wined3d: Refuse to create a shader unsupported by the backend.
[wine/multimedia.git] / dlls / wined3d / device.c
blob05a0ad86b0e71e5174f87d730e38c71dfc26ead6
1 /*
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
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
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 */
45 0.0f, /* Range */
46 0.0f, /* Falloff */
47 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
48 0.0f, /* Theta */
49 0.0f /* Phi */
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:
70 return GL_POINTS;
72 case WINED3DPT_LINELIST:
73 return GL_LINES;
75 case WINED3DPT_LINESTRIP:
76 return GL_LINE_STRIP;
78 case WINED3DPT_TRIANGLELIST:
79 return GL_TRIANGLES;
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;
99 default:
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
101 return GL_NONE;
105 static WINED3DPRIMITIVETYPE d3d_primitive_type_from_gl(GLenum primitive_type)
107 switch(primitive_type)
109 case GL_POINTS:
110 return WINED3DPT_POINTLIST;
112 case GL_LINES:
113 return WINED3DPT_LINELIST;
115 case GL_LINE_STRIP:
116 return WINED3DPT_LINESTRIP;
118 case GL_TRIANGLES:
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;
139 default:
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;
163 else
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
166 *regnum = ~0U;
167 return FALSE;
170 return TRUE;
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;
180 BOOL use_vshader;
181 unsigned int i;
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;
197 BOOL stride_used;
198 unsigned int idx;
199 DWORD stride;
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;
207 data.addr = NULL;
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;
216 else
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");
238 if (fixup)
240 if (data.buffer_object)
241 *fixup = TRUE;
242 else if (*fixup && !use_vshader
243 && (element->usage == WINED3DDECLUSAGE_COLOR
244 || element->usage == WINED3DDECLUSAGE_POSITIONT))
246 static BOOL warned = FALSE;
247 if (!warned)
249 /* This may be bad with the fixed function pipeline. */
250 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
251 warned = TRUE;
256 data.addr += element->offset;
258 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
260 if (use_vshader)
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);
270 else
272 idx = element->output_slot;
273 stride_used = TRUE;
276 else
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));
282 stride_used = FALSE;
284 else
286 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
290 if (stride_used)
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;
339 if (buffer->query)
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;
352 e->stream_idx = 0;
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)
358 unsigned int i;
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;
418 BOOL fixup = FALSE;
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);
427 else
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;
440 else
442 device->useDrawStridedSlow = FALSE;
445 else
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;
455 else
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;
475 unsigned int i;
477 if (use_vs(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);
486 if (use_ps(state))
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);
494 else
496 WORD ffu_map = device->fixed_function_usage_map;
498 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
500 if (ffu_map & 1)
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));
516 if (!new_array)
518 ERR("Failed to grow the context array.\n");
519 return FALSE;
522 new_array[device->context_count++] = context;
523 device->contexts = new_array;
524 return TRUE;
527 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
529 struct wined3d_context **new_array;
530 BOOL found = FALSE;
531 UINT i;
533 TRACE("Removing context %p.\n", context);
535 for (i = 0; i < device->context_count; ++i)
537 if (device->contexts[i] == context)
539 found = TRUE;
540 break;
544 if (!found)
546 ERR("Context %p doesn't exist in context array.\n", context);
547 return;
550 if (!--device->context_count)
552 HeapFree(GetProcessHeap(), 0, device->contexts);
553 device->contexts = NULL;
554 return;
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));
559 if (!new_array)
561 ERR("Failed to shrink context array. Oh well.\n");
562 return;
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)
590 return FALSE;
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))
596 return FALSE;
598 return TRUE;
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(&current_rect, 0, 0,
608 ds->ds_current_size.cx,
609 ds->ds_current_size.cy);
610 else
611 SetRectEmpty(&current_rect);
613 IntersectRect(&r, draw_rect, &current_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);
618 return;
621 if (EqualRect(&r, &current_rect))
623 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
625 if (!clear_rect)
627 /* Full clear, modify only. */
628 surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
629 return;
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);
637 return;
641 /* Full load. */
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;
657 unsigned int i;
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];
672 if (rt)
673 surface_load_location(rt, rt->draw_binding, NULL);
677 context = context_acquire(device, target);
678 if (!context->valid)
680 context_release(context);
681 WARN("Invalid context, skipping clear.\n");
682 return WINED3D_OK;
685 if (target)
687 render_offscreen = context->render_offscreen;
688 target->get_drawable_size(context, &drawable_width, &drawable_height);
690 else
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");
710 return WINED3D_OK;
713 ENTER_GL();
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));
723 glStencilMask(~0U);
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));
736 glClearDepth(depth);
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];
747 if (rt)
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;
761 if (!clear_rect)
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);
768 else
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");
774 glClear(clear_mask);
775 checkGLcall("glClear");
777 else
779 RECT current_rect;
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(&current_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(&current_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");
797 continue;
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);
805 else
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");
812 glClear(clear_mask);
813 checkGLcall("glClear");
817 LEAVE_GL();
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);
826 return WINED3D_OK;
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);
835 return 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);
844 if (!refcount)
846 UINT i;
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);
879 return refcount;
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);
899 *swapchain = NULL;
901 return WINED3DERR_INVALIDCALL;
904 *swapchain = device->swapchains[swapchain_idx];
905 wined3d_swapchain_incref(*swapchain);
906 TRACE("Returning %p.\n", *swapchain);
908 return WINED3D_OK;
911 static void device_load_logo(struct wined3d_device *device, const char *filename)
913 HBITMAP hbm;
914 BITMAP bm;
915 HRESULT hr;
916 HDC dcb = NULL, dcs = NULL;
917 WINEDDCOLORKEY colorkey;
919 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
920 if(hbm)
922 GetObjectA(hbm, sizeof(BITMAP), &bm);
923 dcb = CreateCompatibleDC(NULL);
924 if(!dcb) goto out;
925 SelectObject(dcb, hbm);
927 else
929 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
930 * couldn't be loaded
932 memset(&bm, 0, sizeof(bm));
933 bm.bmWidth = 32;
934 bm.bmHeight = 32;
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);
940 if (FAILED(hr))
942 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
943 goto out;
946 if (dcb)
948 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
949 goto out;
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);
957 else
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);
964 out:
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. */
978 ENTER_GL();
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)");
1055 LEAVE_GL();
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);
1063 ENTER_GL();
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)");
1084 LEAVE_GL();
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);
1098 return style;
1101 static LONG fullscreen_exstyle(LONG exstyle)
1103 /* Filter out window decorations. */
1104 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1106 return exstyle;
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. */
1171 device->style = 0;
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);
1182 return E_FAIL;
1185 device->focus_window = window;
1186 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1188 return WINED3D_OK;
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;
1205 HRESULT hr;
1206 DWORD state;
1207 unsigned int i;
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);
1218 if (FAILED(hr))
1220 WARN("Failed to create stateblock\n");
1221 goto err_out;
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;
1242 else
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);
1253 if (FAILED(hr))
1255 WARN("Failed to create implicit swapchain\n");
1256 goto err_out;
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");
1264 goto err_out;
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];
1273 else
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);
1286 if (FAILED(hr))
1288 TRACE("Shader private data couldn't be allocated\n");
1289 goto err_out;
1291 hr = device->frag_pipe->alloc_private(device);
1292 if (FAILED(hr))
1294 TRACE("Fragment pipeline private data couldn't be allocated\n");
1295 goto err_out;
1297 hr = device->blitter->alloc_private(device);
1298 if (FAILED(hr))
1300 TRACE("Blitter private data couldn't be allocated\n");
1301 goto err_out;
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);
1313 ENTER_GL();
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)
1321 case ORM_FBO:
1322 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1323 break;
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;
1332 else
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");
1341 LEAVE_GL();
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),
1348 0x00, 1.0f, 0);
1350 device->d3d_initialized = TRUE;
1352 if (wined3d_settings.logo)
1353 device_load_logo(device, wined3d_settings.logo);
1354 return WINED3D_OK;
1356 err_out:
1357 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1358 HeapFree(GetProcessHeap(), 0, device->swapchains);
1359 device->swapchain_count = 0;
1360 if (swapchain)
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);
1374 return hr;
1377 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1378 WINED3DPRESENT_PARAMETERS *present_parameters)
1380 struct wined3d_swapchain *swapchain = NULL;
1381 HRESULT hr;
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);
1389 if (FAILED(hr))
1391 WARN("Failed to create implicit swapchain\n");
1392 goto err_out;
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");
1400 goto err_out;
1402 device->swapchains[0] = swapchain;
1403 return WINED3D_OK;
1405 err_out:
1406 wined3d_swapchain_decref(swapchain);
1407 return hr;
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;
1416 UINT i;
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)
1457 ENTER_GL();
1458 glDeleteTextures(1, &device->cursorTexture);
1459 LEAVE_GL();
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)
1468 ENTER_GL();
1469 glDeleteTextures(1, &device->depth_blt_texture);
1470 LEAVE_GL();
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;
1553 return WINED3D_OK;
1556 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1558 unsigned int i;
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;
1570 return WINED3D_OK;
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);
1592 DEVMODEW devmode;
1593 LONG ret;
1594 RECT clip_rc;
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)
1619 return WINED3D_OK;
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);
1645 return WINED3D_OK;
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);
1657 return WINED3D_OK;
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");
1701 return WINED3D_OK;
1704 stream->buffer = buffer;
1705 if (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");
1715 if (buffer)
1716 wined3d_buffer_incref(buffer);
1717 if (prev_buffer)
1718 wined3d_buffer_decref(prev_buffer);
1719 return WINED3D_OK;
1722 if (buffer)
1724 InterlockedIncrement(&buffer->bind_count);
1725 wined3d_buffer_incref(buffer);
1727 if (prev_buffer)
1729 InterlockedDecrement(&prev_buffer->bind_count);
1730 wined3d_buffer_decref(prev_buffer);
1733 device_invalidate_state(device, STATE_STREAMSRC);
1735 return WINED3D_OK;
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;
1754 if (*buffer)
1755 wined3d_buffer_incref(*buffer);
1756 if (offset)
1757 *offset = stream->offset;
1758 *stride = stream->stride;
1760 return WINED3D_OK;
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;
1781 if (!divider)
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);
1799 return WINED3D_OK;
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);
1814 return WINED3D_OK;
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;
1829 return WINED3D_OK;
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");
1841 return WINED3D_OK;
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));
1858 return WINED3D_OK;
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];
1869 return WINED3D_OK;
1872 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1873 WINED3DTRANSFORMSTATETYPE state, const WINED3DMATRIX *matrix)
1875 const WINED3DMATRIX *mat = NULL;
1876 WINED3DMATRIX temp;
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);
1887 return WINED3D_OK;
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
1903 * be replayed. */
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;
1908 struct list *e;
1909 float rho;
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. */
1915 if (!light)
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;
1931 break;
1933 case WINED3DLIGHT_DIRECTIONAL:
1934 /* Ignores attenuation */
1935 break;
1937 default:
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)
1946 break;
1947 object = NULL;
1950 if (!object)
1952 TRACE("Adding new light\n");
1953 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1954 if (!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:
1981 /* Position */
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;
1987 /* FIXME: Range */
1988 break;
1990 case WINED3DLIGHT_DIRECTIONAL:
1991 /* Direction */
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;
1998 break;
2000 case WINED3DLIGHT_SPOT:
2001 /* Position */
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;
2007 /* Direction */
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;
2028 else
2030 rho = light->Theta + (light->Phi - light->Theta) / (2 * light->Falloff);
2031 if (rho < 0.0001f)
2032 rho = 0.0001f;
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);
2040 /* FIXME: Range */
2041 break;
2043 default:
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));
2051 return WINED3D_OK;
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;
2058 struct list *e;
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)
2066 break;
2067 light_info = NULL;
2070 if (!light_info)
2072 TRACE("Light information requested but light not defined\n");
2073 return WINED3DERR_INVALIDCALL;
2076 *light = light_info->OriginalParms;
2077 return WINED3D_OK;
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;
2084 struct list *e;
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)
2092 break;
2093 light_info = NULL;
2095 TRACE("Found light %p.\n", light_info);
2097 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2098 if (!light_info)
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)
2108 break;
2109 light_info = NULL;
2111 if (!light_info)
2113 FIXME("Adding default lights has failed dismally\n");
2114 return WINED3DERR_INVALIDCALL;
2118 if (!enable)
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;
2128 else
2130 TRACE("Light already disabled, nothing to do\n");
2132 light_info->enabled = FALSE;
2134 else
2136 light_info->enabled = TRUE;
2137 if (light_info->glIndex != -1)
2139 TRACE("Nothing to do as light was enabled\n");
2141 else
2143 unsigned int i;
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;
2152 break;
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");
2164 return WINED3D_OK;
2167 /* i == light_info->glIndex */
2168 if (!device->isRecordingState)
2169 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2173 return WINED3D_OK;
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;
2180 struct list *e;
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)
2188 break;
2189 light_info = NULL;
2192 if (!light_info)
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;
2199 return WINED3D_OK;
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");
2221 return WINED3D_OK;
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");
2233 return WINED3D_OK;
2236 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2238 return WINED3D_OK;
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];
2257 return WINED3D_OK;
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);
2264 if (!clip_status)
2265 return WINED3DERR_INVALIDCALL;
2267 return WINED3D_OK;
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);
2274 if (!clip_status)
2275 return WINED3DERR_INVALIDCALL;
2277 return WINED3D_OK;
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");
2291 return WINED3D_OK;
2294 device_invalidate_state(device, STATE_MATERIAL);
2296 return WINED3D_OK;
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);
2319 return WINED3D_OK;
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");
2340 if (buffer)
2341 wined3d_buffer_incref(buffer);
2342 if (prev_buffer)
2343 wined3d_buffer_decref(prev_buffer);
2344 return WINED3D_OK;
2347 if (prev_buffer != buffer)
2349 device_invalidate_state(device, STATE_INDEXBUFFER);
2350 if (buffer)
2352 InterlockedIncrement(&buffer->bind_count);
2353 wined3d_buffer_incref(buffer);
2355 if (prev_buffer)
2357 InterlockedDecrement(&prev_buffer->bind_count);
2358 wined3d_buffer_decref(prev_buffer);
2362 return WINED3D_OK;
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;
2371 if (*buffer)
2372 wined3d_buffer_incref(*buffer);
2374 TRACE("Returning %p.\n", *buffer);
2376 return WINED3D_OK;
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");
2387 return WINED3D_OK;
2390 device->updateStateBlock->state.base_vertex_index = base_index;
2392 if (device->isRecordingState)
2394 TRACE("Recording... not performing anything\n");
2395 return WINED3D_OK;
2397 return WINED3D_OK;
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");
2420 return WINED3D_OK;
2423 device_invalidate_state(device, STATE_VIEWPORT);
2425 return WINED3D_OK;
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;
2434 return WINED3D_OK;
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");
2451 return WINED3D_OK;
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");
2457 else
2458 device_invalidate_state(device, STATE_RENDER(state));
2460 return WINED3D_OK;
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];
2470 return WINED3D_OK;
2473 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2474 UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD value)
2476 DWORD old_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");
2499 return WINED3D_OK;
2502 if (old_value == value)
2504 TRACE("Application is setting the old value over, nothing to do.\n");
2505 return WINED3D_OK;
2508 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2510 return WINED3D_OK;
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);
2532 return WINED3D_OK;
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");
2543 return WINED3D_OK;
2545 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2547 if (device->isRecordingState)
2549 TRACE("Recording... not performing anything.\n");
2550 return WINED3D_OK;
2553 device_invalidate_state(device, STATE_SCISSORRECT);
2555 return WINED3D_OK;
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));
2565 return WINED3D_OK;
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);
2575 if (declaration)
2576 wined3d_vertex_declaration_incref(declaration);
2577 if (prev)
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");
2586 return WINED3D_OK;
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");
2592 return WINED3D_OK;
2595 device_invalidate_state(device, STATE_VDECL);
2596 return WINED3D_OK;
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;
2605 if (*declaration)
2606 wined3d_vertex_declaration_incref(*declaration);
2608 return WINED3D_OK;
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)
2622 if (shader)
2623 wined3d_shader_incref(shader);
2624 if (prev)
2625 wined3d_shader_decref(prev);
2626 TRACE("Recording... not performing anything.\n");
2627 return WINED3D_OK;
2630 if (shader == prev)
2632 TRACE("Application is setting the old shader over, nothing to do.\n");
2633 return WINED3D_OK;
2636 if (shader)
2637 wined3d_shader_incref(shader);
2638 if (prev)
2639 wined3d_shader_decref(prev);
2641 device_invalidate_state(device, STATE_VSHADER);
2643 return WINED3D_OK;
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;
2653 if (shader)
2654 wined3d_shader_incref(shader);
2656 TRACE("Returning %p.\n", shader);
2657 return 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);
2664 UINT i;
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);
2682 return WINED3D_OK;
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));
2698 return WINED3D_OK;
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);
2705 UINT i;
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);
2725 return WINED3D_OK;
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);
2740 return WINED3D_OK;
2743 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2744 UINT start_register, const float *constants, UINT vector4f_count)
2746 UINT i;
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. */
2753 if (!constants
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);
2760 if (TRACE_ON(d3d))
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);
2777 return WINED3D_OK;
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);
2793 return WINED3D_OK;
2796 static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage)
2798 DWORD i;
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)
2822 UINT i;
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 */
2839 break;
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;
2860 WORD ffu_map;
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);
2879 return;
2882 /* Now work out the mapping */
2883 tex = 0;
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);
2895 ++tex;
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;
2903 unsigned int i;
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;
2948 int i;
2950 if (ps)
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 */
2964 continue;
2967 while (start >= 0)
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));
2974 --start;
2975 break;
2978 --start;
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);
2991 * Rules are:
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
2997 if (ps)
2998 device_map_psamplers(device, gl_info);
2999 else
3000 device_map_fixed_function_samplers(device, gl_info);
3002 if (vs)
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)
3017 if (shader)
3018 wined3d_shader_incref(shader);
3019 if (prev)
3020 wined3d_shader_decref(prev);
3021 TRACE("Recording... not performing anything.\n");
3022 return WINED3D_OK;
3025 if (shader == prev)
3027 TRACE("Application is setting the old shader over, nothing to do.\n");
3028 return WINED3D_OK;
3031 if (shader)
3032 wined3d_shader_incref(shader);
3033 if (prev)
3034 wined3d_shader_decref(prev);
3036 device_invalidate_state(device, STATE_PIXELSHADER);
3038 return WINED3D_OK;
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;
3048 if (shader)
3049 wined3d_shader_incref(shader);
3051 TRACE("Returning %p.\n", shader);
3052 return 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);
3059 UINT i;
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);
3077 return WINED3D_OK;
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));
3093 return WINED3D_OK;
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);
3100 UINT i;
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);
3120 return WINED3D_OK;
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);
3136 return WINED3D_OK;
3139 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3140 UINT start_register, const float *constants, UINT vector4f_count)
3142 UINT i;
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. */
3149 if (!constants
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);
3156 if (TRACE_ON(d3d))
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);
3173 return WINED3D_OK;
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);
3189 return WINED3D_OK;
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,
3197 DWORD DestFVF)
3199 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3200 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3201 unsigned int i;
3202 WINED3DVIEWPORT vp;
3203 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3204 BOOL doClip;
3205 DWORD numTextures;
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)
3255 doClip = TRUE;
3257 doClip = FALSE;
3258 if(!warned) {
3259 warned = TRUE;
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);
3305 float x, y, z, rhw;
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
3323 * -rhw < x <= rhw
3324 * -rhw < y <= rhw
3325 * 0 < z <= rhw
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)
3333 if( !doClip ||
3334 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3335 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3336 ( 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
3350 * coordinates
3353 x /= rhw;
3354 y /= rhw;
3355 z /= rhw;
3357 y *= -1;
3359 x *= vp.Width / 2;
3360 y *= vp.Height / 2;
3361 z *= vp.MaxZ - vp.MinZ;
3363 x += vp.Width / 2 + vp.X;
3364 y += vp.Height / 2 + vp.Y;
3365 z += vp.MinZ;
3367 rhw = 1 / rhw;
3368 } else {
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");
3374 x += rhw;
3375 y += rhw;
3377 x /= 2;
3378 y /= 2;
3380 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3381 * outside of the main vertex buffer memory. That needs some more
3382 * investigation...
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);
3400 if(dest_conv) {
3401 float w = 1 / rhw;
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));
3425 if(dest_conv) {
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;
3438 if(!warned) {
3439 ERR("No diffuse color in source, but destination has one\n");
3440 warned = TRUE;
3443 *( (DWORD *) dest_ptr) = 0xffffffff;
3444 dest_ptr += sizeof(DWORD);
3446 if(dest_conv) {
3447 *( (DWORD *) dest_conv) = 0xffffffff;
3448 dest_conv += sizeof(DWORD);
3451 else {
3452 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3453 if(dest_conv) {
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;
3471 if(!warned) {
3472 ERR("No specular color in source, but destination has one\n");
3473 warned = TRUE;
3476 *( (DWORD *) dest_ptr) = 0xFF000000;
3477 dest_ptr += sizeof(DWORD);
3479 if(dest_conv) {
3480 *( (DWORD *) dest_conv) = 0xFF000000;
3481 dest_conv += sizeof(DWORD);
3484 else {
3485 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3486 if(dest_conv) {
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);
3505 else {
3506 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3507 if(dest_conv) {
3508 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3514 if (dest_conv)
3516 ENTER_GL();
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),
3522 dest_conv_addr));
3523 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3525 LEAVE_GL();
3527 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3530 return WINED3D_OK;
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;
3545 HRESULT hr;
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);
3552 if (declaration)
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)
3571 unsigned int i;
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));
3589 ENTER_GL();
3590 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3591 vb->buffer_object = 0;
3592 LEAVE_GL();
3594 if (e->data.addr)
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);
3604 return hr;
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;
3611 DWORD old_value;
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);
3619 return WINED3D_OK;
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);
3626 return WINED3D_OK;
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");
3636 return WINED3D_OK;
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");
3643 return WINED3D_OK;
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. */
3653 return WINED3D_OK;
3656 if (state == WINED3DTSS_COLOROP)
3658 unsigned int i;
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
3680 * already).
3682 * Again stage stage doesn't need to be dirtified here, it is
3683 * handled below. */
3684 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3686 if (device->updateStateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
3687 break;
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));
3698 return WINED3D_OK;
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);
3710 return WINED3D_OK;
3713 *value = device->updateStateBlock->state.texture_states[stage][state];
3714 TRACE("Returning %#x.\n", *value);
3716 return WINED3D_OK;
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);
3734 return WINED3D_OK;
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");
3752 return WINED3D_OK;
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);
3765 return WINED3D_OK;
3768 if (texture)
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;
3790 if (prev)
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)
3804 unsigned int i;
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);
3814 prev->sampler = i;
3815 break;
3821 device_invalidate_state(device, STATE_SAMPLER(stage));
3823 return WINED3D_OK;
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];
3841 if (*texture)
3842 wined3d_texture_incref(*texture);
3844 TRACE("Returning %p.\n", *texture);
3846 return WINED3D_OK;
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;
3853 HRESULT hr;
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);
3859 if (FAILED(hr))
3861 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3862 return hr;
3865 hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3866 wined3d_swapchain_decref(swapchain);
3867 if (FAILED(hr))
3869 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3870 return hr;
3873 return WINED3D_OK;
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;
3887 HRESULT hr;
3889 TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3891 if (swapchain_idx)
3893 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3894 if (SUCCEEDED(hr))
3896 hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3897 wined3d_swapchain_decref(swapchain);
3900 else
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;
3915 hr = WINED3D_OK;
3918 return hr;
3921 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3923 struct wined3d_stateblock *stateblock;
3924 HRESULT hr;
3926 TRACE("device %p.\n", device);
3928 if (device->isRecordingState)
3929 return WINED3DERR_INVALIDCALL;
3931 hr = wined3d_stateblock_create(device, WINED3DSBT_RECORDED, &stateblock);
3932 if (FAILED(hr))
3933 return hr;
3935 wined3d_stateblock_decref(device->updateStateBlock);
3936 device->updateStateBlock = stateblock;
3937 device->isRecordingState = TRUE;
3939 TRACE("Recording stateblock %p.\n", stateblock);
3941 return WINED3D_OK;
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");
3954 *stateblock = NULL;
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);
3967 return WINED3D_OK;
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
3973 * of a scene. */
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;
3982 return WINED3D_OK;
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 */
3999 wglFlush();
4000 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
4001 * fails. */
4002 context_release(context);
4004 device->inScene = FALSE;
4005 return WINED3D_OK;
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)
4011 UINT i;
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);
4023 return WINED3D_OK;
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)};
4031 RECT draw_rect;
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;
4039 if (!ds)
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");
4051 return WINED3D_OK;
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);
4108 return WINED3D_OK;
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;
4115 GLuint vbo;
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;
4121 if (!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)
4145 index_size = 2;
4146 else
4147 index_size = 4;
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);
4159 return WINED3D_OK;
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;
4181 if (vb)
4182 wined3d_buffer_decref(vb);
4183 stream->offset = 0;
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;
4199 stream->stride = 0;
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
4203 * drawing again. */
4204 return WINED3D_OK;
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;
4213 UINT index_size;
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)
4225 index_size = 2;
4226 else
4227 index_size = 4;
4229 stream = &device->stateBlock->state.streams[0];
4230 vb = stream->buffer;
4231 stream->buffer = (struct wined3d_buffer *)stream_data;
4232 if (vb)
4233 wined3d_buffer_decref(vb);
4234 stream->offset = 0;
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;
4253 stream->stride = 0;
4254 ib = device->stateBlock->state.index_buffer;
4255 if (ib)
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
4264 return WINED3D_OK;
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);
4289 return WINED3D_OK;
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
4300 * that value.
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);
4315 return WINED3D_OK;
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;
4324 HRESULT hr;
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);
4334 if (FAILED(hr))
4336 wined3d_volume_unmap(src_volume);
4337 return hr;
4340 memcpy(dst.pBits, src.pBits, dst_volume->resource.size);
4342 hr = wined3d_volume_unmap(dst_volume);
4343 if (FAILED(hr))
4344 wined3d_volume_unmap(src_volume);
4345 else
4346 hr = wined3d_volume_unmap(src_volume);
4348 return hr;
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;
4356 HRESULT hr;
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. */
4393 switch (type)
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);
4405 if (FAILED(hr))
4407 WARN("Failed to update surface, hr %#x.\n", hr);
4408 return hr;
4411 break;
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);
4424 if (FAILED(hr))
4426 WARN("Failed to update surface, hr %#x.\n", hr);
4427 return hr;
4430 break;
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)));
4440 if (FAILED(hr))
4442 WARN("Failed to update volume, hr %#x.\n", hr);
4443 return hr;
4446 break;
4449 default:
4450 FIXME("Unsupported texture type %#x.\n", type);
4451 return WINED3DERR_INVALIDCALL;
4454 return WINED3D_OK;
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;
4461 HRESULT hr;
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);
4471 return hr;
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;
4478 DWORD i;
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);
4501 return E_FAIL;
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);
4506 return E_FAIL;
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);
4512 return E_FAIL;
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];
4522 if(ds && target
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 */
4531 *num_passes = 1;
4533 TRACE("returning D3D_OK\n");
4534 return WINED3D_OK;
4537 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4539 static BOOL warned;
4541 TRACE("device %p, software %#x.\n", device, software);
4543 if (!warned)
4545 FIXME("device %p, software %#x stub!\n", device, software);
4546 warned = TRUE;
4549 device->softwareVertexProcessing = software;
4551 return WINED3D_OK;
4554 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4556 static BOOL warned;
4558 TRACE("device %p.\n", device);
4560 if (!warned)
4562 TRACE("device %p stub!\n", device);
4563 warned = TRUE;
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;
4573 HRESULT hr;
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);
4579 if (FAILED(hr))
4581 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4582 return hr;
4585 hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4586 wined3d_swapchain_decref(swapchain);
4587 if (FAILED(hr))
4589 WARN("Failed to get raster status, hr %#x.\n", hr);
4590 return hr;
4593 return WINED3D_OK;
4596 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4598 static BOOL warned;
4600 TRACE("device %p, segments %.8e.\n", device, segments);
4602 if (segments != 0.0f)
4604 if (!warned)
4606 FIXME("device %p, segments %.8e stub!\n", device, segments);
4607 warned = TRUE;
4611 return WINED3D_OK;
4614 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4616 static BOOL warned;
4618 TRACE("device %p.\n", device);
4620 if (!warned)
4622 FIXME("device %p stub!\n", device);
4623 warned = TRUE;
4626 return 0.0f;
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;
4652 unsigned int i;
4653 struct list *e;
4654 BOOL found;
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;
4666 if (handle)
4668 i = PATCHMAP_HASHFUNC(handle);
4669 found = FALSE;
4670 LIST_FOR_EACH(e, &device->patches[i])
4672 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4673 if (patch->Handle == handle)
4675 found = TRUE;
4676 break;
4680 if (!found)
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);
4686 } else {
4687 TRACE("Found existing patch %p\n", patch);
4690 else
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
4697 * draw the patch.
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))))
4707 HRESULT hr;
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);
4719 if (FAILED(hr))
4721 WARN("Patch tesselation failed.\n");
4723 /* Do not release the handle to store the params of the patch */
4724 if (!handle)
4725 HeapFree(GetProcessHeap(), 0, patch);
4727 return hr;
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 */
4737 if (!handle)
4739 HeapFree(GetProcessHeap(), 0, patch->mem);
4740 HeapFree(GetProcessHeap(), 0, patch);
4742 return WINED3D_OK;
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);
4751 return WINED3D_OK;
4754 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4756 struct WineD3DRectPatch *patch;
4757 struct list *e;
4758 int i;
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);
4772 return WINED3D_OK;
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)
4785 RECT r;
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;
4797 if (!rect)
4799 SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
4800 rect = &r;
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;
4811 HRESULT hr;
4812 RECT rect;
4814 resource = rendertarget_view->resource;
4815 if (resource->resourceType != WINED3DRTYPE_SURFACE)
4817 FIXME("Only supported on surface resources\n");
4818 return;
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);
4846 return WINED3D_OK;
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);
4862 return WINED3D_OK;
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");
4883 return WINED3D_OK;
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;
4899 if (render_target)
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. */
4904 if (prev)
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);
4930 return WINED3D_OK;
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");
4943 return WINED3D_OK;
4946 if (prev)
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;
4962 if (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));
4977 if (prev)
4978 wined3d_surface_decref(prev);
4980 device_invalidate_state(device, STATE_FRAMEBUFFER);
4982 return WINED3D_OK;
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);
4997 ENTER_GL();
4998 glDeleteTextures(1, &device->cursorTexture);
4999 LEAVE_GL();
5000 context_release(context);
5001 device->cursorTexture = 0;
5004 if (cursor_image)
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
5031 * instead. */
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;
5046 INT i;
5048 /* Reformat the texture memory (pitch and width can be
5049 * different) */
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);
5057 ENTER_GL();
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)");
5081 LEAVE_GL();
5083 context_release(context);
5085 else
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;
5095 HCURSOR cursor;
5096 /* Create and clear maskBits because it is not needed for
5097 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5098 * chunks. */
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,
5109 1, 1, maskBits);
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;
5126 return WINED3D_OK;
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)
5140 POINT pt;
5142 GetCursorPos( &pt );
5143 if (x_screen_space == pt.x && y_screen_space == pt.y)
5144 return;
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)
5170 POINT pt;
5171 GetCursorPos(&pt);
5172 device->xScreenSpace = pt.x;
5173 device->yScreenSpace = pt.y;
5176 if (device->hardwareCursor)
5178 device->bCursorVisible = show;
5179 if (show)
5180 SetCursor(device->hardwareCursor);
5181 else
5182 SetCursor(NULL);
5184 else
5186 if (device->cursorTexture)
5187 device->bCursorVisible = show;
5190 return oldVisible;
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;
5239 } else {
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;
5255 else
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
5265 * to a FBO */
5266 if (!surface_init_sysmem(surface))
5268 return E_OUTOFMEMORY;
5270 return WINED3D_OK;
5273 static BOOL is_display_mode_supported(const struct wined3d_device *device, const WINED3DPRESENT_PARAMETERS *pp)
5275 UINT i, count;
5276 WINED3DDISPLAYMODE m;
5277 HRESULT hr;
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);
5289 if (FAILED(hr))
5290 ERR("Failed to enumerate adapter mode.\n");
5291 if (m.Width == pp->BackBufferWidth && m.Height == pp->BackBufferHeight)
5292 /* Mode found, it is supported. */
5293 return TRUE;
5295 /* Mode not found -> not supported */
5296 return FALSE;
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);
5322 ENTER_GL();
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;
5333 LEAVE_GL();
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;
5356 HRESULT hr;
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);
5371 return E_FAIL;
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);
5380 if (FAILED(hr))
5382 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5383 goto err;
5386 hr = device->frag_pipe->alloc_private(device);
5387 if (FAILED(hr))
5389 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5390 device->shader_backend->shader_free_private(device);
5391 goto err;
5394 hr = device->blitter->alloc_private(device);
5395 if (FAILED(hr))
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);
5400 goto err;
5403 return WINED3D_OK;
5405 err:
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;
5412 return hr;
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;
5425 unsigned int i;
5426 HRESULT hr;
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)))
5449 return hr;
5452 hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5453 if (FAILED(hr))
5455 ERR("Failed to get the first implicit swapchain\n");
5456 return hr;
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)
5512 HRESULT hrc;
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,
5522 FALSE,
5523 &device->auto_depth_stencil);
5524 if (FAILED(hrc))
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);
5541 else
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;
5555 else
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;
5573 update_desc = TRUE;
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;
5581 update_desc = TRUE;
5584 if (update_desc)
5586 UINT i;
5588 hr = updateSurfaceDesc(swapchain->front_buffer, &swapchain->presentParms);
5589 if (FAILED(hr))
5591 wined3d_swapchain_decref(swapchain);
5592 return hr;
5595 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
5597 hr = updateSurfaceDesc(swapchain->back_buffers[i], &swapchain->presentParms);
5598 if (FAILED(hr))
5600 wined3d_swapchain_decref(swapchain);
5601 return hr;
5604 if (device->auto_depth_stencil)
5606 hr = updateSurfaceDesc(device->auto_depth_stencil, &swapchain->presentParms);
5607 if (FAILED(hr))
5609 wined3d_swapchain_decref(swapchain);
5610 return hr;
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;
5627 if (!focus_window)
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);
5633 return hr;
5636 /* switch from windowed to fs */
5637 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5638 present_parameters->BackBufferWidth,
5639 present_parameters->BackBufferHeight);
5641 else
5643 /* Fullscreen -> fullscreen mode change */
5644 MoveWindow(swapchain->device_window, 0, 0,
5645 present_parameters->BackBufferWidth, present_parameters->BackBufferHeight,
5646 TRUE);
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.
5665 device->style = 0;
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);
5676 if (FAILED(hr))
5677 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5678 else
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
5692 * first use
5694 return hr;
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");
5703 return WINED3D_OK;
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;
5713 return WINED3D_OK;
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;
5763 unsigned int i;
5765 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5767 context_resource_released(device, resource, type);
5769 switch (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;
5792 break;
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;
5816 break;
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;
5856 break;
5858 default:
5859 break;
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);
5881 if (s->hDC == dc)
5883 TRACE("Found surface %p for dc %p.\n", s, dc);
5884 *surface = s;
5885 return WINED3D_OK;
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;
5902 unsigned int i;
5903 HRESULT hr;
5905 device->ref = 1;
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);
5916 if (FAILED(hr))
5918 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
5919 wined3d_decref(device->wined3d);
5920 return hr;
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);
5956 if (FAILED(hr))
5958 ERR("Failed to compile state table, hr %#x.\n", hr);
5959 wined3d_decref(device->wined3d);
5960 return hr;
5963 device->blitter = adapter->blitter;
5965 return WINED3D_OK;
5969 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5971 DWORD rep = device->StateTable[state].representative;
5972 struct wined3d_context *context;
5973 DWORD idx;
5974 BYTE shift;
5975 UINT i;
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);
6013 if (unicode)
6014 return DefWindowProcW(window, message, wparam, lparam);
6015 else
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);
6028 if (unicode)
6029 return CallWindowProcW(proc, window, message, wparam, lparam);
6030 else
6031 return CallWindowProcA(proc, window, message, wparam, lparam);