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
28 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
39 /* Define the default light parameters as specified by MSDN. */
40 const struct wined3d_light WINED3D_default_light
=
42 WINED3D_LIGHT_DIRECTIONAL
, /* Type */
43 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
44 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
45 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
46 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
47 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
50 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
55 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
56 * actually have the same values in GL and D3D. */
57 GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
59 switch(primitive_type
)
61 case WINED3D_PT_POINTLIST
:
64 case WINED3D_PT_LINELIST
:
67 case WINED3D_PT_LINESTRIP
:
70 case WINED3D_PT_TRIANGLELIST
:
73 case WINED3D_PT_TRIANGLESTRIP
:
74 return GL_TRIANGLE_STRIP
;
76 case WINED3D_PT_TRIANGLEFAN
:
77 return GL_TRIANGLE_FAN
;
79 case WINED3D_PT_LINELIST_ADJ
:
80 return GL_LINES_ADJACENCY_ARB
;
82 case WINED3D_PT_LINESTRIP_ADJ
:
83 return GL_LINE_STRIP_ADJACENCY_ARB
;
85 case WINED3D_PT_TRIANGLELIST_ADJ
:
86 return GL_TRIANGLES_ADJACENCY_ARB
;
88 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
89 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
92 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
97 static enum wined3d_primitive_type
d3d_primitive_type_from_gl(GLenum primitive_type
)
99 switch(primitive_type
)
102 return WINED3D_PT_POINTLIST
;
105 return WINED3D_PT_LINELIST
;
108 return WINED3D_PT_LINESTRIP
;
111 return WINED3D_PT_TRIANGLELIST
;
113 case GL_TRIANGLE_STRIP
:
114 return WINED3D_PT_TRIANGLESTRIP
;
116 case GL_TRIANGLE_FAN
:
117 return WINED3D_PT_TRIANGLEFAN
;
119 case GL_LINES_ADJACENCY_ARB
:
120 return WINED3D_PT_LINELIST_ADJ
;
122 case GL_LINE_STRIP_ADJACENCY_ARB
:
123 return WINED3D_PT_LINESTRIP_ADJ
;
125 case GL_TRIANGLES_ADJACENCY_ARB
:
126 return WINED3D_PT_TRIANGLELIST_ADJ
;
128 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
129 return WINED3D_PT_TRIANGLESTRIP_ADJ
;
132 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
133 return WINED3D_PT_UNDEFINED
;
137 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
139 struct wined3d_context
**new_array
;
141 TRACE("Adding context %p.\n", context
);
143 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
144 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
145 sizeof(*new_array
) * (device
->context_count
+ 1));
149 ERR("Failed to grow the context array.\n");
153 new_array
[device
->context_count
++] = context
;
154 device
->contexts
= new_array
;
158 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
160 struct wined3d_context
**new_array
;
164 TRACE("Removing context %p.\n", context
);
166 for (i
= 0; i
< device
->context_count
; ++i
)
168 if (device
->contexts
[i
] == context
)
177 ERR("Context %p doesn't exist in context array.\n", context
);
181 if (!--device
->context_count
)
183 HeapFree(GetProcessHeap(), 0, device
->contexts
);
184 device
->contexts
= NULL
;
188 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
189 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
192 ERR("Failed to shrink context array. Oh well.\n");
196 device
->contexts
= new_array
;
199 void device_switch_onscreen_ds(struct wined3d_device
*device
,
200 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
202 if (device
->onscreen_depth_stencil
)
204 surface_load_ds_location(device
->onscreen_depth_stencil
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
206 surface_modify_ds_location(device
->onscreen_depth_stencil
, WINED3D_LOCATION_TEXTURE_RGB
,
207 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
208 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
209 wined3d_surface_decref(device
->onscreen_depth_stencil
);
211 device
->onscreen_depth_stencil
= depth_stencil
;
212 wined3d_surface_incref(device
->onscreen_depth_stencil
);
215 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
217 /* partial draw rect */
218 if (draw_rect
->left
|| draw_rect
->top
219 || draw_rect
->right
< target
->resource
.width
220 || draw_rect
->bottom
< target
->resource
.height
)
223 /* partial clear rect */
224 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
225 || clear_rect
->right
< target
->resource
.width
226 || clear_rect
->bottom
< target
->resource
.height
))
232 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
233 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
, RECT
*out_rect
)
235 RECT current_rect
, r
;
237 if (ds
->locations
& WINED3D_LOCATION_DISCARDED
)
239 /* Depth buffer was discarded, make it entirely current in its new location since
240 * there is no other place where we would get data anyway. */
241 SetRect(out_rect
, 0, 0, ds
->resource
.width
, ds
->resource
.height
);
245 if (ds
->locations
& location
)
246 SetRect(¤t_rect
, 0, 0,
247 ds
->ds_current_size
.cx
,
248 ds
->ds_current_size
.cy
);
250 SetRectEmpty(¤t_rect
);
252 IntersectRect(&r
, draw_rect
, ¤t_rect
);
253 if (EqualRect(&r
, draw_rect
))
255 /* current_rect ⊇ draw_rect, modify only. */
256 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
260 if (EqualRect(&r
, ¤t_rect
))
262 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
266 /* Full clear, modify only. */
267 *out_rect
= *draw_rect
;
271 IntersectRect(&r
, draw_rect
, clear_rect
);
272 if (EqualRect(&r
, draw_rect
))
274 /* clear_rect ⊇ draw_rect, modify only. */
275 *out_rect
= *draw_rect
;
281 surface_load_ds_location(ds
, context
, location
);
282 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
285 void device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
286 UINT rect_count
, const RECT
*rects
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
287 float depth
, DWORD stencil
)
289 const RECT
*clear_rect
= (rect_count
> 0 && rects
) ? (const RECT
*)rects
: NULL
;
290 struct wined3d_surface
*target
= rt_count
? fb
->render_targets
[0] : NULL
;
291 const struct wined3d_gl_info
*gl_info
;
292 UINT drawable_width
, drawable_height
;
293 struct wined3d_context
*context
;
294 GLbitfield clear_mask
= 0;
295 BOOL render_offscreen
;
299 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
300 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
301 * for the cleared parts, and the untouched parts.
303 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
304 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
305 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
306 * checking all this if the dest surface is in the drawable anyway. */
307 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, clear_rect
))
309 for (i
= 0; i
< rt_count
; ++i
)
311 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
313 surface_load_location(rt
, rt
->draw_binding
);
317 context
= context_acquire(device
, target
);
320 context_release(context
);
321 WARN("Invalid context, skipping clear.\n");
324 gl_info
= context
->gl_info
;
328 render_offscreen
= context
->render_offscreen
;
329 target
->get_drawable_size(context
, &drawable_width
, &drawable_height
);
333 render_offscreen
= TRUE
;
334 drawable_width
= fb
->depth_stencil
->pow2Width
;
335 drawable_height
= fb
->depth_stencil
->pow2Height
;
338 if (flags
& WINED3DCLEAR_ZBUFFER
)
340 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
342 if (!render_offscreen
&& fb
->depth_stencil
!= device
->onscreen_depth_stencil
)
343 device_switch_onscreen_ds(device
, context
, fb
->depth_stencil
);
344 prepare_ds_clear(fb
->depth_stencil
, context
, location
,
345 draw_rect
, rect_count
, clear_rect
, &ds_rect
);
348 if (!context_apply_clear_state(context
, device
, rt_count
, fb
))
350 context_release(context
);
351 WARN("Failed to apply clear state, skipping clear.\n");
355 /* Only set the values up once, as they are not changing. */
356 if (flags
& WINED3DCLEAR_STENCIL
)
358 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
360 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
361 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
363 gl_info
->gl_ops
.gl
.p_glStencilMask(~0U);
364 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
365 gl_info
->gl_ops
.gl
.p_glClearStencil(stencil
);
366 checkGLcall("glClearStencil");
367 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
370 if (flags
& WINED3DCLEAR_ZBUFFER
)
372 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
374 surface_modify_ds_location(fb
->depth_stencil
, location
, ds_rect
.right
, ds_rect
.bottom
);
376 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_TRUE
);
377 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
378 gl_info
->gl_ops
.gl
.p_glClearDepth(depth
);
379 checkGLcall("glClearDepth");
380 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
383 if (flags
& WINED3DCLEAR_TARGET
)
385 for (i
= 0; i
< rt_count
; ++i
)
387 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
391 surface_validate_location(rt
, rt
->draw_binding
);
392 surface_invalidate_location(rt
, ~rt
->draw_binding
);
396 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
397 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
398 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
399 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
400 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
401 gl_info
->gl_ops
.gl
.p_glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
402 checkGLcall("glClearColor");
403 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
408 if (render_offscreen
)
410 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, draw_rect
->top
,
411 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
415 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
416 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
418 checkGLcall("glScissor");
419 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
420 checkGLcall("glClear");
426 /* Now process each rect in turn. */
427 for (i
= 0; i
< rect_count
; ++i
)
429 /* Note that GL uses lower left, width/height. */
430 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
432 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
433 wine_dbgstr_rect(&clear_rect
[i
]),
434 wine_dbgstr_rect(¤t_rect
));
436 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
437 * The rectangle is not cleared, no error is returned, but further rectangles are
438 * still cleared if they are valid. */
439 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
441 TRACE("Rectangle with negative dimensions, ignoring.\n");
445 if (render_offscreen
)
447 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, current_rect
.top
,
448 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
452 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
453 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
455 checkGLcall("glScissor");
457 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
458 checkGLcall("glClear");
462 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
463 && target
->swapchain
&& target
->swapchain
->front_buffer
== target
))
464 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
466 context_release(context
);
469 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
471 ULONG refcount
= InterlockedIncrement(&device
->ref
);
473 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
478 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
480 ULONG refcount
= InterlockedDecrement(&device
->ref
);
482 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
488 wined3d_cs_destroy(device
->cs
);
490 if (device
->recording
&& wined3d_stateblock_decref(device
->recording
))
491 FIXME("Something's still holding the recording stateblock.\n");
492 device
->recording
= NULL
;
494 state_cleanup(&device
->state
);
496 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
498 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
499 device
->multistate_funcs
[i
] = NULL
;
502 if (!list_empty(&device
->resources
))
504 struct wined3d_resource
*resource
;
506 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
508 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
510 FIXME("Leftover resource %p with type %s (%#x).\n",
511 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
515 if (device
->contexts
)
516 ERR("Context array not freed!\n");
517 if (device
->hardwareCursor
)
518 DestroyCursor(device
->hardwareCursor
);
519 device
->hardwareCursor
= 0;
521 wined3d_decref(device
->wined3d
);
522 device
->wined3d
= NULL
;
523 HeapFree(GetProcessHeap(), 0, device
);
524 TRACE("Freed device %p.\n", device
);
530 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
532 TRACE("device %p.\n", device
);
534 return device
->swapchain_count
;
537 struct wined3d_swapchain
* CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
, UINT swapchain_idx
)
539 TRACE("device %p, swapchain_idx %u.\n", device
, swapchain_idx
);
541 if (swapchain_idx
>= device
->swapchain_count
)
543 WARN("swapchain_idx %u >= swapchain_count %u.\n",
544 swapchain_idx
, device
->swapchain_count
);
548 return device
->swapchains
[swapchain_idx
];
551 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
553 struct wined3d_color_key color_key
;
554 struct wined3d_resource_desc desc
;
555 struct wined3d_surface
*surface
;
559 HDC dcb
= NULL
, dcs
= NULL
;
561 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
564 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
565 dcb
= CreateCompatibleDC(NULL
);
567 SelectObject(dcb
, hbm
);
571 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
574 memset(&bm
, 0, sizeof(bm
));
579 desc
.resource_type
= WINED3D_RTYPE_TEXTURE
;
580 desc
.format
= WINED3DFMT_B5G6R5_UNORM
;
581 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
582 desc
.multisample_quality
= 0;
583 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
584 desc
.pool
= WINED3D_POOL_DEFAULT
;
585 desc
.width
= bm
.bmWidth
;
586 desc
.height
= bm
.bmHeight
;
589 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, WINED3D_SURFACE_MAPPABLE
,
590 NULL
, &wined3d_null_parent_ops
, &device
->logo_texture
)))
592 ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr
);
595 surface
= surface_from_resource(wined3d_texture_get_sub_resource(device
->logo_texture
, 0));
599 if (FAILED(hr
= wined3d_surface_getdc(surface
, &dcs
)))
601 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
602 wined3d_surface_releasedc(surface
, dcs
);
604 color_key
.color_space_low_value
= 0;
605 color_key
.color_space_high_value
= 0;
606 wined3d_texture_set_color_key(device
->logo_texture
, WINEDDCKEY_SRCBLT
, &color_key
);
610 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
611 /* Fill the surface with a white color to show that wined3d is there */
612 wined3d_device_color_fill(device
, surface
, NULL
, &c
);
616 if (dcb
) DeleteDC(dcb
);
617 if (hbm
) DeleteObject(hbm
);
620 /* Context activation is done by the caller. */
621 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
623 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
624 unsigned int i
, j
, count
;
625 /* Under DirectX you can sample even if no texture is bound, whereas
626 * OpenGL will only allow that when a valid texture is bound.
627 * We emulate this by creating dummy textures and binding them
628 * to each texture stage when the currently set D3D texture is NULL. */
630 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
631 for (i
= 0; i
< count
; ++i
)
633 DWORD color
= 0x000000ff;
635 /* Make appropriate texture active */
636 context_active_texture(context
, gl_info
, i
);
638 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_2d
[i
]);
639 checkGLcall("glGenTextures");
640 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
642 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
643 checkGLcall("glBindTexture");
645 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0,
646 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
647 checkGLcall("glTexImage2D");
649 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
651 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_rect
[i
]);
652 checkGLcall("glGenTextures");
653 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
655 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
656 checkGLcall("glBindTexture");
658 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0,
659 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
660 checkGLcall("glTexImage2D");
663 if (gl_info
->supported
[EXT_TEXTURE3D
])
665 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_3d
[i
]);
666 checkGLcall("glGenTextures");
667 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
669 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
670 checkGLcall("glBindTexture");
672 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
673 checkGLcall("glTexImage3D");
676 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
678 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_cube
[i
]);
679 checkGLcall("glGenTextures");
680 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
682 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
683 checkGLcall("glBindTexture");
685 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
687 gl_info
->gl_ops
.gl
.p_glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0,
688 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
689 checkGLcall("glTexImage2D");
695 /* Context activation is done by the caller. */
696 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
698 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
700 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
702 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_cube
);
703 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
706 if (gl_info
->supported
[EXT_TEXTURE3D
])
708 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_3d
);
709 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
712 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
714 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_rect
);
715 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
718 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_2d
);
719 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
721 memset(device
->dummy_texture_cube
, 0, count
* sizeof(*device
->dummy_texture_cube
));
722 memset(device
->dummy_texture_3d
, 0, count
* sizeof(*device
->dummy_texture_3d
));
723 memset(device
->dummy_texture_rect
, 0, count
* sizeof(*device
->dummy_texture_rect
));
724 memset(device
->dummy_texture_2d
, 0, count
* sizeof(*device
->dummy_texture_2d
));
727 static LONG
fullscreen_style(LONG style
)
729 /* Make sure the window is managed, otherwise we won't get keyboard input. */
730 style
|= WS_POPUP
| WS_SYSMENU
;
731 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
736 static LONG
fullscreen_exstyle(LONG exstyle
)
738 /* Filter out window decorations. */
739 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
744 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
746 BOOL filter_messages
;
749 TRACE("Setting up window %p for fullscreen mode.\n", window
);
751 if (device
->style
|| device
->exStyle
)
753 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
754 window
, device
->style
, device
->exStyle
);
757 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
758 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
760 style
= fullscreen_style(device
->style
);
761 exstyle
= fullscreen_exstyle(device
->exStyle
);
763 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
764 device
->style
, device
->exStyle
, style
, exstyle
);
766 filter_messages
= device
->filter_messages
;
767 device
->filter_messages
= TRUE
;
769 SetWindowLongW(window
, GWL_STYLE
, style
);
770 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
771 SetWindowPos(window
, HWND_TOPMOST
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
773 device
->filter_messages
= filter_messages
;
776 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
778 BOOL filter_messages
;
781 if (!device
->style
&& !device
->exStyle
) return;
783 style
= GetWindowLongW(window
, GWL_STYLE
);
784 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
786 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
787 * application, and we want to ignore them in the test below, since it's
788 * not the application's fault that they changed. Additionally, we want to
789 * preserve the current status of these flags (i.e. don't restore them) to
790 * more closely emulate the behavior of Direct3D, which leaves these flags
791 * alone when returning to windowed mode. */
792 device
->style
^= (device
->style
^ style
) & WS_VISIBLE
;
793 device
->exStyle
^= (device
->exStyle
^ exstyle
) & WS_EX_TOPMOST
;
795 TRACE("Restoring window style of window %p to %08x, %08x.\n",
796 window
, device
->style
, device
->exStyle
);
798 filter_messages
= device
->filter_messages
;
799 device
->filter_messages
= TRUE
;
801 /* Only restore the style if the application didn't modify it during the
802 * fullscreen phase. Some applications change it before calling Reset()
803 * when switching between windowed and fullscreen modes (HL2), some
804 * depend on the original style (Eve Online). */
805 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
807 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
808 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
810 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
812 device
->filter_messages
= filter_messages
;
814 /* Delete the old values. */
819 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
821 TRACE("device %p, window %p.\n", device
, window
);
823 if (!wined3d_register_window(window
, device
))
825 ERR("Failed to register window %p.\n", window
);
829 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
830 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
835 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
837 TRACE("device %p.\n", device
);
839 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
840 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
843 static void device_init_swapchain_state(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
845 BOOL ds_enable
= !!swapchain
->desc
.enable_auto_depth_stencil
;
848 if (device
->fb
.render_targets
)
850 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
852 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
854 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
855 wined3d_device_set_render_target(device
, 0, swapchain
->back_buffers
[0], TRUE
);
858 wined3d_device_set_depth_stencil(device
, ds_enable
? device
->auto_depth_stencil
: NULL
);
859 wined3d_device_set_render_state(device
, WINED3D_RS_ZENABLE
, ds_enable
);
862 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
863 struct wined3d_swapchain_desc
*swapchain_desc
)
865 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
866 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
867 struct wined3d_swapchain
*swapchain
= NULL
;
868 struct wined3d_context
*context
;
869 DWORD clear_flags
= 0;
872 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
874 if (device
->d3d_initialized
)
875 return WINED3DERR_INVALIDCALL
;
876 if (device
->wined3d
->flags
& WINED3D_NO3D
)
877 return WINED3DERR_INVALIDCALL
;
879 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
880 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
882 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
883 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
885 TRACE("Shader private data couldn't be allocated\n");
888 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
890 TRACE("Blitter private data couldn't be allocated\n");
894 /* Setup the implicit swapchain. This also initializes a context. */
895 TRACE("Creating implicit swapchain\n");
896 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
897 swapchain_desc
, &swapchain
);
900 WARN("Failed to create implicit swapchain\n");
904 device
->swapchain_count
= 1;
905 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
906 if (!device
->swapchains
)
908 ERR("Out of memory!\n");
911 device
->swapchains
[0] = swapchain
;
912 device_init_swapchain_state(device
, swapchain
);
914 context
= context_acquire(device
, swapchain
->front_buffer
);
916 create_dummy_textures(device
, context
);
918 device
->contexts
[0]->last_was_rhw
= 0;
920 switch (wined3d_settings
.offscreen_rendering_mode
)
923 device
->offscreenBuffer
= GL_COLOR_ATTACHMENT0
;
928 if (context_get_current()->aux_buffers
> 0)
930 TRACE("Using auxiliary buffer for offscreen rendering\n");
931 device
->offscreenBuffer
= GL_AUX0
;
935 TRACE("Using back buffer for offscreen rendering\n");
936 device
->offscreenBuffer
= GL_BACK
;
941 TRACE("All defaults now set up, leaving 3D init.\n");
943 context_release(context
);
945 /* Clear the screen */
946 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
947 clear_flags
|= WINED3DCLEAR_TARGET
;
948 if (swapchain_desc
->enable_auto_depth_stencil
)
949 clear_flags
|= WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
;
951 wined3d_device_clear(device
, 0, NULL
, clear_flags
, &black
, 1.0f
, 0);
953 device
->d3d_initialized
= TRUE
;
955 if (wined3d_settings
.logo
)
956 device_load_logo(device
, wined3d_settings
.logo
);
960 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
961 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
962 device
->swapchain_count
= 0;
964 wined3d_swapchain_decref(swapchain
);
965 if (device
->blit_priv
)
966 device
->blitter
->free_private(device
);
967 if (device
->shader_priv
)
968 device
->shader_backend
->shader_free_private(device
);
973 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
974 struct wined3d_swapchain_desc
*swapchain_desc
)
976 struct wined3d_swapchain
*swapchain
= NULL
;
979 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
981 /* Setup the implicit swapchain */
982 TRACE("Creating implicit swapchain\n");
983 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
984 swapchain_desc
, &swapchain
);
987 WARN("Failed to create implicit swapchain\n");
991 device
->swapchain_count
= 1;
992 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
993 if (!device
->swapchains
)
995 ERR("Out of memory!\n");
998 device
->swapchains
[0] = swapchain
;
1002 wined3d_swapchain_decref(swapchain
);
1006 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1008 struct wined3d_resource
*resource
, *cursor
;
1009 const struct wined3d_gl_info
*gl_info
;
1010 struct wined3d_context
*context
;
1011 struct wined3d_surface
*surface
;
1014 TRACE("device %p.\n", device
);
1016 if (!device
->d3d_initialized
)
1017 return WINED3DERR_INVALIDCALL
;
1019 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1020 * it was created. Thus make sure a context is active for the glDelete* calls
1022 context
= context_acquire(device
, NULL
);
1023 gl_info
= context
->gl_info
;
1025 if (device
->logo_texture
)
1026 wined3d_texture_decref(device
->logo_texture
);
1027 if (device
->cursor_texture
)
1028 wined3d_texture_decref(device
->cursor_texture
);
1030 state_unbind_resources(&device
->state
);
1032 /* Unload resources */
1033 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1035 TRACE("Unloading resource %p.\n", resource
);
1037 resource
->resource_ops
->resource_unload(resource
);
1040 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1041 * private data, it might contain opengl pointers
1043 if (device
->depth_blt_texture
)
1045 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
1046 device
->depth_blt_texture
= 0;
1049 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1050 device
->blitter
->free_private(device
);
1051 device
->shader_backend
->shader_free_private(device
);
1052 destroy_dummy_textures(device
, gl_info
);
1054 /* Release the buffers (with sanity checks)*/
1055 if (device
->onscreen_depth_stencil
)
1057 surface
= device
->onscreen_depth_stencil
;
1058 device
->onscreen_depth_stencil
= NULL
;
1059 wined3d_surface_decref(surface
);
1062 if (device
->fb
.depth_stencil
)
1064 surface
= device
->fb
.depth_stencil
;
1066 TRACE("Releasing depth/stencil buffer %p.\n", surface
);
1068 device
->fb
.depth_stencil
= NULL
;
1069 wined3d_surface_decref(surface
);
1072 if (device
->auto_depth_stencil
)
1074 surface
= device
->auto_depth_stencil
;
1075 device
->auto_depth_stencil
= NULL
;
1076 if (wined3d_surface_decref(surface
))
1077 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface
);
1080 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1082 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
1085 context_release(context
);
1087 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1089 TRACE("Releasing the implicit swapchain %u.\n", i
);
1090 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1091 FIXME("Something's still holding the implicit swapchain.\n");
1094 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1095 device
->swapchains
= NULL
;
1096 device
->swapchain_count
= 0;
1098 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1099 device
->fb
.render_targets
= NULL
;
1101 device
->d3d_initialized
= FALSE
;
1106 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1110 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1112 TRACE("Releasing the implicit swapchain %u.\n", i
);
1113 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1114 FIXME("Something's still holding the implicit swapchain.\n");
1117 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1118 device
->swapchains
= NULL
;
1119 device
->swapchain_count
= 0;
1123 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1124 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1125 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1127 * There is no way to deactivate thread safety once it is enabled.
1129 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1131 TRACE("device %p.\n", device
);
1133 /* For now just store the flag (needed in case of ddraw). */
1134 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1137 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1139 TRACE("device %p.\n", device
);
1141 TRACE("Emulating %d MB, returning %d MB left.\n",
1142 device
->adapter
->TextureRam
/ (1024 * 1024),
1143 (device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
) / (1024 * 1024));
1145 return device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
;
1148 void CDECL
wined3d_device_set_stream_output(struct wined3d_device
*device
, UINT idx
,
1149 struct wined3d_buffer
*buffer
, UINT offset
)
1151 struct wined3d_stream_output
*stream
;
1152 struct wined3d_buffer
*prev_buffer
;
1154 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device
, idx
, buffer
, offset
);
1156 if (idx
>= MAX_STREAM_OUT
)
1158 WARN("Invalid stream output %u.\n", idx
);
1162 stream
= &device
->update_state
->stream_output
[idx
];
1163 prev_buffer
= stream
->buffer
;
1166 wined3d_buffer_incref(buffer
);
1167 stream
->buffer
= buffer
;
1168 stream
->offset
= offset
;
1169 if (!device
->recording
)
1170 wined3d_cs_emit_set_stream_output(device
->cs
, idx
, buffer
, offset
);
1172 wined3d_buffer_decref(prev_buffer
);
1175 struct wined3d_buffer
* CDECL
wined3d_device_get_stream_output(struct wined3d_device
*device
,
1176 UINT idx
, UINT
*offset
)
1178 TRACE("device %p, idx %u, offset %p.\n", device
, idx
, offset
);
1180 if (idx
>= MAX_STREAM_OUT
)
1182 WARN("Invalid stream output %u.\n", idx
);
1186 *offset
= device
->state
.stream_output
[idx
].offset
;
1187 return device
->state
.stream_output
[idx
].buffer
;
1190 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1191 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1193 struct wined3d_stream_state
*stream
;
1194 struct wined3d_buffer
*prev_buffer
;
1196 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1197 device
, stream_idx
, buffer
, offset
, stride
);
1199 if (stream_idx
>= MAX_STREAMS
)
1201 WARN("Stream index %u out of range.\n", stream_idx
);
1202 return WINED3DERR_INVALIDCALL
;
1204 else if (offset
& 0x3)
1206 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1207 return WINED3DERR_INVALIDCALL
;
1210 stream
= &device
->update_state
->streams
[stream_idx
];
1211 prev_buffer
= stream
->buffer
;
1213 if (device
->recording
)
1214 device
->recording
->changed
.streamSource
|= 1 << stream_idx
;
1216 if (prev_buffer
== buffer
1217 && stream
->stride
== stride
1218 && stream
->offset
== offset
)
1220 TRACE("Application is setting the old values over, nothing to do.\n");
1224 stream
->buffer
= buffer
;
1227 stream
->stride
= stride
;
1228 stream
->offset
= offset
;
1232 wined3d_buffer_incref(buffer
);
1233 if (!device
->recording
)
1234 wined3d_cs_emit_set_stream_source(device
->cs
, stream_idx
, buffer
, offset
, stride
);
1236 wined3d_buffer_decref(prev_buffer
);
1241 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1242 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1244 const struct wined3d_stream_state
*stream
;
1246 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1247 device
, stream_idx
, buffer
, offset
, stride
);
1249 if (stream_idx
>= MAX_STREAMS
)
1251 WARN("Stream index %u out of range.\n", stream_idx
);
1252 return WINED3DERR_INVALIDCALL
;
1255 stream
= &device
->state
.streams
[stream_idx
];
1256 *buffer
= stream
->buffer
;
1258 wined3d_buffer_incref(*buffer
);
1260 *offset
= stream
->offset
;
1261 *stride
= stream
->stride
;
1266 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1268 struct wined3d_stream_state
*stream
;
1269 UINT old_flags
, old_freq
;
1271 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1273 /* Verify input. At least in d3d9 this is invalid. */
1274 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1276 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1277 return WINED3DERR_INVALIDCALL
;
1279 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1281 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1282 return WINED3DERR_INVALIDCALL
;
1286 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1287 return WINED3DERR_INVALIDCALL
;
1290 stream
= &device
->update_state
->streams
[stream_idx
];
1291 old_flags
= stream
->flags
;
1292 old_freq
= stream
->frequency
;
1294 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1295 stream
->frequency
= divider
& 0x7fffff;
1297 if (device
->recording
)
1298 device
->recording
->changed
.streamFreq
|= 1 << stream_idx
;
1299 else if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1300 wined3d_cs_emit_set_stream_source_freq(device
->cs
, stream_idx
, stream
->frequency
, stream
->flags
);
1305 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1306 UINT stream_idx
, UINT
*divider
)
1308 const struct wined3d_stream_state
*stream
;
1310 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1312 stream
= &device
->state
.streams
[stream_idx
];
1313 *divider
= stream
->flags
| stream
->frequency
;
1315 TRACE("Returning %#x.\n", *divider
);
1320 void CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1321 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1323 TRACE("device %p, state %s, matrix %p.\n",
1324 device
, debug_d3dtstype(d3dts
), matrix
);
1325 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._11
, matrix
->u
.s
._12
, matrix
->u
.s
._13
, matrix
->u
.s
._14
);
1326 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._21
, matrix
->u
.s
._22
, matrix
->u
.s
._23
, matrix
->u
.s
._24
);
1327 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._31
, matrix
->u
.s
._32
, matrix
->u
.s
._33
, matrix
->u
.s
._34
);
1328 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._41
, matrix
->u
.s
._42
, matrix
->u
.s
._43
, matrix
->u
.s
._44
);
1330 /* Handle recording of state blocks. */
1331 if (device
->recording
)
1333 TRACE("Recording... not performing anything.\n");
1334 device
->recording
->changed
.transform
[d3dts
>> 5] |= 1 << (d3dts
& 0x1f);
1335 device
->update_state
->transforms
[d3dts
] = *matrix
;
1339 /* If the new matrix is the same as the current one,
1340 * we cut off any further processing. this seems to be a reasonable
1341 * optimization because as was noticed, some apps (warcraft3 for example)
1342 * tend towards setting the same matrix repeatedly for some reason.
1344 * From here on we assume that the new matrix is different, wherever it matters. */
1345 if (!memcmp(&device
->state
.transforms
[d3dts
].u
.m
[0][0], matrix
, sizeof(*matrix
)))
1347 TRACE("The application is setting the same matrix over again.\n");
1351 device
->state
.transforms
[d3dts
] = *matrix
;
1352 wined3d_cs_emit_set_transform(device
->cs
, d3dts
, matrix
);
1355 void CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1356 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1358 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1360 *matrix
= device
->state
.transforms
[state
];
1363 void CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1364 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1366 const struct wined3d_matrix
*mat
;
1367 struct wined3d_matrix temp
;
1369 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1371 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1372 * below means it will be recorded in a state block change, but it
1373 * works regardless where it is recorded.
1374 * If this is found to be wrong, change to StateBlock. */
1375 if (state
> HIGHEST_TRANSFORMSTATE
)
1377 WARN("Unhandled transform state %#x.\n", state
);
1381 mat
= &device
->update_state
->transforms
[state
];
1382 multiply_matrix(&temp
, mat
, matrix
);
1384 /* Apply change via set transform - will reapply to eg. lights this way. */
1385 wined3d_device_set_transform(device
, state
, &temp
);
1388 /* Note lights are real special cases. Although the device caps state only
1389 * e.g. 8 are supported, you can reference any indexes you want as long as
1390 * that number max are enabled at any one point in time. Therefore since the
1391 * indices can be anything, we need a hashmap of them. However, this causes
1392 * stateblock problems. When capturing the state block, I duplicate the
1393 * hashmap, but when recording, just build a chain pretty much of commands to
1395 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1396 UINT light_idx
, const struct wined3d_light
*light
)
1398 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1399 struct wined3d_light_info
*object
= NULL
;
1403 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1405 /* Check the parameter range. Need for speed most wanted sets junk lights
1406 * which confuse the GL driver. */
1408 return WINED3DERR_INVALIDCALL
;
1410 switch (light
->type
)
1412 case WINED3D_LIGHT_POINT
:
1413 case WINED3D_LIGHT_SPOT
:
1414 case WINED3D_LIGHT_PARALLELPOINT
:
1415 case WINED3D_LIGHT_GLSPOT
:
1416 /* Incorrect attenuation values can cause the gl driver to crash.
1417 * Happens with Need for speed most wanted. */
1418 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1420 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1421 return WINED3DERR_INVALIDCALL
;
1425 case WINED3D_LIGHT_DIRECTIONAL
:
1426 /* Ignores attenuation */
1430 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1431 return WINED3DERR_INVALIDCALL
;
1434 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1436 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1437 if (object
->OriginalIndex
== light_idx
)
1444 TRACE("Adding new light\n");
1445 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1447 return E_OUTOFMEMORY
;
1449 list_add_head(&device
->update_state
->light_map
[hash_idx
], &object
->entry
);
1450 object
->glIndex
= -1;
1451 object
->OriginalIndex
= light_idx
;
1454 /* Initialize the object. */
1455 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1456 light_idx
, light
->type
,
1457 light
->diffuse
.r
, light
->diffuse
.g
, light
->diffuse
.b
, light
->diffuse
.a
,
1458 light
->specular
.r
, light
->specular
.g
, light
->specular
.b
, light
->specular
.a
,
1459 light
->ambient
.r
, light
->ambient
.g
, light
->ambient
.b
, light
->ambient
.a
);
1460 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light
->position
.x
, light
->position
.y
, light
->position
.z
,
1461 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
);
1462 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1463 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1465 /* Update the live definitions if the light is currently assigned a glIndex. */
1466 if (object
->glIndex
!= -1 && !device
->recording
)
1468 if (object
->OriginalParms
.type
!= light
->type
)
1469 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1470 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
1473 /* Save away the information. */
1474 object
->OriginalParms
= *light
;
1476 switch (light
->type
)
1478 case WINED3D_LIGHT_POINT
:
1480 object
->lightPosn
[0] = light
->position
.x
;
1481 object
->lightPosn
[1] = light
->position
.y
;
1482 object
->lightPosn
[2] = light
->position
.z
;
1483 object
->lightPosn
[3] = 1.0f
;
1484 object
->cutoff
= 180.0f
;
1488 case WINED3D_LIGHT_DIRECTIONAL
:
1490 object
->lightPosn
[0] = -light
->direction
.x
;
1491 object
->lightPosn
[1] = -light
->direction
.y
;
1492 object
->lightPosn
[2] = -light
->direction
.z
;
1493 object
->lightPosn
[3] = 0.0f
;
1494 object
->exponent
= 0.0f
;
1495 object
->cutoff
= 180.0f
;
1498 case WINED3D_LIGHT_SPOT
:
1500 object
->lightPosn
[0] = light
->position
.x
;
1501 object
->lightPosn
[1] = light
->position
.y
;
1502 object
->lightPosn
[2] = light
->position
.z
;
1503 object
->lightPosn
[3] = 1.0f
;
1506 object
->lightDirn
[0] = light
->direction
.x
;
1507 object
->lightDirn
[1] = light
->direction
.y
;
1508 object
->lightDirn
[2] = light
->direction
.z
;
1509 object
->lightDirn
[3] = 1.0f
;
1511 /* opengl-ish and d3d-ish spot lights use too different models
1512 * for the light "intensity" as a function of the angle towards
1513 * the main light direction, so we only can approximate very
1514 * roughly. However, spot lights are rather rarely used in games
1515 * (if ever used at all). Furthermore if still used, probably
1516 * nobody pays attention to such details. */
1517 if (!light
->falloff
)
1519 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1520 * equations have the falloff resp. exponent parameter as an
1521 * exponent, so the spot light lighting will always be 1.0 for
1522 * both of them, and we don't have to care for the rest of the
1523 * rather complex calculation. */
1524 object
->exponent
= 0.0f
;
1528 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
1531 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
1534 if (object
->exponent
> 128.0f
)
1535 object
->exponent
= 128.0f
;
1537 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
1542 FIXME("Unrecognized light type %#x.\n", light
->type
);
1548 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
1549 UINT light_idx
, struct wined3d_light
*light
)
1551 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1552 struct wined3d_light_info
*light_info
= NULL
;
1555 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1557 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1559 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1560 if (light_info
->OriginalIndex
== light_idx
)
1567 TRACE("Light information requested but light not defined\n");
1568 return WINED3DERR_INVALIDCALL
;
1571 *light
= light_info
->OriginalParms
;
1575 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
1577 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1578 struct wined3d_light_info
*light_info
= NULL
;
1581 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
1583 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1585 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1586 if (light_info
->OriginalIndex
== light_idx
)
1590 TRACE("Found light %p.\n", light_info
);
1592 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1595 TRACE("Light enabled requested but light not defined, so defining one!\n");
1596 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
1598 /* Search for it again! Should be fairly quick as near head of list. */
1599 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1601 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1602 if (light_info
->OriginalIndex
== light_idx
)
1608 FIXME("Adding default lights has failed dismally\n");
1609 return WINED3DERR_INVALIDCALL
;
1615 if (light_info
->glIndex
!= -1)
1617 if (!device
->recording
)
1619 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1620 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1623 device
->update_state
->lights
[light_info
->glIndex
] = NULL
;
1624 light_info
->glIndex
= -1;
1628 TRACE("Light already disabled, nothing to do\n");
1630 light_info
->enabled
= FALSE
;
1634 light_info
->enabled
= TRUE
;
1635 if (light_info
->glIndex
!= -1)
1637 TRACE("Nothing to do as light was enabled\n");
1642 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1643 /* Find a free GL light. */
1644 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
1646 if (!device
->update_state
->lights
[i
])
1648 device
->update_state
->lights
[i
] = light_info
;
1649 light_info
->glIndex
= i
;
1653 if (light_info
->glIndex
== -1)
1655 /* Our tests show that Windows returns D3D_OK in this situation, even with
1656 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
1657 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
1658 * as well for those lights.
1660 * TODO: Test how this affects rendering. */
1661 WARN("Too many concurrently active lights\n");
1665 /* i == light_info->glIndex */
1666 if (!device
->recording
)
1668 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1669 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
1677 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
1679 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1680 struct wined3d_light_info
*light_info
= NULL
;
1683 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
1685 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1687 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1688 if (light_info
->OriginalIndex
== light_idx
)
1695 TRACE("Light enabled state requested but light not defined.\n");
1696 return WINED3DERR_INVALIDCALL
;
1698 /* true is 128 according to SetLightEnable */
1699 *enable
= light_info
->enabled
? 128 : 0;
1703 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
,
1704 UINT plane_idx
, const struct wined3d_vec4
*plane
)
1706 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1708 /* Validate plane_idx. */
1709 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
1711 TRACE("Application has requested clipplane this device doesn't support.\n");
1712 return WINED3DERR_INVALIDCALL
;
1715 if (device
->recording
)
1716 device
->recording
->changed
.clipplane
|= 1 << plane_idx
;
1718 if (!memcmp(&device
->update_state
->clip_planes
[plane_idx
], plane
, sizeof(*plane
)))
1720 TRACE("Application is setting old values over, nothing to do.\n");
1724 device
->update_state
->clip_planes
[plane_idx
] = *plane
;
1726 if (!device
->recording
)
1727 wined3d_cs_emit_set_clip_plane(device
->cs
, plane_idx
, plane
);
1732 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
,
1733 UINT plane_idx
, struct wined3d_vec4
*plane
)
1735 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1737 /* Validate plane_idx. */
1738 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
1740 TRACE("Application has requested clipplane this device doesn't support.\n");
1741 return WINED3DERR_INVALIDCALL
;
1744 *plane
= device
->state
.clip_planes
[plane_idx
];
1749 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
1750 const struct wined3d_clip_status
*clip_status
)
1752 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1755 return WINED3DERR_INVALIDCALL
;
1760 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
1761 struct wined3d_clip_status
*clip_status
)
1763 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1766 return WINED3DERR_INVALIDCALL
;
1771 void CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
1773 TRACE("device %p, material %p.\n", device
, material
);
1775 device
->update_state
->material
= *material
;
1777 if (device
->recording
)
1778 device
->recording
->changed
.material
= TRUE
;
1780 wined3d_cs_emit_set_material(device
->cs
, material
);
1783 void CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
1785 TRACE("device %p, material %p.\n", device
, material
);
1787 *material
= device
->state
.material
;
1789 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
1790 material
->diffuse
.r
, material
->diffuse
.g
,
1791 material
->diffuse
.b
, material
->diffuse
.a
);
1792 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
1793 material
->ambient
.r
, material
->ambient
.g
,
1794 material
->ambient
.b
, material
->ambient
.a
);
1795 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
1796 material
->specular
.r
, material
->specular
.g
,
1797 material
->specular
.b
, material
->specular
.a
);
1798 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
1799 material
->emissive
.r
, material
->emissive
.g
,
1800 material
->emissive
.b
, material
->emissive
.a
);
1801 TRACE("power %.8e.\n", material
->power
);
1804 void CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
1805 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
1807 enum wined3d_format_id prev_format
;
1808 struct wined3d_buffer
*prev_buffer
;
1810 TRACE("device %p, buffer %p, format %s.\n",
1811 device
, buffer
, debug_d3dformat(format_id
));
1813 prev_buffer
= device
->update_state
->index_buffer
;
1814 prev_format
= device
->update_state
->index_format
;
1816 device
->update_state
->index_buffer
= buffer
;
1817 device
->update_state
->index_format
= format_id
;
1819 if (device
->recording
)
1820 device
->recording
->changed
.indices
= TRUE
;
1822 if (prev_buffer
== buffer
&& prev_format
== format_id
)
1826 wined3d_buffer_incref(buffer
);
1827 if (!device
->recording
)
1828 wined3d_cs_emit_set_index_buffer(device
->cs
, buffer
, format_id
);
1830 wined3d_buffer_decref(prev_buffer
);
1833 struct wined3d_buffer
* CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
,
1834 enum wined3d_format_id
*format
)
1836 TRACE("device %p, format %p.\n", device
, format
);
1838 *format
= device
->state
.index_format
;
1839 return device
->state
.index_buffer
;
1842 void CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
1844 TRACE("device %p, base_index %d.\n", device
, base_index
);
1846 device
->update_state
->base_vertex_index
= base_index
;
1849 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
1851 TRACE("device %p.\n", device
);
1853 return device
->state
.base_vertex_index
;
1856 void CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
1858 TRACE("device %p, viewport %p.\n", device
, viewport
);
1859 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
1860 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
1862 device
->update_state
->viewport
= *viewport
;
1864 /* Handle recording of state blocks */
1865 if (device
->recording
)
1867 TRACE("Recording... not performing anything\n");
1868 device
->recording
->changed
.viewport
= TRUE
;
1872 wined3d_cs_emit_set_viewport(device
->cs
, viewport
);
1875 void CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
1877 TRACE("device %p, viewport %p.\n", device
, viewport
);
1879 *viewport
= device
->state
.viewport
;
1882 static void resolve_depth_buffer(struct wined3d_state
*state
)
1884 struct wined3d_texture
*texture
= state
->textures
[0];
1885 struct wined3d_surface
*depth_stencil
, *surface
;
1887 if (!texture
|| texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE
1888 || !(texture
->resource
.format
->flags
& WINED3DFMT_FLAG_DEPTH
))
1890 surface
= surface_from_resource(texture
->sub_resources
[0]);
1891 depth_stencil
= state
->fb
->depth_stencil
;
1895 wined3d_surface_blt(surface
, NULL
, depth_stencil
, NULL
, 0, NULL
, WINED3D_TEXF_POINT
);
1898 void CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
1899 enum wined3d_render_state state
, DWORD value
)
1901 DWORD old_value
= device
->state
.render_states
[state
];
1903 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
1905 device
->update_state
->render_states
[state
] = value
;
1907 /* Handle recording of state blocks. */
1908 if (device
->recording
)
1910 TRACE("Recording... not performing anything.\n");
1911 device
->recording
->changed
.renderState
[state
>> 5] |= 1 << (state
& 0x1f);
1915 /* Compared here and not before the assignment to allow proper stateblock recording. */
1916 if (value
== old_value
)
1917 TRACE("Application is setting the old value over, nothing to do.\n");
1919 wined3d_cs_emit_set_render_state(device
->cs
, state
, value
);
1921 if (state
== WINED3D_RS_POINTSIZE
&& value
== WINED3D_RESZ_CODE
)
1923 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
1924 resolve_depth_buffer(&device
->state
);
1928 DWORD CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
, enum wined3d_render_state state
)
1930 TRACE("device %p, state %s (%#x).\n", device
, debug_d3drenderstate(state
), state
);
1932 return device
->state
.render_states
[state
];
1935 void CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
1936 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
1940 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
1941 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
1943 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
1944 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
1946 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
1948 WARN("Invalid sampler %u.\n", sampler_idx
);
1949 return; /* Windows accepts overflowing this array ... we do not. */
1952 old_value
= device
->state
.sampler_states
[sampler_idx
][state
];
1953 device
->update_state
->sampler_states
[sampler_idx
][state
] = value
;
1955 /* Handle recording of state blocks. */
1956 if (device
->recording
)
1958 TRACE("Recording... not performing anything.\n");
1959 device
->recording
->changed
.samplerState
[sampler_idx
] |= 1 << state
;
1963 if (old_value
== value
)
1965 TRACE("Application is setting the old value over, nothing to do.\n");
1969 wined3d_cs_emit_set_sampler_state(device
->cs
, sampler_idx
, state
, value
);
1972 DWORD CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
1973 UINT sampler_idx
, enum wined3d_sampler_state state
)
1975 TRACE("device %p, sampler_idx %u, state %s.\n",
1976 device
, sampler_idx
, debug_d3dsamplerstate(state
));
1978 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
1979 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
1981 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
1983 WARN("Invalid sampler %u.\n", sampler_idx
);
1984 return 0; /* Windows accepts overflowing this array ... we do not. */
1987 return device
->state
.sampler_states
[sampler_idx
][state
];
1990 void CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
1992 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
1994 if (device
->recording
)
1995 device
->recording
->changed
.scissorRect
= TRUE
;
1997 if (EqualRect(&device
->update_state
->scissor_rect
, rect
))
1999 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2002 CopyRect(&device
->update_state
->scissor_rect
, rect
);
2004 if (device
->recording
)
2006 TRACE("Recording... not performing anything.\n");
2010 wined3d_cs_emit_set_scissor_rect(device
->cs
, rect
);
2013 void CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2015 TRACE("device %p, rect %p.\n", device
, rect
);
2017 *rect
= device
->state
.scissor_rect
;
2018 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2021 void CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2022 struct wined3d_vertex_declaration
*declaration
)
2024 struct wined3d_vertex_declaration
*prev
= device
->update_state
->vertex_declaration
;
2026 TRACE("device %p, declaration %p.\n", device
, declaration
);
2028 if (device
->recording
)
2029 device
->recording
->changed
.vertexDecl
= TRUE
;
2031 if (declaration
== prev
)
2035 wined3d_vertex_declaration_incref(declaration
);
2036 device
->update_state
->vertex_declaration
= declaration
;
2037 if (!device
->recording
)
2038 wined3d_cs_emit_set_vertex_declaration(device
->cs
, declaration
);
2040 wined3d_vertex_declaration_decref(prev
);
2043 struct wined3d_vertex_declaration
* CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
)
2045 TRACE("device %p.\n", device
);
2047 return device
->state
.vertex_declaration
;
2050 void CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2052 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
2054 TRACE("device %p, shader %p.\n", device
, shader
);
2056 if (device
->recording
)
2057 device
->recording
->changed
.vertexShader
= TRUE
;
2063 wined3d_shader_incref(shader
);
2064 device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = shader
;
2065 if (!device
->recording
)
2066 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_VERTEX
, shader
);
2068 wined3d_shader_decref(prev
);
2071 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2073 TRACE("device %p.\n", device
);
2075 return device
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
];
2078 static void wined3d_device_set_constant_buffer(struct wined3d_device
*device
,
2079 enum wined3d_shader_type type
, UINT idx
, struct wined3d_buffer
*buffer
)
2081 struct wined3d_buffer
*prev
;
2083 if (idx
>= MAX_CONSTANT_BUFFERS
)
2085 WARN("Invalid constant buffer index %u.\n", idx
);
2089 prev
= device
->update_state
->cb
[type
][idx
];
2094 wined3d_buffer_incref(buffer
);
2095 device
->update_state
->cb
[type
][idx
] = buffer
;
2096 if (!device
->recording
)
2097 wined3d_cs_emit_set_constant_buffer(device
->cs
, type
, idx
, buffer
);
2099 wined3d_buffer_decref(prev
);
2102 void CDECL
wined3d_device_set_vs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2104 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2106 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, buffer
);
2109 struct wined3d_buffer
* CDECL
wined3d_device_get_vs_cb(const struct wined3d_device
*device
, UINT idx
)
2111 TRACE("device %p, idx %u.\n", device
, idx
);
2113 if (idx
>= MAX_CONSTANT_BUFFERS
)
2115 WARN("Invalid constant buffer index %u.\n", idx
);
2119 return device
->state
.cb
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2122 static void wined3d_device_set_sampler(struct wined3d_device
*device
,
2123 enum wined3d_shader_type type
, UINT idx
, struct wined3d_sampler
*sampler
)
2125 struct wined3d_sampler
*prev
;
2127 if (idx
>= MAX_SAMPLER_OBJECTS
)
2129 WARN("Invalid sampler index %u.\n", idx
);
2133 prev
= device
->update_state
->sampler
[type
][idx
];
2134 if (sampler
== prev
)
2138 wined3d_sampler_incref(sampler
);
2139 device
->update_state
->sampler
[type
][idx
] = sampler
;
2140 if (!device
->recording
)
2141 wined3d_cs_emit_set_sampler(device
->cs
, type
, idx
, sampler
);
2143 wined3d_sampler_decref(prev
);
2146 void CDECL
wined3d_device_set_vs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2148 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2150 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, sampler
);
2153 struct wined3d_sampler
* CDECL
wined3d_device_get_vs_sampler(const struct wined3d_device
*device
, UINT idx
)
2155 TRACE("device %p, idx %u.\n", device
, idx
);
2157 if (idx
>= MAX_SAMPLER_OBJECTS
)
2159 WARN("Invalid sampler index %u.\n", idx
);
2163 return device
->state
.sampler
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2166 static void device_invalidate_shader_constants(const struct wined3d_device
*device
, DWORD mask
)
2170 for (i
= 0; i
< device
->context_count
; ++i
)
2172 device
->contexts
[i
]->constant_update_mask
|= mask
;
2176 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2177 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2179 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2182 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2183 device
, start_register
, constants
, bool_count
);
2185 if (!constants
|| start_register
>= MAX_CONST_B
)
2186 return WINED3DERR_INVALIDCALL
;
2188 memcpy(&device
->update_state
->vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2189 for (i
= 0; i
< count
; ++i
)
2190 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2192 if (device
->recording
)
2194 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2195 device
->recording
->changed
.vertexShaderConstantsB
|= (1 << i
);
2199 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_VS_B
);
2205 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2206 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2208 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2210 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2211 device
, start_register
, constants
, bool_count
);
2213 if (!constants
|| start_register
>= MAX_CONST_B
)
2214 return WINED3DERR_INVALIDCALL
;
2216 memcpy(constants
, &device
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2221 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2222 UINT start_register
, const int *constants
, UINT vector4i_count
)
2224 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2227 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2228 device
, start_register
, constants
, vector4i_count
);
2230 if (!constants
|| start_register
>= MAX_CONST_I
)
2231 return WINED3DERR_INVALIDCALL
;
2233 memcpy(&device
->update_state
->vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2234 for (i
= 0; i
< count
; ++i
)
2235 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2236 constants
[i
* 4], constants
[i
* 4 + 1],
2237 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2239 if (device
->recording
)
2241 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2242 device
->recording
->changed
.vertexShaderConstantsI
|= (1 << i
);
2246 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_VS_I
);
2252 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2253 UINT start_register
, int *constants
, UINT vector4i_count
)
2255 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2257 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2258 device
, start_register
, constants
, vector4i_count
);
2260 if (!constants
|| start_register
>= MAX_CONST_I
)
2261 return WINED3DERR_INVALIDCALL
;
2263 memcpy(constants
, &device
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2267 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2268 UINT start_register
, const float *constants
, UINT vector4f_count
)
2271 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2273 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2274 device
, start_register
, constants
, vector4f_count
);
2276 /* Specifically test start_register > limit to catch MAX_UINT overflows
2277 * when adding start_register + vector4f_count. */
2279 || start_register
+ vector4f_count
> d3d_info
->limits
.vs_uniform_count
2280 || start_register
> d3d_info
->limits
.vs_uniform_count
)
2281 return WINED3DERR_INVALIDCALL
;
2283 memcpy(&device
->update_state
->vs_consts_f
[start_register
* 4],
2284 constants
, vector4f_count
* sizeof(float) * 4);
2287 for (i
= 0; i
< vector4f_count
; ++i
)
2288 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2289 constants
[i
* 4], constants
[i
* 4 + 1],
2290 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2293 if (device
->recording
)
2294 memset(device
->recording
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2295 sizeof(*device
->recording
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2297 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2303 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2304 UINT start_register
, float *constants
, UINT vector4f_count
)
2306 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2307 int count
= min(vector4f_count
, d3d_info
->limits
.vs_uniform_count
- start_register
);
2309 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2310 device
, start_register
, constants
, vector4f_count
);
2312 if (!constants
|| count
< 0)
2313 return WINED3DERR_INVALIDCALL
;
2315 memcpy(constants
, &device
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2320 void CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2322 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2324 TRACE("device %p, shader %p.\n", device
, shader
);
2326 if (device
->recording
)
2327 device
->recording
->changed
.pixelShader
= TRUE
;
2333 wined3d_shader_incref(shader
);
2334 device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
] = shader
;
2335 if (!device
->recording
)
2336 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_PIXEL
, shader
);
2338 wined3d_shader_decref(prev
);
2341 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
2343 TRACE("device %p.\n", device
);
2345 return device
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
];
2348 void CDECL
wined3d_device_set_ps_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2350 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2352 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, buffer
);
2355 struct wined3d_buffer
* CDECL
wined3d_device_get_ps_cb(const struct wined3d_device
*device
, UINT idx
)
2357 TRACE("device %p, idx %u.\n", device
, idx
);
2359 if (idx
>= MAX_CONSTANT_BUFFERS
)
2361 WARN("Invalid constant buffer index %u.\n", idx
);
2365 return device
->state
.cb
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2368 void CDECL
wined3d_device_set_ps_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2370 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2372 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, sampler
);
2375 struct wined3d_sampler
* CDECL
wined3d_device_get_ps_sampler(const struct wined3d_device
*device
, UINT idx
)
2377 TRACE("device %p, idx %u.\n", device
, idx
);
2379 if (idx
>= MAX_SAMPLER_OBJECTS
)
2381 WARN("Invalid sampler index %u.\n", idx
);
2385 return device
->state
.sampler
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2388 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
2389 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2391 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2394 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2395 device
, start_register
, constants
, bool_count
);
2397 if (!constants
|| start_register
>= MAX_CONST_B
)
2398 return WINED3DERR_INVALIDCALL
;
2400 memcpy(&device
->update_state
->ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2401 for (i
= 0; i
< count
; ++i
)
2402 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2404 if (device
->recording
)
2406 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2407 device
->recording
->changed
.pixelShaderConstantsB
|= (1 << i
);
2411 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_PS_B
);
2417 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
2418 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2420 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2422 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2423 device
, start_register
, constants
, bool_count
);
2425 if (!constants
|| start_register
>= MAX_CONST_B
)
2426 return WINED3DERR_INVALIDCALL
;
2428 memcpy(constants
, &device
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
2433 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
2434 UINT start_register
, const int *constants
, UINT vector4i_count
)
2436 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2439 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2440 device
, start_register
, constants
, vector4i_count
);
2442 if (!constants
|| start_register
>= MAX_CONST_I
)
2443 return WINED3DERR_INVALIDCALL
;
2445 memcpy(&device
->update_state
->ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2446 for (i
= 0; i
< count
; ++i
)
2447 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2448 constants
[i
* 4], constants
[i
* 4 + 1],
2449 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2451 if (device
->recording
)
2453 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2454 device
->recording
->changed
.pixelShaderConstantsI
|= (1 << i
);
2458 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_PS_I
);
2464 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
2465 UINT start_register
, int *constants
, UINT vector4i_count
)
2467 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2469 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2470 device
, start_register
, constants
, vector4i_count
);
2472 if (!constants
|| start_register
>= MAX_CONST_I
)
2473 return WINED3DERR_INVALIDCALL
;
2475 memcpy(constants
, &device
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2480 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
2481 UINT start_register
, const float *constants
, UINT vector4f_count
)
2484 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2486 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2487 device
, start_register
, constants
, vector4f_count
);
2489 /* Specifically test start_register > limit to catch MAX_UINT overflows
2490 * when adding start_register + vector4f_count. */
2492 || start_register
+ vector4f_count
> d3d_info
->limits
.ps_uniform_count
2493 || start_register
> d3d_info
->limits
.ps_uniform_count
)
2494 return WINED3DERR_INVALIDCALL
;
2496 memcpy(&device
->update_state
->ps_consts_f
[start_register
* 4],
2497 constants
, vector4f_count
* sizeof(float) * 4);
2500 for (i
= 0; i
< vector4f_count
; ++i
)
2501 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2502 constants
[i
* 4], constants
[i
* 4 + 1],
2503 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2506 if (device
->recording
)
2507 memset(device
->recording
->changed
.pixelShaderConstantsF
+ start_register
, 1,
2508 sizeof(*device
->recording
->changed
.pixelShaderConstantsF
) * vector4f_count
);
2510 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
2515 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
2516 UINT start_register
, float *constants
, UINT vector4f_count
)
2518 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2519 int count
= min(vector4f_count
, d3d_info
->limits
.ps_uniform_count
- start_register
);
2521 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2522 device
, start_register
, constants
, vector4f_count
);
2524 if (!constants
|| count
< 0)
2525 return WINED3DERR_INVALIDCALL
;
2527 memcpy(constants
, &device
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2532 void CDECL
wined3d_device_set_geometry_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2534 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2536 TRACE("device %p, shader %p.\n", device
, shader
);
2538 if (device
->recording
|| shader
== prev
)
2541 wined3d_shader_incref(shader
);
2542 device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] = shader
;
2543 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_GEOMETRY
, shader
);
2545 wined3d_shader_decref(prev
);
2548 struct wined3d_shader
* CDECL
wined3d_device_get_geometry_shader(const struct wined3d_device
*device
)
2550 TRACE("device %p.\n", device
);
2552 return device
->state
.shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2555 void CDECL
wined3d_device_set_gs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2557 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2559 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, buffer
);
2562 struct wined3d_buffer
* CDECL
wined3d_device_get_gs_cb(const struct wined3d_device
*device
, UINT idx
)
2564 TRACE("device %p, idx %u.\n", device
, idx
);
2566 if (idx
>= MAX_CONSTANT_BUFFERS
)
2568 WARN("Invalid constant buffer index %u.\n", idx
);
2572 return device
->state
.cb
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2575 void CDECL
wined3d_device_set_gs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2577 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2579 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, sampler
);
2582 struct wined3d_sampler
* CDECL
wined3d_device_get_gs_sampler(const struct wined3d_device
*device
, UINT idx
)
2584 TRACE("device %p, idx %u.\n", device
, idx
);
2586 if (idx
>= MAX_SAMPLER_OBJECTS
)
2588 WARN("Invalid sampler index %u.\n", idx
);
2592 return device
->state
.sampler
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2595 /* Context activation is done by the caller. */
2596 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
2597 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
2598 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
2601 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
2602 struct wined3d_viewport vp
;
2610 if (stream_info
->use_map
& (1 << WINED3D_FFP_NORMAL
))
2612 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
2615 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_POSITION
)))
2617 ERR("Source has no position mask\n");
2618 return WINED3DERR_INVALIDCALL
;
2621 if (device
->state
.render_states
[WINED3D_RS_CLIPPING
])
2623 static BOOL warned
= FALSE
;
2625 * The clipping code is not quite correct. Some things need
2626 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
2627 * so disable clipping for now.
2628 * (The graphics in Half-Life are broken, and my processvertices
2629 * test crashes with IDirect3DDevice3)
2635 FIXME("Clipping is broken and disabled for now\n");
2641 vertex_size
= get_flexible_vertex_size(DestFVF
);
2642 if (FAILED(hr
= wined3d_buffer_map(dest
, dwDestIndex
* vertex_size
, dwCount
* vertex_size
, &dest_ptr
, 0)))
2644 WARN("Failed to map buffer, hr %#x.\n", hr
);
2648 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
2649 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
2650 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
2652 TRACE("View mat:\n");
2653 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
);
2654 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
);
2655 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
);
2656 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
);
2658 TRACE("Proj mat:\n");
2659 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
);
2660 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
);
2661 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
);
2662 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
);
2664 TRACE("World mat:\n");
2665 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
);
2666 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
);
2667 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
);
2668 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
);
2670 /* Get the viewport */
2671 wined3d_device_get_viewport(device
, &vp
);
2672 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
2673 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
2675 multiply_matrix(&mat
,&view_mat
,&world_mat
);
2676 multiply_matrix(&mat
,&proj_mat
,&mat
);
2678 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
2680 for (i
= 0; i
< dwCount
; i
+= 1) {
2681 unsigned int tex_index
;
2683 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
2684 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
2685 /* The position first */
2686 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
2687 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
2689 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
2691 /* Multiplication with world, view and projection matrix */
2692 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
);
2693 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
);
2694 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
);
2695 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
);
2697 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
2699 /* WARNING: The following things are taken from d3d7 and were not yet checked
2700 * against d3d8 or d3d9!
2703 /* Clipping conditions: From msdn
2705 * A vertex is clipped if it does not match the following requirements
2709 * 0 < rhw ( Not in d3d7, but tested in d3d7)
2711 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
2712 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
2717 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
2718 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
2721 /* "Normal" viewport transformation (not clipped)
2722 * 1) The values are divided by rhw
2723 * 2) The y axis is negative, so multiply it with -1
2724 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
2725 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
2726 * 4) Multiply x with Width/2 and add Width/2
2727 * 5) The same for the height
2728 * 6) Add the viewpoint X and Y to the 2D coordinates and
2729 * The minimum Z value to z
2730 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
2732 * Well, basically it's simply a linear transformation into viewport
2744 z
*= vp
.max_z
- vp
.min_z
;
2746 x
+= vp
.width
/ 2 + vp
.x
;
2747 y
+= vp
.height
/ 2 + vp
.y
;
2752 /* That vertex got clipped
2753 * Contrary to OpenGL it is not dropped completely, it just
2754 * undergoes a different calculation.
2756 TRACE("Vertex got clipped\n");
2763 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
2764 * outside of the main vertex buffer memory. That needs some more
2769 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
2772 ( (float *) dest_ptr
)[0] = x
;
2773 ( (float *) dest_ptr
)[1] = y
;
2774 ( (float *) dest_ptr
)[2] = z
;
2775 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
2777 dest_ptr
+= 3 * sizeof(float);
2779 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
2780 dest_ptr
+= sizeof(float);
2783 if (DestFVF
& WINED3DFVF_PSIZE
)
2784 dest_ptr
+= sizeof(DWORD
);
2786 if (DestFVF
& WINED3DFVF_NORMAL
)
2788 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
2789 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
2790 /* AFAIK this should go into the lighting information */
2791 FIXME("Didn't expect the destination to have a normal\n");
2792 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
2795 if (DestFVF
& WINED3DFVF_DIFFUSE
)
2797 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
2798 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
2799 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_DIFFUSE
)))
2801 static BOOL warned
= FALSE
;
2804 ERR("No diffuse color in source, but destination has one\n");
2808 *( (DWORD
*) dest_ptr
) = 0xffffffff;
2809 dest_ptr
+= sizeof(DWORD
);
2813 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
2817 if (DestFVF
& WINED3DFVF_SPECULAR
)
2819 /* What's the color value in the feedback buffer? */
2820 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
2821 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
2822 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_SPECULAR
)))
2824 static BOOL warned
= FALSE
;
2827 ERR("No specular color in source, but destination has one\n");
2831 *(DWORD
*)dest_ptr
= 0xff000000;
2832 dest_ptr
+= sizeof(DWORD
);
2836 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
2840 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
2842 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
2843 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
2844 if (!(stream_info
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
2846 ERR("No source texture, but destination requests one\n");
2847 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
2851 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
2856 wined3d_buffer_unmap(dest
);
2860 #undef copy_and_next
2862 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
2863 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
2864 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
2866 struct wined3d_state
*state
= &device
->state
;
2867 struct wined3d_stream_info stream_info
;
2868 const struct wined3d_gl_info
*gl_info
;
2869 struct wined3d_context
*context
;
2870 struct wined3d_shader
*vs
;
2874 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
2875 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
2876 device
, src_start_idx
, dst_idx
, vertex_count
,
2877 dst_buffer
, declaration
, flags
, dst_fvf
);
2880 FIXME("Output vertex declaration not implemented yet.\n");
2882 /* Need any context to write to the vbo. */
2883 context
= context_acquire(device
, NULL
);
2884 gl_info
= context
->gl_info
;
2886 vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
2887 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = NULL
;
2888 context_stream_info_from_declaration(context
, state
, &stream_info
);
2889 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = vs
;
2891 /* We can't convert FROM a VBO, and vertex buffers used to source into
2892 * process_vertices() are unlikely to ever be used for drawing. Release
2893 * VBOs in those buffers and fix up the stream_info structure.
2895 * Also apply the start index. */
2896 for (i
= 0; i
< (sizeof(stream_info
.elements
) / sizeof(*stream_info
.elements
)); ++i
)
2898 struct wined3d_stream_info_element
*e
;
2900 if (!(stream_info
.use_map
& (1 << i
)))
2903 e
= &stream_info
.elements
[i
];
2904 if (e
->data
.buffer_object
)
2906 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
2907 e
->data
.buffer_object
= 0;
2908 e
->data
.addr
= (BYTE
*)((ULONG_PTR
)e
->data
.addr
+ (ULONG_PTR
)buffer_get_sysmem(vb
, context
));
2909 GL_EXTCALL(glDeleteBuffersARB(1, &vb
->buffer_object
));
2910 vb
->buffer_object
= 0;
2913 e
->data
.addr
+= e
->stride
* src_start_idx
;
2916 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
2917 &stream_info
, dst_buffer
, flags
, dst_fvf
);
2919 context_release(context
);
2924 void CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
2925 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
2927 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2930 TRACE("device %p, stage %u, state %s, value %#x.\n",
2931 device
, stage
, debug_d3dtexturestate(state
), value
);
2933 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
2935 WARN("Invalid state %#x passed.\n", state
);
2939 if (stage
>= d3d_info
->limits
.ffp_blend_stages
)
2941 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
2942 stage
, d3d_info
->limits
.ffp_blend_stages
- 1);
2946 old_value
= device
->update_state
->texture_states
[stage
][state
];
2947 device
->update_state
->texture_states
[stage
][state
] = value
;
2949 if (device
->recording
)
2951 TRACE("Recording... not performing anything.\n");
2952 device
->recording
->changed
.textureState
[stage
] |= 1 << state
;
2956 /* Checked after the assignments to allow proper stateblock recording. */
2957 if (old_value
== value
)
2959 TRACE("Application is setting the old value over, nothing to do.\n");
2963 wined3d_cs_emit_set_texture_state(device
->cs
, stage
, state
, value
);
2966 DWORD CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
2967 UINT stage
, enum wined3d_texture_stage_state state
)
2969 TRACE("device %p, stage %u, state %s.\n",
2970 device
, stage
, debug_d3dtexturestate(state
));
2972 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
2974 WARN("Invalid state %#x passed.\n", state
);
2978 return device
->state
.texture_states
[stage
][state
];
2981 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
2982 UINT stage
, struct wined3d_texture
*texture
)
2984 struct wined3d_texture
*prev
;
2986 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
2988 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
2989 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2991 /* Windows accepts overflowing this array... we do not. */
2992 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
2994 WARN("Ignoring invalid stage %u.\n", stage
);
2998 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
3000 WARN("Rejecting attempt to set scratch texture.\n");
3001 return WINED3DERR_INVALIDCALL
;
3004 if (device
->recording
)
3005 device
->recording
->changed
.textures
|= 1 << stage
;
3007 prev
= device
->update_state
->textures
[stage
];
3008 TRACE("Previous texture %p.\n", prev
);
3010 if (texture
== prev
)
3012 TRACE("App is setting the same texture again, nothing to do.\n");
3016 TRACE("Setting new texture to %p.\n", texture
);
3017 device
->update_state
->textures
[stage
] = texture
;
3020 wined3d_texture_incref(texture
);
3021 if (!device
->recording
)
3022 wined3d_cs_emit_set_texture(device
->cs
, stage
, texture
);
3024 wined3d_texture_decref(prev
);
3029 struct wined3d_texture
* CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
, UINT stage
)
3031 TRACE("device %p, stage %u.\n", device
, stage
);
3033 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3034 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3036 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3038 WARN("Ignoring invalid stage %u.\n", stage
);
3039 return NULL
; /* Windows accepts overflowing this array ... we do not. */
3042 return device
->state
.textures
[stage
];
3045 HRESULT CDECL
wined3d_device_get_back_buffer(const struct wined3d_device
*device
, UINT swapchain_idx
,
3046 UINT backbuffer_idx
, enum wined3d_backbuffer_type backbuffer_type
, struct wined3d_surface
**backbuffer
)
3048 struct wined3d_swapchain
*swapchain
;
3050 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3051 device
, swapchain_idx
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3053 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3054 return WINED3DERR_INVALIDCALL
;
3056 if (!(*backbuffer
= wined3d_swapchain_get_back_buffer(swapchain
, backbuffer_idx
, backbuffer_type
)))
3057 return WINED3DERR_INVALIDCALL
;
3061 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3063 TRACE("device %p, caps %p.\n", device
, caps
);
3065 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3066 device
->create_parms
.device_type
, caps
);
3069 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
, UINT swapchain_idx
,
3070 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
3072 struct wined3d_swapchain
*swapchain
;
3074 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3075 device
, swapchain_idx
, mode
, rotation
);
3077 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3078 return WINED3DERR_INVALIDCALL
;
3080 return wined3d_swapchain_get_display_mode(swapchain
, mode
, rotation
);
3083 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3085 struct wined3d_stateblock
*stateblock
;
3088 TRACE("device %p.\n", device
);
3090 if (device
->recording
)
3091 return WINED3DERR_INVALIDCALL
;
3093 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3097 device
->recording
= stateblock
;
3098 device
->update_state
= &stateblock
->state
;
3100 TRACE("Recording stateblock %p.\n", stateblock
);
3105 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3106 struct wined3d_stateblock
**stateblock
)
3108 struct wined3d_stateblock
*object
= device
->recording
;
3110 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3112 if (!device
->recording
)
3114 WARN("Not recording.\n");
3116 return WINED3DERR_INVALIDCALL
;
3119 stateblock_init_contained_states(object
);
3121 *stateblock
= object
;
3122 device
->recording
= NULL
;
3123 device
->update_state
= &device
->state
;
3125 TRACE("Returning stateblock %p.\n", *stateblock
);
3130 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3132 /* At the moment we have no need for any functionality at the beginning
3134 TRACE("device %p.\n", device
);
3136 if (device
->inScene
)
3138 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3139 return WINED3DERR_INVALIDCALL
;
3141 device
->inScene
= TRUE
;
3145 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3147 struct wined3d_context
*context
;
3149 TRACE("device %p.\n", device
);
3151 if (!device
->inScene
)
3153 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3154 return WINED3DERR_INVALIDCALL
;
3157 context
= context_acquire(device
, NULL
);
3158 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3159 context
->gl_info
->gl_ops
.gl
.p_glFlush();
3160 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3162 context_release(context
);
3164 device
->inScene
= FALSE
;
3168 HRESULT CDECL
wined3d_device_present(const struct wined3d_device
*device
, const RECT
*src_rect
,
3169 const RECT
*dst_rect
, HWND dst_window_override
, const RGNDATA
*dirty_region
, DWORD flags
)
3173 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
3174 device
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
3175 dst_window_override
, dirty_region
, flags
);
3177 for (i
= 0; i
< device
->swapchain_count
; ++i
)
3179 wined3d_swapchain_present(device
->swapchains
[i
], src_rect
,
3180 dst_rect
, dst_window_override
, dirty_region
, flags
);
3186 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
3187 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
3189 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3190 device
, rect_count
, rects
, flags
, color
->r
, color
->g
, color
->b
, color
->a
, depth
, stencil
);
3192 if (!rect_count
&& rects
)
3194 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects
);
3198 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
3200 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
3203 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3204 /* TODO: What about depth stencil buffers without stencil bits? */
3205 return WINED3DERR_INVALIDCALL
;
3207 else if (flags
& WINED3DCLEAR_TARGET
)
3209 if (ds
->resource
.width
< device
->fb
.render_targets
[0]->resource
.width
3210 || ds
->resource
.height
< device
->fb
.render_targets
[0]->resource
.height
)
3212 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3218 wined3d_cs_emit_clear(device
->cs
, rect_count
, rects
, flags
, color
, depth
, stencil
);
3223 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
3224 enum wined3d_primitive_type primitive_type
)
3226 GLenum gl_primitive_type
, prev
;
3228 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
3230 gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
3231 prev
= device
->update_state
->gl_primitive_type
;
3232 device
->update_state
->gl_primitive_type
= gl_primitive_type
;
3233 if (device
->recording
)
3234 device
->recording
->changed
.primitive_type
= TRUE
;
3235 else if (gl_primitive_type
!= prev
&& (gl_primitive_type
== GL_POINTS
|| prev
== GL_POINTS
))
3236 device_invalidate_state(device
, STATE_POINT_SIZE_ENABLE
);
3239 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
3240 enum wined3d_primitive_type
*primitive_type
)
3242 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
3244 *primitive_type
= d3d_primitive_type_from_gl(device
->state
.gl_primitive_type
);
3246 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
3249 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
3251 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
3253 if (!device
->state
.vertex_declaration
)
3255 WARN("Called without a valid vertex declaration set.\n");
3256 return WINED3DERR_INVALIDCALL
;
3259 if (device
->state
.load_base_vertex_index
)
3261 device
->state
.load_base_vertex_index
= 0;
3262 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3265 wined3d_cs_emit_draw(device
->cs
, start_vertex
, vertex_count
, 0, 0, FALSE
);
3270 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
3272 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3274 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
3276 if (!device
->state
.index_buffer
)
3278 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3279 * without an index buffer set. (The first time at least...)
3280 * D3D8 simply dies, but I doubt it can do much harm to return
3281 * D3DERR_INVALIDCALL there as well. */
3282 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3283 return WINED3DERR_INVALIDCALL
;
3286 if (!device
->state
.vertex_declaration
)
3288 WARN("Called without a valid vertex declaration set.\n");
3289 return WINED3DERR_INVALIDCALL
;
3292 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
3293 device
->state
.load_base_vertex_index
!= device
->state
.base_vertex_index
)
3295 device
->state
.load_base_vertex_index
= device
->state
.base_vertex_index
;
3296 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3299 wined3d_cs_emit_draw(device
->cs
, start_idx
, index_count
, 0, 0, TRUE
);
3304 void CDECL
wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device
*device
,
3305 UINT start_idx
, UINT index_count
, UINT start_instance
, UINT instance_count
)
3307 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
3309 wined3d_cs_emit_draw(device
->cs
, start_idx
, index_count
, start_instance
, instance_count
, TRUE
);
3312 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
3313 static HRESULT
device_update_volume(struct wined3d_device
*device
,
3314 struct wined3d_volume
*src_volume
, struct wined3d_volume
*dst_volume
)
3316 struct wined3d_map_desc src
;
3318 struct wined3d_bo_address data
;
3319 struct wined3d_context
*context
;
3321 TRACE("device %p, src_volume %p, dst_volume %p.\n",
3322 device
, src_volume
, dst_volume
);
3324 if (src_volume
->resource
.format
!= dst_volume
->resource
.format
)
3326 FIXME("Source and destination formats do not match.\n");
3327 return WINED3DERR_INVALIDCALL
;
3329 if (src_volume
->resource
.width
!= dst_volume
->resource
.width
3330 || src_volume
->resource
.height
!= dst_volume
->resource
.height
3331 || src_volume
->resource
.depth
!= dst_volume
->resource
.depth
)
3333 FIXME("Source and destination sizes do not match.\n");
3334 return WINED3DERR_INVALIDCALL
;
3337 if (FAILED(hr
= wined3d_volume_map(src_volume
, &src
, NULL
, WINED3D_MAP_READONLY
)))
3340 context
= context_acquire(device
, NULL
);
3342 wined3d_volume_load(dst_volume
, context
, FALSE
);
3344 data
.buffer_object
= 0;
3345 data
.addr
= src
.data
;
3346 wined3d_volume_upload_data(dst_volume
, context
, &data
);
3347 wined3d_volume_invalidate_location(dst_volume
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3349 context_release(context
);
3351 hr
= wined3d_volume_unmap(src_volume
);
3356 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
3357 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
3359 enum wined3d_resource_type type
;
3360 unsigned int level_count
, i
;
3362 struct wined3d_context
*context
;
3364 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
3366 /* Verify that the source and destination textures are non-NULL. */
3367 if (!src_texture
|| !dst_texture
)
3369 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
3370 return WINED3DERR_INVALIDCALL
;
3373 if (src_texture
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
3375 WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n");
3376 return WINED3DERR_INVALIDCALL
;
3378 if (dst_texture
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
3380 WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\n");
3381 return WINED3DERR_INVALIDCALL
;
3384 /* Verify that the source and destination textures are the same type. */
3385 type
= src_texture
->resource
.type
;
3386 if (dst_texture
->resource
.type
!= type
)
3388 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
3389 return WINED3DERR_INVALIDCALL
;
3392 /* Check that both textures have the identical numbers of levels. */
3393 level_count
= wined3d_texture_get_level_count(src_texture
);
3394 if (wined3d_texture_get_level_count(dst_texture
) != level_count
)
3396 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
3397 return WINED3DERR_INVALIDCALL
;
3400 /* Make sure that the destination texture is loaded. */
3401 context
= context_acquire(device
, NULL
);
3402 wined3d_texture_load(dst_texture
, context
, FALSE
);
3403 context_release(context
);
3405 /* Update every surface level of the texture. */
3408 case WINED3D_RTYPE_TEXTURE
:
3410 struct wined3d_surface
*src_surface
;
3411 struct wined3d_surface
*dst_surface
;
3413 for (i
= 0; i
< level_count
; ++i
)
3415 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
3416 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
3417 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
3420 WARN("Failed to update surface, hr %#x.\n", hr
);
3427 case WINED3D_RTYPE_CUBE_TEXTURE
:
3429 struct wined3d_surface
*src_surface
;
3430 struct wined3d_surface
*dst_surface
;
3432 for (i
= 0; i
< level_count
* 6; ++i
)
3434 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
3435 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
3436 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
3439 WARN("Failed to update surface, hr %#x.\n", hr
);
3446 case WINED3D_RTYPE_VOLUME_TEXTURE
:
3448 for (i
= 0; i
< level_count
; ++i
)
3450 hr
= device_update_volume(device
,
3451 volume_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
)),
3452 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
)));
3455 WARN("Failed to update volume, hr %#x.\n", hr
);
3463 FIXME("Unsupported texture type %#x.\n", type
);
3464 return WINED3DERR_INVALIDCALL
;
3470 HRESULT CDECL
wined3d_device_get_front_buffer_data(const struct wined3d_device
*device
,
3471 UINT swapchain_idx
, struct wined3d_surface
*dst_surface
)
3473 struct wined3d_swapchain
*swapchain
;
3475 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device
, swapchain_idx
, dst_surface
);
3477 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3478 return WINED3DERR_INVALIDCALL
;
3480 return wined3d_swapchain_get_front_buffer_data(swapchain
, dst_surface
);
3483 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
3485 const struct wined3d_state
*state
= &device
->state
;
3486 struct wined3d_texture
*texture
;
3489 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
3491 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3493 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
3495 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3496 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3498 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
3500 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3501 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3504 texture
= state
->textures
[i
];
3505 if (!texture
|| texture
->resource
.format
->flags
& WINED3DFMT_FLAG_FILTERING
) continue;
3507 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
3509 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i
);
3512 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
3514 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i
);
3517 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
3518 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
3520 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i
);
3525 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
3526 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
3528 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
3529 struct wined3d_surface
*target
= device
->fb
.render_targets
[0];
3532 && (ds
->resource
.width
< target
->resource
.width
|| ds
->resource
.height
< target
->resource
.height
))
3534 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
3535 return WINED3DERR_CONFLICTINGRENDERSTATE
;
3539 /* return a sensible default */
3542 TRACE("returning D3D_OK\n");
3546 void CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
3550 TRACE("device %p, software %#x.\n", device
, software
);
3554 FIXME("device %p, software %#x stub!\n", device
, software
);
3558 device
->softwareVertexProcessing
= software
;
3561 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
3565 TRACE("device %p.\n", device
);
3569 TRACE("device %p stub!\n", device
);
3573 return device
->softwareVertexProcessing
;
3576 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
3577 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
3579 struct wined3d_swapchain
*swapchain
;
3581 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
3582 device
, swapchain_idx
, raster_status
);
3584 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3585 return WINED3DERR_INVALIDCALL
;
3587 return wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
3590 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
3594 TRACE("device %p, segments %.8e.\n", device
, segments
);
3596 if (segments
!= 0.0f
)
3600 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
3608 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
3612 TRACE("device %p.\n", device
);
3616 FIXME("device %p stub!\n", device
);
3623 HRESULT CDECL
wined3d_device_update_surface(struct wined3d_device
*device
,
3624 struct wined3d_surface
*src_surface
, const RECT
*src_rect
,
3625 struct wined3d_surface
*dst_surface
, const POINT
*dst_point
)
3627 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
3628 device
, src_surface
, wine_dbgstr_rect(src_rect
),
3629 dst_surface
, wine_dbgstr_point(dst_point
));
3631 if (src_surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
|| dst_surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
3633 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
3634 src_surface
, dst_surface
);
3635 return WINED3DERR_INVALIDCALL
;
3638 return surface_upload_from_surface(dst_surface
, dst_point
, src_surface
, src_rect
);
3641 HRESULT CDECL
wined3d_device_color_fill(struct wined3d_device
*device
,
3642 struct wined3d_surface
*surface
, const RECT
*rect
, const struct wined3d_color
*color
)
3646 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
3647 device
, surface
, wine_dbgstr_rect(rect
),
3648 color
->r
, color
->g
, color
->b
, color
->a
);
3650 if (surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
&& surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
3652 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface
->resource
.pool
));
3653 return WINED3DERR_INVALIDCALL
;
3658 SetRect(&r
, 0, 0, surface
->resource
.width
, surface
->resource
.height
);
3662 return surface_color_fill(surface
, rect
, color
);
3665 void CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
3666 struct wined3d_rendertarget_view
*rendertarget_view
, const struct wined3d_color
*color
)
3668 struct wined3d_resource
*resource
;
3672 resource
= rendertarget_view
->resource
;
3673 if (resource
->type
!= WINED3D_RTYPE_SURFACE
)
3675 FIXME("Only supported on surface resources\n");
3679 SetRect(&rect
, 0, 0, resource
->width
, resource
->height
);
3680 hr
= surface_color_fill(surface_from_resource(resource
), &rect
, color
);
3681 if (FAILED(hr
)) ERR("Color fill failed, hr %#x.\n", hr
);
3684 struct wined3d_surface
* CDECL
wined3d_device_get_render_target(const struct wined3d_device
*device
,
3685 UINT render_target_idx
)
3687 TRACE("device %p, render_target_idx %u.\n", device
, render_target_idx
);
3689 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
3691 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
3695 return device
->fb
.render_targets
[render_target_idx
];
3698 struct wined3d_surface
* CDECL
wined3d_device_get_depth_stencil(const struct wined3d_device
*device
)
3700 TRACE("device %p.\n", device
);
3702 return device
->fb
.depth_stencil
;
3705 HRESULT CDECL
wined3d_device_set_render_target(struct wined3d_device
*device
,
3706 UINT render_target_idx
, struct wined3d_surface
*render_target
, BOOL set_viewport
)
3708 struct wined3d_surface
*prev
;
3710 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
3711 device
, render_target_idx
, render_target
, set_viewport
);
3713 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
3715 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
3716 return WINED3DERR_INVALIDCALL
;
3719 if (render_target
&& !(render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
3721 WARN("Surface %p doesn't have render target usage.\n", render_target
);
3722 return WINED3DERR_INVALIDCALL
;
3725 /* Set the viewport and scissor rectangles, if requested. Tests show that
3726 * stateblock recording is ignored, the change goes directly into the
3727 * primary stateblock. */
3728 if (!render_target_idx
&& set_viewport
)
3730 struct wined3d_state
*state
= &device
->state
;
3732 state
->viewport
.x
= 0;
3733 state
->viewport
.y
= 0;
3734 state
->viewport
.width
= render_target
->resource
.width
;
3735 state
->viewport
.height
= render_target
->resource
.height
;
3736 state
->viewport
.min_z
= 0.0f
;
3737 state
->viewport
.max_z
= 1.0f
;
3738 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
3740 state
->scissor_rect
.top
= 0;
3741 state
->scissor_rect
.left
= 0;
3742 state
->scissor_rect
.right
= render_target
->resource
.width
;
3743 state
->scissor_rect
.bottom
= render_target
->resource
.height
;
3744 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
3748 prev
= device
->fb
.render_targets
[render_target_idx
];
3749 if (render_target
== prev
)
3753 wined3d_surface_incref(render_target
);
3754 device
->fb
.render_targets
[render_target_idx
] = render_target
;
3755 wined3d_cs_emit_set_render_target(device
->cs
, render_target_idx
, render_target
);
3756 /* Release after the assignment, to prevent device_resource_released()
3757 * from seeing the surface as still in use. */
3759 wined3d_surface_decref(prev
);
3764 void CDECL
wined3d_device_set_depth_stencil(struct wined3d_device
*device
, struct wined3d_surface
*depth_stencil
)
3766 struct wined3d_surface
*prev
= device
->fb
.depth_stencil
;
3768 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
3769 device
, depth_stencil
, prev
);
3771 if (prev
== depth_stencil
)
3773 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
3777 device
->fb
.depth_stencil
= depth_stencil
;
3779 wined3d_surface_incref(depth_stencil
);
3780 wined3d_cs_emit_set_depth_stencil(device
->cs
, depth_stencil
);
3782 wined3d_surface_decref(prev
);
3785 static struct wined3d_texture
*wined3d_device_create_cursor_texture(struct wined3d_device
*device
,
3786 struct wined3d_surface
*cursor_image
)
3788 struct wined3d_resource_desc desc
;
3789 struct wined3d_map_desc map_desc
;
3790 struct wined3d_texture
*texture
;
3791 struct wined3d_surface
*surface
;
3792 BYTE
*src_data
, *dst_data
;
3793 unsigned int src_pitch
;
3796 if (FAILED(wined3d_surface_map(cursor_image
, &map_desc
, NULL
, WINED3D_MAP_READONLY
)))
3798 ERR("Failed to map source surface.\n");
3802 src_pitch
= map_desc
.row_pitch
;
3803 src_data
= map_desc
.data
;
3805 desc
.resource_type
= WINED3D_RTYPE_TEXTURE
;
3806 desc
.format
= WINED3DFMT_B8G8R8A8_UNORM
;
3807 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
3808 desc
.multisample_quality
= 0;
3809 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
3810 desc
.pool
= WINED3D_POOL_DEFAULT
;
3811 desc
.width
= cursor_image
->resource
.width
;
3812 desc
.height
= cursor_image
->resource
.height
;
3816 if (FAILED(wined3d_texture_create(device
, &desc
, 1, WINED3D_SURFACE_MAPPABLE
,
3817 NULL
, &wined3d_null_parent_ops
, &texture
)))
3819 ERR("Failed to create cursor texture.\n");
3820 wined3d_surface_unmap(cursor_image
);
3824 surface
= surface_from_resource(wined3d_texture_get_sub_resource(texture
, 0));
3825 if (FAILED(wined3d_surface_map(surface
, &map_desc
, NULL
, WINED3D_MAP_DISCARD
)))
3827 ERR("Failed to map destination surface.\n");
3828 wined3d_texture_decref(texture
);
3829 wined3d_surface_unmap(cursor_image
);
3833 dst_data
= map_desc
.data
;
3835 for (i
= 0; i
< desc
.height
; ++i
)
3836 memcpy(&dst_data
[map_desc
.row_pitch
* i
], &src_data
[src_pitch
* i
], desc
.width
* 4);
3838 wined3d_surface_unmap(surface
);
3839 wined3d_surface_unmap(cursor_image
);
3844 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
3845 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_surface
*cursor_image
)
3847 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
3848 device
, x_hotspot
, y_hotspot
, cursor_image
);
3850 if (device
->cursor_texture
)
3852 wined3d_texture_decref(device
->cursor_texture
);
3853 device
->cursor_texture
= NULL
;
3858 struct wined3d_display_mode mode
;
3859 struct wined3d_map_desc map_desc
;
3862 /* MSDN: Cursor must be A8R8G8B8 */
3863 if (cursor_image
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
3865 WARN("surface %p has an invalid format.\n", cursor_image
);
3866 return WINED3DERR_INVALIDCALL
;
3869 if (FAILED(hr
= wined3d_get_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &mode
, NULL
)))
3871 ERR("Failed to get display mode, hr %#x.\n", hr
);
3872 return WINED3DERR_INVALIDCALL
;
3875 /* MSDN: Cursor must be smaller than the display mode */
3876 if (cursor_image
->resource
.width
> mode
.width
|| cursor_image
->resource
.height
> mode
.height
)
3878 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
3879 cursor_image
, cursor_image
->resource
.width
, cursor_image
->resource
.height
,
3880 mode
.width
, mode
.height
);
3881 return WINED3DERR_INVALIDCALL
;
3884 /* TODO: MSDN: Cursor sizes must be a power of 2 */
3886 /* Do not store the surface's pointer because the application may
3887 * release it after setting the cursor image. Windows doesn't
3888 * addref the set surface, so we can't do this either without
3889 * creating circular refcount dependencies. */
3890 if (!(device
->cursor_texture
= wined3d_device_create_cursor_texture(device
, cursor_image
)))
3892 ERR("Failed to create cursor texture.\n");
3893 return WINED3DERR_INVALIDCALL
;
3896 device
->cursorWidth
= cursor_image
->resource
.width
;
3897 device
->cursorHeight
= cursor_image
->resource
.height
;
3899 if (cursor_image
->resource
.width
== 32 && cursor_image
->resource
.height
== 32)
3901 UINT mask_size
= cursor_image
->resource
.width
* cursor_image
->resource
.height
/ 8;
3902 ICONINFO cursorInfo
;
3906 /* 32-bit user32 cursors ignore the alpha channel if it's all
3907 * zeroes, and use the mask instead. Fill the mask with all ones
3908 * to ensure we still get a fully transparent cursor. */
3909 maskBits
= HeapAlloc(GetProcessHeap(), 0, mask_size
);
3910 memset(maskBits
, 0xff, mask_size
);
3911 wined3d_surface_map(cursor_image
, &map_desc
, NULL
,
3912 WINED3D_MAP_NO_DIRTY_UPDATE
| WINED3D_MAP_READONLY
);
3913 TRACE("width: %u height: %u.\n", cursor_image
->resource
.width
, cursor_image
->resource
.height
);
3915 cursorInfo
.fIcon
= FALSE
;
3916 cursorInfo
.xHotspot
= x_hotspot
;
3917 cursorInfo
.yHotspot
= y_hotspot
;
3918 cursorInfo
.hbmMask
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
3920 cursorInfo
.hbmColor
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
3921 1, 32, map_desc
.data
);
3922 wined3d_surface_unmap(cursor_image
);
3923 /* Create our cursor and clean up. */
3924 cursor
= CreateIconIndirect(&cursorInfo
);
3925 if (cursorInfo
.hbmMask
) DeleteObject(cursorInfo
.hbmMask
);
3926 if (cursorInfo
.hbmColor
) DeleteObject(cursorInfo
.hbmColor
);
3927 if (device
->hardwareCursor
) DestroyCursor(device
->hardwareCursor
);
3928 device
->hardwareCursor
= cursor
;
3929 if (device
->bCursorVisible
) SetCursor( cursor
);
3930 HeapFree(GetProcessHeap(), 0, maskBits
);
3934 device
->xHotSpot
= x_hotspot
;
3935 device
->yHotSpot
= y_hotspot
;
3939 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
3940 int x_screen_space
, int y_screen_space
, DWORD flags
)
3942 TRACE("device %p, x %d, y %d, flags %#x.\n",
3943 device
, x_screen_space
, y_screen_space
, flags
);
3945 device
->xScreenSpace
= x_screen_space
;
3946 device
->yScreenSpace
= y_screen_space
;
3948 if (device
->hardwareCursor
)
3952 GetCursorPos( &pt
);
3953 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
3955 SetCursorPos( x_screen_space
, y_screen_space
);
3957 /* Switch to the software cursor if position diverges from the hardware one. */
3958 GetCursorPos( &pt
);
3959 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
3961 if (device
->bCursorVisible
) SetCursor( NULL
);
3962 DestroyCursor( device
->hardwareCursor
);
3963 device
->hardwareCursor
= 0;
3968 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
3970 BOOL oldVisible
= device
->bCursorVisible
;
3972 TRACE("device %p, show %#x.\n", device
, show
);
3975 * When ShowCursor is first called it should make the cursor appear at the OS's last
3976 * known cursor position.
3978 if (show
&& !oldVisible
)
3982 device
->xScreenSpace
= pt
.x
;
3983 device
->yScreenSpace
= pt
.y
;
3986 if (device
->hardwareCursor
)
3988 device
->bCursorVisible
= show
;
3990 SetCursor(device
->hardwareCursor
);
3994 else if (device
->cursor_texture
)
3996 device
->bCursorVisible
= show
;
4002 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
4004 struct wined3d_resource
*resource
, *cursor
;
4006 TRACE("device %p.\n", device
);
4008 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4010 TRACE("Checking resource %p for eviction.\n", resource
);
4012 if (resource
->pool
== WINED3D_POOL_MANAGED
&& !resource
->map_count
)
4014 TRACE("Evicting %p.\n", resource
);
4015 resource
->resource_ops
->resource_unload(resource
);
4019 /* Invalidate stream sources, the buffer(s) may have been evicted. */
4020 device_invalidate_state(device
, STATE_STREAMSRC
);
4023 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4025 struct wined3d_resource
*resource
, *cursor
;
4026 const struct wined3d_gl_info
*gl_info
;
4027 struct wined3d_context
*context
;
4028 struct wined3d_shader
*shader
;
4030 context
= context_acquire(device
, NULL
);
4031 gl_info
= context
->gl_info
;
4033 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4035 TRACE("Unloading resource %p.\n", resource
);
4037 resource
->resource_ops
->resource_unload(resource
);
4040 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
4042 device
->shader_backend
->shader_destroy(shader
);
4045 if (device
->depth_blt_texture
)
4047 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
4048 device
->depth_blt_texture
= 0;
4051 device
->blitter
->free_private(device
);
4052 device
->shader_backend
->shader_free_private(device
);
4053 destroy_dummy_textures(device
, gl_info
);
4055 context_release(context
);
4057 while (device
->context_count
)
4059 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
4062 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4063 swapchain
->context
= NULL
;
4066 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4068 struct wined3d_context
*context
;
4069 struct wined3d_surface
*target
;
4072 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
4073 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
4075 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
4079 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
4081 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
4082 device
->shader_backend
->shader_free_private(device
);
4086 /* Recreate the primary swapchain's context */
4087 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
4088 if (!swapchain
->context
)
4090 ERR("Failed to allocate memory for swapchain context array.\n");
4091 device
->blitter
->free_private(device
);
4092 device
->shader_backend
->shader_free_private(device
);
4093 return E_OUTOFMEMORY
;
4096 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
4097 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
4099 WARN("Failed to create context.\n");
4100 device
->blitter
->free_private(device
);
4101 device
->shader_backend
->shader_free_private(device
);
4102 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4106 swapchain
->context
[0] = context
;
4107 swapchain
->num_contexts
= 1;
4108 create_dummy_textures(device
, context
);
4109 context_release(context
);
4114 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
4115 const struct wined3d_swapchain_desc
*swapchain_desc
, const struct wined3d_display_mode
*mode
,
4116 wined3d_device_reset_cb callback
, BOOL reset_state
)
4118 struct wined3d_resource
*resource
, *cursor
;
4119 struct wined3d_swapchain
*swapchain
;
4120 struct wined3d_display_mode m
;
4121 BOOL DisplayModeChanged
= FALSE
;
4122 BOOL update_desc
= FALSE
;
4123 UINT backbuffer_width
= swapchain_desc
->backbuffer_width
;
4124 UINT backbuffer_height
= swapchain_desc
->backbuffer_height
;
4125 HRESULT hr
= WINED3D_OK
;
4128 TRACE("device %p, swapchain_desc %p, mode %p, callback %p.\n", device
, swapchain_desc
, mode
, callback
);
4130 if (!(swapchain
= wined3d_device_get_swapchain(device
, 0)))
4132 ERR("Failed to get the first implicit swapchain.\n");
4133 return WINED3DERR_INVALIDCALL
;
4138 if (device
->logo_texture
)
4140 wined3d_texture_decref(device
->logo_texture
);
4141 device
->logo_texture
= NULL
;
4143 if (device
->cursor_texture
)
4145 wined3d_texture_decref(device
->cursor_texture
);
4146 device
->cursor_texture
= NULL
;
4148 state_unbind_resources(&device
->state
);
4151 if (device
->fb
.render_targets
)
4153 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4155 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
4157 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
4158 wined3d_device_set_render_target(device
, 0, swapchain
->back_buffers
[0], FALSE
);
4160 wined3d_device_set_depth_stencil(device
, NULL
);
4162 if (device
->onscreen_depth_stencil
)
4164 wined3d_surface_decref(device
->onscreen_depth_stencil
);
4165 device
->onscreen_depth_stencil
= NULL
;
4170 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4172 TRACE("Enumerating resource %p.\n", resource
);
4173 if (FAILED(hr
= callback(resource
)))
4178 /* Is it necessary to recreate the gl context? Actually every setting can be changed
4179 * on an existing gl context, so there's no real need for recreation.
4181 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
4183 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
4185 TRACE("New params:\n");
4186 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
4187 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
4188 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
4189 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
4190 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
4191 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
4192 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
4193 TRACE("device_window %p\n", swapchain_desc
->device_window
);
4194 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
4195 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
4196 if (swapchain_desc
->enable_auto_depth_stencil
)
4197 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
4198 TRACE("flags %#x\n", swapchain_desc
->flags
);
4199 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
4200 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
4201 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
4203 /* No special treatment of these parameters. Just store them */
4204 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
4205 swapchain
->desc
.enable_auto_depth_stencil
= swapchain_desc
->enable_auto_depth_stencil
;
4206 swapchain
->desc
.auto_depth_stencil_format
= swapchain_desc
->auto_depth_stencil_format
;
4207 swapchain
->desc
.flags
= swapchain_desc
->flags
;
4208 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
4209 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
4210 swapchain
->desc
.auto_restore_display_mode
= swapchain_desc
->auto_restore_display_mode
;
4212 /* What to do about these? */
4213 if (swapchain_desc
->backbuffer_count
4214 && swapchain_desc
->backbuffer_count
!= swapchain
->desc
.backbuffer_count
)
4215 FIXME("Cannot change the back buffer count yet.\n");
4217 if (swapchain_desc
->device_window
4218 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
4220 TRACE("Changing the device window from %p to %p.\n",
4221 swapchain
->desc
.device_window
, swapchain_desc
->device_window
);
4222 swapchain
->desc
.device_window
= swapchain_desc
->device_window
;
4223 swapchain
->device_window
= swapchain_desc
->device_window
;
4224 wined3d_swapchain_set_window(swapchain
, NULL
);
4227 if (swapchain_desc
->enable_auto_depth_stencil
&& !device
->auto_depth_stencil
)
4229 struct wined3d_resource_desc surface_desc
;
4231 TRACE("Creating the depth stencil buffer\n");
4233 surface_desc
.resource_type
= WINED3D_RTYPE_SURFACE
;
4234 surface_desc
.format
= swapchain_desc
->auto_depth_stencil_format
;
4235 surface_desc
.multisample_type
= swapchain_desc
->multisample_type
;
4236 surface_desc
.multisample_quality
= swapchain_desc
->multisample_quality
;
4237 surface_desc
.usage
= WINED3DUSAGE_DEPTHSTENCIL
;
4238 surface_desc
.pool
= WINED3D_POOL_DEFAULT
;
4239 surface_desc
.width
= swapchain_desc
->backbuffer_width
;
4240 surface_desc
.height
= swapchain_desc
->backbuffer_height
;
4241 surface_desc
.depth
= 1;
4242 surface_desc
.size
= 0;
4244 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_surface(device
->device_parent
,
4245 device
->device_parent
, &surface_desc
, &device
->auto_depth_stencil
)))
4247 ERR("Failed to create the depth stencil buffer, hr %#x.\n", hr
);
4248 return WINED3DERR_INVALIDCALL
;
4252 /* Reset the depth stencil */
4253 if (swapchain_desc
->enable_auto_depth_stencil
)
4254 wined3d_device_set_depth_stencil(device
, device
->auto_depth_stencil
);
4258 DisplayModeChanged
= TRUE
;
4261 else if (swapchain_desc
->windowed
)
4263 m
= swapchain
->original_mode
;
4267 m
.width
= swapchain_desc
->backbuffer_width
;
4268 m
.height
= swapchain_desc
->backbuffer_height
;
4269 m
.refresh_rate
= swapchain_desc
->refresh_rate
;
4270 m
.format_id
= swapchain_desc
->backbuffer_format
;
4271 m
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
4274 if (!backbuffer_width
|| !backbuffer_height
)
4276 /* The application is requesting that either the swapchain width or
4277 * height be set to the corresponding dimension in the window's
4282 if (!swapchain_desc
->windowed
)
4283 return WINED3DERR_INVALIDCALL
;
4285 if (!GetClientRect(swapchain
->device_window
, &client_rect
))
4287 ERR("Failed to get client rect, last error %#x.\n", GetLastError());
4288 return WINED3DERR_INVALIDCALL
;
4291 if (!backbuffer_width
)
4292 backbuffer_width
= client_rect
.right
;
4294 if (!backbuffer_height
)
4295 backbuffer_height
= client_rect
.bottom
;
4298 if (backbuffer_width
!= swapchain
->desc
.backbuffer_width
4299 || backbuffer_height
!= swapchain
->desc
.backbuffer_height
)
4301 if (!swapchain_desc
->windowed
)
4302 DisplayModeChanged
= TRUE
;
4304 swapchain
->desc
.backbuffer_width
= backbuffer_width
;
4305 swapchain
->desc
.backbuffer_height
= backbuffer_height
;
4309 if (swapchain_desc
->backbuffer_format
!= WINED3DFMT_UNKNOWN
4310 && swapchain_desc
->backbuffer_format
!= swapchain
->desc
.backbuffer_format
)
4312 swapchain
->desc
.backbuffer_format
= swapchain_desc
->backbuffer_format
;
4316 if (swapchain_desc
->multisample_type
!= swapchain
->desc
.multisample_type
4317 || swapchain_desc
->multisample_quality
!= swapchain
->desc
.multisample_quality
)
4319 swapchain
->desc
.multisample_type
= swapchain_desc
->multisample_type
;
4320 swapchain
->desc
.multisample_quality
= swapchain_desc
->multisample_quality
;
4328 if (FAILED(hr
= wined3d_surface_update_desc(swapchain
->front_buffer
, swapchain
->desc
.backbuffer_width
,
4329 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
4330 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
, NULL
, 0)))
4333 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
4335 if (FAILED(hr
= wined3d_surface_update_desc(swapchain
->back_buffers
[i
], swapchain
->desc
.backbuffer_width
,
4336 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
4337 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
, NULL
, 0)))
4340 if (device
->auto_depth_stencil
)
4342 if (FAILED(hr
= wined3d_surface_update_desc(device
->auto_depth_stencil
, swapchain
->desc
.backbuffer_width
,
4343 swapchain
->desc
.backbuffer_height
, device
->auto_depth_stencil
->resource
.format
->id
,
4344 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
, NULL
, 0)))
4349 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
4350 || DisplayModeChanged
)
4352 if (FAILED(hr
= wined3d_set_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &m
)))
4354 WARN("Failed to set display mode, hr %#x.\n", hr
);
4355 return WINED3DERR_INVALIDCALL
;
4358 if (!swapchain_desc
->windowed
)
4360 if (swapchain
->desc
.windowed
)
4362 HWND focus_window
= device
->create_parms
.focus_window
;
4364 focus_window
= swapchain_desc
->device_window
;
4365 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
4367 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
4371 /* switch from windowed to fs */
4372 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4373 swapchain_desc
->backbuffer_width
,
4374 swapchain_desc
->backbuffer_height
);
4378 /* Fullscreen -> fullscreen mode change */
4379 MoveWindow(swapchain
->device_window
, 0, 0,
4380 swapchain_desc
->backbuffer_width
,
4381 swapchain_desc
->backbuffer_height
,
4385 else if (!swapchain
->desc
.windowed
)
4387 /* Fullscreen -> windowed switch */
4388 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
4389 wined3d_device_release_focus_window(device
);
4391 swapchain
->desc
.windowed
= swapchain_desc
->windowed
;
4393 else if (!swapchain_desc
->windowed
)
4395 DWORD style
= device
->style
;
4396 DWORD exStyle
= device
->exStyle
;
4397 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
4398 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
4399 * Reset to clear up their mess. Guild Wars also loses the device during that.
4402 device
->exStyle
= 0;
4403 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4404 swapchain_desc
->backbuffer_width
,
4405 swapchain_desc
->backbuffer_height
);
4406 device
->style
= style
;
4407 device
->exStyle
= exStyle
;
4412 TRACE("Resetting stateblock.\n");
4413 if (device
->recording
)
4415 wined3d_stateblock_decref(device
->recording
);
4416 device
->recording
= NULL
;
4418 wined3d_cs_emit_reset_state(device
->cs
);
4419 state_cleanup(&device
->state
);
4421 if (device
->d3d_initialized
)
4422 delete_opengl_contexts(device
, swapchain
);
4424 if (FAILED(hr
= state_init(&device
->state
, &device
->fb
, &device
->adapter
->gl_info
,
4425 &device
->adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
)))
4426 ERR("Failed to initialize device state, hr %#x.\n", hr
);
4427 device
->update_state
= &device
->state
;
4429 device_init_swapchain_state(device
, swapchain
);
4433 struct wined3d_surface
*rt
= device
->fb
.render_targets
[0];
4434 struct wined3d_state
*state
= &device
->state
;
4436 /* Note the min_z / max_z is not reset. */
4437 state
->viewport
.x
= 0;
4438 state
->viewport
.y
= 0;
4439 state
->viewport
.width
= rt
->resource
.width
;
4440 state
->viewport
.height
= rt
->resource
.height
;
4441 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4443 state
->scissor_rect
.top
= 0;
4444 state
->scissor_rect
.left
= 0;
4445 state
->scissor_rect
.right
= rt
->resource
.width
;
4446 state
->scissor_rect
.bottom
= rt
->resource
.height
;
4447 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4450 swapchain_update_render_to_fbo(swapchain
);
4451 swapchain_update_draw_bindings(swapchain
);
4453 if (reset_state
&& device
->d3d_initialized
)
4454 hr
= create_primary_opengl_context(device
, swapchain
);
4456 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
4462 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
4464 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
4466 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
4472 void CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
4473 struct wined3d_device_creation_parameters
*parameters
)
4475 TRACE("device %p, parameters %p.\n", device
, parameters
);
4477 *parameters
= device
->create_parms
;
4480 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
4481 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
4483 struct wined3d_swapchain
*swapchain
;
4485 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
4486 device
, swapchain_idx
, flags
, ramp
);
4488 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4489 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
4492 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
4493 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
4495 struct wined3d_swapchain
*swapchain
;
4497 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
4498 device
, swapchain_idx
, ramp
);
4500 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4501 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
4504 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4506 TRACE("device %p, resource %p.\n", device
, resource
);
4508 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
4511 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4513 TRACE("device %p, resource %p.\n", device
, resource
);
4515 list_remove(&resource
->resource_list_entry
);
4518 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4520 enum wined3d_resource_type type
= resource
->type
;
4523 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
4525 context_resource_released(device
, resource
, type
);
4529 case WINED3D_RTYPE_SURFACE
:
4531 struct wined3d_surface
*surface
= surface_from_resource(resource
);
4533 if (!device
->d3d_initialized
) break;
4535 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4537 if (device
->fb
.render_targets
[i
] == surface
)
4539 ERR("Surface %p is still in use as render target %u.\n", surface
, i
);
4540 device
->fb
.render_targets
[i
] = NULL
;
4544 if (device
->fb
.depth_stencil
== surface
)
4546 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface
);
4547 device
->fb
.depth_stencil
= NULL
;
4552 case WINED3D_RTYPE_TEXTURE
:
4553 case WINED3D_RTYPE_CUBE_TEXTURE
:
4554 case WINED3D_RTYPE_VOLUME_TEXTURE
:
4555 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4557 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
4559 if (device
->state
.textures
[i
] == texture
)
4561 ERR("Texture %p is still in use, stage %u.\n", texture
, i
);
4562 device
->state
.textures
[i
] = NULL
;
4565 if (device
->recording
&& device
->update_state
->textures
[i
] == texture
)
4567 ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n",
4568 texture
, device
->recording
, i
);
4569 device
->update_state
->textures
[i
] = NULL
;
4574 case WINED3D_RTYPE_BUFFER
:
4576 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
4578 for (i
= 0; i
< MAX_STREAMS
; ++i
)
4580 if (device
->state
.streams
[i
].buffer
== buffer
)
4582 ERR("Buffer %p is still in use, stream %u.\n", buffer
, i
);
4583 device
->state
.streams
[i
].buffer
= NULL
;
4586 if (device
->recording
&& device
->update_state
->streams
[i
].buffer
== buffer
)
4588 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
4589 buffer
, device
->recording
, i
);
4590 device
->update_state
->streams
[i
].buffer
= NULL
;
4594 if (device
->state
.index_buffer
== buffer
)
4596 ERR("Buffer %p is still in use as index buffer.\n", buffer
);
4597 device
->state
.index_buffer
= NULL
;
4600 if (device
->recording
&& device
->update_state
->index_buffer
== buffer
)
4602 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
4603 buffer
, device
->recording
);
4604 device
->update_state
->index_buffer
= NULL
;
4613 /* Remove the resource from the resourceStore */
4614 device_resource_remove(device
, resource
);
4616 TRACE("Resource released.\n");
4619 struct wined3d_surface
* CDECL
wined3d_device_get_surface_from_dc(const struct wined3d_device
*device
, HDC dc
)
4621 struct wined3d_resource
*resource
;
4623 TRACE("device %p, dc %p.\n", device
, dc
);
4628 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4630 if (resource
->type
== WINED3D_RTYPE_SURFACE
)
4632 struct wined3d_surface
*s
= surface_from_resource(resource
);
4636 TRACE("Found surface %p for dc %p.\n", s
, dc
);
4645 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
4646 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
4647 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
4649 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
4650 const struct fragment_pipeline
*fragment_pipeline
;
4651 const struct wined3d_vertex_pipe_ops
*vertex_pipeline
;
4656 device
->wined3d
= wined3d
;
4657 wined3d_incref(device
->wined3d
);
4658 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
4659 device
->device_parent
= device_parent
;
4660 list_init(&device
->resources
);
4661 list_init(&device
->shaders
);
4662 device
->surface_alignment
= surface_alignment
;
4664 /* Save the creation parameters. */
4665 device
->create_parms
.adapter_idx
= adapter_idx
;
4666 device
->create_parms
.device_type
= device_type
;
4667 device
->create_parms
.focus_window
= focus_window
;
4668 device
->create_parms
.flags
= flags
;
4670 device
->shader_backend
= adapter
->shader_backend
;
4672 vertex_pipeline
= adapter
->vertex_pipe
;
4674 fragment_pipeline
= adapter
->fragment_pipe
;
4676 if (vertex_pipeline
->vp_states
&& fragment_pipeline
->states
4677 && FAILED(hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
,
4678 &adapter
->gl_info
, &adapter
->d3d_info
, vertex_pipeline
,
4679 fragment_pipeline
, misc_state_template
)))
4681 ERR("Failed to compile state table, hr %#x.\n", hr
);
4682 wined3d_decref(device
->wined3d
);
4686 device
->blitter
= adapter
->blitter
;
4688 if (FAILED(hr
= state_init(&device
->state
, &device
->fb
, &adapter
->gl_info
,
4689 &adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
)))
4691 ERR("Failed to initialize device state, hr %#x.\n", hr
);
4694 device
->update_state
= &device
->state
;
4696 if (!(device
->cs
= wined3d_cs_create(device
)))
4698 WARN("Failed to create command stream.\n");
4699 state_cleanup(&device
->state
);
4707 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
4709 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
4711 wined3d_decref(device
->wined3d
);
4716 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
4718 DWORD rep
= device
->StateTable
[state
].representative
;
4719 struct wined3d_context
*context
;
4724 for (i
= 0; i
< device
->context_count
; ++i
)
4726 context
= device
->contexts
[i
];
4727 if(isStateDirty(context
, rep
)) continue;
4729 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
4730 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
4731 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
4732 context
->isStateDirty
[idx
] |= (1 << shift
);
4736 void get_drawable_size_fbo(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
4738 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
4739 *width
= context
->current_rt
->pow2Width
;
4740 *height
= context
->current_rt
->pow2Height
;
4743 void get_drawable_size_backbuffer(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
4745 const struct wined3d_swapchain
*swapchain
= context
->swapchain
;
4746 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
4747 * current context's drawable, which is the size of the back buffer of the swapchain
4748 * the active context belongs to. */
4749 *width
= swapchain
->desc
.backbuffer_width
;
4750 *height
= swapchain
->desc
.backbuffer_height
;
4753 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
4754 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
4756 if (device
->filter_messages
)
4758 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
4759 window
, message
, wparam
, lparam
);
4761 return DefWindowProcW(window
, message
, wparam
, lparam
);
4763 return DefWindowProcA(window
, message
, wparam
, lparam
);
4766 if (message
== WM_DESTROY
)
4768 TRACE("unregister window %p.\n", window
);
4769 wined3d_unregister_window(window
);
4771 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
4772 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
4774 else if (message
== WM_DISPLAYCHANGE
)
4776 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
4778 else if (message
== WM_ACTIVATEAPP
)
4780 device
->device_parent
->ops
->activate(device
->device_parent
, wparam
);
4784 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
4786 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);