wined3d: Implement indirect draws.
[wine.git] / dlls / wined3d / device.c
blob3691bd040b79c420dc330f3c9972cb37ed5d7d09
1 /*
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
27 #include "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
31 #ifdef HAVE_FLOAT_H
32 # include <float.h>
33 #endif
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
38 WINE_DECLARE_DEBUG_CHANNEL(winediag);
40 /* Define the default light parameters as specified by MSDN. */
41 const struct wined3d_light WINED3D_default_light =
43 WINED3D_LIGHT_DIRECTIONAL, /* Type */
44 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
45 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
46 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
47 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
48 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
49 0.0f, /* Range */
50 0.0f, /* Falloff */
51 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
52 0.0f, /* Theta */
53 0.0f /* Phi */
56 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
57 * actually have the same values in GL and D3D. */
58 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
60 switch (primitive_type)
62 case WINED3D_PT_POINTLIST:
63 return GL_POINTS;
65 case WINED3D_PT_LINELIST:
66 return GL_LINES;
68 case WINED3D_PT_LINESTRIP:
69 return GL_LINE_STRIP;
71 case WINED3D_PT_TRIANGLELIST:
72 return GL_TRIANGLES;
74 case WINED3D_PT_TRIANGLESTRIP:
75 return GL_TRIANGLE_STRIP;
77 case WINED3D_PT_TRIANGLEFAN:
78 return GL_TRIANGLE_FAN;
80 case WINED3D_PT_LINELIST_ADJ:
81 return GL_LINES_ADJACENCY_ARB;
83 case WINED3D_PT_LINESTRIP_ADJ:
84 return GL_LINE_STRIP_ADJACENCY_ARB;
86 case WINED3D_PT_TRIANGLELIST_ADJ:
87 return GL_TRIANGLES_ADJACENCY_ARB;
89 case WINED3D_PT_TRIANGLESTRIP_ADJ:
90 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
92 case WINED3D_PT_PATCH:
93 return GL_PATCHES;
95 default:
96 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
97 case WINED3D_PT_UNDEFINED:
98 return ~0u;
102 static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
104 switch (primitive_type)
106 case GL_POINTS:
107 return WINED3D_PT_POINTLIST;
109 case GL_LINES:
110 return WINED3D_PT_LINELIST;
112 case GL_LINE_STRIP:
113 return WINED3D_PT_LINESTRIP;
115 case GL_TRIANGLES:
116 return WINED3D_PT_TRIANGLELIST;
118 case GL_TRIANGLE_STRIP:
119 return WINED3D_PT_TRIANGLESTRIP;
121 case GL_TRIANGLE_FAN:
122 return WINED3D_PT_TRIANGLEFAN;
124 case GL_LINES_ADJACENCY_ARB:
125 return WINED3D_PT_LINELIST_ADJ;
127 case GL_LINE_STRIP_ADJACENCY_ARB:
128 return WINED3D_PT_LINESTRIP_ADJ;
130 case GL_TRIANGLES_ADJACENCY_ARB:
131 return WINED3D_PT_TRIANGLELIST_ADJ;
133 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
134 return WINED3D_PT_TRIANGLESTRIP_ADJ;
136 case GL_PATCHES:
137 return WINED3D_PT_PATCH;
139 default:
140 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
141 case ~0u:
142 return WINED3D_PT_UNDEFINED;
146 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
148 struct wined3d_context **new_array;
150 TRACE("Adding context %p.\n", context);
152 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
153 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
154 sizeof(*new_array) * (device->context_count + 1));
156 if (!new_array)
158 ERR("Failed to grow the context array.\n");
159 return FALSE;
162 new_array[device->context_count++] = context;
163 device->contexts = new_array;
164 return TRUE;
167 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
169 struct wined3d_context **new_array;
170 BOOL found = FALSE;
171 UINT i;
173 TRACE("Removing context %p.\n", context);
175 for (i = 0; i < device->context_count; ++i)
177 if (device->contexts[i] == context)
179 found = TRUE;
180 break;
184 if (!found)
186 ERR("Context %p doesn't exist in context array.\n", context);
187 return;
190 if (!--device->context_count)
192 HeapFree(GetProcessHeap(), 0, device->contexts);
193 device->contexts = NULL;
194 return;
197 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
198 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
199 if (!new_array)
201 ERR("Failed to shrink context array. Oh well.\n");
202 return;
205 device->contexts = new_array;
208 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
210 unsigned int height = wined3d_texture_get_level_height(target->container, target->texture_level);
211 unsigned int width = wined3d_texture_get_level_width(target->container, target->texture_level);
213 /* partial draw rect */
214 if (draw_rect->left || draw_rect->top || draw_rect->right < width || draw_rect->bottom < height)
215 return FALSE;
217 /* partial clear rect */
218 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
219 || clear_rect->right < width || clear_rect->bottom < height))
220 return FALSE;
222 return TRUE;
225 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
226 UINT rect_count, const RECT *clear_rect, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
227 float depth, DWORD stencil)
229 struct wined3d_rendertarget_view *rtv = rt_count ? fb->render_targets[0] : NULL;
230 struct wined3d_surface *target = rtv ? wined3d_rendertarget_view_get_surface(rtv) : NULL;
231 struct wined3d_rendertarget_view *dsv = fb->depth_stencil;
232 struct wined3d_surface *depth_stencil = dsv ? wined3d_rendertarget_view_get_surface(dsv) : NULL;
233 const struct wined3d_state *state = &device->cs->state;
234 const struct wined3d_gl_info *gl_info;
235 UINT drawable_width, drawable_height;
236 struct wined3d_color corrected_color;
237 struct wined3d_context *context;
238 GLbitfield clear_mask = 0;
239 BOOL render_offscreen;
240 unsigned int i;
242 if (target)
243 context = context_acquire(device, target->container, rtv->sub_resource_idx);
244 else
245 context = context_acquire(device, NULL, 0);
246 if (!context->valid)
248 context_release(context);
249 WARN("Invalid context, skipping clear.\n");
250 return;
252 gl_info = context->gl_info;
254 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
255 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
256 * for the cleared parts, and the untouched parts.
258 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
259 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
260 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
261 * checking all this if the dest surface is in the drawable anyway. */
262 for (i = 0; i < rt_count; ++i)
264 struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
266 if (rtv && rtv->format->id != WINED3DFMT_NULL)
268 struct wined3d_texture *rt = wined3d_texture_from_resource(rtv->resource);
270 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, rect_count ? clear_rect : NULL))
271 wined3d_texture_load_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
272 else
273 wined3d_texture_prepare_location(rt, rtv->sub_resource_idx, context, rtv->resource->draw_binding);
277 if (target)
279 render_offscreen = context->render_offscreen;
280 wined3d_rendertarget_view_get_drawable_size(rtv, context, &drawable_width, &drawable_height);
282 else
284 render_offscreen = TRUE;
285 drawable_width = wined3d_texture_get_level_pow2_width(depth_stencil->container,
286 depth_stencil->texture_level);
287 drawable_height = wined3d_texture_get_level_pow2_height(depth_stencil->container,
288 depth_stencil->texture_level);
291 if (depth_stencil && render_offscreen)
292 wined3d_texture_prepare_location(depth_stencil->container,
293 dsv->sub_resource_idx, context, dsv->resource->draw_binding);
295 if (flags & WINED3DCLEAR_ZBUFFER)
297 DWORD location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
299 wined3d_texture_load_location(depth_stencil->container,
300 dsv->sub_resource_idx, context, location);
303 if (!context_apply_clear_state(context, state, rt_count, fb))
305 context_release(context);
306 WARN("Failed to apply clear state, skipping clear.\n");
307 return;
310 /* Only set the values up once, as they are not changing. */
311 if (flags & WINED3DCLEAR_STENCIL)
313 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
315 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
316 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
318 gl_info->gl_ops.gl.p_glStencilMask(~0U);
319 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
320 gl_info->gl_ops.gl.p_glClearStencil(stencil);
321 checkGLcall("glClearStencil");
322 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
325 if (flags & WINED3DCLEAR_ZBUFFER)
327 DWORD location = render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
329 wined3d_texture_validate_location(depth_stencil->container, dsv->sub_resource_idx, location);
330 wined3d_texture_invalidate_location(depth_stencil->container, dsv->sub_resource_idx, ~location);
332 gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
333 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
334 gl_info->gl_ops.gl.p_glClearDepth(depth);
335 checkGLcall("glClearDepth");
336 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
339 if (flags & WINED3DCLEAR_TARGET)
341 for (i = 0; i < rt_count; ++i)
343 struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
344 struct wined3d_texture *texture;
346 if (!rtv)
347 continue;
349 if (rtv->resource->type == WINED3D_RTYPE_BUFFER)
351 FIXME("Not supported on buffer resources.\n");
352 continue;
355 texture = texture_from_resource(rtv->resource);
356 wined3d_texture_validate_location(texture, rtv->sub_resource_idx, rtv->resource->draw_binding);
357 wined3d_texture_invalidate_location(texture, rtv->sub_resource_idx, ~rtv->resource->draw_binding);
360 if (!gl_info->supported[ARB_FRAMEBUFFER_SRGB] && needs_srgb_write(context, state, fb))
362 if (rt_count > 1)
363 WARN("Clearing multiple sRGB render targets with no GL_ARB_framebuffer_sRGB "
364 "support, this might cause graphical issues.\n");
366 corrected_color.r = color->r < wined3d_srgb_const1[0]
367 ? color->r * wined3d_srgb_const0[3]
368 : pow(color->r, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1]
369 - wined3d_srgb_const0[2];
370 corrected_color.r = min(max(corrected_color.r, 0.0f), 1.0f);
371 corrected_color.g = color->g < wined3d_srgb_const1[0]
372 ? color->g * wined3d_srgb_const0[3]
373 : pow(color->g, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1]
374 - wined3d_srgb_const0[2];
375 corrected_color.g = min(max(corrected_color.g, 0.0f), 1.0f);
376 corrected_color.b = color->b < wined3d_srgb_const1[0]
377 ? color->b * wined3d_srgb_const0[3]
378 : pow(color->b, wined3d_srgb_const0[0]) * wined3d_srgb_const0[1]
379 - wined3d_srgb_const0[2];
380 corrected_color.b = min(max(corrected_color.b, 0.0f), 1.0f);
381 color = &corrected_color;
384 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
385 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
386 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
387 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
388 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
389 gl_info->gl_ops.gl.p_glClearColor(color->r, color->g, color->b, color->a);
390 checkGLcall("glClearColor");
391 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
394 if (!rect_count)
396 if (render_offscreen)
398 gl_info->gl_ops.gl.p_glScissor(draw_rect->left, draw_rect->top,
399 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
401 else
403 gl_info->gl_ops.gl.p_glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
404 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
406 checkGLcall("glScissor");
407 gl_info->gl_ops.gl.p_glClear(clear_mask);
408 checkGLcall("glClear");
410 else
412 RECT current_rect;
414 /* Now process each rect in turn. */
415 for (i = 0; i < rect_count; ++i)
417 /* Note that GL uses lower left, width/height. */
418 IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
420 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
421 wine_dbgstr_rect(&clear_rect[i]),
422 wine_dbgstr_rect(&current_rect));
424 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
425 * The rectangle is not cleared, no error is returned, but further rectangles are
426 * still cleared if they are valid. */
427 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
429 TRACE("Rectangle with negative dimensions, ignoring.\n");
430 continue;
433 if (render_offscreen)
435 gl_info->gl_ops.gl.p_glScissor(current_rect.left, current_rect.top,
436 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
438 else
440 gl_info->gl_ops.gl.p_glScissor(current_rect.left, drawable_height - current_rect.bottom,
441 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
443 checkGLcall("glScissor");
445 gl_info->gl_ops.gl.p_glClear(clear_mask);
446 checkGLcall("glClear");
450 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
451 && target->container->swapchain && target->container->swapchain->front_buffer == target->container))
452 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
454 context_release(context);
457 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
459 ULONG refcount = InterlockedIncrement(&device->ref);
461 TRACE("%p increasing refcount to %u.\n", device, refcount);
463 return refcount;
466 static void device_leftover_sampler(struct wine_rb_entry *entry, void *context)
468 struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
470 ERR("Leftover sampler %p.\n", sampler);
473 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
475 ULONG refcount = InterlockedDecrement(&device->ref);
477 TRACE("%p decreasing refcount to %u.\n", device, refcount);
479 if (!refcount)
481 UINT i;
483 wined3d_cs_destroy(device->cs);
485 if (device->recording && wined3d_stateblock_decref(device->recording))
486 ERR("Something's still holding the recording stateblock.\n");
487 device->recording = NULL;
489 state_cleanup(&device->state);
491 for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i)
493 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
494 device->multistate_funcs[i] = NULL;
497 if (!list_empty(&device->resources))
499 struct wined3d_resource *resource;
501 ERR("Device released with resources still bound.\n");
503 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
505 ERR("Leftover resource %p with type %s (%#x).\n",
506 resource, debug_d3dresourcetype(resource->type), resource->type);
510 if (device->contexts)
511 ERR("Context array not freed!\n");
512 if (device->hardwareCursor)
513 DestroyCursor(device->hardwareCursor);
514 device->hardwareCursor = 0;
516 wine_rb_destroy(&device->samplers, device_leftover_sampler, NULL);
518 wined3d_decref(device->wined3d);
519 device->wined3d = NULL;
520 HeapFree(GetProcessHeap(), 0, device);
521 TRACE("Freed device %p.\n", device);
524 return refcount;
527 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
529 TRACE("device %p.\n", device);
531 return device->swapchain_count;
534 struct wined3d_swapchain * CDECL wined3d_device_get_swapchain(const struct wined3d_device *device, UINT swapchain_idx)
536 TRACE("device %p, swapchain_idx %u.\n", device, swapchain_idx);
538 if (swapchain_idx >= device->swapchain_count)
540 WARN("swapchain_idx %u >= swapchain_count %u.\n",
541 swapchain_idx, device->swapchain_count);
542 return NULL;
545 return device->swapchains[swapchain_idx];
548 static void device_load_logo(struct wined3d_device *device, const char *filename)
550 struct wined3d_color_key color_key;
551 struct wined3d_resource_desc desc;
552 HBITMAP hbm;
553 BITMAP bm;
554 HRESULT hr;
555 HDC dcb = NULL, dcs = NULL;
557 if (!(hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION)))
559 ERR_(winediag)("Failed to load logo %s.\n", wine_dbgstr_a(filename));
560 return;
562 GetObjectA(hbm, sizeof(BITMAP), &bm);
564 if (!(dcb = CreateCompatibleDC(NULL)))
565 goto out;
566 SelectObject(dcb, hbm);
568 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
569 desc.format = WINED3DFMT_B5G6R5_UNORM;
570 desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
571 desc.multisample_quality = 0;
572 desc.usage = WINED3DUSAGE_DYNAMIC;
573 desc.pool = WINED3D_POOL_DEFAULT;
574 desc.width = bm.bmWidth;
575 desc.height = bm.bmHeight;
576 desc.depth = 1;
577 desc.size = 0;
578 if (FAILED(hr = wined3d_texture_create(device, &desc, 1, 1,
579 WINED3D_TEXTURE_CREATE_MAPPABLE | WINED3D_TEXTURE_CREATE_GET_DC,
580 NULL, NULL, &wined3d_null_parent_ops, &device->logo_texture)))
582 ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr);
583 goto out;
586 if (FAILED(hr = wined3d_texture_get_dc(device->logo_texture, 0, &dcs)))
588 wined3d_texture_decref(device->logo_texture);
589 device->logo_texture = NULL;
590 goto out;
592 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
593 wined3d_texture_release_dc(device->logo_texture, 0, dcs);
595 color_key.color_space_low_value = 0;
596 color_key.color_space_high_value = 0;
597 wined3d_texture_set_color_key(device->logo_texture, WINED3D_CKEY_SRC_BLT, &color_key);
599 out:
600 if (dcb) DeleteDC(dcb);
601 if (hbm) DeleteObject(hbm);
604 /* Context activation is done by the caller. */
605 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
607 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
608 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
609 unsigned int i;
610 DWORD color;
612 if (d3d_info->wined3d_creation_flags & WINED3D_LEGACY_UNBOUND_RESOURCE_COLOR)
613 color = 0x000000ff;
614 else
615 color = 0x00000000;
617 /* Under DirectX you can sample even if no texture is bound, whereas
618 * OpenGL will only allow that when a valid texture is bound.
619 * We emulate this by creating dummy textures and binding them
620 * to each texture stage when the currently set D3D texture is NULL. */
621 context_active_texture(context, gl_info, 0);
623 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_2d);
624 checkGLcall("glGenTextures");
625 TRACE("Dummy 2D texture given name %u.\n", device->dummy_textures.tex_2d);
627 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_textures.tex_2d);
628 checkGLcall("glBindTexture");
630 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0,
631 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
632 checkGLcall("glTexImage2D");
634 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
636 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_rect);
637 checkGLcall("glGenTextures");
638 TRACE("Dummy rectangle texture given name %u.\n", device->dummy_textures.tex_rect);
640 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_textures.tex_rect);
641 checkGLcall("glBindTexture");
643 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0,
644 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
645 checkGLcall("glTexImage2D");
648 if (gl_info->supported[EXT_TEXTURE3D])
650 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_3d);
651 checkGLcall("glGenTextures");
652 TRACE("Dummy 3D texture given name %u.\n", device->dummy_textures.tex_3d);
654 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_textures.tex_3d);
655 checkGLcall("glBindTexture");
657 GL_EXTCALL(glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0,
658 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
659 checkGLcall("glTexImage3D");
662 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
664 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_cube);
665 checkGLcall("glGenTextures");
666 TRACE("Dummy cube texture given name %u.\n", device->dummy_textures.tex_cube);
668 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_textures.tex_cube);
669 checkGLcall("glBindTexture");
671 for (i = GL_TEXTURE_CUBE_MAP_POSITIVE_X; i <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++i)
673 gl_info->gl_ops.gl.p_glTexImage2D(i, 0, GL_RGBA8, 1, 1, 0,
674 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
675 checkGLcall("glTexImage2D");
679 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
681 DWORD cube_array_data[6];
683 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_cube_array);
684 checkGLcall("glGenTextures");
685 TRACE("Dummy cube array texture given name %u.\n", device->dummy_textures.tex_cube_array);
687 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, device->dummy_textures.tex_cube_array);
688 checkGLcall("glBindTexture");
690 for (i = 0; i < ARRAY_SIZE(cube_array_data); ++i)
691 cube_array_data[i] = color;
692 GL_EXTCALL(glTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 0, GL_RGBA8, 1, 1, 6, 0,
693 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, cube_array_data));
694 checkGLcall("glTexImage3D");
697 if (gl_info->supported[EXT_TEXTURE_ARRAY])
699 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_2d_array);
700 checkGLcall("glGenTextures");
701 TRACE("Dummy 2D array texture given name %u.\n", device->dummy_textures.tex_2d_array);
703 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D_ARRAY, device->dummy_textures.tex_2d_array);
704 checkGLcall("glBindTexture");
706 GL_EXTCALL(glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA8, 1, 1, 1, 0,
707 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
708 checkGLcall("glTexImage3D");
711 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
713 GLuint buffer;
715 GL_EXTCALL(glGenBuffers(1, &buffer));
716 GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, buffer));
717 GL_EXTCALL(glBufferData(GL_TEXTURE_BUFFER, sizeof(color), &color, GL_STATIC_DRAW));
718 GL_EXTCALL(glBindBuffer(GL_TEXTURE_BUFFER, 0));
719 checkGLcall("Create buffer object");
721 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_textures.tex_buffer);
722 checkGLcall("glGenTextures");
723 TRACE("Dummy buffer texture given name %u.\n", device->dummy_textures.tex_buffer);
725 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_BUFFER, device->dummy_textures.tex_buffer);
726 checkGLcall("glBindTexture");
727 GL_EXTCALL(glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA8, buffer));
728 checkGLcall("glTexBuffer");
730 GL_EXTCALL(glDeleteBuffers(1, &buffer));
731 checkGLcall("glDeleteBuffers");
734 context_bind_dummy_textures(device, context);
737 /* Context activation is done by the caller. */
738 static void destroy_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
740 const struct wined3d_gl_info *gl_info = context->gl_info;
742 if (gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
743 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_buffer);
745 if (gl_info->supported[EXT_TEXTURE_ARRAY])
746 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_2d_array);
748 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
749 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_cube_array);
751 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
752 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_cube);
754 if (gl_info->supported[EXT_TEXTURE3D])
755 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_3d);
757 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
758 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_rect);
760 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->dummy_textures.tex_2d);
762 checkGLcall("Delete dummy textures");
764 memset(&device->dummy_textures, 0, sizeof(device->dummy_textures));
767 /* Context activation is done by the caller. */
768 static void create_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
770 struct wined3d_sampler_desc desc;
771 HRESULT hr;
773 desc.address_u = WINED3D_TADDRESS_WRAP;
774 desc.address_v = WINED3D_TADDRESS_WRAP;
775 desc.address_w = WINED3D_TADDRESS_WRAP;
776 memset(desc.border_color, 0, sizeof(desc.border_color));
777 desc.mag_filter = WINED3D_TEXF_POINT;
778 desc.min_filter = WINED3D_TEXF_POINT;
779 desc.mip_filter = WINED3D_TEXF_NONE;
780 desc.lod_bias = 0.0f;
781 desc.min_lod = -1000.0f;
782 desc.max_lod = 1000.0f;
783 desc.mip_base_level = 0;
784 desc.max_anisotropy = 1;
785 desc.compare = FALSE;
786 desc.comparison_func = WINED3D_CMP_NEVER;
787 desc.srgb_decode = TRUE;
789 /* In SM4+ shaders there is a separation between resources and samplers. Some shader
790 * instructions allow access to resources without using samplers.
791 * In GLSL, resources are always accessed through sampler or image variables. The default
792 * sampler object is used to emulate the direct resource access when there is no sampler state
793 * to use.
795 if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &device->default_sampler)))
797 ERR("Failed to create default sampler, hr %#x.\n", hr);
798 device->default_sampler = NULL;
801 /* In D3D10+, a NULL sampler maps to the default sampler state. */
802 desc.address_u = WINED3D_TADDRESS_CLAMP;
803 desc.address_v = WINED3D_TADDRESS_CLAMP;
804 desc.address_w = WINED3D_TADDRESS_CLAMP;
805 desc.mag_filter = WINED3D_TEXF_LINEAR;
806 desc.min_filter = WINED3D_TEXF_LINEAR;
807 desc.mip_filter = WINED3D_TEXF_LINEAR;
808 if (FAILED(hr = wined3d_sampler_create(device, &desc, NULL, &wined3d_null_parent_ops, &device->null_sampler)))
810 ERR("Failed to create null sampler, hr %#x.\n", hr);
811 device->null_sampler = NULL;
815 /* Context activation is done by the caller. */
816 static void destroy_default_samplers(struct wined3d_device *device, struct wined3d_context *context)
818 wined3d_sampler_decref(device->default_sampler);
819 device->default_sampler = NULL;
820 wined3d_sampler_decref(device->null_sampler);
821 device->null_sampler = NULL;
824 static LONG fullscreen_style(LONG style)
826 /* Make sure the window is managed, otherwise we won't get keyboard input. */
827 style |= WS_POPUP | WS_SYSMENU;
828 style &= ~(WS_CAPTION | WS_THICKFRAME);
830 return style;
833 static LONG fullscreen_exstyle(LONG exstyle)
835 /* Filter out window decorations. */
836 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
838 return exstyle;
841 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
843 BOOL filter_messages;
844 LONG style, exstyle;
846 TRACE("Setting up window %p for fullscreen mode.\n", window);
848 if (device->style || device->exStyle)
850 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
851 window, device->style, device->exStyle);
854 device->style = GetWindowLongW(window, GWL_STYLE);
855 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
857 style = fullscreen_style(device->style);
858 exstyle = fullscreen_exstyle(device->exStyle);
860 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
861 device->style, device->exStyle, style, exstyle);
863 filter_messages = device->filter_messages;
864 device->filter_messages = TRUE;
866 SetWindowLongW(window, GWL_STYLE, style);
867 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
868 SetWindowPos(window, HWND_TOPMOST, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
870 device->filter_messages = filter_messages;
873 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window,
874 const RECT *window_rect)
876 unsigned int window_pos_flags = SWP_FRAMECHANGED | SWP_NOZORDER | SWP_NOACTIVATE;
877 BOOL filter_messages;
878 LONG style, exstyle;
879 RECT rect = {0};
881 if (!device->style && !device->exStyle)
882 return;
884 style = GetWindowLongW(window, GWL_STYLE);
885 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
887 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
888 * application, and we want to ignore them in the test below, since it's
889 * not the application's fault that they changed. Additionally, we want to
890 * preserve the current status of these flags (i.e. don't restore them) to
891 * more closely emulate the behavior of Direct3D, which leaves these flags
892 * alone when returning to windowed mode. */
893 device->style ^= (device->style ^ style) & WS_VISIBLE;
894 device->exStyle ^= (device->exStyle ^ exstyle) & WS_EX_TOPMOST;
896 TRACE("Restoring window style of window %p to %08x, %08x.\n",
897 window, device->style, device->exStyle);
899 filter_messages = device->filter_messages;
900 device->filter_messages = TRUE;
902 /* Only restore the style if the application didn't modify it during the
903 * fullscreen phase. Some applications change it before calling Reset()
904 * when switching between windowed and fullscreen modes (HL2), some
905 * depend on the original style (Eve Online). */
906 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
908 SetWindowLongW(window, GWL_STYLE, device->style);
909 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
912 if (window_rect)
913 rect = *window_rect;
914 else
915 window_pos_flags |= (SWP_NOMOVE | SWP_NOSIZE);
916 SetWindowPos(window, 0, rect.left, rect.top,
917 rect.right - rect.left, rect.bottom - rect.top, window_pos_flags);
919 device->filter_messages = filter_messages;
921 /* Delete the old values. */
922 device->style = 0;
923 device->exStyle = 0;
926 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
928 TRACE("device %p, window %p.\n", device, window);
930 if (!wined3d_register_window(window, device))
932 ERR("Failed to register window %p.\n", window);
933 return E_FAIL;
936 InterlockedExchangePointer((void **)&device->focus_window, window);
937 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
939 return WINED3D_OK;
942 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
944 TRACE("device %p.\n", device);
946 if (device->focus_window) wined3d_unregister_window(device->focus_window);
947 InterlockedExchangePointer((void **)&device->focus_window, NULL);
950 static void device_init_swapchain_state(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
952 BOOL ds_enable = !!swapchain->desc.enable_auto_depth_stencil;
953 unsigned int i;
955 if (device->fb.render_targets)
957 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
959 wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
961 if (device->back_buffer_view)
962 wined3d_device_set_rendertarget_view(device, 0, device->back_buffer_view, TRUE);
965 wined3d_device_set_depth_stencil_view(device, ds_enable ? device->auto_depth_stencil_view : NULL);
966 wined3d_device_set_render_state(device, WINED3D_RS_ZENABLE, ds_enable);
969 static void wined3d_device_delete_opengl_contexts_cs(void *object)
971 struct wined3d_resource *resource, *cursor;
972 struct wined3d_device *device = object;
973 struct wined3d_context *context;
974 struct wined3d_shader *shader;
976 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
978 TRACE("Unloading resource %p.\n", resource);
979 wined3d_cs_emit_unload_resource(device->cs, resource);
982 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
984 device->shader_backend->shader_destroy(shader);
987 context = context_acquire(device, NULL, 0);
988 device->blitter->ops->blitter_destroy(device->blitter, context);
989 device->shader_backend->shader_free_private(device);
990 destroy_dummy_textures(device, context);
991 destroy_default_samplers(device, context);
992 context_release(context);
994 while (device->context_count)
996 if (device->contexts[0]->swapchain)
997 swapchain_destroy_contexts(device->contexts[0]->swapchain);
998 else
999 context_destroy(device, device->contexts[0]);
1003 static void wined3d_device_delete_opengl_contexts(struct wined3d_device *device)
1005 wined3d_cs_destroy_object(device->cs, wined3d_device_delete_opengl_contexts_cs, device);
1006 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1009 static void wined3d_device_create_primary_opengl_context_cs(void *object)
1011 struct wined3d_device *device = object;
1012 struct wined3d_swapchain *swapchain;
1013 struct wined3d_context *context;
1014 struct wined3d_texture *target;
1015 HRESULT hr;
1017 if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
1018 device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
1020 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
1021 return;
1024 if (!(device->blitter = wined3d_cpu_blitter_create()))
1026 ERR("Failed to create CPU blitter.\n");
1027 device->shader_backend->shader_free_private(device);
1028 return;
1030 wined3d_ffp_blitter_create(&device->blitter, &device->adapter->gl_info);
1031 wined3d_arbfp_blitter_create(&device->blitter, device);
1032 wined3d_fbo_blitter_create(&device->blitter, &device->adapter->gl_info);
1034 swapchain = device->swapchains[0];
1035 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
1036 context = context_acquire(device, target, 0);
1037 create_dummy_textures(device, context);
1038 create_default_samplers(device, context);
1039 context_release(context);
1042 static HRESULT wined3d_device_create_primary_opengl_context(struct wined3d_device *device)
1044 wined3d_cs_init_object(device->cs, wined3d_device_create_primary_opengl_context_cs, device);
1045 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1046 if (!device->swapchains[0]->num_contexts)
1047 return E_FAIL;
1049 return WINED3D_OK;
1052 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1053 struct wined3d_swapchain_desc *swapchain_desc)
1055 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1056 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1057 struct wined3d_swapchain *swapchain = NULL;
1058 DWORD clear_flags = 0;
1059 HRESULT hr;
1061 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1063 if (device->d3d_initialized)
1064 return WINED3DERR_INVALIDCALL;
1065 if (device->wined3d->flags & WINED3D_NO3D)
1066 return WINED3DERR_INVALIDCALL;
1068 if (!(device->fb.render_targets = wined3d_calloc(gl_info->limits.buffers, sizeof(*device->fb.render_targets))))
1069 return E_OUTOFMEMORY;
1071 /* Setup the implicit swapchain. This also initializes a context. */
1072 TRACE("Creating implicit swapchain\n");
1073 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1074 swapchain_desc, &swapchain);
1075 if (FAILED(hr))
1077 WARN("Failed to create implicit swapchain\n");
1078 goto err_out;
1081 if (swapchain_desc->backbuffer_count)
1083 struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource;
1084 struct wined3d_view_desc view_desc;
1086 view_desc.format_id = back_buffer->format->id;
1087 view_desc.flags = 0;
1088 view_desc.u.texture.level_idx = 0;
1089 view_desc.u.texture.level_count = 1;
1090 view_desc.u.texture.layer_idx = 0;
1091 view_desc.u.texture.layer_count = 1;
1092 if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer,
1093 NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
1095 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
1096 goto err_out;
1100 device->swapchain_count = 1;
1101 if (!(device->swapchains = wined3d_calloc(device->swapchain_count, sizeof(*device->swapchains))))
1103 ERR("Out of memory!\n");
1104 goto err_out;
1106 device->swapchains[0] = swapchain;
1108 if (FAILED(hr = wined3d_device_create_primary_opengl_context(device)))
1109 goto err_out;
1110 device_init_swapchain_state(device, swapchain);
1112 device->contexts[0]->last_was_rhw = 0;
1114 TRACE("All defaults now set up, leaving 3D init.\n");
1116 /* Clear the screen */
1117 if (swapchain->back_buffers && swapchain->back_buffers[0])
1118 clear_flags |= WINED3DCLEAR_TARGET;
1119 if (swapchain_desc->enable_auto_depth_stencil)
1120 clear_flags |= WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL;
1121 if (clear_flags)
1122 wined3d_device_clear(device, 0, NULL, clear_flags, &black, 1.0f, 0);
1124 device->d3d_initialized = TRUE;
1126 if (wined3d_settings.logo)
1127 device_load_logo(device, wined3d_settings.logo);
1128 return WINED3D_OK;
1130 err_out:
1131 HeapFree(GetProcessHeap(), 0, device->swapchains);
1132 device->swapchain_count = 0;
1133 if (device->back_buffer_view)
1134 wined3d_rendertarget_view_decref(device->back_buffer_view);
1135 if (swapchain)
1136 wined3d_swapchain_decref(swapchain);
1137 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1139 return hr;
1142 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1143 struct wined3d_swapchain_desc *swapchain_desc)
1145 struct wined3d_swapchain *swapchain = NULL;
1146 HRESULT hr;
1148 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1150 /* Setup the implicit swapchain */
1151 TRACE("Creating implicit swapchain\n");
1152 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1153 swapchain_desc, &swapchain);
1154 if (FAILED(hr))
1156 WARN("Failed to create implicit swapchain\n");
1157 goto err_out;
1160 device->swapchain_count = 1;
1161 if (!(device->swapchains = wined3d_calloc(device->swapchain_count, sizeof(*device->swapchains))))
1163 ERR("Out of memory!\n");
1164 goto err_out;
1166 device->swapchains[0] = swapchain;
1168 if (!(device->blitter = wined3d_cpu_blitter_create()))
1170 ERR("Failed to create CPU blitter.\n");
1171 HeapFree(GetProcessHeap(), 0, device->swapchains);
1172 device->swapchain_count = 0;
1173 goto err_out;
1176 return WINED3D_OK;
1178 err_out:
1179 wined3d_swapchain_decref(swapchain);
1180 return hr;
1183 static void device_free_sampler(struct wine_rb_entry *entry, void *context)
1185 struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
1187 wined3d_sampler_decref(sampler);
1190 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1192 UINT i;
1194 TRACE("device %p.\n", device);
1196 if (!device->d3d_initialized)
1197 return WINED3DERR_INVALIDCALL;
1199 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
1201 if (device->logo_texture)
1202 wined3d_texture_decref(device->logo_texture);
1203 if (device->cursor_texture)
1204 wined3d_texture_decref(device->cursor_texture);
1206 state_unbind_resources(&device->state);
1208 wine_rb_clear(&device->samplers, device_free_sampler, NULL);
1210 wined3d_device_delete_opengl_contexts(device);
1212 if (device->fb.depth_stencil)
1214 struct wined3d_rendertarget_view *view = device->fb.depth_stencil;
1216 TRACE("Releasing depth/stencil view %p.\n", view);
1218 device->fb.depth_stencil = NULL;
1219 wined3d_rendertarget_view_decref(view);
1222 if (device->auto_depth_stencil_view)
1224 struct wined3d_rendertarget_view *view = device->auto_depth_stencil_view;
1226 device->auto_depth_stencil_view = NULL;
1227 if (wined3d_rendertarget_view_decref(view))
1228 ERR("Something's still holding the auto depth/stencil view (%p).\n", view);
1231 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
1233 wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
1235 if (device->back_buffer_view)
1237 wined3d_rendertarget_view_decref(device->back_buffer_view);
1238 device->back_buffer_view = NULL;
1241 for (i = 0; i < device->swapchain_count; ++i)
1243 TRACE("Releasing the implicit swapchain %u.\n", i);
1244 if (wined3d_swapchain_decref(device->swapchains[i]))
1245 FIXME("Something's still holding the implicit swapchain.\n");
1248 HeapFree(GetProcessHeap(), 0, device->swapchains);
1249 device->swapchains = NULL;
1250 device->swapchain_count = 0;
1252 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1253 device->fb.render_targets = NULL;
1255 device->d3d_initialized = FALSE;
1257 return WINED3D_OK;
1260 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1262 unsigned int i;
1264 device->blitter->ops->blitter_destroy(device->blitter, NULL);
1266 for (i = 0; i < device->swapchain_count; ++i)
1268 TRACE("Releasing the implicit swapchain %u.\n", i);
1269 if (wined3d_swapchain_decref(device->swapchains[i]))
1270 FIXME("Something's still holding the implicit swapchain.\n");
1273 HeapFree(GetProcessHeap(), 0, device->swapchains);
1274 device->swapchains = NULL;
1275 device->swapchain_count = 0;
1276 return WINED3D_OK;
1279 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1280 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1281 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1283 * There is no way to deactivate thread safety once it is enabled.
1285 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1287 TRACE("device %p.\n", device);
1289 /* For now just store the flag (needed in case of ddraw). */
1290 device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1293 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1295 TRACE("device %p.\n", device);
1297 TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
1298 wine_dbgstr_longlong(device->adapter->vram_bytes),
1299 wine_dbgstr_longlong(device->adapter->vram_bytes_used),
1300 wine_dbgstr_longlong(device->adapter->vram_bytes - device->adapter->vram_bytes_used));
1302 return min(UINT_MAX, device->adapter->vram_bytes - device->adapter->vram_bytes_used);
1305 void CDECL wined3d_device_set_stream_output(struct wined3d_device *device, UINT idx,
1306 struct wined3d_buffer *buffer, UINT offset)
1308 struct wined3d_stream_output *stream;
1309 struct wined3d_buffer *prev_buffer;
1311 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device, idx, buffer, offset);
1313 if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS)
1315 WARN("Invalid stream output %u.\n", idx);
1316 return;
1319 stream = &device->update_state->stream_output[idx];
1320 prev_buffer = stream->buffer;
1322 if (buffer)
1323 wined3d_buffer_incref(buffer);
1324 stream->buffer = buffer;
1325 stream->offset = offset;
1326 if (!device->recording)
1327 wined3d_cs_emit_set_stream_output(device->cs, idx, buffer, offset);
1328 if (prev_buffer)
1329 wined3d_buffer_decref(prev_buffer);
1332 struct wined3d_buffer * CDECL wined3d_device_get_stream_output(struct wined3d_device *device,
1333 UINT idx, UINT *offset)
1335 TRACE("device %p, idx %u, offset %p.\n", device, idx, offset);
1337 if (idx >= WINED3D_MAX_STREAM_OUTPUT_BUFFERS)
1339 WARN("Invalid stream output %u.\n", idx);
1340 return NULL;
1343 if (offset)
1344 *offset = device->state.stream_output[idx].offset;
1345 return device->state.stream_output[idx].buffer;
1348 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1349 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1351 struct wined3d_stream_state *stream;
1352 struct wined3d_buffer *prev_buffer;
1354 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1355 device, stream_idx, buffer, offset, stride);
1357 if (stream_idx >= MAX_STREAMS)
1359 WARN("Stream index %u out of range.\n", stream_idx);
1360 return WINED3DERR_INVALIDCALL;
1362 else if (offset & 0x3)
1364 WARN("Offset %u is not 4 byte aligned.\n", offset);
1365 return WINED3DERR_INVALIDCALL;
1368 stream = &device->update_state->streams[stream_idx];
1369 prev_buffer = stream->buffer;
1371 if (device->recording)
1372 device->recording->changed.streamSource |= 1u << stream_idx;
1374 if (prev_buffer == buffer
1375 && stream->stride == stride
1376 && stream->offset == offset)
1378 TRACE("Application is setting the old values over, nothing to do.\n");
1379 return WINED3D_OK;
1382 stream->buffer = buffer;
1383 if (buffer)
1385 stream->stride = stride;
1386 stream->offset = offset;
1387 wined3d_buffer_incref(buffer);
1390 if (!device->recording)
1391 wined3d_cs_emit_set_stream_source(device->cs, stream_idx, buffer, offset, stride);
1392 if (prev_buffer)
1393 wined3d_buffer_decref(prev_buffer);
1395 return WINED3D_OK;
1398 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1399 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1401 const struct wined3d_stream_state *stream;
1403 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1404 device, stream_idx, buffer, offset, stride);
1406 if (stream_idx >= MAX_STREAMS)
1408 WARN("Stream index %u out of range.\n", stream_idx);
1409 return WINED3DERR_INVALIDCALL;
1412 stream = &device->state.streams[stream_idx];
1413 *buffer = stream->buffer;
1414 if (offset)
1415 *offset = stream->offset;
1416 *stride = stream->stride;
1418 return WINED3D_OK;
1421 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1423 struct wined3d_stream_state *stream;
1424 UINT old_flags, old_freq;
1426 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1428 /* Verify input. At least in d3d9 this is invalid. */
1429 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1431 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1432 return WINED3DERR_INVALIDCALL;
1434 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1436 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1437 return WINED3DERR_INVALIDCALL;
1439 if (!divider)
1441 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1442 return WINED3DERR_INVALIDCALL;
1445 stream = &device->update_state->streams[stream_idx];
1446 old_flags = stream->flags;
1447 old_freq = stream->frequency;
1449 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1450 stream->frequency = divider & 0x7fffff;
1452 if (device->recording)
1453 device->recording->changed.streamFreq |= 1u << stream_idx;
1454 else if (stream->frequency != old_freq || stream->flags != old_flags)
1455 wined3d_cs_emit_set_stream_source_freq(device->cs, stream_idx, stream->frequency, stream->flags);
1457 return WINED3D_OK;
1460 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1461 UINT stream_idx, UINT *divider)
1463 const struct wined3d_stream_state *stream;
1465 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1467 stream = &device->state.streams[stream_idx];
1468 *divider = stream->flags | stream->frequency;
1470 TRACE("Returning %#x.\n", *divider);
1472 return WINED3D_OK;
1475 void CDECL wined3d_device_set_transform(struct wined3d_device *device,
1476 enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1478 TRACE("device %p, state %s, matrix %p.\n",
1479 device, debug_d3dtstype(d3dts), matrix);
1480 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_11, matrix->_12, matrix->_13, matrix->_14);
1481 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_21, matrix->_22, matrix->_23, matrix->_24);
1482 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_31, matrix->_32, matrix->_33, matrix->_34);
1483 TRACE("%.8e %.8e %.8e %.8e\n", matrix->_41, matrix->_42, matrix->_43, matrix->_44);
1485 /* Handle recording of state blocks. */
1486 if (device->recording)
1488 TRACE("Recording... not performing anything.\n");
1489 device->recording->changed.transform[d3dts >> 5] |= 1u << (d3dts & 0x1f);
1490 device->update_state->transforms[d3dts] = *matrix;
1491 return;
1494 /* If the new matrix is the same as the current one,
1495 * we cut off any further processing. this seems to be a reasonable
1496 * optimization because as was noticed, some apps (warcraft3 for example)
1497 * tend towards setting the same matrix repeatedly for some reason.
1499 * From here on we assume that the new matrix is different, wherever it matters. */
1500 if (!memcmp(&device->state.transforms[d3dts], matrix, sizeof(*matrix)))
1502 TRACE("The application is setting the same matrix over again.\n");
1503 return;
1506 device->state.transforms[d3dts] = *matrix;
1507 wined3d_cs_emit_set_transform(device->cs, d3dts, matrix);
1510 void CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1511 enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1513 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1515 *matrix = device->state.transforms[state];
1518 void CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1519 enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1521 const struct wined3d_matrix *mat;
1522 struct wined3d_matrix temp;
1524 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1526 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1527 * below means it will be recorded in a state block change, but it
1528 * works regardless where it is recorded.
1529 * If this is found to be wrong, change to StateBlock. */
1530 if (state > HIGHEST_TRANSFORMSTATE)
1532 WARN("Unhandled transform state %#x.\n", state);
1533 return;
1536 mat = &device->update_state->transforms[state];
1537 multiply_matrix(&temp, mat, matrix);
1539 /* Apply change via set transform - will reapply to eg. lights this way. */
1540 wined3d_device_set_transform(device, state, &temp);
1543 /* Note lights are real special cases. Although the device caps state only
1544 * e.g. 8 are supported, you can reference any indexes you want as long as
1545 * that number max are enabled at any one point in time. Therefore since the
1546 * indices can be anything, we need a hashmap of them. However, this causes
1547 * stateblock problems. When capturing the state block, I duplicate the
1548 * hashmap, but when recording, just build a chain pretty much of commands to
1549 * be replayed. */
1550 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1551 UINT light_idx, const struct wined3d_light *light)
1553 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1554 struct wined3d_light_info *object = NULL;
1555 float rho;
1557 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1559 /* Check the parameter range. Need for speed most wanted sets junk lights
1560 * which confuse the GL driver. */
1561 if (!light)
1562 return WINED3DERR_INVALIDCALL;
1564 switch (light->type)
1566 case WINED3D_LIGHT_POINT:
1567 case WINED3D_LIGHT_SPOT:
1568 case WINED3D_LIGHT_GLSPOT:
1569 /* Incorrect attenuation values can cause the gl driver to crash.
1570 * Happens with Need for speed most wanted. */
1571 if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1573 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1574 return WINED3DERR_INVALIDCALL;
1576 break;
1578 case WINED3D_LIGHT_DIRECTIONAL:
1579 case WINED3D_LIGHT_PARALLELPOINT:
1580 /* Ignores attenuation */
1581 break;
1583 default:
1584 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1585 return WINED3DERR_INVALIDCALL;
1588 if (!(object = wined3d_state_get_light(device->update_state, light_idx)))
1590 TRACE("Adding new light\n");
1591 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1592 if (!object)
1593 return E_OUTOFMEMORY;
1595 list_add_head(&device->update_state->light_map[hash_idx], &object->entry);
1596 object->glIndex = -1;
1597 object->OriginalIndex = light_idx;
1600 /* Initialize the object. */
1601 TRACE("Light %u setting to type %#x, diffuse %s, specular %s, ambient %s, "
1602 "position {%.8e, %.8e, %.8e}, direction {%.8e, %.8e, %.8e}, "
1603 "range %.8e, falloff %.8e, theta %.8e, phi %.8e.\n",
1604 light_idx, light->type, debug_color(&light->diffuse),
1605 debug_color(&light->specular), debug_color(&light->ambient),
1606 light->position.x, light->position.y, light->position.z,
1607 light->direction.x, light->direction.y, light->direction.z,
1608 light->range, light->falloff, light->theta, light->phi);
1610 /* Save away the information. */
1611 object->OriginalParms = *light;
1613 switch (light->type)
1615 case WINED3D_LIGHT_POINT:
1616 /* Position */
1617 object->position.x = light->position.x;
1618 object->position.y = light->position.y;
1619 object->position.z = light->position.z;
1620 object->position.w = 1.0f;
1621 object->cutoff = 180.0f;
1622 /* FIXME: Range */
1623 break;
1625 case WINED3D_LIGHT_DIRECTIONAL:
1626 /* Direction */
1627 object->direction.x = -light->direction.x;
1628 object->direction.y = -light->direction.y;
1629 object->direction.z = -light->direction.z;
1630 object->direction.w = 0.0f;
1631 object->exponent = 0.0f;
1632 object->cutoff = 180.0f;
1633 break;
1635 case WINED3D_LIGHT_SPOT:
1636 /* Position */
1637 object->position.x = light->position.x;
1638 object->position.y = light->position.y;
1639 object->position.z = light->position.z;
1640 object->position.w = 1.0f;
1642 /* Direction */
1643 object->direction.x = light->direction.x;
1644 object->direction.y = light->direction.y;
1645 object->direction.z = light->direction.z;
1646 object->direction.w = 0.0f;
1648 /* opengl-ish and d3d-ish spot lights use too different models
1649 * for the light "intensity" as a function of the angle towards
1650 * the main light direction, so we only can approximate very
1651 * roughly. However, spot lights are rather rarely used in games
1652 * (if ever used at all). Furthermore if still used, probably
1653 * nobody pays attention to such details. */
1654 if (!light->falloff)
1656 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1657 * equations have the falloff resp. exponent parameter as an
1658 * exponent, so the spot light lighting will always be 1.0 for
1659 * both of them, and we don't have to care for the rest of the
1660 * rather complex calculation. */
1661 object->exponent = 0.0f;
1663 else
1665 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
1666 if (rho < 0.0001f)
1667 rho = 0.0001f;
1668 object->exponent = -0.3f / logf(cosf(rho / 2));
1671 if (object->exponent > 128.0f)
1672 object->exponent = 128.0f;
1674 object->cutoff = (float)(light->phi * 90 / M_PI);
1675 /* FIXME: Range */
1676 break;
1678 case WINED3D_LIGHT_PARALLELPOINT:
1679 object->position.x = light->position.x;
1680 object->position.y = light->position.y;
1681 object->position.z = light->position.z;
1682 object->position.w = 1.0f;
1683 break;
1685 default:
1686 FIXME("Unrecognized light type %#x.\n", light->type);
1689 if (!device->recording)
1690 wined3d_cs_emit_set_light(device->cs, object);
1692 return WINED3D_OK;
1695 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
1696 UINT light_idx, struct wined3d_light *light)
1698 struct wined3d_light_info *light_info;
1700 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1702 if (!(light_info = wined3d_state_get_light(&device->state, light_idx)))
1704 TRACE("Light information requested but light not defined\n");
1705 return WINED3DERR_INVALIDCALL;
1708 *light = light_info->OriginalParms;
1709 return WINED3D_OK;
1712 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
1714 struct wined3d_light_info *light_info;
1716 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
1718 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1719 if (!(light_info = wined3d_state_get_light(device->update_state, light_idx)))
1721 TRACE("Light enabled requested but light not defined, so defining one!\n");
1722 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
1724 if (!(light_info = wined3d_state_get_light(device->update_state, light_idx)))
1726 FIXME("Adding default lights has failed dismally\n");
1727 return WINED3DERR_INVALIDCALL;
1731 wined3d_state_enable_light(device->update_state, &device->adapter->d3d_info, light_info, enable);
1732 if (!device->recording)
1733 wined3d_cs_emit_set_light_enable(device->cs, light_idx, enable);
1735 return WINED3D_OK;
1738 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
1740 struct wined3d_light_info *light_info;
1742 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
1744 if (!(light_info = wined3d_state_get_light(&device->state, light_idx)))
1746 TRACE("Light enabled state requested but light not defined.\n");
1747 return WINED3DERR_INVALIDCALL;
1749 /* true is 128 according to SetLightEnable */
1750 *enable = light_info->enabled ? 128 : 0;
1751 return WINED3D_OK;
1754 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device,
1755 UINT plane_idx, const struct wined3d_vec4 *plane)
1757 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
1759 /* Validate plane_idx. */
1760 if (plane_idx >= device->adapter->gl_info.limits.user_clip_distances)
1762 TRACE("Application has requested clipplane this device doesn't support.\n");
1763 return WINED3DERR_INVALIDCALL;
1766 if (device->recording)
1767 device->recording->changed.clipplane |= 1u << plane_idx;
1769 if (!memcmp(&device->update_state->clip_planes[plane_idx], plane, sizeof(*plane)))
1771 TRACE("Application is setting old values over, nothing to do.\n");
1772 return WINED3D_OK;
1775 device->update_state->clip_planes[plane_idx] = *plane;
1777 if (!device->recording)
1778 wined3d_cs_emit_set_clip_plane(device->cs, plane_idx, plane);
1780 return WINED3D_OK;
1783 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device,
1784 UINT plane_idx, struct wined3d_vec4 *plane)
1786 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
1788 /* Validate plane_idx. */
1789 if (plane_idx >= device->adapter->gl_info.limits.user_clip_distances)
1791 TRACE("Application has requested clipplane this device doesn't support.\n");
1792 return WINED3DERR_INVALIDCALL;
1795 *plane = device->state.clip_planes[plane_idx];
1797 return WINED3D_OK;
1800 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
1801 const struct wined3d_clip_status *clip_status)
1803 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
1805 if (!clip_status)
1806 return WINED3DERR_INVALIDCALL;
1808 return WINED3D_OK;
1811 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
1812 struct wined3d_clip_status *clip_status)
1814 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
1816 if (!clip_status)
1817 return WINED3DERR_INVALIDCALL;
1819 return WINED3D_OK;
1822 void CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
1824 TRACE("device %p, material %p.\n", device, material);
1826 device->update_state->material = *material;
1828 if (device->recording)
1829 device->recording->changed.material = TRUE;
1830 else
1831 wined3d_cs_emit_set_material(device->cs, material);
1834 void CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
1836 TRACE("device %p, material %p.\n", device, material);
1838 *material = device->state.material;
1840 TRACE("diffuse %s\n", debug_color(&material->diffuse));
1841 TRACE("ambient %s\n", debug_color(&material->ambient));
1842 TRACE("specular %s\n", debug_color(&material->specular));
1843 TRACE("emissive %s\n", debug_color(&material->emissive));
1844 TRACE("power %.8e.\n", material->power);
1847 void CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
1848 struct wined3d_buffer *buffer, enum wined3d_format_id format_id, unsigned int offset)
1850 enum wined3d_format_id prev_format;
1851 struct wined3d_buffer *prev_buffer;
1852 unsigned int prev_offset;
1854 TRACE("device %p, buffer %p, format %s, offset %u.\n",
1855 device, buffer, debug_d3dformat(format_id), offset);
1857 prev_buffer = device->update_state->index_buffer;
1858 prev_format = device->update_state->index_format;
1859 prev_offset = device->update_state->index_offset;
1861 device->update_state->index_buffer = buffer;
1862 device->update_state->index_format = format_id;
1863 device->update_state->index_offset = offset;
1865 if (device->recording)
1866 device->recording->changed.indices = TRUE;
1868 if (prev_buffer == buffer && prev_format == format_id && prev_offset == offset)
1869 return;
1871 if (buffer)
1872 wined3d_buffer_incref(buffer);
1873 if (!device->recording)
1874 wined3d_cs_emit_set_index_buffer(device->cs, buffer, format_id, offset);
1875 if (prev_buffer)
1876 wined3d_buffer_decref(prev_buffer);
1879 struct wined3d_buffer * CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device,
1880 enum wined3d_format_id *format, unsigned int *offset)
1882 TRACE("device %p, format %p, offset %p.\n", device, format, offset);
1884 *format = device->state.index_format;
1885 if (offset)
1886 *offset = device->state.index_offset;
1887 return device->state.index_buffer;
1890 void CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
1892 TRACE("device %p, base_index %d.\n", device, base_index);
1894 device->update_state->base_vertex_index = base_index;
1897 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
1899 TRACE("device %p.\n", device);
1901 return device->state.base_vertex_index;
1904 void CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
1906 TRACE("device %p, viewport %p.\n", device, viewport);
1907 TRACE("x %.8e, y %.8e, w %.8e, h %.8e, min_z %.8e, max_z %.8e.\n",
1908 viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
1910 device->update_state->viewport = *viewport;
1912 /* Handle recording of state blocks */
1913 if (device->recording)
1915 TRACE("Recording... not performing anything\n");
1916 device->recording->changed.viewport = TRUE;
1917 return;
1920 wined3d_cs_emit_set_viewport(device->cs, viewport);
1923 void CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
1925 TRACE("device %p, viewport %p.\n", device, viewport);
1927 *viewport = device->state.viewport;
1930 static void resolve_depth_buffer(struct wined3d_state *state)
1932 struct wined3d_texture *dst_texture = state->textures[0];
1933 struct wined3d_rendertarget_view *src_view;
1934 RECT src_rect, dst_rect;
1936 if (!dst_texture || dst_texture->resource.type != WINED3D_RTYPE_TEXTURE_2D
1937 || !(dst_texture->resource.format_flags & WINED3DFMT_FLAG_DEPTH))
1938 return;
1940 if (!(src_view = state->fb->depth_stencil))
1941 return;
1942 if (src_view->resource->type == WINED3D_RTYPE_BUFFER)
1944 FIXME("Not supported on buffer resources.\n");
1945 return;
1948 SetRect(&dst_rect, 0, 0, dst_texture->resource.width, dst_texture->resource.height);
1949 SetRect(&src_rect, 0, 0, src_view->width, src_view->height);
1950 wined3d_texture_blt(dst_texture, 0, &dst_rect, texture_from_resource(src_view->resource),
1951 src_view->sub_resource_idx, &src_rect, 0, NULL, WINED3D_TEXF_POINT);
1954 void CDECL wined3d_device_set_rasterizer_state(struct wined3d_device *device,
1955 struct wined3d_rasterizer_state *rasterizer_state)
1957 struct wined3d_rasterizer_state *prev;
1959 TRACE("device %p, rasterizer_state %p.\n", device, rasterizer_state);
1961 prev = device->update_state->rasterizer_state;
1962 if (prev == rasterizer_state)
1963 return;
1965 if (rasterizer_state)
1966 wined3d_rasterizer_state_incref(rasterizer_state);
1967 device->update_state->rasterizer_state = rasterizer_state;
1968 wined3d_cs_emit_set_rasterizer_state(device->cs, rasterizer_state);
1969 if (prev)
1970 wined3d_rasterizer_state_decref(prev);
1973 struct wined3d_rasterizer_state * CDECL wined3d_device_get_rasterizer_state(struct wined3d_device *device)
1975 TRACE("device %p.\n", device);
1977 return device->state.rasterizer_state;
1980 void CDECL wined3d_device_set_render_state(struct wined3d_device *device,
1981 enum wined3d_render_state state, DWORD value)
1983 DWORD old_value;
1985 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
1987 if (state > WINEHIGHEST_RENDER_STATE)
1989 WARN("Unhandled render state %#x.\n", state);
1990 return;
1993 old_value = device->state.render_states[state];
1994 device->update_state->render_states[state] = value;
1996 /* Handle recording of state blocks. */
1997 if (device->recording)
1999 TRACE("Recording... not performing anything.\n");
2000 device->recording->changed.renderState[state >> 5] |= 1u << (state & 0x1f);
2001 return;
2004 /* Compared here and not before the assignment to allow proper stateblock recording. */
2005 if (value == old_value)
2006 TRACE("Application is setting the old value over, nothing to do.\n");
2007 else
2008 wined3d_cs_emit_set_render_state(device->cs, state, value);
2010 if (state == WINED3D_RS_POINTSIZE && value == WINED3D_RESZ_CODE)
2012 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
2013 resolve_depth_buffer(&device->state);
2017 DWORD CDECL wined3d_device_get_render_state(const struct wined3d_device *device, enum wined3d_render_state state)
2019 TRACE("device %p, state %s (%#x).\n", device, debug_d3drenderstate(state), state);
2021 return device->state.render_states[state];
2024 void CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2025 UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
2027 DWORD old_value;
2029 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2030 device, sampler_idx, debug_d3dsamplerstate(state), value);
2032 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2033 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2035 if (sampler_idx >= ARRAY_SIZE(device->state.sampler_states))
2037 WARN("Invalid sampler %u.\n", sampler_idx);
2038 return; /* Windows accepts overflowing this array ... we do not. */
2041 old_value = device->state.sampler_states[sampler_idx][state];
2042 device->update_state->sampler_states[sampler_idx][state] = value;
2044 /* Handle recording of state blocks. */
2045 if (device->recording)
2047 TRACE("Recording... not performing anything.\n");
2048 device->recording->changed.samplerState[sampler_idx] |= 1u << state;
2049 return;
2052 if (old_value == value)
2054 TRACE("Application is setting the old value over, nothing to do.\n");
2055 return;
2058 wined3d_cs_emit_set_sampler_state(device->cs, sampler_idx, state, value);
2061 DWORD CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2062 UINT sampler_idx, enum wined3d_sampler_state state)
2064 TRACE("device %p, sampler_idx %u, state %s.\n",
2065 device, sampler_idx, debug_d3dsamplerstate(state));
2067 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2068 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2070 if (sampler_idx >= ARRAY_SIZE(device->state.sampler_states))
2072 WARN("Invalid sampler %u.\n", sampler_idx);
2073 return 0; /* Windows accepts overflowing this array ... we do not. */
2076 return device->state.sampler_states[sampler_idx][state];
2079 void CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2081 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2083 if (device->recording)
2084 device->recording->changed.scissorRect = TRUE;
2086 if (EqualRect(&device->update_state->scissor_rect, rect))
2088 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2089 return;
2091 CopyRect(&device->update_state->scissor_rect, rect);
2093 if (device->recording)
2095 TRACE("Recording... not performing anything.\n");
2096 return;
2099 wined3d_cs_emit_set_scissor_rect(device->cs, rect);
2102 void CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2104 TRACE("device %p, rect %p.\n", device, rect);
2106 *rect = device->state.scissor_rect;
2107 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2110 void CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2111 struct wined3d_vertex_declaration *declaration)
2113 struct wined3d_vertex_declaration *prev = device->update_state->vertex_declaration;
2115 TRACE("device %p, declaration %p.\n", device, declaration);
2117 if (device->recording)
2118 device->recording->changed.vertexDecl = TRUE;
2120 if (declaration == prev)
2121 return;
2123 if (declaration)
2124 wined3d_vertex_declaration_incref(declaration);
2125 device->update_state->vertex_declaration = declaration;
2126 if (!device->recording)
2127 wined3d_cs_emit_set_vertex_declaration(device->cs, declaration);
2128 if (prev)
2129 wined3d_vertex_declaration_decref(prev);
2132 struct wined3d_vertex_declaration * CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device)
2134 TRACE("device %p.\n", device);
2136 return device->state.vertex_declaration;
2139 void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2141 struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_VERTEX];
2143 TRACE("device %p, shader %p.\n", device, shader);
2145 if (device->recording)
2146 device->recording->changed.vertexShader = TRUE;
2148 if (shader == prev)
2149 return;
2151 if (shader)
2152 wined3d_shader_incref(shader);
2153 device->update_state->shader[WINED3D_SHADER_TYPE_VERTEX] = shader;
2154 if (!device->recording)
2155 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_VERTEX, shader);
2156 if (prev)
2157 wined3d_shader_decref(prev);
2160 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2162 TRACE("device %p.\n", device);
2164 return device->state.shader[WINED3D_SHADER_TYPE_VERTEX];
2167 static void wined3d_device_set_constant_buffer(struct wined3d_device *device,
2168 enum wined3d_shader_type type, UINT idx, struct wined3d_buffer *buffer)
2170 struct wined3d_buffer *prev;
2172 if (idx >= MAX_CONSTANT_BUFFERS)
2174 WARN("Invalid constant buffer index %u.\n", idx);
2175 return;
2178 prev = device->update_state->cb[type][idx];
2179 if (buffer == prev)
2180 return;
2182 if (buffer)
2183 wined3d_buffer_incref(buffer);
2184 device->update_state->cb[type][idx] = buffer;
2185 if (!device->recording)
2186 wined3d_cs_emit_set_constant_buffer(device->cs, type, idx, buffer);
2187 if (prev)
2188 wined3d_buffer_decref(prev);
2191 void CDECL wined3d_device_set_vs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2193 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2195 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_VERTEX, idx, buffer);
2198 static struct wined3d_buffer *wined3d_device_get_constant_buffer(const struct wined3d_device *device,
2199 enum wined3d_shader_type shader_type, unsigned int idx)
2201 if (idx >= MAX_CONSTANT_BUFFERS)
2203 WARN("Invalid constant buffer index %u.\n", idx);
2204 return NULL;
2207 return device->state.cb[shader_type][idx];
2210 struct wined3d_buffer * CDECL wined3d_device_get_vs_cb(const struct wined3d_device *device, UINT idx)
2212 TRACE("device %p, idx %u.\n", device, idx);
2214 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_VERTEX, idx);
2217 static void wined3d_device_set_shader_resource_view(struct wined3d_device *device,
2218 enum wined3d_shader_type type, UINT idx, struct wined3d_shader_resource_view *view)
2220 struct wined3d_shader_resource_view *prev;
2222 if (idx >= MAX_SHADER_RESOURCE_VIEWS)
2224 WARN("Invalid view index %u.\n", idx);
2225 return;
2228 prev = device->update_state->shader_resource_view[type][idx];
2229 if (view == prev)
2230 return;
2232 if (view)
2233 wined3d_shader_resource_view_incref(view);
2234 device->update_state->shader_resource_view[type][idx] = view;
2235 if (!device->recording)
2236 wined3d_cs_emit_set_shader_resource_view(device->cs, type, idx, view);
2237 if (prev)
2238 wined3d_shader_resource_view_decref(prev);
2241 void CDECL wined3d_device_set_vs_resource_view(struct wined3d_device *device,
2242 UINT idx, struct wined3d_shader_resource_view *view)
2244 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2246 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx, view);
2249 static struct wined3d_shader_resource_view *wined3d_device_get_shader_resource_view(
2250 const struct wined3d_device *device, enum wined3d_shader_type shader_type, unsigned int idx)
2252 if (idx >= MAX_SHADER_RESOURCE_VIEWS)
2254 WARN("Invalid view index %u.\n", idx);
2255 return NULL;
2258 return device->state.shader_resource_view[shader_type][idx];
2261 struct wined3d_shader_resource_view * CDECL wined3d_device_get_vs_resource_view(const struct wined3d_device *device,
2262 UINT idx)
2264 TRACE("device %p, idx %u.\n", device, idx);
2266 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx);
2269 static void wined3d_device_set_sampler(struct wined3d_device *device,
2270 enum wined3d_shader_type type, UINT idx, struct wined3d_sampler *sampler)
2272 struct wined3d_sampler *prev;
2274 if (idx >= MAX_SAMPLER_OBJECTS)
2276 WARN("Invalid sampler index %u.\n", idx);
2277 return;
2280 prev = device->update_state->sampler[type][idx];
2281 if (sampler == prev)
2282 return;
2284 if (sampler)
2285 wined3d_sampler_incref(sampler);
2286 device->update_state->sampler[type][idx] = sampler;
2287 if (!device->recording)
2288 wined3d_cs_emit_set_sampler(device->cs, type, idx, sampler);
2289 if (prev)
2290 wined3d_sampler_decref(prev);
2293 void CDECL wined3d_device_set_vs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2295 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2297 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx, sampler);
2300 static struct wined3d_sampler *wined3d_device_get_sampler(const struct wined3d_device *device,
2301 enum wined3d_shader_type shader_type, unsigned int idx)
2303 if (idx >= MAX_SAMPLER_OBJECTS)
2305 WARN("Invalid sampler index %u.\n", idx);
2306 return NULL;
2309 return device->state.sampler[shader_type][idx];
2312 struct wined3d_sampler * CDECL wined3d_device_get_vs_sampler(const struct wined3d_device *device, UINT idx)
2314 TRACE("device %p, idx %u.\n", device, idx);
2316 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx);
2319 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2320 unsigned int start_idx, unsigned int count, const BOOL *constants)
2322 unsigned int i;
2324 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2325 device, start_idx, count, constants);
2327 if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2328 return WINED3DERR_INVALIDCALL;
2330 if (count > WINED3D_MAX_CONSTS_B - start_idx)
2331 count = WINED3D_MAX_CONSTS_B - start_idx;
2332 memcpy(&device->update_state->vs_consts_b[start_idx], constants, count * sizeof(*constants));
2333 if (TRACE_ON(d3d))
2335 for (i = 0; i < count; ++i)
2336 TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
2339 if (device->recording)
2341 for (i = start_idx; i < count + start_idx; ++i)
2342 device->recording->changed.vertexShaderConstantsB |= (1u << i);
2344 else
2346 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_B, start_idx, count, constants);
2349 return WINED3D_OK;
2352 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2353 unsigned int start_idx, unsigned int count, BOOL *constants)
2355 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2356 device, start_idx, count, constants);
2358 if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2359 return WINED3DERR_INVALIDCALL;
2361 if (count > WINED3D_MAX_CONSTS_B - start_idx)
2362 count = WINED3D_MAX_CONSTS_B - start_idx;
2363 memcpy(constants, &device->state.vs_consts_b[start_idx], count * sizeof(*constants));
2365 return WINED3D_OK;
2368 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2369 unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
2371 unsigned int i;
2373 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2374 device, start_idx, count, constants);
2376 if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2377 return WINED3DERR_INVALIDCALL;
2379 if (count > WINED3D_MAX_CONSTS_I - start_idx)
2380 count = WINED3D_MAX_CONSTS_I - start_idx;
2381 memcpy(&device->update_state->vs_consts_i[start_idx], constants, count * sizeof(*constants));
2382 if (TRACE_ON(d3d))
2384 for (i = 0; i < count; ++i)
2385 TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
2388 if (device->recording)
2390 for (i = start_idx; i < count + start_idx; ++i)
2391 device->recording->changed.vertexShaderConstantsI |= (1u << i);
2393 else
2395 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_I, start_idx, count, constants);
2398 return WINED3D_OK;
2401 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2402 unsigned int start_idx, unsigned int count, struct wined3d_ivec4 *constants)
2404 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2405 device, start_idx, count, constants);
2407 if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2408 return WINED3DERR_INVALIDCALL;
2410 if (count > WINED3D_MAX_CONSTS_I - start_idx)
2411 count = WINED3D_MAX_CONSTS_I - start_idx;
2412 memcpy(constants, &device->state.vs_consts_i[start_idx], count * sizeof(*constants));
2413 return WINED3D_OK;
2416 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2417 unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
2419 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2420 unsigned int i;
2422 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2423 device, start_idx, count, constants);
2425 if (!constants || start_idx >= d3d_info->limits.vs_uniform_count
2426 || count > d3d_info->limits.vs_uniform_count - start_idx)
2427 return WINED3DERR_INVALIDCALL;
2429 memcpy(&device->update_state->vs_consts_f[start_idx], constants, count * sizeof(*constants));
2430 if (TRACE_ON(d3d))
2432 for (i = 0; i < count; ++i)
2433 TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
2436 if (device->recording)
2437 memset(&device->recording->changed.vs_consts_f[start_idx], 1,
2438 count * sizeof(*device->recording->changed.vs_consts_f));
2439 else
2440 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_VS_F, start_idx, count, constants);
2442 return WINED3D_OK;
2445 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2446 unsigned int start_idx, unsigned int count, struct wined3d_vec4 *constants)
2448 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2450 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2451 device, start_idx, count, constants);
2453 if (!constants || start_idx >= d3d_info->limits.vs_uniform_count
2454 || count > d3d_info->limits.vs_uniform_count - start_idx)
2455 return WINED3DERR_INVALIDCALL;
2457 memcpy(constants, &device->state.vs_consts_f[start_idx], count * sizeof(*constants));
2459 return WINED3D_OK;
2462 void CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2464 struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL];
2466 TRACE("device %p, shader %p.\n", device, shader);
2468 if (device->recording)
2469 device->recording->changed.pixelShader = TRUE;
2471 if (shader == prev)
2472 return;
2474 if (shader)
2475 wined3d_shader_incref(shader);
2476 device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL] = shader;
2477 if (!device->recording)
2478 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_PIXEL, shader);
2479 if (prev)
2480 wined3d_shader_decref(prev);
2483 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
2485 TRACE("device %p.\n", device);
2487 return device->state.shader[WINED3D_SHADER_TYPE_PIXEL];
2490 void CDECL wined3d_device_set_ps_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2492 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2494 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_PIXEL, idx, buffer);
2497 struct wined3d_buffer * CDECL wined3d_device_get_ps_cb(const struct wined3d_device *device, UINT idx)
2499 TRACE("device %p, idx %u.\n", device, idx);
2501 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_PIXEL, idx);
2504 void CDECL wined3d_device_set_ps_resource_view(struct wined3d_device *device,
2505 UINT idx, struct wined3d_shader_resource_view *view)
2507 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2509 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx, view);
2512 struct wined3d_shader_resource_view * CDECL wined3d_device_get_ps_resource_view(const struct wined3d_device *device,
2513 UINT idx)
2515 TRACE("device %p, idx %u.\n", device, idx);
2517 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_PIXEL, idx);
2520 void CDECL wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2522 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2524 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx, sampler);
2527 struct wined3d_sampler * CDECL wined3d_device_get_ps_sampler(const struct wined3d_device *device, UINT idx)
2529 TRACE("device %p, idx %u.\n", device, idx);
2531 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx);
2534 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
2535 unsigned int start_idx, unsigned int count, const BOOL *constants)
2537 unsigned int i;
2539 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2540 device, start_idx, count, constants);
2542 if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2543 return WINED3DERR_INVALIDCALL;
2545 if (count > WINED3D_MAX_CONSTS_B - start_idx)
2546 count = WINED3D_MAX_CONSTS_B - start_idx;
2547 memcpy(&device->update_state->ps_consts_b[start_idx], constants, count * sizeof(*constants));
2548 if (TRACE_ON(d3d))
2550 for (i = 0; i < count; ++i)
2551 TRACE("Set BOOL constant %u to %#x.\n", start_idx + i, constants[i]);
2554 if (device->recording)
2556 for (i = start_idx; i < count + start_idx; ++i)
2557 device->recording->changed.pixelShaderConstantsB |= (1u << i);
2559 else
2561 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_B, start_idx, count, constants);
2564 return WINED3D_OK;
2567 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
2568 unsigned int start_idx, unsigned int count, BOOL *constants)
2570 TRACE("device %p, start_idx %u, count %u,constants %p.\n",
2571 device, start_idx, count, constants);
2573 if (!constants || start_idx >= WINED3D_MAX_CONSTS_B)
2574 return WINED3DERR_INVALIDCALL;
2576 if (count > WINED3D_MAX_CONSTS_B - start_idx)
2577 count = WINED3D_MAX_CONSTS_B - start_idx;
2578 memcpy(constants, &device->state.ps_consts_b[start_idx], count * sizeof(*constants));
2580 return WINED3D_OK;
2583 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
2584 unsigned int start_idx, unsigned int count, const struct wined3d_ivec4 *constants)
2586 unsigned int i;
2588 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2589 device, start_idx, count, constants);
2591 if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2592 return WINED3DERR_INVALIDCALL;
2594 if (count > WINED3D_MAX_CONSTS_I - start_idx)
2595 count = WINED3D_MAX_CONSTS_I - start_idx;
2596 memcpy(&device->update_state->ps_consts_i[start_idx], constants, count * sizeof(*constants));
2597 if (TRACE_ON(d3d))
2599 for (i = 0; i < count; ++i)
2600 TRACE("Set ivec4 constant %u to %s.\n", start_idx + i, debug_ivec4(&constants[i]));
2603 if (device->recording)
2605 for (i = start_idx; i < count + start_idx; ++i)
2606 device->recording->changed.pixelShaderConstantsI |= (1u << i);
2608 else
2610 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_I, start_idx, count, constants);
2613 return WINED3D_OK;
2616 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
2617 unsigned int start_idx, unsigned int count, struct wined3d_ivec4 *constants)
2619 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2620 device, start_idx, count, constants);
2622 if (!constants || start_idx >= WINED3D_MAX_CONSTS_I)
2623 return WINED3DERR_INVALIDCALL;
2625 if (count > WINED3D_MAX_CONSTS_I - start_idx)
2626 count = WINED3D_MAX_CONSTS_I - start_idx;
2627 memcpy(constants, &device->state.ps_consts_i[start_idx], count * sizeof(*constants));
2629 return WINED3D_OK;
2632 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
2633 unsigned int start_idx, unsigned int count, const struct wined3d_vec4 *constants)
2635 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2636 unsigned int i;
2638 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2639 device, start_idx, count, constants);
2641 if (!constants || start_idx >= d3d_info->limits.ps_uniform_count
2642 || count > d3d_info->limits.ps_uniform_count - start_idx)
2643 return WINED3DERR_INVALIDCALL;
2645 memcpy(&device->update_state->ps_consts_f[start_idx], constants, count * sizeof(*constants));
2646 if (TRACE_ON(d3d))
2648 for (i = 0; i < count; ++i)
2649 TRACE("Set vec4 constant %u to %s.\n", start_idx + i, debug_vec4(&constants[i]));
2652 if (device->recording)
2653 memset(&device->recording->changed.ps_consts_f[start_idx], 1,
2654 count * sizeof(*device->recording->changed.ps_consts_f));
2655 else
2656 wined3d_cs_push_constants(device->cs, WINED3D_PUSH_CONSTANTS_PS_F, start_idx, count, constants);
2658 return WINED3D_OK;
2661 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
2662 unsigned int start_idx, unsigned int count, struct wined3d_vec4 *constants)
2664 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2666 TRACE("device %p, start_idx %u, count %u, constants %p.\n",
2667 device, start_idx, count, constants);
2669 if (!constants || start_idx >= d3d_info->limits.ps_uniform_count
2670 || count > d3d_info->limits.ps_uniform_count - start_idx)
2671 return WINED3DERR_INVALIDCALL;
2673 memcpy(constants, &device->state.ps_consts_f[start_idx], count * sizeof(*constants));
2675 return WINED3D_OK;
2678 void CDECL wined3d_device_set_hull_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2680 struct wined3d_shader *prev;
2682 TRACE("device %p, shader %p.\n", device, shader);
2684 prev = device->update_state->shader[WINED3D_SHADER_TYPE_HULL];
2685 if (shader == prev)
2686 return;
2687 if (shader)
2688 wined3d_shader_incref(shader);
2689 device->update_state->shader[WINED3D_SHADER_TYPE_HULL] = shader;
2690 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_HULL, shader);
2691 if (prev)
2692 wined3d_shader_decref(prev);
2695 struct wined3d_shader * CDECL wined3d_device_get_hull_shader(const struct wined3d_device *device)
2697 TRACE("device %p.\n", device);
2699 return device->state.shader[WINED3D_SHADER_TYPE_HULL];
2702 void CDECL wined3d_device_set_hs_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer)
2704 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2706 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_HULL, idx, buffer);
2709 struct wined3d_buffer * CDECL wined3d_device_get_hs_cb(const struct wined3d_device *device, unsigned int idx)
2711 TRACE("device %p, idx %u.\n", device, idx);
2713 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_HULL, idx);
2716 void CDECL wined3d_device_set_hs_resource_view(struct wined3d_device *device,
2717 unsigned int idx, struct wined3d_shader_resource_view *view)
2719 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2721 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_HULL, idx, view);
2724 struct wined3d_shader_resource_view * CDECL wined3d_device_get_hs_resource_view(const struct wined3d_device *device,
2725 unsigned int idx)
2727 TRACE("device %p, idx %u.\n", device, idx);
2729 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_HULL, idx);
2732 void CDECL wined3d_device_set_hs_sampler(struct wined3d_device *device,
2733 unsigned int idx, struct wined3d_sampler *sampler)
2735 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2737 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_HULL, idx, sampler);
2740 struct wined3d_sampler * CDECL wined3d_device_get_hs_sampler(const struct wined3d_device *device, unsigned int idx)
2742 TRACE("device %p, idx %u.\n", device, idx);
2744 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_HULL, idx);
2747 void CDECL wined3d_device_set_domain_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2749 struct wined3d_shader *prev;
2751 TRACE("device %p, shader %p.\n", device, shader);
2753 prev = device->update_state->shader[WINED3D_SHADER_TYPE_DOMAIN];
2754 if (shader == prev)
2755 return;
2756 if (shader)
2757 wined3d_shader_incref(shader);
2758 device->update_state->shader[WINED3D_SHADER_TYPE_DOMAIN] = shader;
2759 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_DOMAIN, shader);
2760 if (prev)
2761 wined3d_shader_decref(prev);
2764 struct wined3d_shader * CDECL wined3d_device_get_domain_shader(const struct wined3d_device *device)
2766 TRACE("device %p.\n", device);
2768 return device->state.shader[WINED3D_SHADER_TYPE_DOMAIN];
2771 void CDECL wined3d_device_set_ds_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer)
2773 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2775 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_DOMAIN, idx, buffer);
2778 struct wined3d_buffer * CDECL wined3d_device_get_ds_cb(const struct wined3d_device *device, unsigned int idx)
2780 TRACE("device %p, idx %u.\n", device, idx);
2782 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_DOMAIN, idx);
2785 void CDECL wined3d_device_set_ds_resource_view(struct wined3d_device *device,
2786 unsigned int idx, struct wined3d_shader_resource_view *view)
2788 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2790 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_DOMAIN, idx, view);
2793 struct wined3d_shader_resource_view * CDECL wined3d_device_get_ds_resource_view(const struct wined3d_device *device,
2794 unsigned int idx)
2796 TRACE("device %p, idx %u.\n", device, idx);
2798 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_DOMAIN, idx);
2801 void CDECL wined3d_device_set_ds_sampler(struct wined3d_device *device,
2802 unsigned int idx, struct wined3d_sampler *sampler)
2804 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2806 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_DOMAIN, idx, sampler);
2809 struct wined3d_sampler * CDECL wined3d_device_get_ds_sampler(const struct wined3d_device *device, unsigned int idx)
2811 TRACE("device %p, idx %u.\n", device, idx);
2813 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_DOMAIN, idx);
2816 void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2818 struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
2820 TRACE("device %p, shader %p.\n", device, shader);
2822 if (device->recording || shader == prev)
2823 return;
2824 if (shader)
2825 wined3d_shader_incref(shader);
2826 device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY] = shader;
2827 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_GEOMETRY, shader);
2828 if (prev)
2829 wined3d_shader_decref(prev);
2832 struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wined3d_device *device)
2834 TRACE("device %p.\n", device);
2836 return device->state.shader[WINED3D_SHADER_TYPE_GEOMETRY];
2839 void CDECL wined3d_device_set_gs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2841 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2843 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, buffer);
2846 struct wined3d_buffer * CDECL wined3d_device_get_gs_cb(const struct wined3d_device *device, UINT idx)
2848 TRACE("device %p, idx %u.\n", device, idx);
2850 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
2853 void CDECL wined3d_device_set_gs_resource_view(struct wined3d_device *device,
2854 UINT idx, struct wined3d_shader_resource_view *view)
2856 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2858 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, view);
2861 struct wined3d_shader_resource_view * CDECL wined3d_device_get_gs_resource_view(const struct wined3d_device *device,
2862 UINT idx)
2864 TRACE("device %p, idx %u.\n", device, idx);
2866 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
2869 void CDECL wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2871 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2873 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, sampler);
2876 struct wined3d_sampler * CDECL wined3d_device_get_gs_sampler(const struct wined3d_device *device, UINT idx)
2878 TRACE("device %p, idx %u.\n", device, idx);
2880 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_GEOMETRY, idx);
2883 void CDECL wined3d_device_set_compute_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2885 struct wined3d_shader *prev;
2887 TRACE("device %p, shader %p.\n", device, shader);
2889 prev = device->update_state->shader[WINED3D_SHADER_TYPE_COMPUTE];
2890 if (device->recording || shader == prev)
2891 return;
2892 if (shader)
2893 wined3d_shader_incref(shader);
2894 device->update_state->shader[WINED3D_SHADER_TYPE_COMPUTE] = shader;
2895 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_COMPUTE, shader);
2896 if (prev)
2897 wined3d_shader_decref(prev);
2900 struct wined3d_shader * CDECL wined3d_device_get_compute_shader(const struct wined3d_device *device)
2902 TRACE("device %p.\n", device);
2904 return device->state.shader[WINED3D_SHADER_TYPE_COMPUTE];
2907 void CDECL wined3d_device_set_cs_cb(struct wined3d_device *device, unsigned int idx, struct wined3d_buffer *buffer)
2909 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2911 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_COMPUTE, idx, buffer);
2914 struct wined3d_buffer * CDECL wined3d_device_get_cs_cb(const struct wined3d_device *device, unsigned int idx)
2916 TRACE("device %p, idx %u.\n", device, idx);
2918 return wined3d_device_get_constant_buffer(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
2921 void CDECL wined3d_device_set_cs_resource_view(struct wined3d_device *device,
2922 unsigned int idx, struct wined3d_shader_resource_view *view)
2924 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2926 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_COMPUTE, idx, view);
2929 struct wined3d_shader_resource_view * CDECL wined3d_device_get_cs_resource_view(const struct wined3d_device *device,
2930 unsigned int idx)
2932 TRACE("device %p, idx %u.\n", device, idx);
2934 return wined3d_device_get_shader_resource_view(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
2937 void CDECL wined3d_device_set_cs_sampler(struct wined3d_device *device,
2938 unsigned int idx, struct wined3d_sampler *sampler)
2940 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2942 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_COMPUTE, idx, sampler);
2945 struct wined3d_sampler * CDECL wined3d_device_get_cs_sampler(const struct wined3d_device *device, unsigned int idx)
2947 TRACE("device %p, idx %u.\n", device, idx);
2949 return wined3d_device_get_sampler(device, WINED3D_SHADER_TYPE_COMPUTE, idx);
2952 static void wined3d_device_set_pipeline_unordered_access_view(struct wined3d_device *device,
2953 enum wined3d_pipeline pipeline, unsigned int idx, struct wined3d_unordered_access_view *uav,
2954 unsigned int initial_count)
2956 struct wined3d_unordered_access_view *prev;
2958 if (idx >= MAX_UNORDERED_ACCESS_VIEWS)
2960 WARN("Invalid UAV index %u.\n", idx);
2961 return;
2964 prev = device->update_state->unordered_access_view[pipeline][idx];
2965 if (uav == prev && initial_count == ~0u)
2966 return;
2968 if (uav)
2969 wined3d_unordered_access_view_incref(uav);
2970 device->update_state->unordered_access_view[pipeline][idx] = uav;
2971 if (!device->recording)
2972 wined3d_cs_emit_set_unordered_access_view(device->cs, pipeline, idx, uav, initial_count);
2973 if (prev)
2974 wined3d_unordered_access_view_decref(prev);
2977 static struct wined3d_unordered_access_view *wined3d_device_get_pipeline_unordered_access_view(
2978 const struct wined3d_device *device, enum wined3d_pipeline pipeline, unsigned int idx)
2980 if (idx >= MAX_UNORDERED_ACCESS_VIEWS)
2982 WARN("Invalid UAV index %u.\n", idx);
2983 return NULL;
2986 return device->state.unordered_access_view[pipeline][idx];
2989 void CDECL wined3d_device_set_cs_uav(struct wined3d_device *device, unsigned int idx,
2990 struct wined3d_unordered_access_view *uav, unsigned int initial_count)
2992 TRACE("device %p, idx %u, uav %p, initial_count %#x.\n", device, idx, uav, initial_count);
2994 wined3d_device_set_pipeline_unordered_access_view(device, WINED3D_PIPELINE_COMPUTE, idx, uav, initial_count);
2997 struct wined3d_unordered_access_view * CDECL wined3d_device_get_cs_uav(const struct wined3d_device *device,
2998 unsigned int idx)
3000 TRACE("device %p, idx %u.\n", device, idx);
3002 return wined3d_device_get_pipeline_unordered_access_view(device, WINED3D_PIPELINE_COMPUTE, idx);
3005 void CDECL wined3d_device_set_unordered_access_view(struct wined3d_device *device,
3006 unsigned int idx, struct wined3d_unordered_access_view *uav, unsigned int initial_count)
3008 TRACE("device %p, idx %u, uav %p, initial_count %#x.\n", device, idx, uav, initial_count);
3010 wined3d_device_set_pipeline_unordered_access_view(device, WINED3D_PIPELINE_GRAPHICS, idx, uav, initial_count);
3013 struct wined3d_unordered_access_view * CDECL wined3d_device_get_unordered_access_view(
3014 const struct wined3d_device *device, unsigned int idx)
3016 TRACE("device %p, idx %u.\n", device, idx);
3018 return wined3d_device_get_pipeline_unordered_access_view(device, WINED3D_PIPELINE_GRAPHICS, idx);
3021 /* Context activation is done by the caller. */
3022 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3023 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3024 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3025 DWORD DestFVF)
3027 struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3028 struct wined3d_map_desc map_desc;
3029 struct wined3d_box box = {0};
3030 struct wined3d_viewport vp;
3031 UINT vertex_size;
3032 unsigned int i;
3033 BYTE *dest_ptr;
3034 BOOL doClip;
3035 DWORD numTextures;
3036 HRESULT hr;
3038 if (stream_info->use_map & (1u << WINED3D_FFP_NORMAL))
3040 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3043 if (!(stream_info->use_map & (1u << WINED3D_FFP_POSITION)))
3045 ERR("Source has no position mask\n");
3046 return WINED3DERR_INVALIDCALL;
3049 if (device->state.render_states[WINED3D_RS_CLIPPING])
3051 static BOOL warned = FALSE;
3053 * The clipping code is not quite correct. Some things need
3054 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3055 * so disable clipping for now.
3056 * (The graphics in Half-Life are broken, and my processvertices
3057 * test crashes with IDirect3DDevice3)
3058 doClip = TRUE;
3060 doClip = FALSE;
3061 if(!warned) {
3062 warned = TRUE;
3063 FIXME("Clipping is broken and disabled for now\n");
3066 else
3067 doClip = FALSE;
3069 vertex_size = get_flexible_vertex_size(DestFVF);
3070 box.left = dwDestIndex * vertex_size;
3071 box.right = box.left + dwCount * vertex_size;
3072 if (FAILED(hr = wined3d_resource_map(&dest->resource, 0, &map_desc, &box, 0)))
3074 WARN("Failed to map buffer, hr %#x.\n", hr);
3075 return hr;
3077 dest_ptr = map_desc.data;
3079 wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
3080 wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
3081 wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
3083 TRACE("View mat:\n");
3084 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._11, view_mat._12, view_mat._13, view_mat._14);
3085 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._21, view_mat._22, view_mat._23, view_mat._24);
3086 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._31, view_mat._32, view_mat._33, view_mat._34);
3087 TRACE("%.8e %.8e %.8e %.8e\n", view_mat._41, view_mat._42, view_mat._43, view_mat._44);
3089 TRACE("Proj mat:\n");
3090 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._11, proj_mat._12, proj_mat._13, proj_mat._14);
3091 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._21, proj_mat._22, proj_mat._23, proj_mat._24);
3092 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._31, proj_mat._32, proj_mat._33, proj_mat._34);
3093 TRACE("%.8e %.8e %.8e %.8e\n", proj_mat._41, proj_mat._42, proj_mat._43, proj_mat._44);
3095 TRACE("World mat:\n");
3096 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._11, world_mat._12, world_mat._13, world_mat._14);
3097 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._21, world_mat._22, world_mat._23, world_mat._24);
3098 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._31, world_mat._32, world_mat._33, world_mat._34);
3099 TRACE("%.8e %.8e %.8e %.8e\n", world_mat._41, world_mat._42, world_mat._43, world_mat._44);
3101 /* Get the viewport */
3102 wined3d_device_get_viewport(device, &vp);
3103 TRACE("viewport x %.8e, y %.8e, width %.8e, height %.8e, min_z %.8e, max_z %.8e.\n",
3104 vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3106 multiply_matrix(&mat,&view_mat,&world_mat);
3107 multiply_matrix(&mat,&proj_mat,&mat);
3109 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3111 for (i = 0; i < dwCount; i+= 1) {
3112 unsigned int tex_index;
3114 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3115 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3116 /* The position first */
3117 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3118 const float *p = (const float *)(element->data.addr + i * element->stride);
3119 float x, y, z, rhw;
3120 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3122 /* Multiplication with world, view and projection matrix. */
3123 x = (p[0] * mat._11) + (p[1] * mat._21) + (p[2] * mat._31) + mat._41;
3124 y = (p[0] * mat._12) + (p[1] * mat._22) + (p[2] * mat._32) + mat._42;
3125 z = (p[0] * mat._13) + (p[1] * mat._23) + (p[2] * mat._33) + mat._43;
3126 rhw = (p[0] * mat._14) + (p[1] * mat._24) + (p[2] * mat._34) + mat._44;
3128 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3130 /* WARNING: The following things are taken from d3d7 and were not yet checked
3131 * against d3d8 or d3d9!
3134 /* Clipping conditions: From msdn
3136 * A vertex is clipped if it does not match the following requirements
3137 * -rhw < x <= rhw
3138 * -rhw < y <= rhw
3139 * 0 < z <= rhw
3140 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3142 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3143 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3147 if( !doClip ||
3148 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3149 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3150 ( rhw > eps ) ) ) {
3152 /* "Normal" viewport transformation (not clipped)
3153 * 1) The values are divided by rhw
3154 * 2) The y axis is negative, so multiply it with -1
3155 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3156 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3157 * 4) Multiply x with Width/2 and add Width/2
3158 * 5) The same for the height
3159 * 6) Add the viewpoint X and Y to the 2D coordinates and
3160 * The minimum Z value to z
3161 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3163 * Well, basically it's simply a linear transformation into viewport
3164 * coordinates
3167 x /= rhw;
3168 y /= rhw;
3169 z /= rhw;
3171 y *= -1;
3173 x *= vp.width / 2;
3174 y *= vp.height / 2;
3175 z *= vp.max_z - vp.min_z;
3177 x += vp.width / 2 + vp.x;
3178 y += vp.height / 2 + vp.y;
3179 z += vp.min_z;
3181 rhw = 1 / rhw;
3182 } else {
3183 /* That vertex got clipped
3184 * Contrary to OpenGL it is not dropped completely, it just
3185 * undergoes a different calculation.
3187 TRACE("Vertex got clipped\n");
3188 x += rhw;
3189 y += rhw;
3191 x /= 2;
3192 y /= 2;
3194 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3195 * outside of the main vertex buffer memory. That needs some more
3196 * investigation...
3200 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3203 ( (float *) dest_ptr)[0] = x;
3204 ( (float *) dest_ptr)[1] = y;
3205 ( (float *) dest_ptr)[2] = z;
3206 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3208 dest_ptr += 3 * sizeof(float);
3210 if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
3211 dest_ptr += sizeof(float);
3214 if (DestFVF & WINED3DFVF_PSIZE)
3215 dest_ptr += sizeof(DWORD);
3217 if (DestFVF & WINED3DFVF_NORMAL)
3219 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3220 const float *normal = (const float *)(element->data.addr + i * element->stride);
3221 /* AFAIK this should go into the lighting information */
3222 FIXME("Didn't expect the destination to have a normal\n");
3223 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3226 if (DestFVF & WINED3DFVF_DIFFUSE)
3228 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3229 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3230 if (!(stream_info->use_map & (1u << WINED3D_FFP_DIFFUSE)))
3232 static BOOL warned = FALSE;
3234 if(!warned) {
3235 ERR("No diffuse color in source, but destination has one\n");
3236 warned = TRUE;
3239 *( (DWORD *) dest_ptr) = 0xffffffff;
3240 dest_ptr += sizeof(DWORD);
3242 else
3244 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3248 if (DestFVF & WINED3DFVF_SPECULAR)
3250 /* What's the color value in the feedback buffer? */
3251 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3252 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3253 if (!(stream_info->use_map & (1u << WINED3D_FFP_SPECULAR)))
3255 static BOOL warned = FALSE;
3257 if(!warned) {
3258 ERR("No specular color in source, but destination has one\n");
3259 warned = TRUE;
3262 *(DWORD *)dest_ptr = 0xff000000;
3263 dest_ptr += sizeof(DWORD);
3265 else
3267 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3271 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3273 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3274 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3275 if (!(stream_info->use_map & (1u << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3277 ERR("No source texture, but destination requests one\n");
3278 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3280 else
3282 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3287 wined3d_resource_unmap(&dest->resource, 0);
3289 return WINED3D_OK;
3291 #undef copy_and_next
3293 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3294 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3295 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3297 struct wined3d_state *state = &device->state;
3298 struct wined3d_stream_info stream_info;
3299 struct wined3d_resource *resource;
3300 struct wined3d_box box = {0};
3301 struct wined3d_shader *vs;
3302 unsigned int i;
3303 HRESULT hr;
3304 WORD map;
3306 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3307 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3308 device, src_start_idx, dst_idx, vertex_count,
3309 dst_buffer, declaration, flags, dst_fvf);
3311 if (declaration)
3312 FIXME("Output vertex declaration not implemented yet.\n");
3314 vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
3315 state->shader[WINED3D_SHADER_TYPE_VERTEX] = NULL;
3316 wined3d_stream_info_from_declaration(&stream_info, state, &device->adapter->gl_info, &device->adapter->d3d_info);
3317 state->shader[WINED3D_SHADER_TYPE_VERTEX] = vs;
3319 /* We can't convert FROM a VBO, and vertex buffers used to source into
3320 * process_vertices() are unlikely to ever be used for drawing. Release
3321 * VBOs in those buffers and fix up the stream_info structure.
3323 * Also apply the start index. */
3324 for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
3326 struct wined3d_stream_info_element *e;
3327 struct wined3d_map_desc map_desc;
3329 if (!(map & 1))
3330 continue;
3332 e = &stream_info.elements[i];
3333 resource = &state->streams[e->stream_idx].buffer->resource;
3334 box.left = src_start_idx * e->stride;
3335 box.right = box.left + vertex_count * e->stride;
3336 if (FAILED(wined3d_resource_map(resource, 0, &map_desc, &box, WINED3D_MAP_READONLY)))
3337 ERR("Failed to map resource.\n");
3338 e->data.buffer_object = 0;
3339 e->data.addr += (ULONG_PTR)map_desc.data;
3342 hr = process_vertices_strided(device, dst_idx, vertex_count,
3343 &stream_info, dst_buffer, flags, dst_fvf);
3345 for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
3347 if (!(map & 1))
3348 continue;
3350 resource = &state->streams[stream_info.elements[i].stream_idx].buffer->resource;
3351 if (FAILED(wined3d_resource_unmap(resource, 0)))
3352 ERR("Failed to unmap resource.\n");
3355 return hr;
3358 void CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3359 UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3361 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
3362 DWORD old_value;
3364 TRACE("device %p, stage %u, state %s, value %#x.\n",
3365 device, stage, debug_d3dtexturestate(state), value);
3367 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3369 WARN("Invalid state %#x passed.\n", state);
3370 return;
3373 if (stage >= d3d_info->limits.ffp_blend_stages)
3375 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3376 stage, d3d_info->limits.ffp_blend_stages - 1);
3377 return;
3380 old_value = device->update_state->texture_states[stage][state];
3381 device->update_state->texture_states[stage][state] = value;
3383 if (device->recording)
3385 TRACE("Recording... not performing anything.\n");
3386 device->recording->changed.textureState[stage] |= 1u << state;
3387 return;
3390 /* Checked after the assignments to allow proper stateblock recording. */
3391 if (old_value == value)
3393 TRACE("Application is setting the old value over, nothing to do.\n");
3394 return;
3397 wined3d_cs_emit_set_texture_state(device->cs, stage, state, value);
3400 DWORD CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3401 UINT stage, enum wined3d_texture_stage_state state)
3403 TRACE("device %p, stage %u, state %s.\n",
3404 device, stage, debug_d3dtexturestate(state));
3406 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3408 WARN("Invalid state %#x passed.\n", state);
3409 return 0;
3412 return device->state.texture_states[stage][state];
3415 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3416 UINT stage, struct wined3d_texture *texture)
3418 struct wined3d_texture *prev;
3420 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3422 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3423 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3425 /* Windows accepts overflowing this array... we do not. */
3426 if (stage >= ARRAY_SIZE(device->state.textures))
3428 WARN("Ignoring invalid stage %u.\n", stage);
3429 return WINED3D_OK;
3432 if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH)
3434 WARN("Rejecting attempt to set scratch texture.\n");
3435 return WINED3DERR_INVALIDCALL;
3438 if (device->recording)
3439 device->recording->changed.textures |= 1u << stage;
3441 prev = device->update_state->textures[stage];
3442 TRACE("Previous texture %p.\n", prev);
3444 if (texture == prev)
3446 TRACE("App is setting the same texture again, nothing to do.\n");
3447 return WINED3D_OK;
3450 TRACE("Setting new texture to %p.\n", texture);
3451 device->update_state->textures[stage] = texture;
3453 if (texture)
3454 wined3d_texture_incref(texture);
3455 if (!device->recording)
3456 wined3d_cs_emit_set_texture(device->cs, stage, texture);
3457 if (prev)
3458 wined3d_texture_decref(prev);
3460 return WINED3D_OK;
3463 struct wined3d_texture * CDECL wined3d_device_get_texture(const struct wined3d_device *device, UINT stage)
3465 TRACE("device %p, stage %u.\n", device, stage);
3467 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3468 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3470 if (stage >= ARRAY_SIZE(device->state.textures))
3472 WARN("Ignoring invalid stage %u.\n", stage);
3473 return NULL; /* Windows accepts overflowing this array ... we do not. */
3476 return device->state.textures[stage];
3479 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3481 TRACE("device %p, caps %p.\n", device, caps);
3483 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3484 device->create_parms.device_type, caps);
3487 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
3488 struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
3490 struct wined3d_swapchain *swapchain;
3492 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3493 device, swapchain_idx, mode, rotation);
3495 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3496 return WINED3DERR_INVALIDCALL;
3498 return wined3d_swapchain_get_display_mode(swapchain, mode, rotation);
3501 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3503 struct wined3d_stateblock *stateblock;
3504 HRESULT hr;
3506 TRACE("device %p.\n", device);
3508 if (device->recording)
3509 return WINED3DERR_INVALIDCALL;
3511 hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
3512 if (FAILED(hr))
3513 return hr;
3515 device->recording = stateblock;
3516 device->update_state = &stateblock->state;
3518 TRACE("Recording stateblock %p.\n", stateblock);
3520 return WINED3D_OK;
3523 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3524 struct wined3d_stateblock **stateblock)
3526 struct wined3d_stateblock *object = device->recording;
3528 TRACE("device %p, stateblock %p.\n", device, stateblock);
3530 if (!device->recording)
3532 WARN("Not recording.\n");
3533 *stateblock = NULL;
3534 return WINED3DERR_INVALIDCALL;
3537 stateblock_init_contained_states(object);
3539 *stateblock = object;
3540 device->recording = NULL;
3541 device->update_state = &device->state;
3543 TRACE("Returning stateblock %p.\n", *stateblock);
3545 return WINED3D_OK;
3548 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3550 /* At the moment we have no need for any functionality at the beginning
3551 * of a scene. */
3552 TRACE("device %p.\n", device);
3554 if (device->inScene)
3556 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3557 return WINED3DERR_INVALIDCALL;
3559 device->inScene = TRUE;
3560 return WINED3D_OK;
3563 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3565 TRACE("device %p.\n", device);
3567 if (!device->inScene)
3569 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3570 return WINED3DERR_INVALIDCALL;
3573 wined3d_cs_emit_flush(device->cs);
3575 device->inScene = FALSE;
3576 return WINED3D_OK;
3579 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
3580 const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
3582 TRACE("device %p, rect_count %u, rects %p, flags %#x, color %s, depth %.8e, stencil %u.\n",
3583 device, rect_count, rects, flags, debug_color(color), depth, stencil);
3585 if (!rect_count && rects)
3587 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects);
3588 return WINED3D_OK;
3591 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
3593 struct wined3d_rendertarget_view *ds = device->fb.depth_stencil;
3594 if (!ds)
3596 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3597 /* TODO: What about depth stencil buffers without stencil bits? */
3598 return WINED3DERR_INVALIDCALL;
3600 else if (flags & WINED3DCLEAR_TARGET)
3602 if (ds->width < device->fb.render_targets[0]->width
3603 || ds->height < device->fb.render_targets[0]->height)
3605 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3606 return WINED3D_OK;
3611 wined3d_cs_emit_clear(device->cs, rect_count, rects, flags, color, depth, stencil);
3613 return WINED3D_OK;
3616 void CDECL wined3d_device_set_predication(struct wined3d_device *device,
3617 struct wined3d_query *predicate, BOOL value)
3619 struct wined3d_query *prev;
3621 TRACE("device %p, predicate %p, value %#x.\n", device, predicate, value);
3623 prev = device->update_state->predicate;
3624 if (predicate)
3626 FIXME("Predicated rendering not implemented.\n");
3627 wined3d_query_incref(predicate);
3629 device->update_state->predicate = predicate;
3630 device->update_state->predicate_value = value;
3631 if (!device->recording)
3632 wined3d_cs_emit_set_predication(device->cs, predicate, value);
3633 if (prev)
3634 wined3d_query_decref(prev);
3637 struct wined3d_query * CDECL wined3d_device_get_predication(struct wined3d_device *device, BOOL *value)
3639 TRACE("device %p, value %p.\n", device, value);
3641 if (value)
3642 *value = device->state.predicate_value;
3643 return device->state.predicate;
3646 void CDECL wined3d_device_dispatch_compute(struct wined3d_device *device,
3647 unsigned int group_count_x, unsigned int group_count_y, unsigned int group_count_z)
3649 TRACE("device %p, group_count_x %u, group_count_y %u, group_count_z %u.\n",
3650 device, group_count_x, group_count_y, group_count_z);
3652 wined3d_cs_emit_dispatch(device->cs, group_count_x, group_count_y, group_count_z);
3655 void CDECL wined3d_device_dispatch_compute_indirect(struct wined3d_device *device,
3656 struct wined3d_buffer *buffer, unsigned int offset)
3658 TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
3660 wined3d_cs_emit_dispatch_indirect(device->cs, buffer, offset);
3663 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
3664 enum wined3d_primitive_type primitive_type, unsigned int patch_vertex_count)
3666 TRACE("device %p, primitive_type %s, patch_vertex_count %u.\n",
3667 device, debug_d3dprimitivetype(primitive_type), patch_vertex_count);
3669 device->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
3670 device->state.gl_patch_vertices = patch_vertex_count;
3673 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
3674 enum wined3d_primitive_type *primitive_type, unsigned int *patch_vertex_count)
3676 TRACE("device %p, primitive_type %p, patch_vertex_count %p.\n",
3677 device, primitive_type, patch_vertex_count);
3679 *primitive_type = d3d_primitive_type_from_gl(device->state.gl_primitive_type);
3680 if (patch_vertex_count)
3681 *patch_vertex_count = device->state.gl_patch_vertices;
3683 TRACE("Returning %s.\n", debug_d3dprimitivetype(*primitive_type));
3686 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
3688 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
3690 wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3691 0, start_vertex, vertex_count, 0, 0, FALSE);
3693 return WINED3D_OK;
3696 void CDECL wined3d_device_draw_primitive_instanced(struct wined3d_device *device,
3697 UINT start_vertex, UINT vertex_count, UINT start_instance, UINT instance_count)
3699 TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
3700 device, start_vertex, vertex_count, start_instance, instance_count);
3702 wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3703 0, start_vertex, vertex_count, start_instance, instance_count, FALSE);
3706 void CDECL wined3d_device_draw_primitive_instanced_indirect(struct wined3d_device *device,
3707 struct wined3d_buffer *buffer, unsigned int offset)
3709 TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
3711 wined3d_cs_emit_draw_indirect(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3712 buffer, offset, FALSE);
3715 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
3717 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
3719 if (!device->state.index_buffer)
3721 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3722 * without an index buffer set. (The first time at least...)
3723 * D3D8 simply dies, but I doubt it can do much harm to return
3724 * D3DERR_INVALIDCALL there as well. */
3725 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3726 return WINED3DERR_INVALIDCALL;
3729 wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3730 device->state.base_vertex_index, start_idx, index_count, 0, 0, TRUE);
3732 return WINED3D_OK;
3735 void CDECL wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device *device,
3736 UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count)
3738 TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
3739 device, start_idx, index_count, start_instance, instance_count);
3741 wined3d_cs_emit_draw(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3742 device->state.base_vertex_index, start_idx, index_count, start_instance, instance_count, TRUE);
3745 void CDECL wined3d_device_draw_indexed_primitive_instanced_indirect(struct wined3d_device *device,
3746 struct wined3d_buffer *buffer, unsigned int offset)
3748 TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
3750 wined3d_cs_emit_draw_indirect(device->cs, device->state.gl_primitive_type, device->state.gl_patch_vertices,
3751 buffer, offset, TRUE);
3754 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
3755 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
3757 unsigned int src_size, dst_size, src_skip_levels = 0;
3758 unsigned int src_level_count, dst_level_count;
3759 unsigned int layer_count, level_count, i, j;
3760 unsigned int width, height, depth;
3761 enum wined3d_resource_type type;
3762 struct wined3d_box box;
3764 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
3766 /* Verify that the source and destination textures are non-NULL. */
3767 if (!src_texture || !dst_texture)
3769 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
3770 return WINED3DERR_INVALIDCALL;
3773 if (src_texture->resource.pool != WINED3D_POOL_SYSTEM_MEM)
3775 WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n");
3776 return WINED3DERR_INVALIDCALL;
3778 if (dst_texture->resource.pool != WINED3D_POOL_DEFAULT)
3780 WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\n");
3781 return WINED3DERR_INVALIDCALL;
3784 /* Verify that the source and destination textures are the same type. */
3785 type = src_texture->resource.type;
3786 if (dst_texture->resource.type != type)
3788 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
3789 return WINED3DERR_INVALIDCALL;
3792 layer_count = src_texture->layer_count;
3793 if (layer_count != dst_texture->layer_count)
3795 WARN("Source and destination have different layer counts.\n");
3796 return WINED3DERR_INVALIDCALL;
3799 if (src_texture->resource.format != dst_texture->resource.format)
3801 WARN("Source and destination formats do not match.\n");
3802 return WINED3DERR_INVALIDCALL;
3805 src_level_count = src_texture->level_count;
3806 dst_level_count = dst_texture->level_count;
3807 level_count = min(src_level_count, dst_level_count);
3809 src_size = max(src_texture->resource.width, src_texture->resource.height);
3810 dst_size = max(dst_texture->resource.width, dst_texture->resource.height);
3811 if (type == WINED3D_RTYPE_TEXTURE_3D)
3813 src_size = max(src_size, src_texture->resource.depth);
3814 dst_size = max(dst_size, dst_texture->resource.depth);
3816 while (src_size > dst_size)
3818 src_size >>= 1;
3819 ++src_skip_levels;
3822 if (wined3d_texture_get_level_width(src_texture, src_skip_levels) != dst_texture->resource.width
3823 || wined3d_texture_get_level_height(src_texture, src_skip_levels) != dst_texture->resource.height
3824 || wined3d_texture_get_level_depth(src_texture, src_skip_levels) != dst_texture->resource.depth)
3826 WARN("Source and destination dimensions do not match.\n");
3827 return WINED3DERR_INVALIDCALL;
3830 /* Update every surface level of the texture. */
3831 for (i = 0; i < level_count; ++i)
3833 width = wined3d_texture_get_level_width(dst_texture, i);
3834 height = wined3d_texture_get_level_height(dst_texture, i);
3835 depth = wined3d_texture_get_level_depth(dst_texture, i);
3836 wined3d_box_set(&box, 0, 0, width, height, 0, depth);
3838 for (j = 0; j < layer_count; ++j)
3840 wined3d_cs_emit_blt_sub_resource(device->cs,
3841 &dst_texture->resource, j * dst_level_count + i, &box,
3842 &src_texture->resource, j * src_level_count + i + src_skip_levels, &box,
3843 0, NULL, WINED3D_TEXF_POINT);
3847 return WINED3D_OK;
3850 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
3852 const struct wined3d_state *state = &device->state;
3853 struct wined3d_texture *texture;
3854 DWORD i;
3856 TRACE("device %p, num_passes %p.\n", device, num_passes);
3858 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3860 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
3862 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
3863 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
3865 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
3867 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
3868 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
3871 texture = state->textures[i];
3872 if (!texture || texture->resource.format_flags & WINED3DFMT_FLAG_FILTERING) continue;
3874 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
3876 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i);
3877 return E_FAIL;
3879 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
3881 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i);
3882 return E_FAIL;
3884 if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
3885 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
3887 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i);
3888 return E_FAIL;
3892 if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
3893 || state->render_states[WINED3D_RS_STENCILENABLE])
3895 struct wined3d_rendertarget_view *rt = device->fb.render_targets[0];
3896 struct wined3d_rendertarget_view *ds = device->fb.depth_stencil;
3898 if (ds && rt && (ds->width < rt->width || ds->height < rt->height))
3900 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
3901 return WINED3DERR_CONFLICTINGRENDERSTATE;
3905 /* return a sensible default */
3906 *num_passes = 1;
3908 TRACE("returning D3D_OK\n");
3909 return WINED3D_OK;
3912 void CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
3914 static BOOL warned;
3916 TRACE("device %p, software %#x.\n", device, software);
3918 if (!warned)
3920 FIXME("device %p, software %#x stub!\n", device, software);
3921 warned = TRUE;
3924 device->softwareVertexProcessing = software;
3927 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
3929 static BOOL warned;
3931 TRACE("device %p.\n", device);
3933 if (!warned)
3935 TRACE("device %p stub!\n", device);
3936 warned = TRUE;
3939 return device->softwareVertexProcessing;
3942 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
3943 UINT swapchain_idx, struct wined3d_raster_status *raster_status)
3945 struct wined3d_swapchain *swapchain;
3947 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
3948 device, swapchain_idx, raster_status);
3950 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3951 return WINED3DERR_INVALIDCALL;
3953 return wined3d_swapchain_get_raster_status(swapchain, raster_status);
3956 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
3958 static BOOL warned;
3960 TRACE("device %p, segments %.8e.\n", device, segments);
3962 if (segments != 0.0f)
3964 if (!warned)
3966 FIXME("device %p, segments %.8e stub!\n", device, segments);
3967 warned = TRUE;
3971 return WINED3D_OK;
3974 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
3976 static BOOL warned;
3978 TRACE("device %p.\n", device);
3980 if (!warned)
3982 FIXME("device %p stub!\n", device);
3983 warned = TRUE;
3986 return 0.0f;
3989 void CDECL wined3d_device_copy_uav_counter(struct wined3d_device *device,
3990 struct wined3d_buffer *dst_buffer, unsigned int offset, struct wined3d_unordered_access_view *uav)
3992 TRACE("device %p, dst_buffer %p, offset %u, uav %p.\n",
3993 device, dst_buffer, offset, uav);
3995 wined3d_cs_emit_copy_uav_counter(device->cs, dst_buffer, offset, uav);
3998 void CDECL wined3d_device_copy_resource(struct wined3d_device *device,
3999 struct wined3d_resource *dst_resource, struct wined3d_resource *src_resource)
4001 struct wined3d_texture *dst_texture, *src_texture;
4002 struct wined3d_box box;
4003 unsigned int i, j;
4005 TRACE("device %p, dst_resource %p, src_resource %p.\n", device, dst_resource, src_resource);
4007 if (src_resource == dst_resource)
4009 WARN("Source and destination are the same resource.\n");
4010 return;
4013 if (src_resource->type != dst_resource->type)
4015 WARN("Resource types (%s / %s) don't match.\n",
4016 debug_d3dresourcetype(dst_resource->type),
4017 debug_d3dresourcetype(src_resource->type));
4018 return;
4021 if (src_resource->width != dst_resource->width
4022 || src_resource->height != dst_resource->height
4023 || src_resource->depth != dst_resource->depth)
4025 WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
4026 dst_resource->width, dst_resource->height, dst_resource->depth,
4027 src_resource->width, src_resource->height, src_resource->depth);
4028 return;
4031 if (src_resource->format->id != dst_resource->format->id)
4033 WARN("Resource formats (%s / %s) don't match.\n",
4034 debug_d3dformat(dst_resource->format->id),
4035 debug_d3dformat(src_resource->format->id));
4036 return;
4039 if (dst_resource->type == WINED3D_RTYPE_BUFFER)
4041 wined3d_box_set(&box, 0, 0, src_resource->size, 1, 0, 1);
4042 wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, 0, &box,
4043 src_resource, 0, &box, 0, NULL, WINED3D_TEXF_POINT);
4044 return;
4047 dst_texture = texture_from_resource(dst_resource);
4048 src_texture = texture_from_resource(src_resource);
4050 if (src_texture->layer_count != dst_texture->layer_count
4051 || src_texture->level_count != dst_texture->level_count)
4053 WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
4054 dst_texture->layer_count, dst_texture->level_count,
4055 src_texture->layer_count, src_texture->level_count);
4056 return;
4059 for (i = 0; i < dst_texture->level_count; ++i)
4061 wined3d_box_set(&box, 0, 0,
4062 wined3d_texture_get_level_width(dst_texture, i),
4063 wined3d_texture_get_level_height(dst_texture, i),
4064 0, wined3d_texture_get_level_depth(dst_texture, i));
4065 for (j = 0; j < dst_texture->layer_count; ++j)
4067 unsigned int idx = j * dst_texture->level_count + i;
4069 wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, idx, &box,
4070 src_resource, idx, &box, 0, NULL, WINED3D_TEXF_POINT);
4075 HRESULT CDECL wined3d_device_copy_sub_resource_region(struct wined3d_device *device,
4076 struct wined3d_resource *dst_resource, unsigned int dst_sub_resource_idx, unsigned int dst_x,
4077 unsigned int dst_y, unsigned int dst_z, struct wined3d_resource *src_resource,
4078 unsigned int src_sub_resource_idx, const struct wined3d_box *src_box)
4080 struct wined3d_box dst_box, b;
4082 TRACE("device %p, dst_resource %p, dst_sub_resource_idx %u, dst_x %u, dst_y %u, dst_z %u, "
4083 "src_resource %p, src_sub_resource_idx %u, src_box %s.\n",
4084 device, dst_resource, dst_sub_resource_idx, dst_x, dst_y, dst_z,
4085 src_resource, src_sub_resource_idx, debug_box(src_box));
4087 if (src_resource == dst_resource && src_sub_resource_idx == dst_sub_resource_idx)
4089 WARN("Source and destination are the same sub-resource.\n");
4090 return WINED3DERR_INVALIDCALL;
4093 if (src_resource->type != dst_resource->type)
4095 WARN("Resource types (%s / %s) don't match.\n",
4096 debug_d3dresourcetype(dst_resource->type),
4097 debug_d3dresourcetype(src_resource->type));
4098 return WINED3DERR_INVALIDCALL;
4101 if (src_resource->format->id != dst_resource->format->id)
4103 WARN("Resource formats (%s / %s) don't match.\n",
4104 debug_d3dformat(dst_resource->format->id),
4105 debug_d3dformat(src_resource->format->id));
4106 return WINED3DERR_INVALIDCALL;
4109 if (dst_resource->type == WINED3D_RTYPE_BUFFER)
4111 if (dst_sub_resource_idx)
4113 WARN("Invalid dst_sub_resource_idx %u.\n", dst_sub_resource_idx);
4114 return WINED3DERR_INVALIDCALL;
4117 if (src_sub_resource_idx)
4119 WARN("Invalid src_sub_resource_idx %u.\n", src_sub_resource_idx);
4120 return WINED3DERR_INVALIDCALL;
4123 if (!src_box)
4125 wined3d_box_set(&b, 0, 0, src_resource->size, 1, 0, 1);
4126 src_box = &b;
4128 else if ((src_box->left >= src_box->right
4129 || src_box->top >= src_box->bottom
4130 || src_box->front >= src_box->back))
4132 WARN("Invalid box %s specified.\n", debug_box(src_box));
4133 return WINED3DERR_INVALIDCALL;
4136 if (src_box->right > src_resource->size || dst_x >= dst_resource->size
4137 || src_box->right - src_box->left > dst_resource->size - dst_x)
4139 WARN("Invalid range specified, dst_offset %u, src_offset %u, size %u.\n",
4140 dst_x, src_box->left, src_box->right - src_box->left);
4141 return WINED3DERR_INVALIDCALL;
4144 wined3d_box_set(&dst_box, dst_x, 0, dst_x + (src_box->right - src_box->left), 1, 0, 1);
4146 else if (dst_resource->type == WINED3D_RTYPE_TEXTURE_2D)
4148 struct wined3d_texture *dst_texture = texture_from_resource(dst_resource);
4149 struct wined3d_texture *src_texture = texture_from_resource(src_resource);
4150 unsigned int src_level = src_sub_resource_idx % src_texture->level_count;
4152 if (dst_sub_resource_idx >= dst_texture->level_count * dst_texture->layer_count)
4154 WARN("Invalid destination sub-resource %u.\n", dst_sub_resource_idx);
4155 return WINED3DERR_INVALIDCALL;
4158 if (src_sub_resource_idx >= src_texture->level_count * src_texture->layer_count)
4160 WARN("Invalid source sub-resource %u.\n", src_sub_resource_idx);
4161 return WINED3DERR_INVALIDCALL;
4164 if (dst_texture->sub_resources[dst_sub_resource_idx].map_count)
4166 WARN("Destination sub-resource %u is mapped.\n", dst_sub_resource_idx);
4167 return WINED3DERR_INVALIDCALL;
4170 if (src_texture->sub_resources[src_sub_resource_idx].map_count)
4172 WARN("Source sub-resource %u is mapped.\n", src_sub_resource_idx);
4173 return WINED3DERR_INVALIDCALL;
4176 if (!src_box)
4178 wined3d_box_set(&b, 0, 0, wined3d_texture_get_level_width(src_texture, src_level),
4179 wined3d_texture_get_level_height(src_texture, src_level), 0, 1);
4180 src_box = &b;
4182 else if (FAILED(wined3d_texture_check_box_dimensions(src_texture, src_level, src_box)))
4184 WARN("Invalid source box %s.\n", debug_box(src_box));
4185 return WINED3DERR_INVALIDCALL;
4188 wined3d_box_set(&dst_box, dst_x, dst_y, dst_x + (src_box->right - src_box->left),
4189 dst_y + (src_box->bottom - src_box->top), 0, 1);
4190 if (FAILED(wined3d_texture_check_box_dimensions(dst_texture,
4191 dst_sub_resource_idx % dst_texture->level_count, &dst_box)))
4193 WARN("Invalid destination box %s.\n", debug_box(&dst_box));
4194 return WINED3DERR_INVALIDCALL;
4197 else
4199 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource->type));
4200 return WINED3DERR_INVALIDCALL;
4203 wined3d_cs_emit_blt_sub_resource(device->cs, dst_resource, dst_sub_resource_idx, &dst_box,
4204 src_resource, src_sub_resource_idx, src_box, 0, NULL, WINED3D_TEXF_POINT);
4206 return WINED3D_OK;
4209 void CDECL wined3d_device_update_sub_resource(struct wined3d_device *device, struct wined3d_resource *resource,
4210 unsigned int sub_resource_idx, const struct wined3d_box *box, const void *data, unsigned int row_pitch,
4211 unsigned int depth_pitch)
4213 unsigned int width, height, depth;
4214 struct wined3d_box b;
4216 TRACE("device %p, resource %p, sub_resource_idx %u, box %s, data %p, row_pitch %u, depth_pitch %u.\n",
4217 device, resource, sub_resource_idx, debug_box(box), data, row_pitch, depth_pitch);
4219 if (resource->type == WINED3D_RTYPE_BUFFER)
4221 if (sub_resource_idx > 0)
4223 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
4224 return;
4227 width = resource->size;
4228 height = 1;
4229 depth = 1;
4231 else if (resource->type == WINED3D_RTYPE_TEXTURE_2D || resource->type == WINED3D_RTYPE_TEXTURE_3D)
4233 struct wined3d_texture *texture = texture_from_resource(resource);
4234 unsigned int level;
4236 if (sub_resource_idx >= texture->level_count * texture->layer_count)
4238 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
4239 return;
4242 level = sub_resource_idx % texture->level_count;
4243 width = wined3d_texture_get_level_width(texture, level);
4244 height = wined3d_texture_get_level_height(texture, level);
4245 depth = wined3d_texture_get_level_depth(texture, level);
4247 else
4249 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
4250 return;
4253 if (!box)
4255 wined3d_box_set(&b, 0, 0, width, height, 0, depth);
4256 box = &b;
4258 else if (box->left >= box->right || box->right > width
4259 || box->top >= box->bottom || box->bottom > height
4260 || box->front >= box->back || box->back > depth)
4262 WARN("Invalid box %s specified.\n", debug_box(box));
4263 return;
4266 wined3d_resource_wait_idle(resource);
4268 wined3d_cs_emit_update_sub_resource(device->cs, resource, sub_resource_idx, box, data, row_pitch, depth_pitch);
4271 HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4272 struct wined3d_rendertarget_view *view, const RECT *rect, DWORD flags,
4273 const struct wined3d_color *color, float depth, DWORD stencil)
4275 struct wined3d_resource *resource;
4276 RECT r;
4278 TRACE("device %p, view %p, rect %s, flags %#x, color %s, depth %.8e, stencil %u.\n",
4279 device, view, wine_dbgstr_rect(rect), flags, debug_color(color), depth, stencil);
4281 if (!flags)
4282 return WINED3D_OK;
4284 resource = view->resource;
4285 if (resource->type != WINED3D_RTYPE_TEXTURE_2D)
4287 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
4288 return WINED3DERR_INVALIDCALL;
4291 if (view->layer_count > 1)
4293 FIXME("Layered clears not implemented.\n");
4294 return WINED3DERR_INVALIDCALL;
4297 if (!rect)
4299 SetRect(&r, 0, 0, view->width, view->height);
4300 rect = &r;
4302 else
4304 struct wined3d_box b = {rect->left, rect->top, rect->right, rect->bottom, 0, 1};
4305 struct wined3d_texture *texture = texture_from_resource(view->resource);
4306 HRESULT hr;
4308 if (FAILED(hr = wined3d_texture_check_box_dimensions(texture,
4309 view->sub_resource_idx % texture->level_count, &b)))
4310 return hr;
4313 wined3d_cs_emit_clear_rendertarget_view(device->cs, view, rect, flags, color, depth, stencil);
4315 return WINED3D_OK;
4318 void CDECL wined3d_device_clear_unordered_access_view_uint(struct wined3d_device *device,
4319 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value)
4321 TRACE("device %p, view %p, clear_value %s.\n", device, view, debug_uvec4(clear_value));
4323 wined3d_cs_emit_clear_unordered_access_view_uint(device->cs, view, clear_value);
4326 struct wined3d_rendertarget_view * CDECL wined3d_device_get_rendertarget_view(const struct wined3d_device *device,
4327 unsigned int view_idx)
4329 TRACE("device %p, view_idx %u.\n", device, view_idx);
4331 if (view_idx >= device->adapter->gl_info.limits.buffers)
4333 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4334 return NULL;
4337 return device->fb.render_targets[view_idx];
4340 struct wined3d_rendertarget_view * CDECL wined3d_device_get_depth_stencil_view(const struct wined3d_device *device)
4342 TRACE("device %p.\n", device);
4344 return device->fb.depth_stencil;
4347 HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device,
4348 unsigned int view_idx, struct wined3d_rendertarget_view *view, BOOL set_viewport)
4350 struct wined3d_rendertarget_view *prev;
4352 TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
4353 device, view_idx, view, set_viewport);
4355 if (view_idx >= device->adapter->gl_info.limits.buffers)
4357 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4358 return WINED3DERR_INVALIDCALL;
4361 if (view && !(view->resource->usage & WINED3DUSAGE_RENDERTARGET))
4363 WARN("View resource %p doesn't have render target usage.\n", view->resource);
4364 return WINED3DERR_INVALIDCALL;
4367 /* Set the viewport and scissor rectangles, if requested. Tests show that
4368 * stateblock recording is ignored, the change goes directly into the
4369 * primary stateblock. */
4370 if (!view_idx && set_viewport)
4372 struct wined3d_state *state = &device->state;
4374 state->viewport.x = 0;
4375 state->viewport.y = 0;
4376 state->viewport.width = view->width;
4377 state->viewport.height = view->height;
4378 state->viewport.min_z = 0.0f;
4379 state->viewport.max_z = 1.0f;
4380 wined3d_cs_emit_set_viewport(device->cs, &state->viewport);
4382 SetRect(&state->scissor_rect, 0, 0, view->width, view->height);
4383 wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);
4387 prev = device->fb.render_targets[view_idx];
4388 if (view == prev)
4389 return WINED3D_OK;
4391 if (view)
4392 wined3d_rendertarget_view_incref(view);
4393 device->fb.render_targets[view_idx] = view;
4394 wined3d_cs_emit_set_rendertarget_view(device->cs, view_idx, view);
4395 /* Release after the assignment, to prevent device_resource_released()
4396 * from seeing the surface as still in use. */
4397 if (prev)
4398 wined3d_rendertarget_view_decref(prev);
4400 return WINED3D_OK;
4403 void CDECL wined3d_device_set_depth_stencil_view(struct wined3d_device *device, struct wined3d_rendertarget_view *view)
4405 struct wined3d_rendertarget_view *prev;
4407 TRACE("device %p, view %p.\n", device, view);
4409 prev = device->fb.depth_stencil;
4410 if (prev == view)
4412 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4413 return;
4416 if ((device->fb.depth_stencil = view))
4417 wined3d_rendertarget_view_incref(view);
4418 wined3d_cs_emit_set_depth_stencil_view(device->cs, view);
4419 if (prev)
4420 wined3d_rendertarget_view_decref(prev);
4423 static struct wined3d_texture *wined3d_device_create_cursor_texture(struct wined3d_device *device,
4424 struct wined3d_texture *cursor_image, unsigned int sub_resource_idx)
4426 unsigned int texture_level = sub_resource_idx % cursor_image->level_count;
4427 struct wined3d_sub_resource_data data;
4428 struct wined3d_resource_desc desc;
4429 struct wined3d_map_desc map_desc;
4430 struct wined3d_texture *texture;
4431 HRESULT hr;
4433 if (FAILED(wined3d_resource_map(&cursor_image->resource, sub_resource_idx, &map_desc, NULL, WINED3D_MAP_READONLY)))
4435 ERR("Failed to map source texture.\n");
4436 return NULL;
4439 data.data = map_desc.data;
4440 data.row_pitch = map_desc.row_pitch;
4441 data.slice_pitch = map_desc.slice_pitch;
4443 desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
4444 desc.format = WINED3DFMT_B8G8R8A8_UNORM;
4445 desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
4446 desc.multisample_quality = 0;
4447 desc.usage = WINED3DUSAGE_DYNAMIC;
4448 desc.pool = WINED3D_POOL_DEFAULT;
4449 desc.width = wined3d_texture_get_level_width(cursor_image, texture_level);
4450 desc.height = wined3d_texture_get_level_height(cursor_image, texture_level);
4451 desc.depth = 1;
4452 desc.size = 0;
4454 hr = wined3d_texture_create(device, &desc, 1, 1, WINED3D_TEXTURE_CREATE_MAPPABLE,
4455 &data, NULL, &wined3d_null_parent_ops, &texture);
4456 wined3d_resource_unmap(&cursor_image->resource, sub_resource_idx);
4457 if (FAILED(hr))
4459 ERR("Failed to create cursor texture.\n");
4460 return NULL;
4463 return texture;
4466 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4467 UINT x_hotspot, UINT y_hotspot, struct wined3d_texture *texture, unsigned int sub_resource_idx)
4469 unsigned int texture_level = sub_resource_idx % texture->level_count;
4470 unsigned int cursor_width, cursor_height;
4471 struct wined3d_display_mode mode;
4472 struct wined3d_map_desc map_desc;
4473 HRESULT hr;
4475 TRACE("device %p, x_hotspot %u, y_hotspot %u, texture %p, sub_resource_idx %u.\n",
4476 device, x_hotspot, y_hotspot, texture, sub_resource_idx);
4478 if (sub_resource_idx >= texture->level_count * texture->layer_count
4479 || texture->resource.type != WINED3D_RTYPE_TEXTURE_2D)
4480 return WINED3DERR_INVALIDCALL;
4482 if (device->cursor_texture)
4484 wined3d_texture_decref(device->cursor_texture);
4485 device->cursor_texture = NULL;
4488 if (texture->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4490 WARN("Texture %p has invalid format %s.\n",
4491 texture, debug_d3dformat(texture->resource.format->id));
4492 return WINED3DERR_INVALIDCALL;
4495 if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode, NULL)))
4497 ERR("Failed to get display mode, hr %#x.\n", hr);
4498 return WINED3DERR_INVALIDCALL;
4501 cursor_width = wined3d_texture_get_level_width(texture, texture_level);
4502 cursor_height = wined3d_texture_get_level_height(texture, texture_level);
4503 if (cursor_width > mode.width || cursor_height > mode.height)
4505 WARN("Texture %p, sub-resource %u dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4506 texture, sub_resource_idx, cursor_width, cursor_height, mode.width, mode.height);
4507 return WINED3DERR_INVALIDCALL;
4510 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4512 /* Do not store the surface's pointer because the application may
4513 * release it after setting the cursor image. Windows doesn't
4514 * addref the set surface, so we can't do this either without
4515 * creating circular refcount dependencies. */
4516 if (!(device->cursor_texture = wined3d_device_create_cursor_texture(device, texture, sub_resource_idx)))
4518 ERR("Failed to create cursor texture.\n");
4519 return WINED3DERR_INVALIDCALL;
4522 if (cursor_width == 32 && cursor_height == 32)
4524 UINT mask_size = cursor_width * cursor_height / 8;
4525 ICONINFO cursor_info;
4526 DWORD *mask_bits;
4527 HCURSOR cursor;
4529 /* 32-bit user32 cursors ignore the alpha channel if it's all
4530 * zeroes, and use the mask instead. Fill the mask with all ones
4531 * to ensure we still get a fully transparent cursor. */
4532 if (!(mask_bits = HeapAlloc(GetProcessHeap(), 0, mask_size)))
4533 return E_OUTOFMEMORY;
4534 memset(mask_bits, 0xff, mask_size);
4536 wined3d_resource_map(&texture->resource, sub_resource_idx, &map_desc, NULL,
4537 WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY);
4538 cursor_info.fIcon = FALSE;
4539 cursor_info.xHotspot = x_hotspot;
4540 cursor_info.yHotspot = y_hotspot;
4541 cursor_info.hbmMask = CreateBitmap(cursor_width, cursor_height, 1, 1, mask_bits);
4542 cursor_info.hbmColor = CreateBitmap(cursor_width, cursor_height, 1, 32, map_desc.data);
4543 wined3d_resource_unmap(&texture->resource, sub_resource_idx);
4545 /* Create our cursor and clean up. */
4546 cursor = CreateIconIndirect(&cursor_info);
4547 if (cursor_info.hbmMask)
4548 DeleteObject(cursor_info.hbmMask);
4549 if (cursor_info.hbmColor)
4550 DeleteObject(cursor_info.hbmColor);
4551 if (device->hardwareCursor)
4552 DestroyCursor(device->hardwareCursor);
4553 device->hardwareCursor = cursor;
4554 if (device->bCursorVisible)
4555 SetCursor(cursor);
4557 HeapFree(GetProcessHeap(), 0, mask_bits);
4560 TRACE("New cursor dimensions are %ux%u.\n", cursor_width, cursor_height);
4561 device->cursorWidth = cursor_width;
4562 device->cursorHeight = cursor_height;
4563 device->xHotSpot = x_hotspot;
4564 device->yHotSpot = y_hotspot;
4566 return WINED3D_OK;
4569 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
4570 int x_screen_space, int y_screen_space, DWORD flags)
4572 TRACE("device %p, x %d, y %d, flags %#x.\n",
4573 device, x_screen_space, y_screen_space, flags);
4575 device->xScreenSpace = x_screen_space;
4576 device->yScreenSpace = y_screen_space;
4578 if (device->hardwareCursor)
4580 POINT pt;
4582 GetCursorPos( &pt );
4583 if (x_screen_space == pt.x && y_screen_space == pt.y)
4584 return;
4585 SetCursorPos( x_screen_space, y_screen_space );
4587 /* Switch to the software cursor if position diverges from the hardware one. */
4588 GetCursorPos( &pt );
4589 if (x_screen_space != pt.x || y_screen_space != pt.y)
4591 if (device->bCursorVisible) SetCursor( NULL );
4592 DestroyCursor( device->hardwareCursor );
4593 device->hardwareCursor = 0;
4598 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
4600 BOOL oldVisible = device->bCursorVisible;
4602 TRACE("device %p, show %#x.\n", device, show);
4605 * When ShowCursor is first called it should make the cursor appear at the OS's last
4606 * known cursor position.
4608 if (show && !oldVisible)
4610 POINT pt;
4611 GetCursorPos(&pt);
4612 device->xScreenSpace = pt.x;
4613 device->yScreenSpace = pt.y;
4616 if (device->hardwareCursor)
4618 device->bCursorVisible = show;
4619 if (show)
4620 SetCursor(device->hardwareCursor);
4621 else
4622 SetCursor(NULL);
4624 else if (device->cursor_texture)
4626 device->bCursorVisible = show;
4629 return oldVisible;
4632 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
4634 struct wined3d_resource *resource, *cursor;
4636 TRACE("device %p.\n", device);
4638 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4640 TRACE("Checking resource %p for eviction.\n", resource);
4642 if (resource->pool == WINED3D_POOL_MANAGED && !resource->map_count)
4644 TRACE("Evicting %p.\n", resource);
4645 wined3d_cs_emit_unload_resource(device->cs, resource);
4650 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
4651 const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
4652 wined3d_device_reset_cb callback, BOOL reset_state)
4654 struct wined3d_resource *resource, *cursor;
4655 struct wined3d_swapchain *swapchain;
4656 struct wined3d_view_desc view_desc;
4657 BOOL backbuffer_resized;
4658 HRESULT hr = WINED3D_OK;
4659 unsigned int i;
4661 TRACE("device %p, swapchain_desc %p, mode %p, callback %p, reset_state %#x.\n",
4662 device, swapchain_desc, mode, callback, reset_state);
4664 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
4666 if (!(swapchain = wined3d_device_get_swapchain(device, 0)))
4668 ERR("Failed to get the first implicit swapchain.\n");
4669 return WINED3DERR_INVALIDCALL;
4672 if (reset_state)
4674 if (device->logo_texture)
4676 wined3d_texture_decref(device->logo_texture);
4677 device->logo_texture = NULL;
4679 if (device->cursor_texture)
4681 wined3d_texture_decref(device->cursor_texture);
4682 device->cursor_texture = NULL;
4684 state_unbind_resources(&device->state);
4687 if (device->fb.render_targets)
4689 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
4691 wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
4694 wined3d_device_set_depth_stencil_view(device, NULL);
4696 if (reset_state)
4698 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4700 TRACE("Enumerating resource %p.\n", resource);
4701 if (FAILED(hr = callback(resource)))
4702 return hr;
4706 TRACE("New params:\n");
4707 TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
4708 TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
4709 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
4710 TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
4711 TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
4712 TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
4713 TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
4714 TRACE("device_window %p\n", swapchain_desc->device_window);
4715 TRACE("windowed %#x\n", swapchain_desc->windowed);
4716 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
4717 if (swapchain_desc->enable_auto_depth_stencil)
4718 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
4719 TRACE("flags %#x\n", swapchain_desc->flags);
4720 TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
4721 TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
4722 TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
4724 /* No special treatment of these parameters. Just store them */
4725 swapchain->desc.swap_effect = swapchain_desc->swap_effect;
4726 swapchain->desc.enable_auto_depth_stencil = swapchain_desc->enable_auto_depth_stencil;
4727 swapchain->desc.auto_depth_stencil_format = swapchain_desc->auto_depth_stencil_format;
4728 swapchain->desc.flags = swapchain_desc->flags;
4729 swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
4730 swapchain->desc.swap_interval = swapchain_desc->swap_interval;
4731 swapchain->desc.auto_restore_display_mode = swapchain_desc->auto_restore_display_mode;
4733 if (swapchain_desc->device_window
4734 && swapchain_desc->device_window != swapchain->desc.device_window)
4736 TRACE("Changing the device window from %p to %p.\n",
4737 swapchain->desc.device_window, swapchain_desc->device_window);
4738 swapchain->desc.device_window = swapchain_desc->device_window;
4739 swapchain->device_window = swapchain_desc->device_window;
4740 wined3d_swapchain_set_window(swapchain, NULL);
4743 backbuffer_resized = swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width
4744 || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height;
4746 if (!swapchain_desc->windowed != !swapchain->desc.windowed
4747 || swapchain->reapply_mode || mode
4748 || (!swapchain_desc->windowed && backbuffer_resized))
4750 if (FAILED(hr = wined3d_swapchain_set_fullscreen(swapchain, swapchain_desc, mode)))
4751 return hr;
4753 else if (!swapchain_desc->windowed)
4755 DWORD style = device->style;
4756 DWORD exStyle = device->exStyle;
4757 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
4758 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
4759 * Reset to clear up their mess. Guild Wars also loses the device during that.
4761 device->style = 0;
4762 device->exStyle = 0;
4763 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
4764 swapchain_desc->backbuffer_width,
4765 swapchain_desc->backbuffer_height);
4766 device->style = style;
4767 device->exStyle = exStyle;
4770 if (FAILED(hr = wined3d_swapchain_resize_buffers(swapchain, swapchain_desc->backbuffer_count,
4771 swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height, swapchain_desc->backbuffer_format,
4772 swapchain_desc->multisample_type, swapchain_desc->multisample_quality)))
4773 return hr;
4775 if (device->auto_depth_stencil_view)
4777 wined3d_rendertarget_view_decref(device->auto_depth_stencil_view);
4778 device->auto_depth_stencil_view = NULL;
4780 if (swapchain->desc.enable_auto_depth_stencil)
4782 struct wined3d_resource_desc texture_desc;
4783 struct wined3d_texture *texture;
4784 DWORD flags = 0;
4786 TRACE("Creating the depth stencil buffer.\n");
4788 texture_desc.resource_type = WINED3D_RTYPE_TEXTURE_2D;
4789 texture_desc.format = swapchain->desc.auto_depth_stencil_format;
4790 texture_desc.multisample_type = swapchain->desc.multisample_type;
4791 texture_desc.multisample_quality = swapchain->desc.multisample_quality;
4792 texture_desc.usage = WINED3DUSAGE_DEPTHSTENCIL;
4793 texture_desc.pool = WINED3D_POOL_DEFAULT;
4794 texture_desc.width = swapchain->desc.backbuffer_width;
4795 texture_desc.height = swapchain->desc.backbuffer_height;
4796 texture_desc.depth = 1;
4797 texture_desc.size = 0;
4799 if (swapchain_desc->flags & WINED3D_SWAPCHAIN_GDI_COMPATIBLE)
4800 flags |= WINED3D_TEXTURE_CREATE_GET_DC;
4802 if (FAILED(hr = device->device_parent->ops->create_swapchain_texture(device->device_parent,
4803 device->device_parent, &texture_desc, flags, &texture)))
4805 ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr);
4806 return WINED3DERR_INVALIDCALL;
4809 view_desc.format_id = texture->resource.format->id;
4810 view_desc.flags = 0;
4811 view_desc.u.texture.level_idx = 0;
4812 view_desc.u.texture.level_count = 1;
4813 view_desc.u.texture.layer_idx = 0;
4814 view_desc.u.texture.layer_count = 1;
4815 hr = wined3d_rendertarget_view_create(&view_desc, &texture->resource,
4816 NULL, &wined3d_null_parent_ops, &device->auto_depth_stencil_view);
4817 wined3d_texture_decref(texture);
4818 if (FAILED(hr))
4820 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
4821 return hr;
4824 wined3d_device_set_depth_stencil_view(device, device->auto_depth_stencil_view);
4827 if (device->back_buffer_view)
4829 wined3d_rendertarget_view_decref(device->back_buffer_view);
4830 device->back_buffer_view = NULL;
4832 if (swapchain->desc.backbuffer_count)
4834 struct wined3d_resource *back_buffer = &swapchain->back_buffers[0]->resource;
4836 view_desc.format_id = back_buffer->format->id;
4837 view_desc.flags = 0;
4838 view_desc.u.texture.level_idx = 0;
4839 view_desc.u.texture.level_count = 1;
4840 view_desc.u.texture.layer_idx = 0;
4841 view_desc.u.texture.layer_count = 1;
4842 if (FAILED(hr = wined3d_rendertarget_view_create(&view_desc, back_buffer,
4843 NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
4845 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
4846 return hr;
4850 wine_rb_clear(&device->samplers, device_free_sampler, NULL);
4852 if (reset_state)
4854 TRACE("Resetting stateblock.\n");
4855 if (device->recording)
4857 wined3d_stateblock_decref(device->recording);
4858 device->recording = NULL;
4860 wined3d_cs_emit_reset_state(device->cs);
4861 state_cleanup(&device->state);
4863 if (device->d3d_initialized)
4864 wined3d_device_delete_opengl_contexts(device);
4866 memset(&device->state, 0, sizeof(device->state));
4867 state_init(&device->state, &device->fb, &device->adapter->gl_info,
4868 &device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
4869 device->update_state = &device->state;
4871 device_init_swapchain_state(device, swapchain);
4872 if (wined3d_settings.logo)
4873 device_load_logo(device, wined3d_settings.logo);
4875 else if (device->back_buffer_view)
4877 struct wined3d_rendertarget_view *view = device->back_buffer_view;
4878 struct wined3d_state *state = &device->state;
4880 wined3d_device_set_rendertarget_view(device, 0, view, FALSE);
4882 /* Note the min_z / max_z is not reset. */
4883 state->viewport.x = 0;
4884 state->viewport.y = 0;
4885 state->viewport.width = view->width;
4886 state->viewport.height = view->height;
4887 wined3d_cs_emit_set_viewport(device->cs, &state->viewport);
4889 SetRect(&state->scissor_rect, 0, 0, view->width, view->height);
4890 wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);
4893 if (device->d3d_initialized)
4895 if (reset_state)
4896 hr = wined3d_device_create_primary_opengl_context(device);
4897 swapchain_update_swap_interval(swapchain);
4900 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
4901 * first use
4903 return hr;
4906 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
4908 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
4910 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
4912 return WINED3D_OK;
4916 void CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
4917 struct wined3d_device_creation_parameters *parameters)
4919 TRACE("device %p, parameters %p.\n", device, parameters);
4921 *parameters = device->create_parms;
4924 struct wined3d * CDECL wined3d_device_get_wined3d(const struct wined3d_device *device)
4926 TRACE("device %p.\n", device);
4928 return device->wined3d;
4931 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
4932 UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
4934 struct wined3d_swapchain *swapchain;
4936 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
4937 device, swapchain_idx, flags, ramp);
4939 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
4940 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
4943 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
4944 UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
4946 struct wined3d_swapchain *swapchain;
4948 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
4949 device, swapchain_idx, ramp);
4951 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
4952 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
4955 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
4957 TRACE("device %p, resource %p.\n", device, resource);
4959 wined3d_not_from_cs(device->cs);
4961 list_add_head(&device->resources, &resource->resource_list_entry);
4964 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
4966 TRACE("device %p, resource %p.\n", device, resource);
4968 wined3d_not_from_cs(device->cs);
4970 list_remove(&resource->resource_list_entry);
4973 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
4975 enum wined3d_resource_type type = resource->type;
4976 struct wined3d_rendertarget_view *rtv;
4977 unsigned int i;
4979 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
4981 if (device->d3d_initialized)
4983 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
4985 if ((rtv = device->fb.render_targets[i]) && rtv->resource == resource)
4986 ERR("Resource %p is still in use as render target %u.\n", resource, i);
4989 if ((rtv = device->fb.depth_stencil) && rtv->resource == resource)
4990 ERR("Resource %p is still in use as depth/stencil buffer.\n", resource);
4993 switch (type)
4995 case WINED3D_RTYPE_TEXTURE_2D:
4996 case WINED3D_RTYPE_TEXTURE_3D:
4997 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4999 struct wined3d_texture *texture = texture_from_resource(resource);
5001 if (device->state.textures[i] == texture)
5003 ERR("Texture %p is still in use, stage %u.\n", texture, i);
5004 device->state.textures[i] = NULL;
5007 if (device->recording && device->update_state->textures[i] == texture)
5009 ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n",
5010 texture, device->recording, i);
5011 device->update_state->textures[i] = NULL;
5014 break;
5016 case WINED3D_RTYPE_BUFFER:
5018 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5020 for (i = 0; i < MAX_STREAMS; ++i)
5022 if (device->state.streams[i].buffer == buffer)
5024 ERR("Buffer %p is still in use, stream %u.\n", buffer, i);
5025 device->state.streams[i].buffer = NULL;
5028 if (device->recording && device->update_state->streams[i].buffer == buffer)
5030 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5031 buffer, device->recording, i);
5032 device->update_state->streams[i].buffer = NULL;
5036 if (device->state.index_buffer == buffer)
5038 ERR("Buffer %p is still in use as index buffer.\n", buffer);
5039 device->state.index_buffer = NULL;
5042 if (device->recording && device->update_state->index_buffer == buffer)
5044 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5045 buffer, device->recording);
5046 device->update_state->index_buffer = NULL;
5049 break;
5051 default:
5052 break;
5055 /* Remove the resource from the resourceStore */
5056 device_resource_remove(device, resource);
5058 TRACE("Resource released.\n");
5061 static int wined3d_sampler_compare(const void *key, const struct wine_rb_entry *entry)
5063 const struct wined3d_sampler *sampler = WINE_RB_ENTRY_VALUE(entry, struct wined3d_sampler, entry);
5065 return memcmp(&sampler->desc, key, sizeof(sampler->desc));
5068 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5069 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
5070 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5072 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5073 const struct fragment_pipeline *fragment_pipeline;
5074 const struct wined3d_vertex_pipe_ops *vertex_pipeline;
5075 unsigned int i;
5076 HRESULT hr;
5078 device->ref = 1;
5079 device->wined3d = wined3d;
5080 wined3d_incref(device->wined3d);
5081 device->adapter = wined3d->adapter_count ? adapter : NULL;
5082 device->device_parent = device_parent;
5083 list_init(&device->resources);
5084 list_init(&device->shaders);
5085 device->surface_alignment = surface_alignment;
5087 /* Save the creation parameters. */
5088 device->create_parms.adapter_idx = adapter_idx;
5089 device->create_parms.device_type = device_type;
5090 device->create_parms.focus_window = focus_window;
5091 device->create_parms.flags = flags;
5093 device->shader_backend = adapter->shader_backend;
5095 vertex_pipeline = adapter->vertex_pipe;
5097 fragment_pipeline = adapter->fragment_pipe;
5099 wine_rb_init(&device->samplers, wined3d_sampler_compare);
5101 if (vertex_pipeline->vp_states && fragment_pipeline->states
5102 && FAILED(hr = compile_state_table(device->StateTable, device->multistate_funcs,
5103 &adapter->gl_info, &adapter->d3d_info, vertex_pipeline,
5104 fragment_pipeline, misc_state_template)))
5106 ERR("Failed to compile state table, hr %#x.\n", hr);
5107 wine_rb_destroy(&device->samplers, NULL, NULL);
5108 wined3d_decref(device->wined3d);
5109 return hr;
5112 state_init(&device->state, &device->fb, &adapter->gl_info,
5113 &adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT);
5114 device->update_state = &device->state;
5116 if (!(device->cs = wined3d_cs_create(device)))
5118 WARN("Failed to create command stream.\n");
5119 state_cleanup(&device->state);
5120 hr = E_FAIL;
5121 goto err;
5124 return WINED3D_OK;
5126 err:
5127 for (i = 0; i < ARRAY_SIZE(device->multistate_funcs); ++i)
5129 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
5131 wine_rb_destroy(&device->samplers, NULL, NULL);
5132 wined3d_decref(device->wined3d);
5133 return hr;
5136 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5138 DWORD rep = device->StateTable[state].representative;
5139 struct wined3d_context *context;
5140 DWORD idx;
5141 BYTE shift;
5142 UINT i;
5144 wined3d_from_cs(device->cs);
5146 if (STATE_IS_COMPUTE(state))
5148 for (i = 0; i < device->context_count; ++i)
5149 context_invalidate_compute_state(device->contexts[i], state);
5150 return;
5153 for (i = 0; i < device->context_count; ++i)
5155 context = device->contexts[i];
5156 if(isStateDirty(context, rep)) continue;
5158 context->dirtyArray[context->numDirtyEntries++] = rep;
5159 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5160 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5161 context->isStateDirty[idx] |= (1u << shift);
5165 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
5166 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
5168 if (device->filter_messages && message != WM_DISPLAYCHANGE)
5170 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5171 window, message, wparam, lparam);
5172 if (unicode)
5173 return DefWindowProcW(window, message, wparam, lparam);
5174 else
5175 return DefWindowProcA(window, message, wparam, lparam);
5178 if (message == WM_DESTROY)
5180 TRACE("unregister window %p.\n", window);
5181 wined3d_unregister_window(window);
5183 if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
5184 ERR("Window %p is not the focus window for device %p.\n", window, device);
5186 else if (message == WM_DISPLAYCHANGE)
5188 device->device_parent->ops->mode_changed(device->device_parent);
5190 else if (message == WM_ACTIVATEAPP)
5192 UINT i;
5194 for (i = 0; i < device->swapchain_count; i++)
5195 wined3d_swapchain_activate(device->swapchains[i], wparam);
5197 device->device_parent->ops->activate(device->device_parent, wparam);
5199 else if (message == WM_SYSCOMMAND)
5201 if (wparam == SC_RESTORE && device->wined3d->flags & WINED3D_HANDLE_RESTORE)
5203 if (unicode)
5204 DefWindowProcW(window, message, wparam, lparam);
5205 else
5206 DefWindowProcA(window, message, wparam, lparam);
5210 if (unicode)
5211 return CallWindowProcW(proc, window, message, wparam, lparam);
5212 else
5213 return CallWindowProcA(proc, window, message, wparam, lparam);