push 2cb3c55a66a85d63efe36907fa6cad8804808438
[wine/hacks.git] / dlls / wined3d / device.c
blobd966f9ccc321bc770ef5681a379f7e615606c81e
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 2006-2007 Stefan Dösinger for CodeWeavers
10 * Copyright 2006-2007 Henri Verbeet
11 * Copyright 2007 Andrew Riedi
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include <stdio.h>
30 #ifdef HAVE_FLOAT_H
31 # include <float.h>
32 #endif
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 #define GLINFO_LOCATION This->adapter->gl_info
38 /* Define the default light parameters as specified by MSDN */
39 const WINED3DLIGHT WINED3D_default_light = {
41 WINED3DLIGHT_DIRECTIONAL, /* Type */
42 { 1.0, 1.0, 1.0, 0.0 }, /* Diffuse r,g,b,a */
43 { 0.0, 0.0, 0.0, 0.0 }, /* Specular r,g,b,a */
44 { 0.0, 0.0, 0.0, 0.0 }, /* Ambient r,g,b,a, */
45 { 0.0, 0.0, 0.0 }, /* Position x,y,z */
46 { 0.0, 0.0, 1.0 }, /* Direction x,y,z */
47 0.0, /* Range */
48 0.0, /* Falloff */
49 0.0, 0.0, 0.0, /* Attenuation 0,1,2 */
50 0.0, /* Theta */
51 0.0 /* Phi */
54 /* static function declarations */
55 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
57 /* helper macros */
58 #define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;}
60 #define D3DCREATEOBJECTINSTANCE(object, type) { \
61 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
62 D3DMEMCHECK(object, pp##type); \
63 object->lpVtbl = &IWineD3D##type##_Vtbl; \
64 object->wineD3DDevice = This; \
65 object->parent = parent; \
66 object->ref = 1; \
67 *pp##type = (IWineD3D##type *) object; \
70 #define D3DCREATESHADEROBJECTINSTANCE(object, type) { \
71 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
72 D3DMEMCHECK(object, pp##type); \
73 object->lpVtbl = &IWineD3D##type##_Vtbl; \
74 object->parent = parent; \
75 object->baseShader.ref = 1; \
76 object->baseShader.device = (IWineD3DDevice*) This; \
77 list_init(&object->baseShader.linked_programs); \
78 *pp##type = (IWineD3D##type *) object; \
81 #define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
82 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
83 D3DMEMCHECK(object, pp##type); \
84 object->lpVtbl = &IWineD3D##type##_Vtbl; \
85 object->resource.wineD3DDevice = This; \
86 object->resource.parent = parent; \
87 object->resource.resourceType = d3dtype; \
88 object->resource.ref = 1; \
89 object->resource.pool = Pool; \
90 object->resource.format = Format; \
91 object->resource.usage = Usage; \
92 object->resource.size = _size; \
93 list_init(&object->resource.privateData); \
94 /* Check that we have enough video ram left */ \
95 if (Pool == WINED3DPOOL_DEFAULT) { \
96 if (IWineD3DDevice_GetAvailableTextureMem(iface) <= _size) { \
97 WARN("Out of 'bogus' video memory\n"); \
98 HeapFree(GetProcessHeap(), 0, object); \
99 *pp##type = NULL; \
100 return WINED3DERR_OUTOFVIDEOMEMORY; \
102 WineD3DAdapterChangeGLRam(This, _size); \
104 object->resource.heapMemory = (0 == _size ? NULL : HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, _size + RESOURCE_ALIGNMENT)); \
105 if (object->resource.heapMemory == NULL && _size != 0) { \
106 FIXME("Out of memory!\n"); \
107 HeapFree(GetProcessHeap(), 0, object); \
108 *pp##type = NULL; \
109 return WINED3DERR_OUTOFVIDEOMEMORY; \
111 object->resource.allocatedMemory = (BYTE *)(((ULONG_PTR) object->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1)); \
112 *pp##type = (IWineD3D##type *) object; \
113 IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object) ;\
114 TRACE("(%p) : Created resource %p\n", This, object); \
117 #define D3DINITIALIZEBASETEXTURE(_basetexture) { \
118 _basetexture.levels = Levels; \
119 _basetexture.filterType = (Usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE; \
120 _basetexture.LOD = 0; \
121 _basetexture.dirty = TRUE; \
122 _basetexture.is_srgb = FALSE; \
123 _basetexture.srgb_mode_change_count = 0; \
126 /**********************************************************
127 * Global variable / Constants follow
128 **********************************************************/
129 const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
131 /**********************************************************
132 * IUnknown parts follows
133 **********************************************************/
135 static HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
137 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
139 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
140 if (IsEqualGUID(riid, &IID_IUnknown)
141 || IsEqualGUID(riid, &IID_IWineD3DBase)
142 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
143 IUnknown_AddRef(iface);
144 *ppobj = This;
145 return S_OK;
147 *ppobj = NULL;
148 return E_NOINTERFACE;
151 static ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
152 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
153 ULONG refCount = InterlockedIncrement(&This->ref);
155 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
156 return refCount;
159 static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
160 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
161 ULONG refCount = InterlockedDecrement(&This->ref);
163 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
165 if (!refCount) {
166 if (This->fbo) {
167 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->fbo));
169 if (This->src_fbo) {
170 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->src_fbo));
172 if (This->dst_fbo) {
173 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->dst_fbo));
176 if (This->glsl_program_lookup) hash_table_destroy(This->glsl_program_lookup);
178 /* TODO: Clean up all the surfaces and textures! */
179 /* NOTE: You must release the parent if the object was created via a callback
180 ** ***************************/
182 if (!list_empty(&This->resources)) {
183 FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
184 dumpResources(&This->resources);
187 if(This->contexts) ERR("Context array not freed!\n");
188 if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
189 This->haveHardwareCursor = FALSE;
191 IWineD3D_Release(This->wineD3D);
192 This->wineD3D = NULL;
193 HeapFree(GetProcessHeap(), 0, This);
194 TRACE("Freed device %p\n", This);
195 This = NULL;
197 return refCount;
200 /**********************************************************
201 * IWineD3DDevice implementation follows
202 **********************************************************/
203 static HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
204 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
205 *pParent = This->parent;
206 IUnknown_AddRef(This->parent);
207 return WINED3D_OK;
210 static void CreateVBO(IWineD3DVertexBufferImpl *object) {
211 IWineD3DDeviceImpl *This = object->resource.wineD3DDevice; /* Needed for GL_EXTCALL */
212 GLenum error, glUsage;
213 DWORD vboUsage = object->resource.usage;
214 if(object->Flags & VBFLAG_VBOCREATEFAIL) {
215 WARN("Creating a vbo failed once, not trying again\n");
216 return;
219 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", object, debug_d3dusage(vboUsage));
221 /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
222 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
223 ENTER_GL();
225 /* Make sure that the gl error is cleared. Do not use checkGLcall
226 * here because checkGLcall just prints a fixme and continues. However,
227 * if an error during VBO creation occurs we can fall back to non-vbo operation
228 * with full functionality(but performance loss)
230 while(glGetError() != GL_NO_ERROR);
232 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
233 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
234 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
235 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
236 * to check if the rhw and color values are in the correct format.
239 GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
240 error = glGetError();
241 if(object->vbo == 0 || error != GL_NO_ERROR) {
242 WARN("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
243 goto error;
246 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, object->vbo));
247 error = glGetError();
248 if(error != GL_NO_ERROR) {
249 WARN("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
250 goto error;
253 /* Don't use static, because dx apps tend to update the buffer
254 * quite often even if they specify 0 usage. Because we always keep the local copy
255 * we never read from the vbo and can create a write only opengl buffer.
257 switch(vboUsage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC) ) {
258 case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC:
259 case WINED3DUSAGE_DYNAMIC:
260 TRACE("Gl usage = GL_STREAM_DRAW\n");
261 glUsage = GL_STREAM_DRAW_ARB;
262 break;
263 case WINED3DUSAGE_WRITEONLY:
264 default:
265 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
266 glUsage = GL_DYNAMIC_DRAW_ARB;
267 break;
270 /* Reserve memory for the buffer. The amount of data won't change
271 * so we are safe with calling glBufferData once with a NULL ptr and
272 * calling glBufferSubData on updates
274 GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
275 error = glGetError();
276 if(error != GL_NO_ERROR) {
277 WARN("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
278 goto error;
280 object->vbo_size = object->resource.size;
281 object->vbo_usage = glUsage;
283 LEAVE_GL();
285 return;
286 error:
287 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
288 FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
289 if(object->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
290 object->vbo = 0;
291 object->Flags |= VBFLAG_VBOCREATEFAIL;
292 LEAVE_GL();
293 return;
296 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
297 DWORD FVF, WINED3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
298 IUnknown *parent) {
299 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
300 IWineD3DVertexBufferImpl *object;
301 WINED3DFORMAT Format = WINED3DFMT_VERTEXDATA; /* Dummy format for now */
302 int dxVersion = ( (IWineD3DImpl *) This->wineD3D)->dxVersion;
303 BOOL conv;
305 if(Size == 0) {
306 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
307 *ppVertexBuffer = NULL;
308 return WINED3DERR_INVALIDCALL;
309 } else if(Pool == WINED3DPOOL_SCRATCH) {
310 /* The d3d9 testsuit shows that this is not allowed. It doesn't make much sense
311 * anyway, SCRATCH vertex buffers aren't useable anywhere
313 WARN("Vertex buffer in D3DPOOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL\n");
314 *ppVertexBuffer = NULL;
315 return WINED3DERR_INVALIDCALL;
318 D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, WINED3DRTYPE_VERTEXBUFFER, Size)
320 TRACE("(%p) : Size=%d, Usage=0x%08x, FVF=%x, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
321 *ppVertexBuffer = (IWineD3DVertexBuffer *)object;
323 object->fvf = FVF;
325 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
326 * drawStridedFast (half-life 2).
328 * Basically converting the vertices in the buffer is quite expensive, and observations
329 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
330 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
332 * Direct3D7 has another problem: Its vertexbuffer api doesn't offer a way to specify
333 * the range of vertices being locked, so each lock will require the whole buffer to be transformed.
334 * Moreover geometry data in dx7 is quite simple, so drawStridedSlow isn't a big hit. A plus
335 * is that the vertex buffers fvf can be trusted in dx7. So only create non-converted vbos for
336 * dx7 apps.
337 * There is a IDirect3DVertexBuffer7::Optimize call after which the buffer can't be locked any
338 * more. In this call we can convert dx7 buffers too.
340 conv = ((FVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) || (FVF & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
341 if(!GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
342 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
343 } else if(Pool == WINED3DPOOL_SYSTEMMEM) {
344 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
345 } else if(Usage & WINED3DUSAGE_DYNAMIC) {
346 TRACE("Not creating a vbo because the buffer has dynamic usage\n");
347 } else if(dxVersion <= 7 && conv) {
348 TRACE("Not creating a vbo because dxVersion is 7 and the fvf needs conversion\n");
349 } else {
350 CreateVBO(object);
352 return WINED3D_OK;
355 static void CreateIndexBufferVBO(IWineD3DDeviceImpl *This, IWineD3DIndexBufferImpl *object) {
356 GLenum error, glUsage;
357 TRACE("Creating VBO for Index Buffer %p\n", object);
359 /* The following code will modify the ELEMENT_ARRAY_BUFFER binding, make sure it is
360 * restored on the next draw
362 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
364 /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
365 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
366 ENTER_GL();
368 while(glGetError());
370 GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
371 error = glGetError();
372 if(error != GL_NO_ERROR || object->vbo == 0) {
373 ERR("Creating a vbo failed with error %s (%#x), continuing without vbo for this buffer\n", debug_glerror(error), error);
374 goto out;
377 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, object->vbo));
378 error = glGetError();
379 if(error != GL_NO_ERROR) {
380 ERR("Failed to bind index buffer with error %s (%#x), continuing without vbo for this buffer\n", debug_glerror(error), error);
381 goto out;
384 /* Use static write only usage for now. Dynamic index buffers stay in sysmem, and due to the sysmem
385 * copy no readback will be needed
387 glUsage = GL_STATIC_DRAW_ARB;
388 GL_EXTCALL(glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
389 error = glGetError();
390 if(error != GL_NO_ERROR) {
391 ERR("Failed to initialize the index buffer with error %s (%#x)\n", debug_glerror(error), error);
392 goto out;
394 LEAVE_GL();
395 TRACE("Successfully created vbo %d for index buffer %p\n", object->vbo, object);
396 return;
398 out:
399 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
400 GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
401 LEAVE_GL();
402 object->vbo = 0;
405 static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
406 WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
407 HANDLE *sharedHandle, IUnknown *parent) {
408 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
409 IWineD3DIndexBufferImpl *object;
410 TRACE("(%p) Creating index buffer\n", This);
412 /* Allocate the storage for the device */
413 D3DCREATERESOURCEOBJECTINSTANCE(object,IndexBuffer,WINED3DRTYPE_INDEXBUFFER, Length)
415 if(Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
416 CreateIndexBufferVBO(This, object);
419 TRACE("(%p) : Len=%d, Use=%x, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
420 debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
421 *ppIndexBuffer = (IWineD3DIndexBuffer *) object;
423 return WINED3D_OK;
426 static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
428 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
429 IWineD3DStateBlockImpl *object;
430 int i, j;
431 HRESULT temp_result;
433 D3DCREATEOBJECTINSTANCE(object, StateBlock)
434 object->blockType = Type;
436 for(i = 0; i < LIGHTMAP_SIZE; i++) {
437 list_init(&object->lightMap[i]);
440 /* Special case - Used during initialization to produce a placeholder stateblock
441 so other functions called can update a state block */
442 if (Type == WINED3DSBT_INIT) {
443 /* Don't bother increasing the reference count otherwise a device will never
444 be freed due to circular dependencies */
445 return WINED3D_OK;
448 temp_result = allocate_shader_constants(object);
449 if (WINED3D_OK != temp_result)
450 return temp_result;
452 /* Otherwise, might as well set the whole state block to the appropriate values */
453 if (This->stateBlock != NULL)
454 stateblock_copy((IWineD3DStateBlock*) object, (IWineD3DStateBlock*) This->stateBlock);
455 else
456 memset(object->streamFreq, 1, sizeof(object->streamFreq));
458 /* Reset the ref and type after kludging it */
459 object->wineD3DDevice = This;
460 object->ref = 1;
461 object->blockType = Type;
463 TRACE("Updating changed flags appropriate for type %d\n", Type);
465 if (Type == WINED3DSBT_ALL) {
467 TRACE("ALL => Pretend everything has changed\n");
468 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, TRUE);
470 /* Lights are not part of the changed / set structure */
471 for(j = 0; j < LIGHTMAP_SIZE; j++) {
472 struct list *e;
473 LIST_FOR_EACH(e, &object->lightMap[j]) {
474 PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
475 light->changed = TRUE;
476 light->enabledChanged = TRUE;
479 for(j = 1; j <= WINEHIGHEST_RENDER_STATE; j++) {
480 object->contained_render_states[j - 1] = j;
482 object->num_contained_render_states = WINEHIGHEST_RENDER_STATE;
483 /* TODO: Filter unused transforms between TEXTURE8 and WORLD0? */
484 for(j = 1; j <= HIGHEST_TRANSFORMSTATE; j++) {
485 object->contained_transform_states[j - 1] = j;
487 object->num_contained_transform_states = HIGHEST_TRANSFORMSTATE;
488 for(j = 0; j < GL_LIMITS(vshader_constantsF); j++) {
489 object->contained_vs_consts_f[j] = j;
491 object->num_contained_vs_consts_f = GL_LIMITS(vshader_constantsF);
492 for(j = 0; j < MAX_CONST_I; j++) {
493 object->contained_vs_consts_i[j] = j;
495 object->num_contained_vs_consts_i = MAX_CONST_I;
496 for(j = 0; j < MAX_CONST_B; j++) {
497 object->contained_vs_consts_b[j] = j;
499 object->num_contained_vs_consts_b = MAX_CONST_B;
500 for(j = 0; j < GL_LIMITS(pshader_constantsF); j++) {
501 object->contained_ps_consts_f[j] = j;
503 object->num_contained_ps_consts_f = GL_LIMITS(pshader_constantsF);
504 for(j = 0; j < MAX_CONST_I; j++) {
505 object->contained_ps_consts_i[j] = j;
507 object->num_contained_ps_consts_i = MAX_CONST_I;
508 for(j = 0; j < MAX_CONST_B; j++) {
509 object->contained_ps_consts_b[j] = j;
511 object->num_contained_ps_consts_b = MAX_CONST_B;
512 for(i = 0; i < MAX_TEXTURES; i++) {
513 for(j = 1; j <= WINED3D_HIGHEST_TEXTURE_STATE; j++) {
514 object->contained_tss_states[object->num_contained_tss_states].stage = i;
515 object->contained_tss_states[object->num_contained_tss_states].state = j;
516 object->num_contained_tss_states++;
519 for(i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
520 for(j = 1; j <= WINED3D_HIGHEST_SAMPLER_STATE; j++) {
521 object->contained_sampler_states[object->num_contained_sampler_states].stage = i;
522 object->contained_sampler_states[object->num_contained_sampler_states].state = j;
523 object->num_contained_sampler_states++;
527 for(i = 0; i < MAX_STREAMS; i++) {
528 if(object->streamSource[i]) {
529 IWineD3DVertexBuffer_AddRef(object->streamSource[i]);
532 if(object->pIndexData) {
533 IWineD3DIndexBuffer_AddRef(object->pIndexData);
535 if(object->vertexShader) {
536 IWineD3DVertexShader_AddRef(object->vertexShader);
538 if(object->pixelShader) {
539 IWineD3DPixelShader_AddRef(object->pixelShader);
542 } else if (Type == WINED3DSBT_PIXELSTATE) {
544 TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
545 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
547 object->changed.pixelShader = TRUE;
549 /* Pixel Shader Constants */
550 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
551 object->contained_ps_consts_f[i] = i;
552 object->changed.pixelShaderConstantsF[i] = TRUE;
554 object->num_contained_ps_consts_f = GL_LIMITS(vshader_constantsF);
555 for (i = 0; i < MAX_CONST_B; ++i) {
556 object->contained_ps_consts_b[i] = i;
557 object->changed.pixelShaderConstantsB[i] = TRUE;
559 object->num_contained_ps_consts_b = MAX_CONST_B;
560 for (i = 0; i < MAX_CONST_I; ++i) {
561 object->contained_ps_consts_i[i] = i;
562 object->changed.pixelShaderConstantsI[i] = TRUE;
564 object->num_contained_ps_consts_i = MAX_CONST_I;
566 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
567 object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
568 object->contained_render_states[i] = SavedPixelStates_R[i];
570 object->num_contained_render_states = NUM_SAVEDPIXELSTATES_R;
571 for (j = 0; j < MAX_TEXTURES; j++) {
572 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
573 object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
574 object->contained_tss_states[object->num_contained_tss_states].stage = j;
575 object->contained_tss_states[object->num_contained_tss_states].state = SavedPixelStates_T[i];
576 object->num_contained_tss_states++;
579 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++) {
580 for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
581 object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
582 object->contained_sampler_states[object->num_contained_sampler_states].stage = j;
583 object->contained_sampler_states[object->num_contained_sampler_states].state = SavedPixelStates_S[i];
584 object->num_contained_sampler_states++;
587 if(object->pixelShader) {
588 IWineD3DPixelShader_AddRef(object->pixelShader);
591 /* Pixel state blocks do not contain vertex buffers. Set them to NULL to avoid wrong refcounting
592 * on them. This makes releasing the buffer easier
594 for(i = 0; i < MAX_STREAMS; i++) {
595 object->streamSource[i] = NULL;
597 object->pIndexData = NULL;
598 object->vertexShader = NULL;
600 } else if (Type == WINED3DSBT_VERTEXSTATE) {
602 TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
603 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
605 object->changed.vertexShader = TRUE;
607 /* Vertex Shader Constants */
608 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
609 object->changed.vertexShaderConstantsF[i] = TRUE;
610 object->contained_vs_consts_f[i] = i;
612 object->num_contained_vs_consts_f = GL_LIMITS(vshader_constantsF);
613 for (i = 0; i < MAX_CONST_B; ++i) {
614 object->changed.vertexShaderConstantsB[i] = TRUE;
615 object->contained_vs_consts_b[i] = i;
617 object->num_contained_vs_consts_b = MAX_CONST_B;
618 for (i = 0; i < MAX_CONST_I; ++i) {
619 object->changed.vertexShaderConstantsI[i] = TRUE;
620 object->contained_vs_consts_i[i] = i;
622 object->num_contained_vs_consts_i = MAX_CONST_I;
623 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
624 object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
625 object->contained_render_states[i] = SavedVertexStates_R[i];
627 object->num_contained_render_states = NUM_SAVEDVERTEXSTATES_R;
628 for (j = 0; j < MAX_TEXTURES; j++) {
629 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
630 object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
631 object->contained_tss_states[object->num_contained_tss_states].stage = j;
632 object->contained_tss_states[object->num_contained_tss_states].state = SavedVertexStates_T[i];
633 object->num_contained_tss_states++;
636 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
637 for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
638 object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
639 object->contained_sampler_states[object->num_contained_sampler_states].stage = j;
640 object->contained_sampler_states[object->num_contained_sampler_states].state = SavedVertexStates_S[i];
641 object->num_contained_sampler_states++;
645 for(j = 0; j < LIGHTMAP_SIZE; j++) {
646 struct list *e;
647 LIST_FOR_EACH(e, &object->lightMap[j]) {
648 PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
649 light->changed = TRUE;
650 light->enabledChanged = TRUE;
654 for(i = 0; i < MAX_STREAMS; i++) {
655 if(object->streamSource[i]) {
656 IWineD3DVertexBuffer_AddRef(object->streamSource[i]);
659 if(object->vertexShader) {
660 IWineD3DVertexShader_AddRef(object->vertexShader);
662 object->pIndexData = NULL;
663 object->pixelShader = NULL;
664 } else {
665 FIXME("Unrecognized state block type %d\n", Type);
668 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
669 return WINED3D_OK;
672 /* ************************************
673 MSDN:
674 [in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
676 Discard
677 [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
679 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.
681 ******************************** */
683 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) {
684 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
685 IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
686 unsigned int Size = 1;
687 const StaticPixelFormatDesc *tableEntry = getFormatDescEntry(Format, NULL, NULL);
688 TRACE("(%p) Create surface\n",This);
690 /** FIXME: Check ranges on the inputs are valid
691 * MSDN
692 * MultisampleQuality
693 * [in] Quality level. The valid range is between zero and one less than the level
694 * returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
695 * Passing a larger value returns the error WINED3DERR_INVALIDCALL. The MultisampleQuality
696 * values of paired render targets, depth stencil surfaces, and the MultiSample type
697 * must all match.
698 *******************************/
702 * TODO: Discard MSDN
703 * [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
705 * If this flag is set, the contents of the depth stencil buffer will be
706 * invalid after calling either IDirect3DDevice9::Present or * IDirect3DDevice9::SetDepthStencilSurface
707 * with a different depth surface.
709 *This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
710 ***************************/
712 if(MultisampleQuality < 0) {
713 FIXME("Invalid multisample level %d\n", MultisampleQuality);
714 return WINED3DERR_INVALIDCALL; /* TODO: Check that this is the case! */
717 if(MultisampleQuality > 0) {
718 FIXME("MultisampleQuality set to %d, substituting 0\n", MultisampleQuality);
719 MultisampleQuality=0;
722 /** FIXME: Check that the format is supported
723 * by the device.
724 *******************************/
726 /** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
727 * it is based around 4x4 pixel blocks it requires padding, so allocate enough
728 * space!
729 *********************************/
730 if (WINED3DFMT_UNKNOWN == Format) {
731 Size = 0;
732 } else if (Format == WINED3DFMT_DXT1) {
733 /* DXT1 is half byte per pixel */
734 Size = ((max(Width,4) * tableEntry->bpp) * max(Height,4)) >> 1;
736 } else if (Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3 ||
737 Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
738 Size = ((max(Width,4) * tableEntry->bpp) * max(Height,4));
739 } else {
740 /* The pitch is a multiple of 4 bytes */
741 Size = ((Width * tableEntry->bpp) + This->surface_alignment - 1) & ~(This->surface_alignment - 1);
742 Size *= Height;
745 /** Create and initialise the surface resource **/
746 D3DCREATERESOURCEOBJECTINSTANCE(object,Surface,WINED3DRTYPE_SURFACE, Size)
747 /* "Standalone" surface */
748 IWineD3DSurface_SetContainer((IWineD3DSurface *)object, NULL);
750 object->currentDesc.Width = Width;
751 object->currentDesc.Height = Height;
752 object->currentDesc.MultiSampleType = MultiSample;
753 object->currentDesc.MultiSampleQuality = MultisampleQuality;
754 object->glDescription.level = Level;
756 /* Flags */
757 object->Flags = 0;
758 object->Flags |= Discard ? SFLAG_DISCARD : 0;
759 object->Flags |= (WINED3DFMT_D16_LOCKABLE == Format) ? SFLAG_LOCKABLE : 0;
760 object->Flags |= Lockable ? SFLAG_LOCKABLE : 0;
763 if (WINED3DFMT_UNKNOWN != Format) {
764 object->bytesPerPixel = tableEntry->bpp;
765 } else {
766 object->bytesPerPixel = 0;
769 /** TODO: change this into a texture transform matrix so that it's processed in hardware **/
771 TRACE("Pool %d %d %d %d\n",Pool, WINED3DPOOL_DEFAULT, WINED3DPOOL_MANAGED, WINED3DPOOL_SYSTEMMEM);
773 /** Quick lockable sanity check TODO: remove this after surfaces, usage and lockability have been debugged properly
774 * this function is too deep to need to care about things like this.
775 * Levels need to be checked too, and possibly Type since they all affect what can be done.
776 * ****************************************/
777 switch(Pool) {
778 case WINED3DPOOL_SCRATCH:
779 if(!Lockable)
780 FIXME("Create surface called with a pool of SCRATCH and a Lockable of FALSE "
781 "which are mutually exclusive, setting lockable to TRUE\n");
782 Lockable = TRUE;
783 break;
784 case WINED3DPOOL_SYSTEMMEM:
785 if(!Lockable) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, "
786 "this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
787 case WINED3DPOOL_MANAGED:
788 if(Usage == WINED3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a "
789 "Usage of DYNAMIC which are mutually exclusive, not doing "
790 "anything just telling you.\n");
791 break;
792 case WINED3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
793 if(!(Usage & WINED3DUSAGE_DYNAMIC) && !(Usage & WINED3DUSAGE_RENDERTARGET)
794 && !(Usage && WINED3DUSAGE_DEPTHSTENCIL ) && Lockable)
795 WARN("Creating a surface with a POOL of DEFAULT with Lockable true, that doesn't specify DYNAMIC usage.\n");
796 break;
797 default:
798 FIXME("(%p) Unknown pool %d\n", This, Pool);
799 break;
802 if (Usage & WINED3DUSAGE_RENDERTARGET && Pool != WINED3DPOOL_DEFAULT) {
803 FIXME("Trying to create a render target that isn't in the default pool\n");
806 /* mark the texture as dirty so that it gets loaded first time around*/
807 IWineD3DSurface_AddDirtyRect(*ppSurface, NULL);
808 TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n",
809 This, Width, Height, Format, debug_d3dformat(Format),
810 (WINED3DFMT_D16_LOCKABLE == Format), *ppSurface, object->resource.allocatedMemory, object->resource.size);
812 /* Store the DirectDraw primary surface. This is the first rendertarget surface created */
813 if( (Usage & WINED3DUSAGE_RENDERTARGET) && (!This->ddraw_primary) )
814 This->ddraw_primary = (IWineD3DSurface *) object;
816 /* Look at the implementation and set the correct Vtable */
817 switch(Impl) {
818 case SURFACE_OPENGL:
819 /* Check if a 3D adapter is available when creating gl surfaces */
820 if(!This->adapter) {
821 ERR("OpenGL surfaces are not available without opengl\n");
822 HeapFree(GetProcessHeap(), 0, object->resource.allocatedMemory);
823 HeapFree(GetProcessHeap(), 0, object);
824 return WINED3DERR_NOTAVAILABLE;
826 break;
828 case SURFACE_GDI:
829 object->lpVtbl = &IWineGDISurface_Vtbl;
830 break;
832 default:
833 /* To be sure to catch this */
834 ERR("Unknown requested surface implementation %d!\n", Impl);
835 IWineD3DSurface_Release((IWineD3DSurface *) object);
836 return WINED3DERR_INVALIDCALL;
839 list_init(&object->renderbuffers);
841 /* Call the private setup routine */
842 return IWineD3DSurface_PrivateSetup( (IWineD3DSurface *) object );
846 static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Width, UINT Height, UINT Levels,
847 DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
848 IWineD3DTexture** ppTexture, HANDLE* pSharedHandle, IUnknown *parent,
849 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
851 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
852 IWineD3DTextureImpl *object;
853 unsigned int i;
854 UINT tmpW;
855 UINT tmpH;
856 HRESULT hr;
857 unsigned int pow2Width;
858 unsigned int pow2Height;
859 const GlPixelFormatDesc *glDesc;
860 getFormatDescEntry(Format, &GLINFO_LOCATION, &glDesc);
863 TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
864 TRACE("Format %#x (%s), Pool %#x, ppTexture %p, pSharedHandle %p, parent %p\n",
865 Format, debug_d3dformat(Format), Pool, ppTexture, pSharedHandle, parent);
867 /* TODO: It should only be possible to create textures for formats
868 that are reported as supported */
869 if (WINED3DFMT_UNKNOWN >= Format) {
870 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
871 return WINED3DERR_INVALIDCALL;
874 D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, WINED3DRTYPE_TEXTURE, 0);
875 D3DINITIALIZEBASETEXTURE(object->baseTexture);
876 object->width = Width;
877 object->height = Height;
879 /** Non-power2 support **/
880 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
881 pow2Width = Width;
882 pow2Height = Height;
883 } else {
884 /* Find the nearest pow2 match */
885 pow2Width = pow2Height = 1;
886 while (pow2Width < Width) pow2Width <<= 1;
887 while (pow2Height < Height) pow2Height <<= 1;
889 if(pow2Width != Width || pow2Height != Height) {
890 if(Levels > 1) {
891 WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support\n");
892 HeapFree(GetProcessHeap(), 0, object);
893 *ppTexture = NULL;
894 return WINED3DERR_INVALIDCALL;
895 } else {
896 Levels = 1;
901 /** FIXME: add support for real non-power-two if it's provided by the video card **/
902 /* Precalculated scaling for 'faked' non power of two texture coords */
903 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
904 (Width != pow2Width || Height != pow2Height)) {
905 object->baseTexture.pow2Matrix[0] = (float)Width;
906 object->baseTexture.pow2Matrix[5] = (float)Height;
907 object->baseTexture.pow2Matrix[10] = 1.0;
908 object->baseTexture.pow2Matrix[15] = 1.0;
909 object->target = GL_TEXTURE_RECTANGLE_ARB;
910 } else {
911 object->baseTexture.pow2Matrix[0] = (((float)Width) / ((float)pow2Width));
912 object->baseTexture.pow2Matrix[5] = (((float)Height) / ((float)pow2Height));
913 object->baseTexture.pow2Matrix[10] = 1.0;
914 object->baseTexture.pow2Matrix[15] = 1.0;
915 object->target = GL_TEXTURE_2D;
917 TRACE(" xf(%f) yf(%f)\n", object->baseTexture.pow2Matrix[0], object->baseTexture.pow2Matrix[5]);
919 /* Calculate levels for mip mapping */
920 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
921 if(!GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
922 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL\n");
923 return WINED3DERR_INVALIDCALL;
925 if(Levels > 1) {
926 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL\n");
927 return WINED3DERR_INVALIDCALL;
929 object->baseTexture.levels = 1;
930 } else if (Levels == 0) {
931 TRACE("calculating levels %d\n", object->baseTexture.levels);
932 object->baseTexture.levels++;
933 tmpW = Width;
934 tmpH = Height;
935 while (tmpW > 1 || tmpH > 1) {
936 tmpW = max(1, tmpW >> 1);
937 tmpH = max(1, tmpH >> 1);
938 object->baseTexture.levels++;
940 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
943 /* Generate all the surfaces */
944 tmpW = Width;
945 tmpH = Height;
946 for (i = 0; i < object->baseTexture.levels; i++)
948 /* use the callback to create the texture surface */
949 hr = D3DCB_CreateSurface(This->parent, parent, tmpW, tmpH, Format, Usage, Pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &object->surfaces[i],NULL);
950 if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) {
951 FIXME("Failed to create surface %p\n", object);
952 /* clean up */
953 object->surfaces[i] = NULL;
954 IWineD3DTexture_Release((IWineD3DTexture *)object);
956 *ppTexture = NULL;
957 return hr;
960 IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
961 TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
962 /* calculate the next mipmap level */
963 tmpW = max(1, tmpW >> 1);
964 tmpH = max(1, tmpH >> 1);
966 object->baseTexture.shader_conversion_group = glDesc->conversion_group;
968 TRACE("(%p) : Created texture %p\n", This, object);
969 return WINED3D_OK;
972 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
973 UINT Width, UINT Height, UINT Depth,
974 UINT Levels, DWORD Usage,
975 WINED3DFORMAT Format, WINED3DPOOL Pool,
976 IWineD3DVolumeTexture **ppVolumeTexture,
977 HANDLE *pSharedHandle, IUnknown *parent,
978 D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
980 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
981 IWineD3DVolumeTextureImpl *object;
982 unsigned int i;
983 UINT tmpW;
984 UINT tmpH;
985 UINT tmpD;
986 const GlPixelFormatDesc *glDesc;
988 getFormatDescEntry(Format, &GLINFO_LOCATION, &glDesc);
990 /* TODO: It should only be possible to create textures for formats
991 that are reported as supported */
992 if (WINED3DFMT_UNKNOWN >= Format) {
993 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
994 return WINED3DERR_INVALIDCALL;
996 if(!GL_SUPPORT(EXT_TEXTURE3D)) {
997 WARN("(%p) : Texture cannot be created - no volume texture support\n", This);
998 return WINED3DERR_INVALIDCALL;
1001 D3DCREATERESOURCEOBJECTINSTANCE(object, VolumeTexture, WINED3DRTYPE_VOLUMETEXTURE, 0);
1002 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1004 TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
1005 Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
1007 object->width = Width;
1008 object->height = Height;
1009 object->depth = Depth;
1011 /* Is NP2 support for volumes needed? */
1012 object->baseTexture.pow2Matrix[ 0] = 1.0;
1013 object->baseTexture.pow2Matrix[ 5] = 1.0;
1014 object->baseTexture.pow2Matrix[10] = 1.0;
1015 object->baseTexture.pow2Matrix[15] = 1.0;
1017 /* Calculate levels for mip mapping */
1018 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
1019 if(!GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
1020 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL\n");
1021 return WINED3DERR_INVALIDCALL;
1023 if(Levels > 1) {
1024 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL\n");
1025 return WINED3DERR_INVALIDCALL;
1027 Levels = 1;
1028 } else if (Levels == 0) {
1029 object->baseTexture.levels++;
1030 tmpW = Width;
1031 tmpH = Height;
1032 tmpD = Depth;
1033 while (tmpW > 1 || tmpH > 1 || tmpD > 1) {
1034 tmpW = max(1, tmpW >> 1);
1035 tmpH = max(1, tmpH >> 1);
1036 tmpD = max(1, tmpD >> 1);
1037 object->baseTexture.levels++;
1039 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1042 /* Generate all the surfaces */
1043 tmpW = Width;
1044 tmpH = Height;
1045 tmpD = Depth;
1047 for (i = 0; i < object->baseTexture.levels; i++)
1049 HRESULT hr;
1050 /* Create the volume */
1051 hr = D3DCB_CreateVolume(This->parent, parent, tmpW, tmpH, tmpD, Format, Pool, Usage,
1052 (IWineD3DVolume **)&object->volumes[i], pSharedHandle);
1054 if(FAILED(hr)) {
1055 ERR("Creating a volume for the volume texture failed(%08x)\n", hr);
1056 IWineD3DVolumeTexture_Release((IWineD3DVolumeTexture *) object);
1057 *ppVolumeTexture = NULL;
1058 return hr;
1061 /* Set its container to this object */
1062 IWineD3DVolume_SetContainer(object->volumes[i], (IWineD3DBase *)object);
1064 /* calcualte the next mipmap level */
1065 tmpW = max(1, tmpW >> 1);
1066 tmpH = max(1, tmpH >> 1);
1067 tmpD = max(1, tmpD >> 1);
1069 object->baseTexture.shader_conversion_group = glDesc->conversion_group;
1071 *ppVolumeTexture = (IWineD3DVolumeTexture *) object;
1072 TRACE("(%p) : Created volume texture %p\n", This, object);
1073 return WINED3D_OK;
1076 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
1077 UINT Width, UINT Height, UINT Depth,
1078 DWORD Usage,
1079 WINED3DFORMAT Format, WINED3DPOOL Pool,
1080 IWineD3DVolume** ppVolume,
1081 HANDLE* pSharedHandle, IUnknown *parent) {
1083 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1084 IWineD3DVolumeImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1085 const StaticPixelFormatDesc *formatDesc = getFormatDescEntry(Format, NULL, NULL);
1087 if(!GL_SUPPORT(EXT_TEXTURE3D)) {
1088 WARN("(%p) : Volume cannot be created - no volume texture support\n", This);
1089 return WINED3DERR_INVALIDCALL;
1092 D3DCREATERESOURCEOBJECTINSTANCE(object, Volume, WINED3DRTYPE_VOLUME, ((Width * formatDesc->bpp) * Height * Depth))
1094 TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
1095 Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
1097 object->currentDesc.Width = Width;
1098 object->currentDesc.Height = Height;
1099 object->currentDesc.Depth = Depth;
1100 object->bytesPerPixel = formatDesc->bpp;
1102 /** Note: Volume textures cannot be dxtn, hence no need to check here **/
1103 object->lockable = TRUE;
1104 object->locked = FALSE;
1105 memset(&object->lockedBox, 0, sizeof(WINED3DBOX));
1106 object->dirty = TRUE;
1108 return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) object, NULL);
1111 static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
1112 UINT Levels, DWORD Usage,
1113 WINED3DFORMAT Format, WINED3DPOOL Pool,
1114 IWineD3DCubeTexture **ppCubeTexture,
1115 HANDLE *pSharedHandle, IUnknown *parent,
1116 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
1118 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1119 IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1120 unsigned int i, j;
1121 UINT tmpW;
1122 HRESULT hr;
1123 unsigned int pow2EdgeLength = EdgeLength;
1124 const GlPixelFormatDesc *glDesc;
1125 getFormatDescEntry(Format, &GLINFO_LOCATION, &glDesc);
1127 /* TODO: It should only be possible to create textures for formats
1128 that are reported as supported */
1129 if (WINED3DFMT_UNKNOWN >= Format) {
1130 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
1131 return WINED3DERR_INVALIDCALL;
1134 if (!GL_SUPPORT(ARB_TEXTURE_CUBE_MAP) && Pool != WINED3DPOOL_SCRATCH) {
1135 WARN("(%p) : Tried to create not supported cube texture\n", This);
1136 return WINED3DERR_INVALIDCALL;
1139 D3DCREATERESOURCEOBJECTINSTANCE(object, CubeTexture, WINED3DRTYPE_CUBETEXTURE, 0);
1140 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1142 TRACE("(%p) Create Cube Texture\n", This);
1144 /** Non-power2 support **/
1146 /* Find the nearest pow2 match */
1147 pow2EdgeLength = 1;
1148 while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
1150 object->edgeLength = EdgeLength;
1151 /* TODO: support for native non-power 2 */
1152 /* Precalculated scaling for 'faked' non power of two texture coords */
1153 object->baseTexture.pow2Matrix[ 0] = ((float)EdgeLength) / ((float)pow2EdgeLength);
1154 object->baseTexture.pow2Matrix[ 5] = ((float)EdgeLength) / ((float)pow2EdgeLength);
1155 object->baseTexture.pow2Matrix[10] = ((float)EdgeLength) / ((float)pow2EdgeLength);
1156 object->baseTexture.pow2Matrix[15] = 1.0;
1158 /* Calculate levels for mip mapping */
1159 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
1160 if(!GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
1161 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL\n");
1162 HeapFree(GetProcessHeap(), 0, object);
1163 *ppCubeTexture = NULL;
1165 return WINED3DERR_INVALIDCALL;
1167 if(Levels > 1) {
1168 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL\n");
1169 HeapFree(GetProcessHeap(), 0, object);
1170 *ppCubeTexture = NULL;
1172 return WINED3DERR_INVALIDCALL;
1174 Levels = 1;
1175 } else if (Levels == 0) {
1176 object->baseTexture.levels++;
1177 tmpW = EdgeLength;
1178 while (tmpW > 1) {
1179 tmpW = max(1, tmpW >> 1);
1180 object->baseTexture.levels++;
1182 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1185 /* Generate all the surfaces */
1186 tmpW = EdgeLength;
1187 for (i = 0; i < object->baseTexture.levels; i++) {
1189 /* Create the 6 faces */
1190 for (j = 0; j < 6; j++) {
1192 hr=D3DCB_CreateSurface(This->parent, parent, tmpW, tmpW, Format, Usage, Pool,
1193 i /* Level */, j, &object->surfaces[j][i],pSharedHandle);
1195 if(hr!= WINED3D_OK) {
1196 /* clean up */
1197 int k;
1198 int l;
1199 for (l = 0; l < j; l++) {
1200 IWineD3DSurface_Release(object->surfaces[l][i]);
1202 for (k = 0; k < i; k++) {
1203 for (l = 0; l < 6; l++) {
1204 IWineD3DSurface_Release(object->surfaces[l][k]);
1208 FIXME("(%p) Failed to create surface\n",object);
1209 HeapFree(GetProcessHeap(),0,object);
1210 *ppCubeTexture = NULL;
1211 return hr;
1213 IWineD3DSurface_SetContainer(object->surfaces[j][i], (IWineD3DBase *)object);
1214 TRACE("Created surface level %d @ %p,\n", i, object->surfaces[j][i]);
1216 tmpW = max(1, tmpW >> 1);
1218 object->baseTexture.shader_conversion_group = glDesc->conversion_group;
1220 TRACE("(%p) : Created Cube Texture %p\n", This, object);
1221 *ppCubeTexture = (IWineD3DCubeTexture *) object;
1222 return WINED3D_OK;
1225 static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
1226 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1227 IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
1228 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1230 /* Just a check to see if we support this type of query */
1231 switch(Type) {
1232 case WINED3DQUERYTYPE_OCCLUSION:
1233 TRACE("(%p) occlusion query\n", This);
1234 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
1235 hr = WINED3D_OK;
1236 else
1237 WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY/NV_OCCLUSION_QUERY\n");
1238 break;
1240 case WINED3DQUERYTYPE_EVENT:
1241 if(!(GL_SUPPORT(NV_FENCE) || GL_SUPPORT(APPLE_FENCE) )) {
1242 /* Half-Life 2 needs this query. It does not render the main menu correctly otherwise
1243 * Pretend to support it, faking this query does not do much harm except potentially lowering performance
1245 FIXME("(%p) Event query: Unimplemented, but pretending to be supported\n", This);
1247 hr = WINED3D_OK;
1248 break;
1250 case WINED3DQUERYTYPE_VCACHE:
1251 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1252 case WINED3DQUERYTYPE_VERTEXSTATS:
1253 case WINED3DQUERYTYPE_TIMESTAMP:
1254 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1255 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1256 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1257 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1258 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1259 case WINED3DQUERYTYPE_PIXELTIMINGS:
1260 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1261 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1262 default:
1263 FIXME("(%p) Unhandled query type %d\n", This, Type);
1265 if(NULL == ppQuery || hr != WINED3D_OK) {
1266 return hr;
1269 D3DCREATEOBJECTINSTANCE(object, Query)
1270 object->type = Type;
1271 object->state = QUERY_CREATED;
1272 /* allocated the 'extended' data based on the type of query requested */
1273 switch(Type){
1274 case WINED3DQUERYTYPE_OCCLUSION:
1275 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryOcclusionData));
1276 ((WineQueryOcclusionData *)(object->extendedData))->ctx = This->activeContext;
1278 if(GL_SUPPORT(ARB_OCCLUSION_QUERY)) {
1279 TRACE("(%p) Allocating data for an occlusion query\n", This);
1280 GL_EXTCALL(glGenQueriesARB(1, &((WineQueryOcclusionData *)(object->extendedData))->queryId));
1281 break;
1283 case WINED3DQUERYTYPE_EVENT:
1284 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryEventData));
1285 ((WineQueryEventData *)(object->extendedData))->ctx = This->activeContext;
1287 if(GL_SUPPORT(APPLE_FENCE)) {
1288 GL_EXTCALL(glGenFencesAPPLE(1, &((WineQueryEventData *)(object->extendedData))->fenceId));
1289 checkGLcall("glGenFencesAPPLE");
1290 } else if(GL_SUPPORT(NV_FENCE)) {
1291 GL_EXTCALL(glGenFencesNV(1, &((WineQueryEventData *)(object->extendedData))->fenceId));
1292 checkGLcall("glGenFencesNV");
1294 break;
1296 case WINED3DQUERYTYPE_VCACHE:
1297 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1298 case WINED3DQUERYTYPE_VERTEXSTATS:
1299 case WINED3DQUERYTYPE_TIMESTAMP:
1300 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1301 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1302 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1303 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1304 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1305 case WINED3DQUERYTYPE_PIXELTIMINGS:
1306 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1307 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1308 default:
1309 object->extendedData = 0;
1310 FIXME("(%p) Unhandled query type %d\n",This , Type);
1312 TRACE("(%p) : Created Query %p\n", This, object);
1313 return WINED3D_OK;
1316 /*****************************************************************************
1317 * IWineD3DDeviceImpl_SetupFullscreenWindow
1319 * Helper function that modifies a HWND's Style and ExStyle for proper
1320 * fullscreen use.
1322 * Params:
1323 * iface: Pointer to the IWineD3DDevice interface
1324 * window: Window to setup
1326 *****************************************************************************/
1327 static void WINAPI IWineD3DDeviceImpl_SetupFullscreenWindow(IWineD3DDevice *iface, HWND window) {
1328 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1330 LONG style, exStyle;
1331 /* Don't do anything if an original style is stored.
1332 * That shouldn't happen
1334 TRACE("(%p): Setting up window %p for exclusive mode\n", This, window);
1335 if (This->style || This->exStyle) {
1336 ERR("(%p): Want to change the window parameters of HWND %p, but "
1337 "another style is stored for restoration afterwards\n", This, window);
1340 /* Get the parameters and save them */
1341 style = GetWindowLongW(window, GWL_STYLE);
1342 exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1343 This->style = style;
1344 This->exStyle = exStyle;
1346 /* Filter out window decorations */
1347 style &= ~WS_CAPTION;
1348 style &= ~WS_THICKFRAME;
1349 exStyle &= ~WS_EX_WINDOWEDGE;
1350 exStyle &= ~WS_EX_CLIENTEDGE;
1352 /* Make sure the window is managed, otherwise we won't get keyboard input */
1353 style |= WS_POPUP | WS_SYSMENU;
1355 TRACE("Old style was %08x,%08x, setting to %08x,%08x\n",
1356 This->style, This->exStyle, style, exStyle);
1358 SetWindowLongW(window, GWL_STYLE, style);
1359 SetWindowLongW(window, GWL_EXSTYLE, exStyle);
1361 /* Inform the window about the update. */
1362 SetWindowPos(window, HWND_TOP, 0, 0,
1363 This->ddraw_width, This->ddraw_height, SWP_FRAMECHANGED);
1364 ShowWindow(window, SW_NORMAL);
1367 /*****************************************************************************
1368 * IWineD3DDeviceImpl_RestoreWindow
1370 * Helper function that restores a windows' properties when taking it out
1371 * of fullscreen mode
1373 * Params:
1374 * iface: Pointer to the IWineD3DDevice interface
1375 * window: Window to setup
1377 *****************************************************************************/
1378 static void WINAPI IWineD3DDeviceImpl_RestoreWindow(IWineD3DDevice *iface, HWND window) {
1379 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1381 /* This could be a DDSCL_NORMAL -> DDSCL_NORMAL
1382 * switch, do nothing
1384 if (!This->style && !This->exStyle) return;
1386 TRACE("(%p): Restoring window settings of window %p to %08x, %08x\n",
1387 This, window, This->style, This->exStyle);
1389 SetWindowLongW(window, GWL_STYLE, This->style);
1390 SetWindowLongW(window, GWL_EXSTYLE, This->exStyle);
1392 /* Delete the old values */
1393 This->style = 0;
1394 This->exStyle = 0;
1396 /* Inform the window about the update */
1397 SetWindowPos(window, 0 /* InsertAfter, ignored */,
1398 0, 0, 0, 0, /* Pos, Size, ignored */
1399 SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
1402 /* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
1403 static HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, IWineD3DSwapChain** ppSwapChain,
1404 IUnknown* parent,
1405 D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget,
1406 D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil) {
1407 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1409 HDC hDc;
1410 IWineD3DSwapChainImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1411 HRESULT hr = WINED3D_OK;
1412 IUnknown *bufferParent;
1413 BOOL displaymode_set = FALSE;
1414 WINED3DDISPLAYMODE Mode;
1415 const StaticPixelFormatDesc *formatDesc;
1417 TRACE("(%p) : Created Aditional Swap Chain\n", This);
1419 /** FIXME: Test under windows to find out what the life cycle of a swap chain is,
1420 * does a device hold a reference to a swap chain giving them a lifetime of the device
1421 * or does the swap chain notify the device of its destruction.
1422 *******************************/
1424 /* Check the params */
1425 if(pPresentationParameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX) {
1426 ERR("App requested %d back buffers, this is not supported for now\n", pPresentationParameters->BackBufferCount);
1427 return WINED3DERR_INVALIDCALL;
1428 } else if (pPresentationParameters->BackBufferCount > 1) {
1429 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");
1432 D3DCREATEOBJECTINSTANCE(object, SwapChain)
1434 /*********************
1435 * Lookup the window Handle and the relating X window handle
1436 ********************/
1438 /* Setup hwnd we are using, plus which display this equates to */
1439 object->win_handle = pPresentationParameters->hDeviceWindow;
1440 if (!object->win_handle) {
1441 object->win_handle = This->createParms.hFocusWindow;
1443 if(!This->ddraw_window) IWineD3DDevice_SetHWND(iface, object->win_handle);
1445 hDc = GetDC(object->win_handle);
1446 TRACE("Using hDc %p\n", hDc);
1448 if (NULL == hDc) {
1449 WARN("Failed to get a HDc for Window %p\n", object->win_handle);
1450 return WINED3DERR_NOTAVAILABLE;
1453 /* Get info on the current display setup */
1454 IWineD3D_GetAdapterDisplayMode(This->wineD3D, This->adapter->num, &Mode);
1455 object->orig_width = Mode.Width;
1456 object->orig_height = Mode.Height;
1457 object->orig_fmt = Mode.Format;
1458 formatDesc = getFormatDescEntry(Mode.Format, NULL, NULL);
1460 /** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
1461 * then the corresponding dimension of the client area of the hDeviceWindow
1462 * (or the focus window, if hDeviceWindow is NULL) is taken.
1463 **********************/
1465 if (pPresentationParameters->Windowed &&
1466 ((pPresentationParameters->BackBufferWidth == 0) ||
1467 (pPresentationParameters->BackBufferHeight == 0) ||
1468 (pPresentationParameters->BackBufferFormat == WINED3DFMT_UNKNOWN))) {
1470 RECT Rect;
1471 GetClientRect(object->win_handle, &Rect);
1473 if (pPresentationParameters->BackBufferWidth == 0) {
1474 pPresentationParameters->BackBufferWidth = Rect.right;
1475 TRACE("Updating width to %d\n", pPresentationParameters->BackBufferWidth);
1477 if (pPresentationParameters->BackBufferHeight == 0) {
1478 pPresentationParameters->BackBufferHeight = Rect.bottom;
1479 TRACE("Updating height to %d\n", pPresentationParameters->BackBufferHeight);
1481 if (pPresentationParameters->BackBufferFormat == WINED3DFMT_UNKNOWN) {
1482 pPresentationParameters->BackBufferFormat = object->orig_fmt;
1483 TRACE("Updating format to %s\n", debug_d3dformat(object->orig_fmt));
1487 /* Put the correct figures in the presentation parameters */
1488 TRACE("Copying across presentation parameters\n");
1489 object->presentParms = *pPresentationParameters;
1491 TRACE("calling rendertarget CB\n");
1492 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1493 parent,
1494 object->presentParms.BackBufferWidth,
1495 object->presentParms.BackBufferHeight,
1496 object->presentParms.BackBufferFormat,
1497 object->presentParms.MultiSampleType,
1498 object->presentParms.MultiSampleQuality,
1499 TRUE /* Lockable */,
1500 &object->frontBuffer,
1501 NULL /* pShared (always null)*/);
1502 if (object->frontBuffer != NULL) {
1503 IWineD3DSurface_ModifyLocation(object->frontBuffer, SFLAG_INDRAWABLE, TRUE);
1504 IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
1505 } else {
1506 ERR("Failed to create the front buffer\n");
1507 goto error;
1510 /*********************
1511 * Windowed / Fullscreen
1512 *******************/
1515 * TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
1516 * so we should really check to see if there is a fullscreen swapchain already
1517 * I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
1518 **************************************/
1520 if (!pPresentationParameters->Windowed) {
1521 WINED3DDISPLAYMODE mode;
1524 /* Change the display settings */
1525 mode.Width = pPresentationParameters->BackBufferWidth;
1526 mode.Height = pPresentationParameters->BackBufferHeight;
1527 mode.Format = pPresentationParameters->BackBufferFormat;
1528 mode.RefreshRate = pPresentationParameters->FullScreen_RefreshRateInHz;
1530 IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
1531 displaymode_set = TRUE;
1532 IWineD3DDevice_SetFullscreen(iface, TRUE);
1536 * Create an opengl context for the display visual
1537 * NOTE: the visual is chosen as the window is created and the glcontext cannot
1538 * use different properties after that point in time. FIXME: How to handle when requested format
1539 * doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
1540 * it chooses is identical to the one already being used!
1541 **********************************/
1542 /** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
1544 object->context = HeapAlloc(GetProcessHeap(), 0, sizeof(object->context));
1545 if(!object->context)
1546 return E_OUTOFMEMORY;
1547 object->num_contexts = 1;
1549 object->context[0] = CreateContext(This, (IWineD3DSurfaceImpl *) object->frontBuffer, object->win_handle, FALSE /* pbuffer */, pPresentationParameters);
1550 if (!object->context[0]) {
1551 ERR("Failed to create a new context\n");
1552 hr = WINED3DERR_NOTAVAILABLE;
1553 goto error;
1554 } else {
1555 TRACE("Context created (HWND=%p, glContext=%p)\n",
1556 object->win_handle, object->context[0]->glCtx);
1559 /*********************
1560 * Create the back, front and stencil buffers
1561 *******************/
1562 if(object->presentParms.BackBufferCount > 0) {
1563 int i;
1565 object->backBuffer = HeapAlloc(GetProcessHeap(), 0, sizeof(IWineD3DSurface *) * object->presentParms.BackBufferCount);
1566 if(!object->backBuffer) {
1567 ERR("Out of memory\n");
1568 hr = E_OUTOFMEMORY;
1569 goto error;
1572 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1573 TRACE("calling rendertarget CB\n");
1574 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1575 parent,
1576 object->presentParms.BackBufferWidth,
1577 object->presentParms.BackBufferHeight,
1578 object->presentParms.BackBufferFormat,
1579 object->presentParms.MultiSampleType,
1580 object->presentParms.MultiSampleQuality,
1581 TRUE /* Lockable */,
1582 &object->backBuffer[i],
1583 NULL /* pShared (always null)*/);
1584 if(hr == WINED3D_OK && object->backBuffer[i]) {
1585 IWineD3DSurface_SetContainer(object->backBuffer[i], (IWineD3DBase *)object);
1586 } else {
1587 ERR("Cannot create new back buffer\n");
1588 goto error;
1590 ENTER_GL();
1591 glDrawBuffer(GL_BACK);
1592 checkGLcall("glDrawBuffer(GL_BACK)");
1593 LEAVE_GL();
1595 } else {
1596 object->backBuffer = NULL;
1598 /* Single buffering - draw to front buffer */
1599 ENTER_GL();
1600 glDrawBuffer(GL_FRONT);
1601 checkGLcall("glDrawBuffer(GL_FRONT)");
1602 LEAVE_GL();
1605 /* Under directX swapchains share the depth stencil, so only create one depth-stencil */
1606 if (pPresentationParameters->EnableAutoDepthStencil && hr == WINED3D_OK) {
1607 TRACE("Creating depth stencil buffer\n");
1608 if (This->auto_depth_stencil_buffer == NULL ) {
1609 hr = D3DCB_CreateDepthStencil((IUnknown *) This->parent,
1610 parent,
1611 object->presentParms.BackBufferWidth,
1612 object->presentParms.BackBufferHeight,
1613 object->presentParms.AutoDepthStencilFormat,
1614 object->presentParms.MultiSampleType,
1615 object->presentParms.MultiSampleQuality,
1616 FALSE /* FIXME: Discard */,
1617 &This->auto_depth_stencil_buffer,
1618 NULL /* pShared (always null)*/ );
1619 if (This->auto_depth_stencil_buffer != NULL)
1620 IWineD3DSurface_SetContainer(This->auto_depth_stencil_buffer, 0);
1623 /** TODO: A check on width, height and multisample types
1624 *(since the zbuffer must be at least as large as the render target and have the same multisample parameters)
1625 ****************************/
1626 object->wantsDepthStencilBuffer = TRUE;
1627 } else {
1628 object->wantsDepthStencilBuffer = FALSE;
1631 TRACE("Created swapchain %p\n", object);
1632 TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil %d\n",object->frontBuffer, object->backBuffer ? object->backBuffer[0] : NULL, object->wantsDepthStencilBuffer);
1633 return WINED3D_OK;
1635 error:
1636 if (displaymode_set) {
1637 DEVMODEW devmode;
1638 RECT clip_rc;
1640 SetRect(&clip_rc, 0, 0, object->orig_width, object->orig_height);
1641 ClipCursor(NULL);
1643 /* Change the display settings */
1644 memset(&devmode, 0, sizeof(devmode));
1645 devmode.dmSize = sizeof(devmode);
1646 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1647 devmode.dmBitsPerPel = formatDesc->bpp * 8;
1648 devmode.dmPelsWidth = object->orig_width;
1649 devmode.dmPelsHeight = object->orig_height;
1650 ChangeDisplaySettingsExW(This->adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
1653 if (object->backBuffer) {
1654 int i;
1655 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1656 if(object->backBuffer[i]) {
1657 IWineD3DSurface_GetParent(object->backBuffer[i], &bufferParent);
1658 IUnknown_Release(bufferParent); /* once for the get parent */
1659 if (IUnknown_Release(bufferParent) > 0) {
1660 FIXME("(%p) Something's still holding the back buffer\n",This);
1664 HeapFree(GetProcessHeap(), 0, object->backBuffer);
1665 object->backBuffer = NULL;
1667 if(object->context[0])
1668 DestroyContext(This, object->context[0]);
1669 if(object->frontBuffer) {
1670 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1671 IUnknown_Release(bufferParent); /* once for the get parent */
1672 if (IUnknown_Release(bufferParent) > 0) {
1673 FIXME("(%p) Something's still holding the front buffer\n",This);
1676 HeapFree(GetProcessHeap(), 0, object);
1677 return hr;
1680 /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
1681 static UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
1682 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1683 TRACE("(%p)\n", This);
1685 return This->NumberOfSwapChains;
1688 static HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
1689 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1690 TRACE("(%p) : swapchain %d\n", This, iSwapChain);
1692 if(iSwapChain < This->NumberOfSwapChains) {
1693 *pSwapChain = This->swapchains[iSwapChain];
1694 IWineD3DSwapChain_AddRef(*pSwapChain);
1695 TRACE("(%p) returning %p\n", This, *pSwapChain);
1696 return WINED3D_OK;
1697 } else {
1698 TRACE("Swapchain out of range\n");
1699 *pSwapChain = NULL;
1700 return WINED3DERR_INVALIDCALL;
1704 /*****
1705 * Vertex Declaration
1706 *****/
1707 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppVertexDeclaration,
1708 IUnknown *parent, const WINED3DVERTEXELEMENT *elements, size_t element_count) {
1709 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1710 IWineD3DVertexDeclarationImpl *object = NULL;
1711 HRESULT hr = WINED3D_OK;
1713 TRACE("(%p) : directXVersion %u, elements %p, element_count %d, ppDecl=%p\n",
1714 This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, elements, element_count, ppVertexDeclaration);
1716 D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
1718 hr = IWineD3DVertexDeclaration_SetDeclaration((IWineD3DVertexDeclaration *)object, elements, element_count);
1719 if(FAILED(hr)) {
1720 *ppVertexDeclaration = NULL;
1721 HeapFree(GetProcessHeap(), 0, object);
1724 return hr;
1727 static size_t ConvertFvfToDeclaration(IWineD3DDeviceImpl *This, /* For the GL info, which has the type table */
1728 DWORD fvf, WINED3DVERTEXELEMENT** ppVertexElements) {
1730 unsigned int idx, idx2;
1731 unsigned int offset;
1732 BOOL has_pos = (fvf & WINED3DFVF_POSITION_MASK) != 0;
1733 BOOL has_blend = (fvf & WINED3DFVF_XYZB5) > WINED3DFVF_XYZRHW;
1734 BOOL has_blend_idx = has_blend &&
1735 (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB5) ||
1736 (fvf & WINED3DFVF_LASTBETA_D3DCOLOR) ||
1737 (fvf & WINED3DFVF_LASTBETA_UBYTE4));
1738 BOOL has_normal = (fvf & WINED3DFVF_NORMAL) != 0;
1739 BOOL has_psize = (fvf & WINED3DFVF_PSIZE) != 0;
1740 BOOL has_diffuse = (fvf & WINED3DFVF_DIFFUSE) != 0;
1741 BOOL has_specular = (fvf & WINED3DFVF_SPECULAR) !=0;
1743 DWORD num_textures = (fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
1744 DWORD texcoords = (fvf & 0x00FF0000) >> 16;
1746 WINED3DVERTEXELEMENT end_element = WINED3DDECL_END();
1747 WINED3DVERTEXELEMENT *elements = NULL;
1749 unsigned int size;
1750 DWORD num_blends = 1 + (((fvf & WINED3DFVF_XYZB5) - WINED3DFVF_XYZB1) >> 1);
1751 if (has_blend_idx) num_blends--;
1753 /* Compute declaration size */
1754 size = has_pos + (has_blend && num_blends > 0) + has_blend_idx + has_normal +
1755 has_psize + has_diffuse + has_specular + num_textures + 1;
1757 /* convert the declaration */
1758 elements = HeapAlloc(GetProcessHeap(), 0, size * sizeof(WINED3DVERTEXELEMENT));
1759 if (!elements)
1760 return 0;
1762 memcpy(&elements[size-1], &end_element, sizeof(WINED3DVERTEXELEMENT));
1763 idx = 0;
1764 if (has_pos) {
1765 if (!has_blend && (fvf & WINED3DFVF_XYZRHW)) {
1766 elements[idx].Type = WINED3DDECLTYPE_FLOAT4;
1767 elements[idx].Usage = WINED3DDECLUSAGE_POSITIONT;
1769 else {
1770 elements[idx].Type = WINED3DDECLTYPE_FLOAT3;
1771 elements[idx].Usage = WINED3DDECLUSAGE_POSITION;
1773 elements[idx].UsageIndex = 0;
1774 idx++;
1776 if (has_blend && (num_blends > 0)) {
1777 if (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR))
1778 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1779 else
1780 elements[idx].Type = WINED3DDECLTYPE_FLOAT1 + num_blends - 1;
1781 elements[idx].Usage = WINED3DDECLUSAGE_BLENDWEIGHT;
1782 elements[idx].UsageIndex = 0;
1783 idx++;
1785 if (has_blend_idx) {
1786 if (fvf & WINED3DFVF_LASTBETA_UBYTE4 ||
1787 (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)))
1788 elements[idx].Type = WINED3DDECLTYPE_UBYTE4;
1789 else if (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)
1790 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1791 else
1792 elements[idx].Type = WINED3DDECLTYPE_FLOAT1;
1793 elements[idx].Usage = WINED3DDECLUSAGE_BLENDINDICES;
1794 elements[idx].UsageIndex = 0;
1795 idx++;
1797 if (has_normal) {
1798 elements[idx].Type = WINED3DDECLTYPE_FLOAT3;
1799 elements[idx].Usage = WINED3DDECLUSAGE_NORMAL;
1800 elements[idx].UsageIndex = 0;
1801 idx++;
1803 if (has_psize) {
1804 elements[idx].Type = WINED3DDECLTYPE_FLOAT1;
1805 elements[idx].Usage = WINED3DDECLUSAGE_PSIZE;
1806 elements[idx].UsageIndex = 0;
1807 idx++;
1809 if (has_diffuse) {
1810 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1811 elements[idx].Usage = WINED3DDECLUSAGE_COLOR;
1812 elements[idx].UsageIndex = 0;
1813 idx++;
1815 if (has_specular) {
1816 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1817 elements[idx].Usage = WINED3DDECLUSAGE_COLOR;
1818 elements[idx].UsageIndex = 1;
1819 idx++;
1821 for (idx2 = 0; idx2 < num_textures; idx2++) {
1822 unsigned int numcoords = (texcoords >> (idx2*2)) & 0x03;
1823 switch (numcoords) {
1824 case WINED3DFVF_TEXTUREFORMAT1:
1825 elements[idx].Type = WINED3DDECLTYPE_FLOAT1;
1826 break;
1827 case WINED3DFVF_TEXTUREFORMAT2:
1828 elements[idx].Type = WINED3DDECLTYPE_FLOAT2;
1829 break;
1830 case WINED3DFVF_TEXTUREFORMAT3:
1831 elements[idx].Type = WINED3DDECLTYPE_FLOAT3;
1832 break;
1833 case WINED3DFVF_TEXTUREFORMAT4:
1834 elements[idx].Type = WINED3DDECLTYPE_FLOAT4;
1835 break;
1837 elements[idx].Usage = WINED3DDECLUSAGE_TEXCOORD;
1838 elements[idx].UsageIndex = idx2;
1839 idx++;
1842 /* Now compute offsets, and initialize the rest of the fields */
1843 for (idx = 0, offset = 0; idx < size-1; idx++) {
1844 elements[idx].Stream = 0;
1845 elements[idx].Method = WINED3DDECLMETHOD_DEFAULT;
1846 elements[idx].Offset = offset;
1847 offset += WINED3D_ATR_SIZE(elements[idx].Type) * WINED3D_ATR_TYPESIZE(elements[idx].Type);
1850 *ppVertexElements = elements;
1851 return size;
1854 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *Parent, DWORD Fvf) {
1855 WINED3DVERTEXELEMENT* elements = NULL;
1856 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1857 size_t size;
1858 DWORD hr;
1860 size = ConvertFvfToDeclaration(This, Fvf, &elements);
1861 if (size == 0) return WINED3DERR_OUTOFVIDEOMEMORY;
1863 hr = IWineD3DDevice_CreateVertexDeclaration(iface, ppVertexDeclaration, Parent, elements, size);
1864 HeapFree(GetProcessHeap(), 0, elements);
1865 if (hr != S_OK) return hr;
1867 return WINED3D_OK;
1870 /* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
1871 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, IWineD3DVertexDeclaration *vertex_declaration, CONST DWORD *pFunction, IWineD3DVertexShader **ppVertexShader, IUnknown *parent) {
1872 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1873 IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
1874 HRESULT hr = WINED3D_OK;
1875 D3DCREATESHADEROBJECTINSTANCE(object, VertexShader)
1876 object->baseShader.shader_ins = IWineD3DVertexShaderImpl_shader_ins;
1878 TRACE("(%p) : Created Vertex shader %p\n", This, *ppVertexShader);
1880 if (vertex_declaration) {
1881 IWineD3DVertexShader_FakeSemantics(*ppVertexShader, vertex_declaration);
1884 hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction);
1886 if (WINED3D_OK != hr) {
1887 FIXME("(%p) : Failed to set the function, returning WINED3DERR_INVALIDCALL\n", iface);
1888 IWineD3DVertexShader_Release(*ppVertexShader);
1889 return WINED3DERR_INVALIDCALL;
1892 return WINED3D_OK;
1895 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface, CONST DWORD *pFunction, IWineD3DPixelShader **ppPixelShader, IUnknown *parent) {
1896 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1897 IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
1898 HRESULT hr = WINED3D_OK;
1900 D3DCREATESHADEROBJECTINSTANCE(object, PixelShader)
1901 object->baseShader.shader_ins = IWineD3DPixelShaderImpl_shader_ins;
1902 hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction);
1903 if (WINED3D_OK == hr) {
1904 TRACE("(%p) : Created Pixel shader %p\n", This, *ppPixelShader);
1905 } else {
1906 WARN("(%p) : Failed to create pixel shader\n", This);
1909 return hr;
1912 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags, PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent) {
1913 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1914 IWineD3DPaletteImpl *object;
1915 HRESULT hr;
1916 TRACE("(%p)->(%x, %p, %p, %p)\n", This, Flags, PalEnt, Palette, Parent);
1918 /* Create the new object */
1919 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DPaletteImpl));
1920 if(!object) {
1921 ERR("Out of memory when allocating memory for a IWineD3DPalette implementation\n");
1922 return E_OUTOFMEMORY;
1925 object->lpVtbl = &IWineD3DPalette_Vtbl;
1926 object->ref = 1;
1927 object->Flags = Flags;
1928 object->parent = Parent;
1929 object->wineD3DDevice = This;
1930 object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
1932 object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
1934 if(!object->hpal) {
1935 HeapFree( GetProcessHeap(), 0, object);
1936 return E_OUTOFMEMORY;
1939 hr = IWineD3DPalette_SetEntries((IWineD3DPalette *) object, 0, 0, IWineD3DPaletteImpl_Size(Flags), PalEnt);
1940 if(FAILED(hr)) {
1941 IWineD3DPalette_Release((IWineD3DPalette *) object);
1942 return hr;
1945 *Palette = (IWineD3DPalette *) object;
1947 return WINED3D_OK;
1950 static void IWineD3DDeviceImpl_LoadLogo(IWineD3DDeviceImpl *This, const char *filename) {
1951 HBITMAP hbm;
1952 BITMAP bm;
1953 HRESULT hr;
1954 HDC dcb = NULL, dcs = NULL;
1955 WINEDDCOLORKEY colorkey;
1957 hbm = (HBITMAP) LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
1958 if(hbm)
1960 GetObjectA(hbm, sizeof(BITMAP), &bm);
1961 dcb = CreateCompatibleDC(NULL);
1962 if(!dcb) goto out;
1963 SelectObject(dcb, hbm);
1965 else
1967 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
1968 * couldn't be loaded
1970 memset(&bm, 0, sizeof(bm));
1971 bm.bmWidth = 32;
1972 bm.bmHeight = 32;
1975 hr = IWineD3DDevice_CreateSurface((IWineD3DDevice *) This, bm.bmWidth, bm.bmHeight, WINED3DFMT_R5G6B5,
1976 TRUE, FALSE, 0, &This->logo_surface, WINED3DRTYPE_SURFACE, 0,
1977 WINED3DPOOL_DEFAULT, WINED3DMULTISAMPLE_NONE, 0, NULL, SURFACE_OPENGL, NULL);
1978 if(FAILED(hr)) {
1979 ERR("Wine logo requested, but failed to create surface\n");
1980 goto out;
1983 if(dcb) {
1984 hr = IWineD3DSurface_GetDC(This->logo_surface, &dcs);
1985 if(FAILED(hr)) goto out;
1986 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
1987 IWineD3DSurface_ReleaseDC(This->logo_surface, dcs);
1989 colorkey.dwColorSpaceLowValue = 0;
1990 colorkey.dwColorSpaceHighValue = 0;
1991 IWineD3DSurface_SetColorKey(This->logo_surface, WINEDDCKEY_SRCBLT, &colorkey);
1992 } else {
1993 /* Fill the surface with a white color to show that wined3d is there */
1994 IWineD3DDevice_ColorFill((IWineD3DDevice *) This, This->logo_surface, NULL, 0xffffffff);
1997 out:
1998 if(dcb) {
1999 DeleteDC(dcb);
2001 if(hbm) {
2002 DeleteObject(hbm);
2004 return;
2007 static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, D3DCB_CREATEADDITIONALSWAPCHAIN D3DCB_CreateAdditionalSwapChain) {
2008 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2009 IWineD3DSwapChainImpl *swapchain;
2010 HRESULT hr;
2011 DWORD state;
2013 TRACE("(%p)->(%p,%p)\n", This, pPresentationParameters, D3DCB_CreateAdditionalSwapChain);
2014 if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
2016 /* TODO: Test if OpenGL is compiled in and loaded */
2018 TRACE("(%p) : Creating stateblock\n", This);
2019 /* Creating the startup stateBlock - Note Special Case: 0 => Don't fill in yet! */
2020 hr = IWineD3DDevice_CreateStateBlock(iface,
2021 WINED3DSBT_INIT,
2022 (IWineD3DStateBlock **)&This->stateBlock,
2023 NULL);
2024 if (WINED3D_OK != hr) { /* Note: No parent needed for initial internal stateblock */
2025 WARN("Failed to create stateblock\n");
2026 goto err_out;
2028 TRACE("(%p) : Created stateblock (%p)\n", This, This->stateBlock);
2029 This->updateStateBlock = This->stateBlock;
2030 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
2032 hr = allocate_shader_constants(This->updateStateBlock);
2033 if (WINED3D_OK != hr) {
2034 goto err_out;
2037 This->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
2038 This->fbo_color_attachments = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
2039 This->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(GLenum) * GL_LIMITS(buffers));
2041 /* Initialize the texture unit mapping to a 1:1 mapping */
2042 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state) {
2043 if (state < GL_LIMITS(fragment_samplers)) {
2044 This->texUnitMap[state] = state;
2045 This->rev_tex_unit_map[state] = state;
2046 } else {
2047 This->texUnitMap[state] = -1;
2048 This->rev_tex_unit_map[state] = -1;
2052 /* Setup the implicit swapchain */
2053 TRACE("Creating implicit swapchain\n");
2054 hr=D3DCB_CreateAdditionalSwapChain((IUnknown *) This->parent, pPresentationParameters, (IWineD3DSwapChain **)&swapchain);
2055 if (FAILED(hr) || !swapchain) {
2056 WARN("Failed to create implicit swapchain\n");
2057 goto err_out;
2060 This->NumberOfSwapChains = 1;
2061 This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
2062 if(!This->swapchains) {
2063 ERR("Out of memory!\n");
2064 goto err_out;
2066 This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
2068 if(swapchain->backBuffer && swapchain->backBuffer[0]) {
2069 TRACE("Setting rendertarget to %p\n", swapchain->backBuffer);
2070 This->render_targets[0] = swapchain->backBuffer[0];
2071 This->lastActiveRenderTarget = swapchain->backBuffer[0];
2073 else {
2074 TRACE("Setting rendertarget to %p\n", swapchain->frontBuffer);
2075 This->render_targets[0] = swapchain->frontBuffer;
2076 This->lastActiveRenderTarget = swapchain->frontBuffer;
2078 IWineD3DSurface_AddRef(This->render_targets[0]);
2079 This->activeContext = swapchain->context[0];
2080 This->lastThread = GetCurrentThreadId();
2082 /* Depth Stencil support */
2083 This->stencilBufferTarget = This->auto_depth_stencil_buffer;
2084 if (NULL != This->stencilBufferTarget) {
2085 IWineD3DSurface_AddRef(This->stencilBufferTarget);
2088 /* Set up some starting GL setup */
2089 ENTER_GL();
2091 /* Setup all the devices defaults */
2092 IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
2093 #if 0
2094 IWineD3DImpl_CheckGraphicsMemory();
2095 #endif
2097 { /* Set a default viewport */
2098 WINED3DVIEWPORT vp;
2099 vp.X = 0;
2100 vp.Y = 0;
2101 vp.Width = pPresentationParameters->BackBufferWidth;
2102 vp.Height = pPresentationParameters->BackBufferHeight;
2103 vp.MinZ = 0.0f;
2104 vp.MaxZ = 1.0f;
2105 IWineD3DDevice_SetViewport((IWineD3DDevice *)This, &vp);
2108 /* Initialize the current view state */
2109 This->view_ident = 1;
2110 This->contexts[0]->last_was_rhw = 0;
2111 glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
2112 checkGLcall("glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights)");
2114 switch(wined3d_settings.offscreen_rendering_mode) {
2115 case ORM_FBO:
2116 case ORM_PBUFFER:
2117 This->offscreenBuffer = GL_BACK;
2118 break;
2120 case ORM_BACKBUFFER:
2122 if(GL_LIMITS(aux_buffers) > 0) {
2123 TRACE("Using auxilliary buffer for offscreen rendering\n");
2124 This->offscreenBuffer = GL_AUX0;
2125 } else {
2126 TRACE("Using back buffer for offscreen rendering\n");
2127 This->offscreenBuffer = GL_BACK;
2132 TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
2133 LEAVE_GL();
2135 /* Clear the screen */
2136 IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL,
2137 WINED3DCLEAR_TARGET | pPresentationParameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0,
2138 0x00, 1.0, 0);
2140 This->d3d_initialized = TRUE;
2142 if(wined3d_settings.logo) {
2143 IWineD3DDeviceImpl_LoadLogo(This, wined3d_settings.logo);
2145 return WINED3D_OK;
2147 err_out:
2148 HeapFree(GetProcessHeap(), 0, This->render_targets);
2149 HeapFree(GetProcessHeap(), 0, This->fbo_color_attachments);
2150 HeapFree(GetProcessHeap(), 0, This->draw_buffers);
2151 HeapFree(GetProcessHeap(), 0, This->swapchains);
2152 This->NumberOfSwapChains = 0;
2153 if(swapchain) {
2154 IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
2156 This->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(GLenum) * GL_LIMITS(buffers));
2157 if(This->stateBlock) {
2158 IWineD3DStateBlock_Release((IWineD3DStateBlock *) This->stateBlock);
2159 This->stateBlock = NULL;
2161 return hr;
2164 static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyDepthStencilSurface, D3DCB_DESTROYSWAPCHAINFN D3DCB_DestroySwapChain) {
2165 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2166 int sampler;
2167 UINT i;
2168 TRACE("(%p)\n", This);
2170 if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
2172 /* I don't think that the interface guarants that the device is destroyed from the same thread
2173 * it was created. Thus make sure a context is active for the glDelete* calls
2175 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2177 if(This->logo_surface) IWineD3DSurface_Release(This->logo_surface);
2179 TRACE("Deleting high order patches\n");
2180 for(i = 0; i < PATCHMAP_SIZE; i++) {
2181 struct list *e1, *e2;
2182 struct WineD3DRectPatch *patch;
2183 LIST_FOR_EACH_SAFE(e1, e2, &This->patches[i]) {
2184 patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
2185 IWineD3DDevice_DeletePatch(iface, patch->Handle);
2189 /* Delete the palette conversion shader if it is around */
2190 if(This->paletteConversionShader) {
2191 GL_EXTCALL(glDeleteProgramsARB(1, &This->paletteConversionShader));
2192 This->paletteConversionShader = 0;
2195 /* Delete the pbuffer context if there is any */
2196 if(This->pbufferContext) DestroyContext(This, This->pbufferContext);
2198 /* Delete the mouse cursor texture */
2199 if(This->cursorTexture) {
2200 ENTER_GL();
2201 glDeleteTextures(1, &This->cursorTexture);
2202 LEAVE_GL();
2203 This->cursorTexture = 0;
2206 for (sampler = 0; sampler < MAX_FRAGMENT_SAMPLERS; ++sampler) {
2207 IWineD3DDevice_SetTexture(iface, sampler, NULL);
2209 for (sampler = 0; sampler < MAX_VERTEX_SAMPLERS; ++sampler) {
2210 IWineD3DDevice_SetTexture(iface, WINED3DVERTEXTEXTURESAMPLER0 + sampler, NULL);
2213 /* Release the update stateblock */
2214 if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
2215 if(This->updateStateBlock != This->stateBlock)
2216 FIXME("(%p) Something's still holding the Update stateblock\n",This);
2218 This->updateStateBlock = NULL;
2220 { /* because were not doing proper internal refcounts releasing the primary state block
2221 causes recursion with the extra checks in ResourceReleased, to avoid this we have
2222 to set this->stateBlock = NULL; first */
2223 IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
2224 This->stateBlock = NULL;
2226 /* Release the stateblock */
2227 if(IWineD3DStateBlock_Release(stateBlock) > 0){
2228 FIXME("(%p) Something's still holding the Update stateblock\n",This);
2232 /* Release the buffers (with sanity checks)*/
2233 TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
2234 if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
2235 if(This->auto_depth_stencil_buffer != This->stencilBufferTarget)
2236 FIXME("(%p) Something's still holding the stencilBufferTarget\n",This);
2238 This->stencilBufferTarget = NULL;
2240 TRACE("Releasing the render target at %p\n", This->render_targets[0]);
2241 if(IWineD3DSurface_Release(This->render_targets[0]) >0){
2242 /* This check is a bit silly, itshould be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
2244 TRACE("Setting rendertarget to NULL\n");
2245 This->render_targets[0] = NULL;
2247 if (This->auto_depth_stencil_buffer) {
2248 if(D3DCB_DestroyDepthStencilSurface(This->auto_depth_stencil_buffer) > 0) {
2249 FIXME("(%p) Something's still holding the auto depth stencil buffer\n", This);
2251 This->auto_depth_stencil_buffer = NULL;
2254 for(i=0; i < This->NumberOfSwapChains; i++) {
2255 TRACE("Releasing the implicit swapchain %d\n", i);
2256 if (D3DCB_DestroySwapChain(This->swapchains[i]) > 0) {
2257 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
2261 HeapFree(GetProcessHeap(), 0, This->swapchains);
2262 This->swapchains = NULL;
2263 This->NumberOfSwapChains = 0;
2265 HeapFree(GetProcessHeap(), 0, This->render_targets);
2266 HeapFree(GetProcessHeap(), 0, This->fbo_color_attachments);
2267 HeapFree(GetProcessHeap(), 0, This->draw_buffers);
2268 This->render_targets = NULL;
2269 This->fbo_color_attachments = NULL;
2270 This->draw_buffers = NULL;
2273 This->d3d_initialized = FALSE;
2274 return WINED3D_OK;
2277 static void WINAPI IWineD3DDeviceImpl_SetFullscreen(IWineD3DDevice *iface, BOOL fullscreen) {
2278 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2279 TRACE("(%p) Setting DDraw fullscreen mode to %s\n", This, fullscreen ? "true" : "false");
2281 /* Setup the window for fullscreen mode */
2282 if(fullscreen && !This->ddraw_fullscreen) {
2283 IWineD3DDeviceImpl_SetupFullscreenWindow(iface, This->ddraw_window);
2284 } else if(!fullscreen && This->ddraw_fullscreen) {
2285 IWineD3DDeviceImpl_RestoreWindow(iface, This->ddraw_window);
2288 /* DirectDraw apps can change between fullscreen and windowed mode after device creation with
2289 * IDirectDraw7::SetCooperativeLevel. The GDI surface implementation needs to know this.
2290 * DDraw doesn't necessarily have a swapchain, so we have to store the fullscreen flag
2291 * separately.
2293 This->ddraw_fullscreen = fullscreen;
2296 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
2297 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
2298 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
2300 * There is no way to deactivate thread safety once it is enabled.
2302 static void WINAPI IWineD3DDeviceImpl_SetMultithreaded(IWineD3DDevice *iface) {
2303 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2305 /*For now just store the flag(needed in case of ddraw) */
2306 This->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
2308 return;
2311 static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
2312 DEVMODEW devmode;
2313 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2314 LONG ret;
2315 const StaticPixelFormatDesc *formatDesc = getFormatDescEntry(pMode->Format, NULL, NULL);
2316 RECT clip_rc;
2318 TRACE("(%p)->(%d,%p) Mode=%dx%dx@%d, %s\n", This, iSwapChain, pMode, pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2320 /* Resize the screen even without a window:
2321 * The app could have unset it with SetCooperativeLevel, but not called
2322 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
2323 * but we don't have any hwnd
2326 memset(&devmode, 0, sizeof(devmode));
2327 devmode.dmSize = sizeof(devmode);
2328 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
2329 devmode.dmBitsPerPel = formatDesc->bpp * 8;
2330 devmode.dmPelsWidth = pMode->Width;
2331 devmode.dmPelsHeight = pMode->Height;
2333 devmode.dmDisplayFrequency = pMode->RefreshRate;
2334 if (pMode->RefreshRate != 0) {
2335 devmode.dmFields |= DM_DISPLAYFREQUENCY;
2338 /* Only change the mode if necessary */
2339 if( (This->ddraw_width == pMode->Width) &&
2340 (This->ddraw_height == pMode->Height) &&
2341 (This->ddraw_format == pMode->Format) &&
2342 (pMode->RefreshRate == 0) ) {
2343 return WINED3D_OK;
2346 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
2347 if (ret != DISP_CHANGE_SUCCESSFUL) {
2348 if(devmode.dmDisplayFrequency != 0) {
2349 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
2350 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
2351 devmode.dmDisplayFrequency = 0;
2352 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
2354 if(ret != DISP_CHANGE_SUCCESSFUL) {
2355 return WINED3DERR_NOTAVAILABLE;
2359 /* Store the new values */
2360 This->ddraw_width = pMode->Width;
2361 This->ddraw_height = pMode->Height;
2362 This->ddraw_format = pMode->Format;
2364 /* Only do this with a window of course */
2365 if(This->ddraw_window)
2366 MoveWindow(This->ddraw_window, 0, 0, pMode->Width, pMode->Height, TRUE);
2368 /* And finally clip mouse to our screen */
2369 SetRect(&clip_rc, 0, 0, pMode->Width, pMode->Height);
2370 ClipCursor(&clip_rc);
2372 return WINED3D_OK;
2375 static HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
2376 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2377 *ppD3D= This->wineD3D;
2378 TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
2379 IWineD3D_AddRef(*ppD3D);
2380 return WINED3D_OK;
2383 static UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
2384 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2386 TRACE("(%p) : simulating %dMB, returning %dMB left\n", This,
2387 (This->adapter->TextureRam/(1024*1024)),
2388 ((This->adapter->TextureRam - This->adapter->UsedTextureRam) / (1024*1024)));
2389 /* return simulated texture memory left */
2390 return (This->adapter->TextureRam - This->adapter->UsedTextureRam);
2395 /*****
2396 * Get / Set FVF
2397 *****/
2398 static HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
2399 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2401 /* Update the current state block */
2402 This->updateStateBlock->changed.fvf = TRUE;
2404 if(This->updateStateBlock->fvf == fvf) {
2405 TRACE("Application is setting the old fvf over, nothing to do\n");
2406 return WINED3D_OK;
2409 This->updateStateBlock->fvf = fvf;
2410 TRACE("(%p) : FVF Shader FVF set to %x\n", This, fvf);
2411 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
2412 return WINED3D_OK;
2416 static HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
2417 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2418 TRACE("(%p) : GetFVF returning %x\n", This, This->stateBlock->fvf);
2419 *pfvf = This->stateBlock->fvf;
2420 return WINED3D_OK;
2423 /*****
2424 * Get / Set Stream Source
2425 *****/
2426 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
2427 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2428 IWineD3DVertexBuffer *oldSrc;
2430 if (StreamNumber >= MAX_STREAMS) {
2431 WARN("Stream out of range %d\n", StreamNumber);
2432 return WINED3DERR_INVALIDCALL;
2433 } else if(OffsetInBytes & 0x3) {
2434 WARN("OffsetInBytes is not 4 byte aligned: %d\n", OffsetInBytes);
2435 return WINED3DERR_INVALIDCALL;
2438 oldSrc = This->updateStateBlock->streamSource[StreamNumber];
2439 TRACE("(%p) : StreamNo: %u, OldStream (%p), NewStream (%p), OffsetInBytes %u, NewStride %u\n", This, StreamNumber, oldSrc, pStreamData, OffsetInBytes, Stride);
2441 This->updateStateBlock->changed.streamSource[StreamNumber] = TRUE;
2443 if(oldSrc == pStreamData &&
2444 This->updateStateBlock->streamStride[StreamNumber] == Stride &&
2445 This->updateStateBlock->streamOffset[StreamNumber] == OffsetInBytes) {
2446 TRACE("Application is setting the old values over, nothing to do\n");
2447 return WINED3D_OK;
2450 This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
2451 if (pStreamData) {
2452 This->updateStateBlock->streamStride[StreamNumber] = Stride;
2453 This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
2456 /* Handle recording of state blocks */
2457 if (This->isRecordingState) {
2458 TRACE("Recording... not performing anything\n");
2459 if(pStreamData) IWineD3DVertexBuffer_AddRef(pStreamData);
2460 if(oldSrc) IWineD3DVertexBuffer_Release(oldSrc);
2461 return WINED3D_OK;
2464 /* Need to do a getParent and pass the reffs up */
2465 /* MSDN says ..... When an application no longer holds a references to this interface, the interface will automatically be freed.
2466 which suggests that we shouldn't be ref counting? and do need a _release on the stream source to reset the stream source
2467 so for now, just count internally */
2468 if (pStreamData != NULL) {
2469 IWineD3DVertexBufferImpl *vbImpl = (IWineD3DVertexBufferImpl *) pStreamData;
2470 InterlockedIncrement(&vbImpl->bindCount);
2471 IWineD3DVertexBuffer_AddRef(pStreamData);
2473 if (oldSrc != NULL) {
2474 InterlockedDecrement(&((IWineD3DVertexBufferImpl *) oldSrc)->bindCount);
2475 IWineD3DVertexBuffer_Release(oldSrc);
2478 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2480 return WINED3D_OK;
2483 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
2484 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2486 TRACE("(%p) : StreamNo: %u, Stream (%p), Offset %u, Stride %u\n", This, StreamNumber,
2487 This->stateBlock->streamSource[StreamNumber],
2488 This->stateBlock->streamOffset[StreamNumber],
2489 This->stateBlock->streamStride[StreamNumber]);
2491 if (StreamNumber >= MAX_STREAMS) {
2492 WARN("Stream out of range %d\n", StreamNumber);
2493 return WINED3DERR_INVALIDCALL;
2495 *pStream = This->stateBlock->streamSource[StreamNumber];
2496 *pStride = This->stateBlock->streamStride[StreamNumber];
2497 if (pOffset) {
2498 *pOffset = This->stateBlock->streamOffset[StreamNumber];
2501 if (*pStream != NULL) {
2502 IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
2504 return WINED3D_OK;
2507 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
2508 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2509 UINT oldFlags = This->updateStateBlock->streamFlags[StreamNumber];
2510 UINT oldFreq = This->updateStateBlock->streamFreq[StreamNumber];
2512 TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
2513 This->updateStateBlock->streamFlags[StreamNumber] = Divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA );
2515 This->updateStateBlock->changed.streamFreq[StreamNumber] = TRUE;
2516 This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
2518 if(This->updateStateBlock->streamFreq[StreamNumber] != oldFreq ||
2519 This->updateStateBlock->streamFlags[StreamNumber] != oldFlags) {
2520 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2523 return WINED3D_OK;
2526 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
2527 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2529 TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
2530 *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
2532 TRACE("(%p) : returning %d\n", This, *Divider);
2534 return WINED3D_OK;
2537 /*****
2538 * Get / Set & Multiply Transform
2539 *****/
2540 static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE d3dts, CONST WINED3DMATRIX* lpmatrix) {
2541 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2543 /* Most of this routine, comments included copied from ddraw tree initially: */
2544 TRACE("(%p) : Transform State=%s\n", This, debug_d3dtstype(d3dts));
2546 /* Handle recording of state blocks */
2547 if (This->isRecordingState) {
2548 TRACE("Recording... not performing anything\n");
2549 This->updateStateBlock->changed.transform[d3dts] = TRUE;
2550 memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(WINED3DMATRIX));
2551 return WINED3D_OK;
2555 * If the new matrix is the same as the current one,
2556 * we cut off any further processing. this seems to be a reasonable
2557 * optimization because as was noticed, some apps (warcraft3 for example)
2558 * tend towards setting the same matrix repeatedly for some reason.
2560 * From here on we assume that the new matrix is different, wherever it matters.
2562 if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(WINED3DMATRIX))) {
2563 TRACE("The app is setting the same matrix over again\n");
2564 return WINED3D_OK;
2565 } else {
2566 conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
2570 ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
2571 where ViewMat = Camera space, WorldMat = world space.
2573 In OpenGL, camera and world space is combined into GL_MODELVIEW
2574 matrix. The Projection matrix stay projection matrix.
2577 /* Capture the times we can just ignore the change for now */
2578 if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrice */
2579 This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
2580 /* Handled by the state manager */
2583 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TRANSFORM(d3dts));
2584 return WINED3D_OK;
2587 static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, WINED3DMATRIX* pMatrix) {
2588 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2589 TRACE("(%p) : for Transform State %s\n", This, debug_d3dtstype(State));
2590 memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(WINED3DMATRIX));
2591 return WINED3D_OK;
2594 static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) {
2595 WINED3DMATRIX *mat = NULL;
2596 WINED3DMATRIX temp;
2598 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
2599 * below means it will be recorded in a state block change, but it
2600 * works regardless where it is recorded.
2601 * If this is found to be wrong, change to StateBlock.
2603 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2604 TRACE("(%p) : For state %s\n", This, debug_d3dtstype(State));
2606 if (State < HIGHEST_TRANSFORMSTATE)
2608 mat = &This->updateStateBlock->transforms[State];
2609 } else {
2610 FIXME("Unhandled transform state!!\n");
2613 multiply_matrix(&temp, mat, (const WINED3DMATRIX *) pMatrix);
2615 /* Apply change via set transform - will reapply to eg. lights this way */
2616 return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
2619 /*****
2620 * Get / Set Light
2621 *****/
2622 /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
2623 you can reference any indexes you want as long as that number max are enabled at any
2624 one point in time! Therefore since the indexes can be anything, we need a hashmap of them.
2625 However, this causes stateblock problems. When capturing the state block, I duplicate the hashmap,
2626 but when recording, just build a chain pretty much of commands to be replayed. */
2628 static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
2629 float rho;
2630 PLIGHTINFOEL *object = NULL;
2631 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2632 struct list *e;
2634 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2635 TRACE("(%p) : Idx(%d), pLight(%p). Hash index is %d\n", This, Index, pLight, Hi);
2637 /* Check the parameter range. Need for speed most wanted sets junk lights which confuse
2638 * the gl driver.
2640 if(!pLight) {
2641 WARN("Light pointer = NULL, returning WINED3DERR_INVALIDCALL\n");
2642 return WINED3DERR_INVALIDCALL;
2645 switch(pLight->Type) {
2646 case WINED3DLIGHT_POINT:
2647 case WINED3DLIGHT_SPOT:
2648 case WINED3DLIGHT_PARALLELPOINT:
2649 case WINED3DLIGHT_GLSPOT:
2650 /* Incorrect attenuation values can cause the gl driver to crash. Happens with Need for speed
2651 * most wanted
2653 if(pLight->Attenuation0 < 0.0 || pLight->Attenuation1 < 0.0 || pLight->Attenuation2 < 0.0) {
2654 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL\n");
2655 return WINED3DERR_INVALIDCALL;
2657 break;
2659 case WINED3DLIGHT_DIRECTIONAL:
2660 /* Ignores attenuation */
2661 break;
2663 default:
2664 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
2665 return WINED3DERR_INVALIDCALL;
2668 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
2669 object = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2670 if(object->OriginalIndex == Index) break;
2671 object = NULL;
2674 if(!object) {
2675 TRACE("Adding new light\n");
2676 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2677 if(!object) {
2678 ERR("Out of memory error when allocating a light\n");
2679 return E_OUTOFMEMORY;
2681 list_add_head(&This->updateStateBlock->lightMap[Hi], &object->entry);
2682 object->glIndex = -1;
2683 object->OriginalIndex = Index;
2684 object->changed = TRUE;
2687 /* Initialize the object */
2688 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,
2689 pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
2690 pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
2691 pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
2692 TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
2693 pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
2694 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
2696 /* Save away the information */
2697 memcpy(&object->OriginalParms, pLight, sizeof(WINED3DLIGHT));
2699 switch (pLight->Type) {
2700 case WINED3DLIGHT_POINT:
2701 /* Position */
2702 object->lightPosn[0] = pLight->Position.x;
2703 object->lightPosn[1] = pLight->Position.y;
2704 object->lightPosn[2] = pLight->Position.z;
2705 object->lightPosn[3] = 1.0f;
2706 object->cutoff = 180.0f;
2707 /* FIXME: Range */
2708 break;
2710 case WINED3DLIGHT_DIRECTIONAL:
2711 /* Direction */
2712 object->lightPosn[0] = -pLight->Direction.x;
2713 object->lightPosn[1] = -pLight->Direction.y;
2714 object->lightPosn[2] = -pLight->Direction.z;
2715 object->lightPosn[3] = 0.0;
2716 object->exponent = 0.0f;
2717 object->cutoff = 180.0f;
2718 break;
2720 case WINED3DLIGHT_SPOT:
2721 /* Position */
2722 object->lightPosn[0] = pLight->Position.x;
2723 object->lightPosn[1] = pLight->Position.y;
2724 object->lightPosn[2] = pLight->Position.z;
2725 object->lightPosn[3] = 1.0;
2727 /* Direction */
2728 object->lightDirn[0] = pLight->Direction.x;
2729 object->lightDirn[1] = pLight->Direction.y;
2730 object->lightDirn[2] = pLight->Direction.z;
2731 object->lightDirn[3] = 1.0;
2734 * opengl-ish and d3d-ish spot lights use too different models for the
2735 * light "intensity" as a function of the angle towards the main light direction,
2736 * so we only can approximate very roughly.
2737 * however spot lights are rather rarely used in games (if ever used at all).
2738 * furthermore if still used, probably nobody pays attention to such details.
2740 if (pLight->Falloff == 0) {
2741 /* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
2742 * falloff resp. exponent parameter as an exponent, so the spot light lighting
2743 * will always be 1.0 for both of them, and we don't have to care for the
2744 * rest of the rather complex calculation
2746 object->exponent = 0;
2747 } else {
2748 rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
2749 if (rho < 0.0001) rho = 0.0001f;
2750 object->exponent = -0.3/log(cos(rho/2));
2752 if (object->exponent > 128.0) {
2753 object->exponent = 128.0;
2755 object->cutoff = pLight->Phi*90/M_PI;
2757 /* FIXME: Range */
2758 break;
2760 default:
2761 FIXME("Unrecognized light type %d\n", pLight->Type);
2764 /* Update the live definitions if the light is currently assigned a glIndex */
2765 if (object->glIndex != -1 && !This->isRecordingState) {
2766 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(object->glIndex));
2768 return WINED3D_OK;
2771 static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
2772 PLIGHTINFOEL *lightInfo = NULL;
2773 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2774 DWORD Hi = LIGHTMAP_HASHFUNC(Index);
2775 struct list *e;
2776 TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
2778 LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi]) {
2779 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2780 if(lightInfo->OriginalIndex == Index) break;
2781 lightInfo = NULL;
2784 if (lightInfo == NULL) {
2785 TRACE("Light information requested but light not defined\n");
2786 return WINED3DERR_INVALIDCALL;
2789 memcpy(pLight, &lightInfo->OriginalParms, sizeof(WINED3DLIGHT));
2790 return WINED3D_OK;
2793 /*****
2794 * Get / Set Light Enable
2795 * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
2796 *****/
2797 static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
2798 PLIGHTINFOEL *lightInfo = NULL;
2799 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2800 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2801 struct list *e;
2802 TRACE("(%p) : Idx(%d), enable? %d\n", This, Index, Enable);
2804 /* Tests show true = 128...not clear why */
2805 Enable = Enable? 128: 0;
2807 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
2808 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2809 if(lightInfo->OriginalIndex == Index) break;
2810 lightInfo = NULL;
2812 TRACE("Found light: %p\n", lightInfo);
2814 /* Special case - enabling an undefined light creates one with a strict set of parms! */
2815 if (lightInfo == NULL) {
2817 TRACE("Light enabled requested but light not defined, so defining one!\n");
2818 IWineD3DDeviceImpl_SetLight(iface, Index, &WINED3D_default_light);
2820 /* Search for it again! Should be fairly quick as near head of list */
2821 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
2822 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2823 if(lightInfo->OriginalIndex == Index) break;
2824 lightInfo = NULL;
2826 if (lightInfo == NULL) {
2827 FIXME("Adding default lights has failed dismally\n");
2828 return WINED3DERR_INVALIDCALL;
2832 lightInfo->enabledChanged = TRUE;
2833 if(!Enable) {
2834 if(lightInfo->glIndex != -1) {
2835 if(!This->isRecordingState) {
2836 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(lightInfo->glIndex));
2839 This->stateBlock->activeLights[lightInfo->glIndex] = NULL;
2840 lightInfo->glIndex = -1;
2841 } else {
2842 TRACE("Light already disabled, nothing to do\n");
2844 lightInfo->enabled = FALSE;
2845 } else {
2846 lightInfo->enabled = TRUE;
2847 if (lightInfo->glIndex != -1) {
2848 /* nop */
2849 TRACE("Nothing to do as light was enabled\n");
2850 } else {
2851 int i;
2852 /* Find a free gl light */
2853 for(i = 0; i < This->maxConcurrentLights; i++) {
2854 if(This->stateBlock->activeLights[i] == NULL) {
2855 This->stateBlock->activeLights[i] = lightInfo;
2856 lightInfo->glIndex = i;
2857 break;
2860 if(lightInfo->glIndex == -1) {
2861 /* Our tests show that Windows returns D3D_OK in this situation, even with
2862 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2863 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2864 * as well for those lights.
2866 * TODO: Test how this affects rendering
2868 FIXME("Too many concurrently active lights\n");
2869 return WINED3D_OK;
2872 /* i == lightInfo->glIndex */
2873 if(!This->isRecordingState) {
2874 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
2879 return WINED3D_OK;
2882 static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
2884 PLIGHTINFOEL *lightInfo = NULL;
2885 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2886 struct list *e;
2887 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2888 TRACE("(%p) : for idx(%d)\n", This, Index);
2890 LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi]) {
2891 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2892 if(lightInfo->OriginalIndex == Index) break;
2893 lightInfo = NULL;
2896 if (lightInfo == NULL) {
2897 TRACE("Light enabled state requested but light not defined\n");
2898 return WINED3DERR_INVALIDCALL;
2900 /* true is 128 according to SetLightEnable */
2901 *pEnable = lightInfo->enabled ? 128 : 0;
2902 return WINED3D_OK;
2905 /*****
2906 * Get / Set Clip Planes
2907 *****/
2908 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
2909 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2910 TRACE("(%p) : for idx %d, %p\n", This, Index, pPlane);
2912 /* Validate Index */
2913 if (Index >= GL_LIMITS(clipplanes)) {
2914 TRACE("Application has requested clipplane this device doesn't support\n");
2915 return WINED3DERR_INVALIDCALL;
2918 This->updateStateBlock->changed.clipplane[Index] = TRUE;
2920 if(This->updateStateBlock->clipplane[Index][0] == pPlane[0] &&
2921 This->updateStateBlock->clipplane[Index][1] == pPlane[1] &&
2922 This->updateStateBlock->clipplane[Index][2] == pPlane[2] &&
2923 This->updateStateBlock->clipplane[Index][3] == pPlane[3]) {
2924 TRACE("Application is setting old values over, nothing to do\n");
2925 return WINED3D_OK;
2928 This->updateStateBlock->clipplane[Index][0] = pPlane[0];
2929 This->updateStateBlock->clipplane[Index][1] = pPlane[1];
2930 This->updateStateBlock->clipplane[Index][2] = pPlane[2];
2931 This->updateStateBlock->clipplane[Index][3] = pPlane[3];
2933 /* Handle recording of state blocks */
2934 if (This->isRecordingState) {
2935 TRACE("Recording... not performing anything\n");
2936 return WINED3D_OK;
2939 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_CLIPPLANE(Index));
2941 return WINED3D_OK;
2944 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
2945 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2946 TRACE("(%p) : for idx %d\n", This, Index);
2948 /* Validate Index */
2949 if (Index >= GL_LIMITS(clipplanes)) {
2950 TRACE("Application has requested clipplane this device doesn't support\n");
2951 return WINED3DERR_INVALIDCALL;
2954 pPlane[0] = This->stateBlock->clipplane[Index][0];
2955 pPlane[1] = This->stateBlock->clipplane[Index][1];
2956 pPlane[2] = This->stateBlock->clipplane[Index][2];
2957 pPlane[3] = This->stateBlock->clipplane[Index][3];
2958 return WINED3D_OK;
2961 /*****
2962 * Get / Set Clip Plane Status
2963 * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
2964 *****/
2965 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
2966 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2967 FIXME("(%p) : stub\n", This);
2968 if (NULL == pClipStatus) {
2969 return WINED3DERR_INVALIDCALL;
2971 This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
2972 This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
2973 return WINED3D_OK;
2976 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
2977 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2978 FIXME("(%p) : stub\n", This);
2979 if (NULL == pClipStatus) {
2980 return WINED3DERR_INVALIDCALL;
2982 pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
2983 pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
2984 return WINED3D_OK;
2987 /*****
2988 * Get / Set Material
2989 *****/
2990 static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
2991 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2993 This->updateStateBlock->changed.material = TRUE;
2994 memcpy(&This->updateStateBlock->material, pMaterial, sizeof(WINED3DMATERIAL));
2996 /* Handle recording of state blocks */
2997 if (This->isRecordingState) {
2998 TRACE("Recording... not performing anything\n");
2999 return WINED3D_OK;
3002 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
3003 return WINED3D_OK;
3006 static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
3007 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3008 memcpy(pMaterial, &This->updateStateBlock->material, sizeof (WINED3DMATERIAL));
3009 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
3010 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
3011 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
3012 pMaterial->Ambient.b, pMaterial->Ambient.a);
3013 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
3014 pMaterial->Specular.b, pMaterial->Specular.a);
3015 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
3016 pMaterial->Emissive.b, pMaterial->Emissive.a);
3017 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
3019 return WINED3D_OK;
3022 /*****
3023 * Get / Set Indices
3024 *****/
3025 static HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData) {
3026 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3027 IWineD3DIndexBuffer *oldIdxs;
3029 TRACE("(%p) : Setting to %p\n", This, pIndexData);
3030 oldIdxs = This->updateStateBlock->pIndexData;
3032 This->updateStateBlock->changed.indices = TRUE;
3033 This->updateStateBlock->pIndexData = pIndexData;
3035 /* Handle recording of state blocks */
3036 if (This->isRecordingState) {
3037 TRACE("Recording... not performing anything\n");
3038 if(pIndexData) IWineD3DIndexBuffer_AddRef(pIndexData);
3039 if(oldIdxs) IWineD3DIndexBuffer_Release(oldIdxs);
3040 return WINED3D_OK;
3043 if(oldIdxs != pIndexData) {
3044 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
3045 if(pIndexData) IWineD3DIndexBuffer_AddRef(pIndexData);
3046 if(oldIdxs) IWineD3DIndexBuffer_Release(oldIdxs);
3048 return WINED3D_OK;
3051 static HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData) {
3052 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3054 *ppIndexData = This->stateBlock->pIndexData;
3056 /* up ref count on ppindexdata */
3057 if (*ppIndexData) {
3058 IWineD3DIndexBuffer_AddRef(*ppIndexData);
3059 TRACE("(%p) index data set to %p\n", This, ppIndexData);
3060 }else{
3061 TRACE("(%p) No index data set\n", This);
3063 TRACE("Returning %p\n", *ppIndexData);
3065 return WINED3D_OK;
3068 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
3069 static HRESULT WINAPI IWineD3DDeviceImpl_SetBaseVertexIndex(IWineD3DDevice *iface, INT BaseIndex) {
3070 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3071 TRACE("(%p)->(%d)\n", This, BaseIndex);
3073 if(This->updateStateBlock->baseVertexIndex == BaseIndex) {
3074 TRACE("Application is setting the old value over, nothing to do\n");
3075 return WINED3D_OK;
3078 This->updateStateBlock->baseVertexIndex = BaseIndex;
3080 if (This->isRecordingState) {
3081 TRACE("Recording... not performing anything\n");
3082 return WINED3D_OK;
3084 /* The base vertex index affects the stream sources */
3085 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
3086 return WINED3D_OK;
3089 static HRESULT WINAPI IWineD3DDeviceImpl_GetBaseVertexIndex(IWineD3DDevice *iface, INT* base_index) {
3090 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3091 TRACE("(%p) : base_index %p\n", This, base_index);
3093 *base_index = This->stateBlock->baseVertexIndex;
3095 TRACE("Returning %u\n", *base_index);
3097 return WINED3D_OK;
3100 /*****
3101 * Get / Set Viewports
3102 *****/
3103 static HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
3104 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3106 TRACE("(%p)\n", This);
3107 This->updateStateBlock->changed.viewport = TRUE;
3108 memcpy(&This->updateStateBlock->viewport, pViewport, sizeof(WINED3DVIEWPORT));
3110 /* Handle recording of state blocks */
3111 if (This->isRecordingState) {
3112 TRACE("Recording... not performing anything\n");
3113 return WINED3D_OK;
3116 TRACE("(%p) : x=%d, y=%d, wid=%d, hei=%d, minz=%f, maxz=%f\n", This,
3117 pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
3119 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
3120 return WINED3D_OK;
3124 static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
3125 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3126 TRACE("(%p)\n", This);
3127 memcpy(pViewport, &This->stateBlock->viewport, sizeof(WINED3DVIEWPORT));
3128 return WINED3D_OK;
3131 /*****
3132 * Get / Set Render States
3133 * TODO: Verify against dx9 definitions
3134 *****/
3135 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) {
3137 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3138 DWORD oldValue = This->stateBlock->renderState[State];
3140 TRACE("(%p)->state = %s(%d), value = %d\n", This, debug_d3drenderstate(State), State, Value);
3142 This->updateStateBlock->changed.renderState[State] = TRUE;
3143 This->updateStateBlock->renderState[State] = Value;
3145 /* Handle recording of state blocks */
3146 if (This->isRecordingState) {
3147 TRACE("Recording... not performing anything\n");
3148 return WINED3D_OK;
3151 /* Compared here and not before the assignment to allow proper stateblock recording */
3152 if(Value == oldValue) {
3153 TRACE("Application is setting the old value over, nothing to do\n");
3154 } else {
3155 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(State));
3158 return WINED3D_OK;
3161 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD *pValue) {
3162 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3163 TRACE("(%p) for State %d = %d\n", This, State, This->stateBlock->renderState[State]);
3164 *pValue = This->stateBlock->renderState[State];
3165 return WINED3D_OK;
3168 /*****
3169 * Get / Set Sampler States
3170 * TODO: Verify against dx9 definitions
3171 *****/
3173 static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
3174 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3175 DWORD oldValue;
3177 TRACE("(%p) : Sampler %#x, Type %s (%#x), Value %#x\n",
3178 This, Sampler, debug_d3dsamplerstate(Type), Type, Value);
3180 if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
3181 Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3185 * SetSampler is designed to allow for more than the standard up to 8 textures
3186 * and Geforce has stopped supporting more than 6 standard textures in openGL.
3187 * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
3189 * http://developer.nvidia.com/object/General_FAQ.html#t6
3191 * There are two new settings for GForce
3192 * the sampler one:
3193 * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
3194 * and the texture one:
3195 * GL_MAX_TEXTURE_COORDS_ARB.
3196 * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
3197 ******************/
3199 oldValue = This->stateBlock->samplerState[Sampler][Type];
3200 This->updateStateBlock->samplerState[Sampler][Type] = Value;
3201 This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
3203 /* Handle recording of state blocks */
3204 if (This->isRecordingState) {
3205 TRACE("Recording... not performing anything\n");
3206 return WINED3D_OK;
3209 if(oldValue == Value) {
3210 TRACE("Application is setting the old value over, nothing to do\n");
3211 return WINED3D_OK;
3214 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Sampler));
3216 return WINED3D_OK;
3219 static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
3220 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3222 TRACE("(%p) : Sampler %#x, Type %s (%#x)\n",
3223 This, Sampler, debug_d3dsamplerstate(Type), Type);
3225 if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
3226 Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3229 *Value = This->stateBlock->samplerState[Sampler][Type];
3230 TRACE("(%p) : Returning %#x\n", This, *Value);
3232 return WINED3D_OK;
3235 static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
3236 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3238 This->updateStateBlock->changed.scissorRect = TRUE;
3239 if(EqualRect(&This->updateStateBlock->scissorRect, pRect)) {
3240 TRACE("App is setting the old scissor rectangle over, nothing to do\n");
3241 return WINED3D_OK;
3243 CopyRect(&This->updateStateBlock->scissorRect, pRect);
3245 if(This->isRecordingState) {
3246 TRACE("Recording... not performing anything\n");
3247 return WINED3D_OK;
3250 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
3252 return WINED3D_OK;
3255 static HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
3256 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3258 memcpy(pRect, &This->updateStateBlock->scissorRect, sizeof(pRect));
3259 TRACE("(%p)Returning a Scissor Rect of %d:%d-%d:%d\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
3260 return WINED3D_OK;
3263 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
3264 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
3265 IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
3267 TRACE("(%p) : pDecl=%p\n", This, pDecl);
3269 This->updateStateBlock->vertexDecl = pDecl;
3270 This->updateStateBlock->changed.vertexDecl = TRUE;
3272 if (This->isRecordingState) {
3273 TRACE("Recording... not performing anything\n");
3274 return WINED3D_OK;
3275 } else if(pDecl == oldDecl) {
3276 /* Checked after the assignment to allow proper stateblock recording */
3277 TRACE("Application is setting the old declaration over, nothing to do\n");
3278 return WINED3D_OK;
3281 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
3282 return WINED3D_OK;
3285 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
3286 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3288 TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
3290 *ppDecl = This->stateBlock->vertexDecl;
3291 if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
3292 return WINED3D_OK;
3295 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
3296 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3297 IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
3299 This->updateStateBlock->vertexShader = pShader;
3300 This->updateStateBlock->changed.vertexShader = TRUE;
3302 if (This->isRecordingState) {
3303 if(pShader) IWineD3DVertexShader_AddRef(pShader);
3304 if(oldShader) IWineD3DVertexShader_Release(oldShader);
3305 TRACE("Recording... not performing anything\n");
3306 return WINED3D_OK;
3307 } else if(oldShader == pShader) {
3308 /* Checked here to allow proper stateblock recording */
3309 TRACE("App is setting the old shader over, nothing to do\n");
3310 return WINED3D_OK;
3313 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3314 if(pShader) IWineD3DVertexShader_AddRef(pShader);
3315 if(oldShader) IWineD3DVertexShader_Release(oldShader);
3317 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER);
3319 return WINED3D_OK;
3322 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
3323 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3325 if (NULL == ppShader) {
3326 return WINED3DERR_INVALIDCALL;
3328 *ppShader = This->stateBlock->vertexShader;
3329 if( NULL != *ppShader)
3330 IWineD3DVertexShader_AddRef(*ppShader);
3332 TRACE("(%p) : returning %p\n", This, *ppShader);
3333 return WINED3D_OK;
3336 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
3337 IWineD3DDevice *iface,
3338 UINT start,
3339 CONST BOOL *srcData,
3340 UINT count) {
3342 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3343 int i, cnt = min(count, MAX_CONST_B - start);
3345 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3346 iface, srcData, start, count);
3348 if (srcData == NULL || cnt < 0)
3349 return WINED3DERR_INVALIDCALL;
3351 memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3352 for (i = 0; i < cnt; i++)
3353 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3355 for (i = start; i < cnt + start; ++i) {
3356 This->updateStateBlock->changed.vertexShaderConstantsB[i] = TRUE;
3359 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3361 return WINED3D_OK;
3364 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(
3365 IWineD3DDevice *iface,
3366 UINT start,
3367 BOOL *dstData,
3368 UINT count) {
3370 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3371 int cnt = min(count, MAX_CONST_B - start);
3373 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3374 iface, dstData, start, count);
3376 if (dstData == NULL || cnt < 0)
3377 return WINED3DERR_INVALIDCALL;
3379 memcpy(dstData, &This->stateBlock->vertexShaderConstantB[start], cnt * sizeof(BOOL));
3380 return WINED3D_OK;
3383 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
3384 IWineD3DDevice *iface,
3385 UINT start,
3386 CONST int *srcData,
3387 UINT count) {
3389 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3390 int i, cnt = min(count, MAX_CONST_I - start);
3392 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3393 iface, srcData, start, count);
3395 if (srcData == NULL || cnt < 0)
3396 return WINED3DERR_INVALIDCALL;
3398 memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3399 for (i = 0; i < cnt; i++)
3400 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3401 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3403 for (i = start; i < cnt + start; ++i) {
3404 This->updateStateBlock->changed.vertexShaderConstantsI[i] = TRUE;
3407 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3409 return WINED3D_OK;
3412 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
3413 IWineD3DDevice *iface,
3414 UINT start,
3415 int *dstData,
3416 UINT count) {
3418 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3419 int cnt = min(count, MAX_CONST_I - start);
3421 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3422 iface, dstData, start, count);
3424 if (dstData == NULL || ((signed int) MAX_CONST_I - (signed int) start) <= (signed int) 0)
3425 return WINED3DERR_INVALIDCALL;
3427 memcpy(dstData, &This->stateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3428 return WINED3D_OK;
3431 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
3432 IWineD3DDevice *iface,
3433 UINT start,
3434 CONST float *srcData,
3435 UINT count) {
3437 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3438 int i;
3440 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3441 iface, srcData, start, count);
3443 /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
3444 if (srcData == NULL || start + count > GL_LIMITS(vshader_constantsF) || start > GL_LIMITS(vshader_constantsF))
3445 return WINED3DERR_INVALIDCALL;
3447 memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
3448 if(TRACE_ON(d3d)) {
3449 for (i = 0; i < count; i++)
3450 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3451 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3454 for (i = start; i < count + start; ++i) {
3455 if (!This->updateStateBlock->changed.vertexShaderConstantsF[i]) {
3456 constants_entry *ptr = LIST_ENTRY(list_head(&This->updateStateBlock->set_vconstantsF), constants_entry, entry);
3457 if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx)) {
3458 ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
3459 list_add_head(&This->updateStateBlock->set_vconstantsF, &ptr->entry);
3461 ptr->idx[ptr->count++] = i;
3462 This->updateStateBlock->changed.vertexShaderConstantsF[i] = TRUE;
3466 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3468 return WINED3D_OK;
3471 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
3472 IWineD3DDevice *iface,
3473 UINT start,
3474 float *dstData,
3475 UINT count) {
3477 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3478 int cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
3480 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3481 iface, dstData, start, count);
3483 if (dstData == NULL || cnt < 0)
3484 return WINED3DERR_INVALIDCALL;
3486 memcpy(dstData, &This->stateBlock->vertexShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3487 return WINED3D_OK;
3490 static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage) {
3491 DWORD i;
3492 for(i = 0; i < WINED3D_HIGHEST_TEXTURE_STATE; i++) {
3493 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, i));
3497 static void device_map_stage(IWineD3DDeviceImpl *This, int stage, int unit) {
3498 int i = This->rev_tex_unit_map[unit];
3499 int j = This->texUnitMap[stage];
3501 This->texUnitMap[stage] = unit;
3502 if (i != -1 && i != stage) {
3503 This->texUnitMap[i] = -1;
3506 This->rev_tex_unit_map[unit] = stage;
3507 if (j != -1 && j != unit) {
3508 This->rev_tex_unit_map[j] = -1;
3512 static void device_update_fixed_function_usage_map(IWineD3DDeviceImpl *This) {
3513 int i;
3515 for (i = 0; i < MAX_TEXTURES; ++i) {
3516 WINED3DTEXTUREOP color_op = This->stateBlock->textureState[i][WINED3DTSS_COLOROP];
3517 WINED3DTEXTUREOP alpha_op = This->stateBlock->textureState[i][WINED3DTSS_ALPHAOP];
3518 DWORD color_arg1 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
3519 DWORD color_arg2 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
3520 DWORD color_arg3 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
3521 DWORD alpha_arg1 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
3522 DWORD alpha_arg2 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
3523 DWORD alpha_arg3 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
3525 if (color_op == WINED3DTOP_DISABLE) {
3526 /* Not used, and disable higher stages */
3527 while (i < MAX_TEXTURES) {
3528 This->fixed_function_usage_map[i] = FALSE;
3529 ++i;
3531 break;
3534 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
3535 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
3536 || ((color_arg3 == WINED3DTA_TEXTURE) && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
3537 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
3538 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
3539 || ((alpha_arg3 == WINED3DTA_TEXTURE) && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP))) {
3540 This->fixed_function_usage_map[i] = TRUE;
3541 } else {
3542 This->fixed_function_usage_map[i] = FALSE;
3545 if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1) {
3546 This->fixed_function_usage_map[i+1] = TRUE;
3551 static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
3552 int i, tex;
3554 device_update_fixed_function_usage_map(This);
3556 if (!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->lowest_disabled_stage <= GL_LIMITS(textures)) {
3557 for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
3558 if (!This->fixed_function_usage_map[i]) continue;
3560 if (This->texUnitMap[i] != i) {
3561 device_map_stage(This, i, i);
3562 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3563 markTextureStagesDirty(This, i);
3566 return;
3569 /* Now work out the mapping */
3570 tex = 0;
3571 for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
3572 if (!This->fixed_function_usage_map[i]) continue;
3574 if (This->texUnitMap[i] != tex) {
3575 device_map_stage(This, i, tex);
3576 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3577 markTextureStagesDirty(This, i);
3580 ++tex;
3584 static void device_map_psamplers(IWineD3DDeviceImpl *This) {
3585 DWORD *sampler_tokens = ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.reg_maps.samplers;
3586 int i;
3588 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3589 if (sampler_tokens[i] && This->texUnitMap[i] != i) {
3590 device_map_stage(This, i, i);
3591 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3592 if (i < MAX_TEXTURES) {
3593 markTextureStagesDirty(This, i);
3599 static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, DWORD *pshader_sampler_tokens, DWORD *vshader_sampler_tokens, int unit) {
3600 int current_mapping = This->rev_tex_unit_map[unit];
3602 if (current_mapping == -1) {
3603 /* Not currently used */
3604 return TRUE;
3607 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
3608 /* Used by a fragment sampler */
3610 if (!pshader_sampler_tokens) {
3611 /* No pixel shader, check fixed function */
3612 return current_mapping >= MAX_TEXTURES || !This->fixed_function_usage_map[current_mapping];
3615 /* Pixel shader, check the shader's sampler map */
3616 return !pshader_sampler_tokens[current_mapping];
3619 /* Used by a vertex sampler */
3620 return !vshader_sampler_tokens[current_mapping];
3623 static void device_map_vsamplers(IWineD3DDeviceImpl *This, BOOL ps) {
3624 DWORD *vshader_sampler_tokens = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.reg_maps.samplers;
3625 DWORD *pshader_sampler_tokens = NULL;
3626 int start = GL_LIMITS(combined_samplers) - 1;
3627 int i;
3629 if (ps) {
3630 IWineD3DPixelShaderImpl *pshader = (IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader;
3632 /* Make sure the shader's reg_maps are up to date. This is only relevant for 1.x pixelshaders. */
3633 IWineD3DPixelShader_CompileShader((IWineD3DPixelShader *)pshader);
3634 pshader_sampler_tokens = pshader->baseShader.reg_maps.samplers;
3637 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
3638 int vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
3639 if (vshader_sampler_tokens[i]) {
3640 if (This->texUnitMap[vsampler_idx] != -1) {
3641 /* Already mapped somewhere */
3642 continue;
3645 while (start >= 0) {
3646 if (device_unit_free_for_vs(This, pshader_sampler_tokens, vshader_sampler_tokens, start)) {
3647 device_map_stage(This, vsampler_idx, start);
3648 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(vsampler_idx));
3650 --start;
3651 break;
3654 --start;
3660 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
3661 BOOL vs = use_vs(This);
3662 BOOL ps = use_ps(This);
3664 * Rules are:
3665 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
3666 * that would be really messy and require shader recompilation
3667 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
3668 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
3670 if (ps) {
3671 device_map_psamplers(This);
3672 } else {
3673 device_map_fixed_function_samplers(This);
3676 if (vs) {
3677 device_map_vsamplers(This, ps);
3681 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
3682 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3683 IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
3684 This->updateStateBlock->pixelShader = pShader;
3685 This->updateStateBlock->changed.pixelShader = TRUE;
3687 /* Handle recording of state blocks */
3688 if (This->isRecordingState) {
3689 TRACE("Recording... not performing anything\n");
3692 if (This->isRecordingState) {
3693 TRACE("Recording... not performing anything\n");
3694 if(pShader) IWineD3DPixelShader_AddRef(pShader);
3695 if(oldShader) IWineD3DPixelShader_Release(oldShader);
3696 return WINED3D_OK;
3699 if(pShader == oldShader) {
3700 TRACE("App is setting the old pixel shader over, nothing to do\n");
3701 return WINED3D_OK;
3704 if(pShader) IWineD3DPixelShader_AddRef(pShader);
3705 if(oldShader) IWineD3DPixelShader_Release(oldShader);
3707 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3708 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
3710 return WINED3D_OK;
3713 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
3714 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3716 if (NULL == ppShader) {
3717 WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
3718 return WINED3DERR_INVALIDCALL;
3721 *ppShader = This->stateBlock->pixelShader;
3722 if (NULL != *ppShader) {
3723 IWineD3DPixelShader_AddRef(*ppShader);
3725 TRACE("(%p) : returning %p\n", This, *ppShader);
3726 return WINED3D_OK;
3729 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
3730 IWineD3DDevice *iface,
3731 UINT start,
3732 CONST BOOL *srcData,
3733 UINT count) {
3735 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3736 int i, cnt = min(count, MAX_CONST_B - start);
3738 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3739 iface, srcData, start, count);
3741 if (srcData == NULL || cnt < 0)
3742 return WINED3DERR_INVALIDCALL;
3744 memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3745 for (i = 0; i < cnt; i++)
3746 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3748 for (i = start; i < cnt + start; ++i) {
3749 This->updateStateBlock->changed.pixelShaderConstantsB[i] = TRUE;
3752 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3754 return WINED3D_OK;
3757 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
3758 IWineD3DDevice *iface,
3759 UINT start,
3760 BOOL *dstData,
3761 UINT count) {
3763 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3764 int cnt = min(count, MAX_CONST_B - start);
3766 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3767 iface, dstData, start, count);
3769 if (dstData == NULL || cnt < 0)
3770 return WINED3DERR_INVALIDCALL;
3772 memcpy(dstData, &This->stateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
3773 return WINED3D_OK;
3776 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
3777 IWineD3DDevice *iface,
3778 UINT start,
3779 CONST int *srcData,
3780 UINT count) {
3782 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3783 int i, cnt = min(count, MAX_CONST_I - start);
3785 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3786 iface, srcData, start, count);
3788 if (srcData == NULL || cnt < 0)
3789 return WINED3DERR_INVALIDCALL;
3791 memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3792 for (i = 0; i < cnt; i++)
3793 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3794 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3796 for (i = start; i < cnt + start; ++i) {
3797 This->updateStateBlock->changed.pixelShaderConstantsI[i] = TRUE;
3800 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3802 return WINED3D_OK;
3805 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
3806 IWineD3DDevice *iface,
3807 UINT start,
3808 int *dstData,
3809 UINT count) {
3811 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3812 int cnt = min(count, MAX_CONST_I - start);
3814 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3815 iface, dstData, start, count);
3817 if (dstData == NULL || cnt < 0)
3818 return WINED3DERR_INVALIDCALL;
3820 memcpy(dstData, &This->stateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3821 return WINED3D_OK;
3824 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
3825 IWineD3DDevice *iface,
3826 UINT start,
3827 CONST float *srcData,
3828 UINT count) {
3830 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3831 int i;
3833 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3834 iface, srcData, start, count);
3836 /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
3837 if (srcData == NULL || start + count > GL_LIMITS(pshader_constantsF) || start > GL_LIMITS(pshader_constantsF))
3838 return WINED3DERR_INVALIDCALL;
3840 memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
3841 if(TRACE_ON(d3d)) {
3842 for (i = 0; i < count; i++)
3843 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3844 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3847 for (i = start; i < count + start; ++i) {
3848 if (!This->updateStateBlock->changed.pixelShaderConstantsF[i]) {
3849 constants_entry *ptr = LIST_ENTRY(list_head(&This->updateStateBlock->set_pconstantsF), constants_entry, entry);
3850 if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx)) {
3851 ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
3852 list_add_head(&This->updateStateBlock->set_pconstantsF, &ptr->entry);
3854 ptr->idx[ptr->count++] = i;
3855 This->updateStateBlock->changed.pixelShaderConstantsF[i] = TRUE;
3859 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3861 return WINED3D_OK;
3864 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
3865 IWineD3DDevice *iface,
3866 UINT start,
3867 float *dstData,
3868 UINT count) {
3870 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3871 int cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
3873 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3874 iface, dstData, start, count);
3876 if (dstData == NULL || cnt < 0)
3877 return WINED3DERR_INVALIDCALL;
3879 memcpy(dstData, &This->stateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3880 return WINED3D_OK;
3883 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3884 static HRESULT
3885 process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount, WineDirect3DVertexStridedData *lpStrideData, IWineD3DVertexBufferImpl *dest, DWORD dwFlags) {
3886 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3887 unsigned int i;
3888 DWORD DestFVF = dest->fvf;
3889 WINED3DVIEWPORT vp;
3890 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3891 BOOL doClip;
3892 int numTextures;
3894 if (lpStrideData->u.s.normal.lpData) {
3895 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3898 if (lpStrideData->u.s.position.lpData == NULL) {
3899 ERR("Source has no position mask\n");
3900 return WINED3DERR_INVALIDCALL;
3903 /* We might access VBOs from this code, so hold the lock */
3904 ENTER_GL();
3906 if (dest->resource.allocatedMemory == NULL) {
3907 /* This may happen if we do direct locking into a vbo. Unlikely,
3908 * but theoretically possible(ddraw processvertices test)
3910 dest->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, dest->resource.size);
3911 if(!dest->resource.allocatedMemory) {
3912 LEAVE_GL();
3913 ERR("Out of memory\n");
3914 return E_OUTOFMEMORY;
3916 if(dest->vbo) {
3917 void *src;
3918 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
3919 checkGLcall("glBindBufferARB");
3920 src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
3921 if(src) {
3922 memcpy(dest->resource.allocatedMemory, src, dest->resource.size);
3924 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
3925 checkGLcall("glUnmapBufferARB");
3929 /* Get a pointer into the destination vbo(create one if none exists) and
3930 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3932 if(!dest->vbo && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3933 CreateVBO(dest);
3936 if(dest->vbo) {
3937 unsigned char extrabytes = 0;
3938 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3939 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3940 * this may write 4 extra bytes beyond the area that should be written
3942 if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3943 dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3944 if(!dest_conv_addr) {
3945 ERR("Out of memory\n");
3946 /* Continue without storing converted vertices */
3948 dest_conv = dest_conv_addr;
3951 /* Should I clip?
3952 * a) WINED3DRS_CLIPPING is enabled
3953 * b) WINED3DVOP_CLIP is passed
3955 if(This->stateBlock->renderState[WINED3DRS_CLIPPING]) {
3956 static BOOL warned = FALSE;
3958 * The clipping code is not quite correct. Some things need
3959 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3960 * so disable clipping for now.
3961 * (The graphics in Half-Life are broken, and my processvertices
3962 * test crashes with IDirect3DDevice3)
3963 doClip = TRUE;
3965 doClip = FALSE;
3966 if(!warned) {
3967 warned = TRUE;
3968 FIXME("Clipping is broken and disabled for now\n");
3970 } else doClip = FALSE;
3971 dest_ptr = ((char *) dest->resource.allocatedMemory) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3973 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3974 WINED3DTS_VIEW,
3975 &view_mat);
3976 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3977 WINED3DTS_PROJECTION,
3978 &proj_mat);
3979 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3980 WINED3DTS_WORLDMATRIX(0),
3981 &world_mat);
3983 TRACE("View mat:\n");
3984 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);
3985 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);
3986 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);
3987 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);
3989 TRACE("Proj mat:\n");
3990 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);
3991 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);
3992 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);
3993 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);
3995 TRACE("World mat:\n");
3996 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);
3997 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);
3998 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);
3999 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);
4001 /* Get the viewport */
4002 IWineD3DDevice_GetViewport( (IWineD3DDevice *) This, &vp);
4003 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
4004 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
4006 multiply_matrix(&mat,&view_mat,&world_mat);
4007 multiply_matrix(&mat,&proj_mat,&mat);
4009 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
4011 for (i = 0; i < dwCount; i+= 1) {
4012 unsigned int tex_index;
4014 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
4015 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
4016 /* The position first */
4017 float *p =
4018 (float *) (((char *) lpStrideData->u.s.position.lpData) + i * lpStrideData->u.s.position.dwStride);
4019 float x, y, z, rhw;
4020 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
4022 /* Multiplication with world, view and projection matrix */
4023 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);
4024 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);
4025 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);
4026 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);
4028 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
4030 /* WARNING: The following things are taken from d3d7 and were not yet checked
4031 * against d3d8 or d3d9!
4034 /* Clipping conditions: From
4035 * http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/fixedfunction/viewportsclipping/clippingvolumes.asp
4037 * A vertex is clipped if it does not match the following requirements
4038 * -rhw < x <= rhw
4039 * -rhw < y <= rhw
4040 * 0 < z <= rhw
4041 * 0 < rhw ( Not in d3d7, but tested in d3d7)
4043 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
4044 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
4048 if( !doClip ||
4049 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
4050 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
4051 ( rhw > eps ) ) ) {
4053 /* "Normal" viewport transformation (not clipped)
4054 * 1) The values are divided by rhw
4055 * 2) The y axis is negative, so multiply it with -1
4056 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
4057 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
4058 * 4) Multiply x with Width/2 and add Width/2
4059 * 5) The same for the height
4060 * 6) Add the viewpoint X and Y to the 2D coordinates and
4061 * The minimum Z value to z
4062 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
4064 * Well, basically it's simply a linear transformation into viewport
4065 * coordinates
4068 x /= rhw;
4069 y /= rhw;
4070 z /= rhw;
4072 y *= -1;
4074 x *= vp.Width / 2;
4075 y *= vp.Height / 2;
4076 z *= vp.MaxZ - vp.MinZ;
4078 x += vp.Width / 2 + vp.X;
4079 y += vp.Height / 2 + vp.Y;
4080 z += vp.MinZ;
4082 rhw = 1 / rhw;
4083 } else {
4084 /* That vertex got clipped
4085 * Contrary to OpenGL it is not dropped completely, it just
4086 * undergoes a different calculation.
4088 TRACE("Vertex got clipped\n");
4089 x += rhw;
4090 y += rhw;
4092 x /= 2;
4093 y /= 2;
4095 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
4096 * outside of the main vertex buffer memory. That needs some more
4097 * investigation...
4101 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
4104 ( (float *) dest_ptr)[0] = x;
4105 ( (float *) dest_ptr)[1] = y;
4106 ( (float *) dest_ptr)[2] = z;
4107 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
4109 dest_ptr += 3 * sizeof(float);
4111 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
4112 dest_ptr += sizeof(float);
4115 if(dest_conv) {
4116 float w = 1 / rhw;
4117 ( (float *) dest_conv)[0] = x * w;
4118 ( (float *) dest_conv)[1] = y * w;
4119 ( (float *) dest_conv)[2] = z * w;
4120 ( (float *) dest_conv)[3] = w;
4122 dest_conv += 3 * sizeof(float);
4124 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
4125 dest_conv += sizeof(float);
4129 if (DestFVF & WINED3DFVF_PSIZE) {
4130 dest_ptr += sizeof(DWORD);
4131 if(dest_conv) dest_conv += sizeof(DWORD);
4133 if (DestFVF & WINED3DFVF_NORMAL) {
4134 float *normal =
4135 (float *) (((float *) lpStrideData->u.s.normal.lpData) + i * lpStrideData->u.s.normal.dwStride);
4136 /* AFAIK this should go into the lighting information */
4137 FIXME("Didn't expect the destination to have a normal\n");
4138 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
4139 if(dest_conv) {
4140 copy_and_next(dest_conv, normal, 3 * sizeof(float));
4144 if (DestFVF & WINED3DFVF_DIFFUSE) {
4145 DWORD *color_d =
4146 (DWORD *) (((char *) lpStrideData->u.s.diffuse.lpData) + i * lpStrideData->u.s.diffuse.dwStride);
4147 if(!color_d) {
4148 static BOOL warned = FALSE;
4150 if(!warned) {
4151 ERR("No diffuse color in source, but destination has one\n");
4152 warned = TRUE;
4155 *( (DWORD *) dest_ptr) = 0xffffffff;
4156 dest_ptr += sizeof(DWORD);
4158 if(dest_conv) {
4159 *( (DWORD *) dest_conv) = 0xffffffff;
4160 dest_conv += sizeof(DWORD);
4163 else {
4164 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
4165 if(dest_conv) {
4166 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
4167 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
4168 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
4169 dest_conv += sizeof(DWORD);
4174 if (DestFVF & WINED3DFVF_SPECULAR) {
4175 /* What's the color value in the feedback buffer? */
4176 DWORD *color_s =
4177 (DWORD *) (((char *) lpStrideData->u.s.specular.lpData) + i * lpStrideData->u.s.specular.dwStride);
4178 if(!color_s) {
4179 static BOOL warned = FALSE;
4181 if(!warned) {
4182 ERR("No specular color in source, but destination has one\n");
4183 warned = TRUE;
4186 *( (DWORD *) dest_ptr) = 0xFF000000;
4187 dest_ptr += sizeof(DWORD);
4189 if(dest_conv) {
4190 *( (DWORD *) dest_conv) = 0xFF000000;
4191 dest_conv += sizeof(DWORD);
4194 else {
4195 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
4196 if(dest_conv) {
4197 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
4198 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
4199 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
4200 dest_conv += sizeof(DWORD);
4205 for (tex_index = 0; tex_index < numTextures; tex_index++) {
4206 float *tex_coord =
4207 (float *) (((char *) lpStrideData->u.s.texCoords[tex_index].lpData) +
4208 i * lpStrideData->u.s.texCoords[tex_index].dwStride);
4209 if(!tex_coord) {
4210 ERR("No source texture, but destination requests one\n");
4211 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
4212 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
4214 else {
4215 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
4216 if(dest_conv) {
4217 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
4223 if(dest_conv) {
4224 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
4225 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
4226 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
4227 dwCount * get_flexible_vertex_size(DestFVF),
4228 dest_conv_addr));
4229 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
4230 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
4233 LEAVE_GL();
4235 return WINED3D_OK;
4237 #undef copy_and_next
4239 static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexDeclaration* pVertexDecl, DWORD Flags) {
4240 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4241 WineDirect3DVertexStridedData strided;
4242 BOOL vbo = FALSE, streamWasUP = This->stateBlock->streamIsUP;
4243 TRACE("(%p)->(%d,%d,%d,%p,%p,%d\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
4245 if(pVertexDecl) {
4246 ERR("Output vertex declaration not implemented yet\n");
4249 /* Need any context to write to the vbo. In a non-multithreaded environment a context is there anyway,
4250 * and this call is quite performance critical, so don't call needlessly
4252 if(This->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
4253 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4256 /* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
4257 * control the streamIsUP flag, thus restore it afterwards.
4259 This->stateBlock->streamIsUP = FALSE;
4260 memset(&strided, 0, sizeof(strided));
4261 primitiveDeclarationConvertToStridedData(iface, FALSE, &strided, &vbo);
4262 This->stateBlock->streamIsUP = streamWasUP;
4264 if(vbo || SrcStartIndex) {
4265 unsigned int i;
4266 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcesVerticse are
4267 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the strided structure
4269 * Also get the start index in, but only loop over all elements if there's something to add at all.
4271 #define FIXSRC(type) \
4272 if(strided.u.s.type.VBO) { \
4273 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.type.streamNo]; \
4274 strided.u.s.type.VBO = 0; \
4275 strided.u.s.type.lpData = (BYTE *) ((unsigned long) strided.u.s.type.lpData + (unsigned long) vb->resource.allocatedMemory); \
4276 ENTER_GL(); \
4277 GL_EXTCALL(glDeleteBuffersARB(1, &vb->vbo)); \
4278 vb->vbo = 0; \
4279 LEAVE_GL(); \
4281 if(strided.u.s.type.lpData) { \
4282 strided.u.s.type.lpData += strided.u.s.type.dwStride * SrcStartIndex; \
4284 FIXSRC(position);
4285 FIXSRC(blendWeights);
4286 FIXSRC(blendMatrixIndices);
4287 FIXSRC(normal);
4288 FIXSRC(pSize);
4289 FIXSRC(diffuse);
4290 FIXSRC(specular);
4291 for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) {
4292 FIXSRC(texCoords[i]);
4294 FIXSRC(position2);
4295 FIXSRC(normal2);
4296 FIXSRC(tangent);
4297 FIXSRC(binormal);
4298 FIXSRC(tessFactor);
4299 FIXSRC(fog);
4300 FIXSRC(depth);
4301 FIXSRC(sample);
4302 #undef FIXSRC
4305 return process_vertices_strided(This, DestIndex, VertexCount, &strided, (IWineD3DVertexBufferImpl *) pDestBuffer, Flags);
4308 /*****
4309 * Get / Set Texture Stage States
4310 * TODO: Verify against dx9 definitions
4311 *****/
4312 static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
4313 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4314 DWORD oldValue = This->updateStateBlock->textureState[Stage][Type];
4316 TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
4318 if (Stage >= MAX_TEXTURES) {
4319 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring\n", Stage, MAX_TEXTURES - 1);
4320 return WINED3D_OK;
4323 This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
4324 This->updateStateBlock->textureState[Stage][Type] = Value;
4326 if (This->isRecordingState) {
4327 TRACE("Recording... not performing anything\n");
4328 return WINED3D_OK;
4331 /* Checked after the assignments to allow proper stateblock recording */
4332 if(oldValue == Value) {
4333 TRACE("App is setting the old value over, nothing to do\n");
4334 return WINED3D_OK;
4337 if(Stage > This->stateBlock->lowest_disabled_stage &&
4338 StateTable[STATE_TEXTURESTAGE(0, Type)].representative == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP)) {
4339 /* Colorop change above lowest disabled stage? That won't change anything in the gl setup
4340 * Changes in other states are important on disabled stages too
4342 return WINED3D_OK;
4345 if(Type == WINED3DTSS_COLOROP) {
4346 int i;
4348 if(Value == WINED3DTOP_DISABLE && oldValue != WINED3DTOP_DISABLE) {
4349 /* Previously enabled stage disabled now. Make sure to dirtify all enabled stages above Stage,
4350 * they have to be disabled
4352 * The current stage is dirtified below.
4354 for(i = Stage + 1; i < This->stateBlock->lowest_disabled_stage; i++) {
4355 TRACE("Additionally dirtifying stage %d\n", i);
4356 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
4358 This->stateBlock->lowest_disabled_stage = Stage;
4359 TRACE("New lowest disabled: %d\n", Stage);
4360 } else if(Value != WINED3DTOP_DISABLE && oldValue == WINED3DTOP_DISABLE) {
4361 /* Previously disabled stage enabled. Stages above it may need enabling
4362 * stage must be lowest_disabled_stage here, if it's bigger success is returned above,
4363 * and stages below the lowest disabled stage can't be enabled(because they are enabled already).
4365 * Again stage Stage doesn't need to be dirtified here, it is handled below.
4368 for(i = Stage + 1; i < GL_LIMITS(texture_stages); i++) {
4369 if(This->updateStateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
4370 break;
4372 TRACE("Additionally dirtifying stage %d due to enable\n", i);
4373 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
4375 This->stateBlock->lowest_disabled_stage = i;
4376 TRACE("New lowest disabled: %d\n", i);
4378 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
4379 /* TODO: Built a stage -> texture unit mapping for register combiners */
4383 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, Type));
4385 return WINED3D_OK;
4388 static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
4389 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4390 TRACE("(%p) : requesting Stage %d, Type %d getting %d\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
4391 *pValue = This->updateStateBlock->textureState[Stage][Type];
4392 return WINED3D_OK;
4395 /*****
4396 * Get / Set Texture
4397 *****/
4398 static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
4399 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4400 IWineD3DBaseTexture *oldTexture;
4402 TRACE("(%p) : Stage %#x, Texture %p\n", This, Stage, pTexture);
4404 if (Stage >= WINED3DVERTEXTEXTURESAMPLER0 && Stage <= WINED3DVERTEXTEXTURESAMPLER3) {
4405 Stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
4408 oldTexture = This->updateStateBlock->textures[Stage];
4410 if(pTexture != NULL) {
4411 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH;
4413 if(((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH) {
4414 WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
4415 return WINED3DERR_INVALIDCALL;
4417 This->stateBlock->textureDimensions[Stage] = IWineD3DBaseTexture_GetTextureDimensions(pTexture);
4420 TRACE("GL_LIMITS %d\n",GL_LIMITS(sampler_stages));
4421 TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
4423 This->updateStateBlock->changed.textures[Stage] = TRUE;
4424 TRACE("(%p) : setting new texture to %p\n", This, pTexture);
4425 This->updateStateBlock->textures[Stage] = pTexture;
4427 /* Handle recording of state blocks */
4428 if (This->isRecordingState) {
4429 TRACE("Recording... not performing anything\n");
4430 return WINED3D_OK;
4433 if(oldTexture == pTexture) {
4434 TRACE("App is setting the same texture again, nothing to do\n");
4435 return WINED3D_OK;
4438 /** NOTE: MSDN says that setTexture increases the reference count,
4439 * and that the application must set the texture back to null (or have a leaky application),
4440 * This means we should pass the refcount up to the parent
4441 *******************************/
4442 if (NULL != This->updateStateBlock->textures[Stage]) {
4443 IWineD3DBaseTextureImpl *new = (IWineD3DBaseTextureImpl *) This->updateStateBlock->textures[Stage];
4444 ULONG bindCount = InterlockedIncrement(&new->baseTexture.bindCount);
4446 IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
4447 if(oldTexture == NULL && Stage < MAX_TEXTURES) {
4448 /* The source arguments for color and alpha ops have different meanings when a NULL texture is bound,
4449 * so the COLOROP and ALPHAOP have to be dirtified.
4451 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
4452 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
4454 if(bindCount == 1) {
4455 new->baseTexture.sampler = Stage;
4457 /* More than one assignment? Doesn't matter, we only need one gl texture unit to use for uploading */
4461 if (NULL != oldTexture) {
4462 IWineD3DBaseTextureImpl *old = (IWineD3DBaseTextureImpl *) oldTexture;
4463 LONG bindCount = InterlockedDecrement(&old->baseTexture.bindCount);
4465 IWineD3DBaseTexture_Release(oldTexture);
4466 if(pTexture == NULL && Stage < MAX_TEXTURES) {
4467 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
4468 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
4471 if(bindCount && old->baseTexture.sampler == Stage) {
4472 int i;
4473 /* Have to do a search for the other sampler(s) where the texture is bound to
4474 * Shouldn't happen as long as apps bind a texture only to one stage
4476 TRACE("Searcing for other sampler / stage id where the texture is bound to\n");
4477 for(i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
4478 if(This->updateStateBlock->textures[i] == oldTexture) {
4479 old->baseTexture.sampler = i;
4480 break;
4486 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Stage));
4488 return WINED3D_OK;
4491 static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
4492 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4494 TRACE("(%p) : Stage %#x, ppTexture %p\n", This, Stage, ppTexture);
4496 if (Stage >= WINED3DVERTEXTEXTURESAMPLER0 && Stage <= WINED3DVERTEXTEXTURESAMPLER3) {
4497 Stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
4500 *ppTexture=This->stateBlock->textures[Stage];
4501 if (*ppTexture)
4502 IWineD3DBaseTexture_AddRef(*ppTexture);
4504 TRACE("(%p) : Returning %p\n", This, *ppTexture);
4506 return WINED3D_OK;
4509 /*****
4510 * Get Back Buffer
4511 *****/
4512 static HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, WINED3DBACKBUFFER_TYPE Type,
4513 IWineD3DSurface **ppBackBuffer) {
4514 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4515 IWineD3DSwapChain *swapChain;
4516 HRESULT hr;
4518 TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
4520 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
4521 if (hr == WINED3D_OK) {
4522 hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
4523 IWineD3DSwapChain_Release(swapChain);
4524 } else {
4525 *ppBackBuffer = NULL;
4527 return hr;
4530 static HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
4531 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4532 WARN("(%p) : stub, calling idirect3d for now\n", This);
4533 return IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
4536 static HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
4537 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4538 IWineD3DSwapChain *swapChain;
4539 HRESULT hr;
4541 if(iSwapChain > 0) {
4542 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
4543 if (hr == WINED3D_OK) {
4544 hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
4545 IWineD3DSwapChain_Release(swapChain);
4546 } else {
4547 FIXME("(%p) Error getting display mode\n", This);
4549 } else {
4550 /* Don't read the real display mode,
4551 but return the stored mode instead. X11 can't change the color
4552 depth, and some apps are pretty angry if they SetDisplayMode from
4553 24 to 16 bpp and find out that GetDisplayMode still returns 24 bpp
4555 Also don't relay to the swapchain because with ddraw it's possible
4556 that there isn't a swapchain at all */
4557 pMode->Width = This->ddraw_width;
4558 pMode->Height = This->ddraw_height;
4559 pMode->Format = This->ddraw_format;
4560 pMode->RefreshRate = 0;
4561 hr = WINED3D_OK;
4564 return hr;
4567 static HRESULT WINAPI IWineD3DDeviceImpl_SetHWND(IWineD3DDevice *iface, HWND hWnd) {
4568 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4569 TRACE("(%p)->(%p)\n", This, hWnd);
4571 if(This->ddraw_fullscreen) {
4572 if(This->ddraw_window && This->ddraw_window != hWnd) {
4573 IWineD3DDeviceImpl_RestoreWindow(iface, This->ddraw_window);
4575 if(hWnd && This->ddraw_window != hWnd) {
4576 IWineD3DDeviceImpl_SetupFullscreenWindow(iface, hWnd);
4580 This->ddraw_window = hWnd;
4581 return WINED3D_OK;
4584 static HRESULT WINAPI IWineD3DDeviceImpl_GetHWND(IWineD3DDevice *iface, HWND *hWnd) {
4585 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4586 TRACE("(%p)->(%p)\n", This, hWnd);
4588 *hWnd = This->ddraw_window;
4589 return WINED3D_OK;
4592 /*****
4593 * Stateblock related functions
4594 *****/
4596 static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
4597 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4598 IWineD3DStateBlockImpl *object;
4599 HRESULT temp_result;
4600 int i;
4602 TRACE("(%p)\n", This);
4604 if (This->isRecordingState) {
4605 return WINED3DERR_INVALIDCALL;
4608 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
4609 if (NULL == object ) {
4610 FIXME("(%p)Error allocating memory for stateblock\n", This);
4611 return E_OUTOFMEMORY;
4613 TRACE("(%p) created object %p\n", This, object);
4614 object->wineD3DDevice= This;
4615 /** FIXME: object->parent = parent; **/
4616 object->parent = NULL;
4617 object->blockType = WINED3DSBT_RECORDED;
4618 object->ref = 1;
4619 object->lpVtbl = &IWineD3DStateBlock_Vtbl;
4621 for(i = 0; i < LIGHTMAP_SIZE; i++) {
4622 list_init(&object->lightMap[i]);
4625 temp_result = allocate_shader_constants(object);
4626 if (WINED3D_OK != temp_result)
4627 return temp_result;
4629 IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
4630 This->updateStateBlock = object;
4631 This->isRecordingState = TRUE;
4633 TRACE("(%p) recording stateblock %p\n",This , object);
4634 return WINED3D_OK;
4637 static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
4638 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4639 unsigned int i, j;
4640 IWineD3DStateBlockImpl *object = This->updateStateBlock;
4642 if (!This->isRecordingState) {
4643 FIXME("(%p) not recording! returning error\n", This);
4644 *ppStateBlock = NULL;
4645 return WINED3DERR_INVALIDCALL;
4648 for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
4649 if(object->changed.renderState[i]) {
4650 object->contained_render_states[object->num_contained_render_states] = i;
4651 object->num_contained_render_states++;
4654 for(i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
4655 if(object->changed.transform[i]) {
4656 object->contained_transform_states[object->num_contained_transform_states] = i;
4657 object->num_contained_transform_states++;
4660 for(i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
4661 if(object->changed.vertexShaderConstantsF[i]) {
4662 object->contained_vs_consts_f[object->num_contained_vs_consts_f] = i;
4663 object->num_contained_vs_consts_f++;
4666 for(i = 0; i < MAX_CONST_I; i++) {
4667 if(object->changed.vertexShaderConstantsI[i]) {
4668 object->contained_vs_consts_i[object->num_contained_vs_consts_i] = i;
4669 object->num_contained_vs_consts_i++;
4672 for(i = 0; i < MAX_CONST_B; i++) {
4673 if(object->changed.vertexShaderConstantsB[i]) {
4674 object->contained_vs_consts_b[object->num_contained_vs_consts_b] = i;
4675 object->num_contained_vs_consts_b++;
4678 for(i = 0; i < MAX_CONST_I; i++) {
4679 if(object->changed.pixelShaderConstantsI[i]) {
4680 object->contained_ps_consts_i[object->num_contained_ps_consts_i] = i;
4681 object->num_contained_ps_consts_i++;
4684 for(i = 0; i < MAX_CONST_B; i++) {
4685 if(object->changed.pixelShaderConstantsB[i]) {
4686 object->contained_ps_consts_b[object->num_contained_ps_consts_b] = i;
4687 object->num_contained_ps_consts_b++;
4690 for(i = 0; i < MAX_TEXTURES; i++) {
4691 for(j = 1; j <= WINED3D_HIGHEST_TEXTURE_STATE; j++) {
4692 if(object->changed.textureState[i][j]) {
4693 object->contained_tss_states[object->num_contained_tss_states].stage = i;
4694 object->contained_tss_states[object->num_contained_tss_states].state = j;
4695 object->num_contained_tss_states++;
4699 for(i = 0; i < MAX_COMBINED_SAMPLERS; i++){
4700 for (j = 1; j < WINED3D_HIGHEST_SAMPLER_STATE; j++) {
4701 if(object->changed.samplerState[i][j]) {
4702 object->contained_sampler_states[object->num_contained_sampler_states].stage = i;
4703 object->contained_sampler_states[object->num_contained_sampler_states].state = j;
4704 object->num_contained_sampler_states++;
4709 *ppStateBlock = (IWineD3DStateBlock*) object;
4710 This->isRecordingState = FALSE;
4711 This->updateStateBlock = This->stateBlock;
4712 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
4713 /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
4714 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
4715 return WINED3D_OK;
4718 /*****
4719 * Scene related functions
4720 *****/
4721 static HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
4722 /* At the moment we have no need for any functionality at the beginning
4723 of a scene */
4724 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4725 TRACE("(%p)\n", This);
4727 if(This->inScene) {
4728 TRACE("Already in Scene, returning WINED3DERR_INVALIDCALL\n");
4729 return WINED3DERR_INVALIDCALL;
4731 This->inScene = TRUE;
4732 return WINED3D_OK;
4735 static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
4736 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4737 TRACE("(%p)\n", This);
4739 if(!This->inScene) {
4740 TRACE("Not in scene, returning WINED3DERR_INVALIDCALL\n");
4741 return WINED3DERR_INVALIDCALL;
4744 if(This->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
4745 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4747 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4748 ENTER_GL();
4749 glFlush();
4750 checkGLcall("glFlush");
4751 LEAVE_GL();
4753 This->inScene = FALSE;
4754 return WINED3D_OK;
4757 static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
4758 CONST RECT* pSourceRect, CONST RECT* pDestRect,
4759 HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
4760 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4761 IWineD3DSwapChain *swapChain = NULL;
4762 int i;
4763 int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
4765 TRACE("(%p) Presenting the frame\n", This);
4767 for(i = 0 ; i < swapchains ; i ++) {
4769 IWineD3DDeviceImpl_GetSwapChain(iface, i , (IWineD3DSwapChain **)&swapChain);
4770 TRACE("presentinng chain %d, %p\n", i, swapChain);
4771 IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
4772 IWineD3DSwapChain_Release(swapChain);
4775 return WINED3D_OK;
4778 /* Not called from the VTable (internal subroutine) */
4779 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
4780 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
4781 float Z, DWORD Stencil) {
4782 GLbitfield glMask = 0;
4783 unsigned int i;
4784 WINED3DRECT curRect;
4785 RECT vp_rect;
4786 WINED3DVIEWPORT *vp = &This->stateBlock->viewport;
4787 UINT drawable_width, drawable_height;
4789 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
4790 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
4791 * for the cleared parts, and the untouched parts.
4793 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
4794 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
4795 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
4796 * checking all this if the dest surface is in the drawable anyway.
4798 if((Flags & WINED3DCLEAR_TARGET) && !(target->Flags & SFLAG_INDRAWABLE)) {
4799 while(1) {
4800 if(vp->X != 0 || vp->Y != 0 ||
4801 vp->Width < target->currentDesc.Width || vp->Height < target->currentDesc.Height) {
4802 IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
4803 break;
4805 if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE] && (
4806 This->stateBlock->scissorRect.left > 0 || This->stateBlock->scissorRect.top > 0 ||
4807 This->stateBlock->scissorRect.right < target->currentDesc.Width ||
4808 This->stateBlock->scissorRect.bottom < target->currentDesc.Height)) {
4809 IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
4810 break;
4812 if(Count > 0 && pRects && (
4813 pRects[0].x1 > 0 || pRects[0].y1 > 0 ||
4814 pRects[0].x2 < target->currentDesc.Width ||
4815 pRects[0].y2 < target->currentDesc.Height)) {
4816 IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
4817 break;
4819 break;
4823 target->get_drawable_size(target, &drawable_width, &drawable_height);
4825 ActivateContext(This, (IWineD3DSurface *) target, CTXUSAGE_CLEAR);
4826 ENTER_GL();
4828 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4829 apply_fbo_state((IWineD3DDevice *) This);
4832 /* Only set the values up once, as they are not changing */
4833 if (Flags & WINED3DCLEAR_STENCIL) {
4834 glClearStencil(Stencil);
4835 checkGLcall("glClearStencil");
4836 glMask = glMask | GL_STENCIL_BUFFER_BIT;
4837 glStencilMask(0xFFFFFFFF);
4840 if (Flags & WINED3DCLEAR_ZBUFFER) {
4841 glDepthMask(GL_TRUE);
4842 glClearDepth(Z);
4843 checkGLcall("glClearDepth");
4844 glMask = glMask | GL_DEPTH_BUFFER_BIT;
4845 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
4848 if (Flags & WINED3DCLEAR_TARGET) {
4849 TRACE("Clearing screen with glClear to color %x\n", Color);
4850 glClearColor(D3DCOLOR_R(Color),
4851 D3DCOLOR_G(Color),
4852 D3DCOLOR_B(Color),
4853 D3DCOLOR_A(Color));
4854 checkGLcall("glClearColor");
4856 /* Clear ALL colors! */
4857 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
4858 glMask = glMask | GL_COLOR_BUFFER_BIT;
4861 vp_rect.left = vp->X;
4862 vp_rect.top = vp->Y;
4863 vp_rect.right = vp->X + vp->Width;
4864 vp_rect.bottom = vp->Y + vp->Height;
4865 if (!(Count > 0 && pRects)) {
4866 if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
4867 IntersectRect(&vp_rect, &vp_rect, &This->stateBlock->scissorRect);
4869 if(This->render_offscreen) {
4870 glScissor(vp_rect.left, vp_rect.top,
4871 vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
4872 } else {
4873 glScissor(vp_rect.left, drawable_height - vp_rect.bottom,
4874 vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
4876 checkGLcall("glScissor");
4877 glClear(glMask);
4878 checkGLcall("glClear");
4879 } else {
4880 /* Now process each rect in turn */
4881 for (i = 0; i < Count; i++) {
4882 /* Note gl uses lower left, width/height */
4883 IntersectRect((RECT *) &curRect, &vp_rect, (RECT *) &pRects[i]);
4884 if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
4885 IntersectRect((RECT *) &curRect, (RECT *) &curRect, &This->stateBlock->scissorRect);
4887 TRACE("(%p) Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This,
4888 pRects[i].x1, pRects[i].y1, pRects[i].x2, pRects[i].y2,
4889 curRect.x1, (target->currentDesc.Height - curRect.y2),
4890 curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
4892 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
4893 * The rectangle is not cleared, no error is returned, but further rectanlges are
4894 * still cleared if they are valid
4896 if(curRect.x1 > curRect.x2 || curRect.y1 > curRect.y2) {
4897 TRACE("Rectangle with negative dimensions, ignoring\n");
4898 continue;
4901 if(This->render_offscreen) {
4902 glScissor(curRect.x1, curRect.y1,
4903 curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
4904 } else {
4905 glScissor(curRect.x1, drawable_height - curRect.y2,
4906 curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
4908 checkGLcall("glScissor");
4910 glClear(glMask);
4911 checkGLcall("glClear");
4915 /* Restore the old values (why..?) */
4916 if (Flags & WINED3DCLEAR_STENCIL) {
4917 glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
4919 if (Flags & WINED3DCLEAR_TARGET) {
4920 DWORD mask = This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE];
4921 glColorMask(mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
4922 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
4923 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
4924 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
4926 /* Dirtify the target surface for now. If the surface is locked regularly, and an up to date sysmem copy exists,
4927 * it is most likely more efficient to perform a clear on the sysmem copy too instead of downloading it
4929 IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, TRUE);
4930 /* TODO: Move the fbo logic into ModifyLocation() */
4931 if(This->render_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4932 target->Flags |= SFLAG_INTEXTURE;
4935 LEAVE_GL();
4937 return WINED3D_OK;
4940 static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST WINED3DRECT* pRects,
4941 DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) {
4942 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4943 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)This->render_targets[0];
4945 TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Color (0x%08x), Z (%f), Stencil (%d)\n", This,
4946 Count, pRects, Flags, Color, Z, Stencil);
4948 if(Flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL) && This->stencilBufferTarget == NULL) {
4949 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4950 /* TODO: What about depth stencil buffers without stencil bits? */
4951 return WINED3DERR_INVALIDCALL;
4954 return IWineD3DDeviceImpl_ClearSurface(This, target, Count, pRects, Flags, Color, Z, Stencil);
4957 /*****
4958 * Drawing functions
4959 *****/
4960 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
4961 UINT PrimitiveCount) {
4963 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4965 TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
4966 debug_d3dprimitivetype(PrimitiveType),
4967 StartVertex, PrimitiveCount);
4969 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4970 if(This->stateBlock->streamIsUP) {
4971 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4972 This->stateBlock->streamIsUP = FALSE;
4975 if(This->stateBlock->loadBaseVertexIndex != 0) {
4976 This->stateBlock->loadBaseVertexIndex = 0;
4977 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
4979 /* Account for the loading offset due to index buffers. Instead of reloading all sources correct it with the startvertex parameter */
4980 drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, 0/* NumVertices */, -1 /* indxStart */,
4981 0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */);
4982 return WINED3D_OK;
4985 /* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
4986 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
4987 WINED3DPRIMITIVETYPE PrimitiveType,
4988 UINT minIndex, UINT NumVertices, UINT startIndex, UINT primCount) {
4990 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4991 UINT idxStride = 2;
4992 IWineD3DIndexBuffer *pIB;
4993 WINED3DINDEXBUFFER_DESC IdxBufDsc;
4994 GLuint vbo;
4996 pIB = This->stateBlock->pIndexData;
4997 if (!pIB) {
4998 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4999 * without an index buffer set. (The first time at least...)
5000 * D3D8 simply dies, but I doubt it can do much harm to return
5001 * D3DERR_INVALIDCALL there as well. */
5002 ERR("(%p) : Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL\n", This);
5003 return WINED3DERR_INVALIDCALL;
5006 if(This->stateBlock->streamIsUP) {
5007 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
5008 This->stateBlock->streamIsUP = FALSE;
5010 vbo = ((IWineD3DIndexBufferImpl *) pIB)->vbo;
5012 TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, countP=%d\n", This,
5013 PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
5014 minIndex, NumVertices, startIndex, primCount);
5016 IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
5017 if (IdxBufDsc.Format == WINED3DFMT_INDEX16) {
5018 idxStride = 2;
5019 } else {
5020 idxStride = 4;
5023 if(This->stateBlock->loadBaseVertexIndex != This->stateBlock->baseVertexIndex) {
5024 This->stateBlock->loadBaseVertexIndex = This->stateBlock->baseVertexIndex;
5025 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
5028 drawPrimitive(iface, PrimitiveType, primCount, 0, NumVertices, startIndex,
5029 idxStride, vbo ? NULL : ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex);
5031 return WINED3D_OK;
5034 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
5035 UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
5036 UINT VertexStreamZeroStride) {
5037 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5038 IWineD3DVertexBuffer *vb;
5040 TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
5041 debug_d3dprimitivetype(PrimitiveType),
5042 PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
5044 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
5045 vb = This->stateBlock->streamSource[0];
5046 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
5047 if(vb) IWineD3DVertexBuffer_Release(vb);
5048 This->stateBlock->streamOffset[0] = 0;
5049 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
5050 This->stateBlock->streamIsUP = TRUE;
5051 This->stateBlock->loadBaseVertexIndex = 0;
5053 /* TODO: Only mark dirty if drawing from a different UP address */
5054 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
5056 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* start vertex */, 0 /* NumVertices */,
5057 0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */);
5059 /* MSDN specifies stream zero settings must be set to NULL */
5060 This->stateBlock->streamStride[0] = 0;
5061 This->stateBlock->streamSource[0] = NULL;
5063 /* stream zero settings set to null at end, as per the msdn. No need to mark dirty here, the app has to set
5064 * the new stream sources or use UP drawing again
5066 return WINED3D_OK;
5069 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
5070 UINT MinVertexIndex, UINT NumVertices,
5071 UINT PrimitiveCount, CONST void* pIndexData,
5072 WINED3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
5073 UINT VertexStreamZeroStride) {
5074 int idxStride;
5075 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5076 IWineD3DVertexBuffer *vb;
5077 IWineD3DIndexBuffer *ib;
5079 TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
5080 This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
5081 MinVertexIndex, NumVertices, PrimitiveCount, pIndexData,
5082 IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
5084 if (IndexDataFormat == WINED3DFMT_INDEX16) {
5085 idxStride = 2;
5086 } else {
5087 idxStride = 4;
5090 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
5091 vb = This->stateBlock->streamSource[0];
5092 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
5093 if(vb) IWineD3DVertexBuffer_Release(vb);
5094 This->stateBlock->streamIsUP = TRUE;
5095 This->stateBlock->streamOffset[0] = 0;
5096 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
5098 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
5099 This->stateBlock->baseVertexIndex = 0;
5100 This->stateBlock->loadBaseVertexIndex = 0;
5101 /* Mark the state dirty until we have nicer tracking of the stream source pointers */
5102 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
5103 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
5105 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex);
5107 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
5108 This->stateBlock->streamSource[0] = NULL;
5109 This->stateBlock->streamStride[0] = 0;
5110 ib = This->stateBlock->pIndexData;
5111 if(ib) {
5112 IWineD3DIndexBuffer_Release(ib);
5113 This->stateBlock->pIndexData = NULL;
5115 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
5116 * SetStreamSource to specify a vertex buffer
5119 return WINED3D_OK;
5122 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) {
5123 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5125 /* Mark the state dirty until we have nicer tracking
5126 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
5127 * that value.
5129 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
5130 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
5131 This->stateBlock->baseVertexIndex = 0;
5132 This->up_strided = DrawPrimStrideData;
5133 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, 0, NULL, 0);
5134 This->up_strided = NULL;
5135 return WINED3D_OK;
5138 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData, UINT NumVertices, CONST void *pIndexData, WINED3DFORMAT IndexDataFormat) {
5139 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5140 DWORD idxSize = (IndexDataFormat == WINED3DFMT_INDEX32 ? 4 : 2);
5142 /* Mark the state dirty until we have nicer tracking
5143 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
5144 * that value.
5146 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
5147 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
5148 This->stateBlock->streamIsUP = TRUE;
5149 This->stateBlock->baseVertexIndex = 0;
5150 This->up_strided = DrawPrimStrideData;
5151 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* startvertexidx */, 0 /* numindices */, 0 /* startidx */, idxSize, pIndexData, 0 /* minindex */);
5152 This->up_strided = NULL;
5153 return WINED3D_OK;
5156 static HRESULT IWineD3DDeviceImpl_UpdateVolume(IWineD3DDevice *iface, IWineD3DVolume *pSourceVolume, IWineD3DVolume *pDestinationVolume) {
5157 /* This is a helper function for UpdateTexture, there is no public UpdateVolume method in d3d. Since it's
5158 * not callable by the app directly no parameter validation checks are needed here.
5160 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5161 WINED3DLOCKED_BOX src;
5162 WINED3DLOCKED_BOX dst;
5163 HRESULT hr;
5164 TRACE("(%p)->(%p, %p)\n", This, pSourceVolume, pDestinationVolume);
5166 /* TODO: Implement direct loading into the gl volume instead of using memcpy and
5167 * dirtification to improve loading performance.
5169 hr = IWineD3DVolume_LockBox(pSourceVolume, &src, NULL, WINED3DLOCK_READONLY);
5170 if(FAILED(hr)) return hr;
5171 hr = IWineD3DVolume_LockBox(pDestinationVolume, &dst, NULL, WINED3DLOCK_DISCARD);
5172 if(FAILED(hr)) {
5173 IWineD3DVolume_UnlockBox(pSourceVolume);
5174 return hr;
5177 memcpy(dst.pBits, src.pBits, ((IWineD3DVolumeImpl *) pDestinationVolume)->resource.size);
5179 hr = IWineD3DVolume_UnlockBox(pDestinationVolume);
5180 if(FAILED(hr)) {
5181 IWineD3DVolume_UnlockBox(pSourceVolume);
5182 } else {
5183 hr = IWineD3DVolume_UnlockBox(pSourceVolume);
5185 return hr;
5188 /* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
5189 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
5190 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5191 HRESULT hr = WINED3D_OK;
5192 WINED3DRESOURCETYPE sourceType;
5193 WINED3DRESOURCETYPE destinationType;
5194 int i ,levels;
5196 /* TODO: think about moving the code into IWineD3DBaseTexture */
5198 TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
5200 /* verify that the source and destination textures aren't NULL */
5201 if (NULL == pSourceTexture || NULL == pDestinationTexture) {
5202 WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning WINED3DERR_INVALIDCALL\n",
5203 This, pSourceTexture, pDestinationTexture);
5204 hr = WINED3DERR_INVALIDCALL;
5207 if (pSourceTexture == pDestinationTexture) {
5208 WARN("(%p) : source (%p) and destination (%p) textures must be different, returning WINED3DERR_INVALIDCALL\n",
5209 This, pSourceTexture, pDestinationTexture);
5210 hr = WINED3DERR_INVALIDCALL;
5212 /* Verify that the source and destination textures are the same type */
5213 sourceType = IWineD3DBaseTexture_GetType(pSourceTexture);
5214 destinationType = IWineD3DBaseTexture_GetType(pDestinationTexture);
5216 if (sourceType != destinationType) {
5217 WARN("(%p) Sorce and destination types must match, returning WINED3DERR_INVALIDCALL\n",
5218 This);
5219 hr = WINED3DERR_INVALIDCALL;
5222 /* check that both textures have the identical numbers of levels */
5223 if (IWineD3DBaseTexture_GetLevelCount(pDestinationTexture) != IWineD3DBaseTexture_GetLevelCount(pSourceTexture)) {
5224 WARN("(%p) : source (%p) and destination (%p) textures must have identicle numbers of levels, returning WINED3DERR_INVALIDCALL\n", This, pSourceTexture, pDestinationTexture);
5225 hr = WINED3DERR_INVALIDCALL;
5228 if (WINED3D_OK == hr) {
5230 /* Make sure that the destination texture is loaded */
5231 IWineD3DBaseTexture_PreLoad(pDestinationTexture);
5233 /* Update every surface level of the texture */
5234 levels = IWineD3DBaseTexture_GetLevelCount(pDestinationTexture);
5236 switch (sourceType) {
5237 case WINED3DRTYPE_TEXTURE:
5239 IWineD3DSurface *srcSurface;
5240 IWineD3DSurface *destSurface;
5242 for (i = 0 ; i < levels ; ++i) {
5243 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pSourceTexture, i, &srcSurface);
5244 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pDestinationTexture, i, &destSurface);
5245 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
5246 IWineD3DSurface_Release(srcSurface);
5247 IWineD3DSurface_Release(destSurface);
5248 if (WINED3D_OK != hr) {
5249 WARN("(%p) : Call to update surface failed\n", This);
5250 return hr;
5254 break;
5255 case WINED3DRTYPE_CUBETEXTURE:
5257 IWineD3DSurface *srcSurface;
5258 IWineD3DSurface *destSurface;
5259 WINED3DCUBEMAP_FACES faceType;
5261 for (i = 0 ; i < levels ; ++i) {
5262 /* Update each cube face */
5263 for (faceType = WINED3DCUBEMAP_FACE_POSITIVE_X; faceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
5264 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
5265 if (WINED3D_OK != hr) {
5266 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
5267 } else {
5268 TRACE("Got srcSurface %p\n", srcSurface);
5270 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pDestinationTexture, faceType, i, &destSurface);
5271 if (WINED3D_OK != hr) {
5272 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
5273 } else {
5274 TRACE("Got desrSurface %p\n", destSurface);
5276 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
5277 IWineD3DSurface_Release(srcSurface);
5278 IWineD3DSurface_Release(destSurface);
5279 if (WINED3D_OK != hr) {
5280 WARN("(%p) : Call to update surface failed\n", This);
5281 return hr;
5286 break;
5288 case WINED3DRTYPE_VOLUMETEXTURE:
5290 IWineD3DVolume *srcVolume = NULL;
5291 IWineD3DVolume *destVolume = NULL;
5293 for (i = 0 ; i < levels ; ++i) {
5294 IWineD3DVolumeTexture_GetVolumeLevel((IWineD3DVolumeTexture *)pSourceTexture, i, &srcVolume);
5295 IWineD3DVolumeTexture_GetVolumeLevel((IWineD3DVolumeTexture *)pDestinationTexture, i, &destVolume);
5296 hr = IWineD3DDeviceImpl_UpdateVolume(iface, srcVolume, destVolume);
5297 IWineD3DVolume_Release(srcVolume);
5298 IWineD3DVolume_Release(destVolume);
5299 if (WINED3D_OK != hr) {
5300 WARN("(%p) : Call to update volume failed\n", This);
5301 return hr;
5305 break;
5307 default:
5308 FIXME("(%p) : Unsupported source and destination type\n", This);
5309 hr = WINED3DERR_INVALIDCALL;
5313 return hr;
5316 static HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
5317 IWineD3DSwapChain *swapChain;
5318 HRESULT hr;
5319 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5320 if(hr == WINED3D_OK) {
5321 hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
5322 IWineD3DSwapChain_Release(swapChain);
5324 return hr;
5327 static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
5328 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5329 /* return a sensible default */
5330 *pNumPasses = 1;
5331 /* TODO: If the window is minimized then validate device should return something other than WINED3D_OK */
5332 FIXME("(%p) : stub\n", This);
5333 return WINED3D_OK;
5336 static HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
5337 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5338 int j;
5339 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5340 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5341 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5342 return WINED3DERR_INVALIDCALL;
5344 for (j = 0; j < 256; ++j) {
5345 This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
5346 This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
5347 This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
5348 This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
5350 TRACE("(%p) : returning\n", This);
5351 return WINED3D_OK;
5354 static HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
5355 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5356 int j;
5357 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5358 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5359 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5360 return WINED3DERR_INVALIDCALL;
5362 for (j = 0; j < 256; ++j) {
5363 pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
5364 pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
5365 pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
5366 pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
5368 TRACE("(%p) : returning\n", This);
5369 return WINED3D_OK;
5372 static HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
5373 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5374 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5375 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5376 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5377 return WINED3DERR_INVALIDCALL;
5379 /*TODO: stateblocks */
5380 This->currentPalette = PaletteNumber;
5381 TRACE("(%p) : returning\n", This);
5382 return WINED3D_OK;
5385 static HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
5386 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5387 if (PaletteNumber == NULL) {
5388 WARN("(%p) : returning Invalid Call\n", This);
5389 return WINED3DERR_INVALIDCALL;
5391 /*TODO: stateblocks */
5392 *PaletteNumber = This->currentPalette;
5393 TRACE("(%p) : returning %u\n", This, *PaletteNumber);
5394 return WINED3D_OK;
5397 static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
5398 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5399 static BOOL showFixmes = TRUE;
5400 if (showFixmes) {
5401 FIXME("(%p) : stub\n", This);
5402 showFixmes = FALSE;
5405 This->softwareVertexProcessing = bSoftware;
5406 return WINED3D_OK;
5410 static BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
5411 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5412 static BOOL showFixmes = TRUE;
5413 if (showFixmes) {
5414 FIXME("(%p) : stub\n", This);
5415 showFixmes = FALSE;
5417 return This->softwareVertexProcessing;
5421 static HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, WINED3DRASTER_STATUS* pRasterStatus) {
5422 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5423 IWineD3DSwapChain *swapChain;
5424 HRESULT hr;
5426 TRACE("(%p) : SwapChain %d returning %p\n", This, iSwapChain, pRasterStatus);
5428 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5429 if(hr == WINED3D_OK){
5430 hr = IWineD3DSwapChain_GetRasterStatus(swapChain, pRasterStatus);
5431 IWineD3DSwapChain_Release(swapChain);
5432 }else{
5433 FIXME("(%p) IWineD3DSwapChain_GetRasterStatus returned in error\n", This);
5435 return hr;
5439 static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
5440 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5441 static BOOL showfixmes = TRUE;
5442 if(nSegments != 0.0f) {
5443 if( showfixmes) {
5444 FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
5445 showfixmes = FALSE;
5448 return WINED3D_OK;
5451 static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
5452 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5453 static BOOL showfixmes = TRUE;
5454 if( showfixmes) {
5455 FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
5456 showfixmes = FALSE;
5458 return 0.0f;
5461 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
5462 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5463 /** TODO: remove casts to IWineD3DSurfaceImpl
5464 * NOTE: move code to surface to accomplish this
5465 ****************************************/
5466 IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
5467 int srcWidth, srcHeight;
5468 unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
5469 WINED3DFORMAT destFormat, srcFormat;
5470 UINT destSize;
5471 int srcLeft, destLeft, destTop;
5472 WINED3DPOOL srcPool, destPool;
5473 int offset = 0;
5474 int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
5475 glDescriptor *glDescription = NULL;
5476 GLenum dummy;
5477 int bpp;
5478 CONVERT_TYPES convert = NO_CONVERSION;
5480 WINED3DSURFACE_DESC winedesc;
5482 TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
5483 memset(&winedesc, 0, sizeof(winedesc));
5484 winedesc.Width = &srcSurfaceWidth;
5485 winedesc.Height = &srcSurfaceHeight;
5486 winedesc.Pool = &srcPool;
5487 winedesc.Format = &srcFormat;
5489 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
5491 winedesc.Width = &destSurfaceWidth;
5492 winedesc.Height = &destSurfaceHeight;
5493 winedesc.Pool = &destPool;
5494 winedesc.Format = &destFormat;
5495 winedesc.Size = &destSize;
5497 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5499 if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
5500 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
5501 return WINED3DERR_INVALIDCALL;
5504 /* This call loads the opengl surface directly, instead of copying the surface to the
5505 * destination's sysmem copy. If surface conversion is needed, use BltFast instead to
5506 * copy in sysmem and use regular surface loading.
5508 d3dfmt_get_conv((IWineD3DSurfaceImpl *) pDestinationSurface, FALSE, TRUE,
5509 &dummy, &dummy, &dummy, &convert, &bpp, FALSE);
5510 if(convert != NO_CONVERSION) {
5511 return IWineD3DSurface_BltFast(pDestinationSurface,
5512 pDestPoint ? pDestPoint->x : 0,
5513 pDestPoint ? pDestPoint->y : 0,
5514 pSourceSurface, (RECT *) pSourceRect, 0);
5517 if (destFormat == WINED3DFMT_UNKNOWN) {
5518 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
5519 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
5521 /* Get the update surface description */
5522 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5525 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
5527 ENTER_GL();
5529 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
5530 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
5531 checkGLcall("glActiveTextureARB");
5534 /* Make sure the surface is loaded and up to date */
5535 IWineD3DSurface_PreLoad(pDestinationSurface);
5537 IWineD3DSurface_GetGlDesc(pDestinationSurface, &glDescription);
5539 /* this needs to be done in lines if the sourceRect != the sourceWidth */
5540 srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
5541 srcHeight = pSourceRect ? pSourceRect->bottom - pSourceRect->top : srcSurfaceHeight;
5542 srcLeft = pSourceRect ? pSourceRect->left : 0;
5543 destLeft = pDestPoint ? pDestPoint->x : 0;
5544 destTop = pDestPoint ? pDestPoint->y : 0;
5547 /* This function doesn't support compressed textures
5548 the pitch is just bytesPerPixel * width */
5549 if(srcWidth != srcSurfaceWidth || srcLeft ){
5550 rowoffset = srcSurfaceWidth * pSrcSurface->bytesPerPixel;
5551 offset += srcLeft * pSrcSurface->bytesPerPixel;
5552 /* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
5554 /* TODO DXT formats */
5556 if(pSourceRect != NULL && pSourceRect->top != 0){
5557 offset += pSourceRect->top * srcSurfaceWidth * pSrcSurface->bytesPerPixel;
5559 TRACE("(%p) glTexSubImage2D, Level %d, left %d, top %d, width %d, height %d , ftm %d, type %d, memory %p\n"
5560 ,This
5561 ,glDescription->level
5562 ,destLeft
5563 ,destTop
5564 ,srcWidth
5565 ,srcHeight
5566 ,glDescription->glFormat
5567 ,glDescription->glType
5568 ,IWineD3DSurface_GetData(pSourceSurface)
5571 /* Sanity check */
5572 if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
5574 /* need to lock the surface to get the data */
5575 FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
5578 /* TODO: Cube and volume support */
5579 if(rowoffset != 0){
5580 /* not a whole row so we have to do it a line at a time */
5581 int j;
5583 /* hopefully using pointer addtion will be quicker than using a point + j * rowoffset */
5584 const unsigned char* data =((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
5586 for(j = destTop ; j < (srcHeight + destTop) ; j++){
5588 glTexSubImage2D(glDescription->target
5589 ,glDescription->level
5590 ,destLeft
5592 ,srcWidth
5594 ,glDescription->glFormat
5595 ,glDescription->glType
5596 ,data /* could be quicker using */
5598 data += rowoffset;
5601 } else { /* Full width, so just write out the whole texture */
5603 if (WINED3DFMT_DXT1 == destFormat ||
5604 WINED3DFMT_DXT2 == destFormat ||
5605 WINED3DFMT_DXT3 == destFormat ||
5606 WINED3DFMT_DXT4 == destFormat ||
5607 WINED3DFMT_DXT5 == destFormat) {
5608 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
5609 if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth) {
5610 /* FIXME: The easy way to do this is to lock the destination, and copy the bits across */
5611 FIXME("Updating part of a compressed texture is not supported at the moment\n");
5612 } if (destFormat != srcFormat) {
5613 FIXME("Updating mixed format compressed texture is not curretly support\n");
5614 } else {
5615 GL_EXTCALL(glCompressedTexImage2DARB)(glDescription->target,
5616 glDescription->level,
5617 glDescription->glFormatInternal,
5618 srcWidth,
5619 srcHeight,
5621 destSize,
5622 IWineD3DSurface_GetData(pSourceSurface));
5624 } else {
5625 FIXME("Attempting to update a DXT compressed texture without hardware support\n");
5629 } else {
5630 glTexSubImage2D(glDescription->target
5631 ,glDescription->level
5632 ,destLeft
5633 ,destTop
5634 ,srcWidth
5635 ,srcHeight
5636 ,glDescription->glFormat
5637 ,glDescription->glType
5638 ,IWineD3DSurface_GetData(pSourceSurface)
5642 checkGLcall("glTexSubImage2D");
5644 LEAVE_GL();
5646 IWineD3DSurface_ModifyLocation(pDestinationSurface, SFLAG_INTEXTURE, TRUE);
5647 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(0));
5649 return WINED3D_OK;
5652 static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
5653 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5654 struct WineD3DRectPatch *patch;
5655 unsigned int i;
5656 struct list *e;
5657 BOOL found;
5658 TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
5660 if(!(Handle || pRectPatchInfo)) {
5661 /* TODO: Write a test for the return value, thus the FIXME */
5662 FIXME("Both Handle and pRectPatchInfo are NULL\n");
5663 return WINED3DERR_INVALIDCALL;
5666 if(Handle) {
5667 i = PATCHMAP_HASHFUNC(Handle);
5668 found = FALSE;
5669 LIST_FOR_EACH(e, &This->patches[i]) {
5670 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
5671 if(patch->Handle == Handle) {
5672 found = TRUE;
5673 break;
5677 if(!found) {
5678 TRACE("Patch does not exist. Creating a new one\n");
5679 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
5680 patch->Handle = Handle;
5681 list_add_head(&This->patches[i], &patch->entry);
5682 } else {
5683 TRACE("Found existing patch %p\n", patch);
5685 } else {
5686 /* Since opengl does not load tesselated vertex attributes into numbered vertex
5687 * attributes we have to tesselate, read back, and draw. This needs a patch
5688 * management structure instance. Create one.
5690 * A possible improvement is to check if a vertex shader is used, and if not directly
5691 * draw the patch.
5693 FIXME("Drawing an uncached patch. This is slow\n");
5694 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
5697 if(pNumSegs[0] != patch->numSegs[0] || pNumSegs[1] != patch->numSegs[1] ||
5698 pNumSegs[2] != patch->numSegs[2] || pNumSegs[3] != patch->numSegs[3] ||
5699 (pRectPatchInfo && memcmp(pRectPatchInfo, &patch->RectPatchInfo, sizeof(*pRectPatchInfo)) != 0) ) {
5700 HRESULT hr;
5701 TRACE("Tesselation density or patch info changed, retesselating\n");
5703 if(pRectPatchInfo) {
5704 memcpy(&patch->RectPatchInfo, pRectPatchInfo, sizeof(*pRectPatchInfo));
5706 patch->numSegs[0] = pNumSegs[0];
5707 patch->numSegs[1] = pNumSegs[1];
5708 patch->numSegs[2] = pNumSegs[2];
5709 patch->numSegs[3] = pNumSegs[3];
5711 hr = tesselate_rectpatch(This, patch);
5712 if(FAILED(hr)) {
5713 WARN("Patch tesselation failed\n");
5715 /* Do not release the handle to store the params of the patch */
5716 if(!Handle) {
5717 HeapFree(GetProcessHeap(), 0, patch);
5719 return hr;
5723 This->currentPatch = patch;
5724 IWineD3DDevice_DrawPrimitiveStrided(iface, WINED3DPT_TRIANGLELIST, patch->numSegs[0] * patch->numSegs[1] * 2, &patch->strided);
5725 This->currentPatch = NULL;
5727 /* Destroy uncached patches */
5728 if(!Handle) {
5729 HeapFree(GetProcessHeap(), 0, patch->mem);
5730 HeapFree(GetProcessHeap(), 0, patch);
5732 return WINED3D_OK;
5735 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
5736 static HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DTRIPATCH_INFO* pTriPatchInfo) {
5737 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5738 TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p)\n", This, Handle, pNumSegs, pTriPatchInfo);
5739 FIXME("(%p) : Stub\n", This);
5740 return WINED3D_OK;
5743 static HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
5744 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5745 int i;
5746 struct WineD3DRectPatch *patch;
5747 struct list *e;
5748 TRACE("(%p) Handle(%d)\n", This, Handle);
5750 i = PATCHMAP_HASHFUNC(Handle);
5751 LIST_FOR_EACH(e, &This->patches[i]) {
5752 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
5753 if(patch->Handle == Handle) {
5754 TRACE("Deleting patch %p\n", patch);
5755 list_remove(&patch->entry);
5756 HeapFree(GetProcessHeap(), 0, patch->mem);
5757 HeapFree(GetProcessHeap(), 0, patch);
5758 return WINED3D_OK;
5762 /* TODO: Write a test for the return value */
5763 FIXME("Attempt to destroy nonexistent patch\n");
5764 return WINED3DERR_INVALIDCALL;
5767 static IWineD3DSwapChain *get_swapchain(IWineD3DSurface *target) {
5768 HRESULT hr;
5769 IWineD3DSwapChain *swapchain;
5771 hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain);
5772 if (SUCCEEDED(hr)) {
5773 IWineD3DSwapChain_Release((IUnknown *)swapchain);
5774 return swapchain;
5777 return NULL;
5780 static void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo) {
5781 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5783 if (!*fbo) {
5784 GL_EXTCALL(glGenFramebuffersEXT(1, fbo));
5785 checkGLcall("glGenFramebuffersEXT()");
5787 GL_EXTCALL(glBindFramebufferEXT(target, *fbo));
5788 checkGLcall("glBindFramebuffer()");
5791 static void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) {
5792 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
5793 IWineD3DBaseTextureImpl *texture_impl;
5794 GLenum texttarget, target;
5795 GLint old_binding;
5797 texttarget = surface_impl->glDescription.target;
5798 if(texttarget == GL_TEXTURE_2D) {
5799 target = GL_TEXTURE_2D;
5800 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
5801 } else if(texttarget == GL_TEXTURE_RECTANGLE_ARB) {
5802 target = GL_TEXTURE_RECTANGLE_ARB;
5803 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
5804 } else {
5805 target = GL_TEXTURE_CUBE_MAP_ARB;
5806 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
5809 IWineD3DSurface_PreLoad(surface);
5811 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5812 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5813 glBindTexture(target, old_binding);
5815 /* Update base texture states array */
5816 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl))) {
5817 texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
5818 texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
5819 if (texture_impl->baseTexture.bindCount) {
5820 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
5823 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
5826 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, texttarget,
5827 surface_impl->glDescription.textureName, surface_impl->glDescription.level));
5829 checkGLcall("attach_surface_fbo");
5832 static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface, CONST WINED3DRECT *rect, WINED3DCOLOR color) {
5833 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5834 IWineD3DSwapChain *swapchain;
5836 swapchain = get_swapchain(surface);
5837 if (swapchain) {
5838 GLenum buffer;
5840 TRACE("Surface %p is onscreen\n", surface);
5842 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5843 buffer = surface_get_gl_buffer(surface, swapchain);
5844 glDrawBuffer(buffer);
5845 checkGLcall("glDrawBuffer()");
5846 } else {
5847 TRACE("Surface %p is offscreen\n", surface);
5848 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->dst_fbo);
5849 attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, surface);
5852 if (rect) {
5853 glEnable(GL_SCISSOR_TEST);
5854 if(!swapchain) {
5855 glScissor(rect->x1, rect->y1, rect->x2 - rect->x1, rect->y2 - rect->y1);
5856 } else {
5857 glScissor(rect->x1, ((IWineD3DSurfaceImpl *)surface)->currentDesc.Height - rect->y2,
5858 rect->x2 - rect->x1, rect->y2 - rect->y1);
5860 checkGLcall("glScissor");
5861 } else {
5862 glDisable(GL_SCISSOR_TEST);
5864 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
5866 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
5867 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
5869 glClearColor(D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color));
5870 glClear(GL_COLOR_BUFFER_BIT);
5871 checkGLcall("glClear");
5873 if (This->render_offscreen) {
5874 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
5875 } else {
5876 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5877 checkGLcall("glBindFramebuffer()");
5880 if (swapchain && surface == ((IWineD3DSwapChainImpl *)swapchain)->frontBuffer
5881 && ((IWineD3DSwapChainImpl *)swapchain)->backBuffer) {
5882 glDrawBuffer(GL_BACK);
5883 checkGLcall("glDrawBuffer()");
5887 static inline DWORD argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) {
5888 unsigned int r, g, b, a;
5889 DWORD ret;
5891 if(destfmt == WINED3DFMT_A8R8G8B8 || destfmt == WINED3DFMT_X8R8G8B8 ||
5892 destfmt == WINED3DFMT_R8G8B8)
5893 return color;
5895 TRACE("Converting color %08x to format %s\n", color, debug_d3dformat(destfmt));
5897 a = (color & 0xff000000) >> 24;
5898 r = (color & 0x00ff0000) >> 16;
5899 g = (color & 0x0000ff00) >> 8;
5900 b = (color & 0x000000ff) >> 0;
5902 switch(destfmt)
5904 case WINED3DFMT_R5G6B5:
5905 if(r == 0xff && g == 0xff && b == 0xff) return 0xffff;
5906 r = (r * 32) / 256;
5907 g = (g * 64) / 256;
5908 b = (b * 32) / 256;
5909 ret = r << 11;
5910 ret |= g << 5;
5911 ret |= b;
5912 TRACE("Returning %08x\n", ret);
5913 return ret;
5915 case WINED3DFMT_X1R5G5B5:
5916 case WINED3DFMT_A1R5G5B5:
5917 a = (a * 2) / 256;
5918 r = (r * 32) / 256;
5919 g = (g * 32) / 256;
5920 b = (b * 32) / 256;
5921 ret = a << 15;
5922 ret |= r << 10;
5923 ret |= g << 5;
5924 ret |= b << 0;
5925 TRACE("Returning %08x\n", ret);
5926 return ret;
5928 case WINED3DFMT_A8:
5929 TRACE("Returning %08x\n", a);
5930 return a;
5932 case WINED3DFMT_X4R4G4B4:
5933 case WINED3DFMT_A4R4G4B4:
5934 a = (a * 16) / 256;
5935 r = (r * 16) / 256;
5936 g = (g * 16) / 256;
5937 b = (b * 16) / 256;
5938 ret = a << 12;
5939 ret |= r << 8;
5940 ret |= g << 4;
5941 ret |= b << 0;
5942 TRACE("Returning %08x\n", ret);
5943 return ret;
5945 case WINED3DFMT_R3G3B2:
5946 r = (r * 8) / 256;
5947 g = (g * 8) / 256;
5948 b = (b * 4) / 256;
5949 ret = r << 5;
5950 ret |= g << 2;
5951 ret |= b << 0;
5952 TRACE("Returning %08x\n", ret);
5953 return ret;
5955 case WINED3DFMT_X8B8G8R8:
5956 case WINED3DFMT_A8B8G8R8:
5957 ret = a << 24;
5958 ret |= b << 16;
5959 ret |= g << 8;
5960 ret |= r << 0;
5961 TRACE("Returning %08x\n", ret);
5962 return ret;
5964 case WINED3DFMT_A2R10G10B10:
5965 a = (a * 4) / 256;
5966 r = (r * 1024) / 256;
5967 g = (g * 1024) / 256;
5968 b = (b * 1024) / 256;
5969 ret = a << 30;
5970 ret |= r << 20;
5971 ret |= g << 10;
5972 ret |= b << 0;
5973 TRACE("Returning %08x\n", ret);
5974 return ret;
5976 case WINED3DFMT_A2B10G10R10:
5977 a = (a * 4) / 256;
5978 r = (r * 1024) / 256;
5979 g = (g * 1024) / 256;
5980 b = (b * 1024) / 256;
5981 ret = a << 30;
5982 ret |= b << 20;
5983 ret |= g << 10;
5984 ret |= r << 0;
5985 TRACE("Returning %08x\n", ret);
5986 return ret;
5988 default:
5989 FIXME("Add a COLORFILL conversion for format %s\n", debug_d3dformat(destfmt));
5990 return 0;
5994 static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST WINED3DRECT* pRect, WINED3DCOLOR color) {
5995 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5996 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *) pSurface;
5997 WINEDDBLTFX BltFx;
5998 TRACE("(%p) Colour fill Surface: %p rect: %p color: 0x%08x\n", This, pSurface, pRect, color);
6000 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM) {
6001 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
6002 return WINED3DERR_INVALIDCALL;
6005 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
6006 color_fill_fbo(iface, pSurface, pRect, color);
6007 return WINED3D_OK;
6008 } else {
6009 /* Just forward this to the DirectDraw blitting engine */
6010 memset(&BltFx, 0, sizeof(BltFx));
6011 BltFx.dwSize = sizeof(BltFx);
6012 BltFx.u5.dwFillColor = argb_to_fmt(color, surface->resource.format);
6013 return IWineD3DSurface_Blt(pSurface, (RECT *) pRect, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_NONE);
6017 /* rendertarget and deptth stencil functions */
6018 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
6019 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6021 if (RenderTargetIndex >= GL_LIMITS(buffers)) {
6022 ERR("(%p) : Only %d render targets are supported.\n", This, GL_LIMITS(buffers));
6023 return WINED3DERR_INVALIDCALL;
6026 *ppRenderTarget = This->render_targets[RenderTargetIndex];
6027 TRACE("(%p) : RenderTarget %d Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
6028 /* Note inc ref on returned surface */
6029 if(*ppRenderTarget != NULL)
6030 IWineD3DSurface_AddRef(*ppRenderTarget);
6031 return WINED3D_OK;
6034 static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *iface, IWineD3DSurface *Front, IWineD3DSurface *Back) {
6035 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6036 IWineD3DSurfaceImpl *FrontImpl = (IWineD3DSurfaceImpl *) Front;
6037 IWineD3DSurfaceImpl *BackImpl = (IWineD3DSurfaceImpl *) Back;
6038 IWineD3DSwapChainImpl *Swapchain;
6039 HRESULT hr;
6041 TRACE("(%p)->(%p,%p)\n", This, FrontImpl, BackImpl);
6043 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &Swapchain);
6044 if(hr != WINED3D_OK) {
6045 ERR("Can't get the swapchain\n");
6046 return hr;
6049 /* Make sure to release the swapchain */
6050 IWineD3DSwapChain_Release((IWineD3DSwapChain *) Swapchain);
6052 if(FrontImpl && !(FrontImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
6053 ERR("Trying to set a front buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
6054 return WINED3DERR_INVALIDCALL;
6056 else if(BackImpl && !(BackImpl->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
6057 ERR("Trying to set a back buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
6058 return WINED3DERR_INVALIDCALL;
6061 if(Swapchain->frontBuffer != Front) {
6062 TRACE("Changing the front buffer from %p to %p\n", Swapchain->frontBuffer, Front);
6064 if(Swapchain->frontBuffer)
6065 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, NULL);
6066 Swapchain->frontBuffer = Front;
6068 if(Swapchain->frontBuffer) {
6069 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, (IWineD3DBase *) Swapchain);
6073 if(Back && !Swapchain->backBuffer) {
6074 /* We need memory for the back buffer array - only one back buffer this way */
6075 Swapchain->backBuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *));
6076 if(!Swapchain->backBuffer) {
6077 ERR("Out of memory\n");
6078 return E_OUTOFMEMORY;
6082 if(Swapchain->backBuffer[0] != Back) {
6083 TRACE("Changing the back buffer from %p to %p\n", Swapchain->backBuffer, Back);
6085 /* What to do about the context here in the case of multithreading? Not sure.
6086 * This function is called by IDirect3D7::CreateDevice so in theory its initialization code
6088 ENTER_GL();
6089 if(!Swapchain->backBuffer[0]) {
6090 /* GL was told to draw to the front buffer at creation,
6091 * undo that
6093 glDrawBuffer(GL_BACK);
6094 checkGLcall("glDrawBuffer(GL_BACK)");
6095 /* Set the backbuffer count to 1 because other code uses it to fing the back buffers */
6096 Swapchain->presentParms.BackBufferCount = 1;
6097 } else if (!Back) {
6098 /* That makes problems - disable for now */
6099 /* glDrawBuffer(GL_FRONT); */
6100 checkGLcall("glDrawBuffer(GL_FRONT)");
6101 /* We have lost our back buffer, set this to 0 to avoid confusing other code */
6102 Swapchain->presentParms.BackBufferCount = 0;
6104 LEAVE_GL();
6106 if(Swapchain->backBuffer[0])
6107 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], NULL);
6108 Swapchain->backBuffer[0] = Back;
6110 if(Swapchain->backBuffer[0]) {
6111 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], (IWineD3DBase *) Swapchain);
6112 } else {
6113 HeapFree(GetProcessHeap(), 0, Swapchain->backBuffer);
6114 Swapchain->backBuffer = NULL;
6119 return WINED3D_OK;
6122 static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
6123 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6124 *ppZStencilSurface = This->stencilBufferTarget;
6125 TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
6127 if(*ppZStencilSurface != NULL) {
6128 /* Note inc ref on returned surface */
6129 IWineD3DSurface_AddRef(*ppZStencilSurface);
6130 return WINED3D_OK;
6131 } else {
6132 return WINED3DERR_NOTFOUND;
6136 /* TODO: Handle stencil attachments */
6137 static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil) {
6138 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6139 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
6141 TRACE("Set depth stencil to %p\n", depth_stencil);
6143 if (depth_stencil_impl) {
6144 if (depth_stencil_impl->current_renderbuffer) {
6145 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
6146 checkGLcall("glFramebufferRenderbufferEXT()");
6147 } else {
6148 IWineD3DBaseTextureImpl *texture_impl;
6149 GLenum texttarget, target;
6150 GLint old_binding = 0;
6152 texttarget = depth_stencil_impl->glDescription.target;
6153 if(texttarget == GL_TEXTURE_2D) {
6154 target = GL_TEXTURE_2D;
6155 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
6156 } else if(texttarget == GL_TEXTURE_RECTANGLE_ARB) {
6157 target = GL_TEXTURE_RECTANGLE_ARB;
6158 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
6159 } else {
6160 target = GL_TEXTURE_CUBE_MAP_ARB;
6161 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
6164 IWineD3DSurface_PreLoad(depth_stencil);
6166 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6167 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6168 glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
6169 glBindTexture(target, old_binding);
6171 /* Update base texture states array */
6172 if (SUCCEEDED(IWineD3DSurface_GetContainer(depth_stencil, &IID_IWineD3DBaseTexture, (void **)&texture_impl))) {
6173 texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
6174 texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
6175 if (texture_impl->baseTexture.bindCount) {
6176 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
6179 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
6182 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, texttarget,
6183 depth_stencil_impl->glDescription.textureName, depth_stencil_impl->glDescription.level));
6184 checkGLcall("glFramebufferTexture2DEXT()");
6186 } else {
6187 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
6188 checkGLcall("glFramebufferTexture2DEXT()");
6192 static void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target) {
6193 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6194 IWineD3DSurfaceImpl *rtimpl = (IWineD3DSurfaceImpl *)render_target;
6196 TRACE("Set render target %u to %p\n", idx, render_target);
6198 if (rtimpl) {
6199 attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, idx, render_target);
6200 This->draw_buffers[idx] = GL_COLOR_ATTACHMENT0_EXT + idx;
6201 } else {
6202 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
6203 checkGLcall("glFramebufferTexture2DEXT()");
6205 This->draw_buffers[idx] = GL_NONE;
6209 static void check_fbo_status(IWineD3DDevice *iface) {
6210 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6211 GLenum status;
6213 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
6214 if (status == GL_FRAMEBUFFER_COMPLETE_EXT) {
6215 TRACE("FBO complete\n");
6216 } else {
6217 IWineD3DSurfaceImpl *attachment;
6218 int i;
6219 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
6221 /* Dump the FBO attachments */
6222 for (i = 0; i < GL_LIMITS(buffers); ++i) {
6223 attachment = (IWineD3DSurfaceImpl *)This->fbo_color_attachments[i];
6224 if (attachment) {
6225 FIXME("\tColor attachment %d: (%p) %s %ux%u\n", i, attachment, debug_d3dformat(attachment->resource.format),
6226 attachment->pow2Width, attachment->pow2Height);
6229 attachment = (IWineD3DSurfaceImpl *)This->fbo_depth_attachment;
6230 if (attachment) {
6231 FIXME("\tDepth attachment: (%p) %s %ux%u\n", attachment, debug_d3dformat(attachment->resource.format),
6232 attachment->pow2Width, attachment->pow2Height);
6237 static BOOL depth_mismatch_fbo(IWineD3DDevice *iface) {
6238 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6239 IWineD3DSurfaceImpl *rt_impl = (IWineD3DSurfaceImpl *)This->render_targets[0];
6240 IWineD3DSurfaceImpl *ds_impl = (IWineD3DSurfaceImpl *)This->stencilBufferTarget;
6242 if (!ds_impl) return FALSE;
6244 if (ds_impl->current_renderbuffer) {
6245 return (rt_impl->pow2Width != ds_impl->current_renderbuffer->width ||
6246 rt_impl->pow2Height != ds_impl->current_renderbuffer->height);
6249 return (rt_impl->pow2Width != ds_impl->pow2Width ||
6250 rt_impl->pow2Height != ds_impl->pow2Height);
6253 void apply_fbo_state(IWineD3DDevice *iface) {
6254 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6255 unsigned int i;
6257 if (This->render_offscreen) {
6258 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
6260 /* Apply render targets */
6261 for (i = 0; i < GL_LIMITS(buffers); ++i) {
6262 IWineD3DSurface *render_target = This->render_targets[i];
6263 if (This->fbo_color_attachments[i] != render_target) {
6264 set_render_target_fbo(iface, i, render_target);
6265 This->fbo_color_attachments[i] = render_target;
6269 /* Apply depth targets */
6270 if (This->fbo_depth_attachment != This->stencilBufferTarget || depth_mismatch_fbo(iface)) {
6271 unsigned int w = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Width;
6272 unsigned int h = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Height;
6274 if (This->stencilBufferTarget) {
6275 surface_set_compatible_renderbuffer(This->stencilBufferTarget, w, h);
6277 set_depth_stencil_fbo(iface, This->stencilBufferTarget);
6278 This->fbo_depth_attachment = This->stencilBufferTarget;
6281 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
6282 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
6283 checkGLcall("glDrawBuffers()");
6284 } else {
6285 glDrawBuffer(This->draw_buffers[0]);
6286 checkGLcall("glDrawBuffer()");
6288 } else {
6289 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
6292 check_fbo_status(iface);
6295 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
6296 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) {
6297 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6298 GLbitfield mask = GL_COLOR_BUFFER_BIT; /* TODO: Support blitting depth/stencil surfaces */
6299 IWineD3DSwapChain *src_swapchain, *dst_swapchain;
6300 GLenum gl_filter;
6302 TRACE("(%p) : src_surface %p, src_rect %p, dst_surface %p, dst_rect %p, filter %s (0x%08x), flip %u\n",
6303 This, src_surface, src_rect, dst_surface, dst_rect, debug_d3dtexturefiltertype(filter), filter, flip);
6304 TRACE("src_rect [%u, %u]->[%u, %u]\n", src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2);
6305 TRACE("dst_rect [%u, %u]->[%u, %u]\n", dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2);
6307 switch (filter) {
6308 case WINED3DTEXF_LINEAR:
6309 gl_filter = GL_LINEAR;
6310 break;
6312 default:
6313 FIXME("Unsupported filter mode %s (0x%08x)\n", debug_d3dtexturefiltertype(filter), filter);
6314 case WINED3DTEXF_NONE:
6315 case WINED3DTEXF_POINT:
6316 gl_filter = GL_NEAREST;
6317 break;
6320 /* Attach src surface to src fbo */
6321 src_swapchain = get_swapchain(src_surface);
6322 if (src_swapchain) {
6323 GLenum buffer;
6325 TRACE("Source surface %p is onscreen\n", src_surface);
6326 ActivateContext(This, src_surface, CTXUSAGE_RESOURCELOAD);
6328 ENTER_GL();
6329 GL_EXTCALL(glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0));
6330 buffer = surface_get_gl_buffer(src_surface, src_swapchain);
6331 glReadBuffer(buffer);
6332 checkGLcall("glReadBuffer()");
6334 src_rect->y1 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y1;
6335 src_rect->y2 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y2;
6336 } else {
6337 TRACE("Source surface %p is offscreen\n", src_surface);
6338 ENTER_GL();
6339 bind_fbo(iface, GL_READ_FRAMEBUFFER_EXT, &This->src_fbo);
6340 attach_surface_fbo(This, GL_READ_FRAMEBUFFER_EXT, 0, src_surface);
6341 glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
6342 checkGLcall("glReadBuffer()");
6344 LEAVE_GL();
6346 /* Attach dst surface to dst fbo */
6347 dst_swapchain = get_swapchain(dst_surface);
6348 if (dst_swapchain) {
6349 GLenum buffer;
6351 TRACE("Destination surface %p is onscreen\n", dst_surface);
6352 ActivateContext(This, dst_surface, CTXUSAGE_RESOURCELOAD);
6354 ENTER_GL();
6355 GL_EXTCALL(glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0));
6356 buffer = surface_get_gl_buffer(dst_surface, dst_swapchain);
6357 glDrawBuffer(buffer);
6358 checkGLcall("glDrawBuffer()");
6360 dst_rect->y1 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y1;
6361 dst_rect->y2 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y2;
6362 } else {
6363 TRACE("Destination surface %p is offscreen\n", dst_surface);
6365 /* No src or dst swapchain? Make sure some context is active(multithreading) */
6366 if(!src_swapchain) {
6367 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
6370 ENTER_GL();
6371 bind_fbo(iface, GL_DRAW_FRAMEBUFFER_EXT, &This->dst_fbo);
6372 attach_surface_fbo(This, GL_DRAW_FRAMEBUFFER_EXT, 0, dst_surface);
6373 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
6374 checkGLcall("glDrawBuffer()");
6376 glDisable(GL_SCISSOR_TEST);
6377 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
6379 if (flip) {
6380 GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
6381 dst_rect->x1, dst_rect->y2, dst_rect->x2, dst_rect->y1, mask, gl_filter));
6382 checkGLcall("glBlitFramebuffer()");
6383 } else {
6384 GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
6385 dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2, mask, gl_filter));
6386 checkGLcall("glBlitFramebuffer()");
6389 if (This->render_offscreen) {
6390 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
6391 } else {
6392 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
6393 checkGLcall("glBindFramebuffer()");
6396 /* If we switched from GL_BACK to GL_FRONT above, we need to switch back here */
6397 if (dst_swapchain && dst_surface == ((IWineD3DSwapChainImpl *)dst_swapchain)->frontBuffer
6398 && ((IWineD3DSwapChainImpl *)dst_swapchain)->backBuffer) {
6399 glDrawBuffer(GL_BACK);
6400 checkGLcall("glDrawBuffer()");
6402 LEAVE_GL();
6405 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
6406 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6407 WINED3DVIEWPORT viewport;
6409 TRACE("(%p) : Setting rendertarget %d to %p\n", This, RenderTargetIndex, pRenderTarget);
6411 if (RenderTargetIndex >= GL_LIMITS(buffers)) {
6412 WARN("(%p) : Unsupported target %u set, returning WINED3DERR_INVALIDCALL(only %u supported)\n",
6413 This, RenderTargetIndex, GL_LIMITS(buffers));
6414 return WINED3DERR_INVALIDCALL;
6417 /* MSDN says that null disables the render target
6418 but a device must always be associated with a render target
6419 nope MSDN says that we return invalid call to a null rendertarget with an index of 0
6421 see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
6422 for more details
6424 if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
6425 FIXME("Trying to set render target 0 to NULL\n");
6426 return WINED3DERR_INVALIDCALL;
6428 if (pRenderTarget && !(((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
6429 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);
6430 return WINED3DERR_INVALIDCALL;
6433 /* If we are trying to set what we already have, don't bother */
6434 if (pRenderTarget == This->render_targets[RenderTargetIndex]) {
6435 TRACE("Trying to do a NOP SetRenderTarget operation\n");
6436 return WINED3D_OK;
6438 if(pRenderTarget) IWineD3DSurface_AddRef(pRenderTarget);
6439 if(This->render_targets[RenderTargetIndex]) IWineD3DSurface_Release(This->render_targets[RenderTargetIndex]);
6440 This->render_targets[RenderTargetIndex] = pRenderTarget;
6442 /* Render target 0 is special */
6443 if(RenderTargetIndex == 0) {
6444 /* Finally, reset the viewport as the MSDN states. */
6445 viewport.Height = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height;
6446 viewport.Width = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Width;
6447 viewport.X = 0;
6448 viewport.Y = 0;
6449 viewport.MaxZ = 1.0f;
6450 viewport.MinZ = 0.0f;
6451 IWineD3DDeviceImpl_SetViewport(iface, &viewport);
6452 /* Make sure the viewport state is dirty, because the render_offscreen thing affects it.
6453 * SetViewport may catch NOP viewport changes, which would occur when switching between equally sized targets
6455 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
6457 /* Activate the new render target for now. This shouldn't stay here, but is needed until all methods using gl activate the
6458 * ctx properly.
6459 * Use resourceload usage, this will just set the drawables and context but not apply any states. The stateblock may be
6460 * incomplete or incorrect when SetRenderTarget is called. DrawPrim() will apply the states when it is called.
6462 ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
6464 return WINED3D_OK;
6467 static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
6468 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6469 HRESULT hr = WINED3D_OK;
6470 IWineD3DSurface *tmp;
6472 TRACE("(%p) Swapping z-buffer. Old = %p, new = %p\n",This, This->stencilBufferTarget, pNewZStencil);
6474 if (pNewZStencil == This->stencilBufferTarget) {
6475 TRACE("Trying to do a NOP SetRenderTarget operation\n");
6476 } else {
6477 /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
6478 * depending on the renter target implementation being used.
6479 * A shared context implementation will share all buffers between all rendertargets (including swapchains),
6480 * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
6481 * stencil buffer and incure an extra memory overhead
6482 ******************************************************/
6484 tmp = This->stencilBufferTarget;
6485 This->stencilBufferTarget = pNewZStencil;
6486 This->depth_copy_state = WINED3D_DCS_NO_COPY;
6487 /* should we be calling the parent or the wined3d surface? */
6488 if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
6489 if (NULL != tmp) IWineD3DSurface_Release(tmp);
6490 hr = WINED3D_OK;
6492 if((!tmp && pNewZStencil) || (!pNewZStencil && tmp)) {
6493 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
6494 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZENABLE));
6495 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILENABLE));
6496 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
6500 return hr;
6503 static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
6504 UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
6505 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6506 /* TODO: the use of Impl is deprecated. */
6507 IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
6508 WINED3DLOCKED_RECT lockedRect;
6510 TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
6512 /* some basic validation checks */
6513 if(This->cursorTexture) {
6514 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
6515 ENTER_GL();
6516 glDeleteTextures(1, &This->cursorTexture);
6517 LEAVE_GL();
6518 This->cursorTexture = 0;
6521 if ( (pSur->currentDesc.Width == 32) && (pSur->currentDesc.Height == 32) )
6522 This->haveHardwareCursor = TRUE;
6523 else
6524 This->haveHardwareCursor = FALSE;
6526 if(pCursorBitmap) {
6527 WINED3DLOCKED_RECT rect;
6529 /* MSDN: Cursor must be A8R8G8B8 */
6530 if (WINED3DFMT_A8R8G8B8 != pSur->resource.format) {
6531 ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
6532 return WINED3DERR_INVALIDCALL;
6535 /* MSDN: Cursor must be smaller than the display mode */
6536 if(pSur->currentDesc.Width > This->ddraw_width ||
6537 pSur->currentDesc.Height > This->ddraw_height) {
6538 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);
6539 return WINED3DERR_INVALIDCALL;
6542 if (!This->haveHardwareCursor) {
6543 /* TODO: MSDN: Cursor sizes must be a power of 2 */
6545 /* Do not store the surface's pointer because the application may
6546 * release it after setting the cursor image. Windows doesn't
6547 * addref the set surface, so we can't do this either without
6548 * creating circular refcount dependencies. Copy out the gl texture
6549 * instead.
6551 This->cursorWidth = pSur->currentDesc.Width;
6552 This->cursorHeight = pSur->currentDesc.Height;
6553 if (SUCCEEDED(IWineD3DSurface_LockRect(pCursorBitmap, &rect, NULL, WINED3DLOCK_READONLY)))
6555 const GlPixelFormatDesc *glDesc;
6556 const StaticPixelFormatDesc *tableEntry = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &GLINFO_LOCATION, &glDesc);
6557 char *mem, *bits = (char *)rect.pBits;
6558 GLint intfmt = glDesc->glInternal;
6559 GLint format = glDesc->glFormat;
6560 GLint type = glDesc->glType;
6561 INT height = This->cursorHeight;
6562 INT width = This->cursorWidth;
6563 INT bpp = tableEntry->bpp;
6564 INT i;
6566 /* Reformat the texture memory (pitch and width can be
6567 * different) */
6568 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
6569 for(i = 0; i < height; i++)
6570 memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
6571 IWineD3DSurface_UnlockRect(pCursorBitmap);
6572 ENTER_GL();
6574 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
6575 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
6576 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
6579 /* Make sure that a proper texture unit is selected */
6580 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
6581 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
6582 checkGLcall("glActiveTextureARB");
6584 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(0));
6585 /* Create a new cursor texture */
6586 glGenTextures(1, &This->cursorTexture);
6587 checkGLcall("glGenTextures");
6588 glBindTexture(GL_TEXTURE_2D, This->cursorTexture);
6589 checkGLcall("glBindTexture");
6590 /* Copy the bitmap memory into the cursor texture */
6591 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, format, type, mem);
6592 HeapFree(GetProcessHeap(), 0, mem);
6593 checkGLcall("glTexImage2D");
6595 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
6596 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
6597 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
6600 LEAVE_GL();
6602 else
6604 FIXME("A cursor texture was not returned.\n");
6605 This->cursorTexture = 0;
6608 else
6610 /* Draw a hardware cursor */
6611 ICONINFO cursorInfo;
6612 HCURSOR cursor;
6613 /* Create and clear maskBits because it is not needed for
6614 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
6615 * chunks. */
6616 DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
6617 (pSur->currentDesc.Width * pSur->currentDesc.Height / 8));
6618 IWineD3DSurface_LockRect(pCursorBitmap, &lockedRect, NULL,
6619 WINED3DLOCK_NO_DIRTY_UPDATE |
6620 WINED3DLOCK_READONLY
6622 TRACE("width: %i height: %i\n", pSur->currentDesc.Width,
6623 pSur->currentDesc.Height);
6625 cursorInfo.fIcon = FALSE;
6626 cursorInfo.xHotspot = XHotSpot;
6627 cursorInfo.yHotspot = YHotSpot;
6628 cursorInfo.hbmMask = CreateBitmap(pSur->currentDesc.Width,
6629 pSur->currentDesc.Height, 1,
6630 1, &maskBits);
6631 cursorInfo.hbmColor = CreateBitmap(pSur->currentDesc.Width,
6632 pSur->currentDesc.Height, 1,
6633 32, lockedRect.pBits);
6634 IWineD3DSurface_UnlockRect(pCursorBitmap);
6635 /* Create our cursor and clean up. */
6636 cursor = CreateIconIndirect(&cursorInfo);
6637 SetCursor(cursor);
6638 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
6639 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
6640 if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
6641 This->hardwareCursor = cursor;
6642 HeapFree(GetProcessHeap(), 0, maskBits);
6646 This->xHotSpot = XHotSpot;
6647 This->yHotSpot = YHotSpot;
6648 return WINED3D_OK;
6651 static void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
6652 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6653 TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
6655 This->xScreenSpace = XScreenSpace;
6656 This->yScreenSpace = YScreenSpace;
6658 return;
6662 static BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
6663 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6664 BOOL oldVisible = This->bCursorVisible;
6665 POINT pt;
6667 TRACE("(%p) : visible(%d)\n", This, bShow);
6670 * When ShowCursor is first called it should make the cursor appear at the OS's last
6671 * known cursor position. Because of this, some applications just repetitively call
6672 * ShowCursor in order to update the cursor's position. This behavior is undocumented.
6674 GetCursorPos(&pt);
6675 This->xScreenSpace = pt.x;
6676 This->yScreenSpace = pt.y;
6678 if (This->haveHardwareCursor) {
6679 This->bCursorVisible = bShow;
6680 if (bShow)
6681 SetCursor(This->hardwareCursor);
6682 else
6683 SetCursor(NULL);
6685 else
6687 if (This->cursorTexture)
6688 This->bCursorVisible = bShow;
6691 return oldVisible;
6694 static HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
6695 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6696 IWineD3DResourceImpl *resource;
6697 TRACE("(%p) : state (%u)\n", This, This->state);
6699 /* TODO: Implement wrapping of the WndProc so that mimimize and maxamise can be monitored and the states adjusted. */
6700 switch (This->state) {
6701 case WINED3D_OK:
6702 return WINED3D_OK;
6703 case WINED3DERR_DEVICELOST:
6705 LIST_FOR_EACH_ENTRY(resource, &This->resources, IWineD3DResourceImpl, resource.resource_list_entry) {
6706 if (resource->resource.pool == WINED3DPOOL_DEFAULT)
6707 return WINED3DERR_DEVICENOTRESET;
6709 return WINED3DERR_DEVICELOST;
6711 case WINED3DERR_DRIVERINTERNALERROR:
6712 return WINED3DERR_DRIVERINTERNALERROR;
6715 /* Unknown state */
6716 return WINED3DERR_DRIVERINTERNALERROR;
6720 static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
6721 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6722 /** FIXME: Resource tracking needs to be done,
6723 * The closes we can do to this is set the priorities of all managed textures low
6724 * and then reset them.
6725 ***********************************************************/
6726 FIXME("(%p) : stub\n", This);
6727 return WINED3D_OK;
6730 static void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
6731 IWineD3DDeviceImpl *This = surface->resource.wineD3DDevice; /* for GL_SUPPORT */
6733 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
6734 if(surface->Flags & SFLAG_DIBSECTION) {
6735 /* Release the DC */
6736 SelectObject(surface->hDC, surface->dib.holdbitmap);
6737 DeleteDC(surface->hDC);
6738 /* Release the DIB section */
6739 DeleteObject(surface->dib.DIBsection);
6740 surface->dib.bitmap_data = NULL;
6741 surface->resource.allocatedMemory = NULL;
6742 surface->Flags &= ~SFLAG_DIBSECTION;
6744 surface->currentDesc.Width = pPresentationParameters->BackBufferWidth;
6745 surface->currentDesc.Height = pPresentationParameters->BackBufferHeight;
6746 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
6747 surface->pow2Width = pPresentationParameters->BackBufferWidth;
6748 surface->pow2Height = pPresentationParameters->BackBufferHeight;
6749 } else {
6750 surface->pow2Width = surface->pow2Height = 1;
6751 while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
6752 while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
6754 if(surface->glDescription.textureName) {
6755 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
6756 ENTER_GL();
6757 glDeleteTextures(1, &surface->glDescription.textureName);
6758 LEAVE_GL();
6759 surface->glDescription.textureName = 0;
6760 surface->Flags &= ~SFLAG_CLIENT;
6762 if(surface->pow2Width != pPresentationParameters->BackBufferWidth ||
6763 surface->pow2Height != pPresentationParameters->BackBufferHeight) {
6764 surface->Flags |= SFLAG_NONPOW2;
6765 } else {
6766 surface->Flags &= ~SFLAG_NONPOW2;
6768 HeapFree(GetProcessHeap(), 0, surface->resource.allocatedMemory);
6769 surface->resource.size = IWineD3DSurface_GetPitch((IWineD3DSurface *) surface) * surface->pow2Width;
6772 static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
6773 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6774 IWineD3DSwapChainImpl *swapchain;
6775 HRESULT hr;
6776 BOOL DisplayModeChanged = FALSE;
6777 WINED3DDISPLAYMODE mode;
6778 TRACE("(%p)\n", This);
6780 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &swapchain);
6781 if(FAILED(hr)) {
6782 ERR("Failed to get the first implicit swapchain\n");
6783 return hr;
6786 /* Is it necessary to recreate the gl context? Actually every setting can be changed
6787 * on an existing gl context, so there's no real need for recreation.
6789 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
6791 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
6793 TRACE("New params:\n");
6794 TRACE("BackBufferWidth = %d\n", pPresentationParameters->BackBufferWidth);
6795 TRACE("BackBufferHeight = %d\n", pPresentationParameters->BackBufferHeight);
6796 TRACE("BackBufferFormat = %s\n", debug_d3dformat(pPresentationParameters->BackBufferFormat));
6797 TRACE("BackBufferCount = %d\n", pPresentationParameters->BackBufferCount);
6798 TRACE("MultiSampleType = %d\n", pPresentationParameters->MultiSampleType);
6799 TRACE("MultiSampleQuality = %d\n", pPresentationParameters->MultiSampleQuality);
6800 TRACE("SwapEffect = %d\n", pPresentationParameters->SwapEffect);
6801 TRACE("hDeviceWindow = %p\n", pPresentationParameters->hDeviceWindow);
6802 TRACE("Windowed = %s\n", pPresentationParameters->Windowed ? "true" : "false");
6803 TRACE("EnableAutoDepthStencil = %s\n", pPresentationParameters->EnableAutoDepthStencil ? "true" : "false");
6804 TRACE("Flags = %08x\n", pPresentationParameters->Flags);
6805 TRACE("FullScreen_RefreshRateInHz = %d\n", pPresentationParameters->FullScreen_RefreshRateInHz);
6806 TRACE("PresentationInterval = %d\n", pPresentationParameters->PresentationInterval);
6808 /* No special treatment of these parameters. Just store them */
6809 swapchain->presentParms.SwapEffect = pPresentationParameters->SwapEffect;
6810 swapchain->presentParms.Flags = pPresentationParameters->Flags;
6811 swapchain->presentParms.PresentationInterval = pPresentationParameters->PresentationInterval;
6812 swapchain->presentParms.FullScreen_RefreshRateInHz = pPresentationParameters->FullScreen_RefreshRateInHz;
6814 /* What to do about these? */
6815 if(pPresentationParameters->BackBufferCount != 0 &&
6816 pPresentationParameters->BackBufferCount != swapchain->presentParms.BackBufferCount) {
6817 ERR("Cannot change the back buffer count yet\n");
6819 if(pPresentationParameters->BackBufferFormat != WINED3DFMT_UNKNOWN &&
6820 pPresentationParameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat) {
6821 ERR("Cannot change the back buffer format yet\n");
6823 if(pPresentationParameters->hDeviceWindow != NULL &&
6824 pPresentationParameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow) {
6825 ERR("Cannot change the device window yet\n");
6827 if(pPresentationParameters->EnableAutoDepthStencil != swapchain->presentParms.EnableAutoDepthStencil) {
6828 ERR("What do do about a changed auto depth stencil parameter?\n");
6831 if(pPresentationParameters->Windowed) {
6832 mode.Width = swapchain->orig_width;
6833 mode.Height = swapchain->orig_height;
6834 mode.RefreshRate = 0;
6835 mode.Format = swapchain->presentParms.BackBufferFormat;
6836 } else {
6837 mode.Width = pPresentationParameters->BackBufferWidth;
6838 mode.Height = pPresentationParameters->BackBufferHeight;
6839 mode.RefreshRate = pPresentationParameters->FullScreen_RefreshRateInHz;
6840 mode.Format = swapchain->presentParms.BackBufferFormat;
6842 SetWindowLongA(swapchain->win_handle, GWL_STYLE, WS_POPUP);
6843 SetWindowPos(swapchain->win_handle, HWND_TOP, 0, 0,
6844 pPresentationParameters->BackBufferWidth,
6845 pPresentationParameters->BackBufferHeight, SWP_SHOWWINDOW | SWP_FRAMECHANGED);
6848 /* Should Width == 800 && Height == 0 set 800x600? */
6849 if(pPresentationParameters->BackBufferWidth != 0 && pPresentationParameters->BackBufferHeight != 0 &&
6850 (pPresentationParameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth ||
6851 pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
6853 WINED3DVIEWPORT vp;
6854 int i;
6856 vp.X = 0;
6857 vp.Y = 0;
6858 vp.Width = pPresentationParameters->BackBufferWidth;
6859 vp.Height = pPresentationParameters->BackBufferHeight;
6860 vp.MinZ = 0;
6861 vp.MaxZ = 1;
6863 if(!pPresentationParameters->Windowed) {
6864 DisplayModeChanged = TRUE;
6866 swapchain->presentParms.BackBufferWidth = pPresentationParameters->BackBufferWidth;
6867 swapchain->presentParms.BackBufferHeight = pPresentationParameters->BackBufferHeight;
6869 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->frontBuffer, pPresentationParameters);
6870 for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
6871 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->backBuffer[i], pPresentationParameters);
6874 /* Now set the new viewport */
6875 IWineD3DDevice_SetViewport(iface, &vp);
6878 if((pPresentationParameters->Windowed && !swapchain->presentParms.Windowed) ||
6879 (swapchain->presentParms.Windowed && !pPresentationParameters->Windowed) ||
6880 DisplayModeChanged) {
6882 /* Switching to fullscreen? Change to fullscreen mode, THEN change the screen res */
6883 if(!pPresentationParameters->Windowed) {
6884 IWineD3DDevice_SetFullscreen(iface, TRUE);
6887 IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
6889 /* Switching out of fullscreen mode? First set the original res, then change the window */
6890 if(pPresentationParameters->Windowed) {
6891 IWineD3DDevice_SetFullscreen(iface, FALSE);
6893 swapchain->presentParms.Windowed = pPresentationParameters->Windowed;
6896 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
6897 return WINED3D_OK;
6900 static HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
6901 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6902 /** FIXME: always true at the moment **/
6903 if(!bEnableDialogs) {
6904 FIXME("(%p) Dialogs cannot be disabled yet\n", This);
6906 return WINED3D_OK;
6910 static HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, WINED3DDEVICE_CREATION_PARAMETERS *pParameters) {
6911 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6912 TRACE("(%p) : pParameters %p\n", This, pParameters);
6914 *pParameters = This->createParms;
6915 return WINED3D_OK;
6918 static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) {
6919 IWineD3DSwapChain *swapchain;
6920 HRESULT hrc = WINED3D_OK;
6922 TRACE("Relaying to swapchain\n");
6924 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
6925 IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (WINED3DGAMMARAMP *)pRamp);
6926 IWineD3DSwapChain_Release(swapchain);
6928 return;
6931 static void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp) {
6932 IWineD3DSwapChain *swapchain;
6933 HRESULT hrc = WINED3D_OK;
6935 TRACE("Relaying to swapchain\n");
6937 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
6938 hrc =IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
6939 IWineD3DSwapChain_Release(swapchain);
6941 return;
6945 /** ********************************************************
6946 * Notification functions
6947 ** ********************************************************/
6948 /** This function must be called in the release of a resource when ref == 0,
6949 * the contents of resource must still be correct,
6950 * any handels to other resource held by the caller must be closed
6951 * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
6952 *****************************************************/
6953 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6954 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6956 TRACE("(%p) : Adding Resource %p\n", This, resource);
6957 list_add_head(&This->resources, &((IWineD3DResourceImpl *) resource)->resource.resource_list_entry);
6960 static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6961 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6963 TRACE("(%p) : Removing resource %p\n", This, resource);
6965 list_remove(&((IWineD3DResourceImpl *) resource)->resource.resource_list_entry);
6969 static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DResource *resource){
6970 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6971 int counter;
6973 TRACE("(%p) : resource %p\n", This, resource);
6974 switch(IWineD3DResource_GetType(resource)){
6975 /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
6976 case WINED3DRTYPE_SURFACE: {
6977 unsigned int i;
6979 /* Cleanup any FBO attachments if d3d is enabled */
6980 if(This->d3d_initialized) {
6981 if((IWineD3DSurface *)resource == This->lastActiveRenderTarget) {
6982 IWineD3DSwapChainImpl *swapchain = This->swapchains ? (IWineD3DSwapChainImpl *) This->swapchains[0] : NULL;
6984 TRACE("Last active render target destroyed\n");
6985 /* Find a replacement surface for the currently active back buffer. The context manager does not do NULL
6986 * checks, so switch to a valid target as long as the currently set surface is still valid. Use the
6987 * surface of the implicit swpchain. If that is the same as the destroyed surface the device is destroyed
6988 * and the lastActiveRenderTarget member shouldn't matter
6990 if(swapchain) {
6991 if(swapchain->backBuffer && swapchain->backBuffer[0] != (IWineD3DSurface *)resource) {
6992 TRACE("Activating primary back buffer\n");
6993 ActivateContext(This, swapchain->backBuffer[0], CTXUSAGE_RESOURCELOAD);
6994 } else if(!swapchain->backBuffer && swapchain->frontBuffer != (IWineD3DSurface *)resource) {
6995 /* Single buffering environment */
6996 TRACE("Activating primary front buffer\n");
6997 ActivateContext(This, swapchain->frontBuffer, CTXUSAGE_RESOURCELOAD);
6998 } else {
6999 TRACE("Device is being destroyed, setting lastActiveRenderTarget = 0xdeadbabe\n");
7000 /* Implicit render target destroyed, that means the device is being destroyed
7001 * whatever we set here, it shouldn't matter
7003 This->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadbabe;
7005 } else {
7006 /* May happen during ddraw uninitialization */
7007 TRACE("Render target set, but swapchain does not exist!\n");
7008 This->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadcafe;
7012 for (i = 0; i < GL_LIMITS(buffers); ++i) {
7013 if (This->fbo_color_attachments[i] == (IWineD3DSurface *)resource) {
7014 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
7015 set_render_target_fbo(iface, i, NULL);
7016 This->fbo_color_attachments[i] = NULL;
7019 if (This->fbo_depth_attachment == (IWineD3DSurface *)resource) {
7020 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
7021 set_depth_stencil_fbo(iface, NULL);
7022 This->fbo_depth_attachment = NULL;
7026 break;
7028 case WINED3DRTYPE_TEXTURE:
7029 case WINED3DRTYPE_CUBETEXTURE:
7030 case WINED3DRTYPE_VOLUMETEXTURE:
7031 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
7032 if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
7033 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
7034 This->stateBlock->textures[counter] = NULL;
7036 if (This->updateStateBlock != This->stateBlock ){
7037 if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
7038 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
7039 This->updateStateBlock->textures[counter] = NULL;
7043 break;
7044 case WINED3DRTYPE_VOLUME:
7045 /* TODO: nothing really? */
7046 break;
7047 case WINED3DRTYPE_VERTEXBUFFER:
7048 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed. */
7050 int streamNumber;
7051 TRACE("Cleaning up stream pointers\n");
7053 for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
7054 /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
7055 FINDOUT: should changes.streamSource[StreamNumber] be set ?
7057 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
7058 if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
7059 FIXME("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
7060 This->updateStateBlock->streamSource[streamNumber] = 0;
7061 /* Set changed flag? */
7064 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) */
7065 if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
7066 TRACE("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
7067 This->stateBlock->streamSource[streamNumber] = 0;
7070 #if 0 /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */
7071 else { /* This shouldn't happen */
7072 FIXME("Calling application has released the device before relasing all the resources bound to the device\n");
7074 #endif
7078 break;
7079 case WINED3DRTYPE_INDEXBUFFER:
7080 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed.*/
7081 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
7082 if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
7083 This->updateStateBlock->pIndexData = NULL;
7086 if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
7087 if (This->stateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
7088 This->stateBlock->pIndexData = NULL;
7092 break;
7093 default:
7094 FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
7095 break;
7099 /* Remove the resoruce from the resourceStore */
7100 IWineD3DDeviceImpl_RemoveResource(iface, resource);
7102 TRACE("Resource released\n");
7106 /**********************************************************
7107 * IWineD3DDevice VTbl follows
7108 **********************************************************/
7110 const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
7112 /*** IUnknown methods ***/
7113 IWineD3DDeviceImpl_QueryInterface,
7114 IWineD3DDeviceImpl_AddRef,
7115 IWineD3DDeviceImpl_Release,
7116 /*** IWineD3DDevice methods ***/
7117 IWineD3DDeviceImpl_GetParent,
7118 /*** Creation methods**/
7119 IWineD3DDeviceImpl_CreateVertexBuffer,
7120 IWineD3DDeviceImpl_CreateIndexBuffer,
7121 IWineD3DDeviceImpl_CreateStateBlock,
7122 IWineD3DDeviceImpl_CreateSurface,
7123 IWineD3DDeviceImpl_CreateTexture,
7124 IWineD3DDeviceImpl_CreateVolumeTexture,
7125 IWineD3DDeviceImpl_CreateVolume,
7126 IWineD3DDeviceImpl_CreateCubeTexture,
7127 IWineD3DDeviceImpl_CreateQuery,
7128 IWineD3DDeviceImpl_CreateAdditionalSwapChain,
7129 IWineD3DDeviceImpl_CreateVertexDeclaration,
7130 IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF,
7131 IWineD3DDeviceImpl_CreateVertexShader,
7132 IWineD3DDeviceImpl_CreatePixelShader,
7133 IWineD3DDeviceImpl_CreatePalette,
7134 /*** Odd functions **/
7135 IWineD3DDeviceImpl_Init3D,
7136 IWineD3DDeviceImpl_Uninit3D,
7137 IWineD3DDeviceImpl_SetFullscreen,
7138 IWineD3DDeviceImpl_SetMultithreaded,
7139 IWineD3DDeviceImpl_EvictManagedResources,
7140 IWineD3DDeviceImpl_GetAvailableTextureMem,
7141 IWineD3DDeviceImpl_GetBackBuffer,
7142 IWineD3DDeviceImpl_GetCreationParameters,
7143 IWineD3DDeviceImpl_GetDeviceCaps,
7144 IWineD3DDeviceImpl_GetDirect3D,
7145 IWineD3DDeviceImpl_GetDisplayMode,
7146 IWineD3DDeviceImpl_SetDisplayMode,
7147 IWineD3DDeviceImpl_GetHWND,
7148 IWineD3DDeviceImpl_SetHWND,
7149 IWineD3DDeviceImpl_GetNumberOfSwapChains,
7150 IWineD3DDeviceImpl_GetRasterStatus,
7151 IWineD3DDeviceImpl_GetSwapChain,
7152 IWineD3DDeviceImpl_Reset,
7153 IWineD3DDeviceImpl_SetDialogBoxMode,
7154 IWineD3DDeviceImpl_SetCursorProperties,
7155 IWineD3DDeviceImpl_SetCursorPosition,
7156 IWineD3DDeviceImpl_ShowCursor,
7157 IWineD3DDeviceImpl_TestCooperativeLevel,
7158 /*** Getters and setters **/
7159 IWineD3DDeviceImpl_SetClipPlane,
7160 IWineD3DDeviceImpl_GetClipPlane,
7161 IWineD3DDeviceImpl_SetClipStatus,
7162 IWineD3DDeviceImpl_GetClipStatus,
7163 IWineD3DDeviceImpl_SetCurrentTexturePalette,
7164 IWineD3DDeviceImpl_GetCurrentTexturePalette,
7165 IWineD3DDeviceImpl_SetDepthStencilSurface,
7166 IWineD3DDeviceImpl_GetDepthStencilSurface,
7167 IWineD3DDeviceImpl_SetFVF,
7168 IWineD3DDeviceImpl_GetFVF,
7169 IWineD3DDeviceImpl_SetGammaRamp,
7170 IWineD3DDeviceImpl_GetGammaRamp,
7171 IWineD3DDeviceImpl_SetIndices,
7172 IWineD3DDeviceImpl_GetIndices,
7173 IWineD3DDeviceImpl_SetBaseVertexIndex,
7174 IWineD3DDeviceImpl_GetBaseVertexIndex,
7175 IWineD3DDeviceImpl_SetLight,
7176 IWineD3DDeviceImpl_GetLight,
7177 IWineD3DDeviceImpl_SetLightEnable,
7178 IWineD3DDeviceImpl_GetLightEnable,
7179 IWineD3DDeviceImpl_SetMaterial,
7180 IWineD3DDeviceImpl_GetMaterial,
7181 IWineD3DDeviceImpl_SetNPatchMode,
7182 IWineD3DDeviceImpl_GetNPatchMode,
7183 IWineD3DDeviceImpl_SetPaletteEntries,
7184 IWineD3DDeviceImpl_GetPaletteEntries,
7185 IWineD3DDeviceImpl_SetPixelShader,
7186 IWineD3DDeviceImpl_GetPixelShader,
7187 IWineD3DDeviceImpl_SetPixelShaderConstantB,
7188 IWineD3DDeviceImpl_GetPixelShaderConstantB,
7189 IWineD3DDeviceImpl_SetPixelShaderConstantI,
7190 IWineD3DDeviceImpl_GetPixelShaderConstantI,
7191 IWineD3DDeviceImpl_SetPixelShaderConstantF,
7192 IWineD3DDeviceImpl_GetPixelShaderConstantF,
7193 IWineD3DDeviceImpl_SetRenderState,
7194 IWineD3DDeviceImpl_GetRenderState,
7195 IWineD3DDeviceImpl_SetRenderTarget,
7196 IWineD3DDeviceImpl_GetRenderTarget,
7197 IWineD3DDeviceImpl_SetFrontBackBuffers,
7198 IWineD3DDeviceImpl_SetSamplerState,
7199 IWineD3DDeviceImpl_GetSamplerState,
7200 IWineD3DDeviceImpl_SetScissorRect,
7201 IWineD3DDeviceImpl_GetScissorRect,
7202 IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
7203 IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
7204 IWineD3DDeviceImpl_SetStreamSource,
7205 IWineD3DDeviceImpl_GetStreamSource,
7206 IWineD3DDeviceImpl_SetStreamSourceFreq,
7207 IWineD3DDeviceImpl_GetStreamSourceFreq,
7208 IWineD3DDeviceImpl_SetTexture,
7209 IWineD3DDeviceImpl_GetTexture,
7210 IWineD3DDeviceImpl_SetTextureStageState,
7211 IWineD3DDeviceImpl_GetTextureStageState,
7212 IWineD3DDeviceImpl_SetTransform,
7213 IWineD3DDeviceImpl_GetTransform,
7214 IWineD3DDeviceImpl_SetVertexDeclaration,
7215 IWineD3DDeviceImpl_GetVertexDeclaration,
7216 IWineD3DDeviceImpl_SetVertexShader,
7217 IWineD3DDeviceImpl_GetVertexShader,
7218 IWineD3DDeviceImpl_SetVertexShaderConstantB,
7219 IWineD3DDeviceImpl_GetVertexShaderConstantB,
7220 IWineD3DDeviceImpl_SetVertexShaderConstantI,
7221 IWineD3DDeviceImpl_GetVertexShaderConstantI,
7222 IWineD3DDeviceImpl_SetVertexShaderConstantF,
7223 IWineD3DDeviceImpl_GetVertexShaderConstantF,
7224 IWineD3DDeviceImpl_SetViewport,
7225 IWineD3DDeviceImpl_GetViewport,
7226 IWineD3DDeviceImpl_MultiplyTransform,
7227 IWineD3DDeviceImpl_ValidateDevice,
7228 IWineD3DDeviceImpl_ProcessVertices,
7229 /*** State block ***/
7230 IWineD3DDeviceImpl_BeginStateBlock,
7231 IWineD3DDeviceImpl_EndStateBlock,
7232 /*** Scene management ***/
7233 IWineD3DDeviceImpl_BeginScene,
7234 IWineD3DDeviceImpl_EndScene,
7235 IWineD3DDeviceImpl_Present,
7236 IWineD3DDeviceImpl_Clear,
7237 /*** Drawing ***/
7238 IWineD3DDeviceImpl_DrawPrimitive,
7239 IWineD3DDeviceImpl_DrawIndexedPrimitive,
7240 IWineD3DDeviceImpl_DrawPrimitiveUP,
7241 IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
7242 IWineD3DDeviceImpl_DrawPrimitiveStrided,
7243 IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided,
7244 IWineD3DDeviceImpl_DrawRectPatch,
7245 IWineD3DDeviceImpl_DrawTriPatch,
7246 IWineD3DDeviceImpl_DeletePatch,
7247 IWineD3DDeviceImpl_ColorFill,
7248 IWineD3DDeviceImpl_UpdateTexture,
7249 IWineD3DDeviceImpl_UpdateSurface,
7250 IWineD3DDeviceImpl_GetFrontBufferData,
7251 /*** object tracking ***/
7252 IWineD3DDeviceImpl_ResourceReleased
7256 const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
7257 WINED3DRS_ALPHABLENDENABLE ,
7258 WINED3DRS_ALPHAFUNC ,
7259 WINED3DRS_ALPHAREF ,
7260 WINED3DRS_ALPHATESTENABLE ,
7261 WINED3DRS_BLENDOP ,
7262 WINED3DRS_COLORWRITEENABLE ,
7263 WINED3DRS_DESTBLEND ,
7264 WINED3DRS_DITHERENABLE ,
7265 WINED3DRS_FILLMODE ,
7266 WINED3DRS_FOGDENSITY ,
7267 WINED3DRS_FOGEND ,
7268 WINED3DRS_FOGSTART ,
7269 WINED3DRS_LASTPIXEL ,
7270 WINED3DRS_SHADEMODE ,
7271 WINED3DRS_SRCBLEND ,
7272 WINED3DRS_STENCILENABLE ,
7273 WINED3DRS_STENCILFAIL ,
7274 WINED3DRS_STENCILFUNC ,
7275 WINED3DRS_STENCILMASK ,
7276 WINED3DRS_STENCILPASS ,
7277 WINED3DRS_STENCILREF ,
7278 WINED3DRS_STENCILWRITEMASK ,
7279 WINED3DRS_STENCILZFAIL ,
7280 WINED3DRS_TEXTUREFACTOR ,
7281 WINED3DRS_WRAP0 ,
7282 WINED3DRS_WRAP1 ,
7283 WINED3DRS_WRAP2 ,
7284 WINED3DRS_WRAP3 ,
7285 WINED3DRS_WRAP4 ,
7286 WINED3DRS_WRAP5 ,
7287 WINED3DRS_WRAP6 ,
7288 WINED3DRS_WRAP7 ,
7289 WINED3DRS_ZENABLE ,
7290 WINED3DRS_ZFUNC ,
7291 WINED3DRS_ZWRITEENABLE
7294 const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
7295 WINED3DTSS_ADDRESSW ,
7296 WINED3DTSS_ALPHAARG0 ,
7297 WINED3DTSS_ALPHAARG1 ,
7298 WINED3DTSS_ALPHAARG2 ,
7299 WINED3DTSS_ALPHAOP ,
7300 WINED3DTSS_BUMPENVLOFFSET ,
7301 WINED3DTSS_BUMPENVLSCALE ,
7302 WINED3DTSS_BUMPENVMAT00 ,
7303 WINED3DTSS_BUMPENVMAT01 ,
7304 WINED3DTSS_BUMPENVMAT10 ,
7305 WINED3DTSS_BUMPENVMAT11 ,
7306 WINED3DTSS_COLORARG0 ,
7307 WINED3DTSS_COLORARG1 ,
7308 WINED3DTSS_COLORARG2 ,
7309 WINED3DTSS_COLOROP ,
7310 WINED3DTSS_RESULTARG ,
7311 WINED3DTSS_TEXCOORDINDEX ,
7312 WINED3DTSS_TEXTURETRANSFORMFLAGS
7315 const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
7316 WINED3DSAMP_ADDRESSU ,
7317 WINED3DSAMP_ADDRESSV ,
7318 WINED3DSAMP_ADDRESSW ,
7319 WINED3DSAMP_BORDERCOLOR ,
7320 WINED3DSAMP_MAGFILTER ,
7321 WINED3DSAMP_MINFILTER ,
7322 WINED3DSAMP_MIPFILTER ,
7323 WINED3DSAMP_MIPMAPLODBIAS ,
7324 WINED3DSAMP_MAXMIPLEVEL ,
7325 WINED3DSAMP_MAXANISOTROPY ,
7326 WINED3DSAMP_SRGBTEXTURE ,
7327 WINED3DSAMP_ELEMENTINDEX
7330 const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
7331 WINED3DRS_AMBIENT ,
7332 WINED3DRS_AMBIENTMATERIALSOURCE ,
7333 WINED3DRS_CLIPPING ,
7334 WINED3DRS_CLIPPLANEENABLE ,
7335 WINED3DRS_COLORVERTEX ,
7336 WINED3DRS_DIFFUSEMATERIALSOURCE ,
7337 WINED3DRS_EMISSIVEMATERIALSOURCE ,
7338 WINED3DRS_FOGDENSITY ,
7339 WINED3DRS_FOGEND ,
7340 WINED3DRS_FOGSTART ,
7341 WINED3DRS_FOGTABLEMODE ,
7342 WINED3DRS_FOGVERTEXMODE ,
7343 WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
7344 WINED3DRS_LIGHTING ,
7345 WINED3DRS_LOCALVIEWER ,
7346 WINED3DRS_MULTISAMPLEANTIALIAS ,
7347 WINED3DRS_MULTISAMPLEMASK ,
7348 WINED3DRS_NORMALIZENORMALS ,
7349 WINED3DRS_PATCHEDGESTYLE ,
7350 WINED3DRS_POINTSCALE_A ,
7351 WINED3DRS_POINTSCALE_B ,
7352 WINED3DRS_POINTSCALE_C ,
7353 WINED3DRS_POINTSCALEENABLE ,
7354 WINED3DRS_POINTSIZE ,
7355 WINED3DRS_POINTSIZE_MAX ,
7356 WINED3DRS_POINTSIZE_MIN ,
7357 WINED3DRS_POINTSPRITEENABLE ,
7358 WINED3DRS_RANGEFOGENABLE ,
7359 WINED3DRS_SPECULARMATERIALSOURCE ,
7360 WINED3DRS_TWEENFACTOR ,
7361 WINED3DRS_VERTEXBLEND ,
7362 WINED3DRS_CULLMODE ,
7363 WINED3DRS_FOGCOLOR
7366 const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
7367 WINED3DTSS_TEXCOORDINDEX ,
7368 WINED3DTSS_TEXTURETRANSFORMFLAGS
7371 const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
7372 WINED3DSAMP_DMAPOFFSET
7375 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
7376 DWORD rep = StateTable[state].representative;
7377 DWORD idx;
7378 BYTE shift;
7379 UINT i;
7380 WineD3DContext *context;
7382 if(!rep) return;
7383 for(i = 0; i < This->numContexts; i++) {
7384 context = This->contexts[i];
7385 if(isStateDirty(context, rep)) continue;
7387 context->dirtyArray[context->numDirtyEntries++] = rep;
7388 idx = rep >> 5;
7389 shift = rep & 0x1f;
7390 context->isStateDirty[idx] |= (1 << shift);
7394 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height) {
7395 IWineD3DDeviceImpl *dev = This->resource.wineD3DDevice;
7396 /* The drawable size of a pbuffer render target is the current pbuffer size
7398 *width = dev->pbufferWidth;
7399 *height = dev->pbufferHeight;
7402 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height) {
7403 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size
7405 *width = This->pow2Width;
7406 *height = This->pow2Height;
7409 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height) {
7410 IWineD3DDeviceImpl *dev = This->resource.wineD3DDevice;
7411 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
7412 * current context's drawable, which is the size of the back buffer of the swapchain
7413 * the active context belongs to. The back buffer of the swapchain is stored as the
7414 * surface the context belongs to.
7416 *width = ((IWineD3DSurfaceImpl *) dev->activeContext->surface)->currentDesc.Width;
7417 *height = ((IWineD3DSurfaceImpl *) dev->activeContext->surface)->currentDesc.Height;