2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
39 /* Define the default light parameters as specified by MSDN. */
40 const struct wined3d_light WINED3D_default_light
=
42 WINED3D_LIGHT_DIRECTIONAL
, /* Type */
43 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
44 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
45 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
46 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
47 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
50 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
55 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
56 * actually have the same values in GL and D3D. */
57 GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
59 switch(primitive_type
)
61 case WINED3D_PT_POINTLIST
:
64 case WINED3D_PT_LINELIST
:
67 case WINED3D_PT_LINESTRIP
:
70 case WINED3D_PT_TRIANGLELIST
:
73 case WINED3D_PT_TRIANGLESTRIP
:
74 return GL_TRIANGLE_STRIP
;
76 case WINED3D_PT_TRIANGLEFAN
:
77 return GL_TRIANGLE_FAN
;
79 case WINED3D_PT_LINELIST_ADJ
:
80 return GL_LINES_ADJACENCY_ARB
;
82 case WINED3D_PT_LINESTRIP_ADJ
:
83 return GL_LINE_STRIP_ADJACENCY_ARB
;
85 case WINED3D_PT_TRIANGLELIST_ADJ
:
86 return GL_TRIANGLES_ADJACENCY_ARB
;
88 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
89 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
92 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
93 case WINED3D_PT_UNDEFINED
:
98 static enum wined3d_primitive_type
d3d_primitive_type_from_gl(GLenum primitive_type
)
100 switch(primitive_type
)
103 return WINED3D_PT_POINTLIST
;
106 return WINED3D_PT_LINELIST
;
109 return WINED3D_PT_LINESTRIP
;
112 return WINED3D_PT_TRIANGLELIST
;
114 case GL_TRIANGLE_STRIP
:
115 return WINED3D_PT_TRIANGLESTRIP
;
117 case GL_TRIANGLE_FAN
:
118 return WINED3D_PT_TRIANGLEFAN
;
120 case GL_LINES_ADJACENCY_ARB
:
121 return WINED3D_PT_LINELIST_ADJ
;
123 case GL_LINE_STRIP_ADJACENCY_ARB
:
124 return WINED3D_PT_LINESTRIP_ADJ
;
126 case GL_TRIANGLES_ADJACENCY_ARB
:
127 return WINED3D_PT_TRIANGLELIST_ADJ
;
129 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
130 return WINED3D_PT_TRIANGLESTRIP_ADJ
;
133 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
135 return WINED3D_PT_UNDEFINED
;
139 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
141 struct wined3d_context
**new_array
;
143 TRACE("Adding context %p.\n", context
);
145 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
146 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
147 sizeof(*new_array
) * (device
->context_count
+ 1));
151 ERR("Failed to grow the context array.\n");
155 new_array
[device
->context_count
++] = context
;
156 device
->contexts
= new_array
;
160 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
162 struct wined3d_context
**new_array
;
166 TRACE("Removing context %p.\n", context
);
168 for (i
= 0; i
< device
->context_count
; ++i
)
170 if (device
->contexts
[i
] == context
)
179 ERR("Context %p doesn't exist in context array.\n", context
);
183 if (!--device
->context_count
)
185 HeapFree(GetProcessHeap(), 0, device
->contexts
);
186 device
->contexts
= NULL
;
190 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
191 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
194 ERR("Failed to shrink context array. Oh well.\n");
198 device
->contexts
= new_array
;
201 void device_switch_onscreen_ds(struct wined3d_device
*device
,
202 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
204 if (device
->onscreen_depth_stencil
)
206 surface_load_ds_location(device
->onscreen_depth_stencil
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
208 surface_modify_ds_location(device
->onscreen_depth_stencil
, WINED3D_LOCATION_TEXTURE_RGB
,
209 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
210 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
211 wined3d_surface_decref(device
->onscreen_depth_stencil
);
213 device
->onscreen_depth_stencil
= depth_stencil
;
214 wined3d_surface_incref(device
->onscreen_depth_stencil
);
217 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
219 /* partial draw rect */
220 if (draw_rect
->left
|| draw_rect
->top
221 || draw_rect
->right
< target
->resource
.width
222 || draw_rect
->bottom
< target
->resource
.height
)
225 /* partial clear rect */
226 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
227 || clear_rect
->right
< target
->resource
.width
228 || clear_rect
->bottom
< target
->resource
.height
))
234 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
235 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
, RECT
*out_rect
)
237 RECT current_rect
, r
;
239 if (ds
->locations
& WINED3D_LOCATION_DISCARDED
)
241 /* Depth buffer was discarded, make it entirely current in its new location since
242 * there is no other place where we would get data anyway. */
243 SetRect(out_rect
, 0, 0, ds
->resource
.width
, ds
->resource
.height
);
247 if (ds
->locations
& location
)
248 SetRect(¤t_rect
, 0, 0,
249 ds
->ds_current_size
.cx
,
250 ds
->ds_current_size
.cy
);
252 SetRectEmpty(¤t_rect
);
254 IntersectRect(&r
, draw_rect
, ¤t_rect
);
255 if (EqualRect(&r
, draw_rect
))
257 /* current_rect ⊇ draw_rect, modify only. */
258 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
262 if (EqualRect(&r
, ¤t_rect
))
264 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
268 /* Full clear, modify only. */
269 *out_rect
= *draw_rect
;
273 IntersectRect(&r
, draw_rect
, clear_rect
);
274 if (EqualRect(&r
, draw_rect
))
276 /* clear_rect ⊇ draw_rect, modify only. */
277 *out_rect
= *draw_rect
;
283 surface_load_ds_location(ds
, context
, location
);
284 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
287 void device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
288 UINT rect_count
, const RECT
*rects
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
289 float depth
, DWORD stencil
)
291 struct wined3d_surface
*target
= rt_count
? wined3d_rendertarget_view_get_surface(fb
->render_targets
[0]) : NULL
;
292 struct wined3d_surface
*depth_stencil
= fb
->depth_stencil
293 ? wined3d_rendertarget_view_get_surface(fb
->depth_stencil
) : NULL
;
294 const RECT
*clear_rect
= (rect_count
> 0 && rects
) ? (const RECT
*)rects
: NULL
;
295 const struct wined3d_gl_info
*gl_info
;
296 UINT drawable_width
, drawable_height
;
297 struct wined3d_context
*context
;
298 GLbitfield clear_mask
= 0;
299 BOOL render_offscreen
;
303 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
304 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
305 * for the cleared parts, and the untouched parts.
307 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
308 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
309 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
310 * checking all this if the dest surface is in the drawable anyway. */
311 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, clear_rect
))
313 for (i
= 0; i
< rt_count
; ++i
)
315 struct wined3d_surface
*rt
= wined3d_rendertarget_view_get_surface(fb
->render_targets
[i
]);
317 surface_load_location(rt
, rt
->container
->resource
.draw_binding
);
321 context
= context_acquire(device
, target
);
324 context_release(context
);
325 WARN("Invalid context, skipping clear.\n");
328 gl_info
= context
->gl_info
;
332 render_offscreen
= context
->render_offscreen
;
333 surface_get_drawable_size(target
, context
, &drawable_width
, &drawable_height
);
337 render_offscreen
= TRUE
;
338 drawable_width
= depth_stencil
->pow2Width
;
339 drawable_height
= depth_stencil
->pow2Height
;
342 if (flags
& WINED3DCLEAR_ZBUFFER
)
344 DWORD location
= render_offscreen
? fb
->depth_stencil
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
346 if (!render_offscreen
&& depth_stencil
!= device
->onscreen_depth_stencil
)
347 device_switch_onscreen_ds(device
, context
, depth_stencil
);
348 prepare_ds_clear(depth_stencil
, context
, location
,
349 draw_rect
, rect_count
, clear_rect
, &ds_rect
);
352 if (!context_apply_clear_state(context
, device
, rt_count
, fb
))
354 context_release(context
);
355 WARN("Failed to apply clear state, skipping clear.\n");
359 /* Only set the values up once, as they are not changing. */
360 if (flags
& WINED3DCLEAR_STENCIL
)
362 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
364 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
365 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
367 gl_info
->gl_ops
.gl
.p_glStencilMask(~0U);
368 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
369 gl_info
->gl_ops
.gl
.p_glClearStencil(stencil
);
370 checkGLcall("glClearStencil");
371 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
374 if (flags
& WINED3DCLEAR_ZBUFFER
)
376 DWORD location
= render_offscreen
? fb
->depth_stencil
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
378 surface_modify_ds_location(depth_stencil
, location
, ds_rect
.right
, ds_rect
.bottom
);
380 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_TRUE
);
381 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
382 gl_info
->gl_ops
.gl
.p_glClearDepth(depth
);
383 checkGLcall("glClearDepth");
384 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
387 if (flags
& WINED3DCLEAR_TARGET
)
389 for (i
= 0; i
< rt_count
; ++i
)
391 struct wined3d_surface
*rt
= wined3d_rendertarget_view_get_surface(fb
->render_targets
[i
]);
395 surface_validate_location(rt
, rt
->container
->resource
.draw_binding
);
396 surface_invalidate_location(rt
, ~rt
->container
->resource
.draw_binding
);
400 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
401 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
402 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
403 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
404 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
405 gl_info
->gl_ops
.gl
.p_glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
406 checkGLcall("glClearColor");
407 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
412 if (render_offscreen
)
414 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, draw_rect
->top
,
415 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
419 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
420 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
422 checkGLcall("glScissor");
423 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
424 checkGLcall("glClear");
430 /* Now process each rect in turn. */
431 for (i
= 0; i
< rect_count
; ++i
)
433 /* Note that GL uses lower left, width/height. */
434 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
436 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
437 wine_dbgstr_rect(&clear_rect
[i
]),
438 wine_dbgstr_rect(¤t_rect
));
440 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
441 * The rectangle is not cleared, no error is returned, but further rectangles are
442 * still cleared if they are valid. */
443 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
445 TRACE("Rectangle with negative dimensions, ignoring.\n");
449 if (render_offscreen
)
451 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, current_rect
.top
,
452 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
456 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
457 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
459 checkGLcall("glScissor");
461 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
462 checkGLcall("glClear");
466 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
467 && target
->container
->swapchain
&& target
->container
->swapchain
->front_buffer
== target
->container
))
468 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
470 context_release(context
);
473 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
475 ULONG refcount
= InterlockedIncrement(&device
->ref
);
477 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
482 static void device_leftover_sampler(struct wine_rb_entry
*entry
, void *context
)
484 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
486 ERR("Leftover sampler %p.\n", sampler
);
489 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
491 ULONG refcount
= InterlockedDecrement(&device
->ref
);
493 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
499 wined3d_cs_destroy(device
->cs
);
501 if (device
->recording
&& wined3d_stateblock_decref(device
->recording
))
502 FIXME("Something's still holding the recording stateblock.\n");
503 device
->recording
= NULL
;
505 state_cleanup(&device
->state
);
507 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
509 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
510 device
->multistate_funcs
[i
] = NULL
;
513 if (!list_empty(&device
->resources
))
515 struct wined3d_resource
*resource
;
517 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
519 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
521 FIXME("Leftover resource %p with type %s (%#x).\n",
522 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
526 if (device
->contexts
)
527 ERR("Context array not freed!\n");
528 if (device
->hardwareCursor
)
529 DestroyCursor(device
->hardwareCursor
);
530 device
->hardwareCursor
= 0;
532 wine_rb_destroy(&device
->samplers
, device_leftover_sampler
, NULL
);
534 wined3d_decref(device
->wined3d
);
535 device
->wined3d
= NULL
;
536 HeapFree(GetProcessHeap(), 0, device
);
537 TRACE("Freed device %p.\n", device
);
543 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
545 TRACE("device %p.\n", device
);
547 return device
->swapchain_count
;
550 struct wined3d_swapchain
* CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
, UINT swapchain_idx
)
552 TRACE("device %p, swapchain_idx %u.\n", device
, swapchain_idx
);
554 if (swapchain_idx
>= device
->swapchain_count
)
556 WARN("swapchain_idx %u >= swapchain_count %u.\n",
557 swapchain_idx
, device
->swapchain_count
);
561 return device
->swapchains
[swapchain_idx
];
564 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
566 struct wined3d_color_key color_key
;
567 struct wined3d_resource_desc desc
;
568 struct wined3d_surface
*surface
;
572 HDC dcb
= NULL
, dcs
= NULL
;
574 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
577 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
578 dcb
= CreateCompatibleDC(NULL
);
580 SelectObject(dcb
, hbm
);
584 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
587 memset(&bm
, 0, sizeof(bm
));
592 desc
.resource_type
= WINED3D_RTYPE_TEXTURE
;
593 desc
.format
= WINED3DFMT_B5G6R5_UNORM
;
594 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
595 desc
.multisample_quality
= 0;
596 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
597 desc
.pool
= WINED3D_POOL_DEFAULT
;
598 desc
.width
= bm
.bmWidth
;
599 desc
.height
= bm
.bmHeight
;
602 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, WINED3D_SURFACE_MAPPABLE
,
603 NULL
, NULL
, &wined3d_null_parent_ops
, &device
->logo_texture
)))
605 ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr
);
608 surface
= surface_from_resource(wined3d_texture_get_sub_resource(device
->logo_texture
, 0));
612 if (FAILED(hr
= wined3d_surface_getdc(surface
, &dcs
)))
614 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
615 wined3d_surface_releasedc(surface
, dcs
);
617 color_key
.color_space_low_value
= 0;
618 color_key
.color_space_high_value
= 0;
619 wined3d_texture_set_color_key(device
->logo_texture
, WINED3D_CKEY_SRC_BLT
, &color_key
);
623 const RECT rect
= {0, 0, surface
->resource
.width
, surface
->resource
.height
};
624 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
626 /* Fill the surface with a white color to show that wined3d is there */
627 surface_color_fill(surface
, &rect
, &c
);
631 if (dcb
) DeleteDC(dcb
);
632 if (hbm
) DeleteObject(hbm
);
635 /* Context activation is done by the caller. */
636 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
638 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
639 unsigned int i
, j
, count
;
640 /* Under DirectX you can sample even if no texture is bound, whereas
641 * OpenGL will only allow that when a valid texture is bound.
642 * We emulate this by creating dummy textures and binding them
643 * to each texture stage when the currently set D3D texture is NULL. */
645 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
646 for (i
= 0; i
< count
; ++i
)
648 DWORD color
= 0x000000ff;
650 /* Make appropriate texture active */
651 context_active_texture(context
, gl_info
, i
);
653 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_2d
[i
]);
654 checkGLcall("glGenTextures");
655 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
657 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
658 checkGLcall("glBindTexture");
660 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0,
661 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
662 checkGLcall("glTexImage2D");
664 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
666 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_rect
[i
]);
667 checkGLcall("glGenTextures");
668 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
670 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
671 checkGLcall("glBindTexture");
673 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0,
674 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
675 checkGLcall("glTexImage2D");
678 if (gl_info
->supported
[EXT_TEXTURE3D
])
680 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_3d
[i
]);
681 checkGLcall("glGenTextures");
682 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
684 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
685 checkGLcall("glBindTexture");
687 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
688 checkGLcall("glTexImage3D");
691 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
693 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_cube
[i
]);
694 checkGLcall("glGenTextures");
695 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
697 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
698 checkGLcall("glBindTexture");
700 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
702 gl_info
->gl_ops
.gl
.p_glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0,
703 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
704 checkGLcall("glTexImage2D");
710 /* Context activation is done by the caller. */
711 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
713 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
715 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
717 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_cube
);
718 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
721 if (gl_info
->supported
[EXT_TEXTURE3D
])
723 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_3d
);
724 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
727 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
729 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_rect
);
730 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
733 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_2d
);
734 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
736 memset(device
->dummy_texture_cube
, 0, count
* sizeof(*device
->dummy_texture_cube
));
737 memset(device
->dummy_texture_3d
, 0, count
* sizeof(*device
->dummy_texture_3d
));
738 memset(device
->dummy_texture_rect
, 0, count
* sizeof(*device
->dummy_texture_rect
));
739 memset(device
->dummy_texture_2d
, 0, count
* sizeof(*device
->dummy_texture_2d
));
742 static LONG
fullscreen_style(LONG style
)
744 /* Make sure the window is managed, otherwise we won't get keyboard input. */
745 style
|= WS_POPUP
| WS_SYSMENU
;
746 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
751 static LONG
fullscreen_exstyle(LONG exstyle
)
753 /* Filter out window decorations. */
754 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
759 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
761 BOOL filter_messages
;
764 TRACE("Setting up window %p for fullscreen mode.\n", window
);
766 if (device
->style
|| device
->exStyle
)
768 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
769 window
, device
->style
, device
->exStyle
);
772 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
773 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
775 style
= fullscreen_style(device
->style
);
776 exstyle
= fullscreen_exstyle(device
->exStyle
);
778 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
779 device
->style
, device
->exStyle
, style
, exstyle
);
781 filter_messages
= device
->filter_messages
;
782 device
->filter_messages
= TRUE
;
784 SetWindowLongW(window
, GWL_STYLE
, style
);
785 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
786 SetWindowPos(window
, HWND_TOPMOST
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
788 device
->filter_messages
= filter_messages
;
791 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
793 BOOL filter_messages
;
796 if (!device
->style
&& !device
->exStyle
) return;
798 style
= GetWindowLongW(window
, GWL_STYLE
);
799 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
801 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
802 * application, and we want to ignore them in the test below, since it's
803 * not the application's fault that they changed. Additionally, we want to
804 * preserve the current status of these flags (i.e. don't restore them) to
805 * more closely emulate the behavior of Direct3D, which leaves these flags
806 * alone when returning to windowed mode. */
807 device
->style
^= (device
->style
^ style
) & WS_VISIBLE
;
808 device
->exStyle
^= (device
->exStyle
^ exstyle
) & WS_EX_TOPMOST
;
810 TRACE("Restoring window style of window %p to %08x, %08x.\n",
811 window
, device
->style
, device
->exStyle
);
813 filter_messages
= device
->filter_messages
;
814 device
->filter_messages
= TRUE
;
816 /* Only restore the style if the application didn't modify it during the
817 * fullscreen phase. Some applications change it before calling Reset()
818 * when switching between windowed and fullscreen modes (HL2), some
819 * depend on the original style (Eve Online). */
820 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
822 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
823 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
825 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
827 device
->filter_messages
= filter_messages
;
829 /* Delete the old values. */
834 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
836 TRACE("device %p, window %p.\n", device
, window
);
838 if (!wined3d_register_window(window
, device
))
840 ERR("Failed to register window %p.\n", window
);
844 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
845 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
850 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
852 TRACE("device %p.\n", device
);
854 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
855 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
858 static void device_init_swapchain_state(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
860 BOOL ds_enable
= !!swapchain
->desc
.enable_auto_depth_stencil
;
863 if (device
->fb
.render_targets
)
865 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
867 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
869 if (device
->back_buffer_view
)
870 wined3d_device_set_rendertarget_view(device
, 0, device
->back_buffer_view
, TRUE
);
873 wined3d_device_set_depth_stencil_view(device
, ds_enable
? device
->auto_depth_stencil_view
: NULL
);
874 wined3d_device_set_render_state(device
, WINED3D_RS_ZENABLE
, ds_enable
);
877 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
878 struct wined3d_swapchain_desc
*swapchain_desc
)
880 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
881 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
882 struct wined3d_swapchain
*swapchain
= NULL
;
883 struct wined3d_context
*context
;
884 DWORD clear_flags
= 0;
887 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
889 if (device
->d3d_initialized
)
890 return WINED3DERR_INVALIDCALL
;
891 if (device
->wined3d
->flags
& WINED3D_NO3D
)
892 return WINED3DERR_INVALIDCALL
;
894 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
895 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
897 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
898 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
900 TRACE("Shader private data couldn't be allocated\n");
903 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
905 TRACE("Blitter private data couldn't be allocated\n");
909 /* Setup the implicit swapchain. This also initializes a context. */
910 TRACE("Creating implicit swapchain\n");
911 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
912 swapchain_desc
, &swapchain
);
915 WARN("Failed to create implicit swapchain\n");
919 if (swapchain_desc
->backbuffer_count
&& FAILED(hr
= wined3d_rendertarget_view_create_from_surface(
920 surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->back_buffers
[0], 0)),
921 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
923 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
927 device
->swapchain_count
= 1;
928 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
929 if (!device
->swapchains
)
931 ERR("Out of memory!\n");
934 device
->swapchains
[0] = swapchain
;
935 device_init_swapchain_state(device
, swapchain
);
937 context
= context_acquire(device
,
938 surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->front_buffer
, 0)));
940 create_dummy_textures(device
, context
);
942 device
->contexts
[0]->last_was_rhw
= 0;
944 switch (wined3d_settings
.offscreen_rendering_mode
)
947 device
->offscreenBuffer
= GL_COLOR_ATTACHMENT0
;
952 if (context_get_current()->aux_buffers
> 0)
954 TRACE("Using auxiliary buffer for offscreen rendering\n");
955 device
->offscreenBuffer
= GL_AUX0
;
959 TRACE("Using back buffer for offscreen rendering\n");
960 device
->offscreenBuffer
= GL_BACK
;
965 TRACE("All defaults now set up, leaving 3D init.\n");
967 context_release(context
);
969 /* Clear the screen */
970 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
971 clear_flags
|= WINED3DCLEAR_TARGET
;
972 if (swapchain_desc
->enable_auto_depth_stencil
)
973 clear_flags
|= WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
;
975 wined3d_device_clear(device
, 0, NULL
, clear_flags
, &black
, 1.0f
, 0);
977 device
->d3d_initialized
= TRUE
;
979 if (wined3d_settings
.logo
)
980 device_load_logo(device
, wined3d_settings
.logo
);
984 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
985 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
986 device
->swapchain_count
= 0;
987 if (device
->back_buffer_view
)
988 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
990 wined3d_swapchain_decref(swapchain
);
991 if (device
->blit_priv
)
992 device
->blitter
->free_private(device
);
993 if (device
->shader_priv
)
994 device
->shader_backend
->shader_free_private(device
);
999 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1000 struct wined3d_swapchain_desc
*swapchain_desc
)
1002 struct wined3d_swapchain
*swapchain
= NULL
;
1005 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1007 /* Setup the implicit swapchain */
1008 TRACE("Creating implicit swapchain\n");
1009 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1010 swapchain_desc
, &swapchain
);
1013 WARN("Failed to create implicit swapchain\n");
1017 device
->swapchain_count
= 1;
1018 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1019 if (!device
->swapchains
)
1021 ERR("Out of memory!\n");
1024 device
->swapchains
[0] = swapchain
;
1028 wined3d_swapchain_decref(swapchain
);
1032 static void device_free_sampler(struct wine_rb_entry
*entry
, void *context
)
1034 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
1036 wined3d_sampler_decref(sampler
);
1039 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1041 struct wined3d_resource
*resource
, *cursor
;
1042 const struct wined3d_gl_info
*gl_info
;
1043 struct wined3d_context
*context
;
1044 struct wined3d_surface
*surface
;
1047 TRACE("device %p.\n", device
);
1049 if (!device
->d3d_initialized
)
1050 return WINED3DERR_INVALIDCALL
;
1052 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1053 * it was created. Thus make sure a context is active for the glDelete* calls
1055 context
= context_acquire(device
, NULL
);
1056 gl_info
= context
->gl_info
;
1058 if (device
->logo_texture
)
1059 wined3d_texture_decref(device
->logo_texture
);
1060 if (device
->cursor_texture
)
1061 wined3d_texture_decref(device
->cursor_texture
);
1063 state_unbind_resources(&device
->state
);
1065 /* Unload resources */
1066 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1068 TRACE("Unloading resource %p.\n", resource
);
1070 resource
->resource_ops
->resource_unload(resource
);
1073 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
1075 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1076 * private data, it might contain opengl pointers
1078 if (device
->depth_blt_texture
)
1080 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
1081 device
->depth_blt_texture
= 0;
1084 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1085 device
->blitter
->free_private(device
);
1086 device
->shader_backend
->shader_free_private(device
);
1087 destroy_dummy_textures(device
, gl_info
);
1089 /* Release the context again as soon as possible. In particular,
1090 * releasing the render target views below may release the last reference
1091 * to the swapchain associated with this context, which in turn will
1092 * destroy the context. */
1093 context_release(context
);
1095 /* Release the buffers (with sanity checks)*/
1096 if (device
->onscreen_depth_stencil
)
1098 surface
= device
->onscreen_depth_stencil
;
1099 device
->onscreen_depth_stencil
= NULL
;
1100 wined3d_surface_decref(surface
);
1103 if (device
->fb
.depth_stencil
)
1105 struct wined3d_rendertarget_view
*view
= device
->fb
.depth_stencil
;
1107 TRACE("Releasing depth/stencil view %p.\n", view
);
1109 device
->fb
.depth_stencil
= NULL
;
1110 wined3d_rendertarget_view_decref(view
);
1113 if (device
->auto_depth_stencil_view
)
1115 struct wined3d_rendertarget_view
*view
= device
->auto_depth_stencil_view
;
1117 device
->auto_depth_stencil_view
= NULL
;
1118 if (wined3d_rendertarget_view_decref(view
))
1119 ERR("Something's still holding the auto depth/stencil view (%p).\n", view
);
1122 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1124 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
1126 if (device
->back_buffer_view
)
1128 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
1129 device
->back_buffer_view
= NULL
;
1132 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1134 TRACE("Releasing the implicit swapchain %u.\n", i
);
1135 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1136 FIXME("Something's still holding the implicit swapchain.\n");
1139 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1140 device
->swapchains
= NULL
;
1141 device
->swapchain_count
= 0;
1143 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1144 device
->fb
.render_targets
= NULL
;
1146 device
->d3d_initialized
= FALSE
;
1151 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1155 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1157 TRACE("Releasing the implicit swapchain %u.\n", i
);
1158 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1159 FIXME("Something's still holding the implicit swapchain.\n");
1162 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1163 device
->swapchains
= NULL
;
1164 device
->swapchain_count
= 0;
1168 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1169 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1170 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1172 * There is no way to deactivate thread safety once it is enabled.
1174 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1176 TRACE("device %p.\n", device
);
1178 /* For now just store the flag (needed in case of ddraw). */
1179 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1182 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1184 TRACE("device %p.\n", device
);
1186 TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
1187 wine_dbgstr_longlong(device
->adapter
->vram_bytes
),
1188 wine_dbgstr_longlong(device
->adapter
->vram_bytes_used
),
1189 wine_dbgstr_longlong(device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
));
1191 return min(UINT_MAX
, device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
);
1194 void CDECL
wined3d_device_set_stream_output(struct wined3d_device
*device
, UINT idx
,
1195 struct wined3d_buffer
*buffer
, UINT offset
)
1197 struct wined3d_stream_output
*stream
;
1198 struct wined3d_buffer
*prev_buffer
;
1200 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device
, idx
, buffer
, offset
);
1202 if (idx
>= MAX_STREAM_OUT
)
1204 WARN("Invalid stream output %u.\n", idx
);
1208 stream
= &device
->update_state
->stream_output
[idx
];
1209 prev_buffer
= stream
->buffer
;
1212 wined3d_buffer_incref(buffer
);
1213 stream
->buffer
= buffer
;
1214 stream
->offset
= offset
;
1215 if (!device
->recording
)
1216 wined3d_cs_emit_set_stream_output(device
->cs
, idx
, buffer
, offset
);
1218 wined3d_buffer_decref(prev_buffer
);
1221 struct wined3d_buffer
* CDECL
wined3d_device_get_stream_output(struct wined3d_device
*device
,
1222 UINT idx
, UINT
*offset
)
1224 TRACE("device %p, idx %u, offset %p.\n", device
, idx
, offset
);
1226 if (idx
>= MAX_STREAM_OUT
)
1228 WARN("Invalid stream output %u.\n", idx
);
1232 *offset
= device
->state
.stream_output
[idx
].offset
;
1233 return device
->state
.stream_output
[idx
].buffer
;
1236 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1237 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1239 struct wined3d_stream_state
*stream
;
1240 struct wined3d_buffer
*prev_buffer
;
1242 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1243 device
, stream_idx
, buffer
, offset
, stride
);
1245 if (stream_idx
>= MAX_STREAMS
)
1247 WARN("Stream index %u out of range.\n", stream_idx
);
1248 return WINED3DERR_INVALIDCALL
;
1250 else if (offset
& 0x3)
1252 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1253 return WINED3DERR_INVALIDCALL
;
1256 stream
= &device
->update_state
->streams
[stream_idx
];
1257 prev_buffer
= stream
->buffer
;
1259 if (device
->recording
)
1260 device
->recording
->changed
.streamSource
|= 1 << stream_idx
;
1262 if (prev_buffer
== buffer
1263 && stream
->stride
== stride
1264 && stream
->offset
== offset
)
1266 TRACE("Application is setting the old values over, nothing to do.\n");
1270 stream
->buffer
= buffer
;
1273 stream
->stride
= stride
;
1274 stream
->offset
= offset
;
1278 wined3d_buffer_incref(buffer
);
1279 if (!device
->recording
)
1280 wined3d_cs_emit_set_stream_source(device
->cs
, stream_idx
, buffer
, offset
, stride
);
1282 wined3d_buffer_decref(prev_buffer
);
1287 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1288 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1290 const struct wined3d_stream_state
*stream
;
1292 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1293 device
, stream_idx
, buffer
, offset
, stride
);
1295 if (stream_idx
>= MAX_STREAMS
)
1297 WARN("Stream index %u out of range.\n", stream_idx
);
1298 return WINED3DERR_INVALIDCALL
;
1301 stream
= &device
->state
.streams
[stream_idx
];
1302 *buffer
= stream
->buffer
;
1304 *offset
= stream
->offset
;
1305 *stride
= stream
->stride
;
1310 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1312 struct wined3d_stream_state
*stream
;
1313 UINT old_flags
, old_freq
;
1315 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1317 /* Verify input. At least in d3d9 this is invalid. */
1318 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1320 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1321 return WINED3DERR_INVALIDCALL
;
1323 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1325 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1326 return WINED3DERR_INVALIDCALL
;
1330 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1331 return WINED3DERR_INVALIDCALL
;
1334 stream
= &device
->update_state
->streams
[stream_idx
];
1335 old_flags
= stream
->flags
;
1336 old_freq
= stream
->frequency
;
1338 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1339 stream
->frequency
= divider
& 0x7fffff;
1341 if (device
->recording
)
1342 device
->recording
->changed
.streamFreq
|= 1 << stream_idx
;
1343 else if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1344 wined3d_cs_emit_set_stream_source_freq(device
->cs
, stream_idx
, stream
->frequency
, stream
->flags
);
1349 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1350 UINT stream_idx
, UINT
*divider
)
1352 const struct wined3d_stream_state
*stream
;
1354 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1356 stream
= &device
->state
.streams
[stream_idx
];
1357 *divider
= stream
->flags
| stream
->frequency
;
1359 TRACE("Returning %#x.\n", *divider
);
1364 void CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1365 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1367 TRACE("device %p, state %s, matrix %p.\n",
1368 device
, debug_d3dtstype(d3dts
), matrix
);
1369 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_11
, matrix
->_12
, matrix
->_13
, matrix
->_14
);
1370 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_21
, matrix
->_22
, matrix
->_23
, matrix
->_24
);
1371 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_31
, matrix
->_32
, matrix
->_33
, matrix
->_34
);
1372 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_41
, matrix
->_42
, matrix
->_43
, matrix
->_44
);
1374 /* Handle recording of state blocks. */
1375 if (device
->recording
)
1377 TRACE("Recording... not performing anything.\n");
1378 device
->recording
->changed
.transform
[d3dts
>> 5] |= 1 << (d3dts
& 0x1f);
1379 device
->update_state
->transforms
[d3dts
] = *matrix
;
1383 /* If the new matrix is the same as the current one,
1384 * we cut off any further processing. this seems to be a reasonable
1385 * optimization because as was noticed, some apps (warcraft3 for example)
1386 * tend towards setting the same matrix repeatedly for some reason.
1388 * From here on we assume that the new matrix is different, wherever it matters. */
1389 if (!memcmp(&device
->state
.transforms
[d3dts
], matrix
, sizeof(*matrix
)))
1391 TRACE("The application is setting the same matrix over again.\n");
1395 device
->state
.transforms
[d3dts
] = *matrix
;
1396 wined3d_cs_emit_set_transform(device
->cs
, d3dts
, matrix
);
1399 void CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1400 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1402 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1404 *matrix
= device
->state
.transforms
[state
];
1407 void CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1408 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1410 const struct wined3d_matrix
*mat
;
1411 struct wined3d_matrix temp
;
1413 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1415 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1416 * below means it will be recorded in a state block change, but it
1417 * works regardless where it is recorded.
1418 * If this is found to be wrong, change to StateBlock. */
1419 if (state
> HIGHEST_TRANSFORMSTATE
)
1421 WARN("Unhandled transform state %#x.\n", state
);
1425 mat
= &device
->update_state
->transforms
[state
];
1426 multiply_matrix(&temp
, mat
, matrix
);
1428 /* Apply change via set transform - will reapply to eg. lights this way. */
1429 wined3d_device_set_transform(device
, state
, &temp
);
1432 /* Note lights are real special cases. Although the device caps state only
1433 * e.g. 8 are supported, you can reference any indexes you want as long as
1434 * that number max are enabled at any one point in time. Therefore since the
1435 * indices can be anything, we need a hashmap of them. However, this causes
1436 * stateblock problems. When capturing the state block, I duplicate the
1437 * hashmap, but when recording, just build a chain pretty much of commands to
1439 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1440 UINT light_idx
, const struct wined3d_light
*light
)
1442 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1443 struct wined3d_light_info
*object
= NULL
;
1447 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1449 /* Check the parameter range. Need for speed most wanted sets junk lights
1450 * which confuse the GL driver. */
1452 return WINED3DERR_INVALIDCALL
;
1454 switch (light
->type
)
1456 case WINED3D_LIGHT_POINT
:
1457 case WINED3D_LIGHT_SPOT
:
1458 case WINED3D_LIGHT_PARALLELPOINT
:
1459 case WINED3D_LIGHT_GLSPOT
:
1460 /* Incorrect attenuation values can cause the gl driver to crash.
1461 * Happens with Need for speed most wanted. */
1462 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1464 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1465 return WINED3DERR_INVALIDCALL
;
1469 case WINED3D_LIGHT_DIRECTIONAL
:
1470 /* Ignores attenuation */
1474 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1475 return WINED3DERR_INVALIDCALL
;
1478 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1480 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1481 if (object
->OriginalIndex
== light_idx
)
1488 TRACE("Adding new light\n");
1489 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1491 return E_OUTOFMEMORY
;
1493 list_add_head(&device
->update_state
->light_map
[hash_idx
], &object
->entry
);
1494 object
->glIndex
= -1;
1495 object
->OriginalIndex
= light_idx
;
1498 /* Initialize the object. */
1499 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1500 light_idx
, light
->type
,
1501 light
->diffuse
.r
, light
->diffuse
.g
, light
->diffuse
.b
, light
->diffuse
.a
,
1502 light
->specular
.r
, light
->specular
.g
, light
->specular
.b
, light
->specular
.a
,
1503 light
->ambient
.r
, light
->ambient
.g
, light
->ambient
.b
, light
->ambient
.a
);
1504 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light
->position
.x
, light
->position
.y
, light
->position
.z
,
1505 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
);
1506 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1507 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1509 /* Update the live definitions if the light is currently assigned a glIndex. */
1510 if (object
->glIndex
!= -1 && !device
->recording
)
1512 if (object
->OriginalParms
.type
!= light
->type
)
1513 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1514 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
1517 /* Save away the information. */
1518 object
->OriginalParms
= *light
;
1520 switch (light
->type
)
1522 case WINED3D_LIGHT_POINT
:
1524 object
->lightPosn
[0] = light
->position
.x
;
1525 object
->lightPosn
[1] = light
->position
.y
;
1526 object
->lightPosn
[2] = light
->position
.z
;
1527 object
->lightPosn
[3] = 1.0f
;
1528 object
->cutoff
= 180.0f
;
1532 case WINED3D_LIGHT_DIRECTIONAL
:
1534 object
->lightPosn
[0] = -light
->direction
.x
;
1535 object
->lightPosn
[1] = -light
->direction
.y
;
1536 object
->lightPosn
[2] = -light
->direction
.z
;
1537 object
->lightPosn
[3] = 0.0f
;
1538 object
->exponent
= 0.0f
;
1539 object
->cutoff
= 180.0f
;
1542 case WINED3D_LIGHT_SPOT
:
1544 object
->lightPosn
[0] = light
->position
.x
;
1545 object
->lightPosn
[1] = light
->position
.y
;
1546 object
->lightPosn
[2] = light
->position
.z
;
1547 object
->lightPosn
[3] = 1.0f
;
1550 object
->lightDirn
[0] = light
->direction
.x
;
1551 object
->lightDirn
[1] = light
->direction
.y
;
1552 object
->lightDirn
[2] = light
->direction
.z
;
1553 object
->lightDirn
[3] = 0.0f
;
1555 /* opengl-ish and d3d-ish spot lights use too different models
1556 * for the light "intensity" as a function of the angle towards
1557 * the main light direction, so we only can approximate very
1558 * roughly. However, spot lights are rather rarely used in games
1559 * (if ever used at all). Furthermore if still used, probably
1560 * nobody pays attention to such details. */
1561 if (!light
->falloff
)
1563 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1564 * equations have the falloff resp. exponent parameter as an
1565 * exponent, so the spot light lighting will always be 1.0 for
1566 * both of them, and we don't have to care for the rest of the
1567 * rather complex calculation. */
1568 object
->exponent
= 0.0f
;
1572 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
1575 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
1578 if (object
->exponent
> 128.0f
)
1579 object
->exponent
= 128.0f
;
1581 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
1586 FIXME("Unrecognized light type %#x.\n", light
->type
);
1592 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
1593 UINT light_idx
, struct wined3d_light
*light
)
1595 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1596 struct wined3d_light_info
*light_info
= NULL
;
1599 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1601 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1603 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1604 if (light_info
->OriginalIndex
== light_idx
)
1611 TRACE("Light information requested but light not defined\n");
1612 return WINED3DERR_INVALIDCALL
;
1615 *light
= light_info
->OriginalParms
;
1619 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
1621 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1622 struct wined3d_light_info
*light_info
= NULL
;
1625 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
1627 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1629 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1630 if (light_info
->OriginalIndex
== light_idx
)
1634 TRACE("Found light %p.\n", light_info
);
1636 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1639 TRACE("Light enabled requested but light not defined, so defining one!\n");
1640 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
1642 /* Search for it again! Should be fairly quick as near head of list. */
1643 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1645 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1646 if (light_info
->OriginalIndex
== light_idx
)
1652 FIXME("Adding default lights has failed dismally\n");
1653 return WINED3DERR_INVALIDCALL
;
1659 if (light_info
->glIndex
!= -1)
1661 if (!device
->recording
)
1663 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1664 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1667 device
->update_state
->lights
[light_info
->glIndex
] = NULL
;
1668 light_info
->glIndex
= -1;
1672 TRACE("Light already disabled, nothing to do\n");
1674 light_info
->enabled
= FALSE
;
1678 light_info
->enabled
= TRUE
;
1679 if (light_info
->glIndex
!= -1)
1681 TRACE("Nothing to do as light was enabled\n");
1686 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1687 /* Find a free GL light. */
1688 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
1690 if (!device
->update_state
->lights
[i
])
1692 device
->update_state
->lights
[i
] = light_info
;
1693 light_info
->glIndex
= i
;
1697 if (light_info
->glIndex
== -1)
1699 /* Our tests show that Windows returns D3D_OK in this situation, even with
1700 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
1701 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
1702 * as well for those lights.
1704 * TODO: Test how this affects rendering. */
1705 WARN("Too many concurrently active lights\n");
1709 /* i == light_info->glIndex */
1710 if (!device
->recording
)
1712 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1713 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
1721 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
1723 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1724 struct wined3d_light_info
*light_info
= NULL
;
1727 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
1729 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1731 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1732 if (light_info
->OriginalIndex
== light_idx
)
1739 TRACE("Light enabled state requested but light not defined.\n");
1740 return WINED3DERR_INVALIDCALL
;
1742 /* true is 128 according to SetLightEnable */
1743 *enable
= light_info
->enabled
? 128 : 0;
1747 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
,
1748 UINT plane_idx
, const struct wined3d_vec4
*plane
)
1750 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1752 /* Validate plane_idx. */
1753 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
1755 TRACE("Application has requested clipplane this device doesn't support.\n");
1756 return WINED3DERR_INVALIDCALL
;
1759 if (device
->recording
)
1760 device
->recording
->changed
.clipplane
|= 1 << plane_idx
;
1762 if (!memcmp(&device
->update_state
->clip_planes
[plane_idx
], plane
, sizeof(*plane
)))
1764 TRACE("Application is setting old values over, nothing to do.\n");
1768 device
->update_state
->clip_planes
[plane_idx
] = *plane
;
1770 if (!device
->recording
)
1771 wined3d_cs_emit_set_clip_plane(device
->cs
, plane_idx
, plane
);
1776 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
,
1777 UINT plane_idx
, struct wined3d_vec4
*plane
)
1779 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1781 /* Validate plane_idx. */
1782 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
1784 TRACE("Application has requested clipplane this device doesn't support.\n");
1785 return WINED3DERR_INVALIDCALL
;
1788 *plane
= device
->state
.clip_planes
[plane_idx
];
1793 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
1794 const struct wined3d_clip_status
*clip_status
)
1796 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1799 return WINED3DERR_INVALIDCALL
;
1804 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
1805 struct wined3d_clip_status
*clip_status
)
1807 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1810 return WINED3DERR_INVALIDCALL
;
1815 void CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
1817 TRACE("device %p, material %p.\n", device
, material
);
1819 device
->update_state
->material
= *material
;
1821 if (device
->recording
)
1822 device
->recording
->changed
.material
= TRUE
;
1824 wined3d_cs_emit_set_material(device
->cs
, material
);
1827 void CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
1829 TRACE("device %p, material %p.\n", device
, material
);
1831 *material
= device
->state
.material
;
1833 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
1834 material
->diffuse
.r
, material
->diffuse
.g
,
1835 material
->diffuse
.b
, material
->diffuse
.a
);
1836 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
1837 material
->ambient
.r
, material
->ambient
.g
,
1838 material
->ambient
.b
, material
->ambient
.a
);
1839 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
1840 material
->specular
.r
, material
->specular
.g
,
1841 material
->specular
.b
, material
->specular
.a
);
1842 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
1843 material
->emissive
.r
, material
->emissive
.g
,
1844 material
->emissive
.b
, material
->emissive
.a
);
1845 TRACE("power %.8e.\n", material
->power
);
1848 void CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
1849 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
1851 enum wined3d_format_id prev_format
;
1852 struct wined3d_buffer
*prev_buffer
;
1854 TRACE("device %p, buffer %p, format %s.\n",
1855 device
, buffer
, debug_d3dformat(format_id
));
1857 prev_buffer
= device
->update_state
->index_buffer
;
1858 prev_format
= device
->update_state
->index_format
;
1860 device
->update_state
->index_buffer
= buffer
;
1861 device
->update_state
->index_format
= format_id
;
1863 if (device
->recording
)
1864 device
->recording
->changed
.indices
= TRUE
;
1866 if (prev_buffer
== buffer
&& prev_format
== format_id
)
1870 wined3d_buffer_incref(buffer
);
1871 if (!device
->recording
)
1872 wined3d_cs_emit_set_index_buffer(device
->cs
, buffer
, format_id
);
1874 wined3d_buffer_decref(prev_buffer
);
1877 struct wined3d_buffer
* CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
,
1878 enum wined3d_format_id
*format
)
1880 TRACE("device %p, format %p.\n", device
, format
);
1882 *format
= device
->state
.index_format
;
1883 return device
->state
.index_buffer
;
1886 void CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
1888 TRACE("device %p, base_index %d.\n", device
, base_index
);
1890 device
->update_state
->base_vertex_index
= base_index
;
1893 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
1895 TRACE("device %p.\n", device
);
1897 return device
->state
.base_vertex_index
;
1900 void CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
1902 TRACE("device %p, viewport %p.\n", device
, viewport
);
1903 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
1904 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
1906 device
->update_state
->viewport
= *viewport
;
1908 /* Handle recording of state blocks */
1909 if (device
->recording
)
1911 TRACE("Recording... not performing anything\n");
1912 device
->recording
->changed
.viewport
= TRUE
;
1916 wined3d_cs_emit_set_viewport(device
->cs
, viewport
);
1919 void CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
1921 TRACE("device %p, viewport %p.\n", device
, viewport
);
1923 *viewport
= device
->state
.viewport
;
1926 static void resolve_depth_buffer(struct wined3d_state
*state
)
1928 struct wined3d_texture
*texture
= state
->textures
[0];
1929 struct wined3d_surface
*depth_stencil
, *surface
;
1931 if (!texture
|| texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE
1932 || !(texture
->resource
.format_flags
& WINED3DFMT_FLAG_DEPTH
))
1934 surface
= surface_from_resource(texture
->sub_resources
[0]);
1935 if (!(depth_stencil
= wined3d_rendertarget_view_get_surface(state
->fb
->depth_stencil
)))
1938 wined3d_surface_blt(surface
, NULL
, depth_stencil
, NULL
, 0, NULL
, WINED3D_TEXF_POINT
);
1941 void CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
1942 enum wined3d_render_state state
, DWORD value
)
1944 DWORD old_value
= device
->state
.render_states
[state
];
1946 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
1948 device
->update_state
->render_states
[state
] = value
;
1950 /* Handle recording of state blocks. */
1951 if (device
->recording
)
1953 TRACE("Recording... not performing anything.\n");
1954 device
->recording
->changed
.renderState
[state
>> 5] |= 1 << (state
& 0x1f);
1958 /* Compared here and not before the assignment to allow proper stateblock recording. */
1959 if (value
== old_value
)
1960 TRACE("Application is setting the old value over, nothing to do.\n");
1962 wined3d_cs_emit_set_render_state(device
->cs
, state
, value
);
1964 if (state
== WINED3D_RS_POINTSIZE
&& value
== WINED3D_RESZ_CODE
)
1966 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
1967 resolve_depth_buffer(&device
->state
);
1971 DWORD CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
, enum wined3d_render_state state
)
1973 TRACE("device %p, state %s (%#x).\n", device
, debug_d3drenderstate(state
), state
);
1975 return device
->state
.render_states
[state
];
1978 void CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
1979 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
1983 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
1984 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
1986 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
1987 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
1989 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
1991 WARN("Invalid sampler %u.\n", sampler_idx
);
1992 return; /* Windows accepts overflowing this array ... we do not. */
1995 old_value
= device
->state
.sampler_states
[sampler_idx
][state
];
1996 device
->update_state
->sampler_states
[sampler_idx
][state
] = value
;
1998 /* Handle recording of state blocks. */
1999 if (device
->recording
)
2001 TRACE("Recording... not performing anything.\n");
2002 device
->recording
->changed
.samplerState
[sampler_idx
] |= 1 << state
;
2006 if (old_value
== value
)
2008 TRACE("Application is setting the old value over, nothing to do.\n");
2012 wined3d_cs_emit_set_sampler_state(device
->cs
, sampler_idx
, state
, value
);
2015 DWORD CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2016 UINT sampler_idx
, enum wined3d_sampler_state state
)
2018 TRACE("device %p, sampler_idx %u, state %s.\n",
2019 device
, sampler_idx
, debug_d3dsamplerstate(state
));
2021 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2022 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2024 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
2026 WARN("Invalid sampler %u.\n", sampler_idx
);
2027 return 0; /* Windows accepts overflowing this array ... we do not. */
2030 return device
->state
.sampler_states
[sampler_idx
][state
];
2033 void CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2035 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2037 if (device
->recording
)
2038 device
->recording
->changed
.scissorRect
= TRUE
;
2040 if (EqualRect(&device
->update_state
->scissor_rect
, rect
))
2042 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2045 CopyRect(&device
->update_state
->scissor_rect
, rect
);
2047 if (device
->recording
)
2049 TRACE("Recording... not performing anything.\n");
2053 wined3d_cs_emit_set_scissor_rect(device
->cs
, rect
);
2056 void CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2058 TRACE("device %p, rect %p.\n", device
, rect
);
2060 *rect
= device
->state
.scissor_rect
;
2061 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2064 void CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2065 struct wined3d_vertex_declaration
*declaration
)
2067 struct wined3d_vertex_declaration
*prev
= device
->update_state
->vertex_declaration
;
2069 TRACE("device %p, declaration %p.\n", device
, declaration
);
2071 if (device
->recording
)
2072 device
->recording
->changed
.vertexDecl
= TRUE
;
2074 if (declaration
== prev
)
2078 wined3d_vertex_declaration_incref(declaration
);
2079 device
->update_state
->vertex_declaration
= declaration
;
2080 if (!device
->recording
)
2081 wined3d_cs_emit_set_vertex_declaration(device
->cs
, declaration
);
2083 wined3d_vertex_declaration_decref(prev
);
2086 struct wined3d_vertex_declaration
* CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
)
2088 TRACE("device %p.\n", device
);
2090 return device
->state
.vertex_declaration
;
2093 void CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2095 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
2097 TRACE("device %p, shader %p.\n", device
, shader
);
2099 if (device
->recording
)
2100 device
->recording
->changed
.vertexShader
= TRUE
;
2106 wined3d_shader_incref(shader
);
2107 device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = shader
;
2108 if (!device
->recording
)
2109 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_VERTEX
, shader
);
2111 wined3d_shader_decref(prev
);
2114 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2116 TRACE("device %p.\n", device
);
2118 return device
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
];
2121 static void wined3d_device_set_constant_buffer(struct wined3d_device
*device
,
2122 enum wined3d_shader_type type
, UINT idx
, struct wined3d_buffer
*buffer
)
2124 struct wined3d_buffer
*prev
;
2126 if (idx
>= MAX_CONSTANT_BUFFERS
)
2128 WARN("Invalid constant buffer index %u.\n", idx
);
2132 prev
= device
->update_state
->cb
[type
][idx
];
2137 wined3d_buffer_incref(buffer
);
2138 device
->update_state
->cb
[type
][idx
] = buffer
;
2139 if (!device
->recording
)
2140 wined3d_cs_emit_set_constant_buffer(device
->cs
, type
, idx
, buffer
);
2142 wined3d_buffer_decref(prev
);
2145 void CDECL
wined3d_device_set_vs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2147 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2149 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, buffer
);
2152 struct wined3d_buffer
* CDECL
wined3d_device_get_vs_cb(const struct wined3d_device
*device
, UINT idx
)
2154 TRACE("device %p, idx %u.\n", device
, idx
);
2156 if (idx
>= MAX_CONSTANT_BUFFERS
)
2158 WARN("Invalid constant buffer index %u.\n", idx
);
2162 return device
->state
.cb
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2165 static void wined3d_device_set_shader_resource_view(struct wined3d_device
*device
,
2166 enum wined3d_shader_type type
, UINT idx
, struct wined3d_shader_resource_view
*view
)
2168 struct wined3d_shader_resource_view
*prev
;
2170 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2172 WARN("Invalid view index %u.\n", idx
);
2176 prev
= device
->update_state
->shader_resource_view
[type
][idx
];
2181 wined3d_shader_resource_view_incref(view
);
2182 device
->update_state
->shader_resource_view
[type
][idx
] = view
;
2183 if (!device
->recording
)
2184 wined3d_cs_emit_set_shader_resource_view(device
->cs
, type
, idx
, view
);
2186 wined3d_shader_resource_view_decref(prev
);
2189 void CDECL
wined3d_device_set_vs_resource_view(struct wined3d_device
*device
,
2190 UINT idx
, struct wined3d_shader_resource_view
*view
)
2192 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2194 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, view
);
2197 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_vs_resource_view(const struct wined3d_device
*device
,
2200 TRACE("device %p, idx %u.\n", device
, idx
);
2202 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2204 WARN("Invalid view index %u.\n", idx
);
2208 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2211 static void wined3d_device_set_sampler(struct wined3d_device
*device
,
2212 enum wined3d_shader_type type
, UINT idx
, struct wined3d_sampler
*sampler
)
2214 struct wined3d_sampler
*prev
;
2216 if (idx
>= MAX_SAMPLER_OBJECTS
)
2218 WARN("Invalid sampler index %u.\n", idx
);
2222 prev
= device
->update_state
->sampler
[type
][idx
];
2223 if (sampler
== prev
)
2227 wined3d_sampler_incref(sampler
);
2228 device
->update_state
->sampler
[type
][idx
] = sampler
;
2229 if (!device
->recording
)
2230 wined3d_cs_emit_set_sampler(device
->cs
, type
, idx
, sampler
);
2232 wined3d_sampler_decref(prev
);
2235 void CDECL
wined3d_device_set_vs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2237 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2239 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, sampler
);
2242 struct wined3d_sampler
* CDECL
wined3d_device_get_vs_sampler(const struct wined3d_device
*device
, UINT idx
)
2244 TRACE("device %p, idx %u.\n", device
, idx
);
2246 if (idx
>= MAX_SAMPLER_OBJECTS
)
2248 WARN("Invalid sampler index %u.\n", idx
);
2252 return device
->state
.sampler
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2255 static void device_invalidate_shader_constants(const struct wined3d_device
*device
, DWORD mask
)
2259 for (i
= 0; i
< device
->context_count
; ++i
)
2261 device
->contexts
[i
]->constant_update_mask
|= mask
;
2265 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2266 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2268 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2271 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2272 device
, start_register
, constants
, bool_count
);
2274 if (!constants
|| start_register
>= MAX_CONST_B
)
2275 return WINED3DERR_INVALIDCALL
;
2277 memcpy(&device
->update_state
->vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2278 for (i
= 0; i
< count
; ++i
)
2279 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2281 if (device
->recording
)
2283 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2284 device
->recording
->changed
.vertexShaderConstantsB
|= (1 << i
);
2288 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_VS_B
);
2294 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2295 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2297 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2299 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2300 device
, start_register
, constants
, bool_count
);
2302 if (!constants
|| start_register
>= MAX_CONST_B
)
2303 return WINED3DERR_INVALIDCALL
;
2305 memcpy(constants
, &device
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2310 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2311 UINT start_register
, const int *constants
, UINT vector4i_count
)
2313 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2316 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2317 device
, start_register
, constants
, vector4i_count
);
2319 if (!constants
|| start_register
>= MAX_CONST_I
)
2320 return WINED3DERR_INVALIDCALL
;
2322 memcpy(&device
->update_state
->vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2323 for (i
= 0; i
< count
; ++i
)
2324 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2325 constants
[i
* 4], constants
[i
* 4 + 1],
2326 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2328 if (device
->recording
)
2330 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2331 device
->recording
->changed
.vertexShaderConstantsI
|= (1 << i
);
2335 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_VS_I
);
2341 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2342 UINT start_register
, int *constants
, UINT vector4i_count
)
2344 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2346 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2347 device
, start_register
, constants
, vector4i_count
);
2349 if (!constants
|| start_register
>= MAX_CONST_I
)
2350 return WINED3DERR_INVALIDCALL
;
2352 memcpy(constants
, &device
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2356 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2357 UINT start_register
, const float *constants
, UINT vector4f_count
)
2360 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2362 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2363 device
, start_register
, constants
, vector4f_count
);
2365 /* Specifically test start_register > limit to catch MAX_UINT overflows
2366 * when adding start_register + vector4f_count. */
2368 || start_register
+ vector4f_count
> d3d_info
->limits
.vs_uniform_count
2369 || start_register
> d3d_info
->limits
.vs_uniform_count
)
2370 return WINED3DERR_INVALIDCALL
;
2372 memcpy(&device
->update_state
->vs_consts_f
[start_register
* 4],
2373 constants
, vector4f_count
* sizeof(float) * 4);
2376 for (i
= 0; i
< vector4f_count
; ++i
)
2377 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2378 constants
[i
* 4], constants
[i
* 4 + 1],
2379 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2382 if (device
->recording
)
2383 memset(device
->recording
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2384 sizeof(*device
->recording
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2386 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2392 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2393 UINT start_register
, float *constants
, UINT vector4f_count
)
2395 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2396 int count
= min(vector4f_count
, d3d_info
->limits
.vs_uniform_count
- start_register
);
2398 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2399 device
, start_register
, constants
, vector4f_count
);
2401 if (!constants
|| count
< 0)
2402 return WINED3DERR_INVALIDCALL
;
2404 memcpy(constants
, &device
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2409 void CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2411 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2413 TRACE("device %p, shader %p.\n", device
, shader
);
2415 if (device
->recording
)
2416 device
->recording
->changed
.pixelShader
= TRUE
;
2422 wined3d_shader_incref(shader
);
2423 device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
] = shader
;
2424 if (!device
->recording
)
2425 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_PIXEL
, shader
);
2427 wined3d_shader_decref(prev
);
2430 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
2432 TRACE("device %p.\n", device
);
2434 return device
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
];
2437 void CDECL
wined3d_device_set_ps_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2439 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2441 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, buffer
);
2444 struct wined3d_buffer
* CDECL
wined3d_device_get_ps_cb(const struct wined3d_device
*device
, UINT idx
)
2446 TRACE("device %p, idx %u.\n", device
, idx
);
2448 if (idx
>= MAX_CONSTANT_BUFFERS
)
2450 WARN("Invalid constant buffer index %u.\n", idx
);
2454 return device
->state
.cb
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2457 void CDECL
wined3d_device_set_ps_resource_view(struct wined3d_device
*device
,
2458 UINT idx
, struct wined3d_shader_resource_view
*view
)
2460 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2462 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, view
);
2465 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_ps_resource_view(const struct wined3d_device
*device
,
2468 TRACE("device %p, idx %u.\n", device
, idx
);
2470 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2472 WARN("Invalid view index %u.\n", idx
);
2476 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2479 void CDECL
wined3d_device_set_ps_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2481 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2483 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, sampler
);
2486 struct wined3d_sampler
* CDECL
wined3d_device_get_ps_sampler(const struct wined3d_device
*device
, UINT idx
)
2488 TRACE("device %p, idx %u.\n", device
, idx
);
2490 if (idx
>= MAX_SAMPLER_OBJECTS
)
2492 WARN("Invalid sampler index %u.\n", idx
);
2496 return device
->state
.sampler
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2499 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
2500 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2502 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2505 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2506 device
, start_register
, constants
, bool_count
);
2508 if (!constants
|| start_register
>= MAX_CONST_B
)
2509 return WINED3DERR_INVALIDCALL
;
2511 memcpy(&device
->update_state
->ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2512 for (i
= 0; i
< count
; ++i
)
2513 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2515 if (device
->recording
)
2517 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2518 device
->recording
->changed
.pixelShaderConstantsB
|= (1 << i
);
2522 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_PS_B
);
2528 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
2529 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2531 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2533 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2534 device
, start_register
, constants
, bool_count
);
2536 if (!constants
|| start_register
>= MAX_CONST_B
)
2537 return WINED3DERR_INVALIDCALL
;
2539 memcpy(constants
, &device
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
2544 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
2545 UINT start_register
, const int *constants
, UINT vector4i_count
)
2547 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2550 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2551 device
, start_register
, constants
, vector4i_count
);
2553 if (!constants
|| start_register
>= MAX_CONST_I
)
2554 return WINED3DERR_INVALIDCALL
;
2556 memcpy(&device
->update_state
->ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2557 for (i
= 0; i
< count
; ++i
)
2558 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2559 constants
[i
* 4], constants
[i
* 4 + 1],
2560 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2562 if (device
->recording
)
2564 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2565 device
->recording
->changed
.pixelShaderConstantsI
|= (1 << i
);
2569 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_PS_I
);
2575 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
2576 UINT start_register
, int *constants
, UINT vector4i_count
)
2578 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2580 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2581 device
, start_register
, constants
, vector4i_count
);
2583 if (!constants
|| start_register
>= MAX_CONST_I
)
2584 return WINED3DERR_INVALIDCALL
;
2586 memcpy(constants
, &device
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2591 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
2592 UINT start_register
, const float *constants
, UINT vector4f_count
)
2595 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2597 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2598 device
, start_register
, constants
, vector4f_count
);
2600 /* Specifically test start_register > limit to catch MAX_UINT overflows
2601 * when adding start_register + vector4f_count. */
2603 || start_register
+ vector4f_count
> d3d_info
->limits
.ps_uniform_count
2604 || start_register
> d3d_info
->limits
.ps_uniform_count
)
2605 return WINED3DERR_INVALIDCALL
;
2607 memcpy(&device
->update_state
->ps_consts_f
[start_register
* 4],
2608 constants
, vector4f_count
* sizeof(float) * 4);
2611 for (i
= 0; i
< vector4f_count
; ++i
)
2612 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2613 constants
[i
* 4], constants
[i
* 4 + 1],
2614 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2617 if (device
->recording
)
2618 memset(device
->recording
->changed
.pixelShaderConstantsF
+ start_register
, 1,
2619 sizeof(*device
->recording
->changed
.pixelShaderConstantsF
) * vector4f_count
);
2621 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
2626 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
2627 UINT start_register
, float *constants
, UINT vector4f_count
)
2629 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2630 int count
= min(vector4f_count
, d3d_info
->limits
.ps_uniform_count
- start_register
);
2632 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2633 device
, start_register
, constants
, vector4f_count
);
2635 if (!constants
|| count
< 0)
2636 return WINED3DERR_INVALIDCALL
;
2638 memcpy(constants
, &device
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2643 void CDECL
wined3d_device_set_geometry_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2645 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2647 TRACE("device %p, shader %p.\n", device
, shader
);
2649 if (device
->recording
|| shader
== prev
)
2652 wined3d_shader_incref(shader
);
2653 device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] = shader
;
2654 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_GEOMETRY
, shader
);
2656 wined3d_shader_decref(prev
);
2659 struct wined3d_shader
* CDECL
wined3d_device_get_geometry_shader(const struct wined3d_device
*device
)
2661 TRACE("device %p.\n", device
);
2663 return device
->state
.shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2666 void CDECL
wined3d_device_set_gs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2668 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2670 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, buffer
);
2673 struct wined3d_buffer
* CDECL
wined3d_device_get_gs_cb(const struct wined3d_device
*device
, UINT idx
)
2675 TRACE("device %p, idx %u.\n", device
, idx
);
2677 if (idx
>= MAX_CONSTANT_BUFFERS
)
2679 WARN("Invalid constant buffer index %u.\n", idx
);
2683 return device
->state
.cb
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2686 void CDECL
wined3d_device_set_gs_resource_view(struct wined3d_device
*device
,
2687 UINT idx
, struct wined3d_shader_resource_view
*view
)
2689 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2691 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, view
);
2694 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_gs_resource_view(const struct wined3d_device
*device
,
2697 TRACE("device %p, idx %u.\n", device
, idx
);
2699 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2701 WARN("Invalid view index %u.\n", idx
);
2705 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2708 void CDECL
wined3d_device_set_gs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2710 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2712 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, sampler
);
2715 struct wined3d_sampler
* CDECL
wined3d_device_get_gs_sampler(const struct wined3d_device
*device
, UINT idx
)
2717 TRACE("device %p, idx %u.\n", device
, idx
);
2719 if (idx
>= MAX_SAMPLER_OBJECTS
)
2721 WARN("Invalid sampler index %u.\n", idx
);
2725 return device
->state
.sampler
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2728 /* Context activation is done by the caller. */
2729 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
2730 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
2731 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
2734 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
2735 struct wined3d_viewport vp
;
2743 if (stream_info
->use_map
& (1 << WINED3D_FFP_NORMAL
))
2745 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
2748 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_POSITION
)))
2750 ERR("Source has no position mask\n");
2751 return WINED3DERR_INVALIDCALL
;
2754 if (device
->state
.render_states
[WINED3D_RS_CLIPPING
])
2756 static BOOL warned
= FALSE
;
2758 * The clipping code is not quite correct. Some things need
2759 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
2760 * so disable clipping for now.
2761 * (The graphics in Half-Life are broken, and my processvertices
2762 * test crashes with IDirect3DDevice3)
2768 FIXME("Clipping is broken and disabled for now\n");
2774 vertex_size
= get_flexible_vertex_size(DestFVF
);
2775 if (FAILED(hr
= wined3d_buffer_map(dest
, dwDestIndex
* vertex_size
, dwCount
* vertex_size
, &dest_ptr
, 0)))
2777 WARN("Failed to map buffer, hr %#x.\n", hr
);
2781 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
2782 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
2783 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
2785 TRACE("View mat:\n");
2786 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._11
, view_mat
._12
, view_mat
._13
, view_mat
._14
);
2787 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._21
, view_mat
._22
, view_mat
._23
, view_mat
._24
);
2788 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._31
, view_mat
._32
, view_mat
._33
, view_mat
._34
);
2789 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._41
, view_mat
._42
, view_mat
._43
, view_mat
._44
);
2791 TRACE("Proj mat:\n");
2792 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._11
, proj_mat
._12
, proj_mat
._13
, proj_mat
._14
);
2793 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._21
, proj_mat
._22
, proj_mat
._23
, proj_mat
._24
);
2794 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._31
, proj_mat
._32
, proj_mat
._33
, proj_mat
._34
);
2795 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._41
, proj_mat
._42
, proj_mat
._43
, proj_mat
._44
);
2797 TRACE("World mat:\n");
2798 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._11
, world_mat
._12
, world_mat
._13
, world_mat
._14
);
2799 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._21
, world_mat
._22
, world_mat
._23
, world_mat
._24
);
2800 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._31
, world_mat
._32
, world_mat
._33
, world_mat
._34
);
2801 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._41
, world_mat
._42
, world_mat
._43
, world_mat
._44
);
2803 /* Get the viewport */
2804 wined3d_device_get_viewport(device
, &vp
);
2805 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
2806 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
2808 multiply_matrix(&mat
,&view_mat
,&world_mat
);
2809 multiply_matrix(&mat
,&proj_mat
,&mat
);
2811 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
2813 for (i
= 0; i
< dwCount
; i
+= 1) {
2814 unsigned int tex_index
;
2816 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
2817 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
2818 /* The position first */
2819 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
2820 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
2822 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
2824 /* Multiplication with world, view and projection matrix. */
2825 x
= (p
[0] * mat
._11
) + (p
[1] * mat
._21
) + (p
[2] * mat
._31
) + mat
._41
;
2826 y
= (p
[0] * mat
._12
) + (p
[1] * mat
._22
) + (p
[2] * mat
._32
) + mat
._42
;
2827 z
= (p
[0] * mat
._13
) + (p
[1] * mat
._23
) + (p
[2] * mat
._33
) + mat
._43
;
2828 rhw
= (p
[0] * mat
._14
) + (p
[1] * mat
._24
) + (p
[2] * mat
._34
) + mat
._44
;
2830 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
2832 /* WARNING: The following things are taken from d3d7 and were not yet checked
2833 * against d3d8 or d3d9!
2836 /* Clipping conditions: From msdn
2838 * A vertex is clipped if it does not match the following requirements
2842 * 0 < rhw ( Not in d3d7, but tested in d3d7)
2844 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
2845 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
2850 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
2851 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
2854 /* "Normal" viewport transformation (not clipped)
2855 * 1) The values are divided by rhw
2856 * 2) The y axis is negative, so multiply it with -1
2857 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
2858 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
2859 * 4) Multiply x with Width/2 and add Width/2
2860 * 5) The same for the height
2861 * 6) Add the viewpoint X and Y to the 2D coordinates and
2862 * The minimum Z value to z
2863 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
2865 * Well, basically it's simply a linear transformation into viewport
2877 z
*= vp
.max_z
- vp
.min_z
;
2879 x
+= vp
.width
/ 2 + vp
.x
;
2880 y
+= vp
.height
/ 2 + vp
.y
;
2885 /* That vertex got clipped
2886 * Contrary to OpenGL it is not dropped completely, it just
2887 * undergoes a different calculation.
2889 TRACE("Vertex got clipped\n");
2896 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
2897 * outside of the main vertex buffer memory. That needs some more
2902 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
2905 ( (float *) dest_ptr
)[0] = x
;
2906 ( (float *) dest_ptr
)[1] = y
;
2907 ( (float *) dest_ptr
)[2] = z
;
2908 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
2910 dest_ptr
+= 3 * sizeof(float);
2912 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
2913 dest_ptr
+= sizeof(float);
2916 if (DestFVF
& WINED3DFVF_PSIZE
)
2917 dest_ptr
+= sizeof(DWORD
);
2919 if (DestFVF
& WINED3DFVF_NORMAL
)
2921 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
2922 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
2923 /* AFAIK this should go into the lighting information */
2924 FIXME("Didn't expect the destination to have a normal\n");
2925 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
2928 if (DestFVF
& WINED3DFVF_DIFFUSE
)
2930 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
2931 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
2932 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_DIFFUSE
)))
2934 static BOOL warned
= FALSE
;
2937 ERR("No diffuse color in source, but destination has one\n");
2941 *( (DWORD
*) dest_ptr
) = 0xffffffff;
2942 dest_ptr
+= sizeof(DWORD
);
2946 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
2950 if (DestFVF
& WINED3DFVF_SPECULAR
)
2952 /* What's the color value in the feedback buffer? */
2953 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
2954 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
2955 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_SPECULAR
)))
2957 static BOOL warned
= FALSE
;
2960 ERR("No specular color in source, but destination has one\n");
2964 *(DWORD
*)dest_ptr
= 0xff000000;
2965 dest_ptr
+= sizeof(DWORD
);
2969 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
2973 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
2975 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
2976 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
2977 if (!(stream_info
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
2979 ERR("No source texture, but destination requests one\n");
2980 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
2984 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
2989 wined3d_buffer_unmap(dest
);
2993 #undef copy_and_next
2995 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
2996 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
2997 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
2999 struct wined3d_state
*state
= &device
->state
;
3000 struct wined3d_stream_info stream_info
;
3001 const struct wined3d_gl_info
*gl_info
;
3002 struct wined3d_context
*context
;
3003 struct wined3d_shader
*vs
;
3008 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3009 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3010 device
, src_start_idx
, dst_idx
, vertex_count
,
3011 dst_buffer
, declaration
, flags
, dst_fvf
);
3014 FIXME("Output vertex declaration not implemented yet.\n");
3016 /* Need any context to write to the vbo. */
3017 context
= context_acquire(device
, NULL
);
3018 gl_info
= context
->gl_info
;
3020 vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
3021 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = NULL
;
3022 context_stream_info_from_declaration(context
, state
, &stream_info
);
3023 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = vs
;
3025 /* We can't convert FROM a VBO, and vertex buffers used to source into
3026 * process_vertices() are unlikely to ever be used for drawing. Release
3027 * VBOs in those buffers and fix up the stream_info structure.
3029 * Also apply the start index. */
3030 for (i
= 0, map
= stream_info
.use_map
; map
; map
>>= 1, ++i
)
3032 struct wined3d_stream_info_element
*e
;
3033 struct wined3d_buffer
*buffer
;
3038 e
= &stream_info
.elements
[i
];
3039 buffer
= state
->streams
[e
->stream_idx
].buffer
;
3040 e
->data
.buffer_object
= 0;
3041 e
->data
.addr
+= (ULONG_PTR
)buffer_get_sysmem(buffer
, context
);
3042 if (buffer
->buffer_object
)
3044 GL_EXTCALL(glDeleteBuffers(1, &buffer
->buffer_object
));
3045 buffer
->buffer_object
= 0;
3048 e
->data
.addr
+= e
->stride
* src_start_idx
;
3051 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3052 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3054 context_release(context
);
3059 void CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3060 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3062 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
3065 TRACE("device %p, stage %u, state %s, value %#x.\n",
3066 device
, stage
, debug_d3dtexturestate(state
), value
);
3068 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3070 WARN("Invalid state %#x passed.\n", state
);
3074 if (stage
>= d3d_info
->limits
.ffp_blend_stages
)
3076 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3077 stage
, d3d_info
->limits
.ffp_blend_stages
- 1);
3081 old_value
= device
->update_state
->texture_states
[stage
][state
];
3082 device
->update_state
->texture_states
[stage
][state
] = value
;
3084 if (device
->recording
)
3086 TRACE("Recording... not performing anything.\n");
3087 device
->recording
->changed
.textureState
[stage
] |= 1 << state
;
3091 /* Checked after the assignments to allow proper stateblock recording. */
3092 if (old_value
== value
)
3094 TRACE("Application is setting the old value over, nothing to do.\n");
3098 wined3d_cs_emit_set_texture_state(device
->cs
, stage
, state
, value
);
3101 DWORD CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3102 UINT stage
, enum wined3d_texture_stage_state state
)
3104 TRACE("device %p, stage %u, state %s.\n",
3105 device
, stage
, debug_d3dtexturestate(state
));
3107 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3109 WARN("Invalid state %#x passed.\n", state
);
3113 return device
->state
.texture_states
[stage
][state
];
3116 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3117 UINT stage
, struct wined3d_texture
*texture
)
3119 struct wined3d_texture
*prev
;
3121 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3123 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3124 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3126 /* Windows accepts overflowing this array... we do not. */
3127 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3129 WARN("Ignoring invalid stage %u.\n", stage
);
3133 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
3135 WARN("Rejecting attempt to set scratch texture.\n");
3136 return WINED3DERR_INVALIDCALL
;
3139 if (device
->recording
)
3140 device
->recording
->changed
.textures
|= 1 << stage
;
3142 prev
= device
->update_state
->textures
[stage
];
3143 TRACE("Previous texture %p.\n", prev
);
3145 if (texture
== prev
)
3147 TRACE("App is setting the same texture again, nothing to do.\n");
3151 TRACE("Setting new texture to %p.\n", texture
);
3152 device
->update_state
->textures
[stage
] = texture
;
3155 wined3d_texture_incref(texture
);
3156 if (!device
->recording
)
3157 wined3d_cs_emit_set_texture(device
->cs
, stage
, texture
);
3159 wined3d_texture_decref(prev
);
3164 struct wined3d_texture
* CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
, UINT stage
)
3166 TRACE("device %p, stage %u.\n", device
, stage
);
3168 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3169 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3171 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3173 WARN("Ignoring invalid stage %u.\n", stage
);
3174 return NULL
; /* Windows accepts overflowing this array ... we do not. */
3177 return device
->state
.textures
[stage
];
3180 HRESULT CDECL
wined3d_device_get_back_buffer(const struct wined3d_device
*device
, UINT swapchain_idx
,
3181 UINT backbuffer_idx
, enum wined3d_backbuffer_type backbuffer_type
, struct wined3d_surface
**backbuffer
)
3183 struct wined3d_swapchain
*swapchain
;
3185 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3186 device
, swapchain_idx
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3188 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3189 return WINED3DERR_INVALIDCALL
;
3191 if (!(*backbuffer
= wined3d_swapchain_get_back_buffer(swapchain
, backbuffer_idx
, backbuffer_type
)))
3192 return WINED3DERR_INVALIDCALL
;
3196 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3198 TRACE("device %p, caps %p.\n", device
, caps
);
3200 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3201 device
->create_parms
.device_type
, caps
);
3204 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
, UINT swapchain_idx
,
3205 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
3207 struct wined3d_swapchain
*swapchain
;
3209 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3210 device
, swapchain_idx
, mode
, rotation
);
3212 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3213 return WINED3DERR_INVALIDCALL
;
3215 return wined3d_swapchain_get_display_mode(swapchain
, mode
, rotation
);
3218 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3220 struct wined3d_stateblock
*stateblock
;
3223 TRACE("device %p.\n", device
);
3225 if (device
->recording
)
3226 return WINED3DERR_INVALIDCALL
;
3228 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3232 device
->recording
= stateblock
;
3233 device
->update_state
= &stateblock
->state
;
3235 TRACE("Recording stateblock %p.\n", stateblock
);
3240 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3241 struct wined3d_stateblock
**stateblock
)
3243 struct wined3d_stateblock
*object
= device
->recording
;
3245 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3247 if (!device
->recording
)
3249 WARN("Not recording.\n");
3251 return WINED3DERR_INVALIDCALL
;
3254 stateblock_init_contained_states(object
);
3256 *stateblock
= object
;
3257 device
->recording
= NULL
;
3258 device
->update_state
= &device
->state
;
3260 TRACE("Returning stateblock %p.\n", *stateblock
);
3265 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3267 /* At the moment we have no need for any functionality at the beginning
3269 TRACE("device %p.\n", device
);
3271 if (device
->inScene
)
3273 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3274 return WINED3DERR_INVALIDCALL
;
3276 device
->inScene
= TRUE
;
3280 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3282 struct wined3d_context
*context
;
3284 TRACE("device %p.\n", device
);
3286 if (!device
->inScene
)
3288 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3289 return WINED3DERR_INVALIDCALL
;
3292 context
= context_acquire(device
, NULL
);
3293 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3294 context
->gl_info
->gl_ops
.gl
.p_glFlush();
3295 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3297 context_release(context
);
3299 device
->inScene
= FALSE
;
3303 HRESULT CDECL
wined3d_device_present(const struct wined3d_device
*device
, const RECT
*src_rect
,
3304 const RECT
*dst_rect
, HWND dst_window_override
, const RGNDATA
*dirty_region
, DWORD flags
)
3308 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
3309 device
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
3310 dst_window_override
, dirty_region
, flags
);
3312 for (i
= 0; i
< device
->swapchain_count
; ++i
)
3314 wined3d_swapchain_present(device
->swapchains
[i
], src_rect
,
3315 dst_rect
, dst_window_override
, dirty_region
, flags
);
3321 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
3322 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
3324 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3325 device
, rect_count
, rects
, flags
, color
->r
, color
->g
, color
->b
, color
->a
, depth
, stencil
);
3327 if (!rect_count
&& rects
)
3329 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects
);
3333 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
3335 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3338 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3339 /* TODO: What about depth stencil buffers without stencil bits? */
3340 return WINED3DERR_INVALIDCALL
;
3342 else if (flags
& WINED3DCLEAR_TARGET
)
3344 if (ds
->width
< device
->fb
.render_targets
[0]->width
3345 || ds
->height
< device
->fb
.render_targets
[0]->height
)
3347 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3353 wined3d_cs_emit_clear(device
->cs
, rect_count
, rects
, flags
, color
, depth
, stencil
);
3358 void CDECL
wined3d_device_set_predication(struct wined3d_device
*device
,
3359 struct wined3d_query
*predicate
, BOOL value
)
3361 struct wined3d_query
*prev
;
3363 TRACE("device %p, predicate %p, value %#x.\n", device
, predicate
, value
);
3365 prev
= device
->update_state
->predicate
;
3368 FIXME("Predicated rendering not implemented.\n");
3369 wined3d_query_incref(predicate
);
3371 device
->update_state
->predicate
= predicate
;
3372 device
->update_state
->predicate_value
= value
;
3373 if (!device
->recording
)
3374 wined3d_cs_emit_set_predication(device
->cs
, predicate
, value
);
3376 wined3d_query_decref(prev
);
3379 struct wined3d_query
* CDECL
wined3d_device_get_predication(struct wined3d_device
*device
, BOOL
*value
)
3381 TRACE("device %p, value %p.\n", device
, value
);
3383 *value
= device
->state
.predicate_value
;
3384 return device
->state
.predicate
;
3387 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
3388 enum wined3d_primitive_type primitive_type
)
3390 GLenum gl_primitive_type
, prev
;
3392 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
3394 gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
3395 prev
= device
->update_state
->gl_primitive_type
;
3396 device
->update_state
->gl_primitive_type
= gl_primitive_type
;
3397 if (device
->recording
)
3398 device
->recording
->changed
.primitive_type
= TRUE
;
3399 else if (gl_primitive_type
!= prev
&& (gl_primitive_type
== GL_POINTS
|| prev
== GL_POINTS
))
3400 device_invalidate_state(device
, STATE_POINT_SIZE_ENABLE
);
3403 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
3404 enum wined3d_primitive_type
*primitive_type
)
3406 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
3408 *primitive_type
= d3d_primitive_type_from_gl(device
->state
.gl_primitive_type
);
3410 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
3413 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
3415 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
3417 if (!device
->state
.vertex_declaration
)
3419 WARN("Called without a valid vertex declaration set.\n");
3420 return WINED3DERR_INVALIDCALL
;
3423 if (device
->state
.load_base_vertex_index
)
3425 device
->state
.load_base_vertex_index
= 0;
3426 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3429 wined3d_cs_emit_draw(device
->cs
, start_vertex
, vertex_count
, 0, 0, FALSE
);
3434 void CDECL
wined3d_device_draw_primitive_instanced(struct wined3d_device
*device
,
3435 UINT start_vertex
, UINT vertex_count
, UINT start_instance
, UINT instance_count
)
3437 TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
3438 device
, start_vertex
, vertex_count
, start_instance
, instance_count
);
3440 wined3d_cs_emit_draw(device
->cs
, start_vertex
, vertex_count
, start_instance
, instance_count
, FALSE
);
3443 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
3445 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3447 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
3449 if (!device
->state
.index_buffer
)
3451 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3452 * without an index buffer set. (The first time at least...)
3453 * D3D8 simply dies, but I doubt it can do much harm to return
3454 * D3DERR_INVALIDCALL there as well. */
3455 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3456 return WINED3DERR_INVALIDCALL
;
3459 if (!device
->state
.vertex_declaration
)
3461 WARN("Called without a valid vertex declaration set.\n");
3462 return WINED3DERR_INVALIDCALL
;
3465 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
3466 device
->state
.load_base_vertex_index
!= device
->state
.base_vertex_index
)
3468 device
->state
.load_base_vertex_index
= device
->state
.base_vertex_index
;
3469 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3472 wined3d_cs_emit_draw(device
->cs
, start_idx
, index_count
, 0, 0, TRUE
);
3477 void CDECL
wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device
*device
,
3478 UINT start_idx
, UINT index_count
, UINT start_instance
, UINT instance_count
)
3480 TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
3481 device
, start_idx
, index_count
, start_instance
, instance_count
);
3483 wined3d_cs_emit_draw(device
->cs
, start_idx
, index_count
, start_instance
, instance_count
, TRUE
);
3486 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
3487 static HRESULT
device_update_volume(struct wined3d_device
*device
,
3488 struct wined3d_volume
*src_volume
, struct wined3d_volume
*dst_volume
)
3490 struct wined3d_const_bo_address data
;
3491 struct wined3d_map_desc src
;
3493 struct wined3d_context
*context
;
3495 TRACE("device %p, src_volume %p, dst_volume %p.\n",
3496 device
, src_volume
, dst_volume
);
3498 if (src_volume
->resource
.format
!= dst_volume
->resource
.format
)
3500 FIXME("Source and destination formats do not match.\n");
3501 return WINED3DERR_INVALIDCALL
;
3503 if (src_volume
->resource
.width
!= dst_volume
->resource
.width
3504 || src_volume
->resource
.height
!= dst_volume
->resource
.height
3505 || src_volume
->resource
.depth
!= dst_volume
->resource
.depth
)
3507 FIXME("Source and destination sizes do not match.\n");
3508 return WINED3DERR_INVALIDCALL
;
3511 if (FAILED(hr
= wined3d_volume_map(src_volume
, &src
, NULL
, WINED3D_MAP_READONLY
)))
3514 context
= context_acquire(device
, NULL
);
3516 /* Only a prepare, since we're uploading the entire volume. */
3517 wined3d_texture_prepare_texture(dst_volume
->container
, context
, FALSE
);
3518 wined3d_texture_bind_and_dirtify(dst_volume
->container
, context
, FALSE
);
3520 data
.buffer_object
= 0;
3521 data
.addr
= src
.data
;
3522 wined3d_volume_upload_data(dst_volume
, context
, &data
);
3523 wined3d_volume_invalidate_location(dst_volume
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3525 context_release(context
);
3527 hr
= wined3d_volume_unmap(src_volume
);
3532 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
3533 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
3535 enum wined3d_resource_type type
;
3536 unsigned int level_count
, i
;
3538 struct wined3d_context
*context
;
3540 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
3542 /* Verify that the source and destination textures are non-NULL. */
3543 if (!src_texture
|| !dst_texture
)
3545 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
3546 return WINED3DERR_INVALIDCALL
;
3549 if (src_texture
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
3551 WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n");
3552 return WINED3DERR_INVALIDCALL
;
3554 if (dst_texture
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
3556 WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\n");
3557 return WINED3DERR_INVALIDCALL
;
3560 /* Verify that the source and destination textures are the same type. */
3561 type
= src_texture
->resource
.type
;
3562 if (dst_texture
->resource
.type
!= type
)
3564 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
3565 return WINED3DERR_INVALIDCALL
;
3568 /* Check that both textures have the identical numbers of levels. */
3569 level_count
= wined3d_texture_get_level_count(src_texture
);
3570 if (wined3d_texture_get_level_count(dst_texture
) != level_count
)
3572 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
3573 return WINED3DERR_INVALIDCALL
;
3576 /* Make sure that the destination texture is loaded. */
3577 context
= context_acquire(device
, NULL
);
3578 wined3d_texture_load(dst_texture
, context
, FALSE
);
3579 context_release(context
);
3581 /* Update every surface level of the texture. */
3584 case WINED3D_RTYPE_TEXTURE
:
3586 struct wined3d_surface
*src_surface
;
3587 struct wined3d_surface
*dst_surface
;
3589 for (i
= 0; i
< level_count
; ++i
)
3591 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
3592 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
3593 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
3596 WARN("Failed to update surface, hr %#x.\n", hr
);
3603 case WINED3D_RTYPE_CUBE_TEXTURE
:
3605 struct wined3d_surface
*src_surface
;
3606 struct wined3d_surface
*dst_surface
;
3608 for (i
= 0; i
< level_count
* 6; ++i
)
3610 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
3611 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
3612 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
3615 WARN("Failed to update surface, hr %#x.\n", hr
);
3622 case WINED3D_RTYPE_VOLUME_TEXTURE
:
3624 for (i
= 0; i
< level_count
; ++i
)
3626 hr
= device_update_volume(device
,
3627 volume_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
)),
3628 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
)));
3631 WARN("Failed to update volume, hr %#x.\n", hr
);
3639 FIXME("Unsupported texture type %#x.\n", type
);
3640 return WINED3DERR_INVALIDCALL
;
3646 HRESULT CDECL
wined3d_device_get_front_buffer_data(const struct wined3d_device
*device
,
3647 UINT swapchain_idx
, struct wined3d_surface
*dst_surface
)
3649 struct wined3d_swapchain
*swapchain
;
3651 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device
, swapchain_idx
, dst_surface
);
3653 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3654 return WINED3DERR_INVALIDCALL
;
3656 return wined3d_swapchain_get_front_buffer_data(swapchain
, dst_surface
);
3659 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
3661 const struct wined3d_state
*state
= &device
->state
;
3662 struct wined3d_texture
*texture
;
3665 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
3667 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3669 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
3671 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3672 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3674 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
3676 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3677 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3680 texture
= state
->textures
[i
];
3681 if (!texture
|| texture
->resource
.format_flags
& WINED3DFMT_FLAG_FILTERING
) continue;
3683 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
3685 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i
);
3688 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
3690 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i
);
3693 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
3694 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
3696 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i
);
3701 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
3702 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
3704 struct wined3d_rendertarget_view
*rt
= device
->fb
.render_targets
[0];
3705 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3707 if (ds
&& rt
&& (ds
->width
< rt
->width
|| ds
->height
< rt
->height
))
3709 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
3710 return WINED3DERR_CONFLICTINGRENDERSTATE
;
3714 /* return a sensible default */
3717 TRACE("returning D3D_OK\n");
3721 void CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
3725 TRACE("device %p, software %#x.\n", device
, software
);
3729 FIXME("device %p, software %#x stub!\n", device
, software
);
3733 device
->softwareVertexProcessing
= software
;
3736 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
3740 TRACE("device %p.\n", device
);
3744 TRACE("device %p stub!\n", device
);
3748 return device
->softwareVertexProcessing
;
3751 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
3752 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
3754 struct wined3d_swapchain
*swapchain
;
3756 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
3757 device
, swapchain_idx
, raster_status
);
3759 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3760 return WINED3DERR_INVALIDCALL
;
3762 return wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
3765 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
3769 TRACE("device %p, segments %.8e.\n", device
, segments
);
3771 if (segments
!= 0.0f
)
3775 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
3783 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
3787 TRACE("device %p.\n", device
);
3791 FIXME("device %p stub!\n", device
);
3798 HRESULT CDECL
wined3d_device_update_surface(struct wined3d_device
*device
,
3799 struct wined3d_surface
*src_surface
, const RECT
*src_rect
,
3800 struct wined3d_surface
*dst_surface
, const POINT
*dst_point
)
3802 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
3803 device
, src_surface
, wine_dbgstr_rect(src_rect
),
3804 dst_surface
, wine_dbgstr_point(dst_point
));
3806 if (src_surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
|| dst_surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
3808 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
3809 src_surface
, dst_surface
);
3810 return WINED3DERR_INVALIDCALL
;
3813 return surface_upload_from_surface(dst_surface
, dst_point
, src_surface
, src_rect
);
3816 void CDECL
wined3d_device_copy_resource(struct wined3d_device
*device
,
3817 struct wined3d_resource
*dst_resource
, struct wined3d_resource
*src_resource
)
3819 struct wined3d_surface
*dst_surface
, *src_surface
;
3820 struct wined3d_texture
*dst_texture
, *src_texture
;
3821 unsigned int i
, count
;
3824 TRACE("device %p, dst_resource %p, src_resource %p.\n", device
, dst_resource
, src_resource
);
3826 if (src_resource
== dst_resource
)
3828 WARN("Source and destination are the same resource.\n");
3832 if (src_resource
->type
!= dst_resource
->type
)
3834 WARN("Resource types (%s / %s) don't match.\n",
3835 debug_d3dresourcetype(dst_resource
->type
),
3836 debug_d3dresourcetype(src_resource
->type
));
3840 if (src_resource
->width
!= dst_resource
->width
3841 || src_resource
->height
!= dst_resource
->height
3842 || src_resource
->depth
!= dst_resource
->depth
)
3844 WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
3845 dst_resource
->width
, dst_resource
->height
, dst_resource
->depth
,
3846 src_resource
->width
, src_resource
->height
, src_resource
->depth
);
3850 if (src_resource
->format
->id
!= dst_resource
->format
->id
)
3852 WARN("Resource formats (%s / %s) don't match.\n",
3853 debug_d3dformat(dst_resource
->format
->id
),
3854 debug_d3dformat(src_resource
->format
->id
));
3858 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE
)
3860 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource
->type
));
3864 dst_texture
= wined3d_texture_from_resource(dst_resource
);
3865 src_texture
= wined3d_texture_from_resource(src_resource
);
3867 if (src_texture
->layer_count
!= dst_texture
->layer_count
3868 || src_texture
->level_count
!= dst_texture
->level_count
)
3870 WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
3871 dst_texture
->layer_count
, dst_texture
->level_count
,
3872 src_texture
->layer_count
, src_texture
->level_count
);
3876 count
= dst_texture
->layer_count
* dst_texture
->level_count
;
3877 for (i
= 0; i
< count
; ++i
)
3879 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
3880 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
3882 if (FAILED(hr
= wined3d_surface_blt(dst_surface
, NULL
, src_surface
, NULL
, 0, NULL
, WINED3D_TEXF_POINT
)))
3883 ERR("Failed to blit, subresource %u, hr %#x.\n", i
, hr
);
3887 HRESULT CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
3888 struct wined3d_rendertarget_view
*view
, const RECT
*rect
, const struct wined3d_color
*color
)
3890 struct wined3d_resource
*resource
;
3893 TRACE("device %p, view %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
3894 device
, view
, wine_dbgstr_rect(rect
), color
->r
, color
->g
, color
->b
, color
->a
);
3896 resource
= view
->resource
;
3897 if (resource
->type
!= WINED3D_RTYPE_TEXTURE
&& resource
->type
!= WINED3D_RTYPE_CUBE_TEXTURE
)
3899 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
3900 return WINED3DERR_INVALIDCALL
;
3903 if (view
->depth
> 1)
3905 FIXME("Layered clears not implemented.\n");
3906 return WINED3DERR_INVALIDCALL
;
3911 SetRect(&r
, 0, 0, view
->width
, view
->height
);
3915 resource
= wined3d_texture_get_sub_resource(wined3d_texture_from_resource(resource
), view
->sub_resource_idx
);
3917 return surface_color_fill(surface_from_resource(resource
), rect
, color
);
3920 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_rendertarget_view(const struct wined3d_device
*device
,
3921 unsigned int view_idx
)
3923 TRACE("device %p, view_idx %u.\n", device
, view_idx
);
3925 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
3927 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
3931 return device
->fb
.render_targets
[view_idx
];
3934 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_depth_stencil_view(const struct wined3d_device
*device
)
3936 TRACE("device %p.\n", device
);
3938 return device
->fb
.depth_stencil
;
3941 HRESULT CDECL
wined3d_device_set_rendertarget_view(struct wined3d_device
*device
,
3942 unsigned int view_idx
, struct wined3d_rendertarget_view
*view
, BOOL set_viewport
)
3944 struct wined3d_rendertarget_view
*prev
;
3946 TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
3947 device
, view_idx
, view
, set_viewport
);
3949 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
3951 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
3952 return WINED3DERR_INVALIDCALL
;
3955 if (view
&& !(view
->resource
->usage
& WINED3DUSAGE_RENDERTARGET
))
3957 WARN("View resource %p doesn't have render target usage.\n", view
->resource
);
3958 return WINED3DERR_INVALIDCALL
;
3961 /* Set the viewport and scissor rectangles, if requested. Tests show that
3962 * stateblock recording is ignored, the change goes directly into the
3963 * primary stateblock. */
3964 if (!view_idx
&& set_viewport
)
3966 struct wined3d_state
*state
= &device
->state
;
3968 state
->viewport
.x
= 0;
3969 state
->viewport
.y
= 0;
3970 state
->viewport
.width
= view
->width
;
3971 state
->viewport
.height
= view
->height
;
3972 state
->viewport
.min_z
= 0.0f
;
3973 state
->viewport
.max_z
= 1.0f
;
3974 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
3976 state
->scissor_rect
.top
= 0;
3977 state
->scissor_rect
.left
= 0;
3978 state
->scissor_rect
.right
= view
->width
;
3979 state
->scissor_rect
.bottom
= view
->height
;
3980 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
3984 prev
= device
->fb
.render_targets
[view_idx
];
3989 wined3d_rendertarget_view_incref(view
);
3990 device
->fb
.render_targets
[view_idx
] = view
;
3991 wined3d_cs_emit_set_rendertarget_view(device
->cs
, view_idx
, view
);
3992 /* Release after the assignment, to prevent device_resource_released()
3993 * from seeing the surface as still in use. */
3995 wined3d_rendertarget_view_decref(prev
);
4000 void CDECL
wined3d_device_set_depth_stencil_view(struct wined3d_device
*device
, struct wined3d_rendertarget_view
*view
)
4002 struct wined3d_rendertarget_view
*prev
;
4004 TRACE("device %p, view %p.\n", device
, view
);
4006 prev
= device
->fb
.depth_stencil
;
4009 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4013 if ((device
->fb
.depth_stencil
= view
))
4014 wined3d_rendertarget_view_incref(view
);
4015 wined3d_cs_emit_set_depth_stencil_view(device
->cs
, view
);
4017 wined3d_rendertarget_view_decref(prev
);
4020 static struct wined3d_texture
*wined3d_device_create_cursor_texture(struct wined3d_device
*device
,
4021 struct wined3d_surface
*cursor_image
)
4023 struct wined3d_sub_resource_data data
;
4024 struct wined3d_resource_desc desc
;
4025 struct wined3d_map_desc map_desc
;
4026 struct wined3d_texture
*texture
;
4029 if (FAILED(wined3d_surface_map(cursor_image
, &map_desc
, NULL
, WINED3D_MAP_READONLY
)))
4031 ERR("Failed to map source surface.\n");
4035 data
.data
= map_desc
.data
;
4036 data
.row_pitch
= map_desc
.row_pitch
;
4037 data
.slice_pitch
= map_desc
.slice_pitch
;
4039 desc
.resource_type
= WINED3D_RTYPE_TEXTURE
;
4040 desc
.format
= WINED3DFMT_B8G8R8A8_UNORM
;
4041 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
4042 desc
.multisample_quality
= 0;
4043 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
4044 desc
.pool
= WINED3D_POOL_DEFAULT
;
4045 desc
.width
= cursor_image
->resource
.width
;
4046 desc
.height
= cursor_image
->resource
.height
;
4050 hr
= wined3d_texture_create(device
, &desc
, 1, WINED3D_SURFACE_MAPPABLE
,
4051 &data
, NULL
, &wined3d_null_parent_ops
, &texture
);
4052 wined3d_surface_unmap(cursor_image
);
4055 ERR("Failed to create cursor texture.\n");
4062 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4063 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_surface
*cursor_image
)
4065 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4066 device
, x_hotspot
, y_hotspot
, cursor_image
);
4068 if (device
->cursor_texture
)
4070 wined3d_texture_decref(device
->cursor_texture
);
4071 device
->cursor_texture
= NULL
;
4076 struct wined3d_display_mode mode
;
4077 struct wined3d_map_desc map_desc
;
4080 /* MSDN: Cursor must be A8R8G8B8 */
4081 if (cursor_image
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4083 WARN("surface %p has an invalid format.\n", cursor_image
);
4084 return WINED3DERR_INVALIDCALL
;
4087 if (FAILED(hr
= wined3d_get_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &mode
, NULL
)))
4089 ERR("Failed to get display mode, hr %#x.\n", hr
);
4090 return WINED3DERR_INVALIDCALL
;
4093 /* MSDN: Cursor must be smaller than the display mode */
4094 if (cursor_image
->resource
.width
> mode
.width
|| cursor_image
->resource
.height
> mode
.height
)
4096 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4097 cursor_image
, cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4098 mode
.width
, mode
.height
);
4099 return WINED3DERR_INVALIDCALL
;
4102 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4104 /* Do not store the surface's pointer because the application may
4105 * release it after setting the cursor image. Windows doesn't
4106 * addref the set surface, so we can't do this either without
4107 * creating circular refcount dependencies. */
4108 if (!(device
->cursor_texture
= wined3d_device_create_cursor_texture(device
, cursor_image
)))
4110 ERR("Failed to create cursor texture.\n");
4111 return WINED3DERR_INVALIDCALL
;
4114 device
->cursorWidth
= cursor_image
->resource
.width
;
4115 device
->cursorHeight
= cursor_image
->resource
.height
;
4117 if (cursor_image
->resource
.width
== 32 && cursor_image
->resource
.height
== 32)
4119 UINT mask_size
= cursor_image
->resource
.width
* cursor_image
->resource
.height
/ 8;
4120 ICONINFO cursorInfo
;
4124 /* 32-bit user32 cursors ignore the alpha channel if it's all
4125 * zeroes, and use the mask instead. Fill the mask with all ones
4126 * to ensure we still get a fully transparent cursor. */
4127 maskBits
= HeapAlloc(GetProcessHeap(), 0, mask_size
);
4128 memset(maskBits
, 0xff, mask_size
);
4129 wined3d_surface_map(cursor_image
, &map_desc
, NULL
,
4130 WINED3D_MAP_NO_DIRTY_UPDATE
| WINED3D_MAP_READONLY
);
4131 TRACE("width: %u height: %u.\n", cursor_image
->resource
.width
, cursor_image
->resource
.height
);
4133 cursorInfo
.fIcon
= FALSE
;
4134 cursorInfo
.xHotspot
= x_hotspot
;
4135 cursorInfo
.yHotspot
= y_hotspot
;
4136 cursorInfo
.hbmMask
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4138 cursorInfo
.hbmColor
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4139 1, 32, map_desc
.data
);
4140 wined3d_surface_unmap(cursor_image
);
4141 /* Create our cursor and clean up. */
4142 cursor
= CreateIconIndirect(&cursorInfo
);
4143 if (cursorInfo
.hbmMask
) DeleteObject(cursorInfo
.hbmMask
);
4144 if (cursorInfo
.hbmColor
) DeleteObject(cursorInfo
.hbmColor
);
4145 if (device
->hardwareCursor
) DestroyCursor(device
->hardwareCursor
);
4146 device
->hardwareCursor
= cursor
;
4147 if (device
->bCursorVisible
) SetCursor( cursor
);
4148 HeapFree(GetProcessHeap(), 0, maskBits
);
4152 device
->xHotSpot
= x_hotspot
;
4153 device
->yHotSpot
= y_hotspot
;
4157 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
4158 int x_screen_space
, int y_screen_space
, DWORD flags
)
4160 TRACE("device %p, x %d, y %d, flags %#x.\n",
4161 device
, x_screen_space
, y_screen_space
, flags
);
4163 device
->xScreenSpace
= x_screen_space
;
4164 device
->yScreenSpace
= y_screen_space
;
4166 if (device
->hardwareCursor
)
4170 GetCursorPos( &pt
);
4171 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
4173 SetCursorPos( x_screen_space
, y_screen_space
);
4175 /* Switch to the software cursor if position diverges from the hardware one. */
4176 GetCursorPos( &pt
);
4177 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
4179 if (device
->bCursorVisible
) SetCursor( NULL
);
4180 DestroyCursor( device
->hardwareCursor
);
4181 device
->hardwareCursor
= 0;
4186 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
4188 BOOL oldVisible
= device
->bCursorVisible
;
4190 TRACE("device %p, show %#x.\n", device
, show
);
4193 * When ShowCursor is first called it should make the cursor appear at the OS's last
4194 * known cursor position.
4196 if (show
&& !oldVisible
)
4200 device
->xScreenSpace
= pt
.x
;
4201 device
->yScreenSpace
= pt
.y
;
4204 if (device
->hardwareCursor
)
4206 device
->bCursorVisible
= show
;
4208 SetCursor(device
->hardwareCursor
);
4212 else if (device
->cursor_texture
)
4214 device
->bCursorVisible
= show
;
4220 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
4222 struct wined3d_resource
*resource
, *cursor
;
4224 TRACE("device %p.\n", device
);
4226 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4228 TRACE("Checking resource %p for eviction.\n", resource
);
4230 if (resource
->pool
== WINED3D_POOL_MANAGED
&& !resource
->map_count
)
4232 TRACE("Evicting %p.\n", resource
);
4233 resource
->resource_ops
->resource_unload(resource
);
4237 /* Invalidate stream sources, the buffer(s) may have been evicted. */
4238 device_invalidate_state(device
, STATE_STREAMSRC
);
4241 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4243 struct wined3d_resource
*resource
, *cursor
;
4244 const struct wined3d_gl_info
*gl_info
;
4245 struct wined3d_context
*context
;
4246 struct wined3d_shader
*shader
;
4248 context
= context_acquire(device
, NULL
);
4249 gl_info
= context
->gl_info
;
4251 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4253 TRACE("Unloading resource %p.\n", resource
);
4255 resource
->resource_ops
->resource_unload(resource
);
4258 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
4260 device
->shader_backend
->shader_destroy(shader
);
4263 if (device
->depth_blt_texture
)
4265 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
4266 device
->depth_blt_texture
= 0;
4269 device
->blitter
->free_private(device
);
4270 device
->shader_backend
->shader_free_private(device
);
4271 destroy_dummy_textures(device
, gl_info
);
4273 context_release(context
);
4275 while (device
->context_count
)
4277 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
4280 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4281 swapchain
->context
= NULL
;
4284 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4286 struct wined3d_context
*context
;
4287 struct wined3d_surface
*target
;
4290 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
4291 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
4293 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
4297 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
4299 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
4300 device
->shader_backend
->shader_free_private(device
);
4304 /* Recreate the primary swapchain's context */
4305 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
4306 if (!swapchain
->context
)
4308 ERR("Failed to allocate memory for swapchain context array.\n");
4309 device
->blitter
->free_private(device
);
4310 device
->shader_backend
->shader_free_private(device
);
4311 return E_OUTOFMEMORY
;
4314 target
= swapchain
->back_buffers
4315 ? surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->back_buffers
[0], 0))
4316 : surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->front_buffer
, 0));
4317 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
4319 WARN("Failed to create context.\n");
4320 device
->blitter
->free_private(device
);
4321 device
->shader_backend
->shader_free_private(device
);
4322 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4326 swapchain
->context
[0] = context
;
4327 swapchain
->num_contexts
= 1;
4328 create_dummy_textures(device
, context
);
4329 context_release(context
);
4334 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
4335 const struct wined3d_swapchain_desc
*swapchain_desc
, const struct wined3d_display_mode
*mode
,
4336 wined3d_device_reset_cb callback
, BOOL reset_state
)
4338 enum wined3d_format_id backbuffer_format
= swapchain_desc
->backbuffer_format
;
4339 struct wined3d_resource
*resource
, *cursor
;
4340 struct wined3d_swapchain
*swapchain
;
4341 struct wined3d_display_mode m
;
4342 BOOL DisplayModeChanged
;
4343 BOOL update_desc
= FALSE
;
4344 UINT backbuffer_width
= swapchain_desc
->backbuffer_width
;
4345 UINT backbuffer_height
= swapchain_desc
->backbuffer_height
;
4346 HRESULT hr
= WINED3D_OK
;
4349 TRACE("device %p, swapchain_desc %p, mode %p, callback %p.\n", device
, swapchain_desc
, mode
, callback
);
4351 if (!(swapchain
= wined3d_device_get_swapchain(device
, 0)))
4353 ERR("Failed to get the first implicit swapchain.\n");
4354 return WINED3DERR_INVALIDCALL
;
4356 DisplayModeChanged
= swapchain
->reapply_mode
;
4360 if (device
->logo_texture
)
4362 wined3d_texture_decref(device
->logo_texture
);
4363 device
->logo_texture
= NULL
;
4365 if (device
->cursor_texture
)
4367 wined3d_texture_decref(device
->cursor_texture
);
4368 device
->cursor_texture
= NULL
;
4370 state_unbind_resources(&device
->state
);
4373 if (device
->fb
.render_targets
)
4375 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4377 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
4380 wined3d_device_set_depth_stencil_view(device
, NULL
);
4382 if (device
->onscreen_depth_stencil
)
4384 wined3d_surface_decref(device
->onscreen_depth_stencil
);
4385 device
->onscreen_depth_stencil
= NULL
;
4390 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4392 TRACE("Enumerating resource %p.\n", resource
);
4393 if (FAILED(hr
= callback(resource
)))
4398 /* Is it necessary to recreate the gl context? Actually every setting can be changed
4399 * on an existing gl context, so there's no real need for recreation.
4401 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
4403 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
4405 TRACE("New params:\n");
4406 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
4407 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
4408 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
4409 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
4410 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
4411 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
4412 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
4413 TRACE("device_window %p\n", swapchain_desc
->device_window
);
4414 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
4415 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
4416 if (swapchain_desc
->enable_auto_depth_stencil
)
4417 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
4418 TRACE("flags %#x\n", swapchain_desc
->flags
);
4419 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
4420 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
4421 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
4423 /* No special treatment of these parameters. Just store them */
4424 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
4425 swapchain
->desc
.enable_auto_depth_stencil
= swapchain_desc
->enable_auto_depth_stencil
;
4426 swapchain
->desc
.auto_depth_stencil_format
= swapchain_desc
->auto_depth_stencil_format
;
4427 swapchain
->desc
.flags
= swapchain_desc
->flags
;
4428 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
4429 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
4430 swapchain
->desc
.auto_restore_display_mode
= swapchain_desc
->auto_restore_display_mode
;
4432 /* What to do about these? */
4433 if (swapchain_desc
->backbuffer_count
4434 && swapchain_desc
->backbuffer_count
!= swapchain
->desc
.backbuffer_count
)
4435 FIXME("Cannot change the back buffer count yet.\n");
4437 if (swapchain_desc
->device_window
4438 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
4440 TRACE("Changing the device window from %p to %p.\n",
4441 swapchain
->desc
.device_window
, swapchain_desc
->device_window
);
4442 swapchain
->desc
.device_window
= swapchain_desc
->device_window
;
4443 swapchain
->device_window
= swapchain_desc
->device_window
;
4444 wined3d_swapchain_set_window(swapchain
, NULL
);
4449 DisplayModeChanged
= TRUE
;
4452 else if (swapchain_desc
->windowed
)
4454 m
= swapchain
->original_mode
;
4458 m
.width
= swapchain_desc
->backbuffer_width
;
4459 m
.height
= swapchain_desc
->backbuffer_height
;
4460 m
.refresh_rate
= swapchain_desc
->refresh_rate
;
4461 m
.format_id
= swapchain_desc
->backbuffer_format
;
4462 m
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
4465 if (!backbuffer_width
|| !backbuffer_height
)
4467 /* The application is requesting that either the swapchain width or
4468 * height be set to the corresponding dimension in the window's
4473 if (!swapchain_desc
->windowed
)
4474 return WINED3DERR_INVALIDCALL
;
4476 if (!GetClientRect(swapchain
->device_window
, &client_rect
))
4478 ERR("Failed to get client rect, last error %#x.\n", GetLastError());
4479 return WINED3DERR_INVALIDCALL
;
4482 if (!backbuffer_width
)
4483 backbuffer_width
= client_rect
.right
;
4485 if (!backbuffer_height
)
4486 backbuffer_height
= client_rect
.bottom
;
4489 if (backbuffer_width
!= swapchain
->desc
.backbuffer_width
4490 || backbuffer_height
!= swapchain
->desc
.backbuffer_height
)
4492 if (!swapchain_desc
->windowed
)
4493 DisplayModeChanged
= TRUE
;
4495 swapchain
->desc
.backbuffer_width
= backbuffer_width
;
4496 swapchain
->desc
.backbuffer_height
= backbuffer_height
;
4500 if (backbuffer_format
== WINED3DFMT_UNKNOWN
)
4502 if (!swapchain_desc
->windowed
)
4503 return WINED3DERR_INVALIDCALL
;
4504 backbuffer_format
= swapchain
->original_mode
.format_id
;
4507 if (backbuffer_format
!= swapchain
->desc
.backbuffer_format
)
4509 swapchain
->desc
.backbuffer_format
= backbuffer_format
;
4513 if (swapchain_desc
->multisample_type
!= swapchain
->desc
.multisample_type
4514 || swapchain_desc
->multisample_quality
!= swapchain
->desc
.multisample_quality
)
4516 swapchain
->desc
.multisample_type
= swapchain_desc
->multisample_type
;
4517 swapchain
->desc
.multisample_quality
= swapchain_desc
->multisample_quality
;
4525 if (FAILED(hr
= wined3d_texture_update_desc(swapchain
->front_buffer
, swapchain
->desc
.backbuffer_width
,
4526 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
4527 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
, NULL
, 0)))
4530 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
4532 if (FAILED(hr
= wined3d_texture_update_desc(swapchain
->back_buffers
[i
], swapchain
->desc
.backbuffer_width
,
4533 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
4534 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
, NULL
, 0)))
4539 if (device
->auto_depth_stencil_view
)
4541 wined3d_rendertarget_view_decref(device
->auto_depth_stencil_view
);
4542 device
->auto_depth_stencil_view
= NULL
;
4544 if (swapchain
->desc
.enable_auto_depth_stencil
)
4546 struct wined3d_resource_desc surface_desc
;
4547 struct wined3d_surface
*surface
;
4549 TRACE("Creating the depth stencil buffer\n");
4551 surface_desc
.resource_type
= WINED3D_RTYPE_SURFACE
;
4552 surface_desc
.format
= swapchain
->desc
.auto_depth_stencil_format
;
4553 surface_desc
.multisample_type
= swapchain
->desc
.multisample_type
;
4554 surface_desc
.multisample_quality
= swapchain
->desc
.multisample_quality
;
4555 surface_desc
.usage
= WINED3DUSAGE_DEPTHSTENCIL
;
4556 surface_desc
.pool
= WINED3D_POOL_DEFAULT
;
4557 surface_desc
.width
= swapchain
->desc
.backbuffer_width
;
4558 surface_desc
.height
= swapchain
->desc
.backbuffer_height
;
4559 surface_desc
.depth
= 1;
4560 surface_desc
.size
= 0;
4562 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_surface(device
->device_parent
,
4563 device
->device_parent
, &surface_desc
, &surface
)))
4565 ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr
);
4566 return WINED3DERR_INVALIDCALL
;
4569 hr
= wined3d_rendertarget_view_create_from_surface(surface
,
4570 NULL
, &wined3d_null_parent_ops
, &device
->auto_depth_stencil_view
);
4571 wined3d_surface_decref(surface
);
4574 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4578 wined3d_device_set_depth_stencil_view(device
, device
->auto_depth_stencil_view
);
4581 if (device
->back_buffer_view
)
4583 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
4584 device
->back_buffer_view
= NULL
;
4586 if (swapchain
->desc
.backbuffer_count
&& FAILED(hr
= wined3d_rendertarget_view_create_from_surface(
4587 surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->back_buffers
[0], 0)),
4588 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
4590 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4594 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
4595 || DisplayModeChanged
)
4597 if (FAILED(hr
= wined3d_set_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &m
)))
4599 WARN("Failed to set display mode, hr %#x.\n", hr
);
4600 return WINED3DERR_INVALIDCALL
;
4603 if (!swapchain_desc
->windowed
)
4605 if (swapchain
->desc
.windowed
)
4607 HWND focus_window
= device
->create_parms
.focus_window
;
4609 focus_window
= swapchain_desc
->device_window
;
4610 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
4612 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
4616 /* switch from windowed to fs */
4617 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4618 swapchain_desc
->backbuffer_width
,
4619 swapchain_desc
->backbuffer_height
);
4623 /* Fullscreen -> fullscreen mode change */
4624 MoveWindow(swapchain
->device_window
, 0, 0,
4625 swapchain_desc
->backbuffer_width
,
4626 swapchain_desc
->backbuffer_height
,
4629 swapchain
->d3d_mode
= m
;
4631 else if (!swapchain
->desc
.windowed
)
4633 /* Fullscreen -> windowed switch */
4634 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
4635 wined3d_device_release_focus_window(device
);
4637 swapchain
->desc
.windowed
= swapchain_desc
->windowed
;
4639 else if (!swapchain_desc
->windowed
)
4641 DWORD style
= device
->style
;
4642 DWORD exStyle
= device
->exStyle
;
4643 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
4644 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
4645 * Reset to clear up their mess. Guild Wars also loses the device during that.
4648 device
->exStyle
= 0;
4649 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4650 swapchain_desc
->backbuffer_width
,
4651 swapchain_desc
->backbuffer_height
);
4652 device
->style
= style
;
4653 device
->exStyle
= exStyle
;
4656 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
4660 TRACE("Resetting stateblock.\n");
4661 if (device
->recording
)
4663 wined3d_stateblock_decref(device
->recording
);
4664 device
->recording
= NULL
;
4666 wined3d_cs_emit_reset_state(device
->cs
);
4667 state_cleanup(&device
->state
);
4669 if (device
->d3d_initialized
)
4670 delete_opengl_contexts(device
, swapchain
);
4672 if (FAILED(hr
= state_init(&device
->state
, &device
->fb
, &device
->adapter
->gl_info
,
4673 &device
->adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
)))
4674 ERR("Failed to initialize device state, hr %#x.\n", hr
);
4675 device
->update_state
= &device
->state
;
4677 device_init_swapchain_state(device
, swapchain
);
4679 else if (device
->back_buffer_view
)
4681 struct wined3d_rendertarget_view
*view
= device
->back_buffer_view
;
4682 struct wined3d_state
*state
= &device
->state
;
4684 wined3d_device_set_rendertarget_view(device
, 0, view
, FALSE
);
4686 /* Note the min_z / max_z is not reset. */
4687 state
->viewport
.x
= 0;
4688 state
->viewport
.y
= 0;
4689 state
->viewport
.width
= view
->width
;
4690 state
->viewport
.height
= view
->height
;
4691 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4693 state
->scissor_rect
.top
= 0;
4694 state
->scissor_rect
.left
= 0;
4695 state
->scissor_rect
.right
= view
->width
;
4696 state
->scissor_rect
.bottom
= view
->height
;
4697 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4700 swapchain_update_render_to_fbo(swapchain
);
4701 swapchain_update_draw_bindings(swapchain
);
4703 if (reset_state
&& device
->d3d_initialized
)
4704 hr
= create_primary_opengl_context(device
, swapchain
);
4706 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
4712 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
4714 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
4716 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
4722 void CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
4723 struct wined3d_device_creation_parameters
*parameters
)
4725 TRACE("device %p, parameters %p.\n", device
, parameters
);
4727 *parameters
= device
->create_parms
;
4730 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
4731 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
4733 struct wined3d_swapchain
*swapchain
;
4735 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
4736 device
, swapchain_idx
, flags
, ramp
);
4738 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4739 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
4742 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
4743 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
4745 struct wined3d_swapchain
*swapchain
;
4747 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
4748 device
, swapchain_idx
, ramp
);
4750 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4751 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
4754 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4756 TRACE("device %p, resource %p.\n", device
, resource
);
4758 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
4761 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4763 TRACE("device %p, resource %p.\n", device
, resource
);
4765 list_remove(&resource
->resource_list_entry
);
4768 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4770 enum wined3d_resource_type type
= resource
->type
;
4773 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
4775 context_resource_released(device
, resource
, type
);
4779 case WINED3D_RTYPE_SURFACE
:
4781 struct wined3d_surface
*surface
= surface_from_resource(resource
);
4783 if (!device
->d3d_initialized
) break;
4785 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4787 if (wined3d_rendertarget_view_get_surface(device
->fb
.render_targets
[i
]) == surface
)
4789 ERR("Surface %p is still in use as render target %u.\n", surface
, i
);
4790 device
->fb
.render_targets
[i
] = NULL
;
4794 if (wined3d_rendertarget_view_get_surface(device
->fb
.depth_stencil
) == surface
)
4796 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface
);
4797 device
->fb
.depth_stencil
= NULL
;
4802 case WINED3D_RTYPE_TEXTURE
:
4803 case WINED3D_RTYPE_CUBE_TEXTURE
:
4804 case WINED3D_RTYPE_VOLUME_TEXTURE
:
4805 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4807 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
4809 if (device
->state
.textures
[i
] == texture
)
4811 ERR("Texture %p is still in use, stage %u.\n", texture
, i
);
4812 device
->state
.textures
[i
] = NULL
;
4815 if (device
->recording
&& device
->update_state
->textures
[i
] == texture
)
4817 ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n",
4818 texture
, device
->recording
, i
);
4819 device
->update_state
->textures
[i
] = NULL
;
4824 case WINED3D_RTYPE_BUFFER
:
4826 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
4828 for (i
= 0; i
< MAX_STREAMS
; ++i
)
4830 if (device
->state
.streams
[i
].buffer
== buffer
)
4832 ERR("Buffer %p is still in use, stream %u.\n", buffer
, i
);
4833 device
->state
.streams
[i
].buffer
= NULL
;
4836 if (device
->recording
&& device
->update_state
->streams
[i
].buffer
== buffer
)
4838 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
4839 buffer
, device
->recording
, i
);
4840 device
->update_state
->streams
[i
].buffer
= NULL
;
4844 if (device
->state
.index_buffer
== buffer
)
4846 ERR("Buffer %p is still in use as index buffer.\n", buffer
);
4847 device
->state
.index_buffer
= NULL
;
4850 if (device
->recording
&& device
->update_state
->index_buffer
== buffer
)
4852 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
4853 buffer
, device
->recording
);
4854 device
->update_state
->index_buffer
= NULL
;
4863 /* Remove the resource from the resourceStore */
4864 device_resource_remove(device
, resource
);
4866 TRACE("Resource released.\n");
4869 struct wined3d_surface
* CDECL
wined3d_device_get_surface_from_dc(const struct wined3d_device
*device
, HDC dc
)
4871 struct wined3d_resource
*resource
;
4873 TRACE("device %p, dc %p.\n", device
, dc
);
4878 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4880 if (resource
->type
== WINED3D_RTYPE_SURFACE
)
4882 struct wined3d_surface
*s
= surface_from_resource(resource
);
4886 TRACE("Found surface %p for dc %p.\n", s
, dc
);
4895 static int wined3d_sampler_compare(const void *key
, const struct wine_rb_entry
*entry
)
4897 const struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
4899 return memcmp(&sampler
->desc
, key
, sizeof(sampler
->desc
));
4902 static const struct wine_rb_functions wined3d_sampler_rb_functions
=
4907 wined3d_sampler_compare
,
4910 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
4911 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
4912 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
4914 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
4915 const struct fragment_pipeline
*fragment_pipeline
;
4916 const struct wined3d_vertex_pipe_ops
*vertex_pipeline
;
4921 device
->wined3d
= wined3d
;
4922 wined3d_incref(device
->wined3d
);
4923 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
4924 device
->device_parent
= device_parent
;
4925 list_init(&device
->resources
);
4926 list_init(&device
->shaders
);
4927 device
->surface_alignment
= surface_alignment
;
4929 /* Save the creation parameters. */
4930 device
->create_parms
.adapter_idx
= adapter_idx
;
4931 device
->create_parms
.device_type
= device_type
;
4932 device
->create_parms
.focus_window
= focus_window
;
4933 device
->create_parms
.flags
= flags
;
4935 device
->shader_backend
= adapter
->shader_backend
;
4937 vertex_pipeline
= adapter
->vertex_pipe
;
4939 fragment_pipeline
= adapter
->fragment_pipe
;
4941 if (wine_rb_init(&device
->samplers
, &wined3d_sampler_rb_functions
) == -1)
4943 ERR("Failed to initialize sampler rbtree.\n");
4944 return E_OUTOFMEMORY
;
4947 if (vertex_pipeline
->vp_states
&& fragment_pipeline
->states
4948 && FAILED(hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
,
4949 &adapter
->gl_info
, &adapter
->d3d_info
, vertex_pipeline
,
4950 fragment_pipeline
, misc_state_template
)))
4952 ERR("Failed to compile state table, hr %#x.\n", hr
);
4953 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
4954 wined3d_decref(device
->wined3d
);
4958 device
->blitter
= adapter
->blitter
;
4960 if (FAILED(hr
= state_init(&device
->state
, &device
->fb
, &adapter
->gl_info
,
4961 &adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
)))
4963 ERR("Failed to initialize device state, hr %#x.\n", hr
);
4966 device
->update_state
= &device
->state
;
4968 if (!(device
->cs
= wined3d_cs_create(device
)))
4970 WARN("Failed to create command stream.\n");
4971 state_cleanup(&device
->state
);
4979 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
4981 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
4983 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
4984 wined3d_decref(device
->wined3d
);
4989 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
4991 DWORD rep
= device
->StateTable
[state
].representative
;
4992 struct wined3d_context
*context
;
4997 for (i
= 0; i
< device
->context_count
; ++i
)
4999 context
= device
->contexts
[i
];
5000 if(isStateDirty(context
, rep
)) continue;
5002 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5003 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5004 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5005 context
->isStateDirty
[idx
] |= (1 << shift
);
5009 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
5010 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
5012 if (device
->filter_messages
&& message
!= WM_DISPLAYCHANGE
)
5014 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5015 window
, message
, wparam
, lparam
);
5017 return DefWindowProcW(window
, message
, wparam
, lparam
);
5019 return DefWindowProcA(window
, message
, wparam
, lparam
);
5022 if (message
== WM_DESTROY
)
5024 TRACE("unregister window %p.\n", window
);
5025 wined3d_unregister_window(window
);
5027 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
5028 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
5030 else if (message
== WM_DISPLAYCHANGE
)
5032 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
5034 else if (message
== WM_ACTIVATEAPP
)
5038 for (i
= 0; i
< device
->swapchain_count
; i
++)
5039 wined3d_swapchain_activate(device
->swapchains
[i
], wparam
);
5041 device
->device_parent
->ops
->activate(device
->device_parent
, wparam
);
5043 else if (message
== WM_SYSCOMMAND
)
5045 if (wparam
== SC_RESTORE
&& device
->wined3d
->flags
& WINED3D_HANDLE_RESTORE
)
5048 DefWindowProcW(window
, message
, wparam
, lparam
);
5050 DefWindowProcA(window
, message
, wparam
, lparam
);
5055 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
5057 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);