2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
36 /* Define the default light parameters as specified by MSDN. */
37 const struct wined3d_light WINED3D_default_light
=
39 WINED3DLIGHT_DIRECTIONAL
, /* Type */
40 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
41 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
42 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
43 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
44 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
47 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
52 /**********************************************************
53 * Global variable / Constants follow
54 **********************************************************/
55 const float identity
[] =
57 1.0f
, 0.0f
, 0.0f
, 0.0f
,
58 0.0f
, 1.0f
, 0.0f
, 0.0f
,
59 0.0f
, 0.0f
, 1.0f
, 0.0f
,
60 0.0f
, 0.0f
, 0.0f
, 1.0f
,
61 }; /* When needed for comparisons */
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64 * actually have the same values in GL and D3D. */
65 static GLenum
gl_primitive_type_from_d3d(WINED3DPRIMITIVETYPE primitive_type
)
67 switch(primitive_type
)
69 case WINED3DPT_POINTLIST
:
72 case WINED3DPT_LINELIST
:
75 case WINED3DPT_LINESTRIP
:
78 case WINED3DPT_TRIANGLELIST
:
81 case WINED3DPT_TRIANGLESTRIP
:
82 return GL_TRIANGLE_STRIP
;
84 case WINED3DPT_TRIANGLEFAN
:
85 return GL_TRIANGLE_FAN
;
87 case WINED3DPT_LINELIST_ADJ
:
88 return GL_LINES_ADJACENCY_ARB
;
90 case WINED3DPT_LINESTRIP_ADJ
:
91 return GL_LINE_STRIP_ADJACENCY_ARB
;
93 case WINED3DPT_TRIANGLELIST_ADJ
:
94 return GL_TRIANGLES_ADJACENCY_ARB
;
96 case WINED3DPT_TRIANGLESTRIP_ADJ
:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
105 static WINED3DPRIMITIVETYPE
d3d_primitive_type_from_gl(GLenum primitive_type
)
107 switch(primitive_type
)
110 return WINED3DPT_POINTLIST
;
113 return WINED3DPT_LINELIST
;
116 return WINED3DPT_LINESTRIP
;
119 return WINED3DPT_TRIANGLELIST
;
121 case GL_TRIANGLE_STRIP
:
122 return WINED3DPT_TRIANGLESTRIP
;
124 case GL_TRIANGLE_FAN
:
125 return WINED3DPT_TRIANGLEFAN
;
127 case GL_LINES_ADJACENCY_ARB
:
128 return WINED3DPT_LINELIST_ADJ
;
130 case GL_LINE_STRIP_ADJACENCY_ARB
:
131 return WINED3DPT_LINESTRIP_ADJ
;
133 case GL_TRIANGLES_ADJACENCY_ARB
:
134 return WINED3DPT_TRIANGLELIST_ADJ
;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
137 return WINED3DPT_TRIANGLESTRIP_ADJ
;
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
141 return WINED3DPT_UNDEFINED
;
145 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
147 if ((usage
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && !usage_idx
)
148 *regnum
= WINED3D_FFP_POSITION
;
149 else if (usage
== WINED3DDECLUSAGE_BLENDWEIGHT
&& !usage_idx
)
150 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
151 else if (usage
== WINED3DDECLUSAGE_BLENDINDICES
&& !usage_idx
)
152 *regnum
= WINED3D_FFP_BLENDINDICES
;
153 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& !usage_idx
)
154 *regnum
= WINED3D_FFP_NORMAL
;
155 else if (usage
== WINED3DDECLUSAGE_PSIZE
&& !usage_idx
)
156 *regnum
= WINED3D_FFP_PSIZE
;
157 else if (usage
== WINED3DDECLUSAGE_COLOR
&& !usage_idx
)
158 *regnum
= WINED3D_FFP_DIFFUSE
;
159 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 1)
160 *regnum
= WINED3D_FFP_SPECULAR
;
161 else if (usage
== WINED3DDECLUSAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
162 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage
), usage_idx
);
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device
*device
,
175 struct wined3d_stream_info
*stream_info
, BOOL
*fixup
)
177 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
178 /* We need to deal with frequency data! */
179 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
183 stream_info
->use_map
= 0;
184 stream_info
->swizzle_map
= 0;
186 /* Check for transformed vertices, disable vertex shader if present. */
187 stream_info
->position_transformed
= declaration
->position_transformed
;
188 use_vshader
= state
->vertex_shader
&& !declaration
->position_transformed
;
190 /* Translate the declaration into strided data. */
191 for (i
= 0; i
< declaration
->element_count
; ++i
)
193 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
194 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
195 struct wined3d_buffer
*buffer
= stream
->buffer
;
196 struct wined3d_bo_address data
;
201 TRACE("%p Element %p (%u of %u)\n", declaration
->elements
,
202 element
, i
+ 1, declaration
->element_count
);
204 if (!buffer
) continue;
206 data
.buffer_object
= 0;
209 stride
= stream
->stride
;
210 if (state
->user_stream
)
212 TRACE("Stream %u is UP, %p\n", element
->input_slot
, buffer
);
213 data
.buffer_object
= 0;
214 data
.addr
= (BYTE
*)buffer
;
218 TRACE("Stream %u isn't UP, %p\n", element
->input_slot
, buffer
);
219 buffer_get_memory(buffer
, &device
->adapter
->gl_info
, &data
);
221 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
222 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
223 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
224 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
225 * not, drawStridedSlow is needed, including a vertex buffer path. */
226 if (state
->load_base_vertex_index
< 0)
228 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
229 state
->load_base_vertex_index
);
230 data
.buffer_object
= 0;
231 data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
);
232 if ((UINT_PTR
)data
.addr
< -state
->load_base_vertex_index
* stride
)
234 FIXME("System memory vertex data load offset is negative!\n");
240 if (data
.buffer_object
)
242 else if (*fixup
&& !use_vshader
243 && (element
->usage
== WINED3DDECLUSAGE_COLOR
244 || element
->usage
== WINED3DDECLUSAGE_POSITIONT
))
246 static BOOL warned
= FALSE
;
249 /* This may be bad with the fixed function pipeline. */
250 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
256 data
.addr
+= element
->offset
;
258 TRACE("offset %u input_slot %u usage_idx %d\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
262 if (element
->output_slot
== ~0U)
264 /* TODO: Assuming vertexdeclarations are usually used with the
265 * same or a similar shader, it might be worth it to store the
266 * last used output slot and try that one first. */
267 stride_used
= vshader_get_input(state
->vertex_shader
,
268 element
->usage
, element
->usage_idx
, &idx
);
272 idx
= element
->output_slot
;
278 if (!element
->ffp_valid
)
280 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
281 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
286 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
292 TRACE("Load %s array %u [usage %s, usage_idx %u, "
293 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
294 use_vshader
? "shader": "fixed function", idx
,
295 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
296 element
->offset
, stride
, debug_d3dformat(element
->format
->id
), data
.buffer_object
);
298 data
.addr
+= stream
->offset
;
300 stream_info
->elements
[idx
].format
= element
->format
;
301 stream_info
->elements
[idx
].data
= data
;
302 stream_info
->elements
[idx
].stride
= stride
;
303 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
305 if (!device
->adapter
->gl_info
.supported
[ARB_VERTEX_ARRAY_BGRA
]
306 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
308 stream_info
->swizzle_map
|= 1 << idx
;
310 stream_info
->use_map
|= 1 << idx
;
314 device
->num_buffer_queries
= 0;
315 if (!state
->user_stream
)
317 WORD map
= stream_info
->use_map
;
319 /* PreLoad all the vertex buffers. */
320 for (i
= 0; map
; map
>>= 1, ++i
)
322 struct wined3d_stream_info_element
*element
;
323 struct wined3d_buffer
*buffer
;
325 if (!(map
& 1)) continue;
327 element
= &stream_info
->elements
[i
];
328 buffer
= state
->streams
[element
->stream_idx
].buffer
;
329 wined3d_buffer_preload(buffer
);
331 /* If the preload dropped the buffer object, update the stream info. */
332 if (buffer
->buffer_object
!= element
->data
.buffer_object
)
334 element
->data
.buffer_object
= 0;
335 element
->data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
)
336 + (ptrdiff_t)element
->data
.addr
;
340 device
->buffer_queries
[device
->num_buffer_queries
++] = buffer
->query
;
345 static void stream_info_element_from_strided(const struct wined3d_gl_info
*gl_info
,
346 const struct WineDirect3DStridedData
*strided
, struct wined3d_stream_info_element
*e
)
348 e
->data
.addr
= strided
->lpData
;
349 e
->data
.buffer_object
= 0;
350 e
->format
= wined3d_get_format(gl_info
, strided
->format
);
351 e
->stride
= strided
->dwStride
;
355 static void device_stream_info_from_strided(const struct wined3d_gl_info
*gl_info
,
356 const struct WineDirect3DVertexStridedData
*strided
, struct wined3d_stream_info
*stream_info
)
360 memset(stream_info
, 0, sizeof(*stream_info
));
362 if (strided
->position
.lpData
)
363 stream_info_element_from_strided(gl_info
, &strided
->position
, &stream_info
->elements
[WINED3D_FFP_POSITION
]);
364 if (strided
->normal
.lpData
)
365 stream_info_element_from_strided(gl_info
, &strided
->normal
, &stream_info
->elements
[WINED3D_FFP_NORMAL
]);
366 if (strided
->diffuse
.lpData
)
367 stream_info_element_from_strided(gl_info
, &strided
->diffuse
, &stream_info
->elements
[WINED3D_FFP_DIFFUSE
]);
368 if (strided
->specular
.lpData
)
369 stream_info_element_from_strided(gl_info
, &strided
->specular
, &stream_info
->elements
[WINED3D_FFP_SPECULAR
]);
371 for (i
= 0; i
< WINED3DDP_MAXTEXCOORD
; ++i
)
373 if (strided
->texCoords
[i
].lpData
)
374 stream_info_element_from_strided(gl_info
, &strided
->texCoords
[i
],
375 &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ i
]);
378 stream_info
->position_transformed
= strided
->position_transformed
;
380 for (i
= 0; i
< sizeof(stream_info
->elements
) / sizeof(*stream_info
->elements
); ++i
)
382 if (!stream_info
->elements
[i
].format
) continue;
384 if (!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
385 && stream_info
->elements
[i
].format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
387 stream_info
->swizzle_map
|= 1 << i
;
389 stream_info
->use_map
|= 1 << i
;
393 static void device_trace_strided_stream_info(const struct wined3d_stream_info
*stream_info
)
395 TRACE("Strided Data:\n");
396 TRACE_STRIDED(stream_info
, WINED3D_FFP_POSITION
);
397 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDWEIGHT
);
398 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDINDICES
);
399 TRACE_STRIDED(stream_info
, WINED3D_FFP_NORMAL
);
400 TRACE_STRIDED(stream_info
, WINED3D_FFP_PSIZE
);
401 TRACE_STRIDED(stream_info
, WINED3D_FFP_DIFFUSE
);
402 TRACE_STRIDED(stream_info
, WINED3D_FFP_SPECULAR
);
403 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD0
);
404 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD1
);
405 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD2
);
406 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD3
);
407 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD4
);
408 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD5
);
409 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD6
);
410 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD7
);
413 /* Context activation is done by the caller. */
414 void device_update_stream_info(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
416 struct wined3d_stream_info
*stream_info
= &device
->strided_streams
;
417 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
420 if (device
->up_strided
)
422 /* Note: this is a ddraw fixed-function code path. */
423 TRACE("=============================== Strided Input ================================\n");
424 device_stream_info_from_strided(gl_info
, device
->up_strided
, stream_info
);
425 if (TRACE_ON(d3d
)) device_trace_strided_stream_info(stream_info
);
429 TRACE("============================= Vertex Declaration =============================\n");
430 device_stream_info_from_declaration(device
, stream_info
, &fixup
);
433 if (state
->vertex_shader
&& !stream_info
->position_transformed
)
435 if (state
->vertex_declaration
->half_float_conv_needed
&& !fixup
)
437 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
438 device
->useDrawStridedSlow
= TRUE
;
442 device
->useDrawStridedSlow
= FALSE
;
447 WORD slow_mask
= (1 << WINED3D_FFP_PSIZE
);
448 slow_mask
|= -!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
449 & ((1 << WINED3D_FFP_DIFFUSE
) | (1 << WINED3D_FFP_SPECULAR
));
451 if ((stream_info
->position_transformed
|| (stream_info
->use_map
& slow_mask
)) && !fixup
)
453 device
->useDrawStridedSlow
= TRUE
;
457 device
->useDrawStridedSlow
= FALSE
;
462 static void device_preload_texture(const struct wined3d_state
*state
, unsigned int idx
)
464 struct wined3d_texture
*texture
;
465 enum WINED3DSRGB srgb
;
467 if (!(texture
= state
->textures
[idx
])) return;
468 srgb
= state
->sampler_states
[idx
][WINED3DSAMP_SRGBTEXTURE
] ? SRGB_SRGB
: SRGB_RGB
;
469 texture
->texture_ops
->texture_preload(texture
, srgb
);
472 void device_preload_textures(const struct wined3d_device
*device
)
474 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
479 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
481 if (state
->vertex_shader
->reg_maps
.sampler_type
[i
])
482 device_preload_texture(state
, MAX_FRAGMENT_SAMPLERS
+ i
);
488 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
490 if (state
->pixel_shader
->reg_maps
.sampler_type
[i
])
491 device_preload_texture(state
, i
);
496 WORD ffu_map
= device
->fixed_function_usage_map
;
498 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
501 device_preload_texture(state
, i
);
506 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
508 struct wined3d_context
**new_array
;
510 TRACE("Adding context %p.\n", context
);
512 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
513 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
514 sizeof(*new_array
) * (device
->context_count
+ 1));
518 ERR("Failed to grow the context array.\n");
522 new_array
[device
->context_count
++] = context
;
523 device
->contexts
= new_array
;
527 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
529 struct wined3d_context
**new_array
;
533 TRACE("Removing context %p.\n", context
);
535 for (i
= 0; i
< device
->context_count
; ++i
)
537 if (device
->contexts
[i
] == context
)
546 ERR("Context %p doesn't exist in context array.\n", context
);
550 if (!--device
->context_count
)
552 HeapFree(GetProcessHeap(), 0, device
->contexts
);
553 device
->contexts
= NULL
;
557 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
558 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
561 ERR("Failed to shrink context array. Oh well.\n");
565 device
->contexts
= new_array
;
568 /* Do not call while under the GL lock. */
569 void device_switch_onscreen_ds(struct wined3d_device
*device
,
570 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
572 if (device
->onscreen_depth_stencil
)
574 surface_load_ds_location(device
->onscreen_depth_stencil
, context
, SFLAG_DS_OFFSCREEN
);
575 surface_modify_ds_location(device
->onscreen_depth_stencil
, SFLAG_DS_OFFSCREEN
,
576 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
577 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
578 wined3d_surface_decref(device
->onscreen_depth_stencil
);
580 device
->onscreen_depth_stencil
= depth_stencil
;
581 wined3d_surface_incref(device
->onscreen_depth_stencil
);
584 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
586 /* partial draw rect */
587 if (draw_rect
->left
|| draw_rect
->top
588 || draw_rect
->right
< target
->resource
.width
589 || draw_rect
->bottom
< target
->resource
.height
)
592 /* partial clear rect */
593 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
594 || clear_rect
->right
< target
->resource
.width
595 || clear_rect
->bottom
< target
->resource
.height
))
601 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
602 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
)
604 RECT current_rect
, r
;
606 if (ds
->flags
& location
)
607 SetRect(¤t_rect
, 0, 0,
608 ds
->ds_current_size
.cx
,
609 ds
->ds_current_size
.cy
);
611 SetRectEmpty(¤t_rect
);
613 IntersectRect(&r
, draw_rect
, ¤t_rect
);
614 if (EqualRect(&r
, draw_rect
))
616 /* current_rect ⊇ draw_rect, modify only. */
617 surface_modify_ds_location(ds
, location
, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
621 if (EqualRect(&r
, ¤t_rect
))
623 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
627 /* Full clear, modify only. */
628 surface_modify_ds_location(ds
, location
, draw_rect
->right
, draw_rect
->bottom
);
632 IntersectRect(&r
, draw_rect
, clear_rect
);
633 if (EqualRect(&r
, draw_rect
))
635 /* clear_rect ⊇ draw_rect, modify only. */
636 surface_modify_ds_location(ds
, location
, draw_rect
->right
, draw_rect
->bottom
);
642 surface_load_ds_location(ds
, context
, location
);
643 surface_modify_ds_location(ds
, location
, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
646 /* Do not call while under the GL lock. */
647 HRESULT
device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
648 UINT rect_count
, const RECT
*rects
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
649 float depth
, DWORD stencil
)
651 const RECT
*clear_rect
= (rect_count
> 0 && rects
) ? (const RECT
*)rects
: NULL
;
652 struct wined3d_surface
*target
= rt_count
? fb
->render_targets
[0] : NULL
;
653 UINT drawable_width
, drawable_height
;
654 struct wined3d_context
*context
;
655 GLbitfield clear_mask
= 0;
656 BOOL render_offscreen
;
659 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
660 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
661 * for the cleared parts, and the untouched parts.
663 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
664 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
665 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
666 * checking all this if the dest surface is in the drawable anyway. */
667 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, clear_rect
))
669 for (i
= 0; i
< rt_count
; ++i
)
671 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
673 surface_load_location(rt
, rt
->draw_binding
, NULL
);
677 context
= context_acquire(device
, target
);
680 context_release(context
);
681 WARN("Invalid context, skipping clear.\n");
687 render_offscreen
= context
->render_offscreen
;
688 target
->get_drawable_size(context
, &drawable_width
, &drawable_height
);
692 render_offscreen
= TRUE
;
693 drawable_width
= fb
->depth_stencil
->pow2Width
;
694 drawable_height
= fb
->depth_stencil
->pow2Height
;
697 if (flags
& WINED3DCLEAR_ZBUFFER
)
699 DWORD location
= render_offscreen
? SFLAG_DS_OFFSCREEN
: SFLAG_DS_ONSCREEN
;
701 if (location
== SFLAG_DS_ONSCREEN
&& fb
->depth_stencil
!= device
->onscreen_depth_stencil
)
702 device_switch_onscreen_ds(device
, context
, fb
->depth_stencil
);
703 prepare_ds_clear(fb
->depth_stencil
, context
, location
, draw_rect
, rect_count
, clear_rect
);
706 if (!context_apply_clear_state(context
, device
, rt_count
, fb
))
708 context_release(context
);
709 WARN("Failed to apply clear state, skipping clear.\n");
715 /* Only set the values up once, as they are not changing. */
716 if (flags
& WINED3DCLEAR_STENCIL
)
718 if (context
->gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
720 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
721 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE
));
724 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_STENCILWRITEMASK
));
725 glClearStencil(stencil
);
726 checkGLcall("glClearStencil");
727 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
730 if (flags
& WINED3DCLEAR_ZBUFFER
)
732 surface_modify_location(fb
->depth_stencil
, fb
->depth_stencil
->draw_binding
, TRUE
);
734 glDepthMask(GL_TRUE
);
735 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_ZWRITEENABLE
));
737 checkGLcall("glClearDepth");
738 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
741 if (flags
& WINED3DCLEAR_TARGET
)
743 for (i
= 0; i
< rt_count
; ++i
)
745 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
748 surface_modify_location(rt
, rt
->draw_binding
, TRUE
);
751 glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
752 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE
));
753 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1
));
754 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2
));
755 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3
));
756 glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
757 checkGLcall("glClearColor");
758 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
763 if (render_offscreen
)
765 glScissor(draw_rect
->left
, draw_rect
->top
,
766 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
770 glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
771 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
773 checkGLcall("glScissor");
775 checkGLcall("glClear");
781 /* Now process each rect in turn. */
782 for (i
= 0; i
< rect_count
; ++i
)
784 /* Note that GL uses lower left, width/height. */
785 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
787 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
788 wine_dbgstr_rect(&clear_rect
[i
]),
789 wine_dbgstr_rect(¤t_rect
));
791 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
792 * The rectangle is not cleared, no error is returned, but further rectangles are
793 * still cleared if they are valid. */
794 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
796 TRACE("Rectangle with negative dimensions, ignoring.\n");
800 if (render_offscreen
)
802 glScissor(current_rect
.left
, current_rect
.top
,
803 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
807 glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
808 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
810 checkGLcall("glScissor");
813 checkGLcall("glClear");
819 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
820 && target
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
821 && target
->container
.u
.swapchain
->front_buffer
== target
))
822 wglFlush(); /* Flush to ensure ordering across contexts. */
824 context_release(context
);
829 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
831 ULONG refcount
= InterlockedIncrement(&device
->ref
);
833 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
838 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
840 ULONG refcount
= InterlockedDecrement(&device
->ref
);
842 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
848 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
850 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
851 device
->multistate_funcs
[i
] = NULL
;
854 if (!list_empty(&device
->resources
))
856 struct wined3d_resource
*resource
;
858 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
860 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
862 FIXME("Leftover resource %p with type %s (%#x).\n",
863 resource
, debug_d3dresourcetype(resource
->resourceType
), resource
->resourceType
);
867 if (device
->contexts
)
868 ERR("Context array not freed!\n");
869 if (device
->hardwareCursor
)
870 DestroyCursor(device
->hardwareCursor
);
871 device
->hardwareCursor
= 0;
873 wined3d_decref(device
->wined3d
);
874 device
->wined3d
= NULL
;
875 HeapFree(GetProcessHeap(), 0, device
);
876 TRACE("Freed device %p.\n", device
);
882 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
884 TRACE("device %p.\n", device
);
886 return device
->swapchain_count
;
889 HRESULT CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
,
890 UINT swapchain_idx
, struct wined3d_swapchain
**swapchain
)
892 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
893 device
, swapchain_idx
, swapchain
);
895 if (swapchain_idx
>= device
->swapchain_count
)
897 WARN("swapchain_idx %u >= swapchain_count %u.\n",
898 swapchain_idx
, device
->swapchain_count
);
901 return WINED3DERR_INVALIDCALL
;
904 *swapchain
= device
->swapchains
[swapchain_idx
];
905 wined3d_swapchain_incref(*swapchain
);
906 TRACE("Returning %p.\n", *swapchain
);
911 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
916 HDC dcb
= NULL
, dcs
= NULL
;
917 WINEDDCOLORKEY colorkey
;
919 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
922 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
923 dcb
= CreateCompatibleDC(NULL
);
925 SelectObject(dcb
, hbm
);
929 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
932 memset(&bm
, 0, sizeof(bm
));
937 hr
= wined3d_surface_create(device
, bm
.bmWidth
, bm
.bmHeight
, WINED3DFMT_B5G6R5_UNORM
, TRUE
,
938 FALSE
, 0, 0, WINED3DPOOL_DEFAULT
, WINED3DMULTISAMPLE_NONE
, 0, SURFACE_OPENGL
, NULL
,
939 &wined3d_null_parent_ops
, &device
->logo_surface
);
942 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr
);
948 if (FAILED(hr
= wined3d_surface_getdc(device
->logo_surface
, &dcs
)))
950 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
951 wined3d_surface_releasedc(device
->logo_surface
, dcs
);
953 colorkey
.dwColorSpaceLowValue
= 0;
954 colorkey
.dwColorSpaceHighValue
= 0;
955 wined3d_surface_set_color_key(device
->logo_surface
, WINEDDCKEY_SRCBLT
, &colorkey
);
959 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
960 /* Fill the surface with a white color to show that wined3d is there */
961 wined3d_device_color_fill(device
, device
->logo_surface
, NULL
, &c
);
965 if (dcb
) DeleteDC(dcb
);
966 if (hbm
) DeleteObject(hbm
);
969 /* Context activation is done by the caller. */
970 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
972 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
973 unsigned int i
, j
, count
;
974 /* Under DirectX you can sample even if no texture is bound, whereas
975 * OpenGL will only allow that when a valid texture is bound.
976 * We emulate this by creating dummy textures and binding them
977 * to each texture stage when the currently set D3D texture is NULL. */
980 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
982 /* The dummy texture does not have client storage backing */
983 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
984 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
987 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
988 for (i
= 0; i
< count
; ++i
)
990 DWORD color
= 0x000000ff;
992 /* Make appropriate texture active */
993 context_active_texture(context
, gl_info
, i
);
995 glGenTextures(1, &device
->dummy_texture_2d
[i
]);
996 checkGLcall("glGenTextures");
997 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
999 glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
1000 checkGLcall("glBindTexture");
1002 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1003 checkGLcall("glTexImage2D");
1005 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1007 glGenTextures(1, &device
->dummy_texture_rect
[i
]);
1008 checkGLcall("glGenTextures");
1009 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
1011 glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
1012 checkGLcall("glBindTexture");
1014 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1015 checkGLcall("glTexImage2D");
1018 if (gl_info
->supported
[EXT_TEXTURE3D
])
1020 glGenTextures(1, &device
->dummy_texture_3d
[i
]);
1021 checkGLcall("glGenTextures");
1022 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
1024 glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
1025 checkGLcall("glBindTexture");
1027 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
1028 checkGLcall("glTexImage3D");
1031 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1033 glGenTextures(1, &device
->dummy_texture_cube
[i
]);
1034 checkGLcall("glGenTextures");
1035 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
1037 glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
1038 checkGLcall("glBindTexture");
1040 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
1042 glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1043 checkGLcall("glTexImage2D");
1048 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1050 /* Reenable because if supported it is enabled by default */
1051 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1052 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1058 /* Context activation is done by the caller. */
1059 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
1061 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1064 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1066 glDeleteTextures(count
, device
->dummy_texture_cube
);
1067 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1070 if (gl_info
->supported
[EXT_TEXTURE3D
])
1072 glDeleteTextures(count
, device
->dummy_texture_3d
);
1073 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1076 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1078 glDeleteTextures(count
, device
->dummy_texture_rect
);
1079 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1082 glDeleteTextures(count
, device
->dummy_texture_2d
);
1083 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1086 memset(device
->dummy_texture_cube
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_cube
));
1087 memset(device
->dummy_texture_3d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_3d
));
1088 memset(device
->dummy_texture_rect
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_rect
));
1089 memset(device
->dummy_texture_2d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_2d
));
1092 static LONG
fullscreen_style(LONG style
)
1094 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1095 style
|= WS_POPUP
| WS_SYSMENU
;
1096 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
1101 static LONG
fullscreen_exstyle(LONG exstyle
)
1103 /* Filter out window decorations. */
1104 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
1109 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
1111 BOOL filter_messages
;
1112 LONG style
, exstyle
;
1114 TRACE("Setting up window %p for fullscreen mode.\n", window
);
1116 if (device
->style
|| device
->exStyle
)
1118 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1119 window
, device
->style
, device
->exStyle
);
1122 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
1123 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1125 style
= fullscreen_style(device
->style
);
1126 exstyle
= fullscreen_exstyle(device
->exStyle
);
1128 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1129 device
->style
, device
->exStyle
, style
, exstyle
);
1131 filter_messages
= device
->filter_messages
;
1132 device
->filter_messages
= TRUE
;
1134 SetWindowLongW(window
, GWL_STYLE
, style
);
1135 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
1136 SetWindowPos(window
, HWND_TOP
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
1138 device
->filter_messages
= filter_messages
;
1141 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
1143 BOOL filter_messages
;
1144 LONG style
, exstyle
;
1146 if (!device
->style
&& !device
->exStyle
) return;
1148 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1149 window
, device
->style
, device
->exStyle
);
1151 style
= GetWindowLongW(window
, GWL_STYLE
);
1152 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1154 filter_messages
= device
->filter_messages
;
1155 device
->filter_messages
= TRUE
;
1157 /* Only restore the style if the application didn't modify it during the
1158 * fullscreen phase. Some applications change it before calling Reset()
1159 * when switching between windowed and fullscreen modes (HL2), some
1160 * depend on the original style (Eve Online). */
1161 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
1163 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
1164 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
1166 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
1168 device
->filter_messages
= filter_messages
;
1170 /* Delete the old values. */
1172 device
->exStyle
= 0;
1175 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
1177 TRACE("device %p, window %p.\n", device
, window
);
1179 if (!wined3d_register_window(window
, device
))
1181 ERR("Failed to register window %p.\n", window
);
1185 device
->focus_window
= window
;
1186 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
1191 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
1193 TRACE("device %p.\n", device
);
1195 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
1196 device
->focus_window
= NULL
;
1199 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
1200 WINED3DPRESENT_PARAMETERS
*present_parameters
)
1202 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1203 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1204 struct wined3d_swapchain
*swapchain
= NULL
;
1205 struct wined3d_context
*context
;
1210 TRACE("device %p, present_parameters %p.\n", device
, present_parameters
);
1212 if (device
->d3d_initialized
)
1213 return WINED3DERR_INVALIDCALL
;
1214 if (!device
->adapter
->opengl
)
1215 return WINED3DERR_INVALIDCALL
;
1217 TRACE("Creating stateblock.\n");
1218 hr
= wined3d_stateblock_create(device
, WINED3DSBT_INIT
, &device
->stateBlock
);
1221 WARN("Failed to create stateblock\n");
1225 TRACE("Created stateblock %p.\n", device
->stateBlock
);
1226 device
->updateStateBlock
= device
->stateBlock
;
1227 wined3d_stateblock_incref(device
->updateStateBlock
);
1229 device
->valid_rt_mask
= 0;
1230 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1231 device
->valid_rt_mask
|= (1 << i
);
1232 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1233 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
1235 /* Initialize the texture unit mapping to a 1:1 mapping */
1236 for (state
= 0; state
< MAX_COMBINED_SAMPLERS
; ++state
)
1238 if (state
< gl_info
->limits
.fragment_samplers
)
1240 device
->texUnitMap
[state
] = state
;
1241 device
->rev_tex_unit_map
[state
] = state
;
1245 device
->texUnitMap
[state
] = WINED3D_UNMAPPED_STAGE
;
1246 device
->rev_tex_unit_map
[state
] = WINED3D_UNMAPPED_STAGE
;
1250 /* Setup the implicit swapchain. This also initializes a context. */
1251 TRACE("Creating implicit swapchain\n");
1252 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1253 present_parameters
, &swapchain
);
1256 WARN("Failed to create implicit swapchain\n");
1260 device
->swapchain_count
= 1;
1261 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1262 if (!device
->swapchains
)
1264 ERR("Out of memory!\n");
1267 device
->swapchains
[0] = swapchain
;
1269 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1271 TRACE("Setting rendertarget to %p.\n", swapchain
->back_buffers
);
1272 device
->fb
.render_targets
[0] = swapchain
->back_buffers
[0];
1276 TRACE("Setting rendertarget to %p.\n", swapchain
->front_buffer
);
1277 device
->fb
.render_targets
[0] = swapchain
->front_buffer
;
1279 wined3d_surface_incref(device
->fb
.render_targets
[0]);
1281 /* Depth Stencil support */
1282 device
->fb
.depth_stencil
= device
->auto_depth_stencil
;
1283 if (device
->fb
.depth_stencil
)
1284 wined3d_surface_incref(device
->fb
.depth_stencil
);
1286 hr
= device
->shader_backend
->shader_alloc_private(device
);
1289 TRACE("Shader private data couldn't be allocated\n");
1292 hr
= device
->frag_pipe
->alloc_private(device
);
1295 TRACE("Fragment pipeline private data couldn't be allocated\n");
1298 hr
= device
->blitter
->alloc_private(device
);
1301 TRACE("Blitter private data couldn't be allocated\n");
1305 /* Set up some starting GL setup */
1307 /* Setup all the devices defaults */
1308 stateblock_init_default_state(device
->stateBlock
);
1310 context
= context_acquire(device
, swapchain
->front_buffer
);
1312 create_dummy_textures(device
, context
);
1316 /* Initialize the current view state */
1317 device
->view_ident
= 1;
1318 device
->contexts
[0]->last_was_rhw
= 0;
1320 switch (wined3d_settings
.offscreen_rendering_mode
)
1323 device
->offscreenBuffer
= GL_COLOR_ATTACHMENT0
;
1326 case ORM_BACKBUFFER
:
1328 if (context_get_current()->aux_buffers
> 0)
1330 TRACE("Using auxiliary buffer for offscreen rendering\n");
1331 device
->offscreenBuffer
= GL_AUX0
;
1335 TRACE("Using back buffer for offscreen rendering\n");
1336 device
->offscreenBuffer
= GL_BACK
;
1341 TRACE("All defaults now set up, leaving 3D init.\n");
1344 context_release(context
);
1346 /* Clear the screen */
1347 wined3d_device_clear(device
, 0, NULL
, WINED3DCLEAR_TARGET
1348 | (present_parameters
->EnableAutoDepthStencil
? WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
: 0),
1351 device
->d3d_initialized
= TRUE
;
1353 if (wined3d_settings
.logo
)
1354 device_load_logo(device
, wined3d_settings
.logo
);
1358 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1359 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1360 device
->swapchain_count
= 0;
1362 wined3d_swapchain_decref(swapchain
);
1363 if (device
->stateBlock
)
1365 wined3d_stateblock_decref(device
->stateBlock
);
1366 device
->stateBlock
= NULL
;
1368 if (device
->blit_priv
)
1369 device
->blitter
->free_private(device
);
1370 if (device
->fragment_priv
)
1371 device
->frag_pipe
->free_private(device
);
1372 if (device
->shader_priv
)
1373 device
->shader_backend
->shader_free_private(device
);
1378 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1379 WINED3DPRESENT_PARAMETERS
*present_parameters
)
1381 struct wined3d_swapchain
*swapchain
= NULL
;
1384 TRACE("device %p, present_parameters %p.\n", device
, present_parameters
);
1386 /* Setup the implicit swapchain */
1387 TRACE("Creating implicit swapchain\n");
1388 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1389 present_parameters
, &swapchain
);
1392 WARN("Failed to create implicit swapchain\n");
1396 device
->swapchain_count
= 1;
1397 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1398 if (!device
->swapchains
)
1400 ERR("Out of memory!\n");
1403 device
->swapchains
[0] = swapchain
;
1407 wined3d_swapchain_decref(swapchain
);
1411 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1413 struct wined3d_resource
*resource
, *cursor
;
1414 const struct wined3d_gl_info
*gl_info
;
1415 struct wined3d_context
*context
;
1416 struct wined3d_surface
*surface
;
1419 TRACE("device %p.\n", device
);
1421 if (!device
->d3d_initialized
)
1422 return WINED3DERR_INVALIDCALL
;
1424 /* Force making the context current again, to verify it is still valid
1425 * (workaround for broken drivers) */
1426 context_set_current(NULL
);
1427 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1428 * it was created. Thus make sure a context is active for the glDelete* calls
1430 context
= context_acquire(device
, NULL
);
1431 gl_info
= context
->gl_info
;
1433 if (device
->logo_surface
)
1434 wined3d_surface_decref(device
->logo_surface
);
1436 /* Unload resources */
1437 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1439 TRACE("Unloading resource %p.\n", resource
);
1441 resource
->resource_ops
->resource_unload(resource
);
1444 TRACE("Deleting high order patches\n");
1445 for(i
= 0; i
< PATCHMAP_SIZE
; i
++) {
1446 struct list
*e1
, *e2
;
1447 struct WineD3DRectPatch
*patch
;
1448 LIST_FOR_EACH_SAFE(e1
, e2
, &device
->patches
[i
])
1450 patch
= LIST_ENTRY(e1
, struct WineD3DRectPatch
, entry
);
1451 wined3d_device_delete_patch(device
, patch
->Handle
);
1455 /* Delete the mouse cursor texture */
1456 if (device
->cursorTexture
)
1459 glDeleteTextures(1, &device
->cursorTexture
);
1461 device
->cursorTexture
= 0;
1464 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1465 * private data, it might contain opengl pointers
1467 if (device
->depth_blt_texture
)
1470 glDeleteTextures(1, &device
->depth_blt_texture
);
1472 device
->depth_blt_texture
= 0;
1475 /* Release the update stateblock */
1476 if (wined3d_stateblock_decref(device
->updateStateBlock
))
1478 if (device
->updateStateBlock
!= device
->stateBlock
)
1479 FIXME("Something's still holding the update stateblock.\n");
1481 device
->updateStateBlock
= NULL
;
1484 struct wined3d_stateblock
*stateblock
= device
->stateBlock
;
1485 device
->stateBlock
= NULL
;
1487 /* Release the stateblock */
1488 if (wined3d_stateblock_decref(stateblock
))
1489 FIXME("Something's still holding the stateblock.\n");
1492 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1493 device
->blitter
->free_private(device
);
1494 device
->frag_pipe
->free_private(device
);
1495 device
->shader_backend
->shader_free_private(device
);
1497 /* Release the buffers (with sanity checks)*/
1498 if (device
->onscreen_depth_stencil
)
1500 surface
= device
->onscreen_depth_stencil
;
1501 device
->onscreen_depth_stencil
= NULL
;
1502 wined3d_surface_decref(surface
);
1505 if (device
->fb
.depth_stencil
)
1507 surface
= device
->fb
.depth_stencil
;
1509 TRACE("Releasing depth/stencil buffer %p.\n", surface
);
1511 device
->fb
.depth_stencil
= NULL
;
1512 if (wined3d_surface_decref(surface
)
1513 && surface
!= device
->auto_depth_stencil
)
1514 ERR("Something is still holding a reference to depth/stencil buffer %p.\n", surface
);
1517 if (device
->auto_depth_stencil
)
1519 surface
= device
->auto_depth_stencil
;
1520 device
->auto_depth_stencil
= NULL
;
1521 if (wined3d_surface_decref(surface
))
1522 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface
);
1525 for (i
= 1; i
< gl_info
->limits
.buffers
; ++i
)
1527 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
1530 surface
= device
->fb
.render_targets
[0];
1531 TRACE("Setting rendertarget 0 to NULL\n");
1532 device
->fb
.render_targets
[0] = NULL
;
1533 TRACE("Releasing the render target at %p\n", surface
);
1534 wined3d_surface_decref(surface
);
1536 context_release(context
);
1538 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1540 TRACE("Releasing the implicit swapchain %u.\n", i
);
1541 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1542 FIXME("Something's still holding the implicit swapchain.\n");
1545 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1546 device
->swapchains
= NULL
;
1547 device
->swapchain_count
= 0;
1549 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1550 device
->fb
.render_targets
= NULL
;
1552 device
->d3d_initialized
= FALSE
;
1557 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1561 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1563 TRACE("Releasing the implicit swapchain %u.\n", i
);
1564 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1565 FIXME("Something's still holding the implicit swapchain.\n");
1568 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1569 device
->swapchains
= NULL
;
1570 device
->swapchain_count
= 0;
1574 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1575 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1576 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1578 * There is no way to deactivate thread safety once it is enabled.
1580 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1582 TRACE("device %p.\n", device
);
1584 /* For now just store the flag (needed in case of ddraw). */
1585 device
->createParms
.BehaviorFlags
|= WINED3DCREATE_MULTITHREADED
;
1588 HRESULT CDECL
wined3d_device_set_display_mode(struct wined3d_device
*device
,
1589 UINT swapchain_idx
, const struct wined3d_display_mode
*mode
)
1591 struct wined3d_adapter
*adapter
= device
->adapter
;
1592 const struct wined3d_format
*format
= wined3d_get_format(&adapter
->gl_info
, mode
->format_id
);
1597 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device
, swapchain_idx
, mode
,
1598 mode
->width
, mode
->height
, mode
->refresh_rate
, debug_d3dformat(mode
->format_id
));
1600 /* Resize the screen even without a window:
1601 * The app could have unset it with SetCooperativeLevel, but not called
1602 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1603 * but we don't have any hwnd
1606 memset(&devmode
, 0, sizeof(devmode
));
1607 devmode
.dmSize
= sizeof(devmode
);
1608 devmode
.dmFields
= DM_BITSPERPEL
| DM_PELSWIDTH
| DM_PELSHEIGHT
;
1609 devmode
.dmBitsPerPel
= format
->byte_count
* CHAR_BIT
;
1610 devmode
.dmPelsWidth
= mode
->width
;
1611 devmode
.dmPelsHeight
= mode
->height
;
1613 devmode
.dmDisplayFrequency
= mode
->refresh_rate
;
1614 if (mode
->refresh_rate
)
1615 devmode
.dmFields
|= DM_DISPLAYFREQUENCY
;
1617 /* Only change the mode if necessary */
1618 if (adapter
->screen_size
.cx
== mode
->width
&& adapter
->screen_size
.cy
== mode
->height
1619 && adapter
->screen_format
== mode
->format_id
&& !mode
->refresh_rate
)
1622 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
);
1623 if (ret
!= DISP_CHANGE_SUCCESSFUL
)
1625 if (devmode
.dmDisplayFrequency
)
1627 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1628 devmode
.dmFields
&= ~DM_DISPLAYFREQUENCY
;
1629 devmode
.dmDisplayFrequency
= 0;
1630 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
) != DISP_CHANGE_SUCCESSFUL
;
1632 if(ret
!= DISP_CHANGE_SUCCESSFUL
) {
1633 return WINED3DERR_NOTAVAILABLE
;
1637 /* Store the new values */
1638 adapter
->screen_size
.cx
= mode
->width
;
1639 adapter
->screen_size
.cy
= mode
->height
;
1640 adapter
->screen_format
= mode
->format_id
;
1642 /* And finally clip mouse to our screen */
1643 SetRect(&clip_rc
, 0, 0, mode
->width
, mode
->height
);
1644 ClipCursor(&clip_rc
);
1649 HRESULT CDECL
wined3d_device_get_wined3d(const struct wined3d_device
*device
, struct wined3d
**wined3d
)
1651 TRACE("device %p, wined3d %p.\n", device
, wined3d
);
1653 *wined3d
= device
->wined3d
;
1654 wined3d_incref(*wined3d
);
1656 TRACE("Returning %p.\n", *wined3d
);
1661 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1663 TRACE("device %p.\n", device
);
1665 TRACE("Emulating %d MB, returning %d MB left.\n",
1666 device
->adapter
->TextureRam
/ (1024 * 1024),
1667 (device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
) / (1024 * 1024));
1669 return device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
;
1672 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1673 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1675 struct wined3d_stream_state
*stream
;
1676 struct wined3d_buffer
*prev_buffer
;
1678 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1679 device
, stream_idx
, buffer
, offset
, stride
);
1681 if (stream_idx
>= MAX_STREAMS
)
1683 WARN("Stream index %u out of range.\n", stream_idx
);
1684 return WINED3DERR_INVALIDCALL
;
1686 else if (offset
& 0x3)
1688 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1689 return WINED3DERR_INVALIDCALL
;
1692 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1693 prev_buffer
= stream
->buffer
;
1695 device
->updateStateBlock
->changed
.streamSource
|= 1 << stream_idx
;
1697 if (prev_buffer
== buffer
1698 && stream
->stride
== stride
1699 && stream
->offset
== offset
)
1701 TRACE("Application is setting the old values over, nothing to do.\n");
1705 stream
->buffer
= buffer
;
1708 stream
->stride
= stride
;
1709 stream
->offset
= offset
;
1712 /* Handle recording of state blocks. */
1713 if (device
->isRecordingState
)
1715 TRACE("Recording... not performing anything.\n");
1717 wined3d_buffer_incref(buffer
);
1719 wined3d_buffer_decref(prev_buffer
);
1725 InterlockedIncrement(&buffer
->bind_count
);
1726 wined3d_buffer_incref(buffer
);
1730 InterlockedDecrement(&prev_buffer
->bind_count
);
1731 wined3d_buffer_decref(prev_buffer
);
1734 device_invalidate_state(device
, STATE_STREAMSRC
);
1739 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1740 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1742 struct wined3d_stream_state
*stream
;
1744 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1745 device
, stream_idx
, buffer
, offset
, stride
);
1747 if (stream_idx
>= MAX_STREAMS
)
1749 WARN("Stream index %u out of range.\n", stream_idx
);
1750 return WINED3DERR_INVALIDCALL
;
1753 stream
= &device
->stateBlock
->state
.streams
[stream_idx
];
1754 *buffer
= stream
->buffer
;
1756 wined3d_buffer_incref(*buffer
);
1758 *offset
= stream
->offset
;
1759 *stride
= stream
->stride
;
1764 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1766 struct wined3d_stream_state
*stream
;
1767 UINT old_flags
, old_freq
;
1769 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1771 /* Verify input. At least in d3d9 this is invalid. */
1772 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1774 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1775 return WINED3DERR_INVALIDCALL
;
1777 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1779 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1780 return WINED3DERR_INVALIDCALL
;
1784 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1785 return WINED3DERR_INVALIDCALL
;
1788 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1789 old_flags
= stream
->flags
;
1790 old_freq
= stream
->frequency
;
1792 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1793 stream
->frequency
= divider
& 0x7fffff;
1795 device
->updateStateBlock
->changed
.streamFreq
|= 1 << stream_idx
;
1797 if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1798 device_invalidate_state(device
, STATE_STREAMSRC
);
1803 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1804 UINT stream_idx
, UINT
*divider
)
1806 struct wined3d_stream_state
*stream
;
1808 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1810 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1811 *divider
= stream
->flags
| stream
->frequency
;
1813 TRACE("Returning %#x.\n", *divider
);
1818 HRESULT CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1819 WINED3DTRANSFORMSTATETYPE d3dts
, const struct wined3d_matrix
*matrix
)
1821 TRACE("device %p, state %s, matrix %p.\n",
1822 device
, debug_d3dtstype(d3dts
), matrix
);
1824 /* Handle recording of state blocks. */
1825 if (device
->isRecordingState
)
1827 TRACE("Recording... not performing anything.\n");
1828 device
->updateStateBlock
->changed
.transform
[d3dts
>> 5] |= 1 << (d3dts
& 0x1f);
1829 device
->updateStateBlock
->state
.transforms
[d3dts
] = *matrix
;
1833 /* If the new matrix is the same as the current one,
1834 * we cut off any further processing. this seems to be a reasonable
1835 * optimization because as was noticed, some apps (warcraft3 for example)
1836 * tend towards setting the same matrix repeatedly for some reason.
1838 * From here on we assume that the new matrix is different, wherever it matters. */
1839 if (!memcmp(&device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0], matrix
, sizeof(*matrix
)))
1841 TRACE("The application is setting the same matrix over again.\n");
1845 conv_mat(matrix
, &device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0]);
1847 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1848 * where ViewMat = Camera space, WorldMat = world space.
1850 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1851 * matrix. The Projection matrix stay projection matrix. */
1853 if (d3dts
== WINED3DTS_VIEW
)
1854 device
->view_ident
= !memcmp(matrix
, identity
, 16 * sizeof(float));
1856 if (d3dts
< WINED3DTS_WORLDMATRIX(device
->adapter
->gl_info
.limits
.blends
))
1857 device_invalidate_state(device
, STATE_TRANSFORM(d3dts
));
1863 HRESULT CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1864 WINED3DTRANSFORMSTATETYPE state
, struct wined3d_matrix
*matrix
)
1866 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1868 *matrix
= device
->stateBlock
->state
.transforms
[state
];
1873 HRESULT CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1874 WINED3DTRANSFORMSTATETYPE state
, const struct wined3d_matrix
*matrix
)
1876 const struct wined3d_matrix
*mat
= NULL
;
1877 struct wined3d_matrix temp
;
1879 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1881 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1882 * below means it will be recorded in a state block change, but it
1883 * works regardless where it is recorded.
1884 * If this is found to be wrong, change to StateBlock. */
1885 if (state
> HIGHEST_TRANSFORMSTATE
)
1887 WARN("Unhandled transform state %#x.\n", state
);
1891 mat
= &device
->updateStateBlock
->state
.transforms
[state
];
1892 multiply_matrix(&temp
, mat
, matrix
);
1894 /* Apply change via set transform - will reapply to eg. lights this way. */
1895 return wined3d_device_set_transform(device
, state
, &temp
);
1898 /* Note lights are real special cases. Although the device caps state only
1899 * e.g. 8 are supported, you can reference any indexes you want as long as
1900 * that number max are enabled at any one point in time. Therefore since the
1901 * indices can be anything, we need a hashmap of them. However, this causes
1902 * stateblock problems. When capturing the state block, I duplicate the
1903 * hashmap, but when recording, just build a chain pretty much of commands to
1905 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1906 UINT light_idx
, const struct wined3d_light
*light
)
1908 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1909 struct wined3d_light_info
*object
= NULL
;
1913 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1915 /* Check the parameter range. Need for speed most wanted sets junk lights
1916 * which confuse the GL driver. */
1918 return WINED3DERR_INVALIDCALL
;
1920 switch (light
->type
)
1922 case WINED3DLIGHT_POINT
:
1923 case WINED3DLIGHT_SPOT
:
1924 case WINED3DLIGHT_PARALLELPOINT
:
1925 case WINED3DLIGHT_GLSPOT
:
1926 /* Incorrect attenuation values can cause the gl driver to crash.
1927 * Happens with Need for speed most wanted. */
1928 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1930 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1931 return WINED3DERR_INVALIDCALL
;
1935 case WINED3DLIGHT_DIRECTIONAL
:
1936 /* Ignores attenuation */
1940 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1941 return WINED3DERR_INVALIDCALL
;
1944 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
1946 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1947 if (object
->OriginalIndex
== light_idx
)
1954 TRACE("Adding new light\n");
1955 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1958 ERR("Out of memory error when allocating a light\n");
1959 return E_OUTOFMEMORY
;
1961 list_add_head(&device
->updateStateBlock
->state
.light_map
[hash_idx
], &object
->entry
);
1962 object
->glIndex
= -1;
1963 object
->OriginalIndex
= light_idx
;
1966 /* Initialize the object. */
1967 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1968 light_idx
, light
->type
,
1969 light
->diffuse
.r
, light
->diffuse
.g
, light
->diffuse
.b
, light
->diffuse
.a
,
1970 light
->specular
.r
, light
->specular
.g
, light
->specular
.b
, light
->specular
.a
,
1971 light
->ambient
.r
, light
->ambient
.g
, light
->ambient
.b
, light
->ambient
.a
);
1972 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light
->position
.x
, light
->position
.y
, light
->position
.z
,
1973 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
);
1974 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1975 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1977 /* Save away the information. */
1978 object
->OriginalParms
= *light
;
1980 switch (light
->type
)
1982 case WINED3DLIGHT_POINT
:
1984 object
->lightPosn
[0] = light
->position
.x
;
1985 object
->lightPosn
[1] = light
->position
.y
;
1986 object
->lightPosn
[2] = light
->position
.z
;
1987 object
->lightPosn
[3] = 1.0f
;
1988 object
->cutoff
= 180.0f
;
1992 case WINED3DLIGHT_DIRECTIONAL
:
1994 object
->lightPosn
[0] = -light
->direction
.x
;
1995 object
->lightPosn
[1] = -light
->direction
.y
;
1996 object
->lightPosn
[2] = -light
->direction
.z
;
1997 object
->lightPosn
[3] = 0.0f
;
1998 object
->exponent
= 0.0f
;
1999 object
->cutoff
= 180.0f
;
2002 case WINED3DLIGHT_SPOT
:
2004 object
->lightPosn
[0] = light
->position
.x
;
2005 object
->lightPosn
[1] = light
->position
.y
;
2006 object
->lightPosn
[2] = light
->position
.z
;
2007 object
->lightPosn
[3] = 1.0f
;
2010 object
->lightDirn
[0] = light
->direction
.x
;
2011 object
->lightDirn
[1] = light
->direction
.y
;
2012 object
->lightDirn
[2] = light
->direction
.z
;
2013 object
->lightDirn
[3] = 1.0f
;
2015 /* opengl-ish and d3d-ish spot lights use too different models
2016 * for the light "intensity" as a function of the angle towards
2017 * the main light direction, so we only can approximate very
2018 * roughly. However, spot lights are rather rarely used in games
2019 * (if ever used at all). Furthermore if still used, probably
2020 * nobody pays attention to such details. */
2021 if (!light
->falloff
)
2023 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2024 * equations have the falloff resp. exponent parameter as an
2025 * exponent, so the spot light lighting will always be 1.0 for
2026 * both of them, and we don't have to care for the rest of the
2027 * rather complex calculation. */
2028 object
->exponent
= 0.0f
;
2032 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
2035 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
2038 if (object
->exponent
> 128.0f
)
2039 object
->exponent
= 128.0f
;
2041 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
2046 FIXME("Unrecognized light type %#x.\n", light
->type
);
2049 /* Update the live definitions if the light is currently assigned a glIndex. */
2050 if (object
->glIndex
!= -1 && !device
->isRecordingState
)
2051 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
2056 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
2057 UINT light_idx
, struct wined3d_light
*light
)
2059 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2060 struct wined3d_light_info
*light_info
= NULL
;
2063 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
2065 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2067 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2068 if (light_info
->OriginalIndex
== light_idx
)
2075 TRACE("Light information requested but light not defined\n");
2076 return WINED3DERR_INVALIDCALL
;
2079 *light
= light_info
->OriginalParms
;
2083 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
2085 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2086 struct wined3d_light_info
*light_info
= NULL
;
2089 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
2091 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2093 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2094 if (light_info
->OriginalIndex
== light_idx
)
2098 TRACE("Found light %p.\n", light_info
);
2100 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2103 TRACE("Light enabled requested but light not defined, so defining one!\n");
2104 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
2106 /* Search for it again! Should be fairly quick as near head of list. */
2107 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2109 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2110 if (light_info
->OriginalIndex
== light_idx
)
2116 FIXME("Adding default lights has failed dismally\n");
2117 return WINED3DERR_INVALIDCALL
;
2123 if (light_info
->glIndex
!= -1)
2125 if (!device
->isRecordingState
)
2126 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
2128 device
->updateStateBlock
->state
.lights
[light_info
->glIndex
] = NULL
;
2129 light_info
->glIndex
= -1;
2133 TRACE("Light already disabled, nothing to do\n");
2135 light_info
->enabled
= FALSE
;
2139 light_info
->enabled
= TRUE
;
2140 if (light_info
->glIndex
!= -1)
2142 TRACE("Nothing to do as light was enabled\n");
2147 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2148 /* Find a free GL light. */
2149 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
2151 if (!device
->updateStateBlock
->state
.lights
[i
])
2153 device
->updateStateBlock
->state
.lights
[i
] = light_info
;
2154 light_info
->glIndex
= i
;
2158 if (light_info
->glIndex
== -1)
2160 /* Our tests show that Windows returns D3D_OK in this situation, even with
2161 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2162 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2163 * as well for those lights.
2165 * TODO: Test how this affects rendering. */
2166 WARN("Too many concurrently active lights\n");
2170 /* i == light_info->glIndex */
2171 if (!device
->isRecordingState
)
2172 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
2179 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
2181 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2182 struct wined3d_light_info
*light_info
= NULL
;
2185 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
2187 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2189 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2190 if (light_info
->OriginalIndex
== light_idx
)
2197 TRACE("Light enabled state requested but light not defined.\n");
2198 return WINED3DERR_INVALIDCALL
;
2200 /* true is 128 according to SetLightEnable */
2201 *enable
= light_info
->enabled
? 128 : 0;
2205 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
, UINT plane_idx
, const float *plane
)
2207 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2209 /* Validate plane_idx. */
2210 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2212 TRACE("Application has requested clipplane this device doesn't support.\n");
2213 return WINED3DERR_INVALIDCALL
;
2216 device
->updateStateBlock
->changed
.clipplane
|= 1 << plane_idx
;
2218 if (device
->updateStateBlock
->state
.clip_planes
[plane_idx
][0] == plane
[0]
2219 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][1] == plane
[1]
2220 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][2] == plane
[2]
2221 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][3] == plane
[3])
2223 TRACE("Application is setting old values over, nothing to do.\n");
2227 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][0] = plane
[0];
2228 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][1] = plane
[1];
2229 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][2] = plane
[2];
2230 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][3] = plane
[3];
2232 /* Handle recording of state blocks. */
2233 if (device
->isRecordingState
)
2235 TRACE("Recording... not performing anything.\n");
2239 device_invalidate_state(device
, STATE_CLIPPLANE(plane_idx
));
2244 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
, UINT plane_idx
, float *plane
)
2246 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2248 /* Validate plane_idx. */
2249 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2251 TRACE("Application has requested clipplane this device doesn't support.\n");
2252 return WINED3DERR_INVALIDCALL
;
2255 plane
[0] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][0];
2256 plane
[1] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][1];
2257 plane
[2] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][2];
2258 plane
[3] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][3];
2263 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
, const WINED3DCLIPSTATUS
*clip_status
)
2265 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2268 return WINED3DERR_INVALIDCALL
;
2273 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
, WINED3DCLIPSTATUS
*clip_status
)
2275 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2278 return WINED3DERR_INVALIDCALL
;
2283 HRESULT CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
2285 TRACE("device %p, material %p.\n", device
, material
);
2287 device
->updateStateBlock
->changed
.material
= TRUE
;
2288 device
->updateStateBlock
->state
.material
= *material
;
2290 /* Handle recording of state blocks */
2291 if (device
->isRecordingState
)
2293 TRACE("Recording... not performing anything.\n");
2297 device_invalidate_state(device
, STATE_MATERIAL
);
2302 HRESULT CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
2304 TRACE("device %p, material %p.\n", device
, material
);
2306 *material
= device
->updateStateBlock
->state
.material
;
2308 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2309 material
->diffuse
.r
, material
->diffuse
.g
,
2310 material
->diffuse
.b
, material
->diffuse
.a
);
2311 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2312 material
->ambient
.r
, material
->ambient
.g
,
2313 material
->ambient
.b
, material
->ambient
.a
);
2314 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2315 material
->specular
.r
, material
->specular
.g
,
2316 material
->specular
.b
, material
->specular
.a
);
2317 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2318 material
->emissive
.r
, material
->emissive
.g
,
2319 material
->emissive
.b
, material
->emissive
.a
);
2320 TRACE("power %.8e.\n", material
->power
);
2325 HRESULT CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
2326 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
2328 struct wined3d_buffer
*prev_buffer
;
2330 TRACE("device %p, buffer %p, format %s.\n",
2331 device
, buffer
, debug_d3dformat(format_id
));
2333 prev_buffer
= device
->updateStateBlock
->state
.index_buffer
;
2335 device
->updateStateBlock
->changed
.indices
= TRUE
;
2336 device
->updateStateBlock
->state
.index_buffer
= buffer
;
2337 device
->updateStateBlock
->state
.index_format
= format_id
;
2339 /* Handle recording of state blocks. */
2340 if (device
->isRecordingState
)
2342 TRACE("Recording... not performing anything.\n");
2344 wined3d_buffer_incref(buffer
);
2346 wined3d_buffer_decref(prev_buffer
);
2350 if (prev_buffer
!= buffer
)
2352 device_invalidate_state(device
, STATE_INDEXBUFFER
);
2355 InterlockedIncrement(&buffer
->bind_count
);
2356 wined3d_buffer_incref(buffer
);
2360 InterlockedDecrement(&prev_buffer
->bind_count
);
2361 wined3d_buffer_decref(prev_buffer
);
2368 HRESULT CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
, struct wined3d_buffer
**buffer
)
2370 TRACE("device %p, buffer %p.\n", device
, buffer
);
2372 *buffer
= device
->stateBlock
->state
.index_buffer
;
2375 wined3d_buffer_incref(*buffer
);
2377 TRACE("Returning %p.\n", *buffer
);
2382 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2383 HRESULT CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
2385 TRACE("device %p, base_index %d.\n", device
, base_index
);
2387 if (device
->updateStateBlock
->state
.base_vertex_index
== base_index
)
2389 TRACE("Application is setting the old value over, nothing to do\n");
2393 device
->updateStateBlock
->state
.base_vertex_index
= base_index
;
2395 if (device
->isRecordingState
)
2397 TRACE("Recording... not performing anything\n");
2403 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
2405 TRACE("device %p.\n", device
);
2407 return device
->stateBlock
->state
.base_vertex_index
;
2410 HRESULT CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
2412 TRACE("device %p, viewport %p.\n", device
, viewport
);
2413 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2414 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
2416 device
->updateStateBlock
->changed
.viewport
= TRUE
;
2417 device
->updateStateBlock
->state
.viewport
= *viewport
;
2419 /* Handle recording of state blocks */
2420 if (device
->isRecordingState
)
2422 TRACE("Recording... not performing anything\n");
2426 device_invalidate_state(device
, STATE_VIEWPORT
);
2431 HRESULT CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
2433 TRACE("device %p, viewport %p.\n", device
, viewport
);
2435 *viewport
= device
->stateBlock
->state
.viewport
;
2440 HRESULT CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2441 WINED3DRENDERSTATETYPE state
, DWORD value
)
2443 DWORD old_value
= device
->stateBlock
->state
.render_states
[state
];
2445 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2447 device
->updateStateBlock
->changed
.renderState
[state
>> 5] |= 1 << (state
& 0x1f);
2448 device
->updateStateBlock
->state
.render_states
[state
] = value
;
2450 /* Handle recording of state blocks. */
2451 if (device
->isRecordingState
)
2453 TRACE("Recording... not performing anything.\n");
2457 /* Compared here and not before the assignment to allow proper stateblock recording. */
2458 if (value
== old_value
)
2459 TRACE("Application is setting the old value over, nothing to do.\n");
2461 device_invalidate_state(device
, STATE_RENDER(state
));
2466 HRESULT CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
,
2467 WINED3DRENDERSTATETYPE state
, DWORD
*value
)
2469 TRACE("device %p, state %s (%#x), value %p.\n", device
, debug_d3drenderstate(state
), state
, value
);
2471 *value
= device
->stateBlock
->state
.render_states
[state
];
2476 HRESULT CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2477 UINT sampler_idx
, WINED3DSAMPLERSTATETYPE state
, DWORD value
)
2481 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2482 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2484 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2485 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2487 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2488 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2490 WARN("Invalid sampler %u.\n", sampler_idx
);
2491 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2494 old_value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2495 device
->updateStateBlock
->state
.sampler_states
[sampler_idx
][state
] = value
;
2496 device
->updateStateBlock
->changed
.samplerState
[sampler_idx
] |= 1 << state
;
2498 /* Handle recording of state blocks. */
2499 if (device
->isRecordingState
)
2501 TRACE("Recording... not performing anything.\n");
2505 if (old_value
== value
)
2507 TRACE("Application is setting the old value over, nothing to do.\n");
2511 device_invalidate_state(device
, STATE_SAMPLER(sampler_idx
));
2516 HRESULT CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2517 UINT sampler_idx
, WINED3DSAMPLERSTATETYPE state
, DWORD
*value
)
2519 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2520 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2522 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2523 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2525 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2526 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2528 WARN("Invalid sampler %u.\n", sampler_idx
);
2529 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2532 *value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2533 TRACE("Returning %#x.\n", *value
);
2538 HRESULT CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2540 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2542 device
->updateStateBlock
->changed
.scissorRect
= TRUE
;
2543 if (EqualRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
))
2545 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2548 CopyRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
);
2550 if (device
->isRecordingState
)
2552 TRACE("Recording... not performing anything.\n");
2556 device_invalidate_state(device
, STATE_SCISSORRECT
);
2561 HRESULT CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2563 TRACE("device %p, rect %p.\n", device
, rect
);
2565 *rect
= device
->updateStateBlock
->state
.scissor_rect
;
2566 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2571 HRESULT CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2572 struct wined3d_vertex_declaration
*declaration
)
2574 struct wined3d_vertex_declaration
*prev
= device
->updateStateBlock
->state
.vertex_declaration
;
2576 TRACE("device %p, declaration %p.\n", device
, declaration
);
2579 wined3d_vertex_declaration_incref(declaration
);
2581 wined3d_vertex_declaration_decref(prev
);
2583 device
->updateStateBlock
->state
.vertex_declaration
= declaration
;
2584 device
->updateStateBlock
->changed
.vertexDecl
= TRUE
;
2586 if (device
->isRecordingState
)
2588 TRACE("Recording... not performing anything.\n");
2591 else if (declaration
== prev
)
2593 /* Checked after the assignment to allow proper stateblock recording. */
2594 TRACE("Application is setting the old declaration over, nothing to do.\n");
2598 device_invalidate_state(device
, STATE_VDECL
);
2602 HRESULT CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
,
2603 struct wined3d_vertex_declaration
**declaration
)
2605 TRACE("device %p, declaration %p.\n", device
, declaration
);
2607 *declaration
= device
->stateBlock
->state
.vertex_declaration
;
2609 wined3d_vertex_declaration_incref(*declaration
);
2614 HRESULT CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2616 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.vertex_shader
;
2618 TRACE("device %p, shader %p.\n", device
, shader
);
2620 device
->updateStateBlock
->state
.vertex_shader
= shader
;
2621 device
->updateStateBlock
->changed
.vertexShader
= TRUE
;
2623 if (device
->isRecordingState
)
2626 wined3d_shader_incref(shader
);
2628 wined3d_shader_decref(prev
);
2629 TRACE("Recording... not performing anything.\n");
2635 TRACE("Application is setting the old shader over, nothing to do.\n");
2640 wined3d_shader_incref(shader
);
2642 wined3d_shader_decref(prev
);
2644 device_invalidate_state(device
, STATE_VSHADER
);
2649 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2651 struct wined3d_shader
*shader
;
2653 TRACE("device %p.\n", device
);
2655 shader
= device
->stateBlock
->state
.vertex_shader
;
2657 wined3d_shader_incref(shader
);
2659 TRACE("Returning %p.\n", shader
);
2663 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2664 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2666 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2669 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2670 device
, start_register
, constants
, bool_count
);
2672 if (!constants
|| start_register
>= MAX_CONST_B
)
2673 return WINED3DERR_INVALIDCALL
;
2675 memcpy(&device
->updateStateBlock
->state
.vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2676 for (i
= 0; i
< count
; ++i
)
2677 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2679 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2680 device
->updateStateBlock
->changed
.vertexShaderConstantsB
|= (1 << i
);
2682 if (!device
->isRecordingState
)
2683 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2688 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2689 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2691 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2693 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2694 device
, start_register
, constants
, bool_count
);
2696 if (!constants
|| start_register
>= MAX_CONST_B
)
2697 return WINED3DERR_INVALIDCALL
;
2699 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2704 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2705 UINT start_register
, const int *constants
, UINT vector4i_count
)
2707 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2710 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2711 device
, start_register
, constants
, vector4i_count
);
2713 if (!constants
|| start_register
>= MAX_CONST_I
)
2714 return WINED3DERR_INVALIDCALL
;
2716 memcpy(&device
->updateStateBlock
->state
.vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2717 for (i
= 0; i
< count
; ++i
)
2718 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2719 constants
[i
* 4], constants
[i
* 4 + 1],
2720 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2722 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2723 device
->updateStateBlock
->changed
.vertexShaderConstantsI
|= (1 << i
);
2725 if (!device
->isRecordingState
)
2726 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2731 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2732 UINT start_register
, int *constants
, UINT vector4i_count
)
2734 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2736 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2737 device
, start_register
, constants
, vector4i_count
);
2739 if (!constants
|| start_register
>= MAX_CONST_I
)
2740 return WINED3DERR_INVALIDCALL
;
2742 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2746 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2747 UINT start_register
, const float *constants
, UINT vector4f_count
)
2751 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2752 device
, start_register
, constants
, vector4f_count
);
2754 /* Specifically test start_register > limit to catch MAX_UINT overflows
2755 * when adding start_register + vector4f_count. */
2757 || start_register
+ vector4f_count
> device
->d3d_vshader_constantF
2758 || start_register
> device
->d3d_vshader_constantF
)
2759 return WINED3DERR_INVALIDCALL
;
2761 memcpy(&device
->updateStateBlock
->state
.vs_consts_f
[start_register
* 4],
2762 constants
, vector4f_count
* sizeof(float) * 4);
2765 for (i
= 0; i
< vector4f_count
; ++i
)
2766 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2767 constants
[i
* 4], constants
[i
* 4 + 1],
2768 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2771 if (!device
->isRecordingState
)
2773 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2774 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2777 memset(device
->updateStateBlock
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2778 sizeof(*device
->updateStateBlock
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2783 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2784 UINT start_register
, float *constants
, UINT vector4f_count
)
2786 int count
= min(vector4f_count
, device
->d3d_vshader_constantF
- start_register
);
2788 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2789 device
, start_register
, constants
, vector4f_count
);
2791 if (!constants
|| count
< 0)
2792 return WINED3DERR_INVALIDCALL
;
2794 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2799 static void device_invalidate_texture_stage(const struct wined3d_device
*device
, DWORD stage
)
2803 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
2805 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, i
));
2809 static void device_map_stage(struct wined3d_device
*device
, DWORD stage
, DWORD unit
)
2811 DWORD i
= device
->rev_tex_unit_map
[unit
];
2812 DWORD j
= device
->texUnitMap
[stage
];
2814 device
->texUnitMap
[stage
] = unit
;
2815 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
2816 device
->texUnitMap
[i
] = WINED3D_UNMAPPED_STAGE
;
2818 device
->rev_tex_unit_map
[unit
] = stage
;
2819 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
2820 device
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
2823 static void device_update_fixed_function_usage_map(struct wined3d_device
*device
)
2827 device
->fixed_function_usage_map
= 0;
2828 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2830 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2831 WINED3DTEXTUREOP color_op
= state
->texture_states
[i
][WINED3DTSS_COLOROP
];
2832 WINED3DTEXTUREOP alpha_op
= state
->texture_states
[i
][WINED3DTSS_ALPHAOP
];
2833 DWORD color_arg1
= state
->texture_states
[i
][WINED3DTSS_COLORARG1
] & WINED3DTA_SELECTMASK
;
2834 DWORD color_arg2
= state
->texture_states
[i
][WINED3DTSS_COLORARG2
] & WINED3DTA_SELECTMASK
;
2835 DWORD color_arg3
= state
->texture_states
[i
][WINED3DTSS_COLORARG0
] & WINED3DTA_SELECTMASK
;
2836 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3DTSS_ALPHAARG1
] & WINED3DTA_SELECTMASK
;
2837 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3DTSS_ALPHAARG2
] & WINED3DTA_SELECTMASK
;
2838 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3DTSS_ALPHAARG0
] & WINED3DTA_SELECTMASK
;
2840 if (color_op
== WINED3DTOP_DISABLE
) {
2841 /* Not used, and disable higher stages */
2845 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3DTOP_SELECTARG2
)
2846 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3DTOP_SELECTARG1
)
2847 || ((color_arg3
== WINED3DTA_TEXTURE
)
2848 && (color_op
== WINED3DTOP_MULTIPLYADD
|| color_op
== WINED3DTOP_LERP
))
2849 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3DTOP_SELECTARG2
)
2850 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3DTOP_SELECTARG1
)
2851 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2852 && (alpha_op
== WINED3DTOP_MULTIPLYADD
|| alpha_op
== WINED3DTOP_LERP
)))
2853 device
->fixed_function_usage_map
|= (1 << i
);
2855 if ((color_op
== WINED3DTOP_BUMPENVMAP
|| color_op
== WINED3DTOP_BUMPENVMAPLUMINANCE
) && i
< MAX_TEXTURES
- 1)
2856 device
->fixed_function_usage_map
|= (1 << (i
+ 1));
2860 static void device_map_fixed_function_samplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2862 unsigned int i
, tex
;
2865 device_update_fixed_function_usage_map(device
);
2866 ffu_map
= device
->fixed_function_usage_map
;
2868 if (device
->max_ffp_textures
== gl_info
->limits
.texture_stages
2869 || device
->stateBlock
->state
.lowest_disabled_stage
<= device
->max_ffp_textures
)
2871 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2873 if (!(ffu_map
& 1)) continue;
2875 if (device
->texUnitMap
[i
] != i
)
2877 device_map_stage(device
, i
, i
);
2878 device_invalidate_state(device
, STATE_SAMPLER(i
));
2879 device_invalidate_texture_stage(device
, i
);
2885 /* Now work out the mapping */
2887 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2889 if (!(ffu_map
& 1)) continue;
2891 if (device
->texUnitMap
[i
] != tex
)
2893 device_map_stage(device
, i
, tex
);
2894 device_invalidate_state(device
, STATE_SAMPLER(i
));
2895 device_invalidate_texture_stage(device
, i
);
2902 static void device_map_psamplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2904 const enum wined3d_sampler_texture_type
*sampler_type
=
2905 device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2908 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2910 if (sampler_type
[i
] && device
->texUnitMap
[i
] != i
)
2912 device_map_stage(device
, i
, i
);
2913 device_invalidate_state(device
, STATE_SAMPLER(i
));
2914 if (i
< gl_info
->limits
.texture_stages
)
2915 device_invalidate_texture_stage(device
, i
);
2920 static BOOL
device_unit_free_for_vs(const struct wined3d_device
*device
,
2921 const enum wined3d_sampler_texture_type
*pshader_sampler_tokens
,
2922 const enum wined3d_sampler_texture_type
*vshader_sampler_tokens
, DWORD unit
)
2924 DWORD current_mapping
= device
->rev_tex_unit_map
[unit
];
2926 /* Not currently used */
2927 if (current_mapping
== WINED3D_UNMAPPED_STAGE
) return TRUE
;
2929 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
) {
2930 /* Used by a fragment sampler */
2932 if (!pshader_sampler_tokens
) {
2933 /* No pixel shader, check fixed function */
2934 return current_mapping
>= MAX_TEXTURES
|| !(device
->fixed_function_usage_map
& (1 << current_mapping
));
2937 /* Pixel shader, check the shader's sampler map */
2938 return !pshader_sampler_tokens
[current_mapping
];
2941 /* Used by a vertex sampler */
2942 return !vshader_sampler_tokens
[current_mapping
- MAX_FRAGMENT_SAMPLERS
];
2945 static void device_map_vsamplers(struct wined3d_device
*device
, BOOL ps
, const struct wined3d_gl_info
*gl_info
)
2947 const enum wined3d_sampler_texture_type
*vshader_sampler_type
=
2948 device
->stateBlock
->state
.vertex_shader
->reg_maps
.sampler_type
;
2949 const enum wined3d_sampler_texture_type
*pshader_sampler_type
= NULL
;
2950 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
) - 1;
2955 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2956 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2957 pshader_sampler_type
= device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2960 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
2961 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
2962 if (vshader_sampler_type
[i
])
2964 if (device
->texUnitMap
[vsampler_idx
] != WINED3D_UNMAPPED_STAGE
)
2966 /* Already mapped somewhere */
2972 if (device_unit_free_for_vs(device
, pshader_sampler_type
, vshader_sampler_type
, start
))
2974 device_map_stage(device
, vsampler_idx
, start
);
2975 device_invalidate_state(device
, STATE_SAMPLER(vsampler_idx
));
2987 void device_update_tex_unit_map(struct wined3d_device
*device
)
2989 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2990 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2991 BOOL vs
= use_vs(state
);
2992 BOOL ps
= use_ps(state
);
2995 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2996 * that would be really messy and require shader recompilation
2997 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2998 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
3001 device_map_psamplers(device
, gl_info
);
3003 device_map_fixed_function_samplers(device
, gl_info
);
3006 device_map_vsamplers(device
, ps
, gl_info
);
3009 HRESULT CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
3011 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.pixel_shader
;
3013 TRACE("device %p, shader %p.\n", device
, shader
);
3015 device
->updateStateBlock
->state
.pixel_shader
= shader
;
3016 device
->updateStateBlock
->changed
.pixelShader
= TRUE
;
3018 if (device
->isRecordingState
)
3021 wined3d_shader_incref(shader
);
3023 wined3d_shader_decref(prev
);
3024 TRACE("Recording... not performing anything.\n");
3030 TRACE("Application is setting the old shader over, nothing to do.\n");
3035 wined3d_shader_incref(shader
);
3037 wined3d_shader_decref(prev
);
3039 device_invalidate_state(device
, STATE_PIXELSHADER
);
3044 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
3046 struct wined3d_shader
*shader
;
3048 TRACE("device %p.\n", device
);
3050 shader
= device
->stateBlock
->state
.pixel_shader
;
3052 wined3d_shader_incref(shader
);
3054 TRACE("Returning %p.\n", shader
);
3058 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
3059 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
3061 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3064 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3065 device
, start_register
, constants
, bool_count
);
3067 if (!constants
|| start_register
>= MAX_CONST_B
)
3068 return WINED3DERR_INVALIDCALL
;
3070 memcpy(&device
->updateStateBlock
->state
.ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
3071 for (i
= 0; i
< count
; ++i
)
3072 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
3074 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3075 device
->updateStateBlock
->changed
.pixelShaderConstantsB
|= (1 << i
);
3077 if (!device
->isRecordingState
)
3078 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3083 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
3084 UINT start_register
, BOOL
*constants
, UINT bool_count
)
3086 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3088 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3089 device
, start_register
, constants
, bool_count
);
3091 if (!constants
|| start_register
>= MAX_CONST_B
)
3092 return WINED3DERR_INVALIDCALL
;
3094 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
3099 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
3100 UINT start_register
, const int *constants
, UINT vector4i_count
)
3102 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3105 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3106 device
, start_register
, constants
, vector4i_count
);
3108 if (!constants
|| start_register
>= MAX_CONST_I
)
3109 return WINED3DERR_INVALIDCALL
;
3111 memcpy(&device
->updateStateBlock
->state
.ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
3112 for (i
= 0; i
< count
; ++i
)
3113 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
3114 constants
[i
* 4], constants
[i
* 4 + 1],
3115 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3117 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3118 device
->updateStateBlock
->changed
.pixelShaderConstantsI
|= (1 << i
);
3120 if (!device
->isRecordingState
)
3121 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3126 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
3127 UINT start_register
, int *constants
, UINT vector4i_count
)
3129 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3131 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3132 device
, start_register
, constants
, vector4i_count
);
3134 if (!constants
|| start_register
>= MAX_CONST_I
)
3135 return WINED3DERR_INVALIDCALL
;
3137 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
3142 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
3143 UINT start_register
, const float *constants
, UINT vector4f_count
)
3147 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3148 device
, start_register
, constants
, vector4f_count
);
3150 /* Specifically test start_register > limit to catch MAX_UINT overflows
3151 * when adding start_register + vector4f_count. */
3153 || start_register
+ vector4f_count
> device
->d3d_pshader_constantF
3154 || start_register
> device
->d3d_pshader_constantF
)
3155 return WINED3DERR_INVALIDCALL
;
3157 memcpy(&device
->updateStateBlock
->state
.ps_consts_f
[start_register
* 4],
3158 constants
, vector4f_count
* sizeof(float) * 4);
3161 for (i
= 0; i
< vector4f_count
; ++i
)
3162 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
3163 constants
[i
* 4], constants
[i
* 4 + 1],
3164 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3167 if (!device
->isRecordingState
)
3169 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
3170 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3173 memset(device
->updateStateBlock
->changed
.pixelShaderConstantsF
+ start_register
, 1,
3174 sizeof(*device
->updateStateBlock
->changed
.pixelShaderConstantsF
) * vector4f_count
);
3179 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
3180 UINT start_register
, float *constants
, UINT vector4f_count
)
3182 int count
= min(vector4f_count
, device
->d3d_pshader_constantF
- start_register
);
3184 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3185 device
, start_register
, constants
, vector4f_count
);
3187 if (!constants
|| count
< 0)
3188 return WINED3DERR_INVALIDCALL
;
3190 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
3195 /* Context activation is done by the caller. */
3196 /* Do not call while under the GL lock. */
3197 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3198 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
3199 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
3202 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3203 char *dest_ptr
, *dest_conv
= NULL
, *dest_conv_addr
= NULL
;
3204 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
3205 struct wined3d_viewport vp
;
3210 if (stream_info
->use_map
& (1 << WINED3D_FFP_NORMAL
))
3212 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3215 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_POSITION
)))
3217 ERR("Source has no position mask\n");
3218 return WINED3DERR_INVALIDCALL
;
3221 if (!dest
->resource
.allocatedMemory
)
3222 buffer_get_sysmem(dest
, gl_info
);
3224 /* Get a pointer into the destination vbo(create one if none exists) and
3225 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3227 if (!dest
->buffer_object
&& gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
3229 dest
->flags
|= WINED3D_BUFFER_CREATEBO
;
3230 wined3d_buffer_preload(dest
);
3233 if (dest
->buffer_object
)
3235 unsigned char extrabytes
= 0;
3236 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3237 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3238 * this may write 4 extra bytes beyond the area that should be written
3240 if(DestFVF
== WINED3DFVF_XYZ
) extrabytes
= 4;
3241 dest_conv_addr
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, dwCount
* get_flexible_vertex_size(DestFVF
) + extrabytes
);
3242 if(!dest_conv_addr
) {
3243 ERR("Out of memory\n");
3244 /* Continue without storing converted vertices */
3246 dest_conv
= dest_conv_addr
;
3249 if (device
->stateBlock
->state
.render_states
[WINED3DRS_CLIPPING
])
3251 static BOOL warned
= FALSE
;
3253 * The clipping code is not quite correct. Some things need
3254 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3255 * so disable clipping for now.
3256 * (The graphics in Half-Life are broken, and my processvertices
3257 * test crashes with IDirect3DDevice3)
3263 FIXME("Clipping is broken and disabled for now\n");
3265 } else doClip
= FALSE
;
3266 dest_ptr
= ((char *)buffer_get_sysmem(dest
, gl_info
)) + dwDestIndex
* get_flexible_vertex_size(DestFVF
);
3268 wined3d_device_get_transform(device
, WINED3DTS_VIEW
, &view_mat
);
3269 wined3d_device_get_transform(device
, WINED3DTS_PROJECTION
, &proj_mat
);
3270 wined3d_device_get_transform(device
, WINED3DTS_WORLDMATRIX(0), &world_mat
);
3272 TRACE("View mat:\n");
3273 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
);
3274 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
);
3275 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
);
3276 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
);
3278 TRACE("Proj mat:\n");
3279 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
);
3280 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
);
3281 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
);
3282 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
);
3284 TRACE("World mat:\n");
3285 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
);
3286 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
);
3287 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
);
3288 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
);
3290 /* Get the viewport */
3291 wined3d_device_get_viewport(device
, &vp
);
3292 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3293 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
3295 multiply_matrix(&mat
,&view_mat
,&world_mat
);
3296 multiply_matrix(&mat
,&proj_mat
,&mat
);
3298 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
3300 for (i
= 0; i
< dwCount
; i
+= 1) {
3301 unsigned int tex_index
;
3303 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
3304 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
3305 /* The position first */
3306 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
3307 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3309 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
3311 /* Multiplication with world, view and projection matrix */
3312 x
= (p
[0] * mat
.u
.s
._11
) + (p
[1] * mat
.u
.s
._21
) + (p
[2] * mat
.u
.s
._31
) + (1.0f
* mat
.u
.s
._41
);
3313 y
= (p
[0] * mat
.u
.s
._12
) + (p
[1] * mat
.u
.s
._22
) + (p
[2] * mat
.u
.s
._32
) + (1.0f
* mat
.u
.s
._42
);
3314 z
= (p
[0] * mat
.u
.s
._13
) + (p
[1] * mat
.u
.s
._23
) + (p
[2] * mat
.u
.s
._33
) + (1.0f
* mat
.u
.s
._43
);
3315 rhw
= (p
[0] * mat
.u
.s
._14
) + (p
[1] * mat
.u
.s
._24
) + (p
[2] * mat
.u
.s
._34
) + (1.0f
* mat
.u
.s
._44
);
3317 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
3319 /* WARNING: The following things are taken from d3d7 and were not yet checked
3320 * against d3d8 or d3d9!
3323 /* Clipping conditions: From msdn
3325 * A vertex is clipped if it does not match the following requirements
3329 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3331 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3332 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3337 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
3338 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
3341 /* "Normal" viewport transformation (not clipped)
3342 * 1) The values are divided by rhw
3343 * 2) The y axis is negative, so multiply it with -1
3344 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3345 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3346 * 4) Multiply x with Width/2 and add Width/2
3347 * 5) The same for the height
3348 * 6) Add the viewpoint X and Y to the 2D coordinates and
3349 * The minimum Z value to z
3350 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3352 * Well, basically it's simply a linear transformation into viewport
3364 z
*= vp
.max_z
- vp
.min_z
;
3366 x
+= vp
.width
/ 2 + vp
.x
;
3367 y
+= vp
.height
/ 2 + vp
.y
;
3372 /* That vertex got clipped
3373 * Contrary to OpenGL it is not dropped completely, it just
3374 * undergoes a different calculation.
3376 TRACE("Vertex got clipped\n");
3383 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3384 * outside of the main vertex buffer memory. That needs some more
3389 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3392 ( (float *) dest_ptr
)[0] = x
;
3393 ( (float *) dest_ptr
)[1] = y
;
3394 ( (float *) dest_ptr
)[2] = z
;
3395 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3397 dest_ptr
+= 3 * sizeof(float);
3399 if((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) {
3400 dest_ptr
+= sizeof(float);
3405 ( (float *) dest_conv
)[0] = x
* w
;
3406 ( (float *) dest_conv
)[1] = y
* w
;
3407 ( (float *) dest_conv
)[2] = z
* w
;
3408 ( (float *) dest_conv
)[3] = w
;
3410 dest_conv
+= 3 * sizeof(float);
3412 if((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) {
3413 dest_conv
+= sizeof(float);
3417 if (DestFVF
& WINED3DFVF_PSIZE
) {
3418 dest_ptr
+= sizeof(DWORD
);
3419 if(dest_conv
) dest_conv
+= sizeof(DWORD
);
3421 if (DestFVF
& WINED3DFVF_NORMAL
)
3423 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3424 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3425 /* AFAIK this should go into the lighting information */
3426 FIXME("Didn't expect the destination to have a normal\n");
3427 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3429 copy_and_next(dest_conv
, normal
, 3 * sizeof(float));
3433 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3435 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3436 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3437 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_DIFFUSE
)))
3439 static BOOL warned
= FALSE
;
3442 ERR("No diffuse color in source, but destination has one\n");
3446 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3447 dest_ptr
+= sizeof(DWORD
);
3450 *( (DWORD
*) dest_conv
) = 0xffffffff;
3451 dest_conv
+= sizeof(DWORD
);
3455 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3457 *( (DWORD
*) dest_conv
) = (*color_d
& 0xff00ff00) ; /* Alpha + green */
3458 *( (DWORD
*) dest_conv
) |= (*color_d
& 0x00ff0000) >> 16; /* Red */
3459 *( (DWORD
*) dest_conv
) |= (*color_d
& 0xff0000ff) << 16; /* Blue */
3460 dest_conv
+= sizeof(DWORD
);
3465 if (DestFVF
& WINED3DFVF_SPECULAR
)
3467 /* What's the color value in the feedback buffer? */
3468 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3469 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3470 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_SPECULAR
)))
3472 static BOOL warned
= FALSE
;
3475 ERR("No specular color in source, but destination has one\n");
3479 *( (DWORD
*) dest_ptr
) = 0xFF000000;
3480 dest_ptr
+= sizeof(DWORD
);
3483 *( (DWORD
*) dest_conv
) = 0xFF000000;
3484 dest_conv
+= sizeof(DWORD
);
3488 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3490 *( (DWORD
*) dest_conv
) = (*color_s
& 0xff00ff00) ; /* Alpha + green */
3491 *( (DWORD
*) dest_conv
) |= (*color_s
& 0x00ff0000) >> 16; /* Red */
3492 *( (DWORD
*) dest_conv
) |= (*color_s
& 0xff0000ff) << 16; /* Blue */
3493 dest_conv
+= sizeof(DWORD
);
3498 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3500 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3501 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3502 if (!(stream_info
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3504 ERR("No source texture, but destination requests one\n");
3505 dest_ptr
+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3506 if(dest_conv
) dest_conv
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3509 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3511 copy_and_next(dest_conv
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3521 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, dest
->buffer_object
));
3522 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3523 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB
, dwDestIndex
* get_flexible_vertex_size(DestFVF
),
3524 dwCount
* get_flexible_vertex_size(DestFVF
),
3526 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3530 HeapFree(GetProcessHeap(), 0, dest_conv_addr
);
3535 #undef copy_and_next
3537 /* Do not call while under the GL lock. */
3538 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3539 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3540 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3542 struct wined3d_state
*state
= &device
->stateBlock
->state
;
3543 BOOL vbo
= FALSE
, streamWasUP
= state
->user_stream
;
3544 struct wined3d_stream_info stream_info
;
3545 const struct wined3d_gl_info
*gl_info
;
3546 struct wined3d_context
*context
;
3547 struct wined3d_shader
*vs
;
3550 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3551 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3552 device
, src_start_idx
, dst_idx
, vertex_count
,
3553 dst_buffer
, declaration
, flags
, dst_fvf
);
3556 FIXME("Output vertex declaration not implemented yet.\n");
3558 /* Need any context to write to the vbo. */
3559 context
= context_acquire(device
, NULL
);
3560 gl_info
= context
->gl_info
;
3562 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3563 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3564 * restore it afterwards. */
3565 vs
= state
->vertex_shader
;
3566 state
->vertex_shader
= NULL
;
3567 state
->user_stream
= FALSE
;
3568 device_stream_info_from_declaration(device
, &stream_info
, &vbo
);
3569 state
->user_stream
= streamWasUP
;
3570 state
->vertex_shader
= vs
;
3572 if (vbo
|| src_start_idx
)
3575 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3576 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3578 * Also get the start index in, but only loop over all elements if there's something to add at all.
3580 for (i
= 0; i
< (sizeof(stream_info
.elements
) / sizeof(*stream_info
.elements
)); ++i
)
3582 struct wined3d_stream_info_element
*e
;
3584 if (!(stream_info
.use_map
& (1 << i
))) continue;
3586 e
= &stream_info
.elements
[i
];
3587 if (e
->data
.buffer_object
)
3589 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
3590 e
->data
.buffer_object
= 0;
3591 e
->data
.addr
= (BYTE
*)((ULONG_PTR
)e
->data
.addr
+ (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
));
3593 GL_EXTCALL(glDeleteBuffersARB(1, &vb
->buffer_object
));
3594 vb
->buffer_object
= 0;
3598 e
->data
.addr
+= e
->stride
* src_start_idx
;
3602 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3603 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3605 context_release(context
);
3610 HRESULT CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3611 UINT stage
, WINED3DTEXTURESTAGESTATETYPE state
, DWORD value
)
3613 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3616 TRACE("device %p, stage %u, state %s, value %#x.\n",
3617 device
, stage
, debug_d3dtexturestate(state
), value
);
3619 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3621 WARN("Invalid state %#x passed.\n", state
);
3625 if (stage
>= gl_info
->limits
.texture_stages
)
3627 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3628 stage
, gl_info
->limits
.texture_stages
- 1);
3632 old_value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3633 device
->updateStateBlock
->changed
.textureState
[stage
] |= 1 << state
;
3634 device
->updateStateBlock
->state
.texture_states
[stage
][state
] = value
;
3636 if (device
->isRecordingState
)
3638 TRACE("Recording... not performing anything.\n");
3642 /* Checked after the assignments to allow proper stateblock recording. */
3643 if (old_value
== value
)
3645 TRACE("Application is setting the old value over, nothing to do.\n");
3649 if (stage
> device
->stateBlock
->state
.lowest_disabled_stage
3650 && device
->StateTable
[STATE_TEXTURESTAGE(0, state
)].representative
3651 == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
))
3653 /* Colorop change above lowest disabled stage? That won't change
3654 * anything in the GL setup. Changes in other states are important on
3655 * disabled stages too. */
3659 if (state
== WINED3DTSS_COLOROP
)
3663 if (value
== WINED3DTOP_DISABLE
&& old_value
!= WINED3DTOP_DISABLE
)
3665 /* Previously enabled stage disabled now. Make sure to dirtify
3666 * all enabled stages above stage, they have to be disabled.
3668 * The current stage is dirtified below. */
3669 for (i
= stage
+ 1; i
< device
->stateBlock
->state
.lowest_disabled_stage
; ++i
)
3671 TRACE("Additionally dirtifying stage %u.\n", i
);
3672 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3DTSS_COLOROP
));
3674 device
->stateBlock
->state
.lowest_disabled_stage
= stage
;
3675 TRACE("New lowest disabled: %u.\n", stage
);
3677 else if (value
!= WINED3DTOP_DISABLE
&& old_value
== WINED3DTOP_DISABLE
)
3679 /* Previously disabled stage enabled. Stages above it may need
3680 * enabling. Stage must be lowest_disabled_stage here, if it's
3681 * bigger success is returned above, and stages below the lowest
3682 * disabled stage can't be enabled (because they are enabled
3685 * Again stage stage doesn't need to be dirtified here, it is
3687 for (i
= stage
+ 1; i
< gl_info
->limits
.texture_stages
; ++i
)
3689 if (device
->updateStateBlock
->state
.texture_states
[i
][WINED3DTSS_COLOROP
] == WINED3DTOP_DISABLE
)
3691 TRACE("Additionally dirtifying stage %u due to enable.\n", i
);
3692 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3DTSS_COLOROP
));
3694 device
->stateBlock
->state
.lowest_disabled_stage
= i
;
3695 TRACE("New lowest disabled: %u.\n", i
);
3699 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, state
));
3704 HRESULT CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3705 UINT stage
, WINED3DTEXTURESTAGESTATETYPE state
, DWORD
*value
)
3707 TRACE("device %p, stage %u, state %s, value %p.\n",
3708 device
, stage
, debug_d3dtexturestate(state
), value
);
3710 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3712 WARN("Invalid state %#x passed.\n", state
);
3716 *value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3717 TRACE("Returning %#x.\n", *value
);
3722 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3723 UINT stage
, struct wined3d_texture
*texture
)
3725 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3726 struct wined3d_texture
*prev
;
3728 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3730 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3731 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3733 /* Windows accepts overflowing this array... we do not. */
3734 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3736 WARN("Ignoring invalid stage %u.\n", stage
);
3740 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
3741 if (texture
&& texture
->resource
.pool
== WINED3DPOOL_SCRATCH
)
3743 WARN("Rejecting attempt to set scratch texture.\n");
3744 return WINED3DERR_INVALIDCALL
;
3747 device
->updateStateBlock
->changed
.textures
|= 1 << stage
;
3749 prev
= device
->updateStateBlock
->state
.textures
[stage
];
3750 TRACE("Previous texture %p.\n", prev
);
3752 if (texture
== prev
)
3754 TRACE("App is setting the same texture again, nothing to do.\n");
3758 TRACE("Setting new texture to %p.\n", texture
);
3759 device
->updateStateBlock
->state
.textures
[stage
] = texture
;
3761 if (device
->isRecordingState
)
3763 TRACE("Recording... not performing anything\n");
3765 if (texture
) wined3d_texture_incref(texture
);
3766 if (prev
) wined3d_texture_decref(prev
);
3773 LONG bind_count
= InterlockedIncrement(&texture
->bind_count
);
3775 wined3d_texture_incref(texture
);
3777 if (!prev
|| texture
->target
!= prev
->target
)
3778 device_invalidate_state(device
, STATE_PIXELSHADER
);
3780 if (!prev
&& stage
< gl_info
->limits
.texture_stages
)
3782 /* The source arguments for color and alpha ops have different
3783 * meanings when a NULL texture is bound, so the COLOROP and
3784 * ALPHAOP have to be dirtified. */
3785 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_COLOROP
));
3786 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_ALPHAOP
));
3789 if (bind_count
== 1)
3790 texture
->sampler
= stage
;
3795 LONG bind_count
= InterlockedDecrement(&prev
->bind_count
);
3797 wined3d_texture_decref(prev
);
3799 if (!texture
&& stage
< gl_info
->limits
.texture_stages
)
3801 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_COLOROP
));
3802 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_ALPHAOP
));
3805 if (bind_count
&& prev
->sampler
== stage
)
3809 /* Search for other stages the texture is bound to. Shouldn't
3810 * happen if applications bind textures to a single stage only. */
3811 TRACE("Searching for other stages the texture is bound to.\n");
3812 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3814 if (device
->updateStateBlock
->state
.textures
[i
] == prev
)
3816 TRACE("Texture is also bound to stage %u.\n", i
);
3824 device_invalidate_state(device
, STATE_SAMPLER(stage
));
3829 HRESULT CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
,
3830 UINT stage
, struct wined3d_texture
**texture
)
3832 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3834 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3835 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3837 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3839 WARN("Ignoring invalid stage %u.\n", stage
);
3840 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
3843 *texture
= device
->stateBlock
->state
.textures
[stage
];
3845 wined3d_texture_incref(*texture
);
3847 TRACE("Returning %p.\n", *texture
);
3852 HRESULT CDECL
wined3d_device_get_back_buffer(const struct wined3d_device
*device
, UINT swapchain_idx
,
3853 UINT backbuffer_idx
, WINED3DBACKBUFFER_TYPE backbuffer_type
, struct wined3d_surface
**backbuffer
)
3855 struct wined3d_swapchain
*swapchain
;
3858 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3859 device
, swapchain_idx
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3861 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3864 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
3868 hr
= wined3d_swapchain_get_back_buffer(swapchain
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3869 wined3d_swapchain_decref(swapchain
);
3872 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx
, hr
);
3879 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3881 TRACE("device %p, caps %p.\n", device
, caps
);
3883 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
, device
->devType
, caps
);
3886 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
,
3887 UINT swapchain_idx
, struct wined3d_display_mode
*mode
)
3889 struct wined3d_swapchain
*swapchain
;
3892 TRACE("device %p, swapchain_idx %u, mode %p.\n", device
, swapchain_idx
, mode
);
3896 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3899 hr
= wined3d_swapchain_get_display_mode(swapchain
, mode
);
3900 wined3d_swapchain_decref(swapchain
);
3905 const struct wined3d_adapter
*adapter
= device
->adapter
;
3907 /* Don't read the real display mode, but return the stored mode
3908 * instead. X11 can't change the color depth, and some apps are
3909 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3910 * that GetDisplayMode still returns 24 bpp.
3912 * Also don't relay to the swapchain because with ddraw it's possible
3913 * that there isn't a swapchain at all. */
3914 mode
->width
= adapter
->screen_size
.cx
;
3915 mode
->height
= adapter
->screen_size
.cy
;
3916 mode
->format_id
= adapter
->screen_format
;
3917 mode
->refresh_rate
= 0;
3924 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3926 struct wined3d_stateblock
*stateblock
;
3929 TRACE("device %p.\n", device
);
3931 if (device
->isRecordingState
)
3932 return WINED3DERR_INVALIDCALL
;
3934 hr
= wined3d_stateblock_create(device
, WINED3DSBT_RECORDED
, &stateblock
);
3938 wined3d_stateblock_decref(device
->updateStateBlock
);
3939 device
->updateStateBlock
= stateblock
;
3940 device
->isRecordingState
= TRUE
;
3942 TRACE("Recording stateblock %p.\n", stateblock
);
3947 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3948 struct wined3d_stateblock
**stateblock
)
3950 struct wined3d_stateblock
*object
= device
->updateStateBlock
;
3952 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3954 if (!device
->isRecordingState
)
3956 WARN("Not recording.\n");
3958 return WINED3DERR_INVALIDCALL
;
3961 stateblock_init_contained_states(object
);
3963 *stateblock
= object
;
3964 device
->isRecordingState
= FALSE
;
3965 device
->updateStateBlock
= device
->stateBlock
;
3966 wined3d_stateblock_incref(device
->updateStateBlock
);
3968 TRACE("Returning stateblock %p.\n", *stateblock
);
3973 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3975 /* At the moment we have no need for any functionality at the beginning
3977 TRACE("device %p.\n", device
);
3979 if (device
->inScene
)
3981 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3982 return WINED3DERR_INVALIDCALL
;
3984 device
->inScene
= TRUE
;
3988 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3990 struct wined3d_context
*context
;
3992 TRACE("device %p.\n", device
);
3994 if (!device
->inScene
)
3996 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3997 return WINED3DERR_INVALIDCALL
;
4000 context
= context_acquire(device
, NULL
);
4001 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4003 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
4005 context_release(context
);
4007 device
->inScene
= FALSE
;
4011 HRESULT CDECL
wined3d_device_present(const struct wined3d_device
*device
, const RECT
*src_rect
,
4012 const RECT
*dst_rect
, HWND dst_window_override
, const RGNDATA
*dirty_region
)
4016 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
4017 device
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
4018 dst_window_override
, dirty_region
);
4020 for (i
= 0; i
< device
->swapchain_count
; ++i
)
4022 wined3d_swapchain_present(device
->swapchains
[i
], src_rect
,
4023 dst_rect
, dst_window_override
, dirty_region
, 0);
4029 /* Do not call while under the GL lock. */
4030 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
4031 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
4035 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
4036 device
, rect_count
, rects
, flags
, color
->r
, color
->g
, color
->b
, color
->a
, depth
, stencil
);
4038 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
4040 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4043 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4044 /* TODO: What about depth stencil buffers without stencil bits? */
4045 return WINED3DERR_INVALIDCALL
;
4047 else if (flags
& WINED3DCLEAR_TARGET
)
4049 if (ds
->resource
.width
< device
->fb
.render_targets
[0]->resource
.width
4050 || ds
->resource
.height
< device
->fb
.render_targets
[0]->resource
.height
)
4052 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4058 wined3d_get_draw_rect(&device
->stateBlock
->state
, &draw_rect
);
4060 return device_clear_render_targets(device
, device
->adapter
->gl_info
.limits
.buffers
,
4061 &device
->fb
, rect_count
, rects
,
4062 &draw_rect
, flags
, color
, depth
, stencil
);
4065 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
4066 WINED3DPRIMITIVETYPE primitive_type
)
4068 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
4070 device
->updateStateBlock
->changed
.primitive_type
= TRUE
;
4071 device
->updateStateBlock
->state
.gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
4074 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
4075 WINED3DPRIMITIVETYPE
*primitive_type
)
4077 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
4079 *primitive_type
= d3d_primitive_type_from_gl(device
->stateBlock
->state
.gl_primitive_type
);
4081 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
4084 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
4086 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
4088 if (!device
->stateBlock
->state
.vertex_declaration
)
4090 WARN("Called without a valid vertex declaration set.\n");
4091 return WINED3DERR_INVALIDCALL
;
4094 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4095 if (device
->stateBlock
->state
.user_stream
)
4097 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4098 device
->stateBlock
->state
.user_stream
= FALSE
;
4101 if (device
->stateBlock
->state
.load_base_vertex_index
)
4103 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4104 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4107 /* Account for the loading offset due to index buffers. Instead of
4108 * reloading all sources correct it with the startvertex parameter. */
4109 drawPrimitive(device
, vertex_count
, start_vertex
, 0, NULL
);
4113 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
4115 struct wined3d_buffer
*index_buffer
;
4116 UINT index_size
= 2;
4118 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4120 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
4122 index_buffer
= device
->stateBlock
->state
.index_buffer
;
4125 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4126 * without an index buffer set. (The first time at least...)
4127 * D3D8 simply dies, but I doubt it can do much harm to return
4128 * D3DERR_INVALIDCALL there as well. */
4129 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4130 return WINED3DERR_INVALIDCALL
;
4133 if (!device
->stateBlock
->state
.vertex_declaration
)
4135 WARN("Called without a valid vertex declaration set.\n");
4136 return WINED3DERR_INVALIDCALL
;
4139 if (device
->stateBlock
->state
.user_stream
)
4141 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4142 device
->stateBlock
->state
.user_stream
= FALSE
;
4144 vbo
= index_buffer
->buffer_object
;
4146 if (device
->stateBlock
->state
.index_format
== WINED3DFMT_R16_UINT
)
4151 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
4152 device
->stateBlock
->state
.load_base_vertex_index
!= device
->stateBlock
->state
.base_vertex_index
)
4154 device
->stateBlock
->state
.load_base_vertex_index
= device
->stateBlock
->state
.base_vertex_index
;
4155 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4158 drawPrimitive(device
, index_count
, start_idx
, index_size
,
4159 vbo
? NULL
: index_buffer
->resource
.allocatedMemory
);
4164 HRESULT CDECL
wined3d_device_draw_primitive_up(struct wined3d_device
*device
, UINT vertex_count
,
4165 const void *stream_data
, UINT stream_stride
)
4167 struct wined3d_stream_state
*stream
;
4168 struct wined3d_buffer
*vb
;
4170 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4171 device
, vertex_count
, stream_data
, stream_stride
);
4173 if (!device
->stateBlock
->state
.vertex_declaration
)
4175 WARN("Called without a valid vertex declaration set.\n");
4176 return WINED3DERR_INVALIDCALL
;
4179 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4180 stream
= &device
->stateBlock
->state
.streams
[0];
4181 vb
= stream
->buffer
;
4182 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4184 wined3d_buffer_decref(vb
);
4186 stream
->stride
= stream_stride
;
4187 device
->stateBlock
->state
.user_stream
= TRUE
;
4188 if (device
->stateBlock
->state
.load_base_vertex_index
)
4190 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4191 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4194 /* TODO: Only mark dirty if drawing from a different UP address */
4195 device_invalidate_state(device
, STATE_STREAMSRC
);
4197 drawPrimitive(device
, vertex_count
, 0, 0, NULL
);
4199 /* MSDN specifies stream zero settings must be set to NULL */
4200 stream
->buffer
= NULL
;
4203 /* stream zero settings set to null at end, as per the msdn. No need to
4204 * mark dirty here, the app has to set the new stream sources or use UP
4209 HRESULT CDECL
wined3d_device_draw_indexed_primitive_up(struct wined3d_device
*device
,
4210 UINT index_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
,
4211 const void *stream_data
, UINT stream_stride
)
4213 struct wined3d_stream_state
*stream
;
4214 struct wined3d_buffer
*vb
, *ib
;
4217 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4218 device
, index_count
, index_data
, debug_d3dformat(index_data_format_id
), stream_data
, stream_stride
);
4220 if (!device
->stateBlock
->state
.vertex_declaration
)
4222 WARN("(%p) : Called without a valid vertex declaration set\n", device
);
4223 return WINED3DERR_INVALIDCALL
;
4226 if (index_data_format_id
== WINED3DFMT_R16_UINT
)
4231 stream
= &device
->stateBlock
->state
.streams
[0];
4232 vb
= stream
->buffer
;
4233 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4235 wined3d_buffer_decref(vb
);
4237 stream
->stride
= stream_stride
;
4238 device
->stateBlock
->state
.user_stream
= TRUE
;
4240 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4241 device
->stateBlock
->state
.base_vertex_index
= 0;
4242 if (device
->stateBlock
->state
.load_base_vertex_index
)
4244 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4245 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4247 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4248 device_invalidate_state(device
, STATE_STREAMSRC
);
4249 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4251 drawPrimitive(device
, index_count
, 0, index_size
, index_data
);
4253 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4254 stream
->buffer
= NULL
;
4256 ib
= device
->stateBlock
->state
.index_buffer
;
4259 wined3d_buffer_decref(ib
);
4260 device
->stateBlock
->state
.index_buffer
= NULL
;
4262 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4263 * SetStreamSource to specify a vertex buffer
4269 HRESULT CDECL
wined3d_device_draw_primitive_strided(struct wined3d_device
*device
,
4270 UINT vertex_count
, const WineDirect3DVertexStridedData
*strided_data
)
4272 /* Mark the state dirty until we have nicer tracking. It's fine to change
4273 * baseVertexIndex because that call is only called by ddraw which does
4274 * not need that value. */
4275 device_invalidate_state(device
, STATE_VDECL
);
4276 device_invalidate_state(device
, STATE_STREAMSRC
);
4277 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4279 device
->stateBlock
->state
.base_vertex_index
= 0;
4280 device
->up_strided
= strided_data
;
4281 drawPrimitive(device
, vertex_count
, 0, 0, NULL
);
4282 device
->up_strided
= NULL
;
4284 /* Invalidate the states again to make sure the values from the stateblock
4285 * are properly applied in the next regular draw. Note that the application-
4286 * provided strided data has ovwritten pretty much the entire vertex and
4287 * and index stream related states */
4288 device_invalidate_state(device
, STATE_VDECL
);
4289 device_invalidate_state(device
, STATE_STREAMSRC
);
4290 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4294 HRESULT CDECL
wined3d_device_draw_indexed_primitive_strided(struct wined3d_device
*device
,
4295 UINT index_count
, const WineDirect3DVertexStridedData
*strided_data
,
4296 UINT vertex_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
)
4298 UINT index_size
= index_data_format_id
== WINED3DFMT_R32_UINT
? 4 : 2;
4300 /* Mark the state dirty until we have nicer tracking
4301 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4304 device_invalidate_state(device
, STATE_VDECL
);
4305 device_invalidate_state(device
, STATE_STREAMSRC
);
4306 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4308 device
->stateBlock
->state
.user_stream
= TRUE
;
4309 device
->stateBlock
->state
.base_vertex_index
= 0;
4310 device
->up_strided
= strided_data
;
4311 drawPrimitive(device
, index_count
, 0, index_size
, index_data
);
4312 device
->up_strided
= NULL
;
4314 device_invalidate_state(device
, STATE_VDECL
);
4315 device_invalidate_state(device
, STATE_STREAMSRC
);
4316 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4320 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4321 static HRESULT
device_update_volume(struct wined3d_device
*device
,
4322 struct wined3d_volume
*src_volume
, struct wined3d_volume
*dst_volume
)
4324 WINED3DLOCKED_BOX src
;
4325 WINED3DLOCKED_BOX dst
;
4328 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4329 device
, src_volume
, dst_volume
);
4331 /* TODO: Implement direct loading into the gl volume instead of using
4332 * memcpy and dirtification to improve loading performance. */
4333 hr
= wined3d_volume_map(src_volume
, &src
, NULL
, WINED3DLOCK_READONLY
);
4334 if (FAILED(hr
)) return hr
;
4335 hr
= wined3d_volume_map(dst_volume
, &dst
, NULL
, WINED3DLOCK_DISCARD
);
4338 wined3d_volume_unmap(src_volume
);
4342 memcpy(dst
.pBits
, src
.pBits
, dst_volume
->resource
.size
);
4344 hr
= wined3d_volume_unmap(dst_volume
);
4346 wined3d_volume_unmap(src_volume
);
4348 hr
= wined3d_volume_unmap(src_volume
);
4353 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
4354 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
4356 unsigned int level_count
, i
;
4357 WINED3DRESOURCETYPE type
;
4360 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
4362 /* Verify that the source and destination textures are non-NULL. */
4363 if (!src_texture
|| !dst_texture
)
4365 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4366 return WINED3DERR_INVALIDCALL
;
4369 if (src_texture
== dst_texture
)
4371 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4372 return WINED3DERR_INVALIDCALL
;
4375 /* Verify that the source and destination textures are the same type. */
4376 type
= src_texture
->resource
.resourceType
;
4377 if (dst_texture
->resource
.resourceType
!= type
)
4379 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4380 return WINED3DERR_INVALIDCALL
;
4383 /* Check that both textures have the identical numbers of levels. */
4384 level_count
= wined3d_texture_get_level_count(src_texture
);
4385 if (wined3d_texture_get_level_count(dst_texture
) != level_count
)
4387 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4388 return WINED3DERR_INVALIDCALL
;
4391 /* Make sure that the destination texture is loaded. */
4392 dst_texture
->texture_ops
->texture_preload(dst_texture
, SRGB_RGB
);
4394 /* Update every surface level of the texture. */
4397 case WINED3DRTYPE_TEXTURE
:
4399 struct wined3d_surface
*src_surface
;
4400 struct wined3d_surface
*dst_surface
;
4402 for (i
= 0; i
< level_count
; ++i
)
4404 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4405 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4406 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4409 WARN("Failed to update surface, hr %#x.\n", hr
);
4416 case WINED3DRTYPE_CUBETEXTURE
:
4418 struct wined3d_surface
*src_surface
;
4419 struct wined3d_surface
*dst_surface
;
4421 for (i
= 0; i
< level_count
* 6; ++i
)
4423 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4424 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4425 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4428 WARN("Failed to update surface, hr %#x.\n", hr
);
4435 case WINED3DRTYPE_VOLUMETEXTURE
:
4437 for (i
= 0; i
< level_count
; ++i
)
4439 hr
= device_update_volume(device
,
4440 volume_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
)),
4441 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
)));
4444 WARN("Failed to update volume, hr %#x.\n", hr
);
4452 FIXME("Unsupported texture type %#x.\n", type
);
4453 return WINED3DERR_INVALIDCALL
;
4459 HRESULT CDECL
wined3d_device_get_front_buffer_data(const struct wined3d_device
*device
,
4460 UINT swapchain_idx
, struct wined3d_surface
*dst_surface
)
4462 struct wined3d_swapchain
*swapchain
;
4465 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device
, swapchain_idx
, dst_surface
);
4467 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4468 if (FAILED(hr
)) return hr
;
4470 hr
= wined3d_swapchain_get_front_buffer_data(swapchain
, dst_surface
);
4471 wined3d_swapchain_decref(swapchain
);
4476 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
4478 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4479 struct wined3d_texture
*texture
;
4482 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
4484 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4486 if (state
->sampler_states
[i
][WINED3DSAMP_MINFILTER
] == WINED3DTEXF_NONE
)
4488 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4489 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4491 if (state
->sampler_states
[i
][WINED3DSAMP_MAGFILTER
] == WINED3DTEXF_NONE
)
4493 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4494 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4497 texture
= state
->textures
[i
];
4498 if (!texture
|| texture
->resource
.format
->flags
& WINED3DFMT_FLAG_FILTERING
) continue;
4500 if (state
->sampler_states
[i
][WINED3DSAMP_MAGFILTER
] != WINED3DTEXF_POINT
)
4502 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i
);
4505 if (state
->sampler_states
[i
][WINED3DSAMP_MINFILTER
] != WINED3DTEXF_POINT
)
4507 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i
);
4510 if (state
->sampler_states
[i
][WINED3DSAMP_MIPFILTER
] != WINED3DTEXF_NONE
4511 && state
->sampler_states
[i
][WINED3DSAMP_MIPFILTER
] != WINED3DTEXF_POINT
)
4513 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i
);
4518 if (state
->render_states
[WINED3DRS_ZENABLE
] || state
->render_states
[WINED3DRS_ZWRITEENABLE
] ||
4519 state
->render_states
[WINED3DRS_STENCILENABLE
])
4521 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4522 struct wined3d_surface
*target
= device
->fb
.render_targets
[0];
4525 && (ds
->resource
.width
< target
->resource
.width
|| ds
->resource
.height
< target
->resource
.height
))
4527 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4528 return WINED3DERR_CONFLICTINGRENDERSTATE
;
4532 /* return a sensible default */
4535 TRACE("returning D3D_OK\n");
4539 HRESULT CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
4543 TRACE("device %p, software %#x.\n", device
, software
);
4547 FIXME("device %p, software %#x stub!\n", device
, software
);
4551 device
->softwareVertexProcessing
= software
;
4556 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
4560 TRACE("device %p.\n", device
);
4564 TRACE("device %p stub!\n", device
);
4568 return device
->softwareVertexProcessing
;
4571 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
4572 UINT swapchain_idx
, WINED3DRASTER_STATUS
*raster_status
)
4574 struct wined3d_swapchain
*swapchain
;
4577 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4578 device
, swapchain_idx
, raster_status
);
4580 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4583 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
4587 hr
= wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
4588 wined3d_swapchain_decref(swapchain
);
4591 WARN("Failed to get raster status, hr %#x.\n", hr
);
4598 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
4602 TRACE("device %p, segments %.8e.\n", device
, segments
);
4604 if (segments
!= 0.0f
)
4608 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
4616 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
4620 TRACE("device %p.\n", device
);
4624 FIXME("device %p stub!\n", device
);
4631 HRESULT CDECL
wined3d_device_update_surface(struct wined3d_device
*device
,
4632 struct wined3d_surface
*src_surface
, const RECT
*src_rect
,
4633 struct wined3d_surface
*dst_surface
, const POINT
*dst_point
)
4635 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4636 device
, src_surface
, wine_dbgstr_rect(src_rect
),
4637 dst_surface
, wine_dbgstr_point(dst_point
));
4639 if (src_surface
->resource
.pool
!= WINED3DPOOL_SYSTEMMEM
|| dst_surface
->resource
.pool
!= WINED3DPOOL_DEFAULT
)
4641 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4642 src_surface
, dst_surface
);
4643 return WINED3DERR_INVALIDCALL
;
4646 return surface_upload_from_surface(dst_surface
, dst_point
, src_surface
, src_rect
);
4649 HRESULT CDECL
wined3d_device_draw_rect_patch(struct wined3d_device
*device
, UINT handle
,
4650 const float *num_segs
, const WINED3DRECTPATCH_INFO
*rect_patch_info
)
4652 struct WineD3DRectPatch
*patch
;
4653 GLenum old_primitive_type
;
4658 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4659 device
, handle
, num_segs
, rect_patch_info
);
4661 if (!(handle
|| rect_patch_info
))
4663 /* TODO: Write a test for the return value, thus the FIXME */
4664 FIXME("Both handle and rect_patch_info are NULL.\n");
4665 return WINED3DERR_INVALIDCALL
;
4670 i
= PATCHMAP_HASHFUNC(handle
);
4672 LIST_FOR_EACH(e
, &device
->patches
[i
])
4674 patch
= LIST_ENTRY(e
, struct WineD3DRectPatch
, entry
);
4675 if (patch
->Handle
== handle
)
4684 TRACE("Patch does not exist. Creating a new one\n");
4685 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4686 patch
->Handle
= handle
;
4687 list_add_head(&device
->patches
[i
], &patch
->entry
);
4689 TRACE("Found existing patch %p\n", patch
);
4694 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4695 * attributes we have to tesselate, read back, and draw. This needs a patch
4696 * management structure instance. Create one.
4698 * A possible improvement is to check if a vertex shader is used, and if not directly
4701 FIXME("Drawing an uncached patch. This is slow\n");
4702 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4705 if (num_segs
[0] != patch
->numSegs
[0] || num_segs
[1] != patch
->numSegs
[1]
4706 || num_segs
[2] != patch
->numSegs
[2] || num_segs
[3] != patch
->numSegs
[3]
4707 || (rect_patch_info
&& memcmp(rect_patch_info
, &patch
->RectPatchInfo
, sizeof(*rect_patch_info
))))
4710 TRACE("Tesselation density or patch info changed, retesselating\n");
4712 if (rect_patch_info
)
4713 patch
->RectPatchInfo
= *rect_patch_info
;
4715 patch
->numSegs
[0] = num_segs
[0];
4716 patch
->numSegs
[1] = num_segs
[1];
4717 patch
->numSegs
[2] = num_segs
[2];
4718 patch
->numSegs
[3] = num_segs
[3];
4720 hr
= tesselate_rectpatch(device
, patch
);
4723 WARN("Patch tesselation failed.\n");
4725 /* Do not release the handle to store the params of the patch */
4727 HeapFree(GetProcessHeap(), 0, patch
);
4733 old_primitive_type
= device
->stateBlock
->state
.gl_primitive_type
;
4734 device
->stateBlock
->state
.gl_primitive_type
= GL_TRIANGLES
;
4735 wined3d_device_draw_primitive_strided(device
, patch
->numSegs
[0] * patch
->numSegs
[1] * 2 * 3, &patch
->strided
);
4736 device
->stateBlock
->state
.gl_primitive_type
= old_primitive_type
;
4738 /* Destroy uncached patches */
4741 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4742 HeapFree(GetProcessHeap(), 0, patch
);
4747 HRESULT CDECL
wined3d_device_draw_tri_patch(struct wined3d_device
*device
, UINT handle
,
4748 const float *segment_count
, const WINED3DTRIPATCH_INFO
*patch_info
)
4750 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4751 device
, handle
, segment_count
, patch_info
);
4756 HRESULT CDECL
wined3d_device_delete_patch(struct wined3d_device
*device
, UINT handle
)
4758 struct WineD3DRectPatch
*patch
;
4762 TRACE("device %p, handle %#x.\n", device
, handle
);
4764 i
= PATCHMAP_HASHFUNC(handle
);
4765 LIST_FOR_EACH(e
, &device
->patches
[i
])
4767 patch
= LIST_ENTRY(e
, struct WineD3DRectPatch
, entry
);
4768 if (patch
->Handle
== handle
)
4770 TRACE("Deleting patch %p\n", patch
);
4771 list_remove(&patch
->entry
);
4772 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4773 HeapFree(GetProcessHeap(), 0, patch
);
4778 /* TODO: Write a test for the return value */
4779 FIXME("Attempt to destroy nonexistent patch\n");
4780 return WINED3DERR_INVALIDCALL
;
4783 /* Do not call while under the GL lock. */
4784 HRESULT CDECL
wined3d_device_color_fill(struct wined3d_device
*device
,
4785 struct wined3d_surface
*surface
, const RECT
*rect
, const struct wined3d_color
*color
)
4789 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4790 device
, surface
, wine_dbgstr_rect(rect
),
4791 color
->r
, color
->g
, color
->b
, color
->a
);
4793 if (surface
->resource
.pool
!= WINED3DPOOL_DEFAULT
&& surface
->resource
.pool
!= WINED3DPOOL_SYSTEMMEM
)
4795 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
4796 return WINED3DERR_INVALIDCALL
;
4801 SetRect(&r
, 0, 0, surface
->resource
.width
, surface
->resource
.height
);
4805 return surface_color_fill(surface
, rect
, color
);
4808 /* Do not call while under the GL lock. */
4809 void CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4810 struct wined3d_rendertarget_view
*rendertarget_view
, const struct wined3d_color
*color
)
4812 struct wined3d_resource
*resource
;
4816 resource
= rendertarget_view
->resource
;
4817 if (resource
->resourceType
!= WINED3DRTYPE_SURFACE
)
4819 FIXME("Only supported on surface resources\n");
4823 SetRect(&rect
, 0, 0, resource
->width
, resource
->height
);
4824 hr
= surface_color_fill(surface_from_resource(resource
), &rect
, color
);
4825 if (FAILED(hr
)) ERR("Color fill failed, hr %#x.\n", hr
);
4828 HRESULT CDECL
wined3d_device_get_render_target(const struct wined3d_device
*device
,
4829 UINT render_target_idx
, struct wined3d_surface
**render_target
)
4831 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4832 device
, render_target_idx
, render_target
);
4834 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4836 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4837 return WINED3DERR_INVALIDCALL
;
4840 *render_target
= device
->fb
.render_targets
[render_target_idx
];
4841 TRACE("Returning render target %p.\n", *render_target
);
4843 if (!*render_target
)
4844 return WINED3DERR_NOTFOUND
;
4846 wined3d_surface_incref(*render_target
);
4851 HRESULT CDECL
wined3d_device_get_depth_stencil(const struct wined3d_device
*device
,
4852 struct wined3d_surface
**depth_stencil
)
4854 TRACE("device %p, depth_stencil %p.\n", device
, depth_stencil
);
4856 *depth_stencil
= device
->fb
.depth_stencil
;
4857 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil
);
4859 if (!*depth_stencil
)
4860 return WINED3DERR_NOTFOUND
;
4862 wined3d_surface_incref(*depth_stencil
);
4867 HRESULT CDECL
wined3d_device_set_render_target(struct wined3d_device
*device
,
4868 UINT render_target_idx
, struct wined3d_surface
*render_target
, BOOL set_viewport
)
4870 struct wined3d_surface
*prev
;
4872 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4873 device
, render_target_idx
, render_target
, set_viewport
);
4875 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4877 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4878 return WINED3DERR_INVALIDCALL
;
4881 prev
= device
->fb
.render_targets
[render_target_idx
];
4882 if (render_target
== prev
)
4884 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4888 /* Render target 0 can't be set to NULL. */
4889 if (!render_target
&& !render_target_idx
)
4891 WARN("Trying to set render target 0 to NULL.\n");
4892 return WINED3DERR_INVALIDCALL
;
4895 if (render_target
&& !(render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
4897 FIXME("Surface %p doesn't have render target usage.\n", render_target
);
4898 return WINED3DERR_INVALIDCALL
;
4902 wined3d_surface_incref(render_target
);
4903 device
->fb
.render_targets
[render_target_idx
] = render_target
;
4904 /* Release after the assignment, to prevent device_resource_released()
4905 * from seeing the surface as still in use. */
4907 wined3d_surface_decref(prev
);
4909 /* Render target 0 is special. */
4910 if (!render_target_idx
&& set_viewport
)
4912 /* Set the viewport and scissor rectangles, if requested. Tests show
4913 * that stateblock recording is ignored, the change goes directly
4914 * into the primary stateblock. */
4915 device
->stateBlock
->state
.viewport
.height
= device
->fb
.render_targets
[0]->resource
.height
;
4916 device
->stateBlock
->state
.viewport
.width
= device
->fb
.render_targets
[0]->resource
.width
;
4917 device
->stateBlock
->state
.viewport
.x
= 0;
4918 device
->stateBlock
->state
.viewport
.y
= 0;
4919 device
->stateBlock
->state
.viewport
.max_z
= 1.0f
;
4920 device
->stateBlock
->state
.viewport
.min_z
= 0.0f
;
4921 device_invalidate_state(device
, STATE_VIEWPORT
);
4923 device
->stateBlock
->state
.scissor_rect
.top
= 0;
4924 device
->stateBlock
->state
.scissor_rect
.left
= 0;
4925 device
->stateBlock
->state
.scissor_rect
.right
= device
->stateBlock
->state
.viewport
.width
;
4926 device
->stateBlock
->state
.scissor_rect
.bottom
= device
->stateBlock
->state
.viewport
.height
;
4927 device_invalidate_state(device
, STATE_SCISSORRECT
);
4930 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4935 HRESULT CDECL
wined3d_device_set_depth_stencil(struct wined3d_device
*device
, struct wined3d_surface
*depth_stencil
)
4937 struct wined3d_surface
*prev
= device
->fb
.depth_stencil
;
4939 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4940 device
, depth_stencil
, prev
);
4942 if (prev
== depth_stencil
)
4944 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4950 if (device
->swapchains
[0]->presentParms
.Flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4951 || prev
->flags
& SFLAG_DISCARD
)
4953 surface_modify_ds_location(prev
, SFLAG_DS_DISCARDED
,
4954 prev
->resource
.width
, prev
->resource
.height
);
4955 if (prev
== device
->onscreen_depth_stencil
)
4957 wined3d_surface_decref(device
->onscreen_depth_stencil
);
4958 device
->onscreen_depth_stencil
= NULL
;
4963 device
->fb
.depth_stencil
= depth_stencil
;
4965 wined3d_surface_incref(depth_stencil
);
4967 if (!prev
!= !depth_stencil
)
4969 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4970 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_ZENABLE
));
4971 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_STENCILENABLE
));
4972 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_STENCILWRITEMASK
));
4973 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_DEPTHBIAS
));
4975 else if (prev
&& prev
->resource
.format
->depth_size
!= depth_stencil
->resource
.format
->depth_size
)
4977 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_DEPTHBIAS
));
4980 wined3d_surface_decref(prev
);
4982 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4987 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4988 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_surface
*cursor_image
)
4990 WINED3DLOCKED_RECT lockedRect
;
4992 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4993 device
, x_hotspot
, y_hotspot
, cursor_image
);
4995 /* some basic validation checks */
4996 if (device
->cursorTexture
)
4998 struct wined3d_context
*context
= context_acquire(device
, NULL
);
5000 glDeleteTextures(1, &device
->cursorTexture
);
5002 context_release(context
);
5003 device
->cursorTexture
= 0;
5008 WINED3DLOCKED_RECT rect
;
5010 /* MSDN: Cursor must be A8R8G8B8 */
5011 if (cursor_image
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
5013 WARN("surface %p has an invalid format.\n", cursor_image
);
5014 return WINED3DERR_INVALIDCALL
;
5017 /* MSDN: Cursor must be smaller than the display mode */
5018 if (cursor_image
->resource
.width
> device
->adapter
->screen_size
.cx
5019 || cursor_image
->resource
.height
> device
->adapter
->screen_size
.cy
)
5021 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
5022 cursor_image
, cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5023 device
->adapter
->screen_size
.cx
, device
->adapter
->screen_size
.cy
);
5024 return WINED3DERR_INVALIDCALL
;
5027 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5029 /* Do not store the surface's pointer because the application may
5030 * release it after setting the cursor image. Windows doesn't
5031 * addref the set surface, so we can't do this either without
5032 * creating circular refcount dependencies. Copy out the gl texture
5034 device
->cursorWidth
= cursor_image
->resource
.width
;
5035 device
->cursorHeight
= cursor_image
->resource
.height
;
5036 if (SUCCEEDED(wined3d_surface_map(cursor_image
, &rect
, NULL
, WINED3DLOCK_READONLY
)))
5038 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
5039 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
5040 struct wined3d_context
*context
;
5041 char *mem
, *bits
= rect
.pBits
;
5042 GLint intfmt
= format
->glInternal
;
5043 GLint gl_format
= format
->glFormat
;
5044 GLint type
= format
->glType
;
5045 INT height
= device
->cursorHeight
;
5046 INT width
= device
->cursorWidth
;
5047 INT bpp
= format
->byte_count
;
5050 /* Reformat the texture memory (pitch and width can be
5052 mem
= HeapAlloc(GetProcessHeap(), 0, width
* height
* bpp
);
5053 for(i
= 0; i
< height
; i
++)
5054 memcpy(&mem
[width
* bpp
* i
], &bits
[rect
.Pitch
* i
], width
* bpp
);
5055 wined3d_surface_unmap(cursor_image
);
5057 context
= context_acquire(device
, NULL
);
5061 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
5063 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
5064 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5067 invalidate_active_texture(device
, context
);
5068 /* Create a new cursor texture */
5069 glGenTextures(1, &device
->cursorTexture
);
5070 checkGLcall("glGenTextures");
5071 context_bind_texture(context
, GL_TEXTURE_2D
, device
->cursorTexture
);
5072 /* Copy the bitmap memory into the cursor texture */
5073 glTexImage2D(GL_TEXTURE_2D
, 0, intfmt
, width
, height
, 0, gl_format
, type
, mem
);
5074 checkGLcall("glTexImage2D");
5075 HeapFree(GetProcessHeap(), 0, mem
);
5077 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
5079 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
5080 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5085 context_release(context
);
5089 FIXME("A cursor texture was not returned.\n");
5090 device
->cursorTexture
= 0;
5093 if (cursor_image
->resource
.width
== 32 && cursor_image
->resource
.height
== 32)
5095 /* Draw a hardware cursor */
5096 ICONINFO cursorInfo
;
5098 /* Create and clear maskBits because it is not needed for
5099 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5101 DWORD
*maskBits
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
5102 (cursor_image
->resource
.width
* cursor_image
->resource
.height
/ 8));
5103 wined3d_surface_map(cursor_image
, &lockedRect
, NULL
,
5104 WINED3DLOCK_NO_DIRTY_UPDATE
| WINED3DLOCK_READONLY
);
5105 TRACE("width: %u height: %u.\n", cursor_image
->resource
.width
, cursor_image
->resource
.height
);
5107 cursorInfo
.fIcon
= FALSE
;
5108 cursorInfo
.xHotspot
= x_hotspot
;
5109 cursorInfo
.yHotspot
= y_hotspot
;
5110 cursorInfo
.hbmMask
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5112 cursorInfo
.hbmColor
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5113 1, 32, lockedRect
.pBits
);
5114 wined3d_surface_unmap(cursor_image
);
5115 /* Create our cursor and clean up. */
5116 cursor
= CreateIconIndirect(&cursorInfo
);
5117 if (cursorInfo
.hbmMask
) DeleteObject(cursorInfo
.hbmMask
);
5118 if (cursorInfo
.hbmColor
) DeleteObject(cursorInfo
.hbmColor
);
5119 if (device
->hardwareCursor
) DestroyCursor(device
->hardwareCursor
);
5120 device
->hardwareCursor
= cursor
;
5121 if (device
->bCursorVisible
) SetCursor( cursor
);
5122 HeapFree(GetProcessHeap(), 0, maskBits
);
5126 device
->xHotSpot
= x_hotspot
;
5127 device
->yHotSpot
= y_hotspot
;
5131 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
5132 int x_screen_space
, int y_screen_space
, DWORD flags
)
5134 TRACE("device %p, x %d, y %d, flags %#x.\n",
5135 device
, x_screen_space
, y_screen_space
, flags
);
5137 device
->xScreenSpace
= x_screen_space
;
5138 device
->yScreenSpace
= y_screen_space
;
5140 if (device
->hardwareCursor
)
5144 GetCursorPos( &pt
);
5145 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
5147 SetCursorPos( x_screen_space
, y_screen_space
);
5149 /* Switch to the software cursor if position diverges from the hardware one. */
5150 GetCursorPos( &pt
);
5151 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
5153 if (device
->bCursorVisible
) SetCursor( NULL
);
5154 DestroyCursor( device
->hardwareCursor
);
5155 device
->hardwareCursor
= 0;
5160 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
5162 BOOL oldVisible
= device
->bCursorVisible
;
5164 TRACE("device %p, show %#x.\n", device
, show
);
5167 * When ShowCursor is first called it should make the cursor appear at the OS's last
5168 * known cursor position.
5170 if (show
&& !oldVisible
)
5174 device
->xScreenSpace
= pt
.x
;
5175 device
->yScreenSpace
= pt
.y
;
5178 if (device
->hardwareCursor
)
5180 device
->bCursorVisible
= show
;
5182 SetCursor(device
->hardwareCursor
);
5188 if (device
->cursorTexture
)
5189 device
->bCursorVisible
= show
;
5195 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
5197 struct wined3d_resource
*resource
, *cursor
;
5199 TRACE("device %p.\n", device
);
5201 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5203 TRACE("Checking resource %p for eviction.\n", resource
);
5205 if (resource
->pool
== WINED3DPOOL_MANAGED
)
5207 TRACE("Evicting %p.\n", resource
);
5208 resource
->resource_ops
->resource_unload(resource
);
5212 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5213 device_invalidate_state(device
, STATE_STREAMSRC
);
5216 static HRESULT
updateSurfaceDesc(struct wined3d_surface
*surface
,
5217 const WINED3DPRESENT_PARAMETERS
*pPresentationParameters
)
5219 struct wined3d_device
*device
= surface
->resource
.device
;
5220 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
5222 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5223 if (surface
->flags
& SFLAG_DIBSECTION
)
5225 DeleteDC(surface
->hDC
);
5226 DeleteObject(surface
->dib
.DIBsection
);
5227 surface
->dib
.bitmap_data
= NULL
;
5228 surface
->resource
.allocatedMemory
= NULL
;
5229 surface
->flags
&= ~SFLAG_DIBSECTION
;
5231 surface
->resource
.width
= pPresentationParameters
->BackBufferWidth
;
5232 surface
->resource
.height
= pPresentationParameters
->BackBufferHeight
;
5233 if (gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
] || gl_info
->supported
[ARB_TEXTURE_RECTANGLE
]
5234 || gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
])
5236 surface
->pow2Width
= pPresentationParameters
->BackBufferWidth
;
5237 surface
->pow2Height
= pPresentationParameters
->BackBufferHeight
;
5239 surface
->pow2Width
= surface
->pow2Height
= 1;
5240 while (surface
->pow2Width
< pPresentationParameters
->BackBufferWidth
) surface
->pow2Width
<<= 1;
5241 while (surface
->pow2Height
< pPresentationParameters
->BackBufferHeight
) surface
->pow2Height
<<= 1;
5244 surface
->resource
.multisample_type
= pPresentationParameters
->MultiSampleType
;
5245 surface
->resource
.multisample_quality
= pPresentationParameters
->MultiSampleQuality
;
5247 surface
->resource
.resource_ops
->resource_unload(&surface
->resource
);
5249 if (surface
->pow2Width
!= pPresentationParameters
->BackBufferWidth
5250 || surface
->pow2Height
!= pPresentationParameters
->BackBufferHeight
)
5252 surface
->flags
|= SFLAG_NONPOW2
;
5256 surface
->flags
&= ~SFLAG_NONPOW2
;
5258 HeapFree(GetProcessHeap(), 0, surface
->resource
.heapMemory
);
5259 surface
->resource
.allocatedMemory
= NULL
;
5260 surface
->resource
.heapMemory
= NULL
;
5261 surface
->resource
.size
= wined3d_surface_get_pitch(surface
) * surface
->pow2Width
;
5263 /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
5265 if (!surface_init_sysmem(surface
))
5267 return E_OUTOFMEMORY
;
5272 static BOOL
is_display_mode_supported(const struct wined3d_device
*device
, const WINED3DPRESENT_PARAMETERS
*pp
)
5274 struct wined3d_display_mode m
;
5278 /* All Windowed modes are supported, as is leaving the current mode */
5279 if(pp
->Windowed
) return TRUE
;
5280 if(!pp
->BackBufferWidth
) return TRUE
;
5281 if(!pp
->BackBufferHeight
) return TRUE
;
5283 count
= wined3d_get_adapter_mode_count(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
);
5284 for (i
= 0; i
< count
; ++i
)
5286 memset(&m
, 0, sizeof(m
));
5287 hr
= wined3d_enum_adapter_modes(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
, i
, &m
);
5289 ERR("Failed to enumerate adapter mode.\n");
5290 if (m
.width
== pp
->BackBufferWidth
&& m
.height
== pp
->BackBufferHeight
)
5291 /* Mode found, it is supported. */
5294 /* Mode not found -> not supported */
5298 /* Do not call while under the GL lock. */
5299 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5301 struct wined3d_resource
*resource
, *cursor
;
5302 const struct wined3d_gl_info
*gl_info
;
5303 struct wined3d_context
*context
;
5304 struct wined3d_shader
*shader
;
5306 context
= context_acquire(device
, NULL
);
5307 gl_info
= context
->gl_info
;
5309 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5311 TRACE("Unloading resource %p.\n", resource
);
5313 resource
->resource_ops
->resource_unload(resource
);
5316 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
5318 device
->shader_backend
->shader_destroy(shader
);
5322 if (device
->depth_blt_texture
)
5324 glDeleteTextures(1, &device
->depth_blt_texture
);
5325 device
->depth_blt_texture
= 0;
5327 if (device
->cursorTexture
)
5329 glDeleteTextures(1, &device
->cursorTexture
);
5330 device
->cursorTexture
= 0;
5334 device
->blitter
->free_private(device
);
5335 device
->frag_pipe
->free_private(device
);
5336 device
->shader_backend
->shader_free_private(device
);
5337 destroy_dummy_textures(device
, gl_info
);
5339 context_release(context
);
5341 while (device
->context_count
)
5343 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
5346 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5347 swapchain
->context
= NULL
;
5350 /* Do not call while under the GL lock. */
5351 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5353 struct wined3d_context
*context
;
5354 struct wined3d_surface
*target
;
5357 /* Recreate the primary swapchain's context */
5358 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
5359 if (!swapchain
->context
)
5361 ERR("Failed to allocate memory for swapchain context array.\n");
5362 return E_OUTOFMEMORY
;
5365 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
5366 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
5368 WARN("Failed to create context.\n");
5369 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5373 swapchain
->context
[0] = context
;
5374 swapchain
->num_contexts
= 1;
5375 create_dummy_textures(device
, context
);
5376 context_release(context
);
5378 hr
= device
->shader_backend
->shader_alloc_private(device
);
5381 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
5385 hr
= device
->frag_pipe
->alloc_private(device
);
5388 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr
);
5389 device
->shader_backend
->shader_free_private(device
);
5393 hr
= device
->blitter
->alloc_private(device
);
5396 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
5397 device
->frag_pipe
->free_private(device
);
5398 device
->shader_backend
->shader_free_private(device
);
5405 context_acquire(device
, NULL
);
5406 destroy_dummy_textures(device
, context
->gl_info
);
5407 context_release(context
);
5408 context_destroy(device
, context
);
5409 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5410 swapchain
->num_contexts
= 0;
5414 /* Do not call while under the GL lock. */
5415 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
5416 const WINED3DPRESENT_PARAMETERS
*present_parameters
,
5417 wined3d_device_reset_cb callback
)
5419 struct wined3d_resource
*resource
, *cursor
;
5420 struct wined3d_swapchain
*swapchain
;
5421 struct wined3d_display_mode mode
;
5422 BOOL DisplayModeChanged
= FALSE
;
5423 BOOL update_desc
= FALSE
;
5427 TRACE("device %p, present_parameters %p.\n", device
, present_parameters
);
5429 wined3d_device_set_index_buffer(device
, NULL
, WINED3DFMT_UNKNOWN
);
5430 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5432 wined3d_device_set_stream_source(device
, i
, NULL
, 0, 0);
5434 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5436 wined3d_device_set_texture(device
, i
, NULL
);
5438 if (device
->onscreen_depth_stencil
)
5440 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5441 device
->onscreen_depth_stencil
= NULL
;
5444 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5446 TRACE("Enumerating resource %p.\n", resource
);
5447 if (FAILED(hr
= callback(resource
)))
5451 hr
= wined3d_device_get_swapchain(device
, 0, &swapchain
);
5454 ERR("Failed to get the first implicit swapchain\n");
5458 if (!is_display_mode_supported(device
, present_parameters
))
5460 WARN("Rejecting Reset() call because the requested display mode is not supported\n");
5461 WARN("Requested mode: %d, %d.\n",
5462 present_parameters
->BackBufferWidth
,
5463 present_parameters
->BackBufferHeight
);
5464 wined3d_swapchain_decref(swapchain
);
5465 return WINED3DERR_INVALIDCALL
;
5468 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5469 * on an existing gl context, so there's no real need for recreation.
5471 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5473 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5475 TRACE("New params:\n");
5476 TRACE("BackBufferWidth = %d\n", present_parameters
->BackBufferWidth
);
5477 TRACE("BackBufferHeight = %d\n", present_parameters
->BackBufferHeight
);
5478 TRACE("BackBufferFormat = %s\n", debug_d3dformat(present_parameters
->BackBufferFormat
));
5479 TRACE("BackBufferCount = %d\n", present_parameters
->BackBufferCount
);
5480 TRACE("MultiSampleType = %d\n", present_parameters
->MultiSampleType
);
5481 TRACE("MultiSampleQuality = %d\n", present_parameters
->MultiSampleQuality
);
5482 TRACE("SwapEffect = %d\n", present_parameters
->SwapEffect
);
5483 TRACE("hDeviceWindow = %p\n", present_parameters
->hDeviceWindow
);
5484 TRACE("Windowed = %s\n", present_parameters
->Windowed
? "true" : "false");
5485 TRACE("EnableAutoDepthStencil = %s\n", present_parameters
->EnableAutoDepthStencil
? "true" : "false");
5486 TRACE("Flags = %08x\n", present_parameters
->Flags
);
5487 TRACE("FullScreen_RefreshRateInHz = %d\n", present_parameters
->FullScreen_RefreshRateInHz
);
5488 TRACE("PresentationInterval = %d\n", present_parameters
->PresentationInterval
);
5490 /* No special treatment of these parameters. Just store them */
5491 swapchain
->presentParms
.SwapEffect
= present_parameters
->SwapEffect
;
5492 swapchain
->presentParms
.Flags
= present_parameters
->Flags
;
5493 swapchain
->presentParms
.PresentationInterval
= present_parameters
->PresentationInterval
;
5494 swapchain
->presentParms
.FullScreen_RefreshRateInHz
= present_parameters
->FullScreen_RefreshRateInHz
;
5496 /* What to do about these? */
5497 if (present_parameters
->BackBufferCount
5498 && present_parameters
->BackBufferCount
!= swapchain
->presentParms
.BackBufferCount
)
5499 FIXME("Cannot change the back buffer count yet.\n");
5501 if (present_parameters
->BackBufferFormat
!= WINED3DFMT_UNKNOWN
5502 && present_parameters
->BackBufferFormat
!= swapchain
->presentParms
.BackBufferFormat
)
5503 FIXME("Cannot change the back buffer format yet.\n");
5505 if (present_parameters
->hDeviceWindow
5506 && present_parameters
->hDeviceWindow
!= swapchain
->presentParms
.hDeviceWindow
)
5507 FIXME("Cannot change the device window yet.\n");
5509 if (present_parameters
->EnableAutoDepthStencil
&& !device
->auto_depth_stencil
)
5513 TRACE("Creating the depth stencil buffer\n");
5515 hrc
= device
->device_parent
->ops
->create_depth_stencil(device
->device_parent
,
5516 present_parameters
->BackBufferWidth
,
5517 present_parameters
->BackBufferHeight
,
5518 present_parameters
->AutoDepthStencilFormat
,
5519 present_parameters
->MultiSampleType
,
5520 present_parameters
->MultiSampleQuality
,
5522 &device
->auto_depth_stencil
);
5525 ERR("Failed to create the depth stencil buffer.\n");
5526 wined3d_swapchain_decref(swapchain
);
5527 return WINED3DERR_INVALIDCALL
;
5531 if (device
->onscreen_depth_stencil
)
5533 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5534 device
->onscreen_depth_stencil
= NULL
;
5537 /* Reset the depth stencil */
5538 if (present_parameters
->EnableAutoDepthStencil
)
5539 wined3d_device_set_depth_stencil(device
, device
->auto_depth_stencil
);
5541 wined3d_device_set_depth_stencil(device
, NULL
);
5543 TRACE("Resetting stateblock\n");
5544 wined3d_stateblock_decref(device
->updateStateBlock
);
5545 wined3d_stateblock_decref(device
->stateBlock
);
5547 if (present_parameters
->Windowed
)
5549 mode
.width
= swapchain
->orig_width
;
5550 mode
.height
= swapchain
->orig_height
;
5551 mode
.refresh_rate
= 0;
5552 mode
.format_id
= swapchain
->presentParms
.BackBufferFormat
;
5556 mode
.width
= present_parameters
->BackBufferWidth
;
5557 mode
.height
= present_parameters
->BackBufferHeight
;
5558 mode
.refresh_rate
= present_parameters
->FullScreen_RefreshRateInHz
;
5559 mode
.format_id
= swapchain
->presentParms
.BackBufferFormat
;
5562 /* Should Width == 800 && Height == 0 set 800x600? */
5563 if (present_parameters
->BackBufferWidth
&& present_parameters
->BackBufferHeight
5564 && (present_parameters
->BackBufferWidth
!= swapchain
->presentParms
.BackBufferWidth
5565 || present_parameters
->BackBufferHeight
!= swapchain
->presentParms
.BackBufferHeight
))
5567 if (!present_parameters
->Windowed
)
5568 DisplayModeChanged
= TRUE
;
5570 swapchain
->presentParms
.BackBufferWidth
= present_parameters
->BackBufferWidth
;
5571 swapchain
->presentParms
.BackBufferHeight
= present_parameters
->BackBufferHeight
;
5575 if (present_parameters
->MultiSampleType
!= swapchain
->presentParms
.MultiSampleType
5576 || present_parameters
->MultiSampleQuality
!= swapchain
->presentParms
.MultiSampleQuality
)
5578 swapchain
->presentParms
.MultiSampleType
= present_parameters
->MultiSampleType
;
5579 swapchain
->presentParms
.MultiSampleQuality
= present_parameters
->MultiSampleQuality
;
5587 hr
= updateSurfaceDesc(swapchain
->front_buffer
, &swapchain
->presentParms
);
5590 wined3d_swapchain_decref(swapchain
);
5594 for (i
= 0; i
< swapchain
->presentParms
.BackBufferCount
; ++i
)
5596 hr
= updateSurfaceDesc(swapchain
->back_buffers
[i
], &swapchain
->presentParms
);
5599 wined3d_swapchain_decref(swapchain
);
5603 if (device
->auto_depth_stencil
)
5605 hr
= updateSurfaceDesc(device
->auto_depth_stencil
, &swapchain
->presentParms
);
5608 wined3d_swapchain_decref(swapchain
);
5614 delete_opengl_contexts(device
, swapchain
);
5616 if (!present_parameters
->Windowed
!= !swapchain
->presentParms
.Windowed
5617 || DisplayModeChanged
)
5619 wined3d_device_set_display_mode(device
, 0, &mode
);
5621 if (!present_parameters
->Windowed
)
5623 if (swapchain
->presentParms
.Windowed
)
5625 HWND focus_window
= device
->createParms
.hFocusWindow
;
5627 focus_window
= present_parameters
->hDeviceWindow
;
5628 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
5630 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
5631 wined3d_swapchain_decref(swapchain
);
5635 /* switch from windowed to fs */
5636 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5637 present_parameters
->BackBufferWidth
,
5638 present_parameters
->BackBufferHeight
);
5642 /* Fullscreen -> fullscreen mode change */
5643 MoveWindow(swapchain
->device_window
, 0, 0,
5644 present_parameters
->BackBufferWidth
, present_parameters
->BackBufferHeight
,
5648 else if (!swapchain
->presentParms
.Windowed
)
5650 /* Fullscreen -> windowed switch */
5651 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
5652 wined3d_device_release_focus_window(device
);
5654 swapchain
->presentParms
.Windowed
= present_parameters
->Windowed
;
5656 else if (!present_parameters
->Windowed
)
5658 DWORD style
= device
->style
;
5659 DWORD exStyle
= device
->exStyle
;
5660 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5661 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5662 * Reset to clear up their mess. Guild Wars also loses the device during that.
5665 device
->exStyle
= 0;
5666 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5667 present_parameters
->BackBufferWidth
,
5668 present_parameters
->BackBufferHeight
);
5669 device
->style
= style
;
5670 device
->exStyle
= exStyle
;
5673 /* Note: No parent needed for initial internal stateblock */
5674 hr
= wined3d_stateblock_create(device
, WINED3DSBT_INIT
, &device
->stateBlock
);
5676 ERR("Resetting the stateblock failed with error %#x.\n", hr
);
5678 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5679 device
->updateStateBlock
= device
->stateBlock
;
5680 wined3d_stateblock_incref(device
->updateStateBlock
);
5682 stateblock_init_default_state(device
->stateBlock
);
5684 swapchain_update_render_to_fbo(swapchain
);
5685 swapchain_update_draw_bindings(swapchain
);
5687 hr
= create_primary_opengl_context(device
, swapchain
);
5688 wined3d_swapchain_decref(swapchain
);
5690 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5696 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
5698 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
5700 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
5706 HRESULT CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
5707 WINED3DDEVICE_CREATION_PARAMETERS
*parameters
)
5709 TRACE("device %p, parameters %p.\n", device
, parameters
);
5711 *parameters
= device
->createParms
;
5715 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
5716 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
5718 struct wined3d_swapchain
*swapchain
;
5720 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5721 device
, swapchain_idx
, flags
, ramp
);
5723 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5725 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
5726 wined3d_swapchain_decref(swapchain
);
5730 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
5731 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
5733 struct wined3d_swapchain
*swapchain
;
5735 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5736 device
, swapchain_idx
, ramp
);
5738 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5740 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
5741 wined3d_swapchain_decref(swapchain
);
5745 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5747 TRACE("device %p, resource %p.\n", device
, resource
);
5749 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
5752 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5754 TRACE("device %p, resource %p.\n", device
, resource
);
5756 list_remove(&resource
->resource_list_entry
);
5759 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5761 WINED3DRESOURCETYPE type
= resource
->resourceType
;
5764 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
5766 context_resource_released(device
, resource
, type
);
5770 case WINED3DRTYPE_SURFACE
:
5772 struct wined3d_surface
*surface
= surface_from_resource(resource
);
5774 if (!device
->d3d_initialized
) break;
5776 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5778 if (device
->fb
.render_targets
[i
] == surface
)
5780 ERR("Surface %p is still in use as render target %u.\n", surface
, i
);
5781 device
->fb
.render_targets
[i
] = NULL
;
5785 if (device
->fb
.depth_stencil
== surface
)
5787 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface
);
5788 device
->fb
.depth_stencil
= NULL
;
5793 case WINED3DRTYPE_TEXTURE
:
5794 case WINED3DRTYPE_CUBETEXTURE
:
5795 case WINED3DRTYPE_VOLUMETEXTURE
:
5796 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5798 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
5800 if (device
->stateBlock
&& device
->stateBlock
->state
.textures
[i
] == texture
)
5802 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5803 texture
, device
->stateBlock
, i
);
5804 device
->stateBlock
->state
.textures
[i
] = NULL
;
5807 if (device
->updateStateBlock
!= device
->stateBlock
5808 && device
->updateStateBlock
->state
.textures
[i
] == texture
)
5810 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5811 texture
, device
->updateStateBlock
, i
);
5812 device
->updateStateBlock
->state
.textures
[i
] = NULL
;
5817 case WINED3DRTYPE_BUFFER
:
5819 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
5821 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5823 if (device
->stateBlock
&& device
->stateBlock
->state
.streams
[i
].buffer
== buffer
)
5825 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5826 buffer
, device
->stateBlock
, i
);
5827 device
->stateBlock
->state
.streams
[i
].buffer
= NULL
;
5830 if (device
->updateStateBlock
!= device
->stateBlock
5831 && device
->updateStateBlock
->state
.streams
[i
].buffer
== buffer
)
5833 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5834 buffer
, device
->updateStateBlock
, i
);
5835 device
->updateStateBlock
->state
.streams
[i
].buffer
= NULL
;
5840 if (device
->stateBlock
&& device
->stateBlock
->state
.index_buffer
== buffer
)
5842 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5843 buffer
, device
->stateBlock
);
5844 device
->stateBlock
->state
.index_buffer
= NULL
;
5847 if (device
->updateStateBlock
!= device
->stateBlock
5848 && device
->updateStateBlock
->state
.index_buffer
== buffer
)
5850 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5851 buffer
, device
->updateStateBlock
);
5852 device
->updateStateBlock
->state
.index_buffer
= NULL
;
5861 /* Remove the resource from the resourceStore */
5862 device_resource_remove(device
, resource
);
5864 TRACE("Resource released.\n");
5867 HRESULT CDECL
wined3d_device_get_surface_from_dc(const struct wined3d_device
*device
,
5868 HDC dc
, struct wined3d_surface
**surface
)
5870 struct wined3d_resource
*resource
;
5872 TRACE("device %p, dc %p, surface %p.\n", device
, dc
, surface
);
5875 return WINED3DERR_INVALIDCALL
;
5877 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5879 if (resource
->resourceType
== WINED3DRTYPE_SURFACE
)
5881 struct wined3d_surface
*s
= surface_from_resource(resource
);
5885 TRACE("Found surface %p for dc %p.\n", s
, dc
);
5892 return WINED3DERR_INVALIDCALL
;
5895 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
5896 UINT adapter_idx
, WINED3DDEVTYPE device_type
, HWND focus_window
, DWORD flags
,
5897 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
5899 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
5900 const struct fragment_pipeline
*fragment_pipeline
;
5901 struct wined3d_display_mode mode
;
5902 struct shader_caps shader_caps
;
5903 struct fragment_caps ffp_caps
;
5908 device
->wined3d
= wined3d
;
5909 wined3d_incref(device
->wined3d
);
5910 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
5911 device
->device_parent
= device_parent
;
5912 list_init(&device
->resources
);
5913 list_init(&device
->shaders
);
5914 device
->surface_alignment
= surface_alignment
;
5916 /* Get the initial screen setup for ddraw. */
5917 hr
= wined3d_get_adapter_display_mode(wined3d
, adapter_idx
, &mode
);
5920 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr
);
5921 wined3d_decref(device
->wined3d
);
5924 adapter
->screen_size
.cx
= mode
.width
;
5925 adapter
->screen_size
.cy
= mode
.height
;
5926 adapter
->screen_format
= mode
.format_id
;
5928 /* Save the creation parameters. */
5929 device
->createParms
.AdapterOrdinal
= adapter_idx
;
5930 device
->createParms
.DeviceType
= device_type
;
5931 device
->createParms
.hFocusWindow
= focus_window
;
5932 device
->createParms
.BehaviorFlags
= flags
;
5934 device
->devType
= device_type
;
5935 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
) list_init(&device
->patches
[i
]);
5937 select_shader_mode(&adapter
->gl_info
, &device
->ps_selected_mode
, &device
->vs_selected_mode
);
5938 device
->shader_backend
= adapter
->shader_backend
;
5940 if (device
->shader_backend
)
5942 device
->shader_backend
->shader_get_caps(&adapter
->gl_info
, &shader_caps
);
5943 device
->vshader_version
= shader_caps
.VertexShaderVersion
;
5944 device
->pshader_version
= shader_caps
.PixelShaderVersion
;
5945 device
->d3d_vshader_constantF
= shader_caps
.MaxVertexShaderConst
;
5946 device
->d3d_pshader_constantF
= shader_caps
.MaxPixelShaderConst
;
5947 device
->vs_clipping
= shader_caps
.VSClipping
;
5949 fragment_pipeline
= adapter
->fragment_pipe
;
5950 device
->frag_pipe
= fragment_pipeline
;
5951 if (fragment_pipeline
)
5953 fragment_pipeline
->get_caps(&adapter
->gl_info
, &ffp_caps
);
5954 device
->max_ffp_textures
= ffp_caps
.MaxSimultaneousTextures
;
5956 hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
, &adapter
->gl_info
,
5957 ffp_vertexstate_template
, fragment_pipeline
, misc_state_template
);
5960 ERR("Failed to compile state table, hr %#x.\n", hr
);
5961 wined3d_decref(device
->wined3d
);
5965 device
->blitter
= adapter
->blitter
;
5971 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5973 DWORD rep
= device
->StateTable
[state
].representative
;
5974 struct wined3d_context
*context
;
5979 for (i
= 0; i
< device
->context_count
; ++i
)
5981 context
= device
->contexts
[i
];
5982 if(isStateDirty(context
, rep
)) continue;
5984 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5985 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5986 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5987 context
->isStateDirty
[idx
] |= (1 << shift
);
5991 void get_drawable_size_fbo(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
5993 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5994 *width
= context
->current_rt
->pow2Width
;
5995 *height
= context
->current_rt
->pow2Height
;
5998 void get_drawable_size_backbuffer(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
6000 const struct wined3d_swapchain
*swapchain
= context
->swapchain
;
6001 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
6002 * current context's drawable, which is the size of the back buffer of the swapchain
6003 * the active context belongs to. */
6004 *width
= swapchain
->presentParms
.BackBufferWidth
;
6005 *height
= swapchain
->presentParms
.BackBufferHeight
;
6008 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
6009 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
6011 if (device
->filter_messages
)
6013 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
6014 window
, message
, wparam
, lparam
);
6016 return DefWindowProcW(window
, message
, wparam
, lparam
);
6018 return DefWindowProcA(window
, message
, wparam
, lparam
);
6021 if (message
== WM_DESTROY
)
6023 TRACE("unregister window %p.\n", window
);
6024 wined3d_unregister_window(window
);
6026 if (device
->focus_window
== window
) device
->focus_window
= NULL
;
6027 else ERR("Window %p is not the focus window for device %p.\n", window
, device
);
6031 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
6033 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);