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 /**********************************************************
56 * Global variable / Constants follow
57 **********************************************************/
58 const struct wined3d_matrix identity
=
60 1.0f
, 0.0f
, 0.0f
, 0.0f
,
61 0.0f
, 1.0f
, 0.0f
, 0.0f
,
62 0.0f
, 0.0f
, 1.0f
, 0.0f
,
63 0.0f
, 0.0f
, 0.0f
, 1.0f
,
64 }}}; /* When needed for comparisons */
66 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
67 * actually have the same values in GL and D3D. */
68 GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
70 switch(primitive_type
)
72 case WINED3D_PT_POINTLIST
:
75 case WINED3D_PT_LINELIST
:
78 case WINED3D_PT_LINESTRIP
:
81 case WINED3D_PT_TRIANGLELIST
:
84 case WINED3D_PT_TRIANGLESTRIP
:
85 return GL_TRIANGLE_STRIP
;
87 case WINED3D_PT_TRIANGLEFAN
:
88 return GL_TRIANGLE_FAN
;
90 case WINED3D_PT_LINELIST_ADJ
:
91 return GL_LINES_ADJACENCY_ARB
;
93 case WINED3D_PT_LINESTRIP_ADJ
:
94 return GL_LINE_STRIP_ADJACENCY_ARB
;
96 case WINED3D_PT_TRIANGLELIST_ADJ
:
97 return GL_TRIANGLES_ADJACENCY_ARB
;
99 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
100 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
103 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
108 static enum wined3d_primitive_type
d3d_primitive_type_from_gl(GLenum primitive_type
)
110 switch(primitive_type
)
113 return WINED3D_PT_POINTLIST
;
116 return WINED3D_PT_LINELIST
;
119 return WINED3D_PT_LINESTRIP
;
122 return WINED3D_PT_TRIANGLELIST
;
124 case GL_TRIANGLE_STRIP
:
125 return WINED3D_PT_TRIANGLESTRIP
;
127 case GL_TRIANGLE_FAN
:
128 return WINED3D_PT_TRIANGLEFAN
;
130 case GL_LINES_ADJACENCY_ARB
:
131 return WINED3D_PT_LINELIST_ADJ
;
133 case GL_LINE_STRIP_ADJACENCY_ARB
:
134 return WINED3D_PT_LINESTRIP_ADJ
;
136 case GL_TRIANGLES_ADJACENCY_ARB
:
137 return WINED3D_PT_TRIANGLELIST_ADJ
;
139 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
140 return WINED3D_PT_TRIANGLESTRIP_ADJ
;
143 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
144 return WINED3D_PT_UNDEFINED
;
148 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
150 if ((usage
== WINED3D_DECL_USAGE_POSITION
|| usage
== WINED3D_DECL_USAGE_POSITIONT
) && !usage_idx
)
151 *regnum
= WINED3D_FFP_POSITION
;
152 else if (usage
== WINED3D_DECL_USAGE_BLEND_WEIGHT
&& !usage_idx
)
153 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
154 else if (usage
== WINED3D_DECL_USAGE_BLEND_INDICES
&& !usage_idx
)
155 *regnum
= WINED3D_FFP_BLENDINDICES
;
156 else if (usage
== WINED3D_DECL_USAGE_NORMAL
&& !usage_idx
)
157 *regnum
= WINED3D_FFP_NORMAL
;
158 else if (usage
== WINED3D_DECL_USAGE_PSIZE
&& !usage_idx
)
159 *regnum
= WINED3D_FFP_PSIZE
;
160 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& !usage_idx
)
161 *regnum
= WINED3D_FFP_DIFFUSE
;
162 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& usage_idx
== 1)
163 *regnum
= WINED3D_FFP_SPECULAR
;
164 else if (usage
== WINED3D_DECL_USAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
165 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
168 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage
), usage_idx
);
176 /* Context activation is done by the caller. */
177 void device_stream_info_from_declaration(struct wined3d_device
*device
, struct wined3d_stream_info
*stream_info
)
179 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
180 /* We need to deal with frequency data! */
181 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
185 stream_info
->use_map
= 0;
186 stream_info
->swizzle_map
= 0;
188 /* Check for transformed vertices, disable vertex shader if present. */
189 stream_info
->position_transformed
= declaration
->position_transformed
;
190 use_vshader
= state
->vertex_shader
&& !declaration
->position_transformed
;
192 /* Translate the declaration into strided data. */
193 for (i
= 0; i
< declaration
->element_count
; ++i
)
195 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
196 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
197 struct wined3d_buffer
*buffer
= stream
->buffer
;
198 struct wined3d_bo_address data
;
203 TRACE("%p Element %p (%u of %u)\n", declaration
->elements
,
204 element
, i
+ 1, declaration
->element_count
);
206 if (!buffer
) continue;
208 data
.buffer_object
= 0;
211 stride
= stream
->stride
;
212 if (state
->user_stream
)
214 TRACE("Stream %u is UP, %p\n", element
->input_slot
, buffer
);
215 data
.buffer_object
= 0;
216 data
.addr
= (BYTE
*)buffer
;
220 TRACE("Stream %u isn't UP, %p\n", element
->input_slot
, buffer
);
221 buffer_get_memory(buffer
, &device
->adapter
->gl_info
, &data
);
223 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
224 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
225 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
226 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
227 * not, drawStridedSlow is needed, including a vertex buffer path. */
228 if (state
->load_base_vertex_index
< 0)
230 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
231 state
->load_base_vertex_index
);
232 data
.buffer_object
= 0;
233 data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
);
234 if ((UINT_PTR
)data
.addr
< -state
->load_base_vertex_index
* stride
)
236 FIXME("System memory vertex data load offset is negative!\n");
240 data
.addr
+= element
->offset
;
242 TRACE("offset %u input_slot %u usage_idx %d\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
246 if (element
->output_slot
== ~0U)
248 /* TODO: Assuming vertexdeclarations are usually used with the
249 * same or a similar shader, it might be worth it to store the
250 * last used output slot and try that one first. */
251 stride_used
= vshader_get_input(state
->vertex_shader
,
252 element
->usage
, element
->usage_idx
, &idx
);
256 idx
= element
->output_slot
;
262 if (!element
->ffp_valid
)
264 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
265 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
270 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
276 TRACE("Load %s array %u [usage %s, usage_idx %u, "
277 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
278 use_vshader
? "shader": "fixed function", idx
,
279 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
280 element
->offset
, stride
, debug_d3dformat(element
->format
->id
), data
.buffer_object
);
282 data
.addr
+= stream
->offset
;
284 stream_info
->elements
[idx
].format
= element
->format
;
285 stream_info
->elements
[idx
].data
= data
;
286 stream_info
->elements
[idx
].stride
= stride
;
287 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
289 if (!device
->adapter
->gl_info
.supported
[ARB_VERTEX_ARRAY_BGRA
]
290 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
292 stream_info
->swizzle_map
|= 1 << idx
;
294 stream_info
->use_map
|= 1 << idx
;
298 device
->num_buffer_queries
= 0;
299 if (!state
->user_stream
)
301 WORD map
= stream_info
->use_map
;
302 stream_info
->all_vbo
= 1;
304 /* PreLoad all the vertex buffers. */
305 for (i
= 0; map
; map
>>= 1, ++i
)
307 struct wined3d_stream_info_element
*element
;
308 struct wined3d_buffer
*buffer
;
310 if (!(map
& 1)) continue;
312 element
= &stream_info
->elements
[i
];
313 buffer
= state
->streams
[element
->stream_idx
].buffer
;
314 wined3d_buffer_preload(buffer
);
316 /* If the preload dropped the buffer object, update the stream info. */
317 if (buffer
->buffer_object
!= element
->data
.buffer_object
)
319 element
->data
.buffer_object
= 0;
320 element
->data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
)
321 + (ptrdiff_t)element
->data
.addr
;
324 if (!buffer
->buffer_object
)
325 stream_info
->all_vbo
= 0;
328 device
->buffer_queries
[device
->num_buffer_queries
++] = buffer
->query
;
333 stream_info
->all_vbo
= 0;
337 static void stream_info_element_from_strided(const struct wined3d_gl_info
*gl_info
,
338 const struct wined3d_strided_element
*strided
, struct wined3d_stream_info_element
*e
)
340 e
->data
.addr
= strided
->data
;
341 e
->data
.buffer_object
= 0;
342 e
->format
= wined3d_get_format(gl_info
, strided
->format
);
343 e
->stride
= strided
->stride
;
347 static void device_stream_info_from_strided(const struct wined3d_gl_info
*gl_info
,
348 const struct wined3d_strided_data
*strided
, struct wined3d_stream_info
*stream_info
)
352 memset(stream_info
, 0, sizeof(*stream_info
));
354 if (strided
->position
.data
)
355 stream_info_element_from_strided(gl_info
, &strided
->position
, &stream_info
->elements
[WINED3D_FFP_POSITION
]);
356 if (strided
->normal
.data
)
357 stream_info_element_from_strided(gl_info
, &strided
->normal
, &stream_info
->elements
[WINED3D_FFP_NORMAL
]);
358 if (strided
->diffuse
.data
)
359 stream_info_element_from_strided(gl_info
, &strided
->diffuse
, &stream_info
->elements
[WINED3D_FFP_DIFFUSE
]);
360 if (strided
->specular
.data
)
361 stream_info_element_from_strided(gl_info
, &strided
->specular
, &stream_info
->elements
[WINED3D_FFP_SPECULAR
]);
363 for (i
= 0; i
< WINED3DDP_MAXTEXCOORD
; ++i
)
365 if (strided
->tex_coords
[i
].data
)
366 stream_info_element_from_strided(gl_info
, &strided
->tex_coords
[i
],
367 &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ i
]);
370 stream_info
->position_transformed
= strided
->position_transformed
;
372 for (i
= 0; i
< sizeof(stream_info
->elements
) / sizeof(*stream_info
->elements
); ++i
)
374 if (!stream_info
->elements
[i
].format
) continue;
376 if (!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
377 && stream_info
->elements
[i
].format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
379 stream_info
->swizzle_map
|= 1 << i
;
381 stream_info
->use_map
|= 1 << i
;
385 static void device_trace_strided_stream_info(const struct wined3d_stream_info
*stream_info
)
387 TRACE("Strided Data:\n");
388 TRACE_STRIDED(stream_info
, WINED3D_FFP_POSITION
);
389 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDWEIGHT
);
390 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDINDICES
);
391 TRACE_STRIDED(stream_info
, WINED3D_FFP_NORMAL
);
392 TRACE_STRIDED(stream_info
, WINED3D_FFP_PSIZE
);
393 TRACE_STRIDED(stream_info
, WINED3D_FFP_DIFFUSE
);
394 TRACE_STRIDED(stream_info
, WINED3D_FFP_SPECULAR
);
395 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD0
);
396 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD1
);
397 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD2
);
398 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD3
);
399 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD4
);
400 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD5
);
401 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD6
);
402 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD7
);
405 /* Context activation is done by the caller. */
406 void device_update_stream_info(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
408 struct wined3d_stream_info
*stream_info
= &device
->strided_streams
;
409 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
410 DWORD prev_all_vbo
= stream_info
->all_vbo
;
412 if (device
->up_strided
)
414 /* Note: this is a ddraw fixed-function code path. */
415 TRACE("=============================== Strided Input ================================\n");
416 device_stream_info_from_strided(gl_info
, device
->up_strided
, stream_info
);
417 if (TRACE_ON(d3d
)) device_trace_strided_stream_info(stream_info
);
421 TRACE("============================= Vertex Declaration =============================\n");
422 device_stream_info_from_declaration(device
, stream_info
);
425 if (state
->vertex_shader
&& !stream_info
->position_transformed
)
427 if (state
->vertex_declaration
->half_float_conv_needed
&& !stream_info
->all_vbo
)
429 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
430 device
->useDrawStridedSlow
= TRUE
;
434 device
->useDrawStridedSlow
= FALSE
;
439 WORD slow_mask
= (1 << WINED3D_FFP_PSIZE
);
440 slow_mask
|= -!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
441 & ((1 << WINED3D_FFP_DIFFUSE
) | (1 << WINED3D_FFP_SPECULAR
));
443 if ((stream_info
->position_transformed
|| (stream_info
->use_map
& slow_mask
)) && !stream_info
->all_vbo
)
445 device
->useDrawStridedSlow
= TRUE
;
449 device
->useDrawStridedSlow
= FALSE
;
453 if (prev_all_vbo
!= stream_info
->all_vbo
)
454 device_invalidate_state(device
, STATE_INDEXBUFFER
);
457 static void device_preload_texture(const struct wined3d_state
*state
, unsigned int idx
)
459 struct wined3d_texture
*texture
;
460 enum WINED3DSRGB srgb
;
462 if (!(texture
= state
->textures
[idx
])) return;
463 srgb
= state
->sampler_states
[idx
][WINED3D_SAMP_SRGB_TEXTURE
] ? SRGB_SRGB
: SRGB_RGB
;
464 texture
->texture_ops
->texture_preload(texture
, srgb
);
467 void device_preload_textures(const struct wined3d_device
*device
)
469 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
474 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
476 if (state
->vertex_shader
->reg_maps
.sampler_type
[i
])
477 device_preload_texture(state
, MAX_FRAGMENT_SAMPLERS
+ i
);
483 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
485 if (state
->pixel_shader
->reg_maps
.sampler_type
[i
])
486 device_preload_texture(state
, i
);
491 WORD ffu_map
= device
->fixed_function_usage_map
;
493 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
496 device_preload_texture(state
, i
);
501 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
503 struct wined3d_context
**new_array
;
505 TRACE("Adding context %p.\n", context
);
507 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
508 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
509 sizeof(*new_array
) * (device
->context_count
+ 1));
513 ERR("Failed to grow the context array.\n");
517 new_array
[device
->context_count
++] = context
;
518 device
->contexts
= new_array
;
522 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
524 struct wined3d_context
**new_array
;
528 TRACE("Removing context %p.\n", context
);
530 for (i
= 0; i
< device
->context_count
; ++i
)
532 if (device
->contexts
[i
] == context
)
541 ERR("Context %p doesn't exist in context array.\n", context
);
545 if (!--device
->context_count
)
547 HeapFree(GetProcessHeap(), 0, device
->contexts
);
548 device
->contexts
= NULL
;
552 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
553 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
556 ERR("Failed to shrink context array. Oh well.\n");
560 device
->contexts
= new_array
;
563 /* Do not call while under the GL lock. */
564 void device_switch_onscreen_ds(struct wined3d_device
*device
,
565 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
567 if (device
->onscreen_depth_stencil
)
569 surface_load_ds_location(device
->onscreen_depth_stencil
, context
, SFLAG_INTEXTURE
);
571 surface_modify_ds_location(device
->onscreen_depth_stencil
, SFLAG_INTEXTURE
,
572 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
573 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
574 wined3d_surface_decref(device
->onscreen_depth_stencil
);
576 device
->onscreen_depth_stencil
= depth_stencil
;
577 wined3d_surface_incref(device
->onscreen_depth_stencil
);
580 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
582 /* partial draw rect */
583 if (draw_rect
->left
|| draw_rect
->top
584 || draw_rect
->right
< target
->resource
.width
585 || draw_rect
->bottom
< target
->resource
.height
)
588 /* partial clear rect */
589 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
590 || clear_rect
->right
< target
->resource
.width
591 || clear_rect
->bottom
< target
->resource
.height
))
597 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
598 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
, RECT
*out_rect
)
600 RECT current_rect
, r
;
602 if (ds
->flags
& location
)
603 SetRect(¤t_rect
, 0, 0,
604 ds
->ds_current_size
.cx
,
605 ds
->ds_current_size
.cy
);
607 SetRectEmpty(¤t_rect
);
609 IntersectRect(&r
, draw_rect
, ¤t_rect
);
610 if (EqualRect(&r
, draw_rect
))
612 /* current_rect ⊇ draw_rect, modify only. */
613 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
617 if (EqualRect(&r
, ¤t_rect
))
619 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
623 /* Full clear, modify only. */
624 *out_rect
= *draw_rect
;
628 IntersectRect(&r
, draw_rect
, clear_rect
);
629 if (EqualRect(&r
, draw_rect
))
631 /* clear_rect ⊇ draw_rect, modify only. */
632 *out_rect
= *draw_rect
;
638 surface_load_ds_location(ds
, context
, location
);
639 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
642 /* Do not call while under the GL lock. */
643 void device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
644 UINT rect_count
, const RECT
*rects
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
645 float depth
, DWORD stencil
)
647 const RECT
*clear_rect
= (rect_count
> 0 && rects
) ? (const RECT
*)rects
: NULL
;
648 struct wined3d_surface
*target
= rt_count
? fb
->render_targets
[0] : NULL
;
649 const struct wined3d_gl_info
*gl_info
;
650 UINT drawable_width
, drawable_height
;
651 struct wined3d_context
*context
;
652 GLbitfield clear_mask
= 0;
653 BOOL render_offscreen
;
657 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
658 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
659 * for the cleared parts, and the untouched parts.
661 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
662 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
663 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
664 * checking all this if the dest surface is in the drawable anyway. */
665 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, clear_rect
))
667 for (i
= 0; i
< rt_count
; ++i
)
669 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
671 surface_load_location(rt
, rt
->draw_binding
, NULL
);
675 context
= context_acquire(device
, target
);
678 context_release(context
);
679 WARN("Invalid context, skipping clear.\n");
682 gl_info
= context
->gl_info
;
686 render_offscreen
= context
->render_offscreen
;
687 target
->get_drawable_size(context
, &drawable_width
, &drawable_height
);
691 render_offscreen
= TRUE
;
692 drawable_width
= fb
->depth_stencil
->pow2Width
;
693 drawable_height
= fb
->depth_stencil
->pow2Height
;
696 if (flags
& WINED3DCLEAR_ZBUFFER
)
698 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: SFLAG_INDRAWABLE
;
700 if (!render_offscreen
&& fb
->depth_stencil
!= device
->onscreen_depth_stencil
)
701 device_switch_onscreen_ds(device
, context
, fb
->depth_stencil
);
702 prepare_ds_clear(fb
->depth_stencil
, context
, location
,
703 draw_rect
, rect_count
, clear_rect
, &ds_rect
);
706 if (!context_apply_clear_state(context
, device
, rt_count
, fb
))
708 context_release(context
);
709 WARN("Failed to apply clear state, skipping clear.\n");
713 /* Only set the values up once, as they are not changing. */
714 if (flags
& WINED3DCLEAR_STENCIL
)
716 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
718 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
719 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
721 gl_info
->gl_ops
.gl
.p_glStencilMask(~0U);
722 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
723 gl_info
->gl_ops
.gl
.p_glClearStencil(stencil
);
724 checkGLcall("glClearStencil");
725 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
728 if (flags
& WINED3DCLEAR_ZBUFFER
)
730 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: SFLAG_INDRAWABLE
;
732 surface_modify_ds_location(fb
->depth_stencil
, location
, ds_rect
.right
, ds_rect
.bottom
);
734 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_TRUE
);
735 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
736 gl_info
->gl_ops
.gl
.p_glClearDepth(depth
);
737 checkGLcall("glClearDepth");
738 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
741 if (flags
& WINED3DCLEAR_TARGET
)
743 for (i
= 0; i
< rt_count
; ++i
)
745 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
748 surface_modify_location(rt
, rt
->draw_binding
, TRUE
);
751 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
752 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
753 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
754 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
755 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
756 gl_info
->gl_ops
.gl
.p_glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
757 checkGLcall("glClearColor");
758 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
763 if (render_offscreen
)
765 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, draw_rect
->top
,
766 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
770 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
771 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
773 checkGLcall("glScissor");
774 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
775 checkGLcall("glClear");
781 /* Now process each rect in turn. */
782 for (i
= 0; i
< rect_count
; ++i
)
784 /* Note that GL uses lower left, width/height. */
785 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
787 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
788 wine_dbgstr_rect(&clear_rect
[i
]),
789 wine_dbgstr_rect(¤t_rect
));
791 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
792 * The rectangle is not cleared, no error is returned, but further rectangles are
793 * still cleared if they are valid. */
794 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
796 TRACE("Rectangle with negative dimensions, ignoring.\n");
800 if (render_offscreen
)
802 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, current_rect
.top
,
803 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
807 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
808 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
810 checkGLcall("glScissor");
812 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
813 checkGLcall("glClear");
817 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
818 && target
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
819 && target
->container
.u
.swapchain
->front_buffer
== target
))
820 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
822 context_release(context
);
825 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
827 ULONG refcount
= InterlockedIncrement(&device
->ref
);
829 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
834 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
836 ULONG refcount
= InterlockedDecrement(&device
->ref
);
838 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
842 struct wined3d_stateblock
*stateblock
;
845 if (wined3d_stateblock_decref(device
->updateStateBlock
)
846 && device
->updateStateBlock
!= device
->stateBlock
)
847 FIXME("Something's still holding the update stateblock.\n");
848 device
->updateStateBlock
= NULL
;
850 stateblock
= device
->stateBlock
;
851 device
->stateBlock
= NULL
;
852 if (wined3d_stateblock_decref(stateblock
))
853 FIXME("Something's still holding the stateblock.\n");
855 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
857 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
858 device
->multistate_funcs
[i
] = NULL
;
861 if (!list_empty(&device
->resources
))
863 struct wined3d_resource
*resource
;
865 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
867 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
869 FIXME("Leftover resource %p with type %s (%#x).\n",
870 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
874 if (device
->contexts
)
875 ERR("Context array not freed!\n");
876 if (device
->hardwareCursor
)
877 DestroyCursor(device
->hardwareCursor
);
878 device
->hardwareCursor
= 0;
880 wined3d_decref(device
->wined3d
);
881 device
->wined3d
= NULL
;
882 HeapFree(GetProcessHeap(), 0, device
);
883 TRACE("Freed device %p.\n", device
);
889 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
891 TRACE("device %p.\n", device
);
893 return device
->swapchain_count
;
896 struct wined3d_swapchain
* CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
, UINT swapchain_idx
)
898 TRACE("device %p, swapchain_idx %u.\n", device
, swapchain_idx
);
900 if (swapchain_idx
>= device
->swapchain_count
)
902 WARN("swapchain_idx %u >= swapchain_count %u.\n",
903 swapchain_idx
, device
->swapchain_count
);
907 return device
->swapchains
[swapchain_idx
];
910 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
912 struct wined3d_color_key color_key
;
916 HDC dcb
= NULL
, dcs
= NULL
;
918 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
921 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
922 dcb
= CreateCompatibleDC(NULL
);
924 SelectObject(dcb
, hbm
);
928 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
931 memset(&bm
, 0, sizeof(bm
));
936 hr
= wined3d_surface_create(device
, bm
.bmWidth
, bm
.bmHeight
, WINED3DFMT_B5G6R5_UNORM
, 0,
937 WINED3D_POOL_SYSTEM_MEM
, WINED3D_MULTISAMPLE_NONE
, 0, WINED3D_SURFACE_TYPE_OPENGL
, WINED3D_SURFACE_MAPPABLE
,
938 NULL
, &wined3d_null_parent_ops
, &device
->logo_surface
);
941 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr
);
947 if (FAILED(hr
= wined3d_surface_getdc(device
->logo_surface
, &dcs
)))
949 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
950 wined3d_surface_releasedc(device
->logo_surface
, dcs
);
952 color_key
.color_space_low_value
= 0;
953 color_key
.color_space_high_value
= 0;
954 wined3d_surface_set_color_key(device
->logo_surface
, WINEDDCKEY_SRCBLT
, &color_key
);
958 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
959 /* Fill the surface with a white color to show that wined3d is there */
960 wined3d_device_color_fill(device
, device
->logo_surface
, NULL
, &c
);
964 if (dcb
) DeleteDC(dcb
);
965 if (hbm
) DeleteObject(hbm
);
968 /* Context activation is done by the caller. */
969 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
971 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
972 unsigned int i
, j
, count
;
973 /* Under DirectX you can sample even if no texture is bound, whereas
974 * OpenGL will only allow that when a valid texture is bound.
975 * We emulate this by creating dummy textures and binding them
976 * to each texture stage when the currently set D3D texture is NULL. */
978 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
980 /* The dummy texture does not have client storage backing */
981 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
982 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
985 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
986 for (i
= 0; i
< count
; ++i
)
988 DWORD color
= 0x000000ff;
990 /* Make appropriate texture active */
991 context_active_texture(context
, gl_info
, i
);
993 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_2d
[i
]);
994 checkGLcall("glGenTextures");
995 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
997 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
998 checkGLcall("glBindTexture");
1000 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0,
1001 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1002 checkGLcall("glTexImage2D");
1004 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1006 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_rect
[i
]);
1007 checkGLcall("glGenTextures");
1008 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
1010 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
1011 checkGLcall("glBindTexture");
1013 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0,
1014 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1015 checkGLcall("glTexImage2D");
1018 if (gl_info
->supported
[EXT_TEXTURE3D
])
1020 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_3d
[i
]);
1021 checkGLcall("glGenTextures");
1022 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
1024 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
1025 checkGLcall("glBindTexture");
1027 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
1028 checkGLcall("glTexImage3D");
1031 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1033 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_cube
[i
]);
1034 checkGLcall("glGenTextures");
1035 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
1037 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
1038 checkGLcall("glBindTexture");
1040 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
1042 gl_info
->gl_ops
.gl
.p_glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0,
1043 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1044 checkGLcall("glTexImage2D");
1049 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1051 /* Re-enable because if supported it is enabled by default */
1052 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1053 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1057 /* Context activation is done by the caller. */
1058 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
1060 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1062 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1064 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_cube
);
1065 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1068 if (gl_info
->supported
[EXT_TEXTURE3D
])
1070 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_3d
);
1071 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1074 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1076 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_rect
);
1077 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1080 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_2d
);
1081 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1083 memset(device
->dummy_texture_cube
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_cube
));
1084 memset(device
->dummy_texture_3d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_3d
));
1085 memset(device
->dummy_texture_rect
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_rect
));
1086 memset(device
->dummy_texture_2d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_2d
));
1089 static LONG
fullscreen_style(LONG style
)
1091 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1092 style
|= WS_POPUP
| WS_SYSMENU
;
1093 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
1098 static LONG
fullscreen_exstyle(LONG exstyle
)
1100 /* Filter out window decorations. */
1101 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
1106 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
1108 BOOL filter_messages
;
1109 LONG style
, exstyle
;
1111 TRACE("Setting up window %p for fullscreen mode.\n", window
);
1113 if (device
->style
|| device
->exStyle
)
1115 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1116 window
, device
->style
, device
->exStyle
);
1119 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
1120 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1122 style
= fullscreen_style(device
->style
);
1123 exstyle
= fullscreen_exstyle(device
->exStyle
);
1125 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1126 device
->style
, device
->exStyle
, style
, exstyle
);
1128 filter_messages
= device
->filter_messages
;
1129 device
->filter_messages
= TRUE
;
1131 SetWindowLongW(window
, GWL_STYLE
, style
);
1132 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
1133 SetWindowPos(window
, HWND_TOP
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
1135 device
->filter_messages
= filter_messages
;
1138 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
1140 BOOL filter_messages
;
1141 LONG style
, exstyle
;
1143 if (!device
->style
&& !device
->exStyle
) return;
1145 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1146 window
, device
->style
, device
->exStyle
);
1148 style
= GetWindowLongW(window
, GWL_STYLE
);
1149 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1151 filter_messages
= device
->filter_messages
;
1152 device
->filter_messages
= TRUE
;
1154 /* Only restore the style if the application didn't modify it during the
1155 * fullscreen phase. Some applications change it before calling Reset()
1156 * when switching between windowed and fullscreen modes (HL2), some
1157 * depend on the original style (Eve Online). */
1158 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
1160 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
1161 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
1163 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
1165 device
->filter_messages
= filter_messages
;
1167 /* Delete the old values. */
1169 device
->exStyle
= 0;
1172 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
1174 TRACE("device %p, window %p.\n", device
, window
);
1176 if (!wined3d_register_window(window
, device
))
1178 ERR("Failed to register window %p.\n", window
);
1182 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
1183 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
1188 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
1190 TRACE("device %p.\n", device
);
1192 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
1193 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
1196 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
1197 struct wined3d_swapchain_desc
*swapchain_desc
)
1199 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1200 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1201 struct wined3d_swapchain
*swapchain
= NULL
;
1202 struct wined3d_context
*context
;
1207 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1209 if (device
->d3d_initialized
)
1210 return WINED3DERR_INVALIDCALL
;
1211 if (!device
->adapter
->opengl
)
1212 return WINED3DERR_INVALIDCALL
;
1214 device
->valid_rt_mask
= 0;
1215 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1216 device
->valid_rt_mask
|= (1 << i
);
1217 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1218 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
1220 /* Initialize the texture unit mapping to a 1:1 mapping */
1221 for (state
= 0; state
< MAX_COMBINED_SAMPLERS
; ++state
)
1223 if (state
< gl_info
->limits
.fragment_samplers
)
1225 device
->texUnitMap
[state
] = state
;
1226 device
->rev_tex_unit_map
[state
] = state
;
1230 device
->texUnitMap
[state
] = WINED3D_UNMAPPED_STAGE
;
1231 device
->rev_tex_unit_map
[state
] = WINED3D_UNMAPPED_STAGE
;
1235 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
, device
->adapter
->fragment_pipe
)))
1237 TRACE("Shader private data couldn't be allocated\n");
1240 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
1242 TRACE("Blitter private data couldn't be allocated\n");
1246 /* Setup the implicit swapchain. This also initializes a context. */
1247 TRACE("Creating implicit swapchain\n");
1248 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1249 swapchain_desc
, &swapchain
);
1252 WARN("Failed to create implicit swapchain\n");
1256 device
->swapchain_count
= 1;
1257 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1258 if (!device
->swapchains
)
1260 ERR("Out of memory!\n");
1263 device
->swapchains
[0] = swapchain
;
1265 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1267 TRACE("Setting rendertarget to %p.\n", swapchain
->back_buffers
);
1268 device
->fb
.render_targets
[0] = swapchain
->back_buffers
[0];
1272 TRACE("Setting rendertarget to %p.\n", swapchain
->front_buffer
);
1273 device
->fb
.render_targets
[0] = swapchain
->front_buffer
;
1275 wined3d_surface_incref(device
->fb
.render_targets
[0]);
1277 /* Depth Stencil support */
1278 device
->fb
.depth_stencil
= device
->auto_depth_stencil
;
1279 if (device
->fb
.depth_stencil
)
1280 wined3d_surface_incref(device
->fb
.depth_stencil
);
1282 /* Set up some starting GL setup */
1284 /* Setup all the devices defaults */
1285 stateblock_init_default_state(device
->stateBlock
);
1287 context
= context_acquire(device
, swapchain
->front_buffer
);
1289 create_dummy_textures(device
, context
);
1291 /* Initialize the current view state */
1292 device
->view_ident
= 1;
1293 device
->contexts
[0]->last_was_rhw
= 0;
1295 switch (wined3d_settings
.offscreen_rendering_mode
)
1298 device
->offscreenBuffer
= GL_COLOR_ATTACHMENT0
;
1301 case ORM_BACKBUFFER
:
1303 if (context_get_current()->aux_buffers
> 0)
1305 TRACE("Using auxiliary buffer for offscreen rendering\n");
1306 device
->offscreenBuffer
= GL_AUX0
;
1310 TRACE("Using back buffer for offscreen rendering\n");
1311 device
->offscreenBuffer
= GL_BACK
;
1316 TRACE("All defaults now set up, leaving 3D init.\n");
1318 context_release(context
);
1320 /* Clear the screen */
1321 wined3d_device_clear(device
, 0, NULL
, WINED3DCLEAR_TARGET
1322 | (swapchain_desc
->enable_auto_depth_stencil
? WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
: 0),
1325 device
->d3d_initialized
= TRUE
;
1327 if (wined3d_settings
.logo
)
1328 device_load_logo(device
, wined3d_settings
.logo
);
1332 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1333 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1334 device
->swapchain_count
= 0;
1336 wined3d_swapchain_decref(swapchain
);
1337 if (device
->blit_priv
)
1338 device
->blitter
->free_private(device
);
1339 if (device
->shader_priv
)
1340 device
->shader_backend
->shader_free_private(device
);
1345 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1346 struct wined3d_swapchain_desc
*swapchain_desc
)
1348 struct wined3d_swapchain
*swapchain
= NULL
;
1351 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1353 /* Setup the implicit swapchain */
1354 TRACE("Creating implicit swapchain\n");
1355 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1356 swapchain_desc
, &swapchain
);
1359 WARN("Failed to create implicit swapchain\n");
1363 device
->swapchain_count
= 1;
1364 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1365 if (!device
->swapchains
)
1367 ERR("Out of memory!\n");
1370 device
->swapchains
[0] = swapchain
;
1374 wined3d_swapchain_decref(swapchain
);
1378 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1380 struct wined3d_resource
*resource
, *cursor
;
1381 const struct wined3d_gl_info
*gl_info
;
1382 struct wined3d_context
*context
;
1383 struct wined3d_surface
*surface
;
1386 TRACE("device %p.\n", device
);
1388 if (!device
->d3d_initialized
)
1389 return WINED3DERR_INVALIDCALL
;
1391 /* Force making the context current again, to verify it is still valid
1392 * (workaround for broken drivers) */
1393 context_set_current(NULL
);
1394 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1395 * it was created. Thus make sure a context is active for the glDelete* calls
1397 context
= context_acquire(device
, NULL
);
1398 gl_info
= context
->gl_info
;
1400 if (device
->logo_surface
)
1401 wined3d_surface_decref(device
->logo_surface
);
1403 stateblock_unbind_resources(device
->stateBlock
);
1405 /* Unload resources */
1406 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1408 TRACE("Unloading resource %p.\n", resource
);
1410 resource
->resource_ops
->resource_unload(resource
);
1413 TRACE("Deleting high order patches\n");
1414 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
)
1416 struct wined3d_rect_patch
*patch
;
1417 struct list
*e1
, *e2
;
1419 LIST_FOR_EACH_SAFE(e1
, e2
, &device
->patches
[i
])
1421 patch
= LIST_ENTRY(e1
, struct wined3d_rect_patch
, entry
);
1422 wined3d_device_delete_patch(device
, patch
->Handle
);
1426 /* Delete the mouse cursor texture */
1427 if (device
->cursorTexture
)
1429 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->cursorTexture
);
1430 device
->cursorTexture
= 0;
1433 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1434 * private data, it might contain opengl pointers
1436 if (device
->depth_blt_texture
)
1438 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
1439 device
->depth_blt_texture
= 0;
1442 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1443 device
->blitter
->free_private(device
);
1444 device
->shader_backend
->shader_free_private(device
);
1446 /* Release the buffers (with sanity checks)*/
1447 if (device
->onscreen_depth_stencil
)
1449 surface
= device
->onscreen_depth_stencil
;
1450 device
->onscreen_depth_stencil
= NULL
;
1451 wined3d_surface_decref(surface
);
1454 if (device
->fb
.depth_stencil
)
1456 surface
= device
->fb
.depth_stencil
;
1458 TRACE("Releasing depth/stencil buffer %p.\n", surface
);
1460 device
->fb
.depth_stencil
= NULL
;
1461 wined3d_surface_decref(surface
);
1464 if (device
->auto_depth_stencil
)
1466 surface
= device
->auto_depth_stencil
;
1467 device
->auto_depth_stencil
= NULL
;
1468 if (wined3d_surface_decref(surface
))
1469 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface
);
1472 for (i
= 1; i
< gl_info
->limits
.buffers
; ++i
)
1474 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
1477 surface
= device
->fb
.render_targets
[0];
1478 TRACE("Setting rendertarget 0 to NULL\n");
1479 device
->fb
.render_targets
[0] = NULL
;
1480 TRACE("Releasing the render target at %p\n", surface
);
1481 wined3d_surface_decref(surface
);
1483 context_release(context
);
1485 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1487 TRACE("Releasing the implicit swapchain %u.\n", i
);
1488 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1489 FIXME("Something's still holding the implicit swapchain.\n");
1492 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1493 device
->swapchains
= NULL
;
1494 device
->swapchain_count
= 0;
1496 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1497 device
->fb
.render_targets
= NULL
;
1499 device
->d3d_initialized
= FALSE
;
1504 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1508 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1510 TRACE("Releasing the implicit swapchain %u.\n", i
);
1511 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1512 FIXME("Something's still holding the implicit swapchain.\n");
1515 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1516 device
->swapchains
= NULL
;
1517 device
->swapchain_count
= 0;
1521 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1522 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1523 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1525 * There is no way to deactivate thread safety once it is enabled.
1527 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1529 TRACE("device %p.\n", device
);
1531 /* For now just store the flag (needed in case of ddraw). */
1532 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1535 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1537 TRACE("device %p.\n", device
);
1539 TRACE("Emulating %d MB, returning %d MB left.\n",
1540 device
->adapter
->TextureRam
/ (1024 * 1024),
1541 (device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
) / (1024 * 1024));
1543 return device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
;
1546 void CDECL
wined3d_device_set_stream_output(struct wined3d_device
*device
, UINT idx
,
1547 struct wined3d_buffer
*buffer
, UINT offset
)
1549 struct wined3d_buffer
*prev_buffer
;
1551 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device
, idx
, buffer
, offset
);
1553 if (idx
>= MAX_STREAM_OUT
)
1555 WARN("Invalid stream output %u.\n", idx
);
1559 prev_buffer
= device
->updateStateBlock
->state
.stream_output
[idx
].buffer
;
1560 device
->updateStateBlock
->state
.stream_output
[idx
].buffer
= buffer
;
1561 device
->updateStateBlock
->state
.stream_output
[idx
].offset
= offset
;
1563 if (device
->isRecordingState
)
1566 wined3d_buffer_incref(buffer
);
1568 wined3d_buffer_decref(prev_buffer
);
1572 if (prev_buffer
!= buffer
)
1576 InterlockedIncrement(&buffer
->resource
.bind_count
);
1577 wined3d_buffer_incref(buffer
);
1581 InterlockedDecrement(&prev_buffer
->resource
.bind_count
);
1582 wined3d_buffer_decref(prev_buffer
);
1587 struct wined3d_buffer
* CDECL
wined3d_device_get_stream_output(struct wined3d_device
*device
,
1588 UINT idx
, UINT
*offset
)
1590 TRACE("device %p, idx %u, offset %p.\n", device
, idx
, offset
);
1592 if (idx
>= MAX_STREAM_OUT
)
1594 WARN("Invalid stream output %u.\n", idx
);
1598 *offset
= device
->stateBlock
->state
.stream_output
[idx
].offset
;
1599 return device
->stateBlock
->state
.stream_output
[idx
].buffer
;
1602 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1603 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1605 struct wined3d_stream_state
*stream
;
1606 struct wined3d_buffer
*prev_buffer
;
1608 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1609 device
, stream_idx
, buffer
, offset
, stride
);
1611 if (stream_idx
>= MAX_STREAMS
)
1613 WARN("Stream index %u out of range.\n", stream_idx
);
1614 return WINED3DERR_INVALIDCALL
;
1616 else if (offset
& 0x3)
1618 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1619 return WINED3DERR_INVALIDCALL
;
1622 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1623 prev_buffer
= stream
->buffer
;
1625 device
->updateStateBlock
->changed
.streamSource
|= 1 << stream_idx
;
1627 if (prev_buffer
== buffer
1628 && stream
->stride
== stride
1629 && stream
->offset
== offset
)
1631 TRACE("Application is setting the old values over, nothing to do.\n");
1635 stream
->buffer
= buffer
;
1638 stream
->stride
= stride
;
1639 stream
->offset
= offset
;
1642 /* Handle recording of state blocks. */
1643 if (device
->isRecordingState
)
1645 TRACE("Recording... not performing anything.\n");
1647 wined3d_buffer_incref(buffer
);
1649 wined3d_buffer_decref(prev_buffer
);
1655 InterlockedIncrement(&buffer
->resource
.bind_count
);
1656 wined3d_buffer_incref(buffer
);
1660 InterlockedDecrement(&prev_buffer
->resource
.bind_count
);
1661 wined3d_buffer_decref(prev_buffer
);
1664 device_invalidate_state(device
, STATE_STREAMSRC
);
1669 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1670 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1672 struct wined3d_stream_state
*stream
;
1674 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1675 device
, stream_idx
, buffer
, offset
, stride
);
1677 if (stream_idx
>= MAX_STREAMS
)
1679 WARN("Stream index %u out of range.\n", stream_idx
);
1680 return WINED3DERR_INVALIDCALL
;
1683 stream
= &device
->stateBlock
->state
.streams
[stream_idx
];
1684 *buffer
= stream
->buffer
;
1686 wined3d_buffer_incref(*buffer
);
1688 *offset
= stream
->offset
;
1689 *stride
= stream
->stride
;
1694 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1696 struct wined3d_stream_state
*stream
;
1697 UINT old_flags
, old_freq
;
1699 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1701 /* Verify input. At least in d3d9 this is invalid. */
1702 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1704 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1705 return WINED3DERR_INVALIDCALL
;
1707 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1709 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1710 return WINED3DERR_INVALIDCALL
;
1714 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1715 return WINED3DERR_INVALIDCALL
;
1718 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1719 old_flags
= stream
->flags
;
1720 old_freq
= stream
->frequency
;
1722 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1723 stream
->frequency
= divider
& 0x7fffff;
1725 device
->updateStateBlock
->changed
.streamFreq
|= 1 << stream_idx
;
1727 if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1728 device_invalidate_state(device
, STATE_STREAMSRC
);
1733 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1734 UINT stream_idx
, UINT
*divider
)
1736 struct wined3d_stream_state
*stream
;
1738 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1740 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1741 *divider
= stream
->flags
| stream
->frequency
;
1743 TRACE("Returning %#x.\n", *divider
);
1748 void CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1749 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1751 TRACE("device %p, state %s, matrix %p.\n",
1752 device
, debug_d3dtstype(d3dts
), matrix
);
1753 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._11
, matrix
->u
.s
._12
, matrix
->u
.s
._13
, matrix
->u
.s
._14
);
1754 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._21
, matrix
->u
.s
._22
, matrix
->u
.s
._23
, matrix
->u
.s
._24
);
1755 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._31
, matrix
->u
.s
._32
, matrix
->u
.s
._33
, matrix
->u
.s
._34
);
1756 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._41
, matrix
->u
.s
._42
, matrix
->u
.s
._43
, matrix
->u
.s
._44
);
1758 /* Handle recording of state blocks. */
1759 if (device
->isRecordingState
)
1761 TRACE("Recording... not performing anything.\n");
1762 device
->updateStateBlock
->changed
.transform
[d3dts
>> 5] |= 1 << (d3dts
& 0x1f);
1763 device
->updateStateBlock
->state
.transforms
[d3dts
] = *matrix
;
1767 /* If the new matrix is the same as the current one,
1768 * we cut off any further processing. this seems to be a reasonable
1769 * optimization because as was noticed, some apps (warcraft3 for example)
1770 * tend towards setting the same matrix repeatedly for some reason.
1772 * From here on we assume that the new matrix is different, wherever it matters. */
1773 if (!memcmp(&device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0], matrix
, sizeof(*matrix
)))
1775 TRACE("The application is setting the same matrix over again.\n");
1779 device
->stateBlock
->state
.transforms
[d3dts
] = *matrix
;
1780 if (d3dts
== WINED3D_TS_VIEW
)
1781 device
->view_ident
= !memcmp(matrix
, &identity
, sizeof(identity
));
1783 if (d3dts
< WINED3D_TS_WORLD_MATRIX(device
->adapter
->gl_info
.limits
.blends
))
1784 device_invalidate_state(device
, STATE_TRANSFORM(d3dts
));
1787 void CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1788 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1790 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1792 *matrix
= device
->stateBlock
->state
.transforms
[state
];
1795 void CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1796 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1798 const struct wined3d_matrix
*mat
;
1799 struct wined3d_matrix temp
;
1801 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1803 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1804 * below means it will be recorded in a state block change, but it
1805 * works regardless where it is recorded.
1806 * If this is found to be wrong, change to StateBlock. */
1807 if (state
> HIGHEST_TRANSFORMSTATE
)
1809 WARN("Unhandled transform state %#x.\n", state
);
1813 mat
= &device
->updateStateBlock
->state
.transforms
[state
];
1814 multiply_matrix(&temp
, mat
, matrix
);
1816 /* Apply change via set transform - will reapply to eg. lights this way. */
1817 wined3d_device_set_transform(device
, state
, &temp
);
1820 /* Note lights are real special cases. Although the device caps state only
1821 * e.g. 8 are supported, you can reference any indexes you want as long as
1822 * that number max are enabled at any one point in time. Therefore since the
1823 * indices can be anything, we need a hashmap of them. However, this causes
1824 * stateblock problems. When capturing the state block, I duplicate the
1825 * hashmap, but when recording, just build a chain pretty much of commands to
1827 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1828 UINT light_idx
, const struct wined3d_light
*light
)
1830 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1831 struct wined3d_light_info
*object
= NULL
;
1835 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1837 /* Check the parameter range. Need for speed most wanted sets junk lights
1838 * which confuse the GL driver. */
1840 return WINED3DERR_INVALIDCALL
;
1842 switch (light
->type
)
1844 case WINED3D_LIGHT_POINT
:
1845 case WINED3D_LIGHT_SPOT
:
1846 case WINED3D_LIGHT_PARALLELPOINT
:
1847 case WINED3D_LIGHT_GLSPOT
:
1848 /* Incorrect attenuation values can cause the gl driver to crash.
1849 * Happens with Need for speed most wanted. */
1850 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1852 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1853 return WINED3DERR_INVALIDCALL
;
1857 case WINED3D_LIGHT_DIRECTIONAL
:
1858 /* Ignores attenuation */
1862 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1863 return WINED3DERR_INVALIDCALL
;
1866 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
1868 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1869 if (object
->OriginalIndex
== light_idx
)
1876 TRACE("Adding new light\n");
1877 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1880 ERR("Out of memory error when allocating a light\n");
1881 return E_OUTOFMEMORY
;
1883 list_add_head(&device
->updateStateBlock
->state
.light_map
[hash_idx
], &object
->entry
);
1884 object
->glIndex
= -1;
1885 object
->OriginalIndex
= light_idx
;
1888 /* Initialize the object. */
1889 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1890 light_idx
, light
->type
,
1891 light
->diffuse
.r
, light
->diffuse
.g
, light
->diffuse
.b
, light
->diffuse
.a
,
1892 light
->specular
.r
, light
->specular
.g
, light
->specular
.b
, light
->specular
.a
,
1893 light
->ambient
.r
, light
->ambient
.g
, light
->ambient
.b
, light
->ambient
.a
);
1894 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light
->position
.x
, light
->position
.y
, light
->position
.z
,
1895 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
);
1896 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1897 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1899 /* Save away the information. */
1900 object
->OriginalParms
= *light
;
1902 switch (light
->type
)
1904 case WINED3D_LIGHT_POINT
:
1906 object
->lightPosn
[0] = light
->position
.x
;
1907 object
->lightPosn
[1] = light
->position
.y
;
1908 object
->lightPosn
[2] = light
->position
.z
;
1909 object
->lightPosn
[3] = 1.0f
;
1910 object
->cutoff
= 180.0f
;
1914 case WINED3D_LIGHT_DIRECTIONAL
:
1916 object
->lightPosn
[0] = -light
->direction
.x
;
1917 object
->lightPosn
[1] = -light
->direction
.y
;
1918 object
->lightPosn
[2] = -light
->direction
.z
;
1919 object
->lightPosn
[3] = 0.0f
;
1920 object
->exponent
= 0.0f
;
1921 object
->cutoff
= 180.0f
;
1924 case WINED3D_LIGHT_SPOT
:
1926 object
->lightPosn
[0] = light
->position
.x
;
1927 object
->lightPosn
[1] = light
->position
.y
;
1928 object
->lightPosn
[2] = light
->position
.z
;
1929 object
->lightPosn
[3] = 1.0f
;
1932 object
->lightDirn
[0] = light
->direction
.x
;
1933 object
->lightDirn
[1] = light
->direction
.y
;
1934 object
->lightDirn
[2] = light
->direction
.z
;
1935 object
->lightDirn
[3] = 1.0f
;
1937 /* opengl-ish and d3d-ish spot lights use too different models
1938 * for the light "intensity" as a function of the angle towards
1939 * the main light direction, so we only can approximate very
1940 * roughly. However, spot lights are rather rarely used in games
1941 * (if ever used at all). Furthermore if still used, probably
1942 * nobody pays attention to such details. */
1943 if (!light
->falloff
)
1945 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1946 * equations have the falloff resp. exponent parameter as an
1947 * exponent, so the spot light lighting will always be 1.0 for
1948 * both of them, and we don't have to care for the rest of the
1949 * rather complex calculation. */
1950 object
->exponent
= 0.0f
;
1954 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
1957 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
1960 if (object
->exponent
> 128.0f
)
1961 object
->exponent
= 128.0f
;
1963 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
1968 FIXME("Unrecognized light type %#x.\n", light
->type
);
1971 /* Update the live definitions if the light is currently assigned a glIndex. */
1972 if (object
->glIndex
!= -1 && !device
->isRecordingState
)
1973 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
1978 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
1979 UINT light_idx
, struct wined3d_light
*light
)
1981 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1982 struct wined3d_light_info
*light_info
= NULL
;
1985 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1987 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
1989 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1990 if (light_info
->OriginalIndex
== light_idx
)
1997 TRACE("Light information requested but light not defined\n");
1998 return WINED3DERR_INVALIDCALL
;
2001 *light
= light_info
->OriginalParms
;
2005 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
2007 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2008 struct wined3d_light_info
*light_info
= NULL
;
2011 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
2013 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2015 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2016 if (light_info
->OriginalIndex
== light_idx
)
2020 TRACE("Found light %p.\n", light_info
);
2022 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2025 TRACE("Light enabled requested but light not defined, so defining one!\n");
2026 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
2028 /* Search for it again! Should be fairly quick as near head of list. */
2029 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2031 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2032 if (light_info
->OriginalIndex
== light_idx
)
2038 FIXME("Adding default lights has failed dismally\n");
2039 return WINED3DERR_INVALIDCALL
;
2045 if (light_info
->glIndex
!= -1)
2047 if (!device
->isRecordingState
)
2048 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
2050 device
->updateStateBlock
->state
.lights
[light_info
->glIndex
] = NULL
;
2051 light_info
->glIndex
= -1;
2055 TRACE("Light already disabled, nothing to do\n");
2057 light_info
->enabled
= FALSE
;
2061 light_info
->enabled
= TRUE
;
2062 if (light_info
->glIndex
!= -1)
2064 TRACE("Nothing to do as light was enabled\n");
2069 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2070 /* Find a free GL light. */
2071 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
2073 if (!device
->updateStateBlock
->state
.lights
[i
])
2075 device
->updateStateBlock
->state
.lights
[i
] = light_info
;
2076 light_info
->glIndex
= i
;
2080 if (light_info
->glIndex
== -1)
2082 /* Our tests show that Windows returns D3D_OK in this situation, even with
2083 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2084 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2085 * as well for those lights.
2087 * TODO: Test how this affects rendering. */
2088 WARN("Too many concurrently active lights\n");
2092 /* i == light_info->glIndex */
2093 if (!device
->isRecordingState
)
2094 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
2101 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
2103 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2104 struct wined3d_light_info
*light_info
= NULL
;
2107 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
2109 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2111 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2112 if (light_info
->OriginalIndex
== light_idx
)
2119 TRACE("Light enabled state requested but light not defined.\n");
2120 return WINED3DERR_INVALIDCALL
;
2122 /* true is 128 according to SetLightEnable */
2123 *enable
= light_info
->enabled
? 128 : 0;
2127 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
,
2128 UINT plane_idx
, const struct wined3d_vec4
*plane
)
2130 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2132 /* Validate plane_idx. */
2133 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2135 TRACE("Application has requested clipplane this device doesn't support.\n");
2136 return WINED3DERR_INVALIDCALL
;
2139 device
->updateStateBlock
->changed
.clipplane
|= 1 << plane_idx
;
2141 if (!memcmp(&device
->updateStateBlock
->state
.clip_planes
[plane_idx
], plane
, sizeof(*plane
)))
2143 TRACE("Application is setting old values over, nothing to do.\n");
2147 device
->updateStateBlock
->state
.clip_planes
[plane_idx
] = *plane
;
2149 /* Handle recording of state blocks. */
2150 if (device
->isRecordingState
)
2152 TRACE("Recording... not performing anything.\n");
2156 device_invalidate_state(device
, STATE_CLIPPLANE(plane_idx
));
2161 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
,
2162 UINT plane_idx
, struct wined3d_vec4
*plane
)
2164 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2166 /* Validate plane_idx. */
2167 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2169 TRACE("Application has requested clipplane this device doesn't support.\n");
2170 return WINED3DERR_INVALIDCALL
;
2173 *plane
= device
->stateBlock
->state
.clip_planes
[plane_idx
];
2178 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
2179 const struct wined3d_clip_status
*clip_status
)
2181 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2184 return WINED3DERR_INVALIDCALL
;
2189 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
2190 struct wined3d_clip_status
*clip_status
)
2192 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2195 return WINED3DERR_INVALIDCALL
;
2200 void CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
2202 TRACE("device %p, material %p.\n", device
, material
);
2204 device
->updateStateBlock
->changed
.material
= TRUE
;
2205 device
->updateStateBlock
->state
.material
= *material
;
2207 /* Handle recording of state blocks */
2208 if (device
->isRecordingState
)
2210 TRACE("Recording... not performing anything.\n");
2214 device_invalidate_state(device
, STATE_MATERIAL
);
2217 void CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
2219 TRACE("device %p, material %p.\n", device
, material
);
2221 *material
= device
->updateStateBlock
->state
.material
;
2223 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2224 material
->diffuse
.r
, material
->diffuse
.g
,
2225 material
->diffuse
.b
, material
->diffuse
.a
);
2226 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2227 material
->ambient
.r
, material
->ambient
.g
,
2228 material
->ambient
.b
, material
->ambient
.a
);
2229 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2230 material
->specular
.r
, material
->specular
.g
,
2231 material
->specular
.b
, material
->specular
.a
);
2232 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2233 material
->emissive
.r
, material
->emissive
.g
,
2234 material
->emissive
.b
, material
->emissive
.a
);
2235 TRACE("power %.8e.\n", material
->power
);
2238 void CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
2239 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
2241 struct wined3d_buffer
*prev_buffer
;
2243 TRACE("device %p, buffer %p, format %s.\n",
2244 device
, buffer
, debug_d3dformat(format_id
));
2246 prev_buffer
= device
->updateStateBlock
->state
.index_buffer
;
2248 device
->updateStateBlock
->changed
.indices
= TRUE
;
2249 device
->updateStateBlock
->state
.index_buffer
= buffer
;
2250 device
->updateStateBlock
->state
.index_format
= format_id
;
2252 /* Handle recording of state blocks. */
2253 if (device
->isRecordingState
)
2255 TRACE("Recording... not performing anything.\n");
2257 wined3d_buffer_incref(buffer
);
2259 wined3d_buffer_decref(prev_buffer
);
2263 if (prev_buffer
!= buffer
)
2265 device_invalidate_state(device
, STATE_INDEXBUFFER
);
2268 InterlockedIncrement(&buffer
->resource
.bind_count
);
2269 wined3d_buffer_incref(buffer
);
2273 InterlockedDecrement(&prev_buffer
->resource
.bind_count
);
2274 wined3d_buffer_decref(prev_buffer
);
2279 struct wined3d_buffer
* CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
,
2280 enum wined3d_format_id
*format
)
2282 TRACE("device %p, format %p.\n", device
, format
);
2284 *format
= device
->stateBlock
->state
.index_format
;
2285 return device
->stateBlock
->state
.index_buffer
;
2288 void CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
2290 TRACE("device %p, base_index %d.\n", device
, base_index
);
2292 device
->updateStateBlock
->state
.base_vertex_index
= base_index
;
2295 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
2297 TRACE("device %p.\n", device
);
2299 return device
->stateBlock
->state
.base_vertex_index
;
2302 void CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
2304 TRACE("device %p, viewport %p.\n", device
, viewport
);
2305 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2306 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
2308 device
->updateStateBlock
->changed
.viewport
= TRUE
;
2309 device
->updateStateBlock
->state
.viewport
= *viewport
;
2311 /* Handle recording of state blocks */
2312 if (device
->isRecordingState
)
2314 TRACE("Recording... not performing anything\n");
2318 device_invalidate_state(device
, STATE_VIEWPORT
);
2321 void CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
2323 TRACE("device %p, viewport %p.\n", device
, viewport
);
2325 *viewport
= device
->stateBlock
->state
.viewport
;
2328 void CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2329 enum wined3d_render_state state
, DWORD value
)
2331 DWORD old_value
= device
->stateBlock
->state
.render_states
[state
];
2333 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2335 device
->updateStateBlock
->changed
.renderState
[state
>> 5] |= 1 << (state
& 0x1f);
2336 device
->updateStateBlock
->state
.render_states
[state
] = value
;
2338 /* Handle recording of state blocks. */
2339 if (device
->isRecordingState
)
2341 TRACE("Recording... not performing anything.\n");
2345 /* Compared here and not before the assignment to allow proper stateblock recording. */
2346 if (value
== old_value
)
2347 TRACE("Application is setting the old value over, nothing to do.\n");
2349 device_invalidate_state(device
, STATE_RENDER(state
));
2352 DWORD CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
, enum wined3d_render_state state
)
2354 TRACE("device %p, state %s (%#x).\n", device
, debug_d3drenderstate(state
), state
);
2356 return device
->stateBlock
->state
.render_states
[state
];
2359 void CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2360 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
2364 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2365 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2367 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2368 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2370 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2371 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2373 WARN("Invalid sampler %u.\n", sampler_idx
);
2374 return; /* Windows accepts overflowing this array ... we do not. */
2377 old_value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2378 device
->updateStateBlock
->state
.sampler_states
[sampler_idx
][state
] = value
;
2379 device
->updateStateBlock
->changed
.samplerState
[sampler_idx
] |= 1 << state
;
2381 /* Handle recording of state blocks. */
2382 if (device
->isRecordingState
)
2384 TRACE("Recording... not performing anything.\n");
2388 if (old_value
== value
)
2390 TRACE("Application is setting the old value over, nothing to do.\n");
2394 device_invalidate_state(device
, STATE_SAMPLER(sampler_idx
));
2397 DWORD CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2398 UINT sampler_idx
, enum wined3d_sampler_state state
)
2400 TRACE("device %p, sampler_idx %u, state %s.\n",
2401 device
, sampler_idx
, debug_d3dsamplerstate(state
));
2403 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2404 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2406 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2407 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2409 WARN("Invalid sampler %u.\n", sampler_idx
);
2410 return 0; /* Windows accepts overflowing this array ... we do not. */
2413 return device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2416 void CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2418 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2420 device
->updateStateBlock
->changed
.scissorRect
= TRUE
;
2421 if (EqualRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
))
2423 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2426 CopyRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
);
2428 if (device
->isRecordingState
)
2430 TRACE("Recording... not performing anything.\n");
2434 device_invalidate_state(device
, STATE_SCISSORRECT
);
2437 void CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2439 TRACE("device %p, rect %p.\n", device
, rect
);
2441 *rect
= device
->updateStateBlock
->state
.scissor_rect
;
2442 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2445 void CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2446 struct wined3d_vertex_declaration
*declaration
)
2448 struct wined3d_vertex_declaration
*prev
= device
->updateStateBlock
->state
.vertex_declaration
;
2450 TRACE("device %p, declaration %p.\n", device
, declaration
);
2453 wined3d_vertex_declaration_incref(declaration
);
2455 wined3d_vertex_declaration_decref(prev
);
2457 device
->updateStateBlock
->state
.vertex_declaration
= declaration
;
2458 device
->updateStateBlock
->changed
.vertexDecl
= TRUE
;
2460 if (device
->isRecordingState
)
2462 TRACE("Recording... not performing anything.\n");
2466 if (declaration
== prev
)
2468 /* Checked after the assignment to allow proper stateblock recording. */
2469 TRACE("Application is setting the old declaration over, nothing to do.\n");
2473 device_invalidate_state(device
, STATE_VDECL
);
2476 struct wined3d_vertex_declaration
* CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
)
2478 TRACE("device %p.\n", device
);
2480 return device
->stateBlock
->state
.vertex_declaration
;
2483 void CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2485 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.vertex_shader
;
2487 TRACE("device %p, shader %p.\n", device
, shader
);
2490 wined3d_shader_incref(shader
);
2492 wined3d_shader_decref(prev
);
2494 device
->updateStateBlock
->state
.vertex_shader
= shader
;
2495 device
->updateStateBlock
->changed
.vertexShader
= TRUE
;
2497 if (device
->isRecordingState
)
2499 TRACE("Recording... not performing anything.\n");
2505 TRACE("Application is setting the old shader over, nothing to do.\n");
2509 device_invalidate_state(device
, STATE_VSHADER
);
2512 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2514 TRACE("device %p.\n", device
);
2516 return device
->stateBlock
->state
.vertex_shader
;
2519 void CDECL
wined3d_device_set_vs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2521 struct wined3d_buffer
*prev
;
2523 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2525 if (idx
>= MAX_CONSTANT_BUFFERS
)
2527 WARN("Invalid constant buffer index %u.\n", idx
);
2531 prev
= device
->updateStateBlock
->state
.vs_cb
[idx
];
2532 device
->updateStateBlock
->state
.vs_cb
[idx
] = buffer
;
2534 if (device
->isRecordingState
)
2537 wined3d_buffer_incref(buffer
);
2539 wined3d_buffer_decref(prev
);
2547 InterlockedIncrement(&buffer
->resource
.bind_count
);
2548 wined3d_buffer_incref(buffer
);
2552 InterlockedDecrement(&prev
->resource
.bind_count
);
2553 wined3d_buffer_decref(prev
);
2558 struct wined3d_buffer
* CDECL
wined3d_device_get_vs_cb(const struct wined3d_device
*device
, UINT idx
)
2560 TRACE("device %p, idx %u.\n", device
, idx
);
2562 if (idx
>= MAX_CONSTANT_BUFFERS
)
2564 WARN("Invalid constant buffer index %u.\n", idx
);
2568 return device
->stateBlock
->state
.vs_cb
[idx
];
2571 void CDECL
wined3d_device_set_vs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2573 struct wined3d_sampler
*prev
;
2575 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2577 if (idx
>= MAX_SAMPLER_OBJECTS
)
2579 WARN("Invalid sampler index %u.\n", idx
);
2583 prev
= device
->updateStateBlock
->state
.vs_sampler
[idx
];
2584 device
->updateStateBlock
->state
.vs_sampler
[idx
] = sampler
;
2587 wined3d_sampler_incref(sampler
);
2589 wined3d_sampler_decref(prev
);
2592 struct wined3d_sampler
* CDECL
wined3d_device_get_vs_sampler(const struct wined3d_device
*device
, UINT idx
)
2594 TRACE("device %p, idx %u.\n", device
, idx
);
2596 if (idx
>= MAX_SAMPLER_OBJECTS
)
2598 WARN("Invalid sampler index %u.\n", idx
);
2602 return device
->stateBlock
->state
.vs_sampler
[idx
];
2605 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2606 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2608 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2611 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2612 device
, start_register
, constants
, bool_count
);
2614 if (!constants
|| start_register
>= MAX_CONST_B
)
2615 return WINED3DERR_INVALIDCALL
;
2617 memcpy(&device
->updateStateBlock
->state
.vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2618 for (i
= 0; i
< count
; ++i
)
2619 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2621 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2622 device
->updateStateBlock
->changed
.vertexShaderConstantsB
|= (1 << i
);
2624 if (!device
->isRecordingState
)
2625 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2630 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2631 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2633 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2635 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2636 device
, start_register
, constants
, bool_count
);
2638 if (!constants
|| start_register
>= MAX_CONST_B
)
2639 return WINED3DERR_INVALIDCALL
;
2641 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2646 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2647 UINT start_register
, const int *constants
, UINT vector4i_count
)
2649 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2652 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2653 device
, start_register
, constants
, vector4i_count
);
2655 if (!constants
|| start_register
>= MAX_CONST_I
)
2656 return WINED3DERR_INVALIDCALL
;
2658 memcpy(&device
->updateStateBlock
->state
.vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2659 for (i
= 0; i
< count
; ++i
)
2660 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2661 constants
[i
* 4], constants
[i
* 4 + 1],
2662 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2664 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2665 device
->updateStateBlock
->changed
.vertexShaderConstantsI
|= (1 << i
);
2667 if (!device
->isRecordingState
)
2668 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2673 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2674 UINT start_register
, int *constants
, UINT vector4i_count
)
2676 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2678 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2679 device
, start_register
, constants
, vector4i_count
);
2681 if (!constants
|| start_register
>= MAX_CONST_I
)
2682 return WINED3DERR_INVALIDCALL
;
2684 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2688 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2689 UINT start_register
, const float *constants
, UINT vector4f_count
)
2693 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2694 device
, start_register
, constants
, vector4f_count
);
2696 /* Specifically test start_register > limit to catch MAX_UINT overflows
2697 * when adding start_register + vector4f_count. */
2699 || start_register
+ vector4f_count
> device
->d3d_vshader_constantF
2700 || start_register
> device
->d3d_vshader_constantF
)
2701 return WINED3DERR_INVALIDCALL
;
2703 memcpy(&device
->updateStateBlock
->state
.vs_consts_f
[start_register
* 4],
2704 constants
, vector4f_count
* sizeof(float) * 4);
2707 for (i
= 0; i
< vector4f_count
; ++i
)
2708 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2709 constants
[i
* 4], constants
[i
* 4 + 1],
2710 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2713 if (!device
->isRecordingState
)
2715 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2716 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2719 memset(device
->updateStateBlock
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2720 sizeof(*device
->updateStateBlock
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2725 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2726 UINT start_register
, float *constants
, UINT vector4f_count
)
2728 int count
= min(vector4f_count
, device
->d3d_vshader_constantF
- start_register
);
2730 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2731 device
, start_register
, constants
, vector4f_count
);
2733 if (!constants
|| count
< 0)
2734 return WINED3DERR_INVALIDCALL
;
2736 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2741 static void device_invalidate_texture_stage(const struct wined3d_device
*device
, DWORD stage
)
2745 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
2747 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, i
));
2751 static void device_map_stage(struct wined3d_device
*device
, DWORD stage
, DWORD unit
)
2753 DWORD i
= device
->rev_tex_unit_map
[unit
];
2754 DWORD j
= device
->texUnitMap
[stage
];
2756 device
->texUnitMap
[stage
] = unit
;
2757 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
2758 device
->texUnitMap
[i
] = WINED3D_UNMAPPED_STAGE
;
2760 device
->rev_tex_unit_map
[unit
] = stage
;
2761 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
2762 device
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
2765 static void device_update_fixed_function_usage_map(struct wined3d_device
*device
)
2769 device
->fixed_function_usage_map
= 0;
2770 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2772 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2773 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
2774 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
2775 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
2776 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
2777 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
2778 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
2779 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
2780 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
2782 /* Not used, and disable higher stages. */
2783 if (color_op
== WINED3D_TOP_DISABLE
)
2786 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
2787 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
2788 || ((color_arg3
== WINED3DTA_TEXTURE
)
2789 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
2790 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
2791 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
2792 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2793 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
2794 device
->fixed_function_usage_map
|= (1 << i
);
2796 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
2797 && i
< MAX_TEXTURES
- 1)
2798 device
->fixed_function_usage_map
|= (1 << (i
+ 1));
2802 static void device_map_fixed_function_samplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2804 unsigned int i
, tex
;
2807 device_update_fixed_function_usage_map(device
);
2808 ffu_map
= device
->fixed_function_usage_map
;
2810 if (device
->max_ffp_textures
== gl_info
->limits
.texture_stages
2811 || device
->stateBlock
->state
.lowest_disabled_stage
<= device
->max_ffp_textures
)
2813 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2815 if (!(ffu_map
& 1)) continue;
2817 if (device
->texUnitMap
[i
] != i
)
2819 device_map_stage(device
, i
, i
);
2820 device_invalidate_state(device
, STATE_SAMPLER(i
));
2821 device_invalidate_texture_stage(device
, i
);
2827 /* Now work out the mapping */
2829 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2831 if (!(ffu_map
& 1)) continue;
2833 if (device
->texUnitMap
[i
] != tex
)
2835 device_map_stage(device
, i
, tex
);
2836 device_invalidate_state(device
, STATE_SAMPLER(i
));
2837 device_invalidate_texture_stage(device
, i
);
2844 static void device_map_psamplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2846 const enum wined3d_sampler_texture_type
*sampler_type
=
2847 device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2850 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2852 if (sampler_type
[i
] && device
->texUnitMap
[i
] != i
)
2854 device_map_stage(device
, i
, i
);
2855 device_invalidate_state(device
, STATE_SAMPLER(i
));
2856 if (i
< gl_info
->limits
.texture_stages
)
2857 device_invalidate_texture_stage(device
, i
);
2862 static BOOL
device_unit_free_for_vs(const struct wined3d_device
*device
,
2863 const enum wined3d_sampler_texture_type
*pshader_sampler_tokens
,
2864 const enum wined3d_sampler_texture_type
*vshader_sampler_tokens
, DWORD unit
)
2866 DWORD current_mapping
= device
->rev_tex_unit_map
[unit
];
2868 /* Not currently used */
2869 if (current_mapping
== WINED3D_UNMAPPED_STAGE
) return TRUE
;
2871 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
) {
2872 /* Used by a fragment sampler */
2874 if (!pshader_sampler_tokens
) {
2875 /* No pixel shader, check fixed function */
2876 return current_mapping
>= MAX_TEXTURES
|| !(device
->fixed_function_usage_map
& (1 << current_mapping
));
2879 /* Pixel shader, check the shader's sampler map */
2880 return !pshader_sampler_tokens
[current_mapping
];
2883 /* Used by a vertex sampler */
2884 return !vshader_sampler_tokens
[current_mapping
- MAX_FRAGMENT_SAMPLERS
];
2887 static void device_map_vsamplers(struct wined3d_device
*device
, BOOL ps
, const struct wined3d_gl_info
*gl_info
)
2889 const enum wined3d_sampler_texture_type
*vshader_sampler_type
=
2890 device
->stateBlock
->state
.vertex_shader
->reg_maps
.sampler_type
;
2891 const enum wined3d_sampler_texture_type
*pshader_sampler_type
= NULL
;
2892 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
) - 1;
2897 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2898 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2899 pshader_sampler_type
= device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2902 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
2903 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
2904 if (vshader_sampler_type
[i
])
2906 if (device
->texUnitMap
[vsampler_idx
] != WINED3D_UNMAPPED_STAGE
)
2908 /* Already mapped somewhere */
2914 if (device_unit_free_for_vs(device
, pshader_sampler_type
, vshader_sampler_type
, start
))
2916 device_map_stage(device
, vsampler_idx
, start
);
2917 device_invalidate_state(device
, STATE_SAMPLER(vsampler_idx
));
2929 void device_update_tex_unit_map(struct wined3d_device
*device
)
2931 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2932 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2933 BOOL vs
= use_vs(state
);
2934 BOOL ps
= use_ps(state
);
2937 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2938 * that would be really messy and require shader recompilation
2939 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2940 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2943 device_map_psamplers(device
, gl_info
);
2945 device_map_fixed_function_samplers(device
, gl_info
);
2948 device_map_vsamplers(device
, ps
, gl_info
);
2951 void CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2953 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.pixel_shader
;
2955 TRACE("device %p, shader %p.\n", device
, shader
);
2958 wined3d_shader_incref(shader
);
2960 wined3d_shader_decref(prev
);
2962 device
->updateStateBlock
->state
.pixel_shader
= shader
;
2963 device
->updateStateBlock
->changed
.pixelShader
= TRUE
;
2965 if (device
->isRecordingState
)
2967 TRACE("Recording... not performing anything.\n");
2973 TRACE("Application is setting the old shader over, nothing to do.\n");
2977 device_invalidate_state(device
, STATE_PIXELSHADER
);
2980 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
2982 TRACE("device %p.\n", device
);
2984 return device
->stateBlock
->state
.pixel_shader
;
2987 void CDECL
wined3d_device_set_ps_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2989 struct wined3d_buffer
*prev
;
2991 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2993 if (idx
>= MAX_CONSTANT_BUFFERS
)
2995 WARN("Invalid constant buffer index %u.\n", idx
);
2999 prev
= device
->updateStateBlock
->state
.ps_cb
[idx
];
3000 device
->updateStateBlock
->state
.ps_cb
[idx
] = buffer
;
3002 if (device
->isRecordingState
)
3005 wined3d_buffer_incref(buffer
);
3007 wined3d_buffer_decref(prev
);
3015 InterlockedIncrement(&buffer
->resource
.bind_count
);
3016 wined3d_buffer_incref(buffer
);
3020 InterlockedDecrement(&prev
->resource
.bind_count
);
3021 wined3d_buffer_decref(prev
);
3026 struct wined3d_buffer
* CDECL
wined3d_device_get_ps_cb(const struct wined3d_device
*device
, UINT idx
)
3028 TRACE("device %p, idx %u.\n", device
, idx
);
3030 if (idx
>= MAX_CONSTANT_BUFFERS
)
3032 WARN("Invalid constant buffer index %u.\n", idx
);
3036 return device
->stateBlock
->state
.ps_cb
[idx
];
3039 void CDECL
wined3d_device_set_ps_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
3041 struct wined3d_sampler
*prev
;
3043 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
3045 if (idx
>= MAX_SAMPLER_OBJECTS
)
3047 WARN("Invalid sampler index %u.\n", idx
);
3051 prev
= device
->updateStateBlock
->state
.ps_sampler
[idx
];
3052 device
->updateStateBlock
->state
.ps_sampler
[idx
] = sampler
;
3055 wined3d_sampler_incref(sampler
);
3057 wined3d_sampler_decref(prev
);
3060 struct wined3d_sampler
* CDECL
wined3d_device_get_ps_sampler(const struct wined3d_device
*device
, UINT idx
)
3062 TRACE("device %p, idx %u.\n", device
, idx
);
3064 if (idx
>= MAX_SAMPLER_OBJECTS
)
3066 WARN("Invalid sampler index %u.\n", idx
);
3070 return device
->stateBlock
->state
.ps_sampler
[idx
];
3073 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
3074 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
3076 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3079 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3080 device
, start_register
, constants
, bool_count
);
3082 if (!constants
|| start_register
>= MAX_CONST_B
)
3083 return WINED3DERR_INVALIDCALL
;
3085 memcpy(&device
->updateStateBlock
->state
.ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
3086 for (i
= 0; i
< count
; ++i
)
3087 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
3089 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3090 device
->updateStateBlock
->changed
.pixelShaderConstantsB
|= (1 << i
);
3092 if (!device
->isRecordingState
)
3093 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3098 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
3099 UINT start_register
, BOOL
*constants
, UINT bool_count
)
3101 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3103 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3104 device
, start_register
, constants
, bool_count
);
3106 if (!constants
|| start_register
>= MAX_CONST_B
)
3107 return WINED3DERR_INVALIDCALL
;
3109 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
3114 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
3115 UINT start_register
, const int *constants
, UINT vector4i_count
)
3117 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3120 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3121 device
, start_register
, constants
, vector4i_count
);
3123 if (!constants
|| start_register
>= MAX_CONST_I
)
3124 return WINED3DERR_INVALIDCALL
;
3126 memcpy(&device
->updateStateBlock
->state
.ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
3127 for (i
= 0; i
< count
; ++i
)
3128 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
3129 constants
[i
* 4], constants
[i
* 4 + 1],
3130 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3132 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3133 device
->updateStateBlock
->changed
.pixelShaderConstantsI
|= (1 << i
);
3135 if (!device
->isRecordingState
)
3136 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3141 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
3142 UINT start_register
, int *constants
, UINT vector4i_count
)
3144 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3146 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3147 device
, start_register
, constants
, vector4i_count
);
3149 if (!constants
|| start_register
>= MAX_CONST_I
)
3150 return WINED3DERR_INVALIDCALL
;
3152 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
3157 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
3158 UINT start_register
, const float *constants
, UINT vector4f_count
)
3162 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3163 device
, start_register
, constants
, vector4f_count
);
3165 /* Specifically test start_register > limit to catch MAX_UINT overflows
3166 * when adding start_register + vector4f_count. */
3168 || start_register
+ vector4f_count
> device
->d3d_pshader_constantF
3169 || start_register
> device
->d3d_pshader_constantF
)
3170 return WINED3DERR_INVALIDCALL
;
3172 memcpy(&device
->updateStateBlock
->state
.ps_consts_f
[start_register
* 4],
3173 constants
, vector4f_count
* sizeof(float) * 4);
3176 for (i
= 0; i
< vector4f_count
; ++i
)
3177 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
3178 constants
[i
* 4], constants
[i
* 4 + 1],
3179 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3182 if (!device
->isRecordingState
)
3184 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
3185 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3188 memset(device
->updateStateBlock
->changed
.pixelShaderConstantsF
+ start_register
, 1,
3189 sizeof(*device
->updateStateBlock
->changed
.pixelShaderConstantsF
) * vector4f_count
);
3194 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
3195 UINT start_register
, float *constants
, UINT vector4f_count
)
3197 int count
= min(vector4f_count
, device
->d3d_pshader_constantF
- start_register
);
3199 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3200 device
, start_register
, constants
, vector4f_count
);
3202 if (!constants
|| count
< 0)
3203 return WINED3DERR_INVALIDCALL
;
3205 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
3210 void CDECL
wined3d_device_set_geometry_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
3212 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.geometry_shader
;
3214 TRACE("device %p, shader %p.\n", device
, shader
);
3217 wined3d_shader_incref(shader
);
3219 wined3d_shader_decref(prev
);
3221 device
->updateStateBlock
->state
.geometry_shader
= shader
;
3223 if (device
->isRecordingState
|| shader
== prev
)
3226 device_invalidate_state(device
, STATE_GEOMETRY_SHADER
);
3229 struct wined3d_shader
* CDECL
wined3d_device_get_geometry_shader(const struct wined3d_device
*device
)
3231 TRACE("device %p.\n", device
);
3233 return device
->stateBlock
->state
.geometry_shader
;
3236 void CDECL
wined3d_device_set_gs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
3238 struct wined3d_buffer
*prev
;
3240 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
3242 if (idx
>= MAX_CONSTANT_BUFFERS
)
3244 WARN("Invalid constant buffer index %u.\n", idx
);
3248 prev
= device
->updateStateBlock
->state
.gs_cb
[idx
];
3249 device
->updateStateBlock
->state
.gs_cb
[idx
] = buffer
;
3251 if (device
->isRecordingState
)
3254 wined3d_buffer_incref(buffer
);
3256 wined3d_buffer_decref(prev
);
3264 InterlockedIncrement(&buffer
->resource
.bind_count
);
3265 wined3d_buffer_incref(buffer
);
3269 InterlockedDecrement(&prev
->resource
.bind_count
);
3270 wined3d_buffer_decref(prev
);
3275 struct wined3d_buffer
* CDECL
wined3d_device_get_gs_cb(const struct wined3d_device
*device
, UINT idx
)
3277 TRACE("device %p, idx %u.\n", device
, idx
);
3279 if (idx
>= MAX_CONSTANT_BUFFERS
)
3281 WARN("Invalid constant buffer index %u.\n", idx
);
3285 return device
->stateBlock
->state
.gs_cb
[idx
];
3288 void CDECL
wined3d_device_set_gs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
3290 struct wined3d_sampler
*prev
;
3292 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
3294 if (idx
>= MAX_SAMPLER_OBJECTS
)
3296 WARN("Invalid sampler index %u.\n", idx
);
3300 prev
= device
->updateStateBlock
->state
.gs_sampler
[idx
];
3301 device
->updateStateBlock
->state
.gs_sampler
[idx
] = sampler
;
3304 wined3d_sampler_incref(sampler
);
3306 wined3d_sampler_decref(prev
);
3309 struct wined3d_sampler
* CDECL
wined3d_device_get_gs_sampler(const struct wined3d_device
*device
, UINT idx
)
3311 TRACE("device %p, idx %u.\n", device
, idx
);
3313 if (idx
>= MAX_SAMPLER_OBJECTS
)
3315 WARN("Invalid sampler index %u.\n", idx
);
3319 return device
->stateBlock
->state
.gs_sampler
[idx
];
3322 /* Context activation is done by the caller. */
3323 /* Do not call while under the GL lock. */
3324 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3325 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
3326 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
3329 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
3330 struct wined3d_viewport vp
;
3338 if (stream_info
->use_map
& (1 << WINED3D_FFP_NORMAL
))
3340 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3343 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_POSITION
)))
3345 ERR("Source has no position mask\n");
3346 return WINED3DERR_INVALIDCALL
;
3349 if (device
->stateBlock
->state
.render_states
[WINED3D_RS_CLIPPING
])
3351 static BOOL warned
= FALSE
;
3353 * The clipping code is not quite correct. Some things need
3354 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3355 * so disable clipping for now.
3356 * (The graphics in Half-Life are broken, and my processvertices
3357 * test crashes with IDirect3DDevice3)
3363 FIXME("Clipping is broken and disabled for now\n");
3369 vertex_size
= get_flexible_vertex_size(DestFVF
);
3370 if (FAILED(hr
= wined3d_buffer_map(dest
, dwDestIndex
* vertex_size
, dwCount
* vertex_size
, &dest_ptr
, 0)))
3372 WARN("Failed to map buffer, hr %#x.\n", hr
);
3376 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
3377 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
3378 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
3380 TRACE("View mat:\n");
3381 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
);
3382 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
);
3383 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
);
3384 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
);
3386 TRACE("Proj mat:\n");
3387 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
);
3388 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
);
3389 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
);
3390 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
);
3392 TRACE("World mat:\n");
3393 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
);
3394 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
);
3395 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
);
3396 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
);
3398 /* Get the viewport */
3399 wined3d_device_get_viewport(device
, &vp
);
3400 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3401 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
3403 multiply_matrix(&mat
,&view_mat
,&world_mat
);
3404 multiply_matrix(&mat
,&proj_mat
,&mat
);
3406 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
3408 for (i
= 0; i
< dwCount
; i
+= 1) {
3409 unsigned int tex_index
;
3411 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
3412 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
3413 /* The position first */
3414 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
3415 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3417 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
3419 /* Multiplication with world, view and projection matrix */
3420 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
);
3421 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
);
3422 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
);
3423 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
);
3425 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
3427 /* WARNING: The following things are taken from d3d7 and were not yet checked
3428 * against d3d8 or d3d9!
3431 /* Clipping conditions: From msdn
3433 * A vertex is clipped if it does not match the following requirements
3437 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3439 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3440 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3445 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
3446 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
3449 /* "Normal" viewport transformation (not clipped)
3450 * 1) The values are divided by rhw
3451 * 2) The y axis is negative, so multiply it with -1
3452 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3453 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3454 * 4) Multiply x with Width/2 and add Width/2
3455 * 5) The same for the height
3456 * 6) Add the viewpoint X and Y to the 2D coordinates and
3457 * The minimum Z value to z
3458 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3460 * Well, basically it's simply a linear transformation into viewport
3472 z
*= vp
.max_z
- vp
.min_z
;
3474 x
+= vp
.width
/ 2 + vp
.x
;
3475 y
+= vp
.height
/ 2 + vp
.y
;
3480 /* That vertex got clipped
3481 * Contrary to OpenGL it is not dropped completely, it just
3482 * undergoes a different calculation.
3484 TRACE("Vertex got clipped\n");
3491 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3492 * outside of the main vertex buffer memory. That needs some more
3497 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3500 ( (float *) dest_ptr
)[0] = x
;
3501 ( (float *) dest_ptr
)[1] = y
;
3502 ( (float *) dest_ptr
)[2] = z
;
3503 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3505 dest_ptr
+= 3 * sizeof(float);
3507 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
3508 dest_ptr
+= sizeof(float);
3511 if (DestFVF
& WINED3DFVF_PSIZE
)
3512 dest_ptr
+= sizeof(DWORD
);
3514 if (DestFVF
& WINED3DFVF_NORMAL
)
3516 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3517 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3518 /* AFAIK this should go into the lighting information */
3519 FIXME("Didn't expect the destination to have a normal\n");
3520 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3523 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3525 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3526 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3527 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_DIFFUSE
)))
3529 static BOOL warned
= FALSE
;
3532 ERR("No diffuse color in source, but destination has one\n");
3536 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3537 dest_ptr
+= sizeof(DWORD
);
3541 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3545 if (DestFVF
& WINED3DFVF_SPECULAR
)
3547 /* What's the color value in the feedback buffer? */
3548 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3549 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3550 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_SPECULAR
)))
3552 static BOOL warned
= FALSE
;
3555 ERR("No specular color in source, but destination has one\n");
3559 *(DWORD
*)dest_ptr
= 0xff000000;
3560 dest_ptr
+= sizeof(DWORD
);
3564 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3568 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3570 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3571 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3572 if (!(stream_info
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3574 ERR("No source texture, but destination requests one\n");
3575 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3579 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3584 wined3d_buffer_unmap(dest
);
3588 #undef copy_and_next
3590 /* Do not call while under the GL lock. */
3591 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3592 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3593 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3595 struct wined3d_state
*state
= &device
->stateBlock
->state
;
3596 struct wined3d_stream_info stream_info
;
3597 const struct wined3d_gl_info
*gl_info
;
3598 BOOL streamWasUP
= state
->user_stream
;
3599 struct wined3d_context
*context
;
3600 struct wined3d_shader
*vs
;
3604 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3605 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3606 device
, src_start_idx
, dst_idx
, vertex_count
,
3607 dst_buffer
, declaration
, flags
, dst_fvf
);
3610 FIXME("Output vertex declaration not implemented yet.\n");
3612 /* Need any context to write to the vbo. */
3613 context
= context_acquire(device
, NULL
);
3614 gl_info
= context
->gl_info
;
3616 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3617 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3618 * restore it afterwards. */
3619 vs
= state
->vertex_shader
;
3620 state
->vertex_shader
= NULL
;
3621 state
->user_stream
= FALSE
;
3622 device_stream_info_from_declaration(device
, &stream_info
);
3623 state
->user_stream
= streamWasUP
;
3624 state
->vertex_shader
= vs
;
3626 /* We can't convert FROM a VBO, and vertex buffers used to source into
3627 * process_vertices() are unlikely to ever be used for drawing. Release
3628 * VBOs in those buffers and fix up the stream_info structure.
3630 * Also apply the start index. */
3631 for (i
= 0; i
< (sizeof(stream_info
.elements
) / sizeof(*stream_info
.elements
)); ++i
)
3633 struct wined3d_stream_info_element
*e
;
3635 if (!(stream_info
.use_map
& (1 << i
)))
3638 e
= &stream_info
.elements
[i
];
3639 if (e
->data
.buffer_object
)
3641 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
3642 e
->data
.buffer_object
= 0;
3643 e
->data
.addr
= (BYTE
*)((ULONG_PTR
)e
->data
.addr
+ (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
));
3644 GL_EXTCALL(glDeleteBuffersARB(1, &vb
->buffer_object
));
3645 vb
->buffer_object
= 0;
3648 e
->data
.addr
+= e
->stride
* src_start_idx
;
3651 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3652 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3654 context_release(context
);
3659 void CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3660 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3662 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3665 TRACE("device %p, stage %u, state %s, value %#x.\n",
3666 device
, stage
, debug_d3dtexturestate(state
), value
);
3668 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3670 WARN("Invalid state %#x passed.\n", state
);
3674 if (stage
>= gl_info
->limits
.texture_stages
)
3676 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3677 stage
, gl_info
->limits
.texture_stages
- 1);
3681 old_value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3682 device
->updateStateBlock
->changed
.textureState
[stage
] |= 1 << state
;
3683 device
->updateStateBlock
->state
.texture_states
[stage
][state
] = value
;
3685 if (device
->isRecordingState
)
3687 TRACE("Recording... not performing anything.\n");
3691 /* Checked after the assignments to allow proper stateblock recording. */
3692 if (old_value
== value
)
3694 TRACE("Application is setting the old value over, nothing to do.\n");
3698 if (stage
> device
->stateBlock
->state
.lowest_disabled_stage
3699 && device
->StateTable
[STATE_TEXTURESTAGE(0, state
)].representative
3700 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
))
3702 /* Colorop change above lowest disabled stage? That won't change
3703 * anything in the GL setup. Changes in other states are important on
3704 * disabled stages too. */
3708 if (state
== WINED3D_TSS_COLOR_OP
)
3712 if (value
== WINED3D_TOP_DISABLE
&& old_value
!= WINED3D_TOP_DISABLE
)
3714 /* Previously enabled stage disabled now. Make sure to dirtify
3715 * all enabled stages above stage, they have to be disabled.
3717 * The current stage is dirtified below. */
3718 for (i
= stage
+ 1; i
< device
->stateBlock
->state
.lowest_disabled_stage
; ++i
)
3720 TRACE("Additionally dirtifying stage %u.\n", i
);
3721 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3723 device
->stateBlock
->state
.lowest_disabled_stage
= stage
;
3724 TRACE("New lowest disabled: %u.\n", stage
);
3726 else if (value
!= WINED3D_TOP_DISABLE
&& old_value
== WINED3D_TOP_DISABLE
)
3728 /* Previously disabled stage enabled. Stages above it may need
3729 * enabling. Stage must be lowest_disabled_stage here, if it's
3730 * bigger success is returned above, and stages below the lowest
3731 * disabled stage can't be enabled (because they are enabled
3734 * Again stage stage doesn't need to be dirtified here, it is
3736 for (i
= stage
+ 1; i
< gl_info
->limits
.texture_stages
; ++i
)
3738 if (device
->updateStateBlock
->state
.texture_states
[i
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_DISABLE
)
3740 TRACE("Additionally dirtifying stage %u due to enable.\n", i
);
3741 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3743 device
->stateBlock
->state
.lowest_disabled_stage
= i
;
3744 TRACE("New lowest disabled: %u.\n", i
);
3748 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, state
));
3751 DWORD CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3752 UINT stage
, enum wined3d_texture_stage_state state
)
3754 TRACE("device %p, stage %u, state %s.\n",
3755 device
, stage
, debug_d3dtexturestate(state
));
3757 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3759 WARN("Invalid state %#x passed.\n", state
);
3763 return device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3766 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3767 UINT stage
, struct wined3d_texture
*texture
)
3769 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3770 struct wined3d_texture
*prev
;
3772 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3774 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3775 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3777 /* Windows accepts overflowing this array... we do not. */
3778 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3780 WARN("Ignoring invalid stage %u.\n", stage
);
3784 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
3786 WARN("Rejecting attempt to set scratch texture.\n");
3787 return WINED3DERR_INVALIDCALL
;
3790 device
->updateStateBlock
->changed
.textures
|= 1 << stage
;
3792 prev
= device
->updateStateBlock
->state
.textures
[stage
];
3793 TRACE("Previous texture %p.\n", prev
);
3795 if (texture
== prev
)
3797 TRACE("App is setting the same texture again, nothing to do.\n");
3801 TRACE("Setting new texture to %p.\n", texture
);
3802 device
->updateStateBlock
->state
.textures
[stage
] = texture
;
3804 if (device
->isRecordingState
)
3806 TRACE("Recording... not performing anything\n");
3808 if (texture
) wined3d_texture_incref(texture
);
3809 if (prev
) wined3d_texture_decref(prev
);
3816 LONG bind_count
= InterlockedIncrement(&texture
->resource
.bind_count
);
3818 wined3d_texture_incref(texture
);
3820 if (!prev
|| texture
->target
!= prev
->target
)
3821 device_invalidate_state(device
, STATE_PIXELSHADER
);
3823 if (!prev
&& stage
< gl_info
->limits
.texture_stages
)
3825 /* The source arguments for color and alpha ops have different
3826 * meanings when a NULL texture is bound, so the COLOR_OP and
3827 * ALPHA_OP have to be dirtified. */
3828 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
3829 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
3832 if (bind_count
== 1)
3833 texture
->sampler
= stage
;
3838 LONG bind_count
= InterlockedDecrement(&prev
->resource
.bind_count
);
3840 if (!texture
&& stage
< gl_info
->limits
.texture_stages
)
3842 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
3843 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
3846 if (bind_count
&& prev
->sampler
== stage
)
3850 /* Search for other stages the texture is bound to. Shouldn't
3851 * happen if applications bind textures to a single stage only. */
3852 TRACE("Searching for other stages the texture is bound to.\n");
3853 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3855 if (device
->updateStateBlock
->state
.textures
[i
] == prev
)
3857 TRACE("Texture is also bound to stage %u.\n", i
);
3864 wined3d_texture_decref(prev
);
3867 device_invalidate_state(device
, STATE_SAMPLER(stage
));
3872 struct wined3d_texture
* CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
, UINT stage
)
3874 TRACE("device %p, stage %u.\n", device
, stage
);
3876 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3877 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3879 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3881 WARN("Ignoring invalid stage %u.\n", stage
);
3882 return NULL
; /* Windows accepts overflowing this array ... we do not. */
3885 return device
->stateBlock
->state
.textures
[stage
];
3888 HRESULT CDECL
wined3d_device_get_back_buffer(const struct wined3d_device
*device
, UINT swapchain_idx
,
3889 UINT backbuffer_idx
, enum wined3d_backbuffer_type backbuffer_type
, struct wined3d_surface
**backbuffer
)
3891 struct wined3d_swapchain
*swapchain
;
3893 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3894 device
, swapchain_idx
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3896 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3897 return WINED3DERR_INVALIDCALL
;
3899 if (!(*backbuffer
= wined3d_swapchain_get_back_buffer(swapchain
, backbuffer_idx
, backbuffer_type
)))
3900 return WINED3DERR_INVALIDCALL
;
3904 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3906 TRACE("device %p, caps %p.\n", device
, caps
);
3908 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3909 device
->create_parms
.device_type
, caps
);
3912 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
, UINT swapchain_idx
,
3913 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
3915 struct wined3d_swapchain
*swapchain
;
3917 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3918 device
, swapchain_idx
, mode
, rotation
);
3920 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3921 return WINED3DERR_INVALIDCALL
;
3923 return wined3d_swapchain_get_display_mode(swapchain
, mode
, rotation
);
3926 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3928 struct wined3d_stateblock
*stateblock
;
3931 TRACE("device %p.\n", device
);
3933 if (device
->isRecordingState
)
3934 return WINED3DERR_INVALIDCALL
;
3936 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3940 wined3d_stateblock_decref(device
->updateStateBlock
);
3941 device
->updateStateBlock
= stateblock
;
3942 device
->isRecordingState
= TRUE
;
3944 TRACE("Recording stateblock %p.\n", stateblock
);
3949 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3950 struct wined3d_stateblock
**stateblock
)
3952 struct wined3d_stateblock
*object
= device
->updateStateBlock
;
3954 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3956 if (!device
->isRecordingState
)
3958 WARN("Not recording.\n");
3960 return WINED3DERR_INVALIDCALL
;
3963 stateblock_init_contained_states(object
);
3965 *stateblock
= object
;
3966 device
->isRecordingState
= FALSE
;
3967 device
->updateStateBlock
= device
->stateBlock
;
3968 wined3d_stateblock_incref(device
->updateStateBlock
);
3970 TRACE("Returning stateblock %p.\n", *stateblock
);
3975 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3977 /* At the moment we have no need for any functionality at the beginning
3979 TRACE("device %p.\n", device
);
3981 if (device
->inScene
)
3983 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3984 return WINED3DERR_INVALIDCALL
;
3986 device
->inScene
= TRUE
;
3990 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3992 struct wined3d_context
*context
;
3994 TRACE("device %p.\n", device
);
3996 if (!device
->inScene
)
3998 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3999 return WINED3DERR_INVALIDCALL
;
4002 context
= context_acquire(device
, NULL
);
4003 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4004 context
->gl_info
->gl_ops
.gl
.p_glFlush();
4005 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
4007 context_release(context
);
4009 device
->inScene
= FALSE
;
4013 HRESULT CDECL
wined3d_device_present(const struct wined3d_device
*device
, const RECT
*src_rect
,
4014 const RECT
*dst_rect
, HWND dst_window_override
, const RGNDATA
*dirty_region
, DWORD flags
)
4018 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
4019 device
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
4020 dst_window_override
, dirty_region
, flags
);
4022 for (i
= 0; i
< device
->swapchain_count
; ++i
)
4024 wined3d_swapchain_present(device
->swapchains
[i
], src_rect
,
4025 dst_rect
, dst_window_override
, dirty_region
, flags
);
4031 /* Do not call while under the GL lock. */
4032 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
4033 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
4037 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
4038 device
, rect_count
, rects
, flags
, color
->r
, color
->g
, color
->b
, color
->a
, depth
, stencil
);
4040 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
4042 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4045 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4046 /* TODO: What about depth stencil buffers without stencil bits? */
4047 return WINED3DERR_INVALIDCALL
;
4049 else if (flags
& WINED3DCLEAR_TARGET
)
4051 if (ds
->resource
.width
< device
->fb
.render_targets
[0]->resource
.width
4052 || ds
->resource
.height
< device
->fb
.render_targets
[0]->resource
.height
)
4054 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4060 wined3d_get_draw_rect(&device
->stateBlock
->state
, &draw_rect
);
4061 device_clear_render_targets(device
, device
->adapter
->gl_info
.limits
.buffers
,
4062 &device
->fb
, rect_count
, rects
, &draw_rect
, flags
, color
, depth
, stencil
);
4067 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
4068 enum wined3d_primitive_type primitive_type
)
4070 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
4072 device
->updateStateBlock
->changed
.primitive_type
= TRUE
;
4073 device
->updateStateBlock
->state
.gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
4076 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
4077 enum wined3d_primitive_type
*primitive_type
)
4079 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
4081 *primitive_type
= d3d_primitive_type_from_gl(device
->stateBlock
->state
.gl_primitive_type
);
4083 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
4086 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
4088 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
4090 if (!device
->stateBlock
->state
.vertex_declaration
)
4092 WARN("Called without a valid vertex declaration set.\n");
4093 return WINED3DERR_INVALIDCALL
;
4096 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4097 if (device
->stateBlock
->state
.user_stream
)
4099 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4100 device
->stateBlock
->state
.user_stream
= FALSE
;
4103 if (device
->stateBlock
->state
.load_base_vertex_index
)
4105 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4106 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4109 /* Account for the loading offset due to index buffers. Instead of
4110 * reloading all sources correct it with the startvertex parameter. */
4111 draw_primitive(device
, start_vertex
, vertex_count
, 0, 0, FALSE
, NULL
);
4115 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
4117 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4119 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
4121 if (!device
->stateBlock
->state
.index_buffer
)
4123 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4124 * without an index buffer set. (The first time at least...)
4125 * D3D8 simply dies, but I doubt it can do much harm to return
4126 * D3DERR_INVALIDCALL there as well. */
4127 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4128 return WINED3DERR_INVALIDCALL
;
4131 if (!device
->stateBlock
->state
.vertex_declaration
)
4133 WARN("Called without a valid vertex declaration set.\n");
4134 return WINED3DERR_INVALIDCALL
;
4137 if (device
->stateBlock
->state
.user_stream
)
4139 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4140 device
->stateBlock
->state
.user_stream
= FALSE
;
4143 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
4144 device
->stateBlock
->state
.load_base_vertex_index
!= device
->stateBlock
->state
.base_vertex_index
)
4146 device
->stateBlock
->state
.load_base_vertex_index
= device
->stateBlock
->state
.base_vertex_index
;
4147 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4150 draw_primitive(device
, start_idx
, index_count
, 0, 0, TRUE
, NULL
);
4155 void CDECL
wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device
*device
,
4156 UINT start_idx
, UINT index_count
, UINT start_instance
, UINT instance_count
)
4158 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
4160 draw_primitive(device
, start_idx
, index_count
, start_instance
, instance_count
, TRUE
, NULL
);
4163 HRESULT CDECL
wined3d_device_draw_primitive_strided(struct wined3d_device
*device
,
4164 UINT vertex_count
, const struct wined3d_strided_data
*strided_data
)
4166 /* Mark the state dirty until we have nicer tracking. It's fine to change
4167 * baseVertexIndex because that call is only called by ddraw which does
4168 * not need that value. */
4169 device_invalidate_state(device
, STATE_VDECL
);
4170 device_invalidate_state(device
, STATE_STREAMSRC
);
4171 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4173 device
->stateBlock
->state
.base_vertex_index
= 0;
4174 device
->up_strided
= strided_data
;
4175 draw_primitive(device
, 0, vertex_count
, 0, 0, FALSE
, NULL
);
4176 device
->up_strided
= NULL
;
4178 /* Invalidate the states again to make sure the values from the stateblock
4179 * are properly applied in the next regular draw. Note that the application-
4180 * provided strided data has ovwritten pretty much the entire vertex and
4181 * and index stream related states */
4182 device_invalidate_state(device
, STATE_VDECL
);
4183 device_invalidate_state(device
, STATE_STREAMSRC
);
4184 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4188 HRESULT CDECL
wined3d_device_draw_indexed_primitive_strided(struct wined3d_device
*device
,
4189 UINT index_count
, const struct wined3d_strided_data
*strided_data
,
4190 UINT vertex_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
)
4192 enum wined3d_format_id prev_idx_format
;
4194 /* Mark the state dirty until we have nicer tracking
4195 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4198 device_invalidate_state(device
, STATE_VDECL
);
4199 device_invalidate_state(device
, STATE_STREAMSRC
);
4200 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4202 prev_idx_format
= device
->stateBlock
->state
.index_format
;
4203 device
->stateBlock
->state
.index_format
= index_data_format_id
;
4204 device
->stateBlock
->state
.user_stream
= TRUE
;
4205 device
->stateBlock
->state
.base_vertex_index
= 0;
4206 device
->up_strided
= strided_data
;
4207 draw_primitive(device
, 0, index_count
, 0, 0, TRUE
, index_data
);
4208 device
->up_strided
= NULL
;
4209 device
->stateBlock
->state
.index_format
= prev_idx_format
;
4211 device_invalidate_state(device
, STATE_VDECL
);
4212 device_invalidate_state(device
, STATE_STREAMSRC
);
4213 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4217 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4218 static HRESULT
device_update_volume(struct wined3d_device
*device
,
4219 struct wined3d_volume
*src_volume
, struct wined3d_volume
*dst_volume
)
4221 struct wined3d_map_desc src
;
4222 struct wined3d_map_desc dst
;
4225 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4226 device
, src_volume
, dst_volume
);
4228 /* TODO: Implement direct loading into the gl volume instead of using
4229 * memcpy and dirtification to improve loading performance. */
4230 if (FAILED(hr
= wined3d_volume_map(src_volume
, &src
, NULL
, WINED3D_MAP_READONLY
)))
4232 if (FAILED(hr
= wined3d_volume_map(dst_volume
, &dst
, NULL
, WINED3D_MAP_DISCARD
)))
4234 wined3d_volume_unmap(src_volume
);
4238 memcpy(dst
.data
, src
.data
, dst_volume
->resource
.size
);
4240 hr
= wined3d_volume_unmap(dst_volume
);
4242 wined3d_volume_unmap(src_volume
);
4244 hr
= wined3d_volume_unmap(src_volume
);
4249 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
4250 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
4252 enum wined3d_resource_type type
;
4253 unsigned int level_count
, i
;
4256 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
4258 /* Verify that the source and destination textures are non-NULL. */
4259 if (!src_texture
|| !dst_texture
)
4261 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4262 return WINED3DERR_INVALIDCALL
;
4265 if (src_texture
== dst_texture
)
4267 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4268 return WINED3DERR_INVALIDCALL
;
4271 /* Verify that the source and destination textures are the same type. */
4272 type
= src_texture
->resource
.type
;
4273 if (dst_texture
->resource
.type
!= type
)
4275 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4276 return WINED3DERR_INVALIDCALL
;
4279 /* Check that both textures have the identical numbers of levels. */
4280 level_count
= wined3d_texture_get_level_count(src_texture
);
4281 if (wined3d_texture_get_level_count(dst_texture
) != level_count
)
4283 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4284 return WINED3DERR_INVALIDCALL
;
4287 /* Make sure that the destination texture is loaded. */
4288 dst_texture
->texture_ops
->texture_preload(dst_texture
, SRGB_RGB
);
4290 /* Update every surface level of the texture. */
4293 case WINED3D_RTYPE_TEXTURE
:
4295 struct wined3d_surface
*src_surface
;
4296 struct wined3d_surface
*dst_surface
;
4298 for (i
= 0; i
< level_count
; ++i
)
4300 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4301 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4302 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4305 WARN("Failed to update surface, hr %#x.\n", hr
);
4312 case WINED3D_RTYPE_CUBE_TEXTURE
:
4314 struct wined3d_surface
*src_surface
;
4315 struct wined3d_surface
*dst_surface
;
4317 for (i
= 0; i
< level_count
* 6; ++i
)
4319 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4320 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4321 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4324 WARN("Failed to update surface, hr %#x.\n", hr
);
4331 case WINED3D_RTYPE_VOLUME_TEXTURE
:
4333 for (i
= 0; i
< level_count
; ++i
)
4335 hr
= device_update_volume(device
,
4336 volume_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
)),
4337 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
)));
4340 WARN("Failed to update volume, hr %#x.\n", hr
);
4348 FIXME("Unsupported texture type %#x.\n", type
);
4349 return WINED3DERR_INVALIDCALL
;
4355 HRESULT CDECL
wined3d_device_get_front_buffer_data(const struct wined3d_device
*device
,
4356 UINT swapchain_idx
, struct wined3d_surface
*dst_surface
)
4358 struct wined3d_swapchain
*swapchain
;
4360 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device
, swapchain_idx
, dst_surface
);
4362 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4363 return WINED3DERR_INVALIDCALL
;
4365 return wined3d_swapchain_get_front_buffer_data(swapchain
, dst_surface
);
4368 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
4370 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4371 struct wined3d_texture
*texture
;
4374 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
4376 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4378 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
4380 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4381 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4383 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
4385 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4386 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4389 texture
= state
->textures
[i
];
4390 if (!texture
|| texture
->resource
.format
->flags
& WINED3DFMT_FLAG_FILTERING
) continue;
4392 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
4394 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i
);
4397 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
4399 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i
);
4402 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
4403 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
4405 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i
);
4410 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
4411 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
4413 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4414 struct wined3d_surface
*target
= device
->fb
.render_targets
[0];
4417 && (ds
->resource
.width
< target
->resource
.width
|| ds
->resource
.height
< target
->resource
.height
))
4419 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4420 return WINED3DERR_CONFLICTINGRENDERSTATE
;
4424 /* return a sensible default */
4427 TRACE("returning D3D_OK\n");
4431 void CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
4435 TRACE("device %p, software %#x.\n", device
, software
);
4439 FIXME("device %p, software %#x stub!\n", device
, software
);
4443 device
->softwareVertexProcessing
= software
;
4446 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
4450 TRACE("device %p.\n", device
);
4454 TRACE("device %p stub!\n", device
);
4458 return device
->softwareVertexProcessing
;
4461 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
4462 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
4464 struct wined3d_swapchain
*swapchain
;
4466 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4467 device
, swapchain_idx
, raster_status
);
4469 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4470 return WINED3DERR_INVALIDCALL
;
4472 return wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
4475 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
4479 TRACE("device %p, segments %.8e.\n", device
, segments
);
4481 if (segments
!= 0.0f
)
4485 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
4493 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
4497 TRACE("device %p.\n", device
);
4501 FIXME("device %p stub!\n", device
);
4508 HRESULT CDECL
wined3d_device_update_surface(struct wined3d_device
*device
,
4509 struct wined3d_surface
*src_surface
, const RECT
*src_rect
,
4510 struct wined3d_surface
*dst_surface
, const POINT
*dst_point
)
4512 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4513 device
, src_surface
, wine_dbgstr_rect(src_rect
),
4514 dst_surface
, wine_dbgstr_point(dst_point
));
4516 if (src_surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
|| dst_surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
4518 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4519 src_surface
, dst_surface
);
4520 return WINED3DERR_INVALIDCALL
;
4523 return surface_upload_from_surface(dst_surface
, dst_point
, src_surface
, src_rect
);
4526 HRESULT CDECL
wined3d_device_draw_rect_patch(struct wined3d_device
*device
, UINT handle
,
4527 const float *num_segs
, const struct wined3d_rect_patch_info
*rect_patch_info
)
4529 struct wined3d_rect_patch
*patch
;
4530 GLenum old_primitive_type
;
4535 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4536 device
, handle
, num_segs
, rect_patch_info
);
4538 if (!(handle
|| rect_patch_info
))
4540 /* TODO: Write a test for the return value, thus the FIXME */
4541 FIXME("Both handle and rect_patch_info are NULL.\n");
4542 return WINED3DERR_INVALIDCALL
;
4547 i
= PATCHMAP_HASHFUNC(handle
);
4549 LIST_FOR_EACH(e
, &device
->patches
[i
])
4551 patch
= LIST_ENTRY(e
, struct wined3d_rect_patch
, entry
);
4552 if (patch
->Handle
== handle
)
4561 TRACE("Patch does not exist. Creating a new one\n");
4562 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4563 patch
->Handle
= handle
;
4564 list_add_head(&device
->patches
[i
], &patch
->entry
);
4566 TRACE("Found existing patch %p\n", patch
);
4571 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4572 * attributes we have to tesselate, read back, and draw. This needs a patch
4573 * management structure instance. Create one.
4575 * A possible improvement is to check if a vertex shader is used, and if not directly
4578 FIXME("Drawing an uncached patch. This is slow\n");
4579 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4582 if (num_segs
[0] != patch
->numSegs
[0] || num_segs
[1] != patch
->numSegs
[1]
4583 || num_segs
[2] != patch
->numSegs
[2] || num_segs
[3] != patch
->numSegs
[3]
4584 || (rect_patch_info
&& memcmp(rect_patch_info
, &patch
->rect_patch_info
, sizeof(*rect_patch_info
))))
4587 TRACE("Tesselation density or patch info changed, retesselating\n");
4589 if (rect_patch_info
)
4590 patch
->rect_patch_info
= *rect_patch_info
;
4592 patch
->numSegs
[0] = num_segs
[0];
4593 patch
->numSegs
[1] = num_segs
[1];
4594 patch
->numSegs
[2] = num_segs
[2];
4595 patch
->numSegs
[3] = num_segs
[3];
4597 hr
= tesselate_rectpatch(device
, patch
);
4600 WARN("Patch tesselation failed.\n");
4602 /* Do not release the handle to store the params of the patch */
4604 HeapFree(GetProcessHeap(), 0, patch
);
4610 old_primitive_type
= device
->stateBlock
->state
.gl_primitive_type
;
4611 device
->stateBlock
->state
.gl_primitive_type
= GL_TRIANGLES
;
4612 wined3d_device_draw_primitive_strided(device
, patch
->numSegs
[0] * patch
->numSegs
[1] * 2 * 3, &patch
->strided
);
4613 device
->stateBlock
->state
.gl_primitive_type
= old_primitive_type
;
4615 /* Destroy uncached patches */
4618 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4619 HeapFree(GetProcessHeap(), 0, patch
);
4624 HRESULT CDECL
wined3d_device_draw_tri_patch(struct wined3d_device
*device
, UINT handle
,
4625 const float *segment_count
, const struct wined3d_tri_patch_info
*patch_info
)
4627 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4628 device
, handle
, segment_count
, patch_info
);
4633 HRESULT CDECL
wined3d_device_delete_patch(struct wined3d_device
*device
, UINT handle
)
4635 struct wined3d_rect_patch
*patch
;
4639 TRACE("device %p, handle %#x.\n", device
, handle
);
4641 i
= PATCHMAP_HASHFUNC(handle
);
4642 LIST_FOR_EACH(e
, &device
->patches
[i
])
4644 patch
= LIST_ENTRY(e
, struct wined3d_rect_patch
, entry
);
4645 if (patch
->Handle
== handle
)
4647 TRACE("Deleting patch %p\n", patch
);
4648 list_remove(&patch
->entry
);
4649 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4650 HeapFree(GetProcessHeap(), 0, patch
);
4655 /* TODO: Write a test for the return value */
4656 FIXME("Attempt to destroy nonexistent patch\n");
4657 return WINED3DERR_INVALIDCALL
;
4660 /* Do not call while under the GL lock. */
4661 HRESULT CDECL
wined3d_device_color_fill(struct wined3d_device
*device
,
4662 struct wined3d_surface
*surface
, const RECT
*rect
, const struct wined3d_color
*color
)
4666 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4667 device
, surface
, wine_dbgstr_rect(rect
),
4668 color
->r
, color
->g
, color
->b
, color
->a
);
4670 if (surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
&& surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
4672 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface
->resource
.pool
));
4673 return WINED3DERR_INVALIDCALL
;
4678 SetRect(&r
, 0, 0, surface
->resource
.width
, surface
->resource
.height
);
4682 return surface_color_fill(surface
, rect
, color
);
4685 /* Do not call while under the GL lock. */
4686 void CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4687 struct wined3d_rendertarget_view
*rendertarget_view
, const struct wined3d_color
*color
)
4689 struct wined3d_resource
*resource
;
4693 resource
= rendertarget_view
->resource
;
4694 if (resource
->type
!= WINED3D_RTYPE_SURFACE
)
4696 FIXME("Only supported on surface resources\n");
4700 SetRect(&rect
, 0, 0, resource
->width
, resource
->height
);
4701 hr
= surface_color_fill(surface_from_resource(resource
), &rect
, color
);
4702 if (FAILED(hr
)) ERR("Color fill failed, hr %#x.\n", hr
);
4705 struct wined3d_surface
* CDECL
wined3d_device_get_render_target(const struct wined3d_device
*device
,
4706 UINT render_target_idx
)
4708 TRACE("device %p, render_target_idx %u.\n", device
, render_target_idx
);
4710 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4712 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4716 return device
->fb
.render_targets
[render_target_idx
];
4719 struct wined3d_surface
* CDECL
wined3d_device_get_depth_stencil(const struct wined3d_device
*device
)
4721 TRACE("device %p.\n", device
);
4723 return device
->fb
.depth_stencil
;
4726 HRESULT CDECL
wined3d_device_set_render_target(struct wined3d_device
*device
,
4727 UINT render_target_idx
, struct wined3d_surface
*render_target
, BOOL set_viewport
)
4729 struct wined3d_surface
*prev
;
4731 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4732 device
, render_target_idx
, render_target
, set_viewport
);
4734 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4736 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4737 return WINED3DERR_INVALIDCALL
;
4740 /* Render target 0 can't be set to NULL. */
4741 if (!render_target
&& !render_target_idx
)
4743 WARN("Trying to set render target 0 to NULL.\n");
4744 return WINED3DERR_INVALIDCALL
;
4747 if (render_target
&& !(render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
4749 FIXME("Surface %p doesn't have render target usage.\n", render_target
);
4750 return WINED3DERR_INVALIDCALL
;
4753 /* Set the viewport and scissor rectangles, if requested. Tests show that
4754 * stateblock recording is ignored, the change goes directly into the
4755 * primary stateblock. */
4756 if (!render_target_idx
&& set_viewport
)
4758 struct wined3d_state
*state
= &device
->stateBlock
->state
;
4760 state
->viewport
.x
= 0;
4761 state
->viewport
.y
= 0;
4762 state
->viewport
.width
= render_target
->resource
.width
;
4763 state
->viewport
.height
= render_target
->resource
.height
;
4764 state
->viewport
.min_z
= 0.0f
;
4765 state
->viewport
.max_z
= 1.0f
;
4766 device_invalidate_state(device
, STATE_VIEWPORT
);
4768 state
->scissor_rect
.top
= 0;
4769 state
->scissor_rect
.left
= 0;
4770 state
->scissor_rect
.right
= render_target
->resource
.width
;
4771 state
->scissor_rect
.bottom
= render_target
->resource
.height
;
4772 device_invalidate_state(device
, STATE_SCISSORRECT
);
4776 prev
= device
->fb
.render_targets
[render_target_idx
];
4777 if (render_target
== prev
)
4781 wined3d_surface_incref(render_target
);
4782 device
->fb
.render_targets
[render_target_idx
] = render_target
;
4783 /* Release after the assignment, to prevent device_resource_released()
4784 * from seeing the surface as still in use. */
4786 wined3d_surface_decref(prev
);
4788 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4793 void CDECL
wined3d_device_set_depth_stencil(struct wined3d_device
*device
, struct wined3d_surface
*depth_stencil
)
4795 struct wined3d_surface
*prev
= device
->fb
.depth_stencil
;
4797 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4798 device
, depth_stencil
, prev
);
4800 if (prev
== depth_stencil
)
4802 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4808 if (device
->swapchains
[0]->desc
.flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4809 || prev
->flags
& SFLAG_DISCARD
)
4811 surface_modify_ds_location(prev
, SFLAG_DISCARDED
,
4812 prev
->resource
.width
, prev
->resource
.height
);
4813 if (prev
== device
->onscreen_depth_stencil
)
4815 wined3d_surface_decref(device
->onscreen_depth_stencil
);
4816 device
->onscreen_depth_stencil
= NULL
;
4821 device
->fb
.depth_stencil
= depth_stencil
;
4823 wined3d_surface_incref(depth_stencil
);
4825 if (!prev
!= !depth_stencil
)
4827 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4828 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_ZENABLE
));
4829 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
4830 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
4831 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4833 else if (prev
&& prev
->resource
.format
->depth_size
!= depth_stencil
->resource
.format
->depth_size
)
4835 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4838 wined3d_surface_decref(prev
);
4840 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4845 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4846 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_surface
*cursor_image
)
4848 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4849 device
, x_hotspot
, y_hotspot
, cursor_image
);
4851 /* some basic validation checks */
4852 if (device
->cursorTexture
)
4854 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4855 context
->gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->cursorTexture
);
4856 context_release(context
);
4857 device
->cursorTexture
= 0;
4862 struct wined3d_display_mode mode
;
4863 struct wined3d_map_desc map_desc
;
4866 /* MSDN: Cursor must be A8R8G8B8 */
4867 if (cursor_image
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4869 WARN("surface %p has an invalid format.\n", cursor_image
);
4870 return WINED3DERR_INVALIDCALL
;
4873 if (FAILED(hr
= wined3d_get_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &mode
, NULL
)))
4875 ERR("Failed to get display mode, hr %#x.\n", hr
);
4876 return WINED3DERR_INVALIDCALL
;
4879 /* MSDN: Cursor must be smaller than the display mode */
4880 if (cursor_image
->resource
.width
> mode
.width
|| cursor_image
->resource
.height
> mode
.height
)
4882 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4883 cursor_image
, cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4884 mode
.width
, mode
.height
);
4885 return WINED3DERR_INVALIDCALL
;
4888 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4890 /* Do not store the surface's pointer because the application may
4891 * release it after setting the cursor image. Windows doesn't
4892 * addref the set surface, so we can't do this either without
4893 * creating circular refcount dependencies. Copy out the gl texture
4895 device
->cursorWidth
= cursor_image
->resource
.width
;
4896 device
->cursorHeight
= cursor_image
->resource
.height
;
4897 if (SUCCEEDED(wined3d_surface_map(cursor_image
, &map_desc
, NULL
, WINED3D_MAP_READONLY
)))
4899 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4900 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
4901 struct wined3d_context
*context
;
4902 char *mem
, *bits
= map_desc
.data
;
4903 GLint intfmt
= format
->glInternal
;
4904 GLint gl_format
= format
->glFormat
;
4905 GLint type
= format
->glType
;
4906 INT height
= device
->cursorHeight
;
4907 INT width
= device
->cursorWidth
;
4908 INT bpp
= format
->byte_count
;
4911 /* Reformat the texture memory (pitch and width can be
4913 mem
= HeapAlloc(GetProcessHeap(), 0, width
* height
* bpp
);
4914 for (i
= 0; i
< height
; ++i
)
4915 memcpy(&mem
[width
* bpp
* i
], &bits
[map_desc
.row_pitch
* i
], width
* bpp
);
4916 wined3d_surface_unmap(cursor_image
);
4918 context
= context_acquire(device
, NULL
);
4920 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
4922 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
4923 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4926 invalidate_active_texture(device
, context
);
4927 /* Create a new cursor texture */
4928 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->cursorTexture
);
4929 checkGLcall("glGenTextures");
4930 context_bind_texture(context
, GL_TEXTURE_2D
, device
->cursorTexture
);
4931 /* Copy the bitmap memory into the cursor texture */
4932 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, intfmt
, width
, height
, 0, gl_format
, type
, mem
);
4933 checkGLcall("glTexImage2D");
4934 HeapFree(GetProcessHeap(), 0, mem
);
4936 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
4938 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
4939 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4942 context_release(context
);
4946 FIXME("A cursor texture was not returned.\n");
4947 device
->cursorTexture
= 0;
4950 if (cursor_image
->resource
.width
== 32 && cursor_image
->resource
.height
== 32)
4952 UINT mask_size
= cursor_image
->resource
.width
* cursor_image
->resource
.height
/ 8;
4953 ICONINFO cursorInfo
;
4957 /* 32-bit user32 cursors ignore the alpha channel if it's all
4958 * zeroes, and use the mask instead. Fill the mask with all ones
4959 * to ensure we still get a fully transparent cursor. */
4960 maskBits
= HeapAlloc(GetProcessHeap(), 0, mask_size
);
4961 memset(maskBits
, 0xff, mask_size
);
4962 wined3d_surface_map(cursor_image
, &map_desc
, NULL
,
4963 WINED3D_MAP_NO_DIRTY_UPDATE
| WINED3D_MAP_READONLY
);
4964 TRACE("width: %u height: %u.\n", cursor_image
->resource
.width
, cursor_image
->resource
.height
);
4966 cursorInfo
.fIcon
= FALSE
;
4967 cursorInfo
.xHotspot
= x_hotspot
;
4968 cursorInfo
.yHotspot
= y_hotspot
;
4969 cursorInfo
.hbmMask
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4971 cursorInfo
.hbmColor
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4972 1, 32, map_desc
.data
);
4973 wined3d_surface_unmap(cursor_image
);
4974 /* Create our cursor and clean up. */
4975 cursor
= CreateIconIndirect(&cursorInfo
);
4976 if (cursorInfo
.hbmMask
) DeleteObject(cursorInfo
.hbmMask
);
4977 if (cursorInfo
.hbmColor
) DeleteObject(cursorInfo
.hbmColor
);
4978 if (device
->hardwareCursor
) DestroyCursor(device
->hardwareCursor
);
4979 device
->hardwareCursor
= cursor
;
4980 if (device
->bCursorVisible
) SetCursor( cursor
);
4981 HeapFree(GetProcessHeap(), 0, maskBits
);
4985 device
->xHotSpot
= x_hotspot
;
4986 device
->yHotSpot
= y_hotspot
;
4990 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
4991 int x_screen_space
, int y_screen_space
, DWORD flags
)
4993 TRACE("device %p, x %d, y %d, flags %#x.\n",
4994 device
, x_screen_space
, y_screen_space
, flags
);
4996 device
->xScreenSpace
= x_screen_space
;
4997 device
->yScreenSpace
= y_screen_space
;
4999 if (device
->hardwareCursor
)
5003 GetCursorPos( &pt
);
5004 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
5006 SetCursorPos( x_screen_space
, y_screen_space
);
5008 /* Switch to the software cursor if position diverges from the hardware one. */
5009 GetCursorPos( &pt
);
5010 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
5012 if (device
->bCursorVisible
) SetCursor( NULL
);
5013 DestroyCursor( device
->hardwareCursor
);
5014 device
->hardwareCursor
= 0;
5019 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
5021 BOOL oldVisible
= device
->bCursorVisible
;
5023 TRACE("device %p, show %#x.\n", device
, show
);
5026 * When ShowCursor is first called it should make the cursor appear at the OS's last
5027 * known cursor position.
5029 if (show
&& !oldVisible
)
5033 device
->xScreenSpace
= pt
.x
;
5034 device
->yScreenSpace
= pt
.y
;
5037 if (device
->hardwareCursor
)
5039 device
->bCursorVisible
= show
;
5041 SetCursor(device
->hardwareCursor
);
5047 if (device
->cursorTexture
)
5048 device
->bCursorVisible
= show
;
5054 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
5056 struct wined3d_resource
*resource
, *cursor
;
5058 TRACE("device %p.\n", device
);
5060 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5062 TRACE("Checking resource %p for eviction.\n", resource
);
5064 if (resource
->pool
== WINED3D_POOL_MANAGED
&& !resource
->map_count
)
5066 TRACE("Evicting %p.\n", resource
);
5067 resource
->resource_ops
->resource_unload(resource
);
5071 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5072 device_invalidate_state(device
, STATE_STREAMSRC
);
5075 /* Do not call while under the GL lock. */
5076 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5078 struct wined3d_resource
*resource
, *cursor
;
5079 const struct wined3d_gl_info
*gl_info
;
5080 struct wined3d_context
*context
;
5081 struct wined3d_shader
*shader
;
5083 context
= context_acquire(device
, NULL
);
5084 gl_info
= context
->gl_info
;
5086 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5088 TRACE("Unloading resource %p.\n", resource
);
5090 resource
->resource_ops
->resource_unload(resource
);
5093 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
5095 device
->shader_backend
->shader_destroy(shader
);
5098 if (device
->depth_blt_texture
)
5100 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
5101 device
->depth_blt_texture
= 0;
5103 if (device
->cursorTexture
)
5105 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->cursorTexture
);
5106 device
->cursorTexture
= 0;
5109 device
->blitter
->free_private(device
);
5110 device
->shader_backend
->shader_free_private(device
);
5111 destroy_dummy_textures(device
, gl_info
);
5113 context_release(context
);
5115 while (device
->context_count
)
5117 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
5120 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5121 swapchain
->context
= NULL
;
5124 /* Do not call while under the GL lock. */
5125 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5127 struct wined3d_context
*context
;
5128 struct wined3d_surface
*target
;
5131 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
, device
->adapter
->fragment_pipe
)))
5133 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
5137 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
5139 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
5140 device
->shader_backend
->shader_free_private(device
);
5144 /* Recreate the primary swapchain's context */
5145 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
5146 if (!swapchain
->context
)
5148 ERR("Failed to allocate memory for swapchain context array.\n");
5149 device
->blitter
->free_private(device
);
5150 device
->shader_backend
->shader_free_private(device
);
5151 return E_OUTOFMEMORY
;
5154 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
5155 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
5157 WARN("Failed to create context.\n");
5158 device
->blitter
->free_private(device
);
5159 device
->shader_backend
->shader_free_private(device
);
5160 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5164 swapchain
->context
[0] = context
;
5165 swapchain
->num_contexts
= 1;
5166 create_dummy_textures(device
, context
);
5167 context_release(context
);
5172 /* Do not call while under the GL lock. */
5173 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
5174 const struct wined3d_swapchain_desc
*swapchain_desc
, const struct wined3d_display_mode
*mode
,
5175 wined3d_device_reset_cb callback
, BOOL reset_state
)
5177 struct wined3d_resource
*resource
, *cursor
;
5178 struct wined3d_swapchain
*swapchain
;
5179 struct wined3d_display_mode m
;
5180 BOOL DisplayModeChanged
= FALSE
;
5181 BOOL update_desc
= FALSE
;
5182 HRESULT hr
= WINED3D_OK
;
5185 TRACE("device %p, swapchain_desc %p, mode %p, callback %p.\n", device
, swapchain_desc
, mode
, callback
);
5187 if (!(swapchain
= wined3d_device_get_swapchain(device
, 0)))
5189 ERR("Failed to get the first implicit swapchain.\n");
5190 return WINED3DERR_INVALIDCALL
;
5194 stateblock_unbind_resources(device
->stateBlock
);
5196 if (device
->fb
.render_targets
)
5198 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
5199 wined3d_device_set_render_target(device
, 0, swapchain
->back_buffers
[0], FALSE
);
5201 wined3d_device_set_render_target(device
, 0, swapchain
->front_buffer
, FALSE
);
5202 for (i
= 1; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5204 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
5207 wined3d_device_set_depth_stencil(device
, NULL
);
5209 if (device
->onscreen_depth_stencil
)
5211 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5212 device
->onscreen_depth_stencil
= NULL
;
5217 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5219 TRACE("Enumerating resource %p.\n", resource
);
5220 if (FAILED(hr
= callback(resource
)))
5225 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5226 * on an existing gl context, so there's no real need for recreation.
5228 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5230 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5232 TRACE("New params:\n");
5233 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
5234 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
5235 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
5236 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
5237 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
5238 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
5239 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
5240 TRACE("device_window %p\n", swapchain_desc
->device_window
);
5241 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
5242 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
5243 if (swapchain_desc
->enable_auto_depth_stencil
)
5244 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
5245 TRACE("flags %#x\n", swapchain_desc
->flags
);
5246 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
5247 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
5248 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
5250 /* No special treatment of these parameters. Just store them */
5251 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
5252 swapchain
->desc
.flags
= swapchain_desc
->flags
;
5253 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
5254 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
5256 /* What to do about these? */
5257 if (swapchain_desc
->backbuffer_count
5258 && swapchain_desc
->backbuffer_count
!= swapchain
->desc
.backbuffer_count
)
5259 FIXME("Cannot change the back buffer count yet.\n");
5261 if (swapchain_desc
->device_window
5262 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
5264 TRACE("Changing the device window from %p to %p.\n",
5265 swapchain
->desc
.device_window
, swapchain_desc
->device_window
);
5266 swapchain
->desc
.device_window
= swapchain_desc
->device_window
;
5267 swapchain
->device_window
= swapchain_desc
->device_window
;
5268 wined3d_swapchain_set_window(swapchain
, NULL
);
5271 if (swapchain_desc
->enable_auto_depth_stencil
&& !device
->auto_depth_stencil
)
5273 TRACE("Creating the depth stencil buffer\n");
5275 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_surface(device
->device_parent
,
5276 device
->device_parent
, swapchain_desc
->backbuffer_width
, swapchain_desc
->backbuffer_height
,
5277 swapchain_desc
->auto_depth_stencil_format
, WINED3DUSAGE_DEPTHSTENCIL
,
5278 swapchain_desc
->multisample_type
, swapchain_desc
->multisample_quality
,
5279 &device
->auto_depth_stencil
)))
5281 ERR("Failed to create the depth stencil buffer, hr %#x.\n", hr
);
5282 return WINED3DERR_INVALIDCALL
;
5286 /* Reset the depth stencil */
5287 if (swapchain_desc
->enable_auto_depth_stencil
)
5288 wined3d_device_set_depth_stencil(device
, device
->auto_depth_stencil
);
5292 DisplayModeChanged
= TRUE
;
5295 else if (swapchain_desc
->windowed
)
5297 m
.width
= swapchain
->orig_width
;
5298 m
.height
= swapchain
->orig_height
;
5300 m
.format_id
= swapchain
->desc
.backbuffer_format
;
5301 m
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
5305 m
.width
= swapchain_desc
->backbuffer_width
;
5306 m
.height
= swapchain_desc
->backbuffer_height
;
5307 m
.refresh_rate
= swapchain_desc
->refresh_rate
;
5308 m
.format_id
= swapchain_desc
->backbuffer_format
;
5309 m
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
5312 /* Should Width == 800 && Height == 0 set 800x600? */
5313 if (swapchain_desc
->backbuffer_width
&& swapchain_desc
->backbuffer_height
5314 && (swapchain_desc
->backbuffer_width
!= swapchain
->desc
.backbuffer_width
5315 || swapchain_desc
->backbuffer_height
!= swapchain
->desc
.backbuffer_height
))
5317 if (!swapchain_desc
->windowed
)
5318 DisplayModeChanged
= TRUE
;
5320 swapchain
->desc
.backbuffer_width
= swapchain_desc
->backbuffer_width
;
5321 swapchain
->desc
.backbuffer_height
= swapchain_desc
->backbuffer_height
;
5325 if (swapchain_desc
->backbuffer_format
!= WINED3DFMT_UNKNOWN
5326 && swapchain_desc
->backbuffer_format
!= swapchain
->desc
.backbuffer_format
)
5328 swapchain
->desc
.backbuffer_format
= swapchain_desc
->backbuffer_format
;
5332 if (swapchain_desc
->multisample_type
!= swapchain
->desc
.multisample_type
5333 || swapchain_desc
->multisample_quality
!= swapchain
->desc
.multisample_quality
)
5335 swapchain
->desc
.multisample_type
= swapchain_desc
->multisample_type
;
5336 swapchain
->desc
.multisample_quality
= swapchain_desc
->multisample_quality
;
5344 if (FAILED(hr
= wined3d_surface_update_desc(swapchain
->front_buffer
, swapchain
->desc
.backbuffer_width
,
5345 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
5346 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
)))
5349 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
5351 if (FAILED(hr
= wined3d_surface_update_desc(swapchain
->back_buffers
[i
], swapchain
->desc
.backbuffer_width
,
5352 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
5353 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
)))
5356 if (device
->auto_depth_stencil
)
5358 if (FAILED(hr
= wined3d_surface_update_desc(device
->auto_depth_stencil
, swapchain
->desc
.backbuffer_width
,
5359 swapchain
->desc
.backbuffer_height
, device
->auto_depth_stencil
->resource
.format
->id
,
5360 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
)))
5365 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
5366 || DisplayModeChanged
)
5368 if (FAILED(hr
= wined3d_set_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &m
)))
5370 WARN("Failed to set display mode, hr %#x.\n", hr
);
5371 return WINED3DERR_INVALIDCALL
;
5374 if (!swapchain_desc
->windowed
)
5376 if (swapchain
->desc
.windowed
)
5378 HWND focus_window
= device
->create_parms
.focus_window
;
5380 focus_window
= swapchain_desc
->device_window
;
5381 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
5383 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
5387 /* switch from windowed to fs */
5388 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5389 swapchain_desc
->backbuffer_width
,
5390 swapchain_desc
->backbuffer_height
);
5394 /* Fullscreen -> fullscreen mode change */
5395 MoveWindow(swapchain
->device_window
, 0, 0,
5396 swapchain_desc
->backbuffer_width
,
5397 swapchain_desc
->backbuffer_height
,
5401 else if (!swapchain
->desc
.windowed
)
5403 /* Fullscreen -> windowed switch */
5404 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
5405 wined3d_device_release_focus_window(device
);
5407 swapchain
->desc
.windowed
= swapchain_desc
->windowed
;
5409 else if (!swapchain_desc
->windowed
)
5411 DWORD style
= device
->style
;
5412 DWORD exStyle
= device
->exStyle
;
5413 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5414 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5415 * Reset to clear up their mess. Guild Wars also loses the device during that.
5418 device
->exStyle
= 0;
5419 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5420 swapchain_desc
->backbuffer_width
,
5421 swapchain_desc
->backbuffer_height
);
5422 device
->style
= style
;
5423 device
->exStyle
= exStyle
;
5428 TRACE("Resetting stateblock.\n");
5429 wined3d_stateblock_decref(device
->updateStateBlock
);
5430 wined3d_stateblock_decref(device
->stateBlock
);
5432 if (device
->d3d_initialized
)
5433 delete_opengl_contexts(device
, swapchain
);
5435 /* Note: No parent needed for initial internal stateblock */
5436 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_INIT
, &device
->stateBlock
);
5438 ERR("Resetting the stateblock failed with error %#x.\n", hr
);
5440 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5441 device
->updateStateBlock
= device
->stateBlock
;
5442 wined3d_stateblock_incref(device
->updateStateBlock
);
5444 stateblock_init_default_state(device
->stateBlock
);
5448 struct wined3d_surface
*rt
= device
->fb
.render_targets
[0];
5449 struct wined3d_state
*state
= &device
->stateBlock
->state
;
5451 /* Note the min_z / max_z is not reset. */
5452 state
->viewport
.x
= 0;
5453 state
->viewport
.y
= 0;
5454 state
->viewport
.width
= rt
->resource
.width
;
5455 state
->viewport
.height
= rt
->resource
.height
;
5456 device_invalidate_state(device
, STATE_VIEWPORT
);
5458 state
->scissor_rect
.top
= 0;
5459 state
->scissor_rect
.left
= 0;
5460 state
->scissor_rect
.right
= rt
->resource
.width
;
5461 state
->scissor_rect
.bottom
= rt
->resource
.height
;
5462 device_invalidate_state(device
, STATE_SCISSORRECT
);
5465 swapchain_update_render_to_fbo(swapchain
);
5466 swapchain_update_draw_bindings(swapchain
);
5468 if (reset_state
&& device
->d3d_initialized
)
5469 hr
= create_primary_opengl_context(device
, swapchain
);
5471 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5477 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
5479 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
5481 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
5487 void CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
5488 struct wined3d_device_creation_parameters
*parameters
)
5490 TRACE("device %p, parameters %p.\n", device
, parameters
);
5492 *parameters
= device
->create_parms
;
5495 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
5496 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
5498 struct wined3d_swapchain
*swapchain
;
5500 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5501 device
, swapchain_idx
, flags
, ramp
);
5503 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
5504 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
5507 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
5508 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
5510 struct wined3d_swapchain
*swapchain
;
5512 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5513 device
, swapchain_idx
, ramp
);
5515 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
5516 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
5519 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5521 TRACE("device %p, resource %p.\n", device
, resource
);
5523 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
5526 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5528 TRACE("device %p, resource %p.\n", device
, resource
);
5530 list_remove(&resource
->resource_list_entry
);
5533 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5535 enum wined3d_resource_type type
= resource
->type
;
5538 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
5540 context_resource_released(device
, resource
, type
);
5544 case WINED3D_RTYPE_SURFACE
:
5546 struct wined3d_surface
*surface
= surface_from_resource(resource
);
5548 if (!device
->d3d_initialized
) break;
5550 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5552 if (device
->fb
.render_targets
[i
] == surface
)
5554 ERR("Surface %p is still in use as render target %u.\n", surface
, i
);
5555 device
->fb
.render_targets
[i
] = NULL
;
5559 if (device
->fb
.depth_stencil
== surface
)
5561 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface
);
5562 device
->fb
.depth_stencil
= NULL
;
5567 case WINED3D_RTYPE_TEXTURE
:
5568 case WINED3D_RTYPE_CUBE_TEXTURE
:
5569 case WINED3D_RTYPE_VOLUME_TEXTURE
:
5570 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5572 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
5574 if (device
->stateBlock
&& device
->stateBlock
->state
.textures
[i
] == texture
)
5576 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5577 texture
, device
->stateBlock
, i
);
5578 device
->stateBlock
->state
.textures
[i
] = NULL
;
5581 if (device
->updateStateBlock
!= device
->stateBlock
5582 && device
->updateStateBlock
->state
.textures
[i
] == texture
)
5584 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5585 texture
, device
->updateStateBlock
, i
);
5586 device
->updateStateBlock
->state
.textures
[i
] = NULL
;
5591 case WINED3D_RTYPE_BUFFER
:
5593 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
5595 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5597 if (device
->stateBlock
&& device
->stateBlock
->state
.streams
[i
].buffer
== buffer
)
5599 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5600 buffer
, device
->stateBlock
, i
);
5601 device
->stateBlock
->state
.streams
[i
].buffer
= NULL
;
5604 if (device
->updateStateBlock
!= device
->stateBlock
5605 && device
->updateStateBlock
->state
.streams
[i
].buffer
== buffer
)
5607 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5608 buffer
, device
->updateStateBlock
, i
);
5609 device
->updateStateBlock
->state
.streams
[i
].buffer
= NULL
;
5614 if (device
->stateBlock
&& device
->stateBlock
->state
.index_buffer
== buffer
)
5616 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5617 buffer
, device
->stateBlock
);
5618 device
->stateBlock
->state
.index_buffer
= NULL
;
5621 if (device
->updateStateBlock
!= device
->stateBlock
5622 && device
->updateStateBlock
->state
.index_buffer
== buffer
)
5624 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5625 buffer
, device
->updateStateBlock
);
5626 device
->updateStateBlock
->state
.index_buffer
= NULL
;
5635 /* Remove the resource from the resourceStore */
5636 device_resource_remove(device
, resource
);
5638 TRACE("Resource released.\n");
5641 struct wined3d_surface
* CDECL
wined3d_device_get_surface_from_dc(const struct wined3d_device
*device
, HDC dc
)
5643 struct wined3d_resource
*resource
;
5645 TRACE("device %p, dc %p.\n", device
, dc
);
5650 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5652 if (resource
->type
== WINED3D_RTYPE_SURFACE
)
5654 struct wined3d_surface
*s
= surface_from_resource(resource
);
5658 TRACE("Found surface %p for dc %p.\n", s
, dc
);
5667 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
5668 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
5669 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
5671 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
5672 const struct fragment_pipeline
*fragment_pipeline
;
5673 struct shader_caps shader_caps
;
5674 struct fragment_caps ffp_caps
;
5679 device
->wined3d
= wined3d
;
5680 wined3d_incref(device
->wined3d
);
5681 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
5682 device
->device_parent
= device_parent
;
5683 list_init(&device
->resources
);
5684 list_init(&device
->shaders
);
5685 device
->surface_alignment
= surface_alignment
;
5687 /* Save the creation parameters. */
5688 device
->create_parms
.adapter_idx
= adapter_idx
;
5689 device
->create_parms
.device_type
= device_type
;
5690 device
->create_parms
.focus_window
= focus_window
;
5691 device
->create_parms
.flags
= flags
;
5693 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
) list_init(&device
->patches
[i
]);
5695 select_shader_mode(&adapter
->gl_info
, &device
->ps_selected_mode
, &device
->vs_selected_mode
);
5696 device
->shader_backend
= adapter
->shader_backend
;
5698 if (device
->shader_backend
)
5700 device
->shader_backend
->shader_get_caps(&adapter
->gl_info
, &shader_caps
);
5701 device
->vs_version
= shader_caps
.vs_version
;
5702 device
->gs_version
= shader_caps
.gs_version
;
5703 device
->ps_version
= shader_caps
.ps_version
;
5704 device
->d3d_vshader_constantF
= shader_caps
.vs_uniform_count
;
5705 device
->d3d_pshader_constantF
= shader_caps
.ps_uniform_count
;
5706 device
->vs_clipping
= shader_caps
.vs_clipping
;
5708 fragment_pipeline
= adapter
->fragment_pipe
;
5709 if (fragment_pipeline
)
5711 fragment_pipeline
->get_caps(&adapter
->gl_info
, &ffp_caps
);
5712 device
->max_ffp_textures
= ffp_caps
.MaxSimultaneousTextures
;
5714 hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
, &adapter
->gl_info
,
5715 ffp_vertexstate_template
, fragment_pipeline
, misc_state_template
);
5718 ERR("Failed to compile state table, hr %#x.\n", hr
);
5719 wined3d_decref(device
->wined3d
);
5723 device
->blitter
= adapter
->blitter
;
5725 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_INIT
, &device
->stateBlock
);
5728 WARN("Failed to create stateblock.\n");
5729 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
5731 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
5733 wined3d_decref(device
->wined3d
);
5737 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5738 device
->updateStateBlock
= device
->stateBlock
;
5739 wined3d_stateblock_incref(device
->updateStateBlock
);
5745 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5747 DWORD rep
= device
->StateTable
[state
].representative
;
5748 struct wined3d_context
*context
;
5753 for (i
= 0; i
< device
->context_count
; ++i
)
5755 context
= device
->contexts
[i
];
5756 if(isStateDirty(context
, rep
)) continue;
5758 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5759 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5760 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5761 context
->isStateDirty
[idx
] |= (1 << shift
);
5765 void get_drawable_size_fbo(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
5767 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5768 *width
= context
->current_rt
->pow2Width
;
5769 *height
= context
->current_rt
->pow2Height
;
5772 void get_drawable_size_backbuffer(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
5774 const struct wined3d_swapchain
*swapchain
= context
->swapchain
;
5775 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5776 * current context's drawable, which is the size of the back buffer of the swapchain
5777 * the active context belongs to. */
5778 *width
= swapchain
->desc
.backbuffer_width
;
5779 *height
= swapchain
->desc
.backbuffer_height
;
5782 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
5783 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
5785 if (device
->filter_messages
)
5787 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5788 window
, message
, wparam
, lparam
);
5790 return DefWindowProcW(window
, message
, wparam
, lparam
);
5792 return DefWindowProcA(window
, message
, wparam
, lparam
);
5795 if (message
== WM_DESTROY
)
5797 TRACE("unregister window %p.\n", window
);
5798 wined3d_unregister_window(window
);
5800 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
5801 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
5803 else if (message
== WM_DISPLAYCHANGE
)
5805 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
5809 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
5811 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);