tmpW >> 1);
1406 TRACE("(%p) : Created Cube Texture %p\n", This, object);
1407 *ppCubeTexture = (IWineD3DCubeTexture *) object;
1408 return WINED3D_OK;
1411 static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
1412 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1413 IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
1415 if (NULL == ppQuery) {
1416 /* Just a check to see if we support this type of query */
1417 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1418 switch(Type) {
1419 case WINED3DQUERYTYPE_OCCLUSION:
1420 TRACE("(%p) occlusion query\n", This);
1421 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
1422 hr = WINED3D_OK;
1423 else
1424 WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY/NV_OCCLUSION_QUERY\n");
1425 break;
1426 case WINED3DQUERYTYPE_VCACHE:
1427 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1428 case WINED3DQUERYTYPE_VERTEXSTATS:
1429 case WINED3DQUERYTYPE_EVENT:
1430 case WINED3DQUERYTYPE_TIMESTAMP:
1431 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1432 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1433 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1434 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1435 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1436 case WINED3DQUERYTYPE_PIXELTIMINGS:
1437 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1438 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1439 default:
1440 FIXME("(%p) Unhandled query type %d\n", This, Type);
1442 return hr;
1445 D3DCREATEOBJECTINSTANCE(object, Query)
1446 object->type = Type;
1447 /* allocated the 'extended' data based on the type of query requested */
1448 switch(Type){
1449 case WINED3DQUERYTYPE_OCCLUSION:
1450 if(GL_SUPPORT(ARB_OCCLUSION_QUERY)) {
1451 TRACE("(%p) Allocating data for an occlusion query\n", This);
1452 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryOcclusionData));
1453 GL_EXTCALL(glGenQueriesARB(1, &((WineQueryOcclusionData *)(object->extendedData))->queryId));
1454 break;
1456 case WINED3DQUERYTYPE_VCACHE:
1457 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1458 case WINED3DQUERYTYPE_VERTEXSTATS:
1459 case WINED3DQUERYTYPE_EVENT:
1460 case WINED3DQUERYTYPE_TIMESTAMP:
1461 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1462 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1463 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1464 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1465 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1466 case WINED3DQUERYTYPE_PIXELTIMINGS:
1467 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1468 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1469 default:
1470 object->extendedData = 0;
1471 FIXME("(%p) Unhandled query type %d\n",This , Type);
1473 TRACE("(%p) : Created Query %p\n", This, object);
1474 return WINED3D_OK;
1477 /* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
1478 static HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, IWineD3DSwapChain** ppSwapChain,
1479 IUnknown* parent,
1480 D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget,
1481 D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil) {
1482 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1484 HDC hDc;
1485 IWineD3DSwapChainImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1486 int num;
1487 XVisualInfo template;
1488 GLXContext oldContext;
1489 Drawable oldDrawable;
1490 HRESULT hr = WINED3D_OK;
1492 TRACE("(%p) : Created Aditional Swap Chain\n", This);
1494 /** FIXME: Test under windows to find out what the life cycle of a swap chain is,
1495 * does a device hold a reference to a swap chain giving them a lifetime of the device
1496 * or does the swap chain notify the device of its destruction.
1497 *******************************/
1499 /* Check the params */
1500 if(*pPresentationParameters->BackBufferCount > D3DPRESENT_BACK_BUFFER_MAX) {
1501 ERR("App requested %d back buffers, this is not supported for now\n", *pPresentationParameters->BackBufferCount);
1502 return WINED3DERR_INVALIDCALL;
1503 } else if (*pPresentationParameters->BackBufferCount > 1) {
1504 FIXME("The app requests more than one back buffer, this can't be supported properly. Please configure the application to use double buffering(=1 back buffer) if possible\n");
1507 D3DCREATEOBJECTINSTANCE(object, SwapChain)
1509 /*********************
1510 * Lookup the window Handle and the relating X window handle
1511 ********************/
1513 /* Setup hwnd we are using, plus which display this equates to */
1514 object->win_handle = *(pPresentationParameters->hDeviceWindow);
1515 if (!object->win_handle) {
1516 object->win_handle = This->createParms.hFocusWindow;
1519 object->win_handle = GetAncestor(object->win_handle, GA_ROOT);
1520 if ( !( object->win = (Window)GetPropA(object->win_handle, "__wine_x11_whole_window") ) ) {
1521 ERR("Can't get drawable (window), HWND:%p doesn't have the property __wine_x11_whole_window\n", object->win_handle);
1522 return WINED3DERR_NOTAVAILABLE;
1524 hDc = GetDC(object->win_handle);
1525 object->display = get_display(hDc);
1526 ReleaseDC(object->win_handle, hDc);
1527 TRACE("Using a display of %p %p\n", object->display, hDc);
1529 if (NULL == object->display || NULL == hDc) {
1530 WARN("Failed to get a display and HDc for Window %p\n", object->win_handle);
1531 return WINED3DERR_NOTAVAILABLE;
1534 if (object->win == 0) {
1535 WARN("Failed to get a valid XVisuial ID for the window %p\n", object->win_handle);
1536 return WINED3DERR_NOTAVAILABLE;
1539 * Create an opengl context for the display visual
1540 * NOTE: the visual is chosen as the window is created and the glcontext cannot
1541 * use different properties after that point in time. FIXME: How to handle when requested format
1542 * doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
1543 * it chooses is identical to the one already being used!
1544 **********************************/
1546 /** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
1547 ENTER_GL();
1549 /* Create a new context for this swapchain */
1550 template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
1551 /* TODO: change this to find a similar visual, but one with a stencil/zbuffer buffer that matches the request
1552 (or the best possible if none is requested) */
1553 TRACE("Found x visual ID : %ld\n", template.visualid);
1555 object->visInfo = XGetVisualInfo(object->display, VisualIDMask, &template, &num);
1556 if (NULL == object->visInfo) {
1557 ERR("cannot really get XVisual\n");
1558 LEAVE_GL();
1559 return WINED3DERR_NOTAVAILABLE;
1560 } else {
1561 int n, value;
1562 /* Write out some debug info about the visual/s */
1563 TRACE("Using x visual ID : %ld\n", template.visualid);
1564 TRACE(" visual info: %p\n", object->visInfo);
1565 TRACE(" num items : %d\n", num);
1566 for (n = 0;n < num; n++) {
1567 TRACE("=====item=====: %d\n", n + 1);
1568 TRACE(" visualid : %ld\n", object->visInfo[n].visualid);
1569 TRACE(" screen : %d\n", object->visInfo[n].screen);
1570 TRACE(" depth : %u\n", object->visInfo[n].depth);
1571 TRACE(" class : %d\n", object->visInfo[n].class);
1572 TRACE(" red_mask : %ld\n", object->visInfo[n].red_mask);
1573 TRACE(" green_mask : %ld\n", object->visInfo[n].green_mask);
1574 TRACE(" blue_mask : %ld\n", object->visInfo[n].blue_mask);
1575 TRACE(" colormap_size : %d\n", object->visInfo[n].colormap_size);
1576 TRACE(" bits_per_rgb : %d\n", object->visInfo[n].bits_per_rgb);
1577 /* log some extra glx info */
1578 glXGetConfig(object->display, object->visInfo, GLX_AUX_BUFFERS, &value);
1579 TRACE(" gl_aux_buffers : %d\n", value);
1580 glXGetConfig(object->display, object->visInfo, GLX_BUFFER_SIZE ,&value);
1581 TRACE(" gl_buffer_size : %d\n", value);
1582 glXGetConfig(object->display, object->visInfo, GLX_RED_SIZE, &value);
1583 TRACE(" gl_red_size : %d\n", value);
1584 glXGetConfig(object->display, object->visInfo, GLX_GREEN_SIZE, &value);
1585 TRACE(" gl_green_size : %d\n", value);
1586 glXGetConfig(object->display, object->visInfo, GLX_BLUE_SIZE, &value);
1587 TRACE(" gl_blue_size : %d\n", value);
1588 glXGetConfig(object->display, object->visInfo, GLX_ALPHA_SIZE, &value);
1589 TRACE(" gl_alpha_size : %d\n", value);
1590 glXGetConfig(object->display, object->visInfo, GLX_DEPTH_SIZE ,&value);
1591 TRACE(" gl_depth_size : %d\n", value);
1592 glXGetConfig(object->display, object->visInfo, GLX_STENCIL_SIZE, &value);
1593 TRACE(" gl_stencil_size : %d\n", value);
1595 /* Now choose a similar visual ID*/
1597 #ifdef USE_CONTEXT_MANAGER
1599 /** TODO: use a context mamager **/
1600 #endif
1603 IWineD3DSwapChain *implSwapChain;
1604 if (WINED3D_OK != IWineD3DDevice_GetSwapChain(iface, 0, &implSwapChain)) {
1605 /* The first time around we create the context that is shared with all other swapchains and render targets */
1606 object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
1607 TRACE("Creating implicit context for vis %p, hwnd %p\n", object->display, object->visInfo);
1608 } else {
1610 TRACE("Creating context for vis %p, hwnd %p\n", object->display, object->visInfo);
1611 /* TODO: don't use Impl structures outside of create functions! (a context manager will replace the ->glCtx) */
1612 /* and create a new context with the implicit swapchains context as the shared context */
1613 object->glCtx = glXCreateContext(object->display, object->visInfo, ((IWineD3DSwapChainImpl *)implSwapChain)->glCtx, GL_TRUE);
1614 IWineD3DSwapChain_Release(implSwapChain);
1618 /* Cleanup */
1619 XFree(object->visInfo);
1620 object->visInfo = NULL;
1622 LEAVE_GL();
1624 if (!object->glCtx) {
1625 ERR("Failed to create GLX context\n");
1626 return WINED3DERR_NOTAVAILABLE;
1627 } else {
1628 TRACE("Context created (HWND=%p, glContext=%p, Window=%ld, VisInfo=%p)\n",
1629 object->win_handle, object->glCtx, object->win, object->visInfo);
1632 /*********************
1633 * Windowed / Fullscreen
1634 *******************/
1637 * TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
1638 * so we should really check to see if there is a fullscreen swapchain already
1639 * I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
1640 **************************************/
1642 if (!*(pPresentationParameters->Windowed)) {
1644 DEVMODEW devmode;
1645 HDC hdc;
1646 int bpp = 0;
1648 /* Get info on the current display setup */
1649 hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
1650 bpp = GetDeviceCaps(hdc, BITSPIXEL);
1651 DeleteDC(hdc);
1653 /* Change the display settings */
1654 memset(&devmode, 0, sizeof(DEVMODEW));
1655 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1656 devmode.dmBitsPerPel = (bpp >= 24) ? 32 : bpp; /* Stupid XVidMode cannot change bpp */
1657 devmode.dmPelsWidth = *(pPresentationParameters->BackBufferWidth);
1658 devmode.dmPelsHeight = *(pPresentationParameters->BackBufferHeight);
1659 MultiByteToWideChar(CP_ACP, 0, "Gamers CG", -1, devmode.dmDeviceName, CCHDEVICENAME);
1660 ChangeDisplaySettingsExW(devmode.dmDeviceName, &devmode, object->win_handle, CDS_FULLSCREEN, NULL);
1662 /* Make popup window */
1663 SetWindowLongA(object->win_handle, GWL_STYLE, WS_POPUP);
1664 SetWindowPos(object->win_handle, HWND_TOP, 0, 0,
1665 *(pPresentationParameters->BackBufferWidth),
1666 *(pPresentationParameters->BackBufferHeight), SWP_SHOWWINDOW | SWP_FRAMECHANGED);
1668 /* For GetDisplayMode */
1669 This->ddraw_width = devmode.dmPelsWidth;
1670 This->ddraw_height = devmode.dmPelsHeight;
1671 This->ddraw_format = *(pPresentationParameters->BackBufferFormat);
1675 /** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
1676 * then the corresponding dimension of the client area of the hDeviceWindow
1677 * (or the focus window, if hDeviceWindow is NULL) is taken.
1678 **********************/
1680 if (*(pPresentationParameters->Windowed) &&
1681 ((*(pPresentationParameters->BackBufferWidth) == 0) ||
1682 (*(pPresentationParameters->BackBufferHeight) == 0))) {
1684 RECT Rect;
1685 GetClientRect(object->win_handle, &Rect);
1687 if (*(pPresentationParameters->BackBufferWidth) == 0) {
1688 *(pPresentationParameters->BackBufferWidth) = Rect.right;
1689 TRACE("Updating width to %d\n", *(pPresentationParameters->BackBufferWidth));
1691 if (*(pPresentationParameters->BackBufferHeight) == 0) {
1692 *(pPresentationParameters->BackBufferHeight) = Rect.bottom;
1693 TRACE("Updating height to %d\n", *(pPresentationParameters->BackBufferHeight));
1697 /*********************
1698 * finish off parameter initialization
1699 *******************/
1701 /* Put the correct figures in the presentation parameters */
1702 TRACE("Coppying accross presentaion paraneters\n");
1703 object->presentParms.BackBufferWidth = *(pPresentationParameters->BackBufferWidth);
1704 object->presentParms.BackBufferHeight = *(pPresentationParameters->BackBufferHeight);
1705 object->presentParms.BackBufferFormat = *(pPresentationParameters->BackBufferFormat);
1706 object->presentParms.BackBufferCount = *(pPresentationParameters->BackBufferCount);
1707 object->presentParms.MultiSampleType = *(pPresentationParameters->MultiSampleType);
1708 object->presentParms.MultiSampleQuality = NULL == pPresentationParameters->MultiSampleQuality ? 0 : *(pPresentationParameters->MultiSampleQuality);
1709 object->presentParms.SwapEffect = *(pPresentationParameters->SwapEffect);
1710 object->presentParms.hDeviceWindow = *(pPresentationParameters->hDeviceWindow);
1711 object->presentParms.Windowed = *(pPresentationParameters->Windowed);
1712 object->presentParms.EnableAutoDepthStencil = *(pPresentationParameters->EnableAutoDepthStencil);
1713 object->presentParms.AutoDepthStencilFormat = *(pPresentationParameters->AutoDepthStencilFormat);
1714 object->presentParms.Flags = *(pPresentationParameters->Flags);
1715 object->presentParms.FullScreen_RefreshRateInHz = *(pPresentationParameters->FullScreen_RefreshRateInHz);
1716 object->presentParms.PresentationInterval = *(pPresentationParameters->PresentationInterval);
1719 /*********************
1720 * Create the back, front and stencil buffers
1721 *******************/
1723 TRACE("calling rendertarget CB\n");
1724 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1725 object->presentParms.BackBufferWidth,
1726 object->presentParms.BackBufferHeight,
1727 object->presentParms.BackBufferFormat,
1728 object->presentParms.MultiSampleType,
1729 object->presentParms.MultiSampleQuality,
1730 TRUE /* Lockable */,
1731 &object->frontBuffer,
1732 NULL /* pShared (always null)*/);
1733 if (object->frontBuffer != NULL)
1734 IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
1736 if(object->presentParms.BackBufferCount > 0) {
1737 int i;
1739 object->backBuffer = HeapAlloc(GetProcessHeap(), 0, sizeof(IWineD3DSurface *) * object->presentParms.BackBufferCount);
1740 if(!object->backBuffer) {
1741 ERR("Out of memory\n");
1743 if (object->frontBuffer) {
1744 IUnknown *bufferParent;
1745 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1746 IUnknown_Release(bufferParent); /* once for the get parent */
1747 if (IUnknown_Release(bufferParent) > 0) {
1748 FIXME("(%p) Something's still holding the front buffer\n",This);
1751 HeapFree(GetProcessHeap(), 0, object);
1752 return E_OUTOFMEMORY;
1755 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1756 TRACE("calling rendertarget CB\n");
1757 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1758 object->presentParms.BackBufferWidth,
1759 object->presentParms.BackBufferHeight,
1760 object->presentParms.BackBufferFormat,
1761 object->presentParms.MultiSampleType,
1762 object->presentParms.MultiSampleQuality,
1763 TRUE /* Lockable */,
1764 &object->backBuffer[i],
1765 NULL /* pShared (always null)*/);
1766 if(hr == WINED3D_OK && object->backBuffer[i]) {
1767 IWineD3DSurface_SetContainer(object->backBuffer[i], (IWineD3DBase *)object);
1768 } else {
1769 break;
1772 } else {
1773 object->backBuffer = NULL;
1776 if (object->backBuffer != NULL) {
1777 ENTER_GL();
1778 glDrawBuffer(GL_BACK);
1779 checkGLcall("glDrawBuffer(GL_BACK)");
1780 LEAVE_GL();
1781 } else {
1782 /* Single buffering - draw to front buffer */
1783 ENTER_GL();
1784 glDrawBuffer(GL_FRONT);
1785 checkGLcall("glDrawBuffer(GL_FRONT)");
1786 LEAVE_GL();
1789 /* Under directX swapchains share the depth stencil, so only create one depth-stencil */
1790 if (*(pPresentationParameters->EnableAutoDepthStencil) && hr == WINED3D_OK) {
1791 TRACE("Creating depth stencil buffer\n");
1792 if (This->depthStencilBuffer == NULL ) {
1793 hr = D3DCB_CreateDepthStencil((IUnknown *) This->parent,
1794 object->presentParms.BackBufferWidth,
1795 object->presentParms.BackBufferHeight,
1796 object->presentParms.AutoDepthStencilFormat,
1797 object->presentParms.MultiSampleType,
1798 object->presentParms.MultiSampleQuality,
1799 FALSE /* FIXME: Discard */,
1800 &This->depthStencilBuffer,
1801 NULL /* pShared (always null)*/ );
1802 if (This->depthStencilBuffer != NULL)
1803 IWineD3DSurface_SetContainer(This->depthStencilBuffer, 0);
1806 /** TODO: A check on width, height and multisample types
1807 *(since the zbuffer must be at least as large as the render target and have the same multisample parameters)
1808 ****************************/
1809 object->wantsDepthStencilBuffer = TRUE;
1810 } else {
1811 object->wantsDepthStencilBuffer = FALSE;
1814 TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil %d\n",object->frontBuffer, object->backBuffer ? object->backBuffer[0] : NULL, object->wantsDepthStencilBuffer);
1817 /*********************
1818 * init the default renderTarget management
1819 *******************/
1820 object->drawable = object->win;
1821 object->render_ctx = object->glCtx;
1823 if (hr == WINED3D_OK) {
1824 /*********************
1825 * Setup some defaults and clear down the buffers
1826 *******************/
1827 ENTER_GL();
1828 /** save current context and drawable **/
1829 oldContext = glXGetCurrentContext();
1830 oldDrawable = glXGetCurrentDrawable();
1832 TRACE("Activating context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1833 if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
1834 ERR("Error in setting current context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1836 checkGLcall("glXMakeCurrent");
1838 TRACE("Setting up the screen\n");
1839 /* Clear the screen */
1840 glClearColor(1.0, 0.0, 0.0, 0.0);
1841 checkGLcall("glClearColor");
1842 glClearIndex(0);
1843 glClearDepth(1);
1844 glClearStencil(0xffff);
1846 checkGLcall("glClear");
1848 glColor3f(1.0, 1.0, 1.0);
1849 checkGLcall("glColor3f");
1851 glEnable(GL_LIGHTING);
1852 checkGLcall("glEnable");
1854 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1855 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1857 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1858 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1860 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1861 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1863 /* switch back to the original context (if there was one)*/
1864 if (This->swapchains) {
1865 /** TODO: restore the context and drawable **/
1866 glXMakeCurrent(object->display, oldDrawable, oldContext);
1869 /* Set the surface alignment. This never changes, so we are safe to set it once per context*/
1870 glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);
1871 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);");
1872 glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);
1873 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);");
1875 LEAVE_GL();
1877 TRACE("Set swapchain to %p\n", object);
1878 } else { /* something went wrong so clean up */
1879 IUnknown* bufferParent;
1880 if (object->frontBuffer) {
1882 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1883 IUnknown_Release(bufferParent); /* once for the get parent */
1884 if (IUnknown_Release(bufferParent) > 0) {
1885 FIXME("(%p) Something's still holding the front buffer\n",This);
1888 if (object->backBuffer) {
1889 int i;
1890 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1891 if(object->backBuffer[i]) {
1892 IWineD3DSurface_GetParent(object->backBuffer[i], &bufferParent);
1893 IUnknown_Release(bufferParent); /* once for the get parent */
1894 if (IUnknown_Release(bufferParent) > 0) {
1895 FIXME("(%p) Something's still holding the back buffer\n",This);
1899 HeapFree(GetProcessHeap(), 0, object->backBuffer);
1900 object->backBuffer = NULL;
1902 /* NOTE: don't clean up the depthstencil buffer because it belongs to the device */
1903 /* Clean up the context */
1904 /* check that we are the current context first (we shouldn't be though!) */
1905 if (object->glCtx != 0) {
1906 if(glXGetCurrentContext() == object->glCtx) {
1907 glXMakeCurrent(object->display, None, NULL);
1909 glXDestroyContext(object->display, object->glCtx);
1911 HeapFree(GetProcessHeap(), 0, object);
1915 return hr;
1918 /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
1919 static UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
1920 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1921 TRACE("(%p)\n", This);
1923 return This->NumberOfSwapChains;
1926 static HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
1927 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1928 TRACE("(%p) : swapchain %d\n", This, iSwapChain);
1930 if(iSwapChain < This->NumberOfSwapChains) {
1931 *pSwapChain = This->swapchains[iSwapChain];
1932 IWineD3DSwapChain_AddRef(*pSwapChain);
1933 TRACE("(%p) returning %p\n", This, *pSwapChain);
1934 return WINED3D_OK;
1935 } else {
1936 TRACE("Swapchain out of range\n");
1937 *pSwapChain = NULL;
1938 return WINED3DERR_INVALIDCALL;
1942 /*****
1943 * Vertex Declaration
1944 *****/
1945 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, CONST VOID* pDeclaration, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *parent) {
1946 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1947 IWineD3DVertexDeclarationImpl *object = NULL;
1948 HRESULT hr = WINED3D_OK;
1949 TRACE("(%p) : directXVersion=%u, pFunction=%p, ppDecl=%p\n", This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, pDeclaration, ppVertexDeclaration);
1950 D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
1951 object->allFVF = 0;
1953 hr = IWineD3DVertexDeclaration_SetDeclaration((IWineD3DVertexDeclaration *)object, (void *)pDeclaration);
1955 return hr;
1958 /* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
1959 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, CONST DWORD *pDeclaration, CONST DWORD *pFunction, IWineD3DVertexShader **ppVertexShader, IUnknown *parent) {
1960 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1961 IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
1962 HRESULT hr = WINED3D_OK;
1963 D3DCREATESHADEROBJECTINSTANCE(object, VertexShader)
1964 object->baseShader.shader_ins = IWineD3DVertexShaderImpl_shader_ins;
1966 TRACE("(%p) : Created Vertex shader %p\n", This, *ppVertexShader);
1968 /* If a vertex declaration has been passed, save it to the vertex shader, this affects d3d8 only. */
1969 /* Further it needs to be set before calling SetFunction as SetFunction needs the declaration. */
1970 if (pDeclaration != NULL) {
1971 IWineD3DVertexDeclaration *vertexDeclaration;
1972 hr = IWineD3DDevice_CreateVertexDeclaration(iface, pDeclaration, &vertexDeclaration ,NULL);
1973 if (WINED3D_OK == hr) {
1974 TRACE("(%p) : Setting vertex declaration to %p\n", This, vertexDeclaration);
1975 object->vertexDeclaration = vertexDeclaration;
1976 } else {
1977 FIXME("(%p) : Failed to set the declaration, returning WINED3DERR_INVALIDCALL\n", iface);
1978 IWineD3DVertexShader_Release(*ppVertexShader);
1979 return WINED3DERR_INVALIDCALL;
1983 hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction);
1985 if (WINED3D_OK != hr) {
1986 FIXME("(%p) : Failed to set the function, returning WINED3DERR_INVALIDCALL\n", iface);
1987 IWineD3DVertexShader_Release(*ppVertexShader);
1988 return WINED3DERR_INVALIDCALL;
1991 #if 0 /* TODO: In D3D* SVP is atatched to the shader, in D3D9 it's attached to the device and isn't stored in the stateblock. */
1992 if(Usage == WINED3DUSAGE_SOFTWAREVERTEXPROCESSING) {
1993 /* Foo */
1994 } else {
1995 /* Bar */
1998 #endif
2000 return WINED3D_OK;
2003 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface, CONST DWORD *pFunction, IWineD3DPixelShader **ppPixelShader, IUnknown *parent) {
2004 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2005 IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
2006 HRESULT hr = WINED3D_OK;
2008 D3DCREATESHADEROBJECTINSTANCE(object, PixelShader)
2009 object->baseShader.shader_ins = IWineD3DPixelShaderImpl_shader_ins;
2010 hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction);
2011 if (WINED3D_OK == hr) {
2012 TRACE("(%p) : Created Pixel shader %p\n", This, *ppPixelShader);
2013 } else {
2014 WARN("(%p) : Failed to create pixel shader\n", This);
2017 return hr;
2020 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags, PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent) {
2021 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2022 IWineD3DPaletteImpl *object;
2023 HRESULT hr;
2024 TRACE("(%p)->(%x, %p, %p, %p)\n", This, Flags, PalEnt, Palette, Parent);
2026 /* Create the new object */
2027 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DPaletteImpl));
2028 if(!object) {
2029 ERR("Out of memory when allocating memory for a IWineD3DPalette implementation\n");
2030 return E_OUTOFMEMORY;
2033 object->lpVtbl = &IWineD3DPalette_Vtbl;
2034 object->ref = 1;
2035 object->Flags = Flags;
2036 object->parent = Parent;
2037 object->wineD3DDevice = This;
2038 object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
2040 object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
2042 if(!object->hpal) {
2043 HeapFree( GetProcessHeap(), 0, object);
2044 return E_OUTOFMEMORY;
2047 hr = IWineD3DPalette_SetEntries((IWineD3DPalette *) object, 0, 0, IWineD3DPaletteImpl_Size(Flags), PalEnt);
2048 if(FAILED(hr)) {
2049 IWineD3DPalette_Release((IWineD3DPalette *) object);
2050 return hr;
2053 *Palette = (IWineD3DPalette *) object;
2055 return WINED3D_OK;
2058 static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, D3DCB_CREATEADDITIONALSWAPCHAIN D3DCB_CreateAdditionalSwapChain) {
2059 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2060 IWineD3DSwapChainImpl *swapchain;
2062 TRACE("(%p)->(%p,%p)\n", This, pPresentationParameters, D3DCB_CreateAdditionalSwapChain);
2063 if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
2065 /* TODO: Test if OpenGL is compiled in and loaded */
2067 /* Setup the implicit swapchain */
2068 TRACE("Creating implicit swapchain\n");
2069 if (D3D_OK != D3DCB_CreateAdditionalSwapChain((IUnknown *) This->parent, pPresentationParameters, (IWineD3DSwapChain **)&swapchain) || swapchain == NULL) {
2070 WARN("Failed to create implicit swapchain\n");
2071 return WINED3DERR_INVALIDCALL;
2074 This->NumberOfSwapChains = 1;
2075 This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
2076 if(!This->swapchains) {
2077 ERR("Out of memory!\n");
2078 IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
2079 return E_OUTOFMEMORY;
2081 This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
2083 if(swapchain->backBuffer && swapchain->backBuffer[0]) {
2084 TRACE("Setting rendertarget to %p\n", swapchain->backBuffer);
2085 This->renderTarget = swapchain->backBuffer[0];
2087 else {
2088 TRACE("Setting rendertarget to %p\n", swapchain->frontBuffer);
2089 This->renderTarget = swapchain->frontBuffer;
2091 IWineD3DSurface_AddRef(This->renderTarget);
2092 /* Depth Stencil support */
2093 This->stencilBufferTarget = This->depthStencilBuffer;
2094 if (NULL != This->stencilBufferTarget) {
2095 IWineD3DSurface_AddRef(This->stencilBufferTarget);
2098 /* Set up some starting GL setup */
2099 ENTER_GL();
2101 * Initialize openGL extension related variables
2102 * with Default values
2105 ((IWineD3DImpl *) This->wineD3D)->isGLInfoValid = IWineD3DImpl_FillGLCaps( This->wineD3D, swapchain->display);
2106 /* Setup all the devices defaults */
2107 IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
2108 #if 0
2109 IWineD3DImpl_CheckGraphicsMemory();
2110 #endif
2111 LEAVE_GL();
2113 /* Initialize our list of GLSL programs */
2114 list_init(&This->glsl_shader_progs);
2116 { /* Set a default viewport */
2117 WINED3DVIEWPORT vp;
2118 vp.X = 0;
2119 vp.Y = 0;
2120 vp.Width = *(pPresentationParameters->BackBufferWidth);
2121 vp.Height = *(pPresentationParameters->BackBufferHeight);
2122 vp.MinZ = 0.0f;
2123 vp.MaxZ = 1.0f;
2124 IWineD3DDevice_SetViewport((IWineD3DDevice *)This, &vp);
2127 /* Initialize the current view state */
2128 This->modelview_valid = 1;
2129 This->proj_valid = 0;
2130 This->view_ident = 1;
2131 This->last_was_rhw = 0;
2132 glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
2133 TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
2135 /* Clear the screen */
2136 IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL, WINED3DCLEAR_STENCIL|WINED3DCLEAR_ZBUFFER|WINED3DCLEAR_TARGET, 0x00, 1.0, 0);
2138 This->d3d_initialized = TRUE;
2139 return WINED3D_OK;
2142 static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface) {
2143 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2144 int sampler;
2145 IUnknown* stencilBufferParent;
2146 IUnknown* swapChainParent;
2147 uint i;
2148 TRACE("(%p)\n", This);
2150 if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
2152 /* Delete the mouse cursor texture */
2153 if(This->cursorTexture) {
2154 ENTER_GL();
2155 glDeleteTextures(1, &This->cursorTexture);
2156 LEAVE_GL();
2157 This->cursorTexture = 0;
2160 for(sampler = 0; sampler < GL_LIMITS(sampler_stages); ++sampler) {
2161 IWineD3DDevice_SetTexture(iface, sampler, NULL);
2164 /* Release the buffers (with sanity checks)*/
2165 TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
2166 if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
2167 if(This->depthStencilBuffer != This->stencilBufferTarget)
2168 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
2170 This->stencilBufferTarget = NULL;
2172 TRACE("Releasing the render target at %p\n", This->renderTarget);
2173 if(IWineD3DSurface_Release(This->renderTarget) >0){
2174 /* This check is a bit silly, itshould be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
2176 TRACE("Setting rendertarget to NULL\n");
2177 This->renderTarget = NULL;
2179 if (This->depthStencilBuffer) {
2180 IWineD3DSurface_GetParent(This->depthStencilBuffer, &stencilBufferParent);
2181 IUnknown_Release(stencilBufferParent); /* once for the get parent */
2182 if(IUnknown_Release(stencilBufferParent) >0){ /* the second time for when it was created */
2183 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
2185 This->depthStencilBuffer = NULL;
2188 for(i=0; i < This->NumberOfSwapChains; i++) {
2189 TRACE("Releasing the implicit swapchain %d\n", i);
2190 /* Swapchain 0 is special because it's created in startup with a hanging parent, so we have to release its parent now */
2191 IWineD3DSwapChain_GetParent(This->swapchains[i], &swapChainParent);
2192 IUnknown_Release(swapChainParent); /* once for the get parent */
2193 if (IUnknown_Release(swapChainParent) > 0) { /* the second time for when it was created */
2194 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
2198 HeapFree(GetProcessHeap(), 0, This->swapchains);
2199 This->swapchains = NULL;
2200 This->NumberOfSwapChains = 0;
2202 This->d3d_initialized = FALSE;
2203 return WINED3D_OK;
2206 static void WINAPI IWineD3DDeviceImpl_SetFullscreen(IWineD3DDevice *iface, BOOL fullscreen) {
2207 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2208 TRACE("(%p) Setting DDraw fullscreen mode to %s\n", This, fullscreen ? "true" : "false");
2210 /* DirectDraw apps can change between fullscreen and windowed mode after device creation with
2211 * IDirectDraw7::SetCooperativeLevel. The GDI surface implementation needs to know this.
2212 * DDraw doesn't necessarilly have a swapchain, so we have to store the fullscreen flag
2213 * seperately.
2215 This->ddraw_fullscreen = fullscreen;
2218 static HRESULT WINAPI IWineD3DDeviceImpl_EnumDisplayModes(IWineD3DDevice *iface, DWORD Flags, UINT Width, UINT Height, WINED3DFORMAT pixelformat, LPVOID context, D3DCB_ENUMDISPLAYMODESCALLBACK callback) {
2219 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2221 DEVMODEW DevModeW;
2222 int i;
2223 const PixelFormatDesc *formatDesc = getFormatDescEntry(pixelformat);
2225 TRACE("(%p)->(%x,%d,%d,%d,%p,%p)\n", This, Flags, Width, Height, pixelformat, context, callback);
2227 for (i = 0; EnumDisplaySettingsExW(NULL, i, &DevModeW, 0); i++) {
2228 /* Ignore some modes if a description was passed */
2229 if ( (Width > 0) && (Width != DevModeW.dmPelsWidth)) continue;
2230 if ( (Height > 0) && (Height != DevModeW.dmPelsHeight)) continue;
2231 if ( (pixelformat != WINED3DFMT_UNKNOWN) && ( formatDesc->bpp != DevModeW.dmBitsPerPel) ) continue;
2233 TRACE("Enumerating %dx%d@%s\n", DevModeW.dmPelsWidth, DevModeW.dmPelsHeight, debug_d3dformat(pixelformat_for_depth(DevModeW.dmBitsPerPel)));
2235 if (callback((IUnknown *) This, (UINT) DevModeW.dmPelsWidth, (UINT) DevModeW.dmPelsHeight, pixelformat_for_depth(DevModeW.dmBitsPerPel), 60.0, context) == DDENUMRET_CANCEL)
2236 return D3D_OK;
2239 return D3D_OK;
2242 static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
2243 DEVMODEW devmode;
2244 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2245 LONG ret;
2246 const PixelFormatDesc *formatDesc = getFormatDescEntry(pMode->Format);
2248 TRACE("(%p)->(%d,%p) Mode=%dx%dx@%d, %s\n", This, iSwapChain, pMode, pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2250 /* Resize the screen even without a window:
2251 * The app could have unset it with SetCooperativeLevel, but not called
2252 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
2253 * but we don't have any hwnd
2256 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
2257 devmode.dmBitsPerPel = formatDesc->bpp * 8;
2258 if(devmode.dmBitsPerPel == 24) devmode.dmBitsPerPel = 32;
2259 devmode.dmPelsWidth = pMode->Width;
2260 devmode.dmPelsHeight = pMode->Height;
2262 devmode.dmDisplayFrequency = pMode->RefreshRate;
2263 if (pMode->RefreshRate != 0) {
2264 devmode.dmFields |= DM_DISPLAYFREQUENCY;
2267 /* Only change the mode if necessary */
2268 if( (This->ddraw_width == pMode->Width) &&
2269 (This->ddraw_height == pMode->Height) &&
2270 (This->ddraw_format == pMode->Format) &&
2271 (pMode->RefreshRate == 0) ) {
2272 return D3D_OK;
2275 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
2276 if (ret != DISP_CHANGE_SUCCESSFUL) {
2277 if(devmode.dmDisplayFrequency != 0) {
2278 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
2279 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
2280 devmode.dmDisplayFrequency = 0;
2281 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
2283 if(ret != DISP_CHANGE_SUCCESSFUL) {
2284 return DDERR_INVALIDMODE;
2288 /* Store the new values */
2289 This->ddraw_width = pMode->Width;
2290 This->ddraw_height = pMode->Height;
2291 This->ddraw_format = pMode->Format;
2293 /* Only do this with a window of course */
2294 if(This->ddraw_window)
2295 MoveWindow(This->ddraw_window, 0, 0, pMode->Width, pMode->Height, TRUE);
2297 return WINED3D_OK;
2300 static HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
2301 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2302 *ppD3D= This->wineD3D;
2303 TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
2304 IWineD3D_AddRef(*ppD3D);
2305 return WINED3D_OK;
2308 static UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
2309 /** NOTE: There's a probably a hack-around for this one by putting as many pbuffers, VBO's (or whatever)
2310 * Into the video ram as possible and seeing how many fit
2311 * you can also get the correct initial value from nvidia and ATI's driver via X
2312 * texture memory is video memory + AGP memory
2313 *******************/
2314 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2315 static BOOL showfixmes = TRUE;
2316 if (showfixmes) {
2317 FIXME("(%p) : stub, simulating %dMB for now, returning %dMB left\n", This,
2318 (wined3d_settings.emulated_textureram/(1024*1024)),
2319 ((wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
2320 showfixmes = FALSE;
2322 TRACE("(%p) : simulating %dMB, returning %dMB left\n", This,
2323 (wined3d_settings.emulated_textureram/(1024*1024)),
2324 ((wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
2325 /* return simulated texture memory left */
2326 return (wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram);
2331 /*****
2332 * Get / Set FVF
2333 *****/
2334 static HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
2335 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2336 HRESULT hr = WINED3D_OK;
2338 /* Update the current state block */
2339 This->updateStateBlock->fvf = fvf;
2340 This->updateStateBlock->changed.fvf = TRUE;
2341 This->updateStateBlock->set.fvf = TRUE;
2343 TRACE("(%p) : FVF Shader FVF set to %x\n", This, fvf);
2344 return hr;
2348 static HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
2349 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2350 TRACE("(%p) : GetFVF returning %x\n", This, This->stateBlock->fvf);
2351 *pfvf = This->stateBlock->fvf;
2352 return WINED3D_OK;
2355 /*****
2356 * Get / Set Stream Source
2357 *****/
2358 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
2359 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2360 IWineD3DVertexBuffer *oldSrc;
2362 /**TODO: instance and index data, see
2363 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
2365 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/SetStreamSourceFreq.asp
2366 **************/
2368 /* D3d9 only, but shouldn't hurt d3d8 */
2369 UINT streamFlags;
2371 streamFlags = StreamNumber &(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
2372 if (streamFlags) {
2373 if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
2374 FIXME("stream index data not supported\n");
2376 if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
2377 FIXME("stream instance data not supported\n");
2381 StreamNumber&= ~(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
2383 if (StreamNumber >= MAX_STREAMS) {
2384 WARN("Stream out of range %d\n", StreamNumber);
2385 return WINED3DERR_INVALIDCALL;
2388 oldSrc = This->stateBlock->streamSource[StreamNumber];
2389 TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride);
2391 This->updateStateBlock->changed.streamSource[StreamNumber] = TRUE;
2392 This->updateStateBlock->set.streamSource[StreamNumber] = TRUE;
2393 This->updateStateBlock->streamStride[StreamNumber] = Stride;
2394 This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
2395 This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
2396 This->updateStateBlock->streamFlags[StreamNumber] = streamFlags;
2398 /* Handle recording of state blocks */
2399 if (This->isRecordingState) {
2400 TRACE("Recording... not performing anything\n");
2401 return WINED3D_OK;
2404 /* Same stream object: no action */
2405 if (oldSrc == pStreamData)
2406 return WINED3D_OK;
2408 /* Need to do a getParent and pass the reffs up */
2409 /* MSDN says ..... When an application no longer holds a references to this interface, the interface will automatically be freed.
2410 which suggests that we shouldn't be ref counting? and do need a _release on the stream source to reset the stream source
2411 so for now, just count internally */
2412 if (pStreamData != NULL) {
2413 IWineD3DVertexBufferImpl *vbImpl = (IWineD3DVertexBufferImpl *) pStreamData;
2414 if( (vbImpl->Flags & VBFLAG_STREAM) && vbImpl->stream != StreamNumber) {
2415 WARN("Assigning a Vertex Buffer to stream %d which is already assigned to stream %d\n", StreamNumber, vbImpl->stream);
2417 vbImpl->stream = StreamNumber;
2418 vbImpl->Flags |= VBFLAG_STREAM;
2419 IWineD3DVertexBuffer_AddRef(pStreamData);
2421 if (oldSrc != NULL) {
2422 ((IWineD3DVertexBufferImpl *) oldSrc)->Flags &= ~VBFLAG_STREAM;
2423 IWineD3DVertexBuffer_Release(oldSrc);
2426 return WINED3D_OK;
2429 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
2430 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2431 UINT streamFlags;
2433 TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber,
2434 This->stateBlock->streamSource[StreamNumber], This->stateBlock->streamStride[StreamNumber]);
2437 streamFlags = StreamNumber &(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
2438 if (streamFlags) {
2439 if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
2440 FIXME("stream index data not supported\n");
2442 if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
2443 FIXME("stream instance data not supported\n");
2447 StreamNumber&= ~(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
2449 if (StreamNumber >= MAX_STREAMS) {
2450 WARN("Stream out of range %d\n", StreamNumber);
2451 return WINED3DERR_INVALIDCALL;
2453 *pStream = This->stateBlock->streamSource[StreamNumber];
2454 *pStride = This->stateBlock->streamStride[StreamNumber];
2455 if (pOffset) {
2456 *pOffset = This->stateBlock->streamOffset[StreamNumber];
2459 if (*pStream == NULL) {
2460 FIXME("Attempting to get an empty stream %d, returning WINED3DERR_INVALIDCALL\n", StreamNumber);
2461 return WINED3DERR_INVALIDCALL;
2464 IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
2465 return WINED3D_OK;
2468 /*Should be quite easy, just an extension of vertexdata
2469 ref...
2470 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c_Summer_04/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
2472 The divider is a bit odd though
2474 VertexOffset = StartVertex / Divider * StreamStride +
2475 VertexIndex / Divider * StreamStride + StreamOffset
2478 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
2479 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2481 TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
2482 This->updateStateBlock->streamFlags[StreamNumber] = Divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA );
2484 This->updateStateBlock->changed.streamFreq[StreamNumber] = TRUE;
2485 This->updateStateBlock->set.streamFreq[StreamNumber] = TRUE;
2486 This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
2488 if (This->updateStateBlock->streamFlags[StreamNumber] || This->updateStateBlock->streamFreq[StreamNumber] != 1) {
2489 FIXME("Stream indexing not fully supported\n");
2492 return WINED3D_OK;
2495 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
2496 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2498 TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
2499 *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
2501 TRACE("(%p) : returning %d\n", This, *Divider);
2503 return WINED3D_OK;
2506 /*****
2507 * Get / Set & Multiply Transform
2508 *****/
2509 static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE d3dts, CONST WINED3DMATRIX* lpmatrix) {
2510 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2512 /* Most of this routine, comments included copied from ddraw tree initially: */
2513 TRACE("(%p) : Transform State=%s\n", This, debug_d3dtstype(d3dts));
2515 /* Handle recording of state blocks */
2516 if (This->isRecordingState) {
2517 TRACE("Recording... not performing anything\n");
2518 This->updateStateBlock->changed.transform[d3dts] = TRUE;
2519 This->updateStateBlock->set.transform[d3dts] = TRUE;
2520 memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(WINED3DMATRIX));
2521 return WINED3D_OK;
2525 * If the new matrix is the same as the current one,
2526 * we cut off any further processing. this seems to be a reasonable
2527 * optimization because as was noticed, some apps (warcraft3 for example)
2528 * tend towards setting the same matrix repeatedly for some reason.
2530 * From here on we assume that the new matrix is different, wherever it matters.
2532 if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(WINED3DMATRIX))) {
2533 TRACE("The app is setting the same matrix over again\n");
2534 return WINED3D_OK;
2535 } else {
2536 conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
2540 ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
2541 where ViewMat = Camera space, WorldMat = world space.
2543 In OpenGL, camera and world space is combined into GL_MODELVIEW
2544 matrix. The Projection matrix stay projection matrix.
2547 /* Capture the times we can just ignore the change for now */
2548 if (d3dts == WINED3DTS_WORLDMATRIX(0)) {
2549 This->modelview_valid = FALSE;
2550 return WINED3D_OK;
2552 } else if (d3dts == WINED3DTS_PROJECTION) {
2553 This->proj_valid = FALSE;
2554 return WINED3D_OK;
2556 } else if (d3dts >= WINED3DTS_WORLDMATRIX(1) && d3dts <= WINED3DTS_WORLDMATRIX(255)) {
2557 /* Indexed Vertex Blending Matrices 256 -> 511 */
2558 /* Use arb_vertex_blend or NV_VERTEX_WEIGHTING? */
2559 FIXME("WINED3DTS_WORLDMATRIX(1..255) not handled\n");
2560 return WINED3D_OK;
2563 /* Now we really are going to have to change a matrix */
2564 ENTER_GL();
2566 if (d3dts >= WINED3DTS_TEXTURE0 && d3dts <= WINED3DTS_TEXTURE7) { /* handle texture matrices */
2567 /* This is now set with the texture unit states, it may be a good idea to flag the change though! */
2568 } else if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrice */
2569 unsigned int k;
2571 /* If we are changing the View matrix, reset the light and clipping planes to the new view
2572 * NOTE: We have to reset the positions even if the light/plane is not currently
2573 * enabled, since the call to enable it will not reset the position.
2574 * NOTE2: Apparently texture transforms do NOT need reapplying
2577 PLIGHTINFOEL *lightChain = NULL;
2578 This->modelview_valid = FALSE;
2579 This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
2581 glMatrixMode(GL_MODELVIEW);
2582 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2583 glPushMatrix();
2584 glLoadMatrixf((float *)lpmatrix);
2585 checkGLcall("glLoadMatrixf(...)");
2587 /* Reset lights */
2588 lightChain = This->stateBlock->lights;
2589 while (lightChain && lightChain->glIndex != -1) {
2590 glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_POSITION, lightChain->lightPosn);
2591 checkGLcall("glLightfv posn");
2592 glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_SPOT_DIRECTION, lightChain->lightDirn);
2593 checkGLcall("glLightfv dirn");
2594 lightChain = lightChain->next;
2597 /* Reset Clipping Planes if clipping is enabled */
2598 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2599 glClipPlane(GL_CLIP_PLANE0 + k, This->stateBlock->clipplane[k]);
2600 checkGLcall("glClipPlane");
2602 glPopMatrix();
2604 } else { /* What was requested!?? */
2605 WARN("invalid matrix specified: %i\n", d3dts);
2608 /* Release lock, all done */
2609 LEAVE_GL();
2610 return WINED3D_OK;
2613 static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, WINED3DMATRIX* pMatrix) {
2614 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2615 TRACE("(%p) : for Transform State %s\n", This, debug_d3dtstype(State));
2616 memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(WINED3DMATRIX));
2617 return WINED3D_OK;
2620 static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) {
2621 WINED3DMATRIX *mat = NULL;
2622 WINED3DMATRIX temp;
2624 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
2625 * below means it will be recorded in a state block change, but it
2626 * works regardless where it is recorded.
2627 * If this is found to be wrong, change to StateBlock.
2629 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2630 TRACE("(%p) : For state %s\n", This, debug_d3dtstype(State));
2632 if (State < HIGHEST_TRANSFORMSTATE)
2634 mat = &This->updateStateBlock->transforms[State];
2635 } else {
2636 FIXME("Unhandled transform state!!\n");
2639 multiply_matrix(&temp, mat, (WINED3DMATRIX *) pMatrix);
2641 /* Apply change via set transform - will reapply to eg. lights this way */
2642 return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
2645 /*****
2646 * Get / Set Light
2647 *****/
2648 /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
2649 you can reference any indexes you want as long as that number max are enabled at any
2650 one point in time! Therefore since the indexes can be anything, we need a linked list of them.
2651 However, this causes stateblock problems. When capturing the state block, I duplicate the list,
2652 but when recording, just build a chain pretty much of commands to be replayed. */
2654 static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
2655 float rho;
2656 PLIGHTINFOEL *object, *temp;
2658 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2659 TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
2661 /* If recording state block, just add to end of lights chain */
2662 if (This->isRecordingState) {
2663 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2664 if (NULL == object) {
2665 return WINED3DERR_OUTOFVIDEOMEMORY;
2667 memcpy(&object->OriginalParms, pLight, sizeof(WINED3DLIGHT));
2668 object->OriginalIndex = Index;
2669 object->glIndex = -1;
2670 object->changed = TRUE;
2672 /* Add to the END of the chain of lights changes to be replayed */
2673 if (This->updateStateBlock->lights == NULL) {
2674 This->updateStateBlock->lights = object;
2675 } else {
2676 temp = This->updateStateBlock->lights;
2677 while (temp->next != NULL) temp=temp->next;
2678 temp->next = object;
2680 TRACE("Recording... not performing anything more\n");
2681 return WINED3D_OK;
2684 /* Ok, not recording any longer so do real work */
2685 object = This->stateBlock->lights;
2686 while (object != NULL && object->OriginalIndex != Index) object = object->next;
2688 /* If we didn't find it in the list of lights, time to add it */
2689 if (object == NULL) {
2690 PLIGHTINFOEL *insertAt,*prevPos;
2692 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2693 if (NULL == object) {
2694 return WINED3DERR_OUTOFVIDEOMEMORY;
2696 object->OriginalIndex = Index;
2697 object->glIndex = -1;
2699 /* Add it to the front of list with the idea that lights will be changed as needed
2700 BUT after any lights currently assigned GL indexes */
2701 insertAt = This->stateBlock->lights;
2702 prevPos = NULL;
2703 while (insertAt != NULL && insertAt->glIndex != -1) {
2704 prevPos = insertAt;
2705 insertAt = insertAt->next;
2708 if (insertAt == NULL && prevPos == NULL) { /* Start of list */
2709 This->stateBlock->lights = object;
2710 } else if (insertAt == NULL) { /* End of list */
2711 prevPos->next = object;
2712 object->prev = prevPos;
2713 } else { /* Middle of chain */
2714 if (prevPos == NULL) {
2715 This->stateBlock->lights = object;
2716 } else {
2717 prevPos->next = object;
2719 object->prev = prevPos;
2720 object->next = insertAt;
2721 insertAt->prev = object;
2725 /* Initialize the object */
2726 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
2727 pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
2728 pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
2729 pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
2730 TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
2731 pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
2732 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
2734 /* Save away the information */
2735 memcpy(&object->OriginalParms, pLight, sizeof(WINED3DLIGHT));
2737 switch (pLight->Type) {
2738 case WINED3DLIGHT_POINT:
2739 /* Position */
2740 object->lightPosn[0] = pLight->Position.x;
2741 object->lightPosn[1] = pLight->Position.y;
2742 object->lightPosn[2] = pLight->Position.z;
2743 object->lightPosn[3] = 1.0f;
2744 object->cutoff = 180.0f;
2745 /* FIXME: Range */
2746 break;
2748 case WINED3DLIGHT_DIRECTIONAL:
2749 /* Direction */
2750 object->lightPosn[0] = -pLight->Direction.x;
2751 object->lightPosn[1] = -pLight->Direction.y;
2752 object->lightPosn[2] = -pLight->Direction.z;
2753 object->lightPosn[3] = 0.0;
2754 object->exponent = 0.0f;
2755 object->cutoff = 180.0f;
2756 break;
2758 case WINED3DLIGHT_SPOT:
2759 /* Position */
2760 object->lightPosn[0] = pLight->Position.x;
2761 object->lightPosn[1] = pLight->Position.y;
2762 object->lightPosn[2] = pLight->Position.z;
2763 object->lightPosn[3] = 1.0;
2765 /* Direction */
2766 object->lightDirn[0] = pLight->Direction.x;
2767 object->lightDirn[1] = pLight->Direction.y;
2768 object->lightDirn[2] = pLight->Direction.z;
2769 object->lightDirn[3] = 1.0;
2772 * opengl-ish and d3d-ish spot lights use too different models for the
2773 * light "intensity" as a function of the angle towards the main light direction,
2774 * so we only can approximate very roughly.
2775 * however spot lights are rather rarely used in games (if ever used at all).
2776 * furthermore if still used, probably nobody pays attention to such details.
2778 if (pLight->Falloff == 0) {
2779 rho = 6.28f;
2780 } else {
2781 rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
2783 if (rho < 0.0001) rho = 0.0001f;
2784 object->exponent = -0.3/log(cos(rho/2));
2785 if (object->exponent > 128.0) {
2786 object->exponent = 128.0;
2788 object->cutoff = pLight->Phi*90/M_PI;
2790 /* FIXME: Range */
2791 break;
2793 default:
2794 FIXME("Unrecognized light type %d\n", pLight->Type);
2797 /* Update the live definitions if the light is currently assigned a glIndex */
2798 if (object->glIndex != -1) {
2799 setup_light(iface, object->glIndex, object);
2801 return WINED3D_OK;
2804 static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
2805 PLIGHTINFOEL *lightInfo = NULL;
2806 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2807 TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
2809 /* Locate the light in the live lights */
2810 lightInfo = This->stateBlock->lights;
2811 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2813 if (lightInfo == NULL) {
2814 TRACE("Light information requested but light not defined\n");
2815 return WINED3DERR_INVALIDCALL;
2818 memcpy(pLight, &lightInfo->OriginalParms, sizeof(WINED3DLIGHT));
2819 return WINED3D_OK;
2822 /*****
2823 * Get / Set Light Enable
2824 * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
2825 *****/
2826 static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
2827 PLIGHTINFOEL *lightInfo = NULL;
2828 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2829 TRACE("(%p) : Idx(%d), enable? %d\n", This, Index, Enable);
2831 /* Tests show true = 128...not clear why */
2833 Enable = Enable? 128: 0;
2835 /* If recording state block, just add to end of lights chain with changedEnable set to true */
2836 if (This->isRecordingState) {
2837 lightInfo = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2838 if (NULL == lightInfo) {
2839 return WINED3DERR_OUTOFVIDEOMEMORY;
2841 lightInfo->OriginalIndex = Index;
2842 lightInfo->glIndex = -1;
2843 lightInfo->enabledChanged = TRUE;
2844 lightInfo->lightEnabled = Enable;
2846 /* Add to the END of the chain of lights changes to be replayed */
2847 if (This->updateStateBlock->lights == NULL) {
2848 This->updateStateBlock->lights = lightInfo;
2849 } else {
2850 PLIGHTINFOEL *temp = This->updateStateBlock->lights;
2851 while (temp->next != NULL) temp=temp->next;
2852 temp->next = lightInfo;
2854 TRACE("Recording... not performing anything more\n");
2855 return WINED3D_OK;
2858 /* Not recording... So, locate the light in the live lights */
2859 lightInfo = This->stateBlock->lights;
2860 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2862 /* Special case - enabling an undefined light creates one with a strict set of parms! */
2863 if (lightInfo == NULL) {
2865 TRACE("Light enabled requested but light not defined, so defining one!\n");
2866 IWineD3DDeviceImpl_SetLight(iface, Index, &WINED3D_default_light);
2868 /* Search for it again! Should be fairly quick as near head of list */
2869 lightInfo = This->stateBlock->lights;
2870 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2871 if (lightInfo == NULL) {
2872 FIXME("Adding default lights has failed dismally\n");
2873 return WINED3DERR_INVALIDCALL;
2877 /* OK, we now have a light... */
2878 if (!Enable) {
2880 /* If we are disabling it, check it was enabled, and
2881 still only do something if it has assigned a glIndex (which it should have!) */
2882 if ((lightInfo->lightEnabled) && (lightInfo->glIndex != -1)) {
2883 TRACE("Disabling light set up at gl idx %d\n", lightInfo->glIndex);
2884 ENTER_GL();
2885 glDisable(GL_LIGHT0 + lightInfo->glIndex);
2886 checkGLcall("glDisable GL_LIGHT0+Index");
2887 LEAVE_GL();
2888 } else {
2889 TRACE("Nothing to do as light was not enabled\n");
2891 lightInfo->lightEnabled = Enable;
2892 } else {
2894 /* We are enabling it. If it is enabled, it's really simple */
2895 if (lightInfo->lightEnabled) {
2896 /* nop */
2897 TRACE("Nothing to do as light was enabled\n");
2899 /* If it already has a glIndex, it's still simple */
2900 } else if (lightInfo->glIndex != -1) {
2901 TRACE("Reusing light as already set up at gl idx %d\n", lightInfo->glIndex);
2902 lightInfo->lightEnabled = Enable;
2903 ENTER_GL();
2904 glEnable(GL_LIGHT0 + lightInfo->glIndex);
2905 checkGLcall("glEnable GL_LIGHT0+Index already setup");
2906 LEAVE_GL();
2908 /* Otherwise got to find space - lights are ordered gl indexes first */
2909 } else {
2910 PLIGHTINFOEL *bsf = NULL;
2911 PLIGHTINFOEL *pos = This->stateBlock->lights;
2912 PLIGHTINFOEL *prev = NULL;
2913 int Index= 0;
2914 int glIndex = -1;
2916 /* Try to minimize changes as much as possible */
2917 while (pos != NULL && pos->glIndex != -1 && Index < This->maxConcurrentLights) {
2919 /* Try to remember which index can be replaced if necessary */
2920 if (bsf==NULL && !pos->lightEnabled) {
2921 /* Found a light we can replace, save as best replacement */
2922 bsf = pos;
2925 /* Step to next space */
2926 prev = pos;
2927 pos = pos->next;
2928 Index ++;
2931 /* If we have too many active lights, fail the call */
2932 if ((Index == This->maxConcurrentLights) && (bsf == NULL)) {
2933 FIXME("Program requests too many concurrent lights\n");
2934 return WINED3DERR_INVALIDCALL;
2936 /* If we have allocated all lights, but not all are enabled,
2937 reuse one which is not enabled */
2938 } else if (Index == This->maxConcurrentLights) {
2939 /* use bsf - Simply swap the new light and the BSF one */
2940 PLIGHTINFOEL *bsfNext = bsf->next;
2941 PLIGHTINFOEL *bsfPrev = bsf->prev;
2943 /* Sort out ends */
2944 if (lightInfo->next != NULL) lightInfo->next->prev = bsf;
2945 if (bsf->prev != NULL) {
2946 bsf->prev->next = lightInfo;
2947 } else {
2948 This->stateBlock->lights = lightInfo;
2951 /* If not side by side, lots of chains to update */
2952 if (bsf->next != lightInfo) {
2953 lightInfo->prev->next = bsf;
2954 bsf->next->prev = lightInfo;
2955 bsf->next = lightInfo->next;
2956 bsf->prev = lightInfo->prev;
2957 lightInfo->next = bsfNext;
2958 lightInfo->prev = bsfPrev;
2960 } else {
2961 /* Simple swaps */
2962 bsf->prev = lightInfo;
2963 bsf->next = lightInfo->next;
2964 lightInfo->next = bsf;
2965 lightInfo->prev = bsfPrev;
2969 /* Update states */
2970 glIndex = bsf->glIndex;
2971 bsf->glIndex = -1;
2972 lightInfo->glIndex = glIndex;
2973 lightInfo->lightEnabled = Enable;
2975 /* Finally set up the light in gl itself */
2976 TRACE("Replacing light which was set up at gl idx %d\n", lightInfo->glIndex);
2977 ENTER_GL();
2978 setup_light(iface, glIndex, lightInfo);
2979 glEnable(GL_LIGHT0 + glIndex);
2980 checkGLcall("glEnable GL_LIGHT0 new setup");
2981 LEAVE_GL();
2983 /* If we reached the end of the allocated lights, with space in the
2984 gl lights, setup a new light */
2985 } else if (pos->glIndex == -1) {
2987 /* We reached the end of the allocated gl lights, so already
2988 know the index of the next one! */
2989 glIndex = Index;
2990 lightInfo->glIndex = glIndex;
2991 lightInfo->lightEnabled = Enable;
2993 /* In an ideal world, it's already in the right place */
2994 if (lightInfo->prev == NULL || lightInfo->prev->glIndex!=-1) {
2995 /* No need to move it */
2996 } else {
2997 /* Remove this light from the list */
2998 lightInfo->prev->next = lightInfo->next;
2999 if (lightInfo->next != NULL) {
3000 lightInfo->next->prev = lightInfo->prev;
3003 /* Add in at appropriate place (inbetween prev and pos) */
3004 lightInfo->prev = prev;
3005 lightInfo->next = pos;
3006 if (prev == NULL) {
3007 This->stateBlock->lights = lightInfo;
3008 } else {
3009 prev->next = lightInfo;
3011 if (pos != NULL) {
3012 pos->prev = lightInfo;
3016 /* Finally set up the light in gl itself */
3017 TRACE("Defining new light at gl idx %d\n", lightInfo->glIndex);
3018 ENTER_GL();
3019 setup_light(iface, glIndex, lightInfo);
3020 glEnable(GL_LIGHT0 + glIndex);
3021 checkGLcall("glEnable GL_LIGHT0 new setup");
3022 LEAVE_GL();
3027 return WINED3D_OK;
3030 static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
3032 PLIGHTINFOEL *lightInfo = NULL;
3033 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3034 TRACE("(%p) : for idx(%d)\n", This, Index);
3036 /* Locate the light in the live lights */
3037 lightInfo = This->stateBlock->lights;
3038 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
3040 if (lightInfo == NULL) {
3041 TRACE("Light enabled state requested but light not defined\n");
3042 return WINED3DERR_INVALIDCALL;
3044 *pEnable = lightInfo->lightEnabled;
3045 return WINED3D_OK;
3048 /*****
3049 * Get / Set Clip Planes
3050 *****/
3051 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
3052 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3053 TRACE("(%p) : for idx %d, %p\n", This, Index, pPlane);
3055 /* Validate Index */
3056 if (Index >= GL_LIMITS(clipplanes)) {
3057 TRACE("Application has requested clipplane this device doesn't support\n");
3058 return WINED3DERR_INVALIDCALL;
3061 This->updateStateBlock->changed.clipplane[Index] = TRUE;
3062 This->updateStateBlock->set.clipplane[Index] = TRUE;
3063 This->updateStateBlock->clipplane[Index][0] = pPlane[0];
3064 This->updateStateBlock->clipplane[Index][1] = pPlane[1];
3065 This->updateStateBlock->clipplane[Index][2] = pPlane[2];
3066 This->updateStateBlock->clipplane[Index][3] = pPlane[3];
3068 /* Handle recording of state blocks */
3069 if (This->isRecordingState) {
3070 TRACE("Recording... not performing anything\n");
3071 return WINED3D_OK;
3074 /* Apply it */
3076 ENTER_GL();
3078 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3079 glMatrixMode(GL_MODELVIEW);
3080 glPushMatrix();
3081 glLoadMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3083 TRACE("Clipplane [%f,%f,%f,%f]\n",
3084 This->updateStateBlock->clipplane[Index][0],
3085 This->updateStateBlock->clipplane[Index][1],
3086 This->updateStateBlock->clipplane[Index][2],
3087 This->updateStateBlock->clipplane[Index][3]);
3088 glClipPlane(GL_CLIP_PLANE0 + Index, This->updateStateBlock->clipplane[Index]);
3089 checkGLcall("glClipPlane");
3091 glPopMatrix();
3092 LEAVE_GL();
3094 return WINED3D_OK;
3097 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
3098 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3099 TRACE("(%p) : for idx %d\n", This, Index);
3101 /* Validate Index */
3102 if (Index >= GL_LIMITS(clipplanes)) {
3103 TRACE("Application has requested clipplane this device doesn't support\n");
3104 return WINED3DERR_INVALIDCALL;
3107 pPlane[0] = This->stateBlock->clipplane[Index][0];
3108 pPlane[1] = This->stateBlock->clipplane[Index][1];
3109 pPlane[2] = This->stateBlock->clipplane[Index][2];
3110 pPlane[3] = This->stateBlock->clipplane[Index][3];
3111 return WINED3D_OK;
3114 /*****
3115 * Get / Set Clip Plane Status
3116 * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
3117 *****/
3118 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
3119 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3120 FIXME("(%p) : stub\n", This);
3121 if (NULL == pClipStatus) {
3122 return WINED3DERR_INVALIDCALL;
3124 This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
3125 This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
3126 return WINED3D_OK;
3129 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
3130 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3131 FIXME("(%p) : stub\n", This);
3132 if (NULL == pClipStatus) {
3133 return WINED3DERR_INVALIDCALL;
3135 pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
3136 pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
3137 return WINED3D_OK;
3140 /*****
3141 * Get / Set Material
3142 *****/
3143 static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
3144 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3146 This->updateStateBlock->changed.material = TRUE;
3147 This->updateStateBlock->set.material = TRUE;
3148 memcpy(&This->updateStateBlock->material, pMaterial, sizeof(WINED3DMATERIAL));
3150 /* Handle recording of state blocks */
3151 if (This->isRecordingState) {
3152 TRACE("Recording... not performing anything\n");
3153 return WINED3D_OK;
3156 ENTER_GL();
3157 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
3158 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
3159 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
3160 pMaterial->Ambient.b, pMaterial->Ambient.a);
3161 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
3162 pMaterial->Specular.b, pMaterial->Specular.a);
3163 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
3164 pMaterial->Emissive.b, pMaterial->Emissive.a);
3165 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
3167 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &This->updateStateBlock->material.Ambient);
3168 checkGLcall("glMaterialfv(GL_AMBIENT)");
3169 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->updateStateBlock->material.Diffuse);
3170 checkGLcall("glMaterialfv(GL_DIFFUSE)");
3172 /* Only change material color if specular is enabled, otherwise it is set to black */
3173 if (This->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
3174 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
3175 checkGLcall("glMaterialfv(GL_SPECULAR");
3176 } else {
3177 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
3178 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
3179 checkGLcall("glMaterialfv(GL_SPECULAR");
3181 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->updateStateBlock->material.Emissive);
3182 checkGLcall("glMaterialfv(GL_EMISSION)");
3183 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->updateStateBlock->material.Power);
3184 checkGLcall("glMaterialf(GL_SHININESS");
3186 LEAVE_GL();
3187 return WINED3D_OK;
3190 static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
3191 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3192 memcpy(pMaterial, &This->updateStateBlock->material, sizeof (WINED3DMATERIAL));
3193 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
3194 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
3195 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
3196 pMaterial->Ambient.b, pMaterial->Ambient.a);
3197 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
3198 pMaterial->Specular.b, pMaterial->Specular.a);
3199 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
3200 pMaterial->Emissive.b, pMaterial->Emissive.a);
3201 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
3203 return WINED3D_OK;
3206 /*****
3207 * Get / Set Indices
3208 *****/
3209 static HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData,
3210 UINT BaseVertexIndex) {
3211 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3212 IWineD3DIndexBuffer *oldIdxs;
3214 TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex);
3215 oldIdxs = This->updateStateBlock->pIndexData;
3217 This->updateStateBlock->changed.indices = TRUE;
3218 This->updateStateBlock->set.indices = TRUE;
3219 This->updateStateBlock->pIndexData = pIndexData;
3220 This->updateStateBlock->baseVertexIndex = BaseVertexIndex;
3222 /* Handle recording of state blocks */
3223 if (This->isRecordingState) {
3224 TRACE("Recording... not performing anything\n");
3225 return WINED3D_OK;
3228 if (NULL != pIndexData) {
3229 IWineD3DIndexBuffer_AddRef(pIndexData);
3231 if (NULL != oldIdxs) {
3232 IWineD3DIndexBuffer_Release(oldIdxs);
3234 return WINED3D_OK;
3237 static HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData, UINT* pBaseVertexIndex) {
3238 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3240 *ppIndexData = This->stateBlock->pIndexData;
3242 /* up ref count on ppindexdata */
3243 if (*ppIndexData) {
3244 IWineD3DIndexBuffer_AddRef(*ppIndexData);
3245 *pBaseVertexIndex = This->stateBlock->baseVertexIndex;
3246 TRACE("(%p) index data set to %p + %u\n", This, ppIndexData, This->stateBlock->baseVertexIndex);
3247 }else{
3248 TRACE("(%p) No index data set\n", This);
3250 TRACE("Returning %p %d\n", *ppIndexData, *pBaseVertexIndex);
3252 return WINED3D_OK;
3255 /*****
3256 * Get / Set Viewports
3257 *****/
3258 static HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
3259 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3261 TRACE("(%p)\n", This);
3262 This->updateStateBlock->changed.viewport = TRUE;
3263 This->updateStateBlock->set.viewport = TRUE;
3264 memcpy(&This->updateStateBlock->viewport, pViewport, sizeof(WINED3DVIEWPORT));
3266 /* Handle recording of state blocks */
3267 if (This->isRecordingState) {
3268 TRACE("Recording... not performing anything\n");
3269 return WINED3D_OK;
3271 This->viewport_changed = TRUE;
3273 ENTER_GL();
3275 TRACE("(%p) : x=%d, y=%d, wid=%d, hei=%d, minz=%f, maxz=%f\n", This,
3276 pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
3278 glDepthRange(pViewport->MinZ, pViewport->MaxZ);
3279 checkGLcall("glDepthRange");
3280 /* Note: GL requires lower left, DirectX supplies upper left */
3281 /* TODO: replace usage of renderTarget with context management */
3282 glViewport(pViewport->X,
3283 (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - (pViewport->Y + pViewport->Height)),
3284 pViewport->Width, pViewport->Height);
3286 checkGLcall("glViewport");
3288 LEAVE_GL();
3290 return WINED3D_OK;
3294 static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
3295 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3296 TRACE("(%p)\n", This);
3297 memcpy(pViewport, &This->stateBlock->viewport, sizeof(WINED3DVIEWPORT));
3298 return WINED3D_OK;
3301 static void renderstate_stencil_twosided(
3302 IWineD3DDeviceImpl *This,
3303 GLint face,
3304 GLint func,
3305 GLint ref,
3306 GLuint mask,
3307 GLint stencilFail,
3308 GLint depthFail,
3309 GLint stencilPass ) {
3310 #if 0 /* Don't use OpenGL 2.0 calls for now */
3311 if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
3312 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
3313 checkGLcall("glStencilFuncSeparate(...)");
3314 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
3315 checkGLcall("glStencilOpSeparate(...)");
3317 else
3318 #endif
3319 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
3320 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
3321 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
3322 GL_EXTCALL(glActiveStencilFaceEXT(face));
3323 checkGLcall("glActiveStencilFaceEXT(...)");
3324 glStencilFunc(func, ref, mask);
3325 checkGLcall("glStencilFunc(...)");
3326 glStencilOp(stencilFail, depthFail, stencilPass);
3327 checkGLcall("glStencilOp(...)");
3328 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
3329 GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
3330 checkGLcall("glStencilFuncSeparateATI(...)");
3331 GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
3332 checkGLcall("glStencilOpSeparateATI(...)");
3333 } else {
3334 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
3338 static void renderstate_stencil(IWineD3DDeviceImpl *This, WINED3DRENDERSTATETYPE State, DWORD Value) {
3339 DWORD onesided_enable = FALSE;
3340 DWORD twosided_enable = FALSE;
3341 GLint func = GL_ALWAYS;
3342 GLint func_ccw = GL_ALWAYS;
3343 GLint ref = 0;
3344 GLuint mask = 0;
3345 GLint stencilFail = GL_KEEP;
3346 GLint depthFail = GL_KEEP;
3347 GLint stencilPass = GL_KEEP;
3348 GLint stencilFail_ccw = GL_KEEP;
3349 GLint depthFail_ccw = GL_KEEP;
3350 GLint stencilPass_ccw = GL_KEEP;
3352 if( This->stateBlock->set.renderState[WINED3DRS_STENCILENABLE] )
3353 onesided_enable = This->stateBlock->renderState[WINED3DRS_STENCILENABLE];
3354 if( This->stateBlock->set.renderState[WINED3DRS_TWOSIDEDSTENCILMODE] )
3355 twosided_enable = This->stateBlock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
3356 if( This->stateBlock->set.renderState[WINED3DRS_STENCILFUNC] )
3357 if( !( func = CompareFunc(This->stateBlock->renderState[WINED3DRS_STENCILFUNC]) ) )
3358 func = GL_ALWAYS;
3359 if( This->stateBlock->set.renderState[WINED3DRS_CCW_STENCILFUNC] )
3360 if( !( func_ccw = CompareFunc(This->stateBlock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
3361 func = GL_ALWAYS;
3362 if( This->stateBlock->set.renderState[WINED3DRS_STENCILREF] )
3363 ref = This->stateBlock->renderState[WINED3DRS_STENCILREF];
3364 if( This->stateBlock->set.renderState[WINED3DRS_STENCILMASK] )
3365 mask = This->stateBlock->renderState[WINED3DRS_STENCILMASK];
3366 if( This->stateBlock->set.renderState[WINED3DRS_STENCILFAIL] )
3367 stencilFail = StencilOp(This->stateBlock->renderState[WINED3DRS_STENCILFAIL]);
3368 if( This->stateBlock->set.renderState[WINED3DRS_STENCILZFAIL] )
3369 depthFail = StencilOp(This->stateBlock->renderState[WINED3DRS_STENCILZFAIL]);
3370 if( This->stateBlock->set.renderState[WINED3DRS_STENCILPASS] )
3371 stencilPass = StencilOp(This->stateBlock->renderState[WINED3DRS_STENCILPASS]);
3372 if( This->stateBlock->set.renderState[WINED3DRS_CCW_STENCILFAIL] )
3373 stencilFail_ccw = StencilOp(This->stateBlock->renderState[WINED3DRS_CCW_STENCILFAIL]);
3374 if( This->stateBlock->set.renderState[WINED3DRS_CCW_STENCILZFAIL] )
3375 depthFail_ccw = StencilOp(This->stateBlock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
3376 if( This->stateBlock->set.renderState[WINED3DRS_CCW_STENCILPASS] )
3377 stencilPass_ccw = StencilOp(This->stateBlock->renderState[WINED3DRS_CCW_STENCILPASS]);
3379 TRACE("(onesided %d, twosided %d, ref %x, mask %x, \
3380 GL_FRONT: func: %x, fail %x, zfail %x, zpass %x \
3381 GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
3382 onesided_enable, twosided_enable, ref, mask,
3383 func, stencilFail, depthFail, stencilPass,
3384 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
3386 if (twosided_enable) {
3387 renderstate_stencil_twosided(This, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
3388 renderstate_stencil_twosided(This, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
3389 } else {
3390 if (onesided_enable) {
3391 glEnable(GL_STENCIL_TEST);
3392 checkGLcall("glEnable GL_STENCIL_TEST");
3393 glStencilFunc(func, ref, mask);
3394 checkGLcall("glStencilFunc(...)");
3395 glStencilOp(stencilFail, depthFail, stencilPass);
3396 checkGLcall("glStencilOp(...)");
3397 } else {
3398 glDisable(GL_STENCIL_TEST);
3399 checkGLcall("glDisable GL_STENCIL_TEST");
3404 /*****
3405 * Get / Set Render States
3406 * TODO: Verify against dx9 definitions
3407 *****/
3408 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) {
3410 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3411 DWORD OldValue = This->stateBlock->renderState[State];
3413 /* Simple way of referring to either a DWORD or a 4 byte float */
3414 union {
3415 DWORD d;
3416 float f;
3417 } tmpvalue;
3419 TRACE("(%p)->state = %s(%d), value = %d\n", This, debug_d3drenderstate(State), State, Value);
3420 This->updateStateBlock->changed.renderState[State] = TRUE;
3421 This->updateStateBlock->set.renderState[State] = TRUE;
3422 This->updateStateBlock->renderState[State] = Value;
3424 /* Handle recording of state blocks */
3425 if (This->isRecordingState) {
3426 TRACE("Recording... not performing anything\n");
3427 return WINED3D_OK;
3430 ENTER_GL();
3432 switch (State) {
3433 case WINED3DRS_FILLMODE :
3434 switch ((WINED3DFILLMODE) Value) {
3435 case WINED3DFILL_POINT : glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); break;
3436 case WINED3DFILL_WIREFRAME : glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); break;
3437 case WINED3DFILL_SOLID : glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); break;
3438 default:
3439 FIXME("Unrecognized WINED3DRS_FILLMODE value %d\n", Value);
3441 checkGLcall("glPolygonMode (fillmode)");
3442 break;
3444 case WINED3DRS_LIGHTING :
3445 if (Value) {
3446 glEnable(GL_LIGHTING);
3447 checkGLcall("glEnable GL_LIGHTING");
3448 } else {
3449 glDisable(GL_LIGHTING);
3450 checkGLcall("glDisable GL_LIGHTING");
3452 break;
3454 case WINED3DRS_ZENABLE :
3455 switch ((WINED3DZBUFFERTYPE) Value) {
3456 case WINED3DZB_FALSE:
3457 glDisable(GL_DEPTH_TEST);
3458 checkGLcall("glDisable GL_DEPTH_TEST");
3459 break;
3460 case WINED3DZB_TRUE:
3461 glEnable(GL_DEPTH_TEST);
3462 checkGLcall("glEnable GL_DEPTH_TEST");
3463 break;
3464 case WINED3DZB_USEW:
3465 glEnable(GL_DEPTH_TEST);
3466 checkGLcall("glEnable GL_DEPTH_TEST");
3467 FIXME("W buffer is not well handled\n");
3468 break;
3469 default:
3470 FIXME("Unrecognized WINED3DZBUFFERTYPE value %d\n", Value);
3472 break;
3474 case WINED3DRS_CULLMODE :
3476 /* If we are culling "back faces with clockwise vertices" then
3477 set front faces to be counter clockwise and enable culling
3478 of back faces */
3479 switch ((WINED3DCULL) Value) {
3480 case WINED3DCULL_NONE:
3481 glDisable(GL_CULL_FACE);
3482 checkGLcall("glDisable GL_CULL_FACE");
3483 break;
3484 case WINED3DCULL_CW:
3485 glEnable(GL_CULL_FACE);
3486 checkGLcall("glEnable GL_CULL_FACE");
3487 if (This->renderUpsideDown) {
3488 glFrontFace(GL_CW);
3489 checkGLcall("glFrontFace GL_CW");
3490 } else {
3491 glFrontFace(GL_CCW);
3492 checkGLcall("glFrontFace GL_CCW");
3494 glCullFace(GL_BACK);
3495 break;
3496 case WINED3DCULL_CCW:
3497 glEnable(GL_CULL_FACE);
3498 checkGLcall("glEnable GL_CULL_FACE");
3499 if (This->renderUpsideDown) {
3500 glFrontFace(GL_CCW);
3501 checkGLcall("glFrontFace GL_CCW");
3502 } else {
3503 glFrontFace(GL_CW);
3504 checkGLcall("glFrontFace GL_CW");
3506 glCullFace(GL_BACK);
3507 break;
3508 default:
3509 FIXME("Unrecognized/Unhandled WINED3DCULL value %d\n", Value);
3511 break;
3513 case WINED3DRS_SHADEMODE :
3514 switch ((WINED3DSHADEMODE) Value) {
3515 case WINED3DSHADE_FLAT:
3516 glShadeModel(GL_FLAT);
3517 checkGLcall("glShadeModel");
3518 break;
3519 case WINED3DSHADE_GOURAUD:
3520 glShadeModel(GL_SMOOTH);
3521 checkGLcall("glShadeModel");
3522 break;
3523 case WINED3DSHADE_PHONG:
3524 FIXME("WINED3DSHADE_PHONG isn't supported\n");
3525 break;
3526 default:
3527 FIXME("Unrecognized/Unhandled WINED3DSHADEMODE value %d\n", Value);
3529 break;
3531 case WINED3DRS_DITHERENABLE :
3532 if (Value) {
3533 glEnable(GL_DITHER);
3534 checkGLcall("glEnable GL_DITHER");
3535 } else {
3536 glDisable(GL_DITHER);
3537 checkGLcall("glDisable GL_DITHER");
3539 break;
3541 case WINED3DRS_ZWRITEENABLE :
3542 if (Value) {
3543 glDepthMask(1);
3544 checkGLcall("glDepthMask");
3545 } else {
3546 glDepthMask(0);
3547 checkGLcall("glDepthMask");
3549 break;
3551 case WINED3DRS_ZFUNC :
3553 int glParm = CompareFunc(Value);
3555 if(glParm) {
3556 glDepthFunc(glParm);
3557 checkGLcall("glDepthFunc");
3560 break;
3562 case WINED3DRS_AMBIENT :
3564 float col[4];
3565 D3DCOLORTOGLFLOAT4(Value, col);
3566 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
3567 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
3568 checkGLcall("glLightModel for MODEL_AMBIENT");
3571 break;
3573 case WINED3DRS_ALPHABLENDENABLE :
3574 if (Value) {
3575 glEnable(GL_BLEND);
3576 checkGLcall("glEnable GL_BLEND");
3577 } else {
3578 glDisable(GL_BLEND);
3579 checkGLcall("glDisable GL_BLEND");
3581 break;
3583 case WINED3DRS_SRCBLEND :
3584 case WINED3DRS_DESTBLEND :
3586 int newVal = GL_ZERO;
3587 switch (Value) {
3588 case WINED3DBLEND_ZERO : newVal = GL_ZERO; break;
3589 case WINED3DBLEND_ONE : newVal = GL_ONE; break;
3590 case WINED3DBLEND_SRCCOLOR : newVal = GL_SRC_COLOR; break;
3591 case WINED3DBLEND_INVSRCCOLOR : newVal = GL_ONE_MINUS_SRC_COLOR; break;
3592 case WINED3DBLEND_SRCALPHA : newVal = GL_SRC_ALPHA; break;
3593 case WINED3DBLEND_INVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA; break;
3594 case WINED3DBLEND_DESTALPHA : newVal = GL_DST_ALPHA; break;
3595 case WINED3DBLEND_INVDESTALPHA : newVal = GL_ONE_MINUS_DST_ALPHA; break;
3596 case WINED3DBLEND_DESTCOLOR : newVal = GL_DST_COLOR; break;
3597 case WINED3DBLEND_INVDESTCOLOR : newVal = GL_ONE_MINUS_DST_COLOR; break;
3598 case WINED3DBLEND_SRCALPHASAT : newVal = GL_SRC_ALPHA_SATURATE; break;
3600 case WINED3DBLEND_BOTHSRCALPHA : newVal = GL_SRC_ALPHA;
3601 This->srcBlend = newVal;
3602 This->dstBlend = newVal;
3603 break;
3605 case WINED3DBLEND_BOTHINVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA;
3606 This->srcBlend = newVal;
3607 This->dstBlend = newVal;
3608 break;
3609 case WINED3DBLEND_BLENDFACTOR : newVal = GL_CONSTANT_COLOR; break;
3610 case WINED3DBLEND_INVBLENDFACTOR : newVal = GL_ONE_MINUS_CONSTANT_COLOR; break;
3611 default:
3612 FIXME("Unrecognized src/dest blend value %d (%d)\n", Value, State);
3615 if (State == WINED3DRS_SRCBLEND) This->srcBlend = newVal;
3616 if (State == WINED3DRS_DESTBLEND) This->dstBlend = newVal;
3617 TRACE("glBlendFunc src=%x, dst=%x\n", This->srcBlend, This->dstBlend);
3618 glBlendFunc(This->srcBlend, This->dstBlend);
3620 checkGLcall("glBlendFunc");
3622 break;
3624 case WINED3DRS_ALPHATESTENABLE :
3625 case WINED3DRS_ALPHAFUNC :
3626 case WINED3DRS_ALPHAREF :
3627 case WINED3DRS_COLORKEYENABLE :
3629 int glParm = 0;
3630 float ref;
3631 BOOL enable_ckey = FALSE;
3633 IWineD3DSurfaceImpl *surf;
3635 /* Find out if the texture on the first stage has a ckey set */
3636 if(This->stateBlock->textures[0]) {
3637 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)This->stateBlock->textures[0])->surfaces[0];
3638 if(surf->CKeyFlags & DDSD_CKSRCBLT) enable_ckey = TRUE;
3641 if (This->stateBlock->renderState[WINED3DRS_ALPHATESTENABLE] ||
3642 (This->stateBlock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
3643 glEnable(GL_ALPHA_TEST);
3644 checkGLcall("glEnable GL_ALPHA_TEST");
3645 } else {
3646 glDisable(GL_ALPHA_TEST);
3647 checkGLcall("glDisable GL_ALPHA_TEST");
3648 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
3649 * enable call
3651 break;
3654 if(This->stateBlock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
3655 glParm = GL_NOTEQUAL;
3656 ref = 0.0;
3657 } else {
3658 ref = ((float) This->stateBlock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
3659 glParm = CompareFunc(This->stateBlock->renderState[WINED3DRS_ALPHAFUNC]);
3661 if(glParm) {
3662 This->alphafunc = glParm;
3663 glAlphaFunc(glParm, ref);
3664 checkGLcall("glAlphaFunc");
3667 break;
3669 case WINED3DRS_CLIPPLANEENABLE :
3670 case WINED3DRS_CLIPPING :
3672 /* Ensure we only do the changed clip planes */
3673 DWORD enable = 0xFFFFFFFF;
3674 DWORD disable = 0x00000000;
3676 /* If enabling / disabling all */
3677 if (State == WINED3DRS_CLIPPING) {
3678 if (Value) {
3679 enable = This->stateBlock->renderState[WINED3DRS_CLIPPLANEENABLE];
3680 disable = 0x00;
3681 } else {
3682 disable = This->stateBlock->renderState[WINED3DRS_CLIPPLANEENABLE];
3683 enable = 0x00;
3685 } else {
3686 enable = Value & ~OldValue;
3687 disable = ~Value & OldValue;
3690 if (enable & WINED3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
3691 if (enable & WINED3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
3692 if (enable & WINED3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
3693 if (enable & WINED3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
3694 if (enable & WINED3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
3695 if (enable & WINED3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
3697 if (disable & WINED3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
3698 if (disable & WINED3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
3699 if (disable & WINED3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
3700 if (disable & WINED3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
3701 if (disable & WINED3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
3702 if (disable & WINED3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
3704 /** update clipping status */
3705 if (enable) {
3706 This->stateBlock->clip_status.ClipUnion = 0;
3707 This->stateBlock->clip_status.ClipIntersection = 0xFFFFFFFF;
3708 } else {
3709 This->stateBlock->clip_status.ClipUnion = 0;
3710 This->stateBlock->clip_status.ClipIntersection = 0;
3713 break;
3715 case WINED3DRS_BLENDOP :
3717 int glParm = GL_FUNC_ADD;
3719 switch ((WINED3DBLENDOP) Value) {
3720 case WINED3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
3721 case WINED3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
3722 case WINED3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
3723 case WINED3DBLENDOP_MIN : glParm = GL_MIN; break;
3724 case WINED3DBLENDOP_MAX : glParm = GL_MAX; break;
3725 default:
3726 FIXME("Unrecognized/Unhandled WINED3DBLENDOP value %d\n", Value);
3729 if(GL_SUPPORT(EXT_BLEND_MINMAX)) {
3730 TRACE("glBlendEquation(%x)\n", glParm);
3731 GL_EXTCALL(glBlendEquation(glParm));
3732 checkGLcall("glBlendEquation");
3733 } else {
3734 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
3737 break;
3739 case WINED3DRS_TEXTUREFACTOR :
3741 unsigned int i;
3743 /* Note the texture color applies to all textures whereas
3744 GL_TEXTURE_ENV_COLOR applies to active only */
3745 float col[4];
3746 D3DCOLORTOGLFLOAT4(Value, col);
3748 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3749 /* And now the default texture color as well */
3750 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
3751 /* Note the WINED3DRS value applies to all textures, but GL has one
3752 per texture, so apply it now ready to be used! */
3753 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3754 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
3755 checkGLcall("glActiveTextureARB");
3756 } else if (i>0) {
3757 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3760 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
3761 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
3765 break;
3767 case WINED3DRS_SPECULARENABLE :
3769 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
3770 and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
3771 specular color. This is wrong:
3772 Separate specular color means the specular colour is maintained separately, whereas
3773 single color means it is merged in. However in both cases they are being used to
3774 some extent.
3775 To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
3776 NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
3777 running 1.4 yet!
3780 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
3781 * Instead, we need to setup the FinalCombiner properly.
3783 * The default setup for the FinalCombiner is:
3785 * <variable> <input> <mapping> <usage>
3786 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
3787 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
3788 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
3789 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
3790 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
3791 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
3792 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
3794 * That's pretty much fine as it is, except for variable B, which needs to take
3795 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
3796 * whether WINED3DRS_SPECULARENABLE is enabled or not.
3799 if (Value) {
3800 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
3801 checkGLcall("glMaterialfv");
3802 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3803 glEnable(GL_COLOR_SUM_EXT);
3804 } else {
3805 TRACE("Specular colors cannot be enabled in this version of opengl\n");
3807 checkGLcall("glEnable(GL_COLOR_SUM)");
3809 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3810 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
3811 checkGLcall("glFinalCombinerInputNV()");
3813 } else {
3814 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
3816 /* for the case of enabled lighting: */
3817 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
3818 checkGLcall("glMaterialfv");
3820 /* for the case of disabled lighting: */
3821 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3822 glDisable(GL_COLOR_SUM_EXT);
3823 } else {
3824 TRACE("Specular colors cannot be disabled in this version of opengl\n");
3826 checkGLcall("glDisable(GL_COLOR_SUM)");
3828 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3829 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
3830 checkGLcall("glFinalCombinerInputNV()");
3834 break;
3836 case WINED3DRS_STENCILENABLE :
3837 case WINED3DRS_TWOSIDEDSTENCILMODE :
3838 case WINED3DRS_STENCILFUNC :
3839 case WINED3DRS_CCW_STENCILFUNC :
3840 case WINED3DRS_STENCILREF :
3841 case WINED3DRS_STENCILMASK :
3842 case WINED3DRS_STENCILFAIL :
3843 case WINED3DRS_STENCILZFAIL :
3844 case WINED3DRS_STENCILPASS :
3845 case WINED3DRS_CCW_STENCILFAIL :
3846 case WINED3DRS_CCW_STENCILZFAIL :
3847 case WINED3DRS_CCW_STENCILPASS :
3848 renderstate_stencil(This, State, Value);
3849 break;
3850 case WINED3DRS_STENCILWRITEMASK :
3852 glStencilMask(Value);
3853 TRACE("glStencilMask(%u)\n", Value);
3854 checkGLcall("glStencilMask");
3856 break;
3858 case WINED3DRS_FOGENABLE :
3860 if (Value) {
3861 glEnable(GL_FOG);
3862 checkGLcall("glEnable GL_FOG");
3863 } else {
3864 glDisable(GL_FOG);
3865 checkGLcall("glDisable GL_FOG");
3868 break;
3870 case WINED3DRS_RANGEFOGENABLE :
3872 if (Value) {
3873 TRACE("Enabled RANGEFOG\n");
3874 } else {
3875 TRACE("Disabled RANGEFOG\n");
3878 break;
3880 case WINED3DRS_FOGCOLOR :
3882 float col[4];
3883 D3DCOLORTOGLFLOAT4(Value, col);
3884 /* Set the default alpha blend color */
3885 glFogfv(GL_FOG_COLOR, &col[0]);
3886 checkGLcall("glFog GL_FOG_COLOR");
3888 break;
3890 case WINED3DRS_FOGTABLEMODE :
3891 case WINED3DRS_FOGVERTEXMODE :
3893 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes, the system will apply only pixel(=table) fog effects." */
3894 if(This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
3895 glHint(GL_FOG_HINT, GL_FASTEST);
3896 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
3897 switch (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE]) {
3898 /* Processed vertices have their fog factor stored in the specular value. Fall too the none case.
3899 * If we are drawing untransformed vertices atm, d3ddevice_set_ortho will update the fog
3901 case WINED3DFOG_EXP: {
3902 if(!This->last_was_rhw) {
3903 glFogi(GL_FOG_MODE, GL_EXP);
3904 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
3905 if(GL_SUPPORT(EXT_FOG_COORD)) {
3906 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
3907 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
3908 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
3909 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
3911 break;
3914 case WINED3DFOG_EXP2: {
3915 if(!This->last_was_rhw) {
3916 glFogi(GL_FOG_MODE, GL_EXP2);
3917 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
3918 if(GL_SUPPORT(EXT_FOG_COORD)) {
3919 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
3920 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
3921 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
3922 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
3924 break;
3927 case WINED3DFOG_LINEAR: {
3928 if(!This->last_was_rhw) {
3929 glFogi(GL_FOG_MODE, GL_LINEAR);
3930 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
3931 if(GL_SUPPORT(EXT_FOG_COORD)) {
3932 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
3933 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
3934 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
3935 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
3937 break;
3940 case WINED3DFOG_NONE: {
3941 /* Both are none? According to msdn the alpha channel of the specular
3942 * color contains a fog factor. Set it in drawStridedSlow.
3943 * Same happens with Vertexfog on transformed vertices
3945 if(GL_SUPPORT(EXT_FOG_COORD)) {
3946 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
3947 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
3948 glFogi(GL_FOG_MODE, GL_LINEAR);
3949 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
3950 glFogf(GL_FOG_START, (float) 0xff);
3951 checkGLcall("glFogfv GL_FOG_START");
3952 glFogf(GL_FOG_END, 0.0);
3953 checkGLcall("glFogfv GL_FOG_END");
3954 } else {
3955 /* Disable GL fog, handle this in software in drawStridedSlow */
3956 glDisable(GL_FOG);
3957 checkGLcall("glDisable(GL_FOG)");
3959 break;
3961 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE]);
3963 } else {
3964 glHint(GL_FOG_HINT, GL_NICEST);
3965 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
3966 switch (This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE]) {
3967 case WINED3DFOG_EXP:
3968 glFogi(GL_FOG_MODE, GL_EXP);
3969 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
3970 if(GL_SUPPORT(EXT_FOG_COORD)) {
3971 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
3972 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
3973 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
3974 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
3976 break;
3977 case WINED3DFOG_EXP2:
3978 glFogi(GL_FOG_MODE, GL_EXP2);
3979 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
3980 if(GL_SUPPORT(EXT_FOG_COORD)) {
3981 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
3982 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
3983 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
3984 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
3986 break;
3987 case WINED3DFOG_LINEAR:
3988 glFogi(GL_FOG_MODE, GL_LINEAR);
3989 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
3990 if(GL_SUPPORT(EXT_FOG_COORD)) {
3991 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
3992 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
3993 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
3994 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
3996 break;
3997 case WINED3DFOG_NONE:
3998 default: /* Won't happen */
3999 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE]);
4002 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
4003 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
4006 break;
4008 case WINED3DRS_FOGSTART :
4010 tmpvalue.d = Value;
4011 glFogfv(GL_FOG_START, &tmpvalue.f);
4012 checkGLcall("glFogf(GL_FOG_START, (float) Value)");
4013 TRACE("Fog Start == %f\n", tmpvalue.f);
4015 break;
4017 case WINED3DRS_FOGEND :
4019 tmpvalue.d = Value;
4020 glFogfv(GL_FOG_END, &tmpvalue.f);
4021 checkGLcall("glFogf(GL_FOG_END, (float) Value)");
4022 TRACE("Fog End == %f\n", tmpvalue.f);
4024 break;
4026 case WINED3DRS_FOGDENSITY :
4028 tmpvalue.d = Value;
4029 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
4030 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
4032 break;
4034 case WINED3DRS_VERTEXBLEND :
4036 This->updateStateBlock->vertex_blend = (WINED3DVERTEXBLENDFLAGS) Value;
4037 TRACE("Vertex Blending state to %d\n", Value);
4039 break;
4041 case WINED3DRS_TWEENFACTOR :
4043 tmpvalue.d = Value;
4044 This->updateStateBlock->tween_factor = tmpvalue.f;
4045 TRACE("Vertex Blending Tween Factor to %f\n", This->updateStateBlock->tween_factor);
4047 break;
4049 case WINED3DRS_INDEXEDVERTEXBLENDENABLE :
4051 TRACE("Indexed Vertex Blend Enable to %u\n", (BOOL) Value);
4053 break;
4055 case WINED3DRS_COLORVERTEX :
4056 case WINED3DRS_DIFFUSEMATERIALSOURCE :
4057 case WINED3DRS_SPECULARMATERIALSOURCE :
4058 case WINED3DRS_AMBIENTMATERIALSOURCE :
4059 case WINED3DRS_EMISSIVEMATERIALSOURCE :
4061 GLenum Parm = GL_AMBIENT_AND_DIFFUSE;
4063 if (This->stateBlock->renderState[WINED3DRS_COLORVERTEX]) {
4064 TRACE("diff %d, amb %d, emis %d, spec %d\n",
4065 This->stateBlock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
4066 This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
4067 This->stateBlock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
4068 This->stateBlock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
4070 if (This->stateBlock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
4071 if (This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
4072 Parm = GL_AMBIENT_AND_DIFFUSE;
4073 } else {
4074 Parm = GL_DIFFUSE;
4076 } else if (This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
4077 Parm = GL_AMBIENT;
4078 } else if (This->stateBlock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
4079 Parm = GL_EMISSION;
4080 } else if (This->stateBlock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
4081 Parm = GL_SPECULAR;
4082 } else {
4083 Parm = -1;
4086 if (Parm == -1) {
4087 if (This->tracking_color != DISABLED_TRACKING) This->tracking_color = NEEDS_DISABLE;
4088 } else {
4089 This->tracking_color = NEEDS_TRACKING;
4090 This->tracking_parm = Parm;
4093 } else {
4094 if (This->tracking_color != DISABLED_TRACKING) This->tracking_color = NEEDS_DISABLE;
4097 break;
4099 case WINED3DRS_LINEPATTERN :
4101 union {
4102 DWORD d;
4103 D3DLINEPATTERN lp;
4104 } tmppattern;
4105 tmppattern.d = Value;
4107 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
4109 if (tmppattern.lp.wRepeatFactor) {
4110 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
4111 checkGLcall("glLineStipple(repeat, linepattern)");
4112 glEnable(GL_LINE_STIPPLE);
4113 checkGLcall("glEnable(GL_LINE_STIPPLE);");
4114 } else {
4115 glDisable(GL_LINE_STIPPLE);
4116 checkGLcall("glDisable(GL_LINE_STIPPLE);");
4119 break;
4121 case WINED3DRS_ZBIAS : /* D3D8 only */
4123 if (Value) {
4124 tmpvalue.d = Value;
4125 TRACE("ZBias value %f\n", tmpvalue.f);
4126 glPolygonOffset(0, -tmpvalue.f);
4127 checkGLcall("glPolygonOffset(0, -Value)");
4128 glEnable(GL_POLYGON_OFFSET_FILL);
4129 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
4130 glEnable(GL_POLYGON_OFFSET_LINE);
4131 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
4132 glEnable(GL_POLYGON_OFFSET_POINT);
4133 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
4134 } else {
4135 glDisable(GL_POLYGON_OFFSET_FILL);
4136 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
4137 glDisable(GL_POLYGON_OFFSET_LINE);
4138 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
4139 glDisable(GL_POLYGON_OFFSET_POINT);
4140 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
4143 break;
4145 case WINED3DRS_NORMALIZENORMALS :
4146 if (Value) {
4147 glEnable(GL_NORMALIZE);
4148 checkGLcall("glEnable(GL_NORMALIZE);");
4149 } else {
4150 glDisable(GL_NORMALIZE);
4151 checkGLcall("glDisable(GL_NORMALIZE);");
4153 break;
4155 case WINED3DRS_POINTSIZE :
4156 /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
4157 tmpvalue.d = Value;
4158 TRACE("Set point size to %f\n", tmpvalue.f);
4159 glPointSize(tmpvalue.f);
4160 checkGLcall("glPointSize(...);");
4161 break;
4163 case WINED3DRS_POINTSIZE_MIN :
4164 if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
4165 tmpvalue.d = Value;
4166 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
4167 checkGLcall("glPointParameterfEXT(...);");
4168 } else {
4169 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl\n");
4171 break;
4173 case WINED3DRS_POINTSIZE_MAX :
4174 if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
4175 tmpvalue.d = Value;
4176 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
4177 checkGLcall("glPointParameterfEXT(...);");
4178 } else {
4179 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl\n");
4181 break;
4183 case WINED3DRS_POINTSCALE_A :
4184 case WINED3DRS_POINTSCALE_B :
4185 case WINED3DRS_POINTSCALE_C :
4186 case WINED3DRS_POINTSCALEENABLE :
4189 * POINTSCALEENABLE controls how point size value is treated. If set to
4190 * true, the point size is scaled with respect to height of viewport.
4191 * When set to false point size is in pixels.
4193 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
4196 /* Default values */
4197 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
4200 * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
4201 * This means that OpenGL will clamp really small point sizes to 1.0f.
4202 * To correct for this we need to multiply by the scale factor when sizes
4203 * are less than 1.0f. scale_factor = 1.0f / point_size.
4205 GLfloat pointSize = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSIZE]);
4206 if(pointSize > 0.0f) {
4207 GLfloat scaleFactor;
4209 if(pointSize < 1.0f) {
4210 scaleFactor = pointSize * pointSize;
4211 } else {
4212 scaleFactor = 1.0f;
4215 if(This->stateBlock->renderState[WINED3DRS_POINTSCALEENABLE]) {
4216 att[0] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_A]) /
4217 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
4218 att[1] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_B]) /
4219 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
4220 att[2] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_C]) /
4221 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
4225 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
4226 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
4227 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
4229 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
4230 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
4231 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
4232 } else {
4233 TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
4235 break;
4237 case WINED3DRS_COLORWRITEENABLE :
4239 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
4240 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
4241 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
4242 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
4243 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
4244 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
4245 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
4246 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
4247 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
4248 checkGLcall("glColorMask(...)");
4250 break;
4252 case WINED3DRS_LOCALVIEWER :
4254 GLint state = (Value) ? 1 : 0;
4255 TRACE("Local Viewer Enable to %ul\n", (BOOL) Value);
4256 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, state);
4258 break;
4260 case WINED3DRS_LASTPIXEL :
4262 if (Value) {
4263 TRACE("Last Pixel Drawing Enabled\n");
4264 } else {
4265 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
4268 break;
4270 case WINED3DRS_SOFTWAREVERTEXPROCESSING :
4272 if (Value) {
4273 TRACE("Software Processing Enabled\n");
4274 } else {
4275 TRACE("Software Processing Disabled\n");
4278 break;
4280 /** not supported */
4281 case WINED3DRS_ZVISIBLE :
4283 LEAVE_GL();
4284 return WINED3DERR_INVALIDCALL;
4286 case WINED3DRS_POINTSPRITEENABLE :
4288 /* TODO: NV_POINT_SPRITE */
4289 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
4290 TRACE("Point sprites not supported\n");
4291 break;
4295 * Point sprites are always enabled. Value controls texture coordinate
4296 * replacement mode. Must be set true for point sprites to use
4297 * textures.
4299 glEnable(GL_POINT_SPRITE_ARB);
4300 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
4302 if (Value) {
4303 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, TRUE);
4304 checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, TRUE)");
4305 } else {
4306 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, FALSE);
4307 checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, FALSE)");
4309 break;
4311 case WINED3DRS_EDGEANTIALIAS :
4313 if(Value) {
4314 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4315 glEnable(GL_BLEND);
4316 checkGLcall("glEnable(GL_BLEND)");
4317 glEnable(GL_LINE_SMOOTH);
4318 checkGLcall("glEnable(GL_LINE_SMOOTH)");
4319 } else {
4320 if(!This->stateBlock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
4321 glDisable(GL_BLEND);
4322 checkGLcall("glDisable(GL_BLEND)");
4324 glDisable(GL_LINE_SMOOTH);
4325 checkGLcall("glDisable(GL_LINE_SMOOTH)");
4327 break;
4329 case WINED3DRS_WRAP0 :
4330 case WINED3DRS_WRAP1 :
4331 case WINED3DRS_WRAP2 :
4332 case WINED3DRS_WRAP3 :
4333 case WINED3DRS_WRAP4 :
4334 case WINED3DRS_WRAP5 :
4335 case WINED3DRS_WRAP6 :
4336 case WINED3DRS_WRAP7 :
4337 case WINED3DRS_WRAP8 :
4338 case WINED3DRS_WRAP9 :
4339 case WINED3DRS_WRAP10 :
4340 case WINED3DRS_WRAP11 :
4341 case WINED3DRS_WRAP12 :
4342 case WINED3DRS_WRAP13 :
4343 case WINED3DRS_WRAP14 :
4344 case WINED3DRS_WRAP15 :
4346 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
4347 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
4348 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
4349 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
4350 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
4352 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
4355 if(Value) {
4356 ERR("(%p)->(%s,%d) Texture wraping not yet supported\n",This, debug_d3drenderstate(State), Value);
4358 break;
4361 case WINED3DRS_MULTISAMPLEANTIALIAS :
4363 if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
4364 if(Value) {
4365 glEnable(GL_MULTISAMPLE_ARB);
4366 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
4367 } else {
4368 glDisable(GL_MULTISAMPLE_ARB);
4369 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
4371 } else {
4372 if(Value) {
4373 ERR("Multisample antialiasing not supported by gl\n");
4376 break;
4379 case WINED3DRS_SCISSORTESTENABLE :
4381 if(Value) {
4382 glEnable(GL_SCISSOR_TEST);
4383 checkGLcall("glEnable(GL_SCISSOR_TEST)");
4384 } else {
4385 glDisable(GL_SCISSOR_TEST);
4386 checkGLcall("glDisable(GL_SCISSOR_TEST)");
4388 break;
4390 case WINED3DRS_SLOPESCALEDEPTHBIAS :
4392 if(Value) {
4393 tmpvalue.d = Value;
4394 glEnable(GL_POLYGON_OFFSET_FILL);
4395 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
4396 glPolygonOffset(tmpvalue.f, *((float*)&This->stateBlock->renderState[WINED3DRS_DEPTHBIAS]));
4397 checkGLcall("glPolygonOffset(...)");
4398 } else {
4399 glDisable(GL_POLYGON_OFFSET_FILL);
4400 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
4402 break;
4404 case WINED3DRS_ANTIALIASEDLINEENABLE :
4406 if(Value) {
4407 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4408 glEnable(GL_BLEND);
4409 checkGLcall("glEnable(GL_BLEND)");
4410 glEnable(GL_LINE_SMOOTH);
4411 checkGLcall("glEnable(GL_LINE_SMOOTH)");
4412 } else {
4413 glDisable(GL_BLEND);
4414 checkGLcall("glDisable(GL_BLEND)");
4415 glDisable(GL_LINE_SMOOTH);
4416 checkGLcall("glDisable(GL_LINE_SMOOTH)");
4418 break;
4420 case WINED3DRS_DEPTHBIAS :
4422 if(Value) {
4423 tmpvalue.d = Value;
4424 glEnable(GL_POLYGON_OFFSET_FILL);
4425 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
4426 glPolygonOffset(*((float*)&This->stateBlock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS]), tmpvalue.f);
4427 checkGLcall("glPolygonOffset(...)");
4428 } else {
4429 glDisable(GL_POLYGON_OFFSET_FILL);
4430 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
4432 break;
4435 case WINED3DRS_TEXTUREPERSPECTIVE :
4437 if (Value)
4438 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
4439 else
4440 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
4441 break;
4444 case WINED3DRS_STIPPLEDALPHA :
4446 if (Value)
4447 ERR(" Stippled Alpha not supported yet.\n");
4448 break;
4450 case WINED3DRS_ANTIALIAS :
4452 if (Value)
4453 ERR(" Antialias not supported yet.\n");
4454 break;
4457 case WINED3DRS_MULTISAMPLEMASK :
4459 if(0xFFFFFFFF != Value)
4460 ERR("(%p)->(%s,%d) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4461 break;
4464 case WINED3DRS_PATCHEDGESTYLE :
4466 if(D3DPATCHEDGE_DISCRETE != Value)
4467 ERR("(%p)->(%s,%d) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4468 break;
4471 case WINED3DRS_PATCHSEGMENTS :
4473 /* available in d3d8 but in d3d9 it was replaced by IDirect3DDevice9::SetNPatchMode */
4474 tmpvalue.f = 1.0f;
4475 if(tmpvalue.d != Value)
4476 ERR("(%p)->(%s,%d) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4477 break;
4480 case WINED3DRS_DEBUGMONITORTOKEN :
4482 /* Only useful for "debug builds". */
4483 if(0xbaadcafe != Value) {
4484 /* MSDN says the default is D3DDMT_ENABLE but our tests confirm 0xbaadcafe is the default. */
4485 /* MSDN says anything other than D3DDMT_ENABLE or DISABLE does not change the state,
4486 * but our tests disagree.
4487 * We do not claim to implement a debugging lib, so do not write an ERR
4489 WARN("(%p)->(%s,%d) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4491 break;
4494 case WINED3DRS_POSITIONDEGREE :
4496 if(WINED3DDEGREE_CUBIC != Value)
4497 ERR("(%p)->(%s,%d) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4498 break;
4501 case WINED3DRS_NORMALDEGREE :
4503 if(WINED3DDEGREE_LINEAR != Value)
4504 ERR("(%p)->(%s,%d) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4505 break;
4508 case WINED3DRS_MINTESSELLATIONLEVEL :
4509 case WINED3DRS_MAXTESSELLATIONLEVEL :
4510 case WINED3DRS_ADAPTIVETESS_X :
4511 case WINED3DRS_ADAPTIVETESS_Y :
4512 case WINED3DRS_ADAPTIVETESS_Z :
4513 case WINED3DRS_ADAPTIVETESS_W :
4515 if(This->stateBlock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
4516 FIXME("(%p)->(%s,%d) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4517 else
4518 TRACE("(%p)->(%s,%d): recording state but WINED3DRS_ENABLEADAPTIVETESSELLATION is not enabled\n", This, debug_d3drenderstate(State), Value);
4519 break;
4522 case WINED3DRS_ENABLEADAPTIVETESSELLATION:
4524 if(Value)
4525 ERR("(%p)->(%s,%d) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4526 break;
4529 case WINED3DRS_COLORWRITEENABLE1 :
4530 case WINED3DRS_COLORWRITEENABLE2 :
4531 case WINED3DRS_COLORWRITEENABLE3 :
4533 /* depends on WINED3DRS_COLORWRITEENABLE. */
4534 if(0x0000000F != Value)
4535 ERR("(%p)->(%s,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n", This, debug_d3drenderstate(State), Value);
4536 break;
4539 case WINED3DRS_BLENDFACTOR :
4541 float col[4];
4543 TRACE("Setting BlendFactor to %d\n", Value);
4545 D3DCOLORTOGLFLOAT4(Value, col);
4546 if (0xFFFFFFFF != Value) {
4547 glEnable(GL_BLEND);
4548 checkGLcall("glEnable(GL_BLEND)");
4550 else {
4551 glDisable(GL_BLEND);
4552 checkGLcall("glDisable(GL_BLEND)");
4554 glBlendColor (col[0],col[1],col[2],col[3]);
4555 break;
4558 case WINED3DRS_SRGBWRITEENABLE :
4560 if(Value)
4561 ERR("(%p)->(%s,%d) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4562 break;
4565 case WINED3DRS_SEPARATEALPHABLENDENABLE :
4567 if(Value)
4568 ERR("(%p)->(%s,%d) not yet implemented. Missing of cap D3DPMISCCAPS_SEPARATEALPHABLEND wasn't honored?\n", This, debug_d3drenderstate(State), Value);
4569 break;
4572 case WINED3DRS_SRCBLENDALPHA :
4573 case WINED3DRS_DESTBLENDALPHA :
4574 case WINED3DRS_BLENDOPALPHA :
4576 if(This->stateBlock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
4577 FIXME("(%p)->(%s,%d) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4578 else
4579 TRACE("(%p)->(%s,%d): recording state but WINED3DRS_SEPARATEALPHABLENDENABLE is not enabled\n", This, debug_d3drenderstate(State), Value);
4580 break;
4583 default:
4584 FIXME("(%p)->(%s,%d) unknown state\n", This, debug_d3drenderstate(State), Value);
4587 LEAVE_GL();
4589 return WINED3D_OK;
4592 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD *pValue) {
4593 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4594 TRACE("(%p) for State %d = %d\n", This, State, This->stateBlock->renderState[State]);
4595 *pValue = This->stateBlock->renderState[State];
4596 return WINED3D_OK;
4599 /*****
4600 * Get / Set Sampler States
4601 * TODO: Verify against dx9 definitions
4602 *****/
4604 static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
4605 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4607 * SetSampler is designed to allow for more than the standard up to 8 textures
4608 * and Geforce has stopped supporting more than 6 standard textures in openGL.
4609 * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
4611 * http://developer.nvidia.com/object/General_FAQ.html#t6
4613 * There are two new settings for GForce
4614 * the sampler one:
4615 * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
4616 * and the texture one:
4617 * GL_MAX_TEXTURE_COORDS_ARB.
4618 * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
4619 ******************/
4620 /** NOTE: States are appled in IWineD3DBaseTextre ApplyStateChanges and IWineD3DDevice SetupTextureStates**/
4621 if(Sampler > GL_LIMITS(sampler_stages) || Sampler < 0 || Type > WINED3D_HIGHEST_SAMPLER_STATE || Type < 0) {
4622 FIXME("sampler %d type %s(%u) is out of range [max_samplers=%d, highest_state=%d]\n",
4623 Sampler, debug_d3dsamplerstate(Type), Type, GL_LIMITS(sampler_stages), WINED3D_HIGHEST_SAMPLER_STATE);
4624 return WINED3DERR_INVALIDCALL;
4627 TRACE("(%p) : Sampler=%d, Type=%s(%d), Value=%d\n", This, Sampler,
4628 debug_d3dsamplerstate(Type), Type, Value);
4629 This->updateStateBlock->samplerState[Sampler][Type] = Value;
4630 This->updateStateBlock->set.samplerState[Sampler][Type] = Value;
4631 This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
4633 /* Handle recording of state blocks */
4634 if (This->isRecordingState) {
4635 TRACE("Recording... not performing anything\n");
4636 return WINED3D_OK;
4639 return WINED3D_OK;
4642 static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
4643 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4644 /** TODO: check that sampler is in range **/
4645 *Value = This->stateBlock->samplerState[Sampler][Type];
4646 TRACE("(%p) : Sampler %d Type %u Returning %d\n", This, Sampler, Type, *Value);
4648 return WINED3D_OK;
4651 static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
4652 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4653 ENTER_GL();
4655 /** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
4656 TRACE("(%p)Setting new Scissor Rect to %d:%d-%d:%d\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
4657 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4658 LEAVE_GL();
4660 return WINED3D_OK;
4663 static HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
4664 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4665 GLint scissorBox[4];
4667 ENTER_GL();
4668 /** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
4669 glGetIntegerv(GL_SCISSOR_BOX, scissorBox);
4670 pRect->left = scissorBox[0];
4671 pRect->top = scissorBox[1];
4672 pRect->right = scissorBox[0] + scissorBox[2];
4673 pRect->bottom = scissorBox[1] + scissorBox[3];
4674 TRACE("(%p)Returning a Scissor Rect of %d:%d-%d:%d\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
4675 LEAVE_GL();
4676 return WINED3D_OK;
4679 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
4680 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4681 IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
4683 TRACE("(%p) : pDecl=%p\n", This, pDecl);
4685 This->updateStateBlock->vertexDecl = pDecl;
4686 This->updateStateBlock->changed.vertexDecl = TRUE;
4687 This->updateStateBlock->set.vertexDecl = TRUE;
4689 if (This->isRecordingState) {
4690 TRACE("Recording... not performing anything\n");
4693 if (NULL != pDecl) {
4694 IWineD3DVertexDeclaration_AddRef(pDecl);
4696 if (NULL != oldDecl) {
4697 IWineD3DVertexDeclaration_Release(oldDecl);
4699 return WINED3D_OK;
4702 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
4703 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4705 TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
4707 *ppDecl = This->stateBlock->vertexDecl;
4708 if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
4709 return WINED3D_OK;
4712 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
4713 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4714 IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
4716 This->updateStateBlock->vertexShader = pShader;
4717 This->updateStateBlock->changed.vertexShader = TRUE;
4718 This->updateStateBlock->set.vertexShader = TRUE;
4720 if (This->isRecordingState) {
4721 TRACE("Recording... not performing anything\n");
4724 if (NULL != pShader) {
4725 IWineD3DVertexShader_AddRef(pShader);
4727 if (NULL != oldShader) {
4728 IWineD3DVertexShader_Release(oldShader);
4731 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
4733 * TODO: merge HAL shaders context switching from prototype
4735 return WINED3D_OK;
4738 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
4739 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4741 if (NULL == ppShader) {
4742 return WINED3DERR_INVALIDCALL;
4744 *ppShader = This->stateBlock->vertexShader;
4745 if( NULL != *ppShader)
4746 IWineD3DVertexShader_AddRef(*ppShader);
4748 TRACE("(%p) : returning %p\n", This, *ppShader);
4749 return WINED3D_OK;
4752 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
4753 IWineD3DDevice *iface,
4754 UINT start,
4755 CONST BOOL *srcData,
4756 UINT count) {
4758 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4759 int i, cnt = min(count, MAX_CONST_B - start);
4761 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
4762 iface, srcData, start, count);
4764 if (srcData == NULL || cnt < 0)
4765 return WINED3DERR_INVALIDCALL;
4767 memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
4768 for (i = 0; i < cnt; i++)
4769 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
4771 for (i = start; i < cnt + start; ++i) {
4772 This->updateStateBlock->changed.vertexShaderConstantsB[i] = TRUE;
4773 This->updateStateBlock->set.vertexShaderConstantsB[i] = TRUE;
4776 return WINED3D_OK;
4779 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(
4780 IWineD3DDevice *iface,
4781 UINT start,
4782 BOOL *dstData,
4783 UINT count) {
4785 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4786 int cnt = min(count, MAX_CONST_B - start);
4788 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
4789 iface, dstData, start, count);
4791 if (dstData == NULL || cnt < 0)
4792 return WINED3DERR_INVALIDCALL;
4794 memcpy(dstData, &This->stateBlock->vertexShaderConstantB[start], cnt * sizeof(BOOL));
4795 return WINED3D_OK;
4798 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
4799 IWineD3DDevice *iface,
4800 UINT start,
4801 CONST int *srcData,
4802 UINT count) {
4804 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4805 int i, cnt = min(count, MAX_CONST_I - start);
4807 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
4808 iface, srcData, start, count);
4810 if (srcData == NULL || cnt < 0)
4811 return WINED3DERR_INVALIDCALL;
4813 memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
4814 for (i = 0; i < cnt; i++)
4815 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
4816 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
4818 for (i = start; i < cnt + start; ++i) {
4819 This->updateStateBlock->changed.vertexShaderConstantsI[i] = TRUE;
4820 This->updateStateBlock->set.vertexShaderConstantsI[i] = TRUE;
4823 return WINED3D_OK;
4826 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
4827 IWineD3DDevice *iface,
4828 UINT start,
4829 int *dstData,
4830 UINT count) {
4832 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4833 int cnt = min(count, MAX_CONST_I - start);
4835 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
4836 iface, dstData, start, count);
4838 if (dstData == NULL || ((signed int) MAX_CONST_I - (signed int) start) <= (signed int) 0)
4839 return WINED3DERR_INVALIDCALL;
4841 memcpy(dstData, &This->stateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4);
4842 return WINED3D_OK;
4845 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
4846 IWineD3DDevice *iface,
4847 UINT start,
4848 CONST float *srcData,
4849 UINT count) {
4851 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4852 int i, cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
4854 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
4855 iface, srcData, start, count);
4857 if (srcData == NULL || ((signed int) GL_LIMITS(vshader_constantsF) - (signed int) start) <= (signed int) 0)
4858 return WINED3DERR_INVALIDCALL;
4860 memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);
4861 for (i = 0; i < cnt; i++)
4862 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
4863 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
4865 for (i = start; i < cnt + start; ++i) {
4866 if (!This->updateStateBlock->set.vertexShaderConstantsF[i]) {
4867 constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
4868 ptr->idx = i;
4869 list_add_head(&This->updateStateBlock->set_vconstantsF, &ptr->entry);
4870 This->updateStateBlock->set.vertexShaderConstantsF[i] = TRUE;
4872 This->updateStateBlock->changed.vertexShaderConstantsF[i] = TRUE;
4875 return WINED3D_OK;
4878 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
4879 IWineD3DDevice *iface,
4880 UINT start,
4881 float *dstData,
4882 UINT count) {
4884 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4885 int cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
4887 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
4888 iface, dstData, start, count);
4890 if (dstData == NULL || cnt < 0)
4891 return WINED3DERR_INVALIDCALL;
4893 memcpy(dstData, &This->stateBlock->vertexShaderConstantF[start * 4], cnt * sizeof(float) * 4);
4894 return WINED3D_OK;
4897 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
4898 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4899 IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
4900 This->updateStateBlock->pixelShader = pShader;
4901 This->updateStateBlock->changed.pixelShader = TRUE;
4902 This->updateStateBlock->set.pixelShader = TRUE;
4904 /* Handle recording of state blocks */
4905 if (This->isRecordingState) {
4906 TRACE("Recording... not performing anything\n");
4909 if (NULL != pShader) {
4910 IWineD3DPixelShader_AddRef(pShader);
4912 if (NULL != oldShader) {
4913 IWineD3DPixelShader_Release(oldShader);
4916 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
4918 * TODO: merge HAL shaders context switching from prototype
4920 return WINED3D_OK;
4923 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
4924 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4926 if (NULL == ppShader) {
4927 WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
4928 return WINED3DERR_INVALIDCALL;
4931 *ppShader = This->stateBlock->pixelShader;
4932 if (NULL != *ppShader) {
4933 IWineD3DPixelShader_AddRef(*ppShader);
4935 TRACE("(%p) : returning %p\n", This, *ppShader);
4936 return WINED3D_OK;
4939 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
4940 IWineD3DDevice *iface,
4941 UINT start,
4942 CONST BOOL *srcData,
4943 UINT count) {
4945 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4946 int i, cnt = min(count, MAX_CONST_B - start);
4948 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
4949 iface, srcData, start, count);
4951 if (srcData == NULL || cnt < 0)
4952 return WINED3DERR_INVALIDCALL;
4954 memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
4955 for (i = 0; i < cnt; i++)
4956 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
4958 for (i = start; i < cnt + start; ++i) {
4959 This->updateStateBlock->changed.pixelShaderConstantsB[i] = TRUE;
4960 This->updateStateBlock->set.pixelShaderConstantsB[i] = TRUE;
4963 return WINED3D_OK;
4966 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
4967 IWineD3DDevice *iface,
4968 UINT start,
4969 BOOL *dstData,
4970 UINT count) {
4972 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4973 int cnt = min(count, MAX_CONST_B - start);
4975 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
4976 iface, dstData, start, count);
4978 if (dstData == NULL || cnt < 0)
4979 return WINED3DERR_INVALIDCALL;
4981 memcpy(dstData, &This->stateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
4982 return WINED3D_OK;
4985 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
4986 IWineD3DDevice *iface,
4987 UINT start,
4988 CONST int *srcData,
4989 UINT count) {
4991 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4992 int i, cnt = min(count, MAX_CONST_I - start);
4994 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
4995 iface, srcData, start, count);
4997 if (srcData == NULL || cnt < 0)
4998 return WINED3DERR_INVALIDCALL;
5000 memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
5001 for (i = 0; i < cnt; i++)
5002 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
5003 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
5005 for (i = start; i < cnt + start; ++i) {
5006 This->updateStateBlock->changed.pixelShaderConstantsI[i] = TRUE;
5007 This->updateStateBlock->set.pixelShaderConstantsI[i] = TRUE;
5010 return WINED3D_OK;
5013 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
5014 IWineD3DDevice *iface,
5015 UINT start,
5016 int *dstData,
5017 UINT count) {
5019 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5020 int cnt = min(count, MAX_CONST_I - start);
5022 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
5023 iface, dstData, start, count);
5025 if (dstData == NULL || cnt < 0)
5026 return WINED3DERR_INVALIDCALL;
5028 memcpy(dstData, &This->stateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
5029 return WINED3D_OK;
5032 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
5033 IWineD3DDevice *iface,
5034 UINT start,
5035 CONST float *srcData,
5036 UINT count) {
5038 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5039 int i, cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
5041 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
5042 iface, srcData, start, count);
5044 if (srcData == NULL || cnt < 0)
5045 return WINED3DERR_INVALIDCALL;
5047 memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);
5048 for (i = 0; i < cnt; i++)
5049 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
5050 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
5052 for (i = start; i < cnt + start; ++i) {
5053 if (!This->updateStateBlock->set.pixelShaderConstantsF[i]) {
5054 constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
5055 ptr->idx = i;
5056 list_add_head(&This->updateStateBlock->set_pconstantsF, &ptr->entry);
5057 This->updateStateBlock->set.pixelShaderConstantsF[i] = TRUE;
5059 This->updateStateBlock->changed.pixelShaderConstantsF[i] = TRUE;
5062 return WINED3D_OK;
5065 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
5066 IWineD3DDevice *iface,
5067 UINT start,
5068 float *dstData,
5069 UINT count) {
5071 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5072 int cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
5074 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
5075 iface, dstData, start, count);
5077 if (dstData == NULL || cnt < 0)
5078 return WINED3DERR_INVALIDCALL;
5080 memcpy(dstData, &This->stateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
5081 return WINED3D_OK;
5084 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
5085 static HRESULT
5086 process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount, WineDirect3DVertexStridedData *lpStrideData, DWORD SrcFVF, IWineD3DVertexBufferImpl *dest, DWORD dwFlags) {
5087 char *dest_ptr, *dest_conv = NULL;
5088 unsigned int i;
5089 DWORD DestFVF = dest->fvf;
5090 WINED3DVIEWPORT vp;
5091 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
5092 BOOL doClip;
5093 int numTextures;
5095 if (SrcFVF & WINED3DFVF_NORMAL) {
5096 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
5099 if ( (SrcFVF & WINED3DFVF_POSITION_MASK) != WINED3DFVF_XYZ) {
5100 ERR("Source has no position mask\n");
5101 return WINED3DERR_INVALIDCALL;
5104 /* We might access VBOs from this code, so hold the lock */
5105 ENTER_GL();
5107 if (dest->resource.allocatedMemory == NULL) {
5108 /* This may happen if we do direct locking into a vbo. Unlikely,
5109 * but theoretically possible(ddraw processvertices test)
5111 dest->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, dest->resource.size);
5112 if(!dest->resource.allocatedMemory) {
5113 LEAVE_GL();
5114 ERR("Out of memory\n");
5115 return E_OUTOFMEMORY;
5117 if(dest->vbo) {
5118 void *src;
5119 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
5120 checkGLcall("glBindBufferARB");
5121 src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
5122 if(src) {
5123 memcpy(dest->resource.allocatedMemory, src, dest->resource.size);
5125 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
5126 checkGLcall("glUnmapBufferARB");
5130 /* Get a pointer into the destination vbo(create one if none exists) and
5131 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
5133 if(!dest->vbo && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
5134 CreateVBO(dest);
5137 if(dest->vbo) {
5138 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
5139 dest_conv = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB));
5140 if(!dest_conv) {
5141 ERR("glMapBuffer failed\n");
5142 /* Continue without storing converted vertices */
5146 /* Should I clip?
5147 * a) WINED3DRS_CLIPPING is enabled
5148 * b) WINED3DVOP_CLIP is passed
5150 if(This->stateBlock->renderState[WINED3DRS_CLIPPING]) {
5151 static BOOL warned = FALSE;
5153 * The clipping code is not quite correct. Some things need
5154 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
5155 * so disable clipping for now.
5156 * (The graphics in Half-Life are broken, and my processvertices
5157 * test crashes with IDirect3DDevice3)
5158 doClip = TRUE;
5160 doClip = FALSE;
5161 if(!warned) {
5162 warned = TRUE;
5163 FIXME("Clipping is broken and disabled for now\n");
5165 } else doClip = FALSE;
5166 dest_ptr = ((char *) dest->resource.allocatedMemory) + dwDestIndex * get_flexible_vertex_size(DestFVF);
5167 if(dest_conv) {
5168 dest_conv = ((char *) dest_conv) + dwDestIndex * get_flexible_vertex_size(DestFVF);
5171 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
5172 WINED3DTS_VIEW,
5173 &view_mat);
5174 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
5175 WINED3DTS_PROJECTION,
5176 &proj_mat);
5177 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
5178 WINED3DTS_WORLDMATRIX(0),
5179 &world_mat);
5181 TRACE("View mat:\n");
5182 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); \
5183 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); \
5184 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); \
5185 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); \
5187 TRACE("Proj mat:\n");
5188 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); \
5189 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); \
5190 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); \
5191 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); \
5193 TRACE("World mat:\n");
5194 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); \
5195 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); \
5196 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); \
5197 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); \
5199 /* Get the viewport */
5200 IWineD3DDevice_GetViewport( (IWineD3DDevice *) This, &vp);
5201 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
5202 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
5204 multiply_matrix(&mat,&view_mat,&world_mat);
5205 multiply_matrix(&mat,&proj_mat,&mat);
5207 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
5209 for (i = 0; i < dwCount; i+= 1) {
5210 unsigned int tex_index;
5212 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
5213 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
5214 /* The position first */
5215 float *p =
5216 (float *) (((char *) lpStrideData->u.s.position.lpData) + i * lpStrideData->u.s.position.dwStride);
5217 float x, y, z, rhw;
5218 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
5220 /* Multiplication with world, view and projection matrix */
5221 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0 * mat.u.s._41);
5222 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0 * mat.u.s._42);
5223 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0 * mat.u.s._43);
5224 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0 * mat.u.s._44);
5226 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
5228 /* WARNING: The following things are taken from d3d7 and were not yet checked
5229 * against d3d8 or d3d9!
5232 /* Clipping conditions: From
5233 * http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/fixedfunction/viewportsclipping/clippingvolumes.asp
5235 * A vertex is clipped if it does not match the following requirements
5236 * -rhw < x <= rhw
5237 * -rhw < y <= rhw
5238 * 0 < z <= rhw
5239 * 0 < rhw ( Not in d3d7, but tested in d3d7)
5241 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
5242 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
5246 if( !doClip ||
5247 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
5248 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
5249 ( rhw > eps ) ) ) {
5251 /* "Normal" viewport transformation (not clipped)
5252 * 1) The values are divided by rhw
5253 * 2) The y axis is negative, so multiply it with -1
5254 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
5255 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
5256 * 4) Multiply x with Width/2 and add Width/2
5257 * 5) The same for the height
5258 * 6) Add the viewpoint X and Y to the 2D coordinates and
5259 * The minimum Z value to z
5260 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
5262 * Well, basically it's simply a linear transformation into viewport
5263 * coordinates
5266 x /= rhw;
5267 y /= rhw;
5268 z /= rhw;
5270 y *= -1;
5272 x *= vp.Width / 2;
5273 y *= vp.Height / 2;
5274 z *= vp.MaxZ - vp.MinZ;
5276 x += vp.Width / 2 + vp.X;
5277 y += vp.Height / 2 + vp.Y;
5278 z += vp.MinZ;
5280 rhw = 1 / rhw;
5281 } else {
5282 /* That vertex got clipped
5283 * Contrary to OpenGL it is not dropped completely, it just
5284 * undergoes a different calculation.
5286 TRACE("Vertex got clipped\n");
5287 x += rhw;
5288 y += rhw;
5290 x /= 2;
5291 y /= 2;
5293 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
5294 * outside of the main vertex buffer memory. That needs some more
5295 * investigation...
5299 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
5302 ( (float *) dest_ptr)[0] = x;
5303 ( (float *) dest_ptr)[1] = y;
5304 ( (float *) dest_ptr)[2] = z;
5305 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
5307 dest_ptr += 3 * sizeof(float);
5309 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
5310 dest_ptr += sizeof(float);
5313 if(dest_conv) {
5314 float w = 1 / rhw;
5315 ( (float *) dest_conv)[0] = x * w;
5316 ( (float *) dest_conv)[1] = y * w;
5317 ( (float *) dest_conv)[2] = z * w;
5318 ( (float *) dest_conv)[3] = w;
5320 dest_conv += 3 * sizeof(float);
5322 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
5323 dest_conv += sizeof(float);
5327 if (DestFVF & WINED3DFVF_PSIZE) {
5328 dest_ptr += sizeof(DWORD);
5329 if(dest_conv) dest_conv += sizeof(DWORD);
5331 if (DestFVF & WINED3DFVF_NORMAL) {
5332 float *normal =
5333 (float *) (((float *) lpStrideData->u.s.normal.lpData) + i * lpStrideData->u.s.normal.dwStride);
5334 /* AFAIK this should go into the lighting information */
5335 FIXME("Didn't expect the destination to have a normal\n");
5336 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
5337 if(dest_conv) {
5338 copy_and_next(dest_conv, normal, 3 * sizeof(float));
5342 if (DestFVF & WINED3DFVF_DIFFUSE) {
5343 DWORD *color_d =
5344 (DWORD *) (((char *) lpStrideData->u.s.diffuse.lpData) + i * lpStrideData->u.s.diffuse.dwStride);
5345 if(!color_d) {
5346 static BOOL warned = FALSE;
5348 if(!warned) {
5349 ERR("No diffuse color in source, but destination has one\n");
5350 warned = TRUE;
5353 *( (DWORD *) dest_ptr) = 0xffffffff;
5354 dest_ptr += sizeof(DWORD);
5356 if(dest_conv) {
5357 *( (DWORD *) dest_conv) = 0xffffffff;
5358 dest_conv += sizeof(DWORD);
5361 else {
5362 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
5363 if(dest_conv) {
5364 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
5365 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
5366 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
5367 dest_conv += sizeof(DWORD);
5372 if (DestFVF & WINED3DFVF_SPECULAR) {
5373 /* What's the color value in the feedback buffer? */
5374 DWORD *color_s =
5375 (DWORD *) (((char *) lpStrideData->u.s.specular.lpData) + i * lpStrideData->u.s.specular.dwStride);
5376 if(!color_s) {
5377 static BOOL warned = FALSE;
5379 if(!warned) {
5380 ERR("No specular color in source, but destination has one\n");
5381 warned = TRUE;
5384 *( (DWORD *) dest_ptr) = 0xFF000000;
5385 dest_ptr += sizeof(DWORD);
5387 if(dest_conv) {
5388 *( (DWORD *) dest_conv) = 0xFF000000;
5389 dest_conv += sizeof(DWORD);
5392 else {
5393 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
5394 if(dest_conv) {
5395 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
5396 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
5397 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
5398 dest_conv += sizeof(DWORD);
5403 for (tex_index = 0; tex_index < numTextures; tex_index++) {
5404 float *tex_coord =
5405 (float *) (((char *) lpStrideData->u.s.texCoords[tex_index].lpData) +
5406 i * lpStrideData->u.s.texCoords[tex_index].dwStride);
5407 if(!tex_coord) {
5408 ERR("No source texture, but destination requests one\n");
5409 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
5410 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
5412 else {
5413 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
5414 if(dest_conv) {
5415 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
5421 if(dest_conv) {
5422 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
5423 checkGLcall("glUnmapBufferARB(GL_ARRAY_BUFFER_ARB)");
5426 LEAVE_GL();
5428 return WINED3D_OK;
5430 #undef copy_and_next
5432 static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexBuffer* pVertexDecl, DWORD Flags) {
5433 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5434 IWineD3DVertexBufferImpl *SrcImpl = (IWineD3DVertexBufferImpl *) pVertexDecl;
5435 WineDirect3DVertexStridedData strided;
5436 TRACE("(%p)->(%d,%d,%d,%p,%p,%d\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
5438 if (!SrcImpl) {
5439 WARN("NULL source vertex buffer\n");
5440 return WINED3DERR_INVALIDCALL;
5442 /* We don't need the source vbo because this buffer is only used as
5443 * a source for ProcessVertices. Avoid wasting resources by converting the
5444 * buffer and loading the VBO
5446 if(SrcImpl->vbo) {
5447 TRACE("Releaseing the source vbo, it won't be needed\n");
5449 if(!SrcImpl->resource.allocatedMemory) {
5450 /* Rescue the data from the buffer */
5451 void *src;
5452 SrcImpl->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, SrcImpl->resource.size);
5453 if(!SrcImpl->resource.allocatedMemory) {
5454 ERR("Out of memory\n");
5455 return E_OUTOFMEMORY;
5458 ENTER_GL();
5459 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, SrcImpl->vbo));
5460 checkGLcall("glBindBufferARB");
5462 src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
5463 if(src) {
5464 memcpy(SrcImpl->resource.allocatedMemory, src, SrcImpl->resource.size);
5467 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
5468 checkGLcall("glUnmapBufferARB");
5469 } else {
5470 ENTER_GL();
5473 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0));
5474 checkGLcall("glBindBufferARB");
5475 GL_EXTCALL(glDeleteBuffersARB(1, &SrcImpl->vbo));
5476 checkGLcall("glDeleteBuffersARB");
5477 LEAVE_GL();
5479 SrcImpl->vbo = 0;
5482 memset(&strided, 0, sizeof(strided));
5483 primitiveConvertFVFtoOffset(SrcImpl->fvf, get_flexible_vertex_size(SrcImpl->fvf), SrcImpl->resource.allocatedMemory + get_flexible_vertex_size(SrcImpl->fvf) * SrcStartIndex, &strided, 0);
5485 return process_vertices_strided(This, DestIndex, VertexCount, &strided, SrcImpl->fvf, (IWineD3DVertexBufferImpl *) pDestBuffer, Flags);
5488 /*****
5489 * Apply / Get / Set Texture Stage States
5490 * TODO: Verify against dx9 definitions
5491 *****/
5493 /* NOTE: It's expected that this function is going to be called lots of times with the same stage active, so make it the callers responsibility to GLACTIVETEXTURE(Stage) for better state management. Set the correct Texture unit active before calling ApplyTextureStageState */
5494 static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type) {
5495 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5496 DWORD Value = This->updateStateBlock->textureState[Stage][Type];
5497 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
5499 TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
5501 /* Check that the stage is within limits */
5502 if (Stage >= GL_LIMITS(texture_stages) || Stage < 0) {
5503 TRACE("Attempt to access invalid texture rejected\n");
5504 return;
5507 ENTER_GL();
5509 switch (Type) {
5510 case WINED3DTSS_ALPHAOP :
5511 case WINED3DTSS_COLOROP :
5512 /* nothing to do as moved to drawprim for now */
5513 break;
5514 case WINED3DTSS_ADDRESSW :
5515 #if 0 /* I'm not sure what D3D does about ADDRESSW appearing twice */
5516 if (Value < minLookup[WINELOOKUP_WARPPARAM] || Value > maxLookup[WINELOOKUP_WARPPARAM]) {
5517 FIXME("Unrecognized or unsupported WINED3DTADDRESS_* value %d, state %d\n", Value, Type);
5519 } else {
5520 GLint wrapParm = stateLookup[WINELOOKUP_WARPPARAM][Value - minLookup[WINELOOKUP_WARPPARAM]];
5521 TRACE("Setting WRAP_R to %d for %x\n", wrapParm, This->stateBlock->textureDimensions[Stage]);
5522 glTexParameteri(This->stateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_R, wrapParm);
5523 checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_R, wrapParm)");
5525 #endif
5526 case WINED3DTSS_TEXCOORDINDEX :
5528 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive */
5530 /* FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
5531 one flag, you can still specify an index value, which the system uses to
5532 determine the texture wrapping mode.
5533 eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
5534 means use the vertex position (camera-space) as the input texture coordinates
5535 for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
5536 state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
5537 to the TEXCOORDINDEX value */
5540 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
5542 switch (Value & 0xFFFF0000) {
5543 case WINED3DTSS_TCI_PASSTHRU:
5544 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
5545 glDisable(GL_TEXTURE_GEN_S);
5546 glDisable(GL_TEXTURE_GEN_T);
5547 glDisable(GL_TEXTURE_GEN_R);
5548 glDisable(GL_TEXTURE_GEN_Q);
5549 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
5550 break;
5552 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
5553 /* CameraSpacePosition means use the vertex position, transformed to camera space,
5554 as the input texture coordinates for this stage's texture transformation. This
5555 equates roughly to EYE_LINEAR */
5557 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
5558 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
5559 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
5560 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
5561 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
5563 glMatrixMode(GL_MODELVIEW);
5564 glPushMatrix();
5565 glLoadIdentity();
5566 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
5567 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
5568 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
5569 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
5570 glPopMatrix();
5572 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
5573 glEnable(GL_TEXTURE_GEN_S);
5574 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
5575 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
5576 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
5577 glEnable(GL_TEXTURE_GEN_T);
5578 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
5579 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
5580 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
5581 glEnable(GL_TEXTURE_GEN_R);
5582 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
5583 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
5584 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
5586 break;
5588 case WINED3DTSS_TCI_CAMERASPACENORMAL:
5590 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
5591 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
5592 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
5593 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
5594 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
5595 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
5597 glMatrixMode(GL_MODELVIEW);
5598 glPushMatrix();
5599 glLoadIdentity();
5600 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
5601 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
5602 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
5603 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
5604 glPopMatrix();
5606 glEnable(GL_TEXTURE_GEN_S);
5607 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
5608 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
5609 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
5610 glEnable(GL_TEXTURE_GEN_T);
5611 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
5612 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
5613 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
5614 glEnable(GL_TEXTURE_GEN_R);
5615 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
5616 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
5617 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
5620 break;
5622 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
5624 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
5625 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
5626 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
5627 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
5628 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
5629 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
5631 glMatrixMode(GL_MODELVIEW);
5632 glPushMatrix();
5633 glLoadIdentity();
5634 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
5635 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
5636 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
5637 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
5638 glPopMatrix();
5640 glEnable(GL_TEXTURE_GEN_S);
5641 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
5642 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
5643 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
5644 glEnable(GL_TEXTURE_GEN_T);
5645 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
5646 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
5647 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
5648 glEnable(GL_TEXTURE_GEN_R);
5649 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
5650 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
5651 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
5654 break;
5656 /* Unhandled types: */
5657 default:
5658 /* Todo: */
5659 /* ? disable GL_TEXTURE_GEN_n ? */
5660 glDisable(GL_TEXTURE_GEN_S);
5661 glDisable(GL_TEXTURE_GEN_T);
5662 glDisable(GL_TEXTURE_GEN_R);
5663 glDisable(GL_TEXTURE_GEN_Q);
5664 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", Value);
5665 break;
5668 break;
5670 /* Unhandled */
5671 case WINED3DTSS_TEXTURETRANSFORMFLAGS :
5672 set_texture_matrix((float *)&This->stateBlock->transforms[WINED3DTS_TEXTURE0 + Stage].u.m[0][0], Value, (This->stateBlock->textureState[Stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU);
5673 break;
5675 case WINED3DTSS_BUMPENVMAT00 :
5676 case WINED3DTSS_BUMPENVMAT01 :
5677 TRACE("BUMPENVMAT0%u Stage=%d, Type=%d, Value =%d\n", Type - WINED3DTSS_BUMPENVMAT00, Stage, Type, Value);
5678 break;
5679 case WINED3DTSS_BUMPENVMAT10 :
5680 case WINED3DTSS_BUMPENVMAT11 :
5681 TRACE("BUMPENVMAT1%u Stage=%d, Type=%d, Value =%d\n", Type - WINED3DTSS_BUMPENVMAT10, Stage, Type, Value);
5682 break;
5684 case WINED3DTSS_BUMPENVLSCALE :
5685 TRACE("BUMPENVLSCALE Stage=%d, Type=%d, Value =%d\n", Stage, Type, Value);
5686 break;
5688 case WINED3DTSS_BUMPENVLOFFSET :
5689 TRACE("BUMPENVLOFFSET Stage=%d, Type=%d, Value =%d\n", Stage, Type, Value);
5690 break;
5692 case WINED3DTSS_RESULTARG :
5693 TRACE("RESULTARG Still a stub, Stage=%d, Type=%d, Value =%d\n", Stage, Type, Value);
5694 break;
5696 default:
5697 /* Put back later: FIXME("(%p) : stub, Stage=%d, Type=%d, Value =%d\n", This, Stage, Type, Value); */
5698 TRACE("Still a stub, Stage=%d, Type=%d, Value =%d\n", Stage, Type, Value);
5701 LEAVE_GL();
5703 return;
5706 /*****
5707 * Get / Set Texture Stage States
5708 * TODO: Verify against dx9 definitions
5709 *****/
5710 static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
5711 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5713 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
5715 TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
5717 /* Reject invalid texture units */
5718 if (Stage >= GL_LIMITS(texture_stages)) {
5719 TRACE("Attempt to access invalid texture rejected\n");
5720 return WINED3DERR_INVALIDCALL;
5723 This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
5724 This->updateStateBlock->set.textureState[Stage][Type] = TRUE;
5725 This->updateStateBlock->textureState[Stage][Type] = Value;
5727 return WINED3D_OK;
5730 static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
5731 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5732 TRACE("(%p) : requesting Stage %d, Type %d getting %d\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
5733 *pValue = This->updateStateBlock->textureState[Stage][Type];
5734 return WINED3D_OK;
5737 /*****
5738 * Get / Set Texture
5739 *****/
5740 static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
5742 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5743 IWineD3DBaseTexture *oldTexture;
5745 oldTexture = This->updateStateBlock->textures[Stage];
5746 TRACE("(%p) : Stage(%d), Texture (%p)\n", This, Stage, pTexture);
5748 #if 0 /* TODO: check so vertex textures */
5749 if (Stage >= D3DVERTEXTEXTURESAMPLER && Stage <= D3DVERTEXTEXTURESAMPLER3){
5750 This->updateStateBlock->vertexTextures[Stage - D3DVERTEXTEXTURESAMPLER] = pTexture;
5751 return WINED3D_OK;
5753 #endif
5755 /* Reject invalid texture units */
5756 if (Stage >= GL_LIMITS(sampler_stages) || Stage < 0) {
5757 WARN("Attempt to access invalid texture rejected\n");
5758 return WINED3DERR_INVALIDCALL;
5761 if(pTexture != NULL) {
5762 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH;
5764 if(((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH) {
5765 WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
5766 return WINED3DERR_INVALIDCALL;
5770 oldTexture = This->updateStateBlock->textures[Stage];
5771 TRACE("GL_LIMITS %d\n",GL_LIMITS(sampler_stages));
5772 TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
5774 This->updateStateBlock->set.textures[Stage] = TRUE;
5775 This->updateStateBlock->changed.textures[Stage] = TRUE;
5776 TRACE("(%p) : setting new texture to %p\n", This, pTexture);
5777 This->updateStateBlock->textures[Stage] = pTexture;
5779 /* Handle recording of state blocks */
5780 if (This->isRecordingState) {
5781 TRACE("Recording... not performing anything\n");
5782 return WINED3D_OK;
5785 /** NOTE: MSDN says that setTexture increases the reference count,
5786 * and the the application nust set the texture back to null (or have a leaky application),
5787 * This means we should pass the refcount up to the parent
5788 *******************************/
5789 if (NULL != This->updateStateBlock->textures[Stage]) {
5790 IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
5793 if (NULL != oldTexture) {
5794 IWineD3DBaseTexture_Release(oldTexture);
5797 /* Reset color keying */
5798 if(Stage == 0 && This->stateBlock->renderState[WINED3DRS_COLORKEYENABLE]) {
5799 BOOL enable_ckey = FALSE;
5801 if(pTexture) {
5802 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)pTexture)->surfaces[0];
5803 if(surf->CKeyFlags & DDSD_CKSRCBLT) enable_ckey = TRUE;
5806 if(enable_ckey) {
5807 glAlphaFunc(GL_NOTEQUAL, 0.0);
5808 checkGLcall("glAlphaFunc");
5812 return WINED3D_OK;
5815 static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
5816 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5817 TRACE("(%p) : (%d /* Stage */,%p /* ppTexture */)\n", This, Stage, ppTexture);
5819 /* Reject invalid texture units */
5820 if (Stage >= GL_LIMITS(sampler_stages)) {
5821 TRACE("Attempt to access invalid texture rejected\n");
5822 return WINED3DERR_INVALIDCALL;
5824 *ppTexture=This->stateBlock->textures[Stage];
5825 if (*ppTexture)
5826 IWineD3DBaseTexture_AddRef(*ppTexture);
5828 return WINED3D_OK;
5831 /*****
5832 * Get Back Buffer
5833 *****/
5834 static HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, WINED3DBACKBUFFER_TYPE Type,
5835 IWineD3DSurface **ppBackBuffer) {
5836 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5837 IWineD3DSwapChain *swapChain;
5838 HRESULT hr;
5840 TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
5842 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
5843 if (hr == WINED3D_OK) {
5844 hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
5845 IWineD3DSwapChain_Release(swapChain);
5846 } else {
5847 *ppBackBuffer = NULL;
5849 return hr;
5852 static HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
5853 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5854 WARN("(%p) : stub, calling idirect3d for now\n", This);
5855 return IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
5858 static HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
5859 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5860 IWineD3DSwapChain *swapChain;
5861 HRESULT hr;
5863 if(iSwapChain > 0) {
5864 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5865 if (hr == WINED3D_OK) {
5866 hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
5867 IWineD3DSwapChain_Release(swapChain);
5868 } else {
5869 FIXME("(%p) Error getting display mode\n", This);
5871 } else {
5872 /* Don't read the real display mode,
5873 but return the stored mode instead. X11 can't change the color
5874 depth, and some apps are pretty angry if they SetDisplayMode from
5875 24 to 16 bpp and find out that GetDisplayMode still returns 24 bpp
5877 Also don't relay to the swapchain because with ddraw it's possible
5878 that there isn't a swapchain at all */
5879 pMode->Width = This->ddraw_width;
5880 pMode->Height = This->ddraw_height;
5881 pMode->Format = This->ddraw_format;
5882 pMode->RefreshRate = 0;
5883 hr = WINED3D_OK;
5886 return hr;
5889 static HRESULT WINAPI IWineD3DDeviceImpl_SetHWND(IWineD3DDevice *iface, HWND hWnd) {
5890 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5891 TRACE("(%p)->(%p)\n", This, hWnd);
5893 This->ddraw_window = hWnd;
5894 return WINED3D_OK;
5897 static HRESULT WINAPI IWineD3DDeviceImpl_GetHWND(IWineD3DDevice *iface, HWND *hWnd) {
5898 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5899 TRACE("(%p)->(%p)\n", This, hWnd);
5901 *hWnd = This->ddraw_window;
5902 return WINED3D_OK;
5905 /*****
5906 * Stateblock related functions
5907 *****/
5909 static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
5910 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5911 IWineD3DStateBlockImpl *object;
5912 HRESULT temp_result;
5914 TRACE("(%p)\n", This);
5916 if (This->isRecordingState) {
5917 return WINED3DERR_INVALIDCALL;
5920 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
5921 if (NULL == object ) {
5922 FIXME("(%p)Error allocating memory for stateblock\n", This);
5923 return E_OUTOFMEMORY;
5925 TRACE("(%p) created object %p\n", This, object);
5926 object->wineD3DDevice= This;
5927 /** FIXME: object->parent = parent; **/
5928 object->parent = NULL;
5929 object->blockType = WINED3DSBT_ALL;
5930 object->ref = 1;
5931 object->lpVtbl = &IWineD3DStateBlock_Vtbl;
5933 temp_result = allocate_shader_constants(object);
5934 if (WINED3D_OK != temp_result)
5935 return temp_result;
5937 IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
5938 This->updateStateBlock = object;
5939 This->isRecordingState = TRUE;
5941 TRACE("(%p) recording stateblock %p\n",This , object);
5942 return WINED3D_OK;
5945 static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
5946 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5948 if (!This->isRecordingState) {
5949 FIXME("(%p) not recording! returning error\n", This);
5950 *ppStateBlock = NULL;
5951 return WINED3DERR_INVALIDCALL;
5954 *ppStateBlock = (IWineD3DStateBlock*)This->updateStateBlock;
5955 This->isRecordingState = FALSE;
5956 This->updateStateBlock = This->stateBlock;
5957 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
5958 /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
5959 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
5960 return WINED3D_OK;
5963 /*****
5964 * Scene related functions
5965 *****/
5966 static HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
5967 /* At the moment we have no need for any functionality at the beginning
5968 of a scene */
5969 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5970 TRACE("(%p) : stub\n", This);
5971 return WINED3D_OK;
5974 static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
5975 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5976 TRACE("(%p)\n", This);
5977 ENTER_GL();
5978 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
5979 glFlush();
5980 checkGLcall("glFlush");
5982 TRACE("End Scene\n");
5983 if(This->renderTarget != NULL) {
5985 /* If the container of the rendertarget is a texture then we need to save the data from the pbuffer */
5986 IUnknown *targetContainer = NULL;
5987 if (WINED3D_OK == IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DBaseTexture, (void **)&targetContainer)
5988 || WINED3D_OK == IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DDevice, (void **)&targetContainer)) {
5989 TRACE("(%p) : Texture rendertarget %p\n", This ,This->renderTarget);
5990 /** always dirtify for now. we must find a better way to see that surface have been modified
5991 (Modifications should will only occur via draw-primitive, but we do need better locking
5992 switching to render-to-texture should remove the overhead though.
5994 IWineD3DSurface_SetPBufferState(This->renderTarget, TRUE /* inPBuffer */, FALSE /* inTexture */);
5995 IWineD3DSurface_AddDirtyRect(This->renderTarget, NULL);
5996 IWineD3DSurface_PreLoad(This->renderTarget);
5997 IWineD3DSurface_SetPBufferState(This->renderTarget, FALSE /* inPBuffer */, FALSE /* inTexture */);
5998 IUnknown_Release(targetContainer);
6001 This->sceneEnded = TRUE;
6002 LEAVE_GL();
6003 return WINED3D_OK;
6006 static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
6007 CONST RECT* pSourceRect, CONST RECT* pDestRect,
6008 HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
6009 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6010 IWineD3DSwapChain *swapChain = NULL;
6011 int i;
6012 int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
6014 TRACE("(%p) Presenting the frame\n", This);
6016 for(i = 0 ; i < swapchains ; i ++) {
6018 IWineD3DDeviceImpl_GetSwapChain(iface, i , (IWineD3DSwapChain **)&swapChain);
6019 TRACE("presentinng chain %d, %p\n", i, swapChain);
6020 IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
6021 IWineD3DSwapChain_Release(swapChain);
6024 return WINED3D_OK;
6027 static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST WINED3DRECT* pRects,
6028 DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) {
6029 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6031 /* TODO: From MSDN This method fails if you specify the WINED3DCLEAR_ZBUFFER or WINED3DCLEAR_STENCIL flags when the
6032 render target does not have an attached depth buffer. Similarly, if you specify the WINED3DCLEAR_STENCIL flag
6033 when the depth-buffer format does not contain stencil buffer information, this method fails. */
6034 GLbitfield glMask = 0;
6035 GLboolean old_ztest;
6036 GLfloat old_z_clear_value;
6037 GLint old_stencil_clear_value;
6038 GLfloat old_color_clear_value[4];
6039 unsigned int i;
6040 CONST WINED3DRECT* curRect;
6042 TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Z (%f), Stencil (%d)\n", This,
6043 Count, pRects, Flags, Z, Stencil);
6045 ENTER_GL();
6047 glEnable(GL_SCISSOR_TEST);
6048 checkGLcall("glEnable GL_SCISSOR_TEST");
6050 if (Count > 0 && pRects) {
6051 curRect = pRects;
6052 } else {
6053 curRect = NULL;
6056 /* Only set the values up once, as they are not changing */
6057 if (Flags & WINED3DCLEAR_STENCIL) {
6058 glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &old_stencil_clear_value);
6059 glClearStencil(Stencil);
6060 checkGLcall("glClearStencil");
6061 glMask = glMask | GL_STENCIL_BUFFER_BIT;
6062 glStencilMask(0xFFFFFFFF);
6065 if (Flags & WINED3DCLEAR_ZBUFFER) {
6066 glGetBooleanv(GL_DEPTH_WRITEMASK, &old_ztest);
6067 glDepthMask(GL_TRUE);
6068 glGetFloatv(GL_DEPTH_CLEAR_VALUE, &old_z_clear_value);
6069 glClearDepth(Z);
6070 checkGLcall("glClearDepth");
6071 glMask = glMask | GL_DEPTH_BUFFER_BIT;
6074 if (Flags & WINED3DCLEAR_TARGET) {
6075 TRACE("Clearing screen with glClear to color %x\n", Color);
6076 glGetFloatv(GL_COLOR_CLEAR_VALUE, old_color_clear_value);
6077 glClearColor(D3DCOLOR_R(Color),
6078 D3DCOLOR_G(Color),
6079 D3DCOLOR_B(Color),
6080 D3DCOLOR_A(Color));
6081 checkGLcall("glClearColor");
6083 /* Clear ALL colors! */
6084 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
6085 glMask = glMask | GL_COLOR_BUFFER_BIT;
6088 /* Now process each rect in turn */
6089 for (i = 0; i < Count || i == 0; i++) {
6091 if (curRect) {
6092 /* Note gl uses lower left, width/height */
6093 TRACE("(%p) %p Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This, curRect,
6094 curRect->x1, curRect->y1, curRect->x2, curRect->y2,
6095 curRect->x1, (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - curRect->y2),
6096 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
6097 glScissor(curRect->x1, (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - curRect->y2),
6098 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
6099 checkGLcall("glScissor");
6100 } else {
6101 glScissor(This->stateBlock->viewport.X,
6102 (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height -
6103 (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
6104 This->stateBlock->viewport.Width,
6105 This->stateBlock->viewport.Height);
6106 checkGLcall("glScissor");
6109 /* Clear the selected rectangle (or full screen) */
6110 glClear(glMask);
6111 checkGLcall("glClear");
6113 /* Step to the next rectangle */
6114 if (curRect) curRect = curRect + sizeof(WINED3DRECT);
6117 /* Restore the old values (why..?) */
6118 if (Flags & WINED3DCLEAR_STENCIL) {
6119 glClearStencil(old_stencil_clear_value);
6120 glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
6122 if (Flags & WINED3DCLEAR_ZBUFFER) {
6123 glDepthMask(old_ztest);
6124 glClearDepth(old_z_clear_value);
6126 if (Flags & WINED3DCLEAR_TARGET) {
6127 glClearColor(old_color_clear_value[0],
6128 old_color_clear_value[1],
6129 old_color_clear_value[2],
6130 old_color_clear_value[3]);
6131 glColorMask(This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
6132 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
6133 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
6134 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
6137 glDisable(GL_SCISSOR_TEST);
6138 checkGLcall("glDisable");
6139 LEAVE_GL();
6141 return WINED3D_OK;
6144 /*****
6145 * Drawing functions
6146 *****/
6147 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
6148 UINT PrimitiveCount) {
6150 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6151 This->stateBlock->streamIsUP = FALSE;
6153 TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
6154 debug_d3dprimitivetype(PrimitiveType),
6155 StartVertex, PrimitiveCount);
6156 drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, 0/* NumVertices */, -1 /* indxStart */,
6157 0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */, NULL);
6160 return WINED3D_OK;
6163 /* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
6164 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
6165 WINED3DPRIMITIVETYPE PrimitiveType,
6166 INT baseVIndex, UINT minIndex,
6167 UINT NumVertices, UINT startIndex, UINT primCount) {
6169 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6170 UINT idxStride = 2;
6171 IWineD3DIndexBuffer *pIB;
6172 WINED3DINDEXBUFFER_DESC IdxBufDsc;
6174 pIB = This->stateBlock->pIndexData;
6175 This->stateBlock->streamIsUP = FALSE;
6177 TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, baseVidx=%d, countP=%d\n", This,
6178 PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
6179 minIndex, NumVertices, startIndex, baseVIndex, primCount);
6181 IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
6182 if (IdxBufDsc.Format == WINED3DFMT_INDEX16) {
6183 idxStride = 2;
6184 } else {
6185 idxStride = 4;
6188 drawPrimitive(iface, PrimitiveType, primCount, baseVIndex, NumVertices, startIndex,
6189 idxStride, ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex, NULL);
6191 return WINED3D_OK;
6194 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
6195 UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
6196 UINT VertexStreamZeroStride) {
6197 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6199 TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
6200 debug_d3dprimitivetype(PrimitiveType),
6201 PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
6203 /* release the stream source */
6204 if (This->stateBlock->streamSource[0] != NULL) {
6205 IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
6208 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
6209 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
6210 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
6211 This->stateBlock->streamIsUP = TRUE;
6213 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* start vertex */, 0 /* NumVertices */,
6214 0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */, NULL);
6216 /* MSDN specifies stream zero settings must be set to NULL */
6217 This->stateBlock->streamStride[0] = 0;
6218 This->stateBlock->streamSource[0] = NULL;
6220 /*stream zero settings set to null at end, as per the msdn */
6221 return WINED3D_OK;
6224 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
6225 UINT MinVertexIndex, UINT NumVertices,
6226 UINT PrimitiveCount, CONST void* pIndexData,
6227 WINED3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
6228 UINT VertexStreamZeroStride) {
6229 int idxStride;
6230 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6232 TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
6233 This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
6234 MinVertexIndex, NumVertices, PrimitiveCount, pIndexData,
6235 IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
6237 if (IndexDataFormat == WINED3DFMT_INDEX16) {
6238 idxStride = 2;
6239 } else {
6240 idxStride = 4;
6243 /* release the stream and index data */
6244 if (This->stateBlock->streamSource[0] != NULL) {
6245 IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
6247 if (This->stateBlock->pIndexData) {
6248 IWineD3DIndexBuffer_Release(This->stateBlock->pIndexData);
6251 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
6252 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
6253 This->stateBlock->streamIsUP = TRUE;
6254 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
6256 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex, NULL);
6258 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
6259 This->stateBlock->streamSource[0] = NULL;
6260 This->stateBlock->streamStride[0] = 0;
6261 This->stateBlock->pIndexData = NULL;
6263 return WINED3D_OK;
6266 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) {
6268 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, 0, NULL, 0, DrawPrimStrideData);
6269 return WINED3D_OK;
6271 /* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
6272 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
6273 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6274 HRESULT hr = WINED3D_OK;
6275 WINED3DRESOURCETYPE sourceType;
6276 WINED3DRESOURCETYPE destinationType;
6277 int i ,levels;
6279 /* TODO: think about moving the code into IWineD3DBaseTexture */
6281 TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
6283 /* verify that the source and destination textures aren't NULL */
6284 if (NULL == pSourceTexture || NULL == pDestinationTexture) {
6285 WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning WINED3DERR_INVALIDCALL\n",
6286 This, pSourceTexture, pDestinationTexture);
6287 hr = WINED3DERR_INVALIDCALL;
6290 if (pSourceTexture == pDestinationTexture) {
6291 WARN("(%p) : source (%p) and destination (%p) textures must be different, returning WINED3DERR_INVALIDCALL\n",
6292 This, pSourceTexture, pDestinationTexture);
6293 hr = WINED3DERR_INVALIDCALL;
6295 /* Verify that the source and destination textures are the same type */
6296 sourceType = IWineD3DBaseTexture_GetType(pSourceTexture);
6297 destinationType = IWineD3DBaseTexture_GetType(pDestinationTexture);
6299 if (sourceType != destinationType) {
6300 WARN("(%p) Sorce and destination types must match, returning WINED3DERR_INVALIDCALL\n",
6301 This);
6302 hr = WINED3DERR_INVALIDCALL;
6305 /* check that both textures have the identical numbers of levels */
6306 if (IWineD3DBaseTexture_GetLevelCount(pDestinationTexture) != IWineD3DBaseTexture_GetLevelCount(pSourceTexture)) {
6307 WARN("(%p) : source (%p) and destination (%p) textures must have identicle numbers of levels, returning WINED3DERR_INVALIDCALL\n", This, pSourceTexture, pDestinationTexture);
6308 hr = WINED3DERR_INVALIDCALL;
6311 if (WINED3D_OK == hr) {
6313 /* Make sure that the destination texture is loaded */
6314 IWineD3DBaseTexture_PreLoad(pDestinationTexture);
6316 /* Update every surface level of the texture */
6317 levels = IWineD3DBaseTexture_GetLevelCount(pDestinationTexture);
6319 switch (sourceType) {
6320 case WINED3DRTYPE_TEXTURE:
6322 IWineD3DSurface *srcSurface;
6323 IWineD3DSurface *destSurface;
6325 for (i = 0 ; i < levels ; ++i) {
6326 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pSourceTexture, i, &srcSurface);
6327 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pDestinationTexture, i, &destSurface);
6328 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
6329 IWineD3DSurface_Release(srcSurface);
6330 IWineD3DSurface_Release(destSurface);
6331 if (WINED3D_OK != hr) {
6332 WARN("(%p) : Call to update surface failed\n", This);
6333 return hr;
6337 break;
6338 case WINED3DRTYPE_CUBETEXTURE:
6340 IWineD3DSurface *srcSurface;
6341 IWineD3DSurface *destSurface;
6342 WINED3DCUBEMAP_FACES faceType;
6344 for (i = 0 ; i < levels ; ++i) {
6345 /* Update each cube face */
6346 for (faceType = D3DCUBEMAP_FACE_POSITIVE_X; faceType <= D3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
6347 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
6348 if (WINED3D_OK != hr) {
6349 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
6350 } else {
6351 TRACE("Got srcSurface %p\n", srcSurface);
6353 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pDestinationTexture, faceType, i, &destSurface);
6354 if (WINED3D_OK != hr) {
6355 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
6356 } else {
6357 TRACE("Got desrSurface %p\n", destSurface);
6359 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
6360 IWineD3DSurface_Release(srcSurface);
6361 IWineD3DSurface_Release(destSurface);
6362 if (WINED3D_OK != hr) {
6363 WARN("(%p) : Call to update surface failed\n", This);
6364 return hr;
6369 break;
6370 #if 0 /* TODO: Add support for volume textures */
6371 case WINED3DRTYPE_VOLUMETEXTURE:
6373 IWineD3DVolume srcVolume = NULL;
6374 IWineD3DSurface destVolume = NULL;
6376 for (i = 0 ; i < levels ; ++i) {
6377 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pSourceTexture, i, &srcVolume);
6378 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pDestinationTexture, i, &destVolume);
6379 hr = IWineD3DFoo_UpdateVolume(iface, srcVolume, NULL, destVolume, NULL);
6380 IWineD3DVolume_Release(srcSurface);
6381 IWineD3DVolume_Release(destSurface);
6382 if (WINED3D_OK != hr) {
6383 WARN("(%p) : Call to update volume failed\n", This);
6384 return hr;
6388 break;
6389 #endif
6390 default:
6391 FIXME("(%p) : Unsupported source and destination type\n", This);
6392 hr = WINED3DERR_INVALIDCALL;
6396 return hr;
6399 static HRESULT WINAPI IWineD3DDeviceImpl_StretchRect(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface,
6400 CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface,
6401 CONST RECT* pDestRect, WINED3DTEXTUREFILTERTYPE Filter) {
6402 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6404 TRACE("(%p) : stub\n", This);
6405 return WINED3D_OK;
6407 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTargetData(IWineD3DDevice *iface, IWineD3DSurface *pRenderTarget, IWineD3DSurface *pSurface) {
6408 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6409 /** TODO: remove remove casts to IWineD3DSurfaceImpl *
6410 * NOTE It may be best to move the code into surface to occomplish this
6411 ****************************************/
6413 WINED3DSURFACE_DESC surfaceDesc;
6414 unsigned int surfaceWidth, surfaceHeight;
6415 glDescriptor *targetGlDescription = NULL;
6416 glDescriptor *surfaceGlDescription = NULL;
6417 IWineD3DSwapChainImpl *container = NULL;
6419 IWineD3DSurface_GetGlDesc(pRenderTarget, &targetGlDescription);
6420 IWineD3DSurface_GetGlDesc(pSurface, &surfaceGlDescription);
6421 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
6423 surfaceDesc.Width = &surfaceWidth;
6424 surfaceDesc.Height = &surfaceHeight;
6425 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
6426 /* check to see if it's the backbuffer or the frontbuffer being requested (to make sure the data is up to date)*/
6428 /* Ok, I may need to setup some kind of active swapchain reference on the device */
6429 IWineD3DSurface_GetContainer(pRenderTarget, &IID_IWineD3DSwapChain, (void **)&container);
6430 ENTER_GL();
6431 /* TODO: opengl Context switching for swapchains etc... */
6432 if (NULL != container || pRenderTarget == This->renderTarget || pRenderTarget == This->depthStencilBuffer) {
6433 if (NULL != container && (pRenderTarget == container->backBuffer[0])) {
6434 glReadBuffer(GL_BACK);
6435 vcheckGLcall("glReadBuffer(GL_BACK)");
6436 } else if ((NULL != container && (pRenderTarget == container->frontBuffer)) || (pRenderTarget == This->renderTarget)) {
6437 glReadBuffer(GL_FRONT);
6438 vcheckGLcall("glReadBuffer(GL_FRONT)");
6439 } else if (pRenderTarget == This->depthStencilBuffer) {
6440 FIXME("Reading of depthstencil not yet supported\n");
6443 glReadPixels(surfaceGlDescription->target,
6444 surfaceGlDescription->level,
6445 surfaceWidth,
6446 surfaceHeight,
6447 surfaceGlDescription->glFormat,
6448 surfaceGlDescription->glType,
6449 (void *)IWineD3DSurface_GetData(pSurface));
6450 vcheckGLcall("glReadPixels(...)");
6451 if(NULL != container ){
6452 IWineD3DSwapChain_Release((IWineD3DSwapChain*) container);
6454 } else {
6455 IWineD3DBaseTexture *container;
6456 GLenum textureDimensions = GL_TEXTURE_2D;
6458 if (WINED3D_OK == IWineD3DSurface_GetContainer(pSurface, &IID_IWineD3DBaseTexture, (void **)&container)) {
6459 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(container);
6460 IWineD3DBaseTexture_Release(container);
6462 /* TODO: 2D -> Cube surface coppies etc.. */
6463 if (surfaceGlDescription->target != textureDimensions) {
6464 FIXME("(%p) : Texture dimension mismatch\n", This);
6466 glEnable(textureDimensions);
6467 vcheckGLcall("glEnable(GL_TEXTURE_...)");
6468 /* FIXME: this isn't correct, it need to add a dirty rect if nothing else... */
6469 glBindTexture(targetGlDescription->target, targetGlDescription->textureName);
6470 vcheckGLcall("glBindTexture");
6471 glGetTexImage(surfaceGlDescription->target,
6472 surfaceGlDescription->level,
6473 surfaceGlDescription->glFormat,
6474 surfaceGlDescription->glType,
6475 (void *)IWineD3DSurface_GetData(pSurface));
6476 glDisable(textureDimensions);
6477 vcheckGLcall("glDisable(GL_TEXTURE_...)");
6480 LEAVE_GL();
6481 return WINED3D_OK;
6484 static HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
6485 IWineD3DSwapChain *swapChain;
6486 HRESULT hr;
6487 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
6488 if(hr == WINED3D_OK) {
6489 hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
6490 IWineD3DSwapChain_Release(swapChain);
6492 return hr;
6495 static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
6496 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6497 /* return a sensible default */
6498 *pNumPasses = 1;
6499 /* TODO: If the window is minimized then validate device should return something other than WINED3D_OK */
6500 FIXME("(%p) : stub\n", This);
6501 return WINED3D_OK;
6504 static HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
6505 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6506 int j;
6507 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
6508 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
6509 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
6510 return WINED3DERR_INVALIDCALL;
6512 for (j = 0; j < 256; ++j) {
6513 This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
6514 This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
6515 This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
6516 This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
6518 TRACE("(%p) : returning\n", This);
6519 return WINED3D_OK;
6522 static HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
6523 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6524 int j;
6525 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
6526 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
6527 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
6528 return WINED3DERR_INVALIDCALL;
6530 for (j = 0; j < 256; ++j) {
6531 pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
6532 pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
6533 pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
6534 pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
6536 TRACE("(%p) : returning\n", This);
6537 return WINED3D_OK;
6540 static HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
6541 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6542 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
6543 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
6544 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
6545 return WINED3DERR_INVALIDCALL;
6547 /*TODO: stateblocks */
6548 This->currentPalette = PaletteNumber;
6549 TRACE("(%p) : returning\n", This);
6550 return WINED3D_OK;
6553 static HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
6554 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6555 if (PaletteNumber == NULL) {
6556 WARN("(%p) : returning Invalid Call\n", This);
6557 return WINED3DERR_INVALIDCALL;
6559 /*TODO: stateblocks */
6560 *PaletteNumber = This->currentPalette;
6561 TRACE("(%p) : returning %u\n", This, *PaletteNumber);
6562 return WINED3D_OK;
6565 static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
6566 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6567 static BOOL showFixmes = TRUE;
6568 if (showFixmes) {
6569 FIXME("(%p) : stub\n", This);
6570 showFixmes = FALSE;
6573 This->softwareVertexProcessing = bSoftware;
6574 return WINED3D_OK;
6578 static BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
6579 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6580 static BOOL showFixmes = TRUE;
6581 if (showFixmes) {
6582 FIXME("(%p) : stub\n", This);
6583 showFixmes = FALSE;
6585 return This->softwareVertexProcessing;
6589 static HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, WINED3DRASTER_STATUS* pRasterStatus) {
6590 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6591 IWineD3DSwapChain *swapChain;
6592 HRESULT hr;
6594 TRACE("(%p) : SwapChain %d returning %p\n", This, iSwapChain, pRasterStatus);
6596 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
6597 if(hr == WINED3D_OK){
6598 hr = IWineD3DSwapChain_GetRasterStatus(swapChain, pRasterStatus);
6599 IWineD3DSwapChain_Release(swapChain);
6600 }else{
6601 FIXME("(%p) IWineD3DSwapChain_GetRasterStatus returned in error\n", This);
6603 return hr;
6607 static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
6608 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6609 static BOOL showfixmes = TRUE;
6610 if(nSegments != 0.0f) {
6611 if( showfixmes) {
6612 FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
6613 showfixmes = FALSE;
6616 return WINED3D_OK;
6619 static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
6620 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6621 static BOOL showfixmes = TRUE;
6622 if( showfixmes) {
6623 FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
6624 showfixmes = FALSE;
6626 return 0.0f;
6629 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
6630 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6631 /** TODO: remove casts to IWineD3DSurfaceImpl
6632 * NOTE: move code to surface to accomplish this
6633 ****************************************/
6634 IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
6635 int srcWidth, srcHeight;
6636 unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
6637 WINED3DFORMAT destFormat, srcFormat;
6638 UINT destSize;
6639 int destLeft, destTop;
6640 WINED3DPOOL srcPool, destPool;
6641 int offset = 0;
6642 int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
6643 glDescriptor *glDescription = NULL;
6644 GLenum textureDimensions = GL_TEXTURE_2D;
6645 IWineD3DBaseTexture *baseTexture;
6647 WINED3DSURFACE_DESC winedesc;
6649 TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
6650 memset(&winedesc, 0, sizeof(winedesc));
6651 winedesc.Width = &srcSurfaceWidth;
6652 winedesc.Height = &srcSurfaceHeight;
6653 winedesc.Pool = &srcPool;
6654 winedesc.Format = &srcFormat;
6656 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
6658 winedesc.Width = &destSurfaceWidth;
6659 winedesc.Height = &destSurfaceHeight;
6660 winedesc.Pool = &destPool;
6661 winedesc.Format = &destFormat;
6662 winedesc.Size = &destSize;
6664 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
6666 if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
6667 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
6668 return WINED3DERR_INVALIDCALL;
6671 if (destFormat == WINED3DFMT_UNKNOWN) {
6672 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
6673 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
6675 /* Get the update surface description */
6676 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
6679 /* Make sure the surface is loaded and up to date */
6680 IWineD3DSurface_PreLoad(pDestinationSurface);
6682 IWineD3DSurface_GetGlDesc(pDestinationSurface, &glDescription);
6684 ENTER_GL();
6686 /* this needs to be done in lines if the sourceRect != the sourceWidth */
6687 srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
6688 srcHeight = pSourceRect ? pSourceRect->top - pSourceRect->bottom : srcSurfaceHeight;
6689 destLeft = pDestPoint ? pDestPoint->x : 0;
6690 destTop = pDestPoint ? pDestPoint->y : 0;
6693 /* This function doesn't support compressed textures
6694 the pitch is just bytesPerPixel * width */
6695 if(srcWidth != srcSurfaceWidth || (pSourceRect != NULL && pSourceRect->left != 0) ){
6696 rowoffset = (srcSurfaceWidth - srcWidth) * pSrcSurface->bytesPerPixel;
6697 offset += pSourceRect->left * pSrcSurface->bytesPerPixel;
6698 /* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
6700 /* TODO DXT formats */
6702 if(pSourceRect != NULL && pSourceRect->top != 0){
6703 offset += pSourceRect->top * srcWidth * pSrcSurface->bytesPerPixel;
6705 TRACE("(%p) glTexSubImage2D, Level %d, left %d, top %d, width %d, height %d , ftm %d, type %d, memory %p\n"
6706 ,This
6707 ,glDescription->level
6708 ,destLeft
6709 ,destTop
6710 ,srcWidth
6711 ,srcHeight
6712 ,glDescription->glFormat
6713 ,glDescription->glType
6714 ,IWineD3DSurface_GetData(pSourceSurface)
6717 /* Sanity check */
6718 if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
6720 /* need to lock the surface to get the data */
6721 FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
6724 /* TODO: Cube and volume support */
6725 if(rowoffset != 0){
6726 /* not a whole row so we have to do it a line at a time */
6727 int j;
6729 /* hopefully using pointer addtion will be quicker than using a point + j * rowoffset */
6730 unsigned char* data =((unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
6732 for(j = destTop ; j < (srcHeight + destTop) ; j++){
6734 glTexSubImage2D(glDescription->target
6735 ,glDescription->level
6736 ,destLeft
6738 ,srcWidth
6740 ,glDescription->glFormat
6741 ,glDescription->glType
6742 ,data /* could be quicker using */
6744 data += rowoffset;
6747 } else { /* Full width, so just write out the whole texture */
6749 if (WINED3DFMT_DXT1 == destFormat ||
6750 WINED3DFMT_DXT2 == destFormat ||
6751 WINED3DFMT_DXT3 == destFormat ||
6752 WINED3DFMT_DXT4 == destFormat ||
6753 WINED3DFMT_DXT5 == destFormat) {
6754 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
6755 if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth) {
6756 /* FIXME: The easy way to do this is lock the destination, and copy the bits accross */
6757 FIXME("Updating part of a compressed texture is not supported at the moment\n");
6758 } if (destFormat != srcFormat) {
6759 FIXME("Updating mixed format compressed texture is not curretly support\n");
6760 } else {
6761 GL_EXTCALL(glCompressedTexImage2DARB)(glDescription->target,
6762 glDescription->level,
6763 glDescription->glFormatInternal,
6764 srcWidth,
6765 srcHeight,
6767 destSize,
6768 IWineD3DSurface_GetData(pSourceSurface));
6770 } else {
6771 FIXME("Attempting to update a DXT compressed texture without hardware support\n");
6775 } else {
6776 if (NP2_REPACK == wined3d_settings.nonpower2_mode) {
6778 /* some applications cannot handle odd pitches returned by soft non-power2, so we have
6779 to repack the data from pow2Width/Height to expected Width,Height, this makes the
6780 data returned by GetData non-power2 width/height with hardware non-power2
6781 pow2Width/height are set to surface width height, repacking isn't needed so it
6782 doesn't matter which function gets called. */
6783 glTexSubImage2D(glDescription->target
6784 ,glDescription->level
6785 ,destLeft
6786 ,destTop
6787 ,srcWidth
6788 ,srcHeight
6789 ,glDescription->glFormat
6790 ,glDescription->glType
6791 ,IWineD3DSurface_GetData(pSourceSurface)
6793 } else {
6795 /* not repacked, the data returned by IWineD3DSurface_GetData is pow2Width x pow2Height */
6796 glTexSubImage2D(glDescription->target
6797 ,glDescription->level
6798 ,destLeft
6799 ,destTop
6800 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Width
6801 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Height
6802 ,glDescription->glFormat
6803 ,glDescription->glType
6804 ,IWineD3DSurface_GetData(pSourceSurface)
6810 checkGLcall("glTexSubImage2D");
6811 ((IWineD3DSurfaceImpl *)pDestinationSurface)->Flags |= SFLAG_GLDIRTY;
6813 /* I only need to look up baseTexture here, so it may be a good idea to hava a GL_TARGET ->
6814 * GL_DIMENSIONS lookup, or maybe store the dimensions on the surface (but that's making the
6815 * surface bigger than it needs to be hmm.. */
6816 if (WINED3D_OK == IWineD3DSurface_GetContainer(pDestinationSurface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)) {
6817 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(baseTexture);
6818 IWineD3DBaseTexture_Release(baseTexture);
6821 glDisable(textureDimensions); /* This needs to be managed better.... */
6822 LEAVE_GL();
6824 return WINED3D_OK;
6827 /* Implementation details at http://developer.nvidia.com/attach/6494
6829 http://oss.sgi.com/projects/ogl-sample/registry/NV/evaluators.txt
6830 hmm.. no longer supported use
6831 OpenGL evaluators or tessellate surfaces within your application.
6834 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawRectPatch.asp */
6835 static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
6836 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6837 TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
6838 FIXME("(%p) : Stub\n", This);
6839 return WINED3D_OK;
6843 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
6844 static HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DTRIPATCH_INFO* pTriPatchInfo) {
6845 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6846 TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p)\n", This, Handle, pNumSegs, pTriPatchInfo);
6847 FIXME("(%p) : Stub\n", This);
6848 return WINED3D_OK;
6851 static HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
6852 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6853 TRACE("(%p) Handle(%d)\n", This, Handle);
6854 FIXME("(%p) : Stub\n", This);
6855 return WINED3D_OK;
6858 static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST WINED3DRECT* pRect, WINED3DCOLOR color) {
6859 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6860 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *) pSurface;
6861 DDBLTFX BltFx;
6862 TRACE("(%p) Colour fill Surface: %p rect: %p color: %d\n", This, pSurface, pRect, color);
6864 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM) {
6865 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
6866 return WINED3DERR_INVALIDCALL;
6869 /* Just forward this to the DirectDraw blitting engine */
6870 memset(&BltFx, 0, sizeof(BltFx));
6871 BltFx.dwSize = sizeof(BltFx);
6872 BltFx.u5.dwFillColor = color;
6873 return IWineD3DSurface_Blt(pSurface, (RECT *) pRect, NULL, NULL, DDBLT_COLORFILL, &BltFx);
6876 /* rendertarget and deptth stencil functions */
6877 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
6878 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6880 /* FIXME: Implelent RenderTargetIndex >0 */
6881 if(RenderTargetIndex > 0)
6882 FIXME("(%p) : RenderTargetIndex %d >0 not currently supported\n", This, RenderTargetIndex);
6884 *ppRenderTarget = This->renderTarget;
6885 TRACE("(%p) : RenderTarget %d Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
6886 /* Note inc ref on returned surface */
6887 if(*ppRenderTarget != NULL)
6888 IWineD3DSurface_AddRef(*ppRenderTarget);
6889 return WINED3D_OK;
6892 static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *iface, IWineD3DSurface *Front, IWineD3DSurface *Back) {
6893 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6894 IWineD3DSurfaceImpl *FrontImpl = (IWineD3DSurfaceImpl *) Front;
6895 IWineD3DSurfaceImpl *BackImpl = (IWineD3DSurfaceImpl *) Back;
6896 IWineD3DSwapChainImpl *Swapchain;
6897 HRESULT hr;
6899 TRACE("(%p)->(%p,%p)\n", This, FrontImpl, BackImpl);
6901 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &Swapchain);
6902 if(hr != WINED3D_OK) {
6903 ERR("Can't get the swapchain\n");
6904 return hr;
6907 /* Make sure to release the swapchain */
6908 IWineD3DSwapChain_Release((IWineD3DSwapChain *) Swapchain);
6910 if(FrontImpl && !(FrontImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
6911 ERR("Trying to set a front buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
6912 return WINED3DERR_INVALIDCALL;
6914 else if(BackImpl && !(BackImpl->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
6915 ERR("Trying to set a back buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
6916 return WINED3DERR_INVALIDCALL;
6919 if(Swapchain->frontBuffer != Front) {
6920 TRACE("Changing the front buffer from %p to %p\n", Swapchain->frontBuffer, Front);
6922 if(Swapchain->frontBuffer)
6923 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, NULL);
6924 Swapchain->frontBuffer = Front;
6926 if(Swapchain->frontBuffer) {
6927 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, (IWineD3DBase *) Swapchain);
6931 if(Back && !Swapchain->backBuffer) {
6932 /* We need memory for the back buffer array - only one back buffer this way */
6933 Swapchain->backBuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *));
6934 if(!Swapchain->backBuffer) {
6935 ERR("Out of memory\n");
6936 return E_OUTOFMEMORY;
6940 if(Swapchain->backBuffer[0] != Back) {
6941 TRACE("Changing the back buffer from %p to %p\n", Swapchain->backBuffer, Back);
6942 ENTER_GL();
6943 if(!Swapchain->backBuffer[0]) {
6944 /* GL was told to draw to the front buffer at creation,
6945 * undo that
6947 glDrawBuffer(GL_BACK);
6948 checkGLcall("glDrawBuffer(GL_BACK)");
6949 /* Set the backbuffer count to 1 because other code uses it to fing the back buffers */
6950 Swapchain->presentParms.BackBufferCount = 1;
6951 } else if (!Back) {
6952 /* That makes problems - disable for now */
6953 /* glDrawBuffer(GL_FRONT); */
6954 checkGLcall("glDrawBuffer(GL_FRONT)");
6955 /* We have lost our back buffer, set this to 0 to avoid confusing other code */
6956 Swapchain->presentParms.BackBufferCount = 0;
6958 LEAVE_GL();
6960 if(Swapchain->backBuffer[0])
6961 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], NULL);
6962 Swapchain->backBuffer[0] = Back;
6964 if(Swapchain->backBuffer[0]) {
6965 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], (IWineD3DBase *) Swapchain);
6966 } else {
6967 HeapFree(GetProcessHeap(), 0, Swapchain->backBuffer);
6972 return WINED3D_OK;
6975 static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
6976 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6977 *ppZStencilSurface = This->depthStencilBuffer;
6978 TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
6980 if(*ppZStencilSurface != NULL) {
6981 /* Note inc ref on returned surface */
6982 IWineD3DSurface_AddRef(*ppZStencilSurface);
6984 return WINED3D_OK;
6987 /* internal static helper functions */
6988 static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
6989 IWineD3DSurface *RenderSurface);
6991 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
6992 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6993 HRESULT hr = WINED3D_OK;
6994 WINED3DVIEWPORT viewport;
6996 TRACE("(%p) Swapping rendertarget\n",This);
6997 if (RenderTargetIndex > 0) {
6998 FIXME("(%p) Render targets other than the first are not supported\n",This);
6999 RenderTargetIndex = 0;
7002 /* MSDN says that null disables the render target
7003 but a device must always be associated with a render target
7004 nope MSDN says that we return invalid call to a null rendertarget with an index of 0
7006 see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
7007 for more details
7009 if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
7010 FIXME("Trying to set render target 0 to NULL\n");
7011 return WINED3DERR_INVALIDCALL;
7013 /* TODO: replace Impl* usage with interface usage */
7014 if (!((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET) {
7015 FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of WINED3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
7016 return WINED3DERR_INVALIDCALL;
7018 /** TODO: check that the depth stencil format matches the render target, this is only done in debug
7019 * builds, but I think wine counts as a 'debug' build for now.
7020 ******************************/
7021 /* If we are trying to set what we already have, don't bother */
7022 if (pRenderTarget == This->renderTarget) {
7023 TRACE("Trying to do a NOP SetRenderTarget operation\n");
7024 } else {
7025 /* Otherwise, set the render target up */
7027 if (!This->sceneEnded) {
7028 IWineD3DDevice_EndScene(iface);
7030 TRACE("clearing renderer\n");
7031 /* IWineD3DDeviceImpl_CleanRender(iface); */
7032 /* OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
7033 depending on the renter target implementation being used.
7034 A shared context implementation will share all buffers between all rendertargets (including swapchains),
7035 implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
7036 stencil buffer and incure an extra memory overhead */
7037 hr = IWineD3DDeviceImpl_ActiveRender(iface, pRenderTarget);
7040 if (SUCCEEDED(hr)) {
7041 /* Finally, reset the viewport as the MSDN states. */
7042 /* TODO: Replace impl usage */
7043 viewport.Height = ((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height;
7044 viewport.Width = ((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Width;
7045 viewport.X = 0;
7046 viewport.Y = 0;
7047 viewport.MaxZ = 1.0f;
7048 viewport.MinZ = 0.0f;
7049 IWineD3DDeviceImpl_SetViewport(iface, &viewport);
7050 } else {
7051 FIXME("Unknown error setting the render target\n");
7053 This->sceneEnded = FALSE;
7054 return hr;
7057 static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
7058 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7059 HRESULT hr = WINED3D_OK;
7060 IWineD3DSurface *tmp;
7062 TRACE("(%p) Swapping z-buffer\n",This);
7064 if (pNewZStencil == This->stencilBufferTarget) {
7065 TRACE("Trying to do a NOP SetRenderTarget operation\n");
7066 } else {
7067 /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
7068 * depending on the renter target implementation being used.
7069 * A shared context implementation will share all buffers between all rendertargets (including swapchains),
7070 * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
7071 * stencil buffer and incure an extra memory overhead
7072 ******************************************************/
7075 tmp = This->stencilBufferTarget;
7076 This->stencilBufferTarget = pNewZStencil;
7077 /* should we be calling the parent or the wined3d surface? */
7078 if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
7079 if (NULL != tmp) IWineD3DSurface_Release(tmp);
7080 hr = WINED3D_OK;
7081 /** TODO: glEnable/glDisable on depth/stencil depending on
7082 * pNewZStencil is NULL and the depth/stencil is enabled in d3d
7083 **********************************************************/
7086 return hr;
7090 #ifdef GL_VERSION_1_3
7091 /* Internal functions not in DirectX */
7092 /** TODO: move this off to the opengl context manager
7093 *(the swapchain doesn't need to know anything about offscreen rendering!)
7094 ****************************************************/
7096 static HRESULT WINAPI IWineD3DDeviceImpl_CleanRender(IWineD3DDevice* iface, IWineD3DSwapChainImpl *swapchain)
7098 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7100 TRACE("(%p), %p\n", This, swapchain);
7102 if (swapchain->win != swapchain->drawable) {
7103 /* Set everything back the way it ws */
7104 swapchain->render_ctx = swapchain->glCtx;
7105 swapchain->drawable = swapchain->win;
7107 return WINED3D_OK;
7110 /* TODO: move this off into a context manager so that GLX_ATI_render_texture and other types of surface can be used. */
7111 static HRESULT WINAPI IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IWineD3DSurface *pSurface, glContext **context) {
7112 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7113 int i;
7114 unsigned int width;
7115 unsigned int height;
7116 WINED3DFORMAT format;
7117 WINED3DSURFACE_DESC surfaceDesc;
7118 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
7119 surfaceDesc.Width = &width;
7120 surfaceDesc.Height = &height;
7121 surfaceDesc.Format = &format;
7122 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
7123 *context = NULL;
7124 /* I need a get width/height function (and should do something with the format) */
7125 for (i = 0; i < CONTEXT_CACHE; ++i) {
7126 /** NOTE: the contextCache[i].pSurface == pSurface check ceates onepbuffer per surface
7127 ATI cards don't destroy pbuffers, but as soon as resource releasing callbacks are inplace
7128 the pSurface can be set to 0 allowing it to be reused from cache **/
7129 if (This->contextCache[i].Width == width && This->contextCache[i].Height == height
7130 && (!pbuffer_per_surface || This->contextCache[i].pSurface == pSurface || This->contextCache[i].pSurface == NULL)) {
7131 *context = &This->contextCache[i];
7132 break;
7134 if (This->contextCache[i].Width == 0) {
7135 This->contextCache[i].pSurface = pSurface;
7136 This->contextCache[i].Width = width;
7137 This->contextCache[i].Height = height;
7138 *context = &This->contextCache[i];
7139 break;
7142 if (i == CONTEXT_CACHE) {
7143 int minUsage = 0x7FFFFFFF; /* MAX_INT */
7144 glContext *dropContext = 0;
7145 for (i = 0; i < CONTEXT_CACHE; i++) {
7146 if (This->contextCache[i].usedcount < minUsage) {
7147 dropContext = &This->contextCache[i];
7148 minUsage = This->contextCache[i].usedcount;
7151 /* clean up the context (this doesn't work for ATI at the moment */
7152 #if 0
7153 glXDestroyContext(swapchain->display, dropContext->context);
7154 glXDestroyPbuffer(swapchain->display, dropContext->drawable);
7155 #endif
7156 FIXME("Leak\n");
7157 dropContext->Width = 0;
7158 dropContext->pSurface = pSurface;
7159 *context = dropContext;
7160 } else {
7161 if (++This->contextCache[i].usedcount == 0x7FFFFFFF /* MAX_INT */ - 1 ) {
7162 for (i = 0; i < CONTEXT_CACHE; i++) {
7163 This->contextCache[i].usedcount = max(0, This->contextCache[i].usedcount - (0x7FFFFFFF /* MAX_INT */ >> 1));
7167 if (*context != NULL)
7168 return WINED3D_OK;
7169 else
7170 return E_OUTOFMEMORY;
7172 #endif
7174 /* Reapply the device stateblock */
7175 static void device_reapply_stateblock(IWineD3DDeviceImpl* This) {
7177 BOOL oldRecording;
7178 IWineD3DStateBlockImpl *oldUpdateStateBlock;
7180 /* Disable recording */
7181 oldUpdateStateBlock = This->updateStateBlock;
7182 oldRecording= This->isRecordingState;
7183 This->isRecordingState = FALSE;
7184 This->updateStateBlock = This->stateBlock;
7186 /* Reapply the state block */
7187 IWineD3DStateBlock_Apply((IWineD3DStateBlock *)This->stateBlock);
7189 /* Restore recording */
7190 This->isRecordingState = oldRecording;
7191 This->updateStateBlock = oldUpdateStateBlock;
7194 /* Set the device to render to a texture, or not.
7195 * This involves changing renderUpsideDown */
7197 static void device_render_to_texture(IWineD3DDeviceImpl* This, BOOL isTexture) {
7199 DWORD cullMode;
7200 BOOL oldRecording;
7201 IWineD3DStateBlockImpl *oldUpdateStateBlock;
7203 /* Disable recording */
7204 oldUpdateStateBlock = This->updateStateBlock;
7205 oldRecording= This->isRecordingState;
7206 This->isRecordingState = FALSE;
7207 This->updateStateBlock = This->stateBlock;
7209 /* Set upside-down rendering, and update the cull mode */
7210 /* The surface must be rendered upside down to cancel the flip produced by glCopyTexImage */
7211 This->renderUpsideDown = isTexture;
7212 This->last_was_rhw = FALSE;
7213 This->proj_valid = FALSE;
7214 IWineD3DDevice_GetRenderState((IWineD3DDevice*) This, WINED3DRS_CULLMODE, &cullMode);
7215 IWineD3DDevice_SetRenderState((IWineD3DDevice*) This, WINED3DRS_CULLMODE, cullMode);
7217 /* Restore recording */
7218 This->isRecordingState = oldRecording;
7219 This->updateStateBlock = oldUpdateStateBlock;
7222 /* Returns an array of compatible FBconfig(s).
7223 * The array must be freed with XFree. Requires ENTER_GL() */
7225 static GLXFBConfig* device_find_fbconfigs(
7226 IWineD3DDeviceImpl* This,
7227 IWineD3DSwapChainImpl* implicitSwapchainImpl,
7228 IWineD3DSurface* RenderSurface) {
7230 GLXFBConfig* cfgs = NULL;
7231 int nCfgs = 0;
7232 int attribs[256];
7233 int nAttribs = 0;
7235 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
7236 WINED3DFORMAT BackBufferFormat = ((IWineD3DSurfaceImpl *) RenderSurface)->resource.format;
7237 WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
7239 /**TODO:
7240 if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off,
7241 it StencilSurface != NULL && zBufferTarget == NULL switch it on
7244 #define PUSH1(att) attribs[nAttribs++] = (att);
7245 #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
7247 /* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/
7249 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
7250 PUSH2(GLX_X_RENDERABLE, TRUE);
7251 PUSH2(GLX_DOUBLEBUFFER, TRUE);
7252 TRACE("calling makeglcfg\n");
7253 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */);
7254 PUSH1(None);
7255 TRACE("calling chooseFGConfig\n");
7256 cfgs = glXChooseFBConfig(implicitSwapchainImpl->display,
7257 DefaultScreen(implicitSwapchainImpl->display),
7258 attribs, &nCfgs);
7259 if (cfgs == NULL) {
7260 /* OK we didn't find the exact config, so use any reasonable match */
7261 /* TODO: fill in the 'requested' and 'current' depths, and make sure that's
7262 why we failed. */
7263 static BOOL show_message = TRUE;
7264 if (show_message) {
7265 ERR("Failed to find exact match, finding alternative but you may "
7266 "suffer performance issues, try changing xfree's depth to match the requested depth\n");
7267 show_message = FALSE;
7269 nAttribs = 0;
7270 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT);
7271 /* PUSH2(GLX_X_RENDERABLE, TRUE); */
7272 PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
7273 PUSH2(GLX_DOUBLEBUFFER, FALSE);
7274 TRACE("calling makeglcfg\n");
7275 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */);
7276 PUSH1(None);
7277 cfgs = glXChooseFBConfig(implicitSwapchainImpl->display,
7278 DefaultScreen(implicitSwapchainImpl->display),
7279 attribs, &nCfgs);
7282 if (cfgs == NULL) {
7283 ERR("Could not get a valid FBConfig for (%u,%s)/(%u,%s)\n",
7284 BackBufferFormat, debug_d3dformat(BackBufferFormat),
7285 StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
7286 } else {
7287 #ifdef EXTRA_TRACES
7288 int i;
7289 for (i = 0; i < nCfgs; ++i) {
7290 TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat,
7291 debug_d3dformat(BackBufferFormat), StencilBufferFormat,
7292 debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
7294 if (NULL != This->renderTarget) {
7295 glFlush();
7296 vcheckGLcall("glFlush");
7297 /** This is only useful if the old render target was a swapchain,
7298 * we need to supercede this with a function that displays
7299 * the current buffer on the screen. This is easy to do in glx1.3 but
7300 * we need to do copy-write pixels in glx 1.2.
7301 ************************************************/
7302 glXSwapBuffers(implicitSwapChainImpl->display,
7303 implicitSwapChainImpl->drawable);
7304 printf("Hit Enter to get next frame ...\n");
7305 getchar();
7307 #endif
7309 #undef PUSH1
7310 #undef PUSH2
7312 return cfgs;
7315 /** FIXME: This is currently used called whenever SetRenderTarget or SetStencilBuffer are called
7316 * the functionality needs splitting up so that we don't do more than we should do.
7317 * this only seems to impact performance a little.
7318 ******************************/
7319 static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
7320 IWineD3DSurface *RenderSurface) {
7323 * Currently only active for GLX >= 1.3
7324 * for others versions we'll have to use GLXPixmaps
7326 * normally we must test GLX_VERSION_1_3 but nvidia headers are not correct
7327 * as they implement GLX 1.3 but only define GLX_VERSION_1_2
7328 * so only check OpenGL version
7329 * ..........................
7330 * I don't believe that it is a problem with NVidia headers,
7331 * XFree only supports GLX1.2, nVidia (and ATI to some extent) provide 1.3 functions
7332 * in GLX 1.2, there is no mention of the correct way to tell if the extensions are provided.
7333 * ATI Note:
7334 * Your application will report GLX version 1.2 on glXQueryVersion.
7335 * However, it is safe to call the GLX 1.3 functions as described below.
7337 #if defined(GL_VERSION_1_3)
7339 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7340 GLXFBConfig* cfgs = NULL;
7341 IWineD3DSwapChain *currentSwapchain;
7342 IWineD3DSwapChainImpl *currentSwapchainImpl;
7343 IWineD3DSwapChain *implicitSwapchain;
7344 IWineD3DSwapChainImpl *implicitSwapchainImpl;
7345 IWineD3DSwapChain *renderSurfaceSwapchain;
7346 IWineD3DSwapChainImpl *renderSurfaceSwapchainImpl;
7348 /* Obtain a reference to the device implicit swapchain,
7349 * the swapchain of the current render target,
7350 * and the swapchain of the new render target.
7351 * Fallback to device implicit swapchain if the current render target doesn't have one */
7352 IWineD3DDevice_GetSwapChain(iface, 0, &implicitSwapchain);
7353 IWineD3DSurface_GetContainer(RenderSurface, &IID_IWineD3DSwapChain, (void**) &renderSurfaceSwapchain);
7354 IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DSwapChain, (void **)&currentSwapchain);
7355 if (currentSwapchain == NULL)
7356 IWineD3DDevice_GetSwapChain(iface, 0, &currentSwapchain);
7358 currentSwapchainImpl = (IWineD3DSwapChainImpl*) currentSwapchain;
7359 implicitSwapchainImpl = (IWineD3DSwapChainImpl*) implicitSwapchain;
7360 renderSurfaceSwapchainImpl = (IWineD3DSwapChainImpl*) renderSurfaceSwapchain;
7362 ENTER_GL();
7365 * TODO: remove the use of IWineD3DSwapChainImpl, a context manager will help since it will replace the
7366 * renderTarget = swapchain->backBuffer[i] bit and anything to do with *glContexts
7367 **********************************************************************/
7368 if (renderSurfaceSwapchain != NULL) {
7370 /* We also need to make sure that the lights &co are also in the context of the swapchains */
7371 /* FIXME: If the render target gets sent to the frontBuffer, should we be presenting it raw? */
7372 TRACE("making swapchain active\n");
7373 if (RenderSurface != This->renderTarget) {
7374 BOOL backbuf = FALSE;
7375 int i;
7377 for(i = 0; i < renderSurfaceSwapchainImpl->presentParms.BackBufferCount; i++) {
7378 if(RenderSurface == renderSurfaceSwapchainImpl->backBuffer[i]) {
7379 backbuf = TRUE;
7380 break;
7384 if (backbuf) {
7385 } else {
7386 /* This could be flagged so that some operations work directly with the front buffer */
7387 FIXME("Attempting to set the renderTarget to the frontBuffer\n");
7389 if (glXMakeCurrent(renderSurfaceSwapchainImpl->display,
7390 renderSurfaceSwapchainImpl->win,
7391 renderSurfaceSwapchainImpl->glCtx) == False) {
7393 TRACE("Error in setting current context: context %p drawable %ld !\n",
7394 implicitSwapchainImpl->glCtx, implicitSwapchainImpl->win);
7396 checkGLcall("glXMakeContextCurrent");
7398 /* Clean up the old context */
7399 IWineD3DDeviceImpl_CleanRender(iface, currentSwapchainImpl);
7401 /* Reapply the stateblock, and set the device not to render to texture */
7402 device_reapply_stateblock(This);
7403 device_render_to_texture(This, FALSE);
7406 /* Offscreen rendering: PBuffers (currently disabled).
7407 * Also note that this path is never reached if FBOs are supported */
7408 } else if (pbuffer_support &&
7409 (cfgs = device_find_fbconfigs(This, implicitSwapchainImpl, RenderSurface)) != NULL) {
7411 /** ********************************************************************
7412 * This is a quickly hacked out implementation of offscreen textures.
7413 * It will work in most cases but there may be problems if the client
7414 * modifies the texture directly, or expects the contents of the rendertarget
7415 * to be persistent.
7417 * There are some real speed vs compatibility issues here:
7418 * we should really use a new context for every texture, but that eats ram.
7419 * we should also be restoring the texture to the pbuffer but that eats CPU
7420 * we can also 'reuse' the current pbuffer if the size is larger than the requested buffer,
7421 * but if this means reusing the display backbuffer then we need to make sure that
7422 * states are correctly preserved.
7423 * In many cases I would expect that we can 'skip' some functions, such as preserving states,
7424 * and gain a good performance increase at the cost of compatibility.
7425 * I would suggest that, when this is the case, a user configurable flag be made
7426 * available, allowing the user to choose the best emulated experience for them.
7427 *********************************************************************/
7429 XVisualInfo *visinfo;
7430 glContext *newContext;
7432 /* Here were using a shared context model */
7433 if (WINED3D_OK != IWineD3DDeviceImpl_FindGLContext(iface, RenderSurface, &newContext)) {
7434 FIXME("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
7437 /* If the context doesn't exist then create a new one */
7438 /* TODO: This should really be part of findGlContext */
7439 if (NULL == newContext->context) {
7441 int attribs[256];
7442 int nAttribs = 0;
7444 TRACE("making new buffer\n");
7445 attribs[nAttribs++] = GLX_PBUFFER_WIDTH;
7446 attribs[nAttribs++] = newContext->Width;
7447 attribs[nAttribs++] = GLX_PBUFFER_HEIGHT;
7448 attribs[nAttribs++] = newContext->Height;
7449 attribs[nAttribs++] = None;
7451 newContext->drawable = glXCreatePbuffer(implicitSwapchainImpl->display, cfgs[0], attribs);
7453 /** ****************************************
7454 *GLX1.3 isn't supported by XFree 'yet' until that point ATI emulates pBuffers
7455 *they note:
7456 * In future releases, we may provide the calls glXCreateNewContext,
7457 * glXQueryDrawable and glXMakeContextCurrent.
7458 * so until then we have to use glXGetVisualFromFBConfig &co..
7459 ********************************************/
7461 visinfo = glXGetVisualFromFBConfig(implicitSwapchainImpl->display, cfgs[0]);
7462 if (!visinfo) {
7463 ERR("Error: couldn't get an RGBA, double-buffered visual\n");
7464 } else {
7465 newContext->context = glXCreateContext(
7466 implicitSwapchainImpl->display, visinfo,
7467 implicitSwapchainImpl->glCtx, GL_TRUE);
7469 XFree(visinfo);
7472 if (NULL == newContext || NULL == newContext->context) {
7473 ERR("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
7474 } else {
7475 /* Debug logging, (this function leaks), change to a TRACE when the leak is plugged */
7476 if (glXMakeCurrent(implicitSwapchainImpl->display,
7477 newContext->drawable, newContext->context) == False) {
7479 TRACE("Error in setting current context: context %p drawable %ld\n",
7480 newContext->context, newContext->drawable);
7482 checkGLcall("glXMakeContextCurrent");
7484 /* Clean up the old context */
7485 IWineD3DDeviceImpl_CleanRender(iface, currentSwapchainImpl);
7487 /* Reapply stateblock, and set device to render to a texture */
7488 device_reapply_stateblock(This);
7489 device_render_to_texture(This, TRUE);
7491 /* Set the current context of the swapchain to the new context */
7492 implicitSwapchainImpl->drawable = newContext->drawable;
7493 implicitSwapchainImpl->render_ctx = newContext->context;
7495 } else {
7496 /* Same context, but update renderUpsideDown and cull mode */
7497 device_render_to_texture(This, TRUE);
7500 /* Replace the render target */
7501 if (This->renderTarget != RenderSurface) {
7502 IWineD3DSurface_Release(This->renderTarget);
7503 This->renderTarget = RenderSurface;
7504 IWineD3DSurface_AddRef(RenderSurface);
7507 if (cfgs != NULL) XFree(cfgs);
7508 if (implicitSwapchain != NULL) IWineD3DSwapChain_Release(implicitSwapchain);
7509 if (currentSwapchain != NULL) IWineD3DSwapChain_Release(currentSwapchain);
7510 if (renderSurfaceSwapchain != NULL) IWineD3DSwapChain_Release(renderSurfaceSwapchain);
7511 LEAVE_GL();
7512 #endif
7513 return WINED3D_OK;
7516 static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
7517 UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
7518 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7519 /* TODO: the use of Impl is deprecated. */
7520 IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
7522 TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
7524 /* some basic validation checks */
7525 if(This->cursorTexture) {
7526 ENTER_GL();
7527 glDeleteTextures(1, &This->cursorTexture);
7528 LEAVE_GL();
7529 This->cursorTexture = 0;
7532 if(pCursorBitmap) {
7533 /* MSDN: Cursor must be A8R8G8B8 */
7534 if (WINED3DFMT_A8R8G8B8 != pSur->resource.format) {
7535 ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
7536 return WINED3DERR_INVALIDCALL;
7539 /* MSDN: Cursor must be smaller than the display mode */
7540 if(pSur->currentDesc.Width > This->ddraw_width ||
7541 pSur->currentDesc.Height > This->ddraw_height) {
7542 ERR("(%p) : Surface(%p) is %dx%d pixels, but screen res is %dx%d\n", This, pSur, pSur->currentDesc.Width, pSur->currentDesc.Height, This->ddraw_width, This->ddraw_height);
7543 return WINED3DERR_INVALIDCALL;
7546 /* TODO: MSDN: Cursor sizes must be a power of 2 */
7547 /* This is to tell our texture code to load a SCRATCH surface. This allows us to use out
7548 * Texture and Blitting code to draw the cursor
7550 pSur->Flags |= SFLAG_FORCELOAD;
7551 IWineD3DSurface_PreLoad(pCursorBitmap);
7552 pSur->Flags &= ~SFLAG_FORCELOAD;
7553 /* Do not store the surface's pointer because the application may release
7554 * it after setting the cursor image. Windows doesn't addref the set surface, so we can't
7555 * do this either without creating circular refcount dependencies. Copy out the gl texture instead.
7557 This->cursorTexture = pSur->glDescription.textureName;
7558 This->cursorWidth = pSur->currentDesc.Width;
7559 This->cursorHeight = pSur->currentDesc.Height;
7560 pSur->glDescription.textureName = 0; /* Prevent the texture from being changed or deleted */
7563 This->xHotSpot = XHotSpot;
7564 This->yHotSpot = YHotSpot;
7565 return WINED3D_OK;
7568 static void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
7569 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7570 TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
7572 This->xScreenSpace = XScreenSpace;
7573 This->yScreenSpace = YScreenSpace;
7575 return;
7579 static BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
7580 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7581 BOOL oldVisible = This->bCursorVisible;
7582 TRACE("(%p) : visible(%d)\n", This, bShow);
7584 if(This->cursorTexture)
7585 This->bCursorVisible = bShow;
7587 return oldVisible;
7590 static HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
7591 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7592 TRACE("(%p) : state (%u)\n", This, This->state);
7593 /* TODO: Implement wrapping of the WndProc so that mimimize and maxamise can be monitored and the states adjusted. */
7594 switch (This->state) {
7595 case WINED3D_OK:
7596 return WINED3D_OK;
7597 case WINED3DERR_DEVICELOST:
7599 ResourceList *resourceList = This->resources;
7600 while (NULL != resourceList) {
7601 if (((IWineD3DResourceImpl *)resourceList->resource)->resource.pool == WINED3DPOOL_DEFAULT /* TODO: IWineD3DResource_GetPool(resourceList->resource)*/)
7602 return WINED3DERR_DEVICENOTRESET;
7603 resourceList = resourceList->next;
7605 return WINED3DERR_DEVICELOST;
7607 case WINED3DERR_DRIVERINTERNALERROR:
7608 return WINED3DERR_DRIVERINTERNALERROR;
7611 /* Unknown state */
7612 return WINED3DERR_DRIVERINTERNALERROR;
7616 static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
7617 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7618 /** FIXME: Resource tracking needs to be done,
7619 * The closes we can do to this is set the priorities of all managed textures low
7620 * and then reset them.
7621 ***********************************************************/
7622 FIXME("(%p) : stub\n", This);
7623 return WINED3D_OK;
7626 static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
7627 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7628 /** FIXME: Resource trascking needs to be done.
7629 * in effect this pulls all non only default
7630 * textures out of video memory and deletes all glTextures (glDeleteTextures)
7631 * and should clear down the context and set it up according to pPresentationParameters
7632 ***********************************************************/
7633 FIXME("(%p) : stub\n", This);
7634 return WINED3D_OK;
7637 static HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
7638 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7639 /** FIXME: always true at the moment **/
7640 if(!bEnableDialogs) {
7641 FIXME("(%p) Dialogs cannot be disabled yet\n", This);
7643 return WINED3D_OK;
7647 static HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, WINED3DDEVICE_CREATION_PARAMETERS *pParameters) {
7648 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7649 TRACE("(%p) : pParameters %p\n", This, pParameters);
7651 *pParameters = This->createParms;
7652 return WINED3D_OK;
7655 static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) {
7656 IWineD3DSwapChain *swapchain;
7657 HRESULT hrc = WINED3D_OK;
7659 TRACE("Relaying to swapchain\n");
7661 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
7662 IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (WINED3DGAMMARAMP *)pRamp);
7663 IWineD3DSwapChain_Release(swapchain);
7665 return;
7668 static void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp) {
7669 IWineD3DSwapChain *swapchain;
7670 HRESULT hrc = WINED3D_OK;
7672 TRACE("Relaying to swapchain\n");
7674 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
7675 hrc =IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
7676 IWineD3DSwapChain_Release(swapchain);
7678 return;
7682 /** ********************************************************
7683 * Notification functions
7684 ** ********************************************************/
7685 /** This function must be called in the release of a resource when ref == 0,
7686 * the contents of resource must still be correct,
7687 * any handels to other resource held by the caller must be closed
7688 * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
7689 *****************************************************/
7690 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){
7691 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7692 ResourceList* resourceList;
7694 TRACE("(%p) : resource %p\n", This, resource);
7695 #if 0
7696 EnterCriticalSection(&resourceStoreCriticalSection);
7697 #endif
7698 /* add a new texture to the frot of the linked list */
7699 resourceList = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ResourceList));
7700 resourceList->resource = resource;
7702 /* Get the old head */
7703 resourceList->next = This->resources;
7705 This->resources = resourceList;
7706 TRACE("Added resource %p with element %p pointing to %p\n", resource, resourceList, resourceList->next);
7708 #if 0
7709 LeaveCriticalSection(&resourceStoreCriticalSection);
7710 #endif
7711 return;
7714 static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){
7715 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7716 ResourceList* resourceList = NULL;
7717 ResourceList* previousResourceList = NULL;
7719 TRACE("(%p) : resource %p\n", This, resource);
7721 #if 0
7722 EnterCriticalSection(&resourceStoreCriticalSection);
7723 #endif
7724 resourceList = This->resources;
7726 while (resourceList != NULL) {
7727 if(resourceList->resource == resource) break;
7728 previousResourceList = resourceList;
7729 resourceList = resourceList->next;
7732 if (resourceList == NULL) {
7733 FIXME("Attempted to remove resource %p that hasn't been stored\n", resource);
7734 #if 0
7735 LeaveCriticalSection(&resourceStoreCriticalSection);
7736 #endif
7737 return;
7738 } else {
7739 TRACE("Found resource %p with element %p pointing to %p (previous %p)\n", resourceList->resource, resourceList, resourceList->next, previousResourceList);
7741 /* make sure we don't leave a hole in the list */
7742 if (previousResourceList != NULL) {
7743 previousResourceList->next = resourceList->next;
7744 } else {
7745 This->resources = resourceList->next;
7748 #if 0
7749 LeaveCriticalSection(&resourceStoreCriticalSection);
7750 #endif
7751 return;
7755 static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DResource *resource){
7756 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7757 int counter;
7759 TRACE("(%p) : resource %p\n", This, resource);
7760 switch(IWineD3DResource_GetType(resource)){
7761 case WINED3DRTYPE_SURFACE:
7762 /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
7763 break;
7764 case WINED3DRTYPE_TEXTURE:
7765 case WINED3DRTYPE_CUBETEXTURE:
7766 case WINED3DRTYPE_VOLUMETEXTURE:
7767 for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) {
7768 if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
7769 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
7770 This->stateBlock->textures[counter] = NULL;
7772 if (This->updateStateBlock != This->stateBlock ){
7773 if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
7774 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
7775 This->updateStateBlock->textures[counter] = NULL;
7779 break;
7780 case WINED3DRTYPE_VOLUME:
7781 /* TODO: nothing really? */
7782 break;
7783 case WINED3DRTYPE_VERTEXBUFFER:
7784 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed. */
7786 int streamNumber;
7787 TRACE("Cleaning up stream pointers\n");
7789 for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
7790 /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
7791 FINDOUT: should changes.streamSource[StreamNumber] be set ?
7793 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
7794 if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
7795 FIXME("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
7796 This->updateStateBlock->streamSource[streamNumber] = 0;
7797 /* Set changed flag? */
7800 if (This->stateBlock != NULL ) { /* only happens if there is an error in the application, or on reset/release (because we don't manage internal tracking properly) */
7801 if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
7802 TRACE("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
7803 This->stateBlock->streamSource[streamNumber] = 0;
7806 #if 0 /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */
7807 else { /* This shouldn't happen */
7808 FIXME("Calling application has released the device before relasing all the resources bound to the device\n");
7810 #endif
7814 break;
7815 case WINED3DRTYPE_INDEXBUFFER:
7816 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed.*/
7817 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
7818 if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
7819 This->updateStateBlock->pIndexData = NULL;
7822 if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
7823 if (This->stateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
7824 This->stateBlock->pIndexData = NULL;
7828 break;
7829 default:
7830 FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
7831 break;
7835 /* Remove the resoruce from the resourceStore */
7836 IWineD3DDeviceImpl_RemoveResource(iface, resource);
7838 TRACE("Resource released\n");
7842 /**********************************************************
7843 * IWineD3DDevice VTbl follows
7844 **********************************************************/
7846 const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
7848 /*** IUnknown methods ***/
7849 IWineD3DDeviceImpl_QueryInterface,
7850 IWineD3DDeviceImpl_AddRef,
7851 IWineD3DDeviceImpl_Release,
7852 /*** IWineD3DDevice methods ***/
7853 IWineD3DDeviceImpl_GetParent,
7854 /*** Creation methods**/
7855 IWineD3DDeviceImpl_CreateVertexBuffer,
7856 IWineD3DDeviceImpl_CreateIndexBuffer,
7857 IWineD3DDeviceImpl_CreateStateBlock,
7858 IWineD3DDeviceImpl_CreateSurface,
7859 IWineD3DDeviceImpl_CreateTexture,
7860 IWineD3DDeviceImpl_CreateVolumeTexture,
7861 IWineD3DDeviceImpl_CreateVolume,
7862 IWineD3DDeviceImpl_CreateCubeTexture,
7863 IWineD3DDeviceImpl_CreateQuery,
7864 IWineD3DDeviceImpl_CreateAdditionalSwapChain,
7865 IWineD3DDeviceImpl_CreateVertexDeclaration,
7866 IWineD3DDeviceImpl_CreateVertexShader,
7867 IWineD3DDeviceImpl_CreatePixelShader,
7868 IWineD3DDeviceImpl_CreatePalette,
7869 /*** Odd functions **/
7870 IWineD3DDeviceImpl_Init3D,
7871 IWineD3DDeviceImpl_Uninit3D,
7872 IWineD3DDeviceImpl_SetFullscreen,
7873 IWineD3DDeviceImpl_EnumDisplayModes,
7874 IWineD3DDeviceImpl_EvictManagedResources,
7875 IWineD3DDeviceImpl_GetAvailableTextureMem,
7876 IWineD3DDeviceImpl_GetBackBuffer,
7877 IWineD3DDeviceImpl_GetCreationParameters,
7878 IWineD3DDeviceImpl_GetDeviceCaps,
7879 IWineD3DDeviceImpl_GetDirect3D,
7880 IWineD3DDeviceImpl_GetDisplayMode,
7881 IWineD3DDeviceImpl_SetDisplayMode,
7882 IWineD3DDeviceImpl_GetHWND,
7883 IWineD3DDeviceImpl_SetHWND,
7884 IWineD3DDeviceImpl_GetNumberOfSwapChains,
7885 IWineD3DDeviceImpl_GetRasterStatus,
7886 IWineD3DDeviceImpl_GetSwapChain,
7887 IWineD3DDeviceImpl_Reset,
7888 IWineD3DDeviceImpl_SetDialogBoxMode,
7889 IWineD3DDeviceImpl_SetCursorProperties,
7890 IWineD3DDeviceImpl_SetCursorPosition,
7891 IWineD3DDeviceImpl_ShowCursor,
7892 IWineD3DDeviceImpl_TestCooperativeLevel,
7893 /*** Getters and setters **/
7894 IWineD3DDeviceImpl_SetClipPlane,
7895 IWineD3DDeviceImpl_GetClipPlane,
7896 IWineD3DDeviceImpl_SetClipStatus,
7897 IWineD3DDeviceImpl_GetClipStatus,
7898 IWineD3DDeviceImpl_SetCurrentTexturePalette,
7899 IWineD3DDeviceImpl_GetCurrentTexturePalette,
7900 IWineD3DDeviceImpl_SetDepthStencilSurface,
7901 IWineD3DDeviceImpl_GetDepthStencilSurface,
7902 IWineD3DDeviceImpl_SetFVF,
7903 IWineD3DDeviceImpl_GetFVF,
7904 IWineD3DDeviceImpl_SetGammaRamp,
7905 IWineD3DDeviceImpl_GetGammaRamp,
7906 IWineD3DDeviceImpl_SetIndices,
7907 IWineD3DDeviceImpl_GetIndices,
7908 IWineD3DDeviceImpl_SetLight,
7909 IWineD3DDeviceImpl_GetLight,
7910 IWineD3DDeviceImpl_SetLightEnable,
7911 IWineD3DDeviceImpl_GetLightEnable,
7912 IWineD3DDeviceImpl_SetMaterial,
7913 IWineD3DDeviceImpl_GetMaterial,
7914 IWineD3DDeviceImpl_SetNPatchMode,
7915 IWineD3DDeviceImpl_GetNPatchMode,
7916 IWineD3DDeviceImpl_SetPaletteEntries,
7917 IWineD3DDeviceImpl_GetPaletteEntries,
7918 IWineD3DDeviceImpl_SetPixelShader,
7919 IWineD3DDeviceImpl_GetPixelShader,
7920 IWineD3DDeviceImpl_SetPixelShaderConstantB,
7921 IWineD3DDeviceImpl_GetPixelShaderConstantB,
7922 IWineD3DDeviceImpl_SetPixelShaderConstantI,
7923 IWineD3DDeviceImpl_GetPixelShaderConstantI,
7924 IWineD3DDeviceImpl_SetPixelShaderConstantF,
7925 IWineD3DDeviceImpl_GetPixelShaderConstantF,
7926 IWineD3DDeviceImpl_SetRenderState,
7927 IWineD3DDeviceImpl_GetRenderState,
7928 IWineD3DDeviceImpl_SetRenderTarget,
7929 IWineD3DDeviceImpl_GetRenderTarget,
7930 IWineD3DDeviceImpl_SetFrontBackBuffers,
7931 IWineD3DDeviceImpl_SetSamplerState,
7932 IWineD3DDeviceImpl_GetSamplerState,
7933 IWineD3DDeviceImpl_SetScissorRect,
7934 IWineD3DDeviceImpl_GetScissorRect,
7935 IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
7936 IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
7937 IWineD3DDeviceImpl_SetStreamSource,
7938 IWineD3DDeviceImpl_GetStreamSource,
7939 IWineD3DDeviceImpl_SetStreamSourceFreq,
7940 IWineD3DDeviceImpl_GetStreamSourceFreq,
7941 IWineD3DDeviceImpl_SetTexture,
7942 IWineD3DDeviceImpl_GetTexture,
7943 IWineD3DDeviceImpl_SetTextureStageState,
7944 IWineD3DDeviceImpl_GetTextureStageState,
7945 IWineD3DDeviceImpl_SetTransform,
7946 IWineD3DDeviceImpl_GetTransform,
7947 IWineD3DDeviceImpl_SetVertexDeclaration,
7948 IWineD3DDeviceImpl_GetVertexDeclaration,
7949 IWineD3DDeviceImpl_SetVertexShader,
7950 IWineD3DDeviceImpl_GetVertexShader,
7951 IWineD3DDeviceImpl_SetVertexShaderConstantB,
7952 IWineD3DDeviceImpl_GetVertexShaderConstantB,
7953 IWineD3DDeviceImpl_SetVertexShaderConstantI,
7954 IWineD3DDeviceImpl_GetVertexShaderConstantI,
7955 IWineD3DDeviceImpl_SetVertexShaderConstantF,
7956 IWineD3DDeviceImpl_GetVertexShaderConstantF,
7957 IWineD3DDeviceImpl_SetViewport,
7958 IWineD3DDeviceImpl_GetViewport,
7959 IWineD3DDeviceImpl_MultiplyTransform,
7960 IWineD3DDeviceImpl_ValidateDevice,
7961 IWineD3DDeviceImpl_ProcessVertices,
7962 /*** State block ***/
7963 IWineD3DDeviceImpl_BeginStateBlock,
7964 IWineD3DDeviceImpl_EndStateBlock,
7965 /*** Scene management ***/
7966 IWineD3DDeviceImpl_BeginScene,
7967 IWineD3DDeviceImpl_EndScene,
7968 IWineD3DDeviceImpl_Present,
7969 IWineD3DDeviceImpl_Clear,
7970 /*** Drawing ***/
7971 IWineD3DDeviceImpl_DrawPrimitive,
7972 IWineD3DDeviceImpl_DrawIndexedPrimitive,
7973 IWineD3DDeviceImpl_DrawPrimitiveUP,
7974 IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
7975 IWineD3DDeviceImpl_DrawPrimitiveStrided,
7976 IWineD3DDeviceImpl_DrawRectPatch,
7977 IWineD3DDeviceImpl_DrawTriPatch,
7978 IWineD3DDeviceImpl_DeletePatch,
7979 IWineD3DDeviceImpl_ColorFill,
7980 IWineD3DDeviceImpl_UpdateTexture,
7981 IWineD3DDeviceImpl_UpdateSurface,
7982 IWineD3DDeviceImpl_StretchRect,
7983 IWineD3DDeviceImpl_GetRenderTargetData,
7984 IWineD3DDeviceImpl_GetFrontBufferData,
7985 /*** Internal use IWineD3DDevice methods ***/
7986 IWineD3DDeviceImpl_SetupTextureStates,
7987 /*** object tracking ***/
7988 IWineD3DDeviceImpl_ResourceReleased
7992 const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
7993 WINED3DRS_ALPHABLENDENABLE ,
7994 WINED3DRS_ALPHAFUNC ,
7995 WINED3DRS_ALPHAREF ,
7996 WINED3DRS_ALPHATESTENABLE ,
7997 WINED3DRS_BLENDOP ,
7998 WINED3DRS_COLORWRITEENABLE ,
7999 WINED3DRS_DESTBLEND ,
8000 WINED3DRS_DITHERENABLE ,
8001 WINED3DRS_FILLMODE ,
8002 WINED3DRS_FOGDENSITY ,
8003 WINED3DRS_FOGEND ,
8004 WINED3DRS_FOGSTART ,
8005 WINED3DRS_LASTPIXEL ,
8006 WINED3DRS_SHADEMODE ,
8007 WINED3DRS_SRCBLEND ,
8008 WINED3DRS_STENCILENABLE ,
8009 WINED3DRS_STENCILFAIL ,
8010 WINED3DRS_STENCILFUNC ,
8011 WINED3DRS_STENCILMASK ,
8012 WINED3DRS_STENCILPASS ,
8013 WINED3DRS_STENCILREF ,
8014 WINED3DRS_STENCILWRITEMASK ,
8015 WINED3DRS_STENCILZFAIL ,
8016 WINED3DRS_TEXTUREFACTOR ,
8017 WINED3DRS_WRAP0 ,
8018 WINED3DRS_WRAP1 ,
8019 WINED3DRS_WRAP2 ,
8020 WINED3DRS_WRAP3 ,
8021 WINED3DRS_WRAP4 ,
8022 WINED3DRS_WRAP5 ,
8023 WINED3DRS_WRAP6 ,
8024 WINED3DRS_WRAP7 ,
8025 WINED3DRS_ZENABLE ,
8026 WINED3DRS_ZFUNC ,
8027 WINED3DRS_ZWRITEENABLE
8030 const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
8031 WINED3DTSS_ADDRESSW ,
8032 WINED3DTSS_ALPHAARG0 ,
8033 WINED3DTSS_ALPHAARG1 ,
8034 WINED3DTSS_ALPHAARG2 ,
8035 WINED3DTSS_ALPHAOP ,
8036 WINED3DTSS_BUMPENVLOFFSET ,
8037 WINED3DTSS_BUMPENVLSCALE ,
8038 WINED3DTSS_BUMPENVMAT00 ,
8039 WINED3DTSS_BUMPENVMAT01 ,
8040 WINED3DTSS_BUMPENVMAT10 ,
8041 WINED3DTSS_BUMPENVMAT11 ,
8042 WINED3DTSS_COLORARG0 ,
8043 WINED3DTSS_COLORARG1 ,
8044 WINED3DTSS_COLORARG2 ,
8045 WINED3DTSS_COLOROP ,
8046 WINED3DTSS_RESULTARG ,
8047 WINED3DTSS_TEXCOORDINDEX ,
8048 WINED3DTSS_TEXTURETRANSFORMFLAGS
8051 const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
8052 WINED3DSAMP_ADDRESSU ,
8053 WINED3DSAMP_ADDRESSV ,
8054 WINED3DSAMP_ADDRESSW ,
8055 WINED3DSAMP_BORDERCOLOR ,
8056 WINED3DSAMP_MAGFILTER ,
8057 WINED3DSAMP_MINFILTER ,
8058 WINED3DSAMP_MIPFILTER ,
8059 WINED3DSAMP_MIPMAPLODBIAS ,
8060 WINED3DSAMP_MAXMIPLEVEL ,
8061 WINED3DSAMP_MAXANISOTROPY ,
8062 WINED3DSAMP_SRGBTEXTURE ,
8063 WINED3DSAMP_ELEMENTINDEX
8066 const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
8067 WINED3DRS_AMBIENT ,
8068 WINED3DRS_AMBIENTMATERIALSOURCE ,
8069 WINED3DRS_CLIPPING ,
8070 WINED3DRS_CLIPPLANEENABLE ,
8071 WINED3DRS_COLORVERTEX ,
8072 WINED3DRS_DIFFUSEMATERIALSOURCE ,
8073 WINED3DRS_EMISSIVEMATERIALSOURCE ,
8074 WINED3DRS_FOGDENSITY ,
8075 WINED3DRS_FOGEND ,
8076 WINED3DRS_FOGSTART ,
8077 WINED3DRS_FOGTABLEMODE ,
8078 WINED3DRS_FOGVERTEXMODE ,
8079 WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
8080 WINED3DRS_LIGHTING ,
8081 WINED3DRS_LOCALVIEWER ,
8082 WINED3DRS_MULTISAMPLEANTIALIAS ,
8083 WINED3DRS_MULTISAMPLEMASK ,
8084 WINED3DRS_NORMALIZENORMALS ,
8085 WINED3DRS_PATCHEDGESTYLE ,
8086 WINED3DRS_POINTSCALE_A ,
8087 WINED3DRS_POINTSCALE_B ,
8088 WINED3DRS_POINTSCALE_C ,
8089 WINED3DRS_POINTSCALEENABLE ,
8090 WINED3DRS_POINTSIZE ,
8091 WINED3DRS_POINTSIZE_MAX ,
8092 WINED3DRS_POINTSIZE_MIN ,
8093 WINED3DRS_POINTSPRITEENABLE ,
8094 WINED3DRS_RANGEFOGENABLE ,
8095 WINED3DRS_SPECULARMATERIALSOURCE ,
8096 WINED3DRS_TWEENFACTOR ,
8097 WINED3DRS_VERTEXBLEND
8100 const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
8101 WINED3DTSS_TEXCOORDINDEX ,
8102 WINED3DTSS_TEXTURETRANSFORMFLAGS
8105 const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
8106 WINED3DSAMP_DMAPOFFSET