new 818051de2c8769029049ce3d36c6b856f47496c9
[wine/hacks.git] / dlls / wined3d / device.c
blob520a4b386ee6020c63adacf1321c8fec6dc8fc25
1 /*
2 * IWineD3DDevice implementation
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Stefan Dösinger for CodeWeavers
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 /* x11drv GDI escapes */
55 #define X11DRV_ESCAPE 6789
56 enum x11drv_escape_codes
58 X11DRV_GET_DISPLAY, /* get X11 display for a DC */
59 X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
60 X11DRV_GET_FONT, /* get current X font for a DC */
63 /* retrieve the X display to use on a given DC */
64 static inline Display *get_display( HDC hdc )
66 Display *display;
67 enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
69 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
70 sizeof(display), (LPSTR)&display )) display = NULL;
71 return display;
74 /* static function declarations */
75 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
77 /* helper macros */
78 #define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;}
80 #define D3DCREATEOBJECTINSTANCE(object, type) { \
81 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
82 D3DMEMCHECK(object, pp##type); \
83 object->lpVtbl = &IWineD3D##type##_Vtbl; \
84 object->wineD3DDevice = This; \
85 object->parent = parent; \
86 object->ref = 1; \
87 *pp##type = (IWineD3D##type *) object; \
90 #define D3DCREATESHADEROBJECTINSTANCE(object, type) { \
91 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
92 D3DMEMCHECK(object, pp##type); \
93 object->lpVtbl = &IWineD3D##type##_Vtbl; \
94 object->parent = parent; \
95 object->ref = 1; \
96 object->baseShader.device = (IWineD3DDevice*) This; \
97 list_init(&object->baseShader.linked_programs); \
98 *pp##type = (IWineD3D##type *) object; \
101 #define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
102 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
103 D3DMEMCHECK(object, pp##type); \
104 object->lpVtbl = &IWineD3D##type##_Vtbl; \
105 object->resource.wineD3DDevice = This; \
106 object->resource.parent = parent; \
107 object->resource.resourceType = d3dtype; \
108 object->resource.ref = 1; \
109 object->resource.pool = Pool; \
110 object->resource.format = Format; \
111 object->resource.usage = Usage; \
112 object->resource.size = _size; \
113 list_init(&object->resource.privateData); \
114 /* Check that we have enough video ram left */ \
115 if (Pool == WINED3DPOOL_DEFAULT) { \
116 if (IWineD3DDevice_GetAvailableTextureMem(iface) <= _size) { \
117 WARN("Out of 'bogus' video memory\n"); \
118 HeapFree(GetProcessHeap(), 0, object); \
119 *pp##type = NULL; \
120 return WINED3DERR_OUTOFVIDEOMEMORY; \
122 globalChangeGlRam(_size); \
124 object->resource.allocatedMemory = (0 == _size ? NULL : Pool == WINED3DPOOL_DEFAULT ? NULL : HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, _size)); \
125 if (object->resource.allocatedMemory == NULL && _size != 0 && Pool != WINED3DPOOL_DEFAULT) { \
126 FIXME("Out of memory!\n"); \
127 HeapFree(GetProcessHeap(), 0, object); \
128 *pp##type = NULL; \
129 return WINED3DERR_OUTOFVIDEOMEMORY; \
131 *pp##type = (IWineD3D##type *) object; \
132 IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object) ;\
133 TRACE("(%p) : Created resource %p\n", This, object); \
136 #define D3DINITIALIZEBASETEXTURE(_basetexture) { \
137 _basetexture.levels = Levels; \
138 _basetexture.filterType = (Usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE; \
139 _basetexture.LOD = 0; \
140 _basetexture.dirty = TRUE; \
141 _basetexture.is_srgb = FALSE; \
142 _basetexture.srgb_mode_change_count = 0; \
145 /**********************************************************
146 * Global variable / Constants follow
147 **********************************************************/
148 const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
150 /**********************************************************
151 * IUnknown parts follows
152 **********************************************************/
154 static HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
156 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
158 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
159 if (IsEqualGUID(riid, &IID_IUnknown)
160 || IsEqualGUID(riid, &IID_IWineD3DBase)
161 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
162 IUnknown_AddRef(iface);
163 *ppobj = This;
164 return S_OK;
166 *ppobj = NULL;
167 return E_NOINTERFACE;
170 static ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
171 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
172 ULONG refCount = InterlockedIncrement(&This->ref);
174 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
175 return refCount;
178 static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
179 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
180 ULONG refCount = InterlockedDecrement(&This->ref);
182 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
184 if (!refCount) {
185 if (This->fbo) {
186 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->fbo));
188 if (This->src_fbo) {
189 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->src_fbo));
191 if (This->dst_fbo) {
192 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->dst_fbo));
195 HeapFree(GetProcessHeap(), 0, This->render_targets);
196 HeapFree(GetProcessHeap(), 0, This->fbo_color_attachments);
197 HeapFree(GetProcessHeap(), 0, This->draw_buffers);
199 if (This->glsl_program_lookup) hash_table_destroy(This->glsl_program_lookup);
201 /* TODO: Clean up all the surfaces and textures! */
202 /* NOTE: You must release the parent if the object was created via a callback
203 ** ***************************/
205 /* Release the update stateblock */
206 if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
207 if(This->updateStateBlock != This->stateBlock)
208 FIXME("(%p) Something's still holding the Update stateblock\n",This);
210 This->updateStateBlock = NULL;
211 { /* because were not doing proper internal refcounts releasing the primary state block
212 causes recursion with the extra checks in ResourceReleased, to avoid this we have
213 to set this->stateBlock = NULL; first */
214 IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
215 This->stateBlock = NULL;
217 /* Release the stateblock */
218 if(IWineD3DStateBlock_Release(stateBlock) > 0){
219 FIXME("(%p) Something's still holding the Update stateblock\n",This);
223 if (This->resources != NULL ) {
224 FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
225 dumpResources(This->resources);
228 if(This->contexts) ERR("Context array not freed!\n");
229 if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
230 This->haveHardwareCursor = FALSE;
232 IWineD3D_Release(This->wineD3D);
233 This->wineD3D = NULL;
234 HeapFree(GetProcessHeap(), 0, This);
235 TRACE("Freed device %p\n", This);
236 This = NULL;
238 return refCount;
241 /**********************************************************
242 * IWineD3DDevice implementation follows
243 **********************************************************/
244 static HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
245 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
246 *pParent = This->parent;
247 IUnknown_AddRef(This->parent);
248 return WINED3D_OK;
251 static void CreateVBO(IWineD3DVertexBufferImpl *object) {
252 IWineD3DDeviceImpl *This = object->resource.wineD3DDevice; /* Needed for GL_EXTCALL */
253 GLenum error, glUsage;
254 DWORD vboUsage = object->resource.usage;
255 if(object->Flags & VBFLAG_VBOCREATEFAIL) {
256 WARN("Creating a vbo failed once, not trying again\n");
257 return;
260 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", object, debug_d3dusage(vboUsage));
262 ENTER_GL();
263 /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
264 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
266 /* Make sure that the gl error is cleared. Do not use checkGLcall
267 * here because checkGLcall just prints a fixme and continues. However,
268 * if an error during VBO creation occurs we can fall back to non-vbo operation
269 * with full functionality(but performance loss)
271 while(glGetError() != GL_NO_ERROR);
273 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
274 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
275 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
276 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
277 * to check if the rhw and color values are in the correct format.
280 GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
281 error = glGetError();
282 if(object->vbo == 0 || error != GL_NO_ERROR) {
283 WARN("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
284 goto error;
287 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, object->vbo));
288 error = glGetError();
289 if(error != GL_NO_ERROR) {
290 WARN("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
291 goto error;
294 /* Don't use static, because dx apps tend to update the buffer
295 * quite often even if they specify 0 usage. Because we always keep the local copy
296 * we never read from the vbo and can create a write only opengl buffer.
298 switch(vboUsage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC) ) {
299 case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC:
300 case WINED3DUSAGE_DYNAMIC:
301 TRACE("Gl usage = GL_STREAM_DRAW\n");
302 glUsage = GL_STREAM_DRAW_ARB;
303 break;
304 case WINED3DUSAGE_WRITEONLY:
305 default:
306 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
307 glUsage = GL_DYNAMIC_DRAW_ARB;
308 break;
311 /* Reserve memory for the buffer. The amount of data won't change
312 * so we are safe with calling glBufferData once with a NULL ptr and
313 * calling glBufferSubData on updates
315 GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
316 error = glGetError();
317 if(error != GL_NO_ERROR) {
318 WARN("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
319 goto error;
322 LEAVE_GL();
324 return;
325 error:
326 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
327 FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
328 if(object->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
329 object->vbo = 0;
330 object->Flags |= VBFLAG_VBOCREATEFAIL;
331 LEAVE_GL();
332 return;
335 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
336 DWORD FVF, WINED3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
337 IUnknown *parent) {
338 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
339 IWineD3DVertexBufferImpl *object;
340 WINED3DFORMAT Format = WINED3DFMT_VERTEXDATA; /* Dummy format for now */
341 int dxVersion = ( (IWineD3DImpl *) This->wineD3D)->dxVersion;
342 BOOL conv;
344 if(Size == 0) {
345 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
346 *ppVertexBuffer = NULL;
347 return WINED3DERR_INVALIDCALL;
350 D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, WINED3DRTYPE_VERTEXBUFFER, Size)
352 TRACE("(%p) : Size=%d, Usage=%d, FVF=%x, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
353 *ppVertexBuffer = (IWineD3DVertexBuffer *)object;
355 if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
356 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->resource.size);
358 object->fvf = FVF;
360 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
361 * drawStridedFast (half-life 2).
363 * Basically converting the vertices in the buffer is quite expensive, and observations
364 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
365 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
367 * Direct3D7 has another problem: Its vertexbuffer api doesn't offer a way to specify
368 * the range of vertices being locked, so each lock will require the whole buffer to be transformed.
369 * Moreover geometry data in dx7 is quite simple, so drawStridedSlow isn't a big hit. A plus
370 * is that the vertex buffers fvf can be trusted in dx7. So only create non-converted vbos for
371 * dx7 apps.
372 * There is a IDirect3DVertexBuffer7::Optimize call after which the buffer can't be locked any
373 * more. In this call we can convert dx7 buffers too.
375 conv = ((FVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) || (FVF & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
376 if( GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) && Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) &&
377 (dxVersion > 7 || !conv) ) {
378 CreateVBO(object);
380 return WINED3D_OK;
383 static void CreateIndexBufferVBO(IWineD3DDeviceImpl *This, IWineD3DIndexBufferImpl *object) {
384 GLenum error, glUsage;
385 TRACE("Creating VBO for Index Buffer %p\n", object);
387 /* The following code will modify the ELEMENT_ARRAY_BUFFER binding, make sure it is
388 * restored on the next draw
390 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
392 ENTER_GL();
393 /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
394 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
396 while(glGetError());
398 GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
399 error = glGetError();
400 if(error != GL_NO_ERROR || object->vbo == 0) {
401 ERR("Creating a vbo failed with error %s (%#x), continuing without vbo for this buffer\n", debug_glerror(error), error);
402 goto out;
405 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, object->vbo));
406 error = glGetError();
407 if(error != GL_NO_ERROR) {
408 ERR("Failed to bind index buffer with error %s (%#x), continuing without vbo for this buffer\n", debug_glerror(error), error);
409 goto out;
412 /* Use static write only usage for now. Dynamic index buffers stay in sysmem, and due to the sysmem
413 * copy no readback will be needed
415 glUsage = GL_STATIC_DRAW_ARB;
416 GL_EXTCALL(glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
417 error = glGetError();
418 if(error != GL_NO_ERROR) {
419 ERR("Failed to initialize the index buffer with error %s (%#x)\n", debug_glerror(error), error);
420 goto out;
422 LEAVE_GL();
423 TRACE("Successfully created vbo %d for index buffer %p\n", object->vbo, object);
424 return;
426 out:
427 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
428 GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
429 LEAVE_GL();
430 object->vbo = 0;
433 static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
434 WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
435 HANDLE *sharedHandle, IUnknown *parent) {
436 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
437 IWineD3DIndexBufferImpl *object;
438 TRACE("(%p) Creating index buffer\n", This);
440 /* Allocate the storage for the device */
441 D3DCREATERESOURCEOBJECTINSTANCE(object,IndexBuffer,WINED3DRTYPE_INDEXBUFFER, Length)
443 if (Pool == WINED3DPOOL_DEFAULT ) { /* We need a local copy for drawStridedSlow */
444 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,object->resource.size);
447 if(Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
448 CreateIndexBufferVBO(This, object);
451 TRACE("(%p) : Len=%d, Use=%x, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
452 debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
453 *ppIndexBuffer = (IWineD3DIndexBuffer *) object;
455 return WINED3D_OK;
458 static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
460 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
461 IWineD3DStateBlockImpl *object;
462 int i, j;
463 HRESULT temp_result;
465 D3DCREATEOBJECTINSTANCE(object, StateBlock)
466 object->blockType = Type;
468 for(i = 0; i < LIGHTMAP_SIZE; i++) {
469 list_init(&object->lightMap[i]);
472 /* Special case - Used during initialization to produce a placeholder stateblock
473 so other functions called can update a state block */
474 if (Type == WINED3DSBT_INIT) {
475 /* Don't bother increasing the reference count otherwise a device will never
476 be freed due to circular dependencies */
477 return WINED3D_OK;
480 temp_result = allocate_shader_constants(object);
481 if (WINED3D_OK != temp_result)
482 return temp_result;
484 /* Otherwise, might as well set the whole state block to the appropriate values */
485 if (This->stateBlock != NULL)
486 stateblock_copy((IWineD3DStateBlock*) object, (IWineD3DStateBlock*) This->stateBlock);
487 else
488 memset(object->streamFreq, 1, sizeof(object->streamFreq));
490 /* Reset the ref and type after kludging it */
491 object->wineD3DDevice = This;
492 object->ref = 1;
493 object->blockType = Type;
495 TRACE("Updating changed flags appropriate for type %d\n", Type);
497 if (Type == WINED3DSBT_ALL) {
499 TRACE("ALL => Pretend everything has changed\n");
500 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, TRUE);
502 /* Lights are not part of the changed / set structure */
503 for(j = 0; j < LIGHTMAP_SIZE; j++) {
504 struct list *e;
505 LIST_FOR_EACH(e, &object->lightMap[j]) {
506 PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
507 light->changed = TRUE;
508 light->enabledChanged = TRUE;
511 } else if (Type == WINED3DSBT_PIXELSTATE) {
513 TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
514 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
516 object->changed.pixelShader = TRUE;
518 /* Pixel Shader Constants */
519 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i)
520 object->changed.pixelShaderConstantsF[i] = TRUE;
521 for (i = 0; i < MAX_CONST_B; ++i)
522 object->changed.pixelShaderConstantsB[i] = TRUE;
523 for (i = 0; i < MAX_CONST_I; ++i)
524 object->changed.pixelShaderConstantsI[i] = TRUE;
526 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
527 object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
529 for (j = 0; j < MAX_TEXTURES; j++) {
530 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
531 object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
534 for (j = 0 ; j < 16; j++) {
535 for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
537 object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
541 } else if (Type == WINED3DSBT_VERTEXSTATE) {
543 TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
544 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
546 object->changed.vertexShader = TRUE;
548 /* Vertex Shader Constants */
549 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i)
550 object->changed.vertexShaderConstantsF[i] = TRUE;
551 for (i = 0; i < MAX_CONST_B; ++i)
552 object->changed.vertexShaderConstantsB[i] = TRUE;
553 for (i = 0; i < MAX_CONST_I; ++i)
554 object->changed.vertexShaderConstantsI[i] = TRUE;
556 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
557 object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
559 for (j = 0; j < MAX_TEXTURES; j++) {
560 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
561 object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
564 for (j = 0 ; j < 16; j++){
565 for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
566 object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
570 for(j = 0; j < LIGHTMAP_SIZE; j++) {
571 struct list *e;
572 LIST_FOR_EACH(e, &object->lightMap[j]) {
573 PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
574 light->changed = TRUE;
575 light->enabledChanged = TRUE;
578 } else {
579 FIXME("Unrecognized state block type %d\n", Type);
582 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
583 return WINED3D_OK;
586 /* ************************************
587 MSDN:
588 [in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
590 Discard
591 [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
593 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.
595 ******************************** */
597 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) {
598 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
599 IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
600 unsigned int pow2Width, pow2Height;
601 unsigned int Size = 1;
602 const PixelFormatDesc *tableEntry = getFormatDescEntry(Format);
603 TRACE("(%p) Create surface\n",This);
605 /** FIXME: Check ranges on the inputs are valid
606 * MSDN
607 * MultisampleQuality
608 * [in] Quality level. The valid range is between zero and one less than the level
609 * returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
610 * Passing a larger value returns the error WINED3DERR_INVALIDCALL. The MultisampleQuality
611 * values of paired render targets, depth stencil surfaces, and the MultiSample type
612 * must all match.
613 *******************************/
617 * TODO: Discard MSDN
618 * [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
620 * If this flag is set, the contents of the depth stencil buffer will be
621 * invalid after calling either IDirect3DDevice9::Present or * IDirect3DDevice9::SetDepthStencilSurface
622 * with a different depth surface.
624 *This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
625 ***************************/
627 if(MultisampleQuality < 0) {
628 FIXME("Invalid multisample level %d\n", MultisampleQuality);
629 return WINED3DERR_INVALIDCALL; /* TODO: Check that this is the case! */
632 if(MultisampleQuality > 0) {
633 FIXME("MultisampleQuality set to %d, substituting 0\n", MultisampleQuality);
634 MultisampleQuality=0;
637 /** FIXME: Check that the format is supported
638 * by the device.
639 *******************************/
641 /* Non-power2 support */
642 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
643 pow2Width = Width;
644 pow2Height = Height;
645 } else {
646 /* Find the nearest pow2 match */
647 pow2Width = pow2Height = 1;
648 while (pow2Width < Width) pow2Width <<= 1;
649 while (pow2Height < Height) pow2Height <<= 1;
652 if (pow2Width > Width || pow2Height > Height) {
653 /** TODO: add support for non power two compressed textures (OpenGL 2 provices support for * non-power-two textures gratis) **/
654 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
655 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
656 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
657 This, Width, Height);
658 return WINED3DERR_NOTAVAILABLE;
662 /** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
663 * it is based around 4x4 pixel blocks it requires padding, so allocate enough
664 * space!
665 *********************************/
666 if (WINED3DFMT_UNKNOWN == Format) {
667 Size = 0;
668 } else if (Format == WINED3DFMT_DXT1) {
669 /* DXT1 is half byte per pixel */
670 Size = ((max(Width,4) * tableEntry->bpp) * max(Height,4)) >> 1;
672 } else if (Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3 ||
673 Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
674 Size = ((max(Width,4) * tableEntry->bpp) * max(Height,4));
675 } else {
676 /* The pitch is a multiple of 4 bytes */
677 Size = ((Width * tableEntry->bpp) + This->surface_alignment - 1) & ~(This->surface_alignment - 1);
678 Size *= Height;
681 /** Create and initialise the surface resource **/
682 D3DCREATERESOURCEOBJECTINSTANCE(object,Surface,WINED3DRTYPE_SURFACE, Size)
683 /* "Standalone" surface */
684 IWineD3DSurface_SetContainer((IWineD3DSurface *)object, NULL);
686 object->currentDesc.Width = Width;
687 object->currentDesc.Height = Height;
688 object->currentDesc.MultiSampleType = MultiSample;
689 object->currentDesc.MultiSampleQuality = MultisampleQuality;
691 /* Setup some glformat defaults */
692 object->glDescription.glFormat = tableEntry->glFormat;
693 object->glDescription.glFormatInternal = tableEntry->glInternal;
694 object->glDescription.glType = tableEntry->glType;
696 object->glDescription.textureName = 0;
697 object->glDescription.level = Level;
698 object->glDescription.target = GL_TEXTURE_2D;
700 /* Internal data */
701 object->pow2Width = pow2Width;
702 object->pow2Height = pow2Height;
704 /* Flags */
705 object->Flags = 0;
706 object->Flags |= (pow2Width != Width || pow2Height != Height) ? SFLAG_NONPOW2 : 0;
707 object->Flags |= Discard ? SFLAG_DISCARD : 0;
708 object->Flags |= (WINED3DFMT_D16_LOCKABLE == Format) ? SFLAG_LOCKABLE : 0;
709 object->Flags |= Lockable ? SFLAG_LOCKABLE : 0;
712 if (WINED3DFMT_UNKNOWN != Format) {
713 object->bytesPerPixel = tableEntry->bpp;
714 } else {
715 object->bytesPerPixel = 0;
718 /** TODO: change this into a texture transform matrix so that it's processed in hardware **/
720 TRACE("Pool %d %d %d %d\n",Pool, WINED3DPOOL_DEFAULT, WINED3DPOOL_MANAGED, WINED3DPOOL_SYSTEMMEM);
722 /** Quick lockable sanity check TODO: remove this after surfaces, usage and lockability have been debugged properly
723 * this function is too deep to need to care about things like this.
724 * Levels need to be checked too, and possibly Type since they all affect what can be done.
725 * ****************************************/
726 switch(Pool) {
727 case WINED3DPOOL_SCRATCH:
728 if(!Lockable)
729 FIXME("Create surface called with a pool of SCRATCH and a Lockable of FALSE "
730 "which are mutually exclusive, setting lockable to TRUE\n");
731 Lockable = TRUE;
732 break;
733 case WINED3DPOOL_SYSTEMMEM:
734 if(!Lockable) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, "
735 "this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
736 case WINED3DPOOL_MANAGED:
737 if(Usage == WINED3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a "
738 "Usage of DYNAMIC which are mutually exclusive, not doing "
739 "anything just telling you.\n");
740 break;
741 case WINED3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
742 if(!(Usage & WINED3DUSAGE_DYNAMIC) && !(Usage & WINED3DUSAGE_RENDERTARGET)
743 && !(Usage && WINED3DUSAGE_DEPTHSTENCIL ) && Lockable)
744 WARN("Creating a surface with a POOL of DEFAULT with Lockable true, that doesn't specify DYNAMIC usage.\n");
745 break;
746 default:
747 FIXME("(%p) Unknown pool %d\n", This, Pool);
748 break;
751 if (Usage & WINED3DUSAGE_RENDERTARGET && Pool != WINED3DPOOL_DEFAULT) {
752 FIXME("Trying to create a render target that isn't in the default pool\n");
755 /* mark the texture as dirty so that it gets loaded first time around*/
756 IWineD3DSurface_AddDirtyRect(*ppSurface, NULL);
757 TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n",
758 This, Width, Height, Format, debug_d3dformat(Format),
759 (WINED3DFMT_D16_LOCKABLE == Format), *ppSurface, object->resource.allocatedMemory, object->resource.size);
761 /* Store the DirectDraw primary surface. This is the first rendertarget surface created */
762 if( (Usage & WINED3DUSAGE_RENDERTARGET) && (!This->ddraw_primary) )
763 This->ddraw_primary = (IWineD3DSurface *) object;
765 /* Look at the implementation and set the correct Vtable */
766 switch(Impl) {
767 case SURFACE_OPENGL:
768 /* Nothing to do, it's set already */
769 break;
771 case SURFACE_GDI:
772 object->lpVtbl = &IWineGDISurface_Vtbl;
773 break;
775 default:
776 /* To be sure to catch this */
777 ERR("Unknown requested surface implementation %d!\n", Impl);
778 IWineD3DSurface_Release((IWineD3DSurface *) object);
779 return WINED3DERR_INVALIDCALL;
782 list_init(&object->renderbuffers);
784 /* Call the private setup routine */
785 return IWineD3DSurface_PrivateSetup( (IWineD3DSurface *) object );
789 static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Width, UINT Height, UINT Levels,
790 DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
791 IWineD3DTexture** ppTexture, HANDLE* pSharedHandle, IUnknown *parent,
792 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
794 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
795 IWineD3DTextureImpl *object;
796 unsigned int i;
797 UINT tmpW;
798 UINT tmpH;
799 HRESULT hr;
800 unsigned int pow2Width;
801 unsigned int pow2Height;
804 TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
805 TRACE("Format %#x (%s), Pool %#x, ppTexture %p, pSharedHandle %p, parent %p\n",
806 Format, debug_d3dformat(Format), Pool, ppTexture, pSharedHandle, parent);
808 /* TODO: It should only be possible to create textures for formats
809 that are reported as supported */
810 if (WINED3DFMT_UNKNOWN >= Format) {
811 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
812 return WINED3DERR_INVALIDCALL;
815 D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, WINED3DRTYPE_TEXTURE, 0);
816 D3DINITIALIZEBASETEXTURE(object->baseTexture);
817 object->width = Width;
818 object->height = Height;
820 /** Non-power2 support **/
821 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
822 pow2Width = Width;
823 pow2Height = Height;
824 } else {
825 /* Find the nearest pow2 match */
826 pow2Width = pow2Height = 1;
827 while (pow2Width < Width) pow2Width <<= 1;
828 while (pow2Height < Height) pow2Height <<= 1;
831 /** FIXME: add support for real non-power-two if it's provided by the video card **/
832 /* Precalculated scaling for 'faked' non power of two texture coords */
833 object->pow2scalingFactorX = (((float)Width) / ((float)pow2Width));
834 object->pow2scalingFactorY = (((float)Height) / ((float)pow2Height));
835 TRACE(" xf(%f) yf(%f)\n", object->pow2scalingFactorX, object->pow2scalingFactorY);
837 /* Calculate levels for mip mapping */
838 if (Levels == 0) {
839 TRACE("calculating levels %d\n", object->baseTexture.levels);
840 object->baseTexture.levels++;
841 tmpW = Width;
842 tmpH = Height;
843 while (tmpW > 1 || tmpH > 1) {
844 tmpW = max(1, tmpW >> 1);
845 tmpH = max(1, tmpH >> 1);
846 object->baseTexture.levels++;
848 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
851 /* Generate all the surfaces */
852 tmpW = Width;
853 tmpH = Height;
854 for (i = 0; i < object->baseTexture.levels; i++)
856 /* use the callback to create the texture surface */
857 hr = D3DCB_CreateSurface(This->parent, parent, tmpW, tmpH, Format, Usage, Pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &object->surfaces[i],NULL);
858 if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) {
859 FIXME("Failed to create surface %p\n", object);
860 /* clean up */
861 object->surfaces[i] = NULL;
862 IWineD3DTexture_Release((IWineD3DTexture *)object);
864 *ppTexture = NULL;
865 return hr;
868 IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
869 TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
870 /* calculate the next mipmap level */
871 tmpW = max(1, tmpW >> 1);
872 tmpH = max(1, tmpH >> 1);
875 TRACE("(%p) : Created texture %p\n", This, object);
876 return WINED3D_OK;
879 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
880 UINT Width, UINT Height, UINT Depth,
881 UINT Levels, DWORD Usage,
882 WINED3DFORMAT Format, WINED3DPOOL Pool,
883 IWineD3DVolumeTexture **ppVolumeTexture,
884 HANDLE *pSharedHandle, IUnknown *parent,
885 D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
887 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
888 IWineD3DVolumeTextureImpl *object;
889 unsigned int i;
890 UINT tmpW;
891 UINT tmpH;
892 UINT tmpD;
894 /* TODO: It should only be possible to create textures for formats
895 that are reported as supported */
896 if (WINED3DFMT_UNKNOWN >= Format) {
897 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
898 return WINED3DERR_INVALIDCALL;
901 D3DCREATERESOURCEOBJECTINSTANCE(object, VolumeTexture, WINED3DRTYPE_VOLUMETEXTURE, 0);
902 D3DINITIALIZEBASETEXTURE(object->baseTexture);
904 TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
905 Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
907 object->width = Width;
908 object->height = Height;
909 object->depth = Depth;
911 /* Calculate levels for mip mapping */
912 if (Levels == 0) {
913 object->baseTexture.levels++;
914 tmpW = Width;
915 tmpH = Height;
916 tmpD = Depth;
917 while (tmpW > 1 || tmpH > 1 || tmpD > 1) {
918 tmpW = max(1, tmpW >> 1);
919 tmpH = max(1, tmpH >> 1);
920 tmpD = max(1, tmpD >> 1);
921 object->baseTexture.levels++;
923 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
926 /* Generate all the surfaces */
927 tmpW = Width;
928 tmpH = Height;
929 tmpD = Depth;
931 for (i = 0; i < object->baseTexture.levels; i++)
933 HRESULT hr;
934 /* Create the volume */
935 hr = D3DCB_CreateVolume(This->parent, parent, tmpW, tmpH, tmpD, Format, Pool, Usage,
936 (IWineD3DVolume **)&object->volumes[i], pSharedHandle);
938 if(FAILED(hr)) {
939 ERR("Creating a volume for the volume texture failed(%08x)\n", hr);
940 IWineD3DVolumeTexture_Release((IWineD3DVolumeTexture *) object);
941 *ppVolumeTexture = NULL;
942 return hr;
945 /* Set its container to this object */
946 IWineD3DVolume_SetContainer(object->volumes[i], (IWineD3DBase *)object);
948 /* calcualte the next mipmap level */
949 tmpW = max(1, tmpW >> 1);
950 tmpH = max(1, tmpH >> 1);
951 tmpD = max(1, tmpD >> 1);
954 *ppVolumeTexture = (IWineD3DVolumeTexture *) object;
955 TRACE("(%p) : Created volume texture %p\n", This, object);
956 return WINED3D_OK;
959 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
960 UINT Width, UINT Height, UINT Depth,
961 DWORD Usage,
962 WINED3DFORMAT Format, WINED3DPOOL Pool,
963 IWineD3DVolume** ppVolume,
964 HANDLE* pSharedHandle, IUnknown *parent) {
966 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
967 IWineD3DVolumeImpl *object; /** NOTE: impl ref allowed since this is a create function **/
968 const PixelFormatDesc *formatDesc = getFormatDescEntry(Format);
970 D3DCREATERESOURCEOBJECTINSTANCE(object, Volume, WINED3DRTYPE_VOLUME, ((Width * formatDesc->bpp) * Height * Depth))
972 TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
973 Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
975 object->currentDesc.Width = Width;
976 object->currentDesc.Height = Height;
977 object->currentDesc.Depth = Depth;
978 object->bytesPerPixel = formatDesc->bpp;
980 /** Note: Volume textures cannot be dxtn, hence no need to check here **/
981 object->lockable = TRUE;
982 object->locked = FALSE;
983 memset(&object->lockedBox, 0, sizeof(WINED3DBOX));
984 object->dirty = TRUE;
986 return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) object, NULL);
989 static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
990 UINT Levels, DWORD Usage,
991 WINED3DFORMAT Format, WINED3DPOOL Pool,
992 IWineD3DCubeTexture **ppCubeTexture,
993 HANDLE *pSharedHandle, IUnknown *parent,
994 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
996 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
997 IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
998 unsigned int i, j;
999 UINT tmpW;
1000 HRESULT hr;
1001 unsigned int pow2EdgeLength = EdgeLength;
1003 /* TODO: It should only be possible to create textures for formats
1004 that are reported as supported */
1005 if (WINED3DFMT_UNKNOWN >= Format) {
1006 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
1007 return WINED3DERR_INVALIDCALL;
1010 if (!GL_SUPPORT(ARB_TEXTURE_CUBE_MAP) && Pool != WINED3DPOOL_SCRATCH) {
1011 WARN("(%p) : Tried to create not supported cube texture\n", This);
1012 return WINED3DERR_INVALIDCALL;
1015 D3DCREATERESOURCEOBJECTINSTANCE(object, CubeTexture, WINED3DRTYPE_CUBETEXTURE, 0);
1016 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1018 TRACE("(%p) Create Cube Texture\n", This);
1020 /** Non-power2 support **/
1022 /* Find the nearest pow2 match */
1023 pow2EdgeLength = 1;
1024 while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
1026 object->edgeLength = EdgeLength;
1027 /* TODO: support for native non-power 2 */
1028 /* Precalculated scaling for 'faked' non power of two texture coords */
1029 object->pow2scalingFactor = ((float)EdgeLength) / ((float)pow2EdgeLength);
1031 /* Calculate levels for mip mapping */
1032 if (Levels == 0) {
1033 object->baseTexture.levels++;
1034 tmpW = EdgeLength;
1035 while (tmpW > 1) {
1036 tmpW = max(1, tmpW >> 1);
1037 object->baseTexture.levels++;
1039 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1042 /* Generate all the surfaces */
1043 tmpW = EdgeLength;
1044 for (i = 0; i < object->baseTexture.levels; i++) {
1046 /* Create the 6 faces */
1047 for (j = 0; j < 6; j++) {
1049 hr=D3DCB_CreateSurface(This->parent, parent, tmpW, tmpW, Format, Usage, Pool,
1050 i /* Level */, j, &object->surfaces[j][i],pSharedHandle);
1052 if(hr!= WINED3D_OK) {
1053 /* clean up */
1054 int k;
1055 int l;
1056 for (l = 0; l < j; l++) {
1057 IWineD3DSurface_Release(object->surfaces[j][i]);
1059 for (k = 0; k < i; k++) {
1060 for (l = 0; l < 6; l++) {
1061 IWineD3DSurface_Release(object->surfaces[l][j]);
1065 FIXME("(%p) Failed to create surface\n",object);
1066 HeapFree(GetProcessHeap(),0,object);
1067 *ppCubeTexture = NULL;
1068 return hr;
1070 IWineD3DSurface_SetContainer(object->surfaces[j][i], (IWineD3DBase *)object);
1071 TRACE("Created surface level %d @ %p,\n", i, object->surfaces[j][i]);
1073 tmpW = max(1, tmpW >> 1);
1076 TRACE("(%p) : Created Cube Texture %p\n", This, object);
1077 *ppCubeTexture = (IWineD3DCubeTexture *) object;
1078 return WINED3D_OK;
1081 static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
1082 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1083 IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
1084 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1086 /* Just a check to see if we support this type of query */
1087 switch(Type) {
1088 case WINED3DQUERYTYPE_OCCLUSION:
1089 TRACE("(%p) occlusion query\n", This);
1090 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
1091 hr = WINED3D_OK;
1092 else
1093 WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY/NV_OCCLUSION_QUERY\n");
1094 break;
1096 case WINED3DQUERYTYPE_EVENT:
1097 if(!(GL_SUPPORT(NV_FENCE) || GL_SUPPORT(APPLE_FENCE) )) {
1098 /* Half-Life 2 needs this query. It does not render the main menu correctly otherwise
1099 * Pretend to support it, faking this query does not do much harm except potentially lowering performance
1101 FIXME("(%p) Event query: Unimplemented, but pretending to be supported\n", This);
1103 hr = WINED3D_OK;
1104 break;
1106 case WINED3DQUERYTYPE_VCACHE:
1107 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1108 case WINED3DQUERYTYPE_VERTEXSTATS:
1109 case WINED3DQUERYTYPE_TIMESTAMP:
1110 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1111 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1112 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1113 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1114 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1115 case WINED3DQUERYTYPE_PIXELTIMINGS:
1116 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1117 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1118 default:
1119 FIXME("(%p) Unhandled query type %d\n", This, Type);
1121 if(NULL == ppQuery || hr != WINED3D_OK) {
1122 return hr;
1125 D3DCREATEOBJECTINSTANCE(object, Query)
1126 object->type = Type;
1127 /* allocated the 'extended' data based on the type of query requested */
1128 switch(Type){
1129 case WINED3DQUERYTYPE_OCCLUSION:
1130 if(GL_SUPPORT(ARB_OCCLUSION_QUERY)) {
1131 TRACE("(%p) Allocating data for an occlusion query\n", This);
1132 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryOcclusionData));
1133 GL_EXTCALL(glGenQueriesARB(1, &((WineQueryOcclusionData *)(object->extendedData))->queryId));
1134 break;
1136 case WINED3DQUERYTYPE_EVENT:
1137 /* TODO: GL_APPLE_fence */
1138 if(GL_SUPPORT(APPLE_FENCE)) {
1139 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryEventData));
1140 GL_EXTCALL(glGenFencesAPPLE(1, &((WineQueryEventData *)(object->extendedData))->fenceId));
1141 checkGLcall("glGenFencesAPPLE");
1142 } else if(GL_SUPPORT(NV_FENCE)) {
1143 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryEventData));
1144 GL_EXTCALL(glGenFencesNV(1, &((WineQueryEventData *)(object->extendedData))->fenceId));
1145 checkGLcall("glGenFencesNV");
1147 break;
1149 case WINED3DQUERYTYPE_VCACHE:
1150 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1151 case WINED3DQUERYTYPE_VERTEXSTATS:
1152 case WINED3DQUERYTYPE_TIMESTAMP:
1153 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1154 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1155 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1156 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1157 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1158 case WINED3DQUERYTYPE_PIXELTIMINGS:
1159 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1160 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1161 default:
1162 object->extendedData = 0;
1163 FIXME("(%p) Unhandled query type %d\n",This , Type);
1165 TRACE("(%p) : Created Query %p\n", This, object);
1166 return WINED3D_OK;
1169 /*****************************************************************************
1170 * IWineD3DDeviceImpl_SetupFullscreenWindow
1172 * Helper function that modifies a HWND's Style and ExStyle for proper
1173 * fullscreen use.
1175 * Params:
1176 * iface: Pointer to the IWineD3DDevice interface
1177 * window: Window to setup
1179 *****************************************************************************/
1180 static void WINAPI IWineD3DDeviceImpl_SetupFullscreenWindow(IWineD3DDevice *iface, HWND window) {
1181 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1183 LONG style, exStyle;
1184 /* Don't do anything if an original style is stored.
1185 * That shouldn't happen
1187 TRACE("(%p): Setting up window %p for exclusive mode\n", This, window);
1188 if (This->style || This->exStyle) {
1189 ERR("(%p): Want to change the window parameters of HWND %p, but "
1190 "another style is stored for restoration afterwards\n", This, window);
1193 /* Get the parameters and save them */
1194 style = GetWindowLongW(window, GWL_STYLE);
1195 exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1196 This->style = style;
1197 This->exStyle = exStyle;
1199 /* Filter out window decorations */
1200 style &= ~WS_CAPTION;
1201 style &= ~WS_THICKFRAME;
1202 exStyle &= ~WS_EX_WINDOWEDGE;
1203 exStyle &= ~WS_EX_CLIENTEDGE;
1205 /* Make sure the window is managed, otherwise we won't get keyboard input */
1206 style |= WS_POPUP | WS_SYSMENU;
1208 TRACE("Old style was %08x,%08x, setting to %08x,%08x\n",
1209 This->style, This->exStyle, style, exStyle);
1211 SetWindowLongW(window, GWL_STYLE, style);
1212 SetWindowLongW(window, GWL_EXSTYLE, exStyle);
1214 /* Inform the window about the update. */
1215 SetWindowPos(window, HWND_TOP, 0, 0,
1216 This->ddraw_width, This->ddraw_height, SWP_FRAMECHANGED);
1217 ShowWindow(window, SW_NORMAL);
1220 /*****************************************************************************
1221 * IWineD3DDeviceImpl_RestoreWindow
1223 * Helper function that restores a windows' properties when taking it out
1224 * of fullscreen mode
1226 * Params:
1227 * iface: Pointer to the IWineD3DDevice interface
1228 * window: Window to setup
1230 *****************************************************************************/
1231 static void WINAPI IWineD3DDeviceImpl_RestoreWindow(IWineD3DDevice *iface, HWND window) {
1232 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1234 /* This could be a DDSCL_NORMAL -> DDSCL_NORMAL
1235 * switch, do nothing
1237 if (!This->style && !This->exStyle) return;
1239 TRACE("(%p): Restoring window settings of window %p to %08x, %08x\n",
1240 This, window, This->style, This->exStyle);
1242 SetWindowLongW(window, GWL_STYLE, This->style);
1243 SetWindowLongW(window, GWL_EXSTYLE, This->exStyle);
1245 /* Delete the old values */
1246 This->style = 0;
1247 This->exStyle = 0;
1249 /* Inform the window about the update */
1250 SetWindowPos(window, 0 /* InsertAfter, ignored */,
1251 0, 0, 0, 0, /* Pos, Size, ignored */
1252 SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
1255 /* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
1256 static HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, IWineD3DSwapChain** ppSwapChain,
1257 IUnknown* parent,
1258 D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget,
1259 D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil) {
1260 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1262 HDC hDc;
1263 IWineD3DSwapChainImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1264 HRESULT hr = WINED3D_OK;
1265 IUnknown *bufferParent;
1266 Display *display;
1268 TRACE("(%p) : Created Aditional Swap Chain\n", This);
1270 /** FIXME: Test under windows to find out what the life cycle of a swap chain is,
1271 * does a device hold a reference to a swap chain giving them a lifetime of the device
1272 * or does the swap chain notify the device of its destruction.
1273 *******************************/
1275 /* Check the params */
1276 if(pPresentationParameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX) {
1277 ERR("App requested %d back buffers, this is not supported for now\n", pPresentationParameters->BackBufferCount);
1278 return WINED3DERR_INVALIDCALL;
1279 } else if (pPresentationParameters->BackBufferCount > 1) {
1280 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");
1283 D3DCREATEOBJECTINSTANCE(object, SwapChain)
1285 /*********************
1286 * Lookup the window Handle and the relating X window handle
1287 ********************/
1289 /* Setup hwnd we are using, plus which display this equates to */
1290 object->win_handle = pPresentationParameters->hDeviceWindow;
1291 if (!object->win_handle) {
1292 object->win_handle = This->createParms.hFocusWindow;
1295 object->win_handle = GetAncestor(object->win_handle, GA_ROOT);
1296 if ( !( object->win = (Window)GetPropA(object->win_handle, "__wine_x11_whole_window") ) ) {
1297 ERR("Can't get drawable (window), HWND:%p doesn't have the property __wine_x11_whole_window\n", object->win_handle);
1298 return WINED3DERR_NOTAVAILABLE;
1300 hDc = GetDC(object->win_handle);
1301 display = get_display(hDc);
1302 ReleaseDC(object->win_handle, hDc);
1303 TRACE("Using a display of %p %p\n", display, hDc);
1305 if (NULL == display || NULL == hDc) {
1306 WARN("Failed to get a display and HDc for Window %p\n", object->win_handle);
1307 return WINED3DERR_NOTAVAILABLE;
1310 if (object->win == 0) {
1311 WARN("Failed to get a valid XVisuial ID for the window %p\n", object->win_handle);
1312 return WINED3DERR_NOTAVAILABLE;
1315 object->orig_width = GetSystemMetrics(SM_CXSCREEN);
1316 object->orig_height = GetSystemMetrics(SM_CYSCREEN);
1317 object->orig_fmt = pixelformat_for_depth(GetDeviceCaps(hDc, BITSPIXEL) * GetDeviceCaps(hDc, PLANES));
1319 /** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
1320 * then the corresponding dimension of the client area of the hDeviceWindow
1321 * (or the focus window, if hDeviceWindow is NULL) is taken.
1322 **********************/
1324 if (pPresentationParameters->Windowed &&
1325 ((pPresentationParameters->BackBufferWidth == 0) ||
1326 (pPresentationParameters->BackBufferHeight == 0))) {
1328 RECT Rect;
1329 GetClientRect(object->win_handle, &Rect);
1331 if (pPresentationParameters->BackBufferWidth == 0) {
1332 pPresentationParameters->BackBufferWidth = Rect.right;
1333 TRACE("Updating width to %d\n", pPresentationParameters->BackBufferWidth);
1335 if (pPresentationParameters->BackBufferHeight == 0) {
1336 pPresentationParameters->BackBufferHeight = Rect.bottom;
1337 TRACE("Updating height to %d\n", pPresentationParameters->BackBufferHeight);
1341 /* Put the correct figures in the presentation parameters */
1342 TRACE("Copying across presentation parameters\n");
1343 object->presentParms = *pPresentationParameters;
1345 TRACE("calling rendertarget CB\n");
1346 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1347 parent,
1348 object->presentParms.BackBufferWidth,
1349 object->presentParms.BackBufferHeight,
1350 object->presentParms.BackBufferFormat,
1351 object->presentParms.MultiSampleType,
1352 object->presentParms.MultiSampleQuality,
1353 TRUE /* Lockable */,
1354 &object->frontBuffer,
1355 NULL /* pShared (always null)*/);
1356 if (object->frontBuffer != NULL) {
1357 IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
1358 } else {
1359 ERR("Failed to create the front buffer\n");
1360 goto error;
1364 * Create an opengl context for the display visual
1365 * NOTE: the visual is chosen as the window is created and the glcontext cannot
1366 * use different properties after that point in time. FIXME: How to handle when requested format
1367 * doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
1368 * it chooses is identical to the one already being used!
1369 **********************************/
1370 /** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
1372 object->context = HeapAlloc(GetProcessHeap(), 0, sizeof(object->context));
1373 if(!object->context)
1374 return E_OUTOFMEMORY;
1375 object->num_contexts = 1;
1377 ENTER_GL();
1378 object->context[0] = CreateContext(This, (IWineD3DSurfaceImpl *) object->frontBuffer, display, object->win);
1379 LEAVE_GL();
1381 if (!object->context[0]) {
1382 ERR("Failed to create a new context\n");
1383 hr = WINED3DERR_NOTAVAILABLE;
1384 goto error;
1385 } else {
1386 TRACE("Context created (HWND=%p, glContext=%p, Window=%ld)\n",
1387 object->win_handle, object->context[0]->glCtx, object->win);
1390 /*********************
1391 * Windowed / Fullscreen
1392 *******************/
1395 * TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
1396 * so we should really check to see if there is a fullscreen swapchain already
1397 * I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
1398 **************************************/
1400 if (!pPresentationParameters->Windowed) {
1402 DEVMODEW devmode;
1403 HDC hdc;
1404 int bpp = 0;
1405 RECT clip_rc;
1407 /* Get info on the current display setup */
1408 hdc = GetDC(0);
1409 bpp = GetDeviceCaps(hdc, BITSPIXEL);
1410 ReleaseDC(0, hdc);
1412 /* Change the display settings */
1413 memset(&devmode, 0, sizeof(DEVMODEW));
1414 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1415 devmode.dmBitsPerPel = (bpp >= 24) ? 32 : bpp; /* Stupid XVidMode cannot change bpp */
1416 devmode.dmPelsWidth = pPresentationParameters->BackBufferWidth;
1417 devmode.dmPelsHeight = pPresentationParameters->BackBufferHeight;
1418 MultiByteToWideChar(CP_ACP, 0, "Gamers CG", -1, devmode.dmDeviceName, CCHDEVICENAME);
1419 ChangeDisplaySettingsExW(devmode.dmDeviceName, &devmode, object->win_handle, CDS_FULLSCREEN, NULL);
1421 /* For GetDisplayMode */
1422 This->ddraw_width = devmode.dmPelsWidth;
1423 This->ddraw_height = devmode.dmPelsHeight;
1424 This->ddraw_format = pPresentationParameters->BackBufferFormat;
1426 IWineD3DDevice_SetFullscreen(iface, TRUE);
1428 /* And finally clip mouse to our screen */
1429 SetRect(&clip_rc, 0, 0, devmode.dmPelsWidth, devmode.dmPelsHeight);
1430 ClipCursor(&clip_rc);
1433 /*********************
1434 * Create the back, front and stencil buffers
1435 *******************/
1436 if(object->presentParms.BackBufferCount > 0) {
1437 int i;
1439 object->backBuffer = HeapAlloc(GetProcessHeap(), 0, sizeof(IWineD3DSurface *) * object->presentParms.BackBufferCount);
1440 if(!object->backBuffer) {
1441 ERR("Out of memory\n");
1442 hr = E_OUTOFMEMORY;
1443 goto error;
1446 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1447 TRACE("calling rendertarget CB\n");
1448 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1449 parent,
1450 object->presentParms.BackBufferWidth,
1451 object->presentParms.BackBufferHeight,
1452 object->presentParms.BackBufferFormat,
1453 object->presentParms.MultiSampleType,
1454 object->presentParms.MultiSampleQuality,
1455 TRUE /* Lockable */,
1456 &object->backBuffer[i],
1457 NULL /* pShared (always null)*/);
1458 if(hr == WINED3D_OK && object->backBuffer[i]) {
1459 IWineD3DSurface_SetContainer(object->backBuffer[i], (IWineD3DBase *)object);
1460 } else {
1461 ERR("Cannot create new back buffer\n");
1462 goto error;
1464 ENTER_GL();
1465 glDrawBuffer(GL_BACK);
1466 checkGLcall("glDrawBuffer(GL_BACK)");
1467 LEAVE_GL();
1469 } else {
1470 object->backBuffer = NULL;
1472 /* Single buffering - draw to front buffer */
1473 ENTER_GL();
1474 glDrawBuffer(GL_FRONT);
1475 checkGLcall("glDrawBuffer(GL_FRONT)");
1476 LEAVE_GL();
1479 /* Under directX swapchains share the depth stencil, so only create one depth-stencil */
1480 if (pPresentationParameters->EnableAutoDepthStencil && hr == WINED3D_OK) {
1481 TRACE("Creating depth stencil buffer\n");
1482 if (This->depthStencilBuffer == NULL ) {
1483 hr = D3DCB_CreateDepthStencil((IUnknown *) This->parent,
1484 parent,
1485 object->presentParms.BackBufferWidth,
1486 object->presentParms.BackBufferHeight,
1487 object->presentParms.AutoDepthStencilFormat,
1488 object->presentParms.MultiSampleType,
1489 object->presentParms.MultiSampleQuality,
1490 FALSE /* FIXME: Discard */,
1491 &This->depthStencilBuffer,
1492 NULL /* pShared (always null)*/ );
1493 if (This->depthStencilBuffer != NULL)
1494 IWineD3DSurface_SetContainer(This->depthStencilBuffer, 0);
1497 /** TODO: A check on width, height and multisample types
1498 *(since the zbuffer must be at least as large as the render target and have the same multisample parameters)
1499 ****************************/
1500 object->wantsDepthStencilBuffer = TRUE;
1501 } else {
1502 object->wantsDepthStencilBuffer = FALSE;
1505 TRACE("Created swapchain %p\n", object);
1506 TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil %d\n",object->frontBuffer, object->backBuffer ? object->backBuffer[0] : NULL, object->wantsDepthStencilBuffer);
1507 return WINED3D_OK;
1509 error:
1510 if (object->backBuffer) {
1511 int i;
1512 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1513 if(object->backBuffer[i]) {
1514 IWineD3DSurface_GetParent(object->backBuffer[i], &bufferParent);
1515 IUnknown_Release(bufferParent); /* once for the get parent */
1516 if (IUnknown_Release(bufferParent) > 0) {
1517 FIXME("(%p) Something's still holding the back buffer\n",This);
1521 HeapFree(GetProcessHeap(), 0, object->backBuffer);
1522 object->backBuffer = NULL;
1524 if(object->context[0])
1525 DestroyContext(This, object->context[0]);
1526 if(object->frontBuffer) {
1527 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1528 IUnknown_Release(bufferParent); /* once for the get parent */
1529 if (IUnknown_Release(bufferParent) > 0) {
1530 FIXME("(%p) Something's still holding the front buffer\n",This);
1533 HeapFree(GetProcessHeap(), 0, object);
1534 return hr;
1537 /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
1538 static UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
1539 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1540 TRACE("(%p)\n", This);
1542 return This->NumberOfSwapChains;
1545 static HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
1546 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1547 TRACE("(%p) : swapchain %d\n", This, iSwapChain);
1549 if(iSwapChain < This->NumberOfSwapChains) {
1550 *pSwapChain = This->swapchains[iSwapChain];
1551 IWineD3DSwapChain_AddRef(*pSwapChain);
1552 TRACE("(%p) returning %p\n", This, *pSwapChain);
1553 return WINED3D_OK;
1554 } else {
1555 TRACE("Swapchain out of range\n");
1556 *pSwapChain = NULL;
1557 return WINED3DERR_INVALIDCALL;
1561 /*****
1562 * Vertex Declaration
1563 *****/
1564 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppVertexDeclaration,
1565 IUnknown *parent, const WINED3DVERTEXELEMENT *elements, size_t element_count) {
1566 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1567 IWineD3DVertexDeclarationImpl *object = NULL;
1568 HRESULT hr = WINED3D_OK;
1570 TRACE("(%p) : directXVersion %u, elements %p, element_count %d, ppDecl=%p\n",
1571 This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, elements, element_count, ppVertexDeclaration);
1573 D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
1575 hr = IWineD3DVertexDeclaration_SetDeclaration((IWineD3DVertexDeclaration *)object, elements, element_count);
1577 return hr;
1580 static size_t ConvertFvfToDeclaration(DWORD fvf, WINED3DVERTEXELEMENT** ppVertexElements) {
1582 unsigned int idx, idx2;
1583 unsigned int offset;
1584 BOOL has_pos = (fvf & WINED3DFVF_POSITION_MASK) != 0;
1585 BOOL has_blend = (fvf & WINED3DFVF_XYZB5) > WINED3DFVF_XYZRHW;
1586 BOOL has_blend_idx = has_blend &&
1587 (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB5) ||
1588 (fvf & WINED3DFVF_LASTBETA_D3DCOLOR) ||
1589 (fvf & WINED3DFVF_LASTBETA_UBYTE4));
1590 BOOL has_normal = (fvf & WINED3DFVF_NORMAL) != 0;
1591 BOOL has_psize = (fvf & WINED3DFVF_PSIZE) != 0;
1592 BOOL has_diffuse = (fvf & WINED3DFVF_DIFFUSE) != 0;
1593 BOOL has_specular = (fvf & WINED3DFVF_SPECULAR) !=0;
1595 DWORD num_textures = (fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
1596 DWORD texcoords = (fvf & 0x00FF0000) >> 16;
1598 WINED3DVERTEXELEMENT end_element = WINED3DDECL_END();
1599 WINED3DVERTEXELEMENT *elements = NULL;
1601 unsigned int size;
1602 DWORD num_blends = 1 + (((fvf & WINED3DFVF_XYZB5) - WINED3DFVF_XYZB1) >> 1);
1603 if (has_blend_idx) num_blends--;
1605 /* Compute declaration size */
1606 size = has_pos + (has_blend && num_blends > 0) + has_blend_idx + has_normal +
1607 has_psize + has_diffuse + has_specular + num_textures + 1;
1609 /* convert the declaration */
1610 elements = HeapAlloc(GetProcessHeap(), 0, size * sizeof(WINED3DVERTEXELEMENT));
1611 if (!elements)
1612 return 0;
1614 memcpy(&elements[size-1], &end_element, sizeof(WINED3DVERTEXELEMENT));
1615 idx = 0;
1616 if (has_pos) {
1617 if (!has_blend && (fvf & WINED3DFVF_XYZRHW)) {
1618 elements[idx].Type = WINED3DDECLTYPE_FLOAT4;
1619 elements[idx].Usage = WINED3DDECLUSAGE_POSITIONT;
1621 else {
1622 elements[idx].Type = WINED3DDECLTYPE_FLOAT3;
1623 elements[idx].Usage = WINED3DDECLUSAGE_POSITION;
1625 elements[idx].UsageIndex = 0;
1626 idx++;
1628 if (has_blend && (num_blends > 0)) {
1629 if (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR))
1630 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1631 else
1632 elements[idx].Type = WINED3DDECLTYPE_FLOAT1 + num_blends - 1;
1633 elements[idx].Usage = WINED3DDECLUSAGE_BLENDWEIGHT;
1634 elements[idx].UsageIndex = 0;
1635 idx++;
1637 if (has_blend_idx) {
1638 if (fvf & WINED3DFVF_LASTBETA_UBYTE4 ||
1639 (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)))
1640 elements[idx].Type = WINED3DDECLTYPE_UBYTE4;
1641 else if (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)
1642 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1643 else
1644 elements[idx].Type = WINED3DDECLTYPE_FLOAT1;
1645 elements[idx].Usage = WINED3DDECLUSAGE_BLENDINDICES;
1646 elements[idx].UsageIndex = 0;
1647 idx++;
1649 if (has_normal) {
1650 elements[idx].Type = WINED3DDECLTYPE_FLOAT3;
1651 elements[idx].Usage = WINED3DDECLUSAGE_NORMAL;
1652 elements[idx].UsageIndex = 0;
1653 idx++;
1655 if (has_psize) {
1656 elements[idx].Type = WINED3DDECLTYPE_FLOAT1;
1657 elements[idx].Usage = WINED3DDECLUSAGE_PSIZE;
1658 elements[idx].UsageIndex = 0;
1659 idx++;
1661 if (has_diffuse) {
1662 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1663 elements[idx].Usage = WINED3DDECLUSAGE_COLOR;
1664 elements[idx].UsageIndex = 0;
1665 idx++;
1667 if (has_specular) {
1668 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1669 elements[idx].Usage = WINED3DDECLUSAGE_COLOR;
1670 elements[idx].UsageIndex = 1;
1671 idx++;
1673 for (idx2 = 0; idx2 < num_textures; idx2++) {
1674 unsigned int numcoords = (texcoords >> (idx2*2)) & 0x03;
1675 switch (numcoords) {
1676 case WINED3DFVF_TEXTUREFORMAT1:
1677 elements[idx].Type = WINED3DDECLTYPE_FLOAT1;
1678 break;
1679 case WINED3DFVF_TEXTUREFORMAT2:
1680 elements[idx].Type = WINED3DDECLTYPE_FLOAT2;
1681 break;
1682 case WINED3DFVF_TEXTUREFORMAT3:
1683 elements[idx].Type = WINED3DDECLTYPE_FLOAT3;
1684 break;
1685 case WINED3DFVF_TEXTUREFORMAT4:
1686 elements[idx].Type = WINED3DDECLTYPE_FLOAT4;
1687 break;
1689 elements[idx].Usage = WINED3DDECLUSAGE_TEXCOORD;
1690 elements[idx].UsageIndex = idx2;
1691 idx++;
1694 /* Now compute offsets, and initialize the rest of the fields */
1695 for (idx = 0, offset = 0; idx < size-1; idx++) {
1696 elements[idx].Stream = 0;
1697 elements[idx].Method = WINED3DDECLMETHOD_DEFAULT;
1698 elements[idx].Offset = offset;
1699 offset += WINED3D_ATR_SIZE(elements[idx].Type) * WINED3D_ATR_TYPESIZE(elements[idx].Type);
1702 *ppVertexElements = elements;
1703 return size;
1706 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *Parent, DWORD Fvf) {
1707 WINED3DVERTEXELEMENT* elements = NULL;
1708 size_t size;
1709 DWORD hr;
1711 size = ConvertFvfToDeclaration(Fvf, &elements);
1712 if (size == 0) return WINED3DERR_OUTOFVIDEOMEMORY;
1714 hr = IWineD3DDevice_CreateVertexDeclaration(iface, ppVertexDeclaration, Parent, elements, size);
1715 HeapFree(GetProcessHeap(), 0, elements);
1716 if (hr != S_OK) return hr;
1718 return WINED3D_OK;
1721 /* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
1722 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, IWineD3DVertexDeclaration *vertex_declaration, CONST DWORD *pFunction, IWineD3DVertexShader **ppVertexShader, IUnknown *parent) {
1723 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1724 IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
1725 HRESULT hr = WINED3D_OK;
1726 D3DCREATESHADEROBJECTINSTANCE(object, VertexShader)
1727 object->baseShader.shader_ins = IWineD3DVertexShaderImpl_shader_ins;
1729 TRACE("(%p) : Created Vertex shader %p\n", This, *ppVertexShader);
1731 if (vertex_declaration) {
1732 IWineD3DVertexShader_FakeSemantics(*ppVertexShader, vertex_declaration);
1735 hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction);
1737 if (WINED3D_OK != hr) {
1738 FIXME("(%p) : Failed to set the function, returning WINED3DERR_INVALIDCALL\n", iface);
1739 IWineD3DVertexShader_Release(*ppVertexShader);
1740 return WINED3DERR_INVALIDCALL;
1743 return WINED3D_OK;
1746 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface, CONST DWORD *pFunction, IWineD3DPixelShader **ppPixelShader, IUnknown *parent) {
1747 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1748 IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
1749 HRESULT hr = WINED3D_OK;
1751 D3DCREATESHADEROBJECTINSTANCE(object, PixelShader)
1752 object->baseShader.shader_ins = IWineD3DPixelShaderImpl_shader_ins;
1753 hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction);
1754 if (WINED3D_OK == hr) {
1755 TRACE("(%p) : Created Pixel shader %p\n", This, *ppPixelShader);
1756 } else {
1757 WARN("(%p) : Failed to create pixel shader\n", This);
1760 return hr;
1763 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags, PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent) {
1764 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1765 IWineD3DPaletteImpl *object;
1766 HRESULT hr;
1767 TRACE("(%p)->(%x, %p, %p, %p)\n", This, Flags, PalEnt, Palette, Parent);
1769 /* Create the new object */
1770 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DPaletteImpl));
1771 if(!object) {
1772 ERR("Out of memory when allocating memory for a IWineD3DPalette implementation\n");
1773 return E_OUTOFMEMORY;
1776 object->lpVtbl = &IWineD3DPalette_Vtbl;
1777 object->ref = 1;
1778 object->Flags = Flags;
1779 object->parent = Parent;
1780 object->wineD3DDevice = This;
1781 object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
1783 object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
1785 if(!object->hpal) {
1786 HeapFree( GetProcessHeap(), 0, object);
1787 return E_OUTOFMEMORY;
1790 hr = IWineD3DPalette_SetEntries((IWineD3DPalette *) object, 0, 0, IWineD3DPaletteImpl_Size(Flags), PalEnt);
1791 if(FAILED(hr)) {
1792 IWineD3DPalette_Release((IWineD3DPalette *) object);
1793 return hr;
1796 *Palette = (IWineD3DPalette *) object;
1798 return WINED3D_OK;
1801 static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, D3DCB_CREATEADDITIONALSWAPCHAIN D3DCB_CreateAdditionalSwapChain) {
1802 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1803 IWineD3DSwapChainImpl *swapchain;
1804 HRESULT hr;
1805 DWORD state;
1807 TRACE("(%p)->(%p,%p)\n", This, pPresentationParameters, D3DCB_CreateAdditionalSwapChain);
1808 if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
1810 /* TODO: Test if OpenGL is compiled in and loaded */
1812 /* Initialize the texture unit mapping to a 1:1 mapping */
1813 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state) {
1814 if (state < GL_LIMITS(fragment_samplers)) {
1815 This->texUnitMap[state] = state;
1816 This->rev_tex_unit_map[state] = state;
1817 } else {
1818 This->texUnitMap[state] = -1;
1819 This->rev_tex_unit_map[state] = -1;
1823 /* Setup the implicit swapchain */
1824 TRACE("Creating implicit swapchain\n");
1825 hr=D3DCB_CreateAdditionalSwapChain((IUnknown *) This->parent, pPresentationParameters, (IWineD3DSwapChain **)&swapchain);
1826 if (FAILED(hr) || !swapchain) {
1827 WARN("Failed to create implicit swapchain\n");
1828 return hr;
1831 This->NumberOfSwapChains = 1;
1832 This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
1833 if(!This->swapchains) {
1834 ERR("Out of memory!\n");
1835 IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
1836 return E_OUTOFMEMORY;
1838 This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
1840 if(!This->ddraw_window) IWineD3DDevice_SetHWND(iface, swapchain->win_handle);
1842 if(swapchain->backBuffer && swapchain->backBuffer[0]) {
1843 TRACE("Setting rendertarget to %p\n", swapchain->backBuffer);
1844 This->render_targets[0] = swapchain->backBuffer[0];
1845 This->lastActiveRenderTarget = swapchain->backBuffer[0];
1847 else {
1848 TRACE("Setting rendertarget to %p\n", swapchain->frontBuffer);
1849 This->render_targets[0] = swapchain->frontBuffer;
1850 This->lastActiveRenderTarget = swapchain->frontBuffer;
1852 IWineD3DSurface_AddRef(This->render_targets[0]);
1853 This->activeContext = swapchain->context[0];
1854 This->lastThread = GetCurrentThreadId();
1856 /* Depth Stencil support */
1857 This->stencilBufferTarget = This->depthStencilBuffer;
1858 if (NULL != This->stencilBufferTarget) {
1859 IWineD3DSurface_AddRef(This->stencilBufferTarget);
1862 /* Set up some starting GL setup */
1863 ENTER_GL();
1865 /* Setup all the devices defaults */
1866 IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
1867 #if 0
1868 IWineD3DImpl_CheckGraphicsMemory();
1869 #endif
1871 { /* Set a default viewport */
1872 WINED3DVIEWPORT vp;
1873 vp.X = 0;
1874 vp.Y = 0;
1875 vp.Width = pPresentationParameters->BackBufferWidth;
1876 vp.Height = pPresentationParameters->BackBufferHeight;
1877 vp.MinZ = 0.0f;
1878 vp.MaxZ = 1.0f;
1879 IWineD3DDevice_SetViewport((IWineD3DDevice *)This, &vp);
1882 /* Initialize the current view state */
1883 This->view_ident = 1;
1884 This->contexts[0]->last_was_rhw = 0;
1885 glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
1886 checkGLcall("glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights)");
1888 switch(wined3d_settings.offscreen_rendering_mode) {
1889 case ORM_FBO:
1890 case ORM_PBUFFER:
1891 This->offscreenBuffer = GL_BACK;
1892 break;
1894 case ORM_BACKBUFFER:
1896 if(GL_LIMITS(aux_buffers) > 0) {
1897 TRACE("Using auxilliary buffer for offscreen rendering\n");
1898 This->offscreenBuffer = GL_AUX0;
1899 } else {
1900 TRACE("Using back buffer for offscreen rendering\n");
1901 This->offscreenBuffer = GL_BACK;
1906 TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
1907 LEAVE_GL();
1909 /* Clear the screen */
1910 IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL,
1911 WINED3DCLEAR_TARGET | pPresentationParameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0,
1912 0x00, 1.0, 0);
1914 This->d3d_initialized = TRUE;
1915 return WINED3D_OK;
1918 static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyDepthStencilSurface, D3DCB_DESTROYSWAPCHAINFN D3DCB_DestroySwapChain) {
1919 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1920 int sampler;
1921 uint i;
1922 TRACE("(%p)\n", This);
1924 if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
1926 ENTER_GL();
1927 /* I don't think that the interface guarants that the device is destroyed from the same thread
1928 * it was created. Thus make sure a context is active for the glDelete* calls
1930 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1931 LEAVE_GL();
1933 TRACE("Deleting high order patches\n");
1934 for(i = 0; i < PATCHMAP_SIZE; i++) {
1935 struct list *e1, *e2;
1936 struct WineD3DRectPatch *patch;
1937 LIST_FOR_EACH_SAFE(e1, e2, &This->patches[i]) {
1938 patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
1939 IWineD3DDevice_DeletePatch(iface, patch->Handle);
1943 /* Delete the pbuffer context if there is any */
1944 if(This->pbufferContext) DestroyContext(This, This->pbufferContext);
1946 /* Delete the mouse cursor texture */
1947 if(This->cursorTexture) {
1948 ENTER_GL();
1949 glDeleteTextures(1, &This->cursorTexture);
1950 LEAVE_GL();
1951 This->cursorTexture = 0;
1954 for (sampler = 0; sampler < MAX_FRAGMENT_SAMPLERS; ++sampler) {
1955 IWineD3DDevice_SetTexture(iface, sampler, NULL);
1957 for (sampler = 0; sampler < MAX_VERTEX_SAMPLERS; ++sampler) {
1958 IWineD3DDevice_SetTexture(iface, WINED3DVERTEXTEXTURESAMPLER0 + sampler, NULL);
1961 /* Release the buffers (with sanity checks)*/
1962 TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
1963 if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
1964 if(This->depthStencilBuffer != This->stencilBufferTarget)
1965 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
1967 This->stencilBufferTarget = NULL;
1969 TRACE("Releasing the render target at %p\n", This->render_targets[0]);
1970 if(IWineD3DSurface_Release(This->render_targets[0]) >0){
1971 /* This check is a bit silly, itshould be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
1973 TRACE("Setting rendertarget to NULL\n");
1974 This->render_targets[0] = NULL;
1976 if (This->depthStencilBuffer) {
1977 if(D3DCB_DestroyDepthStencilSurface(This->depthStencilBuffer) > 0) {
1978 FIXME("(%p) Something's still holding the depthStencilBuffer\n", This);
1980 This->depthStencilBuffer = NULL;
1983 for(i=0; i < This->NumberOfSwapChains; i++) {
1984 TRACE("Releasing the implicit swapchain %d\n", i);
1985 if (D3DCB_DestroySwapChain(This->swapchains[i]) > 0) {
1986 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
1990 HeapFree(GetProcessHeap(), 0, This->swapchains);
1991 This->swapchains = NULL;
1992 This->NumberOfSwapChains = 0;
1994 This->d3d_initialized = FALSE;
1995 return WINED3D_OK;
1998 static void WINAPI IWineD3DDeviceImpl_SetFullscreen(IWineD3DDevice *iface, BOOL fullscreen) {
1999 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2000 TRACE("(%p) Setting DDraw fullscreen mode to %s\n", This, fullscreen ? "true" : "false");
2002 /* Setup the window for fullscreen mode */
2003 if(fullscreen && !This->ddraw_fullscreen) {
2004 IWineD3DDeviceImpl_SetupFullscreenWindow(iface, This->ddraw_window);
2005 } else if(!fullscreen && This->ddraw_fullscreen) {
2006 IWineD3DDeviceImpl_RestoreWindow(iface, This->ddraw_window);
2009 /* DirectDraw apps can change between fullscreen and windowed mode after device creation with
2010 * IDirectDraw7::SetCooperativeLevel. The GDI surface implementation needs to know this.
2011 * DDraw doesn't necessarily have a swapchain, so we have to store the fullscreen flag
2012 * separately.
2014 This->ddraw_fullscreen = fullscreen;
2017 /* Enables thead safety in the wined3d device and its resources. Called by DirectDraw
2018 * from SetCooperativeLeven if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
2019 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
2021 * There is no way to deactivate thread safety once it is enabled
2023 static void WINAPI IWineD3DDeviceImpl_SetMultithreaded(IWineD3DDevice *iface) {
2024 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2025 FIXME("No thread safety in wined3d yet\n");
2027 /*For now just store the flag(needed in case of ddraw) */
2028 This->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
2030 return;
2033 static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
2034 DEVMODEW devmode;
2035 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2036 LONG ret;
2037 const PixelFormatDesc *formatDesc = getFormatDescEntry(pMode->Format);
2038 RECT clip_rc;
2040 TRACE("(%p)->(%d,%p) Mode=%dx%dx@%d, %s\n", This, iSwapChain, pMode, pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2042 /* Resize the screen even without a window:
2043 * The app could have unset it with SetCooperativeLevel, but not called
2044 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
2045 * but we don't have any hwnd
2048 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
2049 devmode.dmBitsPerPel = formatDesc->bpp * 8;
2050 if(devmode.dmBitsPerPel == 24) devmode.dmBitsPerPel = 32;
2051 devmode.dmPelsWidth = pMode->Width;
2052 devmode.dmPelsHeight = pMode->Height;
2054 devmode.dmDisplayFrequency = pMode->RefreshRate;
2055 if (pMode->RefreshRate != 0) {
2056 devmode.dmFields |= DM_DISPLAYFREQUENCY;
2059 /* Only change the mode if necessary */
2060 if( (This->ddraw_width == pMode->Width) &&
2061 (This->ddraw_height == pMode->Height) &&
2062 (This->ddraw_format == pMode->Format) &&
2063 (pMode->RefreshRate == 0) ) {
2064 return WINED3D_OK;
2067 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
2068 if (ret != DISP_CHANGE_SUCCESSFUL) {
2069 if(devmode.dmDisplayFrequency != 0) {
2070 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
2071 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
2072 devmode.dmDisplayFrequency = 0;
2073 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
2075 if(ret != DISP_CHANGE_SUCCESSFUL) {
2076 return WINED3DERR_NOTAVAILABLE;
2080 /* Store the new values */
2081 This->ddraw_width = pMode->Width;
2082 This->ddraw_height = pMode->Height;
2083 This->ddraw_format = pMode->Format;
2085 /* Only do this with a window of course */
2086 if(This->ddraw_window)
2087 MoveWindow(This->ddraw_window, 0, 0, pMode->Width, pMode->Height, TRUE);
2089 /* And finally clip mouse to our screen */
2090 SetRect(&clip_rc, 0, 0, pMode->Width, pMode->Height);
2091 ClipCursor(&clip_rc);
2093 return WINED3D_OK;
2096 static HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
2097 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2098 *ppD3D= This->wineD3D;
2099 TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
2100 IWineD3D_AddRef(*ppD3D);
2101 return WINED3D_OK;
2104 static UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
2105 /** NOTE: There's a probably a hack-around for this one by putting as many pbuffers, VBOs (or whatever)
2106 * into the video ram as possible and seeing how many fit
2107 * you can also get the correct initial value from nvidia and ATI's driver via X
2108 * texture memory is video memory + AGP memory
2109 *******************/
2110 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2111 static BOOL showfixmes = TRUE;
2112 if (showfixmes) {
2113 FIXME("(%p) : stub, simulating %dMB for now, returning %dMB left\n", This,
2114 (wined3d_settings.emulated_textureram/(1024*1024)),
2115 ((wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
2116 showfixmes = FALSE;
2118 TRACE("(%p) : simulating %dMB, returning %dMB left\n", This,
2119 (wined3d_settings.emulated_textureram/(1024*1024)),
2120 ((wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
2121 /* return simulated texture memory left */
2122 return (wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram);
2127 /*****
2128 * Get / Set FVF
2129 *****/
2130 static HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
2131 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2133 /* Update the current state block */
2134 This->updateStateBlock->changed.fvf = TRUE;
2135 This->updateStateBlock->set.fvf = TRUE;
2137 if(This->updateStateBlock->fvf == fvf) {
2138 TRACE("Application is setting the old fvf over, nothing to do\n");
2139 return WINED3D_OK;
2142 This->updateStateBlock->fvf = fvf;
2143 TRACE("(%p) : FVF Shader FVF set to %x\n", This, fvf);
2144 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
2145 return WINED3D_OK;
2149 static HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
2150 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2151 TRACE("(%p) : GetFVF returning %x\n", This, This->stateBlock->fvf);
2152 *pfvf = This->stateBlock->fvf;
2153 return WINED3D_OK;
2156 /*****
2157 * Get / Set Stream Source
2158 *****/
2159 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
2160 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2161 IWineD3DVertexBuffer *oldSrc;
2163 if (StreamNumber >= MAX_STREAMS) {
2164 WARN("Stream out of range %d\n", StreamNumber);
2165 return WINED3DERR_INVALIDCALL;
2168 oldSrc = This->stateBlock->streamSource[StreamNumber];
2169 TRACE("(%p) : StreamNo: %u, OldStream (%p), NewStream (%p), OffsetInBytes %u, NewStride %u\n", This, StreamNumber, oldSrc, pStreamData, OffsetInBytes, Stride);
2171 This->updateStateBlock->changed.streamSource[StreamNumber] = TRUE;
2172 This->updateStateBlock->set.streamSource[StreamNumber] = TRUE;
2174 if(oldSrc == pStreamData &&
2175 This->updateStateBlock->streamStride[StreamNumber] == Stride &&
2176 This->updateStateBlock->streamOffset[StreamNumber] == OffsetInBytes) {
2177 TRACE("Application is setting the old values over, nothing to do\n");
2178 return WINED3D_OK;
2181 This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
2182 if (pStreamData) {
2183 This->updateStateBlock->streamStride[StreamNumber] = Stride;
2184 This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
2187 /* Handle recording of state blocks */
2188 if (This->isRecordingState) {
2189 TRACE("Recording... not performing anything\n");
2190 return WINED3D_OK;
2193 /* Need to do a getParent and pass the reffs up */
2194 /* MSDN says ..... When an application no longer holds a references to this interface, the interface will automatically be freed.
2195 which suggests that we shouldn't be ref counting? and do need a _release on the stream source to reset the stream source
2196 so for now, just count internally */
2197 if (pStreamData != NULL) {
2198 IWineD3DVertexBufferImpl *vbImpl = (IWineD3DVertexBufferImpl *) pStreamData;
2199 InterlockedIncrement(&vbImpl->bindCount);
2201 if (oldSrc != NULL) {
2202 InterlockedDecrement(&((IWineD3DVertexBufferImpl *) oldSrc)->bindCount);
2205 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2207 return WINED3D_OK;
2210 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
2211 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2213 TRACE("(%p) : StreamNo: %u, Stream (%p), Offset %u, Stride %u\n", This, StreamNumber,
2214 This->stateBlock->streamSource[StreamNumber],
2215 This->stateBlock->streamOffset[StreamNumber],
2216 This->stateBlock->streamStride[StreamNumber]);
2218 if (StreamNumber >= MAX_STREAMS) {
2219 WARN("Stream out of range %d\n", StreamNumber);
2220 return WINED3DERR_INVALIDCALL;
2222 *pStream = This->stateBlock->streamSource[StreamNumber];
2223 *pStride = This->stateBlock->streamStride[StreamNumber];
2224 if (pOffset) {
2225 *pOffset = This->stateBlock->streamOffset[StreamNumber];
2228 if (*pStream != NULL) {
2229 IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
2231 return WINED3D_OK;
2234 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
2235 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2236 UINT oldFlags = This->updateStateBlock->streamFlags[StreamNumber];
2237 UINT oldFreq = This->updateStateBlock->streamFreq[StreamNumber];
2239 TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
2240 This->updateStateBlock->streamFlags[StreamNumber] = Divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA );
2242 This->updateStateBlock->changed.streamFreq[StreamNumber] = TRUE;
2243 This->updateStateBlock->set.streamFreq[StreamNumber] = TRUE;
2244 This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
2246 if(This->updateStateBlock->streamFreq[StreamNumber] != oldFreq ||
2247 This->updateStateBlock->streamFlags[StreamNumber] != oldFlags) {
2248 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2251 return WINED3D_OK;
2254 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
2255 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2257 TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
2258 *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
2260 TRACE("(%p) : returning %d\n", This, *Divider);
2262 return WINED3D_OK;
2265 /*****
2266 * Get / Set & Multiply Transform
2267 *****/
2268 static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE d3dts, CONST WINED3DMATRIX* lpmatrix) {
2269 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2271 /* Most of this routine, comments included copied from ddraw tree initially: */
2272 TRACE("(%p) : Transform State=%s\n", This, debug_d3dtstype(d3dts));
2274 /* Handle recording of state blocks */
2275 if (This->isRecordingState) {
2276 TRACE("Recording... not performing anything\n");
2277 This->updateStateBlock->changed.transform[d3dts] = TRUE;
2278 This->updateStateBlock->set.transform[d3dts] = TRUE;
2279 memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(WINED3DMATRIX));
2280 return WINED3D_OK;
2284 * If the new matrix is the same as the current one,
2285 * we cut off any further processing. this seems to be a reasonable
2286 * optimization because as was noticed, some apps (warcraft3 for example)
2287 * tend towards setting the same matrix repeatedly for some reason.
2289 * From here on we assume that the new matrix is different, wherever it matters.
2291 if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(WINED3DMATRIX))) {
2292 TRACE("The app is setting the same matrix over again\n");
2293 return WINED3D_OK;
2294 } else {
2295 conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
2299 ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
2300 where ViewMat = Camera space, WorldMat = world space.
2302 In OpenGL, camera and world space is combined into GL_MODELVIEW
2303 matrix. The Projection matrix stay projection matrix.
2306 /* Capture the times we can just ignore the change for now */
2307 if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrice */
2308 This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
2309 /* Handled by the state manager */
2312 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TRANSFORM(d3dts));
2313 return WINED3D_OK;
2316 static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, WINED3DMATRIX* pMatrix) {
2317 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2318 TRACE("(%p) : for Transform State %s\n", This, debug_d3dtstype(State));
2319 memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(WINED3DMATRIX));
2320 return WINED3D_OK;
2323 static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) {
2324 WINED3DMATRIX *mat = NULL;
2325 WINED3DMATRIX temp;
2327 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
2328 * below means it will be recorded in a state block change, but it
2329 * works regardless where it is recorded.
2330 * If this is found to be wrong, change to StateBlock.
2332 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2333 TRACE("(%p) : For state %s\n", This, debug_d3dtstype(State));
2335 if (State < HIGHEST_TRANSFORMSTATE)
2337 mat = &This->updateStateBlock->transforms[State];
2338 } else {
2339 FIXME("Unhandled transform state!!\n");
2342 multiply_matrix(&temp, mat, (const WINED3DMATRIX *) pMatrix);
2344 /* Apply change via set transform - will reapply to eg. lights this way */
2345 return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
2348 /*****
2349 * Get / Set Light
2350 *****/
2351 /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
2352 you can reference any indexes you want as long as that number max are enabled at any
2353 one point in time! Therefore since the indexes can be anything, we need a hashmap of them.
2354 However, this causes stateblock problems. When capturing the state block, I duplicate the hashmap,
2355 but when recording, just build a chain pretty much of commands to be replayed. */
2357 static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
2358 float rho;
2359 PLIGHTINFOEL *object = NULL;
2360 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2361 struct list *e;
2363 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2364 TRACE("(%p) : Idx(%d), pLight(%p). Hash index is %d\n", This, Index, pLight, Hi);
2366 /* Check the parameter range. Need for speed most wanted sets junk lights which confuse
2367 * the gl driver.
2369 if(!pLight) {
2370 WARN("Light pointer = NULL, returning WINED3DERR_INVALIDCALL\n");
2371 return WINED3DERR_INVALIDCALL;
2374 switch(pLight->Type) {
2375 case WINED3DLIGHT_POINT:
2376 case WINED3DLIGHT_SPOT:
2377 case WINED3DLIGHT_PARALLELPOINT:
2378 case WINED3DLIGHT_GLSPOT:
2379 /* Incorrect attenuation values can cause the gl driver to crash. Happens with Need for speed
2380 * most wanted
2382 if(pLight->Attenuation0 < 0.0 || pLight->Attenuation1 < 0.0 || pLight->Attenuation2 < 0.0) {
2383 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL\n");
2384 return WINED3DERR_INVALIDCALL;
2386 break;
2388 case WINED3DLIGHT_DIRECTIONAL:
2389 /* Ignores attenuation */
2390 break;
2392 default:
2393 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
2394 return WINED3DERR_INVALIDCALL;
2397 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
2398 object = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2399 if(object->OriginalIndex == Index) break;
2400 object = NULL;
2403 if(!object) {
2404 TRACE("Adding new light\n");
2405 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2406 if(!object) {
2407 ERR("Out of memory error when allocating a light\n");
2408 return E_OUTOFMEMORY;
2410 list_add_head(&This->updateStateBlock->lightMap[Hi], &object->entry);
2411 object->glIndex = -1;
2412 object->OriginalIndex = Index;
2413 object->changed = TRUE;
2416 /* Initialize the object */
2417 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,
2418 pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
2419 pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
2420 pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
2421 TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
2422 pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
2423 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
2425 /* Save away the information */
2426 memcpy(&object->OriginalParms, pLight, sizeof(WINED3DLIGHT));
2428 switch (pLight->Type) {
2429 case WINED3DLIGHT_POINT:
2430 /* Position */
2431 object->lightPosn[0] = pLight->Position.x;
2432 object->lightPosn[1] = pLight->Position.y;
2433 object->lightPosn[2] = pLight->Position.z;
2434 object->lightPosn[3] = 1.0f;
2435 object->cutoff = 180.0f;
2436 /* FIXME: Range */
2437 break;
2439 case WINED3DLIGHT_DIRECTIONAL:
2440 /* Direction */
2441 object->lightPosn[0] = -pLight->Direction.x;
2442 object->lightPosn[1] = -pLight->Direction.y;
2443 object->lightPosn[2] = -pLight->Direction.z;
2444 object->lightPosn[3] = 0.0;
2445 object->exponent = 0.0f;
2446 object->cutoff = 180.0f;
2447 break;
2449 case WINED3DLIGHT_SPOT:
2450 /* Position */
2451 object->lightPosn[0] = pLight->Position.x;
2452 object->lightPosn[1] = pLight->Position.y;
2453 object->lightPosn[2] = pLight->Position.z;
2454 object->lightPosn[3] = 1.0;
2456 /* Direction */
2457 object->lightDirn[0] = pLight->Direction.x;
2458 object->lightDirn[1] = pLight->Direction.y;
2459 object->lightDirn[2] = pLight->Direction.z;
2460 object->lightDirn[3] = 1.0;
2463 * opengl-ish and d3d-ish spot lights use too different models for the
2464 * light "intensity" as a function of the angle towards the main light direction,
2465 * so we only can approximate very roughly.
2466 * however spot lights are rather rarely used in games (if ever used at all).
2467 * furthermore if still used, probably nobody pays attention to such details.
2469 if (pLight->Falloff == 0) {
2470 rho = 6.28f;
2471 } else {
2472 rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
2474 if (rho < 0.0001) rho = 0.0001f;
2475 object->exponent = -0.3/log(cos(rho/2));
2476 if (object->exponent > 128.0) {
2477 object->exponent = 128.0;
2479 object->cutoff = pLight->Phi*90/M_PI;
2481 /* FIXME: Range */
2482 break;
2484 default:
2485 FIXME("Unrecognized light type %d\n", pLight->Type);
2488 /* Update the live definitions if the light is currently assigned a glIndex */
2489 if (object->glIndex != -1 && !This->isRecordingState) {
2490 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(object->glIndex));
2492 return WINED3D_OK;
2495 static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
2496 PLIGHTINFOEL *lightInfo = NULL;
2497 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2498 DWORD Hi = LIGHTMAP_HASHFUNC(Index);
2499 struct list *e;
2500 TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
2502 LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi]) {
2503 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2504 if(lightInfo->OriginalIndex == Index) break;
2505 lightInfo = NULL;
2508 if (lightInfo == NULL) {
2509 TRACE("Light information requested but light not defined\n");
2510 return WINED3DERR_INVALIDCALL;
2513 memcpy(pLight, &lightInfo->OriginalParms, sizeof(WINED3DLIGHT));
2514 return WINED3D_OK;
2517 /*****
2518 * Get / Set Light Enable
2519 * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
2520 *****/
2521 static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
2522 PLIGHTINFOEL *lightInfo = NULL;
2523 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2524 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2525 struct list *e;
2526 TRACE("(%p) : Idx(%d), enable? %d\n", This, Index, Enable);
2528 /* Tests show true = 128...not clear why */
2529 Enable = Enable? 128: 0;
2531 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
2532 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2533 if(lightInfo->OriginalIndex == Index) break;
2534 lightInfo = NULL;
2536 TRACE("Found light: %p\n", lightInfo);
2538 /* Special case - enabling an undefined light creates one with a strict set of parms! */
2539 if (lightInfo == NULL) {
2541 TRACE("Light enabled requested but light not defined, so defining one!\n");
2542 IWineD3DDeviceImpl_SetLight(iface, Index, &WINED3D_default_light);
2544 /* Search for it again! Should be fairly quick as near head of list */
2545 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
2546 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2547 if(lightInfo->OriginalIndex == Index) break;
2548 lightInfo = NULL;
2550 if (lightInfo == NULL) {
2551 FIXME("Adding default lights has failed dismally\n");
2552 return WINED3DERR_INVALIDCALL;
2556 lightInfo->enabledChanged = TRUE;
2557 if(!Enable) {
2558 if(lightInfo->glIndex != -1) {
2559 if(!This->isRecordingState) {
2560 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(lightInfo->glIndex));
2563 This->stateBlock->activeLights[lightInfo->glIndex] = NULL;
2564 lightInfo->glIndex = -1;
2565 } else {
2566 TRACE("Light already disabled, nothing to do\n");
2568 } else {
2569 if (lightInfo->glIndex != -1) {
2570 /* nop */
2571 TRACE("Nothing to do as light was enabled\n");
2572 } else {
2573 int i;
2574 /* Find a free gl light */
2575 for(i = 0; i < This->maxConcurrentLights; i++) {
2576 if(This->stateBlock->activeLights[i] == NULL) {
2577 This->stateBlock->activeLights[i] = lightInfo;
2578 lightInfo->glIndex = i;
2579 break;
2582 if(lightInfo->glIndex == -1) {
2583 ERR("Too many concurrently active lights\n");
2584 return WINED3DERR_INVALIDCALL;
2587 /* i == lightInfo->glIndex */
2588 if(!This->isRecordingState) {
2589 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
2594 return WINED3D_OK;
2597 static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
2599 PLIGHTINFOEL *lightInfo = NULL;
2600 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2601 struct list *e;
2602 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2603 TRACE("(%p) : for idx(%d)\n", This, Index);
2605 LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi]) {
2606 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2607 if(lightInfo->OriginalIndex == Index) break;
2608 lightInfo = NULL;
2611 if (lightInfo == NULL) {
2612 TRACE("Light enabled state requested but light not defined\n");
2613 return WINED3DERR_INVALIDCALL;
2615 /* true is 128 according to SetLightEnable */
2616 *pEnable = lightInfo->glIndex != -1 ? 128 : 0;
2617 return WINED3D_OK;
2620 /*****
2621 * Get / Set Clip Planes
2622 *****/
2623 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
2624 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2625 TRACE("(%p) : for idx %d, %p\n", This, Index, pPlane);
2627 /* Validate Index */
2628 if (Index >= GL_LIMITS(clipplanes)) {
2629 TRACE("Application has requested clipplane this device doesn't support\n");
2630 return WINED3DERR_INVALIDCALL;
2633 This->updateStateBlock->changed.clipplane[Index] = TRUE;
2634 This->updateStateBlock->set.clipplane[Index] = TRUE;
2636 if(This->updateStateBlock->clipplane[Index][0] == pPlane[0] &&
2637 This->updateStateBlock->clipplane[Index][1] == pPlane[1] &&
2638 This->updateStateBlock->clipplane[Index][2] == pPlane[2] &&
2639 This->updateStateBlock->clipplane[Index][3] == pPlane[3]) {
2640 TRACE("Application is setting old values over, nothing to do\n");
2641 return WINED3D_OK;
2644 This->updateStateBlock->clipplane[Index][0] = pPlane[0];
2645 This->updateStateBlock->clipplane[Index][1] = pPlane[1];
2646 This->updateStateBlock->clipplane[Index][2] = pPlane[2];
2647 This->updateStateBlock->clipplane[Index][3] = pPlane[3];
2649 /* Handle recording of state blocks */
2650 if (This->isRecordingState) {
2651 TRACE("Recording... not performing anything\n");
2652 return WINED3D_OK;
2655 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_CLIPPLANE(Index));
2657 return WINED3D_OK;
2660 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
2661 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2662 TRACE("(%p) : for idx %d\n", This, Index);
2664 /* Validate Index */
2665 if (Index >= GL_LIMITS(clipplanes)) {
2666 TRACE("Application has requested clipplane this device doesn't support\n");
2667 return WINED3DERR_INVALIDCALL;
2670 pPlane[0] = This->stateBlock->clipplane[Index][0];
2671 pPlane[1] = This->stateBlock->clipplane[Index][1];
2672 pPlane[2] = This->stateBlock->clipplane[Index][2];
2673 pPlane[3] = This->stateBlock->clipplane[Index][3];
2674 return WINED3D_OK;
2677 /*****
2678 * Get / Set Clip Plane Status
2679 * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
2680 *****/
2681 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
2682 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2683 FIXME("(%p) : stub\n", This);
2684 if (NULL == pClipStatus) {
2685 return WINED3DERR_INVALIDCALL;
2687 This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
2688 This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
2689 return WINED3D_OK;
2692 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
2693 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2694 FIXME("(%p) : stub\n", This);
2695 if (NULL == pClipStatus) {
2696 return WINED3DERR_INVALIDCALL;
2698 pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
2699 pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
2700 return WINED3D_OK;
2703 /*****
2704 * Get / Set Material
2705 *****/
2706 static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
2707 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2709 This->updateStateBlock->changed.material = TRUE;
2710 This->updateStateBlock->set.material = TRUE;
2711 memcpy(&This->updateStateBlock->material, pMaterial, sizeof(WINED3DMATERIAL));
2713 /* Handle recording of state blocks */
2714 if (This->isRecordingState) {
2715 TRACE("Recording... not performing anything\n");
2716 return WINED3D_OK;
2719 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
2720 return WINED3D_OK;
2723 static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
2724 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2725 memcpy(pMaterial, &This->updateStateBlock->material, sizeof (WINED3DMATERIAL));
2726 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2727 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2728 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2729 pMaterial->Ambient.b, pMaterial->Ambient.a);
2730 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2731 pMaterial->Specular.b, pMaterial->Specular.a);
2732 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2733 pMaterial->Emissive.b, pMaterial->Emissive.a);
2734 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2736 return WINED3D_OK;
2739 /*****
2740 * Get / Set Indices
2741 *****/
2742 static HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData) {
2743 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2744 IWineD3DIndexBuffer *oldIdxs;
2746 TRACE("(%p) : Setting to %p\n", This, pIndexData);
2747 oldIdxs = This->updateStateBlock->pIndexData;
2749 This->updateStateBlock->changed.indices = TRUE;
2750 This->updateStateBlock->set.indices = TRUE;
2751 This->updateStateBlock->pIndexData = pIndexData;
2753 /* Handle recording of state blocks */
2754 if (This->isRecordingState) {
2755 TRACE("Recording... not performing anything\n");
2756 return WINED3D_OK;
2759 if(oldIdxs != pIndexData) {
2760 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
2762 return WINED3D_OK;
2765 static HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData) {
2766 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2768 *ppIndexData = This->stateBlock->pIndexData;
2770 /* up ref count on ppindexdata */
2771 if (*ppIndexData) {
2772 IWineD3DIndexBuffer_AddRef(*ppIndexData);
2773 TRACE("(%p) index data set to %p\n", This, ppIndexData);
2774 }else{
2775 TRACE("(%p) No index data set\n", This);
2777 TRACE("Returning %p\n", *ppIndexData);
2779 return WINED3D_OK;
2782 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2783 static HRESULT WINAPI IWineD3DDeviceImpl_SetBaseVertexIndex(IWineD3DDevice *iface, UINT BaseIndex) {
2784 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2785 TRACE("(%p)->(%d)\n", This, BaseIndex);
2787 if(This->updateStateBlock->baseVertexIndex == BaseIndex) {
2788 TRACE("Application is setting the old value over, nothing to do\n");
2789 return WINED3D_OK;
2792 This->updateStateBlock->baseVertexIndex = BaseIndex;
2794 if (This->isRecordingState) {
2795 TRACE("Recording... not performing anything\n");
2796 return WINED3D_OK;
2798 /* The base vertex index affects the stream sources */
2799 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2800 return WINED3D_OK;
2803 static HRESULT WINAPI IWineD3DDeviceImpl_GetBaseVertexIndex(IWineD3DDevice *iface, UINT* base_index) {
2804 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2805 TRACE("(%p) : base_index %p\n", This, base_index);
2807 *base_index = This->stateBlock->baseVertexIndex;
2809 TRACE("Returning %u\n", *base_index);
2811 return WINED3D_OK;
2814 /*****
2815 * Get / Set Viewports
2816 *****/
2817 static HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
2818 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2820 TRACE("(%p)\n", This);
2821 This->updateStateBlock->changed.viewport = TRUE;
2822 This->updateStateBlock->set.viewport = TRUE;
2823 memcpy(&This->updateStateBlock->viewport, pViewport, sizeof(WINED3DVIEWPORT));
2825 /* Handle recording of state blocks */
2826 if (This->isRecordingState) {
2827 TRACE("Recording... not performing anything\n");
2828 return WINED3D_OK;
2831 TRACE("(%p) : x=%d, y=%d, wid=%d, hei=%d, minz=%f, maxz=%f\n", This,
2832 pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
2834 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
2835 return WINED3D_OK;
2839 static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
2840 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2841 TRACE("(%p)\n", This);
2842 memcpy(pViewport, &This->stateBlock->viewport, sizeof(WINED3DVIEWPORT));
2843 return WINED3D_OK;
2846 /*****
2847 * Get / Set Render States
2848 * TODO: Verify against dx9 definitions
2849 *****/
2850 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) {
2852 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2853 DWORD oldValue = This->stateBlock->renderState[State];
2855 TRACE("(%p)->state = %s(%d), value = %d\n", This, debug_d3drenderstate(State), State, Value);
2857 This->updateStateBlock->changed.renderState[State] = TRUE;
2858 This->updateStateBlock->set.renderState[State] = TRUE;
2859 This->updateStateBlock->renderState[State] = Value;
2861 /* Handle recording of state blocks */
2862 if (This->isRecordingState) {
2863 TRACE("Recording... not performing anything\n");
2864 return WINED3D_OK;
2867 /* Compared here and not before the assignment to allow proper stateblock recording */
2868 if(Value == oldValue) {
2869 TRACE("Application is setting the old value over, nothing to do\n");
2870 } else {
2871 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(State));
2874 return WINED3D_OK;
2877 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD *pValue) {
2878 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2879 TRACE("(%p) for State %d = %d\n", This, State, This->stateBlock->renderState[State]);
2880 *pValue = This->stateBlock->renderState[State];
2881 return WINED3D_OK;
2884 /*****
2885 * Get / Set Sampler States
2886 * TODO: Verify against dx9 definitions
2887 *****/
2889 static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
2890 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2891 DWORD oldValue;
2893 TRACE("(%p) : Sampler %#x, Type %s (%#x), Value %#x\n",
2894 This, Sampler, debug_d3dsamplerstate(Type), Type, Value);
2896 if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
2897 Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2901 * SetSampler is designed to allow for more than the standard up to 8 textures
2902 * and Geforce has stopped supporting more than 6 standard textures in openGL.
2903 * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
2905 * http://developer.nvidia.com/object/General_FAQ.html#t6
2907 * There are two new settings for GForce
2908 * the sampler one:
2909 * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
2910 * and the texture one:
2911 * GL_MAX_TEXTURE_COORDS_ARB.
2912 * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
2913 ******************/
2915 oldValue = This->stateBlock->samplerState[Sampler][Type];
2916 This->updateStateBlock->samplerState[Sampler][Type] = Value;
2917 This->updateStateBlock->set.samplerState[Sampler][Type] = Value;
2918 This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
2920 /* Handle recording of state blocks */
2921 if (This->isRecordingState) {
2922 TRACE("Recording... not performing anything\n");
2923 return WINED3D_OK;
2926 if(oldValue == Value) {
2927 TRACE("Application is setting the old value over, nothing to do\n");
2928 return WINED3D_OK;
2931 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Sampler));
2933 return WINED3D_OK;
2936 static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
2937 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2939 TRACE("(%p) : Sampler %#x, Type %s (%#x)\n",
2940 This, Sampler, debug_d3dsamplerstate(Type), Type);
2942 if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
2943 Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2946 *Value = This->stateBlock->samplerState[Sampler][Type];
2947 TRACE("(%p) : Returning %#x\n", This, *Value);
2949 return WINED3D_OK;
2952 static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
2953 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2955 This->updateStateBlock->set.scissorRect = TRUE;
2956 This->updateStateBlock->changed.scissorRect = TRUE;
2957 if(EqualRect(&This->updateStateBlock->scissorRect, pRect)) {
2958 TRACE("App is setting the old scissor rectangle over, nothing to do\n");
2959 return WINED3D_OK;
2961 CopyRect(&This->updateStateBlock->scissorRect, pRect);
2963 if(This->isRecordingState) {
2964 TRACE("Recording... not performing anything\n");
2965 return WINED3D_OK;
2968 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
2970 return WINED3D_OK;
2973 static HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
2974 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2976 memcpy(pRect, &This->updateStateBlock->scissorRect, sizeof(pRect));
2977 TRACE("(%p)Returning a Scissor Rect of %d:%d-%d:%d\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
2978 return WINED3D_OK;
2981 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
2982 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2983 IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
2985 TRACE("(%p) : pDecl=%p\n", This, pDecl);
2987 This->updateStateBlock->vertexDecl = pDecl;
2988 This->updateStateBlock->changed.vertexDecl = TRUE;
2989 This->updateStateBlock->set.vertexDecl = TRUE;
2991 if (This->isRecordingState) {
2992 TRACE("Recording... not performing anything\n");
2993 return WINED3D_OK;
2994 } else if(pDecl == oldDecl) {
2995 /* Checked after the assignment to allow proper stateblock recording */
2996 TRACE("Application is setting the old declaration over, nothing to do\n");
2997 return WINED3D_OK;
3000 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
3001 return WINED3D_OK;
3004 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
3005 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3007 TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
3009 *ppDecl = This->stateBlock->vertexDecl;
3010 if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
3011 return WINED3D_OK;
3014 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
3015 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3016 IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
3018 This->updateStateBlock->vertexShader = pShader;
3019 This->updateStateBlock->changed.vertexShader = TRUE;
3020 This->updateStateBlock->set.vertexShader = TRUE;
3022 if (This->isRecordingState) {
3023 TRACE("Recording... not performing anything\n");
3024 return WINED3D_OK;
3025 } else if(oldShader == pShader) {
3026 /* Checked here to allow proper stateblock recording */
3027 TRACE("App is setting the old shader over, nothing to do\n");
3028 return WINED3D_OK;
3031 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3033 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER);
3035 return WINED3D_OK;
3038 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
3039 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3041 if (NULL == ppShader) {
3042 return WINED3DERR_INVALIDCALL;
3044 *ppShader = This->stateBlock->vertexShader;
3045 if( NULL != *ppShader)
3046 IWineD3DVertexShader_AddRef(*ppShader);
3048 TRACE("(%p) : returning %p\n", This, *ppShader);
3049 return WINED3D_OK;
3052 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
3053 IWineD3DDevice *iface,
3054 UINT start,
3055 CONST BOOL *srcData,
3056 UINT count) {
3058 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3059 int i, cnt = min(count, MAX_CONST_B - start);
3061 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3062 iface, srcData, start, count);
3064 if (srcData == NULL || cnt < 0)
3065 return WINED3DERR_INVALIDCALL;
3067 memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3068 for (i = 0; i < cnt; i++)
3069 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3071 for (i = start; i < cnt + start; ++i) {
3072 This->updateStateBlock->changed.vertexShaderConstantsB[i] = TRUE;
3073 This->updateStateBlock->set.vertexShaderConstantsB[i] = TRUE;
3076 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3078 return WINED3D_OK;
3081 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(
3082 IWineD3DDevice *iface,
3083 UINT start,
3084 BOOL *dstData,
3085 UINT count) {
3087 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3088 int cnt = min(count, MAX_CONST_B - start);
3090 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3091 iface, dstData, start, count);
3093 if (dstData == NULL || cnt < 0)
3094 return WINED3DERR_INVALIDCALL;
3096 memcpy(dstData, &This->stateBlock->vertexShaderConstantB[start], cnt * sizeof(BOOL));
3097 return WINED3D_OK;
3100 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
3101 IWineD3DDevice *iface,
3102 UINT start,
3103 CONST int *srcData,
3104 UINT count) {
3106 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3107 int i, cnt = min(count, MAX_CONST_I - start);
3109 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3110 iface, srcData, start, count);
3112 if (srcData == NULL || cnt < 0)
3113 return WINED3DERR_INVALIDCALL;
3115 memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3116 for (i = 0; i < cnt; i++)
3117 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3118 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3120 for (i = start; i < cnt + start; ++i) {
3121 This->updateStateBlock->changed.vertexShaderConstantsI[i] = TRUE;
3122 This->updateStateBlock->set.vertexShaderConstantsI[i] = TRUE;
3125 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3127 return WINED3D_OK;
3130 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
3131 IWineD3DDevice *iface,
3132 UINT start,
3133 int *dstData,
3134 UINT count) {
3136 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3137 int cnt = min(count, MAX_CONST_I - start);
3139 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3140 iface, dstData, start, count);
3142 if (dstData == NULL || ((signed int) MAX_CONST_I - (signed int) start) <= (signed int) 0)
3143 return WINED3DERR_INVALIDCALL;
3145 memcpy(dstData, &This->stateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3146 return WINED3D_OK;
3149 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
3150 IWineD3DDevice *iface,
3151 UINT start,
3152 CONST float *srcData,
3153 UINT count) {
3155 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3156 int i;
3158 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3159 iface, srcData, start, count);
3161 /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
3162 if (srcData == NULL || start + count > GL_LIMITS(vshader_constantsF) || start > GL_LIMITS(vshader_constantsF))
3163 return WINED3DERR_INVALIDCALL;
3165 memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
3166 if(TRACE_ON(d3d)) {
3167 for (i = 0; i < count; i++)
3168 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3169 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3172 for (i = start; i < count + start; ++i) {
3173 if (!This->updateStateBlock->set.vertexShaderConstantsF[i]) {
3174 constants_entry *ptr = LIST_ENTRY(list_head(&This->updateStateBlock->set_vconstantsF), constants_entry, entry);
3175 if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx)) {
3176 ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
3177 list_add_head(&This->updateStateBlock->set_vconstantsF, &ptr->entry);
3179 ptr->idx[ptr->count++] = i;
3180 This->updateStateBlock->set.vertexShaderConstantsF[i] = TRUE;
3182 This->updateStateBlock->changed.vertexShaderConstantsF[i] = TRUE;
3185 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3187 return WINED3D_OK;
3190 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
3191 IWineD3DDevice *iface,
3192 UINT start,
3193 float *dstData,
3194 UINT count) {
3196 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3197 int cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
3199 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3200 iface, dstData, start, count);
3202 if (dstData == NULL || cnt < 0)
3203 return WINED3DERR_INVALIDCALL;
3205 memcpy(dstData, &This->stateBlock->vertexShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3206 return WINED3D_OK;
3209 static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage) {
3210 DWORD i;
3211 for(i = 0; i < WINED3D_HIGHEST_TEXTURE_STATE; i++) {
3212 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, i));
3216 static void device_map_stage(IWineD3DDeviceImpl *This, int stage, int unit) {
3217 int i = This->rev_tex_unit_map[unit];
3218 int j = This->texUnitMap[stage];
3220 This->texUnitMap[stage] = unit;
3221 if (i != -1 && i != stage) {
3222 This->texUnitMap[i] = -1;
3225 This->rev_tex_unit_map[unit] = stage;
3226 if (j != -1 && j != unit) {
3227 This->rev_tex_unit_map[j] = -1;
3231 static void device_update_fixed_function_usage_map(IWineD3DDeviceImpl *This) {
3232 int i;
3234 for (i = 0; i < MAX_TEXTURES; ++i) {
3235 WINED3DTEXTUREOP color_op = This->stateBlock->textureState[i][WINED3DTSS_COLOROP];
3236 WINED3DTEXTUREOP alpha_op = This->stateBlock->textureState[i][WINED3DTSS_ALPHAOP];
3237 DWORD color_arg1 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
3238 DWORD color_arg2 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
3239 DWORD color_arg3 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
3240 DWORD alpha_arg1 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
3241 DWORD alpha_arg2 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
3242 DWORD alpha_arg3 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
3244 if (color_op == WINED3DTOP_DISABLE) {
3245 /* Not used, and disable higher stages */
3246 while (i < MAX_TEXTURES) {
3247 This->fixed_function_usage_map[i] = FALSE;
3248 ++i;
3250 break;
3253 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
3254 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
3255 || ((color_arg3 == WINED3DTA_TEXTURE) && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
3256 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
3257 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
3258 || ((alpha_arg3 == WINED3DTA_TEXTURE) && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP))) {
3259 This->fixed_function_usage_map[i] = TRUE;
3260 } else {
3261 This->fixed_function_usage_map[i] = FALSE;
3264 if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1) {
3265 This->fixed_function_usage_map[i+1] = TRUE;
3270 static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
3271 int i, tex;
3273 device_update_fixed_function_usage_map(This);
3275 if (!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->lowest_disabled_stage <= GL_LIMITS(textures)) {
3276 for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
3277 if (!This->fixed_function_usage_map[i]) continue;
3279 if (This->texUnitMap[i] != i) {
3280 device_map_stage(This, i, i);
3281 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3282 markTextureStagesDirty(This, i);
3285 return;
3288 /* Now work out the mapping */
3289 tex = 0;
3290 for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
3291 if (!This->fixed_function_usage_map[i]) continue;
3293 if (This->texUnitMap[i] != tex) {
3294 device_map_stage(This, i, tex);
3295 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3296 markTextureStagesDirty(This, i);
3299 ++tex;
3303 static void device_map_psamplers(IWineD3DDeviceImpl *This) {
3304 DWORD *sampler_tokens = ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.reg_maps.samplers;
3305 int i;
3307 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3308 if (sampler_tokens[i] && This->texUnitMap[i] != i) {
3309 device_map_stage(This, i, i);
3310 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3311 if (i < MAX_TEXTURES) {
3312 markTextureStagesDirty(This, i);
3318 static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, DWORD *pshader_sampler_tokens, DWORD *vshader_sampler_tokens, int unit) {
3319 int current_mapping = This->rev_tex_unit_map[unit];
3321 if (current_mapping == -1) {
3322 /* Not currently used */
3323 return TRUE;
3326 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
3327 /* Used by a fragment sampler */
3329 if (!pshader_sampler_tokens) {
3330 /* No pixel shader, check fixed function */
3331 return current_mapping >= MAX_TEXTURES || !This->fixed_function_usage_map[current_mapping];
3334 /* Pixel shader, check the shader's sampler map */
3335 return !pshader_sampler_tokens[current_mapping];
3338 /* Used by a vertex sampler */
3339 return !vshader_sampler_tokens[current_mapping];
3342 static void device_map_vsamplers(IWineD3DDeviceImpl *This, BOOL ps) {
3343 DWORD *vshader_sampler_tokens = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.reg_maps.samplers;
3344 DWORD *pshader_sampler_tokens = NULL;
3345 int start = GL_LIMITS(combined_samplers) - 1;
3346 int i;
3348 if (ps) {
3349 IWineD3DPixelShaderImpl *pshader = (IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader;
3351 /* Make sure the shader's reg_maps are up to date. This is only relevant for 1.x pixelshaders. */
3352 IWineD3DPixelShader_CompileShader((IWineD3DPixelShader *)pshader);
3353 pshader_sampler_tokens = pshader->baseShader.reg_maps.samplers;
3356 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
3357 int vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
3358 if (vshader_sampler_tokens[i]) {
3359 if (This->texUnitMap[vsampler_idx] != -1) {
3360 /* Already mapped somewhere */
3361 continue;
3364 while (start >= 0) {
3365 if (device_unit_free_for_vs(This, pshader_sampler_tokens, vshader_sampler_tokens, start)) {
3366 device_map_stage(This, vsampler_idx, start);
3367 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(vsampler_idx));
3369 --start;
3370 break;
3373 --start;
3379 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
3380 BOOL vs = use_vs(This);
3381 BOOL ps = use_ps(This);
3383 * Rules are:
3384 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
3385 * that would be really messy and require shader recompilation
3386 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
3387 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
3389 if (ps) {
3390 device_map_psamplers(This);
3391 } else {
3392 device_map_fixed_function_samplers(This);
3395 if (vs) {
3396 device_map_vsamplers(This, ps);
3400 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
3401 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3402 IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
3403 This->updateStateBlock->pixelShader = pShader;
3404 This->updateStateBlock->changed.pixelShader = TRUE;
3405 This->updateStateBlock->set.pixelShader = TRUE;
3407 /* Handle recording of state blocks */
3408 if (This->isRecordingState) {
3409 TRACE("Recording... not performing anything\n");
3412 if (This->isRecordingState) {
3413 TRACE("Recording... not performing anything\n");
3414 return WINED3D_OK;
3417 if(pShader == oldShader) {
3418 TRACE("App is setting the old pixel shader over, nothing to do\n");
3419 return WINED3D_OK;
3422 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3423 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
3425 return WINED3D_OK;
3428 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
3429 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3431 if (NULL == ppShader) {
3432 WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
3433 return WINED3DERR_INVALIDCALL;
3436 *ppShader = This->stateBlock->pixelShader;
3437 if (NULL != *ppShader) {
3438 IWineD3DPixelShader_AddRef(*ppShader);
3440 TRACE("(%p) : returning %p\n", This, *ppShader);
3441 return WINED3D_OK;
3444 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
3445 IWineD3DDevice *iface,
3446 UINT start,
3447 CONST BOOL *srcData,
3448 UINT count) {
3450 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3451 int i, cnt = min(count, MAX_CONST_B - start);
3453 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3454 iface, srcData, start, count);
3456 if (srcData == NULL || cnt < 0)
3457 return WINED3DERR_INVALIDCALL;
3459 memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3460 for (i = 0; i < cnt; i++)
3461 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3463 for (i = start; i < cnt + start; ++i) {
3464 This->updateStateBlock->changed.pixelShaderConstantsB[i] = TRUE;
3465 This->updateStateBlock->set.pixelShaderConstantsB[i] = TRUE;
3468 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3470 return WINED3D_OK;
3473 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
3474 IWineD3DDevice *iface,
3475 UINT start,
3476 BOOL *dstData,
3477 UINT count) {
3479 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3480 int cnt = min(count, MAX_CONST_B - start);
3482 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3483 iface, dstData, start, count);
3485 if (dstData == NULL || cnt < 0)
3486 return WINED3DERR_INVALIDCALL;
3488 memcpy(dstData, &This->stateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
3489 return WINED3D_OK;
3492 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
3493 IWineD3DDevice *iface,
3494 UINT start,
3495 CONST int *srcData,
3496 UINT count) {
3498 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3499 int i, cnt = min(count, MAX_CONST_I - start);
3501 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3502 iface, srcData, start, count);
3504 if (srcData == NULL || cnt < 0)
3505 return WINED3DERR_INVALIDCALL;
3507 memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3508 for (i = 0; i < cnt; i++)
3509 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3510 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3512 for (i = start; i < cnt + start; ++i) {
3513 This->updateStateBlock->changed.pixelShaderConstantsI[i] = TRUE;
3514 This->updateStateBlock->set.pixelShaderConstantsI[i] = TRUE;
3517 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3519 return WINED3D_OK;
3522 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
3523 IWineD3DDevice *iface,
3524 UINT start,
3525 int *dstData,
3526 UINT count) {
3528 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3529 int cnt = min(count, MAX_CONST_I - start);
3531 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3532 iface, dstData, start, count);
3534 if (dstData == NULL || cnt < 0)
3535 return WINED3DERR_INVALIDCALL;
3537 memcpy(dstData, &This->stateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3538 return WINED3D_OK;
3541 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
3542 IWineD3DDevice *iface,
3543 UINT start,
3544 CONST float *srcData,
3545 UINT count) {
3547 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3548 int i;
3550 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3551 iface, srcData, start, count);
3553 /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
3554 if (srcData == NULL || start + count > GL_LIMITS(pshader_constantsF) || start > GL_LIMITS(pshader_constantsF))
3555 return WINED3DERR_INVALIDCALL;
3557 memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
3558 if(TRACE_ON(d3d)) {
3559 for (i = 0; i < count; i++)
3560 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3561 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3564 for (i = start; i < count + start; ++i) {
3565 if (!This->updateStateBlock->set.pixelShaderConstantsF[i]) {
3566 constants_entry *ptr = LIST_ENTRY(list_head(&This->updateStateBlock->set_pconstantsF), constants_entry, entry);
3567 if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx)) {
3568 ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
3569 list_add_head(&This->updateStateBlock->set_pconstantsF, &ptr->entry);
3571 ptr->idx[ptr->count++] = i;
3572 This->updateStateBlock->set.pixelShaderConstantsF[i] = TRUE;
3574 This->updateStateBlock->changed.pixelShaderConstantsF[i] = TRUE;
3577 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3579 return WINED3D_OK;
3582 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
3583 IWineD3DDevice *iface,
3584 UINT start,
3585 float *dstData,
3586 UINT count) {
3588 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3589 int cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
3591 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3592 iface, dstData, start, count);
3594 if (dstData == NULL || cnt < 0)
3595 return WINED3DERR_INVALIDCALL;
3597 memcpy(dstData, &This->stateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3598 return WINED3D_OK;
3601 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3602 static HRESULT
3603 process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount, WineDirect3DVertexStridedData *lpStrideData, IWineD3DVertexBufferImpl *dest, DWORD dwFlags) {
3604 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3605 unsigned int i;
3606 DWORD DestFVF = dest->fvf;
3607 WINED3DVIEWPORT vp;
3608 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3609 BOOL doClip;
3610 int numTextures;
3612 if (lpStrideData->u.s.normal.lpData) {
3613 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3616 if (lpStrideData->u.s.position.lpData == NULL) {
3617 ERR("Source has no position mask\n");
3618 return WINED3DERR_INVALIDCALL;
3621 /* We might access VBOs from this code, so hold the lock */
3622 ENTER_GL();
3624 if (dest->resource.allocatedMemory == NULL) {
3625 /* This may happen if we do direct locking into a vbo. Unlikely,
3626 * but theoretically possible(ddraw processvertices test)
3628 dest->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, dest->resource.size);
3629 if(!dest->resource.allocatedMemory) {
3630 LEAVE_GL();
3631 ERR("Out of memory\n");
3632 return E_OUTOFMEMORY;
3634 if(dest->vbo) {
3635 void *src;
3636 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
3637 checkGLcall("glBindBufferARB");
3638 src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
3639 if(src) {
3640 memcpy(dest->resource.allocatedMemory, src, dest->resource.size);
3642 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
3643 checkGLcall("glUnmapBufferARB");
3647 /* Get a pointer into the destination vbo(create one if none exists) and
3648 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3650 if(!dest->vbo && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3651 CreateVBO(dest);
3654 if(dest->vbo) {
3655 unsigned char extrabytes = 0;
3656 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3657 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3658 * this may write 4 extra bytes beyond the area that should be written
3660 if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3661 dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3662 if(!dest_conv_addr) {
3663 ERR("Out of memory\n");
3664 /* Continue without storing converted vertices */
3666 dest_conv = dest_conv_addr;
3669 /* Should I clip?
3670 * a) WINED3DRS_CLIPPING is enabled
3671 * b) WINED3DVOP_CLIP is passed
3673 if(This->stateBlock->renderState[WINED3DRS_CLIPPING]) {
3674 static BOOL warned = FALSE;
3676 * The clipping code is not quite correct. Some things need
3677 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3678 * so disable clipping for now.
3679 * (The graphics in Half-Life are broken, and my processvertices
3680 * test crashes with IDirect3DDevice3)
3681 doClip = TRUE;
3683 doClip = FALSE;
3684 if(!warned) {
3685 warned = TRUE;
3686 FIXME("Clipping is broken and disabled for now\n");
3688 } else doClip = FALSE;
3689 dest_ptr = ((char *) dest->resource.allocatedMemory) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3691 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3692 WINED3DTS_VIEW,
3693 &view_mat);
3694 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3695 WINED3DTS_PROJECTION,
3696 &proj_mat);
3697 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3698 WINED3DTS_WORLDMATRIX(0),
3699 &world_mat);
3701 TRACE("View mat:\n");
3702 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);
3703 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);
3704 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);
3705 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);
3707 TRACE("Proj mat:\n");
3708 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);
3709 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);
3710 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);
3711 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);
3713 TRACE("World mat:\n");
3714 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);
3715 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);
3716 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);
3717 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);
3719 /* Get the viewport */
3720 IWineD3DDevice_GetViewport( (IWineD3DDevice *) This, &vp);
3721 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
3722 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
3724 multiply_matrix(&mat,&view_mat,&world_mat);
3725 multiply_matrix(&mat,&proj_mat,&mat);
3727 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3729 for (i = 0; i < dwCount; i+= 1) {
3730 unsigned int tex_index;
3732 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3733 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3734 /* The position first */
3735 float *p =
3736 (float *) (((char *) lpStrideData->u.s.position.lpData) + i * lpStrideData->u.s.position.dwStride);
3737 float x, y, z, rhw;
3738 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3740 /* Multiplication with world, view and projection matrix */
3741 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);
3742 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);
3743 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);
3744 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);
3746 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3748 /* WARNING: The following things are taken from d3d7 and were not yet checked
3749 * against d3d8 or d3d9!
3752 /* Clipping conditions: From
3753 * http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/fixedfunction/viewportsclipping/clippingvolumes.asp
3755 * A vertex is clipped if it does not match the following requirements
3756 * -rhw < x <= rhw
3757 * -rhw < y <= rhw
3758 * 0 < z <= rhw
3759 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3761 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3762 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3766 if( !doClip ||
3767 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3768 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3769 ( rhw > eps ) ) ) {
3771 /* "Normal" viewport transformation (not clipped)
3772 * 1) The values are divided by rhw
3773 * 2) The y axis is negative, so multiply it with -1
3774 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3775 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3776 * 4) Multiply x with Width/2 and add Width/2
3777 * 5) The same for the height
3778 * 6) Add the viewpoint X and Y to the 2D coordinates and
3779 * The minimum Z value to z
3780 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3782 * Well, basically it's simply a linear transformation into viewport
3783 * coordinates
3786 x /= rhw;
3787 y /= rhw;
3788 z /= rhw;
3790 y *= -1;
3792 x *= vp.Width / 2;
3793 y *= vp.Height / 2;
3794 z *= vp.MaxZ - vp.MinZ;
3796 x += vp.Width / 2 + vp.X;
3797 y += vp.Height / 2 + vp.Y;
3798 z += vp.MinZ;
3800 rhw = 1 / rhw;
3801 } else {
3802 /* That vertex got clipped
3803 * Contrary to OpenGL it is not dropped completely, it just
3804 * undergoes a different calculation.
3806 TRACE("Vertex got clipped\n");
3807 x += rhw;
3808 y += rhw;
3810 x /= 2;
3811 y /= 2;
3813 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3814 * outside of the main vertex buffer memory. That needs some more
3815 * investigation...
3819 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3822 ( (float *) dest_ptr)[0] = x;
3823 ( (float *) dest_ptr)[1] = y;
3824 ( (float *) dest_ptr)[2] = z;
3825 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3827 dest_ptr += 3 * sizeof(float);
3829 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3830 dest_ptr += sizeof(float);
3833 if(dest_conv) {
3834 float w = 1 / rhw;
3835 ( (float *) dest_conv)[0] = x * w;
3836 ( (float *) dest_conv)[1] = y * w;
3837 ( (float *) dest_conv)[2] = z * w;
3838 ( (float *) dest_conv)[3] = w;
3840 dest_conv += 3 * sizeof(float);
3842 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3843 dest_conv += sizeof(float);
3847 if (DestFVF & WINED3DFVF_PSIZE) {
3848 dest_ptr += sizeof(DWORD);
3849 if(dest_conv) dest_conv += sizeof(DWORD);
3851 if (DestFVF & WINED3DFVF_NORMAL) {
3852 float *normal =
3853 (float *) (((float *) lpStrideData->u.s.normal.lpData) + i * lpStrideData->u.s.normal.dwStride);
3854 /* AFAIK this should go into the lighting information */
3855 FIXME("Didn't expect the destination to have a normal\n");
3856 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3857 if(dest_conv) {
3858 copy_and_next(dest_conv, normal, 3 * sizeof(float));
3862 if (DestFVF & WINED3DFVF_DIFFUSE) {
3863 DWORD *color_d =
3864 (DWORD *) (((char *) lpStrideData->u.s.diffuse.lpData) + i * lpStrideData->u.s.diffuse.dwStride);
3865 if(!color_d) {
3866 static BOOL warned = FALSE;
3868 if(!warned) {
3869 ERR("No diffuse color in source, but destination has one\n");
3870 warned = TRUE;
3873 *( (DWORD *) dest_ptr) = 0xffffffff;
3874 dest_ptr += sizeof(DWORD);
3876 if(dest_conv) {
3877 *( (DWORD *) dest_conv) = 0xffffffff;
3878 dest_conv += sizeof(DWORD);
3881 else {
3882 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3883 if(dest_conv) {
3884 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
3885 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
3886 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
3887 dest_conv += sizeof(DWORD);
3892 if (DestFVF & WINED3DFVF_SPECULAR) {
3893 /* What's the color value in the feedback buffer? */
3894 DWORD *color_s =
3895 (DWORD *) (((char *) lpStrideData->u.s.specular.lpData) + i * lpStrideData->u.s.specular.dwStride);
3896 if(!color_s) {
3897 static BOOL warned = FALSE;
3899 if(!warned) {
3900 ERR("No specular color in source, but destination has one\n");
3901 warned = TRUE;
3904 *( (DWORD *) dest_ptr) = 0xFF000000;
3905 dest_ptr += sizeof(DWORD);
3907 if(dest_conv) {
3908 *( (DWORD *) dest_conv) = 0xFF000000;
3909 dest_conv += sizeof(DWORD);
3912 else {
3913 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3914 if(dest_conv) {
3915 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
3916 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
3917 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
3918 dest_conv += sizeof(DWORD);
3923 for (tex_index = 0; tex_index < numTextures; tex_index++) {
3924 float *tex_coord =
3925 (float *) (((char *) lpStrideData->u.s.texCoords[tex_index].lpData) +
3926 i * lpStrideData->u.s.texCoords[tex_index].dwStride);
3927 if(!tex_coord) {
3928 ERR("No source texture, but destination requests one\n");
3929 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3930 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3932 else {
3933 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3934 if(dest_conv) {
3935 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3941 if(dest_conv) {
3942 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
3943 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3944 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
3945 dwCount * get_flexible_vertex_size(DestFVF),
3946 dest_conv_addr));
3947 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3948 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3951 LEAVE_GL();
3953 return WINED3D_OK;
3955 #undef copy_and_next
3957 static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexDeclaration* pVertexDecl, DWORD Flags) {
3958 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3959 WineDirect3DVertexStridedData strided;
3960 BOOL vbo = FALSE, streamWasUP = This->stateBlock->streamIsUP;
3961 TRACE("(%p)->(%d,%d,%d,%p,%p,%d\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
3963 if(pVertexDecl) {
3964 ERR("Output vertex declaration not implemented yet\n");
3967 /* Need any context to write to the vbo. In a non-multithreaded environment a context is there anyway,
3968 * and this call is quite performance critical, so don't call needlessly
3970 if(This->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
3971 ENTER_GL();
3972 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
3973 LEAVE_GL();
3976 /* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
3977 * control the streamIsUP flag, thus restore it afterwards.
3979 This->stateBlock->streamIsUP = FALSE;
3980 memset(&strided, 0, sizeof(strided));
3981 primitiveDeclarationConvertToStridedData(iface, FALSE, &strided, &vbo);
3982 This->stateBlock->streamIsUP = streamWasUP;
3984 if(vbo || SrcStartIndex) {
3985 unsigned int i;
3986 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcesVerticse are
3987 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the strided structure
3989 * Also get the start index in, but only loop over all elements if there's something to add at all.
3991 #define FIXSRC(type) \
3992 if(strided.u.s.type.VBO) { \
3993 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.type.streamNo]; \
3994 strided.u.s.type.VBO = 0; \
3995 strided.u.s.type.lpData = (BYTE *) ((unsigned long) strided.u.s.type.lpData + (unsigned long) vb->resource.allocatedMemory); \
3996 ENTER_GL(); \
3997 GL_EXTCALL(glDeleteBuffersARB(1, &vb->vbo)); \
3998 vb->vbo = 0; \
3999 LEAVE_GL(); \
4001 if(strided.u.s.type.lpData) { \
4002 strided.u.s.type.lpData += strided.u.s.type.dwStride * SrcStartIndex; \
4004 FIXSRC(position);
4005 FIXSRC(blendWeights);
4006 FIXSRC(blendMatrixIndices);
4007 FIXSRC(normal);
4008 FIXSRC(pSize);
4009 FIXSRC(diffuse);
4010 FIXSRC(specular);
4011 for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) {
4012 FIXSRC(texCoords[i]);
4014 FIXSRC(position2);
4015 FIXSRC(normal2);
4016 FIXSRC(tangent);
4017 FIXSRC(binormal);
4018 FIXSRC(tessFactor);
4019 FIXSRC(fog);
4020 FIXSRC(depth);
4021 FIXSRC(sample);
4022 #undef FIXSRC
4025 return process_vertices_strided(This, DestIndex, VertexCount, &strided, (IWineD3DVertexBufferImpl *) pDestBuffer, Flags);
4028 /*****
4029 * Get / Set Texture Stage States
4030 * TODO: Verify against dx9 definitions
4031 *****/
4032 static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
4033 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4034 DWORD oldValue = This->updateStateBlock->textureState[Stage][Type];
4036 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
4038 TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
4040 if (Stage >= MAX_TEXTURES) {
4041 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring\n", Stage, MAX_TEXTURES - 1);
4042 return WINED3D_OK;
4045 This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
4046 This->updateStateBlock->set.textureState[Stage][Type] = TRUE;
4047 This->updateStateBlock->textureState[Stage][Type] = Value;
4049 if (This->isRecordingState) {
4050 TRACE("Recording... not performing anything\n");
4051 return WINED3D_OK;
4054 /* Checked after the assignments to allow proper stateblock recording */
4055 if(oldValue == Value) {
4056 TRACE("App is setting the old value over, nothing to do\n");
4057 return WINED3D_OK;
4060 if(Stage > This->stateBlock->lowest_disabled_stage &&
4061 StateTable[STATE_TEXTURESTAGE(0, Type)].representative == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP)) {
4062 /* Colorop change above lowest disabled stage? That won't change anything in the gl setup
4063 * Changes in other states are important on disabled stages too
4065 return WINED3D_OK;
4068 if(Type == WINED3DTSS_COLOROP) {
4069 int i;
4071 if(Value == WINED3DTOP_DISABLE && oldValue != WINED3DTOP_DISABLE) {
4072 /* Previously enabled stage disabled now. Make sure to dirtify all enabled stages above Stage,
4073 * they have to be disabled
4075 * The current stage is dirtified below.
4077 for(i = Stage + 1; i < This->stateBlock->lowest_disabled_stage; i++) {
4078 TRACE("Additionally dirtifying stage %d\n", i);
4079 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
4081 This->stateBlock->lowest_disabled_stage = Stage;
4082 TRACE("New lowest disabled: %d\n", Stage);
4083 } else if(Value != WINED3DTOP_DISABLE && oldValue == WINED3DTOP_DISABLE) {
4084 /* Previously disabled stage enabled. Stages above it may need enabling
4085 * stage must be lowest_disabled_stage here, if it's bigger success is returned above,
4086 * and stages below the lowest disabled stage can't be enabled(because they are enabled already).
4088 * Again stage Stage doesn't need to be dirtified here, it is handled below.
4091 for(i = Stage + 1; i < GL_LIMITS(texture_stages); i++) {
4092 if(This->updateStateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
4093 break;
4095 TRACE("Additionally dirtifying stage %d due to enable\n", i);
4096 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
4098 This->stateBlock->lowest_disabled_stage = i;
4099 TRACE("New lowest disabled: %d\n", i);
4101 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
4102 /* TODO: Built a stage -> texture unit mapping for register combiners */
4106 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, Type));
4108 return WINED3D_OK;
4111 static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
4112 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4113 TRACE("(%p) : requesting Stage %d, Type %d getting %d\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
4114 *pValue = This->updateStateBlock->textureState[Stage][Type];
4115 return WINED3D_OK;
4118 /*****
4119 * Get / Set Texture
4120 *****/
4121 static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
4122 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4123 IWineD3DBaseTexture *oldTexture;
4125 TRACE("(%p) : Stage %#x, Texture %p\n", This, Stage, pTexture);
4127 if (Stage >= WINED3DVERTEXTEXTURESAMPLER0 && Stage <= WINED3DVERTEXTEXTURESAMPLER3) {
4128 Stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
4131 oldTexture = This->updateStateBlock->textures[Stage];
4133 if(pTexture != NULL) {
4134 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH;
4136 if(((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH) {
4137 WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
4138 return WINED3DERR_INVALIDCALL;
4140 This->stateBlock->textureDimensions[Stage] = IWineD3DBaseTexture_GetTextureDimensions(pTexture);
4143 TRACE("GL_LIMITS %d\n",GL_LIMITS(sampler_stages));
4144 TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
4146 This->updateStateBlock->set.textures[Stage] = TRUE;
4147 This->updateStateBlock->changed.textures[Stage] = TRUE;
4148 TRACE("(%p) : setting new texture to %p\n", This, pTexture);
4149 This->updateStateBlock->textures[Stage] = pTexture;
4151 /* Handle recording of state blocks */
4152 if (This->isRecordingState) {
4153 TRACE("Recording... not performing anything\n");
4154 return WINED3D_OK;
4157 if(oldTexture == pTexture) {
4158 TRACE("App is setting the same texture again, nothing to do\n");
4159 return WINED3D_OK;
4162 /** NOTE: MSDN says that setTexture increases the reference count,
4163 * and the the application must set the texture back to null (or have a leaky application),
4164 * This means we should pass the refcount up to the parent
4165 *******************************/
4166 if (NULL != This->updateStateBlock->textures[Stage]) {
4167 IWineD3DBaseTextureImpl *new = (IWineD3DBaseTextureImpl *) This->updateStateBlock->textures[Stage];
4168 ULONG bindCount = InterlockedIncrement(&new->baseTexture.bindCount);
4170 IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
4171 if(oldTexture == NULL && Stage < MAX_TEXTURES) {
4172 /* The source arguments for color and alpha ops have different meanings when a NULL texture is bound,
4173 * so the COLOROP and ALPHAOP have to be dirtified.
4175 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
4176 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
4178 if(bindCount == 1) {
4179 new->baseTexture.sampler = Stage;
4181 /* More than one assignment? Doesn't matter, we only need one gl texture unit to use for uploading */
4185 if (NULL != oldTexture) {
4186 IWineD3DBaseTextureImpl *old = (IWineD3DBaseTextureImpl *) oldTexture;
4187 LONG bindCount = InterlockedDecrement(&old->baseTexture.bindCount);
4189 IWineD3DBaseTexture_Release(oldTexture);
4190 if(pTexture == NULL && Stage < MAX_TEXTURES) {
4191 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
4192 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
4195 if(bindCount && old->baseTexture.sampler == Stage) {
4196 int i;
4197 /* Have to do a search for the other sampler(s) where the texture is bound to
4198 * Shouldn't happen as long as apps bind a texture only to one stage
4200 TRACE("Searcing for other sampler / stage id where the texture is bound to\n");
4201 for(i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
4202 if(This->updateStateBlock->textures[i] == oldTexture) {
4203 old->baseTexture.sampler = i;
4204 break;
4210 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Stage));
4212 return WINED3D_OK;
4215 static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
4216 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4218 TRACE("(%p) : Stage %#x, ppTexture %p\n", This, Stage, ppTexture);
4220 if (Stage >= WINED3DVERTEXTEXTURESAMPLER0 && Stage <= WINED3DVERTEXTEXTURESAMPLER3) {
4221 Stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
4224 *ppTexture=This->stateBlock->textures[Stage];
4225 if (*ppTexture)
4226 IWineD3DBaseTexture_AddRef(*ppTexture);
4228 TRACE("(%p) : Returning %p\n", This, *ppTexture);
4230 return WINED3D_OK;
4233 /*****
4234 * Get Back Buffer
4235 *****/
4236 static HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, WINED3DBACKBUFFER_TYPE Type,
4237 IWineD3DSurface **ppBackBuffer) {
4238 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4239 IWineD3DSwapChain *swapChain;
4240 HRESULT hr;
4242 TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
4244 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
4245 if (hr == WINED3D_OK) {
4246 hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
4247 IWineD3DSwapChain_Release(swapChain);
4248 } else {
4249 *ppBackBuffer = NULL;
4251 return hr;
4254 static HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
4255 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4256 WARN("(%p) : stub, calling idirect3d for now\n", This);
4257 return IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
4260 static HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
4261 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4262 IWineD3DSwapChain *swapChain;
4263 HRESULT hr;
4265 if(iSwapChain > 0) {
4266 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
4267 if (hr == WINED3D_OK) {
4268 hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
4269 IWineD3DSwapChain_Release(swapChain);
4270 } else {
4271 FIXME("(%p) Error getting display mode\n", This);
4273 } else {
4274 /* Don't read the real display mode,
4275 but return the stored mode instead. X11 can't change the color
4276 depth, and some apps are pretty angry if they SetDisplayMode from
4277 24 to 16 bpp and find out that GetDisplayMode still returns 24 bpp
4279 Also don't relay to the swapchain because with ddraw it's possible
4280 that there isn't a swapchain at all */
4281 pMode->Width = This->ddraw_width;
4282 pMode->Height = This->ddraw_height;
4283 pMode->Format = This->ddraw_format;
4284 pMode->RefreshRate = 0;
4285 hr = WINED3D_OK;
4288 return hr;
4291 static HRESULT WINAPI IWineD3DDeviceImpl_SetHWND(IWineD3DDevice *iface, HWND hWnd) {
4292 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4293 TRACE("(%p)->(%p)\n", This, hWnd);
4295 if(This->ddraw_fullscreen) {
4296 if(This->ddraw_window && This->ddraw_window != hWnd) {
4297 IWineD3DDeviceImpl_RestoreWindow(iface, This->ddraw_window);
4299 if(hWnd && This->ddraw_window != hWnd) {
4300 IWineD3DDeviceImpl_SetupFullscreenWindow(iface, hWnd);
4304 This->ddraw_window = hWnd;
4305 return WINED3D_OK;
4308 static HRESULT WINAPI IWineD3DDeviceImpl_GetHWND(IWineD3DDevice *iface, HWND *hWnd) {
4309 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4310 TRACE("(%p)->(%p)\n", This, hWnd);
4312 *hWnd = This->ddraw_window;
4313 return WINED3D_OK;
4316 /*****
4317 * Stateblock related functions
4318 *****/
4320 static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
4321 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4322 IWineD3DStateBlockImpl *object;
4323 HRESULT temp_result;
4324 int i;
4326 TRACE("(%p)\n", This);
4328 if (This->isRecordingState) {
4329 return WINED3DERR_INVALIDCALL;
4332 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
4333 if (NULL == object ) {
4334 FIXME("(%p)Error allocating memory for stateblock\n", This);
4335 return E_OUTOFMEMORY;
4337 TRACE("(%p) created object %p\n", This, object);
4338 object->wineD3DDevice= This;
4339 /** FIXME: object->parent = parent; **/
4340 object->parent = NULL;
4341 object->blockType = WINED3DSBT_ALL;
4342 object->ref = 1;
4343 object->lpVtbl = &IWineD3DStateBlock_Vtbl;
4345 for(i = 0; i < LIGHTMAP_SIZE; i++) {
4346 list_init(&object->lightMap[i]);
4349 temp_result = allocate_shader_constants(object);
4350 if (WINED3D_OK != temp_result)
4351 return temp_result;
4353 IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
4354 This->updateStateBlock = object;
4355 This->isRecordingState = TRUE;
4357 TRACE("(%p) recording stateblock %p\n",This , object);
4358 return WINED3D_OK;
4361 static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
4362 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4364 if (!This->isRecordingState) {
4365 FIXME("(%p) not recording! returning error\n", This);
4366 *ppStateBlock = NULL;
4367 return WINED3DERR_INVALIDCALL;
4370 *ppStateBlock = (IWineD3DStateBlock*)This->updateStateBlock;
4371 This->isRecordingState = FALSE;
4372 This->updateStateBlock = This->stateBlock;
4373 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
4374 /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
4375 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
4376 return WINED3D_OK;
4379 /*****
4380 * Scene related functions
4381 *****/
4382 static HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
4383 /* At the moment we have no need for any functionality at the beginning
4384 of a scene */
4385 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4386 TRACE("(%p)\n", This);
4388 if(This->inScene) {
4389 TRACE("Already in Scene, returning WINED3DERR_INVALIDCALL\n");
4390 return WINED3DERR_INVALIDCALL;
4392 This->inScene = TRUE;
4393 return WINED3D_OK;
4396 static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
4397 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4398 TRACE("(%p)\n", This);
4400 if(!This->inScene) {
4401 TRACE("Not in scene, returning WINED3DERR_INVALIDCALL\n");
4402 return WINED3DERR_INVALIDCALL;
4405 ENTER_GL();
4406 if(This->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
4407 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4409 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4410 glFlush();
4411 checkGLcall("glFlush");
4412 LEAVE_GL();
4414 This->inScene = FALSE;
4415 return WINED3D_OK;
4418 static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
4419 CONST RECT* pSourceRect, CONST RECT* pDestRect,
4420 HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
4421 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4422 IWineD3DSwapChain *swapChain = NULL;
4423 int i;
4424 int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
4426 TRACE("(%p) Presenting the frame\n", This);
4428 for(i = 0 ; i < swapchains ; i ++) {
4430 IWineD3DDeviceImpl_GetSwapChain(iface, i , (IWineD3DSwapChain **)&swapChain);
4431 TRACE("presentinng chain %d, %p\n", i, swapChain);
4432 IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
4433 IWineD3DSwapChain_Release(swapChain);
4436 return WINED3D_OK;
4439 static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST WINED3DRECT* pRects,
4440 DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) {
4441 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4442 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)This->render_targets[0];
4444 GLbitfield glMask = 0;
4445 unsigned int i;
4446 CONST WINED3DRECT* curRect;
4448 TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Color (0x%08x), Z (%f), Stencil (%d)\n", This,
4449 Count, pRects, Flags, Color, Z, Stencil);
4451 if(Flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL) && This->stencilBufferTarget == NULL) {
4452 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4453 /* TODO: What about depth stencil buffers without stencil bits? */
4454 return WINED3DERR_INVALIDCALL;
4457 ENTER_GL();
4458 /* This is for offscreen rendering as well as for multithreading, thus activate the set render target
4459 * and not the last active one.
4462 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4463 apply_fbo_state(iface);
4466 ActivateContext(This, This->render_targets[0], CTXUSAGE_CLEAR);
4468 if (Count > 0 && pRects) {
4469 curRect = pRects;
4470 } else {
4471 curRect = NULL;
4474 /* Only set the values up once, as they are not changing */
4475 if (Flags & WINED3DCLEAR_STENCIL) {
4476 glClearStencil(Stencil);
4477 checkGLcall("glClearStencil");
4478 glMask = glMask | GL_STENCIL_BUFFER_BIT;
4479 glStencilMask(0xFFFFFFFF);
4482 if (Flags & WINED3DCLEAR_ZBUFFER) {
4483 glDepthMask(GL_TRUE);
4484 glClearDepth(Z);
4485 checkGLcall("glClearDepth");
4486 glMask = glMask | GL_DEPTH_BUFFER_BIT;
4487 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
4490 if (Flags & WINED3DCLEAR_TARGET) {
4491 TRACE("Clearing screen with glClear to color %x\n", Color);
4492 glClearColor(D3DCOLOR_R(Color),
4493 D3DCOLOR_G(Color),
4494 D3DCOLOR_B(Color),
4495 D3DCOLOR_A(Color));
4496 checkGLcall("glClearColor");
4498 /* Clear ALL colors! */
4499 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
4500 glMask = glMask | GL_COLOR_BUFFER_BIT;
4503 if (!curRect) {
4504 /* In drawable flag is set below */
4506 glScissor(This->stateBlock->viewport.X,
4507 (((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height -
4508 (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
4509 This->stateBlock->viewport.Width,
4510 This->stateBlock->viewport.Height);
4511 checkGLcall("glScissor");
4512 glClear(glMask);
4513 checkGLcall("glClear");
4514 } else {
4515 if(!(target->Flags & SFLAG_INDRAWABLE) &&
4516 !(wined3d_settings.offscreen_rendering_mode == ORM_FBO && This->render_offscreen && target->Flags & SFLAG_INTEXTURE)) {
4518 if(curRect[0].x1 > 0 || curRect[0].y1 > 0 ||
4519 curRect[0].x2 < target->currentDesc.Width ||
4520 curRect[0].y2 < target->currentDesc.Height) {
4521 TRACE("Partial clear, and surface not in drawable. Blitting texture to drawable\n");
4522 blt_to_drawable(This, target);
4526 /* Now process each rect in turn */
4527 for (i = 0; i < Count; i++) {
4528 /* Note gl uses lower left, width/height */
4529 TRACE("(%p) %p Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This, curRect,
4530 curRect[i].x1, curRect[i].y1, curRect[i].x2, curRect[i].y2,
4531 curRect[i].x1, (target->currentDesc.Height - curRect[i].y2),
4532 curRect[i].x2 - curRect[i].x1, curRect[i].y2 - curRect[i].y1);
4534 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
4535 * The rectangle is not cleared, no error is returned, but further rectanlges are
4536 * still cleared if they are valid
4538 if(curRect[i].x1 > curRect[i].x2 || curRect[i].y1 > curRect[i].y2) {
4539 TRACE("Rectangle with negative dimensions, ignoring\n");
4540 continue;
4543 if(This->render_offscreen) {
4544 glScissor(curRect[i].x1, curRect[i].y1,
4545 curRect[i].x2 - curRect[i].x1, curRect[i].y2 - curRect[i].y1);
4546 } else {
4547 glScissor(curRect[i].x1, target->currentDesc.Height - curRect[i].y2,
4548 curRect[i].x2 - curRect[i].x1, curRect[i].y2 - curRect[i].y1);
4550 checkGLcall("glScissor");
4552 glClear(glMask);
4553 checkGLcall("glClear");
4557 /* Restore the old values (why..?) */
4558 if (Flags & WINED3DCLEAR_STENCIL) {
4559 glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
4561 if (Flags & WINED3DCLEAR_TARGET) {
4562 DWORD mask = This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE];
4563 glColorMask(mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
4564 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
4565 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
4566 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
4569 LEAVE_GL();
4571 /* Dirtify the target surface for now. If the surface is locked regularly, and an up to date sysmem copy exists,
4572 * it is most likely more efficient to perform a clear on the sysmem copy too instead of downloading it
4574 if(This->render_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4575 target->Flags |= SFLAG_INTEXTURE;
4576 target->Flags &= ~SFLAG_INSYSMEM;
4577 } else {
4578 target->Flags |= SFLAG_INDRAWABLE;
4579 target->Flags &= ~(SFLAG_INTEXTURE | SFLAG_INSYSMEM);
4581 return WINED3D_OK;
4584 /*****
4585 * Drawing functions
4586 *****/
4587 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
4588 UINT PrimitiveCount) {
4590 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4592 TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
4593 debug_d3dprimitivetype(PrimitiveType),
4594 StartVertex, PrimitiveCount);
4596 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4597 if(This->stateBlock->streamIsUP) {
4598 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4599 This->stateBlock->streamIsUP = FALSE;
4602 if(This->stateBlock->loadBaseVertexIndex != 0) {
4603 This->stateBlock->loadBaseVertexIndex = 0;
4604 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
4606 /* Account for the loading offset due to index buffers. Instead of reloading all sources correct it with the startvertex parameter */
4607 drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, 0/* NumVertices */, -1 /* indxStart */,
4608 0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */);
4609 return WINED3D_OK;
4612 /* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
4613 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
4614 WINED3DPRIMITIVETYPE PrimitiveType,
4615 UINT minIndex, UINT NumVertices, UINT startIndex, UINT primCount) {
4617 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4618 UINT idxStride = 2;
4619 IWineD3DIndexBuffer *pIB;
4620 WINED3DINDEXBUFFER_DESC IdxBufDsc;
4621 GLuint vbo;
4623 pIB = This->stateBlock->pIndexData;
4624 if (!pIB) {
4625 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4626 * without an index buffer set. (The first time at least...)
4627 * D3D8 simply dies, but I doubt it can do much harm to return
4628 * D3DERR_INVALIDCALL there as well. */
4629 ERR("(%p) : Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL\n", This);
4630 return WINED3DERR_INVALIDCALL;
4633 if(This->stateBlock->streamIsUP) {
4634 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4635 This->stateBlock->streamIsUP = FALSE;
4637 vbo = ((IWineD3DIndexBufferImpl *) pIB)->vbo;
4639 TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, countP=%d\n", This,
4640 PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
4641 minIndex, NumVertices, startIndex, primCount);
4643 IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
4644 if (IdxBufDsc.Format == WINED3DFMT_INDEX16) {
4645 idxStride = 2;
4646 } else {
4647 idxStride = 4;
4650 if(This->stateBlock->loadBaseVertexIndex != This->stateBlock->baseVertexIndex) {
4651 This->stateBlock->loadBaseVertexIndex = This->stateBlock->baseVertexIndex;
4652 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
4655 drawPrimitive(iface, PrimitiveType, primCount, 0, NumVertices, startIndex,
4656 idxStride, vbo ? NULL : ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex);
4658 return WINED3D_OK;
4661 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
4662 UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
4663 UINT VertexStreamZeroStride) {
4664 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4666 TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
4667 debug_d3dprimitivetype(PrimitiveType),
4668 PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
4670 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4671 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
4672 This->stateBlock->streamOffset[0] = 0;
4673 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
4674 This->stateBlock->streamIsUP = TRUE;
4675 This->stateBlock->loadBaseVertexIndex = 0;
4677 /* TODO: Only mark dirty if drawing from a different UP address */
4678 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
4680 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* start vertex */, 0 /* NumVertices */,
4681 0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */);
4683 /* MSDN specifies stream zero settings must be set to NULL */
4684 This->stateBlock->streamStride[0] = 0;
4685 This->stateBlock->streamSource[0] = NULL;
4687 /* stream zero settings set to null at end, as per the msdn. No need to mark dirty here, the app has to set
4688 * the new stream sources or use UP drawing again
4690 return WINED3D_OK;
4693 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
4694 UINT MinVertexIndex, UINT NumVertices,
4695 UINT PrimitiveCount, CONST void* pIndexData,
4696 WINED3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
4697 UINT VertexStreamZeroStride) {
4698 int idxStride;
4699 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4701 TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
4702 This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
4703 MinVertexIndex, NumVertices, PrimitiveCount, pIndexData,
4704 IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
4706 if (IndexDataFormat == WINED3DFMT_INDEX16) {
4707 idxStride = 2;
4708 } else {
4709 idxStride = 4;
4712 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4713 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
4714 This->stateBlock->streamIsUP = TRUE;
4715 This->stateBlock->streamOffset[0] = 0;
4716 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
4718 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4719 This->stateBlock->baseVertexIndex = 0;
4720 This->stateBlock->loadBaseVertexIndex = 0;
4721 /* Mark the state dirty until we have nicer tracking of the stream source pointers */
4722 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
4723 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4725 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex);
4727 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4728 This->stateBlock->streamSource[0] = NULL;
4729 This->stateBlock->streamStride[0] = 0;
4730 This->stateBlock->pIndexData = NULL;
4731 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4732 * SetStreamSource to specify a vertex buffer
4735 return WINED3D_OK;
4738 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) {
4739 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4741 /* Mark the state dirty until we have nicer tracking
4742 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4743 * that value.
4745 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
4746 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4747 This->stateBlock->baseVertexIndex = 0;
4748 This->up_strided = DrawPrimStrideData;
4749 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, 0, NULL, 0);
4750 This->up_strided = NULL;
4751 return WINED3D_OK;
4753 /* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
4754 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
4755 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4756 HRESULT hr = WINED3D_OK;
4757 WINED3DRESOURCETYPE sourceType;
4758 WINED3DRESOURCETYPE destinationType;
4759 int i ,levels;
4761 /* TODO: think about moving the code into IWineD3DBaseTexture */
4763 TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
4765 /* verify that the source and destination textures aren't NULL */
4766 if (NULL == pSourceTexture || NULL == pDestinationTexture) {
4767 WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning WINED3DERR_INVALIDCALL\n",
4768 This, pSourceTexture, pDestinationTexture);
4769 hr = WINED3DERR_INVALIDCALL;
4772 if (pSourceTexture == pDestinationTexture) {
4773 WARN("(%p) : source (%p) and destination (%p) textures must be different, returning WINED3DERR_INVALIDCALL\n",
4774 This, pSourceTexture, pDestinationTexture);
4775 hr = WINED3DERR_INVALIDCALL;
4777 /* Verify that the source and destination textures are the same type */
4778 sourceType = IWineD3DBaseTexture_GetType(pSourceTexture);
4779 destinationType = IWineD3DBaseTexture_GetType(pDestinationTexture);
4781 if (sourceType != destinationType) {
4782 WARN("(%p) Sorce and destination types must match, returning WINED3DERR_INVALIDCALL\n",
4783 This);
4784 hr = WINED3DERR_INVALIDCALL;
4787 /* check that both textures have the identical numbers of levels */
4788 if (IWineD3DBaseTexture_GetLevelCount(pDestinationTexture) != IWineD3DBaseTexture_GetLevelCount(pSourceTexture)) {
4789 WARN("(%p) : source (%p) and destination (%p) textures must have identicle numbers of levels, returning WINED3DERR_INVALIDCALL\n", This, pSourceTexture, pDestinationTexture);
4790 hr = WINED3DERR_INVALIDCALL;
4793 if (WINED3D_OK == hr) {
4795 /* Make sure that the destination texture is loaded */
4796 IWineD3DBaseTexture_PreLoad(pDestinationTexture);
4798 /* Update every surface level of the texture */
4799 levels = IWineD3DBaseTexture_GetLevelCount(pDestinationTexture);
4801 switch (sourceType) {
4802 case WINED3DRTYPE_TEXTURE:
4804 IWineD3DSurface *srcSurface;
4805 IWineD3DSurface *destSurface;
4807 for (i = 0 ; i < levels ; ++i) {
4808 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pSourceTexture, i, &srcSurface);
4809 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pDestinationTexture, i, &destSurface);
4810 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
4811 IWineD3DSurface_Release(srcSurface);
4812 IWineD3DSurface_Release(destSurface);
4813 if (WINED3D_OK != hr) {
4814 WARN("(%p) : Call to update surface failed\n", This);
4815 return hr;
4819 break;
4820 case WINED3DRTYPE_CUBETEXTURE:
4822 IWineD3DSurface *srcSurface;
4823 IWineD3DSurface *destSurface;
4824 WINED3DCUBEMAP_FACES faceType;
4826 for (i = 0 ; i < levels ; ++i) {
4827 /* Update each cube face */
4828 for (faceType = WINED3DCUBEMAP_FACE_POSITIVE_X; faceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
4829 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
4830 if (WINED3D_OK != hr) {
4831 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
4832 } else {
4833 TRACE("Got srcSurface %p\n", srcSurface);
4835 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pDestinationTexture, faceType, i, &destSurface);
4836 if (WINED3D_OK != hr) {
4837 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
4838 } else {
4839 TRACE("Got desrSurface %p\n", destSurface);
4841 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
4842 IWineD3DSurface_Release(srcSurface);
4843 IWineD3DSurface_Release(destSurface);
4844 if (WINED3D_OK != hr) {
4845 WARN("(%p) : Call to update surface failed\n", This);
4846 return hr;
4851 break;
4852 #if 0 /* TODO: Add support for volume textures */
4853 case WINED3DRTYPE_VOLUMETEXTURE:
4855 IWineD3DVolume srcVolume = NULL;
4856 IWineD3DSurface destVolume = NULL;
4858 for (i = 0 ; i < levels ; ++i) {
4859 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pSourceTexture, i, &srcVolume);
4860 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pDestinationTexture, i, &destVolume);
4861 hr = IWineD3DFoo_UpdateVolume(iface, srcVolume, NULL, destVolume, NULL);
4862 IWineD3DVolume_Release(srcSurface);
4863 IWineD3DVolume_Release(destSurface);
4864 if (WINED3D_OK != hr) {
4865 WARN("(%p) : Call to update volume failed\n", This);
4866 return hr;
4870 break;
4871 #endif
4872 default:
4873 FIXME("(%p) : Unsupported source and destination type\n", This);
4874 hr = WINED3DERR_INVALIDCALL;
4878 return hr;
4881 static HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
4882 IWineD3DSwapChain *swapChain;
4883 HRESULT hr;
4884 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
4885 if(hr == WINED3D_OK) {
4886 hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
4887 IWineD3DSwapChain_Release(swapChain);
4889 return hr;
4892 static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
4893 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4894 /* return a sensible default */
4895 *pNumPasses = 1;
4896 /* TODO: If the window is minimized then validate device should return something other than WINED3D_OK */
4897 FIXME("(%p) : stub\n", This);
4898 return WINED3D_OK;
4901 static HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
4902 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4903 int j;
4904 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
4905 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
4906 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
4907 return WINED3DERR_INVALIDCALL;
4909 for (j = 0; j < 256; ++j) {
4910 This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
4911 This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
4912 This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
4913 This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
4915 TRACE("(%p) : returning\n", This);
4916 return WINED3D_OK;
4919 static HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
4920 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4921 int j;
4922 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
4923 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
4924 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
4925 return WINED3DERR_INVALIDCALL;
4927 for (j = 0; j < 256; ++j) {
4928 pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
4929 pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
4930 pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
4931 pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
4933 TRACE("(%p) : returning\n", This);
4934 return WINED3D_OK;
4937 static HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
4938 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4939 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
4940 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
4941 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
4942 return WINED3DERR_INVALIDCALL;
4944 /*TODO: stateblocks */
4945 This->currentPalette = PaletteNumber;
4946 TRACE("(%p) : returning\n", This);
4947 return WINED3D_OK;
4950 static HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
4951 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4952 if (PaletteNumber == NULL) {
4953 WARN("(%p) : returning Invalid Call\n", This);
4954 return WINED3DERR_INVALIDCALL;
4956 /*TODO: stateblocks */
4957 *PaletteNumber = This->currentPalette;
4958 TRACE("(%p) : returning %u\n", This, *PaletteNumber);
4959 return WINED3D_OK;
4962 static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
4963 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4964 static BOOL showFixmes = TRUE;
4965 if (showFixmes) {
4966 FIXME("(%p) : stub\n", This);
4967 showFixmes = FALSE;
4970 This->softwareVertexProcessing = bSoftware;
4971 return WINED3D_OK;
4975 static BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
4976 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4977 static BOOL showFixmes = TRUE;
4978 if (showFixmes) {
4979 FIXME("(%p) : stub\n", This);
4980 showFixmes = FALSE;
4982 return This->softwareVertexProcessing;
4986 static HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, WINED3DRASTER_STATUS* pRasterStatus) {
4987 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4988 IWineD3DSwapChain *swapChain;
4989 HRESULT hr;
4991 TRACE("(%p) : SwapChain %d returning %p\n", This, iSwapChain, pRasterStatus);
4993 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
4994 if(hr == WINED3D_OK){
4995 hr = IWineD3DSwapChain_GetRasterStatus(swapChain, pRasterStatus);
4996 IWineD3DSwapChain_Release(swapChain);
4997 }else{
4998 FIXME("(%p) IWineD3DSwapChain_GetRasterStatus returned in error\n", This);
5000 return hr;
5004 static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
5005 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5006 static BOOL showfixmes = TRUE;
5007 if(nSegments != 0.0f) {
5008 if( showfixmes) {
5009 FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
5010 showfixmes = FALSE;
5013 return WINED3D_OK;
5016 static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
5017 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5018 static BOOL showfixmes = TRUE;
5019 if( showfixmes) {
5020 FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
5021 showfixmes = FALSE;
5023 return 0.0f;
5026 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
5027 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5028 /** TODO: remove casts to IWineD3DSurfaceImpl
5029 * NOTE: move code to surface to accomplish this
5030 ****************************************/
5031 IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
5032 int srcWidth, srcHeight;
5033 unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
5034 WINED3DFORMAT destFormat, srcFormat;
5035 UINT destSize;
5036 int srcLeft, destLeft, destTop;
5037 WINED3DPOOL srcPool, destPool;
5038 int offset = 0;
5039 int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
5040 glDescriptor *glDescription = NULL;
5042 WINED3DSURFACE_DESC winedesc;
5044 TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
5045 memset(&winedesc, 0, sizeof(winedesc));
5046 winedesc.Width = &srcSurfaceWidth;
5047 winedesc.Height = &srcSurfaceHeight;
5048 winedesc.Pool = &srcPool;
5049 winedesc.Format = &srcFormat;
5051 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
5053 winedesc.Width = &destSurfaceWidth;
5054 winedesc.Height = &destSurfaceHeight;
5055 winedesc.Pool = &destPool;
5056 winedesc.Format = &destFormat;
5057 winedesc.Size = &destSize;
5059 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5061 if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
5062 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
5063 return WINED3DERR_INVALIDCALL;
5066 if (destFormat == WINED3DFMT_UNKNOWN) {
5067 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
5068 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
5070 /* Get the update surface description */
5071 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5074 ENTER_GL();
5076 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
5078 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
5079 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
5080 checkGLcall("glActiveTextureARB");
5083 /* Make sure the surface is loaded and up to date */
5084 IWineD3DSurface_PreLoad(pDestinationSurface);
5086 IWineD3DSurface_GetGlDesc(pDestinationSurface, &glDescription);
5088 /* this needs to be done in lines if the sourceRect != the sourceWidth */
5089 srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
5090 srcHeight = pSourceRect ? pSourceRect->bottom - pSourceRect->top : srcSurfaceHeight;
5091 srcLeft = pSourceRect ? pSourceRect->left : 0;
5092 destLeft = pDestPoint ? pDestPoint->x : 0;
5093 destTop = pDestPoint ? pDestPoint->y : 0;
5096 /* This function doesn't support compressed textures
5097 the pitch is just bytesPerPixel * width */
5098 if(srcWidth != srcSurfaceWidth || srcLeft ){
5099 rowoffset = srcSurfaceWidth * pSrcSurface->bytesPerPixel;
5100 offset += srcLeft * pSrcSurface->bytesPerPixel;
5101 /* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
5103 /* TODO DXT formats */
5105 if(pSourceRect != NULL && pSourceRect->top != 0){
5106 offset += pSourceRect->top * srcSurfaceWidth * pSrcSurface->bytesPerPixel;
5108 TRACE("(%p) glTexSubImage2D, Level %d, left %d, top %d, width %d, height %d , ftm %d, type %d, memory %p\n"
5109 ,This
5110 ,glDescription->level
5111 ,destLeft
5112 ,destTop
5113 ,srcWidth
5114 ,srcHeight
5115 ,glDescription->glFormat
5116 ,glDescription->glType
5117 ,IWineD3DSurface_GetData(pSourceSurface)
5120 /* Sanity check */
5121 if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
5123 /* need to lock the surface to get the data */
5124 FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
5127 /* TODO: Cube and volume support */
5128 if(rowoffset != 0){
5129 /* not a whole row so we have to do it a line at a time */
5130 int j;
5132 /* hopefully using pointer addtion will be quicker than using a point + j * rowoffset */
5133 const unsigned char* data =((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
5135 for(j = destTop ; j < (srcHeight + destTop) ; j++){
5137 glTexSubImage2D(glDescription->target
5138 ,glDescription->level
5139 ,destLeft
5141 ,srcWidth
5143 ,glDescription->glFormat
5144 ,glDescription->glType
5145 ,data /* could be quicker using */
5147 data += rowoffset;
5150 } else { /* Full width, so just write out the whole texture */
5152 if (WINED3DFMT_DXT1 == destFormat ||
5153 WINED3DFMT_DXT2 == destFormat ||
5154 WINED3DFMT_DXT3 == destFormat ||
5155 WINED3DFMT_DXT4 == destFormat ||
5156 WINED3DFMT_DXT5 == destFormat) {
5157 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
5158 if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth) {
5159 /* FIXME: The easy way to do this is to lock the destination, and copy the bits across */
5160 FIXME("Updating part of a compressed texture is not supported at the moment\n");
5161 } if (destFormat != srcFormat) {
5162 FIXME("Updating mixed format compressed texture is not curretly support\n");
5163 } else {
5164 GL_EXTCALL(glCompressedTexImage2DARB)(glDescription->target,
5165 glDescription->level,
5166 glDescription->glFormatInternal,
5167 srcWidth,
5168 srcHeight,
5170 destSize,
5171 IWineD3DSurface_GetData(pSourceSurface));
5173 } else {
5174 FIXME("Attempting to update a DXT compressed texture without hardware support\n");
5178 } else {
5179 glTexSubImage2D(glDescription->target
5180 ,glDescription->level
5181 ,destLeft
5182 ,destTop
5183 ,srcWidth
5184 ,srcHeight
5185 ,glDescription->glFormat
5186 ,glDescription->glType
5187 ,IWineD3DSurface_GetData(pSourceSurface)
5191 checkGLcall("glTexSubImage2D");
5193 LEAVE_GL();
5195 ((IWineD3DSurfaceImpl *)pDestinationSurface)->Flags &= ~SFLAG_INSYSMEM;
5196 ((IWineD3DSurfaceImpl *)pDestinationSurface)->Flags |= SFLAG_INTEXTURE;
5197 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(0));
5199 return WINED3D_OK;
5202 static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
5203 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5204 struct WineD3DRectPatch *patch;
5205 unsigned int i;
5206 struct list *e;
5207 BOOL found;
5208 TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
5210 if(!(Handle || pRectPatchInfo)) {
5211 /* TODO: Write a test for the return value, thus the FIXME */
5212 FIXME("Both Handle and pRectPatchInfo are NULL\n");
5213 return WINED3DERR_INVALIDCALL;
5216 if(Handle) {
5217 i = PATCHMAP_HASHFUNC(Handle);
5218 found = FALSE;
5219 LIST_FOR_EACH(e, &This->patches[i]) {
5220 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
5221 if(patch->Handle == Handle) {
5222 found = TRUE;
5223 break;
5227 if(!found) {
5228 TRACE("Patch does not exist. Creating a new one\n");
5229 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
5230 patch->Handle = Handle;
5231 list_add_head(&This->patches[i], &patch->entry);
5232 } else {
5233 TRACE("Found existing patch %p\n", patch);
5235 } else {
5236 /* Since opengl does not load tesselated vertex attributes into numbered vertex
5237 * attributes we have to tesselate, read back, and draw. This needs a patch
5238 * management structure instance. Create one.
5240 * A possible improvement is to check if a vertex shader is used, and if not directly
5241 * draw the patch.
5243 FIXME("Drawing an uncached patch. This is slow\n");
5244 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
5247 if(pNumSegs[0] != patch->numSegs[0] || pNumSegs[1] != patch->numSegs[1] ||
5248 pNumSegs[2] != patch->numSegs[2] || pNumSegs[3] != patch->numSegs[3] ||
5249 (pRectPatchInfo && memcmp(pRectPatchInfo, &patch->RectPatchInfo, sizeof(*pRectPatchInfo)) != 0) ) {
5250 HRESULT hr;
5251 TRACE("Tesselation density or patch info changed, retesselating\n");
5253 if(pRectPatchInfo) {
5254 memcpy(&patch->RectPatchInfo, pRectPatchInfo, sizeof(*pRectPatchInfo));
5256 patch->numSegs[0] = pNumSegs[0];
5257 patch->numSegs[1] = pNumSegs[1];
5258 patch->numSegs[2] = pNumSegs[2];
5259 patch->numSegs[3] = pNumSegs[3];
5261 hr = tesselate_rectpatch(This, patch);
5262 if(FAILED(hr)) {
5263 WARN("Patch tesselation failed\n");
5265 /* Do not release the handle to store the params of the patch */
5266 if(!Handle) {
5267 HeapFree(GetProcessHeap(), 0, patch);
5269 return hr;
5273 This->currentPatch = patch;
5274 IWineD3DDevice_DrawPrimitiveStrided(iface, WINED3DPT_TRIANGLELIST, patch->numSegs[0] * patch->numSegs[1] * 2, &patch->strided);
5275 This->currentPatch = NULL;
5277 /* Destroy uncached patches */
5278 if(!Handle) {
5279 HeapFree(GetProcessHeap(), 0, patch->mem);
5280 HeapFree(GetProcessHeap(), 0, patch);
5282 return WINED3D_OK;
5285 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
5286 static HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DTRIPATCH_INFO* pTriPatchInfo) {
5287 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5288 TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p)\n", This, Handle, pNumSegs, pTriPatchInfo);
5289 FIXME("(%p) : Stub\n", This);
5290 return WINED3D_OK;
5293 static HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
5294 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5295 int i;
5296 struct WineD3DRectPatch *patch;
5297 struct list *e;
5298 TRACE("(%p) Handle(%d)\n", This, Handle);
5300 i = PATCHMAP_HASHFUNC(Handle);
5301 LIST_FOR_EACH(e, &This->patches[i]) {
5302 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
5303 if(patch->Handle == Handle) {
5304 TRACE("Deleting patch %p\n", patch);
5305 list_remove(&patch->entry);
5306 HeapFree(GetProcessHeap(), 0, patch->mem);
5307 HeapFree(GetProcessHeap(), 0, patch);
5308 return WINED3D_OK;
5312 /* TODO: Write a test for the return value */
5313 FIXME("Attempt to destroy nonexistant patch\n");
5314 return WINED3DERR_INVALIDCALL;
5317 static IWineD3DSwapChain *get_swapchain(IWineD3DSurface *target) {
5318 HRESULT hr;
5319 IWineD3DSwapChain *swapchain;
5321 hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain);
5322 if (SUCCEEDED(hr)) {
5323 IWineD3DSwapChain_Release((IUnknown *)swapchain);
5324 return swapchain;
5327 return NULL;
5330 static void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo) {
5331 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5333 if (!*fbo) {
5334 GL_EXTCALL(glGenFramebuffersEXT(1, fbo));
5335 checkGLcall("glGenFramebuffersEXT()");
5337 GL_EXTCALL(glBindFramebufferEXT(target, *fbo));
5338 checkGLcall("glBindFramebuffer()");
5341 static void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) {
5342 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
5343 IWineD3DBaseTextureImpl *texture_impl;
5344 GLenum texttarget, target;
5345 GLint old_binding;
5347 texttarget = surface_impl->glDescription.target;
5348 target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
5349 glGetIntegerv(texttarget == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
5351 IWineD3DSurface_PreLoad(surface);
5353 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5354 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5355 glBindTexture(target, old_binding);
5357 /* Update base texture states array */
5358 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl))) {
5359 texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
5360 texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
5361 if (texture_impl->baseTexture.bindCount) {
5362 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
5365 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
5368 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, texttarget, surface_impl->glDescription.textureName, 0));
5370 checkGLcall("attach_surface_fbo");
5373 static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface, CONST WINED3DRECT *rect, WINED3DCOLOR color) {
5374 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5375 IWineD3DSwapChain *swapchain;
5377 swapchain = get_swapchain(surface);
5378 if (swapchain) {
5379 GLenum buffer;
5381 TRACE("Surface %p is onscreen\n", surface);
5383 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5384 buffer = surface_get_gl_buffer(surface, swapchain);
5385 glDrawBuffer(buffer);
5386 checkGLcall("glDrawBuffer()");
5387 } else {
5388 TRACE("Surface %p is offscreen\n", surface);
5389 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->dst_fbo);
5390 attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, surface);
5393 if (rect) {
5394 glEnable(GL_SCISSOR_TEST);
5395 if(!swapchain) {
5396 glScissor(rect->x1, rect->y1, rect->x2 - rect->x1, rect->y2 - rect->y1);
5397 } else {
5398 glScissor(rect->x1, ((IWineD3DSurfaceImpl *)surface)->currentDesc.Height - rect->y2,
5399 rect->x2 - rect->x1, rect->y2 - rect->y1);
5401 checkGLcall("glScissor");
5402 } else {
5403 glDisable(GL_SCISSOR_TEST);
5405 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
5407 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
5408 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
5410 glClearColor(D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color));
5411 glClear(GL_COLOR_BUFFER_BIT);
5412 checkGLcall("glClear");
5414 if (This->render_offscreen) {
5415 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
5416 } else {
5417 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5418 checkGLcall("glBindFramebuffer()");
5421 if (swapchain && surface == ((IWineD3DSwapChainImpl *)swapchain)->frontBuffer
5422 && ((IWineD3DSwapChainImpl *)swapchain)->backBuffer) {
5423 glDrawBuffer(GL_BACK);
5424 checkGLcall("glDrawBuffer()");
5428 static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST WINED3DRECT* pRect, WINED3DCOLOR color) {
5429 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5430 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *) pSurface;
5431 WINEDDBLTFX BltFx;
5432 TRACE("(%p) Colour fill Surface: %p rect: %p color: 0x%08x\n", This, pSurface, pRect, color);
5434 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM) {
5435 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
5436 return WINED3DERR_INVALIDCALL;
5439 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
5440 color_fill_fbo(iface, pSurface, pRect, color);
5441 return WINED3D_OK;
5442 } else {
5443 /* Just forward this to the DirectDraw blitting engine */
5444 memset(&BltFx, 0, sizeof(BltFx));
5445 BltFx.dwSize = sizeof(BltFx);
5446 BltFx.u5.dwFillColor = color;
5447 return IWineD3DSurface_Blt(pSurface, (RECT *) pRect, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_NONE);
5451 /* rendertarget and deptth stencil functions */
5452 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
5453 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5455 if (RenderTargetIndex >= GL_LIMITS(buffers)) {
5456 ERR("(%p) : Only %d render targets are supported.\n", This, GL_LIMITS(buffers));
5457 return WINED3DERR_INVALIDCALL;
5460 *ppRenderTarget = This->render_targets[RenderTargetIndex];
5461 TRACE("(%p) : RenderTarget %d Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
5462 /* Note inc ref on returned surface */
5463 if(*ppRenderTarget != NULL)
5464 IWineD3DSurface_AddRef(*ppRenderTarget);
5465 return WINED3D_OK;
5468 static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *iface, IWineD3DSurface *Front, IWineD3DSurface *Back) {
5469 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5470 IWineD3DSurfaceImpl *FrontImpl = (IWineD3DSurfaceImpl *) Front;
5471 IWineD3DSurfaceImpl *BackImpl = (IWineD3DSurfaceImpl *) Back;
5472 IWineD3DSwapChainImpl *Swapchain;
5473 HRESULT hr;
5475 TRACE("(%p)->(%p,%p)\n", This, FrontImpl, BackImpl);
5477 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &Swapchain);
5478 if(hr != WINED3D_OK) {
5479 ERR("Can't get the swapchain\n");
5480 return hr;
5483 /* Make sure to release the swapchain */
5484 IWineD3DSwapChain_Release((IWineD3DSwapChain *) Swapchain);
5486 if(FrontImpl && !(FrontImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
5487 ERR("Trying to set a front buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
5488 return WINED3DERR_INVALIDCALL;
5490 else if(BackImpl && !(BackImpl->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
5491 ERR("Trying to set a back buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
5492 return WINED3DERR_INVALIDCALL;
5495 if(Swapchain->frontBuffer != Front) {
5496 TRACE("Changing the front buffer from %p to %p\n", Swapchain->frontBuffer, Front);
5498 if(Swapchain->frontBuffer)
5499 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, NULL);
5500 Swapchain->frontBuffer = Front;
5502 if(Swapchain->frontBuffer) {
5503 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, (IWineD3DBase *) Swapchain);
5507 if(Back && !Swapchain->backBuffer) {
5508 /* We need memory for the back buffer array - only one back buffer this way */
5509 Swapchain->backBuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *));
5510 if(!Swapchain->backBuffer) {
5511 ERR("Out of memory\n");
5512 return E_OUTOFMEMORY;
5516 if(Swapchain->backBuffer[0] != Back) {
5517 TRACE("Changing the back buffer from %p to %p\n", Swapchain->backBuffer, Back);
5519 /* What to do about the context here in the case of multithreading? Not sure.
5520 * This function is called by IDirect3D7::CreateDevice so in theory its initialization code
5522 ENTER_GL();
5523 if(!Swapchain->backBuffer[0]) {
5524 /* GL was told to draw to the front buffer at creation,
5525 * undo that
5527 glDrawBuffer(GL_BACK);
5528 checkGLcall("glDrawBuffer(GL_BACK)");
5529 /* Set the backbuffer count to 1 because other code uses it to fing the back buffers */
5530 Swapchain->presentParms.BackBufferCount = 1;
5531 } else if (!Back) {
5532 /* That makes problems - disable for now */
5533 /* glDrawBuffer(GL_FRONT); */
5534 checkGLcall("glDrawBuffer(GL_FRONT)");
5535 /* We have lost our back buffer, set this to 0 to avoid confusing other code */
5536 Swapchain->presentParms.BackBufferCount = 0;
5538 LEAVE_GL();
5540 if(Swapchain->backBuffer[0])
5541 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], NULL);
5542 Swapchain->backBuffer[0] = Back;
5544 if(Swapchain->backBuffer[0]) {
5545 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], (IWineD3DBase *) Swapchain);
5546 } else {
5547 HeapFree(GetProcessHeap(), 0, Swapchain->backBuffer);
5552 return WINED3D_OK;
5555 static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
5556 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5557 *ppZStencilSurface = This->depthStencilBuffer;
5558 TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
5560 if(*ppZStencilSurface != NULL) {
5561 /* Note inc ref on returned surface */
5562 IWineD3DSurface_AddRef(*ppZStencilSurface);
5564 return WINED3D_OK;
5567 /* TODO: Handle stencil attachments */
5568 static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil) {
5569 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5570 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
5572 TRACE("Set depth stencil to %p\n", depth_stencil);
5574 if (depth_stencil_impl) {
5575 if (depth_stencil_impl->current_renderbuffer) {
5576 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
5577 checkGLcall("glFramebufferRenderbufferEXT()");
5578 } else {
5579 IWineD3DBaseTextureImpl *texture_impl;
5580 GLenum texttarget, target;
5581 GLint old_binding = 0;
5583 texttarget = depth_stencil_impl->glDescription.target;
5584 target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
5585 glGetIntegerv(texttarget == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
5587 IWineD3DSurface_PreLoad(depth_stencil);
5589 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5590 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5591 glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
5592 glBindTexture(target, old_binding);
5594 /* Update base texture states array */
5595 if (SUCCEEDED(IWineD3DSurface_GetContainer(depth_stencil, &IID_IWineD3DBaseTexture, (void **)&texture_impl))) {
5596 texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
5597 texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
5598 if (texture_impl->baseTexture.bindCount) {
5599 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
5602 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
5605 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, texttarget, depth_stencil_impl->glDescription.textureName, 0));
5606 checkGLcall("glFramebufferTexture2DEXT()");
5608 } else {
5609 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
5610 checkGLcall("glFramebufferTexture2DEXT()");
5614 static void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target) {
5615 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5616 IWineD3DSurfaceImpl *rtimpl = (IWineD3DSurfaceImpl *)render_target;
5618 TRACE("Set render target %u to %p\n", idx, render_target);
5620 if (rtimpl) {
5621 attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, idx, render_target);
5622 This->draw_buffers[idx] = GL_COLOR_ATTACHMENT0_EXT + idx;
5623 } else {
5624 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
5625 checkGLcall("glFramebufferTexture2DEXT()");
5627 This->draw_buffers[idx] = GL_NONE;
5631 static void check_fbo_status(IWineD3DDevice *iface) {
5632 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5633 GLenum status;
5635 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
5636 if (status == GL_FRAMEBUFFER_COMPLETE_EXT) {
5637 TRACE("FBO complete\n");
5638 } else {
5639 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
5641 /* Dump the FBO attachments */
5642 if (status == GL_FRAMEBUFFER_UNSUPPORTED_EXT) {
5643 IWineD3DSurfaceImpl *attachment;
5644 int i;
5646 for (i = 0; i < GL_LIMITS(buffers); ++i) {
5647 attachment = (IWineD3DSurfaceImpl *)This->fbo_color_attachments[i];
5648 if (attachment) {
5649 FIXME("\tColor attachment %d: (%p) %s %ux%u\n", i, attachment, debug_d3dformat(attachment->resource.format),
5650 attachment->pow2Width, attachment->pow2Height);
5653 attachment = (IWineD3DSurfaceImpl *)This->fbo_depth_attachment;
5654 if (attachment) {
5655 FIXME("\tDepth attachment: (%p) %s %ux%u\n", attachment, debug_d3dformat(attachment->resource.format),
5656 attachment->pow2Width, attachment->pow2Height);
5662 static BOOL depth_mismatch_fbo(IWineD3DDevice *iface) {
5663 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5664 IWineD3DSurfaceImpl *rt_impl = (IWineD3DSurfaceImpl *)This->render_targets[0];
5665 IWineD3DSurfaceImpl *ds_impl = (IWineD3DSurfaceImpl *)This->stencilBufferTarget;
5667 if (!ds_impl) return FALSE;
5669 if (ds_impl->current_renderbuffer) {
5670 return (rt_impl->pow2Width != ds_impl->current_renderbuffer->width ||
5671 rt_impl->pow2Height != ds_impl->current_renderbuffer->height);
5674 return (rt_impl->pow2Width != ds_impl->pow2Width ||
5675 rt_impl->pow2Height != ds_impl->pow2Height);
5678 void apply_fbo_state(IWineD3DDevice *iface) {
5679 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5680 unsigned int i;
5682 if (This->render_offscreen) {
5683 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
5685 /* Apply render targets */
5686 for (i = 0; i < GL_LIMITS(buffers); ++i) {
5687 IWineD3DSurface *render_target = This->render_targets[i];
5688 if (This->fbo_color_attachments[i] != render_target) {
5689 set_render_target_fbo(iface, i, render_target);
5690 This->fbo_color_attachments[i] = render_target;
5694 /* Apply depth targets */
5695 if (This->fbo_depth_attachment != This->stencilBufferTarget || depth_mismatch_fbo(iface)) {
5696 unsigned int w = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Width;
5697 unsigned int h = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Height;
5699 if (This->stencilBufferTarget) {
5700 surface_set_compatible_renderbuffer(This->stencilBufferTarget, w, h);
5702 set_depth_stencil_fbo(iface, This->stencilBufferTarget);
5703 This->fbo_depth_attachment = This->stencilBufferTarget;
5706 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
5707 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
5708 checkGLcall("glDrawBuffers()");
5709 } else {
5710 glDrawBuffer(This->draw_buffers[0]);
5711 checkGLcall("glDrawBuffer()");
5713 } else {
5714 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5717 check_fbo_status(iface);
5720 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
5721 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) {
5722 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5723 GLbitfield mask = GL_COLOR_BUFFER_BIT; /* TODO: Support blitting depth/stencil surfaces */
5724 IWineD3DSwapChain *src_swapchain, *dst_swapchain;
5725 GLenum gl_filter;
5727 TRACE("(%p) : src_surface %p, src_rect %p, dst_surface %p, dst_rect %p, filter %s (0x%08x), flip %u\n",
5728 This, src_surface, src_rect, dst_surface, dst_rect, debug_d3dtexturefiltertype(filter), filter, flip);
5729 TRACE("src_rect [%u, %u]->[%u, %u]\n", src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2);
5730 TRACE("dst_rect [%u, %u]->[%u, %u]\n", dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2);
5732 switch (filter) {
5733 case WINED3DTEXF_LINEAR:
5734 gl_filter = GL_LINEAR;
5735 break;
5737 default:
5738 FIXME("Unsupported filter mode %s (0x%08x)\n", debug_d3dtexturefiltertype(filter), filter);
5739 case WINED3DTEXF_NONE:
5740 case WINED3DTEXF_POINT:
5741 gl_filter = GL_NEAREST;
5742 break;
5745 /* Attach src surface to src fbo */
5746 src_swapchain = get_swapchain(src_surface);
5747 ENTER_GL();
5748 if (src_swapchain) {
5749 GLenum buffer;
5751 TRACE("Source surface %p is onscreen\n", src_surface);
5752 ActivateContext(This, src_surface, CTXUSAGE_RESOURCELOAD);
5754 GL_EXTCALL(glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0));
5755 buffer = surface_get_gl_buffer(src_surface, src_swapchain);
5756 glReadBuffer(buffer);
5757 checkGLcall("glReadBuffer()");
5759 src_rect->y1 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y1;
5760 src_rect->y2 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y2;
5761 } else {
5762 TRACE("Source surface %p is offscreen\n", src_surface);
5763 bind_fbo(iface, GL_READ_FRAMEBUFFER_EXT, &This->src_fbo);
5764 attach_surface_fbo(This, GL_READ_FRAMEBUFFER_EXT, 0, src_surface);
5765 glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
5766 checkGLcall("glReadBuffer()");
5769 /* Attach dst surface to dst fbo */
5770 dst_swapchain = get_swapchain(dst_surface);
5771 if (dst_swapchain) {
5772 GLenum buffer;
5774 TRACE("Destination surface %p is onscreen\n", dst_surface);
5775 ActivateContext(This, dst_surface, CTXUSAGE_RESOURCELOAD);
5777 GL_EXTCALL(glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0));
5778 buffer = surface_get_gl_buffer(dst_surface, dst_swapchain);
5779 glDrawBuffer(buffer);
5780 checkGLcall("glDrawBuffer()");
5782 dst_rect->y1 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y1;
5783 dst_rect->y2 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y2;
5784 } else {
5785 TRACE("Destination surface %p is offscreen\n", dst_surface);
5787 /* No src or dst swapchain? Make sure some context is active(multithreading) */
5788 if(!src_swapchain) {
5789 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
5792 bind_fbo(iface, GL_DRAW_FRAMEBUFFER_EXT, &This->dst_fbo);
5793 attach_surface_fbo(This, GL_DRAW_FRAMEBUFFER_EXT, 0, dst_surface);
5794 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
5795 checkGLcall("glDrawBuffer()");
5797 glDisable(GL_SCISSOR_TEST);
5798 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
5800 if (flip) {
5801 GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
5802 dst_rect->x1, dst_rect->y2, dst_rect->x2, dst_rect->y1, mask, gl_filter));
5803 checkGLcall("glBlitFramebuffer()");
5804 } else {
5805 GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
5806 dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2, mask, gl_filter));
5807 checkGLcall("glBlitFramebuffer()");
5810 if (This->render_offscreen) {
5811 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
5812 } else {
5813 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5814 checkGLcall("glBindFramebuffer()");
5817 /* If we switched from GL_BACK to GL_FRONT above, we need to switch back here */
5818 if (dst_swapchain && dst_surface == ((IWineD3DSwapChainImpl *)dst_swapchain)->frontBuffer
5819 && ((IWineD3DSwapChainImpl *)dst_swapchain)->backBuffer) {
5820 glDrawBuffer(GL_BACK);
5821 checkGLcall("glDrawBuffer()");
5823 LEAVE_GL();
5826 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
5827 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5828 WINED3DVIEWPORT viewport;
5830 TRACE("(%p) : Setting rendertarget %d to %p\n", This, RenderTargetIndex, pRenderTarget);
5832 if (RenderTargetIndex >= GL_LIMITS(buffers)) {
5833 ERR("(%p) : Only %d render targets are supported.\n", This, GL_LIMITS(buffers));
5834 return WINED3DERR_INVALIDCALL;
5837 /* MSDN says that null disables the render target
5838 but a device must always be associated with a render target
5839 nope MSDN says that we return invalid call to a null rendertarget with an index of 0
5841 see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
5842 for more details
5844 if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
5845 FIXME("Trying to set render target 0 to NULL\n");
5846 return WINED3DERR_INVALIDCALL;
5848 if (pRenderTarget && !((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET) {
5849 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);
5850 return WINED3DERR_INVALIDCALL;
5853 /* If we are trying to set what we already have, don't bother */
5854 if (pRenderTarget == This->render_targets[RenderTargetIndex]) {
5855 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5856 return WINED3D_OK;
5858 if(pRenderTarget) IWineD3DSurface_AddRef(pRenderTarget);
5859 if(This->render_targets[RenderTargetIndex]) IWineD3DSurface_Release(This->render_targets[RenderTargetIndex]);
5860 This->render_targets[RenderTargetIndex] = pRenderTarget;
5862 /* Render target 0 is special */
5863 if(RenderTargetIndex == 0) {
5864 /* Finally, reset the viewport as the MSDN states. */
5865 viewport.Height = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height;
5866 viewport.Width = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Width;
5867 viewport.X = 0;
5868 viewport.Y = 0;
5869 viewport.MaxZ = 1.0f;
5870 viewport.MinZ = 0.0f;
5871 IWineD3DDeviceImpl_SetViewport(iface, &viewport);
5872 /* Make sure the viewport state is dirty, because the render_offscreen thing affects it.
5873 * SetViewport may catch NOP viewport changes, which would occur when switching between equally sized targets
5875 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
5877 /* Activate the new render target for now. This shouldn't stay here, but is needed until all methods using gl activate the
5878 * ctx properly.
5879 * Use resourceload usage, this will just set the drawables and context but not apply any states. The stateblock may be
5880 * incomplete or incorrect when SetRenderTarget is called. DrawPrim() will apply the states when it is called.
5882 ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
5884 return WINED3D_OK;
5887 static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
5888 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5889 HRESULT hr = WINED3D_OK;
5890 IWineD3DSurface *tmp;
5892 TRACE("(%p) Swapping z-buffer\n",This);
5894 if (pNewZStencil == This->stencilBufferTarget) {
5895 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5896 } else {
5897 /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
5898 * depending on the renter target implementation being used.
5899 * A shared context implementation will share all buffers between all rendertargets (including swapchains),
5900 * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
5901 * stencil buffer and incure an extra memory overhead
5902 ******************************************************/
5904 tmp = This->stencilBufferTarget;
5905 This->stencilBufferTarget = pNewZStencil;
5906 This->depth_copy_state = WINED3D_DCS_NO_COPY;
5907 /* should we be calling the parent or the wined3d surface? */
5908 if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
5909 if (NULL != tmp) IWineD3DSurface_Release(tmp);
5910 hr = WINED3D_OK;
5912 if((!tmp && pNewZStencil) || (!pNewZStencil && tmp)) {
5913 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
5914 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZENABLE));
5915 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILENABLE));
5916 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
5920 return hr;
5923 static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
5924 UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
5925 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5926 /* TODO: the use of Impl is deprecated. */
5927 IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
5928 WINED3DLOCKED_RECT lockedRect;
5930 TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
5932 /* some basic validation checks */
5933 if(This->cursorTexture) {
5934 ENTER_GL();
5935 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
5936 glDeleteTextures(1, &This->cursorTexture);
5937 LEAVE_GL();
5938 This->cursorTexture = 0;
5941 if ( (pSur->currentDesc.Width == 32) && (pSur->currentDesc.Height == 32) )
5942 This->haveHardwareCursor = TRUE;
5943 else
5944 This->haveHardwareCursor = FALSE;
5946 if(pCursorBitmap) {
5947 WINED3DLOCKED_RECT rect;
5949 /* MSDN: Cursor must be A8R8G8B8 */
5950 if (WINED3DFMT_A8R8G8B8 != pSur->resource.format) {
5951 ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
5952 return WINED3DERR_INVALIDCALL;
5955 /* MSDN: Cursor must be smaller than the display mode */
5956 if(pSur->currentDesc.Width > This->ddraw_width ||
5957 pSur->currentDesc.Height > This->ddraw_height) {
5958 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);
5959 return WINED3DERR_INVALIDCALL;
5962 if (!This->haveHardwareCursor) {
5963 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5965 /* Do not store the surface's pointer because the application may
5966 * release it after setting the cursor image. Windows doesn't
5967 * addref the set surface, so we can't do this either without
5968 * creating circular refcount dependencies. Copy out the gl texture
5969 * instead.
5971 This->cursorWidth = pSur->currentDesc.Width;
5972 This->cursorHeight = pSur->currentDesc.Height;
5973 if (SUCCEEDED(IWineD3DSurface_LockRect(pCursorBitmap, &rect, NULL, WINED3DLOCK_READONLY)))
5975 const PixelFormatDesc *tableEntry = getFormatDescEntry(WINED3DFMT_A8R8G8B8);
5976 char *mem, *bits = (char *)rect.pBits;
5977 GLint intfmt = tableEntry->glInternal;
5978 GLint format = tableEntry->glFormat;
5979 GLint type = tableEntry->glType;
5980 INT height = This->cursorHeight;
5981 INT width = This->cursorWidth;
5982 INT bpp = tableEntry->bpp;
5983 INT i;
5985 /* Reformat the texture memory (pitch and width can be
5986 * different) */
5987 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
5988 for(i = 0; i < height; i++)
5989 memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
5990 IWineD3DSurface_UnlockRect(pCursorBitmap);
5991 ENTER_GL();
5993 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
5994 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
5995 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5998 /* Make sure that a proper texture unit is selected */
5999 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
6000 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
6001 checkGLcall("glActiveTextureARB");
6003 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(0));
6004 /* Create a new cursor texture */
6005 glGenTextures(1, &This->cursorTexture);
6006 checkGLcall("glGenTextures");
6007 glBindTexture(GL_TEXTURE_2D, This->cursorTexture);
6008 checkGLcall("glBindTexture");
6009 /* Copy the bitmap memory into the cursor texture */
6010 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, format, type, mem);
6011 HeapFree(GetProcessHeap(), 0, mem);
6012 checkGLcall("glTexImage2D");
6014 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
6015 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
6016 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
6019 LEAVE_GL();
6021 else
6023 FIXME("A cursor texture was not returned.\n");
6024 This->cursorTexture = 0;
6027 else
6029 /* Draw a hardware cursor */
6030 ICONINFO cursorInfo;
6031 HCURSOR cursor;
6032 /* Create and clear maskBits because it is not needed for
6033 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
6034 * chunks. */
6035 DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
6036 (pSur->currentDesc.Width * pSur->currentDesc.Height / 8));
6037 IWineD3DSurface_LockRect(pCursorBitmap, &lockedRect, NULL,
6038 WINED3DLOCK_NO_DIRTY_UPDATE |
6039 WINED3DLOCK_READONLY
6041 TRACE("width: %i height: %i\n", pSur->currentDesc.Width,
6042 pSur->currentDesc.Height);
6044 cursorInfo.fIcon = FALSE;
6045 cursorInfo.xHotspot = XHotSpot;
6046 cursorInfo.yHotspot = YHotSpot;
6047 cursorInfo.hbmMask = CreateBitmap(pSur->currentDesc.Width,
6048 pSur->currentDesc.Height, 1,
6049 1, &maskBits);
6050 cursorInfo.hbmColor = CreateBitmap(pSur->currentDesc.Width,
6051 pSur->currentDesc.Height, 1,
6052 32, lockedRect.pBits);
6053 IWineD3DSurface_UnlockRect(pCursorBitmap);
6054 /* Create our cursor and clean up. */
6055 cursor = CreateIconIndirect(&cursorInfo);
6056 SetCursor(cursor);
6057 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
6058 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
6059 if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
6060 This->hardwareCursor = cursor;
6061 HeapFree(GetProcessHeap(), 0, maskBits);
6065 This->xHotSpot = XHotSpot;
6066 This->yHotSpot = YHotSpot;
6067 return WINED3D_OK;
6070 static void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
6071 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6072 TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
6074 This->xScreenSpace = XScreenSpace;
6075 This->yScreenSpace = YScreenSpace;
6077 return;
6081 static BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
6082 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6083 BOOL oldVisible = This->bCursorVisible;
6084 POINT pt;
6086 TRACE("(%p) : visible(%d)\n", This, bShow);
6089 * When ShowCursor is first called it should make the cursor appear at the OS's last
6090 * known cursor position. Because of this, some applications just repetitively call
6091 * ShowCursor in order to update the cursor's position. This behavior is undocumented.
6093 GetCursorPos(&pt);
6094 This->xScreenSpace = pt.x;
6095 This->yScreenSpace = pt.y;
6097 if (This->haveHardwareCursor) {
6098 This->bCursorVisible = bShow;
6099 if (bShow)
6100 SetCursor(This->hardwareCursor);
6101 else
6102 SetCursor(NULL);
6104 else
6106 if (This->cursorTexture)
6107 This->bCursorVisible = bShow;
6110 return oldVisible;
6113 static HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
6114 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6115 TRACE("(%p) : state (%u)\n", This, This->state);
6116 /* TODO: Implement wrapping of the WndProc so that mimimize and maxamise can be monitored and the states adjusted. */
6117 switch (This->state) {
6118 case WINED3D_OK:
6119 return WINED3D_OK;
6120 case WINED3DERR_DEVICELOST:
6122 ResourceList *resourceList = This->resources;
6123 while (NULL != resourceList) {
6124 if (((IWineD3DResourceImpl *)resourceList->resource)->resource.pool == WINED3DPOOL_DEFAULT /* TODO: IWineD3DResource_GetPool(resourceList->resource)*/)
6125 return WINED3DERR_DEVICENOTRESET;
6126 resourceList = resourceList->next;
6128 return WINED3DERR_DEVICELOST;
6130 case WINED3DERR_DRIVERINTERNALERROR:
6131 return WINED3DERR_DRIVERINTERNALERROR;
6134 /* Unknown state */
6135 return WINED3DERR_DRIVERINTERNALERROR;
6139 static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
6140 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6141 /** FIXME: Resource tracking needs to be done,
6142 * The closes we can do to this is set the priorities of all managed textures low
6143 * and then reset them.
6144 ***********************************************************/
6145 FIXME("(%p) : stub\n", This);
6146 return WINED3D_OK;
6149 static void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
6150 IWineD3DDeviceImpl *This = surface->resource.wineD3DDevice; /* for GL_SUPPORT */
6152 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
6153 if(surface->Flags & SFLAG_DIBSECTION) {
6154 /* Release the DC */
6155 SelectObject(surface->hDC, surface->dib.holdbitmap);
6156 DeleteDC(surface->hDC);
6157 /* Release the DIB section */
6158 DeleteObject(surface->dib.DIBsection);
6159 surface->dib.bitmap_data = NULL;
6160 surface->resource.allocatedMemory = NULL;
6161 surface->Flags &= ~SFLAG_DIBSECTION;
6163 surface->currentDesc.Width = pPresentationParameters->BackBufferWidth;
6164 surface->currentDesc.Height = pPresentationParameters->BackBufferHeight;
6165 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
6166 surface->pow2Width = pPresentationParameters->BackBufferWidth;
6167 surface->pow2Height = pPresentationParameters->BackBufferHeight;
6168 } else {
6169 surface->pow2Width = surface->pow2Height = 1;
6170 while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
6171 while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
6173 if(surface->glDescription.textureName) {
6174 ENTER_GL();
6175 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
6176 glDeleteTextures(1, &surface->glDescription.textureName);
6177 LEAVE_GL();
6178 surface->glDescription.textureName = 0;
6179 surface->Flags &= ~SFLAG_CLIENT;
6181 if(surface->pow2Width != pPresentationParameters->BackBufferWidth ||
6182 surface->pow2Height != pPresentationParameters->BackBufferHeight) {
6183 surface->Flags |= SFLAG_NONPOW2;
6184 } else {
6185 surface->Flags &= ~SFLAG_NONPOW2;
6187 HeapFree(GetProcessHeap(), 0, surface->resource.allocatedMemory);
6188 surface->resource.size = IWineD3DSurface_GetPitch((IWineD3DSurface *) surface) * surface->pow2Width;
6191 static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
6192 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6193 IWineD3DSwapChainImpl *swapchain;
6194 HRESULT hr;
6195 BOOL DisplayModeChanged = FALSE;
6196 WINED3DDISPLAYMODE mode;
6197 TRACE("(%p)\n", This);
6199 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &swapchain);
6200 if(FAILED(hr)) {
6201 ERR("Failed to get the first implicit swapchain\n");
6202 return hr;
6205 /* Is it necessary to recreate the gl context? Actually every setting can be changed
6206 * on an existing gl context, so there's no real need for recreation.
6208 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
6210 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
6212 TRACE("New params:\n");
6213 TRACE("BackBufferWidth = %d\n", pPresentationParameters->BackBufferWidth);
6214 TRACE("BackBufferHeight = %d\n", pPresentationParameters->BackBufferHeight);
6215 TRACE("BackBufferFormat = %s\n", debug_d3dformat(pPresentationParameters->BackBufferFormat));
6216 TRACE("BackBufferCount = %d\n", pPresentationParameters->BackBufferCount);
6217 TRACE("MultiSampleType = %d\n", pPresentationParameters->MultiSampleType);
6218 TRACE("MultiSampleQuality = %d\n", pPresentationParameters->MultiSampleQuality);
6219 TRACE("SwapEffect = %d\n", pPresentationParameters->SwapEffect);
6220 TRACE("hDeviceWindow = %p\n", pPresentationParameters->hDeviceWindow);
6221 TRACE("Windowed = %s\n", pPresentationParameters->Windowed ? "true" : "false");
6222 TRACE("EnableAutoDepthStencil = %s\n", pPresentationParameters->EnableAutoDepthStencil ? "true" : "false");
6223 TRACE("Flags = %08x\n", pPresentationParameters->Flags);
6224 TRACE("FullScreen_RefreshRateInHz = %d\n", pPresentationParameters->FullScreen_RefreshRateInHz);
6225 TRACE("PresentationInterval = %d\n", pPresentationParameters->PresentationInterval);
6227 /* No special treatment of these parameters. Just store them */
6228 swapchain->presentParms.SwapEffect = pPresentationParameters->SwapEffect;
6229 swapchain->presentParms.Flags = pPresentationParameters->Flags;
6230 swapchain->presentParms.PresentationInterval = pPresentationParameters->PresentationInterval;
6231 swapchain->presentParms.FullScreen_RefreshRateInHz = pPresentationParameters->FullScreen_RefreshRateInHz;
6233 /* What to do about these? */
6234 if(pPresentationParameters->BackBufferCount != 0 &&
6235 pPresentationParameters->BackBufferCount != swapchain->presentParms.BackBufferCount) {
6236 ERR("Cannot change the back buffer count yet\n");
6238 if(pPresentationParameters->BackBufferFormat != WINED3DFMT_UNKNOWN &&
6239 pPresentationParameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat) {
6240 ERR("Cannot change the back buffer format yet\n");
6242 if(pPresentationParameters->hDeviceWindow != NULL &&
6243 pPresentationParameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow) {
6244 ERR("Cannot change the device window yet\n");
6246 if(pPresentationParameters->EnableAutoDepthStencil != swapchain->presentParms.EnableAutoDepthStencil) {
6247 ERR("What do do about a changed auto depth stencil parameter?\n");
6250 if(pPresentationParameters->Windowed) {
6251 mode.Width = swapchain->orig_width;
6252 mode.Height = swapchain->orig_height;
6253 mode.RefreshRate = 0;
6254 mode.Format = swapchain->presentParms.BackBufferFormat;
6255 } else {
6256 mode.Width = pPresentationParameters->BackBufferWidth;
6257 mode.Height = pPresentationParameters->BackBufferHeight;
6258 mode.RefreshRate = pPresentationParameters->FullScreen_RefreshRateInHz;
6259 mode.Format = swapchain->presentParms.BackBufferFormat;
6262 /* Should Width == 800 && Height == 0 set 800x600? */
6263 if(pPresentationParameters->BackBufferWidth != 0 && pPresentationParameters->BackBufferHeight != 0 &&
6264 (pPresentationParameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth ||
6265 pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
6267 WINED3DVIEWPORT vp;
6268 int i;
6270 vp.X = 0;
6271 vp.Y = 0;
6272 vp.Width = pPresentationParameters->BackBufferWidth;
6273 vp.Height = pPresentationParameters->BackBufferHeight;
6274 vp.MinZ = 0;
6275 vp.MaxZ = 1;
6277 if(!pPresentationParameters->Windowed) {
6278 DisplayModeChanged = TRUE;
6280 swapchain->presentParms.BackBufferWidth = pPresentationParameters->BackBufferWidth;
6281 swapchain->presentParms.BackBufferHeight = pPresentationParameters->BackBufferHeight;
6283 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->frontBuffer, pPresentationParameters);
6284 for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
6285 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->backBuffer[i], pPresentationParameters);
6288 /* Now set the new viewport */
6289 IWineD3DDevice_SetViewport(iface, &vp);
6292 if((pPresentationParameters->Windowed && !swapchain->presentParms.Windowed) ||
6293 (swapchain->presentParms.Windowed && !pPresentationParameters->Windowed) ||
6294 DisplayModeChanged) {
6296 /* Switching to fullscreen? Change to fullscreen mode, THEN change the screen res */
6297 if(!pPresentationParameters->Windowed) {
6298 IWineD3DDevice_SetFullscreen(iface, TRUE);
6301 IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
6303 /* Switching out of fullscreen mode? First set the original res, then change the window */
6304 if(pPresentationParameters->Windowed) {
6305 IWineD3DDevice_SetFullscreen(iface, FALSE);
6307 swapchain->presentParms.Windowed = pPresentationParameters->Windowed;
6310 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
6311 return WINED3D_OK;
6314 static HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
6315 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6316 /** FIXME: always true at the moment **/
6317 if(!bEnableDialogs) {
6318 FIXME("(%p) Dialogs cannot be disabled yet\n", This);
6320 return WINED3D_OK;
6324 static HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, WINED3DDEVICE_CREATION_PARAMETERS *pParameters) {
6325 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6326 TRACE("(%p) : pParameters %p\n", This, pParameters);
6328 *pParameters = This->createParms;
6329 return WINED3D_OK;
6332 static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) {
6333 IWineD3DSwapChain *swapchain;
6334 HRESULT hrc = WINED3D_OK;
6336 TRACE("Relaying to swapchain\n");
6338 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
6339 IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (WINED3DGAMMARAMP *)pRamp);
6340 IWineD3DSwapChain_Release(swapchain);
6342 return;
6345 static void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp) {
6346 IWineD3DSwapChain *swapchain;
6347 HRESULT hrc = WINED3D_OK;
6349 TRACE("Relaying to swapchain\n");
6351 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
6352 hrc =IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
6353 IWineD3DSwapChain_Release(swapchain);
6355 return;
6359 /** ********************************************************
6360 * Notification functions
6361 ** ********************************************************/
6362 /** This function must be called in the release of a resource when ref == 0,
6363 * the contents of resource must still be correct,
6364 * any handels to other resource held by the caller must be closed
6365 * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
6366 *****************************************************/
6367 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6368 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6369 ResourceList* resourceList;
6371 TRACE("(%p) : resource %p\n", This, resource);
6372 /* add a new texture to the frot of the linked list */
6373 resourceList = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ResourceList));
6374 resourceList->resource = resource;
6376 /* Get the old head */
6377 resourceList->next = This->resources;
6379 This->resources = resourceList;
6380 TRACE("Added resource %p with element %p pointing to %p\n", resource, resourceList, resourceList->next);
6382 return;
6385 static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6386 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6387 ResourceList* resourceList = NULL;
6388 ResourceList* previousResourceList = NULL;
6390 TRACE("(%p) : resource %p\n", This, resource);
6392 resourceList = This->resources;
6394 while (resourceList != NULL) {
6395 if(resourceList->resource == resource) break;
6396 previousResourceList = resourceList;
6397 resourceList = resourceList->next;
6400 if (resourceList == NULL) {
6401 FIXME("Attempted to remove resource %p that hasn't been stored\n", resource);
6402 return;
6403 } else {
6404 TRACE("Found resource %p with element %p pointing to %p (previous %p)\n", resourceList->resource, resourceList, resourceList->next, previousResourceList);
6406 /* make sure we don't leave a hole in the list */
6407 if (previousResourceList != NULL) {
6408 previousResourceList->next = resourceList->next;
6409 } else {
6410 This->resources = resourceList->next;
6413 return;
6417 static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DResource *resource){
6418 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6419 int counter;
6421 TRACE("(%p) : resource %p\n", This, resource);
6422 switch(IWineD3DResource_GetType(resource)){
6423 /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
6424 case WINED3DRTYPE_SURFACE: {
6425 unsigned int i;
6427 /* Cleanup any FBO attachments */
6428 for (i = 0; i < GL_LIMITS(buffers); ++i) {
6429 if (This->fbo_color_attachments[i] == (IWineD3DSurface *)resource) {
6430 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
6431 set_render_target_fbo(iface, i, NULL);
6432 This->fbo_color_attachments[i] = NULL;
6435 if (This->fbo_depth_attachment == (IWineD3DSurface *)resource) {
6436 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
6437 set_depth_stencil_fbo(iface, NULL);
6438 This->fbo_depth_attachment = NULL;
6441 break;
6444 case WINED3DRTYPE_TEXTURE:
6445 case WINED3DRTYPE_CUBETEXTURE:
6446 case WINED3DRTYPE_VOLUMETEXTURE:
6447 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
6448 if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6449 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6450 This->stateBlock->textures[counter] = NULL;
6452 if (This->updateStateBlock != This->stateBlock ){
6453 if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6454 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6455 This->updateStateBlock->textures[counter] = NULL;
6459 break;
6460 case WINED3DRTYPE_VOLUME:
6461 /* TODO: nothing really? */
6462 break;
6463 case WINED3DRTYPE_VERTEXBUFFER:
6464 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed. */
6466 int streamNumber;
6467 TRACE("Cleaning up stream pointers\n");
6469 for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
6470 /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
6471 FINDOUT: should changes.streamSource[StreamNumber] be set ?
6473 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6474 if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
6475 FIXME("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
6476 This->updateStateBlock->streamSource[streamNumber] = 0;
6477 /* Set changed flag? */
6480 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) */
6481 if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
6482 TRACE("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
6483 This->stateBlock->streamSource[streamNumber] = 0;
6486 #if 0 /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */
6487 else { /* This shouldn't happen */
6488 FIXME("Calling application has released the device before relasing all the resources bound to the device\n");
6490 #endif
6494 break;
6495 case WINED3DRTYPE_INDEXBUFFER:
6496 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed.*/
6497 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6498 if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
6499 This->updateStateBlock->pIndexData = NULL;
6502 if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
6503 if (This->stateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
6504 This->stateBlock->pIndexData = NULL;
6508 break;
6509 default:
6510 FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
6511 break;
6515 /* Remove the resoruce from the resourceStore */
6516 IWineD3DDeviceImpl_RemoveResource(iface, resource);
6518 TRACE("Resource released\n");
6522 /**********************************************************
6523 * IWineD3DDevice VTbl follows
6524 **********************************************************/
6526 const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
6528 /*** IUnknown methods ***/
6529 IWineD3DDeviceImpl_QueryInterface,
6530 IWineD3DDeviceImpl_AddRef,
6531 IWineD3DDeviceImpl_Release,
6532 /*** IWineD3DDevice methods ***/
6533 IWineD3DDeviceImpl_GetParent,
6534 /*** Creation methods**/
6535 IWineD3DDeviceImpl_CreateVertexBuffer,
6536 IWineD3DDeviceImpl_CreateIndexBuffer,
6537 IWineD3DDeviceImpl_CreateStateBlock,
6538 IWineD3DDeviceImpl_CreateSurface,
6539 IWineD3DDeviceImpl_CreateTexture,
6540 IWineD3DDeviceImpl_CreateVolumeTexture,
6541 IWineD3DDeviceImpl_CreateVolume,
6542 IWineD3DDeviceImpl_CreateCubeTexture,
6543 IWineD3DDeviceImpl_CreateQuery,
6544 IWineD3DDeviceImpl_CreateAdditionalSwapChain,
6545 IWineD3DDeviceImpl_CreateVertexDeclaration,
6546 IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF,
6547 IWineD3DDeviceImpl_CreateVertexShader,
6548 IWineD3DDeviceImpl_CreatePixelShader,
6549 IWineD3DDeviceImpl_CreatePalette,
6550 /*** Odd functions **/
6551 IWineD3DDeviceImpl_Init3D,
6552 IWineD3DDeviceImpl_Uninit3D,
6553 IWineD3DDeviceImpl_SetFullscreen,
6554 IWineD3DDeviceImpl_SetMultithreaded,
6555 IWineD3DDeviceImpl_EvictManagedResources,
6556 IWineD3DDeviceImpl_GetAvailableTextureMem,
6557 IWineD3DDeviceImpl_GetBackBuffer,
6558 IWineD3DDeviceImpl_GetCreationParameters,
6559 IWineD3DDeviceImpl_GetDeviceCaps,
6560 IWineD3DDeviceImpl_GetDirect3D,
6561 IWineD3DDeviceImpl_GetDisplayMode,
6562 IWineD3DDeviceImpl_SetDisplayMode,
6563 IWineD3DDeviceImpl_GetHWND,
6564 IWineD3DDeviceImpl_SetHWND,
6565 IWineD3DDeviceImpl_GetNumberOfSwapChains,
6566 IWineD3DDeviceImpl_GetRasterStatus,
6567 IWineD3DDeviceImpl_GetSwapChain,
6568 IWineD3DDeviceImpl_Reset,
6569 IWineD3DDeviceImpl_SetDialogBoxMode,
6570 IWineD3DDeviceImpl_SetCursorProperties,
6571 IWineD3DDeviceImpl_SetCursorPosition,
6572 IWineD3DDeviceImpl_ShowCursor,
6573 IWineD3DDeviceImpl_TestCooperativeLevel,
6574 /*** Getters and setters **/
6575 IWineD3DDeviceImpl_SetClipPlane,
6576 IWineD3DDeviceImpl_GetClipPlane,
6577 IWineD3DDeviceImpl_SetClipStatus,
6578 IWineD3DDeviceImpl_GetClipStatus,
6579 IWineD3DDeviceImpl_SetCurrentTexturePalette,
6580 IWineD3DDeviceImpl_GetCurrentTexturePalette,
6581 IWineD3DDeviceImpl_SetDepthStencilSurface,
6582 IWineD3DDeviceImpl_GetDepthStencilSurface,
6583 IWineD3DDeviceImpl_SetFVF,
6584 IWineD3DDeviceImpl_GetFVF,
6585 IWineD3DDeviceImpl_SetGammaRamp,
6586 IWineD3DDeviceImpl_GetGammaRamp,
6587 IWineD3DDeviceImpl_SetIndices,
6588 IWineD3DDeviceImpl_GetIndices,
6589 IWineD3DDeviceImpl_SetBaseVertexIndex,
6590 IWineD3DDeviceImpl_GetBaseVertexIndex,
6591 IWineD3DDeviceImpl_SetLight,
6592 IWineD3DDeviceImpl_GetLight,
6593 IWineD3DDeviceImpl_SetLightEnable,
6594 IWineD3DDeviceImpl_GetLightEnable,
6595 IWineD3DDeviceImpl_SetMaterial,
6596 IWineD3DDeviceImpl_GetMaterial,
6597 IWineD3DDeviceImpl_SetNPatchMode,
6598 IWineD3DDeviceImpl_GetNPatchMode,
6599 IWineD3DDeviceImpl_SetPaletteEntries,
6600 IWineD3DDeviceImpl_GetPaletteEntries,
6601 IWineD3DDeviceImpl_SetPixelShader,
6602 IWineD3DDeviceImpl_GetPixelShader,
6603 IWineD3DDeviceImpl_SetPixelShaderConstantB,
6604 IWineD3DDeviceImpl_GetPixelShaderConstantB,
6605 IWineD3DDeviceImpl_SetPixelShaderConstantI,
6606 IWineD3DDeviceImpl_GetPixelShaderConstantI,
6607 IWineD3DDeviceImpl_SetPixelShaderConstantF,
6608 IWineD3DDeviceImpl_GetPixelShaderConstantF,
6609 IWineD3DDeviceImpl_SetRenderState,
6610 IWineD3DDeviceImpl_GetRenderState,
6611 IWineD3DDeviceImpl_SetRenderTarget,
6612 IWineD3DDeviceImpl_GetRenderTarget,
6613 IWineD3DDeviceImpl_SetFrontBackBuffers,
6614 IWineD3DDeviceImpl_SetSamplerState,
6615 IWineD3DDeviceImpl_GetSamplerState,
6616 IWineD3DDeviceImpl_SetScissorRect,
6617 IWineD3DDeviceImpl_GetScissorRect,
6618 IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
6619 IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
6620 IWineD3DDeviceImpl_SetStreamSource,
6621 IWineD3DDeviceImpl_GetStreamSource,
6622 IWineD3DDeviceImpl_SetStreamSourceFreq,
6623 IWineD3DDeviceImpl_GetStreamSourceFreq,
6624 IWineD3DDeviceImpl_SetTexture,
6625 IWineD3DDeviceImpl_GetTexture,
6626 IWineD3DDeviceImpl_SetTextureStageState,
6627 IWineD3DDeviceImpl_GetTextureStageState,
6628 IWineD3DDeviceImpl_SetTransform,
6629 IWineD3DDeviceImpl_GetTransform,
6630 IWineD3DDeviceImpl_SetVertexDeclaration,
6631 IWineD3DDeviceImpl_GetVertexDeclaration,
6632 IWineD3DDeviceImpl_SetVertexShader,
6633 IWineD3DDeviceImpl_GetVertexShader,
6634 IWineD3DDeviceImpl_SetVertexShaderConstantB,
6635 IWineD3DDeviceImpl_GetVertexShaderConstantB,
6636 IWineD3DDeviceImpl_SetVertexShaderConstantI,
6637 IWineD3DDeviceImpl_GetVertexShaderConstantI,
6638 IWineD3DDeviceImpl_SetVertexShaderConstantF,
6639 IWineD3DDeviceImpl_GetVertexShaderConstantF,
6640 IWineD3DDeviceImpl_SetViewport,
6641 IWineD3DDeviceImpl_GetViewport,
6642 IWineD3DDeviceImpl_MultiplyTransform,
6643 IWineD3DDeviceImpl_ValidateDevice,
6644 IWineD3DDeviceImpl_ProcessVertices,
6645 /*** State block ***/
6646 IWineD3DDeviceImpl_BeginStateBlock,
6647 IWineD3DDeviceImpl_EndStateBlock,
6648 /*** Scene management ***/
6649 IWineD3DDeviceImpl_BeginScene,
6650 IWineD3DDeviceImpl_EndScene,
6651 IWineD3DDeviceImpl_Present,
6652 IWineD3DDeviceImpl_Clear,
6653 /*** Drawing ***/
6654 IWineD3DDeviceImpl_DrawPrimitive,
6655 IWineD3DDeviceImpl_DrawIndexedPrimitive,
6656 IWineD3DDeviceImpl_DrawPrimitiveUP,
6657 IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
6658 IWineD3DDeviceImpl_DrawPrimitiveStrided,
6659 IWineD3DDeviceImpl_DrawRectPatch,
6660 IWineD3DDeviceImpl_DrawTriPatch,
6661 IWineD3DDeviceImpl_DeletePatch,
6662 IWineD3DDeviceImpl_ColorFill,
6663 IWineD3DDeviceImpl_UpdateTexture,
6664 IWineD3DDeviceImpl_UpdateSurface,
6665 IWineD3DDeviceImpl_GetFrontBufferData,
6666 /*** object tracking ***/
6667 IWineD3DDeviceImpl_ResourceReleased
6671 const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
6672 WINED3DRS_ALPHABLENDENABLE ,
6673 WINED3DRS_ALPHAFUNC ,
6674 WINED3DRS_ALPHAREF ,
6675 WINED3DRS_ALPHATESTENABLE ,
6676 WINED3DRS_BLENDOP ,
6677 WINED3DRS_COLORWRITEENABLE ,
6678 WINED3DRS_DESTBLEND ,
6679 WINED3DRS_DITHERENABLE ,
6680 WINED3DRS_FILLMODE ,
6681 WINED3DRS_FOGDENSITY ,
6682 WINED3DRS_FOGEND ,
6683 WINED3DRS_FOGSTART ,
6684 WINED3DRS_LASTPIXEL ,
6685 WINED3DRS_SHADEMODE ,
6686 WINED3DRS_SRCBLEND ,
6687 WINED3DRS_STENCILENABLE ,
6688 WINED3DRS_STENCILFAIL ,
6689 WINED3DRS_STENCILFUNC ,
6690 WINED3DRS_STENCILMASK ,
6691 WINED3DRS_STENCILPASS ,
6692 WINED3DRS_STENCILREF ,
6693 WINED3DRS_STENCILWRITEMASK ,
6694 WINED3DRS_STENCILZFAIL ,
6695 WINED3DRS_TEXTUREFACTOR ,
6696 WINED3DRS_WRAP0 ,
6697 WINED3DRS_WRAP1 ,
6698 WINED3DRS_WRAP2 ,
6699 WINED3DRS_WRAP3 ,
6700 WINED3DRS_WRAP4 ,
6701 WINED3DRS_WRAP5 ,
6702 WINED3DRS_WRAP6 ,
6703 WINED3DRS_WRAP7 ,
6704 WINED3DRS_ZENABLE ,
6705 WINED3DRS_ZFUNC ,
6706 WINED3DRS_ZWRITEENABLE
6709 const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
6710 WINED3DTSS_ADDRESSW ,
6711 WINED3DTSS_ALPHAARG0 ,
6712 WINED3DTSS_ALPHAARG1 ,
6713 WINED3DTSS_ALPHAARG2 ,
6714 WINED3DTSS_ALPHAOP ,
6715 WINED3DTSS_BUMPENVLOFFSET ,
6716 WINED3DTSS_BUMPENVLSCALE ,
6717 WINED3DTSS_BUMPENVMAT00 ,
6718 WINED3DTSS_BUMPENVMAT01 ,
6719 WINED3DTSS_BUMPENVMAT10 ,
6720 WINED3DTSS_BUMPENVMAT11 ,
6721 WINED3DTSS_COLORARG0 ,
6722 WINED3DTSS_COLORARG1 ,
6723 WINED3DTSS_COLORARG2 ,
6724 WINED3DTSS_COLOROP ,
6725 WINED3DTSS_RESULTARG ,
6726 WINED3DTSS_TEXCOORDINDEX ,
6727 WINED3DTSS_TEXTURETRANSFORMFLAGS
6730 const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
6731 WINED3DSAMP_ADDRESSU ,
6732 WINED3DSAMP_ADDRESSV ,
6733 WINED3DSAMP_ADDRESSW ,
6734 WINED3DSAMP_BORDERCOLOR ,
6735 WINED3DSAMP_MAGFILTER ,
6736 WINED3DSAMP_MINFILTER ,
6737 WINED3DSAMP_MIPFILTER ,
6738 WINED3DSAMP_MIPMAPLODBIAS ,
6739 WINED3DSAMP_MAXMIPLEVEL ,
6740 WINED3DSAMP_MAXANISOTROPY ,
6741 WINED3DSAMP_SRGBTEXTURE ,
6742 WINED3DSAMP_ELEMENTINDEX
6745 const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
6746 WINED3DRS_AMBIENT ,
6747 WINED3DRS_AMBIENTMATERIALSOURCE ,
6748 WINED3DRS_CLIPPING ,
6749 WINED3DRS_CLIPPLANEENABLE ,
6750 WINED3DRS_COLORVERTEX ,
6751 WINED3DRS_DIFFUSEMATERIALSOURCE ,
6752 WINED3DRS_EMISSIVEMATERIALSOURCE ,
6753 WINED3DRS_FOGDENSITY ,
6754 WINED3DRS_FOGEND ,
6755 WINED3DRS_FOGSTART ,
6756 WINED3DRS_FOGTABLEMODE ,
6757 WINED3DRS_FOGVERTEXMODE ,
6758 WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
6759 WINED3DRS_LIGHTING ,
6760 WINED3DRS_LOCALVIEWER ,
6761 WINED3DRS_MULTISAMPLEANTIALIAS ,
6762 WINED3DRS_MULTISAMPLEMASK ,
6763 WINED3DRS_NORMALIZENORMALS ,
6764 WINED3DRS_PATCHEDGESTYLE ,
6765 WINED3DRS_POINTSCALE_A ,
6766 WINED3DRS_POINTSCALE_B ,
6767 WINED3DRS_POINTSCALE_C ,
6768 WINED3DRS_POINTSCALEENABLE ,
6769 WINED3DRS_POINTSIZE ,
6770 WINED3DRS_POINTSIZE_MAX ,
6771 WINED3DRS_POINTSIZE_MIN ,
6772 WINED3DRS_POINTSPRITEENABLE ,
6773 WINED3DRS_RANGEFOGENABLE ,
6774 WINED3DRS_SPECULARMATERIALSOURCE ,
6775 WINED3DRS_TWEENFACTOR ,
6776 WINED3DRS_VERTEXBLEND
6779 const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
6780 WINED3DTSS_TEXCOORDINDEX ,
6781 WINED3DTSS_TEXTURETRANSFORMFLAGS
6784 const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
6785 WINED3DSAMP_DMAPOFFSET
6788 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
6789 DWORD rep = StateTable[state].representative;
6790 DWORD idx;
6791 BYTE shift;
6792 UINT i;
6793 WineD3DContext *context;
6795 if(!rep) return;
6796 for(i = 0; i < This->numContexts; i++) {
6797 context = This->contexts[i];
6798 if(isStateDirty(context, rep)) continue;
6800 context->dirtyArray[context->numDirtyEntries++] = rep;
6801 idx = rep >> 5;
6802 shift = rep & 0x1f;
6803 context->isStateDirty[idx] |= (1 << shift);