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"
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
37 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
39 struct wined3d_matrix_3x3
46 struct light_transformed
48 struct wined3d_color diffuse
, specular
, ambient
;
49 struct wined3d_vec4 position
;
50 struct wined3d_vec3 direction
;
51 float range
, falloff
, c_att
, l_att
, q_att
, cos_htheta
, cos_hphi
;
54 struct lights_settings
56 struct light_transformed lights
[WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS
];
57 struct wined3d_color ambient_light
;
58 struct wined3d_matrix modelview_matrix
;
59 struct wined3d_matrix_3x3 normal_matrix
;
60 struct wined3d_vec4 position_transformed
;
62 float fog_start
, fog_end
, fog_density
;
64 uint32_t point_light_count
: 8;
65 uint32_t spot_light_count
: 8;
66 uint32_t directional_light_count
: 8;
67 uint32_t parallel_point_light_count
: 8;
68 uint32_t lighting
: 1;
69 uint32_t legacy_lighting
: 1;
70 uint32_t normalise
: 1;
71 uint32_t localviewer
: 1;
72 uint32_t fog_coord_mode
: 2;
73 uint32_t fog_mode
: 2;
74 uint32_t padding
: 24;
77 /* Define the default light parameters as specified by MSDN. */
78 const struct wined3d_light WINED3D_default_light
=
80 WINED3D_LIGHT_DIRECTIONAL
, /* Type */
81 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
82 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
83 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
84 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
85 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
88 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
93 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
95 struct wined3d_context
**new_array
;
97 TRACE("Adding context %p.\n", context
);
99 if (!device
->shader_backend
->shader_allocate_context_data(context
))
101 ERR("Failed to allocate shader backend context data.\n");
104 device
->shader_backend
->shader_init_context_state(context
);
106 if (!device
->adapter
->fragment_pipe
->allocate_context_data(context
))
108 ERR("Failed to allocate fragment pipeline context data.\n");
109 device
->shader_backend
->shader_free_context_data(context
);
113 if (!(new_array
= heap_realloc(device
->contexts
, sizeof(*new_array
) * (device
->context_count
+ 1))))
115 ERR("Failed to grow the context array.\n");
116 device
->adapter
->fragment_pipe
->free_context_data(context
);
117 device
->shader_backend
->shader_free_context_data(context
);
121 new_array
[device
->context_count
++] = context
;
122 device
->contexts
= new_array
;
127 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
129 struct wined3d_context
**new_array
;
133 TRACE("Removing context %p.\n", context
);
135 device
->adapter
->fragment_pipe
->free_context_data(context
);
136 device
->shader_backend
->shader_free_context_data(context
);
138 for (i
= 0; i
< device
->context_count
; ++i
)
140 if (device
->contexts
[i
] == context
)
149 ERR("Context %p doesn't exist in context array.\n", context
);
153 if (!--device
->context_count
)
155 heap_free(device
->contexts
);
156 device
->contexts
= NULL
;
160 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
161 if (!(new_array
= heap_realloc(device
->contexts
, device
->context_count
* sizeof(*device
->contexts
))))
163 ERR("Failed to shrink context array. Oh well.\n");
167 device
->contexts
= new_array
;
170 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
172 ULONG refcount
= InterlockedIncrement(&device
->ref
);
174 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
179 static void device_free_so_desc(struct wine_rb_entry
*entry
, void *context
)
181 struct wined3d_so_desc_entry
*s
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_so_desc_entry
, entry
);
186 static void device_leftover_sampler(struct wine_rb_entry
*entry
, void *context
)
188 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
190 ERR("Leftover sampler %p.\n", sampler
);
193 static void device_leftover_rasterizer_state(struct wine_rb_entry
*entry
, void *context
)
195 struct wined3d_rasterizer_state
*state
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_rasterizer_state
, entry
);
197 ERR("Leftover rasterizer state %p.\n", state
);
200 static void device_leftover_blend_state(struct wine_rb_entry
*entry
, void *context
)
202 struct wined3d_blend_state
*blend_state
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_blend_state
, entry
);
204 ERR("Leftover blend state %p.\n", blend_state
);
207 static void device_leftover_depth_stencil_state(struct wine_rb_entry
*entry
, void *context
)
209 struct wined3d_depth_stencil_state
*state
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_depth_stencil_state
, entry
);
211 ERR("Leftover depth/stencil state %p.\n", state
);
214 void wined3d_device_cleanup(struct wined3d_device
*device
)
218 if (device
->swapchain_count
)
219 wined3d_device_uninit_3d(device
);
221 wined3d_cs_destroy(device
->cs
);
223 for (i
= 0; i
< ARRAY_SIZE(device
->multistate_funcs
); ++i
)
225 heap_free(device
->multistate_funcs
[i
]);
226 device
->multistate_funcs
[i
] = NULL
;
229 if (!list_empty(&device
->resources
))
231 struct wined3d_resource
*resource
;
233 ERR("Device released with resources still bound.\n");
235 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
237 ERR("Leftover resource %p with type %s (%#x).\n",
238 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
242 if (device
->contexts
)
243 ERR("Context array not freed!\n");
244 if (device
->hardwareCursor
)
245 DestroyCursor(device
->hardwareCursor
);
246 device
->hardwareCursor
= 0;
248 wine_rb_destroy(&device
->samplers
, device_leftover_sampler
, NULL
);
249 wine_rb_destroy(&device
->rasterizer_states
, device_leftover_rasterizer_state
, NULL
);
250 wine_rb_destroy(&device
->blend_states
, device_leftover_blend_state
, NULL
);
251 wine_rb_destroy(&device
->depth_stencil_states
, device_leftover_depth_stencil_state
, NULL
);
252 wine_rb_destroy(&device
->so_descs
, device_free_so_desc
, NULL
);
254 wined3d_decref(device
->wined3d
);
255 device
->wined3d
= NULL
;
258 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
260 ULONG refcount
= InterlockedDecrement(&device
->ref
);
262 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
266 device
->adapter
->adapter_ops
->adapter_destroy_device(device
);
267 TRACE("Destroyed device %p.\n", device
);
273 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
275 TRACE("device %p.\n", device
);
277 return device
->swapchain_count
;
280 struct wined3d_swapchain
* CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
, UINT swapchain_idx
)
282 TRACE("device %p, swapchain_idx %u.\n", device
, swapchain_idx
);
284 if (swapchain_idx
>= device
->swapchain_count
)
286 WARN("swapchain_idx %u >= swapchain_count %u.\n",
287 swapchain_idx
, device
->swapchain_count
);
291 return device
->swapchains
[swapchain_idx
];
294 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
296 struct wined3d_color_key color_key
;
297 struct wined3d_resource_desc desc
;
301 HDC dcb
= NULL
, dcs
= NULL
;
303 if (!(hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
)))
305 ERR_(winediag
)("Failed to load logo %s.\n", wine_dbgstr_a(filename
));
308 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
310 if (!(dcb
= CreateCompatibleDC(NULL
)))
312 SelectObject(dcb
, hbm
);
314 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
315 desc
.format
= WINED3DFMT_B5G6R5_UNORM
;
316 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
317 desc
.multisample_quality
= 0;
318 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
320 desc
.access
= WINED3D_RESOURCE_ACCESS_GPU
;
321 desc
.width
= bm
.bmWidth
;
322 desc
.height
= bm
.bmHeight
;
325 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, 1, WINED3D_TEXTURE_CREATE_GET_DC
,
326 NULL
, NULL
, &wined3d_null_parent_ops
, &device
->logo_texture
)))
328 ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr
);
332 if (FAILED(hr
= wined3d_texture_get_dc(device
->logo_texture
, 0, &dcs
)))
334 wined3d_texture_decref(device
->logo_texture
);
335 device
->logo_texture
= NULL
;
338 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
339 wined3d_texture_release_dc(device
->logo_texture
, 0, dcs
);
341 color_key
.color_space_low_value
= 0;
342 color_key
.color_space_high_value
= 0;
343 wined3d_texture_set_color_key(device
->logo_texture
, WINED3D_CKEY_SRC_BLT
, &color_key
);
346 if (dcb
) DeleteDC(dcb
);
347 if (hbm
) DeleteObject(hbm
);
350 /* Context activation is done by the caller. */
351 static void wined3d_device_gl_create_dummy_textures(struct wined3d_device_gl
*device_gl
,
352 struct wined3d_context_gl
*context_gl
)
354 struct wined3d_dummy_textures
*textures
= &device_gl
->dummy_textures
;
355 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
356 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
360 if (d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR
)
365 /* Under DirectX you can sample even if no texture is bound, whereas
366 * OpenGL will only allow that when a valid texture is bound.
367 * We emulate this by creating dummy textures and binding them
368 * to each texture stage when the currently set D3D texture is NULL. */
369 wined3d_context_gl_active_texture(context_gl
, gl_info
, 0);
371 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &textures
->tex_1d
);
372 TRACE("Dummy 1D texture given name %u.\n", textures
->tex_1d
);
373 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, textures
->tex_1d
);
374 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGBA8
, 1, 0,
375 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
377 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &textures
->tex_2d
);
378 TRACE("Dummy 2D texture given name %u.\n", textures
->tex_2d
);
379 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, textures
->tex_2d
);
380 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0,
381 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
383 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
385 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &textures
->tex_rect
);
386 TRACE("Dummy rectangle texture given name %u.\n", textures
->tex_rect
);
387 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, textures
->tex_rect
);
388 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0,
389 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
392 if (gl_info
->supported
[EXT_TEXTURE3D
])
394 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &textures
->tex_3d
);
395 TRACE("Dummy 3D texture given name %u.\n", textures
->tex_3d
);
396 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, textures
->tex_3d
);
397 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0,
398 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
401 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
403 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &textures
->tex_cube
);
404 TRACE("Dummy cube texture given name %u.\n", textures
->tex_cube
);
405 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, textures
->tex_cube
);
406 for (i
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; i
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++i
)
408 gl_info
->gl_ops
.gl
.p_glTexImage2D(i
, 0, GL_RGBA8
, 1, 1, 0,
409 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
413 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
415 DWORD cube_array_data
[6];
417 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &textures
->tex_cube_array
);
418 TRACE("Dummy cube array texture given name %u.\n", textures
->tex_cube_array
);
419 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY
, textures
->tex_cube_array
);
420 for (i
= 0; i
< ARRAY_SIZE(cube_array_data
); ++i
)
421 cube_array_data
[i
] = color
;
422 GL_EXTCALL(glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY
, 0, GL_RGBA8
, 1, 1, 6, 0,
423 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, cube_array_data
));
426 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
428 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &textures
->tex_1d_array
);
429 TRACE("Dummy 1D array texture given name %u.\n", textures
->tex_1d_array
);
430 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D_ARRAY
, textures
->tex_1d_array
);
431 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_1D_ARRAY
, 0, GL_RGBA8
, 1, 1, 0,
432 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
434 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &textures
->tex_2d_array
);
435 TRACE("Dummy 2D array texture given name %u.\n", textures
->tex_2d_array
);
436 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_ARRAY
, textures
->tex_2d_array
);
437 GL_EXTCALL(glTexImage3D(GL_TEXTURE_2D_ARRAY
, 0, GL_RGBA8
, 1, 1, 1, 0,
438 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
441 if (gl_info
->supported
[ARB_TEXTURE_BUFFER_OBJECT
])
445 GL_EXTCALL(glGenBuffers(1, &buffer
));
446 GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER
, buffer
));
447 GL_EXTCALL(glBufferData(GL_TEXTURE_BUFFER
, sizeof(color
), &color
, GL_STATIC_DRAW
));
448 GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER
, 0));
450 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &textures
->tex_buffer
);
451 TRACE("Dummy buffer texture given name %u.\n", textures
->tex_buffer
);
452 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_BUFFER
, textures
->tex_buffer
);
453 GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER
, GL_RGBA8
, buffer
));
454 GL_EXTCALL(glDeleteBuffers(1, &buffer
));
457 if (gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
459 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &textures
->tex_2d_ms
);
460 TRACE("Dummy multisample texture given name %u.\n", textures
->tex_2d_ms
);
461 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE
, textures
->tex_2d_ms
);
462 GL_EXTCALL(glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE
, 1, GL_RGBA8
, 1, 1, GL_TRUE
));
464 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &textures
->tex_2d_ms_array
);
465 TRACE("Dummy multisample array texture given name %u.\n", textures
->tex_2d_ms_array
);
466 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, textures
->tex_2d_ms_array
);
467 GL_EXTCALL(glTexImage3DMultisample(GL_TEXTURE_2D_MULTISAMPLE_ARRAY
, 1, GL_RGBA8
, 1, 1, 1, GL_TRUE
));
469 if (gl_info
->supported
[ARB_CLEAR_TEXTURE
])
471 GL_EXTCALL(glClearTexImage(textures
->tex_2d_ms
, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
472 GL_EXTCALL(glClearTexImage(textures
->tex_2d_ms_array
, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
476 WARN("ARB_clear_texture is currently required to clear dummy multisample textures.\n");
480 checkGLcall("create dummy textures");
482 wined3d_context_gl_bind_dummy_textures(context_gl
);
485 /* Context activation is done by the caller. */
486 static void wined3d_device_gl_destroy_dummy_textures(struct wined3d_device_gl
*device_gl
,
487 struct wined3d_context_gl
*context_gl
)
489 struct wined3d_dummy_textures
*dummy_textures
= &device_gl
->dummy_textures
;
490 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
492 if (gl_info
->supported
[ARB_TEXTURE_MULTISAMPLE
])
494 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &dummy_textures
->tex_2d_ms
);
495 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &dummy_textures
->tex_2d_ms_array
);
498 if (gl_info
->supported
[ARB_TEXTURE_BUFFER_OBJECT
])
499 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &dummy_textures
->tex_buffer
);
501 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
503 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &dummy_textures
->tex_2d_array
);
504 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &dummy_textures
->tex_1d_array
);
507 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
508 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &dummy_textures
->tex_cube_array
);
510 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
511 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &dummy_textures
->tex_cube
);
513 if (gl_info
->supported
[EXT_TEXTURE3D
])
514 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &dummy_textures
->tex_3d
);
516 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
517 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &dummy_textures
->tex_rect
);
519 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &dummy_textures
->tex_2d
);
520 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &dummy_textures
->tex_1d
);
522 checkGLcall("delete dummy textures");
524 memset(dummy_textures
, 0, sizeof(*dummy_textures
));
527 /* Context activation is done by the caller. */
528 void wined3d_device_create_default_samplers(struct wined3d_device
*device
, struct wined3d_context
*context
)
530 struct wined3d_sampler_desc desc
;
533 desc
.address_u
= WINED3D_TADDRESS_WRAP
;
534 desc
.address_v
= WINED3D_TADDRESS_WRAP
;
535 desc
.address_w
= WINED3D_TADDRESS_WRAP
;
536 memset(desc
.border_color
, 0, sizeof(desc
.border_color
));
537 desc
.mag_filter
= WINED3D_TEXF_POINT
;
538 desc
.min_filter
= WINED3D_TEXF_POINT
;
539 desc
.mip_filter
= WINED3D_TEXF_NONE
;
540 desc
.lod_bias
= 0.0f
;
541 desc
.min_lod
= -1000.0f
;
542 desc
.max_lod
= 1000.0f
;
543 desc
.mip_base_level
= 0;
544 desc
.max_anisotropy
= 1;
545 desc
.compare
= FALSE
;
546 desc
.comparison_func
= WINED3D_CMP_NEVER
;
547 desc
.srgb_decode
= TRUE
;
549 /* In SM4+ shaders there is a separation between resources and samplers. Some shader
550 * instructions allow access to resources without using samplers.
551 * In GLSL, resources are always accessed through sampler or image variables. The default
552 * sampler object is used to emulate the direct resource access when there is no sampler state
555 if (FAILED(hr
= wined3d_sampler_create(device
, &desc
, NULL
, &wined3d_null_parent_ops
, &device
->default_sampler
)))
557 ERR("Failed to create default sampler, hr %#x.\n", hr
);
558 device
->default_sampler
= NULL
;
561 /* In D3D10+, a NULL sampler maps to the default sampler state. */
562 desc
.address_u
= WINED3D_TADDRESS_CLAMP
;
563 desc
.address_v
= WINED3D_TADDRESS_CLAMP
;
564 desc
.address_w
= WINED3D_TADDRESS_CLAMP
;
565 desc
.mag_filter
= WINED3D_TEXF_LINEAR
;
566 desc
.min_filter
= WINED3D_TEXF_LINEAR
;
567 desc
.mip_filter
= WINED3D_TEXF_LINEAR
;
568 if (FAILED(hr
= wined3d_sampler_create(device
, &desc
, NULL
, &wined3d_null_parent_ops
, &device
->null_sampler
)))
570 ERR("Failed to create null sampler, hr %#x.\n", hr
);
571 device
->null_sampler
= NULL
;
575 /* Context activation is done by the caller. */
576 void wined3d_device_destroy_default_samplers(struct wined3d_device
*device
, struct wined3d_context
*context
)
578 wined3d_sampler_decref(device
->default_sampler
);
579 device
->default_sampler
= NULL
;
580 wined3d_sampler_decref(device
->null_sampler
);
581 device
->null_sampler
= NULL
;
584 static bool wined3d_null_image_vk_init(struct wined3d_image_vk
*image
, struct wined3d_context_vk
*context_vk
,
585 VkCommandBuffer vk_command_buffer
, VkImageType type
, unsigned int layer_count
, unsigned int sample_count
)
587 const struct wined3d_vk_info
*vk_info
= context_vk
->vk_info
;
588 VkImageSubresourceRange range
;
591 static const VkClearColorValue colour
= {{0}};
593 TRACE("image %p, context_vk %p, vk_command_buffer %p, type %#x, layer_count %u, sample_count %u.\n",
594 image
, context_vk
, vk_command_buffer
, type
, layer_count
, sample_count
);
596 if (type
== VK_IMAGE_TYPE_2D
&& layer_count
>= 6)
597 flags
|= VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT
;
599 if (!wined3d_context_vk_create_image(context_vk
, type
,
600 VK_IMAGE_USAGE_TRANSFER_DST_BIT
| VK_IMAGE_USAGE_SAMPLED_BIT
, VK_FORMAT_R8G8B8A8_UNORM
,
601 1, 1, 1, sample_count
, 1, layer_count
, flags
, image
))
606 wined3d_context_vk_reference_image(context_vk
, image
);
608 range
.aspectMask
= VK_IMAGE_ASPECT_COLOR_BIT
;
609 range
.baseMipLevel
= 0;
610 range
.levelCount
= 1;
611 range
.baseArrayLayer
= 0;
612 range
.layerCount
= layer_count
;
614 wined3d_context_vk_image_barrier(context_vk
, vk_command_buffer
,
615 VK_PIPELINE_STAGE_ALL_COMMANDS_BIT
, VK_PIPELINE_STAGE_TRANSFER_BIT
, 0, VK_ACCESS_TRANSFER_WRITE_BIT
,
616 VK_IMAGE_LAYOUT_UNDEFINED
, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL
, image
->vk_image
, &range
);
618 VK_CALL(vkCmdClearColorImage(vk_command_buffer
, image
->vk_image
,
619 VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL
, &colour
, 1, &range
));
621 wined3d_context_vk_image_barrier(context_vk
, vk_command_buffer
,
622 VK_PIPELINE_STAGE_TRANSFER_BIT
, VK_PIPELINE_STAGE_ALL_COMMANDS_BIT
, VK_ACCESS_TRANSFER_WRITE_BIT
, 0,
623 VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL
, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
, image
->vk_image
, &range
);
625 TRACE("Created NULL image 0x%s, memory 0x%s.\n",
626 wine_dbgstr_longlong(image
->vk_image
), wine_dbgstr_longlong(image
->vk_memory
));
631 bool wined3d_device_vk_create_null_resources(struct wined3d_device_vk
*device_vk
,
632 struct wined3d_context_vk
*context_vk
)
634 struct wined3d_null_resources_vk
*r
= &device_vk
->null_resources_vk
;
635 const struct wined3d_vk_info
*vk_info
;
636 const struct wined3d_format
*format
;
637 VkMemoryPropertyFlags memory_type
;
638 VkCommandBuffer vk_command_buffer
;
639 unsigned int sample_count
= 2;
640 VkBufferUsageFlags usage
;
642 format
= wined3d_get_format(device_vk
->d
.adapter
, WINED3DFMT_R8G8B8A8_UNORM
, WINED3D_BIND_SHADER_RESOURCE
);
643 while (sample_count
&& !(sample_count
& format
->multisample_types
))
646 if (!(vk_command_buffer
= wined3d_context_vk_get_command_buffer(context_vk
)))
648 ERR("Failed to get command buffer.\n");
652 vk_info
= context_vk
->vk_info
;
654 usage
= VK_BUFFER_USAGE_TRANSFER_DST_BIT
| VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT
655 | VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT
| VK_BUFFER_USAGE_VERTEX_BUFFER_BIT
;
656 memory_type
= VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
;
657 if (!wined3d_context_vk_create_bo(context_vk
, 16, usage
, memory_type
, &r
->bo
))
659 VK_CALL(vkCmdFillBuffer(vk_command_buffer
, r
->bo
.vk_buffer
, r
->bo
.buffer_offset
, r
->bo
.size
, 0x00000000u
));
660 r
->buffer_info
.buffer
= r
->bo
.vk_buffer
;
661 r
->buffer_info
.offset
= r
->bo
.buffer_offset
;
662 r
->buffer_info
.range
= r
->bo
.size
;
664 if (!wined3d_null_image_vk_init(&r
->image_1d
, context_vk
, vk_command_buffer
, VK_IMAGE_TYPE_1D
, 1, 1))
666 ERR("Failed to create 1D image.\n");
670 if (!wined3d_null_image_vk_init(&r
->image_2d
, context_vk
, vk_command_buffer
, VK_IMAGE_TYPE_2D
, 6, 1))
672 ERR("Failed to create 2D image.\n");
676 if (!wined3d_null_image_vk_init(&r
->image_2dms
, context_vk
, vk_command_buffer
, VK_IMAGE_TYPE_2D
, 1, sample_count
))
678 ERR("Failed to create 2D MSAA image.\n");
682 if (!wined3d_null_image_vk_init(&r
->image_3d
, context_vk
, vk_command_buffer
, VK_IMAGE_TYPE_3D
, 1, 1))
684 ERR("Failed to create 3D image.\n");
691 if (r
->image_2dms
.vk_image
)
692 wined3d_context_vk_destroy_image(context_vk
, &r
->image_2dms
);
693 if (r
->image_2d
.vk_image
)
694 wined3d_context_vk_destroy_image(context_vk
, &r
->image_2d
);
695 if (r
->image_1d
.vk_image
)
696 wined3d_context_vk_destroy_image(context_vk
, &r
->image_1d
);
697 wined3d_context_vk_reference_bo(context_vk
, &r
->bo
);
698 wined3d_context_vk_destroy_bo(context_vk
, &r
->bo
);
702 void wined3d_device_vk_destroy_null_resources(struct wined3d_device_vk
*device_vk
,
703 struct wined3d_context_vk
*context_vk
)
705 struct wined3d_null_resources_vk
*r
= &device_vk
->null_resources_vk
;
707 /* We don't track command buffer references to NULL resources. We easily
708 * could, but it doesn't seem worth it. */
709 wined3d_context_vk_reference_image(context_vk
, &r
->image_3d
);
710 wined3d_context_vk_destroy_image(context_vk
, &r
->image_3d
);
711 wined3d_context_vk_reference_image(context_vk
, &r
->image_2dms
);
712 wined3d_context_vk_destroy_image(context_vk
, &r
->image_2dms
);
713 wined3d_context_vk_reference_image(context_vk
, &r
->image_2d
);
714 wined3d_context_vk_destroy_image(context_vk
, &r
->image_2d
);
715 wined3d_context_vk_reference_image(context_vk
, &r
->image_1d
);
716 wined3d_context_vk_destroy_image(context_vk
, &r
->image_1d
);
717 wined3d_context_vk_reference_bo(context_vk
, &r
->bo
);
718 wined3d_context_vk_destroy_bo(context_vk
, &r
->bo
);
721 bool wined3d_device_vk_create_null_views(struct wined3d_device_vk
*device_vk
, struct wined3d_context_vk
*context_vk
)
723 struct wined3d_null_resources_vk
*r
= &device_vk
->null_resources_vk
;
724 struct wined3d_null_views_vk
*v
= &device_vk
->null_views_vk
;
725 VkBufferViewCreateInfo buffer_create_info
;
726 const struct wined3d_vk_info
*vk_info
;
727 VkImageViewCreateInfo view_desc
;
730 vk_info
= context_vk
->vk_info
;
732 buffer_create_info
.sType
= VK_STRUCTURE_TYPE_BUFFER_VIEW_CREATE_INFO
;
733 buffer_create_info
.pNext
= NULL
;
734 buffer_create_info
.flags
= 0;
735 buffer_create_info
.buffer
= r
->bo
.vk_buffer
;
736 buffer_create_info
.format
= VK_FORMAT_R32_UINT
;
737 buffer_create_info
.offset
= r
->bo
.buffer_offset
;
738 buffer_create_info
.range
= r
->bo
.size
;
740 if ((vr
= VK_CALL(vkCreateBufferView(device_vk
->vk_device
,
741 &buffer_create_info
, NULL
, &v
->vk_view_buffer_uint
))) < 0)
743 ERR("Failed to create buffer view, vr %s.\n", wined3d_debug_vkresult(vr
));
746 TRACE("Created buffer view 0x%s.\n", wine_dbgstr_longlong(v
->vk_view_buffer_uint
));
748 buffer_create_info
.format
= VK_FORMAT_R32G32B32A32_SFLOAT
;
749 if ((vr
= VK_CALL(vkCreateBufferView(device_vk
->vk_device
,
750 &buffer_create_info
, NULL
, &v
->vk_view_buffer_float
))) < 0)
752 ERR("Failed to create buffer view, vr %s.\n", wined3d_debug_vkresult(vr
));
755 TRACE("Created buffer view 0x%s.\n", wine_dbgstr_longlong(v
->vk_view_buffer_float
));
757 view_desc
.sType
= VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO
;
758 view_desc
.pNext
= NULL
;
760 view_desc
.image
= r
->image_1d
.vk_image
;
761 view_desc
.viewType
= VK_IMAGE_VIEW_TYPE_1D
;
762 view_desc
.format
= VK_FORMAT_R8G8B8A8_UNORM
;
763 view_desc
.components
.r
= VK_COMPONENT_SWIZZLE_ZERO
;
764 view_desc
.components
.g
= VK_COMPONENT_SWIZZLE_ZERO
;
765 view_desc
.components
.b
= VK_COMPONENT_SWIZZLE_ZERO
;
766 view_desc
.components
.a
= VK_COMPONENT_SWIZZLE_ZERO
;
767 view_desc
.subresourceRange
.aspectMask
= VK_IMAGE_ASPECT_COLOR_BIT
;
768 view_desc
.subresourceRange
.baseMipLevel
= 0;
769 view_desc
.subresourceRange
.levelCount
= 1;
770 view_desc
.subresourceRange
.baseArrayLayer
= 0;
771 view_desc
.subresourceRange
.layerCount
= 1;
772 if ((vr
= VK_CALL(vkCreateImageView(device_vk
->vk_device
, &view_desc
, NULL
, &v
->vk_info_1d
.imageView
))) < 0)
774 ERR("Failed to create 1D image view, vr %s.\n", wined3d_debug_vkresult(vr
));
777 v
->vk_info_1d
.sampler
= VK_NULL_HANDLE
;
778 v
->vk_info_1d
.imageLayout
= VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
;
779 TRACE("Created 1D image view 0x%s.\n", wine_dbgstr_longlong(v
->vk_info_1d
.imageView
));
781 view_desc
.viewType
= VK_IMAGE_VIEW_TYPE_1D_ARRAY
;
782 if ((vr
= VK_CALL(vkCreateImageView(device_vk
->vk_device
, &view_desc
, NULL
, &v
->vk_info_1d_array
.imageView
))) < 0)
784 ERR("Failed to create 1D image view, vr %s.\n", wined3d_debug_vkresult(vr
));
787 v
->vk_info_1d_array
.sampler
= VK_NULL_HANDLE
;
788 v
->vk_info_1d_array
.imageLayout
= VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
;
789 TRACE("Created 1D array image view 0x%s.\n", wine_dbgstr_longlong(v
->vk_info_1d_array
.imageView
));
791 view_desc
.image
= r
->image_2d
.vk_image
;
792 view_desc
.viewType
= VK_IMAGE_VIEW_TYPE_2D
;
793 if ((vr
= VK_CALL(vkCreateImageView(device_vk
->vk_device
, &view_desc
, NULL
, &v
->vk_info_2d
.imageView
))) < 0)
795 ERR("Failed to create 2D image view, vr %s.\n", wined3d_debug_vkresult(vr
));
798 v
->vk_info_2d
.sampler
= VK_NULL_HANDLE
;
799 v
->vk_info_2d
.imageLayout
= VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
;
800 TRACE("Created 2D image view 0x%s.\n", wine_dbgstr_longlong(v
->vk_info_2d
.imageView
));
802 view_desc
.image
= r
->image_2dms
.vk_image
;
803 view_desc
.viewType
= VK_IMAGE_VIEW_TYPE_2D
;
804 if ((vr
= VK_CALL(vkCreateImageView(device_vk
->vk_device
, &view_desc
, NULL
, &v
->vk_info_2dms
.imageView
))) < 0)
806 ERR("Failed to create 2D MSAA image view, vr %s.\n", wined3d_debug_vkresult(vr
));
809 v
->vk_info_2dms
.sampler
= VK_NULL_HANDLE
;
810 v
->vk_info_2dms
.imageLayout
= VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
;
811 TRACE("Created 2D MSAA image view 0x%s.\n", wine_dbgstr_longlong(v
->vk_info_2dms
.imageView
));
813 view_desc
.image
= r
->image_3d
.vk_image
;
814 view_desc
.viewType
= VK_IMAGE_VIEW_TYPE_3D
;
815 if ((vr
= VK_CALL(vkCreateImageView(device_vk
->vk_device
, &view_desc
, NULL
, &v
->vk_info_3d
.imageView
))) < 0)
817 ERR("Failed to create 3D image view, vr %s.\n", wined3d_debug_vkresult(vr
));
820 v
->vk_info_3d
.sampler
= VK_NULL_HANDLE
;
821 v
->vk_info_3d
.imageLayout
= VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
;
822 TRACE("Created 3D image view 0x%s.\n", wine_dbgstr_longlong(v
->vk_info_3d
.imageView
));
824 view_desc
.image
= r
->image_2d
.vk_image
;
825 view_desc
.subresourceRange
.layerCount
= 6;
826 view_desc
.viewType
= VK_IMAGE_VIEW_TYPE_CUBE
;
827 if ((vr
= VK_CALL(vkCreateImageView(device_vk
->vk_device
, &view_desc
, NULL
, &v
->vk_info_cube
.imageView
))) < 0)
829 ERR("Failed to create cube image view, vr %s.\n", wined3d_debug_vkresult(vr
));
832 v
->vk_info_cube
.sampler
= VK_NULL_HANDLE
;
833 v
->vk_info_cube
.imageLayout
= VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
;
834 TRACE("Created cube image view 0x%s.\n", wine_dbgstr_longlong(v
->vk_info_cube
.imageView
));
836 view_desc
.subresourceRange
.layerCount
= 1;
837 view_desc
.viewType
= VK_IMAGE_VIEW_TYPE_2D_ARRAY
;
838 if ((vr
= VK_CALL(vkCreateImageView(device_vk
->vk_device
, &view_desc
, NULL
, &v
->vk_info_2d_array
.imageView
))) < 0)
840 ERR("Failed to create 2D array image view, vr %s.\n", wined3d_debug_vkresult(vr
));
843 v
->vk_info_2d_array
.sampler
= VK_NULL_HANDLE
;
844 v
->vk_info_2d_array
.imageLayout
= VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
;
845 TRACE("Created 2D array image view 0x%s.\n", wine_dbgstr_longlong(v
->vk_info_2d_array
.imageView
));
847 view_desc
.image
= r
->image_2dms
.vk_image
;
848 view_desc
.viewType
= VK_IMAGE_VIEW_TYPE_2D_ARRAY
;
849 if ((vr
= VK_CALL(vkCreateImageView(device_vk
->vk_device
, &view_desc
, NULL
, &v
->vk_info_2dms_array
.imageView
))) < 0)
851 ERR("Failed to create 2D MSAA array image view, vr %s.\n", wined3d_debug_vkresult(vr
));
854 v
->vk_info_2dms_array
.sampler
= VK_NULL_HANDLE
;
855 v
->vk_info_2dms_array
.imageLayout
= VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL
;
856 TRACE("Created 2D MSAA array image view 0x%s.\n", wine_dbgstr_longlong(v
->vk_info_2dms_array
.imageView
));
861 if (v
->vk_info_2d_array
.imageView
)
862 VK_CALL(vkDestroyImageView(device_vk
->vk_device
, v
->vk_info_2d_array
.imageView
, NULL
));
863 if (v
->vk_info_cube
.imageView
)
864 VK_CALL(vkDestroyImageView(device_vk
->vk_device
, v
->vk_info_cube
.imageView
, NULL
));
865 if (v
->vk_info_3d
.imageView
)
866 VK_CALL(vkDestroyImageView(device_vk
->vk_device
, v
->vk_info_3d
.imageView
, NULL
));
867 if (v
->vk_info_2dms
.imageView
)
868 VK_CALL(vkDestroyImageView(device_vk
->vk_device
, v
->vk_info_2dms
.imageView
, NULL
));
869 if (v
->vk_info_2d
.imageView
)
870 VK_CALL(vkDestroyImageView(device_vk
->vk_device
, v
->vk_info_2d
.imageView
, NULL
));
871 if (v
->vk_info_1d_array
.imageView
)
872 VK_CALL(vkDestroyImageView(device_vk
->vk_device
, v
->vk_info_1d_array
.imageView
, NULL
));
873 if (v
->vk_info_1d
.imageView
)
874 VK_CALL(vkDestroyImageView(device_vk
->vk_device
, v
->vk_info_1d
.imageView
, NULL
));
875 if (v
->vk_view_buffer_float
)
876 VK_CALL(vkDestroyBufferView(device_vk
->vk_device
, v
->vk_view_buffer_float
, NULL
));
877 VK_CALL(vkDestroyBufferView(device_vk
->vk_device
, v
->vk_view_buffer_uint
, NULL
));
881 void wined3d_device_vk_destroy_null_views(struct wined3d_device_vk
*device_vk
, struct wined3d_context_vk
*context_vk
)
883 struct wined3d_null_views_vk
*v
= &device_vk
->null_views_vk
;
884 uint64_t id
= context_vk
->current_command_buffer
.id
;
886 wined3d_context_vk_destroy_vk_image_view(context_vk
, v
->vk_info_2dms_array
.imageView
, id
);
887 wined3d_context_vk_destroy_vk_image_view(context_vk
, v
->vk_info_2d_array
.imageView
, id
);
888 wined3d_context_vk_destroy_vk_image_view(context_vk
, v
->vk_info_cube
.imageView
, id
);
889 wined3d_context_vk_destroy_vk_image_view(context_vk
, v
->vk_info_3d
.imageView
, id
);
890 wined3d_context_vk_destroy_vk_image_view(context_vk
, v
->vk_info_2dms
.imageView
, id
);
891 wined3d_context_vk_destroy_vk_image_view(context_vk
, v
->vk_info_2d
.imageView
, id
);
892 wined3d_context_vk_destroy_vk_image_view(context_vk
, v
->vk_info_1d_array
.imageView
, id
);
893 wined3d_context_vk_destroy_vk_image_view(context_vk
, v
->vk_info_1d
.imageView
, id
);
895 wined3d_context_vk_destroy_vk_buffer_view(context_vk
, v
->vk_view_buffer_float
, id
);
896 wined3d_context_vk_destroy_vk_buffer_view(context_vk
, v
->vk_view_buffer_uint
, id
);
899 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
901 unsigned int screensaver_active
;
903 TRACE("device %p, window %p.\n", device
, window
);
905 if (!wined3d_register_window(NULL
, window
, device
, 0))
907 ERR("Failed to register window %p.\n", window
);
911 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
912 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
913 SystemParametersInfoW(SPI_GETSCREENSAVEACTIVE
, 0, &screensaver_active
, 0);
914 if ((device
->restore_screensaver
= !!screensaver_active
))
915 SystemParametersInfoW(SPI_SETSCREENSAVEACTIVE
, FALSE
, NULL
, 0);
920 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
922 TRACE("device %p.\n", device
);
924 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
925 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
926 if (device
->restore_screensaver
)
928 SystemParametersInfoW(SPI_SETSCREENSAVEACTIVE
, TRUE
, NULL
, 0);
929 device
->restore_screensaver
= FALSE
;
933 static void device_init_swapchain_state(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
935 BOOL ds_enable
= swapchain
->state
.desc
.enable_auto_depth_stencil
;
938 for (i
= 0; i
< device
->adapter
->d3d_info
.limits
.max_rt_count
; ++i
)
940 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
942 if (device
->back_buffer_view
)
943 wined3d_device_set_rendertarget_view(device
, 0, device
->back_buffer_view
, TRUE
);
945 wined3d_device_set_depth_stencil_view(device
, ds_enable
? device
->auto_depth_stencil_view
: NULL
);
948 void wined3d_device_delete_opengl_contexts_cs(void *object
)
950 struct wined3d_swapchain_gl
*swapchain_gl
;
951 struct wined3d_device
*device
= object
;
952 struct wined3d_context_gl
*context_gl
;
953 struct wined3d_device_gl
*device_gl
;
954 struct wined3d_context
*context
;
955 struct wined3d_shader
*shader
;
957 TRACE("device %p.\n", device
);
959 device_gl
= wined3d_device_gl(device
);
961 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
963 device
->shader_backend
->shader_destroy(shader
);
966 context
= context_acquire(device
, NULL
, 0);
967 context_gl
= wined3d_context_gl(context
);
968 device
->blitter
->ops
->blitter_destroy(device
->blitter
, context
);
969 device
->shader_backend
->shader_free_private(device
, context
);
970 wined3d_device_gl_destroy_dummy_textures(device_gl
, context_gl
);
971 wined3d_device_destroy_default_samplers(device
, context
);
972 context_release(context
);
974 while (device
->context_count
)
976 if ((swapchain_gl
= wined3d_swapchain_gl(device
->contexts
[0]->swapchain
)))
977 wined3d_swapchain_gl_destroy_contexts(swapchain_gl
);
979 wined3d_context_gl_destroy(wined3d_context_gl(device
->contexts
[0]));
983 void wined3d_device_create_primary_opengl_context_cs(void *object
)
985 struct wined3d_device
*device
= object
;
986 struct wined3d_context_gl
*context_gl
;
987 struct wined3d_swapchain
*swapchain
;
988 struct wined3d_context
*context
;
989 struct wined3d_texture
*target
;
992 TRACE("device %p.\n", device
);
994 swapchain
= device
->swapchains
[0];
995 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
996 if (!(context
= context_acquire(device
, target
, 0)))
998 WARN("Failed to acquire context.\n");
1002 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
1003 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
1005 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
1006 context_release(context
);
1010 if (!(device
->blitter
= wined3d_cpu_blitter_create()))
1012 ERR("Failed to create CPU blitter.\n");
1013 device
->shader_backend
->shader_free_private(device
, NULL
);
1014 context_release(context
);
1018 context_gl
= wined3d_context_gl(context
);
1020 wined3d_ffp_blitter_create(&device
->blitter
, context_gl
->gl_info
);
1021 if (!wined3d_glsl_blitter_create(&device
->blitter
, device
))
1022 wined3d_arbfp_blitter_create(&device
->blitter
, device
);
1023 wined3d_fbo_blitter_create(&device
->blitter
, context_gl
->gl_info
);
1024 wined3d_raw_blitter_create(&device
->blitter
, context_gl
->gl_info
);
1026 wined3d_device_gl_create_dummy_textures(wined3d_device_gl(device
), context_gl
);
1027 wined3d_device_create_default_samplers(device
, context
);
1028 context_release(context
);
1031 HRESULT
wined3d_device_set_implicit_swapchain(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
1033 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1034 const struct wined3d_swapchain_desc
*swapchain_desc
;
1035 struct wined3d_fb_state
*fb
= &device
->cs
->c
.state
->fb
;
1036 DWORD clear_flags
= 0;
1040 TRACE("device %p, swapchain %p.\n", device
, swapchain
);
1042 if (device
->d3d_initialized
)
1043 return WINED3DERR_INVALIDCALL
;
1045 device
->swapchain_count
= 1;
1046 if (!(device
->swapchains
= heap_calloc(device
->swapchain_count
, sizeof(*device
->swapchains
))))
1048 ERR("Failed to allocate swapchain array.\n");
1052 device
->swapchains
[0] = swapchain
;
1054 for (i
= 0; i
< ARRAY_SIZE(fb
->render_targets
); ++i
)
1056 if (fb
->render_targets
[i
])
1057 wined3d_rtv_bind_count_dec(fb
->render_targets
[i
]);
1059 memset(fb
->render_targets
, 0, sizeof(fb
->render_targets
));
1061 if (FAILED(hr
= device
->adapter
->adapter_ops
->adapter_init_3d(device
)))
1063 device
->d3d_initialized
= TRUE
;
1065 swapchain_desc
= &swapchain
->state
.desc
;
1066 if (swapchain_desc
->backbuffer_count
&& swapchain_desc
->backbuffer_bind_flags
& WINED3D_BIND_RENDER_TARGET
)
1068 struct wined3d_resource
*back_buffer
= &swapchain
->back_buffers
[0]->resource
;
1069 struct wined3d_view_desc view_desc
;
1071 view_desc
.format_id
= back_buffer
->format
->id
;
1072 view_desc
.flags
= 0;
1073 view_desc
.u
.texture
.level_idx
= 0;
1074 view_desc
.u
.texture
.level_count
= 1;
1075 view_desc
.u
.texture
.layer_idx
= 0;
1076 view_desc
.u
.texture
.layer_count
= 1;
1077 if (FAILED(hr
= wined3d_rendertarget_view_create(&view_desc
, back_buffer
,
1078 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
1080 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
1081 device
->adapter
->adapter_ops
->adapter_uninit_3d(device
);
1082 device
->d3d_initialized
= FALSE
;
1087 device_init_swapchain_state(device
, swapchain
);
1089 TRACE("All defaults now set up.\n");
1091 /* Clear the screen. */
1092 if (device
->back_buffer_view
)
1093 clear_flags
|= WINED3DCLEAR_TARGET
;
1094 if (swapchain_desc
->enable_auto_depth_stencil
)
1095 clear_flags
|= WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
;
1097 wined3d_device_clear(device
, 0, NULL
, clear_flags
, &black
, 1.0f
, 0);
1099 if (wined3d_settings
.logo
)
1100 device_load_logo(device
, wined3d_settings
.logo
);
1105 heap_free(device
->swapchains
);
1106 device
->swapchains
= NULL
;
1107 device
->swapchain_count
= 0;
1112 static void device_free_sampler(struct wine_rb_entry
*entry
, void *context
)
1114 struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
1116 wined3d_sampler_decref(sampler
);
1119 static void device_free_rasterizer_state(struct wine_rb_entry
*entry
, void *context
)
1121 struct wined3d_rasterizer_state
*state
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_rasterizer_state
, entry
);
1123 wined3d_rasterizer_state_decref(state
);
1126 static void device_free_blend_state(struct wine_rb_entry
*entry
, void *context
)
1128 struct wined3d_blend_state
*blend_state
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_blend_state
, entry
);
1130 wined3d_blend_state_decref(blend_state
);
1133 static void device_free_depth_stencil_state(struct wine_rb_entry
*entry
, void *context
)
1135 struct wined3d_depth_stencil_state
*state
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_depth_stencil_state
, entry
);
1137 wined3d_depth_stencil_state_decref(state
);
1140 void wined3d_device_uninit_3d(struct wined3d_device
*device
)
1142 struct wined3d_state
*state
= device
->cs
->c
.state
;
1143 struct wined3d_resource
*resource
, *cursor
;
1144 struct wined3d_rendertarget_view
*view
;
1145 struct wined3d_texture
*texture
;
1147 TRACE("device %p.\n", device
);
1149 if (!device
->d3d_initialized
)
1151 ERR("Called while 3D support was not initialised.\n");
1155 wined3d_cs_finish(device
->cs
, WINED3D_CS_QUEUE_DEFAULT
);
1157 device
->swapchain_count
= 0;
1159 if ((texture
= device
->logo_texture
))
1161 device
->logo_texture
= NULL
;
1162 wined3d_texture_decref(texture
);
1165 if ((texture
= device
->cursor_texture
))
1167 device
->cursor_texture
= NULL
;
1168 wined3d_texture_decref(texture
);
1171 wined3d_cs_emit_reset_state(device
->cs
);
1172 state_cleanup(state
);
1174 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
1175 wine_rb_clear(&device
->rasterizer_states
, device_free_rasterizer_state
, NULL
);
1176 wine_rb_clear(&device
->blend_states
, device_free_blend_state
, NULL
);
1177 wine_rb_clear(&device
->depth_stencil_states
, device_free_depth_stencil_state
, NULL
);
1179 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1181 TRACE("Unloading resource %p.\n", resource
);
1182 wined3d_cs_emit_unload_resource(device
->cs
, resource
);
1185 device
->adapter
->adapter_ops
->adapter_uninit_3d(device
);
1186 device
->d3d_initialized
= FALSE
;
1188 if ((view
= device
->auto_depth_stencil_view
))
1190 device
->auto_depth_stencil_view
= NULL
;
1191 if (wined3d_rendertarget_view_decref(view
))
1192 ERR("Something's still holding the auto depth/stencil view (%p).\n", view
);
1195 if ((view
= device
->back_buffer_view
))
1197 device
->back_buffer_view
= NULL
;
1198 wined3d_rendertarget_view_decref(view
);
1201 heap_free(device
->swapchains
);
1202 device
->swapchains
= NULL
;
1204 wined3d_state_reset(state
, &device
->adapter
->d3d_info
);
1207 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1208 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1209 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1211 * There is no way to deactivate thread safety once it is enabled.
1213 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1215 TRACE("device %p.\n", device
);
1217 /* For now just store the flag (needed in case of ddraw). */
1218 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1221 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1223 const struct wined3d_driver_info
*driver_info
;
1225 TRACE("device %p.\n", device
);
1227 driver_info
= &device
->adapter
->driver_info
;
1229 TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
1230 wine_dbgstr_longlong(driver_info
->vram_bytes
),
1231 wine_dbgstr_longlong(device
->adapter
->vram_bytes_used
),
1232 wine_dbgstr_longlong(driver_info
->vram_bytes
- device
->adapter
->vram_bytes_used
));
1234 return min(UINT_MAX
, driver_info
->vram_bytes
- device
->adapter
->vram_bytes_used
);
1237 void CDECL
wined3d_device_set_stream_output(struct wined3d_device
*device
, UINT idx
,
1238 struct wined3d_buffer
*buffer
, UINT offset
)
1240 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device
, idx
, buffer
, offset
);
1242 wined3d_device_context_set_stream_output(&device
->cs
->c
, idx
, buffer
, offset
);
1245 struct wined3d_buffer
* CDECL
wined3d_device_context_get_stream_output(struct wined3d_device_context
*context
,
1246 unsigned int idx
, unsigned int *offset
)
1248 TRACE("context %p, idx %u, offset %p.\n", context
, idx
, offset
);
1250 if (idx
>= WINED3D_MAX_STREAM_OUTPUT_BUFFERS
)
1252 WARN("Invalid stream output %u.\n", idx
);
1257 *offset
= context
->state
->stream_output
[idx
].offset
;
1258 return context
->state
->stream_output
[idx
].buffer
;
1261 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1262 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1264 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1265 device
, stream_idx
, buffer
, offset
, stride
);
1267 return wined3d_device_context_set_stream_source(&device
->cs
->c
, stream_idx
, buffer
, offset
, stride
);
1270 HRESULT CDECL
wined3d_device_context_get_stream_source(const struct wined3d_device_context
*context
,
1271 unsigned int stream_idx
, struct wined3d_buffer
**buffer
, unsigned int *offset
, unsigned int *stride
)
1273 const struct wined3d_stream_state
*stream
;
1275 TRACE("context %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1276 context
, stream_idx
, buffer
, offset
, stride
);
1278 if (stream_idx
>= WINED3D_MAX_STREAMS
)
1280 WARN("Stream index %u out of range.\n", stream_idx
);
1281 return WINED3DERR_INVALIDCALL
;
1284 stream
= &context
->state
->streams
[stream_idx
];
1285 *buffer
= stream
->buffer
;
1287 *offset
= stream
->offset
;
1288 *stride
= stream
->stride
;
1293 static void wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1295 struct wined3d_stream_state
*stream
;
1296 UINT old_flags
, old_freq
;
1298 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1300 stream
= &device
->cs
->c
.state
->streams
[stream_idx
];
1301 old_flags
= stream
->flags
;
1302 old_freq
= stream
->frequency
;
1304 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1305 stream
->frequency
= divider
& 0x7fffff;
1306 if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1307 wined3d_cs_emit_set_stream_source_freq(device
->cs
, stream_idx
, stream
->frequency
, stream
->flags
);
1310 static void wined3d_device_set_transform(struct wined3d_device
*device
,
1311 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1313 TRACE("device %p, state %s, matrix %p.\n",
1314 device
, debug_d3dtstype(state
), matrix
);
1315 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_11
, matrix
->_12
, matrix
->_13
, matrix
->_14
);
1316 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_21
, matrix
->_22
, matrix
->_23
, matrix
->_24
);
1317 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_31
, matrix
->_32
, matrix
->_33
, matrix
->_34
);
1318 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->_41
, matrix
->_42
, matrix
->_43
, matrix
->_44
);
1320 /* If the new matrix is the same as the current one,
1321 * we cut off any further processing. this seems to be a reasonable
1322 * optimization because as was noticed, some apps (warcraft3 for example)
1323 * tend towards setting the same matrix repeatedly for some reason.
1325 * From here on we assume that the new matrix is different, wherever it matters. */
1326 if (!memcmp(&device
->cs
->c
.state
->transforms
[state
], matrix
, sizeof(*matrix
)))
1328 TRACE("The application is setting the same matrix over again.\n");
1332 device
->cs
->c
.state
->transforms
[state
] = *matrix
;
1333 wined3d_cs_emit_set_transform(device
->cs
, state
, matrix
);
1336 static void wined3d_device_get_transform(const struct wined3d_device
*device
,
1337 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1339 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1341 *matrix
= device
->cs
->c
.state
->transforms
[state
];
1344 /* Note lights are real special cases. Although the device caps state only
1345 * e.g. 8 are supported, you can reference any indexes you want as long as
1346 * that number max are enabled at any one point in time. Therefore since the
1347 * indices can be anything, we need a hashmap of them. However, this causes
1348 * stateblock problems. When capturing the state block, I duplicate the
1349 * hashmap, but when recording, just build a chain pretty much of commands to
1351 static void wined3d_device_set_light(struct wined3d_device
*device
,
1352 UINT light_idx
, const struct wined3d_light
*light
)
1354 struct wined3d_light_info
*object
= NULL
;
1357 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1359 if (FAILED(wined3d_light_state_set_light(&device
->cs
->c
.state
->light_state
, light_idx
, light
, &object
)))
1362 /* Initialize the object. */
1363 TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
1364 "position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
1365 "range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
1366 light_idx
, light
->type
, debug_color(&light
->diffuse
),
1367 debug_color(&light
->specular
), debug_color(&light
->ambient
),
1368 light
->position
.x
, light
->position
.y
, light
->position
.z
,
1369 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
,
1370 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1372 switch (light
->type
)
1374 case WINED3D_LIGHT_POINT
:
1376 object
->position
.x
= light
->position
.x
;
1377 object
->position
.y
= light
->position
.y
;
1378 object
->position
.z
= light
->position
.z
;
1379 object
->position
.w
= 1.0f
;
1380 object
->cutoff
= 180.0f
;
1384 case WINED3D_LIGHT_DIRECTIONAL
:
1386 object
->direction
.x
= -light
->direction
.x
;
1387 object
->direction
.y
= -light
->direction
.y
;
1388 object
->direction
.z
= -light
->direction
.z
;
1389 object
->direction
.w
= 0.0f
;
1390 object
->exponent
= 0.0f
;
1391 object
->cutoff
= 180.0f
;
1394 case WINED3D_LIGHT_SPOT
:
1396 object
->position
.x
= light
->position
.x
;
1397 object
->position
.y
= light
->position
.y
;
1398 object
->position
.z
= light
->position
.z
;
1399 object
->position
.w
= 1.0f
;
1402 object
->direction
.x
= light
->direction
.x
;
1403 object
->direction
.y
= light
->direction
.y
;
1404 object
->direction
.z
= light
->direction
.z
;
1405 object
->direction
.w
= 0.0f
;
1407 /* opengl-ish and d3d-ish spot lights use too different models
1408 * for the light "intensity" as a function of the angle towards
1409 * the main light direction, so we only can approximate very
1410 * roughly. However, spot lights are rather rarely used in games
1411 * (if ever used at all). Furthermore if still used, probably
1412 * nobody pays attention to such details. */
1413 if (!light
->falloff
)
1415 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1416 * equations have the falloff resp. exponent parameter as an
1417 * exponent, so the spot light lighting will always be 1.0 for
1418 * both of them, and we don't have to care for the rest of the
1419 * rather complex calculation. */
1420 object
->exponent
= 0.0f
;
1424 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
1427 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
1430 if (object
->exponent
> 128.0f
)
1431 object
->exponent
= 128.0f
;
1433 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
1437 case WINED3D_LIGHT_PARALLELPOINT
:
1438 object
->position
.x
= light
->position
.x
;
1439 object
->position
.y
= light
->position
.y
;
1440 object
->position
.z
= light
->position
.z
;
1441 object
->position
.w
= 1.0f
;
1445 FIXME("Unrecognized light type %#x.\n", light
->type
);
1448 wined3d_cs_emit_set_light(device
->cs
, object
);
1451 static void wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
1453 struct wined3d_light_state
*light_state
= &device
->cs
->c
.state
->light_state
;
1454 struct wined3d_light_info
*light_info
;
1456 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
1458 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1459 if (!(light_info
= wined3d_light_state_get_light(light_state
, light_idx
)))
1461 TRACE("Light enabled requested but light not defined, so defining one!\n");
1462 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
1464 if (!(light_info
= wined3d_light_state_get_light(light_state
, light_idx
)))
1466 FIXME("Adding default lights has failed dismally\n");
1471 wined3d_light_state_enable_light(light_state
, &device
->adapter
->d3d_info
, light_info
, enable
);
1472 wined3d_cs_emit_set_light_enable(device
->cs
, light_idx
, enable
);
1475 static HRESULT
wined3d_device_set_clip_plane(struct wined3d_device
*device
,
1476 UINT plane_idx
, const struct wined3d_vec4
*plane
)
1478 struct wined3d_vec4
*clip_planes
= device
->cs
->c
.state
->clip_planes
;
1480 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1482 if (plane_idx
>= device
->adapter
->d3d_info
.limits
.max_clip_distances
)
1484 TRACE("Application has requested clipplane this device doesn't support.\n");
1485 return WINED3DERR_INVALIDCALL
;
1488 if (!memcmp(&clip_planes
[plane_idx
], plane
, sizeof(*plane
)))
1490 TRACE("Application is setting old values over, nothing to do.\n");
1494 clip_planes
[plane_idx
] = *plane
;
1496 wined3d_cs_emit_set_clip_plane(device
->cs
, plane_idx
, plane
);
1501 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
1502 const struct wined3d_clip_status
*clip_status
)
1504 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1507 return WINED3DERR_INVALIDCALL
;
1512 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
1513 struct wined3d_clip_status
*clip_status
)
1515 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1518 return WINED3DERR_INVALIDCALL
;
1523 static void wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
1525 TRACE("device %p, material %p.\n", device
, material
);
1527 device
->cs
->c
.state
->material
= *material
;
1528 wined3d_cs_emit_set_material(device
->cs
, material
);
1531 void CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
1532 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
, unsigned int offset
)
1534 TRACE("device %p, buffer %p, format %s, offset %u.\n",
1535 device
, buffer
, debug_d3dformat(format_id
), offset
);
1537 wined3d_device_context_set_index_buffer(&device
->cs
->c
, buffer
, format_id
, offset
);
1540 struct wined3d_buffer
* CDECL
wined3d_device_context_get_index_buffer(const struct wined3d_device_context
*context
,
1541 enum wined3d_format_id
*format
, unsigned int *offset
)
1543 const struct wined3d_state
*state
= context
->state
;
1545 TRACE("context %p, format %p, offset %p.\n", context
, format
, offset
);
1547 *format
= state
->index_format
;
1549 *offset
= state
->index_offset
;
1550 return state
->index_buffer
;
1553 void CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
1555 TRACE("device %p, base_index %d.\n", device
, base_index
);
1557 device
->cs
->c
.state
->base_vertex_index
= base_index
;
1560 void CDECL
wined3d_device_set_viewports(struct wined3d_device
*device
, unsigned int viewport_count
,
1561 const struct wined3d_viewport
*viewports
)
1565 TRACE("device %p, viewport_count %u, viewports %p.\n", device
, viewport_count
, viewports
);
1567 for (i
= 0; i
< viewport_count
; ++i
)
1569 TRACE("%u: x %.8e, y %.8e, w %.8e, h %.8e, min_z %.8e, max_z %.8e.\n", i
, viewports
[i
].x
, viewports
[i
].y
,
1570 viewports
[i
].width
, viewports
[i
].height
, viewports
[i
].min_z
, viewports
[i
].max_z
);
1573 wined3d_device_context_set_viewports(&device
->cs
->c
, viewport_count
, viewports
);
1576 void CDECL
wined3d_device_context_get_viewports(const struct wined3d_device_context
*context
,
1577 unsigned int *viewport_count
, struct wined3d_viewport
*viewports
)
1579 const struct wined3d_state
*state
= context
->state
;
1582 TRACE("context %p, viewport_count %p, viewports %p.\n", context
, viewport_count
, viewports
);
1584 count
= viewport_count
? min(*viewport_count
, state
->viewport_count
) : 1;
1585 if (count
&& viewports
)
1586 memcpy(viewports
, state
->viewports
, count
* sizeof(*viewports
));
1588 *viewport_count
= state
->viewport_count
;
1591 static void resolve_depth_buffer(struct wined3d_device
*device
)
1593 const struct wined3d_state
*state
= device
->cs
->c
.state
;
1594 struct wined3d_rendertarget_view
*src_view
;
1595 struct wined3d_resource
*dst_resource
;
1596 struct wined3d_texture
*dst_texture
;
1598 if (!(dst_texture
= state
->textures
[0]))
1600 dst_resource
= &dst_texture
->resource
;
1601 if (!dst_resource
->format
->depth_size
)
1603 if (!(src_view
= state
->fb
.depth_stencil
))
1606 wined3d_device_context_resolve_sub_resource(&device
->cs
->c
, dst_resource
, 0,
1607 src_view
->resource
, src_view
->sub_resource_idx
, dst_resource
->format
->id
);
1610 void CDECL
wined3d_device_set_blend_state(struct wined3d_device
*device
,
1611 struct wined3d_blend_state
*blend_state
, const struct wined3d_color
*blend_factor
, unsigned int sample_mask
)
1613 TRACE("device %p, blend_state %p, blend_factor %s, sample_mask %#x.\n",
1614 device
, blend_state
, debug_color(blend_factor
), sample_mask
);
1616 wined3d_device_context_set_blend_state(&device
->cs
->c
, blend_state
, blend_factor
, sample_mask
);
1619 struct wined3d_blend_state
* CDECL
wined3d_device_context_get_blend_state(const struct wined3d_device_context
*context
,
1620 struct wined3d_color
*blend_factor
, unsigned int *sample_mask
)
1622 const struct wined3d_state
*state
= context
->state
;
1624 TRACE("context %p, blend_factor %p, sample_mask %p.\n", context
, blend_factor
, sample_mask
);
1626 *blend_factor
= state
->blend_factor
;
1627 *sample_mask
= state
->sample_mask
;
1628 return state
->blend_state
;
1631 void CDECL
wined3d_device_set_depth_stencil_state(struct wined3d_device
*device
,
1632 struct wined3d_depth_stencil_state
*depth_stencil_state
, unsigned int stencil_ref
)
1634 TRACE("device %p, depth_stencil_state %p, stencil_ref %u.\n", device
, depth_stencil_state
, stencil_ref
);
1636 wined3d_device_context_set_depth_stencil_state(&device
->cs
->c
, depth_stencil_state
, stencil_ref
);
1639 struct wined3d_depth_stencil_state
* CDECL
wined3d_device_context_get_depth_stencil_state(
1640 const struct wined3d_device_context
*context
, unsigned int *stencil_ref
)
1642 const struct wined3d_state
*state
= context
->state
;
1644 TRACE("context %p, stencil_ref %p.\n", context
, stencil_ref
);
1646 *stencil_ref
= state
->stencil_ref
;
1647 return state
->depth_stencil_state
;
1650 void CDECL
wined3d_device_set_rasterizer_state(struct wined3d_device
*device
,
1651 struct wined3d_rasterizer_state
*rasterizer_state
)
1653 TRACE("device %p, rasterizer_state %p.\n", device
, rasterizer_state
);
1655 wined3d_device_context_set_rasterizer_state(&device
->cs
->c
, rasterizer_state
);
1658 struct wined3d_rasterizer_state
* CDECL
wined3d_device_context_get_rasterizer_state(
1659 struct wined3d_device_context
*context
)
1661 TRACE("context %p.\n", context
);
1663 return context
->state
->rasterizer_state
;
1666 static void wined3d_device_set_render_state(struct wined3d_device
*device
,
1667 enum wined3d_render_state state
, DWORD value
)
1669 if (state
> WINEHIGHEST_RENDER_STATE
)
1671 WARN("Unhandled render state %#x.\n", state
);
1675 if (value
== device
->cs
->c
.state
->render_states
[state
])
1676 TRACE("Application is setting the old value over, nothing to do.\n");
1679 device
->cs
->c
.state
->render_states
[state
] = value
;
1680 wined3d_cs_emit_set_render_state(device
->cs
, state
, value
);
1683 if (state
== WINED3D_RS_POINTSIZE
&& value
== WINED3D_RESZ_CODE
)
1685 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
1686 resolve_depth_buffer(device
);
1690 DWORD CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
, enum wined3d_render_state state
)
1692 TRACE("device %p, state %s (%#x).\n", device
, debug_d3drenderstate(state
), state
);
1694 return device
->cs
->c
.state
->render_states
[state
];
1697 static void wined3d_device_set_sampler_state(struct wined3d_device
*device
,
1698 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
1700 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
1701 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
1703 if (value
== device
->cs
->c
.state
->sampler_states
[sampler_idx
][state
])
1705 TRACE("Application is setting the old value over, nothing to do.\n");
1709 device
->cs
->c
.state
->sampler_states
[sampler_idx
][state
] = value
;
1710 wined3d_cs_emit_set_sampler_state(device
->cs
, sampler_idx
, state
, value
);
1713 void CDECL
wined3d_device_set_scissor_rects(struct wined3d_device
*device
, unsigned int rect_count
,
1718 TRACE("device %p, rect_count %u, rects %p.\n", device
, rect_count
, rects
);
1720 for (i
= 0; i
< rect_count
; ++i
)
1722 TRACE("%u: %s\n", i
, wine_dbgstr_rect(&rects
[i
]));
1725 wined3d_device_context_set_scissor_rects(&device
->cs
->c
, rect_count
, rects
);
1728 void CDECL
wined3d_device_context_get_scissor_rects(const struct wined3d_device_context
*context
,
1729 unsigned int *rect_count
, RECT
*rects
)
1731 const struct wined3d_state
*state
= context
->state
;
1734 TRACE("context %p, rect_count %p, rects %p.\n", context
, rect_count
, rects
);
1736 if (rects
&& (count
= rect_count
? min(*rect_count
, state
->scissor_rect_count
) : 1))
1737 memcpy(rects
, state
->scissor_rects
, count
* sizeof(*rects
));
1739 *rect_count
= state
->scissor_rect_count
;
1742 void CDECL
wined3d_device_set_state(struct wined3d_device
*device
, struct wined3d_state
*state
)
1744 struct wined3d_device_context
*context
= &device
->cs
->c
;
1745 const struct wined3d_light_info
*light
;
1748 TRACE("device %p, state %p.\n", device
, state
);
1750 device
->cs
->c
.state
= state
;
1751 wined3d_device_context_emit_set_feature_level(context
, state
->feature_level
);
1753 for (i
= 0; i
< WINED3D_MAX_RENDER_TARGETS
; ++i
)
1755 wined3d_device_context_emit_set_rendertarget_view(context
, i
, state
->fb
.render_targets
[i
]);
1758 wined3d_device_context_emit_set_depth_stencil_view(context
, state
->fb
.depth_stencil
);
1759 wined3d_device_context_emit_set_vertex_declaration(context
, state
->vertex_declaration
);
1761 for (i
= 0; i
< WINED3D_MAX_STREAM_OUTPUT_BUFFERS
; ++i
)
1763 wined3d_device_context_emit_set_stream_output(context
, i
,
1764 state
->stream_output
[i
].buffer
, state
->stream_output
[i
].offset
);
1767 for (i
= 0; i
< WINED3D_MAX_STREAMS
; ++i
)
1769 wined3d_device_context_emit_set_stream_source(context
, i
, state
->streams
[i
].buffer
,
1770 state
->streams
[i
].offset
, state
->streams
[i
].stride
);
1773 wined3d_device_context_emit_set_index_buffer(context
, state
->index_buffer
,
1774 state
->index_format
, state
->index_offset
);
1776 wined3d_device_context_emit_set_predication(context
, state
->predicate
, state
->predicate_value
);
1778 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
1780 wined3d_device_context_emit_set_shader(context
, i
, state
->shader
[i
]);
1781 for (j
= 0; j
< MAX_CONSTANT_BUFFERS
; ++j
)
1782 wined3d_device_context_emit_set_constant_buffer(context
, i
, j
, state
->cb
[i
][j
]);
1783 for (j
= 0; j
< MAX_SAMPLER_OBJECTS
; ++j
)
1785 wined3d_device_context_emit_set_sampler(context
, i
, j
, state
->sampler
[i
][j
]);
1787 for (j
= 0; j
< MAX_SHADER_RESOURCE_VIEWS
; ++j
)
1789 wined3d_device_context_emit_set_shader_resource_view(context
, i
, j
, state
->shader_resource_view
[i
][j
]);
1793 for (i
= 0; i
< WINED3D_PIPELINE_COUNT
; ++i
)
1795 for (j
= 0; j
< MAX_UNORDERED_ACCESS_VIEWS
; ++j
)
1797 wined3d_device_context_emit_set_unordered_access_view(context
, i
, j
,
1798 state
->unordered_access_view
[i
][j
], ~0);
1802 wined3d_device_context_push_constants(context
, WINED3D_PUSH_CONSTANTS_VS_F
,
1803 0, WINED3D_MAX_VS_CONSTS_F
, state
->vs_consts_f
);
1804 wined3d_device_context_push_constants(context
, WINED3D_PUSH_CONSTANTS_VS_I
,
1805 0, WINED3D_MAX_CONSTS_I
, state
->vs_consts_i
);
1806 wined3d_device_context_push_constants(context
, WINED3D_PUSH_CONSTANTS_VS_B
,
1807 0, WINED3D_MAX_CONSTS_B
, state
->vs_consts_b
);
1809 wined3d_device_context_push_constants(context
, WINED3D_PUSH_CONSTANTS_PS_F
,
1810 0, WINED3D_MAX_PS_CONSTS_F
, state
->ps_consts_f
);
1811 wined3d_device_context_push_constants(context
, WINED3D_PUSH_CONSTANTS_PS_I
,
1812 0, WINED3D_MAX_CONSTS_I
, state
->ps_consts_i
);
1813 wined3d_device_context_push_constants(context
, WINED3D_PUSH_CONSTANTS_PS_B
,
1814 0, WINED3D_MAX_CONSTS_B
, state
->ps_consts_b
);
1816 for (i
= 0; i
< WINED3D_MAX_COMBINED_SAMPLERS
; ++i
)
1818 wined3d_cs_emit_set_texture(device
->cs
, i
, state
->textures
[i
]);
1819 for (j
= 0; j
< WINED3D_HIGHEST_SAMPLER_STATE
+ 1; ++j
)
1821 wined3d_cs_emit_set_sampler_state(device
->cs
, i
, j
, state
->sampler_states
[i
][j
]);
1825 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
1827 for (j
= 0; j
< WINED3D_HIGHEST_TEXTURE_STATE
+ 1; ++j
)
1829 wined3d_cs_emit_set_texture_state(device
->cs
, i
, j
, state
->texture_states
[i
][j
]);
1833 for (i
= 0; i
< WINED3D_HIGHEST_TRANSFORM_STATE
+ 1; ++i
)
1835 wined3d_cs_emit_set_transform(device
->cs
, i
, state
->transforms
+ i
);
1838 for (i
= 0; i
< WINED3D_MAX_CLIP_DISTANCES
; ++i
)
1840 wined3d_cs_emit_set_clip_plane(device
->cs
, i
, state
->clip_planes
+ i
);
1843 wined3d_cs_emit_set_material(device
->cs
, &state
->material
);
1845 wined3d_device_context_emit_set_viewports(context
, state
->viewport_count
, state
->viewports
);
1846 wined3d_device_context_emit_set_scissor_rects(context
, state
->scissor_rect_count
, state
->scissor_rects
);
1848 for (i
= 0; i
< LIGHTMAP_SIZE
; ++i
)
1850 LIST_FOR_EACH_ENTRY(light
, &state
->light_state
.light_map
[i
], struct wined3d_light_info
, entry
)
1852 wined3d_device_set_light(device
, light
->OriginalIndex
, &light
->OriginalParms
);
1853 wined3d_cs_emit_set_light_enable(device
->cs
, light
->OriginalIndex
, light
->glIndex
!= -1);
1857 for (i
= 0; i
< WINEHIGHEST_RENDER_STATE
+ 1; ++i
)
1859 wined3d_cs_emit_set_render_state(device
->cs
, i
, state
->render_states
[i
]);
1862 wined3d_device_context_emit_set_blend_state(context
, state
->blend_state
, &state
->blend_factor
, state
->sample_mask
);
1863 wined3d_device_context_emit_set_depth_stencil_state(context
, state
->depth_stencil_state
, state
->stencil_ref
);
1864 wined3d_device_context_emit_set_rasterizer_state(context
, state
->rasterizer_state
);
1867 struct wined3d_state
* CDECL
wined3d_device_get_state(struct wined3d_device
*device
)
1869 TRACE("device %p.\n", device
);
1871 return device
->cs
->c
.state
;
1874 struct wined3d_device_context
* CDECL
wined3d_device_get_immediate_context(struct wined3d_device
*device
)
1876 TRACE("device %p.\n", device
);
1878 return &device
->cs
->c
;
1881 void CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
1882 struct wined3d_vertex_declaration
*declaration
)
1884 TRACE("device %p, declaration %p.\n", device
, declaration
);
1886 wined3d_device_context_set_vertex_declaration(&device
->cs
->c
, declaration
);
1889 struct wined3d_vertex_declaration
* CDECL
wined3d_device_context_get_vertex_declaration(
1890 const struct wined3d_device_context
*context
)
1892 TRACE("context %p.\n", context
);
1894 return context
->state
->vertex_declaration
;
1897 void CDECL
wined3d_device_context_set_shader(struct wined3d_device_context
*context
,
1898 enum wined3d_shader_type type
, struct wined3d_shader
*shader
)
1900 struct wined3d_state
*state
= context
->state
;
1901 struct wined3d_shader
*prev
;
1903 TRACE("context %p, type %#x, shader %p.\n", context
, type
, shader
);
1905 prev
= state
->shader
[type
];
1910 wined3d_shader_incref(shader
);
1911 state
->shader
[type
] = shader
;
1912 wined3d_device_context_emit_set_shader(context
, type
, shader
);
1914 wined3d_shader_decref(prev
);
1917 struct wined3d_shader
* CDECL
wined3d_device_context_get_shader(const struct wined3d_device_context
*context
,
1918 enum wined3d_shader_type type
)
1920 TRACE("context %p, type %#x.\n", context
, type
);
1922 return context
->state
->shader
[type
];
1925 void CDECL
wined3d_device_context_set_constant_buffer(struct wined3d_device_context
*context
,
1926 enum wined3d_shader_type type
, unsigned int idx
, struct wined3d_buffer
*buffer
)
1928 struct wined3d_state
*state
= context
->state
;
1929 struct wined3d_buffer
*prev
;
1931 TRACE("context %p, type %#x, idx %u, buffer %p.\n", context
, type
, idx
, buffer
);
1933 if (idx
>= MAX_CONSTANT_BUFFERS
)
1935 WARN("Invalid constant buffer index %u.\n", idx
);
1939 prev
= state
->cb
[type
][idx
];
1944 wined3d_buffer_incref(buffer
);
1945 state
->cb
[type
][idx
] = buffer
;
1946 wined3d_device_context_emit_set_constant_buffer(context
, type
, idx
, buffer
);
1948 wined3d_buffer_decref(prev
);
1951 void CDECL
wined3d_device_context_set_blend_state(struct wined3d_device_context
*context
,
1952 struct wined3d_blend_state
*blend_state
, const struct wined3d_color
*blend_factor
, unsigned int sample_mask
)
1954 struct wined3d_state
*state
= context
->state
;
1955 struct wined3d_blend_state
*prev
;
1957 TRACE("context %p, blend_state %p, blend_factor %p, sample_mask %#x.\n",
1958 context
, blend_state
, blend_factor
, sample_mask
);
1960 prev
= state
->blend_state
;
1961 if (prev
== blend_state
&& !memcmp(blend_factor
, &state
->blend_factor
, sizeof(*blend_factor
))
1962 && sample_mask
== state
->sample_mask
)
1966 wined3d_blend_state_incref(blend_state
);
1967 state
->blend_state
= blend_state
;
1968 state
->blend_factor
= *blend_factor
;
1969 state
->sample_mask
= sample_mask
;
1970 wined3d_device_context_emit_set_blend_state(context
, blend_state
, blend_factor
, sample_mask
);
1972 wined3d_blend_state_decref(prev
);
1975 void CDECL
wined3d_device_context_set_depth_stencil_state(struct wined3d_device_context
*context
,
1976 struct wined3d_depth_stencil_state
*depth_stencil_state
, unsigned int stencil_ref
)
1978 struct wined3d_state
*state
= context
->state
;
1979 struct wined3d_depth_stencil_state
*prev
;
1981 TRACE("context %p, depth_stencil_state %p, stencil_ref %u.\n", context
, depth_stencil_state
, stencil_ref
);
1983 prev
= state
->depth_stencil_state
;
1984 if (prev
== depth_stencil_state
&& state
->stencil_ref
== stencil_ref
)
1987 if (depth_stencil_state
)
1988 wined3d_depth_stencil_state_incref(depth_stencil_state
);
1989 state
->depth_stencil_state
= depth_stencil_state
;
1990 state
->stencil_ref
= stencil_ref
;
1991 wined3d_device_context_emit_set_depth_stencil_state(context
, depth_stencil_state
, stencil_ref
);
1993 wined3d_depth_stencil_state_decref(prev
);
1996 void CDECL
wined3d_device_context_set_rasterizer_state(struct wined3d_device_context
*context
,
1997 struct wined3d_rasterizer_state
*rasterizer_state
)
1999 struct wined3d_state
*state
= context
->state
;
2000 struct wined3d_rasterizer_state
*prev
;
2002 TRACE("context %p, rasterizer_state %p.\n", context
, rasterizer_state
);
2004 prev
= state
->rasterizer_state
;
2005 if (prev
== rasterizer_state
)
2008 if (rasterizer_state
)
2009 wined3d_rasterizer_state_incref(rasterizer_state
);
2010 state
->rasterizer_state
= rasterizer_state
;
2011 wined3d_device_context_emit_set_rasterizer_state(context
, rasterizer_state
);
2013 wined3d_rasterizer_state_decref(prev
);
2016 void CDECL
wined3d_device_context_set_viewports(struct wined3d_device_context
*context
, unsigned int viewport_count
,
2017 const struct wined3d_viewport
*viewports
)
2019 struct wined3d_state
*state
= context
->state
;
2022 TRACE("context %p, viewport_count %u, viewports %p.\n", context
, viewport_count
, viewports
);
2024 for (i
= 0; i
< viewport_count
; ++i
)
2026 TRACE("%u: x %.8e, y %.8e, w %.8e, h %.8e, min_z %.8e, max_z %.8e.\n", i
, viewports
[i
].x
, viewports
[i
].y
,
2027 viewports
[i
].width
, viewports
[i
].height
, viewports
[i
].min_z
, viewports
[i
].max_z
);
2031 memcpy(state
->viewports
, viewports
, viewport_count
* sizeof(*viewports
));
2033 memset(state
->viewports
, 0, sizeof(state
->viewports
));
2034 state
->viewport_count
= viewport_count
;
2036 wined3d_device_context_emit_set_viewports(context
, viewport_count
, viewports
);
2039 void CDECL
wined3d_device_context_set_scissor_rects(struct wined3d_device_context
*context
, unsigned int rect_count
,
2042 struct wined3d_state
*state
= context
->state
;
2045 TRACE("context %p, rect_count %u, rects %p.\n", context
, rect_count
, rects
);
2047 for (i
= 0; i
< rect_count
; ++i
)
2049 TRACE("%u: %s\n", i
, wine_dbgstr_rect(&rects
[i
]));
2052 if (state
->scissor_rect_count
== rect_count
2053 && !memcmp(state
->scissor_rects
, rects
, rect_count
* sizeof(*rects
)))
2055 TRACE("App is setting the old scissor rectangles over, nothing to do.\n");
2060 memcpy(state
->scissor_rects
, rects
, rect_count
* sizeof(*rects
));
2062 memset(state
->scissor_rects
, 0, sizeof(state
->scissor_rects
));
2063 state
->scissor_rect_count
= rect_count
;
2065 wined3d_device_context_emit_set_scissor_rects(context
, rect_count
, rects
);
2068 void CDECL
wined3d_device_context_set_shader_resource_view(struct wined3d_device_context
*context
,
2069 enum wined3d_shader_type type
, unsigned int idx
, struct wined3d_shader_resource_view
*view
)
2071 struct wined3d_state
*state
= context
->state
;
2072 const struct wined3d_rendertarget_view
*dsv
;
2073 struct wined3d_shader_resource_view
*prev
;
2075 TRACE("context %p, type %#x, idx %u, view %p.\n", context
, type
, idx
, view
);
2077 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2079 WARN("Invalid view index %u.\n", idx
);
2083 prev
= state
->shader_resource_view
[type
][idx
];
2087 if (view
&& (wined3d_is_srv_rtv_bound(view
)
2088 || ((dsv
= state
->fb
.depth_stencil
)
2089 && dsv
->resource
== view
->resource
&& wined3d_dsv_srv_conflict(dsv
, view
->format
))))
2091 WARN("Application is trying to bind resource which is attached as render target.\n");
2097 wined3d_shader_resource_view_incref(view
);
2098 wined3d_srv_bind_count_inc(view
);
2101 state
->shader_resource_view
[type
][idx
] = view
;
2102 wined3d_device_context_emit_set_shader_resource_view(context
, type
, idx
, view
);
2105 wined3d_srv_bind_count_dec(prev
);
2106 wined3d_shader_resource_view_decref(prev
);
2110 void CDECL
wined3d_device_context_set_sampler(struct wined3d_device_context
*context
,
2111 enum wined3d_shader_type type
, unsigned int idx
, struct wined3d_sampler
*sampler
)
2113 struct wined3d_state
*state
= context
->state
;
2114 struct wined3d_sampler
*prev
;
2116 TRACE("context %p, type %#x, idx %u, sampler %p.\n", context
, type
, idx
, sampler
);
2118 if (idx
>= MAX_SAMPLER_OBJECTS
)
2120 WARN("Invalid sampler index %u.\n", idx
);
2124 prev
= state
->sampler
[type
][idx
];
2125 if (sampler
== prev
)
2129 wined3d_sampler_incref(sampler
);
2130 state
->sampler
[type
][idx
] = sampler
;
2131 wined3d_device_context_emit_set_sampler(context
, type
, idx
, sampler
);
2133 wined3d_sampler_decref(prev
);
2136 void CDECL
wined3d_device_context_set_unordered_access_view(struct wined3d_device_context
*context
,
2137 enum wined3d_pipeline pipeline
, unsigned int idx
, struct wined3d_unordered_access_view
*uav
,
2138 unsigned int initial_count
)
2140 struct wined3d_state
*state
= context
->state
;
2141 struct wined3d_unordered_access_view
*prev
;
2143 TRACE("context %p, pipeline %#x, idx %u, uav %p, initial_count %u.\n", context
, pipeline
, idx
, uav
, initial_count
);
2145 if (idx
>= MAX_UNORDERED_ACCESS_VIEWS
)
2147 WARN("Invalid UAV index %u.\n", idx
);
2151 prev
= state
->unordered_access_view
[pipeline
][idx
];
2152 if (uav
== prev
&& initial_count
== ~0u)
2156 wined3d_unordered_access_view_incref(uav
);
2157 state
->unordered_access_view
[pipeline
][idx
] = uav
;
2158 wined3d_device_context_emit_set_unordered_access_view(context
, pipeline
, idx
, uav
, initial_count
);
2160 wined3d_unordered_access_view_decref(prev
);
2163 static void wined3d_device_context_unbind_srv_for_rtv(struct wined3d_device_context
*context
,
2164 const struct wined3d_rendertarget_view
*view
, BOOL dsv
)
2166 struct wined3d_state
*state
= context
->state
;
2168 if (view
&& wined3d_is_rtv_srv_bound(view
))
2170 const struct wined3d_resource
*resource
= view
->resource
;
2171 const struct wined3d_shader_resource_view
*srv
;
2174 WARN("Application sets bound resource as render target.\n");
2176 for (i
= 0; i
< WINED3D_SHADER_TYPE_COUNT
; ++i
)
2177 for (j
= 0; j
< MAX_SHADER_RESOURCE_VIEWS
; ++j
)
2178 if ((srv
= state
->shader_resource_view
[i
][j
]) && srv
->resource
== resource
2179 && ((!dsv
&& wined3d_is_srv_rtv_bound(srv
))
2180 || (dsv
&& wined3d_dsv_srv_conflict(view
, srv
->format
))))
2181 wined3d_device_context_set_shader_resource_view(context
, i
, j
, NULL
);
2185 HRESULT CDECL
wined3d_device_context_set_rendertarget_view(struct wined3d_device_context
*context
,
2186 unsigned int view_idx
, struct wined3d_rendertarget_view
*view
, BOOL set_viewport
)
2188 struct wined3d_state
*state
= context
->state
;
2189 struct wined3d_rendertarget_view
*prev
;
2190 unsigned int max_rt_count
;
2192 TRACE("context %p, view_idx %u, view %p, set_viewport %#x.\n",
2193 context
, view_idx
, view
, set_viewport
);
2195 max_rt_count
= context
->device
->adapter
->d3d_info
.limits
.max_rt_count
;
2196 if (view_idx
>= max_rt_count
)
2198 WARN("Only %u render targets are supported.\n", max_rt_count
);
2199 return WINED3DERR_INVALIDCALL
;
2202 if (view
&& !(view
->resource
->bind_flags
& WINED3D_BIND_RENDER_TARGET
))
2204 WARN("View resource %p doesn't have render target bind flags.\n", view
->resource
);
2205 return WINED3DERR_INVALIDCALL
;
2208 /* Set the viewport and scissor rectangles, if requested. Tests show that
2209 * stateblock recording is ignored, the change goes directly into the
2210 * primary stateblock. */
2211 if (!view_idx
&& set_viewport
)
2213 state
->viewports
[0].x
= 0;
2214 state
->viewports
[0].y
= 0;
2215 state
->viewports
[0].width
= view
->width
;
2216 state
->viewports
[0].height
= view
->height
;
2217 state
->viewports
[0].min_z
= 0.0f
;
2218 state
->viewports
[0].max_z
= 1.0f
;
2219 state
->viewport_count
= 1;
2220 wined3d_device_context_emit_set_viewports(context
, 1, state
->viewports
);
2222 SetRect(&state
->scissor_rects
[0], 0, 0, view
->width
, view
->height
);
2223 state
->scissor_rect_count
= 1;
2224 wined3d_device_context_emit_set_scissor_rects(context
, 1, state
->scissor_rects
);
2227 prev
= state
->fb
.render_targets
[view_idx
];
2233 wined3d_rendertarget_view_incref(view
);
2234 wined3d_rtv_bind_count_inc(view
);
2236 state
->fb
.render_targets
[view_idx
] = view
;
2237 wined3d_device_context_emit_set_rendertarget_view(context
, view_idx
, view
);
2238 /* Release after the assignment, to prevent device_resource_released()
2239 * from seeing the surface as still in use. */
2242 wined3d_rtv_bind_count_dec(prev
);
2243 wined3d_rendertarget_view_decref(prev
);
2246 wined3d_device_context_unbind_srv_for_rtv(context
, view
, FALSE
);
2251 HRESULT CDECL
wined3d_device_context_set_depth_stencil_view(struct wined3d_device_context
*context
,
2252 struct wined3d_rendertarget_view
*view
)
2254 struct wined3d_fb_state
*fb
= &context
->state
->fb
;
2255 struct wined3d_rendertarget_view
*prev
;
2257 TRACE("context %p, view %p.\n", context
, view
);
2259 if (view
&& !(view
->resource
->bind_flags
& WINED3D_BIND_DEPTH_STENCIL
))
2261 WARN("View resource %p has incompatible %s bind flags.\n",
2262 view
->resource
, wined3d_debug_bind_flags(view
->resource
->bind_flags
));
2263 return WINED3DERR_INVALIDCALL
;
2266 prev
= fb
->depth_stencil
;
2269 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
2273 if ((fb
->depth_stencil
= view
))
2274 wined3d_rendertarget_view_incref(view
);
2275 wined3d_device_context_emit_set_depth_stencil_view(context
, view
);
2277 wined3d_rendertarget_view_decref(prev
);
2278 wined3d_device_context_unbind_srv_for_rtv(context
, view
, TRUE
);
2283 void CDECL
wined3d_device_context_set_predication(struct wined3d_device_context
*context
,
2284 struct wined3d_query
*predicate
, BOOL value
)
2286 struct wined3d_state
*state
= context
->state
;
2287 struct wined3d_query
*prev
;
2289 TRACE("context %p, predicate %p, value %#x.\n", context
, predicate
, value
);
2291 prev
= state
->predicate
;
2294 FIXME("Predicated rendering not implemented.\n");
2295 wined3d_query_incref(predicate
);
2297 state
->predicate
= predicate
;
2298 state
->predicate_value
= value
;
2299 wined3d_device_context_emit_set_predication(context
, predicate
, value
);
2301 wined3d_query_decref(prev
);
2304 HRESULT CDECL
wined3d_device_context_set_stream_source(struct wined3d_device_context
*context
,
2305 unsigned int stream_idx
, struct wined3d_buffer
*buffer
, unsigned int offset
, unsigned int stride
)
2307 struct wined3d_stream_state
*stream
;
2308 struct wined3d_buffer
*prev_buffer
;
2310 TRACE("context %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
2311 context
, stream_idx
, buffer
, offset
, stride
);
2313 if (stream_idx
>= WINED3D_MAX_STREAMS
)
2315 WARN("Stream index %u out of range.\n", stream_idx
);
2316 return WINED3DERR_INVALIDCALL
;
2318 else if (offset
& 0x3)
2320 WARN("Offset %u is not 4 byte aligned.\n", offset
);
2321 return WINED3DERR_INVALIDCALL
;
2324 stream
= &context
->state
->streams
[stream_idx
];
2325 prev_buffer
= stream
->buffer
;
2327 if (prev_buffer
== buffer
2328 && stream
->stride
== stride
2329 && stream
->offset
== offset
)
2331 TRACE("Application is setting the old values over, nothing to do.\n");
2335 stream
->buffer
= buffer
;
2336 stream
->stride
= stride
;
2337 stream
->offset
= offset
;
2339 wined3d_buffer_incref(buffer
);
2340 wined3d_device_context_emit_set_stream_source(context
, stream_idx
, buffer
, offset
, stride
);
2342 wined3d_buffer_decref(prev_buffer
);
2347 void CDECL
wined3d_device_context_set_index_buffer(struct wined3d_device_context
*context
,
2348 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
, unsigned int offset
)
2350 struct wined3d_state
*state
= context
->state
;
2351 enum wined3d_format_id prev_format
;
2352 struct wined3d_buffer
*prev_buffer
;
2353 unsigned int prev_offset
;
2355 TRACE("context %p, buffer %p, format %s, offset %u.\n",
2356 context
, buffer
, debug_d3dformat(format_id
), offset
);
2358 prev_buffer
= state
->index_buffer
;
2359 prev_format
= state
->index_format
;
2360 prev_offset
= state
->index_offset
;
2362 if (prev_buffer
== buffer
&& prev_format
== format_id
&& prev_offset
== offset
)
2366 wined3d_buffer_incref(buffer
);
2367 state
->index_buffer
= buffer
;
2368 state
->index_format
= format_id
;
2369 state
->index_offset
= offset
;
2370 wined3d_device_context_emit_set_index_buffer(context
, buffer
, format_id
, offset
);
2372 wined3d_buffer_decref(prev_buffer
);
2375 void CDECL
wined3d_device_context_set_vertex_declaration(struct wined3d_device_context
*context
,
2376 struct wined3d_vertex_declaration
*declaration
)
2378 struct wined3d_state
*state
= context
->state
;
2379 struct wined3d_vertex_declaration
*prev
;
2381 TRACE("context %p, declaration %p.\n", context
, declaration
);
2383 prev
= state
->vertex_declaration
;
2384 if (declaration
== prev
)
2388 wined3d_vertex_declaration_incref(declaration
);
2389 state
->vertex_declaration
= declaration
;
2390 wined3d_device_context_emit_set_vertex_declaration(context
, declaration
);
2392 wined3d_vertex_declaration_decref(prev
);
2395 void CDECL
wined3d_device_context_set_stream_output(struct wined3d_device_context
*context
, unsigned int idx
,
2396 struct wined3d_buffer
*buffer
, unsigned int offset
)
2398 struct wined3d_stream_output
*stream
;
2399 struct wined3d_buffer
*prev_buffer
;
2401 TRACE("context %p, idx %u, buffer %p, offset %u.\n", context
, idx
, buffer
, offset
);
2403 if (idx
>= WINED3D_MAX_STREAM_OUTPUT_BUFFERS
)
2405 WARN("Invalid stream output %u.\n", idx
);
2409 stream
= &context
->state
->stream_output
[idx
];
2410 prev_buffer
= stream
->buffer
;
2413 wined3d_buffer_incref(buffer
);
2414 stream
->buffer
= buffer
;
2415 stream
->offset
= offset
;
2416 wined3d_device_context_emit_set_stream_output(context
, idx
, buffer
, offset
);
2418 wined3d_buffer_decref(prev_buffer
);
2421 void CDECL
wined3d_device_context_draw(struct wined3d_device_context
*context
, unsigned int start_vertex
,
2422 unsigned int vertex_count
, unsigned int start_instance
, unsigned int instance_count
)
2424 struct wined3d_state
*state
= context
->state
;
2426 TRACE("context %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
2427 context
, start_vertex
, vertex_count
, start_instance
, instance_count
);
2429 wined3d_device_context_emit_draw(context
, state
->primitive_type
, state
->patch_vertex_count
,
2430 0, start_vertex
, vertex_count
, start_instance
, instance_count
, false);
2433 void CDECL
wined3d_device_context_draw_indexed(struct wined3d_device_context
*context
, int base_vertex_index
,
2434 unsigned int start_index
, unsigned int index_count
, unsigned int start_instance
, unsigned int instance_count
)
2436 struct wined3d_state
*state
= context
->state
;
2438 TRACE("context %p, base_vertex_index %d, start_index %u, index_count %u, start_instance %u, instance_count %u.\n",
2439 context
, base_vertex_index
, start_index
, index_count
, start_instance
, instance_count
);
2441 wined3d_device_context_emit_draw(context
, state
->primitive_type
, state
->patch_vertex_count
,
2442 base_vertex_index
, start_index
, index_count
, start_instance
, instance_count
, true);
2445 void CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2447 TRACE("device %p, shader %p.\n", device
, shader
);
2449 return wined3d_device_context_set_shader(&device
->cs
->c
, WINED3D_SHADER_TYPE_VERTEX
, shader
);
2452 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2454 TRACE("device %p.\n", device
);
2456 return device
->cs
->c
.state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
2459 void CDECL
wined3d_device_set_constant_buffer(struct wined3d_device
*device
,
2460 enum wined3d_shader_type type
, UINT idx
, struct wined3d_buffer
*buffer
)
2462 TRACE("device %p, type %#x, idx %u, buffer %p.\n", device
, type
, idx
, buffer
);
2464 return wined3d_device_context_set_constant_buffer(&device
->cs
->c
, type
, idx
, buffer
);
2467 struct wined3d_buffer
* CDECL
wined3d_device_context_get_constant_buffer(const struct wined3d_device_context
*context
,
2468 enum wined3d_shader_type shader_type
, unsigned int idx
)
2470 TRACE("context %p, shader_type %#x, idx %u.\n", context
, shader_type
, idx
);
2472 if (idx
>= MAX_CONSTANT_BUFFERS
)
2474 WARN("Invalid constant buffer index %u.\n", idx
);
2478 return context
->state
->cb
[shader_type
][idx
];
2481 void CDECL
wined3d_device_set_vs_resource_view(struct wined3d_device
*device
,
2482 UINT idx
, struct wined3d_shader_resource_view
*view
)
2484 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2486 wined3d_device_context_set_shader_resource_view(&device
->cs
->c
, WINED3D_SHADER_TYPE_VERTEX
, idx
, view
);
2489 struct wined3d_shader_resource_view
* CDECL
wined3d_device_context_get_shader_resource_view(
2490 const struct wined3d_device_context
*context
, enum wined3d_shader_type shader_type
, unsigned int idx
)
2492 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2494 WARN("Invalid view index %u.\n", idx
);
2498 return context
->state
->shader_resource_view
[shader_type
][idx
];
2501 static struct wined3d_shader_resource_view
*wined3d_device_get_shader_resource_view(
2502 const struct wined3d_device
*device
, enum wined3d_shader_type shader_type
, unsigned int idx
)
2504 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2506 WARN("Invalid view index %u.\n", idx
);
2510 return device
->cs
->c
.state
->shader_resource_view
[shader_type
][idx
];
2513 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_vs_resource_view(const struct wined3d_device
*device
,
2516 TRACE("device %p, idx %u.\n", device
, idx
);
2518 return wined3d_device_get_shader_resource_view(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
);
2521 void CDECL
wined3d_device_set_vs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2523 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2525 wined3d_device_context_set_sampler(&device
->cs
->c
, WINED3D_SHADER_TYPE_VERTEX
, idx
, sampler
);
2528 struct wined3d_sampler
* CDECL
wined3d_device_context_get_sampler(const struct wined3d_device_context
*context
,
2529 enum wined3d_shader_type shader_type
, unsigned int idx
)
2531 TRACE("context %p, shader_type %#x, idx %u.\n", context
, shader_type
, idx
);
2533 if (idx
>= MAX_SAMPLER_OBJECTS
)
2535 WARN("Invalid sampler index %u.\n", idx
);
2539 return context
->state
->sampler
[shader_type
][idx
];
2542 static struct wined3d_sampler
*wined3d_device_get_sampler(const struct wined3d_device
*device
,
2543 enum wined3d_shader_type shader_type
, unsigned int idx
)
2545 if (idx
>= MAX_SAMPLER_OBJECTS
)
2547 WARN("Invalid sampler index %u.\n", idx
);
2551 return device
->cs
->c
.state
->sampler
[shader_type
][idx
];
2554 struct wined3d_sampler
* CDECL
wined3d_device_get_vs_sampler(const struct wined3d_device
*device
, UINT idx
)
2556 TRACE("device %p, idx %u.\n", device
, idx
);
2558 return wined3d_device_get_sampler(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
);
2561 static void wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2562 unsigned int start_idx
, unsigned int count
, const BOOL
*constants
)
2566 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2567 device
, start_idx
, count
, constants
);
2569 memcpy(&device
->cs
->c
.state
->vs_consts_b
[start_idx
], constants
, count
* sizeof(*constants
));
2572 for (i
= 0; i
< count
; ++i
)
2573 TRACE("Set BOOL constant %u to %#x.\n", start_idx
+ i
, constants
[i
]);
2576 wined3d_device_context_push_constants(&device
->cs
->c
, WINED3D_PUSH_CONSTANTS_VS_B
, start_idx
, count
, constants
);
2579 static void wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2580 unsigned int start_idx
, unsigned int count
, const struct wined3d_ivec4
*constants
)
2584 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2585 device
, start_idx
, count
, constants
);
2587 memcpy(&device
->cs
->c
.state
->vs_consts_i
[start_idx
], constants
, count
* sizeof(*constants
));
2590 for (i
= 0; i
< count
; ++i
)
2591 TRACE("Set ivec4 constant %u to %s.\n", start_idx
+ i
, debug_ivec4(&constants
[i
]));
2594 wined3d_device_context_push_constants(&device
->cs
->c
, WINED3D_PUSH_CONSTANTS_VS_I
, start_idx
, count
, constants
);
2597 static void wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2598 unsigned int start_idx
, unsigned int count
, const struct wined3d_vec4
*constants
)
2602 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2603 device
, start_idx
, count
, constants
);
2605 memcpy(&device
->cs
->c
.state
->vs_consts_f
[start_idx
], constants
, count
* sizeof(*constants
));
2608 for (i
= 0; i
< count
; ++i
)
2609 TRACE("Set vec4 constant %u to %s.\n", start_idx
+ i
, debug_vec4(&constants
[i
]));
2612 wined3d_device_context_push_constants(&device
->cs
->c
, WINED3D_PUSH_CONSTANTS_VS_F
, start_idx
, count
, constants
);
2615 void CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2617 TRACE("device %p, shader %p.\n", device
, shader
);
2619 return wined3d_device_context_set_shader(&device
->cs
->c
, WINED3D_SHADER_TYPE_PIXEL
, shader
);
2622 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
2624 TRACE("device %p.\n", device
);
2626 return device
->cs
->c
.state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2629 void CDECL
wined3d_device_set_ps_resource_view(struct wined3d_device
*device
,
2630 UINT idx
, struct wined3d_shader_resource_view
*view
)
2632 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2634 wined3d_device_context_set_shader_resource_view(&device
->cs
->c
, WINED3D_SHADER_TYPE_PIXEL
, idx
, view
);
2637 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_ps_resource_view(const struct wined3d_device
*device
,
2640 TRACE("device %p, idx %u.\n", device
, idx
);
2642 return wined3d_device_get_shader_resource_view(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
);
2645 void CDECL
wined3d_device_set_ps_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2647 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2649 wined3d_device_context_set_sampler(&device
->cs
->c
, WINED3D_SHADER_TYPE_PIXEL
, idx
, sampler
);
2652 struct wined3d_sampler
* CDECL
wined3d_device_get_ps_sampler(const struct wined3d_device
*device
, UINT idx
)
2654 TRACE("device %p, idx %u.\n", device
, idx
);
2656 return wined3d_device_get_sampler(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
);
2659 static void wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
2660 unsigned int start_idx
, unsigned int count
, const BOOL
*constants
)
2664 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2665 device
, start_idx
, count
, constants
);
2667 memcpy(&device
->cs
->c
.state
->ps_consts_b
[start_idx
], constants
, count
* sizeof(*constants
));
2670 for (i
= 0; i
< count
; ++i
)
2671 TRACE("Set BOOL constant %u to %#x.\n", start_idx
+ i
, constants
[i
]);
2674 wined3d_device_context_push_constants(&device
->cs
->c
, WINED3D_PUSH_CONSTANTS_PS_B
, start_idx
, count
, constants
);
2677 static void wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
2678 unsigned int start_idx
, unsigned int count
, const struct wined3d_ivec4
*constants
)
2682 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2683 device
, start_idx
, count
, constants
);
2685 memcpy(&device
->cs
->c
.state
->ps_consts_i
[start_idx
], constants
, count
* sizeof(*constants
));
2688 for (i
= 0; i
< count
; ++i
)
2689 TRACE("Set ivec4 constant %u to %s.\n", start_idx
+ i
, debug_ivec4(&constants
[i
]));
2692 wined3d_device_context_push_constants(&device
->cs
->c
, WINED3D_PUSH_CONSTANTS_PS_I
, start_idx
, count
, constants
);
2695 static void wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
2696 unsigned int start_idx
, unsigned int count
, const struct wined3d_vec4
*constants
)
2700 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2701 device
, start_idx
, count
, constants
);
2703 memcpy(&device
->cs
->c
.state
->ps_consts_f
[start_idx
], constants
, count
* sizeof(*constants
));
2706 for (i
= 0; i
< count
; ++i
)
2707 TRACE("Set vec4 constant %u to %s.\n", start_idx
+ i
, debug_vec4(&constants
[i
]));
2710 wined3d_device_context_push_constants(&device
->cs
->c
, WINED3D_PUSH_CONSTANTS_PS_F
, start_idx
, count
, constants
);
2713 void CDECL
wined3d_device_set_hull_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2715 TRACE("device %p, shader %p.\n", device
, shader
);
2717 return wined3d_device_context_set_shader(&device
->cs
->c
, WINED3D_SHADER_TYPE_HULL
, shader
);
2720 struct wined3d_shader
* CDECL
wined3d_device_get_hull_shader(const struct wined3d_device
*device
)
2722 TRACE("device %p.\n", device
);
2724 return device
->cs
->c
.state
->shader
[WINED3D_SHADER_TYPE_HULL
];
2727 void CDECL
wined3d_device_set_hs_resource_view(struct wined3d_device
*device
,
2728 unsigned int idx
, struct wined3d_shader_resource_view
*view
)
2730 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2732 wined3d_device_context_set_shader_resource_view(&device
->cs
->c
, WINED3D_SHADER_TYPE_HULL
, idx
, view
);
2735 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_hs_resource_view(const struct wined3d_device
*device
,
2738 TRACE("device %p, idx %u.\n", device
, idx
);
2740 return wined3d_device_get_shader_resource_view(device
, WINED3D_SHADER_TYPE_HULL
, idx
);
2743 void CDECL
wined3d_device_set_hs_sampler(struct wined3d_device
*device
,
2744 unsigned int idx
, struct wined3d_sampler
*sampler
)
2746 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2748 wined3d_device_context_set_sampler(&device
->cs
->c
, WINED3D_SHADER_TYPE_HULL
, idx
, sampler
);
2751 struct wined3d_sampler
* CDECL
wined3d_device_get_hs_sampler(const struct wined3d_device
*device
, unsigned int idx
)
2753 TRACE("device %p, idx %u.\n", device
, idx
);
2755 return wined3d_device_get_sampler(device
, WINED3D_SHADER_TYPE_HULL
, idx
);
2758 void CDECL
wined3d_device_set_domain_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2760 TRACE("device %p, shader %p.\n", device
, shader
);
2762 return wined3d_device_context_set_shader(&device
->cs
->c
, WINED3D_SHADER_TYPE_DOMAIN
, shader
);
2765 struct wined3d_shader
* CDECL
wined3d_device_get_domain_shader(const struct wined3d_device
*device
)
2767 TRACE("device %p.\n", device
);
2769 return device
->cs
->c
.state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
];
2772 void CDECL
wined3d_device_set_ds_resource_view(struct wined3d_device
*device
,
2773 unsigned int idx
, struct wined3d_shader_resource_view
*view
)
2775 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2777 wined3d_device_context_set_shader_resource_view(&device
->cs
->c
, WINED3D_SHADER_TYPE_DOMAIN
, idx
, view
);
2780 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_ds_resource_view(const struct wined3d_device
*device
,
2783 TRACE("device %p, idx %u.\n", device
, idx
);
2785 return wined3d_device_get_shader_resource_view(device
, WINED3D_SHADER_TYPE_DOMAIN
, idx
);
2788 void CDECL
wined3d_device_set_ds_sampler(struct wined3d_device
*device
,
2789 unsigned int idx
, struct wined3d_sampler
*sampler
)
2791 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2793 wined3d_device_context_set_sampler(&device
->cs
->c
, WINED3D_SHADER_TYPE_DOMAIN
, idx
, sampler
);
2796 struct wined3d_sampler
* CDECL
wined3d_device_get_ds_sampler(const struct wined3d_device
*device
, unsigned int idx
)
2798 TRACE("device %p, idx %u.\n", device
, idx
);
2800 return wined3d_device_get_sampler(device
, WINED3D_SHADER_TYPE_DOMAIN
, idx
);
2803 void CDECL
wined3d_device_set_geometry_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2805 TRACE("device %p, shader %p.\n", device
, shader
);
2807 return wined3d_device_context_set_shader(&device
->cs
->c
, WINED3D_SHADER_TYPE_GEOMETRY
, shader
);
2810 struct wined3d_shader
* CDECL
wined3d_device_get_geometry_shader(const struct wined3d_device
*device
)
2812 TRACE("device %p.\n", device
);
2814 return device
->cs
->c
.state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2817 void CDECL
wined3d_device_set_gs_resource_view(struct wined3d_device
*device
,
2818 UINT idx
, struct wined3d_shader_resource_view
*view
)
2820 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2822 wined3d_device_context_set_shader_resource_view(&device
->cs
->c
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, view
);
2825 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_gs_resource_view(const struct wined3d_device
*device
,
2828 TRACE("device %p, idx %u.\n", device
, idx
);
2830 return wined3d_device_get_shader_resource_view(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
);
2833 void CDECL
wined3d_device_set_gs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2835 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2837 wined3d_device_context_set_sampler(&device
->cs
->c
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, sampler
);
2840 struct wined3d_sampler
* CDECL
wined3d_device_get_gs_sampler(const struct wined3d_device
*device
, UINT idx
)
2842 TRACE("device %p, idx %u.\n", device
, idx
);
2844 return wined3d_device_get_sampler(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
);
2847 void CDECL
wined3d_device_set_compute_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2849 TRACE("device %p, shader %p.\n", device
, shader
);
2851 return wined3d_device_context_set_shader(&device
->cs
->c
, WINED3D_SHADER_TYPE_COMPUTE
, shader
);
2854 struct wined3d_shader
* CDECL
wined3d_device_get_compute_shader(const struct wined3d_device
*device
)
2856 TRACE("device %p.\n", device
);
2858 return device
->cs
->c
.state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
];
2861 void CDECL
wined3d_device_set_cs_resource_view(struct wined3d_device
*device
,
2862 unsigned int idx
, struct wined3d_shader_resource_view
*view
)
2864 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2866 wined3d_device_context_set_shader_resource_view(&device
->cs
->c
, WINED3D_SHADER_TYPE_COMPUTE
, idx
, view
);
2869 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_cs_resource_view(const struct wined3d_device
*device
,
2872 TRACE("device %p, idx %u.\n", device
, idx
);
2874 return wined3d_device_get_shader_resource_view(device
, WINED3D_SHADER_TYPE_COMPUTE
, idx
);
2877 void CDECL
wined3d_device_set_cs_sampler(struct wined3d_device
*device
,
2878 unsigned int idx
, struct wined3d_sampler
*sampler
)
2880 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2882 wined3d_device_context_set_sampler(&device
->cs
->c
, WINED3D_SHADER_TYPE_COMPUTE
, idx
, sampler
);
2885 struct wined3d_sampler
* CDECL
wined3d_device_get_cs_sampler(const struct wined3d_device
*device
, unsigned int idx
)
2887 TRACE("device %p, idx %u.\n", device
, idx
);
2889 return wined3d_device_get_sampler(device
, WINED3D_SHADER_TYPE_COMPUTE
, idx
);
2892 struct wined3d_unordered_access_view
* CDECL
wined3d_device_context_get_unordered_access_view(
2893 const struct wined3d_device_context
*context
, enum wined3d_pipeline pipeline
, unsigned int idx
)
2895 TRACE("context %p, pipeline %#x, idx %u.\n", context
, pipeline
, idx
);
2897 if (idx
>= MAX_UNORDERED_ACCESS_VIEWS
)
2899 WARN("Invalid UAV index %u.\n", idx
);
2903 return context
->state
->unordered_access_view
[pipeline
][idx
];
2906 static struct wined3d_unordered_access_view
*wined3d_device_get_pipeline_unordered_access_view(
2907 const struct wined3d_device
*device
, enum wined3d_pipeline pipeline
, unsigned int idx
)
2909 if (idx
>= MAX_UNORDERED_ACCESS_VIEWS
)
2911 WARN("Invalid UAV index %u.\n", idx
);
2915 return device
->cs
->c
.state
->unordered_access_view
[pipeline
][idx
];
2918 void CDECL
wined3d_device_set_cs_uav(struct wined3d_device
*device
, unsigned int idx
,
2919 struct wined3d_unordered_access_view
*uav
, unsigned int initial_count
)
2921 TRACE("device %p, idx %u, uav %p, initial_count %#x.\n", device
, idx
, uav
, initial_count
);
2923 wined3d_device_context_set_unordered_access_view(&device
->cs
->c
, WINED3D_PIPELINE_COMPUTE
, idx
, uav
, initial_count
);
2926 struct wined3d_unordered_access_view
* CDECL
wined3d_device_get_cs_uav(const struct wined3d_device
*device
,
2929 TRACE("device %p, idx %u.\n", device
, idx
);
2931 return wined3d_device_get_pipeline_unordered_access_view(device
, WINED3D_PIPELINE_COMPUTE
, idx
);
2934 void CDECL
wined3d_device_set_unordered_access_view(struct wined3d_device
*device
,
2935 unsigned int idx
, struct wined3d_unordered_access_view
*uav
, unsigned int initial_count
)
2937 TRACE("device %p, idx %u, uav %p, initial_count %#x.\n", device
, idx
, uav
, initial_count
);
2939 wined3d_device_context_set_unordered_access_view(&device
->cs
->c
, WINED3D_PIPELINE_GRAPHICS
, idx
, uav
, initial_count
);
2942 struct wined3d_unordered_access_view
* CDECL
wined3d_device_get_unordered_access_view(
2943 const struct wined3d_device
*device
, unsigned int idx
)
2945 TRACE("device %p, idx %u.\n", device
, idx
);
2947 return wined3d_device_get_pipeline_unordered_access_view(device
, WINED3D_PIPELINE_GRAPHICS
, idx
);
2950 void CDECL
wined3d_device_set_max_frame_latency(struct wined3d_device
*device
, unsigned int latency
)
2957 device
->max_frame_latency
= latency
;
2958 for (i
= 0; i
< device
->swapchain_count
; ++i
)
2959 swapchain_set_max_frame_latency(device
->swapchains
[i
], device
);
2962 unsigned int CDECL
wined3d_device_get_max_frame_latency(const struct wined3d_device
*device
)
2964 return device
->max_frame_latency
;
2967 static unsigned int wined3d_get_flexible_vertex_size(DWORD fvf
)
2969 unsigned int texcoord_count
= (fvf
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
2970 unsigned int i
, size
= 0;
2972 if (fvf
& WINED3DFVF_NORMAL
) size
+= 3 * sizeof(float);
2973 if (fvf
& WINED3DFVF_DIFFUSE
) size
+= sizeof(DWORD
);
2974 if (fvf
& WINED3DFVF_SPECULAR
) size
+= sizeof(DWORD
);
2975 if (fvf
& WINED3DFVF_PSIZE
) size
+= sizeof(DWORD
);
2976 switch (fvf
& WINED3DFVF_POSITION_MASK
)
2978 case WINED3DFVF_XYZ
: size
+= 3 * sizeof(float); break;
2979 case WINED3DFVF_XYZRHW
: size
+= 4 * sizeof(float); break;
2980 case WINED3DFVF_XYZB1
: size
+= 4 * sizeof(float); break;
2981 case WINED3DFVF_XYZB2
: size
+= 5 * sizeof(float); break;
2982 case WINED3DFVF_XYZB3
: size
+= 6 * sizeof(float); break;
2983 case WINED3DFVF_XYZB4
: size
+= 7 * sizeof(float); break;
2984 case WINED3DFVF_XYZB5
: size
+= 8 * sizeof(float); break;
2985 case WINED3DFVF_XYZW
: size
+= 4 * sizeof(float); break;
2986 default: FIXME("Unexpected position mask %#x.\n", fvf
& WINED3DFVF_POSITION_MASK
);
2988 for (i
= 0; i
< texcoord_count
; ++i
)
2990 size
+= GET_TEXCOORD_SIZE_FROM_FVF(fvf
, i
) * sizeof(float);
2996 static void wined3d_format_get_colour(const struct wined3d_format
*format
,
2997 const void *data
, struct wined3d_color
*colour
)
2999 float *output
= &colour
->r
;
3000 const uint32_t *u32_data
;
3001 const uint16_t *u16_data
;
3002 const float *f32_data
;
3005 static const struct wined3d_color default_colour
= {0.0f
, 0.0f
, 0.0f
, 1.0f
};
3006 static unsigned int warned
;
3010 case WINED3DFMT_B8G8R8A8_UNORM
:
3012 wined3d_color_from_d3dcolor(colour
, *u32_data
);
3015 case WINED3DFMT_R8G8B8A8_UNORM
:
3017 colour
->r
= (*u32_data
& 0xffu
) / 255.0f
;
3018 colour
->g
= ((*u32_data
>> 8) & 0xffu
) / 255.0f
;
3019 colour
->b
= ((*u32_data
>> 16) & 0xffu
) / 255.0f
;
3020 colour
->a
= ((*u32_data
>> 24) & 0xffu
) / 255.0f
;
3023 case WINED3DFMT_R16G16_UNORM
:
3024 case WINED3DFMT_R16G16B16A16_UNORM
:
3026 *colour
= default_colour
;
3027 for (i
= 0; i
< format
->component_count
; ++i
)
3028 output
[i
] = u16_data
[i
] / 65535.0f
;
3031 case WINED3DFMT_R32_FLOAT
:
3032 case WINED3DFMT_R32G32_FLOAT
:
3033 case WINED3DFMT_R32G32B32_FLOAT
:
3034 case WINED3DFMT_R32G32B32A32_FLOAT
:
3036 *colour
= default_colour
;
3037 for (i
= 0; i
< format
->component_count
; ++i
)
3038 output
[i
] = f32_data
[i
];
3042 *colour
= default_colour
;
3044 FIXME("Unhandled colour format conversion, format %s.\n", debug_d3dformat(format
->id
));
3049 static void wined3d_colour_from_mcs(struct wined3d_color
*colour
, enum wined3d_material_color_source mcs
,
3050 const struct wined3d_color
*material_colour
, unsigned int index
,
3051 const struct wined3d_stream_info
*stream_info
)
3053 const struct wined3d_stream_info_element
*element
= NULL
;
3057 case WINED3D_MCS_MATERIAL
:
3058 *colour
= *material_colour
;
3061 case WINED3D_MCS_COLOR1
:
3062 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_DIFFUSE
)))
3064 colour
->r
= colour
->g
= colour
->b
= colour
->a
= 1.0f
;
3067 element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3070 case WINED3D_MCS_COLOR2
:
3071 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_SPECULAR
)))
3073 colour
->r
= colour
->g
= colour
->b
= colour
->a
= 0.0f
;
3076 element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3080 colour
->r
= colour
->g
= colour
->b
= colour
->a
= 0.0f
;
3081 ERR("Invalid material colour source %#x.\n", mcs
);
3085 wined3d_format_get_colour(element
->format
, &element
->data
.addr
[index
* element
->stride
], colour
);
3088 static float wined3d_clamp(float value
, float min_value
, float max_value
)
3090 return value
< min_value
? min_value
: value
> max_value
? max_value
: value
;
3093 static float wined3d_vec3_dot(const struct wined3d_vec3
*v0
, const struct wined3d_vec3
*v1
)
3095 return v0
->x
* v1
->x
+ v0
->y
* v1
->y
+ v0
->z
* v1
->z
;
3098 static void wined3d_vec3_subtract(struct wined3d_vec3
*v0
, const struct wined3d_vec3
*v1
)
3105 static void wined3d_vec3_scale(struct wined3d_vec3
*v
, float s
)
3112 static void wined3d_vec3_normalise(struct wined3d_vec3
*v
)
3114 float rnorm
= 1.0f
/ sqrtf(wined3d_vec3_dot(v
, v
));
3116 if (isfinite(rnorm
))
3117 wined3d_vec3_scale(v
, rnorm
);
3120 static void wined3d_vec3_transform(struct wined3d_vec3
*dst
,
3121 const struct wined3d_vec3
*v
, const struct wined3d_matrix_3x3
*m
)
3123 struct wined3d_vec3 tmp
;
3125 tmp
.x
= v
->x
* m
->_11
+ v
->y
* m
->_21
+ v
->z
* m
->_31
;
3126 tmp
.y
= v
->x
* m
->_12
+ v
->y
* m
->_22
+ v
->z
* m
->_32
;
3127 tmp
.z
= v
->x
* m
->_13
+ v
->y
* m
->_23
+ v
->z
* m
->_33
;
3132 static void wined3d_color_clamp(struct wined3d_color
*dst
, const struct wined3d_color
*src
,
3133 float min_value
, float max_value
)
3135 dst
->r
= wined3d_clamp(src
->r
, min_value
, max_value
);
3136 dst
->g
= wined3d_clamp(src
->g
, min_value
, max_value
);
3137 dst
->b
= wined3d_clamp(src
->b
, min_value
, max_value
);
3138 dst
->a
= wined3d_clamp(src
->a
, min_value
, max_value
);
3141 static void wined3d_color_rgb_mul_add(struct wined3d_color
*dst
, const struct wined3d_color
*src
, float c
)
3143 dst
->r
+= src
->r
* c
;
3144 dst
->g
+= src
->g
* c
;
3145 dst
->b
+= src
->b
* c
;
3148 static void init_transformed_lights(struct lights_settings
*ls
,
3149 const struct wined3d_state
*state
, BOOL legacy_lighting
, BOOL compute_lighting
)
3151 const struct wined3d_light_info
*lights
[WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS
];
3152 const struct wined3d_light_info
*light_info
;
3153 struct light_transformed
*light
;
3154 struct wined3d_vec4 vec4
;
3155 unsigned int light_count
;
3156 unsigned int i
, index
;
3158 memset(ls
, 0, sizeof(*ls
));
3160 ls
->lighting
= !!compute_lighting
;
3161 ls
->fog_mode
= state
->render_states
[WINED3D_RS_FOGVERTEXMODE
];
3162 ls
->fog_coord_mode
= state
->render_states
[WINED3D_RS_RANGEFOGENABLE
]
3163 ? WINED3D_FFP_VS_FOG_RANGE
: WINED3D_FFP_VS_FOG_DEPTH
;
3164 ls
->fog_start
= wined3d_get_float_state(state
, WINED3D_RS_FOGSTART
);
3165 ls
->fog_end
= wined3d_get_float_state(state
, WINED3D_RS_FOGEND
);
3166 ls
->fog_density
= wined3d_get_float_state(state
, WINED3D_RS_FOGDENSITY
);
3168 if (ls
->fog_mode
== WINED3D_FOG_NONE
&& !compute_lighting
)
3171 multiply_matrix(&ls
->modelview_matrix
, &state
->transforms
[WINED3D_TS_VIEW
],
3172 &state
->transforms
[WINED3D_TS_WORLD_MATRIX(0)]);
3174 if (!compute_lighting
)
3177 compute_normal_matrix(&ls
->normal_matrix
._11
, legacy_lighting
, &ls
->modelview_matrix
);
3179 wined3d_color_from_d3dcolor(&ls
->ambient_light
, state
->render_states
[WINED3D_RS_AMBIENT
]);
3180 ls
->legacy_lighting
= !!legacy_lighting
;
3181 ls
->normalise
= !!state
->render_states
[WINED3D_RS_NORMALIZENORMALS
];
3182 ls
->localviewer
= !!state
->render_states
[WINED3D_RS_LOCALVIEWER
];
3184 for (i
= 0, index
= 0; i
< LIGHTMAP_SIZE
&& index
< ARRAY_SIZE(lights
); ++i
)
3186 LIST_FOR_EACH_ENTRY(light_info
, &state
->light_state
.light_map
[i
], struct wined3d_light_info
, entry
)
3188 if (!light_info
->enabled
)
3191 switch (light_info
->OriginalParms
.type
)
3193 case WINED3D_LIGHT_DIRECTIONAL
:
3194 ++ls
->directional_light_count
;
3197 case WINED3D_LIGHT_POINT
:
3198 ++ls
->point_light_count
;
3201 case WINED3D_LIGHT_SPOT
:
3202 ++ls
->spot_light_count
;
3205 case WINED3D_LIGHT_PARALLELPOINT
:
3206 ++ls
->parallel_point_light_count
;
3210 FIXME("Unhandled light type %#x.\n", light_info
->OriginalParms
.type
);
3213 lights
[index
++] = light_info
;
3214 if (index
== WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS
)
3219 light_count
= index
;
3220 for (i
= 0, index
= 0; i
< light_count
; ++i
)
3222 light_info
= lights
[i
];
3223 if (light_info
->OriginalParms
.type
!= WINED3D_LIGHT_DIRECTIONAL
)
3226 light
= &ls
->lights
[index
];
3227 wined3d_vec4_transform(&vec4
, &light_info
->direction
, &state
->transforms
[WINED3D_TS_VIEW
]);
3228 light
->direction
= *(struct wined3d_vec3
*)&vec4
;
3229 wined3d_vec3_normalise(&light
->direction
);
3231 light
->diffuse
= light_info
->OriginalParms
.diffuse
;
3232 light
->ambient
= light_info
->OriginalParms
.ambient
;
3233 light
->specular
= light_info
->OriginalParms
.specular
;
3237 for (i
= 0; i
< light_count
; ++i
)
3239 light_info
= lights
[i
];
3240 if (light_info
->OriginalParms
.type
!= WINED3D_LIGHT_POINT
)
3243 light
= &ls
->lights
[index
];
3245 wined3d_vec4_transform(&light
->position
, &light_info
->position
, &state
->transforms
[WINED3D_TS_VIEW
]);
3246 light
->range
= light_info
->OriginalParms
.range
;
3247 light
->c_att
= light_info
->OriginalParms
.attenuation0
;
3248 light
->l_att
= light_info
->OriginalParms
.attenuation1
;
3249 light
->q_att
= light_info
->OriginalParms
.attenuation2
;
3251 light
->diffuse
= light_info
->OriginalParms
.diffuse
;
3252 light
->ambient
= light_info
->OriginalParms
.ambient
;
3253 light
->specular
= light_info
->OriginalParms
.specular
;
3257 for (i
= 0; i
< light_count
; ++i
)
3259 light_info
= lights
[i
];
3260 if (light_info
->OriginalParms
.type
!= WINED3D_LIGHT_SPOT
)
3263 light
= &ls
->lights
[index
];
3265 wined3d_vec4_transform(&light
->position
, &light_info
->position
, &state
->transforms
[WINED3D_TS_VIEW
]);
3266 wined3d_vec4_transform(&vec4
, &light_info
->direction
, &state
->transforms
[WINED3D_TS_VIEW
]);
3267 light
->direction
= *(struct wined3d_vec3
*)&vec4
;
3268 wined3d_vec3_normalise(&light
->direction
);
3269 light
->range
= light_info
->OriginalParms
.range
;
3270 light
->falloff
= light_info
->OriginalParms
.falloff
;
3271 light
->c_att
= light_info
->OriginalParms
.attenuation0
;
3272 light
->l_att
= light_info
->OriginalParms
.attenuation1
;
3273 light
->q_att
= light_info
->OriginalParms
.attenuation2
;
3274 light
->cos_htheta
= cosf(light_info
->OriginalParms
.theta
/ 2.0f
);
3275 light
->cos_hphi
= cosf(light_info
->OriginalParms
.phi
/ 2.0f
);
3277 light
->diffuse
= light_info
->OriginalParms
.diffuse
;
3278 light
->ambient
= light_info
->OriginalParms
.ambient
;
3279 light
->specular
= light_info
->OriginalParms
.specular
;
3283 for (i
= 0; i
< light_count
; ++i
)
3285 light_info
= lights
[i
];
3286 if (light_info
->OriginalParms
.type
!= WINED3D_LIGHT_PARALLELPOINT
)
3289 light
= &ls
->lights
[index
];
3291 wined3d_vec4_transform(&vec4
, &light_info
->position
, &state
->transforms
[WINED3D_TS_VIEW
]);
3292 *(struct wined3d_vec3
*)&light
->position
= *(struct wined3d_vec3
*)&vec4
;
3293 wined3d_vec3_normalise((struct wined3d_vec3
*)&light
->position
);
3294 light
->diffuse
= light_info
->OriginalParms
.diffuse
;
3295 light
->ambient
= light_info
->OriginalParms
.ambient
;
3296 light
->specular
= light_info
->OriginalParms
.specular
;
3301 static void update_light_diffuse_specular(struct wined3d_color
*diffuse
, struct wined3d_color
*specular
,
3302 const struct wined3d_vec3
*dir
, float att
, float material_shininess
,
3303 const struct wined3d_vec3
*normal_transformed
,
3304 const struct wined3d_vec3
*position_transformed_normalised
,
3305 const struct light_transformed
*light
, const struct lights_settings
*ls
)
3307 struct wined3d_vec3 vec3
;
3310 c
= wined3d_clamp(wined3d_vec3_dot(dir
, normal_transformed
), 0.0f
, 1.0f
);
3311 wined3d_color_rgb_mul_add(diffuse
, &light
->diffuse
, c
* att
);
3314 if (ls
->localviewer
)
3315 wined3d_vec3_subtract(&vec3
, position_transformed_normalised
);
3318 wined3d_vec3_normalise(&vec3
);
3319 t
= wined3d_vec3_dot(normal_transformed
, &vec3
);
3320 if (t
> 0.0f
&& (!ls
->legacy_lighting
|| material_shininess
> 0.0f
)
3321 && wined3d_vec3_dot(dir
, normal_transformed
) > 0.0f
)
3322 wined3d_color_rgb_mul_add(specular
, &light
->specular
, att
* powf(t
, material_shininess
));
3325 static void light_set_vertex_data(struct lights_settings
*ls
,
3326 const struct wined3d_vec4
*position
)
3328 if (ls
->fog_mode
== WINED3D_FOG_NONE
&& !ls
->lighting
)
3331 wined3d_vec4_transform(&ls
->position_transformed
, position
, &ls
->modelview_matrix
);
3332 wined3d_vec3_scale((struct wined3d_vec3
*)&ls
->position_transformed
, 1.0f
/ ls
->position_transformed
.w
);
3335 static void compute_light(struct wined3d_color
*ambient
, struct wined3d_color
*diffuse
,
3336 struct wined3d_color
*specular
, struct lights_settings
*ls
, const struct wined3d_vec3
*normal
,
3337 float material_shininess
)
3339 struct wined3d_vec3 position_transformed_normalised
;
3340 struct wined3d_vec3 normal_transformed
= {0.0f
};
3341 const struct light_transformed
*light
;
3342 struct wined3d_vec3 dir
, dst
;
3343 unsigned int i
, index
;
3346 position_transformed_normalised
= *(const struct wined3d_vec3
*)&ls
->position_transformed
;
3347 wined3d_vec3_normalise(&position_transformed_normalised
);
3351 wined3d_vec3_transform(&normal_transformed
, normal
, &ls
->normal_matrix
);
3353 wined3d_vec3_normalise(&normal_transformed
);
3356 diffuse
->r
= diffuse
->g
= diffuse
->b
= diffuse
->a
= 0.0f
;
3357 *specular
= *diffuse
;
3358 *ambient
= ls
->ambient_light
;
3361 for (i
= 0; i
< ls
->directional_light_count
; ++i
, ++index
)
3363 light
= &ls
->lights
[index
];
3365 wined3d_color_rgb_mul_add(ambient
, &light
->ambient
, 1.0f
);
3367 update_light_diffuse_specular(diffuse
, specular
, &light
->direction
, 1.0f
, material_shininess
,
3368 &normal_transformed
, &position_transformed_normalised
, light
, ls
);
3371 for (i
= 0; i
< ls
->point_light_count
; ++i
, ++index
)
3373 light
= &ls
->lights
[index
];
3374 dir
.x
= light
->position
.x
- ls
->position_transformed
.x
;
3375 dir
.y
= light
->position
.y
- ls
->position_transformed
.y
;
3376 dir
.z
= light
->position
.z
- ls
->position_transformed
.z
;
3378 dst
.z
= wined3d_vec3_dot(&dir
, &dir
);
3379 dst
.y
= sqrtf(dst
.z
);
3381 if (ls
->legacy_lighting
)
3383 dst
.y
= (light
->range
- dst
.y
) / light
->range
;
3384 if (!(dst
.y
> 0.0f
))
3386 dst
.z
= dst
.y
* dst
.y
;
3390 if (!(dst
.y
<= light
->range
))
3393 att
= dst
.x
* light
->c_att
+ dst
.y
* light
->l_att
+ dst
.z
* light
->q_att
;
3394 if (!ls
->legacy_lighting
)
3397 wined3d_color_rgb_mul_add(ambient
, &light
->ambient
, att
);
3400 wined3d_vec3_normalise(&dir
);
3401 update_light_diffuse_specular(diffuse
, specular
, &dir
, att
, material_shininess
,
3402 &normal_transformed
, &position_transformed_normalised
, light
, ls
);
3406 for (i
= 0; i
< ls
->spot_light_count
; ++i
, ++index
)
3410 light
= &ls
->lights
[index
];
3412 dir
.x
= light
->position
.x
- ls
->position_transformed
.x
;
3413 dir
.y
= light
->position
.y
- ls
->position_transformed
.y
;
3414 dir
.z
= light
->position
.z
- ls
->position_transformed
.z
;
3416 dst
.z
= wined3d_vec3_dot(&dir
, &dir
);
3417 dst
.y
= sqrtf(dst
.z
);
3420 if (ls
->legacy_lighting
)
3422 dst
.y
= (light
->range
- dst
.y
) / light
->range
;
3423 if (!(dst
.y
> 0.0f
))
3425 dst
.z
= dst
.y
* dst
.y
;
3429 if (!(dst
.y
<= light
->range
))
3432 wined3d_vec3_normalise(&dir
);
3433 t
= -wined3d_vec3_dot(&dir
, &light
->direction
);
3434 if (t
> light
->cos_htheta
)
3436 else if (t
<= light
->cos_hphi
)
3439 att
= powf((t
- light
->cos_hphi
) / (light
->cos_htheta
- light
->cos_hphi
), light
->falloff
);
3441 t
= dst
.x
* light
->c_att
+ dst
.y
* light
->l_att
+ dst
.z
* light
->q_att
;
3442 if (ls
->legacy_lighting
)
3447 wined3d_color_rgb_mul_add(ambient
, &light
->ambient
, att
);
3450 update_light_diffuse_specular(diffuse
, specular
, &dir
, att
, material_shininess
,
3451 &normal_transformed
, &position_transformed_normalised
, light
, ls
);
3454 for (i
= 0; i
< ls
->parallel_point_light_count
; ++i
, ++index
)
3456 light
= &ls
->lights
[index
];
3458 wined3d_color_rgb_mul_add(ambient
, &light
->ambient
, 1.0f
);
3460 update_light_diffuse_specular(diffuse
, specular
, (const struct wined3d_vec3
*)&light
->position
,
3461 1.0f
, material_shininess
, &normal_transformed
, &position_transformed_normalised
, light
, ls
);
3465 static float wined3d_calculate_fog_factor(float fog_coord
, const struct lights_settings
*ls
)
3467 switch (ls
->fog_mode
)
3469 case WINED3D_FOG_NONE
:
3471 case WINED3D_FOG_LINEAR
:
3472 return (ls
->fog_end
- fog_coord
) / (ls
->fog_end
- ls
->fog_start
);
3473 case WINED3D_FOG_EXP
:
3474 return expf(-fog_coord
* ls
->fog_density
);
3475 case WINED3D_FOG_EXP2
:
3476 return expf(-fog_coord
* fog_coord
* ls
->fog_density
* ls
->fog_density
);
3478 ERR("Unhandled fog mode %#x.\n", ls
->fog_mode
);
3483 static void update_fog_factor(float *fog_factor
, struct lights_settings
*ls
)
3487 if (ls
->fog_mode
== WINED3D_FOG_NONE
)
3490 switch (ls
->fog_coord_mode
)
3492 case WINED3D_FFP_VS_FOG_RANGE
:
3493 fog_coord
= sqrtf(wined3d_vec3_dot((const struct wined3d_vec3
*)&ls
->position_transformed
,
3494 (const struct wined3d_vec3
*)&ls
->position_transformed
));
3497 case WINED3D_FFP_VS_FOG_DEPTH
:
3498 fog_coord
= fabsf(ls
->position_transformed
.z
);
3502 ERR("Unhandled fog coordinate mode %#x.\n", ls
->fog_coord_mode
);
3505 *fog_factor
= wined3d_calculate_fog_factor(fog_coord
, ls
);
3508 /* Context activation is done by the caller. */
3509 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3510 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
3511 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
, DWORD dst_fvf
)
3513 enum wined3d_material_color_source diffuse_source
, specular_source
, ambient_source
, emissive_source
;
3514 const struct wined3d_color
*material_specular_state_colour
;
3515 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
3516 const struct wined3d_state
*state
= device
->cs
->c
.state
;
3517 const struct wined3d_format
*output_colour_format
;
3518 static const struct wined3d_color black
;
3519 struct wined3d_map_desc map_desc
;
3520 struct wined3d_box box
= {0};
3521 struct wined3d_viewport vp
;
3522 unsigned int texture_count
;
3523 struct lights_settings ls
;
3524 unsigned int vertex_size
;
3525 BOOL do_clip
, lighting
;
3531 if (!(stream_info
->use_map
& (1u << WINED3D_FFP_POSITION
)))
3533 ERR("Source has no position mask.\n");
3534 return WINED3DERR_INVALIDCALL
;
3537 if (state
->render_states
[WINED3D_RS_CLIPPING
])
3539 static BOOL warned
= FALSE
;
3541 * The clipping code is not quite correct. Some things need
3542 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3543 * so disable clipping for now.
3544 * (The graphics in Half-Life are broken, and my processvertices
3545 * test crashes with IDirect3DDevice3)
3552 FIXME("Clipping is broken and disabled for now\n");
3558 vertex_size
= wined3d_get_flexible_vertex_size(dst_fvf
);
3559 box
.left
= dwDestIndex
* vertex_size
;
3560 box
.right
= box
.left
+ dwCount
* vertex_size
;
3561 if (FAILED(hr
= wined3d_resource_map(&dest
->resource
, 0, &map_desc
, &box
, WINED3D_MAP_WRITE
)))
3563 WARN("Failed to map buffer, hr %#x.\n", hr
);
3566 dest_ptr
= map_desc
.data
;
3568 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
3569 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
3570 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
3572 TRACE("View mat:\n");
3573 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._11
, view_mat
._12
, view_mat
._13
, view_mat
._14
);
3574 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._21
, view_mat
._22
, view_mat
._23
, view_mat
._24
);
3575 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._31
, view_mat
._32
, view_mat
._33
, view_mat
._34
);
3576 TRACE("%.8e %.8e %.8e %.8e\n", view_mat
._41
, view_mat
._42
, view_mat
._43
, view_mat
._44
);
3578 TRACE("Proj mat:\n");
3579 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._11
, proj_mat
._12
, proj_mat
._13
, proj_mat
._14
);
3580 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._21
, proj_mat
._22
, proj_mat
._23
, proj_mat
._24
);
3581 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._31
, proj_mat
._32
, proj_mat
._33
, proj_mat
._34
);
3582 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat
._41
, proj_mat
._42
, proj_mat
._43
, proj_mat
._44
);
3584 TRACE("World mat:\n");
3585 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._11
, world_mat
._12
, world_mat
._13
, world_mat
._14
);
3586 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._21
, world_mat
._22
, world_mat
._23
, world_mat
._24
);
3587 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._31
, world_mat
._32
, world_mat
._33
, world_mat
._34
);
3588 TRACE("%.8e %.8e %.8e %.8e\n", world_mat
._41
, world_mat
._42
, world_mat
._43
, world_mat
._44
);
3590 /* Get the viewport */
3591 wined3d_device_context_get_viewports(&device
->cs
->c
, NULL
, &vp
);
3592 TRACE("viewport x %.8e, y %.8e, width %.8e, height %.8e, min_z %.8e, max_z %.8e.\n",
3593 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
3595 multiply_matrix(&mat
,&view_mat
,&world_mat
);
3596 multiply_matrix(&mat
,&proj_mat
,&mat
);
3598 texture_count
= (dst_fvf
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
3600 lighting
= state
->render_states
[WINED3D_RS_LIGHTING
]
3601 && (dst_fvf
& (WINED3DFVF_DIFFUSE
| WINED3DFVF_SPECULAR
));
3602 wined3d_get_material_colour_source(&diffuse_source
, &emissive_source
,
3603 &ambient_source
, &specular_source
, state
, stream_info
);
3604 output_colour_format
= wined3d_get_format(device
->adapter
, WINED3DFMT_B8G8R8A8_UNORM
, 0);
3605 material_specular_state_colour
= state
->render_states
[WINED3D_RS_SPECULARENABLE
]
3606 ? &state
->material
.specular
: &black
;
3607 init_transformed_lights(&ls
, state
, device
->adapter
->d3d_info
.wined3d_creation_flags
3608 & WINED3D_LEGACY_FFP_LIGHTING
, lighting
);
3610 wined3d_viewport_get_z_range(&vp
, &min_z
, &max_z
);
3612 for (i
= 0; i
< dwCount
; ++i
)
3614 const struct wined3d_stream_info_element
*position_element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
3615 const float *p
= (const float *)&position_element
->data
.addr
[i
* position_element
->stride
];
3616 struct wined3d_color ambient
, diffuse
, specular
;
3617 struct wined3d_vec4 position
;
3618 unsigned int tex_index
;
3625 light_set_vertex_data(&ls
, &position
);
3627 if ( ((dst_fvf
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
3628 ((dst_fvf
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
3629 /* The position first */
3631 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
3633 /* Multiplication with world, view and projection matrix. */
3634 x
= (p
[0] * mat
._11
) + (p
[1] * mat
._21
) + (p
[2] * mat
._31
) + mat
._41
;
3635 y
= (p
[0] * mat
._12
) + (p
[1] * mat
._22
) + (p
[2] * mat
._32
) + mat
._42
;
3636 z
= (p
[0] * mat
._13
) + (p
[1] * mat
._23
) + (p
[2] * mat
._33
) + mat
._43
;
3637 rhw
= (p
[0] * mat
._14
) + (p
[1] * mat
._24
) + (p
[2] * mat
._34
) + mat
._44
;
3639 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
3641 /* WARNING: The following things are taken from d3d7 and were not yet checked
3642 * against d3d8 or d3d9!
3645 /* Clipping conditions: From msdn
3647 * A vertex is clipped if it does not match the following requirements
3651 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3653 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3654 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3658 if (!do_clip
|| (-rhw
- eps
< x
&& -rhw
- eps
< y
&& -eps
< z
&& x
<= rhw
+ eps
3659 && y
<= rhw
+ eps
&& z
<= rhw
+ eps
&& rhw
> eps
))
3661 /* "Normal" viewport transformation (not clipped)
3662 * 1) The values are divided by rhw
3663 * 2) The y axis is negative, so multiply it with -1
3664 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3665 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3666 * 4) Multiply x with Width/2 and add Width/2
3667 * 5) The same for the height
3668 * 6) Add the viewpoint X and Y to the 2D coordinates and
3669 * The minimum Z value to z
3670 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3672 * Well, basically it's simply a linear transformation into viewport
3686 x
+= vp
.width
/ 2 + vp
.x
;
3687 y
+= vp
.height
/ 2 + vp
.y
;
3692 /* That vertex got clipped
3693 * Contrary to OpenGL it is not dropped completely, it just
3694 * undergoes a different calculation.
3696 TRACE("Vertex got clipped\n");
3703 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3704 * outside of the main vertex buffer memory. That needs some more
3709 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3712 ( (float *) dest_ptr
)[0] = x
;
3713 ( (float *) dest_ptr
)[1] = y
;
3714 ( (float *) dest_ptr
)[2] = z
;
3715 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3717 dest_ptr
+= 3 * sizeof(float);
3719 if ((dst_fvf
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
3720 dest_ptr
+= sizeof(float);
3723 if (dst_fvf
& WINED3DFVF_PSIZE
)
3724 dest_ptr
+= sizeof(DWORD
);
3726 if (dst_fvf
& WINED3DFVF_NORMAL
)
3728 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3729 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3730 /* AFAIK this should go into the lighting information */
3731 FIXME("Didn't expect the destination to have a normal\n");
3732 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3737 const struct wined3d_stream_info_element
*element
;
3738 struct wined3d_vec3
*normal
;
3740 if (stream_info
->use_map
& (1u << WINED3D_FFP_NORMAL
))
3742 element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3743 normal
= (struct wined3d_vec3
*)&element
->data
.addr
[i
* element
->stride
];
3749 compute_light(&ambient
, &diffuse
, &specular
, &ls
, normal
,
3750 state
->render_states
[WINED3D_RS_SPECULARENABLE
] ? state
->material
.power
: 0.0f
);
3753 if (dst_fvf
& WINED3DFVF_DIFFUSE
)
3755 struct wined3d_color material_diffuse
, material_ambient
, material_emissive
, diffuse_colour
;
3757 wined3d_colour_from_mcs(&material_diffuse
, diffuse_source
,
3758 &state
->material
.diffuse
, i
, stream_info
);
3762 wined3d_colour_from_mcs(&material_ambient
, ambient_source
,
3763 &state
->material
.ambient
, i
, stream_info
);
3764 wined3d_colour_from_mcs(&material_emissive
, emissive_source
,
3765 &state
->material
.emissive
, i
, stream_info
);
3767 diffuse_colour
.r
= ambient
.r
* material_ambient
.r
3768 + diffuse
.r
* material_diffuse
.r
+ material_emissive
.r
;
3769 diffuse_colour
.g
= ambient
.g
* material_ambient
.g
3770 + diffuse
.g
* material_diffuse
.g
+ material_emissive
.g
;
3771 diffuse_colour
.b
= ambient
.b
* material_ambient
.b
3772 + diffuse
.b
* material_diffuse
.b
+ material_emissive
.b
;
3773 diffuse_colour
.a
= material_diffuse
.a
;
3777 diffuse_colour
= material_diffuse
;
3779 wined3d_color_clamp(&diffuse_colour
, &diffuse_colour
, 0.0f
, 1.0f
);
3780 *((DWORD
*)dest_ptr
) = wined3d_format_convert_from_float(output_colour_format
, &diffuse_colour
);
3781 dest_ptr
+= sizeof(DWORD
);
3784 if (dst_fvf
& WINED3DFVF_SPECULAR
)
3786 struct wined3d_color material_specular
, specular_colour
;
3788 wined3d_colour_from_mcs(&material_specular
, specular_source
,
3789 material_specular_state_colour
, i
, stream_info
);
3793 specular_colour
.r
= specular
.r
* material_specular
.r
;
3794 specular_colour
.g
= specular
.g
* material_specular
.g
;
3795 specular_colour
.b
= specular
.b
* material_specular
.b
;
3796 specular_colour
.a
= ls
.legacy_lighting
? 0.0f
: material_specular
.a
;
3800 specular_colour
= material_specular
;
3802 update_fog_factor(&specular_colour
.a
, &ls
);
3803 wined3d_color_clamp(&specular_colour
, &specular_colour
, 0.0f
, 1.0f
);
3804 *((DWORD
*)dest_ptr
) = wined3d_format_convert_from_float(output_colour_format
, &specular_colour
);
3805 dest_ptr
+= sizeof(DWORD
);
3808 for (tex_index
= 0; tex_index
< texture_count
; ++tex_index
)
3810 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3811 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3812 if (!(stream_info
->use_map
& (1u << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3814 ERR("No source texture, but destination requests one\n");
3815 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(dst_fvf
, tex_index
) * sizeof(float);
3819 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(dst_fvf
, tex_index
) * sizeof(float));
3824 wined3d_resource_unmap(&dest
->resource
, 0);
3828 #undef copy_and_next
3830 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3831 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3832 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3834 struct wined3d_state
*state
= device
->cs
->c
.state
;
3835 struct wined3d_stream_info stream_info
;
3836 struct wined3d_resource
*resource
;
3837 struct wined3d_box box
= {0};
3838 struct wined3d_shader
*vs
;
3843 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3844 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3845 device
, src_start_idx
, dst_idx
, vertex_count
,
3846 dst_buffer
, declaration
, flags
, dst_fvf
);
3849 FIXME("Output vertex declaration not implemented yet.\n");
3851 vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
3852 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = NULL
;
3853 wined3d_stream_info_from_declaration(&stream_info
, state
, &device
->adapter
->d3d_info
);
3854 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = vs
;
3856 /* We can't convert FROM a VBO, and vertex buffers used to source into
3857 * process_vertices() are unlikely to ever be used for drawing. Release
3858 * VBOs in those buffers and fix up the stream_info structure.
3860 * Also apply the start index. */
3861 for (i
= 0, map
= stream_info
.use_map
; map
; map
>>= 1, ++i
)
3863 struct wined3d_stream_info_element
*e
;
3864 struct wined3d_map_desc map_desc
;
3869 e
= &stream_info
.elements
[i
];
3870 resource
= &state
->streams
[e
->stream_idx
].buffer
->resource
;
3871 box
.left
= src_start_idx
* e
->stride
;
3872 box
.right
= box
.left
+ vertex_count
* e
->stride
;
3873 if (FAILED(wined3d_resource_map(resource
, 0, &map_desc
, &box
, WINED3D_MAP_READ
)))
3875 ERR("Failed to map resource.\n");
3876 for (j
= 0, map
= stream_info
.use_map
; map
&& j
< i
; map
>>= 1, ++j
)
3881 e
= &stream_info
.elements
[j
];
3882 resource
= &state
->streams
[e
->stream_idx
].buffer
->resource
;
3883 if (FAILED(wined3d_resource_unmap(resource
, 0)))
3884 ERR("Failed to unmap resource.\n");
3886 return WINED3DERR_INVALIDCALL
;
3888 e
->data
.buffer_object
= 0;
3889 e
->data
.addr
+= (ULONG_PTR
)map_desc
.data
;
3892 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3893 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3895 for (i
= 0, map
= stream_info
.use_map
; map
; map
>>= 1, ++i
)
3900 resource
= &state
->streams
[stream_info
.elements
[i
].stream_idx
].buffer
->resource
;
3901 if (FAILED(wined3d_resource_unmap(resource
, 0)))
3902 ERR("Failed to unmap resource.\n");
3908 static void wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3909 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3911 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
3913 TRACE("device %p, stage %u, state %s, value %#x.\n",
3914 device
, stage
, debug_d3dtexturestate(state
), value
);
3916 if (stage
>= d3d_info
->limits
.ffp_blend_stages
)
3918 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3919 stage
, d3d_info
->limits
.ffp_blend_stages
- 1);
3923 if (value
== device
->cs
->c
.state
->texture_states
[stage
][state
])
3925 TRACE("Application is setting the old value over, nothing to do.\n");
3929 device
->cs
->c
.state
->texture_states
[stage
][state
] = value
;
3931 wined3d_cs_emit_set_texture_state(device
->cs
, stage
, state
, value
);
3934 static void wined3d_device_set_texture(struct wined3d_device
*device
,
3935 UINT stage
, struct wined3d_texture
*texture
)
3937 struct wined3d_state
*state
= device
->cs
->c
.state
;
3938 struct wined3d_texture
*prev
;
3940 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3942 /* Windows accepts overflowing this array... we do not. */
3943 if (stage
>= ARRAY_SIZE(state
->textures
))
3945 WARN("Ignoring invalid stage %u.\n", stage
);
3949 prev
= state
->textures
[stage
];
3950 TRACE("Previous texture %p.\n", prev
);
3952 if (texture
== prev
)
3954 TRACE("App is setting the same texture again, nothing to do.\n");
3958 TRACE("Setting new texture to %p.\n", texture
);
3959 state
->textures
[stage
] = texture
;
3962 wined3d_texture_incref(texture
);
3963 wined3d_cs_emit_set_texture(device
->cs
, stage
, texture
);
3965 wined3d_texture_decref(prev
);
3970 void CDECL
wined3d_device_apply_stateblock(struct wined3d_device
*device
,
3971 struct wined3d_stateblock
*stateblock
)
3973 BOOL set_blend_state
= FALSE
, set_depth_stencil_state
= FALSE
, set_rasterizer_state
= FALSE
;
3974 const struct wined3d_stateblock_state
*state
= &stateblock
->stateblock_state
;
3975 const struct wined3d_saved_states
*changed
= &stateblock
->changed
;
3976 const unsigned int word_bit_count
= sizeof(DWORD
) * CHAR_BIT
;
3977 struct wined3d_device_context
*context
= &device
->cs
->c
;
3978 unsigned int i
, j
, start
, idx
;
3979 struct wined3d_range range
;
3982 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3984 if (changed
->vertexShader
)
3985 wined3d_device_set_vertex_shader(device
, state
->vs
);
3986 if (changed
->pixelShader
)
3987 wined3d_device_set_pixel_shader(device
, state
->ps
);
3989 for (start
= 0; ; start
= range
.offset
+ range
.size
)
3991 if (!wined3d_bitmap_get_range(changed
->vs_consts_f
, WINED3D_MAX_VS_CONSTS_F
, start
, &range
))
3994 wined3d_device_set_vs_consts_f(device
, range
.offset
, range
.size
, &state
->vs_consts_f
[range
.offset
]);
3997 map
= changed
->vertexShaderConstantsI
;
3998 for (start
= 0; ; start
= range
.offset
+ range
.size
)
4000 if (!wined3d_bitmap_get_range(&map
, WINED3D_MAX_CONSTS_I
, start
, &range
))
4003 wined3d_device_set_vs_consts_i(device
, range
.offset
, range
.size
, &state
->vs_consts_i
[range
.offset
]);
4006 map
= changed
->vertexShaderConstantsB
;
4007 for (start
= 0; ; start
= range
.offset
+ range
.size
)
4009 if (!wined3d_bitmap_get_range(&map
, WINED3D_MAX_CONSTS_B
, start
, &range
))
4012 wined3d_device_set_vs_consts_b(device
, range
.offset
, range
.size
, &state
->vs_consts_b
[range
.offset
]);
4015 for (start
= 0; ; start
= range
.offset
+ range
.size
)
4017 if (!wined3d_bitmap_get_range(changed
->ps_consts_f
, WINED3D_MAX_PS_CONSTS_F
, start
, &range
))
4020 wined3d_device_set_ps_consts_f(device
, range
.offset
, range
.size
, &state
->ps_consts_f
[range
.offset
]);
4023 map
= changed
->pixelShaderConstantsI
;
4024 for (start
= 0; ; start
= range
.offset
+ range
.size
)
4026 if (!wined3d_bitmap_get_range(&map
, WINED3D_MAX_CONSTS_I
, start
, &range
))
4029 wined3d_device_set_ps_consts_i(device
, range
.offset
, range
.size
, &state
->ps_consts_i
[range
.offset
]);
4032 map
= changed
->pixelShaderConstantsB
;
4033 for (start
= 0; ; start
= range
.offset
+ range
.size
)
4035 if (!wined3d_bitmap_get_range(&map
, WINED3D_MAX_CONSTS_B
, start
, &range
))
4038 wined3d_device_set_ps_consts_b(device
, range
.offset
, range
.size
, &state
->ps_consts_b
[range
.offset
]);
4041 if (changed
->lights
)
4043 for (i
= 0; i
< ARRAY_SIZE(state
->light_state
->light_map
); ++i
)
4045 const struct wined3d_light_info
*light
;
4047 LIST_FOR_EACH_ENTRY(light
, &state
->light_state
->light_map
[i
], struct wined3d_light_info
, entry
)
4049 wined3d_device_set_light(device
, light
->OriginalIndex
, &light
->OriginalParms
);
4050 wined3d_device_set_light_enable(device
, light
->OriginalIndex
, light
->glIndex
!= -1);
4055 for (i
= 0; i
< ARRAY_SIZE(changed
->renderState
); ++i
)
4057 map
= changed
->renderState
[i
];
4060 j
= wined3d_bit_scan(&map
);
4061 idx
= i
* word_bit_count
+ j
;
4065 case WINED3D_RS_BLENDFACTOR
:
4066 case WINED3D_RS_MULTISAMPLEMASK
:
4067 case WINED3D_RS_ALPHABLENDENABLE
:
4068 case WINED3D_RS_SRCBLEND
:
4069 case WINED3D_RS_DESTBLEND
:
4070 case WINED3D_RS_BLENDOP
:
4071 case WINED3D_RS_SEPARATEALPHABLENDENABLE
:
4072 case WINED3D_RS_SRCBLENDALPHA
:
4073 case WINED3D_RS_DESTBLENDALPHA
:
4074 case WINED3D_RS_BLENDOPALPHA
:
4075 case WINED3D_RS_COLORWRITEENABLE
:
4076 case WINED3D_RS_COLORWRITEENABLE1
:
4077 case WINED3D_RS_COLORWRITEENABLE2
:
4078 case WINED3D_RS_COLORWRITEENABLE3
:
4079 set_blend_state
= TRUE
;
4082 case WINED3D_RS_BACK_STENCILFAIL
:
4083 case WINED3D_RS_BACK_STENCILFUNC
:
4084 case WINED3D_RS_BACK_STENCILPASS
:
4085 case WINED3D_RS_BACK_STENCILZFAIL
:
4086 case WINED3D_RS_STENCILENABLE
:
4087 case WINED3D_RS_STENCILFAIL
:
4088 case WINED3D_RS_STENCILFUNC
:
4089 case WINED3D_RS_STENCILREF
:
4090 case WINED3D_RS_STENCILMASK
:
4091 case WINED3D_RS_STENCILPASS
:
4092 case WINED3D_RS_STENCILWRITEMASK
:
4093 case WINED3D_RS_STENCILZFAIL
:
4094 case WINED3D_RS_TWOSIDEDSTENCILMODE
:
4095 case WINED3D_RS_ZENABLE
:
4096 case WINED3D_RS_ZFUNC
:
4097 case WINED3D_RS_ZWRITEENABLE
:
4098 set_depth_stencil_state
= TRUE
;
4101 case WINED3D_RS_FILLMODE
:
4102 case WINED3D_RS_CULLMODE
:
4103 case WINED3D_RS_SLOPESCALEDEPTHBIAS
:
4104 case WINED3D_RS_DEPTHBIAS
:
4105 case WINED3D_RS_SCISSORTESTENABLE
:
4106 case WINED3D_RS_ANTIALIASEDLINEENABLE
:
4107 set_rasterizer_state
= TRUE
;
4111 wined3d_device_set_render_state(device
, idx
, state
->rs
[idx
]);
4117 if (set_rasterizer_state
)
4119 struct wined3d_rasterizer_state
*rasterizer_state
;
4120 struct wined3d_rasterizer_state_desc desc
;
4121 struct wine_rb_entry
*entry
;
4128 memset(&desc
, 0, sizeof(desc
));
4129 desc
.fill_mode
= state
->rs
[WINED3D_RS_FILLMODE
];
4130 desc
.cull_mode
= state
->rs
[WINED3D_RS_CULLMODE
];
4131 bias
.d
= state
->rs
[WINED3D_RS_DEPTHBIAS
];
4132 desc
.depth_bias
= bias
.f
;
4133 bias
.d
= state
->rs
[WINED3D_RS_SLOPESCALEDEPTHBIAS
];
4134 desc
.scale_bias
= bias
.f
;
4135 desc
.depth_clip
= TRUE
;
4136 desc
.scissor
= state
->rs
[WINED3D_RS_SCISSORTESTENABLE
];
4137 desc
.line_antialias
= state
->rs
[WINED3D_RS_ANTIALIASEDLINEENABLE
];
4139 if ((entry
= wine_rb_get(&device
->rasterizer_states
, &desc
)))
4141 rasterizer_state
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_rasterizer_state
, entry
);
4142 wined3d_device_set_rasterizer_state(device
, rasterizer_state
);
4144 else if (SUCCEEDED(wined3d_rasterizer_state_create(device
, &desc
, NULL
,
4145 &wined3d_null_parent_ops
, &rasterizer_state
)))
4147 wined3d_device_set_rasterizer_state(device
, rasterizer_state
);
4148 if (wine_rb_put(&device
->rasterizer_states
, &desc
, &rasterizer_state
->entry
) == -1)
4150 ERR("Failed to insert rasterizer state.\n");
4151 wined3d_rasterizer_state_decref(rasterizer_state
);
4156 if (set_blend_state
|| changed
->alpha_to_coverage
4157 || wined3d_bitmap_is_set(changed
->renderState
, WINED3D_RS_ADAPTIVETESS_Y
))
4159 struct wined3d_blend_state
*blend_state
;
4160 struct wined3d_blend_state_desc desc
;
4161 struct wine_rb_entry
*entry
;
4162 struct wined3d_color colour
;
4163 unsigned int sample_mask
;
4165 memset(&desc
, 0, sizeof(desc
));
4166 desc
.alpha_to_coverage
= state
->alpha_to_coverage
;
4167 desc
.independent
= FALSE
;
4168 if (state
->rs
[WINED3D_RS_ADAPTIVETESS_Y
] == WINED3DFMT_ATOC
)
4169 desc
.alpha_to_coverage
= TRUE
;
4170 desc
.rt
[0].enable
= state
->rs
[WINED3D_RS_ALPHABLENDENABLE
];
4171 desc
.rt
[0].src
= state
->rs
[WINED3D_RS_SRCBLEND
];
4172 desc
.rt
[0].dst
= state
->rs
[WINED3D_RS_DESTBLEND
];
4173 desc
.rt
[0].op
= state
->rs
[WINED3D_RS_BLENDOP
];
4174 if (state
->rs
[WINED3D_RS_SEPARATEALPHABLENDENABLE
])
4176 desc
.rt
[0].src_alpha
= state
->rs
[WINED3D_RS_SRCBLENDALPHA
];
4177 desc
.rt
[0].dst_alpha
= state
->rs
[WINED3D_RS_DESTBLENDALPHA
];
4178 desc
.rt
[0].op_alpha
= state
->rs
[WINED3D_RS_BLENDOPALPHA
];
4182 desc
.rt
[0].src_alpha
= state
->rs
[WINED3D_RS_SRCBLEND
];
4183 desc
.rt
[0].dst_alpha
= state
->rs
[WINED3D_RS_DESTBLEND
];
4184 desc
.rt
[0].op_alpha
= state
->rs
[WINED3D_RS_BLENDOP
];
4186 desc
.rt
[0].writemask
= state
->rs
[WINED3D_RS_COLORWRITEENABLE
];
4187 desc
.rt
[1].writemask
= state
->rs
[WINED3D_RS_COLORWRITEENABLE1
];
4188 desc
.rt
[2].writemask
= state
->rs
[WINED3D_RS_COLORWRITEENABLE2
];
4189 desc
.rt
[3].writemask
= state
->rs
[WINED3D_RS_COLORWRITEENABLE3
];
4190 if (desc
.rt
[1].writemask
!= desc
.rt
[0].writemask
4191 || desc
.rt
[2].writemask
!= desc
.rt
[0].writemask
4192 || desc
.rt
[3].writemask
!= desc
.rt
[0].writemask
)
4194 desc
.independent
= TRUE
;
4195 for (i
= 1; i
< 4; ++i
)
4197 desc
.rt
[i
].enable
= desc
.rt
[0].enable
;
4198 desc
.rt
[i
].src
= desc
.rt
[0].src
;
4199 desc
.rt
[i
].dst
= desc
.rt
[0].dst
;
4200 desc
.rt
[i
].op
= desc
.rt
[0].op
;
4201 desc
.rt
[i
].src_alpha
= desc
.rt
[0].src_alpha
;
4202 desc
.rt
[i
].dst_alpha
= desc
.rt
[0].dst_alpha
;
4203 desc
.rt
[i
].op_alpha
= desc
.rt
[0].op_alpha
;
4207 if (wined3d_bitmap_is_set(changed
->renderState
, WINED3D_RS_BLENDFACTOR
))
4208 wined3d_color_from_d3dcolor(&colour
, state
->rs
[WINED3D_RS_BLENDFACTOR
]);
4210 wined3d_device_context_get_blend_state(context
, &colour
, &sample_mask
);
4212 if ((entry
= wine_rb_get(&device
->blend_states
, &desc
)))
4214 blend_state
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_blend_state
, entry
);
4215 wined3d_device_set_blend_state(device
, blend_state
, &colour
, state
->rs
[WINED3D_RS_MULTISAMPLEMASK
]);
4217 else if (SUCCEEDED(wined3d_blend_state_create(device
, &desc
, NULL
,
4218 &wined3d_null_parent_ops
, &blend_state
)))
4220 wined3d_device_set_blend_state(device
, blend_state
, &colour
, state
->rs
[WINED3D_RS_MULTISAMPLEMASK
]);
4221 if (wine_rb_put(&device
->blend_states
, &desc
, &blend_state
->entry
) == -1)
4223 ERR("Failed to insert blend state.\n");
4224 wined3d_blend_state_decref(blend_state
);
4229 if (set_depth_stencil_state
)
4231 struct wined3d_depth_stencil_state
*depth_stencil_state
;
4232 struct wined3d_depth_stencil_state_desc desc
;
4233 struct wine_rb_entry
*entry
;
4234 unsigned int stencil_ref
;
4236 memset(&desc
, 0, sizeof(desc
));
4237 switch (state
->rs
[WINED3D_RS_ZENABLE
])
4239 case WINED3D_ZB_FALSE
:
4243 case WINED3D_ZB_USEW
:
4244 FIXME("W buffer is not well handled.\n");
4245 case WINED3D_ZB_TRUE
:
4250 FIXME("Unrecognized depth buffer type %#x.\n", state
->rs
[WINED3D_RS_ZENABLE
]);
4252 desc
.depth_write
= state
->rs
[WINED3D_RS_ZWRITEENABLE
];
4253 desc
.depth_func
= state
->rs
[WINED3D_RS_ZFUNC
];
4254 desc
.stencil
= state
->rs
[WINED3D_RS_STENCILENABLE
];
4255 desc
.stencil_read_mask
= state
->rs
[WINED3D_RS_STENCILMASK
];
4256 desc
.stencil_write_mask
= state
->rs
[WINED3D_RS_STENCILWRITEMASK
];
4257 desc
.front
.fail_op
= state
->rs
[WINED3D_RS_STENCILFAIL
];
4258 desc
.front
.depth_fail_op
= state
->rs
[WINED3D_RS_STENCILZFAIL
];
4259 desc
.front
.pass_op
= state
->rs
[WINED3D_RS_STENCILPASS
];
4260 desc
.front
.func
= state
->rs
[WINED3D_RS_STENCILFUNC
];
4262 if (state
->rs
[WINED3D_RS_TWOSIDEDSTENCILMODE
])
4264 desc
.back
.fail_op
= state
->rs
[WINED3D_RS_BACK_STENCILFAIL
];
4265 desc
.back
.depth_fail_op
= state
->rs
[WINED3D_RS_BACK_STENCILZFAIL
];
4266 desc
.back
.pass_op
= state
->rs
[WINED3D_RS_BACK_STENCILPASS
];
4267 desc
.back
.func
= state
->rs
[WINED3D_RS_BACK_STENCILFUNC
];
4271 desc
.back
= desc
.front
;
4274 if (wined3d_bitmap_is_set(changed
->renderState
, WINED3D_RS_STENCILREF
))
4275 stencil_ref
= state
->rs
[WINED3D_RS_STENCILREF
];
4277 wined3d_device_context_get_depth_stencil_state(context
, &stencil_ref
);
4279 if ((entry
= wine_rb_get(&device
->depth_stencil_states
, &desc
)))
4281 depth_stencil_state
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_depth_stencil_state
, entry
);
4282 wined3d_device_set_depth_stencil_state(device
, depth_stencil_state
, stencil_ref
);
4284 else if (SUCCEEDED(wined3d_depth_stencil_state_create(device
, &desc
, NULL
,
4285 &wined3d_null_parent_ops
, &depth_stencil_state
)))
4287 wined3d_device_set_depth_stencil_state(device
, depth_stencil_state
, stencil_ref
);
4288 if (wine_rb_put(&device
->depth_stencil_states
, &desc
, &depth_stencil_state
->entry
) == -1)
4290 ERR("Failed to insert depth/stencil state.\n");
4291 wined3d_depth_stencil_state_decref(depth_stencil_state
);
4296 for (i
= 0; i
< ARRAY_SIZE(changed
->textureState
); ++i
)
4298 map
= changed
->textureState
[i
];
4301 j
= wined3d_bit_scan(&map
);
4302 wined3d_device_set_texture_stage_state(device
, i
, j
, state
->texture_states
[i
][j
]);
4306 for (i
= 0; i
< ARRAY_SIZE(changed
->samplerState
); ++i
)
4308 map
= changed
->samplerState
[i
];
4311 j
= wined3d_bit_scan(&map
);
4312 wined3d_device_set_sampler_state(device
, i
, j
, state
->sampler_states
[i
][j
]);
4316 if (changed
->transforms
)
4318 for (i
= 0; i
< ARRAY_SIZE(changed
->transform
); ++i
)
4320 map
= changed
->transform
[i
];
4323 j
= wined3d_bit_scan(&map
);
4324 idx
= i
* word_bit_count
+ j
;
4325 wined3d_device_set_transform(device
, idx
, &state
->transforms
[idx
]);
4330 if (changed
->indices
)
4331 wined3d_device_set_index_buffer(device
, state
->index_buffer
, state
->index_format
, 0);
4332 wined3d_device_set_base_vertex_index(device
, state
->base_vertex_index
);
4333 if (changed
->vertexDecl
)
4334 wined3d_device_set_vertex_declaration(device
, state
->vertex_declaration
);
4335 if (changed
->material
)
4336 wined3d_device_set_material(device
, &state
->material
);
4337 if (changed
->viewport
)
4338 wined3d_device_set_viewports(device
, 1, &state
->viewport
);
4339 if (changed
->scissorRect
)
4340 wined3d_device_set_scissor_rects(device
, 1, &state
->scissor_rect
);
4342 map
= changed
->streamSource
;
4345 i
= wined3d_bit_scan(&map
);
4346 wined3d_device_set_stream_source(device
, i
, state
->streams
[i
].buffer
,
4347 state
->streams
[i
].offset
, state
->streams
[i
].stride
);
4349 map
= changed
->streamFreq
;
4352 i
= wined3d_bit_scan(&map
);
4353 wined3d_device_set_stream_source_freq(device
, i
,
4354 state
->streams
[i
].frequency
| state
->streams
[i
].flags
);
4357 map
= changed
->textures
;
4360 i
= wined3d_bit_scan(&map
);
4361 wined3d_device_set_texture(device
, i
, state
->textures
[i
]);
4364 map
= changed
->clipplane
;
4367 i
= wined3d_bit_scan(&map
);
4368 wined3d_device_set_clip_plane(device
, i
, &state
->clip_planes
[i
]);
4371 memset(&stateblock
->changed
, 0, sizeof(stateblock
->changed
));
4373 TRACE("Applied stateblock %p.\n", stateblock
);
4376 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, struct wined3d_caps
*caps
)
4378 TRACE("device %p, caps %p.\n", device
, caps
);
4380 return wined3d_get_device_caps(device
->adapter
, device
->create_parms
.device_type
, caps
);
4383 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
, UINT swapchain_idx
,
4384 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
4386 struct wined3d_swapchain
*swapchain
;
4388 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
4389 device
, swapchain_idx
, mode
, rotation
);
4391 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4392 return WINED3DERR_INVALIDCALL
;
4394 return wined3d_swapchain_get_display_mode(swapchain
, mode
, rotation
);
4397 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
4399 /* At the moment we have no need for any functionality at the beginning
4401 TRACE("device %p.\n", device
);
4403 if (device
->inScene
)
4405 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
4406 return WINED3DERR_INVALIDCALL
;
4408 device
->inScene
= TRUE
;
4412 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
4414 TRACE("device %p.\n", device
);
4416 if (!device
->inScene
)
4418 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
4419 return WINED3DERR_INVALIDCALL
;
4422 device
->inScene
= FALSE
;
4426 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
4427 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
4429 struct wined3d_fb_state
*fb
= &device
->cs
->c
.state
->fb
;
4431 TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n",
4432 device
, rect_count
, rects
, flags
, debug_color(color
), depth
, stencil
);
4434 if (!rect_count
&& rects
)
4436 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects
);
4440 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
4442 struct wined3d_rendertarget_view
*ds
= fb
->depth_stencil
;
4445 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4446 /* TODO: What about depth stencil buffers without stencil bits? */
4447 return WINED3DERR_INVALIDCALL
;
4449 else if (flags
& WINED3DCLEAR_TARGET
)
4451 if (ds
->width
< fb
->render_targets
[0]->width
4452 || ds
->height
< fb
->render_targets
[0]->height
)
4454 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4460 wined3d_cs_emit_clear(device
->cs
, rect_count
, rects
, flags
, color
, depth
, stencil
);
4465 void CDECL
wined3d_device_set_predication(struct wined3d_device
*device
,
4466 struct wined3d_query
*predicate
, BOOL value
)
4468 TRACE("device %p, predicate %p, value %#x.\n", device
, predicate
, value
);
4470 wined3d_device_context_set_predication(&device
->cs
->c
, predicate
, value
);
4473 struct wined3d_query
* CDECL
wined3d_device_context_get_predication(struct wined3d_device_context
*context
, BOOL
*value
)
4475 struct wined3d_state
*state
= context
->state
;
4477 TRACE("context %p, value %p.\n", context
, value
);
4480 *value
= state
->predicate_value
;
4481 return state
->predicate
;
4484 void CDECL
wined3d_device_dispatch_compute(struct wined3d_device
*device
,
4485 unsigned int group_count_x
, unsigned int group_count_y
, unsigned int group_count_z
)
4487 TRACE("device %p, group_count_x %u, group_count_y %u, group_count_z %u.\n",
4488 device
, group_count_x
, group_count_y
, group_count_z
);
4490 wined3d_device_context_dispatch(&device
->cs
->c
, group_count_x
, group_count_y
, group_count_z
);
4493 void CDECL
wined3d_device_dispatch_compute_indirect(struct wined3d_device
*device
,
4494 struct wined3d_buffer
*buffer
, unsigned int offset
)
4496 TRACE("device %p, buffer %p, offset %u.\n", device
, buffer
, offset
);
4498 wined3d_device_context_dispatch_indirect(&device
->cs
->c
, buffer
, offset
);
4501 void CDECL
wined3d_device_context_set_primitive_type(struct wined3d_device_context
*context
,
4502 enum wined3d_primitive_type primitive_type
, unsigned int patch_vertex_count
)
4504 struct wined3d_state
*state
= context
->state
;
4506 TRACE("context %p, primitive_type %s, patch_vertex_count %u.\n",
4507 context
, debug_d3dprimitivetype(primitive_type
), patch_vertex_count
);
4509 state
->primitive_type
= primitive_type
;
4510 state
->patch_vertex_count
= patch_vertex_count
;
4513 void CDECL
wined3d_device_context_get_primitive_type(const struct wined3d_device_context
*context
,
4514 enum wined3d_primitive_type
*primitive_type
, unsigned int *patch_vertex_count
)
4516 const struct wined3d_state
*state
= context
->state
;
4518 TRACE("context %p, primitive_type %p, patch_vertex_count %p.\n",
4519 context
, primitive_type
, patch_vertex_count
);
4521 *primitive_type
= state
->primitive_type
;
4522 if (patch_vertex_count
)
4523 *patch_vertex_count
= state
->patch_vertex_count
;
4525 TRACE("Returning %s.\n", debug_d3dprimitivetype(*primitive_type
));
4528 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
4530 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
4532 wined3d_device_context_draw(&device
->cs
->c
, start_vertex
, vertex_count
, 0, 0);
4537 void CDECL
wined3d_device_draw_primitive_instanced(struct wined3d_device
*device
,
4538 UINT start_vertex
, UINT vertex_count
, UINT start_instance
, UINT instance_count
)
4540 TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
4541 device
, start_vertex
, vertex_count
, start_instance
, instance_count
);
4543 wined3d_device_context_draw(&device
->cs
->c
, start_vertex
, vertex_count
, start_instance
, instance_count
);
4546 void CDECL
wined3d_device_draw_primitive_instanced_indirect(struct wined3d_device
*device
,
4547 struct wined3d_buffer
*buffer
, unsigned int offset
)
4549 TRACE("device %p, buffer %p, offset %u.\n", device
, buffer
, offset
);
4551 wined3d_device_context_draw_indirect(&device
->cs
->c
, buffer
, offset
, false);
4554 void CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
4556 struct wined3d_state
*state
= device
->cs
->c
.state
;
4558 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
4560 wined3d_device_context_draw_indexed(&device
->cs
->c
, state
->base_vertex_index
, start_idx
, index_count
, 0, 0);
4563 void CDECL
wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device
*device
,
4564 UINT start_idx
, UINT index_count
, UINT start_instance
, UINT instance_count
)
4566 struct wined3d_state
*state
= device
->cs
->c
.state
;
4568 TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
4569 device
, start_idx
, index_count
, start_instance
, instance_count
);
4571 wined3d_device_context_draw_indexed(&device
->cs
->c
, state
->base_vertex_index
,
4572 start_idx
, index_count
, start_instance
, instance_count
);
4575 void CDECL
wined3d_device_draw_indexed_primitive_instanced_indirect(struct wined3d_device
*device
,
4576 struct wined3d_buffer
*buffer
, unsigned int offset
)
4578 TRACE("device %p, buffer %p, offset %u.\n", device
, buffer
, offset
);
4580 wined3d_device_context_draw_indirect(&device
->cs
->c
, buffer
, offset
, true);
4583 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
4584 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
4586 unsigned int src_size
, dst_size
, src_skip_levels
= 0;
4587 unsigned int src_level_count
, dst_level_count
;
4588 const struct wined3d_dirty_regions
*regions
;
4589 unsigned int layer_count
, level_count
, i
, j
;
4590 enum wined3d_resource_type type
;
4591 BOOL entire_texture
= TRUE
;
4592 struct wined3d_box box
;
4594 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
4596 /* Verify that the source and destination textures are non-NULL. */
4597 if (!src_texture
|| !dst_texture
)
4599 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4600 return WINED3DERR_INVALIDCALL
;
4603 if (src_texture
->resource
.access
& WINED3D_RESOURCE_ACCESS_GPU
4604 || src_texture
->resource
.usage
& WINED3DUSAGE_SCRATCH
)
4606 WARN("Source resource is GPU accessible or a scratch resource.\n");
4607 return WINED3DERR_INVALIDCALL
;
4609 if (dst_texture
->resource
.access
& WINED3D_RESOURCE_ACCESS_CPU
)
4611 WARN("Destination resource is CPU accessible.\n");
4612 return WINED3DERR_INVALIDCALL
;
4615 /* Verify that the source and destination textures are the same type. */
4616 type
= src_texture
->resource
.type
;
4617 if (dst_texture
->resource
.type
!= type
)
4619 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4620 return WINED3DERR_INVALIDCALL
;
4623 layer_count
= src_texture
->layer_count
;
4624 if (layer_count
!= dst_texture
->layer_count
)
4626 WARN("Source and destination have different layer counts.\n");
4627 return WINED3DERR_INVALIDCALL
;
4630 if (src_texture
->resource
.format
!= dst_texture
->resource
.format
)
4632 WARN("Source and destination formats do not match.\n");
4633 return WINED3DERR_INVALIDCALL
;
4636 src_level_count
= src_texture
->level_count
;
4637 dst_level_count
= dst_texture
->level_count
;
4638 level_count
= min(src_level_count
, dst_level_count
);
4640 src_size
= max(src_texture
->resource
.width
, src_texture
->resource
.height
);
4641 src_size
= max(src_size
, src_texture
->resource
.depth
);
4642 dst_size
= max(dst_texture
->resource
.width
, dst_texture
->resource
.height
);
4643 dst_size
= max(dst_size
, dst_texture
->resource
.depth
);
4644 while (src_size
> dst_size
)
4650 if (wined3d_texture_get_level_width(src_texture
, src_skip_levels
) != dst_texture
->resource
.width
4651 || wined3d_texture_get_level_height(src_texture
, src_skip_levels
) != dst_texture
->resource
.height
4652 || wined3d_texture_get_level_depth(src_texture
, src_skip_levels
) != dst_texture
->resource
.depth
)
4654 WARN("Source and destination dimensions do not match.\n");
4655 return WINED3DERR_INVALIDCALL
;
4658 if ((regions
= src_texture
->dirty_regions
))
4660 for (i
= 0; i
< layer_count
&& entire_texture
; ++i
)
4662 if (regions
[i
].box_count
>= WINED3D_MAX_DIRTY_REGION_COUNT
)
4665 entire_texture
= FALSE
;
4670 /* Update every surface level of the texture. */
4673 for (i
= 0; i
< level_count
; ++i
)
4675 wined3d_texture_get_level_box(dst_texture
, i
, &box
);
4676 for (j
= 0; j
< layer_count
; ++j
)
4678 wined3d_device_context_emit_blt_sub_resource(&device
->cs
->c
,
4679 &dst_texture
->resource
, j
* dst_level_count
+ i
, &box
,
4680 &src_texture
->resource
, j
* src_level_count
+ i
+ src_skip_levels
, &box
,
4681 0, NULL
, WINED3D_TEXF_POINT
);
4687 unsigned int src_level
, box_count
, k
;
4688 const struct wined3d_box
*boxes
;
4689 struct wined3d_box b
;
4691 for (i
= 0; i
< layer_count
; ++i
)
4693 boxes
= regions
[i
].boxes
;
4694 box_count
= regions
[i
].box_count
;
4695 if (regions
[i
].box_count
>= WINED3D_MAX_DIRTY_REGION_COUNT
)
4699 wined3d_texture_get_level_box(dst_texture
, i
, &b
);
4702 for (j
= 0; j
< level_count
; ++j
)
4704 src_level
= j
+ src_skip_levels
;
4706 /* TODO: We could pass an array of boxes here to avoid
4707 * multiple context acquisitions for the same resource. */
4708 for (k
= 0; k
< box_count
; ++k
)
4713 box
.left
>>= src_level
;
4714 box
.top
>>= src_level
;
4715 box
.right
= min((box
.right
+ (1u << src_level
) - 1) >> src_level
,
4716 wined3d_texture_get_level_width(src_texture
, src_level
));
4717 box
.bottom
= min((box
.bottom
+ (1u << src_level
) - 1) >> src_level
,
4718 wined3d_texture_get_level_height(src_texture
, src_level
));
4719 box
.front
>>= src_level
;
4720 box
.back
= min((box
.back
+ (1u << src_level
) - 1) >> src_level
,
4721 wined3d_texture_get_level_depth(src_texture
, src_level
));
4724 wined3d_device_context_emit_blt_sub_resource(&device
->cs
->c
,
4725 &dst_texture
->resource
, i
* dst_level_count
+ j
, &box
,
4726 &src_texture
->resource
, i
* src_level_count
+ src_level
, &box
,
4727 0, NULL
, WINED3D_TEXF_POINT
);
4733 wined3d_texture_clear_dirty_regions(src_texture
);
4738 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
4740 const struct wined3d_state
*state
= device
->cs
->c
.state
;
4741 struct wined3d_texture
*texture
;
4744 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
4746 for (i
= 0; i
< WINED3D_MAX_COMBINED_SAMPLERS
; ++i
)
4748 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
4750 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4751 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4753 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
4755 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4756 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4759 texture
= state
->textures
[i
];
4760 if (!texture
|| texture
->resource
.format_flags
& WINED3DFMT_FLAG_FILTERING
) continue;
4762 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
4764 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i
);
4767 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
4769 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i
);
4772 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
4773 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
4775 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i
);
4780 if (wined3d_state_uses_depth_buffer(state
)
4781 || (state
->depth_stencil_state
&& state
->depth_stencil_state
->desc
.stencil
))
4783 struct wined3d_rendertarget_view
*rt
= state
->fb
.render_targets
[0];
4784 struct wined3d_rendertarget_view
*ds
= state
->fb
.depth_stencil
;
4786 if (ds
&& rt
&& (ds
->width
< rt
->width
|| ds
->height
< rt
->height
))
4788 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4789 return WINED3DERR_CONFLICTINGRENDERSTATE
;
4793 /* return a sensible default */
4796 TRACE("returning D3D_OK\n");
4800 void CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
4804 TRACE("device %p, software %#x.\n", device
, software
);
4808 FIXME("device %p, software %#x stub!\n", device
, software
);
4812 device
->softwareVertexProcessing
= software
;
4815 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
4819 TRACE("device %p.\n", device
);
4823 TRACE("device %p stub!\n", device
);
4827 return device
->softwareVertexProcessing
;
4830 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
4831 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
4833 struct wined3d_swapchain
*swapchain
;
4835 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4836 device
, swapchain_idx
, raster_status
);
4838 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4839 return WINED3DERR_INVALIDCALL
;
4841 return wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
4844 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
4848 TRACE("device %p, segments %.8e.\n", device
, segments
);
4850 if (segments
!= 0.0f
)
4854 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
4862 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
4866 TRACE("device %p.\n", device
);
4870 FIXME("device %p stub!\n", device
);
4877 void CDECL
wined3d_device_context_copy_uav_counter(struct wined3d_device_context
*context
,
4878 struct wined3d_buffer
*dst_buffer
, unsigned int offset
, struct wined3d_unordered_access_view
*uav
)
4880 TRACE("context %p, dst_buffer %p, offset %u, uav %p.\n",
4881 context
, dst_buffer
, offset
, uav
);
4883 wined3d_device_context_emit_copy_uav_counter(context
, dst_buffer
, offset
, uav
);
4886 static bool resources_format_compatible(const struct wined3d_resource
*src_resource
,
4887 const struct wined3d_resource
*dst_resource
)
4889 if (src_resource
->format
->id
== dst_resource
->format
->id
)
4891 if (src_resource
->format
->typeless_id
&& src_resource
->format
->typeless_id
== dst_resource
->format
->typeless_id
)
4893 if (src_resource
->device
->cs
->c
.state
->feature_level
< WINED3D_FEATURE_LEVEL_10_1
)
4895 if ((src_resource
->format_flags
& WINED3DFMT_FLAG_BLOCKS
)
4896 && (dst_resource
->format_flags
& WINED3DFMT_FLAG_CAST_TO_BLOCK
))
4897 return src_resource
->format
->block_byte_count
== dst_resource
->format
->byte_count
;
4898 if ((src_resource
->format_flags
& WINED3DFMT_FLAG_CAST_TO_BLOCK
)
4899 && (dst_resource
->format_flags
& WINED3DFMT_FLAG_BLOCKS
))
4900 return src_resource
->format
->byte_count
== dst_resource
->format
->block_byte_count
;
4904 void CDECL
wined3d_device_context_copy_resource(struct wined3d_device_context
*context
,
4905 struct wined3d_resource
*dst_resource
, struct wined3d_resource
*src_resource
)
4907 unsigned int src_row_block_count
, dst_row_block_count
;
4908 struct wined3d_texture
*dst_texture
, *src_texture
;
4909 unsigned int src_row_count
, dst_row_count
;
4910 struct wined3d_box src_box
, dst_box
;
4913 TRACE("context %p, dst_resource %p, src_resource %p.\n", context
, dst_resource
, src_resource
);
4915 if (src_resource
== dst_resource
)
4917 WARN("Source and destination are the same resource.\n");
4921 if (src_resource
->type
!= dst_resource
->type
)
4923 WARN("Resource types (%s / %s) don't match.\n",
4924 debug_d3dresourcetype(dst_resource
->type
),
4925 debug_d3dresourcetype(src_resource
->type
));
4929 if (!resources_format_compatible(src_resource
, dst_resource
))
4931 WARN("Resource formats %s and %s are incompatible.\n",
4932 debug_d3dformat(dst_resource
->format
->id
),
4933 debug_d3dformat(src_resource
->format
->id
));
4937 src_row_block_count
= (src_resource
->width
+ (src_resource
->format
->block_width
- 1))
4938 / src_resource
->format
->block_width
;
4939 dst_row_block_count
= (dst_resource
->width
+ (dst_resource
->format
->block_width
- 1))
4940 / dst_resource
->format
->block_width
;
4941 src_row_count
= (src_resource
->height
+ (src_resource
->format
->block_height
- 1))
4942 / src_resource
->format
->block_height
;
4943 dst_row_count
= (dst_resource
->height
+ (dst_resource
->format
->block_height
- 1))
4944 / dst_resource
->format
->block_height
;
4946 if (src_row_block_count
!= dst_row_block_count
|| src_row_count
!= dst_row_count
4947 || src_resource
->depth
!= dst_resource
->depth
)
4949 WARN("Resource block dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
4950 dst_row_block_count
, dst_row_count
, dst_resource
->depth
,
4951 src_row_block_count
, src_row_count
, src_resource
->depth
);
4955 if (dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
4957 wined3d_box_set(&src_box
, 0, 0, src_resource
->size
, 1, 0, 1);
4958 wined3d_device_context_emit_blt_sub_resource(context
, dst_resource
, 0, &src_box
,
4959 src_resource
, 0, &src_box
, WINED3D_BLT_RAW
, NULL
, WINED3D_TEXF_POINT
);
4963 dst_texture
= texture_from_resource(dst_resource
);
4964 src_texture
= texture_from_resource(src_resource
);
4966 if (src_texture
->layer_count
!= dst_texture
->layer_count
4967 || src_texture
->level_count
!= dst_texture
->level_count
)
4969 WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
4970 dst_texture
->layer_count
, dst_texture
->level_count
,
4971 src_texture
->layer_count
, src_texture
->level_count
);
4975 for (i
= 0; i
< dst_texture
->level_count
; ++i
)
4977 wined3d_texture_get_level_box(src_texture
, i
, &src_box
);
4978 wined3d_texture_get_level_box(dst_texture
, i
, &dst_box
);
4979 for (j
= 0; j
< dst_texture
->layer_count
; ++j
)
4981 unsigned int idx
= j
* dst_texture
->level_count
+ i
;
4983 wined3d_device_context_emit_blt_sub_resource(context
, dst_resource
, idx
, &dst_box
,
4984 src_resource
, idx
, &src_box
, WINED3D_BLT_RAW
, NULL
, WINED3D_TEXF_POINT
);
4989 HRESULT CDECL
wined3d_device_context_copy_sub_resource_region(struct wined3d_device_context
*context
,
4990 struct wined3d_resource
*dst_resource
, unsigned int dst_sub_resource_idx
, unsigned int dst_x
,
4991 unsigned int dst_y
, unsigned int dst_z
, struct wined3d_resource
*src_resource
,
4992 unsigned int src_sub_resource_idx
, const struct wined3d_box
*src_box
, unsigned int flags
)
4994 struct wined3d_box dst_box
, b
;
4996 TRACE("context %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
4997 "src_resource %p, src_sub_resource_idx %u, src_box %s, flags %#x.\n",
4998 context
, dst_resource
, dst_sub_resource_idx
, dst_x
, dst_y
, dst_z
,
4999 src_resource
, src_sub_resource_idx
, debug_box(src_box
), flags
);
5002 FIXME("Ignoring flags %#x.\n", flags
);
5004 if (src_resource
== dst_resource
&& src_sub_resource_idx
== dst_sub_resource_idx
)
5006 WARN("Source and destination are the same sub-resource.\n");
5007 return WINED3DERR_INVALIDCALL
;
5010 if (!resources_format_compatible(src_resource
, dst_resource
))
5012 WARN("Resource formats %s and %s are incompatible.\n",
5013 debug_d3dformat(dst_resource
->format
->id
),
5014 debug_d3dformat(src_resource
->format
->id
));
5015 return WINED3DERR_INVALIDCALL
;
5018 if (dst_resource
->type
== WINED3D_RTYPE_BUFFER
)
5020 if (src_resource
->type
!= WINED3D_RTYPE_BUFFER
)
5022 WARN("Resource types (%s / %s) don't match.\n",
5023 debug_d3dresourcetype(dst_resource
->type
),
5024 debug_d3dresourcetype(src_resource
->type
));
5025 return WINED3DERR_INVALIDCALL
;
5028 if (dst_sub_resource_idx
)
5030 WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx
);
5031 return WINED3DERR_INVALIDCALL
;
5034 if (src_sub_resource_idx
)
5036 WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx
);
5037 return WINED3DERR_INVALIDCALL
;
5044 dst_w
= dst_resource
->size
- dst_x
;
5045 wined3d_box_set(&b
, 0, 0, min(src_resource
->size
, dst_w
), 1, 0, 1);
5048 else if ((src_box
->left
>= src_box
->right
5049 || src_box
->top
>= src_box
->bottom
5050 || src_box
->front
>= src_box
->back
))
5052 WARN("Invalid box %s specified.\n", debug_box(src_box
));
5053 return WINED3DERR_INVALIDCALL
;
5056 if (src_box
->right
> src_resource
->size
|| dst_x
>= dst_resource
->size
5057 || src_box
->right
- src_box
->left
> dst_resource
->size
- dst_x
)
5059 WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n",
5060 dst_x
, src_box
->left
, src_box
->right
- src_box
->left
);
5061 return WINED3DERR_INVALIDCALL
;
5064 wined3d_box_set(&dst_box
, dst_x
, 0, dst_x
+ (src_box
->right
- src_box
->left
), 1, 0, 1);
5068 struct wined3d_texture
*dst_texture
= texture_from_resource(dst_resource
);
5069 struct wined3d_texture
*src_texture
= texture_from_resource(src_resource
);
5070 unsigned int src_level
= src_sub_resource_idx
% src_texture
->level_count
;
5071 unsigned int src_row_block_count
, src_row_count
;
5073 if (dst_sub_resource_idx
>= dst_texture
->level_count
* dst_texture
->layer_count
)
5075 WARN("Invalid destination sub-resource %u.\n", dst_sub_resource_idx
);
5076 return WINED3DERR_INVALIDCALL
;
5079 if (src_sub_resource_idx
>= src_texture
->level_count
* src_texture
->layer_count
)
5081 WARN("Invalid source sub-resource %u.\n", src_sub_resource_idx
);
5082 return WINED3DERR_INVALIDCALL
;
5085 if (dst_texture
->sub_resources
[dst_sub_resource_idx
].map_count
)
5087 WARN("Destination sub-resource %u is mapped.\n", dst_sub_resource_idx
);
5088 return WINED3DERR_INVALIDCALL
;
5091 if (src_texture
->sub_resources
[src_sub_resource_idx
].map_count
)
5093 WARN("Source sub-resource %u is mapped.\n", src_sub_resource_idx
);
5094 return WINED3DERR_INVALIDCALL
;
5099 unsigned int src_w
, src_h
, src_d
, dst_w
, dst_h
, dst_d
, dst_level
;
5101 src_w
= wined3d_texture_get_level_width(src_texture
, src_level
);
5102 src_h
= wined3d_texture_get_level_height(src_texture
, src_level
);
5103 src_d
= wined3d_texture_get_level_depth(src_texture
, src_level
);
5105 dst_level
= dst_sub_resource_idx
% dst_texture
->level_count
;
5106 dst_w
= wined3d_texture_get_level_width(dst_texture
, dst_level
) - dst_x
;
5107 dst_h
= wined3d_texture_get_level_height(dst_texture
, dst_level
) - dst_y
;
5108 dst_d
= wined3d_texture_get_level_depth(dst_texture
, dst_level
) - dst_z
;
5110 wined3d_box_set(&b
, 0, 0, min(src_w
, dst_w
), min(src_h
, dst_h
), 0, min(src_d
, dst_d
));
5113 else if (FAILED(wined3d_texture_check_box_dimensions(src_texture
, src_level
, src_box
)))
5115 WARN("Invalid source box %s.\n", debug_box(src_box
));
5116 return WINED3DERR_INVALIDCALL
;
5119 if (src_resource
->format
->block_width
== dst_resource
->format
->block_width
5120 && src_resource
->format
->block_height
== dst_resource
->format
->block_height
)
5122 wined3d_box_set(&dst_box
, dst_x
, dst_y
, dst_x
+ (src_box
->right
- src_box
->left
),
5123 dst_y
+ (src_box
->bottom
- src_box
->top
), dst_z
, dst_z
+ (src_box
->back
- src_box
->front
));
5127 src_row_block_count
= (src_box
->right
- src_box
->left
+ src_resource
->format
->block_width
- 1)
5128 / src_resource
->format
->block_width
;
5129 src_row_count
= (src_box
->bottom
- src_box
->top
+ src_resource
->format
->block_height
- 1)
5130 / src_resource
->format
->block_height
;
5131 wined3d_box_set(&dst_box
, dst_x
, dst_y
,
5132 dst_x
+ (src_row_block_count
* dst_resource
->format
->block_width
),
5133 dst_y
+ (src_row_count
* dst_resource
->format
->block_height
),
5134 dst_z
, dst_z
+ (src_box
->back
- src_box
->front
));
5136 if (FAILED(wined3d_texture_check_box_dimensions(dst_texture
,
5137 dst_sub_resource_idx
% dst_texture
->level_count
, &dst_box
)))
5139 WARN("Invalid destination box %s.\n", debug_box(&dst_box
));
5140 return WINED3DERR_INVALIDCALL
;
5144 wined3d_device_context_emit_blt_sub_resource(context
, dst_resource
, dst_sub_resource_idx
, &dst_box
,
5145 src_resource
, src_sub_resource_idx
, src_box
, WINED3D_BLT_RAW
, NULL
, WINED3D_TEXF_POINT
);
5150 void CDECL
wined3d_device_context_update_sub_resource(struct wined3d_device_context
*context
,
5151 struct wined3d_resource
*resource
, unsigned int sub_resource_idx
, const struct wined3d_box
*box
,
5152 const void *data
, unsigned int row_pitch
, unsigned int depth_pitch
, unsigned int flags
)
5154 unsigned int width
, height
, depth
;
5155 struct wined3d_box b
;
5157 TRACE("context %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u, flags %#x.\n",
5158 context
, resource
, sub_resource_idx
, debug_box(box
), data
, row_pitch
, depth_pitch
, flags
);
5161 FIXME("Ignoring flags %#x.\n", flags
);
5163 if (!(resource
->access
& WINED3D_RESOURCE_ACCESS_GPU
))
5165 WARN("Resource %p is not GPU accessible.\n", resource
);
5169 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
5171 if (sub_resource_idx
> 0)
5173 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
5177 width
= resource
->size
;
5183 struct wined3d_texture
*texture
= texture_from_resource(resource
);
5186 if (sub_resource_idx
>= texture
->level_count
* texture
->layer_count
)
5188 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
5192 level
= sub_resource_idx
% texture
->level_count
;
5193 width
= wined3d_texture_get_level_width(texture
, level
);
5194 height
= wined3d_texture_get_level_height(texture
, level
);
5195 depth
= wined3d_texture_get_level_depth(texture
, level
);
5200 wined3d_box_set(&b
, 0, 0, width
, height
, 0, depth
);
5203 else if (box
->left
>= box
->right
|| box
->right
> width
5204 || box
->top
>= box
->bottom
|| box
->bottom
> height
5205 || box
->front
>= box
->back
|| box
->back
> depth
)
5207 WARN("Invalid box %s specified.\n", debug_box(box
));
5211 context
->ops
->update_sub_resource(context
, resource
, sub_resource_idx
, box
, data
, row_pitch
, depth_pitch
);
5214 void CDECL
wined3d_device_context_resolve_sub_resource(struct wined3d_device_context
*context
,
5215 struct wined3d_resource
*dst_resource
, unsigned int dst_sub_resource_idx
,
5216 struct wined3d_resource
*src_resource
, unsigned int src_sub_resource_idx
,
5217 enum wined3d_format_id format_id
)
5219 struct wined3d_texture
*dst_texture
, *src_texture
;
5220 unsigned int dst_level
, src_level
;
5221 struct wined3d_blt_fx fx
= {0};
5222 RECT dst_rect
, src_rect
;
5224 TRACE("context %p, dst_resource %p, dst_sub_resource_idx %u, "
5225 "src_resource %p, src_sub_resource_idx %u, format %s.\n",
5226 context
, dst_resource
, dst_sub_resource_idx
,
5227 src_resource
, src_sub_resource_idx
, debug_d3dformat(format_id
));
5229 if (wined3d_format_is_typeless(dst_resource
->format
)
5230 || wined3d_format_is_typeless(src_resource
->format
))
5232 FIXME("Multisample resolve is not fully supported for typeless formats "
5233 "(dst_format %s, src_format %s, format %s).\n",
5234 debug_d3dformat(dst_resource
->format
->id
), debug_d3dformat(src_resource
->format
->id
),
5235 debug_d3dformat(format_id
));
5237 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
5239 WARN("Invalid destination resource type %s.\n", debug_d3dresourcetype(dst_resource
->type
));
5242 if (src_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
5244 WARN("Invalid source resource type %s.\n", debug_d3dresourcetype(src_resource
->type
));
5248 fx
.resolve_format_id
= format_id
;
5250 dst_texture
= texture_from_resource(dst_resource
);
5251 src_texture
= texture_from_resource(src_resource
);
5253 dst_level
= dst_sub_resource_idx
% dst_texture
->level_count
;
5254 SetRect(&dst_rect
, 0, 0, wined3d_texture_get_level_width(dst_texture
, dst_level
),
5255 wined3d_texture_get_level_height(dst_texture
, dst_level
));
5256 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
5257 SetRect(&src_rect
, 0, 0, wined3d_texture_get_level_width(src_texture
, src_level
),
5258 wined3d_texture_get_level_height(src_texture
, src_level
));
5259 wined3d_device_context_blt(context
, dst_texture
, dst_sub_resource_idx
, &dst_rect
,
5260 src_texture
, src_sub_resource_idx
, &src_rect
, 0, &fx
, WINED3D_TEXF_POINT
);
5263 HRESULT CDECL
wined3d_device_context_clear_rendertarget_view(struct wined3d_device_context
*context
,
5264 struct wined3d_rendertarget_view
*view
, const RECT
*rect
, unsigned int flags
,
5265 const struct wined3d_color
*color
, float depth
, unsigned int stencil
)
5267 struct wined3d_resource
*resource
;
5270 TRACE("context %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
5271 context
, view
, wine_dbgstr_rect(rect
), flags
, debug_color(color
), depth
, stencil
);
5276 resource
= view
->resource
;
5277 if (resource
->type
== WINED3D_RTYPE_BUFFER
)
5279 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
5280 return WINED3DERR_INVALIDCALL
;
5285 SetRect(&r
, 0, 0, view
->width
, view
->height
);
5290 struct wined3d_box b
= {rect
->left
, rect
->top
, rect
->right
, rect
->bottom
, 0, 1};
5291 struct wined3d_texture
*texture
= texture_from_resource(view
->resource
);
5294 if (FAILED(hr
= wined3d_texture_check_box_dimensions(texture
,
5295 view
->sub_resource_idx
% texture
->level_count
, &b
)))
5299 wined3d_device_context_emit_clear_rendertarget_view(context
, view
, rect
, flags
, color
, depth
, stencil
);
5304 void CDECL
wined3d_device_context_clear_uav_uint(struct wined3d_device_context
*context
,
5305 struct wined3d_unordered_access_view
*view
, const struct wined3d_uvec4
*clear_value
)
5307 TRACE("context %p, view %p, clear_value %s.\n", context
, view
, debug_uvec4(clear_value
));
5309 wined3d_device_context_emit_clear_uav_uint(context
, view
, clear_value
);
5312 static unsigned int sanitise_map_flags(const struct wined3d_resource
*resource
, unsigned int flags
)
5314 /* Not all flags make sense together, but Windows never returns an error.
5315 * Catch the cases that could cause issues. */
5316 if (flags
& WINED3D_MAP_READ
)
5318 if (flags
& WINED3D_MAP_DISCARD
)
5320 WARN("WINED3D_MAP_READ combined with WINED3D_MAP_DISCARD, ignoring flags.\n");
5321 return flags
& (WINED3D_MAP_READ
| WINED3D_MAP_WRITE
);
5323 if (flags
& WINED3D_MAP_NOOVERWRITE
)
5325 WARN("WINED3D_MAP_READ combined with WINED3D_MAP_NOOVERWRITE, ignoring flags.\n");
5326 return flags
& (WINED3D_MAP_READ
| WINED3D_MAP_WRITE
);
5329 else if (flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
))
5331 if (!(resource
->usage
& WINED3DUSAGE_DYNAMIC
))
5333 WARN("DISCARD or NOOVERWRITE map on non-dynamic buffer, ignoring.\n");
5334 return flags
& (WINED3D_MAP_READ
| WINED3D_MAP_WRITE
);
5336 if ((flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
))
5337 == (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
))
5339 WARN("WINED3D_MAP_NOOVERWRITE used with WINED3D_MAP_DISCARD, ignoring WINED3D_MAP_DISCARD.\n");
5340 flags
&= ~WINED3D_MAP_DISCARD
;
5347 HRESULT CDECL
wined3d_device_context_map(struct wined3d_device_context
*context
,
5348 struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
5349 struct wined3d_map_desc
*map_desc
, const struct wined3d_box
*box
, unsigned int flags
)
5351 TRACE("context %p, resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
5352 context
, resource
, sub_resource_idx
, map_desc
, debug_box(box
), flags
);
5354 if (!(flags
& (WINED3D_MAP_READ
| WINED3D_MAP_WRITE
)))
5356 WARN("No read/write flags specified.\n");
5357 return E_INVALIDARG
;
5360 if ((flags
& WINED3D_MAP_READ
) && !(resource
->access
& WINED3D_RESOURCE_ACCESS_MAP_R
))
5362 WARN("Resource does not have MAP_R access.\n");
5363 return E_INVALIDARG
;
5366 if ((flags
& WINED3D_MAP_WRITE
) && !(resource
->access
& WINED3D_RESOURCE_ACCESS_MAP_W
))
5368 WARN("Resource does not have MAP_W access.\n");
5369 return E_INVALIDARG
;
5372 flags
= sanitise_map_flags(resource
, flags
);
5374 return context
->ops
->map(context
, resource
, sub_resource_idx
, map_desc
, box
, flags
);
5377 HRESULT CDECL
wined3d_device_context_unmap(struct wined3d_device_context
*context
,
5378 struct wined3d_resource
*resource
, unsigned int sub_resource_idx
)
5380 TRACE("context %p, resource %p, sub_resource_idx %u.\n", context
, resource
, sub_resource_idx
);
5382 return context
->ops
->unmap(context
, resource
, sub_resource_idx
);
5385 void CDECL
wined3d_device_context_issue_query(struct wined3d_device_context
*context
,
5386 struct wined3d_query
*query
, unsigned int flags
)
5388 TRACE("context %p, query %p, flags %#x.\n", context
, query
, flags
);
5390 context
->ops
->issue_query(context
, query
, flags
);
5393 struct wined3d_rendertarget_view
* CDECL
wined3d_device_context_get_rendertarget_view(
5394 const struct wined3d_device_context
*context
, unsigned int view_idx
)
5396 unsigned int max_rt_count
;
5398 TRACE("context %p, view_idx %u.\n", context
, view_idx
);
5400 max_rt_count
= context
->device
->adapter
->d3d_info
.limits
.max_rt_count
;
5401 if (view_idx
>= max_rt_count
)
5403 WARN("Only %u render targets are supported.\n", max_rt_count
);
5407 return context
->state
->fb
.render_targets
[view_idx
];
5410 struct wined3d_rendertarget_view
* CDECL
wined3d_device_context_get_depth_stencil_view(
5411 const struct wined3d_device_context
*context
)
5413 TRACE("context %p.\n", context
);
5415 return context
->state
->fb
.depth_stencil
;
5418 HRESULT CDECL
wined3d_device_set_rendertarget_view(struct wined3d_device
*device
,
5419 unsigned int view_idx
, struct wined3d_rendertarget_view
*view
, BOOL set_viewport
)
5421 TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
5422 device
, view_idx
, view
, set_viewport
);
5424 return wined3d_device_context_set_rendertarget_view(&device
->cs
->c
, view_idx
, view
, set_viewport
);
5427 HRESULT CDECL
wined3d_device_set_depth_stencil_view(struct wined3d_device
*device
,
5428 struct wined3d_rendertarget_view
*view
)
5430 TRACE("device %p, view %p.\n", device
, view
);
5432 return wined3d_device_context_set_depth_stencil_view(&device
->cs
->c
, view
);
5435 void CDECL
wined3d_device_context_generate_mipmaps(struct wined3d_device_context
*context
,
5436 struct wined3d_shader_resource_view
*view
)
5438 struct wined3d_texture
*texture
;
5440 TRACE("context %p, view %p.\n", context
, view
);
5442 if (view
->resource
->type
== WINED3D_RTYPE_BUFFER
)
5444 WARN("Called on buffer resource %p.\n", view
->resource
);
5448 texture
= texture_from_resource(view
->resource
);
5449 if (!(texture
->flags
& WINED3D_TEXTURE_GENERATE_MIPMAPS
))
5451 WARN("Texture without the WINED3D_TEXTURE_GENERATE_MIPMAPS flag, ignoring.\n");
5455 wined3d_device_context_emit_generate_mipmaps(context
, view
);
5458 static struct wined3d_texture
*wined3d_device_create_cursor_texture(struct wined3d_device
*device
,
5459 struct wined3d_texture
*cursor_image
, unsigned int sub_resource_idx
)
5461 unsigned int texture_level
= sub_resource_idx
% cursor_image
->level_count
;
5462 struct wined3d_sub_resource_data data
;
5463 struct wined3d_resource_desc desc
;
5464 struct wined3d_map_desc map_desc
;
5465 struct wined3d_texture
*texture
;
5468 if (FAILED(wined3d_resource_map(&cursor_image
->resource
, sub_resource_idx
, &map_desc
, NULL
, WINED3D_MAP_READ
)))
5470 ERR("Failed to map source texture.\n");
5474 data
.data
= map_desc
.data
;
5475 data
.row_pitch
= map_desc
.row_pitch
;
5476 data
.slice_pitch
= map_desc
.slice_pitch
;
5478 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
5479 desc
.format
= WINED3DFMT_B8G8R8A8_UNORM
;
5480 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
5481 desc
.multisample_quality
= 0;
5482 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
5483 desc
.bind_flags
= 0;
5484 desc
.access
= WINED3D_RESOURCE_ACCESS_GPU
;
5485 desc
.width
= wined3d_texture_get_level_width(cursor_image
, texture_level
);
5486 desc
.height
= wined3d_texture_get_level_height(cursor_image
, texture_level
);
5490 hr
= wined3d_texture_create(device
, &desc
, 1, 1, 0, &data
, NULL
, &wined3d_null_parent_ops
, &texture
);
5491 wined3d_resource_unmap(&cursor_image
->resource
, sub_resource_idx
);
5494 ERR("Failed to create cursor texture.\n");
5501 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
5502 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_texture
*texture
, unsigned int sub_resource_idx
)
5504 unsigned int texture_level
= sub_resource_idx
% texture
->level_count
;
5505 unsigned int cursor_width
, cursor_height
;
5506 struct wined3d_map_desc map_desc
;
5508 TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
5509 device
, x_hotspot
, y_hotspot
, texture
, sub_resource_idx
);
5511 if (sub_resource_idx
>= texture
->level_count
* texture
->layer_count
5512 || texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE_2D
)
5513 return WINED3DERR_INVALIDCALL
;
5515 if (device
->cursor_texture
)
5517 wined3d_texture_decref(device
->cursor_texture
);
5518 device
->cursor_texture
= NULL
;
5521 if (texture
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
5523 WARN("Texture %p has invalid format %s.\n",
5524 texture
, debug_d3dformat(texture
->resource
.format
->id
));
5525 return WINED3DERR_INVALIDCALL
;
5528 /* Cursor width and height must all be powers of two */
5529 cursor_width
= wined3d_texture_get_level_width(texture
, texture_level
);
5530 cursor_height
= wined3d_texture_get_level_height(texture
, texture_level
);
5531 if ((cursor_width
& (cursor_width
- 1)) || (cursor_height
& (cursor_height
- 1)))
5533 WARN("Cursor size %ux%u are not all powers of two.\n", cursor_width
, cursor_height
);
5534 return WINED3DERR_INVALIDCALL
;
5537 /* Do not store the surface's pointer because the application may
5538 * release it after setting the cursor image. Windows doesn't
5539 * addref the set surface, so we can't do this either without
5540 * creating circular refcount dependencies. */
5541 if (!(device
->cursor_texture
= wined3d_device_create_cursor_texture(device
, texture
, sub_resource_idx
)))
5543 ERR("Failed to create cursor texture.\n");
5544 return WINED3DERR_INVALIDCALL
;
5547 if (cursor_width
== 32 && cursor_height
== 32)
5549 UINT mask_size
= cursor_width
* cursor_height
/ 8;
5550 ICONINFO cursor_info
;
5554 /* 32-bit user32 cursors ignore the alpha channel if it's all
5555 * zeroes, and use the mask instead. Fill the mask with all ones
5556 * to ensure we still get a fully transparent cursor. */
5557 if (!(mask_bits
= heap_alloc(mask_size
)))
5558 return E_OUTOFMEMORY
;
5559 memset(mask_bits
, 0xff, mask_size
);
5561 wined3d_resource_map(&texture
->resource
, sub_resource_idx
, &map_desc
, NULL
,
5562 WINED3D_MAP_NO_DIRTY_UPDATE
| WINED3D_MAP_READ
);
5563 cursor_info
.fIcon
= FALSE
;
5564 cursor_info
.xHotspot
= x_hotspot
;
5565 cursor_info
.yHotspot
= y_hotspot
;
5566 cursor_info
.hbmMask
= CreateBitmap(cursor_width
, cursor_height
, 1, 1, mask_bits
);
5567 cursor_info
.hbmColor
= CreateBitmap(cursor_width
, cursor_height
, 1, 32, map_desc
.data
);
5568 wined3d_resource_unmap(&texture
->resource
, sub_resource_idx
);
5570 /* Create our cursor and clean up. */
5571 cursor
= CreateIconIndirect(&cursor_info
);
5572 if (cursor_info
.hbmMask
)
5573 DeleteObject(cursor_info
.hbmMask
);
5574 if (cursor_info
.hbmColor
)
5575 DeleteObject(cursor_info
.hbmColor
);
5576 if (device
->hardwareCursor
)
5577 DestroyCursor(device
->hardwareCursor
);
5578 device
->hardwareCursor
= cursor
;
5579 if (device
->bCursorVisible
)
5582 heap_free(mask_bits
);
5585 TRACE("New cursor dimensions are %ux%u.\n", cursor_width
, cursor_height
);
5586 device
->cursorWidth
= cursor_width
;
5587 device
->cursorHeight
= cursor_height
;
5588 device
->xHotSpot
= x_hotspot
;
5589 device
->yHotSpot
= y_hotspot
;
5594 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
5595 int x_screen_space
, int y_screen_space
, DWORD flags
)
5597 TRACE("device %p, x %d, y %d, flags %#x.\n",
5598 device
, x_screen_space
, y_screen_space
, flags
);
5600 device
->xScreenSpace
= x_screen_space
;
5601 device
->yScreenSpace
= y_screen_space
;
5603 if (device
->hardwareCursor
)
5607 GetCursorPos( &pt
);
5608 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
5610 SetCursorPos( x_screen_space
, y_screen_space
);
5612 /* Switch to the software cursor if position diverges from the hardware one. */
5613 GetCursorPos( &pt
);
5614 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
5616 if (device
->bCursorVisible
) SetCursor( NULL
);
5617 DestroyCursor( device
->hardwareCursor
);
5618 device
->hardwareCursor
= 0;
5623 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
5625 BOOL oldVisible
= device
->bCursorVisible
;
5627 TRACE("device %p, show %#x.\n", device
, show
);
5630 * When ShowCursor is first called it should make the cursor appear at the OS's last
5631 * known cursor position.
5633 if (show
&& !oldVisible
)
5637 device
->xScreenSpace
= pt
.x
;
5638 device
->yScreenSpace
= pt
.y
;
5641 if (device
->hardwareCursor
)
5643 device
->bCursorVisible
= show
;
5645 SetCursor(device
->hardwareCursor
);
5649 else if (device
->cursor_texture
)
5651 device
->bCursorVisible
= show
;
5657 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
5659 struct wined3d_resource
*resource
, *cursor
;
5661 TRACE("device %p.\n", device
);
5663 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5665 TRACE("Checking resource %p for eviction.\n", resource
);
5667 if (wined3d_resource_access_is_managed(resource
->access
) && !resource
->map_count
)
5669 TRACE("Evicting %p.\n", resource
);
5670 wined3d_cs_emit_unload_resource(device
->cs
, resource
);
5675 void CDECL
wined3d_device_context_flush(struct wined3d_device_context
*context
)
5677 TRACE("context %p.\n", context
);
5679 context
->ops
->flush(context
);
5682 static void update_swapchain_flags(struct wined3d_texture
*texture
)
5684 unsigned int flags
= texture
->swapchain
->state
.desc
.flags
;
5686 if (flags
& WINED3D_SWAPCHAIN_LOCKABLE_BACKBUFFER
)
5687 texture
->resource
.access
|= WINED3D_RESOURCE_ACCESS_MAP_R
| WINED3D_RESOURCE_ACCESS_MAP_W
;
5689 texture
->resource
.access
&= ~(WINED3D_RESOURCE_ACCESS_MAP_R
| WINED3D_RESOURCE_ACCESS_MAP_W
);
5691 if (flags
& WINED3D_SWAPCHAIN_GDI_COMPATIBLE
)
5692 texture
->flags
|= WINED3D_TEXTURE_GET_DC
;
5694 texture
->flags
&= ~WINED3D_TEXTURE_GET_DC
;
5697 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
5698 const struct wined3d_swapchain_desc
*swapchain_desc
, const struct wined3d_display_mode
*mode
,
5699 wined3d_device_reset_cb callback
, BOOL reset_state
)
5701 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
5702 struct wined3d_swapchain_state
*swapchain_state
;
5703 struct wined3d_swapchain_desc
*current_desc
;
5704 struct wined3d_state
*state
= device
->cs
->c
.state
;
5705 struct wined3d_resource
*resource
, *cursor
;
5706 struct wined3d_rendertarget_view
*view
;
5707 struct wined3d_swapchain
*swapchain
;
5708 struct wined3d_view_desc view_desc
;
5709 BOOL backbuffer_resized
, windowed
;
5710 HRESULT hr
= WINED3D_OK
;
5713 TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
5714 device
, swapchain_desc
, mode
, callback
, reset_state
);
5716 wined3d_cs_finish(device
->cs
, WINED3D_CS_QUEUE_DEFAULT
);
5718 if (!(swapchain
= wined3d_device_get_swapchain(device
, 0)))
5720 ERR("Failed to get the first implicit swapchain.\n");
5721 return WINED3DERR_INVALIDCALL
;
5723 swapchain_state
= &swapchain
->state
;
5724 current_desc
= &swapchain_state
->desc
;
5728 if (device
->logo_texture
)
5730 wined3d_texture_decref(device
->logo_texture
);
5731 device
->logo_texture
= NULL
;
5733 if (device
->cursor_texture
)
5735 wined3d_texture_decref(device
->cursor_texture
);
5736 device
->cursor_texture
= NULL
;
5738 state_unbind_resources(state
);
5741 for (i
= 0; i
< d3d_info
->limits
.max_rt_count
; ++i
)
5743 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
5745 wined3d_device_set_depth_stencil_view(device
, NULL
);
5749 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5751 TRACE("Enumerating resource %p.\n", resource
);
5752 if (FAILED(hr
= callback(resource
)))
5757 TRACE("New params:\n");
5758 TRACE("output %p\n", swapchain_desc
->output
);
5759 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
5760 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
5761 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
5762 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
5763 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
5764 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
5765 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
5766 TRACE("device_window %p\n", swapchain_desc
->device_window
);
5767 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
5768 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
5769 if (swapchain_desc
->enable_auto_depth_stencil
)
5770 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
5771 TRACE("flags %#x\n", swapchain_desc
->flags
);
5772 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
5773 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
5775 if (swapchain_desc
->backbuffer_bind_flags
&& swapchain_desc
->backbuffer_bind_flags
!= WINED3D_BIND_RENDER_TARGET
)
5776 FIXME("Got unexpected backbuffer bind flags %#x.\n", swapchain_desc
->backbuffer_bind_flags
);
5778 if (swapchain_desc
->swap_effect
!= WINED3D_SWAP_EFFECT_DISCARD
5779 && swapchain_desc
->swap_effect
!= WINED3D_SWAP_EFFECT_SEQUENTIAL
5780 && swapchain_desc
->swap_effect
!= WINED3D_SWAP_EFFECT_COPY
)
5781 FIXME("Unimplemented swap effect %#x.\n", swapchain_desc
->swap_effect
);
5783 /* No special treatment of these parameters. Just store them */
5784 current_desc
->swap_effect
= swapchain_desc
->swap_effect
;
5785 current_desc
->enable_auto_depth_stencil
= swapchain_desc
->enable_auto_depth_stencil
;
5786 current_desc
->auto_depth_stencil_format
= swapchain_desc
->auto_depth_stencil_format
;
5787 current_desc
->refresh_rate
= swapchain_desc
->refresh_rate
;
5788 current_desc
->auto_restore_display_mode
= swapchain_desc
->auto_restore_display_mode
;
5790 if (swapchain_desc
->device_window
&& swapchain_desc
->device_window
!= current_desc
->device_window
)
5792 TRACE("Changing the device window from %p to %p.\n",
5793 current_desc
->device_window
, swapchain_desc
->device_window
);
5794 current_desc
->device_window
= swapchain_desc
->device_window
;
5795 swapchain_state
->device_window
= swapchain_desc
->device_window
;
5796 wined3d_swapchain_set_window(swapchain
, NULL
);
5799 backbuffer_resized
= swapchain_desc
->backbuffer_width
!= current_desc
->backbuffer_width
5800 || swapchain_desc
->backbuffer_height
!= current_desc
->backbuffer_height
;
5801 windowed
= current_desc
->windowed
;
5803 if (!swapchain_desc
->windowed
!= !windowed
|| swapchain
->reapply_mode
5804 || mode
|| (!swapchain_desc
->windowed
&& backbuffer_resized
))
5806 /* Switch from windowed to fullscreen. */
5807 if (windowed
&& !swapchain_desc
->windowed
)
5809 HWND focus_window
= device
->create_parms
.focus_window
;
5812 focus_window
= swapchain
->state
.device_window
;
5813 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
5815 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
5820 if (FAILED(hr
= wined3d_swapchain_state_set_fullscreen(&swapchain
->state
,
5821 swapchain_desc
, mode
)))
5824 /* Switch from fullscreen to windowed. */
5825 if (!windowed
&& swapchain_desc
->windowed
)
5826 wined3d_device_release_focus_window(device
);
5828 else if (!swapchain_desc
->windowed
)
5830 DWORD style
= swapchain_state
->style
;
5831 DWORD exstyle
= swapchain_state
->exstyle
;
5832 struct wined3d_output_desc output_desc
;
5834 /* If we're in fullscreen, and the mode wasn't changed, we have to get
5835 * the window back into the right position. Some applications
5836 * (Battlefield 2, Guild Wars) move it and then call Reset() to clean
5837 * up their mess. Guild Wars also loses the device during that. */
5838 if (FAILED(hr
= wined3d_output_get_desc(swapchain_desc
->output
, &output_desc
)))
5840 ERR("Failed to get output description, hr %#x.\n", hr
);
5844 swapchain_state
->style
= 0;
5845 swapchain_state
->exstyle
= 0;
5846 wined3d_swapchain_state_setup_fullscreen(swapchain_state
, swapchain_state
->device_window
,
5847 output_desc
.desktop_rect
.left
, output_desc
.desktop_rect
.top
,
5848 swapchain_desc
->backbuffer_width
, swapchain_desc
->backbuffer_height
);
5849 swapchain_state
->style
= style
;
5850 swapchain_state
->exstyle
= exstyle
;
5853 if (FAILED(hr
= wined3d_swapchain_resize_buffers(swapchain
, swapchain_desc
->backbuffer_count
,
5854 swapchain_desc
->backbuffer_width
, swapchain_desc
->backbuffer_height
, swapchain_desc
->backbuffer_format
,
5855 swapchain_desc
->multisample_type
, swapchain_desc
->multisample_quality
)))
5858 if (swapchain_desc
->flags
!= current_desc
->flags
)
5860 current_desc
->flags
= swapchain_desc
->flags
;
5862 update_swapchain_flags(swapchain
->front_buffer
);
5863 for (i
= 0; i
< current_desc
->backbuffer_count
; ++i
)
5865 update_swapchain_flags(swapchain
->back_buffers
[i
]);
5869 if ((view
= device
->auto_depth_stencil_view
))
5871 device
->auto_depth_stencil_view
= NULL
;
5872 wined3d_rendertarget_view_decref(view
);
5874 if (current_desc
->enable_auto_depth_stencil
)
5876 struct wined3d_resource_desc texture_desc
;
5877 struct wined3d_texture
*texture
;
5879 TRACE("Creating the depth stencil buffer.\n");
5881 texture_desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
5882 texture_desc
.format
= current_desc
->auto_depth_stencil_format
;
5883 texture_desc
.multisample_type
= current_desc
->multisample_type
;
5884 texture_desc
.multisample_quality
= current_desc
->multisample_quality
;
5885 texture_desc
.usage
= 0;
5886 texture_desc
.bind_flags
= WINED3D_BIND_DEPTH_STENCIL
;
5887 texture_desc
.access
= WINED3D_RESOURCE_ACCESS_GPU
;
5888 texture_desc
.width
= current_desc
->backbuffer_width
;
5889 texture_desc
.height
= current_desc
->backbuffer_height
;
5890 texture_desc
.depth
= 1;
5891 texture_desc
.size
= 0;
5893 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_texture(device
->device_parent
,
5894 device
->device_parent
, &texture_desc
, 0, &texture
)))
5896 ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr
);
5897 return WINED3DERR_INVALIDCALL
;
5900 view_desc
.format_id
= texture
->resource
.format
->id
;
5901 view_desc
.flags
= 0;
5902 view_desc
.u
.texture
.level_idx
= 0;
5903 view_desc
.u
.texture
.level_count
= 1;
5904 view_desc
.u
.texture
.layer_idx
= 0;
5905 view_desc
.u
.texture
.layer_count
= 1;
5906 hr
= wined3d_rendertarget_view_create(&view_desc
, &texture
->resource
,
5907 NULL
, &wined3d_null_parent_ops
, &device
->auto_depth_stencil_view
);
5908 wined3d_texture_decref(texture
);
5911 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
5916 if ((view
= device
->back_buffer_view
))
5918 device
->back_buffer_view
= NULL
;
5919 wined3d_rendertarget_view_decref(view
);
5921 if (current_desc
->backbuffer_count
&& current_desc
->backbuffer_bind_flags
& WINED3D_BIND_RENDER_TARGET
)
5923 struct wined3d_resource
*back_buffer
= &swapchain
->back_buffers
[0]->resource
;
5925 view_desc
.format_id
= back_buffer
->format
->id
;
5926 view_desc
.flags
= 0;
5927 view_desc
.u
.texture
.level_idx
= 0;
5928 view_desc
.u
.texture
.level_count
= 1;
5929 view_desc
.u
.texture
.layer_idx
= 0;
5930 view_desc
.u
.texture
.layer_count
= 1;
5931 if (FAILED(hr
= wined3d_rendertarget_view_create(&view_desc
, back_buffer
,
5932 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
5934 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
5939 wine_rb_clear(&device
->samplers
, device_free_sampler
, NULL
);
5940 wine_rb_clear(&device
->rasterizer_states
, device_free_rasterizer_state
, NULL
);
5941 wine_rb_clear(&device
->blend_states
, device_free_blend_state
, NULL
);
5942 wine_rb_clear(&device
->depth_stencil_states
, device_free_depth_stencil_state
, NULL
);
5946 TRACE("Resetting state.\n");
5947 wined3d_cs_emit_reset_state(device
->cs
);
5948 state_cleanup(state
);
5950 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5952 TRACE("Unloading resource %p.\n", resource
);
5953 wined3d_cs_emit_unload_resource(device
->cs
, resource
);
5956 device
->adapter
->adapter_ops
->adapter_uninit_3d(device
);
5958 wined3d_state_reset(state
, &device
->adapter
->d3d_info
);
5960 device_init_swapchain_state(device
, swapchain
);
5961 if (wined3d_settings
.logo
)
5962 device_load_logo(device
, wined3d_settings
.logo
);
5966 if ((view
= device
->back_buffer_view
))
5967 wined3d_device_set_rendertarget_view(device
, 0, view
, FALSE
);
5968 if ((view
= device
->auto_depth_stencil_view
))
5969 wined3d_device_set_depth_stencil_view(device
, view
);
5973 hr
= device
->adapter
->adapter_ops
->adapter_init_3d(device
);
5975 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5981 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
5983 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
5985 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
5991 void CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
5992 struct wined3d_device_creation_parameters
*parameters
)
5994 TRACE("device %p, parameters %p.\n", device
, parameters
);
5996 *parameters
= device
->create_parms
;
5999 struct wined3d
* CDECL
wined3d_device_get_wined3d(const struct wined3d_device
*device
)
6001 TRACE("device %p.\n", device
);
6003 return device
->wined3d
;
6006 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
6007 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
6009 struct wined3d_swapchain
*swapchain
;
6011 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
6012 device
, swapchain_idx
, flags
, ramp
);
6014 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
6015 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
6018 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
6019 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
6021 struct wined3d_swapchain
*swapchain
;
6023 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
6024 device
, swapchain_idx
, ramp
);
6026 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
6027 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
6030 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
6032 TRACE("device %p, resource %p.\n", device
, resource
);
6034 wined3d_not_from_cs(device
->cs
);
6036 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
6039 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
6041 TRACE("device %p, resource %p.\n", device
, resource
);
6043 wined3d_not_from_cs(device
->cs
);
6045 list_remove(&resource
->resource_list_entry
);
6048 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
6050 enum wined3d_resource_type type
= resource
->type
;
6051 struct wined3d_state
*state
= device
->cs
->c
.state
;
6052 struct wined3d_rendertarget_view
*rtv
;
6055 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
6057 for (i
= 0; i
< ARRAY_SIZE(state
->fb
.render_targets
); ++i
)
6059 if ((rtv
= state
->fb
.render_targets
[i
]) && rtv
->resource
== resource
)
6060 ERR("Resource %p is still in use as render target %u.\n", resource
, i
);
6063 if ((rtv
= state
->fb
.depth_stencil
) && rtv
->resource
== resource
)
6064 ERR("Resource %p is still in use as depth/stencil buffer.\n", resource
);
6068 case WINED3D_RTYPE_TEXTURE_1D
:
6069 case WINED3D_RTYPE_TEXTURE_2D
:
6070 case WINED3D_RTYPE_TEXTURE_3D
:
6071 for (i
= 0; i
< WINED3D_MAX_COMBINED_SAMPLERS
; ++i
)
6073 if (&state
->textures
[i
]->resource
== resource
)
6075 ERR("Texture resource %p is still in use, stage %u.\n", resource
, i
);
6076 state
->textures
[i
] = NULL
;
6081 case WINED3D_RTYPE_BUFFER
:
6082 for (i
= 0; i
< WINED3D_MAX_STREAMS
; ++i
)
6084 if (&state
->streams
[i
].buffer
->resource
== resource
)
6086 ERR("Buffer resource %p is still in use, stream %u.\n", resource
, i
);
6087 state
->streams
[i
].buffer
= NULL
;
6091 if (&state
->index_buffer
->resource
== resource
)
6093 ERR("Buffer resource %p is still in use as index buffer.\n", resource
);
6094 state
->index_buffer
= NULL
;
6102 /* Remove the resource from the resourceStore */
6103 device_resource_remove(device
, resource
);
6105 TRACE("Resource released.\n");
6108 static int wined3d_so_desc_compare(const void *key
, const struct wine_rb_entry
*entry
)
6110 const struct wined3d_stream_output_desc
*desc
= &WINE_RB_ENTRY_VALUE(entry
,
6111 struct wined3d_so_desc_entry
, entry
)->desc
;
6112 const struct wined3d_stream_output_desc
*k
= key
;
6116 if ((ret
= (k
->element_count
- desc
->element_count
)))
6118 if ((ret
= (k
->buffer_stride_count
- desc
->buffer_stride_count
)))
6120 if ((ret
= (k
->rasterizer_stream_idx
- desc
->rasterizer_stream_idx
)))
6123 for (i
= 0; i
< k
->element_count
; ++i
)
6125 const struct wined3d_stream_output_element
*b
= &desc
->elements
[i
];
6126 const struct wined3d_stream_output_element
*a
= &k
->elements
[i
];
6128 if ((ret
= (a
->stream_idx
- b
->stream_idx
)))
6130 if ((ret
= strcmp(a
->semantic_name
, b
->semantic_name
)))
6132 if ((ret
= (a
->semantic_idx
- b
->semantic_idx
)))
6134 if ((ret
= (a
->component_idx
- b
->component_idx
)))
6136 if ((ret
= (a
->component_count
- b
->component_count
)))
6138 if ((ret
= (a
->output_slot
- b
->output_slot
)))
6142 for (i
= 0; i
< k
->buffer_stride_count
; ++i
)
6144 if ((ret
= (k
->buffer_strides
[i
] - desc
->buffer_strides
[i
])))
6151 static int wined3d_sampler_compare(const void *key
, const struct wine_rb_entry
*entry
)
6153 const struct wined3d_sampler
*sampler
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_sampler
, entry
);
6155 return memcmp(&sampler
->desc
, key
, sizeof(sampler
->desc
));
6158 static int wined3d_rasterizer_state_compare(const void *key
, const struct wine_rb_entry
*entry
)
6160 const struct wined3d_rasterizer_state
*state
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_rasterizer_state
, entry
);
6162 return memcmp(&state
->desc
, key
, sizeof(state
->desc
));
6165 static int wined3d_blend_state_compare(const void *key
, const struct wine_rb_entry
*entry
)
6167 const struct wined3d_blend_state
*state
= WINE_RB_ENTRY_VALUE(entry
, struct wined3d_blend_state
, entry
);
6169 return memcmp(&state
->desc
, key
, sizeof(state
->desc
));
6172 static int wined3d_depth_stencil_state_compare(const void *key
, const struct wine_rb_entry
*entry
)
6174 const struct wined3d_depth_stencil_state
*state
6175 = WINE_RB_ENTRY_VALUE(entry
, struct wined3d_depth_stencil_state
, entry
);
6177 return memcmp(&state
->desc
, key
, sizeof(state
->desc
));
6180 HRESULT
wined3d_device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
6181 unsigned int adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, unsigned int flags
,
6182 BYTE surface_alignment
, const enum wined3d_feature_level
*levels
, unsigned int level_count
,
6183 const BOOL
*supported_extensions
, struct wined3d_device_parent
*device_parent
)
6185 struct wined3d_adapter
*adapter
= wined3d
->adapters
[adapter_idx
];
6186 const struct wined3d_fragment_pipe_ops
*fragment_pipeline
;
6187 const struct wined3d_vertex_pipe_ops
*vertex_pipeline
;
6192 device
->wined3d
= wined3d
;
6193 wined3d_incref(device
->wined3d
);
6194 device
->adapter
= adapter
;
6195 device
->device_parent
= device_parent
;
6196 list_init(&device
->resources
);
6197 list_init(&device
->shaders
);
6198 device
->surface_alignment
= surface_alignment
;
6200 /* Save the creation parameters. */
6201 device
->create_parms
.adapter_idx
= adapter_idx
;
6202 device
->create_parms
.device_type
= device_type
;
6203 device
->create_parms
.focus_window
= focus_window
;
6204 device
->create_parms
.flags
= flags
;
6206 device
->shader_backend
= adapter
->shader_backend
;
6208 vertex_pipeline
= adapter
->vertex_pipe
;
6210 fragment_pipeline
= adapter
->fragment_pipe
;
6212 wine_rb_init(&device
->so_descs
, wined3d_so_desc_compare
);
6213 wine_rb_init(&device
->samplers
, wined3d_sampler_compare
);
6214 wine_rb_init(&device
->rasterizer_states
, wined3d_rasterizer_state_compare
);
6215 wine_rb_init(&device
->blend_states
, wined3d_blend_state_compare
);
6216 wine_rb_init(&device
->depth_stencil_states
, wined3d_depth_stencil_state_compare
);
6218 if (vertex_pipeline
->vp_states
&& fragment_pipeline
->states
6219 && FAILED(hr
= compile_state_table(device
->state_table
, device
->multistate_funcs
,
6220 &adapter
->d3d_info
, supported_extensions
, vertex_pipeline
,
6221 fragment_pipeline
, adapter
->misc_state_template
)))
6223 ERR("Failed to compile state table, hr %#x.\n", hr
);
6224 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
6225 wine_rb_destroy(&device
->rasterizer_states
, NULL
, NULL
);
6226 wine_rb_destroy(&device
->blend_states
, NULL
, NULL
);
6227 wine_rb_destroy(&device
->depth_stencil_states
, NULL
, NULL
);
6228 wine_rb_destroy(&device
->so_descs
, NULL
, NULL
);
6229 wined3d_decref(device
->wined3d
);
6233 device
->max_frame_latency
= 3;
6235 if (!(device
->cs
= wined3d_cs_create(device
, levels
, level_count
)))
6237 WARN("Failed to create command stream.\n");
6245 for (i
= 0; i
< ARRAY_SIZE(device
->multistate_funcs
); ++i
)
6247 heap_free(device
->multistate_funcs
[i
]);
6249 wine_rb_destroy(&device
->samplers
, NULL
, NULL
);
6250 wine_rb_destroy(&device
->rasterizer_states
, NULL
, NULL
);
6251 wine_rb_destroy(&device
->blend_states
, NULL
, NULL
);
6252 wine_rb_destroy(&device
->depth_stencil_states
, NULL
, NULL
);
6253 wine_rb_destroy(&device
->so_descs
, NULL
, NULL
);
6254 wined3d_decref(device
->wined3d
);
6258 void device_invalidate_state(const struct wined3d_device
*device
, unsigned int state_id
)
6260 unsigned int representative
, i
, idx
, shift
;
6261 struct wined3d_context
*context
;
6263 wined3d_from_cs(device
->cs
);
6265 if (STATE_IS_COMPUTE(state_id
))
6267 for (i
= 0; i
< device
->context_count
; ++i
)
6268 context_invalidate_compute_state(device
->contexts
[i
], state_id
);
6272 representative
= device
->state_table
[state_id
].representative
;
6273 idx
= representative
/ (sizeof(*context
->dirty_graphics_states
) * CHAR_BIT
);
6274 shift
= representative
& ((sizeof(*context
->dirty_graphics_states
) * CHAR_BIT
) - 1);
6275 for (i
= 0; i
< device
->context_count
; ++i
)
6277 device
->contexts
[i
]->dirty_graphics_states
[idx
] |= (1u << shift
);
6281 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
6282 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
6284 if (message
== WM_DESTROY
)
6286 TRACE("unregister window %p.\n", window
);
6287 wined3d_unregister_window(window
);
6289 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
6290 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
6292 else if (message
== WM_DISPLAYCHANGE
)
6294 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
6296 else if (message
== WM_ACTIVATEAPP
)
6298 unsigned int i
= device
->swapchain_count
;
6300 /* Deactivating the implicit swapchain may cause the application
6301 * (e.g. Deus Ex: GOTY) to destroy the device, so take care to
6302 * deactivate the implicit swapchain last, and to avoid accessing the
6303 * "device" pointer afterwards. */
6305 wined3d_swapchain_activate(device
->swapchains
[i
], wparam
);
6307 else if (message
== WM_SYSCOMMAND
)
6309 if (wparam
== SC_RESTORE
&& device
->wined3d
->flags
& WINED3D_HANDLE_RESTORE
)
6312 DefWindowProcW(window
, message
, wparam
, lparam
);
6314 DefWindowProcA(window
, message
, wparam
, lparam
);
6319 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
6321 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);