wined3d: Don't hardcode type sizes for shader constants.
[wine/dibdrv.git] / dlls / wined3d / device.c
blob27c9dc95c5719fb602eba05a64a82856b0c75acf
1 /*
2 * IWineD3DDevice implementation
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Stefan Dösinger for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "config.h"
27 #ifdef HAVE_FLOAT_H
28 # include <float.h>
29 #endif
30 #include "wined3d_private.h"
32 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
33 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
35 /* x11drv GDI escapes */
36 #define X11DRV_ESCAPE 6789
37 enum x11drv_escape_codes
39 X11DRV_GET_DISPLAY, /* get X11 display for a DC */
40 X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
41 X11DRV_GET_FONT, /* get current X font for a DC */
44 /* retrieve the X display to use on a given DC */
45 inline static Display *get_display( HDC hdc )
47 Display *display;
48 enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
50 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
51 sizeof(display), (LPSTR)&display )) display = NULL;
52 return display;
55 /* Memory tracking and object counting */
56 static unsigned int emulated_textureram = 64*1024*1024;
58 /* TODO: setup some flags in the regestry to enable, disable pbuffer support */
59 /* enable pbuffer support for offscreen textures */
60 BOOL pbuffer_support = FALSE;
61 /* allocate one pbuffer per surface */
62 BOOL pbuffer_per_surface = FALSE;
64 /* static function declarations */
65 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
67 static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type);
69 /* helper macros */
70 #define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;}
72 #define D3DCREATEOBJECTINSTANCE(object, type) { \
73 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
74 D3DMEMCHECK(object, pp##type); \
75 object->lpVtbl = &IWineD3D##type##_Vtbl; \
76 object->wineD3DDevice = This; \
77 object->parent = parent; \
78 object->ref = 1; \
79 *pp##type = (IWineD3D##type *) object; \
82 #define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
83 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
84 D3DMEMCHECK(object, pp##type); \
85 object->lpVtbl = &IWineD3D##type##_Vtbl; \
86 object->resource.wineD3DDevice = This; \
87 object->resource.parent = parent; \
88 object->resource.resourceType = d3dtype; \
89 object->resource.ref = 1; \
90 object->resource.pool = Pool; \
91 object->resource.format = Format; \
92 object->resource.usage = Usage; \
93 object->resource.size = _size; \
94 /* Check that we have enough video ram left */ \
95 if (Pool == WINED3DPOOL_DEFAULT) { \
96 if (IWineD3DDevice_GetAvailableTextureMem(iface) <= _size) { \
97 WARN("Out of 'bogus' video memory\n"); \
98 HeapFree(GetProcessHeap(), 0, object); \
99 *pp##type = NULL; \
100 return WINED3DERR_OUTOFVIDEOMEMORY; \
102 globalChangeGlRam(_size); \
104 object->resource.allocatedMemory = (0 == _size ? NULL : Pool == WINED3DPOOL_DEFAULT ? NULL : HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, _size)); \
105 if (object->resource.allocatedMemory == NULL && _size != 0 && Pool != WINED3DPOOL_DEFAULT) { \
106 FIXME("Out of memory!\n"); \
107 HeapFree(GetProcessHeap(), 0, object); \
108 *pp##type = NULL; \
109 return WINED3DERR_OUTOFVIDEOMEMORY; \
111 *pp##type = (IWineD3D##type *) object; \
112 IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object) ;\
113 TRACE("(%p) : Created resource %p\n", This, object); \
116 #define D3DINITIALIZEBASETEXTURE(_basetexture) { \
117 _basetexture.levels = Levels; \
118 _basetexture.filterType = (Usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE; \
119 _basetexture.LOD = 0; \
120 _basetexture.dirty = TRUE; \
123 /**********************************************************
124 * Global variable / Constants follow
125 **********************************************************/
126 const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
128 /**********************************************************
129 * Utility functions follow
130 **********************************************************/
131 /* Convert the D3DLIGHT properties into equivalent gl lights */
132 static void setup_light(IWineD3DDevice *iface, LONG Index, PLIGHTINFOEL *lightInfo) {
134 float quad_att;
135 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
136 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
138 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
139 glMatrixMode(GL_MODELVIEW);
140 glPushMatrix();
141 glLoadMatrixf((float *)&This->stateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
143 /* Diffuse: */
144 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
145 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
146 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
147 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
148 glLightfv(GL_LIGHT0+Index, GL_DIFFUSE, colRGBA);
149 checkGLcall("glLightfv");
151 /* Specular */
152 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
153 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
154 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
155 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
156 glLightfv(GL_LIGHT0+Index, GL_SPECULAR, colRGBA);
157 checkGLcall("glLightfv");
159 /* Ambient */
160 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
161 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
162 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
163 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
164 glLightfv(GL_LIGHT0+Index, GL_AMBIENT, colRGBA);
165 checkGLcall("glLightfv");
167 /* Attenuation - Are these right? guessing... */
168 glLightf(GL_LIGHT0+Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
169 checkGLcall("glLightf");
170 glLightf(GL_LIGHT0+Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
171 checkGLcall("glLightf");
173 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
174 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
175 } else {
176 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
179 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
180 glLightf(GL_LIGHT0+Index, GL_QUADRATIC_ATTENUATION, quad_att);
181 checkGLcall("glLightf");
183 switch (lightInfo->OriginalParms.Type) {
184 case D3DLIGHT_POINT:
185 /* Position */
186 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
187 checkGLcall("glLightfv");
188 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
189 checkGLcall("glLightf");
190 /* FIXME: Range */
191 break;
193 case D3DLIGHT_SPOT:
194 /* Position */
195 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
196 checkGLcall("glLightfv");
197 /* Direction */
198 glLightfv(GL_LIGHT0+Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
199 checkGLcall("glLightfv");
200 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
201 checkGLcall("glLightf");
202 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
203 checkGLcall("glLightf");
204 /* FIXME: Range */
205 break;
207 case D3DLIGHT_DIRECTIONAL:
208 /* Direction */
209 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
210 checkGLcall("glLightfv");
211 glLightf(GL_LIGHT0+Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
212 checkGLcall("glLightf");
213 glLightf(GL_LIGHT0+Index, GL_SPOT_EXPONENT, 0.0f);
214 checkGLcall("glLightf");
215 break;
217 default:
218 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
221 /* Restore the modelview matrix */
222 glPopMatrix();
225 /* Apply the current values to the specified texture stage */
226 void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, DWORD Sampler, DWORD Flags) {
227 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
228 float col[4];
230 union {
231 float f;
232 DWORD d;
233 } tmpvalue;
235 /* In addition, IDirect3DDevice9::SetSamplerState will now be used for filtering, tiling,
236 clamping, MIPLOD, etc. This will work for up to 16 samplers.
239 if (Sampler >= GL_LIMITS(samplers)) {
240 FIXME("Trying to set the state of more samplers %ld than are supported %d by this openGL implementation\n", Sampler, GL_LIMITS(samplers));
241 return;
243 VTRACE(("Activating appropriate texture state %ld\n", Sampler));
244 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
245 ENTER_GL();
246 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + Sampler));
247 checkGLcall("glActiveTextureARB");
248 LEAVE_GL();
249 /* Could we use bindTexture and then apply the states instead of GLACTIVETEXTURE */
250 } else if (Sampler > 0) {
251 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
252 return;
255 /* TODO: change this to a lookup table
256 LOOKUP_TEXTURE_STATES lists all texture states that should be applied.
257 LOOKUP_CONTEXT_SATES list all context applicable states that can be applied
258 etc.... it's a lot cleaner, quicker and possibly easier to maintain than running a switch and setting a skip flag...
259 especially when there are a number of groups of states. */
261 TRACE("-----------------------> Updating the texture at Sampler %ld to have new texture state information\n", Sampler);
263 /* The list of states not to apply is a big as the list of states to apply, so it makes sense to produce an inclusive list */
264 #define APPLY_STATE(_state) IWineD3DDeviceImpl_ApplyTextureUnitState(iface, Sampler, _state)
265 /* these are the only two supported states that need to be applied */
266 APPLY_STATE(WINED3DTSS_TEXCOORDINDEX);
267 APPLY_STATE(WINED3DTSS_TEXTURETRANSFORMFLAGS);
268 #if 0 /* not supported at the moment */
269 APPLY_STATE(WINED3DTSS_BUMPENVMAT00);
270 APPLY_STATE(WINED3DTSS_BUMPENVMAT01);
271 APPLY_STATE(WINED3DTSS_BUMPENVMAT10);
272 APPLY_STATE(WINED3DTSS_BUMPENVMAT11);
273 APPLY_STATE(WINED3DTSS_BUMPENVLSCALE);
274 APPLY_STATE(WINED3DTSS_BUMPENVLOFFSET);
275 APPLY_STATE(WINED3DTSS_RESULTARG);
276 APPLY_STATE(WINED3DTSS_CONSTANT);
277 #endif
278 /* a quick sanity check in case someone forgot to update this function */
279 if (WINED3D_HIGHEST_TEXTURE_STATE > WINED3DTSS_CONSTANT) {
280 FIXME("(%p) : There are more texture states than expected, update device.c to match\n", This);
282 #undef APPLY_STATE
284 /* apply any sampler states that always need applying */
285 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
286 tmpvalue.d = This->stateBlock->samplerState[Sampler][WINED3DSAMP_MIPMAPLODBIAS];
287 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
288 GL_TEXTURE_LOD_BIAS_EXT,
289 tmpvalue.f);
290 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
293 /* Note the D3DRS value applies to all textures, but GL has one
294 * per texture, so apply it now ready to be used!
296 D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
297 /* Set the default alpha blend color */
298 if (GL_SUPPORT(ARB_IMAGING)) {
299 GL_EXTCALL(glBlendColor(col[0], col[1], col[2], col[3]));
300 checkGLcall("glBlendColor");
301 } else {
302 WARN("Unsupported in local OpenGL implementation: glBlendColor\n");
305 D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
306 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
307 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
309 /* TODO: NV_POINT_SPRITE */
310 if (GL_SUPPORT(ARB_POINT_SPRITE)) {
311 if (This->stateBlock->renderState[WINED3DRS_POINTSPRITEENABLE] != FALSE) {
312 /* Doesn't work with GL_POINT_SMOOTH on on my ATI 9600, but then ATI drivers are buggered! */
313 glDisable(GL_POINT_SMOOTH);
315 /* Centre the texture on the vertex */
316 VTRACE(("glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n"));
317 glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
319 VTRACE(("glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n"));
320 glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
321 checkGLcall("glTexEnvf(...)");
322 VTRACE(("glEnable( GL_POINT_SPRITE_ARB )\n"));
323 glEnable( GL_POINT_SPRITE_ARB );
324 checkGLcall("glEnable(...)");
325 } else {
326 VTRACE(("glDisable( GL_POINT_SPRITE_ARB )\n"));
327 glDisable( GL_POINT_SPRITE_ARB );
328 checkGLcall("glEnable(...)");
332 TRACE("-----------------------> Updated the texture at Sampler %ld to have new texture state information\n", Sampler);
335 /**********************************************************
336 * IUnknown parts follows
337 **********************************************************/
339 HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
341 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
343 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
344 if (IsEqualGUID(riid, &IID_IUnknown)
345 || IsEqualGUID(riid, &IID_IWineD3DBase)
346 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
347 IUnknown_AddRef(iface);
348 *ppobj = This;
349 return S_OK;
351 *ppobj = NULL;
352 return E_NOINTERFACE;
355 ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
356 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
357 ULONG refCount = InterlockedIncrement(&This->ref);
359 TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
360 return refCount;
363 ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
364 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
365 ULONG refCount = InterlockedDecrement(&This->ref);
367 TRACE("(%p) : Releasing from %ld\n", This, refCount + 1);
369 if (!refCount) {
370 /* TODO: Clean up all the surfaces and textures! */
371 /* NOTE: You must release the parent if the object was created via a callback
372 ** ***************************/
374 /* Release the update stateblock */
375 if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
376 if(This->updateStateBlock != This->stateBlock)
377 FIXME("(%p) Something's still holding the Update stateblock\n",This);
379 This->updateStateBlock = NULL;
380 { /* because were not doing proper internal refcounts releasing the primary state block
381 causes recursion with the extra checks in ResourceReleased, to avoid this we have
382 to set this->stateBlock = NULL; first */
383 IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
384 This->stateBlock = NULL;
386 /* Release the stateblock */
387 if(IWineD3DStateBlock_Release(stateBlock) > 0){
388 FIXME("(%p) Something's still holding the Update stateblock\n",This);
392 if (This->resources != NULL ) {
393 FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
394 dumpResources(This->resources);
398 IWineD3D_Release(This->wineD3D);
399 This->wineD3D = NULL;
400 HeapFree(GetProcessHeap(), 0, This);
401 TRACE("Freed device %p\n", This);
402 This = NULL;
404 return refCount;
407 /**********************************************************
408 * IWineD3DDevice implementation follows
409 **********************************************************/
410 HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
411 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
412 *pParent = This->parent;
413 IUnknown_AddRef(This->parent);
414 return WINED3D_OK;
417 HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
418 DWORD FVF, WINED3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
419 IUnknown *parent) {
420 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
421 IWineD3DVertexBufferImpl *object;
422 WINED3DFORMAT Format = WINED3DFMT_VERTEXDATA; /* Dummy format for now */
423 D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, WINED3DRTYPE_VERTEXBUFFER, Size)
425 /*TODO: use VBO's */
426 if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
427 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->resource.size);
429 object->fvf = FVF;
431 TRACE("(%p) : Size=%d, Usage=%ld, FVF=%lx, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
432 *ppVertexBuffer = (IWineD3DVertexBuffer *)object;
434 return WINED3D_OK;
437 HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
438 WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
439 HANDLE *sharedHandle, IUnknown *parent) {
440 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
441 IWineD3DIndexBufferImpl *object;
442 TRACE("(%p) Creating index buffer\n", This);
444 /* Allocate the storage for the device */
445 D3DCREATERESOURCEOBJECTINSTANCE(object,IndexBuffer,WINED3DRTYPE_INDEXBUFFER, Length)
447 /*TODO: use VBO's */
448 if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
449 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,object->resource.size);
452 TRACE("(%p) : Len=%d, Use=%lx, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
453 debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
454 *ppIndexBuffer = (IWineD3DIndexBuffer *) object;
456 return WINED3D_OK;
459 HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
461 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
462 IWineD3DStateBlockImpl *object;
463 int i, j;
465 D3DCREATEOBJECTINSTANCE(object, StateBlock)
466 object->blockType = Type;
468 /* Special case - Used during initialization to produce a placeholder stateblock
469 so other functions called can update a state block */
470 if (Type == WINED3DSBT_INIT) {
471 /* Don't bother increasing the reference count otherwise a device will never
472 be freed due to circular dependencies */
473 return WINED3D_OK;
476 /* Otherwise, might as well set the whole state block to the appropriate values */
477 if ( This->stateBlock != NULL) {
478 memcpy(object, This->stateBlock, sizeof(IWineD3DStateBlockImpl));
479 } else {
480 memset(object->streamFreq, 1, sizeof(object->streamFreq));
483 /* Reset the ref and type after kludging it */
484 object->wineD3DDevice = This;
485 object->ref = 1;
486 object->blockType = Type;
488 TRACE("Updating changed flags appropriate for type %d\n", Type);
490 if (Type == WINED3DSBT_ALL) {
492 TRACE("ALL => Pretend everything has changed\n");
493 memset(&object->changed, TRUE, sizeof(This->stateBlock->changed));
494 } else if (Type == WINED3DSBT_PIXELSTATE) {
496 TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
497 memset(&object->changed, FALSE, sizeof(This->stateBlock->changed));
499 object->changed.pixelShader = TRUE;
501 /* Pixel Shader Constants */
502 for (i = 0; i < MAX_PSHADER_CONSTANTS; ++i) {
503 object->changed.pixelShaderConstantsF[i] = TRUE;
504 object->changed.pixelShaderConstantsB[i] = TRUE;
505 object->changed.pixelShaderConstantsI[i] = TRUE;
507 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
508 object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
510 for (j = 0; j < GL_LIMITS(textures); j++) {
511 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
512 object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
515 for (j = 0 ; j < 16; j++) {
516 for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
518 object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
522 } else if (Type == WINED3DSBT_VERTEXSTATE) {
524 TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
525 memset(&object->changed, FALSE, sizeof(This->stateBlock->changed));
527 object->changed.vertexShader = TRUE;
529 /* Vertex Shader Constants */
530 for (i = 0; i < MAX_VSHADER_CONSTANTS; ++i) {
531 object->changed.vertexShaderConstantsF[i] = TRUE;
532 object->changed.vertexShaderConstantsB[i] = TRUE;
533 object->changed.vertexShaderConstantsI[i] = TRUE;
535 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
536 object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
538 for (j = 0; j < GL_LIMITS(textures); j++) {
539 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
540 object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
543 for (j = 0 ; j < 16; j++){
544 for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
545 object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
549 /* Duplicate light chain */
551 PLIGHTINFOEL *src = NULL;
552 PLIGHTINFOEL *dst = NULL;
553 PLIGHTINFOEL *newEl = NULL;
554 src = This->stateBlock->lights;
555 object->lights = NULL;
558 while (src) {
559 newEl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
560 if (newEl == NULL) return WINED3DERR_OUTOFVIDEOMEMORY;
561 memcpy(newEl, src, sizeof(PLIGHTINFOEL));
562 newEl->prev = dst;
563 newEl->changed = TRUE;
564 newEl->enabledChanged = TRUE;
565 if (dst == NULL) {
566 object->lights = newEl;
567 } else {
568 dst->next = newEl;
570 dst = newEl;
571 src = src->next;
576 } else {
577 FIXME("Unrecognized state block type %d\n", Type);
580 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
581 return WINED3D_OK;
585 /* ************************************
586 MSDN:
587 [in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
589 Discard
590 [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
592 If this flag is set, the contents of the depth stencil buffer will be invalid after calling either IDirect3DDevice9::Present or IDirect3DDevice9::SetDepthStencilSurface with a different depth surface.
594 ******************************** */
596 HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height, WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,WINED3DRESOURCETYPE Type, DWORD Usage, WINED3DPOOL Pool, WINED3DMULTISAMPLE_TYPE MultiSample ,DWORD MultisampleQuality, HANDLE* pSharedHandle, WINED3DSURFTYPE Impl, IUnknown *parent) {
597 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
598 IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
599 unsigned int pow2Width, pow2Height;
600 unsigned int Size = 1;
601 TRACE("(%p) Create surface\n",This);
603 /** FIXME: Check ranges on the inputs are valid
604 * MSDN
605 * MultisampleQuality
606 * [in] Quality level. The valid range is between zero and one less than the level
607 * returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
608 * Passing a larger value returns the error WINED3DERR_INVALIDCALL. The MultisampleQuality
609 * values of paired render targets, depth stencil surfaces, and the MultiSample type
610 * must all match.
611 *******************************/
615 * TODO: Discard MSDN
616 * [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
618 * If this flag is set, the contents of the depth stencil buffer will be
619 * invalid after calling either IDirect3DDevice9::Present or * IDirect3DDevice9::SetDepthStencilSurface
620 * with a different depth surface.
622 *This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
623 ***************************/
625 if(MultisampleQuality < 0) {
626 FIXME("Invalid multisample level %ld\n", MultisampleQuality);
627 return WINED3DERR_INVALIDCALL; /* TODO: Check that this is the case! */
630 if(MultisampleQuality > 0) {
631 FIXME("MultisampleQuality set to %ld, substituting 0\n", MultisampleQuality);
632 MultisampleQuality=0;
635 /** FIXME: Check that the format is supported
636 * by the device.
637 *******************************/
639 /* Non-power2 support */
641 /* Find the nearest pow2 match */
642 pow2Width = pow2Height = 1;
643 while (pow2Width < Width) pow2Width <<= 1;
644 while (pow2Height < Height) pow2Height <<= 1;
646 if (pow2Width > Width || pow2Height > Height) {
647 /** TODO: add support for non power two compressed textures (OpenGL 2 provices support for * non-power-two textures gratis) **/
648 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
649 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
650 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
651 This, Width, Height);
652 return WINED3DERR_NOTAVAILABLE;
656 /** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
657 * it is based around 4x4 pixel blocks it requires padding, so allocate enough
658 * space!
659 *********************************/
660 if (WINED3DFMT_UNKNOWN == Format) {
661 Size = 0;
662 } else if (Format == WINED3DFMT_DXT1) {
663 /* DXT1 is half byte per pixel */
664 Size = ((max(pow2Width,4) * D3DFmtGetBpp(This, Format)) * max(pow2Height,4)) >> 1;
666 } else if (Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3 ||
667 Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
668 Size = ((max(pow2Width,4) * D3DFmtGetBpp(This, Format)) * max(pow2Height,4));
669 } else {
670 Size = (pow2Width * D3DFmtGetBpp(This, Format)) * pow2Height;
673 /** Create and initialise the surface resource **/
674 D3DCREATERESOURCEOBJECTINSTANCE(object,Surface,WINED3DRTYPE_SURFACE, Size)
675 /* "Standalone" surface */
676 IWineD3DSurface_SetContainer((IWineD3DSurface *)object, NULL);
678 object->currentDesc.Width = Width;
679 object->currentDesc.Height = Height;
680 object->currentDesc.MultiSampleType = MultiSample;
681 object->currentDesc.MultiSampleQuality = MultisampleQuality;
683 /* Setup some glformat defaults */
684 if (WINED3DFMT_UNKNOWN != Format) {
685 object->glDescription.glFormat = D3DFmt2GLFmt(This, object->resource.format);
686 object->glDescription.glFormatInternal = D3DFmt2GLIntFmt(This, object->resource.format);
687 object->glDescription.glType = D3DFmt2GLType(This, object->resource.format);
688 } else {
689 object->glDescription.glFormat = 0;
690 object->glDescription.glFormatInternal = 0;
691 object->glDescription.glType = 0;
694 object->glDescription.textureName = 0;
695 object->glDescription.level = Level;
696 object->glDescription.target = GL_TEXTURE_2D;
698 /* Internal data */
699 object->pow2Width = pow2Width;
700 object->pow2Height = pow2Height;
702 /* Flags */
703 object->Flags = 0; /* We start without flags set */
704 object->Flags |= (pow2Width != Width || pow2Height != Height) ? SFLAG_NONPOW2 : 0;
705 object->Flags |= Discard ? SFLAG_DISCARD : 0;
706 object->Flags |= (WINED3DFMT_D16_LOCKABLE == Format) ? SFLAG_LOCKABLE : 0;
707 object->Flags |= Lockable ? SFLAG_LOCKABLE : 0;
710 if (WINED3DFMT_UNKNOWN != Format) {
711 object->bytesPerPixel = D3DFmtGetBpp(This, Format);
712 object->pow2Size = (pow2Width * object->bytesPerPixel) * pow2Height;
713 } else {
714 object->bytesPerPixel = 0;
715 object->pow2Size = 0;
718 /** TODO: change this into a texture transform matrix so that it's processed in hardware **/
720 TRACE("Pool %d %d %d %d",Pool, WINED3DPOOL_DEFAULT, WINED3DPOOL_MANAGED, WINED3DPOOL_SYSTEMMEM);
722 /** Quick lockable sanity check TODO: remove this after surfaces, usage and locablility have been debugged properly
723 * this function is too deap to need to care about things like this.
724 * Levels need to be checked too, and possibly Type wince they all affect what can be done.
725 * ****************************************/
726 switch(Pool) {
727 case WINED3DPOOL_SCRATCH:
728 if(Lockable == FALSE)
729 FIXME("Create suface called with a pool of SCRATCH and a Lockable of FALSE \
730 which are mutually exclusive, setting lockable to true\n");
731 Lockable = TRUE;
732 break;
733 case WINED3DPOOL_SYSTEMMEM:
734 if(Lockable == FALSE) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, \
735 this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
736 case WINED3DPOOL_MANAGED:
737 if(Usage == WINED3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a \
738 Usage of DYNAMIC which are mutually exclusive, not doing \
739 anything just telling you.\n");
740 break;
741 case WINED3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
742 if(!(Usage & WINED3DUSAGE_DYNAMIC) && !(Usage & WINED3DUSAGE_RENDERTARGET)
743 && !(Usage && WINED3DUSAGE_DEPTHSTENCIL ) && Lockable)
744 WARN("Creating a surface with a POOL of DEFAULT with Lockable true, that doesn't specify DYNAMIC usage.\n");
745 break;
746 default:
747 FIXME("(%p) Unknown pool %d\n", This, Pool);
748 break;
751 if (Usage & WINED3DUSAGE_RENDERTARGET && Pool != WINED3DPOOL_DEFAULT) {
752 FIXME("Trying to create a render target that isn't in the default pool\n");
755 /* mark the texture as dirty so that it get's loaded first time around*/
756 IWineD3DSurface_AddDirtyRect(*ppSurface, NULL);
757 TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n",
758 This, Width, Height, Format, debug_d3dformat(Format),
759 (WINED3DFMT_D16_LOCKABLE == Format), *ppSurface, object->resource.allocatedMemory, object->resource.size);
761 /* Store the DirectDraw primary surface. This is the first rendertarget surface created */
762 if( (Usage & WINED3DUSAGE_RENDERTARGET) && (!This->ddraw_primary) )
763 This->ddraw_primary = (IWineD3DSurface *) object;
765 /* Look at the implementation and set the correct Vtable */
766 switch(Impl) {
767 case SURFACE_OPENGL:
768 /* Nothing to do, it's set already */
769 break;
771 case SURFACE_GDI:
772 object->lpVtbl = &IWineGDISurface_Vtbl;
773 break;
775 default:
776 /* To be sure to catch this */
777 ERR("Unknown requested surface implementation %d!\n", Impl);
778 IWineD3DSurface_Release((IWineD3DSurface *) object);
779 return WINED3DERR_INVALIDCALL;
782 /* Call the private setup routine */
783 return IWineD3DSurface_PrivateSetup( (IWineD3DSurface *) object );
787 HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Width, UINT Height, UINT Levels,
788 DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
789 IWineD3DTexture** ppTexture, HANDLE* pSharedHandle, IUnknown *parent,
790 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
792 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
793 IWineD3DTextureImpl *object;
794 unsigned int i;
795 UINT tmpW;
796 UINT tmpH;
797 HRESULT hr;
798 unsigned int pow2Width = Width;
799 unsigned int pow2Height = Height;
802 TRACE("(%p), Width(%d) Height(%d) Levels(%d) Usage(%ld) ....\n", This, Width, Height, Levels, Usage);
804 /* TODO: It should only be possible to create textures for formats
805 that are reported as supported */
806 if (WINED3DFMT_UNKNOWN >= Format) {
807 WARN("(%p) : Texture cannot be created with a format of D3DFMT_UNKNOWN\n", This);
808 return WINED3DERR_INVALIDCALL;
811 D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, WINED3DRTYPE_TEXTURE, 0);
812 D3DINITIALIZEBASETEXTURE(object->baseTexture);
813 object->width = Width;
814 object->height = Height;
816 /** Non-power2 support **/
817 /* Find the nearest pow2 match */
818 pow2Width = pow2Height = 1;
819 while (pow2Width < Width) pow2Width <<= 1;
820 while (pow2Height < Height) pow2Height <<= 1;
822 /** FIXME: add support for real non-power-two if it's provided by the video card **/
823 /* Precalculated scaling for 'faked' non power of two texture coords */
824 object->pow2scalingFactorX = (((float)Width) / ((float)pow2Width));
825 object->pow2scalingFactorY = (((float)Height) / ((float)pow2Height));
826 TRACE(" xf(%f) yf(%f)\n", object->pow2scalingFactorX, object->pow2scalingFactorY);
828 /* Calculate levels for mip mapping */
829 if (Levels == 0) {
830 TRACE("calculating levels %d\n", object->baseTexture.levels);
831 object->baseTexture.levels++;
832 tmpW = Width;
833 tmpH = Height;
834 while (tmpW > 1 || tmpH > 1) {
835 tmpW = max(1, tmpW >> 1);
836 tmpH = max(1, tmpH >> 1);
837 object->baseTexture.levels++;
839 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
842 /* Generate all the surfaces */
843 tmpW = Width;
844 tmpH = Height;
845 for (i = 0; i < object->baseTexture.levels; i++)
847 /* use the callback to create the texture surface */
848 hr = D3DCB_CreateSurface(This->parent, tmpW, tmpH, Format, Usage, Pool, i, &object->surfaces[i],NULL);
849 if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) {
850 FIXME("Failed to create surface %p\n", object);
851 /* clean up */
852 object->surfaces[i] = NULL;
853 IWineD3DTexture_Release((IWineD3DTexture *)object);
855 *ppTexture = NULL;
856 return hr;
859 IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
860 TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
861 /* calculate the next mipmap level */
862 tmpW = max(1, tmpW >> 1);
863 tmpH = max(1, tmpH >> 1);
866 TRACE("(%p) : Created texture %p\n", This, object);
867 return WINED3D_OK;
870 HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
871 UINT Width, UINT Height, UINT Depth,
872 UINT Levels, DWORD Usage,
873 WINED3DFORMAT Format, WINED3DPOOL Pool,
874 IWineD3DVolumeTexture **ppVolumeTexture,
875 HANDLE *pSharedHandle, IUnknown *parent,
876 D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
878 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
879 IWineD3DVolumeTextureImpl *object;
880 unsigned int i;
881 UINT tmpW;
882 UINT tmpH;
883 UINT tmpD;
885 /* TODO: It should only be possible to create textures for formats
886 that are reported as supported */
887 if (WINED3DFMT_UNKNOWN >= Format) {
888 WARN("(%p) : Texture cannot be created with a format of D3DFMT_UNKNOWN\n", This);
889 return WINED3DERR_INVALIDCALL;
892 D3DCREATERESOURCEOBJECTINSTANCE(object, VolumeTexture, WINED3DRTYPE_VOLUMETEXTURE, 0);
893 D3DINITIALIZEBASETEXTURE(object->baseTexture);
895 TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%ld), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
896 Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
898 object->width = Width;
899 object->height = Height;
900 object->depth = Depth;
902 /* Calculate levels for mip mapping */
903 if (Levels == 0) {
904 object->baseTexture.levels++;
905 tmpW = Width;
906 tmpH = Height;
907 tmpD = Depth;
908 while (tmpW > 1 || tmpH > 1 || tmpD > 1) {
909 tmpW = max(1, tmpW >> 1);
910 tmpH = max(1, tmpH >> 1);
911 tmpD = max(1, tmpD >> 1);
912 object->baseTexture.levels++;
914 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
917 /* Generate all the surfaces */
918 tmpW = Width;
919 tmpH = Height;
920 tmpD = Depth;
922 for (i = 0; i < object->baseTexture.levels; i++)
924 /* Create the volume */
925 D3DCB_CreateVolume(This->parent, Width, Height, Depth, Format, Pool, Usage,
926 (IWineD3DVolume **)&object->volumes[i], pSharedHandle);
928 /* Set it's container to this object */
929 IWineD3DVolume_SetContainer(object->volumes[i], (IWineD3DBase *)object);
931 /* calcualte the next mipmap level */
932 tmpW = max(1, tmpW >> 1);
933 tmpH = max(1, tmpH >> 1);
934 tmpD = max(1, tmpD >> 1);
937 *ppVolumeTexture = (IWineD3DVolumeTexture *) object;
938 TRACE("(%p) : Created volume texture %p\n", This, object);
939 return WINED3D_OK;
942 HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
943 UINT Width, UINT Height, UINT Depth,
944 DWORD Usage,
945 WINED3DFORMAT Format, WINED3DPOOL Pool,
946 IWineD3DVolume** ppVolume,
947 HANDLE* pSharedHandle, IUnknown *parent) {
949 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
950 IWineD3DVolumeImpl *object; /** NOTE: impl ref allowed since this is a create function **/
952 D3DCREATERESOURCEOBJECTINSTANCE(object, Volume, WINED3DRTYPE_VOLUME, ((Width * D3DFmtGetBpp(This, Format)) * Height * Depth))
954 TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%ld), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
955 Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
957 object->currentDesc.Width = Width;
958 object->currentDesc.Height = Height;
959 object->currentDesc.Depth = Depth;
960 object->bytesPerPixel = D3DFmtGetBpp(This, Format);
962 /** Note: Volume textures cannot be dxtn, hence no need to check here **/
963 object->lockable = TRUE;
964 object->locked = FALSE;
965 memset(&object->lockedBox, 0, sizeof(WINED3DBOX));
966 object->dirty = TRUE;
968 return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) object, NULL);
971 HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
972 UINT Levels, DWORD Usage,
973 WINED3DFORMAT Format, WINED3DPOOL Pool,
974 IWineD3DCubeTexture **ppCubeTexture,
975 HANDLE *pSharedHandle, IUnknown *parent,
976 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
978 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
979 IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
980 unsigned int i, j;
981 UINT tmpW;
982 HRESULT hr;
983 unsigned int pow2EdgeLength = EdgeLength;
985 /* TODO: It should only be possible to create textures for formats
986 that are reported as supported */
987 if (WINED3DFMT_UNKNOWN >= Format) {
988 WARN("(%p) : Texture cannot be created with a format of D3DFMT_UNKNOWN\n", This);
989 return WINED3DERR_INVALIDCALL;
992 D3DCREATERESOURCEOBJECTINSTANCE(object, CubeTexture, WINED3DRTYPE_CUBETEXTURE, 0);
993 D3DINITIALIZEBASETEXTURE(object->baseTexture);
995 TRACE("(%p) Create Cube Texture\n", This);
997 /** Non-power2 support **/
999 /* Find the nearest pow2 match */
1000 pow2EdgeLength = 1;
1001 while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
1003 object->edgeLength = EdgeLength;
1004 /* TODO: support for native non-power 2 */
1005 /* Precalculated scaling for 'faked' non power of two texture coords */
1006 object->pow2scalingFactor = ((float)EdgeLength) / ((float)pow2EdgeLength);
1008 /* Calculate levels for mip mapping */
1009 if (Levels == 0) {
1010 object->baseTexture.levels++;
1011 tmpW = EdgeLength;
1012 while (tmpW > 1) {
1013 tmpW = max(1, tmpW >> 1);
1014 object->baseTexture.levels++;
1016 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1019 /* Generate all the surfaces */
1020 tmpW = EdgeLength;
1021 for (i = 0; i < object->baseTexture.levels; i++) {
1023 /* Create the 6 faces */
1024 for (j = 0; j < 6; j++) {
1026 hr=D3DCB_CreateSurface(This->parent, tmpW, tmpW, Format, Usage, Pool,
1027 i /* Level */, &object->surfaces[j][i],pSharedHandle);
1029 if(hr!= WINED3D_OK) {
1030 /* clean up */
1031 int k;
1032 int l;
1033 for (l = 0; l < j; l++) {
1034 IWineD3DSurface_Release(object->surfaces[j][i]);
1036 for (k = 0; k < i; k++) {
1037 for (l = 0; l < 6; l++) {
1038 IWineD3DSurface_Release(object->surfaces[l][j]);
1042 FIXME("(%p) Failed to create surface\n",object);
1043 HeapFree(GetProcessHeap(),0,object);
1044 *ppCubeTexture = NULL;
1045 return hr;
1047 IWineD3DSurface_SetContainer(object->surfaces[j][i], (IWineD3DBase *)object);
1048 TRACE("Created surface level %d @ %p,\n", i, object->surfaces[j][i]);
1050 tmpW = max(1, tmpW >> 1);
1053 TRACE("(%p) : Created Cube Texture %p\n", This, object);
1054 *ppCubeTexture = (IWineD3DCubeTexture *) object;
1055 return WINED3D_OK;
1058 HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
1059 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1060 IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
1062 if (NULL == ppQuery) {
1063 /* Just a check to see if we support this type of query */
1064 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1065 switch(Type) {
1066 case WINED3DQUERYTYPE_OCCLUSION:
1067 TRACE("(%p) occlusion query\n", This);
1068 if (GL_SUPPORT(ARB_OCCLUSION_QUERY) || GL_SUPPORT(NV_OCCLUSION_QUERY))
1069 hr = WINED3D_OK;
1070 else
1071 WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY/NV_OCCLUSION_QUERY\n");
1072 break;
1073 case WINED3DQUERYTYPE_VCACHE:
1074 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1075 case WINED3DQUERYTYPE_VERTEXSTATS:
1076 case WINED3DQUERYTYPE_EVENT:
1077 case WINED3DQUERYTYPE_TIMESTAMP:
1078 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1079 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1080 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1081 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1082 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1083 case WINED3DQUERYTYPE_PIXELTIMINGS:
1084 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1085 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1086 default:
1087 FIXME("(%p) Unhandled query type %d\n", This, Type);
1089 return hr;
1092 D3DCREATEOBJECTINSTANCE(object, Query)
1093 object->type = Type;
1094 /* allocated the 'extended' data based on the type of query requested */
1095 switch(Type){
1096 case D3DQUERYTYPE_OCCLUSION:
1097 if(GL_SUPPORT(ARB_OCCLUSION_QUERY) || GL_SUPPORT(NV_OCCLUSION_QUERY)) {
1098 TRACE("(%p) Allocating data for an occlusion query\n", This);
1099 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryOcclusionData));
1100 break;
1102 case D3DQUERYTYPE_VCACHE:
1103 case D3DQUERYTYPE_RESOURCEMANAGER:
1104 case D3DQUERYTYPE_VERTEXSTATS:
1105 case D3DQUERYTYPE_EVENT:
1106 case D3DQUERYTYPE_TIMESTAMP:
1107 case D3DQUERYTYPE_TIMESTAMPDISJOINT:
1108 case D3DQUERYTYPE_TIMESTAMPFREQ:
1109 case D3DQUERYTYPE_PIPELINETIMINGS:
1110 case D3DQUERYTYPE_INTERFACETIMINGS:
1111 case D3DQUERYTYPE_VERTEXTIMINGS:
1112 case D3DQUERYTYPE_PIXELTIMINGS:
1113 case D3DQUERYTYPE_BANDWIDTHTIMINGS:
1114 case D3DQUERYTYPE_CACHEUTILIZATION:
1115 default:
1116 object->extendedData = 0;
1117 FIXME("(%p) Unhandled query type %d\n",This , Type);
1119 TRACE("(%p) : Created Query %p\n", This, object);
1120 return WINED3D_OK;
1123 /* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
1124 HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, IWineD3DSwapChain** ppSwapChain,
1125 IUnknown* parent,
1126 D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget,
1127 D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil) {
1128 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1130 HDC hDc;
1131 IWineD3DSwapChainImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1132 int num;
1133 XVisualInfo template;
1134 GLXContext oldContext;
1135 Drawable oldDrawable;
1136 HRESULT hr = WINED3D_OK;
1138 TRACE("(%p) : Created Aditional Swap Chain\n", This);
1140 /** FIXME: Test under windows to find out what the life cycle of a swap chain is,
1141 * does a device hold a reference to a swap chain giving them a lifetime of the device
1142 * or does the swap chain notify the device of its destruction.
1143 *******************************/
1145 /* Check the params */
1146 if(*pPresentationParameters->BackBufferCount > 1) {
1147 ERR("App requested %d back buffers, this is not supported for now\n", *pPresentationParameters->BackBufferCount);
1148 return WINED3DERR_INVALIDCALL;
1151 D3DCREATEOBJECTINSTANCE(object, SwapChain)
1153 /*********************
1154 * Lookup the window Handle and the relating X window handle
1155 ********************/
1157 /* Setup hwnd we are using, plus which display this equates to */
1158 object->win_handle = *(pPresentationParameters->hDeviceWindow);
1159 if (!object->win_handle) {
1160 object->win_handle = This->createParms.hFocusWindow;
1163 object->win_handle = GetAncestor(object->win_handle, GA_ROOT);
1164 if ( !( object->win = (Window)GetPropA(object->win_handle, "__wine_x11_whole_window") ) ) {
1165 ERR("Can't get drawable (window), HWND:%p doesn't have the property __wine_x11_whole_window\n", object->win_handle);
1166 return WINED3DERR_NOTAVAILABLE;
1168 hDc = GetDC(object->win_handle);
1169 object->display = get_display(hDc);
1170 ReleaseDC(object->win_handle, hDc);
1171 TRACE("Using a display of %p %p\n", object->display, hDc);
1173 if (NULL == object->display || NULL == hDc) {
1174 WARN("Failed to get a display and HDc for Window %p\n", object->win_handle);
1175 return WINED3DERR_NOTAVAILABLE;
1178 if (object->win == 0) {
1179 WARN("Failed to get a valid XVisuial ID for the window %p\n", object->win_handle);
1180 return WINED3DERR_NOTAVAILABLE;
1183 * Create an opengl context for the display visual
1184 * NOTE: the visual is chosen as the window is created and the glcontext cannot
1185 * use different properties after that point in time. FIXME: How to handle when requested format
1186 * doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
1187 * it chooses is identical to the one already being used!
1188 **********************************/
1190 /** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
1191 ENTER_GL();
1193 /* Create a new context for this swapchain */
1194 template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
1195 /* TODO: change this to find a similar visual, but one with a stencil/zbuffer buffer that matches the request
1196 (or the best possible if none is requested) */
1197 TRACE("Found x visual ID : %ld\n", template.visualid);
1199 object->visInfo = XGetVisualInfo(object->display, VisualIDMask, &template, &num);
1200 if (NULL == object->visInfo) {
1201 ERR("cannot really get XVisual\n");
1202 LEAVE_GL();
1203 return WINED3DERR_NOTAVAILABLE;
1204 } else {
1205 int n, value;
1206 /* Write out some debug info about the visual/s */
1207 TRACE("Using x visual ID : %ld\n", template.visualid);
1208 TRACE(" visual info: %p\n", object->visInfo);
1209 TRACE(" num items : %d\n", num);
1210 for (n = 0;n < num; n++) {
1211 TRACE("=====item=====: %d\n", n + 1);
1212 TRACE(" visualid : %ld\n", object->visInfo[n].visualid);
1213 TRACE(" screen : %d\n", object->visInfo[n].screen);
1214 TRACE(" depth : %u\n", object->visInfo[n].depth);
1215 TRACE(" class : %d\n", object->visInfo[n].class);
1216 TRACE(" red_mask : %ld\n", object->visInfo[n].red_mask);
1217 TRACE(" green_mask : %ld\n", object->visInfo[n].green_mask);
1218 TRACE(" blue_mask : %ld\n", object->visInfo[n].blue_mask);
1219 TRACE(" colormap_size : %d\n", object->visInfo[n].colormap_size);
1220 TRACE(" bits_per_rgb : %d\n", object->visInfo[n].bits_per_rgb);
1221 /* log some extra glx info */
1222 glXGetConfig(object->display, object->visInfo, GLX_AUX_BUFFERS, &value);
1223 TRACE(" gl_aux_buffers : %d\n", value);
1224 glXGetConfig(object->display, object->visInfo, GLX_BUFFER_SIZE ,&value);
1225 TRACE(" gl_buffer_size : %d\n", value);
1226 glXGetConfig(object->display, object->visInfo, GLX_RED_SIZE, &value);
1227 TRACE(" gl_red_size : %d\n", value);
1228 glXGetConfig(object->display, object->visInfo, GLX_GREEN_SIZE, &value);
1229 TRACE(" gl_green_size : %d\n", value);
1230 glXGetConfig(object->display, object->visInfo, GLX_BLUE_SIZE, &value);
1231 TRACE(" gl_blue_size : %d\n", value);
1232 glXGetConfig(object->display, object->visInfo, GLX_ALPHA_SIZE, &value);
1233 TRACE(" gl_alpha_size : %d\n", value);
1234 glXGetConfig(object->display, object->visInfo, GLX_DEPTH_SIZE ,&value);
1235 TRACE(" gl_depth_size : %d\n", value);
1236 glXGetConfig(object->display, object->visInfo, GLX_STENCIL_SIZE, &value);
1237 TRACE(" gl_stencil_size : %d\n", value);
1239 /* Now choose a simila visual ID*/
1241 #ifdef USE_CONTEXT_MANAGER
1243 /** TODO: use a context mamager **/
1244 #endif
1247 IWineD3DSwapChain *implSwapChain;
1248 if (WINED3D_OK != IWineD3DDevice_GetSwapChain(iface, 0, &implSwapChain)) {
1249 /* The first time around we create the context that is shared with all other swapchains and render targets */
1250 object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
1251 TRACE("Creating implicit context for vis %p, hwnd %p\n", object->display, object->visInfo);
1252 } else {
1254 TRACE("Creating context for vis %p, hwnd %p\n", object->display, object->visInfo);
1255 /* TODO: don't use Impl structures outside of create functions! (a context manager will replace the ->glCtx) */
1256 /* and create a new context with the implicit swapchains context as the shared context */
1257 object->glCtx = glXCreateContext(object->display, object->visInfo, ((IWineD3DSwapChainImpl *)implSwapChain)->glCtx, GL_TRUE);
1258 IWineD3DSwapChain_Release(implSwapChain);
1262 /* Cleanup */
1263 XFree(object->visInfo);
1264 object->visInfo = NULL;
1266 if (NULL == object->glCtx) {
1267 ERR("cannot create glxContext\n");
1268 LEAVE_GL();
1269 return WINED3DERR_NOTAVAILABLE;
1272 LEAVE_GL();
1273 if (object->glCtx == NULL) {
1274 ERR("Error in context creation !\n");
1275 return WINED3DERR_INVALIDCALL;
1276 } else {
1277 TRACE("Context created (HWND=%p, glContext=%p, Window=%ld, VisInfo=%p)\n",
1278 object->win_handle, object->glCtx, object->win, object->visInfo);
1281 /*********************
1282 * Windowed / Fullscreen
1283 *******************/
1286 * TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
1287 * so we should really check to see if there is a fullscreen swapchain already
1288 * I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
1289 **************************************/
1291 if (!*(pPresentationParameters->Windowed)) {
1293 DEVMODEW devmode;
1294 HDC hdc;
1295 int bpp = 0;
1297 /* Get info on the current display setup */
1298 hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
1299 bpp = GetDeviceCaps(hdc, BITSPIXEL);
1300 DeleteDC(hdc);
1302 /* Change the display settings */
1303 memset(&devmode, 0, sizeof(DEVMODEW));
1304 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1305 devmode.dmBitsPerPel = (bpp >= 24) ? 32 : bpp; /* Stupid XVidMode cannot change bpp */
1306 devmode.dmPelsWidth = *(pPresentationParameters->BackBufferWidth);
1307 devmode.dmPelsHeight = *(pPresentationParameters->BackBufferHeight);
1308 MultiByteToWideChar(CP_ACP, 0, "Gamers CG", -1, devmode.dmDeviceName, CCHDEVICENAME);
1309 ChangeDisplaySettingsExW(devmode.dmDeviceName, &devmode, object->win_handle, CDS_FULLSCREEN, NULL);
1311 /* Make popup window */
1312 SetWindowLongA(object->win_handle, GWL_STYLE, WS_POPUP);
1313 SetWindowPos(object->win_handle, HWND_TOP, 0, 0,
1314 *(pPresentationParameters->BackBufferWidth),
1315 *(pPresentationParameters->BackBufferHeight), SWP_SHOWWINDOW | SWP_FRAMECHANGED);
1317 /* For GetDisplayMode */
1318 This->ddraw_width = devmode.dmPelsWidth;
1319 This->ddraw_height = devmode.dmPelsHeight;
1320 This->ddraw_format = *(pPresentationParameters->BackBufferFormat);
1324 /** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
1325 * then the corresponding dimension of the client area of the hDeviceWindow
1326 * (or the focus window, if hDeviceWindow is NULL) is taken.
1327 **********************/
1329 if (*(pPresentationParameters->Windowed) &&
1330 ((*(pPresentationParameters->BackBufferWidth) == 0) ||
1331 (*(pPresentationParameters->BackBufferHeight) == 0))) {
1333 RECT Rect;
1334 GetClientRect(object->win_handle, &Rect);
1336 if (*(pPresentationParameters->BackBufferWidth) == 0) {
1337 *(pPresentationParameters->BackBufferWidth) = Rect.right;
1338 TRACE("Updating width to %d\n", *(pPresentationParameters->BackBufferWidth));
1340 if (*(pPresentationParameters->BackBufferHeight) == 0) {
1341 *(pPresentationParameters->BackBufferHeight) = Rect.bottom;
1342 TRACE("Updating height to %d\n", *(pPresentationParameters->BackBufferHeight));
1346 /*********************
1347 * finish off parameter initialization
1348 *******************/
1350 /* Put the correct figures in the presentation parameters */
1351 TRACE("Coppying accross presentaion paraneters\n");
1352 object->presentParms.BackBufferWidth = *(pPresentationParameters->BackBufferWidth);
1353 object->presentParms.BackBufferHeight = *(pPresentationParameters->BackBufferHeight);
1354 object->presentParms.BackBufferFormat = *(pPresentationParameters->BackBufferFormat);
1355 object->presentParms.BackBufferCount = *(pPresentationParameters->BackBufferCount);
1356 object->presentParms.MultiSampleType = *(pPresentationParameters->MultiSampleType);
1357 object->presentParms.MultiSampleQuality = NULL == pPresentationParameters->MultiSampleQuality ? 0 : *(pPresentationParameters->MultiSampleQuality);
1358 object->presentParms.SwapEffect = *(pPresentationParameters->SwapEffect);
1359 object->presentParms.hDeviceWindow = *(pPresentationParameters->hDeviceWindow);
1360 object->presentParms.Windowed = *(pPresentationParameters->Windowed);
1361 object->presentParms.EnableAutoDepthStencil = *(pPresentationParameters->EnableAutoDepthStencil);
1362 object->presentParms.AutoDepthStencilFormat = *(pPresentationParameters->AutoDepthStencilFormat);
1363 object->presentParms.Flags = *(pPresentationParameters->Flags);
1364 object->presentParms.FullScreen_RefreshRateInHz = *(pPresentationParameters->FullScreen_RefreshRateInHz);
1365 object->presentParms.PresentationInterval = *(pPresentationParameters->PresentationInterval);
1368 /*********************
1369 * Create the back, front and stencil buffers
1370 *******************/
1372 TRACE("calling rendertarget CB\n");
1373 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1374 object->presentParms.BackBufferWidth,
1375 object->presentParms.BackBufferHeight,
1376 object->presentParms.BackBufferFormat,
1377 object->presentParms.MultiSampleType,
1378 object->presentParms.MultiSampleQuality,
1379 TRUE /* Lockable */,
1380 &object->frontBuffer,
1381 NULL /* pShared (always null)*/);
1382 if (object->frontBuffer != NULL)
1383 IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
1384 if(object->presentParms.BackBufferCount > 0) {
1385 TRACE("calling rendertarget CB\n");
1386 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1387 object->presentParms.BackBufferWidth,
1388 object->presentParms.BackBufferHeight,
1389 object->presentParms.BackBufferFormat,
1390 object->presentParms.MultiSampleType,
1391 object->presentParms.MultiSampleQuality,
1392 TRUE /* Lockable */,
1393 &object->backBuffer,
1394 NULL /* pShared (always null)*/);
1395 } else {
1396 object->backBuffer = NULL;
1399 if (object->backBuffer != NULL) {
1400 IWineD3DSurface_SetContainer(object->backBuffer, (IWineD3DBase *)object);
1401 ENTER_GL();
1402 glDrawBuffer(GL_BACK);
1403 checkGLcall("glDrawBuffer(GL_BACK)");
1404 LEAVE_GL();
1405 } else {
1406 /* Single buffering - draw to front buffer */
1407 ENTER_GL();
1408 glDrawBuffer(GL_FRONT);
1409 checkGLcall("glDrawBuffer(GL_FRONT)");
1410 LEAVE_GL();
1413 /* Under directX swapchains share the depth stencil, so only create one depth-stencil */
1414 if (pPresentationParameters->EnableAutoDepthStencil) {
1415 TRACE("Creating depth stencil buffer\n");
1416 if (This->depthStencilBuffer == NULL ) {
1417 hr = D3DCB_CreateDepthStencil((IUnknown *) This->parent,
1418 object->presentParms.BackBufferWidth,
1419 object->presentParms.BackBufferHeight,
1420 object->presentParms.AutoDepthStencilFormat,
1421 object->presentParms.MultiSampleType,
1422 object->presentParms.MultiSampleQuality,
1423 FALSE /* FIXME: Discard */,
1424 &This->depthStencilBuffer,
1425 NULL /* pShared (always null)*/ );
1426 if (This->depthStencilBuffer != NULL)
1427 IWineD3DSurface_SetContainer(This->depthStencilBuffer, 0);
1430 /** TODO: A check on width, height and multisample types
1431 *(since the zbuffer must be at least as large as the render target and have the same multisample parameters)
1432 ****************************/
1433 object->wantsDepthStencilBuffer = TRUE;
1434 } else {
1435 object->wantsDepthStencilBuffer = FALSE;
1438 TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil %d\n",object->frontBuffer, object->backBuffer, object->wantsDepthStencilBuffer);
1441 /*********************
1442 * init the default renderTarget management
1443 *******************/
1444 object->drawable = object->win;
1445 object->render_ctx = object->glCtx;
1447 if (hr == WINED3D_OK) {
1448 /*********************
1449 * Setup some defaults and clear down the buffers
1450 *******************/
1451 ENTER_GL();
1452 /** save current context and drawable **/
1453 oldContext = glXGetCurrentContext();
1454 oldDrawable = glXGetCurrentDrawable();
1456 TRACE("Activating context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1457 if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
1458 ERR("Error in setting current context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1460 checkGLcall("glXMakeCurrent");
1462 TRACE("Setting up the screen\n");
1463 /* Clear the screen */
1464 glClearColor(1.0, 0.0, 0.0, 0.0);
1465 checkGLcall("glClearColor");
1466 glClearIndex(0);
1467 glClearDepth(1);
1468 glClearStencil(0xffff);
1470 checkGLcall("glClear");
1472 glColor3f(1.0, 1.0, 1.0);
1473 checkGLcall("glColor3f");
1475 glEnable(GL_LIGHTING);
1476 checkGLcall("glEnable");
1478 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1479 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1481 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1482 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1484 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1485 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1487 /* switch back to the original context (if there was one)*/
1488 if (This->swapchains) {
1489 /** TODO: restore the context and drawable **/
1490 glXMakeCurrent(object->display, oldDrawable, oldContext);
1493 LEAVE_GL();
1495 TRACE("Set swapchain to %p\n", object);
1496 } else { /* something went wrong so clean up */
1497 IUnknown* bufferParent;
1498 if (object->frontBuffer) {
1500 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1501 IUnknown_Release(bufferParent); /* once for the get parent */
1502 if (IUnknown_Release(bufferParent) > 0) {
1503 FIXME("(%p) Something's still holding the front buffer\n",This);
1506 if (object->backBuffer) {
1507 IWineD3DSurface_GetParent(object->backBuffer, &bufferParent);
1508 IUnknown_Release(bufferParent); /* once for the get parent */
1509 if (IUnknown_Release(bufferParent) > 0) {
1510 FIXME("(%p) Something's still holding the back buffer\n",This);
1513 /* NOTE: don't clean up the depthstencil buffer because it belongs to the device */
1514 /* Clean up the context */
1515 /* check that we are the current context first (we shouldn't be though!) */
1516 if (object->glCtx != 0) {
1517 if(glXGetCurrentContext() == object->glCtx) {
1518 glXMakeCurrent(object->display, None, NULL);
1520 glXDestroyContext(object->display, object->glCtx);
1522 HeapFree(GetProcessHeap(), 0, object);
1526 return hr;
1529 /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
1530 UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
1531 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1532 TRACE("(%p)\n", This);
1534 return This->NumberOfSwapChains;
1537 HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
1538 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1539 TRACE("(%p) : swapchain %d\n", This, iSwapChain);
1541 if(iSwapChain < This->NumberOfSwapChains) {
1542 *pSwapChain = This->swapchains[iSwapChain];
1543 IWineD3DSwapChain_AddRef(*pSwapChain);
1544 TRACE("(%p) returning %p\n", This, *pSwapChain);
1545 return WINED3D_OK;
1546 } else {
1547 TRACE("Swapchain out of range\n");
1548 *pSwapChain = NULL;
1549 return WINED3DERR_INVALIDCALL;
1553 /*****
1554 * Vertex Declaration
1555 *****/
1556 HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, CONST VOID* pDeclaration, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *parent) {
1557 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1558 IWineD3DVertexDeclarationImpl *object = NULL;
1559 HRESULT hr = WINED3D_OK;
1560 TRACE("(%p) : directXVersion=%u, pFunction=%p, ppDecl=%p\n", This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, pDeclaration, ppVertexDeclaration);
1561 D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
1562 object->allFVF = 0;
1564 hr = IWineD3DVertexDeclaration_SetDeclaration((IWineD3DVertexDeclaration *)object, (void *)pDeclaration);
1566 return hr;
1569 /* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
1570 HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, CONST DWORD *pDeclaration, CONST DWORD *pFunction, IWineD3DVertexShader **ppVertexShader, IUnknown *parent) {
1571 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1572 IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
1573 HRESULT hr = WINED3D_OK;
1574 D3DCREATEOBJECTINSTANCE(object, VertexShader)
1575 object->baseShader.shader_ins = IWineD3DVertexShaderImpl_shader_ins;
1577 TRACE("(%p) : Created Vertex shader %p\n", This, *ppVertexShader);
1579 /* If a vertex declaration has been passed, save it to the vertex shader, this affects d3d8 only. */
1580 /* Further it needs to be set before calling SetFunction as SetFunction needs the declaration. */
1581 if (pDeclaration != NULL) {
1582 IWineD3DVertexDeclaration *vertexDeclaration;
1583 hr = IWineD3DDevice_CreateVertexDeclaration(iface, pDeclaration, &vertexDeclaration ,NULL);
1584 if (WINED3D_OK == hr) {
1585 TRACE("(%p) : Setting vertex declaration to %p\n", This, vertexDeclaration);
1586 object->vertexDeclaration = vertexDeclaration;
1587 } else {
1588 FIXME("(%p) : Failed to set the declaration, returning WINED3DERR_INVALIDCALL\n", iface);
1589 IWineD3DVertexShader_Release(*ppVertexShader);
1590 return WINED3DERR_INVALIDCALL;
1594 hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction);
1596 if (WINED3D_OK != hr) {
1597 FIXME("(%p) : Failed to set the function, returning WINED3DERR_INVALIDCALL\n", iface);
1598 IWineD3DVertexShader_Release(*ppVertexShader);
1599 return WINED3DERR_INVALIDCALL;
1602 #if 0 /* TODO: In D3D* SVP is atatched to the shader, in D3D9 it's attached to the device and isn't stored in the stateblock. */
1603 if(Usage == WINED3DUSAGE_SOFTWAREVERTEXPROCESSING) {
1604 /* Foo */
1605 } else {
1606 /* Bar */
1609 #endif
1611 return WINED3D_OK;
1614 HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface, CONST DWORD *pFunction, IWineD3DPixelShader **ppPixelShader, IUnknown *parent) {
1615 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1616 IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
1617 HRESULT hr = WINED3D_OK;
1619 D3DCREATEOBJECTINSTANCE(object, PixelShader)
1620 object->baseShader.shader_ins = IWineD3DPixelShaderImpl_shader_ins;
1621 hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction);
1622 if (WINED3D_OK == hr) {
1623 TRACE("(%p) : Created Pixel shader %p\n", This, *ppPixelShader);
1624 } else {
1625 WARN("(%p) : Failed to create pixel shader\n", This);
1628 return hr;
1631 HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags, PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent) {
1632 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1633 IWineD3DPaletteImpl *object;
1634 HRESULT hr;
1635 TRACE("(%p)->(%lx, %p, %p, %p)\n", This, Flags, PalEnt, Palette, Parent);
1637 /* Create the new object */
1638 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DPaletteImpl));
1639 if(!object) {
1640 ERR("Out of memory when allocating memory for a IWineD3DPalette implementation\n");
1641 return E_OUTOFMEMORY;
1644 object->lpVtbl = &IWineD3DPalette_Vtbl;
1645 object->ref = 1;
1646 object->Flags = Flags;
1647 object->parent = Parent;
1648 object->wineD3DDevice = This;
1649 object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
1651 object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
1653 if(!object->hpal) {
1654 HeapFree( GetProcessHeap(), 0, object);
1655 return E_OUTOFMEMORY;
1658 hr = IWineD3DPalette_SetEntries((IWineD3DPalette *) object, 0, 0, IWineD3DPaletteImpl_Size(Flags), PalEnt);
1659 if(FAILED(hr)) {
1660 IWineD3DPalette_Release((IWineD3DPalette *) object);
1661 return hr;
1664 *Palette = (IWineD3DPalette *) object;
1666 return WINED3D_OK;
1669 HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, D3DCB_CREATEADDITIONALSWAPCHAIN D3DCB_CreateAdditionalSwapChain) {
1670 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1671 IWineD3DSwapChainImpl *swapchain;
1673 TRACE("(%p)->(%p,%p)\n", This, pPresentationParameters, D3DCB_CreateAdditionalSwapChain);
1674 if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
1676 /* TODO: Test if OpenGL is compiled in and loaded */
1678 /* Setup the implicit swapchain */
1679 TRACE("Creating implicit swapchain\n");
1680 if (D3D_OK != D3DCB_CreateAdditionalSwapChain((IUnknown *) This->parent, pPresentationParameters, (IWineD3DSwapChain **)&swapchain) || swapchain == NULL) {
1681 WARN("Failed to create implicit swapchain\n");
1682 return WINED3DERR_INVALIDCALL;
1685 This->NumberOfSwapChains = 1;
1686 This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
1687 if(!This->swapchains) {
1688 ERR("Out of memory!\n");
1689 IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
1690 return E_OUTOFMEMORY;
1692 This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
1694 if(swapchain->backBuffer) {
1695 TRACE("Setting rendertarget to %p\n", swapchain->backBuffer);
1696 This->renderTarget = swapchain->backBuffer;
1698 else {
1699 TRACE("Setting rendertarget to %p\n", swapchain->frontBuffer);
1700 This->renderTarget = swapchain->frontBuffer;
1702 IWineD3DSurface_AddRef(This->renderTarget);
1703 /* Depth Stencil support */
1704 This->stencilBufferTarget = This->depthStencilBuffer;
1705 if (NULL != This->stencilBufferTarget) {
1706 IWineD3DSurface_AddRef(This->stencilBufferTarget);
1709 /* Set up some starting GL setup */
1710 ENTER_GL();
1712 * Initialize openGL extension related variables
1713 * with Default values
1716 ((IWineD3DImpl *) This->wineD3D)->isGLInfoValid = IWineD3DImpl_FillGLCaps( &((IWineD3DImpl *) This->wineD3D)->gl_info, swapchain->display);
1717 /* Setup all the devices defaults */
1718 IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
1719 #if 0
1720 IWineD3DImpl_CheckGraphicsMemory();
1721 #endif
1722 LEAVE_GL();
1724 { /* Set a default viewport */
1725 D3DVIEWPORT9 vp;
1726 vp.X = 0;
1727 vp.Y = 0;
1728 vp.Width = *(pPresentationParameters->BackBufferWidth);
1729 vp.Height = *(pPresentationParameters->BackBufferHeight);
1730 vp.MinZ = 0.0f;
1731 vp.MaxZ = 1.0f;
1732 IWineD3DDevice_SetViewport((IWineD3DDevice *)This, &vp);
1735 /* Initialize the current view state */
1736 This->modelview_valid = 1;
1737 This->proj_valid = 0;
1738 This->view_ident = 1;
1739 This->last_was_rhw = 0;
1740 glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
1741 TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
1743 /* Clear the screen */
1744 IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL, D3DCLEAR_STENCIL|D3DCLEAR_ZBUFFER|D3DCLEAR_TARGET, 0x00, 1.0, 0);
1746 This->d3d_initialized = TRUE;
1747 return WINED3D_OK;
1750 HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface) {
1751 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1752 int texstage;
1753 IUnknown* stencilBufferParent;
1754 IUnknown* swapChainParent;
1755 uint i;
1756 TRACE("(%p)\n", This);
1758 if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
1760 for(texstage = 0; texstage < GL_LIMITS(textures); texstage++) {
1761 IWineD3DDevice_SetTexture(iface, texstage, NULL);
1764 /* Release the buffers (with sanity checks)*/
1765 TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
1766 if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
1767 if(This->depthStencilBuffer != This->stencilBufferTarget)
1768 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
1770 This->stencilBufferTarget = NULL;
1772 TRACE("Releasing the render target at %p\n", This->renderTarget);
1773 if(IWineD3DSurface_Release(This->renderTarget) >0){
1774 /* This check is a bit silly, itshould be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
1776 TRACE("Setting rendertarget to NULL\n");
1777 This->renderTarget = NULL;
1779 IWineD3DSurface_GetParent(This->depthStencilBuffer, &stencilBufferParent);
1780 IUnknown_Release(stencilBufferParent); /* once for the get parent */
1781 if(IUnknown_Release(stencilBufferParent) >0){ /* the second time for when it was created */
1782 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
1784 This->depthStencilBuffer = NULL;
1786 for(i=0; i < This->NumberOfSwapChains; i++) {
1787 TRACE("Releasing the implicit swapchain %d\n", i);
1788 /* Swapchain 0 is special because it's created in startup with a hanging parent, so we have to release its parent now */
1789 IWineD3DSwapChain_GetParent(This->swapchains[i], &swapChainParent);
1790 IUnknown_Release(swapChainParent); /* once for the get parent */
1791 if (IUnknown_Release(swapChainParent) > 0) { /* the second time for when it was created */
1792 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
1796 HeapFree(GetProcessHeap(), 0, This->swapchains);
1797 This->swapchains = NULL;
1798 This->NumberOfSwapChains = 0;
1800 This->d3d_initialized = FALSE;
1801 return WINED3D_OK;
1804 HRESULT WINAPI IWineD3DDeviceImpl_EnumDisplayModes(IWineD3DDevice *iface, DWORD Flags, UINT Width, UINT Height, WINED3DFORMAT pixelformat, LPVOID context, D3DCB_ENUMDISPLAYMODESCALLBACK callback) {
1805 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1807 DEVMODEW DevModeW;
1808 int i;
1810 TRACE("(%p)->(%lx,%d,%d,%d,%p,%p)\n", This, Flags, Width, Height, pixelformat, context, callback);
1812 for (i = 0; EnumDisplaySettingsExW(NULL, i, &DevModeW, 0); i++) {
1813 /* Ignore some modes if a description was passed */
1814 if ( (Width > 0) && (Width != DevModeW.dmPelsWidth)) continue;
1815 if ( (Height > 0) && (Height != DevModeW.dmPelsHeight)) continue;
1816 if ( (pixelformat != WINED3DFMT_UNKNOWN) && ( D3DFmtGetBpp(NULL, pixelformat) != DevModeW.dmBitsPerPel) ) continue;
1818 TRACE("Enumerating %ldx%ld@%s\n", DevModeW.dmPelsWidth, DevModeW.dmPelsHeight, debug_d3dformat(pixelformat_for_depth(DevModeW.dmBitsPerPel)));
1820 if (callback((IUnknown *) This, (UINT) DevModeW.dmPelsWidth, (UINT) DevModeW.dmPelsHeight, pixelformat_for_depth(DevModeW.dmBitsPerPel), 60.0, context) == DDENUMRET_CANCEL)
1821 return D3D_OK;
1824 return D3D_OK;
1827 HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
1828 DEVMODEW devmode;
1829 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1830 LONG ret;
1832 TRACE("(%p)->(%d,%p) Mode=%dx%dx@%d, %s\n", This, iSwapChain, pMode, pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1834 /* Resize the screen even without a window:
1835 * The app could have unset it with SetCooperativeLevel, but not called
1836 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1837 * but we don't have any hwnd
1840 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1841 devmode.dmBitsPerPel = D3DFmtGetBpp(This, pMode->Format) * 8;
1842 if(devmode.dmBitsPerPel == 24) devmode.dmBitsPerPel = 32;
1843 devmode.dmPelsWidth = pMode->Width;
1844 devmode.dmPelsHeight = pMode->Height;
1846 devmode.dmDisplayFrequency = pMode->RefreshRate;
1847 if (pMode->RefreshRate != 0) {
1848 devmode.dmFields |= DM_DISPLAYFREQUENCY;
1851 /* Only change the mode if necessary */
1852 if( (This->ddraw_width == pMode->Width) &&
1853 (This->ddraw_height == pMode->Height) &&
1854 (This->ddraw_format == pMode->Format) &&
1855 (pMode->RefreshRate == 0) ) {
1856 return D3D_OK;
1859 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1860 if (ret != DISP_CHANGE_SUCCESSFUL) {
1861 if(devmode.dmDisplayFrequency != 0) {
1862 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1863 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1864 devmode.dmDisplayFrequency = 0;
1865 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1867 if(ret != DISP_CHANGE_SUCCESSFUL) {
1868 return DDERR_INVALIDMODE;
1872 /* Store the new values */
1873 This->ddraw_width = pMode->Width;
1874 This->ddraw_height = pMode->Height;
1875 This->ddraw_format = pMode->Format;
1877 /* Only do this with a window of course */
1878 if(This->ddraw_window)
1879 MoveWindow(This->ddraw_window, 0, 0, pMode->Width, pMode->Height, TRUE);
1881 return WINED3D_OK;
1884 HRESULT WINAPI IWineD3DDeviceImpl_EnumZBufferFormats(IWineD3DDevice *iface, D3DCB_ENUMPIXELFORMATS Callback, void *Context) {
1885 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1886 HRESULT ret;
1887 int i = 0;
1888 WINED3DFORMAT FormatList[] = {
1889 WINED3DFMT_D16,
1890 WINED3DFMT_D32,
1891 WINED3DFMT_D24X4S4,
1892 WINED3DFMT_D24S8,
1893 WINED3DFMT_D24X8,
1894 WINED3DFMT_D15S1,
1895 WINED3DFMT_UNKNOWN /* Terminate the list */
1898 TRACE("(%p)->(%p,%p)\n", This, Callback, Context);
1900 while(FormatList[i] != WINED3DFMT_UNKNOWN) {
1901 TRACE("Enumerating %s\n", debug_d3dformat(FormatList[i]));
1902 ret = Callback((IUnknown *) This, FormatList[i], Context);
1903 if(ret != DDENUMRET_OK) {
1904 TRACE("Enumeration cancelled by Application\n");
1905 return WINED3D_OK;
1907 i++;
1910 TRACE("End of Enumeration\n");
1912 return WINED3D_OK;
1915 HRESULT WINAPI IWineD3DDeviceImpl_EnumTextureFormats(IWineD3DDevice *iface, D3DCB_ENUMPIXELFORMATS Callback, void *Context) {
1916 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1917 HRESULT ret;
1918 int i = 0;
1920 /* From old ddraw:
1921 * WINED3DFMT_A1R5G5B5 needs to be the first 16 bit format, as some dumb apps depend on this
1923 * Do not enumerate RGBA pixel formats: "some games choose the first 16 bit texture format
1924 * with alpha they find enumerated, others the last one. And both want to have the ARGB one."
1925 * But WineD3D doesn't support RGBA formats anyway...
1928 WINED3DFORMAT FormatList[] = {
1929 /* 32 bit */
1930 WINED3DFMT_A8R8G8B8,
1931 WINED3DFMT_X8R8G8B8,
1932 /* 24 bit */
1933 WINED3DFMT_R8G8B8,
1934 /* 16 Bit */
1935 WINED3DFMT_A1R5G5B5,
1936 WINED3DFMT_A4R4G4B4,
1937 WINED3DFMT_R5G6B5,
1938 WINED3DFMT_X1R5G5B5,
1939 /* 8 Bit */
1940 WINED3DFMT_R3G3B2,
1941 WINED3DFMT_P8,
1942 /* FOURCC codes */
1943 WINED3DFMT_DXT1,
1944 WINED3DFMT_DXT3,
1945 WINED3DFMT_DXT5,
1946 /* Terminate the list */
1947 WINED3DFMT_UNKNOWN
1950 TRACE("(%p)->(%p,%p)\n", This, Callback, Context);
1952 while(FormatList[i] != WINED3DFMT_UNKNOWN) {
1953 TRACE("Enumerating %s\n", debug_d3dformat(FormatList[i]));
1954 ret = Callback((IUnknown *) This, FormatList[i], Context);
1955 if(ret != DDENUMRET_OK) {
1956 TRACE("Enumeration cancelled by Application\n");
1957 return WINED3D_OK;
1959 i++;
1962 TRACE("End of Enumeration\n");
1964 return WINED3D_OK;
1967 HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
1968 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1969 *ppD3D= This->wineD3D;
1970 TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
1971 IWineD3D_AddRef(*ppD3D);
1972 return WINED3D_OK;
1975 UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
1976 /** NOTE: There's a probably a hack-around for this one by putting as many pbuffers, VBO's (or whatever)
1977 * Into the video ram as possible and seeing how many fit
1978 * you can also get the correct initial value from via X and ATI's driver
1979 *******************/
1980 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1981 static BOOL showfixmes = TRUE;
1982 if (showfixmes) {
1983 FIXME("(%p) : stub, emulating %dMB for now, returning %dMB\n", This, (emulated_textureram/(1024*1024)),
1984 ((emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
1985 showfixmes = FALSE;
1987 TRACE("(%p) : emulating %dMB for now, returning %dMB\n", This, (emulated_textureram/(1024*1024)),
1988 ((emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
1989 /* videomemory is simulated videomemory + AGP memory left */
1990 return (emulated_textureram - wineD3DGlobalStatistics->glsurfaceram);
1995 /*****
1996 * Get / Set FVF
1997 *****/
1998 HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
1999 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2000 HRESULT hr = WINED3D_OK;
2002 /* Update the current state block */
2003 This->updateStateBlock->fvf = fvf;
2004 This->updateStateBlock->changed.fvf = TRUE;
2005 This->updateStateBlock->set.fvf = TRUE;
2007 TRACE("(%p) : FVF Shader FVF set to %lx\n", This, fvf);
2009 if (0 != fvf) {
2010 /* clear down the vertex declaration
2011 NOTE: Axis and Allies doesn't work properly otherwise
2012 (may be a stateblock problem though!)
2014 hr = IWineD3DDevice_SetVertexDeclaration(iface, NULL);
2017 return hr;
2021 HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
2022 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2023 TRACE("(%p) : GetFVF returning %lx\n", This, This->stateBlock->fvf);
2024 *pfvf = This->stateBlock->fvf;
2025 return WINED3D_OK;
2028 /*****
2029 * Get / Set Stream Source
2030 *****/
2031 HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
2032 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2033 IWineD3DVertexBuffer *oldSrc;
2035 /**TODO: instance and index data, see
2036 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
2038 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/SetStreamSourceFreq.asp
2039 **************/
2041 /* D3d9 only, but shouldn't hurt d3d8 */
2042 UINT streamFlags;
2044 streamFlags = StreamNumber &(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
2045 if (streamFlags) {
2046 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
2047 FIXME("stream index data not supported\n");
2049 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
2050 FIXME("stream instance data not supported\n");
2054 StreamNumber&= ~(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
2056 if (StreamNumber >= MAX_STREAMS) {
2057 WARN("Stream out of range %d\n", StreamNumber);
2058 return WINED3DERR_INVALIDCALL;
2061 oldSrc = This->stateBlock->streamSource[StreamNumber];
2062 TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride);
2064 This->updateStateBlock->changed.streamSource[StreamNumber] = TRUE;
2065 This->updateStateBlock->set.streamSource[StreamNumber] = TRUE;
2066 This->updateStateBlock->streamStride[StreamNumber] = Stride;
2067 This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
2068 This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
2069 This->updateStateBlock->streamFlags[StreamNumber] = streamFlags;
2071 /* Handle recording of state blocks */
2072 if (This->isRecordingState) {
2073 TRACE("Recording... not performing anything\n");
2074 return WINED3D_OK;
2077 /* Not recording... */
2078 /* Need to do a getParent and pass the reffs up */
2079 /* MSDN says ..... When an application no longer holds a references to this interface, the interface will automatically be freed.
2080 which suggests that we shouldn't be ref counting? and do need a _release on the stream source to reset the stream source
2081 so for now, just count internally */
2082 if (pStreamData != NULL) {
2083 IWineD3DVertexBuffer_AddRef(pStreamData);
2085 if (oldSrc != NULL) {
2086 IWineD3DVertexBuffer_Release(oldSrc);
2089 return WINED3D_OK;
2092 HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
2093 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2094 UINT streamFlags;
2096 TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber,
2097 This->stateBlock->streamSource[StreamNumber], This->stateBlock->streamStride[StreamNumber]);
2100 streamFlags = StreamNumber &(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
2101 if (streamFlags) {
2102 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
2103 FIXME("stream index data not supported\n");
2105 if (streamFlags & D3DSTREAMSOURCE_INDEXEDDATA) {
2106 FIXME("stream instance data not supported\n");
2110 StreamNumber&= ~(D3DSTREAMSOURCE_INDEXEDDATA | D3DSTREAMSOURCE_INSTANCEDATA);
2112 if (StreamNumber >= MAX_STREAMS) {
2113 WARN("Stream out of range %d\n", StreamNumber);
2114 return WINED3DERR_INVALIDCALL;
2116 *pStream = This->stateBlock->streamSource[StreamNumber];
2117 *pStride = This->stateBlock->streamStride[StreamNumber];
2118 *pOffset = This->stateBlock->streamOffset[StreamNumber];
2120 if (*pStream == NULL) {
2121 FIXME("Attempting to get an empty stream %d, returning WINED3DERR_INVALIDCALL\n", StreamNumber);
2122 return WINED3DERR_INVALIDCALL;
2125 IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
2126 return WINED3D_OK;
2129 /*Should be quite easy, just an extension of vertexdata
2130 ref...
2131 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c_Summer_04/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
2133 The divider is a bit odd though
2135 VertexOffset = StartVertex / Divider * StreamStride +
2136 VertexIndex / Divider * StreamStride + StreamOffset
2139 HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
2140 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2142 TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
2143 This->updateStateBlock->streamFlags[StreamNumber] = Divider & (D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA );
2145 This->updateStateBlock->changed.streamFreq[StreamNumber] = TRUE;
2146 This->updateStateBlock->set.streamFreq[StreamNumber] = TRUE;
2147 This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
2149 if (This->updateStateBlock->streamFlags[StreamNumber] || This->updateStateBlock->streamFreq[StreamNumber] != 1) {
2150 FIXME("Stream indexing not fully supported\n");
2153 return WINED3D_OK;
2156 HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
2157 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2159 TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
2160 *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
2162 TRACE("(%p) : returning %d\n", This, *Divider);
2164 return WINED3D_OK;
2167 /*****
2168 * Get / Set & Multiply Transform
2169 *****/
2170 HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE d3dts, CONST D3DMATRIX* lpmatrix) {
2171 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2173 /* Most of this routine, comments included copied from ddraw tree initially: */
2174 TRACE("(%p) : Transform State=%d\n", This, d3dts);
2176 /* Handle recording of state blocks */
2177 if (This->isRecordingState) {
2178 TRACE("Recording... not performing anything\n");
2179 This->updateStateBlock->changed.transform[d3dts] = TRUE;
2180 This->updateStateBlock->set.transform[d3dts] = TRUE;
2181 memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(D3DMATRIX));
2182 return WINED3D_OK;
2186 * If the new matrix is the same as the current one,
2187 * we cut off any further processing. this seems to be a reasonable
2188 * optimization because as was noticed, some apps (warcraft3 for example)
2189 * tend towards setting the same matrix repeatedly for some reason.
2191 * From here on we assume that the new matrix is different, wherever it matters.
2193 if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(D3DMATRIX))) {
2194 TRACE("The app is setting the same matrix over again\n");
2195 return WINED3D_OK;
2196 } else {
2197 conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
2201 ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
2202 where ViewMat = Camera space, WorldMat = world space.
2204 In OpenGL, camera and world space is combined into GL_MODELVIEW
2205 matrix. The Projection matrix stay projection matrix.
2208 /* Capture the times we can just ignore the change for now */
2209 if (d3dts == D3DTS_WORLDMATRIX(0)) {
2210 This->modelview_valid = FALSE;
2211 return WINED3D_OK;
2213 } else if (d3dts == D3DTS_PROJECTION) {
2214 This->proj_valid = FALSE;
2215 return WINED3D_OK;
2217 } else if (d3dts >= D3DTS_WORLDMATRIX(1) && d3dts <= D3DTS_WORLDMATRIX(255)) {
2218 /* Indexed Vertex Blending Matrices 256 -> 511 */
2219 /* Use arb_vertex_blend or NV_VERTEX_WEIGHTING? */
2220 FIXME("D3DTS_WORLDMATRIX(1..255) not handled\n");
2221 return WINED3D_OK;
2224 /* Now we really are going to have to change a matrix */
2225 ENTER_GL();
2227 if (d3dts >= D3DTS_TEXTURE0 && d3dts <= D3DTS_TEXTURE7) { /* handle texture matrices */
2228 /* This is now set with the texture unit states, it may be a good idea to flag the change though! */
2229 } else if (d3dts == D3DTS_VIEW) { /* handle the VIEW matrice */
2230 unsigned int k;
2232 /* If we are changing the View matrix, reset the light and clipping planes to the new view
2233 * NOTE: We have to reset the positions even if the light/plane is not currently
2234 * enabled, since the call to enable it will not reset the position.
2235 * NOTE2: Apparently texture transforms do NOT need reapplying
2238 PLIGHTINFOEL *lightChain = NULL;
2239 This->modelview_valid = FALSE;
2240 This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
2242 glMatrixMode(GL_MODELVIEW);
2243 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2244 glPushMatrix();
2245 glLoadMatrixf((float *)lpmatrix);
2246 checkGLcall("glLoadMatrixf(...)");
2248 /* Reset lights */
2249 lightChain = This->stateBlock->lights;
2250 while (lightChain && lightChain->glIndex != -1) {
2251 glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_POSITION, lightChain->lightPosn);
2252 checkGLcall("glLightfv posn");
2253 glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_SPOT_DIRECTION, lightChain->lightDirn);
2254 checkGLcall("glLightfv dirn");
2255 lightChain = lightChain->next;
2258 /* Reset Clipping Planes if clipping is enabled */
2259 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2260 glClipPlane(GL_CLIP_PLANE0 + k, This->stateBlock->clipplane[k]);
2261 checkGLcall("glClipPlane");
2263 glPopMatrix();
2265 } else { /* What was requested!?? */
2266 WARN("invalid matrix specified: %i\n", d3dts);
2269 /* Release lock, all done */
2270 LEAVE_GL();
2271 return WINED3D_OK;
2274 HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE State, D3DMATRIX* pMatrix) {
2275 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2276 TRACE("(%p) : for Transform State %d\n", This, State);
2277 memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(D3DMATRIX));
2278 return WINED3D_OK;
2281 HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX* pMatrix) {
2282 D3DMATRIX *mat = NULL;
2283 D3DMATRIX temp;
2285 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
2286 * below means it will be recorded in a state block change, but it
2287 * works regardless where it is recorded.
2288 * If this is found to be wrong, change to StateBlock.
2290 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2291 TRACE("(%p) : For state %u\n", This, State);
2293 if (State < HIGHEST_TRANSFORMSTATE)
2295 mat = &This->updateStateBlock->transforms[State];
2296 } else {
2297 FIXME("Unhandled transform state!!\n");
2300 multiply_matrix(&temp, mat, (D3DMATRIX *) pMatrix);
2302 /* Apply change via set transform - will reapply to eg. lights this way */
2303 return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
2306 /*****
2307 * Get / Set Light
2308 * WARNING: This code relies on the fact that D3DLIGHT8 == D3DLIGHT9
2309 *****/
2310 /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
2311 you can reference any indexes you want as long as that number max are enabled at any
2312 one point in time! Therefore since the indexes can be anything, we need a linked list of them.
2313 However, this causes stateblock problems. When capturing the state block, I duplicate the list,
2314 but when recording, just build a chain pretty much of commands to be replayed. */
2316 HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
2317 float rho;
2318 PLIGHTINFOEL *object, *temp;
2320 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2321 TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
2323 /* If recording state block, just add to end of lights chain */
2324 if (This->isRecordingState) {
2325 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2326 if (NULL == object) {
2327 return WINED3DERR_OUTOFVIDEOMEMORY;
2329 memcpy(&object->OriginalParms, pLight, sizeof(D3DLIGHT9));
2330 object->OriginalIndex = Index;
2331 object->glIndex = -1;
2332 object->changed = TRUE;
2334 /* Add to the END of the chain of lights changes to be replayed */
2335 if (This->updateStateBlock->lights == NULL) {
2336 This->updateStateBlock->lights = object;
2337 } else {
2338 temp = This->updateStateBlock->lights;
2339 while (temp->next != NULL) temp=temp->next;
2340 temp->next = object;
2342 TRACE("Recording... not performing anything more\n");
2343 return WINED3D_OK;
2346 /* Ok, not recording any longer so do real work */
2347 object = This->stateBlock->lights;
2348 while (object != NULL && object->OriginalIndex != Index) object = object->next;
2350 /* If we didn't find it in the list of lights, time to add it */
2351 if (object == NULL) {
2352 PLIGHTINFOEL *insertAt,*prevPos;
2354 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2355 if (NULL == object) {
2356 return WINED3DERR_OUTOFVIDEOMEMORY;
2358 object->OriginalIndex = Index;
2359 object->glIndex = -1;
2361 /* Add it to the front of list with the idea that lights will be changed as needed
2362 BUT after any lights currently assigned GL indexes */
2363 insertAt = This->stateBlock->lights;
2364 prevPos = NULL;
2365 while (insertAt != NULL && insertAt->glIndex != -1) {
2366 prevPos = insertAt;
2367 insertAt = insertAt->next;
2370 if (insertAt == NULL && prevPos == NULL) { /* Start of list */
2371 This->stateBlock->lights = object;
2372 } else if (insertAt == NULL) { /* End of list */
2373 prevPos->next = object;
2374 object->prev = prevPos;
2375 } else { /* Middle of chain */
2376 if (prevPos == NULL) {
2377 This->stateBlock->lights = object;
2378 } else {
2379 prevPos->next = object;
2381 object->prev = prevPos;
2382 object->next = insertAt;
2383 insertAt->prev = object;
2387 /* Initialize the object */
2388 TRACE("Light %ld setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
2389 pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
2390 pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
2391 pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
2392 TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
2393 pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
2394 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
2396 /* Save away the information */
2397 memcpy(&object->OriginalParms, pLight, sizeof(D3DLIGHT9));
2399 switch (pLight->Type) {
2400 case D3DLIGHT_POINT:
2401 /* Position */
2402 object->lightPosn[0] = pLight->Position.x;
2403 object->lightPosn[1] = pLight->Position.y;
2404 object->lightPosn[2] = pLight->Position.z;
2405 object->lightPosn[3] = 1.0f;
2406 object->cutoff = 180.0f;
2407 /* FIXME: Range */
2408 break;
2410 case D3DLIGHT_DIRECTIONAL:
2411 /* Direction */
2412 object->lightPosn[0] = -pLight->Direction.x;
2413 object->lightPosn[1] = -pLight->Direction.y;
2414 object->lightPosn[2] = -pLight->Direction.z;
2415 object->lightPosn[3] = 0.0;
2416 object->exponent = 0.0f;
2417 object->cutoff = 180.0f;
2418 break;
2420 case D3DLIGHT_SPOT:
2421 /* Position */
2422 object->lightPosn[0] = pLight->Position.x;
2423 object->lightPosn[1] = pLight->Position.y;
2424 object->lightPosn[2] = pLight->Position.z;
2425 object->lightPosn[3] = 1.0;
2427 /* Direction */
2428 object->lightDirn[0] = pLight->Direction.x;
2429 object->lightDirn[1] = pLight->Direction.y;
2430 object->lightDirn[2] = pLight->Direction.z;
2431 object->lightDirn[3] = 1.0;
2434 * opengl-ish and d3d-ish spot lights use too different models for the
2435 * light "intensity" as a function of the angle towards the main light direction,
2436 * so we only can approximate very roughly.
2437 * however spot lights are rather rarely used in games (if ever used at all).
2438 * furthermore if still used, probably nobody pays attention to such details.
2440 if (pLight->Falloff == 0) {
2441 rho = 6.28f;
2442 } else {
2443 rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
2445 if (rho < 0.0001) rho = 0.0001f;
2446 object->exponent = -0.3/log(cos(rho/2));
2447 object->cutoff = pLight->Phi*90/M_PI;
2449 /* FIXME: Range */
2450 break;
2452 default:
2453 FIXME("Unrecognized light type %d\n", pLight->Type);
2456 /* Update the live definitions if the light is currently assigned a glIndex */
2457 if (object->glIndex != -1) {
2458 setup_light(iface, object->glIndex, object);
2460 return WINED3D_OK;
2463 HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
2464 PLIGHTINFOEL *lightInfo = NULL;
2465 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2466 TRACE("(%p) : Idx(%ld), pLight(%p)\n", This, Index, pLight);
2468 /* Locate the light in the live lights */
2469 lightInfo = This->stateBlock->lights;
2470 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2472 if (lightInfo == NULL) {
2473 TRACE("Light information requested but light not defined\n");
2474 return WINED3DERR_INVALIDCALL;
2477 memcpy(pLight, &lightInfo->OriginalParms, sizeof(D3DLIGHT9));
2478 return WINED3D_OK;
2481 /*****
2482 * Get / Set Light Enable
2483 * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
2484 *****/
2485 HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
2486 PLIGHTINFOEL *lightInfo = NULL;
2487 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2488 TRACE("(%p) : Idx(%ld), enable? %d\n", This, Index, Enable);
2490 /* If recording state block, just add to end of lights chain with changedEnable set to true */
2491 if (This->isRecordingState) {
2492 lightInfo = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2493 if (NULL == lightInfo) {
2494 return WINED3DERR_OUTOFVIDEOMEMORY;
2496 lightInfo->OriginalIndex = Index;
2497 lightInfo->glIndex = -1;
2498 lightInfo->enabledChanged = TRUE;
2500 /* Add to the END of the chain of lights changes to be replayed */
2501 if (This->updateStateBlock->lights == NULL) {
2502 This->updateStateBlock->lights = lightInfo;
2503 } else {
2504 PLIGHTINFOEL *temp = This->updateStateBlock->lights;
2505 while (temp->next != NULL) temp=temp->next;
2506 temp->next = lightInfo;
2508 TRACE("Recording... not performing anything more\n");
2509 return WINED3D_OK;
2512 /* Not recording... So, locate the light in the live lights */
2513 lightInfo = This->stateBlock->lights;
2514 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2516 /* Special case - enabling an undefined light creates one with a strict set of parms! */
2517 if (lightInfo == NULL) {
2518 D3DLIGHT9 lightParms;
2519 /* Warning - untested code :-) Prob safe to change fixme to a trace but
2520 wait until someone confirms it seems to work! */
2521 TRACE("Light enabled requested but light not defined, so defining one!\n");
2522 lightParms.Type = D3DLIGHT_DIRECTIONAL;
2523 lightParms.Diffuse.r = 1.0;
2524 lightParms.Diffuse.g = 1.0;
2525 lightParms.Diffuse.b = 1.0;
2526 lightParms.Diffuse.a = 0.0;
2527 lightParms.Specular.r = 0.0;
2528 lightParms.Specular.g = 0.0;
2529 lightParms.Specular.b = 0.0;
2530 lightParms.Specular.a = 0.0;
2531 lightParms.Ambient.r = 0.0;
2532 lightParms.Ambient.g = 0.0;
2533 lightParms.Ambient.b = 0.0;
2534 lightParms.Ambient.a = 0.0;
2535 lightParms.Position.x = 0.0;
2536 lightParms.Position.y = 0.0;
2537 lightParms.Position.z = 0.0;
2538 lightParms.Direction.x = 0.0;
2539 lightParms.Direction.y = 0.0;
2540 lightParms.Direction.z = 1.0;
2541 lightParms.Range = 0.0;
2542 lightParms.Falloff = 0.0;
2543 lightParms.Attenuation0 = 0.0;
2544 lightParms.Attenuation1 = 0.0;
2545 lightParms.Attenuation2 = 0.0;
2546 lightParms.Theta = 0.0;
2547 lightParms.Phi = 0.0;
2548 IWineD3DDeviceImpl_SetLight(iface, Index, &lightParms);
2550 /* Search for it again! Should be fairly quick as near head of list */
2551 lightInfo = This->stateBlock->lights;
2552 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2553 if (lightInfo == NULL) {
2554 FIXME("Adding default lights has failed dismally\n");
2555 return WINED3DERR_INVALIDCALL;
2559 /* OK, we now have a light... */
2560 if (Enable == FALSE) {
2562 /* If we are disabling it, check it was enabled, and
2563 still only do something if it has assigned a glIndex (which it should have!) */
2564 if ((lightInfo->lightEnabled) && (lightInfo->glIndex != -1)) {
2565 TRACE("Disabling light set up at gl idx %ld\n", lightInfo->glIndex);
2566 ENTER_GL();
2567 glDisable(GL_LIGHT0 + lightInfo->glIndex);
2568 checkGLcall("glDisable GL_LIGHT0+Index");
2569 LEAVE_GL();
2570 } else {
2571 TRACE("Nothing to do as light was not enabled\n");
2573 lightInfo->lightEnabled = FALSE;
2574 } else {
2576 /* We are enabling it. If it is enabled, it's really simple */
2577 if (lightInfo->lightEnabled) {
2578 /* nop */
2579 TRACE("Nothing to do as light was enabled\n");
2581 /* If it already has a glIndex, it's still simple */
2582 } else if (lightInfo->glIndex != -1) {
2583 TRACE("Reusing light as already set up at gl idx %ld\n", lightInfo->glIndex);
2584 lightInfo->lightEnabled = TRUE;
2585 ENTER_GL();
2586 glEnable(GL_LIGHT0 + lightInfo->glIndex);
2587 checkGLcall("glEnable GL_LIGHT0+Index already setup");
2588 LEAVE_GL();
2590 /* Otherwise got to find space - lights are ordered gl indexes first */
2591 } else {
2592 PLIGHTINFOEL *bsf = NULL;
2593 PLIGHTINFOEL *pos = This->stateBlock->lights;
2594 PLIGHTINFOEL *prev = NULL;
2595 int Index= 0;
2596 int glIndex = -1;
2598 /* Try to minimize changes as much as possible */
2599 while (pos != NULL && pos->glIndex != -1 && Index < This->maxConcurrentLights) {
2601 /* Try to remember which index can be replaced if necessary */
2602 if (bsf==NULL && pos->lightEnabled == FALSE) {
2603 /* Found a light we can replace, save as best replacement */
2604 bsf = pos;
2607 /* Step to next space */
2608 prev = pos;
2609 pos = pos->next;
2610 Index ++;
2613 /* If we have too many active lights, fail the call */
2614 if ((Index == This->maxConcurrentLights) && (bsf == NULL)) {
2615 FIXME("Program requests too many concurrent lights\n");
2616 return WINED3DERR_INVALIDCALL;
2618 /* If we have allocated all lights, but not all are enabled,
2619 reuse one which is not enabled */
2620 } else if (Index == This->maxConcurrentLights) {
2621 /* use bsf - Simply swap the new light and the BSF one */
2622 PLIGHTINFOEL *bsfNext = bsf->next;
2623 PLIGHTINFOEL *bsfPrev = bsf->prev;
2625 /* Sort out ends */
2626 if (lightInfo->next != NULL) lightInfo->next->prev = bsf;
2627 if (bsf->prev != NULL) {
2628 bsf->prev->next = lightInfo;
2629 } else {
2630 This->stateBlock->lights = lightInfo;
2633 /* If not side by side, lots of chains to update */
2634 if (bsf->next != lightInfo) {
2635 lightInfo->prev->next = bsf;
2636 bsf->next->prev = lightInfo;
2637 bsf->next = lightInfo->next;
2638 bsf->prev = lightInfo->prev;
2639 lightInfo->next = bsfNext;
2640 lightInfo->prev = bsfPrev;
2642 } else {
2643 /* Simple swaps */
2644 bsf->prev = lightInfo;
2645 bsf->next = lightInfo->next;
2646 lightInfo->next = bsf;
2647 lightInfo->prev = bsfPrev;
2651 /* Update states */
2652 glIndex = bsf->glIndex;
2653 bsf->glIndex = -1;
2654 lightInfo->glIndex = glIndex;
2655 lightInfo->lightEnabled = TRUE;
2657 /* Finally set up the light in gl itself */
2658 TRACE("Replacing light which was set up at gl idx %ld\n", lightInfo->glIndex);
2659 ENTER_GL();
2660 setup_light(iface, glIndex, lightInfo);
2661 glEnable(GL_LIGHT0 + glIndex);
2662 checkGLcall("glEnable GL_LIGHT0 new setup");
2663 LEAVE_GL();
2665 /* If we reached the end of the allocated lights, with space in the
2666 gl lights, setup a new light */
2667 } else if (pos->glIndex == -1) {
2669 /* We reached the end of the allocated gl lights, so already
2670 know the index of the next one! */
2671 glIndex = Index;
2672 lightInfo->glIndex = glIndex;
2673 lightInfo->lightEnabled = TRUE;
2675 /* In an ideal world, it's already in the right place */
2676 if (lightInfo->prev == NULL || lightInfo->prev->glIndex!=-1) {
2677 /* No need to move it */
2678 } else {
2679 /* Remove this light from the list */
2680 lightInfo->prev->next = lightInfo->next;
2681 if (lightInfo->next != NULL) {
2682 lightInfo->next->prev = lightInfo->prev;
2685 /* Add in at appropriate place (inbetween prev and pos) */
2686 lightInfo->prev = prev;
2687 lightInfo->next = pos;
2688 if (prev == NULL) {
2689 This->stateBlock->lights = lightInfo;
2690 } else {
2691 prev->next = lightInfo;
2693 if (pos != NULL) {
2694 pos->prev = lightInfo;
2698 /* Finally set up the light in gl itself */
2699 TRACE("Defining new light at gl idx %ld\n", lightInfo->glIndex);
2700 ENTER_GL();
2701 setup_light(iface, glIndex, lightInfo);
2702 glEnable(GL_LIGHT0 + glIndex);
2703 checkGLcall("glEnable GL_LIGHT0 new setup");
2704 LEAVE_GL();
2709 return WINED3D_OK;
2712 HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
2714 PLIGHTINFOEL *lightInfo = NULL;
2715 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2716 TRACE("(%p) : for idx(%ld)\n", This, Index);
2718 /* Locate the light in the live lights */
2719 lightInfo = This->stateBlock->lights;
2720 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2722 if (lightInfo == NULL) {
2723 TRACE("Light enabled state requested but light not defined\n");
2724 return WINED3DERR_INVALIDCALL;
2726 *pEnable = lightInfo->lightEnabled;
2727 return WINED3D_OK;
2730 /*****
2731 * Get / Set Clip Planes
2732 *****/
2733 HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
2734 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2735 TRACE("(%p) : for idx %ld, %p\n", This, Index, pPlane);
2737 /* Validate Index */
2738 if (Index >= GL_LIMITS(clipplanes)) {
2739 TRACE("Application has requested clipplane this device doesn't support\n");
2740 return WINED3DERR_INVALIDCALL;
2743 This->updateStateBlock->changed.clipplane[Index] = TRUE;
2744 This->updateStateBlock->set.clipplane[Index] = TRUE;
2745 This->updateStateBlock->clipplane[Index][0] = pPlane[0];
2746 This->updateStateBlock->clipplane[Index][1] = pPlane[1];
2747 This->updateStateBlock->clipplane[Index][2] = pPlane[2];
2748 This->updateStateBlock->clipplane[Index][3] = pPlane[3];
2750 /* Handle recording of state blocks */
2751 if (This->isRecordingState) {
2752 TRACE("Recording... not performing anything\n");
2753 return WINED3D_OK;
2756 /* Apply it */
2758 ENTER_GL();
2760 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
2761 glMatrixMode(GL_MODELVIEW);
2762 glPushMatrix();
2763 glLoadMatrixf((float *) &This->stateBlock->transforms[D3DTS_VIEW].u.m[0][0]);
2765 TRACE("Clipplane [%f,%f,%f,%f]\n",
2766 This->updateStateBlock->clipplane[Index][0],
2767 This->updateStateBlock->clipplane[Index][1],
2768 This->updateStateBlock->clipplane[Index][2],
2769 This->updateStateBlock->clipplane[Index][3]);
2770 glClipPlane(GL_CLIP_PLANE0 + Index, This->updateStateBlock->clipplane[Index]);
2771 checkGLcall("glClipPlane");
2773 glPopMatrix();
2774 LEAVE_GL();
2776 return WINED3D_OK;
2779 HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
2780 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2781 TRACE("(%p) : for idx %ld\n", This, Index);
2783 /* Validate Index */
2784 if (Index >= GL_LIMITS(clipplanes)) {
2785 TRACE("Application has requested clipplane this device doesn't support\n");
2786 return WINED3DERR_INVALIDCALL;
2789 pPlane[0] = This->stateBlock->clipplane[Index][0];
2790 pPlane[1] = This->stateBlock->clipplane[Index][1];
2791 pPlane[2] = This->stateBlock->clipplane[Index][2];
2792 pPlane[3] = This->stateBlock->clipplane[Index][3];
2793 return WINED3D_OK;
2796 /*****
2797 * Get / Set Clip Plane Status
2798 * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
2799 *****/
2800 HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
2801 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2802 FIXME("(%p) : stub\n", This);
2803 if (NULL == pClipStatus) {
2804 return WINED3DERR_INVALIDCALL;
2806 This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
2807 This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
2808 return WINED3D_OK;
2811 HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
2812 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2813 FIXME("(%p) : stub\n", This);
2814 if (NULL == pClipStatus) {
2815 return WINED3DERR_INVALIDCALL;
2817 pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
2818 pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
2819 return WINED3D_OK;
2822 /*****
2823 * Get / Set Material
2824 * WARNING: This code relies on the fact that D3DMATERIAL8 == D3DMATERIAL9
2825 *****/
2826 HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
2827 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2829 This->updateStateBlock->changed.material = TRUE;
2830 This->updateStateBlock->set.material = TRUE;
2831 memcpy(&This->updateStateBlock->material, pMaterial, sizeof(WINED3DMATERIAL));
2833 /* Handle recording of state blocks */
2834 if (This->isRecordingState) {
2835 TRACE("Recording... not performing anything\n");
2836 return WINED3D_OK;
2839 ENTER_GL();
2840 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2841 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2842 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2843 pMaterial->Ambient.b, pMaterial->Ambient.a);
2844 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2845 pMaterial->Specular.b, pMaterial->Specular.a);
2846 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2847 pMaterial->Emissive.b, pMaterial->Emissive.a);
2848 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2850 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &This->updateStateBlock->material.Ambient);
2851 checkGLcall("glMaterialfv(GL_AMBIENT)");
2852 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->updateStateBlock->material.Diffuse);
2853 checkGLcall("glMaterialfv(GL_DIFFUSE)");
2855 /* Only change material color if specular is enabled, otherwise it is set to black */
2856 if (This->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
2857 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
2858 checkGLcall("glMaterialfv(GL_SPECULAR");
2859 } else {
2860 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
2861 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
2862 checkGLcall("glMaterialfv(GL_SPECULAR");
2864 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->updateStateBlock->material.Emissive);
2865 checkGLcall("glMaterialfv(GL_EMISSION)");
2866 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->updateStateBlock->material.Power);
2867 checkGLcall("glMaterialf(GL_SHININESS");
2869 LEAVE_GL();
2870 return WINED3D_OK;
2873 HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
2874 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2875 memcpy(pMaterial, &This->updateStateBlock->material, sizeof (WINED3DMATERIAL));
2876 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2877 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2878 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2879 pMaterial->Ambient.b, pMaterial->Ambient.a);
2880 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2881 pMaterial->Specular.b, pMaterial->Specular.a);
2882 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2883 pMaterial->Emissive.b, pMaterial->Emissive.a);
2884 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2886 return WINED3D_OK;
2889 /*****
2890 * Get / Set Indices
2891 *****/
2892 HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData,
2893 UINT BaseVertexIndex) {
2894 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2895 IWineD3DIndexBuffer *oldIdxs;
2897 TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex);
2898 oldIdxs = This->updateStateBlock->pIndexData;
2900 This->updateStateBlock->changed.indices = TRUE;
2901 This->updateStateBlock->set.indices = TRUE;
2902 This->updateStateBlock->pIndexData = pIndexData;
2903 This->updateStateBlock->baseVertexIndex = BaseVertexIndex;
2905 /* Handle recording of state blocks */
2906 if (This->isRecordingState) {
2907 TRACE("Recording... not performing anything\n");
2908 return WINED3D_OK;
2911 if (NULL != pIndexData) {
2912 IWineD3DIndexBuffer_AddRef(pIndexData);
2914 if (NULL != oldIdxs) {
2915 IWineD3DIndexBuffer_Release(oldIdxs);
2917 return WINED3D_OK;
2920 HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData, UINT* pBaseVertexIndex) {
2921 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2923 *ppIndexData = This->stateBlock->pIndexData;
2925 /* up ref count on ppindexdata */
2926 if (*ppIndexData) {
2927 IWineD3DIndexBuffer_AddRef(*ppIndexData);
2928 *pBaseVertexIndex = This->stateBlock->baseVertexIndex;
2929 TRACE("(%p) index data set to %p + %u\n", This, ppIndexData, This->stateBlock->baseVertexIndex);
2930 }else{
2931 TRACE("(%p) No index data set\n", This);
2933 TRACE("Returning %p %d\n", *ppIndexData, *pBaseVertexIndex);
2935 return WINED3D_OK;
2938 /*****
2939 * Get / Set Viewports
2940 *****/
2941 HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
2942 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2944 TRACE("(%p)\n", This);
2945 This->updateStateBlock->changed.viewport = TRUE;
2946 This->updateStateBlock->set.viewport = TRUE;
2947 memcpy(&This->updateStateBlock->viewport, pViewport, sizeof(WINED3DVIEWPORT));
2949 /* Handle recording of state blocks */
2950 if (This->isRecordingState) {
2951 TRACE("Recording... not performing anything\n");
2952 return WINED3D_OK;
2954 This->viewport_changed = TRUE;
2956 ENTER_GL();
2958 TRACE("(%p) : x=%ld, y=%ld, wid=%ld, hei=%ld, minz=%f, maxz=%f\n", This,
2959 pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
2961 glDepthRange(pViewport->MinZ, pViewport->MaxZ);
2962 checkGLcall("glDepthRange");
2963 /* Note: GL requires lower left, DirectX supplies upper left */
2964 /* TODO: replace usage of renderTarget with context management */
2965 glViewport(pViewport->X,
2966 (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - (pViewport->Y + pViewport->Height)),
2967 pViewport->Width, pViewport->Height);
2969 checkGLcall("glViewport");
2971 LEAVE_GL();
2973 return WINED3D_OK;
2977 HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
2978 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2979 TRACE("(%p)\n", This);
2980 memcpy(pViewport, &This->stateBlock->viewport, sizeof(WINED3DVIEWPORT));
2981 return WINED3D_OK;
2984 /*****
2985 * Get / Set Render States
2986 * TODO: Verify against dx9 definitions
2987 *****/
2988 HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, D3DRENDERSTATETYPE State, DWORD Value) {
2990 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2991 DWORD OldValue = This->stateBlock->renderState[State];
2993 /* Simple way of referring to either a DWORD or a 4 byte float */
2994 union {
2995 DWORD d;
2996 float f;
2997 } tmpvalue;
2999 TRACE("(%p)->state = %s(%d), value = %ld\n", This, debug_d3drenderstate(State), State, Value);
3000 This->updateStateBlock->changed.renderState[State] = TRUE;
3001 This->updateStateBlock->set.renderState[State] = TRUE;
3002 This->updateStateBlock->renderState[State] = Value;
3004 /* Handle recording of state blocks */
3005 if (This->isRecordingState) {
3006 TRACE("Recording... not performing anything\n");
3007 return WINED3D_OK;
3010 ENTER_GL();
3012 switch (State) {
3013 case WINED3DRS_FILLMODE :
3014 switch ((D3DFILLMODE) Value) {
3015 case D3DFILL_POINT : glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); break;
3016 case D3DFILL_WIREFRAME : glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); break;
3017 case D3DFILL_SOLID : glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); break;
3018 default:
3019 FIXME("Unrecognized WINED3DRS_FILLMODE value %ld\n", Value);
3021 checkGLcall("glPolygonMode (fillmode)");
3022 break;
3024 case WINED3DRS_LIGHTING :
3025 if (Value) {
3026 glEnable(GL_LIGHTING);
3027 checkGLcall("glEnable GL_LIGHTING");
3028 } else {
3029 glDisable(GL_LIGHTING);
3030 checkGLcall("glDisable GL_LIGHTING");
3032 break;
3034 case WINED3DRS_ZENABLE :
3035 switch ((D3DZBUFFERTYPE) Value) {
3036 case D3DZB_FALSE:
3037 glDisable(GL_DEPTH_TEST);
3038 checkGLcall("glDisable GL_DEPTH_TEST");
3039 break;
3040 case D3DZB_TRUE:
3041 glEnable(GL_DEPTH_TEST);
3042 checkGLcall("glEnable GL_DEPTH_TEST");
3043 break;
3044 case D3DZB_USEW:
3045 glEnable(GL_DEPTH_TEST);
3046 checkGLcall("glEnable GL_DEPTH_TEST");
3047 FIXME("W buffer is not well handled\n");
3048 break;
3049 default:
3050 FIXME("Unrecognized D3DZBUFFERTYPE value %ld\n", Value);
3052 break;
3054 case WINED3DRS_CULLMODE :
3056 /* If we are culling "back faces with clockwise vertices" then
3057 set front faces to be counter clockwise and enable culling
3058 of back faces */
3059 switch ((D3DCULL) Value) {
3060 case D3DCULL_NONE:
3061 glDisable(GL_CULL_FACE);
3062 checkGLcall("glDisable GL_CULL_FACE");
3063 break;
3064 case D3DCULL_CW:
3065 glEnable(GL_CULL_FACE);
3066 checkGLcall("glEnable GL_CULL_FACE");
3067 if (This->renderUpsideDown) {
3068 glFrontFace(GL_CW);
3069 checkGLcall("glFrontFace GL_CW");
3070 } else {
3071 glFrontFace(GL_CCW);
3072 checkGLcall("glFrontFace GL_CCW");
3074 glCullFace(GL_BACK);
3075 break;
3076 case D3DCULL_CCW:
3077 glEnable(GL_CULL_FACE);
3078 checkGLcall("glEnable GL_CULL_FACE");
3079 if (This->renderUpsideDown) {
3080 glFrontFace(GL_CCW);
3081 checkGLcall("glFrontFace GL_CCW");
3082 } else {
3083 glFrontFace(GL_CW);
3084 checkGLcall("glFrontFace GL_CW");
3086 glCullFace(GL_BACK);
3087 break;
3088 default:
3089 FIXME("Unrecognized/Unhandled D3DCULL value %ld\n", Value);
3091 break;
3093 case WINED3DRS_SHADEMODE :
3094 switch ((D3DSHADEMODE) Value) {
3095 case D3DSHADE_FLAT:
3096 glShadeModel(GL_FLAT);
3097 checkGLcall("glShadeModel");
3098 break;
3099 case D3DSHADE_GOURAUD:
3100 glShadeModel(GL_SMOOTH);
3101 checkGLcall("glShadeModel");
3102 break;
3103 case D3DSHADE_PHONG:
3104 FIXME("D3DSHADE_PHONG isn't supported?\n");
3106 LEAVE_GL();
3107 return WINED3DERR_INVALIDCALL;
3108 default:
3109 FIXME("Unrecognized/Unhandled D3DSHADEMODE value %ld\n", Value);
3111 break;
3113 case WINED3DRS_DITHERENABLE :
3114 if (Value) {
3115 glEnable(GL_DITHER);
3116 checkGLcall("glEnable GL_DITHER");
3117 } else {
3118 glDisable(GL_DITHER);
3119 checkGLcall("glDisable GL_DITHER");
3121 break;
3123 case WINED3DRS_ZWRITEENABLE :
3124 if (Value) {
3125 glDepthMask(1);
3126 checkGLcall("glDepthMask");
3127 } else {
3128 glDepthMask(0);
3129 checkGLcall("glDepthMask");
3131 break;
3133 case WINED3DRS_ZFUNC :
3135 int glParm = GL_LESS;
3137 switch ((D3DCMPFUNC) Value) {
3138 case D3DCMP_NEVER: glParm=GL_NEVER; break;
3139 case D3DCMP_LESS: glParm=GL_LESS; break;
3140 case D3DCMP_EQUAL: glParm=GL_EQUAL; break;
3141 case D3DCMP_LESSEQUAL: glParm=GL_LEQUAL; break;
3142 case D3DCMP_GREATER: glParm=GL_GREATER; break;
3143 case D3DCMP_NOTEQUAL: glParm=GL_NOTEQUAL; break;
3144 case D3DCMP_GREATEREQUAL: glParm=GL_GEQUAL; break;
3145 case D3DCMP_ALWAYS: glParm=GL_ALWAYS; break;
3146 default:
3147 FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
3149 glDepthFunc(glParm);
3150 checkGLcall("glDepthFunc");
3152 break;
3154 case WINED3DRS_AMBIENT :
3156 float col[4];
3157 D3DCOLORTOGLFLOAT4(Value, col);
3158 TRACE("Setting ambient to (%f,%f,%f,%f)\n", col[0], col[1], col[2], col[3]);
3159 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, col);
3160 checkGLcall("glLightModel for MODEL_AMBIENT");
3163 break;
3165 case WINED3DRS_ALPHABLENDENABLE :
3166 if (Value) {
3167 glEnable(GL_BLEND);
3168 checkGLcall("glEnable GL_BLEND");
3169 } else {
3170 glDisable(GL_BLEND);
3171 checkGLcall("glDisable GL_BLEND");
3173 break;
3175 case WINED3DRS_SRCBLEND :
3176 case WINED3DRS_DESTBLEND :
3178 int newVal = GL_ZERO;
3179 switch (Value) {
3180 case D3DBLEND_ZERO : newVal = GL_ZERO; break;
3181 case D3DBLEND_ONE : newVal = GL_ONE; break;
3182 case D3DBLEND_SRCCOLOR : newVal = GL_SRC_COLOR; break;
3183 case D3DBLEND_INVSRCCOLOR : newVal = GL_ONE_MINUS_SRC_COLOR; break;
3184 case D3DBLEND_SRCALPHA : newVal = GL_SRC_ALPHA; break;
3185 case D3DBLEND_INVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA; break;
3186 case D3DBLEND_DESTALPHA : newVal = GL_DST_ALPHA; break;
3187 case D3DBLEND_INVDESTALPHA : newVal = GL_ONE_MINUS_DST_ALPHA; break;
3188 case D3DBLEND_DESTCOLOR : newVal = GL_DST_COLOR; break;
3189 case D3DBLEND_INVDESTCOLOR : newVal = GL_ONE_MINUS_DST_COLOR; break;
3190 case D3DBLEND_SRCALPHASAT : newVal = GL_SRC_ALPHA_SATURATE; break;
3192 case D3DBLEND_BOTHSRCALPHA : newVal = GL_SRC_ALPHA;
3193 This->srcBlend = newVal;
3194 This->dstBlend = newVal;
3195 break;
3197 case D3DBLEND_BOTHINVSRCALPHA : newVal = GL_ONE_MINUS_SRC_ALPHA;
3198 This->srcBlend = newVal;
3199 This->dstBlend = newVal;
3200 break;
3201 default:
3202 FIXME("Unrecognized src/dest blend value %ld (%d)\n", Value, State);
3205 if (State == WINED3DRS_SRCBLEND) This->srcBlend = newVal;
3206 if (State == WINED3DRS_DESTBLEND) This->dstBlend = newVal;
3207 TRACE("glBlendFunc src=%x, dst=%x\n", This->srcBlend, This->dstBlend);
3208 glBlendFunc(This->srcBlend, This->dstBlend);
3210 checkGLcall("glBlendFunc");
3212 break;
3214 case WINED3DRS_ALPHATESTENABLE :
3215 case WINED3DRS_ALPHAFUNC :
3216 case WINED3DRS_ALPHAREF :
3217 case WINED3DRS_COLORKEYENABLE :
3219 int glParm = 0.0;
3220 float ref = GL_LESS;
3221 BOOL enable_ckey = FALSE;
3223 IWineD3DSurfaceImpl *surf;
3225 /* Find out if the texture on the first stage has a ckey set */
3226 if(This->stateBlock->textures[0]) {
3227 surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)This->stateBlock->textures[0])->surfaces[0];
3228 if(surf->CKeyFlags & DDSD_CKSRCBLT) enable_ckey = TRUE;
3231 if (This->stateBlock->renderState[WINED3DRS_ALPHATESTENABLE] ||
3232 (This->stateBlock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey)) {
3233 glEnable(GL_ALPHA_TEST);
3234 checkGLcall("glEnable GL_ALPHA_TEST");
3235 } else {
3236 glDisable(GL_ALPHA_TEST);
3237 checkGLcall("glDisable GL_ALPHA_TEST");
3238 /* Alpha test is disabled, don't bother setting the params - it will happen on the next
3239 * enable call
3241 break;
3244 if(This->stateBlock->renderState[WINED3DRS_COLORKEYENABLE] && enable_ckey) {
3245 glParm = GL_NOTEQUAL;
3246 ref = 0.0;
3247 } else {
3248 ref = ((float) This->stateBlock->renderState[WINED3DRS_ALPHAREF]) / 255.0f;
3250 switch ((D3DCMPFUNC) This->stateBlock->renderState[WINED3DRS_ALPHAFUNC]) {
3251 case D3DCMP_NEVER: glParm = GL_NEVER; break;
3252 case D3DCMP_LESS: glParm = GL_LESS; break;
3253 case D3DCMP_EQUAL: glParm = GL_EQUAL; break;
3254 case D3DCMP_LESSEQUAL: glParm = GL_LEQUAL; break;
3255 case D3DCMP_GREATER: glParm = GL_GREATER; break;
3256 case D3DCMP_NOTEQUAL: glParm = GL_NOTEQUAL; break;
3257 case D3DCMP_GREATEREQUAL: glParm = GL_GEQUAL; break;
3258 case D3DCMP_ALWAYS: glParm = GL_ALWAYS; break;
3259 default:
3260 FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
3263 This->alphafunc = glParm;
3264 glAlphaFunc(glParm, ref);
3265 checkGLcall("glAlphaFunc");
3267 break;
3269 case WINED3DRS_CLIPPLANEENABLE :
3270 case WINED3DRS_CLIPPING :
3272 /* Ensure we only do the changed clip planes */
3273 DWORD enable = 0xFFFFFFFF;
3274 DWORD disable = 0x00000000;
3276 /* If enabling / disabling all */
3277 if (State == WINED3DRS_CLIPPING) {
3278 if (Value) {
3279 enable = This->stateBlock->renderState[WINED3DRS_CLIPPLANEENABLE];
3280 disable = 0x00;
3281 } else {
3282 disable = This->stateBlock->renderState[WINED3DRS_CLIPPLANEENABLE];
3283 enable = 0x00;
3285 } else {
3286 enable = Value & ~OldValue;
3287 disable = ~Value & OldValue;
3290 if (enable & D3DCLIPPLANE0) { glEnable(GL_CLIP_PLANE0); checkGLcall("glEnable(clip plane 0)"); }
3291 if (enable & D3DCLIPPLANE1) { glEnable(GL_CLIP_PLANE1); checkGLcall("glEnable(clip plane 1)"); }
3292 if (enable & D3DCLIPPLANE2) { glEnable(GL_CLIP_PLANE2); checkGLcall("glEnable(clip plane 2)"); }
3293 if (enable & D3DCLIPPLANE3) { glEnable(GL_CLIP_PLANE3); checkGLcall("glEnable(clip plane 3)"); }
3294 if (enable & D3DCLIPPLANE4) { glEnable(GL_CLIP_PLANE4); checkGLcall("glEnable(clip plane 4)"); }
3295 if (enable & D3DCLIPPLANE5) { glEnable(GL_CLIP_PLANE5); checkGLcall("glEnable(clip plane 5)"); }
3297 if (disable & D3DCLIPPLANE0) { glDisable(GL_CLIP_PLANE0); checkGLcall("glDisable(clip plane 0)"); }
3298 if (disable & D3DCLIPPLANE1) { glDisable(GL_CLIP_PLANE1); checkGLcall("glDisable(clip plane 1)"); }
3299 if (disable & D3DCLIPPLANE2) { glDisable(GL_CLIP_PLANE2); checkGLcall("glDisable(clip plane 2)"); }
3300 if (disable & D3DCLIPPLANE3) { glDisable(GL_CLIP_PLANE3); checkGLcall("glDisable(clip plane 3)"); }
3301 if (disable & D3DCLIPPLANE4) { glDisable(GL_CLIP_PLANE4); checkGLcall("glDisable(clip plane 4)"); }
3302 if (disable & D3DCLIPPLANE5) { glDisable(GL_CLIP_PLANE5); checkGLcall("glDisable(clip plane 5)"); }
3304 /** update clipping status */
3305 if (enable) {
3306 This->stateBlock->clip_status.ClipUnion = 0;
3307 This->stateBlock->clip_status.ClipIntersection = 0xFFFFFFFF;
3308 } else {
3309 This->stateBlock->clip_status.ClipUnion = 0;
3310 This->stateBlock->clip_status.ClipIntersection = 0;
3313 break;
3315 case WINED3DRS_BLENDOP :
3317 int glParm = GL_FUNC_ADD;
3319 switch ((D3DBLENDOP) Value) {
3320 case D3DBLENDOP_ADD : glParm = GL_FUNC_ADD; break;
3321 case D3DBLENDOP_SUBTRACT : glParm = GL_FUNC_SUBTRACT; break;
3322 case D3DBLENDOP_REVSUBTRACT : glParm = GL_FUNC_REVERSE_SUBTRACT; break;
3323 case D3DBLENDOP_MIN : glParm = GL_MIN; break;
3324 case D3DBLENDOP_MAX : glParm = GL_MAX; break;
3325 default:
3326 FIXME("Unrecognized/Unhandled D3DBLENDOP value %ld\n", Value);
3329 if(GL_SUPPORT(ARB_IMAGING)) {
3330 TRACE("glBlendEquation(%x)\n", glParm);
3331 GL_EXTCALL(glBlendEquation(glParm));
3332 checkGLcall("glBlendEquation");
3333 } else {
3334 WARN("Unsupported in local OpenGL implementation: glBlendEquation\n");
3337 break;
3339 case WINED3DRS_TEXTUREFACTOR :
3341 unsigned int i;
3343 /* Note the texture color applies to all textures whereas
3344 GL_TEXTURE_ENV_COLOR applies to active only */
3345 float col[4];
3346 D3DCOLORTOGLFLOAT4(Value, col);
3347 /* Set the default alpha blend color */
3348 if (GL_SUPPORT(ARB_IMAGING)) {
3349 GL_EXTCALL(glBlendColor(col[0], col[1], col[2], col[3]));
3350 checkGLcall("glBlendColor");
3351 } else {
3352 WARN("Unsupported in local OpenGL implementation: glBlendColor\n");
3355 /* And now the default texture color as well */
3356 for (i = 0; i < GL_LIMITS(textures); i++) {
3358 /* Note the D3DRS value applies to all textures, but GL has one
3359 per texture, so apply it now ready to be used! */
3360 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3361 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
3362 checkGLcall("glActiveTextureARB");
3363 } else if (i>0) {
3364 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3367 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
3368 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
3371 break;
3373 case WINED3DRS_SPECULARENABLE :
3375 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
3376 and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
3377 specular color. This is wrong:
3378 Separate specular color means the specular colour is maintained separately, whereas
3379 single color means it is merged in. However in both cases they are being used to
3380 some extent.
3381 To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
3382 NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
3383 running 1.4 yet!
3385 if (Value) {
3386 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
3387 checkGLcall("glMaterialfv");
3388 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3389 glEnable(GL_COLOR_SUM_EXT);
3390 } else {
3391 TRACE("Specular colors cannot be enabled in this version of opengl\n");
3393 checkGLcall("glEnable(GL_COLOR_SUM)");
3394 } else {
3395 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
3397 /* for the case of enabled lighting: */
3398 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
3399 checkGLcall("glMaterialfv");
3401 /* for the case of disabled lighting: */
3402 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3403 glDisable(GL_COLOR_SUM_EXT);
3404 } else {
3405 TRACE("Specular colors cannot be disabled in this version of opengl\n");
3407 checkGLcall("glDisable(GL_COLOR_SUM)");
3410 break;
3412 case WINED3DRS_STENCILENABLE :
3413 if (Value) {
3414 glEnable(GL_STENCIL_TEST);
3415 checkGLcall("glEnable GL_STENCIL_TEST");
3416 } else {
3417 glDisable(GL_STENCIL_TEST);
3418 checkGLcall("glDisable GL_STENCIL_TEST");
3420 break;
3422 case WINED3DRS_STENCILFUNC :
3424 GLint func;
3425 GLint ref = This->stateBlock->renderState[WINED3DRS_STENCILREF];
3426 GLuint mask = This->stateBlock->renderState[WINED3DRS_STENCILMASK];
3428 func = GL_ALWAYS;
3429 switch ((D3DCMPFUNC)Value) {
3430 case D3DCMP_NEVER: func = GL_NEVER; break;
3431 case D3DCMP_LESS: func = GL_LESS; break;
3432 case D3DCMP_EQUAL: func = GL_EQUAL; break;
3433 case D3DCMP_LESSEQUAL: func = GL_LEQUAL; break;
3434 case D3DCMP_GREATER: func = GL_GREATER; break;
3435 case D3DCMP_NOTEQUAL: func = GL_NOTEQUAL; break;
3436 case D3DCMP_GREATEREQUAL: func = GL_GEQUAL; break;
3437 case D3DCMP_ALWAYS: func = GL_ALWAYS; break;
3438 default:
3439 FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
3441 This->stencilfunc = func;
3442 if(!This->stateBlock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE]) {
3443 #if 0 /* Don't use OpenGL 2.0 calls for now */
3444 if(GL_EXTCALL(glStencilFuncSeparate)) {
3445 GL_EXTCALL(glStencilFuncSeparate(GL_FRONT, func, ref, mask));
3446 checkGLcall("glStencilFuncSeparate(GL_FRONT,...)");
3448 else
3449 #endif
3450 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
3451 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
3452 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
3453 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
3454 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
3455 glStencilFunc(func, ref, mask);
3456 checkGLcall("glStencilFunc(...)");
3458 else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
3459 GL_EXTCALL(glStencilFuncSeparateATI(GL_FRONT, func, ref, mask));
3460 checkGLcall("glStencilFuncSeparateATI(GL_FRONT,...)");
3461 } else {
3462 TRACE("Separate stencil function not supported on this version of opengl");
3463 glStencilFunc(func, ref, mask);
3464 checkGLcall("glStencilFunc(...)");
3466 } else {
3467 glStencilFunc(func, ref, mask);
3468 checkGLcall("glStencilFunc(...)");
3470 break;
3472 case WINED3DRS_STENCILREF :
3474 int glParm = This->stencilfunc;
3475 int ref = 0;
3476 GLuint mask = This->stateBlock->renderState[WINED3DRS_STENCILMASK];
3478 ref = Value;
3479 TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
3480 glStencilFunc(glParm, ref, mask);
3481 checkGLcall("glStencilFunc");
3483 break;
3485 case WINED3DRS_STENCILMASK :
3487 int glParm = This->stencilfunc;
3488 int ref = This->stateBlock->renderState[WINED3DRS_STENCILREF];
3489 GLuint mask = Value;
3491 TRACE("glStencilFunc with Parm=%x, ref=%d, mask=%x\n", glParm, ref, mask);
3492 glStencilFunc(glParm, ref, mask);
3493 checkGLcall("glStencilFunc");
3495 break;
3497 case WINED3DRS_STENCILFAIL :
3498 case WINED3DRS_STENCILZFAIL :
3499 case WINED3DRS_STENCILPASS :
3501 GLint stencilFail;
3502 GLint depthFail;
3503 GLint stencilPass;
3505 GLint action = StencilOp(Value);
3507 glGetIntegerv(GL_STENCIL_FAIL, &stencilFail);
3508 glGetIntegerv(GL_STENCIL_PASS_DEPTH_FAIL, &depthFail);
3509 glGetIntegerv(GL_STENCIL_PASS_DEPTH_PASS, &stencilPass);
3511 if(WINED3DRS_STENCILFAIL == State) {
3512 stencilFail = action;
3514 else if(WINED3DRS_STENCILZFAIL == State) {
3515 depthFail = action;
3517 else if(WINED3DRS_STENCILPASS == State) {
3518 stencilPass = action;
3521 if(!This->stateBlock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE]) {
3522 #if 0 /* Don't use OpenGL 2.0 calls for now */
3523 if(GL_EXTCALL(glStencilOpSeparate)) {
3524 GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass));
3525 checkGLcall("glStencilOpSeparate(GL_FRONT,...)");
3527 else
3528 #endif
3529 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
3530 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
3531 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
3532 GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
3533 checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
3534 glStencilOp(stencilFail, depthFail, stencilPass);
3535 checkGLcall("glStencilOp(...)");
3537 else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
3538 GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
3539 checkGLcall("glStencilOpSeparateATI(GL_FRONT,...)");
3540 } else {
3541 TRACE("Separate stencil operation not supported on this version of opengl");
3542 glStencilOp(stencilFail, depthFail, stencilPass);
3543 checkGLcall("glStencilOp(...)");
3545 } else {
3546 glStencilOp(stencilFail, depthFail, stencilPass);
3547 checkGLcall("glStencilOp(...)");
3549 break;
3551 case WINED3DRS_STENCILWRITEMASK :
3553 glStencilMask(Value);
3554 TRACE("glStencilMask(%lu)\n", Value);
3555 checkGLcall("glStencilMask");
3557 break;
3559 case WINED3DRS_FOGENABLE :
3561 if (Value/* && This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] != D3DFOG_NONE*/) {
3562 glEnable(GL_FOG);
3563 checkGLcall("glEnable GL_FOG");
3564 } else {
3565 glDisable(GL_FOG);
3566 checkGLcall("glDisable GL_FOG");
3569 break;
3571 case WINED3DRS_RANGEFOGENABLE :
3573 if (Value) {
3574 TRACE("Enabled RANGEFOG");
3575 } else {
3576 TRACE("Disabled RANGEFOG");
3579 break;
3581 case WINED3DRS_FOGCOLOR :
3583 float col[4];
3584 D3DCOLORTOGLFLOAT4(Value, col);
3585 /* Set the default alpha blend color */
3586 glFogfv(GL_FOG_COLOR, &col[0]);
3587 checkGLcall("glFog GL_FOG_COLOR");
3589 break;
3591 case WINED3DRS_FOGTABLEMODE :
3593 glHint(GL_FOG_HINT, GL_NICEST);
3594 switch (Value) {
3595 case D3DFOG_NONE: {
3596 if(This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE] == D3DFOG_NONE) {
3597 glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
3599 /* Otherwise leave the vertex fog value */
3600 break;
3602 case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
3603 case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); break;
3604 case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); break;
3605 default:
3606 FIXME("Unsupported Value(%lu) for WINED3DRS_FOGTABLEMODE!\n", Value);
3608 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
3609 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
3612 break;
3614 case WINED3DRS_FOGVERTEXMODE :
3616 glHint(GL_FOG_HINT, GL_FASTEST);
3617 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes, the system will apply only pixel(=table) fog effects." */
3618 if(This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == D3DFOG_NONE) {
3619 switch (Value) {
3620 case D3DFOG_EXP: glFogi(GL_FOG_MODE, GL_EXP); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP"); break;
3621 case D3DFOG_EXP2: glFogi(GL_FOG_MODE, GL_EXP2); checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2"); break;
3622 case D3DFOG_NONE:
3623 case D3DFOG_LINEAR: glFogi(GL_FOG_MODE, GL_LINEAR); checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR"); break;
3624 default:
3625 FIXME("Unsupported Value(%lu) for WINED3DRS_FOGTABLEMODE!\n", Value);
3627 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
3628 glFogi(GL_FOG_DISTANCE_MODE_NV, This->stateBlock->renderState[WINED3DRS_RANGEFOGENABLE] ? GL_EYE_RADIAL_NV : GL_EYE_PLANE_ABSOLUTE_NV);
3632 break;
3634 case WINED3DRS_FOGSTART :
3636 tmpvalue.d = Value;
3637 glFogfv(GL_FOG_START, &tmpvalue.f);
3638 checkGLcall("glFogf(GL_FOG_START, (float) Value)");
3639 TRACE("Fog Start == %f\n", tmpvalue.f);
3641 break;
3643 case WINED3DRS_FOGEND :
3645 tmpvalue.d = Value;
3646 glFogfv(GL_FOG_END, &tmpvalue.f);
3647 checkGLcall("glFogf(GL_FOG_END, (float) Value)");
3648 TRACE("Fog End == %f\n", tmpvalue.f);
3650 break;
3652 case WINED3DRS_FOGDENSITY :
3654 tmpvalue.d = Value;
3655 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
3656 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
3658 break;
3660 case WINED3DRS_VERTEXBLEND :
3662 This->updateStateBlock->vertex_blend = (D3DVERTEXBLENDFLAGS) Value;
3663 TRACE("Vertex Blending state to %ld\n", Value);
3665 break;
3667 case WINED3DRS_TWEENFACTOR :
3669 tmpvalue.d = Value;
3670 This->updateStateBlock->tween_factor = tmpvalue.f;
3671 TRACE("Vertex Blending Tween Factor to %f\n", This->updateStateBlock->tween_factor);
3673 break;
3675 case WINED3DRS_INDEXEDVERTEXBLENDENABLE :
3677 TRACE("Indexed Vertex Blend Enable to %ul\n", (BOOL) Value);
3679 break;
3681 case WINED3DRS_COLORVERTEX :
3682 case WINED3DRS_DIFFUSEMATERIALSOURCE :
3683 case WINED3DRS_SPECULARMATERIALSOURCE :
3684 case WINED3DRS_AMBIENTMATERIALSOURCE :
3685 case WINED3DRS_EMISSIVEMATERIALSOURCE :
3687 GLenum Parm = GL_AMBIENT_AND_DIFFUSE;
3689 if (This->stateBlock->renderState[WINED3DRS_COLORVERTEX]) {
3690 TRACE("diff %ld, amb %ld, emis %ld, spec %ld\n",
3691 This->stateBlock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
3692 This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
3693 This->stateBlock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
3694 This->stateBlock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
3696 if (This->stateBlock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == D3DMCS_COLOR1) {
3697 if (This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
3698 Parm = GL_AMBIENT_AND_DIFFUSE;
3699 } else {
3700 Parm = GL_DIFFUSE;
3702 } else if (This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == D3DMCS_COLOR1) {
3703 Parm = GL_AMBIENT;
3704 } else if (This->stateBlock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == D3DMCS_COLOR1) {
3705 Parm = GL_EMISSION;
3706 } else if (This->stateBlock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == D3DMCS_COLOR1) {
3707 Parm = GL_SPECULAR;
3708 } else {
3709 Parm = -1;
3712 if (Parm == -1) {
3713 if (This->tracking_color != DISABLED_TRACKING) This->tracking_color = NEEDS_DISABLE;
3714 } else {
3715 This->tracking_color = NEEDS_TRACKING;
3716 This->tracking_parm = Parm;
3719 } else {
3720 if (This->tracking_color != DISABLED_TRACKING) This->tracking_color = NEEDS_DISABLE;
3723 break;
3725 case WINED3DRS_LINEPATTERN :
3727 union {
3728 DWORD d;
3729 D3DLINEPATTERN lp;
3730 } tmppattern;
3731 tmppattern.d = Value;
3733 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
3735 if (tmppattern.lp.wRepeatFactor) {
3736 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
3737 checkGLcall("glLineStipple(repeat, linepattern)");
3738 glEnable(GL_LINE_STIPPLE);
3739 checkGLcall("glEnable(GL_LINE_STIPPLE);");
3740 } else {
3741 glDisable(GL_LINE_STIPPLE);
3742 checkGLcall("glDisable(GL_LINE_STIPPLE);");
3745 break;
3747 case WINED3DRS_ZBIAS : /* D3D8 only */
3749 if (Value) {
3750 tmpvalue.d = Value;
3751 TRACE("ZBias value %f\n", tmpvalue.f);
3752 glPolygonOffset(0, -tmpvalue.f);
3753 checkGLcall("glPolygonOffset(0, -Value)");
3754 glEnable(GL_POLYGON_OFFSET_FILL);
3755 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
3756 glEnable(GL_POLYGON_OFFSET_LINE);
3757 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
3758 glEnable(GL_POLYGON_OFFSET_POINT);
3759 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
3760 } else {
3761 glDisable(GL_POLYGON_OFFSET_FILL);
3762 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
3763 glDisable(GL_POLYGON_OFFSET_LINE);
3764 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
3765 glDisable(GL_POLYGON_OFFSET_POINT);
3766 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
3769 break;
3771 case WINED3DRS_NORMALIZENORMALS :
3772 if (Value) {
3773 glEnable(GL_NORMALIZE);
3774 checkGLcall("glEnable(GL_NORMALIZE);");
3775 } else {
3776 glDisable(GL_NORMALIZE);
3777 checkGLcall("glDisable(GL_NORMALIZE);");
3779 break;
3781 case WINED3DRS_POINTSIZE :
3782 /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
3783 tmpvalue.d = Value;
3784 TRACE("Set point size to %f\n", tmpvalue.f);
3785 glPointSize(tmpvalue.f);
3786 checkGLcall("glPointSize(...);");
3787 break;
3789 case WINED3DRS_POINTSIZE_MIN :
3790 if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
3791 tmpvalue.d = Value;
3792 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
3793 checkGLcall("glPointParameterfEXT(...);");
3794 } else {
3795 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl\n");
3797 break;
3799 case WINED3DRS_POINTSIZE_MAX :
3800 if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
3801 tmpvalue.d = Value;
3802 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
3803 checkGLcall("glPointParameterfEXT(...);");
3804 } else {
3805 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl\n");
3807 break;
3809 case WINED3DRS_POINTSCALE_A :
3810 case WINED3DRS_POINTSCALE_B :
3811 case WINED3DRS_POINTSCALE_C :
3812 case WINED3DRS_POINTSCALEENABLE :
3815 * POINTSCALEENABLE controls how point size value is treated. If set to
3816 * true, the point size is scaled with respect to height of viewport.
3817 * When set to false point size is in pixels.
3819 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
3822 /* Default values */
3823 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
3826 * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
3827 * This means that OpenGL will clamp really small point sizes to 1.0f.
3828 * To correct for this we need to multiply by the scale factor when sizes
3829 * are less than 1.0f. scale_factor = 1.0f / point_size.
3831 GLfloat pointSize = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSIZE]);
3832 if(pointSize > 0.0f) {
3833 GLfloat scaleFactor;
3835 if(pointSize < 1.0f) {
3836 scaleFactor = pointSize * pointSize;
3837 } else {
3838 scaleFactor = 1.0f;
3841 if(This->stateBlock->renderState[WINED3DRS_POINTSCALEENABLE]) {
3842 att[0] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_A]) /
3843 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
3844 att[1] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_B]) /
3845 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
3846 att[2] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_C]) /
3847 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
3851 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
3852 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
3853 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
3855 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
3856 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
3857 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
3858 } else {
3859 TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
3861 break;
3863 case WINED3DRS_COLORWRITEENABLE :
3865 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
3866 Value & D3DCOLORWRITEENABLE_RED ? 1 : 0,
3867 Value & D3DCOLORWRITEENABLE_GREEN ? 1 : 0,
3868 Value & D3DCOLORWRITEENABLE_BLUE ? 1 : 0,
3869 Value & D3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
3870 glColorMask(Value & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
3871 Value & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
3872 Value & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
3873 Value & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
3874 checkGLcall("glColorMask(...)");
3876 break;
3878 case WINED3DRS_LOCALVIEWER :
3880 GLint state = (Value) ? 1 : 0;
3881 TRACE("Local Viewer Enable to %ul\n", (BOOL) Value);
3882 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, state);
3884 break;
3886 case WINED3DRS_LASTPIXEL :
3888 if (Value) {
3889 TRACE("Last Pixel Drawing Enabled\n");
3890 } else {
3891 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
3894 break;
3896 case WINED3DRS_SOFTWAREVERTEXPROCESSING :
3898 if (Value) {
3899 TRACE("Software Processing Enabled\n");
3900 } else {
3901 TRACE("Software Processing Disabled\n");
3904 break;
3906 /** not supported */
3907 case WINED3DRS_ZVISIBLE :
3909 LEAVE_GL();
3910 return WINED3DERR_INVALIDCALL;
3912 case WINED3DRS_POINTSPRITEENABLE :
3914 /* TODO: NV_POINT_SPRITE */
3915 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
3916 TRACE("Point sprites not supported\n");
3917 break;
3921 * Point sprites are always enabled. Value controls texture coordinate
3922 * replacement mode. Must be set true for point sprites to use
3923 * textures.
3925 glEnable(GL_POINT_SPRITE_ARB);
3926 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
3928 if (Value) {
3929 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, TRUE);
3930 checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, TRUE)");
3931 } else {
3932 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, FALSE);
3933 checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, FALSE)");
3935 break;
3937 case WINED3DRS_EDGEANTIALIAS :
3939 if(Value) {
3940 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3941 glEnable(GL_BLEND);
3942 checkGLcall("glEnable(GL_BLEND)");
3943 glEnable(GL_LINE_SMOOTH);
3944 checkGLcall("glEnable(GL_LINE_SMOOTH)");
3945 } else {
3946 if(!This->stateBlock->renderState[WINED3DRS_ALPHABLENDENABLE])
3947 glDisable(GL_BLEND);
3948 checkGLcall("glDisable(GL_BLEND)");
3949 glDisable(GL_LINE_SMOOTH);
3950 checkGLcall("glDisable(GL_LINE_SMOOTH)");
3952 break;
3954 case WINED3DRS_WRAP0 :
3955 case WINED3DRS_WRAP1 :
3956 case WINED3DRS_WRAP2 :
3957 case WINED3DRS_WRAP3 :
3958 case WINED3DRS_WRAP4 :
3959 case WINED3DRS_WRAP5 :
3960 case WINED3DRS_WRAP6 :
3961 case WINED3DRS_WRAP7 :
3962 case WINED3DRS_WRAP8 :
3963 case WINED3DRS_WRAP9 :
3964 case WINED3DRS_WRAP10 :
3965 case WINED3DRS_WRAP11 :
3966 case WINED3DRS_WRAP12 :
3967 case WINED3DRS_WRAP13 :
3968 case WINED3DRS_WRAP14 :
3969 case WINED3DRS_WRAP15 :
3971 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
3972 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
3973 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
3974 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
3975 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
3977 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
3979 TRACE("(%p)->(%s,%ld) Texture wraping not yet supported\n",This, debug_d3drenderstate(State), Value);
3980 break;
3981 case WINED3DRS_MULTISAMPLEANTIALIAS :
3983 if (!GL_SUPPORT(ARB_MULTISAMPLE)) {
3984 TRACE("Multisample antialiasing not supported\n");
3985 break;
3988 if(Value) {
3989 glEnable(GL_MULTISAMPLE_ARB);
3990 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
3991 } else {
3992 glDisable(GL_MULTISAMPLE_ARB);
3993 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
3995 break;
3997 case WINED3DRS_SCISSORTESTENABLE :
3999 if(Value) {
4000 glEnable(GL_SCISSOR_TEST);
4001 checkGLcall("glEnable(GL_SCISSOR_TEST)");
4002 } else {
4003 glDisable(GL_SCISSOR_TEST);
4004 checkGLcall("glDisable(GL_SCISSOR_TEST)");
4006 break;
4008 case WINED3DRS_SLOPESCALEDEPTHBIAS :
4010 if(Value) {
4011 tmpvalue.d = Value;
4012 glEnable(GL_POLYGON_OFFSET_FILL);
4013 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
4014 glPolygonOffset(tmpvalue.f, *((float*)&This->stateBlock->renderState[WINED3DRS_DEPTHBIAS]));
4015 checkGLcall("glPolygonOffset(...)");
4016 } else {
4017 glDisable(GL_POLYGON_OFFSET_FILL);
4018 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
4020 break;
4022 case WINED3DRS_ANTIALIASEDLINEENABLE :
4024 if(Value) {
4025 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4026 glEnable(GL_BLEND);
4027 checkGLcall("glEnable(GL_BLEND)");
4028 glEnable(GL_LINE_SMOOTH);
4029 checkGLcall("glEnable(GL_LINE_SMOOTH)");
4030 } else {
4031 glDisable(GL_BLEND);
4032 checkGLcall("glDisable(GL_BLEND)");
4033 glDisable(GL_LINE_SMOOTH);
4034 checkGLcall("glDisable(GL_LINE_SMOOTH)");
4036 break;
4038 case WINED3DRS_TWOSIDEDSTENCILMODE :
4040 if(Value) {
4041 TRACE("Two-sided stencil mode enabled\n");
4042 } else {
4043 TRACE("Two-sided stencil mode disabled\n");
4045 break;
4047 case WINED3DRS_CCW_STENCILFAIL :
4048 case WINED3DRS_CCW_STENCILZFAIL :
4049 case WINED3DRS_CCW_STENCILPASS :
4051 GLint stencilFail;
4052 GLint depthFail;
4053 GLint stencilPass;
4055 GLint action = StencilOp(Value);
4057 glGetIntegerv(GL_STENCIL_BACK_FAIL, &stencilFail);
4058 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_FAIL, &depthFail);
4059 glGetIntegerv(GL_STENCIL_BACK_PASS_DEPTH_PASS, &stencilPass);
4061 if(WINED3DRS_CCW_STENCILFAIL == State) {
4062 stencilFail = action;
4064 else if(WINED3DRS_CCW_STENCILZFAIL == State) {
4065 depthFail = action;
4067 else if(WINED3DRS_CCW_STENCILPASS == State) {
4068 stencilPass = action;
4071 if(!This->stateBlock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE]) {
4072 #if 0 /* Don't use OpenGL 2.0 calls for now */
4073 if(GL_EXTCALL(glStencilOpSeparate)) {
4074 GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail, depthFail, stencilPass));
4075 checkGLcall("glStencilOpSeparate(GL_BACK,...)");
4077 else
4078 #endif
4079 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
4080 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
4081 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
4082 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
4083 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
4084 glStencilOp(stencilFail, depthFail, stencilPass);
4085 checkGLcall("glStencilOp(...)");
4087 else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
4088 GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail, depthFail, stencilPass));
4089 checkGLcall("glStencilOpSeparateATI(GL_BACK,...)");
4090 } else {
4091 TRACE("Separate stencil operation not supported on this version of opengl");
4092 glStencilOp(stencilFail, depthFail, stencilPass);
4093 checkGLcall("glStencilOp(...)");
4095 } else {
4096 glStencilOp(stencilFail, depthFail, stencilPass);
4097 checkGLcall("glStencilOp(...)");
4099 break;
4101 case WINED3DRS_CCW_STENCILFUNC :
4103 GLint func;
4104 GLint ref = This->stateBlock->renderState[WINED3DRS_STENCILREF];
4105 GLuint mask = This->stateBlock->renderState[WINED3DRS_STENCILMASK];
4107 func = GL_ALWAYS;
4108 switch ((D3DCMPFUNC)Value) {
4109 case D3DCMP_NEVER: func = GL_NEVER; break;
4110 case D3DCMP_LESS: func = GL_LESS; break;
4111 case D3DCMP_EQUAL: func = GL_EQUAL; break;
4112 case D3DCMP_LESSEQUAL: func = GL_LEQUAL; break;
4113 case D3DCMP_GREATER: func = GL_GREATER; break;
4114 case D3DCMP_NOTEQUAL: func = GL_NOTEQUAL; break;
4115 case D3DCMP_GREATEREQUAL: func = GL_GEQUAL; break;
4116 case D3DCMP_ALWAYS: func = GL_ALWAYS; break;
4117 default:
4118 FIXME("Unrecognized/Unhandled D3DCMPFUNC value %ld\n", Value);
4120 This->stencilfunc = func;
4121 if(!This->stateBlock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE]) {
4122 #if 0 /* Don't use OpenGL 2.0 calls for now */
4123 if(GL_EXTCALL(glStencilFuncSeparate)) {
4124 GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func, ref, mask));
4125 checkGLcall("glStencilFuncSeparate(GL_BACK,...)");
4127 else
4128 #endif
4129 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
4130 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
4131 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
4132 GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
4133 checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
4134 glStencilFunc(func, ref, mask);
4135 checkGLcall("glStencilFunc(...)");
4137 else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
4138 GL_EXTCALL(glStencilFuncSeparateATI(GL_BACK, func, ref, mask));
4139 checkGLcall("glStencilFuncSeparateATI(GL_BACK,...)");
4140 } else {
4141 TRACE("Separate stencil function not supported on this version of opengl");
4142 glStencilFunc(func, ref, mask);
4143 checkGLcall("glStencilFunc(...)");
4145 } else {
4146 glStencilFunc(func, ref, mask);
4147 checkGLcall("glStencilFunc(...)");
4149 break;
4151 case WINED3DRS_DEPTHBIAS :
4153 if(Value) {
4154 tmpvalue.d = Value;
4155 glEnable(GL_POLYGON_OFFSET_FILL);
4156 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
4157 glPolygonOffset(*((float*)&This->stateBlock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS]), tmpvalue.f);
4158 checkGLcall("glPolygonOffset(...)");
4159 } else {
4160 glDisable(GL_POLYGON_OFFSET_FILL);
4161 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
4163 break;
4166 case WINED3DRS_TEXTUREPERSPECTIVE :
4168 if (Value)
4169 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
4170 else
4171 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
4172 break;
4175 case WINED3DRS_STIPPLEDALPHA :
4177 if (Value)
4178 ERR(" Stippled Alpha not supported yet.\n");
4179 break;
4181 case WINED3DRS_ANTIALIAS :
4183 if (Value)
4184 ERR(" Antialias not supported yet.\n");
4185 break;
4187 default:
4188 FIXME("(%p)->(%s,%ld) not handled yet\n", This, debug_d3drenderstate(State), Value);
4191 LEAVE_GL();
4193 return WINED3D_OK;
4196 HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, D3DRENDERSTATETYPE State, DWORD *pValue) {
4197 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4198 TRACE("(%p) for State %d = %ld\n", This, State, This->stateBlock->renderState[State]);
4199 *pValue = This->stateBlock->renderState[State];
4200 return WINED3D_OK;
4203 /*****
4204 * Get / Set Sampler States
4205 * TODO: Verify against dx9 definitions
4206 *****/
4208 HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
4209 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4211 * SetSampler is designed to allow for more than the standard up to 8 textures
4212 * and Geforce has stopped supporting more than 6 standard textures in openGL.
4213 * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
4215 * http://developer.nvidia.com/object/General_FAQ.html#t6
4217 * There are two new settings for GForce
4218 * the sampler one:
4219 * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
4220 * and the texture one:
4221 * GL_MAX_TEXTURE_COORDS_ARB.
4222 * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
4223 ******************/
4224 /** NOTE: States are appled in IWineD3DBaseTextre ApplyStateChanges and IWineD3DDevice SetupTextureStates**/
4225 TRACE("(%p) Sampler(%ld), Type(%d) Value(%ld)\n",This, Sampler ,Type, Value);
4227 if(Sampler > GL_LIMITS(samplers) || Sampler < 0 || Type > WINED3D_HIGHEST_SAMPLER_STATE || Type < 0) {
4228 FIXME("out of range %d %d sampler %ld type %u\n", GL_LIMITS(samplers), WINED3D_HIGHEST_SAMPLER_STATE, Sampler, Type);
4229 return WINED3DERR_INVALIDCALL;
4231 TRACE("Setting sampler %ld %d to %ld\n", Sampler, Type, Value);
4232 This->updateStateBlock->samplerState[Sampler][Type] = Value;
4233 This->updateStateBlock->set.samplerState[Sampler][Type] = Value;
4234 This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
4236 /* Handle recording of state blocks */
4237 if (This->isRecordingState) {
4238 TRACE("Recording... not performing anything\n");
4239 return WINED3D_OK;
4242 return WINED3D_OK;
4245 HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
4246 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4247 /** TODO: check that sampler is in range **/
4248 *Value = This->updateStateBlock->samplerState[Sampler][Type];
4249 TRACE("(%p) : Sampler %ld Type %u Returning %ld\n", This, Sampler, Type, *Value);
4251 return WINED3D_OK;
4254 HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
4255 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4256 ENTER_GL();
4258 /** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
4259 TRACE("(%p)Setting new Scissor Rect to %ld:%ld-%ld:%ld\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
4260 glScissor(pRect->left, pRect->top, pRect->right - pRect->left, pRect->bottom - pRect->top);
4261 LEAVE_GL();
4263 return WINED3D_OK;
4266 HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
4267 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4268 GLint scissorBox[4];
4270 ENTER_GL();
4271 /** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
4272 glGetIntegerv(GL_SCISSOR_BOX, scissorBox);
4273 pRect->left = scissorBox[1];
4274 pRect->top = scissorBox[2];
4275 pRect->right = scissorBox[1] + scissorBox[3];
4276 pRect->bottom = scissorBox[2] + scissorBox[4];
4277 TRACE("(%p)Returning a Scissor Rect of %ld:%ld-%ld:%ld\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
4278 LEAVE_GL();
4279 return WINED3D_OK;
4282 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
4283 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4284 IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
4286 TRACE("(%p) : pDecl=%p\n", This, pDecl);
4288 This->updateStateBlock->vertexDecl = pDecl;
4289 This->updateStateBlock->changed.vertexDecl = TRUE;
4290 This->updateStateBlock->set.vertexDecl = TRUE;
4292 if (This->isRecordingState) {
4293 TRACE("Recording... not performing anything\n");
4296 if (NULL != pDecl) {
4297 IWineD3DVertexDeclaration_AddRef(pDecl);
4299 if (NULL != oldDecl) {
4300 IWineD3DVertexDeclaration_Release(oldDecl);
4302 return WINED3D_OK;
4305 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
4306 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4308 TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
4310 *ppDecl = This->stateBlock->vertexDecl;
4311 if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
4312 return WINED3D_OK;
4315 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
4316 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4317 IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
4319 This->updateStateBlock->vertexShader = pShader;
4320 This->updateStateBlock->changed.vertexShader = TRUE;
4321 This->updateStateBlock->set.vertexShader = TRUE;
4323 if (This->isRecordingState) {
4324 TRACE("Recording... not performing anything\n");
4327 if (NULL != pShader) {
4328 IWineD3DVertexShader_AddRef(pShader);
4330 if (NULL != oldShader) {
4331 IWineD3DVertexShader_Release(oldShader);
4334 if (pShader != NULL && ((IWineD3DVertexShaderImpl *)pShader)->vertexDeclaration != NULL) {
4335 TRACE("(%p) : setting vertexDeclaration(%p)\n", This, ((IWineD3DVertexShaderImpl *)pShader)->vertexDeclaration);
4336 IWineD3DDevice_SetVertexDeclaration(iface, ((IWineD3DVertexShaderImpl *)pShader)->vertexDeclaration);
4339 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
4341 * TODO: merge HAL shaders context switching from prototype
4343 return WINED3D_OK;
4346 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
4347 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4349 if (NULL == ppShader) {
4350 return WINED3DERR_INVALIDCALL;
4352 *ppShader = This->stateBlock->vertexShader;
4353 if( NULL != *ppShader)
4354 IWineD3DVertexShader_AddRef(*ppShader);
4356 TRACE("(%p) : returning %p\n", This, *ppShader);
4357 return WINED3D_OK;
4360 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
4361 IWineD3DDevice *iface,
4362 UINT start,
4363 CONST BOOL *srcData,
4364 UINT count) {
4366 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4367 int i, cnt = min(count, MAX_VSHADER_CONSTANTS - (start + 1));
4369 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
4370 iface, srcData, start, count);
4372 if (srcData == NULL || cnt < 0)
4373 return WINED3DERR_INVALIDCALL;
4375 memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
4377 for (i = start; i < cnt + start; ++i) {
4378 This->updateStateBlock->changed.vertexShaderConstantsB[i] = TRUE;
4379 This->updateStateBlock->set.vertexShaderConstantsB[i] = TRUE;
4382 return WINED3D_OK;
4385 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(
4386 IWineD3DDevice *iface,
4387 UINT start,
4388 BOOL *dstData,
4389 UINT count) {
4391 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4392 int cnt = min(count, MAX_VSHADER_CONSTANTS - (start + 1));
4394 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
4395 iface, dstData, start, count);
4397 if (dstData == NULL || cnt < 0)
4398 return WINED3DERR_INVALIDCALL;
4400 memcpy(dstData, &This->updateStateBlock->vertexShaderConstantB[start], cnt * sizeof(BOOL));
4401 return WINED3D_OK;
4404 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
4405 IWineD3DDevice *iface,
4406 UINT start,
4407 CONST int *srcData,
4408 UINT count) {
4410 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4411 int i, cnt = min(count, MAX_VSHADER_CONSTANTS - (start + 1));
4413 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
4414 iface, srcData, start, count);
4416 if (srcData == NULL || cnt < 0)
4417 return WINED3DERR_INVALIDCALL;
4419 memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
4421 for (i = start; i < cnt + start; ++i) {
4422 This->updateStateBlock->changed.vertexShaderConstantsI[i] = TRUE;
4423 This->updateStateBlock->set.vertexShaderConstantsI[i] = TRUE;
4426 return WINED3D_OK;
4429 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
4430 IWineD3DDevice *iface,
4431 UINT start,
4432 int *dstData,
4433 UINT count) {
4435 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4436 int cnt = min(count, MAX_VSHADER_CONSTANTS - (start + 1));
4438 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
4439 iface, dstData, start, count);
4441 if (dstData == NULL || cnt < 0)
4442 return WINED3DERR_INVALIDCALL;
4444 memcpy(dstData, &This->updateStateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4);
4445 return WINED3D_OK;
4448 HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
4449 IWineD3DDevice *iface,
4450 UINT start,
4451 CONST float *srcData,
4452 UINT count) {
4454 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4455 int i, cnt = min(count, MAX_VSHADER_CONSTANTS - (start + 1));
4457 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
4458 iface, srcData, start, count);
4460 if (srcData == NULL || cnt < 0)
4461 return WINED3DERR_INVALIDCALL;
4463 memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);
4465 for (i = start; i < cnt + start; ++i) {
4466 This->updateStateBlock->changed.vertexShaderConstantsF[i] = TRUE;
4467 This->updateStateBlock->set.vertexShaderConstantsF[i] = TRUE;
4470 return WINED3D_OK;
4473 HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
4474 IWineD3DDevice *iface,
4475 UINT start,
4476 float *dstData,
4477 UINT count) {
4479 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4480 int cnt = min(count, MAX_VSHADER_CONSTANTS - (start + 1));
4482 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
4483 iface, dstData, start, count);
4485 if (dstData == NULL || cnt < 0)
4486 return WINED3DERR_INVALIDCALL;
4488 memcpy(dstData, &This->updateStateBlock->vertexShaderConstantF[start * 4], cnt * sizeof(float) * 4);
4489 return WINED3D_OK;
4492 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
4493 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4494 IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
4495 This->updateStateBlock->pixelShader = pShader;
4496 This->updateStateBlock->changed.pixelShader = TRUE;
4497 This->updateStateBlock->set.pixelShader = TRUE;
4499 /* Handle recording of state blocks */
4500 if (This->isRecordingState) {
4501 TRACE("Recording... not performing anything\n");
4504 if (NULL != pShader) {
4505 IWineD3DPixelShader_AddRef(pShader);
4507 if (NULL != oldShader) {
4508 IWineD3DPixelShader_Release(oldShader);
4511 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
4513 * TODO: merge HAL shaders context switching from prototype
4515 return WINED3D_OK;
4518 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
4519 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4521 if (NULL == ppShader) {
4522 WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
4523 return WINED3DERR_INVALIDCALL;
4526 *ppShader = This->stateBlock->pixelShader;
4527 if (NULL != *ppShader) {
4528 IWineD3DPixelShader_AddRef(*ppShader);
4530 TRACE("(%p) : returning %p\n", This, *ppShader);
4531 return WINED3D_OK;
4534 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
4535 IWineD3DDevice *iface,
4536 UINT start,
4537 CONST BOOL *srcData,
4538 UINT count) {
4540 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4541 int i, cnt = min(count, MAX_PSHADER_CONSTANTS - (start + 1));
4543 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
4544 iface, srcData, start, count);
4546 if (srcData == NULL || cnt < 0)
4547 return WINED3DERR_INVALIDCALL;
4549 memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
4551 for (i = start; i < cnt + start; ++i) {
4552 This->updateStateBlock->changed.pixelShaderConstantsB[i] = TRUE;
4553 This->updateStateBlock->set.pixelShaderConstantsB[i] = TRUE;
4556 return WINED3D_OK;
4559 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
4560 IWineD3DDevice *iface,
4561 UINT start,
4562 BOOL *dstData,
4563 UINT count) {
4565 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4566 int cnt = min(count, MAX_PSHADER_CONSTANTS - (start + 1));
4568 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
4569 iface, dstData, start, count);
4571 if (dstData == NULL || cnt < 0)
4572 return WINED3DERR_INVALIDCALL;
4574 memcpy(dstData, &This->updateStateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
4575 return WINED3D_OK;
4578 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
4579 IWineD3DDevice *iface,
4580 UINT start,
4581 CONST int *srcData,
4582 UINT count) {
4584 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4585 int i, cnt = min(count, MAX_PSHADER_CONSTANTS - (start + 1));
4587 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
4588 iface, srcData, start, count);
4590 if (srcData == NULL || cnt < 0)
4591 return WINED3DERR_INVALIDCALL;
4593 memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
4595 for (i = start; i < cnt + start; ++i) {
4596 This->updateStateBlock->changed.pixelShaderConstantsI[i] = TRUE;
4597 This->updateStateBlock->set.pixelShaderConstantsI[i] = TRUE;
4600 return WINED3D_OK;
4603 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
4604 IWineD3DDevice *iface,
4605 UINT start,
4606 int *dstData,
4607 UINT count) {
4609 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4610 int cnt = min(count, MAX_PSHADER_CONSTANTS - (start + 1));
4612 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
4613 iface, dstData, start, count);
4615 if (dstData == NULL || cnt < 0)
4616 return WINED3DERR_INVALIDCALL;
4618 memcpy(dstData, &This->updateStateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
4619 return WINED3D_OK;
4622 HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
4623 IWineD3DDevice *iface,
4624 UINT start,
4625 CONST float *srcData,
4626 UINT count) {
4628 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4629 int i, cnt = min(count, MAX_PSHADER_CONSTANTS - (start + 1));
4631 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
4632 iface, srcData, start, count);
4634 if (srcData == NULL || cnt < 0)
4635 return WINED3DERR_INVALIDCALL;
4637 memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);
4639 for (i = start; i < cnt + start; ++i) {
4640 This->updateStateBlock->changed.pixelShaderConstantsF[i] = TRUE;
4641 This->updateStateBlock->set.pixelShaderConstantsF[i] = TRUE;
4644 return WINED3D_OK;
4647 HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
4648 IWineD3DDevice *iface,
4649 UINT start,
4650 float *dstData,
4651 UINT count) {
4653 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4654 int cnt = min(count, MAX_PSHADER_CONSTANTS - (start + 1));
4656 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
4657 iface, dstData, start, count);
4659 if (dstData == NULL || cnt < 0)
4660 return WINED3DERR_INVALIDCALL;
4662 memcpy(dstData, &This->updateStateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
4663 return WINED3D_OK;
4666 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
4667 static HRESULT
4668 process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount, WineDirect3DVertexStridedData *lpStrideData, DWORD SrcFVF, IWineD3DVertexBufferImpl *dest, DWORD dwFlags) {
4669 char *dest_ptr;
4670 unsigned int i;
4671 DWORD DestFVF = dest->fvf;
4672 D3DVIEWPORT9 vp;
4673 D3DMATRIX mat, proj_mat, view_mat, world_mat;
4674 BOOL doClip;
4675 int numTextures;
4677 if (SrcFVF & D3DFVF_NORMAL) {
4678 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
4681 if ( (SrcFVF & D3DFVF_POSITION_MASK) != D3DFVF_XYZ) {
4682 ERR("Source has no position mask\n");
4683 return WINED3DERR_INVALIDCALL;
4686 if (dest->resource.allocatedMemory == NULL) {
4687 ERR("Destination buffer has no memory allocated\n");
4688 return WINED3DERR_INVALIDCALL;
4691 /* Should I clip?
4692 * a) D3DRS_CLIPPING is enabled
4693 * b) WINED3DVOP_CLIP is passed
4695 if(This->stateBlock->renderState[WINED3DRS_CLIPPING]) {
4696 static BOOL warned = FALSE;
4698 * The clipping code is not quite correct. Some things need
4699 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
4700 * so disable clipping for now.
4701 * (The graphics in Half-Life are broken, and my processvertices
4702 * test crashes with IDirect3DDevice3)
4703 doClip = TRUE;
4705 doClip = FALSE;
4706 if(!warned) {
4707 warned = TRUE;
4708 FIXME("Clipping is broken and disabled for now\n");
4710 } else doClip = FALSE;
4711 dest_ptr = ((char *) dest->resource.allocatedMemory) + dwDestIndex * get_flexible_vertex_size(DestFVF);
4713 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
4714 D3DTS_VIEW,
4715 &view_mat);
4716 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
4717 D3DTS_PROJECTION,
4718 &proj_mat);
4719 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
4720 D3DTS_WORLDMATRIX(0),
4721 &world_mat);
4723 TRACE("View mat: \n");
4724 TRACE("%f %f %f %f\n", view_mat.u.s._11, view_mat.u.s._12, view_mat.u.s._13, view_mat.u.s._14); \
4725 TRACE("%f %f %f %f\n", view_mat.u.s._21, view_mat.u.s._22, view_mat.u.s._23, view_mat.u.s._24); \
4726 TRACE("%f %f %f %f\n", view_mat.u.s._31, view_mat.u.s._32, view_mat.u.s._33, view_mat.u.s._34); \
4727 TRACE("%f %f %f %f\n", view_mat.u.s._41, view_mat.u.s._42, view_mat.u.s._43, view_mat.u.s._44); \
4729 TRACE("Proj mat: \n");
4730 TRACE("%f %f %f %f\n", proj_mat.u.s._11, proj_mat.u.s._12, proj_mat.u.s._13, proj_mat.u.s._14); \
4731 TRACE("%f %f %f %f\n", proj_mat.u.s._21, proj_mat.u.s._22, proj_mat.u.s._23, proj_mat.u.s._24); \
4732 TRACE("%f %f %f %f\n", proj_mat.u.s._31, proj_mat.u.s._32, proj_mat.u.s._33, proj_mat.u.s._34); \
4733 TRACE("%f %f %f %f\n", proj_mat.u.s._41, proj_mat.u.s._42, proj_mat.u.s._43, proj_mat.u.s._44); \
4735 TRACE("World mat: \n");
4736 TRACE("%f %f %f %f\n", world_mat.u.s._11, world_mat.u.s._12, world_mat.u.s._13, world_mat.u.s._14); \
4737 TRACE("%f %f %f %f\n", world_mat.u.s._21, world_mat.u.s._22, world_mat.u.s._23, world_mat.u.s._24); \
4738 TRACE("%f %f %f %f\n", world_mat.u.s._31, world_mat.u.s._32, world_mat.u.s._33, world_mat.u.s._34); \
4739 TRACE("%f %f %f %f\n", world_mat.u.s._41, world_mat.u.s._42, world_mat.u.s._43, world_mat.u.s._44); \
4741 /* Get the viewport */
4742 IWineD3DDevice_GetViewport( (IWineD3DDevice *) This, &vp);
4743 TRACE("Viewport: X=%ld, Y=%ld, Width=%ld, Height=%ld, MinZ=%f, MaxZ=%f\n",
4744 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
4746 multiply_matrix(&mat,&view_mat,&world_mat);
4747 multiply_matrix(&mat,&proj_mat,&mat);
4749 numTextures = (DestFVF & D3DFVF_TEXCOUNT_MASK) >> D3DFVF_TEXCOUNT_SHIFT;
4751 for (i = 0; i < dwCount; i+= 1) {
4752 unsigned int tex_index;
4754 if ( ((DestFVF & D3DFVF_POSITION_MASK) == D3DFVF_XYZ ) ||
4755 ((DestFVF & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW ) ) {
4756 /* The position first */
4757 float *p =
4758 (float *) (((char *) lpStrideData->u.s.position.lpData) + i * lpStrideData->u.s.position.dwStride);
4759 float x, y, z, rhw;
4760 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
4762 /* Multiplication with world, view and projection matrix */
4763 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0 * mat.u.s._41);
4764 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0 * mat.u.s._42);
4765 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0 * mat.u.s._43);
4766 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0 * mat.u.s._44);
4768 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
4770 /* WARNING: The following things are taken from d3d7 and were not yet checked
4771 * against d3d8 or d3d9!
4774 /* Clipping conditions: From
4775 * http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/fixedfunction/viewportsclipping/clippingvolumes.asp
4777 * A vertex is clipped if it does not match the following requirements
4778 * -rhw < x <= rhw
4779 * -rhw < y <= rhw
4780 * 0 < z <= rhw
4781 * 0 < rhw ( Not in d3d7, but tested in d3d7)
4783 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
4784 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
4788 if( doClip == FALSE ||
4789 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
4790 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
4791 ( rhw > eps ) ) ) {
4793 /* "Normal" viewport transformation (not clipped)
4794 * 1) The values are divided trough rhw
4795 * 2) The y axis is negative, so multiply it with -1
4796 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
4797 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
4798 * 4) Multiply x with Width/2 and add Width/2
4799 * 5) The same for the height
4800 * 6) Add the viewpoint X and Y to the 2D coordinates and
4801 * The minimum Z value to z
4802 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
4804 * Well, basically it's simply a linear transformation into viewport
4805 * coordinates
4808 x /= rhw;
4809 y /= rhw;
4810 z /= rhw;
4812 y *= -1;
4814 x *= vp.Width / 2;
4815 y *= vp.Height / 2;
4816 z *= vp.MaxZ - vp.MinZ;
4818 x += vp.Width / 2 + vp.X;
4819 y += vp.Height / 2 + vp.Y;
4820 z += vp.MinZ;
4822 rhw = 1 / rhw;
4823 } else {
4824 /* That vertex got clipped
4825 * Contrary to OpenGL it is not dropped completely, it just
4826 * undergoes a different calculation.
4828 TRACE("Vertex got clipped\n");
4829 x += rhw;
4830 y += rhw;
4832 x /= 2;
4833 y /= 2;
4835 /* Msdn mentiones that Direct3D9 keeps a list of clipped vertices
4836 * outside of the main vertex buffer memory. That needs some more
4837 * investigation...
4841 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
4844 ( (float *) dest_ptr)[0] = x;
4845 ( (float *) dest_ptr)[1] = y;
4846 ( (float *) dest_ptr)[2] = z;
4847 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
4849 dest_ptr += 3 * sizeof(float);
4851 if((DestFVF & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW) {
4852 dest_ptr += sizeof(float);
4855 if (DestFVF & D3DFVF_PSIZE) {
4856 dest_ptr += sizeof(DWORD);
4858 if (DestFVF & D3DFVF_NORMAL) {
4859 float *normal =
4860 (float *) (((float *) lpStrideData->u.s.normal.lpData) + i * lpStrideData->u.s.normal.dwStride);
4861 /* AFAIK this should go into the lighting information */
4862 FIXME("Didn't expect the destination to have a normal\n");
4863 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
4866 if (DestFVF & D3DFVF_DIFFUSE) {
4867 DWORD *color_d =
4868 (DWORD *) (((char *) lpStrideData->u.s.diffuse.lpData) + i * lpStrideData->u.s.diffuse.dwStride);
4869 if(!color_d) {
4870 static BOOL warned = FALSE;
4872 if(warned == FALSE) {
4873 ERR("No diffuse color in source, but destination has one\n");
4874 warned = TRUE;
4877 *( (DWORD *) dest_ptr) = 0xffffffff;
4878 dest_ptr += sizeof(DWORD);
4880 else
4881 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
4884 if (DestFVF & D3DFVF_SPECULAR) {
4885 /* What's the color value in the feedback buffer? */
4886 DWORD *color_s =
4887 (DWORD *) (((char *) lpStrideData->u.s.specular.lpData) + i * lpStrideData->u.s.specular.dwStride);
4888 if(!color_s) {
4889 static BOOL warned = FALSE;
4891 if(warned == FALSE) {
4892 ERR("No specular color in source, but destination has one\n");
4893 warned = TRUE;
4896 *( (DWORD *) dest_ptr) = 0xFF000000;
4897 dest_ptr += sizeof(DWORD);
4899 else {
4900 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
4904 for (tex_index = 0; tex_index < numTextures; tex_index++) {
4905 float *tex_coord =
4906 (float *) (((char *) lpStrideData->u.s.texCoords[tex_index].lpData) +
4907 i * lpStrideData->u.s.texCoords[tex_index].dwStride);
4908 if(!tex_coord) {
4909 ERR("No source texture, but destination requests one\n");
4910 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
4912 else {
4913 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
4918 return WINED3D_OK;
4920 #undef copy_and_next
4922 HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexBuffer* pVertexDecl, DWORD Flags) {
4923 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4924 IWineD3DVertexBufferImpl *SrcImpl = (IWineD3DVertexBufferImpl *) pVertexDecl;
4925 WineDirect3DVertexStridedData strided;
4926 HRESULT hr;
4927 TRACE("(%p)->(%d,%d,%d,%p,%p,%ld\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
4929 hr = IWineD3DDevice_SetFVF(iface, SrcImpl->fvf);
4930 hr = IWineD3DDevice_SetStreamSource(iface, 0, pVertexDecl, get_flexible_vertex_size(SrcImpl->fvf) * SrcStartIndex, get_flexible_vertex_size(SrcImpl->fvf));
4932 memset(&strided, 0, sizeof(strided));
4933 primitiveConvertToStridedData(iface, &strided, 0);
4935 return process_vertices_strided(This, DestIndex, VertexCount, &strided, SrcImpl->fvf, (IWineD3DVertexBufferImpl *) pDestBuffer, Flags);
4938 /*****
4939 * Apply / Get / Set Texture Stage States
4940 * TODO: Verify against dx9 definitions
4941 *****/
4943 /* NOTE: It's expected that this function is going to be called lots of times with the same stage active, so make it the callers responsibility to GLACTIVETEXTURE(Stage) for better state management. Set the correct Texture unit active before calling ApplyTextureStageState */
4944 static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type) {
4945 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4946 DWORD Value = This->updateStateBlock->textureState[Stage][Type];
4947 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
4949 TRACE("(%p) : Stage=%ld, Type=%s(%d), Value=%ld\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
4951 /* Check that the stage is within limits */
4952 if (Stage >= GL_LIMITS(textures) || Stage < 0) {
4953 TRACE("Attempt to access invalid texture rejected\n");
4954 return;
4957 ENTER_GL();
4959 switch (Type) {
4960 case WINED3DTSS_ALPHAOP :
4961 case WINED3DTSS_COLOROP :
4962 /* nothing to do as moved to drawprim for now */
4963 break;
4964 case WINED3DTSS_ADDRESSW :
4965 #if 0 /* I'm not sure what D3D does about ADDRESSW appearing twice */
4966 if (Value < minLookup[WINELOOKUP_WARPPARAM] || Value > maxLookup[WINELOOKUP_WARPPARAM]) {
4967 FIXME("Unrecognized or unsupported D3DTADDRESS_* value %ld, state %d\n", Value, Type);
4969 } else {
4970 GLint wrapParm = stateLookup[WINELOOKUP_WARPPARAM][Value - minLookup[WINELOOKUP_WARPPARAM]];
4971 TRACE("Setting WRAP_R to %d for %x\n", wrapParm, This->stateBlock->textureDimensions[Stage]);
4972 glTexParameteri(This->stateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_R, wrapParm);
4973 checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_R, wrapParm)");
4975 #endif
4976 case WINED3DTSS_TEXCOORDINDEX :
4978 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive */
4980 /* FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
4981 one flag, you can still specify an index value, which the system uses to
4982 determine the texture wrapping mode.
4983 eg. SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION | 1 );
4984 means use the vertex position (camera-space) as the input texture coordinates
4985 for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
4986 state. We do not (yet) support the D3DRENDERSTATE_WRAPx values, nor tie them up
4987 to the TEXCOORDINDEX value */
4990 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
4992 switch (Value & 0xFFFF0000) {
4993 case D3DTSS_TCI_PASSTHRU:
4994 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
4995 glDisable(GL_TEXTURE_GEN_S);
4996 glDisable(GL_TEXTURE_GEN_T);
4997 glDisable(GL_TEXTURE_GEN_R);
4998 glDisable(GL_TEXTURE_GEN_Q);
4999 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
5000 break;
5002 case D3DTSS_TCI_CAMERASPACEPOSITION:
5003 /* CameraSpacePosition means use the vertex position, transformed to camera space,
5004 as the input texture coordinates for this stage's texture transformation. This
5005 equates roughly to EYE_LINEAR */
5007 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
5008 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
5009 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
5010 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
5011 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
5013 glMatrixMode(GL_MODELVIEW);
5014 glPushMatrix();
5015 glLoadIdentity();
5016 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
5017 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
5018 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
5019 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
5020 glPopMatrix();
5022 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
5023 glEnable(GL_TEXTURE_GEN_S);
5024 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
5025 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
5026 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
5027 glEnable(GL_TEXTURE_GEN_T);
5028 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
5029 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
5030 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
5031 glEnable(GL_TEXTURE_GEN_R);
5032 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
5033 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
5034 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
5036 break;
5038 case D3DTSS_TCI_CAMERASPACENORMAL:
5040 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
5041 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
5042 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
5043 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
5044 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
5045 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
5047 glMatrixMode(GL_MODELVIEW);
5048 glPushMatrix();
5049 glLoadIdentity();
5050 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
5051 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
5052 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
5053 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
5054 glPopMatrix();
5056 glEnable(GL_TEXTURE_GEN_S);
5057 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
5058 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
5059 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
5060 glEnable(GL_TEXTURE_GEN_T);
5061 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
5062 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
5063 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
5064 glEnable(GL_TEXTURE_GEN_R);
5065 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
5066 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
5067 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
5070 break;
5072 case D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
5074 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
5075 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
5076 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
5077 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
5078 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
5079 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
5081 glMatrixMode(GL_MODELVIEW);
5082 glPushMatrix();
5083 glLoadIdentity();
5084 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
5085 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
5086 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
5087 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
5088 glPopMatrix();
5090 glEnable(GL_TEXTURE_GEN_S);
5091 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
5092 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
5093 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
5094 glEnable(GL_TEXTURE_GEN_T);
5095 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
5096 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
5097 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
5098 glEnable(GL_TEXTURE_GEN_R);
5099 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
5100 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
5101 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
5104 break;
5106 /* Unhandled types: */
5107 default:
5108 /* Todo: */
5109 /* ? disable GL_TEXTURE_GEN_n ? */
5110 glDisable(GL_TEXTURE_GEN_S);
5111 glDisable(GL_TEXTURE_GEN_T);
5112 glDisable(GL_TEXTURE_GEN_R);
5113 glDisable(GL_TEXTURE_GEN_Q);
5114 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %lx\n", Value);
5115 break;
5118 break;
5120 /* Unhandled */
5121 case WINED3DTSS_TEXTURETRANSFORMFLAGS :
5122 set_texture_matrix((float *)&This->stateBlock->transforms[D3DTS_TEXTURE0 + Stage].u.m[0][0], Value, (This->stateBlock->textureState[Stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != D3DTSS_TCI_PASSTHRU);
5123 break;
5125 case WINED3DTSS_BUMPENVMAT00 :
5126 case WINED3DTSS_BUMPENVMAT01 :
5127 TRACE("BUMPENVMAT0%u Stage=%ld, Type=%d, Value =%ld\n", Type - WINED3DTSS_BUMPENVMAT00, Stage, Type, Value);
5128 break;
5129 case WINED3DTSS_BUMPENVMAT10 :
5130 case WINED3DTSS_BUMPENVMAT11 :
5131 TRACE("BUMPENVMAT1%u Stage=%ld, Type=%d, Value =%ld\n", Type - WINED3DTSS_BUMPENVMAT10, Stage, Type, Value);
5132 break;
5134 case WINED3DTSS_BUMPENVLSCALE :
5135 TRACE("BUMPENVLSCALE Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
5136 break;
5138 case WINED3DTSS_BUMPENVLOFFSET :
5139 TRACE("BUMPENVLOFFSET Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
5140 break;
5142 case WINED3DTSS_RESULTARG :
5143 TRACE("RESULTARG Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
5144 break;
5146 default:
5147 /* Put back later: FIXME("(%p) : stub, Stage=%ld, Type=%d, Value =%ld\n", This, Stage, Type, Value); */
5148 TRACE("Still a stub, Stage=%ld, Type=%d, Value =%ld\n", Stage, Type, Value);
5151 LEAVE_GL();
5153 return;
5156 /*****
5157 * Get / Set Texture Stage States
5158 * TODO: Verify against dx9 definitions
5159 *****/
5160 HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
5161 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5163 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
5165 TRACE("(%p) : Stage=%ld, Type=%s(%d), Value=%ld\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
5167 /* Reject invalid texture units */
5168 if (Stage >= GL_LIMITS(textures)) {
5169 TRACE("Attempt to access invalid texture rejected\n");
5170 return WINED3DERR_INVALIDCALL;
5173 This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
5174 This->updateStateBlock->set.textureState[Stage][Type] = TRUE;
5175 This->updateStateBlock->textureState[Stage][Type] = Value;
5177 return WINED3D_OK;
5180 HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
5181 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5182 TRACE("(%p) : requesting Stage %ld, Type %d getting %ld\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
5183 *pValue = This->updateStateBlock->textureState[Stage][Type];
5184 return WINED3D_OK;
5187 /*****
5188 * Get / Set Texture
5189 *****/
5190 HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
5192 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5193 IWineD3DBaseTexture *oldTexture;
5195 oldTexture = This->updateStateBlock->textures[Stage];
5196 TRACE("(%p) : Stage(%ld), Texture (%p)\n", This, Stage, pTexture);
5198 #if 0 /* TODO: check so vertex textures */
5199 if (Stage >= D3DVERTEXTEXTURESAMPLER && Stage <= D3DVERTEXTEXTURESAMPLER3){
5200 This->updateStateBlock->vertexTextures[Stage - D3DVERTEXTEXTURESAMPLER] = pTexture;
5201 return WINED3D_OK;
5203 #endif
5205 /* Reject invalid texture units */
5206 if (Stage >= GL_LIMITS(textures) || Stage < 0) {
5207 WARN("Attempt to access invalid texture rejected\n");
5208 return WINED3DERR_INVALIDCALL;
5211 if(pTexture != NULL) {
5212 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH;
5214 if(((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH) {
5215 WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
5216 return WINED3DERR_INVALIDCALL;
5220 oldTexture = This->updateStateBlock->textures[Stage];
5221 TRACE("GL_LIMITS %d\n",GL_LIMITS(textures));
5222 TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
5224 This->updateStateBlock->set.textures[Stage] = TRUE;
5225 This->updateStateBlock->changed.textures[Stage] = TRUE;
5226 TRACE("(%p) : setting new texture to %p\n", This, pTexture);
5227 This->updateStateBlock->textures[Stage] = pTexture;
5229 /* Handle recording of state blocks */
5230 if (This->isRecordingState) {
5231 TRACE("Recording... not performing anything\n");
5232 return WINED3D_OK;
5235 /** NOTE: MSDN says that setTexture increases the reference count,
5236 * and the the application nust set the texture back to null (or have a leaky application),
5237 * This means we should pass the refcount up to the parent
5238 *******************************/
5239 if (NULL != This->updateStateBlock->textures[Stage]) {
5240 IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
5243 if (NULL != oldTexture) {
5244 IWineD3DBaseTexture_Release(oldTexture);
5247 /* Reset color keying */
5248 if(Stage == 0 && This->stateBlock->renderState[WINED3DRS_COLORKEYENABLE]) {
5249 BOOL enable_ckey = FALSE;
5251 if(pTexture) {
5252 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)pTexture)->surfaces[0];
5253 if(surf->CKeyFlags & DDSD_CKSRCBLT) enable_ckey = TRUE;
5256 if(enable_ckey) {
5257 glAlphaFunc(GL_NOTEQUAL, 0.0);
5258 checkGLcall("glAlphaFunc");
5262 return WINED3D_OK;
5265 HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
5266 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5267 TRACE("(%p) : (%ld /* Stage */,%p /* ppTexture */)\n", This, Stage, ppTexture);
5269 /* Reject invalid texture units */
5270 if (Stage >= GL_LIMITS(textures)) {
5271 TRACE("Attempt to access invalid texture rejected\n");
5272 return WINED3DERR_INVALIDCALL;
5274 *ppTexture=This->updateStateBlock->textures[Stage];
5275 if (*ppTexture)
5276 IWineD3DBaseTexture_AddRef(*ppTexture);
5277 else
5278 return WINED3DERR_INVALIDCALL;
5279 return WINED3D_OK;
5282 /*****
5283 * Get Back Buffer
5284 *****/
5285 HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, WINED3DBACKBUFFER_TYPE Type,
5286 IWineD3DSurface **ppBackBuffer) {
5287 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5288 IWineD3DSwapChain *swapChain;
5289 HRESULT hr;
5291 TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
5293 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
5294 if (hr == WINED3D_OK) {
5295 hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
5296 IWineD3DSwapChain_Release(swapChain);
5297 } else {
5298 *ppBackBuffer = NULL;
5300 return hr;
5303 HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
5304 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5305 WARN("(%p) : stub, calling idirect3d for now\n", This);
5306 return IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
5309 HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
5310 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5311 IWineD3DSwapChain *swapChain;
5312 HRESULT hr;
5314 if(iSwapChain > 0) {
5315 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5316 if (hr == WINED3D_OK) {
5317 hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
5318 IWineD3DSwapChain_Release(swapChain);
5319 } else {
5320 FIXME("(%p) Error getting display mode\n", This);
5322 } else {
5323 /* Don't read the real display mode,
5324 but return the stored mode instead. X11 can't change the color
5325 depth, and some apps are pretty angry if they SetDisplayMode from
5326 24 to 16 bpp and find out that GetDisplayMode still returns 24 bpp
5328 Also don't relay to the swapchain because with ddraw it's possible
5329 that there isn't a swapchain at all */
5330 pMode->Width = This->ddraw_width;
5331 pMode->Height = This->ddraw_height;
5332 pMode->Format = This->ddraw_format;
5333 pMode->RefreshRate = 0;
5334 hr = WINED3D_OK;
5337 return hr;
5340 HRESULT WINAPI IWineD3DDeviceImpl_SetHWND(IWineD3DDevice *iface, HWND hWnd) {
5341 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5342 TRACE("(%p)->(%p)\n", This, hWnd);
5344 This->ddraw_window = hWnd;
5345 return WINED3D_OK;
5348 HRESULT WINAPI IWineD3DDeviceImpl_GetHWND(IWineD3DDevice *iface, HWND *hWnd) {
5349 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5350 TRACE("(%p)->(%p)\n", This, hWnd);
5352 *hWnd = This->ddraw_window;
5353 return WINED3D_OK;
5356 /*****
5357 * Stateblock related functions
5358 *****/
5360 HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
5361 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5362 IWineD3DStateBlockImpl *object;
5363 TRACE("(%p)", This);
5365 if (This->isRecordingState) {
5366 return WINED3DERR_INVALIDCALL;
5369 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
5370 if (NULL == object ) {
5371 FIXME("(%p)Error allocating memory for stateblock\n", This);
5372 return E_OUTOFMEMORY;
5374 TRACE("(%p) creted object %p\n", This, object);
5375 object->wineD3DDevice= This;
5376 /** FIXME: object->parent = parent; **/
5377 object->parent = NULL;
5378 object->blockType = WINED3DSBT_ALL;
5379 object->ref = 1;
5380 object->lpVtbl = &IWineD3DStateBlock_Vtbl;
5382 IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
5383 This->updateStateBlock = object;
5384 This->isRecordingState = TRUE;
5386 TRACE("(%p) recording stateblock %p\n",This , object);
5387 return WINED3D_OK;
5390 HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
5391 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5393 if (!This->isRecordingState) {
5394 FIXME("(%p) not recording! returning error\n", This);
5395 *ppStateBlock = NULL;
5396 return WINED3DERR_INVALIDCALL;
5399 *ppStateBlock = (IWineD3DStateBlock*)This->updateStateBlock;
5400 This->isRecordingState = FALSE;
5401 This->updateStateBlock = This->stateBlock;
5402 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
5403 /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
5404 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
5405 return WINED3D_OK;
5408 /*****
5409 * Scene related functions
5410 *****/
5411 HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
5412 /* At the moment we have no need for any functionality at the beginning
5413 of a scene */
5414 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5415 TRACE("(%p) : stub\n", This);
5416 return WINED3D_OK;
5419 HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
5420 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5421 TRACE("(%p)\n", This);
5422 ENTER_GL();
5423 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
5424 glFlush();
5425 checkGLcall("glFlush");
5427 TRACE("End Scene\n");
5428 if(This->renderTarget != NULL) {
5430 /* If the container of the rendertarget is a texture then we need to save the data from the pbuffer */
5431 IUnknown *targetContainer = NULL;
5432 if (WINED3D_OK == IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DBaseTexture, (void **)&targetContainer)
5433 || WINED3D_OK == IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DDevice, (void **)&targetContainer)) {
5434 TRACE("(%p) : Texture rendertarget %p\n", This ,This->renderTarget);
5435 /** always dirtify for now. we must find a better way to see that surface have been modified
5436 (Modifications should will only occur via draw-primitive, but we do need better locking
5437 switching to render-to-texture should remove the overhead though.
5439 IWineD3DSurface_SetPBufferState(This->renderTarget, TRUE /* inPBuffer */, FALSE /* inTexture */);
5440 IWineD3DSurface_AddDirtyRect(This->renderTarget, NULL);
5441 IWineD3DSurface_PreLoad(This->renderTarget);
5442 IWineD3DSurface_SetPBufferState(This->renderTarget, FALSE /* inPBuffer */, FALSE /* inTexture */);
5443 IUnknown_Release(targetContainer);
5446 This->sceneEnded = TRUE;
5447 LEAVE_GL();
5448 return WINED3D_OK;
5451 HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
5452 CONST RECT* pSourceRect, CONST RECT* pDestRect,
5453 HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
5454 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5455 IWineD3DSwapChain *swapChain = NULL;
5456 int i;
5457 int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
5459 TRACE("(%p) Presenting the frame\n", This);
5461 for(i = 0 ; i < swapchains ; i ++) {
5463 IWineD3DDeviceImpl_GetSwapChain(iface, i , (IWineD3DSwapChain **)&swapChain);
5464 TRACE("presentinng chain %d, %p\n", i, swapChain);
5465 IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
5466 IWineD3DSwapChain_Release(swapChain);
5469 return WINED3D_OK;
5472 HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST D3DRECT* pRects,
5473 DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil) {
5474 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5476 /* TODO: From MSDN This method fails if you specify the D3DCLEAR_ZBUFFER or D3DCLEAR_STENCIL flags when the
5477 render target does not have an attached depth buffer. Similarly, if you specify the D3DCLEAR_STENCIL flag
5478 when the depth-buffer format does not contain stencil buffer information, this method fails. */
5479 GLbitfield glMask = 0;
5480 GLboolean old_ztest;
5481 GLfloat old_z_clear_value;
5482 GLint old_stencil_clear_value;
5483 GLfloat old_color_clear_value[4];
5484 unsigned int i;
5485 CONST D3DRECT* curRect;
5487 TRACE("(%p) Count (%ld), pRects (%p), Flags (%lx), Z (%f), Stencil (%ld)\n", This,
5488 Count, pRects, Flags, Z, Stencil);
5490 ENTER_GL();
5492 glEnable(GL_SCISSOR_TEST);
5493 checkGLcall("glEnable GL_SCISSOR_TEST");
5495 if (Count > 0 && pRects) {
5496 curRect = pRects;
5497 } else {
5498 curRect = NULL;
5501 /* Only set the values up once, as they are not changing */
5502 if (Flags & D3DCLEAR_STENCIL) {
5503 glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &old_stencil_clear_value);
5504 glClearStencil(Stencil);
5505 checkGLcall("glClearStencil");
5506 glMask = glMask | GL_STENCIL_BUFFER_BIT;
5507 glStencilMask(0xFFFFFFFF);
5510 if (Flags & D3DCLEAR_ZBUFFER) {
5511 glGetBooleanv(GL_DEPTH_WRITEMASK, &old_ztest);
5512 glDepthMask(GL_TRUE);
5513 glGetFloatv(GL_DEPTH_CLEAR_VALUE, &old_z_clear_value);
5514 glClearDepth(Z);
5515 checkGLcall("glClearDepth");
5516 glMask = glMask | GL_DEPTH_BUFFER_BIT;
5519 if (Flags & D3DCLEAR_TARGET) {
5520 TRACE("Clearing screen with glClear to color %lx\n", Color);
5521 glGetFloatv(GL_COLOR_CLEAR_VALUE, old_color_clear_value);
5522 glClearColor(D3DCOLOR_R(Color),
5523 D3DCOLOR_G(Color),
5524 D3DCOLOR_B(Color),
5525 D3DCOLOR_A(Color));
5526 checkGLcall("glClearColor");
5528 /* Clear ALL colors! */
5529 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
5530 glMask = glMask | GL_COLOR_BUFFER_BIT;
5533 /* Now process each rect in turn */
5534 for (i = 0; i < Count || i == 0; i++) {
5536 if (curRect) {
5537 /* Note gl uses lower left, width/height */
5538 TRACE("(%p) %p Rect=(%ld,%ld)->(%ld,%ld) glRect=(%ld,%ld), len=%ld, hei=%ld\n", This, curRect,
5539 curRect->x1, curRect->y1, curRect->x2, curRect->y2,
5540 curRect->x1, (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - curRect->y2),
5541 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
5542 glScissor(curRect->x1, (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - curRect->y2),
5543 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
5544 checkGLcall("glScissor");
5545 } else {
5546 glScissor(This->stateBlock->viewport.X,
5547 (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height -
5548 (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
5549 This->stateBlock->viewport.Width,
5550 This->stateBlock->viewport.Height);
5551 checkGLcall("glScissor");
5554 /* Clear the selected rectangle (or full screen) */
5555 glClear(glMask);
5556 checkGLcall("glClear");
5558 /* Step to the next rectangle */
5559 if (curRect) curRect = curRect + sizeof(D3DRECT);
5562 /* Restore the old values (why..?) */
5563 if (Flags & D3DCLEAR_STENCIL) {
5564 glClearStencil(old_stencil_clear_value);
5565 glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
5567 if (Flags & D3DCLEAR_ZBUFFER) {
5568 glDepthMask(old_ztest);
5569 glClearDepth(old_z_clear_value);
5571 if (Flags & D3DCLEAR_TARGET) {
5572 glClearColor(old_color_clear_value[0],
5573 old_color_clear_value[1],
5574 old_color_clear_value[2],
5575 old_color_clear_value[3]);
5576 glColorMask(This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
5577 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
5578 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
5579 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & D3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
5582 glDisable(GL_SCISSOR_TEST);
5583 checkGLcall("glDisable");
5584 LEAVE_GL();
5586 return WINED3D_OK;
5589 /*****
5590 * Drawing functions
5591 *****/
5592 HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
5593 UINT PrimitiveCount) {
5595 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5596 This->stateBlock->streamIsUP = FALSE;
5598 TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
5599 debug_d3dprimitivetype(PrimitiveType),
5600 StartVertex, PrimitiveCount);
5601 drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, 0/* NumVertices */, -1 /* indxStart */,
5602 0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */, NULL);
5605 return WINED3D_OK;
5608 /* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
5609 HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
5610 D3DPRIMITIVETYPE PrimitiveType,
5611 INT baseVIndex, UINT minIndex,
5612 UINT NumVertices, UINT startIndex, UINT primCount) {
5614 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5615 UINT idxStride = 2;
5616 IWineD3DIndexBuffer *pIB;
5617 WINED3DINDEXBUFFER_DESC IdxBufDsc;
5619 pIB = This->stateBlock->pIndexData;
5620 This->stateBlock->streamIsUP = FALSE;
5622 TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, baseVidx=%d, countP=%d\n", This,
5623 PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
5624 minIndex, NumVertices, startIndex, baseVIndex, primCount);
5626 IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
5627 if (IdxBufDsc.Format == WINED3DFMT_INDEX16) {
5628 idxStride = 2;
5629 } else {
5630 idxStride = 4;
5633 drawPrimitive(iface, PrimitiveType, primCount, baseVIndex, NumVertices, startIndex,
5634 idxStride, ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex, NULL);
5636 return WINED3D_OK;
5639 HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType,
5640 UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
5641 UINT VertexStreamZeroStride) {
5642 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5644 TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
5645 debug_d3dprimitivetype(PrimitiveType),
5646 PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
5648 /* release the stream source */
5649 if (This->stateBlock->streamSource[0] != NULL) {
5650 IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
5653 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
5654 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
5655 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
5656 This->stateBlock->streamIsUP = TRUE;
5658 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* start vertex */, 0 /* NumVertices */,
5659 0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */, NULL);
5661 /* MSDN specifies stream zero settings must be set to NULL */
5662 This->stateBlock->streamStride[0] = 0;
5663 This->stateBlock->streamSource[0] = NULL;
5665 /*stream zero settings set to null at end, as per the msdn */
5666 return WINED3D_OK;
5669 HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType,
5670 UINT MinVertexIndex, UINT NumVertices,
5671 UINT PrimitiveCount, CONST void* pIndexData,
5672 WINED3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
5673 UINT VertexStreamZeroStride) {
5674 int idxStride;
5675 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5677 TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
5678 This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
5679 MinVertexIndex, NumVertices, PrimitiveCount, pIndexData,
5680 IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
5682 if (IndexDataFormat == WINED3DFMT_INDEX16) {
5683 idxStride = 2;
5684 } else {
5685 idxStride = 4;
5688 /* release the stream and index data */
5689 if (This->stateBlock->streamSource[0] != NULL) {
5690 IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
5692 if (This->stateBlock->pIndexData) {
5693 IWineD3DIndexBuffer_Release(This->stateBlock->pIndexData);
5696 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
5697 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
5698 This->stateBlock->streamIsUP = TRUE;
5699 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
5701 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex, NULL);
5703 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
5704 This->stateBlock->streamSource[0] = NULL;
5705 This->stateBlock->streamStride[0] = 0;
5706 This->stateBlock->pIndexData = NULL;
5708 return WINED3D_OK;
5711 HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) {
5713 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, 0, NULL, 0, DrawPrimStrideData);
5714 return WINED3D_OK;
5716 /* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
5717 HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
5718 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5719 HRESULT hr = WINED3D_OK;
5720 WINED3DRESOURCETYPE sourceType;
5721 WINED3DRESOURCETYPE destinationType;
5722 int i ,levels;
5724 /* TODO: think about moving the code into IWineD3DBaseTexture */
5726 TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
5728 /* verify that the source and destination textures aren't NULL */
5729 if (NULL == pSourceTexture || NULL == pDestinationTexture) {
5730 WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning WINED3DERR_INVALIDCALL\n",
5731 This, pSourceTexture, pDestinationTexture);
5732 hr = WINED3DERR_INVALIDCALL;
5735 if (pSourceTexture == pDestinationTexture) {
5736 WARN("(%p) : source (%p) and destination (%p) textures must be different, returning WINED3DERR_INVALIDCALL\n",
5737 This, pSourceTexture, pDestinationTexture);
5738 hr = WINED3DERR_INVALIDCALL;
5740 /* Verify that the source and destination textures are the same type */
5741 sourceType = IWineD3DBaseTexture_GetType(pSourceTexture);
5742 destinationType = IWineD3DBaseTexture_GetType(pDestinationTexture);
5744 if (sourceType != destinationType) {
5745 WARN("(%p) Sorce and destination types must match, returning WINED3DERR_INVALIDCALL\n",
5746 This);
5747 hr = WINED3DERR_INVALIDCALL;
5750 /* check that both textures have the identical numbers of levels */
5751 if (IWineD3DBaseTexture_GetLevelCount(pDestinationTexture) != IWineD3DBaseTexture_GetLevelCount(pSourceTexture)) {
5752 WARN("(%p) : source (%p) and destination (%p) textures must have identicle numbers of levels, returning WINED3DERR_INVALIDCALL\n", This, pSourceTexture, pDestinationTexture);
5753 hr = WINED3DERR_INVALIDCALL;
5756 if (WINED3D_OK == hr) {
5758 /* Make sure that the destination texture is loaded */
5759 IWineD3DBaseTexture_PreLoad(pDestinationTexture);
5761 /* Update every surface level of the texture */
5762 levels = IWineD3DBaseTexture_GetLevelCount(pDestinationTexture);
5764 switch (sourceType) {
5765 case WINED3DRTYPE_TEXTURE:
5767 IWineD3DSurface *srcSurface;
5768 IWineD3DSurface *destSurface;
5770 for (i = 0 ; i < levels ; ++i) {
5771 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pSourceTexture, i, &srcSurface);
5772 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pDestinationTexture, i, &destSurface);
5773 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
5774 IWineD3DSurface_Release(srcSurface);
5775 IWineD3DSurface_Release(destSurface);
5776 if (WINED3D_OK != hr) {
5777 WARN("(%p) : Call to update surface failed\n", This);
5778 return hr;
5782 break;
5783 case WINED3DRTYPE_CUBETEXTURE:
5785 IWineD3DSurface *srcSurface;
5786 IWineD3DSurface *destSurface;
5787 WINED3DCUBEMAP_FACES faceType;
5789 for (i = 0 ; i < levels ; ++i) {
5790 /* Update each cube face */
5791 for (faceType = D3DCUBEMAP_FACE_POSITIVE_X; faceType <= D3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
5792 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
5793 if (WINED3D_OK != hr) {
5794 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
5795 } else {
5796 TRACE("Got srcSurface %p\n", srcSurface);
5798 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pDestinationTexture, faceType, i, &destSurface);
5799 if (WINED3D_OK != hr) {
5800 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
5801 } else {
5802 TRACE("Got desrSurface %p\n", destSurface);
5804 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
5805 IWineD3DSurface_Release(srcSurface);
5806 IWineD3DSurface_Release(destSurface);
5807 if (WINED3D_OK != hr) {
5808 WARN("(%p) : Call to update surface failed\n", This);
5809 return hr;
5814 break;
5815 #if 0 /* TODO: Add support for volume textures */
5816 case WINED3DRTYPE_VOLUMETEXTURE:
5818 IWineD3DVolume srcVolume = NULL;
5819 IWineD3DSurface destVolume = NULL;
5821 for (i = 0 ; i < levels ; ++i) {
5822 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pSourceTexture, i, &srcVolume);
5823 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pDestinationTexture, i, &destVolume);
5824 hr = IWineD3DFoo_UpdateVolume(iface, srcVolume, NULL, destVolume, NULL);
5825 IWineD3DVolume_Release(srcSurface);
5826 IWineD3DVolume_Release(destSurface);
5827 if (WINED3D_OK != hr) {
5828 WARN("(%p) : Call to update volume failed\n", This);
5829 return hr;
5833 break;
5834 #endif
5835 default:
5836 FIXME("(%p) : Unsupported source and destination type\n", This);
5837 hr = WINED3DERR_INVALIDCALL;
5841 return hr;
5844 HRESULT WINAPI IWineD3DDeviceImpl_StretchRect(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface,
5845 CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface,
5846 CONST RECT* pDestRect, WINED3DTEXTUREFILTERTYPE Filter) {
5847 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5849 TRACE("(%p) : stub\n", This);
5850 return WINED3D_OK;
5852 HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTargetData(IWineD3DDevice *iface, IWineD3DSurface *pRenderTarget, IWineD3DSurface *pSurface) {
5853 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5854 /** TODO: remove remove casts to IWineD3DSurfaceImpl *
5855 * NOTE It may be best to move the code into surface to occomplish this
5856 ****************************************/
5858 WINED3DSURFACE_DESC surfaceDesc;
5859 unsigned int surfaceWidth, surfaceHeight;
5860 glDescriptor *targetGlDescription = NULL;
5861 glDescriptor *surfaceGlDescription = NULL;
5862 IWineD3DSwapChainImpl *container = NULL;
5864 IWineD3DSurface_GetGlDesc(pRenderTarget, &targetGlDescription);
5865 IWineD3DSurface_GetGlDesc(pSurface, &surfaceGlDescription);
5866 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
5868 surfaceDesc.Width = &surfaceWidth;
5869 surfaceDesc.Height = &surfaceHeight;
5870 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
5871 /* check to see if it's the backbuffer or the frontbuffer being requested (to make sure the data is up to date)*/
5873 /* Ok, I may need to setup some kind of active swapchain reference on the device */
5874 IWineD3DSurface_GetContainer(pRenderTarget, &IID_IWineD3DSwapChain, (void **)&container);
5875 ENTER_GL();
5876 /* TODO: opengl Context switching for swapchains etc... */
5877 if (NULL != container || pRenderTarget == This->renderTarget || pRenderTarget == This->depthStencilBuffer) {
5878 if (NULL != container && (pRenderTarget == container->backBuffer)) {
5879 glReadBuffer(GL_BACK);
5880 vcheckGLcall("glReadBuffer(GL_BACK)");
5881 } else if ((NULL != container && (pRenderTarget == container->frontBuffer)) || (pRenderTarget == This->renderTarget)) {
5882 glReadBuffer(GL_FRONT);
5883 vcheckGLcall("glReadBuffer(GL_FRONT)");
5884 } else if (pRenderTarget == This->depthStencilBuffer) {
5885 FIXME("Reading of depthstencil not yet supported\n");
5888 glReadPixels(surfaceGlDescription->target,
5889 surfaceGlDescription->level,
5890 surfaceWidth,
5891 surfaceHeight,
5892 surfaceGlDescription->glFormat,
5893 surfaceGlDescription->glType,
5894 (void *)IWineD3DSurface_GetData(pSurface));
5895 vcheckGLcall("glReadPixels(...)");
5896 if(NULL != container ){
5897 IWineD3DSwapChain_Release((IWineD3DSwapChain*) container);
5899 } else {
5900 IWineD3DBaseTexture *container;
5901 GLenum textureDimensions = GL_TEXTURE_2D;
5903 if (WINED3D_OK == IWineD3DSurface_GetContainer(pSurface, &IID_IWineD3DBaseTexture, (void **)&container)) {
5904 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(container);
5905 IWineD3DBaseTexture_Release(container);
5907 /* TODO: 2D -> Cube surface coppies etc.. */
5908 if (surfaceGlDescription->target != textureDimensions) {
5909 FIXME("(%p) : Texture dimension mismatch\n", This);
5911 glEnable(textureDimensions);
5912 vcheckGLcall("glEnable(GL_TEXTURE_...)");
5913 /* FIXME: this isn't correct, it need to add a dirty rect if nothing else... */
5914 glBindTexture(targetGlDescription->target, targetGlDescription->textureName);
5915 vcheckGLcall("glBindTexture");
5916 glGetTexImage(surfaceGlDescription->target,
5917 surfaceGlDescription->level,
5918 surfaceGlDescription->glFormat,
5919 surfaceGlDescription->glType,
5920 (void *)IWineD3DSurface_GetData(pSurface));
5921 glDisable(textureDimensions);
5922 vcheckGLcall("glDisable(GL_TEXTURE_...)");
5925 LEAVE_GL();
5926 return WINED3D_OK;
5929 HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
5930 IWineD3DSwapChain *swapChain;
5931 HRESULT hr;
5932 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5933 if(hr == WINED3D_OK) {
5934 hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
5935 IWineD3DSwapChain_Release(swapChain);
5937 return hr;
5940 HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
5941 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5942 /* return a sensible default */
5943 *pNumPasses = 1;
5944 /* TODO: If the window is minimized then validate device should return something other than WINED3D_OK */
5945 FIXME("(%p) : stub\n", This);
5946 return WINED3D_OK;
5949 HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
5950 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5951 int j;
5952 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5953 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5954 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5955 return WINED3DERR_INVALIDCALL;
5957 for (j = 0; j < 256; ++j) {
5958 This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
5959 This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
5960 This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
5961 This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
5963 TRACE("(%p) : returning\n", This);
5964 return WINED3D_OK;
5967 HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
5968 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5969 int j;
5970 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5971 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5972 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5973 return WINED3DERR_INVALIDCALL;
5975 for (j = 0; j < 256; ++j) {
5976 pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
5977 pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
5978 pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
5979 pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
5981 TRACE("(%p) : returning\n", This);
5982 return WINED3D_OK;
5985 HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
5986 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5987 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5988 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5989 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5990 return WINED3DERR_INVALIDCALL;
5992 /*TODO: stateblocks */
5993 This->currentPalette = PaletteNumber;
5994 TRACE("(%p) : returning\n", This);
5995 return WINED3D_OK;
5998 HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
5999 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6000 if (PaletteNumber == NULL) {
6001 WARN("(%p) : returning Invalid Call\n", This);
6002 return WINED3DERR_INVALIDCALL;
6004 /*TODO: stateblocks */
6005 *PaletteNumber = This->currentPalette;
6006 TRACE("(%p) : returning %u\n", This, *PaletteNumber);
6007 return WINED3D_OK;
6010 HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
6011 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6012 static BOOL showFixmes = TRUE;
6013 if (showFixmes) {
6014 FIXME("(%p) : stub\n", This);
6015 showFixmes = FALSE;
6018 This->softwareVertexProcessing = bSoftware;
6019 return WINED3D_OK;
6023 BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
6024 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6025 static BOOL showFixmes = TRUE;
6026 if (showFixmes) {
6027 FIXME("(%p) : stub\n", This);
6028 showFixmes = FALSE;
6030 return This->softwareVertexProcessing;
6034 HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, WINED3DRASTER_STATUS* pRasterStatus) {
6035 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6036 IWineD3DSwapChain *swapChain;
6037 HRESULT hr;
6039 TRACE("(%p) : SwapChain %d returning %p\n", This, iSwapChain, pRasterStatus);
6041 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
6042 if(hr == WINED3D_OK){
6043 hr = IWineD3DSwapChain_GetRasterStatus(swapChain, pRasterStatus);
6044 IWineD3DSwapChain_Release(swapChain);
6045 }else{
6046 FIXME("(%p) IWineD3DSwapChain_GetRasterStatus returned in error\n", This);
6048 return hr;
6052 HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
6053 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6054 static BOOL showfixmes = TRUE;
6055 if(nSegments != 0.0f) {
6056 if( showfixmes) {
6057 FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
6058 showfixmes = FALSE;
6061 return WINED3D_OK;
6064 float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
6065 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6066 static BOOL showfixmes = TRUE;
6067 if( showfixmes) {
6068 FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
6069 showfixmes = FALSE;
6071 return 0.0f;
6074 HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
6075 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6076 /** TODO: remove casts to IWineD3DSurfaceImpl
6077 * NOTE: move code to surface to accomplish this
6078 ****************************************/
6079 IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
6080 int srcWidth, srcHeight;
6081 unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
6082 WINED3DFORMAT destFormat, srcFormat;
6083 UINT destSize;
6084 int destLeft, destTop;
6085 WINED3DPOOL srcPool, destPool;
6086 int offset = 0;
6087 int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
6088 glDescriptor *glDescription = NULL;
6089 GLenum textureDimensions = GL_TEXTURE_2D;
6090 IWineD3DBaseTexture *baseTexture;
6092 WINED3DSURFACE_DESC winedesc;
6094 TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
6095 memset(&winedesc, 0, sizeof(winedesc));
6096 winedesc.Width = &srcSurfaceWidth;
6097 winedesc.Height = &srcSurfaceHeight;
6098 winedesc.Pool = &srcPool;
6099 winedesc.Format = &srcFormat;
6101 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
6103 winedesc.Width = &destSurfaceWidth;
6104 winedesc.Height = &destSurfaceHeight;
6105 winedesc.Pool = &destPool;
6106 winedesc.Format = &destFormat;
6107 winedesc.Size = &destSize;
6109 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
6111 if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
6112 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
6113 return WINED3DERR_INVALIDCALL;
6116 if (destFormat == WINED3DFMT_UNKNOWN) {
6117 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
6118 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
6120 /* Get the update surface description */
6121 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
6124 /* Make sure the surface is loaded and up to date */
6125 IWineD3DSurface_PreLoad(pDestinationSurface);
6127 IWineD3DSurface_GetGlDesc(pDestinationSurface, &glDescription);
6129 ENTER_GL();
6131 /* this needs to be done in lines if the sourceRect != the sourceWidth */
6132 srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
6133 srcHeight = pSourceRect ? pSourceRect->top - pSourceRect->bottom : srcSurfaceHeight;
6134 destLeft = pDestPoint ? pDestPoint->x : 0;
6135 destTop = pDestPoint ? pDestPoint->y : 0;
6138 /* This function doesn't support compressed textures
6139 the pitch is just bytesPerPixel * width */
6140 if(srcWidth != srcSurfaceWidth || (pSourceRect != NULL && pSourceRect->left != 0) ){
6141 rowoffset = (srcSurfaceWidth - srcWidth) * pSrcSurface->bytesPerPixel;
6142 offset += pSourceRect->left * pSrcSurface->bytesPerPixel;
6143 /* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
6145 /* TODO DXT formats */
6147 if(pSourceRect != NULL && pSourceRect->top != 0){
6148 offset += pSourceRect->top * srcWidth * pSrcSurface->bytesPerPixel;
6150 TRACE("(%p) glTexSubImage2D, Level %d, left %d, top %d, width %d, height %d , ftm %d, type %d, memory %p\n"
6151 ,This
6152 ,glDescription->level
6153 ,destLeft
6154 ,destTop
6155 ,srcWidth
6156 ,srcHeight
6157 ,glDescription->glFormat
6158 ,glDescription->glType
6159 ,IWineD3DSurface_GetData(pSourceSurface)
6162 /* Sanity check */
6163 if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
6165 /* need to lock the surface to get the data */
6166 FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
6169 /* TODO: Cube and volume support */
6170 if(rowoffset != 0){
6171 /* not a whole row so we have to do it a line at a time */
6172 int j;
6174 /* hopefully using pointer addtion will be quicker than using a point + j * rowoffset */
6175 unsigned char* data =((unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
6177 for(j = destTop ; j < (srcHeight + destTop) ; j++){
6179 glTexSubImage2D(glDescription->target
6180 ,glDescription->level
6181 ,destLeft
6183 ,srcWidth
6185 ,glDescription->glFormat
6186 ,glDescription->glType
6187 ,data /* could be quicker using */
6189 data += rowoffset;
6192 } else { /* Full width, so just write out the whole texture */
6194 if (WINED3DFMT_DXT1 == destFormat ||
6195 WINED3DFMT_DXT2 == destFormat ||
6196 WINED3DFMT_DXT3 == destFormat ||
6197 WINED3DFMT_DXT4 == destFormat ||
6198 WINED3DFMT_DXT5 == destFormat) {
6199 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
6200 if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth) {
6201 /* FIXME: The easy way to do this is lock the destination, and copy the bits accross */
6202 FIXME("Updating part of a compressed texture is not supported at the moment\n");
6203 } if (destFormat != srcFormat) {
6204 FIXME("Updating mixed format compressed texture is not curretly support\n");
6205 } else {
6206 GL_EXTCALL(glCompressedTexImage2DARB)(glDescription->target,
6207 glDescription->level,
6208 glDescription->glFormatInternal,
6209 srcWidth,
6210 srcHeight,
6212 destSize,
6213 IWineD3DSurface_GetData(pSourceSurface));
6215 } else {
6216 FIXME("Attempting to update a DXT compressed texture without hardware support\n");
6220 } else {
6221 if (NP2_REPACK == wined3d_settings.nonpower2_mode) {
6223 /* some applications cannot handle odd pitches returned by soft non-power2, so we have
6224 to repack the data from pow2Width/Height to expected Width,Height, this makes the
6225 data returned by GetData non-power2 width/height with hardware non-power2
6226 pow2Width/height are set to surface width height, repacking isn't needed so it
6227 doesn't matter which function gets called. */
6228 glTexSubImage2D(glDescription->target
6229 ,glDescription->level
6230 ,destLeft
6231 ,destTop
6232 ,srcWidth
6233 ,srcHeight
6234 ,glDescription->glFormat
6235 ,glDescription->glType
6236 ,IWineD3DSurface_GetData(pSourceSurface)
6238 } else {
6240 /* not repacked, the data returned by IWineD3DSurface_GetData is pow2Width x pow2Height */
6241 glTexSubImage2D(glDescription->target
6242 ,glDescription->level
6243 ,destLeft
6244 ,destTop
6245 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Width
6246 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Height
6247 ,glDescription->glFormat
6248 ,glDescription->glType
6249 ,IWineD3DSurface_GetData(pSourceSurface)
6255 checkGLcall("glTexSubImage2D");
6257 /* I only need to look up baseTexture here, so it may be a good idea to hava a GL_TARGET ->
6258 * GL_DIMENSIONS lookup, or maybe store the dimensions on the surface (but that's making the
6259 * surface bigger than it needs to be hmm.. */
6260 if (WINED3D_OK == IWineD3DSurface_GetContainer(pDestinationSurface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)) {
6261 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(baseTexture);
6262 IWineD3DBaseTexture_Release(baseTexture);
6265 glDisable(textureDimensions); /* This needs to be managed better.... */
6266 LEAVE_GL();
6268 return WINED3D_OK;
6271 /* Used by DirectX 8 */
6272 HRESULT WINAPI IWineD3DDeviceImpl_CopyRects(IWineD3DDevice *iface,
6273 IWineD3DSurface* pSourceSurface, CONST RECT* pSourceRectsArray, UINT cRects,
6274 IWineD3DSurface* pDestinationSurface, CONST POINT* pDestPointsArray) {
6276 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6277 HRESULT hr = WINED3D_OK;
6278 WINED3DFORMAT srcFormat, destFormat;
6279 UINT srcWidth, destWidth;
6280 UINT srcHeight, destHeight;
6281 UINT srcSize;
6282 WINED3DSURFACE_DESC winedesc;
6284 TRACE("(%p) pSrcSur=%p, pSourceRects=%p, cRects=%d, pDstSur=%p, pDestPtsArr=%p\n", This,
6285 pSourceSurface, pSourceRectsArray, cRects, pDestinationSurface, pDestPointsArray);
6288 /* Check that the source texture is in WINED3DPOOL_SYSTEMMEM and the destination texture is in WINED3DPOOL_DEFAULT */
6289 memset(&winedesc, 0, sizeof(winedesc));
6291 winedesc.Format = &srcFormat;
6292 winedesc.Width = &srcWidth;
6293 winedesc.Height = &srcHeight;
6294 winedesc.Size = &srcSize;
6295 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
6297 winedesc.Format = &destFormat;
6298 winedesc.Width = &destWidth;
6299 winedesc.Height = &destHeight;
6300 winedesc.Size = NULL;
6301 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
6303 /* Check that the source and destination formats match */
6304 if (srcFormat != destFormat && WINED3DFMT_UNKNOWN != destFormat) {
6305 WARN("(%p) source %p format must match the dest %p format, returning WINED3DERR_INVALIDCALL\n", This, pSourceSurface, pDestinationSurface);
6306 return WINED3DERR_INVALIDCALL;
6307 } else if (WINED3DFMT_UNKNOWN == destFormat) {
6308 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
6309 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
6310 destFormat = srcFormat;
6313 /* Quick if complete copy ... */
6314 if (cRects == 0 && pSourceRectsArray == NULL && pDestPointsArray == NULL) {
6316 if (srcWidth == destWidth && srcHeight == destHeight) {
6317 WINED3DLOCKED_RECT lrSrc;
6318 WINED3DLOCKED_RECT lrDst;
6319 IWineD3DSurface_LockRect(pSourceSurface, &lrSrc, NULL, WINED3DLOCK_READONLY);
6320 IWineD3DSurface_LockRect(pDestinationSurface, &lrDst, NULL, 0L);
6321 TRACE("Locked src and dst, Direct copy as surfaces are equal, w=%d, h=%d\n", srcWidth, srcHeight);
6323 memcpy(lrDst.pBits, lrSrc.pBits, srcSize);
6325 IWineD3DSurface_UnlockRect(pSourceSurface);
6326 IWineD3DSurface_UnlockRect(pDestinationSurface);
6327 TRACE("Unlocked src and dst\n");
6329 } else {
6331 FIXME("Wanted to copy all surfaces but size not compatible, returning WINED3DERR_INVALIDCALL\n");
6332 hr = WINED3DERR_INVALIDCALL;
6335 } else {
6337 if (NULL != pSourceRectsArray && NULL != pDestPointsArray) {
6339 int bytesPerPixel = ((IWineD3DSurfaceImpl *) pSourceSurface)->bytesPerPixel;
6340 unsigned int i;
6342 /* Copy rect by rect */
6343 for (i = 0; i < cRects; ++i) {
6344 CONST RECT* r = &pSourceRectsArray[i];
6345 CONST POINT* p = &pDestPointsArray[i];
6346 int copyperline;
6347 int j;
6348 WINED3DLOCKED_RECT lrSrc;
6349 WINED3DLOCKED_RECT lrDst;
6350 RECT dest_rect;
6352 TRACE("Copying rect %d (%ld,%ld),(%ld,%ld) -> (%ld,%ld)\n", i, r->left, r->top, r->right, r->bottom, p->x, p->y);
6353 if (srcFormat == WINED3DFMT_DXT1) {
6354 copyperline = ((r->right - r->left) * bytesPerPixel) / 2; /* DXT1 is half byte per pixel */
6355 } else {
6356 copyperline = ((r->right - r->left) * bytesPerPixel);
6359 IWineD3DSurface_LockRect(pSourceSurface, &lrSrc, r, WINED3DLOCK_READONLY);
6360 dest_rect.left = p->x;
6361 dest_rect.top = p->y;
6362 dest_rect.right = p->x + (r->right - r->left);
6363 dest_rect.bottom= p->y + (r->bottom - r->top);
6364 IWineD3DSurface_LockRect(pDestinationSurface, &lrDst, &dest_rect, 0L);
6365 TRACE("Locked src and dst\n");
6367 /* Find where to start */
6368 for (j = 0; j < (r->bottom - r->top - 1); ++j) {
6369 memcpy((char*) lrDst.pBits + (j * lrDst.Pitch), (char*) lrSrc.pBits + (j * lrSrc.Pitch), copyperline);
6371 IWineD3DSurface_UnlockRect(pSourceSurface);
6372 IWineD3DSurface_UnlockRect(pDestinationSurface);
6373 TRACE("Unlocked src and dst\n");
6375 } else {
6376 FIXME("Wanted to copy partial surfaces not implemented, returning WINED3DERR_INVALIDCALL\n");
6377 hr = WINED3DERR_INVALIDCALL;
6381 return hr;
6384 /* Implementation details at http://developer.nvidia.com/attach/6494
6386 http://oss.sgi.com/projects/ogl-sample/registry/NV/evaluators.txt
6387 hmm.. no longer supported use
6388 OpenGL evaluators or tessellate surfaces within your application.
6391 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawRectPatch.asp */
6392 HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
6393 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6394 TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
6395 FIXME("(%p) : Stub\n", This);
6396 return WINED3D_OK;
6400 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
6401 HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DTRIPATCH_INFO* pTriPatchInfo) {
6402 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6403 TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p)\n", This, Handle, pNumSegs, pTriPatchInfo);
6404 FIXME("(%p) : Stub\n", This);
6405 return WINED3D_OK;
6408 HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
6409 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6410 TRACE("(%p) Handle(%d)\n", This, Handle);
6411 FIXME("(%p) : Stub\n", This);
6412 return WINED3D_OK;
6415 HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST D3DRECT* pRect, D3DCOLOR color) {
6416 /* I couldn't find a 'really' quick way of doing this in openGl so here goes
6417 fill a surface with a block of color! */
6418 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6419 /* TODO: get rid of the use of IWineD3DSurfaceImpl, move code into surface.c */
6420 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)pSurface;
6421 IWineD3DSwapChainImpl *container = NULL;
6422 BOOL isRenderTarget = FALSE;
6423 unsigned int width, height;
6424 unsigned int top, left;
6425 unsigned int u, v;
6426 DWORD *data;
6427 TRACE("(%p) Colour fill Surface: %p rect: %p color: %ld\n", This, pSurface, pRect, color);
6429 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM) {
6430 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
6431 return WINED3DERR_INVALIDCALL;
6434 /* TODO: get rid of IWineD3DSwapChainImpl reference, a 'context' manager may help with this */
6435 if (WINED3D_OK == IWineD3DSurface_GetContainer(pSurface, &IID_IWineD3DSwapChain, (void **)&container) || pSurface == This->renderTarget) {
6436 if (WINED3DUSAGE_RENDERTARGET & surface->resource.usage) {
6437 /* TODO: make sure we set everything back to the way it was, and context management!
6438 glGetIntegerv(GL_READ_BUFFER, &prev_read);
6439 vcheckGLcall("glIntegerv");
6440 glGetIntegerv(GL_PACK_SWAP_BYTES, &prev_store);
6441 vcheckGLcall("glIntegerv");
6443 TRACE("Color fill to render targets may cause some graphics issues\n");
6444 if (pSurface == container->frontBuffer) {
6445 glDrawBuffer(GL_FRONT);
6446 } else {
6447 glDrawBuffer(GL_BACK);
6449 } else {
6450 if (WINED3DUSAGE_DEPTHSTENCIL & surface->resource.usage) {
6451 FIXME("colouring of depth_stencil? %p buffers is not yet supported? %ld\n", surface, surface->resource.usage);
6452 } else {
6453 FIXME("(%p) : Regression %ld %p %p\n", This, surface->resource.usage, pSurface, This->renderTarget);
6455 if (container != NULL) {
6456 IWineD3DSwapChain_Release((IWineD3DSwapChain *)container);
6458 /* we can use GL_STENCIL_INDEX etc...*/
6459 return WINED3D_OK;
6461 if (container != NULL) {
6462 IWineD3DSwapChain_Release((IWineD3DSwapChain *)container);
6464 isRenderTarget = TRUE;
6466 /* TODO: drawing to GL_FRONT and GL_BACK */
6467 /* TODO: see if things can be speeded up by using the correct
6468 * colour model of the target texture from the start (16 bit graphics on 32 X are slow anyway!) */
6469 if (pRect == NULL) {
6470 top = 0;
6471 left = 0;
6472 width = surface->currentDesc.Width;
6473 height = surface->currentDesc.Height;
6474 } else {
6475 left = pRect->x1;
6476 top = pRect->y1;
6477 width = pRect->x2 - left;
6478 height = pRect->y2 - top;
6481 data = HeapAlloc(GetProcessHeap(), 0, 4 * width);
6482 /* Create a 'line' of color color, in the correct format for the surface */
6483 for (u = 0 ; u < width ; u ++) {
6484 data[u] = color;
6487 ENTER_GL();
6488 if (isRenderTarget == FALSE) {
6489 glDescriptor *glDesc;
6490 IWineD3DSurface_PreLoad(pSurface);
6492 /* draw a block of the coloured line on the sufrace */
6493 IWineD3DSurface_GetGlDesc(pSurface, &glDesc);
6494 for (v = 0 ; v< height;v++) {
6495 glTexSubImage2D(glDesc->target
6496 ,glDesc->level /* level */
6497 ,left
6498 ,top + v
6499 ,width
6500 ,1 /* height */
6501 ,GL_RGBA
6502 ,GL_UNSIGNED_BYTE
6503 ,data
6506 checkGLcall("glTexSubImage2D");
6507 /* clean up */
6508 glDisable(glDesc->target);
6509 } else {
6510 /** FIXME: Using GLClear may be faster **/
6511 glRasterPos2i(left, top);
6512 glPixelZoom((float)width ,(float)height);
6513 glDrawPixels(1, 1, GL_RGBA, GL_UNSIGNED_BYTE, data);
6514 checkGLcall("glDrawPixels");
6516 HeapFree(GetProcessHeap(), 0, data);
6517 LEAVE_GL();
6518 return WINED3D_OK;
6522 /* rendertarget and deptth stencil functions */
6523 HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
6524 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6526 /* FIXME: Implelent RenderTargetIndex >0 */
6527 if(RenderTargetIndex > 0)
6528 FIXME("(%p) : RenderTargetIndex %ld >0 not currently supported\n", This, RenderTargetIndex);
6530 *ppRenderTarget = This->renderTarget;
6531 TRACE("(%p) : RenderTarget %ld Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
6532 /* Note inc ref on returned surface */
6533 if(*ppRenderTarget != NULL)
6534 IWineD3DSurface_AddRef(*ppRenderTarget);
6535 return WINED3D_OK;
6538 HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *iface, IWineD3DSurface *Front, IWineD3DSurface *Back) {
6539 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6540 IWineD3DSurfaceImpl *FrontImpl = (IWineD3DSurfaceImpl *) Front;
6541 IWineD3DSurfaceImpl *BackImpl = (IWineD3DSurfaceImpl *) Back;
6542 IWineD3DSwapChainImpl *Swapchain;
6543 HRESULT hr;
6545 TRACE("(%p)->(%p,%p)\n", This, FrontImpl, BackImpl);
6547 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &Swapchain);
6548 if(hr != WINED3D_OK) {
6549 ERR("Can't get the swapchain\n");
6550 return hr;
6553 /* Make sure to release the swapchain */
6554 IWineD3DSwapChain_Release((IWineD3DSwapChain *) Swapchain);
6556 if(FrontImpl && !(FrontImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
6557 ERR("Trying to set a front buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
6558 return WINED3DERR_INVALIDCALL;
6560 else if(BackImpl && !(BackImpl->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
6561 ERR("Trying to set a back buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
6562 return WINED3DERR_INVALIDCALL;
6565 if(Swapchain->frontBuffer != Front) {
6566 TRACE("Changing the front buffer from %p to %p\n", Swapchain->frontBuffer, Front);
6568 if(Swapchain->frontBuffer)
6569 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, NULL);
6570 Swapchain->frontBuffer = Front;
6572 if(Swapchain->frontBuffer) {
6573 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, (IWineD3DBase *) Swapchain);
6576 if(Swapchain->backBuffer != Back) {
6577 TRACE("Changing the back buffer from %p to %p\n", Swapchain->backBuffer, Back);
6578 ENTER_GL();
6579 if(!Swapchain->backBuffer) {
6580 /* GL was told to draw to the front buffer at creation,
6581 * undo that
6583 glDrawBuffer(GL_BACK);
6584 checkGLcall("glDrawBuffer(GL_BACK)");
6585 } else if (!Back) {
6586 /* That makes problems - disable for now */
6587 /* glDrawBuffer(GL_FRONT); */
6588 checkGLcall("glDrawBuffer(GL_FRONT)");
6590 LEAVE_GL();
6592 if(Swapchain->backBuffer)
6593 IWineD3DSurface_SetContainer(Swapchain->backBuffer, NULL);
6594 Swapchain->backBuffer = Back;
6596 if(Swapchain->backBuffer) {
6597 IWineD3DSurface_SetContainer(Swapchain->backBuffer, (IWineD3DBase *) Swapchain);
6602 return WINED3D_OK;
6605 HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
6606 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6607 *ppZStencilSurface = This->depthStencilBuffer;
6608 TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
6610 if(*ppZStencilSurface != NULL) {
6611 /* Note inc ref on returned surface */
6612 IWineD3DSurface_AddRef(*ppZStencilSurface);
6614 return WINED3D_OK;
6617 /* internal static helper functions */
6618 HRESULT WINAPI static IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
6619 IWineD3DSurface *RenderSurface);
6621 HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
6622 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6623 HRESULT hr = WINED3D_OK;
6624 WINED3DVIEWPORT viewport;
6626 TRACE("(%p) Swapping rendertarget\n",This);
6627 if (RenderTargetIndex > 0) {
6628 FIXME("(%p) Render targets other than the first are not supported\n",This);
6629 RenderTargetIndex = 0;
6632 /* MSDN says that null disables the render target
6633 but a device must always be associated with a render target
6634 nope MSDN says that we return invalid call to a null rendertarget with an index of 0
6636 see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
6637 for more details
6639 if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
6640 FIXME("Trying to set render target 0 to NULL\n");
6641 return WINED3DERR_INVALIDCALL;
6643 /* TODO: replace Impl* usage with interface usage */
6644 if (!((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET) {
6645 FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of WINED3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
6646 return WINED3DERR_INVALIDCALL;
6648 /** TODO: check that the depth stencil format matches the render target, this is only done in debug
6649 * builds, but I think wine counts as a 'debug' build for now.
6650 ******************************/
6651 /* If we are trying to set what we already have, don't bother */
6652 if (pRenderTarget == This->renderTarget) {
6653 TRACE("Trying to do a NOP SetRenderTarget operation\n");
6654 } else {
6655 /* Otherwise, set the render target up */
6657 if (FALSE == This->sceneEnded) {
6658 IWineD3DDevice_EndScene(iface);
6660 TRACE("clearing renderer\n");
6661 /* IWineD3DDeviceImpl_CleanRender(iface); */
6662 /* OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
6663 depending on the renter target implementation being used.
6664 A shared context implementation will share all buffers between all rendertargets (including swapchains),
6665 implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
6666 stencil buffer and incure an extra memory overhead */
6667 hr = IWineD3DDeviceImpl_ActiveRender(iface, pRenderTarget);
6670 if (SUCCEEDED(hr)) {
6671 /* Finally, reset the viewport as the MSDN states. */
6672 /* TODO: Replace impl usage */
6673 viewport.Height = ((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height;
6674 viewport.Width = ((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Width;
6675 viewport.X = 0;
6676 viewport.Y = 0;
6677 viewport.MaxZ = 1.0f;
6678 viewport.MinZ = 0.0f;
6679 IWineD3DDeviceImpl_SetViewport(iface, &viewport);
6680 } else {
6681 FIXME("Unknown error setting the render target\n");
6683 This->sceneEnded = FALSE;
6684 return hr;
6687 HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
6688 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6689 HRESULT hr = WINED3D_OK;
6690 IWineD3DSurface *tmp;
6692 TRACE("(%p) Swapping z-buffer\n",This);
6694 if (pNewZStencil == This->stencilBufferTarget) {
6695 TRACE("Trying to do a NOP SetRenderTarget operation\n");
6696 } else {
6697 /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
6698 * depending on the renter target implementation being used.
6699 * A shared context implementation will share all buffers between all rendertargets (including swapchains),
6700 * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
6701 * stencil buffer and incure an extra memory overhead
6702 ******************************************************/
6705 tmp = This->stencilBufferTarget;
6706 This->stencilBufferTarget = pNewZStencil;
6707 /* should we be calling the parent or the wined3d surface? */
6708 if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
6709 if (NULL != tmp) IWineD3DSurface_Release(tmp);
6710 hr = WINED3D_OK;
6711 /** TODO: glEnable/glDisable on depth/stencil depending on
6712 * pNewZStencil is NULL and the depth/stencil is enabled in d3d
6713 **********************************************************/
6716 return hr;
6720 #ifdef GL_VERSION_1_3
6721 /* Internal functions not in DirectX */
6722 /** TODO: move this off to the opengl context manager
6723 *(the swapchain doesn't need to know anything about offscreen rendering!)
6724 ****************************************************/
6726 HRESULT WINAPI IWineD3DDeviceImpl_CleanRender(IWineD3DDevice* iface, IWineD3DSwapChainImpl *swapchain)
6728 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6730 TRACE("(%p), %p\n", This, swapchain);
6732 if (swapchain->win != swapchain->drawable) {
6733 /* Set everything back the way it ws */
6734 swapchain->render_ctx = swapchain->glCtx;
6735 swapchain->drawable = swapchain->win;
6737 return WINED3D_OK;
6740 /* TODO: move this off into a context manager so that GLX_ATI_render_texture and other types of surface can be used. */
6741 HRESULT WINAPI IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IWineD3DSurface *pSurface, glContext **context) {
6742 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6743 int i;
6744 unsigned int width;
6745 unsigned int height;
6746 WINED3DFORMAT format;
6747 WINED3DSURFACE_DESC surfaceDesc;
6748 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
6749 surfaceDesc.Width = &width;
6750 surfaceDesc.Height = &height;
6751 surfaceDesc.Format = &format;
6752 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
6753 *context = NULL;
6754 /* I need a get width/height function (and should do something with the format) */
6755 for (i = 0; i < CONTEXT_CACHE; ++i) {
6756 /** NOTE: the contextCache[i].pSurface == pSurface check ceates onepbuffer per surface
6757 ATI cards don't destroy pbuffers, but as soon as resource releasing callbacks are inplace
6758 the pSurface can be set to 0 allowing it to be reused from cache **/
6759 if (This->contextCache[i].Width == width && This->contextCache[i].Height == height
6760 && (pbuffer_per_surface == FALSE || This->contextCache[i].pSurface == pSurface || This->contextCache[i].pSurface == NULL)) {
6761 *context = &This->contextCache[i];
6762 break;
6764 if (This->contextCache[i].Width == 0) {
6765 This->contextCache[i].pSurface = pSurface;
6766 This->contextCache[i].Width = width;
6767 This->contextCache[i].Height = height;
6768 *context = &This->contextCache[i];
6769 break;
6772 if (i == CONTEXT_CACHE) {
6773 int minUsage = 0x7FFFFFFF; /* MAX_INT */
6774 glContext *dropContext = 0;
6775 for (i = 0; i < CONTEXT_CACHE; i++) {
6776 if (This->contextCache[i].usedcount < minUsage) {
6777 dropContext = &This->contextCache[i];
6778 minUsage = This->contextCache[i].usedcount;
6781 /* clean up the context (this doesn't work for ATI at the moment */
6782 #if 0
6783 glXDestroyContext(swapchain->display, dropContext->context);
6784 glXDestroyPbuffer(swapchain->display, dropContext->drawable);
6785 #endif
6786 FIXME("Leak\n");
6787 dropContext->Width = 0;
6788 dropContext->pSurface = pSurface;
6789 *context = dropContext;
6790 } else {
6791 if (++This->contextCache[i].usedcount == 0x7FFFFFFF /* MAX_INT */ - 1 ) {
6792 for (i = 0; i < CONTEXT_CACHE; i++) {
6793 This->contextCache[i].usedcount = max(0, This->contextCache[i].usedcount - (0x7FFFFFFF /* MAX_INT */ >> 1));
6797 if (*context != NULL)
6798 return WINED3D_OK;
6799 else
6800 return E_OUTOFMEMORY;
6802 #endif
6804 /** FIXME: This is currently used called whenever SetRenderTarget or SetStencilBuffer are called
6805 * the functionality needs splitting up so that we don't do more than we should do.
6806 * this only seems to impact performance a little.
6807 ******************************/
6808 HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
6809 IWineD3DSurface *RenderSurface) {
6810 HRESULT ret = WINED3DERR_INVALIDCALL;
6813 * Currently only active for GLX >= 1.3
6814 * for others versions we'll have to use GLXPixmaps
6816 * normally we must test GLX_VERSION_1_3 but nvidia headers are not correct
6817 * as they implement GLX 1.3 but only define GLX_VERSION_1_2
6818 * so only check OpenGL version
6819 * ..........................
6820 * I don't believe that it is a problem with NVidia headers,
6821 * XFree only supports GLX1.2, nVidia (and ATI to some extent) provide 1.3 functions
6822 * in GLX 1.2, there is no mention of the correct way to tell if the extensions are provided.
6823 * ATI Note:
6824 * Your application will report GLX version 1.2 on glXQueryVersion.
6825 * However, it is safe to call the GLX 1.3 functions as described below.
6827 #if defined(GL_VERSION_1_3)
6829 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6830 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
6831 IWineD3DSurface *tmp;
6832 /** TODO: we only need to look up the configuration !IF! we are setting the target to a texture **/
6833 GLXFBConfig* cfgs = NULL;
6834 int nCfgs = 0;
6835 int attribs[256];
6836 int nAttribs = 0;
6837 IWineD3DSwapChain *currentSwapchain;
6838 IWineD3DSwapChainImpl *swapchain;
6839 /** TODO: get rid of Impl usage we should always create a zbuffer/stencil with our contexts if possible,
6840 * but switch them off if the StencilSurface is set to NULL
6841 ** *********************************************************/
6842 D3DFORMAT BackBufferFormat = ((IWineD3DSurfaceImpl *) RenderSurface)->resource.format;
6843 D3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
6845 /**TODO:
6846 if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off,
6847 it StencilSurface != NULL && zBufferTarget == NULL switch it on
6850 #define PUSH1(att) attribs[nAttribs++] = (att);
6851 #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
6853 /* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/
6855 /** TODO: remove the reff to Impl (context manager should fix this!) **/
6856 IWineD3DSwapChainImpl *impSwapChain;
6857 IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **)&impSwapChain);
6858 if (NULL == impSwapChain) { /* NOTE: This should NEVER fail */
6859 ERR("(%p) Failed to get a the implicit swapchain\n", iface);
6862 ENTER_GL();
6864 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
6865 PUSH2(GLX_X_RENDERABLE, TRUE);
6866 PUSH2(GLX_DOUBLEBUFFER, TRUE);
6867 TRACE("calling makeglcfg\n");
6868 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */);
6869 PUSH1(None);
6871 TRACE("calling chooseFGConfig\n");
6872 cfgs = glXChooseFBConfig(impSwapChain->display, DefaultScreen(impSwapChain->display),
6873 attribs, &nCfgs);
6875 if (!cfgs) { /* OK we didn't find the exact config, so use any reasonable match */
6876 /* TODO: fill in the 'requested' and 'current' depths, also make sure that's
6877 why we failed and only show this message once! */
6878 MESSAGE("Failed to find exact match, finding alternative but you may suffer performance issues, try changing xfree's depth to match the requested depth\n"); /**/
6879 nAttribs = 0;
6880 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT);
6881 /* PUSH2(GLX_X_RENDERABLE, TRUE); */
6882 PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
6883 PUSH2(GLX_DOUBLEBUFFER, FALSE);
6884 TRACE("calling makeglcfg\n");
6885 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */);
6886 PUSH1(None);
6887 cfgs = glXChooseFBConfig(impSwapChain->display, DefaultScreen(impSwapChain->display),
6888 attribs, &nCfgs);
6891 if (NULL != cfgs) {
6892 #ifdef EXTRA_TRACES
6893 int i;
6894 for (i = 0; i < nCfgs; ++i) {
6895 TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat,
6896 debug_d3dformat(BackBufferFormat), StencilBufferFormat,
6897 debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
6900 if (NULL != This->renderTarget) {
6901 glFlush();
6902 vcheckGLcall("glFlush");
6903 /** This is only useful if the old render target was a swapchain,
6904 * we need to supercede this with a function that displays
6905 * the current buffer on the screen. This is easy to do in glx1.3 but
6906 * we need to do copy-write pixels in glx 1.2.
6907 ************************************************/
6908 glXSwapBuffers(impSwapChain->display, impSwapChain->drawable);
6910 printf("Hit Enter to get next frame ...\n");
6911 getchar();
6913 #endif
6916 if (IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DSwapChain, (void **)&currentSwapchain) != WINED3D_OK) {
6917 /* the selected render target doesn't belong to a swapchain, so use the devices implicit swapchain */
6918 IWineD3DDevice_GetSwapChain(iface, 0, &currentSwapchain);
6922 * TODO: remove the use of IWineD3DSwapChainImpl, a context manager will help since it will replace the
6923 * renderTarget = swapchain->backBuffer bit and anything to do with *glContexts
6924 **********************************************************************/
6925 if (IWineD3DSurface_GetContainer(RenderSurface, &IID_IWineD3DSwapChain, (void **)&swapchain) == WINED3D_OK) {
6926 /* We also need to make sure that the lights &co are also in the context of the swapchains */
6927 /* FIXME: If the render target gets sent to the frontBuffer should be be presenting it raw? */
6928 TRACE("making swapchain active\n");
6929 if (RenderSurface != This->renderTarget) {
6930 if (RenderSurface == swapchain->backBuffer) {
6931 } else {
6932 /* This could be flagged so that some operations work directly with the front buffer */
6933 FIXME("Attempting to set the renderTarget to the frontBuffer\n");
6935 if (glXMakeCurrent(swapchain->display, swapchain->win, swapchain->glCtx)
6936 == False) {
6937 TRACE("Error in setting current context: context %p drawable %ld !\n",
6938 impSwapChain->glCtx, impSwapChain->win);
6941 IWineD3DDeviceImpl_CleanRender(iface, (IWineD3DSwapChainImpl *)currentSwapchain);
6943 checkGLcall("glXMakeContextCurrent");
6945 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
6947 else if (pbuffer_support && cfgs != NULL /* && some test to make sure that opengl supports pbuffers */) {
6949 /** ********************************************************************
6950 * This is a quickly hacked out implementation of offscreen textures.
6951 * It will work in most cases but there may be problems if the client
6952 * modifies the texture directly, or expects the contents of the rendertarget
6953 * to be persistent.
6955 * There are some real speed vs compatibility issues here:
6956 * we should really use a new context for every texture, but that eats ram.
6957 * we should also be restoring the texture to the pbuffer but that eats CPU
6958 * we can also 'reuse' the current pbuffer if the size is larger than the requested buffer,
6959 * but if this means reusing the display backbuffer then we need to make sure that
6960 * states are correctly preserved.
6961 * In many cases I would expect that we can 'skip' some functions, such as preserving states,
6962 * and gain a good performance increase at the cost of compatibility.
6963 * I would suggest that, when this is the case, a user configurable flag be made
6964 * available, allowing the user to choose the best emulated experience for them.
6965 *********************************************************************/
6967 XVisualInfo *visinfo;
6968 glContext *newContext;
6970 /* Here were using a shared context model */
6971 if (WINED3D_OK != IWineD3DDeviceImpl_FindGLContext(iface, RenderSurface, &newContext)) {
6972 FIXME("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
6975 /* If the context doesn't exist then create a new one */
6976 /* TODO: This should really be part of findGlContext */
6977 if (NULL == newContext->context) {
6979 TRACE("making new buffer\n");
6980 nAttribs = 0;
6981 PUSH2(GLX_PBUFFER_WIDTH, newContext->Width);
6982 PUSH2(GLX_PBUFFER_HEIGHT, newContext->Height);
6983 PUSH1(None);
6985 newContext->drawable = glXCreatePbuffer(impSwapChain->display, cfgs[0], attribs);
6987 /** ****************************************
6988 *GLX1.3 isn't supported by XFree 'yet' until that point ATI emulates pBuffers
6989 *they note:
6990 * In future releases, we may provide the calls glXCreateNewContext,
6991 * glXQueryDrawable and glXMakeContextCurrent.
6992 * so until then we have to use glXGetVisualFromFBConfig &co..
6993 ********************************************/
6996 visinfo = glXGetVisualFromFBConfig(impSwapChain->display, cfgs[0]);
6997 if (!visinfo) {
6998 ERR("Error: couldn't get an RGBA, double-buffered visual\n");
6999 } else {
7000 newContext->context = glXCreateContext(impSwapChain->display, visinfo, impSwapChain->glCtx, GL_TRUE);
7001 XFree(visinfo);
7004 if (NULL == newContext || NULL == newContext->context) {
7005 ERR("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
7006 } else {
7007 /* Debug logging, (this function leaks), change to a TRACE when the leak is plugged */
7008 if (glXMakeCurrent(impSwapChain->display, newContext->drawable, newContext->context) == False) {
7009 TRACE("Error in setting current context: context %p drawable %ld\n", newContext->context, newContext->drawable);
7012 /* Clean up the old context */
7013 IWineD3DDeviceImpl_CleanRender(iface, (IWineD3DSwapChainImpl *)currentSwapchain);
7014 /* Set the current context of the swapchain to the new context */
7015 impSwapChain->drawable = newContext->drawable;
7016 impSwapChain->render_ctx = newContext->context;
7020 #if 1 /* Apply the stateblock to the new context
7021 FIXME: This is a bit of a hack, each context should know it's own state,
7022 the directX current directX state should then be applied to the context */
7024 BOOL oldRecording;
7025 IWineD3DStateBlockImpl *oldUpdateStateBlock;
7026 oldUpdateStateBlock = This->updateStateBlock;
7027 oldRecording= This->isRecordingState;
7028 This->isRecordingState = FALSE;
7029 This->updateStateBlock = This->stateBlock;
7030 IWineD3DStateBlock_Apply((IWineD3DStateBlock *)This->stateBlock);
7032 This->isRecordingState = oldRecording;
7033 This->updateStateBlock = oldUpdateStateBlock;
7035 #endif
7038 /* clean up the current rendertargets swapchain (if it belonged to one) */
7039 if (currentSwapchain != NULL) {
7040 IWineD3DSwapChain_Release((IWineD3DSwapChain *)currentSwapchain);
7043 /* Were done with the opengl context management, setup the rendertargets */
7045 tmp = This->renderTarget;
7046 This->renderTarget = RenderSurface;
7047 IWineD3DSurface_AddRef(This->renderTarget);
7048 IWineD3DSurface_Release(tmp);
7053 DWORD value;
7054 /* The surface must be rendered upside down to cancel the flip produce by glCopyTexImage */
7055 /* Check that the container is not a swapchain member */
7057 IWineD3DSwapChain *tmpSwapChain;
7058 if (WINED3D_OK != IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DSwapChain, (void **)&tmpSwapChain)) {
7059 This->renderUpsideDown = TRUE;
7060 }else{
7061 This->renderUpsideDown = FALSE;
7062 IWineD3DSwapChain_Release(tmpSwapChain);
7064 /* Force updating the cull mode */
7065 TRACE("setting render state\n");
7066 IWineD3DDevice_GetRenderState(iface, WINED3DRS_CULLMODE, &value);
7067 IWineD3DDevice_SetRenderState(iface, WINED3DRS_CULLMODE, value);
7069 /* Force updating projection matrix */
7070 This->last_was_rhw = FALSE;
7071 This->proj_valid = FALSE;
7074 ret = WINED3D_OK;
7076 if (cfgs != NULL) {
7077 XFree(cfgs);
7078 } else {
7079 ERR("cannot get valides GLXFBConfig for (%u,%s)/(%u,%s)\n", BackBufferFormat,
7080 debug_d3dformat(BackBufferFormat), StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
7083 #undef PUSH1
7084 #undef PUSH2
7085 if ( NULL != impSwapChain) {
7086 IWineD3DSwapChain_Release((IWineD3DSwapChain *)impSwapChain);
7088 LEAVE_GL();
7090 #endif
7091 return ret;
7094 HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
7095 UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
7096 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7097 /* TODO: the use of Impl is deprecated. */
7098 /* some basic validation checks */
7099 IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
7101 TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
7103 if (WINED3DFMT_A8R8G8B8 != pSur->resource.format) {
7104 ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
7105 return WINED3DERR_INVALIDCALL;
7107 if (32 != pSur->currentDesc.Height || 32 != pSur->currentDesc.Width) {
7108 ERR("(%p) : surface(%p) has an invalid size\n", This, pCursorBitmap);
7109 return WINED3DERR_INVALIDCALL;
7111 /* TODO: make the cursor 'real' */
7113 This->xHotSpot = XHotSpot;
7114 This->yHotSpot = YHotSpot;
7116 return WINED3D_OK;
7119 void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
7120 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7121 TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
7123 This->xScreenSpace = XScreenSpace;
7124 This->yScreenSpace = YScreenSpace;
7126 return;
7130 BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
7131 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7132 TRACE("(%p) : visible(%d)\n", This, bShow);
7134 This->bCursorVisible = bShow;
7136 return WINED3D_OK;
7139 HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
7140 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7141 TRACE("(%p) : state (%lu)\n", This, This->state);
7142 /* TODO: Implement wrapping of the WndProc so that mimimize and maxamise can be monitored and the states adjusted. */
7143 switch (This->state) {
7144 case WINED3D_OK:
7145 return WINED3D_OK;
7146 case WINED3DERR_DEVICELOST:
7148 ResourceList *resourceList = This->resources;
7149 while (NULL != resourceList) {
7150 if (((IWineD3DResourceImpl *)resourceList->resource)->resource.pool == WINED3DPOOL_DEFAULT /* TODO: IWineD3DResource_GetPool(resourceList->resource)*/)
7151 return WINED3DERR_DEVICENOTRESET;
7152 resourceList = resourceList->next;
7154 return WINED3DERR_DEVICELOST;
7156 case WINED3DERR_DRIVERINTERNALERROR:
7157 return WINED3DERR_DRIVERINTERNALERROR;
7160 /* Unknown state */
7161 return WINED3DERR_DRIVERINTERNALERROR;
7165 HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
7166 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7167 /** FIXME: Resource tracking needs to be done,
7168 * The closes we can do to this is set the priorities of all managed textures low
7169 * and then reset them.
7170 ***********************************************************/
7171 FIXME("(%p) : stub\n", This);
7172 return WINED3D_OK;
7175 HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
7176 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7177 /** FIXME: Resource trascking needs to be done.
7178 * in effect this pulls all non only default
7179 * textures out of video memory and deletes all glTextures (glDeleteTextures)
7180 * and should clear down the context and set it up according to pPresentationParameters
7181 ***********************************************************/
7182 FIXME("(%p) : stub\n", This);
7183 return WINED3D_OK;
7186 HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
7187 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7188 /** FIXME: always true at the moment **/
7189 if(bEnableDialogs == FALSE) {
7190 FIXME("(%p) Dialogs cannot be disabled yet\n", This);
7192 return WINED3D_OK;
7196 HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, WINED3DDEVICE_CREATION_PARAMETERS *pParameters) {
7197 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7198 TRACE("(%p) : pParameters %p\n", This, pParameters);
7200 *pParameters = This->createParms;
7201 return WINED3D_OK;
7204 void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) {
7205 IWineD3DSwapChain *swapchain;
7206 HRESULT hrc = WINED3D_OK;
7208 TRACE("Relaying to swapchain\n");
7210 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
7211 IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (WINED3DGAMMARAMP *)pRamp);
7212 IWineD3DSwapChain_Release(swapchain);
7214 return;
7217 void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp) {
7218 IWineD3DSwapChain *swapchain;
7219 HRESULT hrc = WINED3D_OK;
7221 TRACE("Relaying to swapchain\n");
7223 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
7224 hrc =IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
7225 IWineD3DSwapChain_Release(swapchain);
7227 return;
7231 /** ********************************************************
7232 * Notification functions
7233 ** ********************************************************/
7234 /** This function must be called in the release of a resource when ref == 0,
7235 * the contents of resource must still be correct,
7236 * any handels to other resource held by the caller must be closed
7237 * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
7238 *****************************************************/
7239 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){
7240 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7241 ResourceList* resourceList;
7243 TRACE("(%p) : resource %p\n", This, resource);
7244 #if 0
7245 EnterCriticalSection(&resourceStoreCriticalSection);
7246 #endif
7247 /* add a new texture to the frot of the linked list */
7248 resourceList = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ResourceList));
7249 resourceList->resource = resource;
7251 /* Get the old head */
7252 resourceList->next = This->resources;
7254 This->resources = resourceList;
7255 TRACE("Added resource %p with element %p pointing to %p\n", resource, resourceList, resourceList->next);
7257 #if 0
7258 LeaveCriticalSection(&resourceStoreCriticalSection);
7259 #endif
7260 return;
7263 static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){
7264 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7265 ResourceList* resourceList = NULL;
7266 ResourceList* previousResourceList = NULL;
7268 TRACE("(%p) : resource %p\n", This, resource);
7270 #if 0
7271 EnterCriticalSection(&resourceStoreCriticalSection);
7272 #endif
7273 resourceList = This->resources;
7275 while (resourceList != NULL) {
7276 if(resourceList->resource == resource) break;
7277 previousResourceList = resourceList;
7278 resourceList = resourceList->next;
7281 if (resourceList == NULL) {
7282 FIXME("Attempted to remove resource %p that hasn't been stored\n", resource);
7283 #if 0
7284 LeaveCriticalSection(&resourceStoreCriticalSection);
7285 #endif
7286 return;
7287 } else {
7288 TRACE("Found resource %p with element %p pointing to %p (previous %p)\n", resourceList->resource, resourceList, resourceList->next, previousResourceList);
7290 /* make sure we don't leave a hole in the list */
7291 if (previousResourceList != NULL) {
7292 previousResourceList->next = resourceList->next;
7293 } else {
7294 This->resources = resourceList->next;
7297 #if 0
7298 LeaveCriticalSection(&resourceStoreCriticalSection);
7299 #endif
7300 return;
7304 void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DResource *resource){
7305 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7306 int counter;
7308 TRACE("(%p) : resource %p\n", This, resource);
7309 switch(IWineD3DResource_GetType(resource)){
7310 case WINED3DRTYPE_SURFACE:
7311 /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
7312 break;
7313 case WINED3DRTYPE_TEXTURE:
7314 case WINED3DRTYPE_CUBETEXTURE:
7315 case WINED3DRTYPE_VOLUMETEXTURE:
7316 for (counter = 0; counter < GL_LIMITS(textures); counter++) {
7317 if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
7318 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
7319 This->stateBlock->textures[counter] = NULL;
7321 if (This->updateStateBlock != This->stateBlock ){
7322 if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
7323 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
7324 This->updateStateBlock->textures[counter] = NULL;
7328 break;
7329 case WINED3DRTYPE_VOLUME:
7330 /* TODO: nothing really? */
7331 break;
7332 case WINED3DRTYPE_VERTEXBUFFER:
7333 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed. */
7335 int streamNumber;
7336 TRACE("Cleaning up stream pointers\n");
7338 for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
7339 /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
7340 FINDOUT: should changes.streamSource[StreamNumber] be set ?
7342 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
7343 if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
7344 FIXME("Vertex buffer released whlst bound to a state block stream %d\n", streamNumber);
7345 This->updateStateBlock->streamSource[streamNumber] = 0;
7346 /* Set changed flag? */
7349 if (This->stateBlock != NULL ) { /* only happens if there is an error in the application, or on reset/release (because we don't manage internal tracking properly) */
7350 if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
7351 TRACE("Vertex buffer released whlst bound to a state block stream %d\n", streamNumber);
7352 This->stateBlock->streamSource[streamNumber] = 0;
7355 #if 0 /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */
7356 else { /* This shouldn't happen */
7357 FIXME("Calling application has released the device before relasing all the resources bound to the device\n");
7359 #endif
7363 break;
7364 case WINED3DRTYPE_INDEXBUFFER:
7365 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed.*/
7366 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
7367 if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
7368 This->updateStateBlock->pIndexData = NULL;
7371 if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
7372 if (This->stateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
7373 This->stateBlock->pIndexData = NULL;
7377 break;
7378 default:
7379 FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
7380 break;
7384 /* Remove the resoruce from the resourceStore */
7385 IWineD3DDeviceImpl_RemoveResource(iface, resource);
7387 TRACE("Resource released\n");
7391 /**********************************************************
7392 * IWineD3DDevice VTbl follows
7393 **********************************************************/
7395 const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
7397 /*** IUnknown methods ***/
7398 IWineD3DDeviceImpl_QueryInterface,
7399 IWineD3DDeviceImpl_AddRef,
7400 IWineD3DDeviceImpl_Release,
7401 /*** IWineD3DDevice methods ***/
7402 IWineD3DDeviceImpl_GetParent,
7403 /*** Creation methods**/
7404 IWineD3DDeviceImpl_CreateVertexBuffer,
7405 IWineD3DDeviceImpl_CreateIndexBuffer,
7406 IWineD3DDeviceImpl_CreateStateBlock,
7407 IWineD3DDeviceImpl_CreateSurface,
7408 IWineD3DDeviceImpl_CreateTexture,
7409 IWineD3DDeviceImpl_CreateVolumeTexture,
7410 IWineD3DDeviceImpl_CreateVolume,
7411 IWineD3DDeviceImpl_CreateCubeTexture,
7412 IWineD3DDeviceImpl_CreateQuery,
7413 IWineD3DDeviceImpl_CreateAdditionalSwapChain,
7414 IWineD3DDeviceImpl_CreateVertexDeclaration,
7415 IWineD3DDeviceImpl_CreateVertexShader,
7416 IWineD3DDeviceImpl_CreatePixelShader,
7417 IWineD3DDeviceImpl_CreatePalette,
7418 /*** Odd functions **/
7419 IWineD3DDeviceImpl_Init3D,
7420 IWineD3DDeviceImpl_Uninit3D,
7421 IWineD3DDeviceImpl_EnumDisplayModes,
7422 IWineD3DDeviceImpl_EvictManagedResources,
7423 IWineD3DDeviceImpl_GetAvailableTextureMem,
7424 IWineD3DDeviceImpl_GetBackBuffer,
7425 IWineD3DDeviceImpl_GetCreationParameters,
7426 IWineD3DDeviceImpl_GetDeviceCaps,
7427 IWineD3DDeviceImpl_GetDirect3D,
7428 IWineD3DDeviceImpl_GetDisplayMode,
7429 IWineD3DDeviceImpl_SetDisplayMode,
7430 IWineD3DDeviceImpl_GetHWND,
7431 IWineD3DDeviceImpl_SetHWND,
7432 IWineD3DDeviceImpl_GetNumberOfSwapChains,
7433 IWineD3DDeviceImpl_GetRasterStatus,
7434 IWineD3DDeviceImpl_GetSwapChain,
7435 IWineD3DDeviceImpl_Reset,
7436 IWineD3DDeviceImpl_SetDialogBoxMode,
7437 IWineD3DDeviceImpl_SetCursorProperties,
7438 IWineD3DDeviceImpl_SetCursorPosition,
7439 IWineD3DDeviceImpl_ShowCursor,
7440 IWineD3DDeviceImpl_TestCooperativeLevel,
7441 IWineD3DDeviceImpl_EnumZBufferFormats,
7442 IWineD3DDeviceImpl_EnumTextureFormats,
7443 /*** Getters and setters **/
7444 IWineD3DDeviceImpl_SetClipPlane,
7445 IWineD3DDeviceImpl_GetClipPlane,
7446 IWineD3DDeviceImpl_SetClipStatus,
7447 IWineD3DDeviceImpl_GetClipStatus,
7448 IWineD3DDeviceImpl_SetCurrentTexturePalette,
7449 IWineD3DDeviceImpl_GetCurrentTexturePalette,
7450 IWineD3DDeviceImpl_SetDepthStencilSurface,
7451 IWineD3DDeviceImpl_GetDepthStencilSurface,
7452 IWineD3DDeviceImpl_SetFVF,
7453 IWineD3DDeviceImpl_GetFVF,
7454 IWineD3DDeviceImpl_SetGammaRamp,
7455 IWineD3DDeviceImpl_GetGammaRamp,
7456 IWineD3DDeviceImpl_SetIndices,
7457 IWineD3DDeviceImpl_GetIndices,
7458 IWineD3DDeviceImpl_SetLight,
7459 IWineD3DDeviceImpl_GetLight,
7460 IWineD3DDeviceImpl_SetLightEnable,
7461 IWineD3DDeviceImpl_GetLightEnable,
7462 IWineD3DDeviceImpl_SetMaterial,
7463 IWineD3DDeviceImpl_GetMaterial,
7464 IWineD3DDeviceImpl_SetNPatchMode,
7465 IWineD3DDeviceImpl_GetNPatchMode,
7466 IWineD3DDeviceImpl_SetPaletteEntries,
7467 IWineD3DDeviceImpl_GetPaletteEntries,
7468 IWineD3DDeviceImpl_SetPixelShader,
7469 IWineD3DDeviceImpl_GetPixelShader,
7470 IWineD3DDeviceImpl_SetPixelShaderConstantB,
7471 IWineD3DDeviceImpl_GetPixelShaderConstantB,
7472 IWineD3DDeviceImpl_SetPixelShaderConstantI,
7473 IWineD3DDeviceImpl_GetPixelShaderConstantI,
7474 IWineD3DDeviceImpl_SetPixelShaderConstantF,
7475 IWineD3DDeviceImpl_GetPixelShaderConstantF,
7476 IWineD3DDeviceImpl_SetRenderState,
7477 IWineD3DDeviceImpl_GetRenderState,
7478 IWineD3DDeviceImpl_SetRenderTarget,
7479 IWineD3DDeviceImpl_GetRenderTarget,
7480 IWineD3DDeviceImpl_SetFrontBackBuffers,
7481 IWineD3DDeviceImpl_SetSamplerState,
7482 IWineD3DDeviceImpl_GetSamplerState,
7483 IWineD3DDeviceImpl_SetScissorRect,
7484 IWineD3DDeviceImpl_GetScissorRect,
7485 IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
7486 IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
7487 IWineD3DDeviceImpl_SetStreamSource,
7488 IWineD3DDeviceImpl_GetStreamSource,
7489 IWineD3DDeviceImpl_SetStreamSourceFreq,
7490 IWineD3DDeviceImpl_GetStreamSourceFreq,
7491 IWineD3DDeviceImpl_SetTexture,
7492 IWineD3DDeviceImpl_GetTexture,
7493 IWineD3DDeviceImpl_SetTextureStageState,
7494 IWineD3DDeviceImpl_GetTextureStageState,
7495 IWineD3DDeviceImpl_SetTransform,
7496 IWineD3DDeviceImpl_GetTransform,
7497 IWineD3DDeviceImpl_SetVertexDeclaration,
7498 IWineD3DDeviceImpl_GetVertexDeclaration,
7499 IWineD3DDeviceImpl_SetVertexShader,
7500 IWineD3DDeviceImpl_GetVertexShader,
7501 IWineD3DDeviceImpl_SetVertexShaderConstantB,
7502 IWineD3DDeviceImpl_GetVertexShaderConstantB,
7503 IWineD3DDeviceImpl_SetVertexShaderConstantI,
7504 IWineD3DDeviceImpl_GetVertexShaderConstantI,
7505 IWineD3DDeviceImpl_SetVertexShaderConstantF,
7506 IWineD3DDeviceImpl_GetVertexShaderConstantF,
7507 IWineD3DDeviceImpl_SetViewport,
7508 IWineD3DDeviceImpl_GetViewport,
7509 IWineD3DDeviceImpl_MultiplyTransform,
7510 IWineD3DDeviceImpl_ValidateDevice,
7511 IWineD3DDeviceImpl_ProcessVertices,
7512 /*** State block ***/
7513 IWineD3DDeviceImpl_BeginStateBlock,
7514 IWineD3DDeviceImpl_EndStateBlock,
7515 /*** Scene management ***/
7516 IWineD3DDeviceImpl_BeginScene,
7517 IWineD3DDeviceImpl_EndScene,
7518 IWineD3DDeviceImpl_Present,
7519 IWineD3DDeviceImpl_Clear,
7520 /*** Drawing ***/
7521 IWineD3DDeviceImpl_DrawPrimitive,
7522 IWineD3DDeviceImpl_DrawIndexedPrimitive,
7523 IWineD3DDeviceImpl_DrawPrimitiveUP,
7524 IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
7525 IWineD3DDeviceImpl_DrawPrimitiveStrided,
7526 IWineD3DDeviceImpl_DrawRectPatch,
7527 IWineD3DDeviceImpl_DrawTriPatch,
7528 IWineD3DDeviceImpl_DeletePatch,
7529 IWineD3DDeviceImpl_ColorFill,
7530 IWineD3DDeviceImpl_UpdateTexture,
7531 IWineD3DDeviceImpl_UpdateSurface,
7532 IWineD3DDeviceImpl_CopyRects,
7533 IWineD3DDeviceImpl_StretchRect,
7534 IWineD3DDeviceImpl_GetRenderTargetData,
7535 IWineD3DDeviceImpl_GetFrontBufferData,
7536 /*** Internal use IWineD3DDevice methods ***/
7537 IWineD3DDeviceImpl_SetupTextureStates,
7538 /*** object tracking ***/
7539 IWineD3DDeviceImpl_ResourceReleased
7543 const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
7544 WINED3DRS_ALPHABLENDENABLE ,
7545 WINED3DRS_ALPHAFUNC ,
7546 WINED3DRS_ALPHAREF ,
7547 WINED3DRS_ALPHATESTENABLE ,
7548 WINED3DRS_BLENDOP ,
7549 WINED3DRS_COLORWRITEENABLE ,
7550 WINED3DRS_DESTBLEND ,
7551 WINED3DRS_DITHERENABLE ,
7552 WINED3DRS_FILLMODE ,
7553 WINED3DRS_FOGDENSITY ,
7554 WINED3DRS_FOGEND ,
7555 WINED3DRS_FOGSTART ,
7556 WINED3DRS_LASTPIXEL ,
7557 WINED3DRS_SHADEMODE ,
7558 WINED3DRS_SRCBLEND ,
7559 WINED3DRS_STENCILENABLE ,
7560 WINED3DRS_STENCILFAIL ,
7561 WINED3DRS_STENCILFUNC ,
7562 WINED3DRS_STENCILMASK ,
7563 WINED3DRS_STENCILPASS ,
7564 WINED3DRS_STENCILREF ,
7565 WINED3DRS_STENCILWRITEMASK ,
7566 WINED3DRS_STENCILZFAIL ,
7567 WINED3DRS_TEXTUREFACTOR ,
7568 WINED3DRS_WRAP0 ,
7569 WINED3DRS_WRAP1 ,
7570 WINED3DRS_WRAP2 ,
7571 WINED3DRS_WRAP3 ,
7572 WINED3DRS_WRAP4 ,
7573 WINED3DRS_WRAP5 ,
7574 WINED3DRS_WRAP6 ,
7575 WINED3DRS_WRAP7 ,
7576 WINED3DRS_ZENABLE ,
7577 WINED3DRS_ZFUNC ,
7578 WINED3DRS_ZWRITEENABLE
7581 const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
7582 WINED3DTSS_ADDRESSW ,
7583 WINED3DTSS_ALPHAARG0 ,
7584 WINED3DTSS_ALPHAARG1 ,
7585 WINED3DTSS_ALPHAARG2 ,
7586 WINED3DTSS_ALPHAOP ,
7587 WINED3DTSS_BUMPENVLOFFSET ,
7588 WINED3DTSS_BUMPENVLSCALE ,
7589 WINED3DTSS_BUMPENVMAT00 ,
7590 WINED3DTSS_BUMPENVMAT01 ,
7591 WINED3DTSS_BUMPENVMAT10 ,
7592 WINED3DTSS_BUMPENVMAT11 ,
7593 WINED3DTSS_COLORARG0 ,
7594 WINED3DTSS_COLORARG1 ,
7595 WINED3DTSS_COLORARG2 ,
7596 WINED3DTSS_COLOROP ,
7597 WINED3DTSS_RESULTARG ,
7598 WINED3DTSS_TEXCOORDINDEX ,
7599 WINED3DTSS_TEXTURETRANSFORMFLAGS
7602 const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
7603 WINED3DSAMP_ADDRESSU ,
7604 WINED3DSAMP_ADDRESSV ,
7605 WINED3DSAMP_ADDRESSW ,
7606 WINED3DSAMP_BORDERCOLOR ,
7607 WINED3DSAMP_MAGFILTER ,
7608 WINED3DSAMP_MINFILTER ,
7609 WINED3DSAMP_MIPFILTER ,
7610 WINED3DSAMP_MIPMAPLODBIAS ,
7611 WINED3DSAMP_MAXMIPLEVEL ,
7612 WINED3DSAMP_MAXANISOTROPY ,
7613 WINED3DSAMP_SRGBTEXTURE ,
7614 WINED3DSAMP_ELEMENTINDEX
7617 const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
7618 WINED3DRS_AMBIENT ,
7619 WINED3DRS_AMBIENTMATERIALSOURCE ,
7620 WINED3DRS_CLIPPING ,
7621 WINED3DRS_CLIPPLANEENABLE ,
7622 WINED3DRS_COLORVERTEX ,
7623 WINED3DRS_DIFFUSEMATERIALSOURCE ,
7624 WINED3DRS_EMISSIVEMATERIALSOURCE ,
7625 WINED3DRS_FOGDENSITY ,
7626 WINED3DRS_FOGEND ,
7627 WINED3DRS_FOGSTART ,
7628 WINED3DRS_FOGTABLEMODE ,
7629 WINED3DRS_FOGVERTEXMODE ,
7630 WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
7631 WINED3DRS_LIGHTING ,
7632 WINED3DRS_LOCALVIEWER ,
7633 WINED3DRS_MULTISAMPLEANTIALIAS ,
7634 WINED3DRS_MULTISAMPLEMASK ,
7635 WINED3DRS_NORMALIZENORMALS ,
7636 WINED3DRS_PATCHEDGESTYLE ,
7637 WINED3DRS_POINTSCALE_A ,
7638 WINED3DRS_POINTSCALE_B ,
7639 WINED3DRS_POINTSCALE_C ,
7640 WINED3DRS_POINTSCALEENABLE ,
7641 WINED3DRS_POINTSIZE ,
7642 WINED3DRS_POINTSIZE_MAX ,
7643 WINED3DRS_POINTSIZE_MIN ,
7644 WINED3DRS_POINTSPRITEENABLE ,
7645 WINED3DRS_RANGEFOGENABLE ,
7646 WINED3DRS_SPECULARMATERIALSOURCE ,
7647 WINED3DRS_TWEENFACTOR ,
7648 WINED3DRS_VERTEXBLEND
7651 const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
7652 WINED3DTSS_TEXCOORDINDEX ,
7653 WINED3DTSS_TEXTURETRANSFORMFLAGS
7656 const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
7657 WINED3DSAMP_DMAPOFFSET