2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
39 /* Define the default light parameters as specified by MSDN. */
40 const struct wined3d_light WINED3D_default_light
=
42 WINED3D_LIGHT_DIRECTIONAL
, /* Type */
43 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
44 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
45 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
46 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
47 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
50 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
55 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
56 * actually have the same values in GL and D3D. */
57 GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
59 switch(primitive_type
)
61 case WINED3D_PT_POINTLIST
:
64 case WINED3D_PT_LINELIST
:
67 case WINED3D_PT_LINESTRIP
:
70 case WINED3D_PT_TRIANGLELIST
:
73 case WINED3D_PT_TRIANGLESTRIP
:
74 return GL_TRIANGLE_STRIP
;
76 case WINED3D_PT_TRIANGLEFAN
:
77 return GL_TRIANGLE_FAN
;
79 case WINED3D_PT_LINELIST_ADJ
:
80 return GL_LINES_ADJACENCY_ARB
;
82 case WINED3D_PT_LINESTRIP_ADJ
:
83 return GL_LINE_STRIP_ADJACENCY_ARB
;
85 case WINED3D_PT_TRIANGLELIST_ADJ
:
86 return GL_TRIANGLES_ADJACENCY_ARB
;
88 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
89 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
92 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
93 case WINED3D_PT_UNDEFINED
:
98 static enum wined3d_primitive_type
d3d_primitive_type_from_gl(GLenum primitive_type
)
100 switch(primitive_type
)
103 return WINED3D_PT_POINTLIST
;
106 return WINED3D_PT_LINELIST
;
109 return WINED3D_PT_LINESTRIP
;
112 return WINED3D_PT_TRIANGLELIST
;
114 case GL_TRIANGLE_STRIP
:
115 return WINED3D_PT_TRIANGLESTRIP
;
117 case GL_TRIANGLE_FAN
:
118 return WINED3D_PT_TRIANGLEFAN
;
120 case GL_LINES_ADJACENCY_ARB
:
121 return WINED3D_PT_LINELIST_ADJ
;
123 case GL_LINE_STRIP_ADJACENCY_ARB
:
124 return WINED3D_PT_LINESTRIP_ADJ
;
126 case GL_TRIANGLES_ADJACENCY_ARB
:
127 return WINED3D_PT_TRIANGLELIST_ADJ
;
129 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
130 return WINED3D_PT_TRIANGLESTRIP_ADJ
;
133 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
135 return WINED3D_PT_UNDEFINED
;
139 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
141 struct wined3d_context
**new_array
;
143 TRACE("Adding context %p.\n", context
);
145 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
146 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
147 sizeof(*new_array
) * (device
->context_count
+ 1));
151 ERR("Failed to grow the context array.\n");
155 new_array
[device
->context_count
++] = context
;
156 device
->contexts
= new_array
;
160 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
162 struct wined3d_context
**new_array
;
166 TRACE("Removing context %p.\n", context
);
168 for (i
= 0; i
< device
->context_count
; ++i
)
170 if (device
->contexts
[i
] == context
)
179 ERR("Context %p doesn't exist in context array.\n", context
);
183 if (!--device
->context_count
)
185 HeapFree(GetProcessHeap(), 0, device
->contexts
);
186 device
->contexts
= NULL
;
190 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
191 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
194 ERR("Failed to shrink context array. Oh well.\n");
198 device
->contexts
= new_array
;
201 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
203 unsigned int height
= wined3d_texture_get_level_height(target
->container
, target
->texture_level
);
204 unsigned int width
= wined3d_texture_get_level_width(target
->container
, target
->texture_level
);
206 /* partial draw rect */
207 if (draw_rect
->left
|| draw_rect
->top
|| draw_rect
->right
< width
|| draw_rect
->bottom
< height
)
210 /* partial clear rect */
211 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
212 || clear_rect
->right
< width
|| clear_rect
->bottom
< height
))
218 void device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
219 UINT rect_count
, const RECT
*clear_rect
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
220 float depth
, DWORD stencil
)
222 struct wined3d_rendertarget_view
*rtv
= rt_count
? fb
->render_targets
[0] : NULL
;
223 struct wined3d_surface
*target
= rtv
? wined3d_rendertarget_view_get_surface(rtv
) : NULL
;
224 struct wined3d_rendertarget_view
*dsv
= fb
->depth_stencil
;
225 struct wined3d_surface
*depth_stencil
= dsv
? wined3d_rendertarget_view_get_surface(dsv
) : NULL
;
226 const struct wined3d_state
*state
= &device
->state
;
227 const struct wined3d_gl_info
*gl_info
;
228 UINT drawable_width
, drawable_height
;
229 struct wined3d_color corrected_color
;
230 struct wined3d_context
*context
;
231 GLbitfield clear_mask
= 0;
232 BOOL render_offscreen
;
235 context
= context_acquire(device
, target
);
238 context_release(context
);
239 WARN("Invalid context, skipping clear.\n");
242 gl_info
= context
->gl_info
;
244 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
245 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
246 * for the cleared parts, and the untouched parts.
248 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
249 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
250 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
251 * checking all this if the dest surface is in the drawable anyway. */
252 for (i
= 0; i
< rt_count
; ++i
)
254 struct wined3d_rendertarget_view
*rtv
= fb
->render_targets
[i
];
256 if (rtv
&& rtv
->format
->id
!= WINED3DFMT_NULL
)
258 struct wined3d_texture
*rt
= wined3d_texture_from_resource(rtv
->resource
);
260 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, rect_count
? clear_rect
: NULL
))
261 wined3d_texture_load_location(rt
, rtv
->sub_resource_idx
, context
, rtv
->resource
->draw_binding
);
263 wined3d_texture_prepare_location(rt
, rtv
->sub_resource_idx
, context
, rtv
->resource
->draw_binding
);
269 render_offscreen
= context
->render_offscreen
;
270 wined3d_rendertarget_view_get_drawable_size(rtv
, context
, &drawable_width
, &drawable_height
);
274 render_offscreen
= TRUE
;
275 drawable_width
= wined3d_texture_get_level_pow2_width(depth_stencil
->container
,
276 depth_stencil
->texture_level
);
277 drawable_height
= wined3d_texture_get_level_pow2_height(depth_stencil
->container
,
278 depth_stencil
->texture_level
);
281 if (depth_stencil
&& render_offscreen
)
282 wined3d_texture_prepare_location(depth_stencil
->container
,
283 dsv
->sub_resource_idx
, context
, dsv
->resource
->draw_binding
);
285 if (flags
& WINED3DCLEAR_ZBUFFER
)
287 DWORD location
= render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
289 surface_load_location(depth_stencil
, context
, location
);
292 if (!context_apply_clear_state(context
, state
, rt_count
, fb
))
294 context_release(context
);
295 WARN("Failed to apply clear state, skipping clear.\n");
299 /* Only set the values up once, as they are not changing. */
300 if (flags
& WINED3DCLEAR_STENCIL
)
302 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
304 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
305 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
307 gl_info
->gl_ops
.gl
.p_glStencilMask(~0U);
308 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
309 gl_info
->gl_ops
.gl
.p_glClearStencil(stencil
);
310 checkGLcall("glClearStencil");
311 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
314 if (flags
& WINED3DCLEAR_ZBUFFER
)
316 DWORD location
= render_offscreen
? dsv
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
318 wined3d_texture_validate_location(depth_stencil
->container
, dsv
->sub_resource_idx
, location
);
319 wined3d_texture_invalidate_location(depth_stencil
->container
, dsv
->sub_resource_idx
, ~location
);
321 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_TRUE
);
322 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
323 gl_info
->gl_ops
.gl
.p_glClearDepth(depth
);
324 checkGLcall("glClearDepth");
325 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
328 if (flags
& WINED3DCLEAR_TARGET
)
330 for (i
= 0; i
< rt_count
; ++i
)
332 struct wined3d_rendertarget_view
*rtv
= fb
->render_targets
[i
];
333 struct wined3d_texture
*texture
;
338 if (rtv
->resource
->type
== WINED3D_RTYPE_BUFFER
)
340 FIXME("Not supported on buffer resources.\n");
344 texture
= texture_from_resource(rtv
->resource
);
345 wined3d_texture_validate_location(texture
, rtv
->sub_resource_idx
, rtv
->resource
->draw_binding
);
346 wined3d_texture_invalidate_location(texture
, rtv
->sub_resource_idx
, ~rtv
->resource
->draw_binding
);
349 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, state
, fb
))
352 WARN("Clearing multiple sRGB render targets with no GL_ARB_framebuffer_sRGB "
353 "support, this might cause graphical issues.\n");
355 corrected_color
.r
= color
->r
< wined3d_srgb_const1
[0]
356 ? color
->r
* wined3d_srgb_const0
[3]
357 : pow(color
->r
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
358 - wined3d_srgb_const0
[2];
359 corrected_color
.r
= min(max(corrected_color
.r
, 0.0f
), 1.0f
);
360 corrected_color
.g
= color
->g
< wined3d_srgb_const1
[0]
361 ? color
->g
* wined3d_srgb_const0
[3]
362 : pow(color
->g
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
363 - wined3d_srgb_const0
[2];
364 corrected_color
.g
= min(max(corrected_color
.g
, 0.0f
), 1.0f
);
365 corrected_color
.b
= color
->b
< wined3d_srgb_const1
[0]
366 ? color
->b
* wined3d_srgb_const0
[3]
367 : pow(color
->b
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
368 - wined3d_srgb_const0
[2];
369 corrected_color
.b
= min(max(corrected_color
.b
, 0.0f
), 1.0f
);
370 color
= &corrected_color
;
373 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
374 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
375 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
376 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
377 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
378 gl_info
->gl_ops
.gl
.p_glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
379 checkGLcall("glClearColor");
380 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
385 if (render_offscreen
)
387 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, draw_rect
->top
,
388 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
392 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
393 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
395 checkGLcall("glScissor");
396 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
397 checkGLcall("glClear");
403 /* Now process each rect in turn. */
404 for (i
= 0; i
< rect_count
; ++i
)
406 /* Note that GL uses lower left, width/height. */
407 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
409 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
410 wine_dbgstr_rect(&clear_rect
[i
]),
411 wine_dbgstr_rect(¤t_rect
));
413 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
414 * The rectangle is not cleared, no error is returned, but further rectangles are
415 * still cleared if they are valid. */
416 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
418 TRACE("Rectangle with negative dimensions, ignoring.\n");
422 if (render_offscreen
)
424 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, current_rect
.top
,
425 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
429 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
430 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
432 checkGLcall("glScissor");
434 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
435 checkGLcall("glClear");
439 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
440 && target
->container
->swapchain
&& target
->container
->swapchain
->front_buffer
== target
->container
))
441 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
443 context_release(context
);
446 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
448 ULONG refcount
= InterlockedIncrement(&device
->ref
);
450 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
455 static void device_leftover_sampler(struct wine_rb_entry
*entry
, void *context
)
457 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
459 ERR("Leftover sampler %p.\n", sampler
);
462 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
464 ULONG refcount
= InterlockedDecrement(&device
->ref
);
466 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
472 wined3d_cs_destroy(device
->cs
);
474 if (device
->recording
&& wined3d_stateblock_decref(device
->recording
))
475 ERR("Something's still holding the recording stateblock.\n");
476 device
->recording
= NULL
;
478 state_cleanup(&device
->state
);
480 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
482 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
483 device
->multistate_funcs
[i
] = NULL
;
486 if (!list_empty(&device
->resources
))
488 struct wined3d_resource
*resource
;
490 ERR("Device released with resources still bound.\n");
492 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
494 ERR("Leftover resource %p with type %s (%#x).\n",
495 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
499 if (device
->contexts
)
500 ERR("Context array not freed!\n");
501 if (device
->hardwareCursor
)
502 DestroyCursor(device
->hardwareCursor
);
503 device
->hardwareCursor
= 0;
505 wine_rb_destroy(&device
->samplers
, device_leftover_sampler
, NULL
);
507 wined3d_decref(device
->wined3d
);
508 device
->wined3d
= NULL
;
509 HeapFree(GetProcessHeap(), 0, device
);
510 TRACE("Freed device %p.\n", device
);
516 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
518 TRACE("device %p.\n", device
);
520 return device
->swapchain_count
;
523 struct wined3d_swapchain
* CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
, UINT swapchain_idx
)
525 TRACE("device %p, swapchain_idx %u.\n", device
, swapchain_idx
);
527 if (swapchain_idx
>= device
->swapchain_count
)
529 WARN("swapchain_idx %u >= swapchain_count %u.\n",
530 swapchain_idx
, device
->swapchain_count
);
534 return device
->swapchains
[swapchain_idx
];
537 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
539 struct wined3d_color_key color_key
;
540 struct wined3d_resource_desc desc
;
544 HDC dcb
= NULL
, dcs
= NULL
;
546 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
549 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
550 dcb
= CreateCompatibleDC(NULL
);
552 SelectObject(dcb
, hbm
);
556 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
559 memset(&bm
, 0, sizeof(bm
));
564 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
565 desc
.format
= WINED3DFMT_B5G6R5_UNORM
;
566 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
567 desc
.multisample_quality
= 0;
568 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
569 desc
.pool
= WINED3D_POOL_DEFAULT
;
570 desc
.width
= bm
.bmWidth
;
571 desc
.height
= bm
.bmHeight
;
574 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, 1, WINED3D_TEXTURE_CREATE_MAPPABLE
,
575 NULL
, NULL
, &wined3d_null_parent_ops
, &device
->logo_texture
)))
577 ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr
);
583 if (FAILED(hr
= wined3d_texture_get_dc(device
->logo_texture
, 0, &dcs
)))
585 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
586 wined3d_texture_release_dc(device
->logo_texture
, 0, dcs
);
588 color_key
.color_space_low_value
= 0;
589 color_key
.color_space_high_value
= 0;
590 wined3d_texture_set_color_key(device
->logo_texture
, WINED3D_CKEY_SRC_BLT
, &color_key
);
594 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
595 const RECT rect
= {0, 0, desc
.width
, desc
.height
};
596 struct wined3d_surface
*surface
;
598 /* Fill the surface with a white color to show that wined3d is there */
599 surface
= device
->logo_texture
->sub_resources
[0].u
.surface
;
600 surface_color_fill(surface
, &rect
, &c
);
604 if (dcb
) DeleteDC(dcb
);
605 if (hbm
) DeleteObject(hbm
);
608 /* Context activation is done by the caller. */
609 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
611 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
612 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
616 if (d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR
)
621 /* Under DirectX you can sample even if no texture is bound, whereas
622 * OpenGL will only allow that when a valid texture is bound.
623 * We emulate this by creating dummy textures and binding them
624 * to each texture stage when the currently set D3D texture is NULL. */
625 context_active_texture(context
, gl_info
, 0);
627 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_textures
.tex_2d
);
628 checkGLcall("glGenTextures");
629 TRACE("Dummy 2D texture given name %u.\n", device
->dummy_textures
.tex_2d
);
631 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_textures
.tex_2d
);
632 checkGLcall("glBindTexture");
634 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0,
635 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
636 checkGLcall("glTexImage2D");
638 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
640 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_textures
.tex_rect
);
641 checkGLcall("glGenTextures");
642 TRACE("Dummy rectangle texture given name %u.\n", device
->dummy_textures
.tex_rect
);
644 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_textures
.tex_rect
);
645 checkGLcall("glBindTexture");
647 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0,
648 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
649 checkGLcall("glTexImage2D");
652 if (gl_info
->supported
[EXT_TEXTURE3D
])
654 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_textures
.tex_3d
);
655 checkGLcall("glGenTextures");
656 TRACE("Dummy 3D texture given name %u.\n", device
->dummy_textures
.tex_3d
);
658 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_textures
.tex_3d
);
659 checkGLcall("glBindTexture");
661 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0,
662 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
663 checkGLcall("glTexImage3D");
666 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
668 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_textures
.tex_cube
);
669 checkGLcall("glGenTextures");
670 TRACE("Dummy cube texture given name %u.\n", device
->dummy_textures
.tex_cube
);
672 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_textures
.tex_cube
);
673 checkGLcall("glBindTexture");
675 for (i
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; i
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++i
)
677 gl_info
->gl_ops
.gl
.p_glTexImage2D(i
, 0, GL_RGBA8
, 1, 1, 0,
678 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
679 checkGLcall("glTexImage2D");
683 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
685 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_textures
.tex_2d_array
);
686 checkGLcall("glGenTextures");
687 TRACE("Dummy 2D array texture given name %u.\n", device
->dummy_textures
.tex_2d_array
);
689 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, device
->dummy_textures
.tex_2d_array
);
690 checkGLcall("glBindTexture");
692 GL_EXTCALL(glTexImage3D(GL_TEXTURE_2D_ARRAY
, 0, GL_RGBA8
, 1, 1, 1, 0,
693 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
694 checkGLcall("glTexImage3D");
697 if (gl_info
->supported
[ARB_TEXTURE_BUFFER_OBJECT
])
701 GL_EXTCALL(glGenBuffers(1, &buffer
));
702 GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER
, buffer
));
703 GL_EXTCALL(glBufferData(GL_TEXTURE_BUFFER
, sizeof(color
), &color
, GL_STATIC_DRAW
));
704 GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER
, 0));
705 checkGLcall("Create buffer object");
707 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_textures
.tex_buffer
);
708 checkGLcall("glGenTextures");
709 TRACE("Dummy buffer texture given name %u.\n", device
->dummy_textures
.tex_buffer
);
711 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, device
->dummy_textures
.tex_buffer
);
712 checkGLcall("glBindTexture");
713 GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER
, GL_RGBA8
, buffer
));
714 checkGLcall("glTexBuffer");
716 GL_EXTCALL(glDeleteBuffers(1, &buffer
));
717 checkGLcall("glDeleteBuffers");
720 context_bind_dummy_textures(device
, context
);
723 /* Context activation is done by the caller. */
724 static void destroy_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
726 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
728 if (gl_info
->supported
[ARB_TEXTURE_BUFFER_OBJECT
])
729 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->dummy_textures
.tex_buffer
);
731 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
732 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->dummy_textures
.tex_2d_array
);
734 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
735 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->dummy_textures
.tex_cube
);
737 if (gl_info
->supported
[EXT_TEXTURE3D
])
738 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->dummy_textures
.tex_3d
);
740 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
741 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->dummy_textures
.tex_rect
);
743 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->dummy_textures
.tex_2d
);
745 checkGLcall("Delete dummy textures");
747 memset(&device
->dummy_textures
, 0, sizeof(device
->dummy_textures
));
750 /* Context activation is done by the caller. */
751 static void create_default_samplers(struct wined3d_device
*device
, struct wined3d_context
*context
)
753 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
755 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
757 /* In SM4+ shaders there is a separation between resources and samplers. Some shader
758 * instructions allow access to resources without using samplers.
759 * In GLSL, resources are always accessed through sampler or image variables. The default
760 * sampler object is used to emulate the direct resource access when there is no sampler state
763 GL_EXTCALL(glGenSamplers(1, &device
->default_sampler
));
764 GL_EXTCALL(glSamplerParameteri(device
->default_sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
));
765 GL_EXTCALL(glSamplerParameteri(device
->default_sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
));
766 checkGLcall("Create default sampler");
768 /* In D3D10+, a NULL sampler maps to the default sampler state. */
769 GL_EXTCALL(glGenSamplers(1, &device
->null_sampler
));
770 GL_EXTCALL(glSamplerParameteri(device
->null_sampler
, GL_TEXTURE_MIN_FILTER
, GL_LINEAR_MIPMAP_LINEAR
));
771 GL_EXTCALL(glSamplerParameteri(device
->null_sampler
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
));
772 GL_EXTCALL(glSamplerParameteri(device
->null_sampler
, GL_TEXTURE_WRAP_T
, GL_CLAMP_TO_EDGE
));
773 GL_EXTCALL(glSamplerParameteri(device
->null_sampler
, GL_TEXTURE_WRAP_R
, GL_CLAMP_TO_EDGE
));
774 checkGLcall("Create null sampler");
778 device
->default_sampler
= 0;
779 device
->null_sampler
= 0;
783 /* Context activation is done by the caller. */
784 static void destroy_default_samplers(struct wined3d_device
*device
, struct wined3d_context
*context
)
786 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
788 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
790 GL_EXTCALL(glDeleteSamplers(1, &device
->default_sampler
));
791 GL_EXTCALL(glDeleteSamplers(1, &device
->null_sampler
));
792 checkGLcall("glDeleteSamplers");
795 device
->default_sampler
= 0;
796 device
->null_sampler
= 0;
799 static LONG
fullscreen_style(LONG style
)
801 /* Make sure the window is managed, otherwise we won't get keyboard input. */
802 style
|= WS_POPUP
| WS_SYSMENU
;
803 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
808 static LONG
fullscreen_exstyle(LONG exstyle
)
810 /* Filter out window decorations. */
811 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
816 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
818 BOOL filter_messages
;
821 TRACE("Setting up window %p for fullscreen mode.\n", window
);
823 if (device
->style
|| device
->exStyle
)
825 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
826 window
, device
->style
, device
->exStyle
);
829 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
830 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
832 style
= fullscreen_style(device
->style
);
833 exstyle
= fullscreen_exstyle(device
->exStyle
);
835 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
836 device
->style
, device
->exStyle
, style
, exstyle
);
838 filter_messages
= device
->filter_messages
;
839 device
->filter_messages
= TRUE
;
841 SetWindowLongW(window
, GWL_STYLE
, style
);
842 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
843 SetWindowPos(window
, HWND_TOPMOST
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
845 device
->filter_messages
= filter_messages
;
848 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
,
849 const RECT
*window_rect
)
851 unsigned int window_pos_flags
= SWP_FRAMECHANGED
| SWP_NOZORDER
| SWP_NOACTIVATE
;
852 BOOL filter_messages
;
856 if (!device
->style
&& !device
->exStyle
)
859 style
= GetWindowLongW(window
, GWL_STYLE
);
860 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
862 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
863 * application, and we want to ignore them in the test below, since it's
864 * not the application's fault that they changed. Additionally, we want to
865 * preserve the current status of these flags (i.e. don't restore them) to
866 * more closely emulate the behavior of Direct3D, which leaves these flags
867 * alone when returning to windowed mode. */
868 device
->style
^= (device
->style
^ style
) & WS_VISIBLE
;
869 device
->exStyle
^= (device
->exStyle
^ exstyle
) & WS_EX_TOPMOST
;
871 TRACE("Restoring window style of window %p to %08x, %08x.\n",
872 window
, device
->style
, device
->exStyle
);
874 filter_messages
= device
->filter_messages
;
875 device
->filter_messages
= TRUE
;
877 /* Only restore the style if the application didn't modify it during the
878 * fullscreen phase. Some applications change it before calling Reset()
879 * when switching between windowed and fullscreen modes (HL2), some
880 * depend on the original style (Eve Online). */
881 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
883 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
884 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
890 window_pos_flags
|= (SWP_NOMOVE
| SWP_NOSIZE
);
891 SetWindowPos(window
, 0, rect
.left
, rect
.top
,
892 rect
.right
- rect
.left
, rect
.bottom
- rect
.top
, window_pos_flags
);
894 device
->filter_messages
= filter_messages
;
896 /* Delete the old values. */
901 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
903 TRACE("device %p, window %p.\n", device
, window
);
905 if (!wined3d_register_window(window
, device
))
907 ERR("Failed to register window %p.\n", window
);
911 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
912 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
917 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
919 TRACE("device %p.\n", device
);
921 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
922 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
925 static void device_init_swapchain_state(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
927 BOOL ds_enable
= !!swapchain
->desc
.enable_auto_depth_stencil
;
930 if (device
->fb
.render_targets
)
932 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
934 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
936 if (device
->back_buffer_view
)
937 wined3d_device_set_rendertarget_view(device
, 0, device
->back_buffer_view
, TRUE
);
940 wined3d_device_set_depth_stencil_view(device
, ds_enable
? device
->auto_depth_stencil_view
: NULL
);
941 wined3d_device_set_render_state(device
, WINED3D_RS_ZENABLE
, ds_enable
);
944 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
945 struct wined3d_swapchain_desc
*swapchain_desc
)
947 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
948 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
949 struct wined3d_swapchain
*swapchain
= NULL
;
950 struct wined3d_context
*context
;
951 DWORD clear_flags
= 0;
954 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
956 if (device
->d3d_initialized
)
957 return WINED3DERR_INVALIDCALL
;
958 if (device
->wined3d
->flags
& WINED3D_NO3D
)
959 return WINED3DERR_INVALIDCALL
;
961 if (!(device
->fb
.render_targets
= wined3d_calloc(gl_info
->limits
.buffers
, sizeof(*device
->fb
.render_targets
))))
962 return E_OUTOFMEMORY
;
964 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
965 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
967 TRACE("Shader private data couldn't be allocated\n");
970 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
972 TRACE("Blitter private data couldn't be allocated\n");
976 /* Setup the implicit swapchain. This also initializes a context. */
977 TRACE("Creating implicit swapchain\n");
978 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
979 swapchain_desc
, &swapchain
);
982 WARN("Failed to create implicit swapchain\n");
986 if (swapchain_desc
->backbuffer_count
)
988 struct wined3d_resource
*back_buffer
= &swapchain
->back_buffers
[0]->resource
;
989 struct wined3d_view_desc view_desc
;
991 view_desc
.format_id
= back_buffer
->format
->id
;
993 view_desc
.u
.texture
.level_idx
= 0;
994 view_desc
.u
.texture
.level_count
= 1;
995 view_desc
.u
.texture
.layer_idx
= 0;
996 view_desc
.u
.texture
.layer_count
= 1;
997 if (FAILED(hr
= wined3d_rendertarget_view_create(&view_desc
, back_buffer
,
998 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
1000 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
1005 device
->swapchain_count
= 1;
1006 if (!(device
->swapchains
= wined3d_calloc(device
->swapchain_count
, sizeof(*device
->swapchains
))))
1008 ERR("Out of memory!\n");
1011 device
->swapchains
[0] = swapchain
;
1012 device_init_swapchain_state(device
, swapchain
);
1014 context
= context_acquire(device
, NULL
);
1016 create_dummy_textures(device
, context
);
1017 create_default_samplers(device
, context
);
1019 device
->contexts
[0]->last_was_rhw
= 0;
1021 TRACE("All defaults now set up, leaving 3D init.\n");
1023 context_release(context
);
1025 /* Clear the screen */
1026 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1027 clear_flags
|= WINED3DCLEAR_TARGET
;
1028 if (swapchain_desc
->enable_auto_depth_stencil
)
1029 clear_flags
|= WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
;
1031 wined3d_device_clear(device
, 0, NULL
, clear_flags
, &black
, 1.0f
, 0);
1033 device
->d3d_initialized
= TRUE
;
1035 if (wined3d_settings
.logo
)
1036 device_load_logo(device
, wined3d_settings
.logo
);
1040 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1041 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1042 device
->swapchain_count
= 0;
1043 if (device
->back_buffer_view
)
1044 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
1046 wined3d_swapchain_decref(swapchain
);
1047 if (device
->blit_priv
)
1048 device
->blitter
->free_private(device
);
1049 if (device
->shader_priv
)
1050 device
->shader_backend
->shader_free_private(device
);
1055 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1056 struct wined3d_swapchain_desc
*swapchain_desc
)
1058 struct wined3d_swapchain
*swapchain
= NULL
;
1061 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1063 /* Setup the implicit swapchain */
1064 TRACE("Creating implicit swapchain\n");
1065 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1066 swapchain_desc
, &swapchain
);
1069 WARN("Failed to create implicit swapchain\n");
1073 device
->swapchain_count
= 1;
1074 if (!(device
->swapchains
= wined3d_calloc(device
->swapchain_count
, sizeof(*device
->swapchains
))))
1076 ERR("Out of memory!\n");
1079 device
->swapchains
[0] = swapchain
;
1083 wined3d_swapchain_decref(swapchain
);
1087 static void device_free_sampler(struct wine_rb_entry
*entry
, void *context
)
1089 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
1091 wined3d_sampler_decref(sampler
);
1094 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1096 struct wined3d_resource
*resource
, *cursor
;
1097 const struct wined3d_gl_info
*gl_info
;
1098 struct wined3d_context
*context
;
1101 TRACE("device %p.\n", device
);
1103 if (!device
->d3d_initialized
)
1104 return WINED3DERR_INVALIDCALL
;
1106 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1107 * it was created. Thus make sure a context is active for the glDelete* calls
1109 context
= context_acquire(device
, NULL
);
1110 gl_info
= context
->gl_info
;
1112 if (device
->logo_texture
)
1113 wined3d_texture_decref(device
->logo_texture
);
1114 if (device
->cursor_texture
)
1115 wined3d_texture_decref(device
->cursor_texture
);
1117 state_unbind_resources(&device
->state
);
1119 /* Unload resources */
1120 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1122 TRACE("Unloading resource %p.\n", resource
);
1123 wined3d_cs_emit_unload_resource(device
->cs
, resource
);
1126 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
1128 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1129 * private data, it might contain opengl pointers
1131 if (device
->depth_blt_texture
)
1133 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
1134 device
->depth_blt_texture
= 0;
1137 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1138 device
->blitter
->free_private(device
);
1139 device
->shader_backend
->shader_free_private(device
);
1140 destroy_dummy_textures(device
, context
);
1141 destroy_default_samplers(device
, context
);
1143 context_release(context
);
1145 if (device
->fb
.depth_stencil
)
1147 struct wined3d_rendertarget_view
*view
= device
->fb
.depth_stencil
;
1149 TRACE("Releasing depth/stencil view %p.\n", view
);
1151 device
->fb
.depth_stencil
= NULL
;
1152 wined3d_rendertarget_view_decref(view
);
1155 if (device
->auto_depth_stencil_view
)
1157 struct wined3d_rendertarget_view
*view
= device
->auto_depth_stencil_view
;
1159 device
->auto_depth_stencil_view
= NULL
;
1160 if (wined3d_rendertarget_view_decref(view
))
1161 ERR("Something's still holding the auto depth/stencil view (%p).\n", view
);
1164 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1166 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
1168 if (device
->back_buffer_view
)
1170 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
1171 device
->back_buffer_view
= NULL
;
1174 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1176 TRACE("Releasing the implicit swapchain %u.\n", i
);
1177 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1178 FIXME("Something's still holding the implicit swapchain.\n");
1181 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1182 device
->swapchains
= NULL
;
1183 device
->swapchain_count
= 0;
1185 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1186 device
->fb
.render_targets
= NULL
;
1188 device
->d3d_initialized
= FALSE
;
1193 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1197 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1199 TRACE("Releasing the implicit swapchain %u.\n", i
);
1200 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1201 FIXME("Something's still holding the implicit swapchain.\n");
1204 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1205 device
->swapchains
= NULL
;
1206 device
->swapchain_count
= 0;
1210 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1211 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1212 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1214 * There is no way to deactivate thread safety once it is enabled.
1216 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1218 TRACE("device %p.\n", device
);
1220 /* For now just store the flag (needed in case of ddraw). */
1221 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1224 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1226 TRACE("device %p.\n", device
);
1228 TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
1229 wine_dbgstr_longlong(device
->adapter
->vram_bytes
),
1230 wine_dbgstr_longlong(device
->adapter
->vram_bytes_used
),
1231 wine_dbgstr_longlong(device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
));
1233 return min(UINT_MAX
, device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
);
1236 void CDECL
wined3d_device_set_stream_output(struct wined3d_device
*device
, UINT idx
,
1237 struct wined3d_buffer
*buffer
, UINT offset
)
1239 struct wined3d_stream_output
*stream
;
1240 struct wined3d_buffer
*prev_buffer
;
1242 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device
, idx
, buffer
, offset
);
1244 if (idx
>= MAX_STREAM_OUT
)
1246 WARN("Invalid stream output %u.\n", idx
);
1250 stream
= &device
->update_state
->stream_output
[idx
];
1251 prev_buffer
= stream
->buffer
;
1254 wined3d_buffer_incref(buffer
);
1255 stream
->buffer
= buffer
;
1256 stream
->offset
= offset
;
1257 if (!device
->recording
)
1258 wined3d_cs_emit_set_stream_output(device
->cs
, idx
, buffer
, offset
);
1260 wined3d_buffer_decref(prev_buffer
);
1263 struct wined3d_buffer
* CDECL
wined3d_device_get_stream_output(struct wined3d_device
*device
,
1264 UINT idx
, UINT
*offset
)
1266 TRACE("device %p, idx %u, offset %p.\n", device
, idx
, offset
);
1268 if (idx
>= MAX_STREAM_OUT
)
1270 WARN("Invalid stream output %u.\n", idx
);
1275 *offset
= device
->state
.stream_output
[idx
].offset
;
1276 return device
->state
.stream_output
[idx
].buffer
;
1279 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1280 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1282 struct wined3d_stream_state
*stream
;
1283 struct wined3d_buffer
*prev_buffer
;
1285 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1286 device
, stream_idx
, buffer
, offset
, stride
);
1288 if (stream_idx
>= MAX_STREAMS
)
1290 WARN("Stream index %u out of range.\n", stream_idx
);
1291 return WINED3DERR_INVALIDCALL
;
1293 else if (offset
& 0x3)
1295 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1296 return WINED3DERR_INVALIDCALL
;
1299 stream
= &device
->update_state
->streams
[stream_idx
];
1300 prev_buffer
= stream
->buffer
;
1302 if (device
->recording
)
1303 device
->recording
->changed
.streamSource
|= 1u << stream_idx
;
1305 if (prev_buffer
== buffer
1306 && stream
->stride
== stride
1307 && stream
->offset
== offset
)
1309 TRACE("Application is setting the old values over, nothing to do.\n");
1313 stream
->buffer
= buffer
;
1316 stream
->stride
= stride
;
1317 stream
->offset
= offset
;
1318 wined3d_buffer_incref(buffer
);
1321 if (!device
->recording
)
1322 wined3d_cs_emit_set_stream_source(device
->cs
, stream_idx
, buffer
, offset
, stride
);
1324 wined3d_buffer_decref(prev_buffer
);
1329 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1330 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1332 const struct wined3d_stream_state
*stream
;
1334 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1335 device
, stream_idx
, buffer
, offset
, stride
);
1337 if (stream_idx
>= MAX_STREAMS
)
1339 WARN("Stream index %u out of range.\n", stream_idx
);
1340 return WINED3DERR_INVALIDCALL
;
1343 stream
= &device
->state
.streams
[stream_idx
];
1344 *buffer
= stream
->buffer
;
1346 *offset
= stream
->offset
;
1347 *stride
= stream
->stride
;
1352 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1354 struct wined3d_stream_state
*stream
;
1355 UINT old_flags
, old_freq
;
1357 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1359 /* Verify input. At least in d3d9 this is invalid. */
1360 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1362 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1363 return WINED3DERR_INVALIDCALL
;
1365 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1367 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1368 return WINED3DERR_INVALIDCALL
;
1372 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1373 return WINED3DERR_INVALIDCALL
;
1376 stream
= &device
->update_state
->streams
[stream_idx
];
1377 old_flags
= stream
->flags
;
1378 old_freq
= stream
->frequency
;
1380 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1381 stream
->frequency
= divider
& 0x7fffff;
1383 if (device
->recording
)
1384 device
->recording
->changed
.streamFreq
|= 1u << stream_idx
;
1385 else if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1386 wined3d_cs_emit_set_stream_source_freq(device
->cs
, stream_idx
, stream
->frequency
, stream
->flags
);
1391 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1392 UINT stream_idx
, UINT
*divider
)
1394 const struct wined3d_stream_state
*stream
;
1396 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1398 stream
= &device
->state
.streams
[stream_idx
];
1399 *divider
= stream
->flags
| stream
->frequency
;
1401 TRACE("Returning %#x.\n", *divider
);
1406 void CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1407 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1409 TRACE("device %p, state %s, matrix %p.\n",
1410 device
, debug_d3dtstype(d3dts
), matrix
);
1411 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_11
, matrix
->_12
, matrix
->_13
, matrix
->_14
);
1412 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_21
, matrix
->_22
, matrix
->_23
, matrix
->_24
);
1413 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_31
, matrix
->_32
, matrix
->_33
, matrix
->_34
);
1414 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_41
, matrix
->_42
, matrix
->_43
, matrix
->_44
);
1416 /* Handle recording of state blocks. */
1417 if (device
->recording
)
1419 TRACE("Recording... not performing anything.\n");
1420 device
->recording
->changed
.transform
[d3dts
>> 5] |= 1u << (d3dts
& 0x1f);
1421 device
->update_state
->transforms
[d3dts
] = *matrix
;
1425 /* If the new matrix is the same as the current one,
1426 * we cut off any further processing. this seems to be a reasonable
1427 * optimization because as was noticed, some apps (warcraft3 for example)
1428 * tend towards setting the same matrix repeatedly for some reason.
1430 * From here on we assume that the new matrix is different, wherever it matters. */
1431 if (!memcmp(&device
->state
.transforms
[d3dts
], matrix
, sizeof(*matrix
)))
1433 TRACE("The application is setting the same matrix over again.\n");
1437 device
->state
.transforms
[d3dts
] = *matrix
;
1438 wined3d_cs_emit_set_transform(device
->cs
, d3dts
, matrix
);
1441 void CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1442 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1444 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1446 *matrix
= device
->state
.transforms
[state
];
1449 void CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1450 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1452 const struct wined3d_matrix
*mat
;
1453 struct wined3d_matrix temp
;
1455 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1457 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1458 * below means it will be recorded in a state block change, but it
1459 * works regardless where it is recorded.
1460 * If this is found to be wrong, change to StateBlock. */
1461 if (state
> HIGHEST_TRANSFORMSTATE
)
1463 WARN("Unhandled transform state %#x.\n", state
);
1467 mat
= &device
->update_state
->transforms
[state
];
1468 multiply_matrix(&temp
, mat
, matrix
);
1470 /* Apply change via set transform - will reapply to eg. lights this way. */
1471 wined3d_device_set_transform(device
, state
, &temp
);
1474 /* Note lights are real special cases. Although the device caps state only
1475 * e.g. 8 are supported, you can reference any indexes you want as long as
1476 * that number max are enabled at any one point in time. Therefore since the
1477 * indices can be anything, we need a hashmap of them. However, this causes
1478 * stateblock problems. When capturing the state block, I duplicate the
1479 * hashmap, but when recording, just build a chain pretty much of commands to
1481 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1482 UINT light_idx
, const struct wined3d_light
*light
)
1484 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1485 struct wined3d_light_info
*object
= NULL
;
1489 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1491 /* Check the parameter range. Need for speed most wanted sets junk lights
1492 * which confuse the GL driver. */
1494 return WINED3DERR_INVALIDCALL
;
1496 switch (light
->type
)
1498 case WINED3D_LIGHT_POINT
:
1499 case WINED3D_LIGHT_SPOT
:
1500 case WINED3D_LIGHT_GLSPOT
:
1501 /* Incorrect attenuation values can cause the gl driver to crash.
1502 * Happens with Need for speed most wanted. */
1503 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1505 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1506 return WINED3DERR_INVALIDCALL
;
1510 case WINED3D_LIGHT_DIRECTIONAL
:
1511 case WINED3D_LIGHT_PARALLELPOINT
:
1512 /* Ignores attenuation */
1516 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1517 return WINED3DERR_INVALIDCALL
;
1520 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1522 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1523 if (object
->OriginalIndex
== light_idx
)
1530 TRACE("Adding new light\n");
1531 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1533 return E_OUTOFMEMORY
;
1535 list_add_head(&device
->update_state
->light_map
[hash_idx
], &object
->entry
);
1536 object
->glIndex
= -1;
1537 object
->OriginalIndex
= light_idx
;
1540 /* Initialize the object. */
1541 TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
1542 "position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
1543 "range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
1544 light_idx
, light
->type
, debug_color(&light
->diffuse
),
1545 debug_color(&light
->specular
), debug_color(&light
->ambient
),
1546 light
->position
.x
, light
->position
.y
, light
->position
.z
,
1547 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
,
1548 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1550 /* Update the live definitions if the light is currently assigned a glIndex. */
1551 if (object
->glIndex
!= -1 && !device
->recording
)
1553 if (object
->OriginalParms
.type
!= light
->type
)
1554 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1555 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
1558 /* Save away the information. */
1559 object
->OriginalParms
= *light
;
1561 switch (light
->type
)
1563 case WINED3D_LIGHT_POINT
:
1565 object
->position
.x
= light
->position
.x
;
1566 object
->position
.y
= light
->position
.y
;
1567 object
->position
.z
= light
->position
.z
;
1568 object
->position
.w
= 1.0f
;
1569 object
->cutoff
= 180.0f
;
1573 case WINED3D_LIGHT_DIRECTIONAL
:
1575 object
->direction
.x
= -light
->direction
.x
;
1576 object
->direction
.y
= -light
->direction
.y
;
1577 object
->direction
.z
= -light
->direction
.z
;
1578 object
->direction
.w
= 0.0f
;
1579 object
->exponent
= 0.0f
;
1580 object
->cutoff
= 180.0f
;
1583 case WINED3D_LIGHT_SPOT
:
1585 object
->position
.x
= light
->position
.x
;
1586 object
->position
.y
= light
->position
.y
;
1587 object
->position
.z
= light
->position
.z
;
1588 object
->position
.w
= 1.0f
;
1591 object
->direction
.x
= light
->direction
.x
;
1592 object
->direction
.y
= light
->direction
.y
;
1593 object
->direction
.z
= light
->direction
.z
;
1594 object
->direction
.w
= 0.0f
;
1596 /* opengl-ish and d3d-ish spot lights use too different models
1597 * for the light "intensity" as a function of the angle towards
1598 * the main light direction, so we only can approximate very
1599 * roughly. However, spot lights are rather rarely used in games
1600 * (if ever used at all). Furthermore if still used, probably
1601 * nobody pays attention to such details. */
1602 if (!light
->falloff
)
1604 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1605 * equations have the falloff resp. exponent parameter as an
1606 * exponent, so the spot light lighting will always be 1.0 for
1607 * both of them, and we don't have to care for the rest of the
1608 * rather complex calculation. */
1609 object
->exponent
= 0.0f
;
1613 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
1616 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
1619 if (object
->exponent
> 128.0f
)
1620 object
->exponent
= 128.0f
;
1622 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
1626 case WINED3D_LIGHT_PARALLELPOINT
:
1627 object
->position
.x
= light
->position
.x
;
1628 object
->position
.y
= light
->position
.y
;
1629 object
->position
.z
= light
->position
.z
;
1630 object
->position
.w
= 1.0f
;
1634 FIXME("Unrecognized light type %#x.\n", light
->type
);
1640 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
1641 UINT light_idx
, struct wined3d_light
*light
)
1643 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1644 struct wined3d_light_info
*light_info
= NULL
;
1647 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1649 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1651 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1652 if (light_info
->OriginalIndex
== light_idx
)
1659 TRACE("Light information requested but light not defined\n");
1660 return WINED3DERR_INVALIDCALL
;
1663 *light
= light_info
->OriginalParms
;
1667 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
1669 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1670 struct wined3d_light_info
*light_info
= NULL
;
1673 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
1675 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1677 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1678 if (light_info
->OriginalIndex
== light_idx
)
1682 TRACE("Found light %p.\n", light_info
);
1684 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1687 TRACE("Light enabled requested but light not defined, so defining one!\n");
1688 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
1690 /* Search for it again! Should be fairly quick as near head of list. */
1691 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1693 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1694 if (light_info
->OriginalIndex
== light_idx
)
1700 FIXME("Adding default lights has failed dismally\n");
1701 return WINED3DERR_INVALIDCALL
;
1707 if (light_info
->glIndex
!= -1)
1709 if (!device
->recording
)
1711 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1712 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1715 device
->update_state
->lights
[light_info
->glIndex
] = NULL
;
1716 light_info
->glIndex
= -1;
1720 TRACE("Light already disabled, nothing to do\n");
1722 light_info
->enabled
= FALSE
;
1726 light_info
->enabled
= TRUE
;
1727 if (light_info
->glIndex
!= -1)
1729 TRACE("Nothing to do as light was enabled\n");
1734 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1735 /* Find a free GL light. */
1736 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
1738 if (!device
->update_state
->lights
[i
])
1740 device
->update_state
->lights
[i
] = light_info
;
1741 light_info
->glIndex
= i
;
1745 if (light_info
->glIndex
== -1)
1747 /* Our tests show that Windows returns D3D_OK in this situation, even with
1748 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
1749 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
1750 * as well for those lights.
1752 * TODO: Test how this affects rendering. */
1753 WARN("Too many concurrently active lights\n");
1757 /* i == light_info->glIndex */
1758 if (!device
->recording
)
1760 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1761 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
1769 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
1771 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1772 struct wined3d_light_info
*light_info
= NULL
;
1775 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
1777 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1779 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1780 if (light_info
->OriginalIndex
== light_idx
)
1787 TRACE("Light enabled state requested but light not defined.\n");
1788 return WINED3DERR_INVALIDCALL
;
1790 /* true is 128 according to SetLightEnable */
1791 *enable
= light_info
->enabled
? 128 : 0;
1795 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
,
1796 UINT plane_idx
, const struct wined3d_vec4
*plane
)
1798 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1800 /* Validate plane_idx. */
1801 if (plane_idx
>= device
->adapter
->gl_info
.limits
.user_clip_distances
)
1803 TRACE("Application has requested clipplane this device doesn't support.\n");
1804 return WINED3DERR_INVALIDCALL
;
1807 if (device
->recording
)
1808 device
->recording
->changed
.clipplane
|= 1u << plane_idx
;
1810 if (!memcmp(&device
->update_state
->clip_planes
[plane_idx
], plane
, sizeof(*plane
)))
1812 TRACE("Application is setting old values over, nothing to do.\n");
1816 device
->update_state
->clip_planes
[plane_idx
] = *plane
;
1818 if (!device
->recording
)
1819 wined3d_cs_emit_set_clip_plane(device
->cs
, plane_idx
, plane
);
1824 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
,
1825 UINT plane_idx
, struct wined3d_vec4
*plane
)
1827 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1829 /* Validate plane_idx. */
1830 if (plane_idx
>= device
->adapter
->gl_info
.limits
.user_clip_distances
)
1832 TRACE("Application has requested clipplane this device doesn't support.\n");
1833 return WINED3DERR_INVALIDCALL
;
1836 *plane
= device
->state
.clip_planes
[plane_idx
];
1841 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
1842 const struct wined3d_clip_status
*clip_status
)
1844 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1847 return WINED3DERR_INVALIDCALL
;
1852 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
1853 struct wined3d_clip_status
*clip_status
)
1855 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1858 return WINED3DERR_INVALIDCALL
;
1863 void CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
1865 TRACE("device %p, material %p.\n", device
, material
);
1867 device
->update_state
->material
= *material
;
1869 if (device
->recording
)
1870 device
->recording
->changed
.material
= TRUE
;
1872 wined3d_cs_emit_set_material(device
->cs
, material
);
1875 void CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
1877 TRACE("device %p, material %p.\n", device
, material
);
1879 *material
= device
->state
.material
;
1881 TRACE("diffuse %s\n", debug_color(&material
->diffuse
));
1882 TRACE("ambient %s\n", debug_color(&material
->ambient
));
1883 TRACE("specular %s\n", debug_color(&material
->specular
));
1884 TRACE("emissive %s\n", debug_color(&material
->emissive
));
1885 TRACE("power %.8e.\n", material
->power
);
1888 void CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
1889 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
, unsigned int offset
)
1891 enum wined3d_format_id prev_format
;
1892 struct wined3d_buffer
*prev_buffer
;
1893 unsigned int prev_offset
;
1895 TRACE("device %p, buffer %p, format %s, offset %u.\n",
1896 device
, buffer
, debug_d3dformat(format_id
), offset
);
1898 prev_buffer
= device
->update_state
->index_buffer
;
1899 prev_format
= device
->update_state
->index_format
;
1900 prev_offset
= device
->update_state
->index_offset
;
1902 device
->update_state
->index_buffer
= buffer
;
1903 device
->update_state
->index_format
= format_id
;
1904 device
->update_state
->index_offset
= offset
;
1906 if (device
->recording
)
1907 device
->recording
->changed
.indices
= TRUE
;
1909 if (prev_buffer
== buffer
&& prev_format
== format_id
&& prev_offset
== offset
)
1913 wined3d_buffer_incref(buffer
);
1914 if (!device
->recording
)
1915 wined3d_cs_emit_set_index_buffer(device
->cs
, buffer
, format_id
, offset
);
1917 wined3d_buffer_decref(prev_buffer
);
1920 struct wined3d_buffer
* CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
,
1921 enum wined3d_format_id
*format
, unsigned int *offset
)
1923 TRACE("device %p, format %p, offset %p.\n", device
, format
, offset
);
1925 *format
= device
->state
.index_format
;
1927 *offset
= device
->state
.index_offset
;
1928 return device
->state
.index_buffer
;
1931 void CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
1933 TRACE("device %p, base_index %d.\n", device
, base_index
);
1935 device
->update_state
->base_vertex_index
= base_index
;
1938 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
1940 TRACE("device %p.\n", device
);
1942 return device
->state
.base_vertex_index
;
1945 void CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
1947 TRACE("device %p, viewport %p.\n", device
, viewport
);
1948 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
1949 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
1951 device
->update_state
->viewport
= *viewport
;
1953 /* Handle recording of state blocks */
1954 if (device
->recording
)
1956 TRACE("Recording... not performing anything\n");
1957 device
->recording
->changed
.viewport
= TRUE
;
1961 wined3d_cs_emit_set_viewport(device
->cs
, viewport
);
1964 void CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
1966 TRACE("device %p, viewport %p.\n", device
, viewport
);
1968 *viewport
= device
->state
.viewport
;
1971 static void resolve_depth_buffer(struct wined3d_state
*state
)
1973 struct wined3d_texture
*dst_texture
= state
->textures
[0];
1974 struct wined3d_rendertarget_view
*src_view
;
1975 RECT src_rect
, dst_rect
;
1977 if (!dst_texture
|| dst_texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
1978 || !(dst_texture
->resource
.format_flags
& WINED3DFMT_FLAG_DEPTH
))
1981 if (!(src_view
= state
->fb
->depth_stencil
))
1983 if (src_view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
1985 FIXME("Not supported on buffer resources.\n");
1989 SetRect(&dst_rect
, 0, 0, dst_texture
->resource
.width
, dst_texture
->resource
.height
);
1990 SetRect(&src_rect
, 0, 0, src_view
->width
, src_view
->height
);
1991 wined3d_texture_blt(dst_texture
, 0, &dst_rect
, texture_from_resource(src_view
->resource
),
1992 src_view
->sub_resource_idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
);
1995 void CDECL
wined3d_device_set_rasterizer_state(struct wined3d_device
*device
,
1996 struct wined3d_rasterizer_state
*rasterizer_state
)
1998 struct wined3d_rasterizer_state
*prev
;
2000 TRACE("device %p, rasterizer_state %p.\n", device
, rasterizer_state
);
2002 prev
= device
->update_state
->rasterizer_state
;
2003 if (prev
== rasterizer_state
)
2006 if (rasterizer_state
)
2007 wined3d_rasterizer_state_incref(rasterizer_state
);
2008 device
->update_state
->rasterizer_state
= rasterizer_state
;
2009 wined3d_cs_emit_set_rasterizer_state(device
->cs
, rasterizer_state
);
2011 wined3d_rasterizer_state_decref(prev
);
2014 struct wined3d_rasterizer_state
* CDECL
wined3d_device_get_rasterizer_state(struct wined3d_device
*device
)
2016 TRACE("device %p.\n", device
);
2018 return device
->state
.rasterizer_state
;
2021 void CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2022 enum wined3d_render_state state
, DWORD value
)
2026 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2028 if (state
> WINEHIGHEST_RENDER_STATE
)
2030 WARN("Unhandled render state %#x.\n", state
);
2034 old_value
= device
->state
.render_states
[state
];
2035 device
->update_state
->render_states
[state
] = value
;
2037 /* Handle recording of state blocks. */
2038 if (device
->recording
)
2040 TRACE("Recording... not performing anything.\n");
2041 device
->recording
->changed
.renderState
[state
>> 5] |= 1u << (state
& 0x1f);
2045 /* Compared here and not before the assignment to allow proper stateblock recording. */
2046 if (value
== old_value
)
2047 TRACE("Application is setting the old value over, nothing to do.\n");
2049 wined3d_cs_emit_set_render_state(device
->cs
, state
, value
);
2051 if (state
== WINED3D_RS_POINTSIZE
&& value
== WINED3D_RESZ_CODE
)
2053 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
2054 resolve_depth_buffer(&device
->state
);
2058 DWORD CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
, enum wined3d_render_state state
)
2060 TRACE("device %p, state %s (%#x).\n", device
, debug_d3drenderstate(state
), state
);
2062 return device
->state
.render_states
[state
];
2065 void CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2066 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
2070 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2071 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2073 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2074 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2076 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
2078 WARN("Invalid sampler %u.\n", sampler_idx
);
2079 return; /* Windows accepts overflowing this array ... we do not. */
2082 old_value
= device
->state
.sampler_states
[sampler_idx
][state
];
2083 device
->update_state
->sampler_states
[sampler_idx
][state
] = value
;
2085 /* Handle recording of state blocks. */
2086 if (device
->recording
)
2088 TRACE("Recording... not performing anything.\n");
2089 device
->recording
->changed
.samplerState
[sampler_idx
] |= 1u << state
;
2093 if (old_value
== value
)
2095 TRACE("Application is setting the old value over, nothing to do.\n");
2099 wined3d_cs_emit_set_sampler_state(device
->cs
, sampler_idx
, state
, value
);
2102 DWORD CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2103 UINT sampler_idx
, enum wined3d_sampler_state state
)
2105 TRACE("device %p, sampler_idx %u, state %s.\n",
2106 device
, sampler_idx
, debug_d3dsamplerstate(state
));
2108 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2109 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2111 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
2113 WARN("Invalid sampler %u.\n", sampler_idx
);
2114 return 0; /* Windows accepts overflowing this array ... we do not. */
2117 return device
->state
.sampler_states
[sampler_idx
][state
];
2120 void CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2122 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2124 if (device
->recording
)
2125 device
->recording
->changed
.scissorRect
= TRUE
;
2127 if (EqualRect(&device
->update_state
->scissor_rect
, rect
))
2129 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2132 CopyRect(&device
->update_state
->scissor_rect
, rect
);
2134 if (device
->recording
)
2136 TRACE("Recording... not performing anything.\n");
2140 wined3d_cs_emit_set_scissor_rect(device
->cs
, rect
);
2143 void CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2145 TRACE("device %p, rect %p.\n", device
, rect
);
2147 *rect
= device
->state
.scissor_rect
;
2148 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2151 void CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2152 struct wined3d_vertex_declaration
*declaration
)
2154 struct wined3d_vertex_declaration
*prev
= device
->update_state
->vertex_declaration
;
2156 TRACE("device %p, declaration %p.\n", device
, declaration
);
2158 if (device
->recording
)
2159 device
->recording
->changed
.vertexDecl
= TRUE
;
2161 if (declaration
== prev
)
2165 wined3d_vertex_declaration_incref(declaration
);
2166 device
->update_state
->vertex_declaration
= declaration
;
2167 if (!device
->recording
)
2168 wined3d_cs_emit_set_vertex_declaration(device
->cs
, declaration
);
2170 wined3d_vertex_declaration_decref(prev
);
2173 struct wined3d_vertex_declaration
* CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
)
2175 TRACE("device %p.\n", device
);
2177 return device
->state
.vertex_declaration
;
2180 void CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2182 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
2184 TRACE("device %p, shader %p.\n", device
, shader
);
2186 if (device
->recording
)
2187 device
->recording
->changed
.vertexShader
= TRUE
;
2193 wined3d_shader_incref(shader
);
2194 device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = shader
;
2195 if (!device
->recording
)
2196 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_VERTEX
, shader
);
2198 wined3d_shader_decref(prev
);
2201 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2203 TRACE("device %p.\n", device
);
2205 return device
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
];
2208 static void wined3d_device_set_constant_buffer(struct wined3d_device
*device
,
2209 enum wined3d_shader_type type
, UINT idx
, struct wined3d_buffer
*buffer
)
2211 struct wined3d_buffer
*prev
;
2213 if (idx
>= MAX_CONSTANT_BUFFERS
)
2215 WARN("Invalid constant buffer index %u.\n", idx
);
2219 prev
= device
->update_state
->cb
[type
][idx
];
2224 wined3d_buffer_incref(buffer
);
2225 device
->update_state
->cb
[type
][idx
] = buffer
;
2226 if (!device
->recording
)
2227 wined3d_cs_emit_set_constant_buffer(device
->cs
, type
, idx
, buffer
);
2229 wined3d_buffer_decref(prev
);
2232 void CDECL
wined3d_device_set_vs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2234 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2236 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, buffer
);
2239 struct wined3d_buffer
* CDECL
wined3d_device_get_vs_cb(const struct wined3d_device
*device
, UINT idx
)
2241 TRACE("device %p, idx %u.\n", device
, idx
);
2243 if (idx
>= MAX_CONSTANT_BUFFERS
)
2245 WARN("Invalid constant buffer index %u.\n", idx
);
2249 return device
->state
.cb
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2252 static void wined3d_device_set_shader_resource_view(struct wined3d_device
*device
,
2253 enum wined3d_shader_type type
, UINT idx
, struct wined3d_shader_resource_view
*view
)
2255 struct wined3d_shader_resource_view
*prev
;
2257 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2259 WARN("Invalid view index %u.\n", idx
);
2263 prev
= device
->update_state
->shader_resource_view
[type
][idx
];
2268 wined3d_shader_resource_view_incref(view
);
2269 device
->update_state
->shader_resource_view
[type
][idx
] = view
;
2270 if (!device
->recording
)
2271 wined3d_cs_emit_set_shader_resource_view(device
->cs
, type
, idx
, view
);
2273 wined3d_shader_resource_view_decref(prev
);
2276 void CDECL
wined3d_device_set_vs_resource_view(struct wined3d_device
*device
,
2277 UINT idx
, struct wined3d_shader_resource_view
*view
)
2279 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2281 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, view
);
2284 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_vs_resource_view(const struct wined3d_device
*device
,
2287 TRACE("device %p, idx %u.\n", device
, idx
);
2289 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2291 WARN("Invalid view index %u.\n", idx
);
2295 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2298 static void wined3d_device_set_sampler(struct wined3d_device
*device
,
2299 enum wined3d_shader_type type
, UINT idx
, struct wined3d_sampler
*sampler
)
2301 struct wined3d_sampler
*prev
;
2303 if (idx
>= MAX_SAMPLER_OBJECTS
)
2305 WARN("Invalid sampler index %u.\n", idx
);
2309 prev
= device
->update_state
->sampler
[type
][idx
];
2310 if (sampler
== prev
)
2314 wined3d_sampler_incref(sampler
);
2315 device
->update_state
->sampler
[type
][idx
] = sampler
;
2316 if (!device
->recording
)
2317 wined3d_cs_emit_set_sampler(device
->cs
, type
, idx
, sampler
);
2319 wined3d_sampler_decref(prev
);
2322 void CDECL
wined3d_device_set_vs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2324 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2326 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, sampler
);
2329 struct wined3d_sampler
* CDECL
wined3d_device_get_vs_sampler(const struct wined3d_device
*device
, UINT idx
)
2331 TRACE("device %p, idx %u.\n", device
, idx
);
2333 if (idx
>= MAX_SAMPLER_OBJECTS
)
2335 WARN("Invalid sampler index %u.\n", idx
);
2339 return device
->state
.sampler
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2342 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2343 unsigned int start_idx
, unsigned int count
, const BOOL
*constants
)
2347 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2348 device
, start_idx
, count
, constants
);
2350 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_B
)
2351 return WINED3DERR_INVALIDCALL
;
2353 if (count
> WINED3D_MAX_CONSTS_B
- start_idx
)
2354 count
= WINED3D_MAX_CONSTS_B
- start_idx
;
2355 memcpy(&device
->update_state
->vs_consts_b
[start_idx
], constants
, count
* sizeof(*constants
));
2358 for (i
= 0; i
< count
; ++i
)
2359 TRACE("Set BOOL constant %u to %#x.\n", start_idx
+ i
, constants
[i
]);
2362 if (device
->recording
)
2364 for (i
= start_idx
; i
< count
+ start_idx
; ++i
)
2365 device
->recording
->changed
.vertexShaderConstantsB
|= (1u << i
);
2369 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_VS_B
, start_idx
, count
, constants
);
2375 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2376 unsigned int start_idx
, unsigned int count
, BOOL
*constants
)
2378 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2379 device
, start_idx
, count
, constants
);
2381 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_B
)
2382 return WINED3DERR_INVALIDCALL
;
2384 if (count
> WINED3D_MAX_CONSTS_B
- start_idx
)
2385 count
= WINED3D_MAX_CONSTS_B
- start_idx
;
2386 memcpy(constants
, &device
->state
.vs_consts_b
[start_idx
], count
* sizeof(*constants
));
2391 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2392 unsigned int start_idx
, unsigned int count
, const struct wined3d_ivec4
*constants
)
2396 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2397 device
, start_idx
, count
, constants
);
2399 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_I
)
2400 return WINED3DERR_INVALIDCALL
;
2402 if (count
> WINED3D_MAX_CONSTS_I
- start_idx
)
2403 count
= WINED3D_MAX_CONSTS_I
- start_idx
;
2404 memcpy(&device
->update_state
->vs_consts_i
[start_idx
], constants
, count
* sizeof(*constants
));
2407 for (i
= 0; i
< count
; ++i
)
2408 TRACE("Set ivec4 constant %u to %s.\n", start_idx
+ i
, debug_ivec4(&constants
[i
]));
2411 if (device
->recording
)
2413 for (i
= start_idx
; i
< count
+ start_idx
; ++i
)
2414 device
->recording
->changed
.vertexShaderConstantsI
|= (1u << i
);
2418 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_VS_I
, start_idx
, count
, constants
);
2424 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2425 unsigned int start_idx
, unsigned int count
, struct wined3d_ivec4
*constants
)
2427 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2428 device
, start_idx
, count
, constants
);
2430 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_I
)
2431 return WINED3DERR_INVALIDCALL
;
2433 if (count
> WINED3D_MAX_CONSTS_I
- start_idx
)
2434 count
= WINED3D_MAX_CONSTS_I
- start_idx
;
2435 memcpy(constants
, &device
->state
.vs_consts_i
[start_idx
], count
* sizeof(*constants
));
2439 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2440 unsigned int start_idx
, unsigned int count
, const struct wined3d_vec4
*constants
)
2442 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2445 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2446 device
, start_idx
, count
, constants
);
2448 if (!constants
|| start_idx
>= d3d_info
->limits
.vs_uniform_count
2449 || count
> d3d_info
->limits
.vs_uniform_count
- start_idx
)
2450 return WINED3DERR_INVALIDCALL
;
2452 memcpy(&device
->update_state
->vs_consts_f
[start_idx
], constants
, count
* sizeof(*constants
));
2455 for (i
= 0; i
< count
; ++i
)
2456 TRACE("Set vec4 constant %u to %s.\n", start_idx
+ i
, debug_vec4(&constants
[i
]));
2459 if (device
->recording
)
2460 memset(&device
->recording
->changed
.vs_consts_f
[start_idx
], 1,
2461 count
* sizeof(*device
->recording
->changed
.vs_consts_f
));
2463 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_VS_F
, start_idx
, count
, constants
);
2468 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2469 unsigned int start_idx
, unsigned int count
, struct wined3d_vec4
*constants
)
2471 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2473 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2474 device
, start_idx
, count
, constants
);
2476 if (!constants
|| start_idx
>= d3d_info
->limits
.vs_uniform_count
2477 || count
> d3d_info
->limits
.vs_uniform_count
- start_idx
)
2478 return WINED3DERR_INVALIDCALL
;
2480 memcpy(constants
, &device
->state
.vs_consts_f
[start_idx
], count
* sizeof(*constants
));
2485 void CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2487 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2489 TRACE("device %p, shader %p.\n", device
, shader
);
2491 if (device
->recording
)
2492 device
->recording
->changed
.pixelShader
= TRUE
;
2498 wined3d_shader_incref(shader
);
2499 device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
] = shader
;
2500 if (!device
->recording
)
2501 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_PIXEL
, shader
);
2503 wined3d_shader_decref(prev
);
2506 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
2508 TRACE("device %p.\n", device
);
2510 return device
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
];
2513 void CDECL
wined3d_device_set_ps_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2515 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2517 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, buffer
);
2520 struct wined3d_buffer
* CDECL
wined3d_device_get_ps_cb(const struct wined3d_device
*device
, UINT idx
)
2522 TRACE("device %p, idx %u.\n", device
, idx
);
2524 if (idx
>= MAX_CONSTANT_BUFFERS
)
2526 WARN("Invalid constant buffer index %u.\n", idx
);
2530 return device
->state
.cb
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2533 void CDECL
wined3d_device_set_ps_resource_view(struct wined3d_device
*device
,
2534 UINT idx
, struct wined3d_shader_resource_view
*view
)
2536 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2538 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, view
);
2541 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_ps_resource_view(const struct wined3d_device
*device
,
2544 TRACE("device %p, idx %u.\n", device
, idx
);
2546 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2548 WARN("Invalid view index %u.\n", idx
);
2552 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2555 void CDECL
wined3d_device_set_ps_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2557 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2559 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, sampler
);
2562 struct wined3d_sampler
* CDECL
wined3d_device_get_ps_sampler(const struct wined3d_device
*device
, UINT idx
)
2564 TRACE("device %p, idx %u.\n", device
, idx
);
2566 if (idx
>= MAX_SAMPLER_OBJECTS
)
2568 WARN("Invalid sampler index %u.\n", idx
);
2572 return device
->state
.sampler
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2575 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
2576 unsigned int start_idx
, unsigned int count
, const BOOL
*constants
)
2580 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2581 device
, start_idx
, count
, constants
);
2583 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_B
)
2584 return WINED3DERR_INVALIDCALL
;
2586 if (count
> WINED3D_MAX_CONSTS_B
- start_idx
)
2587 count
= WINED3D_MAX_CONSTS_B
- start_idx
;
2588 memcpy(&device
->update_state
->ps_consts_b
[start_idx
], constants
, count
* sizeof(*constants
));
2591 for (i
= 0; i
< count
; ++i
)
2592 TRACE("Set BOOL constant %u to %#x.\n", start_idx
+ i
, constants
[i
]);
2595 if (device
->recording
)
2597 for (i
= start_idx
; i
< count
+ start_idx
; ++i
)
2598 device
->recording
->changed
.pixelShaderConstantsB
|= (1u << i
);
2602 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_PS_B
, start_idx
, count
, constants
);
2608 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
2609 unsigned int start_idx
, unsigned int count
, BOOL
*constants
)
2611 TRACE("device %p, start_idx %u, count %u,constants %p.\n",
2612 device
, start_idx
, count
, constants
);
2614 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_B
)
2615 return WINED3DERR_INVALIDCALL
;
2617 if (count
> WINED3D_MAX_CONSTS_B
- start_idx
)
2618 count
= WINED3D_MAX_CONSTS_B
- start_idx
;
2619 memcpy(constants
, &device
->state
.ps_consts_b
[start_idx
], count
* sizeof(*constants
));
2624 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
2625 unsigned int start_idx
, unsigned int count
, const struct wined3d_ivec4
*constants
)
2629 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2630 device
, start_idx
, count
, constants
);
2632 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_I
)
2633 return WINED3DERR_INVALIDCALL
;
2635 if (count
> WINED3D_MAX_CONSTS_I
- start_idx
)
2636 count
= WINED3D_MAX_CONSTS_I
- start_idx
;
2637 memcpy(&device
->update_state
->ps_consts_i
[start_idx
], constants
, count
* sizeof(*constants
));
2640 for (i
= 0; i
< count
; ++i
)
2641 TRACE("Set ivec4 constant %u to %s.\n", start_idx
+ i
, debug_ivec4(&constants
[i
]));
2644 if (device
->recording
)
2646 for (i
= start_idx
; i
< count
+ start_idx
; ++i
)
2647 device
->recording
->changed
.pixelShaderConstantsI
|= (1u << i
);
2651 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_PS_I
, start_idx
, count
, constants
);
2657 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
2658 unsigned int start_idx
, unsigned int count
, struct wined3d_ivec4
*constants
)
2660 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2661 device
, start_idx
, count
, constants
);
2663 if (!constants
|| start_idx
>= WINED3D_MAX_CONSTS_I
)
2664 return WINED3DERR_INVALIDCALL
;
2666 if (count
> WINED3D_MAX_CONSTS_I
- start_idx
)
2667 count
= WINED3D_MAX_CONSTS_I
- start_idx
;
2668 memcpy(constants
, &device
->state
.ps_consts_i
[start_idx
], count
* sizeof(*constants
));
2673 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
2674 unsigned int start_idx
, unsigned int count
, const struct wined3d_vec4
*constants
)
2676 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2679 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2680 device
, start_idx
, count
, constants
);
2682 if (!constants
|| start_idx
>= d3d_info
->limits
.ps_uniform_count
2683 || count
> d3d_info
->limits
.ps_uniform_count
- start_idx
)
2684 return WINED3DERR_INVALIDCALL
;
2686 memcpy(&device
->update_state
->ps_consts_f
[start_idx
], constants
, count
* sizeof(*constants
));
2689 for (i
= 0; i
< count
; ++i
)
2690 TRACE("Set vec4 constant %u to %s.\n", start_idx
+ i
, debug_vec4(&constants
[i
]));
2693 if (device
->recording
)
2694 memset(&device
->recording
->changed
.ps_consts_f
[start_idx
], 1,
2695 count
* sizeof(*device
->recording
->changed
.ps_consts_f
));
2697 wined3d_cs_push_constants(device
->cs
, WINED3D_PUSH_CONSTANTS_PS_F
, start_idx
, count
, constants
);
2702 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
2703 unsigned int start_idx
, unsigned int count
, struct wined3d_vec4
*constants
)
2705 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2707 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2708 device
, start_idx
, count
, constants
);
2710 if (!constants
|| start_idx
>= d3d_info
->limits
.ps_uniform_count
2711 || count
> d3d_info
->limits
.ps_uniform_count
- start_idx
)
2712 return WINED3DERR_INVALIDCALL
;
2714 memcpy(constants
, &device
->state
.ps_consts_f
[start_idx
], count
* sizeof(*constants
));
2719 void CDECL
wined3d_device_set_geometry_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2721 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2723 TRACE("device %p, shader %p.\n", device
, shader
);
2725 if (device
->recording
|| shader
== prev
)
2728 wined3d_shader_incref(shader
);
2729 device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] = shader
;
2730 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_GEOMETRY
, shader
);
2732 wined3d_shader_decref(prev
);
2735 struct wined3d_shader
* CDECL
wined3d_device_get_geometry_shader(const struct wined3d_device
*device
)
2737 TRACE("device %p.\n", device
);
2739 return device
->state
.shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2742 void CDECL
wined3d_device_set_gs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2744 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2746 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, buffer
);
2749 struct wined3d_buffer
* CDECL
wined3d_device_get_gs_cb(const struct wined3d_device
*device
, UINT idx
)
2751 TRACE("device %p, idx %u.\n", device
, idx
);
2753 if (idx
>= MAX_CONSTANT_BUFFERS
)
2755 WARN("Invalid constant buffer index %u.\n", idx
);
2759 return device
->state
.cb
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2762 void CDECL
wined3d_device_set_gs_resource_view(struct wined3d_device
*device
,
2763 UINT idx
, struct wined3d_shader_resource_view
*view
)
2765 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2767 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, view
);
2770 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_gs_resource_view(const struct wined3d_device
*device
,
2773 TRACE("device %p, idx %u.\n", device
, idx
);
2775 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2777 WARN("Invalid view index %u.\n", idx
);
2781 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2784 void CDECL
wined3d_device_set_gs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2786 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2788 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, sampler
);
2791 struct wined3d_sampler
* CDECL
wined3d_device_get_gs_sampler(const struct wined3d_device
*device
, UINT idx
)
2793 TRACE("device %p, idx %u.\n", device
, idx
);
2795 if (idx
>= MAX_SAMPLER_OBJECTS
)
2797 WARN("Invalid sampler index %u.\n", idx
);
2801 return device
->state
.sampler
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2804 void CDECL
wined3d_device_set_compute_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2806 struct wined3d_shader
*prev
;
2808 TRACE("device %p, shader %p.\n", device
, shader
);
2810 prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
];
2811 if (device
->recording
|| shader
== prev
)
2814 wined3d_shader_incref(shader
);
2815 device
->update_state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
] = shader
;
2816 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_COMPUTE
, shader
);
2818 wined3d_shader_decref(prev
);
2821 void CDECL
wined3d_device_set_unordered_access_view(struct wined3d_device
*device
,
2822 unsigned int idx
, struct wined3d_unordered_access_view
*uav
)
2824 struct wined3d_unordered_access_view
*prev
;
2826 TRACE("device %p, idx %u, uav %p.\n", device
, idx
, uav
);
2828 if (idx
>= MAX_UNORDERED_ACCESS_VIEWS
)
2830 WARN("Invalid UAV index %u.\n", idx
);
2834 prev
= device
->update_state
->unordered_access_view
[idx
];
2839 wined3d_unordered_access_view_incref(uav
);
2840 device
->update_state
->unordered_access_view
[idx
] = uav
;
2841 if (!device
->recording
)
2842 wined3d_cs_emit_set_unordered_access_view(device
->cs
, idx
, uav
);
2844 wined3d_unordered_access_view_decref(prev
);
2847 /* Context activation is done by the caller. */
2848 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
2849 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
2850 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
2853 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
2854 struct wined3d_map_desc map_desc
;
2855 struct wined3d_box box
= {0};
2856 struct wined3d_viewport vp
;
2864 if (stream_info
->use_map
& (1u << WINED3D_FFP_NORMAL
))
2866 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
2869 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_POSITION
)))
2871 ERR("Source has no position mask\n");
2872 return WINED3DERR_INVALIDCALL
;
2875 if (device
->state
.render_states
[WINED3D_RS_CLIPPING
])
2877 static BOOL warned
= FALSE
;
2879 * The clipping code is not quite correct. Some things need
2880 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
2881 * so disable clipping for now.
2882 * (The graphics in Half-Life are broken, and my processvertices
2883 * test crashes with IDirect3DDevice3)
2889 FIXME("Clipping is broken and disabled for now\n");
2895 vertex_size
= get_flexible_vertex_size(DestFVF
);
2896 box
.left
= dwDestIndex
* vertex_size
;
2897 box
.right
= box
.left
+ dwCount
* vertex_size
;
2898 if (FAILED(hr
= wined3d_resource_map(&dest
->resource
, 0, &map_desc
, &box
, 0)))
2900 WARN("Failed to map buffer, hr %#x.\n", hr
);
2903 dest_ptr
= map_desc
.data
;
2905 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
2906 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
2907 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
2909 TRACE("View mat:\n");
2910 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._11
, view_mat
._12
, view_mat
._13
, view_mat
._14
);
2911 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._21
, view_mat
._22
, view_mat
._23
, view_mat
._24
);
2912 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._31
, view_mat
._32
, view_mat
._33
, view_mat
._34
);
2913 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._41
, view_mat
._42
, view_mat
._43
, view_mat
._44
);
2915 TRACE("Proj mat:\n");
2916 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._11
, proj_mat
._12
, proj_mat
._13
, proj_mat
._14
);
2917 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._21
, proj_mat
._22
, proj_mat
._23
, proj_mat
._24
);
2918 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._31
, proj_mat
._32
, proj_mat
._33
, proj_mat
._34
);
2919 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._41
, proj_mat
._42
, proj_mat
._43
, proj_mat
._44
);
2921 TRACE("World mat:\n");
2922 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._11
, world_mat
._12
, world_mat
._13
, world_mat
._14
);
2923 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._21
, world_mat
._22
, world_mat
._23
, world_mat
._24
);
2924 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._31
, world_mat
._32
, world_mat
._33
, world_mat
._34
);
2925 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._41
, world_mat
._42
, world_mat
._43
, world_mat
._44
);
2927 /* Get the viewport */
2928 wined3d_device_get_viewport(device
, &vp
);
2929 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
2930 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
2932 multiply_matrix(&mat
,&view_mat
,&world_mat
);
2933 multiply_matrix(&mat
,&proj_mat
,&mat
);
2935 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
2937 for (i
= 0; i
< dwCount
; i
+= 1) {
2938 unsigned int tex_index
;
2940 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
2941 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
2942 /* The position first */
2943 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
2944 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
2946 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
2948 /* Multiplication with world, view and projection matrix. */
2949 x
= (p
[0] * mat
._11
) + (p
[1] * mat
._21
) + (p
[2] * mat
._31
) + mat
._41
;
2950 y
= (p
[0] * mat
._12
) + (p
[1] * mat
._22
) + (p
[2] * mat
._32
) + mat
._42
;
2951 z
= (p
[0] * mat
._13
) + (p
[1] * mat
._23
) + (p
[2] * mat
._33
) + mat
._43
;
2952 rhw
= (p
[0] * mat
._14
) + (p
[1] * mat
._24
) + (p
[2] * mat
._34
) + mat
._44
;
2954 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
2956 /* WARNING: The following things are taken from d3d7 and were not yet checked
2957 * against d3d8 or d3d9!
2960 /* Clipping conditions: From msdn
2962 * A vertex is clipped if it does not match the following requirements
2966 * 0 < rhw ( Not in d3d7, but tested in d3d7)
2968 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
2969 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
2974 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
2975 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
2978 /* "Normal" viewport transformation (not clipped)
2979 * 1) The values are divided by rhw
2980 * 2) The y axis is negative, so multiply it with -1
2981 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
2982 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
2983 * 4) Multiply x with Width/2 and add Width/2
2984 * 5) The same for the height
2985 * 6) Add the viewpoint X and Y to the 2D coordinates and
2986 * The minimum Z value to z
2987 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
2989 * Well, basically it's simply a linear transformation into viewport
3001 z
*= vp
.max_z
- vp
.min_z
;
3003 x
+= vp
.width
/ 2 + vp
.x
;
3004 y
+= vp
.height
/ 2 + vp
.y
;
3009 /* That vertex got clipped
3010 * Contrary to OpenGL it is not dropped completely, it just
3011 * undergoes a different calculation.
3013 TRACE("Vertex got clipped\n");
3020 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3021 * outside of the main vertex buffer memory. That needs some more
3026 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3029 ( (float *) dest_ptr
)[0] = x
;
3030 ( (float *) dest_ptr
)[1] = y
;
3031 ( (float *) dest_ptr
)[2] = z
;
3032 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3034 dest_ptr
+= 3 * sizeof(float);
3036 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
3037 dest_ptr
+= sizeof(float);
3040 if (DestFVF
& WINED3DFVF_PSIZE
)
3041 dest_ptr
+= sizeof(DWORD
);
3043 if (DestFVF
& WINED3DFVF_NORMAL
)
3045 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3046 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3047 /* AFAIK this should go into the lighting information */
3048 FIXME("Didn't expect the destination to have a normal\n");
3049 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3052 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3054 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3055 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3056 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_DIFFUSE
)))
3058 static BOOL warned
= FALSE
;
3061 ERR("No diffuse color in source, but destination has one\n");
3065 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3066 dest_ptr
+= sizeof(DWORD
);
3070 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3074 if (DestFVF
& WINED3DFVF_SPECULAR
)
3076 /* What's the color value in the feedback buffer? */
3077 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3078 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3079 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_SPECULAR
)))
3081 static BOOL warned
= FALSE
;
3084 ERR("No specular color in source, but destination has one\n");
3088 *(DWORD
*)dest_ptr
= 0xff000000;
3089 dest_ptr
+= sizeof(DWORD
);
3093 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3097 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3099 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3100 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3101 if (!(stream_info
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3103 ERR("No source texture, but destination requests one\n");
3104 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3108 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3113 wined3d_resource_unmap(&dest
->resource
, 0);
3117 #undef copy_and_next
3119 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3120 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3121 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3123 struct wined3d_state
*state
= &device
->state
;
3124 struct wined3d_stream_info stream_info
;
3125 const struct wined3d_gl_info
*gl_info
;
3126 struct wined3d_context
*context
;
3127 struct wined3d_shader
*vs
;
3132 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3133 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3134 device
, src_start_idx
, dst_idx
, vertex_count
,
3135 dst_buffer
, declaration
, flags
, dst_fvf
);
3138 FIXME("Output vertex declaration not implemented yet.\n");
3140 /* Need any context to write to the vbo. */
3141 context
= context_acquire(device
, NULL
);
3142 gl_info
= context
->gl_info
;
3144 vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
3145 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = NULL
;
3146 context_stream_info_from_declaration(context
, state
, &stream_info
);
3147 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = vs
;
3149 /* We can't convert FROM a VBO, and vertex buffers used to source into
3150 * process_vertices() are unlikely to ever be used for drawing. Release
3151 * VBOs in those buffers and fix up the stream_info structure.
3153 * Also apply the start index. */
3154 for (i
= 0, map
= stream_info
.use_map
; map
; map
>>= 1, ++i
)
3156 struct wined3d_stream_info_element
*e
;
3157 struct wined3d_buffer
*buffer
;
3162 e
= &stream_info
.elements
[i
];
3163 buffer
= state
->streams
[e
->stream_idx
].buffer
;
3164 e
->data
.buffer_object
= 0;
3165 e
->data
.addr
+= (ULONG_PTR
)wined3d_buffer_load_sysmem(buffer
, context
);
3166 if (buffer
->buffer_object
)
3168 GL_EXTCALL(glDeleteBuffers(1, &buffer
->buffer_object
));
3169 buffer
->buffer_object
= 0;
3170 wined3d_buffer_invalidate_location(buffer
, WINED3D_LOCATION_BUFFER
);
3173 e
->data
.addr
+= e
->stride
* src_start_idx
;
3176 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3177 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3179 context_release(context
);
3184 void CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3185 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3187 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
3190 TRACE("device %p, stage %u, state %s, value %#x.\n",
3191 device
, stage
, debug_d3dtexturestate(state
), value
);
3193 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3195 WARN("Invalid state %#x passed.\n", state
);
3199 if (stage
>= d3d_info
->limits
.ffp_blend_stages
)
3201 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3202 stage
, d3d_info
->limits
.ffp_blend_stages
- 1);
3206 old_value
= device
->update_state
->texture_states
[stage
][state
];
3207 device
->update_state
->texture_states
[stage
][state
] = value
;
3209 if (device
->recording
)
3211 TRACE("Recording... not performing anything.\n");
3212 device
->recording
->changed
.textureState
[stage
] |= 1u << state
;
3216 /* Checked after the assignments to allow proper stateblock recording. */
3217 if (old_value
== value
)
3219 TRACE("Application is setting the old value over, nothing to do.\n");
3223 wined3d_cs_emit_set_texture_state(device
->cs
, stage
, state
, value
);
3226 DWORD CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3227 UINT stage
, enum wined3d_texture_stage_state state
)
3229 TRACE("device %p, stage %u, state %s.\n",
3230 device
, stage
, debug_d3dtexturestate(state
));
3232 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3234 WARN("Invalid state %#x passed.\n", state
);
3238 return device
->state
.texture_states
[stage
][state
];
3241 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3242 UINT stage
, struct wined3d_texture
*texture
)
3244 struct wined3d_texture
*prev
;
3246 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3248 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3249 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3251 /* Windows accepts overflowing this array... we do not. */
3252 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3254 WARN("Ignoring invalid stage %u.\n", stage
);
3258 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
3260 WARN("Rejecting attempt to set scratch texture.\n");
3261 return WINED3DERR_INVALIDCALL
;
3264 if (device
->recording
)
3265 device
->recording
->changed
.textures
|= 1u << stage
;
3267 prev
= device
->update_state
->textures
[stage
];
3268 TRACE("Previous texture %p.\n", prev
);
3270 if (texture
== prev
)
3272 TRACE("App is setting the same texture again, nothing to do.\n");
3276 TRACE("Setting new texture to %p.\n", texture
);
3277 device
->update_state
->textures
[stage
] = texture
;
3280 wined3d_texture_incref(texture
);
3281 if (!device
->recording
)
3282 wined3d_cs_emit_set_texture(device
->cs
, stage
, texture
);
3284 wined3d_texture_decref(prev
);
3289 struct wined3d_texture
* CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
, UINT stage
)
3291 TRACE("device %p, stage %u.\n", device
, stage
);
3293 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3294 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3296 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3298 WARN("Ignoring invalid stage %u.\n", stage
);
3299 return NULL
; /* Windows accepts overflowing this array ... we do not. */
3302 return device
->state
.textures
[stage
];
3305 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3307 TRACE("device %p, caps %p.\n", device
, caps
);
3309 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3310 device
->create_parms
.device_type
, caps
);
3313 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
, UINT swapchain_idx
,
3314 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
3316 struct wined3d_swapchain
*swapchain
;
3318 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3319 device
, swapchain_idx
, mode
, rotation
);
3321 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3322 return WINED3DERR_INVALIDCALL
;
3324 return wined3d_swapchain_get_display_mode(swapchain
, mode
, rotation
);
3327 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3329 struct wined3d_stateblock
*stateblock
;
3332 TRACE("device %p.\n", device
);
3334 if (device
->recording
)
3335 return WINED3DERR_INVALIDCALL
;
3337 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3341 device
->recording
= stateblock
;
3342 device
->update_state
= &stateblock
->state
;
3344 TRACE("Recording stateblock %p.\n", stateblock
);
3349 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3350 struct wined3d_stateblock
**stateblock
)
3352 struct wined3d_stateblock
*object
= device
->recording
;
3354 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3356 if (!device
->recording
)
3358 WARN("Not recording.\n");
3360 return WINED3DERR_INVALIDCALL
;
3363 stateblock_init_contained_states(object
);
3365 *stateblock
= object
;
3366 device
->recording
= NULL
;
3367 device
->update_state
= &device
->state
;
3369 TRACE("Returning stateblock %p.\n", *stateblock
);
3374 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3376 /* At the moment we have no need for any functionality at the beginning
3378 TRACE("device %p.\n", device
);
3380 if (device
->inScene
)
3382 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3383 return WINED3DERR_INVALIDCALL
;
3385 device
->inScene
= TRUE
;
3389 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3391 struct wined3d_context
*context
;
3393 TRACE("device %p.\n", device
);
3395 if (!device
->inScene
)
3397 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3398 return WINED3DERR_INVALIDCALL
;
3401 context
= context_acquire(device
, NULL
);
3402 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3403 context
->gl_info
->gl_ops
.gl
.p_glFlush();
3404 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3406 context_release(context
);
3408 device
->inScene
= FALSE
;
3412 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
3413 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
3415 TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n",
3416 device
, rect_count
, rects
, flags
, debug_color(color
), depth
, stencil
);
3418 if (!rect_count
&& rects
)
3420 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects
);
3424 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
3426 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3429 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3430 /* TODO: What about depth stencil buffers without stencil bits? */
3431 return WINED3DERR_INVALIDCALL
;
3433 else if (flags
& WINED3DCLEAR_TARGET
)
3435 if (ds
->width
< device
->fb
.render_targets
[0]->width
3436 || ds
->height
< device
->fb
.render_targets
[0]->height
)
3438 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3444 wined3d_cs_emit_clear(device
->cs
, rect_count
, rects
, flags
, color
, depth
, stencil
);
3449 void CDECL
wined3d_device_set_predication(struct wined3d_device
*device
,
3450 struct wined3d_query
*predicate
, BOOL value
)
3452 struct wined3d_query
*prev
;
3454 TRACE("device %p, predicate %p, value %#x.\n", device
, predicate
, value
);
3456 prev
= device
->update_state
->predicate
;
3459 FIXME("Predicated rendering not implemented.\n");
3460 wined3d_query_incref(predicate
);
3462 device
->update_state
->predicate
= predicate
;
3463 device
->update_state
->predicate_value
= value
;
3464 if (!device
->recording
)
3465 wined3d_cs_emit_set_predication(device
->cs
, predicate
, value
);
3467 wined3d_query_decref(prev
);
3470 struct wined3d_query
* CDECL
wined3d_device_get_predication(struct wined3d_device
*device
, BOOL
*value
)
3472 TRACE("device %p, value %p.\n", device
, value
);
3474 *value
= device
->state
.predicate_value
;
3475 return device
->state
.predicate
;
3478 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
3479 enum wined3d_primitive_type primitive_type
)
3481 GLenum gl_primitive_type
, prev
;
3483 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
3485 gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
3486 prev
= device
->update_state
->gl_primitive_type
;
3487 device
->update_state
->gl_primitive_type
= gl_primitive_type
;
3488 if (device
->recording
)
3489 device
->recording
->changed
.primitive_type
= TRUE
;
3490 else if (gl_primitive_type
!= prev
&& (gl_primitive_type
== GL_POINTS
|| prev
== GL_POINTS
))
3491 device_invalidate_state(device
, STATE_POINT_ENABLE
);
3494 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
3495 enum wined3d_primitive_type
*primitive_type
)
3497 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
3499 *primitive_type
= d3d_primitive_type_from_gl(device
->state
.gl_primitive_type
);
3501 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
3504 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
3506 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
3508 wined3d_cs_emit_draw(device
->cs
, 0, start_vertex
, vertex_count
, 0, 0, FALSE
);
3513 void CDECL
wined3d_device_draw_primitive_instanced(struct wined3d_device
*device
,
3514 UINT start_vertex
, UINT vertex_count
, UINT start_instance
, UINT instance_count
)
3516 TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
3517 device
, start_vertex
, vertex_count
, start_instance
, instance_count
);
3519 wined3d_cs_emit_draw(device
->cs
, 0, start_vertex
, vertex_count
, start_instance
, instance_count
, FALSE
);
3522 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
3524 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
3526 if (!device
->state
.index_buffer
)
3528 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3529 * without an index buffer set. (The first time at least...)
3530 * D3D8 simply dies, but I doubt it can do much harm to return
3531 * D3DERR_INVALIDCALL there as well. */
3532 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3533 return WINED3DERR_INVALIDCALL
;
3536 wined3d_cs_emit_draw(device
->cs
, device
->state
.base_vertex_index
, start_idx
, index_count
, 0, 0, TRUE
);
3541 void CDECL
wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device
*device
,
3542 UINT start_idx
, UINT index_count
, UINT start_instance
, UINT instance_count
)
3544 TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
3545 device
, start_idx
, index_count
, start_instance
, instance_count
);
3547 wined3d_cs_emit_draw(device
->cs
, device
->state
.base_vertex_index
,
3548 start_idx
, index_count
, start_instance
, instance_count
, TRUE
);
3551 static HRESULT
wined3d_device_update_texture_3d(struct wined3d_device
*device
,
3552 struct wined3d_texture
*src_texture
, unsigned int src_level
,
3553 struct wined3d_texture
*dst_texture
, unsigned int level_count
)
3555 struct wined3d_const_bo_address data
;
3556 struct wined3d_context
*context
;
3557 struct wined3d_map_desc src
;
3558 HRESULT hr
= WINED3D_OK
;
3561 TRACE("device %p, src_texture %p, src_level %u, dst_texture %p, level_count %u.\n",
3562 device
, src_texture
, src_level
, dst_texture
, level_count
);
3564 if (src_texture
->resource
.format
!= dst_texture
->resource
.format
)
3566 WARN("Source and destination formats do not match.\n");
3567 return WINED3DERR_INVALIDCALL
;
3570 if (wined3d_texture_get_level_width(src_texture
, src_level
) != dst_texture
->resource
.width
3571 || wined3d_texture_get_level_height(src_texture
, src_level
) != dst_texture
->resource
.height
3572 || wined3d_texture_get_level_depth(src_texture
, src_level
) != dst_texture
->resource
.depth
)
3574 WARN("Source and destination dimensions do not match.\n");
3575 return WINED3DERR_INVALIDCALL
;
3578 context
= context_acquire(device
, NULL
);
3580 /* Only a prepare, since we're uploading entire volumes. */
3581 wined3d_texture_prepare_texture(dst_texture
, context
, FALSE
);
3582 wined3d_texture_bind_and_dirtify(dst_texture
, context
, FALSE
);
3584 for (i
= 0; i
< level_count
; ++i
)
3586 if (FAILED(hr
= wined3d_resource_map(&src_texture
->resource
,
3587 src_level
+ i
, &src
, NULL
, WINED3D_MAP_READONLY
)))
3590 data
.buffer_object
= 0;
3591 data
.addr
= src
.data
;
3592 wined3d_texture_upload_data(dst_texture
, i
, context
, NULL
, &data
, src
.row_pitch
, src
.slice_pitch
);
3593 wined3d_texture_invalidate_location(dst_texture
, i
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3595 if (FAILED(hr
= wined3d_resource_unmap(&src_texture
->resource
, src_level
+ i
)))
3600 context_release(context
);
3604 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
3605 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
3607 unsigned int src_size
, dst_size
, src_skip_levels
= 0;
3608 unsigned int layer_count
, level_count
, i
, j
;
3609 enum wined3d_resource_type type
;
3611 struct wined3d_context
*context
;
3613 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
3615 /* Verify that the source and destination textures are non-NULL. */
3616 if (!src_texture
|| !dst_texture
)
3618 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
3619 return WINED3DERR_INVALIDCALL
;
3622 if (src_texture
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
3624 WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n");
3625 return WINED3DERR_INVALIDCALL
;
3627 if (dst_texture
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
3629 WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\n");
3630 return WINED3DERR_INVALIDCALL
;
3633 /* Verify that the source and destination textures are the same type. */
3634 type
= src_texture
->resource
.type
;
3635 if (dst_texture
->resource
.type
!= type
)
3637 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
3638 return WINED3DERR_INVALIDCALL
;
3641 layer_count
= src_texture
->layer_count
;
3642 if (layer_count
!= dst_texture
->layer_count
)
3644 WARN("Source and destination have different layer counts.\n");
3645 return WINED3DERR_INVALIDCALL
;
3648 level_count
= min(wined3d_texture_get_level_count(src_texture
),
3649 wined3d_texture_get_level_count(dst_texture
));
3651 src_size
= max(src_texture
->resource
.width
, src_texture
->resource
.height
);
3652 dst_size
= max(dst_texture
->resource
.width
, dst_texture
->resource
.height
);
3653 if (type
== WINED3D_RTYPE_TEXTURE_3D
)
3655 src_size
= max(src_size
, src_texture
->resource
.depth
);
3656 dst_size
= max(dst_size
, dst_texture
->resource
.depth
);
3658 while (src_size
> dst_size
)
3664 /* Make sure that the destination texture is loaded. */
3665 context
= context_acquire(device
, NULL
);
3666 wined3d_texture_load(dst_texture
, context
, FALSE
);
3667 context_release(context
);
3669 /* Update every surface level of the texture. */
3672 case WINED3D_RTYPE_TEXTURE_2D
:
3674 unsigned int src_levels
= src_texture
->level_count
;
3675 unsigned int dst_levels
= dst_texture
->level_count
;
3676 struct wined3d_surface
*src_surface
;
3677 struct wined3d_surface
*dst_surface
;
3679 for (i
= 0; i
< layer_count
; ++i
)
3681 for (j
= 0; j
< level_count
; ++j
)
3683 src_surface
= src_texture
->sub_resources
[i
* src_levels
+ j
+ src_skip_levels
].u
.surface
;
3684 dst_surface
= dst_texture
->sub_resources
[i
* dst_levels
+ j
].u
.surface
;
3685 if (FAILED(hr
= surface_upload_from_surface(dst_surface
, NULL
, src_surface
, NULL
)))
3687 WARN("Failed to update surface, hr %#x.\n", hr
);
3695 case WINED3D_RTYPE_TEXTURE_3D
:
3696 if (FAILED(hr
= wined3d_device_update_texture_3d(device
,
3697 src_texture
, src_skip_levels
, dst_texture
, level_count
)))
3698 WARN("Failed to update 3D texture, hr %#x.\n", hr
);
3702 FIXME("Unsupported texture type %#x.\n", type
);
3703 return WINED3DERR_INVALIDCALL
;
3707 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
3709 const struct wined3d_state
*state
= &device
->state
;
3710 struct wined3d_texture
*texture
;
3713 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
3715 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3717 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
3719 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3720 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3722 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
3724 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3725 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3728 texture
= state
->textures
[i
];
3729 if (!texture
|| texture
->resource
.format_flags
& WINED3DFMT_FLAG_FILTERING
) continue;
3731 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
3733 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i
);
3736 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
3738 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i
);
3741 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
3742 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
3744 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i
);
3749 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
3750 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
3752 struct wined3d_rendertarget_view
*rt
= device
->fb
.render_targets
[0];
3753 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3755 if (ds
&& rt
&& (ds
->width
< rt
->width
|| ds
->height
< rt
->height
))
3757 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
3758 return WINED3DERR_CONFLICTINGRENDERSTATE
;
3762 /* return a sensible default */
3765 TRACE("returning D3D_OK\n");
3769 void CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
3773 TRACE("device %p, software %#x.\n", device
, software
);
3777 FIXME("device %p, software %#x stub!\n", device
, software
);
3781 device
->softwareVertexProcessing
= software
;
3784 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
3788 TRACE("device %p.\n", device
);
3792 TRACE("device %p stub!\n", device
);
3796 return device
->softwareVertexProcessing
;
3799 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
3800 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
3802 struct wined3d_swapchain
*swapchain
;
3804 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
3805 device
, swapchain_idx
, raster_status
);
3807 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3808 return WINED3DERR_INVALIDCALL
;
3810 return wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
3813 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
3817 TRACE("device %p, segments %.8e.\n", device
, segments
);
3819 if (segments
!= 0.0f
)
3823 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
3831 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
3835 TRACE("device %p.\n", device
);
3839 FIXME("device %p stub!\n", device
);
3846 void CDECL
wined3d_device_copy_resource(struct wined3d_device
*device
,
3847 struct wined3d_resource
*dst_resource
, struct wined3d_resource
*src_resource
)
3849 struct wined3d_texture
*dst_texture
, *src_texture
;
3850 RECT dst_rect
, src_rect
;
3854 TRACE("device %p, dst_resource %p, src_resource %p.\n", device
, dst_resource
, src_resource
);
3856 if (src_resource
== dst_resource
)
3858 WARN("Source and destination are the same resource.\n");
3862 if (src_resource
->type
!= dst_resource
->type
)
3864 WARN("Resource types (%s / %s) don't match.\n",
3865 debug_d3dresourcetype(dst_resource
->type
),
3866 debug_d3dresourcetype(src_resource
->type
));
3870 if (src_resource
->width
!= dst_resource
->width
3871 || src_resource
->height
!= dst_resource
->height
3872 || src_resource
->depth
!= dst_resource
->depth
)
3874 WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
3875 dst_resource
->width
, dst_resource
->height
, dst_resource
->depth
,
3876 src_resource
->width
, src_resource
->height
, src_resource
->depth
);
3880 if (src_resource
->format
->id
!= dst_resource
->format
->id
)
3882 WARN("Resource formats (%s / %s) don't match.\n",
3883 debug_d3dformat(dst_resource
->format
->id
),
3884 debug_d3dformat(src_resource
->format
->id
));
3888 if (dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
3890 if (FAILED(hr
= wined3d_buffer_copy(buffer_from_resource(dst_resource
), 0,
3891 buffer_from_resource(src_resource
), 0,
3892 dst_resource
->size
)))
3893 ERR("Failed to copy buffer, hr %#x.\n", hr
);
3897 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
3899 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource
->type
));
3903 dst_texture
= texture_from_resource(dst_resource
);
3904 src_texture
= texture_from_resource(src_resource
);
3906 if (src_texture
->layer_count
!= dst_texture
->layer_count
3907 || src_texture
->level_count
!= dst_texture
->level_count
)
3909 WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
3910 dst_texture
->layer_count
, dst_texture
->level_count
,
3911 src_texture
->layer_count
, src_texture
->level_count
);
3915 for (i
= 0; i
< dst_texture
->level_count
; ++i
)
3917 SetRect(&dst_rect
, 0, 0,
3918 wined3d_texture_get_level_width(dst_texture
, i
),
3919 wined3d_texture_get_level_height(dst_texture
, i
));
3920 SetRect(&src_rect
, 0, 0,
3921 wined3d_texture_get_level_width(src_texture
, i
),
3922 wined3d_texture_get_level_height(dst_texture
, i
));
3923 for (j
= 0; j
< dst_texture
->layer_count
; ++j
)
3925 unsigned int idx
= j
* dst_texture
->level_count
+ i
;
3927 if (FAILED(hr
= wined3d_texture_blt(dst_texture
, idx
, &dst_rect
,
3928 src_texture
, idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
)))
3929 ERR("Failed to blit, sub-resource %u, hr %#x.\n", idx
, hr
);
3934 HRESULT CDECL
wined3d_device_copy_sub_resource_region(struct wined3d_device
*device
,
3935 struct wined3d_resource
*dst_resource
, unsigned int dst_sub_resource_idx
, unsigned int dst_x
,
3936 unsigned int dst_y
, unsigned int dst_z
, struct wined3d_resource
*src_resource
,
3937 unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
)
3939 struct wined3d_texture
*dst_texture
, *src_texture
;
3940 RECT dst_rect
, src_rect
;
3943 TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
3944 "src_resource %p, src_sub_resource_idx %u, src_box %s.\n",
3945 device
, dst_resource
, dst_sub_resource_idx
, dst_x
, dst_y
, dst_z
,
3946 src_resource
, src_sub_resource_idx
, debug_box(src_box
));
3948 if (src_box
&& (src_box
->left
>= src_box
->right
3949 || src_box
->top
>= src_box
->bottom
3950 || src_box
->front
>= src_box
->back
))
3952 WARN("Invalid box %s specified.\n", debug_box(src_box
));
3953 return WINED3DERR_INVALIDCALL
;
3956 if (src_resource
== dst_resource
&& src_sub_resource_idx
== dst_sub_resource_idx
)
3958 WARN("Source and destination are the same sub-resource.\n");
3959 return WINED3DERR_INVALIDCALL
;
3962 if (src_resource
->type
!= dst_resource
->type
)
3964 WARN("Resource types (%s / %s) don't match.\n",
3965 debug_d3dresourcetype(dst_resource
->type
),
3966 debug_d3dresourcetype(src_resource
->type
));
3967 return WINED3DERR_INVALIDCALL
;
3970 if (src_resource
->format
->id
!= dst_resource
->format
->id
)
3972 WARN("Resource formats (%s / %s) don't match.\n",
3973 debug_d3dformat(dst_resource
->format
->id
),
3974 debug_d3dformat(src_resource
->format
->id
));
3975 return WINED3DERR_INVALIDCALL
;
3978 if (dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
3980 unsigned int src_offset
, size
;
3982 if (dst_sub_resource_idx
)
3984 WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx
);
3985 return WINED3DERR_INVALIDCALL
;
3987 if (src_sub_resource_idx
)
3989 WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx
);
3990 return WINED3DERR_INVALIDCALL
;
3995 src_offset
= src_box
->left
;
3996 size
= src_box
->right
- src_box
->left
;
4001 size
= src_resource
->size
;
4004 if (src_offset
> src_resource
->size
4005 || size
> src_resource
->size
- src_offset
4006 || dst_x
> dst_resource
->size
4007 || size
> dst_resource
->size
- dst_x
)
4009 WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n",
4010 dst_x
, src_offset
, size
);
4011 return WINED3DERR_INVALIDCALL
;
4014 return wined3d_buffer_copy(buffer_from_resource(dst_resource
), dst_x
,
4015 buffer_from_resource(src_resource
), src_offset
, size
);
4018 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4020 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource
->type
));
4021 return WINED3DERR_INVALIDCALL
;
4024 dst_texture
= texture_from_resource(dst_resource
);
4025 src_texture
= texture_from_resource(src_resource
);
4029 SetRect(&src_rect
, src_box
->left
, src_box
->top
, src_box
->right
, src_box
->bottom
);
4033 unsigned int level
= src_sub_resource_idx
% src_texture
->level_count
;
4035 SetRect(&src_rect
, 0, 0, wined3d_texture_get_level_width(src_texture
, level
),
4036 wined3d_texture_get_level_height(src_texture
, level
));
4039 SetRect(&dst_rect
, dst_x
, dst_y
, dst_x
+ (src_rect
.right
- src_rect
.left
),
4040 dst_y
+ (src_rect
.bottom
- src_rect
.top
));
4042 if (FAILED(hr
= wined3d_texture_blt(dst_texture
, dst_sub_resource_idx
, &dst_rect
,
4043 src_texture
, src_sub_resource_idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
)))
4044 WARN("Failed to blit, hr %#x.\n", hr
);
4049 void CDECL
wined3d_device_update_sub_resource(struct wined3d_device
*device
, struct wined3d_resource
*resource
,
4050 unsigned int sub_resource_idx
, const struct wined3d_box
*box
, const void *data
, unsigned int row_pitch
,
4051 unsigned int depth_pitch
)
4053 unsigned int width
, height
, depth
, level
;
4054 struct wined3d_const_bo_address addr
;
4055 struct wined3d_context
*context
;
4056 struct wined3d_texture
*texture
;
4058 TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u.\n",
4059 device
, resource
, sub_resource_idx
, debug_box(box
), data
, row_pitch
, depth_pitch
);
4061 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
4063 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
4066 if (sub_resource_idx
> 0)
4068 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
4072 if (FAILED(hr
= wined3d_buffer_upload_data(buffer
, box
, data
)))
4073 WARN("Failed to update buffer data, hr %#x.\n", hr
);
4078 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
&& resource
->type
!= WINED3D_RTYPE_TEXTURE_3D
)
4080 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
4084 texture
= texture_from_resource(resource
);
4085 if (sub_resource_idx
>= texture
->level_count
* texture
->layer_count
)
4087 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
4091 level
= sub_resource_idx
% texture
->level_count
;
4092 width
= wined3d_texture_get_level_width(texture
, level
);
4093 height
= wined3d_texture_get_level_height(texture
, level
);
4094 depth
= wined3d_texture_get_level_depth(texture
, level
);
4096 if (box
&& (box
->left
>= box
->right
|| box
->right
> width
4097 || box
->top
>= box
->bottom
|| box
->bottom
> height
4098 || box
->front
>= box
->back
|| box
->back
> depth
))
4100 WARN("Invalid box %s specified.\n", debug_box(box
));
4104 addr
.buffer_object
= 0;
4107 context
= context_acquire(resource
->device
, NULL
);
4109 /* Only load the sub-resource for partial updates. */
4110 if (!box
|| (!box
->left
&& !box
->top
&& !box
->front
4111 && box
->right
== width
&& box
->bottom
== height
&& box
->back
== depth
))
4112 wined3d_texture_prepare_texture(texture
, context
, FALSE
);
4114 wined3d_texture_load_location(texture
, sub_resource_idx
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
4115 wined3d_texture_bind_and_dirtify(texture
, context
, FALSE
);
4117 wined3d_texture_upload_data(texture
, sub_resource_idx
, context
, box
, &addr
, row_pitch
, depth_pitch
);
4119 context_release(context
);
4121 wined3d_texture_validate_location(texture
, sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
4122 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
4125 HRESULT CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4126 struct wined3d_rendertarget_view
*view
, const RECT
*rect
, DWORD flags
,
4127 const struct wined3d_color
*color
, float depth
, DWORD stencil
)
4129 const struct blit_shader
*blitter
;
4130 struct wined3d_resource
*resource
;
4131 enum wined3d_blit_op blit_op
;
4134 TRACE("device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
4135 device
, view
, wine_dbgstr_rect(rect
), flags
, debug_color(color
), depth
, stencil
);
4140 resource
= view
->resource
;
4141 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4143 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
4144 return WINED3DERR_INVALIDCALL
;
4147 if (view
->depth
> 1)
4149 FIXME("Layered clears not implemented.\n");
4150 return WINED3DERR_INVALIDCALL
;
4155 SetRect(&r
, 0, 0, view
->width
, view
->height
);
4159 if (flags
& WINED3DCLEAR_TARGET
)
4160 blit_op
= WINED3D_BLIT_OP_COLOR_FILL
;
4162 blit_op
= WINED3D_BLIT_OP_DEPTH_FILL
;
4164 if (!(blitter
= wined3d_select_blitter(&device
->adapter
->gl_info
, &device
->adapter
->d3d_info
,
4165 blit_op
, NULL
, 0, 0, NULL
, rect
, resource
->usage
, resource
->pool
, resource
->format
)))
4167 FIXME("No blitter is capable of performing the requested fill operation.\n");
4168 return WINED3DERR_INVALIDCALL
;
4171 if (blit_op
== WINED3D_BLIT_OP_COLOR_FILL
)
4172 return blitter
->color_fill(device
, view
, rect
, color
);
4174 return blitter
->depth_fill(device
, view
, rect
, flags
, depth
, stencil
);
4177 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_rendertarget_view(const struct wined3d_device
*device
,
4178 unsigned int view_idx
)
4180 TRACE("device %p, view_idx %u.\n", device
, view_idx
);
4182 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4184 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4188 return device
->fb
.render_targets
[view_idx
];
4191 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_depth_stencil_view(const struct wined3d_device
*device
)
4193 TRACE("device %p.\n", device
);
4195 return device
->fb
.depth_stencil
;
4198 HRESULT CDECL
wined3d_device_set_rendertarget_view(struct wined3d_device
*device
,
4199 unsigned int view_idx
, struct wined3d_rendertarget_view
*view
, BOOL set_viewport
)
4201 struct wined3d_rendertarget_view
*prev
;
4203 TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
4204 device
, view_idx
, view
, set_viewport
);
4206 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4208 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4209 return WINED3DERR_INVALIDCALL
;
4212 if (view
&& !(view
->resource
->usage
& WINED3DUSAGE_RENDERTARGET
))
4214 WARN("View resource %p doesn't have render target usage.\n", view
->resource
);
4215 return WINED3DERR_INVALIDCALL
;
4218 /* Set the viewport and scissor rectangles, if requested. Tests show that
4219 * stateblock recording is ignored, the change goes directly into the
4220 * primary stateblock. */
4221 if (!view_idx
&& set_viewport
)
4223 struct wined3d_state
*state
= &device
->state
;
4225 state
->viewport
.x
= 0;
4226 state
->viewport
.y
= 0;
4227 state
->viewport
.width
= view
->width
;
4228 state
->viewport
.height
= view
->height
;
4229 state
->viewport
.min_z
= 0.0f
;
4230 state
->viewport
.max_z
= 1.0f
;
4231 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4233 SetRect(&state
->scissor_rect
, 0, 0, view
->width
, view
->height
);
4234 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4238 prev
= device
->fb
.render_targets
[view_idx
];
4243 wined3d_rendertarget_view_incref(view
);
4244 device
->fb
.render_targets
[view_idx
] = view
;
4245 wined3d_cs_emit_set_rendertarget_view(device
->cs
, view_idx
, view
);
4246 /* Release after the assignment, to prevent device_resource_released()
4247 * from seeing the surface as still in use. */
4249 wined3d_rendertarget_view_decref(prev
);
4254 void CDECL
wined3d_device_set_depth_stencil_view(struct wined3d_device
*device
, struct wined3d_rendertarget_view
*view
)
4256 struct wined3d_rendertarget_view
*prev
;
4258 TRACE("device %p, view %p.\n", device
, view
);
4260 prev
= device
->fb
.depth_stencil
;
4263 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4267 if ((device
->fb
.depth_stencil
= view
))
4268 wined3d_rendertarget_view_incref(view
);
4269 wined3d_cs_emit_set_depth_stencil_view(device
->cs
, view
);
4271 wined3d_rendertarget_view_decref(prev
);
4274 static struct wined3d_texture
*wined3d_device_create_cursor_texture(struct wined3d_device
*device
,
4275 struct wined3d_texture
*cursor_image
, unsigned int sub_resource_idx
)
4277 unsigned int texture_level
= sub_resource_idx
% cursor_image
->level_count
;
4278 struct wined3d_sub_resource_data data
;
4279 struct wined3d_resource_desc desc
;
4280 struct wined3d_map_desc map_desc
;
4281 struct wined3d_texture
*texture
;
4284 if (FAILED(wined3d_resource_map(&cursor_image
->resource
, sub_resource_idx
, &map_desc
, NULL
, WINED3D_MAP_READONLY
)))
4286 ERR("Failed to map source texture.\n");
4290 data
.data
= map_desc
.data
;
4291 data
.row_pitch
= map_desc
.row_pitch
;
4292 data
.slice_pitch
= map_desc
.slice_pitch
;
4294 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
4295 desc
.format
= WINED3DFMT_B8G8R8A8_UNORM
;
4296 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
4297 desc
.multisample_quality
= 0;
4298 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
4299 desc
.pool
= WINED3D_POOL_DEFAULT
;
4300 desc
.width
= wined3d_texture_get_level_width(cursor_image
, texture_level
);
4301 desc
.height
= wined3d_texture_get_level_height(cursor_image
, texture_level
);
4305 hr
= wined3d_texture_create(device
, &desc
, 1, 1, WINED3D_TEXTURE_CREATE_MAPPABLE
,
4306 &data
, NULL
, &wined3d_null_parent_ops
, &texture
);
4307 wined3d_resource_unmap(&cursor_image
->resource
, sub_resource_idx
);
4310 ERR("Failed to create cursor texture.\n");
4317 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4318 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4320 unsigned int texture_level
= sub_resource_idx
% texture
->level_count
;
4321 unsigned int cursor_width
, cursor_height
;
4322 struct wined3d_display_mode mode
;
4323 struct wined3d_map_desc map_desc
;
4326 TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
4327 device
, x_hotspot
, y_hotspot
, texture
, sub_resource_idx
);
4329 if (sub_resource_idx
>= texture
->level_count
* texture
->layer_count
4330 || texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
)
4331 return WINED3DERR_INVALIDCALL
;
4333 if (device
->cursor_texture
)
4335 wined3d_texture_decref(device
->cursor_texture
);
4336 device
->cursor_texture
= NULL
;
4339 if (texture
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4341 WARN("Texture %p has invalid format %s.\n",
4342 texture
, debug_d3dformat(texture
->resource
.format
->id
));
4343 return WINED3DERR_INVALIDCALL
;
4346 if (FAILED(hr
= wined3d_get_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &mode
, NULL
)))
4348 ERR("Failed to get display mode, hr %#x.\n", hr
);
4349 return WINED3DERR_INVALIDCALL
;
4352 cursor_width
= wined3d_texture_get_level_width(texture
, texture_level
);
4353 cursor_height
= wined3d_texture_get_level_height(texture
, texture_level
);
4354 if (cursor_width
> mode
.width
|| cursor_height
> mode
.height
)
4356 WARN("Texture %p, sub-resource %u dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4357 texture
, sub_resource_idx
, cursor_width
, cursor_height
, mode
.width
, mode
.height
);
4358 return WINED3DERR_INVALIDCALL
;
4361 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4363 /* Do not store the surface's pointer because the application may
4364 * release it after setting the cursor image. Windows doesn't
4365 * addref the set surface, so we can't do this either without
4366 * creating circular refcount dependencies. */
4367 if (!(device
->cursor_texture
= wined3d_device_create_cursor_texture(device
, texture
, sub_resource_idx
)))
4369 ERR("Failed to create cursor texture.\n");
4370 return WINED3DERR_INVALIDCALL
;
4373 if (cursor_width
== 32 && cursor_height
== 32)
4375 UINT mask_size
= cursor_width
* cursor_height
/ 8;
4376 ICONINFO cursor_info
;
4380 /* 32-bit user32 cursors ignore the alpha channel if it's all
4381 * zeroes, and use the mask instead. Fill the mask with all ones
4382 * to ensure we still get a fully transparent cursor. */
4383 if (!(mask_bits
= HeapAlloc(GetProcessHeap(), 0, mask_size
)))
4384 return E_OUTOFMEMORY
;
4385 memset(mask_bits
, 0xff, mask_size
);
4387 wined3d_resource_map(&texture
->resource
, sub_resource_idx
, &map_desc
, NULL
,
4388 WINED3D_MAP_NO_DIRTY_UPDATE
| WINED3D_MAP_READONLY
);
4389 cursor_info
.fIcon
= FALSE
;
4390 cursor_info
.xHotspot
= x_hotspot
;
4391 cursor_info
.yHotspot
= y_hotspot
;
4392 cursor_info
.hbmMask
= CreateBitmap(cursor_width
, cursor_height
, 1, 1, mask_bits
);
4393 cursor_info
.hbmColor
= CreateBitmap(cursor_width
, cursor_height
, 1, 32, map_desc
.data
);
4394 wined3d_resource_unmap(&texture
->resource
, sub_resource_idx
);
4396 /* Create our cursor and clean up. */
4397 cursor
= CreateIconIndirect(&cursor_info
);
4398 if (cursor_info
.hbmMask
)
4399 DeleteObject(cursor_info
.hbmMask
);
4400 if (cursor_info
.hbmColor
)
4401 DeleteObject(cursor_info
.hbmColor
);
4402 if (device
->hardwareCursor
)
4403 DestroyCursor(device
->hardwareCursor
);
4404 device
->hardwareCursor
= cursor
;
4405 if (device
->bCursorVisible
)
4408 HeapFree(GetProcessHeap(), 0, mask_bits
);
4411 TRACE("New cursor dimensions are %ux%u.\n", cursor_width
, cursor_height
);
4412 device
->cursorWidth
= cursor_width
;
4413 device
->cursorHeight
= cursor_height
;
4414 device
->xHotSpot
= x_hotspot
;
4415 device
->yHotSpot
= y_hotspot
;
4420 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
4421 int x_screen_space
, int y_screen_space
, DWORD flags
)
4423 TRACE("device %p, x %d, y %d, flags %#x.\n",
4424 device
, x_screen_space
, y_screen_space
, flags
);
4426 device
->xScreenSpace
= x_screen_space
;
4427 device
->yScreenSpace
= y_screen_space
;
4429 if (device
->hardwareCursor
)
4433 GetCursorPos( &pt
);
4434 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
4436 SetCursorPos( x_screen_space
, y_screen_space
);
4438 /* Switch to the software cursor if position diverges from the hardware one. */
4439 GetCursorPos( &pt
);
4440 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
4442 if (device
->bCursorVisible
) SetCursor( NULL
);
4443 DestroyCursor( device
->hardwareCursor
);
4444 device
->hardwareCursor
= 0;
4449 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
4451 BOOL oldVisible
= device
->bCursorVisible
;
4453 TRACE("device %p, show %#x.\n", device
, show
);
4456 * When ShowCursor is first called it should make the cursor appear at the OS's last
4457 * known cursor position.
4459 if (show
&& !oldVisible
)
4463 device
->xScreenSpace
= pt
.x
;
4464 device
->yScreenSpace
= pt
.y
;
4467 if (device
->hardwareCursor
)
4469 device
->bCursorVisible
= show
;
4471 SetCursor(device
->hardwareCursor
);
4475 else if (device
->cursor_texture
)
4477 device
->bCursorVisible
= show
;
4483 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
4485 struct wined3d_resource
*resource
, *cursor
;
4487 TRACE("device %p.\n", device
);
4489 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4491 TRACE("Checking resource %p for eviction.\n", resource
);
4493 if (resource
->pool
== WINED3D_POOL_MANAGED
&& !resource
->map_count
)
4495 TRACE("Evicting %p.\n", resource
);
4496 wined3d_cs_emit_unload_resource(device
->cs
, resource
);
4501 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4503 struct wined3d_resource
*resource
, *cursor
;
4504 const struct wined3d_gl_info
*gl_info
;
4505 struct wined3d_context
*context
;
4506 struct wined3d_shader
*shader
;
4508 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4510 TRACE("Unloading resource %p.\n", resource
);
4511 wined3d_cs_emit_unload_resource(device
->cs
, resource
);
4514 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
4516 device
->shader_backend
->shader_destroy(shader
);
4519 context
= context_acquire(device
, NULL
);
4520 gl_info
= context
->gl_info
;
4522 if (device
->depth_blt_texture
)
4524 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
4525 device
->depth_blt_texture
= 0;
4528 device
->blitter
->free_private(device
);
4529 device
->shader_backend
->shader_free_private(device
);
4530 destroy_dummy_textures(device
, context
);
4531 destroy_default_samplers(device
, context
);
4533 context_release(context
);
4535 while (device
->context_count
)
4537 if (device
->contexts
[0]->swapchain
)
4538 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
4540 context_destroy(device
, device
->contexts
[0]);
4543 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4544 swapchain
->context
= NULL
;
4547 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4549 struct wined3d_context
*context
;
4550 struct wined3d_texture
*target
;
4553 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
4554 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
4556 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
4560 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
4562 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
4563 device
->shader_backend
->shader_free_private(device
);
4567 /* Recreate the primary swapchain's context */
4568 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
4569 if (!swapchain
->context
)
4571 ERR("Failed to allocate memory for swapchain context array.\n");
4572 device
->blitter
->free_private(device
);
4573 device
->shader_backend
->shader_free_private(device
);
4574 return E_OUTOFMEMORY
;
4577 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
4578 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
4580 WARN("Failed to create context.\n");
4581 device
->blitter
->free_private(device
);
4582 device
->shader_backend
->shader_free_private(device
);
4583 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4587 swapchain
->context
[0] = context
;
4588 swapchain
->num_contexts
= 1;
4589 create_dummy_textures(device
, context
);
4590 create_default_samplers(device
, context
);
4591 context_release(context
);
4596 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
4597 const struct wined3d_swapchain_desc
*swapchain_desc
, const struct wined3d_display_mode
*mode
,
4598 wined3d_device_reset_cb callback
, BOOL reset_state
)
4600 struct wined3d_resource
*resource
, *cursor
;
4601 struct wined3d_swapchain
*swapchain
;
4602 struct wined3d_view_desc view_desc
;
4603 BOOL backbuffer_resized
;
4604 HRESULT hr
= WINED3D_OK
;
4607 TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
4608 device
, swapchain_desc
, mode
, callback
, reset_state
);
4610 if (!(swapchain
= wined3d_device_get_swapchain(device
, 0)))
4612 ERR("Failed to get the first implicit swapchain.\n");
4613 return WINED3DERR_INVALIDCALL
;
4618 if (device
->logo_texture
)
4620 wined3d_texture_decref(device
->logo_texture
);
4621 device
->logo_texture
= NULL
;
4623 if (device
->cursor_texture
)
4625 wined3d_texture_decref(device
->cursor_texture
);
4626 device
->cursor_texture
= NULL
;
4628 state_unbind_resources(&device
->state
);
4631 if (device
->fb
.render_targets
)
4633 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4635 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
4638 wined3d_device_set_depth_stencil_view(device
, NULL
);
4642 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4644 TRACE("Enumerating resource %p.\n", resource
);
4645 if (FAILED(hr
= callback(resource
)))
4650 TRACE("New params:\n");
4651 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
4652 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
4653 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
4654 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
4655 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
4656 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
4657 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
4658 TRACE("device_window %p\n", swapchain_desc
->device_window
);
4659 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
4660 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
4661 if (swapchain_desc
->enable_auto_depth_stencil
)
4662 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
4663 TRACE("flags %#x\n", swapchain_desc
->flags
);
4664 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
4665 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
4666 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
4668 /* No special treatment of these parameters. Just store them */
4669 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
4670 swapchain
->desc
.enable_auto_depth_stencil
= swapchain_desc
->enable_auto_depth_stencil
;
4671 swapchain
->desc
.auto_depth_stencil_format
= swapchain_desc
->auto_depth_stencil_format
;
4672 swapchain
->desc
.flags
= swapchain_desc
->flags
;
4673 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
4674 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
4675 swapchain
->desc
.auto_restore_display_mode
= swapchain_desc
->auto_restore_display_mode
;
4677 if (swapchain_desc
->device_window
4678 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
4680 TRACE("Changing the device window from %p to %p.\n",
4681 swapchain
->desc
.device_window
, swapchain_desc
->device_window
);
4682 swapchain
->desc
.device_window
= swapchain_desc
->device_window
;
4683 swapchain
->device_window
= swapchain_desc
->device_window
;
4684 wined3d_swapchain_set_window(swapchain
, NULL
);
4687 backbuffer_resized
= swapchain_desc
->backbuffer_width
!= swapchain
->desc
.backbuffer_width
4688 || swapchain_desc
->backbuffer_height
!= swapchain
->desc
.backbuffer_height
;
4690 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
4691 || swapchain
->reapply_mode
|| mode
4692 || (!swapchain_desc
->windowed
&& backbuffer_resized
))
4694 if (FAILED(hr
= wined3d_swapchain_set_fullscreen(swapchain
, swapchain_desc
, mode
)))
4697 else if (!swapchain_desc
->windowed
)
4699 DWORD style
= device
->style
;
4700 DWORD exStyle
= device
->exStyle
;
4701 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
4702 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
4703 * Reset to clear up their mess. Guild Wars also loses the device during that.
4706 device
->exStyle
= 0;
4707 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4708 swapchain_desc
->backbuffer_width
,
4709 swapchain_desc
->backbuffer_height
);
4710 device
->style
= style
;
4711 device
->exStyle
= exStyle
;
4714 if (FAILED(hr
= wined3d_swapchain_resize_buffers(swapchain
, swapchain_desc
->backbuffer_count
,
4715 swapchain_desc
->backbuffer_width
, swapchain_desc
->backbuffer_height
, swapchain_desc
->backbuffer_format
,
4716 swapchain_desc
->multisample_type
, swapchain_desc
->multisample_quality
)))
4719 if (device
->auto_depth_stencil_view
)
4721 wined3d_rendertarget_view_decref(device
->auto_depth_stencil_view
);
4722 device
->auto_depth_stencil_view
= NULL
;
4724 if (swapchain
->desc
.enable_auto_depth_stencil
)
4726 struct wined3d_resource_desc texture_desc
;
4727 struct wined3d_texture
*texture
;
4729 TRACE("Creating the depth stencil buffer.\n");
4731 texture_desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
4732 texture_desc
.format
= swapchain
->desc
.auto_depth_stencil_format
;
4733 texture_desc
.multisample_type
= swapchain
->desc
.multisample_type
;
4734 texture_desc
.multisample_quality
= swapchain
->desc
.multisample_quality
;
4735 texture_desc
.usage
= WINED3DUSAGE_DEPTHSTENCIL
;
4736 texture_desc
.pool
= WINED3D_POOL_DEFAULT
;
4737 texture_desc
.width
= swapchain
->desc
.backbuffer_width
;
4738 texture_desc
.height
= swapchain
->desc
.backbuffer_height
;
4739 texture_desc
.depth
= 1;
4740 texture_desc
.size
= 0;
4742 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_texture(device
->device_parent
,
4743 device
->device_parent
, &texture_desc
, &texture
)))
4745 ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr
);
4746 return WINED3DERR_INVALIDCALL
;
4749 view_desc
.format_id
= texture
->resource
.format
->id
;
4750 view_desc
.flags
= 0;
4751 view_desc
.u
.texture
.level_idx
= 0;
4752 view_desc
.u
.texture
.level_count
= 1;
4753 view_desc
.u
.texture
.layer_idx
= 0;
4754 view_desc
.u
.texture
.layer_count
= 1;
4755 hr
= wined3d_rendertarget_view_create(&view_desc
, &texture
->resource
,
4756 NULL
, &wined3d_null_parent_ops
, &device
->auto_depth_stencil_view
);
4757 wined3d_texture_decref(texture
);
4760 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4764 wined3d_device_set_depth_stencil_view(device
, device
->auto_depth_stencil_view
);
4767 if (device
->back_buffer_view
)
4769 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
4770 device
->back_buffer_view
= NULL
;
4772 if (swapchain
->desc
.backbuffer_count
)
4774 struct wined3d_resource
*back_buffer
= &swapchain
->back_buffers
[0]->resource
;
4776 view_desc
.format_id
= back_buffer
->format
->id
;
4777 view_desc
.flags
= 0;
4778 view_desc
.u
.texture
.level_idx
= 0;
4779 view_desc
.u
.texture
.level_count
= 1;
4780 view_desc
.u
.texture
.layer_idx
= 0;
4781 view_desc
.u
.texture
.layer_count
= 1;
4782 if (FAILED(hr
= wined3d_rendertarget_view_create(&view_desc
, back_buffer
,
4783 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
4785 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4790 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
4794 TRACE("Resetting stateblock.\n");
4795 if (device
->recording
)
4797 wined3d_stateblock_decref(device
->recording
);
4798 device
->recording
= NULL
;
4800 wined3d_cs_emit_reset_state(device
->cs
);
4801 state_cleanup(&device
->state
);
4803 if (device
->d3d_initialized
)
4804 delete_opengl_contexts(device
, swapchain
);
4806 state_init(&device
->state
, &device
->fb
, &device
->adapter
->gl_info
,
4807 &device
->adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
);
4808 device
->update_state
= &device
->state
;
4810 device_init_swapchain_state(device
, swapchain
);
4812 else if (device
->back_buffer_view
)
4814 struct wined3d_rendertarget_view
*view
= device
->back_buffer_view
;
4815 struct wined3d_state
*state
= &device
->state
;
4817 wined3d_device_set_rendertarget_view(device
, 0, view
, FALSE
);
4819 /* Note the min_z / max_z is not reset. */
4820 state
->viewport
.x
= 0;
4821 state
->viewport
.y
= 0;
4822 state
->viewport
.width
= view
->width
;
4823 state
->viewport
.height
= view
->height
;
4824 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4826 SetRect(&state
->scissor_rect
, 0, 0, view
->width
, view
->height
);
4827 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4830 if (device
->d3d_initialized
)
4833 hr
= create_primary_opengl_context(device
, swapchain
);
4834 swapchain_update_swap_interval(swapchain
);
4837 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
4843 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
4845 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
4847 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
4853 void CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
4854 struct wined3d_device_creation_parameters
*parameters
)
4856 TRACE("device %p, parameters %p.\n", device
, parameters
);
4858 *parameters
= device
->create_parms
;
4861 struct wined3d
* CDECL
wined3d_device_get_wined3d(const struct wined3d_device
*device
)
4863 TRACE("device %p.\n", device
);
4865 return device
->wined3d
;
4868 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
4869 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
4871 struct wined3d_swapchain
*swapchain
;
4873 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
4874 device
, swapchain_idx
, flags
, ramp
);
4876 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4877 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
4880 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
4881 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
4883 struct wined3d_swapchain
*swapchain
;
4885 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
4886 device
, swapchain_idx
, ramp
);
4888 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4889 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
4892 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4894 TRACE("device %p, resource %p.\n", device
, resource
);
4896 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
4899 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4901 TRACE("device %p, resource %p.\n", device
, resource
);
4903 list_remove(&resource
->resource_list_entry
);
4906 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4908 enum wined3d_resource_type type
= resource
->type
;
4909 struct wined3d_rendertarget_view
*rtv
;
4912 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
4914 if (device
->d3d_initialized
)
4916 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4918 if ((rtv
= device
->fb
.render_targets
[i
]) && rtv
->resource
== resource
)
4919 ERR("Resource %p is still in use as render target %u.\n", resource
, i
);
4922 if ((rtv
= device
->fb
.depth_stencil
) && rtv
->resource
== resource
)
4923 ERR("Resource %p is still in use as depth/stencil buffer.\n", resource
);
4928 case WINED3D_RTYPE_TEXTURE_2D
:
4929 case WINED3D_RTYPE_TEXTURE_3D
:
4930 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4932 struct wined3d_texture
*texture
= texture_from_resource(resource
);
4934 if (device
->state
.textures
[i
] == texture
)
4936 ERR("Texture %p is still in use, stage %u.\n", texture
, i
);
4937 device
->state
.textures
[i
] = NULL
;
4940 if (device
->recording
&& device
->update_state
->textures
[i
] == texture
)
4942 ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n",
4943 texture
, device
->recording
, i
);
4944 device
->update_state
->textures
[i
] = NULL
;
4949 case WINED3D_RTYPE_BUFFER
:
4951 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
4953 for (i
= 0; i
< MAX_STREAMS
; ++i
)
4955 if (device
->state
.streams
[i
].buffer
== buffer
)
4957 ERR("Buffer %p is still in use, stream %u.\n", buffer
, i
);
4958 device
->state
.streams
[i
].buffer
= NULL
;
4961 if (device
->recording
&& device
->update_state
->streams
[i
].buffer
== buffer
)
4963 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
4964 buffer
, device
->recording
, i
);
4965 device
->update_state
->streams
[i
].buffer
= NULL
;
4969 if (device
->state
.index_buffer
== buffer
)
4971 ERR("Buffer %p is still in use as index buffer.\n", buffer
);
4972 device
->state
.index_buffer
= NULL
;
4975 if (device
->recording
&& device
->update_state
->index_buffer
== buffer
)
4977 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
4978 buffer
, device
->recording
);
4979 device
->update_state
->index_buffer
= NULL
;
4988 /* Remove the resource from the resourceStore */
4989 device_resource_remove(device
, resource
);
4991 TRACE("Resource released.\n");
4994 static int wined3d_sampler_compare(const void *key
, const struct wine_rb_entry
*entry
)
4996 const struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
4998 return memcmp(&sampler
->desc
, key
, sizeof(sampler
->desc
));
5001 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
5002 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
5003 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
5005 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
5006 const struct fragment_pipeline
*fragment_pipeline
;
5007 const struct wined3d_vertex_pipe_ops
*vertex_pipeline
;
5012 device
->wined3d
= wined3d
;
5013 wined3d_incref(device
->wined3d
);
5014 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
5015 device
->device_parent
= device_parent
;
5016 list_init(&device
->resources
);
5017 list_init(&device
->shaders
);
5018 device
->surface_alignment
= surface_alignment
;
5020 /* Save the creation parameters. */
5021 device
->create_parms
.adapter_idx
= adapter_idx
;
5022 device
->create_parms
.device_type
= device_type
;
5023 device
->create_parms
.focus_window
= focus_window
;
5024 device
->create_parms
.flags
= flags
;
5026 device
->shader_backend
= adapter
->shader_backend
;
5028 vertex_pipeline
= adapter
->vertex_pipe
;
5030 fragment_pipeline
= adapter
->fragment_pipe
;
5032 wine_rb_init(&device
->samplers
, wined3d_sampler_compare
);
5034 if (vertex_pipeline
->vp_states
&& fragment_pipeline
->states
5035 && FAILED(hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
,
5036 &adapter
->gl_info
, &adapter
->d3d_info
, vertex_pipeline
,
5037 fragment_pipeline
, misc_state_template
)))
5039 ERR("Failed to compile state table, hr %#x.\n", hr
);
5040 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
5041 wined3d_decref(device
->wined3d
);
5045 device
->blitter
= adapter
->blitter
;
5047 state_init(&device
->state
, &device
->fb
, &adapter
->gl_info
,
5048 &adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
);
5049 device
->update_state
= &device
->state
;
5051 if (!(device
->cs
= wined3d_cs_create(device
)))
5053 WARN("Failed to create command stream.\n");
5054 state_cleanup(&device
->state
);
5062 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
5064 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
5066 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
5067 wined3d_decref(device
->wined3d
);
5072 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5074 DWORD rep
= device
->StateTable
[state
].representative
;
5075 struct wined3d_context
*context
;
5080 for (i
= 0; i
< device
->context_count
; ++i
)
5082 context
= device
->contexts
[i
];
5083 if(isStateDirty(context
, rep
)) continue;
5085 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5086 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5087 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5088 context
->isStateDirty
[idx
] |= (1u << shift
);
5092 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
5093 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
5095 if (device
->filter_messages
&& message
!= WM_DISPLAYCHANGE
)
5097 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5098 window
, message
, wparam
, lparam
);
5100 return DefWindowProcW(window
, message
, wparam
, lparam
);
5102 return DefWindowProcA(window
, message
, wparam
, lparam
);
5105 if (message
== WM_DESTROY
)
5107 TRACE("unregister window %p.\n", window
);
5108 wined3d_unregister_window(window
);
5110 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
5111 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
5113 else if (message
== WM_DISPLAYCHANGE
)
5115 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
5117 else if (message
== WM_ACTIVATEAPP
)
5121 for (i
= 0; i
< device
->swapchain_count
; i
++)
5122 wined3d_swapchain_activate(device
->swapchains
[i
], wparam
);
5124 device
->device_parent
->ops
->activate(device
->device_parent
, wparam
);
5126 else if (message
== WM_SYSCOMMAND
)
5128 if (wparam
== SC_RESTORE
&& device
->wined3d
->flags
& WINED3D_HANDLE_RESTORE
)
5131 DefWindowProcW(window
, message
, wparam
, lparam
);
5133 DefWindowProcA(window
, message
, wparam
, lparam
);
5138 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
5140 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);