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
= depth_stencil
->pow2Width
;
347 drawable_height
= depth_stencil
->pow2Height
;
350 if (depth_stencil
&& render_offscreen
)
351 wined3d_surface_prepare(depth_stencil
, context
, depth_stencil
->container
->resource
.draw_binding
);
353 if (flags
& WINED3DCLEAR_ZBUFFER
)
355 DWORD location
= render_offscreen
? fb
->depth_stencil
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
357 if (!render_offscreen
&& depth_stencil
!= device
->onscreen_depth_stencil
)
358 device_switch_onscreen_ds(device
, context
, depth_stencil
);
359 prepare_ds_clear(depth_stencil
, context
, location
,
360 draw_rect
, rect_count
, clear_rect
, &ds_rect
);
363 if (!context_apply_clear_state(context
, state
, rt_count
, fb
))
365 context_release(context
);
366 WARN("Failed to apply clear state, skipping clear.\n");
370 /* Only set the values up once, as they are not changing. */
371 if (flags
& WINED3DCLEAR_STENCIL
)
373 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
375 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
376 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
378 gl_info
->gl_ops
.gl
.p_glStencilMask(~0U);
379 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
380 gl_info
->gl_ops
.gl
.p_glClearStencil(stencil
);
381 checkGLcall("glClearStencil");
382 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
385 if (flags
& WINED3DCLEAR_ZBUFFER
)
387 DWORD location
= render_offscreen
? fb
->depth_stencil
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
389 surface_modify_ds_location(depth_stencil
, location
, ds_rect
.right
, ds_rect
.bottom
);
391 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_TRUE
);
392 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
393 gl_info
->gl_ops
.gl
.p_glClearDepth(depth
);
394 checkGLcall("glClearDepth");
395 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
398 if (flags
& WINED3DCLEAR_TARGET
)
400 for (i
= 0; i
< rt_count
; ++i
)
402 struct wined3d_rendertarget_view
*rtv
= fb
->render_targets
[i
];
403 struct wined3d_texture
*texture
;
408 if (rtv
->resource
->type
== WINED3D_RTYPE_BUFFER
)
410 FIXME("Not supported on buffer resources.\n");
414 texture
= wined3d_texture_from_resource(rtv
->resource
);
415 wined3d_texture_validate_location(texture
, rtv
->sub_resource_idx
, rtv
->resource
->draw_binding
);
416 wined3d_texture_invalidate_location(texture
, rtv
->sub_resource_idx
, ~rtv
->resource
->draw_binding
);
419 if (!gl_info
->supported
[ARB_FRAMEBUFFER_SRGB
] && needs_srgb_write(context
, state
, fb
))
422 WARN("Clearing multiple sRGB render targets with no GL_ARB_framebuffer_sRGB "
423 "support, this might cause graphical issues.\n");
425 corrected_color
.r
= color
->r
< wined3d_srgb_const1
[0]
426 ? color
->r
* wined3d_srgb_const0
[3]
427 : pow(color
->r
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
428 - wined3d_srgb_const0
[2];
429 corrected_color
.r
= min(max(corrected_color
.r
, 0.0f
), 1.0f
);
430 corrected_color
.g
= color
->g
< wined3d_srgb_const1
[0]
431 ? color
->g
* wined3d_srgb_const0
[3]
432 : pow(color
->g
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
433 - wined3d_srgb_const0
[2];
434 corrected_color
.g
= min(max(corrected_color
.g
, 0.0f
), 1.0f
);
435 corrected_color
.b
= color
->b
< wined3d_srgb_const1
[0]
436 ? color
->b
* wined3d_srgb_const0
[3]
437 : pow(color
->b
, wined3d_srgb_const0
[0]) * wined3d_srgb_const0
[1]
438 - wined3d_srgb_const0
[2];
439 corrected_color
.b
= min(max(corrected_color
.b
, 0.0f
), 1.0f
);
440 color
= &corrected_color
;
443 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
444 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
445 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
446 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
447 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
448 gl_info
->gl_ops
.gl
.p_glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
449 checkGLcall("glClearColor");
450 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
455 if (render_offscreen
)
457 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, draw_rect
->top
,
458 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
462 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
463 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
465 checkGLcall("glScissor");
466 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
467 checkGLcall("glClear");
473 /* Now process each rect in turn. */
474 for (i
= 0; i
< rect_count
; ++i
)
476 /* Note that GL uses lower left, width/height. */
477 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
479 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
480 wine_dbgstr_rect(&clear_rect
[i
]),
481 wine_dbgstr_rect(¤t_rect
));
483 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
484 * The rectangle is not cleared, no error is returned, but further rectangles are
485 * still cleared if they are valid. */
486 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
488 TRACE("Rectangle with negative dimensions, ignoring.\n");
492 if (render_offscreen
)
494 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, current_rect
.top
,
495 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
499 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
500 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
502 checkGLcall("glScissor");
504 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
505 checkGLcall("glClear");
509 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
510 && target
->container
->swapchain
&& target
->container
->swapchain
->front_buffer
== target
->container
))
511 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
513 context_release(context
);
516 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
518 ULONG refcount
= InterlockedIncrement(&device
->ref
);
520 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
525 static void device_leftover_sampler(struct wine_rb_entry
*entry
, void *context
)
527 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
529 ERR("Leftover sampler %p.\n", sampler
);
532 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
534 ULONG refcount
= InterlockedDecrement(&device
->ref
);
536 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
542 wined3d_cs_destroy(device
->cs
);
544 if (device
->recording
&& wined3d_stateblock_decref(device
->recording
))
545 FIXME("Something's still holding the recording stateblock.\n");
546 device
->recording
= NULL
;
548 state_cleanup(&device
->state
);
550 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
552 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
553 device
->multistate_funcs
[i
] = NULL
;
556 if (!list_empty(&device
->resources
))
558 struct wined3d_resource
*resource
;
560 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
562 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
564 FIXME("Leftover resource %p with type %s (%#x).\n",
565 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
569 if (device
->contexts
)
570 ERR("Context array not freed!\n");
571 if (device
->hardwareCursor
)
572 DestroyCursor(device
->hardwareCursor
);
573 device
->hardwareCursor
= 0;
575 wine_rb_destroy(&device
->samplers
, device_leftover_sampler
, NULL
);
577 wined3d_decref(device
->wined3d
);
578 device
->wined3d
= NULL
;
579 HeapFree(GetProcessHeap(), 0, device
);
580 TRACE("Freed device %p.\n", device
);
586 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
588 TRACE("device %p.\n", device
);
590 return device
->swapchain_count
;
593 struct wined3d_swapchain
* CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
, UINT swapchain_idx
)
595 TRACE("device %p, swapchain_idx %u.\n", device
, swapchain_idx
);
597 if (swapchain_idx
>= device
->swapchain_count
)
599 WARN("swapchain_idx %u >= swapchain_count %u.\n",
600 swapchain_idx
, device
->swapchain_count
);
604 return device
->swapchains
[swapchain_idx
];
607 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
609 struct wined3d_color_key color_key
;
610 struct wined3d_resource_desc desc
;
614 HDC dcb
= NULL
, dcs
= NULL
;
616 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
619 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
620 dcb
= CreateCompatibleDC(NULL
);
622 SelectObject(dcb
, hbm
);
626 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
629 memset(&bm
, 0, sizeof(bm
));
634 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
635 desc
.format
= WINED3DFMT_B5G6R5_UNORM
;
636 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
637 desc
.multisample_quality
= 0;
638 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
639 desc
.pool
= WINED3D_POOL_DEFAULT
;
640 desc
.width
= bm
.bmWidth
;
641 desc
.height
= bm
.bmHeight
;
644 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, WINED3D_TEXTURE_CREATE_MAPPABLE
,
645 NULL
, NULL
, &wined3d_null_parent_ops
, &device
->logo_texture
)))
647 ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr
);
653 if (FAILED(hr
= wined3d_texture_get_dc(device
->logo_texture
, 0, &dcs
)))
655 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
656 wined3d_texture_release_dc(device
->logo_texture
, 0, dcs
);
658 color_key
.color_space_low_value
= 0;
659 color_key
.color_space_high_value
= 0;
660 wined3d_texture_set_color_key(device
->logo_texture
, WINED3D_CKEY_SRC_BLT
, &color_key
);
664 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
665 const RECT rect
= {0, 0, desc
.width
, desc
.height
};
666 struct wined3d_surface
*surface
;
668 /* Fill the surface with a white color to show that wined3d is there */
669 surface
= device
->logo_texture
->sub_resources
[0].u
.surface
;
670 surface_color_fill(surface
, &rect
, &c
);
674 if (dcb
) DeleteDC(dcb
);
675 if (hbm
) DeleteObject(hbm
);
678 /* Context activation is done by the caller. */
679 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
681 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
682 unsigned int i
, j
, count
;
683 /* Under DirectX you can sample even if no texture is bound, whereas
684 * OpenGL will only allow that when a valid texture is bound.
685 * We emulate this by creating dummy textures and binding them
686 * to each texture stage when the currently set D3D texture is NULL. */
688 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
689 for (i
= 0; i
< count
; ++i
)
691 static const DWORD color
= 0x000000ff;
693 /* Make appropriate texture active */
694 context_active_texture(context
, gl_info
, i
);
696 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_2d
[i
]);
697 checkGLcall("glGenTextures");
698 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
700 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
701 checkGLcall("glBindTexture");
703 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0,
704 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
705 checkGLcall("glTexImage2D");
707 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
709 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_rect
[i
]);
710 checkGLcall("glGenTextures");
711 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
713 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
714 checkGLcall("glBindTexture");
716 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0,
717 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
718 checkGLcall("glTexImage2D");
721 if (gl_info
->supported
[EXT_TEXTURE3D
])
723 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_3d
[i
]);
724 checkGLcall("glGenTextures");
725 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
727 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
728 checkGLcall("glBindTexture");
730 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
731 checkGLcall("glTexImage3D");
734 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
736 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_cube
[i
]);
737 checkGLcall("glGenTextures");
738 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
740 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
741 checkGLcall("glBindTexture");
743 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
745 gl_info
->gl_ops
.gl
.p_glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0,
746 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
747 checkGLcall("glTexImage2D");
753 /* Context activation is done by the caller. */
754 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
756 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
758 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
760 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_cube
);
761 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
764 if (gl_info
->supported
[EXT_TEXTURE3D
])
766 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_3d
);
767 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
770 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
772 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_rect
);
773 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
776 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_2d
);
777 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
779 memset(device
->dummy_texture_cube
, 0, count
* sizeof(*device
->dummy_texture_cube
));
780 memset(device
->dummy_texture_3d
, 0, count
* sizeof(*device
->dummy_texture_3d
));
781 memset(device
->dummy_texture_rect
, 0, count
* sizeof(*device
->dummy_texture_rect
));
782 memset(device
->dummy_texture_2d
, 0, count
* sizeof(*device
->dummy_texture_2d
));
785 /* Context activation is done by the caller. */
786 static void create_default_sampler(struct wined3d_device
*device
)
788 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
791 * In SM4+ shaders there is a separation between resources and samplers. Some of shader
792 * instructions allow to access resources without using samplers.
793 * In GLSL resources are always accessed through sampler or image variables. The default
794 * sampler object is used to emulate the direct resource access when there is no sampler state
798 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
800 GL_EXTCALL(glGenSamplers(1, &device
->default_sampler
));
801 checkGLcall("glGenSamplers");
802 GL_EXTCALL(glSamplerParameteri(device
->default_sampler
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
));
803 GL_EXTCALL(glSamplerParameteri(device
->default_sampler
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST_MIPMAP_NEAREST
));
804 checkGLcall("glSamplerParamteri");
808 device
->default_sampler
= 0;
812 /* Context activation is done by the caller. */
813 static void destroy_default_sampler(struct wined3d_device
*device
)
815 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
817 if (gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
819 GL_EXTCALL(glDeleteSamplers(1, &device
->default_sampler
));
820 checkGLcall("glDeleteSamplers");
823 device
->default_sampler
= 0;
826 static LONG
fullscreen_style(LONG style
)
828 /* Make sure the window is managed, otherwise we won't get keyboard input. */
829 style
|= WS_POPUP
| WS_SYSMENU
;
830 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
835 static LONG
fullscreen_exstyle(LONG exstyle
)
837 /* Filter out window decorations. */
838 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
843 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
845 BOOL filter_messages
;
848 TRACE("Setting up window %p for fullscreen mode.\n", window
);
850 if (device
->style
|| device
->exStyle
)
852 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
853 window
, device
->style
, device
->exStyle
);
856 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
857 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
859 style
= fullscreen_style(device
->style
);
860 exstyle
= fullscreen_exstyle(device
->exStyle
);
862 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
863 device
->style
, device
->exStyle
, style
, exstyle
);
865 filter_messages
= device
->filter_messages
;
866 device
->filter_messages
= TRUE
;
868 SetWindowLongW(window
, GWL_STYLE
, style
);
869 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
870 SetWindowPos(window
, HWND_TOPMOST
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
872 device
->filter_messages
= filter_messages
;
875 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
877 BOOL filter_messages
;
880 if (!device
->style
&& !device
->exStyle
) return;
882 style
= GetWindowLongW(window
, GWL_STYLE
);
883 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
885 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
886 * application, and we want to ignore them in the test below, since it's
887 * not the application's fault that they changed. Additionally, we want to
888 * preserve the current status of these flags (i.e. don't restore them) to
889 * more closely emulate the behavior of Direct3D, which leaves these flags
890 * alone when returning to windowed mode. */
891 device
->style
^= (device
->style
^ style
) & WS_VISIBLE
;
892 device
->exStyle
^= (device
->exStyle
^ exstyle
) & WS_EX_TOPMOST
;
894 TRACE("Restoring window style of window %p to %08x, %08x.\n",
895 window
, device
->style
, device
->exStyle
);
897 filter_messages
= device
->filter_messages
;
898 device
->filter_messages
= TRUE
;
900 /* Only restore the style if the application didn't modify it during the
901 * fullscreen phase. Some applications change it before calling Reset()
902 * when switching between windowed and fullscreen modes (HL2), some
903 * depend on the original style (Eve Online). */
904 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
906 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
907 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
909 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
911 device
->filter_messages
= filter_messages
;
913 /* Delete the old values. */
918 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
920 TRACE("device %p, window %p.\n", device
, window
);
922 if (!wined3d_register_window(window
, device
))
924 ERR("Failed to register window %p.\n", window
);
928 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
929 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
934 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
936 TRACE("device %p.\n", device
);
938 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
939 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
942 static void device_init_swapchain_state(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
944 BOOL ds_enable
= !!swapchain
->desc
.enable_auto_depth_stencil
;
947 if (device
->fb
.render_targets
)
949 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
951 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
953 if (device
->back_buffer_view
)
954 wined3d_device_set_rendertarget_view(device
, 0, device
->back_buffer_view
, TRUE
);
957 wined3d_device_set_depth_stencil_view(device
, ds_enable
? device
->auto_depth_stencil_view
: NULL
);
958 wined3d_device_set_render_state(device
, WINED3D_RS_ZENABLE
, ds_enable
);
961 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
962 struct wined3d_swapchain_desc
*swapchain_desc
)
964 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
965 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
966 struct wined3d_swapchain
*swapchain
= NULL
;
967 struct wined3d_context
*context
;
968 DWORD clear_flags
= 0;
971 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
973 if (device
->d3d_initialized
)
974 return WINED3DERR_INVALIDCALL
;
975 if (device
->wined3d
->flags
& WINED3D_NO3D
)
976 return WINED3DERR_INVALIDCALL
;
978 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
979 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
981 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
982 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
984 TRACE("Shader private data couldn't be allocated\n");
987 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
989 TRACE("Blitter private data couldn't be allocated\n");
993 /* Setup the implicit swapchain. This also initializes a context. */
994 TRACE("Creating implicit swapchain\n");
995 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
996 swapchain_desc
, &swapchain
);
999 WARN("Failed to create implicit swapchain\n");
1003 if (swapchain_desc
->backbuffer_count
)
1005 struct wined3d_rendertarget_view_desc view_desc
;
1007 view_desc
.format_id
= swapchain_desc
->backbuffer_format
;
1008 view_desc
.u
.texture
.level_idx
= 0;
1009 view_desc
.u
.texture
.layer_idx
= 0;
1010 view_desc
.u
.texture
.layer_count
= 1;
1011 if (FAILED(hr
= wined3d_rendertarget_view_create(&view_desc
, &swapchain
->back_buffers
[0]->resource
,
1012 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
1014 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
1019 device
->swapchain_count
= 1;
1020 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1021 if (!device
->swapchains
)
1023 ERR("Out of memory!\n");
1026 device
->swapchains
[0] = swapchain
;
1027 device_init_swapchain_state(device
, swapchain
);
1029 context
= context_acquire(device
, swapchain
->front_buffer
->sub_resources
[0].u
.surface
);
1031 create_dummy_textures(device
, context
);
1032 create_default_sampler(device
);
1034 device
->contexts
[0]->last_was_rhw
= 0;
1036 TRACE("All defaults now set up, leaving 3D init.\n");
1038 context_release(context
);
1040 /* Clear the screen */
1041 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1042 clear_flags
|= WINED3DCLEAR_TARGET
;
1043 if (swapchain_desc
->enable_auto_depth_stencil
)
1044 clear_flags
|= WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
;
1046 wined3d_device_clear(device
, 0, NULL
, clear_flags
, &black
, 1.0f
, 0);
1048 device
->d3d_initialized
= TRUE
;
1050 if (wined3d_settings
.logo
)
1051 device_load_logo(device
, wined3d_settings
.logo
);
1055 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1056 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1057 device
->swapchain_count
= 0;
1058 if (device
->back_buffer_view
)
1059 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
1061 wined3d_swapchain_decref(swapchain
);
1062 if (device
->blit_priv
)
1063 device
->blitter
->free_private(device
);
1064 if (device
->shader_priv
)
1065 device
->shader_backend
->shader_free_private(device
);
1070 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1071 struct wined3d_swapchain_desc
*swapchain_desc
)
1073 struct wined3d_swapchain
*swapchain
= NULL
;
1076 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1078 /* Setup the implicit swapchain */
1079 TRACE("Creating implicit swapchain\n");
1080 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1081 swapchain_desc
, &swapchain
);
1084 WARN("Failed to create implicit swapchain\n");
1088 device
->swapchain_count
= 1;
1089 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1090 if (!device
->swapchains
)
1092 ERR("Out of memory!\n");
1095 device
->swapchains
[0] = swapchain
;
1099 wined3d_swapchain_decref(swapchain
);
1103 static void device_free_sampler(struct wine_rb_entry
*entry
, void *context
)
1105 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
1107 wined3d_sampler_decref(sampler
);
1110 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1112 struct wined3d_resource
*resource
, *cursor
;
1113 const struct wined3d_gl_info
*gl_info
;
1114 struct wined3d_context
*context
;
1115 struct wined3d_surface
*surface
;
1118 TRACE("device %p.\n", device
);
1120 if (!device
->d3d_initialized
)
1121 return WINED3DERR_INVALIDCALL
;
1123 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1124 * it was created. Thus make sure a context is active for the glDelete* calls
1126 context
= context_acquire(device
, NULL
);
1127 gl_info
= context
->gl_info
;
1129 if (device
->logo_texture
)
1130 wined3d_texture_decref(device
->logo_texture
);
1131 if (device
->cursor_texture
)
1132 wined3d_texture_decref(device
->cursor_texture
);
1134 state_unbind_resources(&device
->state
);
1136 /* Unload resources */
1137 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1139 TRACE("Unloading resource %p.\n", resource
);
1141 resource
->resource_ops
->resource_unload(resource
);
1144 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
1146 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1147 * private data, it might contain opengl pointers
1149 if (device
->depth_blt_texture
)
1151 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
1152 device
->depth_blt_texture
= 0;
1155 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1156 device
->blitter
->free_private(device
);
1157 device
->shader_backend
->shader_free_private(device
);
1158 destroy_dummy_textures(device
, gl_info
);
1159 destroy_default_sampler(device
);
1161 /* Release the context again as soon as possible. In particular,
1162 * releasing the render target views below may release the last reference
1163 * to the swapchain associated with this context, which in turn will
1164 * destroy the context. */
1165 context_release(context
);
1167 /* Release the buffers (with sanity checks)*/
1168 if (device
->onscreen_depth_stencil
)
1170 surface
= device
->onscreen_depth_stencil
;
1171 device
->onscreen_depth_stencil
= NULL
;
1172 wined3d_texture_decref(surface
->container
);
1175 if (device
->fb
.depth_stencil
)
1177 struct wined3d_rendertarget_view
*view
= device
->fb
.depth_stencil
;
1179 TRACE("Releasing depth/stencil view %p.\n", view
);
1181 device
->fb
.depth_stencil
= NULL
;
1182 wined3d_rendertarget_view_decref(view
);
1185 if (device
->auto_depth_stencil_view
)
1187 struct wined3d_rendertarget_view
*view
= device
->auto_depth_stencil_view
;
1189 device
->auto_depth_stencil_view
= NULL
;
1190 if (wined3d_rendertarget_view_decref(view
))
1191 ERR("Something's still holding the auto depth/stencil view (%p).\n", view
);
1194 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1196 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
1198 if (device
->back_buffer_view
)
1200 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
1201 device
->back_buffer_view
= NULL
;
1204 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1206 TRACE("Releasing the implicit swapchain %u.\n", i
);
1207 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1208 FIXME("Something's still holding the implicit swapchain.\n");
1211 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1212 device
->swapchains
= NULL
;
1213 device
->swapchain_count
= 0;
1215 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1216 device
->fb
.render_targets
= NULL
;
1218 device
->d3d_initialized
= FALSE
;
1223 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1227 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1229 TRACE("Releasing the implicit swapchain %u.\n", i
);
1230 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1231 FIXME("Something's still holding the implicit swapchain.\n");
1234 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1235 device
->swapchains
= NULL
;
1236 device
->swapchain_count
= 0;
1240 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1241 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1242 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1244 * There is no way to deactivate thread safety once it is enabled.
1246 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1248 TRACE("device %p.\n", device
);
1250 /* For now just store the flag (needed in case of ddraw). */
1251 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1254 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1256 TRACE("device %p.\n", device
);
1258 TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
1259 wine_dbgstr_longlong(device
->adapter
->vram_bytes
),
1260 wine_dbgstr_longlong(device
->adapter
->vram_bytes_used
),
1261 wine_dbgstr_longlong(device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
));
1263 return min(UINT_MAX
, device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
);
1266 void CDECL
wined3d_device_set_stream_output(struct wined3d_device
*device
, UINT idx
,
1267 struct wined3d_buffer
*buffer
, UINT offset
)
1269 struct wined3d_stream_output
*stream
;
1270 struct wined3d_buffer
*prev_buffer
;
1272 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device
, idx
, buffer
, offset
);
1274 if (idx
>= MAX_STREAM_OUT
)
1276 WARN("Invalid stream output %u.\n", idx
);
1280 stream
= &device
->update_state
->stream_output
[idx
];
1281 prev_buffer
= stream
->buffer
;
1284 wined3d_buffer_incref(buffer
);
1285 stream
->buffer
= buffer
;
1286 stream
->offset
= offset
;
1287 if (!device
->recording
)
1288 wined3d_cs_emit_set_stream_output(device
->cs
, idx
, buffer
, offset
);
1290 wined3d_buffer_decref(prev_buffer
);
1293 struct wined3d_buffer
* CDECL
wined3d_device_get_stream_output(struct wined3d_device
*device
,
1294 UINT idx
, UINT
*offset
)
1296 TRACE("device %p, idx %u, offset %p.\n", device
, idx
, offset
);
1298 if (idx
>= MAX_STREAM_OUT
)
1300 WARN("Invalid stream output %u.\n", idx
);
1305 *offset
= device
->state
.stream_output
[idx
].offset
;
1306 return device
->state
.stream_output
[idx
].buffer
;
1309 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1310 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1312 struct wined3d_stream_state
*stream
;
1313 struct wined3d_buffer
*prev_buffer
;
1315 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1316 device
, stream_idx
, buffer
, offset
, stride
);
1318 if (stream_idx
>= MAX_STREAMS
)
1320 WARN("Stream index %u out of range.\n", stream_idx
);
1321 return WINED3DERR_INVALIDCALL
;
1323 else if (offset
& 0x3)
1325 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1326 return WINED3DERR_INVALIDCALL
;
1329 stream
= &device
->update_state
->streams
[stream_idx
];
1330 prev_buffer
= stream
->buffer
;
1332 if (device
->recording
)
1333 device
->recording
->changed
.streamSource
|= 1u << stream_idx
;
1335 if (prev_buffer
== buffer
1336 && stream
->stride
== stride
1337 && stream
->offset
== offset
)
1339 TRACE("Application is setting the old values over, nothing to do.\n");
1343 stream
->buffer
= buffer
;
1346 stream
->stride
= stride
;
1347 stream
->offset
= offset
;
1348 wined3d_buffer_incref(buffer
);
1351 if (!device
->recording
)
1352 wined3d_cs_emit_set_stream_source(device
->cs
, stream_idx
, buffer
, offset
, stride
);
1354 wined3d_buffer_decref(prev_buffer
);
1359 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1360 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1362 const struct wined3d_stream_state
*stream
;
1364 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1365 device
, stream_idx
, buffer
, offset
, stride
);
1367 if (stream_idx
>= MAX_STREAMS
)
1369 WARN("Stream index %u out of range.\n", stream_idx
);
1370 return WINED3DERR_INVALIDCALL
;
1373 stream
= &device
->state
.streams
[stream_idx
];
1374 *buffer
= stream
->buffer
;
1376 *offset
= stream
->offset
;
1377 *stride
= stream
->stride
;
1382 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1384 struct wined3d_stream_state
*stream
;
1385 UINT old_flags
, old_freq
;
1387 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1389 /* Verify input. At least in d3d9 this is invalid. */
1390 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1392 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1393 return WINED3DERR_INVALIDCALL
;
1395 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1397 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1398 return WINED3DERR_INVALIDCALL
;
1402 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1403 return WINED3DERR_INVALIDCALL
;
1406 stream
= &device
->update_state
->streams
[stream_idx
];
1407 old_flags
= stream
->flags
;
1408 old_freq
= stream
->frequency
;
1410 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1411 stream
->frequency
= divider
& 0x7fffff;
1413 if (device
->recording
)
1414 device
->recording
->changed
.streamFreq
|= 1u << stream_idx
;
1415 else if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1416 wined3d_cs_emit_set_stream_source_freq(device
->cs
, stream_idx
, stream
->frequency
, stream
->flags
);
1421 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1422 UINT stream_idx
, UINT
*divider
)
1424 const struct wined3d_stream_state
*stream
;
1426 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1428 stream
= &device
->state
.streams
[stream_idx
];
1429 *divider
= stream
->flags
| stream
->frequency
;
1431 TRACE("Returning %#x.\n", *divider
);
1436 void CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1437 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1439 TRACE("device %p, state %s, matrix %p.\n",
1440 device
, debug_d3dtstype(d3dts
), matrix
);
1441 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_11
, matrix
->_12
, matrix
->_13
, matrix
->_14
);
1442 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_21
, matrix
->_22
, matrix
->_23
, matrix
->_24
);
1443 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_31
, matrix
->_32
, matrix
->_33
, matrix
->_34
);
1444 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_41
, matrix
->_42
, matrix
->_43
, matrix
->_44
);
1446 /* Handle recording of state blocks. */
1447 if (device
->recording
)
1449 TRACE("Recording... not performing anything.\n");
1450 device
->recording
->changed
.transform
[d3dts
>> 5] |= 1u << (d3dts
& 0x1f);
1451 device
->update_state
->transforms
[d3dts
] = *matrix
;
1455 /* If the new matrix is the same as the current one,
1456 * we cut off any further processing. this seems to be a reasonable
1457 * optimization because as was noticed, some apps (warcraft3 for example)
1458 * tend towards setting the same matrix repeatedly for some reason.
1460 * From here on we assume that the new matrix is different, wherever it matters. */
1461 if (!memcmp(&device
->state
.transforms
[d3dts
], matrix
, sizeof(*matrix
)))
1463 TRACE("The application is setting the same matrix over again.\n");
1467 device
->state
.transforms
[d3dts
] = *matrix
;
1468 wined3d_cs_emit_set_transform(device
->cs
, d3dts
, matrix
);
1471 void CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1472 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1474 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1476 *matrix
= device
->state
.transforms
[state
];
1479 void CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1480 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1482 const struct wined3d_matrix
*mat
;
1483 struct wined3d_matrix temp
;
1485 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1487 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1488 * below means it will be recorded in a state block change, but it
1489 * works regardless where it is recorded.
1490 * If this is found to be wrong, change to StateBlock. */
1491 if (state
> HIGHEST_TRANSFORMSTATE
)
1493 WARN("Unhandled transform state %#x.\n", state
);
1497 mat
= &device
->update_state
->transforms
[state
];
1498 multiply_matrix(&temp
, mat
, matrix
);
1500 /* Apply change via set transform - will reapply to eg. lights this way. */
1501 wined3d_device_set_transform(device
, state
, &temp
);
1504 /* Note lights are real special cases. Although the device caps state only
1505 * e.g. 8 are supported, you can reference any indexes you want as long as
1506 * that number max are enabled at any one point in time. Therefore since the
1507 * indices can be anything, we need a hashmap of them. However, this causes
1508 * stateblock problems. When capturing the state block, I duplicate the
1509 * hashmap, but when recording, just build a chain pretty much of commands to
1511 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1512 UINT light_idx
, const struct wined3d_light
*light
)
1514 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1515 struct wined3d_light_info
*object
= NULL
;
1519 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1521 /* Check the parameter range. Need for speed most wanted sets junk lights
1522 * which confuse the GL driver. */
1524 return WINED3DERR_INVALIDCALL
;
1526 switch (light
->type
)
1528 case WINED3D_LIGHT_POINT
:
1529 case WINED3D_LIGHT_SPOT
:
1530 case WINED3D_LIGHT_GLSPOT
:
1531 /* Incorrect attenuation values can cause the gl driver to crash.
1532 * Happens with Need for speed most wanted. */
1533 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1535 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1536 return WINED3DERR_INVALIDCALL
;
1540 case WINED3D_LIGHT_DIRECTIONAL
:
1541 case WINED3D_LIGHT_PARALLELPOINT
:
1542 /* Ignores attenuation */
1546 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1547 return WINED3DERR_INVALIDCALL
;
1550 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1552 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1553 if (object
->OriginalIndex
== light_idx
)
1560 TRACE("Adding new light\n");
1561 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1563 return E_OUTOFMEMORY
;
1565 list_add_head(&device
->update_state
->light_map
[hash_idx
], &object
->entry
);
1566 object
->glIndex
= -1;
1567 object
->OriginalIndex
= light_idx
;
1570 /* Initialize the object. */
1571 TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
1572 "position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
1573 "range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
1574 light_idx
, light
->type
, debug_color(&light
->diffuse
),
1575 debug_color(&light
->specular
), debug_color(&light
->ambient
),
1576 light
->position
.x
, light
->position
.y
, light
->position
.z
,
1577 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
,
1578 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1580 /* Update the live definitions if the light is currently assigned a glIndex. */
1581 if (object
->glIndex
!= -1 && !device
->recording
)
1583 if (object
->OriginalParms
.type
!= light
->type
)
1584 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1585 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
1588 /* Save away the information. */
1589 object
->OriginalParms
= *light
;
1591 switch (light
->type
)
1593 case WINED3D_LIGHT_POINT
:
1595 object
->position
.x
= light
->position
.x
;
1596 object
->position
.y
= light
->position
.y
;
1597 object
->position
.z
= light
->position
.z
;
1598 object
->position
.w
= 1.0f
;
1599 object
->cutoff
= 180.0f
;
1603 case WINED3D_LIGHT_DIRECTIONAL
:
1605 object
->direction
.x
= -light
->direction
.x
;
1606 object
->direction
.y
= -light
->direction
.y
;
1607 object
->direction
.z
= -light
->direction
.z
;
1608 object
->direction
.w
= 0.0f
;
1609 object
->exponent
= 0.0f
;
1610 object
->cutoff
= 180.0f
;
1613 case WINED3D_LIGHT_SPOT
:
1615 object
->position
.x
= light
->position
.x
;
1616 object
->position
.y
= light
->position
.y
;
1617 object
->position
.z
= light
->position
.z
;
1618 object
->position
.w
= 1.0f
;
1621 object
->direction
.x
= light
->direction
.x
;
1622 object
->direction
.y
= light
->direction
.y
;
1623 object
->direction
.z
= light
->direction
.z
;
1624 object
->direction
.w
= 0.0f
;
1626 /* opengl-ish and d3d-ish spot lights use too different models
1627 * for the light "intensity" as a function of the angle towards
1628 * the main light direction, so we only can approximate very
1629 * roughly. However, spot lights are rather rarely used in games
1630 * (if ever used at all). Furthermore if still used, probably
1631 * nobody pays attention to such details. */
1632 if (!light
->falloff
)
1634 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1635 * equations have the falloff resp. exponent parameter as an
1636 * exponent, so the spot light lighting will always be 1.0 for
1637 * both of them, and we don't have to care for the rest of the
1638 * rather complex calculation. */
1639 object
->exponent
= 0.0f
;
1643 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
1646 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
1649 if (object
->exponent
> 128.0f
)
1650 object
->exponent
= 128.0f
;
1652 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
1656 case WINED3D_LIGHT_PARALLELPOINT
:
1657 object
->position
.x
= light
->position
.x
;
1658 object
->position
.y
= light
->position
.y
;
1659 object
->position
.z
= light
->position
.z
;
1660 object
->position
.w
= 1.0f
;
1664 FIXME("Unrecognized light type %#x.\n", light
->type
);
1670 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
1671 UINT light_idx
, struct wined3d_light
*light
)
1673 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1674 struct wined3d_light_info
*light_info
= NULL
;
1677 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1679 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1681 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1682 if (light_info
->OriginalIndex
== light_idx
)
1689 TRACE("Light information requested but light not defined\n");
1690 return WINED3DERR_INVALIDCALL
;
1693 *light
= light_info
->OriginalParms
;
1697 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
1699 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1700 struct wined3d_light_info
*light_info
= NULL
;
1703 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
1705 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1707 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1708 if (light_info
->OriginalIndex
== light_idx
)
1712 TRACE("Found light %p.\n", light_info
);
1714 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1717 TRACE("Light enabled requested but light not defined, so defining one!\n");
1718 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
1720 /* Search for it again! Should be fairly quick as near head of list. */
1721 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1723 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1724 if (light_info
->OriginalIndex
== light_idx
)
1730 FIXME("Adding default lights has failed dismally\n");
1731 return WINED3DERR_INVALIDCALL
;
1737 if (light_info
->glIndex
!= -1)
1739 if (!device
->recording
)
1741 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1742 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1745 device
->update_state
->lights
[light_info
->glIndex
] = NULL
;
1746 light_info
->glIndex
= -1;
1750 TRACE("Light already disabled, nothing to do\n");
1752 light_info
->enabled
= FALSE
;
1756 light_info
->enabled
= TRUE
;
1757 if (light_info
->glIndex
!= -1)
1759 TRACE("Nothing to do as light was enabled\n");
1764 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1765 /* Find a free GL light. */
1766 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
1768 if (!device
->update_state
->lights
[i
])
1770 device
->update_state
->lights
[i
] = light_info
;
1771 light_info
->glIndex
= i
;
1775 if (light_info
->glIndex
== -1)
1777 /* Our tests show that Windows returns D3D_OK in this situation, even with
1778 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
1779 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
1780 * as well for those lights.
1782 * TODO: Test how this affects rendering. */
1783 WARN("Too many concurrently active lights\n");
1787 /* i == light_info->glIndex */
1788 if (!device
->recording
)
1790 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1791 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
1799 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
1801 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1802 struct wined3d_light_info
*light_info
= NULL
;
1805 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
1807 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1809 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1810 if (light_info
->OriginalIndex
== light_idx
)
1817 TRACE("Light enabled state requested but light not defined.\n");
1818 return WINED3DERR_INVALIDCALL
;
1820 /* true is 128 according to SetLightEnable */
1821 *enable
= light_info
->enabled
? 128 : 0;
1825 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
,
1826 UINT plane_idx
, const struct wined3d_vec4
*plane
)
1828 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1830 /* Validate plane_idx. */
1831 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
1833 TRACE("Application has requested clipplane this device doesn't support.\n");
1834 return WINED3DERR_INVALIDCALL
;
1837 if (device
->recording
)
1838 device
->recording
->changed
.clipplane
|= 1u << plane_idx
;
1840 if (!memcmp(&device
->update_state
->clip_planes
[plane_idx
], plane
, sizeof(*plane
)))
1842 TRACE("Application is setting old values over, nothing to do.\n");
1846 device
->update_state
->clip_planes
[plane_idx
] = *plane
;
1848 if (!device
->recording
)
1849 wined3d_cs_emit_set_clip_plane(device
->cs
, plane_idx
, plane
);
1854 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
,
1855 UINT plane_idx
, struct wined3d_vec4
*plane
)
1857 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1859 /* Validate plane_idx. */
1860 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
1862 TRACE("Application has requested clipplane this device doesn't support.\n");
1863 return WINED3DERR_INVALIDCALL
;
1866 *plane
= device
->state
.clip_planes
[plane_idx
];
1871 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
1872 const struct wined3d_clip_status
*clip_status
)
1874 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1877 return WINED3DERR_INVALIDCALL
;
1882 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
1883 struct wined3d_clip_status
*clip_status
)
1885 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1888 return WINED3DERR_INVALIDCALL
;
1893 void CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
1895 TRACE("device %p, material %p.\n", device
, material
);
1897 device
->update_state
->material
= *material
;
1899 if (device
->recording
)
1900 device
->recording
->changed
.material
= TRUE
;
1902 wined3d_cs_emit_set_material(device
->cs
, material
);
1905 void CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
1907 TRACE("device %p, material %p.\n", device
, material
);
1909 *material
= device
->state
.material
;
1911 TRACE("diffuse %s\n", debug_color(&material
->diffuse
));
1912 TRACE("ambient %s\n", debug_color(&material
->ambient
));
1913 TRACE("specular %s\n", debug_color(&material
->specular
));
1914 TRACE("emissive %s\n", debug_color(&material
->emissive
));
1915 TRACE("power %.8e.\n", material
->power
);
1918 void CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
1919 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
1921 enum wined3d_format_id prev_format
;
1922 struct wined3d_buffer
*prev_buffer
;
1924 TRACE("device %p, buffer %p, format %s.\n",
1925 device
, buffer
, debug_d3dformat(format_id
));
1927 prev_buffer
= device
->update_state
->index_buffer
;
1928 prev_format
= device
->update_state
->index_format
;
1930 device
->update_state
->index_buffer
= buffer
;
1931 device
->update_state
->index_format
= format_id
;
1933 if (device
->recording
)
1934 device
->recording
->changed
.indices
= TRUE
;
1936 if (prev_buffer
== buffer
&& prev_format
== format_id
)
1940 wined3d_buffer_incref(buffer
);
1941 if (!device
->recording
)
1942 wined3d_cs_emit_set_index_buffer(device
->cs
, buffer
, format_id
);
1944 wined3d_buffer_decref(prev_buffer
);
1947 struct wined3d_buffer
* CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
,
1948 enum wined3d_format_id
*format
)
1950 TRACE("device %p, format %p.\n", device
, format
);
1952 *format
= device
->state
.index_format
;
1953 return device
->state
.index_buffer
;
1956 void CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
1958 TRACE("device %p, base_index %d.\n", device
, base_index
);
1960 device
->update_state
->base_vertex_index
= base_index
;
1963 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
1965 TRACE("device %p.\n", device
);
1967 return device
->state
.base_vertex_index
;
1970 void CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
1972 TRACE("device %p, viewport %p.\n", device
, viewport
);
1973 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
1974 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
1976 device
->update_state
->viewport
= *viewport
;
1978 /* Handle recording of state blocks */
1979 if (device
->recording
)
1981 TRACE("Recording... not performing anything\n");
1982 device
->recording
->changed
.viewport
= TRUE
;
1986 wined3d_cs_emit_set_viewport(device
->cs
, viewport
);
1989 void CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
1991 TRACE("device %p, viewport %p.\n", device
, viewport
);
1993 *viewport
= device
->state
.viewport
;
1996 static void resolve_depth_buffer(struct wined3d_state
*state
)
1998 struct wined3d_texture
*dst_texture
= state
->textures
[0];
1999 struct wined3d_rendertarget_view
*src_view
;
2000 RECT src_rect
, dst_rect
;
2002 if (!dst_texture
|| dst_texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
2003 || !(dst_texture
->resource
.format_flags
& WINED3DFMT_FLAG_DEPTH
))
2006 if (!(src_view
= state
->fb
->depth_stencil
))
2008 if (src_view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
2010 FIXME("Not supported on buffer resources.\n");
2014 SetRect(&dst_rect
, 0, 0, dst_texture
->resource
.width
, dst_texture
->resource
.height
);
2015 SetRect(&src_rect
, 0, 0, src_view
->width
, src_view
->height
);
2016 wined3d_texture_blt(dst_texture
, 0, &dst_rect
, wined3d_texture_from_resource(src_view
->resource
),
2017 src_view
->sub_resource_idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
);
2020 void CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2021 enum wined3d_render_state state
, DWORD value
)
2025 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2027 if (state
> WINEHIGHEST_RENDER_STATE
)
2029 WARN("Unhandled render state %#x.\n", state
);
2033 old_value
= device
->state
.render_states
[state
];
2034 device
->update_state
->render_states
[state
] = value
;
2036 /* Handle recording of state blocks. */
2037 if (device
->recording
)
2039 TRACE("Recording... not performing anything.\n");
2040 device
->recording
->changed
.renderState
[state
>> 5] |= 1u << (state
& 0x1f);
2044 /* Compared here and not before the assignment to allow proper stateblock recording. */
2045 if (value
== old_value
)
2046 TRACE("Application is setting the old value over, nothing to do.\n");
2048 wined3d_cs_emit_set_render_state(device
->cs
, state
, value
);
2050 if (state
== WINED3D_RS_POINTSIZE
&& value
== WINED3D_RESZ_CODE
)
2052 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
2053 resolve_depth_buffer(&device
->state
);
2057 DWORD CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
, enum wined3d_render_state state
)
2059 TRACE("device %p, state %s (%#x).\n", device
, debug_d3drenderstate(state
), state
);
2061 return device
->state
.render_states
[state
];
2064 void CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2065 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
2069 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2070 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2072 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2073 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2075 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
2077 WARN("Invalid sampler %u.\n", sampler_idx
);
2078 return; /* Windows accepts overflowing this array ... we do not. */
2081 old_value
= device
->state
.sampler_states
[sampler_idx
][state
];
2082 device
->update_state
->sampler_states
[sampler_idx
][state
] = value
;
2084 /* Handle recording of state blocks. */
2085 if (device
->recording
)
2087 TRACE("Recording... not performing anything.\n");
2088 device
->recording
->changed
.samplerState
[sampler_idx
] |= 1u << state
;
2092 if (old_value
== value
)
2094 TRACE("Application is setting the old value over, nothing to do.\n");
2098 wined3d_cs_emit_set_sampler_state(device
->cs
, sampler_idx
, state
, value
);
2101 DWORD CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2102 UINT sampler_idx
, enum wined3d_sampler_state state
)
2104 TRACE("device %p, sampler_idx %u, state %s.\n",
2105 device
, sampler_idx
, debug_d3dsamplerstate(state
));
2107 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2108 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2110 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
2112 WARN("Invalid sampler %u.\n", sampler_idx
);
2113 return 0; /* Windows accepts overflowing this array ... we do not. */
2116 return device
->state
.sampler_states
[sampler_idx
][state
];
2119 void CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2121 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2123 if (device
->recording
)
2124 device
->recording
->changed
.scissorRect
= TRUE
;
2126 if (EqualRect(&device
->update_state
->scissor_rect
, rect
))
2128 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2131 CopyRect(&device
->update_state
->scissor_rect
, rect
);
2133 if (device
->recording
)
2135 TRACE("Recording... not performing anything.\n");
2139 wined3d_cs_emit_set_scissor_rect(device
->cs
, rect
);
2142 void CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2144 TRACE("device %p, rect %p.\n", device
, rect
);
2146 *rect
= device
->state
.scissor_rect
;
2147 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2150 void CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2151 struct wined3d_vertex_declaration
*declaration
)
2153 struct wined3d_vertex_declaration
*prev
= device
->update_state
->vertex_declaration
;
2155 TRACE("device %p, declaration %p.\n", device
, declaration
);
2157 if (device
->recording
)
2158 device
->recording
->changed
.vertexDecl
= TRUE
;
2160 if (declaration
== prev
)
2164 wined3d_vertex_declaration_incref(declaration
);
2165 device
->update_state
->vertex_declaration
= declaration
;
2166 if (!device
->recording
)
2167 wined3d_cs_emit_set_vertex_declaration(device
->cs
, declaration
);
2169 wined3d_vertex_declaration_decref(prev
);
2172 struct wined3d_vertex_declaration
* CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
)
2174 TRACE("device %p.\n", device
);
2176 return device
->state
.vertex_declaration
;
2179 void CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2181 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
2183 TRACE("device %p, shader %p.\n", device
, shader
);
2185 if (device
->recording
)
2186 device
->recording
->changed
.vertexShader
= TRUE
;
2192 wined3d_shader_incref(shader
);
2193 device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = shader
;
2194 if (!device
->recording
)
2195 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_VERTEX
, shader
);
2197 wined3d_shader_decref(prev
);
2200 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2202 TRACE("device %p.\n", device
);
2204 return device
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
];
2207 static void wined3d_device_set_constant_buffer(struct wined3d_device
*device
,
2208 enum wined3d_shader_type type
, UINT idx
, struct wined3d_buffer
*buffer
)
2210 struct wined3d_buffer
*prev
;
2212 if (idx
>= MAX_CONSTANT_BUFFERS
)
2214 WARN("Invalid constant buffer index %u.\n", idx
);
2218 prev
= device
->update_state
->cb
[type
][idx
];
2223 wined3d_buffer_incref(buffer
);
2224 device
->update_state
->cb
[type
][idx
] = buffer
;
2225 if (!device
->recording
)
2226 wined3d_cs_emit_set_constant_buffer(device
->cs
, type
, idx
, buffer
);
2228 wined3d_buffer_decref(prev
);
2231 void CDECL
wined3d_device_set_vs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2233 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2235 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, buffer
);
2238 struct wined3d_buffer
* CDECL
wined3d_device_get_vs_cb(const struct wined3d_device
*device
, UINT idx
)
2240 TRACE("device %p, idx %u.\n", device
, idx
);
2242 if (idx
>= MAX_CONSTANT_BUFFERS
)
2244 WARN("Invalid constant buffer index %u.\n", idx
);
2248 return device
->state
.cb
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2251 static void wined3d_device_set_shader_resource_view(struct wined3d_device
*device
,
2252 enum wined3d_shader_type type
, UINT idx
, struct wined3d_shader_resource_view
*view
)
2254 struct wined3d_shader_resource_view
*prev
;
2256 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2258 WARN("Invalid view index %u.\n", idx
);
2262 prev
= device
->update_state
->shader_resource_view
[type
][idx
];
2267 wined3d_shader_resource_view_incref(view
);
2268 device
->update_state
->shader_resource_view
[type
][idx
] = view
;
2269 if (!device
->recording
)
2270 wined3d_cs_emit_set_shader_resource_view(device
->cs
, type
, idx
, view
);
2272 wined3d_shader_resource_view_decref(prev
);
2275 void CDECL
wined3d_device_set_vs_resource_view(struct wined3d_device
*device
,
2276 UINT idx
, struct wined3d_shader_resource_view
*view
)
2278 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2280 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, view
);
2283 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_vs_resource_view(const struct wined3d_device
*device
,
2286 TRACE("device %p, idx %u.\n", device
, idx
);
2288 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2290 WARN("Invalid view index %u.\n", idx
);
2294 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2297 static void wined3d_device_set_sampler(struct wined3d_device
*device
,
2298 enum wined3d_shader_type type
, UINT idx
, struct wined3d_sampler
*sampler
)
2300 struct wined3d_sampler
*prev
;
2302 if (idx
>= MAX_SAMPLER_OBJECTS
)
2304 WARN("Invalid sampler index %u.\n", idx
);
2308 prev
= device
->update_state
->sampler
[type
][idx
];
2309 if (sampler
== prev
)
2313 wined3d_sampler_incref(sampler
);
2314 device
->update_state
->sampler
[type
][idx
] = sampler
;
2315 if (!device
->recording
)
2316 wined3d_cs_emit_set_sampler(device
->cs
, type
, idx
, sampler
);
2318 wined3d_sampler_decref(prev
);
2321 void CDECL
wined3d_device_set_vs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2323 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2325 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, sampler
);
2328 struct wined3d_sampler
* CDECL
wined3d_device_get_vs_sampler(const struct wined3d_device
*device
, UINT idx
)
2330 TRACE("device %p, idx %u.\n", device
, idx
);
2332 if (idx
>= MAX_SAMPLER_OBJECTS
)
2334 WARN("Invalid sampler index %u.\n", idx
);
2338 return device
->state
.sampler
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2341 static void device_invalidate_shader_constants(const struct wined3d_device
*device
, DWORD mask
)
2345 for (i
= 0; i
< device
->context_count
; ++i
)
2347 device
->contexts
[i
]->constant_update_mask
|= mask
;
2351 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2352 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2354 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2357 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2358 device
, start_register
, constants
, bool_count
);
2360 if (!constants
|| start_register
>= MAX_CONST_B
)
2361 return WINED3DERR_INVALIDCALL
;
2363 memcpy(&device
->update_state
->vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2364 for (i
= 0; i
< count
; ++i
)
2365 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2367 if (device
->recording
)
2369 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2370 device
->recording
->changed
.vertexShaderConstantsB
|= (1u << i
);
2374 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_VS_B
);
2380 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2381 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2383 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2385 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2386 device
, start_register
, constants
, bool_count
);
2388 if (!constants
|| start_register
>= MAX_CONST_B
)
2389 return WINED3DERR_INVALIDCALL
;
2391 memcpy(constants
, &device
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2396 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2397 UINT start_register
, const int *constants
, UINT vector4i_count
)
2399 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2402 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2403 device
, start_register
, constants
, vector4i_count
);
2405 if (!constants
|| start_register
>= MAX_CONST_I
)
2406 return WINED3DERR_INVALIDCALL
;
2408 memcpy(&device
->update_state
->vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2409 for (i
= 0; i
< count
; ++i
)
2410 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2411 constants
[i
* 4], constants
[i
* 4 + 1],
2412 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2414 if (device
->recording
)
2416 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2417 device
->recording
->changed
.vertexShaderConstantsI
|= (1u << i
);
2421 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_VS_I
);
2427 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2428 UINT start_register
, int *constants
, UINT vector4i_count
)
2430 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2432 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2433 device
, start_register
, constants
, vector4i_count
);
2435 if (!constants
|| start_register
>= MAX_CONST_I
)
2436 return WINED3DERR_INVALIDCALL
;
2438 memcpy(constants
, &device
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2442 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2443 UINT start_register
, const float *constants
, UINT vector4f_count
)
2446 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2448 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2449 device
, start_register
, constants
, vector4f_count
);
2451 /* Specifically test start_register > limit to catch MAX_UINT overflows
2452 * when adding start_register + vector4f_count. */
2454 || start_register
+ vector4f_count
> d3d_info
->limits
.vs_uniform_count
2455 || start_register
> d3d_info
->limits
.vs_uniform_count
)
2456 return WINED3DERR_INVALIDCALL
;
2458 memcpy(&device
->update_state
->vs_consts_f
[start_register
* 4],
2459 constants
, vector4f_count
* sizeof(float) * 4);
2462 for (i
= 0; i
< vector4f_count
; ++i
)
2463 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2464 constants
[i
* 4], constants
[i
* 4 + 1],
2465 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2468 if (device
->recording
)
2469 memset(device
->recording
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2470 sizeof(*device
->recording
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2472 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2478 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2479 UINT start_register
, float *constants
, UINT vector4f_count
)
2481 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2482 int count
= min(vector4f_count
, d3d_info
->limits
.vs_uniform_count
- start_register
);
2484 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2485 device
, start_register
, constants
, vector4f_count
);
2487 if (!constants
|| count
< 0)
2488 return WINED3DERR_INVALIDCALL
;
2490 memcpy(constants
, &device
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2495 void CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2497 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2499 TRACE("device %p, shader %p.\n", device
, shader
);
2501 if (device
->recording
)
2502 device
->recording
->changed
.pixelShader
= TRUE
;
2508 wined3d_shader_incref(shader
);
2509 device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
] = shader
;
2510 if (!device
->recording
)
2511 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_PIXEL
, shader
);
2513 wined3d_shader_decref(prev
);
2516 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
2518 TRACE("device %p.\n", device
);
2520 return device
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
];
2523 void CDECL
wined3d_device_set_ps_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2525 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2527 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, buffer
);
2530 struct wined3d_buffer
* CDECL
wined3d_device_get_ps_cb(const struct wined3d_device
*device
, UINT idx
)
2532 TRACE("device %p, idx %u.\n", device
, idx
);
2534 if (idx
>= MAX_CONSTANT_BUFFERS
)
2536 WARN("Invalid constant buffer index %u.\n", idx
);
2540 return device
->state
.cb
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2543 void CDECL
wined3d_device_set_ps_resource_view(struct wined3d_device
*device
,
2544 UINT idx
, struct wined3d_shader_resource_view
*view
)
2546 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2548 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, view
);
2551 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_ps_resource_view(const struct wined3d_device
*device
,
2554 TRACE("device %p, idx %u.\n", device
, idx
);
2556 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2558 WARN("Invalid view index %u.\n", idx
);
2562 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2565 void CDECL
wined3d_device_set_ps_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2567 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2569 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, sampler
);
2572 struct wined3d_sampler
* CDECL
wined3d_device_get_ps_sampler(const struct wined3d_device
*device
, UINT idx
)
2574 TRACE("device %p, idx %u.\n", device
, idx
);
2576 if (idx
>= MAX_SAMPLER_OBJECTS
)
2578 WARN("Invalid sampler index %u.\n", idx
);
2582 return device
->state
.sampler
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2585 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
2586 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2588 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2591 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2592 device
, start_register
, constants
, bool_count
);
2594 if (!constants
|| start_register
>= MAX_CONST_B
)
2595 return WINED3DERR_INVALIDCALL
;
2597 memcpy(&device
->update_state
->ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2598 for (i
= 0; i
< count
; ++i
)
2599 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2601 if (device
->recording
)
2603 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2604 device
->recording
->changed
.pixelShaderConstantsB
|= (1u << i
);
2608 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_PS_B
);
2614 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
2615 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2617 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2619 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2620 device
, start_register
, constants
, bool_count
);
2622 if (!constants
|| start_register
>= MAX_CONST_B
)
2623 return WINED3DERR_INVALIDCALL
;
2625 memcpy(constants
, &device
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
2630 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
2631 UINT start_register
, const int *constants
, UINT vector4i_count
)
2633 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2636 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2637 device
, start_register
, constants
, vector4i_count
);
2639 if (!constants
|| start_register
>= MAX_CONST_I
)
2640 return WINED3DERR_INVALIDCALL
;
2642 memcpy(&device
->update_state
->ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2643 for (i
= 0; i
< count
; ++i
)
2644 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2645 constants
[i
* 4], constants
[i
* 4 + 1],
2646 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2648 if (device
->recording
)
2650 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2651 device
->recording
->changed
.pixelShaderConstantsI
|= (1u << i
);
2655 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_PS_I
);
2661 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
2662 UINT start_register
, int *constants
, UINT vector4i_count
)
2664 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2666 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2667 device
, start_register
, constants
, vector4i_count
);
2669 if (!constants
|| start_register
>= MAX_CONST_I
)
2670 return WINED3DERR_INVALIDCALL
;
2672 memcpy(constants
, &device
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2677 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
2678 UINT start_register
, const float *constants
, UINT vector4f_count
)
2681 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2683 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2684 device
, start_register
, constants
, vector4f_count
);
2686 /* Specifically test start_register > limit to catch MAX_UINT overflows
2687 * when adding start_register + vector4f_count. */
2689 || start_register
+ vector4f_count
> d3d_info
->limits
.ps_uniform_count
2690 || start_register
> d3d_info
->limits
.ps_uniform_count
)
2691 return WINED3DERR_INVALIDCALL
;
2693 memcpy(&device
->update_state
->ps_consts_f
[start_register
* 4],
2694 constants
, vector4f_count
* sizeof(float) * 4);
2697 for (i
= 0; i
< vector4f_count
; ++i
)
2698 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2699 constants
[i
* 4], constants
[i
* 4 + 1],
2700 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2703 if (device
->recording
)
2704 memset(device
->recording
->changed
.pixelShaderConstantsF
+ start_register
, 1,
2705 sizeof(*device
->recording
->changed
.pixelShaderConstantsF
) * vector4f_count
);
2707 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
2712 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
2713 UINT start_register
, float *constants
, UINT vector4f_count
)
2715 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2716 int count
= min(vector4f_count
, d3d_info
->limits
.ps_uniform_count
- start_register
);
2718 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2719 device
, start_register
, constants
, vector4f_count
);
2721 if (!constants
|| count
< 0)
2722 return WINED3DERR_INVALIDCALL
;
2724 memcpy(constants
, &device
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2729 void CDECL
wined3d_device_set_geometry_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2731 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2733 TRACE("device %p, shader %p.\n", device
, shader
);
2735 if (device
->recording
|| shader
== prev
)
2738 wined3d_shader_incref(shader
);
2739 device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] = shader
;
2740 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_GEOMETRY
, shader
);
2742 wined3d_shader_decref(prev
);
2745 struct wined3d_shader
* CDECL
wined3d_device_get_geometry_shader(const struct wined3d_device
*device
)
2747 TRACE("device %p.\n", device
);
2749 return device
->state
.shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2752 void CDECL
wined3d_device_set_gs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2754 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2756 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, buffer
);
2759 struct wined3d_buffer
* CDECL
wined3d_device_get_gs_cb(const struct wined3d_device
*device
, UINT idx
)
2761 TRACE("device %p, idx %u.\n", device
, idx
);
2763 if (idx
>= MAX_CONSTANT_BUFFERS
)
2765 WARN("Invalid constant buffer index %u.\n", idx
);
2769 return device
->state
.cb
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2772 void CDECL
wined3d_device_set_gs_resource_view(struct wined3d_device
*device
,
2773 UINT idx
, struct wined3d_shader_resource_view
*view
)
2775 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2777 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, view
);
2780 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_gs_resource_view(const struct wined3d_device
*device
,
2783 TRACE("device %p, idx %u.\n", device
, idx
);
2785 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2787 WARN("Invalid view index %u.\n", idx
);
2791 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2794 void CDECL
wined3d_device_set_gs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2796 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2798 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, sampler
);
2801 struct wined3d_sampler
* CDECL
wined3d_device_get_gs_sampler(const struct wined3d_device
*device
, UINT idx
)
2803 TRACE("device %p, idx %u.\n", device
, idx
);
2805 if (idx
>= MAX_SAMPLER_OBJECTS
)
2807 WARN("Invalid sampler index %u.\n", idx
);
2811 return device
->state
.sampler
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2814 /* Context activation is done by the caller. */
2815 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
2816 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
2817 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
2820 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
2821 struct wined3d_viewport vp
;
2829 if (stream_info
->use_map
& (1u << WINED3D_FFP_NORMAL
))
2831 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
2834 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_POSITION
)))
2836 ERR("Source has no position mask\n");
2837 return WINED3DERR_INVALIDCALL
;
2840 if (device
->state
.render_states
[WINED3D_RS_CLIPPING
])
2842 static BOOL warned
= FALSE
;
2844 * The clipping code is not quite correct. Some things need
2845 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
2846 * so disable clipping for now.
2847 * (The graphics in Half-Life are broken, and my processvertices
2848 * test crashes with IDirect3DDevice3)
2854 FIXME("Clipping is broken and disabled for now\n");
2860 vertex_size
= get_flexible_vertex_size(DestFVF
);
2861 if (FAILED(hr
= wined3d_buffer_map(dest
, dwDestIndex
* vertex_size
, dwCount
* vertex_size
, &dest_ptr
, 0)))
2863 WARN("Failed to map buffer, hr %#x.\n", hr
);
2867 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
2868 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
2869 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
2871 TRACE("View mat:\n");
2872 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._11
, view_mat
._12
, view_mat
._13
, view_mat
._14
);
2873 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._21
, view_mat
._22
, view_mat
._23
, view_mat
._24
);
2874 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._31
, view_mat
._32
, view_mat
._33
, view_mat
._34
);
2875 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._41
, view_mat
._42
, view_mat
._43
, view_mat
._44
);
2877 TRACE("Proj mat:\n");
2878 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._11
, proj_mat
._12
, proj_mat
._13
, proj_mat
._14
);
2879 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._21
, proj_mat
._22
, proj_mat
._23
, proj_mat
._24
);
2880 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._31
, proj_mat
._32
, proj_mat
._33
, proj_mat
._34
);
2881 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._41
, proj_mat
._42
, proj_mat
._43
, proj_mat
._44
);
2883 TRACE("World mat:\n");
2884 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._11
, world_mat
._12
, world_mat
._13
, world_mat
._14
);
2885 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._21
, world_mat
._22
, world_mat
._23
, world_mat
._24
);
2886 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._31
, world_mat
._32
, world_mat
._33
, world_mat
._34
);
2887 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._41
, world_mat
._42
, world_mat
._43
, world_mat
._44
);
2889 /* Get the viewport */
2890 wined3d_device_get_viewport(device
, &vp
);
2891 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
2892 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
2894 multiply_matrix(&mat
,&view_mat
,&world_mat
);
2895 multiply_matrix(&mat
,&proj_mat
,&mat
);
2897 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
2899 for (i
= 0; i
< dwCount
; i
+= 1) {
2900 unsigned int tex_index
;
2902 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
2903 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
2904 /* The position first */
2905 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
2906 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
2908 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
2910 /* Multiplication with world, view and projection matrix. */
2911 x
= (p
[0] * mat
._11
) + (p
[1] * mat
._21
) + (p
[2] * mat
._31
) + mat
._41
;
2912 y
= (p
[0] * mat
._12
) + (p
[1] * mat
._22
) + (p
[2] * mat
._32
) + mat
._42
;
2913 z
= (p
[0] * mat
._13
) + (p
[1] * mat
._23
) + (p
[2] * mat
._33
) + mat
._43
;
2914 rhw
= (p
[0] * mat
._14
) + (p
[1] * mat
._24
) + (p
[2] * mat
._34
) + mat
._44
;
2916 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
2918 /* WARNING: The following things are taken from d3d7 and were not yet checked
2919 * against d3d8 or d3d9!
2922 /* Clipping conditions: From msdn
2924 * A vertex is clipped if it does not match the following requirements
2928 * 0 < rhw ( Not in d3d7, but tested in d3d7)
2930 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
2931 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
2936 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
2937 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
2940 /* "Normal" viewport transformation (not clipped)
2941 * 1) The values are divided by rhw
2942 * 2) The y axis is negative, so multiply it with -1
2943 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
2944 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
2945 * 4) Multiply x with Width/2 and add Width/2
2946 * 5) The same for the height
2947 * 6) Add the viewpoint X and Y to the 2D coordinates and
2948 * The minimum Z value to z
2949 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
2951 * Well, basically it's simply a linear transformation into viewport
2963 z
*= vp
.max_z
- vp
.min_z
;
2965 x
+= vp
.width
/ 2 + vp
.x
;
2966 y
+= vp
.height
/ 2 + vp
.y
;
2971 /* That vertex got clipped
2972 * Contrary to OpenGL it is not dropped completely, it just
2973 * undergoes a different calculation.
2975 TRACE("Vertex got clipped\n");
2982 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
2983 * outside of the main vertex buffer memory. That needs some more
2988 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
2991 ( (float *) dest_ptr
)[0] = x
;
2992 ( (float *) dest_ptr
)[1] = y
;
2993 ( (float *) dest_ptr
)[2] = z
;
2994 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
2996 dest_ptr
+= 3 * sizeof(float);
2998 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
2999 dest_ptr
+= sizeof(float);
3002 if (DestFVF
& WINED3DFVF_PSIZE
)
3003 dest_ptr
+= sizeof(DWORD
);
3005 if (DestFVF
& WINED3DFVF_NORMAL
)
3007 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3008 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3009 /* AFAIK this should go into the lighting information */
3010 FIXME("Didn't expect the destination to have a normal\n");
3011 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3014 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3016 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3017 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3018 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_DIFFUSE
)))
3020 static BOOL warned
= FALSE
;
3023 ERR("No diffuse color in source, but destination has one\n");
3027 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3028 dest_ptr
+= sizeof(DWORD
);
3032 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3036 if (DestFVF
& WINED3DFVF_SPECULAR
)
3038 /* What's the color value in the feedback buffer? */
3039 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3040 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3041 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_SPECULAR
)))
3043 static BOOL warned
= FALSE
;
3046 ERR("No specular color in source, but destination has one\n");
3050 *(DWORD
*)dest_ptr
= 0xff000000;
3051 dest_ptr
+= sizeof(DWORD
);
3055 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3059 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3061 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3062 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3063 if (!(stream_info
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3065 ERR("No source texture, but destination requests one\n");
3066 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3070 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3075 wined3d_buffer_unmap(dest
);
3079 #undef copy_and_next
3081 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3082 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3083 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3085 struct wined3d_state
*state
= &device
->state
;
3086 struct wined3d_stream_info stream_info
;
3087 const struct wined3d_gl_info
*gl_info
;
3088 struct wined3d_context
*context
;
3089 struct wined3d_shader
*vs
;
3094 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3095 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3096 device
, src_start_idx
, dst_idx
, vertex_count
,
3097 dst_buffer
, declaration
, flags
, dst_fvf
);
3100 FIXME("Output vertex declaration not implemented yet.\n");
3102 /* Need any context to write to the vbo. */
3103 context
= context_acquire(device
, NULL
);
3104 gl_info
= context
->gl_info
;
3106 vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
3107 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = NULL
;
3108 context_stream_info_from_declaration(context
, state
, &stream_info
);
3109 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = vs
;
3111 /* We can't convert FROM a VBO, and vertex buffers used to source into
3112 * process_vertices() are unlikely to ever be used for drawing. Release
3113 * VBOs in those buffers and fix up the stream_info structure.
3115 * Also apply the start index. */
3116 for (i
= 0, map
= stream_info
.use_map
; map
; map
>>= 1, ++i
)
3118 struct wined3d_stream_info_element
*e
;
3119 struct wined3d_buffer
*buffer
;
3124 e
= &stream_info
.elements
[i
];
3125 buffer
= state
->streams
[e
->stream_idx
].buffer
;
3126 e
->data
.buffer_object
= 0;
3127 e
->data
.addr
+= (ULONG_PTR
)buffer_get_sysmem(buffer
, context
);
3128 if (buffer
->buffer_object
)
3130 GL_EXTCALL(glDeleteBuffers(1, &buffer
->buffer_object
));
3131 buffer
->buffer_object
= 0;
3134 e
->data
.addr
+= e
->stride
* src_start_idx
;
3137 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3138 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3140 context_release(context
);
3145 void CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3146 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3148 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
3151 TRACE("device %p, stage %u, state %s, value %#x.\n",
3152 device
, stage
, debug_d3dtexturestate(state
), value
);
3154 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3156 WARN("Invalid state %#x passed.\n", state
);
3160 if (stage
>= d3d_info
->limits
.ffp_blend_stages
)
3162 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3163 stage
, d3d_info
->limits
.ffp_blend_stages
- 1);
3167 old_value
= device
->update_state
->texture_states
[stage
][state
];
3168 device
->update_state
->texture_states
[stage
][state
] = value
;
3170 if (device
->recording
)
3172 TRACE("Recording... not performing anything.\n");
3173 device
->recording
->changed
.textureState
[stage
] |= 1u << state
;
3177 /* Checked after the assignments to allow proper stateblock recording. */
3178 if (old_value
== value
)
3180 TRACE("Application is setting the old value over, nothing to do.\n");
3184 wined3d_cs_emit_set_texture_state(device
->cs
, stage
, state
, value
);
3187 DWORD CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3188 UINT stage
, enum wined3d_texture_stage_state state
)
3190 TRACE("device %p, stage %u, state %s.\n",
3191 device
, stage
, debug_d3dtexturestate(state
));
3193 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3195 WARN("Invalid state %#x passed.\n", state
);
3199 return device
->state
.texture_states
[stage
][state
];
3202 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3203 UINT stage
, struct wined3d_texture
*texture
)
3205 struct wined3d_texture
*prev
;
3207 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3209 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3210 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3212 /* Windows accepts overflowing this array... we do not. */
3213 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3215 WARN("Ignoring invalid stage %u.\n", stage
);
3219 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
3221 WARN("Rejecting attempt to set scratch texture.\n");
3222 return WINED3DERR_INVALIDCALL
;
3225 if (device
->recording
)
3226 device
->recording
->changed
.textures
|= 1u << stage
;
3228 prev
= device
->update_state
->textures
[stage
];
3229 TRACE("Previous texture %p.\n", prev
);
3231 if (texture
== prev
)
3233 TRACE("App is setting the same texture again, nothing to do.\n");
3237 TRACE("Setting new texture to %p.\n", texture
);
3238 device
->update_state
->textures
[stage
] = texture
;
3241 wined3d_texture_incref(texture
);
3242 if (!device
->recording
)
3243 wined3d_cs_emit_set_texture(device
->cs
, stage
, texture
);
3245 wined3d_texture_decref(prev
);
3250 struct wined3d_texture
* CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
, UINT stage
)
3252 TRACE("device %p, stage %u.\n", device
, stage
);
3254 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3255 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3257 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3259 WARN("Ignoring invalid stage %u.\n", stage
);
3260 return NULL
; /* Windows accepts overflowing this array ... we do not. */
3263 return device
->state
.textures
[stage
];
3266 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3268 TRACE("device %p, caps %p.\n", device
, caps
);
3270 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3271 device
->create_parms
.device_type
, caps
);
3274 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
, UINT swapchain_idx
,
3275 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
3277 struct wined3d_swapchain
*swapchain
;
3279 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3280 device
, swapchain_idx
, mode
, rotation
);
3282 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3283 return WINED3DERR_INVALIDCALL
;
3285 return wined3d_swapchain_get_display_mode(swapchain
, mode
, rotation
);
3288 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3290 struct wined3d_stateblock
*stateblock
;
3293 TRACE("device %p.\n", device
);
3295 if (device
->recording
)
3296 return WINED3DERR_INVALIDCALL
;
3298 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3302 device
->recording
= stateblock
;
3303 device
->update_state
= &stateblock
->state
;
3305 TRACE("Recording stateblock %p.\n", stateblock
);
3310 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3311 struct wined3d_stateblock
**stateblock
)
3313 struct wined3d_stateblock
*object
= device
->recording
;
3315 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3317 if (!device
->recording
)
3319 WARN("Not recording.\n");
3321 return WINED3DERR_INVALIDCALL
;
3324 stateblock_init_contained_states(object
);
3326 *stateblock
= object
;
3327 device
->recording
= NULL
;
3328 device
->update_state
= &device
->state
;
3330 TRACE("Returning stateblock %p.\n", *stateblock
);
3335 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3337 /* At the moment we have no need for any functionality at the beginning
3339 TRACE("device %p.\n", device
);
3341 if (device
->inScene
)
3343 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3344 return WINED3DERR_INVALIDCALL
;
3346 device
->inScene
= TRUE
;
3350 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3352 struct wined3d_context
*context
;
3354 TRACE("device %p.\n", device
);
3356 if (!device
->inScene
)
3358 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3359 return WINED3DERR_INVALIDCALL
;
3362 context
= context_acquire(device
, NULL
);
3363 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3364 context
->gl_info
->gl_ops
.gl
.p_glFlush();
3365 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3367 context_release(context
);
3369 device
->inScene
= FALSE
;
3373 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
3374 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
3376 TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n",
3377 device
, rect_count
, rects
, flags
, debug_color(color
), depth
, stencil
);
3379 if (!rect_count
&& rects
)
3381 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects
);
3385 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
3387 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3390 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3391 /* TODO: What about depth stencil buffers without stencil bits? */
3392 return WINED3DERR_INVALIDCALL
;
3394 else if (flags
& WINED3DCLEAR_TARGET
)
3396 if (ds
->width
< device
->fb
.render_targets
[0]->width
3397 || ds
->height
< device
->fb
.render_targets
[0]->height
)
3399 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3405 wined3d_cs_emit_clear(device
->cs
, rect_count
, rects
, flags
, color
, depth
, stencil
);
3410 void CDECL
wined3d_device_set_predication(struct wined3d_device
*device
,
3411 struct wined3d_query
*predicate
, BOOL value
)
3413 struct wined3d_query
*prev
;
3415 TRACE("device %p, predicate %p, value %#x.\n", device
, predicate
, value
);
3417 prev
= device
->update_state
->predicate
;
3420 FIXME("Predicated rendering not implemented.\n");
3421 wined3d_query_incref(predicate
);
3423 device
->update_state
->predicate
= predicate
;
3424 device
->update_state
->predicate_value
= value
;
3425 if (!device
->recording
)
3426 wined3d_cs_emit_set_predication(device
->cs
, predicate
, value
);
3428 wined3d_query_decref(prev
);
3431 struct wined3d_query
* CDECL
wined3d_device_get_predication(struct wined3d_device
*device
, BOOL
*value
)
3433 TRACE("device %p, value %p.\n", device
, value
);
3435 *value
= device
->state
.predicate_value
;
3436 return device
->state
.predicate
;
3439 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
3440 enum wined3d_primitive_type primitive_type
)
3442 GLenum gl_primitive_type
, prev
;
3444 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
3446 gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
3447 prev
= device
->update_state
->gl_primitive_type
;
3448 device
->update_state
->gl_primitive_type
= gl_primitive_type
;
3449 if (device
->recording
)
3450 device
->recording
->changed
.primitive_type
= TRUE
;
3451 else if (gl_primitive_type
!= prev
&& (gl_primitive_type
== GL_POINTS
|| prev
== GL_POINTS
))
3452 device_invalidate_state(device
, STATE_POINT_ENABLE
);
3455 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
3456 enum wined3d_primitive_type
*primitive_type
)
3458 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
3460 *primitive_type
= d3d_primitive_type_from_gl(device
->state
.gl_primitive_type
);
3462 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
3465 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
3467 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
3469 if (!device
->state
.vertex_declaration
)
3471 WARN("Called without a valid vertex declaration set.\n");
3472 return WINED3DERR_INVALIDCALL
;
3475 if (device
->state
.load_base_vertex_index
)
3477 device
->state
.load_base_vertex_index
= 0;
3478 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3481 wined3d_cs_emit_draw(device
->cs
, start_vertex
, vertex_count
, 0, 0, FALSE
);
3486 void CDECL
wined3d_device_draw_primitive_instanced(struct wined3d_device
*device
,
3487 UINT start_vertex
, UINT vertex_count
, UINT start_instance
, UINT instance_count
)
3489 TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
3490 device
, start_vertex
, vertex_count
, start_instance
, instance_count
);
3492 wined3d_cs_emit_draw(device
->cs
, start_vertex
, vertex_count
, start_instance
, instance_count
, FALSE
);
3495 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
3497 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3499 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
3501 if (!device
->state
.index_buffer
)
3503 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3504 * without an index buffer set. (The first time at least...)
3505 * D3D8 simply dies, but I doubt it can do much harm to return
3506 * D3DERR_INVALIDCALL there as well. */
3507 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3508 return WINED3DERR_INVALIDCALL
;
3511 if (!device
->state
.vertex_declaration
)
3513 WARN("Called without a valid vertex declaration set.\n");
3514 return WINED3DERR_INVALIDCALL
;
3517 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
3518 device
->state
.load_base_vertex_index
!= device
->state
.base_vertex_index
)
3520 device
->state
.load_base_vertex_index
= device
->state
.base_vertex_index
;
3521 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3524 wined3d_cs_emit_draw(device
->cs
, start_idx
, index_count
, 0, 0, TRUE
);
3529 void CDECL
wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device
*device
,
3530 UINT start_idx
, UINT index_count
, UINT start_instance
, UINT instance_count
)
3532 TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
3533 device
, start_idx
, index_count
, start_instance
, instance_count
);
3535 wined3d_cs_emit_draw(device
->cs
, start_idx
, index_count
, start_instance
, instance_count
, TRUE
);
3538 static HRESULT
wined3d_device_update_texture_3d(struct wined3d_device
*device
,
3539 struct wined3d_texture
*src_texture
, unsigned int src_level
,
3540 struct wined3d_texture
*dst_texture
, unsigned int level_count
)
3542 struct wined3d_const_bo_address data
;
3543 struct wined3d_context
*context
;
3544 struct wined3d_map_desc src
;
3545 HRESULT hr
= WINED3D_OK
;
3548 TRACE("device %p, src_texture %p, src_level %u, dst_texture %p, level_count %u.\n",
3549 device
, src_texture
, src_level
, dst_texture
, level_count
);
3551 if (src_texture
->resource
.format
!= dst_texture
->resource
.format
)
3553 WARN("Source and destination formats do not match.\n");
3554 return WINED3DERR_INVALIDCALL
;
3557 if (wined3d_texture_get_level_width(src_texture
, src_level
) != dst_texture
->resource
.width
3558 || wined3d_texture_get_level_height(src_texture
, src_level
) != dst_texture
->resource
.height
3559 || wined3d_texture_get_level_depth(src_texture
, src_level
) != dst_texture
->resource
.depth
)
3561 WARN("Source and destination dimensions do not match.\n");
3562 return WINED3DERR_INVALIDCALL
;
3565 context
= context_acquire(device
, NULL
);
3567 /* Only a prepare, since we're uploading entire volumes. */
3568 wined3d_texture_prepare_texture(dst_texture
, context
, FALSE
);
3569 wined3d_texture_bind_and_dirtify(dst_texture
, context
, FALSE
);
3571 for (i
= 0; i
< level_count
; ++i
)
3573 if (FAILED(hr
= wined3d_resource_map(&src_texture
->resource
,
3574 src_level
+ i
, &src
, NULL
, WINED3D_MAP_READONLY
)))
3577 data
.buffer_object
= 0;
3578 data
.addr
= src
.data
;
3579 wined3d_volume_upload_data(dst_texture
->sub_resources
[i
].u
.volume
, context
, &data
);
3580 wined3d_texture_invalidate_location(dst_texture
, i
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3582 if (FAILED(hr
= wined3d_resource_unmap(&src_texture
->resource
, src_level
+ i
)))
3587 context_release(context
);
3591 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
3592 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
3594 unsigned int src_size
, dst_size
, src_skip_levels
= 0;
3595 unsigned int layer_count
, level_count
, i
, j
;
3596 enum wined3d_resource_type type
;
3598 struct wined3d_context
*context
;
3600 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
3602 /* Verify that the source and destination textures are non-NULL. */
3603 if (!src_texture
|| !dst_texture
)
3605 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
3606 return WINED3DERR_INVALIDCALL
;
3609 if (src_texture
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
3611 WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n");
3612 return WINED3DERR_INVALIDCALL
;
3614 if (dst_texture
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
3616 WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\n");
3617 return WINED3DERR_INVALIDCALL
;
3620 /* Verify that the source and destination textures are the same type. */
3621 type
= src_texture
->resource
.type
;
3622 if (dst_texture
->resource
.type
!= type
)
3624 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
3625 return WINED3DERR_INVALIDCALL
;
3628 layer_count
= src_texture
->layer_count
;
3629 if (layer_count
!= dst_texture
->layer_count
)
3631 WARN("Source and destination have different layer counts.\n");
3632 return WINED3DERR_INVALIDCALL
;
3635 level_count
= min(wined3d_texture_get_level_count(src_texture
),
3636 wined3d_texture_get_level_count(dst_texture
));
3638 src_size
= max(src_texture
->resource
.width
, src_texture
->resource
.height
);
3639 dst_size
= max(dst_texture
->resource
.width
, dst_texture
->resource
.height
);
3640 if (type
== WINED3D_RTYPE_VOLUME
)
3642 src_size
= max(src_size
, src_texture
->resource
.depth
);
3643 dst_size
= max(dst_size
, dst_texture
->resource
.depth
);
3645 while (src_size
> dst_size
)
3651 /* Make sure that the destination texture is loaded. */
3652 context
= context_acquire(device
, NULL
);
3653 wined3d_texture_load(dst_texture
, context
, FALSE
);
3654 context_release(context
);
3656 /* Update every surface level of the texture. */
3659 case WINED3D_RTYPE_TEXTURE_2D
:
3661 unsigned int src_levels
= src_texture
->level_count
;
3662 unsigned int dst_levels
= dst_texture
->level_count
;
3663 struct wined3d_surface
*src_surface
;
3664 struct wined3d_surface
*dst_surface
;
3666 for (i
= 0; i
< layer_count
; ++i
)
3668 for (j
= 0; j
< level_count
; ++j
)
3670 src_surface
= src_texture
->sub_resources
[i
* src_levels
+ j
+ src_skip_levels
].u
.surface
;
3671 dst_surface
= dst_texture
->sub_resources
[i
* dst_levels
+ j
].u
.surface
;
3672 if (FAILED(hr
= surface_upload_from_surface(dst_surface
, NULL
, src_surface
, NULL
)))
3674 WARN("Failed to update surface, hr %#x.\n", hr
);
3682 case WINED3D_RTYPE_TEXTURE_3D
:
3683 if (FAILED(hr
= wined3d_device_update_texture_3d(device
,
3684 src_texture
, src_skip_levels
, dst_texture
, level_count
)))
3685 WARN("Failed to update 3D texture, hr %#x.\n", hr
);
3689 FIXME("Unsupported texture type %#x.\n", type
);
3690 return WINED3DERR_INVALIDCALL
;
3694 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
3696 const struct wined3d_state
*state
= &device
->state
;
3697 struct wined3d_texture
*texture
;
3700 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
3702 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3704 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
3706 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3707 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3709 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
3711 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3712 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3715 texture
= state
->textures
[i
];
3716 if (!texture
|| texture
->resource
.format_flags
& WINED3DFMT_FLAG_FILTERING
) continue;
3718 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
3720 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i
);
3723 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
3725 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i
);
3728 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
3729 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
3731 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i
);
3736 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
3737 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
3739 struct wined3d_rendertarget_view
*rt
= device
->fb
.render_targets
[0];
3740 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3742 if (ds
&& rt
&& (ds
->width
< rt
->width
|| ds
->height
< rt
->height
))
3744 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
3745 return WINED3DERR_CONFLICTINGRENDERSTATE
;
3749 /* return a sensible default */
3752 TRACE("returning D3D_OK\n");
3756 void CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
3760 TRACE("device %p, software %#x.\n", device
, software
);
3764 FIXME("device %p, software %#x stub!\n", device
, software
);
3768 device
->softwareVertexProcessing
= software
;
3771 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
3775 TRACE("device %p.\n", device
);
3779 TRACE("device %p stub!\n", device
);
3783 return device
->softwareVertexProcessing
;
3786 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
3787 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
3789 struct wined3d_swapchain
*swapchain
;
3791 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
3792 device
, swapchain_idx
, raster_status
);
3794 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3795 return WINED3DERR_INVALIDCALL
;
3797 return wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
3800 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
3804 TRACE("device %p, segments %.8e.\n", device
, segments
);
3806 if (segments
!= 0.0f
)
3810 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
3818 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
3822 TRACE("device %p.\n", device
);
3826 FIXME("device %p stub!\n", device
);
3833 void CDECL
wined3d_device_copy_resource(struct wined3d_device
*device
,
3834 struct wined3d_resource
*dst_resource
, struct wined3d_resource
*src_resource
)
3836 struct wined3d_texture
*dst_texture
, *src_texture
;
3837 RECT dst_rect
, src_rect
;
3841 TRACE("device %p, dst_resource %p, src_resource %p.\n", device
, dst_resource
, src_resource
);
3843 if (src_resource
== dst_resource
)
3845 WARN("Source and destination are the same resource.\n");
3849 if (src_resource
->type
!= dst_resource
->type
)
3851 WARN("Resource types (%s / %s) don't match.\n",
3852 debug_d3dresourcetype(dst_resource
->type
),
3853 debug_d3dresourcetype(src_resource
->type
));
3857 if (src_resource
->width
!= dst_resource
->width
3858 || src_resource
->height
!= dst_resource
->height
3859 || src_resource
->depth
!= dst_resource
->depth
)
3861 WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
3862 dst_resource
->width
, dst_resource
->height
, dst_resource
->depth
,
3863 src_resource
->width
, src_resource
->height
, src_resource
->depth
);
3867 if (src_resource
->format
->id
!= dst_resource
->format
->id
)
3869 WARN("Resource formats (%s / %s) don't match.\n",
3870 debug_d3dformat(dst_resource
->format
->id
),
3871 debug_d3dformat(src_resource
->format
->id
));
3875 if (dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
3877 if (FAILED(hr
= wined3d_buffer_copy(buffer_from_resource(dst_resource
), 0,
3878 buffer_from_resource(src_resource
), 0,
3879 dst_resource
->size
)))
3880 ERR("Failed to copy buffer, hr %#x.\n", hr
);
3884 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
3886 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource
->type
));
3890 dst_texture
= wined3d_texture_from_resource(dst_resource
);
3891 src_texture
= wined3d_texture_from_resource(src_resource
);
3893 if (src_texture
->layer_count
!= dst_texture
->layer_count
3894 || src_texture
->level_count
!= dst_texture
->level_count
)
3896 WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
3897 dst_texture
->layer_count
, dst_texture
->level_count
,
3898 src_texture
->layer_count
, src_texture
->level_count
);
3902 for (i
= 0; i
< dst_texture
->level_count
; ++i
)
3904 SetRect(&dst_rect
, 0, 0,
3905 wined3d_texture_get_level_width(dst_texture
, i
),
3906 wined3d_texture_get_level_height(dst_texture
, i
));
3907 SetRect(&src_rect
, 0, 0,
3908 wined3d_texture_get_level_width(src_texture
, i
),
3909 wined3d_texture_get_level_height(dst_texture
, i
));
3910 for (j
= 0; j
< dst_texture
->layer_count
; ++j
)
3912 unsigned int idx
= j
* dst_texture
->level_count
+ i
;
3914 if (FAILED(hr
= wined3d_texture_blt(dst_texture
, idx
, &dst_rect
,
3915 src_texture
, idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
)))
3916 ERR("Failed to blit, sub-resource %u, hr %#x.\n", idx
, hr
);
3921 HRESULT CDECL
wined3d_device_copy_sub_resource_region(struct wined3d_device
*device
,
3922 struct wined3d_resource
*dst_resource
, unsigned int dst_sub_resource_idx
, unsigned int dst_x
,
3923 unsigned int dst_y
, unsigned int dst_z
, struct wined3d_resource
*src_resource
,
3924 unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
)
3926 struct wined3d_texture
*dst_texture
, *src_texture
;
3927 RECT dst_rect
, src_rect
;
3930 TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
3931 "src_resource %p, src_sub_resource_idx %u, src_box %s.\n",
3932 device
, dst_resource
, dst_sub_resource_idx
, dst_x
, dst_y
, dst_z
,
3933 src_resource
, src_sub_resource_idx
, debug_box(src_box
));
3935 if (src_box
&& (src_box
->left
>= src_box
->right
3936 || src_box
->top
>= src_box
->bottom
3937 || src_box
->front
>= src_box
->back
))
3939 WARN("Invalid box %s specified.\n", debug_box(src_box
));
3940 return WINED3DERR_INVALIDCALL
;
3943 if (src_resource
== dst_resource
&& src_sub_resource_idx
== dst_sub_resource_idx
)
3945 WARN("Source and destination are the same sub-resource.\n");
3946 return WINED3DERR_INVALIDCALL
;
3949 if (src_resource
->type
!= dst_resource
->type
)
3951 WARN("Resource types (%s / %s) don't match.\n",
3952 debug_d3dresourcetype(dst_resource
->type
),
3953 debug_d3dresourcetype(src_resource
->type
));
3954 return WINED3DERR_INVALIDCALL
;
3957 if (src_resource
->format
->id
!= dst_resource
->format
->id
)
3959 WARN("Resource formats (%s / %s) don't match.\n",
3960 debug_d3dformat(dst_resource
->format
->id
),
3961 debug_d3dformat(src_resource
->format
->id
));
3962 return WINED3DERR_INVALIDCALL
;
3965 if (dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
3967 unsigned int src_offset
, size
;
3969 if (dst_sub_resource_idx
)
3971 WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx
);
3972 return WINED3DERR_INVALIDCALL
;
3974 if (src_sub_resource_idx
)
3976 WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx
);
3977 return WINED3DERR_INVALIDCALL
;
3982 src_offset
= src_box
->left
;
3983 size
= src_box
->right
- src_box
->left
;
3988 size
= src_resource
->size
;
3991 if (src_offset
> src_resource
->size
3992 || size
> src_resource
->size
- src_offset
3993 || dst_x
> dst_resource
->size
3994 || size
> dst_resource
->size
- dst_x
)
3996 WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n",
3997 dst_x
, src_offset
, size
);
3998 return WINED3DERR_INVALIDCALL
;
4001 return wined3d_buffer_copy(buffer_from_resource(dst_resource
), dst_x
,
4002 buffer_from_resource(src_resource
), src_offset
, size
);
4005 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4007 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource
->type
));
4008 return WINED3DERR_INVALIDCALL
;
4011 dst_texture
= wined3d_texture_from_resource(dst_resource
);
4012 src_texture
= wined3d_texture_from_resource(src_resource
);
4016 SetRect(&src_rect
, src_box
->left
, src_box
->top
, src_box
->right
, src_box
->bottom
);
4020 unsigned int level
= src_sub_resource_idx
% src_texture
->level_count
;
4022 SetRect(&src_rect
, 0, 0, wined3d_texture_get_level_width(src_texture
, level
),
4023 wined3d_texture_get_level_height(src_texture
, level
));
4026 SetRect(&dst_rect
, dst_x
, dst_y
, dst_x
+ (src_rect
.right
- src_rect
.left
),
4027 dst_y
+ (src_rect
.bottom
- src_rect
.top
));
4029 if (FAILED(hr
= wined3d_texture_blt(dst_texture
, dst_sub_resource_idx
, &dst_rect
,
4030 src_texture
, src_sub_resource_idx
, &src_rect
, 0, NULL
, WINED3D_TEXF_POINT
)))
4031 WARN("Failed to blit, hr %#x.\n", hr
);
4036 void CDECL
wined3d_device_update_sub_resource(struct wined3d_device
*device
, struct wined3d_resource
*resource
,
4037 unsigned int sub_resource_idx
, const struct wined3d_box
*box
, const void *data
, unsigned int row_pitch
,
4038 unsigned int depth_pitch
)
4040 struct wined3d_texture_sub_resource
*sub_resource
;
4041 const struct wined3d_gl_info
*gl_info
;
4042 struct wined3d_const_bo_address addr
;
4043 unsigned int width
, height
, level
;
4044 struct wined3d_context
*context
;
4045 struct wined3d_texture
*texture
;
4046 struct wined3d_surface
*surface
;
4050 TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u.\n",
4051 device
, resource
, sub_resource_idx
, debug_box(box
), data
, row_pitch
, depth_pitch
);
4053 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
4055 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
4058 if (sub_resource_idx
> 0)
4060 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
4064 if (FAILED(hr
= wined3d_buffer_upload_data(buffer
, box
, data
)))
4065 WARN("Failed to update buffer data, hr %#x.\n", hr
);
4070 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4072 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
4076 texture
= wined3d_texture_from_resource(resource
);
4077 if (!(sub_resource
= wined3d_texture_get_sub_resource(texture
, sub_resource_idx
)))
4079 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
4082 surface
= sub_resource
->u
.surface
;
4084 level
= sub_resource_idx
% texture
->level_count
;
4085 width
= wined3d_texture_get_level_width(texture
, level
);
4086 height
= wined3d_texture_get_level_height(texture
, level
);
4092 if (box
->left
>= box
->right
|| box
->right
> width
4093 || box
->top
>= box
->bottom
|| box
->bottom
> height
4094 || box
->front
>= box
->back
)
4096 WARN("Invalid box %s specified.\n", debug_box(box
));
4100 src_rect
.right
= box
->right
- box
->left
;
4101 src_rect
.bottom
= box
->bottom
- box
->top
;
4102 dst_point
.x
= box
->left
;
4103 dst_point
.y
= box
->top
;
4107 src_rect
.right
= width
;
4108 src_rect
.bottom
= height
;
4113 addr
.buffer_object
= 0;
4116 context
= context_acquire(resource
->device
, NULL
);
4117 gl_info
= context
->gl_info
;
4119 /* Only load the surface for partial updates. */
4120 if (!dst_point
.x
&& !dst_point
.y
&& src_rect
.right
== width
&& src_rect
.bottom
== height
)
4121 wined3d_texture_prepare_texture(texture
, context
, FALSE
);
4123 surface_load_location(surface
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
4124 wined3d_texture_bind_and_dirtify(texture
, context
, FALSE
);
4126 wined3d_surface_upload_data(surface
, gl_info
, resource
->format
,
4127 &src_rect
, row_pitch
, &dst_point
, FALSE
, &addr
);
4129 context_release(context
);
4131 wined3d_texture_validate_location(texture
, sub_resource_idx
, WINED3D_LOCATION_TEXTURE_RGB
);
4132 wined3d_texture_invalidate_location(texture
, sub_resource_idx
, ~WINED3D_LOCATION_TEXTURE_RGB
);
4135 HRESULT CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4136 struct wined3d_rendertarget_view
*view
, const RECT
*rect
, DWORD flags
,
4137 const struct wined3d_color
*color
, float depth
, DWORD stencil
)
4139 const struct blit_shader
*blitter
;
4140 struct wined3d_resource
*resource
;
4141 enum wined3d_blit_op blit_op
;
4144 TRACE("device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
4145 device
, view
, wine_dbgstr_rect(rect
), flags
, debug_color(color
), depth
, stencil
);
4150 resource
= view
->resource
;
4151 if (resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
4153 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
4154 return WINED3DERR_INVALIDCALL
;
4157 if (view
->depth
> 1)
4159 FIXME("Layered clears not implemented.\n");
4160 return WINED3DERR_INVALIDCALL
;
4165 SetRect(&r
, 0, 0, view
->width
, view
->height
);
4169 if (flags
& WINED3DCLEAR_TARGET
)
4170 blit_op
= WINED3D_BLIT_OP_COLOR_FILL
;
4172 blit_op
= WINED3D_BLIT_OP_DEPTH_FILL
;
4174 if (!(blitter
= wined3d_select_blitter(&device
->adapter
->gl_info
, &device
->adapter
->d3d_info
,
4175 blit_op
, NULL
, 0, 0, NULL
, rect
, resource
->usage
, resource
->pool
, resource
->format
)))
4177 FIXME("No blitter is capable of performing the requested fill operation.\n");
4178 return WINED3DERR_INVALIDCALL
;
4181 if (blit_op
== WINED3D_BLIT_OP_COLOR_FILL
)
4182 return blitter
->color_fill(device
, view
, rect
, color
);
4184 return blitter
->depth_fill(device
, view
, rect
, flags
, depth
, stencil
);
4187 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_rendertarget_view(const struct wined3d_device
*device
,
4188 unsigned int view_idx
)
4190 TRACE("device %p, view_idx %u.\n", device
, view_idx
);
4192 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4194 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4198 return device
->fb
.render_targets
[view_idx
];
4201 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_depth_stencil_view(const struct wined3d_device
*device
)
4203 TRACE("device %p.\n", device
);
4205 return device
->fb
.depth_stencil
;
4208 HRESULT CDECL
wined3d_device_set_rendertarget_view(struct wined3d_device
*device
,
4209 unsigned int view_idx
, struct wined3d_rendertarget_view
*view
, BOOL set_viewport
)
4211 struct wined3d_rendertarget_view
*prev
;
4213 TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
4214 device
, view_idx
, view
, set_viewport
);
4216 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4218 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4219 return WINED3DERR_INVALIDCALL
;
4222 if (view
&& !(view
->resource
->usage
& WINED3DUSAGE_RENDERTARGET
))
4224 WARN("View resource %p doesn't have render target usage.\n", view
->resource
);
4225 return WINED3DERR_INVALIDCALL
;
4228 /* Set the viewport and scissor rectangles, if requested. Tests show that
4229 * stateblock recording is ignored, the change goes directly into the
4230 * primary stateblock. */
4231 if (!view_idx
&& set_viewport
)
4233 struct wined3d_state
*state
= &device
->state
;
4235 state
->viewport
.x
= 0;
4236 state
->viewport
.y
= 0;
4237 state
->viewport
.width
= view
->width
;
4238 state
->viewport
.height
= view
->height
;
4239 state
->viewport
.min_z
= 0.0f
;
4240 state
->viewport
.max_z
= 1.0f
;
4241 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4243 state
->scissor_rect
.top
= 0;
4244 state
->scissor_rect
.left
= 0;
4245 state
->scissor_rect
.right
= view
->width
;
4246 state
->scissor_rect
.bottom
= view
->height
;
4247 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4251 prev
= device
->fb
.render_targets
[view_idx
];
4256 wined3d_rendertarget_view_incref(view
);
4257 device
->fb
.render_targets
[view_idx
] = view
;
4258 wined3d_cs_emit_set_rendertarget_view(device
->cs
, view_idx
, view
);
4259 /* Release after the assignment, to prevent device_resource_released()
4260 * from seeing the surface as still in use. */
4262 wined3d_rendertarget_view_decref(prev
);
4267 void CDECL
wined3d_device_set_depth_stencil_view(struct wined3d_device
*device
, struct wined3d_rendertarget_view
*view
)
4269 struct wined3d_rendertarget_view
*prev
;
4271 TRACE("device %p, view %p.\n", device
, view
);
4273 prev
= device
->fb
.depth_stencil
;
4276 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4280 if ((device
->fb
.depth_stencil
= view
))
4281 wined3d_rendertarget_view_incref(view
);
4282 wined3d_cs_emit_set_depth_stencil_view(device
->cs
, view
);
4284 wined3d_rendertarget_view_decref(prev
);
4287 static struct wined3d_texture
*wined3d_device_create_cursor_texture(struct wined3d_device
*device
,
4288 struct wined3d_texture
*cursor_image
, unsigned int sub_resource_idx
)
4290 unsigned int texture_level
= sub_resource_idx
% cursor_image
->level_count
;
4291 struct wined3d_sub_resource_data data
;
4292 struct wined3d_resource_desc desc
;
4293 struct wined3d_map_desc map_desc
;
4294 struct wined3d_texture
*texture
;
4297 if (FAILED(wined3d_resource_map(&cursor_image
->resource
, sub_resource_idx
, &map_desc
, NULL
, WINED3D_MAP_READONLY
)))
4299 ERR("Failed to map source texture.\n");
4303 data
.data
= map_desc
.data
;
4304 data
.row_pitch
= map_desc
.row_pitch
;
4305 data
.slice_pitch
= map_desc
.slice_pitch
;
4307 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
4308 desc
.format
= WINED3DFMT_B8G8R8A8_UNORM
;
4309 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
4310 desc
.multisample_quality
= 0;
4311 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
4312 desc
.pool
= WINED3D_POOL_DEFAULT
;
4313 desc
.width
= wined3d_texture_get_level_width(cursor_image
, texture_level
);
4314 desc
.height
= wined3d_texture_get_level_height(cursor_image
, texture_level
);
4318 hr
= wined3d_texture_create(device
, &desc
, 1, WINED3D_TEXTURE_CREATE_MAPPABLE
,
4319 &data
, NULL
, &wined3d_null_parent_ops
, &texture
);
4320 wined3d_resource_unmap(&cursor_image
->resource
, sub_resource_idx
);
4323 ERR("Failed to create cursor texture.\n");
4330 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4331 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
4333 unsigned int texture_level
= sub_resource_idx
% texture
->level_count
;
4334 unsigned int cursor_width
, cursor_height
;
4335 struct wined3d_display_mode mode
;
4336 struct wined3d_map_desc map_desc
;
4339 TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
4340 device
, x_hotspot
, y_hotspot
, texture
, sub_resource_idx
);
4342 if (sub_resource_idx
>= texture
->level_count
* texture
->layer_count
4343 || texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
)
4344 return WINED3DERR_INVALIDCALL
;
4346 if (device
->cursor_texture
)
4348 wined3d_texture_decref(device
->cursor_texture
);
4349 device
->cursor_texture
= NULL
;
4352 if (texture
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4354 WARN("Texture %p has invalid format %s.\n",
4355 texture
, debug_d3dformat(texture
->resource
.format
->id
));
4356 return WINED3DERR_INVALIDCALL
;
4359 if (FAILED(hr
= wined3d_get_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &mode
, NULL
)))
4361 ERR("Failed to get display mode, hr %#x.\n", hr
);
4362 return WINED3DERR_INVALIDCALL
;
4365 cursor_width
= wined3d_texture_get_level_width(texture
, texture_level
);
4366 cursor_height
= wined3d_texture_get_level_height(texture
, texture_level
);
4367 if (cursor_width
> mode
.width
|| cursor_height
> mode
.height
)
4369 WARN("Texture %p, sub-resource %u dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4370 texture
, sub_resource_idx
, cursor_width
, cursor_height
, mode
.width
, mode
.height
);
4371 return WINED3DERR_INVALIDCALL
;
4374 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4376 /* Do not store the surface's pointer because the application may
4377 * release it after setting the cursor image. Windows doesn't
4378 * addref the set surface, so we can't do this either without
4379 * creating circular refcount dependencies. */
4380 if (!(device
->cursor_texture
= wined3d_device_create_cursor_texture(device
, texture
, sub_resource_idx
)))
4382 ERR("Failed to create cursor texture.\n");
4383 return WINED3DERR_INVALIDCALL
;
4386 if (cursor_width
== 32 && cursor_height
== 32)
4388 UINT mask_size
= cursor_width
* cursor_height
/ 8;
4389 ICONINFO cursor_info
;
4393 /* 32-bit user32 cursors ignore the alpha channel if it's all
4394 * zeroes, and use the mask instead. Fill the mask with all ones
4395 * to ensure we still get a fully transparent cursor. */
4396 if (!(mask_bits
= HeapAlloc(GetProcessHeap(), 0, mask_size
)))
4397 return E_OUTOFMEMORY
;
4398 memset(mask_bits
, 0xff, mask_size
);
4400 wined3d_resource_map(&texture
->resource
, sub_resource_idx
, &map_desc
, NULL
,
4401 WINED3D_MAP_NO_DIRTY_UPDATE
| WINED3D_MAP_READONLY
);
4402 cursor_info
.fIcon
= FALSE
;
4403 cursor_info
.xHotspot
= x_hotspot
;
4404 cursor_info
.yHotspot
= y_hotspot
;
4405 cursor_info
.hbmMask
= CreateBitmap(cursor_width
, cursor_height
, 1, 1, mask_bits
);
4406 cursor_info
.hbmColor
= CreateBitmap(cursor_width
, cursor_height
, 1, 32, map_desc
.data
);
4407 wined3d_resource_unmap(&texture
->resource
, sub_resource_idx
);
4409 /* Create our cursor and clean up. */
4410 cursor
= CreateIconIndirect(&cursor_info
);
4411 if (cursor_info
.hbmMask
)
4412 DeleteObject(cursor_info
.hbmMask
);
4413 if (cursor_info
.hbmColor
)
4414 DeleteObject(cursor_info
.hbmColor
);
4415 if (device
->hardwareCursor
)
4416 DestroyCursor(device
->hardwareCursor
);
4417 device
->hardwareCursor
= cursor
;
4418 if (device
->bCursorVisible
)
4421 HeapFree(GetProcessHeap(), 0, mask_bits
);
4424 TRACE("New cursor dimensions are %ux%u.\n", cursor_width
, cursor_height
);
4425 device
->cursorWidth
= cursor_width
;
4426 device
->cursorHeight
= cursor_height
;
4427 device
->xHotSpot
= x_hotspot
;
4428 device
->yHotSpot
= y_hotspot
;
4433 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
4434 int x_screen_space
, int y_screen_space
, DWORD flags
)
4436 TRACE("device %p, x %d, y %d, flags %#x.\n",
4437 device
, x_screen_space
, y_screen_space
, flags
);
4439 device
->xScreenSpace
= x_screen_space
;
4440 device
->yScreenSpace
= y_screen_space
;
4442 if (device
->hardwareCursor
)
4446 GetCursorPos( &pt
);
4447 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
4449 SetCursorPos( x_screen_space
, y_screen_space
);
4451 /* Switch to the software cursor if position diverges from the hardware one. */
4452 GetCursorPos( &pt
);
4453 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
4455 if (device
->bCursorVisible
) SetCursor( NULL
);
4456 DestroyCursor( device
->hardwareCursor
);
4457 device
->hardwareCursor
= 0;
4462 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
4464 BOOL oldVisible
= device
->bCursorVisible
;
4466 TRACE("device %p, show %#x.\n", device
, show
);
4469 * When ShowCursor is first called it should make the cursor appear at the OS's last
4470 * known cursor position.
4472 if (show
&& !oldVisible
)
4476 device
->xScreenSpace
= pt
.x
;
4477 device
->yScreenSpace
= pt
.y
;
4480 if (device
->hardwareCursor
)
4482 device
->bCursorVisible
= show
;
4484 SetCursor(device
->hardwareCursor
);
4488 else if (device
->cursor_texture
)
4490 device
->bCursorVisible
= show
;
4496 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
4498 struct wined3d_resource
*resource
, *cursor
;
4500 TRACE("device %p.\n", device
);
4502 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4504 TRACE("Checking resource %p for eviction.\n", resource
);
4506 if (resource
->pool
== WINED3D_POOL_MANAGED
&& !resource
->map_count
)
4508 TRACE("Evicting %p.\n", resource
);
4509 resource
->resource_ops
->resource_unload(resource
);
4513 /* Invalidate stream sources, the buffer(s) may have been evicted. */
4514 device_invalidate_state(device
, STATE_STREAMSRC
);
4517 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4519 struct wined3d_resource
*resource
, *cursor
;
4520 const struct wined3d_gl_info
*gl_info
;
4521 struct wined3d_context
*context
;
4522 struct wined3d_shader
*shader
;
4524 context
= context_acquire(device
, NULL
);
4525 gl_info
= context
->gl_info
;
4527 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4529 TRACE("Unloading resource %p.\n", resource
);
4531 resource
->resource_ops
->resource_unload(resource
);
4534 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
4536 device
->shader_backend
->shader_destroy(shader
);
4539 if (device
->depth_blt_texture
)
4541 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
4542 device
->depth_blt_texture
= 0;
4545 device
->blitter
->free_private(device
);
4546 device
->shader_backend
->shader_free_private(device
);
4547 destroy_dummy_textures(device
, gl_info
);
4548 destroy_default_sampler(device
);
4550 context_release(context
);
4552 while (device
->context_count
)
4554 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
4557 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4558 swapchain
->context
= NULL
;
4561 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4563 struct wined3d_context
*context
;
4564 struct wined3d_texture
*target
;
4567 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
4568 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
4570 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
4574 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
4576 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
4577 device
->shader_backend
->shader_free_private(device
);
4581 /* Recreate the primary swapchain's context */
4582 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
4583 if (!swapchain
->context
)
4585 ERR("Failed to allocate memory for swapchain context array.\n");
4586 device
->blitter
->free_private(device
);
4587 device
->shader_backend
->shader_free_private(device
);
4588 return E_OUTOFMEMORY
;
4591 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
4592 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
4594 WARN("Failed to create context.\n");
4595 device
->blitter
->free_private(device
);
4596 device
->shader_backend
->shader_free_private(device
);
4597 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4601 swapchain
->context
[0] = context
;
4602 swapchain
->num_contexts
= 1;
4603 create_dummy_textures(device
, context
);
4604 create_default_sampler(device
);
4605 context_release(context
);
4610 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
4611 const struct wined3d_swapchain_desc
*swapchain_desc
, const struct wined3d_display_mode
*mode
,
4612 wined3d_device_reset_cb callback
, BOOL reset_state
)
4614 struct wined3d_rendertarget_view_desc view_desc
;
4615 struct wined3d_resource
*resource
, *cursor
;
4616 struct wined3d_swapchain
*swapchain
;
4617 struct wined3d_display_mode m
;
4618 BOOL DisplayModeChanged
;
4619 HRESULT hr
= WINED3D_OK
;
4622 TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
4623 device
, swapchain_desc
, mode
, callback
, reset_state
);
4625 if (!(swapchain
= wined3d_device_get_swapchain(device
, 0)))
4627 ERR("Failed to get the first implicit swapchain.\n");
4628 return WINED3DERR_INVALIDCALL
;
4630 DisplayModeChanged
= swapchain
->reapply_mode
;
4634 if (device
->logo_texture
)
4636 wined3d_texture_decref(device
->logo_texture
);
4637 device
->logo_texture
= NULL
;
4639 if (device
->cursor_texture
)
4641 wined3d_texture_decref(device
->cursor_texture
);
4642 device
->cursor_texture
= NULL
;
4644 state_unbind_resources(&device
->state
);
4647 if (device
->fb
.render_targets
)
4649 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4651 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
4654 wined3d_device_set_depth_stencil_view(device
, NULL
);
4656 if (device
->onscreen_depth_stencil
)
4658 wined3d_texture_decref(device
->onscreen_depth_stencil
->container
);
4659 device
->onscreen_depth_stencil
= NULL
;
4664 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4666 TRACE("Enumerating resource %p.\n", resource
);
4667 if (FAILED(hr
= callback(resource
)))
4672 TRACE("New params:\n");
4673 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
4674 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
4675 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
4676 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
4677 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
4678 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
4679 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
4680 TRACE("device_window %p\n", swapchain_desc
->device_window
);
4681 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
4682 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
4683 if (swapchain_desc
->enable_auto_depth_stencil
)
4684 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
4685 TRACE("flags %#x\n", swapchain_desc
->flags
);
4686 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
4687 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
4688 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
4690 /* No special treatment of these parameters. Just store them */
4691 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
4692 swapchain
->desc
.enable_auto_depth_stencil
= swapchain_desc
->enable_auto_depth_stencil
;
4693 swapchain
->desc
.auto_depth_stencil_format
= swapchain_desc
->auto_depth_stencil_format
;
4694 swapchain
->desc
.flags
= swapchain_desc
->flags
;
4695 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
4696 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
4697 swapchain
->desc
.auto_restore_display_mode
= swapchain_desc
->auto_restore_display_mode
;
4699 if (swapchain_desc
->device_window
4700 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
4702 TRACE("Changing the device window from %p to %p.\n",
4703 swapchain
->desc
.device_window
, swapchain_desc
->device_window
);
4704 swapchain
->desc
.device_window
= swapchain_desc
->device_window
;
4705 swapchain
->device_window
= swapchain_desc
->device_window
;
4706 wined3d_swapchain_set_window(swapchain
, NULL
);
4711 DisplayModeChanged
= TRUE
;
4714 else if (swapchain_desc
->windowed
)
4716 m
= swapchain
->original_mode
;
4720 m
.width
= swapchain_desc
->backbuffer_width
;
4721 m
.height
= swapchain_desc
->backbuffer_height
;
4722 m
.refresh_rate
= swapchain_desc
->refresh_rate
;
4723 m
.format_id
= swapchain_desc
->backbuffer_format
;
4724 m
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
4726 if ((m
.width
!= swapchain
->desc
.backbuffer_width
4727 || m
.height
!= swapchain
->desc
.backbuffer_height
))
4728 DisplayModeChanged
= TRUE
;
4731 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
4732 || DisplayModeChanged
)
4734 if (FAILED(hr
= wined3d_set_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &m
)))
4736 WARN("Failed to set display mode, hr %#x.\n", hr
);
4737 return WINED3DERR_INVALIDCALL
;
4740 if (!swapchain_desc
->windowed
)
4742 if (swapchain
->desc
.windowed
)
4744 HWND focus_window
= device
->create_parms
.focus_window
;
4746 focus_window
= swapchain_desc
->device_window
;
4747 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
4749 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
4753 /* switch from windowed to fs */
4754 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4755 swapchain_desc
->backbuffer_width
,
4756 swapchain_desc
->backbuffer_height
);
4760 /* Fullscreen -> fullscreen mode change */
4761 MoveWindow(swapchain
->device_window
, 0, 0,
4762 swapchain_desc
->backbuffer_width
,
4763 swapchain_desc
->backbuffer_height
,
4766 swapchain
->d3d_mode
= m
;
4768 else if (!swapchain
->desc
.windowed
)
4770 /* Fullscreen -> windowed switch */
4771 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
4772 wined3d_device_release_focus_window(device
);
4774 swapchain
->desc
.windowed
= swapchain_desc
->windowed
;
4776 else if (!swapchain_desc
->windowed
)
4778 DWORD style
= device
->style
;
4779 DWORD exStyle
= device
->exStyle
;
4780 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
4781 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
4782 * Reset to clear up their mess. Guild Wars also loses the device during that.
4785 device
->exStyle
= 0;
4786 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4787 swapchain_desc
->backbuffer_width
,
4788 swapchain_desc
->backbuffer_height
);
4789 device
->style
= style
;
4790 device
->exStyle
= exStyle
;
4793 if (FAILED(hr
= wined3d_swapchain_resize_buffers(swapchain
, swapchain_desc
->backbuffer_count
,
4794 swapchain_desc
->backbuffer_width
, swapchain_desc
->backbuffer_height
, swapchain_desc
->backbuffer_format
,
4795 swapchain_desc
->multisample_type
, swapchain_desc
->multisample_quality
)))
4798 if (device
->auto_depth_stencil_view
)
4800 wined3d_rendertarget_view_decref(device
->auto_depth_stencil_view
);
4801 device
->auto_depth_stencil_view
= NULL
;
4803 if (swapchain
->desc
.enable_auto_depth_stencil
)
4805 struct wined3d_resource_desc texture_desc
;
4806 struct wined3d_texture
*texture
;
4808 TRACE("Creating the depth stencil buffer\n");
4810 texture_desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
4811 texture_desc
.format
= swapchain
->desc
.auto_depth_stencil_format
;
4812 texture_desc
.multisample_type
= swapchain
->desc
.multisample_type
;
4813 texture_desc
.multisample_quality
= swapchain
->desc
.multisample_quality
;
4814 texture_desc
.usage
= WINED3DUSAGE_DEPTHSTENCIL
;
4815 texture_desc
.pool
= WINED3D_POOL_DEFAULT
;
4816 texture_desc
.width
= swapchain
->desc
.backbuffer_width
;
4817 texture_desc
.height
= swapchain
->desc
.backbuffer_height
;
4818 texture_desc
.depth
= 1;
4819 texture_desc
.size
= 0;
4821 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_texture(device
->device_parent
,
4822 device
->device_parent
, &texture_desc
, &texture
)))
4824 ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr
);
4825 return WINED3DERR_INVALIDCALL
;
4828 view_desc
.format_id
= texture
->resource
.format
->id
;
4829 view_desc
.u
.texture
.level_idx
= 0;
4830 view_desc
.u
.texture
.layer_idx
= 0;
4831 view_desc
.u
.texture
.layer_count
= 1;
4832 hr
= wined3d_rendertarget_view_create(&view_desc
, &texture
->resource
,
4833 NULL
, &wined3d_null_parent_ops
, &device
->auto_depth_stencil_view
);
4834 wined3d_texture_decref(texture
);
4837 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4841 wined3d_device_set_depth_stencil_view(device
, device
->auto_depth_stencil_view
);
4844 if (device
->back_buffer_view
)
4846 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
4847 device
->back_buffer_view
= NULL
;
4849 if (swapchain
->desc
.backbuffer_count
)
4851 view_desc
.format_id
= swapchain_desc
->backbuffer_format
;
4852 view_desc
.u
.texture
.level_idx
= 0;
4853 view_desc
.u
.texture
.layer_idx
= 0;
4854 view_desc
.u
.texture
.layer_count
= 1;
4855 if (FAILED(hr
= wined3d_rendertarget_view_create(&view_desc
, &swapchain
->back_buffers
[0]->resource
,
4856 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
4858 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4863 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
4867 TRACE("Resetting stateblock.\n");
4868 if (device
->recording
)
4870 wined3d_stateblock_decref(device
->recording
);
4871 device
->recording
= NULL
;
4873 wined3d_cs_emit_reset_state(device
->cs
);
4874 state_cleanup(&device
->state
);
4876 if (device
->d3d_initialized
)
4877 delete_opengl_contexts(device
, swapchain
);
4879 if (FAILED(hr
= state_init(&device
->state
, &device
->fb
, &device
->adapter
->gl_info
,
4880 &device
->adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
)))
4881 ERR("Failed to initialize device state, hr %#x.\n", hr
);
4882 device
->update_state
= &device
->state
;
4884 device_init_swapchain_state(device
, swapchain
);
4886 else if (device
->back_buffer_view
)
4888 struct wined3d_rendertarget_view
*view
= device
->back_buffer_view
;
4889 struct wined3d_state
*state
= &device
->state
;
4891 wined3d_device_set_rendertarget_view(device
, 0, view
, FALSE
);
4893 /* Note the min_z / max_z is not reset. */
4894 state
->viewport
.x
= 0;
4895 state
->viewport
.y
= 0;
4896 state
->viewport
.width
= view
->width
;
4897 state
->viewport
.height
= view
->height
;
4898 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4900 state
->scissor_rect
.top
= 0;
4901 state
->scissor_rect
.left
= 0;
4902 state
->scissor_rect
.right
= view
->width
;
4903 state
->scissor_rect
.bottom
= view
->height
;
4904 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4907 if (device
->d3d_initialized
)
4910 hr
= create_primary_opengl_context(device
, swapchain
);
4911 swapchain_update_swap_interval(swapchain
);
4914 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
4920 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
4922 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
4924 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
4930 void CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
4931 struct wined3d_device_creation_parameters
*parameters
)
4933 TRACE("device %p, parameters %p.\n", device
, parameters
);
4935 *parameters
= device
->create_parms
;
4938 struct wined3d
* CDECL
wined3d_device_get_wined3d(const struct wined3d_device
*device
)
4940 TRACE("device %p.\n", device
);
4942 return device
->wined3d
;
4945 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
4946 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
4948 struct wined3d_swapchain
*swapchain
;
4950 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
4951 device
, swapchain_idx
, flags
, ramp
);
4953 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4954 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
4957 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
4958 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
4960 struct wined3d_swapchain
*swapchain
;
4962 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
4963 device
, swapchain_idx
, ramp
);
4965 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4966 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
4969 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4971 TRACE("device %p, resource %p.\n", device
, resource
);
4973 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
4976 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4978 TRACE("device %p, resource %p.\n", device
, resource
);
4980 list_remove(&resource
->resource_list_entry
);
4983 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4985 enum wined3d_resource_type type
= resource
->type
;
4986 struct wined3d_rendertarget_view
*rtv
;
4989 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
4991 context_resource_released(device
, resource
, type
);
4993 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4995 if ((rtv
= device
->fb
.render_targets
[i
]) && rtv
->resource
== resource
)
4996 ERR("Resource %p is still in use as render target %u.\n", resource
, i
);
4999 if ((rtv
= device
->fb
.depth_stencil
) && rtv
->resource
== resource
)
5000 ERR("Resource %p is still in use as depth/stencil buffer.\n", resource
);
5004 case WINED3D_RTYPE_TEXTURE_2D
:
5005 case WINED3D_RTYPE_TEXTURE_3D
:
5006 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5008 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
5010 if (device
->state
.textures
[i
] == texture
)
5012 ERR("Texture %p is still in use, stage %u.\n", texture
, i
);
5013 device
->state
.textures
[i
] = NULL
;
5016 if (device
->recording
&& device
->update_state
->textures
[i
] == texture
)
5018 ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n",
5019 texture
, device
->recording
, i
);
5020 device
->update_state
->textures
[i
] = NULL
;
5025 case WINED3D_RTYPE_BUFFER
:
5027 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
5029 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5031 if (device
->state
.streams
[i
].buffer
== buffer
)
5033 ERR("Buffer %p is still in use, stream %u.\n", buffer
, i
);
5034 device
->state
.streams
[i
].buffer
= NULL
;
5037 if (device
->recording
&& device
->update_state
->streams
[i
].buffer
== buffer
)
5039 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5040 buffer
, device
->recording
, i
);
5041 device
->update_state
->streams
[i
].buffer
= NULL
;
5045 if (device
->state
.index_buffer
== buffer
)
5047 ERR("Buffer %p is still in use as index buffer.\n", buffer
);
5048 device
->state
.index_buffer
= NULL
;
5051 if (device
->recording
&& device
->update_state
->index_buffer
== buffer
)
5053 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5054 buffer
, device
->recording
);
5055 device
->update_state
->index_buffer
= NULL
;
5064 /* Remove the resource from the resourceStore */
5065 device_resource_remove(device
, resource
);
5067 TRACE("Resource released.\n");
5070 static int wined3d_sampler_compare(const void *key
, const struct wine_rb_entry
*entry
)
5072 const struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
5074 return memcmp(&sampler
->desc
, key
, sizeof(sampler
->desc
));
5077 static const struct wine_rb_functions wined3d_sampler_rb_functions
=
5082 wined3d_sampler_compare
,
5085 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
5086 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
5087 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
5089 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
5090 const struct fragment_pipeline
*fragment_pipeline
;
5091 const struct wined3d_vertex_pipe_ops
*vertex_pipeline
;
5096 device
->wined3d
= wined3d
;
5097 wined3d_incref(device
->wined3d
);
5098 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
5099 device
->device_parent
= device_parent
;
5100 list_init(&device
->resources
);
5101 list_init(&device
->shaders
);
5102 device
->surface_alignment
= surface_alignment
;
5104 /* Save the creation parameters. */
5105 device
->create_parms
.adapter_idx
= adapter_idx
;
5106 device
->create_parms
.device_type
= device_type
;
5107 device
->create_parms
.focus_window
= focus_window
;
5108 device
->create_parms
.flags
= flags
;
5110 device
->shader_backend
= adapter
->shader_backend
;
5112 vertex_pipeline
= adapter
->vertex_pipe
;
5114 fragment_pipeline
= adapter
->fragment_pipe
;
5116 if (wine_rb_init(&device
->samplers
, &wined3d_sampler_rb_functions
) == -1)
5118 ERR("Failed to initialize sampler rbtree.\n");
5119 return E_OUTOFMEMORY
;
5122 if (vertex_pipeline
->vp_states
&& fragment_pipeline
->states
5123 && FAILED(hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
,
5124 &adapter
->gl_info
, &adapter
->d3d_info
, vertex_pipeline
,
5125 fragment_pipeline
, misc_state_template
)))
5127 ERR("Failed to compile state table, hr %#x.\n", hr
);
5128 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
5129 wined3d_decref(device
->wined3d
);
5133 device
->blitter
= adapter
->blitter
;
5135 if (FAILED(hr
= state_init(&device
->state
, &device
->fb
, &adapter
->gl_info
,
5136 &adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
)))
5138 ERR("Failed to initialize device state, hr %#x.\n", hr
);
5141 device
->update_state
= &device
->state
;
5143 if (!(device
->cs
= wined3d_cs_create(device
)))
5145 WARN("Failed to create command stream.\n");
5146 state_cleanup(&device
->state
);
5154 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
5156 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
5158 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
5159 wined3d_decref(device
->wined3d
);
5164 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5166 DWORD rep
= device
->StateTable
[state
].representative
;
5167 struct wined3d_context
*context
;
5172 for (i
= 0; i
< device
->context_count
; ++i
)
5174 context
= device
->contexts
[i
];
5175 if(isStateDirty(context
, rep
)) continue;
5177 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5178 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5179 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5180 context
->isStateDirty
[idx
] |= (1u << shift
);
5184 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
5185 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
5187 if (device
->filter_messages
&& message
!= WM_DISPLAYCHANGE
)
5189 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5190 window
, message
, wparam
, lparam
);
5192 return DefWindowProcW(window
, message
, wparam
, lparam
);
5194 return DefWindowProcA(window
, message
, wparam
, lparam
);
5197 if (message
== WM_DESTROY
)
5199 TRACE("unregister window %p.\n", window
);
5200 wined3d_unregister_window(window
);
5202 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
5203 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
5205 else if (message
== WM_DISPLAYCHANGE
)
5207 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
5209 else if (message
== WM_ACTIVATEAPP
)
5213 for (i
= 0; i
< device
->swapchain_count
; i
++)
5214 wined3d_swapchain_activate(device
->swapchains
[i
], wparam
);
5216 device
->device_parent
->ops
->activate(device
->device_parent
, wparam
);
5218 else if (message
== WM_SYSCOMMAND
)
5220 if (wparam
== SC_RESTORE
&& device
->wined3d
->flags
& WINED3D_HANDLE_RESTORE
)
5223 DefWindowProcW(window
, message
, wparam
, lparam
);
5225 DefWindowProcA(window
, message
, wparam
, lparam
);
5230 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
5232 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);