d3d10core: Implement d3d10_device_GSGetShaderResources().
[wine/multimedia.git] / dlls / wined3d / device.c
blob5f9e2fa69e4cda0c960de034fcf23b4359c90b9b
1 /*
2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include "wine/port.h"
30 #include <stdio.h>
31 #ifdef HAVE_FLOAT_H
32 # include <float.h>
33 #endif
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
39 /* Define the default light parameters as specified by MSDN. */
40 const struct wined3d_light WINED3D_default_light =
42 WINED3D_LIGHT_DIRECTIONAL, /* Type */
43 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
44 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
45 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
46 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
47 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
48 0.0f, /* Range */
49 0.0f, /* Falloff */
50 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
51 0.0f, /* Theta */
52 0.0f /* Phi */
55 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
56 * actually have the same values in GL and D3D. */
57 GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
59 switch(primitive_type)
61 case WINED3D_PT_POINTLIST:
62 return GL_POINTS;
64 case WINED3D_PT_LINELIST:
65 return GL_LINES;
67 case WINED3D_PT_LINESTRIP:
68 return GL_LINE_STRIP;
70 case WINED3D_PT_TRIANGLELIST:
71 return GL_TRIANGLES;
73 case WINED3D_PT_TRIANGLESTRIP:
74 return GL_TRIANGLE_STRIP;
76 case WINED3D_PT_TRIANGLEFAN:
77 return GL_TRIANGLE_FAN;
79 case WINED3D_PT_LINELIST_ADJ:
80 return GL_LINES_ADJACENCY_ARB;
82 case WINED3D_PT_LINESTRIP_ADJ:
83 return GL_LINE_STRIP_ADJACENCY_ARB;
85 case WINED3D_PT_TRIANGLELIST_ADJ:
86 return GL_TRIANGLES_ADJACENCY_ARB;
88 case WINED3D_PT_TRIANGLESTRIP_ADJ:
89 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
91 default:
92 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
93 return GL_NONE;
97 static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
99 switch(primitive_type)
101 case GL_POINTS:
102 return WINED3D_PT_POINTLIST;
104 case GL_LINES:
105 return WINED3D_PT_LINELIST;
107 case GL_LINE_STRIP:
108 return WINED3D_PT_LINESTRIP;
110 case GL_TRIANGLES:
111 return WINED3D_PT_TRIANGLELIST;
113 case GL_TRIANGLE_STRIP:
114 return WINED3D_PT_TRIANGLESTRIP;
116 case GL_TRIANGLE_FAN:
117 return WINED3D_PT_TRIANGLEFAN;
119 case GL_LINES_ADJACENCY_ARB:
120 return WINED3D_PT_LINELIST_ADJ;
122 case GL_LINE_STRIP_ADJACENCY_ARB:
123 return WINED3D_PT_LINESTRIP_ADJ;
125 case GL_TRIANGLES_ADJACENCY_ARB:
126 return WINED3D_PT_TRIANGLELIST_ADJ;
128 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
129 return WINED3D_PT_TRIANGLESTRIP_ADJ;
131 default:
132 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
133 return WINED3D_PT_UNDEFINED;
137 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
139 struct wined3d_context **new_array;
141 TRACE("Adding context %p.\n", context);
143 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
144 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
145 sizeof(*new_array) * (device->context_count + 1));
147 if (!new_array)
149 ERR("Failed to grow the context array.\n");
150 return FALSE;
153 new_array[device->context_count++] = context;
154 device->contexts = new_array;
155 return TRUE;
158 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
160 struct wined3d_context **new_array;
161 BOOL found = FALSE;
162 UINT i;
164 TRACE("Removing context %p.\n", context);
166 for (i = 0; i < device->context_count; ++i)
168 if (device->contexts[i] == context)
170 found = TRUE;
171 break;
175 if (!found)
177 ERR("Context %p doesn't exist in context array.\n", context);
178 return;
181 if (!--device->context_count)
183 HeapFree(GetProcessHeap(), 0, device->contexts);
184 device->contexts = NULL;
185 return;
188 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
189 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
190 if (!new_array)
192 ERR("Failed to shrink context array. Oh well.\n");
193 return;
196 device->contexts = new_array;
199 void device_switch_onscreen_ds(struct wined3d_device *device,
200 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
202 if (device->onscreen_depth_stencil)
204 surface_load_ds_location(device->onscreen_depth_stencil, context, WINED3D_LOCATION_TEXTURE_RGB);
206 surface_modify_ds_location(device->onscreen_depth_stencil, WINED3D_LOCATION_TEXTURE_RGB,
207 device->onscreen_depth_stencil->ds_current_size.cx,
208 device->onscreen_depth_stencil->ds_current_size.cy);
209 wined3d_surface_decref(device->onscreen_depth_stencil);
211 device->onscreen_depth_stencil = depth_stencil;
212 wined3d_surface_incref(device->onscreen_depth_stencil);
215 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
217 /* partial draw rect */
218 if (draw_rect->left || draw_rect->top
219 || draw_rect->right < target->resource.width
220 || draw_rect->bottom < target->resource.height)
221 return FALSE;
223 /* partial clear rect */
224 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
225 || clear_rect->right < target->resource.width
226 || clear_rect->bottom < target->resource.height))
227 return FALSE;
229 return TRUE;
232 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
233 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect)
235 RECT current_rect, r;
237 if (ds->locations & WINED3D_LOCATION_DISCARDED)
239 /* Depth buffer was discarded, make it entirely current in its new location since
240 * there is no other place where we would get data anyway. */
241 SetRect(out_rect, 0, 0, ds->resource.width, ds->resource.height);
242 return;
245 if (ds->locations & location)
246 SetRect(&current_rect, 0, 0,
247 ds->ds_current_size.cx,
248 ds->ds_current_size.cy);
249 else
250 SetRectEmpty(&current_rect);
252 IntersectRect(&r, draw_rect, &current_rect);
253 if (EqualRect(&r, draw_rect))
255 /* current_rect ⊇ draw_rect, modify only. */
256 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
257 return;
260 if (EqualRect(&r, &current_rect))
262 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
264 if (!clear_rect)
266 /* Full clear, modify only. */
267 *out_rect = *draw_rect;
268 return;
271 IntersectRect(&r, draw_rect, clear_rect);
272 if (EqualRect(&r, draw_rect))
274 /* clear_rect ⊇ draw_rect, modify only. */
275 *out_rect = *draw_rect;
276 return;
280 /* Full load. */
281 surface_load_ds_location(ds, context, location);
282 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
285 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
286 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
287 float depth, DWORD stencil)
289 struct wined3d_surface *target = rt_count ? wined3d_rendertarget_view_get_surface(fb->render_targets[0]) : NULL;
290 struct wined3d_surface *depth_stencil = fb->depth_stencil
291 ? wined3d_rendertarget_view_get_surface(fb->depth_stencil) : NULL;
292 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
293 const struct wined3d_gl_info *gl_info;
294 UINT drawable_width, drawable_height;
295 struct wined3d_context *context;
296 GLbitfield clear_mask = 0;
297 BOOL render_offscreen;
298 unsigned int i;
299 RECT ds_rect;
301 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
302 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
303 * for the cleared parts, and the untouched parts.
305 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
306 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
307 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
308 * checking all this if the dest surface is in the drawable anyway. */
309 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
311 for (i = 0; i < rt_count; ++i)
313 struct wined3d_surface *rt = wined3d_rendertarget_view_get_surface(fb->render_targets[i]);
314 if (rt)
315 surface_load_location(rt, rt->container->resource.draw_binding);
319 context = context_acquire(device, target);
320 if (!context->valid)
322 context_release(context);
323 WARN("Invalid context, skipping clear.\n");
324 return;
326 gl_info = context->gl_info;
328 if (target)
330 render_offscreen = context->render_offscreen;
331 surface_get_drawable_size(target, context, &drawable_width, &drawable_height);
333 else
335 render_offscreen = TRUE;
336 drawable_width = depth_stencil->pow2Width;
337 drawable_height = depth_stencil->pow2Height;
340 if (flags & WINED3DCLEAR_ZBUFFER)
342 DWORD location = render_offscreen ? fb->depth_stencil->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
344 if (!render_offscreen && depth_stencil != device->onscreen_depth_stencil)
345 device_switch_onscreen_ds(device, context, depth_stencil);
346 prepare_ds_clear(depth_stencil, context, location,
347 draw_rect, rect_count, clear_rect, &ds_rect);
350 if (!context_apply_clear_state(context, device, rt_count, fb))
352 context_release(context);
353 WARN("Failed to apply clear state, skipping clear.\n");
354 return;
357 /* Only set the values up once, as they are not changing. */
358 if (flags & WINED3DCLEAR_STENCIL)
360 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
362 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
363 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
365 gl_info->gl_ops.gl.p_glStencilMask(~0U);
366 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
367 gl_info->gl_ops.gl.p_glClearStencil(stencil);
368 checkGLcall("glClearStencil");
369 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
372 if (flags & WINED3DCLEAR_ZBUFFER)
374 DWORD location = render_offscreen ? fb->depth_stencil->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
376 surface_modify_ds_location(depth_stencil, location, ds_rect.right, ds_rect.bottom);
378 gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
379 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
380 gl_info->gl_ops.gl.p_glClearDepth(depth);
381 checkGLcall("glClearDepth");
382 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
385 if (flags & WINED3DCLEAR_TARGET)
387 for (i = 0; i < rt_count; ++i)
389 struct wined3d_surface *rt = wined3d_rendertarget_view_get_surface(fb->render_targets[i]);
391 if (rt)
393 surface_validate_location(rt, rt->container->resource.draw_binding);
394 surface_invalidate_location(rt, ~rt->container->resource.draw_binding);
398 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
399 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
400 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
401 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
402 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
403 gl_info->gl_ops.gl.p_glClearColor(color->r, color->g, color->b, color->a);
404 checkGLcall("glClearColor");
405 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
408 if (!clear_rect)
410 if (render_offscreen)
412 gl_info->gl_ops.gl.p_glScissor(draw_rect->left, draw_rect->top,
413 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
415 else
417 gl_info->gl_ops.gl.p_glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
418 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
420 checkGLcall("glScissor");
421 gl_info->gl_ops.gl.p_glClear(clear_mask);
422 checkGLcall("glClear");
424 else
426 RECT current_rect;
428 /* Now process each rect in turn. */
429 for (i = 0; i < rect_count; ++i)
431 /* Note that GL uses lower left, width/height. */
432 IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
434 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
435 wine_dbgstr_rect(&clear_rect[i]),
436 wine_dbgstr_rect(&current_rect));
438 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
439 * The rectangle is not cleared, no error is returned, but further rectangles are
440 * still cleared if they are valid. */
441 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
443 TRACE("Rectangle with negative dimensions, ignoring.\n");
444 continue;
447 if (render_offscreen)
449 gl_info->gl_ops.gl.p_glScissor(current_rect.left, current_rect.top,
450 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
452 else
454 gl_info->gl_ops.gl.p_glScissor(current_rect.left, drawable_height - current_rect.bottom,
455 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
457 checkGLcall("glScissor");
459 gl_info->gl_ops.gl.p_glClear(clear_mask);
460 checkGLcall("glClear");
464 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
465 && target->container->swapchain && target->container->swapchain->front_buffer == target->container))
466 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
468 context_release(context);
471 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
473 ULONG refcount = InterlockedIncrement(&device->ref);
475 TRACE("%p increasing refcount to %u.\n", device, refcount);
477 return refcount;
480 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
482 ULONG refcount = InterlockedDecrement(&device->ref);
484 TRACE("%p decreasing refcount to %u.\n", device, refcount);
486 if (!refcount)
488 UINT i;
490 wined3d_cs_destroy(device->cs);
492 if (device->recording && wined3d_stateblock_decref(device->recording))
493 FIXME("Something's still holding the recording stateblock.\n");
494 device->recording = NULL;
496 state_cleanup(&device->state);
498 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
500 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
501 device->multistate_funcs[i] = NULL;
504 if (!list_empty(&device->resources))
506 struct wined3d_resource *resource;
508 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
510 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
512 FIXME("Leftover resource %p with type %s (%#x).\n",
513 resource, debug_d3dresourcetype(resource->type), resource->type);
517 if (device->contexts)
518 ERR("Context array not freed!\n");
519 if (device->hardwareCursor)
520 DestroyCursor(device->hardwareCursor);
521 device->hardwareCursor = 0;
523 wined3d_decref(device->wined3d);
524 device->wined3d = NULL;
525 HeapFree(GetProcessHeap(), 0, device);
526 TRACE("Freed device %p.\n", device);
529 return refcount;
532 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
534 TRACE("device %p.\n", device);
536 return device->swapchain_count;
539 struct wined3d_swapchain * CDECL wined3d_device_get_swapchain(const struct wined3d_device *device, UINT swapchain_idx)
541 TRACE("device %p, swapchain_idx %u.\n", device, swapchain_idx);
543 if (swapchain_idx >= device->swapchain_count)
545 WARN("swapchain_idx %u >= swapchain_count %u.\n",
546 swapchain_idx, device->swapchain_count);
547 return NULL;
550 return device->swapchains[swapchain_idx];
553 static void device_load_logo(struct wined3d_device *device, const char *filename)
555 struct wined3d_color_key color_key;
556 struct wined3d_resource_desc desc;
557 struct wined3d_surface *surface;
558 HBITMAP hbm;
559 BITMAP bm;
560 HRESULT hr;
561 HDC dcb = NULL, dcs = NULL;
563 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
564 if(hbm)
566 GetObjectA(hbm, sizeof(BITMAP), &bm);
567 dcb = CreateCompatibleDC(NULL);
568 if(!dcb) goto out;
569 SelectObject(dcb, hbm);
571 else
573 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
574 * couldn't be loaded
576 memset(&bm, 0, sizeof(bm));
577 bm.bmWidth = 32;
578 bm.bmHeight = 32;
581 desc.resource_type = WINED3D_RTYPE_TEXTURE;
582 desc.format = WINED3DFMT_B5G6R5_UNORM;
583 desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
584 desc.multisample_quality = 0;
585 desc.usage = WINED3DUSAGE_DYNAMIC;
586 desc.pool = WINED3D_POOL_DEFAULT;
587 desc.width = bm.bmWidth;
588 desc.height = bm.bmHeight;
589 desc.depth = 1;
590 desc.size = 0;
591 if (FAILED(hr = wined3d_texture_create(device, &desc, 1, WINED3D_SURFACE_MAPPABLE,
592 NULL, &wined3d_null_parent_ops, &device->logo_texture)))
594 ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr);
595 goto out;
597 surface = surface_from_resource(wined3d_texture_get_sub_resource(device->logo_texture, 0));
599 if (dcb)
601 if (FAILED(hr = wined3d_surface_getdc(surface, &dcs)))
602 goto out;
603 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
604 wined3d_surface_releasedc(surface, dcs);
606 color_key.color_space_low_value = 0;
607 color_key.color_space_high_value = 0;
608 wined3d_texture_set_color_key(device->logo_texture, WINEDDCKEY_SRCBLT, &color_key);
610 else
612 const RECT rect = {0, 0, surface->resource.width, surface->resource.height};
613 const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f};
615 /* Fill the surface with a white color to show that wined3d is there */
616 surface_color_fill(surface, &rect, &c);
619 out:
620 if (dcb) DeleteDC(dcb);
621 if (hbm) DeleteObject(hbm);
624 /* Context activation is done by the caller. */
625 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
627 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
628 unsigned int i, j, count;
629 /* Under DirectX you can sample even if no texture is bound, whereas
630 * OpenGL will only allow that when a valid texture is bound.
631 * We emulate this by creating dummy textures and binding them
632 * to each texture stage when the currently set D3D texture is NULL. */
634 count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
635 for (i = 0; i < count; ++i)
637 DWORD color = 0x000000ff;
639 /* Make appropriate texture active */
640 context_active_texture(context, gl_info, i);
642 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_2d[i]);
643 checkGLcall("glGenTextures");
644 TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
646 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
647 checkGLcall("glBindTexture");
649 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0,
650 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
651 checkGLcall("glTexImage2D");
653 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
655 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_rect[i]);
656 checkGLcall("glGenTextures");
657 TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
659 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
660 checkGLcall("glBindTexture");
662 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0,
663 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
664 checkGLcall("glTexImage2D");
667 if (gl_info->supported[EXT_TEXTURE3D])
669 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_3d[i]);
670 checkGLcall("glGenTextures");
671 TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
673 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
674 checkGLcall("glBindTexture");
676 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
677 checkGLcall("glTexImage3D");
680 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
682 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_cube[i]);
683 checkGLcall("glGenTextures");
684 TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
686 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
687 checkGLcall("glBindTexture");
689 for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
691 gl_info->gl_ops.gl.p_glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0,
692 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
693 checkGLcall("glTexImage2D");
699 /* Context activation is done by the caller. */
700 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
702 unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
704 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
706 gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_cube);
707 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
710 if (gl_info->supported[EXT_TEXTURE3D])
712 gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_3d);
713 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
716 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
718 gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_rect);
719 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
722 gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_2d);
723 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
725 memset(device->dummy_texture_cube, 0, count * sizeof(*device->dummy_texture_cube));
726 memset(device->dummy_texture_3d, 0, count * sizeof(*device->dummy_texture_3d));
727 memset(device->dummy_texture_rect, 0, count * sizeof(*device->dummy_texture_rect));
728 memset(device->dummy_texture_2d, 0, count * sizeof(*device->dummy_texture_2d));
731 static LONG fullscreen_style(LONG style)
733 /* Make sure the window is managed, otherwise we won't get keyboard input. */
734 style |= WS_POPUP | WS_SYSMENU;
735 style &= ~(WS_CAPTION | WS_THICKFRAME);
737 return style;
740 static LONG fullscreen_exstyle(LONG exstyle)
742 /* Filter out window decorations. */
743 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
745 return exstyle;
748 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
750 BOOL filter_messages;
751 LONG style, exstyle;
753 TRACE("Setting up window %p for fullscreen mode.\n", window);
755 if (device->style || device->exStyle)
757 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
758 window, device->style, device->exStyle);
761 device->style = GetWindowLongW(window, GWL_STYLE);
762 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
764 style = fullscreen_style(device->style);
765 exstyle = fullscreen_exstyle(device->exStyle);
767 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
768 device->style, device->exStyle, style, exstyle);
770 filter_messages = device->filter_messages;
771 device->filter_messages = TRUE;
773 SetWindowLongW(window, GWL_STYLE, style);
774 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
775 SetWindowPos(window, HWND_TOPMOST, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
777 device->filter_messages = filter_messages;
780 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
782 BOOL filter_messages;
783 LONG style, exstyle;
785 if (!device->style && !device->exStyle) return;
787 style = GetWindowLongW(window, GWL_STYLE);
788 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
790 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
791 * application, and we want to ignore them in the test below, since it's
792 * not the application's fault that they changed. Additionally, we want to
793 * preserve the current status of these flags (i.e. don't restore them) to
794 * more closely emulate the behavior of Direct3D, which leaves these flags
795 * alone when returning to windowed mode. */
796 device->style ^= (device->style ^ style) & WS_VISIBLE;
797 device->exStyle ^= (device->exStyle ^ exstyle) & WS_EX_TOPMOST;
799 TRACE("Restoring window style of window %p to %08x, %08x.\n",
800 window, device->style, device->exStyle);
802 filter_messages = device->filter_messages;
803 device->filter_messages = TRUE;
805 /* Only restore the style if the application didn't modify it during the
806 * fullscreen phase. Some applications change it before calling Reset()
807 * when switching between windowed and fullscreen modes (HL2), some
808 * depend on the original style (Eve Online). */
809 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
811 SetWindowLongW(window, GWL_STYLE, device->style);
812 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
814 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
816 device->filter_messages = filter_messages;
818 /* Delete the old values. */
819 device->style = 0;
820 device->exStyle = 0;
823 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
825 TRACE("device %p, window %p.\n", device, window);
827 if (!wined3d_register_window(window, device))
829 ERR("Failed to register window %p.\n", window);
830 return E_FAIL;
833 InterlockedExchangePointer((void **)&device->focus_window, window);
834 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
836 return WINED3D_OK;
839 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
841 TRACE("device %p.\n", device);
843 if (device->focus_window) wined3d_unregister_window(device->focus_window);
844 InterlockedExchangePointer((void **)&device->focus_window, NULL);
847 static void device_init_swapchain_state(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
849 BOOL ds_enable = !!swapchain->desc.enable_auto_depth_stencil;
850 unsigned int i;
852 if (device->fb.render_targets)
854 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
856 wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
858 if (device->back_buffer_view)
859 wined3d_device_set_rendertarget_view(device, 0, device->back_buffer_view, TRUE);
862 wined3d_device_set_depth_stencil_view(device, ds_enable ? device->auto_depth_stencil_view : NULL);
863 wined3d_device_set_render_state(device, WINED3D_RS_ZENABLE, ds_enable);
866 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
867 struct wined3d_swapchain_desc *swapchain_desc)
869 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
870 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
871 struct wined3d_swapchain *swapchain = NULL;
872 struct wined3d_context *context;
873 DWORD clear_flags = 0;
874 HRESULT hr;
876 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
878 if (device->d3d_initialized)
879 return WINED3DERR_INVALIDCALL;
880 if (device->wined3d->flags & WINED3D_NO3D)
881 return WINED3DERR_INVALIDCALL;
883 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
884 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
886 if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
887 device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
889 TRACE("Shader private data couldn't be allocated\n");
890 goto err_out;
892 if (FAILED(hr = device->blitter->alloc_private(device)))
894 TRACE("Blitter private data couldn't be allocated\n");
895 goto err_out;
898 /* Setup the implicit swapchain. This also initializes a context. */
899 TRACE("Creating implicit swapchain\n");
900 hr = device->device_parent->ops->create_swapchain(device->device_parent,
901 swapchain_desc, &swapchain);
902 if (FAILED(hr))
904 WARN("Failed to create implicit swapchain\n");
905 goto err_out;
908 if (swapchain_desc->backbuffer_count && FAILED(hr = wined3d_rendertarget_view_create_from_surface(
909 surface_from_resource(wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 0)),
910 NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
912 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
913 goto err_out;
916 device->swapchain_count = 1;
917 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
918 if (!device->swapchains)
920 ERR("Out of memory!\n");
921 goto err_out;
923 device->swapchains[0] = swapchain;
924 device_init_swapchain_state(device, swapchain);
926 context = context_acquire(device,
927 surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)));
929 create_dummy_textures(device, context);
931 device->contexts[0]->last_was_rhw = 0;
933 switch (wined3d_settings.offscreen_rendering_mode)
935 case ORM_FBO:
936 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
937 break;
939 case ORM_BACKBUFFER:
941 if (context_get_current()->aux_buffers > 0)
943 TRACE("Using auxiliary buffer for offscreen rendering\n");
944 device->offscreenBuffer = GL_AUX0;
946 else
948 TRACE("Using back buffer for offscreen rendering\n");
949 device->offscreenBuffer = GL_BACK;
954 TRACE("All defaults now set up, leaving 3D init.\n");
956 context_release(context);
958 /* Clear the screen */
959 if (swapchain->back_buffers && swapchain->back_buffers[0])
960 clear_flags |= WINED3DCLEAR_TARGET;
961 if (swapchain_desc->enable_auto_depth_stencil)
962 clear_flags |= WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL;
963 if (clear_flags)
964 wined3d_device_clear(device, 0, NULL, clear_flags, &black, 1.0f, 0);
966 device->d3d_initialized = TRUE;
968 if (wined3d_settings.logo)
969 device_load_logo(device, wined3d_settings.logo);
970 return WINED3D_OK;
972 err_out:
973 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
974 HeapFree(GetProcessHeap(), 0, device->swapchains);
975 device->swapchain_count = 0;
976 if (device->back_buffer_view)
977 wined3d_rendertarget_view_decref(device->back_buffer_view);
978 if (swapchain)
979 wined3d_swapchain_decref(swapchain);
980 if (device->blit_priv)
981 device->blitter->free_private(device);
982 if (device->shader_priv)
983 device->shader_backend->shader_free_private(device);
985 return hr;
988 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
989 struct wined3d_swapchain_desc *swapchain_desc)
991 struct wined3d_swapchain *swapchain = NULL;
992 HRESULT hr;
994 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
996 /* Setup the implicit swapchain */
997 TRACE("Creating implicit swapchain\n");
998 hr = device->device_parent->ops->create_swapchain(device->device_parent,
999 swapchain_desc, &swapchain);
1000 if (FAILED(hr))
1002 WARN("Failed to create implicit swapchain\n");
1003 goto err_out;
1006 device->swapchain_count = 1;
1007 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1008 if (!device->swapchains)
1010 ERR("Out of memory!\n");
1011 goto err_out;
1013 device->swapchains[0] = swapchain;
1014 return WINED3D_OK;
1016 err_out:
1017 wined3d_swapchain_decref(swapchain);
1018 return hr;
1021 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1023 struct wined3d_resource *resource, *cursor;
1024 const struct wined3d_gl_info *gl_info;
1025 struct wined3d_context *context;
1026 struct wined3d_surface *surface;
1027 UINT i;
1029 TRACE("device %p.\n", device);
1031 if (!device->d3d_initialized)
1032 return WINED3DERR_INVALIDCALL;
1034 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1035 * it was created. Thus make sure a context is active for the glDelete* calls
1037 context = context_acquire(device, NULL);
1038 gl_info = context->gl_info;
1040 if (device->logo_texture)
1041 wined3d_texture_decref(device->logo_texture);
1042 if (device->cursor_texture)
1043 wined3d_texture_decref(device->cursor_texture);
1045 state_unbind_resources(&device->state);
1047 /* Unload resources */
1048 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1050 TRACE("Unloading resource %p.\n", resource);
1052 resource->resource_ops->resource_unload(resource);
1055 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1056 * private data, it might contain opengl pointers
1058 if (device->depth_blt_texture)
1060 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);
1061 device->depth_blt_texture = 0;
1064 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1065 device->blitter->free_private(device);
1066 device->shader_backend->shader_free_private(device);
1067 destroy_dummy_textures(device, gl_info);
1069 /* Release the buffers (with sanity checks)*/
1070 if (device->onscreen_depth_stencil)
1072 surface = device->onscreen_depth_stencil;
1073 device->onscreen_depth_stencil = NULL;
1074 wined3d_surface_decref(surface);
1077 if (device->fb.depth_stencil)
1079 struct wined3d_rendertarget_view *view = device->fb.depth_stencil;
1081 TRACE("Releasing depth/stencil view %p.\n", view);
1083 device->fb.depth_stencil = NULL;
1084 wined3d_rendertarget_view_decref(view);
1087 if (device->auto_depth_stencil_view)
1089 struct wined3d_rendertarget_view *view = device->auto_depth_stencil_view;
1091 device->auto_depth_stencil_view = NULL;
1092 if (wined3d_rendertarget_view_decref(view))
1093 ERR("Something's still holding the auto depth/stencil view (%p).\n", view);
1096 for (i = 0; i < gl_info->limits.buffers; ++i)
1098 wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
1100 if (device->back_buffer_view)
1102 wined3d_rendertarget_view_decref(device->back_buffer_view);
1103 device->back_buffer_view = NULL;
1106 context_release(context);
1108 for (i = 0; i < device->swapchain_count; ++i)
1110 TRACE("Releasing the implicit swapchain %u.\n", i);
1111 if (wined3d_swapchain_decref(device->swapchains[i]))
1112 FIXME("Something's still holding the implicit swapchain.\n");
1115 HeapFree(GetProcessHeap(), 0, device->swapchains);
1116 device->swapchains = NULL;
1117 device->swapchain_count = 0;
1119 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1120 device->fb.render_targets = NULL;
1122 device->d3d_initialized = FALSE;
1124 return WINED3D_OK;
1127 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1129 unsigned int i;
1131 for (i = 0; i < device->swapchain_count; ++i)
1133 TRACE("Releasing the implicit swapchain %u.\n", i);
1134 if (wined3d_swapchain_decref(device->swapchains[i]))
1135 FIXME("Something's still holding the implicit swapchain.\n");
1138 HeapFree(GetProcessHeap(), 0, device->swapchains);
1139 device->swapchains = NULL;
1140 device->swapchain_count = 0;
1141 return WINED3D_OK;
1144 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1145 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1146 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1148 * There is no way to deactivate thread safety once it is enabled.
1150 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1152 TRACE("device %p.\n", device);
1154 /* For now just store the flag (needed in case of ddraw). */
1155 device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1158 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1160 TRACE("device %p.\n", device);
1162 TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
1163 wine_dbgstr_longlong(device->adapter->vram_bytes),
1164 wine_dbgstr_longlong(device->adapter->vram_bytes_used),
1165 wine_dbgstr_longlong(device->adapter->vram_bytes - device->adapter->vram_bytes_used));
1167 return min(UINT_MAX, device->adapter->vram_bytes - device->adapter->vram_bytes_used);
1170 void CDECL wined3d_device_set_stream_output(struct wined3d_device *device, UINT idx,
1171 struct wined3d_buffer *buffer, UINT offset)
1173 struct wined3d_stream_output *stream;
1174 struct wined3d_buffer *prev_buffer;
1176 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device, idx, buffer, offset);
1178 if (idx >= MAX_STREAM_OUT)
1180 WARN("Invalid stream output %u.\n", idx);
1181 return;
1184 stream = &device->update_state->stream_output[idx];
1185 prev_buffer = stream->buffer;
1187 if (buffer)
1188 wined3d_buffer_incref(buffer);
1189 stream->buffer = buffer;
1190 stream->offset = offset;
1191 if (!device->recording)
1192 wined3d_cs_emit_set_stream_output(device->cs, idx, buffer, offset);
1193 if (prev_buffer)
1194 wined3d_buffer_decref(prev_buffer);
1197 struct wined3d_buffer * CDECL wined3d_device_get_stream_output(struct wined3d_device *device,
1198 UINT idx, UINT *offset)
1200 TRACE("device %p, idx %u, offset %p.\n", device, idx, offset);
1202 if (idx >= MAX_STREAM_OUT)
1204 WARN("Invalid stream output %u.\n", idx);
1205 return NULL;
1208 *offset = device->state.stream_output[idx].offset;
1209 return device->state.stream_output[idx].buffer;
1212 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1213 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1215 struct wined3d_stream_state *stream;
1216 struct wined3d_buffer *prev_buffer;
1218 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1219 device, stream_idx, buffer, offset, stride);
1221 if (stream_idx >= MAX_STREAMS)
1223 WARN("Stream index %u out of range.\n", stream_idx);
1224 return WINED3DERR_INVALIDCALL;
1226 else if (offset & 0x3)
1228 WARN("Offset %u is not 4 byte aligned.\n", offset);
1229 return WINED3DERR_INVALIDCALL;
1232 stream = &device->update_state->streams[stream_idx];
1233 prev_buffer = stream->buffer;
1235 if (device->recording)
1236 device->recording->changed.streamSource |= 1 << stream_idx;
1238 if (prev_buffer == buffer
1239 && stream->stride == stride
1240 && stream->offset == offset)
1242 TRACE("Application is setting the old values over, nothing to do.\n");
1243 return WINED3D_OK;
1246 stream->buffer = buffer;
1247 if (buffer)
1249 stream->stride = stride;
1250 stream->offset = offset;
1253 if (buffer)
1254 wined3d_buffer_incref(buffer);
1255 if (!device->recording)
1256 wined3d_cs_emit_set_stream_source(device->cs, stream_idx, buffer, offset, stride);
1257 if (prev_buffer)
1258 wined3d_buffer_decref(prev_buffer);
1260 return WINED3D_OK;
1263 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1264 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1266 const struct wined3d_stream_state *stream;
1268 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1269 device, stream_idx, buffer, offset, stride);
1271 if (stream_idx >= MAX_STREAMS)
1273 WARN("Stream index %u out of range.\n", stream_idx);
1274 return WINED3DERR_INVALIDCALL;
1277 stream = &device->state.streams[stream_idx];
1278 *buffer = stream->buffer;
1279 if (*buffer)
1280 wined3d_buffer_incref(*buffer);
1281 if (offset)
1282 *offset = stream->offset;
1283 *stride = stream->stride;
1285 return WINED3D_OK;
1288 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1290 struct wined3d_stream_state *stream;
1291 UINT old_flags, old_freq;
1293 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1295 /* Verify input. At least in d3d9 this is invalid. */
1296 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1298 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1299 return WINED3DERR_INVALIDCALL;
1301 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1303 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1304 return WINED3DERR_INVALIDCALL;
1306 if (!divider)
1308 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1309 return WINED3DERR_INVALIDCALL;
1312 stream = &device->update_state->streams[stream_idx];
1313 old_flags = stream->flags;
1314 old_freq = stream->frequency;
1316 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1317 stream->frequency = divider & 0x7fffff;
1319 if (device->recording)
1320 device->recording->changed.streamFreq |= 1 << stream_idx;
1321 else if (stream->frequency != old_freq || stream->flags != old_flags)
1322 wined3d_cs_emit_set_stream_source_freq(device->cs, stream_idx, stream->frequency, stream->flags);
1324 return WINED3D_OK;
1327 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1328 UINT stream_idx, UINT *divider)
1330 const struct wined3d_stream_state *stream;
1332 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1334 stream = &device->state.streams[stream_idx];
1335 *divider = stream->flags | stream->frequency;
1337 TRACE("Returning %#x.\n", *divider);
1339 return WINED3D_OK;
1342 void CDECL wined3d_device_set_transform(struct wined3d_device *device,
1343 enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1345 TRACE("device %p, state %s, matrix %p.\n",
1346 device, debug_d3dtstype(d3dts), matrix);
1347 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._11, matrix->u.s._12, matrix->u.s._13, matrix->u.s._14);
1348 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._21, matrix->u.s._22, matrix->u.s._23, matrix->u.s._24);
1349 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._31, matrix->u.s._32, matrix->u.s._33, matrix->u.s._34);
1350 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._41, matrix->u.s._42, matrix->u.s._43, matrix->u.s._44);
1352 /* Handle recording of state blocks. */
1353 if (device->recording)
1355 TRACE("Recording... not performing anything.\n");
1356 device->recording->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1357 device->update_state->transforms[d3dts] = *matrix;
1358 return;
1361 /* If the new matrix is the same as the current one,
1362 * we cut off any further processing. this seems to be a reasonable
1363 * optimization because as was noticed, some apps (warcraft3 for example)
1364 * tend towards setting the same matrix repeatedly for some reason.
1366 * From here on we assume that the new matrix is different, wherever it matters. */
1367 if (!memcmp(&device->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1369 TRACE("The application is setting the same matrix over again.\n");
1370 return;
1373 device->state.transforms[d3dts] = *matrix;
1374 wined3d_cs_emit_set_transform(device->cs, d3dts, matrix);
1377 void CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1378 enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1380 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1382 *matrix = device->state.transforms[state];
1385 void CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1386 enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1388 const struct wined3d_matrix *mat;
1389 struct wined3d_matrix temp;
1391 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1393 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1394 * below means it will be recorded in a state block change, but it
1395 * works regardless where it is recorded.
1396 * If this is found to be wrong, change to StateBlock. */
1397 if (state > HIGHEST_TRANSFORMSTATE)
1399 WARN("Unhandled transform state %#x.\n", state);
1400 return;
1403 mat = &device->update_state->transforms[state];
1404 multiply_matrix(&temp, mat, matrix);
1406 /* Apply change via set transform - will reapply to eg. lights this way. */
1407 wined3d_device_set_transform(device, state, &temp);
1410 /* Note lights are real special cases. Although the device caps state only
1411 * e.g. 8 are supported, you can reference any indexes you want as long as
1412 * that number max are enabled at any one point in time. Therefore since the
1413 * indices can be anything, we need a hashmap of them. However, this causes
1414 * stateblock problems. When capturing the state block, I duplicate the
1415 * hashmap, but when recording, just build a chain pretty much of commands to
1416 * be replayed. */
1417 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1418 UINT light_idx, const struct wined3d_light *light)
1420 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1421 struct wined3d_light_info *object = NULL;
1422 struct list *e;
1423 float rho;
1425 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1427 /* Check the parameter range. Need for speed most wanted sets junk lights
1428 * which confuse the GL driver. */
1429 if (!light)
1430 return WINED3DERR_INVALIDCALL;
1432 switch (light->type)
1434 case WINED3D_LIGHT_POINT:
1435 case WINED3D_LIGHT_SPOT:
1436 case WINED3D_LIGHT_PARALLELPOINT:
1437 case WINED3D_LIGHT_GLSPOT:
1438 /* Incorrect attenuation values can cause the gl driver to crash.
1439 * Happens with Need for speed most wanted. */
1440 if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1442 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1443 return WINED3DERR_INVALIDCALL;
1445 break;
1447 case WINED3D_LIGHT_DIRECTIONAL:
1448 /* Ignores attenuation */
1449 break;
1451 default:
1452 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1453 return WINED3DERR_INVALIDCALL;
1456 LIST_FOR_EACH(e, &device->update_state->light_map[hash_idx])
1458 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1459 if (object->OriginalIndex == light_idx)
1460 break;
1461 object = NULL;
1464 if (!object)
1466 TRACE("Adding new light\n");
1467 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1468 if (!object)
1469 return E_OUTOFMEMORY;
1471 list_add_head(&device->update_state->light_map[hash_idx], &object->entry);
1472 object->glIndex = -1;
1473 object->OriginalIndex = light_idx;
1476 /* Initialize the object. */
1477 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1478 light_idx, light->type,
1479 light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a,
1480 light->specular.r, light->specular.g, light->specular.b, light->specular.a,
1481 light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a);
1482 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z,
1483 light->direction.x, light->direction.y, light->direction.z);
1484 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1485 light->range, light->falloff, light->theta, light->phi);
1487 /* Update the live definitions if the light is currently assigned a glIndex. */
1488 if (object->glIndex != -1 && !device->recording)
1490 if (object->OriginalParms.type != light->type)
1491 device_invalidate_state(device, STATE_LIGHT_TYPE);
1492 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
1495 /* Save away the information. */
1496 object->OriginalParms = *light;
1498 switch (light->type)
1500 case WINED3D_LIGHT_POINT:
1501 /* Position */
1502 object->lightPosn[0] = light->position.x;
1503 object->lightPosn[1] = light->position.y;
1504 object->lightPosn[2] = light->position.z;
1505 object->lightPosn[3] = 1.0f;
1506 object->cutoff = 180.0f;
1507 /* FIXME: Range */
1508 break;
1510 case WINED3D_LIGHT_DIRECTIONAL:
1511 /* Direction */
1512 object->lightPosn[0] = -light->direction.x;
1513 object->lightPosn[1] = -light->direction.y;
1514 object->lightPosn[2] = -light->direction.z;
1515 object->lightPosn[3] = 0.0f;
1516 object->exponent = 0.0f;
1517 object->cutoff = 180.0f;
1518 break;
1520 case WINED3D_LIGHT_SPOT:
1521 /* Position */
1522 object->lightPosn[0] = light->position.x;
1523 object->lightPosn[1] = light->position.y;
1524 object->lightPosn[2] = light->position.z;
1525 object->lightPosn[3] = 1.0f;
1527 /* Direction */
1528 object->lightDirn[0] = light->direction.x;
1529 object->lightDirn[1] = light->direction.y;
1530 object->lightDirn[2] = light->direction.z;
1531 object->lightDirn[3] = 1.0f;
1533 /* opengl-ish and d3d-ish spot lights use too different models
1534 * for the light "intensity" as a function of the angle towards
1535 * the main light direction, so we only can approximate very
1536 * roughly. However, spot lights are rather rarely used in games
1537 * (if ever used at all). Furthermore if still used, probably
1538 * nobody pays attention to such details. */
1539 if (!light->falloff)
1541 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1542 * equations have the falloff resp. exponent parameter as an
1543 * exponent, so the spot light lighting will always be 1.0 for
1544 * both of them, and we don't have to care for the rest of the
1545 * rather complex calculation. */
1546 object->exponent = 0.0f;
1548 else
1550 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
1551 if (rho < 0.0001f)
1552 rho = 0.0001f;
1553 object->exponent = -0.3f / logf(cosf(rho / 2));
1556 if (object->exponent > 128.0f)
1557 object->exponent = 128.0f;
1559 object->cutoff = (float)(light->phi * 90 / M_PI);
1560 /* FIXME: Range */
1561 break;
1563 default:
1564 FIXME("Unrecognized light type %#x.\n", light->type);
1567 return WINED3D_OK;
1570 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
1571 UINT light_idx, struct wined3d_light *light)
1573 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1574 struct wined3d_light_info *light_info = NULL;
1575 struct list *e;
1577 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1579 LIST_FOR_EACH(e, &device->state.light_map[hash_idx])
1581 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
1582 if (light_info->OriginalIndex == light_idx)
1583 break;
1584 light_info = NULL;
1587 if (!light_info)
1589 TRACE("Light information requested but light not defined\n");
1590 return WINED3DERR_INVALIDCALL;
1593 *light = light_info->OriginalParms;
1594 return WINED3D_OK;
1597 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
1599 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1600 struct wined3d_light_info *light_info = NULL;
1601 struct list *e;
1603 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
1605 LIST_FOR_EACH(e, &device->update_state->light_map[hash_idx])
1607 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
1608 if (light_info->OriginalIndex == light_idx)
1609 break;
1610 light_info = NULL;
1612 TRACE("Found light %p.\n", light_info);
1614 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1615 if (!light_info)
1617 TRACE("Light enabled requested but light not defined, so defining one!\n");
1618 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
1620 /* Search for it again! Should be fairly quick as near head of list. */
1621 LIST_FOR_EACH(e, &device->update_state->light_map[hash_idx])
1623 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
1624 if (light_info->OriginalIndex == light_idx)
1625 break;
1626 light_info = NULL;
1628 if (!light_info)
1630 FIXME("Adding default lights has failed dismally\n");
1631 return WINED3DERR_INVALIDCALL;
1635 if (!enable)
1637 if (light_info->glIndex != -1)
1639 if (!device->recording)
1641 device_invalidate_state(device, STATE_LIGHT_TYPE);
1642 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
1645 device->update_state->lights[light_info->glIndex] = NULL;
1646 light_info->glIndex = -1;
1648 else
1650 TRACE("Light already disabled, nothing to do\n");
1652 light_info->enabled = FALSE;
1654 else
1656 light_info->enabled = TRUE;
1657 if (light_info->glIndex != -1)
1659 TRACE("Nothing to do as light was enabled\n");
1661 else
1663 unsigned int i;
1664 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1665 /* Find a free GL light. */
1666 for (i = 0; i < gl_info->limits.lights; ++i)
1668 if (!device->update_state->lights[i])
1670 device->update_state->lights[i] = light_info;
1671 light_info->glIndex = i;
1672 break;
1675 if (light_info->glIndex == -1)
1677 /* Our tests show that Windows returns D3D_OK in this situation, even with
1678 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
1679 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
1680 * as well for those lights.
1682 * TODO: Test how this affects rendering. */
1683 WARN("Too many concurrently active lights\n");
1684 return WINED3D_OK;
1687 /* i == light_info->glIndex */
1688 if (!device->recording)
1690 device_invalidate_state(device, STATE_LIGHT_TYPE);
1691 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
1696 return WINED3D_OK;
1699 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
1701 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1702 struct wined3d_light_info *light_info = NULL;
1703 struct list *e;
1705 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
1707 LIST_FOR_EACH(e, &device->state.light_map[hash_idx])
1709 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
1710 if (light_info->OriginalIndex == light_idx)
1711 break;
1712 light_info = NULL;
1715 if (!light_info)
1717 TRACE("Light enabled state requested but light not defined.\n");
1718 return WINED3DERR_INVALIDCALL;
1720 /* true is 128 according to SetLightEnable */
1721 *enable = light_info->enabled ? 128 : 0;
1722 return WINED3D_OK;
1725 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device,
1726 UINT plane_idx, const struct wined3d_vec4 *plane)
1728 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
1730 /* Validate plane_idx. */
1731 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
1733 TRACE("Application has requested clipplane this device doesn't support.\n");
1734 return WINED3DERR_INVALIDCALL;
1737 if (device->recording)
1738 device->recording->changed.clipplane |= 1 << plane_idx;
1740 if (!memcmp(&device->update_state->clip_planes[plane_idx], plane, sizeof(*plane)))
1742 TRACE("Application is setting old values over, nothing to do.\n");
1743 return WINED3D_OK;
1746 device->update_state->clip_planes[plane_idx] = *plane;
1748 if (!device->recording)
1749 wined3d_cs_emit_set_clip_plane(device->cs, plane_idx, plane);
1751 return WINED3D_OK;
1754 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device,
1755 UINT plane_idx, struct wined3d_vec4 *plane)
1757 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
1759 /* Validate plane_idx. */
1760 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
1762 TRACE("Application has requested clipplane this device doesn't support.\n");
1763 return WINED3DERR_INVALIDCALL;
1766 *plane = device->state.clip_planes[plane_idx];
1768 return WINED3D_OK;
1771 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
1772 const struct wined3d_clip_status *clip_status)
1774 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
1776 if (!clip_status)
1777 return WINED3DERR_INVALIDCALL;
1779 return WINED3D_OK;
1782 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
1783 struct wined3d_clip_status *clip_status)
1785 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
1787 if (!clip_status)
1788 return WINED3DERR_INVALIDCALL;
1790 return WINED3D_OK;
1793 void CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
1795 TRACE("device %p, material %p.\n", device, material);
1797 device->update_state->material = *material;
1799 if (device->recording)
1800 device->recording->changed.material = TRUE;
1801 else
1802 wined3d_cs_emit_set_material(device->cs, material);
1805 void CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
1807 TRACE("device %p, material %p.\n", device, material);
1809 *material = device->state.material;
1811 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
1812 material->diffuse.r, material->diffuse.g,
1813 material->diffuse.b, material->diffuse.a);
1814 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
1815 material->ambient.r, material->ambient.g,
1816 material->ambient.b, material->ambient.a);
1817 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
1818 material->specular.r, material->specular.g,
1819 material->specular.b, material->specular.a);
1820 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
1821 material->emissive.r, material->emissive.g,
1822 material->emissive.b, material->emissive.a);
1823 TRACE("power %.8e.\n", material->power);
1826 void CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
1827 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
1829 enum wined3d_format_id prev_format;
1830 struct wined3d_buffer *prev_buffer;
1832 TRACE("device %p, buffer %p, format %s.\n",
1833 device, buffer, debug_d3dformat(format_id));
1835 prev_buffer = device->update_state->index_buffer;
1836 prev_format = device->update_state->index_format;
1838 device->update_state->index_buffer = buffer;
1839 device->update_state->index_format = format_id;
1841 if (device->recording)
1842 device->recording->changed.indices = TRUE;
1844 if (prev_buffer == buffer && prev_format == format_id)
1845 return;
1847 if (buffer)
1848 wined3d_buffer_incref(buffer);
1849 if (!device->recording)
1850 wined3d_cs_emit_set_index_buffer(device->cs, buffer, format_id);
1851 if (prev_buffer)
1852 wined3d_buffer_decref(prev_buffer);
1855 struct wined3d_buffer * CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device,
1856 enum wined3d_format_id *format)
1858 TRACE("device %p, format %p.\n", device, format);
1860 *format = device->state.index_format;
1861 return device->state.index_buffer;
1864 void CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
1866 TRACE("device %p, base_index %d.\n", device, base_index);
1868 device->update_state->base_vertex_index = base_index;
1871 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
1873 TRACE("device %p.\n", device);
1875 return device->state.base_vertex_index;
1878 void CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
1880 TRACE("device %p, viewport %p.\n", device, viewport);
1881 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
1882 viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
1884 device->update_state->viewport = *viewport;
1886 /* Handle recording of state blocks */
1887 if (device->recording)
1889 TRACE("Recording... not performing anything\n");
1890 device->recording->changed.viewport = TRUE;
1891 return;
1894 wined3d_cs_emit_set_viewport(device->cs, viewport);
1897 void CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
1899 TRACE("device %p, viewport %p.\n", device, viewport);
1901 *viewport = device->state.viewport;
1904 static void resolve_depth_buffer(struct wined3d_state *state)
1906 struct wined3d_texture *texture = state->textures[0];
1907 struct wined3d_surface *depth_stencil, *surface;
1909 if (!texture || texture->resource.type != WINED3D_RTYPE_TEXTURE
1910 || !(texture->resource.format->flags & WINED3DFMT_FLAG_DEPTH))
1911 return;
1912 surface = surface_from_resource(texture->sub_resources[0]);
1913 if (!(depth_stencil = wined3d_rendertarget_view_get_surface(state->fb->depth_stencil)))
1914 return;
1916 wined3d_surface_blt(surface, NULL, depth_stencil, NULL, 0, NULL, WINED3D_TEXF_POINT);
1919 void CDECL wined3d_device_set_render_state(struct wined3d_device *device,
1920 enum wined3d_render_state state, DWORD value)
1922 DWORD old_value = device->state.render_states[state];
1924 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
1926 device->update_state->render_states[state] = value;
1928 /* Handle recording of state blocks. */
1929 if (device->recording)
1931 TRACE("Recording... not performing anything.\n");
1932 device->recording->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
1933 return;
1936 /* Compared here and not before the assignment to allow proper stateblock recording. */
1937 if (value == old_value)
1938 TRACE("Application is setting the old value over, nothing to do.\n");
1939 else
1940 wined3d_cs_emit_set_render_state(device->cs, state, value);
1942 if (state == WINED3D_RS_POINTSIZE && value == WINED3D_RESZ_CODE)
1944 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
1945 resolve_depth_buffer(&device->state);
1949 DWORD CDECL wined3d_device_get_render_state(const struct wined3d_device *device, enum wined3d_render_state state)
1951 TRACE("device %p, state %s (%#x).\n", device, debug_d3drenderstate(state), state);
1953 return device->state.render_states[state];
1956 void CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
1957 UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
1959 DWORD old_value;
1961 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
1962 device, sampler_idx, debug_d3dsamplerstate(state), value);
1964 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
1965 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
1967 if (sampler_idx >= sizeof(device->state.sampler_states) / sizeof(*device->state.sampler_states))
1969 WARN("Invalid sampler %u.\n", sampler_idx);
1970 return; /* Windows accepts overflowing this array ... we do not. */
1973 old_value = device->state.sampler_states[sampler_idx][state];
1974 device->update_state->sampler_states[sampler_idx][state] = value;
1976 /* Handle recording of state blocks. */
1977 if (device->recording)
1979 TRACE("Recording... not performing anything.\n");
1980 device->recording->changed.samplerState[sampler_idx] |= 1 << state;
1981 return;
1984 if (old_value == value)
1986 TRACE("Application is setting the old value over, nothing to do.\n");
1987 return;
1990 wined3d_cs_emit_set_sampler_state(device->cs, sampler_idx, state, value);
1993 DWORD CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
1994 UINT sampler_idx, enum wined3d_sampler_state state)
1996 TRACE("device %p, sampler_idx %u, state %s.\n",
1997 device, sampler_idx, debug_d3dsamplerstate(state));
1999 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2000 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2002 if (sampler_idx >= sizeof(device->state.sampler_states) / sizeof(*device->state.sampler_states))
2004 WARN("Invalid sampler %u.\n", sampler_idx);
2005 return 0; /* Windows accepts overflowing this array ... we do not. */
2008 return device->state.sampler_states[sampler_idx][state];
2011 void CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2013 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2015 if (device->recording)
2016 device->recording->changed.scissorRect = TRUE;
2018 if (EqualRect(&device->update_state->scissor_rect, rect))
2020 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2021 return;
2023 CopyRect(&device->update_state->scissor_rect, rect);
2025 if (device->recording)
2027 TRACE("Recording... not performing anything.\n");
2028 return;
2031 wined3d_cs_emit_set_scissor_rect(device->cs, rect);
2034 void CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2036 TRACE("device %p, rect %p.\n", device, rect);
2038 *rect = device->state.scissor_rect;
2039 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2042 void CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2043 struct wined3d_vertex_declaration *declaration)
2045 struct wined3d_vertex_declaration *prev = device->update_state->vertex_declaration;
2047 TRACE("device %p, declaration %p.\n", device, declaration);
2049 if (device->recording)
2050 device->recording->changed.vertexDecl = TRUE;
2052 if (declaration == prev)
2053 return;
2055 if (declaration)
2056 wined3d_vertex_declaration_incref(declaration);
2057 device->update_state->vertex_declaration = declaration;
2058 if (!device->recording)
2059 wined3d_cs_emit_set_vertex_declaration(device->cs, declaration);
2060 if (prev)
2061 wined3d_vertex_declaration_decref(prev);
2064 struct wined3d_vertex_declaration * CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device)
2066 TRACE("device %p.\n", device);
2068 return device->state.vertex_declaration;
2071 void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2073 struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_VERTEX];
2075 TRACE("device %p, shader %p.\n", device, shader);
2077 if (device->recording)
2078 device->recording->changed.vertexShader = TRUE;
2080 if (shader == prev)
2081 return;
2083 if (shader)
2084 wined3d_shader_incref(shader);
2085 device->update_state->shader[WINED3D_SHADER_TYPE_VERTEX] = shader;
2086 if (!device->recording)
2087 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_VERTEX, shader);
2088 if (prev)
2089 wined3d_shader_decref(prev);
2092 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2094 TRACE("device %p.\n", device);
2096 return device->state.shader[WINED3D_SHADER_TYPE_VERTEX];
2099 static void wined3d_device_set_constant_buffer(struct wined3d_device *device,
2100 enum wined3d_shader_type type, UINT idx, struct wined3d_buffer *buffer)
2102 struct wined3d_buffer *prev;
2104 if (idx >= MAX_CONSTANT_BUFFERS)
2106 WARN("Invalid constant buffer index %u.\n", idx);
2107 return;
2110 prev = device->update_state->cb[type][idx];
2111 if (buffer == prev)
2112 return;
2114 if (buffer)
2115 wined3d_buffer_incref(buffer);
2116 device->update_state->cb[type][idx] = buffer;
2117 if (!device->recording)
2118 wined3d_cs_emit_set_constant_buffer(device->cs, type, idx, buffer);
2119 if (prev)
2120 wined3d_buffer_decref(prev);
2123 void CDECL wined3d_device_set_vs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2125 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2127 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_VERTEX, idx, buffer);
2130 struct wined3d_buffer * CDECL wined3d_device_get_vs_cb(const struct wined3d_device *device, UINT idx)
2132 TRACE("device %p, idx %u.\n", device, idx);
2134 if (idx >= MAX_CONSTANT_BUFFERS)
2136 WARN("Invalid constant buffer index %u.\n", idx);
2137 return NULL;
2140 return device->state.cb[WINED3D_SHADER_TYPE_VERTEX][idx];
2143 static void wined3d_device_set_shader_resource_view(struct wined3d_device *device,
2144 enum wined3d_shader_type type, UINT idx, struct wined3d_shader_resource_view *view)
2146 struct wined3d_shader_resource_view *prev;
2148 if (idx >= MAX_SHADER_RESOURCE_VIEWS)
2150 WARN("Invalid view index %u.\n", idx);
2151 return;
2154 prev = device->update_state->shader_resource_view[type][idx];
2155 if (view == prev)
2156 return;
2158 if (view)
2159 wined3d_shader_resource_view_incref(view);
2160 device->update_state->shader_resource_view[type][idx] = view;
2161 if (!device->recording)
2162 wined3d_cs_emit_set_shader_resource_view(device->cs, type, idx, view);
2163 if (prev)
2164 wined3d_shader_resource_view_decref(prev);
2167 void CDECL wined3d_device_set_vs_resource_view(struct wined3d_device *device,
2168 UINT idx, struct wined3d_shader_resource_view *view)
2170 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2172 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_VERTEX, idx, view);
2175 struct wined3d_shader_resource_view * CDECL wined3d_device_get_vs_resource_view(const struct wined3d_device *device,
2176 UINT idx)
2178 TRACE("device %p, idx %u.\n", device, idx);
2180 if (idx >= MAX_SHADER_RESOURCE_VIEWS)
2182 WARN("Invalid view index %u.\n", idx);
2183 return NULL;
2186 return device->state.shader_resource_view[WINED3D_SHADER_TYPE_VERTEX][idx];
2189 static void wined3d_device_set_sampler(struct wined3d_device *device,
2190 enum wined3d_shader_type type, UINT idx, struct wined3d_sampler *sampler)
2192 struct wined3d_sampler *prev;
2194 if (idx >= MAX_SAMPLER_OBJECTS)
2196 WARN("Invalid sampler index %u.\n", idx);
2197 return;
2200 prev = device->update_state->sampler[type][idx];
2201 if (sampler == prev)
2202 return;
2204 if (sampler)
2205 wined3d_sampler_incref(sampler);
2206 device->update_state->sampler[type][idx] = sampler;
2207 if (!device->recording)
2208 wined3d_cs_emit_set_sampler(device->cs, type, idx, sampler);
2209 if (prev)
2210 wined3d_sampler_decref(prev);
2213 void CDECL wined3d_device_set_vs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2215 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2217 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_VERTEX, idx, sampler);
2220 struct wined3d_sampler * CDECL wined3d_device_get_vs_sampler(const struct wined3d_device *device, UINT idx)
2222 TRACE("device %p, idx %u.\n", device, idx);
2224 if (idx >= MAX_SAMPLER_OBJECTS)
2226 WARN("Invalid sampler index %u.\n", idx);
2227 return NULL;
2230 return device->state.sampler[WINED3D_SHADER_TYPE_VERTEX][idx];
2233 static void device_invalidate_shader_constants(const struct wined3d_device *device, DWORD mask)
2235 UINT i;
2237 for (i = 0; i < device->context_count; ++i)
2239 device->contexts[i]->constant_update_mask |= mask;
2243 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2244 UINT start_register, const BOOL *constants, UINT bool_count)
2246 UINT count = min(bool_count, MAX_CONST_B - start_register);
2247 UINT i;
2249 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2250 device, start_register, constants, bool_count);
2252 if (!constants || start_register >= MAX_CONST_B)
2253 return WINED3DERR_INVALIDCALL;
2255 memcpy(&device->update_state->vs_consts_b[start_register], constants, count * sizeof(BOOL));
2256 for (i = 0; i < count; ++i)
2257 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2259 if (device->recording)
2261 for (i = start_register; i < count + start_register; ++i)
2262 device->recording->changed.vertexShaderConstantsB |= (1 << i);
2264 else
2266 device_invalidate_shader_constants(device, WINED3D_SHADER_CONST_VS_B);
2269 return WINED3D_OK;
2272 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2273 UINT start_register, BOOL *constants, UINT bool_count)
2275 UINT count = min(bool_count, MAX_CONST_B - start_register);
2277 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2278 device, start_register, constants, bool_count);
2280 if (!constants || start_register >= MAX_CONST_B)
2281 return WINED3DERR_INVALIDCALL;
2283 memcpy(constants, &device->state.vs_consts_b[start_register], count * sizeof(BOOL));
2285 return WINED3D_OK;
2288 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2289 UINT start_register, const int *constants, UINT vector4i_count)
2291 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2292 UINT i;
2294 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2295 device, start_register, constants, vector4i_count);
2297 if (!constants || start_register >= MAX_CONST_I)
2298 return WINED3DERR_INVALIDCALL;
2300 memcpy(&device->update_state->vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2301 for (i = 0; i < count; ++i)
2302 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2303 constants[i * 4], constants[i * 4 + 1],
2304 constants[i * 4 + 2], constants[i * 4 + 3]);
2306 if (device->recording)
2308 for (i = start_register; i < count + start_register; ++i)
2309 device->recording->changed.vertexShaderConstantsI |= (1 << i);
2311 else
2313 device_invalidate_shader_constants(device, WINED3D_SHADER_CONST_VS_I);
2316 return WINED3D_OK;
2319 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2320 UINT start_register, int *constants, UINT vector4i_count)
2322 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2324 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2325 device, start_register, constants, vector4i_count);
2327 if (!constants || start_register >= MAX_CONST_I)
2328 return WINED3DERR_INVALIDCALL;
2330 memcpy(constants, &device->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2331 return WINED3D_OK;
2334 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2335 UINT start_register, const float *constants, UINT vector4f_count)
2337 UINT i;
2338 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2340 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2341 device, start_register, constants, vector4f_count);
2343 /* Specifically test start_register > limit to catch MAX_UINT overflows
2344 * when adding start_register + vector4f_count. */
2345 if (!constants
2346 || start_register + vector4f_count > d3d_info->limits.vs_uniform_count
2347 || start_register > d3d_info->limits.vs_uniform_count)
2348 return WINED3DERR_INVALIDCALL;
2350 memcpy(&device->update_state->vs_consts_f[start_register * 4],
2351 constants, vector4f_count * sizeof(float) * 4);
2352 if (TRACE_ON(d3d))
2354 for (i = 0; i < vector4f_count; ++i)
2355 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2356 constants[i * 4], constants[i * 4 + 1],
2357 constants[i * 4 + 2], constants[i * 4 + 3]);
2360 if (device->recording)
2361 memset(device->recording->changed.vertexShaderConstantsF + start_register, 1,
2362 sizeof(*device->recording->changed.vertexShaderConstantsF) * vector4f_count);
2363 else
2364 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2367 return WINED3D_OK;
2370 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2371 UINT start_register, float *constants, UINT vector4f_count)
2373 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2374 int count = min(vector4f_count, d3d_info->limits.vs_uniform_count - start_register);
2376 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2377 device, start_register, constants, vector4f_count);
2379 if (!constants || count < 0)
2380 return WINED3DERR_INVALIDCALL;
2382 memcpy(constants, &device->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2384 return WINED3D_OK;
2387 void CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2389 struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL];
2391 TRACE("device %p, shader %p.\n", device, shader);
2393 if (device->recording)
2394 device->recording->changed.pixelShader = TRUE;
2396 if (shader == prev)
2397 return;
2399 if (shader)
2400 wined3d_shader_incref(shader);
2401 device->update_state->shader[WINED3D_SHADER_TYPE_PIXEL] = shader;
2402 if (!device->recording)
2403 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_PIXEL, shader);
2404 if (prev)
2405 wined3d_shader_decref(prev);
2408 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
2410 TRACE("device %p.\n", device);
2412 return device->state.shader[WINED3D_SHADER_TYPE_PIXEL];
2415 void CDECL wined3d_device_set_ps_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2417 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2419 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_PIXEL, idx, buffer);
2422 struct wined3d_buffer * CDECL wined3d_device_get_ps_cb(const struct wined3d_device *device, UINT idx)
2424 TRACE("device %p, idx %u.\n", device, idx);
2426 if (idx >= MAX_CONSTANT_BUFFERS)
2428 WARN("Invalid constant buffer index %u.\n", idx);
2429 return NULL;
2432 return device->state.cb[WINED3D_SHADER_TYPE_PIXEL][idx];
2435 void CDECL wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2437 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2439 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_PIXEL, idx, sampler);
2442 struct wined3d_sampler * CDECL wined3d_device_get_ps_sampler(const struct wined3d_device *device, UINT idx)
2444 TRACE("device %p, idx %u.\n", device, idx);
2446 if (idx >= MAX_SAMPLER_OBJECTS)
2448 WARN("Invalid sampler index %u.\n", idx);
2449 return NULL;
2452 return device->state.sampler[WINED3D_SHADER_TYPE_PIXEL][idx];
2455 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
2456 UINT start_register, const BOOL *constants, UINT bool_count)
2458 UINT count = min(bool_count, MAX_CONST_B - start_register);
2459 UINT i;
2461 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2462 device, start_register, constants, bool_count);
2464 if (!constants || start_register >= MAX_CONST_B)
2465 return WINED3DERR_INVALIDCALL;
2467 memcpy(&device->update_state->ps_consts_b[start_register], constants, count * sizeof(BOOL));
2468 for (i = 0; i < count; ++i)
2469 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2471 if (device->recording)
2473 for (i = start_register; i < count + start_register; ++i)
2474 device->recording->changed.pixelShaderConstantsB |= (1 << i);
2476 else
2478 device_invalidate_shader_constants(device, WINED3D_SHADER_CONST_PS_B);
2481 return WINED3D_OK;
2484 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
2485 UINT start_register, BOOL *constants, UINT bool_count)
2487 UINT count = min(bool_count, MAX_CONST_B - start_register);
2489 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2490 device, start_register, constants, bool_count);
2492 if (!constants || start_register >= MAX_CONST_B)
2493 return WINED3DERR_INVALIDCALL;
2495 memcpy(constants, &device->state.ps_consts_b[start_register], count * sizeof(BOOL));
2497 return WINED3D_OK;
2500 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
2501 UINT start_register, const int *constants, UINT vector4i_count)
2503 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2504 UINT i;
2506 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2507 device, start_register, constants, vector4i_count);
2509 if (!constants || start_register >= MAX_CONST_I)
2510 return WINED3DERR_INVALIDCALL;
2512 memcpy(&device->update_state->ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2513 for (i = 0; i < count; ++i)
2514 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2515 constants[i * 4], constants[i * 4 + 1],
2516 constants[i * 4 + 2], constants[i * 4 + 3]);
2518 if (device->recording)
2520 for (i = start_register; i < count + start_register; ++i)
2521 device->recording->changed.pixelShaderConstantsI |= (1 << i);
2523 else
2525 device_invalidate_shader_constants(device, WINED3D_SHADER_CONST_PS_I);
2528 return WINED3D_OK;
2531 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
2532 UINT start_register, int *constants, UINT vector4i_count)
2534 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2536 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2537 device, start_register, constants, vector4i_count);
2539 if (!constants || start_register >= MAX_CONST_I)
2540 return WINED3DERR_INVALIDCALL;
2542 memcpy(constants, &device->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
2544 return WINED3D_OK;
2547 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
2548 UINT start_register, const float *constants, UINT vector4f_count)
2550 UINT i;
2551 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2553 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2554 device, start_register, constants, vector4f_count);
2556 /* Specifically test start_register > limit to catch MAX_UINT overflows
2557 * when adding start_register + vector4f_count. */
2558 if (!constants
2559 || start_register + vector4f_count > d3d_info->limits.ps_uniform_count
2560 || start_register > d3d_info->limits.ps_uniform_count)
2561 return WINED3DERR_INVALIDCALL;
2563 memcpy(&device->update_state->ps_consts_f[start_register * 4],
2564 constants, vector4f_count * sizeof(float) * 4);
2565 if (TRACE_ON(d3d))
2567 for (i = 0; i < vector4f_count; ++i)
2568 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2569 constants[i * 4], constants[i * 4 + 1],
2570 constants[i * 4 + 2], constants[i * 4 + 3]);
2573 if (device->recording)
2574 memset(device->recording->changed.pixelShaderConstantsF + start_register, 1,
2575 sizeof(*device->recording->changed.pixelShaderConstantsF) * vector4f_count);
2576 else
2577 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
2579 return WINED3D_OK;
2582 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
2583 UINT start_register, float *constants, UINT vector4f_count)
2585 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
2586 int count = min(vector4f_count, d3d_info->limits.ps_uniform_count - start_register);
2588 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2589 device, start_register, constants, vector4f_count);
2591 if (!constants || count < 0)
2592 return WINED3DERR_INVALIDCALL;
2594 memcpy(constants, &device->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
2596 return WINED3D_OK;
2599 void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2601 struct wined3d_shader *prev = device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
2603 TRACE("device %p, shader %p.\n", device, shader);
2605 if (device->recording || shader == prev)
2606 return;
2607 if (shader)
2608 wined3d_shader_incref(shader);
2609 device->update_state->shader[WINED3D_SHADER_TYPE_GEOMETRY] = shader;
2610 wined3d_cs_emit_set_shader(device->cs, WINED3D_SHADER_TYPE_GEOMETRY, shader);
2611 if (prev)
2612 wined3d_shader_decref(prev);
2615 struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wined3d_device *device)
2617 TRACE("device %p.\n", device);
2619 return device->state.shader[WINED3D_SHADER_TYPE_GEOMETRY];
2622 void CDECL wined3d_device_set_gs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2624 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2626 wined3d_device_set_constant_buffer(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, buffer);
2629 struct wined3d_buffer * CDECL wined3d_device_get_gs_cb(const struct wined3d_device *device, UINT idx)
2631 TRACE("device %p, idx %u.\n", device, idx);
2633 if (idx >= MAX_CONSTANT_BUFFERS)
2635 WARN("Invalid constant buffer index %u.\n", idx);
2636 return NULL;
2639 return device->state.cb[WINED3D_SHADER_TYPE_GEOMETRY][idx];
2642 void CDECL wined3d_device_set_gs_resource_view(struct wined3d_device *device,
2643 UINT idx, struct wined3d_shader_resource_view *view)
2645 TRACE("device %p, idx %u, view %p.\n", device, idx, view);
2647 wined3d_device_set_shader_resource_view(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, view);
2650 struct wined3d_shader_resource_view * CDECL wined3d_device_get_gs_resource_view(const struct wined3d_device *device,
2651 UINT idx)
2653 TRACE("device %p, idx %u.\n", device, idx);
2655 if (idx >= MAX_SHADER_RESOURCE_VIEWS)
2657 WARN("Invalid view index %u.\n", idx);
2658 return NULL;
2661 return device->state.shader_resource_view[WINED3D_SHADER_TYPE_GEOMETRY][idx];
2664 void CDECL wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2666 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2668 wined3d_device_set_sampler(device, WINED3D_SHADER_TYPE_GEOMETRY, idx, sampler);
2671 struct wined3d_sampler * CDECL wined3d_device_get_gs_sampler(const struct wined3d_device *device, UINT idx)
2673 TRACE("device %p, idx %u.\n", device, idx);
2675 if (idx >= MAX_SAMPLER_OBJECTS)
2677 WARN("Invalid sampler index %u.\n", idx);
2678 return NULL;
2681 return device->state.sampler[WINED3D_SHADER_TYPE_GEOMETRY][idx];
2684 /* Context activation is done by the caller. */
2685 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
2686 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
2687 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
2688 DWORD DestFVF)
2690 struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
2691 struct wined3d_viewport vp;
2692 UINT vertex_size;
2693 unsigned int i;
2694 BYTE *dest_ptr;
2695 BOOL doClip;
2696 DWORD numTextures;
2697 HRESULT hr;
2699 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
2701 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
2704 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
2706 ERR("Source has no position mask\n");
2707 return WINED3DERR_INVALIDCALL;
2710 if (device->state.render_states[WINED3D_RS_CLIPPING])
2712 static BOOL warned = FALSE;
2714 * The clipping code is not quite correct. Some things need
2715 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
2716 * so disable clipping for now.
2717 * (The graphics in Half-Life are broken, and my processvertices
2718 * test crashes with IDirect3DDevice3)
2719 doClip = TRUE;
2721 doClip = FALSE;
2722 if(!warned) {
2723 warned = TRUE;
2724 FIXME("Clipping is broken and disabled for now\n");
2727 else
2728 doClip = FALSE;
2730 vertex_size = get_flexible_vertex_size(DestFVF);
2731 if (FAILED(hr = wined3d_buffer_map(dest, dwDestIndex * vertex_size, dwCount * vertex_size, &dest_ptr, 0)))
2733 WARN("Failed to map buffer, hr %#x.\n", hr);
2734 return hr;
2737 wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
2738 wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
2739 wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
2741 TRACE("View mat:\n");
2742 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);
2743 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);
2744 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);
2745 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);
2747 TRACE("Proj mat:\n");
2748 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);
2749 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);
2750 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);
2751 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);
2753 TRACE("World mat:\n");
2754 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);
2755 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);
2756 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);
2757 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);
2759 /* Get the viewport */
2760 wined3d_device_get_viewport(device, &vp);
2761 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
2762 vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
2764 multiply_matrix(&mat,&view_mat,&world_mat);
2765 multiply_matrix(&mat,&proj_mat,&mat);
2767 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
2769 for (i = 0; i < dwCount; i+= 1) {
2770 unsigned int tex_index;
2772 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
2773 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
2774 /* The position first */
2775 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
2776 const float *p = (const float *)(element->data.addr + i * element->stride);
2777 float x, y, z, rhw;
2778 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
2780 /* Multiplication with world, view and projection matrix */
2781 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);
2782 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);
2783 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);
2784 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);
2786 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
2788 /* WARNING: The following things are taken from d3d7 and were not yet checked
2789 * against d3d8 or d3d9!
2792 /* Clipping conditions: From msdn
2794 * A vertex is clipped if it does not match the following requirements
2795 * -rhw < x <= rhw
2796 * -rhw < y <= rhw
2797 * 0 < z <= rhw
2798 * 0 < rhw ( Not in d3d7, but tested in d3d7)
2800 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
2801 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
2805 if( !doClip ||
2806 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
2807 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
2808 ( rhw > eps ) ) ) {
2810 /* "Normal" viewport transformation (not clipped)
2811 * 1) The values are divided by rhw
2812 * 2) The y axis is negative, so multiply it with -1
2813 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
2814 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
2815 * 4) Multiply x with Width/2 and add Width/2
2816 * 5) The same for the height
2817 * 6) Add the viewpoint X and Y to the 2D coordinates and
2818 * The minimum Z value to z
2819 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
2821 * Well, basically it's simply a linear transformation into viewport
2822 * coordinates
2825 x /= rhw;
2826 y /= rhw;
2827 z /= rhw;
2829 y *= -1;
2831 x *= vp.width / 2;
2832 y *= vp.height / 2;
2833 z *= vp.max_z - vp.min_z;
2835 x += vp.width / 2 + vp.x;
2836 y += vp.height / 2 + vp.y;
2837 z += vp.min_z;
2839 rhw = 1 / rhw;
2840 } else {
2841 /* That vertex got clipped
2842 * Contrary to OpenGL it is not dropped completely, it just
2843 * undergoes a different calculation.
2845 TRACE("Vertex got clipped\n");
2846 x += rhw;
2847 y += rhw;
2849 x /= 2;
2850 y /= 2;
2852 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
2853 * outside of the main vertex buffer memory. That needs some more
2854 * investigation...
2858 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
2861 ( (float *) dest_ptr)[0] = x;
2862 ( (float *) dest_ptr)[1] = y;
2863 ( (float *) dest_ptr)[2] = z;
2864 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
2866 dest_ptr += 3 * sizeof(float);
2868 if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
2869 dest_ptr += sizeof(float);
2872 if (DestFVF & WINED3DFVF_PSIZE)
2873 dest_ptr += sizeof(DWORD);
2875 if (DestFVF & WINED3DFVF_NORMAL)
2877 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
2878 const float *normal = (const float *)(element->data.addr + i * element->stride);
2879 /* AFAIK this should go into the lighting information */
2880 FIXME("Didn't expect the destination to have a normal\n");
2881 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
2884 if (DestFVF & WINED3DFVF_DIFFUSE)
2886 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
2887 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
2888 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
2890 static BOOL warned = FALSE;
2892 if(!warned) {
2893 ERR("No diffuse color in source, but destination has one\n");
2894 warned = TRUE;
2897 *( (DWORD *) dest_ptr) = 0xffffffff;
2898 dest_ptr += sizeof(DWORD);
2900 else
2902 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
2906 if (DestFVF & WINED3DFVF_SPECULAR)
2908 /* What's the color value in the feedback buffer? */
2909 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
2910 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
2911 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
2913 static BOOL warned = FALSE;
2915 if(!warned) {
2916 ERR("No specular color in source, but destination has one\n");
2917 warned = TRUE;
2920 *(DWORD *)dest_ptr = 0xff000000;
2921 dest_ptr += sizeof(DWORD);
2923 else
2925 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
2929 for (tex_index = 0; tex_index < numTextures; ++tex_index)
2931 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
2932 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
2933 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
2935 ERR("No source texture, but destination requests one\n");
2936 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
2938 else
2940 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
2945 wined3d_buffer_unmap(dest);
2947 return WINED3D_OK;
2949 #undef copy_and_next
2951 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
2952 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
2953 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
2955 struct wined3d_state *state = &device->state;
2956 struct wined3d_stream_info stream_info;
2957 const struct wined3d_gl_info *gl_info;
2958 struct wined3d_context *context;
2959 struct wined3d_shader *vs;
2960 unsigned int i;
2961 HRESULT hr;
2962 WORD map;
2964 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
2965 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
2966 device, src_start_idx, dst_idx, vertex_count,
2967 dst_buffer, declaration, flags, dst_fvf);
2969 if (declaration)
2970 FIXME("Output vertex declaration not implemented yet.\n");
2972 /* Need any context to write to the vbo. */
2973 context = context_acquire(device, NULL);
2974 gl_info = context->gl_info;
2976 vs = state->shader[WINED3D_SHADER_TYPE_VERTEX];
2977 state->shader[WINED3D_SHADER_TYPE_VERTEX] = NULL;
2978 context_stream_info_from_declaration(context, state, &stream_info);
2979 state->shader[WINED3D_SHADER_TYPE_VERTEX] = vs;
2981 /* We can't convert FROM a VBO, and vertex buffers used to source into
2982 * process_vertices() are unlikely to ever be used for drawing. Release
2983 * VBOs in those buffers and fix up the stream_info structure.
2985 * Also apply the start index. */
2986 for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
2988 struct wined3d_stream_info_element *e;
2989 struct wined3d_buffer *buffer;
2991 if (!(map & 1))
2992 continue;
2994 e = &stream_info.elements[i];
2995 buffer = state->streams[e->stream_idx].buffer;
2996 e->data.buffer_object = 0;
2997 e->data.addr += (ULONG_PTR)buffer_get_sysmem(buffer, context);
2998 if (buffer->buffer_object)
3000 GL_EXTCALL(glDeleteBuffersARB(1, &buffer->buffer_object));
3001 buffer->buffer_object = 0;
3003 if (e->data.addr)
3004 e->data.addr += e->stride * src_start_idx;
3007 hr = process_vertices_strided(device, dst_idx, vertex_count,
3008 &stream_info, dst_buffer, flags, dst_fvf);
3010 context_release(context);
3012 return hr;
3015 void CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3016 UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3018 const struct wined3d_d3d_info *d3d_info = &device->adapter->d3d_info;
3019 DWORD old_value;
3021 TRACE("device %p, stage %u, state %s, value %#x.\n",
3022 device, stage, debug_d3dtexturestate(state), value);
3024 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3026 WARN("Invalid state %#x passed.\n", state);
3027 return;
3030 if (stage >= d3d_info->limits.ffp_blend_stages)
3032 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3033 stage, d3d_info->limits.ffp_blend_stages - 1);
3034 return;
3037 old_value = device->update_state->texture_states[stage][state];
3038 device->update_state->texture_states[stage][state] = value;
3040 if (device->recording)
3042 TRACE("Recording... not performing anything.\n");
3043 device->recording->changed.textureState[stage] |= 1 << state;
3044 return;
3047 /* Checked after the assignments to allow proper stateblock recording. */
3048 if (old_value == value)
3050 TRACE("Application is setting the old value over, nothing to do.\n");
3051 return;
3054 wined3d_cs_emit_set_texture_state(device->cs, stage, state, value);
3057 DWORD CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3058 UINT stage, enum wined3d_texture_stage_state state)
3060 TRACE("device %p, stage %u, state %s.\n",
3061 device, stage, debug_d3dtexturestate(state));
3063 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3065 WARN("Invalid state %#x passed.\n", state);
3066 return 0;
3069 return device->state.texture_states[stage][state];
3072 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3073 UINT stage, struct wined3d_texture *texture)
3075 struct wined3d_texture *prev;
3077 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3079 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3080 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3082 /* Windows accepts overflowing this array... we do not. */
3083 if (stage >= sizeof(device->state.textures) / sizeof(*device->state.textures))
3085 WARN("Ignoring invalid stage %u.\n", stage);
3086 return WINED3D_OK;
3089 if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH)
3091 WARN("Rejecting attempt to set scratch texture.\n");
3092 return WINED3DERR_INVALIDCALL;
3095 if (device->recording)
3096 device->recording->changed.textures |= 1 << stage;
3098 prev = device->update_state->textures[stage];
3099 TRACE("Previous texture %p.\n", prev);
3101 if (texture == prev)
3103 TRACE("App is setting the same texture again, nothing to do.\n");
3104 return WINED3D_OK;
3107 TRACE("Setting new texture to %p.\n", texture);
3108 device->update_state->textures[stage] = texture;
3110 if (texture)
3111 wined3d_texture_incref(texture);
3112 if (!device->recording)
3113 wined3d_cs_emit_set_texture(device->cs, stage, texture);
3114 if (prev)
3115 wined3d_texture_decref(prev);
3117 return WINED3D_OK;
3120 struct wined3d_texture * CDECL wined3d_device_get_texture(const struct wined3d_device *device, UINT stage)
3122 TRACE("device %p, stage %u.\n", device, stage);
3124 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3125 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3127 if (stage >= sizeof(device->state.textures) / sizeof(*device->state.textures))
3129 WARN("Ignoring invalid stage %u.\n", stage);
3130 return NULL; /* Windows accepts overflowing this array ... we do not. */
3133 return device->state.textures[stage];
3136 HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx,
3137 UINT backbuffer_idx, enum wined3d_backbuffer_type backbuffer_type, struct wined3d_surface **backbuffer)
3139 struct wined3d_swapchain *swapchain;
3141 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3142 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3144 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3145 return WINED3DERR_INVALIDCALL;
3147 if (!(*backbuffer = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type)))
3148 return WINED3DERR_INVALIDCALL;
3149 return WINED3D_OK;
3152 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3154 TRACE("device %p, caps %p.\n", device, caps);
3156 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3157 device->create_parms.device_type, caps);
3160 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
3161 struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
3163 struct wined3d_swapchain *swapchain;
3165 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3166 device, swapchain_idx, mode, rotation);
3168 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3169 return WINED3DERR_INVALIDCALL;
3171 return wined3d_swapchain_get_display_mode(swapchain, mode, rotation);
3174 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3176 struct wined3d_stateblock *stateblock;
3177 HRESULT hr;
3179 TRACE("device %p.\n", device);
3181 if (device->recording)
3182 return WINED3DERR_INVALIDCALL;
3184 hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
3185 if (FAILED(hr))
3186 return hr;
3188 device->recording = stateblock;
3189 device->update_state = &stateblock->state;
3191 TRACE("Recording stateblock %p.\n", stateblock);
3193 return WINED3D_OK;
3196 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3197 struct wined3d_stateblock **stateblock)
3199 struct wined3d_stateblock *object = device->recording;
3201 TRACE("device %p, stateblock %p.\n", device, stateblock);
3203 if (!device->recording)
3205 WARN("Not recording.\n");
3206 *stateblock = NULL;
3207 return WINED3DERR_INVALIDCALL;
3210 stateblock_init_contained_states(object);
3212 *stateblock = object;
3213 device->recording = NULL;
3214 device->update_state = &device->state;
3216 TRACE("Returning stateblock %p.\n", *stateblock);
3218 return WINED3D_OK;
3221 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3223 /* At the moment we have no need for any functionality at the beginning
3224 * of a scene. */
3225 TRACE("device %p.\n", device);
3227 if (device->inScene)
3229 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3230 return WINED3DERR_INVALIDCALL;
3232 device->inScene = TRUE;
3233 return WINED3D_OK;
3236 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3238 struct wined3d_context *context;
3240 TRACE("device %p.\n", device);
3242 if (!device->inScene)
3244 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3245 return WINED3DERR_INVALIDCALL;
3248 context = context_acquire(device, NULL);
3249 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3250 context->gl_info->gl_ops.gl.p_glFlush();
3251 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3252 * fails. */
3253 context_release(context);
3255 device->inScene = FALSE;
3256 return WINED3D_OK;
3259 HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect,
3260 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region, DWORD flags)
3262 UINT i;
3264 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
3265 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
3266 dst_window_override, dirty_region, flags);
3268 for (i = 0; i < device->swapchain_count; ++i)
3270 wined3d_swapchain_present(device->swapchains[i], src_rect,
3271 dst_rect, dst_window_override, dirty_region, flags);
3274 return WINED3D_OK;
3277 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
3278 const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
3280 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3281 device, rect_count, rects, flags, color->r, color->g, color->b, color->a, depth, stencil);
3283 if (!rect_count && rects)
3285 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects);
3286 return WINED3D_OK;
3289 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
3291 struct wined3d_rendertarget_view *ds = device->fb.depth_stencil;
3292 if (!ds)
3294 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3295 /* TODO: What about depth stencil buffers without stencil bits? */
3296 return WINED3DERR_INVALIDCALL;
3298 else if (flags & WINED3DCLEAR_TARGET)
3300 if (ds->width < device->fb.render_targets[0]->width
3301 || ds->height < device->fb.render_targets[0]->height)
3303 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3304 return WINED3D_OK;
3309 wined3d_cs_emit_clear(device->cs, rect_count, rects, flags, color, depth, stencil);
3311 return WINED3D_OK;
3314 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
3315 enum wined3d_primitive_type primitive_type)
3317 GLenum gl_primitive_type, prev;
3319 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
3321 gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
3322 prev = device->update_state->gl_primitive_type;
3323 device->update_state->gl_primitive_type = gl_primitive_type;
3324 if (device->recording)
3325 device->recording->changed.primitive_type = TRUE;
3326 else if (gl_primitive_type != prev && (gl_primitive_type == GL_POINTS || prev == GL_POINTS))
3327 device_invalidate_state(device, STATE_POINT_SIZE_ENABLE);
3330 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
3331 enum wined3d_primitive_type *primitive_type)
3333 TRACE("device %p, primitive_type %p\n", device, primitive_type);
3335 *primitive_type = d3d_primitive_type_from_gl(device->state.gl_primitive_type);
3337 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
3340 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
3342 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
3344 if (!device->state.vertex_declaration)
3346 WARN("Called without a valid vertex declaration set.\n");
3347 return WINED3DERR_INVALIDCALL;
3350 if (device->state.load_base_vertex_index)
3352 device->state.load_base_vertex_index = 0;
3353 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
3356 wined3d_cs_emit_draw(device->cs, start_vertex, vertex_count, 0, 0, FALSE);
3358 return WINED3D_OK;
3361 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
3363 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3365 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
3367 if (!device->state.index_buffer)
3369 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3370 * without an index buffer set. (The first time at least...)
3371 * D3D8 simply dies, but I doubt it can do much harm to return
3372 * D3DERR_INVALIDCALL there as well. */
3373 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3374 return WINED3DERR_INVALIDCALL;
3377 if (!device->state.vertex_declaration)
3379 WARN("Called without a valid vertex declaration set.\n");
3380 return WINED3DERR_INVALIDCALL;
3383 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
3384 device->state.load_base_vertex_index != device->state.base_vertex_index)
3386 device->state.load_base_vertex_index = device->state.base_vertex_index;
3387 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
3390 wined3d_cs_emit_draw(device->cs, start_idx, index_count, 0, 0, TRUE);
3392 return WINED3D_OK;
3395 void CDECL wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device *device,
3396 UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count)
3398 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
3400 wined3d_cs_emit_draw(device->cs, start_idx, index_count, start_instance, instance_count, TRUE);
3403 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
3404 static HRESULT device_update_volume(struct wined3d_device *device,
3405 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
3407 struct wined3d_map_desc src;
3408 HRESULT hr;
3409 struct wined3d_bo_address data;
3410 struct wined3d_context *context;
3412 TRACE("device %p, src_volume %p, dst_volume %p.\n",
3413 device, src_volume, dst_volume);
3415 if (src_volume->resource.format != dst_volume->resource.format)
3417 FIXME("Source and destination formats do not match.\n");
3418 return WINED3DERR_INVALIDCALL;
3420 if (src_volume->resource.width != dst_volume->resource.width
3421 || src_volume->resource.height != dst_volume->resource.height
3422 || src_volume->resource.depth != dst_volume->resource.depth)
3424 FIXME("Source and destination sizes do not match.\n");
3425 return WINED3DERR_INVALIDCALL;
3428 if (FAILED(hr = wined3d_volume_map(src_volume, &src, NULL, WINED3D_MAP_READONLY)))
3429 return hr;
3431 context = context_acquire(device, NULL);
3433 wined3d_volume_load(dst_volume, context, FALSE);
3435 data.buffer_object = 0;
3436 data.addr = src.data;
3437 wined3d_volume_upload_data(dst_volume, context, &data);
3438 wined3d_volume_invalidate_location(dst_volume, ~WINED3D_LOCATION_TEXTURE_RGB);
3440 context_release(context);
3442 hr = wined3d_volume_unmap(src_volume);
3444 return hr;
3447 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
3448 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
3450 enum wined3d_resource_type type;
3451 unsigned int level_count, i;
3452 HRESULT hr;
3453 struct wined3d_context *context;
3455 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
3457 /* Verify that the source and destination textures are non-NULL. */
3458 if (!src_texture || !dst_texture)
3460 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
3461 return WINED3DERR_INVALIDCALL;
3464 if (src_texture->resource.pool != WINED3D_POOL_SYSTEM_MEM)
3466 WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n");
3467 return WINED3DERR_INVALIDCALL;
3469 if (dst_texture->resource.pool != WINED3D_POOL_DEFAULT)
3471 WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\n");
3472 return WINED3DERR_INVALIDCALL;
3475 /* Verify that the source and destination textures are the same type. */
3476 type = src_texture->resource.type;
3477 if (dst_texture->resource.type != type)
3479 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
3480 return WINED3DERR_INVALIDCALL;
3483 /* Check that both textures have the identical numbers of levels. */
3484 level_count = wined3d_texture_get_level_count(src_texture);
3485 if (wined3d_texture_get_level_count(dst_texture) != level_count)
3487 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
3488 return WINED3DERR_INVALIDCALL;
3491 /* Make sure that the destination texture is loaded. */
3492 context = context_acquire(device, NULL);
3493 wined3d_texture_load(dst_texture, context, FALSE);
3494 context_release(context);
3496 /* Update every surface level of the texture. */
3497 switch (type)
3499 case WINED3D_RTYPE_TEXTURE:
3501 struct wined3d_surface *src_surface;
3502 struct wined3d_surface *dst_surface;
3504 for (i = 0; i < level_count; ++i)
3506 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
3507 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
3508 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
3509 if (FAILED(hr))
3511 WARN("Failed to update surface, hr %#x.\n", hr);
3512 return hr;
3515 break;
3518 case WINED3D_RTYPE_CUBE_TEXTURE:
3520 struct wined3d_surface *src_surface;
3521 struct wined3d_surface *dst_surface;
3523 for (i = 0; i < level_count * 6; ++i)
3525 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
3526 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
3527 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
3528 if (FAILED(hr))
3530 WARN("Failed to update surface, hr %#x.\n", hr);
3531 return hr;
3534 break;
3537 case WINED3D_RTYPE_VOLUME_TEXTURE:
3539 for (i = 0; i < level_count; ++i)
3541 hr = device_update_volume(device,
3542 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
3543 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
3544 if (FAILED(hr))
3546 WARN("Failed to update volume, hr %#x.\n", hr);
3547 return hr;
3550 break;
3553 default:
3554 FIXME("Unsupported texture type %#x.\n", type);
3555 return WINED3DERR_INVALIDCALL;
3558 return WINED3D_OK;
3561 HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device,
3562 UINT swapchain_idx, struct wined3d_surface *dst_surface)
3564 struct wined3d_swapchain *swapchain;
3566 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
3568 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3569 return WINED3DERR_INVALIDCALL;
3571 return wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
3574 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
3576 const struct wined3d_state *state = &device->state;
3577 struct wined3d_texture *texture;
3578 DWORD i;
3580 TRACE("device %p, num_passes %p.\n", device, num_passes);
3582 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3584 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
3586 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
3587 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
3589 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
3591 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
3592 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
3595 texture = state->textures[i];
3596 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
3598 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
3600 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i);
3601 return E_FAIL;
3603 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
3605 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i);
3606 return E_FAIL;
3608 if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
3609 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
3611 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i);
3612 return E_FAIL;
3616 if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
3617 || state->render_states[WINED3D_RS_STENCILENABLE])
3619 struct wined3d_rendertarget_view *rt = device->fb.render_targets[0];
3620 struct wined3d_rendertarget_view *ds = device->fb.depth_stencil;
3622 if (ds && rt && (ds->width < rt->width || ds->height < rt->height))
3624 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
3625 return WINED3DERR_CONFLICTINGRENDERSTATE;
3629 /* return a sensible default */
3630 *num_passes = 1;
3632 TRACE("returning D3D_OK\n");
3633 return WINED3D_OK;
3636 void CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
3638 static BOOL warned;
3640 TRACE("device %p, software %#x.\n", device, software);
3642 if (!warned)
3644 FIXME("device %p, software %#x stub!\n", device, software);
3645 warned = TRUE;
3648 device->softwareVertexProcessing = software;
3651 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
3653 static BOOL warned;
3655 TRACE("device %p.\n", device);
3657 if (!warned)
3659 TRACE("device %p stub!\n", device);
3660 warned = TRUE;
3663 return device->softwareVertexProcessing;
3666 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
3667 UINT swapchain_idx, struct wined3d_raster_status *raster_status)
3669 struct wined3d_swapchain *swapchain;
3671 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
3672 device, swapchain_idx, raster_status);
3674 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3675 return WINED3DERR_INVALIDCALL;
3677 return wined3d_swapchain_get_raster_status(swapchain, raster_status);
3680 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
3682 static BOOL warned;
3684 TRACE("device %p, segments %.8e.\n", device, segments);
3686 if (segments != 0.0f)
3688 if (!warned)
3690 FIXME("device %p, segments %.8e stub!\n", device, segments);
3691 warned = TRUE;
3695 return WINED3D_OK;
3698 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
3700 static BOOL warned;
3702 TRACE("device %p.\n", device);
3704 if (!warned)
3706 FIXME("device %p stub!\n", device);
3707 warned = TRUE;
3710 return 0.0f;
3713 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
3714 struct wined3d_surface *src_surface, const RECT *src_rect,
3715 struct wined3d_surface *dst_surface, const POINT *dst_point)
3717 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
3718 device, src_surface, wine_dbgstr_rect(src_rect),
3719 dst_surface, wine_dbgstr_point(dst_point));
3721 if (src_surface->resource.pool != WINED3D_POOL_SYSTEM_MEM || dst_surface->resource.pool != WINED3D_POOL_DEFAULT)
3723 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
3724 src_surface, dst_surface);
3725 return WINED3DERR_INVALIDCALL;
3728 return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect);
3731 void CDECL wined3d_device_copy_resource(struct wined3d_device *device,
3732 struct wined3d_resource *dst_resource, struct wined3d_resource *src_resource)
3734 struct wined3d_surface *dst_surface, *src_surface;
3735 struct wined3d_texture *dst_texture, *src_texture;
3736 unsigned int i, count;
3737 HRESULT hr;
3739 TRACE("device %p, dst_resource %p, src_resource %p.\n", device, dst_resource, src_resource);
3741 if (src_resource == dst_resource)
3743 WARN("Source and destination are the same resource.\n");
3744 return;
3747 if (src_resource->type != dst_resource->type)
3749 WARN("Resource types (%s / %s) don't match.\n",
3750 debug_d3dresourcetype(dst_resource->type),
3751 debug_d3dresourcetype(src_resource->type));
3752 return;
3755 if (src_resource->width != dst_resource->width
3756 || src_resource->height != dst_resource->height
3757 || src_resource->depth != dst_resource->depth)
3759 WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
3760 dst_resource->width, dst_resource->height, dst_resource->depth,
3761 src_resource->width, src_resource->height, src_resource->depth);
3762 return;
3765 if (src_resource->format->id != dst_resource->format->id)
3767 WARN("Resource formats (%s / %s) don't match.\n",
3768 debug_d3dformat(dst_resource->format->id),
3769 debug_d3dformat(src_resource->format->id));
3770 return;
3773 if (dst_resource->type != WINED3D_RTYPE_TEXTURE)
3775 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource->type));
3776 return;
3779 dst_texture = wined3d_texture_from_resource(dst_resource);
3780 src_texture = wined3d_texture_from_resource(src_resource);
3782 if (src_texture->layer_count != dst_texture->layer_count
3783 || src_texture->level_count != dst_texture->level_count)
3785 WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
3786 dst_texture->layer_count, dst_texture->level_count,
3787 src_texture->layer_count, src_texture->level_count);
3788 return;
3791 count = dst_texture->layer_count * dst_texture->level_count;
3792 for (i = 0; i < count; ++i)
3794 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
3795 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
3797 if (FAILED(hr = wined3d_surface_blt(dst_surface, NULL, src_surface, NULL, 0, NULL, WINED3D_TEXF_POINT)))
3798 ERR("Failed to blit, subresource %u, hr %#x.\n", i, hr);
3802 HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
3803 struct wined3d_rendertarget_view *view, const RECT *rect, const struct wined3d_color *color)
3805 struct wined3d_resource *resource;
3806 RECT r;
3808 TRACE("device %p, view %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
3809 device, view, wine_dbgstr_rect(rect), color->r, color->g, color->b, color->a);
3811 resource = view->resource;
3812 if (resource->type != WINED3D_RTYPE_TEXTURE && resource->type != WINED3D_RTYPE_CUBE_TEXTURE)
3814 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource->type));
3815 return WINED3DERR_INVALIDCALL;
3818 if (view->depth > 1)
3820 FIXME("Layered clears not implemented.\n");
3821 return WINED3DERR_INVALIDCALL;
3824 if (!rect)
3826 SetRect(&r, 0, 0, view->width, view->height);
3827 rect = &r;
3830 resource = wined3d_texture_get_sub_resource(wined3d_texture_from_resource(resource), view->sub_resource_idx);
3832 return surface_color_fill(surface_from_resource(resource), rect, color);
3835 struct wined3d_rendertarget_view * CDECL wined3d_device_get_rendertarget_view(const struct wined3d_device *device,
3836 unsigned int view_idx)
3838 TRACE("device %p, view_idx %u.\n", device, view_idx);
3840 if (view_idx >= device->adapter->gl_info.limits.buffers)
3842 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
3843 return NULL;
3846 return device->fb.render_targets[view_idx];
3849 struct wined3d_rendertarget_view * CDECL wined3d_device_get_depth_stencil_view(const struct wined3d_device *device)
3851 TRACE("device %p.\n", device);
3853 return device->fb.depth_stencil;
3856 HRESULT CDECL wined3d_device_set_rendertarget_view(struct wined3d_device *device,
3857 unsigned int view_idx, struct wined3d_rendertarget_view *view, BOOL set_viewport)
3859 struct wined3d_rendertarget_view *prev;
3861 TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
3862 device, view_idx, view, set_viewport);
3864 if (view_idx >= device->adapter->gl_info.limits.buffers)
3866 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
3867 return WINED3DERR_INVALIDCALL;
3870 if (view && !(view->resource->usage & WINED3DUSAGE_RENDERTARGET))
3872 WARN("View resource %p doesn't have render target usage.\n", view->resource);
3873 return WINED3DERR_INVALIDCALL;
3876 /* Set the viewport and scissor rectangles, if requested. Tests show that
3877 * stateblock recording is ignored, the change goes directly into the
3878 * primary stateblock. */
3879 if (!view_idx && set_viewport)
3881 struct wined3d_state *state = &device->state;
3883 state->viewport.x = 0;
3884 state->viewport.y = 0;
3885 state->viewport.width = view->width;
3886 state->viewport.height = view->height;
3887 state->viewport.min_z = 0.0f;
3888 state->viewport.max_z = 1.0f;
3889 wined3d_cs_emit_set_viewport(device->cs, &state->viewport);
3891 state->scissor_rect.top = 0;
3892 state->scissor_rect.left = 0;
3893 state->scissor_rect.right = view->width;
3894 state->scissor_rect.bottom = view->height;
3895 wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);
3899 prev = device->fb.render_targets[view_idx];
3900 if (view == prev)
3901 return WINED3D_OK;
3903 if (view)
3904 wined3d_rendertarget_view_incref(view);
3905 device->fb.render_targets[view_idx] = view;
3906 wined3d_cs_emit_set_rendertarget_view(device->cs, view_idx, view);
3907 /* Release after the assignment, to prevent device_resource_released()
3908 * from seeing the surface as still in use. */
3909 if (prev)
3910 wined3d_rendertarget_view_decref(prev);
3912 return WINED3D_OK;
3915 void CDECL wined3d_device_set_depth_stencil_view(struct wined3d_device *device, struct wined3d_rendertarget_view *view)
3917 struct wined3d_rendertarget_view *prev;
3919 TRACE("device %p, view %p.\n", device, view);
3921 prev = device->fb.depth_stencil;
3922 if (prev == view)
3924 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
3925 return;
3928 if ((device->fb.depth_stencil = view))
3929 wined3d_rendertarget_view_incref(view);
3930 wined3d_cs_emit_set_depth_stencil_view(device->cs, view);
3931 if (prev)
3932 wined3d_rendertarget_view_decref(prev);
3935 static struct wined3d_texture *wined3d_device_create_cursor_texture(struct wined3d_device *device,
3936 struct wined3d_surface *cursor_image)
3938 struct wined3d_resource_desc desc;
3939 struct wined3d_map_desc map_desc;
3940 struct wined3d_texture *texture;
3941 struct wined3d_surface *surface;
3942 BYTE *src_data, *dst_data;
3943 unsigned int src_pitch;
3944 unsigned int i;
3946 if (FAILED(wined3d_surface_map(cursor_image, &map_desc, NULL, WINED3D_MAP_READONLY)))
3948 ERR("Failed to map source surface.\n");
3949 return NULL;
3952 src_pitch = map_desc.row_pitch;
3953 src_data = map_desc.data;
3955 desc.resource_type = WINED3D_RTYPE_TEXTURE;
3956 desc.format = WINED3DFMT_B8G8R8A8_UNORM;
3957 desc.multisample_type = WINED3D_MULTISAMPLE_NONE;
3958 desc.multisample_quality = 0;
3959 desc.usage = WINED3DUSAGE_DYNAMIC;
3960 desc.pool = WINED3D_POOL_DEFAULT;
3961 desc.width = cursor_image->resource.width;
3962 desc.height = cursor_image->resource.height;
3963 desc.depth = 1;
3964 desc.size = 0;
3966 if (FAILED(wined3d_texture_create(device, &desc, 1, WINED3D_SURFACE_MAPPABLE,
3967 NULL, &wined3d_null_parent_ops, &texture)))
3969 ERR("Failed to create cursor texture.\n");
3970 wined3d_surface_unmap(cursor_image);
3971 return NULL;
3974 surface = surface_from_resource(wined3d_texture_get_sub_resource(texture, 0));
3975 if (FAILED(wined3d_surface_map(surface, &map_desc, NULL, WINED3D_MAP_DISCARD)))
3977 ERR("Failed to map destination surface.\n");
3978 wined3d_texture_decref(texture);
3979 wined3d_surface_unmap(cursor_image);
3980 return NULL;
3983 dst_data = map_desc.data;
3985 for (i = 0; i < desc.height; ++i)
3986 memcpy(&dst_data[map_desc.row_pitch * i], &src_data[src_pitch * i], desc.width * 4);
3988 wined3d_surface_unmap(surface);
3989 wined3d_surface_unmap(cursor_image);
3991 return texture;
3994 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
3995 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
3997 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
3998 device, x_hotspot, y_hotspot, cursor_image);
4000 if (device->cursor_texture)
4002 wined3d_texture_decref(device->cursor_texture);
4003 device->cursor_texture = NULL;
4006 if (cursor_image)
4008 struct wined3d_display_mode mode;
4009 struct wined3d_map_desc map_desc;
4010 HRESULT hr;
4012 /* MSDN: Cursor must be A8R8G8B8 */
4013 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4015 WARN("surface %p has an invalid format.\n", cursor_image);
4016 return WINED3DERR_INVALIDCALL;
4019 if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode, NULL)))
4021 ERR("Failed to get display mode, hr %#x.\n", hr);
4022 return WINED3DERR_INVALIDCALL;
4025 /* MSDN: Cursor must be smaller than the display mode */
4026 if (cursor_image->resource.width > mode.width || cursor_image->resource.height > mode.height)
4028 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4029 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
4030 mode.width, mode.height);
4031 return WINED3DERR_INVALIDCALL;
4034 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4036 /* Do not store the surface's pointer because the application may
4037 * release it after setting the cursor image. Windows doesn't
4038 * addref the set surface, so we can't do this either without
4039 * creating circular refcount dependencies. */
4040 if (!(device->cursor_texture = wined3d_device_create_cursor_texture(device, cursor_image)))
4042 ERR("Failed to create cursor texture.\n");
4043 return WINED3DERR_INVALIDCALL;
4046 device->cursorWidth = cursor_image->resource.width;
4047 device->cursorHeight = cursor_image->resource.height;
4049 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
4051 UINT mask_size = cursor_image->resource.width * cursor_image->resource.height / 8;
4052 ICONINFO cursorInfo;
4053 DWORD *maskBits;
4054 HCURSOR cursor;
4056 /* 32-bit user32 cursors ignore the alpha channel if it's all
4057 * zeroes, and use the mask instead. Fill the mask with all ones
4058 * to ensure we still get a fully transparent cursor. */
4059 maskBits = HeapAlloc(GetProcessHeap(), 0, mask_size);
4060 memset(maskBits, 0xff, mask_size);
4061 wined3d_surface_map(cursor_image, &map_desc, NULL,
4062 WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY);
4063 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
4065 cursorInfo.fIcon = FALSE;
4066 cursorInfo.xHotspot = x_hotspot;
4067 cursorInfo.yHotspot = y_hotspot;
4068 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
4069 1, 1, maskBits);
4070 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
4071 1, 32, map_desc.data);
4072 wined3d_surface_unmap(cursor_image);
4073 /* Create our cursor and clean up. */
4074 cursor = CreateIconIndirect(&cursorInfo);
4075 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
4076 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
4077 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
4078 device->hardwareCursor = cursor;
4079 if (device->bCursorVisible) SetCursor( cursor );
4080 HeapFree(GetProcessHeap(), 0, maskBits);
4084 device->xHotSpot = x_hotspot;
4085 device->yHotSpot = y_hotspot;
4086 return WINED3D_OK;
4089 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
4090 int x_screen_space, int y_screen_space, DWORD flags)
4092 TRACE("device %p, x %d, y %d, flags %#x.\n",
4093 device, x_screen_space, y_screen_space, flags);
4095 device->xScreenSpace = x_screen_space;
4096 device->yScreenSpace = y_screen_space;
4098 if (device->hardwareCursor)
4100 POINT pt;
4102 GetCursorPos( &pt );
4103 if (x_screen_space == pt.x && y_screen_space == pt.y)
4104 return;
4105 SetCursorPos( x_screen_space, y_screen_space );
4107 /* Switch to the software cursor if position diverges from the hardware one. */
4108 GetCursorPos( &pt );
4109 if (x_screen_space != pt.x || y_screen_space != pt.y)
4111 if (device->bCursorVisible) SetCursor( NULL );
4112 DestroyCursor( device->hardwareCursor );
4113 device->hardwareCursor = 0;
4118 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
4120 BOOL oldVisible = device->bCursorVisible;
4122 TRACE("device %p, show %#x.\n", device, show);
4125 * When ShowCursor is first called it should make the cursor appear at the OS's last
4126 * known cursor position.
4128 if (show && !oldVisible)
4130 POINT pt;
4131 GetCursorPos(&pt);
4132 device->xScreenSpace = pt.x;
4133 device->yScreenSpace = pt.y;
4136 if (device->hardwareCursor)
4138 device->bCursorVisible = show;
4139 if (show)
4140 SetCursor(device->hardwareCursor);
4141 else
4142 SetCursor(NULL);
4144 else if (device->cursor_texture)
4146 device->bCursorVisible = show;
4149 return oldVisible;
4152 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
4154 struct wined3d_resource *resource, *cursor;
4156 TRACE("device %p.\n", device);
4158 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4160 TRACE("Checking resource %p for eviction.\n", resource);
4162 if (resource->pool == WINED3D_POOL_MANAGED && !resource->map_count)
4164 TRACE("Evicting %p.\n", resource);
4165 resource->resource_ops->resource_unload(resource);
4169 /* Invalidate stream sources, the buffer(s) may have been evicted. */
4170 device_invalidate_state(device, STATE_STREAMSRC);
4173 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
4175 struct wined3d_resource *resource, *cursor;
4176 const struct wined3d_gl_info *gl_info;
4177 struct wined3d_context *context;
4178 struct wined3d_shader *shader;
4180 context = context_acquire(device, NULL);
4181 gl_info = context->gl_info;
4183 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4185 TRACE("Unloading resource %p.\n", resource);
4187 resource->resource_ops->resource_unload(resource);
4190 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
4192 device->shader_backend->shader_destroy(shader);
4195 if (device->depth_blt_texture)
4197 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);
4198 device->depth_blt_texture = 0;
4201 device->blitter->free_private(device);
4202 device->shader_backend->shader_free_private(device);
4203 destroy_dummy_textures(device, gl_info);
4205 context_release(context);
4207 while (device->context_count)
4209 swapchain_destroy_contexts(device->contexts[0]->swapchain);
4212 HeapFree(GetProcessHeap(), 0, swapchain->context);
4213 swapchain->context = NULL;
4216 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
4218 struct wined3d_context *context;
4219 struct wined3d_surface *target;
4220 HRESULT hr;
4222 if (FAILED(hr = device->shader_backend->shader_alloc_private(device,
4223 device->adapter->vertex_pipe, device->adapter->fragment_pipe)))
4225 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
4226 return hr;
4229 if (FAILED(hr = device->blitter->alloc_private(device)))
4231 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
4232 device->shader_backend->shader_free_private(device);
4233 return hr;
4236 /* Recreate the primary swapchain's context */
4237 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
4238 if (!swapchain->context)
4240 ERR("Failed to allocate memory for swapchain context array.\n");
4241 device->blitter->free_private(device);
4242 device->shader_backend->shader_free_private(device);
4243 return E_OUTOFMEMORY;
4246 target = swapchain->back_buffers
4247 ? surface_from_resource(wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 0))
4248 : surface_from_resource(wined3d_texture_get_sub_resource(swapchain->front_buffer, 0));
4249 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
4251 WARN("Failed to create context.\n");
4252 device->blitter->free_private(device);
4253 device->shader_backend->shader_free_private(device);
4254 HeapFree(GetProcessHeap(), 0, swapchain->context);
4255 return E_FAIL;
4258 swapchain->context[0] = context;
4259 swapchain->num_contexts = 1;
4260 create_dummy_textures(device, context);
4261 context_release(context);
4263 return WINED3D_OK;
4266 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
4267 const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
4268 wined3d_device_reset_cb callback, BOOL reset_state)
4270 struct wined3d_resource *resource, *cursor;
4271 struct wined3d_swapchain *swapchain;
4272 struct wined3d_display_mode m;
4273 BOOL DisplayModeChanged = FALSE;
4274 BOOL update_desc = FALSE;
4275 UINT backbuffer_width = swapchain_desc->backbuffer_width;
4276 UINT backbuffer_height = swapchain_desc->backbuffer_height;
4277 HRESULT hr = WINED3D_OK;
4278 unsigned int i;
4280 TRACE("device %p, swapchain_desc %p, mode %p, callback %p.\n", device, swapchain_desc, mode, callback);
4282 if (!(swapchain = wined3d_device_get_swapchain(device, 0)))
4284 ERR("Failed to get the first implicit swapchain.\n");
4285 return WINED3DERR_INVALIDCALL;
4288 if (reset_state)
4290 if (device->logo_texture)
4292 wined3d_texture_decref(device->logo_texture);
4293 device->logo_texture = NULL;
4295 if (device->cursor_texture)
4297 wined3d_texture_decref(device->cursor_texture);
4298 device->cursor_texture = NULL;
4300 state_unbind_resources(&device->state);
4303 if (device->fb.render_targets)
4305 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
4307 wined3d_device_set_rendertarget_view(device, i, NULL, FALSE);
4310 wined3d_device_set_depth_stencil_view(device, NULL);
4312 if (device->onscreen_depth_stencil)
4314 wined3d_surface_decref(device->onscreen_depth_stencil);
4315 device->onscreen_depth_stencil = NULL;
4318 if (reset_state)
4320 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4322 TRACE("Enumerating resource %p.\n", resource);
4323 if (FAILED(hr = callback(resource)))
4324 return hr;
4328 /* Is it necessary to recreate the gl context? Actually every setting can be changed
4329 * on an existing gl context, so there's no real need for recreation.
4331 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
4333 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
4335 TRACE("New params:\n");
4336 TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
4337 TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
4338 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
4339 TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
4340 TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
4341 TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
4342 TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
4343 TRACE("device_window %p\n", swapchain_desc->device_window);
4344 TRACE("windowed %#x\n", swapchain_desc->windowed);
4345 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
4346 if (swapchain_desc->enable_auto_depth_stencil)
4347 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
4348 TRACE("flags %#x\n", swapchain_desc->flags);
4349 TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
4350 TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
4351 TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
4353 /* No special treatment of these parameters. Just store them */
4354 swapchain->desc.swap_effect = swapchain_desc->swap_effect;
4355 swapchain->desc.enable_auto_depth_stencil = swapchain_desc->enable_auto_depth_stencil;
4356 swapchain->desc.auto_depth_stencil_format = swapchain_desc->auto_depth_stencil_format;
4357 swapchain->desc.flags = swapchain_desc->flags;
4358 swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
4359 swapchain->desc.swap_interval = swapchain_desc->swap_interval;
4360 swapchain->desc.auto_restore_display_mode = swapchain_desc->auto_restore_display_mode;
4362 /* What to do about these? */
4363 if (swapchain_desc->backbuffer_count
4364 && swapchain_desc->backbuffer_count != swapchain->desc.backbuffer_count)
4365 FIXME("Cannot change the back buffer count yet.\n");
4367 if (swapchain_desc->device_window
4368 && swapchain_desc->device_window != swapchain->desc.device_window)
4370 TRACE("Changing the device window from %p to %p.\n",
4371 swapchain->desc.device_window, swapchain_desc->device_window);
4372 swapchain->desc.device_window = swapchain_desc->device_window;
4373 swapchain->device_window = swapchain_desc->device_window;
4374 wined3d_swapchain_set_window(swapchain, NULL);
4377 if (mode)
4379 DisplayModeChanged = TRUE;
4380 m = *mode;
4382 else if (swapchain_desc->windowed)
4384 m = swapchain->original_mode;
4386 else
4388 m.width = swapchain_desc->backbuffer_width;
4389 m.height = swapchain_desc->backbuffer_height;
4390 m.refresh_rate = swapchain_desc->refresh_rate;
4391 m.format_id = swapchain_desc->backbuffer_format;
4392 m.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
4395 if (!backbuffer_width || !backbuffer_height)
4397 /* The application is requesting that either the swapchain width or
4398 * height be set to the corresponding dimension in the window's
4399 * client rect. */
4401 RECT client_rect;
4403 if (!swapchain_desc->windowed)
4404 return WINED3DERR_INVALIDCALL;
4406 if (!GetClientRect(swapchain->device_window, &client_rect))
4408 ERR("Failed to get client rect, last error %#x.\n", GetLastError());
4409 return WINED3DERR_INVALIDCALL;
4412 if (!backbuffer_width)
4413 backbuffer_width = client_rect.right;
4415 if (!backbuffer_height)
4416 backbuffer_height = client_rect.bottom;
4419 if (backbuffer_width != swapchain->desc.backbuffer_width
4420 || backbuffer_height != swapchain->desc.backbuffer_height)
4422 if (!swapchain_desc->windowed)
4423 DisplayModeChanged = TRUE;
4425 swapchain->desc.backbuffer_width = backbuffer_width;
4426 swapchain->desc.backbuffer_height = backbuffer_height;
4427 update_desc = TRUE;
4430 if (swapchain_desc->backbuffer_format != WINED3DFMT_UNKNOWN
4431 && swapchain_desc->backbuffer_format != swapchain->desc.backbuffer_format)
4433 swapchain->desc.backbuffer_format = swapchain_desc->backbuffer_format;
4434 update_desc = TRUE;
4437 if (swapchain_desc->multisample_type != swapchain->desc.multisample_type
4438 || swapchain_desc->multisample_quality != swapchain->desc.multisample_quality)
4440 swapchain->desc.multisample_type = swapchain_desc->multisample_type;
4441 swapchain->desc.multisample_quality = swapchain_desc->multisample_quality;
4442 update_desc = TRUE;
4445 if (update_desc)
4447 UINT i;
4449 if (FAILED(hr = wined3d_surface_update_desc(surface_from_resource(
4450 wined3d_texture_get_sub_resource(swapchain->front_buffer, 0)), swapchain->desc.backbuffer_width,
4451 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
4452 swapchain->desc.multisample_type, swapchain->desc.multisample_quality, NULL, 0)))
4453 return hr;
4455 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
4457 if (FAILED(hr = wined3d_surface_update_desc(surface_from_resource(
4458 wined3d_texture_get_sub_resource(swapchain->back_buffers[i], 0)), swapchain->desc.backbuffer_width,
4459 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
4460 swapchain->desc.multisample_type, swapchain->desc.multisample_quality, NULL, 0)))
4461 return hr;
4465 if (device->auto_depth_stencil_view)
4467 wined3d_rendertarget_view_decref(device->auto_depth_stencil_view);
4468 device->auto_depth_stencil_view = NULL;
4470 if (swapchain->desc.enable_auto_depth_stencil)
4472 struct wined3d_resource_desc surface_desc;
4473 struct wined3d_surface *surface;
4475 TRACE("Creating the depth stencil buffer\n");
4477 surface_desc.resource_type = WINED3D_RTYPE_SURFACE;
4478 surface_desc.format = swapchain->desc.auto_depth_stencil_format;
4479 surface_desc.multisample_type = swapchain->desc.multisample_type;
4480 surface_desc.multisample_quality = swapchain->desc.multisample_quality;
4481 surface_desc.usage = WINED3DUSAGE_DEPTHSTENCIL;
4482 surface_desc.pool = WINED3D_POOL_DEFAULT;
4483 surface_desc.width = swapchain->desc.backbuffer_width;
4484 surface_desc.height = swapchain->desc.backbuffer_height;
4485 surface_desc.depth = 1;
4486 surface_desc.size = 0;
4488 if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent,
4489 device->device_parent, &surface_desc, &surface)))
4491 ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr);
4492 return WINED3DERR_INVALIDCALL;
4495 hr = wined3d_rendertarget_view_create_from_surface(surface,
4496 NULL, &wined3d_null_parent_ops, &device->auto_depth_stencil_view);
4497 wined3d_surface_decref(surface);
4498 if (FAILED(hr))
4500 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
4501 return hr;
4504 wined3d_device_set_depth_stencil_view(device, device->auto_depth_stencil_view);
4507 if (device->back_buffer_view)
4509 wined3d_rendertarget_view_decref(device->back_buffer_view);
4510 device->back_buffer_view = NULL;
4512 if (swapchain->desc.backbuffer_count && FAILED(hr = wined3d_rendertarget_view_create_from_surface(
4513 surface_from_resource(wined3d_texture_get_sub_resource(swapchain->back_buffers[0], 0)),
4514 NULL, &wined3d_null_parent_ops, &device->back_buffer_view)))
4516 ERR("Failed to create rendertarget view, hr %#x.\n", hr);
4517 return hr;
4520 if (!swapchain_desc->windowed != !swapchain->desc.windowed
4521 || DisplayModeChanged)
4523 if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, device->adapter->ordinal, &m)))
4525 WARN("Failed to set display mode, hr %#x.\n", hr);
4526 return WINED3DERR_INVALIDCALL;
4529 if (!swapchain_desc->windowed)
4531 if (swapchain->desc.windowed)
4533 HWND focus_window = device->create_parms.focus_window;
4534 if (!focus_window)
4535 focus_window = swapchain_desc->device_window;
4536 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
4538 ERR("Failed to acquire focus window, hr %#x.\n", hr);
4539 return hr;
4542 /* switch from windowed to fs */
4543 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
4544 swapchain_desc->backbuffer_width,
4545 swapchain_desc->backbuffer_height);
4547 else
4549 /* Fullscreen -> fullscreen mode change */
4550 MoveWindow(swapchain->device_window, 0, 0,
4551 swapchain_desc->backbuffer_width,
4552 swapchain_desc->backbuffer_height,
4553 TRUE);
4556 else if (!swapchain->desc.windowed)
4558 /* Fullscreen -> windowed switch */
4559 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
4560 wined3d_device_release_focus_window(device);
4562 swapchain->desc.windowed = swapchain_desc->windowed;
4564 else if (!swapchain_desc->windowed)
4566 DWORD style = device->style;
4567 DWORD exStyle = device->exStyle;
4568 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
4569 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
4570 * Reset to clear up their mess. Guild Wars also loses the device during that.
4572 device->style = 0;
4573 device->exStyle = 0;
4574 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
4575 swapchain_desc->backbuffer_width,
4576 swapchain_desc->backbuffer_height);
4577 device->style = style;
4578 device->exStyle = exStyle;
4581 if (reset_state)
4583 TRACE("Resetting stateblock.\n");
4584 if (device->recording)
4586 wined3d_stateblock_decref(device->recording);
4587 device->recording = NULL;
4589 wined3d_cs_emit_reset_state(device->cs);
4590 state_cleanup(&device->state);
4592 if (device->d3d_initialized)
4593 delete_opengl_contexts(device, swapchain);
4595 if (FAILED(hr = state_init(&device->state, &device->fb, &device->adapter->gl_info,
4596 &device->adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT)))
4597 ERR("Failed to initialize device state, hr %#x.\n", hr);
4598 device->update_state = &device->state;
4600 device_init_swapchain_state(device, swapchain);
4602 else if (device->back_buffer_view)
4604 struct wined3d_rendertarget_view *view = device->back_buffer_view;
4605 struct wined3d_state *state = &device->state;
4607 wined3d_device_set_rendertarget_view(device, 0, view, FALSE);
4609 /* Note the min_z / max_z is not reset. */
4610 state->viewport.x = 0;
4611 state->viewport.y = 0;
4612 state->viewport.width = view->width;
4613 state->viewport.height = view->height;
4614 wined3d_cs_emit_set_viewport(device->cs, &state->viewport);
4616 state->scissor_rect.top = 0;
4617 state->scissor_rect.left = 0;
4618 state->scissor_rect.right = view->width;
4619 state->scissor_rect.bottom = view->height;
4620 wined3d_cs_emit_set_scissor_rect(device->cs, &state->scissor_rect);
4623 swapchain_update_render_to_fbo(swapchain);
4624 swapchain_update_draw_bindings(swapchain);
4626 if (reset_state && device->d3d_initialized)
4627 hr = create_primary_opengl_context(device, swapchain);
4629 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
4630 * first use
4632 return hr;
4635 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
4637 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
4639 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
4641 return WINED3D_OK;
4645 void CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
4646 struct wined3d_device_creation_parameters *parameters)
4648 TRACE("device %p, parameters %p.\n", device, parameters);
4650 *parameters = device->create_parms;
4653 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
4654 UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
4656 struct wined3d_swapchain *swapchain;
4658 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
4659 device, swapchain_idx, flags, ramp);
4661 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
4662 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
4665 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
4666 UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
4668 struct wined3d_swapchain *swapchain;
4670 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
4671 device, swapchain_idx, ramp);
4673 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
4674 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
4677 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
4679 TRACE("device %p, resource %p.\n", device, resource);
4681 list_add_head(&device->resources, &resource->resource_list_entry);
4684 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
4686 TRACE("device %p, resource %p.\n", device, resource);
4688 list_remove(&resource->resource_list_entry);
4691 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
4693 enum wined3d_resource_type type = resource->type;
4694 unsigned int i;
4696 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
4698 context_resource_released(device, resource, type);
4700 switch (type)
4702 case WINED3D_RTYPE_SURFACE:
4704 struct wined3d_surface *surface = surface_from_resource(resource);
4706 if (!device->d3d_initialized) break;
4708 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
4710 if (wined3d_rendertarget_view_get_surface(device->fb.render_targets[i]) == surface)
4712 ERR("Surface %p is still in use as render target %u.\n", surface, i);
4713 device->fb.render_targets[i] = NULL;
4717 if (wined3d_rendertarget_view_get_surface(device->fb.depth_stencil) == surface)
4719 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
4720 device->fb.depth_stencil = NULL;
4723 break;
4725 case WINED3D_RTYPE_TEXTURE:
4726 case WINED3D_RTYPE_CUBE_TEXTURE:
4727 case WINED3D_RTYPE_VOLUME_TEXTURE:
4728 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4730 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
4732 if (device->state.textures[i] == texture)
4734 ERR("Texture %p is still in use, stage %u.\n", texture, i);
4735 device->state.textures[i] = NULL;
4738 if (device->recording && device->update_state->textures[i] == texture)
4740 ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n",
4741 texture, device->recording, i);
4742 device->update_state->textures[i] = NULL;
4745 break;
4747 case WINED3D_RTYPE_BUFFER:
4749 struct wined3d_buffer *buffer = buffer_from_resource(resource);
4751 for (i = 0; i < MAX_STREAMS; ++i)
4753 if (device->state.streams[i].buffer == buffer)
4755 ERR("Buffer %p is still in use, stream %u.\n", buffer, i);
4756 device->state.streams[i].buffer = NULL;
4759 if (device->recording && device->update_state->streams[i].buffer == buffer)
4761 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
4762 buffer, device->recording, i);
4763 device->update_state->streams[i].buffer = NULL;
4767 if (device->state.index_buffer == buffer)
4769 ERR("Buffer %p is still in use as index buffer.\n", buffer);
4770 device->state.index_buffer = NULL;
4773 if (device->recording && device->update_state->index_buffer == buffer)
4775 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
4776 buffer, device->recording);
4777 device->update_state->index_buffer = NULL;
4780 break;
4782 default:
4783 break;
4786 /* Remove the resource from the resourceStore */
4787 device_resource_remove(device, resource);
4789 TRACE("Resource released.\n");
4792 struct wined3d_surface * CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device, HDC dc)
4794 struct wined3d_resource *resource;
4796 TRACE("device %p, dc %p.\n", device, dc);
4798 if (!dc)
4799 return NULL;
4801 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
4803 if (resource->type == WINED3D_RTYPE_SURFACE)
4805 struct wined3d_surface *s = surface_from_resource(resource);
4807 if (s->hDC == dc)
4809 TRACE("Found surface %p for dc %p.\n", s, dc);
4810 return s;
4815 return NULL;
4818 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
4819 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
4820 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
4822 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4823 const struct fragment_pipeline *fragment_pipeline;
4824 const struct wined3d_vertex_pipe_ops *vertex_pipeline;
4825 unsigned int i;
4826 HRESULT hr;
4828 device->ref = 1;
4829 device->wined3d = wined3d;
4830 wined3d_incref(device->wined3d);
4831 device->adapter = wined3d->adapter_count ? adapter : NULL;
4832 device->device_parent = device_parent;
4833 list_init(&device->resources);
4834 list_init(&device->shaders);
4835 device->surface_alignment = surface_alignment;
4837 /* Save the creation parameters. */
4838 device->create_parms.adapter_idx = adapter_idx;
4839 device->create_parms.device_type = device_type;
4840 device->create_parms.focus_window = focus_window;
4841 device->create_parms.flags = flags;
4843 device->shader_backend = adapter->shader_backend;
4845 vertex_pipeline = adapter->vertex_pipe;
4847 fragment_pipeline = adapter->fragment_pipe;
4849 if (vertex_pipeline->vp_states && fragment_pipeline->states
4850 && FAILED(hr = compile_state_table(device->StateTable, device->multistate_funcs,
4851 &adapter->gl_info, &adapter->d3d_info, vertex_pipeline,
4852 fragment_pipeline, misc_state_template)))
4854 ERR("Failed to compile state table, hr %#x.\n", hr);
4855 wined3d_decref(device->wined3d);
4856 return hr;
4859 device->blitter = adapter->blitter;
4861 if (FAILED(hr = state_init(&device->state, &device->fb, &adapter->gl_info,
4862 &adapter->d3d_info, WINED3D_STATE_INIT_DEFAULT)))
4864 ERR("Failed to initialize device state, hr %#x.\n", hr);
4865 goto err;
4867 device->update_state = &device->state;
4869 if (!(device->cs = wined3d_cs_create(device)))
4871 WARN("Failed to create command stream.\n");
4872 state_cleanup(&device->state);
4873 hr = E_FAIL;
4874 goto err;
4877 return WINED3D_OK;
4879 err:
4880 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
4882 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
4884 wined3d_decref(device->wined3d);
4885 return hr;
4889 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
4891 DWORD rep = device->StateTable[state].representative;
4892 struct wined3d_context *context;
4893 DWORD idx;
4894 BYTE shift;
4895 UINT i;
4897 for (i = 0; i < device->context_count; ++i)
4899 context = device->contexts[i];
4900 if(isStateDirty(context, rep)) continue;
4902 context->dirtyArray[context->numDirtyEntries++] = rep;
4903 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
4904 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
4905 context->isStateDirty[idx] |= (1 << shift);
4909 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
4910 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
4912 if (device->filter_messages)
4914 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
4915 window, message, wparam, lparam);
4916 if (unicode)
4917 return DefWindowProcW(window, message, wparam, lparam);
4918 else
4919 return DefWindowProcA(window, message, wparam, lparam);
4922 if (message == WM_DESTROY)
4924 TRACE("unregister window %p.\n", window);
4925 wined3d_unregister_window(window);
4927 if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
4928 ERR("Window %p is not the focus window for device %p.\n", window, device);
4930 else if (message == WM_DISPLAYCHANGE)
4932 device->device_parent->ops->mode_changed(device->device_parent);
4934 else if (message == WM_ACTIVATEAPP)
4936 device->device_parent->ops->activate(device->device_parent, wparam);
4939 if (unicode)
4940 return CallWindowProcW(proc, window, message, wparam, lparam);
4941 else
4942 return CallWindowProcA(proc, window, message, wparam, lparam);