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 WINED3DLIGHT 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 WINED3DCOLORVALUE
*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 WINED3DCOLORVALUE 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 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1203 struct wined3d_swapchain
*swapchain
= NULL
;
1204 struct wined3d_context
*context
;
1209 TRACE("device %p, present_parameters %p.\n", device
, present_parameters
);
1211 if (device
->d3d_initialized
)
1212 return WINED3DERR_INVALIDCALL
;
1213 if (!device
->adapter
->opengl
)
1214 return WINED3DERR_INVALIDCALL
;
1216 TRACE("Creating stateblock.\n");
1217 hr
= wined3d_stateblock_create(device
, WINED3DSBT_INIT
, &device
->stateBlock
);
1220 WARN("Failed to create stateblock\n");
1224 TRACE("Created stateblock %p.\n", device
->stateBlock
);
1225 device
->updateStateBlock
= device
->stateBlock
;
1226 wined3d_stateblock_incref(device
->updateStateBlock
);
1228 device
->valid_rt_mask
= 0;
1229 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1230 device
->valid_rt_mask
|= (1 << i
);
1231 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1232 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
1234 /* Initialize the texture unit mapping to a 1:1 mapping */
1235 for (state
= 0; state
< MAX_COMBINED_SAMPLERS
; ++state
)
1237 if (state
< gl_info
->limits
.fragment_samplers
)
1239 device
->texUnitMap
[state
] = state
;
1240 device
->rev_tex_unit_map
[state
] = state
;
1244 device
->texUnitMap
[state
] = WINED3D_UNMAPPED_STAGE
;
1245 device
->rev_tex_unit_map
[state
] = WINED3D_UNMAPPED_STAGE
;
1249 /* Setup the implicit swapchain. This also initializes a context. */
1250 TRACE("Creating implicit swapchain\n");
1251 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1252 present_parameters
, &swapchain
);
1255 WARN("Failed to create implicit swapchain\n");
1259 device
->swapchain_count
= 1;
1260 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1261 if (!device
->swapchains
)
1263 ERR("Out of memory!\n");
1266 device
->swapchains
[0] = swapchain
;
1268 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1270 TRACE("Setting rendertarget to %p.\n", swapchain
->back_buffers
);
1271 device
->fb
.render_targets
[0] = swapchain
->back_buffers
[0];
1275 TRACE("Setting rendertarget to %p.\n", swapchain
->front_buffer
);
1276 device
->fb
.render_targets
[0] = swapchain
->front_buffer
;
1278 wined3d_surface_incref(device
->fb
.render_targets
[0]);
1280 /* Depth Stencil support */
1281 device
->fb
.depth_stencil
= device
->auto_depth_stencil
;
1282 if (device
->fb
.depth_stencil
)
1283 wined3d_surface_incref(device
->fb
.depth_stencil
);
1285 hr
= device
->shader_backend
->shader_alloc_private(device
);
1288 TRACE("Shader private data couldn't be allocated\n");
1291 hr
= device
->frag_pipe
->alloc_private(device
);
1294 TRACE("Fragment pipeline private data couldn't be allocated\n");
1297 hr
= device
->blitter
->alloc_private(device
);
1300 TRACE("Blitter private data couldn't be allocated\n");
1304 /* Set up some starting GL setup */
1306 /* Setup all the devices defaults */
1307 stateblock_init_default_state(device
->stateBlock
);
1309 context
= context_acquire(device
, swapchain
->front_buffer
);
1311 create_dummy_textures(device
, context
);
1315 /* Initialize the current view state */
1316 device
->view_ident
= 1;
1317 device
->contexts
[0]->last_was_rhw
= 0;
1319 switch (wined3d_settings
.offscreen_rendering_mode
)
1322 device
->offscreenBuffer
= GL_COLOR_ATTACHMENT0
;
1325 case ORM_BACKBUFFER
:
1327 if (context_get_current()->aux_buffers
> 0)
1329 TRACE("Using auxiliary buffer for offscreen rendering\n");
1330 device
->offscreenBuffer
= GL_AUX0
;
1334 TRACE("Using back buffer for offscreen rendering\n");
1335 device
->offscreenBuffer
= GL_BACK
;
1340 TRACE("All defaults now set up, leaving 3D init.\n");
1343 context_release(context
);
1345 /* Clear the screen */
1346 wined3d_device_clear(device
, 0, NULL
, WINED3DCLEAR_TARGET
1347 | (present_parameters
->EnableAutoDepthStencil
? WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
: 0),
1350 device
->d3d_initialized
= TRUE
;
1352 if (wined3d_settings
.logo
)
1353 device_load_logo(device
, wined3d_settings
.logo
);
1357 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1358 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1359 device
->swapchain_count
= 0;
1361 wined3d_swapchain_decref(swapchain
);
1362 if (device
->stateBlock
)
1364 wined3d_stateblock_decref(device
->stateBlock
);
1365 device
->stateBlock
= NULL
;
1367 if (device
->blit_priv
)
1368 device
->blitter
->free_private(device
);
1369 if (device
->fragment_priv
)
1370 device
->frag_pipe
->free_private(device
);
1371 if (device
->shader_priv
)
1372 device
->shader_backend
->shader_free_private(device
);
1377 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1378 WINED3DPRESENT_PARAMETERS
*present_parameters
)
1380 struct wined3d_swapchain
*swapchain
= NULL
;
1383 TRACE("device %p, present_parameters %p.\n", device
, present_parameters
);
1385 /* Setup the implicit swapchain */
1386 TRACE("Creating implicit swapchain\n");
1387 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1388 present_parameters
, &swapchain
);
1391 WARN("Failed to create implicit swapchain\n");
1395 device
->swapchain_count
= 1;
1396 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1397 if (!device
->swapchains
)
1399 ERR("Out of memory!\n");
1402 device
->swapchains
[0] = swapchain
;
1406 wined3d_swapchain_decref(swapchain
);
1410 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1412 struct wined3d_resource
*resource
, *cursor
;
1413 const struct wined3d_gl_info
*gl_info
;
1414 struct wined3d_context
*context
;
1415 struct wined3d_surface
*surface
;
1418 TRACE("device %p.\n", device
);
1420 if (!device
->d3d_initialized
)
1421 return WINED3DERR_INVALIDCALL
;
1423 /* Force making the context current again, to verify it is still valid
1424 * (workaround for broken drivers) */
1425 context_set_current(NULL
);
1426 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1427 * it was created. Thus make sure a context is active for the glDelete* calls
1429 context
= context_acquire(device
, NULL
);
1430 gl_info
= context
->gl_info
;
1432 if (device
->logo_surface
)
1433 wined3d_surface_decref(device
->logo_surface
);
1435 /* Unload resources */
1436 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1438 TRACE("Unloading resource %p.\n", resource
);
1440 resource
->resource_ops
->resource_unload(resource
);
1443 TRACE("Deleting high order patches\n");
1444 for(i
= 0; i
< PATCHMAP_SIZE
; i
++) {
1445 struct list
*e1
, *e2
;
1446 struct WineD3DRectPatch
*patch
;
1447 LIST_FOR_EACH_SAFE(e1
, e2
, &device
->patches
[i
])
1449 patch
= LIST_ENTRY(e1
, struct WineD3DRectPatch
, entry
);
1450 wined3d_device_delete_patch(device
, patch
->Handle
);
1454 /* Delete the mouse cursor texture */
1455 if (device
->cursorTexture
)
1458 glDeleteTextures(1, &device
->cursorTexture
);
1460 device
->cursorTexture
= 0;
1463 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1464 * private data, it might contain opengl pointers
1466 if (device
->depth_blt_texture
)
1469 glDeleteTextures(1, &device
->depth_blt_texture
);
1471 device
->depth_blt_texture
= 0;
1474 /* Release the update stateblock */
1475 if (wined3d_stateblock_decref(device
->updateStateBlock
))
1477 if (device
->updateStateBlock
!= device
->stateBlock
)
1478 FIXME("Something's still holding the update stateblock.\n");
1480 device
->updateStateBlock
= NULL
;
1483 struct wined3d_stateblock
*stateblock
= device
->stateBlock
;
1484 device
->stateBlock
= NULL
;
1486 /* Release the stateblock */
1487 if (wined3d_stateblock_decref(stateblock
))
1488 FIXME("Something's still holding the stateblock.\n");
1491 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1492 device
->blitter
->free_private(device
);
1493 device
->frag_pipe
->free_private(device
);
1494 device
->shader_backend
->shader_free_private(device
);
1496 /* Release the buffers (with sanity checks)*/
1497 if (device
->onscreen_depth_stencil
)
1499 surface
= device
->onscreen_depth_stencil
;
1500 device
->onscreen_depth_stencil
= NULL
;
1501 wined3d_surface_decref(surface
);
1504 if (device
->fb
.depth_stencil
)
1506 surface
= device
->fb
.depth_stencil
;
1508 TRACE("Releasing depth/stencil buffer %p.\n", surface
);
1510 device
->fb
.depth_stencil
= NULL
;
1511 if (wined3d_surface_decref(surface
)
1512 && surface
!= device
->auto_depth_stencil
)
1513 ERR("Something is still holding a reference to depth/stencil buffer %p.\n", surface
);
1516 if (device
->auto_depth_stencil
)
1518 surface
= device
->auto_depth_stencil
;
1519 device
->auto_depth_stencil
= NULL
;
1520 if (wined3d_surface_decref(surface
))
1521 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface
);
1524 for (i
= 1; i
< gl_info
->limits
.buffers
; ++i
)
1526 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
1529 surface
= device
->fb
.render_targets
[0];
1530 TRACE("Setting rendertarget 0 to NULL\n");
1531 device
->fb
.render_targets
[0] = NULL
;
1532 TRACE("Releasing the render target at %p\n", surface
);
1533 wined3d_surface_decref(surface
);
1535 context_release(context
);
1537 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1539 TRACE("Releasing the implicit swapchain %u.\n", i
);
1540 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1541 FIXME("Something's still holding the implicit swapchain.\n");
1544 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1545 device
->swapchains
= NULL
;
1546 device
->swapchain_count
= 0;
1548 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1549 device
->fb
.render_targets
= NULL
;
1551 device
->d3d_initialized
= FALSE
;
1556 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1560 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1562 TRACE("Releasing the implicit swapchain %u.\n", i
);
1563 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1564 FIXME("Something's still holding the implicit swapchain.\n");
1567 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1568 device
->swapchains
= NULL
;
1569 device
->swapchain_count
= 0;
1573 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1574 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1575 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1577 * There is no way to deactivate thread safety once it is enabled.
1579 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1581 TRACE("device %p.\n", device
);
1583 /* For now just store the flag (needed in case of ddraw). */
1584 device
->createParms
.BehaviorFlags
|= WINED3DCREATE_MULTITHREADED
;
1587 HRESULT CDECL
wined3d_device_set_display_mode(struct wined3d_device
*device
,
1588 UINT swapchain_idx
, const WINED3DDISPLAYMODE
*mode
)
1590 struct wined3d_adapter
*adapter
= device
->adapter
;
1591 const struct wined3d_format
*format
= wined3d_get_format(&adapter
->gl_info
, mode
->Format
);
1596 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device
, swapchain_idx
, mode
,
1597 mode
->Width
, mode
->Height
, mode
->RefreshRate
, debug_d3dformat(mode
->Format
));
1599 /* Resize the screen even without a window:
1600 * The app could have unset it with SetCooperativeLevel, but not called
1601 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1602 * but we don't have any hwnd
1605 memset(&devmode
, 0, sizeof(devmode
));
1606 devmode
.dmSize
= sizeof(devmode
);
1607 devmode
.dmFields
= DM_BITSPERPEL
| DM_PELSWIDTH
| DM_PELSHEIGHT
;
1608 devmode
.dmBitsPerPel
= format
->byte_count
* CHAR_BIT
;
1609 devmode
.dmPelsWidth
= mode
->Width
;
1610 devmode
.dmPelsHeight
= mode
->Height
;
1612 devmode
.dmDisplayFrequency
= mode
->RefreshRate
;
1613 if (mode
->RefreshRate
)
1614 devmode
.dmFields
|= DM_DISPLAYFREQUENCY
;
1616 /* Only change the mode if necessary */
1617 if (adapter
->screen_size
.cx
== mode
->Width
&& adapter
->screen_size
.cy
== mode
->Height
1618 && adapter
->screen_format
== mode
->Format
&& !mode
->RefreshRate
)
1621 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
);
1622 if (ret
!= DISP_CHANGE_SUCCESSFUL
)
1624 if (devmode
.dmDisplayFrequency
)
1626 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1627 devmode
.dmFields
&= ~DM_DISPLAYFREQUENCY
;
1628 devmode
.dmDisplayFrequency
= 0;
1629 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
) != DISP_CHANGE_SUCCESSFUL
;
1631 if(ret
!= DISP_CHANGE_SUCCESSFUL
) {
1632 return WINED3DERR_NOTAVAILABLE
;
1636 /* Store the new values */
1637 adapter
->screen_size
.cx
= mode
->Width
;
1638 adapter
->screen_size
.cy
= mode
->Height
;
1639 adapter
->screen_format
= mode
->Format
;
1641 /* And finally clip mouse to our screen */
1642 SetRect(&clip_rc
, 0, 0, mode
->Width
, mode
->Height
);
1643 ClipCursor(&clip_rc
);
1648 HRESULT CDECL
wined3d_device_get_wined3d(const struct wined3d_device
*device
, struct wined3d
**wined3d
)
1650 TRACE("device %p, wined3d %p.\n", device
, wined3d
);
1652 *wined3d
= device
->wined3d
;
1653 wined3d_incref(*wined3d
);
1655 TRACE("Returning %p.\n", *wined3d
);
1660 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1662 TRACE("device %p.\n", device
);
1664 TRACE("Emulating %d MB, returning %d MB left.\n",
1665 device
->adapter
->TextureRam
/ (1024 * 1024),
1666 (device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
) / (1024 * 1024));
1668 return device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
;
1671 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1672 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1674 struct wined3d_stream_state
*stream
;
1675 struct wined3d_buffer
*prev_buffer
;
1677 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1678 device
, stream_idx
, buffer
, offset
, stride
);
1680 if (stream_idx
>= MAX_STREAMS
)
1682 WARN("Stream index %u out of range.\n", stream_idx
);
1683 return WINED3DERR_INVALIDCALL
;
1685 else if (offset
& 0x3)
1687 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1688 return WINED3DERR_INVALIDCALL
;
1691 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1692 prev_buffer
= stream
->buffer
;
1694 device
->updateStateBlock
->changed
.streamSource
|= 1 << stream_idx
;
1696 if (prev_buffer
== buffer
1697 && stream
->stride
== stride
1698 && stream
->offset
== offset
)
1700 TRACE("Application is setting the old values over, nothing to do.\n");
1704 stream
->buffer
= buffer
;
1707 stream
->stride
= stride
;
1708 stream
->offset
= offset
;
1711 /* Handle recording of state blocks. */
1712 if (device
->isRecordingState
)
1714 TRACE("Recording... not performing anything.\n");
1716 wined3d_buffer_incref(buffer
);
1718 wined3d_buffer_decref(prev_buffer
);
1724 InterlockedIncrement(&buffer
->bind_count
);
1725 wined3d_buffer_incref(buffer
);
1729 InterlockedDecrement(&prev_buffer
->bind_count
);
1730 wined3d_buffer_decref(prev_buffer
);
1733 device_invalidate_state(device
, STATE_STREAMSRC
);
1738 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1739 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1741 struct wined3d_stream_state
*stream
;
1743 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1744 device
, stream_idx
, buffer
, offset
, stride
);
1746 if (stream_idx
>= MAX_STREAMS
)
1748 WARN("Stream index %u out of range.\n", stream_idx
);
1749 return WINED3DERR_INVALIDCALL
;
1752 stream
= &device
->stateBlock
->state
.streams
[stream_idx
];
1753 *buffer
= stream
->buffer
;
1755 wined3d_buffer_incref(*buffer
);
1757 *offset
= stream
->offset
;
1758 *stride
= stream
->stride
;
1763 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1765 struct wined3d_stream_state
*stream
;
1766 UINT old_flags
, old_freq
;
1768 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1770 /* Verify input. At least in d3d9 this is invalid. */
1771 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1773 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1774 return WINED3DERR_INVALIDCALL
;
1776 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1778 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1779 return WINED3DERR_INVALIDCALL
;
1783 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1784 return WINED3DERR_INVALIDCALL
;
1787 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1788 old_flags
= stream
->flags
;
1789 old_freq
= stream
->frequency
;
1791 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1792 stream
->frequency
= divider
& 0x7fffff;
1794 device
->updateStateBlock
->changed
.streamFreq
|= 1 << stream_idx
;
1796 if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1797 device_invalidate_state(device
, STATE_STREAMSRC
);
1802 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1803 UINT stream_idx
, UINT
*divider
)
1805 struct wined3d_stream_state
*stream
;
1807 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1809 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1810 *divider
= stream
->flags
| stream
->frequency
;
1812 TRACE("Returning %#x.\n", *divider
);
1817 HRESULT CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1818 WINED3DTRANSFORMSTATETYPE d3dts
, const WINED3DMATRIX
*matrix
)
1820 TRACE("device %p, state %s, matrix %p.\n",
1821 device
, debug_d3dtstype(d3dts
), matrix
);
1823 /* Handle recording of state blocks. */
1824 if (device
->isRecordingState
)
1826 TRACE("Recording... not performing anything.\n");
1827 device
->updateStateBlock
->changed
.transform
[d3dts
>> 5] |= 1 << (d3dts
& 0x1f);
1828 device
->updateStateBlock
->state
.transforms
[d3dts
] = *matrix
;
1832 /* If the new matrix is the same as the current one,
1833 * we cut off any further processing. this seems to be a reasonable
1834 * optimization because as was noticed, some apps (warcraft3 for example)
1835 * tend towards setting the same matrix repeatedly for some reason.
1837 * From here on we assume that the new matrix is different, wherever it matters. */
1838 if (!memcmp(&device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0], matrix
, sizeof(*matrix
)))
1840 TRACE("The application is setting the same matrix over again.\n");
1844 conv_mat(matrix
, &device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0]);
1846 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1847 * where ViewMat = Camera space, WorldMat = world space.
1849 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1850 * matrix. The Projection matrix stay projection matrix. */
1852 if (d3dts
== WINED3DTS_VIEW
)
1853 device
->view_ident
= !memcmp(matrix
, identity
, 16 * sizeof(float));
1855 if (d3dts
< WINED3DTS_WORLDMATRIX(device
->adapter
->gl_info
.limits
.blends
))
1856 device_invalidate_state(device
, STATE_TRANSFORM(d3dts
));
1862 HRESULT CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1863 WINED3DTRANSFORMSTATETYPE state
, WINED3DMATRIX
*matrix
)
1865 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1867 *matrix
= device
->stateBlock
->state
.transforms
[state
];
1872 HRESULT CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1873 WINED3DTRANSFORMSTATETYPE state
, const WINED3DMATRIX
*matrix
)
1875 const WINED3DMATRIX
*mat
= NULL
;
1878 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1880 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1881 * below means it will be recorded in a state block change, but it
1882 * works regardless where it is recorded.
1883 * If this is found to be wrong, change to StateBlock. */
1884 if (state
> HIGHEST_TRANSFORMSTATE
)
1886 WARN("Unhandled transform state %#x.\n", state
);
1890 mat
= &device
->updateStateBlock
->state
.transforms
[state
];
1891 multiply_matrix(&temp
, mat
, matrix
);
1893 /* Apply change via set transform - will reapply to eg. lights this way. */
1894 return wined3d_device_set_transform(device
, state
, &temp
);
1897 /* Note lights are real special cases. Although the device caps state only
1898 * e.g. 8 are supported, you can reference any indexes you want as long as
1899 * that number max are enabled at any one point in time. Therefore since the
1900 * indices can be anything, we need a hashmap of them. However, this causes
1901 * stateblock problems. When capturing the state block, I duplicate the
1902 * hashmap, but when recording, just build a chain pretty much of commands to
1904 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
, UINT light_idx
, const WINED3DLIGHT
*light
)
1906 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1907 struct wined3d_light_info
*object
= NULL
;
1911 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1913 /* Check the parameter range. Need for speed most wanted sets junk lights
1914 * which confuse the GL driver. */
1916 return WINED3DERR_INVALIDCALL
;
1918 switch (light
->Type
)
1920 case WINED3DLIGHT_POINT
:
1921 case WINED3DLIGHT_SPOT
:
1922 case WINED3DLIGHT_PARALLELPOINT
:
1923 case WINED3DLIGHT_GLSPOT
:
1924 /* Incorrect attenuation values can cause the gl driver to crash.
1925 * Happens with Need for speed most wanted. */
1926 if (light
->Attenuation0
< 0.0f
|| light
->Attenuation1
< 0.0f
|| light
->Attenuation2
< 0.0f
)
1928 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1929 return WINED3DERR_INVALIDCALL
;
1933 case WINED3DLIGHT_DIRECTIONAL
:
1934 /* Ignores attenuation */
1938 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1939 return WINED3DERR_INVALIDCALL
;
1942 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
1944 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1945 if (object
->OriginalIndex
== light_idx
)
1952 TRACE("Adding new light\n");
1953 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1956 ERR("Out of memory error when allocating a light\n");
1957 return E_OUTOFMEMORY
;
1959 list_add_head(&device
->updateStateBlock
->state
.light_map
[hash_idx
], &object
->entry
);
1960 object
->glIndex
= -1;
1961 object
->OriginalIndex
= light_idx
;
1964 /* Initialize the object. */
1965 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1966 light_idx
, light
->Type
,
1967 light
->Diffuse
.r
, light
->Diffuse
.g
, light
->Diffuse
.b
, light
->Diffuse
.a
,
1968 light
->Specular
.r
, light
->Specular
.g
, light
->Specular
.b
, light
->Specular
.a
,
1969 light
->Ambient
.r
, light
->Ambient
.g
, light
->Ambient
.b
, light
->Ambient
.a
);
1970 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light
->Position
.x
, light
->Position
.y
, light
->Position
.z
,
1971 light
->Direction
.x
, light
->Direction
.y
, light
->Direction
.z
);
1972 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1973 light
->Range
, light
->Falloff
, light
->Theta
, light
->Phi
);
1975 /* Save away the information. */
1976 object
->OriginalParms
= *light
;
1978 switch (light
->Type
)
1980 case WINED3DLIGHT_POINT
:
1982 object
->lightPosn
[0] = light
->Position
.x
;
1983 object
->lightPosn
[1] = light
->Position
.y
;
1984 object
->lightPosn
[2] = light
->Position
.z
;
1985 object
->lightPosn
[3] = 1.0f
;
1986 object
->cutoff
= 180.0f
;
1990 case WINED3DLIGHT_DIRECTIONAL
:
1992 object
->lightPosn
[0] = -light
->Direction
.x
;
1993 object
->lightPosn
[1] = -light
->Direction
.y
;
1994 object
->lightPosn
[2] = -light
->Direction
.z
;
1995 object
->lightPosn
[3] = 0.0f
;
1996 object
->exponent
= 0.0f
;
1997 object
->cutoff
= 180.0f
;
2000 case WINED3DLIGHT_SPOT
:
2002 object
->lightPosn
[0] = light
->Position
.x
;
2003 object
->lightPosn
[1] = light
->Position
.y
;
2004 object
->lightPosn
[2] = light
->Position
.z
;
2005 object
->lightPosn
[3] = 1.0f
;
2008 object
->lightDirn
[0] = light
->Direction
.x
;
2009 object
->lightDirn
[1] = light
->Direction
.y
;
2010 object
->lightDirn
[2] = light
->Direction
.z
;
2011 object
->lightDirn
[3] = 1.0f
;
2013 /* opengl-ish and d3d-ish spot lights use too different models
2014 * for the light "intensity" as a function of the angle towards
2015 * the main light direction, so we only can approximate very
2016 * roughly. However, spot lights are rather rarely used in games
2017 * (if ever used at all). Furthermore if still used, probably
2018 * nobody pays attention to such details. */
2019 if (!light
->Falloff
)
2021 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2022 * equations have the falloff resp. exponent parameter as an
2023 * exponent, so the spot light lighting will always be 1.0 for
2024 * both of them, and we don't have to care for the rest of the
2025 * rather complex calculation. */
2026 object
->exponent
= 0.0f
;
2030 rho
= light
->Theta
+ (light
->Phi
- light
->Theta
) / (2 * light
->Falloff
);
2033 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
2036 if (object
->exponent
> 128.0f
)
2037 object
->exponent
= 128.0f
;
2039 object
->cutoff
= (float)(light
->Phi
* 90 / M_PI
);
2044 FIXME("Unrecognized light type %#x.\n", light
->Type
);
2047 /* Update the live definitions if the light is currently assigned a glIndex. */
2048 if (object
->glIndex
!= -1 && !device
->isRecordingState
)
2049 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
2054 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
, UINT light_idx
, WINED3DLIGHT
*light
)
2056 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2057 struct wined3d_light_info
*light_info
= NULL
;
2060 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
2062 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2064 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2065 if (light_info
->OriginalIndex
== light_idx
)
2072 TRACE("Light information requested but light not defined\n");
2073 return WINED3DERR_INVALIDCALL
;
2076 *light
= light_info
->OriginalParms
;
2080 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
2082 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2083 struct wined3d_light_info
*light_info
= NULL
;
2086 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
2088 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2090 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2091 if (light_info
->OriginalIndex
== light_idx
)
2095 TRACE("Found light %p.\n", light_info
);
2097 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2100 TRACE("Light enabled requested but light not defined, so defining one!\n");
2101 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
2103 /* Search for it again! Should be fairly quick as near head of list. */
2104 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2106 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2107 if (light_info
->OriginalIndex
== light_idx
)
2113 FIXME("Adding default lights has failed dismally\n");
2114 return WINED3DERR_INVALIDCALL
;
2120 if (light_info
->glIndex
!= -1)
2122 if (!device
->isRecordingState
)
2123 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
2125 device
->updateStateBlock
->state
.lights
[light_info
->glIndex
] = NULL
;
2126 light_info
->glIndex
= -1;
2130 TRACE("Light already disabled, nothing to do\n");
2132 light_info
->enabled
= FALSE
;
2136 light_info
->enabled
= TRUE
;
2137 if (light_info
->glIndex
!= -1)
2139 TRACE("Nothing to do as light was enabled\n");
2144 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2145 /* Find a free GL light. */
2146 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
2148 if (!device
->updateStateBlock
->state
.lights
[i
])
2150 device
->updateStateBlock
->state
.lights
[i
] = light_info
;
2151 light_info
->glIndex
= i
;
2155 if (light_info
->glIndex
== -1)
2157 /* Our tests show that Windows returns D3D_OK in this situation, even with
2158 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2159 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2160 * as well for those lights.
2162 * TODO: Test how this affects rendering. */
2163 WARN("Too many concurrently active lights\n");
2167 /* i == light_info->glIndex */
2168 if (!device
->isRecordingState
)
2169 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
2176 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
2178 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2179 struct wined3d_light_info
*light_info
= NULL
;
2182 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
2184 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2186 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2187 if (light_info
->OriginalIndex
== light_idx
)
2194 TRACE("Light enabled state requested but light not defined.\n");
2195 return WINED3DERR_INVALIDCALL
;
2197 /* true is 128 according to SetLightEnable */
2198 *enable
= light_info
->enabled
? 128 : 0;
2202 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
, UINT plane_idx
, const float *plane
)
2204 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2206 /* Validate plane_idx. */
2207 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2209 TRACE("Application has requested clipplane this device doesn't support.\n");
2210 return WINED3DERR_INVALIDCALL
;
2213 device
->updateStateBlock
->changed
.clipplane
|= 1 << plane_idx
;
2215 if (device
->updateStateBlock
->state
.clip_planes
[plane_idx
][0] == plane
[0]
2216 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][1] == plane
[1]
2217 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][2] == plane
[2]
2218 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][3] == plane
[3])
2220 TRACE("Application is setting old values over, nothing to do.\n");
2224 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][0] = plane
[0];
2225 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][1] = plane
[1];
2226 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][2] = plane
[2];
2227 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][3] = plane
[3];
2229 /* Handle recording of state blocks. */
2230 if (device
->isRecordingState
)
2232 TRACE("Recording... not performing anything.\n");
2236 device_invalidate_state(device
, STATE_CLIPPLANE(plane_idx
));
2241 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
, UINT plane_idx
, float *plane
)
2243 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2245 /* Validate plane_idx. */
2246 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2248 TRACE("Application has requested clipplane this device doesn't support.\n");
2249 return WINED3DERR_INVALIDCALL
;
2252 plane
[0] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][0];
2253 plane
[1] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][1];
2254 plane
[2] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][2];
2255 plane
[3] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][3];
2260 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
, const WINED3DCLIPSTATUS
*clip_status
)
2262 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2265 return WINED3DERR_INVALIDCALL
;
2270 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
, WINED3DCLIPSTATUS
*clip_status
)
2272 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2275 return WINED3DERR_INVALIDCALL
;
2280 HRESULT CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const WINED3DMATERIAL
*material
)
2282 TRACE("device %p, material %p.\n", device
, material
);
2284 device
->updateStateBlock
->changed
.material
= TRUE
;
2285 device
->updateStateBlock
->state
.material
= *material
;
2287 /* Handle recording of state blocks */
2288 if (device
->isRecordingState
)
2290 TRACE("Recording... not performing anything.\n");
2294 device_invalidate_state(device
, STATE_MATERIAL
);
2299 HRESULT CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, WINED3DMATERIAL
*material
)
2301 TRACE("device %p, material %p.\n", device
, material
);
2303 *material
= device
->updateStateBlock
->state
.material
;
2305 TRACE("Diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2306 material
->Diffuse
.r
, material
->Diffuse
.g
,
2307 material
->Diffuse
.b
, material
->Diffuse
.a
);
2308 TRACE("Ambient {%.8e, %.8e, %.8e, %.8e}\n",
2309 material
->Ambient
.r
, material
->Ambient
.g
,
2310 material
->Ambient
.b
, material
->Ambient
.a
);
2311 TRACE("Specular {%.8e, %.8e, %.8e, %.8e}\n",
2312 material
->Specular
.r
, material
->Specular
.g
,
2313 material
->Specular
.b
, material
->Specular
.a
);
2314 TRACE("Emissive {%.8e, %.8e, %.8e, %.8e}\n",
2315 material
->Emissive
.r
, material
->Emissive
.g
,
2316 material
->Emissive
.b
, material
->Emissive
.a
);
2317 TRACE("Power %.8e.\n", material
->Power
);
2322 HRESULT CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
2323 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
2325 struct wined3d_buffer
*prev_buffer
;
2327 TRACE("device %p, buffer %p, format %s.\n",
2328 device
, buffer
, debug_d3dformat(format_id
));
2330 prev_buffer
= device
->updateStateBlock
->state
.index_buffer
;
2332 device
->updateStateBlock
->changed
.indices
= TRUE
;
2333 device
->updateStateBlock
->state
.index_buffer
= buffer
;
2334 device
->updateStateBlock
->state
.index_format
= format_id
;
2336 /* Handle recording of state blocks. */
2337 if (device
->isRecordingState
)
2339 TRACE("Recording... not performing anything.\n");
2341 wined3d_buffer_incref(buffer
);
2343 wined3d_buffer_decref(prev_buffer
);
2347 if (prev_buffer
!= buffer
)
2349 device_invalidate_state(device
, STATE_INDEXBUFFER
);
2352 InterlockedIncrement(&buffer
->bind_count
);
2353 wined3d_buffer_incref(buffer
);
2357 InterlockedDecrement(&prev_buffer
->bind_count
);
2358 wined3d_buffer_decref(prev_buffer
);
2365 HRESULT CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
, struct wined3d_buffer
**buffer
)
2367 TRACE("device %p, buffer %p.\n", device
, buffer
);
2369 *buffer
= device
->stateBlock
->state
.index_buffer
;
2372 wined3d_buffer_incref(*buffer
);
2374 TRACE("Returning %p.\n", *buffer
);
2379 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2380 HRESULT CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
2382 TRACE("device %p, base_index %d.\n", device
, base_index
);
2384 if (device
->updateStateBlock
->state
.base_vertex_index
== base_index
)
2386 TRACE("Application is setting the old value over, nothing to do\n");
2390 device
->updateStateBlock
->state
.base_vertex_index
= base_index
;
2392 if (device
->isRecordingState
)
2394 TRACE("Recording... not performing anything\n");
2400 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
2402 TRACE("device %p.\n", device
);
2404 return device
->stateBlock
->state
.base_vertex_index
;
2407 HRESULT CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const WINED3DVIEWPORT
*viewport
)
2409 TRACE("device %p, viewport %p.\n", device
, viewport
);
2410 TRACE("x %u, y %u, w %u, h %u, minz %.8e, maxz %.8e.\n",
2411 viewport
->X
, viewport
->Y
, viewport
->Width
, viewport
->Height
, viewport
->MinZ
, viewport
->MaxZ
);
2413 device
->updateStateBlock
->changed
.viewport
= TRUE
;
2414 device
->updateStateBlock
->state
.viewport
= *viewport
;
2416 /* Handle recording of state blocks */
2417 if (device
->isRecordingState
)
2419 TRACE("Recording... not performing anything\n");
2423 device_invalidate_state(device
, STATE_VIEWPORT
);
2428 HRESULT CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, WINED3DVIEWPORT
*viewport
)
2430 TRACE("device %p, viewport %p.\n", device
, viewport
);
2432 *viewport
= device
->stateBlock
->state
.viewport
;
2437 HRESULT CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2438 WINED3DRENDERSTATETYPE state
, DWORD value
)
2440 DWORD old_value
= device
->stateBlock
->state
.render_states
[state
];
2442 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2444 device
->updateStateBlock
->changed
.renderState
[state
>> 5] |= 1 << (state
& 0x1f);
2445 device
->updateStateBlock
->state
.render_states
[state
] = value
;
2447 /* Handle recording of state blocks. */
2448 if (device
->isRecordingState
)
2450 TRACE("Recording... not performing anything.\n");
2454 /* Compared here and not before the assignment to allow proper stateblock recording. */
2455 if (value
== old_value
)
2456 TRACE("Application is setting the old value over, nothing to do.\n");
2458 device_invalidate_state(device
, STATE_RENDER(state
));
2463 HRESULT CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
,
2464 WINED3DRENDERSTATETYPE state
, DWORD
*value
)
2466 TRACE("device %p, state %s (%#x), value %p.\n", device
, debug_d3drenderstate(state
), state
, value
);
2468 *value
= device
->stateBlock
->state
.render_states
[state
];
2473 HRESULT CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2474 UINT sampler_idx
, WINED3DSAMPLERSTATETYPE state
, DWORD value
)
2478 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2479 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2481 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2482 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2484 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2485 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2487 WARN("Invalid sampler %u.\n", sampler_idx
);
2488 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2491 old_value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2492 device
->updateStateBlock
->state
.sampler_states
[sampler_idx
][state
] = value
;
2493 device
->updateStateBlock
->changed
.samplerState
[sampler_idx
] |= 1 << state
;
2495 /* Handle recording of state blocks. */
2496 if (device
->isRecordingState
)
2498 TRACE("Recording... not performing anything.\n");
2502 if (old_value
== value
)
2504 TRACE("Application is setting the old value over, nothing to do.\n");
2508 device_invalidate_state(device
, STATE_SAMPLER(sampler_idx
));
2513 HRESULT CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2514 UINT sampler_idx
, WINED3DSAMPLERSTATETYPE state
, DWORD
*value
)
2516 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2517 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2519 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2520 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2522 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2523 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2525 WARN("Invalid sampler %u.\n", sampler_idx
);
2526 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2529 *value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2530 TRACE("Returning %#x.\n", *value
);
2535 HRESULT CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2537 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2539 device
->updateStateBlock
->changed
.scissorRect
= TRUE
;
2540 if (EqualRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
))
2542 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2545 CopyRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
);
2547 if (device
->isRecordingState
)
2549 TRACE("Recording... not performing anything.\n");
2553 device_invalidate_state(device
, STATE_SCISSORRECT
);
2558 HRESULT CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2560 TRACE("device %p, rect %p.\n", device
, rect
);
2562 *rect
= device
->updateStateBlock
->state
.scissor_rect
;
2563 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2568 HRESULT CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2569 struct wined3d_vertex_declaration
*declaration
)
2571 struct wined3d_vertex_declaration
*prev
= device
->updateStateBlock
->state
.vertex_declaration
;
2573 TRACE("device %p, declaration %p.\n", device
, declaration
);
2576 wined3d_vertex_declaration_incref(declaration
);
2578 wined3d_vertex_declaration_decref(prev
);
2580 device
->updateStateBlock
->state
.vertex_declaration
= declaration
;
2581 device
->updateStateBlock
->changed
.vertexDecl
= TRUE
;
2583 if (device
->isRecordingState
)
2585 TRACE("Recording... not performing anything.\n");
2588 else if (declaration
== prev
)
2590 /* Checked after the assignment to allow proper stateblock recording. */
2591 TRACE("Application is setting the old declaration over, nothing to do.\n");
2595 device_invalidate_state(device
, STATE_VDECL
);
2599 HRESULT CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
,
2600 struct wined3d_vertex_declaration
**declaration
)
2602 TRACE("device %p, declaration %p.\n", device
, declaration
);
2604 *declaration
= device
->stateBlock
->state
.vertex_declaration
;
2606 wined3d_vertex_declaration_incref(*declaration
);
2611 HRESULT CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2613 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.vertex_shader
;
2615 TRACE("device %p, shader %p.\n", device
, shader
);
2617 device
->updateStateBlock
->state
.vertex_shader
= shader
;
2618 device
->updateStateBlock
->changed
.vertexShader
= TRUE
;
2620 if (device
->isRecordingState
)
2623 wined3d_shader_incref(shader
);
2625 wined3d_shader_decref(prev
);
2626 TRACE("Recording... not performing anything.\n");
2632 TRACE("Application is setting the old shader over, nothing to do.\n");
2637 wined3d_shader_incref(shader
);
2639 wined3d_shader_decref(prev
);
2641 device_invalidate_state(device
, STATE_VSHADER
);
2646 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2648 struct wined3d_shader
*shader
;
2650 TRACE("device %p.\n", device
);
2652 shader
= device
->stateBlock
->state
.vertex_shader
;
2654 wined3d_shader_incref(shader
);
2656 TRACE("Returning %p.\n", shader
);
2660 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2661 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2663 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2666 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2667 device
, start_register
, constants
, bool_count
);
2669 if (!constants
|| start_register
>= MAX_CONST_B
)
2670 return WINED3DERR_INVALIDCALL
;
2672 memcpy(&device
->updateStateBlock
->state
.vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2673 for (i
= 0; i
< count
; ++i
)
2674 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2676 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2677 device
->updateStateBlock
->changed
.vertexShaderConstantsB
|= (1 << i
);
2679 if (!device
->isRecordingState
)
2680 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2685 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2686 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2688 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2690 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2691 device
, start_register
, constants
, bool_count
);
2693 if (!constants
|| start_register
>= MAX_CONST_B
)
2694 return WINED3DERR_INVALIDCALL
;
2696 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2701 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2702 UINT start_register
, const int *constants
, UINT vector4i_count
)
2704 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2707 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2708 device
, start_register
, constants
, vector4i_count
);
2710 if (!constants
|| start_register
>= MAX_CONST_I
)
2711 return WINED3DERR_INVALIDCALL
;
2713 memcpy(&device
->updateStateBlock
->state
.vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2714 for (i
= 0; i
< count
; ++i
)
2715 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2716 constants
[i
* 4], constants
[i
* 4 + 1],
2717 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2719 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2720 device
->updateStateBlock
->changed
.vertexShaderConstantsI
|= (1 << i
);
2722 if (!device
->isRecordingState
)
2723 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2728 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2729 UINT start_register
, int *constants
, UINT vector4i_count
)
2731 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2733 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2734 device
, start_register
, constants
, vector4i_count
);
2736 if (!constants
|| start_register
>= MAX_CONST_I
)
2737 return WINED3DERR_INVALIDCALL
;
2739 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2743 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2744 UINT start_register
, const float *constants
, UINT vector4f_count
)
2748 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2749 device
, start_register
, constants
, vector4f_count
);
2751 /* Specifically test start_register > limit to catch MAX_UINT overflows
2752 * when adding start_register + vector4f_count. */
2754 || start_register
+ vector4f_count
> device
->d3d_vshader_constantF
2755 || start_register
> device
->d3d_vshader_constantF
)
2756 return WINED3DERR_INVALIDCALL
;
2758 memcpy(&device
->updateStateBlock
->state
.vs_consts_f
[start_register
* 4],
2759 constants
, vector4f_count
* sizeof(float) * 4);
2762 for (i
= 0; i
< vector4f_count
; ++i
)
2763 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2764 constants
[i
* 4], constants
[i
* 4 + 1],
2765 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2768 if (!device
->isRecordingState
)
2770 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2771 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2774 memset(device
->updateStateBlock
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2775 sizeof(*device
->updateStateBlock
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2780 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2781 UINT start_register
, float *constants
, UINT vector4f_count
)
2783 int count
= min(vector4f_count
, device
->d3d_vshader_constantF
- start_register
);
2785 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2786 device
, start_register
, constants
, vector4f_count
);
2788 if (!constants
|| count
< 0)
2789 return WINED3DERR_INVALIDCALL
;
2791 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2796 static void device_invalidate_texture_stage(const struct wined3d_device
*device
, DWORD stage
)
2800 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
2802 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, i
));
2806 static void device_map_stage(struct wined3d_device
*device
, DWORD stage
, DWORD unit
)
2808 DWORD i
= device
->rev_tex_unit_map
[unit
];
2809 DWORD j
= device
->texUnitMap
[stage
];
2811 device
->texUnitMap
[stage
] = unit
;
2812 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
2813 device
->texUnitMap
[i
] = WINED3D_UNMAPPED_STAGE
;
2815 device
->rev_tex_unit_map
[unit
] = stage
;
2816 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
2817 device
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
2820 static void device_update_fixed_function_usage_map(struct wined3d_device
*device
)
2824 device
->fixed_function_usage_map
= 0;
2825 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2827 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2828 WINED3DTEXTUREOP color_op
= state
->texture_states
[i
][WINED3DTSS_COLOROP
];
2829 WINED3DTEXTUREOP alpha_op
= state
->texture_states
[i
][WINED3DTSS_ALPHAOP
];
2830 DWORD color_arg1
= state
->texture_states
[i
][WINED3DTSS_COLORARG1
] & WINED3DTA_SELECTMASK
;
2831 DWORD color_arg2
= state
->texture_states
[i
][WINED3DTSS_COLORARG2
] & WINED3DTA_SELECTMASK
;
2832 DWORD color_arg3
= state
->texture_states
[i
][WINED3DTSS_COLORARG0
] & WINED3DTA_SELECTMASK
;
2833 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3DTSS_ALPHAARG1
] & WINED3DTA_SELECTMASK
;
2834 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3DTSS_ALPHAARG2
] & WINED3DTA_SELECTMASK
;
2835 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3DTSS_ALPHAARG0
] & WINED3DTA_SELECTMASK
;
2837 if (color_op
== WINED3DTOP_DISABLE
) {
2838 /* Not used, and disable higher stages */
2842 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3DTOP_SELECTARG2
)
2843 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3DTOP_SELECTARG1
)
2844 || ((color_arg3
== WINED3DTA_TEXTURE
)
2845 && (color_op
== WINED3DTOP_MULTIPLYADD
|| color_op
== WINED3DTOP_LERP
))
2846 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3DTOP_SELECTARG2
)
2847 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3DTOP_SELECTARG1
)
2848 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2849 && (alpha_op
== WINED3DTOP_MULTIPLYADD
|| alpha_op
== WINED3DTOP_LERP
)))
2850 device
->fixed_function_usage_map
|= (1 << i
);
2852 if ((color_op
== WINED3DTOP_BUMPENVMAP
|| color_op
== WINED3DTOP_BUMPENVMAPLUMINANCE
) && i
< MAX_TEXTURES
- 1)
2853 device
->fixed_function_usage_map
|= (1 << (i
+ 1));
2857 static void device_map_fixed_function_samplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2859 unsigned int i
, tex
;
2862 device_update_fixed_function_usage_map(device
);
2863 ffu_map
= device
->fixed_function_usage_map
;
2865 if (device
->max_ffp_textures
== gl_info
->limits
.texture_stages
2866 || device
->stateBlock
->state
.lowest_disabled_stage
<= device
->max_ffp_textures
)
2868 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2870 if (!(ffu_map
& 1)) continue;
2872 if (device
->texUnitMap
[i
] != i
)
2874 device_map_stage(device
, i
, i
);
2875 device_invalidate_state(device
, STATE_SAMPLER(i
));
2876 device_invalidate_texture_stage(device
, i
);
2882 /* Now work out the mapping */
2884 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2886 if (!(ffu_map
& 1)) continue;
2888 if (device
->texUnitMap
[i
] != tex
)
2890 device_map_stage(device
, i
, tex
);
2891 device_invalidate_state(device
, STATE_SAMPLER(i
));
2892 device_invalidate_texture_stage(device
, i
);
2899 static void device_map_psamplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2901 const WINED3DSAMPLER_TEXTURE_TYPE
*sampler_type
=
2902 device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2905 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2907 if (sampler_type
[i
] && device
->texUnitMap
[i
] != i
)
2909 device_map_stage(device
, i
, i
);
2910 device_invalidate_state(device
, STATE_SAMPLER(i
));
2911 if (i
< gl_info
->limits
.texture_stages
)
2912 device_invalidate_texture_stage(device
, i
);
2917 static BOOL
device_unit_free_for_vs(const struct wined3d_device
*device
,
2918 const WINED3DSAMPLER_TEXTURE_TYPE
*pshader_sampler_tokens
,
2919 const WINED3DSAMPLER_TEXTURE_TYPE
*vshader_sampler_tokens
, DWORD unit
)
2921 DWORD current_mapping
= device
->rev_tex_unit_map
[unit
];
2923 /* Not currently used */
2924 if (current_mapping
== WINED3D_UNMAPPED_STAGE
) return TRUE
;
2926 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
) {
2927 /* Used by a fragment sampler */
2929 if (!pshader_sampler_tokens
) {
2930 /* No pixel shader, check fixed function */
2931 return current_mapping
>= MAX_TEXTURES
|| !(device
->fixed_function_usage_map
& (1 << current_mapping
));
2934 /* Pixel shader, check the shader's sampler map */
2935 return !pshader_sampler_tokens
[current_mapping
];
2938 /* Used by a vertex sampler */
2939 return !vshader_sampler_tokens
[current_mapping
- MAX_FRAGMENT_SAMPLERS
];
2942 static void device_map_vsamplers(struct wined3d_device
*device
, BOOL ps
, const struct wined3d_gl_info
*gl_info
)
2944 const WINED3DSAMPLER_TEXTURE_TYPE
*vshader_sampler_type
=
2945 device
->stateBlock
->state
.vertex_shader
->reg_maps
.sampler_type
;
2946 const WINED3DSAMPLER_TEXTURE_TYPE
*pshader_sampler_type
= NULL
;
2947 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
) - 1;
2952 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2953 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2954 pshader_sampler_type
= device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2957 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
2958 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
2959 if (vshader_sampler_type
[i
])
2961 if (device
->texUnitMap
[vsampler_idx
] != WINED3D_UNMAPPED_STAGE
)
2963 /* Already mapped somewhere */
2969 if (device_unit_free_for_vs(device
, pshader_sampler_type
, vshader_sampler_type
, start
))
2971 device_map_stage(device
, vsampler_idx
, start
);
2972 device_invalidate_state(device
, STATE_SAMPLER(vsampler_idx
));
2984 void device_update_tex_unit_map(struct wined3d_device
*device
)
2986 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2987 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2988 BOOL vs
= use_vs(state
);
2989 BOOL ps
= use_ps(state
);
2992 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2993 * that would be really messy and require shader recompilation
2994 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2995 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2998 device_map_psamplers(device
, gl_info
);
3000 device_map_fixed_function_samplers(device
, gl_info
);
3003 device_map_vsamplers(device
, ps
, gl_info
);
3006 HRESULT CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
3008 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.pixel_shader
;
3010 TRACE("device %p, shader %p.\n", device
, shader
);
3012 device
->updateStateBlock
->state
.pixel_shader
= shader
;
3013 device
->updateStateBlock
->changed
.pixelShader
= TRUE
;
3015 if (device
->isRecordingState
)
3018 wined3d_shader_incref(shader
);
3020 wined3d_shader_decref(prev
);
3021 TRACE("Recording... not performing anything.\n");
3027 TRACE("Application is setting the old shader over, nothing to do.\n");
3032 wined3d_shader_incref(shader
);
3034 wined3d_shader_decref(prev
);
3036 device_invalidate_state(device
, STATE_PIXELSHADER
);
3041 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
3043 struct wined3d_shader
*shader
;
3045 TRACE("device %p.\n", device
);
3047 shader
= device
->stateBlock
->state
.pixel_shader
;
3049 wined3d_shader_incref(shader
);
3051 TRACE("Returning %p.\n", shader
);
3055 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
3056 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
3058 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3061 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3062 device
, start_register
, constants
, bool_count
);
3064 if (!constants
|| start_register
>= MAX_CONST_B
)
3065 return WINED3DERR_INVALIDCALL
;
3067 memcpy(&device
->updateStateBlock
->state
.ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
3068 for (i
= 0; i
< count
; ++i
)
3069 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
3071 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3072 device
->updateStateBlock
->changed
.pixelShaderConstantsB
|= (1 << i
);
3074 if (!device
->isRecordingState
)
3075 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3080 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
3081 UINT start_register
, BOOL
*constants
, UINT bool_count
)
3083 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3085 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3086 device
, start_register
, constants
, bool_count
);
3088 if (!constants
|| start_register
>= MAX_CONST_B
)
3089 return WINED3DERR_INVALIDCALL
;
3091 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
3096 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
3097 UINT start_register
, const int *constants
, UINT vector4i_count
)
3099 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3102 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3103 device
, start_register
, constants
, vector4i_count
);
3105 if (!constants
|| start_register
>= MAX_CONST_I
)
3106 return WINED3DERR_INVALIDCALL
;
3108 memcpy(&device
->updateStateBlock
->state
.ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
3109 for (i
= 0; i
< count
; ++i
)
3110 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
3111 constants
[i
* 4], constants
[i
* 4 + 1],
3112 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3114 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3115 device
->updateStateBlock
->changed
.pixelShaderConstantsI
|= (1 << i
);
3117 if (!device
->isRecordingState
)
3118 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3123 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
3124 UINT start_register
, int *constants
, UINT vector4i_count
)
3126 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3128 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3129 device
, start_register
, constants
, vector4i_count
);
3131 if (!constants
|| start_register
>= MAX_CONST_I
)
3132 return WINED3DERR_INVALIDCALL
;
3134 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
3139 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
3140 UINT start_register
, const float *constants
, UINT vector4f_count
)
3144 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3145 device
, start_register
, constants
, vector4f_count
);
3147 /* Specifically test start_register > limit to catch MAX_UINT overflows
3148 * when adding start_register + vector4f_count. */
3150 || start_register
+ vector4f_count
> device
->d3d_pshader_constantF
3151 || start_register
> device
->d3d_pshader_constantF
)
3152 return WINED3DERR_INVALIDCALL
;
3154 memcpy(&device
->updateStateBlock
->state
.ps_consts_f
[start_register
* 4],
3155 constants
, vector4f_count
* sizeof(float) * 4);
3158 for (i
= 0; i
< vector4f_count
; ++i
)
3159 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
3160 constants
[i
* 4], constants
[i
* 4 + 1],
3161 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3164 if (!device
->isRecordingState
)
3166 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
3167 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3170 memset(device
->updateStateBlock
->changed
.pixelShaderConstantsF
+ start_register
, 1,
3171 sizeof(*device
->updateStateBlock
->changed
.pixelShaderConstantsF
) * vector4f_count
);
3176 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
3177 UINT start_register
, float *constants
, UINT vector4f_count
)
3179 int count
= min(vector4f_count
, device
->d3d_pshader_constantF
- start_register
);
3181 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3182 device
, start_register
, constants
, vector4f_count
);
3184 if (!constants
|| count
< 0)
3185 return WINED3DERR_INVALIDCALL
;
3187 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
3192 /* Context activation is done by the caller. */
3193 /* Do not call while under the GL lock. */
3194 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3195 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
3196 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
3199 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3200 char *dest_ptr
, *dest_conv
= NULL
, *dest_conv_addr
= NULL
;
3203 WINED3DMATRIX mat
, proj_mat
, view_mat
, world_mat
;
3207 if (stream_info
->use_map
& (1 << WINED3D_FFP_NORMAL
))
3209 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3212 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_POSITION
)))
3214 ERR("Source has no position mask\n");
3215 return WINED3DERR_INVALIDCALL
;
3218 if (!dest
->resource
.allocatedMemory
)
3219 buffer_get_sysmem(dest
, gl_info
);
3221 /* Get a pointer into the destination vbo(create one if none exists) and
3222 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3224 if (!dest
->buffer_object
&& gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
3226 dest
->flags
|= WINED3D_BUFFER_CREATEBO
;
3227 wined3d_buffer_preload(dest
);
3230 if (dest
->buffer_object
)
3232 unsigned char extrabytes
= 0;
3233 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3234 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3235 * this may write 4 extra bytes beyond the area that should be written
3237 if(DestFVF
== WINED3DFVF_XYZ
) extrabytes
= 4;
3238 dest_conv_addr
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, dwCount
* get_flexible_vertex_size(DestFVF
) + extrabytes
);
3239 if(!dest_conv_addr
) {
3240 ERR("Out of memory\n");
3241 /* Continue without storing converted vertices */
3243 dest_conv
= dest_conv_addr
;
3246 if (device
->stateBlock
->state
.render_states
[WINED3DRS_CLIPPING
])
3248 static BOOL warned
= FALSE
;
3250 * The clipping code is not quite correct. Some things need
3251 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3252 * so disable clipping for now.
3253 * (The graphics in Half-Life are broken, and my processvertices
3254 * test crashes with IDirect3DDevice3)
3260 FIXME("Clipping is broken and disabled for now\n");
3262 } else doClip
= FALSE
;
3263 dest_ptr
= ((char *)buffer_get_sysmem(dest
, gl_info
)) + dwDestIndex
* get_flexible_vertex_size(DestFVF
);
3265 wined3d_device_get_transform(device
, WINED3DTS_VIEW
, &view_mat
);
3266 wined3d_device_get_transform(device
, WINED3DTS_PROJECTION
, &proj_mat
);
3267 wined3d_device_get_transform(device
, WINED3DTS_WORLDMATRIX(0), &world_mat
);
3269 TRACE("View mat:\n");
3270 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
);
3271 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
);
3272 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
);
3273 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
);
3275 TRACE("Proj mat:\n");
3276 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
);
3277 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
);
3278 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
);
3279 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
);
3281 TRACE("World mat:\n");
3282 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
);
3283 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
);
3284 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
);
3285 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
);
3287 /* Get the viewport */
3288 wined3d_device_get_viewport(device
, &vp
);
3289 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
3290 vp
.X
, vp
.Y
, vp
.Width
, vp
.Height
, vp
.MinZ
, vp
.MaxZ
);
3292 multiply_matrix(&mat
,&view_mat
,&world_mat
);
3293 multiply_matrix(&mat
,&proj_mat
,&mat
);
3295 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
3297 for (i
= 0; i
< dwCount
; i
+= 1) {
3298 unsigned int tex_index
;
3300 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
3301 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
3302 /* The position first */
3303 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
3304 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3306 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
3308 /* Multiplication with world, view and projection matrix */
3309 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
);
3310 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
);
3311 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
);
3312 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
);
3314 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
3316 /* WARNING: The following things are taken from d3d7 and were not yet checked
3317 * against d3d8 or d3d9!
3320 /* Clipping conditions: From msdn
3322 * A vertex is clipped if it does not match the following requirements
3326 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3328 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3329 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3334 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
3335 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
3338 /* "Normal" viewport transformation (not clipped)
3339 * 1) The values are divided by rhw
3340 * 2) The y axis is negative, so multiply it with -1
3341 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3342 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3343 * 4) Multiply x with Width/2 and add Width/2
3344 * 5) The same for the height
3345 * 6) Add the viewpoint X and Y to the 2D coordinates and
3346 * The minimum Z value to z
3347 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3349 * Well, basically it's simply a linear transformation into viewport
3361 z
*= vp
.MaxZ
- vp
.MinZ
;
3363 x
+= vp
.Width
/ 2 + vp
.X
;
3364 y
+= vp
.Height
/ 2 + vp
.Y
;
3369 /* That vertex got clipped
3370 * Contrary to OpenGL it is not dropped completely, it just
3371 * undergoes a different calculation.
3373 TRACE("Vertex got clipped\n");
3380 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3381 * outside of the main vertex buffer memory. That needs some more
3386 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3389 ( (float *) dest_ptr
)[0] = x
;
3390 ( (float *) dest_ptr
)[1] = y
;
3391 ( (float *) dest_ptr
)[2] = z
;
3392 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3394 dest_ptr
+= 3 * sizeof(float);
3396 if((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) {
3397 dest_ptr
+= sizeof(float);
3402 ( (float *) dest_conv
)[0] = x
* w
;
3403 ( (float *) dest_conv
)[1] = y
* w
;
3404 ( (float *) dest_conv
)[2] = z
* w
;
3405 ( (float *) dest_conv
)[3] = w
;
3407 dest_conv
+= 3 * sizeof(float);
3409 if((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) {
3410 dest_conv
+= sizeof(float);
3414 if (DestFVF
& WINED3DFVF_PSIZE
) {
3415 dest_ptr
+= sizeof(DWORD
);
3416 if(dest_conv
) dest_conv
+= sizeof(DWORD
);
3418 if (DestFVF
& WINED3DFVF_NORMAL
)
3420 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3421 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3422 /* AFAIK this should go into the lighting information */
3423 FIXME("Didn't expect the destination to have a normal\n");
3424 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3426 copy_and_next(dest_conv
, normal
, 3 * sizeof(float));
3430 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3432 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3433 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3434 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_DIFFUSE
)))
3436 static BOOL warned
= FALSE
;
3439 ERR("No diffuse color in source, but destination has one\n");
3443 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3444 dest_ptr
+= sizeof(DWORD
);
3447 *( (DWORD
*) dest_conv
) = 0xffffffff;
3448 dest_conv
+= sizeof(DWORD
);
3452 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3454 *( (DWORD
*) dest_conv
) = (*color_d
& 0xff00ff00) ; /* Alpha + green */
3455 *( (DWORD
*) dest_conv
) |= (*color_d
& 0x00ff0000) >> 16; /* Red */
3456 *( (DWORD
*) dest_conv
) |= (*color_d
& 0xff0000ff) << 16; /* Blue */
3457 dest_conv
+= sizeof(DWORD
);
3462 if (DestFVF
& WINED3DFVF_SPECULAR
)
3464 /* What's the color value in the feedback buffer? */
3465 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3466 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3467 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_SPECULAR
)))
3469 static BOOL warned
= FALSE
;
3472 ERR("No specular color in source, but destination has one\n");
3476 *( (DWORD
*) dest_ptr
) = 0xFF000000;
3477 dest_ptr
+= sizeof(DWORD
);
3480 *( (DWORD
*) dest_conv
) = 0xFF000000;
3481 dest_conv
+= sizeof(DWORD
);
3485 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3487 *( (DWORD
*) dest_conv
) = (*color_s
& 0xff00ff00) ; /* Alpha + green */
3488 *( (DWORD
*) dest_conv
) |= (*color_s
& 0x00ff0000) >> 16; /* Red */
3489 *( (DWORD
*) dest_conv
) |= (*color_s
& 0xff0000ff) << 16; /* Blue */
3490 dest_conv
+= sizeof(DWORD
);
3495 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3497 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3498 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3499 if (!(stream_info
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3501 ERR("No source texture, but destination requests one\n");
3502 dest_ptr
+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3503 if(dest_conv
) dest_conv
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3506 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3508 copy_and_next(dest_conv
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3518 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, dest
->buffer_object
));
3519 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3520 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB
, dwDestIndex
* get_flexible_vertex_size(DestFVF
),
3521 dwCount
* get_flexible_vertex_size(DestFVF
),
3523 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3527 HeapFree(GetProcessHeap(), 0, dest_conv_addr
);
3532 #undef copy_and_next
3534 /* Do not call while under the GL lock. */
3535 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3536 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3537 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3539 struct wined3d_state
*state
= &device
->stateBlock
->state
;
3540 BOOL vbo
= FALSE
, streamWasUP
= state
->user_stream
;
3541 struct wined3d_stream_info stream_info
;
3542 const struct wined3d_gl_info
*gl_info
;
3543 struct wined3d_context
*context
;
3544 struct wined3d_shader
*vs
;
3547 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3548 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3549 device
, src_start_idx
, dst_idx
, vertex_count
,
3550 dst_buffer
, declaration
, flags
, dst_fvf
);
3553 FIXME("Output vertex declaration not implemented yet.\n");
3555 /* Need any context to write to the vbo. */
3556 context
= context_acquire(device
, NULL
);
3557 gl_info
= context
->gl_info
;
3559 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3560 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3561 * restore it afterwards. */
3562 vs
= state
->vertex_shader
;
3563 state
->vertex_shader
= NULL
;
3564 state
->user_stream
= FALSE
;
3565 device_stream_info_from_declaration(device
, &stream_info
, &vbo
);
3566 state
->user_stream
= streamWasUP
;
3567 state
->vertex_shader
= vs
;
3569 if (vbo
|| src_start_idx
)
3572 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3573 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3575 * Also get the start index in, but only loop over all elements if there's something to add at all.
3577 for (i
= 0; i
< (sizeof(stream_info
.elements
) / sizeof(*stream_info
.elements
)); ++i
)
3579 struct wined3d_stream_info_element
*e
;
3581 if (!(stream_info
.use_map
& (1 << i
))) continue;
3583 e
= &stream_info
.elements
[i
];
3584 if (e
->data
.buffer_object
)
3586 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
3587 e
->data
.buffer_object
= 0;
3588 e
->data
.addr
= (BYTE
*)((ULONG_PTR
)e
->data
.addr
+ (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
));
3590 GL_EXTCALL(glDeleteBuffersARB(1, &vb
->buffer_object
));
3591 vb
->buffer_object
= 0;
3595 e
->data
.addr
+= e
->stride
* src_start_idx
;
3599 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3600 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3602 context_release(context
);
3607 HRESULT CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3608 UINT stage
, WINED3DTEXTURESTAGESTATETYPE state
, DWORD value
)
3610 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3613 TRACE("device %p, stage %u, state %s, value %#x.\n",
3614 device
, stage
, debug_d3dtexturestate(state
), value
);
3616 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3618 WARN("Invalid state %#x passed.\n", state
);
3622 if (stage
>= gl_info
->limits
.texture_stages
)
3624 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3625 stage
, gl_info
->limits
.texture_stages
- 1);
3629 old_value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3630 device
->updateStateBlock
->changed
.textureState
[stage
] |= 1 << state
;
3631 device
->updateStateBlock
->state
.texture_states
[stage
][state
] = value
;
3633 if (device
->isRecordingState
)
3635 TRACE("Recording... not performing anything.\n");
3639 /* Checked after the assignments to allow proper stateblock recording. */
3640 if (old_value
== value
)
3642 TRACE("Application is setting the old value over, nothing to do.\n");
3646 if (stage
> device
->stateBlock
->state
.lowest_disabled_stage
3647 && device
->StateTable
[STATE_TEXTURESTAGE(0, state
)].representative
3648 == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
))
3650 /* Colorop change above lowest disabled stage? That won't change
3651 * anything in the GL setup. Changes in other states are important on
3652 * disabled stages too. */
3656 if (state
== WINED3DTSS_COLOROP
)
3660 if (value
== WINED3DTOP_DISABLE
&& old_value
!= WINED3DTOP_DISABLE
)
3662 /* Previously enabled stage disabled now. Make sure to dirtify
3663 * all enabled stages above stage, they have to be disabled.
3665 * The current stage is dirtified below. */
3666 for (i
= stage
+ 1; i
< device
->stateBlock
->state
.lowest_disabled_stage
; ++i
)
3668 TRACE("Additionally dirtifying stage %u.\n", i
);
3669 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3DTSS_COLOROP
));
3671 device
->stateBlock
->state
.lowest_disabled_stage
= stage
;
3672 TRACE("New lowest disabled: %u.\n", stage
);
3674 else if (value
!= WINED3DTOP_DISABLE
&& old_value
== WINED3DTOP_DISABLE
)
3676 /* Previously disabled stage enabled. Stages above it may need
3677 * enabling. Stage must be lowest_disabled_stage here, if it's
3678 * bigger success is returned above, and stages below the lowest
3679 * disabled stage can't be enabled (because they are enabled
3682 * Again stage stage doesn't need to be dirtified here, it is
3684 for (i
= stage
+ 1; i
< gl_info
->limits
.texture_stages
; ++i
)
3686 if (device
->updateStateBlock
->state
.texture_states
[i
][WINED3DTSS_COLOROP
] == WINED3DTOP_DISABLE
)
3688 TRACE("Additionally dirtifying stage %u due to enable.\n", i
);
3689 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3DTSS_COLOROP
));
3691 device
->stateBlock
->state
.lowest_disabled_stage
= i
;
3692 TRACE("New lowest disabled: %u.\n", i
);
3696 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, state
));
3701 HRESULT CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3702 UINT stage
, WINED3DTEXTURESTAGESTATETYPE state
, DWORD
*value
)
3704 TRACE("device %p, stage %u, state %s, value %p.\n",
3705 device
, stage
, debug_d3dtexturestate(state
), value
);
3707 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3709 WARN("Invalid state %#x passed.\n", state
);
3713 *value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3714 TRACE("Returning %#x.\n", *value
);
3719 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3720 UINT stage
, struct wined3d_texture
*texture
)
3722 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3723 struct wined3d_texture
*prev
;
3725 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3727 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3728 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3730 /* Windows accepts overflowing this array... we do not. */
3731 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3733 WARN("Ignoring invalid stage %u.\n", stage
);
3737 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
3738 if (texture
&& texture
->resource
.pool
== WINED3DPOOL_SCRATCH
)
3740 WARN("Rejecting attempt to set scratch texture.\n");
3741 return WINED3DERR_INVALIDCALL
;
3744 device
->updateStateBlock
->changed
.textures
|= 1 << stage
;
3746 prev
= device
->updateStateBlock
->state
.textures
[stage
];
3747 TRACE("Previous texture %p.\n", prev
);
3749 if (texture
== prev
)
3751 TRACE("App is setting the same texture again, nothing to do.\n");
3755 TRACE("Setting new texture to %p.\n", texture
);
3756 device
->updateStateBlock
->state
.textures
[stage
] = texture
;
3758 if (device
->isRecordingState
)
3760 TRACE("Recording... not performing anything\n");
3762 if (texture
) wined3d_texture_incref(texture
);
3763 if (prev
) wined3d_texture_decref(prev
);
3770 LONG bind_count
= InterlockedIncrement(&texture
->bind_count
);
3772 wined3d_texture_incref(texture
);
3774 if (!prev
|| texture
->target
!= prev
->target
)
3775 device_invalidate_state(device
, STATE_PIXELSHADER
);
3777 if (!prev
&& stage
< gl_info
->limits
.texture_stages
)
3779 /* The source arguments for color and alpha ops have different
3780 * meanings when a NULL texture is bound, so the COLOROP and
3781 * ALPHAOP have to be dirtified. */
3782 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_COLOROP
));
3783 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_ALPHAOP
));
3786 if (bind_count
== 1)
3787 texture
->sampler
= stage
;
3792 LONG bind_count
= InterlockedDecrement(&prev
->bind_count
);
3794 wined3d_texture_decref(prev
);
3796 if (!texture
&& stage
< gl_info
->limits
.texture_stages
)
3798 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_COLOROP
));
3799 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_ALPHAOP
));
3802 if (bind_count
&& prev
->sampler
== stage
)
3806 /* Search for other stages the texture is bound to. Shouldn't
3807 * happen if applications bind textures to a single stage only. */
3808 TRACE("Searching for other stages the texture is bound to.\n");
3809 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3811 if (device
->updateStateBlock
->state
.textures
[i
] == prev
)
3813 TRACE("Texture is also bound to stage %u.\n", i
);
3821 device_invalidate_state(device
, STATE_SAMPLER(stage
));
3826 HRESULT CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
,
3827 UINT stage
, struct wined3d_texture
**texture
)
3829 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3831 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3832 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3834 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3836 WARN("Ignoring invalid stage %u.\n", stage
);
3837 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
3840 *texture
= device
->stateBlock
->state
.textures
[stage
];
3842 wined3d_texture_incref(*texture
);
3844 TRACE("Returning %p.\n", *texture
);
3849 HRESULT CDECL
wined3d_device_get_back_buffer(const struct wined3d_device
*device
, UINT swapchain_idx
,
3850 UINT backbuffer_idx
, WINED3DBACKBUFFER_TYPE backbuffer_type
, struct wined3d_surface
**backbuffer
)
3852 struct wined3d_swapchain
*swapchain
;
3855 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3856 device
, swapchain_idx
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3858 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3861 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
3865 hr
= wined3d_swapchain_get_back_buffer(swapchain
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3866 wined3d_swapchain_decref(swapchain
);
3869 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx
, hr
);
3876 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3878 TRACE("device %p, caps %p.\n", device
, caps
);
3880 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
, device
->devType
, caps
);
3883 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
,
3884 UINT swapchain_idx
, WINED3DDISPLAYMODE
*mode
)
3886 struct wined3d_swapchain
*swapchain
;
3889 TRACE("device %p, swapchain_idx %u, mode %p.\n", device
, swapchain_idx
, mode
);
3893 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3896 hr
= wined3d_swapchain_get_display_mode(swapchain
, mode
);
3897 wined3d_swapchain_decref(swapchain
);
3902 const struct wined3d_adapter
*adapter
= device
->adapter
;
3904 /* Don't read the real display mode, but return the stored mode
3905 * instead. X11 can't change the color depth, and some apps are
3906 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3907 * that GetDisplayMode still returns 24 bpp.
3909 * Also don't relay to the swapchain because with ddraw it's possible
3910 * that there isn't a swapchain at all. */
3911 mode
->Width
= adapter
->screen_size
.cx
;
3912 mode
->Height
= adapter
->screen_size
.cy
;
3913 mode
->Format
= adapter
->screen_format
;
3914 mode
->RefreshRate
= 0;
3921 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3923 struct wined3d_stateblock
*stateblock
;
3926 TRACE("device %p.\n", device
);
3928 if (device
->isRecordingState
)
3929 return WINED3DERR_INVALIDCALL
;
3931 hr
= wined3d_stateblock_create(device
, WINED3DSBT_RECORDED
, &stateblock
);
3935 wined3d_stateblock_decref(device
->updateStateBlock
);
3936 device
->updateStateBlock
= stateblock
;
3937 device
->isRecordingState
= TRUE
;
3939 TRACE("Recording stateblock %p.\n", stateblock
);
3944 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3945 struct wined3d_stateblock
**stateblock
)
3947 struct wined3d_stateblock
*object
= device
->updateStateBlock
;
3949 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3951 if (!device
->isRecordingState
)
3953 WARN("Not recording.\n");
3955 return WINED3DERR_INVALIDCALL
;
3958 stateblock_init_contained_states(object
);
3960 *stateblock
= object
;
3961 device
->isRecordingState
= FALSE
;
3962 device
->updateStateBlock
= device
->stateBlock
;
3963 wined3d_stateblock_incref(device
->updateStateBlock
);
3965 TRACE("Returning stateblock %p.\n", *stateblock
);
3970 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3972 /* At the moment we have no need for any functionality at the beginning
3974 TRACE("device %p.\n", device
);
3976 if (device
->inScene
)
3978 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3979 return WINED3DERR_INVALIDCALL
;
3981 device
->inScene
= TRUE
;
3985 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3987 struct wined3d_context
*context
;
3989 TRACE("device %p.\n", device
);
3991 if (!device
->inScene
)
3993 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3994 return WINED3DERR_INVALIDCALL
;
3997 context
= context_acquire(device
, NULL
);
3998 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4000 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
4002 context_release(context
);
4004 device
->inScene
= FALSE
;
4008 HRESULT CDECL
wined3d_device_present(const struct wined3d_device
*device
, const RECT
*src_rect
,
4009 const RECT
*dst_rect
, HWND dst_window_override
, const RGNDATA
*dirty_region
)
4013 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
4014 device
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
4015 dst_window_override
, dirty_region
);
4017 for (i
= 0; i
< device
->swapchain_count
; ++i
)
4019 wined3d_swapchain_present(device
->swapchains
[i
], src_rect
,
4020 dst_rect
, dst_window_override
, dirty_region
, 0);
4026 /* Do not call while under the GL lock. */
4027 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
4028 const RECT
*rects
, DWORD flags
, WINED3DCOLOR color
, float depth
, DWORD stencil
)
4030 const WINED3DCOLORVALUE c
= {D3DCOLOR_R(color
), D3DCOLOR_G(color
), D3DCOLOR_B(color
), D3DCOLOR_A(color
)};
4033 TRACE("device %p, rect_count %u, rects %p, flags %#x, color 0x%08x, depth %.8e, stencil %u.\n",
4034 device
, rect_count
, rects
, flags
, color
, depth
, stencil
);
4036 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
4038 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4041 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4042 /* TODO: What about depth stencil buffers without stencil bits? */
4043 return WINED3DERR_INVALIDCALL
;
4045 else if (flags
& WINED3DCLEAR_TARGET
)
4047 if (ds
->resource
.width
< device
->fb
.render_targets
[0]->resource
.width
4048 || ds
->resource
.height
< device
->fb
.render_targets
[0]->resource
.height
)
4050 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4056 wined3d_get_draw_rect(&device
->stateBlock
->state
, &draw_rect
);
4058 return device_clear_render_targets(device
, device
->adapter
->gl_info
.limits
.buffers
,
4059 &device
->fb
, rect_count
, rects
,
4060 &draw_rect
, flags
, &c
, depth
, stencil
);
4063 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
4064 WINED3DPRIMITIVETYPE primitive_type
)
4066 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
4068 device
->updateStateBlock
->changed
.primitive_type
= TRUE
;
4069 device
->updateStateBlock
->state
.gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
4072 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
4073 WINED3DPRIMITIVETYPE
*primitive_type
)
4075 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
4077 *primitive_type
= d3d_primitive_type_from_gl(device
->stateBlock
->state
.gl_primitive_type
);
4079 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
4082 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
4084 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
4086 if (!device
->stateBlock
->state
.vertex_declaration
)
4088 WARN("Called without a valid vertex declaration set.\n");
4089 return WINED3DERR_INVALIDCALL
;
4092 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4093 if (device
->stateBlock
->state
.user_stream
)
4095 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4096 device
->stateBlock
->state
.user_stream
= FALSE
;
4099 if (device
->stateBlock
->state
.load_base_vertex_index
)
4101 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4102 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4105 /* Account for the loading offset due to index buffers. Instead of
4106 * reloading all sources correct it with the startvertex parameter. */
4107 drawPrimitive(device
, vertex_count
, start_vertex
, 0, NULL
);
4111 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
4113 struct wined3d_buffer
*index_buffer
;
4114 UINT index_size
= 2;
4116 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4118 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
4120 index_buffer
= device
->stateBlock
->state
.index_buffer
;
4123 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4124 * without an index buffer set. (The first time at least...)
4125 * D3D8 simply dies, but I doubt it can do much harm to return
4126 * D3DERR_INVALIDCALL there as well. */
4127 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4128 return WINED3DERR_INVALIDCALL
;
4131 if (!device
->stateBlock
->state
.vertex_declaration
)
4133 WARN("Called without a valid vertex declaration set.\n");
4134 return WINED3DERR_INVALIDCALL
;
4137 if (device
->stateBlock
->state
.user_stream
)
4139 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4140 device
->stateBlock
->state
.user_stream
= FALSE
;
4142 vbo
= index_buffer
->buffer_object
;
4144 if (device
->stateBlock
->state
.index_format
== WINED3DFMT_R16_UINT
)
4149 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
4150 device
->stateBlock
->state
.load_base_vertex_index
!= device
->stateBlock
->state
.base_vertex_index
)
4152 device
->stateBlock
->state
.load_base_vertex_index
= device
->stateBlock
->state
.base_vertex_index
;
4153 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4156 drawPrimitive(device
, index_count
, start_idx
, index_size
,
4157 vbo
? NULL
: index_buffer
->resource
.allocatedMemory
);
4162 HRESULT CDECL
wined3d_device_draw_primitive_up(struct wined3d_device
*device
, UINT vertex_count
,
4163 const void *stream_data
, UINT stream_stride
)
4165 struct wined3d_stream_state
*stream
;
4166 struct wined3d_buffer
*vb
;
4168 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4169 device
, vertex_count
, stream_data
, stream_stride
);
4171 if (!device
->stateBlock
->state
.vertex_declaration
)
4173 WARN("Called without a valid vertex declaration set.\n");
4174 return WINED3DERR_INVALIDCALL
;
4177 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4178 stream
= &device
->stateBlock
->state
.streams
[0];
4179 vb
= stream
->buffer
;
4180 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4182 wined3d_buffer_decref(vb
);
4184 stream
->stride
= stream_stride
;
4185 device
->stateBlock
->state
.user_stream
= TRUE
;
4186 if (device
->stateBlock
->state
.load_base_vertex_index
)
4188 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4189 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4192 /* TODO: Only mark dirty if drawing from a different UP address */
4193 device_invalidate_state(device
, STATE_STREAMSRC
);
4195 drawPrimitive(device
, vertex_count
, 0, 0, NULL
);
4197 /* MSDN specifies stream zero settings must be set to NULL */
4198 stream
->buffer
= NULL
;
4201 /* stream zero settings set to null at end, as per the msdn. No need to
4202 * mark dirty here, the app has to set the new stream sources or use UP
4207 HRESULT CDECL
wined3d_device_draw_indexed_primitive_up(struct wined3d_device
*device
,
4208 UINT index_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
,
4209 const void *stream_data
, UINT stream_stride
)
4211 struct wined3d_stream_state
*stream
;
4212 struct wined3d_buffer
*vb
, *ib
;
4215 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4216 device
, index_count
, index_data
, debug_d3dformat(index_data_format_id
), stream_data
, stream_stride
);
4218 if (!device
->stateBlock
->state
.vertex_declaration
)
4220 WARN("(%p) : Called without a valid vertex declaration set\n", device
);
4221 return WINED3DERR_INVALIDCALL
;
4224 if (index_data_format_id
== WINED3DFMT_R16_UINT
)
4229 stream
= &device
->stateBlock
->state
.streams
[0];
4230 vb
= stream
->buffer
;
4231 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4233 wined3d_buffer_decref(vb
);
4235 stream
->stride
= stream_stride
;
4236 device
->stateBlock
->state
.user_stream
= TRUE
;
4238 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4239 device
->stateBlock
->state
.base_vertex_index
= 0;
4240 if (device
->stateBlock
->state
.load_base_vertex_index
)
4242 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4243 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4245 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4246 device_invalidate_state(device
, STATE_STREAMSRC
);
4247 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4249 drawPrimitive(device
, index_count
, 0, index_size
, index_data
);
4251 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4252 stream
->buffer
= NULL
;
4254 ib
= device
->stateBlock
->state
.index_buffer
;
4257 wined3d_buffer_decref(ib
);
4258 device
->stateBlock
->state
.index_buffer
= NULL
;
4260 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4261 * SetStreamSource to specify a vertex buffer
4267 HRESULT CDECL
wined3d_device_draw_primitive_strided(struct wined3d_device
*device
,
4268 UINT vertex_count
, const WineDirect3DVertexStridedData
*strided_data
)
4270 /* Mark the state dirty until we have nicer tracking. It's fine to change
4271 * baseVertexIndex because that call is only called by ddraw which does
4272 * not need that value. */
4273 device_invalidate_state(device
, STATE_VDECL
);
4274 device_invalidate_state(device
, STATE_STREAMSRC
);
4275 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4277 device
->stateBlock
->state
.base_vertex_index
= 0;
4278 device
->up_strided
= strided_data
;
4279 drawPrimitive(device
, vertex_count
, 0, 0, NULL
);
4280 device
->up_strided
= NULL
;
4282 /* Invalidate the states again to make sure the values from the stateblock
4283 * are properly applied in the next regular draw. Note that the application-
4284 * provided strided data has ovwritten pretty much the entire vertex and
4285 * and index stream related states */
4286 device_invalidate_state(device
, STATE_VDECL
);
4287 device_invalidate_state(device
, STATE_STREAMSRC
);
4288 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4292 HRESULT CDECL
wined3d_device_draw_indexed_primitive_strided(struct wined3d_device
*device
,
4293 UINT index_count
, const WineDirect3DVertexStridedData
*strided_data
,
4294 UINT vertex_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
)
4296 UINT index_size
= index_data_format_id
== WINED3DFMT_R32_UINT
? 4 : 2;
4298 /* Mark the state dirty until we have nicer tracking
4299 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4302 device_invalidate_state(device
, STATE_VDECL
);
4303 device_invalidate_state(device
, STATE_STREAMSRC
);
4304 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4306 device
->stateBlock
->state
.user_stream
= TRUE
;
4307 device
->stateBlock
->state
.base_vertex_index
= 0;
4308 device
->up_strided
= strided_data
;
4309 drawPrimitive(device
, index_count
, 0, index_size
, index_data
);
4310 device
->up_strided
= NULL
;
4312 device_invalidate_state(device
, STATE_VDECL
);
4313 device_invalidate_state(device
, STATE_STREAMSRC
);
4314 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4318 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4319 static HRESULT
device_update_volume(struct wined3d_device
*device
,
4320 struct wined3d_volume
*src_volume
, struct wined3d_volume
*dst_volume
)
4322 WINED3DLOCKED_BOX src
;
4323 WINED3DLOCKED_BOX dst
;
4326 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4327 device
, src_volume
, dst_volume
);
4329 /* TODO: Implement direct loading into the gl volume instead of using
4330 * memcpy and dirtification to improve loading performance. */
4331 hr
= wined3d_volume_map(src_volume
, &src
, NULL
, WINED3DLOCK_READONLY
);
4332 if (FAILED(hr
)) return hr
;
4333 hr
= wined3d_volume_map(dst_volume
, &dst
, NULL
, WINED3DLOCK_DISCARD
);
4336 wined3d_volume_unmap(src_volume
);
4340 memcpy(dst
.pBits
, src
.pBits
, dst_volume
->resource
.size
);
4342 hr
= wined3d_volume_unmap(dst_volume
);
4344 wined3d_volume_unmap(src_volume
);
4346 hr
= wined3d_volume_unmap(src_volume
);
4351 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
4352 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
4354 unsigned int level_count
, i
;
4355 WINED3DRESOURCETYPE type
;
4358 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
4360 /* Verify that the source and destination textures are non-NULL. */
4361 if (!src_texture
|| !dst_texture
)
4363 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4364 return WINED3DERR_INVALIDCALL
;
4367 if (src_texture
== dst_texture
)
4369 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4370 return WINED3DERR_INVALIDCALL
;
4373 /* Verify that the source and destination textures are the same type. */
4374 type
= src_texture
->resource
.resourceType
;
4375 if (dst_texture
->resource
.resourceType
!= type
)
4377 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4378 return WINED3DERR_INVALIDCALL
;
4381 /* Check that both textures have the identical numbers of levels. */
4382 level_count
= wined3d_texture_get_level_count(src_texture
);
4383 if (wined3d_texture_get_level_count(dst_texture
) != level_count
)
4385 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4386 return WINED3DERR_INVALIDCALL
;
4389 /* Make sure that the destination texture is loaded. */
4390 dst_texture
->texture_ops
->texture_preload(dst_texture
, SRGB_RGB
);
4392 /* Update every surface level of the texture. */
4395 case WINED3DRTYPE_TEXTURE
:
4397 struct wined3d_surface
*src_surface
;
4398 struct wined3d_surface
*dst_surface
;
4400 for (i
= 0; i
< level_count
; ++i
)
4402 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4403 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4404 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4407 WARN("Failed to update surface, hr %#x.\n", hr
);
4414 case WINED3DRTYPE_CUBETEXTURE
:
4416 struct wined3d_surface
*src_surface
;
4417 struct wined3d_surface
*dst_surface
;
4419 for (i
= 0; i
< level_count
* 6; ++i
)
4421 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4422 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4423 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4426 WARN("Failed to update surface, hr %#x.\n", hr
);
4433 case WINED3DRTYPE_VOLUMETEXTURE
:
4435 for (i
= 0; i
< level_count
; ++i
)
4437 hr
= device_update_volume(device
,
4438 volume_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
)),
4439 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
)));
4442 WARN("Failed to update volume, hr %#x.\n", hr
);
4450 FIXME("Unsupported texture type %#x.\n", type
);
4451 return WINED3DERR_INVALIDCALL
;
4457 HRESULT CDECL
wined3d_device_get_front_buffer_data(const struct wined3d_device
*device
,
4458 UINT swapchain_idx
, struct wined3d_surface
*dst_surface
)
4460 struct wined3d_swapchain
*swapchain
;
4463 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device
, swapchain_idx
, dst_surface
);
4465 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4466 if (FAILED(hr
)) return hr
;
4468 hr
= wined3d_swapchain_get_front_buffer_data(swapchain
, dst_surface
);
4469 wined3d_swapchain_decref(swapchain
);
4474 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
4476 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4477 struct wined3d_texture
*texture
;
4480 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
4482 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4484 if (state
->sampler_states
[i
][WINED3DSAMP_MINFILTER
] == WINED3DTEXF_NONE
)
4486 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4487 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4489 if (state
->sampler_states
[i
][WINED3DSAMP_MAGFILTER
] == WINED3DTEXF_NONE
)
4491 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4492 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4495 texture
= state
->textures
[i
];
4496 if (!texture
|| texture
->resource
.format
->flags
& WINED3DFMT_FLAG_FILTERING
) continue;
4498 if (state
->sampler_states
[i
][WINED3DSAMP_MAGFILTER
] != WINED3DTEXF_POINT
)
4500 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i
);
4503 if (state
->sampler_states
[i
][WINED3DSAMP_MINFILTER
] != WINED3DTEXF_POINT
)
4505 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i
);
4508 if (state
->sampler_states
[i
][WINED3DSAMP_MIPFILTER
] != WINED3DTEXF_NONE
4509 && state
->sampler_states
[i
][WINED3DSAMP_MIPFILTER
] != WINED3DTEXF_POINT
)
4511 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i
);
4516 if (state
->render_states
[WINED3DRS_ZENABLE
] || state
->render_states
[WINED3DRS_ZWRITEENABLE
] ||
4517 state
->render_states
[WINED3DRS_STENCILENABLE
])
4519 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4520 struct wined3d_surface
*target
= device
->fb
.render_targets
[0];
4523 && (ds
->resource
.width
< target
->resource
.width
|| ds
->resource
.height
< target
->resource
.height
))
4525 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4526 return WINED3DERR_CONFLICTINGRENDERSTATE
;
4530 /* return a sensible default */
4533 TRACE("returning D3D_OK\n");
4537 HRESULT CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
4541 TRACE("device %p, software %#x.\n", device
, software
);
4545 FIXME("device %p, software %#x stub!\n", device
, software
);
4549 device
->softwareVertexProcessing
= software
;
4554 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
4558 TRACE("device %p.\n", device
);
4562 TRACE("device %p stub!\n", device
);
4566 return device
->softwareVertexProcessing
;
4569 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
4570 UINT swapchain_idx
, WINED3DRASTER_STATUS
*raster_status
)
4572 struct wined3d_swapchain
*swapchain
;
4575 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4576 device
, swapchain_idx
, raster_status
);
4578 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4581 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
4585 hr
= wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
4586 wined3d_swapchain_decref(swapchain
);
4589 WARN("Failed to get raster status, hr %#x.\n", hr
);
4596 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
4600 TRACE("device %p, segments %.8e.\n", device
, segments
);
4602 if (segments
!= 0.0f
)
4606 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
4614 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
4618 TRACE("device %p.\n", device
);
4622 FIXME("device %p stub!\n", device
);
4629 HRESULT CDECL
wined3d_device_update_surface(struct wined3d_device
*device
,
4630 struct wined3d_surface
*src_surface
, const RECT
*src_rect
,
4631 struct wined3d_surface
*dst_surface
, const POINT
*dst_point
)
4633 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4634 device
, src_surface
, wine_dbgstr_rect(src_rect
),
4635 dst_surface
, wine_dbgstr_point(dst_point
));
4637 if (src_surface
->resource
.pool
!= WINED3DPOOL_SYSTEMMEM
|| dst_surface
->resource
.pool
!= WINED3DPOOL_DEFAULT
)
4639 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4640 src_surface
, dst_surface
);
4641 return WINED3DERR_INVALIDCALL
;
4644 return surface_upload_from_surface(dst_surface
, dst_point
, src_surface
, src_rect
);
4647 HRESULT CDECL
wined3d_device_draw_rect_patch(struct wined3d_device
*device
, UINT handle
,
4648 const float *num_segs
, const WINED3DRECTPATCH_INFO
*rect_patch_info
)
4650 struct WineD3DRectPatch
*patch
;
4651 GLenum old_primitive_type
;
4656 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4657 device
, handle
, num_segs
, rect_patch_info
);
4659 if (!(handle
|| rect_patch_info
))
4661 /* TODO: Write a test for the return value, thus the FIXME */
4662 FIXME("Both handle and rect_patch_info are NULL.\n");
4663 return WINED3DERR_INVALIDCALL
;
4668 i
= PATCHMAP_HASHFUNC(handle
);
4670 LIST_FOR_EACH(e
, &device
->patches
[i
])
4672 patch
= LIST_ENTRY(e
, struct WineD3DRectPatch
, entry
);
4673 if (patch
->Handle
== handle
)
4682 TRACE("Patch does not exist. Creating a new one\n");
4683 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4684 patch
->Handle
= handle
;
4685 list_add_head(&device
->patches
[i
], &patch
->entry
);
4687 TRACE("Found existing patch %p\n", patch
);
4692 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4693 * attributes we have to tesselate, read back, and draw. This needs a patch
4694 * management structure instance. Create one.
4696 * A possible improvement is to check if a vertex shader is used, and if not directly
4699 FIXME("Drawing an uncached patch. This is slow\n");
4700 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4703 if (num_segs
[0] != patch
->numSegs
[0] || num_segs
[1] != patch
->numSegs
[1]
4704 || num_segs
[2] != patch
->numSegs
[2] || num_segs
[3] != patch
->numSegs
[3]
4705 || (rect_patch_info
&& memcmp(rect_patch_info
, &patch
->RectPatchInfo
, sizeof(*rect_patch_info
))))
4708 TRACE("Tesselation density or patch info changed, retesselating\n");
4710 if (rect_patch_info
)
4711 patch
->RectPatchInfo
= *rect_patch_info
;
4713 patch
->numSegs
[0] = num_segs
[0];
4714 patch
->numSegs
[1] = num_segs
[1];
4715 patch
->numSegs
[2] = num_segs
[2];
4716 patch
->numSegs
[3] = num_segs
[3];
4718 hr
= tesselate_rectpatch(device
, patch
);
4721 WARN("Patch tesselation failed.\n");
4723 /* Do not release the handle to store the params of the patch */
4725 HeapFree(GetProcessHeap(), 0, patch
);
4731 old_primitive_type
= device
->stateBlock
->state
.gl_primitive_type
;
4732 device
->stateBlock
->state
.gl_primitive_type
= GL_TRIANGLES
;
4733 wined3d_device_draw_primitive_strided(device
, patch
->numSegs
[0] * patch
->numSegs
[1] * 2 * 3, &patch
->strided
);
4734 device
->stateBlock
->state
.gl_primitive_type
= old_primitive_type
;
4736 /* Destroy uncached patches */
4739 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4740 HeapFree(GetProcessHeap(), 0, patch
);
4745 HRESULT CDECL
wined3d_device_draw_tri_patch(struct wined3d_device
*device
, UINT handle
,
4746 const float *segment_count
, const WINED3DTRIPATCH_INFO
*patch_info
)
4748 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4749 device
, handle
, segment_count
, patch_info
);
4754 HRESULT CDECL
wined3d_device_delete_patch(struct wined3d_device
*device
, UINT handle
)
4756 struct WineD3DRectPatch
*patch
;
4760 TRACE("device %p, handle %#x.\n", device
, handle
);
4762 i
= PATCHMAP_HASHFUNC(handle
);
4763 LIST_FOR_EACH(e
, &device
->patches
[i
])
4765 patch
= LIST_ENTRY(e
, struct WineD3DRectPatch
, entry
);
4766 if (patch
->Handle
== handle
)
4768 TRACE("Deleting patch %p\n", patch
);
4769 list_remove(&patch
->entry
);
4770 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4771 HeapFree(GetProcessHeap(), 0, patch
);
4776 /* TODO: Write a test for the return value */
4777 FIXME("Attempt to destroy nonexistent patch\n");
4778 return WINED3DERR_INVALIDCALL
;
4781 /* Do not call while under the GL lock. */
4782 HRESULT CDECL
wined3d_device_color_fill(struct wined3d_device
*device
,
4783 struct wined3d_surface
*surface
, const RECT
*rect
, const WINED3DCOLORVALUE
*color
)
4787 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4788 device
, surface
, wine_dbgstr_rect(rect
),
4789 color
->r
, color
->g
, color
->b
, color
->a
);
4791 if (surface
->resource
.pool
!= WINED3DPOOL_DEFAULT
&& surface
->resource
.pool
!= WINED3DPOOL_SYSTEMMEM
)
4793 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
4794 return WINED3DERR_INVALIDCALL
;
4799 SetRect(&r
, 0, 0, surface
->resource
.width
, surface
->resource
.height
);
4803 return surface_color_fill(surface
, rect
, color
);
4806 /* Do not call while under the GL lock. */
4807 void CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4808 struct wined3d_rendertarget_view
*rendertarget_view
, const WINED3DCOLORVALUE
*color
)
4810 struct wined3d_resource
*resource
;
4814 resource
= rendertarget_view
->resource
;
4815 if (resource
->resourceType
!= WINED3DRTYPE_SURFACE
)
4817 FIXME("Only supported on surface resources\n");
4821 SetRect(&rect
, 0, 0, resource
->width
, resource
->height
);
4822 hr
= surface_color_fill(surface_from_resource(resource
), &rect
, color
);
4823 if (FAILED(hr
)) ERR("Color fill failed, hr %#x.\n", hr
);
4826 HRESULT CDECL
wined3d_device_get_render_target(const struct wined3d_device
*device
,
4827 UINT render_target_idx
, struct wined3d_surface
**render_target
)
4829 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4830 device
, render_target_idx
, render_target
);
4832 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4834 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4835 return WINED3DERR_INVALIDCALL
;
4838 *render_target
= device
->fb
.render_targets
[render_target_idx
];
4839 TRACE("Returning render target %p.\n", *render_target
);
4841 if (!*render_target
)
4842 return WINED3DERR_NOTFOUND
;
4844 wined3d_surface_incref(*render_target
);
4849 HRESULT CDECL
wined3d_device_get_depth_stencil(const struct wined3d_device
*device
,
4850 struct wined3d_surface
**depth_stencil
)
4852 TRACE("device %p, depth_stencil %p.\n", device
, depth_stencil
);
4854 *depth_stencil
= device
->fb
.depth_stencil
;
4855 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil
);
4857 if (!*depth_stencil
)
4858 return WINED3DERR_NOTFOUND
;
4860 wined3d_surface_incref(*depth_stencil
);
4865 HRESULT CDECL
wined3d_device_set_render_target(struct wined3d_device
*device
,
4866 UINT render_target_idx
, struct wined3d_surface
*render_target
, BOOL set_viewport
)
4868 struct wined3d_surface
*prev
;
4870 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4871 device
, render_target_idx
, render_target
, set_viewport
);
4873 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4875 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4876 return WINED3DERR_INVALIDCALL
;
4879 prev
= device
->fb
.render_targets
[render_target_idx
];
4880 if (render_target
== prev
)
4882 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4886 /* Render target 0 can't be set to NULL. */
4887 if (!render_target
&& !render_target_idx
)
4889 WARN("Trying to set render target 0 to NULL.\n");
4890 return WINED3DERR_INVALIDCALL
;
4893 if (render_target
&& !(render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
4895 FIXME("Surface %p doesn't have render target usage.\n", render_target
);
4896 return WINED3DERR_INVALIDCALL
;
4900 wined3d_surface_incref(render_target
);
4901 device
->fb
.render_targets
[render_target_idx
] = render_target
;
4902 /* Release after the assignment, to prevent device_resource_released()
4903 * from seeing the surface as still in use. */
4905 wined3d_surface_decref(prev
);
4907 /* Render target 0 is special. */
4908 if (!render_target_idx
&& set_viewport
)
4910 /* Set the viewport and scissor rectangles, if requested. Tests show
4911 * that stateblock recording is ignored, the change goes directly
4912 * into the primary stateblock. */
4913 device
->stateBlock
->state
.viewport
.Height
= device
->fb
.render_targets
[0]->resource
.height
;
4914 device
->stateBlock
->state
.viewport
.Width
= device
->fb
.render_targets
[0]->resource
.width
;
4915 device
->stateBlock
->state
.viewport
.X
= 0;
4916 device
->stateBlock
->state
.viewport
.Y
= 0;
4917 device
->stateBlock
->state
.viewport
.MaxZ
= 1.0f
;
4918 device
->stateBlock
->state
.viewport
.MinZ
= 0.0f
;
4919 device_invalidate_state(device
, STATE_VIEWPORT
);
4921 device
->stateBlock
->state
.scissor_rect
.top
= 0;
4922 device
->stateBlock
->state
.scissor_rect
.left
= 0;
4923 device
->stateBlock
->state
.scissor_rect
.right
= device
->stateBlock
->state
.viewport
.Width
;
4924 device
->stateBlock
->state
.scissor_rect
.bottom
= device
->stateBlock
->state
.viewport
.Height
;
4925 device_invalidate_state(device
, STATE_SCISSORRECT
);
4928 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4933 HRESULT CDECL
wined3d_device_set_depth_stencil(struct wined3d_device
*device
, struct wined3d_surface
*depth_stencil
)
4935 struct wined3d_surface
*prev
= device
->fb
.depth_stencil
;
4937 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4938 device
, depth_stencil
, prev
);
4940 if (prev
== depth_stencil
)
4942 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4948 if (device
->swapchains
[0]->presentParms
.Flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4949 || prev
->flags
& SFLAG_DISCARD
)
4951 surface_modify_ds_location(prev
, SFLAG_DS_DISCARDED
,
4952 prev
->resource
.width
, prev
->resource
.height
);
4953 if (prev
== device
->onscreen_depth_stencil
)
4955 wined3d_surface_decref(device
->onscreen_depth_stencil
);
4956 device
->onscreen_depth_stencil
= NULL
;
4961 device
->fb
.depth_stencil
= depth_stencil
;
4963 wined3d_surface_incref(depth_stencil
);
4965 if (!prev
!= !depth_stencil
)
4967 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4968 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_ZENABLE
));
4969 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_STENCILENABLE
));
4970 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_STENCILWRITEMASK
));
4971 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_DEPTHBIAS
));
4973 else if (prev
&& prev
->resource
.format
->depth_size
!= depth_stencil
->resource
.format
->depth_size
)
4975 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_DEPTHBIAS
));
4978 wined3d_surface_decref(prev
);
4980 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4985 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4986 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_surface
*cursor_image
)
4988 WINED3DLOCKED_RECT lockedRect
;
4990 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4991 device
, x_hotspot
, y_hotspot
, cursor_image
);
4993 /* some basic validation checks */
4994 if (device
->cursorTexture
)
4996 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4998 glDeleteTextures(1, &device
->cursorTexture
);
5000 context_release(context
);
5001 device
->cursorTexture
= 0;
5006 WINED3DLOCKED_RECT rect
;
5008 /* MSDN: Cursor must be A8R8G8B8 */
5009 if (cursor_image
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
5011 WARN("surface %p has an invalid format.\n", cursor_image
);
5012 return WINED3DERR_INVALIDCALL
;
5015 /* MSDN: Cursor must be smaller than the display mode */
5016 if (cursor_image
->resource
.width
> device
->adapter
->screen_size
.cx
5017 || cursor_image
->resource
.height
> device
->adapter
->screen_size
.cy
)
5019 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
5020 cursor_image
, cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5021 device
->adapter
->screen_size
.cx
, device
->adapter
->screen_size
.cy
);
5022 return WINED3DERR_INVALIDCALL
;
5025 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5027 /* Do not store the surface's pointer because the application may
5028 * release it after setting the cursor image. Windows doesn't
5029 * addref the set surface, so we can't do this either without
5030 * creating circular refcount dependencies. Copy out the gl texture
5032 device
->cursorWidth
= cursor_image
->resource
.width
;
5033 device
->cursorHeight
= cursor_image
->resource
.height
;
5034 if (SUCCEEDED(wined3d_surface_map(cursor_image
, &rect
, NULL
, WINED3DLOCK_READONLY
)))
5036 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
5037 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
5038 struct wined3d_context
*context
;
5039 char *mem
, *bits
= rect
.pBits
;
5040 GLint intfmt
= format
->glInternal
;
5041 GLint gl_format
= format
->glFormat
;
5042 GLint type
= format
->glType
;
5043 INT height
= device
->cursorHeight
;
5044 INT width
= device
->cursorWidth
;
5045 INT bpp
= format
->byte_count
;
5048 /* Reformat the texture memory (pitch and width can be
5050 mem
= HeapAlloc(GetProcessHeap(), 0, width
* height
* bpp
);
5051 for(i
= 0; i
< height
; i
++)
5052 memcpy(&mem
[width
* bpp
* i
], &bits
[rect
.Pitch
* i
], width
* bpp
);
5053 wined3d_surface_unmap(cursor_image
);
5055 context
= context_acquire(device
, NULL
);
5059 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
5061 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
5062 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5065 invalidate_active_texture(device
, context
);
5066 /* Create a new cursor texture */
5067 glGenTextures(1, &device
->cursorTexture
);
5068 checkGLcall("glGenTextures");
5069 context_bind_texture(context
, GL_TEXTURE_2D
, device
->cursorTexture
);
5070 /* Copy the bitmap memory into the cursor texture */
5071 glTexImage2D(GL_TEXTURE_2D
, 0, intfmt
, width
, height
, 0, gl_format
, type
, mem
);
5072 checkGLcall("glTexImage2D");
5073 HeapFree(GetProcessHeap(), 0, mem
);
5075 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
5077 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
5078 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5083 context_release(context
);
5087 FIXME("A cursor texture was not returned.\n");
5088 device
->cursorTexture
= 0;
5091 if (cursor_image
->resource
.width
== 32 && cursor_image
->resource
.height
== 32)
5093 /* Draw a hardware cursor */
5094 ICONINFO cursorInfo
;
5096 /* Create and clear maskBits because it is not needed for
5097 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5099 DWORD
*maskBits
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
5100 (cursor_image
->resource
.width
* cursor_image
->resource
.height
/ 8));
5101 wined3d_surface_map(cursor_image
, &lockedRect
, NULL
,
5102 WINED3DLOCK_NO_DIRTY_UPDATE
| WINED3DLOCK_READONLY
);
5103 TRACE("width: %u height: %u.\n", cursor_image
->resource
.width
, cursor_image
->resource
.height
);
5105 cursorInfo
.fIcon
= FALSE
;
5106 cursorInfo
.xHotspot
= x_hotspot
;
5107 cursorInfo
.yHotspot
= y_hotspot
;
5108 cursorInfo
.hbmMask
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5110 cursorInfo
.hbmColor
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5111 1, 32, lockedRect
.pBits
);
5112 wined3d_surface_unmap(cursor_image
);
5113 /* Create our cursor and clean up. */
5114 cursor
= CreateIconIndirect(&cursorInfo
);
5115 if (cursorInfo
.hbmMask
) DeleteObject(cursorInfo
.hbmMask
);
5116 if (cursorInfo
.hbmColor
) DeleteObject(cursorInfo
.hbmColor
);
5117 if (device
->hardwareCursor
) DestroyCursor(device
->hardwareCursor
);
5118 device
->hardwareCursor
= cursor
;
5119 if (device
->bCursorVisible
) SetCursor( cursor
);
5120 HeapFree(GetProcessHeap(), 0, maskBits
);
5124 device
->xHotSpot
= x_hotspot
;
5125 device
->yHotSpot
= y_hotspot
;
5129 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
5130 int x_screen_space
, int y_screen_space
, DWORD flags
)
5132 TRACE("device %p, x %d, y %d, flags %#x.\n",
5133 device
, x_screen_space
, y_screen_space
, flags
);
5135 device
->xScreenSpace
= x_screen_space
;
5136 device
->yScreenSpace
= y_screen_space
;
5138 if (device
->hardwareCursor
)
5142 GetCursorPos( &pt
);
5143 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
5145 SetCursorPos( x_screen_space
, y_screen_space
);
5147 /* Switch to the software cursor if position diverges from the hardware one. */
5148 GetCursorPos( &pt
);
5149 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
5151 if (device
->bCursorVisible
) SetCursor( NULL
);
5152 DestroyCursor( device
->hardwareCursor
);
5153 device
->hardwareCursor
= 0;
5158 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
5160 BOOL oldVisible
= device
->bCursorVisible
;
5162 TRACE("device %p, show %#x.\n", device
, show
);
5165 * When ShowCursor is first called it should make the cursor appear at the OS's last
5166 * known cursor position.
5168 if (show
&& !oldVisible
)
5172 device
->xScreenSpace
= pt
.x
;
5173 device
->yScreenSpace
= pt
.y
;
5176 if (device
->hardwareCursor
)
5178 device
->bCursorVisible
= show
;
5180 SetCursor(device
->hardwareCursor
);
5186 if (device
->cursorTexture
)
5187 device
->bCursorVisible
= show
;
5193 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
5195 struct wined3d_resource
*resource
, *cursor
;
5197 TRACE("device %p.\n", device
);
5199 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5201 TRACE("Checking resource %p for eviction.\n", resource
);
5203 if (resource
->pool
== WINED3DPOOL_MANAGED
)
5205 TRACE("Evicting %p.\n", resource
);
5206 resource
->resource_ops
->resource_unload(resource
);
5210 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5211 device_invalidate_state(device
, STATE_STREAMSRC
);
5214 static HRESULT
updateSurfaceDesc(struct wined3d_surface
*surface
,
5215 const WINED3DPRESENT_PARAMETERS
*pPresentationParameters
)
5217 struct wined3d_device
*device
= surface
->resource
.device
;
5218 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
5220 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5221 if (surface
->flags
& SFLAG_DIBSECTION
)
5223 /* Release the DC */
5224 SelectObject(surface
->hDC
, surface
->dib
.holdbitmap
);
5225 DeleteDC(surface
->hDC
);
5226 /* Release the DIB section */
5227 DeleteObject(surface
->dib
.DIBsection
);
5228 surface
->dib
.bitmap_data
= NULL
;
5229 surface
->resource
.allocatedMemory
= NULL
;
5230 surface
->flags
&= ~SFLAG_DIBSECTION
;
5232 surface
->resource
.width
= pPresentationParameters
->BackBufferWidth
;
5233 surface
->resource
.height
= pPresentationParameters
->BackBufferHeight
;
5234 if (gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
] || gl_info
->supported
[ARB_TEXTURE_RECTANGLE
]
5235 || gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
])
5237 surface
->pow2Width
= pPresentationParameters
->BackBufferWidth
;
5238 surface
->pow2Height
= pPresentationParameters
->BackBufferHeight
;
5240 surface
->pow2Width
= surface
->pow2Height
= 1;
5241 while (surface
->pow2Width
< pPresentationParameters
->BackBufferWidth
) surface
->pow2Width
<<= 1;
5242 while (surface
->pow2Height
< pPresentationParameters
->BackBufferHeight
) surface
->pow2Height
<<= 1;
5245 surface
->resource
.multisample_type
= pPresentationParameters
->MultiSampleType
;
5246 surface
->resource
.multisample_quality
= pPresentationParameters
->MultiSampleQuality
;
5248 surface
->resource
.resource_ops
->resource_unload(&surface
->resource
);
5250 if (surface
->pow2Width
!= pPresentationParameters
->BackBufferWidth
5251 || surface
->pow2Height
!= pPresentationParameters
->BackBufferHeight
)
5253 surface
->flags
|= SFLAG_NONPOW2
;
5257 surface
->flags
&= ~SFLAG_NONPOW2
;
5259 HeapFree(GetProcessHeap(), 0, surface
->resource
.heapMemory
);
5260 surface
->resource
.allocatedMemory
= NULL
;
5261 surface
->resource
.heapMemory
= NULL
;
5262 surface
->resource
.size
= wined3d_surface_get_pitch(surface
) * surface
->pow2Width
;
5264 /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
5266 if (!surface_init_sysmem(surface
))
5268 return E_OUTOFMEMORY
;
5273 static BOOL
is_display_mode_supported(const struct wined3d_device
*device
, const WINED3DPRESENT_PARAMETERS
*pp
)
5276 WINED3DDISPLAYMODE m
;
5279 /* All Windowed modes are supported, as is leaving the current mode */
5280 if(pp
->Windowed
) return TRUE
;
5281 if(!pp
->BackBufferWidth
) return TRUE
;
5282 if(!pp
->BackBufferHeight
) return TRUE
;
5284 count
= wined3d_get_adapter_mode_count(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
);
5285 for (i
= 0; i
< count
; ++i
)
5287 memset(&m
, 0, sizeof(m
));
5288 hr
= wined3d_enum_adapter_modes(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
, i
, &m
);
5290 ERR("Failed to enumerate adapter mode.\n");
5291 if (m
.Width
== pp
->BackBufferWidth
&& m
.Height
== pp
->BackBufferHeight
)
5292 /* Mode found, it is supported. */
5295 /* Mode not found -> not supported */
5299 /* Do not call while under the GL lock. */
5300 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5302 struct wined3d_resource
*resource
, *cursor
;
5303 const struct wined3d_gl_info
*gl_info
;
5304 struct wined3d_context
*context
;
5305 struct wined3d_shader
*shader
;
5307 context
= context_acquire(device
, NULL
);
5308 gl_info
= context
->gl_info
;
5310 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5312 TRACE("Unloading resource %p.\n", resource
);
5314 resource
->resource_ops
->resource_unload(resource
);
5317 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
5319 device
->shader_backend
->shader_destroy(shader
);
5323 if (device
->depth_blt_texture
)
5325 glDeleteTextures(1, &device
->depth_blt_texture
);
5326 device
->depth_blt_texture
= 0;
5328 if (device
->cursorTexture
)
5330 glDeleteTextures(1, &device
->cursorTexture
);
5331 device
->cursorTexture
= 0;
5335 device
->blitter
->free_private(device
);
5336 device
->frag_pipe
->free_private(device
);
5337 device
->shader_backend
->shader_free_private(device
);
5338 destroy_dummy_textures(device
, gl_info
);
5340 context_release(context
);
5342 while (device
->context_count
)
5344 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
5347 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5348 swapchain
->context
= NULL
;
5351 /* Do not call while under the GL lock. */
5352 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5354 struct wined3d_context
*context
;
5355 struct wined3d_surface
*target
;
5358 /* Recreate the primary swapchain's context */
5359 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
5360 if (!swapchain
->context
)
5362 ERR("Failed to allocate memory for swapchain context array.\n");
5363 return E_OUTOFMEMORY
;
5366 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
5367 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
5369 WARN("Failed to create context.\n");
5370 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5374 swapchain
->context
[0] = context
;
5375 swapchain
->num_contexts
= 1;
5376 create_dummy_textures(device
, context
);
5377 context_release(context
);
5379 hr
= device
->shader_backend
->shader_alloc_private(device
);
5382 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
5386 hr
= device
->frag_pipe
->alloc_private(device
);
5389 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr
);
5390 device
->shader_backend
->shader_free_private(device
);
5394 hr
= device
->blitter
->alloc_private(device
);
5397 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
5398 device
->frag_pipe
->free_private(device
);
5399 device
->shader_backend
->shader_free_private(device
);
5406 context_acquire(device
, NULL
);
5407 destroy_dummy_textures(device
, context
->gl_info
);
5408 context_release(context
);
5409 context_destroy(device
, context
);
5410 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5411 swapchain
->num_contexts
= 0;
5415 /* Do not call while under the GL lock. */
5416 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
5417 const WINED3DPRESENT_PARAMETERS
*present_parameters
,
5418 wined3d_device_reset_cb callback
)
5420 struct wined3d_resource
*resource
, *cursor
;
5421 struct wined3d_swapchain
*swapchain
;
5422 BOOL DisplayModeChanged
= FALSE
;
5423 BOOL update_desc
= FALSE
;
5424 WINED3DDISPLAYMODE mode
;
5428 TRACE("device %p, present_parameters %p.\n", device
, present_parameters
);
5430 wined3d_device_set_index_buffer(device
, NULL
, WINED3DFMT_UNKNOWN
);
5431 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5433 wined3d_device_set_stream_source(device
, i
, NULL
, 0, 0);
5435 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5437 wined3d_device_set_texture(device
, i
, NULL
);
5439 if (device
->onscreen_depth_stencil
)
5441 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5442 device
->onscreen_depth_stencil
= NULL
;
5445 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5447 TRACE("Enumerating resource %p.\n", resource
);
5448 if (FAILED(hr
= callback(resource
)))
5452 hr
= wined3d_device_get_swapchain(device
, 0, &swapchain
);
5455 ERR("Failed to get the first implicit swapchain\n");
5459 if (!is_display_mode_supported(device
, present_parameters
))
5461 WARN("Rejecting Reset() call because the requested display mode is not supported\n");
5462 WARN("Requested mode: %d, %d.\n",
5463 present_parameters
->BackBufferWidth
,
5464 present_parameters
->BackBufferHeight
);
5465 wined3d_swapchain_decref(swapchain
);
5466 return WINED3DERR_INVALIDCALL
;
5469 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5470 * on an existing gl context, so there's no real need for recreation.
5472 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5474 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5476 TRACE("New params:\n");
5477 TRACE("BackBufferWidth = %d\n", present_parameters
->BackBufferWidth
);
5478 TRACE("BackBufferHeight = %d\n", present_parameters
->BackBufferHeight
);
5479 TRACE("BackBufferFormat = %s\n", debug_d3dformat(present_parameters
->BackBufferFormat
));
5480 TRACE("BackBufferCount = %d\n", present_parameters
->BackBufferCount
);
5481 TRACE("MultiSampleType = %d\n", present_parameters
->MultiSampleType
);
5482 TRACE("MultiSampleQuality = %d\n", present_parameters
->MultiSampleQuality
);
5483 TRACE("SwapEffect = %d\n", present_parameters
->SwapEffect
);
5484 TRACE("hDeviceWindow = %p\n", present_parameters
->hDeviceWindow
);
5485 TRACE("Windowed = %s\n", present_parameters
->Windowed
? "true" : "false");
5486 TRACE("EnableAutoDepthStencil = %s\n", present_parameters
->EnableAutoDepthStencil
? "true" : "false");
5487 TRACE("Flags = %08x\n", present_parameters
->Flags
);
5488 TRACE("FullScreen_RefreshRateInHz = %d\n", present_parameters
->FullScreen_RefreshRateInHz
);
5489 TRACE("PresentationInterval = %d\n", present_parameters
->PresentationInterval
);
5491 /* No special treatment of these parameters. Just store them */
5492 swapchain
->presentParms
.SwapEffect
= present_parameters
->SwapEffect
;
5493 swapchain
->presentParms
.Flags
= present_parameters
->Flags
;
5494 swapchain
->presentParms
.PresentationInterval
= present_parameters
->PresentationInterval
;
5495 swapchain
->presentParms
.FullScreen_RefreshRateInHz
= present_parameters
->FullScreen_RefreshRateInHz
;
5497 /* What to do about these? */
5498 if (present_parameters
->BackBufferCount
5499 && present_parameters
->BackBufferCount
!= swapchain
->presentParms
.BackBufferCount
)
5500 FIXME("Cannot change the back buffer count yet.\n");
5502 if (present_parameters
->BackBufferFormat
!= WINED3DFMT_UNKNOWN
5503 && present_parameters
->BackBufferFormat
!= swapchain
->presentParms
.BackBufferFormat
)
5504 FIXME("Cannot change the back buffer format yet.\n");
5506 if (present_parameters
->hDeviceWindow
5507 && present_parameters
->hDeviceWindow
!= swapchain
->presentParms
.hDeviceWindow
)
5508 FIXME("Cannot change the device window yet.\n");
5510 if (present_parameters
->EnableAutoDepthStencil
&& !device
->auto_depth_stencil
)
5514 TRACE("Creating the depth stencil buffer\n");
5516 hrc
= device
->device_parent
->ops
->create_depth_stencil(device
->device_parent
,
5517 present_parameters
->BackBufferWidth
,
5518 present_parameters
->BackBufferHeight
,
5519 present_parameters
->AutoDepthStencilFormat
,
5520 present_parameters
->MultiSampleType
,
5521 present_parameters
->MultiSampleQuality
,
5523 &device
->auto_depth_stencil
);
5526 ERR("Failed to create the depth stencil buffer.\n");
5527 wined3d_swapchain_decref(swapchain
);
5528 return WINED3DERR_INVALIDCALL
;
5532 if (device
->onscreen_depth_stencil
)
5534 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5535 device
->onscreen_depth_stencil
= NULL
;
5538 /* Reset the depth stencil */
5539 if (present_parameters
->EnableAutoDepthStencil
)
5540 wined3d_device_set_depth_stencil(device
, device
->auto_depth_stencil
);
5542 wined3d_device_set_depth_stencil(device
, NULL
);
5544 TRACE("Resetting stateblock\n");
5545 wined3d_stateblock_decref(device
->updateStateBlock
);
5546 wined3d_stateblock_decref(device
->stateBlock
);
5548 if (present_parameters
->Windowed
)
5550 mode
.Width
= swapchain
->orig_width
;
5551 mode
.Height
= swapchain
->orig_height
;
5552 mode
.RefreshRate
= 0;
5553 mode
.Format
= swapchain
->presentParms
.BackBufferFormat
;
5557 mode
.Width
= present_parameters
->BackBufferWidth
;
5558 mode
.Height
= present_parameters
->BackBufferHeight
;
5559 mode
.RefreshRate
= present_parameters
->FullScreen_RefreshRateInHz
;
5560 mode
.Format
= swapchain
->presentParms
.BackBufferFormat
;
5563 /* Should Width == 800 && Height == 0 set 800x600? */
5564 if (present_parameters
->BackBufferWidth
&& present_parameters
->BackBufferHeight
5565 && (present_parameters
->BackBufferWidth
!= swapchain
->presentParms
.BackBufferWidth
5566 || present_parameters
->BackBufferHeight
!= swapchain
->presentParms
.BackBufferHeight
))
5568 if (!present_parameters
->Windowed
)
5569 DisplayModeChanged
= TRUE
;
5571 swapchain
->presentParms
.BackBufferWidth
= present_parameters
->BackBufferWidth
;
5572 swapchain
->presentParms
.BackBufferHeight
= present_parameters
->BackBufferHeight
;
5576 if (present_parameters
->MultiSampleType
!= swapchain
->presentParms
.MultiSampleType
5577 || present_parameters
->MultiSampleQuality
!= swapchain
->presentParms
.MultiSampleQuality
)
5579 swapchain
->presentParms
.MultiSampleType
= present_parameters
->MultiSampleType
;
5580 swapchain
->presentParms
.MultiSampleQuality
= present_parameters
->MultiSampleQuality
;
5588 hr
= updateSurfaceDesc(swapchain
->front_buffer
, &swapchain
->presentParms
);
5591 wined3d_swapchain_decref(swapchain
);
5595 for (i
= 0; i
< swapchain
->presentParms
.BackBufferCount
; ++i
)
5597 hr
= updateSurfaceDesc(swapchain
->back_buffers
[i
], &swapchain
->presentParms
);
5600 wined3d_swapchain_decref(swapchain
);
5604 if (device
->auto_depth_stencil
)
5606 hr
= updateSurfaceDesc(device
->auto_depth_stencil
, &swapchain
->presentParms
);
5609 wined3d_swapchain_decref(swapchain
);
5615 delete_opengl_contexts(device
, swapchain
);
5617 if (!present_parameters
->Windowed
!= !swapchain
->presentParms
.Windowed
5618 || DisplayModeChanged
)
5620 wined3d_device_set_display_mode(device
, 0, &mode
);
5622 if (!present_parameters
->Windowed
)
5624 if (swapchain
->presentParms
.Windowed
)
5626 HWND focus_window
= device
->createParms
.hFocusWindow
;
5628 focus_window
= present_parameters
->hDeviceWindow
;
5629 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
5631 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
5632 wined3d_swapchain_decref(swapchain
);
5636 /* switch from windowed to fs */
5637 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5638 present_parameters
->BackBufferWidth
,
5639 present_parameters
->BackBufferHeight
);
5643 /* Fullscreen -> fullscreen mode change */
5644 MoveWindow(swapchain
->device_window
, 0, 0,
5645 present_parameters
->BackBufferWidth
, present_parameters
->BackBufferHeight
,
5649 else if (!swapchain
->presentParms
.Windowed
)
5651 /* Fullscreen -> windowed switch */
5652 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
5653 wined3d_device_release_focus_window(device
);
5655 swapchain
->presentParms
.Windowed
= present_parameters
->Windowed
;
5657 else if (!present_parameters
->Windowed
)
5659 DWORD style
= device
->style
;
5660 DWORD exStyle
= device
->exStyle
;
5661 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5662 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5663 * Reset to clear up their mess. Guild Wars also loses the device during that.
5666 device
->exStyle
= 0;
5667 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5668 present_parameters
->BackBufferWidth
,
5669 present_parameters
->BackBufferHeight
);
5670 device
->style
= style
;
5671 device
->exStyle
= exStyle
;
5674 /* Note: No parent needed for initial internal stateblock */
5675 hr
= wined3d_stateblock_create(device
, WINED3DSBT_INIT
, &device
->stateBlock
);
5677 ERR("Resetting the stateblock failed with error %#x.\n", hr
);
5679 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5680 device
->updateStateBlock
= device
->stateBlock
;
5681 wined3d_stateblock_incref(device
->updateStateBlock
);
5683 stateblock_init_default_state(device
->stateBlock
);
5685 swapchain_update_render_to_fbo(swapchain
);
5686 swapchain_update_draw_bindings(swapchain
);
5688 hr
= create_primary_opengl_context(device
, swapchain
);
5689 wined3d_swapchain_decref(swapchain
);
5691 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5697 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
5699 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
5701 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
5707 HRESULT CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
5708 WINED3DDEVICE_CREATION_PARAMETERS
*parameters
)
5710 TRACE("device %p, parameters %p.\n", device
, parameters
);
5712 *parameters
= device
->createParms
;
5716 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
5717 UINT swapchain_idx
, DWORD flags
, const WINED3DGAMMARAMP
*ramp
)
5719 struct wined3d_swapchain
*swapchain
;
5721 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5722 device
, swapchain_idx
, flags
, ramp
);
5724 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5726 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
5727 wined3d_swapchain_decref(swapchain
);
5731 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
5732 UINT swapchain_idx
, WINED3DGAMMARAMP
*ramp
)
5734 struct wined3d_swapchain
*swapchain
;
5736 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5737 device
, swapchain_idx
, ramp
);
5739 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5741 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
5742 wined3d_swapchain_decref(swapchain
);
5746 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5748 TRACE("device %p, resource %p.\n", device
, resource
);
5750 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
5753 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5755 TRACE("device %p, resource %p.\n", device
, resource
);
5757 list_remove(&resource
->resource_list_entry
);
5760 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5762 WINED3DRESOURCETYPE type
= resource
->resourceType
;
5765 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
5767 context_resource_released(device
, resource
, type
);
5771 case WINED3DRTYPE_SURFACE
:
5773 struct wined3d_surface
*surface
= surface_from_resource(resource
);
5775 if (!device
->d3d_initialized
) break;
5777 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5779 if (device
->fb
.render_targets
[i
] == surface
)
5781 ERR("Surface %p is still in use as render target %u.\n", surface
, i
);
5782 device
->fb
.render_targets
[i
] = NULL
;
5786 if (device
->fb
.depth_stencil
== surface
)
5788 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface
);
5789 device
->fb
.depth_stencil
= NULL
;
5794 case WINED3DRTYPE_TEXTURE
:
5795 case WINED3DRTYPE_CUBETEXTURE
:
5796 case WINED3DRTYPE_VOLUMETEXTURE
:
5797 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5799 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
5801 if (device
->stateBlock
&& device
->stateBlock
->state
.textures
[i
] == texture
)
5803 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5804 texture
, device
->stateBlock
, i
);
5805 device
->stateBlock
->state
.textures
[i
] = NULL
;
5808 if (device
->updateStateBlock
!= device
->stateBlock
5809 && device
->updateStateBlock
->state
.textures
[i
] == texture
)
5811 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5812 texture
, device
->updateStateBlock
, i
);
5813 device
->updateStateBlock
->state
.textures
[i
] = NULL
;
5818 case WINED3DRTYPE_BUFFER
:
5820 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
5822 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5824 if (device
->stateBlock
&& device
->stateBlock
->state
.streams
[i
].buffer
== buffer
)
5826 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5827 buffer
, device
->stateBlock
, i
);
5828 device
->stateBlock
->state
.streams
[i
].buffer
= NULL
;
5831 if (device
->updateStateBlock
!= device
->stateBlock
5832 && device
->updateStateBlock
->state
.streams
[i
].buffer
== buffer
)
5834 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5835 buffer
, device
->updateStateBlock
, i
);
5836 device
->updateStateBlock
->state
.streams
[i
].buffer
= NULL
;
5841 if (device
->stateBlock
&& device
->stateBlock
->state
.index_buffer
== buffer
)
5843 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5844 buffer
, device
->stateBlock
);
5845 device
->stateBlock
->state
.index_buffer
= NULL
;
5848 if (device
->updateStateBlock
!= device
->stateBlock
5849 && device
->updateStateBlock
->state
.index_buffer
== buffer
)
5851 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5852 buffer
, device
->updateStateBlock
);
5853 device
->updateStateBlock
->state
.index_buffer
= NULL
;
5862 /* Remove the resource from the resourceStore */
5863 device_resource_remove(device
, resource
);
5865 TRACE("Resource released.\n");
5868 HRESULT CDECL
wined3d_device_get_surface_from_dc(const struct wined3d_device
*device
,
5869 HDC dc
, struct wined3d_surface
**surface
)
5871 struct wined3d_resource
*resource
;
5873 TRACE("device %p, dc %p, surface %p.\n", device
, dc
, surface
);
5875 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5877 if (resource
->resourceType
== WINED3DRTYPE_SURFACE
)
5879 struct wined3d_surface
*s
= surface_from_resource(resource
);
5883 TRACE("Found surface %p for dc %p.\n", s
, dc
);
5890 return WINED3DERR_INVALIDCALL
;
5893 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
5894 UINT adapter_idx
, WINED3DDEVTYPE device_type
, HWND focus_window
, DWORD flags
,
5895 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
5897 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
5898 const struct fragment_pipeline
*fragment_pipeline
;
5899 struct shader_caps shader_caps
;
5900 struct fragment_caps ffp_caps
;
5901 WINED3DDISPLAYMODE mode
;
5906 device
->wined3d
= wined3d
;
5907 wined3d_incref(device
->wined3d
);
5908 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
5909 device
->device_parent
= device_parent
;
5910 list_init(&device
->resources
);
5911 list_init(&device
->shaders
);
5912 device
->surface_alignment
= surface_alignment
;
5914 /* Get the initial screen setup for ddraw. */
5915 hr
= wined3d_get_adapter_display_mode(wined3d
, adapter_idx
, &mode
);
5918 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr
);
5919 wined3d_decref(device
->wined3d
);
5922 adapter
->screen_size
.cx
= mode
.Width
;
5923 adapter
->screen_size
.cy
= mode
.Height
;
5924 adapter
->screen_format
= mode
.Format
;
5926 /* Save the creation parameters. */
5927 device
->createParms
.AdapterOrdinal
= adapter_idx
;
5928 device
->createParms
.DeviceType
= device_type
;
5929 device
->createParms
.hFocusWindow
= focus_window
;
5930 device
->createParms
.BehaviorFlags
= flags
;
5932 device
->devType
= device_type
;
5933 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
) list_init(&device
->patches
[i
]);
5935 select_shader_mode(&adapter
->gl_info
, &device
->ps_selected_mode
, &device
->vs_selected_mode
);
5936 device
->shader_backend
= adapter
->shader_backend
;
5938 if (device
->shader_backend
)
5940 device
->shader_backend
->shader_get_caps(&adapter
->gl_info
, &shader_caps
);
5941 device
->vshader_version
= shader_caps
.VertexShaderVersion
;
5942 device
->pshader_version
= shader_caps
.PixelShaderVersion
;
5943 device
->d3d_vshader_constantF
= shader_caps
.MaxVertexShaderConst
;
5944 device
->d3d_pshader_constantF
= shader_caps
.MaxPixelShaderConst
;
5945 device
->vs_clipping
= shader_caps
.VSClipping
;
5947 fragment_pipeline
= adapter
->fragment_pipe
;
5948 device
->frag_pipe
= fragment_pipeline
;
5949 if (fragment_pipeline
)
5951 fragment_pipeline
->get_caps(&adapter
->gl_info
, &ffp_caps
);
5952 device
->max_ffp_textures
= ffp_caps
.MaxSimultaneousTextures
;
5954 hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
, &adapter
->gl_info
,
5955 ffp_vertexstate_template
, fragment_pipeline
, misc_state_template
);
5958 ERR("Failed to compile state table, hr %#x.\n", hr
);
5959 wined3d_decref(device
->wined3d
);
5963 device
->blitter
= adapter
->blitter
;
5969 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5971 DWORD rep
= device
->StateTable
[state
].representative
;
5972 struct wined3d_context
*context
;
5977 for (i
= 0; i
< device
->context_count
; ++i
)
5979 context
= device
->contexts
[i
];
5980 if(isStateDirty(context
, rep
)) continue;
5982 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5983 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5984 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5985 context
->isStateDirty
[idx
] |= (1 << shift
);
5989 void get_drawable_size_fbo(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
5991 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5992 *width
= context
->current_rt
->pow2Width
;
5993 *height
= context
->current_rt
->pow2Height
;
5996 void get_drawable_size_backbuffer(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
5998 const struct wined3d_swapchain
*swapchain
= context
->swapchain
;
5999 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
6000 * current context's drawable, which is the size of the back buffer of the swapchain
6001 * the active context belongs to. */
6002 *width
= swapchain
->presentParms
.BackBufferWidth
;
6003 *height
= swapchain
->presentParms
.BackBufferHeight
;
6006 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
6007 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
6009 if (device
->filter_messages
)
6011 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
6012 window
, message
, wparam
, lparam
);
6014 return DefWindowProcW(window
, message
, wparam
, lparam
);
6016 return DefWindowProcA(window
, message
, wparam
, lparam
);
6019 if (message
== WM_DESTROY
)
6021 TRACE("unregister window %p.\n", window
);
6022 wined3d_unregister_window(window
);
6024 if (device
->focus_window
== window
) device
->focus_window
= NULL
;
6025 else ERR("Window %p is not the focus window for device %p.\n", window
, device
);
6029 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
6031 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);