2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
39 /* Define the default light parameters as specified by MSDN. */
40 const struct wined3d_light WINED3D_default_light
=
42 WINED3D_LIGHT_DIRECTIONAL
, /* Type */
43 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
44 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
45 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
46 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
47 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
50 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
55 /**********************************************************
56 * Global variable / Constants follow
57 **********************************************************/
58 const struct wined3d_matrix identity
=
60 1.0f
, 0.0f
, 0.0f
, 0.0f
,
61 0.0f
, 1.0f
, 0.0f
, 0.0f
,
62 0.0f
, 0.0f
, 1.0f
, 0.0f
,
63 0.0f
, 0.0f
, 0.0f
, 1.0f
,
64 }}}; /* When needed for comparisons */
66 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
67 * actually have the same values in GL and D3D. */
68 GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
70 switch(primitive_type
)
72 case WINED3D_PT_POINTLIST
:
75 case WINED3D_PT_LINELIST
:
78 case WINED3D_PT_LINESTRIP
:
81 case WINED3D_PT_TRIANGLELIST
:
84 case WINED3D_PT_TRIANGLESTRIP
:
85 return GL_TRIANGLE_STRIP
;
87 case WINED3D_PT_TRIANGLEFAN
:
88 return GL_TRIANGLE_FAN
;
90 case WINED3D_PT_LINELIST_ADJ
:
91 return GL_LINES_ADJACENCY_ARB
;
93 case WINED3D_PT_LINESTRIP_ADJ
:
94 return GL_LINE_STRIP_ADJACENCY_ARB
;
96 case WINED3D_PT_TRIANGLELIST_ADJ
:
97 return GL_TRIANGLES_ADJACENCY_ARB
;
99 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
100 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
103 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
108 static enum wined3d_primitive_type
d3d_primitive_type_from_gl(GLenum primitive_type
)
110 switch(primitive_type
)
113 return WINED3D_PT_POINTLIST
;
116 return WINED3D_PT_LINELIST
;
119 return WINED3D_PT_LINESTRIP
;
122 return WINED3D_PT_TRIANGLELIST
;
124 case GL_TRIANGLE_STRIP
:
125 return WINED3D_PT_TRIANGLESTRIP
;
127 case GL_TRIANGLE_FAN
:
128 return WINED3D_PT_TRIANGLEFAN
;
130 case GL_LINES_ADJACENCY_ARB
:
131 return WINED3D_PT_LINELIST_ADJ
;
133 case GL_LINE_STRIP_ADJACENCY_ARB
:
134 return WINED3D_PT_LINESTRIP_ADJ
;
136 case GL_TRIANGLES_ADJACENCY_ARB
:
137 return WINED3D_PT_TRIANGLELIST_ADJ
;
139 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
140 return WINED3D_PT_TRIANGLESTRIP_ADJ
;
143 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
144 return WINED3D_PT_UNDEFINED
;
148 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
150 if ((usage
== WINED3D_DECL_USAGE_POSITION
|| usage
== WINED3D_DECL_USAGE_POSITIONT
) && !usage_idx
)
151 *regnum
= WINED3D_FFP_POSITION
;
152 else if (usage
== WINED3D_DECL_USAGE_BLEND_WEIGHT
&& !usage_idx
)
153 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
154 else if (usage
== WINED3D_DECL_USAGE_BLEND_INDICES
&& !usage_idx
)
155 *regnum
= WINED3D_FFP_BLENDINDICES
;
156 else if (usage
== WINED3D_DECL_USAGE_NORMAL
&& !usage_idx
)
157 *regnum
= WINED3D_FFP_NORMAL
;
158 else if (usage
== WINED3D_DECL_USAGE_PSIZE
&& !usage_idx
)
159 *regnum
= WINED3D_FFP_PSIZE
;
160 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& !usage_idx
)
161 *regnum
= WINED3D_FFP_DIFFUSE
;
162 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& usage_idx
== 1)
163 *regnum
= WINED3D_FFP_SPECULAR
;
164 else if (usage
== WINED3D_DECL_USAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
165 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
168 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage
), usage_idx
);
176 /* Context activation is done by the caller. */
177 void device_stream_info_from_declaration(struct wined3d_device
*device
, struct wined3d_stream_info
*stream_info
)
179 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
180 /* We need to deal with frequency data! */
181 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
186 stream_info
->use_map
= 0;
187 stream_info
->swizzle_map
= 0;
188 stream_info
->all_vbo
= 1;
190 /* Check for transformed vertices, disable vertex shader if present. */
191 stream_info
->position_transformed
= declaration
->position_transformed
;
192 use_vshader
= state
->vertex_shader
&& !declaration
->position_transformed
;
194 /* Translate the declaration into strided data. */
195 for (i
= 0; i
< declaration
->element_count
; ++i
)
197 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
198 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
199 struct wined3d_buffer
*buffer
= stream
->buffer
;
200 struct wined3d_bo_address data
;
205 TRACE("%p Element %p (%u of %u)\n", declaration
->elements
,
206 element
, i
+ 1, declaration
->element_count
);
208 if (!buffer
) continue;
210 stride
= stream
->stride
;
212 TRACE("Stream %u, buffer %p.\n", element
->input_slot
, buffer
);
213 buffer_get_memory(buffer
, &device
->adapter
->gl_info
, &data
);
215 /* We can't use VBOs if the base vertex index is negative. OpenGL
216 * doesn't accept negative offsets (or rather offsets bigger than the
217 * VBO, because the pointer is unsigned), so use system memory
218 * sources. In most sane cases the pointer - offset will still be > 0,
219 * otherwise it will wrap around to some big value. Hope that with the
220 * indices, the driver wraps it back internally. If not,
221 * drawStridedSlow() is needed, including a vertex buffer path. */
222 if (state
->load_base_vertex_index
< 0)
224 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n", state
->load_base_vertex_index
);
225 data
.buffer_object
= 0;
226 data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
);
227 if ((UINT_PTR
)data
.addr
< -state
->load_base_vertex_index
* stride
)
228 FIXME("System memory vertex data load offset is negative!\n");
230 data
.addr
+= element
->offset
;
232 TRACE("offset %u input_slot %u usage_idx %d\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
236 if (element
->output_slot
== ~0U)
238 /* TODO: Assuming vertexdeclarations are usually used with the
239 * same or a similar shader, it might be worth it to store the
240 * last used output slot and try that one first. */
241 stride_used
= vshader_get_input(state
->vertex_shader
,
242 element
->usage
, element
->usage_idx
, &idx
);
246 idx
= element
->output_slot
;
252 if (!element
->ffp_valid
)
254 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
255 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
260 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
266 TRACE("Load %s array %u [usage %s, usage_idx %u, "
267 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
268 use_vshader
? "shader": "fixed function", idx
,
269 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
270 element
->offset
, stride
, debug_d3dformat(element
->format
->id
), data
.buffer_object
);
272 data
.addr
+= stream
->offset
;
274 stream_info
->elements
[idx
].format
= element
->format
;
275 stream_info
->elements
[idx
].data
= data
;
276 stream_info
->elements
[idx
].stride
= stride
;
277 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
279 if (!device
->adapter
->gl_info
.supported
[ARB_VERTEX_ARRAY_BGRA
]
280 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
282 stream_info
->swizzle_map
|= 1 << idx
;
284 stream_info
->use_map
|= 1 << idx
;
288 /* Preload the vertex buffers. */
289 device
->num_buffer_queries
= 0;
290 for (i
= 0, map
= stream_info
->use_map
; map
; map
>>= 1, ++i
)
292 struct wined3d_stream_info_element
*element
;
293 struct wined3d_buffer
*buffer
;
298 element
= &stream_info
->elements
[i
];
299 buffer
= state
->streams
[element
->stream_idx
].buffer
;
300 wined3d_buffer_preload(buffer
);
302 /* If the preload dropped the buffer object, update the stream info. */
303 if (buffer
->buffer_object
!= element
->data
.buffer_object
)
305 element
->data
.buffer_object
= 0;
306 element
->data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
) + (ptrdiff_t)element
->data
.addr
;
309 if (!buffer
->buffer_object
)
310 stream_info
->all_vbo
= 0;
313 device
->buffer_queries
[device
->num_buffer_queries
++] = buffer
->query
;
317 static void stream_info_element_from_strided(const struct wined3d_gl_info
*gl_info
,
318 const struct wined3d_strided_element
*strided
, struct wined3d_stream_info_element
*e
)
320 e
->data
.addr
= strided
->data
;
321 e
->data
.buffer_object
= 0;
322 e
->format
= wined3d_get_format(gl_info
, strided
->format
);
323 e
->stride
= strided
->stride
;
327 static void device_stream_info_from_strided(const struct wined3d_gl_info
*gl_info
,
328 const struct wined3d_strided_data
*strided
, struct wined3d_stream_info
*stream_info
)
332 memset(stream_info
, 0, sizeof(*stream_info
));
334 if (strided
->position
.data
)
335 stream_info_element_from_strided(gl_info
, &strided
->position
, &stream_info
->elements
[WINED3D_FFP_POSITION
]);
336 if (strided
->normal
.data
)
337 stream_info_element_from_strided(gl_info
, &strided
->normal
, &stream_info
->elements
[WINED3D_FFP_NORMAL
]);
338 if (strided
->diffuse
.data
)
339 stream_info_element_from_strided(gl_info
, &strided
->diffuse
, &stream_info
->elements
[WINED3D_FFP_DIFFUSE
]);
340 if (strided
->specular
.data
)
341 stream_info_element_from_strided(gl_info
, &strided
->specular
, &stream_info
->elements
[WINED3D_FFP_SPECULAR
]);
343 for (i
= 0; i
< WINED3DDP_MAXTEXCOORD
; ++i
)
345 if (strided
->tex_coords
[i
].data
)
346 stream_info_element_from_strided(gl_info
, &strided
->tex_coords
[i
],
347 &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ i
]);
350 stream_info
->position_transformed
= strided
->position_transformed
;
352 for (i
= 0; i
< sizeof(stream_info
->elements
) / sizeof(*stream_info
->elements
); ++i
)
354 if (!stream_info
->elements
[i
].format
) continue;
356 if (!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
357 && stream_info
->elements
[i
].format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
359 stream_info
->swizzle_map
|= 1 << i
;
361 stream_info
->use_map
|= 1 << i
;
365 static void device_trace_strided_stream_info(const struct wined3d_stream_info
*stream_info
)
367 TRACE("Strided Data:\n");
368 TRACE_STRIDED(stream_info
, WINED3D_FFP_POSITION
);
369 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDWEIGHT
);
370 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDINDICES
);
371 TRACE_STRIDED(stream_info
, WINED3D_FFP_NORMAL
);
372 TRACE_STRIDED(stream_info
, WINED3D_FFP_PSIZE
);
373 TRACE_STRIDED(stream_info
, WINED3D_FFP_DIFFUSE
);
374 TRACE_STRIDED(stream_info
, WINED3D_FFP_SPECULAR
);
375 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD0
);
376 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD1
);
377 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD2
);
378 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD3
);
379 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD4
);
380 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD5
);
381 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD6
);
382 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD7
);
385 /* Context activation is done by the caller. */
386 void device_update_stream_info(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
388 struct wined3d_stream_info
*stream_info
= &device
->strided_streams
;
389 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
390 DWORD prev_all_vbo
= stream_info
->all_vbo
;
392 if (device
->up_strided
)
394 /* Note: this is a ddraw fixed-function code path. */
395 TRACE("=============================== Strided Input ================================\n");
396 device_stream_info_from_strided(gl_info
, device
->up_strided
, stream_info
);
397 if (TRACE_ON(d3d
)) device_trace_strided_stream_info(stream_info
);
401 TRACE("============================= Vertex Declaration =============================\n");
402 device_stream_info_from_declaration(device
, stream_info
);
405 if (state
->vertex_shader
&& !stream_info
->position_transformed
)
407 if (state
->vertex_declaration
->half_float_conv_needed
&& !stream_info
->all_vbo
)
409 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
410 device
->useDrawStridedSlow
= TRUE
;
414 device
->useDrawStridedSlow
= FALSE
;
419 WORD slow_mask
= (1 << WINED3D_FFP_PSIZE
);
420 slow_mask
|= -!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
421 & ((1 << WINED3D_FFP_DIFFUSE
) | (1 << WINED3D_FFP_SPECULAR
));
423 if ((stream_info
->position_transformed
|| (stream_info
->use_map
& slow_mask
)) && !stream_info
->all_vbo
)
425 device
->useDrawStridedSlow
= TRUE
;
429 device
->useDrawStridedSlow
= FALSE
;
433 if (prev_all_vbo
!= stream_info
->all_vbo
)
434 device_invalidate_state(device
, STATE_INDEXBUFFER
);
437 static void device_preload_texture(const struct wined3d_state
*state
, unsigned int idx
)
439 struct wined3d_texture
*texture
;
440 enum WINED3DSRGB srgb
;
442 if (!(texture
= state
->textures
[idx
])) return;
443 srgb
= state
->sampler_states
[idx
][WINED3D_SAMP_SRGB_TEXTURE
] ? SRGB_SRGB
: SRGB_RGB
;
444 texture
->texture_ops
->texture_preload(texture
, srgb
);
447 void device_preload_textures(const struct wined3d_device
*device
)
449 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
454 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
456 if (state
->vertex_shader
->reg_maps
.sampler_type
[i
])
457 device_preload_texture(state
, MAX_FRAGMENT_SAMPLERS
+ i
);
463 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
465 if (state
->pixel_shader
->reg_maps
.sampler_type
[i
])
466 device_preload_texture(state
, i
);
471 WORD ffu_map
= device
->fixed_function_usage_map
;
473 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
476 device_preload_texture(state
, i
);
481 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
483 struct wined3d_context
**new_array
;
485 TRACE("Adding context %p.\n", context
);
487 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
488 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
489 sizeof(*new_array
) * (device
->context_count
+ 1));
493 ERR("Failed to grow the context array.\n");
497 new_array
[device
->context_count
++] = context
;
498 device
->contexts
= new_array
;
502 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
504 struct wined3d_context
**new_array
;
508 TRACE("Removing context %p.\n", context
);
510 for (i
= 0; i
< device
->context_count
; ++i
)
512 if (device
->contexts
[i
] == context
)
521 ERR("Context %p doesn't exist in context array.\n", context
);
525 if (!--device
->context_count
)
527 HeapFree(GetProcessHeap(), 0, device
->contexts
);
528 device
->contexts
= NULL
;
532 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
533 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
536 ERR("Failed to shrink context array. Oh well.\n");
540 device
->contexts
= new_array
;
543 /* Do not call while under the GL lock. */
544 void device_switch_onscreen_ds(struct wined3d_device
*device
,
545 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
547 if (device
->onscreen_depth_stencil
)
549 surface_load_ds_location(device
->onscreen_depth_stencil
, context
, SFLAG_INTEXTURE
);
551 surface_modify_ds_location(device
->onscreen_depth_stencil
, SFLAG_INTEXTURE
,
552 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
553 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
554 wined3d_surface_decref(device
->onscreen_depth_stencil
);
556 device
->onscreen_depth_stencil
= depth_stencil
;
557 wined3d_surface_incref(device
->onscreen_depth_stencil
);
560 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
562 /* partial draw rect */
563 if (draw_rect
->left
|| draw_rect
->top
564 || draw_rect
->right
< target
->resource
.width
565 || draw_rect
->bottom
< target
->resource
.height
)
568 /* partial clear rect */
569 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
570 || clear_rect
->right
< target
->resource
.width
571 || clear_rect
->bottom
< target
->resource
.height
))
577 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
578 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
, RECT
*out_rect
)
580 RECT current_rect
, r
;
582 if (ds
->flags
& location
)
583 SetRect(¤t_rect
, 0, 0,
584 ds
->ds_current_size
.cx
,
585 ds
->ds_current_size
.cy
);
587 SetRectEmpty(¤t_rect
);
589 IntersectRect(&r
, draw_rect
, ¤t_rect
);
590 if (EqualRect(&r
, draw_rect
))
592 /* current_rect ⊇ draw_rect, modify only. */
593 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
597 if (EqualRect(&r
, ¤t_rect
))
599 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
603 /* Full clear, modify only. */
604 *out_rect
= *draw_rect
;
608 IntersectRect(&r
, draw_rect
, clear_rect
);
609 if (EqualRect(&r
, draw_rect
))
611 /* clear_rect ⊇ draw_rect, modify only. */
612 *out_rect
= *draw_rect
;
618 surface_load_ds_location(ds
, context
, location
);
619 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
622 /* Do not call while under the GL lock. */
623 void device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
624 UINT rect_count
, const RECT
*rects
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
625 float depth
, DWORD stencil
)
627 const RECT
*clear_rect
= (rect_count
> 0 && rects
) ? (const RECT
*)rects
: NULL
;
628 struct wined3d_surface
*target
= rt_count
? fb
->render_targets
[0] : NULL
;
629 const struct wined3d_gl_info
*gl_info
;
630 UINT drawable_width
, drawable_height
;
631 struct wined3d_context
*context
;
632 GLbitfield clear_mask
= 0;
633 BOOL render_offscreen
;
637 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
638 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
639 * for the cleared parts, and the untouched parts.
641 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
642 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
643 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
644 * checking all this if the dest surface is in the drawable anyway. */
645 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, clear_rect
))
647 for (i
= 0; i
< rt_count
; ++i
)
649 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
651 surface_load_location(rt
, rt
->draw_binding
, NULL
);
655 context
= context_acquire(device
, target
);
658 context_release(context
);
659 WARN("Invalid context, skipping clear.\n");
662 gl_info
= context
->gl_info
;
666 render_offscreen
= context
->render_offscreen
;
667 target
->get_drawable_size(context
, &drawable_width
, &drawable_height
);
671 render_offscreen
= TRUE
;
672 drawable_width
= fb
->depth_stencil
->pow2Width
;
673 drawable_height
= fb
->depth_stencil
->pow2Height
;
676 if (flags
& WINED3DCLEAR_ZBUFFER
)
678 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: SFLAG_INDRAWABLE
;
680 if (!render_offscreen
&& fb
->depth_stencil
!= device
->onscreen_depth_stencil
)
681 device_switch_onscreen_ds(device
, context
, fb
->depth_stencil
);
682 prepare_ds_clear(fb
->depth_stencil
, context
, location
,
683 draw_rect
, rect_count
, clear_rect
, &ds_rect
);
686 if (!context_apply_clear_state(context
, device
, rt_count
, fb
))
688 context_release(context
);
689 WARN("Failed to apply clear state, skipping clear.\n");
693 /* Only set the values up once, as they are not changing. */
694 if (flags
& WINED3DCLEAR_STENCIL
)
696 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
698 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
699 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
701 gl_info
->gl_ops
.gl
.p_glStencilMask(~0U);
702 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
703 gl_info
->gl_ops
.gl
.p_glClearStencil(stencil
);
704 checkGLcall("glClearStencil");
705 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
708 if (flags
& WINED3DCLEAR_ZBUFFER
)
710 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: SFLAG_INDRAWABLE
;
712 surface_modify_ds_location(fb
->depth_stencil
, location
, ds_rect
.right
, ds_rect
.bottom
);
714 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_TRUE
);
715 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
716 gl_info
->gl_ops
.gl
.p_glClearDepth(depth
);
717 checkGLcall("glClearDepth");
718 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
721 if (flags
& WINED3DCLEAR_TARGET
)
723 for (i
= 0; i
< rt_count
; ++i
)
725 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
728 surface_modify_location(rt
, rt
->draw_binding
, TRUE
);
731 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
732 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
733 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
734 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
735 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
736 gl_info
->gl_ops
.gl
.p_glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
737 checkGLcall("glClearColor");
738 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
743 if (render_offscreen
)
745 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, draw_rect
->top
,
746 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
750 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
751 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
753 checkGLcall("glScissor");
754 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
755 checkGLcall("glClear");
761 /* Now process each rect in turn. */
762 for (i
= 0; i
< rect_count
; ++i
)
764 /* Note that GL uses lower left, width/height. */
765 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
767 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
768 wine_dbgstr_rect(&clear_rect
[i
]),
769 wine_dbgstr_rect(¤t_rect
));
771 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
772 * The rectangle is not cleared, no error is returned, but further rectangles are
773 * still cleared if they are valid. */
774 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
776 TRACE("Rectangle with negative dimensions, ignoring.\n");
780 if (render_offscreen
)
782 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, current_rect
.top
,
783 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
787 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
788 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
790 checkGLcall("glScissor");
792 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
793 checkGLcall("glClear");
797 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
798 && target
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
799 && target
->container
.u
.swapchain
->front_buffer
== target
))
800 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
802 context_release(context
);
805 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
807 ULONG refcount
= InterlockedIncrement(&device
->ref
);
809 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
814 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
816 ULONG refcount
= InterlockedDecrement(&device
->ref
);
818 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
822 struct wined3d_stateblock
*stateblock
;
825 if (wined3d_stateblock_decref(device
->updateStateBlock
)
826 && device
->updateStateBlock
!= device
->stateBlock
)
827 FIXME("Something's still holding the update stateblock.\n");
828 device
->updateStateBlock
= NULL
;
830 stateblock
= device
->stateBlock
;
831 device
->stateBlock
= NULL
;
832 if (wined3d_stateblock_decref(stateblock
))
833 FIXME("Something's still holding the stateblock.\n");
835 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
837 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
838 device
->multistate_funcs
[i
] = NULL
;
841 if (!list_empty(&device
->resources
))
843 struct wined3d_resource
*resource
;
845 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
847 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
849 FIXME("Leftover resource %p with type %s (%#x).\n",
850 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
854 if (device
->contexts
)
855 ERR("Context array not freed!\n");
856 if (device
->hardwareCursor
)
857 DestroyCursor(device
->hardwareCursor
);
858 device
->hardwareCursor
= 0;
860 wined3d_decref(device
->wined3d
);
861 device
->wined3d
= NULL
;
862 HeapFree(GetProcessHeap(), 0, device
);
863 TRACE("Freed device %p.\n", device
);
869 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
871 TRACE("device %p.\n", device
);
873 return device
->swapchain_count
;
876 struct wined3d_swapchain
* CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
, UINT swapchain_idx
)
878 TRACE("device %p, swapchain_idx %u.\n", device
, swapchain_idx
);
880 if (swapchain_idx
>= device
->swapchain_count
)
882 WARN("swapchain_idx %u >= swapchain_count %u.\n",
883 swapchain_idx
, device
->swapchain_count
);
887 return device
->swapchains
[swapchain_idx
];
890 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
892 struct wined3d_color_key color_key
;
896 HDC dcb
= NULL
, dcs
= NULL
;
898 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
901 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
902 dcb
= CreateCompatibleDC(NULL
);
904 SelectObject(dcb
, hbm
);
908 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
911 memset(&bm
, 0, sizeof(bm
));
916 hr
= wined3d_surface_create(device
, bm
.bmWidth
, bm
.bmHeight
, WINED3DFMT_B5G6R5_UNORM
, 0,
917 WINED3D_POOL_SYSTEM_MEM
, WINED3D_MULTISAMPLE_NONE
, 0, WINED3D_SURFACE_MAPPABLE
,
918 NULL
, &wined3d_null_parent_ops
, &device
->logo_surface
);
921 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr
);
927 if (FAILED(hr
= wined3d_surface_getdc(device
->logo_surface
, &dcs
)))
929 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
930 wined3d_surface_releasedc(device
->logo_surface
, dcs
);
932 color_key
.color_space_low_value
= 0;
933 color_key
.color_space_high_value
= 0;
934 wined3d_surface_set_color_key(device
->logo_surface
, WINEDDCKEY_SRCBLT
, &color_key
);
938 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
939 /* Fill the surface with a white color to show that wined3d is there */
940 wined3d_device_color_fill(device
, device
->logo_surface
, NULL
, &c
);
944 if (dcb
) DeleteDC(dcb
);
945 if (hbm
) DeleteObject(hbm
);
948 /* Context activation is done by the caller. */
949 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
951 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
952 unsigned int i
, j
, count
;
953 /* Under DirectX you can sample even if no texture is bound, whereas
954 * OpenGL will only allow that when a valid texture is bound.
955 * We emulate this by creating dummy textures and binding them
956 * to each texture stage when the currently set D3D texture is NULL. */
958 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
960 /* The dummy texture does not have client storage backing */
961 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
962 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
965 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
966 for (i
= 0; i
< count
; ++i
)
968 DWORD color
= 0x000000ff;
970 /* Make appropriate texture active */
971 context_active_texture(context
, gl_info
, i
);
973 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_2d
[i
]);
974 checkGLcall("glGenTextures");
975 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
977 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
978 checkGLcall("glBindTexture");
980 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0,
981 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
982 checkGLcall("glTexImage2D");
984 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
986 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_rect
[i
]);
987 checkGLcall("glGenTextures");
988 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
990 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
991 checkGLcall("glBindTexture");
993 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0,
994 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
995 checkGLcall("glTexImage2D");
998 if (gl_info
->supported
[EXT_TEXTURE3D
])
1000 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_3d
[i
]);
1001 checkGLcall("glGenTextures");
1002 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
1004 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
1005 checkGLcall("glBindTexture");
1007 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
1008 checkGLcall("glTexImage3D");
1011 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1013 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_cube
[i
]);
1014 checkGLcall("glGenTextures");
1015 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
1017 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
1018 checkGLcall("glBindTexture");
1020 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
1022 gl_info
->gl_ops
.gl
.p_glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0,
1023 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1024 checkGLcall("glTexImage2D");
1029 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1031 /* Re-enable because if supported it is enabled by default */
1032 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1033 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1037 /* Context activation is done by the caller. */
1038 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
1040 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1042 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1044 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_cube
);
1045 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1048 if (gl_info
->supported
[EXT_TEXTURE3D
])
1050 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_3d
);
1051 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1054 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1056 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_rect
);
1057 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1060 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_2d
);
1061 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1063 memset(device
->dummy_texture_cube
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_cube
));
1064 memset(device
->dummy_texture_3d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_3d
));
1065 memset(device
->dummy_texture_rect
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_rect
));
1066 memset(device
->dummy_texture_2d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_2d
));
1069 static LONG
fullscreen_style(LONG style
)
1071 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1072 style
|= WS_POPUP
| WS_SYSMENU
;
1073 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
1078 static LONG
fullscreen_exstyle(LONG exstyle
)
1080 /* Filter out window decorations. */
1081 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
1086 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
1088 BOOL filter_messages
;
1089 LONG style
, exstyle
;
1091 TRACE("Setting up window %p for fullscreen mode.\n", window
);
1093 if (device
->style
|| device
->exStyle
)
1095 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1096 window
, device
->style
, device
->exStyle
);
1099 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
1100 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1102 style
= fullscreen_style(device
->style
);
1103 exstyle
= fullscreen_exstyle(device
->exStyle
);
1105 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1106 device
->style
, device
->exStyle
, style
, exstyle
);
1108 filter_messages
= device
->filter_messages
;
1109 device
->filter_messages
= TRUE
;
1111 SetWindowLongW(window
, GWL_STYLE
, style
);
1112 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
1113 SetWindowPos(window
, HWND_TOP
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
1115 device
->filter_messages
= filter_messages
;
1118 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
1120 BOOL filter_messages
;
1121 LONG style
, exstyle
;
1123 if (!device
->style
&& !device
->exStyle
) return;
1125 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1126 window
, device
->style
, device
->exStyle
);
1128 style
= GetWindowLongW(window
, GWL_STYLE
);
1129 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1131 filter_messages
= device
->filter_messages
;
1132 device
->filter_messages
= TRUE
;
1134 /* Only restore the style if the application didn't modify it during the
1135 * fullscreen phase. Some applications change it before calling Reset()
1136 * when switching between windowed and fullscreen modes (HL2), some
1137 * depend on the original style (Eve Online). */
1138 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
1140 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
1141 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
1143 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
1145 device
->filter_messages
= filter_messages
;
1147 /* Delete the old values. */
1149 device
->exStyle
= 0;
1152 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
1154 TRACE("device %p, window %p.\n", device
, window
);
1156 if (!wined3d_register_window(window
, device
))
1158 ERR("Failed to register window %p.\n", window
);
1162 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
1163 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
1168 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
1170 TRACE("device %p.\n", device
);
1172 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
1173 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
1176 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
1177 struct wined3d_swapchain_desc
*swapchain_desc
)
1179 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1180 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1181 struct wined3d_swapchain
*swapchain
= NULL
;
1182 struct wined3d_context
*context
;
1187 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1189 if (device
->d3d_initialized
)
1190 return WINED3DERR_INVALIDCALL
;
1191 if (device
->wined3d
->flags
& WINED3D_NO3D
)
1192 return WINED3DERR_INVALIDCALL
;
1194 device
->valid_rt_mask
= 0;
1195 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1196 device
->valid_rt_mask
|= (1 << i
);
1197 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1198 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
1200 /* Initialize the texture unit mapping to a 1:1 mapping */
1201 for (state
= 0; state
< MAX_COMBINED_SAMPLERS
; ++state
)
1203 if (state
< gl_info
->limits
.fragment_samplers
)
1205 device
->texUnitMap
[state
] = state
;
1206 device
->rev_tex_unit_map
[state
] = state
;
1210 device
->texUnitMap
[state
] = WINED3D_UNMAPPED_STAGE
;
1211 device
->rev_tex_unit_map
[state
] = WINED3D_UNMAPPED_STAGE
;
1215 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
, device
->adapter
->fragment_pipe
)))
1217 TRACE("Shader private data couldn't be allocated\n");
1220 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
1222 TRACE("Blitter private data couldn't be allocated\n");
1226 /* Setup the implicit swapchain. This also initializes a context. */
1227 TRACE("Creating implicit swapchain\n");
1228 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1229 swapchain_desc
, &swapchain
);
1232 WARN("Failed to create implicit swapchain\n");
1236 device
->swapchain_count
= 1;
1237 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1238 if (!device
->swapchains
)
1240 ERR("Out of memory!\n");
1243 device
->swapchains
[0] = swapchain
;
1245 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1247 TRACE("Setting rendertarget to %p.\n", swapchain
->back_buffers
);
1248 device
->fb
.render_targets
[0] = swapchain
->back_buffers
[0];
1252 TRACE("Setting rendertarget to %p.\n", swapchain
->front_buffer
);
1253 device
->fb
.render_targets
[0] = swapchain
->front_buffer
;
1255 wined3d_surface_incref(device
->fb
.render_targets
[0]);
1257 /* Depth Stencil support */
1258 device
->fb
.depth_stencil
= device
->auto_depth_stencil
;
1259 if (device
->fb
.depth_stencil
)
1260 wined3d_surface_incref(device
->fb
.depth_stencil
);
1262 /* Set up some starting GL setup */
1264 /* Setup all the devices defaults */
1265 stateblock_init_default_state(device
->stateBlock
);
1267 context
= context_acquire(device
, swapchain
->front_buffer
);
1269 create_dummy_textures(device
, context
);
1271 /* Initialize the current view state */
1272 device
->view_ident
= 1;
1273 device
->contexts
[0]->last_was_rhw
= 0;
1275 switch (wined3d_settings
.offscreen_rendering_mode
)
1278 device
->offscreenBuffer
= GL_COLOR_ATTACHMENT0
;
1281 case ORM_BACKBUFFER
:
1283 if (context_get_current()->aux_buffers
> 0)
1285 TRACE("Using auxiliary buffer for offscreen rendering\n");
1286 device
->offscreenBuffer
= GL_AUX0
;
1290 TRACE("Using back buffer for offscreen rendering\n");
1291 device
->offscreenBuffer
= GL_BACK
;
1296 TRACE("All defaults now set up, leaving 3D init.\n");
1298 context_release(context
);
1300 /* Clear the screen */
1301 wined3d_device_clear(device
, 0, NULL
, WINED3DCLEAR_TARGET
1302 | (swapchain_desc
->enable_auto_depth_stencil
? WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
: 0),
1305 device
->d3d_initialized
= TRUE
;
1307 if (wined3d_settings
.logo
)
1308 device_load_logo(device
, wined3d_settings
.logo
);
1312 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1313 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1314 device
->swapchain_count
= 0;
1316 wined3d_swapchain_decref(swapchain
);
1317 if (device
->blit_priv
)
1318 device
->blitter
->free_private(device
);
1319 if (device
->shader_priv
)
1320 device
->shader_backend
->shader_free_private(device
);
1325 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1326 struct wined3d_swapchain_desc
*swapchain_desc
)
1328 struct wined3d_swapchain
*swapchain
= NULL
;
1331 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1333 /* Setup the implicit swapchain */
1334 TRACE("Creating implicit swapchain\n");
1335 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1336 swapchain_desc
, &swapchain
);
1339 WARN("Failed to create implicit swapchain\n");
1343 device
->swapchain_count
= 1;
1344 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1345 if (!device
->swapchains
)
1347 ERR("Out of memory!\n");
1350 device
->swapchains
[0] = swapchain
;
1354 wined3d_swapchain_decref(swapchain
);
1358 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1360 struct wined3d_resource
*resource
, *cursor
;
1361 const struct wined3d_gl_info
*gl_info
;
1362 struct wined3d_context
*context
;
1363 struct wined3d_surface
*surface
;
1366 TRACE("device %p.\n", device
);
1368 if (!device
->d3d_initialized
)
1369 return WINED3DERR_INVALIDCALL
;
1371 /* Force making the context current again, to verify it is still valid
1372 * (workaround for broken drivers) */
1373 context_set_current(NULL
);
1374 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1375 * it was created. Thus make sure a context is active for the glDelete* calls
1377 context
= context_acquire(device
, NULL
);
1378 gl_info
= context
->gl_info
;
1380 if (device
->logo_surface
)
1381 wined3d_surface_decref(device
->logo_surface
);
1383 stateblock_unbind_resources(device
->stateBlock
);
1385 /* Unload resources */
1386 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1388 TRACE("Unloading resource %p.\n", resource
);
1390 resource
->resource_ops
->resource_unload(resource
);
1393 TRACE("Deleting high order patches\n");
1394 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
)
1396 struct wined3d_rect_patch
*patch
;
1397 struct list
*e1
, *e2
;
1399 LIST_FOR_EACH_SAFE(e1
, e2
, &device
->patches
[i
])
1401 patch
= LIST_ENTRY(e1
, struct wined3d_rect_patch
, entry
);
1402 wined3d_device_delete_patch(device
, patch
->Handle
);
1406 /* Delete the mouse cursor texture */
1407 if (device
->cursorTexture
)
1409 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->cursorTexture
);
1410 device
->cursorTexture
= 0;
1413 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1414 * private data, it might contain opengl pointers
1416 if (device
->depth_blt_texture
)
1418 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
1419 device
->depth_blt_texture
= 0;
1422 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1423 device
->blitter
->free_private(device
);
1424 device
->shader_backend
->shader_free_private(device
);
1426 /* Release the buffers (with sanity checks)*/
1427 if (device
->onscreen_depth_stencil
)
1429 surface
= device
->onscreen_depth_stencil
;
1430 device
->onscreen_depth_stencil
= NULL
;
1431 wined3d_surface_decref(surface
);
1434 if (device
->fb
.depth_stencil
)
1436 surface
= device
->fb
.depth_stencil
;
1438 TRACE("Releasing depth/stencil buffer %p.\n", surface
);
1440 device
->fb
.depth_stencil
= NULL
;
1441 wined3d_surface_decref(surface
);
1444 if (device
->auto_depth_stencil
)
1446 surface
= device
->auto_depth_stencil
;
1447 device
->auto_depth_stencil
= NULL
;
1448 if (wined3d_surface_decref(surface
))
1449 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface
);
1452 for (i
= 1; i
< gl_info
->limits
.buffers
; ++i
)
1454 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
1457 surface
= device
->fb
.render_targets
[0];
1458 TRACE("Setting rendertarget 0 to NULL\n");
1459 device
->fb
.render_targets
[0] = NULL
;
1460 TRACE("Releasing the render target at %p\n", surface
);
1461 wined3d_surface_decref(surface
);
1463 context_release(context
);
1465 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1467 TRACE("Releasing the implicit swapchain %u.\n", i
);
1468 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1469 FIXME("Something's still holding the implicit swapchain.\n");
1472 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1473 device
->swapchains
= NULL
;
1474 device
->swapchain_count
= 0;
1476 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1477 device
->fb
.render_targets
= NULL
;
1479 device
->d3d_initialized
= FALSE
;
1484 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1488 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1490 TRACE("Releasing the implicit swapchain %u.\n", i
);
1491 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1492 FIXME("Something's still holding the implicit swapchain.\n");
1495 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1496 device
->swapchains
= NULL
;
1497 device
->swapchain_count
= 0;
1501 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1502 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1503 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1505 * There is no way to deactivate thread safety once it is enabled.
1507 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1509 TRACE("device %p.\n", device
);
1511 /* For now just store the flag (needed in case of ddraw). */
1512 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1515 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1517 TRACE("device %p.\n", device
);
1519 TRACE("Emulating %d MB, returning %d MB left.\n",
1520 device
->adapter
->TextureRam
/ (1024 * 1024),
1521 (device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
) / (1024 * 1024));
1523 return device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
;
1526 void CDECL
wined3d_device_set_stream_output(struct wined3d_device
*device
, UINT idx
,
1527 struct wined3d_buffer
*buffer
, UINT offset
)
1529 struct wined3d_buffer
*prev_buffer
;
1531 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device
, idx
, buffer
, offset
);
1533 if (idx
>= MAX_STREAM_OUT
)
1535 WARN("Invalid stream output %u.\n", idx
);
1539 prev_buffer
= device
->updateStateBlock
->state
.stream_output
[idx
].buffer
;
1540 device
->updateStateBlock
->state
.stream_output
[idx
].buffer
= buffer
;
1541 device
->updateStateBlock
->state
.stream_output
[idx
].offset
= offset
;
1543 if (device
->isRecordingState
)
1546 wined3d_buffer_incref(buffer
);
1548 wined3d_buffer_decref(prev_buffer
);
1552 if (prev_buffer
!= buffer
)
1556 InterlockedIncrement(&buffer
->resource
.bind_count
);
1557 wined3d_buffer_incref(buffer
);
1561 InterlockedDecrement(&prev_buffer
->resource
.bind_count
);
1562 wined3d_buffer_decref(prev_buffer
);
1567 struct wined3d_buffer
* CDECL
wined3d_device_get_stream_output(struct wined3d_device
*device
,
1568 UINT idx
, UINT
*offset
)
1570 TRACE("device %p, idx %u, offset %p.\n", device
, idx
, offset
);
1572 if (idx
>= MAX_STREAM_OUT
)
1574 WARN("Invalid stream output %u.\n", idx
);
1578 *offset
= device
->stateBlock
->state
.stream_output
[idx
].offset
;
1579 return device
->stateBlock
->state
.stream_output
[idx
].buffer
;
1582 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1583 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1585 struct wined3d_stream_state
*stream
;
1586 struct wined3d_buffer
*prev_buffer
;
1588 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1589 device
, stream_idx
, buffer
, offset
, stride
);
1591 if (stream_idx
>= MAX_STREAMS
)
1593 WARN("Stream index %u out of range.\n", stream_idx
);
1594 return WINED3DERR_INVALIDCALL
;
1596 else if (offset
& 0x3)
1598 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1599 return WINED3DERR_INVALIDCALL
;
1602 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1603 prev_buffer
= stream
->buffer
;
1605 device
->updateStateBlock
->changed
.streamSource
|= 1 << stream_idx
;
1607 if (prev_buffer
== buffer
1608 && stream
->stride
== stride
1609 && stream
->offset
== offset
)
1611 TRACE("Application is setting the old values over, nothing to do.\n");
1615 stream
->buffer
= buffer
;
1618 stream
->stride
= stride
;
1619 stream
->offset
= offset
;
1622 /* Handle recording of state blocks. */
1623 if (device
->isRecordingState
)
1625 TRACE("Recording... not performing anything.\n");
1627 wined3d_buffer_incref(buffer
);
1629 wined3d_buffer_decref(prev_buffer
);
1635 InterlockedIncrement(&buffer
->resource
.bind_count
);
1636 wined3d_buffer_incref(buffer
);
1640 InterlockedDecrement(&prev_buffer
->resource
.bind_count
);
1641 wined3d_buffer_decref(prev_buffer
);
1644 device_invalidate_state(device
, STATE_STREAMSRC
);
1649 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1650 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1652 struct wined3d_stream_state
*stream
;
1654 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1655 device
, stream_idx
, buffer
, offset
, stride
);
1657 if (stream_idx
>= MAX_STREAMS
)
1659 WARN("Stream index %u out of range.\n", stream_idx
);
1660 return WINED3DERR_INVALIDCALL
;
1663 stream
= &device
->stateBlock
->state
.streams
[stream_idx
];
1664 *buffer
= stream
->buffer
;
1666 wined3d_buffer_incref(*buffer
);
1668 *offset
= stream
->offset
;
1669 *stride
= stream
->stride
;
1674 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1676 struct wined3d_stream_state
*stream
;
1677 UINT old_flags
, old_freq
;
1679 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1681 /* Verify input. At least in d3d9 this is invalid. */
1682 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1684 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1685 return WINED3DERR_INVALIDCALL
;
1687 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1689 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1690 return WINED3DERR_INVALIDCALL
;
1694 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1695 return WINED3DERR_INVALIDCALL
;
1698 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1699 old_flags
= stream
->flags
;
1700 old_freq
= stream
->frequency
;
1702 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1703 stream
->frequency
= divider
& 0x7fffff;
1705 device
->updateStateBlock
->changed
.streamFreq
|= 1 << stream_idx
;
1707 if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1708 device_invalidate_state(device
, STATE_STREAMSRC
);
1713 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1714 UINT stream_idx
, UINT
*divider
)
1716 struct wined3d_stream_state
*stream
;
1718 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1720 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1721 *divider
= stream
->flags
| stream
->frequency
;
1723 TRACE("Returning %#x.\n", *divider
);
1728 void CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1729 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1731 TRACE("device %p, state %s, matrix %p.\n",
1732 device
, debug_d3dtstype(d3dts
), matrix
);
1733 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._11
, matrix
->u
.s
._12
, matrix
->u
.s
._13
, matrix
->u
.s
._14
);
1734 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._21
, matrix
->u
.s
._22
, matrix
->u
.s
._23
, matrix
->u
.s
._24
);
1735 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._31
, matrix
->u
.s
._32
, matrix
->u
.s
._33
, matrix
->u
.s
._34
);
1736 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._41
, matrix
->u
.s
._42
, matrix
->u
.s
._43
, matrix
->u
.s
._44
);
1738 /* Handle recording of state blocks. */
1739 if (device
->isRecordingState
)
1741 TRACE("Recording... not performing anything.\n");
1742 device
->updateStateBlock
->changed
.transform
[d3dts
>> 5] |= 1 << (d3dts
& 0x1f);
1743 device
->updateStateBlock
->state
.transforms
[d3dts
] = *matrix
;
1747 /* If the new matrix is the same as the current one,
1748 * we cut off any further processing. this seems to be a reasonable
1749 * optimization because as was noticed, some apps (warcraft3 for example)
1750 * tend towards setting the same matrix repeatedly for some reason.
1752 * From here on we assume that the new matrix is different, wherever it matters. */
1753 if (!memcmp(&device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0], matrix
, sizeof(*matrix
)))
1755 TRACE("The application is setting the same matrix over again.\n");
1759 device
->stateBlock
->state
.transforms
[d3dts
] = *matrix
;
1760 if (d3dts
== WINED3D_TS_VIEW
)
1761 device
->view_ident
= !memcmp(matrix
, &identity
, sizeof(identity
));
1763 if (d3dts
< WINED3D_TS_WORLD_MATRIX(device
->adapter
->gl_info
.limits
.blends
))
1764 device_invalidate_state(device
, STATE_TRANSFORM(d3dts
));
1767 void CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1768 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1770 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1772 *matrix
= device
->stateBlock
->state
.transforms
[state
];
1775 void CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1776 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1778 const struct wined3d_matrix
*mat
;
1779 struct wined3d_matrix temp
;
1781 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1783 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1784 * below means it will be recorded in a state block change, but it
1785 * works regardless where it is recorded.
1786 * If this is found to be wrong, change to StateBlock. */
1787 if (state
> HIGHEST_TRANSFORMSTATE
)
1789 WARN("Unhandled transform state %#x.\n", state
);
1793 mat
= &device
->updateStateBlock
->state
.transforms
[state
];
1794 multiply_matrix(&temp
, mat
, matrix
);
1796 /* Apply change via set transform - will reapply to eg. lights this way. */
1797 wined3d_device_set_transform(device
, state
, &temp
);
1800 /* Note lights are real special cases. Although the device caps state only
1801 * e.g. 8 are supported, you can reference any indexes you want as long as
1802 * that number max are enabled at any one point in time. Therefore since the
1803 * indices can be anything, we need a hashmap of them. However, this causes
1804 * stateblock problems. When capturing the state block, I duplicate the
1805 * hashmap, but when recording, just build a chain pretty much of commands to
1807 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1808 UINT light_idx
, const struct wined3d_light
*light
)
1810 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1811 struct wined3d_light_info
*object
= NULL
;
1815 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1817 /* Check the parameter range. Need for speed most wanted sets junk lights
1818 * which confuse the GL driver. */
1820 return WINED3DERR_INVALIDCALL
;
1822 switch (light
->type
)
1824 case WINED3D_LIGHT_POINT
:
1825 case WINED3D_LIGHT_SPOT
:
1826 case WINED3D_LIGHT_PARALLELPOINT
:
1827 case WINED3D_LIGHT_GLSPOT
:
1828 /* Incorrect attenuation values can cause the gl driver to crash.
1829 * Happens with Need for speed most wanted. */
1830 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1832 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1833 return WINED3DERR_INVALIDCALL
;
1837 case WINED3D_LIGHT_DIRECTIONAL
:
1838 /* Ignores attenuation */
1842 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1843 return WINED3DERR_INVALIDCALL
;
1846 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
1848 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1849 if (object
->OriginalIndex
== light_idx
)
1856 TRACE("Adding new light\n");
1857 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1860 ERR("Out of memory error when allocating a light\n");
1861 return E_OUTOFMEMORY
;
1863 list_add_head(&device
->updateStateBlock
->state
.light_map
[hash_idx
], &object
->entry
);
1864 object
->glIndex
= -1;
1865 object
->OriginalIndex
= light_idx
;
1868 /* Initialize the object. */
1869 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1870 light_idx
, light
->type
,
1871 light
->diffuse
.r
, light
->diffuse
.g
, light
->diffuse
.b
, light
->diffuse
.a
,
1872 light
->specular
.r
, light
->specular
.g
, light
->specular
.b
, light
->specular
.a
,
1873 light
->ambient
.r
, light
->ambient
.g
, light
->ambient
.b
, light
->ambient
.a
);
1874 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light
->position
.x
, light
->position
.y
, light
->position
.z
,
1875 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
);
1876 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1877 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1879 /* Save away the information. */
1880 object
->OriginalParms
= *light
;
1882 switch (light
->type
)
1884 case WINED3D_LIGHT_POINT
:
1886 object
->lightPosn
[0] = light
->position
.x
;
1887 object
->lightPosn
[1] = light
->position
.y
;
1888 object
->lightPosn
[2] = light
->position
.z
;
1889 object
->lightPosn
[3] = 1.0f
;
1890 object
->cutoff
= 180.0f
;
1894 case WINED3D_LIGHT_DIRECTIONAL
:
1896 object
->lightPosn
[0] = -light
->direction
.x
;
1897 object
->lightPosn
[1] = -light
->direction
.y
;
1898 object
->lightPosn
[2] = -light
->direction
.z
;
1899 object
->lightPosn
[3] = 0.0f
;
1900 object
->exponent
= 0.0f
;
1901 object
->cutoff
= 180.0f
;
1904 case WINED3D_LIGHT_SPOT
:
1906 object
->lightPosn
[0] = light
->position
.x
;
1907 object
->lightPosn
[1] = light
->position
.y
;
1908 object
->lightPosn
[2] = light
->position
.z
;
1909 object
->lightPosn
[3] = 1.0f
;
1912 object
->lightDirn
[0] = light
->direction
.x
;
1913 object
->lightDirn
[1] = light
->direction
.y
;
1914 object
->lightDirn
[2] = light
->direction
.z
;
1915 object
->lightDirn
[3] = 1.0f
;
1917 /* opengl-ish and d3d-ish spot lights use too different models
1918 * for the light "intensity" as a function of the angle towards
1919 * the main light direction, so we only can approximate very
1920 * roughly. However, spot lights are rather rarely used in games
1921 * (if ever used at all). Furthermore if still used, probably
1922 * nobody pays attention to such details. */
1923 if (!light
->falloff
)
1925 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1926 * equations have the falloff resp. exponent parameter as an
1927 * exponent, so the spot light lighting will always be 1.0 for
1928 * both of them, and we don't have to care for the rest of the
1929 * rather complex calculation. */
1930 object
->exponent
= 0.0f
;
1934 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
1937 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
1940 if (object
->exponent
> 128.0f
)
1941 object
->exponent
= 128.0f
;
1943 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
1948 FIXME("Unrecognized light type %#x.\n", light
->type
);
1951 /* Update the live definitions if the light is currently assigned a glIndex. */
1952 if (object
->glIndex
!= -1 && !device
->isRecordingState
)
1953 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
1958 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
1959 UINT light_idx
, struct wined3d_light
*light
)
1961 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1962 struct wined3d_light_info
*light_info
= NULL
;
1965 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1967 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
1969 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1970 if (light_info
->OriginalIndex
== light_idx
)
1977 TRACE("Light information requested but light not defined\n");
1978 return WINED3DERR_INVALIDCALL
;
1981 *light
= light_info
->OriginalParms
;
1985 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
1987 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1988 struct wined3d_light_info
*light_info
= NULL
;
1991 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
1993 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
1995 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1996 if (light_info
->OriginalIndex
== light_idx
)
2000 TRACE("Found light %p.\n", light_info
);
2002 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2005 TRACE("Light enabled requested but light not defined, so defining one!\n");
2006 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
2008 /* Search for it again! Should be fairly quick as near head of list. */
2009 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2011 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2012 if (light_info
->OriginalIndex
== light_idx
)
2018 FIXME("Adding default lights has failed dismally\n");
2019 return WINED3DERR_INVALIDCALL
;
2025 if (light_info
->glIndex
!= -1)
2027 if (!device
->isRecordingState
)
2028 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
2030 device
->updateStateBlock
->state
.lights
[light_info
->glIndex
] = NULL
;
2031 light_info
->glIndex
= -1;
2035 TRACE("Light already disabled, nothing to do\n");
2037 light_info
->enabled
= FALSE
;
2041 light_info
->enabled
= TRUE
;
2042 if (light_info
->glIndex
!= -1)
2044 TRACE("Nothing to do as light was enabled\n");
2049 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2050 /* Find a free GL light. */
2051 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
2053 if (!device
->updateStateBlock
->state
.lights
[i
])
2055 device
->updateStateBlock
->state
.lights
[i
] = light_info
;
2056 light_info
->glIndex
= i
;
2060 if (light_info
->glIndex
== -1)
2062 /* Our tests show that Windows returns D3D_OK in this situation, even with
2063 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2064 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2065 * as well for those lights.
2067 * TODO: Test how this affects rendering. */
2068 WARN("Too many concurrently active lights\n");
2072 /* i == light_info->glIndex */
2073 if (!device
->isRecordingState
)
2074 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
2081 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
2083 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2084 struct wined3d_light_info
*light_info
= NULL
;
2087 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
2089 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2091 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2092 if (light_info
->OriginalIndex
== light_idx
)
2099 TRACE("Light enabled state requested but light not defined.\n");
2100 return WINED3DERR_INVALIDCALL
;
2102 /* true is 128 according to SetLightEnable */
2103 *enable
= light_info
->enabled
? 128 : 0;
2107 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
,
2108 UINT plane_idx
, const struct wined3d_vec4
*plane
)
2110 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2112 /* Validate plane_idx. */
2113 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2115 TRACE("Application has requested clipplane this device doesn't support.\n");
2116 return WINED3DERR_INVALIDCALL
;
2119 device
->updateStateBlock
->changed
.clipplane
|= 1 << plane_idx
;
2121 if (!memcmp(&device
->updateStateBlock
->state
.clip_planes
[plane_idx
], plane
, sizeof(*plane
)))
2123 TRACE("Application is setting old values over, nothing to do.\n");
2127 device
->updateStateBlock
->state
.clip_planes
[plane_idx
] = *plane
;
2129 /* Handle recording of state blocks. */
2130 if (device
->isRecordingState
)
2132 TRACE("Recording... not performing anything.\n");
2136 device_invalidate_state(device
, STATE_CLIPPLANE(plane_idx
));
2141 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
,
2142 UINT plane_idx
, struct wined3d_vec4
*plane
)
2144 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2146 /* Validate plane_idx. */
2147 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2149 TRACE("Application has requested clipplane this device doesn't support.\n");
2150 return WINED3DERR_INVALIDCALL
;
2153 *plane
= device
->stateBlock
->state
.clip_planes
[plane_idx
];
2158 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
2159 const struct wined3d_clip_status
*clip_status
)
2161 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2164 return WINED3DERR_INVALIDCALL
;
2169 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
2170 struct wined3d_clip_status
*clip_status
)
2172 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2175 return WINED3DERR_INVALIDCALL
;
2180 void CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
2182 TRACE("device %p, material %p.\n", device
, material
);
2184 device
->updateStateBlock
->changed
.material
= TRUE
;
2185 device
->updateStateBlock
->state
.material
= *material
;
2187 /* Handle recording of state blocks */
2188 if (device
->isRecordingState
)
2190 TRACE("Recording... not performing anything.\n");
2194 device_invalidate_state(device
, STATE_MATERIAL
);
2197 void CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
2199 TRACE("device %p, material %p.\n", device
, material
);
2201 *material
= device
->updateStateBlock
->state
.material
;
2203 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2204 material
->diffuse
.r
, material
->diffuse
.g
,
2205 material
->diffuse
.b
, material
->diffuse
.a
);
2206 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2207 material
->ambient
.r
, material
->ambient
.g
,
2208 material
->ambient
.b
, material
->ambient
.a
);
2209 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2210 material
->specular
.r
, material
->specular
.g
,
2211 material
->specular
.b
, material
->specular
.a
);
2212 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2213 material
->emissive
.r
, material
->emissive
.g
,
2214 material
->emissive
.b
, material
->emissive
.a
);
2215 TRACE("power %.8e.\n", material
->power
);
2218 void CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
2219 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
2221 struct wined3d_buffer
*prev_buffer
;
2223 TRACE("device %p, buffer %p, format %s.\n",
2224 device
, buffer
, debug_d3dformat(format_id
));
2226 prev_buffer
= device
->updateStateBlock
->state
.index_buffer
;
2228 device
->updateStateBlock
->changed
.indices
= TRUE
;
2229 device
->updateStateBlock
->state
.index_buffer
= buffer
;
2230 device
->updateStateBlock
->state
.index_format
= format_id
;
2232 /* Handle recording of state blocks. */
2233 if (device
->isRecordingState
)
2235 TRACE("Recording... not performing anything.\n");
2237 wined3d_buffer_incref(buffer
);
2239 wined3d_buffer_decref(prev_buffer
);
2243 if (prev_buffer
!= buffer
)
2245 device_invalidate_state(device
, STATE_INDEXBUFFER
);
2248 InterlockedIncrement(&buffer
->resource
.bind_count
);
2249 wined3d_buffer_incref(buffer
);
2253 InterlockedDecrement(&prev_buffer
->resource
.bind_count
);
2254 wined3d_buffer_decref(prev_buffer
);
2259 struct wined3d_buffer
* CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
,
2260 enum wined3d_format_id
*format
)
2262 TRACE("device %p, format %p.\n", device
, format
);
2264 *format
= device
->stateBlock
->state
.index_format
;
2265 return device
->stateBlock
->state
.index_buffer
;
2268 void CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
2270 TRACE("device %p, base_index %d.\n", device
, base_index
);
2272 device
->updateStateBlock
->state
.base_vertex_index
= base_index
;
2275 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
2277 TRACE("device %p.\n", device
);
2279 return device
->stateBlock
->state
.base_vertex_index
;
2282 void CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
2284 TRACE("device %p, viewport %p.\n", device
, viewport
);
2285 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2286 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
2288 device
->updateStateBlock
->changed
.viewport
= TRUE
;
2289 device
->updateStateBlock
->state
.viewport
= *viewport
;
2291 /* Handle recording of state blocks */
2292 if (device
->isRecordingState
)
2294 TRACE("Recording... not performing anything\n");
2298 device_invalidate_state(device
, STATE_VIEWPORT
);
2301 void CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
2303 TRACE("device %p, viewport %p.\n", device
, viewport
);
2305 *viewport
= device
->stateBlock
->state
.viewport
;
2308 void CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2309 enum wined3d_render_state state
, DWORD value
)
2311 DWORD old_value
= device
->stateBlock
->state
.render_states
[state
];
2313 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2315 device
->updateStateBlock
->changed
.renderState
[state
>> 5] |= 1 << (state
& 0x1f);
2316 device
->updateStateBlock
->state
.render_states
[state
] = value
;
2318 /* Handle recording of state blocks. */
2319 if (device
->isRecordingState
)
2321 TRACE("Recording... not performing anything.\n");
2325 /* Compared here and not before the assignment to allow proper stateblock recording. */
2326 if (value
== old_value
)
2327 TRACE("Application is setting the old value over, nothing to do.\n");
2329 device_invalidate_state(device
, STATE_RENDER(state
));
2332 DWORD CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
, enum wined3d_render_state state
)
2334 TRACE("device %p, state %s (%#x).\n", device
, debug_d3drenderstate(state
), state
);
2336 return device
->stateBlock
->state
.render_states
[state
];
2339 void CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2340 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
2344 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2345 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2347 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2348 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2350 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2351 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2353 WARN("Invalid sampler %u.\n", sampler_idx
);
2354 return; /* Windows accepts overflowing this array ... we do not. */
2357 old_value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2358 device
->updateStateBlock
->state
.sampler_states
[sampler_idx
][state
] = value
;
2359 device
->updateStateBlock
->changed
.samplerState
[sampler_idx
] |= 1 << state
;
2361 /* Handle recording of state blocks. */
2362 if (device
->isRecordingState
)
2364 TRACE("Recording... not performing anything.\n");
2368 if (old_value
== value
)
2370 TRACE("Application is setting the old value over, nothing to do.\n");
2374 device_invalidate_state(device
, STATE_SAMPLER(sampler_idx
));
2377 DWORD CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2378 UINT sampler_idx
, enum wined3d_sampler_state state
)
2380 TRACE("device %p, sampler_idx %u, state %s.\n",
2381 device
, sampler_idx
, debug_d3dsamplerstate(state
));
2383 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2384 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2386 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2387 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2389 WARN("Invalid sampler %u.\n", sampler_idx
);
2390 return 0; /* Windows accepts overflowing this array ... we do not. */
2393 return device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2396 void CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2398 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2400 device
->updateStateBlock
->changed
.scissorRect
= TRUE
;
2401 if (EqualRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
))
2403 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2406 CopyRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
);
2408 if (device
->isRecordingState
)
2410 TRACE("Recording... not performing anything.\n");
2414 device_invalidate_state(device
, STATE_SCISSORRECT
);
2417 void CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2419 TRACE("device %p, rect %p.\n", device
, rect
);
2421 *rect
= device
->updateStateBlock
->state
.scissor_rect
;
2422 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2425 void CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2426 struct wined3d_vertex_declaration
*declaration
)
2428 struct wined3d_vertex_declaration
*prev
= device
->updateStateBlock
->state
.vertex_declaration
;
2430 TRACE("device %p, declaration %p.\n", device
, declaration
);
2433 wined3d_vertex_declaration_incref(declaration
);
2435 wined3d_vertex_declaration_decref(prev
);
2437 device
->updateStateBlock
->state
.vertex_declaration
= declaration
;
2438 device
->updateStateBlock
->changed
.vertexDecl
= TRUE
;
2440 if (device
->isRecordingState
)
2442 TRACE("Recording... not performing anything.\n");
2446 if (declaration
== prev
)
2448 /* Checked after the assignment to allow proper stateblock recording. */
2449 TRACE("Application is setting the old declaration over, nothing to do.\n");
2453 device_invalidate_state(device
, STATE_VDECL
);
2456 struct wined3d_vertex_declaration
* CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
)
2458 TRACE("device %p.\n", device
);
2460 return device
->stateBlock
->state
.vertex_declaration
;
2463 void CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2465 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.vertex_shader
;
2467 TRACE("device %p, shader %p.\n", device
, shader
);
2470 wined3d_shader_incref(shader
);
2472 wined3d_shader_decref(prev
);
2474 device
->updateStateBlock
->state
.vertex_shader
= shader
;
2475 device
->updateStateBlock
->changed
.vertexShader
= TRUE
;
2477 if (device
->isRecordingState
)
2479 TRACE("Recording... not performing anything.\n");
2485 TRACE("Application is setting the old shader over, nothing to do.\n");
2489 device_invalidate_state(device
, STATE_VSHADER
);
2492 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2494 TRACE("device %p.\n", device
);
2496 return device
->stateBlock
->state
.vertex_shader
;
2499 void CDECL
wined3d_device_set_vs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2501 struct wined3d_buffer
*prev
;
2503 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2505 if (idx
>= MAX_CONSTANT_BUFFERS
)
2507 WARN("Invalid constant buffer index %u.\n", idx
);
2511 prev
= device
->updateStateBlock
->state
.vs_cb
[idx
];
2512 device
->updateStateBlock
->state
.vs_cb
[idx
] = buffer
;
2514 if (device
->isRecordingState
)
2517 wined3d_buffer_incref(buffer
);
2519 wined3d_buffer_decref(prev
);
2527 InterlockedIncrement(&buffer
->resource
.bind_count
);
2528 wined3d_buffer_incref(buffer
);
2532 InterlockedDecrement(&prev
->resource
.bind_count
);
2533 wined3d_buffer_decref(prev
);
2538 struct wined3d_buffer
* CDECL
wined3d_device_get_vs_cb(const struct wined3d_device
*device
, UINT idx
)
2540 TRACE("device %p, idx %u.\n", device
, idx
);
2542 if (idx
>= MAX_CONSTANT_BUFFERS
)
2544 WARN("Invalid constant buffer index %u.\n", idx
);
2548 return device
->stateBlock
->state
.vs_cb
[idx
];
2551 void CDECL
wined3d_device_set_vs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2553 struct wined3d_sampler
*prev
;
2555 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2557 if (idx
>= MAX_SAMPLER_OBJECTS
)
2559 WARN("Invalid sampler index %u.\n", idx
);
2563 prev
= device
->updateStateBlock
->state
.vs_sampler
[idx
];
2564 device
->updateStateBlock
->state
.vs_sampler
[idx
] = sampler
;
2567 wined3d_sampler_incref(sampler
);
2569 wined3d_sampler_decref(prev
);
2572 struct wined3d_sampler
* CDECL
wined3d_device_get_vs_sampler(const struct wined3d_device
*device
, UINT idx
)
2574 TRACE("device %p, idx %u.\n", device
, idx
);
2576 if (idx
>= MAX_SAMPLER_OBJECTS
)
2578 WARN("Invalid sampler index %u.\n", idx
);
2582 return device
->stateBlock
->state
.vs_sampler
[idx
];
2585 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2586 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2588 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2591 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2592 device
, start_register
, constants
, bool_count
);
2594 if (!constants
|| start_register
>= MAX_CONST_B
)
2595 return WINED3DERR_INVALIDCALL
;
2597 memcpy(&device
->updateStateBlock
->state
.vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2598 for (i
= 0; i
< count
; ++i
)
2599 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2601 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2602 device
->updateStateBlock
->changed
.vertexShaderConstantsB
|= (1 << i
);
2604 if (!device
->isRecordingState
)
2605 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2610 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2611 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2613 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2615 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2616 device
, start_register
, constants
, bool_count
);
2618 if (!constants
|| start_register
>= MAX_CONST_B
)
2619 return WINED3DERR_INVALIDCALL
;
2621 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2626 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2627 UINT start_register
, const int *constants
, UINT vector4i_count
)
2629 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2632 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2633 device
, start_register
, constants
, vector4i_count
);
2635 if (!constants
|| start_register
>= MAX_CONST_I
)
2636 return WINED3DERR_INVALIDCALL
;
2638 memcpy(&device
->updateStateBlock
->state
.vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2639 for (i
= 0; i
< count
; ++i
)
2640 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2641 constants
[i
* 4], constants
[i
* 4 + 1],
2642 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2644 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2645 device
->updateStateBlock
->changed
.vertexShaderConstantsI
|= (1 << i
);
2647 if (!device
->isRecordingState
)
2648 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2653 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2654 UINT start_register
, int *constants
, UINT vector4i_count
)
2656 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2658 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2659 device
, start_register
, constants
, vector4i_count
);
2661 if (!constants
|| start_register
>= MAX_CONST_I
)
2662 return WINED3DERR_INVALIDCALL
;
2664 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2668 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2669 UINT start_register
, const float *constants
, UINT vector4f_count
)
2673 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2674 device
, start_register
, constants
, vector4f_count
);
2676 /* Specifically test start_register > limit to catch MAX_UINT overflows
2677 * when adding start_register + vector4f_count. */
2679 || start_register
+ vector4f_count
> device
->d3d_vshader_constantF
2680 || start_register
> device
->d3d_vshader_constantF
)
2681 return WINED3DERR_INVALIDCALL
;
2683 memcpy(&device
->updateStateBlock
->state
.vs_consts_f
[start_register
* 4],
2684 constants
, vector4f_count
* sizeof(float) * 4);
2687 for (i
= 0; i
< vector4f_count
; ++i
)
2688 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2689 constants
[i
* 4], constants
[i
* 4 + 1],
2690 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2693 if (!device
->isRecordingState
)
2695 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2696 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2699 memset(device
->updateStateBlock
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2700 sizeof(*device
->updateStateBlock
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2705 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2706 UINT start_register
, float *constants
, UINT vector4f_count
)
2708 int count
= min(vector4f_count
, device
->d3d_vshader_constantF
- start_register
);
2710 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2711 device
, start_register
, constants
, vector4f_count
);
2713 if (!constants
|| count
< 0)
2714 return WINED3DERR_INVALIDCALL
;
2716 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2721 static void device_invalidate_texture_stage(const struct wined3d_device
*device
, DWORD stage
)
2725 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
2727 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, i
));
2731 static void device_map_stage(struct wined3d_device
*device
, DWORD stage
, DWORD unit
)
2733 DWORD i
= device
->rev_tex_unit_map
[unit
];
2734 DWORD j
= device
->texUnitMap
[stage
];
2736 device
->texUnitMap
[stage
] = unit
;
2737 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
2738 device
->texUnitMap
[i
] = WINED3D_UNMAPPED_STAGE
;
2740 device
->rev_tex_unit_map
[unit
] = stage
;
2741 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
2742 device
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
2745 static void device_update_fixed_function_usage_map(struct wined3d_device
*device
)
2749 device
->fixed_function_usage_map
= 0;
2750 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2752 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2753 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
2754 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
2755 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
2756 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
2757 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
2758 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
2759 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
2760 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
2762 /* Not used, and disable higher stages. */
2763 if (color_op
== WINED3D_TOP_DISABLE
)
2766 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
2767 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
2768 || ((color_arg3
== WINED3DTA_TEXTURE
)
2769 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
2770 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
2771 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
2772 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2773 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
2774 device
->fixed_function_usage_map
|= (1 << i
);
2776 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
2777 && i
< MAX_TEXTURES
- 1)
2778 device
->fixed_function_usage_map
|= (1 << (i
+ 1));
2782 static void device_map_fixed_function_samplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2784 unsigned int i
, tex
;
2787 device_update_fixed_function_usage_map(device
);
2788 ffu_map
= device
->fixed_function_usage_map
;
2790 if (device
->max_ffp_textures
== gl_info
->limits
.texture_stages
2791 || device
->stateBlock
->state
.lowest_disabled_stage
<= device
->max_ffp_textures
)
2793 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2795 if (!(ffu_map
& 1)) continue;
2797 if (device
->texUnitMap
[i
] != i
)
2799 device_map_stage(device
, i
, i
);
2800 device_invalidate_state(device
, STATE_SAMPLER(i
));
2801 device_invalidate_texture_stage(device
, i
);
2807 /* Now work out the mapping */
2809 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2811 if (!(ffu_map
& 1)) continue;
2813 if (device
->texUnitMap
[i
] != tex
)
2815 device_map_stage(device
, i
, tex
);
2816 device_invalidate_state(device
, STATE_SAMPLER(i
));
2817 device_invalidate_texture_stage(device
, i
);
2824 static void device_map_psamplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2826 const enum wined3d_sampler_texture_type
*sampler_type
=
2827 device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2830 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2832 if (sampler_type
[i
] && device
->texUnitMap
[i
] != i
)
2834 device_map_stage(device
, i
, i
);
2835 device_invalidate_state(device
, STATE_SAMPLER(i
));
2836 if (i
< gl_info
->limits
.texture_stages
)
2837 device_invalidate_texture_stage(device
, i
);
2842 static BOOL
device_unit_free_for_vs(const struct wined3d_device
*device
,
2843 const enum wined3d_sampler_texture_type
*pshader_sampler_tokens
,
2844 const enum wined3d_sampler_texture_type
*vshader_sampler_tokens
, DWORD unit
)
2846 DWORD current_mapping
= device
->rev_tex_unit_map
[unit
];
2848 /* Not currently used */
2849 if (current_mapping
== WINED3D_UNMAPPED_STAGE
) return TRUE
;
2851 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
) {
2852 /* Used by a fragment sampler */
2854 if (!pshader_sampler_tokens
) {
2855 /* No pixel shader, check fixed function */
2856 return current_mapping
>= MAX_TEXTURES
|| !(device
->fixed_function_usage_map
& (1 << current_mapping
));
2859 /* Pixel shader, check the shader's sampler map */
2860 return !pshader_sampler_tokens
[current_mapping
];
2863 /* Used by a vertex sampler */
2864 return !vshader_sampler_tokens
[current_mapping
- MAX_FRAGMENT_SAMPLERS
];
2867 static void device_map_vsamplers(struct wined3d_device
*device
, BOOL ps
, const struct wined3d_gl_info
*gl_info
)
2869 const enum wined3d_sampler_texture_type
*vshader_sampler_type
=
2870 device
->stateBlock
->state
.vertex_shader
->reg_maps
.sampler_type
;
2871 const enum wined3d_sampler_texture_type
*pshader_sampler_type
= NULL
;
2872 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
) - 1;
2877 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2878 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2879 pshader_sampler_type
= device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2882 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
2883 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
2884 if (vshader_sampler_type
[i
])
2886 if (device
->texUnitMap
[vsampler_idx
] != WINED3D_UNMAPPED_STAGE
)
2888 /* Already mapped somewhere */
2894 if (device_unit_free_for_vs(device
, pshader_sampler_type
, vshader_sampler_type
, start
))
2896 device_map_stage(device
, vsampler_idx
, start
);
2897 device_invalidate_state(device
, STATE_SAMPLER(vsampler_idx
));
2909 void device_update_tex_unit_map(struct wined3d_device
*device
)
2911 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2912 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2913 BOOL vs
= use_vs(state
);
2914 BOOL ps
= use_ps(state
);
2917 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2918 * that would be really messy and require shader recompilation
2919 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2920 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2923 device_map_psamplers(device
, gl_info
);
2925 device_map_fixed_function_samplers(device
, gl_info
);
2928 device_map_vsamplers(device
, ps
, gl_info
);
2931 void CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2933 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.pixel_shader
;
2935 TRACE("device %p, shader %p.\n", device
, shader
);
2938 wined3d_shader_incref(shader
);
2940 wined3d_shader_decref(prev
);
2942 device
->updateStateBlock
->state
.pixel_shader
= shader
;
2943 device
->updateStateBlock
->changed
.pixelShader
= TRUE
;
2945 if (device
->isRecordingState
)
2947 TRACE("Recording... not performing anything.\n");
2953 TRACE("Application is setting the old shader over, nothing to do.\n");
2957 device_invalidate_state(device
, STATE_PIXELSHADER
);
2960 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
2962 TRACE("device %p.\n", device
);
2964 return device
->stateBlock
->state
.pixel_shader
;
2967 void CDECL
wined3d_device_set_ps_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2969 struct wined3d_buffer
*prev
;
2971 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2973 if (idx
>= MAX_CONSTANT_BUFFERS
)
2975 WARN("Invalid constant buffer index %u.\n", idx
);
2979 prev
= device
->updateStateBlock
->state
.ps_cb
[idx
];
2980 device
->updateStateBlock
->state
.ps_cb
[idx
] = buffer
;
2982 if (device
->isRecordingState
)
2985 wined3d_buffer_incref(buffer
);
2987 wined3d_buffer_decref(prev
);
2995 InterlockedIncrement(&buffer
->resource
.bind_count
);
2996 wined3d_buffer_incref(buffer
);
3000 InterlockedDecrement(&prev
->resource
.bind_count
);
3001 wined3d_buffer_decref(prev
);
3006 struct wined3d_buffer
* CDECL
wined3d_device_get_ps_cb(const struct wined3d_device
*device
, UINT idx
)
3008 TRACE("device %p, idx %u.\n", device
, idx
);
3010 if (idx
>= MAX_CONSTANT_BUFFERS
)
3012 WARN("Invalid constant buffer index %u.\n", idx
);
3016 return device
->stateBlock
->state
.ps_cb
[idx
];
3019 void CDECL
wined3d_device_set_ps_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
3021 struct wined3d_sampler
*prev
;
3023 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
3025 if (idx
>= MAX_SAMPLER_OBJECTS
)
3027 WARN("Invalid sampler index %u.\n", idx
);
3031 prev
= device
->updateStateBlock
->state
.ps_sampler
[idx
];
3032 device
->updateStateBlock
->state
.ps_sampler
[idx
] = sampler
;
3035 wined3d_sampler_incref(sampler
);
3037 wined3d_sampler_decref(prev
);
3040 struct wined3d_sampler
* CDECL
wined3d_device_get_ps_sampler(const struct wined3d_device
*device
, UINT idx
)
3042 TRACE("device %p, idx %u.\n", device
, idx
);
3044 if (idx
>= MAX_SAMPLER_OBJECTS
)
3046 WARN("Invalid sampler index %u.\n", idx
);
3050 return device
->stateBlock
->state
.ps_sampler
[idx
];
3053 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
3054 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
3056 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3059 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3060 device
, start_register
, constants
, bool_count
);
3062 if (!constants
|| start_register
>= MAX_CONST_B
)
3063 return WINED3DERR_INVALIDCALL
;
3065 memcpy(&device
->updateStateBlock
->state
.ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
3066 for (i
= 0; i
< count
; ++i
)
3067 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
3069 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3070 device
->updateStateBlock
->changed
.pixelShaderConstantsB
|= (1 << i
);
3072 if (!device
->isRecordingState
)
3073 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3078 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
3079 UINT start_register
, BOOL
*constants
, UINT bool_count
)
3081 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3083 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3084 device
, start_register
, constants
, bool_count
);
3086 if (!constants
|| start_register
>= MAX_CONST_B
)
3087 return WINED3DERR_INVALIDCALL
;
3089 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
3094 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
3095 UINT start_register
, const int *constants
, UINT vector4i_count
)
3097 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3100 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3101 device
, start_register
, constants
, vector4i_count
);
3103 if (!constants
|| start_register
>= MAX_CONST_I
)
3104 return WINED3DERR_INVALIDCALL
;
3106 memcpy(&device
->updateStateBlock
->state
.ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
3107 for (i
= 0; i
< count
; ++i
)
3108 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
3109 constants
[i
* 4], constants
[i
* 4 + 1],
3110 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3112 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3113 device
->updateStateBlock
->changed
.pixelShaderConstantsI
|= (1 << i
);
3115 if (!device
->isRecordingState
)
3116 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3121 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
3122 UINT start_register
, int *constants
, UINT vector4i_count
)
3124 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3126 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3127 device
, start_register
, constants
, vector4i_count
);
3129 if (!constants
|| start_register
>= MAX_CONST_I
)
3130 return WINED3DERR_INVALIDCALL
;
3132 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
3137 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
3138 UINT start_register
, const float *constants
, UINT vector4f_count
)
3142 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3143 device
, start_register
, constants
, vector4f_count
);
3145 /* Specifically test start_register > limit to catch MAX_UINT overflows
3146 * when adding start_register + vector4f_count. */
3148 || start_register
+ vector4f_count
> device
->d3d_pshader_constantF
3149 || start_register
> device
->d3d_pshader_constantF
)
3150 return WINED3DERR_INVALIDCALL
;
3152 memcpy(&device
->updateStateBlock
->state
.ps_consts_f
[start_register
* 4],
3153 constants
, vector4f_count
* sizeof(float) * 4);
3156 for (i
= 0; i
< vector4f_count
; ++i
)
3157 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
3158 constants
[i
* 4], constants
[i
* 4 + 1],
3159 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3162 if (!device
->isRecordingState
)
3164 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
3165 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3168 memset(device
->updateStateBlock
->changed
.pixelShaderConstantsF
+ start_register
, 1,
3169 sizeof(*device
->updateStateBlock
->changed
.pixelShaderConstantsF
) * vector4f_count
);
3174 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
3175 UINT start_register
, float *constants
, UINT vector4f_count
)
3177 int count
= min(vector4f_count
, device
->d3d_pshader_constantF
- start_register
);
3179 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3180 device
, start_register
, constants
, vector4f_count
);
3182 if (!constants
|| count
< 0)
3183 return WINED3DERR_INVALIDCALL
;
3185 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
3190 void CDECL
wined3d_device_set_geometry_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
3192 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.geometry_shader
;
3194 TRACE("device %p, shader %p.\n", device
, shader
);
3197 wined3d_shader_incref(shader
);
3199 wined3d_shader_decref(prev
);
3201 device
->updateStateBlock
->state
.geometry_shader
= shader
;
3203 if (device
->isRecordingState
|| shader
== prev
)
3206 device_invalidate_state(device
, STATE_GEOMETRY_SHADER
);
3209 struct wined3d_shader
* CDECL
wined3d_device_get_geometry_shader(const struct wined3d_device
*device
)
3211 TRACE("device %p.\n", device
);
3213 return device
->stateBlock
->state
.geometry_shader
;
3216 void CDECL
wined3d_device_set_gs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
3218 struct wined3d_buffer
*prev
;
3220 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
3222 if (idx
>= MAX_CONSTANT_BUFFERS
)
3224 WARN("Invalid constant buffer index %u.\n", idx
);
3228 prev
= device
->updateStateBlock
->state
.gs_cb
[idx
];
3229 device
->updateStateBlock
->state
.gs_cb
[idx
] = buffer
;
3231 if (device
->isRecordingState
)
3234 wined3d_buffer_incref(buffer
);
3236 wined3d_buffer_decref(prev
);
3244 InterlockedIncrement(&buffer
->resource
.bind_count
);
3245 wined3d_buffer_incref(buffer
);
3249 InterlockedDecrement(&prev
->resource
.bind_count
);
3250 wined3d_buffer_decref(prev
);
3255 struct wined3d_buffer
* CDECL
wined3d_device_get_gs_cb(const struct wined3d_device
*device
, UINT idx
)
3257 TRACE("device %p, idx %u.\n", device
, idx
);
3259 if (idx
>= MAX_CONSTANT_BUFFERS
)
3261 WARN("Invalid constant buffer index %u.\n", idx
);
3265 return device
->stateBlock
->state
.gs_cb
[idx
];
3268 void CDECL
wined3d_device_set_gs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
3270 struct wined3d_sampler
*prev
;
3272 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
3274 if (idx
>= MAX_SAMPLER_OBJECTS
)
3276 WARN("Invalid sampler index %u.\n", idx
);
3280 prev
= device
->updateStateBlock
->state
.gs_sampler
[idx
];
3281 device
->updateStateBlock
->state
.gs_sampler
[idx
] = sampler
;
3284 wined3d_sampler_incref(sampler
);
3286 wined3d_sampler_decref(prev
);
3289 struct wined3d_sampler
* CDECL
wined3d_device_get_gs_sampler(const struct wined3d_device
*device
, UINT idx
)
3291 TRACE("device %p, idx %u.\n", device
, idx
);
3293 if (idx
>= MAX_SAMPLER_OBJECTS
)
3295 WARN("Invalid sampler index %u.\n", idx
);
3299 return device
->stateBlock
->state
.gs_sampler
[idx
];
3302 /* Context activation is done by the caller. */
3303 /* Do not call while under the GL lock. */
3304 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3305 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
3306 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
3309 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
3310 struct wined3d_viewport vp
;
3318 if (stream_info
->use_map
& (1 << WINED3D_FFP_NORMAL
))
3320 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3323 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_POSITION
)))
3325 ERR("Source has no position mask\n");
3326 return WINED3DERR_INVALIDCALL
;
3329 if (device
->stateBlock
->state
.render_states
[WINED3D_RS_CLIPPING
])
3331 static BOOL warned
= FALSE
;
3333 * The clipping code is not quite correct. Some things need
3334 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3335 * so disable clipping for now.
3336 * (The graphics in Half-Life are broken, and my processvertices
3337 * test crashes with IDirect3DDevice3)
3343 FIXME("Clipping is broken and disabled for now\n");
3349 vertex_size
= get_flexible_vertex_size(DestFVF
);
3350 if (FAILED(hr
= wined3d_buffer_map(dest
, dwDestIndex
* vertex_size
, dwCount
* vertex_size
, &dest_ptr
, 0)))
3352 WARN("Failed to map buffer, hr %#x.\n", hr
);
3356 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
3357 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
3358 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
3360 TRACE("View mat:\n");
3361 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
);
3362 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
);
3363 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
);
3364 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
);
3366 TRACE("Proj mat:\n");
3367 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
);
3368 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
);
3369 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
);
3370 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
);
3372 TRACE("World mat:\n");
3373 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
);
3374 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
);
3375 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
);
3376 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
);
3378 /* Get the viewport */
3379 wined3d_device_get_viewport(device
, &vp
);
3380 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3381 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
3383 multiply_matrix(&mat
,&view_mat
,&world_mat
);
3384 multiply_matrix(&mat
,&proj_mat
,&mat
);
3386 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
3388 for (i
= 0; i
< dwCount
; i
+= 1) {
3389 unsigned int tex_index
;
3391 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
3392 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
3393 /* The position first */
3394 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
3395 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3397 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
3399 /* Multiplication with world, view and projection matrix */
3400 x
= (p
[0] * mat
.u
.s
._11
) + (p
[1] * mat
.u
.s
._21
) + (p
[2] * mat
.u
.s
._31
) + (1.0f
* mat
.u
.s
._41
);
3401 y
= (p
[0] * mat
.u
.s
._12
) + (p
[1] * mat
.u
.s
._22
) + (p
[2] * mat
.u
.s
._32
) + (1.0f
* mat
.u
.s
._42
);
3402 z
= (p
[0] * mat
.u
.s
._13
) + (p
[1] * mat
.u
.s
._23
) + (p
[2] * mat
.u
.s
._33
) + (1.0f
* mat
.u
.s
._43
);
3403 rhw
= (p
[0] * mat
.u
.s
._14
) + (p
[1] * mat
.u
.s
._24
) + (p
[2] * mat
.u
.s
._34
) + (1.0f
* mat
.u
.s
._44
);
3405 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
3407 /* WARNING: The following things are taken from d3d7 and were not yet checked
3408 * against d3d8 or d3d9!
3411 /* Clipping conditions: From msdn
3413 * A vertex is clipped if it does not match the following requirements
3417 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3419 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3420 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3425 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
3426 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
3429 /* "Normal" viewport transformation (not clipped)
3430 * 1) The values are divided by rhw
3431 * 2) The y axis is negative, so multiply it with -1
3432 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3433 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3434 * 4) Multiply x with Width/2 and add Width/2
3435 * 5) The same for the height
3436 * 6) Add the viewpoint X and Y to the 2D coordinates and
3437 * The minimum Z value to z
3438 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3440 * Well, basically it's simply a linear transformation into viewport
3452 z
*= vp
.max_z
- vp
.min_z
;
3454 x
+= vp
.width
/ 2 + vp
.x
;
3455 y
+= vp
.height
/ 2 + vp
.y
;
3460 /* That vertex got clipped
3461 * Contrary to OpenGL it is not dropped completely, it just
3462 * undergoes a different calculation.
3464 TRACE("Vertex got clipped\n");
3471 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3472 * outside of the main vertex buffer memory. That needs some more
3477 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3480 ( (float *) dest_ptr
)[0] = x
;
3481 ( (float *) dest_ptr
)[1] = y
;
3482 ( (float *) dest_ptr
)[2] = z
;
3483 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3485 dest_ptr
+= 3 * sizeof(float);
3487 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
3488 dest_ptr
+= sizeof(float);
3491 if (DestFVF
& WINED3DFVF_PSIZE
)
3492 dest_ptr
+= sizeof(DWORD
);
3494 if (DestFVF
& WINED3DFVF_NORMAL
)
3496 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3497 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3498 /* AFAIK this should go into the lighting information */
3499 FIXME("Didn't expect the destination to have a normal\n");
3500 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3503 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3505 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3506 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3507 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_DIFFUSE
)))
3509 static BOOL warned
= FALSE
;
3512 ERR("No diffuse color in source, but destination has one\n");
3516 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3517 dest_ptr
+= sizeof(DWORD
);
3521 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3525 if (DestFVF
& WINED3DFVF_SPECULAR
)
3527 /* What's the color value in the feedback buffer? */
3528 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3529 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3530 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_SPECULAR
)))
3532 static BOOL warned
= FALSE
;
3535 ERR("No specular color in source, but destination has one\n");
3539 *(DWORD
*)dest_ptr
= 0xff000000;
3540 dest_ptr
+= sizeof(DWORD
);
3544 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3548 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3550 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3551 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3552 if (!(stream_info
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3554 ERR("No source texture, but destination requests one\n");
3555 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3559 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3564 wined3d_buffer_unmap(dest
);
3568 #undef copy_and_next
3570 /* Do not call while under the GL lock. */
3571 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3572 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3573 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3575 struct wined3d_state
*state
= &device
->stateBlock
->state
;
3576 struct wined3d_stream_info stream_info
;
3577 const struct wined3d_gl_info
*gl_info
;
3578 struct wined3d_context
*context
;
3579 struct wined3d_shader
*vs
;
3583 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3584 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3585 device
, src_start_idx
, dst_idx
, vertex_count
,
3586 dst_buffer
, declaration
, flags
, dst_fvf
);
3589 FIXME("Output vertex declaration not implemented yet.\n");
3591 /* Need any context to write to the vbo. */
3592 context
= context_acquire(device
, NULL
);
3593 gl_info
= context
->gl_info
;
3595 vs
= state
->vertex_shader
;
3596 state
->vertex_shader
= NULL
;
3597 device_stream_info_from_declaration(device
, &stream_info
);
3598 state
->vertex_shader
= vs
;
3600 /* We can't convert FROM a VBO, and vertex buffers used to source into
3601 * process_vertices() are unlikely to ever be used for drawing. Release
3602 * VBOs in those buffers and fix up the stream_info structure.
3604 * Also apply the start index. */
3605 for (i
= 0; i
< (sizeof(stream_info
.elements
) / sizeof(*stream_info
.elements
)); ++i
)
3607 struct wined3d_stream_info_element
*e
;
3609 if (!(stream_info
.use_map
& (1 << i
)))
3612 e
= &stream_info
.elements
[i
];
3613 if (e
->data
.buffer_object
)
3615 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
3616 e
->data
.buffer_object
= 0;
3617 e
->data
.addr
= (BYTE
*)((ULONG_PTR
)e
->data
.addr
+ (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
));
3618 GL_EXTCALL(glDeleteBuffersARB(1, &vb
->buffer_object
));
3619 vb
->buffer_object
= 0;
3622 e
->data
.addr
+= e
->stride
* src_start_idx
;
3625 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3626 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3628 context_release(context
);
3633 void CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3634 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3636 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3639 TRACE("device %p, stage %u, state %s, value %#x.\n",
3640 device
, stage
, debug_d3dtexturestate(state
), value
);
3642 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3644 WARN("Invalid state %#x passed.\n", state
);
3648 if (stage
>= gl_info
->limits
.texture_stages
)
3650 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3651 stage
, gl_info
->limits
.texture_stages
- 1);
3655 old_value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3656 device
->updateStateBlock
->changed
.textureState
[stage
] |= 1 << state
;
3657 device
->updateStateBlock
->state
.texture_states
[stage
][state
] = value
;
3659 if (device
->isRecordingState
)
3661 TRACE("Recording... not performing anything.\n");
3665 /* Checked after the assignments to allow proper stateblock recording. */
3666 if (old_value
== value
)
3668 TRACE("Application is setting the old value over, nothing to do.\n");
3672 if (stage
> device
->stateBlock
->state
.lowest_disabled_stage
3673 && device
->StateTable
[STATE_TEXTURESTAGE(0, state
)].representative
3674 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
))
3676 /* Colorop change above lowest disabled stage? That won't change
3677 * anything in the GL setup. Changes in other states are important on
3678 * disabled stages too. */
3682 if (state
== WINED3D_TSS_COLOR_OP
)
3686 if (value
== WINED3D_TOP_DISABLE
&& old_value
!= WINED3D_TOP_DISABLE
)
3688 /* Previously enabled stage disabled now. Make sure to dirtify
3689 * all enabled stages above stage, they have to be disabled.
3691 * The current stage is dirtified below. */
3692 for (i
= stage
+ 1; i
< device
->stateBlock
->state
.lowest_disabled_stage
; ++i
)
3694 TRACE("Additionally dirtifying stage %u.\n", i
);
3695 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3697 device
->stateBlock
->state
.lowest_disabled_stage
= stage
;
3698 TRACE("New lowest disabled: %u.\n", stage
);
3700 else if (value
!= WINED3D_TOP_DISABLE
&& old_value
== WINED3D_TOP_DISABLE
)
3702 /* Previously disabled stage enabled. Stages above it may need
3703 * enabling. Stage must be lowest_disabled_stage here, if it's
3704 * bigger success is returned above, and stages below the lowest
3705 * disabled stage can't be enabled (because they are enabled
3708 * Again stage stage doesn't need to be dirtified here, it is
3710 for (i
= stage
+ 1; i
< gl_info
->limits
.texture_stages
; ++i
)
3712 if (device
->updateStateBlock
->state
.texture_states
[i
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_DISABLE
)
3714 TRACE("Additionally dirtifying stage %u due to enable.\n", i
);
3715 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3717 device
->stateBlock
->state
.lowest_disabled_stage
= i
;
3718 TRACE("New lowest disabled: %u.\n", i
);
3722 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, state
));
3725 DWORD CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3726 UINT stage
, enum wined3d_texture_stage_state state
)
3728 TRACE("device %p, stage %u, state %s.\n",
3729 device
, stage
, debug_d3dtexturestate(state
));
3731 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3733 WARN("Invalid state %#x passed.\n", state
);
3737 return device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3740 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3741 UINT stage
, struct wined3d_texture
*texture
)
3743 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3744 struct wined3d_texture
*prev
;
3746 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3748 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3749 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3751 /* Windows accepts overflowing this array... we do not. */
3752 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3754 WARN("Ignoring invalid stage %u.\n", stage
);
3758 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
3760 WARN("Rejecting attempt to set scratch texture.\n");
3761 return WINED3DERR_INVALIDCALL
;
3764 device
->updateStateBlock
->changed
.textures
|= 1 << stage
;
3766 prev
= device
->updateStateBlock
->state
.textures
[stage
];
3767 TRACE("Previous texture %p.\n", prev
);
3769 if (texture
== prev
)
3771 TRACE("App is setting the same texture again, nothing to do.\n");
3775 TRACE("Setting new texture to %p.\n", texture
);
3776 device
->updateStateBlock
->state
.textures
[stage
] = texture
;
3778 if (device
->isRecordingState
)
3780 TRACE("Recording... not performing anything\n");
3782 if (texture
) wined3d_texture_incref(texture
);
3783 if (prev
) wined3d_texture_decref(prev
);
3790 LONG bind_count
= InterlockedIncrement(&texture
->resource
.bind_count
);
3792 wined3d_texture_incref(texture
);
3794 if (!prev
|| texture
->target
!= prev
->target
)
3795 device_invalidate_state(device
, STATE_PIXELSHADER
);
3797 if (!prev
&& stage
< gl_info
->limits
.texture_stages
)
3799 /* The source arguments for color and alpha ops have different
3800 * meanings when a NULL texture is bound, so the COLOR_OP and
3801 * ALPHA_OP have to be dirtified. */
3802 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
3803 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
3806 if (bind_count
== 1)
3807 texture
->sampler
= stage
;
3812 LONG bind_count
= InterlockedDecrement(&prev
->resource
.bind_count
);
3814 if (!texture
&& stage
< gl_info
->limits
.texture_stages
)
3816 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
3817 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
3820 if (bind_count
&& prev
->sampler
== stage
)
3824 /* Search for other stages the texture is bound to. Shouldn't
3825 * happen if applications bind textures to a single stage only. */
3826 TRACE("Searching for other stages the texture is bound to.\n");
3827 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3829 if (device
->updateStateBlock
->state
.textures
[i
] == prev
)
3831 TRACE("Texture is also bound to stage %u.\n", i
);
3838 wined3d_texture_decref(prev
);
3841 device_invalidate_state(device
, STATE_SAMPLER(stage
));
3846 struct wined3d_texture
* CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
, UINT stage
)
3848 TRACE("device %p, stage %u.\n", device
, stage
);
3850 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3851 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3853 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3855 WARN("Ignoring invalid stage %u.\n", stage
);
3856 return NULL
; /* Windows accepts overflowing this array ... we do not. */
3859 return device
->stateBlock
->state
.textures
[stage
];
3862 HRESULT CDECL
wined3d_device_get_back_buffer(const struct wined3d_device
*device
, UINT swapchain_idx
,
3863 UINT backbuffer_idx
, enum wined3d_backbuffer_type backbuffer_type
, struct wined3d_surface
**backbuffer
)
3865 struct wined3d_swapchain
*swapchain
;
3867 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3868 device
, swapchain_idx
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3870 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3871 return WINED3DERR_INVALIDCALL
;
3873 if (!(*backbuffer
= wined3d_swapchain_get_back_buffer(swapchain
, backbuffer_idx
, backbuffer_type
)))
3874 return WINED3DERR_INVALIDCALL
;
3878 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3880 TRACE("device %p, caps %p.\n", device
, caps
);
3882 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3883 device
->create_parms
.device_type
, caps
);
3886 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
, UINT swapchain_idx
,
3887 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
3889 struct wined3d_swapchain
*swapchain
;
3891 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3892 device
, swapchain_idx
, mode
, rotation
);
3894 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3895 return WINED3DERR_INVALIDCALL
;
3897 return wined3d_swapchain_get_display_mode(swapchain
, mode
, rotation
);
3900 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3902 struct wined3d_stateblock
*stateblock
;
3905 TRACE("device %p.\n", device
);
3907 if (device
->isRecordingState
)
3908 return WINED3DERR_INVALIDCALL
;
3910 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3914 wined3d_stateblock_decref(device
->updateStateBlock
);
3915 device
->updateStateBlock
= stateblock
;
3916 device
->isRecordingState
= TRUE
;
3918 TRACE("Recording stateblock %p.\n", stateblock
);
3923 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3924 struct wined3d_stateblock
**stateblock
)
3926 struct wined3d_stateblock
*object
= device
->updateStateBlock
;
3928 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3930 if (!device
->isRecordingState
)
3932 WARN("Not recording.\n");
3934 return WINED3DERR_INVALIDCALL
;
3937 stateblock_init_contained_states(object
);
3939 *stateblock
= object
;
3940 device
->isRecordingState
= FALSE
;
3941 device
->updateStateBlock
= device
->stateBlock
;
3942 wined3d_stateblock_incref(device
->updateStateBlock
);
3944 TRACE("Returning stateblock %p.\n", *stateblock
);
3949 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3951 /* At the moment we have no need for any functionality at the beginning
3953 TRACE("device %p.\n", device
);
3955 if (device
->inScene
)
3957 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3958 return WINED3DERR_INVALIDCALL
;
3960 device
->inScene
= TRUE
;
3964 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3966 struct wined3d_context
*context
;
3968 TRACE("device %p.\n", device
);
3970 if (!device
->inScene
)
3972 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3973 return WINED3DERR_INVALIDCALL
;
3976 context
= context_acquire(device
, NULL
);
3977 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3978 context
->gl_info
->gl_ops
.gl
.p_glFlush();
3979 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3981 context_release(context
);
3983 device
->inScene
= FALSE
;
3987 HRESULT CDECL
wined3d_device_present(const struct wined3d_device
*device
, const RECT
*src_rect
,
3988 const RECT
*dst_rect
, HWND dst_window_override
, const RGNDATA
*dirty_region
, DWORD flags
)
3992 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
3993 device
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
3994 dst_window_override
, dirty_region
, flags
);
3996 for (i
= 0; i
< device
->swapchain_count
; ++i
)
3998 wined3d_swapchain_present(device
->swapchains
[i
], src_rect
,
3999 dst_rect
, dst_window_override
, dirty_region
, flags
);
4005 /* Do not call while under the GL lock. */
4006 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
4007 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
4011 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
4012 device
, rect_count
, rects
, flags
, color
->r
, color
->g
, color
->b
, color
->a
, depth
, stencil
);
4014 if (!rect_count
&& rects
)
4016 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects
);
4020 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
4022 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4025 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4026 /* TODO: What about depth stencil buffers without stencil bits? */
4027 return WINED3DERR_INVALIDCALL
;
4029 else if (flags
& WINED3DCLEAR_TARGET
)
4031 if (ds
->resource
.width
< device
->fb
.render_targets
[0]->resource
.width
4032 || ds
->resource
.height
< device
->fb
.render_targets
[0]->resource
.height
)
4034 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4040 wined3d_get_draw_rect(&device
->stateBlock
->state
, &draw_rect
);
4041 device_clear_render_targets(device
, device
->adapter
->gl_info
.limits
.buffers
,
4042 &device
->fb
, rect_count
, rects
, &draw_rect
, flags
, color
, depth
, stencil
);
4047 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
4048 enum wined3d_primitive_type primitive_type
)
4050 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
4052 device
->updateStateBlock
->changed
.primitive_type
= TRUE
;
4053 device
->updateStateBlock
->state
.gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
4056 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
4057 enum wined3d_primitive_type
*primitive_type
)
4059 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
4061 *primitive_type
= d3d_primitive_type_from_gl(device
->stateBlock
->state
.gl_primitive_type
);
4063 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
4066 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
4068 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
4070 if (!device
->stateBlock
->state
.vertex_declaration
)
4072 WARN("Called without a valid vertex declaration set.\n");
4073 return WINED3DERR_INVALIDCALL
;
4076 if (device
->stateBlock
->state
.load_base_vertex_index
)
4078 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4079 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4082 /* Account for the loading offset due to index buffers. Instead of
4083 * reloading all sources correct it with the startvertex parameter. */
4084 draw_primitive(device
, start_vertex
, vertex_count
, 0, 0, FALSE
, NULL
);
4088 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
4090 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4092 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
4094 if (!device
->stateBlock
->state
.index_buffer
)
4096 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4097 * without an index buffer set. (The first time at least...)
4098 * D3D8 simply dies, but I doubt it can do much harm to return
4099 * D3DERR_INVALIDCALL there as well. */
4100 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4101 return WINED3DERR_INVALIDCALL
;
4104 if (!device
->stateBlock
->state
.vertex_declaration
)
4106 WARN("Called without a valid vertex declaration set.\n");
4107 return WINED3DERR_INVALIDCALL
;
4110 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
4111 device
->stateBlock
->state
.load_base_vertex_index
!= device
->stateBlock
->state
.base_vertex_index
)
4113 device
->stateBlock
->state
.load_base_vertex_index
= device
->stateBlock
->state
.base_vertex_index
;
4114 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4117 draw_primitive(device
, start_idx
, index_count
, 0, 0, TRUE
, NULL
);
4122 void CDECL
wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device
*device
,
4123 UINT start_idx
, UINT index_count
, UINT start_instance
, UINT instance_count
)
4125 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
4127 draw_primitive(device
, start_idx
, index_count
, start_instance
, instance_count
, TRUE
, NULL
);
4130 HRESULT CDECL
wined3d_device_draw_primitive_strided(struct wined3d_device
*device
,
4131 UINT vertex_count
, const struct wined3d_strided_data
*strided_data
)
4133 /* Mark the state dirty until we have nicer tracking. It's fine to change
4134 * baseVertexIndex because that call is only called by ddraw which does
4135 * not need that value. */
4136 device_invalidate_state(device
, STATE_VDECL
);
4137 device_invalidate_state(device
, STATE_STREAMSRC
);
4138 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4140 device
->stateBlock
->state
.base_vertex_index
= 0;
4141 device
->up_strided
= strided_data
;
4142 draw_primitive(device
, 0, vertex_count
, 0, 0, FALSE
, NULL
);
4143 device
->up_strided
= NULL
;
4145 /* Invalidate the states again to make sure the values from the stateblock
4146 * are properly applied in the next regular draw. Note that the application-
4147 * provided strided data has ovwritten pretty much the entire vertex and
4148 * and index stream related states */
4149 device_invalidate_state(device
, STATE_VDECL
);
4150 device_invalidate_state(device
, STATE_STREAMSRC
);
4151 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4155 HRESULT CDECL
wined3d_device_draw_indexed_primitive_strided(struct wined3d_device
*device
,
4156 UINT index_count
, const struct wined3d_strided_data
*strided_data
,
4157 UINT vertex_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
)
4159 enum wined3d_format_id prev_idx_format
;
4161 /* Mark the state dirty until we have nicer tracking
4162 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4165 device_invalidate_state(device
, STATE_VDECL
);
4166 device_invalidate_state(device
, STATE_STREAMSRC
);
4167 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4169 prev_idx_format
= device
->stateBlock
->state
.index_format
;
4170 device
->stateBlock
->state
.index_format
= index_data_format_id
;
4171 device
->stateBlock
->state
.base_vertex_index
= 0;
4172 device
->up_strided
= strided_data
;
4173 draw_primitive(device
, 0, index_count
, 0, 0, TRUE
, index_data
);
4174 device
->up_strided
= NULL
;
4175 device
->stateBlock
->state
.index_format
= prev_idx_format
;
4177 device_invalidate_state(device
, STATE_VDECL
);
4178 device_invalidate_state(device
, STATE_STREAMSRC
);
4179 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4183 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4184 static HRESULT
device_update_volume(struct wined3d_device
*device
,
4185 struct wined3d_volume
*src_volume
, struct wined3d_volume
*dst_volume
)
4187 struct wined3d_map_desc src
;
4188 struct wined3d_map_desc dst
;
4191 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4192 device
, src_volume
, dst_volume
);
4194 /* TODO: Implement direct loading into the gl volume instead of using
4195 * memcpy and dirtification to improve loading performance. */
4196 if (FAILED(hr
= wined3d_volume_map(src_volume
, &src
, NULL
, WINED3D_MAP_READONLY
)))
4198 if (FAILED(hr
= wined3d_volume_map(dst_volume
, &dst
, NULL
, WINED3D_MAP_DISCARD
)))
4200 wined3d_volume_unmap(src_volume
);
4204 memcpy(dst
.data
, src
.data
, dst_volume
->resource
.size
);
4206 hr
= wined3d_volume_unmap(dst_volume
);
4208 wined3d_volume_unmap(src_volume
);
4210 hr
= wined3d_volume_unmap(src_volume
);
4215 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
4216 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
4218 enum wined3d_resource_type type
;
4219 unsigned int level_count
, i
;
4222 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
4224 /* Verify that the source and destination textures are non-NULL. */
4225 if (!src_texture
|| !dst_texture
)
4227 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4228 return WINED3DERR_INVALIDCALL
;
4231 if (src_texture
== dst_texture
)
4233 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4234 return WINED3DERR_INVALIDCALL
;
4237 /* Verify that the source and destination textures are the same type. */
4238 type
= src_texture
->resource
.type
;
4239 if (dst_texture
->resource
.type
!= type
)
4241 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4242 return WINED3DERR_INVALIDCALL
;
4245 /* Check that both textures have the identical numbers of levels. */
4246 level_count
= wined3d_texture_get_level_count(src_texture
);
4247 if (wined3d_texture_get_level_count(dst_texture
) != level_count
)
4249 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4250 return WINED3DERR_INVALIDCALL
;
4253 /* Make sure that the destination texture is loaded. */
4254 dst_texture
->texture_ops
->texture_preload(dst_texture
, SRGB_RGB
);
4256 /* Update every surface level of the texture. */
4259 case WINED3D_RTYPE_TEXTURE
:
4261 struct wined3d_surface
*src_surface
;
4262 struct wined3d_surface
*dst_surface
;
4264 for (i
= 0; i
< level_count
; ++i
)
4266 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4267 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4268 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4271 WARN("Failed to update surface, hr %#x.\n", hr
);
4278 case WINED3D_RTYPE_CUBE_TEXTURE
:
4280 struct wined3d_surface
*src_surface
;
4281 struct wined3d_surface
*dst_surface
;
4283 for (i
= 0; i
< level_count
* 6; ++i
)
4285 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4286 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4287 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4290 WARN("Failed to update surface, hr %#x.\n", hr
);
4297 case WINED3D_RTYPE_VOLUME_TEXTURE
:
4299 for (i
= 0; i
< level_count
; ++i
)
4301 hr
= device_update_volume(device
,
4302 volume_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
)),
4303 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
)));
4306 WARN("Failed to update volume, hr %#x.\n", hr
);
4314 FIXME("Unsupported texture type %#x.\n", type
);
4315 return WINED3DERR_INVALIDCALL
;
4321 HRESULT CDECL
wined3d_device_get_front_buffer_data(const struct wined3d_device
*device
,
4322 UINT swapchain_idx
, struct wined3d_surface
*dst_surface
)
4324 struct wined3d_swapchain
*swapchain
;
4326 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device
, swapchain_idx
, dst_surface
);
4328 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4329 return WINED3DERR_INVALIDCALL
;
4331 return wined3d_swapchain_get_front_buffer_data(swapchain
, dst_surface
);
4334 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
4336 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4337 struct wined3d_texture
*texture
;
4340 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
4342 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4344 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
4346 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4347 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4349 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
4351 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4352 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4355 texture
= state
->textures
[i
];
4356 if (!texture
|| texture
->resource
.format
->flags
& WINED3DFMT_FLAG_FILTERING
) continue;
4358 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
4360 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i
);
4363 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
4365 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i
);
4368 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
4369 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
4371 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i
);
4376 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
4377 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
4379 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4380 struct wined3d_surface
*target
= device
->fb
.render_targets
[0];
4383 && (ds
->resource
.width
< target
->resource
.width
|| ds
->resource
.height
< target
->resource
.height
))
4385 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4386 return WINED3DERR_CONFLICTINGRENDERSTATE
;
4390 /* return a sensible default */
4393 TRACE("returning D3D_OK\n");
4397 void CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
4401 TRACE("device %p, software %#x.\n", device
, software
);
4405 FIXME("device %p, software %#x stub!\n", device
, software
);
4409 device
->softwareVertexProcessing
= software
;
4412 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
4416 TRACE("device %p.\n", device
);
4420 TRACE("device %p stub!\n", device
);
4424 return device
->softwareVertexProcessing
;
4427 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
4428 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
4430 struct wined3d_swapchain
*swapchain
;
4432 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4433 device
, swapchain_idx
, raster_status
);
4435 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4436 return WINED3DERR_INVALIDCALL
;
4438 return wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
4441 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
4445 TRACE("device %p, segments %.8e.\n", device
, segments
);
4447 if (segments
!= 0.0f
)
4451 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
4459 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
4463 TRACE("device %p.\n", device
);
4467 FIXME("device %p stub!\n", device
);
4474 HRESULT CDECL
wined3d_device_update_surface(struct wined3d_device
*device
,
4475 struct wined3d_surface
*src_surface
, const RECT
*src_rect
,
4476 struct wined3d_surface
*dst_surface
, const POINT
*dst_point
)
4478 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4479 device
, src_surface
, wine_dbgstr_rect(src_rect
),
4480 dst_surface
, wine_dbgstr_point(dst_point
));
4482 if (src_surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
|| dst_surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
4484 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4485 src_surface
, dst_surface
);
4486 return WINED3DERR_INVALIDCALL
;
4489 return surface_upload_from_surface(dst_surface
, dst_point
, src_surface
, src_rect
);
4492 HRESULT CDECL
wined3d_device_draw_rect_patch(struct wined3d_device
*device
, UINT handle
,
4493 const float *num_segs
, const struct wined3d_rect_patch_info
*rect_patch_info
)
4495 struct wined3d_rect_patch
*patch
;
4496 GLenum old_primitive_type
;
4501 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4502 device
, handle
, num_segs
, rect_patch_info
);
4504 if (!(handle
|| rect_patch_info
))
4506 /* TODO: Write a test for the return value, thus the FIXME */
4507 FIXME("Both handle and rect_patch_info are NULL.\n");
4508 return WINED3DERR_INVALIDCALL
;
4513 i
= PATCHMAP_HASHFUNC(handle
);
4515 LIST_FOR_EACH(e
, &device
->patches
[i
])
4517 patch
= LIST_ENTRY(e
, struct wined3d_rect_patch
, entry
);
4518 if (patch
->Handle
== handle
)
4527 TRACE("Patch does not exist. Creating a new one\n");
4528 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4529 patch
->Handle
= handle
;
4530 list_add_head(&device
->patches
[i
], &patch
->entry
);
4532 TRACE("Found existing patch %p\n", patch
);
4537 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4538 * attributes we have to tesselate, read back, and draw. This needs a patch
4539 * management structure instance. Create one.
4541 * A possible improvement is to check if a vertex shader is used, and if not directly
4544 FIXME("Drawing an uncached patch. This is slow\n");
4545 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4548 if (num_segs
[0] != patch
->numSegs
[0] || num_segs
[1] != patch
->numSegs
[1]
4549 || num_segs
[2] != patch
->numSegs
[2] || num_segs
[3] != patch
->numSegs
[3]
4550 || (rect_patch_info
&& memcmp(rect_patch_info
, &patch
->rect_patch_info
, sizeof(*rect_patch_info
))))
4553 TRACE("Tesselation density or patch info changed, retesselating\n");
4555 if (rect_patch_info
)
4556 patch
->rect_patch_info
= *rect_patch_info
;
4558 patch
->numSegs
[0] = num_segs
[0];
4559 patch
->numSegs
[1] = num_segs
[1];
4560 patch
->numSegs
[2] = num_segs
[2];
4561 patch
->numSegs
[3] = num_segs
[3];
4563 hr
= tesselate_rectpatch(device
, patch
);
4566 WARN("Patch tesselation failed.\n");
4568 /* Do not release the handle to store the params of the patch */
4570 HeapFree(GetProcessHeap(), 0, patch
);
4576 old_primitive_type
= device
->stateBlock
->state
.gl_primitive_type
;
4577 device
->stateBlock
->state
.gl_primitive_type
= GL_TRIANGLES
;
4578 wined3d_device_draw_primitive_strided(device
, patch
->numSegs
[0] * patch
->numSegs
[1] * 2 * 3, &patch
->strided
);
4579 device
->stateBlock
->state
.gl_primitive_type
= old_primitive_type
;
4581 /* Destroy uncached patches */
4584 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4585 HeapFree(GetProcessHeap(), 0, patch
);
4590 HRESULT CDECL
wined3d_device_draw_tri_patch(struct wined3d_device
*device
, UINT handle
,
4591 const float *segment_count
, const struct wined3d_tri_patch_info
*patch_info
)
4593 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4594 device
, handle
, segment_count
, patch_info
);
4599 HRESULT CDECL
wined3d_device_delete_patch(struct wined3d_device
*device
, UINT handle
)
4601 struct wined3d_rect_patch
*patch
;
4605 TRACE("device %p, handle %#x.\n", device
, handle
);
4607 i
= PATCHMAP_HASHFUNC(handle
);
4608 LIST_FOR_EACH(e
, &device
->patches
[i
])
4610 patch
= LIST_ENTRY(e
, struct wined3d_rect_patch
, entry
);
4611 if (patch
->Handle
== handle
)
4613 TRACE("Deleting patch %p\n", patch
);
4614 list_remove(&patch
->entry
);
4615 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4616 HeapFree(GetProcessHeap(), 0, patch
);
4621 /* TODO: Write a test for the return value */
4622 FIXME("Attempt to destroy nonexistent patch\n");
4623 return WINED3DERR_INVALIDCALL
;
4626 /* Do not call while under the GL lock. */
4627 HRESULT CDECL
wined3d_device_color_fill(struct wined3d_device
*device
,
4628 struct wined3d_surface
*surface
, const RECT
*rect
, const struct wined3d_color
*color
)
4632 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4633 device
, surface
, wine_dbgstr_rect(rect
),
4634 color
->r
, color
->g
, color
->b
, color
->a
);
4636 if (surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
&& surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
4638 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface
->resource
.pool
));
4639 return WINED3DERR_INVALIDCALL
;
4644 SetRect(&r
, 0, 0, surface
->resource
.width
, surface
->resource
.height
);
4648 return surface_color_fill(surface
, rect
, color
);
4651 /* Do not call while under the GL lock. */
4652 void CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4653 struct wined3d_rendertarget_view
*rendertarget_view
, const struct wined3d_color
*color
)
4655 struct wined3d_resource
*resource
;
4659 resource
= rendertarget_view
->resource
;
4660 if (resource
->type
!= WINED3D_RTYPE_SURFACE
)
4662 FIXME("Only supported on surface resources\n");
4666 SetRect(&rect
, 0, 0, resource
->width
, resource
->height
);
4667 hr
= surface_color_fill(surface_from_resource(resource
), &rect
, color
);
4668 if (FAILED(hr
)) ERR("Color fill failed, hr %#x.\n", hr
);
4671 struct wined3d_surface
* CDECL
wined3d_device_get_render_target(const struct wined3d_device
*device
,
4672 UINT render_target_idx
)
4674 TRACE("device %p, render_target_idx %u.\n", device
, render_target_idx
);
4676 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4678 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4682 return device
->fb
.render_targets
[render_target_idx
];
4685 struct wined3d_surface
* CDECL
wined3d_device_get_depth_stencil(const struct wined3d_device
*device
)
4687 TRACE("device %p.\n", device
);
4689 return device
->fb
.depth_stencil
;
4692 HRESULT CDECL
wined3d_device_set_render_target(struct wined3d_device
*device
,
4693 UINT render_target_idx
, struct wined3d_surface
*render_target
, BOOL set_viewport
)
4695 struct wined3d_surface
*prev
;
4697 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4698 device
, render_target_idx
, render_target
, set_viewport
);
4700 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4702 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4703 return WINED3DERR_INVALIDCALL
;
4706 /* Render target 0 can't be set to NULL. */
4707 if (!render_target
&& !render_target_idx
)
4709 WARN("Trying to set render target 0 to NULL.\n");
4710 return WINED3DERR_INVALIDCALL
;
4713 if (render_target
&& !(render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
4715 FIXME("Surface %p doesn't have render target usage.\n", render_target
);
4716 return WINED3DERR_INVALIDCALL
;
4719 /* Set the viewport and scissor rectangles, if requested. Tests show that
4720 * stateblock recording is ignored, the change goes directly into the
4721 * primary stateblock. */
4722 if (!render_target_idx
&& set_viewport
)
4724 struct wined3d_state
*state
= &device
->stateBlock
->state
;
4726 state
->viewport
.x
= 0;
4727 state
->viewport
.y
= 0;
4728 state
->viewport
.width
= render_target
->resource
.width
;
4729 state
->viewport
.height
= render_target
->resource
.height
;
4730 state
->viewport
.min_z
= 0.0f
;
4731 state
->viewport
.max_z
= 1.0f
;
4732 device_invalidate_state(device
, STATE_VIEWPORT
);
4734 state
->scissor_rect
.top
= 0;
4735 state
->scissor_rect
.left
= 0;
4736 state
->scissor_rect
.right
= render_target
->resource
.width
;
4737 state
->scissor_rect
.bottom
= render_target
->resource
.height
;
4738 device_invalidate_state(device
, STATE_SCISSORRECT
);
4742 prev
= device
->fb
.render_targets
[render_target_idx
];
4743 if (render_target
== prev
)
4747 wined3d_surface_incref(render_target
);
4748 device
->fb
.render_targets
[render_target_idx
] = render_target
;
4749 /* Release after the assignment, to prevent device_resource_released()
4750 * from seeing the surface as still in use. */
4752 wined3d_surface_decref(prev
);
4754 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4759 void CDECL
wined3d_device_set_depth_stencil(struct wined3d_device
*device
, struct wined3d_surface
*depth_stencil
)
4761 struct wined3d_surface
*prev
= device
->fb
.depth_stencil
;
4763 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4764 device
, depth_stencil
, prev
);
4766 if (prev
== depth_stencil
)
4768 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4774 if (device
->swapchains
[0]->desc
.flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4775 || prev
->flags
& SFLAG_DISCARD
)
4777 surface_modify_ds_location(prev
, SFLAG_DISCARDED
,
4778 prev
->resource
.width
, prev
->resource
.height
);
4779 if (prev
== device
->onscreen_depth_stencil
)
4781 wined3d_surface_decref(device
->onscreen_depth_stencil
);
4782 device
->onscreen_depth_stencil
= NULL
;
4787 device
->fb
.depth_stencil
= depth_stencil
;
4789 wined3d_surface_incref(depth_stencil
);
4791 if (!prev
!= !depth_stencil
)
4793 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4794 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_ZENABLE
));
4795 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
4796 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
4797 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4799 else if (prev
&& prev
->resource
.format
->depth_size
!= depth_stencil
->resource
.format
->depth_size
)
4801 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4804 wined3d_surface_decref(prev
);
4806 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4811 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4812 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_surface
*cursor_image
)
4814 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4815 device
, x_hotspot
, y_hotspot
, cursor_image
);
4817 /* some basic validation checks */
4818 if (device
->cursorTexture
)
4820 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4821 context
->gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->cursorTexture
);
4822 context_release(context
);
4823 device
->cursorTexture
= 0;
4828 struct wined3d_display_mode mode
;
4829 struct wined3d_map_desc map_desc
;
4832 /* MSDN: Cursor must be A8R8G8B8 */
4833 if (cursor_image
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4835 WARN("surface %p has an invalid format.\n", cursor_image
);
4836 return WINED3DERR_INVALIDCALL
;
4839 if (FAILED(hr
= wined3d_get_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &mode
, NULL
)))
4841 ERR("Failed to get display mode, hr %#x.\n", hr
);
4842 return WINED3DERR_INVALIDCALL
;
4845 /* MSDN: Cursor must be smaller than the display mode */
4846 if (cursor_image
->resource
.width
> mode
.width
|| cursor_image
->resource
.height
> mode
.height
)
4848 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4849 cursor_image
, cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4850 mode
.width
, mode
.height
);
4851 return WINED3DERR_INVALIDCALL
;
4854 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4856 /* Do not store the surface's pointer because the application may
4857 * release it after setting the cursor image. Windows doesn't
4858 * addref the set surface, so we can't do this either without
4859 * creating circular refcount dependencies. Copy out the gl texture
4861 device
->cursorWidth
= cursor_image
->resource
.width
;
4862 device
->cursorHeight
= cursor_image
->resource
.height
;
4863 if (SUCCEEDED(wined3d_surface_map(cursor_image
, &map_desc
, NULL
, WINED3D_MAP_READONLY
)))
4865 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4866 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
4867 struct wined3d_context
*context
;
4868 char *mem
, *bits
= map_desc
.data
;
4869 GLint intfmt
= format
->glInternal
;
4870 GLint gl_format
= format
->glFormat
;
4871 GLint type
= format
->glType
;
4872 INT height
= device
->cursorHeight
;
4873 INT width
= device
->cursorWidth
;
4874 INT bpp
= format
->byte_count
;
4877 /* Reformat the texture memory (pitch and width can be
4879 mem
= HeapAlloc(GetProcessHeap(), 0, width
* height
* bpp
);
4880 for (i
= 0; i
< height
; ++i
)
4881 memcpy(&mem
[width
* bpp
* i
], &bits
[map_desc
.row_pitch
* i
], width
* bpp
);
4882 wined3d_surface_unmap(cursor_image
);
4884 context
= context_acquire(device
, NULL
);
4886 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
4888 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
4889 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4892 invalidate_active_texture(device
, context
);
4893 /* Create a new cursor texture */
4894 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->cursorTexture
);
4895 checkGLcall("glGenTextures");
4896 context_bind_texture(context
, GL_TEXTURE_2D
, device
->cursorTexture
);
4897 /* Copy the bitmap memory into the cursor texture */
4898 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, intfmt
, width
, height
, 0, gl_format
, type
, mem
);
4899 checkGLcall("glTexImage2D");
4900 HeapFree(GetProcessHeap(), 0, mem
);
4902 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
4904 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
4905 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4908 context_release(context
);
4912 FIXME("A cursor texture was not returned.\n");
4913 device
->cursorTexture
= 0;
4916 if (cursor_image
->resource
.width
== 32 && cursor_image
->resource
.height
== 32)
4918 UINT mask_size
= cursor_image
->resource
.width
* cursor_image
->resource
.height
/ 8;
4919 ICONINFO cursorInfo
;
4923 /* 32-bit user32 cursors ignore the alpha channel if it's all
4924 * zeroes, and use the mask instead. Fill the mask with all ones
4925 * to ensure we still get a fully transparent cursor. */
4926 maskBits
= HeapAlloc(GetProcessHeap(), 0, mask_size
);
4927 memset(maskBits
, 0xff, mask_size
);
4928 wined3d_surface_map(cursor_image
, &map_desc
, NULL
,
4929 WINED3D_MAP_NO_DIRTY_UPDATE
| WINED3D_MAP_READONLY
);
4930 TRACE("width: %u height: %u.\n", cursor_image
->resource
.width
, cursor_image
->resource
.height
);
4932 cursorInfo
.fIcon
= FALSE
;
4933 cursorInfo
.xHotspot
= x_hotspot
;
4934 cursorInfo
.yHotspot
= y_hotspot
;
4935 cursorInfo
.hbmMask
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4937 cursorInfo
.hbmColor
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4938 1, 32, map_desc
.data
);
4939 wined3d_surface_unmap(cursor_image
);
4940 /* Create our cursor and clean up. */
4941 cursor
= CreateIconIndirect(&cursorInfo
);
4942 if (cursorInfo
.hbmMask
) DeleteObject(cursorInfo
.hbmMask
);
4943 if (cursorInfo
.hbmColor
) DeleteObject(cursorInfo
.hbmColor
);
4944 if (device
->hardwareCursor
) DestroyCursor(device
->hardwareCursor
);
4945 device
->hardwareCursor
= cursor
;
4946 if (device
->bCursorVisible
) SetCursor( cursor
);
4947 HeapFree(GetProcessHeap(), 0, maskBits
);
4951 device
->xHotSpot
= x_hotspot
;
4952 device
->yHotSpot
= y_hotspot
;
4956 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
4957 int x_screen_space
, int y_screen_space
, DWORD flags
)
4959 TRACE("device %p, x %d, y %d, flags %#x.\n",
4960 device
, x_screen_space
, y_screen_space
, flags
);
4962 device
->xScreenSpace
= x_screen_space
;
4963 device
->yScreenSpace
= y_screen_space
;
4965 if (device
->hardwareCursor
)
4969 GetCursorPos( &pt
);
4970 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
4972 SetCursorPos( x_screen_space
, y_screen_space
);
4974 /* Switch to the software cursor if position diverges from the hardware one. */
4975 GetCursorPos( &pt
);
4976 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
4978 if (device
->bCursorVisible
) SetCursor( NULL
);
4979 DestroyCursor( device
->hardwareCursor
);
4980 device
->hardwareCursor
= 0;
4985 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
4987 BOOL oldVisible
= device
->bCursorVisible
;
4989 TRACE("device %p, show %#x.\n", device
, show
);
4992 * When ShowCursor is first called it should make the cursor appear at the OS's last
4993 * known cursor position.
4995 if (show
&& !oldVisible
)
4999 device
->xScreenSpace
= pt
.x
;
5000 device
->yScreenSpace
= pt
.y
;
5003 if (device
->hardwareCursor
)
5005 device
->bCursorVisible
= show
;
5007 SetCursor(device
->hardwareCursor
);
5013 if (device
->cursorTexture
)
5014 device
->bCursorVisible
= show
;
5020 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
5022 struct wined3d_resource
*resource
, *cursor
;
5024 TRACE("device %p.\n", device
);
5026 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5028 TRACE("Checking resource %p for eviction.\n", resource
);
5030 if (resource
->pool
== WINED3D_POOL_MANAGED
&& !resource
->map_count
)
5032 TRACE("Evicting %p.\n", resource
);
5033 resource
->resource_ops
->resource_unload(resource
);
5037 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5038 device_invalidate_state(device
, STATE_STREAMSRC
);
5041 /* Do not call while under the GL lock. */
5042 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5044 struct wined3d_resource
*resource
, *cursor
;
5045 const struct wined3d_gl_info
*gl_info
;
5046 struct wined3d_context
*context
;
5047 struct wined3d_shader
*shader
;
5049 context
= context_acquire(device
, NULL
);
5050 gl_info
= context
->gl_info
;
5052 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5054 TRACE("Unloading resource %p.\n", resource
);
5056 resource
->resource_ops
->resource_unload(resource
);
5059 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
5061 device
->shader_backend
->shader_destroy(shader
);
5064 if (device
->depth_blt_texture
)
5066 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
5067 device
->depth_blt_texture
= 0;
5069 if (device
->cursorTexture
)
5071 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->cursorTexture
);
5072 device
->cursorTexture
= 0;
5075 device
->blitter
->free_private(device
);
5076 device
->shader_backend
->shader_free_private(device
);
5077 destroy_dummy_textures(device
, gl_info
);
5079 context_release(context
);
5081 while (device
->context_count
)
5083 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
5086 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5087 swapchain
->context
= NULL
;
5090 /* Do not call while under the GL lock. */
5091 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5093 struct wined3d_context
*context
;
5094 struct wined3d_surface
*target
;
5097 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
, device
->adapter
->fragment_pipe
)))
5099 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
5103 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
5105 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
5106 device
->shader_backend
->shader_free_private(device
);
5110 /* Recreate the primary swapchain's context */
5111 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
5112 if (!swapchain
->context
)
5114 ERR("Failed to allocate memory for swapchain context array.\n");
5115 device
->blitter
->free_private(device
);
5116 device
->shader_backend
->shader_free_private(device
);
5117 return E_OUTOFMEMORY
;
5120 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
5121 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
5123 WARN("Failed to create context.\n");
5124 device
->blitter
->free_private(device
);
5125 device
->shader_backend
->shader_free_private(device
);
5126 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5130 swapchain
->context
[0] = context
;
5131 swapchain
->num_contexts
= 1;
5132 create_dummy_textures(device
, context
);
5133 context_release(context
);
5138 /* Do not call while under the GL lock. */
5139 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
5140 const struct wined3d_swapchain_desc
*swapchain_desc
, const struct wined3d_display_mode
*mode
,
5141 wined3d_device_reset_cb callback
, BOOL reset_state
)
5143 struct wined3d_resource
*resource
, *cursor
;
5144 struct wined3d_swapchain
*swapchain
;
5145 struct wined3d_display_mode m
;
5146 BOOL DisplayModeChanged
= FALSE
;
5147 BOOL update_desc
= FALSE
;
5148 HRESULT hr
= WINED3D_OK
;
5151 TRACE("device %p, swapchain_desc %p, mode %p, callback %p.\n", device
, swapchain_desc
, mode
, callback
);
5153 if (!(swapchain
= wined3d_device_get_swapchain(device
, 0)))
5155 ERR("Failed to get the first implicit swapchain.\n");
5156 return WINED3DERR_INVALIDCALL
;
5160 stateblock_unbind_resources(device
->stateBlock
);
5162 if (device
->fb
.render_targets
)
5164 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
5165 wined3d_device_set_render_target(device
, 0, swapchain
->back_buffers
[0], FALSE
);
5167 wined3d_device_set_render_target(device
, 0, swapchain
->front_buffer
, FALSE
);
5168 for (i
= 1; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5170 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
5173 wined3d_device_set_depth_stencil(device
, NULL
);
5175 if (device
->onscreen_depth_stencil
)
5177 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5178 device
->onscreen_depth_stencil
= NULL
;
5183 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5185 TRACE("Enumerating resource %p.\n", resource
);
5186 if (FAILED(hr
= callback(resource
)))
5191 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5192 * on an existing gl context, so there's no real need for recreation.
5194 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5196 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5198 TRACE("New params:\n");
5199 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
5200 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
5201 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
5202 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
5203 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
5204 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
5205 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
5206 TRACE("device_window %p\n", swapchain_desc
->device_window
);
5207 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
5208 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
5209 if (swapchain_desc
->enable_auto_depth_stencil
)
5210 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
5211 TRACE("flags %#x\n", swapchain_desc
->flags
);
5212 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
5213 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
5214 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
5216 /* No special treatment of these parameters. Just store them */
5217 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
5218 swapchain
->desc
.flags
= swapchain_desc
->flags
;
5219 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
5220 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
5222 /* What to do about these? */
5223 if (swapchain_desc
->backbuffer_count
5224 && swapchain_desc
->backbuffer_count
!= swapchain
->desc
.backbuffer_count
)
5225 FIXME("Cannot change the back buffer count yet.\n");
5227 if (swapchain_desc
->device_window
5228 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
5230 TRACE("Changing the device window from %p to %p.\n",
5231 swapchain
->desc
.device_window
, swapchain_desc
->device_window
);
5232 swapchain
->desc
.device_window
= swapchain_desc
->device_window
;
5233 swapchain
->device_window
= swapchain_desc
->device_window
;
5234 wined3d_swapchain_set_window(swapchain
, NULL
);
5237 if (swapchain_desc
->enable_auto_depth_stencil
&& !device
->auto_depth_stencil
)
5239 TRACE("Creating the depth stencil buffer\n");
5241 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_surface(device
->device_parent
,
5242 device
->device_parent
, swapchain_desc
->backbuffer_width
, swapchain_desc
->backbuffer_height
,
5243 swapchain_desc
->auto_depth_stencil_format
, WINED3DUSAGE_DEPTHSTENCIL
,
5244 swapchain_desc
->multisample_type
, swapchain_desc
->multisample_quality
,
5245 &device
->auto_depth_stencil
)))
5247 ERR("Failed to create the depth stencil buffer, hr %#x.\n", hr
);
5248 return WINED3DERR_INVALIDCALL
;
5252 /* Reset the depth stencil */
5253 if (swapchain_desc
->enable_auto_depth_stencil
)
5254 wined3d_device_set_depth_stencil(device
, device
->auto_depth_stencil
);
5258 DisplayModeChanged
= TRUE
;
5261 else if (swapchain_desc
->windowed
)
5263 m
.width
= swapchain
->orig_width
;
5264 m
.height
= swapchain
->orig_height
;
5266 m
.format_id
= swapchain
->desc
.backbuffer_format
;
5267 m
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
5271 m
.width
= swapchain_desc
->backbuffer_width
;
5272 m
.height
= swapchain_desc
->backbuffer_height
;
5273 m
.refresh_rate
= swapchain_desc
->refresh_rate
;
5274 m
.format_id
= swapchain_desc
->backbuffer_format
;
5275 m
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
5278 /* Should Width == 800 && Height == 0 set 800x600? */
5279 if (swapchain_desc
->backbuffer_width
&& swapchain_desc
->backbuffer_height
5280 && (swapchain_desc
->backbuffer_width
!= swapchain
->desc
.backbuffer_width
5281 || swapchain_desc
->backbuffer_height
!= swapchain
->desc
.backbuffer_height
))
5283 if (!swapchain_desc
->windowed
)
5284 DisplayModeChanged
= TRUE
;
5286 swapchain
->desc
.backbuffer_width
= swapchain_desc
->backbuffer_width
;
5287 swapchain
->desc
.backbuffer_height
= swapchain_desc
->backbuffer_height
;
5291 if (swapchain_desc
->backbuffer_format
!= WINED3DFMT_UNKNOWN
5292 && swapchain_desc
->backbuffer_format
!= swapchain
->desc
.backbuffer_format
)
5294 swapchain
->desc
.backbuffer_format
= swapchain_desc
->backbuffer_format
;
5298 if (swapchain_desc
->multisample_type
!= swapchain
->desc
.multisample_type
5299 || swapchain_desc
->multisample_quality
!= swapchain
->desc
.multisample_quality
)
5301 swapchain
->desc
.multisample_type
= swapchain_desc
->multisample_type
;
5302 swapchain
->desc
.multisample_quality
= swapchain_desc
->multisample_quality
;
5310 if (FAILED(hr
= wined3d_surface_update_desc(swapchain
->front_buffer
, swapchain
->desc
.backbuffer_width
,
5311 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
5312 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
)))
5315 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
5317 if (FAILED(hr
= wined3d_surface_update_desc(swapchain
->back_buffers
[i
], swapchain
->desc
.backbuffer_width
,
5318 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
5319 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
)))
5322 if (device
->auto_depth_stencil
)
5324 if (FAILED(hr
= wined3d_surface_update_desc(device
->auto_depth_stencil
, swapchain
->desc
.backbuffer_width
,
5325 swapchain
->desc
.backbuffer_height
, device
->auto_depth_stencil
->resource
.format
->id
,
5326 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
)))
5331 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
5332 || DisplayModeChanged
)
5334 if (FAILED(hr
= wined3d_set_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &m
)))
5336 WARN("Failed to set display mode, hr %#x.\n", hr
);
5337 return WINED3DERR_INVALIDCALL
;
5340 if (!swapchain_desc
->windowed
)
5342 if (swapchain
->desc
.windowed
)
5344 HWND focus_window
= device
->create_parms
.focus_window
;
5346 focus_window
= swapchain_desc
->device_window
;
5347 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
5349 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
5353 /* switch from windowed to fs */
5354 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5355 swapchain_desc
->backbuffer_width
,
5356 swapchain_desc
->backbuffer_height
);
5360 /* Fullscreen -> fullscreen mode change */
5361 MoveWindow(swapchain
->device_window
, 0, 0,
5362 swapchain_desc
->backbuffer_width
,
5363 swapchain_desc
->backbuffer_height
,
5367 else if (!swapchain
->desc
.windowed
)
5369 /* Fullscreen -> windowed switch */
5370 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
5371 wined3d_device_release_focus_window(device
);
5373 swapchain
->desc
.windowed
= swapchain_desc
->windowed
;
5375 else if (!swapchain_desc
->windowed
)
5377 DWORD style
= device
->style
;
5378 DWORD exStyle
= device
->exStyle
;
5379 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5380 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5381 * Reset to clear up their mess. Guild Wars also loses the device during that.
5384 device
->exStyle
= 0;
5385 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5386 swapchain_desc
->backbuffer_width
,
5387 swapchain_desc
->backbuffer_height
);
5388 device
->style
= style
;
5389 device
->exStyle
= exStyle
;
5394 TRACE("Resetting stateblock.\n");
5395 wined3d_stateblock_decref(device
->updateStateBlock
);
5396 wined3d_stateblock_decref(device
->stateBlock
);
5398 if (device
->d3d_initialized
)
5399 delete_opengl_contexts(device
, swapchain
);
5401 /* Note: No parent needed for initial internal stateblock */
5402 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_INIT
, &device
->stateBlock
);
5404 ERR("Resetting the stateblock failed with error %#x.\n", hr
);
5406 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5407 device
->updateStateBlock
= device
->stateBlock
;
5408 wined3d_stateblock_incref(device
->updateStateBlock
);
5410 stateblock_init_default_state(device
->stateBlock
);
5414 struct wined3d_surface
*rt
= device
->fb
.render_targets
[0];
5415 struct wined3d_state
*state
= &device
->stateBlock
->state
;
5417 /* Note the min_z / max_z is not reset. */
5418 state
->viewport
.x
= 0;
5419 state
->viewport
.y
= 0;
5420 state
->viewport
.width
= rt
->resource
.width
;
5421 state
->viewport
.height
= rt
->resource
.height
;
5422 device_invalidate_state(device
, STATE_VIEWPORT
);
5424 state
->scissor_rect
.top
= 0;
5425 state
->scissor_rect
.left
= 0;
5426 state
->scissor_rect
.right
= rt
->resource
.width
;
5427 state
->scissor_rect
.bottom
= rt
->resource
.height
;
5428 device_invalidate_state(device
, STATE_SCISSORRECT
);
5431 swapchain_update_render_to_fbo(swapchain
);
5432 swapchain_update_draw_bindings(swapchain
);
5434 if (reset_state
&& device
->d3d_initialized
)
5435 hr
= create_primary_opengl_context(device
, swapchain
);
5437 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5443 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
5445 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
5447 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
5453 void CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
5454 struct wined3d_device_creation_parameters
*parameters
)
5456 TRACE("device %p, parameters %p.\n", device
, parameters
);
5458 *parameters
= device
->create_parms
;
5461 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
5462 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
5464 struct wined3d_swapchain
*swapchain
;
5466 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5467 device
, swapchain_idx
, flags
, ramp
);
5469 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
5470 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
5473 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
5474 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
5476 struct wined3d_swapchain
*swapchain
;
5478 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5479 device
, swapchain_idx
, ramp
);
5481 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
5482 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
5485 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5487 TRACE("device %p, resource %p.\n", device
, resource
);
5489 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
5492 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5494 TRACE("device %p, resource %p.\n", device
, resource
);
5496 list_remove(&resource
->resource_list_entry
);
5499 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5501 enum wined3d_resource_type type
= resource
->type
;
5504 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
5506 context_resource_released(device
, resource
, type
);
5510 case WINED3D_RTYPE_SURFACE
:
5512 struct wined3d_surface
*surface
= surface_from_resource(resource
);
5514 if (!device
->d3d_initialized
) break;
5516 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5518 if (device
->fb
.render_targets
[i
] == surface
)
5520 ERR("Surface %p is still in use as render target %u.\n", surface
, i
);
5521 device
->fb
.render_targets
[i
] = NULL
;
5525 if (device
->fb
.depth_stencil
== surface
)
5527 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface
);
5528 device
->fb
.depth_stencil
= NULL
;
5533 case WINED3D_RTYPE_TEXTURE
:
5534 case WINED3D_RTYPE_CUBE_TEXTURE
:
5535 case WINED3D_RTYPE_VOLUME_TEXTURE
:
5536 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5538 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
5540 if (device
->stateBlock
&& device
->stateBlock
->state
.textures
[i
] == texture
)
5542 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5543 texture
, device
->stateBlock
, i
);
5544 device
->stateBlock
->state
.textures
[i
] = NULL
;
5547 if (device
->updateStateBlock
!= device
->stateBlock
5548 && device
->updateStateBlock
->state
.textures
[i
] == texture
)
5550 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5551 texture
, device
->updateStateBlock
, i
);
5552 device
->updateStateBlock
->state
.textures
[i
] = NULL
;
5557 case WINED3D_RTYPE_BUFFER
:
5559 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
5561 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5563 if (device
->stateBlock
&& device
->stateBlock
->state
.streams
[i
].buffer
== buffer
)
5565 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5566 buffer
, device
->stateBlock
, i
);
5567 device
->stateBlock
->state
.streams
[i
].buffer
= NULL
;
5570 if (device
->updateStateBlock
!= device
->stateBlock
5571 && device
->updateStateBlock
->state
.streams
[i
].buffer
== buffer
)
5573 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5574 buffer
, device
->updateStateBlock
, i
);
5575 device
->updateStateBlock
->state
.streams
[i
].buffer
= NULL
;
5580 if (device
->stateBlock
&& device
->stateBlock
->state
.index_buffer
== buffer
)
5582 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5583 buffer
, device
->stateBlock
);
5584 device
->stateBlock
->state
.index_buffer
= NULL
;
5587 if (device
->updateStateBlock
!= device
->stateBlock
5588 && device
->updateStateBlock
->state
.index_buffer
== buffer
)
5590 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5591 buffer
, device
->updateStateBlock
);
5592 device
->updateStateBlock
->state
.index_buffer
= NULL
;
5601 /* Remove the resource from the resourceStore */
5602 device_resource_remove(device
, resource
);
5604 TRACE("Resource released.\n");
5607 struct wined3d_surface
* CDECL
wined3d_device_get_surface_from_dc(const struct wined3d_device
*device
, HDC dc
)
5609 struct wined3d_resource
*resource
;
5611 TRACE("device %p, dc %p.\n", device
, dc
);
5616 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5618 if (resource
->type
== WINED3D_RTYPE_SURFACE
)
5620 struct wined3d_surface
*s
= surface_from_resource(resource
);
5624 TRACE("Found surface %p for dc %p.\n", s
, dc
);
5633 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
5634 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
5635 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
5637 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
5638 const struct fragment_pipeline
*fragment_pipeline
;
5639 struct shader_caps shader_caps
;
5640 struct fragment_caps ffp_caps
;
5645 device
->wined3d
= wined3d
;
5646 wined3d_incref(device
->wined3d
);
5647 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
5648 device
->device_parent
= device_parent
;
5649 list_init(&device
->resources
);
5650 list_init(&device
->shaders
);
5651 device
->surface_alignment
= surface_alignment
;
5653 /* Save the creation parameters. */
5654 device
->create_parms
.adapter_idx
= adapter_idx
;
5655 device
->create_parms
.device_type
= device_type
;
5656 device
->create_parms
.focus_window
= focus_window
;
5657 device
->create_parms
.flags
= flags
;
5659 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
) list_init(&device
->patches
[i
]);
5661 device
->shader_backend
= adapter
->shader_backend
;
5662 device
->shader_backend
->shader_get_caps(&adapter
->gl_info
, &shader_caps
);
5663 device
->vs_version
= shader_caps
.vs_version
;
5664 device
->gs_version
= shader_caps
.gs_version
;
5665 device
->ps_version
= shader_caps
.ps_version
;
5666 device
->d3d_vshader_constantF
= shader_caps
.vs_uniform_count
;
5667 device
->d3d_pshader_constantF
= shader_caps
.ps_uniform_count
;
5668 device
->vs_clipping
= shader_caps
.wined3d_caps
& WINED3D_SHADER_CAP_VS_CLIPPING
;
5670 fragment_pipeline
= adapter
->fragment_pipe
;
5671 fragment_pipeline
->get_caps(&adapter
->gl_info
, &ffp_caps
);
5672 device
->max_ffp_textures
= ffp_caps
.MaxSimultaneousTextures
;
5674 if (fragment_pipeline
->states
5675 && FAILED(hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
,
5676 &adapter
->gl_info
, ffp_vertexstate_template
, fragment_pipeline
, misc_state_template
)))
5678 ERR("Failed to compile state table, hr %#x.\n", hr
);
5679 wined3d_decref(device
->wined3d
);
5683 device
->blitter
= adapter
->blitter
;
5685 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_INIT
, &device
->stateBlock
);
5688 WARN("Failed to create stateblock.\n");
5689 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
5691 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
5693 wined3d_decref(device
->wined3d
);
5697 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5698 device
->updateStateBlock
= device
->stateBlock
;
5699 wined3d_stateblock_incref(device
->updateStateBlock
);
5705 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5707 DWORD rep
= device
->StateTable
[state
].representative
;
5708 struct wined3d_context
*context
;
5713 for (i
= 0; i
< device
->context_count
; ++i
)
5715 context
= device
->contexts
[i
];
5716 if(isStateDirty(context
, rep
)) continue;
5718 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5719 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5720 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5721 context
->isStateDirty
[idx
] |= (1 << shift
);
5725 void get_drawable_size_fbo(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
5727 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5728 *width
= context
->current_rt
->pow2Width
;
5729 *height
= context
->current_rt
->pow2Height
;
5732 void get_drawable_size_backbuffer(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
5734 const struct wined3d_swapchain
*swapchain
= context
->swapchain
;
5735 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5736 * current context's drawable, which is the size of the back buffer of the swapchain
5737 * the active context belongs to. */
5738 *width
= swapchain
->desc
.backbuffer_width
;
5739 *height
= swapchain
->desc
.backbuffer_height
;
5742 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
5743 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
5745 if (device
->filter_messages
)
5747 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5748 window
, message
, wparam
, lparam
);
5750 return DefWindowProcW(window
, message
, wparam
, lparam
);
5752 return DefWindowProcA(window
, message
, wparam
, lparam
);
5755 if (message
== WM_DESTROY
)
5757 TRACE("unregister window %p.\n", window
);
5758 wined3d_unregister_window(window
);
5760 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
5761 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
5763 else if (message
== WM_DISPLAYCHANGE
)
5765 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
5769 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
5771 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);