wined3d: Implement BlendFactor renderstate.
[wine.git] / dlls / wined3d / device.c
blobbe9066451c9dc11c43b561b16a8187f5ed2cff17
1 /*
2 * IWineD3DDevice implementation
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Stefan Dösinger for CodeWeavers
10 * Copyright 2006 Henri Verbeet
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
36 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
38 /* Define the default light parameters as specified by MSDN */
39 const WINED3DLIGHT WINED3D_default_light = {
41 D3DLIGHT_DIRECTIONAL, /* Type */
42 { 1.0, 1.0, 1.0, 0.0 }, /* Diffuse r,g,b,a */
43 { 0.0, 0.0, 0.0, 0.0 }, /* Specular r,g,b,a */
44 { 0.0, 0.0, 0.0, 0.0 }, /* Ambient r,g,b,a, */
45 { 0.0, 0.0, 0.0 }, /* Position x,y,z */
46 { 0.0, 0.0, 1.0 }, /* Direction x,y,z */
47 0.0, /* Range */
48 0.0, /* Falloff */
49 0.0, 0.0, 0.0, /* Attenuation 0,1,2 */
50 0.0, /* Theta */
51 0.0 /* Phi */
54 /* x11drv GDI escapes */
55 #define X11DRV_ESCAPE 6789
56 enum x11drv_escape_codes
58 X11DRV_GET_DISPLAY, /* get X11 display for a DC */
59 X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
60 X11DRV_GET_FONT, /* get current X font for a DC */
63 /* retrieve the X display to use on a given DC */
64 inline static Display *get_display( HDC hdc )
66 Display *display;
67 enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
69 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
70 sizeof(display), (LPSTR)&display )) display = NULL;
71 return display;
74 /* TODO: setup some flags in the regestry to enable, disable pbuffer support */
75 /* enable pbuffer support for offscreen textures */
76 BOOL pbuffer_support = FALSE;
77 /* allocate one pbuffer per surface */
78 BOOL pbuffer_per_surface = FALSE;
80 /* static function declarations */
81 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
83 static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type);
85 /* helper macros */
86 #define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;}
88 #define D3DCREATEOBJECTINSTANCE(object, type) { \
89 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
90 D3DMEMCHECK(object, pp##type); \
91 object->lpVtbl = &IWineD3D##type##_Vtbl; \
92 object->wineD3DDevice = This; \
93 object->parent = parent; \
94 object->ref = 1; \
95 *pp##type = (IWineD3D##type *) object; \
98 #define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
99 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
100 D3DMEMCHECK(object, pp##type); \
101 object->lpVtbl = &IWineD3D##type##_Vtbl; \
102 object->resource.wineD3DDevice = This; \
103 object->resource.parent = parent; \
104 object->resource.resourceType = d3dtype; \
105 object->resource.ref = 1; \
106 object->resource.pool = Pool; \
107 object->resource.format = Format; \
108 object->resource.usage = Usage; \
109 object->resource.size = _size; \
110 /* Check that we have enough video ram left */ \
111 if (Pool == WINED3DPOOL_DEFAULT) { \
112 if (IWineD3DDevice_GetAvailableTextureMem(iface) <= _size) { \
113 WARN("Out of 'bogus' video memory\n"); \
114 HeapFree(GetProcessHeap(), 0, object); \
115 *pp##type = NULL; \
116 return WINED3DERR_OUTOFVIDEOMEMORY; \
118 globalChangeGlRam(_size); \
120 object->resource.allocatedMemory = (0 == _size ? NULL : Pool == WINED3DPOOL_DEFAULT ? NULL : HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, _size)); \
121 if (object->resource.allocatedMemory == NULL && _size != 0 && Pool != WINED3DPOOL_DEFAULT) { \
122 FIXME("Out of memory!\n"); \
123 HeapFree(GetProcessHeap(), 0, object); \
124 *pp##type = NULL; \
125 return WINED3DERR_OUTOFVIDEOMEMORY; \
127 *pp##type = (IWineD3D##type *) object; \
128 IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object) ;\
129 TRACE("(%p) : Created resource %p\n", This, object); \
132 #define D3DINITIALIZEBASETEXTURE(_basetexture) { \
133 _basetexture.levels = Levels; \
134 _basetexture.filterType = (Usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE; \
135 _basetexture.LOD = 0; \
136 _basetexture.dirty = TRUE; \
139 /**********************************************************
140 * Global variable / Constants follow
141 **********************************************************/
142 const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
144 /**********************************************************
145 * Utility functions follow
146 **********************************************************/
147 /* Convert the D3DLIGHT properties into equivalent gl lights */
148 static void setup_light(IWineD3DDevice *iface, LONG Index, PLIGHTINFOEL *lightInfo) {
150 float quad_att;
151 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
152 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
154 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
155 glMatrixMode(GL_MODELVIEW);
156 glPushMatrix();
157 glLoadMatrixf((float *)&This->stateBlock->transforms[WINED3DTS_VIEW].u.m[0][0]);
159 /* Diffuse: */
160 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
161 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
162 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
163 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
164 glLightfv(GL_LIGHT0+Index, GL_DIFFUSE, colRGBA);
165 checkGLcall("glLightfv");
167 /* Specular */
168 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
169 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
170 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
171 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
172 glLightfv(GL_LIGHT0+Index, GL_SPECULAR, colRGBA);
173 checkGLcall("glLightfv");
175 /* Ambient */
176 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
177 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
178 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
179 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
180 glLightfv(GL_LIGHT0+Index, GL_AMBIENT, colRGBA);
181 checkGLcall("glLightfv");
183 /* Attenuation - Are these right? guessing... */
184 glLightf(GL_LIGHT0+Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
185 checkGLcall("glLightf");
186 glLightf(GL_LIGHT0+Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
187 checkGLcall("glLightf");
189 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
190 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
191 } else {
192 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
195 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
196 glLightf(GL_LIGHT0+Index, GL_QUADRATIC_ATTENUATION, quad_att);
197 checkGLcall("glLightf");
199 switch (lightInfo->OriginalParms.Type) {
200 case D3DLIGHT_POINT:
201 /* Position */
202 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
203 checkGLcall("glLightfv");
204 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
205 checkGLcall("glLightf");
206 /* FIXME: Range */
207 break;
209 case D3DLIGHT_SPOT:
210 /* Position */
211 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
212 checkGLcall("glLightfv");
213 /* Direction */
214 glLightfv(GL_LIGHT0+Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
215 checkGLcall("glLightfv");
216 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
217 checkGLcall("glLightf");
218 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
219 checkGLcall("glLightf");
220 /* FIXME: Range */
221 break;
223 case D3DLIGHT_DIRECTIONAL:
224 /* Direction */
225 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
226 checkGLcall("glLightfv");
227 glLightf(GL_LIGHT0+Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
228 checkGLcall("glLightf");
229 glLightf(GL_LIGHT0+Index, GL_SPOT_EXPONENT, 0.0f);
230 checkGLcall("glLightf");
231 break;
233 default:
234 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
237 /* Restore the modelview matrix */
238 glPopMatrix();
241 /**********************************************************
242 * GLSL helper functions follow
243 **********************************************************/
245 /** Attach a GLSL pixel or vertex shader object to the shader program */
246 static void attach_glsl_shader(IWineD3DDevice *iface, IWineD3DBaseShader* shader) {
248 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
249 GLhandleARB shaderObj = ((IWineD3DBaseShaderImpl*)shader)->baseShader.prgId;
250 if (This->stateBlock->glsl_program && shaderObj != 0) {
251 TRACE_(d3d_shader)("Attaching GLSL shader object %u to program %u\n", shaderObj, This->stateBlock->glsl_program->programId);
252 GL_EXTCALL(glAttachObjectARB(This->stateBlock->glsl_program->programId, shaderObj));
253 checkGLcall("glAttachObjectARB");
257 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
258 * It sets the programId on the current StateBlock (because it should be called
259 * inside of the DrawPrimitive() part of the render loop).
261 * If a program for the given combination does not exist, create one, and store
262 * the program in the list. If it creates a program, it will link the given
263 * objects, too.
265 * We keep the shader programs around on a list because linking
266 * shader objects together is an expensive operation. It's much
267 * faster to loop through a list of pre-compiled & linked programs
268 * each time that the application sets a new pixel or vertex shader
269 * than it is to re-link them together at that time.
271 * The list will be deleted in IWineD3DDevice::Release().
273 void set_glsl_shader_program(IWineD3DDevice *iface) {
275 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
276 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
277 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
278 struct glsl_shader_prog_link *curLink = NULL;
279 struct glsl_shader_prog_link *newLink = NULL;
280 struct list *ptr = NULL;
281 GLhandleARB programId = 0;
282 int i;
283 char glsl_name[8];
285 ptr = list_head( &This->glsl_shader_progs );
286 while (ptr) {
287 /* At least one program exists - see if it matches our ps/vs combination */
288 curLink = LIST_ENTRY( ptr, struct glsl_shader_prog_link, entry );
289 if (vshader == curLink->vertexShader && pshader == curLink->pixelShader) {
290 /* Existing Program found, use it */
291 TRACE_(d3d_shader)("Found existing program (%u) for this vertex/pixel shader combination\n",
292 curLink->programId);
293 This->stateBlock->glsl_program = curLink;
294 return;
296 /* This isn't the entry we need - try the next one */
297 ptr = list_next( &This->glsl_shader_progs, ptr );
300 /* If we get to this point, then no matching program exists, so we create one */
301 programId = GL_EXTCALL(glCreateProgramObjectARB());
302 TRACE_(d3d_shader)("Created new GLSL shader program %u\n", programId);
304 /* Allocate a new link for the list of programs */
305 newLink = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
306 newLink->programId = programId;
307 This->stateBlock->glsl_program = newLink;
309 /* Attach GLSL vshader */
310 if (NULL != vshader && wined3d_settings.vs_selected_mode == SHADER_GLSL) {
311 int i;
312 int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
313 char tmp_name[10];
315 TRACE("Attaching vertex shader to GLSL program\n");
316 attach_glsl_shader(iface, (IWineD3DBaseShader*)vshader);
318 /* Bind vertex attributes to a corresponding index number to match
319 * the same index numbers as ARB_vertex_programs (makes loading
320 * vertex attributes simpler). With this method, we can use the
321 * exact same code to load the attributes later for both ARB and
322 * GLSL shaders.
324 * We have to do this here because we need to know the Program ID
325 * in order to make the bindings work, and it has to be done prior
326 * to linking the GLSL program. */
327 for (i = 0; i < max_attribs; ++i) {
328 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
329 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
331 checkGLcall("glBindAttribLocationARB");
332 newLink->vertexShader = vshader;
335 /* Attach GLSL pshader */
336 if (NULL != pshader && wined3d_settings.ps_selected_mode == SHADER_GLSL) {
337 TRACE("Attaching pixel shader to GLSL program\n");
338 attach_glsl_shader(iface, (IWineD3DBaseShader*)pshader);
339 newLink->pixelShader = pshader;
342 /* Link the program */
343 TRACE_(d3d_shader)("Linking GLSL shader program %u\n", programId);
344 GL_EXTCALL(glLinkProgramARB(programId));
345 print_glsl_info_log(&GLINFO_LOCATION, programId);
346 list_add_head( &This->glsl_shader_progs, &newLink->entry);
348 newLink->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
349 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
350 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
351 newLink->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
353 newLink->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
354 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
355 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
356 newLink->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
359 return;
362 /** Detach the GLSL pixel or vertex shader object from the shader program */
363 static void detach_glsl_shader(IWineD3DDevice *iface, GLhandleARB shaderObj, GLhandleARB programId) {
365 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
367 if (shaderObj != 0 && programId != 0) {
368 TRACE_(d3d_shader)("Detaching GLSL shader object %u from program %u\n", shaderObj, programId);
369 GL_EXTCALL(glDetachObjectARB(programId, shaderObj));
370 checkGLcall("glDetachObjectARB");
374 /** Delete a GLSL shader program */
375 static void delete_glsl_shader_program(IWineD3DDevice *iface, GLhandleARB obj) {
377 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
379 if (obj != 0) {
380 TRACE_(d3d_shader)("Deleting GLSL shader program %u\n", obj);
381 GL_EXTCALL(glDeleteObjectARB(obj));
382 checkGLcall("glDeleteObjectARB");
386 /** Delete the list of linked programs this shader is associated with.
387 * Also at this point, check to see if there are any objects left attached
388 * to each GLSL program. If not, delete the GLSL program object.
389 * This will be run when a device is released. */
390 static void delete_glsl_shader_list(IWineD3DDevice* iface) {
392 struct list *ptr = NULL;
393 struct glsl_shader_prog_link *curLink = NULL;
394 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
396 int numAttached = 0;
397 int i;
398 GLhandleARB objList[2]; /* There should never be more than 2 objects attached
399 (one pixel shader and one vertex shader at most) */
401 ptr = list_head( &This->glsl_shader_progs );
402 while (ptr) {
403 /* First, get the current item,
404 * save the link to the next pointer,
405 * detach and delete shader objects,
406 * then de-allocate the list item's memory */
407 curLink = LIST_ENTRY( ptr, struct glsl_shader_prog_link, entry );
408 ptr = list_next( &This->glsl_shader_progs, ptr );
410 /* See if this object is still attached to the program - it may have been detached already */
411 GL_EXTCALL(glGetAttachedObjectsARB(curLink->programId, 2, &numAttached, objList));
412 TRACE_(d3d_shader)("%i GLSL objects are currently attached to program %u\n", numAttached, curLink->programId);
413 for (i = 0; i < numAttached; i++) {
414 detach_glsl_shader(iface, objList[i], curLink->programId);
417 delete_glsl_shader_program(iface, curLink->programId);
419 /* Free the uniform locations */
420 HeapFree(GetProcessHeap(), 0, curLink->vuniformF_locations);
421 HeapFree(GetProcessHeap(), 0, curLink->puniformF_locations);
423 /* Free the memory for this list item */
424 HeapFree(GetProcessHeap(), 0, curLink);
429 /* Apply the current values to the specified texture stage */
430 static void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, DWORD Sampler, DWORD texture_idx, DWORD Flags) {
431 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
432 float col[4];
434 union {
435 float f;
436 DWORD d;
437 } tmpvalue;
439 /* In addition, IDirect3DDevice9::SetSamplerState will now be used for filtering, tiling,
440 clamping, MIPLOD, etc. This will work for up to 16 samplers.
443 if (Sampler >= GL_LIMITS(sampler_stages)) {
444 FIXME("Trying to set the state of more samplers %ld than are supported %d by this openGL implementation\n", Sampler, GL_LIMITS(sampler_stages));
445 return;
447 VTRACE(("Activating appropriate texture state %ld\n", Sampler));
448 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
449 ENTER_GL();
450 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
451 checkGLcall("glActiveTextureARB");
452 LEAVE_GL();
453 /* Could we use bindTexture and then apply the states instead of GLACTIVETEXTURE */
454 } else if (Sampler > 0) {
455 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
456 return;
459 /* TODO: change this to a lookup table
460 LOOKUP_TEXTURE_STATES lists all texture states that should be applied.
461 LOOKUP_CONTEXT_SATES list all context applicable states that can be applied
462 etc.... it's a lot cleaner, quicker and possibly easier to maintain than running a switch and setting a skip flag...
463 especially when there are a number of groups of states. */
465 TRACE("-----------------------> Updating the texture at Sampler %ld to have new texture state information\n", Sampler);
467 /* The list of states not to apply is a big as the list of states to apply, so it makes sense to produce an inclusive list */
468 #define APPLY_STATE(_state) IWineD3DDeviceImpl_ApplyTextureUnitState(iface, Sampler, _state)
469 /* these are the only two supported states that need to be applied */
470 APPLY_STATE(WINED3DTSS_TEXCOORDINDEX);
471 APPLY_STATE(WINED3DTSS_TEXTURETRANSFORMFLAGS);
472 #if 0 /* not supported at the moment */
473 APPLY_STATE(WINED3DTSS_BUMPENVMAT00);
474 APPLY_STATE(WINED3DTSS_BUMPENVMAT01);
475 APPLY_STATE(WINED3DTSS_BUMPENVMAT10);
476 APPLY_STATE(WINED3DTSS_BUMPENVMAT11);
477 APPLY_STATE(WINED3DTSS_BUMPENVLSCALE);
478 APPLY_STATE(WINED3DTSS_BUMPENVLOFFSET);
479 APPLY_STATE(WINED3DTSS_RESULTARG);
480 APPLY_STATE(WINED3DTSS_CONSTANT);
481 #endif
482 /* a quick sanity check in case someone forgot to update this function */
483 if (WINED3D_HIGHEST_TEXTURE_STATE > WINED3DTSS_CONSTANT) {
484 FIXME("(%p) : There are more texture states than expected, update device.c to match\n", This);
486 #undef APPLY_STATE
488 /* apply any sampler states that always need applying */
489 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
490 tmpvalue.d = This->stateBlock->samplerState[Sampler][WINED3DSAMP_MIPMAPLODBIAS];
491 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
492 GL_TEXTURE_LOD_BIAS_EXT,
493 tmpvalue.f);
494 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
497 D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
498 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
499 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
501 /* TODO: NV_POINT_SPRITE */
502 if (GL_SUPPORT(ARB_POINT_SPRITE)) {
503 if (This->stateBlock->renderState[WINED3DRS_POINTSPRITEENABLE] != FALSE) {
504 /* Doesn't work with GL_POINT_SMOOTH on on my ATI 9600, but then ATI drivers are buggered! */
505 glDisable(GL_POINT_SMOOTH);
507 /* Centre the texture on the vertex */
508 VTRACE(("glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n"));
509 glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
511 VTRACE(("glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n"));
512 glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
513 checkGLcall("glTexEnvf(...)");
514 VTRACE(("glEnable( GL_POINT_SPRITE_ARB )\n"));
515 glEnable( GL_POINT_SPRITE_ARB );
516 checkGLcall("glEnable(...)");
517 } else {
518 VTRACE(("glDisable( GL_POINT_SPRITE_ARB )\n"));
519 glDisable( GL_POINT_SPRITE_ARB );
520 checkGLcall("glEnable(...)");
524 TRACE("-----------------------> Updated the texture at Sampler %ld to have new texture state information\n", Sampler);
527 /**********************************************************
528 * IUnknown parts follows
529 **********************************************************/
531 static HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
533 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
535 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
536 if (IsEqualGUID(riid, &IID_IUnknown)
537 || IsEqualGUID(riid, &IID_IWineD3DBase)
538 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
539 IUnknown_AddRef(iface);
540 *ppobj = This;
541 return S_OK;
543 *ppobj = NULL;
544 return E_NOINTERFACE;
547 static ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
548 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
549 ULONG refCount = InterlockedIncrement(&This->ref);
551 TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
552 return refCount;
555 static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
556 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
557 ULONG refCount = InterlockedDecrement(&This->ref);
559 TRACE("(%p) : Releasing from %ld\n", This, refCount + 1);
561 if (!refCount) {
562 /* TODO: Clean up all the surfaces and textures! */
563 /* NOTE: You must release the parent if the object was created via a callback
564 ** ***************************/
566 /* Delete any GLSL shader programs that may exist */
567 if (wined3d_settings.vs_selected_mode == SHADER_GLSL ||
568 wined3d_settings.ps_selected_mode == SHADER_GLSL)
569 delete_glsl_shader_list(iface);
571 /* Release the update stateblock */
572 if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
573 if(This->updateStateBlock != This->stateBlock)
574 FIXME("(%p) Something's still holding the Update stateblock\n",This);
576 This->updateStateBlock = NULL;
577 { /* because were not doing proper internal refcounts releasing the primary state block
578 causes recursion with the extra checks in ResourceReleased, to avoid this we have
579 to set this->stateBlock = NULL; first */
580 IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
581 This->stateBlock = NULL;
583 /* Release the stateblock */
584 if(IWineD3DStateBlock_Release(stateBlock) > 0){
585 FIXME("(%p) Something's still holding the Update stateblock\n",This);
589 if (This->resources != NULL ) {
590 FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
591 dumpResources(This->resources);
595 IWineD3D_Release(This->wineD3D);
596 This->wineD3D = NULL;
597 HeapFree(GetProcessHeap(), 0, This);
598 TRACE("Freed device %p\n", This);
599 This = NULL;
601 return refCount;
604 /**********************************************************
605 * IWineD3DDevice implementation follows
606 **********************************************************/
607 static HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
608 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
609 *pParent = This->parent;
610 IUnknown_AddRef(This->parent);
611 return WINED3D_OK;
614 static void CreateVBO(IWineD3DVertexBufferImpl *object) {
615 IWineD3DDeviceImpl *This = object->resource.wineD3DDevice; /* Needed for GL_EXTCALL */
616 GLenum error, glUsage;
617 DWORD vboUsage = object->resource.usage;
618 if(object->Flags & VBFLAG_VBOCREATEFAIL) {
619 WARN("Creating a vbo failed once, not trying again\n");
620 return;
623 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", object, debug_d3dusage(vboUsage));
625 ENTER_GL();
626 /* Make sure that the gl error is cleared. Do not use checkGLcall
627 * here because checkGLcall just prints a fixme and continues. However,
628 * if an error during VBO creation occurs we can fall back to non-vbo operation
629 * with full functionality(but performance loss)
631 while(glGetError() != GL_NO_ERROR);
633 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
634 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
635 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
636 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
637 * to check if the rhw and color values are in the correct format.
640 GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
641 error = glGetError();
642 if(object->vbo == 0 || error != GL_NO_ERROR) {
643 WARN("Failed to create a VBO with error %d\n", error);
644 goto error;
647 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, object->vbo));
648 error = glGetError();
649 if(error != GL_NO_ERROR) {
650 WARN("Failed to bind the VBO, error %d\n", error);
651 goto error;
654 /* Transformed vertices are horribly inflexible. If the app specifies an
655 * vertex buffer with transformed vertices in default pool without DYNAMIC
656 * usage assume DYNAMIC usage and print a warning. The app will have to update
657 * the vertices regularily for them to be useful
659 if(((object->fvf & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW) &&
660 !(vboUsage & WINED3DUSAGE_DYNAMIC)) {
661 WARN("Application creates a vertex buffer holding transformed vertices which doesn't specify dynamic usage\n");
662 vboUsage |= WINED3DUSAGE_DYNAMIC;
665 /* Don't use static, because dx apps tend to update the buffer
666 * quite often even if they specify 0 usage
668 switch(vboUsage & (D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC) ) {
669 case D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC:
670 TRACE("Gl usage = GL_STREAM_DRAW\n");
671 glUsage = GL_STREAM_DRAW_ARB;
672 break;
673 case D3DUSAGE_WRITEONLY:
674 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
675 glUsage = GL_DYNAMIC_DRAW_ARB;
676 break;
677 case D3DUSAGE_DYNAMIC:
678 TRACE("Gl usage = GL_STREAM_COPY\n");
679 glUsage = GL_STREAM_COPY_ARB;
680 break;
681 default:
682 TRACE("Gl usage = GL_DYNAMIC_COPY\n");
683 glUsage = GL_DYNAMIC_COPY_ARB;
684 break;
687 /* Reserve memory for the buffer. The amount of data won't change
688 * so we are safe with calling glBufferData once with a NULL ptr and
689 * calling glBufferSubData on updates
691 GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
692 error = glGetError();
693 if(error != GL_NO_ERROR) {
694 WARN("glBufferDataARB failed with error %d\n", error);
695 goto error;
698 LEAVE_GL();
700 return;
701 error:
702 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
703 FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
704 if(object->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
705 object->vbo = 0;
706 object->Flags |= VBFLAG_VBOCREATEFAIL;
707 LEAVE_GL();
708 return;
711 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
712 DWORD FVF, WINED3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
713 IUnknown *parent) {
714 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
715 IWineD3DVertexBufferImpl *object;
716 WINED3DFORMAT Format = WINED3DFMT_VERTEXDATA; /* Dummy format for now */
717 int dxVersion = ( (IWineD3DImpl *) This->wineD3D)->dxVersion;
718 BOOL conv;
719 D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, WINED3DRTYPE_VERTEXBUFFER, Size)
721 TRACE("(%p) : Size=%d, Usage=%ld, FVF=%lx, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
722 *ppVertexBuffer = (IWineD3DVertexBuffer *)object;
724 if(Size == 0) return WINED3DERR_INVALIDCALL;
726 if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
727 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->resource.size);
729 object->fvf = FVF;
731 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
732 * drawStridedFast (half-life 2).
734 * Basically converting the vertices in the buffer is quite expensive, and observations
735 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
736 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
738 * Direct3D7 has another problem: Its vertexbuffer api doesn't offer a way to specify
739 * the range of vertices being locked, so each lock will require the whole buffer to be transformed.
740 * Moreover geometry data in dx7 is quite simple, so drawStridedSlow isn't a big hit. A plus
741 * is that the vertex buffers fvf can be trusted in dx7. So only create non-converted vbos for
742 * dx7 apps.
743 * There is a IDirect3DVertexBuffer7::Optimize call after which the buffer can't be locked any
744 * more. In this call we can convert dx7 buffers too.
746 conv = ((FVF & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW ) || (FVF & (D3DFVF_DIFFUSE | D3DFVF_SPECULAR));
747 if( GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) && Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) &&
748 (dxVersion > 7 || !conv) ) {
749 CreateVBO(object);
751 /* DX7 buffers can be locked directly into the VBO (no conversion, see above */
752 if(dxVersion == 7 && object->vbo) {
753 HeapFree(GetProcessHeap(), 0, object->resource.allocatedMemory);
754 object->resource.allocatedMemory = NULL;
758 return WINED3D_OK;
761 static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
762 WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
763 HANDLE *sharedHandle, IUnknown *parent) {
764 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
765 IWineD3DIndexBufferImpl *object;
766 TRACE("(%p) Creating index buffer\n", This);
768 /* Allocate the storage for the device */
769 D3DCREATERESOURCEOBJECTINSTANCE(object,IndexBuffer,WINED3DRTYPE_INDEXBUFFER, Length)
771 /*TODO: use VBO's */
772 if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
773 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,object->resource.size);
776 TRACE("(%p) : Len=%d, Use=%lx, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
777 debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
778 *ppIndexBuffer = (IWineD3DIndexBuffer *) object;
780 return WINED3D_OK;
783 static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
785 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
786 IWineD3DStateBlockImpl *object;
787 int i, j;
788 HRESULT temp_result;
790 D3DCREATEOBJECTINSTANCE(object, StateBlock)
791 object->blockType = Type;
793 /* Special case - Used during initialization to produce a placeholder stateblock
794 so other functions called can update a state block */
795 if (Type == WINED3DSBT_INIT) {
796 /* Don't bother increasing the reference count otherwise a device will never
797 be freed due to circular dependencies */
798 return WINED3D_OK;
801 temp_result = allocate_shader_constants(object);
802 if (WINED3D_OK != temp_result)
803 return temp_result;
805 /* Otherwise, might as well set the whole state block to the appropriate values */
806 if (This->stateBlock != NULL)
807 stateblock_copy((IWineD3DStateBlock*) object, (IWineD3DStateBlock*) This->stateBlock);
808 else
809 memset(object->streamFreq, 1, sizeof(object->streamFreq));
811 /* Reset the ref and type after kludging it */
812 object->wineD3DDevice = This;
813 object->ref = 1;
814 object->blockType = Type;
816 TRACE("Updating changed flags appropriate for type %d\n", Type);
818 if (Type == WINED3DSBT_ALL) {
820 TRACE("ALL => Pretend everything has changed\n");
821 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, TRUE);
823 } else if (Type == WINED3DSBT_PIXELSTATE) {
825 TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
826 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
828 object->changed.pixelShader = TRUE;
830 /* Pixel Shader Constants */
831 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i)
832 object->changed.pixelShaderConstantsF[i] = TRUE;
833 for (i = 0; i < MAX_CONST_B; ++i)
834 object->changed.pixelShaderConstantsB[i] = TRUE;
835 for (i = 0; i < MAX_CONST_I; ++i)
836 object->changed.pixelShaderConstantsI[i] = TRUE;
838 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
839 object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
841 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
842 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
843 object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
846 for (j = 0 ; j < 16; j++) {
847 for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
849 object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
853 } else if (Type == WINED3DSBT_VERTEXSTATE) {
855 TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
856 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
858 object->changed.vertexShader = TRUE;
860 /* Vertex Shader Constants */
861 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i)
862 object->changed.vertexShaderConstantsF[i] = TRUE;
863 for (i = 0; i < MAX_CONST_B; ++i)
864 object->changed.vertexShaderConstantsB[i] = TRUE;
865 for (i = 0; i < MAX_CONST_I; ++i)
866 object->changed.vertexShaderConstantsI[i] = TRUE;
868 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
869 object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
871 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
872 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
873 object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
876 for (j = 0 ; j < 16; j++){
877 for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
878 object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
882 /* Duplicate light chain */
884 PLIGHTINFOEL *src = NULL;
885 PLIGHTINFOEL *dst = NULL;
886 PLIGHTINFOEL *newEl = NULL;
887 src = This->stateBlock->lights;
888 object->lights = NULL;
891 while (src) {
892 newEl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
893 if (newEl == NULL) return WINED3DERR_OUTOFVIDEOMEMORY;
894 memcpy(newEl, src, sizeof(PLIGHTINFOEL));
895 newEl->prev = dst;
896 newEl->changed = TRUE;
897 newEl->enabledChanged = TRUE;
898 if (dst == NULL) {
899 object->lights = newEl;
900 } else {
901 dst->next = newEl;
903 dst = newEl;
904 src = src->next;
909 } else {
910 FIXME("Unrecognized state block type %d\n", Type);
913 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
914 return WINED3D_OK;
918 /* ************************************
919 MSDN:
920 [in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
922 Discard
923 [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
925 If this flag is set, the contents of the depth stencil buffer will be invalid after calling either IDirect3DDevice9::Present or IDirect3DDevice9::SetDepthStencilSurface with a different depth surface.
927 ******************************** */
929 static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height, WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,WINED3DRESOURCETYPE Type, DWORD Usage, WINED3DPOOL Pool, WINED3DMULTISAMPLE_TYPE MultiSample ,DWORD MultisampleQuality, HANDLE* pSharedHandle, WINED3DSURFTYPE Impl, IUnknown *parent) {
930 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
931 IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
932 unsigned int pow2Width, pow2Height;
933 unsigned int Size = 1;
934 const PixelFormatDesc *tableEntry = getFormatDescEntry(Format);
935 TRACE("(%p) Create surface\n",This);
937 /** FIXME: Check ranges on the inputs are valid
938 * MSDN
939 * MultisampleQuality
940 * [in] Quality level. The valid range is between zero and one less than the level
941 * returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
942 * Passing a larger value returns the error WINED3DERR_INVALIDCALL. The MultisampleQuality
943 * values of paired render targets, depth stencil surfaces, and the MultiSample type
944 * must all match.
945 *******************************/
949 * TODO: Discard MSDN
950 * [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
952 * If this flag is set, the contents of the depth stencil buffer will be
953 * invalid after calling either IDirect3DDevice9::Present or * IDirect3DDevice9::SetDepthStencilSurface
954 * with a different depth surface.
956 *This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
957 ***************************/
959 if(MultisampleQuality < 0) {
960 FIXME("Invalid multisample level %ld\n", MultisampleQuality);
961 return WINED3DERR_INVALIDCALL; /* TODO: Check that this is the case! */
964 if(MultisampleQuality > 0) {
965 FIXME("MultisampleQuality set to %ld, substituting 0\n", MultisampleQuality);
966 MultisampleQuality=0;
969 /** FIXME: Check that the format is supported
970 * by the device.
971 *******************************/
973 /* Non-power2 support */
975 /* Find the nearest pow2 match */
976 pow2Width = pow2Height = 1;
977 while (pow2Width < Width) pow2Width <<= 1;
978 while (pow2Height < Height) pow2Height <<= 1;
980 if (pow2Width > Width || pow2Height > Height) {
981 /** TODO: add support for non power two compressed textures (OpenGL 2 provices support for * non-power-two textures gratis) **/
982 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
983 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
984 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
985 This, Width, Height);
986 return WINED3DERR_NOTAVAILABLE;
990 /** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
991 * it is based around 4x4 pixel blocks it requires padding, so allocate enough
992 * space!
993 *********************************/
994 if (WINED3DFMT_UNKNOWN == Format) {
995 Size = 0;
996 } else if (Format == WINED3DFMT_DXT1) {
997 /* DXT1 is half byte per pixel */
998 Size = ((max(pow2Width,4) * tableEntry->bpp) * max(pow2Height,4)) >> 1;
1000 } else if (Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3 ||
1001 Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
1002 Size = ((max(pow2Width,4) * tableEntry->bpp) * max(pow2Height,4));
1003 } else {
1004 Size = (pow2Width * tableEntry->bpp) * pow2Height;
1007 /** Create and initialise the surface resource **/
1008 D3DCREATERESOURCEOBJECTINSTANCE(object,Surface,WINED3DRTYPE_SURFACE, Size)
1009 /* "Standalone" surface */
1010 IWineD3DSurface_SetContainer((IWineD3DSurface *)object, NULL);
1012 object->currentDesc.Width = Width;
1013 object->currentDesc.Height = Height;
1014 object->currentDesc.MultiSampleType = MultiSample;
1015 object->currentDesc.MultiSampleQuality = MultisampleQuality;
1017 /* Setup some glformat defaults */
1018 object->glDescription.glFormat = tableEntry->glFormat;
1019 object->glDescription.glFormatInternal = tableEntry->glInternal;
1020 object->glDescription.glType = tableEntry->glType;
1022 object->glDescription.textureName = 0;
1023 object->glDescription.level = Level;
1024 object->glDescription.target = GL_TEXTURE_2D;
1026 /* Internal data */
1027 object->pow2Width = pow2Width;
1028 object->pow2Height = pow2Height;
1030 /* Flags */
1031 object->Flags = 0; /* We start without flags set */
1032 object->Flags |= (pow2Width != Width || pow2Height != Height) ? SFLAG_NONPOW2 : 0;
1033 object->Flags |= Discard ? SFLAG_DISCARD : 0;
1034 object->Flags |= (WINED3DFMT_D16_LOCKABLE == Format) ? SFLAG_LOCKABLE : 0;
1035 object->Flags |= Lockable ? SFLAG_LOCKABLE : 0;
1038 if (WINED3DFMT_UNKNOWN != Format) {
1039 object->bytesPerPixel = tableEntry->bpp;
1040 object->pow2Size = (pow2Width * object->bytesPerPixel) * pow2Height;
1041 } else {
1042 object->bytesPerPixel = 0;
1043 object->pow2Size = 0;
1046 /** TODO: change this into a texture transform matrix so that it's processed in hardware **/
1048 TRACE("Pool %d %d %d %d",Pool, WINED3DPOOL_DEFAULT, WINED3DPOOL_MANAGED, WINED3DPOOL_SYSTEMMEM);
1050 /** Quick lockable sanity check TODO: remove this after surfaces, usage and locablility have been debugged properly
1051 * this function is too deap to need to care about things like this.
1052 * Levels need to be checked too, and possibly Type wince they all affect what can be done.
1053 * ****************************************/
1054 switch(Pool) {
1055 case WINED3DPOOL_SCRATCH:
1056 if(Lockable == FALSE)
1057 FIXME("Create suface called with a pool of SCRATCH and a Lockable of FALSE \
1058 which are mutually exclusive, setting lockable to true\n");
1059 Lockable = TRUE;
1060 break;
1061 case WINED3DPOOL_SYSTEMMEM:
1062 if(Lockable == FALSE) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, \
1063 this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
1064 case WINED3DPOOL_MANAGED:
1065 if(Usage == WINED3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a \
1066 Usage of DYNAMIC which are mutually exclusive, not doing \
1067 anything just telling you.\n");
1068 break;
1069 case WINED3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
1070 if(!(Usage & WINED3DUSAGE_DYNAMIC) && !(Usage & WINED3DUSAGE_RENDERTARGET)
1071 && !(Usage && WINED3DUSAGE_DEPTHSTENCIL ) && Lockable)
1072 WARN("Creating a surface with a POOL of DEFAULT with Lockable true, that doesn't specify DYNAMIC usage.\n");
1073 break;
1074 default:
1075 FIXME("(%p) Unknown pool %d\n", This, Pool);
1076 break;
1079 if (Usage & WINED3DUSAGE_RENDERTARGET && Pool != WINED3DPOOL_DEFAULT) {
1080 FIXME("Trying to create a render target that isn't in the default pool\n");
1083 /* mark the texture as dirty so that it get's loaded first time around*/
1084 IWineD3DSurface_AddDirtyRect(*ppSurface, NULL);
1085 TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n",
1086 This, Width, Height, Format, debug_d3dformat(Format),
1087 (WINED3DFMT_D16_LOCKABLE == Format), *ppSurface, object->resource.allocatedMemory, object->resource.size);
1089 /* Store the DirectDraw primary surface. This is the first rendertarget surface created */
1090 if( (Usage & WINED3DUSAGE_RENDERTARGET) && (!This->ddraw_primary) )
1091 This->ddraw_primary = (IWineD3DSurface *) object;
1093 /* Look at the implementation and set the correct Vtable */
1094 switch(Impl) {
1095 case SURFACE_OPENGL:
1096 /* Nothing to do, it's set already */
1097 break;
1099 case SURFACE_GDI:
1100 object->lpVtbl = &IWineGDISurface_Vtbl;
1101 break;
1103 default:
1104 /* To be sure to catch this */
1105 ERR("Unknown requested surface implementation %d!\n", Impl);
1106 IWineD3DSurface_Release((IWineD3DSurface *) object);
1107 return WINED3DERR_INVALIDCALL;
1110 /* Call the private setup routine */
1111 return IWineD3DSurface_PrivateSetup( (IWineD3DSurface *) object );
1115 static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Width, UINT Height, UINT Levels,
1116 DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
1117 IWineD3DTexture** ppTexture, HANDLE* pSharedHandle, IUnknown *parent,
1118 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
1120 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1121 IWineD3DTextureImpl *object;
1122 unsigned int i;
1123 UINT tmpW;
1124 UINT tmpH;
1125 HRESULT hr;
1126 unsigned int pow2Width = Width;
1127 unsigned int pow2Height = Height;
1130 TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#lx\n", This, Width, Height, Levels, Usage);
1131 TRACE("Format %#x (%s), Pool %#x, ppTexture %p, pSharedHandle %p, parent %p\n",
1132 Format, debug_d3dformat(Format), Pool, ppTexture, pSharedHandle, parent);
1134 /* TODO: It should only be possible to create textures for formats
1135 that are reported as supported */
1136 if (WINED3DFMT_UNKNOWN >= Format) {
1137 WARN("(%p) : Texture cannot be created with a format of D3DFMT_UNKNOWN\n", This);
1138 return WINED3DERR_INVALIDCALL;
1141 D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, WINED3DRTYPE_TEXTURE, 0);
1142 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1143 object->width = Width;
1144 object->height = Height;
1146 /** Non-power2 support **/
1147 /* Find the nearest pow2 match */
1148 pow2Width = pow2Height = 1;
1149 while (pow2Width < Width) pow2Width <<= 1;
1150 while (pow2Height < Height) pow2Height <<= 1;
1152 /** FIXME: add support for real non-power-two if it's provided by the video card **/
1153 /* Precalculated scaling for 'faked' non power of two texture coords */
1154 object->pow2scalingFactorX = (((float)Width) / ((float)pow2Width));
1155 object->pow2scalingFactorY = (((float)Height) / ((float)pow2Height));
1156 TRACE(" xf(%f) yf(%f)\n", object->pow2scalingFactorX, object->pow2scalingFactorY);
1158 /* Calculate levels for mip mapping */
1159 if (Levels == 0) {
1160 TRACE("calculating levels %d\n", object->baseTexture.levels);
1161 object->baseTexture.levels++;
1162 tmpW = Width;
1163 tmpH = Height;
1164 while (tmpW > 1 || tmpH > 1) {
1165 tmpW = max(1, tmpW >> 1);
1166 tmpH = max(1, tmpH >> 1);
1167 object->baseTexture.levels++;
1169 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1172 /* Generate all the surfaces */
1173 tmpW = Width;
1174 tmpH = Height;
1175 for (i = 0; i < object->baseTexture.levels; i++)
1177 /* use the callback to create the texture surface */
1178 hr = D3DCB_CreateSurface(This->parent, tmpW, tmpH, Format, Usage, Pool, i, &object->surfaces[i],NULL);
1179 if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) {
1180 FIXME("Failed to create surface %p\n", object);
1181 /* clean up */
1182 object->surfaces[i] = NULL;
1183 IWineD3DTexture_Release((IWineD3DTexture *)object);
1185 *ppTexture = NULL;
1186 return hr;
1189 IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
1190 TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
1191 /* calculate the next mipmap level */
1192 tmpW = max(1, tmpW >> 1);
1193 tmpH = max(1, tmpH >> 1);
1196 TRACE("(%p) : Created texture %p\n", This, object);
1197 return WINED3D_OK;
1200 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
1201 UINT Width, UINT Height, UINT Depth,
1202 UINT Levels, DWORD Usage,
1203 WINED3DFORMAT Format, WINED3DPOOL Pool,
1204 IWineD3DVolumeTexture **ppVolumeTexture,
1205 HANDLE *pSharedHandle, IUnknown *parent,
1206 D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
1208 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1209 IWineD3DVolumeTextureImpl *object;
1210 unsigned int i;
1211 UINT tmpW;
1212 UINT tmpH;
1213 UINT tmpD;
1215 /* TODO: It should only be possible to create textures for formats
1216 that are reported as supported */
1217 if (WINED3DFMT_UNKNOWN >= Format) {
1218 WARN("(%p) : Texture cannot be created with a format of D3DFMT_UNKNOWN\n", This);
1219 return WINED3DERR_INVALIDCALL;
1222 D3DCREATERESOURCEOBJECTINSTANCE(object, VolumeTexture, WINED3DRTYPE_VOLUMETEXTURE, 0);
1223 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1225 TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%ld), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
1226 Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
1228 object->width = Width;
1229 object->height = Height;
1230 object->depth = Depth;
1232 /* Calculate levels for mip mapping */
1233 if (Levels == 0) {
1234 object->baseTexture.levels++;
1235 tmpW = Width;
1236 tmpH = Height;
1237 tmpD = Depth;
1238 while (tmpW > 1 || tmpH > 1 || tmpD > 1) {
1239 tmpW = max(1, tmpW >> 1);
1240 tmpH = max(1, tmpH >> 1);
1241 tmpD = max(1, tmpD >> 1);
1242 object->baseTexture.levels++;
1244 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1247 /* Generate all the surfaces */
1248 tmpW = Width;
1249 tmpH = Height;
1250 tmpD = Depth;
1252 for (i = 0; i < object->baseTexture.levels; i++)
1254 /* Create the volume */
1255 D3DCB_CreateVolume(This->parent, Width, Height, Depth, Format, Pool, Usage,
1256 (IWineD3DVolume **)&object->volumes[i], pSharedHandle);
1258 /* Set it's container to this object */
1259 IWineD3DVolume_SetContainer(object->volumes[i], (IWineD3DBase *)object);
1261 /* calcualte the next mipmap level */
1262 tmpW = max(1, tmpW >> 1);
1263 tmpH = max(1, tmpH >> 1);
1264 tmpD = max(1, tmpD >> 1);
1267 *ppVolumeTexture = (IWineD3DVolumeTexture *) object;
1268 TRACE("(%p) : Created volume texture %p\n", This, object);
1269 return WINED3D_OK;
1272 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
1273 UINT Width, UINT Height, UINT Depth,
1274 DWORD Usage,
1275 WINED3DFORMAT Format, WINED3DPOOL Pool,
1276 IWineD3DVolume** ppVolume,
1277 HANDLE* pSharedHandle, IUnknown *parent) {
1279 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1280 IWineD3DVolumeImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1281 const PixelFormatDesc *formatDesc = getFormatDescEntry(Format);
1283 D3DCREATERESOURCEOBJECTINSTANCE(object, Volume, WINED3DRTYPE_VOLUME, ((Width * formatDesc->bpp) * Height * Depth))
1285 TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%ld), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
1286 Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
1288 object->currentDesc.Width = Width;
1289 object->currentDesc.Height = Height;
1290 object->currentDesc.Depth = Depth;
1291 object->bytesPerPixel = formatDesc->bpp;
1293 /** Note: Volume textures cannot be dxtn, hence no need to check here **/
1294 object->lockable = TRUE;
1295 object->locked = FALSE;
1296 memset(&object->lockedBox, 0, sizeof(WINED3DBOX));
1297 object->dirty = TRUE;
1299 return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) object, NULL);
1302 static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
1303 UINT Levels, DWORD Usage,
1304 WINED3DFORMAT Format, WINED3DPOOL Pool,
1305 IWineD3DCubeTexture **ppCubeTexture,
1306 HANDLE *pSharedHandle, IUnknown *parent,
1307 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
1309 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1310 IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1311 unsigned int i, j;
1312 UINT tmpW;
1313 HRESULT hr;
1314 unsigned int pow2EdgeLength = EdgeLength;
1316 /* TODO: It should only be possible to create textures for formats
1317 that are reported as supported */
1318 if (WINED3DFMT_UNKNOWN >= Format) {
1319 WARN("(%p) : Texture cannot be created with a format of D3DFMT_UNKNOWN\n", This);
1320 return WINED3DERR_INVALIDCALL;
1323 D3DCREATERESOURCEOBJECTINSTANCE(object, CubeTexture, WINED3DRTYPE_CUBETEXTURE, 0);
1324 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1326 TRACE("(%p) Create Cube Texture\n", This);
1328 /** Non-power2 support **/
1330 /* Find the nearest pow2 match */
1331 pow2EdgeLength = 1;
1332 while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
1334 object->edgeLength = EdgeLength;
1335 /* TODO: support for native non-power 2 */
1336 /* Precalculated scaling for 'faked' non power of two texture coords */
1337 object->pow2scalingFactor = ((float)EdgeLength) / ((float)pow2EdgeLength);
1339 /* Calculate levels for mip mapping */
1340 if (Levels == 0) {
1341 object->baseTexture.levels++;
1342 tmpW = EdgeLength;
1343 while (tmpW > 1) {
1344 tmpW = max(1, tmpW >> 1);
1345 object->baseTexture.levels++;
1347 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1350 /* Generate all the surfaces */
1351 tmpW = EdgeLength;
1352 for (i = 0; i < object->baseTexture.levels; i++) {
1354 /* Create the 6 faces */
1355 for (j = 0; j < 6; j++) {
1357 hr=D3DCB_CreateSurface(This->parent, tmpW, tmpW, Format, Usage, Pool,
1358 i /* Level */, &object->surfaces[j][i],pSharedHandle);
1360 if(hr!= WINED3D_OK) {
1361 /* clean up */
1362 int k;
1363 int l;
1364 for (l = 0; l < j; l++) {
1365 IWineD3DSurface_Release(object->surfaces[j][i]);
1367 for (k = 0; k < i; k++) {
1368 for (l = 0; l < 6; l++) {
1369 IWineD3DSurface_Release(object->surfaces[l][j]);
1373 FIXME("(%p) Failed to create surface\n",object);
1374 HeapFree(GetProcessHeap(),0,object);
1375 *ppCubeTexture = NULL;
1376 return hr;
1378 IWineD3DSurface_SetContainer(object->surfaces[j][i], (IWineD3DBase *)object);
1379 TRACE("Created surface level %d @ %p,\n", i, object->surfaces[j][i]);
1381 tmpW = max(1, tmpW >> 1);
1384 TRACE("(%p) : Created Cube Texture %p\n", This, object);
1385 *ppCubeTexture = (IWineD3DCubeTexture *) object;
1386 return WINED3D_OK;
1389 static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
1390 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1391 IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
1393 if (NULL == ppQuery) {
1394 /* Just a check to see if we support this type of query */
1395 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1396 switch(Type) {
1397 case WINED3DQUERYTYPE_OCCLUSION:
1398 TRACE("(%p) occlusion query\n", This);
1399 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
1400 hr = WINED3D_OK;
1401 else
1402 WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY/NV_OCCLUSION_QUERY\n");
1403 break;
1404 case WINED3DQUERYTYPE_VCACHE:
1405 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1406 case WINED3DQUERYTYPE_VERTEXSTATS:
1407 case WINED3DQUERYTYPE_EVENT:
1408 case WINED3DQUERYTYPE_TIMESTAMP:
1409 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1410 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1411 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1412 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1413 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1414 case WINED3DQUERYTYPE_PIXELTIMINGS:
1415 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1416 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1417 default:
1418 FIXME("(%p) Unhandled query type %d\n", This, Type);
1420 return hr;
1423 D3DCREATEOBJECTINSTANCE(object, Query)
1424 object->type = Type;
1425 /* allocated the 'extended' data based on the type of query requested */
1426 switch(Type){
1427 case D3DQUERYTYPE_OCCLUSION:
1428 if(GL_SUPPORT(ARB_OCCLUSION_QUERY)) {
1429 TRACE("(%p) Allocating data for an occlusion query\n", This);
1430 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryOcclusionData));
1431 GL_EXTCALL(glGenQueriesARB(1, &((WineQueryOcclusionData *)(object->extendedData))->queryId));
1432 break;
1434 case D3DQUERYTYPE_VCACHE:
1435 case D3DQUERYTYPE_RESOURCEMANAGER:
1436 case D3DQUERYTYPE_VERTEXSTATS:
1437 case D3DQUERYTYPE_EVENT:
1438 case D3DQUERYTYPE_TIMESTAMP:
1439 case D3DQUERYTYPE_TIMESTAMPDISJOINT:
1440 case D3DQUERYTYPE_TIMESTAMPFREQ:
1441 case D3DQUERYTYPE_PIPELINETIMINGS:
1442 case D3DQUERYTYPE_INTERFACETIMINGS:
1443 case D3DQUERYTYPE_VERTEXTIMINGS:
1444 case D3DQUERYTYPE_PIXELTIMINGS:
1445 case D3DQUERYTYPE_BANDWIDTHTIMINGS:
1446 case D3DQUERYTYPE_CACHEUTILIZATION:
1447 default:
1448 object->extendedData = 0;
1449 FIXME("(%p) Unhandled query type %d\n",This , Type);
1451 TRACE("(%p) : Created Query %p\n", This, object);
1452 return WINED3D_OK;
1455 /* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
1456 static HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, IWineD3DSwapChain** ppSwapChain,
1457 IUnknown* parent,
1458 D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget,
1459 D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil) {
1460 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1462 HDC hDc;
1463 IWineD3DSwapChainImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1464 int num;
1465 XVisualInfo template;
1466 GLXContext oldContext;
1467 Drawable oldDrawable;
1468 HRESULT hr = WINED3D_OK;
1470 TRACE("(%p) : Created Aditional Swap Chain\n", This);
1472 /** FIXME: Test under windows to find out what the life cycle of a swap chain is,
1473 * does a device hold a reference to a swap chain giving them a lifetime of the device
1474 * or does the swap chain notify the device of its destruction.
1475 *******************************/
1477 /* Check the params */
1478 if(*pPresentationParameters->BackBufferCount > D3DPRESENT_BACK_BUFFER_MAX) {
1479 ERR("App requested %d back buffers, this is not supported for now\n", *pPresentationParameters->BackBufferCount);
1480 return WINED3DERR_INVALIDCALL;
1481 } else if (*pPresentationParameters->BackBufferCount > 1) {
1482 FIXME("The app requests more than one back buffer, this can't be supported properly. Please configure the application to use double buffering(=1 back buffer) if possible\n");
1485 D3DCREATEOBJECTINSTANCE(object, SwapChain)
1487 /*********************
1488 * Lookup the window Handle and the relating X window handle
1489 ********************/
1491 /* Setup hwnd we are using, plus which display this equates to */
1492 object->win_handle = *(pPresentationParameters->hDeviceWindow);
1493 if (!object->win_handle) {
1494 object->win_handle = This->createParms.hFocusWindow;
1497 object->win_handle = GetAncestor(object->win_handle, GA_ROOT);
1498 if ( !( object->win = (Window)GetPropA(object->win_handle, "__wine_x11_whole_window") ) ) {
1499 ERR("Can't get drawable (window), HWND:%p doesn't have the property __wine_x11_whole_window\n", object->win_handle);
1500 return WINED3DERR_NOTAVAILABLE;
1502 hDc = GetDC(object->win_handle);
1503 object->display = get_display(hDc);
1504 ReleaseDC(object->win_handle, hDc);
1505 TRACE("Using a display of %p %p\n", object->display, hDc);
1507 if (NULL == object->display || NULL == hDc) {
1508 WARN("Failed to get a display and HDc for Window %p\n", object->win_handle);
1509 return WINED3DERR_NOTAVAILABLE;
1512 if (object->win == 0) {
1513 WARN("Failed to get a valid XVisuial ID for the window %p\n", object->win_handle);
1514 return WINED3DERR_NOTAVAILABLE;
1517 * Create an opengl context for the display visual
1518 * NOTE: the visual is chosen as the window is created and the glcontext cannot
1519 * use different properties after that point in time. FIXME: How to handle when requested format
1520 * doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
1521 * it chooses is identical to the one already being used!
1522 **********************************/
1524 /** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
1525 ENTER_GL();
1527 /* Create a new context for this swapchain */
1528 template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
1529 /* TODO: change this to find a similar visual, but one with a stencil/zbuffer buffer that matches the request
1530 (or the best possible if none is requested) */
1531 TRACE("Found x visual ID : %ld\n", template.visualid);
1533 object->visInfo = XGetVisualInfo(object->display, VisualIDMask, &template, &num);
1534 if (NULL == object->visInfo) {
1535 ERR("cannot really get XVisual\n");
1536 LEAVE_GL();
1537 return WINED3DERR_NOTAVAILABLE;
1538 } else {
1539 int n, value;
1540 /* Write out some debug info about the visual/s */
1541 TRACE("Using x visual ID : %ld\n", template.visualid);
1542 TRACE(" visual info: %p\n", object->visInfo);
1543 TRACE(" num items : %d\n", num);
1544 for (n = 0;n < num; n++) {
1545 TRACE("=====item=====: %d\n", n + 1);
1546 TRACE(" visualid : %ld\n", object->visInfo[n].visualid);
1547 TRACE(" screen : %d\n", object->visInfo[n].screen);
1548 TRACE(" depth : %u\n", object->visInfo[n].depth);
1549 TRACE(" class : %d\n", object->visInfo[n].class);
1550 TRACE(" red_mask : %ld\n", object->visInfo[n].red_mask);
1551 TRACE(" green_mask : %ld\n", object->visInfo[n].green_mask);
1552 TRACE(" blue_mask : %ld\n", object->visInfo[n].blue_mask);
1553 TRACE(" colormap_size : %d\n", object->visInfo[n].colormap_size);
1554 TRACE(" bits_per_rgb : %d\n", object->visInfo[n].bits_per_rgb);
1555 /* log some extra glx info */
1556 glXGetConfig(object->display, object->visInfo, GLX_AUX_BUFFERS, &value);
1557 TRACE(" gl_aux_buffers : %d\n", value);
1558 glXGetConfig(object->display, object->visInfo, GLX_BUFFER_SIZE ,&value);
1559 TRACE(" gl_buffer_size : %d\n", value);
1560 glXGetConfig(object->display, object->visInfo, GLX_RED_SIZE, &value);
1561 TRACE(" gl_red_size : %d\n", value);
1562 glXGetConfig(object->display, object->visInfo, GLX_GREEN_SIZE, &value);
1563 TRACE(" gl_green_size : %d\n", value);
1564 glXGetConfig(object->display, object->visInfo, GLX_BLUE_SIZE, &value);
1565 TRACE(" gl_blue_size : %d\n", value);
1566 glXGetConfig(object->display, object->visInfo, GLX_ALPHA_SIZE, &value);
1567 TRACE(" gl_alpha_size : %d\n", value);
1568 glXGetConfig(object->display, object->visInfo, GLX_DEPTH_SIZE ,&value);
1569 TRACE(" gl_depth_size : %d\n", value);
1570 glXGetConfig(object->display, object->visInfo, GLX_STENCIL_SIZE, &value);
1571 TRACE(" gl_stencil_size : %d\n", value);
1573 /* Now choose a simila visual ID*/
1575 #ifdef USE_CONTEXT_MANAGER
1577 /** TODO: use a context mamager **/
1578 #endif
1581 IWineD3DSwapChain *implSwapChain;
1582 if (WINED3D_OK != IWineD3DDevice_GetSwapChain(iface, 0, &implSwapChain)) {
1583 /* The first time around we create the context that is shared with all other swapchains and render targets */
1584 object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
1585 TRACE("Creating implicit context for vis %p, hwnd %p\n", object->display, object->visInfo);
1586 } else {
1588 TRACE("Creating context for vis %p, hwnd %p\n", object->display, object->visInfo);
1589 /* TODO: don't use Impl structures outside of create functions! (a context manager will replace the ->glCtx) */
1590 /* and create a new context with the implicit swapchains context as the shared context */
1591 object->glCtx = glXCreateContext(object->display, object->visInfo, ((IWineD3DSwapChainImpl *)implSwapChain)->glCtx, GL_TRUE);
1592 IWineD3DSwapChain_Release(implSwapChain);
1596 /* Cleanup */
1597 XFree(object->visInfo);
1598 object->visInfo = NULL;
1600 LEAVE_GL();
1602 if (!object->glCtx) {
1603 ERR("Failed to create GLX context\n");
1604 return WINED3DERR_NOTAVAILABLE;
1605 } else {
1606 TRACE("Context created (HWND=%p, glContext=%p, Window=%ld, VisInfo=%p)\n",
1607 object->win_handle, object->glCtx, object->win, object->visInfo);
1610 /*********************
1611 * Windowed / Fullscreen
1612 *******************/
1615 * TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
1616 * so we should really check to see if there is a fullscreen swapchain already
1617 * I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
1618 **************************************/
1620 if (!*(pPresentationParameters->Windowed)) {
1622 DEVMODEW devmode;
1623 HDC hdc;
1624 int bpp = 0;
1626 /* Get info on the current display setup */
1627 hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
1628 bpp = GetDeviceCaps(hdc, BITSPIXEL);
1629 DeleteDC(hdc);
1631 /* Change the display settings */
1632 memset(&devmode, 0, sizeof(DEVMODEW));
1633 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1634 devmode.dmBitsPerPel = (bpp >= 24) ? 32 : bpp; /* Stupid XVidMode cannot change bpp */
1635 devmode.dmPelsWidth = *(pPresentationParameters->BackBufferWidth);
1636 devmode.dmPelsHeight = *(pPresentationParameters->BackBufferHeight);
1637 MultiByteToWideChar(CP_ACP, 0, "Gamers CG", -1, devmode.dmDeviceName, CCHDEVICENAME);
1638 ChangeDisplaySettingsExW(devmode.dmDeviceName, &devmode, object->win_handle, CDS_FULLSCREEN, NULL);
1640 /* Make popup window */
1641 SetWindowLongA(object->win_handle, GWL_STYLE, WS_POPUP);
1642 SetWindowPos(object->win_handle, HWND_TOP, 0, 0,
1643 *(pPresentationParameters->BackBufferWidth),
1644 *(pPresentationParameters->BackBufferHeight), SWP_SHOWWINDOW | SWP_FRAMECHANGED);
1646 /* For GetDisplayMode */
1647 This->ddraw_width = devmode.dmPelsWidth;
1648 This->ddraw_height = devmode.dmPelsHeight;
1649 This->ddraw_format = *(pPresentationParameters->BackBufferFormat);
1653 /** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
1654 * then the corresponding dimension of the client area of the hDeviceWindow
1655 * (or the focus window, if hDeviceWindow is NULL) is taken.
1656 **********************/
1658 if (*(pPresentationParameters->Windowed) &&
1659 ((*(pPresentationParameters->BackBufferWidth) == 0) ||
1660 (*(pPresentationParameters->BackBufferHeight) == 0))) {
1662 RECT Rect;
1663 GetClientRect(object->win_handle, &Rect);
1665 if (*(pPresentationParameters->BackBufferWidth) == 0) {
1666 *(pPresentationParameters->BackBufferWidth) = Rect.right;
1667 TRACE("Updating width to %d\n", *(pPresentationParameters->BackBufferWidth));
1669 if (*(pPresentationParameters->BackBufferHeight) == 0) {
1670 *(pPresentationParameters->BackBufferHeight) = Rect.bottom;
1671 TRACE("Updating height to %d\n", *(pPresentationParameters->BackBufferHeight));
1675 /*********************
1676 * finish off parameter initialization
1677 *******************/
1679 /* Put the correct figures in the presentation parameters */
1680 TRACE("Coppying accross presentaion paraneters\n");
1681 object->presentParms.BackBufferWidth = *(pPresentationParameters->BackBufferWidth);
1682 object->presentParms.BackBufferHeight = *(pPresentationParameters->BackBufferHeight);
1683 object->presentParms.BackBufferFormat = *(pPresentationParameters->BackBufferFormat);
1684 object->presentParms.BackBufferCount = *(pPresentationParameters->BackBufferCount);
1685 object->presentParms.MultiSampleType = *(pPresentationParameters->MultiSampleType);
1686 object->presentParms.MultiSampleQuality = NULL == pPresentationParameters->MultiSampleQuality ? 0 : *(pPresentationParameters->MultiSampleQuality);
1687 object->presentParms.SwapEffect = *(pPresentationParameters->SwapEffect);
1688 object->presentParms.hDeviceWindow = *(pPresentationParameters->hDeviceWindow);
1689 object->presentParms.Windowed = *(pPresentationParameters->Windowed);
1690 object->presentParms.EnableAutoDepthStencil = *(pPresentationParameters->EnableAutoDepthStencil);
1691 object->presentParms.AutoDepthStencilFormat = *(pPresentationParameters->AutoDepthStencilFormat);
1692 object->presentParms.Flags = *(pPresentationParameters->Flags);
1693 object->presentParms.FullScreen_RefreshRateInHz = *(pPresentationParameters->FullScreen_RefreshRateInHz);
1694 object->presentParms.PresentationInterval = *(pPresentationParameters->PresentationInterval);
1697 /*********************
1698 * Create the back, front and stencil buffers
1699 *******************/
1701 TRACE("calling rendertarget CB\n");
1702 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1703 object->presentParms.BackBufferWidth,
1704 object->presentParms.BackBufferHeight,
1705 object->presentParms.BackBufferFormat,
1706 object->presentParms.MultiSampleType,
1707 object->presentParms.MultiSampleQuality,
1708 TRUE /* Lockable */,
1709 &object->frontBuffer,
1710 NULL /* pShared (always null)*/);
1711 if (object->frontBuffer != NULL)
1712 IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
1714 if(object->presentParms.BackBufferCount > 0) {
1715 int i;
1717 object->backBuffer = HeapAlloc(GetProcessHeap(), 0, sizeof(IWineD3DSurface *) * object->presentParms.BackBufferCount);
1718 if(!object->backBuffer) {
1719 ERR("Out of memory\n");
1721 if (object->frontBuffer) {
1722 IUnknown *bufferParent;
1723 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1724 IUnknown_Release(bufferParent); /* once for the get parent */
1725 if (IUnknown_Release(bufferParent) > 0) {
1726 FIXME("(%p) Something's still holding the front buffer\n",This);
1729 HeapFree(GetProcessHeap(), 0, object);
1730 return E_OUTOFMEMORY;
1733 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1734 TRACE("calling rendertarget CB\n");
1735 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1736 object->presentParms.BackBufferWidth,
1737 object->presentParms.BackBufferHeight,
1738 object->presentParms.BackBufferFormat,
1739 object->presentParms.MultiSampleType,
1740 object->presentParms.MultiSampleQuality,
1741 TRUE /* Lockable */,
1742 &object->backBuffer[i],
1743 NULL /* pShared (always null)*/);
1744 if(hr == WINED3D_OK && object->backBuffer[i]) {
1745 IWineD3DSurface_SetContainer(object->backBuffer[i], (IWineD3DBase *)object);
1746 } else {
1747 break;
1750 } else {
1751 object->backBuffer = NULL;
1754 if (object->backBuffer != NULL) {
1755 ENTER_GL();
1756 glDrawBuffer(GL_BACK);
1757 checkGLcall("glDrawBuffer(GL_BACK)");
1758 LEAVE_GL();
1759 } else {
1760 /* Single buffering - draw to front buffer */
1761 ENTER_GL();
1762 glDrawBuffer(GL_FRONT);
1763 checkGLcall("glDrawBuffer(GL_FRONT)");
1764 LEAVE_GL();
1767 /* Under directX swapchains share the depth stencil, so only create one depth-stencil */
1768 if (*(pPresentationParameters->EnableAutoDepthStencil) && hr == WINED3D_OK) {
1769 TRACE("Creating depth stencil buffer\n");
1770 if (This->depthStencilBuffer == NULL ) {
1771 hr = D3DCB_CreateDepthStencil((IUnknown *) This->parent,
1772 object->presentParms.BackBufferWidth,
1773 object->presentParms.BackBufferHeight,
1774 object->presentParms.AutoDepthStencilFormat,
1775 object->presentParms.MultiSampleType,
1776 object->presentParms.MultiSampleQuality,
1777 FALSE /* FIXME: Discard */,
1778 &This->depthStencilBuffer,
1779 NULL /* pShared (always null)*/ );
1780 if (This->depthStencilBuffer != NULL)
1781 IWineD3DSurface_SetContainer(This->depthStencilBuffer, 0);
1784 /** TODO: A check on width, height and multisample types
1785 *(since the zbuffer must be at least as large as the render target and have the same multisample parameters)
1786 ****************************/
1787 object->wantsDepthStencilBuffer = TRUE;
1788 } else {
1789 object->wantsDepthStencilBuffer = FALSE;
1792 TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil %d\n",object->frontBuffer, object->backBuffer ? object->backBuffer[0] : NULL, object->wantsDepthStencilBuffer);
1795 /*********************
1796 * init the default renderTarget management
1797 *******************/
1798 object->drawable = object->win;
1799 object->render_ctx = object->glCtx;
1801 if (hr == WINED3D_OK) {
1802 /*********************
1803 * Setup some defaults and clear down the buffers
1804 *******************/
1805 ENTER_GL();
1806 /** save current context and drawable **/
1807 oldContext = glXGetCurrentContext();
1808 oldDrawable = glXGetCurrentDrawable();
1810 TRACE("Activating context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1811 if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
1812 ERR("Error in setting current context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1814 checkGLcall("glXMakeCurrent");
1816 TRACE("Setting up the screen\n");
1817 /* Clear the screen */
1818 glClearColor(1.0, 0.0, 0.0, 0.0);
1819 checkGLcall("glClearColor");
1820 glClearIndex(0);
1821 glClearDepth(1);
1822 glClearStencil(0xffff);
1824 checkGLcall("glClear");
1826 glColor3f(1.0, 1.0, 1.0);
1827 checkGLcall("glColor3f");
1829 glEnable(GL_LIGHTING);
1830 checkGLcall("glEnable");
1832 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1833 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1835 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1836 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1838 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1839 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1841 /* switch back to the original context (if there was one)*/
1842 if (This->swapchains) {
1843 /** TODO: restore the context and drawable **/
1844 glXMakeCurrent(object->display, oldDrawable, oldContext);
1847 LEAVE_GL();
1849 TRACE("Set swapchain to %p\n", object);
1850 } else { /* something went wrong so clean up */
1851 IUnknown* bufferParent;
1852 if (object->frontBuffer) {
1854 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1855 IUnknown_Release(bufferParent); /* once for the get parent */
1856 if (IUnknown_Release(bufferParent) > 0) {
1857 FIXME("(%p) Something's still holding the front buffer\n",This);
1860 if (object->backBuffer) {
1861 int i;
1862 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1863 if(object->backBuffer[i]) {
1864 IWineD3DSurface_GetParent(object->backBuffer[i], &bufferParent);
1865 IUnknown_Release(bufferParent); /* once for the get parent */
1866 if (IUnknown_Release(bufferParent) > 0) {
1867 FIXME("(%p) Something's still holding the back buffer\n",This);
1871 HeapFree(GetProcessHeap(), 0, object->backBuffer);
1872 object->backBuffer = NULL;
1874 /* NOTE: don't clean up the depthstencil buffer because it belongs to the device */
1875 /* Clean up the context */
1876 /* check that we are the current context first (we shouldn't be though!) */
1877 if (object->glCtx != 0) {
1878 if(glXGetCurrentContext() == object->glCtx) {
1879 glXMakeCurrent(object->display, None, NULL);
1881 glXDestroyContext(object->display, object->glCtx);
1883 HeapFree(GetProcessHeap(), 0, object);
1887 return hr;
1890 /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
1891 static UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
1892 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1893 TRACE("(%p)\n", This);
1895 return This->NumberOfSwapChains;
1898 static HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
1899 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1900 TRACE("(%p) : swapchain %d\n", This, iSwapChain);
1902 if(iSwapChain < This->NumberOfSwapChains) {
1903 *pSwapChain = This->swapchains[iSwapChain];
1904 IWineD3DSwapChain_AddRef(*pSwapChain);
1905 TRACE("(%p) returning %p\n", This, *pSwapChain);
1906 return WINED3D_OK;
1907 } else {
1908 TRACE("Swapchain out of range\n");
1909 *pSwapChain = NULL;
1910 return WINED3DERR_INVALIDCALL;
1914 /*****
1915 * Vertex Declaration
1916 *****/
1917 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, CONST VOID* pDeclaration, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *parent) {
1918 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1919 IWineD3DVertexDeclarationImpl *object = NULL;
1920 HRESULT hr = WINED3D_OK;
1921 TRACE("(%p) : directXVersion=%u, pFunction=%p, ppDecl=%p\n", This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, pDeclaration, ppVertexDeclaration);
1922 D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
1923 object->allFVF = 0;
1925 hr = IWineD3DVertexDeclaration_SetDeclaration((IWineD3DVertexDeclaration *)object, (void *)pDeclaration);
1927 return hr;
1930 /* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
1931 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, CONST DWORD *pDeclaration, CONST DWORD *pFunction, IWineD3DVertexShader **ppVertexShader, IUnknown *parent) {
1932 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1933 IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
1934 HRESULT hr = WINED3D_OK;
1935 D3DCREATEOBJECTINSTANCE(object, VertexShader)
1936 object->baseShader.shader_ins = IWineD3DVertexShaderImpl_shader_ins;
1938 TRACE("(%p) : Created Vertex shader %p\n", This, *ppVertexShader);
1940 /* If a vertex declaration has been passed, save it to the vertex shader, this affects d3d8 only. */
1941 /* Further it needs to be set before calling SetFunction as SetFunction needs the declaration. */
1942 if (pDeclaration != NULL) {
1943 IWineD3DVertexDeclaration *vertexDeclaration;
1944 hr = IWineD3DDevice_CreateVertexDeclaration(iface, pDeclaration, &vertexDeclaration ,NULL);
1945 if (WINED3D_OK == hr) {
1946 TRACE("(%p) : Setting vertex declaration to %p\n", This, vertexDeclaration);
1947 object->vertexDeclaration = vertexDeclaration;
1948 } else {
1949 FIXME("(%p) : Failed to set the declaration, returning WINED3DERR_INVALIDCALL\n", iface);
1950 IWineD3DVertexShader_Release(*ppVertexShader);
1951 return WINED3DERR_INVALIDCALL;
1955 hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction);
1957 if (WINED3D_OK != hr) {
1958 FIXME("(%p) : Failed to set the function, returning WINED3DERR_INVALIDCALL\n", iface);
1959 IWineD3DVertexShader_Release(*ppVertexShader);
1960 return WINED3DERR_INVALIDCALL;
1963 #if 0 /* TODO: In D3D* SVP is atatched to the shader, in D3D9 it's attached to the device and isn't stored in the stateblock. */
1964 if(Usage == WINED3DUSAGE_SOFTWAREVERTEXPROCESSING) {
1965 /* Foo */
1966 } else {
1967 /* Bar */
1970 #endif
1972 return WINED3D_OK;
1975 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface, CONST DWORD *pFunction, IWineD3DPixelShader **ppPixelShader, IUnknown *parent) {
1976 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1977 IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
1978 HRESULT hr = WINED3D_OK;
1980 D3DCREATEOBJECTINSTANCE(object, PixelShader)
1981 object->baseShader.shader_ins = IWineD3DPixelShaderImpl_shader_ins;
1982 hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction);
1983 if (WINED3D_OK == hr) {
1984 TRACE("(%p) : Created Pixel shader %p\n", This, *ppPixelShader);
1985 } else {
1986 WARN("(%p) : Failed to create pixel shader\n", This);
1989 return hr;
1992 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags, PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent) {
1993 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1994 IWineD3DPaletteImpl *object;
1995 HRESULT hr;
1996 TRACE("(%p)->(%lx, %p, %p, %p)\n", This, Flags, PalEnt, Palette, Parent);
1998 /* Create the new object */
1999 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DPaletteImpl));
2000 if(!object) {
2001 ERR("Out of memory when allocating memory for a IWineD3DPalette implementation\n");
2002 return E_OUTOFMEMORY;
2005 object->lpVtbl = &IWineD3DPalette_Vtbl;
2006 object->ref = 1;
2007 object->Flags = Flags;
2008 object->parent = Parent;
2009 object->wineD3DDevice = This;
2010 object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
2012 object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
2014 if(!object->hpal) {
2015 HeapFree( GetProcessHeap(), 0, object);
2016 return E_OUTOFMEMORY;
2019 hr = IWineD3DPalette_SetEntries((IWineD3DPalette *) object, 0, 0, IWineD3DPaletteImpl_Size(Flags), PalEnt);
2020 if(FAILED(hr)) {
2021 IWineD3DPalette_Release((IWineD3DPalette *) object);
2022 return hr;
2025 *Palette = (IWineD3DPalette *) object;
2027 return WINED3D_OK;
2030 static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, D3DCB_CREATEADDITIONALSWAPCHAIN D3DCB_CreateAdditionalSwapChain) {
2031 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2032 IWineD3DSwapChainImpl *swapchain;
2034 TRACE("(%p)->(%p,%p)\n", This, pPresentationParameters, D3DCB_CreateAdditionalSwapChain);
2035 if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
2037 /* TODO: Test if OpenGL is compiled in and loaded */
2039 /* Setup the implicit swapchain */
2040 TRACE("Creating implicit swapchain\n");
2041 if (D3D_OK != D3DCB_CreateAdditionalSwapChain((IUnknown *) This->parent, pPresentationParameters, (IWineD3DSwapChain **)&swapchain) || swapchain == NULL) {
2042 WARN("Failed to create implicit swapchain\n");
2043 return WINED3DERR_INVALIDCALL;
2046 This->NumberOfSwapChains = 1;
2047 This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
2048 if(!This->swapchains) {
2049 ERR("Out of memory!\n");
2050 IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
2051 return E_OUTOFMEMORY;
2053 This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
2055 if(swapchain->backBuffer && swapchain->backBuffer[0]) {
2056 TRACE("Setting rendertarget to %p\n", swapchain->backBuffer);
2057 This->renderTarget = swapchain->backBuffer[0];
2059 else {
2060 TRACE("Setting rendertarget to %p\n", swapchain->frontBuffer);
2061 This->renderTarget = swapchain->frontBuffer;
2063 IWineD3DSurface_AddRef(This->renderTarget);
2064 /* Depth Stencil support */
2065 This->stencilBufferTarget = This->depthStencilBuffer;
2066 if (NULL != This->stencilBufferTarget) {
2067 IWineD3DSurface_AddRef(This->stencilBufferTarget);
2070 /* Set up some starting GL setup */
2071 ENTER_GL();
2073 * Initialize openGL extension related variables
2074 * with Default values
2077 ((IWineD3DImpl *) This->wineD3D)->isGLInfoValid = IWineD3DImpl_FillGLCaps( This->wineD3D, swapchain->display);
2078 /* Setup all the devices defaults */
2079 IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
2080 #if 0
2081 IWineD3DImpl_CheckGraphicsMemory();
2082 #endif
2083 LEAVE_GL();
2085 /* Initialize our list of GLSL programs */
2086 list_init(&This->glsl_shader_progs);
2088 { /* Set a default viewport */
2089 D3DVIEWPORT9 vp;
2090 vp.X = 0;
2091 vp.Y = 0;
2092 vp.Width = *(pPresentationParameters->BackBufferWidth);
2093 vp.Height = *(pPresentationParameters->BackBufferHeight);
2094 vp.MinZ = 0.0f;
2095 vp.MaxZ = 1.0f;
2096 IWineD3DDevice_SetViewport((IWineD3DDevice *)This, &vp);
2099 /* Initialize the current view state */
2100 This->modelview_valid = 1;
2101 This->proj_valid = 0;
2102 This->view_ident = 1;
2103 This->last_was_rhw = 0;
2104 glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
2105 TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
2107 /* Clear the screen */
2108 IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET, 0x00, 1.0, 0);
2110 This->d3d_initialized = TRUE;
2111 return WINED3D_OK;
2114 static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface) {
2115 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2116 int sampler;
2117 IUnknown* stencilBufferParent;
2118 IUnknown* swapChainParent;
2119 uint i;
2120 TRACE("(%p)\n", This);
2122 if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
2124 /* Delete the mouse cursor texture */
2125 if(This->cursorTexture) {
2126 ENTER_GL();
2127 glDeleteTextures(1, &This->cursorTexture);
2128 LEAVE_GL();
2129 This->cursorTexture = 0;
2132 for(sampler = 0; sampler < GL_LIMITS(sampler_stages); ++sampler) {
2133 IWineD3DDevice_SetTexture(iface, sampler, NULL);
2136 /* Release the buffers (with sanity checks)*/
2137 TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
2138 if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
2139 if(This->depthStencilBuffer != This->stencilBufferTarget)
2140 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
2142 This->stencilBufferTarget = NULL;
2144 TRACE("Releasing the render target at %p\n", This->renderTarget);
2145 if(IWineD3DSurface_Release(This->renderTarget) >0){
2146 /* This check is a bit silly, itshould be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
2148 TRACE("Setting rendertarget to NULL\n");
2149 This->renderTarget = NULL;
2151 if (This->depthStencilBuffer) {
2152 IWineD3DSurface_GetParent(This->depthStencilBuffer, &stencilBufferParent);
2153 IUnknown_Release(stencilBufferParent); /* once for the get parent */
2154 if(IUnknown_Release(stencilBufferParent) >0){ /* the second time for when it was created */
2155 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
2157 This->depthStencilBuffer = NULL;
2160 for(i=0; i < This->NumberOfSwapChains; i++) {
2161 TRACE("Releasing the implicit swapchain %d\n", i);
2162 /* Swapchain 0 is special because it's created in startup with a hanging parent, so we have to release its parent now */
2163 IWineD3DSwapChain_GetParent(This->swapchains[i], &swapChainParent);
2164 IUnknown_Release(swapChainParent); /* once for the get parent */
2165 if (IUnknown_Release(swapChainParent) > 0) { /* the second time for when it was created */
2166 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
2170 HeapFree(GetProcessHeap(), 0, This->swapchains);
2171 This->swapchains = NULL;
2172 This->NumberOfSwapChains = 0;
2174 This->d3d_initialized = FALSE;
2175 return WINED3D_OK;
2178 static HRESULT WINAPI IWineD3DDeviceImpl_EnumDisplayModes(IWineD3DDevice *iface, DWORD Flags, UINT Width, UINT Height, WINED3DFORMAT pixelformat, LPVOID context, D3DCB_ENUMDISPLAYMODESCALLBACK callback) {
2179 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2181 DEVMODEW DevModeW;
2182 int i;
2183 const PixelFormatDesc *formatDesc = getFormatDescEntry(pixelformat);
2185 TRACE("(%p)->(%lx,%d,%d,%d,%p,%p)\n", This, Flags, Width, Height, pixelformat, context, callback);
2187 for (i = 0; EnumDisplaySettingsExW(NULL, i, &DevModeW, 0); i++) {
2188 /* Ignore some modes if a description was passed */
2189 if ( (Width > 0) && (Width != DevModeW.dmPelsWidth)) continue;
2190 if ( (Height > 0) && (Height != DevModeW.dmPelsHeight)) continue;
2191 if ( (pixelformat != WINED3DFMT_UNKNOWN) && ( formatDesc->bpp != DevModeW.dmBitsPerPel) ) continue;
2193 TRACE("Enumerating %ldx%ld@%s\n", DevModeW.dmPelsWidth, DevModeW.dmPelsHeight, debug_d3dformat(pixelformat_for_depth(DevModeW.dmBitsPerPel)));
2195 if (callback((IUnknown *) This, (UINT) DevModeW.dmPelsWidth, (UINT) DevModeW.dmPelsHeight, pixelformat_for_depth(DevModeW.dmBitsPerPel), 60.0, context) == DDENUMRET_CANCEL)
2196 return D3D_OK;
2199 return D3D_OK;
2202 static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
2203 DEVMODEW devmode;
2204 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2205 LONG ret;
2206 const PixelFormatDesc *formatDesc = getFormatDescEntry(pMode->Format);
2208 TRACE("(%p)->(%d,%p) Mode=%dx%dx@%d, %s\n", This, iSwapChain, pMode, pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2210 /* Resize the screen even without a window:
2211 * The app could have unset it with SetCooperativeLevel, but not called
2212 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
2213 * but we don't have any hwnd
2216 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
2217 devmode.dmBitsPerPel = formatDesc->bpp * 8;
2218 if(devmode.dmBitsPerPel == 24) devmode.dmBitsPerPel = 32;
2219 devmode.dmPelsWidth = pMode->Width;
2220 devmode.dmPelsHeight = pMode->Height;
2222 devmode.dmDisplayFrequency = pMode->RefreshRate;
2223 if (pMode->RefreshRate != 0) {
2224 devmode.dmFields |= DM_DISPLAYFREQUENCY;
2227 /* Only change the mode if necessary */
2228 if( (This->ddraw_width == pMode->Width) &&
2229 (This->ddraw_height == pMode->Height) &&
2230 (This->ddraw_format == pMode->Format) &&
2231 (pMode->RefreshRate == 0) ) {
2232 return D3D_OK;
2235 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
2236 if (ret != DISP_CHANGE_SUCCESSFUL) {
2237 if(devmode.dmDisplayFrequency != 0) {
2238 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
2239 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
2240 devmode.dmDisplayFrequency = 0;
2241 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
2243 if(ret != DISP_CHANGE_SUCCESSFUL) {
2244 return DDERR_INVALIDMODE;
2248 /* Store the new values */
2249 This->ddraw_width = pMode->Width;
2250 This->ddraw_height = pMode->Height;
2251 This->ddraw_format = pMode->Format;
2253 /* Only do this with a window of course */
2254 if(This->ddraw_window)
2255 MoveWindow(This->ddraw_window, 0, 0, pMode->Width, pMode->Height, TRUE);
2257 return WINED3D_OK;
2260 static HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
2261 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2262 *ppD3D= This->wineD3D;
2263 TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
2264 IWineD3D_AddRef(*ppD3D);
2265 return WINED3D_OK;
2268 static UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
2269 /** NOTE: There's a probably a hack-around for this one by putting as many pbuffers, VBO's (or whatever)
2270 * Into the video ram as possible and seeing how many fit
2271 * you can also get the correct initial value from nvidia and ATI's driver via X
2272 * texture memory is video memory + AGP memory
2273 *******************/
2274 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2275 static BOOL showfixmes = TRUE;
2276 if (showfixmes) {
2277 FIXME("(%p) : stub, simulating %dMB for now, returning %dMB left\n", This,
2278 (wined3d_settings.emulated_textureram/(1024*1024)),
2279 ((wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
2280 showfixmes = FALSE;
2282 TRACE("(%p) : simulating %dMB, returning %dMB left\n", This,
2283 (wined3d_settings.emulated_textureram/(1024*1024)),
2284 ((wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
2285 /* return simulated texture memory left */
2286 return (wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram);
2291 /*****
2292 * Get / Set FVF
2293 *****/
2294 static HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
2295 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2296 HRESULT hr = WINED3D_OK;
2298 /* Update the current state block */
2299 This->updateStateBlock->fvf = fvf;
2300 This->updateStateBlock->changed.fvf = TRUE;
2301 This->updateStateBlock->set.fvf = TRUE;
2303 TRACE("(%p) : FVF Shader FVF set to %lx\n", This, fvf);
2304 return hr;
2308 static HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
2309 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2310 TRACE("(%p) : GetFVF returning %lx\n", This, This->stateBlock->fvf);
2311 *pfvf = This->stateBlock->fvf;
2312 return WINED3D_OK;
2315 /*****
2316 * Get / Set Stream Source
2317 *****/
2318 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
2319 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2320 IWineD3DVertexBuffer *oldSrc;
2322 /**TODO: instance and index data, see
2323 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
2325 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/SetStreamSourceFreq.asp
2326 **************/
2328 /* D3d9 only, but shouldn't hurt d3d8 */
2329 UINT streamFlags;
2331 streamFlags = StreamNumber &(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
2332 if (streamFlags) {
2333 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
2334 FIXME("stream index data not supported\n");
2336 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
2337 FIXME("stream instance data not supported\n");
2341 StreamNumber&= ~(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
2343 if (StreamNumber >= MAX_STREAMS) {
2344 WARN("Stream out of range %d\n", StreamNumber);
2345 return WINED3DERR_INVALIDCALL;
2348 oldSrc = This->stateBlock->streamSource[StreamNumber];
2349 TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride);
2351 This->updateStateBlock->changed.streamSource[StreamNumber] = TRUE;
2352 This->updateStateBlock->set.streamSource[StreamNumber] = TRUE;
2353 This->updateStateBlock->streamStride[StreamNumber] = Stride;
2354 This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
2355 This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
2356 This->updateStateBlock->streamFlags[StreamNumber] = streamFlags;
2358 /* Handle recording of state blocks */
2359 if (This->isRecordingState) {
2360 TRACE("Recording... not performing anything\n");
2361 return WINED3D_OK;
2364 /* Same stream object: no action */
2365 if (oldSrc == pStreamData)
2366 return WINED3D_OK;
2368 /* Need to do a getParent and pass the reffs up */
2369 /* MSDN says ..... When an application no longer holds a references to this interface, the interface will automatically be freed.
2370 which suggests that we shouldn't be ref counting? and do need a _release on the stream source to reset the stream source
2371 so for now, just count internally */
2372 if (pStreamData != NULL) {
2373 IWineD3DVertexBufferImpl *vbImpl = (IWineD3DVertexBufferImpl *) pStreamData;
2374 if( (vbImpl->Flags & VBFLAG_STREAM) && vbImpl->stream != StreamNumber) {
2375 WARN("Assigning a Vertex Buffer to stream %d which is already assigned to stream %d\n", StreamNumber, vbImpl->stream);
2377 vbImpl->stream = StreamNumber;
2378 vbImpl->Flags |= VBFLAG_STREAM;
2379 IWineD3DVertexBuffer_AddRef(pStreamData);
2381 if (oldSrc != NULL) {
2382 ((IWineD3DVertexBufferImpl *) oldSrc)->Flags &= ~VBFLAG_STREAM;
2383 IWineD3DVertexBuffer_Release(oldSrc);
2386 return WINED3D_OK;
2389 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
2390 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2391 UINT streamFlags;
2393 TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber,
2394 This->stateBlock->streamSource[StreamNumber], This->stateBlock->streamStride[StreamNumber]);
2397 streamFlags = StreamNumber &(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
2398 if (streamFlags) {
2399 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
2400 FIXME("stream index data not supported\n");
2402 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
2403 FIXME("stream instance data not supported\n");
2407 StreamNumber&= ~(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
2409 if (StreamNumber >= MAX_STREAMS) {
2410 WARN("Stream out of range %d\n", StreamNumber);
2411 return WINED3DERR_INVALIDCALL;
2413 *pStream = This->stateBlock->streamSource[StreamNumber];
2414 *pStride = This->stateBlock->streamStride[StreamNumber];
2415 if (pOffset) {
2416 *pOffset = This->stateBlock->streamOffset[StreamNumber];
2419 if (*pStream == NULL) {
2420 FIXME("Attempting to get an empty stream %d, returning WINED3DERR_INVALIDCALL\n", StreamNumber);
2421 return WINED3DERR_INVALIDCALL;
2424 IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
2425 return WINED3D_OK;
2428 /*Should be quite easy, just an extension of vertexdata
2429 ref...
2430 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c_Summer_04/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
2432 The divider is a bit odd though
2434 VertexOffset = StartVertex / Divider * StreamStride +
2435 VertexIndex / Divider * StreamStride + StreamOffset
2438 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
2439 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2441 TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
2442 This->updateStateBlock->streamFlags[StreamNumber] = Divider & (D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA );
2444 This->updateStateBlock->changed.streamFreq[StreamNumber] = TRUE;
2445 This->updateStateBlock->set.streamFreq[StreamNumber] = TRUE;
2446 This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
2448 if (This->updateStateBlock->streamFlags[StreamNumber] || This->updateStateBlock->streamFreq[StreamNumber] != 1) {
2449 FIXME("Stream indexing not fully supported\n");
2452 return WINED3D_OK;
2455 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
2456 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2458 TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
2459 *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
2461 TRACE("(%p) : returning %d\n", This, *Divider);
2463 return WINED3D_OK;
2466 /*****
2467 * Get / Set & Multiply Transform
2468 *****/
2469 static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE d3dts, CONST D3DMATRIX* lpmatrix) {
2470 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2472 /* Most of this routine, comments included copied from ddraw tree initially: */
2473 TRACE("(%p) : Transform State=%s\n", This, debug_d3dtstype(d3dts));
2475 /* Handle recording of state blocks */
2476 if (This->isRecordingState) {
2477 TRACE("Recording... not performing anything\n");
2478 This->updateStateBlock->changed.transform[d3dts] = TRUE;
2479 This->updateStateBlock->set.transform[d3dts] = TRUE;
2480 memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(D3DMATRIX));
2481 return WINED3D_OK;
2485 * If the new matrix is the same as the current one,
2486 * we cut off any further processing. this seems to be a reasonable
2487 * optimization because as was noticed, some apps (warcraft3 for example)
2488 * tend towards setting the same matrix repeatedly for some reason.
2490 * From here on we assume that the new matrix is different, wherever it matters.
2492 if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(D3DMATRIX))) {
2493 TRACE("The app is setting the same matrix over again\n");
2494 return WINED3D_OK;
2495 } else {
2496 conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
2500 ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
2501 where ViewMat = Camera space, WorldMat = world space.
2503 In OpenGL, camera and world space is combined into GL_MODELVIEW
2504 matrix. The Projection matrix stay projection matrix.
2507 /* Capture the times we can just ignore the change for now */
2508 if (d3dts == WINED3DTS_WORLDMATRIX(0)) {
2509 This->modelview_valid = FALSE;
2510 return WINED3D_OK;
2512 } else if (d3dts == WINED3DTS_PROJECTION) {
2513 This->proj_valid = FALSE;
2514 return WINED3D_OK;
2516 } else if (d3dts >= WINED3DTS_WORLDMATRIX(1) && d3dts <= WINED3DTS_WORLDMATRIX(255)) {
2517 /* Indexed Vertex Blending Matrices 256 -> 511 */
2518 /* Use arb_vertex_blend or NV_VERTEX_WEIGHTING? */
2519 FIXME("WINED3DTS_WORLDMATRIX(1..255) not handled\n");
2520 return WINED3D_OK;
2523 /* Now we really are going to have to change a matrix */
2524 ENTER_GL();
2526 if (d3dts >= WINED3DTS_TEXTURE0 && d3dts <= WINED3DTS_TEXTURE7) { /* handle texture matrices */
2527 /* This is now set with the texture unit states, it may be a good idea to flag the change though! */
2528 } else if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrice */
2529 unsigned int k;
2531 /* If we are changing the View matrix, reset the light and clipping planes to the new view
2532 * NOTE: We have to reset the positions even if the light/plane is not currently
2533 * enabled, since the call to enable it will not reset the position.
2534 * NOTE2: Apparently texture transforms do NOT need reapplying
2537 PLIGHTINFOEL *lightChain = NULL;
2538 This->modelview_valid = FALSE;
2539 This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
2541 glMatrixMode(GL_MODELVIEW);
2542 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2543 glPushMatrix();
2544 glLoadMatrixf((float *)lpmatrix);
2545 checkGLcall("glLoadMatrixf(...)");
2547 /* Reset lights */
2548 lightChain = This->stateBlock->lights;
2549 while (lightChain && lightChain->glIndex != -1) {
2550 glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_POSITION, lightChain->lightPosn);
2551 checkGLcall("glLightfv posn");
2552 glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_SPOT_DIRECTION, lightChain->lightDirn);
2553 checkGLcall("glLightfv dirn");
2554 lightChain = lightChain->next;
2557 /* Reset Clipping Planes if clipping is enabled */
2558 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2559 glClipPlane(GL_CLIP_PLANE0 + k, This->stateBlock->clipplane[k]);
2560 checkGLcall("glClipPlane");
2562 glPopMatrix();
2564 } else { /* What was requested!?? */
2565 WARN("invalid matrix specified: %i\n", d3dts);
2568 /* Release lock, all done */
2569 LEAVE_GL();
2570 return WINED3D_OK;
2573 static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix) {
2574 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2575 TRACE("(%p) : for Transform State %s\n", This, debug_d3dtstype(State));
2576 memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(D3DMATRIX));
2577 return WINED3D_OK;
2580 static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix) {
2581 D3DMATRIX *mat = NULL;
2582 D3DMATRIX temp;
2584 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
2585 * below means it will be recorded in a state block change, but it
2586 * works regardless where it is recorded.
2587 * If this is found to be wrong, change to StateBlock.
2589 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2590 TRACE("(%p) : For state %s\n", This, debug_d3dtstype(State));
2592 if (State < HIGHEST_TRANSFORMSTATE)
2594 mat = &This->updateStateBlock->transforms[State];
2595 } else {
2596 FIXME("Unhandled transform state!!\n");
2599 multiply_matrix(&temp, mat, (D3DMATRIX *) pMatrix);
2601 /* Apply change via set transform - will reapply to eg. lights this way */
2602 return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
2605 /*****
2606 * Get / Set Light
2607 * WARNING: This code relies on the fact that D3DLIGHT8 == D3DLIGHT9
2608 *****/
2609 /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
2610 you can reference any indexes you want as long as that number max are enabled at any
2611 one point in time! Therefore since the indexes can be anything, we need a linked list of them.
2612 However, this causes stateblock problems. When capturing the state block, I duplicate the list,
2613 but when recording, just build a chain pretty much of commands to be replayed. */
2615 static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
2616 float rho;
2617 PLIGHTINFOEL *object, *temp;
2619 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2620 TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
2622 /* If recording state block, just add to end of lights chain */
2623 if (This->isRecordingState) {
2624 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2625 if (NULL == object) {
2626 return WINED3DERR_OUTOFVIDEOMEMORY;
2628 memcpy(&object->OriginalParms, pLight, sizeof(D3DLIGHT9));
2629 object->OriginalIndex = Index;
2630 object->glIndex = -1;
2631 object->changed = TRUE;
2633 /* Add to the END of the chain of lights changes to be replayed */
2634 if (This->updateStateBlock->lights == NULL) {
2635 This->updateStateBlock->lights = object;
2636 } else {
2637 temp = This->updateStateBlock->lights;
2638 while (temp->next != NULL) temp=temp->next;
2639 temp->next = object;
2641 TRACE("Recording... not performing anything more\n");
2642 return WINED3D_OK;
2645 /* Ok, not recording any longer so do real work */
2646 object = This->stateBlock->lights;
2647 while (object != NULL && object->OriginalIndex != Index) object = object->next;
2649 /* If we didn't find it in the list of lights, time to add it */
2650 if (object == NULL) {
2651 PLIGHTINFOEL *insertAt,*prevPos;
2653 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2654 if (NULL == object) {
2655 return WINED3DERR_OUTOFVIDEOMEMORY;
2657 object->OriginalIndex = Index;
2658 object->glIndex = -1;
2660 /* Add it to the front of list with the idea that lights will be changed as needed
2661 BUT after any lights currently assigned GL indexes */
2662 insertAt = This->stateBlock->lights;
2663 prevPos = NULL;
2664 while (insertAt != NULL && insertAt->glIndex != -1) {
2665 prevPos = insertAt;
2666 insertAt = insertAt->next;
2669 if (insertAt == NULL && prevPos == NULL) { /* Start of list */
2670 This->stateBlock->lights = object;
2671 } else if (insertAt == NULL) { /* End of list */
2672 prevPos->next = object;
2673 object->prev = prevPos;
2674 } else { /* Middle of chain */
2675 if (prevPos == NULL) {
2676 This->stateBlock->lights = object;
2677 } else {
2678 prevPos->next = object;
2680 object->prev = prevPos;
2681 object->next = insertAt;
2682 insertAt->prev = object;
2686 /* Initialize the object */
2687 TRACE("Light %ld setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
2688 pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
2689 pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
2690 pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
2691 TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
2692 pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
2693 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
2695 /* Save away the information */
2696 memcpy(&object->OriginalParms, pLight, sizeof(D3DLIGHT9));
2698 switch (pLight->Type) {
2699 case D3DLIGHT_POINT:
2700 /* Position */
2701 object->lightPosn[0] = pLight->Position.x;
2702 object->lightPosn[1] = pLight->Position.y;
2703 object->lightPosn[2] = pLight->Position.z;
2704 object->lightPosn[3] = 1.0f;
2705 object->cutoff = 180.0f;
2706 /* FIXME: Range */
2707 break;
2709 case D3DLIGHT_DIRECTIONAL:
2710 /* Direction */
2711 object->lightPosn[0] = -pLight->Direction.x;
2712 object->lightPosn[1] = -pLight->Direction.y;
2713 object->lightPosn[2] = -pLight->Direction.z;
2714 object->lightPosn[3] = 0.0;
2715 object->exponent = 0.0f;
2716 object->cutoff = 180.0f;
2717 break;
2719 case D3DLIGHT_SPOT:
2720 /* Position */
2721 object->lightPosn[0] = pLight->Position.x;
2722 object->lightPosn[1] = pLight->Position.y;
2723 object->lightPosn[2] = pLight->Position.z;
2724 object->lightPosn[3] = 1.0;
2726 /* Direction */
2727 object->lightDirn[0] = pLight->Direction.x;
2728 object->lightDirn[1] = pLight->Direction.y;
2729 object->lightDirn[2] = pLight->Direction.z;
2730 object->lightDirn[3] = 1.0;
2733 * opengl-ish and d3d-ish spot lights use too different models for the
2734 * light "intensity" as a function of the angle towards the main light direction,
2735 * so we only can approximate very roughly.
2736 * however spot lights are rather rarely used in games (if ever used at all).
2737 * furthermore if still used, probably nobody pays attention to such details.
2739 if (pLight->Falloff == 0) {
2740 rho = 6.28f;
2741 } else {
2742 rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
2744 if (rho < 0.0001) rho = 0.0001f;
2745 object->exponent = -0.3/log(cos(rho/2));
2746 object->cutoff = pLight->Phi*90/M_PI;
2748 /* FIXME: Range */
2749 break;
2751 default:
2752 FIXME("Unrecognized light type %d\n", pLight->Type);
2755 /* Update the live definitions if the light is currently assigned a glIndex */
2756 if (object->glIndex != -1) {
2757 setup_light(iface, object->glIndex, object);
2759 return WINED3D_OK;
2762 static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
2763 PLIGHTINFOEL *lightInfo = NULL;
2764 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2765 TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
2767 /* Locate the light in the live lights */
2768 lightInfo = This->stateBlock->lights;
2769 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2771 if (lightInfo == NULL) {
2772 TRACE("Light information requested but light not defined\n");
2773 return WINED3DERR_INVALIDCALL;
2776 memcpy(pLight, &lightInfo->OriginalParms, sizeof(D3DLIGHT9));
2777 return WINED3D_OK;
2780 /*****
2781 * Get / Set Light Enable
2782 * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
2783 *****/
2784 static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
2785 PLIGHTINFOEL *lightInfo = NULL;
2786 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2787 TRACE("(%p) : Idx(%ld), enable? %d\n", This, Index, Enable);
2789 /* Tests show true = 128...not clear why */
2791 Enable = Enable? 128: 0;
2793 /* If recording state block, just add to end of lights chain with changedEnable set to true */
2794 if (This->isRecordingState) {
2795 lightInfo = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2796 if (NULL == lightInfo) {
2797 return WINED3DERR_OUTOFVIDEOMEMORY;
2799 lightInfo->OriginalIndex = Index;
2800 lightInfo->glIndex = -1;
2801 lightInfo->enabledChanged = TRUE;
2802 lightInfo->lightEnabled = Enable;
2804 /* Add to the END of the chain of lights changes to be replayed */
2805 if (This->updateStateBlock->lights == NULL) {
2806 This->updateStateBlock->lights = lightInfo;
2807 } else {
2808 PLIGHTINFOEL *temp = This->updateStateBlock->lights;
2809 while (temp->next != NULL) temp=temp->next;
2810 temp->next = lightInfo;
2812 TRACE("Recording... not performing anything more\n");
2813 return WINED3D_OK;
2816 /* Not recording... So, locate the light in the live lights */
2817 lightInfo = This->stateBlock->lights;
2818 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2820 /* Special case - enabling an undefined light creates one with a strict set of parms! */
2821 if (lightInfo == NULL) {
2823 TRACE("Light enabled requested but light not defined, so defining one!\n");
2824 IWineD3DDeviceImpl_SetLight(iface, Index, &WINED3D_default_light);
2826 /* Search for it again! Should be fairly quick as near head of list */
2827 lightInfo = This->stateBlock->lights;
2828 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2829 if (lightInfo == NULL) {
2830 FIXME("Adding default lights has failed dismally\n");
2831 return WINED3DERR_INVALIDCALL;
2835 /* OK, we now have a light... */
2836 if (Enable == FALSE) {
2838 /* If we are disabling it, check it was enabled, and
2839 still only do something if it has assigned a glIndex (which it should have!) */
2840 if ((lightInfo->lightEnabled) && (lightInfo->glIndex != -1)) {
2841 TRACE("Disabling light set up at gl idx %ld\n", lightInfo->glIndex);
2842 ENTER_GL();
2843 glDisable(GL_LIGHT0 + lightInfo->glIndex);
2844 checkGLcall("glDisable GL_LIGHT0+Index");
2845 LEAVE_GL();
2846 } else {
2847 TRACE("Nothing to do as light was not enabled\n");
2849 lightInfo->lightEnabled = Enable;
2850 } else {
2852 /* We are enabling it. If it is enabled, it's really simple */
2853 if (lightInfo->lightEnabled) {
2854 /* nop */
2855 TRACE("Nothing to do as light was enabled\n");
2857 /* If it already has a glIndex, it's still simple */
2858 } else if (lightInfo->glIndex != -1) {
2859 TRACE("Reusing light as already set up at gl idx %ld\n", lightInfo->glIndex);
2860 lightInfo->lightEnabled = Enable;
2861 ENTER_GL();
2862 glEnable(GL_LIGHT0 + lightInfo->glIndex);
2863 checkGLcall("glEnable GL_LIGHT0+Index already setup");
2864 LEAVE_GL();
2866 /* Otherwise got to find space - lights are ordered gl indexes first */
2867 } else {
2868 PLIGHTINFOEL *bsf = NULL;
2869 PLIGHTINFOEL *pos = This->stateBlock->lights;
2870 PLIGHTINFOEL *prev = NULL;
2871 int Index= 0;
2872 int glIndex = -1;
2874 /* Try to minimize changes as much as possible */
2875 while (pos != NULL && pos->glIndex != -1 && Index < This->maxConcurrentLights) {
2877 /* Try to remember which index can be replaced if necessary */
2878 if (bsf==NULL && pos->lightEnabled == FALSE) {
2879 /* Found a light we can replace, save as best replacement */
2880 bsf = pos;
2883 /* Step to next space */
2884 prev = pos;
2885 pos = pos->next;
2886 Index ++;
2889 /* If we have too many active lights, fail the call */
2890 if ((Index == This->maxConcurrentLights) && (bsf == NULL)) {
2891 FIXME("Program requests too many concurrent lights\n");
2892 return WINED3DERR_INVALIDCALL;
2894 /* If we have allocated all lights, but not all are enabled,
2895 reuse one which is not enabled */
2896 } else if (Index == This->maxConcurrentLights) {
2897 /* use bsf - Simply swap the new light and the BSF one */
2898 PLIGHTINFOEL *bsfNext = bsf->next;
2899 PLIGHTINFOEL *bsfPrev = bsf->prev;
2901 /* Sort out ends */
2902 if (lightInfo->next != NULL) lightInfo->next->prev = bsf;
2903 if (bsf->prev != NULL) {
2904 bsf->prev->next = lightInfo;
2905 } else {
2906 This->stateBlock->lights = lightInfo;
2909 /* If not side by side, lots of chains to update */
2910 if (bsf->next != lightInfo) {
2911 lightInfo->prev->next = bsf;
2912 bsf->next->prev = lightInfo;
2913 bsf->next = lightInfo->next;
2914 bsf->prev = lightInfo->prev;
2915 lightInfo->next = bsfNext;
2916 lightInfo->prev = bsfPrev;
2918 } else {
2919 /* Simple swaps */
2920 bsf->prev = lightInfo;
2921 bsf->next = lightInfo->next;
2922 lightInfo->next = bsf;
2923 lightInfo->prev = bsfPrev;
2927 /* Update states */
2928 glIndex = bsf->glIndex;
2929 bsf->glIndex = -1;
2930 lightInfo->glIndex = glIndex;
2931 lightInfo->lightEnabled = Enable;
2933 /* Finally set up the light in gl itself */
2934 TRACE("Replacing light which was set up at gl idx %ld\n", lightInfo->glIndex);
2935 ENTER_GL();
2936 setup_light(iface, glIndex, lightInfo);
2937 glEnable(GL_LIGHT0 + glIndex);
2938 checkGLcall("glEnable GL_LIGHT0 new setup");
2939 LEAVE_GL();
2941 /* If we reached the end of the allocated lights, with space in the
2942 gl lights, setup a new light */
2943 } else if (pos->glIndex == -1) {
2945 /* We reached the end of the allocated gl lights, so already
2946 know the index of the next one! */
2947 glIndex = Index;
2948 lightInfo->glIndex = glIndex;
2949 lightInfo->lightEnabled = Enable;
2951 /* In an ideal world, it's already in the right place */
2952 if (lightInfo->prev == NULL || lightInfo->prev->glIndex!=-1) {
2953 /* No need to move it */
2954 } else {
2955 /* Remove this light from the list */
2956 lightInfo->prev->next = lightInfo->next;
2957 if (lightInfo->next != NULL) {
2958 lightInfo->next->prev = lightInfo->prev;
2961 /* Add in at appropriate place (inbetween prev and pos) */
2962 lightInfo->prev = prev;
2963 lightInfo->next = pos;
2964 if (prev == NULL) {
2965 This->stateBlock->lights = lightInfo;
2966 } else {
2967 prev->next = lightInfo;
2969 if (pos != NULL) {
2970 pos->prev = lightInfo;
2974 /* Finally set up the light in gl itself */
2975 TRACE("Defining new light at gl idx %ld\n", lightInfo->glIndex);
2976 ENTER_GL();
2977 setup_light(iface, glIndex, lightInfo);
2978 glEnable(GL_LIGHT0 + glIndex);
2979 checkGLcall("glEnable GL_LIGHT0 new setup");
2980 LEAVE_GL();
2985 return WINED3D_OK;
2988 static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
2990 PLIGHTINFOEL *lightInfo = NULL;
2991 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2992 TRACE("(%p) : for idx(%ld)\n", This, Index);
2994 /* Locate the light in the live lights */
2995 lightInfo = This->stateBlock->lights;
2996 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2998 if (lightInfo == NULL) {
2999 TRACE("Light enabled state requested but light not defined\n");
3000 return WINED3DERR_INVALIDCALL;
3002 *pEnable = lightInfo->lightEnabled;
3003 return WINED3D_OK;
3006 /*****
3007 * Get / Set Clip Planes
3008 *****/
3009 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
3010 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3011 TRACE("(%p) : for idx %ld, %p\n", This, Index, pPlane);
3013 /* Validate Index */
3014 if (Index >= GL_LIMITS(clipplanes)) {
3015 TRACE("Application has requested clipplane this device doesn't support\n");
3016 return WINED3DERR_INVALIDCALL;
3019 This->updateStateBlock->changed.clipplane[Index] = TRUE;
3020 This->updateStateBlock->set.clipplane[Index] = TRUE;
3021 This->updateStateBlock->clipplane[Index][0] = pPlane[0];
3022 This->updateStateBlock->clipplane[Index][1] = pPlane[1];
3023 This->updateStateBlock->clipplane[Index][2] = pPlane[2];
3024 This->updateStateBlock->clipplane[Index][3] = pPlane[3];
3026 /* Handle recording of state blocks */
3027 if (This->isRecordingState) {
3028 TRACE("Recording... not performing anything\n");
3029 return WINED3D_OK;
3032 /* Apply it */
3034 ENTER_GL();
3036 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3037 glMatrixMode(GL_MODELVIEW);
3038 glPushMatrix();
3039 glLoadMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3041 TRACE("Clipplane [%f,%f,%f,%f]\n",
3042 This->updateStateBlock->clipplane[Index][0],
3043 This->updateStateBlock->clipplane[Index][1],
3044 This->updateStateBlock->clipplane[Index][2],
3045 This->updateStateBlock->clipplane[Index][3]);
3046 glClipPlane(GL_CLIP_PLANE0 + Index, This->updateStateBlock->clipplane[Index]);
3047 checkGLcall("glClipPlane");
3049 glPopMatrix();
3050 LEAVE_GL();
3052 return WINED3D_OK;
3055 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
3056 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3057 TRACE("(%p) : for idx %ld\n", This, Index);
3059 /* Validate Index */
3060 if (Index >= GL_LIMITS(clipplanes)) {
3061 TRACE("Application has requested clipplane this device doesn't support\n");
3062 return WINED3DERR_INVALIDCALL;
3065 pPlane[0] = This->stateBlock->clipplane[Index][0];
3066 pPlane[1] = This->stateBlock->clipplane[Index][1];
3067 pPlane[2] = This->stateBlock->clipplane[Index][2];
3068 pPlane[3] = This->stateBlock->clipplane[Index][3];
3069 return WINED3D_OK;
3072 /*****
3073 * Get / Set Clip Plane Status
3074 * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
3075 *****/
3076 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
3077 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3078 FIXME("(%p) : stub\n", This);
3079 if (NULL == pClipStatus) {
3080 return WINED3DERR_INVALIDCALL;
3082 This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
3083 This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
3084 return WINED3D_OK;
3087 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
3088 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3089 FIXME("(%p) : stub\n", This);
3090 if (NULL == pClipStatus) {
3091 return WINED3DERR_INVALIDCALL;
3093 pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
3094 pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
3095 return WINED3D_OK;
3098 /*****
3099 * Get / Set Material
3100 * WARNING: This code relies on the fact that D3DMATERIAL8 == D3DMATERIAL9
3101 *****/
3102 static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
3103 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3105 This->updateStateBlock->changed.material = TRUE;
3106 This->updateStateBlock->set.material = TRUE;
3107 memcpy(&This->updateStateBlock->material, pMaterial, sizeof(WINED3DMATERIAL));
3109 /* Handle recording of state blocks */
3110 if (This->isRecordingState) {
3111 TRACE("Recording... not performing anything\n");
3112 return WINED3D_OK;
3115 ENTER_GL();
3116 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
3117 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
3118 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
3119 pMaterial->Ambient.b, pMaterial->Ambient.a);
3120 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
3121 pMaterial->Specular.b, pMaterial->Specular.a);
3122 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
3123 pMaterial->Emissive.b, pMaterial->Emissive.a);
3124 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
3126 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &This->updateStateBlock->material.Ambient);
3127 checkGLcall("glMaterialfv(GL_AMBIENT)");
3128 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->updateStateBlock->material.Diffuse);
3129 checkGLcall("glMaterialfv(GL_DIFFUSE)");
3131 /* Only change material color if specular is enabled, otherwise it is set to black */
3132 if (This->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
3133 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
3134 checkGLcall("glMaterialfv(GL_SPECULAR");
3135 } else {
3136 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
3137 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
3138 checkGLcall("glMaterialfv(GL_SPECULAR");
3140 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->updateStateBlock->material.Emissive);
3141 checkGLcall("glMaterialfv(GL_EMISSION)");
3142 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->updateStateBlock->material.Power);
3143 checkGLcall("glMaterialf(GL_SHININESS");
3145 LEAVE_GL();
3146 return WINED3D_OK;
3149 static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
3150 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3151 memcpy(pMaterial, &This->updateStateBlock->material, sizeof (WINED3DMATERIAL));
3152 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
3153 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
3154 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
3155 pMaterial->Ambient.b, pMaterial->Ambient.a);
3156 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
3157 pMaterial->Specular.b, pMaterial->Specular.a);
3158 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
3159 pMaterial->Emissive.b, pMaterial->Emissive.a);
3160 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
3162 return WINED3D_OK;
3165 /*****
3166 * Get / Set Indices
3167 *****/
3168 static HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData,
3169 UINT BaseVertexIndex) {
3170 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3171 IWineD3DIndexBuffer *oldIdxs;
3173 TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex);
3174 oldIdxs = This->updateStateBlock->pIndexData;
3176 This->updateStateBlock->changed.indices = TRUE;
3177 This->updateStateBlock->set.indices = TRUE;
3178 This->updateStateBlock->pIndexData = pIndexData;
3179 This->updateStateBlock->baseVertexIndex = BaseVertexIndex;
3181 /* Handle recording of state blocks */
3182 if (This->isRecordingState) {
3183 TRACE("Recording... not performing anything\n");
3184 return WINED3D_OK;
3187 if (NULL != pIndexData) {
3188 IWineD3DIndexBuffer_AddRef(pIndexData);
3190 if (NULL != oldIdxs) {
3191 IWineD3DIndexBuffer_Release(oldIdxs);
3193 return WINED3D_OK;
3196 static HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData, UINT* pBaseVertexIndex) {
3197 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3199 *ppIndexData = This->stateBlock->pIndexData;
3201 /* up ref count on ppindexdata */
3202 if (*ppIndexData) {
3203 IWineD3DIndexBuffer_AddRef(*ppIndexData);
3204 *pBaseVertexIndex = This->stateBlock->baseVertexIndex;
3205 TRACE("(%p) index data set to %p + %u\n", This, ppIndexData, This->stateBlock->baseVertexIndex);
3206 }else{
3207 TRACE("(%p) No index data set\n", This);
3209 TRACE("Returning %p %d\n", *ppIndexData, *pBaseVertexIndex);
3211 return WINED3D_OK;
3214 /*****
3215 * Get / Set Viewports
3216 *****/
3217 static HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
3218 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3220 TRACE("(%p)\n", This);
3221 This->updateStateBlock->changed.viewport = TRUE;
3222 This->updateStateBlock->set.viewport = TRUE;
3223 memcpy(&This->updateStateBlock->viewport, pViewport, sizeof(WINED3DVIEWPORT));
3225 /* Handle recording of state blocks */
3226 if (This->isRecordingState) {
3227 TRACE("Recording... not performing anything\n");
3228 return WINED3D_OK;
3230 This->viewport_changed = TRUE;
3232 ENTER_GL();
3234 TRACE("(%p) : x=%ld, y=%ld, wid=%ld, hei=%ld, minz=%f, maxz=%f\n", This,
3235 pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
3237 glDepthRange(pViewport->MinZ, pViewport->MaxZ);
3238 checkGLcall("glDepthRange");
3239 /* Note: GL requires lower left, DirectX supplies upper left */
3240 /* TODO: replace usage of renderTarget with context management */
3241 glViewport(pViewport->X,
3242 (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - (pViewport->Y + pViewport->Height)),
3243 pViewport->Width, pViewport->Height);
3245 checkGLcall("glViewport");
3247 LEAVE_GL();
3249 return WINED3D_OK;
3253 static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
3254 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3255 TRACE("(%p)\n", This);
3256 memcpy(pViewport, &This->stateBlock->viewport, sizeof(WINED3DVIEWPORT));
3257 return WINED3D_OK;
3260 static void renderstate_stencil_twosided(
3261 IWineD3DDeviceImpl *This,
3262 GLint face,
3263 GLint func,
3264 GLint ref,
3265 GLuint mask,
3266 GLint stencilFail,
3267 GLint depthFail,
3268 GLint stencilPass ) {
3269 #if 0 /* Don't use OpenGL 2.0 calls for now */
3270 if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
3271 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
3272 checkGLcall("glStencilFuncSeparate(...)");
3273 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
3274 checkGLcall("glStencilOpSeparate(...)");
3276 else
3277 #endif
3278 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
3279 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
3280 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
3281 GL_EXTCALL(glActiveStencilFaceEXT(face));
3282 checkGLcall("glActiveStencilFaceEXT(...)");
3283 glStencilFunc(func, ref, mask);
3284 checkGLcall("glStencilFunc(...)");
3285 glStencilOp(stencilFail, depthFail, stencilPass);
3286 checkGLcall("glStencilOp(...)");
3287 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
3288 GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
3289 checkGLcall("glStencilFuncSeparateATI(...)");
3290 GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
3291 checkGLcall("glStencilOpSeparateATI(...)");
3292 } else {
3293 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
3297 static void renderstate_stencil(IWineD3DDeviceImpl *This, D3DRENDERSTATETYPE State, DWORD Value) {
3298 DWORD onesided_enable = FALSE;
3299 DWORD twosided_enable = FALSE;
3300 GLint func = GL_ALWAYS;
3301 GLint func_ccw = GL_ALWAYS;
3302 GLint ref = 0;
3303 GLuint mask = 0;
3304 GLint stencilFail = GL_KEEP;
3305 GLint depthFail = GL_KEEP;
3306 GLint stencilPass = GL_KEEP;
3307 GLint stencilFail_ccw = GL_KEEP;
3308 GLint depthFail_ccw = GL_KEEP;
3309 GLint stencilPass_ccw = GL_KEEP;
3311 if( This->stateBlock->set.renderState[WINED3DRS_STENCILENABLE] )
3312 onesided_enable = This->stateBlock->renderState[WINED3DRS_STENCILENABLE];
3313 if( This->stateBlock->set.renderState[WINED3DRS_TWOSIDEDSTENCILMODE] )
3314 twosided_enable = This->stateBlock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
3315 if( This->stateBlock->set.renderState[WINED3DRS_STENCILFUNC] )
3316 if( !( func = CompareFunc(This->stateBlock->renderState[WINED3DRS_STENCILFUNC]) ) )
3317 func = GL_ALWAYS;
3318 if( This->stateBlock->set.renderState[WINED3DRS_CCW_STENCILFUNC] )
3319 if( !( func_ccw = CompareFunc(This->stateBlock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
3320 func = GL_ALWAYS;
3321 if( This->stateBlock->set.renderState[WINED3DRS_STENCILREF] )
3322 ref = This->stateBlock->renderState[WINED3DRS_STENCILREF];
3323 if( This->stateBlock->set.renderState[WINED3DRS_STENCILMASK] )
3324 mask = This->stateBlock->renderState[WINED3DRS_STENCILMASK];
3325 if( This->stateBlock->set.renderState[WINED3DRS_STENCILFAIL] )
3326 stencilFail = StencilOp(This->stateBlock->renderState[WINED3DRS_STENCILFAIL]);
3327 if( This->stateBlock->set.renderState[WINED3DRS_STENCILZFAIL] )
3328 depthFail = StencilOp(This->stateBlock->renderState[WINED3DRS_STENCILZFAIL]);
3329 if( This->stateBlock->set.renderState[WINED3DRS_STENCILPASS] )
3330 stencilPass = StencilOp(This->stateBlock->renderState[WINED3DRS_STENCILPASS]);
3331 if( This->stateBlock->set.renderState[WINED3DRS_CCW_STENCILFAIL] )
3332 stencilFail_ccw = StencilOp(This->stateBlock->renderState[WINED3DRS_CCW_STENCILFAIL]);
3333 if( This->stateBlock->set.renderState[WINED3DRS_CCW_STENCILZFAIL] )
3334 depthFail_ccw = StencilOp(This->stateBlock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
3335 if( This->stateBlock->set.renderState[WINED3DRS_CCW_STENCILPASS] )
3336 stencilPass_ccw = StencilOp(This->stateBlock->renderState[WINED3DRS_CCW_STENCILPASS]);
3338 switch(State) {
3339 case WINED3DRS_STENCILENABLE :
3340 onesided_enable = Value;
3341 break;
3342 case WINED3DRS_TWOSIDEDSTENCILMODE :
3343 twosided_enable = Value;
3344 break;
3345 case WINED3DRS_STENCILFUNC :
3346 if( !( func = CompareFunc(Value) ) )
3347 func = GL_ALWAYS;
3348 break;
3349 case WINED3DRS_CCW_STENCILFUNC :
3350 if( !( func_ccw = CompareFunc(Value) ) )
3351 func_ccw = GL_ALWAYS;
3352 break;
3353 case WINED3DRS_STENCILREF :
3354 ref = Value;
3355 break;
3356 case WINED3DRS_STENCILMASK :
3357 mask = Value;
3358 break;
3359 case WINED3DRS_STENCILFAIL :
3360 stencilFail = StencilOp(Value);
3361 break;
3362 case WINED3DRS_STENCILZFAIL :
3363 depthFail = StencilOp(Value);
3364 break;
3365 case WINED3DRS_STENCILPASS :
3366 stencilPass = StencilOp(Value);
3367 break;
3368 case WINED3DRS_CCW_STENCILFAIL :
3369 stencilFail_ccw = StencilOp(Value);
3370 break;
3371 case WINED3DRS_CCW_STENCILZFAIL :
3372 depthFail_ccw = StencilOp(Value);
3373 break;
3374 case WINED3DRS_CCW_STENCILPASS :
3375 stencilPass_ccw = StencilOp(Value);
3376 break;
3377 default :
3378 ERR("This should not happen!");
3381 TRACE("(onesided %ld, twosided %ld, ref %x, mask %x, \
3382 GL_FRONT: func: %x, fail %x, zfail %x, zpass %x \
3383 GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
3384 onesided_enable, twosided_enable, ref, mask,
3385 func, stencilFail, depthFail, stencilPass,
3386 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
3388 if (twosided_enable) {
3389 renderstate_stencil_twosided(This, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
3390 renderstate_stencil_twosided(This, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
3391 } else {
3392 if (onesided_enable) {
3393 glEnable(GL_STENCIL_TEST);
3394 checkGLcall("glEnable GL_STENCIL_TEST");
3395 glStencilFunc(func, ref, mask);
3396 checkGLcall("glStencilFunc(...)");
3397 glStencilOp(stencilFail, depthFail, stencilPass);
3398 checkGLcall("glStencilOp(...)");
3399 } else {
3400 glDisable(GL_STENCIL_TEST);
3401 checkGLcall("glDisable GL_STENCIL_TEST");
3406 /*****
3407 * Get / Set Render States
3408 * TODO: Verify against dx9 definitions
3409 *****/
3410 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D3DRENDERSTATETYPE State, DWORD Value) {
3412 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3413 DWORD OldValue = This->stateBlock->renderState[State];
3415 /* Simple way of referring to either a DWORD or a 4 byte float */
3416 union {
3417 DWORD d;
3418 float f;
3419 } tmpvalue;
3421 TRACE("(%p)->state = %s(%d), value = %ld\n", This, debug_d3drenderstate(State), State, Value);
3422 This->updateStateBlock->changed.renderState[State] = TRUE;
3423 This->updateStateBlock->set.renderState[State] = TRUE;
3424 This->updateStateBlock->renderState[State] = Value;
3426 /* Handle recording of state blocks */
3427 if (This->isRecordingState) {
3428 TRACE("Recording... not performing anything\n");
3429 return WINED3D_OK;
3432 ENTER_GL();
3434 switch (State) {
3435 case WINED3DRS_FILLMODE :
3436 switch ((D3DFILLMODE) Value) {
3437 case D3DFILL_POINT : glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); break;
3438 case D3DFILL_WIREFRAME : glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); break;
3439 case D3DFILL_SOLID : glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); break;
3440 default:
3441 FIXME("Unrecognized WINED3DRS_FILLMODE value %ld\n", Value);
3443 checkGLcall("glPolygonMode (fillmode)");
3444 break;
3446 case WINED3DRS_LIGHTING :
3447 if (Value) {
3448 glEnable(GL_LIGHTING);
3449 checkGLcall("glEnable GL_LIGHTING");
3450 } else {
3451 glDisable(GL_LIGHTING);
3452 checkGLcall("glDisable GL_LIGHTING");
3454 break;
3456 case WINED3DRS_ZENABLE :
3457 switch ((D3DZBUFFERTYPE) Value) {
3458 case D3DZB_FALSE:
3459 glDisable(GL_DEPTH_TEST);
3460 checkGLcall("glDisable GL_DEPTH_TEST");
3461 break;
3462 case D3DZB_TRUE:
3463 glEnable(GL_DEPTH_TEST);
3464 checkGLcall("glEnable GL_DEPTH_TEST");
3465 break;
3466 case D3DZB_USEW:
3467 glEnable(GL_DEPTH_TEST);
3468 checkGLcall("glEnable GL_DEPTH_TEST");
3469 FIXME("W buffer is not well handled\n");
3470 break;
3471 default:
3472 FIXME("Unrecognized D3DZBUFFERTYPE value %ld\n", Value);
3474 break;
3476 case WINED3DRS_CULLMODE :
3478 /* If we are culling "back faces with clockwise vertices" then
3479 set front faces to be counter clockwise and enable culling
3480 of back faces */
3481 switch ((D3DCULL) Value) {
3482 case D3DCULL_NONE:
3483 glDisable(GL_CULL_FACE);
3484 checkGLcall("glDisable GL_CULL_FACE");
3485 break;
3486 case D3DCULL_CW:
3487 glEnable(GL_CULL_FACE);
3488 checkGLcall("glEnable GL_CULL_FACE");
3489 if (This->renderUpsideDown) {
3490 glFrontFace(GL_CW);
3491 checkGLcall("glFrontFace GL_CW");
3492 } else {
3493 glFrontFace(GL_CCW);
3494 checkGLcall("glFrontFace GL_CCW");
3496 glCullFace(GL_BACK);
3497 break;
3498 case D3DCULL_CCW:
3499 glEnable(GL_CULL_FACE);
3500 checkGLcall("glEnable GL_CULL_FACE");
3501 if (This->renderUpsideDown) {
3502 glFrontFace(GL_CCW);
3503 checkGLcall("glFrontFace GL_CCW");
3504 } else {
3505 glFrontFace(GL_CW);
3506 checkGLcall("glFrontFace GL_CW");
3508 glCullFace(GL_BACK);
3509 break;
3510 default:
3511 FIXME("Unrecognized/Unhandled D3DCULL value %ld\n", Value);
3513 break;
3515 case WINED3DRS_SHADEMODE :
3516 switch ((D3DSHADEMODE) Value) {
3517 case D3DSHADE_FLAT:
3518 glShadeModel(GL_FLAT);
3519 checkGLcall("glShadeModel");
3520 break;
3521 case D3DSHADE_GOURAUD:
3522 glShadeModel(GL_SMOOTH);
3523 checkGLcall("glShadeModel");
3524 break;
3525 case D3DSHADE_PHONG:
3526 FIXME("D3DSHADE_PHONG isn't supported\n");
3527 break;
3528 default:
3529 FIXME("Unrecognized/Unhandled D3DSHADEMODE value %ld\n", Value);
3531 break;
3533 case WINED3DRS_DITHERENABLE :
3534 if (Value) {
3535 glEnable(GL_DITHER);
3536 checkGLcall("glEnable GL_DITHER");
3537 } else {
3538 glDisable(GL_DITHER);
3539 checkGLcall("glDisable GL_DITHER");
3541 break;
3543 case WINED3DRS_ZWRITEENABLE :
3544 if (Value) {
3545 glDepthMask(1);
3546 checkGLcall("glDepthMask");
3547 } else {
3548 glDepthMask(0);
3549 checkGLcall("glDepthMask");
3551 break;
3553 case WINED3DRS_ZFUNC :
3555 int glParm = CompareFunc(Value);
3557 if(glParm) {
3558 glDepthFunc(glParm);
3559 checkGLcall("glDepthFunc");
3562 break;
3564 case WINED3DRS_AMBIENT :
3566 float col[4];
3567 D3DCOLORTOGLFLOAT4(Value, col);
3568 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
3569 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
3570 checkGLcall("glLightModel for MODEL_AMBIENT");
3573 break;
3575 case WINED3DRS_ALPHABLENDENABLE :
3576 if (Value) {
3577 glEnable(GL_BLEND);
3578 checkGLcall("glEnable GL_BLEND");
3579 } else {
3580 glDisable(GL_BLEND);
3581 checkGLcall("glDisable GL_BLEND");
3583 break;
3585 case WINED3DRS_SRCBLEND :
3586 case WINED3DRS_DESTBLEND :
3588 int newVal = GL_ZERO;
3589 switch (Value) {
3590 case D3DBLEND_ZERO : newVal = GL_ZERO; break;
3591 case D3DBLEND_ONE : newVal = GL_ONE; break;
3592 case D3DBLEND_SRCCOLOR : newVal = GL_SRC_COLOR; break;
3593 case D3DBLEND_INVSRCCOLOR : newVal = GL_ONE_MINUS_SRC_COLOR; break;
3594 case D3DBLEND_SRCALPHA : newVal = GL_SRC_ALPHA; break;
3595 case D3DBLEND_INVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA; break;
3596 case D3DBLEND_DESTALPHA : newVal = GL_DST_ALPHA; break;
3597 case D3DBLEND_INVDESTALPHA : newVal = GL_ONE_MINUS_DST_ALPHA; break;
3598 case D3DBLEND_DESTCOLOR : newVal = GL_DST_COLOR; break;
3599 case D3DBLEND_INVDESTCOLOR : newVal = GL_ONE_MINUS_DST_COLOR; break;
3600 case D3DBLEND_SRCALPHASAT : newVal = GL_SRC_ALPHA_SATURATE; break;
3602 case D3DBLEND_BOTHSRCALPHA : newVal = GL_SRC_ALPHA;
3603 This->srcBlend = newVal;
3604 This->dstBlend = newVal;
3605 break;
3607 case D3DBLEND_BOTHINVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA;
3608 This->srcBlend = newVal;
3609 This->dstBlend = newVal;
3610 break;
3611 case D3DBLEND_BLENDFACTOR : newVal = GL_CONSTANT_COLOR; break;
3612 case D3DBLEND_INVBLENDFACTOR : newVal = GL_ONE_MINUS_CONSTANT_COLOR; break;
3613 default:
3614 FIXME("Unrecognized src/dest blend value %ld (%d)\n", Value, State);
3617 if (State == WINED3DRS_SRCBLEND) This->srcBlend = newVal;
3618 if (State == WINED3DRS_DESTBLEND) This->dstBlend = newVal;
3619 TRACE("glBlendFunc src=%x, dst=%x\n", This->srcBlend, This->dstBlend);
3620 glBlendFunc(This->srcBlend, This->dstBlend);
3622 checkGLcall("glBlendFunc");
3624 break;
3626 case WINED3DRS_ALPHATESTENABLE :
3627 case WINED3DRS_ALPHAFUNC :
3628 case WINED3DRS_ALPHAREF :
3629 case WINED3DRS_COLORKEYENABLE :
3631 int glParm = 0;
3632 float ref;
3633 BOOL enable_ckey = FALSE;
3635 IWineD3DSurfaceImpl *surf;
3637 /* Find out if the texture on the first stage has a ckey set */
3638 if(This->stateBlock->textures[0]) {
3639 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)This->stateBlock->textures[0])->surfaces[0];
3640 if(surf->CKeyFlags & DDSD_CKSRCBLT) enable_ckey = TRUE;
3643 if (This->stateBlock->renderState[WINED3DRS_ALPHATESTENABLE] ||
3644 (This->stateBlock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
3645 glEnable(GL_ALPHA_TEST);
3646 checkGLcall("glEnable GL_ALPHA_TEST");
3647 } else {
3648 glDisable(GL_ALPHA_TEST);
3649 checkGLcall("glDisable GL_ALPHA_TEST");
3650 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
3651 * enable call
3653 break;
3656 if(This->stateBlock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
3657 glParm = GL_NOTEQUAL;
3658 ref = 0.0;
3659 } else {
3660 ref = ((float) This->stateBlock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
3661 glParm = CompareFunc(This->stateBlock->renderState[WINED3DRS_ALPHAFUNC]);
3663 if(glParm) {
3664 This->alphafunc = glParm;
3665 glAlphaFunc(glParm, ref);
3666 checkGLcall("glAlphaFunc");
3669 break;
3671 case WINED3DRS_CLIPPLANEENABLE :
3672 case WINED3DRS_CLIPPING :
3674 /* Ensure we only do the changed clip planes */
3675 DWORD enable = 0xFFFFFFFF;
3676 DWORD disable = 0x00000000;
3678 /* If enabling / disabling all */
3679 if (State == WINED3DRS_CLIPPING) {
3680 if (Value) {
3681 enable = This->stateBlock->renderState[WINED3DRS_CLIPPLANEENABLE];
3682 disable = 0x00;
3683 } else {
3684 disable = This->stateBlock->renderState[WINED3DRS_CLIPPLANEENABLE];
3685 enable = 0x00;
3687 } else {
3688 enable = Value & ~OldValue;
3689 disable = ~Value & OldValue;
3692 if (enable & D3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
3693 if (enable & D3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
3694 if (enable & D3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
3695 if (enable & D3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
3696 if (enable & D3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
3697 if (enable & D3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
3699 if (disable & D3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
3700 if (disable & D3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
3701 if (disable & D3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
3702 if (disable & D3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
3703 if (disable & D3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
3704 if (disable & D3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
3706 /** update clipping status */
3707 if (enable) {
3708 This->stateBlock->clip_status.ClipUnion = 0;
3709 This->stateBlock->clip_status.ClipIntersection = 0xFFFFFFFF;
3710 } else {
3711 This->stateBlock->clip_status.ClipUnion = 0;
3712 This->stateBlock->clip_status.ClipIntersection = 0;
3715 break;
3717 case WINED3DRS_BLENDOP :
3719 int glParm = GL_FUNC_ADD;
3721 switch ((D3DBLENDOP) Value) {
3722 case D3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
3723 case D3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
3724 case D3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
3725 case D3DBLENDOP_MIN : glParm = GL_MIN; break;
3726 case D3DBLENDOP_MAX : glParm = GL_MAX; break;
3727 default:
3728 FIXME("Unrecognized/Unhandled D3DBLENDOP value %ld\n", Value);
3731 if(GL_SUPPORT(ARB_IMAGING)) {
3732 TRACE("glBlendEquation(%x)\n", glParm);
3733 GL_EXTCALL(glBlendEquation(glParm));
3734 checkGLcall("glBlendEquation");
3735 } else {
3736 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
3739 break;
3741 case WINED3DRS_TEXTUREFACTOR :
3743 unsigned int i;
3745 /* Note the texture color applies to all textures whereas
3746 GL_TEXTURE_ENV_COLOR applies to active only */
3747 float col[4];
3748 D3DCOLORTOGLFLOAT4(Value, col);
3750 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3751 /* And now the default texture color as well */
3752 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
3753 /* Note the D3DRS value applies to all textures, but GL has one
3754 per texture, so apply it now ready to be used! */
3755 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3756 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
3757 checkGLcall("glActiveTextureARB");
3758 } else if (i>0) {
3759 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3762 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
3763 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
3767 break;
3769 case WINED3DRS_SPECULARENABLE :
3771 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
3772 and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
3773 specular color. This is wrong:
3774 Separate specular color means the specular colour is maintained separately, whereas
3775 single color means it is merged in. However in both cases they are being used to
3776 some extent.
3777 To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
3778 NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
3779 running 1.4 yet!
3782 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
3783 * Instead, we need to setup the FinalCombiner properly.
3785 * The default setup for the FinalCombiner is:
3787 * <variable> <input> <mapping> <usage>
3788 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
3789 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
3790 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
3791 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
3792 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
3793 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
3794 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
3796 * That's pretty much fine as it is, except for variable B, which needs to take
3797 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
3798 * whether WINED3DRS_SPECULARENABLE is enabled or not.
3801 if (Value) {
3802 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
3803 checkGLcall("glMaterialfv");
3804 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3805 glEnable(GL_COLOR_SUM_EXT);
3806 } else {
3807 TRACE("Specular colors cannot be enabled in this version of opengl\n");
3809 checkGLcall("glEnable(GL_COLOR_SUM)");
3811 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3812 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
3813 checkGLcall("glFinalCombinerInputNV()");
3815 } else {
3816 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
3818 /* for the case of enabled lighting: */
3819 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
3820 checkGLcall("glMaterialfv");
3822 /* for the case of disabled lighting: */
3823 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3824 glDisable(GL_COLOR_SUM_EXT);
3825 } else {
3826 TRACE("Specular colors cannot be disabled in this version of opengl\n");
3828 checkGLcall("glDisable(GL_COLOR_SUM)");
3830 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3831 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
3832 checkGLcall("glFinalCombinerInputNV()");
3836 break;
3838 case WINED3DRS_STENCILENABLE :
3839 case WINED3DRS_TWOSIDEDSTENCILMODE :
3840 case WINED3DRS_STENCILFUNC :
3841 case WINED3DRS_CCW_STENCILFUNC :
3842 case WINED3DRS_STENCILREF :
3843 case WINED3DRS_STENCILMASK :
3844 case WINED3DRS_STENCILFAIL :
3845 case WINED3DRS_STENCILZFAIL :
3846 case WINED3DRS_STENCILPASS :
3847 case WINED3DRS_CCW_STENCILFAIL :
3848 case WINED3DRS_CCW_STENCILZFAIL :
3849 case WINED3DRS_CCW_STENCILPASS :
3850 renderstate_stencil(This, State, Value);
3851 break;
3852 case WINED3DRS_STENCILWRITEMASK :
3854 glStencilMask(Value);
3855 TRACE("glStencilMask(%lu)\n", Value);
3856 checkGLcall("glStencilMask");
3858 break;
3860 case WINED3DRS_FOGENABLE :
3862 if (Value) {
3863 glEnable(GL_FOG);
3864 checkGLcall("glEnable GL_FOG");
3865 } else {
3866 glDisable(GL_FOG);
3867 checkGLcall("glDisable GL_FOG");
3870 break;
3872 case WINED3DRS_RANGEFOGENABLE :
3874 if (Value) {
3875 TRACE("Enabled RANGEFOG\n");
3876 } else {
3877 TRACE("Disabled RANGEFOG\n");
3880 break;
3882 case WINED3DRS_FOGCOLOR :
3884 float col[4];
3885 D3DCOLORTOGLFLOAT4(Value, col);
3886 /* Set the default alpha blend color */
3887 glFogfv(GL_FOG_COLOR, &col[0]);
3888 checkGLcall("glFog GL_FOG_COLOR");
3890 break;
3892 case WINED3DRS_FOGTABLEMODE :
3893 case WINED3DRS_FOGVERTEXMODE :
3895 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes, the system will apply only pixel(=table) fog effects." */
3896 if(This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == D3DFOG_NONE) {
3897 glHint(GL_FOG_HINT, GL_FASTEST);
3898 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
3899 switch (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE]) {
3900 /* Processed vertices have their fog factor stored in the specular value. Fall too the none case.
3901 * If we are drawing untransformed vertices atm, d3ddevice_set_ortho will update the fog
3903 case D3DFOG_EXP: {
3904 if(!This->last_was_rhw) {
3905 glFogi(GL_FOG_MODE, GL_EXP);
3906 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
3907 if(GL_SUPPORT(EXT_FOG_COORD)) {
3908 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
3909 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
3910 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
3911 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
3913 break;
3916 case D3DFOG_EXP2: {
3917 if(!This->last_was_rhw) {
3918 glFogi(GL_FOG_MODE, GL_EXP2);
3919 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
3920 if(GL_SUPPORT(EXT_FOG_COORD)) {
3921 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
3922 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
3923 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
3924 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
3926 break;
3929 case D3DFOG_LINEAR: {
3930 if(!This->last_was_rhw) {
3931 glFogi(GL_FOG_MODE, GL_LINEAR);
3932 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
3933 if(GL_SUPPORT(EXT_FOG_COORD)) {
3934 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
3935 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
3936 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
3937 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
3939 break;
3942 case D3DFOG_NONE: {
3943 /* Both are none? According to msdn the alpha channel of the specular
3944 * color contains a fog factor. Set it in drawStridedSlow.
3945 * Same happens with Vertexfog on transformed vertices
3947 if(GL_SUPPORT(EXT_FOG_COORD)) {
3948 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
3949 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
3950 glFogi(GL_FOG_MODE, GL_LINEAR);
3951 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
3952 glFogf(GL_FOG_START, (float) 0xff);
3953 checkGLcall("glFogfv GL_FOG_START");
3954 glFogf(GL_FOG_END, 0.0);
3955 checkGLcall("glFogfv GL_FOG_END");
3956 } else {
3957 /* Disable GL fog, handle this in software in drawStridedSlow */
3958 glDisable(GL_FOG);
3959 checkGLcall("glDisable(GL_FOG)");
3961 break;
3963 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %ld\n", This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE]);
3965 } else {
3966 glHint(GL_FOG_HINT, GL_NICEST);
3967 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
3968 switch (This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE]) {
3969 case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP);
3970 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
3971 if(GL_SUPPORT(EXT_FOG_COORD)) {
3972 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
3973 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
3974 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
3975 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
3977 break;
3978 case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2);
3979 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
3980 if(GL_SUPPORT(EXT_FOG_COORD)) {
3981 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
3982 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
3983 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
3984 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
3986 break;
3987 case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR);
3988 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
3989 if(GL_SUPPORT(EXT_FOG_COORD)) {
3990 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
3991 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
3992 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
3993 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
3995 break;
3996 case D3DFOG_NONE: /* Won't happen */
3997 default: FIXME("Unexpected WINED3DRS_FOGTABLEMODE %ld\n", This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE]);
4000 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
4001 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
4004 break;
4006 case WINED3DRS_FOGSTART :
4008 tmpvalue.d = Value;
4009 glFogfv(GL_FOG_START, &tmpvalue.f);
4010 checkGLcall("glFogf(GL_FOG_START, (float) Value)");
4011 TRACE("Fog Start == %f\n", tmpvalue.f);
4013 break;
4015 case WINED3DRS_FOGEND :
4017 tmpvalue.d = Value;
4018 glFogfv(GL_FOG_END, &tmpvalue.f);
4019 checkGLcall("glFogf(GL_FOG_END, (float) Value)");
4020 TRACE("Fog End == %f\n", tmpvalue.f);
4022 break;
4024 case WINED3DRS_FOGDENSITY :
4026 tmpvalue.d = Value;
4027 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
4028 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
4030 break;
4032 case WINED3DRS_VERTEXBLEND :
4034 This->updateStateBlock->vertex_blend = (D3DVERTEXBLENDFLAGS) Value;
4035 TRACE("Vertex Blending state to %ld\n", Value);
4037 break;
4039 case WINED3DRS_TWEENFACTOR :
4041 tmpvalue.d = Value;
4042 This->updateStateBlock->tween_factor = tmpvalue.f;
4043 TRACE("Vertex Blending Tween Factor to %f\n", This->updateStateBlock->tween_factor);
4045 break;
4047 case WINED3DRS_INDEXEDVERTEXBLENDENABLE :
4049 TRACE("Indexed Vertex Blend Enable to %ul\n", (BOOL) Value);
4051 break;
4053 case WINED3DRS_COLORVERTEX :
4054 case WINED3DRS_DIFFUSEMATERIALSOURCE :
4055 case WINED3DRS_SPECULARMATERIALSOURCE :
4056 case WINED3DRS_AMBIENTMATERIALSOURCE :
4057 case WINED3DRS_EMISSIVEMATERIALSOURCE :
4059 GLenum Parm = GL_AMBIENT_AND_DIFFUSE;
4061 if (This->stateBlock->renderState[WINED3DRS_COLORVERTEX]) {
4062 TRACE("diff %ld, amb %ld, emis %ld, spec %ld\n",
4063 This->stateBlock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
4064 This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
4065 This->stateBlock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
4066 This->stateBlock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
4068 if (This->stateBlock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == D3DMCS_COLOR1) {
4069 if (This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
4070 Parm = GL_AMBIENT_AND_DIFFUSE;
4071 } else {
4072 Parm = GL_DIFFUSE;
4074 } else if (This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
4075 Parm = GL_AMBIENT;
4076 } else if (This->stateBlock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == D3DMCS_COLOR1) {
4077 Parm = GL_EMISSION;
4078 } else if (This->stateBlock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == D3DMCS_COLOR1) {
4079 Parm = GL_SPECULAR;
4080 } else {
4081 Parm = -1;
4084 if (Parm == -1) {
4085 if (This->tracking_color != DISABLED_TRACKING) This->tracking_color = NEEDS_DISABLE;
4086 } else {
4087 This->tracking_color = NEEDS_TRACKING;
4088 This->tracking_parm = Parm;
4091 } else {
4092 if (This->tracking_color != DISABLED_TRACKING) This->tracking_color = NEEDS_DISABLE;
4095 break;
4097 case WINED3DRS_LINEPATTERN :
4099 union {
4100 DWORD d;
4101 D3DLINEPATTERN lp;
4102 } tmppattern;
4103 tmppattern.d = Value;
4105 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
4107 if (tmppattern.lp.wRepeatFactor) {
4108 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
4109 checkGLcall("glLineStipple(repeat, linepattern)");
4110 glEnable(GL_LINE_STIPPLE);
4111 checkGLcall("glEnable(GL_LINE_STIPPLE);");
4112 } else {
4113 glDisable(GL_LINE_STIPPLE);
4114 checkGLcall("glDisable(GL_LINE_STIPPLE);");
4117 break;
4119 case WINED3DRS_ZBIAS : /* D3D8 only */
4121 if (Value) {
4122 tmpvalue.d = Value;
4123 TRACE("ZBias value %f\n", tmpvalue.f);
4124 glPolygonOffset(0, -tmpvalue.f);
4125 checkGLcall("glPolygonOffset(0, -Value)");
4126 glEnable(GL_POLYGON_OFFSET_FILL);
4127 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
4128 glEnable(GL_POLYGON_OFFSET_LINE);
4129 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
4130 glEnable(GL_POLYGON_OFFSET_POINT);
4131 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
4132 } else {
4133 glDisable(GL_POLYGON_OFFSET_FILL);
4134 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
4135 glDisable(GL_POLYGON_OFFSET_LINE);
4136 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
4137 glDisable(GL_POLYGON_OFFSET_POINT);
4138 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
4141 break;
4143 case WINED3DRS_NORMALIZENORMALS :
4144 if (Value) {
4145 glEnable(GL_NORMALIZE);
4146 checkGLcall("glEnable(GL_NORMALIZE);");
4147 } else {
4148 glDisable(GL_NORMALIZE);
4149 checkGLcall("glDisable(GL_NORMALIZE);");
4151 break;
4153 case WINED3DRS_POINTSIZE :
4154 /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
4155 tmpvalue.d = Value;
4156 TRACE("Set point size to %f\n", tmpvalue.f);
4157 glPointSize(tmpvalue.f);
4158 checkGLcall("glPointSize(...);");
4159 break;
4161 case WINED3DRS_POINTSIZE_MIN :
4162 if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
4163 tmpvalue.d = Value;
4164 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
4165 checkGLcall("glPointParameterfEXT(...);");
4166 } else {
4167 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl\n");
4169 break;
4171 case WINED3DRS_POINTSIZE_MAX :
4172 if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
4173 tmpvalue.d = Value;
4174 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
4175 checkGLcall("glPointParameterfEXT(...);");
4176 } else {
4177 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl\n");
4179 break;
4181 case WINED3DRS_POINTSCALE_A :
4182 case WINED3DRS_POINTSCALE_B :
4183 case WINED3DRS_POINTSCALE_C :
4184 case WINED3DRS_POINTSCALEENABLE :
4187 * POINTSCALEENABLE controls how point size value is treated. If set to
4188 * true, the point size is scaled with respect to height of viewport.
4189 * When set to false point size is in pixels.
4191 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
4194 /* Default values */
4195 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
4198 * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
4199 * This means that OpenGL will clamp really small point sizes to 1.0f.
4200 * To correct for this we need to multiply by the scale factor when sizes
4201 * are less than 1.0f. scale_factor = 1.0f / point_size.
4203 GLfloat pointSize = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSIZE]);
4204 if(pointSize > 0.0f) {
4205 GLfloat scaleFactor;
4207 if(pointSize < 1.0f) {
4208 scaleFactor = pointSize * pointSize;
4209 } else {
4210 scaleFactor = 1.0f;
4213 if(This->stateBlock->renderState[WINED3DRS_POINTSCALEENABLE]) {
4214 att[0] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_A]) /
4215 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
4216 att[1] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_B]) /
4217 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
4218 att[2] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_C]) /
4219 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
4223 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
4224 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
4225 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
4227 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
4228 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
4229 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
4230 } else {
4231 TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
4233 break;
4235 case WINED3DRS_COLORWRITEENABLE :
4237 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
4238 Value & D3DCOLORWRITEENABLE_RED ? 1 : 0,
4239 Value & D3DCOLORWRITEENABLE_GREEN ? 1 : 0,
4240 Value & D3DCOLORWRITEENABLE_BLUE ? 1 : 0,
4241 Value & D3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
4242 glColorMask(Value & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
4243 Value & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
4244 Value & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
4245 Value & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
4246 checkGLcall("glColorMask(...)");
4248 break;
4250 case WINED3DRS_LOCALVIEWER :
4252 GLint state = (Value) ? 1 : 0;
4253 TRACE("Local Viewer Enable to %ul\n", (BOOL) Value);
4254 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, state);
4256 break;
4258 case WINED3DRS_LASTPIXEL :
4260 if (Value) {
4261 TRACE("Last Pixel Drawing Enabled\n");
4262 } else {
4263 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
4266 break;
4268 case WINED3DRS_SOFTWAREVERTEXPROCESSING :
4270 if (Value) {
4271 TRACE("Software Processing Enabled\n");
4272 } else {
4273 TRACE("Software Processing Disabled\n");
4276 break;
4278 /** not supported */
4279 case WINED3DRS_ZVISIBLE :
4281 LEAVE_GL();
4282 return WINED3DERR_INVALIDCALL;
4284 case WINED3DRS_POINTSPRITEENABLE :
4286 /* TODO: NV_POINT_SPRITE */
4287 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
4288 TRACE("Point sprites not supported\n");
4289 break;
4293 * Point sprites are always enabled. Value controls texture coordinate
4294 * replacement mode. Must be set true for point sprites to use
4295 * textures.
4297 glEnable(GL_POINT_SPRITE_ARB);
4298 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
4300 if (Value) {
4301 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, TRUE);
4302 checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, TRUE)");
4303 } else {
4304 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, FALSE);
4305 checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, FALSE)");
4307 break;
4309 case WINED3DRS_EDGEANTIALIAS :
4311 if(Value) {
4312 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4313 glEnable(GL_BLEND);
4314 checkGLcall("glEnable(GL_BLEND)");
4315 glEnable(GL_LINE_SMOOTH);
4316 checkGLcall("glEnable(GL_LINE_SMOOTH)");
4317 } else {
4318 if(!This->stateBlock->renderState[WINED3DRS_ALPHABLENDENABLE]) {
4319 glDisable(GL_BLEND);
4320 checkGLcall("glDisable(GL_BLEND)");
4322 glDisable(GL_LINE_SMOOTH);
4323 checkGLcall("glDisable(GL_LINE_SMOOTH)");
4325 break;
4327 case WINED3DRS_WRAP0 :
4328 case WINED3DRS_WRAP1 :
4329 case WINED3DRS_WRAP2 :
4330 case WINED3DRS_WRAP3 :
4331 case WINED3DRS_WRAP4 :
4332 case WINED3DRS_WRAP5 :
4333 case WINED3DRS_WRAP6 :
4334 case WINED3DRS_WRAP7 :
4335 case WINED3DRS_WRAP8 :
4336 case WINED3DRS_WRAP9 :
4337 case WINED3DRS_WRAP10 :
4338 case WINED3DRS_WRAP11 :
4339 case WINED3DRS_WRAP12 :
4340 case WINED3DRS_WRAP13 :
4341 case WINED3DRS_WRAP14 :
4342 case WINED3DRS_WRAP15 :
4344 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
4345 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
4346 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
4347 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
4348 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
4350 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
4353 if(Value) {
4354 ERR("(%p)->(%s,%ld) Texture wraping not yet supported\n",This, debug_d3drenderstate(State), Value);
4356 break;
4359 case WINED3DRS_MULTISAMPLEANTIALIAS :
4361 if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
4362 if(Value) {
4363 glEnable(GL_MULTISAMPLE_ARB);
4364 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
4365 } else {
4366 glDisable(GL_MULTISAMPLE_ARB);
4367 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
4369 } else {
4370 if(Value) {
4371 ERR("Multisample antialiasing not supported by gl\n");
4374 break;
4377 case WINED3DRS_SCISSORTESTENABLE :
4379 if(Value) {
4380 glEnable(GL_SCISSOR_TEST);
4381 checkGLcall("glEnable(GL_SCISSOR_TEST)");
4382 } else {
4383 glDisable(GL_SCISSOR_TEST);
4384 checkGLcall("glDisable(GL_SCISSOR_TEST)");
4386 break;
4388 case WINED3DRS_SLOPESCALEDEPTHBIAS :
4390 if(Value) {
4391 tmpvalue.d = Value;
4392 glEnable(GL_POLYGON_OFFSET_FILL);
4393 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
4394 glPolygonOffset(tmpvalue.f, *((float*)&This->stateBlock->renderState[WINED3DRS_DEPTHBIAS]));
4395 checkGLcall("glPolygonOffset(...)");
4396 } else {
4397 glDisable(GL_POLYGON_OFFSET_FILL);
4398 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
4400 break;
4402 case WINED3DRS_ANTIALIASEDLINEENABLE :
4404 if(Value) {
4405 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4406 glEnable(GL_BLEND);
4407 checkGLcall("glEnable(GL_BLEND)");
4408 glEnable(GL_LINE_SMOOTH);
4409 checkGLcall("glEnable(GL_LINE_SMOOTH)");
4410 } else {
4411 glDisable(GL_BLEND);
4412 checkGLcall("glDisable(GL_BLEND)");
4413 glDisable(GL_LINE_SMOOTH);
4414 checkGLcall("glDisable(GL_LINE_SMOOTH)");
4416 break;
4418 case WINED3DRS_DEPTHBIAS :
4420 if(Value) {
4421 tmpvalue.d = Value;
4422 glEnable(GL_POLYGON_OFFSET_FILL);
4423 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
4424 glPolygonOffset(*((float*)&This->stateBlock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS]), tmpvalue.f);
4425 checkGLcall("glPolygonOffset(...)");
4426 } else {
4427 glDisable(GL_POLYGON_OFFSET_FILL);
4428 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
4430 break;
4433 case WINED3DRS_TEXTUREPERSPECTIVE :
4435 if (Value)
4436 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
4437 else
4438 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
4439 break;
4442 case WINED3DRS_STIPPLEDALPHA :
4444 if (Value)
4445 ERR(" Stippled Alpha not supported yet.\n");
4446 break;
4448 case WINED3DRS_ANTIALIAS :
4450 if (Value)
4451 ERR(" Antialias not supported yet.\n");
4452 break;
4455 case WINED3DRS_MULTISAMPLEMASK :
4457 if(0xFFFFFFFF != Value)
4458 ERR("(%p)->(%s,%ld) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4459 break;
4462 case WINED3DRS_PATCHEDGESTYLE :
4464 if(D3DPATCHEDGE_DISCRETE != Value)
4465 ERR("(%p)->(%s,%ld) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4466 break;
4469 case WINED3DRS_PATCHSEGMENTS :
4471 /* available in d3d8 but in d3d9 it was replaced by IDirect3DDevice9::SetNPatchMode */
4472 tmpvalue.f = 1.0f;
4473 if(tmpvalue.d != Value)
4474 ERR("(%p)->(%s,%ld) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4475 break;
4478 case WINED3DRS_DEBUGMONITORTOKEN :
4480 /* Only useful for "debug builds". */
4481 if(0xbaadcafe != Value) {
4482 /* MSDN says the default is D3DDMT_ENABLE but our tests confirm 0xbaadcafe is the default. */
4483 /* MSDN says anything other than D3DDMT_ENABLE or DISABLE does not change the state,
4484 * but our tests disagree.
4485 * We do not claim to implement a debugging lib, so do not write an ERR
4487 WARN("(%p)->(%s,%ld) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4489 break;
4492 case WINED3DRS_POSITIONDEGREE :
4494 if(D3DDEGREE_CUBIC != Value)
4495 ERR("(%p)->(%s,%ld) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4496 break;
4499 case WINED3DRS_NORMALDEGREE :
4501 if(D3DDEGREE_LINEAR != Value)
4502 ERR("(%p)->(%s,%ld) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4503 break;
4506 case WINED3DRS_MINTESSELLATIONLEVEL :
4507 case WINED3DRS_MAXTESSELLATIONLEVEL :
4508 case WINED3DRS_ADAPTIVETESS_X :
4509 case WINED3DRS_ADAPTIVETESS_Y :
4510 case WINED3DRS_ADAPTIVETESS_Z :
4511 case WINED3DRS_ADAPTIVETESS_W :
4513 if(This->stateBlock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
4514 FIXME("(%p)->(%s,%ld) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4515 else
4516 TRACE("(%p)->(%s,%ld): recording state but WINED3DRS_ENABLEADAPTIVETESSELLATION is not enabled\n", This, debug_d3drenderstate(State), Value);
4517 break;
4520 case WINED3DRS_ENABLEADAPTIVETESSELLATION:
4522 if(Value)
4523 ERR("(%p)->(%s,%ld) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4524 break;
4527 case WINED3DRS_COLORWRITEENABLE1 :
4528 case WINED3DRS_COLORWRITEENABLE2 :
4529 case WINED3DRS_COLORWRITEENABLE3 :
4531 /* depends on WINED3DRS_COLORWRITEENABLE. */
4532 if(0x0000000F != Value)
4533 ERR("(%p)->(%s,%ld) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n", This, debug_d3drenderstate(State), Value);
4534 break;
4537 case WINED3DRS_BLENDFACTOR :
4539 float col[4];
4540 if (GL_SUPPORT(ARB_IMAGING)) {
4542 TRACE("Setting BlendFactor to %ld", Value);
4544 D3DCOLORTOGLFLOAT4(Value, col);
4545 if (0xFFFFFFFF != Value) {
4546 glEnable(GL_BLEND);
4547 checkGLcall("glEnable(GL_BLEND)");
4549 else {
4550 glDisable(GL_BLEND);
4551 checkGLcall("glDisable(GL_BLEND)");
4553 glBlendColor (col[0],col[1],col[2],col[3]);
4554 } else {
4555 WARN("Unsupported in local OpenGL implementation: glBlendColor\n");
4557 break;
4560 case WINED3DRS_SRGBWRITEENABLE :
4562 if(Value)
4563 ERR("(%p)->(%s,%ld) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4564 break;
4567 case WINED3DRS_SEPARATEALPHABLENDENABLE :
4569 if(Value)
4570 ERR("(%p)->(%s,%ld) not yet implemented. Missing of cap D3DPMISCCAPS_SEPARATEALPHABLEND wasn't honored?\n", This, debug_d3drenderstate(State), Value);
4571 break;
4574 case WINED3DRS_SRCBLENDALPHA :
4575 case WINED3DRS_DESTBLENDALPHA :
4576 case WINED3DRS_BLENDOPALPHA :
4578 if(This->stateBlock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
4579 FIXME("(%p)->(%s,%ld) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4580 else
4581 TRACE("(%p)->(%s,%ld): recording state but WINED3DRS_SEPARATEALPHABLENDENABLE is not enabled\n", This, debug_d3drenderstate(State), Value);
4582 break;
4585 default:
4586 FIXME("(%p)->(%s,%ld) unknown state\n", This, debug_d3drenderstate(State), Value);
4589 LEAVE_GL();
4591 return WINED3D_OK;
4594 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, D3DRENDERSTATETYPE State, DWORD *pValue) {
4595 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4596 TRACE("(%p) for State %d = %ld\n", This, State, This->stateBlock->renderState[State]);
4597 *pValue = This->stateBlock->renderState[State];
4598 return WINED3D_OK;
4601 /*****
4602 * Get / Set Sampler States
4603 * TODO: Verify against dx9 definitions
4604 *****/
4606 static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
4607 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4609 * SetSampler is designed to allow for more than the standard up to 8 textures
4610 * and Geforce has stopped supporting more than 6 standard textures in openGL.
4611 * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
4613 * http://developer.nvidia.com/object/General_FAQ.html#t6
4615 * There are two new settings for GForce
4616 * the sampler one:
4617 * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
4618 * and the texture one:
4619 * GL_MAX_TEXTURE_COORDS_ARB.
4620 * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
4621 ******************/
4622 /** NOTE: States are appled in IWineD3DBaseTextre ApplyStateChanges and IWineD3DDevice SetupTextureStates**/
4623 if(Sampler > GL_LIMITS(sampler_stages) || Sampler < 0 || Type > WINED3D_HIGHEST_SAMPLER_STATE || Type < 0) {
4624 FIXME("sampler %ld type %s(%u) is out of range [max_samplers=%d, highest_state=%d]\n",
4625 Sampler, debug_d3dsamplerstate(Type), Type, GL_LIMITS(sampler_stages), WINED3D_HIGHEST_SAMPLER_STATE);
4626 return WINED3DERR_INVALIDCALL;
4629 TRACE("(%p) : Sampler=%ld, Type=%s(%d), Value=%ld\n", This, Sampler,
4630 debug_d3dsamplerstate(Type), Type, Value);
4631 This->updateStateBlock->samplerState[Sampler][Type] = Value;
4632 This->updateStateBlock->set.samplerState[Sampler][Type] = Value;
4633 This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
4635 /* Handle recording of state blocks */
4636 if (This->isRecordingState) {
4637 TRACE("Recording... not performing anything\n");
4638 return WINED3D_OK;
4641 return WINED3D_OK;
4644 static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
4645 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4646 /** TODO: check that sampler is in range **/
4647 *Value = This->updateStateBlock->samplerState[Sampler][Type];
4648 TRACE("(%p) : Sampler %ld Type %u Returning %ld\n", This, Sampler, Type, *Value);
4650 return WINED3D_OK;
4653 static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
4654 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4655 ENTER_GL();
4657 /** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
4658 TRACE("(%p)Setting new Scissor Rect to %ld:%ld-%ld:%ld\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
4659 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4660 LEAVE_GL();
4662 return WINED3D_OK;
4665 static HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
4666 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4667 GLint scissorBox[4];
4669 ENTER_GL();
4670 /** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
4671 glGetIntegerv(GL_SCISSOR_BOX, scissorBox);
4672 pRect->left = scissorBox[0];
4673 pRect->top = scissorBox[1];
4674 pRect->right = scissorBox[0] + scissorBox[2];
4675 pRect->bottom = scissorBox[1] + scissorBox[3];
4676 TRACE("(%p)Returning a Scissor Rect of %ld:%ld-%ld:%ld\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
4677 LEAVE_GL();
4678 return WINED3D_OK;
4681 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
4682 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4683 IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
4685 TRACE("(%p) : pDecl=%p\n", This, pDecl);
4687 This->updateStateBlock->vertexDecl = pDecl;
4688 This->updateStateBlock->changed.vertexDecl = TRUE;
4689 This->updateStateBlock->set.vertexDecl = TRUE;
4691 if (This->isRecordingState) {
4692 TRACE("Recording... not performing anything\n");
4695 if (NULL != pDecl) {
4696 IWineD3DVertexDeclaration_AddRef(pDecl);
4698 if (NULL != oldDecl) {
4699 IWineD3DVertexDeclaration_Release(oldDecl);
4701 return WINED3D_OK;
4704 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
4705 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4707 TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
4709 *ppDecl = This->stateBlock->vertexDecl;
4710 if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
4711 return WINED3D_OK;
4714 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
4715 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4716 IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
4718 This->updateStateBlock->vertexShader = pShader;
4719 This->updateStateBlock->changed.vertexShader = TRUE;
4720 This->updateStateBlock->set.vertexShader = TRUE;
4722 if (This->isRecordingState) {
4723 TRACE("Recording... not performing anything\n");
4726 if (NULL != pShader) {
4727 IWineD3DVertexShader_AddRef(pShader);
4729 if (NULL != oldShader) {
4730 IWineD3DVertexShader_Release(oldShader);
4733 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
4735 * TODO: merge HAL shaders context switching from prototype
4737 return WINED3D_OK;
4740 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
4741 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4743 if (NULL == ppShader) {
4744 return WINED3DERR_INVALIDCALL;
4746 *ppShader = This->stateBlock->vertexShader;
4747 if( NULL != *ppShader)
4748 IWineD3DVertexShader_AddRef(*ppShader);
4750 TRACE("(%p) : returning %p\n", This, *ppShader);
4751 return WINED3D_OK;
4754 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
4755 IWineD3DDevice *iface,
4756 UINT start,
4757 CONST BOOL *srcData,
4758 UINT count) {
4760 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4761 int i, cnt = min(count, MAX_CONST_B - start);
4763 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
4764 iface, srcData, start, count);
4766 if (srcData == NULL || cnt < 0)
4767 return WINED3DERR_INVALIDCALL;
4769 memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
4770 for (i = 0; i < cnt; i++)
4771 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
4773 for (i = start; i < cnt + start; ++i) {
4774 This->updateStateBlock->changed.vertexShaderConstantsB[i] = TRUE;
4775 This->updateStateBlock->set.vertexShaderConstantsB[i] = TRUE;
4778 return WINED3D_OK;
4781 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(
4782 IWineD3DDevice *iface,
4783 UINT start,
4784 BOOL *dstData,
4785 UINT count) {
4787 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4788 int cnt = min(count, MAX_CONST_B - start);
4790 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
4791 iface, dstData, start, count);
4793 if (dstData == NULL || cnt < 0)
4794 return WINED3DERR_INVALIDCALL;
4796 memcpy(dstData, &This->stateBlock->vertexShaderConstantB[start], cnt * sizeof(BOOL));
4797 return WINED3D_OK;
4800 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
4801 IWineD3DDevice *iface,
4802 UINT start,
4803 CONST int *srcData,
4804 UINT count) {
4806 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4807 int i, cnt = min(count, MAX_CONST_I - start);
4809 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
4810 iface, srcData, start, count);
4812 if (srcData == NULL || cnt < 0)
4813 return WINED3DERR_INVALIDCALL;
4815 memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
4816 for (i = 0; i < cnt; i++)
4817 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
4818 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
4820 for (i = start; i < cnt + start; ++i) {
4821 This->updateStateBlock->changed.vertexShaderConstantsI[i] = TRUE;
4822 This->updateStateBlock->set.vertexShaderConstantsI[i] = TRUE;
4825 return WINED3D_OK;
4828 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
4829 IWineD3DDevice *iface,
4830 UINT start,
4831 int *dstData,
4832 UINT count) {
4834 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4835 int cnt = min(count, MAX_CONST_I - start);
4837 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
4838 iface, dstData, start, count);
4840 if (dstData == NULL || ((signed int) MAX_CONST_I - (signed int) start) <= (signed int) 0)
4841 return WINED3DERR_INVALIDCALL;
4843 memcpy(dstData, &This->stateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4);
4844 return WINED3D_OK;
4847 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
4848 IWineD3DDevice *iface,
4849 UINT start,
4850 CONST float *srcData,
4851 UINT count) {
4853 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4854 int i, cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
4856 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
4857 iface, srcData, start, count);
4859 if (srcData == NULL || ((signed int) GL_LIMITS(vshader_constantsF) - (signed int) start) <= (signed int) 0)
4860 return WINED3DERR_INVALIDCALL;
4862 memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);
4863 for (i = 0; i < cnt; i++)
4864 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
4865 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
4867 for (i = start; i < cnt + start; ++i) {
4868 if (!This->updateStateBlock->set.vertexShaderConstantsF[i]) {
4869 constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
4870 ptr->idx = i;
4871 list_add_head(&This->updateStateBlock->set_vconstantsF, &ptr->entry);
4872 This->updateStateBlock->set.vertexShaderConstantsF[i] = TRUE;
4874 This->updateStateBlock->changed.vertexShaderConstantsF[i] = TRUE;
4877 return WINED3D_OK;
4880 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
4881 IWineD3DDevice *iface,
4882 UINT start,
4883 float *dstData,
4884 UINT count) {
4886 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4887 int cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
4889 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
4890 iface, dstData, start, count);
4892 if (dstData == NULL || cnt < 0)
4893 return WINED3DERR_INVALIDCALL;
4895 memcpy(dstData, &This->stateBlock->vertexShaderConstantF[start * 4], cnt * sizeof(float) * 4);
4896 return WINED3D_OK;
4899 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
4900 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4901 IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
4902 This->updateStateBlock->pixelShader = pShader;
4903 This->updateStateBlock->changed.pixelShader = TRUE;
4904 This->updateStateBlock->set.pixelShader = TRUE;
4906 /* Handle recording of state blocks */
4907 if (This->isRecordingState) {
4908 TRACE("Recording... not performing anything\n");
4911 if (NULL != pShader) {
4912 IWineD3DPixelShader_AddRef(pShader);
4914 if (NULL != oldShader) {
4915 IWineD3DPixelShader_Release(oldShader);
4918 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
4920 * TODO: merge HAL shaders context switching from prototype
4922 return WINED3D_OK;
4925 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
4926 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4928 if (NULL == ppShader) {
4929 WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
4930 return WINED3DERR_INVALIDCALL;
4933 *ppShader = This->stateBlock->pixelShader;
4934 if (NULL != *ppShader) {
4935 IWineD3DPixelShader_AddRef(*ppShader);
4937 TRACE("(%p) : returning %p\n", This, *ppShader);
4938 return WINED3D_OK;
4941 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
4942 IWineD3DDevice *iface,
4943 UINT start,
4944 CONST BOOL *srcData,
4945 UINT count) {
4947 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4948 int i, cnt = min(count, MAX_CONST_B - start);
4950 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
4951 iface, srcData, start, count);
4953 if (srcData == NULL || cnt < 0)
4954 return WINED3DERR_INVALIDCALL;
4956 memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
4957 for (i = 0; i < cnt; i++)
4958 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
4960 for (i = start; i < cnt + start; ++i) {
4961 This->updateStateBlock->changed.pixelShaderConstantsB[i] = TRUE;
4962 This->updateStateBlock->set.pixelShaderConstantsB[i] = TRUE;
4965 return WINED3D_OK;
4968 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
4969 IWineD3DDevice *iface,
4970 UINT start,
4971 BOOL *dstData,
4972 UINT count) {
4974 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4975 int cnt = min(count, MAX_CONST_B - start);
4977 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
4978 iface, dstData, start, count);
4980 if (dstData == NULL || cnt < 0)
4981 return WINED3DERR_INVALIDCALL;
4983 memcpy(dstData, &This->stateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
4984 return WINED3D_OK;
4987 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
4988 IWineD3DDevice *iface,
4989 UINT start,
4990 CONST int *srcData,
4991 UINT count) {
4993 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4994 int i, cnt = min(count, MAX_CONST_I - start);
4996 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
4997 iface, srcData, start, count);
4999 if (srcData == NULL || cnt < 0)
5000 return WINED3DERR_INVALIDCALL;
5002 memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
5003 for (i = 0; i < cnt; i++)
5004 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
5005 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
5007 for (i = start; i < cnt + start; ++i) {
5008 This->updateStateBlock->changed.pixelShaderConstantsI[i] = TRUE;
5009 This->updateStateBlock->set.pixelShaderConstantsI[i] = TRUE;
5012 return WINED3D_OK;
5015 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
5016 IWineD3DDevice *iface,
5017 UINT start,
5018 int *dstData,
5019 UINT count) {
5021 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5022 int cnt = min(count, MAX_CONST_I - start);
5024 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
5025 iface, dstData, start, count);
5027 if (dstData == NULL || cnt < 0)
5028 return WINED3DERR_INVALIDCALL;
5030 memcpy(dstData, &This->stateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
5031 return WINED3D_OK;
5034 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
5035 IWineD3DDevice *iface,
5036 UINT start,
5037 CONST float *srcData,
5038 UINT count) {
5040 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5041 int i, cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
5043 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
5044 iface, srcData, start, count);
5046 if (srcData == NULL || cnt < 0)
5047 return WINED3DERR_INVALIDCALL;
5049 memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);
5050 for (i = 0; i < cnt; i++)
5051 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
5052 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
5054 for (i = start; i < cnt + start; ++i) {
5055 if (!This->updateStateBlock->set.pixelShaderConstantsF[i]) {
5056 constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
5057 ptr->idx = i;
5058 list_add_head(&This->updateStateBlock->set_pconstantsF, &ptr->entry);
5059 This->updateStateBlock->set.pixelShaderConstantsF[i] = TRUE;
5061 This->updateStateBlock->changed.pixelShaderConstantsF[i] = TRUE;
5064 return WINED3D_OK;
5067 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
5068 IWineD3DDevice *iface,
5069 UINT start,
5070 float *dstData,
5071 UINT count) {
5073 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5074 int cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
5076 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
5077 iface, dstData, start, count);
5079 if (dstData == NULL || cnt < 0)
5080 return WINED3DERR_INVALIDCALL;
5082 memcpy(dstData, &This->stateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
5083 return WINED3D_OK;
5086 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
5087 static HRESULT
5088 process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount, WineDirect3DVertexStridedData *lpStrideData, DWORD SrcFVF, IWineD3DVertexBufferImpl *dest, DWORD dwFlags) {
5089 char *dest_ptr, *dest_conv = NULL;
5090 unsigned int i;
5091 DWORD DestFVF = dest->fvf;
5092 D3DVIEWPORT9 vp;
5093 D3DMATRIX mat, proj_mat, view_mat, world_mat;
5094 BOOL doClip;
5095 int numTextures;
5097 if (SrcFVF & D3DFVF_NORMAL) {
5098 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
5101 if ( (SrcFVF & D3DFVF_POSITION_MASK) != D3DFVF_XYZ) {
5102 ERR("Source has no position mask\n");
5103 return WINED3DERR_INVALIDCALL;
5106 /* We might access VBOs from this code, so hold the lock */
5107 ENTER_GL();
5109 if (dest->resource.allocatedMemory == NULL) {
5110 /* This may happen if we do direct locking into a vbo. Unlikely,
5111 * but theoretically possible(ddraw processvertices test)
5113 dest->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, dest->resource.size);
5114 if(!dest->resource.allocatedMemory) {
5115 LEAVE_GL();
5116 ERR("Out of memory\n");
5117 return E_OUTOFMEMORY;
5119 if(dest->vbo) {
5120 void *src;
5121 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
5122 checkGLcall("glBindBufferARB");
5123 src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
5124 if(src) {
5125 memcpy(dest->resource.allocatedMemory, src, dest->resource.size);
5127 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
5128 checkGLcall("glUnmapBufferARB");
5132 /* Get a pointer into the destination vbo(create one if none exists) and
5133 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
5135 if(!dest->vbo && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
5136 CreateVBO(dest);
5139 if(dest->vbo) {
5140 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
5141 dest_conv = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB));
5142 if(!dest_conv) {
5143 ERR("glMapBuffer failed\n");
5144 /* Continue without storing converted vertices */
5148 /* Should I clip?
5149 * a) D3DRS_CLIPPING is enabled
5150 * b) WINED3DVOP_CLIP is passed
5152 if(This->stateBlock->renderState[WINED3DRS_CLIPPING]) {
5153 static BOOL warned = FALSE;
5155 * The clipping code is not quite correct. Some things need
5156 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
5157 * so disable clipping for now.
5158 * (The graphics in Half-Life are broken, and my processvertices
5159 * test crashes with IDirect3DDevice3)
5160 doClip = TRUE;
5162 doClip = FALSE;
5163 if(!warned) {
5164 warned = TRUE;
5165 FIXME("Clipping is broken and disabled for now\n");
5167 } else doClip = FALSE;
5168 dest_ptr = ((char *) dest->resource.allocatedMemory) + dwDestIndex * get_flexible_vertex_size(DestFVF);
5169 if(dest_conv) {
5170 dest_conv = ((char *) dest_conv) + dwDestIndex * get_flexible_vertex_size(DestFVF);
5173 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
5174 WINED3DTS_VIEW,
5175 &view_mat);
5176 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
5177 WINED3DTS_PROJECTION,
5178 &proj_mat);
5179 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
5180 WINED3DTS_WORLDMATRIX(0),
5181 &world_mat);
5183 TRACE("View mat:\n");
5184 TRACE("%f %f %f %f\n", view_mat.u.s._11, view_mat.u.s._12, view_mat.u.s._13, view_mat.u.s._14); \
5185 TRACE("%f %f %f %f\n", view_mat.u.s._21, view_mat.u.s._22, view_mat.u.s._23, view_mat.u.s._24); \
5186 TRACE("%f %f %f %f\n", view_mat.u.s._31, view_mat.u.s._32, view_mat.u.s._33, view_mat.u.s._34); \
5187 TRACE("%f %f %f %f\n", view_mat.u.s._41, view_mat.u.s._42, view_mat.u.s._43, view_mat.u.s._44); \
5189 TRACE("Proj mat:\n");
5190 TRACE("%f %f %f %f\n", proj_mat.u.s._11, proj_mat.u.s._12, proj_mat.u.s._13, proj_mat.u.s._14); \
5191 TRACE("%f %f %f %f\n", proj_mat.u.s._21, proj_mat.u.s._22, proj_mat.u.s._23, proj_mat.u.s._24); \
5192 TRACE("%f %f %f %f\n", proj_mat.u.s._31, proj_mat.u.s._32, proj_mat.u.s._33, proj_mat.u.s._34); \
5193 TRACE("%f %f %f %f\n", proj_mat.u.s._41, proj_mat.u.s._42, proj_mat.u.s._43, proj_mat.u.s._44); \
5195 TRACE("World mat:\n");
5196 TRACE("%f %f %f %f\n", world_mat.u.s._11, world_mat.u.s._12, world_mat.u.s._13, world_mat.u.s._14); \
5197 TRACE("%f %f %f %f\n", world_mat.u.s._21, world_mat.u.s._22, world_mat.u.s._23, world_mat.u.s._24); \
5198 TRACE("%f %f %f %f\n", world_mat.u.s._31, world_mat.u.s._32, world_mat.u.s._33, world_mat.u.s._34); \
5199 TRACE("%f %f %f %f\n", world_mat.u.s._41, world_mat.u.s._42, world_mat.u.s._43, world_mat.u.s._44); \
5201 /* Get the viewport */
5202 IWineD3DDevice_GetViewport( (IWineD3DDevice *) This, &vp);
5203 TRACE("Viewport: X=%ld, Y=%ld, Width=%ld, Height=%ld, MinZ=%f, MaxZ=%f\n",
5204 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
5206 multiply_matrix(&mat,&view_mat,&world_mat);
5207 multiply_matrix(&mat,&proj_mat,&mat);
5209 numTextures = (DestFVF & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
5211 for (i = 0; i < dwCount; i+= 1) {
5212 unsigned int tex_index;
5214 if ( ((DestFVF & D3DFVF_POSITION_MASK) == D3DFVF_XYZ ) ||
5215 ((DestFVF & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW ) ) {
5216 /* The position first */
5217 float *p =
5218 (float *) (((char *) lpStrideData->u.s.position.lpData) + i * lpStrideData->u.s.position.dwStride);
5219 float x, y, z, rhw;
5220 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
5222 /* Multiplication with world, view and projection matrix */
5223 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0 * mat.u.s._41);
5224 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0 * mat.u.s._42);
5225 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0 * mat.u.s._43);
5226 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0 * mat.u.s._44);
5228 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
5230 /* WARNING: The following things are taken from d3d7 and were not yet checked
5231 * against d3d8 or d3d9!
5234 /* Clipping conditions: From
5235 * http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/fixedfunction/viewportsclipping/clippingvolumes.asp
5237 * A vertex is clipped if it does not match the following requirements
5238 * -rhw < x <= rhw
5239 * -rhw < y <= rhw
5240 * 0 < z <= rhw
5241 * 0 < rhw ( Not in d3d7, but tested in d3d7)
5243 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
5244 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
5248 if( doClip == FALSE ||
5249 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
5250 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
5251 ( rhw > eps ) ) ) {
5253 /* "Normal" viewport transformation (not clipped)
5254 * 1) The values are divided by rhw
5255 * 2) The y axis is negative, so multiply it with -1
5256 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
5257 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
5258 * 4) Multiply x with Width/2 and add Width/2
5259 * 5) The same for the height
5260 * 6) Add the viewpoint X and Y to the 2D coordinates and
5261 * The minimum Z value to z
5262 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
5264 * Well, basically it's simply a linear transformation into viewport
5265 * coordinates
5268 x /= rhw;
5269 y /= rhw;
5270 z /= rhw;
5272 y *= -1;
5274 x *= vp.Width / 2;
5275 y *= vp.Height / 2;
5276 z *= vp.MaxZ - vp.MinZ;
5278 x += vp.Width / 2 + vp.X;
5279 y += vp.Height / 2 + vp.Y;
5280 z += vp.MinZ;
5282 rhw = 1 / rhw;
5283 } else {
5284 /* That vertex got clipped
5285 * Contrary to OpenGL it is not dropped completely, it just
5286 * undergoes a different calculation.
5288 TRACE("Vertex got clipped\n");
5289 x += rhw;
5290 y += rhw;
5292 x /= 2;
5293 y /= 2;
5295 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
5296 * outside of the main vertex buffer memory. That needs some more
5297 * investigation...
5301 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
5304 ( (float *) dest_ptr)[0] = x;
5305 ( (float *) dest_ptr)[1] = y;
5306 ( (float *) dest_ptr)[2] = z;
5307 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
5309 dest_ptr += 3 * sizeof(float);
5311 if((DestFVF & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW) {
5312 dest_ptr += sizeof(float);
5315 if(dest_conv) {
5316 float w = 1 / rhw;
5317 ( (float *) dest_conv)[0] = x * w;
5318 ( (float *) dest_conv)[1] = y * w;
5319 ( (float *) dest_conv)[2] = z * w;
5320 ( (float *) dest_conv)[3] = w;
5322 dest_conv += 3 * sizeof(float);
5324 if((DestFVF & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW) {
5325 dest_conv += sizeof(float);
5329 if (DestFVF & D3DFVF_PSIZE) {
5330 dest_ptr += sizeof(DWORD);
5331 if(dest_conv) dest_conv += sizeof(DWORD);
5333 if (DestFVF & D3DFVF_NORMAL) {
5334 float *normal =
5335 (float *) (((float *) lpStrideData->u.s.normal.lpData) + i * lpStrideData->u.s.normal.dwStride);
5336 /* AFAIK this should go into the lighting information */
5337 FIXME("Didn't expect the destination to have a normal\n");
5338 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
5339 if(dest_conv) {
5340 copy_and_next(dest_conv, normal, 3 * sizeof(float));
5344 if (DestFVF & D3DFVF_DIFFUSE) {
5345 DWORD *color_d =
5346 (DWORD *) (((char *) lpStrideData->u.s.diffuse.lpData) + i * lpStrideData->u.s.diffuse.dwStride);
5347 if(!color_d) {
5348 static BOOL warned = FALSE;
5350 if(warned == FALSE) {
5351 ERR("No diffuse color in source, but destination has one\n");
5352 warned = TRUE;
5355 *( (DWORD *) dest_ptr) = 0xffffffff;
5356 dest_ptr += sizeof(DWORD);
5358 if(dest_conv) {
5359 *( (DWORD *) dest_conv) = 0xffffffff;
5360 dest_conv += sizeof(DWORD);
5363 else {
5364 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
5365 if(dest_conv) {
5366 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
5367 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
5368 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
5369 dest_conv += sizeof(DWORD);
5374 if (DestFVF & D3DFVF_SPECULAR) {
5375 /* What's the color value in the feedback buffer? */
5376 DWORD *color_s =
5377 (DWORD *) (((char *) lpStrideData->u.s.specular.lpData) + i * lpStrideData->u.s.specular.dwStride);
5378 if(!color_s) {
5379 static BOOL warned = FALSE;
5381 if(warned == FALSE) {
5382 ERR("No specular color in source, but destination has one\n");
5383 warned = TRUE;
5386 *( (DWORD *) dest_ptr) = 0xFF000000;
5387 dest_ptr += sizeof(DWORD);
5389 if(dest_conv) {
5390 *( (DWORD *) dest_conv) = 0xFF000000;
5391 dest_conv += sizeof(DWORD);
5394 else {
5395 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
5396 if(dest_conv) {
5397 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
5398 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
5399 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
5400 dest_conv += sizeof(DWORD);
5405 for (tex_index = 0; tex_index < numTextures; tex_index++) {
5406 float *tex_coord =
5407 (float *) (((char *) lpStrideData->u.s.texCoords[tex_index].lpData) +
5408 i * lpStrideData->u.s.texCoords[tex_index].dwStride);
5409 if(!tex_coord) {
5410 ERR("No source texture, but destination requests one\n");
5411 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
5412 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
5414 else {
5415 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
5416 if(dest_conv) {
5417 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
5423 if(dest_conv) {
5424 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
5425 checkGLcall("glUnmapBufferARB(GL_ARRAY_BUFFER_ARB)");
5428 LEAVE_GL();
5430 return WINED3D_OK;
5432 #undef copy_and_next
5434 static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexBuffer* pVertexDecl, DWORD Flags) {
5435 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5436 IWineD3DVertexBufferImpl *SrcImpl = (IWineD3DVertexBufferImpl *) pVertexDecl;
5437 WineDirect3DVertexStridedData strided;
5438 TRACE("(%p)->(%d,%d,%d,%p,%p,%ld\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
5440 /* We don't need the source vbo because this buffer is only used as
5441 * a source for ProcessVertices. Avoid wasting resources by converting the
5442 * buffer and loading the VBO
5444 if(SrcImpl->vbo) {
5445 TRACE("Releaseing the source vbo, it won't be needed\n");
5447 if(!SrcImpl->resource.allocatedMemory) {
5448 /* Rescue the data from the buffer */
5449 void *src;
5450 SrcImpl->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, SrcImpl->resource.size);
5451 if(!SrcImpl->resource.allocatedMemory) {
5452 ERR("Out of memory\n");
5453 return E_OUTOFMEMORY;
5456 ENTER_GL();
5457 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, SrcImpl->vbo));
5458 checkGLcall("glBindBufferARB");
5460 src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
5461 if(src) {
5462 memcpy(SrcImpl->resource.allocatedMemory, src, SrcImpl->resource.size);
5465 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
5466 checkGLcall("glUnmapBufferARB");
5467 } else {
5468 ENTER_GL();
5471 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0));
5472 checkGLcall("glBindBufferARB");
5473 GL_EXTCALL(glDeleteBuffersARB(1, &SrcImpl->vbo));
5474 checkGLcall("glDeleteBuffersARB");
5475 LEAVE_GL();
5477 SrcImpl->vbo = 0;
5480 memset(&strided, 0, sizeof(strided));
5481 primitiveConvertFVFtoOffset(SrcImpl->fvf, get_flexible_vertex_size(SrcImpl->fvf), SrcImpl->resource.allocatedMemory + get_flexible_vertex_size(SrcImpl->fvf) * SrcStartIndex, &strided, 0);
5483 return process_vertices_strided(This, DestIndex, VertexCount, &strided, SrcImpl->fvf, (IWineD3DVertexBufferImpl *) pDestBuffer, Flags);
5486 /*****
5487 * Apply / Get / Set Texture Stage States
5488 * TODO: Verify against dx9 definitions
5489 *****/
5491 /* NOTE: It's expected that this function is going to be called lots of times with the same stage active, so make it the callers responsibility to GLACTIVETEXTURE(Stage) for better state management. Set the correct Texture unit active before calling ApplyTextureStageState */
5492 static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type) {
5493 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5494 DWORD Value = This->updateStateBlock->textureState[Stage][Type];
5495 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
5497 TRACE("(%p) : Stage=%ld, Type=%s(%d), Value=%ld\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
5499 /* Check that the stage is within limits */
5500 if (Stage >= GL_LIMITS(texture_stages) || Stage < 0) {
5501 TRACE("Attempt to access invalid texture rejected\n");
5502 return;
5505 ENTER_GL();
5507 switch (Type) {
5508 case WINED3DTSS_ALPHAOP :
5509 case WINED3DTSS_COLOROP :
5510 /* nothing to do as moved to drawprim for now */
5511 break;
5512 case WINED3DTSS_ADDRESSW :
5513 #if 0 /* I'm not sure what D3D does about ADDRESSW appearing twice */
5514 if (Value < minLookup[WINELOOKUP_WARPPARAM] || Value > maxLookup[WINELOOKUP_WARPPARAM]) {
5515 FIXME("Unrecognized or unsupported D3DTADDRESS_* value %ld, state %d\n", Value, Type);
5517 } else {
5518 GLint wrapParm = stateLookup[WINELOOKUP_WARPPARAM][Value - minLookup[WINELOOKUP_WARPPARAM]];
5519 TRACE("Setting WRAP_R to %d for %x\n", wrapParm, This->stateBlock->textureDimensions[Stage]);
5520 glTexParameteri(This->stateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_R, wrapParm);
5521 checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_R, wrapParm)");
5523 #endif
5524 case WINED3DTSS_TEXCOORDINDEX :
5526 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive */
5528 /* FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
5529 one flag, you can still specify an index value, which the system uses to
5530 determine the texture wrapping mode.
5531 eg. SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1 );
5532 means use the vertex position (camera-space) as the input texture coordinates
5533 for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
5534 state. We do not (yet) support the D3DRENDERSTATE_WRAPx values, nor tie them up
5535 to the TEXCOORDINDEX value */
5538 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
5540 switch (Value & 0xFFFF0000) {
5541 case D3DTSS_TCI_PASSTHRU:
5542 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
5543 glDisable(GL_TEXTURE_GEN_S);
5544 glDisable(GL_TEXTURE_GEN_T);
5545 glDisable(GL_TEXTURE_GEN_R);
5546 glDisable(GL_TEXTURE_GEN_Q);
5547 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
5548 break;
5550 case D3DTSS_TCI_CAMERASPACEPOSITION:
5551 /* CameraSpacePosition means use the vertex position, transformed to camera space,
5552 as the input texture coordinates for this stage's texture transformation. This
5553 equates roughly to EYE_LINEAR */
5555 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
5556 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
5557 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
5558 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
5559 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
5561 glMatrixMode(GL_MODELVIEW);
5562 glPushMatrix();
5563 glLoadIdentity();
5564 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
5565 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
5566 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
5567 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
5568 glPopMatrix();
5570 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
5571 glEnable(GL_TEXTURE_GEN_S);
5572 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
5573 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
5574 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
5575 glEnable(GL_TEXTURE_GEN_T);
5576 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
5577 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
5578 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
5579 glEnable(GL_TEXTURE_GEN_R);
5580 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
5581 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
5582 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
5584 break;
5586 case D3DTSS_TCI_CAMERASPACENORMAL:
5588 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
5589 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
5590 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
5591 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
5592 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
5593 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
5595 glMatrixMode(GL_MODELVIEW);
5596 glPushMatrix();
5597 glLoadIdentity();
5598 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
5599 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
5600 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
5601 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
5602 glPopMatrix();
5604 glEnable(GL_TEXTURE_GEN_S);
5605 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
5606 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
5607 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
5608 glEnable(GL_TEXTURE_GEN_T);
5609 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
5610 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
5611 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
5612 glEnable(GL_TEXTURE_GEN_R);
5613 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
5614 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
5615 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
5618 break;
5620 case D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
5622 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
5623 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
5624 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
5625 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
5626 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
5627 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
5629 glMatrixMode(GL_MODELVIEW);
5630 glPushMatrix();
5631 glLoadIdentity();
5632 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
5633 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
5634 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
5635 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
5636 glPopMatrix();
5638 glEnable(GL_TEXTURE_GEN_S);
5639 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
5640 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
5641 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
5642 glEnable(GL_TEXTURE_GEN_T);
5643 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
5644 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
5645 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
5646 glEnable(GL_TEXTURE_GEN_R);
5647 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
5648 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
5649 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
5652 break;
5654 /* Unhandled types: */
5655 default:
5656 /* Todo: */
5657 /* ? disable GL_TEXTURE_GEN_n ? */
5658 glDisable(GL_TEXTURE_GEN_S);
5659 glDisable(GL_TEXTURE_GEN_T);
5660 glDisable(GL_TEXTURE_GEN_R);
5661 glDisable(GL_TEXTURE_GEN_Q);
5662 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %lx\n", Value);
5663 break;
5666 break;
5668 /* Unhandled */
5669 case WINED3DTSS_TEXTURETRANSFORMFLAGS :
5670 set_texture_matrix((float *)&This->stateBlock->transforms[WINED3DTS_TEXTURE0 + Stage].u.m[0][0], Value, (This->stateBlock->textureState[Stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != D3DTSS_TCI_PASSTHRU);
5671 break;
5673 case WINED3DTSS_BUMPENVMAT00 :
5674 case WINED3DTSS_BUMPENVMAT01 :
5675 TRACE("BUMPENVMAT0%u Stage=%ld, Type=%d, Value =%ld\n", Type - WINED3DTSS_BUMPENVMAT00, Stage, Type, Value);
5676 break;
5677 case WINED3DTSS_BUMPENVMAT10 :
5678 case WINED3DTSS_BUMPENVMAT11 :
5679 TRACE("BUMPENVMAT1%u Stage=%ld, Type=%d, Value =%ld\n", Type - WINED3DTSS_BUMPENVMAT10, Stage, Type, Value);
5680 break;
5682 case WINED3DTSS_BUMPENVLSCALE :
5683 TRACE("BUMPENVLSCALE Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
5684 break;
5686 case WINED3DTSS_BUMPENVLOFFSET :
5687 TRACE("BUMPENVLOFFSET Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
5688 break;
5690 case WINED3DTSS_RESULTARG :
5691 TRACE("RESULTARG Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
5692 break;
5694 default:
5695 /* Put back later: FIXME("(%p) : stub, Stage=%ld, Type=%d, Value =%ld\n", This, Stage, Type, Value); */
5696 TRACE("Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
5699 LEAVE_GL();
5701 return;
5704 /*****
5705 * Get / Set Texture Stage States
5706 * TODO: Verify against dx9 definitions
5707 *****/
5708 static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
5709 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5711 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
5713 TRACE("(%p) : Stage=%ld, Type=%s(%d), Value=%ld\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
5715 /* Reject invalid texture units */
5716 if (Stage >= GL_LIMITS(texture_stages)) {
5717 TRACE("Attempt to access invalid texture rejected\n");
5718 return WINED3DERR_INVALIDCALL;
5721 This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
5722 This->updateStateBlock->set.textureState[Stage][Type] = TRUE;
5723 This->updateStateBlock->textureState[Stage][Type] = Value;
5725 return WINED3D_OK;
5728 static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
5729 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5730 TRACE("(%p) : requesting Stage %ld, Type %d getting %ld\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
5731 *pValue = This->updateStateBlock->textureState[Stage][Type];
5732 return WINED3D_OK;
5735 /*****
5736 * Get / Set Texture
5737 *****/
5738 static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
5740 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5741 IWineD3DBaseTexture *oldTexture;
5743 oldTexture = This->updateStateBlock->textures[Stage];
5744 TRACE("(%p) : Stage(%ld), Texture (%p)\n", This, Stage, pTexture);
5746 #if 0 /* TODO: check so vertex textures */
5747 if (Stage >= D3DVERTEXTEXTURESAMPLER && Stage <= D3DVERTEXTEXTURESAMPLER3){
5748 This->updateStateBlock->vertexTextures[Stage - D3DVERTEXTEXTURESAMPLER] = pTexture;
5749 return WINED3D_OK;
5751 #endif
5753 /* Reject invalid texture units */
5754 if (Stage >= GL_LIMITS(sampler_stages) || Stage < 0) {
5755 WARN("Attempt to access invalid texture rejected\n");
5756 return WINED3DERR_INVALIDCALL;
5759 if(pTexture != NULL) {
5760 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH;
5762 if(((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH) {
5763 WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
5764 return WINED3DERR_INVALIDCALL;
5768 oldTexture = This->updateStateBlock->textures[Stage];
5769 TRACE("GL_LIMITS %d\n",GL_LIMITS(sampler_stages));
5770 TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
5772 This->updateStateBlock->set.textures[Stage] = TRUE;
5773 This->updateStateBlock->changed.textures[Stage] = TRUE;
5774 TRACE("(%p) : setting new texture to %p\n", This, pTexture);
5775 This->updateStateBlock->textures[Stage] = pTexture;
5777 /* Handle recording of state blocks */
5778 if (This->isRecordingState) {
5779 TRACE("Recording... not performing anything\n");
5780 return WINED3D_OK;
5783 /** NOTE: MSDN says that setTexture increases the reference count,
5784 * and the the application nust set the texture back to null (or have a leaky application),
5785 * This means we should pass the refcount up to the parent
5786 *******************************/
5787 if (NULL != This->updateStateBlock->textures[Stage]) {
5788 IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
5791 if (NULL != oldTexture) {
5792 IWineD3DBaseTexture_Release(oldTexture);
5795 /* Reset color keying */
5796 if(Stage == 0 && This->stateBlock->renderState[WINED3DRS_COLORKEYENABLE]) {
5797 BOOL enable_ckey = FALSE;
5799 if(pTexture) {
5800 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)pTexture)->surfaces[0];
5801 if(surf->CKeyFlags & DDSD_CKSRCBLT) enable_ckey = TRUE;
5804 if(enable_ckey) {
5805 glAlphaFunc(GL_NOTEQUAL, 0.0);
5806 checkGLcall("glAlphaFunc");
5810 return WINED3D_OK;
5813 static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
5814 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5815 TRACE("(%p) : (%ld /* Stage */,%p /* ppTexture */)\n", This, Stage, ppTexture);
5817 /* Reject invalid texture units */
5818 if (Stage >= GL_LIMITS(sampler_stages)) {
5819 TRACE("Attempt to access invalid texture rejected\n");
5820 return WINED3DERR_INVALIDCALL;
5822 *ppTexture=This->updateStateBlock->textures[Stage];
5823 if (*ppTexture)
5824 IWineD3DBaseTexture_AddRef(*ppTexture);
5825 else
5826 return WINED3DERR_INVALIDCALL;
5827 return WINED3D_OK;
5830 /*****
5831 * Get Back Buffer
5832 *****/
5833 static HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, WINED3DBACKBUFFER_TYPE Type,
5834 IWineD3DSurface **ppBackBuffer) {
5835 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5836 IWineD3DSwapChain *swapChain;
5837 HRESULT hr;
5839 TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
5841 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
5842 if (hr == WINED3D_OK) {
5843 hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
5844 IWineD3DSwapChain_Release(swapChain);
5845 } else {
5846 *ppBackBuffer = NULL;
5848 return hr;
5851 static HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
5852 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5853 WARN("(%p) : stub, calling idirect3d for now\n", This);
5854 return IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
5857 static HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
5858 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5859 IWineD3DSwapChain *swapChain;
5860 HRESULT hr;
5862 if(iSwapChain > 0) {
5863 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5864 if (hr == WINED3D_OK) {
5865 hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
5866 IWineD3DSwapChain_Release(swapChain);
5867 } else {
5868 FIXME("(%p) Error getting display mode\n", This);
5870 } else {
5871 /* Don't read the real display mode,
5872 but return the stored mode instead. X11 can't change the color
5873 depth, and some apps are pretty angry if they SetDisplayMode from
5874 24 to 16 bpp and find out that GetDisplayMode still returns 24 bpp
5876 Also don't relay to the swapchain because with ddraw it's possible
5877 that there isn't a swapchain at all */
5878 pMode->Width = This->ddraw_width;
5879 pMode->Height = This->ddraw_height;
5880 pMode->Format = This->ddraw_format;
5881 pMode->RefreshRate = 0;
5882 hr = WINED3D_OK;
5885 return hr;
5888 static HRESULT WINAPI IWineD3DDeviceImpl_SetHWND(IWineD3DDevice *iface, HWND hWnd) {
5889 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5890 TRACE("(%p)->(%p)\n", This, hWnd);
5892 This->ddraw_window = hWnd;
5893 return WINED3D_OK;
5896 static HRESULT WINAPI IWineD3DDeviceImpl_GetHWND(IWineD3DDevice *iface, HWND *hWnd) {
5897 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5898 TRACE("(%p)->(%p)\n", This, hWnd);
5900 *hWnd = This->ddraw_window;
5901 return WINED3D_OK;
5904 /*****
5905 * Stateblock related functions
5906 *****/
5908 static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
5909 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5910 IWineD3DStateBlockImpl *object;
5911 HRESULT temp_result;
5913 TRACE("(%p)", This);
5915 if (This->isRecordingState) {
5916 return WINED3DERR_INVALIDCALL;
5919 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
5920 if (NULL == object ) {
5921 FIXME("(%p)Error allocating memory for stateblock\n", This);
5922 return E_OUTOFMEMORY;
5924 TRACE("(%p) created object %p\n", This, object);
5925 object->wineD3DDevice= This;
5926 /** FIXME: object->parent = parent; **/
5927 object->parent = NULL;
5928 object->blockType = WINED3DSBT_ALL;
5929 object->ref = 1;
5930 object->lpVtbl = &IWineD3DStateBlock_Vtbl;
5932 temp_result = allocate_shader_constants(object);
5933 if (WINED3D_OK != temp_result)
5934 return temp_result;
5936 IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
5937 This->updateStateBlock = object;
5938 This->isRecordingState = TRUE;
5940 TRACE("(%p) recording stateblock %p\n",This , object);
5941 return WINED3D_OK;
5944 static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
5945 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5947 if (!This->isRecordingState) {
5948 FIXME("(%p) not recording! returning error\n", This);
5949 *ppStateBlock = NULL;
5950 return WINED3DERR_INVALIDCALL;
5953 *ppStateBlock = (IWineD3DStateBlock*)This->updateStateBlock;
5954 This->isRecordingState = FALSE;
5955 This->updateStateBlock = This->stateBlock;
5956 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
5957 /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
5958 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
5959 return WINED3D_OK;
5962 /*****
5963 * Scene related functions
5964 *****/
5965 static HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
5966 /* At the moment we have no need for any functionality at the beginning
5967 of a scene */
5968 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5969 TRACE("(%p) : stub\n", This);
5970 return WINED3D_OK;
5973 static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
5974 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5975 TRACE("(%p)\n", This);
5976 ENTER_GL();
5977 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
5978 glFlush();
5979 checkGLcall("glFlush");
5981 TRACE("End Scene\n");
5982 if(This->renderTarget != NULL) {
5984 /* If the container of the rendertarget is a texture then we need to save the data from the pbuffer */
5985 IUnknown *targetContainer = NULL;
5986 if (WINED3D_OK == IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DBaseTexture, (void **)&targetContainer)
5987 || WINED3D_OK == IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DDevice, (void **)&targetContainer)) {
5988 TRACE("(%p) : Texture rendertarget %p\n", This ,This->renderTarget);
5989 /** always dirtify for now. we must find a better way to see that surface have been modified
5990 (Modifications should will only occur via draw-primitive, but we do need better locking
5991 switching to render-to-texture should remove the overhead though.
5993 IWineD3DSurface_SetPBufferState(This->renderTarget, TRUE /* inPBuffer */, FALSE /* inTexture */);
5994 IWineD3DSurface_AddDirtyRect(This->renderTarget, NULL);
5995 IWineD3DSurface_PreLoad(This->renderTarget);
5996 IWineD3DSurface_SetPBufferState(This->renderTarget, FALSE /* inPBuffer */, FALSE /* inTexture */);
5997 IUnknown_Release(targetContainer);
6000 This->sceneEnded = TRUE;
6001 LEAVE_GL();
6002 return WINED3D_OK;
6005 static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
6006 CONST RECT* pSourceRect, CONST RECT* pDestRect,
6007 HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
6008 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6009 IWineD3DSwapChain *swapChain = NULL;
6010 int i;
6011 int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
6013 TRACE("(%p) Presenting the frame\n", This);
6015 for(i = 0 ; i < swapchains ; i ++) {
6017 IWineD3DDeviceImpl_GetSwapChain(iface, i , (IWineD3DSwapChain **)&swapChain);
6018 TRACE("presentinng chain %d, %p\n", i, swapChain);
6019 IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
6020 IWineD3DSwapChain_Release(swapChain);
6023 return WINED3D_OK;
6026 static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST D3DRECT* pRects,
6027 DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil) {
6028 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6030 /* TODO: From MSDN This method fails if you specify the D3DCLEAR_ZBUFFER or D3DCLEAR_STENCIL flags when the
6031 render target does not have an attached depth buffer. Similarly, if you specify the D3DCLEAR_STENCIL flag
6032 when the depth-buffer format does not contain stencil buffer information, this method fails. */
6033 GLbitfield glMask = 0;
6034 GLboolean old_ztest;
6035 GLfloat old_z_clear_value;
6036 GLint old_stencil_clear_value;
6037 GLfloat old_color_clear_value[4];
6038 unsigned int i;
6039 CONST D3DRECT* curRect;
6041 TRACE("(%p) Count (%ld), pRects (%p), Flags (%lx), Z (%f), Stencil (%ld)\n", This,
6042 Count, pRects, Flags, Z, Stencil);
6044 ENTER_GL();
6046 glEnable(GL_SCISSOR_TEST);
6047 checkGLcall("glEnable GL_SCISSOR_TEST");
6049 if (Count > 0 && pRects) {
6050 curRect = pRects;
6051 } else {
6052 curRect = NULL;
6055 /* Only set the values up once, as they are not changing */
6056 if (Flags & D3DCLEAR_STENCIL) {
6057 glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &old_stencil_clear_value);
6058 glClearStencil(Stencil);
6059 checkGLcall("glClearStencil");
6060 glMask = glMask | GL_STENCIL_BUFFER_BIT;
6061 glStencilMask(0xFFFFFFFF);
6064 if (Flags & D3DCLEAR_ZBUFFER) {
6065 glGetBooleanv(GL_DEPTH_WRITEMASK, &old_ztest);
6066 glDepthMask(GL_TRUE);
6067 glGetFloatv(GL_DEPTH_CLEAR_VALUE, &old_z_clear_value);
6068 glClearDepth(Z);
6069 checkGLcall("glClearDepth");
6070 glMask = glMask | GL_DEPTH_BUFFER_BIT;
6073 if (Flags & D3DCLEAR_TARGET) {
6074 TRACE("Clearing screen with glClear to color %lx\n", Color);
6075 glGetFloatv(GL_COLOR_CLEAR_VALUE, old_color_clear_value);
6076 glClearColor(D3DCOLOR_R(Color),
6077 D3DCOLOR_G(Color),
6078 D3DCOLOR_B(Color),
6079 D3DCOLOR_A(Color));
6080 checkGLcall("glClearColor");
6082 /* Clear ALL colors! */
6083 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
6084 glMask = glMask | GL_COLOR_BUFFER_BIT;
6087 /* Now process each rect in turn */
6088 for (i = 0; i < Count || i == 0; i++) {
6090 if (curRect) {
6091 /* Note gl uses lower left, width/height */
6092 TRACE("(%p) %p Rect=(%ld,%ld)->(%ld,%ld) glRect=(%ld,%ld), len=%ld, hei=%ld\n", This, curRect,
6093 curRect->x1, curRect->y1, curRect->x2, curRect->y2,
6094 curRect->x1, (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - curRect->y2),
6095 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
6096 glScissor(curRect->x1, (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - curRect->y2),
6097 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
6098 checkGLcall("glScissor");
6099 } else {
6100 glScissor(This->stateBlock->viewport.X,
6101 (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height -
6102 (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
6103 This->stateBlock->viewport.Width,
6104 This->stateBlock->viewport.Height);
6105 checkGLcall("glScissor");
6108 /* Clear the selected rectangle (or full screen) */
6109 glClear(glMask);
6110 checkGLcall("glClear");
6112 /* Step to the next rectangle */
6113 if (curRect) curRect = curRect + sizeof(D3DRECT);
6116 /* Restore the old values (why..?) */
6117 if (Flags & D3DCLEAR_STENCIL) {
6118 glClearStencil(old_stencil_clear_value);
6119 glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
6121 if (Flags & D3DCLEAR_ZBUFFER) {
6122 glDepthMask(old_ztest);
6123 glClearDepth(old_z_clear_value);
6125 if (Flags & D3DCLEAR_TARGET) {
6126 glClearColor(old_color_clear_value[0],
6127 old_color_clear_value[1],
6128 old_color_clear_value[2],
6129 old_color_clear_value[3]);
6130 glColorMask(This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
6131 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
6132 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
6133 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
6136 glDisable(GL_SCISSOR_TEST);
6137 checkGLcall("glDisable");
6138 LEAVE_GL();
6140 return WINED3D_OK;
6143 /*****
6144 * Drawing functions
6145 *****/
6146 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
6147 UINT PrimitiveCount) {
6149 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6150 This->stateBlock->streamIsUP = FALSE;
6152 TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
6153 debug_d3dprimitivetype(PrimitiveType),
6154 StartVertex, PrimitiveCount);
6155 drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, 0/* NumVertices */, -1 /* indxStart */,
6156 0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */, NULL);
6159 return WINED3D_OK;
6162 /* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
6163 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
6164 D3DPRIMITIVETYPE PrimitiveType,
6165 INT baseVIndex, UINT minIndex,
6166 UINT NumVertices, UINT startIndex, UINT primCount) {
6168 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6169 UINT idxStride = 2;
6170 IWineD3DIndexBuffer *pIB;
6171 WINED3DINDEXBUFFER_DESC IdxBufDsc;
6173 pIB = This->stateBlock->pIndexData;
6174 This->stateBlock->streamIsUP = FALSE;
6176 TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, baseVidx=%d, countP=%d\n", This,
6177 PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
6178 minIndex, NumVertices, startIndex, baseVIndex, primCount);
6180 IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
6181 if (IdxBufDsc.Format == WINED3DFMT_INDEX16) {
6182 idxStride = 2;
6183 } else {
6184 idxStride = 4;
6187 drawPrimitive(iface, PrimitiveType, primCount, baseVIndex, NumVertices, startIndex,
6188 idxStride, ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex, NULL);
6190 return WINED3D_OK;
6193 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType,
6194 UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
6195 UINT VertexStreamZeroStride) {
6196 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6198 TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
6199 debug_d3dprimitivetype(PrimitiveType),
6200 PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
6202 /* release the stream source */
6203 if (This->stateBlock->streamSource[0] != NULL) {
6204 IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
6207 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
6208 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
6209 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
6210 This->stateBlock->streamIsUP = TRUE;
6212 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* start vertex */, 0 /* NumVertices */,
6213 0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */, NULL);
6215 /* MSDN specifies stream zero settings must be set to NULL */
6216 This->stateBlock->streamStride[0] = 0;
6217 This->stateBlock->streamSource[0] = NULL;
6219 /*stream zero settings set to null at end, as per the msdn */
6220 return WINED3D_OK;
6223 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType,
6224 UINT MinVertexIndex, UINT NumVertices,
6225 UINT PrimitiveCount, CONST void* pIndexData,
6226 WINED3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
6227 UINT VertexStreamZeroStride) {
6228 int idxStride;
6229 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6231 TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
6232 This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
6233 MinVertexIndex, NumVertices, PrimitiveCount, pIndexData,
6234 IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
6236 if (IndexDataFormat == WINED3DFMT_INDEX16) {
6237 idxStride = 2;
6238 } else {
6239 idxStride = 4;
6242 /* release the stream and index data */
6243 if (This->stateBlock->streamSource[0] != NULL) {
6244 IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
6246 if (This->stateBlock->pIndexData) {
6247 IWineD3DIndexBuffer_Release(This->stateBlock->pIndexData);
6250 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
6251 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
6252 This->stateBlock->streamIsUP = TRUE;
6253 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
6255 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex, NULL);
6257 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
6258 This->stateBlock->streamSource[0] = NULL;
6259 This->stateBlock->streamStride[0] = 0;
6260 This->stateBlock->pIndexData = NULL;
6262 return WINED3D_OK;
6265 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) {
6267 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, 0, NULL, 0, DrawPrimStrideData);
6268 return WINED3D_OK;
6270 /* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
6271 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
6272 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6273 HRESULT hr = WINED3D_OK;
6274 WINED3DRESOURCETYPE sourceType;
6275 WINED3DRESOURCETYPE destinationType;
6276 int i ,levels;
6278 /* TODO: think about moving the code into IWineD3DBaseTexture */
6280 TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
6282 /* verify that the source and destination textures aren't NULL */
6283 if (NULL == pSourceTexture || NULL == pDestinationTexture) {
6284 WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning WINED3DERR_INVALIDCALL\n",
6285 This, pSourceTexture, pDestinationTexture);
6286 hr = WINED3DERR_INVALIDCALL;
6289 if (pSourceTexture == pDestinationTexture) {
6290 WARN("(%p) : source (%p) and destination (%p) textures must be different, returning WINED3DERR_INVALIDCALL\n",
6291 This, pSourceTexture, pDestinationTexture);
6292 hr = WINED3DERR_INVALIDCALL;
6294 /* Verify that the source and destination textures are the same type */
6295 sourceType = IWineD3DBaseTexture_GetType(pSourceTexture);
6296 destinationType = IWineD3DBaseTexture_GetType(pDestinationTexture);
6298 if (sourceType != destinationType) {
6299 WARN("(%p) Sorce and destination types must match, returning WINED3DERR_INVALIDCALL\n",
6300 This);
6301 hr = WINED3DERR_INVALIDCALL;
6304 /* check that both textures have the identical numbers of levels */
6305 if (IWineD3DBaseTexture_GetLevelCount(pDestinationTexture) != IWineD3DBaseTexture_GetLevelCount(pSourceTexture)) {
6306 WARN("(%p) : source (%p) and destination (%p) textures must have identicle numbers of levels, returning WINED3DERR_INVALIDCALL\n", This, pSourceTexture, pDestinationTexture);
6307 hr = WINED3DERR_INVALIDCALL;
6310 if (WINED3D_OK == hr) {
6312 /* Make sure that the destination texture is loaded */
6313 IWineD3DBaseTexture_PreLoad(pDestinationTexture);
6315 /* Update every surface level of the texture */
6316 levels = IWineD3DBaseTexture_GetLevelCount(pDestinationTexture);
6318 switch (sourceType) {
6319 case WINED3DRTYPE_TEXTURE:
6321 IWineD3DSurface *srcSurface;
6322 IWineD3DSurface *destSurface;
6324 for (i = 0 ; i < levels ; ++i) {
6325 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pSourceTexture, i, &srcSurface);
6326 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pDestinationTexture, i, &destSurface);
6327 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
6328 IWineD3DSurface_Release(srcSurface);
6329 IWineD3DSurface_Release(destSurface);
6330 if (WINED3D_OK != hr) {
6331 WARN("(%p) : Call to update surface failed\n", This);
6332 return hr;
6336 break;
6337 case WINED3DRTYPE_CUBETEXTURE:
6339 IWineD3DSurface *srcSurface;
6340 IWineD3DSurface *destSurface;
6341 WINED3DCUBEMAP_FACES faceType;
6343 for (i = 0 ; i < levels ; ++i) {
6344 /* Update each cube face */
6345 for (faceType = D3DCUBEMAP_FACE_POSITIVE_X; faceType <= D3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
6346 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
6347 if (WINED3D_OK != hr) {
6348 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
6349 } else {
6350 TRACE("Got srcSurface %p\n", srcSurface);
6352 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pDestinationTexture, faceType, i, &destSurface);
6353 if (WINED3D_OK != hr) {
6354 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
6355 } else {
6356 TRACE("Got desrSurface %p\n", destSurface);
6358 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
6359 IWineD3DSurface_Release(srcSurface);
6360 IWineD3DSurface_Release(destSurface);
6361 if (WINED3D_OK != hr) {
6362 WARN("(%p) : Call to update surface failed\n", This);
6363 return hr;
6368 break;
6369 #if 0 /* TODO: Add support for volume textures */
6370 case WINED3DRTYPE_VOLUMETEXTURE:
6372 IWineD3DVolume srcVolume = NULL;
6373 IWineD3DSurface destVolume = NULL;
6375 for (i = 0 ; i < levels ; ++i) {
6376 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pSourceTexture, i, &srcVolume);
6377 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pDestinationTexture, i, &destVolume);
6378 hr = IWineD3DFoo_UpdateVolume(iface, srcVolume, NULL, destVolume, NULL);
6379 IWineD3DVolume_Release(srcSurface);
6380 IWineD3DVolume_Release(destSurface);
6381 if (WINED3D_OK != hr) {
6382 WARN("(%p) : Call to update volume failed\n", This);
6383 return hr;
6387 break;
6388 #endif
6389 default:
6390 FIXME("(%p) : Unsupported source and destination type\n", This);
6391 hr = WINED3DERR_INVALIDCALL;
6395 return hr;
6398 static HRESULT WINAPI IWineD3DDeviceImpl_StretchRect(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface,
6399 CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface,
6400 CONST RECT* pDestRect, WINED3DTEXTUREFILTERTYPE Filter) {
6401 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6403 TRACE("(%p) : stub\n", This);
6404 return WINED3D_OK;
6406 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTargetData(IWineD3DDevice *iface, IWineD3DSurface *pRenderTarget, IWineD3DSurface *pSurface) {
6407 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6408 /** TODO: remove remove casts to IWineD3DSurfaceImpl *
6409 * NOTE It may be best to move the code into surface to occomplish this
6410 ****************************************/
6412 WINED3DSURFACE_DESC surfaceDesc;
6413 unsigned int surfaceWidth, surfaceHeight;
6414 glDescriptor *targetGlDescription = NULL;
6415 glDescriptor *surfaceGlDescription = NULL;
6416 IWineD3DSwapChainImpl *container = NULL;
6418 IWineD3DSurface_GetGlDesc(pRenderTarget, &targetGlDescription);
6419 IWineD3DSurface_GetGlDesc(pSurface, &surfaceGlDescription);
6420 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
6422 surfaceDesc.Width = &surfaceWidth;
6423 surfaceDesc.Height = &surfaceHeight;
6424 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
6425 /* check to see if it's the backbuffer or the frontbuffer being requested (to make sure the data is up to date)*/
6427 /* Ok, I may need to setup some kind of active swapchain reference on the device */
6428 IWineD3DSurface_GetContainer(pRenderTarget, &IID_IWineD3DSwapChain, (void **)&container);
6429 ENTER_GL();
6430 /* TODO: opengl Context switching for swapchains etc... */
6431 if (NULL != container || pRenderTarget == This->renderTarget || pRenderTarget == This->depthStencilBuffer) {
6432 if (NULL != container && (pRenderTarget == container->backBuffer[0])) {
6433 glReadBuffer(GL_BACK);
6434 vcheckGLcall("glReadBuffer(GL_BACK)");
6435 } else if ((NULL != container && (pRenderTarget == container->frontBuffer)) || (pRenderTarget == This->renderTarget)) {
6436 glReadBuffer(GL_FRONT);
6437 vcheckGLcall("glReadBuffer(GL_FRONT)");
6438 } else if (pRenderTarget == This->depthStencilBuffer) {
6439 FIXME("Reading of depthstencil not yet supported\n");
6442 glReadPixels(surfaceGlDescription->target,
6443 surfaceGlDescription->level,
6444 surfaceWidth,
6445 surfaceHeight,
6446 surfaceGlDescription->glFormat,
6447 surfaceGlDescription->glType,
6448 (void *)IWineD3DSurface_GetData(pSurface));
6449 vcheckGLcall("glReadPixels(...)");
6450 if(NULL != container ){
6451 IWineD3DSwapChain_Release((IWineD3DSwapChain*) container);
6453 } else {
6454 IWineD3DBaseTexture *container;
6455 GLenum textureDimensions = GL_TEXTURE_2D;
6457 if (WINED3D_OK == IWineD3DSurface_GetContainer(pSurface, &IID_IWineD3DBaseTexture, (void **)&container)) {
6458 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(container);
6459 IWineD3DBaseTexture_Release(container);
6461 /* TODO: 2D -> Cube surface coppies etc.. */
6462 if (surfaceGlDescription->target != textureDimensions) {
6463 FIXME("(%p) : Texture dimension mismatch\n", This);
6465 glEnable(textureDimensions);
6466 vcheckGLcall("glEnable(GL_TEXTURE_...)");
6467 /* FIXME: this isn't correct, it need to add a dirty rect if nothing else... */
6468 glBindTexture(targetGlDescription->target, targetGlDescription->textureName);
6469 vcheckGLcall("glBindTexture");
6470 glGetTexImage(surfaceGlDescription->target,
6471 surfaceGlDescription->level,
6472 surfaceGlDescription->glFormat,
6473 surfaceGlDescription->glType,
6474 (void *)IWineD3DSurface_GetData(pSurface));
6475 glDisable(textureDimensions);
6476 vcheckGLcall("glDisable(GL_TEXTURE_...)");
6479 LEAVE_GL();
6480 return WINED3D_OK;
6483 static HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
6484 IWineD3DSwapChain *swapChain;
6485 HRESULT hr;
6486 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
6487 if(hr == WINED3D_OK) {
6488 hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
6489 IWineD3DSwapChain_Release(swapChain);
6491 return hr;
6494 static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
6495 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6496 /* return a sensible default */
6497 *pNumPasses = 1;
6498 /* TODO: If the window is minimized then validate device should return something other than WINED3D_OK */
6499 FIXME("(%p) : stub\n", This);
6500 return WINED3D_OK;
6503 static HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
6504 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6505 int j;
6506 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
6507 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
6508 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
6509 return WINED3DERR_INVALIDCALL;
6511 for (j = 0; j < 256; ++j) {
6512 This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
6513 This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
6514 This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
6515 This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
6517 TRACE("(%p) : returning\n", This);
6518 return WINED3D_OK;
6521 static HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
6522 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6523 int j;
6524 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
6525 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
6526 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
6527 return WINED3DERR_INVALIDCALL;
6529 for (j = 0; j < 256; ++j) {
6530 pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
6531 pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
6532 pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
6533 pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
6535 TRACE("(%p) : returning\n", This);
6536 return WINED3D_OK;
6539 static HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
6540 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6541 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
6542 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
6543 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
6544 return WINED3DERR_INVALIDCALL;
6546 /*TODO: stateblocks */
6547 This->currentPalette = PaletteNumber;
6548 TRACE("(%p) : returning\n", This);
6549 return WINED3D_OK;
6552 static HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
6553 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6554 if (PaletteNumber == NULL) {
6555 WARN("(%p) : returning Invalid Call\n", This);
6556 return WINED3DERR_INVALIDCALL;
6558 /*TODO: stateblocks */
6559 *PaletteNumber = This->currentPalette;
6560 TRACE("(%p) : returning %u\n", This, *PaletteNumber);
6561 return WINED3D_OK;
6564 static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
6565 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6566 static BOOL showFixmes = TRUE;
6567 if (showFixmes) {
6568 FIXME("(%p) : stub\n", This);
6569 showFixmes = FALSE;
6572 This->softwareVertexProcessing = bSoftware;
6573 return WINED3D_OK;
6577 static BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
6578 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6579 static BOOL showFixmes = TRUE;
6580 if (showFixmes) {
6581 FIXME("(%p) : stub\n", This);
6582 showFixmes = FALSE;
6584 return This->softwareVertexProcessing;
6588 static HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, WINED3DRASTER_STATUS* pRasterStatus) {
6589 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6590 IWineD3DSwapChain *swapChain;
6591 HRESULT hr;
6593 TRACE("(%p) : SwapChain %d returning %p\n", This, iSwapChain, pRasterStatus);
6595 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
6596 if(hr == WINED3D_OK){
6597 hr = IWineD3DSwapChain_GetRasterStatus(swapChain, pRasterStatus);
6598 IWineD3DSwapChain_Release(swapChain);
6599 }else{
6600 FIXME("(%p) IWineD3DSwapChain_GetRasterStatus returned in error\n", This);
6602 return hr;
6606 static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
6607 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6608 static BOOL showfixmes = TRUE;
6609 if(nSegments != 0.0f) {
6610 if( showfixmes) {
6611 FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
6612 showfixmes = FALSE;
6615 return WINED3D_OK;
6618 static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
6619 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6620 static BOOL showfixmes = TRUE;
6621 if( showfixmes) {
6622 FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
6623 showfixmes = FALSE;
6625 return 0.0f;
6628 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
6629 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6630 /** TODO: remove casts to IWineD3DSurfaceImpl
6631 * NOTE: move code to surface to accomplish this
6632 ****************************************/
6633 IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
6634 int srcWidth, srcHeight;
6635 unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
6636 WINED3DFORMAT destFormat, srcFormat;
6637 UINT destSize;
6638 int destLeft, destTop;
6639 WINED3DPOOL srcPool, destPool;
6640 int offset = 0;
6641 int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
6642 glDescriptor *glDescription = NULL;
6643 GLenum textureDimensions = GL_TEXTURE_2D;
6644 IWineD3DBaseTexture *baseTexture;
6646 WINED3DSURFACE_DESC winedesc;
6648 TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
6649 memset(&winedesc, 0, sizeof(winedesc));
6650 winedesc.Width = &srcSurfaceWidth;
6651 winedesc.Height = &srcSurfaceHeight;
6652 winedesc.Pool = &srcPool;
6653 winedesc.Format = &srcFormat;
6655 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
6657 winedesc.Width = &destSurfaceWidth;
6658 winedesc.Height = &destSurfaceHeight;
6659 winedesc.Pool = &destPool;
6660 winedesc.Format = &destFormat;
6661 winedesc.Size = &destSize;
6663 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
6665 if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
6666 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
6667 return WINED3DERR_INVALIDCALL;
6670 if (destFormat == WINED3DFMT_UNKNOWN) {
6671 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
6672 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
6674 /* Get the update surface description */
6675 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
6678 /* Make sure the surface is loaded and up to date */
6679 IWineD3DSurface_PreLoad(pDestinationSurface);
6681 IWineD3DSurface_GetGlDesc(pDestinationSurface, &glDescription);
6683 ENTER_GL();
6685 /* this needs to be done in lines if the sourceRect != the sourceWidth */
6686 srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
6687 srcHeight = pSourceRect ? pSourceRect->top - pSourceRect->bottom : srcSurfaceHeight;
6688 destLeft = pDestPoint ? pDestPoint->x : 0;
6689 destTop = pDestPoint ? pDestPoint->y : 0;
6692 /* This function doesn't support compressed textures
6693 the pitch is just bytesPerPixel * width */
6694 if(srcWidth != srcSurfaceWidth || (pSourceRect != NULL && pSourceRect->left != 0) ){
6695 rowoffset = (srcSurfaceWidth - srcWidth) * pSrcSurface->bytesPerPixel;
6696 offset += pSourceRect->left * pSrcSurface->bytesPerPixel;
6697 /* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
6699 /* TODO DXT formats */
6701 if(pSourceRect != NULL && pSourceRect->top != 0){
6702 offset += pSourceRect->top * srcWidth * pSrcSurface->bytesPerPixel;
6704 TRACE("(%p) glTexSubImage2D, Level %d, left %d, top %d, width %d, height %d , ftm %d, type %d, memory %p\n"
6705 ,This
6706 ,glDescription->level
6707 ,destLeft
6708 ,destTop
6709 ,srcWidth
6710 ,srcHeight
6711 ,glDescription->glFormat
6712 ,glDescription->glType
6713 ,IWineD3DSurface_GetData(pSourceSurface)
6716 /* Sanity check */
6717 if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
6719 /* need to lock the surface to get the data */
6720 FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
6723 /* TODO: Cube and volume support */
6724 if(rowoffset != 0){
6725 /* not a whole row so we have to do it a line at a time */
6726 int j;
6728 /* hopefully using pointer addtion will be quicker than using a point + j * rowoffset */
6729 unsigned char* data =((unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
6731 for(j = destTop ; j < (srcHeight + destTop) ; j++){
6733 glTexSubImage2D(glDescription->target
6734 ,glDescription->level
6735 ,destLeft
6737 ,srcWidth
6739 ,glDescription->glFormat
6740 ,glDescription->glType
6741 ,data /* could be quicker using */
6743 data += rowoffset;
6746 } else { /* Full width, so just write out the whole texture */
6748 if (WINED3DFMT_DXT1 == destFormat ||
6749 WINED3DFMT_DXT2 == destFormat ||
6750 WINED3DFMT_DXT3 == destFormat ||
6751 WINED3DFMT_DXT4 == destFormat ||
6752 WINED3DFMT_DXT5 == destFormat) {
6753 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
6754 if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth) {
6755 /* FIXME: The easy way to do this is lock the destination, and copy the bits accross */
6756 FIXME("Updating part of a compressed texture is not supported at the moment\n");
6757 } if (destFormat != srcFormat) {
6758 FIXME("Updating mixed format compressed texture is not curretly support\n");
6759 } else {
6760 GL_EXTCALL(glCompressedTexImage2DARB)(glDescription->target,
6761 glDescription->level,
6762 glDescription->glFormatInternal,
6763 srcWidth,
6764 srcHeight,
6766 destSize,
6767 IWineD3DSurface_GetData(pSourceSurface));
6769 } else {
6770 FIXME("Attempting to update a DXT compressed texture without hardware support\n");
6774 } else {
6775 if (NP2_REPACK == wined3d_settings.nonpower2_mode) {
6777 /* some applications cannot handle odd pitches returned by soft non-power2, so we have
6778 to repack the data from pow2Width/Height to expected Width,Height, this makes the
6779 data returned by GetData non-power2 width/height with hardware non-power2
6780 pow2Width/height are set to surface width height, repacking isn't needed so it
6781 doesn't matter which function gets called. */
6782 glTexSubImage2D(glDescription->target
6783 ,glDescription->level
6784 ,destLeft
6785 ,destTop
6786 ,srcWidth
6787 ,srcHeight
6788 ,glDescription->glFormat
6789 ,glDescription->glType
6790 ,IWineD3DSurface_GetData(pSourceSurface)
6792 } else {
6794 /* not repacked, the data returned by IWineD3DSurface_GetData is pow2Width x pow2Height */
6795 glTexSubImage2D(glDescription->target
6796 ,glDescription->level
6797 ,destLeft
6798 ,destTop
6799 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Width
6800 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Height
6801 ,glDescription->glFormat
6802 ,glDescription->glType
6803 ,IWineD3DSurface_GetData(pSourceSurface)
6809 checkGLcall("glTexSubImage2D");
6810 ((IWineD3DSurfaceImpl *)pDestinationSurface)->Flags |= SFLAG_GLDIRTY;
6812 /* I only need to look up baseTexture here, so it may be a good idea to hava a GL_TARGET ->
6813 * GL_DIMENSIONS lookup, or maybe store the dimensions on the surface (but that's making the
6814 * surface bigger than it needs to be hmm.. */
6815 if (WINED3D_OK == IWineD3DSurface_GetContainer(pDestinationSurface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)) {
6816 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(baseTexture);
6817 IWineD3DBaseTexture_Release(baseTexture);
6820 glDisable(textureDimensions); /* This needs to be managed better.... */
6821 LEAVE_GL();
6823 return WINED3D_OK;
6826 /* Used by DirectX 8 */
6827 static HRESULT WINAPI IWineD3DDeviceImpl_CopyRects(IWineD3DDevice *iface,
6828 IWineD3DSurface* pSourceSurface, CONST RECT* pSourceRectsArray, UINT cRects,
6829 IWineD3DSurface* pDestinationSurface, CONST POINT* pDestPointsArray) {
6831 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6832 HRESULT hr = WINED3D_OK;
6833 WINED3DFORMAT srcFormat, destFormat;
6834 UINT srcWidth, destWidth;
6835 UINT srcHeight, destHeight;
6836 UINT srcSize;
6837 WINED3DSURFACE_DESC winedesc;
6839 TRACE("(%p) pSrcSur=%p, pSourceRects=%p, cRects=%d, pDstSur=%p, pDestPtsArr=%p\n", This,
6840 pSourceSurface, pSourceRectsArray, cRects, pDestinationSurface, pDestPointsArray);
6843 /* Check that the source texture is in WINED3DPOOL_SYSTEMMEM and the destination texture is in WINED3DPOOL_DEFAULT */
6844 memset(&winedesc, 0, sizeof(winedesc));
6846 winedesc.Format = &srcFormat;
6847 winedesc.Width = &srcWidth;
6848 winedesc.Height = &srcHeight;
6849 winedesc.Size = &srcSize;
6850 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
6852 winedesc.Format = &destFormat;
6853 winedesc.Width = &destWidth;
6854 winedesc.Height = &destHeight;
6855 winedesc.Size = NULL;
6856 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
6858 /* Check that the source and destination formats match */
6859 if (srcFormat != destFormat && WINED3DFMT_UNKNOWN != destFormat) {
6860 WARN("(%p) source %p format must match the dest %p format, returning WINED3DERR_INVALIDCALL\n", This, pSourceSurface, pDestinationSurface);
6861 return WINED3DERR_INVALIDCALL;
6862 } else if (WINED3DFMT_UNKNOWN == destFormat) {
6863 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
6864 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
6865 destFormat = srcFormat;
6868 /* Quick if complete copy ... */
6869 if (cRects == 0 && pSourceRectsArray == NULL && pDestPointsArray == NULL) {
6871 if (srcWidth == destWidth && srcHeight == destHeight) {
6872 WINED3DLOCKED_RECT lrSrc;
6873 WINED3DLOCKED_RECT lrDst;
6874 IWineD3DSurface_LockRect(pSourceSurface, &lrSrc, NULL, WINED3DLOCK_READONLY);
6875 IWineD3DSurface_LockRect(pDestinationSurface, &lrDst, NULL, 0L);
6876 TRACE("Locked src and dst, Direct copy as surfaces are equal, w=%d, h=%d\n", srcWidth, srcHeight);
6878 memcpy(lrDst.pBits, lrSrc.pBits, srcSize);
6880 IWineD3DSurface_UnlockRect(pSourceSurface);
6881 IWineD3DSurface_UnlockRect(pDestinationSurface);
6882 TRACE("Unlocked src and dst\n");
6884 } else {
6886 FIXME("Wanted to copy all surfaces but size not compatible, returning WINED3DERR_INVALIDCALL\n");
6887 hr = WINED3DERR_INVALIDCALL;
6890 } else {
6892 if (NULL != pSourceRectsArray && NULL != pDestPointsArray) {
6894 int bytesPerPixel = ((IWineD3DSurfaceImpl *) pSourceSurface)->bytesPerPixel;
6895 unsigned int i;
6897 /* Copy rect by rect */
6898 for (i = 0; i < cRects; ++i) {
6899 CONST RECT* r = &pSourceRectsArray[i];
6900 CONST POINT* p = &pDestPointsArray[i];
6901 int copyperline;
6902 int j;
6903 WINED3DLOCKED_RECT lrSrc;
6904 WINED3DLOCKED_RECT lrDst;
6905 RECT dest_rect;
6907 TRACE("Copying rect %d (%ld,%ld),(%ld,%ld) -> (%ld,%ld)\n", i, r->left, r->top, r->right, r->bottom, p->x, p->y);
6908 if (srcFormat == WINED3DFMT_DXT1) {
6909 copyperline = ((r->right - r->left) * bytesPerPixel) / 2; /* DXT1 is half byte per pixel */
6910 } else {
6911 copyperline = ((r->right - r->left) * bytesPerPixel);
6914 IWineD3DSurface_LockRect(pSourceSurface, &lrSrc, r, WINED3DLOCK_READONLY);
6915 dest_rect.left = p->x;
6916 dest_rect.top = p->y;
6917 dest_rect.right = p->x + (r->right - r->left);
6918 dest_rect.bottom= p->y + (r->bottom - r->top);
6919 IWineD3DSurface_LockRect(pDestinationSurface, &lrDst, &dest_rect, 0L);
6920 TRACE("Locked src and dst\n");
6922 /* Find where to start */
6923 for (j = 0; j < (r->bottom - r->top - 1); ++j) {
6924 memcpy((char*) lrDst.pBits + (j * lrDst.Pitch), (char*) lrSrc.pBits + (j * lrSrc.Pitch), copyperline);
6926 IWineD3DSurface_UnlockRect(pSourceSurface);
6927 IWineD3DSurface_UnlockRect(pDestinationSurface);
6928 TRACE("Unlocked src and dst\n");
6930 } else {
6931 unsigned int i;
6932 int bytesPerPixel = ((IWineD3DSurfaceImpl *) pSourceSurface)->bytesPerPixel;
6933 int copyperline;
6934 int j;
6935 WINED3DLOCKED_RECT lrSrc;
6936 WINED3DLOCKED_RECT lrDst;
6937 RECT dest_rect;
6939 for(i=0; i < cRects; i++) {
6940 CONST RECT* r = &pSourceRectsArray[i];
6942 TRACE("Copying rect %d (%ld,%ld),(%ld,%ld) -> (0, 0)\n", i, r->left, r->top, r->right, r->bottom);
6943 if (srcFormat == WINED3DFMT_DXT1) {
6944 copyperline = ((r->right - r->left) * bytesPerPixel) / 2; /* DXT1 is half byte per pixel */
6945 } else {
6946 copyperline = ((r->right - r->left) * bytesPerPixel);
6948 IWineD3DSurface_LockRect(pSourceSurface, &lrSrc, r, WINED3DLOCK_READONLY);
6949 dest_rect.left = 0;
6950 dest_rect.top = 0;
6951 dest_rect.right = r->right - r->left;
6952 dest_rect.bottom= r->bottom - r->top;
6953 IWineD3DSurface_LockRect(pDestinationSurface, &lrDst, &dest_rect, 0L);
6954 TRACE("Locked src and dst\n");
6955 /* Find where to start */
6956 for (j = 0; j < (r->bottom - r->top - 1); ++j) {
6957 memcpy((char*) lrDst.pBits + (j * lrDst.Pitch), (char*) lrSrc.pBits + (j * lrSrc.Pitch), copyperline);
6959 IWineD3DSurface_UnlockRect(pSourceSurface);
6960 IWineD3DSurface_UnlockRect(pDestinationSurface);
6961 TRACE("Unlocked src and dst\n");
6966 return hr;
6969 /* Implementation details at http://developer.nvidia.com/attach/6494
6971 http://oss.sgi.com/projects/ogl-sample/registry/NV/evaluators.txt
6972 hmm.. no longer supported use
6973 OpenGL evaluators or tessellate surfaces within your application.
6976 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawRectPatch.asp */
6977 static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
6978 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6979 TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
6980 FIXME("(%p) : Stub\n", This);
6981 return WINED3D_OK;
6985 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
6986 static HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DTRIPATCH_INFO* pTriPatchInfo) {
6987 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6988 TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p)\n", This, Handle, pNumSegs, pTriPatchInfo);
6989 FIXME("(%p) : Stub\n", This);
6990 return WINED3D_OK;
6993 static HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
6994 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6995 TRACE("(%p) Handle(%d)\n", This, Handle);
6996 FIXME("(%p) : Stub\n", This);
6997 return WINED3D_OK;
7000 static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST D3DRECT* pRect, D3DCOLOR color) {
7001 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7002 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *) pSurface;
7003 DDBLTFX BltFx;
7004 TRACE("(%p) Colour fill Surface: %p rect: %p color: %ld\n", This, pSurface, pRect, color);
7006 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM) {
7007 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
7008 return WINED3DERR_INVALIDCALL;
7011 /* Just forward this to the DirectDraw blitting engine */
7012 memset(&BltFx, 0, sizeof(BltFx));
7013 BltFx.dwSize = sizeof(BltFx);
7014 BltFx.u5.dwFillColor = color;
7015 return IWineD3DSurface_Blt(pSurface, (RECT *) pRect, NULL, NULL, DDBLT_COLORFILL, &BltFx);
7018 /* rendertarget and deptth stencil functions */
7019 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
7020 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7022 /* FIXME: Implelent RenderTargetIndex >0 */
7023 if(RenderTargetIndex > 0)
7024 FIXME("(%p) : RenderTargetIndex %ld >0 not currently supported\n", This, RenderTargetIndex);
7026 *ppRenderTarget = This->renderTarget;
7027 TRACE("(%p) : RenderTarget %ld Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
7028 /* Note inc ref on returned surface */
7029 if(*ppRenderTarget != NULL)
7030 IWineD3DSurface_AddRef(*ppRenderTarget);
7031 return WINED3D_OK;
7034 static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *iface, IWineD3DSurface *Front, IWineD3DSurface *Back) {
7035 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7036 IWineD3DSurfaceImpl *FrontImpl = (IWineD3DSurfaceImpl *) Front;
7037 IWineD3DSurfaceImpl *BackImpl = (IWineD3DSurfaceImpl *) Back;
7038 IWineD3DSwapChainImpl *Swapchain;
7039 HRESULT hr;
7041 TRACE("(%p)->(%p,%p)\n", This, FrontImpl, BackImpl);
7043 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &Swapchain);
7044 if(hr != WINED3D_OK) {
7045 ERR("Can't get the swapchain\n");
7046 return hr;
7049 /* Make sure to release the swapchain */
7050 IWineD3DSwapChain_Release((IWineD3DSwapChain *) Swapchain);
7052 if(FrontImpl && !(FrontImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
7053 ERR("Trying to set a front buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
7054 return WINED3DERR_INVALIDCALL;
7056 else if(BackImpl && !(BackImpl->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
7057 ERR("Trying to set a back buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
7058 return WINED3DERR_INVALIDCALL;
7061 if(Swapchain->frontBuffer != Front) {
7062 TRACE("Changing the front buffer from %p to %p\n", Swapchain->frontBuffer, Front);
7064 if(Swapchain->frontBuffer)
7065 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, NULL);
7066 Swapchain->frontBuffer = Front;
7068 if(Swapchain->frontBuffer) {
7069 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, (IWineD3DBase *) Swapchain);
7073 if(Back && !Swapchain->backBuffer) {
7074 /* We need memory for the back buffer array - only one back buffer this way */
7075 Swapchain->backBuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *));
7076 if(!Swapchain->backBuffer) {
7077 ERR("Out of memory\n");
7078 return E_OUTOFMEMORY;
7082 if(Swapchain->backBuffer[0] != Back) {
7083 TRACE("Changing the back buffer from %p to %p\n", Swapchain->backBuffer, Back);
7084 ENTER_GL();
7085 if(!Swapchain->backBuffer[0]) {
7086 /* GL was told to draw to the front buffer at creation,
7087 * undo that
7089 glDrawBuffer(GL_BACK);
7090 checkGLcall("glDrawBuffer(GL_BACK)");
7091 /* Set the backbuffer count to 1 because other code uses it to fing the back buffers */
7092 Swapchain->presentParms.BackBufferCount = 1;
7093 } else if (!Back) {
7094 /* That makes problems - disable for now */
7095 /* glDrawBuffer(GL_FRONT); */
7096 checkGLcall("glDrawBuffer(GL_FRONT)");
7097 /* We have lost our back buffer, set this to 0 to avoid confusing other code */
7098 Swapchain->presentParms.BackBufferCount = 0;
7100 LEAVE_GL();
7102 if(Swapchain->backBuffer[0])
7103 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], NULL);
7104 Swapchain->backBuffer[0] = Back;
7106 if(Swapchain->backBuffer[0]) {
7107 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], (IWineD3DBase *) Swapchain);
7108 } else {
7109 HeapFree(GetProcessHeap(), 0, Swapchain->backBuffer);
7114 return WINED3D_OK;
7117 static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
7118 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7119 *ppZStencilSurface = This->depthStencilBuffer;
7120 TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
7122 if(*ppZStencilSurface != NULL) {
7123 /* Note inc ref on returned surface */
7124 IWineD3DSurface_AddRef(*ppZStencilSurface);
7126 return WINED3D_OK;
7129 /* internal static helper functions */
7130 static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
7131 IWineD3DSurface *RenderSurface);
7133 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
7134 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7135 HRESULT hr = WINED3D_OK;
7136 WINED3DVIEWPORT viewport;
7138 TRACE("(%p) Swapping rendertarget\n",This);
7139 if (RenderTargetIndex > 0) {
7140 FIXME("(%p) Render targets other than the first are not supported\n",This);
7141 RenderTargetIndex = 0;
7144 /* MSDN says that null disables the render target
7145 but a device must always be associated with a render target
7146 nope MSDN says that we return invalid call to a null rendertarget with an index of 0
7148 see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
7149 for more details
7151 if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
7152 FIXME("Trying to set render target 0 to NULL\n");
7153 return WINED3DERR_INVALIDCALL;
7155 /* TODO: replace Impl* usage with interface usage */
7156 if (!((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET) {
7157 FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of WINED3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
7158 return WINED3DERR_INVALIDCALL;
7160 /** TODO: check that the depth stencil format matches the render target, this is only done in debug
7161 * builds, but I think wine counts as a 'debug' build for now.
7162 ******************************/
7163 /* If we are trying to set what we already have, don't bother */
7164 if (pRenderTarget == This->renderTarget) {
7165 TRACE("Trying to do a NOP SetRenderTarget operation\n");
7166 } else {
7167 /* Otherwise, set the render target up */
7169 if (FALSE == This->sceneEnded) {
7170 IWineD3DDevice_EndScene(iface);
7172 TRACE("clearing renderer\n");
7173 /* IWineD3DDeviceImpl_CleanRender(iface); */
7174 /* OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
7175 depending on the renter target implementation being used.
7176 A shared context implementation will share all buffers between all rendertargets (including swapchains),
7177 implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
7178 stencil buffer and incure an extra memory overhead */
7179 hr = IWineD3DDeviceImpl_ActiveRender(iface, pRenderTarget);
7182 if (SUCCEEDED(hr)) {
7183 /* Finally, reset the viewport as the MSDN states. */
7184 /* TODO: Replace impl usage */
7185 viewport.Height = ((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height;
7186 viewport.Width = ((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Width;
7187 viewport.X = 0;
7188 viewport.Y = 0;
7189 viewport.MaxZ = 1.0f;
7190 viewport.MinZ = 0.0f;
7191 IWineD3DDeviceImpl_SetViewport(iface, &viewport);
7192 } else {
7193 FIXME("Unknown error setting the render target\n");
7195 This->sceneEnded = FALSE;
7196 return hr;
7199 static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
7200 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7201 HRESULT hr = WINED3D_OK;
7202 IWineD3DSurface *tmp;
7204 TRACE("(%p) Swapping z-buffer\n",This);
7206 if (pNewZStencil == This->stencilBufferTarget) {
7207 TRACE("Trying to do a NOP SetRenderTarget operation\n");
7208 } else {
7209 /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
7210 * depending on the renter target implementation being used.
7211 * A shared context implementation will share all buffers between all rendertargets (including swapchains),
7212 * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
7213 * stencil buffer and incure an extra memory overhead
7214 ******************************************************/
7217 tmp = This->stencilBufferTarget;
7218 This->stencilBufferTarget = pNewZStencil;
7219 /* should we be calling the parent or the wined3d surface? */
7220 if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
7221 if (NULL != tmp) IWineD3DSurface_Release(tmp);
7222 hr = WINED3D_OK;
7223 /** TODO: glEnable/glDisable on depth/stencil depending on
7224 * pNewZStencil is NULL and the depth/stencil is enabled in d3d
7225 **********************************************************/
7228 return hr;
7232 #ifdef GL_VERSION_1_3
7233 /* Internal functions not in DirectX */
7234 /** TODO: move this off to the opengl context manager
7235 *(the swapchain doesn't need to know anything about offscreen rendering!)
7236 ****************************************************/
7238 static HRESULT WINAPI IWineD3DDeviceImpl_CleanRender(IWineD3DDevice* iface, IWineD3DSwapChainImpl *swapchain)
7240 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7242 TRACE("(%p), %p\n", This, swapchain);
7244 if (swapchain->win != swapchain->drawable) {
7245 /* Set everything back the way it ws */
7246 swapchain->render_ctx = swapchain->glCtx;
7247 swapchain->drawable = swapchain->win;
7249 return WINED3D_OK;
7252 /* TODO: move this off into a context manager so that GLX_ATI_render_texture and other types of surface can be used. */
7253 static HRESULT WINAPI IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IWineD3DSurface *pSurface, glContext **context) {
7254 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7255 int i;
7256 unsigned int width;
7257 unsigned int height;
7258 WINED3DFORMAT format;
7259 WINED3DSURFACE_DESC surfaceDesc;
7260 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
7261 surfaceDesc.Width = &width;
7262 surfaceDesc.Height = &height;
7263 surfaceDesc.Format = &format;
7264 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
7265 *context = NULL;
7266 /* I need a get width/height function (and should do something with the format) */
7267 for (i = 0; i < CONTEXT_CACHE; ++i) {
7268 /** NOTE: the contextCache[i].pSurface == pSurface check ceates onepbuffer per surface
7269 ATI cards don't destroy pbuffers, but as soon as resource releasing callbacks are inplace
7270 the pSurface can be set to 0 allowing it to be reused from cache **/
7271 if (This->contextCache[i].Width == width && This->contextCache[i].Height == height
7272 && (pbuffer_per_surface == FALSE || This->contextCache[i].pSurface == pSurface || This->contextCache[i].pSurface == NULL)) {
7273 *context = &This->contextCache[i];
7274 break;
7276 if (This->contextCache[i].Width == 0) {
7277 This->contextCache[i].pSurface = pSurface;
7278 This->contextCache[i].Width = width;
7279 This->contextCache[i].Height = height;
7280 *context = &This->contextCache[i];
7281 break;
7284 if (i == CONTEXT_CACHE) {
7285 int minUsage = 0x7FFFFFFF; /* MAX_INT */
7286 glContext *dropContext = 0;
7287 for (i = 0; i < CONTEXT_CACHE; i++) {
7288 if (This->contextCache[i].usedcount < minUsage) {
7289 dropContext = &This->contextCache[i];
7290 minUsage = This->contextCache[i].usedcount;
7293 /* clean up the context (this doesn't work for ATI at the moment */
7294 #if 0
7295 glXDestroyContext(swapchain->display, dropContext->context);
7296 glXDestroyPbuffer(swapchain->display, dropContext->drawable);
7297 #endif
7298 FIXME("Leak\n");
7299 dropContext->Width = 0;
7300 dropContext->pSurface = pSurface;
7301 *context = dropContext;
7302 } else {
7303 if (++This->contextCache[i].usedcount == 0x7FFFFFFF /* MAX_INT */ - 1 ) {
7304 for (i = 0; i < CONTEXT_CACHE; i++) {
7305 This->contextCache[i].usedcount = max(0, This->contextCache[i].usedcount - (0x7FFFFFFF /* MAX_INT */ >> 1));
7309 if (*context != NULL)
7310 return WINED3D_OK;
7311 else
7312 return E_OUTOFMEMORY;
7314 #endif
7316 /** FIXME: This is currently used called whenever SetRenderTarget or SetStencilBuffer are called
7317 * the functionality needs splitting up so that we don't do more than we should do.
7318 * this only seems to impact performance a little.
7319 ******************************/
7320 static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
7321 IWineD3DSurface *RenderSurface) {
7322 HRESULT ret = WINED3DERR_INVALIDCALL;
7323 BOOL oldRecording;
7324 IWineD3DStateBlockImpl *oldUpdateStateBlock;
7327 * Currently only active for GLX >= 1.3
7328 * for others versions we'll have to use GLXPixmaps
7330 * normally we must test GLX_VERSION_1_3 but nvidia headers are not correct
7331 * as they implement GLX 1.3 but only define GLX_VERSION_1_2
7332 * so only check OpenGL version
7333 * ..........................
7334 * I don't believe that it is a problem with NVidia headers,
7335 * XFree only supports GLX1.2, nVidia (and ATI to some extent) provide 1.3 functions
7336 * in GLX 1.2, there is no mention of the correct way to tell if the extensions are provided.
7337 * ATI Note:
7338 * Your application will report GLX version 1.2 on glXQueryVersion.
7339 * However, it is safe to call the GLX 1.3 functions as described below.
7341 #if defined(GL_VERSION_1_3)
7343 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7344 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
7345 IWineD3DSurface *tmp;
7346 /** TODO: we only need to look up the configuration !IF! we are setting the target to a texture **/
7347 GLXFBConfig* cfgs = NULL;
7348 int nCfgs = 0;
7349 int attribs[256];
7350 int nAttribs = 0;
7351 IWineD3DSwapChain *currentSwapchain;
7352 IWineD3DSwapChainImpl *swapchain;
7353 /** TODO: get rid of Impl usage we should always create a zbuffer/stencil with our contexts if possible,
7354 * but switch them off if the StencilSurface is set to NULL
7355 ** *********************************************************/
7356 D3DFORMAT BackBufferFormat = ((IWineD3DSurfaceImpl *) RenderSurface)->resource.format;
7357 D3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
7359 /**TODO:
7360 if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off,
7361 it StencilSurface != NULL && zBufferTarget == NULL switch it on
7364 #define PUSH1(att) attribs[nAttribs++] = (att);
7365 #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
7367 /* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/
7369 /** TODO: remove the reff to Impl (context manager should fix this!) **/
7370 IWineD3DSwapChainImpl *impSwapChain;
7371 IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **)&impSwapChain);
7372 if (NULL == impSwapChain) { /* NOTE: This should NEVER fail */
7373 ERR("(%p) Failed to get a the implicit swapchain\n", iface);
7376 ENTER_GL();
7378 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
7379 PUSH2(GLX_X_RENDERABLE, TRUE);
7380 PUSH2(GLX_DOUBLEBUFFER, TRUE);
7381 TRACE("calling makeglcfg\n");
7382 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */);
7383 PUSH1(None);
7385 TRACE("calling chooseFGConfig\n");
7386 cfgs = glXChooseFBConfig(impSwapChain->display, DefaultScreen(impSwapChain->display),
7387 attribs, &nCfgs);
7389 if (!cfgs) { /* OK we didn't find the exact config, so use any reasonable match */
7390 /* TODO: fill in the 'requested' and 'current' depths, also make sure that's
7391 why we failed and only show this message once! */
7392 MESSAGE("Failed to find exact match, finding alternative but you may suffer performance issues, try changing xfree's depth to match the requested depth\n"); /**/
7393 nAttribs = 0;
7394 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT);
7395 /* PUSH2(GLX_X_RENDERABLE, TRUE); */
7396 PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
7397 PUSH2(GLX_DOUBLEBUFFER, FALSE);
7398 TRACE("calling makeglcfg\n");
7399 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */);
7400 PUSH1(None);
7401 cfgs = glXChooseFBConfig(impSwapChain->display, DefaultScreen(impSwapChain->display),
7402 attribs, &nCfgs);
7405 if (NULL != cfgs) {
7406 #ifdef EXTRA_TRACES
7407 int i;
7408 for (i = 0; i < nCfgs; ++i) {
7409 TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat,
7410 debug_d3dformat(BackBufferFormat), StencilBufferFormat,
7411 debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
7414 if (NULL != This->renderTarget) {
7415 glFlush();
7416 vcheckGLcall("glFlush");
7417 /** This is only useful if the old render target was a swapchain,
7418 * we need to supercede this with a function that displays
7419 * the current buffer on the screen. This is easy to do in glx1.3 but
7420 * we need to do copy-write pixels in glx 1.2.
7421 ************************************************/
7422 glXSwapBuffers(impSwapChain->display, impSwapChain->drawable);
7424 printf("Hit Enter to get next frame ...\n");
7425 getchar();
7427 #endif
7430 if (IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DSwapChain, (void **)&currentSwapchain) != WINED3D_OK) {
7431 /* the selected render target doesn't belong to a swapchain, so use the devices implicit swapchain */
7432 IWineD3DDevice_GetSwapChain(iface, 0, &currentSwapchain);
7436 * TODO: remove the use of IWineD3DSwapChainImpl, a context manager will help since it will replace the
7437 * renderTarget = swapchain->backBuffer[i] bit and anything to do with *glContexts
7438 **********************************************************************/
7439 if (IWineD3DSurface_GetContainer(RenderSurface, &IID_IWineD3DSwapChain, (void **)&swapchain) == WINED3D_OK) {
7440 /* We also need to make sure that the lights &co are also in the context of the swapchains */
7441 /* FIXME: If the render target gets sent to the frontBuffer should be be presenting it raw? */
7442 TRACE("making swapchain active\n");
7443 if (RenderSurface != This->renderTarget) {
7444 BOOL backbuf = FALSE;
7445 int i;
7447 for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
7448 if(RenderSurface == swapchain->backBuffer[i]) {
7449 backbuf = TRUE;
7450 break;
7454 if (backbuf) {
7455 } else {
7456 /* This could be flagged so that some operations work directly with the front buffer */
7457 FIXME("Attempting to set the renderTarget to the frontBuffer\n");
7459 if (glXMakeCurrent(swapchain->display, swapchain->win, swapchain->glCtx)
7460 == False) {
7461 TRACE("Error in setting current context: context %p drawable %ld !\n",
7462 impSwapChain->glCtx, impSwapChain->win);
7465 IWineD3DDeviceImpl_CleanRender(iface, (IWineD3DSwapChainImpl *)currentSwapchain);
7467 checkGLcall("glXMakeContextCurrent");
7469 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
7471 else if (pbuffer_support && cfgs != NULL /* && some test to make sure that opengl supports pbuffers */) {
7473 /** ********************************************************************
7474 * This is a quickly hacked out implementation of offscreen textures.
7475 * It will work in most cases but there may be problems if the client
7476 * modifies the texture directly, or expects the contents of the rendertarget
7477 * to be persistent.
7479 * There are some real speed vs compatibility issues here:
7480 * we should really use a new context for every texture, but that eats ram.
7481 * we should also be restoring the texture to the pbuffer but that eats CPU
7482 * we can also 'reuse' the current pbuffer if the size is larger than the requested buffer,
7483 * but if this means reusing the display backbuffer then we need to make sure that
7484 * states are correctly preserved.
7485 * In many cases I would expect that we can 'skip' some functions, such as preserving states,
7486 * and gain a good performance increase at the cost of compatibility.
7487 * I would suggest that, when this is the case, a user configurable flag be made
7488 * available, allowing the user to choose the best emulated experience for them.
7489 *********************************************************************/
7491 XVisualInfo *visinfo;
7492 glContext *newContext;
7494 /* Here were using a shared context model */
7495 if (WINED3D_OK != IWineD3DDeviceImpl_FindGLContext(iface, RenderSurface, &newContext)) {
7496 FIXME("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
7499 /* If the context doesn't exist then create a new one */
7500 /* TODO: This should really be part of findGlContext */
7501 if (NULL == newContext->context) {
7503 TRACE("making new buffer\n");
7504 nAttribs = 0;
7505 PUSH2(GLX_PBUFFER_WIDTH, newContext->Width);
7506 PUSH2(GLX_PBUFFER_HEIGHT, newContext->Height);
7507 PUSH1(None);
7509 newContext->drawable = glXCreatePbuffer(impSwapChain->display, cfgs[0], attribs);
7511 /** ****************************************
7512 *GLX1.3 isn't supported by XFree 'yet' until that point ATI emulates pBuffers
7513 *they note:
7514 * In future releases, we may provide the calls glXCreateNewContext,
7515 * glXQueryDrawable and glXMakeContextCurrent.
7516 * so until then we have to use glXGetVisualFromFBConfig &co..
7517 ********************************************/
7520 visinfo = glXGetVisualFromFBConfig(impSwapChain->display, cfgs[0]);
7521 if (!visinfo) {
7522 ERR("Error: couldn't get an RGBA, double-buffered visual\n");
7523 } else {
7524 newContext->context = glXCreateContext(impSwapChain->display, visinfo, impSwapChain->glCtx, GL_TRUE);
7525 XFree(visinfo);
7528 if (NULL == newContext || NULL == newContext->context) {
7529 ERR("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
7530 } else {
7531 /* Debug logging, (this function leaks), change to a TRACE when the leak is plugged */
7532 if (glXMakeCurrent(impSwapChain->display, newContext->drawable, newContext->context) == False) {
7533 TRACE("Error in setting current context: context %p drawable %ld\n", newContext->context, newContext->drawable);
7536 /* Clean up the old context */
7537 IWineD3DDeviceImpl_CleanRender(iface, (IWineD3DSwapChainImpl *)currentSwapchain);
7538 /* Set the current context of the swapchain to the new context */
7539 impSwapChain->drawable = newContext->drawable;
7540 impSwapChain->render_ctx = newContext->context;
7544 /* Disable recording, and apply the stateblock to the new context
7545 * FIXME: This is a bit of a hack, each context should know it's own state,
7546 * the directX current directX state should then be applied to the context */
7547 oldUpdateStateBlock = This->updateStateBlock;
7548 oldRecording= This->isRecordingState;
7549 This->isRecordingState = FALSE;
7550 This->updateStateBlock = This->stateBlock;
7551 IWineD3DStateBlock_Apply((IWineD3DStateBlock *)This->stateBlock);
7553 /* clean up the current rendertargets swapchain (if it belonged to one) */
7554 if (currentSwapchain != NULL) {
7555 IWineD3DSwapChain_Release((IWineD3DSwapChain *)currentSwapchain);
7558 /* Were done with the opengl context management, setup the rendertargets */
7560 tmp = This->renderTarget;
7561 This->renderTarget = RenderSurface;
7562 IWineD3DSurface_AddRef(This->renderTarget);
7563 IWineD3DSurface_Release(tmp);
7566 DWORD value;
7568 /* The surface must be rendered upside down to cancel the flip produce by glCopyTexImage */
7569 /* Check that the container is not a swapchain member */
7571 IWineD3DSwapChain *tmpSwapChain;
7572 if (WINED3D_OK != IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DSwapChain, (void **)&tmpSwapChain)) {
7573 This->renderUpsideDown = TRUE;
7574 }else{
7575 This->renderUpsideDown = FALSE;
7576 IWineD3DSwapChain_Release(tmpSwapChain);
7578 /* Force updating the cull mode */
7579 TRACE("setting render state\n");
7580 IWineD3DDevice_GetRenderState(iface, WINED3DRS_CULLMODE, &value);
7581 IWineD3DDevice_SetRenderState(iface, WINED3DRS_CULLMODE, value);
7583 /* Force updating projection matrix */
7584 This->last_was_rhw = FALSE;
7585 This->proj_valid = FALSE;
7588 /* Restore recording state */
7589 This->isRecordingState = oldRecording;
7590 This->updateStateBlock = oldUpdateStateBlock;
7592 ret = WINED3D_OK;
7594 if (cfgs != NULL) {
7595 XFree(cfgs);
7596 } else {
7597 ERR("cannot get valides GLXFBConfig for (%u,%s)/(%u,%s)\n", BackBufferFormat,
7598 debug_d3dformat(BackBufferFormat), StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
7601 #undef PUSH1
7602 #undef PUSH2
7603 if ( NULL != impSwapChain) {
7604 IWineD3DSwapChain_Release((IWineD3DSwapChain *)impSwapChain);
7606 LEAVE_GL();
7608 #endif
7609 return ret;
7612 static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
7613 UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
7614 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7615 /* TODO: the use of Impl is deprecated. */
7616 IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
7618 TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
7620 /* some basic validation checks */
7621 if(This->cursorTexture) {
7622 ENTER_GL();
7623 glDeleteTextures(1, &This->cursorTexture);
7624 LEAVE_GL();
7625 This->cursorTexture = 0;
7628 if(pCursorBitmap) {
7629 /* MSDN: Cursor must be A8R8G8B8 */
7630 if (WINED3DFMT_A8R8G8B8 != pSur->resource.format) {
7631 ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
7632 return WINED3DERR_INVALIDCALL;
7635 /* MSDN: Cursor must be smaller than the display mode */
7636 if(pSur->currentDesc.Width > This->ddraw_width ||
7637 pSur->currentDesc.Height > This->ddraw_height) {
7638 ERR("(%p) : Surface(%p) is %dx%d pixels, but screen res is %ldx%ld\n", This, pSur, pSur->currentDesc.Width, pSur->currentDesc.Height, This->ddraw_width, This->ddraw_height);
7639 return WINED3DERR_INVALIDCALL;
7642 /* TODO: MSDN: Cursor sizes must be a power of 2 */
7643 /* This is to tell our texture code to load a SCRATCH surface. This allows us to use out
7644 * Texture and Blitting code to draw the cursor
7646 pSur->Flags |= SFLAG_FORCELOAD;
7647 IWineD3DSurface_PreLoad(pCursorBitmap);
7648 pSur->Flags &= ~SFLAG_FORCELOAD;
7649 /* Do not store the surface's pointer because the application may release
7650 * it after setting the cursor image. Windows doesn't addref the set surface, so we can't
7651 * do this either without creating circular refcount dependencies. Copy out the gl texture instead.
7653 This->cursorTexture = pSur->glDescription.textureName;
7654 This->cursorWidth = pSur->currentDesc.Width;
7655 This->cursorHeight = pSur->currentDesc.Height;
7656 pSur->glDescription.textureName = 0; /* Prevent the texture from being changed or deleted */
7659 This->xHotSpot = XHotSpot;
7660 This->yHotSpot = YHotSpot;
7661 return WINED3D_OK;
7664 static void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
7665 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7666 TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
7668 This->xScreenSpace = XScreenSpace;
7669 This->yScreenSpace = YScreenSpace;
7671 return;
7675 static BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
7676 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7677 BOOL oldVisible = This->bCursorVisible;
7678 TRACE("(%p) : visible(%d)\n", This, bShow);
7680 if(This->cursorTexture)
7681 This->bCursorVisible = bShow;
7683 return oldVisible;
7686 static HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
7687 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7688 TRACE("(%p) : state (%lu)\n", This, This->state);
7689 /* TODO: Implement wrapping of the WndProc so that mimimize and maxamise can be monitored and the states adjusted. */
7690 switch (This->state) {
7691 case WINED3D_OK:
7692 return WINED3D_OK;
7693 case WINED3DERR_DEVICELOST:
7695 ResourceList *resourceList = This->resources;
7696 while (NULL != resourceList) {
7697 if (((IWineD3DResourceImpl *)resourceList->resource)->resource.pool == WINED3DPOOL_DEFAULT /* TODO: IWineD3DResource_GetPool(resourceList->resource)*/)
7698 return WINED3DERR_DEVICENOTRESET;
7699 resourceList = resourceList->next;
7701 return WINED3DERR_DEVICELOST;
7703 case WINED3DERR_DRIVERINTERNALERROR:
7704 return WINED3DERR_DRIVERINTERNALERROR;
7707 /* Unknown state */
7708 return WINED3DERR_DRIVERINTERNALERROR;
7712 static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
7713 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7714 /** FIXME: Resource tracking needs to be done,
7715 * The closes we can do to this is set the priorities of all managed textures low
7716 * and then reset them.
7717 ***********************************************************/
7718 FIXME("(%p) : stub\n", This);
7719 return WINED3D_OK;
7722 static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
7723 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7724 /** FIXME: Resource trascking needs to be done.
7725 * in effect this pulls all non only default
7726 * textures out of video memory and deletes all glTextures (glDeleteTextures)
7727 * and should clear down the context and set it up according to pPresentationParameters
7728 ***********************************************************/
7729 FIXME("(%p) : stub\n", This);
7730 return WINED3D_OK;
7733 static HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
7734 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7735 /** FIXME: always true at the moment **/
7736 if(bEnableDialogs == FALSE) {
7737 FIXME("(%p) Dialogs cannot be disabled yet\n", This);
7739 return WINED3D_OK;
7743 static HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, WINED3DDEVICE_CREATION_PARAMETERS *pParameters) {
7744 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7745 TRACE("(%p) : pParameters %p\n", This, pParameters);
7747 *pParameters = This->createParms;
7748 return WINED3D_OK;
7751 static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) {
7752 IWineD3DSwapChain *swapchain;
7753 HRESULT hrc = WINED3D_OK;
7755 TRACE("Relaying to swapchain\n");
7757 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
7758 IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (WINED3DGAMMARAMP *)pRamp);
7759 IWineD3DSwapChain_Release(swapchain);
7761 return;
7764 static void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp) {
7765 IWineD3DSwapChain *swapchain;
7766 HRESULT hrc = WINED3D_OK;
7768 TRACE("Relaying to swapchain\n");
7770 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
7771 hrc =IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
7772 IWineD3DSwapChain_Release(swapchain);
7774 return;
7778 /** ********************************************************
7779 * Notification functions
7780 ** ********************************************************/
7781 /** This function must be called in the release of a resource when ref == 0,
7782 * the contents of resource must still be correct,
7783 * any handels to other resource held by the caller must be closed
7784 * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
7785 *****************************************************/
7786 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){
7787 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7788 ResourceList* resourceList;
7790 TRACE("(%p) : resource %p\n", This, resource);
7791 #if 0
7792 EnterCriticalSection(&resourceStoreCriticalSection);
7793 #endif
7794 /* add a new texture to the frot of the linked list */
7795 resourceList = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ResourceList));
7796 resourceList->resource = resource;
7798 /* Get the old head */
7799 resourceList->next = This->resources;
7801 This->resources = resourceList;
7802 TRACE("Added resource %p with element %p pointing to %p\n", resource, resourceList, resourceList->next);
7804 #if 0
7805 LeaveCriticalSection(&resourceStoreCriticalSection);
7806 #endif
7807 return;
7810 static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){
7811 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7812 ResourceList* resourceList = NULL;
7813 ResourceList* previousResourceList = NULL;
7815 TRACE("(%p) : resource %p\n", This, resource);
7817 #if 0
7818 EnterCriticalSection(&resourceStoreCriticalSection);
7819 #endif
7820 resourceList = This->resources;
7822 while (resourceList != NULL) {
7823 if(resourceList->resource == resource) break;
7824 previousResourceList = resourceList;
7825 resourceList = resourceList->next;
7828 if (resourceList == NULL) {
7829 FIXME("Attempted to remove resource %p that hasn't been stored\n", resource);
7830 #if 0
7831 LeaveCriticalSection(&resourceStoreCriticalSection);
7832 #endif
7833 return;
7834 } else {
7835 TRACE("Found resource %p with element %p pointing to %p (previous %p)\n", resourceList->resource, resourceList, resourceList->next, previousResourceList);
7837 /* make sure we don't leave a hole in the list */
7838 if (previousResourceList != NULL) {
7839 previousResourceList->next = resourceList->next;
7840 } else {
7841 This->resources = resourceList->next;
7844 #if 0
7845 LeaveCriticalSection(&resourceStoreCriticalSection);
7846 #endif
7847 return;
7851 static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DResource *resource){
7852 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7853 int counter;
7855 TRACE("(%p) : resource %p\n", This, resource);
7856 switch(IWineD3DResource_GetType(resource)){
7857 case WINED3DRTYPE_SURFACE:
7858 /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
7859 break;
7860 case WINED3DRTYPE_TEXTURE:
7861 case WINED3DRTYPE_CUBETEXTURE:
7862 case WINED3DRTYPE_VOLUMETEXTURE:
7863 for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) {
7864 if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
7865 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
7866 This->stateBlock->textures[counter] = NULL;
7868 if (This->updateStateBlock != This->stateBlock ){
7869 if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
7870 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
7871 This->updateStateBlock->textures[counter] = NULL;
7875 break;
7876 case WINED3DRTYPE_VOLUME:
7877 /* TODO: nothing really? */
7878 break;
7879 case WINED3DRTYPE_VERTEXBUFFER:
7880 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed. */
7882 int streamNumber;
7883 TRACE("Cleaning up stream pointers\n");
7885 for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
7886 /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
7887 FINDOUT: should changes.streamSource[StreamNumber] be set ?
7889 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
7890 if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
7891 FIXME("Vertex buffer released whlst bound to a state block stream %d\n", streamNumber);
7892 This->updateStateBlock->streamSource[streamNumber] = 0;
7893 /* Set changed flag? */
7896 if (This->stateBlock != NULL ) { /* only happens if there is an error in the application, or on reset/release (because we don't manage internal tracking properly) */
7897 if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
7898 TRACE("Vertex buffer released whlst bound to a state block stream %d\n", streamNumber);
7899 This->stateBlock->streamSource[streamNumber] = 0;
7902 #if 0 /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */
7903 else { /* This shouldn't happen */
7904 FIXME("Calling application has released the device before relasing all the resources bound to the device\n");
7906 #endif
7910 break;
7911 case WINED3DRTYPE_INDEXBUFFER:
7912 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed.*/
7913 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
7914 if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
7915 This->updateStateBlock->pIndexData = NULL;
7918 if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
7919 if (This->stateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
7920 This->stateBlock->pIndexData = NULL;
7924 break;
7925 default:
7926 FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
7927 break;
7931 /* Remove the resoruce from the resourceStore */
7932 IWineD3DDeviceImpl_RemoveResource(iface, resource);
7934 TRACE("Resource released\n");
7938 /**********************************************************
7939 * IWineD3DDevice VTbl follows
7940 **********************************************************/
7942 const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
7944 /*** IUnknown methods ***/
7945 IWineD3DDeviceImpl_QueryInterface,
7946 IWineD3DDeviceImpl_AddRef,
7947 IWineD3DDeviceImpl_Release,
7948 /*** IWineD3DDevice methods ***/
7949 IWineD3DDeviceImpl_GetParent,
7950 /*** Creation methods**/
7951 IWineD3DDeviceImpl_CreateVertexBuffer,
7952 IWineD3DDeviceImpl_CreateIndexBuffer,
7953 IWineD3DDeviceImpl_CreateStateBlock,
7954 IWineD3DDeviceImpl_CreateSurface,
7955 IWineD3DDeviceImpl_CreateTexture,
7956 IWineD3DDeviceImpl_CreateVolumeTexture,
7957 IWineD3DDeviceImpl_CreateVolume,
7958 IWineD3DDeviceImpl_CreateCubeTexture,
7959 IWineD3DDeviceImpl_CreateQuery,
7960 IWineD3DDeviceImpl_CreateAdditionalSwapChain,
7961 IWineD3DDeviceImpl_CreateVertexDeclaration,
7962 IWineD3DDeviceImpl_CreateVertexShader,
7963 IWineD3DDeviceImpl_CreatePixelShader,
7964 IWineD3DDeviceImpl_CreatePalette,
7965 /*** Odd functions **/
7966 IWineD3DDeviceImpl_Init3D,
7967 IWineD3DDeviceImpl_Uninit3D,
7968 IWineD3DDeviceImpl_EnumDisplayModes,
7969 IWineD3DDeviceImpl_EvictManagedResources,
7970 IWineD3DDeviceImpl_GetAvailableTextureMem,
7971 IWineD3DDeviceImpl_GetBackBuffer,
7972 IWineD3DDeviceImpl_GetCreationParameters,
7973 IWineD3DDeviceImpl_GetDeviceCaps,
7974 IWineD3DDeviceImpl_GetDirect3D,
7975 IWineD3DDeviceImpl_GetDisplayMode,
7976 IWineD3DDeviceImpl_SetDisplayMode,
7977 IWineD3DDeviceImpl_GetHWND,
7978 IWineD3DDeviceImpl_SetHWND,
7979 IWineD3DDeviceImpl_GetNumberOfSwapChains,
7980 IWineD3DDeviceImpl_GetRasterStatus,
7981 IWineD3DDeviceImpl_GetSwapChain,
7982 IWineD3DDeviceImpl_Reset,
7983 IWineD3DDeviceImpl_SetDialogBoxMode,
7984 IWineD3DDeviceImpl_SetCursorProperties,
7985 IWineD3DDeviceImpl_SetCursorPosition,
7986 IWineD3DDeviceImpl_ShowCursor,
7987 IWineD3DDeviceImpl_TestCooperativeLevel,
7988 /*** Getters and setters **/
7989 IWineD3DDeviceImpl_SetClipPlane,
7990 IWineD3DDeviceImpl_GetClipPlane,
7991 IWineD3DDeviceImpl_SetClipStatus,
7992 IWineD3DDeviceImpl_GetClipStatus,
7993 IWineD3DDeviceImpl_SetCurrentTexturePalette,
7994 IWineD3DDeviceImpl_GetCurrentTexturePalette,
7995 IWineD3DDeviceImpl_SetDepthStencilSurface,
7996 IWineD3DDeviceImpl_GetDepthStencilSurface,
7997 IWineD3DDeviceImpl_SetFVF,
7998 IWineD3DDeviceImpl_GetFVF,
7999 IWineD3DDeviceImpl_SetGammaRamp,
8000 IWineD3DDeviceImpl_GetGammaRamp,
8001 IWineD3DDeviceImpl_SetIndices,
8002 IWineD3DDeviceImpl_GetIndices,
8003 IWineD3DDeviceImpl_SetLight,
8004 IWineD3DDeviceImpl_GetLight,
8005 IWineD3DDeviceImpl_SetLightEnable,
8006 IWineD3DDeviceImpl_GetLightEnable,
8007 IWineD3DDeviceImpl_SetMaterial,
8008 IWineD3DDeviceImpl_GetMaterial,
8009 IWineD3DDeviceImpl_SetNPatchMode,
8010 IWineD3DDeviceImpl_GetNPatchMode,
8011 IWineD3DDeviceImpl_SetPaletteEntries,
8012 IWineD3DDeviceImpl_GetPaletteEntries,
8013 IWineD3DDeviceImpl_SetPixelShader,
8014 IWineD3DDeviceImpl_GetPixelShader,
8015 IWineD3DDeviceImpl_SetPixelShaderConstantB,
8016 IWineD3DDeviceImpl_GetPixelShaderConstantB,
8017 IWineD3DDeviceImpl_SetPixelShaderConstantI,
8018 IWineD3DDeviceImpl_GetPixelShaderConstantI,
8019 IWineD3DDeviceImpl_SetPixelShaderConstantF,
8020 IWineD3DDeviceImpl_GetPixelShaderConstantF,
8021 IWineD3DDeviceImpl_SetRenderState,
8022 IWineD3DDeviceImpl_GetRenderState,
8023 IWineD3DDeviceImpl_SetRenderTarget,
8024 IWineD3DDeviceImpl_GetRenderTarget,
8025 IWineD3DDeviceImpl_SetFrontBackBuffers,
8026 IWineD3DDeviceImpl_SetSamplerState,
8027 IWineD3DDeviceImpl_GetSamplerState,
8028 IWineD3DDeviceImpl_SetScissorRect,
8029 IWineD3DDeviceImpl_GetScissorRect,
8030 IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
8031 IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
8032 IWineD3DDeviceImpl_SetStreamSource,
8033 IWineD3DDeviceImpl_GetStreamSource,
8034 IWineD3DDeviceImpl_SetStreamSourceFreq,
8035 IWineD3DDeviceImpl_GetStreamSourceFreq,
8036 IWineD3DDeviceImpl_SetTexture,
8037 IWineD3DDeviceImpl_GetTexture,
8038 IWineD3DDeviceImpl_SetTextureStageState,
8039 IWineD3DDeviceImpl_GetTextureStageState,
8040 IWineD3DDeviceImpl_SetTransform,
8041 IWineD3DDeviceImpl_GetTransform,
8042 IWineD3DDeviceImpl_SetVertexDeclaration,
8043 IWineD3DDeviceImpl_GetVertexDeclaration,
8044 IWineD3DDeviceImpl_SetVertexShader,
8045 IWineD3DDeviceImpl_GetVertexShader,
8046 IWineD3DDeviceImpl_SetVertexShaderConstantB,
8047 IWineD3DDeviceImpl_GetVertexShaderConstantB,
8048 IWineD3DDeviceImpl_SetVertexShaderConstantI,
8049 IWineD3DDeviceImpl_GetVertexShaderConstantI,
8050 IWineD3DDeviceImpl_SetVertexShaderConstantF,
8051 IWineD3DDeviceImpl_GetVertexShaderConstantF,
8052 IWineD3DDeviceImpl_SetViewport,
8053 IWineD3DDeviceImpl_GetViewport,
8054 IWineD3DDeviceImpl_MultiplyTransform,
8055 IWineD3DDeviceImpl_ValidateDevice,
8056 IWineD3DDeviceImpl_ProcessVertices,
8057 /*** State block ***/
8058 IWineD3DDeviceImpl_BeginStateBlock,
8059 IWineD3DDeviceImpl_EndStateBlock,
8060 /*** Scene management ***/
8061 IWineD3DDeviceImpl_BeginScene,
8062 IWineD3DDeviceImpl_EndScene,
8063 IWineD3DDeviceImpl_Present,
8064 IWineD3DDeviceImpl_Clear,
8065 /*** Drawing ***/
8066 IWineD3DDeviceImpl_DrawPrimitive,
8067 IWineD3DDeviceImpl_DrawIndexedPrimitive,
8068 IWineD3DDeviceImpl_DrawPrimitiveUP,
8069 IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
8070 IWineD3DDeviceImpl_DrawPrimitiveStrided,
8071 IWineD3DDeviceImpl_DrawRectPatch,
8072 IWineD3DDeviceImpl_DrawTriPatch,
8073 IWineD3DDeviceImpl_DeletePatch,
8074 IWineD3DDeviceImpl_ColorFill,
8075 IWineD3DDeviceImpl_UpdateTexture,
8076 IWineD3DDeviceImpl_UpdateSurface,
8077 IWineD3DDeviceImpl_CopyRects,
8078 IWineD3DDeviceImpl_StretchRect,
8079 IWineD3DDeviceImpl_GetRenderTargetData,
8080 IWineD3DDeviceImpl_GetFrontBufferData,
8081 /*** Internal use IWineD3DDevice methods ***/
8082 IWineD3DDeviceImpl_SetupTextureStates,
8083 /*** object tracking ***/
8084 IWineD3DDeviceImpl_ResourceReleased
8088 const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
8089 WINED3DRS_ALPHABLENDENABLE ,
8090 WINED3DRS_ALPHAFUNC ,
8091 WINED3DRS_ALPHAREF ,
8092 WINED3DRS_ALPHATESTENABLE ,
8093 WINED3DRS_BLENDOP ,
8094 WINED3DRS_COLORWRITEENABLE ,
8095 WINED3DRS_DESTBLEND ,
8096 WINED3DRS_DITHERENABLE ,
8097 WINED3DRS_FILLMODE ,
8098 WINED3DRS_FOGDENSITY ,
8099 WINED3DRS_FOGEND ,
8100 WINED3DRS_FOGSTART ,
8101 WINED3DRS_LASTPIXEL ,
8102 WINED3DRS_SHADEMODE ,
8103 WINED3DRS_SRCBLEND ,
8104 WINED3DRS_STENCILENABLE ,
8105 WINED3DRS_STENCILFAIL ,
8106 WINED3DRS_STENCILFUNC ,
8107 WINED3DRS_STENCILMASK ,
8108 WINED3DRS_STENCILPASS ,
8109 WINED3DRS_STENCILREF ,
8110 WINED3DRS_STENCILWRITEMASK ,
8111 WINED3DRS_STENCILZFAIL ,
8112 WINED3DRS_TEXTUREFACTOR ,
8113 WINED3DRS_WRAP0 ,
8114 WINED3DRS_WRAP1 ,
8115 WINED3DRS_WRAP2 ,
8116 WINED3DRS_WRAP3 ,
8117 WINED3DRS_WRAP4 ,
8118 WINED3DRS_WRAP5 ,
8119 WINED3DRS_WRAP6 ,
8120 WINED3DRS_WRAP7 ,
8121 WINED3DRS_ZENABLE ,
8122 WINED3DRS_ZFUNC ,
8123 WINED3DRS_ZWRITEENABLE
8126 const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
8127 WINED3DTSS_ADDRESSW ,
8128 WINED3DTSS_ALPHAARG0 ,
8129 WINED3DTSS_ALPHAARG1 ,
8130 WINED3DTSS_ALPHAARG2 ,
8131 WINED3DTSS_ALPHAOP ,
8132 WINED3DTSS_BUMPENVLOFFSET ,
8133 WINED3DTSS_BUMPENVLSCALE ,
8134 WINED3DTSS_BUMPENVMAT00 ,
8135 WINED3DTSS_BUMPENVMAT01 ,
8136 WINED3DTSS_BUMPENVMAT10 ,
8137 WINED3DTSS_BUMPENVMAT11 ,
8138 WINED3DTSS_COLORARG0 ,
8139 WINED3DTSS_COLORARG1 ,
8140 WINED3DTSS_COLORARG2 ,
8141 WINED3DTSS_COLOROP ,
8142 WINED3DTSS_RESULTARG ,
8143 WINED3DTSS_TEXCOORDINDEX ,
8144 WINED3DTSS_TEXTURETRANSFORMFLAGS
8147 const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
8148 WINED3DSAMP_ADDRESSU ,
8149 WINED3DSAMP_ADDRESSV ,
8150 WINED3DSAMP_ADDRESSW ,
8151 WINED3DSAMP_BORDERCOLOR ,
8152 WINED3DSAMP_MAGFILTER ,
8153 WINED3DSAMP_MINFILTER ,
8154 WINED3DSAMP_MIPFILTER ,
8155 WINED3DSAMP_MIPMAPLODBIAS ,
8156 WINED3DSAMP_MAXMIPLEVEL ,
8157 WINED3DSAMP_MAXANISOTROPY ,
8158 WINED3DSAMP_SRGBTEXTURE ,
8159 WINED3DSAMP_ELEMENTINDEX
8162 const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
8163 WINED3DRS_AMBIENT ,
8164 WINED3DRS_AMBIENTMATERIALSOURCE ,
8165 WINED3DRS_CLIPPING ,
8166 WINED3DRS_CLIPPLANEENABLE ,
8167 WINED3DRS_COLORVERTEX ,
8168 WINED3DRS_DIFFUSEMATERIALSOURCE ,
8169 WINED3DRS_EMISSIVEMATERIALSOURCE ,
8170 WINED3DRS_FOGDENSITY ,
8171 WINED3DRS_FOGEND ,
8172 WINED3DRS_FOGSTART ,
8173 WINED3DRS_FOGTABLEMODE ,
8174 WINED3DRS_FOGVERTEXMODE ,
8175 WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
8176 WINED3DRS_LIGHTING ,
8177 WINED3DRS_LOCALVIEWER ,
8178 WINED3DRS_MULTISAMPLEANTIALIAS ,
8179 WINED3DRS_MULTISAMPLEMASK ,
8180 WINED3DRS_NORMALIZENORMALS ,
8181 WINED3DRS_PATCHEDGESTYLE ,
8182 WINED3DRS_POINTSCALE_A ,
8183 WINED3DRS_POINTSCALE_B ,
8184 WINED3DRS_POINTSCALE_C ,
8185 WINED3DRS_POINTSCALEENABLE ,
8186 WINED3DRS_POINTSIZE ,
8187 WINED3DRS_POINTSIZE_MAX ,
8188 WINED3DRS_POINTSIZE_MIN ,
8189 WINED3DRS_POINTSPRITEENABLE ,
8190 WINED3DRS_RANGEFOGENABLE ,
8191 WINED3DRS_SPECULARMATERIALSOURCE ,
8192 WINED3DRS_TWEENFACTOR ,
8193 WINED3DRS_VERTEXBLEND
8196 const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
8197 WINED3DTSS_TEXCOORDINDEX ,
8198 WINED3DTSS_TEXTURETRANSFORMFLAGS
8201 const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
8202 WINED3DSAMP_DMAPOFFSET