2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
39 /* Define the default light parameters as specified by MSDN. */
40 const struct wined3d_light WINED3D_default_light
=
42 WINED3D_LIGHT_DIRECTIONAL
, /* Type */
43 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
44 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
45 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
46 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
47 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
50 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
55 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
56 * actually have the same values in GL and D3D. */
57 GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
59 switch(primitive_type
)
61 case WINED3D_PT_POINTLIST
:
64 case WINED3D_PT_LINELIST
:
67 case WINED3D_PT_LINESTRIP
:
70 case WINED3D_PT_TRIANGLELIST
:
73 case WINED3D_PT_TRIANGLESTRIP
:
74 return GL_TRIANGLE_STRIP
;
76 case WINED3D_PT_TRIANGLEFAN
:
77 return GL_TRIANGLE_FAN
;
79 case WINED3D_PT_LINELIST_ADJ
:
80 return GL_LINES_ADJACENCY_ARB
;
82 case WINED3D_PT_LINESTRIP_ADJ
:
83 return GL_LINE_STRIP_ADJACENCY_ARB
;
85 case WINED3D_PT_TRIANGLELIST_ADJ
:
86 return GL_TRIANGLES_ADJACENCY_ARB
;
88 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
89 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
92 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
93 case WINED3D_PT_UNDEFINED
:
98 static enum wined3d_primitive_type
d3d_primitive_type_from_gl(GLenum primitive_type
)
100 switch(primitive_type
)
103 return WINED3D_PT_POINTLIST
;
106 return WINED3D_PT_LINELIST
;
109 return WINED3D_PT_LINESTRIP
;
112 return WINED3D_PT_TRIANGLELIST
;
114 case GL_TRIANGLE_STRIP
:
115 return WINED3D_PT_TRIANGLESTRIP
;
117 case GL_TRIANGLE_FAN
:
118 return WINED3D_PT_TRIANGLEFAN
;
120 case GL_LINES_ADJACENCY_ARB
:
121 return WINED3D_PT_LINELIST_ADJ
;
123 case GL_LINE_STRIP_ADJACENCY_ARB
:
124 return WINED3D_PT_LINESTRIP_ADJ
;
126 case GL_TRIANGLES_ADJACENCY_ARB
:
127 return WINED3D_PT_TRIANGLELIST_ADJ
;
129 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
130 return WINED3D_PT_TRIANGLESTRIP_ADJ
;
133 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
135 return WINED3D_PT_UNDEFINED
;
139 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
141 struct wined3d_context
**new_array
;
143 TRACE("Adding context %p.\n", context
);
145 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
146 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
147 sizeof(*new_array
) * (device
->context_count
+ 1));
151 ERR("Failed to grow the context array.\n");
155 new_array
[device
->context_count
++] = context
;
156 device
->contexts
= new_array
;
160 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
162 struct wined3d_context
**new_array
;
166 TRACE("Removing context %p.\n", context
);
168 for (i
= 0; i
< device
->context_count
; ++i
)
170 if (device
->contexts
[i
] == context
)
179 ERR("Context %p doesn't exist in context array.\n", context
);
183 if (!--device
->context_count
)
185 HeapFree(GetProcessHeap(), 0, device
->contexts
);
186 device
->contexts
= NULL
;
190 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
191 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
194 ERR("Failed to shrink context array. Oh well.\n");
198 device
->contexts
= new_array
;
201 void device_switch_onscreen_ds(struct wined3d_device
*device
,
202 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
204 if (device
->onscreen_depth_stencil
)
206 surface_load_location(device
->onscreen_depth_stencil
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
208 surface_modify_ds_location(device
->onscreen_depth_stencil
, WINED3D_LOCATION_TEXTURE_RGB
,
209 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
210 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
211 wined3d_texture_decref(device
->onscreen_depth_stencil
->container
);
213 device
->onscreen_depth_stencil
= depth_stencil
;
214 wined3d_texture_incref(device
->onscreen_depth_stencil
->container
);
217 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
219 unsigned int height
= wined3d_texture_get_level_height(target
->container
, target
->texture_level
);
220 unsigned int width
= wined3d_texture_get_level_width(target
->container
, target
->texture_level
);
222 /* partial draw rect */
223 if (draw_rect
->left
|| draw_rect
->top
|| draw_rect
->right
< width
|| draw_rect
->bottom
< height
)
226 /* partial clear rect */
227 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
228 || clear_rect
->right
< width
|| clear_rect
->bottom
< height
))
234 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
235 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
, RECT
*out_rect
)
237 struct wined3d_texture_sub_resource
*sub_resource
= surface_get_sub_resource(ds
);
238 RECT current_rect
, r
;
240 if (sub_resource
->locations
& WINED3D_LOCATION_DISCARDED
)
242 /* Depth buffer was discarded, make it entirely current in its new location since
243 * there is no other place where we would get data anyway. */
244 SetRect(out_rect
, 0, 0,
245 wined3d_texture_get_level_width(ds
->container
, ds
->texture_level
),
246 wined3d_texture_get_level_height(ds
->container
, ds
->texture_level
));
250 if (sub_resource
->locations
& location
)
251 SetRect(¤t_rect
, 0, 0,
252 ds
->ds_current_size
.cx
,
253 ds
->ds_current_size
.cy
);
255 SetRectEmpty(¤t_rect
);
257 IntersectRect(&r
, draw_rect
, ¤t_rect
);
258 if (EqualRect(&r
, draw_rect
))
260 /* current_rect ⊇ draw_rect, modify only. */
261 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
265 if (EqualRect(&r
, ¤t_rect
))
267 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
271 /* Full clear, modify only. */
272 *out_rect
= *draw_rect
;
276 IntersectRect(&r
, draw_rect
, clear_rect
);
277 if (EqualRect(&r
, draw_rect
))
279 /* clear_rect ⊇ draw_rect, modify only. */
280 *out_rect
= *draw_rect
;
286 surface_load_location(ds
, context
, location
);
287 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
290 void device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
291 UINT rect_count
, const RECT
*clear_rect
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
292 float depth
, DWORD stencil
)
294 struct wined3d_surface
*target
= rt_count
? wined3d_rendertarget_view_get_surface(fb
->render_targets
[0]) : NULL
;
295 struct wined3d_surface
*depth_stencil
= fb
->depth_stencil
296 ? wined3d_rendertarget_view_get_surface(fb
->depth_stencil
) : NULL
;
297 const struct wined3d_state
*state
= &device
->state
;
298 const struct wined3d_gl_info
*gl_info
;
299 UINT drawable_width
, drawable_height
;
300 struct wined3d_color corrected_color
;
301 struct wined3d_context
*context
;
302 GLbitfield clear_mask
= 0;
303 BOOL render_offscreen
;
307 context
= context_acquire(device
, target
);
310 context_release(context
);
311 WARN("Invalid context, skipping clear.\n");
314 gl_info
= context
->gl_info
;
316 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
317 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
318 * for the cleared parts, and the untouched parts.
320 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
321 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
322 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
323 * checking all this if the dest surface is in the drawable anyway. */
324 for (i
= 0; i
< rt_count
; ++i
)
326 struct wined3d_rendertarget_view
*rtv
= fb
->render_targets
[i
];
327 struct wined3d_surface
*rt
= wined3d_rendertarget_view_get_surface(rtv
);
329 if (rt
&& rtv
->format
->id
!= WINED3DFMT_NULL
)
331 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, rect_count
? clear_rect
: NULL
))
332 surface_load_location(rt
, context
, rtv
->resource
->draw_binding
);
334 wined3d_surface_prepare(rt
, context
, rtv
->resource
->draw_binding
);
340 render_offscreen
= context
->render_offscreen
;
341 surface_get_drawable_size(target
, context
, &drawable_width
, &drawable_height
);
345 render_offscreen
= TRUE
;
346 drawable_width
= wined3d_texture_get_level_pow2_width(depth_stencil
->container
,
347 depth_stencil
->texture_level
);
348 drawable_height
= wined3d_texture_get_level_pow2_height(depth_stencil
->container
,
349 depth_stencil
->texture_level
);
352 if (depth_stencil
&& render_offscreen
)
353 wined3d_surface_prepare(depth_stencil
, context
, depth_stencil
->container
->resource
.draw_binding
);
355 if (flags
& WINED3DCLEAR_ZBUFFER
)
357 DWORD location
= render_offscreen
? fb
->depth_stencil
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
359 if (!render_offscreen
&& depth_stencil
!= device
->onscreen_depth_stencil
)
360 device_switch_onscreen_ds(device
, context
, depth_stencil
);
361 prepare_ds_clear(depth_stencil
, context
, location
,
362 draw_rect
, rect_count
, clear_rect
, &ds_rect
);
365 if (!context_apply_clear_state(context
, state
, rt_count
, fb
))
367 context_release(context
);
368 WARN("Failed to apply clear state, skipping clear.\n");
372 /* Only set the values up once, as they are not changing. */
373 if (flags
& WINED3DCLEAR_STENCIL
)
375 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
377 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
378 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
380 gl_info
->gl_ops
.gl
.p_glStencilMask(~0U);
381 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
382 gl_info
->gl_ops
.gl
.p_glClearStencil(stencil
);
383 checkGLcall("glClearStencil");
384 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
387 if (flags
& WINED3DCLEAR_ZBUFFER
)
389 DWORD location
= render_offscreen
? fb
->depth_stencil
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
391 surface_modify_ds_location(depth_stencil
, location
, ds_rect
.right
, ds_rect
.bottom
);
393 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_TRUE
);
394 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
395 gl_info
->gl_ops
.gl
.p_glClearDepth(depth
);
396 checkGLcall("glClearDepth");
397 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
400 if (flags
& WINED3DCLEAR_TARGET
)
402 for (i
= 0; i
< rt_count
; ++i
)
404 struct wined3d_rendertarget_view
*rtv
= fb
->render_targets
[i
];
405 struct wined3d_texture
*texture
;
410 if (rtv
->resource
->type
== WINED3D_RTYPE_BUFFER
)
412 FIXME("Not supported on buffer resources.\n");
416 texture
= wined3d_texture_from_resource(rtv
->resource
);
417 wined3d_texture_validate_location(texture
, rtv
->sub_resource_idx
, rtv
->resource
->draw_binding
);
418 wined3d_texture_invalidate_location(texture
, rtv
->sub_resource_idx
, ~rtv
->resource
->draw_binding
);
421 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, state
, fb
))
424 WARN("Clearing multiple sRGB render targets with no GL_ARB_framebuffer_sRGB "
425 "support, this might cause graphical issues.\n");
427 corrected_color
.r
= color
->r
< wined3d_srgb_const1
[0]
428 ? color
->r
* wined3d_srgb_const0
[3]
429 : pow(color
->r
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
430 - wined3d_srgb_const0
[2];
431 corrected_color
.r
= min(max(corrected_color
.r
, 0.0f
), 1.0f
);
432 corrected_color
.g
= color
->g
< wined3d_srgb_const1
[0]
433 ? color
->g
* wined3d_srgb_const0
[3]
434 : pow(color
->g
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
435 - wined3d_srgb_const0
[2];
436 corrected_color
.g
= min(max(corrected_color
.g
, 0.0f
), 1.0f
);
437 corrected_color
.b
= color
->b
< wined3d_srgb_const1
[0]
438 ? color
->b
* wined3d_srgb_const0
[3]
439 : pow(color
->b
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
440 - wined3d_srgb_const0
[2];
441 corrected_color
.b
= min(max(corrected_color
.b
, 0.0f
), 1.0f
);
442 color
= &corrected_color
;
445 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
446 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
447 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
448 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
449 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
450 gl_info
->gl_ops
.gl
.p_glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
451 checkGLcall("glClearColor");
452 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
457 if (render_offscreen
)
459 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, draw_rect
->top
,
460 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
464 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
465 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
467 checkGLcall("glScissor");
468 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
469 checkGLcall("glClear");
475 /* Now process each rect in turn. */
476 for (i
= 0; i
< rect_count
; ++i
)
478 /* Note that GL uses lower left, width/height. */
479 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
481 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
482 wine_dbgstr_rect(&clear_rect
[i
]),
483 wine_dbgstr_rect(¤t_rect
));
485 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
486 * The rectangle is not cleared, no error is returned, but further rectangles are
487 * still cleared if they are valid. */
488 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
490 TRACE("Rectangle with negative dimensions, ignoring.\n");
494 if (render_offscreen
)
496 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, current_rect
.top
,
497 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
501 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
502 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
504 checkGLcall("glScissor");
506 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
507 checkGLcall("glClear");
511 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
512 && target
->container
->swapchain
&& target
->container
->swapchain
->front_buffer
== target
->container
))
513 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
515 context_release(context
);
518 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
520 ULONG refcount
= InterlockedIncrement(&device
->ref
);
522 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
527 static void device_leftover_sampler(struct wine_rb_entry
*entry
, void *context
)
529 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
531 ERR("Leftover sampler %p.\n", sampler
);
534 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
536 ULONG refcount
= InterlockedDecrement(&device
->ref
);
538 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
544 wined3d_cs_destroy(device
->cs
);
546 if (device
->recording
&& wined3d_stateblock_decref(device
->recording
))
547 FIXME("Something's still holding the recording stateblock.\n");
548 device
->recording
= NULL
;
550 state_cleanup(&device
->state
);
552 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
554 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
555 device
->multistate_funcs
[i
] = NULL
;
558 if (!list_empty(&device
->resources
))
560 struct wined3d_resource
*resource
;
562 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
564 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
566 FIXME("Leftover resource %p with type %s (%#x).\n",
567 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
571 if (device
->contexts
)
572 ERR("Context array not freed!\n");
573 if (device
->hardwareCursor
)
574 DestroyCursor(device
->hardwareCursor
);
575 device
->hardwareCursor
= 0;
577 wine_rb_destroy(&device
->samplers
, device_leftover_sampler
, NULL
);
579 wined3d_decref(device
->wined3d
);
580 device
->wined3d
= NULL
;
581 HeapFree(GetProcessHeap(), 0, device
);
582 TRACE("Freed device %p.\n", device
);
588 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
590 TRACE("device %p.\n", device
);
592 return device
->swapchain_count
;
595 struct wined3d_swapchain
* CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
, UINT swapchain_idx
)
597 TRACE("device %p, swapchain_idx %u.\n", device
, swapchain_idx
);
599 if (swapchain_idx
>= device
->swapchain_count
)
601 WARN("swapchain_idx %u >= swapchain_count %u.\n",
602 swapchain_idx
, device
->swapchain_count
);
606 return device
->swapchains
[swapchain_idx
];
609 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
611 struct wined3d_color_key color_key
;
612 struct wined3d_resource_desc desc
;
616 HDC dcb
= NULL
, dcs
= NULL
;
618 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
621 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
622 dcb
= CreateCompatibleDC(NULL
);
624 SelectObject(dcb
, hbm
);
628 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
631 memset(&bm
, 0, sizeof(bm
));
636 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
637 desc
.format
= WINED3DFMT_B5G6R5_UNORM
;
638 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
639 desc
.multisample_quality
= 0;
640 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
641 desc
.pool
= WINED3D_POOL_DEFAULT
;
642 desc
.width
= bm
.bmWidth
;
643 desc
.height
= bm
.bmHeight
;
646 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, WINED3D_TEXTURE_CREATE_MAPPABLE
,
647 NULL
, NULL
, &wined3d_null_parent_ops
, &device
->logo_texture
)))
649 ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr
);
655 if (FAILED(hr
= wined3d_texture_get_dc(device
->logo_texture
, 0, &dcs
)))
657 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
658 wined3d_texture_release_dc(device
->logo_texture
, 0, dcs
);
660 color_key
.color_space_low_value
= 0;
661 color_key
.color_space_high_value
= 0;
662 wined3d_texture_set_color_key(device
->logo_texture
, WINED3D_CKEY_SRC_BLT
, &color_key
);
666 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
667 const RECT rect
= {0, 0, desc
.width
, desc
.height
};
668 struct wined3d_surface
*surface
;
670 /* Fill the surface with a white color to show that wined3d is there */
671 surface
= device
->logo_texture
->sub_resources
[0].u
.surface
;
672 surface_color_fill(surface
, &rect
, &c
);
676 if (dcb
) DeleteDC(dcb
);
677 if (hbm
) DeleteObject(hbm
);
680 /* Context activation is done by the caller. */
681 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
683 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
684 unsigned int i
, j
, count
;
685 /* Under DirectX you can sample even if no texture is bound, whereas
686 * OpenGL will only allow that when a valid texture is bound.
687 * We emulate this by creating dummy textures and binding them
688 * to each texture stage when the currently set D3D texture is NULL. */
690 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
691 for (i
= 0; i
< count
; ++i
)
693 static const DWORD color
= 0x000000ff;
695 /* Make appropriate texture active */
696 context_active_texture(context
, gl_info
, i
);
698 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_2d
[i
]);
699 checkGLcall("glGenTextures");
700 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
702 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
703 checkGLcall("glBindTexture");
705 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0,
706 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
707 checkGLcall("glTexImage2D");
709 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
711 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_rect
[i
]);
712 checkGLcall("glGenTextures");
713 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
715 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
716 checkGLcall("glBindTexture");
718 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0,
719 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
720 checkGLcall("glTexImage2D");
723 if (gl_info
->supported
[EXT_TEXTURE3D
])
725 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_3d
[i
]);
726 checkGLcall("glGenTextures");
727 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
729 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
730 checkGLcall("glBindTexture");
732 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
733 checkGLcall("glTexImage3D");
736 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
738 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_cube
[i
]);
739 checkGLcall("glGenTextures");
740 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
742 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
743 checkGLcall("glBindTexture");
745 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
747 gl_info
->gl_ops
.gl
.p_glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0,
748 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
749 checkGLcall("glTexImage2D");
755 /* Context activation is done by the caller. */
756 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
758 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
760 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
762 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_cube
);
763 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
766 if (gl_info
->supported
[EXT_TEXTURE3D
])
768 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_3d
);
769 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
772 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
774 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_rect
);
775 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
778 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_2d
);
779 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
781 memset(device
->dummy_texture_cube
, 0, count
* sizeof(*device
->dummy_texture_cube
));
782 memset(device
->dummy_texture_3d
, 0, count
* sizeof(*device
->dummy_texture_3d
));
783 memset(device
->dummy_texture_rect
, 0, count
* sizeof(*device
->dummy_texture_rect
));
784 memset(device
->dummy_texture_2d
, 0, count
* sizeof(*device
->dummy_texture_2d
));
787 /* Context activation is done by the caller. */
788 static void create_default_sampler(struct wined3d_device
*device
)
790 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
793 * In SM4+ shaders there is a separation between resources and samplers. Some of shader
794 * instructions allow to access resources without using samplers.
795 * In GLSL resources are always accessed through sampler or image variables. The default
796 * sampler object is used to emulate the direct resource access when there is no sampler state
800 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
802 GL_EXTCALL(glGenSamplers(1, &device
->default_sampler
));
803 checkGLcall("glGenSamplers");
804 GL_EXTCALL(glSamplerParameteri(device
->default_sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
));
805 GL_EXTCALL(glSamplerParameteri(device
->default_sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST_MIPMAP_NEAREST
));
806 checkGLcall("glSamplerParamteri");
810 device
->default_sampler
= 0;
814 /* Context activation is done by the caller. */
815 static void destroy_default_sampler(struct wined3d_device
*device
)
817 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
819 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
821 GL_EXTCALL(glDeleteSamplers(1, &device
->default_sampler
));
822 checkGLcall("glDeleteSamplers");
825 device
->default_sampler
= 0;
828 static LONG
fullscreen_style(LONG style
)
830 /* Make sure the window is managed, otherwise we won't get keyboard input. */
831 style
|= WS_POPUP
| WS_SYSMENU
;
832 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
837 static LONG
fullscreen_exstyle(LONG exstyle
)
839 /* Filter out window decorations. */
840 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
845 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
847 BOOL filter_messages
;
850 TRACE("Setting up window %p for fullscreen mode.\n", window
);
852 if (device
->style
|| device
->exStyle
)
854 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
855 window
, device
->style
, device
->exStyle
);
858 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
859 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
861 style
= fullscreen_style(device
->style
);
862 exstyle
= fullscreen_exstyle(device
->exStyle
);
864 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
865 device
->style
, device
->exStyle
, style
, exstyle
);
867 filter_messages
= device
->filter_messages
;
868 device
->filter_messages
= TRUE
;
870 SetWindowLongW(window
, GWL_STYLE
, style
);
871 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
872 SetWindowPos(window
, HWND_TOPMOST
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
874 device
->filter_messages
= filter_messages
;
877 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
879 BOOL filter_messages
;
882 if (!device
->style
&& !device
->exStyle
) return;
884 style
= GetWindowLongW(window
, GWL_STYLE
);
885 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
887 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
888 * application, and we want to ignore them in the test below, since it's
889 * not the application's fault that they changed. Additionally, we want to
890 * preserve the current status of these flags (i.e. don't restore them) to
891 * more closely emulate the behavior of Direct3D, which leaves these flags
892 * alone when returning to windowed mode. */
893 device
->style
^= (device
->style
^ style
) & WS_VISIBLE
;
894 device
->exStyle
^= (device
->exStyle
^ exstyle
) & WS_EX_TOPMOST
;
896 TRACE("Restoring window style of window %p to %08x, %08x.\n",
897 window
, device
->style
, device
->exStyle
);
899 filter_messages
= device
->filter_messages
;
900 device
->filter_messages
= TRUE
;
902 /* Only restore the style if the application didn't modify it during the
903 * fullscreen phase. Some applications change it before calling Reset()
904 * when switching between windowed and fullscreen modes (HL2), some
905 * depend on the original style (Eve Online). */
906 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
908 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
909 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
911 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
913 device
->filter_messages
= filter_messages
;
915 /* Delete the old values. */
920 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
922 TRACE("device %p, window %p.\n", device
, window
);
924 if (!wined3d_register_window(window
, device
))
926 ERR("Failed to register window %p.\n", window
);
930 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
931 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
936 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
938 TRACE("device %p.\n", device
);
940 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
941 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
944 static void device_init_swapchain_state(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
946 BOOL ds_enable
= !!swapchain
->desc
.enable_auto_depth_stencil
;
949 if (device
->fb
.render_targets
)
951 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
953 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
955 if (device
->back_buffer_view
)
956 wined3d_device_set_rendertarget_view(device
, 0, device
->back_buffer_view
, TRUE
);
959 wined3d_device_set_depth_stencil_view(device
, ds_enable
? device
->auto_depth_stencil_view
: NULL
);
960 wined3d_device_set_render_state(device
, WINED3D_RS_ZENABLE
, ds_enable
);
963 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
964 struct wined3d_swapchain_desc
*swapchain_desc
)
966 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
967 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
968 struct wined3d_swapchain
*swapchain
= NULL
;
969 struct wined3d_context
*context
;
970 DWORD clear_flags
= 0;
973 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
975 if (device
->d3d_initialized
)
976 return WINED3DERR_INVALIDCALL
;
977 if (device
->wined3d
->flags
& WINED3D_NO3D
)
978 return WINED3DERR_INVALIDCALL
;
980 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
981 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
983 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
984 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
986 TRACE("Shader private data couldn't be allocated\n");
989 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
991 TRACE("Blitter private data couldn't be allocated\n");
995 /* Setup the implicit swapchain. This also initializes a context. */
996 TRACE("Creating implicit swapchain\n");
997 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
998 swapchain_desc
, &swapchain
);
1001 WARN("Failed to create implicit swapchain\n");
1005 if (swapchain_desc
->backbuffer_count
)
1007 struct wined3d_rendertarget_view_desc view_desc
;
1009 view_desc
.format_id
= swapchain_desc
->backbuffer_format
;
1010 view_desc
.u
.texture
.level_idx
= 0;
1011 view_desc
.u
.texture
.layer_idx
= 0;
1012 view_desc
.u
.texture
.layer_count
= 1;
1013 if (FAILED(hr
= wined3d_rendertarget_view_create(&view_desc
, &swapchain
->back_buffers
[0]->resource
,
1014 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
1016 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
1021 device
->swapchain_count
= 1;
1022 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1023 if (!device
->swapchains
)
1025 ERR("Out of memory!\n");
1028 device
->swapchains
[0] = swapchain
;
1029 device_init_swapchain_state(device
, swapchain
);
1031 context
= context_acquire(device
, swapchain
->front_buffer
->sub_resources
[0].u
.surface
);
1033 create_dummy_textures(device
, context
);
1034 create_default_sampler(device
);
1036 device
->contexts
[0]->last_was_rhw
= 0;
1038 TRACE("All defaults now set up, leaving 3D init.\n");
1040 context_release(context
);
1042 /* Clear the screen */
1043 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1044 clear_flags
|= WINED3DCLEAR_TARGET
;
1045 if (swapchain_desc
->enable_auto_depth_stencil
)
1046 clear_flags
|= WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
;
1048 wined3d_device_clear(device
, 0, NULL
, clear_flags
, &black
, 1.0f
, 0);
1050 device
->d3d_initialized
= TRUE
;
1052 if (wined3d_settings
.logo
)
1053 device_load_logo(device
, wined3d_settings
.logo
);
1057 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1058 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1059 device
->swapchain_count
= 0;
1060 if (device
->back_buffer_view
)
1061 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
1063 wined3d_swapchain_decref(swapchain
);
1064 if (device
->blit_priv
)
1065 device
->blitter
->free_private(device
);
1066 if (device
->shader_priv
)
1067 device
->shader_backend
->shader_free_private(device
);
1072 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1073 struct wined3d_swapchain_desc
*swapchain_desc
)
1075 struct wined3d_swapchain
*swapchain
= NULL
;
1078 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1080 /* Setup the implicit swapchain */
1081 TRACE("Creating implicit swapchain\n");
1082 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1083 swapchain_desc
, &swapchain
);
1086 WARN("Failed to create implicit swapchain\n");
1090 device
->swapchain_count
= 1;
1091 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1092 if (!device
->swapchains
)
1094 ERR("Out of memory!\n");
1097 device
->swapchains
[0] = swapchain
;
1101 wined3d_swapchain_decref(swapchain
);
1105 static void device_free_sampler(struct wine_rb_entry
*entry
, void *context
)
1107 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
1109 wined3d_sampler_decref(sampler
);
1112 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1114 struct wined3d_resource
*resource
, *cursor
;
1115 const struct wined3d_gl_info
*gl_info
;
1116 struct wined3d_context
*context
;
1117 struct wined3d_surface
*surface
;
1120 TRACE("device %p.\n", device
);
1122 if (!device
->d3d_initialized
)
1123 return WINED3DERR_INVALIDCALL
;
1125 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1126 * it was created. Thus make sure a context is active for the glDelete* calls
1128 context
= context_acquire(device
, NULL
);
1129 gl_info
= context
->gl_info
;
1131 if (device
->logo_texture
)
1132 wined3d_texture_decref(device
->logo_texture
);
1133 if (device
->cursor_texture
)
1134 wined3d_texture_decref(device
->cursor_texture
);
1136 state_unbind_resources(&device
->state
);
1138 /* Unload resources */
1139 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1141 if (resource
->type
== WINED3D_RTYPE_SURFACE
|| resource
->type
== WINED3D_RTYPE_VOLUME
)
1144 TRACE("Unloading resource %p.\n", resource
);
1145 resource
->resource_ops
->resource_unload(resource
);
1148 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
1150 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1151 * private data, it might contain opengl pointers
1153 if (device
->depth_blt_texture
)
1155 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
1156 device
->depth_blt_texture
= 0;
1159 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1160 device
->blitter
->free_private(device
);
1161 device
->shader_backend
->shader_free_private(device
);
1162 destroy_dummy_textures(device
, gl_info
);
1163 destroy_default_sampler(device
);
1165 /* Release the context again as soon as possible. In particular,
1166 * releasing the render target views below may release the last reference
1167 * to the swapchain associated with this context, which in turn will
1168 * destroy the context. */
1169 context_release(context
);
1171 /* Release the buffers (with sanity checks)*/
1172 if (device
->onscreen_depth_stencil
)
1174 surface
= device
->onscreen_depth_stencil
;
1175 device
->onscreen_depth_stencil
= NULL
;
1176 wined3d_texture_decref(surface
->container
);
1179 if (device
->fb
.depth_stencil
)
1181 struct wined3d_rendertarget_view
*view
= device
->fb
.depth_stencil
;
1183 TRACE("Releasing depth/stencil view %p.\n", view
);
1185 device
->fb
.depth_stencil
= NULL
;
1186 wined3d_rendertarget_view_decref(view
);
1189 if (device
->auto_depth_stencil_view
)
1191 struct wined3d_rendertarget_view
*view
= device
->auto_depth_stencil_view
;
1193 device
->auto_depth_stencil_view
= NULL
;
1194 if (wined3d_rendertarget_view_decref(view
))
1195 ERR("Something's still holding the auto depth/stencil view (%p).\n", view
);
1198 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1200 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
1202 if (device
->back_buffer_view
)
1204 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
1205 device
->back_buffer_view
= NULL
;
1208 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1210 TRACE("Releasing the implicit swapchain %u.\n", i
);
1211 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1212 FIXME("Something's still holding the implicit swapchain.\n");
1215 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1216 device
->swapchains
= NULL
;
1217 device
->swapchain_count
= 0;
1219 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1220 device
->fb
.render_targets
= NULL
;
1222 device
->d3d_initialized
= FALSE
;
1227 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1231 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1233 TRACE("Releasing the implicit swapchain %u.\n", i
);
1234 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1235 FIXME("Something's still holding the implicit swapchain.\n");
1238 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1239 device
->swapchains
= NULL
;
1240 device
->swapchain_count
= 0;
1244 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1245 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1246 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1248 * There is no way to deactivate thread safety once it is enabled.
1250 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1252 TRACE("device %p.\n", device
);
1254 /* For now just store the flag (needed in case of ddraw). */
1255 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1258 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1260 TRACE("device %p.\n", device
);
1262 TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
1263 wine_dbgstr_longlong(device
->adapter
->vram_bytes
),
1264 wine_dbgstr_longlong(device
->adapter
->vram_bytes_used
),
1265 wine_dbgstr_longlong(device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
));
1267 return min(UINT_MAX
, device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
);
1270 void CDECL
wined3d_device_set_stream_output(struct wined3d_device
*device
, UINT idx
,
1271 struct wined3d_buffer
*buffer
, UINT offset
)
1273 struct wined3d_stream_output
*stream
;
1274 struct wined3d_buffer
*prev_buffer
;
1276 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device
, idx
, buffer
, offset
);
1278 if (idx
>= MAX_STREAM_OUT
)
1280 WARN("Invalid stream output %u.\n", idx
);
1284 stream
= &device
->update_state
->stream_output
[idx
];
1285 prev_buffer
= stream
->buffer
;
1288 wined3d_buffer_incref(buffer
);
1289 stream
->buffer
= buffer
;
1290 stream
->offset
= offset
;
1291 if (!device
->recording
)
1292 wined3d_cs_emit_set_stream_output(device
->cs
, idx
, buffer
, offset
);
1294 wined3d_buffer_decref(prev_buffer
);
1297 struct wined3d_buffer
* CDECL
wined3d_device_get_stream_output(struct wined3d_device
*device
,
1298 UINT idx
, UINT
*offset
)
1300 TRACE("device %p, idx %u, offset %p.\n", device
, idx
, offset
);
1302 if (idx
>= MAX_STREAM_OUT
)
1304 WARN("Invalid stream output %u.\n", idx
);
1309 *offset
= device
->state
.stream_output
[idx
].offset
;
1310 return device
->state
.stream_output
[idx
].buffer
;
1313 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1314 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1316 struct wined3d_stream_state
*stream
;
1317 struct wined3d_buffer
*prev_buffer
;
1319 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1320 device
, stream_idx
, buffer
, offset
, stride
);
1322 if (stream_idx
>= MAX_STREAMS
)
1324 WARN("Stream index %u out of range.\n", stream_idx
);
1325 return WINED3DERR_INVALIDCALL
;
1327 else if (offset
& 0x3)
1329 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1330 return WINED3DERR_INVALIDCALL
;
1333 stream
= &device
->update_state
->streams
[stream_idx
];
1334 prev_buffer
= stream
->buffer
;
1336 if (device
->recording
)
1337 device
->recording
->changed
.streamSource
|= 1u << stream_idx
;
1339 if (prev_buffer
== buffer
1340 && stream
->stride
== stride
1341 && stream
->offset
== offset
)
1343 TRACE("Application is setting the old values over, nothing to do.\n");
1347 stream
->buffer
= buffer
;
1350 stream
->stride
= stride
;
1351 stream
->offset
= offset
;
1352 wined3d_buffer_incref(buffer
);
1355 if (!device
->recording
)
1356 wined3d_cs_emit_set_stream_source(device
->cs
, stream_idx
, buffer
, offset
, stride
);
1358 wined3d_buffer_decref(prev_buffer
);
1363 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1364 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1366 const struct wined3d_stream_state
*stream
;
1368 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1369 device
, stream_idx
, buffer
, offset
, stride
);
1371 if (stream_idx
>= MAX_STREAMS
)
1373 WARN("Stream index %u out of range.\n", stream_idx
);
1374 return WINED3DERR_INVALIDCALL
;
1377 stream
= &device
->state
.streams
[stream_idx
];
1378 *buffer
= stream
->buffer
;
1380 *offset
= stream
->offset
;
1381 *stride
= stream
->stride
;
1386 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1388 struct wined3d_stream_state
*stream
;
1389 UINT old_flags
, old_freq
;
1391 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1393 /* Verify input. At least in d3d9 this is invalid. */
1394 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1396 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1397 return WINED3DERR_INVALIDCALL
;
1399 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1401 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1402 return WINED3DERR_INVALIDCALL
;
1406 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1407 return WINED3DERR_INVALIDCALL
;
1410 stream
= &device
->update_state
->streams
[stream_idx
];
1411 old_flags
= stream
->flags
;
1412 old_freq
= stream
->frequency
;
1414 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1415 stream
->frequency
= divider
& 0x7fffff;
1417 if (device
->recording
)
1418 device
->recording
->changed
.streamFreq
|= 1u << stream_idx
;
1419 else if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1420 wined3d_cs_emit_set_stream_source_freq(device
->cs
, stream_idx
, stream
->frequency
, stream
->flags
);
1425 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1426 UINT stream_idx
, UINT
*divider
)
1428 const struct wined3d_stream_state
*stream
;
1430 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1432 stream
= &device
->state
.streams
[stream_idx
];
1433 *divider
= stream
->flags
| stream
->frequency
;
1435 TRACE("Returning %#x.\n", *divider
);
1440 void CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1441 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1443 TRACE("device %p, state %s, matrix %p.\n",
1444 device
, debug_d3dtstype(d3dts
), matrix
);
1445 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_11
, matrix
->_12
, matrix
->_13
, matrix
->_14
);
1446 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_21
, matrix
->_22
, matrix
->_23
, matrix
->_24
);
1447 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_31
, matrix
->_32
, matrix
->_33
, matrix
->_34
);
1448 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_41
, matrix
->_42
, matrix
->_43
, matrix
->_44
);
1450 /* Handle recording of state blocks. */
1451 if (device
->recording
)
1453 TRACE("Recording... not performing anything.\n");
1454 device
->recording
->changed
.transform
[d3dts
>> 5] |= 1u << (d3dts
& 0x1f);
1455 device
->update_state
->transforms
[d3dts
] = *matrix
;
1459 /* If the new matrix is the same as the current one,
1460 * we cut off any further processing. this seems to be a reasonable
1461 * optimization because as was noticed, some apps (warcraft3 for example)
1462 * tend towards setting the same matrix repeatedly for some reason.
1464 * From here on we assume that the new matrix is different, wherever it matters. */
1465 if (!memcmp(&device
->state
.transforms
[d3dts
], matrix
, sizeof(*matrix
)))
1467 TRACE("The application is setting the same matrix over again.\n");
1471 device
->state
.transforms
[d3dts
] = *matrix
;
1472 wined3d_cs_emit_set_transform(device
->cs
, d3dts
, matrix
);
1475 void CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1476 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1478 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1480 *matrix
= device
->state
.transforms
[state
];
1483 void CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1484 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1486 const struct wined3d_matrix
*mat
;
1487 struct wined3d_matrix temp
;
1489 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1491 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1492 * below means it will be recorded in a state block change, but it
1493 * works regardless where it is recorded.
1494 * If this is found to be wrong, change to StateBlock. */
1495 if (state
> HIGHEST_TRANSFORMSTATE
)
1497 WARN("Unhandled transform state %#x.\n", state
);
1501 mat
= &device
->update_state
->transforms
[state
];
1502 multiply_matrix(&temp
, mat
, matrix
);
1504 /* Apply change via set transform - will reapply to eg. lights this way. */
1505 wined3d_device_set_transform(device
, state
, &temp
);
1508 /* Note lights are real special cases. Although the device caps state only
1509 * e.g. 8 are supported, you can reference any indexes you want as long as
1510 * that number max are enabled at any one point in time. Therefore since the
1511 * indices can be anything, we need a hashmap of them. However, this causes
1512 * stateblock problems. When capturing the state block, I duplicate the
1513 * hashmap, but when recording, just build a chain pretty much of commands to
1515 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1516 UINT light_idx
, const struct wined3d_light
*light
)
1518 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1519 struct wined3d_light_info
*object
= NULL
;
1523 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1525 /* Check the parameter range. Need for speed most wanted sets junk lights
1526 * which confuse the GL driver. */
1528 return WINED3DERR_INVALIDCALL
;
1530 switch (light
->type
)
1532 case WINED3D_LIGHT_POINT
:
1533 case WINED3D_LIGHT_SPOT
:
1534 case WINED3D_LIGHT_GLSPOT
:
1535 /* Incorrect attenuation values can cause the gl driver to crash.
1536 * Happens with Need for speed most wanted. */
1537 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1539 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1540 return WINED3DERR_INVALIDCALL
;
1544 case WINED3D_LIGHT_DIRECTIONAL
:
1545 case WINED3D_LIGHT_PARALLELPOINT
:
1546 /* Ignores attenuation */
1550 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1551 return WINED3DERR_INVALIDCALL
;
1554 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1556 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1557 if (object
->OriginalIndex
== light_idx
)
1564 TRACE("Adding new light\n");
1565 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1567 return E_OUTOFMEMORY
;
1569 list_add_head(&device
->update_state
->light_map
[hash_idx
], &object
->entry
);
1570 object
->glIndex
= -1;
1571 object
->OriginalIndex
= light_idx
;
1574 /* Initialize the object. */
1575 TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
1576 "position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
1577 "range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
1578 light_idx
, light
->type
, debug_color(&light
->diffuse
),
1579 debug_color(&light
->specular
), debug_color(&light
->ambient
),
1580 light
->position
.x
, light
->position
.y
, light
->position
.z
,
1581 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
,
1582 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1584 /* Update the live definitions if the light is currently assigned a glIndex. */
1585 if (object
->glIndex
!= -1 && !device
->recording
)
1587 if (object
->OriginalParms
.type
!= light
->type
)
1588 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1589 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
1592 /* Save away the information. */
1593 object
->OriginalParms
= *light
;
1595 switch (light
->type
)
1597 case WINED3D_LIGHT_POINT
:
1599 object
->position
.x
= light
->position
.x
;
1600 object
->position
.y
= light
->position
.y
;
1601 object
->position
.z
= light
->position
.z
;
1602 object
->position
.w
= 1.0f
;
1603 object
->cutoff
= 180.0f
;
1607 case WINED3D_LIGHT_DIRECTIONAL
:
1609 object
->direction
.x
= -light
->direction
.x
;
1610 object
->direction
.y
= -light
->direction
.y
;
1611 object
->direction
.z
= -light
->direction
.z
;
1612 object
->direction
.w
= 0.0f
;
1613 object
->exponent
= 0.0f
;
1614 object
->cutoff
= 180.0f
;
1617 case WINED3D_LIGHT_SPOT
:
1619 object
->position
.x
= light
->position
.x
;
1620 object
->position
.y
= light
->position
.y
;
1621 object
->position
.z
= light
->position
.z
;
1622 object
->position
.w
= 1.0f
;
1625 object
->direction
.x
= light
->direction
.x
;
1626 object
->direction
.y
= light
->direction
.y
;
1627 object
->direction
.z
= light
->direction
.z
;
1628 object
->direction
.w
= 0.0f
;
1630 /* opengl-ish and d3d-ish spot lights use too different models
1631 * for the light "intensity" as a function of the angle towards
1632 * the main light direction, so we only can approximate very
1633 * roughly. However, spot lights are rather rarely used in games
1634 * (if ever used at all). Furthermore if still used, probably
1635 * nobody pays attention to such details. */
1636 if (!light
->falloff
)
1638 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1639 * equations have the falloff resp. exponent parameter as an
1640 * exponent, so the spot light lighting will always be 1.0 for
1641 * both of them, and we don't have to care for the rest of the
1642 * rather complex calculation. */
1643 object
->exponent
= 0.0f
;
1647 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
1650 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
1653 if (object
->exponent
> 128.0f
)
1654 object
->exponent
= 128.0f
;
1656 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
1660 case WINED3D_LIGHT_PARALLELPOINT
:
1661 object
->position
.x
= light
->position
.x
;
1662 object
->position
.y
= light
->position
.y
;
1663 object
->position
.z
= light
->position
.z
;
1664 object
->position
.w
= 1.0f
;
1668 FIXME("Unrecognized light type %#x.\n", light
->type
);
1674 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
1675 UINT light_idx
, struct wined3d_light
*light
)
1677 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1678 struct wined3d_light_info
*light_info
= NULL
;
1681 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1683 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1685 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1686 if (light_info
->OriginalIndex
== light_idx
)
1693 TRACE("Light information requested but light not defined\n");
1694 return WINED3DERR_INVALIDCALL
;
1697 *light
= light_info
->OriginalParms
;
1701 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
1703 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1704 struct wined3d_light_info
*light_info
= NULL
;
1707 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
1709 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1711 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1712 if (light_info
->OriginalIndex
== light_idx
)
1716 TRACE("Found light %p.\n", light_info
);
1718 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1721 TRACE("Light enabled requested but light not defined, so defining one!\n");
1722 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
1724 /* Search for it again! Should be fairly quick as near head of list. */
1725 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1727 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1728 if (light_info
->OriginalIndex
== light_idx
)
1734 FIXME("Adding default lights has failed dismally\n");
1735 return WINED3DERR_INVALIDCALL
;
1741 if (light_info
->glIndex
!= -1)
1743 if (!device
->recording
)
1745 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1746 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1749 device
->update_state
->lights
[light_info
->glIndex
] = NULL
;
1750 light_info
->glIndex
= -1;
1754 TRACE("Light already disabled, nothing to do\n");
1756 light_info
->enabled
= FALSE
;
1760 light_info
->enabled
= TRUE
;
1761 if (light_info
->glIndex
!= -1)
1763 TRACE("Nothing to do as light was enabled\n");
1768 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1769 /* Find a free GL light. */
1770 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
1772 if (!device
->update_state
->lights
[i
])
1774 device
->update_state
->lights
[i
] = light_info
;
1775 light_info
->glIndex
= i
;
1779 if (light_info
->glIndex
== -1)
1781 /* Our tests show that Windows returns D3D_OK in this situation, even with
1782 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
1783 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
1784 * as well for those lights.
1786 * TODO: Test how this affects rendering. */
1787 WARN("Too many concurrently active lights\n");
1791 /* i == light_info->glIndex */
1792 if (!device
->recording
)
1794 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1795 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
1803 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
1805 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1806 struct wined3d_light_info
*light_info
= NULL
;
1809 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
1811 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1813 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1814 if (light_info
->OriginalIndex
== light_idx
)
1821 TRACE("Light enabled state requested but light not defined.\n");
1822 return WINED3DERR_INVALIDCALL
;
1824 /* true is 128 according to SetLightEnable */
1825 *enable
= light_info
->enabled
? 128 : 0;
1829 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
,
1830 UINT plane_idx
, const struct wined3d_vec4
*plane
)
1832 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1834 /* Validate plane_idx. */
1835 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
1837 TRACE("Application has requested clipplane this device doesn't support.\n");
1838 return WINED3DERR_INVALIDCALL
;
1841 if (device
->recording
)
1842 device
->recording
->changed
.clipplane
|= 1u << plane_idx
;
1844 if (!memcmp(&device
->update_state
->clip_planes
[plane_idx
], plane
, sizeof(*plane
)))
1846 TRACE("Application is setting old values over, nothing to do.\n");
1850 device
->update_state
->clip_planes
[plane_idx
] = *plane
;
1852 if (!device
->recording
)
1853 wined3d_cs_emit_set_clip_plane(device
->cs
, plane_idx
, plane
);
1858 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
,
1859 UINT plane_idx
, struct wined3d_vec4
*plane
)
1861 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1863 /* Validate plane_idx. */
1864 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
1866 TRACE("Application has requested clipplane this device doesn't support.\n");
1867 return WINED3DERR_INVALIDCALL
;
1870 *plane
= device
->state
.clip_planes
[plane_idx
];
1875 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
1876 const struct wined3d_clip_status
*clip_status
)
1878 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1881 return WINED3DERR_INVALIDCALL
;
1886 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
1887 struct wined3d_clip_status
*clip_status
)
1889 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1892 return WINED3DERR_INVALIDCALL
;
1897 void CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
1899 TRACE("device %p, material %p.\n", device
, material
);
1901 device
->update_state
->material
= *material
;
1903 if (device
->recording
)
1904 device
->recording
->changed
.material
= TRUE
;
1906 wined3d_cs_emit_set_material(device
->cs
, material
);
1909 void CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
1911 TRACE("device %p, material %p.\n", device
, material
);
1913 *material
= device
->state
.material
;
1915 TRACE("diffuse %s\n", debug_color(&material
->diffuse
));
1916 TRACE("ambient %s\n", debug_color(&material
->ambient
));
1917 TRACE("specular %s\n", debug_color(&material
->specular
));
1918 TRACE("emissive %s\n", debug_color(&material
->emissive
));
1919 TRACE("power %.8e.\n", material
->power
);
1922 void CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
1923 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
1925 enum wined3d_format_id prev_format
;
1926 struct wined3d_buffer
*prev_buffer
;
1928 TRACE("device %p, buffer %p, format %s.\n",
1929 device
, buffer
, debug_d3dformat(format_id
));
1931 prev_buffer
= device
->update_state
->index_buffer
;
1932 prev_format
= device
->update_state
->index_format
;
1934 device
->update_state
->index_buffer
= buffer
;
1935 device
->update_state
->index_format
= format_id
;
1937 if (device
->recording
)
1938 device
->recording
->changed
.indices
= TRUE
;
1940 if (prev_buffer
== buffer
&& prev_format
== format_id
)
1944 wined3d_buffer_incref(buffer
);
1945 if (!device
->recording
)
1946 wined3d_cs_emit_set_index_buffer(device
->cs
, buffer
, format_id
);
1948 wined3d_buffer_decref(prev_buffer
);
1951 struct wined3d_buffer
* CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
,
1952 enum wined3d_format_id
*format
)
1954 TRACE("device %p, format %p.\n", device
, format
);
1956 *format
= device
->state
.index_format
;
1957 return device
->state
.index_buffer
;
1960 void CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
1962 TRACE("device %p, base_index %d.\n", device
, base_index
);
1964 device
->update_state
->base_vertex_index
= base_index
;
1967 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
1969 TRACE("device %p.\n", device
);
1971 return device
->state
.base_vertex_index
;
1974 void CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
1976 TRACE("device %p, viewport %p.\n", device
, viewport
);
1977 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
1978 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
1980 device
->update_state
->viewport
= *viewport
;
1982 /* Handle recording of state blocks */
1983 if (device
->recording
)
1985 TRACE("Recording... not performing anything\n");
1986 device
->recording
->changed
.viewport
= TRUE
;
1990 wined3d_cs_emit_set_viewport(device
->cs
, viewport
);
1993 void CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
1995 TRACE("device %p, viewport %p.\n", device
, viewport
);
1997 *viewport
= device
->state
.viewport
;
2000 static void resolve_depth_buffer(struct wined3d_state
*state
)
2002 struct wined3d_texture
*dst_texture
= state
->textures
[0];
2003 struct wined3d_rendertarget_view
*src_view
;
2004 RECT src_rect
, dst_rect
;
2006 if (!dst_texture
|| dst_texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
2007 || !(dst_texture
->resource
.format_flags
& WINED3DFMT_FLAG_DEPTH
))
2010 if (!(src_view
= state
->fb
->depth_stencil
))
2012 if (src_view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
2014 FIXME("Not supported on buffer resources.\n");
2018 SetRect(&dst_rect
, 0, 0, dst_texture
->resource
.width
, dst_texture
->resource
.height
);
2019 SetRect(&src_rect
, 0, 0, src_view
->width
, src_view
->height
);
2020 wined3d_texture_blt(dst_texture
, 0, &dst_rect
, wined3d_texture_from_resource(src_view
->resource
),
2021 src_view
->sub_resource_idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
);
2024 void CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2025 enum wined3d_render_state state
, DWORD value
)
2029 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2031 if (state
> WINEHIGHEST_RENDER_STATE
)
2033 WARN("Unhandled render state %#x.\n", state
);
2037 old_value
= device
->state
.render_states
[state
];
2038 device
->update_state
->render_states
[state
] = value
;
2040 /* Handle recording of state blocks. */
2041 if (device
->recording
)
2043 TRACE("Recording... not performing anything.\n");
2044 device
->recording
->changed
.renderState
[state
>> 5] |= 1u << (state
& 0x1f);
2048 /* Compared here and not before the assignment to allow proper stateblock recording. */
2049 if (value
== old_value
)
2050 TRACE("Application is setting the old value over, nothing to do.\n");
2052 wined3d_cs_emit_set_render_state(device
->cs
, state
, value
);
2054 if (state
== WINED3D_RS_POINTSIZE
&& value
== WINED3D_RESZ_CODE
)
2056 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
2057 resolve_depth_buffer(&device
->state
);
2061 DWORD CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
, enum wined3d_render_state state
)
2063 TRACE("device %p, state %s (%#x).\n", device
, debug_d3drenderstate(state
), state
);
2065 return device
->state
.render_states
[state
];
2068 void CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2069 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
2073 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2074 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2076 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2077 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2079 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
2081 WARN("Invalid sampler %u.\n", sampler_idx
);
2082 return; /* Windows accepts overflowing this array ... we do not. */
2085 old_value
= device
->state
.sampler_states
[sampler_idx
][state
];
2086 device
->update_state
->sampler_states
[sampler_idx
][state
] = value
;
2088 /* Handle recording of state blocks. */
2089 if (device
->recording
)
2091 TRACE("Recording... not performing anything.\n");
2092 device
->recording
->changed
.samplerState
[sampler_idx
] |= 1u << state
;
2096 if (old_value
== value
)
2098 TRACE("Application is setting the old value over, nothing to do.\n");
2102 wined3d_cs_emit_set_sampler_state(device
->cs
, sampler_idx
, state
, value
);
2105 DWORD CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2106 UINT sampler_idx
, enum wined3d_sampler_state state
)
2108 TRACE("device %p, sampler_idx %u, state %s.\n",
2109 device
, sampler_idx
, debug_d3dsamplerstate(state
));
2111 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2112 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2114 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
2116 WARN("Invalid sampler %u.\n", sampler_idx
);
2117 return 0; /* Windows accepts overflowing this array ... we do not. */
2120 return device
->state
.sampler_states
[sampler_idx
][state
];
2123 void CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2125 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2127 if (device
->recording
)
2128 device
->recording
->changed
.scissorRect
= TRUE
;
2130 if (EqualRect(&device
->update_state
->scissor_rect
, rect
))
2132 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2135 CopyRect(&device
->update_state
->scissor_rect
, rect
);
2137 if (device
->recording
)
2139 TRACE("Recording... not performing anything.\n");
2143 wined3d_cs_emit_set_scissor_rect(device
->cs
, rect
);
2146 void CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2148 TRACE("device %p, rect %p.\n", device
, rect
);
2150 *rect
= device
->state
.scissor_rect
;
2151 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2154 void CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2155 struct wined3d_vertex_declaration
*declaration
)
2157 struct wined3d_vertex_declaration
*prev
= device
->update_state
->vertex_declaration
;
2159 TRACE("device %p, declaration %p.\n", device
, declaration
);
2161 if (device
->recording
)
2162 device
->recording
->changed
.vertexDecl
= TRUE
;
2164 if (declaration
== prev
)
2168 wined3d_vertex_declaration_incref(declaration
);
2169 device
->update_state
->vertex_declaration
= declaration
;
2170 if (!device
->recording
)
2171 wined3d_cs_emit_set_vertex_declaration(device
->cs
, declaration
);
2173 wined3d_vertex_declaration_decref(prev
);
2176 struct wined3d_vertex_declaration
* CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
)
2178 TRACE("device %p.\n", device
);
2180 return device
->state
.vertex_declaration
;
2183 void CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2185 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
2187 TRACE("device %p, shader %p.\n", device
, shader
);
2189 if (device
->recording
)
2190 device
->recording
->changed
.vertexShader
= TRUE
;
2196 wined3d_shader_incref(shader
);
2197 device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = shader
;
2198 if (!device
->recording
)
2199 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_VERTEX
, shader
);
2201 wined3d_shader_decref(prev
);
2204 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2206 TRACE("device %p.\n", device
);
2208 return device
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
];
2211 static void wined3d_device_set_constant_buffer(struct wined3d_device
*device
,
2212 enum wined3d_shader_type type
, UINT idx
, struct wined3d_buffer
*buffer
)
2214 struct wined3d_buffer
*prev
;
2216 if (idx
>= MAX_CONSTANT_BUFFERS
)
2218 WARN("Invalid constant buffer index %u.\n", idx
);
2222 prev
= device
->update_state
->cb
[type
][idx
];
2227 wined3d_buffer_incref(buffer
);
2228 device
->update_state
->cb
[type
][idx
] = buffer
;
2229 if (!device
->recording
)
2230 wined3d_cs_emit_set_constant_buffer(device
->cs
, type
, idx
, buffer
);
2232 wined3d_buffer_decref(prev
);
2235 void CDECL
wined3d_device_set_vs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2237 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2239 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, buffer
);
2242 struct wined3d_buffer
* CDECL
wined3d_device_get_vs_cb(const struct wined3d_device
*device
, UINT idx
)
2244 TRACE("device %p, idx %u.\n", device
, idx
);
2246 if (idx
>= MAX_CONSTANT_BUFFERS
)
2248 WARN("Invalid constant buffer index %u.\n", idx
);
2252 return device
->state
.cb
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2255 static void wined3d_device_set_shader_resource_view(struct wined3d_device
*device
,
2256 enum wined3d_shader_type type
, UINT idx
, struct wined3d_shader_resource_view
*view
)
2258 struct wined3d_shader_resource_view
*prev
;
2260 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2262 WARN("Invalid view index %u.\n", idx
);
2266 prev
= device
->update_state
->shader_resource_view
[type
][idx
];
2271 wined3d_shader_resource_view_incref(view
);
2272 device
->update_state
->shader_resource_view
[type
][idx
] = view
;
2273 if (!device
->recording
)
2274 wined3d_cs_emit_set_shader_resource_view(device
->cs
, type
, idx
, view
);
2276 wined3d_shader_resource_view_decref(prev
);
2279 void CDECL
wined3d_device_set_vs_resource_view(struct wined3d_device
*device
,
2280 UINT idx
, struct wined3d_shader_resource_view
*view
)
2282 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2284 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, view
);
2287 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_vs_resource_view(const struct wined3d_device
*device
,
2290 TRACE("device %p, idx %u.\n", device
, idx
);
2292 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2294 WARN("Invalid view index %u.\n", idx
);
2298 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2301 static void wined3d_device_set_sampler(struct wined3d_device
*device
,
2302 enum wined3d_shader_type type
, UINT idx
, struct wined3d_sampler
*sampler
)
2304 struct wined3d_sampler
*prev
;
2306 if (idx
>= MAX_SAMPLER_OBJECTS
)
2308 WARN("Invalid sampler index %u.\n", idx
);
2312 prev
= device
->update_state
->sampler
[type
][idx
];
2313 if (sampler
== prev
)
2317 wined3d_sampler_incref(sampler
);
2318 device
->update_state
->sampler
[type
][idx
] = sampler
;
2319 if (!device
->recording
)
2320 wined3d_cs_emit_set_sampler(device
->cs
, type
, idx
, sampler
);
2322 wined3d_sampler_decref(prev
);
2325 void CDECL
wined3d_device_set_vs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2327 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2329 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, sampler
);
2332 struct wined3d_sampler
* CDECL
wined3d_device_get_vs_sampler(const struct wined3d_device
*device
, UINT idx
)
2334 TRACE("device %p, idx %u.\n", device
, idx
);
2336 if (idx
>= MAX_SAMPLER_OBJECTS
)
2338 WARN("Invalid sampler index %u.\n", idx
);
2342 return device
->state
.sampler
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2345 static void device_invalidate_shader_constants(const struct wined3d_device
*device
, DWORD mask
)
2349 for (i
= 0; i
< device
->context_count
; ++i
)
2351 device
->contexts
[i
]->constant_update_mask
|= mask
;
2355 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2356 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2358 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2361 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2362 device
, start_register
, constants
, bool_count
);
2364 if (!constants
|| start_register
>= MAX_CONST_B
)
2365 return WINED3DERR_INVALIDCALL
;
2367 memcpy(&device
->update_state
->vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2368 for (i
= 0; i
< count
; ++i
)
2369 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2371 if (device
->recording
)
2373 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2374 device
->recording
->changed
.vertexShaderConstantsB
|= (1u << i
);
2378 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_VS_B
);
2384 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2385 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2387 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2389 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2390 device
, start_register
, constants
, bool_count
);
2392 if (!constants
|| start_register
>= MAX_CONST_B
)
2393 return WINED3DERR_INVALIDCALL
;
2395 memcpy(constants
, &device
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2400 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2401 UINT start_register
, const int *constants
, UINT vector4i_count
)
2403 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2406 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2407 device
, start_register
, constants
, vector4i_count
);
2409 if (!constants
|| start_register
>= MAX_CONST_I
)
2410 return WINED3DERR_INVALIDCALL
;
2412 memcpy(&device
->update_state
->vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2413 for (i
= 0; i
< count
; ++i
)
2414 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2415 constants
[i
* 4], constants
[i
* 4 + 1],
2416 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2418 if (device
->recording
)
2420 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2421 device
->recording
->changed
.vertexShaderConstantsI
|= (1u << i
);
2425 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_VS_I
);
2431 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2432 UINT start_register
, int *constants
, UINT vector4i_count
)
2434 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2436 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2437 device
, start_register
, constants
, vector4i_count
);
2439 if (!constants
|| start_register
>= MAX_CONST_I
)
2440 return WINED3DERR_INVALIDCALL
;
2442 memcpy(constants
, &device
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2446 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2447 UINT start_register
, const float *constants
, UINT vector4f_count
)
2450 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2452 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2453 device
, start_register
, constants
, vector4f_count
);
2455 /* Specifically test start_register > limit to catch MAX_UINT overflows
2456 * when adding start_register + vector4f_count. */
2458 || start_register
+ vector4f_count
> d3d_info
->limits
.vs_uniform_count
2459 || start_register
> d3d_info
->limits
.vs_uniform_count
)
2460 return WINED3DERR_INVALIDCALL
;
2462 memcpy(&device
->update_state
->vs_consts_f
[start_register
* 4],
2463 constants
, vector4f_count
* sizeof(float) * 4);
2466 for (i
= 0; i
< vector4f_count
; ++i
)
2467 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2468 constants
[i
* 4], constants
[i
* 4 + 1],
2469 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2472 if (device
->recording
)
2473 memset(device
->recording
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2474 sizeof(*device
->recording
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2476 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2482 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2483 UINT start_register
, float *constants
, UINT vector4f_count
)
2485 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2486 int count
= min(vector4f_count
, d3d_info
->limits
.vs_uniform_count
- start_register
);
2488 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2489 device
, start_register
, constants
, vector4f_count
);
2491 if (!constants
|| count
< 0)
2492 return WINED3DERR_INVALIDCALL
;
2494 memcpy(constants
, &device
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2499 void CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2501 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2503 TRACE("device %p, shader %p.\n", device
, shader
);
2505 if (device
->recording
)
2506 device
->recording
->changed
.pixelShader
= TRUE
;
2512 wined3d_shader_incref(shader
);
2513 device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
] = shader
;
2514 if (!device
->recording
)
2515 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_PIXEL
, shader
);
2517 wined3d_shader_decref(prev
);
2520 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
2522 TRACE("device %p.\n", device
);
2524 return device
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
];
2527 void CDECL
wined3d_device_set_ps_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2529 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2531 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, buffer
);
2534 struct wined3d_buffer
* CDECL
wined3d_device_get_ps_cb(const struct wined3d_device
*device
, UINT idx
)
2536 TRACE("device %p, idx %u.\n", device
, idx
);
2538 if (idx
>= MAX_CONSTANT_BUFFERS
)
2540 WARN("Invalid constant buffer index %u.\n", idx
);
2544 return device
->state
.cb
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2547 void CDECL
wined3d_device_set_ps_resource_view(struct wined3d_device
*device
,
2548 UINT idx
, struct wined3d_shader_resource_view
*view
)
2550 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2552 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, view
);
2555 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_ps_resource_view(const struct wined3d_device
*device
,
2558 TRACE("device %p, idx %u.\n", device
, idx
);
2560 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2562 WARN("Invalid view index %u.\n", idx
);
2566 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2569 void CDECL
wined3d_device_set_ps_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2571 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2573 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, sampler
);
2576 struct wined3d_sampler
* CDECL
wined3d_device_get_ps_sampler(const struct wined3d_device
*device
, UINT idx
)
2578 TRACE("device %p, idx %u.\n", device
, idx
);
2580 if (idx
>= MAX_SAMPLER_OBJECTS
)
2582 WARN("Invalid sampler index %u.\n", idx
);
2586 return device
->state
.sampler
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2589 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
2590 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2592 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2595 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2596 device
, start_register
, constants
, bool_count
);
2598 if (!constants
|| start_register
>= MAX_CONST_B
)
2599 return WINED3DERR_INVALIDCALL
;
2601 memcpy(&device
->update_state
->ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2602 for (i
= 0; i
< count
; ++i
)
2603 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2605 if (device
->recording
)
2607 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2608 device
->recording
->changed
.pixelShaderConstantsB
|= (1u << i
);
2612 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_PS_B
);
2618 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
2619 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2621 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2623 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2624 device
, start_register
, constants
, bool_count
);
2626 if (!constants
|| start_register
>= MAX_CONST_B
)
2627 return WINED3DERR_INVALIDCALL
;
2629 memcpy(constants
, &device
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
2634 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
2635 UINT start_register
, const int *constants
, UINT vector4i_count
)
2637 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2640 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2641 device
, start_register
, constants
, vector4i_count
);
2643 if (!constants
|| start_register
>= MAX_CONST_I
)
2644 return WINED3DERR_INVALIDCALL
;
2646 memcpy(&device
->update_state
->ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2647 for (i
= 0; i
< count
; ++i
)
2648 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2649 constants
[i
* 4], constants
[i
* 4 + 1],
2650 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2652 if (device
->recording
)
2654 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2655 device
->recording
->changed
.pixelShaderConstantsI
|= (1u << i
);
2659 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_PS_I
);
2665 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
2666 UINT start_register
, int *constants
, UINT vector4i_count
)
2668 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2670 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2671 device
, start_register
, constants
, vector4i_count
);
2673 if (!constants
|| start_register
>= MAX_CONST_I
)
2674 return WINED3DERR_INVALIDCALL
;
2676 memcpy(constants
, &device
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2681 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
2682 UINT start_register
, const float *constants
, UINT vector4f_count
)
2685 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2687 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2688 device
, start_register
, constants
, vector4f_count
);
2690 /* Specifically test start_register > limit to catch MAX_UINT overflows
2691 * when adding start_register + vector4f_count. */
2693 || start_register
+ vector4f_count
> d3d_info
->limits
.ps_uniform_count
2694 || start_register
> d3d_info
->limits
.ps_uniform_count
)
2695 return WINED3DERR_INVALIDCALL
;
2697 memcpy(&device
->update_state
->ps_consts_f
[start_register
* 4],
2698 constants
, vector4f_count
* sizeof(float) * 4);
2701 for (i
= 0; i
< vector4f_count
; ++i
)
2702 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2703 constants
[i
* 4], constants
[i
* 4 + 1],
2704 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2707 if (device
->recording
)
2708 memset(device
->recording
->changed
.pixelShaderConstantsF
+ start_register
, 1,
2709 sizeof(*device
->recording
->changed
.pixelShaderConstantsF
) * vector4f_count
);
2711 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
2716 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
2717 UINT start_register
, float *constants
, UINT vector4f_count
)
2719 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2720 int count
= min(vector4f_count
, d3d_info
->limits
.ps_uniform_count
- start_register
);
2722 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2723 device
, start_register
, constants
, vector4f_count
);
2725 if (!constants
|| count
< 0)
2726 return WINED3DERR_INVALIDCALL
;
2728 memcpy(constants
, &device
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2733 void CDECL
wined3d_device_set_geometry_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2735 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2737 TRACE("device %p, shader %p.\n", device
, shader
);
2739 if (device
->recording
|| shader
== prev
)
2742 wined3d_shader_incref(shader
);
2743 device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] = shader
;
2744 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_GEOMETRY
, shader
);
2746 wined3d_shader_decref(prev
);
2749 struct wined3d_shader
* CDECL
wined3d_device_get_geometry_shader(const struct wined3d_device
*device
)
2751 TRACE("device %p.\n", device
);
2753 return device
->state
.shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2756 void CDECL
wined3d_device_set_gs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2758 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2760 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, buffer
);
2763 struct wined3d_buffer
* CDECL
wined3d_device_get_gs_cb(const struct wined3d_device
*device
, UINT idx
)
2765 TRACE("device %p, idx %u.\n", device
, idx
);
2767 if (idx
>= MAX_CONSTANT_BUFFERS
)
2769 WARN("Invalid constant buffer index %u.\n", idx
);
2773 return device
->state
.cb
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2776 void CDECL
wined3d_device_set_gs_resource_view(struct wined3d_device
*device
,
2777 UINT idx
, struct wined3d_shader_resource_view
*view
)
2779 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2781 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, view
);
2784 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_gs_resource_view(const struct wined3d_device
*device
,
2787 TRACE("device %p, idx %u.\n", device
, idx
);
2789 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2791 WARN("Invalid view index %u.\n", idx
);
2795 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2798 void CDECL
wined3d_device_set_gs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2800 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2802 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, sampler
);
2805 struct wined3d_sampler
* CDECL
wined3d_device_get_gs_sampler(const struct wined3d_device
*device
, UINT idx
)
2807 TRACE("device %p, idx %u.\n", device
, idx
);
2809 if (idx
>= MAX_SAMPLER_OBJECTS
)
2811 WARN("Invalid sampler index %u.\n", idx
);
2815 return device
->state
.sampler
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2818 /* Context activation is done by the caller. */
2819 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
2820 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
2821 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
2824 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
2825 struct wined3d_viewport vp
;
2833 if (stream_info
->use_map
& (1u << WINED3D_FFP_NORMAL
))
2835 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
2838 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_POSITION
)))
2840 ERR("Source has no position mask\n");
2841 return WINED3DERR_INVALIDCALL
;
2844 if (device
->state
.render_states
[WINED3D_RS_CLIPPING
])
2846 static BOOL warned
= FALSE
;
2848 * The clipping code is not quite correct. Some things need
2849 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
2850 * so disable clipping for now.
2851 * (The graphics in Half-Life are broken, and my processvertices
2852 * test crashes with IDirect3DDevice3)
2858 FIXME("Clipping is broken and disabled for now\n");
2864 vertex_size
= get_flexible_vertex_size(DestFVF
);
2865 if (FAILED(hr
= wined3d_buffer_map(dest
, dwDestIndex
* vertex_size
, dwCount
* vertex_size
, &dest_ptr
, 0)))
2867 WARN("Failed to map buffer, hr %#x.\n", hr
);
2871 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
2872 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
2873 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
2875 TRACE("View mat:\n");
2876 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._11
, view_mat
._12
, view_mat
._13
, view_mat
._14
);
2877 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._21
, view_mat
._22
, view_mat
._23
, view_mat
._24
);
2878 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._31
, view_mat
._32
, view_mat
._33
, view_mat
._34
);
2879 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._41
, view_mat
._42
, view_mat
._43
, view_mat
._44
);
2881 TRACE("Proj mat:\n");
2882 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._11
, proj_mat
._12
, proj_mat
._13
, proj_mat
._14
);
2883 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._21
, proj_mat
._22
, proj_mat
._23
, proj_mat
._24
);
2884 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._31
, proj_mat
._32
, proj_mat
._33
, proj_mat
._34
);
2885 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._41
, proj_mat
._42
, proj_mat
._43
, proj_mat
._44
);
2887 TRACE("World mat:\n");
2888 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._11
, world_mat
._12
, world_mat
._13
, world_mat
._14
);
2889 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._21
, world_mat
._22
, world_mat
._23
, world_mat
._24
);
2890 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._31
, world_mat
._32
, world_mat
._33
, world_mat
._34
);
2891 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._41
, world_mat
._42
, world_mat
._43
, world_mat
._44
);
2893 /* Get the viewport */
2894 wined3d_device_get_viewport(device
, &vp
);
2895 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
2896 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
2898 multiply_matrix(&mat
,&view_mat
,&world_mat
);
2899 multiply_matrix(&mat
,&proj_mat
,&mat
);
2901 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
2903 for (i
= 0; i
< dwCount
; i
+= 1) {
2904 unsigned int tex_index
;
2906 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
2907 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
2908 /* The position first */
2909 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
2910 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
2912 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
2914 /* Multiplication with world, view and projection matrix. */
2915 x
= (p
[0] * mat
._11
) + (p
[1] * mat
._21
) + (p
[2] * mat
._31
) + mat
._41
;
2916 y
= (p
[0] * mat
._12
) + (p
[1] * mat
._22
) + (p
[2] * mat
._32
) + mat
._42
;
2917 z
= (p
[0] * mat
._13
) + (p
[1] * mat
._23
) + (p
[2] * mat
._33
) + mat
._43
;
2918 rhw
= (p
[0] * mat
._14
) + (p
[1] * mat
._24
) + (p
[2] * mat
._34
) + mat
._44
;
2920 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
2922 /* WARNING: The following things are taken from d3d7 and were not yet checked
2923 * against d3d8 or d3d9!
2926 /* Clipping conditions: From msdn
2928 * A vertex is clipped if it does not match the following requirements
2932 * 0 < rhw ( Not in d3d7, but tested in d3d7)
2934 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
2935 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
2940 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
2941 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
2944 /* "Normal" viewport transformation (not clipped)
2945 * 1) The values are divided by rhw
2946 * 2) The y axis is negative, so multiply it with -1
2947 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
2948 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
2949 * 4) Multiply x with Width/2 and add Width/2
2950 * 5) The same for the height
2951 * 6) Add the viewpoint X and Y to the 2D coordinates and
2952 * The minimum Z value to z
2953 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
2955 * Well, basically it's simply a linear transformation into viewport
2967 z
*= vp
.max_z
- vp
.min_z
;
2969 x
+= vp
.width
/ 2 + vp
.x
;
2970 y
+= vp
.height
/ 2 + vp
.y
;
2975 /* That vertex got clipped
2976 * Contrary to OpenGL it is not dropped completely, it just
2977 * undergoes a different calculation.
2979 TRACE("Vertex got clipped\n");
2986 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
2987 * outside of the main vertex buffer memory. That needs some more
2992 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
2995 ( (float *) dest_ptr
)[0] = x
;
2996 ( (float *) dest_ptr
)[1] = y
;
2997 ( (float *) dest_ptr
)[2] = z
;
2998 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3000 dest_ptr
+= 3 * sizeof(float);
3002 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
3003 dest_ptr
+= sizeof(float);
3006 if (DestFVF
& WINED3DFVF_PSIZE
)
3007 dest_ptr
+= sizeof(DWORD
);
3009 if (DestFVF
& WINED3DFVF_NORMAL
)
3011 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3012 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3013 /* AFAIK this should go into the lighting information */
3014 FIXME("Didn't expect the destination to have a normal\n");
3015 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3018 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3020 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3021 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3022 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_DIFFUSE
)))
3024 static BOOL warned
= FALSE
;
3027 ERR("No diffuse color in source, but destination has one\n");
3031 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3032 dest_ptr
+= sizeof(DWORD
);
3036 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3040 if (DestFVF
& WINED3DFVF_SPECULAR
)
3042 /* What's the color value in the feedback buffer? */
3043 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3044 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3045 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_SPECULAR
)))
3047 static BOOL warned
= FALSE
;
3050 ERR("No specular color in source, but destination has one\n");
3054 *(DWORD
*)dest_ptr
= 0xff000000;
3055 dest_ptr
+= sizeof(DWORD
);
3059 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3063 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3065 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3066 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3067 if (!(stream_info
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3069 ERR("No source texture, but destination requests one\n");
3070 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3074 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3079 wined3d_buffer_unmap(dest
);
3083 #undef copy_and_next
3085 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3086 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3087 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3089 struct wined3d_state
*state
= &device
->state
;
3090 struct wined3d_stream_info stream_info
;
3091 const struct wined3d_gl_info
*gl_info
;
3092 struct wined3d_context
*context
;
3093 struct wined3d_shader
*vs
;
3098 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3099 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3100 device
, src_start_idx
, dst_idx
, vertex_count
,
3101 dst_buffer
, declaration
, flags
, dst_fvf
);
3104 FIXME("Output vertex declaration not implemented yet.\n");
3106 /* Need any context to write to the vbo. */
3107 context
= context_acquire(device
, NULL
);
3108 gl_info
= context
->gl_info
;
3110 vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
3111 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = NULL
;
3112 context_stream_info_from_declaration(context
, state
, &stream_info
);
3113 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = vs
;
3115 /* We can't convert FROM a VBO, and vertex buffers used to source into
3116 * process_vertices() are unlikely to ever be used for drawing. Release
3117 * VBOs in those buffers and fix up the stream_info structure.
3119 * Also apply the start index. */
3120 for (i
= 0, map
= stream_info
.use_map
; map
; map
>>= 1, ++i
)
3122 struct wined3d_stream_info_element
*e
;
3123 struct wined3d_buffer
*buffer
;
3128 e
= &stream_info
.elements
[i
];
3129 buffer
= state
->streams
[e
->stream_idx
].buffer
;
3130 e
->data
.buffer_object
= 0;
3131 e
->data
.addr
+= (ULONG_PTR
)buffer_get_sysmem(buffer
, context
);
3132 if (buffer
->buffer_object
)
3134 GL_EXTCALL(glDeleteBuffers(1, &buffer
->buffer_object
));
3135 buffer
->buffer_object
= 0;
3138 e
->data
.addr
+= e
->stride
* src_start_idx
;
3141 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3142 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3144 context_release(context
);
3149 void CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3150 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3152 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
3155 TRACE("device %p, stage %u, state %s, value %#x.\n",
3156 device
, stage
, debug_d3dtexturestate(state
), value
);
3158 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3160 WARN("Invalid state %#x passed.\n", state
);
3164 if (stage
>= d3d_info
->limits
.ffp_blend_stages
)
3166 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3167 stage
, d3d_info
->limits
.ffp_blend_stages
- 1);
3171 old_value
= device
->update_state
->texture_states
[stage
][state
];
3172 device
->update_state
->texture_states
[stage
][state
] = value
;
3174 if (device
->recording
)
3176 TRACE("Recording... not performing anything.\n");
3177 device
->recording
->changed
.textureState
[stage
] |= 1u << state
;
3181 /* Checked after the assignments to allow proper stateblock recording. */
3182 if (old_value
== value
)
3184 TRACE("Application is setting the old value over, nothing to do.\n");
3188 wined3d_cs_emit_set_texture_state(device
->cs
, stage
, state
, value
);
3191 DWORD CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3192 UINT stage
, enum wined3d_texture_stage_state state
)
3194 TRACE("device %p, stage %u, state %s.\n",
3195 device
, stage
, debug_d3dtexturestate(state
));
3197 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3199 WARN("Invalid state %#x passed.\n", state
);
3203 return device
->state
.texture_states
[stage
][state
];
3206 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3207 UINT stage
, struct wined3d_texture
*texture
)
3209 struct wined3d_texture
*prev
;
3211 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3213 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3214 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3216 /* Windows accepts overflowing this array... we do not. */
3217 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3219 WARN("Ignoring invalid stage %u.\n", stage
);
3223 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
3225 WARN("Rejecting attempt to set scratch texture.\n");
3226 return WINED3DERR_INVALIDCALL
;
3229 if (device
->recording
)
3230 device
->recording
->changed
.textures
|= 1u << stage
;
3232 prev
= device
->update_state
->textures
[stage
];
3233 TRACE("Previous texture %p.\n", prev
);
3235 if (texture
== prev
)
3237 TRACE("App is setting the same texture again, nothing to do.\n");
3241 TRACE("Setting new texture to %p.\n", texture
);
3242 device
->update_state
->textures
[stage
] = texture
;
3245 wined3d_texture_incref(texture
);
3246 if (!device
->recording
)
3247 wined3d_cs_emit_set_texture(device
->cs
, stage
, texture
);
3249 wined3d_texture_decref(prev
);
3254 struct wined3d_texture
* CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
, UINT stage
)
3256 TRACE("device %p, stage %u.\n", device
, stage
);
3258 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3259 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3261 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3263 WARN("Ignoring invalid stage %u.\n", stage
);
3264 return NULL
; /* Windows accepts overflowing this array ... we do not. */
3267 return device
->state
.textures
[stage
];
3270 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3272 TRACE("device %p, caps %p.\n", device
, caps
);
3274 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3275 device
->create_parms
.device_type
, caps
);
3278 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
, UINT swapchain_idx
,
3279 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
3281 struct wined3d_swapchain
*swapchain
;
3283 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3284 device
, swapchain_idx
, mode
, rotation
);
3286 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3287 return WINED3DERR_INVALIDCALL
;
3289 return wined3d_swapchain_get_display_mode(swapchain
, mode
, rotation
);
3292 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3294 struct wined3d_stateblock
*stateblock
;
3297 TRACE("device %p.\n", device
);
3299 if (device
->recording
)
3300 return WINED3DERR_INVALIDCALL
;
3302 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3306 device
->recording
= stateblock
;
3307 device
->update_state
= &stateblock
->state
;
3309 TRACE("Recording stateblock %p.\n", stateblock
);
3314 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3315 struct wined3d_stateblock
**stateblock
)
3317 struct wined3d_stateblock
*object
= device
->recording
;
3319 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3321 if (!device
->recording
)
3323 WARN("Not recording.\n");
3325 return WINED3DERR_INVALIDCALL
;
3328 stateblock_init_contained_states(object
);
3330 *stateblock
= object
;
3331 device
->recording
= NULL
;
3332 device
->update_state
= &device
->state
;
3334 TRACE("Returning stateblock %p.\n", *stateblock
);
3339 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3341 /* At the moment we have no need for any functionality at the beginning
3343 TRACE("device %p.\n", device
);
3345 if (device
->inScene
)
3347 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3348 return WINED3DERR_INVALIDCALL
;
3350 device
->inScene
= TRUE
;
3354 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3356 struct wined3d_context
*context
;
3358 TRACE("device %p.\n", device
);
3360 if (!device
->inScene
)
3362 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3363 return WINED3DERR_INVALIDCALL
;
3366 context
= context_acquire(device
, NULL
);
3367 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3368 context
->gl_info
->gl_ops
.gl
.p_glFlush();
3369 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3371 context_release(context
);
3373 device
->inScene
= FALSE
;
3377 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
3378 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
3380 TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n",
3381 device
, rect_count
, rects
, flags
, debug_color(color
), depth
, stencil
);
3383 if (!rect_count
&& rects
)
3385 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects
);
3389 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
3391 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3394 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3395 /* TODO: What about depth stencil buffers without stencil bits? */
3396 return WINED3DERR_INVALIDCALL
;
3398 else if (flags
& WINED3DCLEAR_TARGET
)
3400 if (ds
->width
< device
->fb
.render_targets
[0]->width
3401 || ds
->height
< device
->fb
.render_targets
[0]->height
)
3403 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3409 wined3d_cs_emit_clear(device
->cs
, rect_count
, rects
, flags
, color
, depth
, stencil
);
3414 void CDECL
wined3d_device_set_predication(struct wined3d_device
*device
,
3415 struct wined3d_query
*predicate
, BOOL value
)
3417 struct wined3d_query
*prev
;
3419 TRACE("device %p, predicate %p, value %#x.\n", device
, predicate
, value
);
3421 prev
= device
->update_state
->predicate
;
3424 FIXME("Predicated rendering not implemented.\n");
3425 wined3d_query_incref(predicate
);
3427 device
->update_state
->predicate
= predicate
;
3428 device
->update_state
->predicate_value
= value
;
3429 if (!device
->recording
)
3430 wined3d_cs_emit_set_predication(device
->cs
, predicate
, value
);
3432 wined3d_query_decref(prev
);
3435 struct wined3d_query
* CDECL
wined3d_device_get_predication(struct wined3d_device
*device
, BOOL
*value
)
3437 TRACE("device %p, value %p.\n", device
, value
);
3439 *value
= device
->state
.predicate_value
;
3440 return device
->state
.predicate
;
3443 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
3444 enum wined3d_primitive_type primitive_type
)
3446 GLenum gl_primitive_type
, prev
;
3448 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
3450 gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
3451 prev
= device
->update_state
->gl_primitive_type
;
3452 device
->update_state
->gl_primitive_type
= gl_primitive_type
;
3453 if (device
->recording
)
3454 device
->recording
->changed
.primitive_type
= TRUE
;
3455 else if (gl_primitive_type
!= prev
&& (gl_primitive_type
== GL_POINTS
|| prev
== GL_POINTS
))
3456 device_invalidate_state(device
, STATE_POINT_ENABLE
);
3459 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
3460 enum wined3d_primitive_type
*primitive_type
)
3462 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
3464 *primitive_type
= d3d_primitive_type_from_gl(device
->state
.gl_primitive_type
);
3466 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
3469 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
3471 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
3473 if (!device
->state
.vertex_declaration
)
3475 WARN("Called without a valid vertex declaration set.\n");
3476 return WINED3DERR_INVALIDCALL
;
3479 if (device
->state
.load_base_vertex_index
)
3481 device
->state
.load_base_vertex_index
= 0;
3482 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3485 wined3d_cs_emit_draw(device
->cs
, start_vertex
, vertex_count
, 0, 0, FALSE
);
3490 void CDECL
wined3d_device_draw_primitive_instanced(struct wined3d_device
*device
,
3491 UINT start_vertex
, UINT vertex_count
, UINT start_instance
, UINT instance_count
)
3493 TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
3494 device
, start_vertex
, vertex_count
, start_instance
, instance_count
);
3496 wined3d_cs_emit_draw(device
->cs
, start_vertex
, vertex_count
, start_instance
, instance_count
, FALSE
);
3499 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
3501 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3503 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
3505 if (!device
->state
.index_buffer
)
3507 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3508 * without an index buffer set. (The first time at least...)
3509 * D3D8 simply dies, but I doubt it can do much harm to return
3510 * D3DERR_INVALIDCALL there as well. */
3511 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3512 return WINED3DERR_INVALIDCALL
;
3515 if (!device
->state
.vertex_declaration
)
3517 WARN("Called without a valid vertex declaration set.\n");
3518 return WINED3DERR_INVALIDCALL
;
3521 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
3522 device
->state
.load_base_vertex_index
!= device
->state
.base_vertex_index
)
3524 device
->state
.load_base_vertex_index
= device
->state
.base_vertex_index
;
3525 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3528 wined3d_cs_emit_draw(device
->cs
, start_idx
, index_count
, 0, 0, TRUE
);
3533 void CDECL
wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device
*device
,
3534 UINT start_idx
, UINT index_count
, UINT start_instance
, UINT instance_count
)
3536 TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
3537 device
, start_idx
, index_count
, start_instance
, instance_count
);
3539 wined3d_cs_emit_draw(device
->cs
, start_idx
, index_count
, start_instance
, instance_count
, TRUE
);
3542 static HRESULT
wined3d_device_update_texture_3d(struct wined3d_device
*device
,
3543 struct wined3d_texture
*src_texture
, unsigned int src_level
,
3544 struct wined3d_texture
*dst_texture
, unsigned int level_count
)
3546 struct wined3d_const_bo_address data
;
3547 struct wined3d_context
*context
;
3548 struct wined3d_map_desc src
;
3549 HRESULT hr
= WINED3D_OK
;
3552 TRACE("device %p, src_texture %p, src_level %u, dst_texture %p, level_count %u.\n",
3553 device
, src_texture
, src_level
, dst_texture
, level_count
);
3555 if (src_texture
->resource
.format
!= dst_texture
->resource
.format
)
3557 WARN("Source and destination formats do not match.\n");
3558 return WINED3DERR_INVALIDCALL
;
3561 if (wined3d_texture_get_level_width(src_texture
, src_level
) != dst_texture
->resource
.width
3562 || wined3d_texture_get_level_height(src_texture
, src_level
) != dst_texture
->resource
.height
3563 || wined3d_texture_get_level_depth(src_texture
, src_level
) != dst_texture
->resource
.depth
)
3565 WARN("Source and destination dimensions do not match.\n");
3566 return WINED3DERR_INVALIDCALL
;
3569 context
= context_acquire(device
, NULL
);
3571 /* Only a prepare, since we're uploading entire volumes. */
3572 wined3d_texture_prepare_texture(dst_texture
, context
, FALSE
);
3573 wined3d_texture_bind_and_dirtify(dst_texture
, context
, FALSE
);
3575 for (i
= 0; i
< level_count
; ++i
)
3577 if (FAILED(hr
= wined3d_resource_map(&src_texture
->resource
,
3578 src_level
+ i
, &src
, NULL
, WINED3D_MAP_READONLY
)))
3581 data
.buffer_object
= 0;
3582 data
.addr
= src
.data
;
3583 wined3d_volume_upload_data(dst_texture
->sub_resources
[i
].u
.volume
, context
, &data
);
3584 wined3d_texture_invalidate_location(dst_texture
, i
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3586 if (FAILED(hr
= wined3d_resource_unmap(&src_texture
->resource
, src_level
+ i
)))
3591 context_release(context
);
3595 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
3596 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
3598 unsigned int src_size
, dst_size
, src_skip_levels
= 0;
3599 unsigned int layer_count
, level_count
, i
, j
;
3600 enum wined3d_resource_type type
;
3602 struct wined3d_context
*context
;
3604 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
3606 /* Verify that the source and destination textures are non-NULL. */
3607 if (!src_texture
|| !dst_texture
)
3609 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
3610 return WINED3DERR_INVALIDCALL
;
3613 if (src_texture
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
3615 WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n");
3616 return WINED3DERR_INVALIDCALL
;
3618 if (dst_texture
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
3620 WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\n");
3621 return WINED3DERR_INVALIDCALL
;
3624 /* Verify that the source and destination textures are the same type. */
3625 type
= src_texture
->resource
.type
;
3626 if (dst_texture
->resource
.type
!= type
)
3628 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
3629 return WINED3DERR_INVALIDCALL
;
3632 layer_count
= src_texture
->layer_count
;
3633 if (layer_count
!= dst_texture
->layer_count
)
3635 WARN("Source and destination have different layer counts.\n");
3636 return WINED3DERR_INVALIDCALL
;
3639 level_count
= min(wined3d_texture_get_level_count(src_texture
),
3640 wined3d_texture_get_level_count(dst_texture
));
3642 src_size
= max(src_texture
->resource
.width
, src_texture
->resource
.height
);
3643 dst_size
= max(dst_texture
->resource
.width
, dst_texture
->resource
.height
);
3644 if (type
== WINED3D_RTYPE_TEXTURE_3D
)
3646 src_size
= max(src_size
, src_texture
->resource
.depth
);
3647 dst_size
= max(dst_size
, dst_texture
->resource
.depth
);
3649 while (src_size
> dst_size
)
3655 /* Make sure that the destination texture is loaded. */
3656 context
= context_acquire(device
, NULL
);
3657 wined3d_texture_load(dst_texture
, context
, FALSE
);
3658 context_release(context
);
3660 /* Update every surface level of the texture. */
3663 case WINED3D_RTYPE_TEXTURE_2D
:
3665 unsigned int src_levels
= src_texture
->level_count
;
3666 unsigned int dst_levels
= dst_texture
->level_count
;
3667 struct wined3d_surface
*src_surface
;
3668 struct wined3d_surface
*dst_surface
;
3670 for (i
= 0; i
< layer_count
; ++i
)
3672 for (j
= 0; j
< level_count
; ++j
)
3674 src_surface
= src_texture
->sub_resources
[i
* src_levels
+ j
+ src_skip_levels
].u
.surface
;
3675 dst_surface
= dst_texture
->sub_resources
[i
* dst_levels
+ j
].u
.surface
;
3676 if (FAILED(hr
= surface_upload_from_surface(dst_surface
, NULL
, src_surface
, NULL
)))
3678 WARN("Failed to update surface, hr %#x.\n", hr
);
3686 case WINED3D_RTYPE_TEXTURE_3D
:
3687 if (FAILED(hr
= wined3d_device_update_texture_3d(device
,
3688 src_texture
, src_skip_levels
, dst_texture
, level_count
)))
3689 WARN("Failed to update 3D texture, hr %#x.\n", hr
);
3693 FIXME("Unsupported texture type %#x.\n", type
);
3694 return WINED3DERR_INVALIDCALL
;
3698 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
3700 const struct wined3d_state
*state
= &device
->state
;
3701 struct wined3d_texture
*texture
;
3704 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
3706 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3708 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
3710 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3711 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3713 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
3715 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3716 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3719 texture
= state
->textures
[i
];
3720 if (!texture
|| texture
->resource
.format_flags
& WINED3DFMT_FLAG_FILTERING
) continue;
3722 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
3724 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i
);
3727 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
3729 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i
);
3732 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
3733 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
3735 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i
);
3740 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
3741 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
3743 struct wined3d_rendertarget_view
*rt
= device
->fb
.render_targets
[0];
3744 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3746 if (ds
&& rt
&& (ds
->width
< rt
->width
|| ds
->height
< rt
->height
))
3748 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
3749 return WINED3DERR_CONFLICTINGRENDERSTATE
;
3753 /* return a sensible default */
3756 TRACE("returning D3D_OK\n");
3760 void CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
3764 TRACE("device %p, software %#x.\n", device
, software
);
3768 FIXME("device %p, software %#x stub!\n", device
, software
);
3772 device
->softwareVertexProcessing
= software
;
3775 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
3779 TRACE("device %p.\n", device
);
3783 TRACE("device %p stub!\n", device
);
3787 return device
->softwareVertexProcessing
;
3790 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
3791 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
3793 struct wined3d_swapchain
*swapchain
;
3795 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
3796 device
, swapchain_idx
, raster_status
);
3798 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3799 return WINED3DERR_INVALIDCALL
;
3801 return wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
3804 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
3808 TRACE("device %p, segments %.8e.\n", device
, segments
);
3810 if (segments
!= 0.0f
)
3814 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
3822 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
3826 TRACE("device %p.\n", device
);
3830 FIXME("device %p stub!\n", device
);
3837 void CDECL
wined3d_device_copy_resource(struct wined3d_device
*device
,
3838 struct wined3d_resource
*dst_resource
, struct wined3d_resource
*src_resource
)
3840 struct wined3d_texture
*dst_texture
, *src_texture
;
3841 RECT dst_rect
, src_rect
;
3845 TRACE("device %p, dst_resource %p, src_resource %p.\n", device
, dst_resource
, src_resource
);
3847 if (src_resource
== dst_resource
)
3849 WARN("Source and destination are the same resource.\n");
3853 if (src_resource
->type
!= dst_resource
->type
)
3855 WARN("Resource types (%s / %s) don't match.\n",
3856 debug_d3dresourcetype(dst_resource
->type
),
3857 debug_d3dresourcetype(src_resource
->type
));
3861 if (src_resource
->width
!= dst_resource
->width
3862 || src_resource
->height
!= dst_resource
->height
3863 || src_resource
->depth
!= dst_resource
->depth
)
3865 WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
3866 dst_resource
->width
, dst_resource
->height
, dst_resource
->depth
,
3867 src_resource
->width
, src_resource
->height
, src_resource
->depth
);
3871 if (src_resource
->format
->id
!= dst_resource
->format
->id
)
3873 WARN("Resource formats (%s / %s) don't match.\n",
3874 debug_d3dformat(dst_resource
->format
->id
),
3875 debug_d3dformat(src_resource
->format
->id
));
3879 if (dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
3881 if (FAILED(hr
= wined3d_buffer_copy(buffer_from_resource(dst_resource
), 0,
3882 buffer_from_resource(src_resource
), 0,
3883 dst_resource
->size
)))
3884 ERR("Failed to copy buffer, hr %#x.\n", hr
);
3888 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
3890 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource
->type
));
3894 dst_texture
= wined3d_texture_from_resource(dst_resource
);
3895 src_texture
= wined3d_texture_from_resource(src_resource
);
3897 if (src_texture
->layer_count
!= dst_texture
->layer_count
3898 || src_texture
->level_count
!= dst_texture
->level_count
)
3900 WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
3901 dst_texture
->layer_count
, dst_texture
->level_count
,
3902 src_texture
->layer_count
, src_texture
->level_count
);
3906 for (i
= 0; i
< dst_texture
->level_count
; ++i
)
3908 SetRect(&dst_rect
, 0, 0,
3909 wined3d_texture_get_level_width(dst_texture
, i
),
3910 wined3d_texture_get_level_height(dst_texture
, i
));
3911 SetRect(&src_rect
, 0, 0,
3912 wined3d_texture_get_level_width(src_texture
, i
),
3913 wined3d_texture_get_level_height(dst_texture
, i
));
3914 for (j
= 0; j
< dst_texture
->layer_count
; ++j
)
3916 unsigned int idx
= j
* dst_texture
->level_count
+ i
;
3918 if (FAILED(hr
= wined3d_texture_blt(dst_texture
, idx
, &dst_rect
,
3919 src_texture
, idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
)))
3920 ERR("Failed to blit, sub-resource %u, hr %#x.\n", idx
, hr
);
3925 HRESULT CDECL
wined3d_device_copy_sub_resource_region(struct wined3d_device
*device
,
3926 struct wined3d_resource
*dst_resource
, unsigned int dst_sub_resource_idx
, unsigned int dst_x
,
3927 unsigned int dst_y
, unsigned int dst_z
, struct wined3d_resource
*src_resource
,
3928 unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
)
3930 struct wined3d_texture
*dst_texture
, *src_texture
;
3931 RECT dst_rect
, src_rect
;
3934 TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
3935 "src_resource %p, src_sub_resource_idx %u, src_box %s.\n",
3936 device
, dst_resource
, dst_sub_resource_idx
, dst_x
, dst_y
, dst_z
,
3937 src_resource
, src_sub_resource_idx
, debug_box(src_box
));
3939 if (src_box
&& (src_box
->left
>= src_box
->right
3940 || src_box
->top
>= src_box
->bottom
3941 || src_box
->front
>= src_box
->back
))
3943 WARN("Invalid box %s specified.\n", debug_box(src_box
));
3944 return WINED3DERR_INVALIDCALL
;
3947 if (src_resource
== dst_resource
&& src_sub_resource_idx
== dst_sub_resource_idx
)
3949 WARN("Source and destination are the same sub-resource.\n");
3950 return WINED3DERR_INVALIDCALL
;
3953 if (src_resource
->type
!= dst_resource
->type
)
3955 WARN("Resource types (%s / %s) don't match.\n",
3956 debug_d3dresourcetype(dst_resource
->type
),
3957 debug_d3dresourcetype(src_resource
->type
));
3958 return WINED3DERR_INVALIDCALL
;
3961 if (src_resource
->format
->id
!= dst_resource
->format
->id
)
3963 WARN("Resource formats (%s / %s) don't match.\n",
3964 debug_d3dformat(dst_resource
->format
->id
),
3965 debug_d3dformat(src_resource
->format
->id
));
3966 return WINED3DERR_INVALIDCALL
;
3969 if (dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
3971 unsigned int src_offset
, size
;
3973 if (dst_sub_resource_idx
)
3975 WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx
);
3976 return WINED3DERR_INVALIDCALL
;
3978 if (src_sub_resource_idx
)
3980 WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx
);
3981 return WINED3DERR_INVALIDCALL
;
3986 src_offset
= src_box
->left
;
3987 size
= src_box
->right
- src_box
->left
;
3992 size
= src_resource
->size
;
3995 if (src_offset
> src_resource
->size
3996 || size
> src_resource
->size
- src_offset
3997 || dst_x
> dst_resource
->size
3998 || size
> dst_resource
->size
- dst_x
)
4000 WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n",
4001 dst_x
, src_offset
, size
);
4002 return WINED3DERR_INVALIDCALL
;
4005 return wined3d_buffer_copy(buffer_from_resource(dst_resource
), dst_x
,
4006 buffer_from_resource(src_resource
), src_offset
, size
);
4009 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4011 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource
->type
));
4012 return WINED3DERR_INVALIDCALL
;
4015 dst_texture
= wined3d_texture_from_resource(dst_resource
);
4016 src_texture
= wined3d_texture_from_resource(src_resource
);
4020 SetRect(&src_rect
, src_box
->left
, src_box
->top
, src_box
->right
, src_box
->bottom
);
4024 unsigned int level
= src_sub_resource_idx
% src_texture
->level_count
;
4026 SetRect(&src_rect
, 0, 0, wined3d_texture_get_level_width(src_texture
, level
),
4027 wined3d_texture_get_level_height(src_texture
, level
));
4030 SetRect(&dst_rect
, dst_x
, dst_y
, dst_x
+ (src_rect
.right
- src_rect
.left
),
4031 dst_y
+ (src_rect
.bottom
- src_rect
.top
));
4033 if (FAILED(hr
= wined3d_texture_blt(dst_texture
, dst_sub_resource_idx
, &dst_rect
,
4034 src_texture
, src_sub_resource_idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
)))
4035 WARN("Failed to blit, hr %#x.\n", hr
);
4040 void CDECL
wined3d_device_update_sub_resource(struct wined3d_device
*device
, struct wined3d_resource
*resource
,
4041 unsigned int sub_resource_idx
, const struct wined3d_box
*box
, const void *data
, unsigned int row_pitch
,
4042 unsigned int depth_pitch
)
4044 struct wined3d_texture_sub_resource
*sub_resource
;
4045 const struct wined3d_gl_info
*gl_info
;
4046 struct wined3d_const_bo_address addr
;
4047 unsigned int width
, height
, level
;
4048 struct wined3d_context
*context
;
4049 struct wined3d_texture
*texture
;
4050 struct wined3d_surface
*surface
;
4054 TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u.\n",
4055 device
, resource
, sub_resource_idx
, debug_box(box
), data
, row_pitch
, depth_pitch
);
4057 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
4059 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
4062 if (sub_resource_idx
> 0)
4064 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
4068 if (FAILED(hr
= wined3d_buffer_upload_data(buffer
, box
, data
)))
4069 WARN("Failed to update buffer data, hr %#x.\n", hr
);
4074 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4076 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
4080 texture
= wined3d_texture_from_resource(resource
);
4081 if (!(sub_resource
= wined3d_texture_get_sub_resource(texture
, sub_resource_idx
)))
4083 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
4086 surface
= sub_resource
->u
.surface
;
4088 level
= sub_resource_idx
% texture
->level_count
;
4089 width
= wined3d_texture_get_level_width(texture
, level
);
4090 height
= wined3d_texture_get_level_height(texture
, level
);
4096 if (box
->left
>= box
->right
|| box
->right
> width
4097 || box
->top
>= box
->bottom
|| box
->bottom
> height
4098 || box
->front
>= box
->back
)
4100 WARN("Invalid box %s specified.\n", debug_box(box
));
4104 src_rect
.right
= box
->right
- box
->left
;
4105 src_rect
.bottom
= box
->bottom
- box
->top
;
4106 dst_point
.x
= box
->left
;
4107 dst_point
.y
= box
->top
;
4111 src_rect
.right
= width
;
4112 src_rect
.bottom
= height
;
4117 addr
.buffer_object
= 0;
4120 context
= context_acquire(resource
->device
, NULL
);
4121 gl_info
= context
->gl_info
;
4123 /* Only load the surface for partial updates. */
4124 if (!dst_point
.x
&& !dst_point
.y
&& src_rect
.right
== width
&& src_rect
.bottom
== height
)
4125 wined3d_texture_prepare_texture(texture
, context
, FALSE
);
4127 surface_load_location(surface
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
4128 wined3d_texture_bind_and_dirtify(texture
, context
, FALSE
);
4130 wined3d_surface_upload_data(surface
, gl_info
, resource
->format
,
4131 &src_rect
, row_pitch
, &dst_point
, FALSE
, &addr
);
4133 context_release(context
);
4135 wined3d_texture_validate_location(texture
, sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
4136 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
4139 HRESULT CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4140 struct wined3d_rendertarget_view
*view
, const RECT
*rect
, DWORD flags
,
4141 const struct wined3d_color
*color
, float depth
, DWORD stencil
)
4143 const struct blit_shader
*blitter
;
4144 struct wined3d_resource
*resource
;
4145 enum wined3d_blit_op blit_op
;
4148 TRACE("device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
4149 device
, view
, wine_dbgstr_rect(rect
), flags
, debug_color(color
), depth
, stencil
);
4154 resource
= view
->resource
;
4155 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4157 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
4158 return WINED3DERR_INVALIDCALL
;
4161 if (view
->depth
> 1)
4163 FIXME("Layered clears not implemented.\n");
4164 return WINED3DERR_INVALIDCALL
;
4169 SetRect(&r
, 0, 0, view
->width
, view
->height
);
4173 if (flags
& WINED3DCLEAR_TARGET
)
4174 blit_op
= WINED3D_BLIT_OP_COLOR_FILL
;
4176 blit_op
= WINED3D_BLIT_OP_DEPTH_FILL
;
4178 if (!(blitter
= wined3d_select_blitter(&device
->adapter
->gl_info
, &device
->adapter
->d3d_info
,
4179 blit_op
, NULL
, 0, 0, NULL
, rect
, resource
->usage
, resource
->pool
, resource
->format
)))
4181 FIXME("No blitter is capable of performing the requested fill operation.\n");
4182 return WINED3DERR_INVALIDCALL
;
4185 if (blit_op
== WINED3D_BLIT_OP_COLOR_FILL
)
4186 return blitter
->color_fill(device
, view
, rect
, color
);
4188 return blitter
->depth_fill(device
, view
, rect
, flags
, depth
, stencil
);
4191 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_rendertarget_view(const struct wined3d_device
*device
,
4192 unsigned int view_idx
)
4194 TRACE("device %p, view_idx %u.\n", device
, view_idx
);
4196 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4198 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4202 return device
->fb
.render_targets
[view_idx
];
4205 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_depth_stencil_view(const struct wined3d_device
*device
)
4207 TRACE("device %p.\n", device
);
4209 return device
->fb
.depth_stencil
;
4212 HRESULT CDECL
wined3d_device_set_rendertarget_view(struct wined3d_device
*device
,
4213 unsigned int view_idx
, struct wined3d_rendertarget_view
*view
, BOOL set_viewport
)
4215 struct wined3d_rendertarget_view
*prev
;
4217 TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
4218 device
, view_idx
, view
, set_viewport
);
4220 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4222 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4223 return WINED3DERR_INVALIDCALL
;
4226 if (view
&& !(view
->resource
->usage
& WINED3DUSAGE_RENDERTARGET
))
4228 WARN("View resource %p doesn't have render target usage.\n", view
->resource
);
4229 return WINED3DERR_INVALIDCALL
;
4232 /* Set the viewport and scissor rectangles, if requested. Tests show that
4233 * stateblock recording is ignored, the change goes directly into the
4234 * primary stateblock. */
4235 if (!view_idx
&& set_viewport
)
4237 struct wined3d_state
*state
= &device
->state
;
4239 state
->viewport
.x
= 0;
4240 state
->viewport
.y
= 0;
4241 state
->viewport
.width
= view
->width
;
4242 state
->viewport
.height
= view
->height
;
4243 state
->viewport
.min_z
= 0.0f
;
4244 state
->viewport
.max_z
= 1.0f
;
4245 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4247 state
->scissor_rect
.top
= 0;
4248 state
->scissor_rect
.left
= 0;
4249 state
->scissor_rect
.right
= view
->width
;
4250 state
->scissor_rect
.bottom
= view
->height
;
4251 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4255 prev
= device
->fb
.render_targets
[view_idx
];
4260 wined3d_rendertarget_view_incref(view
);
4261 device
->fb
.render_targets
[view_idx
] = view
;
4262 wined3d_cs_emit_set_rendertarget_view(device
->cs
, view_idx
, view
);
4263 /* Release after the assignment, to prevent device_resource_released()
4264 * from seeing the surface as still in use. */
4266 wined3d_rendertarget_view_decref(prev
);
4271 void CDECL
wined3d_device_set_depth_stencil_view(struct wined3d_device
*device
, struct wined3d_rendertarget_view
*view
)
4273 struct wined3d_rendertarget_view
*prev
;
4275 TRACE("device %p, view %p.\n", device
, view
);
4277 prev
= device
->fb
.depth_stencil
;
4280 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4284 if ((device
->fb
.depth_stencil
= view
))
4285 wined3d_rendertarget_view_incref(view
);
4286 wined3d_cs_emit_set_depth_stencil_view(device
->cs
, view
);
4288 wined3d_rendertarget_view_decref(prev
);
4291 static struct wined3d_texture
*wined3d_device_create_cursor_texture(struct wined3d_device
*device
,
4292 struct wined3d_texture
*cursor_image
, unsigned int sub_resource_idx
)
4294 unsigned int texture_level
= sub_resource_idx
% cursor_image
->level_count
;
4295 struct wined3d_sub_resource_data data
;
4296 struct wined3d_resource_desc desc
;
4297 struct wined3d_map_desc map_desc
;
4298 struct wined3d_texture
*texture
;
4301 if (FAILED(wined3d_resource_map(&cursor_image
->resource
, sub_resource_idx
, &map_desc
, NULL
, WINED3D_MAP_READONLY
)))
4303 ERR("Failed to map source texture.\n");
4307 data
.data
= map_desc
.data
;
4308 data
.row_pitch
= map_desc
.row_pitch
;
4309 data
.slice_pitch
= map_desc
.slice_pitch
;
4311 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
4312 desc
.format
= WINED3DFMT_B8G8R8A8_UNORM
;
4313 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
4314 desc
.multisample_quality
= 0;
4315 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
4316 desc
.pool
= WINED3D_POOL_DEFAULT
;
4317 desc
.width
= wined3d_texture_get_level_width(cursor_image
, texture_level
);
4318 desc
.height
= wined3d_texture_get_level_height(cursor_image
, texture_level
);
4322 hr
= wined3d_texture_create(device
, &desc
, 1, WINED3D_TEXTURE_CREATE_MAPPABLE
,
4323 &data
, NULL
, &wined3d_null_parent_ops
, &texture
);
4324 wined3d_resource_unmap(&cursor_image
->resource
, sub_resource_idx
);
4327 ERR("Failed to create cursor texture.\n");
4334 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4335 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4337 unsigned int texture_level
= sub_resource_idx
% texture
->level_count
;
4338 unsigned int cursor_width
, cursor_height
;
4339 struct wined3d_display_mode mode
;
4340 struct wined3d_map_desc map_desc
;
4343 TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
4344 device
, x_hotspot
, y_hotspot
, texture
, sub_resource_idx
);
4346 if (sub_resource_idx
>= texture
->level_count
* texture
->layer_count
4347 || texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
)
4348 return WINED3DERR_INVALIDCALL
;
4350 if (device
->cursor_texture
)
4352 wined3d_texture_decref(device
->cursor_texture
);
4353 device
->cursor_texture
= NULL
;
4356 if (texture
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4358 WARN("Texture %p has invalid format %s.\n",
4359 texture
, debug_d3dformat(texture
->resource
.format
->id
));
4360 return WINED3DERR_INVALIDCALL
;
4363 if (FAILED(hr
= wined3d_get_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &mode
, NULL
)))
4365 ERR("Failed to get display mode, hr %#x.\n", hr
);
4366 return WINED3DERR_INVALIDCALL
;
4369 cursor_width
= wined3d_texture_get_level_width(texture
, texture_level
);
4370 cursor_height
= wined3d_texture_get_level_height(texture
, texture_level
);
4371 if (cursor_width
> mode
.width
|| cursor_height
> mode
.height
)
4373 WARN("Texture %p, sub-resource %u dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4374 texture
, sub_resource_idx
, cursor_width
, cursor_height
, mode
.width
, mode
.height
);
4375 return WINED3DERR_INVALIDCALL
;
4378 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4380 /* Do not store the surface's pointer because the application may
4381 * release it after setting the cursor image. Windows doesn't
4382 * addref the set surface, so we can't do this either without
4383 * creating circular refcount dependencies. */
4384 if (!(device
->cursor_texture
= wined3d_device_create_cursor_texture(device
, texture
, sub_resource_idx
)))
4386 ERR("Failed to create cursor texture.\n");
4387 return WINED3DERR_INVALIDCALL
;
4390 if (cursor_width
== 32 && cursor_height
== 32)
4392 UINT mask_size
= cursor_width
* cursor_height
/ 8;
4393 ICONINFO cursor_info
;
4397 /* 32-bit user32 cursors ignore the alpha channel if it's all
4398 * zeroes, and use the mask instead. Fill the mask with all ones
4399 * to ensure we still get a fully transparent cursor. */
4400 if (!(mask_bits
= HeapAlloc(GetProcessHeap(), 0, mask_size
)))
4401 return E_OUTOFMEMORY
;
4402 memset(mask_bits
, 0xff, mask_size
);
4404 wined3d_resource_map(&texture
->resource
, sub_resource_idx
, &map_desc
, NULL
,
4405 WINED3D_MAP_NO_DIRTY_UPDATE
| WINED3D_MAP_READONLY
);
4406 cursor_info
.fIcon
= FALSE
;
4407 cursor_info
.xHotspot
= x_hotspot
;
4408 cursor_info
.yHotspot
= y_hotspot
;
4409 cursor_info
.hbmMask
= CreateBitmap(cursor_width
, cursor_height
, 1, 1, mask_bits
);
4410 cursor_info
.hbmColor
= CreateBitmap(cursor_width
, cursor_height
, 1, 32, map_desc
.data
);
4411 wined3d_resource_unmap(&texture
->resource
, sub_resource_idx
);
4413 /* Create our cursor and clean up. */
4414 cursor
= CreateIconIndirect(&cursor_info
);
4415 if (cursor_info
.hbmMask
)
4416 DeleteObject(cursor_info
.hbmMask
);
4417 if (cursor_info
.hbmColor
)
4418 DeleteObject(cursor_info
.hbmColor
);
4419 if (device
->hardwareCursor
)
4420 DestroyCursor(device
->hardwareCursor
);
4421 device
->hardwareCursor
= cursor
;
4422 if (device
->bCursorVisible
)
4425 HeapFree(GetProcessHeap(), 0, mask_bits
);
4428 TRACE("New cursor dimensions are %ux%u.\n", cursor_width
, cursor_height
);
4429 device
->cursorWidth
= cursor_width
;
4430 device
->cursorHeight
= cursor_height
;
4431 device
->xHotSpot
= x_hotspot
;
4432 device
->yHotSpot
= y_hotspot
;
4437 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
4438 int x_screen_space
, int y_screen_space
, DWORD flags
)
4440 TRACE("device %p, x %d, y %d, flags %#x.\n",
4441 device
, x_screen_space
, y_screen_space
, flags
);
4443 device
->xScreenSpace
= x_screen_space
;
4444 device
->yScreenSpace
= y_screen_space
;
4446 if (device
->hardwareCursor
)
4450 GetCursorPos( &pt
);
4451 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
4453 SetCursorPos( x_screen_space
, y_screen_space
);
4455 /* Switch to the software cursor if position diverges from the hardware one. */
4456 GetCursorPos( &pt
);
4457 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
4459 if (device
->bCursorVisible
) SetCursor( NULL
);
4460 DestroyCursor( device
->hardwareCursor
);
4461 device
->hardwareCursor
= 0;
4466 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
4468 BOOL oldVisible
= device
->bCursorVisible
;
4470 TRACE("device %p, show %#x.\n", device
, show
);
4473 * When ShowCursor is first called it should make the cursor appear at the OS's last
4474 * known cursor position.
4476 if (show
&& !oldVisible
)
4480 device
->xScreenSpace
= pt
.x
;
4481 device
->yScreenSpace
= pt
.y
;
4484 if (device
->hardwareCursor
)
4486 device
->bCursorVisible
= show
;
4488 SetCursor(device
->hardwareCursor
);
4492 else if (device
->cursor_texture
)
4494 device
->bCursorVisible
= show
;
4500 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
4502 struct wined3d_resource
*resource
, *cursor
;
4504 TRACE("device %p.\n", device
);
4506 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4508 TRACE("Checking resource %p for eviction.\n", resource
);
4510 /* These are handled by the texture they're part of. */
4511 if (resource
->type
== WINED3D_RTYPE_SURFACE
|| resource
->type
== WINED3D_RTYPE_VOLUME
)
4514 if (resource
->pool
== WINED3D_POOL_MANAGED
&& !resource
->map_count
)
4516 TRACE("Evicting %p.\n", resource
);
4517 resource
->resource_ops
->resource_unload(resource
);
4521 /* Invalidate stream sources, the buffer(s) may have been evicted. */
4522 device_invalidate_state(device
, STATE_STREAMSRC
);
4525 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4527 struct wined3d_resource
*resource
, *cursor
;
4528 const struct wined3d_gl_info
*gl_info
;
4529 struct wined3d_context
*context
;
4530 struct wined3d_shader
*shader
;
4532 context
= context_acquire(device
, NULL
);
4533 gl_info
= context
->gl_info
;
4535 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4537 if (resource
->type
== WINED3D_RTYPE_SURFACE
|| resource
->type
== WINED3D_RTYPE_VOLUME
)
4540 TRACE("Unloading resource %p.\n", resource
);
4541 resource
->resource_ops
->resource_unload(resource
);
4544 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
4546 device
->shader_backend
->shader_destroy(shader
);
4549 if (device
->depth_blt_texture
)
4551 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
4552 device
->depth_blt_texture
= 0;
4555 device
->blitter
->free_private(device
);
4556 device
->shader_backend
->shader_free_private(device
);
4557 destroy_dummy_textures(device
, gl_info
);
4558 destroy_default_sampler(device
);
4560 context_release(context
);
4562 while (device
->context_count
)
4564 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
4567 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4568 swapchain
->context
= NULL
;
4571 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4573 struct wined3d_context
*context
;
4574 struct wined3d_texture
*target
;
4577 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
4578 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
4580 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
4584 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
4586 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
4587 device
->shader_backend
->shader_free_private(device
);
4591 /* Recreate the primary swapchain's context */
4592 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
4593 if (!swapchain
->context
)
4595 ERR("Failed to allocate memory for swapchain context array.\n");
4596 device
->blitter
->free_private(device
);
4597 device
->shader_backend
->shader_free_private(device
);
4598 return E_OUTOFMEMORY
;
4601 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
4602 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
4604 WARN("Failed to create context.\n");
4605 device
->blitter
->free_private(device
);
4606 device
->shader_backend
->shader_free_private(device
);
4607 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4611 swapchain
->context
[0] = context
;
4612 swapchain
->num_contexts
= 1;
4613 create_dummy_textures(device
, context
);
4614 create_default_sampler(device
);
4615 context_release(context
);
4620 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
4621 const struct wined3d_swapchain_desc
*swapchain_desc
, const struct wined3d_display_mode
*mode
,
4622 wined3d_device_reset_cb callback
, BOOL reset_state
)
4624 struct wined3d_rendertarget_view_desc view_desc
;
4625 struct wined3d_resource
*resource
, *cursor
;
4626 struct wined3d_swapchain
*swapchain
;
4627 struct wined3d_display_mode m
;
4628 BOOL DisplayModeChanged
;
4629 HRESULT hr
= WINED3D_OK
;
4632 TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
4633 device
, swapchain_desc
, mode
, callback
, reset_state
);
4635 if (!(swapchain
= wined3d_device_get_swapchain(device
, 0)))
4637 ERR("Failed to get the first implicit swapchain.\n");
4638 return WINED3DERR_INVALIDCALL
;
4640 DisplayModeChanged
= swapchain
->reapply_mode
;
4644 if (device
->logo_texture
)
4646 wined3d_texture_decref(device
->logo_texture
);
4647 device
->logo_texture
= NULL
;
4649 if (device
->cursor_texture
)
4651 wined3d_texture_decref(device
->cursor_texture
);
4652 device
->cursor_texture
= NULL
;
4654 state_unbind_resources(&device
->state
);
4657 if (device
->fb
.render_targets
)
4659 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4661 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
4664 wined3d_device_set_depth_stencil_view(device
, NULL
);
4666 if (device
->onscreen_depth_stencil
)
4668 wined3d_texture_decref(device
->onscreen_depth_stencil
->container
);
4669 device
->onscreen_depth_stencil
= NULL
;
4674 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4676 TRACE("Enumerating resource %p.\n", resource
);
4677 if (FAILED(hr
= callback(resource
)))
4682 TRACE("New params:\n");
4683 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
4684 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
4685 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
4686 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
4687 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
4688 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
4689 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
4690 TRACE("device_window %p\n", swapchain_desc
->device_window
);
4691 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
4692 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
4693 if (swapchain_desc
->enable_auto_depth_stencil
)
4694 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
4695 TRACE("flags %#x\n", swapchain_desc
->flags
);
4696 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
4697 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
4698 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
4700 /* No special treatment of these parameters. Just store them */
4701 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
4702 swapchain
->desc
.enable_auto_depth_stencil
= swapchain_desc
->enable_auto_depth_stencil
;
4703 swapchain
->desc
.auto_depth_stencil_format
= swapchain_desc
->auto_depth_stencil_format
;
4704 swapchain
->desc
.flags
= swapchain_desc
->flags
;
4705 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
4706 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
4707 swapchain
->desc
.auto_restore_display_mode
= swapchain_desc
->auto_restore_display_mode
;
4709 if (swapchain_desc
->device_window
4710 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
4712 TRACE("Changing the device window from %p to %p.\n",
4713 swapchain
->desc
.device_window
, swapchain_desc
->device_window
);
4714 swapchain
->desc
.device_window
= swapchain_desc
->device_window
;
4715 swapchain
->device_window
= swapchain_desc
->device_window
;
4716 wined3d_swapchain_set_window(swapchain
, NULL
);
4721 DisplayModeChanged
= TRUE
;
4724 else if (swapchain_desc
->windowed
)
4726 m
= swapchain
->original_mode
;
4730 m
.width
= swapchain_desc
->backbuffer_width
;
4731 m
.height
= swapchain_desc
->backbuffer_height
;
4732 m
.refresh_rate
= swapchain_desc
->refresh_rate
;
4733 m
.format_id
= swapchain_desc
->backbuffer_format
;
4734 m
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
4736 if ((m
.width
!= swapchain
->desc
.backbuffer_width
4737 || m
.height
!= swapchain
->desc
.backbuffer_height
))
4738 DisplayModeChanged
= TRUE
;
4741 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
4742 || DisplayModeChanged
)
4744 if (FAILED(hr
= wined3d_set_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &m
)))
4746 WARN("Failed to set display mode, hr %#x.\n", hr
);
4747 return WINED3DERR_INVALIDCALL
;
4750 if (!swapchain_desc
->windowed
)
4752 if (swapchain
->desc
.windowed
)
4754 HWND focus_window
= device
->create_parms
.focus_window
;
4756 focus_window
= swapchain_desc
->device_window
;
4757 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
4759 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
4763 /* switch from windowed to fs */
4764 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4765 swapchain_desc
->backbuffer_width
,
4766 swapchain_desc
->backbuffer_height
);
4770 /* Fullscreen -> fullscreen mode change */
4771 MoveWindow(swapchain
->device_window
, 0, 0,
4772 swapchain_desc
->backbuffer_width
,
4773 swapchain_desc
->backbuffer_height
,
4776 swapchain
->d3d_mode
= m
;
4778 else if (!swapchain
->desc
.windowed
)
4780 /* Fullscreen -> windowed switch */
4781 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
4782 wined3d_device_release_focus_window(device
);
4784 swapchain
->desc
.windowed
= swapchain_desc
->windowed
;
4786 else if (!swapchain_desc
->windowed
)
4788 DWORD style
= device
->style
;
4789 DWORD exStyle
= device
->exStyle
;
4790 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
4791 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
4792 * Reset to clear up their mess. Guild Wars also loses the device during that.
4795 device
->exStyle
= 0;
4796 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4797 swapchain_desc
->backbuffer_width
,
4798 swapchain_desc
->backbuffer_height
);
4799 device
->style
= style
;
4800 device
->exStyle
= exStyle
;
4803 if (FAILED(hr
= wined3d_swapchain_resize_buffers(swapchain
, swapchain_desc
->backbuffer_count
,
4804 swapchain_desc
->backbuffer_width
, swapchain_desc
->backbuffer_height
, swapchain_desc
->backbuffer_format
,
4805 swapchain_desc
->multisample_type
, swapchain_desc
->multisample_quality
)))
4808 if (device
->auto_depth_stencil_view
)
4810 wined3d_rendertarget_view_decref(device
->auto_depth_stencil_view
);
4811 device
->auto_depth_stencil_view
= NULL
;
4813 if (swapchain
->desc
.enable_auto_depth_stencil
)
4815 struct wined3d_resource_desc texture_desc
;
4816 struct wined3d_texture
*texture
;
4818 TRACE("Creating the depth stencil buffer\n");
4820 texture_desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
4821 texture_desc
.format
= swapchain
->desc
.auto_depth_stencil_format
;
4822 texture_desc
.multisample_type
= swapchain
->desc
.multisample_type
;
4823 texture_desc
.multisample_quality
= swapchain
->desc
.multisample_quality
;
4824 texture_desc
.usage
= WINED3DUSAGE_DEPTHSTENCIL
;
4825 texture_desc
.pool
= WINED3D_POOL_DEFAULT
;
4826 texture_desc
.width
= swapchain
->desc
.backbuffer_width
;
4827 texture_desc
.height
= swapchain
->desc
.backbuffer_height
;
4828 texture_desc
.depth
= 1;
4829 texture_desc
.size
= 0;
4831 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_texture(device
->device_parent
,
4832 device
->device_parent
, &texture_desc
, &texture
)))
4834 ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr
);
4835 return WINED3DERR_INVALIDCALL
;
4838 view_desc
.format_id
= texture
->resource
.format
->id
;
4839 view_desc
.u
.texture
.level_idx
= 0;
4840 view_desc
.u
.texture
.layer_idx
= 0;
4841 view_desc
.u
.texture
.layer_count
= 1;
4842 hr
= wined3d_rendertarget_view_create(&view_desc
, &texture
->resource
,
4843 NULL
, &wined3d_null_parent_ops
, &device
->auto_depth_stencil_view
);
4844 wined3d_texture_decref(texture
);
4847 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4851 wined3d_device_set_depth_stencil_view(device
, device
->auto_depth_stencil_view
);
4854 if (device
->back_buffer_view
)
4856 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
4857 device
->back_buffer_view
= NULL
;
4859 if (swapchain
->desc
.backbuffer_count
)
4861 view_desc
.format_id
= swapchain_desc
->backbuffer_format
;
4862 view_desc
.u
.texture
.level_idx
= 0;
4863 view_desc
.u
.texture
.layer_idx
= 0;
4864 view_desc
.u
.texture
.layer_count
= 1;
4865 if (FAILED(hr
= wined3d_rendertarget_view_create(&view_desc
, &swapchain
->back_buffers
[0]->resource
,
4866 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
4868 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4873 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
4877 TRACE("Resetting stateblock.\n");
4878 if (device
->recording
)
4880 wined3d_stateblock_decref(device
->recording
);
4881 device
->recording
= NULL
;
4883 wined3d_cs_emit_reset_state(device
->cs
);
4884 state_cleanup(&device
->state
);
4886 if (device
->d3d_initialized
)
4887 delete_opengl_contexts(device
, swapchain
);
4889 if (FAILED(hr
= state_init(&device
->state
, &device
->fb
, &device
->adapter
->gl_info
,
4890 &device
->adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
)))
4891 ERR("Failed to initialize device state, hr %#x.\n", hr
);
4892 device
->update_state
= &device
->state
;
4894 device_init_swapchain_state(device
, swapchain
);
4896 else if (device
->back_buffer_view
)
4898 struct wined3d_rendertarget_view
*view
= device
->back_buffer_view
;
4899 struct wined3d_state
*state
= &device
->state
;
4901 wined3d_device_set_rendertarget_view(device
, 0, view
, FALSE
);
4903 /* Note the min_z / max_z is not reset. */
4904 state
->viewport
.x
= 0;
4905 state
->viewport
.y
= 0;
4906 state
->viewport
.width
= view
->width
;
4907 state
->viewport
.height
= view
->height
;
4908 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4910 state
->scissor_rect
.top
= 0;
4911 state
->scissor_rect
.left
= 0;
4912 state
->scissor_rect
.right
= view
->width
;
4913 state
->scissor_rect
.bottom
= view
->height
;
4914 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4917 if (device
->d3d_initialized
)
4920 hr
= create_primary_opengl_context(device
, swapchain
);
4921 swapchain_update_swap_interval(swapchain
);
4924 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
4930 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
4932 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
4934 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
4940 void CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
4941 struct wined3d_device_creation_parameters
*parameters
)
4943 TRACE("device %p, parameters %p.\n", device
, parameters
);
4945 *parameters
= device
->create_parms
;
4948 struct wined3d
* CDECL
wined3d_device_get_wined3d(const struct wined3d_device
*device
)
4950 TRACE("device %p.\n", device
);
4952 return device
->wined3d
;
4955 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
4956 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
4958 struct wined3d_swapchain
*swapchain
;
4960 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
4961 device
, swapchain_idx
, flags
, ramp
);
4963 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4964 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
4967 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
4968 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
4970 struct wined3d_swapchain
*swapchain
;
4972 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
4973 device
, swapchain_idx
, ramp
);
4975 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4976 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
4979 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4981 TRACE("device %p, resource %p.\n", device
, resource
);
4983 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
4986 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4988 TRACE("device %p, resource %p.\n", device
, resource
);
4990 list_remove(&resource
->resource_list_entry
);
4993 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4995 enum wined3d_resource_type type
= resource
->type
;
4996 struct wined3d_rendertarget_view
*rtv
;
4999 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
5001 context_resource_released(device
, resource
, type
);
5003 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5005 if ((rtv
= device
->fb
.render_targets
[i
]) && rtv
->resource
== resource
)
5006 ERR("Resource %p is still in use as render target %u.\n", resource
, i
);
5009 if ((rtv
= device
->fb
.depth_stencil
) && rtv
->resource
== resource
)
5010 ERR("Resource %p is still in use as depth/stencil buffer.\n", resource
);
5014 case WINED3D_RTYPE_TEXTURE_2D
:
5015 case WINED3D_RTYPE_TEXTURE_3D
:
5016 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5018 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
5020 if (device
->state
.textures
[i
] == texture
)
5022 ERR("Texture %p is still in use, stage %u.\n", texture
, i
);
5023 device
->state
.textures
[i
] = NULL
;
5026 if (device
->recording
&& device
->update_state
->textures
[i
] == texture
)
5028 ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n",
5029 texture
, device
->recording
, i
);
5030 device
->update_state
->textures
[i
] = NULL
;
5035 case WINED3D_RTYPE_BUFFER
:
5037 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
5039 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5041 if (device
->state
.streams
[i
].buffer
== buffer
)
5043 ERR("Buffer %p is still in use, stream %u.\n", buffer
, i
);
5044 device
->state
.streams
[i
].buffer
= NULL
;
5047 if (device
->recording
&& device
->update_state
->streams
[i
].buffer
== buffer
)
5049 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5050 buffer
, device
->recording
, i
);
5051 device
->update_state
->streams
[i
].buffer
= NULL
;
5055 if (device
->state
.index_buffer
== buffer
)
5057 ERR("Buffer %p is still in use as index buffer.\n", buffer
);
5058 device
->state
.index_buffer
= NULL
;
5061 if (device
->recording
&& device
->update_state
->index_buffer
== buffer
)
5063 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5064 buffer
, device
->recording
);
5065 device
->update_state
->index_buffer
= NULL
;
5074 /* Remove the resource from the resourceStore */
5075 device_resource_remove(device
, resource
);
5077 TRACE("Resource released.\n");
5080 static int wined3d_sampler_compare(const void *key
, const struct wine_rb_entry
*entry
)
5082 const struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
5084 return memcmp(&sampler
->desc
, key
, sizeof(sampler
->desc
));
5087 static const struct wine_rb_functions wined3d_sampler_rb_functions
=
5092 wined3d_sampler_compare
,
5095 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
5096 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
5097 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
5099 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
5100 const struct fragment_pipeline
*fragment_pipeline
;
5101 const struct wined3d_vertex_pipe_ops
*vertex_pipeline
;
5106 device
->wined3d
= wined3d
;
5107 wined3d_incref(device
->wined3d
);
5108 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
5109 device
->device_parent
= device_parent
;
5110 list_init(&device
->resources
);
5111 list_init(&device
->shaders
);
5112 device
->surface_alignment
= surface_alignment
;
5114 /* Save the creation parameters. */
5115 device
->create_parms
.adapter_idx
= adapter_idx
;
5116 device
->create_parms
.device_type
= device_type
;
5117 device
->create_parms
.focus_window
= focus_window
;
5118 device
->create_parms
.flags
= flags
;
5120 device
->shader_backend
= adapter
->shader_backend
;
5122 vertex_pipeline
= adapter
->vertex_pipe
;
5124 fragment_pipeline
= adapter
->fragment_pipe
;
5126 if (wine_rb_init(&device
->samplers
, &wined3d_sampler_rb_functions
) == -1)
5128 ERR("Failed to initialize sampler rbtree.\n");
5129 return E_OUTOFMEMORY
;
5132 if (vertex_pipeline
->vp_states
&& fragment_pipeline
->states
5133 && FAILED(hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
,
5134 &adapter
->gl_info
, &adapter
->d3d_info
, vertex_pipeline
,
5135 fragment_pipeline
, misc_state_template
)))
5137 ERR("Failed to compile state table, hr %#x.\n", hr
);
5138 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
5139 wined3d_decref(device
->wined3d
);
5143 device
->blitter
= adapter
->blitter
;
5145 if (FAILED(hr
= state_init(&device
->state
, &device
->fb
, &adapter
->gl_info
,
5146 &adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
)))
5148 ERR("Failed to initialize device state, hr %#x.\n", hr
);
5151 device
->update_state
= &device
->state
;
5153 if (!(device
->cs
= wined3d_cs_create(device
)))
5155 WARN("Failed to create command stream.\n");
5156 state_cleanup(&device
->state
);
5164 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
5166 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
5168 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
5169 wined3d_decref(device
->wined3d
);
5174 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5176 DWORD rep
= device
->StateTable
[state
].representative
;
5177 struct wined3d_context
*context
;
5182 for (i
= 0; i
< device
->context_count
; ++i
)
5184 context
= device
->contexts
[i
];
5185 if(isStateDirty(context
, rep
)) continue;
5187 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5188 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5189 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5190 context
->isStateDirty
[idx
] |= (1u << shift
);
5194 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
5195 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
5197 if (device
->filter_messages
&& message
!= WM_DISPLAYCHANGE
)
5199 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5200 window
, message
, wparam
, lparam
);
5202 return DefWindowProcW(window
, message
, wparam
, lparam
);
5204 return DefWindowProcA(window
, message
, wparam
, lparam
);
5207 if (message
== WM_DESTROY
)
5209 TRACE("unregister window %p.\n", window
);
5210 wined3d_unregister_window(window
);
5212 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
5213 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
5215 else if (message
== WM_DISPLAYCHANGE
)
5217 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
5219 else if (message
== WM_ACTIVATEAPP
)
5223 for (i
= 0; i
< device
->swapchain_count
; i
++)
5224 wined3d_swapchain_activate(device
->swapchains
[i
], wparam
);
5226 device
->device_parent
->ops
->activate(device
->device_parent
, wparam
);
5228 else if (message
== WM_SYSCOMMAND
)
5230 if (wparam
== SC_RESTORE
&& device
->wined3d
->flags
& WINED3D_HANDLE_RESTORE
)
5233 DefWindowProcW(window
, message
, wparam
, lparam
);
5235 DefWindowProcA(window
, message
, wparam
, lparam
);
5240 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
5242 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);