wined3d: Simplify the fragment pipeline selection.
[wine/gsoc_dplay.git] / dlls / wined3d / device.c
blob6c78ec4516d0b13c6939b0db00b4de528217788c
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 2006-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2006-2007 Henri Verbeet
11 * Copyright 2007 Andrew Riedi
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include <stdio.h>
30 #ifdef HAVE_FLOAT_H
31 # include <float.h>
32 #endif
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 #define GLINFO_LOCATION This->adapter->gl_info
38 /* Define the default light parameters as specified by MSDN */
39 const WINED3DLIGHT WINED3D_default_light = {
41 WINED3DLIGHT_DIRECTIONAL, /* Type */
42 { 1.0, 1.0, 1.0, 0.0 }, /* Diffuse r,g,b,a */
43 { 0.0, 0.0, 0.0, 0.0 }, /* Specular r,g,b,a */
44 { 0.0, 0.0, 0.0, 0.0 }, /* Ambient r,g,b,a, */
45 { 0.0, 0.0, 0.0 }, /* Position x,y,z */
46 { 0.0, 0.0, 1.0 }, /* Direction x,y,z */
47 0.0, /* Range */
48 0.0, /* Falloff */
49 0.0, 0.0, 0.0, /* Attenuation 0,1,2 */
50 0.0, /* Theta */
51 0.0 /* Phi */
54 /* static function declarations */
55 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
57 /* helper macros */
58 #define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;}
60 #define D3DCREATEOBJECTINSTANCE(object, type) { \
61 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
62 D3DMEMCHECK(object, pp##type); \
63 object->lpVtbl = &IWineD3D##type##_Vtbl; \
64 object->wineD3DDevice = This; \
65 object->parent = parent; \
66 object->ref = 1; \
67 *pp##type = (IWineD3D##type *) object; \
70 #define D3DCREATESHADEROBJECTINSTANCE(object, type) { \
71 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
72 D3DMEMCHECK(object, pp##type); \
73 object->lpVtbl = &IWineD3D##type##_Vtbl; \
74 object->parent = parent; \
75 object->baseShader.ref = 1; \
76 object->baseShader.device = (IWineD3DDevice*) This; \
77 list_init(&object->baseShader.linked_programs); \
78 *pp##type = (IWineD3D##type *) object; \
81 #define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
82 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
83 D3DMEMCHECK(object, pp##type); \
84 object->lpVtbl = &IWineD3D##type##_Vtbl; \
85 object->resource.wineD3DDevice = This; \
86 object->resource.parent = parent; \
87 object->resource.resourceType = d3dtype; \
88 object->resource.ref = 1; \
89 object->resource.pool = Pool; \
90 object->resource.format = Format; \
91 object->resource.usage = Usage; \
92 object->resource.size = _size; \
93 list_init(&object->resource.privateData); \
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 WineD3DAdapterChangeGLRam(This, _size); \
104 object->resource.heapMemory = (0 == _size ? NULL : HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, _size + RESOURCE_ALIGNMENT)); \
105 if (object->resource.heapMemory == NULL && _size != 0) { \
106 FIXME("Out of memory!\n"); \
107 HeapFree(GetProcessHeap(), 0, object); \
108 *pp##type = NULL; \
109 return WINED3DERR_OUTOFVIDEOMEMORY; \
111 object->resource.allocatedMemory = (BYTE *)(((ULONG_PTR) object->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1)); \
112 *pp##type = (IWineD3D##type *) object; \
113 IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object) ;\
114 TRACE("(%p) : Created resource %p\n", This, object); \
117 #define D3DINITIALIZEBASETEXTURE(_basetexture) { \
118 _basetexture.levels = Levels; \
119 _basetexture.filterType = (Usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE; \
120 _basetexture.LOD = 0; \
121 _basetexture.dirty = TRUE; \
122 _basetexture.is_srgb = FALSE; \
123 _basetexture.srgb_mode_change_count = 0; \
126 /**********************************************************
127 * Global variable / Constants follow
128 **********************************************************/
129 const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
131 /**********************************************************
132 * IUnknown parts follows
133 **********************************************************/
135 static HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
137 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
139 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
140 if (IsEqualGUID(riid, &IID_IUnknown)
141 || IsEqualGUID(riid, &IID_IWineD3DBase)
142 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
143 IUnknown_AddRef(iface);
144 *ppobj = This;
145 return S_OK;
147 *ppobj = NULL;
148 return E_NOINTERFACE;
151 static ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
152 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
153 ULONG refCount = InterlockedIncrement(&This->ref);
155 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
156 return refCount;
159 static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
160 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
161 ULONG refCount = InterlockedDecrement(&This->ref);
163 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
165 if (!refCount) {
166 if (This->fbo) {
167 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->fbo));
169 if (This->src_fbo) {
170 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->src_fbo));
172 if (This->dst_fbo) {
173 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->dst_fbo));
176 /* TODO: Clean up all the surfaces and textures! */
177 /* NOTE: You must release the parent if the object was created via a callback
178 ** ***************************/
180 if (!list_empty(&This->resources)) {
181 FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
182 dumpResources(&This->resources);
185 if(This->contexts) ERR("Context array not freed!\n");
186 if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
187 This->haveHardwareCursor = FALSE;
189 IWineD3D_Release(This->wineD3D);
190 This->wineD3D = NULL;
191 HeapFree(GetProcessHeap(), 0, This);
192 TRACE("Freed device %p\n", This);
193 This = NULL;
195 return refCount;
198 /**********************************************************
199 * IWineD3DDevice implementation follows
200 **********************************************************/
201 static HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
202 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
203 *pParent = This->parent;
204 IUnknown_AddRef(This->parent);
205 return WINED3D_OK;
208 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
209 DWORD FVF, WINED3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
210 IUnknown *parent) {
211 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
212 IWineD3DVertexBufferImpl *object;
213 WINED3DFORMAT Format = WINED3DFMT_VERTEXDATA; /* Dummy format for now */
214 int dxVersion = ( (IWineD3DImpl *) This->wineD3D)->dxVersion;
215 BOOL conv;
217 if(Size == 0) {
218 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
219 *ppVertexBuffer = NULL;
220 return WINED3DERR_INVALIDCALL;
221 } else if(Pool == WINED3DPOOL_SCRATCH) {
222 /* The d3d9 testsuit shows that this is not allowed. It doesn't make much sense
223 * anyway, SCRATCH vertex buffers aren't usable anywhere
225 WARN("Vertex buffer in D3DPOOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL\n");
226 *ppVertexBuffer = NULL;
227 return WINED3DERR_INVALIDCALL;
230 D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, WINED3DRTYPE_VERTEXBUFFER, Size)
232 TRACE("(%p) : Size=%d, Usage=0x%08x, FVF=%x, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
233 *ppVertexBuffer = (IWineD3DVertexBuffer *)object;
235 object->fvf = FVF;
237 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
238 * drawStridedFast (half-life 2).
240 * Basically converting the vertices in the buffer is quite expensive, and observations
241 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
242 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
244 * Direct3D7 has another problem: Its vertexbuffer api doesn't offer a way to specify
245 * the range of vertices being locked, so each lock will require the whole buffer to be transformed.
246 * Moreover geometry data in dx7 is quite simple, so drawStridedSlow isn't a big hit. A plus
247 * is that the vertex buffers fvf can be trusted in dx7. So only create non-converted vbos for
248 * dx7 apps.
249 * There is a IDirect3DVertexBuffer7::Optimize call after which the buffer can't be locked any
250 * more. In this call we can convert dx7 buffers too.
252 conv = ((FVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) || (FVF & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
253 if(!GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
254 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
255 } else if(Pool == WINED3DPOOL_SYSTEMMEM) {
256 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
257 } else if(Usage & WINED3DUSAGE_DYNAMIC) {
258 TRACE("Not creating a vbo because the buffer has dynamic usage\n");
259 } else if(dxVersion <= 7 && conv) {
260 TRACE("Not creating a vbo because dxVersion is 7 and the fvf needs conversion\n");
261 } else {
262 object->Flags |= VBFLAG_CREATEVBO;
264 return WINED3D_OK;
267 static void CreateIndexBufferVBO(IWineD3DDeviceImpl *This, IWineD3DIndexBufferImpl *object) {
268 GLenum error, glUsage;
269 TRACE("Creating VBO for Index Buffer %p\n", object);
271 /* The following code will modify the ELEMENT_ARRAY_BUFFER binding, make sure it is
272 * restored on the next draw
274 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
276 /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
277 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
278 ENTER_GL();
280 while(glGetError());
282 GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
283 error = glGetError();
284 if(error != GL_NO_ERROR || object->vbo == 0) {
285 ERR("Creating a vbo failed with error %s (%#x), continuing without vbo for this buffer\n", debug_glerror(error), error);
286 goto out;
289 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, object->vbo));
290 error = glGetError();
291 if(error != GL_NO_ERROR) {
292 ERR("Failed to bind index buffer with error %s (%#x), continuing without vbo for this buffer\n", debug_glerror(error), error);
293 goto out;
296 /* Use static write only usage for now. Dynamic index buffers stay in sysmem, and due to the sysmem
297 * copy no readback will be needed
299 glUsage = GL_STATIC_DRAW_ARB;
300 GL_EXTCALL(glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
301 error = glGetError();
302 if(error != GL_NO_ERROR) {
303 ERR("Failed to initialize the index buffer with error %s (%#x)\n", debug_glerror(error), error);
304 goto out;
306 LEAVE_GL();
307 TRACE("Successfully created vbo %d for index buffer %p\n", object->vbo, object);
308 return;
310 out:
311 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
312 GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
313 LEAVE_GL();
314 object->vbo = 0;
317 static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
318 WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
319 HANDLE *sharedHandle, IUnknown *parent) {
320 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
321 IWineD3DIndexBufferImpl *object;
322 TRACE("(%p) Creating index buffer\n", This);
324 /* Allocate the storage for the device */
325 D3DCREATERESOURCEOBJECTINSTANCE(object,IndexBuffer,WINED3DRTYPE_INDEXBUFFER, Length)
327 if(Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
328 CreateIndexBufferVBO(This, object);
331 TRACE("(%p) : Len=%d, Use=%x, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
332 debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
333 *ppIndexBuffer = (IWineD3DIndexBuffer *) object;
335 return WINED3D_OK;
338 static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
340 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
341 IWineD3DStateBlockImpl *object;
342 int i, j;
343 HRESULT temp_result;
345 D3DCREATEOBJECTINSTANCE(object, StateBlock)
346 object->blockType = Type;
348 for(i = 0; i < LIGHTMAP_SIZE; i++) {
349 list_init(&object->lightMap[i]);
352 /* Special case - Used during initialization to produce a placeholder stateblock
353 so other functions called can update a state block */
354 if (Type == WINED3DSBT_INIT) {
355 /* Don't bother increasing the reference count otherwise a device will never
356 be freed due to circular dependencies */
357 return WINED3D_OK;
360 temp_result = allocate_shader_constants(object);
361 if (WINED3D_OK != temp_result)
362 return temp_result;
364 /* Otherwise, might as well set the whole state block to the appropriate values */
365 if (This->stateBlock != NULL)
366 stateblock_copy((IWineD3DStateBlock*) object, (IWineD3DStateBlock*) This->stateBlock);
367 else
368 memset(object->streamFreq, 1, sizeof(object->streamFreq));
370 /* Reset the ref and type after kludging it */
371 object->wineD3DDevice = This;
372 object->ref = 1;
373 object->blockType = Type;
375 TRACE("Updating changed flags appropriate for type %d\n", Type);
377 if (Type == WINED3DSBT_ALL) {
379 TRACE("ALL => Pretend everything has changed\n");
380 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, TRUE);
382 /* Lights are not part of the changed / set structure */
383 for(j = 0; j < LIGHTMAP_SIZE; j++) {
384 struct list *e;
385 LIST_FOR_EACH(e, &object->lightMap[j]) {
386 PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
387 light->changed = TRUE;
388 light->enabledChanged = TRUE;
391 for(j = 1; j <= WINEHIGHEST_RENDER_STATE; j++) {
392 object->contained_render_states[j - 1] = j;
394 object->num_contained_render_states = WINEHIGHEST_RENDER_STATE;
395 /* TODO: Filter unused transforms between TEXTURE8 and WORLD0? */
396 for(j = 1; j <= HIGHEST_TRANSFORMSTATE; j++) {
397 object->contained_transform_states[j - 1] = j;
399 object->num_contained_transform_states = HIGHEST_TRANSFORMSTATE;
400 for(j = 0; j < GL_LIMITS(vshader_constantsF); j++) {
401 object->contained_vs_consts_f[j] = j;
403 object->num_contained_vs_consts_f = GL_LIMITS(vshader_constantsF);
404 for(j = 0; j < MAX_CONST_I; j++) {
405 object->contained_vs_consts_i[j] = j;
407 object->num_contained_vs_consts_i = MAX_CONST_I;
408 for(j = 0; j < MAX_CONST_B; j++) {
409 object->contained_vs_consts_b[j] = j;
411 object->num_contained_vs_consts_b = MAX_CONST_B;
412 for(j = 0; j < GL_LIMITS(pshader_constantsF); j++) {
413 object->contained_ps_consts_f[j] = j;
415 object->num_contained_ps_consts_f = GL_LIMITS(pshader_constantsF);
416 for(j = 0; j < MAX_CONST_I; j++) {
417 object->contained_ps_consts_i[j] = j;
419 object->num_contained_ps_consts_i = MAX_CONST_I;
420 for(j = 0; j < MAX_CONST_B; j++) {
421 object->contained_ps_consts_b[j] = j;
423 object->num_contained_ps_consts_b = MAX_CONST_B;
424 for(i = 0; i < MAX_TEXTURES; i++) {
425 for(j = 1; j <= WINED3D_HIGHEST_TEXTURE_STATE; j++) {
426 object->contained_tss_states[object->num_contained_tss_states].stage = i;
427 object->contained_tss_states[object->num_contained_tss_states].state = j;
428 object->num_contained_tss_states++;
431 for(i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
432 for(j = 1; j <= WINED3D_HIGHEST_SAMPLER_STATE; j++) {
433 object->contained_sampler_states[object->num_contained_sampler_states].stage = i;
434 object->contained_sampler_states[object->num_contained_sampler_states].state = j;
435 object->num_contained_sampler_states++;
439 for(i = 0; i < MAX_STREAMS; i++) {
440 if(object->streamSource[i]) {
441 IWineD3DVertexBuffer_AddRef(object->streamSource[i]);
444 if(object->pIndexData) {
445 IWineD3DIndexBuffer_AddRef(object->pIndexData);
447 if(object->vertexShader) {
448 IWineD3DVertexShader_AddRef(object->vertexShader);
450 if(object->pixelShader) {
451 IWineD3DPixelShader_AddRef(object->pixelShader);
454 } else if (Type == WINED3DSBT_PIXELSTATE) {
456 TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
457 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
459 object->changed.pixelShader = TRUE;
461 /* Pixel Shader Constants */
462 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
463 object->contained_ps_consts_f[i] = i;
464 object->changed.pixelShaderConstantsF[i] = TRUE;
466 object->num_contained_ps_consts_f = GL_LIMITS(vshader_constantsF);
467 for (i = 0; i < MAX_CONST_B; ++i) {
468 object->contained_ps_consts_b[i] = i;
469 object->changed.pixelShaderConstantsB[i] = TRUE;
471 object->num_contained_ps_consts_b = MAX_CONST_B;
472 for (i = 0; i < MAX_CONST_I; ++i) {
473 object->contained_ps_consts_i[i] = i;
474 object->changed.pixelShaderConstantsI[i] = TRUE;
476 object->num_contained_ps_consts_i = MAX_CONST_I;
478 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
479 object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
480 object->contained_render_states[i] = SavedPixelStates_R[i];
482 object->num_contained_render_states = NUM_SAVEDPIXELSTATES_R;
483 for (j = 0; j < MAX_TEXTURES; j++) {
484 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
485 object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
486 object->contained_tss_states[object->num_contained_tss_states].stage = j;
487 object->contained_tss_states[object->num_contained_tss_states].state = SavedPixelStates_T[i];
488 object->num_contained_tss_states++;
491 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++) {
492 for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
493 object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
494 object->contained_sampler_states[object->num_contained_sampler_states].stage = j;
495 object->contained_sampler_states[object->num_contained_sampler_states].state = SavedPixelStates_S[i];
496 object->num_contained_sampler_states++;
499 if(object->pixelShader) {
500 IWineD3DPixelShader_AddRef(object->pixelShader);
503 /* Pixel state blocks do not contain vertex buffers. Set them to NULL to avoid wrong refcounting
504 * on them. This makes releasing the buffer easier
506 for(i = 0; i < MAX_STREAMS; i++) {
507 object->streamSource[i] = NULL;
509 object->pIndexData = NULL;
510 object->vertexShader = NULL;
512 } else if (Type == WINED3DSBT_VERTEXSTATE) {
514 TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
515 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
517 object->changed.vertexShader = TRUE;
519 /* Vertex Shader Constants */
520 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
521 object->changed.vertexShaderConstantsF[i] = TRUE;
522 object->contained_vs_consts_f[i] = i;
524 object->num_contained_vs_consts_f = GL_LIMITS(vshader_constantsF);
525 for (i = 0; i < MAX_CONST_B; ++i) {
526 object->changed.vertexShaderConstantsB[i] = TRUE;
527 object->contained_vs_consts_b[i] = i;
529 object->num_contained_vs_consts_b = MAX_CONST_B;
530 for (i = 0; i < MAX_CONST_I; ++i) {
531 object->changed.vertexShaderConstantsI[i] = TRUE;
532 object->contained_vs_consts_i[i] = i;
534 object->num_contained_vs_consts_i = MAX_CONST_I;
535 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
536 object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
537 object->contained_render_states[i] = SavedVertexStates_R[i];
539 object->num_contained_render_states = NUM_SAVEDVERTEXSTATES_R;
540 for (j = 0; j < MAX_TEXTURES; j++) {
541 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
542 object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
543 object->contained_tss_states[object->num_contained_tss_states].stage = j;
544 object->contained_tss_states[object->num_contained_tss_states].state = SavedVertexStates_T[i];
545 object->num_contained_tss_states++;
548 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
549 for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
550 object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
551 object->contained_sampler_states[object->num_contained_sampler_states].stage = j;
552 object->contained_sampler_states[object->num_contained_sampler_states].state = SavedVertexStates_S[i];
553 object->num_contained_sampler_states++;
557 for(j = 0; j < LIGHTMAP_SIZE; j++) {
558 struct list *e;
559 LIST_FOR_EACH(e, &object->lightMap[j]) {
560 PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
561 light->changed = TRUE;
562 light->enabledChanged = TRUE;
566 for(i = 0; i < MAX_STREAMS; i++) {
567 if(object->streamSource[i]) {
568 IWineD3DVertexBuffer_AddRef(object->streamSource[i]);
571 if(object->vertexShader) {
572 IWineD3DVertexShader_AddRef(object->vertexShader);
574 object->pIndexData = NULL;
575 object->pixelShader = NULL;
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;
584 /* ************************************
585 MSDN:
586 [in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
588 Discard
589 [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
591 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.
593 ******************************** */
595 static 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) {
596 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
597 IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
598 unsigned int Size = 1;
599 const StaticPixelFormatDesc *tableEntry = getFormatDescEntry(Format, NULL, NULL);
600 TRACE("(%p) Create surface\n",This);
602 /** FIXME: Check ranges on the inputs are valid
603 * MSDN
604 * MultisampleQuality
605 * [in] Quality level. The valid range is between zero and one less than the level
606 * returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
607 * Passing a larger value returns the error WINED3DERR_INVALIDCALL. The MultisampleQuality
608 * values of paired render targets, depth stencil surfaces, and the MultiSample type
609 * must all match.
610 *******************************/
614 * TODO: Discard MSDN
615 * [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
617 * If this flag is set, the contents of the depth stencil buffer will be
618 * invalid after calling either IDirect3DDevice9::Present or * IDirect3DDevice9::SetDepthStencilSurface
619 * with a different depth surface.
621 *This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
622 ***************************/
624 if(MultisampleQuality > 0) {
625 FIXME("MultisampleQuality set to %d, substituting 0\n", MultisampleQuality);
626 MultisampleQuality=0;
629 /** FIXME: Check that the format is supported
630 * by the device.
631 *******************************/
633 /** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
634 * it is based around 4x4 pixel blocks it requires padding, so allocate enough
635 * space!
636 *********************************/
637 if (WINED3DFMT_UNKNOWN == Format) {
638 Size = 0;
639 } else if (Format == WINED3DFMT_DXT1) {
640 /* DXT1 is half byte per pixel */
641 Size = ((max(Width,4) * tableEntry->bpp) * max(Height,4)) >> 1;
643 } else if (Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3 ||
644 Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
645 Size = ((max(Width,4) * tableEntry->bpp) * max(Height,4));
646 } else {
647 /* The pitch is a multiple of 4 bytes */
648 Size = ((Width * tableEntry->bpp) + This->surface_alignment - 1) & ~(This->surface_alignment - 1);
649 Size *= Height;
652 /** Create and initialise the surface resource **/
653 D3DCREATERESOURCEOBJECTINSTANCE(object,Surface,WINED3DRTYPE_SURFACE, Size)
654 /* "Standalone" surface */
655 IWineD3DSurface_SetContainer((IWineD3DSurface *)object, NULL);
657 object->currentDesc.Width = Width;
658 object->currentDesc.Height = Height;
659 object->currentDesc.MultiSampleType = MultiSample;
660 object->currentDesc.MultiSampleQuality = MultisampleQuality;
661 object->glDescription.level = Level;
663 /* Flags */
664 object->Flags = SFLAG_NORMCOORD; /* Default to normalized coords */
665 object->Flags |= Discard ? SFLAG_DISCARD : 0;
666 object->Flags |= (WINED3DFMT_D16_LOCKABLE == Format) ? SFLAG_LOCKABLE : 0;
667 object->Flags |= Lockable ? SFLAG_LOCKABLE : 0;
670 if (WINED3DFMT_UNKNOWN != Format) {
671 object->bytesPerPixel = tableEntry->bpp;
672 } else {
673 object->bytesPerPixel = 0;
676 /** TODO: change this into a texture transform matrix so that it's processed in hardware **/
678 TRACE("Pool %d %d %d %d\n",Pool, WINED3DPOOL_DEFAULT, WINED3DPOOL_MANAGED, WINED3DPOOL_SYSTEMMEM);
680 /** Quick lockable sanity check TODO: remove this after surfaces, usage and lockability have been debugged properly
681 * this function is too deep to need to care about things like this.
682 * Levels need to be checked too, and possibly Type since they all affect what can be done.
683 * ****************************************/
684 switch(Pool) {
685 case WINED3DPOOL_SCRATCH:
686 if(!Lockable)
687 FIXME("Create surface called with a pool of SCRATCH and a Lockable of FALSE "
688 "which are mutually exclusive, setting lockable to TRUE\n");
689 Lockable = TRUE;
690 break;
691 case WINED3DPOOL_SYSTEMMEM:
692 if(!Lockable) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, "
693 "this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
694 case WINED3DPOOL_MANAGED:
695 if(Usage == WINED3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a "
696 "Usage of DYNAMIC which are mutually exclusive, not doing "
697 "anything just telling you.\n");
698 break;
699 case WINED3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
700 if(!(Usage & WINED3DUSAGE_DYNAMIC) && !(Usage & WINED3DUSAGE_RENDERTARGET)
701 && !(Usage && WINED3DUSAGE_DEPTHSTENCIL ) && Lockable)
702 WARN("Creating a surface with a POOL of DEFAULT with Lockable true, that doesn't specify DYNAMIC usage.\n");
703 break;
704 default:
705 FIXME("(%p) Unknown pool %d\n", This, Pool);
706 break;
709 if (Usage & WINED3DUSAGE_RENDERTARGET && Pool != WINED3DPOOL_DEFAULT) {
710 FIXME("Trying to create a render target that isn't in the default pool\n");
713 /* mark the texture as dirty so that it gets loaded first time around*/
714 IWineD3DSurface_AddDirtyRect(*ppSurface, NULL);
715 TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n",
716 This, Width, Height, Format, debug_d3dformat(Format),
717 (WINED3DFMT_D16_LOCKABLE == Format), *ppSurface, object->resource.allocatedMemory, object->resource.size);
719 /* Store the DirectDraw primary surface. This is the first rendertarget surface created */
720 if( (Usage & WINED3DUSAGE_RENDERTARGET) && (!This->ddraw_primary) )
721 This->ddraw_primary = (IWineD3DSurface *) object;
723 /* Look at the implementation and set the correct Vtable */
724 switch(Impl) {
725 case SURFACE_OPENGL:
726 /* Check if a 3D adapter is available when creating gl surfaces */
727 if(!This->adapter) {
728 ERR("OpenGL surfaces are not available without opengl\n");
729 HeapFree(GetProcessHeap(), 0, object->resource.allocatedMemory);
730 HeapFree(GetProcessHeap(), 0, object);
731 return WINED3DERR_NOTAVAILABLE;
733 break;
735 case SURFACE_GDI:
736 object->lpVtbl = &IWineGDISurface_Vtbl;
737 break;
739 default:
740 /* To be sure to catch this */
741 ERR("Unknown requested surface implementation %d!\n", Impl);
742 IWineD3DSurface_Release((IWineD3DSurface *) object);
743 return WINED3DERR_INVALIDCALL;
746 list_init(&object->renderbuffers);
748 /* Call the private setup routine */
749 return IWineD3DSurface_PrivateSetup( (IWineD3DSurface *) object );
753 static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Width, UINT Height, UINT Levels,
754 DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
755 IWineD3DTexture** ppTexture, HANDLE* pSharedHandle, IUnknown *parent,
756 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
758 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
759 IWineD3DTextureImpl *object;
760 unsigned int i;
761 UINT tmpW;
762 UINT tmpH;
763 HRESULT hr;
764 unsigned int pow2Width;
765 unsigned int pow2Height;
766 const GlPixelFormatDesc *glDesc;
767 getFormatDescEntry(Format, &GLINFO_LOCATION, &glDesc);
769 TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
770 TRACE("Format %#x (%s), Pool %#x, ppTexture %p, pSharedHandle %p, parent %p\n",
771 Format, debug_d3dformat(Format), Pool, ppTexture, pSharedHandle, parent);
773 /* TODO: It should only be possible to create textures for formats
774 that are reported as supported */
775 if (WINED3DFMT_UNKNOWN >= Format) {
776 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
777 return WINED3DERR_INVALIDCALL;
780 D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, WINED3DRTYPE_TEXTURE, 0);
781 D3DINITIALIZEBASETEXTURE(object->baseTexture);
782 object->width = Width;
783 object->height = Height;
785 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING) {
786 object->baseTexture.minMipLookup = &minMipLookup;
787 object->baseTexture.magLookup = &magLookup;
788 } else {
789 object->baseTexture.minMipLookup = &minMipLookup_noFilter;
790 object->baseTexture.magLookup = &magLookup_noFilter;
793 /** Non-power2 support **/
794 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
795 pow2Width = Width;
796 pow2Height = Height;
797 } else {
798 /* Find the nearest pow2 match */
799 pow2Width = pow2Height = 1;
800 while (pow2Width < Width) pow2Width <<= 1;
801 while (pow2Height < Height) pow2Height <<= 1;
803 if(pow2Width != Width || pow2Height != Height) {
804 if(Levels > 1) {
805 WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support\n");
806 HeapFree(GetProcessHeap(), 0, object);
807 *ppTexture = NULL;
808 return WINED3DERR_INVALIDCALL;
809 } else {
810 Levels = 1;
815 /** FIXME: add support for real non-power-two if it's provided by the video card **/
816 /* Precalculated scaling for 'faked' non power of two texture coords.
817 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
818 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
819 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
821 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
822 (Width != pow2Width || Height != pow2Height) &&
823 !((Format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
825 object->baseTexture.pow2Matrix[0] = (float)Width;
826 object->baseTexture.pow2Matrix[5] = (float)Height;
827 object->baseTexture.pow2Matrix[10] = 1.0;
828 object->baseTexture.pow2Matrix[15] = 1.0;
829 object->target = GL_TEXTURE_RECTANGLE_ARB;
830 } else {
831 object->baseTexture.pow2Matrix[0] = (((float)Width) / ((float)pow2Width));
832 object->baseTexture.pow2Matrix[5] = (((float)Height) / ((float)pow2Height));
833 object->baseTexture.pow2Matrix[10] = 1.0;
834 object->baseTexture.pow2Matrix[15] = 1.0;
835 object->target = GL_TEXTURE_2D;
837 TRACE(" xf(%f) yf(%f)\n", object->baseTexture.pow2Matrix[0], object->baseTexture.pow2Matrix[5]);
839 /* Calculate levels for mip mapping */
840 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
841 if(!GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
842 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL\n");
843 return WINED3DERR_INVALIDCALL;
845 if(Levels > 1) {
846 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL\n");
847 return WINED3DERR_INVALIDCALL;
849 object->baseTexture.levels = 1;
850 } else if (Levels == 0) {
851 TRACE("calculating levels %d\n", object->baseTexture.levels);
852 object->baseTexture.levels++;
853 tmpW = Width;
854 tmpH = Height;
855 while (tmpW > 1 || tmpH > 1) {
856 tmpW = max(1, tmpW >> 1);
857 tmpH = max(1, tmpH >> 1);
858 object->baseTexture.levels++;
860 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
863 /* Generate all the surfaces */
864 tmpW = Width;
865 tmpH = Height;
866 for (i = 0; i < object->baseTexture.levels; i++)
868 /* use the callback to create the texture surface */
869 hr = D3DCB_CreateSurface(This->parent, parent, tmpW, tmpH, Format, Usage, Pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &object->surfaces[i],NULL);
870 if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) {
871 FIXME("Failed to create surface %p\n", object);
872 /* clean up */
873 object->surfaces[i] = NULL;
874 IWineD3DTexture_Release((IWineD3DTexture *)object);
876 *ppTexture = NULL;
877 return hr;
880 IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
881 TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
882 /* calculate the next mipmap level */
883 tmpW = max(1, tmpW >> 1);
884 tmpH = max(1, tmpH >> 1);
886 object->baseTexture.shader_conversion_group = glDesc->conversion_group;
888 TRACE("(%p) : Created texture %p\n", This, object);
889 return WINED3D_OK;
892 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
893 UINT Width, UINT Height, UINT Depth,
894 UINT Levels, DWORD Usage,
895 WINED3DFORMAT Format, WINED3DPOOL Pool,
896 IWineD3DVolumeTexture **ppVolumeTexture,
897 HANDLE *pSharedHandle, IUnknown *parent,
898 D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
900 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
901 IWineD3DVolumeTextureImpl *object;
902 unsigned int i;
903 UINT tmpW;
904 UINT tmpH;
905 UINT tmpD;
906 const GlPixelFormatDesc *glDesc;
908 getFormatDescEntry(Format, &GLINFO_LOCATION, &glDesc);
910 /* TODO: It should only be possible to create textures for formats
911 that are reported as supported */
912 if (WINED3DFMT_UNKNOWN >= Format) {
913 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
914 return WINED3DERR_INVALIDCALL;
916 if(!GL_SUPPORT(EXT_TEXTURE3D)) {
917 WARN("(%p) : Texture cannot be created - no volume texture support\n", This);
918 return WINED3DERR_INVALIDCALL;
921 D3DCREATERESOURCEOBJECTINSTANCE(object, VolumeTexture, WINED3DRTYPE_VOLUMETEXTURE, 0);
922 D3DINITIALIZEBASETEXTURE(object->baseTexture);
924 TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
925 Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
927 object->width = Width;
928 object->height = Height;
929 object->depth = Depth;
931 /* Is NP2 support for volumes needed? */
932 object->baseTexture.pow2Matrix[ 0] = 1.0;
933 object->baseTexture.pow2Matrix[ 5] = 1.0;
934 object->baseTexture.pow2Matrix[10] = 1.0;
935 object->baseTexture.pow2Matrix[15] = 1.0;
937 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING) {
938 object->baseTexture.minMipLookup = &minMipLookup;
939 object->baseTexture.magLookup = &magLookup;
940 } else {
941 object->baseTexture.minMipLookup = &minMipLookup_noFilter;
942 object->baseTexture.magLookup = &magLookup_noFilter;
945 /* Calculate levels for mip mapping */
946 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
947 if(!GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
948 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL\n");
949 return WINED3DERR_INVALIDCALL;
951 if(Levels > 1) {
952 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL\n");
953 return WINED3DERR_INVALIDCALL;
955 Levels = 1;
956 } else if (Levels == 0) {
957 object->baseTexture.levels++;
958 tmpW = Width;
959 tmpH = Height;
960 tmpD = Depth;
961 while (tmpW > 1 || tmpH > 1 || tmpD > 1) {
962 tmpW = max(1, tmpW >> 1);
963 tmpH = max(1, tmpH >> 1);
964 tmpD = max(1, tmpD >> 1);
965 object->baseTexture.levels++;
967 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
970 /* Generate all the surfaces */
971 tmpW = Width;
972 tmpH = Height;
973 tmpD = Depth;
975 for (i = 0; i < object->baseTexture.levels; i++)
977 HRESULT hr;
978 /* Create the volume */
979 hr = D3DCB_CreateVolume(This->parent, parent, tmpW, tmpH, tmpD, Format, Pool, Usage,
980 &object->volumes[i], pSharedHandle);
982 if(FAILED(hr)) {
983 ERR("Creating a volume for the volume texture failed(%08x)\n", hr);
984 IWineD3DVolumeTexture_Release((IWineD3DVolumeTexture *) object);
985 *ppVolumeTexture = NULL;
986 return hr;
989 /* Set its container to this object */
990 IWineD3DVolume_SetContainer(object->volumes[i], (IWineD3DBase *)object);
992 /* calculate the next mipmap level */
993 tmpW = max(1, tmpW >> 1);
994 tmpH = max(1, tmpH >> 1);
995 tmpD = max(1, tmpD >> 1);
997 object->baseTexture.shader_conversion_group = glDesc->conversion_group;
999 *ppVolumeTexture = (IWineD3DVolumeTexture *) object;
1000 TRACE("(%p) : Created volume texture %p\n", This, object);
1001 return WINED3D_OK;
1004 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
1005 UINT Width, UINT Height, UINT Depth,
1006 DWORD Usage,
1007 WINED3DFORMAT Format, WINED3DPOOL Pool,
1008 IWineD3DVolume** ppVolume,
1009 HANDLE* pSharedHandle, IUnknown *parent) {
1011 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1012 IWineD3DVolumeImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1013 const StaticPixelFormatDesc *formatDesc = getFormatDescEntry(Format, NULL, NULL);
1015 if(!GL_SUPPORT(EXT_TEXTURE3D)) {
1016 WARN("(%p) : Volume cannot be created - no volume texture support\n", This);
1017 return WINED3DERR_INVALIDCALL;
1020 D3DCREATERESOURCEOBJECTINSTANCE(object, Volume, WINED3DRTYPE_VOLUME, ((Width * formatDesc->bpp) * Height * Depth))
1022 TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
1023 Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
1025 object->currentDesc.Width = Width;
1026 object->currentDesc.Height = Height;
1027 object->currentDesc.Depth = Depth;
1028 object->bytesPerPixel = formatDesc->bpp;
1030 /** Note: Volume textures cannot be dxtn, hence no need to check here **/
1031 object->lockable = TRUE;
1032 object->locked = FALSE;
1033 memset(&object->lockedBox, 0, sizeof(WINED3DBOX));
1034 object->dirty = TRUE;
1036 return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) object, NULL);
1039 static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
1040 UINT Levels, DWORD Usage,
1041 WINED3DFORMAT Format, WINED3DPOOL Pool,
1042 IWineD3DCubeTexture **ppCubeTexture,
1043 HANDLE *pSharedHandle, IUnknown *parent,
1044 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
1046 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1047 IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1048 unsigned int i, j;
1049 UINT tmpW;
1050 HRESULT hr;
1051 unsigned int pow2EdgeLength = EdgeLength;
1052 const GlPixelFormatDesc *glDesc;
1053 getFormatDescEntry(Format, &GLINFO_LOCATION, &glDesc);
1055 /* TODO: It should only be possible to create textures for formats
1056 that are reported as supported */
1057 if (WINED3DFMT_UNKNOWN >= Format) {
1058 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
1059 return WINED3DERR_INVALIDCALL;
1062 if (!GL_SUPPORT(ARB_TEXTURE_CUBE_MAP) && Pool != WINED3DPOOL_SCRATCH) {
1063 WARN("(%p) : Tried to create not supported cube texture\n", This);
1064 return WINED3DERR_INVALIDCALL;
1067 D3DCREATERESOURCEOBJECTINSTANCE(object, CubeTexture, WINED3DRTYPE_CUBETEXTURE, 0);
1068 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1070 TRACE("(%p) Create Cube Texture\n", This);
1072 /** Non-power2 support **/
1074 /* Find the nearest pow2 match */
1075 pow2EdgeLength = 1;
1076 while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
1078 object->edgeLength = EdgeLength;
1079 /* TODO: support for native non-power 2 */
1080 /* Precalculated scaling for 'faked' non power of two texture coords */
1081 object->baseTexture.pow2Matrix[ 0] = ((float)EdgeLength) / ((float)pow2EdgeLength);
1082 object->baseTexture.pow2Matrix[ 5] = ((float)EdgeLength) / ((float)pow2EdgeLength);
1083 object->baseTexture.pow2Matrix[10] = ((float)EdgeLength) / ((float)pow2EdgeLength);
1084 object->baseTexture.pow2Matrix[15] = 1.0;
1086 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING) {
1087 object->baseTexture.minMipLookup = &minMipLookup;
1088 object->baseTexture.magLookup = &magLookup;
1089 } else {
1090 object->baseTexture.minMipLookup = &minMipLookup_noFilter;
1091 object->baseTexture.magLookup = &magLookup_noFilter;
1094 /* Calculate levels for mip mapping */
1095 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
1096 if(!GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
1097 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL\n");
1098 HeapFree(GetProcessHeap(), 0, object);
1099 *ppCubeTexture = NULL;
1101 return WINED3DERR_INVALIDCALL;
1103 if(Levels > 1) {
1104 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL\n");
1105 HeapFree(GetProcessHeap(), 0, object);
1106 *ppCubeTexture = NULL;
1108 return WINED3DERR_INVALIDCALL;
1110 Levels = 1;
1111 } else if (Levels == 0) {
1112 object->baseTexture.levels++;
1113 tmpW = EdgeLength;
1114 while (tmpW > 1) {
1115 tmpW = max(1, tmpW >> 1);
1116 object->baseTexture.levels++;
1118 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1121 /* Generate all the surfaces */
1122 tmpW = EdgeLength;
1123 for (i = 0; i < object->baseTexture.levels; i++) {
1125 /* Create the 6 faces */
1126 for (j = 0; j < 6; j++) {
1128 hr=D3DCB_CreateSurface(This->parent, parent, tmpW, tmpW, Format, Usage, Pool,
1129 i /* Level */, j, &object->surfaces[j][i],pSharedHandle);
1131 if(hr!= WINED3D_OK) {
1132 /* clean up */
1133 int k;
1134 int l;
1135 for (l = 0; l < j; l++) {
1136 IWineD3DSurface_Release(object->surfaces[l][i]);
1138 for (k = 0; k < i; k++) {
1139 for (l = 0; l < 6; l++) {
1140 IWineD3DSurface_Release(object->surfaces[l][k]);
1144 FIXME("(%p) Failed to create surface\n",object);
1145 HeapFree(GetProcessHeap(),0,object);
1146 *ppCubeTexture = NULL;
1147 return hr;
1149 IWineD3DSurface_SetContainer(object->surfaces[j][i], (IWineD3DBase *)object);
1150 TRACE("Created surface level %d @ %p,\n", i, object->surfaces[j][i]);
1152 tmpW = max(1, tmpW >> 1);
1154 object->baseTexture.shader_conversion_group = glDesc->conversion_group;
1156 TRACE("(%p) : Created Cube Texture %p\n", This, object);
1157 *ppCubeTexture = (IWineD3DCubeTexture *) object;
1158 return WINED3D_OK;
1161 static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
1162 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1163 IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
1164 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1165 const IWineD3DQueryVtbl *vtable;
1167 /* Just a check to see if we support this type of query */
1168 switch(Type) {
1169 case WINED3DQUERYTYPE_OCCLUSION:
1170 TRACE("(%p) occlusion query\n", This);
1171 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
1172 hr = WINED3D_OK;
1173 else
1174 WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY/NV_OCCLUSION_QUERY\n");
1176 vtable = &IWineD3DOcclusionQuery_Vtbl;
1177 break;
1179 case WINED3DQUERYTYPE_EVENT:
1180 if(!(GL_SUPPORT(NV_FENCE) || GL_SUPPORT(APPLE_FENCE) )) {
1181 /* Half-Life 2 needs this query. It does not render the main menu correctly otherwise
1182 * Pretend to support it, faking this query does not do much harm except potentially lowering performance
1184 FIXME("(%p) Event query: Unimplemented, but pretending to be supported\n", This);
1186 vtable = &IWineD3DEventQuery_Vtbl;
1187 hr = WINED3D_OK;
1188 break;
1190 case WINED3DQUERYTYPE_VCACHE:
1191 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1192 case WINED3DQUERYTYPE_VERTEXSTATS:
1193 case WINED3DQUERYTYPE_TIMESTAMP:
1194 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1195 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1196 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1197 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1198 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1199 case WINED3DQUERYTYPE_PIXELTIMINGS:
1200 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1201 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1202 default:
1203 /* Use the base Query vtable until we have a special one for each query */
1204 vtable = &IWineD3DQuery_Vtbl;
1205 FIXME("(%p) Unhandled query type %d\n", This, Type);
1207 if(NULL == ppQuery || hr != WINED3D_OK) {
1208 return hr;
1211 D3DCREATEOBJECTINSTANCE(object, Query)
1212 object->lpVtbl = vtable;
1213 object->type = Type;
1214 object->state = QUERY_CREATED;
1215 /* allocated the 'extended' data based on the type of query requested */
1216 switch(Type){
1217 case WINED3DQUERYTYPE_OCCLUSION:
1218 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryOcclusionData));
1219 ((WineQueryOcclusionData *)(object->extendedData))->ctx = This->activeContext;
1221 if(GL_SUPPORT(ARB_OCCLUSION_QUERY)) {
1222 TRACE("(%p) Allocating data for an occlusion query\n", This);
1223 GL_EXTCALL(glGenQueriesARB(1, &((WineQueryOcclusionData *)(object->extendedData))->queryId));
1224 break;
1226 case WINED3DQUERYTYPE_EVENT:
1227 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryEventData));
1228 ((WineQueryEventData *)(object->extendedData))->ctx = This->activeContext;
1230 if(GL_SUPPORT(APPLE_FENCE)) {
1231 GL_EXTCALL(glGenFencesAPPLE(1, &((WineQueryEventData *)(object->extendedData))->fenceId));
1232 checkGLcall("glGenFencesAPPLE");
1233 } else if(GL_SUPPORT(NV_FENCE)) {
1234 GL_EXTCALL(glGenFencesNV(1, &((WineQueryEventData *)(object->extendedData))->fenceId));
1235 checkGLcall("glGenFencesNV");
1237 break;
1239 case WINED3DQUERYTYPE_VCACHE:
1240 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1241 case WINED3DQUERYTYPE_VERTEXSTATS:
1242 case WINED3DQUERYTYPE_TIMESTAMP:
1243 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1244 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1245 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1246 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1247 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1248 case WINED3DQUERYTYPE_PIXELTIMINGS:
1249 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1250 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1251 default:
1252 object->extendedData = 0;
1253 FIXME("(%p) Unhandled query type %d\n",This , Type);
1255 TRACE("(%p) : Created Query %p\n", This, object);
1256 return WINED3D_OK;
1259 /*****************************************************************************
1260 * IWineD3DDeviceImpl_SetupFullscreenWindow
1262 * Helper function that modifies a HWND's Style and ExStyle for proper
1263 * fullscreen use.
1265 * Params:
1266 * iface: Pointer to the IWineD3DDevice interface
1267 * window: Window to setup
1269 *****************************************************************************/
1270 static LONG fullscreen_style(LONG orig_style) {
1271 LONG style = orig_style;
1272 style &= ~WS_CAPTION;
1273 style &= ~WS_THICKFRAME;
1275 /* Make sure the window is managed, otherwise we won't get keyboard input */
1276 style |= WS_POPUP | WS_SYSMENU;
1278 return style;
1281 static LONG fullscreen_exStyle(LONG orig_exStyle) {
1282 LONG exStyle = orig_exStyle;
1284 /* Filter out window decorations */
1285 exStyle &= ~WS_EX_WINDOWEDGE;
1286 exStyle &= ~WS_EX_CLIENTEDGE;
1288 return exStyle;
1291 static void WINAPI IWineD3DDeviceImpl_SetupFullscreenWindow(IWineD3DDevice *iface, HWND window) {
1292 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1294 LONG style, exStyle;
1295 /* Don't do anything if an original style is stored.
1296 * That shouldn't happen
1298 TRACE("(%p): Setting up window %p for exclusive mode\n", This, window);
1299 if (This->style || This->exStyle) {
1300 ERR("(%p): Want to change the window parameters of HWND %p, but "
1301 "another style is stored for restoration afterwards\n", This, window);
1304 /* Get the parameters and save them */
1305 style = GetWindowLongW(window, GWL_STYLE);
1306 exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1307 This->style = style;
1308 This->exStyle = exStyle;
1310 style = fullscreen_style(style);
1311 exStyle = fullscreen_exStyle(exStyle);
1313 TRACE("Old style was %08x,%08x, setting to %08x,%08x\n",
1314 This->style, This->exStyle, style, exStyle);
1316 SetWindowLongW(window, GWL_STYLE, style);
1317 SetWindowLongW(window, GWL_EXSTYLE, exStyle);
1319 /* Inform the window about the update. */
1320 SetWindowPos(window, HWND_TOP, 0, 0,
1321 This->ddraw_width, This->ddraw_height, SWP_FRAMECHANGED);
1322 ShowWindow(window, SW_NORMAL);
1325 /*****************************************************************************
1326 * IWineD3DDeviceImpl_RestoreWindow
1328 * Helper function that restores a windows' properties when taking it out
1329 * of fullscreen mode
1331 * Params:
1332 * iface: Pointer to the IWineD3DDevice interface
1333 * window: Window to setup
1335 *****************************************************************************/
1336 static void WINAPI IWineD3DDeviceImpl_RestoreWindow(IWineD3DDevice *iface, HWND window) {
1337 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1338 LONG style, exStyle;
1340 /* This could be a DDSCL_NORMAL -> DDSCL_NORMAL
1341 * switch, do nothing
1343 if (!This->style && !This->exStyle) return;
1345 TRACE("(%p): Restoring window settings of window %p to %08x, %08x\n",
1346 This, window, This->style, This->exStyle);
1348 style = GetWindowLongW(window, GWL_STYLE);
1349 exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1351 /* Only restore the style if the application didn't modify it during the fullscreen phase.
1352 * Some applications change it before calling Reset() when switching between windowed and
1353 * fullscreen modes(HL2), some depend on the original style(Eve Online)
1355 if(style == fullscreen_style(This->style) &&
1356 exStyle == fullscreen_style(This->exStyle)) {
1357 SetWindowLongW(window, GWL_STYLE, This->style);
1358 SetWindowLongW(window, GWL_EXSTYLE, This->exStyle);
1361 /* Delete the old values */
1362 This->style = 0;
1363 This->exStyle = 0;
1365 /* Inform the window about the update */
1366 SetWindowPos(window, 0 /* InsertAfter, ignored */,
1367 0, 0, 0, 0, /* Pos, Size, ignored */
1368 SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
1371 /* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
1372 static HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, IWineD3DSwapChain** ppSwapChain,
1373 IUnknown* parent,
1374 D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget,
1375 D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil) {
1376 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1378 HDC hDc;
1379 IWineD3DSwapChainImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1380 HRESULT hr = WINED3D_OK;
1381 IUnknown *bufferParent;
1382 BOOL displaymode_set = FALSE;
1383 WINED3DDISPLAYMODE Mode;
1384 const StaticPixelFormatDesc *formatDesc;
1386 TRACE("(%p) : Created Additional Swap Chain\n", This);
1388 /** FIXME: Test under windows to find out what the life cycle of a swap chain is,
1389 * does a device hold a reference to a swap chain giving them a lifetime of the device
1390 * or does the swap chain notify the device of its destruction.
1391 *******************************/
1393 /* Check the params */
1394 if(pPresentationParameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX) {
1395 ERR("App requested %d back buffers, this is not supported for now\n", pPresentationParameters->BackBufferCount);
1396 return WINED3DERR_INVALIDCALL;
1397 } else if (pPresentationParameters->BackBufferCount > 1) {
1398 FIXME("The app requests more than one back buffer, this can't be supported properly. Please configure the application to use double buffering(=1 back buffer) if possible\n");
1401 D3DCREATEOBJECTINSTANCE(object, SwapChain)
1403 /*********************
1404 * Lookup the window Handle and the relating X window handle
1405 ********************/
1407 /* Setup hwnd we are using, plus which display this equates to */
1408 object->win_handle = pPresentationParameters->hDeviceWindow;
1409 if (!object->win_handle) {
1410 object->win_handle = This->createParms.hFocusWindow;
1412 if(!This->ddraw_window) IWineD3DDevice_SetHWND(iface, object->win_handle);
1414 hDc = GetDC(object->win_handle);
1415 TRACE("Using hDc %p\n", hDc);
1417 if (NULL == hDc) {
1418 WARN("Failed to get a HDc for Window %p\n", object->win_handle);
1419 return WINED3DERR_NOTAVAILABLE;
1422 /* Get info on the current display setup */
1423 IWineD3D_GetAdapterDisplayMode(This->wineD3D, This->adapter->num, &Mode);
1424 object->orig_width = Mode.Width;
1425 object->orig_height = Mode.Height;
1426 object->orig_fmt = Mode.Format;
1427 formatDesc = getFormatDescEntry(Mode.Format, NULL, NULL);
1429 /** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
1430 * then the corresponding dimension of the client area of the hDeviceWindow
1431 * (or the focus window, if hDeviceWindow is NULL) is taken.
1432 **********************/
1434 if (pPresentationParameters->Windowed &&
1435 ((pPresentationParameters->BackBufferWidth == 0) ||
1436 (pPresentationParameters->BackBufferHeight == 0) ||
1437 (pPresentationParameters->BackBufferFormat == WINED3DFMT_UNKNOWN))) {
1439 RECT Rect;
1440 GetClientRect(object->win_handle, &Rect);
1442 if (pPresentationParameters->BackBufferWidth == 0) {
1443 pPresentationParameters->BackBufferWidth = Rect.right;
1444 TRACE("Updating width to %d\n", pPresentationParameters->BackBufferWidth);
1446 if (pPresentationParameters->BackBufferHeight == 0) {
1447 pPresentationParameters->BackBufferHeight = Rect.bottom;
1448 TRACE("Updating height to %d\n", pPresentationParameters->BackBufferHeight);
1450 if (pPresentationParameters->BackBufferFormat == WINED3DFMT_UNKNOWN) {
1451 pPresentationParameters->BackBufferFormat = object->orig_fmt;
1452 TRACE("Updating format to %s\n", debug_d3dformat(object->orig_fmt));
1456 /* Put the correct figures in the presentation parameters */
1457 TRACE("Copying across presentation parameters\n");
1458 object->presentParms = *pPresentationParameters;
1460 TRACE("calling rendertarget CB\n");
1461 hr = D3DCB_CreateRenderTarget(This->parent,
1462 parent,
1463 object->presentParms.BackBufferWidth,
1464 object->presentParms.BackBufferHeight,
1465 object->presentParms.BackBufferFormat,
1466 object->presentParms.MultiSampleType,
1467 object->presentParms.MultiSampleQuality,
1468 TRUE /* Lockable */,
1469 &object->frontBuffer,
1470 NULL /* pShared (always null)*/);
1471 if (object->frontBuffer != NULL) {
1472 IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
1473 IWineD3DSurface_ModifyLocation(object->frontBuffer, SFLAG_INDRAWABLE, TRUE);
1474 } else {
1475 ERR("Failed to create the front buffer\n");
1476 goto error;
1479 /*********************
1480 * Windowed / Fullscreen
1481 *******************/
1484 * TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
1485 * so we should really check to see if there is a fullscreen swapchain already
1486 * I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
1487 **************************************/
1489 if (!pPresentationParameters->Windowed) {
1490 WINED3DDISPLAYMODE mode;
1493 /* Change the display settings */
1494 mode.Width = pPresentationParameters->BackBufferWidth;
1495 mode.Height = pPresentationParameters->BackBufferHeight;
1496 mode.Format = pPresentationParameters->BackBufferFormat;
1497 mode.RefreshRate = pPresentationParameters->FullScreen_RefreshRateInHz;
1499 IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
1500 displaymode_set = TRUE;
1501 IWineD3DDevice_SetFullscreen(iface, TRUE);
1505 * Create an opengl context for the display visual
1506 * NOTE: the visual is chosen as the window is created and the glcontext cannot
1507 * use different properties after that point in time. FIXME: How to handle when requested format
1508 * doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
1509 * it chooses is identical to the one already being used!
1510 **********************************/
1511 /** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
1513 object->context = HeapAlloc(GetProcessHeap(), 0, sizeof(object->context));
1514 if(!object->context)
1515 return E_OUTOFMEMORY;
1516 object->num_contexts = 1;
1518 object->context[0] = CreateContext(This, (IWineD3DSurfaceImpl *) object->frontBuffer, object->win_handle, FALSE /* pbuffer */, pPresentationParameters);
1519 if (!object->context[0]) {
1520 ERR("Failed to create a new context\n");
1521 hr = WINED3DERR_NOTAVAILABLE;
1522 goto error;
1523 } else {
1524 TRACE("Context created (HWND=%p, glContext=%p)\n",
1525 object->win_handle, object->context[0]->glCtx);
1528 /*********************
1529 * Create the back, front and stencil buffers
1530 *******************/
1531 if(object->presentParms.BackBufferCount > 0) {
1532 int i;
1534 object->backBuffer = HeapAlloc(GetProcessHeap(), 0, sizeof(IWineD3DSurface *) * object->presentParms.BackBufferCount);
1535 if(!object->backBuffer) {
1536 ERR("Out of memory\n");
1537 hr = E_OUTOFMEMORY;
1538 goto error;
1541 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1542 TRACE("calling rendertarget CB\n");
1543 hr = D3DCB_CreateRenderTarget(This->parent,
1544 parent,
1545 object->presentParms.BackBufferWidth,
1546 object->presentParms.BackBufferHeight,
1547 object->presentParms.BackBufferFormat,
1548 object->presentParms.MultiSampleType,
1549 object->presentParms.MultiSampleQuality,
1550 TRUE /* Lockable */,
1551 &object->backBuffer[i],
1552 NULL /* pShared (always null)*/);
1553 if(hr == WINED3D_OK && object->backBuffer[i]) {
1554 IWineD3DSurface_SetContainer(object->backBuffer[i], (IWineD3DBase *)object);
1555 } else {
1556 ERR("Cannot create new back buffer\n");
1557 goto error;
1559 ENTER_GL();
1560 glDrawBuffer(GL_BACK);
1561 checkGLcall("glDrawBuffer(GL_BACK)");
1562 LEAVE_GL();
1564 } else {
1565 object->backBuffer = NULL;
1567 /* Single buffering - draw to front buffer */
1568 ENTER_GL();
1569 glDrawBuffer(GL_FRONT);
1570 checkGLcall("glDrawBuffer(GL_FRONT)");
1571 LEAVE_GL();
1574 /* Under directX swapchains share the depth stencil, so only create one depth-stencil */
1575 if (pPresentationParameters->EnableAutoDepthStencil && hr == WINED3D_OK) {
1576 TRACE("Creating depth stencil buffer\n");
1577 if (This->auto_depth_stencil_buffer == NULL ) {
1578 hr = D3DCB_CreateDepthStencil(This->parent,
1579 parent,
1580 object->presentParms.BackBufferWidth,
1581 object->presentParms.BackBufferHeight,
1582 object->presentParms.AutoDepthStencilFormat,
1583 object->presentParms.MultiSampleType,
1584 object->presentParms.MultiSampleQuality,
1585 FALSE /* FIXME: Discard */,
1586 &This->auto_depth_stencil_buffer,
1587 NULL /* pShared (always null)*/ );
1588 if (This->auto_depth_stencil_buffer != NULL)
1589 IWineD3DSurface_SetContainer(This->auto_depth_stencil_buffer, 0);
1592 /** TODO: A check on width, height and multisample types
1593 *(since the zbuffer must be at least as large as the render target and have the same multisample parameters)
1594 ****************************/
1595 object->wantsDepthStencilBuffer = TRUE;
1596 } else {
1597 object->wantsDepthStencilBuffer = FALSE;
1600 IWineD3DSwapChain_GetGammaRamp((IWineD3DSwapChain *) object, &object->orig_gamma);
1602 TRACE("Created swapchain %p\n", object);
1603 TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil %d\n",object->frontBuffer, object->backBuffer ? object->backBuffer[0] : NULL, object->wantsDepthStencilBuffer);
1604 return WINED3D_OK;
1606 error:
1607 if (displaymode_set) {
1608 DEVMODEW devmode;
1609 RECT clip_rc;
1611 SetRect(&clip_rc, 0, 0, object->orig_width, object->orig_height);
1612 ClipCursor(NULL);
1614 /* Change the display settings */
1615 memset(&devmode, 0, sizeof(devmode));
1616 devmode.dmSize = sizeof(devmode);
1617 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1618 devmode.dmBitsPerPel = formatDesc->bpp * 8;
1619 devmode.dmPelsWidth = object->orig_width;
1620 devmode.dmPelsHeight = object->orig_height;
1621 ChangeDisplaySettingsExW(This->adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
1624 if (object->backBuffer) {
1625 int i;
1626 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1627 if(object->backBuffer[i]) {
1628 IWineD3DSurface_GetParent(object->backBuffer[i], &bufferParent);
1629 IUnknown_Release(bufferParent); /* once for the get parent */
1630 if (IUnknown_Release(bufferParent) > 0) {
1631 FIXME("(%p) Something's still holding the back buffer\n",This);
1635 HeapFree(GetProcessHeap(), 0, object->backBuffer);
1636 object->backBuffer = NULL;
1638 if(object->context[0])
1639 DestroyContext(This, object->context[0]);
1640 if(object->frontBuffer) {
1641 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1642 IUnknown_Release(bufferParent); /* once for the get parent */
1643 if (IUnknown_Release(bufferParent) > 0) {
1644 FIXME("(%p) Something's still holding the front buffer\n",This);
1647 HeapFree(GetProcessHeap(), 0, object);
1648 return hr;
1651 /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
1652 static UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
1653 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1654 TRACE("(%p)\n", This);
1656 return This->NumberOfSwapChains;
1659 static HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
1660 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1661 TRACE("(%p) : swapchain %d\n", This, iSwapChain);
1663 if(iSwapChain < This->NumberOfSwapChains) {
1664 *pSwapChain = This->swapchains[iSwapChain];
1665 IWineD3DSwapChain_AddRef(*pSwapChain);
1666 TRACE("(%p) returning %p\n", This, *pSwapChain);
1667 return WINED3D_OK;
1668 } else {
1669 TRACE("Swapchain out of range\n");
1670 *pSwapChain = NULL;
1671 return WINED3DERR_INVALIDCALL;
1675 /*****
1676 * Vertex Declaration
1677 *****/
1678 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppVertexDeclaration,
1679 IUnknown *parent, const WINED3DVERTEXELEMENT *elements, UINT element_count) {
1680 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1681 IWineD3DVertexDeclarationImpl *object = NULL;
1682 HRESULT hr = WINED3D_OK;
1684 TRACE("(%p) : directXVersion %u, elements %p, element_count %d, ppDecl=%p\n",
1685 This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, elements, element_count, ppVertexDeclaration);
1687 D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
1689 hr = IWineD3DVertexDeclaration_SetDeclaration((IWineD3DVertexDeclaration *)object, elements, element_count);
1690 if(FAILED(hr)) {
1691 *ppVertexDeclaration = NULL;
1692 HeapFree(GetProcessHeap(), 0, object);
1695 return hr;
1698 static unsigned int ConvertFvfToDeclaration(IWineD3DDeviceImpl *This, /* For the GL info, which has the type table */
1699 DWORD fvf, WINED3DVERTEXELEMENT** ppVertexElements) {
1701 unsigned int idx, idx2;
1702 unsigned int offset;
1703 BOOL has_pos = (fvf & WINED3DFVF_POSITION_MASK) != 0;
1704 BOOL has_blend = (fvf & WINED3DFVF_XYZB5) > WINED3DFVF_XYZRHW;
1705 BOOL has_blend_idx = has_blend &&
1706 (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB5) ||
1707 (fvf & WINED3DFVF_LASTBETA_D3DCOLOR) ||
1708 (fvf & WINED3DFVF_LASTBETA_UBYTE4));
1709 BOOL has_normal = (fvf & WINED3DFVF_NORMAL) != 0;
1710 BOOL has_psize = (fvf & WINED3DFVF_PSIZE) != 0;
1711 BOOL has_diffuse = (fvf & WINED3DFVF_DIFFUSE) != 0;
1712 BOOL has_specular = (fvf & WINED3DFVF_SPECULAR) !=0;
1714 DWORD num_textures = (fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
1715 DWORD texcoords = (fvf & 0x00FF0000) >> 16;
1717 WINED3DVERTEXELEMENT end_element = WINED3DDECL_END();
1718 WINED3DVERTEXELEMENT *elements = NULL;
1720 unsigned int size;
1721 DWORD num_blends = 1 + (((fvf & WINED3DFVF_XYZB5) - WINED3DFVF_XYZB1) >> 1);
1722 if (has_blend_idx) num_blends--;
1724 /* Compute declaration size */
1725 size = has_pos + (has_blend && num_blends > 0) + has_blend_idx + has_normal +
1726 has_psize + has_diffuse + has_specular + num_textures + 1;
1728 /* convert the declaration */
1729 elements = HeapAlloc(GetProcessHeap(), 0, size * sizeof(WINED3DVERTEXELEMENT));
1730 if (!elements)
1731 return 0;
1733 elements[size-1] = end_element;
1734 idx = 0;
1735 if (has_pos) {
1736 if (!has_blend && (fvf & WINED3DFVF_XYZRHW)) {
1737 elements[idx].Type = WINED3DDECLTYPE_FLOAT4;
1738 elements[idx].Usage = WINED3DDECLUSAGE_POSITIONT;
1740 else {
1741 elements[idx].Type = WINED3DDECLTYPE_FLOAT3;
1742 elements[idx].Usage = WINED3DDECLUSAGE_POSITION;
1744 elements[idx].UsageIndex = 0;
1745 idx++;
1747 if (has_blend && (num_blends > 0)) {
1748 if (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR))
1749 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1750 else
1751 elements[idx].Type = WINED3DDECLTYPE_FLOAT1 + num_blends - 1;
1752 elements[idx].Usage = WINED3DDECLUSAGE_BLENDWEIGHT;
1753 elements[idx].UsageIndex = 0;
1754 idx++;
1756 if (has_blend_idx) {
1757 if (fvf & WINED3DFVF_LASTBETA_UBYTE4 ||
1758 (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)))
1759 elements[idx].Type = WINED3DDECLTYPE_UBYTE4;
1760 else if (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)
1761 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1762 else
1763 elements[idx].Type = WINED3DDECLTYPE_FLOAT1;
1764 elements[idx].Usage = WINED3DDECLUSAGE_BLENDINDICES;
1765 elements[idx].UsageIndex = 0;
1766 idx++;
1768 if (has_normal) {
1769 elements[idx].Type = WINED3DDECLTYPE_FLOAT3;
1770 elements[idx].Usage = WINED3DDECLUSAGE_NORMAL;
1771 elements[idx].UsageIndex = 0;
1772 idx++;
1774 if (has_psize) {
1775 elements[idx].Type = WINED3DDECLTYPE_FLOAT1;
1776 elements[idx].Usage = WINED3DDECLUSAGE_PSIZE;
1777 elements[idx].UsageIndex = 0;
1778 idx++;
1780 if (has_diffuse) {
1781 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1782 elements[idx].Usage = WINED3DDECLUSAGE_COLOR;
1783 elements[idx].UsageIndex = 0;
1784 idx++;
1786 if (has_specular) {
1787 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1788 elements[idx].Usage = WINED3DDECLUSAGE_COLOR;
1789 elements[idx].UsageIndex = 1;
1790 idx++;
1792 for (idx2 = 0; idx2 < num_textures; idx2++) {
1793 unsigned int numcoords = (texcoords >> (idx2*2)) & 0x03;
1794 switch (numcoords) {
1795 case WINED3DFVF_TEXTUREFORMAT1:
1796 elements[idx].Type = WINED3DDECLTYPE_FLOAT1;
1797 break;
1798 case WINED3DFVF_TEXTUREFORMAT2:
1799 elements[idx].Type = WINED3DDECLTYPE_FLOAT2;
1800 break;
1801 case WINED3DFVF_TEXTUREFORMAT3:
1802 elements[idx].Type = WINED3DDECLTYPE_FLOAT3;
1803 break;
1804 case WINED3DFVF_TEXTUREFORMAT4:
1805 elements[idx].Type = WINED3DDECLTYPE_FLOAT4;
1806 break;
1808 elements[idx].Usage = WINED3DDECLUSAGE_TEXCOORD;
1809 elements[idx].UsageIndex = idx2;
1810 idx++;
1813 /* Now compute offsets, and initialize the rest of the fields */
1814 for (idx = 0, offset = 0; idx < size-1; idx++) {
1815 elements[idx].Stream = 0;
1816 elements[idx].Method = WINED3DDECLMETHOD_DEFAULT;
1817 elements[idx].Offset = offset;
1818 offset += WINED3D_ATR_SIZE(elements[idx].Type) * WINED3D_ATR_TYPESIZE(elements[idx].Type);
1821 *ppVertexElements = elements;
1822 return size;
1825 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *Parent, DWORD Fvf) {
1826 WINED3DVERTEXELEMENT* elements = NULL;
1827 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1828 unsigned int size;
1829 DWORD hr;
1831 size = ConvertFvfToDeclaration(This, Fvf, &elements);
1832 if (size == 0) return WINED3DERR_OUTOFVIDEOMEMORY;
1834 hr = IWineD3DDevice_CreateVertexDeclaration(iface, ppVertexDeclaration, Parent, elements, size);
1835 HeapFree(GetProcessHeap(), 0, elements);
1836 if (hr != S_OK) return hr;
1838 return WINED3D_OK;
1841 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, IWineD3DVertexDeclaration *vertex_declaration, CONST DWORD *pFunction, IWineD3DVertexShader **ppVertexShader, IUnknown *parent) {
1842 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1843 IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
1844 HRESULT hr = WINED3D_OK;
1845 D3DCREATESHADEROBJECTINSTANCE(object, VertexShader)
1846 object->baseShader.shader_ins = IWineD3DVertexShaderImpl_shader_ins;
1848 TRACE("(%p) : Created Vertex shader %p\n", This, *ppVertexShader);
1850 if (vertex_declaration) {
1851 IWineD3DVertexShader_FakeSemantics(*ppVertexShader, vertex_declaration);
1854 hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction);
1856 if (WINED3D_OK != hr) {
1857 FIXME("(%p) : Failed to set the function, returning WINED3DERR_INVALIDCALL\n", iface);
1858 IWineD3DVertexShader_Release(*ppVertexShader);
1859 return WINED3DERR_INVALIDCALL;
1861 list_add_head(&This->shaders, &object->baseShader.shader_list_entry);
1863 return WINED3D_OK;
1866 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface, CONST DWORD *pFunction, IWineD3DPixelShader **ppPixelShader, IUnknown *parent) {
1867 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1868 IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
1869 HRESULT hr = WINED3D_OK;
1871 D3DCREATESHADEROBJECTINSTANCE(object, PixelShader)
1872 object->baseShader.shader_ins = IWineD3DPixelShaderImpl_shader_ins;
1873 hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction);
1874 if (WINED3D_OK == hr) {
1875 TRACE("(%p) : Created Pixel shader %p\n", This, *ppPixelShader);
1876 list_add_head(&This->shaders, &object->baseShader.shader_list_entry);
1877 } else {
1878 WARN("(%p) : Failed to create pixel shader\n", This);
1881 return hr;
1884 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags, PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent) {
1885 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1886 IWineD3DPaletteImpl *object;
1887 HRESULT hr;
1888 TRACE("(%p)->(%x, %p, %p, %p)\n", This, Flags, PalEnt, Palette, Parent);
1890 /* Create the new object */
1891 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DPaletteImpl));
1892 if(!object) {
1893 ERR("Out of memory when allocating memory for a IWineD3DPalette implementation\n");
1894 return E_OUTOFMEMORY;
1897 object->lpVtbl = &IWineD3DPalette_Vtbl;
1898 object->ref = 1;
1899 object->Flags = Flags;
1900 object->parent = Parent;
1901 object->wineD3DDevice = This;
1902 object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
1904 object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
1906 if(!object->hpal) {
1907 HeapFree( GetProcessHeap(), 0, object);
1908 return E_OUTOFMEMORY;
1911 hr = IWineD3DPalette_SetEntries((IWineD3DPalette *) object, 0, 0, IWineD3DPaletteImpl_Size(Flags), PalEnt);
1912 if(FAILED(hr)) {
1913 IWineD3DPalette_Release((IWineD3DPalette *) object);
1914 return hr;
1917 *Palette = (IWineD3DPalette *) object;
1919 return WINED3D_OK;
1922 static void IWineD3DDeviceImpl_LoadLogo(IWineD3DDeviceImpl *This, const char *filename) {
1923 HBITMAP hbm;
1924 BITMAP bm;
1925 HRESULT hr;
1926 HDC dcb = NULL, dcs = NULL;
1927 WINEDDCOLORKEY colorkey;
1929 hbm = (HBITMAP) LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
1930 if(hbm)
1932 GetObjectA(hbm, sizeof(BITMAP), &bm);
1933 dcb = CreateCompatibleDC(NULL);
1934 if(!dcb) goto out;
1935 SelectObject(dcb, hbm);
1937 else
1939 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
1940 * couldn't be loaded
1942 memset(&bm, 0, sizeof(bm));
1943 bm.bmWidth = 32;
1944 bm.bmHeight = 32;
1947 hr = IWineD3DDevice_CreateSurface((IWineD3DDevice *) This, bm.bmWidth, bm.bmHeight, WINED3DFMT_R5G6B5,
1948 TRUE, FALSE, 0, &This->logo_surface, WINED3DRTYPE_SURFACE, 0,
1949 WINED3DPOOL_DEFAULT, WINED3DMULTISAMPLE_NONE, 0, NULL, SURFACE_OPENGL, NULL);
1950 if(FAILED(hr)) {
1951 ERR("Wine logo requested, but failed to create surface\n");
1952 goto out;
1955 if(dcb) {
1956 hr = IWineD3DSurface_GetDC(This->logo_surface, &dcs);
1957 if(FAILED(hr)) goto out;
1958 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
1959 IWineD3DSurface_ReleaseDC(This->logo_surface, dcs);
1961 colorkey.dwColorSpaceLowValue = 0;
1962 colorkey.dwColorSpaceHighValue = 0;
1963 IWineD3DSurface_SetColorKey(This->logo_surface, WINEDDCKEY_SRCBLT, &colorkey);
1964 } else {
1965 /* Fill the surface with a white color to show that wined3d is there */
1966 IWineD3DDevice_ColorFill((IWineD3DDevice *) This, This->logo_surface, NULL, 0xffffffff);
1969 out:
1970 if(dcb) {
1971 DeleteDC(dcb);
1973 if(hbm) {
1974 DeleteObject(hbm);
1976 return;
1979 static void create_dummy_textures(IWineD3DDeviceImpl *This) {
1980 unsigned int i;
1981 /* Under DirectX you can have texture stage operations even if no texture is
1982 bound, whereas opengl will only do texture operations when a valid texture is
1983 bound. We emulate this by creating dummy textures and binding them to each
1984 texture stage, but disable all stages by default. Hence if a stage is enabled
1985 then the default texture will kick in until replaced by a SetTexture call */
1986 ENTER_GL();
1988 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
1989 /* The dummy texture does not have client storage backing */
1990 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1991 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
1993 for (i = 0; i < GL_LIMITS(textures); i++) {
1994 GLubyte white = 255;
1996 /* Make appropriate texture active */
1997 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
1998 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1999 checkGLcall("glActiveTextureARB");
2000 } else if (i > 0) {
2001 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
2004 /* Generate an opengl texture name */
2005 glGenTextures(1, &This->dummyTextureName[i]);
2006 checkGLcall("glGenTextures");
2007 TRACE("Dummy Texture %d given name %d\n", i, This->dummyTextureName[i]);
2009 /* Generate a dummy 2d texture (not using 1d because they cause many
2010 * DRI drivers fall back to sw) */
2011 This->stateBlock->textureDimensions[i] = GL_TEXTURE_2D;
2012 glBindTexture(GL_TEXTURE_2D, This->dummyTextureName[i]);
2013 checkGLcall("glBindTexture");
2015 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
2016 checkGLcall("glTexImage2D");
2018 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
2019 /* Reenable because if supported it is enabled by default */
2020 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
2021 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
2024 LEAVE_GL();
2027 static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, D3DCB_CREATEADDITIONALSWAPCHAIN D3DCB_CreateAdditionalSwapChain) {
2028 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2029 IWineD3DSwapChainImpl *swapchain = NULL;
2030 HRESULT hr;
2031 DWORD state;
2032 unsigned int i;
2034 TRACE("(%p)->(%p,%p)\n", This, pPresentationParameters, D3DCB_CreateAdditionalSwapChain);
2035 if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
2036 if(!This->adapter->opengl) return WINED3DERR_INVALIDCALL;
2038 /* TODO: Test if OpenGL is compiled in and loaded */
2040 TRACE("(%p) : Creating stateblock\n", This);
2041 /* Creating the startup stateBlock - Note Special Case: 0 => Don't fill in yet! */
2042 hr = IWineD3DDevice_CreateStateBlock(iface,
2043 WINED3DSBT_INIT,
2044 (IWineD3DStateBlock **)&This->stateBlock,
2045 NULL);
2046 if (WINED3D_OK != hr) { /* Note: No parent needed for initial internal stateblock */
2047 WARN("Failed to create stateblock\n");
2048 goto err_out;
2050 TRACE("(%p) : Created stateblock (%p)\n", This, This->stateBlock);
2051 This->updateStateBlock = This->stateBlock;
2052 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
2054 hr = allocate_shader_constants(This->updateStateBlock);
2055 if (WINED3D_OK != hr) {
2056 goto err_out;
2059 This->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
2060 This->fbo_color_attachments = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
2061 This->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(GLenum) * GL_LIMITS(buffers));
2063 This->NumberOfPalettes = 1;
2064 This->palettes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PALETTEENTRY*));
2065 if(!This->palettes || !This->render_targets || !This->fbo_color_attachments || !This->draw_buffers) {
2066 ERR("Out of memory!\n");
2067 goto err_out;
2069 This->palettes[0] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
2070 if(!This->palettes[0]) {
2071 ERR("Out of memory!\n");
2072 goto err_out;
2074 for (i = 0; i < 256; ++i) {
2075 This->palettes[0][i].peRed = 0xFF;
2076 This->palettes[0][i].peGreen = 0xFF;
2077 This->palettes[0][i].peBlue = 0xFF;
2078 This->palettes[0][i].peFlags = 0xFF;
2080 This->currentPalette = 0;
2082 /* Initialize the texture unit mapping to a 1:1 mapping */
2083 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state) {
2084 if (state < GL_LIMITS(fragment_samplers)) {
2085 This->texUnitMap[state] = state;
2086 This->rev_tex_unit_map[state] = state;
2087 } else {
2088 This->texUnitMap[state] = -1;
2089 This->rev_tex_unit_map[state] = -1;
2093 /* Setup the implicit swapchain */
2094 TRACE("Creating implicit swapchain\n");
2095 hr=D3DCB_CreateAdditionalSwapChain(This->parent, pPresentationParameters, (IWineD3DSwapChain **)&swapchain);
2096 if (FAILED(hr) || !swapchain) {
2097 WARN("Failed to create implicit swapchain\n");
2098 goto err_out;
2101 This->NumberOfSwapChains = 1;
2102 This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
2103 if(!This->swapchains) {
2104 ERR("Out of memory!\n");
2105 goto err_out;
2107 This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
2109 if(swapchain->backBuffer && swapchain->backBuffer[0]) {
2110 TRACE("Setting rendertarget to %p\n", swapchain->backBuffer);
2111 This->render_targets[0] = swapchain->backBuffer[0];
2112 This->lastActiveRenderTarget = swapchain->backBuffer[0];
2114 else {
2115 TRACE("Setting rendertarget to %p\n", swapchain->frontBuffer);
2116 This->render_targets[0] = swapchain->frontBuffer;
2117 This->lastActiveRenderTarget = swapchain->frontBuffer;
2119 IWineD3DSurface_AddRef(This->render_targets[0]);
2120 This->activeContext = swapchain->context[0];
2121 This->lastThread = GetCurrentThreadId();
2123 /* Depth Stencil support */
2124 This->stencilBufferTarget = This->auto_depth_stencil_buffer;
2125 if (NULL != This->stencilBufferTarget) {
2126 IWineD3DSurface_AddRef(This->stencilBufferTarget);
2129 hr = This->shader_backend->shader_alloc_private(iface);
2130 if(FAILED(hr)) {
2131 TRACE("Shader private data couldn't be allocated\n");
2132 goto err_out;
2134 hr = This->frag_pipe->alloc_private(iface);
2135 if(FAILED(hr)) {
2136 TRACE("Fragment pipeline private data couldn't be allocated\n");
2137 goto err_out;
2140 /* Set up some starting GL setup */
2142 /* Setup all the devices defaults */
2143 IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
2144 create_dummy_textures(This);
2146 ENTER_GL();
2148 #if 0
2149 IWineD3DImpl_CheckGraphicsMemory();
2150 #endif
2152 { /* Set a default viewport */
2153 WINED3DVIEWPORT vp;
2154 vp.X = 0;
2155 vp.Y = 0;
2156 vp.Width = pPresentationParameters->BackBufferWidth;
2157 vp.Height = pPresentationParameters->BackBufferHeight;
2158 vp.MinZ = 0.0f;
2159 vp.MaxZ = 1.0f;
2160 IWineD3DDevice_SetViewport((IWineD3DDevice *)This, &vp);
2163 /* Initialize the current view state */
2164 This->view_ident = 1;
2165 This->contexts[0]->last_was_rhw = 0;
2166 glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
2167 checkGLcall("glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights)");
2169 switch(wined3d_settings.offscreen_rendering_mode) {
2170 case ORM_FBO:
2171 case ORM_PBUFFER:
2172 This->offscreenBuffer = GL_BACK;
2173 break;
2175 case ORM_BACKBUFFER:
2177 if(This->activeContext->aux_buffers > 0) {
2178 TRACE("Using auxilliary buffer for offscreen rendering\n");
2179 This->offscreenBuffer = GL_AUX0;
2180 } else {
2181 TRACE("Using back buffer for offscreen rendering\n");
2182 This->offscreenBuffer = GL_BACK;
2187 TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
2188 LEAVE_GL();
2190 /* Clear the screen */
2191 IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL,
2192 WINED3DCLEAR_TARGET | pPresentationParameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0,
2193 0x00, 1.0, 0);
2195 This->d3d_initialized = TRUE;
2197 if(wined3d_settings.logo) {
2198 IWineD3DDeviceImpl_LoadLogo(This, wined3d_settings.logo);
2200 This->highest_dirty_ps_const = 0;
2201 This->highest_dirty_vs_const = 0;
2202 return WINED3D_OK;
2204 err_out:
2205 HeapFree(GetProcessHeap(), 0, This->render_targets);
2206 HeapFree(GetProcessHeap(), 0, This->fbo_color_attachments);
2207 HeapFree(GetProcessHeap(), 0, This->draw_buffers);
2208 HeapFree(GetProcessHeap(), 0, This->swapchains);
2209 This->NumberOfSwapChains = 0;
2210 if(This->palettes) {
2211 HeapFree(GetProcessHeap(), 0, This->palettes[0]);
2212 HeapFree(GetProcessHeap(), 0, This->palettes);
2214 This->NumberOfPalettes = 0;
2215 if(swapchain) {
2216 IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
2218 This->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(GLenum) * GL_LIMITS(buffers));
2219 if(This->stateBlock) {
2220 IWineD3DStateBlock_Release((IWineD3DStateBlock *) This->stateBlock);
2221 This->stateBlock = NULL;
2223 This->shader_backend->shader_free_private(iface);
2224 This->frag_pipe->free_private(iface);
2225 return hr;
2228 static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyDepthStencilSurface, D3DCB_DESTROYSWAPCHAINFN D3DCB_DestroySwapChain) {
2229 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2230 int sampler;
2231 UINT i;
2232 TRACE("(%p)\n", This);
2234 if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
2236 /* I don't think that the interface guarantees that the device is destroyed from the same thread
2237 * it was created. Thus make sure a context is active for the glDelete* calls
2239 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2241 if(This->logo_surface) IWineD3DSurface_Release(This->logo_surface);
2243 TRACE("Deleting high order patches\n");
2244 for(i = 0; i < PATCHMAP_SIZE; i++) {
2245 struct list *e1, *e2;
2246 struct WineD3DRectPatch *patch;
2247 LIST_FOR_EACH_SAFE(e1, e2, &This->patches[i]) {
2248 patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
2249 IWineD3DDevice_DeletePatch(iface, patch->Handle);
2253 /* Delete the palette conversion shader if it is around */
2254 if(This->paletteConversionShader) {
2255 ENTER_GL();
2256 GL_EXTCALL(glDeleteProgramsARB(1, &This->paletteConversionShader));
2257 LEAVE_GL();
2258 This->paletteConversionShader = 0;
2261 /* Delete the pbuffer context if there is any */
2262 if(This->pbufferContext) DestroyContext(This, This->pbufferContext);
2264 /* Delete the mouse cursor texture */
2265 if(This->cursorTexture) {
2266 ENTER_GL();
2267 glDeleteTextures(1, &This->cursorTexture);
2268 LEAVE_GL();
2269 This->cursorTexture = 0;
2272 for (sampler = 0; sampler < MAX_FRAGMENT_SAMPLERS; ++sampler) {
2273 IWineD3DDevice_SetTexture(iface, sampler, NULL);
2275 for (sampler = 0; sampler < MAX_VERTEX_SAMPLERS; ++sampler) {
2276 IWineD3DDevice_SetTexture(iface, WINED3DVERTEXTEXTURESAMPLER0 + sampler, NULL);
2279 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
2280 * private data, it might contain opengl pointers
2282 if(This->depth_blt_texture) {
2283 glDeleteTextures(1, &This->depth_blt_texture);
2284 This->depth_blt_texture = 0;
2286 if (This->depth_blt_rb) {
2287 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &This->depth_blt_rb));
2288 This->depth_blt_rb = 0;
2289 This->depth_blt_rb_w = 0;
2290 This->depth_blt_rb_h = 0;
2293 /* Release the update stateblock */
2294 if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
2295 if(This->updateStateBlock != This->stateBlock)
2296 FIXME("(%p) Something's still holding the Update stateblock\n",This);
2298 This->updateStateBlock = NULL;
2300 { /* because were not doing proper internal refcounts releasing the primary state block
2301 causes recursion with the extra checks in ResourceReleased, to avoid this we have
2302 to set this->stateBlock = NULL; first */
2303 IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
2304 This->stateBlock = NULL;
2306 /* Release the stateblock */
2307 if(IWineD3DStateBlock_Release(stateBlock) > 0){
2308 FIXME("(%p) Something's still holding the Update stateblock\n",This);
2312 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
2313 This->shader_backend->shader_free_private(iface);
2314 This->frag_pipe->free_private(iface);
2316 /* Release the buffers (with sanity checks)*/
2317 TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
2318 if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
2319 if(This->auto_depth_stencil_buffer != This->stencilBufferTarget)
2320 FIXME("(%p) Something's still holding the stencilBufferTarget\n",This);
2322 This->stencilBufferTarget = NULL;
2324 TRACE("Releasing the render target at %p\n", This->render_targets[0]);
2325 if(IWineD3DSurface_Release(This->render_targets[0]) >0){
2326 /* This check is a bit silly, it should be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
2328 TRACE("Setting rendertarget to NULL\n");
2329 This->render_targets[0] = NULL;
2331 if (This->auto_depth_stencil_buffer) {
2332 if(D3DCB_DestroyDepthStencilSurface(This->auto_depth_stencil_buffer) > 0) {
2333 FIXME("(%p) Something's still holding the auto depth stencil buffer\n", This);
2335 This->auto_depth_stencil_buffer = NULL;
2338 for(i=0; i < This->NumberOfSwapChains; i++) {
2339 TRACE("Releasing the implicit swapchain %d\n", i);
2340 if (D3DCB_DestroySwapChain(This->swapchains[i]) > 0) {
2341 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
2345 HeapFree(GetProcessHeap(), 0, This->swapchains);
2346 This->swapchains = NULL;
2347 This->NumberOfSwapChains = 0;
2349 for (i = 0; i < This->NumberOfPalettes; i++) HeapFree(GetProcessHeap(), 0, This->palettes[i]);
2350 HeapFree(GetProcessHeap(), 0, This->palettes);
2351 This->palettes = NULL;
2352 This->NumberOfPalettes = 0;
2354 HeapFree(GetProcessHeap(), 0, This->render_targets);
2355 HeapFree(GetProcessHeap(), 0, This->fbo_color_attachments);
2356 HeapFree(GetProcessHeap(), 0, This->draw_buffers);
2357 This->render_targets = NULL;
2358 This->fbo_color_attachments = NULL;
2359 This->draw_buffers = NULL;
2361 This->d3d_initialized = FALSE;
2362 return WINED3D_OK;
2365 static void WINAPI IWineD3DDeviceImpl_SetFullscreen(IWineD3DDevice *iface, BOOL fullscreen) {
2366 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2367 TRACE("(%p) Setting DDraw fullscreen mode to %s\n", This, fullscreen ? "true" : "false");
2369 /* Setup the window for fullscreen mode */
2370 if(fullscreen && !This->ddraw_fullscreen) {
2371 IWineD3DDeviceImpl_SetupFullscreenWindow(iface, This->ddraw_window);
2372 } else if(!fullscreen && This->ddraw_fullscreen) {
2373 IWineD3DDeviceImpl_RestoreWindow(iface, This->ddraw_window);
2376 /* DirectDraw apps can change between fullscreen and windowed mode after device creation with
2377 * IDirectDraw7::SetCooperativeLevel. The GDI surface implementation needs to know this.
2378 * DDraw doesn't necessarily have a swapchain, so we have to store the fullscreen flag
2379 * separately.
2381 This->ddraw_fullscreen = fullscreen;
2384 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
2385 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
2386 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
2388 * There is no way to deactivate thread safety once it is enabled.
2390 static void WINAPI IWineD3DDeviceImpl_SetMultithreaded(IWineD3DDevice *iface) {
2391 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2393 /*For now just store the flag(needed in case of ddraw) */
2394 This->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
2396 return;
2399 static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
2400 DEVMODEW devmode;
2401 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2402 LONG ret;
2403 const StaticPixelFormatDesc *formatDesc = getFormatDescEntry(pMode->Format, NULL, NULL);
2404 RECT clip_rc;
2406 TRACE("(%p)->(%d,%p) Mode=%dx%dx@%d, %s\n", This, iSwapChain, pMode, pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2408 /* Resize the screen even without a window:
2409 * The app could have unset it with SetCooperativeLevel, but not called
2410 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
2411 * but we don't have any hwnd
2414 memset(&devmode, 0, sizeof(devmode));
2415 devmode.dmSize = sizeof(devmode);
2416 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
2417 devmode.dmBitsPerPel = formatDesc->bpp * 8;
2418 devmode.dmPelsWidth = pMode->Width;
2419 devmode.dmPelsHeight = pMode->Height;
2421 devmode.dmDisplayFrequency = pMode->RefreshRate;
2422 if (pMode->RefreshRate != 0) {
2423 devmode.dmFields |= DM_DISPLAYFREQUENCY;
2426 /* Only change the mode if necessary */
2427 if( (This->ddraw_width == pMode->Width) &&
2428 (This->ddraw_height == pMode->Height) &&
2429 (This->ddraw_format == pMode->Format) &&
2430 (pMode->RefreshRate == 0) ) {
2431 return WINED3D_OK;
2434 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
2435 if (ret != DISP_CHANGE_SUCCESSFUL) {
2436 if(devmode.dmDisplayFrequency != 0) {
2437 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
2438 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
2439 devmode.dmDisplayFrequency = 0;
2440 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
2442 if(ret != DISP_CHANGE_SUCCESSFUL) {
2443 return WINED3DERR_NOTAVAILABLE;
2447 /* Store the new values */
2448 This->ddraw_width = pMode->Width;
2449 This->ddraw_height = pMode->Height;
2450 This->ddraw_format = pMode->Format;
2452 /* Only do this with a window of course, and only if we're fullscreened */
2453 if(This->ddraw_window && This->ddraw_fullscreen)
2454 MoveWindow(This->ddraw_window, 0, 0, pMode->Width, pMode->Height, TRUE);
2456 /* And finally clip mouse to our screen */
2457 SetRect(&clip_rc, 0, 0, pMode->Width, pMode->Height);
2458 ClipCursor(&clip_rc);
2460 return WINED3D_OK;
2463 static HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
2464 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2465 *ppD3D= This->wineD3D;
2466 TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
2467 IWineD3D_AddRef(*ppD3D);
2468 return WINED3D_OK;
2471 static UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
2472 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2474 TRACE("(%p) : simulating %dMB, returning %dMB left\n", This,
2475 (This->adapter->TextureRam/(1024*1024)),
2476 ((This->adapter->TextureRam - This->adapter->UsedTextureRam) / (1024*1024)));
2477 /* return simulated texture memory left */
2478 return (This->adapter->TextureRam - This->adapter->UsedTextureRam);
2483 /*****
2484 * Get / Set FVF
2485 *****/
2486 static HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
2487 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2489 /* Update the current state block */
2490 This->updateStateBlock->changed.fvf = TRUE;
2492 if(This->updateStateBlock->fvf == fvf) {
2493 TRACE("Application is setting the old fvf over, nothing to do\n");
2494 return WINED3D_OK;
2497 This->updateStateBlock->fvf = fvf;
2498 TRACE("(%p) : FVF Shader FVF set to %x\n", This, fvf);
2499 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
2500 return WINED3D_OK;
2504 static HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
2505 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2506 TRACE("(%p) : GetFVF returning %x\n", This, This->stateBlock->fvf);
2507 *pfvf = This->stateBlock->fvf;
2508 return WINED3D_OK;
2511 /*****
2512 * Get / Set Stream Source
2513 *****/
2514 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
2515 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2516 IWineD3DVertexBuffer *oldSrc;
2518 if (StreamNumber >= MAX_STREAMS) {
2519 WARN("Stream out of range %d\n", StreamNumber);
2520 return WINED3DERR_INVALIDCALL;
2521 } else if(OffsetInBytes & 0x3) {
2522 WARN("OffsetInBytes is not 4 byte aligned: %d\n", OffsetInBytes);
2523 return WINED3DERR_INVALIDCALL;
2526 oldSrc = This->updateStateBlock->streamSource[StreamNumber];
2527 TRACE("(%p) : StreamNo: %u, OldStream (%p), NewStream (%p), OffsetInBytes %u, NewStride %u\n", This, StreamNumber, oldSrc, pStreamData, OffsetInBytes, Stride);
2529 This->updateStateBlock->changed.streamSource[StreamNumber] = TRUE;
2531 if(oldSrc == pStreamData &&
2532 This->updateStateBlock->streamStride[StreamNumber] == Stride &&
2533 This->updateStateBlock->streamOffset[StreamNumber] == OffsetInBytes) {
2534 TRACE("Application is setting the old values over, nothing to do\n");
2535 return WINED3D_OK;
2538 This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
2539 if (pStreamData) {
2540 This->updateStateBlock->streamStride[StreamNumber] = Stride;
2541 This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
2544 /* Handle recording of state blocks */
2545 if (This->isRecordingState) {
2546 TRACE("Recording... not performing anything\n");
2547 if(pStreamData) IWineD3DVertexBuffer_AddRef(pStreamData);
2548 if(oldSrc) IWineD3DVertexBuffer_Release(oldSrc);
2549 return WINED3D_OK;
2552 /* Need to do a getParent and pass the references up */
2553 /* MSDN says ..... When an application no longer holds a reference to this interface, the interface will automatically be freed.
2554 which suggests that we shouldn't be ref counting? and do need a _release on the stream source to reset the stream source
2555 so for now, just count internally */
2556 if (pStreamData != NULL) {
2557 IWineD3DVertexBufferImpl *vbImpl = (IWineD3DVertexBufferImpl *) pStreamData;
2558 InterlockedIncrement(&vbImpl->bindCount);
2559 IWineD3DVertexBuffer_AddRef(pStreamData);
2561 if (oldSrc != NULL) {
2562 InterlockedDecrement(&((IWineD3DVertexBufferImpl *) oldSrc)->bindCount);
2563 IWineD3DVertexBuffer_Release(oldSrc);
2566 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2568 return WINED3D_OK;
2571 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
2572 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2574 TRACE("(%p) : StreamNo: %u, Stream (%p), Offset %u, Stride %u\n", This, StreamNumber,
2575 This->stateBlock->streamSource[StreamNumber],
2576 This->stateBlock->streamOffset[StreamNumber],
2577 This->stateBlock->streamStride[StreamNumber]);
2579 if (StreamNumber >= MAX_STREAMS) {
2580 WARN("Stream out of range %d\n", StreamNumber);
2581 return WINED3DERR_INVALIDCALL;
2583 *pStream = This->stateBlock->streamSource[StreamNumber];
2584 *pStride = This->stateBlock->streamStride[StreamNumber];
2585 if (pOffset) {
2586 *pOffset = This->stateBlock->streamOffset[StreamNumber];
2589 if (*pStream != NULL) {
2590 IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
2592 return WINED3D_OK;
2595 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
2596 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2597 UINT oldFlags = This->updateStateBlock->streamFlags[StreamNumber];
2598 UINT oldFreq = This->updateStateBlock->streamFreq[StreamNumber];
2600 /* Verify input at least in d3d9 this is invalid*/
2601 if( (Divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (Divider & WINED3DSTREAMSOURCE_INDEXEDDATA)){
2602 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL\n");
2603 return WINED3DERR_INVALIDCALL;
2605 if( (Divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && StreamNumber == 0 ){
2606 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL\n");
2607 return WINED3DERR_INVALIDCALL;
2609 if( Divider == 0 ){
2610 WARN("Divider is 0, returning D3DERR_INVALIDCALL\n");
2611 return WINED3DERR_INVALIDCALL;
2614 TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
2615 This->updateStateBlock->streamFlags[StreamNumber] = Divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA );
2617 This->updateStateBlock->changed.streamFreq[StreamNumber] = TRUE;
2618 This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
2620 if(This->updateStateBlock->streamFreq[StreamNumber] != oldFreq ||
2621 This->updateStateBlock->streamFlags[StreamNumber] != oldFlags) {
2622 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2625 return WINED3D_OK;
2628 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
2629 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2631 TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
2632 *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
2634 TRACE("(%p) : returning %d\n", This, *Divider);
2636 return WINED3D_OK;
2639 /*****
2640 * Get / Set & Multiply Transform
2641 *****/
2642 static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE d3dts, CONST WINED3DMATRIX* lpmatrix) {
2643 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2645 /* Most of this routine, comments included copied from ddraw tree initially: */
2646 TRACE("(%p) : Transform State=%s\n", This, debug_d3dtstype(d3dts));
2648 /* Handle recording of state blocks */
2649 if (This->isRecordingState) {
2650 TRACE("Recording... not performing anything\n");
2651 This->updateStateBlock->changed.transform[d3dts] = TRUE;
2652 This->updateStateBlock->transforms[d3dts] = *lpmatrix;
2653 return WINED3D_OK;
2657 * If the new matrix is the same as the current one,
2658 * we cut off any further processing. this seems to be a reasonable
2659 * optimization because as was noticed, some apps (warcraft3 for example)
2660 * tend towards setting the same matrix repeatedly for some reason.
2662 * From here on we assume that the new matrix is different, wherever it matters.
2664 if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(WINED3DMATRIX))) {
2665 TRACE("The app is setting the same matrix over again\n");
2666 return WINED3D_OK;
2667 } else {
2668 conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
2672 ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
2673 where ViewMat = Camera space, WorldMat = world space.
2675 In OpenGL, camera and world space is combined into GL_MODELVIEW
2676 matrix. The Projection matrix stay projection matrix.
2679 /* Capture the times we can just ignore the change for now */
2680 if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrix */
2681 This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
2682 /* Handled by the state manager */
2685 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TRANSFORM(d3dts));
2686 return WINED3D_OK;
2689 static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, WINED3DMATRIX* pMatrix) {
2690 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2691 TRACE("(%p) : for Transform State %s\n", This, debug_d3dtstype(State));
2692 *pMatrix = This->stateBlock->transforms[State];
2693 return WINED3D_OK;
2696 static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) {
2697 WINED3DMATRIX *mat = NULL;
2698 WINED3DMATRIX temp;
2700 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
2701 * below means it will be recorded in a state block change, but it
2702 * works regardless where it is recorded.
2703 * If this is found to be wrong, change to StateBlock.
2705 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2706 TRACE("(%p) : For state %s\n", This, debug_d3dtstype(State));
2708 if (State < HIGHEST_TRANSFORMSTATE)
2710 mat = &This->updateStateBlock->transforms[State];
2711 } else {
2712 FIXME("Unhandled transform state!!\n");
2715 multiply_matrix(&temp, mat, pMatrix);
2717 /* Apply change via set transform - will reapply to eg. lights this way */
2718 return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
2721 /*****
2722 * Get / Set Light
2723 *****/
2724 /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
2725 you can reference any indexes you want as long as that number max are enabled at any
2726 one point in time! Therefore since the indexes can be anything, we need a hashmap of them.
2727 However, this causes stateblock problems. When capturing the state block, I duplicate the hashmap,
2728 but when recording, just build a chain pretty much of commands to be replayed. */
2730 static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
2731 float rho;
2732 PLIGHTINFOEL *object = NULL;
2733 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2734 struct list *e;
2736 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2737 TRACE("(%p) : Idx(%d), pLight(%p). Hash index is %d\n", This, Index, pLight, Hi);
2739 /* Check the parameter range. Need for speed most wanted sets junk lights which confuse
2740 * the gl driver.
2742 if(!pLight) {
2743 WARN("Light pointer = NULL, returning WINED3DERR_INVALIDCALL\n");
2744 return WINED3DERR_INVALIDCALL;
2747 switch(pLight->Type) {
2748 case WINED3DLIGHT_POINT:
2749 case WINED3DLIGHT_SPOT:
2750 case WINED3DLIGHT_PARALLELPOINT:
2751 case WINED3DLIGHT_GLSPOT:
2752 /* Incorrect attenuation values can cause the gl driver to crash. Happens with Need for speed
2753 * most wanted
2755 if(pLight->Attenuation0 < 0.0 || pLight->Attenuation1 < 0.0 || pLight->Attenuation2 < 0.0) {
2756 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL\n");
2757 return WINED3DERR_INVALIDCALL;
2759 break;
2761 case WINED3DLIGHT_DIRECTIONAL:
2762 /* Ignores attenuation */
2763 break;
2765 default:
2766 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
2767 return WINED3DERR_INVALIDCALL;
2770 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
2771 object = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2772 if(object->OriginalIndex == Index) break;
2773 object = NULL;
2776 if(!object) {
2777 TRACE("Adding new light\n");
2778 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2779 if(!object) {
2780 ERR("Out of memory error when allocating a light\n");
2781 return E_OUTOFMEMORY;
2783 list_add_head(&This->updateStateBlock->lightMap[Hi], &object->entry);
2784 object->glIndex = -1;
2785 object->OriginalIndex = Index;
2786 object->changed = TRUE;
2789 /* Initialize the object */
2790 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
2791 pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
2792 pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
2793 pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
2794 TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
2795 pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
2796 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
2798 /* Save away the information */
2799 object->OriginalParms = *pLight;
2801 switch (pLight->Type) {
2802 case WINED3DLIGHT_POINT:
2803 /* Position */
2804 object->lightPosn[0] = pLight->Position.x;
2805 object->lightPosn[1] = pLight->Position.y;
2806 object->lightPosn[2] = pLight->Position.z;
2807 object->lightPosn[3] = 1.0f;
2808 object->cutoff = 180.0f;
2809 /* FIXME: Range */
2810 break;
2812 case WINED3DLIGHT_DIRECTIONAL:
2813 /* Direction */
2814 object->lightPosn[0] = -pLight->Direction.x;
2815 object->lightPosn[1] = -pLight->Direction.y;
2816 object->lightPosn[2] = -pLight->Direction.z;
2817 object->lightPosn[3] = 0.0;
2818 object->exponent = 0.0f;
2819 object->cutoff = 180.0f;
2820 break;
2822 case WINED3DLIGHT_SPOT:
2823 /* Position */
2824 object->lightPosn[0] = pLight->Position.x;
2825 object->lightPosn[1] = pLight->Position.y;
2826 object->lightPosn[2] = pLight->Position.z;
2827 object->lightPosn[3] = 1.0;
2829 /* Direction */
2830 object->lightDirn[0] = pLight->Direction.x;
2831 object->lightDirn[1] = pLight->Direction.y;
2832 object->lightDirn[2] = pLight->Direction.z;
2833 object->lightDirn[3] = 1.0;
2836 * opengl-ish and d3d-ish spot lights use too different models for the
2837 * light "intensity" as a function of the angle towards the main light direction,
2838 * so we only can approximate very roughly.
2839 * however spot lights are rather rarely used in games (if ever used at all).
2840 * furthermore if still used, probably nobody pays attention to such details.
2842 if (pLight->Falloff == 0) {
2843 /* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
2844 * falloff resp. exponent parameter as an exponent, so the spot light lighting
2845 * will always be 1.0 for both of them, and we don't have to care for the
2846 * rest of the rather complex calculation
2848 object->exponent = 0;
2849 } else {
2850 rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
2851 if (rho < 0.0001) rho = 0.0001f;
2852 object->exponent = -0.3/log(cos(rho/2));
2854 if (object->exponent > 128.0) {
2855 object->exponent = 128.0;
2857 object->cutoff = pLight->Phi*90/M_PI;
2859 /* FIXME: Range */
2860 break;
2862 default:
2863 FIXME("Unrecognized light type %d\n", pLight->Type);
2866 /* Update the live definitions if the light is currently assigned a glIndex */
2867 if (object->glIndex != -1 && !This->isRecordingState) {
2868 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(object->glIndex));
2870 return WINED3D_OK;
2873 static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
2874 PLIGHTINFOEL *lightInfo = NULL;
2875 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2876 DWORD Hi = LIGHTMAP_HASHFUNC(Index);
2877 struct list *e;
2878 TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
2880 LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi]) {
2881 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2882 if(lightInfo->OriginalIndex == Index) break;
2883 lightInfo = NULL;
2886 if (lightInfo == NULL) {
2887 TRACE("Light information requested but light not defined\n");
2888 return WINED3DERR_INVALIDCALL;
2891 *pLight = lightInfo->OriginalParms;
2892 return WINED3D_OK;
2895 /*****
2896 * Get / Set Light Enable
2897 * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
2898 *****/
2899 static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
2900 PLIGHTINFOEL *lightInfo = NULL;
2901 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2902 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2903 struct list *e;
2904 TRACE("(%p) : Idx(%d), enable? %d\n", This, Index, Enable);
2906 /* Tests show true = 128...not clear why */
2907 Enable = Enable? 128: 0;
2909 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
2910 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2911 if(lightInfo->OriginalIndex == Index) break;
2912 lightInfo = NULL;
2914 TRACE("Found light: %p\n", lightInfo);
2916 /* Special case - enabling an undefined light creates one with a strict set of parms! */
2917 if (lightInfo == NULL) {
2919 TRACE("Light enabled requested but light not defined, so defining one!\n");
2920 IWineD3DDeviceImpl_SetLight(iface, Index, &WINED3D_default_light);
2922 /* Search for it again! Should be fairly quick as near head of list */
2923 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
2924 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2925 if(lightInfo->OriginalIndex == Index) break;
2926 lightInfo = NULL;
2928 if (lightInfo == NULL) {
2929 FIXME("Adding default lights has failed dismally\n");
2930 return WINED3DERR_INVALIDCALL;
2934 lightInfo->enabledChanged = TRUE;
2935 if(!Enable) {
2936 if(lightInfo->glIndex != -1) {
2937 if(!This->isRecordingState) {
2938 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(lightInfo->glIndex));
2941 This->stateBlock->activeLights[lightInfo->glIndex] = NULL;
2942 lightInfo->glIndex = -1;
2943 } else {
2944 TRACE("Light already disabled, nothing to do\n");
2946 lightInfo->enabled = FALSE;
2947 } else {
2948 lightInfo->enabled = TRUE;
2949 if (lightInfo->glIndex != -1) {
2950 /* nop */
2951 TRACE("Nothing to do as light was enabled\n");
2952 } else {
2953 int i;
2954 /* Find a free gl light */
2955 for(i = 0; i < This->maxConcurrentLights; i++) {
2956 if(This->stateBlock->activeLights[i] == NULL) {
2957 This->stateBlock->activeLights[i] = lightInfo;
2958 lightInfo->glIndex = i;
2959 break;
2962 if(lightInfo->glIndex == -1) {
2963 /* Our tests show that Windows returns D3D_OK in this situation, even with
2964 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2965 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2966 * as well for those lights.
2968 * TODO: Test how this affects rendering
2970 FIXME("Too many concurrently active lights\n");
2971 return WINED3D_OK;
2974 /* i == lightInfo->glIndex */
2975 if(!This->isRecordingState) {
2976 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
2981 return WINED3D_OK;
2984 static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
2986 PLIGHTINFOEL *lightInfo = NULL;
2987 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2988 struct list *e;
2989 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2990 TRACE("(%p) : for idx(%d)\n", This, Index);
2992 LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi]) {
2993 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2994 if(lightInfo->OriginalIndex == Index) break;
2995 lightInfo = NULL;
2998 if (lightInfo == NULL) {
2999 TRACE("Light enabled state requested but light not defined\n");
3000 return WINED3DERR_INVALIDCALL;
3002 /* true is 128 according to SetLightEnable */
3003 *pEnable = lightInfo->enabled ? 128 : 0;
3004 return WINED3D_OK;
3007 /*****
3008 * Get / Set Clip Planes
3009 *****/
3010 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
3011 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3012 TRACE("(%p) : for idx %d, %p\n", This, Index, pPlane);
3014 /* Validate Index */
3015 if (Index >= GL_LIMITS(clipplanes)) {
3016 TRACE("Application has requested clipplane this device doesn't support\n");
3017 return WINED3DERR_INVALIDCALL;
3020 This->updateStateBlock->changed.clipplane[Index] = TRUE;
3022 if(This->updateStateBlock->clipplane[Index][0] == pPlane[0] &&
3023 This->updateStateBlock->clipplane[Index][1] == pPlane[1] &&
3024 This->updateStateBlock->clipplane[Index][2] == pPlane[2] &&
3025 This->updateStateBlock->clipplane[Index][3] == pPlane[3]) {
3026 TRACE("Application is setting old values over, nothing to do\n");
3027 return WINED3D_OK;
3030 This->updateStateBlock->clipplane[Index][0] = pPlane[0];
3031 This->updateStateBlock->clipplane[Index][1] = pPlane[1];
3032 This->updateStateBlock->clipplane[Index][2] = pPlane[2];
3033 This->updateStateBlock->clipplane[Index][3] = pPlane[3];
3035 /* Handle recording of state blocks */
3036 if (This->isRecordingState) {
3037 TRACE("Recording... not performing anything\n");
3038 return WINED3D_OK;
3041 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_CLIPPLANE(Index));
3043 return WINED3D_OK;
3046 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
3047 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3048 TRACE("(%p) : for idx %d\n", This, Index);
3050 /* Validate Index */
3051 if (Index >= GL_LIMITS(clipplanes)) {
3052 TRACE("Application has requested clipplane this device doesn't support\n");
3053 return WINED3DERR_INVALIDCALL;
3056 pPlane[0] = This->stateBlock->clipplane[Index][0];
3057 pPlane[1] = This->stateBlock->clipplane[Index][1];
3058 pPlane[2] = This->stateBlock->clipplane[Index][2];
3059 pPlane[3] = This->stateBlock->clipplane[Index][3];
3060 return WINED3D_OK;
3063 /*****
3064 * Get / Set Clip Plane Status
3065 * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
3066 *****/
3067 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
3068 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3069 FIXME("(%p) : stub\n", This);
3070 if (NULL == pClipStatus) {
3071 return WINED3DERR_INVALIDCALL;
3073 This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
3074 This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
3075 return WINED3D_OK;
3078 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
3079 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3080 FIXME("(%p) : stub\n", This);
3081 if (NULL == pClipStatus) {
3082 return WINED3DERR_INVALIDCALL;
3084 pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
3085 pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
3086 return WINED3D_OK;
3089 /*****
3090 * Get / Set Material
3091 *****/
3092 static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
3093 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3095 if (!pMaterial) return WINED3DERR_INVALIDCALL;
3097 This->updateStateBlock->changed.material = TRUE;
3098 This->updateStateBlock->material = *pMaterial;
3100 /* Handle recording of state blocks */
3101 if (This->isRecordingState) {
3102 TRACE("Recording... not performing anything\n");
3103 return WINED3D_OK;
3106 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
3107 return WINED3D_OK;
3110 static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
3111 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3112 *pMaterial = This->updateStateBlock->material;
3113 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
3114 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
3115 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
3116 pMaterial->Ambient.b, pMaterial->Ambient.a);
3117 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
3118 pMaterial->Specular.b, pMaterial->Specular.a);
3119 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
3120 pMaterial->Emissive.b, pMaterial->Emissive.a);
3121 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
3123 return WINED3D_OK;
3126 /*****
3127 * Get / Set Indices
3128 *****/
3129 static HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData) {
3130 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3131 IWineD3DIndexBuffer *oldIdxs;
3133 TRACE("(%p) : Setting to %p\n", This, pIndexData);
3134 oldIdxs = This->updateStateBlock->pIndexData;
3136 This->updateStateBlock->changed.indices = TRUE;
3137 This->updateStateBlock->pIndexData = pIndexData;
3139 /* Handle recording of state blocks */
3140 if (This->isRecordingState) {
3141 TRACE("Recording... not performing anything\n");
3142 if(pIndexData) IWineD3DIndexBuffer_AddRef(pIndexData);
3143 if(oldIdxs) IWineD3DIndexBuffer_Release(oldIdxs);
3144 return WINED3D_OK;
3147 if(oldIdxs != pIndexData) {
3148 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
3149 if(pIndexData) IWineD3DIndexBuffer_AddRef(pIndexData);
3150 if(oldIdxs) IWineD3DIndexBuffer_Release(oldIdxs);
3152 return WINED3D_OK;
3155 static HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData) {
3156 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3158 *ppIndexData = This->stateBlock->pIndexData;
3160 /* up ref count on ppindexdata */
3161 if (*ppIndexData) {
3162 IWineD3DIndexBuffer_AddRef(*ppIndexData);
3163 TRACE("(%p) index data set to %p\n", This, ppIndexData);
3164 }else{
3165 TRACE("(%p) No index data set\n", This);
3167 TRACE("Returning %p\n", *ppIndexData);
3169 return WINED3D_OK;
3172 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
3173 static HRESULT WINAPI IWineD3DDeviceImpl_SetBaseVertexIndex(IWineD3DDevice *iface, INT BaseIndex) {
3174 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3175 TRACE("(%p)->(%d)\n", This, BaseIndex);
3177 if(This->updateStateBlock->baseVertexIndex == BaseIndex) {
3178 TRACE("Application is setting the old value over, nothing to do\n");
3179 return WINED3D_OK;
3182 This->updateStateBlock->baseVertexIndex = BaseIndex;
3184 if (This->isRecordingState) {
3185 TRACE("Recording... not performing anything\n");
3186 return WINED3D_OK;
3188 /* The base vertex index affects the stream sources */
3189 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
3190 return WINED3D_OK;
3193 static HRESULT WINAPI IWineD3DDeviceImpl_GetBaseVertexIndex(IWineD3DDevice *iface, INT* base_index) {
3194 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3195 TRACE("(%p) : base_index %p\n", This, base_index);
3197 *base_index = This->stateBlock->baseVertexIndex;
3199 TRACE("Returning %u\n", *base_index);
3201 return WINED3D_OK;
3204 /*****
3205 * Get / Set Viewports
3206 *****/
3207 static HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
3208 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3210 TRACE("(%p)\n", This);
3211 This->updateStateBlock->changed.viewport = TRUE;
3212 This->updateStateBlock->viewport = *pViewport;
3214 /* Handle recording of state blocks */
3215 if (This->isRecordingState) {
3216 TRACE("Recording... not performing anything\n");
3217 return WINED3D_OK;
3220 TRACE("(%p) : x=%d, y=%d, wid=%d, hei=%d, minz=%f, maxz=%f\n", This,
3221 pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
3223 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
3224 return WINED3D_OK;
3228 static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
3229 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3230 TRACE("(%p)\n", This);
3231 *pViewport = This->stateBlock->viewport;
3232 return WINED3D_OK;
3235 /*****
3236 * Get / Set Render States
3237 * TODO: Verify against dx9 definitions
3238 *****/
3239 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) {
3241 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3242 DWORD oldValue = This->stateBlock->renderState[State];
3244 TRACE("(%p)->state = %s(%d), value = %d\n", This, debug_d3drenderstate(State), State, Value);
3246 This->updateStateBlock->changed.renderState[State] = TRUE;
3247 This->updateStateBlock->renderState[State] = Value;
3249 /* Handle recording of state blocks */
3250 if (This->isRecordingState) {
3251 TRACE("Recording... not performing anything\n");
3252 return WINED3D_OK;
3255 /* Compared here and not before the assignment to allow proper stateblock recording */
3256 if(Value == oldValue) {
3257 TRACE("Application is setting the old value over, nothing to do\n");
3258 } else {
3259 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(State));
3262 return WINED3D_OK;
3265 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD *pValue) {
3266 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3267 TRACE("(%p) for State %d = %d\n", This, State, This->stateBlock->renderState[State]);
3268 *pValue = This->stateBlock->renderState[State];
3269 return WINED3D_OK;
3272 /*****
3273 * Get / Set Sampler States
3274 * TODO: Verify against dx9 definitions
3275 *****/
3277 static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
3278 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3279 DWORD oldValue;
3281 TRACE("(%p) : Sampler %#x, Type %s (%#x), Value %#x\n",
3282 This, Sampler, debug_d3dsamplerstate(Type), Type, Value);
3284 if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
3285 Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3288 if (Sampler >= sizeof(This->stateBlock->samplerState)/sizeof(This->stateBlock->samplerState[0])) {
3289 ERR("Current Sampler overflows sampleState0 array (sampler %d)\n", Sampler);
3290 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3293 * SetSampler is designed to allow for more than the standard up to 8 textures
3294 * and Geforce has stopped supporting more than 6 standard textures in openGL.
3295 * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
3297 * http://developer.nvidia.com/object/General_FAQ.html#t6
3299 * There are two new settings for GForce
3300 * the sampler one:
3301 * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
3302 * and the texture one:
3303 * GL_MAX_TEXTURE_COORDS_ARB.
3304 * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
3305 ******************/
3307 oldValue = This->stateBlock->samplerState[Sampler][Type];
3308 This->updateStateBlock->samplerState[Sampler][Type] = Value;
3309 This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
3311 /* Handle recording of state blocks */
3312 if (This->isRecordingState) {
3313 TRACE("Recording... not performing anything\n");
3314 return WINED3D_OK;
3317 if(oldValue == Value) {
3318 TRACE("Application is setting the old value over, nothing to do\n");
3319 return WINED3D_OK;
3322 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Sampler));
3324 return WINED3D_OK;
3327 static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
3328 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3330 TRACE("(%p) : Sampler %#x, Type %s (%#x)\n",
3331 This, Sampler, debug_d3dsamplerstate(Type), Type);
3333 if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
3334 Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3337 if (Sampler >= sizeof(This->stateBlock->samplerState)/sizeof(This->stateBlock->samplerState[0])) {
3338 ERR("Current Sampler overflows sampleState0 array (sampler %d)\n", Sampler);
3339 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3341 *Value = This->stateBlock->samplerState[Sampler][Type];
3342 TRACE("(%p) : Returning %#x\n", This, *Value);
3344 return WINED3D_OK;
3347 static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
3348 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3350 This->updateStateBlock->changed.scissorRect = TRUE;
3351 if(EqualRect(&This->updateStateBlock->scissorRect, pRect)) {
3352 TRACE("App is setting the old scissor rectangle over, nothing to do\n");
3353 return WINED3D_OK;
3355 CopyRect(&This->updateStateBlock->scissorRect, pRect);
3357 if(This->isRecordingState) {
3358 TRACE("Recording... not performing anything\n");
3359 return WINED3D_OK;
3362 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
3364 return WINED3D_OK;
3367 static HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
3368 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3370 *pRect = This->updateStateBlock->scissorRect;
3371 TRACE("(%p)Returning a Scissor Rect of %d:%d-%d:%d\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
3372 return WINED3D_OK;
3375 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
3376 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
3377 IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
3379 TRACE("(%p) : pDecl=%p\n", This, pDecl);
3381 This->updateStateBlock->vertexDecl = pDecl;
3382 This->updateStateBlock->changed.vertexDecl = TRUE;
3384 if (This->isRecordingState) {
3385 TRACE("Recording... not performing anything\n");
3386 return WINED3D_OK;
3387 } else if(pDecl == oldDecl) {
3388 /* Checked after the assignment to allow proper stateblock recording */
3389 TRACE("Application is setting the old declaration over, nothing to do\n");
3390 return WINED3D_OK;
3393 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
3394 return WINED3D_OK;
3397 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
3398 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3400 TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
3402 *ppDecl = This->stateBlock->vertexDecl;
3403 if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
3404 return WINED3D_OK;
3407 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
3408 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3409 IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
3411 This->updateStateBlock->vertexShader = pShader;
3412 This->updateStateBlock->changed.vertexShader = TRUE;
3414 if (This->isRecordingState) {
3415 if(pShader) IWineD3DVertexShader_AddRef(pShader);
3416 if(oldShader) IWineD3DVertexShader_Release(oldShader);
3417 TRACE("Recording... not performing anything\n");
3418 return WINED3D_OK;
3419 } else if(oldShader == pShader) {
3420 /* Checked here to allow proper stateblock recording */
3421 TRACE("App is setting the old shader over, nothing to do\n");
3422 return WINED3D_OK;
3425 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3426 if(pShader) IWineD3DVertexShader_AddRef(pShader);
3427 if(oldShader) IWineD3DVertexShader_Release(oldShader);
3429 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER);
3431 return WINED3D_OK;
3434 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
3435 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3437 if (NULL == ppShader) {
3438 return WINED3DERR_INVALIDCALL;
3440 *ppShader = This->stateBlock->vertexShader;
3441 if( NULL != *ppShader)
3442 IWineD3DVertexShader_AddRef(*ppShader);
3444 TRACE("(%p) : returning %p\n", This, *ppShader);
3445 return WINED3D_OK;
3448 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
3449 IWineD3DDevice *iface,
3450 UINT start,
3451 CONST BOOL *srcData,
3452 UINT count) {
3454 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3455 int i, cnt = min(count, MAX_CONST_B - start);
3457 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3458 iface, srcData, start, count);
3460 if (srcData == NULL || cnt < 0)
3461 return WINED3DERR_INVALIDCALL;
3463 memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3464 for (i = 0; i < cnt; i++)
3465 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3467 for (i = start; i < cnt + start; ++i) {
3468 This->updateStateBlock->changed.vertexShaderConstantsB[i] = TRUE;
3471 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3473 return WINED3D_OK;
3476 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(
3477 IWineD3DDevice *iface,
3478 UINT start,
3479 BOOL *dstData,
3480 UINT count) {
3482 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3483 int cnt = min(count, MAX_CONST_B - start);
3485 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3486 iface, dstData, start, count);
3488 if (dstData == NULL || cnt < 0)
3489 return WINED3DERR_INVALIDCALL;
3491 memcpy(dstData, &This->stateBlock->vertexShaderConstantB[start], cnt * sizeof(BOOL));
3492 return WINED3D_OK;
3495 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
3496 IWineD3DDevice *iface,
3497 UINT start,
3498 CONST int *srcData,
3499 UINT count) {
3501 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3502 int i, cnt = min(count, MAX_CONST_I - start);
3504 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3505 iface, srcData, start, count);
3507 if (srcData == NULL || cnt < 0)
3508 return WINED3DERR_INVALIDCALL;
3510 memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3511 for (i = 0; i < cnt; i++)
3512 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3513 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3515 for (i = start; i < cnt + start; ++i) {
3516 This->updateStateBlock->changed.vertexShaderConstantsI[i] = TRUE;
3519 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3521 return WINED3D_OK;
3524 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
3525 IWineD3DDevice *iface,
3526 UINT start,
3527 int *dstData,
3528 UINT count) {
3530 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3531 int cnt = min(count, MAX_CONST_I - start);
3533 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3534 iface, dstData, start, count);
3536 if (dstData == NULL || ((signed int) MAX_CONST_I - (signed int) start) <= (signed int) 0)
3537 return WINED3DERR_INVALIDCALL;
3539 memcpy(dstData, &This->stateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3540 return WINED3D_OK;
3543 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
3544 IWineD3DDevice *iface,
3545 UINT start,
3546 CONST float *srcData,
3547 UINT count) {
3549 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3550 int i;
3552 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3553 iface, srcData, start, count);
3555 /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
3556 if (srcData == NULL || start + count > GL_LIMITS(vshader_constantsF) || start > GL_LIMITS(vshader_constantsF))
3557 return WINED3DERR_INVALIDCALL;
3559 memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
3560 if(TRACE_ON(d3d)) {
3561 for (i = 0; i < count; i++)
3562 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3563 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3566 for (i = start; i < count + start; ++i) {
3567 if (!This->updateStateBlock->changed.vertexShaderConstantsF[i]) {
3568 constants_entry *ptr = LIST_ENTRY(list_head(&This->updateStateBlock->set_vconstantsF), constants_entry, entry);
3569 if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx)) {
3570 ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
3571 list_add_head(&This->updateStateBlock->set_vconstantsF, &ptr->entry);
3573 ptr->idx[ptr->count++] = i;
3574 This->updateStateBlock->changed.vertexShaderConstantsF[i] = TRUE;
3578 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3580 return WINED3D_OK;
3583 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF_DirtyConst(
3584 IWineD3DDevice *iface,
3585 UINT start,
3586 CONST float *srcData,
3587 UINT count) {
3589 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3590 int i;
3592 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3593 iface, srcData, start, count);
3595 /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
3596 if (srcData == NULL || start + count > GL_LIMITS(vshader_constantsF) || start > GL_LIMITS(vshader_constantsF))
3597 return WINED3DERR_INVALIDCALL;
3599 memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
3600 if(TRACE_ON(d3d)) {
3601 for (i = 0; i < count; i++)
3602 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3603 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3606 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
3607 * context. On a context switch the old context will be fully dirtified
3609 memset(This->activeContext->vshader_const_dirty + start, 1,
3610 sizeof(*This->activeContext->vshader_const_dirty) * count);
3611 This->highest_dirty_vs_const = max(This->highest_dirty_vs_const, start+count+1);
3613 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3615 return WINED3D_OK;
3618 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
3619 IWineD3DDevice *iface,
3620 UINT start,
3621 float *dstData,
3622 UINT count) {
3624 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3625 int cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
3627 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3628 iface, dstData, start, count);
3630 if (dstData == NULL || cnt < 0)
3631 return WINED3DERR_INVALIDCALL;
3633 memcpy(dstData, &This->stateBlock->vertexShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3634 return WINED3D_OK;
3637 static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage) {
3638 DWORD i;
3639 for(i = 0; i < WINED3D_HIGHEST_TEXTURE_STATE; i++) {
3640 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, i));
3644 static void device_map_stage(IWineD3DDeviceImpl *This, int stage, int unit) {
3645 int i = This->rev_tex_unit_map[unit];
3646 int j = This->texUnitMap[stage];
3648 This->texUnitMap[stage] = unit;
3649 if (i != -1 && i != stage) {
3650 This->texUnitMap[i] = -1;
3653 This->rev_tex_unit_map[unit] = stage;
3654 if (j != -1 && j != unit) {
3655 This->rev_tex_unit_map[j] = -1;
3659 static void device_update_fixed_function_usage_map(IWineD3DDeviceImpl *This) {
3660 int i;
3662 for (i = 0; i < MAX_TEXTURES; ++i) {
3663 WINED3DTEXTUREOP color_op = This->stateBlock->textureState[i][WINED3DTSS_COLOROP];
3664 WINED3DTEXTUREOP alpha_op = This->stateBlock->textureState[i][WINED3DTSS_ALPHAOP];
3665 DWORD color_arg1 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
3666 DWORD color_arg2 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
3667 DWORD color_arg3 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
3668 DWORD alpha_arg1 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
3669 DWORD alpha_arg2 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
3670 DWORD alpha_arg3 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
3672 if (color_op == WINED3DTOP_DISABLE) {
3673 /* Not used, and disable higher stages */
3674 while (i < MAX_TEXTURES) {
3675 This->fixed_function_usage_map[i] = FALSE;
3676 ++i;
3678 break;
3681 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
3682 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
3683 || ((color_arg3 == WINED3DTA_TEXTURE) && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
3684 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
3685 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
3686 || ((alpha_arg3 == WINED3DTA_TEXTURE) && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP))) {
3687 This->fixed_function_usage_map[i] = TRUE;
3688 } else {
3689 This->fixed_function_usage_map[i] = FALSE;
3692 if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1) {
3693 This->fixed_function_usage_map[i+1] = TRUE;
3698 static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
3699 int i, tex;
3701 device_update_fixed_function_usage_map(This);
3703 if (!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->lowest_disabled_stage <= GL_LIMITS(textures)) {
3704 for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
3705 if (!This->fixed_function_usage_map[i]) continue;
3707 if (This->texUnitMap[i] != i) {
3708 device_map_stage(This, i, i);
3709 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3710 markTextureStagesDirty(This, i);
3713 return;
3716 /* Now work out the mapping */
3717 tex = 0;
3718 for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
3719 if (!This->fixed_function_usage_map[i]) continue;
3721 if (This->texUnitMap[i] != tex) {
3722 device_map_stage(This, i, tex);
3723 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3724 markTextureStagesDirty(This, i);
3727 ++tex;
3731 static void device_map_psamplers(IWineD3DDeviceImpl *This) {
3732 DWORD *sampler_tokens = ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.reg_maps.samplers;
3733 int i;
3735 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3736 if (sampler_tokens[i] && This->texUnitMap[i] != i) {
3737 device_map_stage(This, i, i);
3738 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3739 if (i < MAX_TEXTURES) {
3740 markTextureStagesDirty(This, i);
3746 static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, DWORD *pshader_sampler_tokens, DWORD *vshader_sampler_tokens, int unit) {
3747 int current_mapping = This->rev_tex_unit_map[unit];
3749 if (current_mapping == -1) {
3750 /* Not currently used */
3751 return TRUE;
3754 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
3755 /* Used by a fragment sampler */
3757 if (!pshader_sampler_tokens) {
3758 /* No pixel shader, check fixed function */
3759 return current_mapping >= MAX_TEXTURES || !This->fixed_function_usage_map[current_mapping];
3762 /* Pixel shader, check the shader's sampler map */
3763 return !pshader_sampler_tokens[current_mapping];
3766 /* Used by a vertex sampler */
3767 return !vshader_sampler_tokens[current_mapping];
3770 static void device_map_vsamplers(IWineD3DDeviceImpl *This, BOOL ps) {
3771 DWORD *vshader_sampler_tokens = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.reg_maps.samplers;
3772 DWORD *pshader_sampler_tokens = NULL;
3773 int start = GL_LIMITS(combined_samplers) - 1;
3774 int i;
3776 if (ps) {
3777 IWineD3DPixelShaderImpl *pshader = (IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader;
3779 /* Make sure the shader's reg_maps are up to date. This is only relevant for 1.x pixelshaders. */
3780 IWineD3DPixelShader_CompileShader((IWineD3DPixelShader *)pshader);
3781 pshader_sampler_tokens = pshader->baseShader.reg_maps.samplers;
3784 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
3785 int vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
3786 if (vshader_sampler_tokens[i]) {
3787 if (This->texUnitMap[vsampler_idx] != -1) {
3788 /* Already mapped somewhere */
3789 continue;
3792 while (start >= 0) {
3793 if (device_unit_free_for_vs(This, pshader_sampler_tokens, vshader_sampler_tokens, start)) {
3794 device_map_stage(This, vsampler_idx, start);
3795 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(vsampler_idx));
3797 --start;
3798 break;
3801 --start;
3807 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
3808 BOOL vs = use_vs(This);
3809 BOOL ps = use_ps(This);
3811 * Rules are:
3812 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
3813 * that would be really messy and require shader recompilation
3814 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
3815 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
3817 if (ps) {
3818 device_map_psamplers(This);
3819 } else {
3820 device_map_fixed_function_samplers(This);
3823 if (vs) {
3824 device_map_vsamplers(This, ps);
3828 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
3829 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3830 IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
3831 This->updateStateBlock->pixelShader = pShader;
3832 This->updateStateBlock->changed.pixelShader = TRUE;
3834 /* Handle recording of state blocks */
3835 if (This->isRecordingState) {
3836 TRACE("Recording... not performing anything\n");
3839 if (This->isRecordingState) {
3840 TRACE("Recording... not performing anything\n");
3841 if(pShader) IWineD3DPixelShader_AddRef(pShader);
3842 if(oldShader) IWineD3DPixelShader_Release(oldShader);
3843 return WINED3D_OK;
3846 if(pShader == oldShader) {
3847 TRACE("App is setting the old pixel shader over, nothing to do\n");
3848 return WINED3D_OK;
3851 if(pShader) IWineD3DPixelShader_AddRef(pShader);
3852 if(oldShader) IWineD3DPixelShader_Release(oldShader);
3854 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3855 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
3857 return WINED3D_OK;
3860 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
3861 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3863 if (NULL == ppShader) {
3864 WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
3865 return WINED3DERR_INVALIDCALL;
3868 *ppShader = This->stateBlock->pixelShader;
3869 if (NULL != *ppShader) {
3870 IWineD3DPixelShader_AddRef(*ppShader);
3872 TRACE("(%p) : returning %p\n", This, *ppShader);
3873 return WINED3D_OK;
3876 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
3877 IWineD3DDevice *iface,
3878 UINT start,
3879 CONST BOOL *srcData,
3880 UINT count) {
3882 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3883 int i, cnt = min(count, MAX_CONST_B - start);
3885 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3886 iface, srcData, start, count);
3888 if (srcData == NULL || cnt < 0)
3889 return WINED3DERR_INVALIDCALL;
3891 memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3892 for (i = 0; i < cnt; i++)
3893 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3895 for (i = start; i < cnt + start; ++i) {
3896 This->updateStateBlock->changed.pixelShaderConstantsB[i] = TRUE;
3899 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3901 return WINED3D_OK;
3904 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
3905 IWineD3DDevice *iface,
3906 UINT start,
3907 BOOL *dstData,
3908 UINT count) {
3910 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3911 int cnt = min(count, MAX_CONST_B - start);
3913 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3914 iface, dstData, start, count);
3916 if (dstData == NULL || cnt < 0)
3917 return WINED3DERR_INVALIDCALL;
3919 memcpy(dstData, &This->stateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
3920 return WINED3D_OK;
3923 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
3924 IWineD3DDevice *iface,
3925 UINT start,
3926 CONST int *srcData,
3927 UINT count) {
3929 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3930 int i, cnt = min(count, MAX_CONST_I - start);
3932 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3933 iface, srcData, start, count);
3935 if (srcData == NULL || cnt < 0)
3936 return WINED3DERR_INVALIDCALL;
3938 memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3939 for (i = 0; i < cnt; i++)
3940 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3941 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3943 for (i = start; i < cnt + start; ++i) {
3944 This->updateStateBlock->changed.pixelShaderConstantsI[i] = TRUE;
3947 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3949 return WINED3D_OK;
3952 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
3953 IWineD3DDevice *iface,
3954 UINT start,
3955 int *dstData,
3956 UINT count) {
3958 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3959 int cnt = min(count, MAX_CONST_I - start);
3961 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3962 iface, dstData, start, count);
3964 if (dstData == NULL || cnt < 0)
3965 return WINED3DERR_INVALIDCALL;
3967 memcpy(dstData, &This->stateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3968 return WINED3D_OK;
3971 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
3972 IWineD3DDevice *iface,
3973 UINT start,
3974 CONST float *srcData,
3975 UINT count) {
3977 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3978 int i;
3980 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3981 iface, srcData, start, count);
3983 /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
3984 if (srcData == NULL || start + count > GL_LIMITS(pshader_constantsF) || start > GL_LIMITS(pshader_constantsF))
3985 return WINED3DERR_INVALIDCALL;
3987 memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
3988 if(TRACE_ON(d3d)) {
3989 for (i = 0; i < count; i++)
3990 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3991 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3994 for (i = start; i < count + start; ++i) {
3995 if (!This->updateStateBlock->changed.pixelShaderConstantsF[i]) {
3996 constants_entry *ptr = LIST_ENTRY(list_head(&This->updateStateBlock->set_pconstantsF), constants_entry, entry);
3997 if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx)) {
3998 ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
3999 list_add_head(&This->updateStateBlock->set_pconstantsF, &ptr->entry);
4001 ptr->idx[ptr->count++] = i;
4002 This->updateStateBlock->changed.pixelShaderConstantsF[i] = TRUE;
4006 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
4008 return WINED3D_OK;
4011 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF_DirtyConst(
4012 IWineD3DDevice *iface,
4013 UINT start,
4014 CONST float *srcData,
4015 UINT count) {
4017 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4018 int i;
4020 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
4021 iface, srcData, start, count);
4023 /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
4024 if (srcData == NULL || start + count > GL_LIMITS(pshader_constantsF) || start > GL_LIMITS(pshader_constantsF))
4025 return WINED3DERR_INVALIDCALL;
4027 memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
4028 if(TRACE_ON(d3d)) {
4029 for (i = 0; i < count; i++)
4030 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
4031 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
4034 /* We don't want shader constant dirtification to be an O(contexts), so just dirtify the active
4035 * context. On a context switch the old context will be fully dirtified
4037 memset(This->activeContext->pshader_const_dirty + start, 1,
4038 sizeof(*This->activeContext->pshader_const_dirty) * count);
4039 This->highest_dirty_ps_const = max(This->highest_dirty_ps_const, start+count+1);
4041 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
4043 return WINED3D_OK;
4046 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
4047 IWineD3DDevice *iface,
4048 UINT start,
4049 float *dstData,
4050 UINT count) {
4052 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4053 int cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
4055 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
4056 iface, dstData, start, count);
4058 if (dstData == NULL || cnt < 0)
4059 return WINED3DERR_INVALIDCALL;
4061 memcpy(dstData, &This->stateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
4062 return WINED3D_OK;
4065 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
4066 static HRESULT
4067 process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount, WineDirect3DVertexStridedData *lpStrideData, IWineD3DVertexBufferImpl *dest, DWORD dwFlags) {
4068 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
4069 unsigned int i;
4070 DWORD DestFVF = dest->fvf;
4071 WINED3DVIEWPORT vp;
4072 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
4073 BOOL doClip;
4074 int numTextures;
4076 if (lpStrideData->u.s.normal.lpData) {
4077 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
4080 if (lpStrideData->u.s.position.lpData == NULL) {
4081 ERR("Source has no position mask\n");
4082 return WINED3DERR_INVALIDCALL;
4085 /* We might access VBOs from this code, so hold the lock */
4086 ENTER_GL();
4088 if (dest->resource.allocatedMemory == NULL) {
4089 /* This may happen if we do direct locking into a vbo. Unlikely,
4090 * but theoretically possible(ddraw processvertices test)
4092 dest->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, dest->resource.size);
4093 if(!dest->resource.allocatedMemory) {
4094 LEAVE_GL();
4095 ERR("Out of memory\n");
4096 return E_OUTOFMEMORY;
4098 if(dest->vbo) {
4099 void *src;
4100 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
4101 checkGLcall("glBindBufferARB");
4102 src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
4103 if(src) {
4104 memcpy(dest->resource.allocatedMemory, src, dest->resource.size);
4106 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
4107 checkGLcall("glUnmapBufferARB");
4111 /* Get a pointer into the destination vbo(create one if none exists) and
4112 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
4114 if(!dest->vbo && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
4115 dest->Flags |= VBFLAG_CREATEVBO;
4116 IWineD3DVertexBuffer_PreLoad((IWineD3DVertexBuffer *) dest);
4119 if(dest->vbo) {
4120 unsigned char extrabytes = 0;
4121 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
4122 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
4123 * this may write 4 extra bytes beyond the area that should be written
4125 if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
4126 dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
4127 if(!dest_conv_addr) {
4128 ERR("Out of memory\n");
4129 /* Continue without storing converted vertices */
4131 dest_conv = dest_conv_addr;
4134 /* Should I clip?
4135 * a) WINED3DRS_CLIPPING is enabled
4136 * b) WINED3DVOP_CLIP is passed
4138 if(This->stateBlock->renderState[WINED3DRS_CLIPPING]) {
4139 static BOOL warned = FALSE;
4141 * The clipping code is not quite correct. Some things need
4142 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
4143 * so disable clipping for now.
4144 * (The graphics in Half-Life are broken, and my processvertices
4145 * test crashes with IDirect3DDevice3)
4146 doClip = TRUE;
4148 doClip = FALSE;
4149 if(!warned) {
4150 warned = TRUE;
4151 FIXME("Clipping is broken and disabled for now\n");
4153 } else doClip = FALSE;
4154 dest_ptr = ((char *) dest->resource.allocatedMemory) + dwDestIndex * get_flexible_vertex_size(DestFVF);
4156 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
4157 WINED3DTS_VIEW,
4158 &view_mat);
4159 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
4160 WINED3DTS_PROJECTION,
4161 &proj_mat);
4162 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
4163 WINED3DTS_WORLDMATRIX(0),
4164 &world_mat);
4166 TRACE("View mat:\n");
4167 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);
4168 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);
4169 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);
4170 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);
4172 TRACE("Proj mat:\n");
4173 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);
4174 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);
4175 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);
4176 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);
4178 TRACE("World mat:\n");
4179 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);
4180 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);
4181 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);
4182 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);
4184 /* Get the viewport */
4185 IWineD3DDevice_GetViewport( (IWineD3DDevice *) This, &vp);
4186 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
4187 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
4189 multiply_matrix(&mat,&view_mat,&world_mat);
4190 multiply_matrix(&mat,&proj_mat,&mat);
4192 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
4194 for (i = 0; i < dwCount; i+= 1) {
4195 unsigned int tex_index;
4197 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
4198 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
4199 /* The position first */
4200 float *p =
4201 (float *) (((char *) lpStrideData->u.s.position.lpData) + i * lpStrideData->u.s.position.dwStride);
4202 float x, y, z, rhw;
4203 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
4205 /* Multiplication with world, view and projection matrix */
4206 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);
4207 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);
4208 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);
4209 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);
4211 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
4213 /* WARNING: The following things are taken from d3d7 and were not yet checked
4214 * against d3d8 or d3d9!
4217 /* Clipping conditions: From msdn
4219 * A vertex is clipped if it does not match the following requirements
4220 * -rhw < x <= rhw
4221 * -rhw < y <= rhw
4222 * 0 < z <= rhw
4223 * 0 < rhw ( Not in d3d7, but tested in d3d7)
4225 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
4226 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
4230 if( !doClip ||
4231 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
4232 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
4233 ( rhw > eps ) ) ) {
4235 /* "Normal" viewport transformation (not clipped)
4236 * 1) The values are divided by rhw
4237 * 2) The y axis is negative, so multiply it with -1
4238 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
4239 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
4240 * 4) Multiply x with Width/2 and add Width/2
4241 * 5) The same for the height
4242 * 6) Add the viewpoint X and Y to the 2D coordinates and
4243 * The minimum Z value to z
4244 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
4246 * Well, basically it's simply a linear transformation into viewport
4247 * coordinates
4250 x /= rhw;
4251 y /= rhw;
4252 z /= rhw;
4254 y *= -1;
4256 x *= vp.Width / 2;
4257 y *= vp.Height / 2;
4258 z *= vp.MaxZ - vp.MinZ;
4260 x += vp.Width / 2 + vp.X;
4261 y += vp.Height / 2 + vp.Y;
4262 z += vp.MinZ;
4264 rhw = 1 / rhw;
4265 } else {
4266 /* That vertex got clipped
4267 * Contrary to OpenGL it is not dropped completely, it just
4268 * undergoes a different calculation.
4270 TRACE("Vertex got clipped\n");
4271 x += rhw;
4272 y += rhw;
4274 x /= 2;
4275 y /= 2;
4277 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
4278 * outside of the main vertex buffer memory. That needs some more
4279 * investigation...
4283 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
4286 ( (float *) dest_ptr)[0] = x;
4287 ( (float *) dest_ptr)[1] = y;
4288 ( (float *) dest_ptr)[2] = z;
4289 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
4291 dest_ptr += 3 * sizeof(float);
4293 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
4294 dest_ptr += sizeof(float);
4297 if(dest_conv) {
4298 float w = 1 / rhw;
4299 ( (float *) dest_conv)[0] = x * w;
4300 ( (float *) dest_conv)[1] = y * w;
4301 ( (float *) dest_conv)[2] = z * w;
4302 ( (float *) dest_conv)[3] = w;
4304 dest_conv += 3 * sizeof(float);
4306 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
4307 dest_conv += sizeof(float);
4311 if (DestFVF & WINED3DFVF_PSIZE) {
4312 dest_ptr += sizeof(DWORD);
4313 if(dest_conv) dest_conv += sizeof(DWORD);
4315 if (DestFVF & WINED3DFVF_NORMAL) {
4316 float *normal =
4317 (float *) (((float *) lpStrideData->u.s.normal.lpData) + i * lpStrideData->u.s.normal.dwStride);
4318 /* AFAIK this should go into the lighting information */
4319 FIXME("Didn't expect the destination to have a normal\n");
4320 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
4321 if(dest_conv) {
4322 copy_and_next(dest_conv, normal, 3 * sizeof(float));
4326 if (DestFVF & WINED3DFVF_DIFFUSE) {
4327 DWORD *color_d =
4328 (DWORD *) (((char *) lpStrideData->u.s.diffuse.lpData) + i * lpStrideData->u.s.diffuse.dwStride);
4329 if(!color_d) {
4330 static BOOL warned = FALSE;
4332 if(!warned) {
4333 ERR("No diffuse color in source, but destination has one\n");
4334 warned = TRUE;
4337 *( (DWORD *) dest_ptr) = 0xffffffff;
4338 dest_ptr += sizeof(DWORD);
4340 if(dest_conv) {
4341 *( (DWORD *) dest_conv) = 0xffffffff;
4342 dest_conv += sizeof(DWORD);
4345 else {
4346 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
4347 if(dest_conv) {
4348 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
4349 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
4350 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
4351 dest_conv += sizeof(DWORD);
4356 if (DestFVF & WINED3DFVF_SPECULAR) {
4357 /* What's the color value in the feedback buffer? */
4358 DWORD *color_s =
4359 (DWORD *) (((char *) lpStrideData->u.s.specular.lpData) + i * lpStrideData->u.s.specular.dwStride);
4360 if(!color_s) {
4361 static BOOL warned = FALSE;
4363 if(!warned) {
4364 ERR("No specular color in source, but destination has one\n");
4365 warned = TRUE;
4368 *( (DWORD *) dest_ptr) = 0xFF000000;
4369 dest_ptr += sizeof(DWORD);
4371 if(dest_conv) {
4372 *( (DWORD *) dest_conv) = 0xFF000000;
4373 dest_conv += sizeof(DWORD);
4376 else {
4377 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
4378 if(dest_conv) {
4379 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
4380 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
4381 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
4382 dest_conv += sizeof(DWORD);
4387 for (tex_index = 0; tex_index < numTextures; tex_index++) {
4388 float *tex_coord =
4389 (float *) (((char *) lpStrideData->u.s.texCoords[tex_index].lpData) +
4390 i * lpStrideData->u.s.texCoords[tex_index].dwStride);
4391 if(!tex_coord) {
4392 ERR("No source texture, but destination requests one\n");
4393 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
4394 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
4396 else {
4397 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
4398 if(dest_conv) {
4399 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
4405 if(dest_conv) {
4406 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
4407 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
4408 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
4409 dwCount * get_flexible_vertex_size(DestFVF),
4410 dest_conv_addr));
4411 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
4412 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
4415 LEAVE_GL();
4417 return WINED3D_OK;
4419 #undef copy_and_next
4421 static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexDeclaration* pVertexDecl, DWORD Flags) {
4422 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4423 WineDirect3DVertexStridedData strided;
4424 BOOL vbo = FALSE, streamWasUP = This->stateBlock->streamIsUP;
4425 TRACE("(%p)->(%d,%d,%d,%p,%p,%d\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
4427 if(pVertexDecl) {
4428 ERR("Output vertex declaration not implemented yet\n");
4431 /* Need any context to write to the vbo. */
4432 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4434 /* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
4435 * control the streamIsUP flag, thus restore it afterwards.
4437 This->stateBlock->streamIsUP = FALSE;
4438 memset(&strided, 0, sizeof(strided));
4439 primitiveDeclarationConvertToStridedData(iface, FALSE, &strided, &vbo);
4440 This->stateBlock->streamIsUP = streamWasUP;
4442 if(vbo || SrcStartIndex) {
4443 unsigned int i;
4444 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
4445 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the strided structure
4447 * Also get the start index in, but only loop over all elements if there's something to add at all.
4449 #define FIXSRC(type) \
4450 if(strided.u.s.type.VBO) { \
4451 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.type.streamNo]; \
4452 strided.u.s.type.VBO = 0; \
4453 strided.u.s.type.lpData = (BYTE *) ((unsigned long) strided.u.s.type.lpData + (unsigned long) vb->resource.allocatedMemory); \
4454 ENTER_GL(); \
4455 GL_EXTCALL(glDeleteBuffersARB(1, &vb->vbo)); \
4456 vb->vbo = 0; \
4457 LEAVE_GL(); \
4459 if(strided.u.s.type.lpData) { \
4460 strided.u.s.type.lpData += strided.u.s.type.dwStride * SrcStartIndex; \
4462 FIXSRC(position);
4463 FIXSRC(blendWeights);
4464 FIXSRC(blendMatrixIndices);
4465 FIXSRC(normal);
4466 FIXSRC(pSize);
4467 FIXSRC(diffuse);
4468 FIXSRC(specular);
4469 for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) {
4470 FIXSRC(texCoords[i]);
4472 FIXSRC(position2);
4473 FIXSRC(normal2);
4474 FIXSRC(tangent);
4475 FIXSRC(binormal);
4476 FIXSRC(tessFactor);
4477 FIXSRC(fog);
4478 FIXSRC(depth);
4479 FIXSRC(sample);
4480 #undef FIXSRC
4483 return process_vertices_strided(This, DestIndex, VertexCount, &strided, (IWineD3DVertexBufferImpl *) pDestBuffer, Flags);
4486 /*****
4487 * Get / Set Texture Stage States
4488 * TODO: Verify against dx9 definitions
4489 *****/
4490 static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
4491 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4492 DWORD oldValue = This->updateStateBlock->textureState[Stage][Type];
4494 TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
4496 if (Stage >= MAX_TEXTURES) {
4497 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring\n", Stage, MAX_TEXTURES - 1);
4498 return WINED3D_OK;
4501 This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
4502 This->updateStateBlock->textureState[Stage][Type] = Value;
4504 if (This->isRecordingState) {
4505 TRACE("Recording... not performing anything\n");
4506 return WINED3D_OK;
4509 /* Checked after the assignments to allow proper stateblock recording */
4510 if(oldValue == Value) {
4511 TRACE("App is setting the old value over, nothing to do\n");
4512 return WINED3D_OK;
4515 if(Stage > This->stateBlock->lowest_disabled_stage &&
4516 This->StateTable[STATE_TEXTURESTAGE(0, Type)].representative == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP)) {
4517 /* Colorop change above lowest disabled stage? That won't change anything in the gl setup
4518 * Changes in other states are important on disabled stages too
4520 return WINED3D_OK;
4523 if(Type == WINED3DTSS_COLOROP) {
4524 int i;
4526 if(Value == WINED3DTOP_DISABLE && oldValue != WINED3DTOP_DISABLE) {
4527 /* Previously enabled stage disabled now. Make sure to dirtify all enabled stages above Stage,
4528 * they have to be disabled
4530 * The current stage is dirtified below.
4532 for(i = Stage + 1; i < This->stateBlock->lowest_disabled_stage; i++) {
4533 TRACE("Additionally dirtifying stage %d\n", i);
4534 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
4536 This->stateBlock->lowest_disabled_stage = Stage;
4537 TRACE("New lowest disabled: %d\n", Stage);
4538 } else if(Value != WINED3DTOP_DISABLE && oldValue == WINED3DTOP_DISABLE) {
4539 /* Previously disabled stage enabled. Stages above it may need enabling
4540 * stage must be lowest_disabled_stage here, if it's bigger success is returned above,
4541 * and stages below the lowest disabled stage can't be enabled(because they are enabled already).
4543 * Again stage Stage doesn't need to be dirtified here, it is handled below.
4546 for(i = Stage + 1; i < GL_LIMITS(texture_stages); i++) {
4547 if(This->updateStateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
4548 break;
4550 TRACE("Additionally dirtifying stage %d due to enable\n", i);
4551 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
4553 This->stateBlock->lowest_disabled_stage = i;
4554 TRACE("New lowest disabled: %d\n", i);
4556 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
4557 /* TODO: Built a stage -> texture unit mapping for register combiners */
4561 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, Type));
4563 return WINED3D_OK;
4566 static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
4567 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4568 TRACE("(%p) : requesting Stage %d, Type %d getting %d\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
4569 *pValue = This->updateStateBlock->textureState[Stage][Type];
4570 return WINED3D_OK;
4573 /*****
4574 * Get / Set Texture
4575 *****/
4576 static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
4577 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4578 IWineD3DBaseTexture *oldTexture;
4580 TRACE("(%p) : Stage %#x, Texture %p\n", This, Stage, pTexture);
4582 if (Stage >= WINED3DVERTEXTEXTURESAMPLER0 && Stage <= WINED3DVERTEXTEXTURESAMPLER3) {
4583 Stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
4586 if (Stage >= sizeof(This->stateBlock->textures)/sizeof(This->stateBlock->textures[0])) {
4587 ERR("Current stage overflows textures array (stage %d)\n", Stage);
4588 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
4591 oldTexture = This->updateStateBlock->textures[Stage];
4593 if(pTexture != NULL) {
4594 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH;
4596 if(((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH) {
4597 WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
4598 return WINED3DERR_INVALIDCALL;
4600 This->stateBlock->textureDimensions[Stage] = IWineD3DBaseTexture_GetTextureDimensions(pTexture);
4603 TRACE("GL_LIMITS %d\n",GL_LIMITS(sampler_stages));
4604 TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
4606 This->updateStateBlock->changed.textures[Stage] = TRUE;
4607 TRACE("(%p) : setting new texture to %p\n", This, pTexture);
4608 This->updateStateBlock->textures[Stage] = pTexture;
4610 /* Handle recording of state blocks */
4611 if (This->isRecordingState) {
4612 TRACE("Recording... not performing anything\n");
4613 return WINED3D_OK;
4616 if(oldTexture == pTexture) {
4617 TRACE("App is setting the same texture again, nothing to do\n");
4618 return WINED3D_OK;
4621 /** NOTE: MSDN says that setTexture increases the reference count,
4622 * and that the application must set the texture back to null (or have a leaky application),
4623 * This means we should pass the refcount up to the parent
4624 *******************************/
4625 if (NULL != This->updateStateBlock->textures[Stage]) {
4626 IWineD3DBaseTextureImpl *new = (IWineD3DBaseTextureImpl *) This->updateStateBlock->textures[Stage];
4627 ULONG bindCount = InterlockedIncrement(&new->baseTexture.bindCount);
4629 IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
4630 if(oldTexture == NULL && Stage < MAX_TEXTURES) {
4631 /* The source arguments for color and alpha ops have different meanings when a NULL texture is bound,
4632 * so the COLOROP and ALPHAOP have to be dirtified.
4634 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
4635 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
4637 if(bindCount == 1) {
4638 new->baseTexture.sampler = Stage;
4640 /* More than one assignment? Doesn't matter, we only need one gl texture unit to use for uploading */
4644 if (NULL != oldTexture) {
4645 IWineD3DBaseTextureImpl *old = (IWineD3DBaseTextureImpl *) oldTexture;
4646 LONG bindCount = InterlockedDecrement(&old->baseTexture.bindCount);
4648 IWineD3DBaseTexture_Release(oldTexture);
4649 if(pTexture == NULL && Stage < MAX_TEXTURES) {
4650 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
4651 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
4654 if(bindCount && old->baseTexture.sampler == Stage) {
4655 int i;
4656 /* Have to do a search for the other sampler(s) where the texture is bound to
4657 * Shouldn't happen as long as apps bind a texture only to one stage
4659 TRACE("Searcing for other sampler / stage id where the texture is bound to\n");
4660 for(i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
4661 if(This->updateStateBlock->textures[i] == oldTexture) {
4662 old->baseTexture.sampler = i;
4663 break;
4669 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Stage));
4671 return WINED3D_OK;
4674 static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
4675 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4677 TRACE("(%p) : Stage %#x, ppTexture %p\n", This, Stage, ppTexture);
4679 if (Stage >= WINED3DVERTEXTEXTURESAMPLER0 && Stage <= WINED3DVERTEXTEXTURESAMPLER3) {
4680 Stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
4683 if (Stage >= sizeof(This->stateBlock->textures)/sizeof(This->stateBlock->textures[0])) {
4684 ERR("Current stage overflows textures array (stage %d)\n", Stage);
4685 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
4688 *ppTexture=This->stateBlock->textures[Stage];
4689 if (*ppTexture)
4690 IWineD3DBaseTexture_AddRef(*ppTexture);
4692 TRACE("(%p) : Returning %p\n", This, *ppTexture);
4694 return WINED3D_OK;
4697 /*****
4698 * Get Back Buffer
4699 *****/
4700 static HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, WINED3DBACKBUFFER_TYPE Type,
4701 IWineD3DSurface **ppBackBuffer) {
4702 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4703 IWineD3DSwapChain *swapChain;
4704 HRESULT hr;
4706 TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
4708 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
4709 if (hr == WINED3D_OK) {
4710 hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
4711 IWineD3DSwapChain_Release(swapChain);
4712 } else {
4713 *ppBackBuffer = NULL;
4715 return hr;
4718 static HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
4719 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4720 WARN("(%p) : stub, calling idirect3d for now\n", This);
4721 return IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
4724 static HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
4725 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4726 IWineD3DSwapChain *swapChain;
4727 HRESULT hr;
4729 if(iSwapChain > 0) {
4730 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
4731 if (hr == WINED3D_OK) {
4732 hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
4733 IWineD3DSwapChain_Release(swapChain);
4734 } else {
4735 FIXME("(%p) Error getting display mode\n", This);
4737 } else {
4738 /* Don't read the real display mode,
4739 but return the stored mode instead. X11 can't change the color
4740 depth, and some apps are pretty angry if they SetDisplayMode from
4741 24 to 16 bpp and find out that GetDisplayMode still returns 24 bpp
4743 Also don't relay to the swapchain because with ddraw it's possible
4744 that there isn't a swapchain at all */
4745 pMode->Width = This->ddraw_width;
4746 pMode->Height = This->ddraw_height;
4747 pMode->Format = This->ddraw_format;
4748 pMode->RefreshRate = 0;
4749 hr = WINED3D_OK;
4752 return hr;
4755 static HRESULT WINAPI IWineD3DDeviceImpl_SetHWND(IWineD3DDevice *iface, HWND hWnd) {
4756 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4757 TRACE("(%p)->(%p)\n", This, hWnd);
4759 if(This->ddraw_fullscreen) {
4760 if(This->ddraw_window && This->ddraw_window != hWnd) {
4761 IWineD3DDeviceImpl_RestoreWindow(iface, This->ddraw_window);
4763 if(hWnd && This->ddraw_window != hWnd) {
4764 IWineD3DDeviceImpl_SetupFullscreenWindow(iface, hWnd);
4768 This->ddraw_window = hWnd;
4769 return WINED3D_OK;
4772 static HRESULT WINAPI IWineD3DDeviceImpl_GetHWND(IWineD3DDevice *iface, HWND *hWnd) {
4773 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4774 TRACE("(%p)->(%p)\n", This, hWnd);
4776 *hWnd = This->ddraw_window;
4777 return WINED3D_OK;
4780 /*****
4781 * Stateblock related functions
4782 *****/
4784 static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
4785 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4786 IWineD3DStateBlockImpl *object;
4787 HRESULT temp_result;
4788 int i;
4790 TRACE("(%p)\n", This);
4792 if (This->isRecordingState) {
4793 return WINED3DERR_INVALIDCALL;
4796 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
4797 if (NULL == object ) {
4798 FIXME("(%p)Error allocating memory for stateblock\n", This);
4799 return E_OUTOFMEMORY;
4801 TRACE("(%p) created object %p\n", This, object);
4802 object->wineD3DDevice= This;
4803 /** FIXME: object->parent = parent; **/
4804 object->parent = NULL;
4805 object->blockType = WINED3DSBT_RECORDED;
4806 object->ref = 1;
4807 object->lpVtbl = &IWineD3DStateBlock_Vtbl;
4809 for(i = 0; i < LIGHTMAP_SIZE; i++) {
4810 list_init(&object->lightMap[i]);
4813 temp_result = allocate_shader_constants(object);
4814 if (WINED3D_OK != temp_result)
4815 return temp_result;
4817 IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
4818 This->updateStateBlock = object;
4819 This->isRecordingState = TRUE;
4821 TRACE("(%p) recording stateblock %p\n",This , object);
4822 return WINED3D_OK;
4825 static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
4826 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4827 unsigned int i, j;
4828 IWineD3DStateBlockImpl *object = This->updateStateBlock;
4830 if (!This->isRecordingState) {
4831 FIXME("(%p) not recording! returning error\n", This);
4832 *ppStateBlock = NULL;
4833 return WINED3DERR_INVALIDCALL;
4836 for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
4837 if(object->changed.renderState[i]) {
4838 object->contained_render_states[object->num_contained_render_states] = i;
4839 object->num_contained_render_states++;
4842 for(i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
4843 if(object->changed.transform[i]) {
4844 object->contained_transform_states[object->num_contained_transform_states] = i;
4845 object->num_contained_transform_states++;
4848 for(i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
4849 if(object->changed.vertexShaderConstantsF[i]) {
4850 object->contained_vs_consts_f[object->num_contained_vs_consts_f] = i;
4851 object->num_contained_vs_consts_f++;
4854 for(i = 0; i < MAX_CONST_I; i++) {
4855 if(object->changed.vertexShaderConstantsI[i]) {
4856 object->contained_vs_consts_i[object->num_contained_vs_consts_i] = i;
4857 object->num_contained_vs_consts_i++;
4860 for(i = 0; i < MAX_CONST_B; i++) {
4861 if(object->changed.vertexShaderConstantsB[i]) {
4862 object->contained_vs_consts_b[object->num_contained_vs_consts_b] = i;
4863 object->num_contained_vs_consts_b++;
4866 for(i = 0; i < MAX_CONST_I; i++) {
4867 if(object->changed.pixelShaderConstantsI[i]) {
4868 object->contained_ps_consts_i[object->num_contained_ps_consts_i] = i;
4869 object->num_contained_ps_consts_i++;
4872 for(i = 0; i < MAX_CONST_B; i++) {
4873 if(object->changed.pixelShaderConstantsB[i]) {
4874 object->contained_ps_consts_b[object->num_contained_ps_consts_b] = i;
4875 object->num_contained_ps_consts_b++;
4878 for(i = 0; i < MAX_TEXTURES; i++) {
4879 for(j = 1; j <= WINED3D_HIGHEST_TEXTURE_STATE; j++) {
4880 if(object->changed.textureState[i][j]) {
4881 object->contained_tss_states[object->num_contained_tss_states].stage = i;
4882 object->contained_tss_states[object->num_contained_tss_states].state = j;
4883 object->num_contained_tss_states++;
4887 for(i = 0; i < MAX_COMBINED_SAMPLERS; i++){
4888 for (j = 1; j < WINED3D_HIGHEST_SAMPLER_STATE; j++) {
4889 if(object->changed.samplerState[i][j]) {
4890 object->contained_sampler_states[object->num_contained_sampler_states].stage = i;
4891 object->contained_sampler_states[object->num_contained_sampler_states].state = j;
4892 object->num_contained_sampler_states++;
4897 *ppStateBlock = (IWineD3DStateBlock*) object;
4898 This->isRecordingState = FALSE;
4899 This->updateStateBlock = This->stateBlock;
4900 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
4901 /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
4902 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
4903 return WINED3D_OK;
4906 /*****
4907 * Scene related functions
4908 *****/
4909 static HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
4910 /* At the moment we have no need for any functionality at the beginning
4911 of a scene */
4912 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4913 TRACE("(%p)\n", This);
4915 if(This->inScene) {
4916 TRACE("Already in Scene, returning WINED3DERR_INVALIDCALL\n");
4917 return WINED3DERR_INVALIDCALL;
4919 This->inScene = TRUE;
4920 return WINED3D_OK;
4923 static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
4924 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4925 TRACE("(%p)\n", This);
4927 if(!This->inScene) {
4928 TRACE("Not in scene, returning WINED3DERR_INVALIDCALL\n");
4929 return WINED3DERR_INVALIDCALL;
4932 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4933 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4934 ENTER_GL();
4935 glFlush();
4936 checkGLcall("glFlush");
4937 LEAVE_GL();
4939 This->inScene = FALSE;
4940 return WINED3D_OK;
4943 static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
4944 CONST RECT* pSourceRect, CONST RECT* pDestRect,
4945 HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
4946 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4947 IWineD3DSwapChain *swapChain = NULL;
4948 int i;
4949 int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
4951 TRACE("(%p) Presenting the frame\n", This);
4953 for(i = 0 ; i < swapchains ; i ++) {
4955 IWineD3DDeviceImpl_GetSwapChain(iface, i, &swapChain);
4956 TRACE("presentinng chain %d, %p\n", i, swapChain);
4957 IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
4958 IWineD3DSwapChain_Release(swapChain);
4961 return WINED3D_OK;
4964 /* Not called from the VTable (internal subroutine) */
4965 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
4966 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
4967 float Z, DWORD Stencil) {
4968 GLbitfield glMask = 0;
4969 unsigned int i;
4970 WINED3DRECT curRect;
4971 RECT vp_rect;
4972 WINED3DVIEWPORT *vp = &This->stateBlock->viewport;
4973 UINT drawable_width, drawable_height;
4974 IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *) This->stencilBufferTarget;
4976 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
4977 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
4978 * for the cleared parts, and the untouched parts.
4980 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
4981 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
4982 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
4983 * checking all this if the dest surface is in the drawable anyway.
4985 if((Flags & WINED3DCLEAR_TARGET) && !(target->Flags & SFLAG_INDRAWABLE)) {
4986 while(1) {
4987 if(vp->X != 0 || vp->Y != 0 ||
4988 vp->Width < target->currentDesc.Width || vp->Height < target->currentDesc.Height) {
4989 IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
4990 break;
4992 if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE] && (
4993 This->stateBlock->scissorRect.left > 0 || This->stateBlock->scissorRect.top > 0 ||
4994 This->stateBlock->scissorRect.right < target->currentDesc.Width ||
4995 This->stateBlock->scissorRect.bottom < target->currentDesc.Height)) {
4996 IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
4997 break;
4999 if(Count > 0 && pRects && (
5000 pRects[0].x1 > 0 || pRects[0].y1 > 0 ||
5001 pRects[0].x2 < target->currentDesc.Width ||
5002 pRects[0].y2 < target->currentDesc.Height)) {
5003 IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
5004 break;
5006 break;
5010 target->get_drawable_size(target, &drawable_width, &drawable_height);
5012 ActivateContext(This, (IWineD3DSurface *) target, CTXUSAGE_CLEAR);
5013 ENTER_GL();
5015 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
5016 apply_fbo_state((IWineD3DDevice *) This);
5019 /* Only set the values up once, as they are not changing */
5020 if (Flags & WINED3DCLEAR_STENCIL) {
5021 glClearStencil(Stencil);
5022 checkGLcall("glClearStencil");
5023 glMask = glMask | GL_STENCIL_BUFFER_BIT;
5024 glStencilMask(0xFFFFFFFF);
5027 if (Flags & WINED3DCLEAR_ZBUFFER) {
5028 DWORD location = This->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
5029 glDepthMask(GL_TRUE);
5030 glClearDepth(Z);
5031 checkGLcall("glClearDepth");
5032 glMask = glMask | GL_DEPTH_BUFFER_BIT;
5033 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
5035 if (vp->X != 0 || vp->Y != 0 ||
5036 vp->Width < depth_stencil->currentDesc.Width || vp->Height < depth_stencil->currentDesc.Height) {
5037 surface_load_ds_location(This->stencilBufferTarget, location);
5039 else if (This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE] && (
5040 This->stateBlock->scissorRect.left > 0 || This->stateBlock->scissorRect.top > 0 ||
5041 This->stateBlock->scissorRect.right < depth_stencil->currentDesc.Width ||
5042 This->stateBlock->scissorRect.bottom < depth_stencil->currentDesc.Height)) {
5043 surface_load_ds_location(This->stencilBufferTarget, location);
5045 else if (Count > 0 && pRects && (
5046 pRects[0].x1 > 0 || pRects[0].y1 > 0 ||
5047 pRects[0].x2 < depth_stencil->currentDesc.Width ||
5048 pRects[0].y2 < depth_stencil->currentDesc.Height)) {
5049 surface_load_ds_location(This->stencilBufferTarget, location);
5053 if (Flags & WINED3DCLEAR_TARGET) {
5054 TRACE("Clearing screen with glClear to color %x\n", Color);
5055 glClearColor(D3DCOLOR_R(Color),
5056 D3DCOLOR_G(Color),
5057 D3DCOLOR_B(Color),
5058 D3DCOLOR_A(Color));
5059 checkGLcall("glClearColor");
5061 /* Clear ALL colors! */
5062 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
5063 glMask = glMask | GL_COLOR_BUFFER_BIT;
5066 vp_rect.left = vp->X;
5067 vp_rect.top = vp->Y;
5068 vp_rect.right = vp->X + vp->Width;
5069 vp_rect.bottom = vp->Y + vp->Height;
5070 if (!(Count > 0 && pRects)) {
5071 if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
5072 IntersectRect(&vp_rect, &vp_rect, &This->stateBlock->scissorRect);
5074 if(This->render_offscreen) {
5075 glScissor(vp_rect.left, vp_rect.top,
5076 vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
5077 } else {
5078 glScissor(vp_rect.left, drawable_height - vp_rect.bottom,
5079 vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
5081 checkGLcall("glScissor");
5082 glClear(glMask);
5083 checkGLcall("glClear");
5084 } else {
5085 /* Now process each rect in turn */
5086 for (i = 0; i < Count; i++) {
5087 /* Note gl uses lower left, width/height */
5088 IntersectRect((RECT *) &curRect, &vp_rect, (RECT *) &pRects[i]);
5089 if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
5090 IntersectRect((RECT *) &curRect, (RECT *) &curRect, &This->stateBlock->scissorRect);
5092 TRACE("(%p) Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This,
5093 pRects[i].x1, pRects[i].y1, pRects[i].x2, pRects[i].y2,
5094 curRect.x1, (target->currentDesc.Height - curRect.y2),
5095 curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
5097 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
5098 * The rectangle is not cleared, no error is returned, but further rectanlges are
5099 * still cleared if they are valid
5101 if(curRect.x1 > curRect.x2 || curRect.y1 > curRect.y2) {
5102 TRACE("Rectangle with negative dimensions, ignoring\n");
5103 continue;
5106 if(This->render_offscreen) {
5107 glScissor(curRect.x1, curRect.y1,
5108 curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
5109 } else {
5110 glScissor(curRect.x1, drawable_height - curRect.y2,
5111 curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
5113 checkGLcall("glScissor");
5115 glClear(glMask);
5116 checkGLcall("glClear");
5120 /* Restore the old values (why..?) */
5121 if (Flags & WINED3DCLEAR_STENCIL) {
5122 glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
5124 if (Flags & WINED3DCLEAR_TARGET) {
5125 DWORD mask = This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE];
5126 glColorMask(mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
5127 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
5128 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
5129 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
5131 /* Dirtify the target surface for now. If the surface is locked regularly, and an up to date sysmem copy exists,
5132 * it is most likely more efficient to perform a clear on the sysmem copy too instead of downloading it
5134 IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, TRUE);
5135 /* TODO: Move the fbo logic into ModifyLocation() */
5136 if(This->render_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
5137 target->Flags |= SFLAG_INTEXTURE;
5140 if (Flags & WINED3DCLEAR_ZBUFFER) {
5141 /* Note that WINED3DCLEAR_ZBUFFER implies a depth stencil exists on the device */
5142 DWORD location = This->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
5143 surface_modify_ds_location(This->stencilBufferTarget, location);
5146 LEAVE_GL();
5148 return WINED3D_OK;
5151 static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST WINED3DRECT* pRects,
5152 DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) {
5153 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5154 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)This->render_targets[0];
5156 TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Color (0x%08x), Z (%f), Stencil (%d)\n", This,
5157 Count, pRects, Flags, Color, Z, Stencil);
5159 if(Flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL) && This->stencilBufferTarget == NULL) {
5160 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
5161 /* TODO: What about depth stencil buffers without stencil bits? */
5162 return WINED3DERR_INVALIDCALL;
5165 return IWineD3DDeviceImpl_ClearSurface(This, target, Count, pRects, Flags, Color, Z, Stencil);
5168 /*****
5169 * Drawing functions
5170 *****/
5171 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
5172 UINT PrimitiveCount) {
5174 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5176 TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
5177 debug_d3dprimitivetype(PrimitiveType),
5178 StartVertex, PrimitiveCount);
5180 if(!This->stateBlock->vertexDecl) {
5181 WARN("(%p) : Called without a valid vertex declaration set\n", This);
5182 return WINED3DERR_INVALIDCALL;
5185 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
5186 if(This->stateBlock->streamIsUP) {
5187 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
5188 This->stateBlock->streamIsUP = FALSE;
5191 if(This->stateBlock->loadBaseVertexIndex != 0) {
5192 This->stateBlock->loadBaseVertexIndex = 0;
5193 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
5195 /* Account for the loading offset due to index buffers. Instead of reloading all sources correct it with the startvertex parameter */
5196 drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, 0/* NumVertices */, -1 /* indxStart */,
5197 0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */);
5198 return WINED3D_OK;
5201 /* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
5202 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
5203 WINED3DPRIMITIVETYPE PrimitiveType,
5204 UINT minIndex, UINT NumVertices, UINT startIndex, UINT primCount) {
5206 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5207 UINT idxStride = 2;
5208 IWineD3DIndexBuffer *pIB;
5209 WINED3DINDEXBUFFER_DESC IdxBufDsc;
5210 GLuint vbo;
5212 pIB = This->stateBlock->pIndexData;
5213 if (!pIB) {
5214 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
5215 * without an index buffer set. (The first time at least...)
5216 * D3D8 simply dies, but I doubt it can do much harm to return
5217 * D3DERR_INVALIDCALL there as well. */
5218 ERR("(%p) : Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL\n", This);
5219 return WINED3DERR_INVALIDCALL;
5222 if(!This->stateBlock->vertexDecl) {
5223 WARN("(%p) : Called without a valid vertex declaration set\n", This);
5224 return WINED3DERR_INVALIDCALL;
5227 if(This->stateBlock->streamIsUP) {
5228 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
5229 This->stateBlock->streamIsUP = FALSE;
5231 vbo = ((IWineD3DIndexBufferImpl *) pIB)->vbo;
5233 TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, countP=%d\n", This,
5234 PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
5235 minIndex, NumVertices, startIndex, primCount);
5237 IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
5238 if (IdxBufDsc.Format == WINED3DFMT_INDEX16) {
5239 idxStride = 2;
5240 } else {
5241 idxStride = 4;
5244 if(This->stateBlock->loadBaseVertexIndex != This->stateBlock->baseVertexIndex) {
5245 This->stateBlock->loadBaseVertexIndex = This->stateBlock->baseVertexIndex;
5246 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
5249 drawPrimitive(iface, PrimitiveType, primCount, 0, NumVertices, startIndex,
5250 idxStride, vbo ? NULL : ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex);
5252 return WINED3D_OK;
5255 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
5256 UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
5257 UINT VertexStreamZeroStride) {
5258 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5259 IWineD3DVertexBuffer *vb;
5261 TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
5262 debug_d3dprimitivetype(PrimitiveType),
5263 PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
5265 if(!This->stateBlock->vertexDecl) {
5266 WARN("(%p) : Called without a valid vertex declaration set\n", This);
5267 return WINED3DERR_INVALIDCALL;
5270 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
5271 vb = This->stateBlock->streamSource[0];
5272 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
5273 if(vb) IWineD3DVertexBuffer_Release(vb);
5274 This->stateBlock->streamOffset[0] = 0;
5275 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
5276 This->stateBlock->streamIsUP = TRUE;
5277 This->stateBlock->loadBaseVertexIndex = 0;
5279 /* TODO: Only mark dirty if drawing from a different UP address */
5280 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
5282 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* start vertex */, 0 /* NumVertices */,
5283 0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */);
5285 /* MSDN specifies stream zero settings must be set to NULL */
5286 This->stateBlock->streamStride[0] = 0;
5287 This->stateBlock->streamSource[0] = NULL;
5289 /* stream zero settings set to null at end, as per the msdn. No need to mark dirty here, the app has to set
5290 * the new stream sources or use UP drawing again
5292 return WINED3D_OK;
5295 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
5296 UINT MinVertexIndex, UINT NumVertices,
5297 UINT PrimitiveCount, CONST void* pIndexData,
5298 WINED3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
5299 UINT VertexStreamZeroStride) {
5300 int idxStride;
5301 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5302 IWineD3DVertexBuffer *vb;
5303 IWineD3DIndexBuffer *ib;
5305 TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
5306 This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
5307 MinVertexIndex, NumVertices, PrimitiveCount, pIndexData,
5308 IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
5310 if(!This->stateBlock->vertexDecl) {
5311 WARN("(%p) : Called without a valid vertex declaration set\n", This);
5312 return WINED3DERR_INVALIDCALL;
5315 if (IndexDataFormat == WINED3DFMT_INDEX16) {
5316 idxStride = 2;
5317 } else {
5318 idxStride = 4;
5321 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
5322 vb = This->stateBlock->streamSource[0];
5323 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
5324 if(vb) IWineD3DVertexBuffer_Release(vb);
5325 This->stateBlock->streamIsUP = TRUE;
5326 This->stateBlock->streamOffset[0] = 0;
5327 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
5329 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
5330 This->stateBlock->baseVertexIndex = 0;
5331 This->stateBlock->loadBaseVertexIndex = 0;
5332 /* Mark the state dirty until we have nicer tracking of the stream source pointers */
5333 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
5334 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
5336 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex);
5338 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
5339 This->stateBlock->streamSource[0] = NULL;
5340 This->stateBlock->streamStride[0] = 0;
5341 ib = This->stateBlock->pIndexData;
5342 if(ib) {
5343 IWineD3DIndexBuffer_Release(ib);
5344 This->stateBlock->pIndexData = NULL;
5346 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
5347 * SetStreamSource to specify a vertex buffer
5350 return WINED3D_OK;
5353 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) {
5354 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5356 /* Mark the state dirty until we have nicer tracking
5357 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
5358 * that value.
5360 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
5361 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
5362 This->stateBlock->baseVertexIndex = 0;
5363 This->up_strided = DrawPrimStrideData;
5364 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, 0, NULL, 0);
5365 This->up_strided = NULL;
5366 return WINED3D_OK;
5369 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData, UINT NumVertices, CONST void *pIndexData, WINED3DFORMAT IndexDataFormat) {
5370 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5371 DWORD idxSize = (IndexDataFormat == WINED3DFMT_INDEX32 ? 4 : 2);
5373 /* Mark the state dirty until we have nicer tracking
5374 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
5375 * that value.
5377 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
5378 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
5379 This->stateBlock->streamIsUP = TRUE;
5380 This->stateBlock->baseVertexIndex = 0;
5381 This->up_strided = DrawPrimStrideData;
5382 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* startvertexidx */, 0 /* numindices */, 0 /* startidx */, idxSize, pIndexData, 0 /* minindex */);
5383 This->up_strided = NULL;
5384 return WINED3D_OK;
5387 static HRESULT IWineD3DDeviceImpl_UpdateVolume(IWineD3DDevice *iface, IWineD3DVolume *pSourceVolume, IWineD3DVolume *pDestinationVolume) {
5388 /* This is a helper function for UpdateTexture, there is no public UpdateVolume method in d3d. Since it's
5389 * not callable by the app directly no parameter validation checks are needed here.
5391 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5392 WINED3DLOCKED_BOX src;
5393 WINED3DLOCKED_BOX dst;
5394 HRESULT hr;
5395 TRACE("(%p)->(%p, %p)\n", This, pSourceVolume, pDestinationVolume);
5397 /* TODO: Implement direct loading into the gl volume instead of using memcpy and
5398 * dirtification to improve loading performance.
5400 hr = IWineD3DVolume_LockBox(pSourceVolume, &src, NULL, WINED3DLOCK_READONLY);
5401 if(FAILED(hr)) return hr;
5402 hr = IWineD3DVolume_LockBox(pDestinationVolume, &dst, NULL, WINED3DLOCK_DISCARD);
5403 if(FAILED(hr)) {
5404 IWineD3DVolume_UnlockBox(pSourceVolume);
5405 return hr;
5408 memcpy(dst.pBits, src.pBits, ((IWineD3DVolumeImpl *) pDestinationVolume)->resource.size);
5410 hr = IWineD3DVolume_UnlockBox(pDestinationVolume);
5411 if(FAILED(hr)) {
5412 IWineD3DVolume_UnlockBox(pSourceVolume);
5413 } else {
5414 hr = IWineD3DVolume_UnlockBox(pSourceVolume);
5416 return hr;
5419 /* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
5420 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
5421 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5422 HRESULT hr = WINED3D_OK;
5423 WINED3DRESOURCETYPE sourceType;
5424 WINED3DRESOURCETYPE destinationType;
5425 int i ,levels;
5427 /* TODO: think about moving the code into IWineD3DBaseTexture */
5429 TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
5431 /* verify that the source and destination textures aren't NULL */
5432 if (NULL == pSourceTexture || NULL == pDestinationTexture) {
5433 WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning WINED3DERR_INVALIDCALL\n",
5434 This, pSourceTexture, pDestinationTexture);
5435 hr = WINED3DERR_INVALIDCALL;
5438 if (pSourceTexture == pDestinationTexture) {
5439 WARN("(%p) : source (%p) and destination (%p) textures must be different, returning WINED3DERR_INVALIDCALL\n",
5440 This, pSourceTexture, pDestinationTexture);
5441 hr = WINED3DERR_INVALIDCALL;
5443 /* Verify that the source and destination textures are the same type */
5444 sourceType = IWineD3DBaseTexture_GetType(pSourceTexture);
5445 destinationType = IWineD3DBaseTexture_GetType(pDestinationTexture);
5447 if (sourceType != destinationType) {
5448 WARN("(%p) Sorce and destination types must match, returning WINED3DERR_INVALIDCALL\n",
5449 This);
5450 hr = WINED3DERR_INVALIDCALL;
5453 /* check that both textures have the identical numbers of levels */
5454 if (IWineD3DBaseTexture_GetLevelCount(pDestinationTexture) != IWineD3DBaseTexture_GetLevelCount(pSourceTexture)) {
5455 WARN("(%p) : source (%p) and destination (%p) textures must have identical numbers of levels, returning WINED3DERR_INVALIDCALL\n", This, pSourceTexture, pDestinationTexture);
5456 hr = WINED3DERR_INVALIDCALL;
5459 if (WINED3D_OK == hr) {
5461 /* Make sure that the destination texture is loaded */
5462 IWineD3DBaseTexture_PreLoad(pDestinationTexture);
5464 /* Update every surface level of the texture */
5465 levels = IWineD3DBaseTexture_GetLevelCount(pDestinationTexture);
5467 switch (sourceType) {
5468 case WINED3DRTYPE_TEXTURE:
5470 IWineD3DSurface *srcSurface;
5471 IWineD3DSurface *destSurface;
5473 for (i = 0 ; i < levels ; ++i) {
5474 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pSourceTexture, i, &srcSurface);
5475 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pDestinationTexture, i, &destSurface);
5476 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
5477 IWineD3DSurface_Release(srcSurface);
5478 IWineD3DSurface_Release(destSurface);
5479 if (WINED3D_OK != hr) {
5480 WARN("(%p) : Call to update surface failed\n", This);
5481 return hr;
5485 break;
5486 case WINED3DRTYPE_CUBETEXTURE:
5488 IWineD3DSurface *srcSurface;
5489 IWineD3DSurface *destSurface;
5490 WINED3DCUBEMAP_FACES faceType;
5492 for (i = 0 ; i < levels ; ++i) {
5493 /* Update each cube face */
5494 for (faceType = WINED3DCUBEMAP_FACE_POSITIVE_X; faceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
5495 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
5496 if (WINED3D_OK != hr) {
5497 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
5498 } else {
5499 TRACE("Got srcSurface %p\n", srcSurface);
5501 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pDestinationTexture, faceType, i, &destSurface);
5502 if (WINED3D_OK != hr) {
5503 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
5504 } else {
5505 TRACE("Got desrSurface %p\n", destSurface);
5507 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
5508 IWineD3DSurface_Release(srcSurface);
5509 IWineD3DSurface_Release(destSurface);
5510 if (WINED3D_OK != hr) {
5511 WARN("(%p) : Call to update surface failed\n", This);
5512 return hr;
5517 break;
5519 case WINED3DRTYPE_VOLUMETEXTURE:
5521 IWineD3DVolume *srcVolume = NULL;
5522 IWineD3DVolume *destVolume = NULL;
5524 for (i = 0 ; i < levels ; ++i) {
5525 IWineD3DVolumeTexture_GetVolumeLevel((IWineD3DVolumeTexture *)pSourceTexture, i, &srcVolume);
5526 IWineD3DVolumeTexture_GetVolumeLevel((IWineD3DVolumeTexture *)pDestinationTexture, i, &destVolume);
5527 hr = IWineD3DDeviceImpl_UpdateVolume(iface, srcVolume, destVolume);
5528 IWineD3DVolume_Release(srcVolume);
5529 IWineD3DVolume_Release(destVolume);
5530 if (WINED3D_OK != hr) {
5531 WARN("(%p) : Call to update volume failed\n", This);
5532 return hr;
5536 break;
5538 default:
5539 FIXME("(%p) : Unsupported source and destination type\n", This);
5540 hr = WINED3DERR_INVALIDCALL;
5544 return hr;
5547 static HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
5548 IWineD3DSwapChain *swapChain;
5549 HRESULT hr;
5550 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
5551 if(hr == WINED3D_OK) {
5552 hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
5553 IWineD3DSwapChain_Release(swapChain);
5555 return hr;
5558 static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
5559 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5560 /* return a sensible default */
5561 *pNumPasses = 1;
5562 /* TODO: If the window is minimized then validate device should return something other than WINED3D_OK */
5563 FIXME("(%p) : stub\n", This);
5564 return WINED3D_OK;
5567 static void dirtify_p8_texture_samplers(IWineD3DDeviceImpl *device)
5569 int i;
5571 for (i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
5572 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl*)device->stateBlock->textures[i];
5573 if (texture && (texture->resource.format == WINED3DFMT_P8 || texture->resource.format == WINED3DFMT_A8P8)) {
5574 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(i));
5579 static HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
5580 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5581 int j;
5582 UINT NewSize;
5583 PALETTEENTRY **palettes;
5585 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5587 if (PaletteNumber >= MAX_PALETTES) {
5588 ERR("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5589 return WINED3DERR_INVALIDCALL;
5592 if (PaletteNumber >= This->NumberOfPalettes) {
5593 NewSize = This->NumberOfPalettes;
5594 do {
5595 NewSize *= 2;
5596 } while(PaletteNumber >= NewSize);
5597 palettes = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->palettes, sizeof(PALETTEENTRY*) * NewSize);
5598 if (!palettes) {
5599 ERR("Out of memory!\n");
5600 return E_OUTOFMEMORY;
5602 This->palettes = palettes;
5603 This->NumberOfPalettes = NewSize;
5606 if (!This->palettes[PaletteNumber]) {
5607 This->palettes[PaletteNumber] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
5608 if (!This->palettes[PaletteNumber]) {
5609 ERR("Out of memory!\n");
5610 return E_OUTOFMEMORY;
5614 for (j = 0; j < 256; ++j) {
5615 This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
5616 This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
5617 This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
5618 This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
5620 if (PaletteNumber == This->currentPalette) dirtify_p8_texture_samplers(This);
5621 TRACE("(%p) : returning\n", This);
5622 return WINED3D_OK;
5625 static HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
5626 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5627 int j;
5628 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5629 if (PaletteNumber >= This->NumberOfPalettes || !This->palettes[PaletteNumber]) {
5630 /* What happens in such situation isn't documented; Native seems to silently abort
5631 on such conditions. Return Invalid Call. */
5632 ERR("(%p) : (%u) Nonexistent palette. NumberOfPalettes %u\n", This, PaletteNumber, This->NumberOfPalettes);
5633 return WINED3DERR_INVALIDCALL;
5635 for (j = 0; j < 256; ++j) {
5636 pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
5637 pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
5638 pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
5639 pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
5641 TRACE("(%p) : returning\n", This);
5642 return WINED3D_OK;
5645 static HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
5646 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5647 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5648 /* Native appears to silently abort on attempt to make an uninitialized palette current and render.
5649 (tested with reference rasterizer). Return Invalid Call. */
5650 if (PaletteNumber >= This->NumberOfPalettes || !This->palettes[PaletteNumber]) {
5651 ERR("(%p) : (%u) Nonexistent palette. NumberOfPalettes %u\n", This, PaletteNumber, This->NumberOfPalettes);
5652 return WINED3DERR_INVALIDCALL;
5654 /*TODO: stateblocks */
5655 if (This->currentPalette != PaletteNumber) {
5656 This->currentPalette = PaletteNumber;
5657 dirtify_p8_texture_samplers(This);
5659 TRACE("(%p) : returning\n", This);
5660 return WINED3D_OK;
5663 static HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
5664 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5665 if (PaletteNumber == NULL) {
5666 WARN("(%p) : returning Invalid Call\n", This);
5667 return WINED3DERR_INVALIDCALL;
5669 /*TODO: stateblocks */
5670 *PaletteNumber = This->currentPalette;
5671 TRACE("(%p) : returning %u\n", This, *PaletteNumber);
5672 return WINED3D_OK;
5675 static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
5676 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5677 static BOOL showFixmes = TRUE;
5678 if (showFixmes) {
5679 FIXME("(%p) : stub\n", This);
5680 showFixmes = FALSE;
5683 This->softwareVertexProcessing = bSoftware;
5684 return WINED3D_OK;
5688 static BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
5689 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5690 static BOOL showFixmes = TRUE;
5691 if (showFixmes) {
5692 FIXME("(%p) : stub\n", This);
5693 showFixmes = FALSE;
5695 return This->softwareVertexProcessing;
5699 static HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, WINED3DRASTER_STATUS* pRasterStatus) {
5700 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5701 IWineD3DSwapChain *swapChain;
5702 HRESULT hr;
5704 TRACE("(%p) : SwapChain %d returning %p\n", This, iSwapChain, pRasterStatus);
5706 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
5707 if(hr == WINED3D_OK){
5708 hr = IWineD3DSwapChain_GetRasterStatus(swapChain, pRasterStatus);
5709 IWineD3DSwapChain_Release(swapChain);
5710 }else{
5711 FIXME("(%p) IWineD3DSwapChain_GetRasterStatus returned in error\n", This);
5713 return hr;
5717 static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
5718 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5719 static BOOL showfixmes = TRUE;
5720 if(nSegments != 0.0f) {
5721 if( showfixmes) {
5722 FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
5723 showfixmes = FALSE;
5726 return WINED3D_OK;
5729 static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
5730 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5731 static BOOL showfixmes = TRUE;
5732 if( showfixmes) {
5733 FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
5734 showfixmes = FALSE;
5736 return 0.0f;
5739 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
5740 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5741 /** TODO: remove casts to IWineD3DSurfaceImpl
5742 * NOTE: move code to surface to accomplish this
5743 ****************************************/
5744 IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
5745 int srcWidth, srcHeight;
5746 unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
5747 WINED3DFORMAT destFormat, srcFormat;
5748 UINT destSize;
5749 int srcLeft, destLeft, destTop;
5750 WINED3DPOOL srcPool, destPool;
5751 int offset = 0;
5752 int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
5753 glDescriptor *glDescription = NULL;
5754 GLenum dummy;
5755 int bpp;
5756 CONVERT_TYPES convert = NO_CONVERSION;
5758 WINED3DSURFACE_DESC winedesc;
5760 TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
5761 memset(&winedesc, 0, sizeof(winedesc));
5762 winedesc.Width = &srcSurfaceWidth;
5763 winedesc.Height = &srcSurfaceHeight;
5764 winedesc.Pool = &srcPool;
5765 winedesc.Format = &srcFormat;
5767 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
5769 winedesc.Width = &destSurfaceWidth;
5770 winedesc.Height = &destSurfaceHeight;
5771 winedesc.Pool = &destPool;
5772 winedesc.Format = &destFormat;
5773 winedesc.Size = &destSize;
5775 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5777 if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
5778 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
5779 return WINED3DERR_INVALIDCALL;
5782 /* This call loads the opengl surface directly, instead of copying the surface to the
5783 * destination's sysmem copy. If surface conversion is needed, use BltFast instead to
5784 * copy in sysmem and use regular surface loading.
5786 d3dfmt_get_conv((IWineD3DSurfaceImpl *) pDestinationSurface, FALSE, TRUE,
5787 &dummy, &dummy, &dummy, &convert, &bpp, FALSE);
5788 if(convert != NO_CONVERSION) {
5789 return IWineD3DSurface_BltFast(pDestinationSurface,
5790 pDestPoint ? pDestPoint->x : 0,
5791 pDestPoint ? pDestPoint->y : 0,
5792 pSourceSurface, (RECT *) pSourceRect, 0);
5795 if (destFormat == WINED3DFMT_UNKNOWN) {
5796 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
5797 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
5799 /* Get the update surface description */
5800 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5803 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
5805 ENTER_GL();
5807 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
5808 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
5809 checkGLcall("glActiveTextureARB");
5812 /* Make sure the surface is loaded and up to date */
5813 IWineD3DSurface_PreLoad(pDestinationSurface);
5815 IWineD3DSurface_GetGlDesc(pDestinationSurface, &glDescription);
5817 /* this needs to be done in lines if the sourceRect != the sourceWidth */
5818 srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
5819 srcHeight = pSourceRect ? pSourceRect->bottom - pSourceRect->top : srcSurfaceHeight;
5820 srcLeft = pSourceRect ? pSourceRect->left : 0;
5821 destLeft = pDestPoint ? pDestPoint->x : 0;
5822 destTop = pDestPoint ? pDestPoint->y : 0;
5825 /* This function doesn't support compressed textures
5826 the pitch is just bytesPerPixel * width */
5827 if(srcWidth != srcSurfaceWidth || srcLeft ){
5828 rowoffset = srcSurfaceWidth * pSrcSurface->bytesPerPixel;
5829 offset += srcLeft * pSrcSurface->bytesPerPixel;
5830 /* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
5832 /* TODO DXT formats */
5834 if(pSourceRect != NULL && pSourceRect->top != 0){
5835 offset += pSourceRect->top * srcSurfaceWidth * pSrcSurface->bytesPerPixel;
5837 TRACE("(%p) glTexSubImage2D, Level %d, left %d, top %d, width %d, height %d , ftm %d, type %d, memory %p\n"
5838 ,This
5839 ,glDescription->level
5840 ,destLeft
5841 ,destTop
5842 ,srcWidth
5843 ,srcHeight
5844 ,glDescription->glFormat
5845 ,glDescription->glType
5846 ,IWineD3DSurface_GetData(pSourceSurface)
5849 /* Sanity check */
5850 if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
5852 /* need to lock the surface to get the data */
5853 FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
5856 /* TODO: Cube and volume support */
5857 if(rowoffset != 0){
5858 /* not a whole row so we have to do it a line at a time */
5859 int j;
5861 /* hopefully using pointer addition will be quicker than using a point + j * rowoffset */
5862 const unsigned char* data =((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
5864 for(j = destTop ; j < (srcHeight + destTop) ; j++){
5866 glTexSubImage2D(glDescription->target
5867 ,glDescription->level
5868 ,destLeft
5870 ,srcWidth
5872 ,glDescription->glFormat
5873 ,glDescription->glType
5874 ,data /* could be quicker using */
5876 data += rowoffset;
5879 } else { /* Full width, so just write out the whole texture */
5881 if (WINED3DFMT_DXT1 == destFormat ||
5882 WINED3DFMT_DXT2 == destFormat ||
5883 WINED3DFMT_DXT3 == destFormat ||
5884 WINED3DFMT_DXT4 == destFormat ||
5885 WINED3DFMT_DXT5 == destFormat) {
5886 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
5887 if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth) {
5888 /* FIXME: The easy way to do this is to lock the destination, and copy the bits across */
5889 FIXME("Updating part of a compressed texture is not supported at the moment\n");
5890 } if (destFormat != srcFormat) {
5891 FIXME("Updating mixed format compressed texture is not curretly support\n");
5892 } else {
5893 GL_EXTCALL(glCompressedTexImage2DARB)(glDescription->target,
5894 glDescription->level,
5895 glDescription->glFormatInternal,
5896 srcWidth,
5897 srcHeight,
5899 destSize,
5900 IWineD3DSurface_GetData(pSourceSurface));
5902 } else {
5903 FIXME("Attempting to update a DXT compressed texture without hardware support\n");
5907 } else {
5908 glTexSubImage2D(glDescription->target
5909 ,glDescription->level
5910 ,destLeft
5911 ,destTop
5912 ,srcWidth
5913 ,srcHeight
5914 ,glDescription->glFormat
5915 ,glDescription->glType
5916 ,IWineD3DSurface_GetData(pSourceSurface)
5920 checkGLcall("glTexSubImage2D");
5922 LEAVE_GL();
5924 IWineD3DSurface_ModifyLocation(pDestinationSurface, SFLAG_INTEXTURE, TRUE);
5925 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(0));
5927 return WINED3D_OK;
5930 static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
5931 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5932 struct WineD3DRectPatch *patch;
5933 unsigned int i;
5934 struct list *e;
5935 BOOL found;
5936 TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
5938 if(!(Handle || pRectPatchInfo)) {
5939 /* TODO: Write a test for the return value, thus the FIXME */
5940 FIXME("Both Handle and pRectPatchInfo are NULL\n");
5941 return WINED3DERR_INVALIDCALL;
5944 if(Handle) {
5945 i = PATCHMAP_HASHFUNC(Handle);
5946 found = FALSE;
5947 LIST_FOR_EACH(e, &This->patches[i]) {
5948 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
5949 if(patch->Handle == Handle) {
5950 found = TRUE;
5951 break;
5955 if(!found) {
5956 TRACE("Patch does not exist. Creating a new one\n");
5957 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
5958 patch->Handle = Handle;
5959 list_add_head(&This->patches[i], &patch->entry);
5960 } else {
5961 TRACE("Found existing patch %p\n", patch);
5963 } else {
5964 /* Since opengl does not load tesselated vertex attributes into numbered vertex
5965 * attributes we have to tesselate, read back, and draw. This needs a patch
5966 * management structure instance. Create one.
5968 * A possible improvement is to check if a vertex shader is used, and if not directly
5969 * draw the patch.
5971 FIXME("Drawing an uncached patch. This is slow\n");
5972 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
5975 if(pNumSegs[0] != patch->numSegs[0] || pNumSegs[1] != patch->numSegs[1] ||
5976 pNumSegs[2] != patch->numSegs[2] || pNumSegs[3] != patch->numSegs[3] ||
5977 (pRectPatchInfo && memcmp(pRectPatchInfo, &patch->RectPatchInfo, sizeof(*pRectPatchInfo)) != 0) ) {
5978 HRESULT hr;
5979 TRACE("Tesselation density or patch info changed, retesselating\n");
5981 if(pRectPatchInfo) {
5982 patch->RectPatchInfo = *pRectPatchInfo;
5984 patch->numSegs[0] = pNumSegs[0];
5985 patch->numSegs[1] = pNumSegs[1];
5986 patch->numSegs[2] = pNumSegs[2];
5987 patch->numSegs[3] = pNumSegs[3];
5989 hr = tesselate_rectpatch(This, patch);
5990 if(FAILED(hr)) {
5991 WARN("Patch tesselation failed\n");
5993 /* Do not release the handle to store the params of the patch */
5994 if(!Handle) {
5995 HeapFree(GetProcessHeap(), 0, patch);
5997 return hr;
6001 This->currentPatch = patch;
6002 IWineD3DDevice_DrawPrimitiveStrided(iface, WINED3DPT_TRIANGLELIST, patch->numSegs[0] * patch->numSegs[1] * 2, &patch->strided);
6003 This->currentPatch = NULL;
6005 /* Destroy uncached patches */
6006 if(!Handle) {
6007 HeapFree(GetProcessHeap(), 0, patch->mem);
6008 HeapFree(GetProcessHeap(), 0, patch);
6010 return WINED3D_OK;
6013 static HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DTRIPATCH_INFO* pTriPatchInfo) {
6014 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6015 TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p)\n", This, Handle, pNumSegs, pTriPatchInfo);
6016 FIXME("(%p) : Stub\n", This);
6017 return WINED3D_OK;
6020 static HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
6021 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6022 int i;
6023 struct WineD3DRectPatch *patch;
6024 struct list *e;
6025 TRACE("(%p) Handle(%d)\n", This, Handle);
6027 i = PATCHMAP_HASHFUNC(Handle);
6028 LIST_FOR_EACH(e, &This->patches[i]) {
6029 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
6030 if(patch->Handle == Handle) {
6031 TRACE("Deleting patch %p\n", patch);
6032 list_remove(&patch->entry);
6033 HeapFree(GetProcessHeap(), 0, patch->mem);
6034 HeapFree(GetProcessHeap(), 0, patch);
6035 return WINED3D_OK;
6039 /* TODO: Write a test for the return value */
6040 FIXME("Attempt to destroy nonexistent patch\n");
6041 return WINED3DERR_INVALIDCALL;
6044 static IWineD3DSwapChain *get_swapchain(IWineD3DSurface *target) {
6045 HRESULT hr;
6046 IWineD3DSwapChain *swapchain;
6048 hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain);
6049 if (SUCCEEDED(hr)) {
6050 IWineD3DSwapChain_Release((IUnknown *)swapchain);
6051 return swapchain;
6054 return NULL;
6057 void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo) {
6058 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6060 if (!*fbo) {
6061 GL_EXTCALL(glGenFramebuffersEXT(1, fbo));
6062 checkGLcall("glGenFramebuffersEXT()");
6064 GL_EXTCALL(glBindFramebufferEXT(target, *fbo));
6065 checkGLcall("glBindFramebuffer()");
6068 /* TODO: Handle stencil attachments */
6069 void attach_depth_stencil_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, IWineD3DSurface *depth_stencil, BOOL use_render_buffer) {
6070 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
6072 if (use_render_buffer && depth_stencil_impl->current_renderbuffer) {
6073 GL_EXTCALL(glFramebufferRenderbufferEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
6074 checkGLcall("glFramebufferRenderbufferEXT()");
6075 } else {
6076 IWineD3DBaseTextureImpl *texture_impl;
6077 GLenum texttarget, target;
6078 GLint old_binding = 0;
6080 texttarget = depth_stencil_impl->glDescription.target;
6081 if(texttarget == GL_TEXTURE_2D) {
6082 target = GL_TEXTURE_2D;
6083 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
6084 } else if(texttarget == GL_TEXTURE_RECTANGLE_ARB) {
6085 target = GL_TEXTURE_RECTANGLE_ARB;
6086 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
6087 } else {
6088 target = GL_TEXTURE_CUBE_MAP_ARB;
6089 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
6092 IWineD3DSurface_PreLoad(depth_stencil);
6094 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6095 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6096 glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
6097 glBindTexture(target, old_binding);
6099 /* Update base texture states array */
6100 if (SUCCEEDED(IWineD3DSurface_GetContainer(depth_stencil, &IID_IWineD3DBaseTexture, (void **)&texture_impl))) {
6101 texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
6102 texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
6103 if (texture_impl->baseTexture.bindCount) {
6104 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
6107 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
6110 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_DEPTH_ATTACHMENT_EXT, texttarget,
6111 depth_stencil_impl->glDescription.textureName, depth_stencil_impl->glDescription.level));
6112 checkGLcall("glFramebufferTexture2DEXT()");
6116 static void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) {
6117 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
6118 IWineD3DBaseTextureImpl *texture_impl;
6119 GLenum texttarget, target;
6120 GLint old_binding;
6122 texttarget = surface_impl->glDescription.target;
6123 if(texttarget == GL_TEXTURE_2D) {
6124 target = GL_TEXTURE_2D;
6125 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
6126 } else if(texttarget == GL_TEXTURE_RECTANGLE_ARB) {
6127 target = GL_TEXTURE_RECTANGLE_ARB;
6128 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
6129 } else {
6130 target = GL_TEXTURE_CUBE_MAP_ARB;
6131 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
6134 IWineD3DSurface_PreLoad(surface);
6136 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6137 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6138 glBindTexture(target, old_binding);
6140 /* Update base texture states array */
6141 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl))) {
6142 texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
6143 texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
6144 if (texture_impl->baseTexture.bindCount) {
6145 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
6148 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
6151 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, texttarget,
6152 surface_impl->glDescription.textureName, surface_impl->glDescription.level));
6154 checkGLcall("attach_surface_fbo");
6157 static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface, CONST WINED3DRECT *rect, WINED3DCOLOR color) {
6158 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6159 IWineD3DSwapChain *swapchain;
6161 swapchain = get_swapchain(surface);
6162 if (swapchain) {
6163 GLenum buffer;
6165 TRACE("Surface %p is onscreen\n", surface);
6167 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
6168 buffer = surface_get_gl_buffer(surface, swapchain);
6169 glDrawBuffer(buffer);
6170 checkGLcall("glDrawBuffer()");
6171 } else {
6172 TRACE("Surface %p is offscreen\n", surface);
6173 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->dst_fbo);
6174 attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, surface);
6175 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0));
6176 checkGLcall("glFramebufferRenderbufferEXT");
6179 if (rect) {
6180 glEnable(GL_SCISSOR_TEST);
6181 if(!swapchain) {
6182 glScissor(rect->x1, rect->y1, rect->x2 - rect->x1, rect->y2 - rect->y1);
6183 } else {
6184 glScissor(rect->x1, ((IWineD3DSurfaceImpl *)surface)->currentDesc.Height - rect->y2,
6185 rect->x2 - rect->x1, rect->y2 - rect->y1);
6187 checkGLcall("glScissor");
6188 } else {
6189 glDisable(GL_SCISSOR_TEST);
6191 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
6193 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
6194 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
6196 glClearColor(D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color));
6197 glClear(GL_COLOR_BUFFER_BIT);
6198 checkGLcall("glClear");
6200 if (This->render_offscreen) {
6201 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
6202 } else {
6203 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
6204 checkGLcall("glBindFramebuffer()");
6207 if (swapchain && surface == ((IWineD3DSwapChainImpl *)swapchain)->frontBuffer
6208 && ((IWineD3DSwapChainImpl *)swapchain)->backBuffer) {
6209 glDrawBuffer(GL_BACK);
6210 checkGLcall("glDrawBuffer()");
6214 static inline DWORD argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) {
6215 unsigned int r, g, b, a;
6216 DWORD ret;
6218 if(destfmt == WINED3DFMT_A8R8G8B8 || destfmt == WINED3DFMT_X8R8G8B8 ||
6219 destfmt == WINED3DFMT_R8G8B8)
6220 return color;
6222 TRACE("Converting color %08x to format %s\n", color, debug_d3dformat(destfmt));
6224 a = (color & 0xff000000) >> 24;
6225 r = (color & 0x00ff0000) >> 16;
6226 g = (color & 0x0000ff00) >> 8;
6227 b = (color & 0x000000ff) >> 0;
6229 switch(destfmt)
6231 case WINED3DFMT_R5G6B5:
6232 if(r == 0xff && g == 0xff && b == 0xff) return 0xffff;
6233 r = (r * 32) / 256;
6234 g = (g * 64) / 256;
6235 b = (b * 32) / 256;
6236 ret = r << 11;
6237 ret |= g << 5;
6238 ret |= b;
6239 TRACE("Returning %08x\n", ret);
6240 return ret;
6242 case WINED3DFMT_X1R5G5B5:
6243 case WINED3DFMT_A1R5G5B5:
6244 a = (a * 2) / 256;
6245 r = (r * 32) / 256;
6246 g = (g * 32) / 256;
6247 b = (b * 32) / 256;
6248 ret = a << 15;
6249 ret |= r << 10;
6250 ret |= g << 5;
6251 ret |= b << 0;
6252 TRACE("Returning %08x\n", ret);
6253 return ret;
6255 case WINED3DFMT_A8:
6256 TRACE("Returning %08x\n", a);
6257 return a;
6259 case WINED3DFMT_X4R4G4B4:
6260 case WINED3DFMT_A4R4G4B4:
6261 a = (a * 16) / 256;
6262 r = (r * 16) / 256;
6263 g = (g * 16) / 256;
6264 b = (b * 16) / 256;
6265 ret = a << 12;
6266 ret |= r << 8;
6267 ret |= g << 4;
6268 ret |= b << 0;
6269 TRACE("Returning %08x\n", ret);
6270 return ret;
6272 case WINED3DFMT_R3G3B2:
6273 r = (r * 8) / 256;
6274 g = (g * 8) / 256;
6275 b = (b * 4) / 256;
6276 ret = r << 5;
6277 ret |= g << 2;
6278 ret |= b << 0;
6279 TRACE("Returning %08x\n", ret);
6280 return ret;
6282 case WINED3DFMT_X8B8G8R8:
6283 case WINED3DFMT_A8B8G8R8:
6284 ret = a << 24;
6285 ret |= b << 16;
6286 ret |= g << 8;
6287 ret |= r << 0;
6288 TRACE("Returning %08x\n", ret);
6289 return ret;
6291 case WINED3DFMT_A2R10G10B10:
6292 a = (a * 4) / 256;
6293 r = (r * 1024) / 256;
6294 g = (g * 1024) / 256;
6295 b = (b * 1024) / 256;
6296 ret = a << 30;
6297 ret |= r << 20;
6298 ret |= g << 10;
6299 ret |= b << 0;
6300 TRACE("Returning %08x\n", ret);
6301 return ret;
6303 case WINED3DFMT_A2B10G10R10:
6304 a = (a * 4) / 256;
6305 r = (r * 1024) / 256;
6306 g = (g * 1024) / 256;
6307 b = (b * 1024) / 256;
6308 ret = a << 30;
6309 ret |= b << 20;
6310 ret |= g << 10;
6311 ret |= r << 0;
6312 TRACE("Returning %08x\n", ret);
6313 return ret;
6315 default:
6316 FIXME("Add a COLORFILL conversion for format %s\n", debug_d3dformat(destfmt));
6317 return 0;
6321 static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST WINED3DRECT* pRect, WINED3DCOLOR color) {
6322 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6323 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *) pSurface;
6324 WINEDDBLTFX BltFx;
6325 TRACE("(%p) Colour fill Surface: %p rect: %p color: 0x%08x\n", This, pSurface, pRect, color);
6327 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM) {
6328 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
6329 return WINED3DERR_INVALIDCALL;
6332 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
6333 ENTER_GL();
6334 color_fill_fbo(iface, pSurface, pRect, color);
6335 LEAVE_GL();
6336 return WINED3D_OK;
6337 } else {
6338 /* Just forward this to the DirectDraw blitting engine */
6339 memset(&BltFx, 0, sizeof(BltFx));
6340 BltFx.dwSize = sizeof(BltFx);
6341 BltFx.u5.dwFillColor = argb_to_fmt(color, surface->resource.format);
6342 return IWineD3DSurface_Blt(pSurface, (RECT *) pRect, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_NONE);
6346 /* rendertarget and depth stencil functions */
6347 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
6348 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6350 if (RenderTargetIndex >= GL_LIMITS(buffers)) {
6351 ERR("(%p) : Only %d render targets are supported.\n", This, GL_LIMITS(buffers));
6352 return WINED3DERR_INVALIDCALL;
6355 *ppRenderTarget = This->render_targets[RenderTargetIndex];
6356 TRACE("(%p) : RenderTarget %d Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
6357 /* Note inc ref on returned surface */
6358 if(*ppRenderTarget != NULL)
6359 IWineD3DSurface_AddRef(*ppRenderTarget);
6360 return WINED3D_OK;
6363 static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *iface, IWineD3DSurface *Front, IWineD3DSurface *Back) {
6364 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6365 IWineD3DSurfaceImpl *FrontImpl = (IWineD3DSurfaceImpl *) Front;
6366 IWineD3DSurfaceImpl *BackImpl = (IWineD3DSurfaceImpl *) Back;
6367 IWineD3DSwapChainImpl *Swapchain;
6368 HRESULT hr;
6370 TRACE("(%p)->(%p,%p)\n", This, FrontImpl, BackImpl);
6372 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &Swapchain);
6373 if(hr != WINED3D_OK) {
6374 ERR("Can't get the swapchain\n");
6375 return hr;
6378 /* Make sure to release the swapchain */
6379 IWineD3DSwapChain_Release((IWineD3DSwapChain *) Swapchain);
6381 if(FrontImpl && !(FrontImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
6382 ERR("Trying to set a front buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
6383 return WINED3DERR_INVALIDCALL;
6385 else if(BackImpl && !(BackImpl->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
6386 ERR("Trying to set a back buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
6387 return WINED3DERR_INVALIDCALL;
6390 if(Swapchain->frontBuffer != Front) {
6391 TRACE("Changing the front buffer from %p to %p\n", Swapchain->frontBuffer, Front);
6393 if(Swapchain->frontBuffer)
6394 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, NULL);
6395 Swapchain->frontBuffer = Front;
6397 if(Swapchain->frontBuffer) {
6398 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, (IWineD3DBase *) Swapchain);
6402 if(Back && !Swapchain->backBuffer) {
6403 /* We need memory for the back buffer array - only one back buffer this way */
6404 Swapchain->backBuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *));
6405 if(!Swapchain->backBuffer) {
6406 ERR("Out of memory\n");
6407 return E_OUTOFMEMORY;
6411 if(Swapchain->backBuffer[0] != Back) {
6412 TRACE("Changing the back buffer from %p to %p\n", Swapchain->backBuffer, Back);
6414 /* What to do about the context here in the case of multithreading? Not sure.
6415 * This function is called by IDirect3D7::CreateDevice so in theory its initialization code
6417 ENTER_GL();
6418 if(!Swapchain->backBuffer[0]) {
6419 /* GL was told to draw to the front buffer at creation,
6420 * undo that
6422 glDrawBuffer(GL_BACK);
6423 checkGLcall("glDrawBuffer(GL_BACK)");
6424 /* Set the backbuffer count to 1 because other code uses it to fing the back buffers */
6425 Swapchain->presentParms.BackBufferCount = 1;
6426 } else if (!Back) {
6427 /* That makes problems - disable for now */
6428 /* glDrawBuffer(GL_FRONT); */
6429 checkGLcall("glDrawBuffer(GL_FRONT)");
6430 /* We have lost our back buffer, set this to 0 to avoid confusing other code */
6431 Swapchain->presentParms.BackBufferCount = 0;
6433 LEAVE_GL();
6435 if(Swapchain->backBuffer[0])
6436 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], NULL);
6437 Swapchain->backBuffer[0] = Back;
6439 if(Swapchain->backBuffer[0]) {
6440 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], (IWineD3DBase *) Swapchain);
6441 } else {
6442 HeapFree(GetProcessHeap(), 0, Swapchain->backBuffer);
6443 Swapchain->backBuffer = NULL;
6448 return WINED3D_OK;
6451 static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
6452 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6453 *ppZStencilSurface = This->stencilBufferTarget;
6454 TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
6456 if(*ppZStencilSurface != NULL) {
6457 /* Note inc ref on returned surface */
6458 IWineD3DSurface_AddRef(*ppZStencilSurface);
6459 return WINED3D_OK;
6460 } else {
6461 return WINED3DERR_NOTFOUND;
6465 /* TODO: Handle stencil attachments */
6466 static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil) {
6467 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6469 TRACE("Set depth stencil to %p\n", depth_stencil);
6471 if (depth_stencil) {
6472 attach_depth_stencil_fbo(This, GL_FRAMEBUFFER_EXT, depth_stencil, TRUE);
6473 } else {
6474 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
6475 checkGLcall("glFramebufferTexture2DEXT()");
6479 static void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target) {
6480 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6482 TRACE("Set render target %u to %p\n", idx, render_target);
6484 if (render_target) {
6485 attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, idx, render_target);
6486 This->draw_buffers[idx] = GL_COLOR_ATTACHMENT0_EXT + idx;
6487 } else {
6488 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
6489 checkGLcall("glFramebufferTexture2DEXT()");
6491 This->draw_buffers[idx] = GL_NONE;
6495 static void check_fbo_status(IWineD3DDevice *iface) {
6496 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6497 GLenum status;
6499 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
6500 if (status == GL_FRAMEBUFFER_COMPLETE_EXT) {
6501 TRACE("FBO complete\n");
6502 } else {
6503 IWineD3DSurfaceImpl *attachment;
6504 int i;
6505 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
6507 /* Dump the FBO attachments */
6508 for (i = 0; i < GL_LIMITS(buffers); ++i) {
6509 attachment = (IWineD3DSurfaceImpl *)This->fbo_color_attachments[i];
6510 if (attachment) {
6511 FIXME("\tColor attachment %d: (%p) %s %ux%u\n", i, attachment, debug_d3dformat(attachment->resource.format),
6512 attachment->pow2Width, attachment->pow2Height);
6515 attachment = (IWineD3DSurfaceImpl *)This->fbo_depth_attachment;
6516 if (attachment) {
6517 FIXME("\tDepth attachment: (%p) %s %ux%u\n", attachment, debug_d3dformat(attachment->resource.format),
6518 attachment->pow2Width, attachment->pow2Height);
6523 static BOOL depth_mismatch_fbo(IWineD3DDevice *iface) {
6524 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6525 IWineD3DSurfaceImpl *rt_impl = (IWineD3DSurfaceImpl *)This->render_targets[0];
6526 IWineD3DSurfaceImpl *ds_impl = (IWineD3DSurfaceImpl *)This->stencilBufferTarget;
6528 if (!ds_impl) return FALSE;
6530 if (ds_impl->current_renderbuffer) {
6531 return (rt_impl->pow2Width != ds_impl->current_renderbuffer->width ||
6532 rt_impl->pow2Height != ds_impl->current_renderbuffer->height);
6535 return (rt_impl->pow2Width != ds_impl->pow2Width ||
6536 rt_impl->pow2Height != ds_impl->pow2Height);
6539 void apply_fbo_state(IWineD3DDevice *iface) {
6540 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6541 unsigned int i;
6543 if (This->render_offscreen) {
6544 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
6546 /* Apply render targets */
6547 for (i = 0; i < GL_LIMITS(buffers); ++i) {
6548 IWineD3DSurface *render_target = This->render_targets[i];
6549 if (This->fbo_color_attachments[i] != render_target) {
6550 set_render_target_fbo(iface, i, render_target);
6551 This->fbo_color_attachments[i] = render_target;
6555 /* Apply depth targets */
6556 if (This->fbo_depth_attachment != This->stencilBufferTarget || depth_mismatch_fbo(iface)) {
6557 unsigned int w = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Width;
6558 unsigned int h = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Height;
6560 if (This->stencilBufferTarget) {
6561 surface_set_compatible_renderbuffer(This->stencilBufferTarget, w, h);
6563 set_depth_stencil_fbo(iface, This->stencilBufferTarget);
6564 This->fbo_depth_attachment = This->stencilBufferTarget;
6567 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
6568 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
6569 checkGLcall("glDrawBuffers()");
6570 } else {
6571 glDrawBuffer(This->draw_buffers[0]);
6572 checkGLcall("glDrawBuffer()");
6574 } else {
6575 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
6578 check_fbo_status(iface);
6581 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
6582 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) {
6583 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6584 GLbitfield mask = GL_COLOR_BUFFER_BIT; /* TODO: Support blitting depth/stencil surfaces */
6585 IWineD3DSwapChain *src_swapchain, *dst_swapchain;
6586 GLenum gl_filter;
6588 TRACE("(%p) : src_surface %p, src_rect %p, dst_surface %p, dst_rect %p, filter %s (0x%08x), flip %u\n",
6589 This, src_surface, src_rect, dst_surface, dst_rect, debug_d3dtexturefiltertype(filter), filter, flip);
6590 TRACE("src_rect [%u, %u]->[%u, %u]\n", src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2);
6591 TRACE("dst_rect [%u, %u]->[%u, %u]\n", dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2);
6593 switch (filter) {
6594 case WINED3DTEXF_LINEAR:
6595 gl_filter = GL_LINEAR;
6596 break;
6598 default:
6599 FIXME("Unsupported filter mode %s (0x%08x)\n", debug_d3dtexturefiltertype(filter), filter);
6600 case WINED3DTEXF_NONE:
6601 case WINED3DTEXF_POINT:
6602 gl_filter = GL_NEAREST;
6603 break;
6606 /* Attach src surface to src fbo */
6607 src_swapchain = get_swapchain(src_surface);
6608 if (src_swapchain) {
6609 GLenum buffer;
6611 TRACE("Source surface %p is onscreen\n", src_surface);
6612 ActivateContext(This, src_surface, CTXUSAGE_RESOURCELOAD);
6613 /* Make sure the drawable is up to date. In the offscreen case
6614 * attach_surface_fbo() implicitly takes care of this. */
6615 IWineD3DSurface_LoadLocation(src_surface, SFLAG_INDRAWABLE, NULL);
6617 ENTER_GL();
6618 GL_EXTCALL(glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0));
6619 buffer = surface_get_gl_buffer(src_surface, src_swapchain);
6620 glReadBuffer(buffer);
6621 checkGLcall("glReadBuffer()");
6623 src_rect->y1 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y1;
6624 src_rect->y2 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y2;
6625 } else {
6626 TRACE("Source surface %p is offscreen\n", src_surface);
6627 ENTER_GL();
6628 bind_fbo(iface, GL_READ_FRAMEBUFFER_EXT, &This->src_fbo);
6629 attach_surface_fbo(This, GL_READ_FRAMEBUFFER_EXT, 0, src_surface);
6630 glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
6631 checkGLcall("glReadBuffer()");
6632 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_READ_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0));
6633 checkGLcall("glFramebufferRenderbufferEXT");
6635 LEAVE_GL();
6637 /* Attach dst surface to dst fbo */
6638 dst_swapchain = get_swapchain(dst_surface);
6639 if (dst_swapchain) {
6640 GLenum buffer;
6642 TRACE("Destination surface %p is onscreen\n", dst_surface);
6643 ActivateContext(This, dst_surface, CTXUSAGE_RESOURCELOAD);
6644 /* Make sure the drawable is up to date. In the offscreen case
6645 * attach_surface_fbo() implicitly takes care of this. */
6646 IWineD3DSurface_LoadLocation(dst_surface, SFLAG_INDRAWABLE, NULL);
6648 ENTER_GL();
6649 GL_EXTCALL(glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0));
6650 buffer = surface_get_gl_buffer(dst_surface, dst_swapchain);
6651 glDrawBuffer(buffer);
6652 checkGLcall("glDrawBuffer()");
6654 dst_rect->y1 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y1;
6655 dst_rect->y2 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y2;
6656 } else {
6657 TRACE("Destination surface %p is offscreen\n", dst_surface);
6659 /* No src or dst swapchain? Make sure some context is active(multithreading) */
6660 if(!src_swapchain) {
6661 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
6664 ENTER_GL();
6665 bind_fbo(iface, GL_DRAW_FRAMEBUFFER_EXT, &This->dst_fbo);
6666 attach_surface_fbo(This, GL_DRAW_FRAMEBUFFER_EXT, 0, dst_surface);
6667 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
6668 checkGLcall("glDrawBuffer()");
6669 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_DRAW_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, 0));
6670 checkGLcall("glFramebufferRenderbufferEXT");
6672 glDisable(GL_SCISSOR_TEST);
6673 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
6675 if (flip) {
6676 GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
6677 dst_rect->x1, dst_rect->y2, dst_rect->x2, dst_rect->y1, mask, gl_filter));
6678 checkGLcall("glBlitFramebuffer()");
6679 } else {
6680 GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
6681 dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2, mask, gl_filter));
6682 checkGLcall("glBlitFramebuffer()");
6685 IWineD3DSurface_ModifyLocation(dst_surface, SFLAG_INDRAWABLE, TRUE);
6687 if (This->render_offscreen) {
6688 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
6689 } else {
6690 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
6691 checkGLcall("glBindFramebuffer()");
6694 /* If we switched from GL_BACK to GL_FRONT above, we need to switch back here */
6695 if (dst_swapchain && dst_surface == ((IWineD3DSwapChainImpl *)dst_swapchain)->frontBuffer
6696 && ((IWineD3DSwapChainImpl *)dst_swapchain)->backBuffer) {
6697 glDrawBuffer(GL_BACK);
6698 checkGLcall("glDrawBuffer()");
6700 LEAVE_GL();
6703 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
6704 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6705 WINED3DVIEWPORT viewport;
6707 TRACE("(%p) : Setting rendertarget %d to %p\n", This, RenderTargetIndex, pRenderTarget);
6709 if (RenderTargetIndex >= GL_LIMITS(buffers)) {
6710 WARN("(%p) : Unsupported target %u set, returning WINED3DERR_INVALIDCALL(only %u supported)\n",
6711 This, RenderTargetIndex, GL_LIMITS(buffers));
6712 return WINED3DERR_INVALIDCALL;
6715 /* MSDN says that null disables the render target
6716 but a device must always be associated with a render target
6717 nope MSDN says that we return invalid call to a null rendertarget with an index of 0
6719 if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
6720 FIXME("Trying to set render target 0 to NULL\n");
6721 return WINED3DERR_INVALIDCALL;
6723 if (pRenderTarget && !(((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
6724 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);
6725 return WINED3DERR_INVALIDCALL;
6728 /* If we are trying to set what we already have, don't bother */
6729 if (pRenderTarget == This->render_targets[RenderTargetIndex]) {
6730 TRACE("Trying to do a NOP SetRenderTarget operation\n");
6731 return WINED3D_OK;
6733 if(pRenderTarget) IWineD3DSurface_AddRef(pRenderTarget);
6734 if(This->render_targets[RenderTargetIndex]) IWineD3DSurface_Release(This->render_targets[RenderTargetIndex]);
6735 This->render_targets[RenderTargetIndex] = pRenderTarget;
6737 /* Render target 0 is special */
6738 if(RenderTargetIndex == 0) {
6739 /* Finally, reset the viewport as the MSDN states. */
6740 viewport.Height = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height;
6741 viewport.Width = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Width;
6742 viewport.X = 0;
6743 viewport.Y = 0;
6744 viewport.MaxZ = 1.0f;
6745 viewport.MinZ = 0.0f;
6746 IWineD3DDeviceImpl_SetViewport(iface, &viewport);
6747 /* Make sure the viewport state is dirty, because the render_offscreen thing affects it.
6748 * SetViewport may catch NOP viewport changes, which would occur when switching between equally sized targets
6750 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
6752 return WINED3D_OK;
6755 static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
6756 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6757 HRESULT hr = WINED3D_OK;
6758 IWineD3DSurface *tmp;
6760 TRACE("(%p) Swapping z-buffer. Old = %p, new = %p\n",This, This->stencilBufferTarget, pNewZStencil);
6762 if (pNewZStencil == This->stencilBufferTarget) {
6763 TRACE("Trying to do a NOP SetRenderTarget operation\n");
6764 } else {
6765 /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incur an extra memory overhead
6766 * depending on the renter target implementation being used.
6767 * A shared context implementation will share all buffers between all rendertargets (including swapchains),
6768 * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
6769 * stencil buffer and incur an extra memory overhead
6770 ******************************************************/
6772 if (This->stencilBufferTarget) {
6773 ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
6774 surface_load_ds_location(This->stencilBufferTarget, SFLAG_DS_OFFSCREEN);
6775 surface_modify_ds_location(This->stencilBufferTarget, SFLAG_DS_OFFSCREEN);
6778 tmp = This->stencilBufferTarget;
6779 This->stencilBufferTarget = pNewZStencil;
6780 /* should we be calling the parent or the wined3d surface? */
6781 if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
6782 if (NULL != tmp) IWineD3DSurface_Release(tmp);
6783 hr = WINED3D_OK;
6785 if((!tmp && pNewZStencil) || (!pNewZStencil && tmp)) {
6786 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
6787 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZENABLE));
6788 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILENABLE));
6789 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
6793 return hr;
6796 static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
6797 UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
6798 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6799 /* TODO: the use of Impl is deprecated. */
6800 IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
6801 WINED3DLOCKED_RECT lockedRect;
6803 TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
6805 /* some basic validation checks */
6806 if(This->cursorTexture) {
6807 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
6808 ENTER_GL();
6809 glDeleteTextures(1, &This->cursorTexture);
6810 LEAVE_GL();
6811 This->cursorTexture = 0;
6814 if ( (pSur->currentDesc.Width == 32) && (pSur->currentDesc.Height == 32) )
6815 This->haveHardwareCursor = TRUE;
6816 else
6817 This->haveHardwareCursor = FALSE;
6819 if(pCursorBitmap) {
6820 WINED3DLOCKED_RECT rect;
6822 /* MSDN: Cursor must be A8R8G8B8 */
6823 if (WINED3DFMT_A8R8G8B8 != pSur->resource.format) {
6824 ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
6825 return WINED3DERR_INVALIDCALL;
6828 /* MSDN: Cursor must be smaller than the display mode */
6829 if(pSur->currentDesc.Width > This->ddraw_width ||
6830 pSur->currentDesc.Height > This->ddraw_height) {
6831 ERR("(%p) : Surface(%p) is %dx%d pixels, but screen res is %dx%d\n", This, pSur, pSur->currentDesc.Width, pSur->currentDesc.Height, This->ddraw_width, This->ddraw_height);
6832 return WINED3DERR_INVALIDCALL;
6835 if (!This->haveHardwareCursor) {
6836 /* TODO: MSDN: Cursor sizes must be a power of 2 */
6838 /* Do not store the surface's pointer because the application may
6839 * release it after setting the cursor image. Windows doesn't
6840 * addref the set surface, so we can't do this either without
6841 * creating circular refcount dependencies. Copy out the gl texture
6842 * instead.
6844 This->cursorWidth = pSur->currentDesc.Width;
6845 This->cursorHeight = pSur->currentDesc.Height;
6846 if (SUCCEEDED(IWineD3DSurface_LockRect(pCursorBitmap, &rect, NULL, WINED3DLOCK_READONLY)))
6848 const GlPixelFormatDesc *glDesc;
6849 const StaticPixelFormatDesc *tableEntry = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &GLINFO_LOCATION, &glDesc);
6850 char *mem, *bits = (char *)rect.pBits;
6851 GLint intfmt = glDesc->glInternal;
6852 GLint format = glDesc->glFormat;
6853 GLint type = glDesc->glType;
6854 INT height = This->cursorHeight;
6855 INT width = This->cursorWidth;
6856 INT bpp = tableEntry->bpp;
6857 INT i;
6859 /* Reformat the texture memory (pitch and width can be
6860 * different) */
6861 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
6862 for(i = 0; i < height; i++)
6863 memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
6864 IWineD3DSurface_UnlockRect(pCursorBitmap);
6865 ENTER_GL();
6867 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
6868 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
6869 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
6872 /* Make sure that a proper texture unit is selected */
6873 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
6874 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
6875 checkGLcall("glActiveTextureARB");
6877 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(0));
6878 /* Create a new cursor texture */
6879 glGenTextures(1, &This->cursorTexture);
6880 checkGLcall("glGenTextures");
6881 glBindTexture(GL_TEXTURE_2D, This->cursorTexture);
6882 checkGLcall("glBindTexture");
6883 /* Copy the bitmap memory into the cursor texture */
6884 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, format, type, mem);
6885 HeapFree(GetProcessHeap(), 0, mem);
6886 checkGLcall("glTexImage2D");
6888 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
6889 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
6890 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
6893 LEAVE_GL();
6895 else
6897 FIXME("A cursor texture was not returned.\n");
6898 This->cursorTexture = 0;
6901 else
6903 /* Draw a hardware cursor */
6904 ICONINFO cursorInfo;
6905 HCURSOR cursor;
6906 /* Create and clear maskBits because it is not needed for
6907 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
6908 * chunks. */
6909 DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
6910 (pSur->currentDesc.Width * pSur->currentDesc.Height / 8));
6911 IWineD3DSurface_LockRect(pCursorBitmap, &lockedRect, NULL,
6912 WINED3DLOCK_NO_DIRTY_UPDATE |
6913 WINED3DLOCK_READONLY
6915 TRACE("width: %i height: %i\n", pSur->currentDesc.Width,
6916 pSur->currentDesc.Height);
6918 cursorInfo.fIcon = FALSE;
6919 cursorInfo.xHotspot = XHotSpot;
6920 cursorInfo.yHotspot = YHotSpot;
6921 cursorInfo.hbmMask = CreateBitmap(pSur->currentDesc.Width,
6922 pSur->currentDesc.Height, 1,
6923 1, &maskBits);
6924 cursorInfo.hbmColor = CreateBitmap(pSur->currentDesc.Width,
6925 pSur->currentDesc.Height, 1,
6926 32, lockedRect.pBits);
6927 IWineD3DSurface_UnlockRect(pCursorBitmap);
6928 /* Create our cursor and clean up. */
6929 cursor = CreateIconIndirect(&cursorInfo);
6930 SetCursor(cursor);
6931 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
6932 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
6933 if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
6934 This->hardwareCursor = cursor;
6935 HeapFree(GetProcessHeap(), 0, maskBits);
6939 This->xHotSpot = XHotSpot;
6940 This->yHotSpot = YHotSpot;
6941 return WINED3D_OK;
6944 static void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
6945 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6946 TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
6948 This->xScreenSpace = XScreenSpace;
6949 This->yScreenSpace = YScreenSpace;
6951 return;
6955 static BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
6956 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6957 BOOL oldVisible = This->bCursorVisible;
6958 POINT pt;
6960 TRACE("(%p) : visible(%d)\n", This, bShow);
6963 * When ShowCursor is first called it should make the cursor appear at the OS's last
6964 * known cursor position. Because of this, some applications just repetitively call
6965 * ShowCursor in order to update the cursor's position. This behavior is undocumented.
6967 GetCursorPos(&pt);
6968 This->xScreenSpace = pt.x;
6969 This->yScreenSpace = pt.y;
6971 if (This->haveHardwareCursor) {
6972 This->bCursorVisible = bShow;
6973 if (bShow)
6974 SetCursor(This->hardwareCursor);
6975 else
6976 SetCursor(NULL);
6978 else
6980 if (This->cursorTexture)
6981 This->bCursorVisible = bShow;
6984 return oldVisible;
6987 static HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
6988 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6989 IWineD3DResourceImpl *resource;
6990 TRACE("(%p) : state (%u)\n", This, This->state);
6992 /* TODO: Implement wrapping of the WndProc so that mimimize and maximize can be monitored and the states adjusted. */
6993 switch (This->state) {
6994 case WINED3D_OK:
6995 return WINED3D_OK;
6996 case WINED3DERR_DEVICELOST:
6998 LIST_FOR_EACH_ENTRY(resource, &This->resources, IWineD3DResourceImpl, resource.resource_list_entry) {
6999 if (resource->resource.pool == WINED3DPOOL_DEFAULT)
7000 return WINED3DERR_DEVICENOTRESET;
7002 return WINED3DERR_DEVICELOST;
7004 case WINED3DERR_DRIVERINTERNALERROR:
7005 return WINED3DERR_DRIVERINTERNALERROR;
7008 /* Unknown state */
7009 return WINED3DERR_DRIVERINTERNALERROR;
7013 static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
7014 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7015 /** FIXME: Resource tracking needs to be done,
7016 * The closes we can do to this is set the priorities of all managed textures low
7017 * and then reset them.
7018 ***********************************************************/
7019 FIXME("(%p) : stub\n", This);
7020 return WINED3D_OK;
7023 static void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
7024 IWineD3DDeviceImpl *This = surface->resource.wineD3DDevice; /* for GL_SUPPORT */
7026 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
7027 if(surface->Flags & SFLAG_DIBSECTION) {
7028 /* Release the DC */
7029 SelectObject(surface->hDC, surface->dib.holdbitmap);
7030 DeleteDC(surface->hDC);
7031 /* Release the DIB section */
7032 DeleteObject(surface->dib.DIBsection);
7033 surface->dib.bitmap_data = NULL;
7034 surface->resource.allocatedMemory = NULL;
7035 surface->Flags &= ~SFLAG_DIBSECTION;
7037 surface->currentDesc.Width = pPresentationParameters->BackBufferWidth;
7038 surface->currentDesc.Height = pPresentationParameters->BackBufferHeight;
7039 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
7040 surface->pow2Width = pPresentationParameters->BackBufferWidth;
7041 surface->pow2Height = pPresentationParameters->BackBufferHeight;
7042 } else {
7043 surface->pow2Width = surface->pow2Height = 1;
7044 while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
7045 while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
7047 surface->glRect.left = 0;
7048 surface->glRect.top = 0;
7049 surface->glRect.right = surface->pow2Width;
7050 surface->glRect.bottom = surface->pow2Height;
7052 if(surface->glDescription.textureName) {
7053 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
7054 ENTER_GL();
7055 glDeleteTextures(1, &surface->glDescription.textureName);
7056 LEAVE_GL();
7057 surface->glDescription.textureName = 0;
7058 surface->Flags &= ~SFLAG_CLIENT;
7060 if(surface->pow2Width != pPresentationParameters->BackBufferWidth ||
7061 surface->pow2Height != pPresentationParameters->BackBufferHeight) {
7062 surface->Flags |= SFLAG_NONPOW2;
7063 } else {
7064 surface->Flags &= ~SFLAG_NONPOW2;
7066 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
7067 surface->resource.allocatedMemory = NULL;
7068 surface->resource.heapMemory = NULL;
7069 surface->resource.size = IWineD3DSurface_GetPitch((IWineD3DSurface *) surface) * surface->pow2Width;
7070 /* INDRAWABLE is a sane place for implicit targets after the reset, INSYSMEM is more appropriate for depth stencils. */
7071 if (surface->resource.usage & WINED3DUSAGE_DEPTHSTENCIL) {
7072 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) surface, SFLAG_INSYSMEM, TRUE);
7073 } else {
7074 IWineD3DSurface_ModifyLocation((IWineD3DSurface *) surface, SFLAG_INDRAWABLE, TRUE);
7078 static HRESULT WINAPI reset_unload_resources(IWineD3DResource *resource, void *data) {
7079 TRACE("Unloading resource %p\n", resource);
7080 IWineD3DResource_UnLoad(resource);
7081 IWineD3DResource_Release(resource);
7082 return S_OK;
7085 static void reset_fbo_state(IWineD3DDevice *iface) {
7086 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7087 unsigned int i;
7089 ENTER_GL();
7090 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
7091 checkGLcall("glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)");
7093 if (This->fbo) {
7094 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->fbo));
7095 This->fbo = 0;
7097 if (This->src_fbo) {
7098 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->src_fbo));
7099 This->src_fbo = 0;
7101 if (This->dst_fbo) {
7102 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->dst_fbo));
7103 This->dst_fbo = 0;
7105 checkGLcall("Tear down FBOs\n");
7106 LEAVE_GL();
7108 for (i = 0; i < GL_LIMITS(buffers); ++i) {
7109 This->fbo_color_attachments[i] = NULL;
7111 This->fbo_depth_attachment = NULL;
7114 static BOOL is_display_mode_supported(IWineD3DDeviceImpl *This, WINED3DPRESENT_PARAMETERS *pp) {
7115 UINT i, count;
7116 WINED3DDISPLAYMODE m;
7117 HRESULT hr;
7119 /* All Windowed modes are supported, as is leaving the current mode */
7120 if(pp->Windowed) return TRUE;
7121 if(!pp->BackBufferWidth) return TRUE;
7122 if(!pp->BackBufferHeight) return TRUE;
7124 count = IWineD3D_GetAdapterModeCount(This->wineD3D, This->adapter->num, WINED3DFMT_UNKNOWN);
7125 for(i = 0; i < count; i++) {
7126 memset(&m, 0, sizeof(m));
7127 hr = IWineD3D_EnumAdapterModes(This->wineD3D, This->adapter->num, WINED3DFMT_UNKNOWN, i, &m);
7128 if(FAILED(hr)) {
7129 ERR("EnumAdapterModes failed\n");
7131 if(m.Width == pp->BackBufferWidth && m.Height == pp->BackBufferHeight) {
7132 /* Mode found, it is supported */
7133 return TRUE;
7136 /* Mode not found -> not supported */
7137 return FALSE;
7140 static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
7141 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7142 IWineD3DSwapChainImpl *swapchain;
7143 HRESULT hr;
7144 BOOL DisplayModeChanged = FALSE;
7145 WINED3DDISPLAYMODE mode;
7146 IWineD3DBaseShaderImpl *shader;
7147 IWineD3DSurfaceImpl *target;
7148 UINT i;
7149 TRACE("(%p)\n", This);
7151 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &swapchain);
7152 if(FAILED(hr)) {
7153 ERR("Failed to get the first implicit swapchain\n");
7154 return hr;
7157 if(!is_display_mode_supported(This, pPresentationParameters)) {
7158 WARN("Rejecting Reset() call because the requested display mode is not supported\n");
7159 WARN("Requested mode: %d, %d\n", pPresentationParameters->BackBufferWidth,
7160 pPresentationParameters->BackBufferHeight);
7161 return WINED3DERR_INVALIDCALL;
7164 /* Is it necessary to recreate the gl context? Actually every setting can be changed
7165 * on an existing gl context, so there's no real need for recreation.
7167 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
7169 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
7171 TRACE("New params:\n");
7172 TRACE("BackBufferWidth = %d\n", pPresentationParameters->BackBufferWidth);
7173 TRACE("BackBufferHeight = %d\n", pPresentationParameters->BackBufferHeight);
7174 TRACE("BackBufferFormat = %s\n", debug_d3dformat(pPresentationParameters->BackBufferFormat));
7175 TRACE("BackBufferCount = %d\n", pPresentationParameters->BackBufferCount);
7176 TRACE("MultiSampleType = %d\n", pPresentationParameters->MultiSampleType);
7177 TRACE("MultiSampleQuality = %d\n", pPresentationParameters->MultiSampleQuality);
7178 TRACE("SwapEffect = %d\n", pPresentationParameters->SwapEffect);
7179 TRACE("hDeviceWindow = %p\n", pPresentationParameters->hDeviceWindow);
7180 TRACE("Windowed = %s\n", pPresentationParameters->Windowed ? "true" : "false");
7181 TRACE("EnableAutoDepthStencil = %s\n", pPresentationParameters->EnableAutoDepthStencil ? "true" : "false");
7182 TRACE("Flags = %08x\n", pPresentationParameters->Flags);
7183 TRACE("FullScreen_RefreshRateInHz = %d\n", pPresentationParameters->FullScreen_RefreshRateInHz);
7184 TRACE("PresentationInterval = %d\n", pPresentationParameters->PresentationInterval);
7186 /* No special treatment of these parameters. Just store them */
7187 swapchain->presentParms.SwapEffect = pPresentationParameters->SwapEffect;
7188 swapchain->presentParms.Flags = pPresentationParameters->Flags;
7189 swapchain->presentParms.PresentationInterval = pPresentationParameters->PresentationInterval;
7190 swapchain->presentParms.FullScreen_RefreshRateInHz = pPresentationParameters->FullScreen_RefreshRateInHz;
7192 /* What to do about these? */
7193 if(pPresentationParameters->BackBufferCount != 0 &&
7194 pPresentationParameters->BackBufferCount != swapchain->presentParms.BackBufferCount) {
7195 ERR("Cannot change the back buffer count yet\n");
7197 if(pPresentationParameters->BackBufferFormat != WINED3DFMT_UNKNOWN &&
7198 pPresentationParameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat) {
7199 ERR("Cannot change the back buffer format yet\n");
7201 if(pPresentationParameters->hDeviceWindow != NULL &&
7202 pPresentationParameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow) {
7203 ERR("Cannot change the device window yet\n");
7205 if(pPresentationParameters->EnableAutoDepthStencil != swapchain->presentParms.EnableAutoDepthStencil) {
7206 ERR("What do do about a changed auto depth stencil parameter?\n");
7209 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
7210 reset_fbo_state((IWineD3DDevice *) This);
7213 IWineD3DDevice_EnumResources(iface, reset_unload_resources, NULL);
7214 LIST_FOR_EACH_ENTRY(shader, &This->shaders, IWineD3DBaseShaderImpl, baseShader.shader_list_entry) {
7215 This->shader_backend->shader_destroy((IWineD3DBaseShader *) shader);
7218 ENTER_GL();
7219 if(This->depth_blt_texture) {
7220 glDeleteTextures(1, &This->depth_blt_texture);
7221 This->depth_blt_texture = 0;
7223 if (This->depth_blt_rb) {
7224 GL_EXTCALL(glDeleteRenderbuffersEXT(1, &This->depth_blt_rb));
7225 This->depth_blt_rb = 0;
7226 This->depth_blt_rb_w = 0;
7227 This->depth_blt_rb_h = 0;
7229 This->shader_backend->shader_free_private(iface);
7230 This->frag_pipe->free_private(iface);
7232 for (i = 0; i < GL_LIMITS(textures); i++) {
7233 /* Textures are recreated below */
7234 glDeleteTextures(1, &This->dummyTextureName[i]);
7235 checkGLcall("glDeleteTextures(1, &This->dummyTextureName[i])");
7236 This->dummyTextureName[i] = 0;
7238 LEAVE_GL();
7240 while(This->numContexts) {
7241 DestroyContext(This, This->contexts[0]);
7243 This->activeContext = NULL;
7244 HeapFree(GetProcessHeap(), 0, swapchain->context);
7245 swapchain->context = NULL;
7246 swapchain->num_contexts = 0;
7248 if(pPresentationParameters->Windowed) {
7249 mode.Width = swapchain->orig_width;
7250 mode.Height = swapchain->orig_height;
7251 mode.RefreshRate = 0;
7252 mode.Format = swapchain->presentParms.BackBufferFormat;
7253 } else {
7254 mode.Width = pPresentationParameters->BackBufferWidth;
7255 mode.Height = pPresentationParameters->BackBufferHeight;
7256 mode.RefreshRate = pPresentationParameters->FullScreen_RefreshRateInHz;
7257 mode.Format = swapchain->presentParms.BackBufferFormat;
7260 /* Should Width == 800 && Height == 0 set 800x600? */
7261 if(pPresentationParameters->BackBufferWidth != 0 && pPresentationParameters->BackBufferHeight != 0 &&
7262 (pPresentationParameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth ||
7263 pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
7265 WINED3DVIEWPORT vp;
7266 int i;
7268 vp.X = 0;
7269 vp.Y = 0;
7270 vp.Width = pPresentationParameters->BackBufferWidth;
7271 vp.Height = pPresentationParameters->BackBufferHeight;
7272 vp.MinZ = 0;
7273 vp.MaxZ = 1;
7275 if(!pPresentationParameters->Windowed) {
7276 DisplayModeChanged = TRUE;
7278 swapchain->presentParms.BackBufferWidth = pPresentationParameters->BackBufferWidth;
7279 swapchain->presentParms.BackBufferHeight = pPresentationParameters->BackBufferHeight;
7281 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->frontBuffer, pPresentationParameters);
7282 for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
7283 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->backBuffer[i], pPresentationParameters);
7285 if(This->auto_depth_stencil_buffer) {
7286 updateSurfaceDesc((IWineD3DSurfaceImpl *)This->auto_depth_stencil_buffer, pPresentationParameters);
7290 /* Now set the new viewport */
7291 IWineD3DDevice_SetViewport(iface, &vp);
7294 if((pPresentationParameters->Windowed && !swapchain->presentParms.Windowed) ||
7295 (swapchain->presentParms.Windowed && !pPresentationParameters->Windowed) ||
7296 DisplayModeChanged) {
7298 IWineD3DDevice_SetFullscreen(iface, !pPresentationParameters->Windowed);
7299 swapchain->presentParms.Windowed = pPresentationParameters->Windowed;
7300 IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
7301 } else if(!pPresentationParameters->Windowed) {
7302 DWORD style = This->style, exStyle = This->exStyle;
7303 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
7304 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
7305 * Reset to clear up their mess. Guild Wars also loses the device during that.
7307 This->style = 0;
7308 This->exStyle = 0;
7309 IWineD3DDeviceImpl_SetupFullscreenWindow(iface, This->ddraw_window);
7310 This->style = style;
7311 This->exStyle = exStyle;
7314 /* Recreate the primary swapchain's context */
7315 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
7316 if(swapchain->backBuffer) {
7317 target = (IWineD3DSurfaceImpl *) swapchain->backBuffer[0];
7318 } else {
7319 target = (IWineD3DSurfaceImpl *) swapchain->frontBuffer;
7321 swapchain->context[0] = CreateContext(This, target, swapchain->win_handle, FALSE,
7322 &swapchain->presentParms);
7323 swapchain->num_contexts = 1;
7324 This->activeContext = swapchain->context[0];
7325 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
7327 hr = IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *) This->stateBlock);
7328 if(FAILED(hr)) {
7329 ERR("Resetting the stateblock failed with error 0x%08x\n", hr);
7331 create_dummy_textures(This);
7334 hr = This->shader_backend->shader_alloc_private(iface);
7335 if(FAILED(hr)) {
7336 ERR("Failed to recreate shader private data\n");
7337 return hr;
7339 hr = This->frag_pipe->alloc_private(iface);
7340 if(FAILED(hr)) {
7341 TRACE("Fragment pipeline private data couldn't be allocated\n");
7342 return hr;
7345 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
7346 * first use
7348 return WINED3D_OK;
7351 static HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
7352 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7353 /** FIXME: always true at the moment **/
7354 if(!bEnableDialogs) {
7355 FIXME("(%p) Dialogs cannot be disabled yet\n", This);
7357 return WINED3D_OK;
7361 static HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, WINED3DDEVICE_CREATION_PARAMETERS *pParameters) {
7362 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7363 TRACE("(%p) : pParameters %p\n", This, pParameters);
7365 *pParameters = This->createParms;
7366 return WINED3D_OK;
7369 static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) {
7370 IWineD3DSwapChain *swapchain;
7372 TRACE("Relaying to swapchain\n");
7374 if (IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain) == WINED3D_OK) {
7375 IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (WINED3DGAMMARAMP *)pRamp);
7376 IWineD3DSwapChain_Release(swapchain);
7378 return;
7381 static void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp) {
7382 IWineD3DSwapChain *swapchain;
7384 TRACE("Relaying to swapchain\n");
7386 if (IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain) == WINED3D_OK) {
7387 IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
7388 IWineD3DSwapChain_Release(swapchain);
7390 return;
7394 /** ********************************************************
7395 * Notification functions
7396 ** ********************************************************/
7397 /** This function must be called in the release of a resource when ref == 0,
7398 * the contents of resource must still be correct,
7399 * any handles to other resource held by the caller must be closed
7400 * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
7401 *****************************************************/
7402 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){
7403 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7405 TRACE("(%p) : Adding Resource %p\n", This, resource);
7406 list_add_head(&This->resources, &((IWineD3DResourceImpl *) resource)->resource.resource_list_entry);
7409 static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){
7410 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7412 TRACE("(%p) : Removing resource %p\n", This, resource);
7414 list_remove(&((IWineD3DResourceImpl *) resource)->resource.resource_list_entry);
7418 static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DResource *resource){
7419 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7420 int counter;
7422 TRACE("(%p) : resource %p\n", This, resource);
7423 switch(IWineD3DResource_GetType(resource)){
7424 /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
7425 case WINED3DRTYPE_SURFACE: {
7426 unsigned int i;
7428 /* Cleanup any FBO attachments if d3d is enabled */
7429 if(This->d3d_initialized) {
7430 if((IWineD3DSurface *)resource == This->lastActiveRenderTarget) {
7431 IWineD3DSwapChainImpl *swapchain = This->swapchains ? (IWineD3DSwapChainImpl *) This->swapchains[0] : NULL;
7433 TRACE("Last active render target destroyed\n");
7434 /* Find a replacement surface for the currently active back buffer. The context manager does not do NULL
7435 * checks, so switch to a valid target as long as the currently set surface is still valid. Use the
7436 * surface of the implicit swpchain. If that is the same as the destroyed surface the device is destroyed
7437 * and the lastActiveRenderTarget member shouldn't matter
7439 if(swapchain) {
7440 if(swapchain->backBuffer && swapchain->backBuffer[0] != (IWineD3DSurface *)resource) {
7441 TRACE("Activating primary back buffer\n");
7442 ActivateContext(This, swapchain->backBuffer[0], CTXUSAGE_RESOURCELOAD);
7443 } else if(!swapchain->backBuffer && swapchain->frontBuffer != (IWineD3DSurface *)resource) {
7444 /* Single buffering environment */
7445 TRACE("Activating primary front buffer\n");
7446 ActivateContext(This, swapchain->frontBuffer, CTXUSAGE_RESOURCELOAD);
7447 } else {
7448 TRACE("Device is being destroyed, setting lastActiveRenderTarget = 0xdeadbabe\n");
7449 /* Implicit render target destroyed, that means the device is being destroyed
7450 * whatever we set here, it shouldn't matter
7452 This->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadbabe;
7454 } else {
7455 /* May happen during ddraw uninitialization */
7456 TRACE("Render target set, but swapchain does not exist!\n");
7457 This->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadcafe;
7461 ENTER_GL();
7462 for (i = 0; i < GL_LIMITS(buffers); ++i) {
7463 if (This->fbo_color_attachments[i] == (IWineD3DSurface *)resource) {
7464 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
7465 set_render_target_fbo(iface, i, NULL);
7466 This->fbo_color_attachments[i] = NULL;
7469 if (This->fbo_depth_attachment == (IWineD3DSurface *)resource) {
7470 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
7471 set_depth_stencil_fbo(iface, NULL);
7472 This->fbo_depth_attachment = NULL;
7474 LEAVE_GL();
7477 break;
7479 case WINED3DRTYPE_TEXTURE:
7480 case WINED3DRTYPE_CUBETEXTURE:
7481 case WINED3DRTYPE_VOLUMETEXTURE:
7482 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
7483 if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
7484 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
7485 This->stateBlock->textures[counter] = NULL;
7487 if (This->updateStateBlock != This->stateBlock ){
7488 if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
7489 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
7490 This->updateStateBlock->textures[counter] = NULL;
7494 break;
7495 case WINED3DRTYPE_VOLUME:
7496 /* TODO: nothing really? */
7497 break;
7498 case WINED3DRTYPE_VERTEXBUFFER:
7499 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed. */
7501 int streamNumber;
7502 TRACE("Cleaning up stream pointers\n");
7504 for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
7505 /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
7506 FINDOUT: should changes.streamSource[StreamNumber] be set ?
7508 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
7509 if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
7510 FIXME("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
7511 This->updateStateBlock->streamSource[streamNumber] = 0;
7512 /* Set changed flag? */
7515 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) */
7516 if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
7517 TRACE("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
7518 This->stateBlock->streamSource[streamNumber] = 0;
7521 #if 0 /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */
7522 else { /* This shouldn't happen */
7523 FIXME("Calling application has released the device before relasing all the resources bound to the device\n");
7525 #endif
7529 break;
7530 case WINED3DRTYPE_INDEXBUFFER:
7531 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed.*/
7532 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
7533 if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
7534 This->updateStateBlock->pIndexData = NULL;
7537 if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
7538 if (This->stateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
7539 This->stateBlock->pIndexData = NULL;
7543 break;
7544 default:
7545 FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
7546 break;
7550 /* Remove the resource from the resourceStore */
7551 IWineD3DDeviceImpl_RemoveResource(iface, resource);
7553 TRACE("Resource released\n");
7557 static HRESULT WINAPI IWineD3DDeviceImpl_EnumResources(IWineD3DDevice *iface, D3DCB_ENUMRESOURCES pCallback, void *pData) {
7558 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7559 IWineD3DResourceImpl *resource, *cursor;
7560 HRESULT ret;
7561 TRACE("(%p)->(%p,%p)\n", This, pCallback, pData);
7563 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &This->resources, IWineD3DResourceImpl, resource.resource_list_entry) {
7564 TRACE("enumerating resource %p\n", resource);
7565 IWineD3DResource_AddRef((IWineD3DResource *) resource);
7566 ret = pCallback((IWineD3DResource *) resource, pData);
7567 if(ret == S_FALSE) {
7568 TRACE("Canceling enumeration\n");
7569 break;
7572 return WINED3D_OK;
7575 /**********************************************************
7576 * IWineD3DDevice VTbl follows
7577 **********************************************************/
7579 const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
7581 /*** IUnknown methods ***/
7582 IWineD3DDeviceImpl_QueryInterface,
7583 IWineD3DDeviceImpl_AddRef,
7584 IWineD3DDeviceImpl_Release,
7585 /*** IWineD3DDevice methods ***/
7586 IWineD3DDeviceImpl_GetParent,
7587 /*** Creation methods**/
7588 IWineD3DDeviceImpl_CreateVertexBuffer,
7589 IWineD3DDeviceImpl_CreateIndexBuffer,
7590 IWineD3DDeviceImpl_CreateStateBlock,
7591 IWineD3DDeviceImpl_CreateSurface,
7592 IWineD3DDeviceImpl_CreateTexture,
7593 IWineD3DDeviceImpl_CreateVolumeTexture,
7594 IWineD3DDeviceImpl_CreateVolume,
7595 IWineD3DDeviceImpl_CreateCubeTexture,
7596 IWineD3DDeviceImpl_CreateQuery,
7597 IWineD3DDeviceImpl_CreateAdditionalSwapChain,
7598 IWineD3DDeviceImpl_CreateVertexDeclaration,
7599 IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF,
7600 IWineD3DDeviceImpl_CreateVertexShader,
7601 IWineD3DDeviceImpl_CreatePixelShader,
7602 IWineD3DDeviceImpl_CreatePalette,
7603 /*** Odd functions **/
7604 IWineD3DDeviceImpl_Init3D,
7605 IWineD3DDeviceImpl_Uninit3D,
7606 IWineD3DDeviceImpl_SetFullscreen,
7607 IWineD3DDeviceImpl_SetMultithreaded,
7608 IWineD3DDeviceImpl_EvictManagedResources,
7609 IWineD3DDeviceImpl_GetAvailableTextureMem,
7610 IWineD3DDeviceImpl_GetBackBuffer,
7611 IWineD3DDeviceImpl_GetCreationParameters,
7612 IWineD3DDeviceImpl_GetDeviceCaps,
7613 IWineD3DDeviceImpl_GetDirect3D,
7614 IWineD3DDeviceImpl_GetDisplayMode,
7615 IWineD3DDeviceImpl_SetDisplayMode,
7616 IWineD3DDeviceImpl_GetHWND,
7617 IWineD3DDeviceImpl_SetHWND,
7618 IWineD3DDeviceImpl_GetNumberOfSwapChains,
7619 IWineD3DDeviceImpl_GetRasterStatus,
7620 IWineD3DDeviceImpl_GetSwapChain,
7621 IWineD3DDeviceImpl_Reset,
7622 IWineD3DDeviceImpl_SetDialogBoxMode,
7623 IWineD3DDeviceImpl_SetCursorProperties,
7624 IWineD3DDeviceImpl_SetCursorPosition,
7625 IWineD3DDeviceImpl_ShowCursor,
7626 IWineD3DDeviceImpl_TestCooperativeLevel,
7627 /*** Getters and setters **/
7628 IWineD3DDeviceImpl_SetClipPlane,
7629 IWineD3DDeviceImpl_GetClipPlane,
7630 IWineD3DDeviceImpl_SetClipStatus,
7631 IWineD3DDeviceImpl_GetClipStatus,
7632 IWineD3DDeviceImpl_SetCurrentTexturePalette,
7633 IWineD3DDeviceImpl_GetCurrentTexturePalette,
7634 IWineD3DDeviceImpl_SetDepthStencilSurface,
7635 IWineD3DDeviceImpl_GetDepthStencilSurface,
7636 IWineD3DDeviceImpl_SetFVF,
7637 IWineD3DDeviceImpl_GetFVF,
7638 IWineD3DDeviceImpl_SetGammaRamp,
7639 IWineD3DDeviceImpl_GetGammaRamp,
7640 IWineD3DDeviceImpl_SetIndices,
7641 IWineD3DDeviceImpl_GetIndices,
7642 IWineD3DDeviceImpl_SetBaseVertexIndex,
7643 IWineD3DDeviceImpl_GetBaseVertexIndex,
7644 IWineD3DDeviceImpl_SetLight,
7645 IWineD3DDeviceImpl_GetLight,
7646 IWineD3DDeviceImpl_SetLightEnable,
7647 IWineD3DDeviceImpl_GetLightEnable,
7648 IWineD3DDeviceImpl_SetMaterial,
7649 IWineD3DDeviceImpl_GetMaterial,
7650 IWineD3DDeviceImpl_SetNPatchMode,
7651 IWineD3DDeviceImpl_GetNPatchMode,
7652 IWineD3DDeviceImpl_SetPaletteEntries,
7653 IWineD3DDeviceImpl_GetPaletteEntries,
7654 IWineD3DDeviceImpl_SetPixelShader,
7655 IWineD3DDeviceImpl_GetPixelShader,
7656 IWineD3DDeviceImpl_SetPixelShaderConstantB,
7657 IWineD3DDeviceImpl_GetPixelShaderConstantB,
7658 IWineD3DDeviceImpl_SetPixelShaderConstantI,
7659 IWineD3DDeviceImpl_GetPixelShaderConstantI,
7660 IWineD3DDeviceImpl_SetPixelShaderConstantF,
7661 IWineD3DDeviceImpl_GetPixelShaderConstantF,
7662 IWineD3DDeviceImpl_SetRenderState,
7663 IWineD3DDeviceImpl_GetRenderState,
7664 IWineD3DDeviceImpl_SetRenderTarget,
7665 IWineD3DDeviceImpl_GetRenderTarget,
7666 IWineD3DDeviceImpl_SetFrontBackBuffers,
7667 IWineD3DDeviceImpl_SetSamplerState,
7668 IWineD3DDeviceImpl_GetSamplerState,
7669 IWineD3DDeviceImpl_SetScissorRect,
7670 IWineD3DDeviceImpl_GetScissorRect,
7671 IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
7672 IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
7673 IWineD3DDeviceImpl_SetStreamSource,
7674 IWineD3DDeviceImpl_GetStreamSource,
7675 IWineD3DDeviceImpl_SetStreamSourceFreq,
7676 IWineD3DDeviceImpl_GetStreamSourceFreq,
7677 IWineD3DDeviceImpl_SetTexture,
7678 IWineD3DDeviceImpl_GetTexture,
7679 IWineD3DDeviceImpl_SetTextureStageState,
7680 IWineD3DDeviceImpl_GetTextureStageState,
7681 IWineD3DDeviceImpl_SetTransform,
7682 IWineD3DDeviceImpl_GetTransform,
7683 IWineD3DDeviceImpl_SetVertexDeclaration,
7684 IWineD3DDeviceImpl_GetVertexDeclaration,
7685 IWineD3DDeviceImpl_SetVertexShader,
7686 IWineD3DDeviceImpl_GetVertexShader,
7687 IWineD3DDeviceImpl_SetVertexShaderConstantB,
7688 IWineD3DDeviceImpl_GetVertexShaderConstantB,
7689 IWineD3DDeviceImpl_SetVertexShaderConstantI,
7690 IWineD3DDeviceImpl_GetVertexShaderConstantI,
7691 IWineD3DDeviceImpl_SetVertexShaderConstantF,
7692 IWineD3DDeviceImpl_GetVertexShaderConstantF,
7693 IWineD3DDeviceImpl_SetViewport,
7694 IWineD3DDeviceImpl_GetViewport,
7695 IWineD3DDeviceImpl_MultiplyTransform,
7696 IWineD3DDeviceImpl_ValidateDevice,
7697 IWineD3DDeviceImpl_ProcessVertices,
7698 /*** State block ***/
7699 IWineD3DDeviceImpl_BeginStateBlock,
7700 IWineD3DDeviceImpl_EndStateBlock,
7701 /*** Scene management ***/
7702 IWineD3DDeviceImpl_BeginScene,
7703 IWineD3DDeviceImpl_EndScene,
7704 IWineD3DDeviceImpl_Present,
7705 IWineD3DDeviceImpl_Clear,
7706 /*** Drawing ***/
7707 IWineD3DDeviceImpl_DrawPrimitive,
7708 IWineD3DDeviceImpl_DrawIndexedPrimitive,
7709 IWineD3DDeviceImpl_DrawPrimitiveUP,
7710 IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
7711 IWineD3DDeviceImpl_DrawPrimitiveStrided,
7712 IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided,
7713 IWineD3DDeviceImpl_DrawRectPatch,
7714 IWineD3DDeviceImpl_DrawTriPatch,
7715 IWineD3DDeviceImpl_DeletePatch,
7716 IWineD3DDeviceImpl_ColorFill,
7717 IWineD3DDeviceImpl_UpdateTexture,
7718 IWineD3DDeviceImpl_UpdateSurface,
7719 IWineD3DDeviceImpl_GetFrontBufferData,
7720 /*** object tracking ***/
7721 IWineD3DDeviceImpl_ResourceReleased,
7722 IWineD3DDeviceImpl_EnumResources
7725 const IWineD3DDeviceVtbl IWineD3DDevice_DirtyConst_Vtbl =
7727 /*** IUnknown methods ***/
7728 IWineD3DDeviceImpl_QueryInterface,
7729 IWineD3DDeviceImpl_AddRef,
7730 IWineD3DDeviceImpl_Release,
7731 /*** IWineD3DDevice methods ***/
7732 IWineD3DDeviceImpl_GetParent,
7733 /*** Creation methods**/
7734 IWineD3DDeviceImpl_CreateVertexBuffer,
7735 IWineD3DDeviceImpl_CreateIndexBuffer,
7736 IWineD3DDeviceImpl_CreateStateBlock,
7737 IWineD3DDeviceImpl_CreateSurface,
7738 IWineD3DDeviceImpl_CreateTexture,
7739 IWineD3DDeviceImpl_CreateVolumeTexture,
7740 IWineD3DDeviceImpl_CreateVolume,
7741 IWineD3DDeviceImpl_CreateCubeTexture,
7742 IWineD3DDeviceImpl_CreateQuery,
7743 IWineD3DDeviceImpl_CreateAdditionalSwapChain,
7744 IWineD3DDeviceImpl_CreateVertexDeclaration,
7745 IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF,
7746 IWineD3DDeviceImpl_CreateVertexShader,
7747 IWineD3DDeviceImpl_CreatePixelShader,
7748 IWineD3DDeviceImpl_CreatePalette,
7749 /*** Odd functions **/
7750 IWineD3DDeviceImpl_Init3D,
7751 IWineD3DDeviceImpl_Uninit3D,
7752 IWineD3DDeviceImpl_SetFullscreen,
7753 IWineD3DDeviceImpl_SetMultithreaded,
7754 IWineD3DDeviceImpl_EvictManagedResources,
7755 IWineD3DDeviceImpl_GetAvailableTextureMem,
7756 IWineD3DDeviceImpl_GetBackBuffer,
7757 IWineD3DDeviceImpl_GetCreationParameters,
7758 IWineD3DDeviceImpl_GetDeviceCaps,
7759 IWineD3DDeviceImpl_GetDirect3D,
7760 IWineD3DDeviceImpl_GetDisplayMode,
7761 IWineD3DDeviceImpl_SetDisplayMode,
7762 IWineD3DDeviceImpl_GetHWND,
7763 IWineD3DDeviceImpl_SetHWND,
7764 IWineD3DDeviceImpl_GetNumberOfSwapChains,
7765 IWineD3DDeviceImpl_GetRasterStatus,
7766 IWineD3DDeviceImpl_GetSwapChain,
7767 IWineD3DDeviceImpl_Reset,
7768 IWineD3DDeviceImpl_SetDialogBoxMode,
7769 IWineD3DDeviceImpl_SetCursorProperties,
7770 IWineD3DDeviceImpl_SetCursorPosition,
7771 IWineD3DDeviceImpl_ShowCursor,
7772 IWineD3DDeviceImpl_TestCooperativeLevel,
7773 /*** Getters and setters **/
7774 IWineD3DDeviceImpl_SetClipPlane,
7775 IWineD3DDeviceImpl_GetClipPlane,
7776 IWineD3DDeviceImpl_SetClipStatus,
7777 IWineD3DDeviceImpl_GetClipStatus,
7778 IWineD3DDeviceImpl_SetCurrentTexturePalette,
7779 IWineD3DDeviceImpl_GetCurrentTexturePalette,
7780 IWineD3DDeviceImpl_SetDepthStencilSurface,
7781 IWineD3DDeviceImpl_GetDepthStencilSurface,
7782 IWineD3DDeviceImpl_SetFVF,
7783 IWineD3DDeviceImpl_GetFVF,
7784 IWineD3DDeviceImpl_SetGammaRamp,
7785 IWineD3DDeviceImpl_GetGammaRamp,
7786 IWineD3DDeviceImpl_SetIndices,
7787 IWineD3DDeviceImpl_GetIndices,
7788 IWineD3DDeviceImpl_SetBaseVertexIndex,
7789 IWineD3DDeviceImpl_GetBaseVertexIndex,
7790 IWineD3DDeviceImpl_SetLight,
7791 IWineD3DDeviceImpl_GetLight,
7792 IWineD3DDeviceImpl_SetLightEnable,
7793 IWineD3DDeviceImpl_GetLightEnable,
7794 IWineD3DDeviceImpl_SetMaterial,
7795 IWineD3DDeviceImpl_GetMaterial,
7796 IWineD3DDeviceImpl_SetNPatchMode,
7797 IWineD3DDeviceImpl_GetNPatchMode,
7798 IWineD3DDeviceImpl_SetPaletteEntries,
7799 IWineD3DDeviceImpl_GetPaletteEntries,
7800 IWineD3DDeviceImpl_SetPixelShader,
7801 IWineD3DDeviceImpl_GetPixelShader,
7802 IWineD3DDeviceImpl_SetPixelShaderConstantB,
7803 IWineD3DDeviceImpl_GetPixelShaderConstantB,
7804 IWineD3DDeviceImpl_SetPixelShaderConstantI,
7805 IWineD3DDeviceImpl_GetPixelShaderConstantI,
7806 IWineD3DDeviceImpl_SetPixelShaderConstantF_DirtyConst,
7807 IWineD3DDeviceImpl_GetPixelShaderConstantF,
7808 IWineD3DDeviceImpl_SetRenderState,
7809 IWineD3DDeviceImpl_GetRenderState,
7810 IWineD3DDeviceImpl_SetRenderTarget,
7811 IWineD3DDeviceImpl_GetRenderTarget,
7812 IWineD3DDeviceImpl_SetFrontBackBuffers,
7813 IWineD3DDeviceImpl_SetSamplerState,
7814 IWineD3DDeviceImpl_GetSamplerState,
7815 IWineD3DDeviceImpl_SetScissorRect,
7816 IWineD3DDeviceImpl_GetScissorRect,
7817 IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
7818 IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
7819 IWineD3DDeviceImpl_SetStreamSource,
7820 IWineD3DDeviceImpl_GetStreamSource,
7821 IWineD3DDeviceImpl_SetStreamSourceFreq,
7822 IWineD3DDeviceImpl_GetStreamSourceFreq,
7823 IWineD3DDeviceImpl_SetTexture,
7824 IWineD3DDeviceImpl_GetTexture,
7825 IWineD3DDeviceImpl_SetTextureStageState,
7826 IWineD3DDeviceImpl_GetTextureStageState,
7827 IWineD3DDeviceImpl_SetTransform,
7828 IWineD3DDeviceImpl_GetTransform,
7829 IWineD3DDeviceImpl_SetVertexDeclaration,
7830 IWineD3DDeviceImpl_GetVertexDeclaration,
7831 IWineD3DDeviceImpl_SetVertexShader,
7832 IWineD3DDeviceImpl_GetVertexShader,
7833 IWineD3DDeviceImpl_SetVertexShaderConstantB,
7834 IWineD3DDeviceImpl_GetVertexShaderConstantB,
7835 IWineD3DDeviceImpl_SetVertexShaderConstantI,
7836 IWineD3DDeviceImpl_GetVertexShaderConstantI,
7837 IWineD3DDeviceImpl_SetVertexShaderConstantF_DirtyConst,
7838 IWineD3DDeviceImpl_GetVertexShaderConstantF,
7839 IWineD3DDeviceImpl_SetViewport,
7840 IWineD3DDeviceImpl_GetViewport,
7841 IWineD3DDeviceImpl_MultiplyTransform,
7842 IWineD3DDeviceImpl_ValidateDevice,
7843 IWineD3DDeviceImpl_ProcessVertices,
7844 /*** State block ***/
7845 IWineD3DDeviceImpl_BeginStateBlock,
7846 IWineD3DDeviceImpl_EndStateBlock,
7847 /*** Scene management ***/
7848 IWineD3DDeviceImpl_BeginScene,
7849 IWineD3DDeviceImpl_EndScene,
7850 IWineD3DDeviceImpl_Present,
7851 IWineD3DDeviceImpl_Clear,
7852 /*** Drawing ***/
7853 IWineD3DDeviceImpl_DrawPrimitive,
7854 IWineD3DDeviceImpl_DrawIndexedPrimitive,
7855 IWineD3DDeviceImpl_DrawPrimitiveUP,
7856 IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
7857 IWineD3DDeviceImpl_DrawPrimitiveStrided,
7858 IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided,
7859 IWineD3DDeviceImpl_DrawRectPatch,
7860 IWineD3DDeviceImpl_DrawTriPatch,
7861 IWineD3DDeviceImpl_DeletePatch,
7862 IWineD3DDeviceImpl_ColorFill,
7863 IWineD3DDeviceImpl_UpdateTexture,
7864 IWineD3DDeviceImpl_UpdateSurface,
7865 IWineD3DDeviceImpl_GetFrontBufferData,
7866 /*** object tracking ***/
7867 IWineD3DDeviceImpl_ResourceReleased,
7868 IWineD3DDeviceImpl_EnumResources
7871 const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
7872 WINED3DRS_ALPHABLENDENABLE ,
7873 WINED3DRS_ALPHAFUNC ,
7874 WINED3DRS_ALPHAREF ,
7875 WINED3DRS_ALPHATESTENABLE ,
7876 WINED3DRS_BLENDOP ,
7877 WINED3DRS_COLORWRITEENABLE ,
7878 WINED3DRS_DESTBLEND ,
7879 WINED3DRS_DITHERENABLE ,
7880 WINED3DRS_FILLMODE ,
7881 WINED3DRS_FOGDENSITY ,
7882 WINED3DRS_FOGEND ,
7883 WINED3DRS_FOGSTART ,
7884 WINED3DRS_LASTPIXEL ,
7885 WINED3DRS_SHADEMODE ,
7886 WINED3DRS_SRCBLEND ,
7887 WINED3DRS_STENCILENABLE ,
7888 WINED3DRS_STENCILFAIL ,
7889 WINED3DRS_STENCILFUNC ,
7890 WINED3DRS_STENCILMASK ,
7891 WINED3DRS_STENCILPASS ,
7892 WINED3DRS_STENCILREF ,
7893 WINED3DRS_STENCILWRITEMASK ,
7894 WINED3DRS_STENCILZFAIL ,
7895 WINED3DRS_TEXTUREFACTOR ,
7896 WINED3DRS_WRAP0 ,
7897 WINED3DRS_WRAP1 ,
7898 WINED3DRS_WRAP2 ,
7899 WINED3DRS_WRAP3 ,
7900 WINED3DRS_WRAP4 ,
7901 WINED3DRS_WRAP5 ,
7902 WINED3DRS_WRAP6 ,
7903 WINED3DRS_WRAP7 ,
7904 WINED3DRS_ZENABLE ,
7905 WINED3DRS_ZFUNC ,
7906 WINED3DRS_ZWRITEENABLE
7909 const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
7910 WINED3DTSS_ADDRESSW ,
7911 WINED3DTSS_ALPHAARG0 ,
7912 WINED3DTSS_ALPHAARG1 ,
7913 WINED3DTSS_ALPHAARG2 ,
7914 WINED3DTSS_ALPHAOP ,
7915 WINED3DTSS_BUMPENVLOFFSET ,
7916 WINED3DTSS_BUMPENVLSCALE ,
7917 WINED3DTSS_BUMPENVMAT00 ,
7918 WINED3DTSS_BUMPENVMAT01 ,
7919 WINED3DTSS_BUMPENVMAT10 ,
7920 WINED3DTSS_BUMPENVMAT11 ,
7921 WINED3DTSS_COLORARG0 ,
7922 WINED3DTSS_COLORARG1 ,
7923 WINED3DTSS_COLORARG2 ,
7924 WINED3DTSS_COLOROP ,
7925 WINED3DTSS_RESULTARG ,
7926 WINED3DTSS_TEXCOORDINDEX ,
7927 WINED3DTSS_TEXTURETRANSFORMFLAGS
7930 const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
7931 WINED3DSAMP_ADDRESSU ,
7932 WINED3DSAMP_ADDRESSV ,
7933 WINED3DSAMP_ADDRESSW ,
7934 WINED3DSAMP_BORDERCOLOR ,
7935 WINED3DSAMP_MAGFILTER ,
7936 WINED3DSAMP_MINFILTER ,
7937 WINED3DSAMP_MIPFILTER ,
7938 WINED3DSAMP_MIPMAPLODBIAS ,
7939 WINED3DSAMP_MAXMIPLEVEL ,
7940 WINED3DSAMP_MAXANISOTROPY ,
7941 WINED3DSAMP_SRGBTEXTURE ,
7942 WINED3DSAMP_ELEMENTINDEX
7945 const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
7946 WINED3DRS_AMBIENT ,
7947 WINED3DRS_AMBIENTMATERIALSOURCE ,
7948 WINED3DRS_CLIPPING ,
7949 WINED3DRS_CLIPPLANEENABLE ,
7950 WINED3DRS_COLORVERTEX ,
7951 WINED3DRS_DIFFUSEMATERIALSOURCE ,
7952 WINED3DRS_EMISSIVEMATERIALSOURCE ,
7953 WINED3DRS_FOGDENSITY ,
7954 WINED3DRS_FOGEND ,
7955 WINED3DRS_FOGSTART ,
7956 WINED3DRS_FOGTABLEMODE ,
7957 WINED3DRS_FOGVERTEXMODE ,
7958 WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
7959 WINED3DRS_LIGHTING ,
7960 WINED3DRS_LOCALVIEWER ,
7961 WINED3DRS_MULTISAMPLEANTIALIAS ,
7962 WINED3DRS_MULTISAMPLEMASK ,
7963 WINED3DRS_NORMALIZENORMALS ,
7964 WINED3DRS_PATCHEDGESTYLE ,
7965 WINED3DRS_POINTSCALE_A ,
7966 WINED3DRS_POINTSCALE_B ,
7967 WINED3DRS_POINTSCALE_C ,
7968 WINED3DRS_POINTSCALEENABLE ,
7969 WINED3DRS_POINTSIZE ,
7970 WINED3DRS_POINTSIZE_MAX ,
7971 WINED3DRS_POINTSIZE_MIN ,
7972 WINED3DRS_POINTSPRITEENABLE ,
7973 WINED3DRS_RANGEFOGENABLE ,
7974 WINED3DRS_SPECULARMATERIALSOURCE ,
7975 WINED3DRS_TWEENFACTOR ,
7976 WINED3DRS_VERTEXBLEND ,
7977 WINED3DRS_CULLMODE ,
7978 WINED3DRS_FOGCOLOR
7981 const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
7982 WINED3DTSS_TEXCOORDINDEX ,
7983 WINED3DTSS_TEXTURETRANSFORMFLAGS
7986 const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
7987 WINED3DSAMP_DMAPOFFSET
7990 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
7991 DWORD rep = This->StateTable[state].representative;
7992 DWORD idx;
7993 BYTE shift;
7994 UINT i;
7995 WineD3DContext *context;
7997 if(!rep) return;
7998 for(i = 0; i < This->numContexts; i++) {
7999 context = This->contexts[i];
8000 if(isStateDirty(context, rep)) continue;
8002 context->dirtyArray[context->numDirtyEntries++] = rep;
8003 idx = rep >> 5;
8004 shift = rep & 0x1f;
8005 context->isStateDirty[idx] |= (1 << shift);
8009 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height) {
8010 IWineD3DDeviceImpl *dev = This->resource.wineD3DDevice;
8011 /* The drawable size of a pbuffer render target is the current pbuffer size
8013 *width = dev->pbufferWidth;
8014 *height = dev->pbufferHeight;
8017 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height) {
8018 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size
8020 *width = This->pow2Width;
8021 *height = This->pow2Height;
8024 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height) {
8025 IWineD3DDeviceImpl *dev = This->resource.wineD3DDevice;
8026 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
8027 * current context's drawable, which is the size of the back buffer of the swapchain
8028 * the active context belongs to. The back buffer of the swapchain is stored as the
8029 * surface the context belongs to.
8031 *width = ((IWineD3DSurfaceImpl *) dev->activeContext->surface)->currentDesc.Width;
8032 *height = ((IWineD3DSurfaceImpl *) dev->activeContext->surface)->currentDesc.Height;