2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
36 /* Define the default light parameters as specified by MSDN. */
37 const struct wined3d_light WINED3D_default_light
=
39 WINED3D_LIGHT_DIRECTIONAL
, /* Type */
40 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
41 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
42 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
43 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
44 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
47 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
52 /**********************************************************
53 * Global variable / Constants follow
54 **********************************************************/
55 const float identity
[] =
57 1.0f
, 0.0f
, 0.0f
, 0.0f
,
58 0.0f
, 1.0f
, 0.0f
, 0.0f
,
59 0.0f
, 0.0f
, 1.0f
, 0.0f
,
60 0.0f
, 0.0f
, 0.0f
, 1.0f
,
61 }; /* When needed for comparisons */
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64 * actually have the same values in GL and D3D. */
65 static GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
67 switch(primitive_type
)
69 case WINED3D_PT_POINTLIST
:
72 case WINED3D_PT_LINELIST
:
75 case WINED3D_PT_LINESTRIP
:
78 case WINED3D_PT_TRIANGLELIST
:
81 case WINED3D_PT_TRIANGLESTRIP
:
82 return GL_TRIANGLE_STRIP
;
84 case WINED3D_PT_TRIANGLEFAN
:
85 return GL_TRIANGLE_FAN
;
87 case WINED3D_PT_LINELIST_ADJ
:
88 return GL_LINES_ADJACENCY_ARB
;
90 case WINED3D_PT_LINESTRIP_ADJ
:
91 return GL_LINE_STRIP_ADJACENCY_ARB
;
93 case WINED3D_PT_TRIANGLELIST_ADJ
:
94 return GL_TRIANGLES_ADJACENCY_ARB
;
96 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
105 static enum wined3d_primitive_type
d3d_primitive_type_from_gl(GLenum primitive_type
)
107 switch(primitive_type
)
110 return WINED3D_PT_POINTLIST
;
113 return WINED3D_PT_LINELIST
;
116 return WINED3D_PT_LINESTRIP
;
119 return WINED3D_PT_TRIANGLELIST
;
121 case GL_TRIANGLE_STRIP
:
122 return WINED3D_PT_TRIANGLESTRIP
;
124 case GL_TRIANGLE_FAN
:
125 return WINED3D_PT_TRIANGLEFAN
;
127 case GL_LINES_ADJACENCY_ARB
:
128 return WINED3D_PT_LINELIST_ADJ
;
130 case GL_LINE_STRIP_ADJACENCY_ARB
:
131 return WINED3D_PT_LINESTRIP_ADJ
;
133 case GL_TRIANGLES_ADJACENCY_ARB
:
134 return WINED3D_PT_TRIANGLELIST_ADJ
;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
137 return WINED3D_PT_TRIANGLESTRIP_ADJ
;
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
141 return WINED3D_PT_UNDEFINED
;
145 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
147 if ((usage
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && !usage_idx
)
148 *regnum
= WINED3D_FFP_POSITION
;
149 else if (usage
== WINED3DDECLUSAGE_BLENDWEIGHT
&& !usage_idx
)
150 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
151 else if (usage
== WINED3DDECLUSAGE_BLENDINDICES
&& !usage_idx
)
152 *regnum
= WINED3D_FFP_BLENDINDICES
;
153 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& !usage_idx
)
154 *regnum
= WINED3D_FFP_NORMAL
;
155 else if (usage
== WINED3DDECLUSAGE_PSIZE
&& !usage_idx
)
156 *regnum
= WINED3D_FFP_PSIZE
;
157 else if (usage
== WINED3DDECLUSAGE_COLOR
&& !usage_idx
)
158 *regnum
= WINED3D_FFP_DIFFUSE
;
159 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 1)
160 *regnum
= WINED3D_FFP_SPECULAR
;
161 else if (usage
== WINED3DDECLUSAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
162 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage
), usage_idx
);
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device
*device
,
175 struct wined3d_stream_info
*stream_info
, BOOL
*fixup
)
177 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
178 /* We need to deal with frequency data! */
179 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
183 stream_info
->use_map
= 0;
184 stream_info
->swizzle_map
= 0;
186 /* Check for transformed vertices, disable vertex shader if present. */
187 stream_info
->position_transformed
= declaration
->position_transformed
;
188 use_vshader
= state
->vertex_shader
&& !declaration
->position_transformed
;
190 /* Translate the declaration into strided data. */
191 for (i
= 0; i
< declaration
->element_count
; ++i
)
193 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
194 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
195 struct wined3d_buffer
*buffer
= stream
->buffer
;
196 struct wined3d_bo_address data
;
201 TRACE("%p Element %p (%u of %u)\n", declaration
->elements
,
202 element
, i
+ 1, declaration
->element_count
);
204 if (!buffer
) continue;
206 data
.buffer_object
= 0;
209 stride
= stream
->stride
;
210 if (state
->user_stream
)
212 TRACE("Stream %u is UP, %p\n", element
->input_slot
, buffer
);
213 data
.buffer_object
= 0;
214 data
.addr
= (BYTE
*)buffer
;
218 TRACE("Stream %u isn't UP, %p\n", element
->input_slot
, buffer
);
219 buffer_get_memory(buffer
, &device
->adapter
->gl_info
, &data
);
221 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
222 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
223 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
224 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
225 * not, drawStridedSlow is needed, including a vertex buffer path. */
226 if (state
->load_base_vertex_index
< 0)
228 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
229 state
->load_base_vertex_index
);
230 data
.buffer_object
= 0;
231 data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
);
232 if ((UINT_PTR
)data
.addr
< -state
->load_base_vertex_index
* stride
)
234 FIXME("System memory vertex data load offset is negative!\n");
240 if (data
.buffer_object
)
242 else if (*fixup
&& !use_vshader
243 && (element
->usage
== WINED3DDECLUSAGE_COLOR
244 || element
->usage
== WINED3DDECLUSAGE_POSITIONT
))
246 static BOOL warned
= FALSE
;
249 /* This may be bad with the fixed function pipeline. */
250 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
256 data
.addr
+= element
->offset
;
258 TRACE("offset %u input_slot %u usage_idx %d\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
262 if (element
->output_slot
== ~0U)
264 /* TODO: Assuming vertexdeclarations are usually used with the
265 * same or a similar shader, it might be worth it to store the
266 * last used output slot and try that one first. */
267 stride_used
= vshader_get_input(state
->vertex_shader
,
268 element
->usage
, element
->usage_idx
, &idx
);
272 idx
= element
->output_slot
;
278 if (!element
->ffp_valid
)
280 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
281 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
286 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
292 TRACE("Load %s array %u [usage %s, usage_idx %u, "
293 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
294 use_vshader
? "shader": "fixed function", idx
,
295 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
296 element
->offset
, stride
, debug_d3dformat(element
->format
->id
), data
.buffer_object
);
298 data
.addr
+= stream
->offset
;
300 stream_info
->elements
[idx
].format
= element
->format
;
301 stream_info
->elements
[idx
].data
= data
;
302 stream_info
->elements
[idx
].stride
= stride
;
303 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
305 if (!device
->adapter
->gl_info
.supported
[ARB_VERTEX_ARRAY_BGRA
]
306 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
308 stream_info
->swizzle_map
|= 1 << idx
;
310 stream_info
->use_map
|= 1 << idx
;
314 device
->num_buffer_queries
= 0;
315 if (!state
->user_stream
)
317 WORD map
= stream_info
->use_map
;
319 /* PreLoad all the vertex buffers. */
320 for (i
= 0; map
; map
>>= 1, ++i
)
322 struct wined3d_stream_info_element
*element
;
323 struct wined3d_buffer
*buffer
;
325 if (!(map
& 1)) continue;
327 element
= &stream_info
->elements
[i
];
328 buffer
= state
->streams
[element
->stream_idx
].buffer
;
329 wined3d_buffer_preload(buffer
);
331 /* If the preload dropped the buffer object, update the stream info. */
332 if (buffer
->buffer_object
!= element
->data
.buffer_object
)
334 element
->data
.buffer_object
= 0;
335 element
->data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
)
336 + (ptrdiff_t)element
->data
.addr
;
340 device
->buffer_queries
[device
->num_buffer_queries
++] = buffer
->query
;
345 static void stream_info_element_from_strided(const struct wined3d_gl_info
*gl_info
,
346 const struct wined3d_strided_element
*strided
, struct wined3d_stream_info_element
*e
)
348 e
->data
.addr
= strided
->data
;
349 e
->data
.buffer_object
= 0;
350 e
->format
= wined3d_get_format(gl_info
, strided
->format
);
351 e
->stride
= strided
->stride
;
355 static void device_stream_info_from_strided(const struct wined3d_gl_info
*gl_info
,
356 const struct wined3d_strided_data
*strided
, struct wined3d_stream_info
*stream_info
)
360 memset(stream_info
, 0, sizeof(*stream_info
));
362 if (strided
->position
.data
)
363 stream_info_element_from_strided(gl_info
, &strided
->position
, &stream_info
->elements
[WINED3D_FFP_POSITION
]);
364 if (strided
->normal
.data
)
365 stream_info_element_from_strided(gl_info
, &strided
->normal
, &stream_info
->elements
[WINED3D_FFP_NORMAL
]);
366 if (strided
->diffuse
.data
)
367 stream_info_element_from_strided(gl_info
, &strided
->diffuse
, &stream_info
->elements
[WINED3D_FFP_DIFFUSE
]);
368 if (strided
->specular
.data
)
369 stream_info_element_from_strided(gl_info
, &strided
->specular
, &stream_info
->elements
[WINED3D_FFP_SPECULAR
]);
371 for (i
= 0; i
< WINED3DDP_MAXTEXCOORD
; ++i
)
373 if (strided
->tex_coords
[i
].data
)
374 stream_info_element_from_strided(gl_info
, &strided
->tex_coords
[i
],
375 &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ i
]);
378 stream_info
->position_transformed
= strided
->position_transformed
;
380 for (i
= 0; i
< sizeof(stream_info
->elements
) / sizeof(*stream_info
->elements
); ++i
)
382 if (!stream_info
->elements
[i
].format
) continue;
384 if (!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
385 && stream_info
->elements
[i
].format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
387 stream_info
->swizzle_map
|= 1 << i
;
389 stream_info
->use_map
|= 1 << i
;
393 static void device_trace_strided_stream_info(const struct wined3d_stream_info
*stream_info
)
395 TRACE("Strided Data:\n");
396 TRACE_STRIDED(stream_info
, WINED3D_FFP_POSITION
);
397 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDWEIGHT
);
398 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDINDICES
);
399 TRACE_STRIDED(stream_info
, WINED3D_FFP_NORMAL
);
400 TRACE_STRIDED(stream_info
, WINED3D_FFP_PSIZE
);
401 TRACE_STRIDED(stream_info
, WINED3D_FFP_DIFFUSE
);
402 TRACE_STRIDED(stream_info
, WINED3D_FFP_SPECULAR
);
403 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD0
);
404 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD1
);
405 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD2
);
406 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD3
);
407 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD4
);
408 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD5
);
409 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD6
);
410 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD7
);
413 /* Context activation is done by the caller. */
414 void device_update_stream_info(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
416 struct wined3d_stream_info
*stream_info
= &device
->strided_streams
;
417 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
420 if (device
->up_strided
)
422 /* Note: this is a ddraw fixed-function code path. */
423 TRACE("=============================== Strided Input ================================\n");
424 device_stream_info_from_strided(gl_info
, device
->up_strided
, stream_info
);
425 if (TRACE_ON(d3d
)) device_trace_strided_stream_info(stream_info
);
429 TRACE("============================= Vertex Declaration =============================\n");
430 device_stream_info_from_declaration(device
, stream_info
, &fixup
);
433 if (state
->vertex_shader
&& !stream_info
->position_transformed
)
435 if (state
->vertex_declaration
->half_float_conv_needed
&& !fixup
)
437 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
438 device
->useDrawStridedSlow
= TRUE
;
442 device
->useDrawStridedSlow
= FALSE
;
447 WORD slow_mask
= (1 << WINED3D_FFP_PSIZE
);
448 slow_mask
|= -!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
449 & ((1 << WINED3D_FFP_DIFFUSE
) | (1 << WINED3D_FFP_SPECULAR
));
451 if ((stream_info
->position_transformed
|| (stream_info
->use_map
& slow_mask
)) && !fixup
)
453 device
->useDrawStridedSlow
= TRUE
;
457 device
->useDrawStridedSlow
= FALSE
;
462 static void device_preload_texture(const struct wined3d_state
*state
, unsigned int idx
)
464 struct wined3d_texture
*texture
;
465 enum WINED3DSRGB srgb
;
467 if (!(texture
= state
->textures
[idx
])) return;
468 srgb
= state
->sampler_states
[idx
][WINED3DSAMP_SRGBTEXTURE
] ? SRGB_SRGB
: SRGB_RGB
;
469 texture
->texture_ops
->texture_preload(texture
, srgb
);
472 void device_preload_textures(const struct wined3d_device
*device
)
474 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
479 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
481 if (state
->vertex_shader
->reg_maps
.sampler_type
[i
])
482 device_preload_texture(state
, MAX_FRAGMENT_SAMPLERS
+ i
);
488 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
490 if (state
->pixel_shader
->reg_maps
.sampler_type
[i
])
491 device_preload_texture(state
, i
);
496 WORD ffu_map
= device
->fixed_function_usage_map
;
498 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
501 device_preload_texture(state
, i
);
506 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
508 struct wined3d_context
**new_array
;
510 TRACE("Adding context %p.\n", context
);
512 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
513 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
514 sizeof(*new_array
) * (device
->context_count
+ 1));
518 ERR("Failed to grow the context array.\n");
522 new_array
[device
->context_count
++] = context
;
523 device
->contexts
= new_array
;
527 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
529 struct wined3d_context
**new_array
;
533 TRACE("Removing context %p.\n", context
);
535 for (i
= 0; i
< device
->context_count
; ++i
)
537 if (device
->contexts
[i
] == context
)
546 ERR("Context %p doesn't exist in context array.\n", context
);
550 if (!--device
->context_count
)
552 HeapFree(GetProcessHeap(), 0, device
->contexts
);
553 device
->contexts
= NULL
;
557 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
558 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
561 ERR("Failed to shrink context array. Oh well.\n");
565 device
->contexts
= new_array
;
568 /* Do not call while under the GL lock. */
569 void device_switch_onscreen_ds(struct wined3d_device
*device
,
570 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
572 if (device
->onscreen_depth_stencil
)
574 surface_load_ds_location(device
->onscreen_depth_stencil
, context
, SFLAG_DS_OFFSCREEN
);
575 surface_modify_ds_location(device
->onscreen_depth_stencil
, SFLAG_DS_OFFSCREEN
,
576 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
577 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
578 wined3d_surface_decref(device
->onscreen_depth_stencil
);
580 device
->onscreen_depth_stencil
= depth_stencil
;
581 wined3d_surface_incref(device
->onscreen_depth_stencil
);
584 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
586 /* partial draw rect */
587 if (draw_rect
->left
|| draw_rect
->top
588 || draw_rect
->right
< target
->resource
.width
589 || draw_rect
->bottom
< target
->resource
.height
)
592 /* partial clear rect */
593 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
594 || clear_rect
->right
< target
->resource
.width
595 || clear_rect
->bottom
< target
->resource
.height
))
601 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
602 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
)
604 RECT current_rect
, r
;
606 if (ds
->flags
& location
)
607 SetRect(¤t_rect
, 0, 0,
608 ds
->ds_current_size
.cx
,
609 ds
->ds_current_size
.cy
);
611 SetRectEmpty(¤t_rect
);
613 IntersectRect(&r
, draw_rect
, ¤t_rect
);
614 if (EqualRect(&r
, draw_rect
))
616 /* current_rect ⊇ draw_rect, modify only. */
617 surface_modify_ds_location(ds
, location
, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
621 if (EqualRect(&r
, ¤t_rect
))
623 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
627 /* Full clear, modify only. */
628 surface_modify_ds_location(ds
, location
, draw_rect
->right
, draw_rect
->bottom
);
632 IntersectRect(&r
, draw_rect
, clear_rect
);
633 if (EqualRect(&r
, draw_rect
))
635 /* clear_rect ⊇ draw_rect, modify only. */
636 surface_modify_ds_location(ds
, location
, draw_rect
->right
, draw_rect
->bottom
);
642 surface_load_ds_location(ds
, context
, location
);
643 surface_modify_ds_location(ds
, location
, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
646 /* Do not call while under the GL lock. */
647 HRESULT
device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
648 UINT rect_count
, const RECT
*rects
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
649 float depth
, DWORD stencil
)
651 const RECT
*clear_rect
= (rect_count
> 0 && rects
) ? (const RECT
*)rects
: NULL
;
652 struct wined3d_surface
*target
= rt_count
? fb
->render_targets
[0] : NULL
;
653 UINT drawable_width
, drawable_height
;
654 struct wined3d_context
*context
;
655 GLbitfield clear_mask
= 0;
656 BOOL render_offscreen
;
659 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
660 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
661 * for the cleared parts, and the untouched parts.
663 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
664 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
665 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
666 * checking all this if the dest surface is in the drawable anyway. */
667 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, clear_rect
))
669 for (i
= 0; i
< rt_count
; ++i
)
671 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
673 surface_load_location(rt
, rt
->draw_binding
, NULL
);
677 context
= context_acquire(device
, target
);
680 context_release(context
);
681 WARN("Invalid context, skipping clear.\n");
687 render_offscreen
= context
->render_offscreen
;
688 target
->get_drawable_size(context
, &drawable_width
, &drawable_height
);
692 render_offscreen
= TRUE
;
693 drawable_width
= fb
->depth_stencil
->pow2Width
;
694 drawable_height
= fb
->depth_stencil
->pow2Height
;
697 if (flags
& WINED3DCLEAR_ZBUFFER
)
699 DWORD location
= render_offscreen
? SFLAG_DS_OFFSCREEN
: SFLAG_DS_ONSCREEN
;
701 if (location
== SFLAG_DS_ONSCREEN
&& fb
->depth_stencil
!= device
->onscreen_depth_stencil
)
702 device_switch_onscreen_ds(device
, context
, fb
->depth_stencil
);
703 prepare_ds_clear(fb
->depth_stencil
, context
, location
, draw_rect
, rect_count
, clear_rect
);
706 if (!context_apply_clear_state(context
, device
, rt_count
, fb
))
708 context_release(context
);
709 WARN("Failed to apply clear state, skipping clear.\n");
715 /* Only set the values up once, as they are not changing. */
716 if (flags
& WINED3DCLEAR_STENCIL
)
718 if (context
->gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
720 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
721 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
724 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
725 glClearStencil(stencil
);
726 checkGLcall("glClearStencil");
727 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
730 if (flags
& WINED3DCLEAR_ZBUFFER
)
732 surface_modify_location(fb
->depth_stencil
, fb
->depth_stencil
->draw_binding
, TRUE
);
734 glDepthMask(GL_TRUE
);
735 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
737 checkGLcall("glClearDepth");
738 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
741 if (flags
& WINED3DCLEAR_TARGET
)
743 for (i
= 0; i
< rt_count
; ++i
)
745 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
748 surface_modify_location(rt
, rt
->draw_binding
, TRUE
);
751 glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
752 context_invalidate_state(context
, STATE_RENDER(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 glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
757 checkGLcall("glClearColor");
758 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
763 if (render_offscreen
)
765 glScissor(draw_rect
->left
, draw_rect
->top
,
766 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
770 glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
771 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
773 checkGLcall("glScissor");
775 checkGLcall("glClear");
781 /* Now process each rect in turn. */
782 for (i
= 0; i
< rect_count
; ++i
)
784 /* Note that GL uses lower left, width/height. */
785 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
787 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
788 wine_dbgstr_rect(&clear_rect
[i
]),
789 wine_dbgstr_rect(¤t_rect
));
791 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
792 * The rectangle is not cleared, no error is returned, but further rectangles are
793 * still cleared if they are valid. */
794 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
796 TRACE("Rectangle with negative dimensions, ignoring.\n");
800 if (render_offscreen
)
802 glScissor(current_rect
.left
, current_rect
.top
,
803 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
807 glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
808 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
810 checkGLcall("glScissor");
813 checkGLcall("glClear");
819 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
820 && target
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
821 && target
->container
.u
.swapchain
->front_buffer
== target
))
822 wglFlush(); /* Flush to ensure ordering across contexts. */
824 context_release(context
);
829 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
831 ULONG refcount
= InterlockedIncrement(&device
->ref
);
833 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
838 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
840 ULONG refcount
= InterlockedDecrement(&device
->ref
);
842 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
846 struct wined3d_stateblock
*stateblock
;
849 if (wined3d_stateblock_decref(device
->updateStateBlock
)
850 && device
->updateStateBlock
!= device
->stateBlock
)
851 FIXME("Something's still holding the update stateblock.\n");
852 device
->updateStateBlock
= NULL
;
854 stateblock
= device
->stateBlock
;
855 device
->stateBlock
= NULL
;
856 if (wined3d_stateblock_decref(stateblock
))
857 FIXME("Something's still holding the stateblock.\n");
859 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
861 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
862 device
->multistate_funcs
[i
] = NULL
;
865 if (!list_empty(&device
->resources
))
867 struct wined3d_resource
*resource
;
869 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
871 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
873 FIXME("Leftover resource %p with type %s (%#x).\n",
874 resource
, debug_d3dresourcetype(resource
->resourceType
), resource
->resourceType
);
878 if (device
->contexts
)
879 ERR("Context array not freed!\n");
880 if (device
->hardwareCursor
)
881 DestroyCursor(device
->hardwareCursor
);
882 device
->hardwareCursor
= 0;
884 wined3d_decref(device
->wined3d
);
885 device
->wined3d
= NULL
;
886 HeapFree(GetProcessHeap(), 0, device
);
887 TRACE("Freed device %p.\n", device
);
893 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
895 TRACE("device %p.\n", device
);
897 return device
->swapchain_count
;
900 HRESULT CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
,
901 UINT swapchain_idx
, struct wined3d_swapchain
**swapchain
)
903 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
904 device
, swapchain_idx
, swapchain
);
906 if (swapchain_idx
>= device
->swapchain_count
)
908 WARN("swapchain_idx %u >= swapchain_count %u.\n",
909 swapchain_idx
, device
->swapchain_count
);
912 return WINED3DERR_INVALIDCALL
;
915 *swapchain
= device
->swapchains
[swapchain_idx
];
916 wined3d_swapchain_incref(*swapchain
);
917 TRACE("Returning %p.\n", *swapchain
);
922 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
924 struct wined3d_color_key color_key
;
928 HDC dcb
= NULL
, dcs
= NULL
;
930 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
933 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
934 dcb
= CreateCompatibleDC(NULL
);
936 SelectObject(dcb
, hbm
);
940 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
943 memset(&bm
, 0, sizeof(bm
));
948 hr
= wined3d_surface_create(device
, bm
.bmWidth
, bm
.bmHeight
, WINED3DFMT_B5G6R5_UNORM
, 0, 0,
949 WINED3DPOOL_DEFAULT
, WINED3DMULTISAMPLE_NONE
, 0, SURFACE_OPENGL
, WINED3D_SURFACE_MAPPABLE
,
950 NULL
, &wined3d_null_parent_ops
, &device
->logo_surface
);
953 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr
);
959 if (FAILED(hr
= wined3d_surface_getdc(device
->logo_surface
, &dcs
)))
961 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
962 wined3d_surface_releasedc(device
->logo_surface
, dcs
);
964 color_key
.color_space_low_value
= 0;
965 color_key
.color_space_high_value
= 0;
966 wined3d_surface_set_color_key(device
->logo_surface
, WINEDDCKEY_SRCBLT
, &color_key
);
970 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
971 /* Fill the surface with a white color to show that wined3d is there */
972 wined3d_device_color_fill(device
, device
->logo_surface
, NULL
, &c
);
976 if (dcb
) DeleteDC(dcb
);
977 if (hbm
) DeleteObject(hbm
);
980 /* Context activation is done by the caller. */
981 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
983 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
984 unsigned int i
, j
, count
;
985 /* Under DirectX you can sample even if no texture is bound, whereas
986 * OpenGL will only allow that when a valid texture is bound.
987 * We emulate this by creating dummy textures and binding them
988 * to each texture stage when the currently set D3D texture is NULL. */
991 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
993 /* The dummy texture does not have client storage backing */
994 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
995 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
998 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
999 for (i
= 0; i
< count
; ++i
)
1001 DWORD color
= 0x000000ff;
1003 /* Make appropriate texture active */
1004 context_active_texture(context
, gl_info
, i
);
1006 glGenTextures(1, &device
->dummy_texture_2d
[i
]);
1007 checkGLcall("glGenTextures");
1008 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
1010 glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
1011 checkGLcall("glBindTexture");
1013 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1014 checkGLcall("glTexImage2D");
1016 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1018 glGenTextures(1, &device
->dummy_texture_rect
[i
]);
1019 checkGLcall("glGenTextures");
1020 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
1022 glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
1023 checkGLcall("glBindTexture");
1025 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1026 checkGLcall("glTexImage2D");
1029 if (gl_info
->supported
[EXT_TEXTURE3D
])
1031 glGenTextures(1, &device
->dummy_texture_3d
[i
]);
1032 checkGLcall("glGenTextures");
1033 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
1035 glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
1036 checkGLcall("glBindTexture");
1038 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
1039 checkGLcall("glTexImage3D");
1042 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1044 glGenTextures(1, &device
->dummy_texture_cube
[i
]);
1045 checkGLcall("glGenTextures");
1046 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
1048 glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
1049 checkGLcall("glBindTexture");
1051 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
1053 glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1054 checkGLcall("glTexImage2D");
1059 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1061 /* Reenable because if supported it is enabled by default */
1062 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1063 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1069 /* Context activation is done by the caller. */
1070 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
1072 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1075 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1077 glDeleteTextures(count
, device
->dummy_texture_cube
);
1078 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1081 if (gl_info
->supported
[EXT_TEXTURE3D
])
1083 glDeleteTextures(count
, device
->dummy_texture_3d
);
1084 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1087 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1089 glDeleteTextures(count
, device
->dummy_texture_rect
);
1090 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1093 glDeleteTextures(count
, device
->dummy_texture_2d
);
1094 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1097 memset(device
->dummy_texture_cube
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_cube
));
1098 memset(device
->dummy_texture_3d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_3d
));
1099 memset(device
->dummy_texture_rect
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_rect
));
1100 memset(device
->dummy_texture_2d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_2d
));
1103 static LONG
fullscreen_style(LONG style
)
1105 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1106 style
|= WS_POPUP
| WS_SYSMENU
;
1107 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
1112 static LONG
fullscreen_exstyle(LONG exstyle
)
1114 /* Filter out window decorations. */
1115 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
1120 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
1122 BOOL filter_messages
;
1123 LONG style
, exstyle
;
1125 TRACE("Setting up window %p for fullscreen mode.\n", window
);
1127 if (device
->style
|| device
->exStyle
)
1129 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1130 window
, device
->style
, device
->exStyle
);
1133 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
1134 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1136 style
= fullscreen_style(device
->style
);
1137 exstyle
= fullscreen_exstyle(device
->exStyle
);
1139 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1140 device
->style
, device
->exStyle
, style
, exstyle
);
1142 filter_messages
= device
->filter_messages
;
1143 device
->filter_messages
= TRUE
;
1145 SetWindowLongW(window
, GWL_STYLE
, style
);
1146 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
1147 SetWindowPos(window
, HWND_TOP
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
1149 device
->filter_messages
= filter_messages
;
1152 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
1154 BOOL filter_messages
;
1155 LONG style
, exstyle
;
1157 if (!device
->style
&& !device
->exStyle
) return;
1159 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1160 window
, device
->style
, device
->exStyle
);
1162 style
= GetWindowLongW(window
, GWL_STYLE
);
1163 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1165 filter_messages
= device
->filter_messages
;
1166 device
->filter_messages
= TRUE
;
1168 /* Only restore the style if the application didn't modify it during the
1169 * fullscreen phase. Some applications change it before calling Reset()
1170 * when switching between windowed and fullscreen modes (HL2), some
1171 * depend on the original style (Eve Online). */
1172 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
1174 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
1175 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
1177 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
1179 device
->filter_messages
= filter_messages
;
1181 /* Delete the old values. */
1183 device
->exStyle
= 0;
1186 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
1188 TRACE("device %p, window %p.\n", device
, window
);
1190 if (!wined3d_register_window(window
, device
))
1192 ERR("Failed to register window %p.\n", window
);
1196 device
->focus_window
= window
;
1197 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
1202 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
1204 TRACE("device %p.\n", device
);
1206 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
1207 device
->focus_window
= NULL
;
1210 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
1211 struct wined3d_swapchain_desc
*swapchain_desc
)
1213 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1214 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1215 struct wined3d_swapchain
*swapchain
= NULL
;
1216 struct wined3d_context
*context
;
1221 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1223 if (device
->d3d_initialized
)
1224 return WINED3DERR_INVALIDCALL
;
1225 if (!device
->adapter
->opengl
)
1226 return WINED3DERR_INVALIDCALL
;
1228 device
->valid_rt_mask
= 0;
1229 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1230 device
->valid_rt_mask
|= (1 << i
);
1231 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1232 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
1234 /* Initialize the texture unit mapping to a 1:1 mapping */
1235 for (state
= 0; state
< MAX_COMBINED_SAMPLERS
; ++state
)
1237 if (state
< gl_info
->limits
.fragment_samplers
)
1239 device
->texUnitMap
[state
] = state
;
1240 device
->rev_tex_unit_map
[state
] = state
;
1244 device
->texUnitMap
[state
] = WINED3D_UNMAPPED_STAGE
;
1245 device
->rev_tex_unit_map
[state
] = WINED3D_UNMAPPED_STAGE
;
1249 /* Setup the implicit swapchain. This also initializes a context. */
1250 TRACE("Creating implicit swapchain\n");
1251 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1252 swapchain_desc
, &swapchain
);
1255 WARN("Failed to create implicit swapchain\n");
1259 device
->swapchain_count
= 1;
1260 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1261 if (!device
->swapchains
)
1263 ERR("Out of memory!\n");
1266 device
->swapchains
[0] = swapchain
;
1268 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1270 TRACE("Setting rendertarget to %p.\n", swapchain
->back_buffers
);
1271 device
->fb
.render_targets
[0] = swapchain
->back_buffers
[0];
1275 TRACE("Setting rendertarget to %p.\n", swapchain
->front_buffer
);
1276 device
->fb
.render_targets
[0] = swapchain
->front_buffer
;
1278 wined3d_surface_incref(device
->fb
.render_targets
[0]);
1280 /* Depth Stencil support */
1281 device
->fb
.depth_stencil
= device
->auto_depth_stencil
;
1282 if (device
->fb
.depth_stencil
)
1283 wined3d_surface_incref(device
->fb
.depth_stencil
);
1285 hr
= device
->shader_backend
->shader_alloc_private(device
);
1288 TRACE("Shader private data couldn't be allocated\n");
1291 hr
= device
->frag_pipe
->alloc_private(device
);
1294 TRACE("Fragment pipeline private data couldn't be allocated\n");
1297 hr
= device
->blitter
->alloc_private(device
);
1300 TRACE("Blitter private data couldn't be allocated\n");
1304 /* Set up some starting GL setup */
1306 /* Setup all the devices defaults */
1307 stateblock_init_default_state(device
->stateBlock
);
1309 context
= context_acquire(device
, swapchain
->front_buffer
);
1311 create_dummy_textures(device
, context
);
1315 /* Initialize the current view state */
1316 device
->view_ident
= 1;
1317 device
->contexts
[0]->last_was_rhw
= 0;
1319 switch (wined3d_settings
.offscreen_rendering_mode
)
1322 device
->offscreenBuffer
= GL_COLOR_ATTACHMENT0
;
1325 case ORM_BACKBUFFER
:
1327 if (context_get_current()->aux_buffers
> 0)
1329 TRACE("Using auxiliary buffer for offscreen rendering\n");
1330 device
->offscreenBuffer
= GL_AUX0
;
1334 TRACE("Using back buffer for offscreen rendering\n");
1335 device
->offscreenBuffer
= GL_BACK
;
1340 TRACE("All defaults now set up, leaving 3D init.\n");
1343 context_release(context
);
1345 /* Clear the screen */
1346 wined3d_device_clear(device
, 0, NULL
, WINED3DCLEAR_TARGET
1347 | (swapchain_desc
->enable_auto_depth_stencil
? WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
: 0),
1350 device
->d3d_initialized
= TRUE
;
1352 if (wined3d_settings
.logo
)
1353 device_load_logo(device
, wined3d_settings
.logo
);
1357 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1358 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1359 device
->swapchain_count
= 0;
1361 wined3d_swapchain_decref(swapchain
);
1362 if (device
->blit_priv
)
1363 device
->blitter
->free_private(device
);
1364 if (device
->fragment_priv
)
1365 device
->frag_pipe
->free_private(device
);
1366 if (device
->shader_priv
)
1367 device
->shader_backend
->shader_free_private(device
);
1372 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1373 struct wined3d_swapchain_desc
*swapchain_desc
)
1375 struct wined3d_swapchain
*swapchain
= NULL
;
1378 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1380 /* Setup the implicit swapchain */
1381 TRACE("Creating implicit swapchain\n");
1382 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1383 swapchain_desc
, &swapchain
);
1386 WARN("Failed to create implicit swapchain\n");
1390 device
->swapchain_count
= 1;
1391 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1392 if (!device
->swapchains
)
1394 ERR("Out of memory!\n");
1397 device
->swapchains
[0] = swapchain
;
1401 wined3d_swapchain_decref(swapchain
);
1405 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1407 struct wined3d_resource
*resource
, *cursor
;
1408 const struct wined3d_gl_info
*gl_info
;
1409 struct wined3d_context
*context
;
1410 struct wined3d_surface
*surface
;
1413 TRACE("device %p.\n", device
);
1415 if (!device
->d3d_initialized
)
1416 return WINED3DERR_INVALIDCALL
;
1418 /* Force making the context current again, to verify it is still valid
1419 * (workaround for broken drivers) */
1420 context_set_current(NULL
);
1421 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1422 * it was created. Thus make sure a context is active for the glDelete* calls
1424 context
= context_acquire(device
, NULL
);
1425 gl_info
= context
->gl_info
;
1427 if (device
->logo_surface
)
1428 wined3d_surface_decref(device
->logo_surface
);
1430 stateblock_unbind_resources(device
->stateBlock
);
1432 /* Unload resources */
1433 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1435 TRACE("Unloading resource %p.\n", resource
);
1437 resource
->resource_ops
->resource_unload(resource
);
1440 TRACE("Deleting high order patches\n");
1441 for(i
= 0; i
< PATCHMAP_SIZE
; i
++) {
1442 struct list
*e1
, *e2
;
1443 struct WineD3DRectPatch
*patch
;
1444 LIST_FOR_EACH_SAFE(e1
, e2
, &device
->patches
[i
])
1446 patch
= LIST_ENTRY(e1
, struct WineD3DRectPatch
, entry
);
1447 wined3d_device_delete_patch(device
, patch
->Handle
);
1451 /* Delete the mouse cursor texture */
1452 if (device
->cursorTexture
)
1455 glDeleteTextures(1, &device
->cursorTexture
);
1457 device
->cursorTexture
= 0;
1460 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1461 * private data, it might contain opengl pointers
1463 if (device
->depth_blt_texture
)
1466 glDeleteTextures(1, &device
->depth_blt_texture
);
1468 device
->depth_blt_texture
= 0;
1471 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1472 device
->blitter
->free_private(device
);
1473 device
->frag_pipe
->free_private(device
);
1474 device
->shader_backend
->shader_free_private(device
);
1476 /* Release the buffers (with sanity checks)*/
1477 if (device
->onscreen_depth_stencil
)
1479 surface
= device
->onscreen_depth_stencil
;
1480 device
->onscreen_depth_stencil
= NULL
;
1481 wined3d_surface_decref(surface
);
1484 if (device
->fb
.depth_stencil
)
1486 surface
= device
->fb
.depth_stencil
;
1488 TRACE("Releasing depth/stencil buffer %p.\n", surface
);
1490 device
->fb
.depth_stencil
= NULL
;
1491 if (wined3d_surface_decref(surface
)
1492 && surface
!= device
->auto_depth_stencil
)
1493 ERR("Something is still holding a reference to depth/stencil buffer %p.\n", surface
);
1496 if (device
->auto_depth_stencil
)
1498 surface
= device
->auto_depth_stencil
;
1499 device
->auto_depth_stencil
= NULL
;
1500 if (wined3d_surface_decref(surface
))
1501 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface
);
1504 for (i
= 1; i
< gl_info
->limits
.buffers
; ++i
)
1506 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
1509 surface
= device
->fb
.render_targets
[0];
1510 TRACE("Setting rendertarget 0 to NULL\n");
1511 device
->fb
.render_targets
[0] = NULL
;
1512 TRACE("Releasing the render target at %p\n", surface
);
1513 wined3d_surface_decref(surface
);
1515 context_release(context
);
1517 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1519 TRACE("Releasing the implicit swapchain %u.\n", i
);
1520 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1521 FIXME("Something's still holding the implicit swapchain.\n");
1524 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1525 device
->swapchains
= NULL
;
1526 device
->swapchain_count
= 0;
1528 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1529 device
->fb
.render_targets
= NULL
;
1531 device
->d3d_initialized
= FALSE
;
1536 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1540 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1542 TRACE("Releasing the implicit swapchain %u.\n", i
);
1543 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1544 FIXME("Something's still holding the implicit swapchain.\n");
1547 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1548 device
->swapchains
= NULL
;
1549 device
->swapchain_count
= 0;
1553 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1554 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1555 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1557 * There is no way to deactivate thread safety once it is enabled.
1559 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1561 TRACE("device %p.\n", device
);
1563 /* For now just store the flag (needed in case of ddraw). */
1564 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1567 HRESULT CDECL
wined3d_device_set_display_mode(struct wined3d_device
*device
,
1568 UINT swapchain_idx
, const struct wined3d_display_mode
*mode
)
1570 struct wined3d_adapter
*adapter
= device
->adapter
;
1571 const struct wined3d_format
*format
= wined3d_get_format(&adapter
->gl_info
, mode
->format_id
);
1576 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device
, swapchain_idx
, mode
,
1577 mode
->width
, mode
->height
, mode
->refresh_rate
, debug_d3dformat(mode
->format_id
));
1579 /* Resize the screen even without a window:
1580 * The app could have unset it with SetCooperativeLevel, but not called
1581 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1582 * but we don't have any hwnd
1585 memset(&devmode
, 0, sizeof(devmode
));
1586 devmode
.dmSize
= sizeof(devmode
);
1587 devmode
.dmFields
= DM_BITSPERPEL
| DM_PELSWIDTH
| DM_PELSHEIGHT
;
1588 devmode
.dmBitsPerPel
= format
->byte_count
* CHAR_BIT
;
1589 devmode
.dmPelsWidth
= mode
->width
;
1590 devmode
.dmPelsHeight
= mode
->height
;
1592 devmode
.dmDisplayFrequency
= mode
->refresh_rate
;
1593 if (mode
->refresh_rate
)
1594 devmode
.dmFields
|= DM_DISPLAYFREQUENCY
;
1596 /* Only change the mode if necessary */
1597 if (adapter
->screen_size
.cx
== mode
->width
&& adapter
->screen_size
.cy
== mode
->height
1598 && adapter
->screen_format
== mode
->format_id
&& !mode
->refresh_rate
)
1601 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
);
1602 if (ret
!= DISP_CHANGE_SUCCESSFUL
)
1604 if (devmode
.dmDisplayFrequency
)
1606 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1607 devmode
.dmFields
&= ~DM_DISPLAYFREQUENCY
;
1608 devmode
.dmDisplayFrequency
= 0;
1609 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
) != DISP_CHANGE_SUCCESSFUL
;
1611 if(ret
!= DISP_CHANGE_SUCCESSFUL
) {
1612 return WINED3DERR_NOTAVAILABLE
;
1616 /* Store the new values */
1617 adapter
->screen_size
.cx
= mode
->width
;
1618 adapter
->screen_size
.cy
= mode
->height
;
1619 adapter
->screen_format
= mode
->format_id
;
1621 /* And finally clip mouse to our screen */
1622 SetRect(&clip_rc
, 0, 0, mode
->width
, mode
->height
);
1623 ClipCursor(&clip_rc
);
1628 HRESULT CDECL
wined3d_device_get_wined3d(const struct wined3d_device
*device
, struct wined3d
**wined3d
)
1630 TRACE("device %p, wined3d %p.\n", device
, wined3d
);
1632 *wined3d
= device
->wined3d
;
1633 wined3d_incref(*wined3d
);
1635 TRACE("Returning %p.\n", *wined3d
);
1640 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1642 TRACE("device %p.\n", device
);
1644 TRACE("Emulating %d MB, returning %d MB left.\n",
1645 device
->adapter
->TextureRam
/ (1024 * 1024),
1646 (device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
) / (1024 * 1024));
1648 return device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
;
1651 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1652 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1654 struct wined3d_stream_state
*stream
;
1655 struct wined3d_buffer
*prev_buffer
;
1657 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1658 device
, stream_idx
, buffer
, offset
, stride
);
1660 if (stream_idx
>= MAX_STREAMS
)
1662 WARN("Stream index %u out of range.\n", stream_idx
);
1663 return WINED3DERR_INVALIDCALL
;
1665 else if (offset
& 0x3)
1667 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1668 return WINED3DERR_INVALIDCALL
;
1671 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1672 prev_buffer
= stream
->buffer
;
1674 device
->updateStateBlock
->changed
.streamSource
|= 1 << stream_idx
;
1676 if (prev_buffer
== buffer
1677 && stream
->stride
== stride
1678 && stream
->offset
== offset
)
1680 TRACE("Application is setting the old values over, nothing to do.\n");
1684 stream
->buffer
= buffer
;
1687 stream
->stride
= stride
;
1688 stream
->offset
= offset
;
1691 /* Handle recording of state blocks. */
1692 if (device
->isRecordingState
)
1694 TRACE("Recording... not performing anything.\n");
1696 wined3d_buffer_incref(buffer
);
1698 wined3d_buffer_decref(prev_buffer
);
1704 InterlockedIncrement(&buffer
->bind_count
);
1705 wined3d_buffer_incref(buffer
);
1709 InterlockedDecrement(&prev_buffer
->bind_count
);
1710 wined3d_buffer_decref(prev_buffer
);
1713 device_invalidate_state(device
, STATE_STREAMSRC
);
1718 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1719 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1721 struct wined3d_stream_state
*stream
;
1723 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1724 device
, stream_idx
, buffer
, offset
, stride
);
1726 if (stream_idx
>= MAX_STREAMS
)
1728 WARN("Stream index %u out of range.\n", stream_idx
);
1729 return WINED3DERR_INVALIDCALL
;
1732 stream
= &device
->stateBlock
->state
.streams
[stream_idx
];
1733 *buffer
= stream
->buffer
;
1735 wined3d_buffer_incref(*buffer
);
1737 *offset
= stream
->offset
;
1738 *stride
= stream
->stride
;
1743 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1745 struct wined3d_stream_state
*stream
;
1746 UINT old_flags
, old_freq
;
1748 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1750 /* Verify input. At least in d3d9 this is invalid. */
1751 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1753 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1754 return WINED3DERR_INVALIDCALL
;
1756 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1758 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1759 return WINED3DERR_INVALIDCALL
;
1763 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1764 return WINED3DERR_INVALIDCALL
;
1767 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1768 old_flags
= stream
->flags
;
1769 old_freq
= stream
->frequency
;
1771 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1772 stream
->frequency
= divider
& 0x7fffff;
1774 device
->updateStateBlock
->changed
.streamFreq
|= 1 << stream_idx
;
1776 if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1777 device_invalidate_state(device
, STATE_STREAMSRC
);
1782 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1783 UINT stream_idx
, UINT
*divider
)
1785 struct wined3d_stream_state
*stream
;
1787 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1789 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1790 *divider
= stream
->flags
| stream
->frequency
;
1792 TRACE("Returning %#x.\n", *divider
);
1797 HRESULT CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1798 WINED3DTRANSFORMSTATETYPE d3dts
, const struct wined3d_matrix
*matrix
)
1800 TRACE("device %p, state %s, matrix %p.\n",
1801 device
, debug_d3dtstype(d3dts
), matrix
);
1803 /* Handle recording of state blocks. */
1804 if (device
->isRecordingState
)
1806 TRACE("Recording... not performing anything.\n");
1807 device
->updateStateBlock
->changed
.transform
[d3dts
>> 5] |= 1 << (d3dts
& 0x1f);
1808 device
->updateStateBlock
->state
.transforms
[d3dts
] = *matrix
;
1812 /* If the new matrix is the same as the current one,
1813 * we cut off any further processing. this seems to be a reasonable
1814 * optimization because as was noticed, some apps (warcraft3 for example)
1815 * tend towards setting the same matrix repeatedly for some reason.
1817 * From here on we assume that the new matrix is different, wherever it matters. */
1818 if (!memcmp(&device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0], matrix
, sizeof(*matrix
)))
1820 TRACE("The application is setting the same matrix over again.\n");
1824 conv_mat(matrix
, &device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0]);
1826 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1827 * where ViewMat = Camera space, WorldMat = world space.
1829 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1830 * matrix. The Projection matrix stay projection matrix. */
1832 if (d3dts
== WINED3DTS_VIEW
)
1833 device
->view_ident
= !memcmp(matrix
, identity
, 16 * sizeof(float));
1835 if (d3dts
< WINED3DTS_WORLDMATRIX(device
->adapter
->gl_info
.limits
.blends
))
1836 device_invalidate_state(device
, STATE_TRANSFORM(d3dts
));
1842 HRESULT CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1843 WINED3DTRANSFORMSTATETYPE state
, struct wined3d_matrix
*matrix
)
1845 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1847 *matrix
= device
->stateBlock
->state
.transforms
[state
];
1852 HRESULT CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1853 WINED3DTRANSFORMSTATETYPE state
, const struct wined3d_matrix
*matrix
)
1855 const struct wined3d_matrix
*mat
= NULL
;
1856 struct wined3d_matrix temp
;
1858 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1860 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1861 * below means it will be recorded in a state block change, but it
1862 * works regardless where it is recorded.
1863 * If this is found to be wrong, change to StateBlock. */
1864 if (state
> HIGHEST_TRANSFORMSTATE
)
1866 WARN("Unhandled transform state %#x.\n", state
);
1870 mat
= &device
->updateStateBlock
->state
.transforms
[state
];
1871 multiply_matrix(&temp
, mat
, matrix
);
1873 /* Apply change via set transform - will reapply to eg. lights this way. */
1874 return wined3d_device_set_transform(device
, state
, &temp
);
1877 /* Note lights are real special cases. Although the device caps state only
1878 * e.g. 8 are supported, you can reference any indexes you want as long as
1879 * that number max are enabled at any one point in time. Therefore since the
1880 * indices can be anything, we need a hashmap of them. However, this causes
1881 * stateblock problems. When capturing the state block, I duplicate the
1882 * hashmap, but when recording, just build a chain pretty much of commands to
1884 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1885 UINT light_idx
, const struct wined3d_light
*light
)
1887 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1888 struct wined3d_light_info
*object
= NULL
;
1892 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1894 /* Check the parameter range. Need for speed most wanted sets junk lights
1895 * which confuse the GL driver. */
1897 return WINED3DERR_INVALIDCALL
;
1899 switch (light
->type
)
1901 case WINED3D_LIGHT_POINT
:
1902 case WINED3D_LIGHT_SPOT
:
1903 case WINED3D_LIGHT_PARALLELPOINT
:
1904 case WINED3D_LIGHT_GLSPOT
:
1905 /* Incorrect attenuation values can cause the gl driver to crash.
1906 * Happens with Need for speed most wanted. */
1907 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1909 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1910 return WINED3DERR_INVALIDCALL
;
1914 case WINED3D_LIGHT_DIRECTIONAL
:
1915 /* Ignores attenuation */
1919 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1920 return WINED3DERR_INVALIDCALL
;
1923 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
1925 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1926 if (object
->OriginalIndex
== light_idx
)
1933 TRACE("Adding new light\n");
1934 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1937 ERR("Out of memory error when allocating a light\n");
1938 return E_OUTOFMEMORY
;
1940 list_add_head(&device
->updateStateBlock
->state
.light_map
[hash_idx
], &object
->entry
);
1941 object
->glIndex
= -1;
1942 object
->OriginalIndex
= light_idx
;
1945 /* Initialize the object. */
1946 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1947 light_idx
, light
->type
,
1948 light
->diffuse
.r
, light
->diffuse
.g
, light
->diffuse
.b
, light
->diffuse
.a
,
1949 light
->specular
.r
, light
->specular
.g
, light
->specular
.b
, light
->specular
.a
,
1950 light
->ambient
.r
, light
->ambient
.g
, light
->ambient
.b
, light
->ambient
.a
);
1951 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light
->position
.x
, light
->position
.y
, light
->position
.z
,
1952 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
);
1953 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1954 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1956 /* Save away the information. */
1957 object
->OriginalParms
= *light
;
1959 switch (light
->type
)
1961 case WINED3D_LIGHT_POINT
:
1963 object
->lightPosn
[0] = light
->position
.x
;
1964 object
->lightPosn
[1] = light
->position
.y
;
1965 object
->lightPosn
[2] = light
->position
.z
;
1966 object
->lightPosn
[3] = 1.0f
;
1967 object
->cutoff
= 180.0f
;
1971 case WINED3D_LIGHT_DIRECTIONAL
:
1973 object
->lightPosn
[0] = -light
->direction
.x
;
1974 object
->lightPosn
[1] = -light
->direction
.y
;
1975 object
->lightPosn
[2] = -light
->direction
.z
;
1976 object
->lightPosn
[3] = 0.0f
;
1977 object
->exponent
= 0.0f
;
1978 object
->cutoff
= 180.0f
;
1981 case WINED3D_LIGHT_SPOT
:
1983 object
->lightPosn
[0] = light
->position
.x
;
1984 object
->lightPosn
[1] = light
->position
.y
;
1985 object
->lightPosn
[2] = light
->position
.z
;
1986 object
->lightPosn
[3] = 1.0f
;
1989 object
->lightDirn
[0] = light
->direction
.x
;
1990 object
->lightDirn
[1] = light
->direction
.y
;
1991 object
->lightDirn
[2] = light
->direction
.z
;
1992 object
->lightDirn
[3] = 1.0f
;
1994 /* opengl-ish and d3d-ish spot lights use too different models
1995 * for the light "intensity" as a function of the angle towards
1996 * the main light direction, so we only can approximate very
1997 * roughly. However, spot lights are rather rarely used in games
1998 * (if ever used at all). Furthermore if still used, probably
1999 * nobody pays attention to such details. */
2000 if (!light
->falloff
)
2002 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2003 * equations have the falloff resp. exponent parameter as an
2004 * exponent, so the spot light lighting will always be 1.0 for
2005 * both of them, and we don't have to care for the rest of the
2006 * rather complex calculation. */
2007 object
->exponent
= 0.0f
;
2011 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
2014 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
2017 if (object
->exponent
> 128.0f
)
2018 object
->exponent
= 128.0f
;
2020 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
2025 FIXME("Unrecognized light type %#x.\n", light
->type
);
2028 /* Update the live definitions if the light is currently assigned a glIndex. */
2029 if (object
->glIndex
!= -1 && !device
->isRecordingState
)
2030 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
2035 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
2036 UINT light_idx
, struct wined3d_light
*light
)
2038 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2039 struct wined3d_light_info
*light_info
= NULL
;
2042 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
2044 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2046 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2047 if (light_info
->OriginalIndex
== light_idx
)
2054 TRACE("Light information requested but light not defined\n");
2055 return WINED3DERR_INVALIDCALL
;
2058 *light
= light_info
->OriginalParms
;
2062 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
2064 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2065 struct wined3d_light_info
*light_info
= NULL
;
2068 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
2070 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2072 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2073 if (light_info
->OriginalIndex
== light_idx
)
2077 TRACE("Found light %p.\n", light_info
);
2079 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2082 TRACE("Light enabled requested but light not defined, so defining one!\n");
2083 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
2085 /* Search for it again! Should be fairly quick as near head of list. */
2086 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2088 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2089 if (light_info
->OriginalIndex
== light_idx
)
2095 FIXME("Adding default lights has failed dismally\n");
2096 return WINED3DERR_INVALIDCALL
;
2102 if (light_info
->glIndex
!= -1)
2104 if (!device
->isRecordingState
)
2105 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
2107 device
->updateStateBlock
->state
.lights
[light_info
->glIndex
] = NULL
;
2108 light_info
->glIndex
= -1;
2112 TRACE("Light already disabled, nothing to do\n");
2114 light_info
->enabled
= FALSE
;
2118 light_info
->enabled
= TRUE
;
2119 if (light_info
->glIndex
!= -1)
2121 TRACE("Nothing to do as light was enabled\n");
2126 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2127 /* Find a free GL light. */
2128 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
2130 if (!device
->updateStateBlock
->state
.lights
[i
])
2132 device
->updateStateBlock
->state
.lights
[i
] = light_info
;
2133 light_info
->glIndex
= i
;
2137 if (light_info
->glIndex
== -1)
2139 /* Our tests show that Windows returns D3D_OK in this situation, even with
2140 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2141 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2142 * as well for those lights.
2144 * TODO: Test how this affects rendering. */
2145 WARN("Too many concurrently active lights\n");
2149 /* i == light_info->glIndex */
2150 if (!device
->isRecordingState
)
2151 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
2158 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
2160 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2161 struct wined3d_light_info
*light_info
= NULL
;
2164 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
2166 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2168 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2169 if (light_info
->OriginalIndex
== light_idx
)
2176 TRACE("Light enabled state requested but light not defined.\n");
2177 return WINED3DERR_INVALIDCALL
;
2179 /* true is 128 according to SetLightEnable */
2180 *enable
= light_info
->enabled
? 128 : 0;
2184 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
, UINT plane_idx
, const float *plane
)
2186 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2188 /* Validate plane_idx. */
2189 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2191 TRACE("Application has requested clipplane this device doesn't support.\n");
2192 return WINED3DERR_INVALIDCALL
;
2195 device
->updateStateBlock
->changed
.clipplane
|= 1 << plane_idx
;
2197 if (device
->updateStateBlock
->state
.clip_planes
[plane_idx
][0] == plane
[0]
2198 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][1] == plane
[1]
2199 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][2] == plane
[2]
2200 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][3] == plane
[3])
2202 TRACE("Application is setting old values over, nothing to do.\n");
2206 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][0] = plane
[0];
2207 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][1] = plane
[1];
2208 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][2] = plane
[2];
2209 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][3] = plane
[3];
2211 /* Handle recording of state blocks. */
2212 if (device
->isRecordingState
)
2214 TRACE("Recording... not performing anything.\n");
2218 device_invalidate_state(device
, STATE_CLIPPLANE(plane_idx
));
2223 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
, UINT plane_idx
, float *plane
)
2225 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2227 /* Validate plane_idx. */
2228 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2230 TRACE("Application has requested clipplane this device doesn't support.\n");
2231 return WINED3DERR_INVALIDCALL
;
2234 plane
[0] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][0];
2235 plane
[1] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][1];
2236 plane
[2] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][2];
2237 plane
[3] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][3];
2242 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
2243 const struct wined3d_clip_status
*clip_status
)
2245 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2248 return WINED3DERR_INVALIDCALL
;
2253 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
2254 struct wined3d_clip_status
*clip_status
)
2256 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2259 return WINED3DERR_INVALIDCALL
;
2264 HRESULT CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
2266 TRACE("device %p, material %p.\n", device
, material
);
2268 device
->updateStateBlock
->changed
.material
= TRUE
;
2269 device
->updateStateBlock
->state
.material
= *material
;
2271 /* Handle recording of state blocks */
2272 if (device
->isRecordingState
)
2274 TRACE("Recording... not performing anything.\n");
2278 device_invalidate_state(device
, STATE_MATERIAL
);
2283 HRESULT CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
2285 TRACE("device %p, material %p.\n", device
, material
);
2287 *material
= device
->updateStateBlock
->state
.material
;
2289 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2290 material
->diffuse
.r
, material
->diffuse
.g
,
2291 material
->diffuse
.b
, material
->diffuse
.a
);
2292 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2293 material
->ambient
.r
, material
->ambient
.g
,
2294 material
->ambient
.b
, material
->ambient
.a
);
2295 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2296 material
->specular
.r
, material
->specular
.g
,
2297 material
->specular
.b
, material
->specular
.a
);
2298 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2299 material
->emissive
.r
, material
->emissive
.g
,
2300 material
->emissive
.b
, material
->emissive
.a
);
2301 TRACE("power %.8e.\n", material
->power
);
2306 HRESULT CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
2307 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
2309 struct wined3d_buffer
*prev_buffer
;
2311 TRACE("device %p, buffer %p, format %s.\n",
2312 device
, buffer
, debug_d3dformat(format_id
));
2314 prev_buffer
= device
->updateStateBlock
->state
.index_buffer
;
2316 device
->updateStateBlock
->changed
.indices
= TRUE
;
2317 device
->updateStateBlock
->state
.index_buffer
= buffer
;
2318 device
->updateStateBlock
->state
.index_format
= format_id
;
2320 /* Handle recording of state blocks. */
2321 if (device
->isRecordingState
)
2323 TRACE("Recording... not performing anything.\n");
2325 wined3d_buffer_incref(buffer
);
2327 wined3d_buffer_decref(prev_buffer
);
2331 if (prev_buffer
!= buffer
)
2333 device_invalidate_state(device
, STATE_INDEXBUFFER
);
2336 InterlockedIncrement(&buffer
->bind_count
);
2337 wined3d_buffer_incref(buffer
);
2341 InterlockedDecrement(&prev_buffer
->bind_count
);
2342 wined3d_buffer_decref(prev_buffer
);
2349 HRESULT CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
, struct wined3d_buffer
**buffer
)
2351 TRACE("device %p, buffer %p.\n", device
, buffer
);
2353 *buffer
= device
->stateBlock
->state
.index_buffer
;
2356 wined3d_buffer_incref(*buffer
);
2358 TRACE("Returning %p.\n", *buffer
);
2363 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2364 HRESULT CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
2366 TRACE("device %p, base_index %d.\n", device
, base_index
);
2368 if (device
->updateStateBlock
->state
.base_vertex_index
== base_index
)
2370 TRACE("Application is setting the old value over, nothing to do\n");
2374 device
->updateStateBlock
->state
.base_vertex_index
= base_index
;
2376 if (device
->isRecordingState
)
2378 TRACE("Recording... not performing anything\n");
2384 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
2386 TRACE("device %p.\n", device
);
2388 return device
->stateBlock
->state
.base_vertex_index
;
2391 HRESULT CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
2393 TRACE("device %p, viewport %p.\n", device
, viewport
);
2394 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2395 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
2397 device
->updateStateBlock
->changed
.viewport
= TRUE
;
2398 device
->updateStateBlock
->state
.viewport
= *viewport
;
2400 /* Handle recording of state blocks */
2401 if (device
->isRecordingState
)
2403 TRACE("Recording... not performing anything\n");
2407 device_invalidate_state(device
, STATE_VIEWPORT
);
2412 HRESULT CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
2414 TRACE("device %p, viewport %p.\n", device
, viewport
);
2416 *viewport
= device
->stateBlock
->state
.viewport
;
2421 HRESULT CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2422 enum wined3d_render_state state
, DWORD value
)
2424 DWORD old_value
= device
->stateBlock
->state
.render_states
[state
];
2426 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2428 device
->updateStateBlock
->changed
.renderState
[state
>> 5] |= 1 << (state
& 0x1f);
2429 device
->updateStateBlock
->state
.render_states
[state
] = value
;
2431 /* Handle recording of state blocks. */
2432 if (device
->isRecordingState
)
2434 TRACE("Recording... not performing anything.\n");
2438 /* Compared here and not before the assignment to allow proper stateblock recording. */
2439 if (value
== old_value
)
2440 TRACE("Application is setting the old value over, nothing to do.\n");
2442 device_invalidate_state(device
, STATE_RENDER(state
));
2447 HRESULT CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
,
2448 enum wined3d_render_state state
, DWORD
*value
)
2450 TRACE("device %p, state %s (%#x), value %p.\n", device
, debug_d3drenderstate(state
), state
, value
);
2452 *value
= device
->stateBlock
->state
.render_states
[state
];
2457 HRESULT CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2458 UINT sampler_idx
, WINED3DSAMPLERSTATETYPE state
, DWORD value
)
2462 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2463 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2465 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2466 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2468 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2469 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2471 WARN("Invalid sampler %u.\n", sampler_idx
);
2472 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2475 old_value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2476 device
->updateStateBlock
->state
.sampler_states
[sampler_idx
][state
] = value
;
2477 device
->updateStateBlock
->changed
.samplerState
[sampler_idx
] |= 1 << state
;
2479 /* Handle recording of state blocks. */
2480 if (device
->isRecordingState
)
2482 TRACE("Recording... not performing anything.\n");
2486 if (old_value
== value
)
2488 TRACE("Application is setting the old value over, nothing to do.\n");
2492 device_invalidate_state(device
, STATE_SAMPLER(sampler_idx
));
2497 HRESULT CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2498 UINT sampler_idx
, WINED3DSAMPLERSTATETYPE state
, DWORD
*value
)
2500 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2501 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2503 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2504 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2506 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2507 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2509 WARN("Invalid sampler %u.\n", sampler_idx
);
2510 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2513 *value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2514 TRACE("Returning %#x.\n", *value
);
2519 HRESULT CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2521 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2523 device
->updateStateBlock
->changed
.scissorRect
= TRUE
;
2524 if (EqualRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
))
2526 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2529 CopyRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
);
2531 if (device
->isRecordingState
)
2533 TRACE("Recording... not performing anything.\n");
2537 device_invalidate_state(device
, STATE_SCISSORRECT
);
2542 HRESULT CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2544 TRACE("device %p, rect %p.\n", device
, rect
);
2546 *rect
= device
->updateStateBlock
->state
.scissor_rect
;
2547 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2552 HRESULT CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2553 struct wined3d_vertex_declaration
*declaration
)
2555 struct wined3d_vertex_declaration
*prev
= device
->updateStateBlock
->state
.vertex_declaration
;
2557 TRACE("device %p, declaration %p.\n", device
, declaration
);
2560 wined3d_vertex_declaration_incref(declaration
);
2562 wined3d_vertex_declaration_decref(prev
);
2564 device
->updateStateBlock
->state
.vertex_declaration
= declaration
;
2565 device
->updateStateBlock
->changed
.vertexDecl
= TRUE
;
2567 if (device
->isRecordingState
)
2569 TRACE("Recording... not performing anything.\n");
2572 else if (declaration
== prev
)
2574 /* Checked after the assignment to allow proper stateblock recording. */
2575 TRACE("Application is setting the old declaration over, nothing to do.\n");
2579 device_invalidate_state(device
, STATE_VDECL
);
2583 HRESULT CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
,
2584 struct wined3d_vertex_declaration
**declaration
)
2586 TRACE("device %p, declaration %p.\n", device
, declaration
);
2588 *declaration
= device
->stateBlock
->state
.vertex_declaration
;
2590 wined3d_vertex_declaration_incref(*declaration
);
2595 HRESULT CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2597 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.vertex_shader
;
2599 TRACE("device %p, shader %p.\n", device
, shader
);
2601 device
->updateStateBlock
->state
.vertex_shader
= shader
;
2602 device
->updateStateBlock
->changed
.vertexShader
= TRUE
;
2604 if (device
->isRecordingState
)
2607 wined3d_shader_incref(shader
);
2609 wined3d_shader_decref(prev
);
2610 TRACE("Recording... not performing anything.\n");
2616 TRACE("Application is setting the old shader over, nothing to do.\n");
2621 wined3d_shader_incref(shader
);
2623 wined3d_shader_decref(prev
);
2625 device_invalidate_state(device
, STATE_VSHADER
);
2630 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2632 struct wined3d_shader
*shader
;
2634 TRACE("device %p.\n", device
);
2636 shader
= device
->stateBlock
->state
.vertex_shader
;
2638 wined3d_shader_incref(shader
);
2640 TRACE("Returning %p.\n", shader
);
2644 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2645 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2647 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2650 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2651 device
, start_register
, constants
, bool_count
);
2653 if (!constants
|| start_register
>= MAX_CONST_B
)
2654 return WINED3DERR_INVALIDCALL
;
2656 memcpy(&device
->updateStateBlock
->state
.vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2657 for (i
= 0; i
< count
; ++i
)
2658 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2660 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2661 device
->updateStateBlock
->changed
.vertexShaderConstantsB
|= (1 << i
);
2663 if (!device
->isRecordingState
)
2664 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2669 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2670 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2672 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2674 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2675 device
, start_register
, constants
, bool_count
);
2677 if (!constants
|| start_register
>= MAX_CONST_B
)
2678 return WINED3DERR_INVALIDCALL
;
2680 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2685 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2686 UINT start_register
, const int *constants
, UINT vector4i_count
)
2688 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2691 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2692 device
, start_register
, constants
, vector4i_count
);
2694 if (!constants
|| start_register
>= MAX_CONST_I
)
2695 return WINED3DERR_INVALIDCALL
;
2697 memcpy(&device
->updateStateBlock
->state
.vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2698 for (i
= 0; i
< count
; ++i
)
2699 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2700 constants
[i
* 4], constants
[i
* 4 + 1],
2701 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2703 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2704 device
->updateStateBlock
->changed
.vertexShaderConstantsI
|= (1 << i
);
2706 if (!device
->isRecordingState
)
2707 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2712 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2713 UINT start_register
, int *constants
, UINT vector4i_count
)
2715 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2717 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2718 device
, start_register
, constants
, vector4i_count
);
2720 if (!constants
|| start_register
>= MAX_CONST_I
)
2721 return WINED3DERR_INVALIDCALL
;
2723 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2727 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2728 UINT start_register
, const float *constants
, UINT vector4f_count
)
2732 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2733 device
, start_register
, constants
, vector4f_count
);
2735 /* Specifically test start_register > limit to catch MAX_UINT overflows
2736 * when adding start_register + vector4f_count. */
2738 || start_register
+ vector4f_count
> device
->d3d_vshader_constantF
2739 || start_register
> device
->d3d_vshader_constantF
)
2740 return WINED3DERR_INVALIDCALL
;
2742 memcpy(&device
->updateStateBlock
->state
.vs_consts_f
[start_register
* 4],
2743 constants
, vector4f_count
* sizeof(float) * 4);
2746 for (i
= 0; i
< vector4f_count
; ++i
)
2747 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2748 constants
[i
* 4], constants
[i
* 4 + 1],
2749 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2752 if (!device
->isRecordingState
)
2754 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2755 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2758 memset(device
->updateStateBlock
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2759 sizeof(*device
->updateStateBlock
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2764 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2765 UINT start_register
, float *constants
, UINT vector4f_count
)
2767 int count
= min(vector4f_count
, device
->d3d_vshader_constantF
- start_register
);
2769 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2770 device
, start_register
, constants
, vector4f_count
);
2772 if (!constants
|| count
< 0)
2773 return WINED3DERR_INVALIDCALL
;
2775 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2780 static void device_invalidate_texture_stage(const struct wined3d_device
*device
, DWORD stage
)
2784 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
2786 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, i
));
2790 static void device_map_stage(struct wined3d_device
*device
, DWORD stage
, DWORD unit
)
2792 DWORD i
= device
->rev_tex_unit_map
[unit
];
2793 DWORD j
= device
->texUnitMap
[stage
];
2795 device
->texUnitMap
[stage
] = unit
;
2796 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
2797 device
->texUnitMap
[i
] = WINED3D_UNMAPPED_STAGE
;
2799 device
->rev_tex_unit_map
[unit
] = stage
;
2800 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
2801 device
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
2804 static void device_update_fixed_function_usage_map(struct wined3d_device
*device
)
2808 device
->fixed_function_usage_map
= 0;
2809 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2811 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2812 WINED3DTEXTUREOP color_op
= state
->texture_states
[i
][WINED3DTSS_COLOROP
];
2813 WINED3DTEXTUREOP alpha_op
= state
->texture_states
[i
][WINED3DTSS_ALPHAOP
];
2814 DWORD color_arg1
= state
->texture_states
[i
][WINED3DTSS_COLORARG1
] & WINED3DTA_SELECTMASK
;
2815 DWORD color_arg2
= state
->texture_states
[i
][WINED3DTSS_COLORARG2
] & WINED3DTA_SELECTMASK
;
2816 DWORD color_arg3
= state
->texture_states
[i
][WINED3DTSS_COLORARG0
] & WINED3DTA_SELECTMASK
;
2817 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3DTSS_ALPHAARG1
] & WINED3DTA_SELECTMASK
;
2818 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3DTSS_ALPHAARG2
] & WINED3DTA_SELECTMASK
;
2819 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3DTSS_ALPHAARG0
] & WINED3DTA_SELECTMASK
;
2821 if (color_op
== WINED3DTOP_DISABLE
) {
2822 /* Not used, and disable higher stages */
2826 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3DTOP_SELECTARG2
)
2827 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3DTOP_SELECTARG1
)
2828 || ((color_arg3
== WINED3DTA_TEXTURE
)
2829 && (color_op
== WINED3DTOP_MULTIPLYADD
|| color_op
== WINED3DTOP_LERP
))
2830 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3DTOP_SELECTARG2
)
2831 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3DTOP_SELECTARG1
)
2832 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2833 && (alpha_op
== WINED3DTOP_MULTIPLYADD
|| alpha_op
== WINED3DTOP_LERP
)))
2834 device
->fixed_function_usage_map
|= (1 << i
);
2836 if ((color_op
== WINED3DTOP_BUMPENVMAP
|| color_op
== WINED3DTOP_BUMPENVMAPLUMINANCE
) && i
< MAX_TEXTURES
- 1)
2837 device
->fixed_function_usage_map
|= (1 << (i
+ 1));
2841 static void device_map_fixed_function_samplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2843 unsigned int i
, tex
;
2846 device_update_fixed_function_usage_map(device
);
2847 ffu_map
= device
->fixed_function_usage_map
;
2849 if (device
->max_ffp_textures
== gl_info
->limits
.texture_stages
2850 || device
->stateBlock
->state
.lowest_disabled_stage
<= device
->max_ffp_textures
)
2852 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2854 if (!(ffu_map
& 1)) continue;
2856 if (device
->texUnitMap
[i
] != i
)
2858 device_map_stage(device
, i
, i
);
2859 device_invalidate_state(device
, STATE_SAMPLER(i
));
2860 device_invalidate_texture_stage(device
, i
);
2866 /* Now work out the mapping */
2868 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2870 if (!(ffu_map
& 1)) continue;
2872 if (device
->texUnitMap
[i
] != tex
)
2874 device_map_stage(device
, i
, tex
);
2875 device_invalidate_state(device
, STATE_SAMPLER(i
));
2876 device_invalidate_texture_stage(device
, i
);
2883 static void device_map_psamplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2885 const enum wined3d_sampler_texture_type
*sampler_type
=
2886 device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2889 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2891 if (sampler_type
[i
] && device
->texUnitMap
[i
] != i
)
2893 device_map_stage(device
, i
, i
);
2894 device_invalidate_state(device
, STATE_SAMPLER(i
));
2895 if (i
< gl_info
->limits
.texture_stages
)
2896 device_invalidate_texture_stage(device
, i
);
2901 static BOOL
device_unit_free_for_vs(const struct wined3d_device
*device
,
2902 const enum wined3d_sampler_texture_type
*pshader_sampler_tokens
,
2903 const enum wined3d_sampler_texture_type
*vshader_sampler_tokens
, DWORD unit
)
2905 DWORD current_mapping
= device
->rev_tex_unit_map
[unit
];
2907 /* Not currently used */
2908 if (current_mapping
== WINED3D_UNMAPPED_STAGE
) return TRUE
;
2910 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
) {
2911 /* Used by a fragment sampler */
2913 if (!pshader_sampler_tokens
) {
2914 /* No pixel shader, check fixed function */
2915 return current_mapping
>= MAX_TEXTURES
|| !(device
->fixed_function_usage_map
& (1 << current_mapping
));
2918 /* Pixel shader, check the shader's sampler map */
2919 return !pshader_sampler_tokens
[current_mapping
];
2922 /* Used by a vertex sampler */
2923 return !vshader_sampler_tokens
[current_mapping
- MAX_FRAGMENT_SAMPLERS
];
2926 static void device_map_vsamplers(struct wined3d_device
*device
, BOOL ps
, const struct wined3d_gl_info
*gl_info
)
2928 const enum wined3d_sampler_texture_type
*vshader_sampler_type
=
2929 device
->stateBlock
->state
.vertex_shader
->reg_maps
.sampler_type
;
2930 const enum wined3d_sampler_texture_type
*pshader_sampler_type
= NULL
;
2931 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
) - 1;
2936 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2937 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2938 pshader_sampler_type
= device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2941 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
2942 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
2943 if (vshader_sampler_type
[i
])
2945 if (device
->texUnitMap
[vsampler_idx
] != WINED3D_UNMAPPED_STAGE
)
2947 /* Already mapped somewhere */
2953 if (device_unit_free_for_vs(device
, pshader_sampler_type
, vshader_sampler_type
, start
))
2955 device_map_stage(device
, vsampler_idx
, start
);
2956 device_invalidate_state(device
, STATE_SAMPLER(vsampler_idx
));
2968 void device_update_tex_unit_map(struct wined3d_device
*device
)
2970 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2971 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2972 BOOL vs
= use_vs(state
);
2973 BOOL ps
= use_ps(state
);
2976 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2977 * that would be really messy and require shader recompilation
2978 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2979 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2982 device_map_psamplers(device
, gl_info
);
2984 device_map_fixed_function_samplers(device
, gl_info
);
2987 device_map_vsamplers(device
, ps
, gl_info
);
2990 HRESULT CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2992 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.pixel_shader
;
2994 TRACE("device %p, shader %p.\n", device
, shader
);
2996 device
->updateStateBlock
->state
.pixel_shader
= shader
;
2997 device
->updateStateBlock
->changed
.pixelShader
= TRUE
;
2999 if (device
->isRecordingState
)
3002 wined3d_shader_incref(shader
);
3004 wined3d_shader_decref(prev
);
3005 TRACE("Recording... not performing anything.\n");
3011 TRACE("Application is setting the old shader over, nothing to do.\n");
3016 wined3d_shader_incref(shader
);
3018 wined3d_shader_decref(prev
);
3020 device_invalidate_state(device
, STATE_PIXELSHADER
);
3025 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
3027 struct wined3d_shader
*shader
;
3029 TRACE("device %p.\n", device
);
3031 shader
= device
->stateBlock
->state
.pixel_shader
;
3033 wined3d_shader_incref(shader
);
3035 TRACE("Returning %p.\n", shader
);
3039 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
3040 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
3042 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3045 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3046 device
, start_register
, constants
, bool_count
);
3048 if (!constants
|| start_register
>= MAX_CONST_B
)
3049 return WINED3DERR_INVALIDCALL
;
3051 memcpy(&device
->updateStateBlock
->state
.ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
3052 for (i
= 0; i
< count
; ++i
)
3053 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
3055 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3056 device
->updateStateBlock
->changed
.pixelShaderConstantsB
|= (1 << i
);
3058 if (!device
->isRecordingState
)
3059 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3064 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
3065 UINT start_register
, BOOL
*constants
, UINT bool_count
)
3067 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3069 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3070 device
, start_register
, constants
, bool_count
);
3072 if (!constants
|| start_register
>= MAX_CONST_B
)
3073 return WINED3DERR_INVALIDCALL
;
3075 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
3080 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
3081 UINT start_register
, const int *constants
, UINT vector4i_count
)
3083 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3086 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3087 device
, start_register
, constants
, vector4i_count
);
3089 if (!constants
|| start_register
>= MAX_CONST_I
)
3090 return WINED3DERR_INVALIDCALL
;
3092 memcpy(&device
->updateStateBlock
->state
.ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
3093 for (i
= 0; i
< count
; ++i
)
3094 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
3095 constants
[i
* 4], constants
[i
* 4 + 1],
3096 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3098 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3099 device
->updateStateBlock
->changed
.pixelShaderConstantsI
|= (1 << i
);
3101 if (!device
->isRecordingState
)
3102 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3107 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
3108 UINT start_register
, int *constants
, UINT vector4i_count
)
3110 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3112 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3113 device
, start_register
, constants
, vector4i_count
);
3115 if (!constants
|| start_register
>= MAX_CONST_I
)
3116 return WINED3DERR_INVALIDCALL
;
3118 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
3123 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
3124 UINT start_register
, const float *constants
, UINT vector4f_count
)
3128 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3129 device
, start_register
, constants
, vector4f_count
);
3131 /* Specifically test start_register > limit to catch MAX_UINT overflows
3132 * when adding start_register + vector4f_count. */
3134 || start_register
+ vector4f_count
> device
->d3d_pshader_constantF
3135 || start_register
> device
->d3d_pshader_constantF
)
3136 return WINED3DERR_INVALIDCALL
;
3138 memcpy(&device
->updateStateBlock
->state
.ps_consts_f
[start_register
* 4],
3139 constants
, vector4f_count
* sizeof(float) * 4);
3142 for (i
= 0; i
< vector4f_count
; ++i
)
3143 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
3144 constants
[i
* 4], constants
[i
* 4 + 1],
3145 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3148 if (!device
->isRecordingState
)
3150 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
3151 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3154 memset(device
->updateStateBlock
->changed
.pixelShaderConstantsF
+ start_register
, 1,
3155 sizeof(*device
->updateStateBlock
->changed
.pixelShaderConstantsF
) * vector4f_count
);
3160 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
3161 UINT start_register
, float *constants
, UINT vector4f_count
)
3163 int count
= min(vector4f_count
, device
->d3d_pshader_constantF
- start_register
);
3165 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3166 device
, start_register
, constants
, vector4f_count
);
3168 if (!constants
|| count
< 0)
3169 return WINED3DERR_INVALIDCALL
;
3171 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
3176 /* Context activation is done by the caller. */
3177 /* Do not call while under the GL lock. */
3178 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3179 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
3180 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
3183 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3184 char *dest_ptr
, *dest_conv
= NULL
, *dest_conv_addr
= NULL
;
3185 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
3186 struct wined3d_viewport vp
;
3191 if (stream_info
->use_map
& (1 << WINED3D_FFP_NORMAL
))
3193 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3196 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_POSITION
)))
3198 ERR("Source has no position mask\n");
3199 return WINED3DERR_INVALIDCALL
;
3202 if (!dest
->resource
.allocatedMemory
)
3203 buffer_get_sysmem(dest
, gl_info
);
3205 /* Get a pointer into the destination vbo(create one if none exists) and
3206 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3208 if (!dest
->buffer_object
&& gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
3210 dest
->flags
|= WINED3D_BUFFER_CREATEBO
;
3211 wined3d_buffer_preload(dest
);
3214 if (dest
->buffer_object
)
3216 unsigned char extrabytes
= 0;
3217 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3218 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3219 * this may write 4 extra bytes beyond the area that should be written
3221 if(DestFVF
== WINED3DFVF_XYZ
) extrabytes
= 4;
3222 dest_conv_addr
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, dwCount
* get_flexible_vertex_size(DestFVF
) + extrabytes
);
3223 if(!dest_conv_addr
) {
3224 ERR("Out of memory\n");
3225 /* Continue without storing converted vertices */
3227 dest_conv
= dest_conv_addr
;
3230 if (device
->stateBlock
->state
.render_states
[WINED3D_RS_CLIPPING
])
3232 static BOOL warned
= FALSE
;
3234 * The clipping code is not quite correct. Some things need
3235 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3236 * so disable clipping for now.
3237 * (The graphics in Half-Life are broken, and my processvertices
3238 * test crashes with IDirect3DDevice3)
3244 FIXME("Clipping is broken and disabled for now\n");
3246 } else doClip
= FALSE
;
3247 dest_ptr
= ((char *)buffer_get_sysmem(dest
, gl_info
)) + dwDestIndex
* get_flexible_vertex_size(DestFVF
);
3249 wined3d_device_get_transform(device
, WINED3DTS_VIEW
, &view_mat
);
3250 wined3d_device_get_transform(device
, WINED3DTS_PROJECTION
, &proj_mat
);
3251 wined3d_device_get_transform(device
, WINED3DTS_WORLDMATRIX(0), &world_mat
);
3253 TRACE("View mat:\n");
3254 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
);
3255 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
);
3256 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
);
3257 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
);
3259 TRACE("Proj mat:\n");
3260 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
);
3261 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
);
3262 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
);
3263 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
);
3265 TRACE("World mat:\n");
3266 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
);
3267 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
);
3268 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
);
3269 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
);
3271 /* Get the viewport */
3272 wined3d_device_get_viewport(device
, &vp
);
3273 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3274 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
3276 multiply_matrix(&mat
,&view_mat
,&world_mat
);
3277 multiply_matrix(&mat
,&proj_mat
,&mat
);
3279 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
3281 for (i
= 0; i
< dwCount
; i
+= 1) {
3282 unsigned int tex_index
;
3284 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
3285 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
3286 /* The position first */
3287 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
3288 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3290 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
3292 /* Multiplication with world, view and projection matrix */
3293 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
);
3294 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
);
3295 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
);
3296 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
);
3298 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
3300 /* WARNING: The following things are taken from d3d7 and were not yet checked
3301 * against d3d8 or d3d9!
3304 /* Clipping conditions: From msdn
3306 * A vertex is clipped if it does not match the following requirements
3310 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3312 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3313 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3318 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
3319 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
3322 /* "Normal" viewport transformation (not clipped)
3323 * 1) The values are divided by rhw
3324 * 2) The y axis is negative, so multiply it with -1
3325 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3326 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3327 * 4) Multiply x with Width/2 and add Width/2
3328 * 5) The same for the height
3329 * 6) Add the viewpoint X and Y to the 2D coordinates and
3330 * The minimum Z value to z
3331 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3333 * Well, basically it's simply a linear transformation into viewport
3345 z
*= vp
.max_z
- vp
.min_z
;
3347 x
+= vp
.width
/ 2 + vp
.x
;
3348 y
+= vp
.height
/ 2 + vp
.y
;
3353 /* That vertex got clipped
3354 * Contrary to OpenGL it is not dropped completely, it just
3355 * undergoes a different calculation.
3357 TRACE("Vertex got clipped\n");
3364 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3365 * outside of the main vertex buffer memory. That needs some more
3370 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3373 ( (float *) dest_ptr
)[0] = x
;
3374 ( (float *) dest_ptr
)[1] = y
;
3375 ( (float *) dest_ptr
)[2] = z
;
3376 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3378 dest_ptr
+= 3 * sizeof(float);
3380 if((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) {
3381 dest_ptr
+= sizeof(float);
3386 ( (float *) dest_conv
)[0] = x
* w
;
3387 ( (float *) dest_conv
)[1] = y
* w
;
3388 ( (float *) dest_conv
)[2] = z
* w
;
3389 ( (float *) dest_conv
)[3] = w
;
3391 dest_conv
+= 3 * sizeof(float);
3393 if((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) {
3394 dest_conv
+= sizeof(float);
3398 if (DestFVF
& WINED3DFVF_PSIZE
) {
3399 dest_ptr
+= sizeof(DWORD
);
3400 if(dest_conv
) dest_conv
+= sizeof(DWORD
);
3402 if (DestFVF
& WINED3DFVF_NORMAL
)
3404 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3405 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3406 /* AFAIK this should go into the lighting information */
3407 FIXME("Didn't expect the destination to have a normal\n");
3408 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3410 copy_and_next(dest_conv
, normal
, 3 * sizeof(float));
3414 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3416 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3417 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3418 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_DIFFUSE
)))
3420 static BOOL warned
= FALSE
;
3423 ERR("No diffuse color in source, but destination has one\n");
3427 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3428 dest_ptr
+= sizeof(DWORD
);
3431 *( (DWORD
*) dest_conv
) = 0xffffffff;
3432 dest_conv
+= sizeof(DWORD
);
3436 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3438 *( (DWORD
*) dest_conv
) = (*color_d
& 0xff00ff00) ; /* Alpha + green */
3439 *( (DWORD
*) dest_conv
) |= (*color_d
& 0x00ff0000) >> 16; /* Red */
3440 *( (DWORD
*) dest_conv
) |= (*color_d
& 0xff0000ff) << 16; /* Blue */
3441 dest_conv
+= sizeof(DWORD
);
3446 if (DestFVF
& WINED3DFVF_SPECULAR
)
3448 /* What's the color value in the feedback buffer? */
3449 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3450 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3451 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_SPECULAR
)))
3453 static BOOL warned
= FALSE
;
3456 ERR("No specular color in source, but destination has one\n");
3460 *( (DWORD
*) dest_ptr
) = 0xFF000000;
3461 dest_ptr
+= sizeof(DWORD
);
3464 *( (DWORD
*) dest_conv
) = 0xFF000000;
3465 dest_conv
+= sizeof(DWORD
);
3469 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3471 *( (DWORD
*) dest_conv
) = (*color_s
& 0xff00ff00) ; /* Alpha + green */
3472 *( (DWORD
*) dest_conv
) |= (*color_s
& 0x00ff0000) >> 16; /* Red */
3473 *( (DWORD
*) dest_conv
) |= (*color_s
& 0xff0000ff) << 16; /* Blue */
3474 dest_conv
+= sizeof(DWORD
);
3479 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3481 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3482 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3483 if (!(stream_info
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3485 ERR("No source texture, but destination requests one\n");
3486 dest_ptr
+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3487 if(dest_conv
) dest_conv
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3490 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3492 copy_and_next(dest_conv
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3502 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, dest
->buffer_object
));
3503 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3504 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB
, dwDestIndex
* get_flexible_vertex_size(DestFVF
),
3505 dwCount
* get_flexible_vertex_size(DestFVF
),
3507 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3511 HeapFree(GetProcessHeap(), 0, dest_conv_addr
);
3516 #undef copy_and_next
3518 /* Do not call while under the GL lock. */
3519 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3520 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3521 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3523 struct wined3d_state
*state
= &device
->stateBlock
->state
;
3524 BOOL vbo
= FALSE
, streamWasUP
= state
->user_stream
;
3525 struct wined3d_stream_info stream_info
;
3526 const struct wined3d_gl_info
*gl_info
;
3527 struct wined3d_context
*context
;
3528 struct wined3d_shader
*vs
;
3531 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3532 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3533 device
, src_start_idx
, dst_idx
, vertex_count
,
3534 dst_buffer
, declaration
, flags
, dst_fvf
);
3537 FIXME("Output vertex declaration not implemented yet.\n");
3539 /* Need any context to write to the vbo. */
3540 context
= context_acquire(device
, NULL
);
3541 gl_info
= context
->gl_info
;
3543 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3544 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3545 * restore it afterwards. */
3546 vs
= state
->vertex_shader
;
3547 state
->vertex_shader
= NULL
;
3548 state
->user_stream
= FALSE
;
3549 device_stream_info_from_declaration(device
, &stream_info
, &vbo
);
3550 state
->user_stream
= streamWasUP
;
3551 state
->vertex_shader
= vs
;
3553 if (vbo
|| src_start_idx
)
3556 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3557 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3559 * Also get the start index in, but only loop over all elements if there's something to add at all.
3561 for (i
= 0; i
< (sizeof(stream_info
.elements
) / sizeof(*stream_info
.elements
)); ++i
)
3563 struct wined3d_stream_info_element
*e
;
3565 if (!(stream_info
.use_map
& (1 << i
))) continue;
3567 e
= &stream_info
.elements
[i
];
3568 if (e
->data
.buffer_object
)
3570 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
3571 e
->data
.buffer_object
= 0;
3572 e
->data
.addr
= (BYTE
*)((ULONG_PTR
)e
->data
.addr
+ (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
));
3574 GL_EXTCALL(glDeleteBuffersARB(1, &vb
->buffer_object
));
3575 vb
->buffer_object
= 0;
3579 e
->data
.addr
+= e
->stride
* src_start_idx
;
3583 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3584 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3586 context_release(context
);
3591 HRESULT CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3592 UINT stage
, WINED3DTEXTURESTAGESTATETYPE state
, DWORD value
)
3594 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3597 TRACE("device %p, stage %u, state %s, value %#x.\n",
3598 device
, stage
, debug_d3dtexturestate(state
), value
);
3600 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3602 WARN("Invalid state %#x passed.\n", state
);
3606 if (stage
>= gl_info
->limits
.texture_stages
)
3608 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3609 stage
, gl_info
->limits
.texture_stages
- 1);
3613 old_value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3614 device
->updateStateBlock
->changed
.textureState
[stage
] |= 1 << state
;
3615 device
->updateStateBlock
->state
.texture_states
[stage
][state
] = value
;
3617 if (device
->isRecordingState
)
3619 TRACE("Recording... not performing anything.\n");
3623 /* Checked after the assignments to allow proper stateblock recording. */
3624 if (old_value
== value
)
3626 TRACE("Application is setting the old value over, nothing to do.\n");
3630 if (stage
> device
->stateBlock
->state
.lowest_disabled_stage
3631 && device
->StateTable
[STATE_TEXTURESTAGE(0, state
)].representative
3632 == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
))
3634 /* Colorop change above lowest disabled stage? That won't change
3635 * anything in the GL setup. Changes in other states are important on
3636 * disabled stages too. */
3640 if (state
== WINED3DTSS_COLOROP
)
3644 if (value
== WINED3DTOP_DISABLE
&& old_value
!= WINED3DTOP_DISABLE
)
3646 /* Previously enabled stage disabled now. Make sure to dirtify
3647 * all enabled stages above stage, they have to be disabled.
3649 * The current stage is dirtified below. */
3650 for (i
= stage
+ 1; i
< device
->stateBlock
->state
.lowest_disabled_stage
; ++i
)
3652 TRACE("Additionally dirtifying stage %u.\n", i
);
3653 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3DTSS_COLOROP
));
3655 device
->stateBlock
->state
.lowest_disabled_stage
= stage
;
3656 TRACE("New lowest disabled: %u.\n", stage
);
3658 else if (value
!= WINED3DTOP_DISABLE
&& old_value
== WINED3DTOP_DISABLE
)
3660 /* Previously disabled stage enabled. Stages above it may need
3661 * enabling. Stage must be lowest_disabled_stage here, if it's
3662 * bigger success is returned above, and stages below the lowest
3663 * disabled stage can't be enabled (because they are enabled
3666 * Again stage stage doesn't need to be dirtified here, it is
3668 for (i
= stage
+ 1; i
< gl_info
->limits
.texture_stages
; ++i
)
3670 if (device
->updateStateBlock
->state
.texture_states
[i
][WINED3DTSS_COLOROP
] == WINED3DTOP_DISABLE
)
3672 TRACE("Additionally dirtifying stage %u due to enable.\n", i
);
3673 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3DTSS_COLOROP
));
3675 device
->stateBlock
->state
.lowest_disabled_stage
= i
;
3676 TRACE("New lowest disabled: %u.\n", i
);
3680 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, state
));
3685 HRESULT CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3686 UINT stage
, WINED3DTEXTURESTAGESTATETYPE state
, DWORD
*value
)
3688 TRACE("device %p, stage %u, state %s, value %p.\n",
3689 device
, stage
, debug_d3dtexturestate(state
), value
);
3691 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3693 WARN("Invalid state %#x passed.\n", state
);
3697 *value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3698 TRACE("Returning %#x.\n", *value
);
3703 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3704 UINT stage
, struct wined3d_texture
*texture
)
3706 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3707 struct wined3d_texture
*prev
;
3709 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3711 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3712 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3714 /* Windows accepts overflowing this array... we do not. */
3715 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3717 WARN("Ignoring invalid stage %u.\n", stage
);
3721 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
3722 if (texture
&& texture
->resource
.pool
== WINED3DPOOL_SCRATCH
)
3724 WARN("Rejecting attempt to set scratch texture.\n");
3725 return WINED3DERR_INVALIDCALL
;
3728 device
->updateStateBlock
->changed
.textures
|= 1 << stage
;
3730 prev
= device
->updateStateBlock
->state
.textures
[stage
];
3731 TRACE("Previous texture %p.\n", prev
);
3733 if (texture
== prev
)
3735 TRACE("App is setting the same texture again, nothing to do.\n");
3739 TRACE("Setting new texture to %p.\n", texture
);
3740 device
->updateStateBlock
->state
.textures
[stage
] = texture
;
3742 if (device
->isRecordingState
)
3744 TRACE("Recording... not performing anything\n");
3746 if (texture
) wined3d_texture_incref(texture
);
3747 if (prev
) wined3d_texture_decref(prev
);
3754 LONG bind_count
= InterlockedIncrement(&texture
->bind_count
);
3756 wined3d_texture_incref(texture
);
3758 if (!prev
|| texture
->target
!= prev
->target
)
3759 device_invalidate_state(device
, STATE_PIXELSHADER
);
3761 if (!prev
&& stage
< gl_info
->limits
.texture_stages
)
3763 /* The source arguments for color and alpha ops have different
3764 * meanings when a NULL texture is bound, so the COLOROP and
3765 * ALPHAOP have to be dirtified. */
3766 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_COLOROP
));
3767 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_ALPHAOP
));
3770 if (bind_count
== 1)
3771 texture
->sampler
= stage
;
3776 LONG bind_count
= InterlockedDecrement(&prev
->bind_count
);
3778 wined3d_texture_decref(prev
);
3780 if (!texture
&& stage
< gl_info
->limits
.texture_stages
)
3782 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_COLOROP
));
3783 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_ALPHAOP
));
3786 if (bind_count
&& prev
->sampler
== stage
)
3790 /* Search for other stages the texture is bound to. Shouldn't
3791 * happen if applications bind textures to a single stage only. */
3792 TRACE("Searching for other stages the texture is bound to.\n");
3793 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3795 if (device
->updateStateBlock
->state
.textures
[i
] == prev
)
3797 TRACE("Texture is also bound to stage %u.\n", i
);
3805 device_invalidate_state(device
, STATE_SAMPLER(stage
));
3810 HRESULT CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
,
3811 UINT stage
, struct wined3d_texture
**texture
)
3813 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3815 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3816 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3818 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3820 WARN("Ignoring invalid stage %u.\n", stage
);
3821 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
3824 *texture
= device
->stateBlock
->state
.textures
[stage
];
3826 wined3d_texture_incref(*texture
);
3828 TRACE("Returning %p.\n", *texture
);
3833 HRESULT CDECL
wined3d_device_get_back_buffer(const struct wined3d_device
*device
, UINT swapchain_idx
,
3834 UINT backbuffer_idx
, WINED3DBACKBUFFER_TYPE backbuffer_type
, struct wined3d_surface
**backbuffer
)
3836 struct wined3d_swapchain
*swapchain
;
3839 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3840 device
, swapchain_idx
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3842 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3845 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
3849 hr
= wined3d_swapchain_get_back_buffer(swapchain
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3850 wined3d_swapchain_decref(swapchain
);
3853 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx
, hr
);
3860 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3862 TRACE("device %p, caps %p.\n", device
, caps
);
3864 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3865 device
->create_parms
.device_type
, caps
);
3868 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
,
3869 UINT swapchain_idx
, struct wined3d_display_mode
*mode
)
3871 struct wined3d_swapchain
*swapchain
;
3874 TRACE("device %p, swapchain_idx %u, mode %p.\n", device
, swapchain_idx
, mode
);
3878 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3881 hr
= wined3d_swapchain_get_display_mode(swapchain
, mode
);
3882 wined3d_swapchain_decref(swapchain
);
3887 const struct wined3d_adapter
*adapter
= device
->adapter
;
3889 /* Don't read the real display mode, but return the stored mode
3890 * instead. X11 can't change the color depth, and some apps are
3891 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3892 * that GetDisplayMode still returns 24 bpp.
3894 * Also don't relay to the swapchain because with ddraw it's possible
3895 * that there isn't a swapchain at all. */
3896 mode
->width
= adapter
->screen_size
.cx
;
3897 mode
->height
= adapter
->screen_size
.cy
;
3898 mode
->format_id
= adapter
->screen_format
;
3899 mode
->refresh_rate
= 0;
3906 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3908 struct wined3d_stateblock
*stateblock
;
3911 TRACE("device %p.\n", device
);
3913 if (device
->isRecordingState
)
3914 return WINED3DERR_INVALIDCALL
;
3916 hr
= wined3d_stateblock_create(device
, WINED3DSBT_RECORDED
, &stateblock
);
3920 wined3d_stateblock_decref(device
->updateStateBlock
);
3921 device
->updateStateBlock
= stateblock
;
3922 device
->isRecordingState
= TRUE
;
3924 TRACE("Recording stateblock %p.\n", stateblock
);
3929 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3930 struct wined3d_stateblock
**stateblock
)
3932 struct wined3d_stateblock
*object
= device
->updateStateBlock
;
3934 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3936 if (!device
->isRecordingState
)
3938 WARN("Not recording.\n");
3940 return WINED3DERR_INVALIDCALL
;
3943 stateblock_init_contained_states(object
);
3945 *stateblock
= object
;
3946 device
->isRecordingState
= FALSE
;
3947 device
->updateStateBlock
= device
->stateBlock
;
3948 wined3d_stateblock_incref(device
->updateStateBlock
);
3950 TRACE("Returning stateblock %p.\n", *stateblock
);
3955 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3957 /* At the moment we have no need for any functionality at the beginning
3959 TRACE("device %p.\n", device
);
3961 if (device
->inScene
)
3963 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3964 return WINED3DERR_INVALIDCALL
;
3966 device
->inScene
= TRUE
;
3970 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3972 struct wined3d_context
*context
;
3974 TRACE("device %p.\n", device
);
3976 if (!device
->inScene
)
3978 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3979 return WINED3DERR_INVALIDCALL
;
3982 context
= context_acquire(device
, NULL
);
3983 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3985 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3987 context_release(context
);
3989 device
->inScene
= FALSE
;
3993 HRESULT CDECL
wined3d_device_present(const struct wined3d_device
*device
, const RECT
*src_rect
,
3994 const RECT
*dst_rect
, HWND dst_window_override
, const RGNDATA
*dirty_region
)
3998 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
3999 device
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
4000 dst_window_override
, dirty_region
);
4002 for (i
= 0; i
< device
->swapchain_count
; ++i
)
4004 wined3d_swapchain_present(device
->swapchains
[i
], src_rect
,
4005 dst_rect
, dst_window_override
, dirty_region
, 0);
4011 /* Do not call while under the GL lock. */
4012 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
4013 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
4017 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
4018 device
, rect_count
, rects
, flags
, color
->r
, color
->g
, color
->b
, color
->a
, depth
, stencil
);
4020 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
4022 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4025 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4026 /* TODO: What about depth stencil buffers without stencil bits? */
4027 return WINED3DERR_INVALIDCALL
;
4029 else if (flags
& WINED3DCLEAR_TARGET
)
4031 if (ds
->resource
.width
< device
->fb
.render_targets
[0]->resource
.width
4032 || ds
->resource
.height
< device
->fb
.render_targets
[0]->resource
.height
)
4034 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4040 wined3d_get_draw_rect(&device
->stateBlock
->state
, &draw_rect
);
4042 return device_clear_render_targets(device
, device
->adapter
->gl_info
.limits
.buffers
,
4043 &device
->fb
, rect_count
, rects
,
4044 &draw_rect
, flags
, color
, depth
, stencil
);
4047 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
4048 enum wined3d_primitive_type primitive_type
)
4050 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
4052 device
->updateStateBlock
->changed
.primitive_type
= TRUE
;
4053 device
->updateStateBlock
->state
.gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
4056 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
4057 enum wined3d_primitive_type
*primitive_type
)
4059 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
4061 *primitive_type
= d3d_primitive_type_from_gl(device
->stateBlock
->state
.gl_primitive_type
);
4063 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
4066 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
4068 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
4070 if (!device
->stateBlock
->state
.vertex_declaration
)
4072 WARN("Called without a valid vertex declaration set.\n");
4073 return WINED3DERR_INVALIDCALL
;
4076 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4077 if (device
->stateBlock
->state
.user_stream
)
4079 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4080 device
->stateBlock
->state
.user_stream
= FALSE
;
4083 if (device
->stateBlock
->state
.load_base_vertex_index
)
4085 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4086 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4089 /* Account for the loading offset due to index buffers. Instead of
4090 * reloading all sources correct it with the startvertex parameter. */
4091 drawPrimitive(device
, vertex_count
, start_vertex
, 0, NULL
);
4095 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
4097 struct wined3d_buffer
*index_buffer
;
4098 UINT index_size
= 2;
4100 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4102 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
4104 index_buffer
= device
->stateBlock
->state
.index_buffer
;
4107 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4108 * without an index buffer set. (The first time at least...)
4109 * D3D8 simply dies, but I doubt it can do much harm to return
4110 * D3DERR_INVALIDCALL there as well. */
4111 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4112 return WINED3DERR_INVALIDCALL
;
4115 if (!device
->stateBlock
->state
.vertex_declaration
)
4117 WARN("Called without a valid vertex declaration set.\n");
4118 return WINED3DERR_INVALIDCALL
;
4121 if (device
->stateBlock
->state
.user_stream
)
4123 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4124 device
->stateBlock
->state
.user_stream
= FALSE
;
4126 vbo
= index_buffer
->buffer_object
;
4128 if (device
->stateBlock
->state
.index_format
== WINED3DFMT_R16_UINT
)
4133 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
4134 device
->stateBlock
->state
.load_base_vertex_index
!= device
->stateBlock
->state
.base_vertex_index
)
4136 device
->stateBlock
->state
.load_base_vertex_index
= device
->stateBlock
->state
.base_vertex_index
;
4137 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4140 drawPrimitive(device
, index_count
, start_idx
, index_size
,
4141 vbo
? NULL
: index_buffer
->resource
.allocatedMemory
);
4146 HRESULT CDECL
wined3d_device_draw_primitive_up(struct wined3d_device
*device
, UINT vertex_count
,
4147 const void *stream_data
, UINT stream_stride
)
4149 struct wined3d_stream_state
*stream
;
4150 struct wined3d_buffer
*vb
;
4152 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4153 device
, vertex_count
, stream_data
, stream_stride
);
4155 if (!device
->stateBlock
->state
.vertex_declaration
)
4157 WARN("Called without a valid vertex declaration set.\n");
4158 return WINED3DERR_INVALIDCALL
;
4161 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4162 stream
= &device
->stateBlock
->state
.streams
[0];
4163 vb
= stream
->buffer
;
4164 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4166 wined3d_buffer_decref(vb
);
4168 stream
->stride
= stream_stride
;
4169 device
->stateBlock
->state
.user_stream
= TRUE
;
4170 if (device
->stateBlock
->state
.load_base_vertex_index
)
4172 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4173 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4176 /* TODO: Only mark dirty if drawing from a different UP address */
4177 device_invalidate_state(device
, STATE_STREAMSRC
);
4179 drawPrimitive(device
, vertex_count
, 0, 0, NULL
);
4181 /* MSDN specifies stream zero settings must be set to NULL */
4182 stream
->buffer
= NULL
;
4185 /* stream zero settings set to null at end, as per the msdn. No need to
4186 * mark dirty here, the app has to set the new stream sources or use UP
4191 HRESULT CDECL
wined3d_device_draw_indexed_primitive_up(struct wined3d_device
*device
,
4192 UINT index_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
,
4193 const void *stream_data
, UINT stream_stride
)
4195 struct wined3d_stream_state
*stream
;
4196 struct wined3d_buffer
*vb
, *ib
;
4199 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4200 device
, index_count
, index_data
, debug_d3dformat(index_data_format_id
), stream_data
, stream_stride
);
4202 if (!device
->stateBlock
->state
.vertex_declaration
)
4204 WARN("(%p) : Called without a valid vertex declaration set\n", device
);
4205 return WINED3DERR_INVALIDCALL
;
4208 if (index_data_format_id
== WINED3DFMT_R16_UINT
)
4213 stream
= &device
->stateBlock
->state
.streams
[0];
4214 vb
= stream
->buffer
;
4215 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4217 wined3d_buffer_decref(vb
);
4219 stream
->stride
= stream_stride
;
4220 device
->stateBlock
->state
.user_stream
= TRUE
;
4222 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4223 device
->stateBlock
->state
.base_vertex_index
= 0;
4224 if (device
->stateBlock
->state
.load_base_vertex_index
)
4226 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4227 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4229 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4230 device_invalidate_state(device
, STATE_STREAMSRC
);
4231 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4233 drawPrimitive(device
, index_count
, 0, index_size
, index_data
);
4235 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4236 stream
->buffer
= NULL
;
4238 ib
= device
->stateBlock
->state
.index_buffer
;
4241 wined3d_buffer_decref(ib
);
4242 device
->stateBlock
->state
.index_buffer
= NULL
;
4244 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4245 * SetStreamSource to specify a vertex buffer
4251 HRESULT CDECL
wined3d_device_draw_primitive_strided(struct wined3d_device
*device
,
4252 UINT vertex_count
, const struct wined3d_strided_data
*strided_data
)
4254 /* Mark the state dirty until we have nicer tracking. It's fine to change
4255 * baseVertexIndex because that call is only called by ddraw which does
4256 * not need that value. */
4257 device_invalidate_state(device
, STATE_VDECL
);
4258 device_invalidate_state(device
, STATE_STREAMSRC
);
4259 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4261 device
->stateBlock
->state
.base_vertex_index
= 0;
4262 device
->up_strided
= strided_data
;
4263 drawPrimitive(device
, vertex_count
, 0, 0, NULL
);
4264 device
->up_strided
= NULL
;
4266 /* Invalidate the states again to make sure the values from the stateblock
4267 * are properly applied in the next regular draw. Note that the application-
4268 * provided strided data has ovwritten pretty much the entire vertex and
4269 * and index stream related states */
4270 device_invalidate_state(device
, STATE_VDECL
);
4271 device_invalidate_state(device
, STATE_STREAMSRC
);
4272 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4276 HRESULT CDECL
wined3d_device_draw_indexed_primitive_strided(struct wined3d_device
*device
,
4277 UINT index_count
, const struct wined3d_strided_data
*strided_data
,
4278 UINT vertex_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
)
4280 UINT index_size
= index_data_format_id
== WINED3DFMT_R32_UINT
? 4 : 2;
4282 /* Mark the state dirty until we have nicer tracking
4283 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4286 device_invalidate_state(device
, STATE_VDECL
);
4287 device_invalidate_state(device
, STATE_STREAMSRC
);
4288 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4290 device
->stateBlock
->state
.user_stream
= TRUE
;
4291 device
->stateBlock
->state
.base_vertex_index
= 0;
4292 device
->up_strided
= strided_data
;
4293 drawPrimitive(device
, index_count
, 0, index_size
, index_data
);
4294 device
->up_strided
= NULL
;
4296 device_invalidate_state(device
, STATE_VDECL
);
4297 device_invalidate_state(device
, STATE_STREAMSRC
);
4298 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4302 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4303 static HRESULT
device_update_volume(struct wined3d_device
*device
,
4304 struct wined3d_volume
*src_volume
, struct wined3d_volume
*dst_volume
)
4306 struct wined3d_mapped_box src
;
4307 struct wined3d_mapped_box dst
;
4310 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4311 device
, src_volume
, dst_volume
);
4313 /* TODO: Implement direct loading into the gl volume instead of using
4314 * memcpy and dirtification to improve loading performance. */
4315 hr
= wined3d_volume_map(src_volume
, &src
, NULL
, WINED3DLOCK_READONLY
);
4316 if (FAILED(hr
)) return hr
;
4317 hr
= wined3d_volume_map(dst_volume
, &dst
, NULL
, WINED3DLOCK_DISCARD
);
4320 wined3d_volume_unmap(src_volume
);
4324 memcpy(dst
.data
, src
.data
, dst_volume
->resource
.size
);
4326 hr
= wined3d_volume_unmap(dst_volume
);
4328 wined3d_volume_unmap(src_volume
);
4330 hr
= wined3d_volume_unmap(src_volume
);
4335 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
4336 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
4338 unsigned int level_count
, i
;
4339 WINED3DRESOURCETYPE type
;
4342 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
4344 /* Verify that the source and destination textures are non-NULL. */
4345 if (!src_texture
|| !dst_texture
)
4347 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4348 return WINED3DERR_INVALIDCALL
;
4351 if (src_texture
== dst_texture
)
4353 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4354 return WINED3DERR_INVALIDCALL
;
4357 /* Verify that the source and destination textures are the same type. */
4358 type
= src_texture
->resource
.resourceType
;
4359 if (dst_texture
->resource
.resourceType
!= type
)
4361 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4362 return WINED3DERR_INVALIDCALL
;
4365 /* Check that both textures have the identical numbers of levels. */
4366 level_count
= wined3d_texture_get_level_count(src_texture
);
4367 if (wined3d_texture_get_level_count(dst_texture
) != level_count
)
4369 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4370 return WINED3DERR_INVALIDCALL
;
4373 /* Make sure that the destination texture is loaded. */
4374 dst_texture
->texture_ops
->texture_preload(dst_texture
, SRGB_RGB
);
4376 /* Update every surface level of the texture. */
4379 case WINED3DRTYPE_TEXTURE
:
4381 struct wined3d_surface
*src_surface
;
4382 struct wined3d_surface
*dst_surface
;
4384 for (i
= 0; i
< level_count
; ++i
)
4386 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4387 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4388 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4391 WARN("Failed to update surface, hr %#x.\n", hr
);
4398 case WINED3DRTYPE_CUBETEXTURE
:
4400 struct wined3d_surface
*src_surface
;
4401 struct wined3d_surface
*dst_surface
;
4403 for (i
= 0; i
< level_count
* 6; ++i
)
4405 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4406 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4407 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4410 WARN("Failed to update surface, hr %#x.\n", hr
);
4417 case WINED3DRTYPE_VOLUMETEXTURE
:
4419 for (i
= 0; i
< level_count
; ++i
)
4421 hr
= device_update_volume(device
,
4422 volume_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
)),
4423 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
)));
4426 WARN("Failed to update volume, hr %#x.\n", hr
);
4434 FIXME("Unsupported texture type %#x.\n", type
);
4435 return WINED3DERR_INVALIDCALL
;
4441 HRESULT CDECL
wined3d_device_get_front_buffer_data(const struct wined3d_device
*device
,
4442 UINT swapchain_idx
, struct wined3d_surface
*dst_surface
)
4444 struct wined3d_swapchain
*swapchain
;
4447 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device
, swapchain_idx
, dst_surface
);
4449 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4450 if (FAILED(hr
)) return hr
;
4452 hr
= wined3d_swapchain_get_front_buffer_data(swapchain
, dst_surface
);
4453 wined3d_swapchain_decref(swapchain
);
4458 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
4460 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4461 struct wined3d_texture
*texture
;
4464 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
4466 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4468 if (state
->sampler_states
[i
][WINED3DSAMP_MINFILTER
] == WINED3DTEXF_NONE
)
4470 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4471 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4473 if (state
->sampler_states
[i
][WINED3DSAMP_MAGFILTER
] == WINED3DTEXF_NONE
)
4475 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4476 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4479 texture
= state
->textures
[i
];
4480 if (!texture
|| texture
->resource
.format
->flags
& WINED3DFMT_FLAG_FILTERING
) continue;
4482 if (state
->sampler_states
[i
][WINED3DSAMP_MAGFILTER
] != WINED3DTEXF_POINT
)
4484 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i
);
4487 if (state
->sampler_states
[i
][WINED3DSAMP_MINFILTER
] != WINED3DTEXF_POINT
)
4489 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i
);
4492 if (state
->sampler_states
[i
][WINED3DSAMP_MIPFILTER
] != WINED3DTEXF_NONE
4493 && state
->sampler_states
[i
][WINED3DSAMP_MIPFILTER
] != WINED3DTEXF_POINT
)
4495 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i
);
4500 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
4501 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
4503 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4504 struct wined3d_surface
*target
= device
->fb
.render_targets
[0];
4507 && (ds
->resource
.width
< target
->resource
.width
|| ds
->resource
.height
< target
->resource
.height
))
4509 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4510 return WINED3DERR_CONFLICTINGRENDERSTATE
;
4514 /* return a sensible default */
4517 TRACE("returning D3D_OK\n");
4521 HRESULT CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
4525 TRACE("device %p, software %#x.\n", device
, software
);
4529 FIXME("device %p, software %#x stub!\n", device
, software
);
4533 device
->softwareVertexProcessing
= software
;
4538 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
4542 TRACE("device %p.\n", device
);
4546 TRACE("device %p stub!\n", device
);
4550 return device
->softwareVertexProcessing
;
4553 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
4554 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
4556 struct wined3d_swapchain
*swapchain
;
4559 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4560 device
, swapchain_idx
, raster_status
);
4562 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4565 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
4569 hr
= wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
4570 wined3d_swapchain_decref(swapchain
);
4573 WARN("Failed to get raster status, hr %#x.\n", hr
);
4580 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
4584 TRACE("device %p, segments %.8e.\n", device
, segments
);
4586 if (segments
!= 0.0f
)
4590 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
4598 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
4602 TRACE("device %p.\n", device
);
4606 FIXME("device %p stub!\n", device
);
4613 HRESULT CDECL
wined3d_device_update_surface(struct wined3d_device
*device
,
4614 struct wined3d_surface
*src_surface
, const RECT
*src_rect
,
4615 struct wined3d_surface
*dst_surface
, const POINT
*dst_point
)
4617 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4618 device
, src_surface
, wine_dbgstr_rect(src_rect
),
4619 dst_surface
, wine_dbgstr_point(dst_point
));
4621 if (src_surface
->resource
.pool
!= WINED3DPOOL_SYSTEMMEM
|| dst_surface
->resource
.pool
!= WINED3DPOOL_DEFAULT
)
4623 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4624 src_surface
, dst_surface
);
4625 return WINED3DERR_INVALIDCALL
;
4628 return surface_upload_from_surface(dst_surface
, dst_point
, src_surface
, src_rect
);
4631 HRESULT CDECL
wined3d_device_draw_rect_patch(struct wined3d_device
*device
, UINT handle
,
4632 const float *num_segs
, const struct wined3d_rect_patch_info
*rect_patch_info
)
4634 struct WineD3DRectPatch
*patch
;
4635 GLenum old_primitive_type
;
4640 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4641 device
, handle
, num_segs
, rect_patch_info
);
4643 if (!(handle
|| rect_patch_info
))
4645 /* TODO: Write a test for the return value, thus the FIXME */
4646 FIXME("Both handle and rect_patch_info are NULL.\n");
4647 return WINED3DERR_INVALIDCALL
;
4652 i
= PATCHMAP_HASHFUNC(handle
);
4654 LIST_FOR_EACH(e
, &device
->patches
[i
])
4656 patch
= LIST_ENTRY(e
, struct WineD3DRectPatch
, entry
);
4657 if (patch
->Handle
== handle
)
4666 TRACE("Patch does not exist. Creating a new one\n");
4667 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4668 patch
->Handle
= handle
;
4669 list_add_head(&device
->patches
[i
], &patch
->entry
);
4671 TRACE("Found existing patch %p\n", patch
);
4676 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4677 * attributes we have to tesselate, read back, and draw. This needs a patch
4678 * management structure instance. Create one.
4680 * A possible improvement is to check if a vertex shader is used, and if not directly
4683 FIXME("Drawing an uncached patch. This is slow\n");
4684 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4687 if (num_segs
[0] != patch
->numSegs
[0] || num_segs
[1] != patch
->numSegs
[1]
4688 || num_segs
[2] != patch
->numSegs
[2] || num_segs
[3] != patch
->numSegs
[3]
4689 || (rect_patch_info
&& memcmp(rect_patch_info
, &patch
->rect_patch_info
, sizeof(*rect_patch_info
))))
4692 TRACE("Tesselation density or patch info changed, retesselating\n");
4694 if (rect_patch_info
)
4695 patch
->rect_patch_info
= *rect_patch_info
;
4697 patch
->numSegs
[0] = num_segs
[0];
4698 patch
->numSegs
[1] = num_segs
[1];
4699 patch
->numSegs
[2] = num_segs
[2];
4700 patch
->numSegs
[3] = num_segs
[3];
4702 hr
= tesselate_rectpatch(device
, patch
);
4705 WARN("Patch tesselation failed.\n");
4707 /* Do not release the handle to store the params of the patch */
4709 HeapFree(GetProcessHeap(), 0, patch
);
4715 old_primitive_type
= device
->stateBlock
->state
.gl_primitive_type
;
4716 device
->stateBlock
->state
.gl_primitive_type
= GL_TRIANGLES
;
4717 wined3d_device_draw_primitive_strided(device
, patch
->numSegs
[0] * patch
->numSegs
[1] * 2 * 3, &patch
->strided
);
4718 device
->stateBlock
->state
.gl_primitive_type
= old_primitive_type
;
4720 /* Destroy uncached patches */
4723 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4724 HeapFree(GetProcessHeap(), 0, patch
);
4729 HRESULT CDECL
wined3d_device_draw_tri_patch(struct wined3d_device
*device
, UINT handle
,
4730 const float *segment_count
, const struct wined3d_tri_patch_info
*patch_info
)
4732 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4733 device
, handle
, segment_count
, patch_info
);
4738 HRESULT CDECL
wined3d_device_delete_patch(struct wined3d_device
*device
, UINT handle
)
4740 struct WineD3DRectPatch
*patch
;
4744 TRACE("device %p, handle %#x.\n", device
, handle
);
4746 i
= PATCHMAP_HASHFUNC(handle
);
4747 LIST_FOR_EACH(e
, &device
->patches
[i
])
4749 patch
= LIST_ENTRY(e
, struct WineD3DRectPatch
, entry
);
4750 if (patch
->Handle
== handle
)
4752 TRACE("Deleting patch %p\n", patch
);
4753 list_remove(&patch
->entry
);
4754 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4755 HeapFree(GetProcessHeap(), 0, patch
);
4760 /* TODO: Write a test for the return value */
4761 FIXME("Attempt to destroy nonexistent patch\n");
4762 return WINED3DERR_INVALIDCALL
;
4765 /* Do not call while under the GL lock. */
4766 HRESULT CDECL
wined3d_device_color_fill(struct wined3d_device
*device
,
4767 struct wined3d_surface
*surface
, const RECT
*rect
, const struct wined3d_color
*color
)
4771 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4772 device
, surface
, wine_dbgstr_rect(rect
),
4773 color
->r
, color
->g
, color
->b
, color
->a
);
4775 if (surface
->resource
.pool
!= WINED3DPOOL_DEFAULT
&& surface
->resource
.pool
!= WINED3DPOOL_SYSTEMMEM
)
4777 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
4778 return WINED3DERR_INVALIDCALL
;
4783 SetRect(&r
, 0, 0, surface
->resource
.width
, surface
->resource
.height
);
4787 return surface_color_fill(surface
, rect
, color
);
4790 /* Do not call while under the GL lock. */
4791 void CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4792 struct wined3d_rendertarget_view
*rendertarget_view
, const struct wined3d_color
*color
)
4794 struct wined3d_resource
*resource
;
4798 resource
= rendertarget_view
->resource
;
4799 if (resource
->resourceType
!= WINED3DRTYPE_SURFACE
)
4801 FIXME("Only supported on surface resources\n");
4805 SetRect(&rect
, 0, 0, resource
->width
, resource
->height
);
4806 hr
= surface_color_fill(surface_from_resource(resource
), &rect
, color
);
4807 if (FAILED(hr
)) ERR("Color fill failed, hr %#x.\n", hr
);
4810 HRESULT CDECL
wined3d_device_get_render_target(const struct wined3d_device
*device
,
4811 UINT render_target_idx
, struct wined3d_surface
**render_target
)
4813 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4814 device
, render_target_idx
, render_target
);
4816 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4818 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4819 return WINED3DERR_INVALIDCALL
;
4822 *render_target
= device
->fb
.render_targets
[render_target_idx
];
4823 TRACE("Returning render target %p.\n", *render_target
);
4825 if (!*render_target
)
4826 return WINED3DERR_NOTFOUND
;
4828 wined3d_surface_incref(*render_target
);
4833 HRESULT CDECL
wined3d_device_get_depth_stencil(const struct wined3d_device
*device
,
4834 struct wined3d_surface
**depth_stencil
)
4836 TRACE("device %p, depth_stencil %p.\n", device
, depth_stencil
);
4838 *depth_stencil
= device
->fb
.depth_stencil
;
4839 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil
);
4841 if (!*depth_stencil
)
4842 return WINED3DERR_NOTFOUND
;
4844 wined3d_surface_incref(*depth_stencil
);
4849 HRESULT CDECL
wined3d_device_set_render_target(struct wined3d_device
*device
,
4850 UINT render_target_idx
, struct wined3d_surface
*render_target
, BOOL set_viewport
)
4852 struct wined3d_surface
*prev
;
4854 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4855 device
, render_target_idx
, render_target
, set_viewport
);
4857 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4859 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4860 return WINED3DERR_INVALIDCALL
;
4863 prev
= device
->fb
.render_targets
[render_target_idx
];
4864 if (render_target
== prev
)
4866 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4870 /* Render target 0 can't be set to NULL. */
4871 if (!render_target
&& !render_target_idx
)
4873 WARN("Trying to set render target 0 to NULL.\n");
4874 return WINED3DERR_INVALIDCALL
;
4877 if (render_target
&& !(render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
4879 FIXME("Surface %p doesn't have render target usage.\n", render_target
);
4880 return WINED3DERR_INVALIDCALL
;
4884 wined3d_surface_incref(render_target
);
4885 device
->fb
.render_targets
[render_target_idx
] = render_target
;
4886 /* Release after the assignment, to prevent device_resource_released()
4887 * from seeing the surface as still in use. */
4889 wined3d_surface_decref(prev
);
4891 /* Render target 0 is special. */
4892 if (!render_target_idx
&& set_viewport
)
4894 /* Set the viewport and scissor rectangles, if requested. Tests show
4895 * that stateblock recording is ignored, the change goes directly
4896 * into the primary stateblock. */
4897 device
->stateBlock
->state
.viewport
.height
= device
->fb
.render_targets
[0]->resource
.height
;
4898 device
->stateBlock
->state
.viewport
.width
= device
->fb
.render_targets
[0]->resource
.width
;
4899 device
->stateBlock
->state
.viewport
.x
= 0;
4900 device
->stateBlock
->state
.viewport
.y
= 0;
4901 device
->stateBlock
->state
.viewport
.max_z
= 1.0f
;
4902 device
->stateBlock
->state
.viewport
.min_z
= 0.0f
;
4903 device_invalidate_state(device
, STATE_VIEWPORT
);
4905 device
->stateBlock
->state
.scissor_rect
.top
= 0;
4906 device
->stateBlock
->state
.scissor_rect
.left
= 0;
4907 device
->stateBlock
->state
.scissor_rect
.right
= device
->stateBlock
->state
.viewport
.width
;
4908 device
->stateBlock
->state
.scissor_rect
.bottom
= device
->stateBlock
->state
.viewport
.height
;
4909 device_invalidate_state(device
, STATE_SCISSORRECT
);
4912 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4917 HRESULT CDECL
wined3d_device_set_depth_stencil(struct wined3d_device
*device
, struct wined3d_surface
*depth_stencil
)
4919 struct wined3d_surface
*prev
= device
->fb
.depth_stencil
;
4921 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4922 device
, depth_stencil
, prev
);
4924 if (prev
== depth_stencil
)
4926 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4932 if (device
->swapchains
[0]->desc
.flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4933 || prev
->flags
& SFLAG_DISCARD
)
4935 surface_modify_ds_location(prev
, SFLAG_DS_DISCARDED
,
4936 prev
->resource
.width
, prev
->resource
.height
);
4937 if (prev
== device
->onscreen_depth_stencil
)
4939 wined3d_surface_decref(device
->onscreen_depth_stencil
);
4940 device
->onscreen_depth_stencil
= NULL
;
4945 device
->fb
.depth_stencil
= depth_stencil
;
4947 wined3d_surface_incref(depth_stencil
);
4949 if (!prev
!= !depth_stencil
)
4951 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4952 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_ZENABLE
));
4953 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
4954 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
4955 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4957 else if (prev
&& prev
->resource
.format
->depth_size
!= depth_stencil
->resource
.format
->depth_size
)
4959 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4962 wined3d_surface_decref(prev
);
4964 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4969 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4970 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_surface
*cursor_image
)
4972 struct wined3d_mapped_rect mapped_rect
;
4974 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4975 device
, x_hotspot
, y_hotspot
, cursor_image
);
4977 /* some basic validation checks */
4978 if (device
->cursorTexture
)
4980 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4982 glDeleteTextures(1, &device
->cursorTexture
);
4984 context_release(context
);
4985 device
->cursorTexture
= 0;
4990 struct wined3d_mapped_rect rect
;
4992 /* MSDN: Cursor must be A8R8G8B8 */
4993 if (cursor_image
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4995 WARN("surface %p has an invalid format.\n", cursor_image
);
4996 return WINED3DERR_INVALIDCALL
;
4999 /* MSDN: Cursor must be smaller than the display mode */
5000 if (cursor_image
->resource
.width
> device
->adapter
->screen_size
.cx
5001 || cursor_image
->resource
.height
> device
->adapter
->screen_size
.cy
)
5003 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
5004 cursor_image
, cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5005 device
->adapter
->screen_size
.cx
, device
->adapter
->screen_size
.cy
);
5006 return WINED3DERR_INVALIDCALL
;
5009 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5011 /* Do not store the surface's pointer because the application may
5012 * release it after setting the cursor image. Windows doesn't
5013 * addref the set surface, so we can't do this either without
5014 * creating circular refcount dependencies. Copy out the gl texture
5016 device
->cursorWidth
= cursor_image
->resource
.width
;
5017 device
->cursorHeight
= cursor_image
->resource
.height
;
5018 if (SUCCEEDED(wined3d_surface_map(cursor_image
, &rect
, NULL
, WINED3DLOCK_READONLY
)))
5020 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
5021 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
5022 struct wined3d_context
*context
;
5023 char *mem
, *bits
= rect
.data
;
5024 GLint intfmt
= format
->glInternal
;
5025 GLint gl_format
= format
->glFormat
;
5026 GLint type
= format
->glType
;
5027 INT height
= device
->cursorHeight
;
5028 INT width
= device
->cursorWidth
;
5029 INT bpp
= format
->byte_count
;
5032 /* Reformat the texture memory (pitch and width can be
5034 mem
= HeapAlloc(GetProcessHeap(), 0, width
* height
* bpp
);
5035 for(i
= 0; i
< height
; i
++)
5036 memcpy(&mem
[width
* bpp
* i
], &bits
[rect
.row_pitch
* i
], width
* bpp
);
5037 wined3d_surface_unmap(cursor_image
);
5039 context
= context_acquire(device
, NULL
);
5043 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
5045 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
5046 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5049 invalidate_active_texture(device
, context
);
5050 /* Create a new cursor texture */
5051 glGenTextures(1, &device
->cursorTexture
);
5052 checkGLcall("glGenTextures");
5053 context_bind_texture(context
, GL_TEXTURE_2D
, device
->cursorTexture
);
5054 /* Copy the bitmap memory into the cursor texture */
5055 glTexImage2D(GL_TEXTURE_2D
, 0, intfmt
, width
, height
, 0, gl_format
, type
, mem
);
5056 checkGLcall("glTexImage2D");
5057 HeapFree(GetProcessHeap(), 0, mem
);
5059 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
5061 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
5062 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5067 context_release(context
);
5071 FIXME("A cursor texture was not returned.\n");
5072 device
->cursorTexture
= 0;
5075 if (cursor_image
->resource
.width
== 32 && cursor_image
->resource
.height
== 32)
5077 /* Draw a hardware cursor */
5078 ICONINFO cursorInfo
;
5080 /* Create and clear maskBits because it is not needed for
5081 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5083 DWORD
*maskBits
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
5084 (cursor_image
->resource
.width
* cursor_image
->resource
.height
/ 8));
5085 wined3d_surface_map(cursor_image
, &mapped_rect
, NULL
,
5086 WINED3DLOCK_NO_DIRTY_UPDATE
| WINED3DLOCK_READONLY
);
5087 TRACE("width: %u height: %u.\n", cursor_image
->resource
.width
, cursor_image
->resource
.height
);
5089 cursorInfo
.fIcon
= FALSE
;
5090 cursorInfo
.xHotspot
= x_hotspot
;
5091 cursorInfo
.yHotspot
= y_hotspot
;
5092 cursorInfo
.hbmMask
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5094 cursorInfo
.hbmColor
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5095 1, 32, mapped_rect
.data
);
5096 wined3d_surface_unmap(cursor_image
);
5097 /* Create our cursor and clean up. */
5098 cursor
= CreateIconIndirect(&cursorInfo
);
5099 if (cursorInfo
.hbmMask
) DeleteObject(cursorInfo
.hbmMask
);
5100 if (cursorInfo
.hbmColor
) DeleteObject(cursorInfo
.hbmColor
);
5101 if (device
->hardwareCursor
) DestroyCursor(device
->hardwareCursor
);
5102 device
->hardwareCursor
= cursor
;
5103 if (device
->bCursorVisible
) SetCursor( cursor
);
5104 HeapFree(GetProcessHeap(), 0, maskBits
);
5108 device
->xHotSpot
= x_hotspot
;
5109 device
->yHotSpot
= y_hotspot
;
5113 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
5114 int x_screen_space
, int y_screen_space
, DWORD flags
)
5116 TRACE("device %p, x %d, y %d, flags %#x.\n",
5117 device
, x_screen_space
, y_screen_space
, flags
);
5119 device
->xScreenSpace
= x_screen_space
;
5120 device
->yScreenSpace
= y_screen_space
;
5122 if (device
->hardwareCursor
)
5126 GetCursorPos( &pt
);
5127 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
5129 SetCursorPos( x_screen_space
, y_screen_space
);
5131 /* Switch to the software cursor if position diverges from the hardware one. */
5132 GetCursorPos( &pt
);
5133 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
5135 if (device
->bCursorVisible
) SetCursor( NULL
);
5136 DestroyCursor( device
->hardwareCursor
);
5137 device
->hardwareCursor
= 0;
5142 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
5144 BOOL oldVisible
= device
->bCursorVisible
;
5146 TRACE("device %p, show %#x.\n", device
, show
);
5149 * When ShowCursor is first called it should make the cursor appear at the OS's last
5150 * known cursor position.
5152 if (show
&& !oldVisible
)
5156 device
->xScreenSpace
= pt
.x
;
5157 device
->yScreenSpace
= pt
.y
;
5160 if (device
->hardwareCursor
)
5162 device
->bCursorVisible
= show
;
5164 SetCursor(device
->hardwareCursor
);
5170 if (device
->cursorTexture
)
5171 device
->bCursorVisible
= show
;
5177 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
5179 struct wined3d_resource
*resource
, *cursor
;
5181 TRACE("device %p.\n", device
);
5183 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5185 TRACE("Checking resource %p for eviction.\n", resource
);
5187 if (resource
->pool
== WINED3DPOOL_MANAGED
)
5189 TRACE("Evicting %p.\n", resource
);
5190 resource
->resource_ops
->resource_unload(resource
);
5194 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5195 device_invalidate_state(device
, STATE_STREAMSRC
);
5198 static HRESULT
updateSurfaceDesc(struct wined3d_surface
*surface
,
5199 const struct wined3d_swapchain_desc
*swapchain_desc
)
5201 struct wined3d_device
*device
= surface
->resource
.device
;
5202 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
5204 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5205 if (surface
->flags
& SFLAG_DIBSECTION
)
5207 DeleteDC(surface
->hDC
);
5208 DeleteObject(surface
->dib
.DIBsection
);
5209 surface
->dib
.bitmap_data
= NULL
;
5210 surface
->resource
.allocatedMemory
= NULL
;
5211 surface
->flags
&= ~SFLAG_DIBSECTION
;
5213 surface
->resource
.width
= swapchain_desc
->backbuffer_width
;
5214 surface
->resource
.height
= swapchain_desc
->backbuffer_height
;
5215 if (gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
] || gl_info
->supported
[ARB_TEXTURE_RECTANGLE
]
5216 || gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
])
5218 surface
->pow2Width
= swapchain_desc
->backbuffer_width
;
5219 surface
->pow2Height
= swapchain_desc
->backbuffer_height
;
5223 surface
->pow2Width
= surface
->pow2Height
= 1;
5224 while (surface
->pow2Width
< swapchain_desc
->backbuffer_width
)
5225 surface
->pow2Width
<<= 1;
5226 while (surface
->pow2Height
< swapchain_desc
->backbuffer_height
)
5227 surface
->pow2Height
<<= 1;
5230 if (!(surface
->resource
.usage
& WINED3DUSAGE_DEPTHSTENCIL
))
5231 surface
->resource
.format
= wined3d_get_format(gl_info
, swapchain_desc
->backbuffer_format
);
5232 surface
->resource
.multisample_type
= swapchain_desc
->multisample_type
;
5233 surface
->resource
.multisample_quality
= swapchain_desc
->multisample_quality
;
5235 if (device
->d3d_initialized
)
5236 surface
->resource
.resource_ops
->resource_unload(&surface
->resource
);
5238 if (surface
->pow2Width
!= swapchain_desc
->backbuffer_width
5239 || surface
->pow2Height
!= swapchain_desc
->backbuffer_height
)
5241 surface
->flags
|= SFLAG_NONPOW2
;
5245 surface
->flags
&= ~SFLAG_NONPOW2
;
5247 HeapFree(GetProcessHeap(), 0, surface
->resource
.heapMemory
);
5248 surface
->resource
.allocatedMemory
= NULL
;
5249 surface
->resource
.heapMemory
= NULL
;
5250 surface
->resource
.size
= wined3d_surface_get_pitch(surface
) * surface
->pow2Width
;
5252 /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
5254 if (!surface_init_sysmem(surface
))
5256 return E_OUTOFMEMORY
;
5261 static BOOL
is_display_mode_supported(const struct wined3d_device
*device
,
5262 const struct wined3d_swapchain_desc
*swapchain_desc
)
5264 struct wined3d_display_mode m
;
5268 /* All Windowed modes are supported, as is leaving the current mode */
5269 if (swapchain_desc
->windowed
)
5271 if (!swapchain_desc
->backbuffer_width
)
5273 if (!swapchain_desc
->backbuffer_height
)
5276 count
= wined3d_get_adapter_mode_count(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
);
5277 for (i
= 0; i
< count
; ++i
)
5279 memset(&m
, 0, sizeof(m
));
5280 hr
= wined3d_enum_adapter_modes(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
, i
, &m
);
5282 ERR("Failed to enumerate adapter mode.\n");
5283 if (m
.width
== swapchain_desc
->backbuffer_width
&& m
.height
== swapchain_desc
->backbuffer_height
)
5284 /* Mode found, it is supported. */
5287 /* Mode not found -> not supported */
5291 /* Do not call while under the GL lock. */
5292 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5294 struct wined3d_resource
*resource
, *cursor
;
5295 const struct wined3d_gl_info
*gl_info
;
5296 struct wined3d_context
*context
;
5297 struct wined3d_shader
*shader
;
5299 context
= context_acquire(device
, NULL
);
5300 gl_info
= context
->gl_info
;
5302 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5304 TRACE("Unloading resource %p.\n", resource
);
5306 resource
->resource_ops
->resource_unload(resource
);
5309 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
5311 device
->shader_backend
->shader_destroy(shader
);
5315 if (device
->depth_blt_texture
)
5317 glDeleteTextures(1, &device
->depth_blt_texture
);
5318 device
->depth_blt_texture
= 0;
5320 if (device
->cursorTexture
)
5322 glDeleteTextures(1, &device
->cursorTexture
);
5323 device
->cursorTexture
= 0;
5327 device
->blitter
->free_private(device
);
5328 device
->frag_pipe
->free_private(device
);
5329 device
->shader_backend
->shader_free_private(device
);
5330 destroy_dummy_textures(device
, gl_info
);
5332 context_release(context
);
5334 while (device
->context_count
)
5336 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
5339 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5340 swapchain
->context
= NULL
;
5343 /* Do not call while under the GL lock. */
5344 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5346 struct wined3d_context
*context
;
5347 struct wined3d_surface
*target
;
5350 /* Recreate the primary swapchain's context */
5351 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
5352 if (!swapchain
->context
)
5354 ERR("Failed to allocate memory for swapchain context array.\n");
5355 return E_OUTOFMEMORY
;
5358 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
5359 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
5361 WARN("Failed to create context.\n");
5362 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5366 swapchain
->context
[0] = context
;
5367 swapchain
->num_contexts
= 1;
5368 create_dummy_textures(device
, context
);
5369 context_release(context
);
5371 hr
= device
->shader_backend
->shader_alloc_private(device
);
5374 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
5378 hr
= device
->frag_pipe
->alloc_private(device
);
5381 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr
);
5382 device
->shader_backend
->shader_free_private(device
);
5386 hr
= device
->blitter
->alloc_private(device
);
5389 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
5390 device
->frag_pipe
->free_private(device
);
5391 device
->shader_backend
->shader_free_private(device
);
5398 context_acquire(device
, NULL
);
5399 destroy_dummy_textures(device
, context
->gl_info
);
5400 context_release(context
);
5401 context_destroy(device
, context
);
5402 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5403 swapchain
->num_contexts
= 0;
5407 /* Do not call while under the GL lock. */
5408 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
5409 const struct wined3d_swapchain_desc
*swapchain_desc
,
5410 wined3d_device_reset_cb callback
)
5412 struct wined3d_resource
*resource
, *cursor
;
5413 struct wined3d_swapchain
*swapchain
;
5414 struct wined3d_display_mode mode
;
5415 BOOL DisplayModeChanged
= FALSE
;
5416 BOOL update_desc
= FALSE
;
5419 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
5421 stateblock_unbind_resources(device
->stateBlock
);
5423 if (device
->onscreen_depth_stencil
)
5425 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5426 device
->onscreen_depth_stencil
= NULL
;
5429 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5431 TRACE("Enumerating resource %p.\n", resource
);
5432 if (FAILED(hr
= callback(resource
)))
5436 hr
= wined3d_device_get_swapchain(device
, 0, &swapchain
);
5439 ERR("Failed to get the first implicit swapchain\n");
5443 if (!is_display_mode_supported(device
, swapchain_desc
))
5445 WARN("Rejecting reset() call because the requested display mode is not supported.\n");
5446 WARN("Requested mode: %ux%u.\n",
5447 swapchain_desc
->backbuffer_width
,
5448 swapchain_desc
->backbuffer_height
);
5449 wined3d_swapchain_decref(swapchain
);
5450 return WINED3DERR_INVALIDCALL
;
5453 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5454 * on an existing gl context, so there's no real need for recreation.
5456 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5458 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5460 TRACE("New params:\n");
5461 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
5462 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
5463 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
5464 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
5465 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
5466 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
5467 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
5468 TRACE("device_window %p\n", swapchain_desc
->device_window
);
5469 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
5470 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
5471 if (swapchain_desc
->enable_auto_depth_stencil
)
5472 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
5473 TRACE("flags %#x\n", swapchain_desc
->flags
);
5474 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
5475 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
5476 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
5478 /* No special treatment of these parameters. Just store them */
5479 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
5480 swapchain
->desc
.flags
= swapchain_desc
->flags
;
5481 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
5482 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
5484 /* What to do about these? */
5485 if (swapchain_desc
->backbuffer_count
5486 && swapchain_desc
->backbuffer_count
!= swapchain
->desc
.backbuffer_count
)
5487 FIXME("Cannot change the back buffer count yet.\n");
5489 if (swapchain_desc
->device_window
5490 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
5491 FIXME("Cannot change the device window yet.\n");
5493 if (swapchain_desc
->enable_auto_depth_stencil
&& !device
->auto_depth_stencil
)
5497 TRACE("Creating the depth stencil buffer\n");
5499 hrc
= device
->device_parent
->ops
->create_depth_stencil(device
->device_parent
,
5500 swapchain_desc
->backbuffer_width
,
5501 swapchain_desc
->backbuffer_height
,
5502 swapchain_desc
->auto_depth_stencil_format
,
5503 swapchain_desc
->multisample_type
,
5504 swapchain_desc
->multisample_quality
,
5506 &device
->auto_depth_stencil
);
5509 ERR("Failed to create the depth stencil buffer.\n");
5510 wined3d_swapchain_decref(swapchain
);
5511 return WINED3DERR_INVALIDCALL
;
5515 if (device
->onscreen_depth_stencil
)
5517 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5518 device
->onscreen_depth_stencil
= NULL
;
5521 /* Reset the depth stencil */
5522 if (swapchain_desc
->enable_auto_depth_stencil
)
5523 wined3d_device_set_depth_stencil(device
, device
->auto_depth_stencil
);
5525 wined3d_device_set_depth_stencil(device
, NULL
);
5527 TRACE("Resetting stateblock\n");
5528 wined3d_stateblock_decref(device
->updateStateBlock
);
5529 wined3d_stateblock_decref(device
->stateBlock
);
5531 if (swapchain_desc
->windowed
)
5533 mode
.width
= swapchain
->orig_width
;
5534 mode
.height
= swapchain
->orig_height
;
5535 mode
.refresh_rate
= 0;
5536 mode
.format_id
= swapchain
->desc
.backbuffer_format
;
5540 mode
.width
= swapchain_desc
->backbuffer_width
;
5541 mode
.height
= swapchain_desc
->backbuffer_height
;
5542 mode
.refresh_rate
= swapchain_desc
->refresh_rate
;
5543 mode
.format_id
= swapchain_desc
->backbuffer_format
;
5546 /* Should Width == 800 && Height == 0 set 800x600? */
5547 if (swapchain_desc
->backbuffer_width
&& swapchain_desc
->backbuffer_height
5548 && (swapchain_desc
->backbuffer_width
!= swapchain
->desc
.backbuffer_width
5549 || swapchain_desc
->backbuffer_height
!= swapchain
->desc
.backbuffer_height
))
5551 if (!swapchain_desc
->windowed
)
5552 DisplayModeChanged
= TRUE
;
5554 swapchain
->desc
.backbuffer_width
= swapchain_desc
->backbuffer_width
;
5555 swapchain
->desc
.backbuffer_height
= swapchain_desc
->backbuffer_height
;
5559 if (swapchain_desc
->backbuffer_format
!= WINED3DFMT_UNKNOWN
5560 && swapchain_desc
->backbuffer_format
!= swapchain
->desc
.backbuffer_format
)
5562 swapchain
->desc
.backbuffer_format
= swapchain_desc
->backbuffer_format
;
5566 if (swapchain_desc
->multisample_type
!= swapchain
->desc
.multisample_type
5567 || swapchain_desc
->multisample_quality
!= swapchain
->desc
.multisample_quality
)
5569 swapchain
->desc
.multisample_type
= swapchain_desc
->multisample_type
;
5570 swapchain
->desc
.multisample_quality
= swapchain_desc
->multisample_quality
;
5578 hr
= updateSurfaceDesc(swapchain
->front_buffer
, &swapchain
->desc
);
5581 wined3d_swapchain_decref(swapchain
);
5585 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
5587 hr
= updateSurfaceDesc(swapchain
->back_buffers
[i
], &swapchain
->desc
);
5590 wined3d_swapchain_decref(swapchain
);
5594 if (device
->auto_depth_stencil
)
5596 hr
= updateSurfaceDesc(device
->auto_depth_stencil
, &swapchain
->desc
);
5599 wined3d_swapchain_decref(swapchain
);
5605 if (device
->d3d_initialized
)
5606 delete_opengl_contexts(device
, swapchain
);
5608 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
5609 || DisplayModeChanged
)
5611 wined3d_device_set_display_mode(device
, 0, &mode
);
5613 if (!swapchain_desc
->windowed
)
5615 if (swapchain
->desc
.windowed
)
5617 HWND focus_window
= device
->create_parms
.focus_window
;
5619 focus_window
= swapchain_desc
->device_window
;
5620 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
5622 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
5623 wined3d_swapchain_decref(swapchain
);
5627 /* switch from windowed to fs */
5628 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5629 swapchain_desc
->backbuffer_width
,
5630 swapchain_desc
->backbuffer_height
);
5634 /* Fullscreen -> fullscreen mode change */
5635 MoveWindow(swapchain
->device_window
, 0, 0,
5636 swapchain_desc
->backbuffer_width
,
5637 swapchain_desc
->backbuffer_height
,
5641 else if (!swapchain
->desc
.windowed
)
5643 /* Fullscreen -> windowed switch */
5644 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
5645 wined3d_device_release_focus_window(device
);
5647 swapchain
->desc
.windowed
= swapchain_desc
->windowed
;
5649 else if (!swapchain_desc
->windowed
)
5651 DWORD style
= device
->style
;
5652 DWORD exStyle
= device
->exStyle
;
5653 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5654 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5655 * Reset to clear up their mess. Guild Wars also loses the device during that.
5658 device
->exStyle
= 0;
5659 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5660 swapchain_desc
->backbuffer_width
,
5661 swapchain_desc
->backbuffer_height
);
5662 device
->style
= style
;
5663 device
->exStyle
= exStyle
;
5666 /* Note: No parent needed for initial internal stateblock */
5667 hr
= wined3d_stateblock_create(device
, WINED3DSBT_INIT
, &device
->stateBlock
);
5669 ERR("Resetting the stateblock failed with error %#x.\n", hr
);
5671 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5672 device
->updateStateBlock
= device
->stateBlock
;
5673 wined3d_stateblock_incref(device
->updateStateBlock
);
5675 stateblock_init_default_state(device
->stateBlock
);
5677 swapchain_update_render_to_fbo(swapchain
);
5678 swapchain_update_draw_bindings(swapchain
);
5680 if (device
->d3d_initialized
)
5681 hr
= create_primary_opengl_context(device
, swapchain
);
5682 wined3d_swapchain_decref(swapchain
);
5684 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5690 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
5692 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
5694 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
5700 HRESULT CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
5701 struct wined3d_device_creation_parameters
*parameters
)
5703 TRACE("device %p, parameters %p.\n", device
, parameters
);
5705 *parameters
= device
->create_parms
;
5709 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
5710 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
5712 struct wined3d_swapchain
*swapchain
;
5714 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5715 device
, swapchain_idx
, flags
, ramp
);
5717 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5719 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
5720 wined3d_swapchain_decref(swapchain
);
5724 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
5725 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
5727 struct wined3d_swapchain
*swapchain
;
5729 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5730 device
, swapchain_idx
, ramp
);
5732 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5734 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
5735 wined3d_swapchain_decref(swapchain
);
5739 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5741 TRACE("device %p, resource %p.\n", device
, resource
);
5743 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
5746 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5748 TRACE("device %p, resource %p.\n", device
, resource
);
5750 list_remove(&resource
->resource_list_entry
);
5753 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5755 WINED3DRESOURCETYPE type
= resource
->resourceType
;
5758 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
5760 context_resource_released(device
, resource
, type
);
5764 case WINED3DRTYPE_SURFACE
:
5766 struct wined3d_surface
*surface
= surface_from_resource(resource
);
5768 if (!device
->d3d_initialized
) break;
5770 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5772 if (device
->fb
.render_targets
[i
] == surface
)
5774 ERR("Surface %p is still in use as render target %u.\n", surface
, i
);
5775 device
->fb
.render_targets
[i
] = NULL
;
5779 if (device
->fb
.depth_stencil
== surface
)
5781 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface
);
5782 device
->fb
.depth_stencil
= NULL
;
5787 case WINED3DRTYPE_TEXTURE
:
5788 case WINED3DRTYPE_CUBETEXTURE
:
5789 case WINED3DRTYPE_VOLUMETEXTURE
:
5790 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5792 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
5794 if (device
->stateBlock
&& device
->stateBlock
->state
.textures
[i
] == texture
)
5796 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5797 texture
, device
->stateBlock
, i
);
5798 device
->stateBlock
->state
.textures
[i
] = NULL
;
5801 if (device
->updateStateBlock
!= device
->stateBlock
5802 && device
->updateStateBlock
->state
.textures
[i
] == texture
)
5804 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5805 texture
, device
->updateStateBlock
, i
);
5806 device
->updateStateBlock
->state
.textures
[i
] = NULL
;
5811 case WINED3DRTYPE_BUFFER
:
5813 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
5815 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5817 if (device
->stateBlock
&& device
->stateBlock
->state
.streams
[i
].buffer
== buffer
)
5819 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5820 buffer
, device
->stateBlock
, i
);
5821 device
->stateBlock
->state
.streams
[i
].buffer
= NULL
;
5824 if (device
->updateStateBlock
!= device
->stateBlock
5825 && device
->updateStateBlock
->state
.streams
[i
].buffer
== buffer
)
5827 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5828 buffer
, device
->updateStateBlock
, i
);
5829 device
->updateStateBlock
->state
.streams
[i
].buffer
= NULL
;
5834 if (device
->stateBlock
&& device
->stateBlock
->state
.index_buffer
== buffer
)
5836 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5837 buffer
, device
->stateBlock
);
5838 device
->stateBlock
->state
.index_buffer
= NULL
;
5841 if (device
->updateStateBlock
!= device
->stateBlock
5842 && device
->updateStateBlock
->state
.index_buffer
== buffer
)
5844 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5845 buffer
, device
->updateStateBlock
);
5846 device
->updateStateBlock
->state
.index_buffer
= NULL
;
5855 /* Remove the resource from the resourceStore */
5856 device_resource_remove(device
, resource
);
5858 TRACE("Resource released.\n");
5861 HRESULT CDECL
wined3d_device_get_surface_from_dc(const struct wined3d_device
*device
,
5862 HDC dc
, struct wined3d_surface
**surface
)
5864 struct wined3d_resource
*resource
;
5866 TRACE("device %p, dc %p, surface %p.\n", device
, dc
, surface
);
5869 return WINED3DERR_INVALIDCALL
;
5871 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5873 if (resource
->resourceType
== WINED3DRTYPE_SURFACE
)
5875 struct wined3d_surface
*s
= surface_from_resource(resource
);
5879 TRACE("Found surface %p for dc %p.\n", s
, dc
);
5886 return WINED3DERR_INVALIDCALL
;
5889 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
5890 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
5891 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
5893 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
5894 const struct fragment_pipeline
*fragment_pipeline
;
5895 struct wined3d_display_mode mode
;
5896 struct shader_caps shader_caps
;
5897 struct fragment_caps ffp_caps
;
5902 device
->wined3d
= wined3d
;
5903 wined3d_incref(device
->wined3d
);
5904 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
5905 device
->device_parent
= device_parent
;
5906 list_init(&device
->resources
);
5907 list_init(&device
->shaders
);
5908 device
->surface_alignment
= surface_alignment
;
5910 /* Get the initial screen setup for ddraw. */
5911 hr
= wined3d_get_adapter_display_mode(wined3d
, adapter_idx
, &mode
);
5914 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr
);
5915 wined3d_decref(device
->wined3d
);
5918 adapter
->screen_size
.cx
= mode
.width
;
5919 adapter
->screen_size
.cy
= mode
.height
;
5920 adapter
->screen_format
= mode
.format_id
;
5922 /* Save the creation parameters. */
5923 device
->create_parms
.adapter_idx
= adapter_idx
;
5924 device
->create_parms
.device_type
= device_type
;
5925 device
->create_parms
.focus_window
= focus_window
;
5926 device
->create_parms
.flags
= flags
;
5928 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
) list_init(&device
->patches
[i
]);
5930 select_shader_mode(&adapter
->gl_info
, &device
->ps_selected_mode
, &device
->vs_selected_mode
);
5931 device
->shader_backend
= adapter
->shader_backend
;
5933 if (device
->shader_backend
)
5935 device
->shader_backend
->shader_get_caps(&adapter
->gl_info
, &shader_caps
);
5936 device
->vshader_version
= shader_caps
.VertexShaderVersion
;
5937 device
->pshader_version
= shader_caps
.PixelShaderVersion
;
5938 device
->d3d_vshader_constantF
= shader_caps
.MaxVertexShaderConst
;
5939 device
->d3d_pshader_constantF
= shader_caps
.MaxPixelShaderConst
;
5940 device
->vs_clipping
= shader_caps
.VSClipping
;
5942 fragment_pipeline
= adapter
->fragment_pipe
;
5943 device
->frag_pipe
= fragment_pipeline
;
5944 if (fragment_pipeline
)
5946 fragment_pipeline
->get_caps(&adapter
->gl_info
, &ffp_caps
);
5947 device
->max_ffp_textures
= ffp_caps
.MaxSimultaneousTextures
;
5949 hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
, &adapter
->gl_info
,
5950 ffp_vertexstate_template
, fragment_pipeline
, misc_state_template
);
5953 ERR("Failed to compile state table, hr %#x.\n", hr
);
5954 wined3d_decref(device
->wined3d
);
5958 device
->blitter
= adapter
->blitter
;
5960 hr
= wined3d_stateblock_create(device
, WINED3DSBT_INIT
, &device
->stateBlock
);
5963 WARN("Failed to create stateblock.\n");
5964 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
5966 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
5968 wined3d_decref(device
->wined3d
);
5972 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5973 device
->updateStateBlock
= device
->stateBlock
;
5974 wined3d_stateblock_incref(device
->updateStateBlock
);
5980 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5982 DWORD rep
= device
->StateTable
[state
].representative
;
5983 struct wined3d_context
*context
;
5988 for (i
= 0; i
< device
->context_count
; ++i
)
5990 context
= device
->contexts
[i
];
5991 if(isStateDirty(context
, rep
)) continue;
5993 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5994 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5995 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5996 context
->isStateDirty
[idx
] |= (1 << shift
);
6000 void get_drawable_size_fbo(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
6002 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
6003 *width
= context
->current_rt
->pow2Width
;
6004 *height
= context
->current_rt
->pow2Height
;
6007 void get_drawable_size_backbuffer(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
6009 const struct wined3d_swapchain
*swapchain
= context
->swapchain
;
6010 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
6011 * current context's drawable, which is the size of the back buffer of the swapchain
6012 * the active context belongs to. */
6013 *width
= swapchain
->desc
.backbuffer_width
;
6014 *height
= swapchain
->desc
.backbuffer_height
;
6017 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
6018 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
6020 if (device
->filter_messages
)
6022 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
6023 window
, message
, wparam
, lparam
);
6025 return DefWindowProcW(window
, message
, wparam
, lparam
);
6027 return DefWindowProcA(window
, message
, wparam
, lparam
);
6030 if (message
== WM_DESTROY
)
6032 TRACE("unregister window %p.\n", window
);
6033 wined3d_unregister_window(window
);
6035 if (device
->focus_window
== window
) device
->focus_window
= NULL
;
6036 else ERR("Window %p is not the focus window for device %p.\n", window
, device
);
6038 else if (message
== WM_DISPLAYCHANGE
)
6040 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
6044 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
6046 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);