2 * IWineD3DDevice implementation
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2006-2008 Henri Verbeet
11 * Copyright 2007 Andrew Riedi
12 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
38 /* Define the default light parameters as specified by MSDN */
39 const WINED3DLIGHT WINED3D_default_light
= {
41 WINED3DLIGHT_DIRECTIONAL
, /* Type */
42 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
43 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
44 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
45 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
46 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
49 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
54 /**********************************************************
55 * Global variable / Constants follow
56 **********************************************************/
57 const float identity
[] =
59 1.0f
, 0.0f
, 0.0f
, 0.0f
,
60 0.0f
, 1.0f
, 0.0f
, 0.0f
,
61 0.0f
, 0.0f
, 1.0f
, 0.0f
,
62 0.0f
, 0.0f
, 0.0f
, 1.0f
,
63 }; /* When needed for comparisons */
65 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
66 * actually have the same values in GL and D3D. */
67 static GLenum
gl_primitive_type_from_d3d(WINED3DPRIMITIVETYPE primitive_type
)
69 switch(primitive_type
)
71 case WINED3DPT_POINTLIST
:
74 case WINED3DPT_LINELIST
:
77 case WINED3DPT_LINESTRIP
:
80 case WINED3DPT_TRIANGLELIST
:
83 case WINED3DPT_TRIANGLESTRIP
:
84 return GL_TRIANGLE_STRIP
;
86 case WINED3DPT_TRIANGLEFAN
:
87 return GL_TRIANGLE_FAN
;
89 case WINED3DPT_LINELIST_ADJ
:
90 return GL_LINES_ADJACENCY_ARB
;
92 case WINED3DPT_LINESTRIP_ADJ
:
93 return GL_LINE_STRIP_ADJACENCY_ARB
;
95 case WINED3DPT_TRIANGLELIST_ADJ
:
96 return GL_TRIANGLES_ADJACENCY_ARB
;
98 case WINED3DPT_TRIANGLESTRIP_ADJ
:
99 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
102 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
107 static WINED3DPRIMITIVETYPE
d3d_primitive_type_from_gl(GLenum primitive_type
)
109 switch(primitive_type
)
112 return WINED3DPT_POINTLIST
;
115 return WINED3DPT_LINELIST
;
118 return WINED3DPT_LINESTRIP
;
121 return WINED3DPT_TRIANGLELIST
;
123 case GL_TRIANGLE_STRIP
:
124 return WINED3DPT_TRIANGLESTRIP
;
126 case GL_TRIANGLE_FAN
:
127 return WINED3DPT_TRIANGLEFAN
;
129 case GL_LINES_ADJACENCY_ARB
:
130 return WINED3DPT_LINELIST_ADJ
;
132 case GL_LINE_STRIP_ADJACENCY_ARB
:
133 return WINED3DPT_LINESTRIP_ADJ
;
135 case GL_TRIANGLES_ADJACENCY_ARB
:
136 return WINED3DPT_TRIANGLELIST_ADJ
;
138 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
139 return WINED3DPT_TRIANGLESTRIP_ADJ
;
142 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
143 return WINED3DPT_UNDEFINED
;
147 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
149 if ((usage
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && !usage_idx
)
150 *regnum
= WINED3D_FFP_POSITION
;
151 else if (usage
== WINED3DDECLUSAGE_BLENDWEIGHT
&& !usage_idx
)
152 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
153 else if (usage
== WINED3DDECLUSAGE_BLENDINDICES
&& !usage_idx
)
154 *regnum
= WINED3D_FFP_BLENDINDICES
;
155 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& !usage_idx
)
156 *regnum
= WINED3D_FFP_NORMAL
;
157 else if (usage
== WINED3DDECLUSAGE_PSIZE
&& !usage_idx
)
158 *regnum
= WINED3D_FFP_PSIZE
;
159 else if (usage
== WINED3DDECLUSAGE_COLOR
&& !usage_idx
)
160 *regnum
= WINED3D_FFP_DIFFUSE
;
161 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 1)
162 *regnum
= WINED3D_FFP_SPECULAR
;
163 else if (usage
== WINED3DDECLUSAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
164 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
167 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage
), usage_idx
);
175 /* Context activation is done by the caller. */
176 void device_stream_info_from_declaration(struct wined3d_device
*device
,
177 BOOL use_vshader
, struct wined3d_stream_info
*stream_info
, BOOL
*fixup
)
179 /* We need to deal with frequency data! */
180 struct wined3d_vertex_declaration
*declaration
= device
->stateBlock
->state
.vertex_declaration
;
183 stream_info
->use_map
= 0;
184 stream_info
->swizzle_map
= 0;
186 /* Check for transformed vertices, disable vertex shader if present. */
187 stream_info
->position_transformed
= declaration
->position_transformed
;
188 if (declaration
->position_transformed
) use_vshader
= FALSE
;
190 /* Translate the declaration into strided data. */
191 for (i
= 0; i
< declaration
->element_count
; ++i
)
193 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
194 struct wined3d_buffer
*buffer
= device
->stateBlock
->state
.streams
[element
->input_slot
].buffer
;
195 GLuint buffer_object
= 0;
196 const BYTE
*data
= NULL
;
201 TRACE("%p Element %p (%u of %u)\n", declaration
->elements
,
202 element
, i
+ 1, declaration
->element_count
);
204 if (!buffer
) continue;
206 stride
= device
->stateBlock
->state
.streams
[element
->input_slot
].stride
;
207 if (device
->stateBlock
->state
.user_stream
)
209 TRACE("Stream %u is UP, %p\n", element
->input_slot
, buffer
);
211 data
= (BYTE
*)buffer
;
215 TRACE("Stream %u isn't UP, %p\n", element
->input_slot
, buffer
);
216 data
= buffer_get_memory(buffer
, &device
->adapter
->gl_info
, &buffer_object
);
218 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
219 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
220 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
221 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
222 * not, drawStridedSlow is needed, including a vertex buffer path. */
223 if (device
->stateBlock
->state
.load_base_vertex_index
< 0)
225 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
226 device
->stateBlock
->state
.load_base_vertex_index
);
228 data
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
);
229 if ((UINT_PTR
)data
< -device
->stateBlock
->state
.load_base_vertex_index
* stride
)
231 FIXME("System memory vertex data load offset is negative!\n");
237 if (buffer_object
) *fixup
= TRUE
;
238 else if (*fixup
&& !use_vshader
239 && (element
->usage
== WINED3DDECLUSAGE_COLOR
240 || element
->usage
== WINED3DDECLUSAGE_POSITIONT
))
242 static BOOL warned
= FALSE
;
245 /* This may be bad with the fixed function pipeline. */
246 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
252 data
+= element
->offset
;
254 TRACE("offset %u input_slot %u usage_idx %d\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
258 if (element
->output_slot
== ~0U)
260 /* TODO: Assuming vertexdeclarations are usually used with the
261 * same or a similar shader, it might be worth it to store the
262 * last used output slot and try that one first. */
263 stride_used
= vshader_get_input(device
->stateBlock
->state
.vertex_shader
,
264 element
->usage
, element
->usage_idx
, &idx
);
268 idx
= element
->output_slot
;
274 if (!element
->ffp_valid
)
276 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
277 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
282 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
288 TRACE("Load %s array %u [usage %s, usage_idx %u, "
289 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
290 use_vshader
? "shader": "fixed function", idx
,
291 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
292 element
->offset
, stride
, debug_d3dformat(element
->format
->id
), buffer_object
);
294 stream_info
->elements
[idx
].format
= element
->format
;
295 stream_info
->elements
[idx
].stride
= stride
;
296 stream_info
->elements
[idx
].data
= data
;
297 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
298 stream_info
->elements
[idx
].buffer_object
= buffer_object
;
300 if (!device
->adapter
->gl_info
.supported
[ARB_VERTEX_ARRAY_BGRA
]
301 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
303 stream_info
->swizzle_map
|= 1 << idx
;
305 stream_info
->use_map
|= 1 << idx
;
309 device
->num_buffer_queries
= 0;
310 if (!device
->stateBlock
->state
.user_stream
)
312 WORD map
= stream_info
->use_map
;
314 /* PreLoad all the vertex buffers. */
315 for (i
= 0; map
; map
>>= 1, ++i
)
317 struct wined3d_stream_info_element
*element
;
318 struct wined3d_buffer
*buffer
;
320 if (!(map
& 1)) continue;
322 element
= &stream_info
->elements
[i
];
323 buffer
= device
->stateBlock
->state
.streams
[element
->stream_idx
].buffer
;
324 wined3d_buffer_preload(buffer
);
326 /* If PreLoad dropped the buffer object, update the stream info. */
327 if (buffer
->buffer_object
!= element
->buffer_object
)
329 element
->buffer_object
= 0;
330 element
->data
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
) + (ptrdiff_t)element
->data
;
334 device
->buffer_queries
[device
->num_buffer_queries
++] = buffer
->query
;
339 static void stream_info_element_from_strided(const struct wined3d_gl_info
*gl_info
,
340 const struct WineDirect3DStridedData
*strided
, struct wined3d_stream_info_element
*e
)
342 e
->format
= wined3d_get_format(gl_info
, strided
->format
);
343 e
->stride
= strided
->dwStride
;
344 e
->data
= strided
->lpData
;
346 e
->buffer_object
= 0;
349 static void device_stream_info_from_strided(const struct wined3d_gl_info
*gl_info
,
350 const struct WineDirect3DVertexStridedData
*strided
, struct wined3d_stream_info
*stream_info
)
354 memset(stream_info
, 0, sizeof(*stream_info
));
356 if (strided
->position
.lpData
)
357 stream_info_element_from_strided(gl_info
, &strided
->position
, &stream_info
->elements
[WINED3D_FFP_POSITION
]);
358 if (strided
->normal
.lpData
)
359 stream_info_element_from_strided(gl_info
, &strided
->normal
, &stream_info
->elements
[WINED3D_FFP_NORMAL
]);
360 if (strided
->diffuse
.lpData
)
361 stream_info_element_from_strided(gl_info
, &strided
->diffuse
, &stream_info
->elements
[WINED3D_FFP_DIFFUSE
]);
362 if (strided
->specular
.lpData
)
363 stream_info_element_from_strided(gl_info
, &strided
->specular
, &stream_info
->elements
[WINED3D_FFP_SPECULAR
]);
365 for (i
= 0; i
< WINED3DDP_MAXTEXCOORD
; ++i
)
367 if (strided
->texCoords
[i
].lpData
)
368 stream_info_element_from_strided(gl_info
, &strided
->texCoords
[i
],
369 &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ i
]);
372 stream_info
->position_transformed
= strided
->position_transformed
;
374 for (i
= 0; i
< sizeof(stream_info
->elements
) / sizeof(*stream_info
->elements
); ++i
)
376 if (!stream_info
->elements
[i
].format
) continue;
378 if (!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
379 && stream_info
->elements
[i
].format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
381 stream_info
->swizzle_map
|= 1 << i
;
383 stream_info
->use_map
|= 1 << i
;
387 static void device_trace_strided_stream_info(const struct wined3d_stream_info
*stream_info
)
389 TRACE("Strided Data:\n");
390 TRACE_STRIDED(stream_info
, WINED3D_FFP_POSITION
);
391 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDWEIGHT
);
392 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDINDICES
);
393 TRACE_STRIDED(stream_info
, WINED3D_FFP_NORMAL
);
394 TRACE_STRIDED(stream_info
, WINED3D_FFP_PSIZE
);
395 TRACE_STRIDED(stream_info
, WINED3D_FFP_DIFFUSE
);
396 TRACE_STRIDED(stream_info
, WINED3D_FFP_SPECULAR
);
397 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD0
);
398 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD1
);
399 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD2
);
400 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD3
);
401 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD4
);
402 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD5
);
403 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD6
);
404 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD7
);
407 /* Context activation is done by the caller. */
408 void device_update_stream_info(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
410 struct wined3d_stream_info
*stream_info
= &device
->strided_streams
;
411 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
414 if (device
->up_strided
)
416 /* Note: this is a ddraw fixed-function code path. */
417 TRACE("=============================== Strided Input ================================\n");
418 device_stream_info_from_strided(gl_info
, device
->up_strided
, stream_info
);
419 if (TRACE_ON(d3d
)) device_trace_strided_stream_info(stream_info
);
423 TRACE("============================= Vertex Declaration =============================\n");
424 device_stream_info_from_declaration(device
, !!state
->vertex_shader
, stream_info
, &fixup
);
427 if (state
->vertex_shader
&& !stream_info
->position_transformed
)
429 if (state
->vertex_declaration
->half_float_conv_needed
&& !fixup
)
431 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
432 device
->useDrawStridedSlow
= TRUE
;
436 device
->useDrawStridedSlow
= FALSE
;
441 WORD slow_mask
= (1 << WINED3D_FFP_PSIZE
);
442 slow_mask
|= -!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
443 & ((1 << WINED3D_FFP_DIFFUSE
) | (1 << WINED3D_FFP_SPECULAR
));
445 if ((stream_info
->position_transformed
|| (stream_info
->use_map
& slow_mask
)) && !fixup
)
447 device
->useDrawStridedSlow
= TRUE
;
451 device
->useDrawStridedSlow
= FALSE
;
456 static void device_preload_texture(const struct wined3d_state
*state
, unsigned int idx
)
458 struct wined3d_texture
*texture
;
459 enum WINED3DSRGB srgb
;
461 if (!(texture
= state
->textures
[idx
])) return;
462 srgb
= state
->sampler_states
[idx
][WINED3DSAMP_SRGBTEXTURE
] ? SRGB_SRGB
: SRGB_RGB
;
463 texture
->texture_ops
->texture_preload(texture
, srgb
);
466 void device_preload_textures(struct wined3d_device
*device
)
468 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
473 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
475 if (state
->vertex_shader
->reg_maps
.sampler_type
[i
])
476 device_preload_texture(state
, MAX_FRAGMENT_SAMPLERS
+ i
);
482 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
484 if (state
->pixel_shader
->reg_maps
.sampler_type
[i
])
485 device_preload_texture(state
, i
);
490 WORD ffu_map
= device
->fixed_function_usage_map
;
492 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
495 device_preload_texture(state
, i
);
500 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
502 struct wined3d_context
**new_array
;
504 TRACE("Adding context %p.\n", context
);
506 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
507 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
508 sizeof(*new_array
) * (device
->context_count
+ 1));
512 ERR("Failed to grow the context array.\n");
516 new_array
[device
->context_count
++] = context
;
517 device
->contexts
= new_array
;
521 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
523 struct wined3d_context
**new_array
;
527 TRACE("Removing context %p.\n", context
);
529 for (i
= 0; i
< device
->context_count
; ++i
)
531 if (device
->contexts
[i
] == context
)
540 ERR("Context %p doesn't exist in context array.\n", context
);
544 if (!--device
->context_count
)
546 HeapFree(GetProcessHeap(), 0, device
->contexts
);
547 device
->contexts
= NULL
;
551 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
552 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
555 ERR("Failed to shrink context array. Oh well.\n");
559 device
->contexts
= new_array
;
562 void device_get_draw_rect(struct wined3d_device
*device
, RECT
*rect
)
564 struct wined3d_stateblock
*stateblock
= device
->stateBlock
;
565 WINED3DVIEWPORT
*vp
= &stateblock
->state
.viewport
;
567 SetRect(rect
, vp
->X
, vp
->Y
, vp
->X
+ vp
->Width
, vp
->Y
+ vp
->Height
);
569 if (stateblock
->state
.render_states
[WINED3DRS_SCISSORTESTENABLE
])
571 IntersectRect(rect
, rect
, &stateblock
->state
.scissor_rect
);
575 /* Do not call while under the GL lock. */
576 void device_switch_onscreen_ds(struct wined3d_device
*device
,
577 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
579 if (device
->onscreen_depth_stencil
)
581 surface_load_ds_location(device
->onscreen_depth_stencil
, context
, SFLAG_DS_OFFSCREEN
);
582 surface_modify_ds_location(device
->onscreen_depth_stencil
, SFLAG_DS_OFFSCREEN
,
583 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
584 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
585 wined3d_surface_decref(device
->onscreen_depth_stencil
);
587 device
->onscreen_depth_stencil
= depth_stencil
;
588 wined3d_surface_incref(device
->onscreen_depth_stencil
);
591 static BOOL
is_full_clear(struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
593 /* partial draw rect */
594 if (draw_rect
->left
|| draw_rect
->top
595 || draw_rect
->right
< target
->resource
.width
596 || draw_rect
->bottom
< target
->resource
.height
)
599 /* partial clear rect */
600 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
601 || clear_rect
->right
< target
->resource
.width
602 || clear_rect
->bottom
< target
->resource
.height
))
608 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
609 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
)
611 RECT current_rect
, r
;
613 if (ds
->flags
& location
)
614 SetRect(¤t_rect
, 0, 0,
615 ds
->ds_current_size
.cx
,
616 ds
->ds_current_size
.cy
);
618 SetRectEmpty(¤t_rect
);
620 IntersectRect(&r
, draw_rect
, ¤t_rect
);
621 if (EqualRect(&r
, draw_rect
))
623 /* current_rect ⊇ draw_rect, modify only. */
624 surface_modify_ds_location(ds
, location
, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
628 if (EqualRect(&r
, ¤t_rect
))
630 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
634 /* Full clear, modify only. */
635 surface_modify_ds_location(ds
, location
, draw_rect
->right
, draw_rect
->bottom
);
639 IntersectRect(&r
, draw_rect
, clear_rect
);
640 if (EqualRect(&r
, draw_rect
))
642 /* clear_rect ⊇ draw_rect, modify only. */
643 surface_modify_ds_location(ds
, location
, draw_rect
->right
, draw_rect
->bottom
);
649 surface_load_ds_location(ds
, context
, location
);
650 surface_modify_ds_location(ds
, location
, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
653 /* Do not call while under the GL lock. */
654 HRESULT
device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, struct wined3d_surface
**rts
,
655 struct wined3d_surface
*depth_stencil
, UINT rect_count
, const RECT
*rects
, const RECT
*draw_rect
,
656 DWORD flags
, const WINED3DCOLORVALUE
*color
, float depth
, DWORD stencil
)
658 const RECT
*clear_rect
= (rect_count
> 0 && rects
) ? (const RECT
*)rects
: NULL
;
659 struct wined3d_surface
*target
= rt_count
? rts
[0] : NULL
;
660 UINT drawable_width
, drawable_height
;
661 struct wined3d_context
*context
;
662 GLbitfield clear_mask
= 0;
663 BOOL render_offscreen
;
666 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
667 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
668 * for the cleared parts, and the untouched parts.
670 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
671 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
672 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
673 * checking all this if the dest surface is in the drawable anyway. */
674 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, clear_rect
))
676 for (i
= 0; i
< rt_count
; ++i
)
678 if (rts
[i
]) surface_load_location(rts
[i
], SFLAG_INDRAWABLE
, NULL
);
682 context
= context_acquire(device
, target
);
685 context_release(context
);
686 WARN("Invalid context, skipping clear.\n");
690 if (!context_apply_clear_state(context
, device
, rt_count
, rts
, depth_stencil
))
692 context_release(context
);
693 WARN("Failed to apply clear state, skipping clear.\n");
699 render_offscreen
= context
->render_offscreen
;
700 target
->get_drawable_size(context
, &drawable_width
, &drawable_height
);
704 render_offscreen
= TRUE
;
705 drawable_width
= depth_stencil
->pow2Width
;
706 drawable_height
= depth_stencil
->pow2Height
;
711 /* Only set the values up once, as they are not changing. */
712 if (flags
& WINED3DCLEAR_STENCIL
)
714 if (context
->gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
716 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
717 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE
));
720 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_STENCILWRITEMASK
));
721 glClearStencil(stencil
);
722 checkGLcall("glClearStencil");
723 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
726 if (flags
& WINED3DCLEAR_ZBUFFER
)
728 DWORD location
= render_offscreen
? SFLAG_DS_OFFSCREEN
: SFLAG_DS_ONSCREEN
;
730 if (location
== SFLAG_DS_ONSCREEN
&& depth_stencil
!= device
->onscreen_depth_stencil
)
733 device_switch_onscreen_ds(device
, context
, depth_stencil
);
736 prepare_ds_clear(depth_stencil
, context
, location
, draw_rect
, rect_count
, clear_rect
);
737 surface_modify_location(depth_stencil
, SFLAG_INDRAWABLE
, TRUE
);
739 glDepthMask(GL_TRUE
);
740 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_ZWRITEENABLE
));
742 checkGLcall("glClearDepth");
743 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
746 if (flags
& WINED3DCLEAR_TARGET
)
748 for (i
= 0; i
< rt_count
; ++i
)
750 if (rts
[i
]) surface_modify_location(rts
[i
], SFLAG_INDRAWABLE
, TRUE
);
753 glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
754 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE
));
755 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1
));
756 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2
));
757 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3
));
758 glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
759 checkGLcall("glClearColor");
760 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
765 if (render_offscreen
)
767 glScissor(draw_rect
->left
, draw_rect
->top
,
768 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
772 glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
773 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
775 checkGLcall("glScissor");
777 checkGLcall("glClear");
783 /* Now process each rect in turn. */
784 for (i
= 0; i
< rect_count
; ++i
)
786 /* Note that GL uses lower left, width/height. */
787 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
789 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
790 wine_dbgstr_rect(&clear_rect
[i
]),
791 wine_dbgstr_rect(¤t_rect
));
793 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
794 * The rectangle is not cleared, no error is returned, but further rectanlges are
795 * still cleared if they are valid. */
796 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
798 TRACE("Rectangle with negative dimensions, ignoring.\n");
802 if (render_offscreen
)
804 glScissor(current_rect
.left
, current_rect
.top
,
805 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
809 glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
810 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
812 checkGLcall("glScissor");
815 checkGLcall("glClear");
821 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
822 && target
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
823 && target
->container
.u
.swapchain
->front_buffer
== target
))
824 wglFlush(); /* Flush to ensure ordering across contexts. */
826 context_release(context
);
831 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
833 ULONG refcount
= InterlockedIncrement(&device
->ref
);
835 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
840 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
842 ULONG refcount
= InterlockedDecrement(&device
->ref
);
844 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
850 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
852 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
853 device
->multistate_funcs
[i
] = NULL
;
856 if (!list_empty(&device
->resources
))
858 struct wined3d_resource
*resource
;
860 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
862 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
864 FIXME("Leftover resource %p with type %s (%#x).\n",
865 resource
, debug_d3dresourcetype(resource
->resourceType
), resource
->resourceType
);
869 if (device
->contexts
)
870 ERR("Context array not freed!\n");
871 if (device
->hardwareCursor
)
872 DestroyCursor(device
->hardwareCursor
);
873 device
->hardwareCursor
= 0;
875 wined3d_decref(device
->wined3d
);
876 device
->wined3d
= NULL
;
877 HeapFree(GetProcessHeap(), 0, device
);
878 TRACE("Freed device %p.\n", device
);
884 UINT CDECL
wined3d_device_get_swapchain_count(struct wined3d_device
*device
)
886 TRACE("device %p.\n", device
);
888 return device
->swapchain_count
;
891 HRESULT CDECL
wined3d_device_get_swapchain(struct wined3d_device
*device
,
892 UINT swapchain_idx
, struct wined3d_swapchain
**swapchain
)
894 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
895 device
, swapchain_idx
, swapchain
);
897 if (swapchain_idx
>= device
->swapchain_count
)
899 WARN("swapchain_idx %u >= swapchain_count %u.\n",
900 swapchain_idx
, device
->swapchain_count
);
903 return WINED3DERR_INVALIDCALL
;
906 *swapchain
= device
->swapchains
[swapchain_idx
];
907 wined3d_swapchain_incref(*swapchain
);
908 TRACE("Returning %p.\n", *swapchain
);
913 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
918 HDC dcb
= NULL
, dcs
= NULL
;
919 WINEDDCOLORKEY colorkey
;
921 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
924 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
925 dcb
= CreateCompatibleDC(NULL
);
927 SelectObject(dcb
, hbm
);
931 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
934 memset(&bm
, 0, sizeof(bm
));
939 hr
= wined3d_surface_create(device
, bm
.bmWidth
, bm
.bmHeight
, WINED3DFMT_B5G6R5_UNORM
, TRUE
,
940 FALSE
, 0, 0, WINED3DPOOL_DEFAULT
, WINED3DMULTISAMPLE_NONE
, 0, SURFACE_OPENGL
, NULL
,
941 &wined3d_null_parent_ops
, &device
->logo_surface
);
944 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr
);
950 if (FAILED(hr
= wined3d_surface_getdc(device
->logo_surface
, &dcs
)))
952 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
953 wined3d_surface_releasedc(device
->logo_surface
, dcs
);
955 colorkey
.dwColorSpaceLowValue
= 0;
956 colorkey
.dwColorSpaceHighValue
= 0;
957 wined3d_surface_set_color_key(device
->logo_surface
, WINEDDCKEY_SRCBLT
, &colorkey
);
961 const WINED3DCOLORVALUE c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
962 /* Fill the surface with a white color to show that wined3d is there */
963 wined3d_device_color_fill(device
, device
->logo_surface
, NULL
, &c
);
967 if (dcb
) DeleteDC(dcb
);
968 if (hbm
) DeleteObject(hbm
);
971 /* Context activation is done by the caller. */
972 static void create_dummy_textures(struct wined3d_device
*device
)
974 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
976 /* Under DirectX you can have texture stage operations even if no texture is
977 bound, whereas opengl will only do texture operations when a valid texture is
978 bound. We emulate this by creating dummy textures and binding them to each
979 texture stage, but disable all stages by default. Hence if a stage is enabled
980 then the default texture will kick in until replaced by a SetTexture call */
983 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
985 /* The dummy texture does not have client storage backing */
986 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
987 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
990 for (i
= 0; i
< gl_info
->limits
.textures
; ++i
)
994 /* Make appropriate texture active */
995 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
+ i
));
996 checkGLcall("glActiveTextureARB");
998 /* Generate an opengl texture name */
999 glGenTextures(1, &device
->dummyTextureName
[i
]);
1000 checkGLcall("glGenTextures");
1001 TRACE("Dummy Texture %d given name %d.\n", i
, device
->dummyTextureName
[i
]);
1003 /* Generate a dummy 2d texture (not using 1d because they cause many
1004 * DRI drivers fall back to sw) */
1005 glBindTexture(GL_TEXTURE_2D
, device
->dummyTextureName
[i
]);
1006 checkGLcall("glBindTexture");
1008 glTexImage2D(GL_TEXTURE_2D
, 0, GL_LUMINANCE
, 1, 1, 0, GL_LUMINANCE
, GL_UNSIGNED_BYTE
, &white
);
1009 checkGLcall("glTexImage2D");
1012 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1014 /* Reenable because if supported it is enabled by default */
1015 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1016 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1022 /* Context activation is done by the caller. */
1023 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
1026 glDeleteTextures(gl_info
->limits
.textures
, device
->dummyTextureName
);
1027 checkGLcall("glDeleteTextures(gl_info->limits.textures, device->dummyTextureName)");
1030 memset(device
->dummyTextureName
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummyTextureName
));
1033 static LONG
fullscreen_style(LONG style
)
1035 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1036 style
|= WS_POPUP
| WS_SYSMENU
;
1037 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
1042 static LONG
fullscreen_exstyle(LONG exstyle
)
1044 /* Filter out window decorations. */
1045 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
1050 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
1052 BOOL filter_messages
;
1053 LONG style
, exstyle
;
1055 TRACE("Setting up window %p for fullscreen mode.\n", window
);
1057 if (device
->style
|| device
->exStyle
)
1059 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1060 window
, device
->style
, device
->exStyle
);
1063 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
1064 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1066 style
= fullscreen_style(device
->style
);
1067 exstyle
= fullscreen_exstyle(device
->exStyle
);
1069 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1070 device
->style
, device
->exStyle
, style
, exstyle
);
1072 filter_messages
= device
->filter_messages
;
1073 device
->filter_messages
= TRUE
;
1075 SetWindowLongW(window
, GWL_STYLE
, style
);
1076 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
1077 SetWindowPos(window
, HWND_TOP
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
1079 device
->filter_messages
= filter_messages
;
1082 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
1084 BOOL filter_messages
;
1085 LONG style
, exstyle
;
1087 if (!device
->style
&& !device
->exStyle
) return;
1089 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1090 window
, device
->style
, device
->exStyle
);
1092 style
= GetWindowLongW(window
, GWL_STYLE
);
1093 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1095 filter_messages
= device
->filter_messages
;
1096 device
->filter_messages
= TRUE
;
1098 /* Only restore the style if the application didn't modify it during the
1099 * fullscreen phase. Some applications change it before calling Reset()
1100 * when switching between windowed and fullscreen modes (HL2), some
1101 * depend on the original style (Eve Online). */
1102 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
1104 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
1105 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
1107 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
1109 device
->filter_messages
= filter_messages
;
1111 /* Delete the old values. */
1113 device
->exStyle
= 0;
1116 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
1118 TRACE("device %p, window %p.\n", device
, window
);
1120 if (!wined3d_register_window(window
, device
))
1122 ERR("Failed to register window %p.\n", window
);
1126 device
->focus_window
= window
;
1127 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
1132 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
1134 TRACE("device %p.\n", device
);
1136 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
1137 device
->focus_window
= NULL
;
1140 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
1141 WINED3DPRESENT_PARAMETERS
*present_parameters
)
1143 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1144 struct wined3d_swapchain
*swapchain
= NULL
;
1145 struct wined3d_context
*context
;
1150 TRACE("device %p, present_parameters %p.\n", device
, present_parameters
);
1152 if (device
->d3d_initialized
)
1153 return WINED3DERR_INVALIDCALL
;
1154 if (!device
->adapter
->opengl
)
1155 return WINED3DERR_INVALIDCALL
;
1157 TRACE("Creating stateblock.\n");
1158 hr
= wined3d_stateblock_create(device
, WINED3DSBT_INIT
, &device
->stateBlock
);
1161 WARN("Failed to create stateblock\n");
1165 TRACE("Created stateblock %p.\n", device
->stateBlock
);
1166 device
->updateStateBlock
= device
->stateBlock
;
1167 wined3d_stateblock_incref(device
->updateStateBlock
);
1169 device
->valid_rt_mask
= 0;
1170 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1171 device
->valid_rt_mask
|= (1 << i
);
1172 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1173 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
1175 device
->palette_count
= 1;
1176 device
->palettes
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(PALETTEENTRY
*));
1177 if (!device
->palettes
|| !device
->fb
.render_targets
)
1179 ERR("Out of memory!\n");
1184 device
->palettes
[0] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY
) * 256);
1185 if (!device
->palettes
[0])
1187 ERR("Out of memory!\n");
1192 for (i
= 0; i
< 256; ++i
)
1194 device
->palettes
[0][i
].peRed
= 0xff;
1195 device
->palettes
[0][i
].peGreen
= 0xff;
1196 device
->palettes
[0][i
].peBlue
= 0xff;
1197 device
->palettes
[0][i
].peFlags
= 0xff;
1199 device
->currentPalette
= 0;
1201 /* Initialize the texture unit mapping to a 1:1 mapping */
1202 for (state
= 0; state
< MAX_COMBINED_SAMPLERS
; ++state
)
1204 if (state
< gl_info
->limits
.fragment_samplers
)
1206 device
->texUnitMap
[state
] = state
;
1207 device
->rev_tex_unit_map
[state
] = state
;
1211 device
->texUnitMap
[state
] = WINED3D_UNMAPPED_STAGE
;
1212 device
->rev_tex_unit_map
[state
] = WINED3D_UNMAPPED_STAGE
;
1216 /* Setup the implicit swapchain. This also initializes a context. */
1217 TRACE("Creating implicit swapchain\n");
1218 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1219 present_parameters
, &swapchain
);
1222 WARN("Failed to create implicit swapchain\n");
1226 device
->swapchain_count
= 1;
1227 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1228 if (!device
->swapchains
)
1230 ERR("Out of memory!\n");
1233 device
->swapchains
[0] = swapchain
;
1235 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1237 TRACE("Setting rendertarget to %p.\n", swapchain
->back_buffers
);
1238 device
->fb
.render_targets
[0] = swapchain
->back_buffers
[0];
1242 TRACE("Setting rendertarget to %p.\n", swapchain
->front_buffer
);
1243 device
->fb
.render_targets
[0] = swapchain
->front_buffer
;
1245 wined3d_surface_incref(device
->fb
.render_targets
[0]);
1247 /* Depth Stencil support */
1248 device
->fb
.depth_stencil
= device
->auto_depth_stencil
;
1249 if (device
->fb
.depth_stencil
)
1250 wined3d_surface_incref(device
->fb
.depth_stencil
);
1252 hr
= device
->shader_backend
->shader_alloc_private(device
);
1255 TRACE("Shader private data couldn't be allocated\n");
1258 hr
= device
->frag_pipe
->alloc_private(device
);
1261 TRACE("Fragment pipeline private data couldn't be allocated\n");
1264 hr
= device
->blitter
->alloc_private(device
);
1267 TRACE("Blitter private data couldn't be allocated\n");
1271 /* Set up some starting GL setup */
1273 /* Setup all the devices defaults */
1274 stateblock_init_default_state(device
->stateBlock
);
1276 context
= context_acquire(device
, swapchain
->front_buffer
);
1278 create_dummy_textures(device
);
1282 /* Initialize the current view state */
1283 device
->view_ident
= 1;
1284 device
->contexts
[0]->last_was_rhw
= 0;
1286 switch (wined3d_settings
.offscreen_rendering_mode
)
1289 device
->offscreenBuffer
= GL_COLOR_ATTACHMENT0
;
1292 case ORM_BACKBUFFER
:
1294 if (context_get_current()->aux_buffers
> 0)
1296 TRACE("Using auxilliary buffer for offscreen rendering\n");
1297 device
->offscreenBuffer
= GL_AUX0
;
1301 TRACE("Using back buffer for offscreen rendering\n");
1302 device
->offscreenBuffer
= GL_BACK
;
1307 TRACE("All defaults now set up, leaving 3D init.\n");
1310 context_release(context
);
1312 /* Clear the screen */
1313 wined3d_device_clear(device
, 0, NULL
, WINED3DCLEAR_TARGET
1314 | (present_parameters
->EnableAutoDepthStencil
? WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
: 0),
1317 device
->d3d_initialized
= TRUE
;
1319 if (wined3d_settings
.logo
)
1320 device_load_logo(device
, wined3d_settings
.logo
);
1321 device
->highest_dirty_ps_const
= 0;
1322 device
->highest_dirty_vs_const
= 0;
1326 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1327 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1328 device
->swapchain_count
= 0;
1329 if (device
->palettes
)
1331 HeapFree(GetProcessHeap(), 0, device
->palettes
[0]);
1332 HeapFree(GetProcessHeap(), 0, device
->palettes
);
1334 device
->palette_count
= 0;
1336 wined3d_swapchain_decref(swapchain
);
1337 if (device
->stateBlock
)
1339 wined3d_stateblock_decref(device
->stateBlock
);
1340 device
->stateBlock
= NULL
;
1342 if (device
->blit_priv
)
1343 device
->blitter
->free_private(device
);
1344 if (device
->fragment_priv
)
1345 device
->frag_pipe
->free_private(device
);
1346 if (device
->shader_priv
)
1347 device
->shader_backend
->shader_free_private(device
);
1352 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1353 WINED3DPRESENT_PARAMETERS
*present_parameters
)
1355 struct wined3d_swapchain
*swapchain
= NULL
;
1358 TRACE("device %p, present_parameters %p.\n", device
, present_parameters
);
1360 /* Setup the implicit swapchain */
1361 TRACE("Creating implicit swapchain\n");
1362 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1363 present_parameters
, &swapchain
);
1366 WARN("Failed to create implicit swapchain\n");
1370 device
->swapchain_count
= 1;
1371 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1372 if (!device
->swapchains
)
1374 ERR("Out of memory!\n");
1377 device
->swapchains
[0] = swapchain
;
1381 wined3d_swapchain_decref(swapchain
);
1385 static HRESULT WINAPI
device_unload_resource(struct wined3d_resource
*resource
, void *data
)
1387 TRACE("Unloading resource %p.\n", resource
);
1389 resource
->resource_ops
->resource_unload(resource
);
1394 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1396 const struct wined3d_gl_info
*gl_info
;
1397 struct wined3d_context
*context
;
1398 struct wined3d_surface
*surface
;
1401 TRACE("device %p.\n", device
);
1403 if (!device
->d3d_initialized
)
1404 return WINED3DERR_INVALIDCALL
;
1406 /* Force making the context current again, to verify it is still valid
1407 * (workaround for broken drivers) */
1408 context_set_current(NULL
);
1409 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1410 * it was created. Thus make sure a context is active for the glDelete* calls
1412 context
= context_acquire(device
, NULL
);
1413 gl_info
= context
->gl_info
;
1415 if (device
->logo_surface
)
1416 wined3d_surface_decref(device
->logo_surface
);
1418 /* Unload resources */
1419 wined3d_device_enum_resources(device
, device_unload_resource
, NULL
);
1421 TRACE("Deleting high order patches\n");
1422 for(i
= 0; i
< PATCHMAP_SIZE
; i
++) {
1423 struct list
*e1
, *e2
;
1424 struct WineD3DRectPatch
*patch
;
1425 LIST_FOR_EACH_SAFE(e1
, e2
, &device
->patches
[i
])
1427 patch
= LIST_ENTRY(e1
, struct WineD3DRectPatch
, entry
);
1428 wined3d_device_delete_patch(device
, patch
->Handle
);
1432 /* Delete the mouse cursor texture */
1433 if (device
->cursorTexture
)
1436 glDeleteTextures(1, &device
->cursorTexture
);
1438 device
->cursorTexture
= 0;
1441 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1442 * private data, it might contain opengl pointers
1444 if (device
->depth_blt_texture
)
1447 glDeleteTextures(1, &device
->depth_blt_texture
);
1449 device
->depth_blt_texture
= 0;
1451 if (device
->depth_blt_rb
)
1454 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &device
->depth_blt_rb
);
1456 device
->depth_blt_rb
= 0;
1457 device
->depth_blt_rb_w
= 0;
1458 device
->depth_blt_rb_h
= 0;
1461 /* Release the update stateblock */
1462 if (wined3d_stateblock_decref(device
->updateStateBlock
))
1464 if (device
->updateStateBlock
!= device
->stateBlock
)
1465 FIXME("Something's still holding the update stateblock.\n");
1467 device
->updateStateBlock
= NULL
;
1470 struct wined3d_stateblock
*stateblock
= device
->stateBlock
;
1471 device
->stateBlock
= NULL
;
1473 /* Release the stateblock */
1474 if (wined3d_stateblock_decref(stateblock
))
1475 FIXME("Something's still holding the stateblock.\n");
1478 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1479 device
->blitter
->free_private(device
);
1480 device
->frag_pipe
->free_private(device
);
1481 device
->shader_backend
->shader_free_private(device
);
1483 /* Release the buffers (with sanity checks)*/
1484 if (device
->onscreen_depth_stencil
)
1486 surface
= device
->onscreen_depth_stencil
;
1487 device
->onscreen_depth_stencil
= NULL
;
1488 wined3d_surface_decref(surface
);
1491 if (device
->fb
.depth_stencil
)
1493 surface
= device
->fb
.depth_stencil
;
1495 TRACE("Releasing depth/stencil buffer %p.\n", surface
);
1497 device
->fb
.depth_stencil
= NULL
;
1498 if (wined3d_surface_decref(surface
)
1499 && surface
!= device
->auto_depth_stencil
)
1500 ERR("Something is still holding a reference to depth/stencil buffer %p.\n", surface
);
1503 if (device
->auto_depth_stencil
)
1505 surface
= device
->auto_depth_stencil
;
1506 device
->auto_depth_stencil
= NULL
;
1507 if (wined3d_surface_decref(surface
))
1508 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface
);
1511 for (i
= 1; i
< gl_info
->limits
.buffers
; ++i
)
1513 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
1516 surface
= device
->fb
.render_targets
[0];
1517 TRACE("Setting rendertarget 0 to NULL\n");
1518 device
->fb
.render_targets
[0] = NULL
;
1519 TRACE("Releasing the render target at %p\n", surface
);
1520 wined3d_surface_decref(surface
);
1522 context_release(context
);
1524 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1526 TRACE("Releasing the implicit swapchain %u.\n", i
);
1527 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1528 FIXME("Something's still holding the implicit swapchain.\n");
1531 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1532 device
->swapchains
= NULL
;
1533 device
->swapchain_count
= 0;
1535 for (i
= 0; i
< device
->palette_count
; ++i
)
1536 HeapFree(GetProcessHeap(), 0, device
->palettes
[i
]);
1537 HeapFree(GetProcessHeap(), 0, device
->palettes
);
1538 device
->palettes
= NULL
;
1539 device
->palette_count
= 0;
1541 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1542 device
->fb
.render_targets
= NULL
;
1544 device
->d3d_initialized
= FALSE
;
1549 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1553 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1555 TRACE("Releasing the implicit swapchain %u.\n", i
);
1556 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1557 FIXME("Something's still holding the implicit swapchain.\n");
1560 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1561 device
->swapchains
= NULL
;
1562 device
->swapchain_count
= 0;
1566 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1567 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1568 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1570 * There is no way to deactivate thread safety once it is enabled.
1572 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1574 TRACE("device %p.\n", device
);
1576 /* For now just store the flag (needed in case of ddraw). */
1577 device
->createParms
.BehaviorFlags
|= WINED3DCREATE_MULTITHREADED
;
1580 HRESULT CDECL
wined3d_device_set_display_mode(struct wined3d_device
*device
,
1581 UINT swapchain_idx
, const WINED3DDISPLAYMODE
*mode
)
1583 const struct wined3d_format
*format
= wined3d_get_format(&device
->adapter
->gl_info
, mode
->Format
);
1588 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device
, swapchain_idx
, mode
,
1589 mode
->Width
, mode
->Height
, mode
->RefreshRate
, debug_d3dformat(mode
->Format
));
1591 /* Resize the screen even without a window:
1592 * The app could have unset it with SetCooperativeLevel, but not called
1593 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1594 * but we don't have any hwnd
1597 memset(&devmode
, 0, sizeof(devmode
));
1598 devmode
.dmSize
= sizeof(devmode
);
1599 devmode
.dmFields
= DM_BITSPERPEL
| DM_PELSWIDTH
| DM_PELSHEIGHT
;
1600 devmode
.dmBitsPerPel
= format
->byte_count
* CHAR_BIT
;
1601 devmode
.dmPelsWidth
= mode
->Width
;
1602 devmode
.dmPelsHeight
= mode
->Height
;
1604 devmode
.dmDisplayFrequency
= mode
->RefreshRate
;
1605 if (mode
->RefreshRate
)
1606 devmode
.dmFields
|= DM_DISPLAYFREQUENCY
;
1608 /* Only change the mode if necessary */
1609 if (device
->ddraw_width
== mode
->Width
&& device
->ddraw_height
== mode
->Height
1610 && device
->ddraw_format
== mode
->Format
&& !mode
->RefreshRate
)
1613 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
);
1614 if (ret
!= DISP_CHANGE_SUCCESSFUL
)
1616 if (devmode
.dmDisplayFrequency
)
1618 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1619 devmode
.dmFields
&= ~DM_DISPLAYFREQUENCY
;
1620 devmode
.dmDisplayFrequency
= 0;
1621 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
) != DISP_CHANGE_SUCCESSFUL
;
1623 if(ret
!= DISP_CHANGE_SUCCESSFUL
) {
1624 return WINED3DERR_NOTAVAILABLE
;
1628 /* Store the new values */
1629 device
->ddraw_width
= mode
->Width
;
1630 device
->ddraw_height
= mode
->Height
;
1631 device
->ddraw_format
= mode
->Format
;
1633 /* And finally clip mouse to our screen */
1634 SetRect(&clip_rc
, 0, 0, mode
->Width
, mode
->Height
);
1635 ClipCursor(&clip_rc
);
1640 HRESULT CDECL
wined3d_device_get_wined3d(struct wined3d_device
*device
, struct wined3d
**wined3d
)
1642 TRACE("device %p, wined3d %p.\n", device
, wined3d
);
1644 *wined3d
= device
->wined3d
;
1645 wined3d_incref(*wined3d
);
1647 TRACE("Returning %p.\n", *wined3d
);
1652 UINT CDECL
wined3d_device_get_available_texture_mem(struct wined3d_device
*device
)
1654 TRACE("device %p.\n", device
);
1656 TRACE("Emulating %d MB, returning %d MB left.\n",
1657 device
->adapter
->TextureRam
/ (1024 * 1024),
1658 (device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
) / (1024 * 1024));
1660 return device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
;
1663 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1664 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1666 struct wined3d_stream_state
*stream
;
1667 struct wined3d_buffer
*prev_buffer
;
1669 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1670 device
, stream_idx
, buffer
, offset
, stride
);
1672 if (stream_idx
>= MAX_STREAMS
)
1674 WARN("Stream index %u out of range.\n", stream_idx
);
1675 return WINED3DERR_INVALIDCALL
;
1677 else if (offset
& 0x3)
1679 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1680 return WINED3DERR_INVALIDCALL
;
1683 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1684 prev_buffer
= stream
->buffer
;
1686 device
->updateStateBlock
->changed
.streamSource
|= 1 << stream_idx
;
1688 if (prev_buffer
== buffer
1689 && stream
->stride
== stride
1690 && stream
->offset
== offset
)
1692 TRACE("Application is setting the old values over, nothing to do.\n");
1696 stream
->buffer
= buffer
;
1699 stream
->stride
= stride
;
1700 stream
->offset
= offset
;
1703 /* Handle recording of state blocks. */
1704 if (device
->isRecordingState
)
1706 TRACE("Recording... not performing anything.\n");
1708 wined3d_buffer_incref(buffer
);
1710 wined3d_buffer_decref(prev_buffer
);
1716 InterlockedIncrement(&buffer
->bind_count
);
1717 wined3d_buffer_incref(buffer
);
1721 InterlockedDecrement(&prev_buffer
->bind_count
);
1722 wined3d_buffer_decref(prev_buffer
);
1725 device_invalidate_state(device
, STATE_STREAMSRC
);
1730 HRESULT CDECL
wined3d_device_get_stream_source(struct wined3d_device
*device
,
1731 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1733 struct wined3d_stream_state
*stream
;
1735 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1736 device
, stream_idx
, buffer
, offset
, stride
);
1738 if (stream_idx
>= MAX_STREAMS
)
1740 WARN("Stream index %u out of range.\n", stream_idx
);
1741 return WINED3DERR_INVALIDCALL
;
1744 stream
= &device
->stateBlock
->state
.streams
[stream_idx
];
1745 *buffer
= stream
->buffer
;
1747 wined3d_buffer_incref(*buffer
);
1749 *offset
= stream
->offset
;
1750 *stride
= stream
->stride
;
1755 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1757 struct wined3d_stream_state
*stream
;
1758 UINT old_flags
, old_freq
;
1760 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1762 /* Verify input. At least in d3d9 this is invalid. */
1763 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1765 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1766 return WINED3DERR_INVALIDCALL
;
1768 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1770 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1771 return WINED3DERR_INVALIDCALL
;
1775 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1776 return WINED3DERR_INVALIDCALL
;
1779 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1780 old_flags
= stream
->flags
;
1781 old_freq
= stream
->frequency
;
1783 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1784 stream
->frequency
= divider
& 0x7fffff;
1786 device
->updateStateBlock
->changed
.streamFreq
|= 1 << stream_idx
;
1788 if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1789 device_invalidate_state(device
, STATE_STREAMSRC
);
1794 HRESULT CDECL
wined3d_device_get_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT
*divider
)
1796 struct wined3d_stream_state
*stream
;
1798 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1800 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1801 *divider
= stream
->flags
| stream
->frequency
;
1803 TRACE("Returning %#x.\n", *divider
);
1808 HRESULT CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1809 WINED3DTRANSFORMSTATETYPE d3dts
, const WINED3DMATRIX
*matrix
)
1811 TRACE("device %p, state %s, matrix %p.\n",
1812 device
, debug_d3dtstype(d3dts
), matrix
);
1814 /* Handle recording of state blocks. */
1815 if (device
->isRecordingState
)
1817 TRACE("Recording... not performing anything.\n");
1818 device
->updateStateBlock
->changed
.transform
[d3dts
>> 5] |= 1 << (d3dts
& 0x1f);
1819 device
->updateStateBlock
->state
.transforms
[d3dts
] = *matrix
;
1823 /* If the new matrix is the same as the current one,
1824 * we cut off any further processing. this seems to be a reasonable
1825 * optimization because as was noticed, some apps (warcraft3 for example)
1826 * tend towards setting the same matrix repeatedly for some reason.
1828 * From here on we assume that the new matrix is different, wherever it matters. */
1829 if (!memcmp(&device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0], matrix
, sizeof(*matrix
)))
1831 TRACE("The application is setting the same matrix over again.\n");
1835 conv_mat(matrix
, &device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0]);
1837 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1838 * where ViewMat = Camera space, WorldMat = world space.
1840 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1841 * matrix. The Projection matrix stay projection matrix. */
1843 if (d3dts
== WINED3DTS_VIEW
)
1844 device
->view_ident
= !memcmp(matrix
, identity
, 16 * sizeof(float));
1846 if (d3dts
< WINED3DTS_WORLDMATRIX(device
->adapter
->gl_info
.limits
.blends
))
1847 device_invalidate_state(device
, STATE_TRANSFORM(d3dts
));
1853 HRESULT CDECL
wined3d_device_get_transform(struct wined3d_device
*device
,
1854 WINED3DTRANSFORMSTATETYPE state
, WINED3DMATRIX
*matrix
)
1856 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1858 *matrix
= device
->stateBlock
->state
.transforms
[state
];
1863 HRESULT CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1864 WINED3DTRANSFORMSTATETYPE state
, const WINED3DMATRIX
*matrix
)
1866 const WINED3DMATRIX
*mat
= NULL
;
1869 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1871 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1872 * below means it will be recorded in a state block change, but it
1873 * works regardless where it is recorded.
1874 * If this is found to be wrong, change to StateBlock. */
1875 if (state
> HIGHEST_TRANSFORMSTATE
)
1877 WARN("Unhandled transform state %#x.\n", state
);
1881 mat
= &device
->updateStateBlock
->state
.transforms
[state
];
1882 multiply_matrix(&temp
, mat
, matrix
);
1884 /* Apply change via set transform - will reapply to eg. lights this way. */
1885 return wined3d_device_set_transform(device
, state
, &temp
);
1888 /* Note lights are real special cases. Although the device caps state only
1889 * e.g. 8 are supported, you can reference any indexes you want as long as
1890 * that number max are enabled at any one point in time. Therefore since the
1891 * indices can be anything, we need a hashmap of them. However, this causes
1892 * stateblock problems. When capturing the state block, I duplicate the
1893 * hashmap, but when recording, just build a chain pretty much of commands to
1895 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
, UINT light_idx
, const WINED3DLIGHT
*light
)
1897 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1898 struct wined3d_light_info
*object
= NULL
;
1902 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1904 /* Check the parameter range. Need for speed most wanted sets junk lights
1905 * which confuse the GL driver. */
1907 return WINED3DERR_INVALIDCALL
;
1909 switch (light
->Type
)
1911 case WINED3DLIGHT_POINT
:
1912 case WINED3DLIGHT_SPOT
:
1913 case WINED3DLIGHT_PARALLELPOINT
:
1914 case WINED3DLIGHT_GLSPOT
:
1915 /* Incorrect attenuation values can cause the gl driver to crash.
1916 * Happens with Need for speed most wanted. */
1917 if (light
->Attenuation0
< 0.0f
|| light
->Attenuation1
< 0.0f
|| light
->Attenuation2
< 0.0f
)
1919 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1920 return WINED3DERR_INVALIDCALL
;
1924 case WINED3DLIGHT_DIRECTIONAL
:
1925 /* Ignores attenuation */
1929 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1930 return WINED3DERR_INVALIDCALL
;
1933 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
1935 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1936 if (object
->OriginalIndex
== light_idx
)
1943 TRACE("Adding new light\n");
1944 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1947 ERR("Out of memory error when allocating a light\n");
1948 return E_OUTOFMEMORY
;
1950 list_add_head(&device
->updateStateBlock
->state
.light_map
[hash_idx
], &object
->entry
);
1951 object
->glIndex
= -1;
1952 object
->OriginalIndex
= light_idx
;
1955 /* Initialize the object. */
1956 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1957 light_idx
, light
->Type
,
1958 light
->Diffuse
.r
, light
->Diffuse
.g
, light
->Diffuse
.b
, light
->Diffuse
.a
,
1959 light
->Specular
.r
, light
->Specular
.g
, light
->Specular
.b
, light
->Specular
.a
,
1960 light
->Ambient
.r
, light
->Ambient
.g
, light
->Ambient
.b
, light
->Ambient
.a
);
1961 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light
->Position
.x
, light
->Position
.y
, light
->Position
.z
,
1962 light
->Direction
.x
, light
->Direction
.y
, light
->Direction
.z
);
1963 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1964 light
->Range
, light
->Falloff
, light
->Theta
, light
->Phi
);
1966 /* Save away the information. */
1967 object
->OriginalParms
= *light
;
1969 switch (light
->Type
)
1971 case WINED3DLIGHT_POINT
:
1973 object
->lightPosn
[0] = light
->Position
.x
;
1974 object
->lightPosn
[1] = light
->Position
.y
;
1975 object
->lightPosn
[2] = light
->Position
.z
;
1976 object
->lightPosn
[3] = 1.0f
;
1977 object
->cutoff
= 180.0f
;
1981 case WINED3DLIGHT_DIRECTIONAL
:
1983 object
->lightPosn
[0] = -light
->Direction
.x
;
1984 object
->lightPosn
[1] = -light
->Direction
.y
;
1985 object
->lightPosn
[2] = -light
->Direction
.z
;
1986 object
->lightPosn
[3] = 0.0f
;
1987 object
->exponent
= 0.0f
;
1988 object
->cutoff
= 180.0f
;
1991 case WINED3DLIGHT_SPOT
:
1993 object
->lightPosn
[0] = light
->Position
.x
;
1994 object
->lightPosn
[1] = light
->Position
.y
;
1995 object
->lightPosn
[2] = light
->Position
.z
;
1996 object
->lightPosn
[3] = 1.0f
;
1999 object
->lightDirn
[0] = light
->Direction
.x
;
2000 object
->lightDirn
[1] = light
->Direction
.y
;
2001 object
->lightDirn
[2] = light
->Direction
.z
;
2002 object
->lightDirn
[3] = 1.0f
;
2004 /* opengl-ish and d3d-ish spot lights use too different models
2005 * for the light "intensity" as a function of the angle towards
2006 * the main light direction, so we only can approximate very
2007 * roughly. However, spot lights are rather rarely used in games
2008 * (if ever used at all). Furthermore if still used, probably
2009 * nobody pays attention to such details. */
2010 if (!light
->Falloff
)
2012 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2013 * equations have the falloff resp. exponent parameter as an
2014 * exponent, so the spot light lighting will always be 1.0 for
2015 * both of them, and we don't have to care for the rest of the
2016 * rather complex calculation. */
2017 object
->exponent
= 0.0f
;
2021 rho
= light
->Theta
+ (light
->Phi
- light
->Theta
) / (2 * light
->Falloff
);
2024 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
2027 if (object
->exponent
> 128.0f
)
2028 object
->exponent
= 128.0f
;
2030 object
->cutoff
= (float)(light
->Phi
* 90 / M_PI
);
2035 FIXME("Unrecognized light type %#x.\n", light
->Type
);
2038 /* Update the live definitions if the light is currently assigned a glIndex. */
2039 if (object
->glIndex
!= -1 && !device
->isRecordingState
)
2040 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
2045 HRESULT CDECL
wined3d_device_get_light(struct wined3d_device
*device
, UINT light_idx
, WINED3DLIGHT
*light
)
2047 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2048 struct wined3d_light_info
*light_info
= NULL
;
2051 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
2053 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2055 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2056 if (light_info
->OriginalIndex
== light_idx
)
2063 TRACE("Light information requested but light not defined\n");
2064 return WINED3DERR_INVALIDCALL
;
2067 *light
= light_info
->OriginalParms
;
2071 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
2073 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2074 struct wined3d_light_info
*light_info
= NULL
;
2077 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
2079 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2081 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2082 if (light_info
->OriginalIndex
== light_idx
)
2086 TRACE("Found light %p.\n", light_info
);
2088 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2091 TRACE("Light enabled requested but light not defined, so defining one!\n");
2092 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
2094 /* Search for it again! Should be fairly quick as near head of list. */
2095 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2097 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2098 if (light_info
->OriginalIndex
== light_idx
)
2104 FIXME("Adding default lights has failed dismally\n");
2105 return WINED3DERR_INVALIDCALL
;
2111 if (light_info
->glIndex
!= -1)
2113 if (!device
->isRecordingState
)
2114 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
2116 device
->updateStateBlock
->state
.lights
[light_info
->glIndex
] = NULL
;
2117 light_info
->glIndex
= -1;
2121 TRACE("Light already disabled, nothing to do\n");
2123 light_info
->enabled
= FALSE
;
2127 light_info
->enabled
= TRUE
;
2128 if (light_info
->glIndex
!= -1)
2130 TRACE("Nothing to do as light was enabled\n");
2135 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2136 /* Find a free GL light. */
2137 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
2139 if (!device
->updateStateBlock
->state
.lights
[i
])
2141 device
->updateStateBlock
->state
.lights
[i
] = light_info
;
2142 light_info
->glIndex
= i
;
2146 if (light_info
->glIndex
== -1)
2148 /* Our tests show that Windows returns D3D_OK in this situation, even with
2149 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2150 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2151 * as well for those lights.
2153 * TODO: Test how this affects rendering. */
2154 WARN("Too many concurrently active lights\n");
2158 /* i == light_info->glIndex */
2159 if (!device
->isRecordingState
)
2160 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
2167 HRESULT CDECL
wined3d_device_get_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
2169 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2170 struct wined3d_light_info
*light_info
= NULL
;
2173 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
2175 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2177 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2178 if (light_info
->OriginalIndex
== light_idx
)
2185 TRACE("Light enabled state requested but light not defined.\n");
2186 return WINED3DERR_INVALIDCALL
;
2188 /* true is 128 according to SetLightEnable */
2189 *enable
= light_info
->enabled
? 128 : 0;
2193 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
, UINT plane_idx
, const float *plane
)
2195 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2197 /* Validate plane_idx. */
2198 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2200 TRACE("Application has requested clipplane this device doesn't support.\n");
2201 return WINED3DERR_INVALIDCALL
;
2204 device
->updateStateBlock
->changed
.clipplane
|= 1 << plane_idx
;
2206 if (device
->updateStateBlock
->state
.clip_planes
[plane_idx
][0] == plane
[0]
2207 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][1] == plane
[1]
2208 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][2] == plane
[2]
2209 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][3] == plane
[3])
2211 TRACE("Application is setting old values over, nothing to do.\n");
2215 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][0] = plane
[0];
2216 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][1] = plane
[1];
2217 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][2] = plane
[2];
2218 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][3] = plane
[3];
2220 /* Handle recording of state blocks. */
2221 if (device
->isRecordingState
)
2223 TRACE("Recording... not performing anything.\n");
2227 device_invalidate_state(device
, STATE_CLIPPLANE(plane_idx
));
2232 HRESULT CDECL
wined3d_device_get_clip_plane(struct wined3d_device
*device
, UINT plane_idx
, float *plane
)
2234 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2236 /* Validate plane_idx. */
2237 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2239 TRACE("Application has requested clipplane this device doesn't support.\n");
2240 return WINED3DERR_INVALIDCALL
;
2243 plane
[0] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][0];
2244 plane
[1] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][1];
2245 plane
[2] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][2];
2246 plane
[3] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][3];
2251 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
, const WINED3DCLIPSTATUS
*clip_status
)
2253 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2256 return WINED3DERR_INVALIDCALL
;
2258 device
->updateStateBlock
->state
.clip_status
.ClipUnion
= clip_status
->ClipUnion
;
2259 device
->updateStateBlock
->state
.clip_status
.ClipIntersection
= clip_status
->ClipIntersection
;
2264 HRESULT CDECL
wined3d_device_get_clip_status(struct wined3d_device
*device
, WINED3DCLIPSTATUS
*clip_status
)
2266 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2269 return WINED3DERR_INVALIDCALL
;
2271 clip_status
->ClipUnion
= device
->updateStateBlock
->state
.clip_status
.ClipUnion
;
2272 clip_status
->ClipIntersection
= device
->updateStateBlock
->state
.clip_status
.ClipIntersection
;
2277 HRESULT CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const WINED3DMATERIAL
*material
)
2279 TRACE("device %p, material %p.\n", device
, material
);
2281 device
->updateStateBlock
->changed
.material
= TRUE
;
2282 device
->updateStateBlock
->state
.material
= *material
;
2284 /* Handle recording of state blocks */
2285 if (device
->isRecordingState
)
2287 TRACE("Recording... not performing anything.\n");
2291 device_invalidate_state(device
, STATE_MATERIAL
);
2296 HRESULT CDECL
wined3d_device_get_material(struct wined3d_device
*device
, WINED3DMATERIAL
*material
)
2298 TRACE("device %p, material %p.\n", device
, material
);
2300 *material
= device
->updateStateBlock
->state
.material
;
2302 TRACE("Diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2303 material
->Diffuse
.r
, material
->Diffuse
.g
,
2304 material
->Diffuse
.b
, material
->Diffuse
.a
);
2305 TRACE("Ambient {%.8e, %.8e, %.8e, %.8e}\n",
2306 material
->Ambient
.r
, material
->Ambient
.g
,
2307 material
->Ambient
.b
, material
->Ambient
.a
);
2308 TRACE("Specular {%.8e, %.8e, %.8e, %.8e}\n",
2309 material
->Specular
.r
, material
->Specular
.g
,
2310 material
->Specular
.b
, material
->Specular
.a
);
2311 TRACE("Emissive {%.8e, %.8e, %.8e, %.8e}\n",
2312 material
->Emissive
.r
, material
->Emissive
.g
,
2313 material
->Emissive
.b
, material
->Emissive
.a
);
2314 TRACE("Power %.8e.\n", material
->Power
);
2319 HRESULT CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
2320 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
2322 struct wined3d_buffer
*prev_buffer
;
2324 TRACE("device %p, buffer %p, format %s.\n",
2325 device
, buffer
, debug_d3dformat(format_id
));
2327 prev_buffer
= device
->updateStateBlock
->state
.index_buffer
;
2329 device
->updateStateBlock
->changed
.indices
= TRUE
;
2330 device
->updateStateBlock
->state
.index_buffer
= buffer
;
2331 device
->updateStateBlock
->state
.index_format
= format_id
;
2333 /* Handle recording of state blocks. */
2334 if (device
->isRecordingState
)
2336 TRACE("Recording... not performing anything.\n");
2338 wined3d_buffer_incref(buffer
);
2340 wined3d_buffer_decref(prev_buffer
);
2344 if (prev_buffer
!= buffer
)
2346 device_invalidate_state(device
, STATE_INDEXBUFFER
);
2349 InterlockedIncrement(&buffer
->bind_count
);
2350 wined3d_buffer_incref(buffer
);
2354 InterlockedDecrement(&prev_buffer
->bind_count
);
2355 wined3d_buffer_decref(prev_buffer
);
2362 HRESULT CDECL
wined3d_device_get_index_buffer(struct wined3d_device
*device
, struct wined3d_buffer
**buffer
)
2364 TRACE("device %p, buffer %p.\n", device
, buffer
);
2366 *buffer
= device
->stateBlock
->state
.index_buffer
;
2369 wined3d_buffer_incref(*buffer
);
2371 TRACE("Returning %p.\n", *buffer
);
2376 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2377 HRESULT CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
2379 TRACE("device %p, base_index %d.\n", device
, base_index
);
2381 if (device
->updateStateBlock
->state
.base_vertex_index
== base_index
)
2383 TRACE("Application is setting the old value over, nothing to do\n");
2387 device
->updateStateBlock
->state
.base_vertex_index
= base_index
;
2389 if (device
->isRecordingState
)
2391 TRACE("Recording... not performing anything\n");
2397 INT CDECL
wined3d_device_get_base_vertex_index(struct wined3d_device
*device
)
2399 TRACE("device %p.\n", device
);
2401 return device
->stateBlock
->state
.base_vertex_index
;
2404 HRESULT CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const WINED3DVIEWPORT
*viewport
)
2406 TRACE("device %p, viewport %p.\n", device
, viewport
);
2407 TRACE("x %u, y %u, w %u, h %u, minz %.8e, maxz %.8e.\n",
2408 viewport
->X
, viewport
->Y
, viewport
->Width
, viewport
->Height
, viewport
->MinZ
, viewport
->MaxZ
);
2410 device
->updateStateBlock
->changed
.viewport
= TRUE
;
2411 device
->updateStateBlock
->state
.viewport
= *viewport
;
2413 /* Handle recording of state blocks */
2414 if (device
->isRecordingState
)
2416 TRACE("Recording... not performing anything\n");
2420 device_invalidate_state(device
, STATE_VIEWPORT
);
2425 HRESULT CDECL
wined3d_device_get_viewport(struct wined3d_device
*device
, WINED3DVIEWPORT
*viewport
)
2427 TRACE("device %p, viewport %p.\n", device
, viewport
);
2429 *viewport
= device
->stateBlock
->state
.viewport
;
2434 HRESULT CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2435 WINED3DRENDERSTATETYPE state
, DWORD value
)
2437 DWORD old_value
= device
->stateBlock
->state
.render_states
[state
];
2439 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2441 device
->updateStateBlock
->changed
.renderState
[state
>> 5] |= 1 << (state
& 0x1f);
2442 device
->updateStateBlock
->state
.render_states
[state
] = value
;
2444 /* Handle recording of state blocks. */
2445 if (device
->isRecordingState
)
2447 TRACE("Recording... not performing anything.\n");
2451 /* Compared here and not before the assignment to allow proper stateblock recording. */
2452 if (value
== old_value
)
2453 TRACE("Application is setting the old value over, nothing to do.\n");
2455 device_invalidate_state(device
, STATE_RENDER(state
));
2460 HRESULT CDECL
wined3d_device_get_render_state(struct wined3d_device
*device
,
2461 WINED3DRENDERSTATETYPE state
, DWORD
*value
)
2463 TRACE("device %p, state %s (%#x), value %p.\n", device
, debug_d3drenderstate(state
), state
, value
);
2465 *value
= device
->stateBlock
->state
.render_states
[state
];
2470 HRESULT CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2471 UINT sampler_idx
, WINED3DSAMPLERSTATETYPE state
, DWORD value
)
2475 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2476 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2478 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2479 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2481 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2482 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2484 WARN("Invalid sampler %u.\n", sampler_idx
);
2485 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2488 old_value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2489 device
->updateStateBlock
->state
.sampler_states
[sampler_idx
][state
] = value
;
2490 device
->updateStateBlock
->changed
.samplerState
[sampler_idx
] |= 1 << state
;
2492 /* Handle recording of state blocks. */
2493 if (device
->isRecordingState
)
2495 TRACE("Recording... not performing anything.\n");
2499 if (old_value
== value
)
2501 TRACE("Application is setting the old value over, nothing to do.\n");
2505 device_invalidate_state(device
, STATE_SAMPLER(sampler_idx
));
2510 HRESULT CDECL
wined3d_device_get_sampler_state(struct wined3d_device
*device
,
2511 UINT sampler_idx
, WINED3DSAMPLERSTATETYPE state
, DWORD
*value
)
2513 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2514 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2516 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2517 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2519 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2520 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2522 WARN("Invalid sampler %u.\n", sampler_idx
);
2523 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2526 *value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2527 TRACE("Returning %#x.\n", *value
);
2532 HRESULT CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2534 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2536 device
->updateStateBlock
->changed
.scissorRect
= TRUE
;
2537 if (EqualRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
))
2539 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2542 CopyRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
);
2544 if (device
->isRecordingState
)
2546 TRACE("Recording... not performing anything.\n");
2550 device_invalidate_state(device
, STATE_SCISSORRECT
);
2555 HRESULT CDECL
wined3d_device_get_scissor_rect(struct wined3d_device
*device
, RECT
*rect
)
2557 TRACE("device %p, rect %p.\n", device
, rect
);
2559 *rect
= device
->updateStateBlock
->state
.scissor_rect
;
2560 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2565 HRESULT CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2566 struct wined3d_vertex_declaration
*declaration
)
2568 struct wined3d_vertex_declaration
*prev
= device
->updateStateBlock
->state
.vertex_declaration
;
2570 TRACE("device %p, declaration %p.\n", device
, declaration
);
2573 wined3d_vertex_declaration_incref(declaration
);
2575 wined3d_vertex_declaration_decref(prev
);
2577 device
->updateStateBlock
->state
.vertex_declaration
= declaration
;
2578 device
->updateStateBlock
->changed
.vertexDecl
= TRUE
;
2580 if (device
->isRecordingState
)
2582 TRACE("Recording... not performing anything.\n");
2585 else if (declaration
== prev
)
2587 /* Checked after the assignment to allow proper stateblock recording. */
2588 TRACE("Application is setting the old declaration over, nothing to do.\n");
2592 device_invalidate_state(device
, STATE_VDECL
);
2596 HRESULT CDECL
wined3d_device_get_vertex_declaration(struct wined3d_device
*device
,
2597 struct wined3d_vertex_declaration
**declaration
)
2599 TRACE("device %p, declaration %p.\n", device
, declaration
);
2601 *declaration
= device
->stateBlock
->state
.vertex_declaration
;
2603 wined3d_vertex_declaration_incref(*declaration
);
2608 HRESULT CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2610 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.vertex_shader
;
2612 TRACE("device %p, shader %p.\n", device
, shader
);
2614 device
->updateStateBlock
->state
.vertex_shader
= shader
;
2615 device
->updateStateBlock
->changed
.vertexShader
= TRUE
;
2617 if (device
->isRecordingState
)
2620 wined3d_shader_incref(shader
);
2622 wined3d_shader_decref(prev
);
2623 TRACE("Recording... not performing anything.\n");
2629 TRACE("Application is setting the old shader over, nothing to do.\n");
2634 wined3d_shader_incref(shader
);
2636 wined3d_shader_decref(prev
);
2638 device_invalidate_state(device
, STATE_VSHADER
);
2643 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(struct wined3d_device
*device
)
2645 struct wined3d_shader
*shader
;
2647 TRACE("device %p.\n", device
);
2649 shader
= device
->stateBlock
->state
.vertex_shader
;
2651 wined3d_shader_incref(shader
);
2653 TRACE("Returning %p.\n", shader
);
2657 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2658 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2660 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2663 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2664 device
, start_register
, constants
, bool_count
);
2666 if (!constants
|| start_register
>= MAX_CONST_B
)
2667 return WINED3DERR_INVALIDCALL
;
2669 memcpy(&device
->updateStateBlock
->state
.vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2670 for (i
= 0; i
< count
; ++i
)
2671 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2673 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2674 device
->updateStateBlock
->changed
.vertexShaderConstantsB
|= (1 << i
);
2676 if (!device
->isRecordingState
)
2677 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2682 HRESULT CDECL
wined3d_device_get_vs_consts_b(struct wined3d_device
*device
,
2683 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2685 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2687 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2688 device
, start_register
, constants
, bool_count
);
2690 if (!constants
|| start_register
>= MAX_CONST_B
)
2691 return WINED3DERR_INVALIDCALL
;
2693 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2698 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2699 UINT start_register
, const int *constants
, UINT vector4i_count
)
2701 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2704 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2705 device
, start_register
, constants
, vector4i_count
);
2707 if (!constants
|| start_register
>= MAX_CONST_I
)
2708 return WINED3DERR_INVALIDCALL
;
2710 memcpy(&device
->updateStateBlock
->state
.vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2711 for (i
= 0; i
< count
; ++i
)
2712 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2713 constants
[i
* 4], constants
[i
* 4 + 1],
2714 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2716 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2717 device
->updateStateBlock
->changed
.vertexShaderConstantsI
|= (1 << i
);
2719 if (!device
->isRecordingState
)
2720 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2725 HRESULT CDECL
wined3d_device_get_vs_consts_i(struct wined3d_device
*device
,
2726 UINT start_register
, int *constants
, UINT vector4i_count
)
2728 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2730 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2731 device
, start_register
, constants
, vector4i_count
);
2733 if (!constants
|| start_register
>= MAX_CONST_I
)
2734 return WINED3DERR_INVALIDCALL
;
2736 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2740 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2741 UINT start_register
, const float *constants
, UINT vector4f_count
)
2745 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2746 device
, start_register
, constants
, vector4f_count
);
2748 /* Specifically test start_register > limit to catch MAX_UINT overflows
2749 * when adding start_register + vector4f_count. */
2751 || start_register
+ vector4f_count
> device
->d3d_vshader_constantF
2752 || start_register
> device
->d3d_vshader_constantF
)
2753 return WINED3DERR_INVALIDCALL
;
2755 memcpy(&device
->updateStateBlock
->state
.vs_consts_f
[start_register
* 4],
2756 constants
, vector4f_count
* sizeof(float) * 4);
2759 for (i
= 0; i
< vector4f_count
; ++i
)
2760 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2761 constants
[i
* 4], constants
[i
* 4 + 1],
2762 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2765 if (!device
->isRecordingState
)
2767 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2768 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2771 memset(device
->updateStateBlock
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2772 sizeof(*device
->updateStateBlock
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2777 HRESULT CDECL
wined3d_device_get_vs_consts_f(struct wined3d_device
*device
,
2778 UINT start_register
, float *constants
, UINT vector4f_count
)
2780 int count
= min(vector4f_count
, device
->d3d_vshader_constantF
- start_register
);
2782 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2783 device
, start_register
, constants
, vector4f_count
);
2785 if (!constants
|| count
< 0)
2786 return WINED3DERR_INVALIDCALL
;
2788 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2793 static inline void markTextureStagesDirty(struct wined3d_device
*device
, DWORD stage
)
2797 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
2799 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, i
));
2803 static void device_map_stage(struct wined3d_device
*device
, DWORD stage
, DWORD unit
)
2805 DWORD i
= device
->rev_tex_unit_map
[unit
];
2806 DWORD j
= device
->texUnitMap
[stage
];
2808 device
->texUnitMap
[stage
] = unit
;
2809 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
2810 device
->texUnitMap
[i
] = WINED3D_UNMAPPED_STAGE
;
2812 device
->rev_tex_unit_map
[unit
] = stage
;
2813 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
2814 device
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
2817 static void device_update_fixed_function_usage_map(struct wined3d_device
*device
)
2821 device
->fixed_function_usage_map
= 0;
2822 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2824 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2825 WINED3DTEXTUREOP color_op
= state
->texture_states
[i
][WINED3DTSS_COLOROP
];
2826 WINED3DTEXTUREOP alpha_op
= state
->texture_states
[i
][WINED3DTSS_ALPHAOP
];
2827 DWORD color_arg1
= state
->texture_states
[i
][WINED3DTSS_COLORARG1
] & WINED3DTA_SELECTMASK
;
2828 DWORD color_arg2
= state
->texture_states
[i
][WINED3DTSS_COLORARG2
] & WINED3DTA_SELECTMASK
;
2829 DWORD color_arg3
= state
->texture_states
[i
][WINED3DTSS_COLORARG0
] & WINED3DTA_SELECTMASK
;
2830 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3DTSS_ALPHAARG1
] & WINED3DTA_SELECTMASK
;
2831 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3DTSS_ALPHAARG2
] & WINED3DTA_SELECTMASK
;
2832 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3DTSS_ALPHAARG0
] & WINED3DTA_SELECTMASK
;
2834 if (color_op
== WINED3DTOP_DISABLE
) {
2835 /* Not used, and disable higher stages */
2839 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3DTOP_SELECTARG2
)
2840 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3DTOP_SELECTARG1
)
2841 || ((color_arg3
== WINED3DTA_TEXTURE
)
2842 && (color_op
== WINED3DTOP_MULTIPLYADD
|| color_op
== WINED3DTOP_LERP
))
2843 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3DTOP_SELECTARG2
)
2844 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3DTOP_SELECTARG1
)
2845 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2846 && (alpha_op
== WINED3DTOP_MULTIPLYADD
|| alpha_op
== WINED3DTOP_LERP
)))
2847 device
->fixed_function_usage_map
|= (1 << i
);
2849 if ((color_op
== WINED3DTOP_BUMPENVMAP
|| color_op
== WINED3DTOP_BUMPENVMAPLUMINANCE
) && i
< MAX_TEXTURES
- 1)
2850 device
->fixed_function_usage_map
|= (1 << (i
+ 1));
2854 static void device_map_fixed_function_samplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2856 unsigned int i
, tex
;
2859 device_update_fixed_function_usage_map(device
);
2860 ffu_map
= device
->fixed_function_usage_map
;
2862 if (device
->max_ffp_textures
== gl_info
->limits
.texture_stages
2863 || device
->stateBlock
->state
.lowest_disabled_stage
<= device
->max_ffp_textures
)
2865 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2867 if (!(ffu_map
& 1)) continue;
2869 if (device
->texUnitMap
[i
] != i
)
2871 device_map_stage(device
, i
, i
);
2872 device_invalidate_state(device
, STATE_SAMPLER(i
));
2873 markTextureStagesDirty(device
, i
);
2879 /* Now work out the mapping */
2881 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2883 if (!(ffu_map
& 1)) continue;
2885 if (device
->texUnitMap
[i
] != tex
)
2887 device_map_stage(device
, i
, tex
);
2888 device_invalidate_state(device
, STATE_SAMPLER(i
));
2889 markTextureStagesDirty(device
, i
);
2896 static void device_map_psamplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2898 const WINED3DSAMPLER_TEXTURE_TYPE
*sampler_type
=
2899 device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2902 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2904 if (sampler_type
[i
] && device
->texUnitMap
[i
] != i
)
2906 device_map_stage(device
, i
, i
);
2907 device_invalidate_state(device
, STATE_SAMPLER(i
));
2908 if (i
< gl_info
->limits
.texture_stages
)
2910 markTextureStagesDirty(device
, i
);
2916 static BOOL
device_unit_free_for_vs(struct wined3d_device
*device
,
2917 const WINED3DSAMPLER_TEXTURE_TYPE
*pshader_sampler_tokens
,
2918 const WINED3DSAMPLER_TEXTURE_TYPE
*vshader_sampler_tokens
, DWORD unit
)
2920 DWORD current_mapping
= device
->rev_tex_unit_map
[unit
];
2922 /* Not currently used */
2923 if (current_mapping
== WINED3D_UNMAPPED_STAGE
) return TRUE
;
2925 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
) {
2926 /* Used by a fragment sampler */
2928 if (!pshader_sampler_tokens
) {
2929 /* No pixel shader, check fixed function */
2930 return current_mapping
>= MAX_TEXTURES
|| !(device
->fixed_function_usage_map
& (1 << current_mapping
));
2933 /* Pixel shader, check the shader's sampler map */
2934 return !pshader_sampler_tokens
[current_mapping
];
2937 /* Used by a vertex sampler */
2938 return !vshader_sampler_tokens
[current_mapping
- MAX_FRAGMENT_SAMPLERS
];
2941 static void device_map_vsamplers(struct wined3d_device
*device
, BOOL ps
, const struct wined3d_gl_info
*gl_info
)
2943 const WINED3DSAMPLER_TEXTURE_TYPE
*vshader_sampler_type
=
2944 device
->stateBlock
->state
.vertex_shader
->reg_maps
.sampler_type
;
2945 const WINED3DSAMPLER_TEXTURE_TYPE
*pshader_sampler_type
= NULL
;
2946 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
) - 1;
2951 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2952 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2953 pshader_sampler_type
= device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2956 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
2957 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
2958 if (vshader_sampler_type
[i
])
2960 if (device
->texUnitMap
[vsampler_idx
] != WINED3D_UNMAPPED_STAGE
)
2962 /* Already mapped somewhere */
2968 if (device_unit_free_for_vs(device
, pshader_sampler_type
, vshader_sampler_type
, start
))
2970 device_map_stage(device
, vsampler_idx
, start
);
2971 device_invalidate_state(device
, STATE_SAMPLER(vsampler_idx
));
2983 void device_update_tex_unit_map(struct wined3d_device
*device
)
2985 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2986 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2987 BOOL vs
= use_vs(state
);
2988 BOOL ps
= use_ps(state
);
2991 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2992 * that would be really messy and require shader recompilation
2993 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2994 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2997 device_map_psamplers(device
, gl_info
);
2999 device_map_fixed_function_samplers(device
, gl_info
);
3002 device_map_vsamplers(device
, ps
, gl_info
);
3005 HRESULT CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
3007 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.pixel_shader
;
3009 TRACE("device %p, shader %p.\n", device
, shader
);
3011 device
->updateStateBlock
->state
.pixel_shader
= shader
;
3012 device
->updateStateBlock
->changed
.pixelShader
= TRUE
;
3014 if (device
->isRecordingState
)
3017 wined3d_shader_incref(shader
);
3019 wined3d_shader_decref(prev
);
3020 TRACE("Recording... not performing anything.\n");
3026 TRACE("Application is setting the old shader over, nothing to do.\n");
3031 wined3d_shader_incref(shader
);
3033 wined3d_shader_decref(prev
);
3035 device_invalidate_state(device
, STATE_PIXELSHADER
);
3040 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(struct wined3d_device
*device
)
3042 struct wined3d_shader
*shader
;
3044 TRACE("device %p.\n", device
);
3046 shader
= device
->stateBlock
->state
.pixel_shader
;
3048 wined3d_shader_incref(shader
);
3050 TRACE("Returning %p.\n", shader
);
3054 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
3055 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
3057 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3060 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3061 device
, start_register
, constants
, bool_count
);
3063 if (!constants
|| start_register
>= MAX_CONST_B
)
3064 return WINED3DERR_INVALIDCALL
;
3066 memcpy(&device
->updateStateBlock
->state
.ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
3067 for (i
= 0; i
< count
; ++i
)
3068 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
3070 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3071 device
->updateStateBlock
->changed
.pixelShaderConstantsB
|= (1 << i
);
3073 if (!device
->isRecordingState
)
3074 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3079 HRESULT CDECL
wined3d_device_get_ps_consts_b(struct wined3d_device
*device
,
3080 UINT start_register
, BOOL
*constants
, UINT bool_count
)
3082 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3084 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3085 device
, start_register
, constants
, bool_count
);
3087 if (!constants
|| start_register
>= MAX_CONST_B
)
3088 return WINED3DERR_INVALIDCALL
;
3090 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
3095 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
3096 UINT start_register
, const int *constants
, UINT vector4i_count
)
3098 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3101 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3102 device
, start_register
, constants
, vector4i_count
);
3104 if (!constants
|| start_register
>= MAX_CONST_I
)
3105 return WINED3DERR_INVALIDCALL
;
3107 memcpy(&device
->updateStateBlock
->state
.ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
3108 for (i
= 0; i
< count
; ++i
)
3109 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
3110 constants
[i
* 4], constants
[i
* 4 + 1],
3111 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3113 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3114 device
->updateStateBlock
->changed
.pixelShaderConstantsI
|= (1 << i
);
3116 if (!device
->isRecordingState
)
3117 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3122 HRESULT CDECL
wined3d_device_get_ps_consts_i(struct wined3d_device
*device
,
3123 UINT start_register
, int *constants
, UINT vector4i_count
)
3125 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3127 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3128 device
, start_register
, constants
, vector4i_count
);
3130 if (!constants
|| start_register
>= MAX_CONST_I
)
3131 return WINED3DERR_INVALIDCALL
;
3133 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
3138 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
3139 UINT start_register
, const float *constants
, UINT vector4f_count
)
3143 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3144 device
, start_register
, constants
, vector4f_count
);
3146 /* Specifically test start_register > limit to catch MAX_UINT overflows
3147 * when adding start_register + vector4f_count. */
3149 || start_register
+ vector4f_count
> device
->d3d_pshader_constantF
3150 || start_register
> device
->d3d_pshader_constantF
)
3151 return WINED3DERR_INVALIDCALL
;
3153 memcpy(&device
->updateStateBlock
->state
.ps_consts_f
[start_register
* 4],
3154 constants
, vector4f_count
* sizeof(float) * 4);
3157 for (i
= 0; i
< vector4f_count
; ++i
)
3158 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
3159 constants
[i
* 4], constants
[i
* 4 + 1],
3160 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3163 if (!device
->isRecordingState
)
3165 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
3166 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3169 memset(device
->updateStateBlock
->changed
.pixelShaderConstantsF
+ start_register
, 1,
3170 sizeof(*device
->updateStateBlock
->changed
.pixelShaderConstantsF
) * vector4f_count
);
3175 HRESULT CDECL
wined3d_device_get_ps_consts_f(struct wined3d_device
*device
,
3176 UINT start_register
, float *constants
, UINT vector4f_count
)
3178 int count
= min(vector4f_count
, device
->d3d_pshader_constantF
- start_register
);
3180 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3181 device
, start_register
, constants
, vector4f_count
);
3183 if (!constants
|| count
< 0)
3184 return WINED3DERR_INVALIDCALL
;
3186 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
3191 /* Context activation is done by the caller. */
3192 /* Do not call while under the GL lock. */
3193 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3194 static HRESULT
process_vertices_strided(struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
3195 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
3198 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3199 char *dest_ptr
, *dest_conv
= NULL
, *dest_conv_addr
= NULL
;
3202 WINED3DMATRIX mat
, proj_mat
, view_mat
, world_mat
;
3206 if (stream_info
->use_map
& (1 << WINED3D_FFP_NORMAL
))
3208 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3211 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_POSITION
)))
3213 ERR("Source has no position mask\n");
3214 return WINED3DERR_INVALIDCALL
;
3217 if (!dest
->resource
.allocatedMemory
)
3218 buffer_get_sysmem(dest
, gl_info
);
3220 /* Get a pointer into the destination vbo(create one if none exists) and
3221 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3223 if (!dest
->buffer_object
&& gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
3225 dest
->flags
|= WINED3D_BUFFER_CREATEBO
;
3226 wined3d_buffer_preload(dest
);
3229 if (dest
->buffer_object
)
3231 unsigned char extrabytes
= 0;
3232 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3233 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3234 * this may write 4 extra bytes beyond the area that should be written
3236 if(DestFVF
== WINED3DFVF_XYZ
) extrabytes
= 4;
3237 dest_conv_addr
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, dwCount
* get_flexible_vertex_size(DestFVF
) + extrabytes
);
3238 if(!dest_conv_addr
) {
3239 ERR("Out of memory\n");
3240 /* Continue without storing converted vertices */
3242 dest_conv
= dest_conv_addr
;
3245 if (device
->stateBlock
->state
.render_states
[WINED3DRS_CLIPPING
])
3247 static BOOL warned
= FALSE
;
3249 * The clipping code is not quite correct. Some things need
3250 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3251 * so disable clipping for now.
3252 * (The graphics in Half-Life are broken, and my processvertices
3253 * test crashes with IDirect3DDevice3)
3259 FIXME("Clipping is broken and disabled for now\n");
3261 } else doClip
= FALSE
;
3262 dest_ptr
= ((char *)buffer_get_sysmem(dest
, gl_info
)) + dwDestIndex
* get_flexible_vertex_size(DestFVF
);
3264 wined3d_device_get_transform(device
, WINED3DTS_VIEW
, &view_mat
);
3265 wined3d_device_get_transform(device
, WINED3DTS_PROJECTION
, &proj_mat
);
3266 wined3d_device_get_transform(device
, WINED3DTS_WORLDMATRIX(0), &world_mat
);
3268 TRACE("View mat:\n");
3269 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
);
3270 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
);
3271 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
);
3272 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
);
3274 TRACE("Proj mat:\n");
3275 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
);
3276 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
);
3277 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
);
3278 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
);
3280 TRACE("World mat:\n");
3281 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
);
3282 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
);
3283 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
);
3284 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
);
3286 /* Get the viewport */
3287 wined3d_device_get_viewport(device
, &vp
);
3288 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
3289 vp
.X
, vp
.Y
, vp
.Width
, vp
.Height
, vp
.MinZ
, vp
.MaxZ
);
3291 multiply_matrix(&mat
,&view_mat
,&world_mat
);
3292 multiply_matrix(&mat
,&proj_mat
,&mat
);
3294 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
3296 for (i
= 0; i
< dwCount
; i
+= 1) {
3297 unsigned int tex_index
;
3299 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
3300 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
3301 /* The position first */
3302 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
3303 const float *p
= (const float *)(element
->data
+ i
* element
->stride
);
3305 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
3307 /* Multiplication with world, view and projection matrix */
3308 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
);
3309 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
);
3310 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
);
3311 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
);
3313 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
3315 /* WARNING: The following things are taken from d3d7 and were not yet checked
3316 * against d3d8 or d3d9!
3319 /* Clipping conditions: From msdn
3321 * A vertex is clipped if it does not match the following requirements
3325 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3327 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3328 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3333 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
3334 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
3337 /* "Normal" viewport transformation (not clipped)
3338 * 1) The values are divided by rhw
3339 * 2) The y axis is negative, so multiply it with -1
3340 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3341 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3342 * 4) Multiply x with Width/2 and add Width/2
3343 * 5) The same for the height
3344 * 6) Add the viewpoint X and Y to the 2D coordinates and
3345 * The minimum Z value to z
3346 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3348 * Well, basically it's simply a linear transformation into viewport
3360 z
*= vp
.MaxZ
- vp
.MinZ
;
3362 x
+= vp
.Width
/ 2 + vp
.X
;
3363 y
+= vp
.Height
/ 2 + vp
.Y
;
3368 /* That vertex got clipped
3369 * Contrary to OpenGL it is not dropped completely, it just
3370 * undergoes a different calculation.
3372 TRACE("Vertex got clipped\n");
3379 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3380 * outside of the main vertex buffer memory. That needs some more
3385 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3388 ( (float *) dest_ptr
)[0] = x
;
3389 ( (float *) dest_ptr
)[1] = y
;
3390 ( (float *) dest_ptr
)[2] = z
;
3391 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3393 dest_ptr
+= 3 * sizeof(float);
3395 if((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) {
3396 dest_ptr
+= sizeof(float);
3401 ( (float *) dest_conv
)[0] = x
* w
;
3402 ( (float *) dest_conv
)[1] = y
* w
;
3403 ( (float *) dest_conv
)[2] = z
* w
;
3404 ( (float *) dest_conv
)[3] = w
;
3406 dest_conv
+= 3 * sizeof(float);
3408 if((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) {
3409 dest_conv
+= sizeof(float);
3413 if (DestFVF
& WINED3DFVF_PSIZE
) {
3414 dest_ptr
+= sizeof(DWORD
);
3415 if(dest_conv
) dest_conv
+= sizeof(DWORD
);
3417 if (DestFVF
& WINED3DFVF_NORMAL
) {
3418 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3419 const float *normal
= (const float *)(element
->data
+ i
* element
->stride
);
3420 /* AFAIK this should go into the lighting information */
3421 FIXME("Didn't expect the destination to have a normal\n");
3422 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3424 copy_and_next(dest_conv
, normal
, 3 * sizeof(float));
3428 if (DestFVF
& WINED3DFVF_DIFFUSE
) {
3429 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3430 const DWORD
*color_d
= (const DWORD
*)(element
->data
+ i
* element
->stride
);
3431 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_DIFFUSE
)))
3433 static BOOL warned
= FALSE
;
3436 ERR("No diffuse color in source, but destination has one\n");
3440 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3441 dest_ptr
+= sizeof(DWORD
);
3444 *( (DWORD
*) dest_conv
) = 0xffffffff;
3445 dest_conv
+= sizeof(DWORD
);
3449 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3451 *( (DWORD
*) dest_conv
) = (*color_d
& 0xff00ff00) ; /* Alpha + green */
3452 *( (DWORD
*) dest_conv
) |= (*color_d
& 0x00ff0000) >> 16; /* Red */
3453 *( (DWORD
*) dest_conv
) |= (*color_d
& 0xff0000ff) << 16; /* Blue */
3454 dest_conv
+= sizeof(DWORD
);
3459 if (DestFVF
& WINED3DFVF_SPECULAR
)
3461 /* What's the color value in the feedback buffer? */
3462 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3463 const DWORD
*color_s
= (const DWORD
*)(element
->data
+ i
* element
->stride
);
3464 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_SPECULAR
)))
3466 static BOOL warned
= FALSE
;
3469 ERR("No specular color in source, but destination has one\n");
3473 *( (DWORD
*) dest_ptr
) = 0xFF000000;
3474 dest_ptr
+= sizeof(DWORD
);
3477 *( (DWORD
*) dest_conv
) = 0xFF000000;
3478 dest_conv
+= sizeof(DWORD
);
3482 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3484 *( (DWORD
*) dest_conv
) = (*color_s
& 0xff00ff00) ; /* Alpha + green */
3485 *( (DWORD
*) dest_conv
) |= (*color_s
& 0x00ff0000) >> 16; /* Red */
3486 *( (DWORD
*) dest_conv
) |= (*color_s
& 0xff0000ff) << 16; /* Blue */
3487 dest_conv
+= sizeof(DWORD
);
3492 for (tex_index
= 0; tex_index
< numTextures
; tex_index
++) {
3493 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3494 const float *tex_coord
= (const float *)(element
->data
+ i
* element
->stride
);
3495 if (!(stream_info
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3497 ERR("No source texture, but destination requests one\n");
3498 dest_ptr
+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3499 if(dest_conv
) dest_conv
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3502 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3504 copy_and_next(dest_conv
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3514 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, dest
->buffer_object
));
3515 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3516 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB
, dwDestIndex
* get_flexible_vertex_size(DestFVF
),
3517 dwCount
* get_flexible_vertex_size(DestFVF
),
3519 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3523 HeapFree(GetProcessHeap(), 0, dest_conv_addr
);
3528 #undef copy_and_next
3530 /* Do not call while under the GL lock. */
3531 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3532 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3533 struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3535 BOOL vbo
= FALSE
, streamWasUP
= device
->stateBlock
->state
.user_stream
;
3536 struct wined3d_stream_info stream_info
;
3537 const struct wined3d_gl_info
*gl_info
;
3538 struct wined3d_context
*context
;
3541 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3542 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3543 device
, src_start_idx
, dst_idx
, vertex_count
,
3544 dst_buffer
, declaration
, flags
, dst_fvf
);
3547 FIXME("Output vertex declaration not implemented yet.\n");
3549 /* Need any context to write to the vbo. */
3550 context
= context_acquire(device
, NULL
);
3551 gl_info
= context
->gl_info
;
3553 /* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
3554 * control the streamIsUP flag, thus restore it afterwards.
3556 device
->stateBlock
->state
.user_stream
= FALSE
;
3557 device_stream_info_from_declaration(device
, FALSE
, &stream_info
, &vbo
);
3558 device
->stateBlock
->state
.user_stream
= streamWasUP
;
3560 if (vbo
|| src_start_idx
)
3563 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3564 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3566 * Also get the start index in, but only loop over all elements if there's something to add at all.
3568 for (i
= 0; i
< (sizeof(stream_info
.elements
) / sizeof(*stream_info
.elements
)); ++i
)
3570 struct wined3d_stream_info_element
*e
;
3572 if (!(stream_info
.use_map
& (1 << i
))) continue;
3574 e
= &stream_info
.elements
[i
];
3575 if (e
->buffer_object
)
3577 struct wined3d_buffer
*vb
= device
->stateBlock
->state
.streams
[e
->stream_idx
].buffer
;
3578 e
->buffer_object
= 0;
3579 e
->data
= (BYTE
*)((ULONG_PTR
)e
->data
+ (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
));
3581 GL_EXTCALL(glDeleteBuffersARB(1, &vb
->buffer_object
));
3582 vb
->buffer_object
= 0;
3586 e
->data
+= e
->stride
* src_start_idx
;
3590 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3591 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3593 context_release(context
);
3598 HRESULT CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3599 UINT stage
, WINED3DTEXTURESTAGESTATETYPE state
, DWORD value
)
3601 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3604 TRACE("device %p, stage %u, state %s, value %#x.\n",
3605 device
, stage
, debug_d3dtexturestate(state
), value
);
3607 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3609 WARN("Invalid state %#x passed.\n", state
);
3613 if (stage
>= gl_info
->limits
.texture_stages
)
3615 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3616 stage
, gl_info
->limits
.texture_stages
- 1);
3620 old_value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3621 device
->updateStateBlock
->changed
.textureState
[stage
] |= 1 << state
;
3622 device
->updateStateBlock
->state
.texture_states
[stage
][state
] = value
;
3624 if (device
->isRecordingState
)
3626 TRACE("Recording... not performing anything.\n");
3630 /* Checked after the assignments to allow proper stateblock recording. */
3631 if (old_value
== value
)
3633 TRACE("Application is setting the old value over, nothing to do.\n");
3637 if (stage
> device
->stateBlock
->state
.lowest_disabled_stage
3638 && device
->StateTable
[STATE_TEXTURESTAGE(0, state
)].representative
3639 == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
))
3641 /* Colorop change above lowest disabled stage? That won't change
3642 * anything in the GL setup. Changes in other states are important on
3643 * disabled stages too. */
3647 if (state
== WINED3DTSS_COLOROP
)
3651 if (value
== WINED3DTOP_DISABLE
&& old_value
!= WINED3DTOP_DISABLE
)
3653 /* Previously enabled stage disabled now. Make sure to dirtify
3654 * all enabled stages above stage, they have to be disabled.
3656 * The current stage is dirtified below. */
3657 for (i
= stage
+ 1; i
< device
->stateBlock
->state
.lowest_disabled_stage
; ++i
)
3659 TRACE("Additionally dirtifying stage %u.\n", i
);
3660 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3DTSS_COLOROP
));
3662 device
->stateBlock
->state
.lowest_disabled_stage
= stage
;
3663 TRACE("New lowest disabled: %u.\n", stage
);
3665 else if (value
!= WINED3DTOP_DISABLE
&& old_value
== WINED3DTOP_DISABLE
)
3667 /* Previously disabled stage enabled. Stages above it may need
3668 * enabling. Stage must be lowest_disabled_stage here, if it's
3669 * bigger success is returned above, and stages below the lowest
3670 * disabled stage can't be enabled (because they are enabled
3673 * Again stage stage doesn't need to be dirtified here, it is
3675 for (i
= stage
+ 1; i
< gl_info
->limits
.texture_stages
; ++i
)
3677 if (device
->updateStateBlock
->state
.texture_states
[i
][WINED3DTSS_COLOROP
] == WINED3DTOP_DISABLE
)
3679 TRACE("Additionally dirtifying stage %u due to enable.\n", i
);
3680 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3DTSS_COLOROP
));
3682 device
->stateBlock
->state
.lowest_disabled_stage
= i
;
3683 TRACE("New lowest disabled: %u.\n", i
);
3687 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, state
));
3692 HRESULT CDECL
wined3d_device_get_texture_stage_state(struct wined3d_device
*device
,
3693 UINT stage
, WINED3DTEXTURESTAGESTATETYPE state
, DWORD
*value
)
3695 TRACE("device %p, stage %u, state %s, value %p.\n",
3696 device
, stage
, debug_d3dtexturestate(state
), value
);
3698 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3700 WARN("Invalid state %#x passed.\n", state
);
3704 *value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3705 TRACE("Returning %#x.\n", *value
);
3710 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3711 UINT stage
, struct wined3d_texture
*texture
)
3713 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3714 struct wined3d_texture
*prev
;
3716 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3718 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3719 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3721 /* Windows accepts overflowing this array... we do not. */
3722 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3724 WARN("Ignoring invalid stage %u.\n", stage
);
3728 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
3729 if (texture
&& texture
->resource
.pool
== WINED3DPOOL_SCRATCH
)
3731 WARN("Rejecting attempt to set scratch texture.\n");
3732 return WINED3DERR_INVALIDCALL
;
3735 device
->updateStateBlock
->changed
.textures
|= 1 << stage
;
3737 prev
= device
->updateStateBlock
->state
.textures
[stage
];
3738 TRACE("Previous texture %p.\n", prev
);
3740 if (texture
== prev
)
3742 TRACE("App is setting the same texture again, nothing to do.\n");
3746 TRACE("Setting new texture to %p.\n", texture
);
3747 device
->updateStateBlock
->state
.textures
[stage
] = texture
;
3749 if (device
->isRecordingState
)
3751 TRACE("Recording... not performing anything\n");
3753 if (texture
) wined3d_texture_incref(texture
);
3754 if (prev
) wined3d_texture_decref(prev
);
3761 LONG bind_count
= InterlockedIncrement(&texture
->bind_count
);
3763 wined3d_texture_incref(texture
);
3765 if (!prev
|| texture
->target
!= prev
->target
)
3766 device_invalidate_state(device
, STATE_PIXELSHADER
);
3768 if (!prev
&& stage
< gl_info
->limits
.texture_stages
)
3770 /* The source arguments for color and alpha ops have different
3771 * meanings when a NULL texture is bound, so the COLOROP and
3772 * ALPHAOP have to be dirtified. */
3773 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_COLOROP
));
3774 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_ALPHAOP
));
3777 if (bind_count
== 1)
3778 texture
->sampler
= stage
;
3783 LONG bind_count
= InterlockedDecrement(&prev
->bind_count
);
3785 wined3d_texture_decref(prev
);
3787 if (!texture
&& stage
< gl_info
->limits
.texture_stages
)
3789 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_COLOROP
));
3790 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_ALPHAOP
));
3793 if (bind_count
&& prev
->sampler
== stage
)
3797 /* Search for other stages the texture is bound to. Shouldn't
3798 * happen if applications bind textures to a single stage only. */
3799 TRACE("Searching for other stages the texture is bound to.\n");
3800 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3802 if (device
->updateStateBlock
->state
.textures
[i
] == prev
)
3804 TRACE("Texture is also bound to stage %u.\n", i
);
3812 device_invalidate_state(device
, STATE_SAMPLER(stage
));
3817 HRESULT CDECL
wined3d_device_get_texture(struct wined3d_device
*device
,
3818 UINT stage
, struct wined3d_texture
**texture
)
3820 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3822 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3823 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3825 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3827 WARN("Ignoring invalid stage %u.\n", stage
);
3828 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
3831 *texture
= device
->stateBlock
->state
.textures
[stage
];
3833 wined3d_texture_incref(*texture
);
3835 TRACE("Returning %p.\n", *texture
);
3840 HRESULT CDECL
wined3d_device_get_back_buffer(struct wined3d_device
*device
, UINT swapchain_idx
,
3841 UINT backbuffer_idx
, WINED3DBACKBUFFER_TYPE backbuffer_type
, struct wined3d_surface
**backbuffer
)
3843 struct wined3d_swapchain
*swapchain
;
3846 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3847 device
, swapchain_idx
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3849 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3852 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
3856 hr
= wined3d_swapchain_get_back_buffer(swapchain
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3857 wined3d_swapchain_decref(swapchain
);
3860 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx
, hr
);
3867 HRESULT CDECL
wined3d_device_get_device_caps(struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3869 TRACE("device %p, caps %p.\n", device
, caps
);
3871 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
, device
->devType
, caps
);
3874 HRESULT CDECL
wined3d_device_get_display_mode(struct wined3d_device
*device
,
3875 UINT swapchain_idx
, WINED3DDISPLAYMODE
*mode
)
3877 struct wined3d_swapchain
*swapchain
;
3880 TRACE("device %p, swapchain_idx %u, mode %p.\n", device
, swapchain_idx
, mode
);
3884 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3887 hr
= wined3d_swapchain_get_display_mode(swapchain
, mode
);
3888 wined3d_swapchain_decref(swapchain
);
3893 /* Don't read the real display mode, but return the stored mode
3894 * instead. X11 can't change the color depth, and some apps are
3895 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3896 * that GetDisplayMode still returns 24 bpp.
3898 * Also don't relay to the swapchain because with ddraw it's possible
3899 * that there isn't a swapchain at all. */
3900 mode
->Width
= device
->ddraw_width
;
3901 mode
->Height
= device
->ddraw_height
;
3902 mode
->Format
= device
->ddraw_format
;
3903 mode
->RefreshRate
= 0;
3910 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3912 struct wined3d_stateblock
*stateblock
;
3915 TRACE("device %p.\n", device
);
3917 if (device
->isRecordingState
)
3918 return WINED3DERR_INVALIDCALL
;
3920 hr
= wined3d_stateblock_create(device
, WINED3DSBT_RECORDED
, &stateblock
);
3924 wined3d_stateblock_decref(device
->updateStateBlock
);
3925 device
->updateStateBlock
= stateblock
;
3926 device
->isRecordingState
= TRUE
;
3928 TRACE("Recording stateblock %p.\n", stateblock
);
3933 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3934 struct wined3d_stateblock
**stateblock
)
3936 struct wined3d_stateblock
*object
= device
->updateStateBlock
;
3938 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3940 if (!device
->isRecordingState
)
3942 WARN("Not recording.\n");
3944 return WINED3DERR_INVALIDCALL
;
3947 stateblock_init_contained_states(object
);
3949 *stateblock
= object
;
3950 device
->isRecordingState
= FALSE
;
3951 device
->updateStateBlock
= device
->stateBlock
;
3952 wined3d_stateblock_incref(device
->updateStateBlock
);
3954 TRACE("Returning stateblock %p.\n", *stateblock
);
3959 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3961 /* At the moment we have no need for any functionality at the beginning
3963 TRACE("device %p.\n", device
);
3965 if (device
->inScene
)
3967 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3968 return WINED3DERR_INVALIDCALL
;
3970 device
->inScene
= TRUE
;
3974 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3976 struct wined3d_context
*context
;
3978 TRACE("device %p.\n", device
);
3980 if (!device
->inScene
)
3982 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3983 return WINED3DERR_INVALIDCALL
;
3986 context
= context_acquire(device
, NULL
);
3987 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3989 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3991 context_release(context
);
3993 device
->inScene
= FALSE
;
3997 HRESULT CDECL
wined3d_device_present(struct wined3d_device
*device
, const RECT
*src_rect
,
3998 const RECT
*dst_rect
, HWND dst_window_override
, const RGNDATA
*dirty_region
)
4002 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
4003 device
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
4004 dst_window_override
, dirty_region
);
4006 for (i
= 0; i
< device
->swapchain_count
; ++i
)
4008 wined3d_swapchain_present(device
->swapchains
[i
], src_rect
,
4009 dst_rect
, dst_window_override
, dirty_region
, 0);
4015 /* Do not call while under the GL lock. */
4016 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
4017 const RECT
*rects
, DWORD flags
, WINED3DCOLOR color
, float depth
, DWORD stencil
)
4019 const WINED3DCOLORVALUE c
= {D3DCOLOR_R(color
), D3DCOLOR_G(color
), D3DCOLOR_B(color
), D3DCOLOR_A(color
)};
4022 TRACE("device %p, rect_count %u, rects %p, flags %#x, color 0x%08x, depth %.8e, stencil %u.\n",
4023 device
, rect_count
, rects
, flags
, color
, depth
, stencil
);
4025 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
4027 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4030 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4031 /* TODO: What about depth stencil buffers without stencil bits? */
4032 return WINED3DERR_INVALIDCALL
;
4034 else if (flags
& WINED3DCLEAR_TARGET
)
4036 if (ds
->resource
.width
< device
->fb
.render_targets
[0]->resource
.width
4037 || ds
->resource
.height
< device
->fb
.render_targets
[0]->resource
.height
)
4039 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4045 device_get_draw_rect(device
, &draw_rect
);
4047 return device_clear_render_targets(device
, device
->adapter
->gl_info
.limits
.buffers
,
4048 device
->fb
.render_targets
, device
->fb
.depth_stencil
, rect_count
, rects
,
4049 &draw_rect
, flags
, &c
, depth
, stencil
);
4052 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
4053 WINED3DPRIMITIVETYPE primitive_type
)
4055 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
4057 device
->updateStateBlock
->changed
.primitive_type
= TRUE
;
4058 device
->updateStateBlock
->state
.gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
4061 void CDECL
wined3d_device_get_primitive_type(struct wined3d_device
*device
,
4062 WINED3DPRIMITIVETYPE
*primitive_type
)
4064 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
4066 *primitive_type
= d3d_primitive_type_from_gl(device
->stateBlock
->state
.gl_primitive_type
);
4068 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
4071 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
4073 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
4075 if (!device
->stateBlock
->state
.vertex_declaration
)
4077 WARN("Called without a valid vertex declaration set.\n");
4078 return WINED3DERR_INVALIDCALL
;
4081 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4082 if (device
->stateBlock
->state
.user_stream
)
4084 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4085 device
->stateBlock
->state
.user_stream
= FALSE
;
4088 if (device
->stateBlock
->state
.load_base_vertex_index
)
4090 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4091 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4094 /* Account for the loading offset due to index buffers. Instead of
4095 * reloading all sources correct it with the startvertex parameter. */
4096 drawPrimitive(device
, vertex_count
, start_vertex
, 0, NULL
);
4100 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
4102 struct wined3d_buffer
*index_buffer
;
4103 UINT index_size
= 2;
4105 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4107 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
4109 index_buffer
= device
->stateBlock
->state
.index_buffer
;
4112 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4113 * without an index buffer set. (The first time at least...)
4114 * D3D8 simply dies, but I doubt it can do much harm to return
4115 * D3DERR_INVALIDCALL there as well. */
4116 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4117 return WINED3DERR_INVALIDCALL
;
4120 if (!device
->stateBlock
->state
.vertex_declaration
)
4122 WARN("Called without a valid vertex declaration set.\n");
4123 return WINED3DERR_INVALIDCALL
;
4126 if (device
->stateBlock
->state
.user_stream
)
4128 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4129 device
->stateBlock
->state
.user_stream
= FALSE
;
4131 vbo
= index_buffer
->buffer_object
;
4133 if (device
->stateBlock
->state
.index_format
== WINED3DFMT_R16_UINT
)
4138 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
4139 device
->stateBlock
->state
.load_base_vertex_index
!= device
->stateBlock
->state
.base_vertex_index
)
4141 device
->stateBlock
->state
.load_base_vertex_index
= device
->stateBlock
->state
.base_vertex_index
;
4142 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4145 drawPrimitive(device
, index_count
, start_idx
, index_size
,
4146 vbo
? NULL
: index_buffer
->resource
.allocatedMemory
);
4151 HRESULT CDECL
wined3d_device_draw_primitive_up(struct wined3d_device
*device
, UINT vertex_count
,
4152 const void *stream_data
, UINT stream_stride
)
4154 struct wined3d_stream_state
*stream
;
4155 struct wined3d_buffer
*vb
;
4157 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4158 device
, vertex_count
, stream_data
, stream_stride
);
4160 if (!device
->stateBlock
->state
.vertex_declaration
)
4162 WARN("Called without a valid vertex declaration set.\n");
4163 return WINED3DERR_INVALIDCALL
;
4166 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4167 stream
= &device
->stateBlock
->state
.streams
[0];
4168 vb
= stream
->buffer
;
4169 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4171 wined3d_buffer_decref(vb
);
4173 stream
->stride
= stream_stride
;
4174 device
->stateBlock
->state
.user_stream
= TRUE
;
4175 if (device
->stateBlock
->state
.load_base_vertex_index
)
4177 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4178 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4181 /* TODO: Only mark dirty if drawing from a different UP address */
4182 device_invalidate_state(device
, STATE_STREAMSRC
);
4184 drawPrimitive(device
, vertex_count
, 0, 0, NULL
);
4186 /* MSDN specifies stream zero settings must be set to NULL */
4187 stream
->buffer
= NULL
;
4190 /* stream zero settings set to null at end, as per the msdn. No need to
4191 * mark dirty here, the app has to set the new stream sources or use UP
4196 HRESULT CDECL
wined3d_device_draw_indexed_primitive_up(struct wined3d_device
*device
,
4197 UINT index_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
,
4198 const void *stream_data
, UINT stream_stride
)
4200 struct wined3d_stream_state
*stream
;
4201 struct wined3d_buffer
*vb
, *ib
;
4204 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4205 device
, index_count
, index_data
, debug_d3dformat(index_data_format_id
), stream_data
, stream_stride
);
4207 if (!device
->stateBlock
->state
.vertex_declaration
)
4209 WARN("(%p) : Called without a valid vertex declaration set\n", device
);
4210 return WINED3DERR_INVALIDCALL
;
4213 if (index_data_format_id
== WINED3DFMT_R16_UINT
)
4218 stream
= &device
->stateBlock
->state
.streams
[0];
4219 vb
= stream
->buffer
;
4220 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4222 wined3d_buffer_decref(vb
);
4224 stream
->stride
= stream_stride
;
4225 device
->stateBlock
->state
.user_stream
= TRUE
;
4227 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4228 device
->stateBlock
->state
.base_vertex_index
= 0;
4229 if (device
->stateBlock
->state
.load_base_vertex_index
)
4231 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4232 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4234 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4235 device_invalidate_state(device
, STATE_STREAMSRC
);
4236 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4238 drawPrimitive(device
, index_count
, 0, index_size
, index_data
);
4240 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4241 stream
->buffer
= NULL
;
4243 ib
= device
->stateBlock
->state
.index_buffer
;
4246 wined3d_buffer_decref(ib
);
4247 device
->stateBlock
->state
.index_buffer
= NULL
;
4249 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4250 * SetStreamSource to specify a vertex buffer
4256 HRESULT CDECL
wined3d_device_draw_primitive_strided(struct wined3d_device
*device
,
4257 UINT vertex_count
, const WineDirect3DVertexStridedData
*strided_data
)
4259 /* Mark the state dirty until we have nicer tracking. It's fine to change
4260 * baseVertexIndex because that call is only called by ddraw which does
4261 * not need that value. */
4262 device_invalidate_state(device
, STATE_VDECL
);
4263 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4264 device
->stateBlock
->state
.base_vertex_index
= 0;
4265 device
->up_strided
= strided_data
;
4266 drawPrimitive(device
, vertex_count
, 0, 0, NULL
);
4267 device
->up_strided
= NULL
;
4271 HRESULT CDECL
wined3d_device_draw_indexed_primitive_strided(struct wined3d_device
*device
,
4272 UINT index_count
, const WineDirect3DVertexStridedData
*strided_data
,
4273 UINT vertex_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
)
4275 UINT index_size
= index_data_format_id
== WINED3DFMT_R32_UINT
? 4 : 2;
4277 /* Mark the state dirty until we have nicer tracking
4278 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4281 device_invalidate_state(device
, STATE_VDECL
);
4282 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4283 device
->stateBlock
->state
.user_stream
= TRUE
;
4284 device
->stateBlock
->state
.base_vertex_index
= 0;
4285 device
->up_strided
= strided_data
;
4286 drawPrimitive(device
, index_count
, 0, index_size
, index_data
);
4287 device
->up_strided
= NULL
;
4291 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4292 static HRESULT
device_update_volume(struct wined3d_device
*device
,
4293 struct wined3d_volume
*src_volume
, struct wined3d_volume
*dst_volume
)
4295 WINED3DLOCKED_BOX src
;
4296 WINED3DLOCKED_BOX dst
;
4299 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4300 device
, src_volume
, dst_volume
);
4302 /* TODO: Implement direct loading into the gl volume instead of using
4303 * memcpy and dirtification to improve loading performance. */
4304 hr
= wined3d_volume_map(src_volume
, &src
, NULL
, WINED3DLOCK_READONLY
);
4305 if (FAILED(hr
)) return hr
;
4306 hr
= wined3d_volume_map(dst_volume
, &dst
, NULL
, WINED3DLOCK_DISCARD
);
4309 wined3d_volume_unmap(src_volume
);
4313 memcpy(dst
.pBits
, src
.pBits
, dst_volume
->resource
.size
);
4315 hr
= wined3d_volume_unmap(dst_volume
);
4317 wined3d_volume_unmap(src_volume
);
4319 hr
= wined3d_volume_unmap(src_volume
);
4324 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
4325 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
4327 unsigned int level_count
, i
;
4328 WINED3DRESOURCETYPE type
;
4331 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
4333 /* Verify that the source and destination textures are non-NULL. */
4334 if (!src_texture
|| !dst_texture
)
4336 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4337 return WINED3DERR_INVALIDCALL
;
4340 if (src_texture
== dst_texture
)
4342 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4343 return WINED3DERR_INVALIDCALL
;
4346 /* Verify that the source and destination textures are the same type. */
4347 type
= src_texture
->resource
.resourceType
;
4348 if (dst_texture
->resource
.resourceType
!= type
)
4350 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4351 return WINED3DERR_INVALIDCALL
;
4354 /* Check that both textures have the identical numbers of levels. */
4355 level_count
= wined3d_texture_get_level_count(src_texture
);
4356 if (wined3d_texture_get_level_count(dst_texture
) != level_count
)
4358 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4359 return WINED3DERR_INVALIDCALL
;
4362 /* Make sure that the destination texture is loaded. */
4363 dst_texture
->texture_ops
->texture_preload(dst_texture
, SRGB_RGB
);
4365 /* Update every surface level of the texture. */
4368 case WINED3DRTYPE_TEXTURE
:
4370 struct wined3d_surface
*src_surface
;
4371 struct wined3d_surface
*dst_surface
;
4373 for (i
= 0; i
< level_count
; ++i
)
4375 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4376 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4377 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4380 WARN("IWineD3DDevice_UpdateSurface failed, hr %#x.\n", hr
);
4387 case WINED3DRTYPE_CUBETEXTURE
:
4389 struct wined3d_surface
*src_surface
;
4390 struct wined3d_surface
*dst_surface
;
4392 for (i
= 0; i
< level_count
* 6; ++i
)
4394 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4395 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4396 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4399 WARN("IWineD3DDevice_UpdateSurface failed, hr %#x.\n", hr
);
4406 case WINED3DRTYPE_VOLUMETEXTURE
:
4408 for (i
= 0; i
< level_count
; ++i
)
4410 hr
= device_update_volume(device
,
4411 volume_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
)),
4412 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
)));
4415 WARN("Failed to update volume, hr %#x.\n", hr
);
4423 FIXME("Unsupported texture type %#x.\n", type
);
4424 return WINED3DERR_INVALIDCALL
;
4430 HRESULT CDECL
wined3d_device_get_front_buffer_data(struct wined3d_device
*device
,
4431 UINT swapchain_idx
, struct wined3d_surface
*dst_surface
)
4433 struct wined3d_swapchain
*swapchain
;
4436 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device
, swapchain_idx
, dst_surface
);
4438 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4439 if (FAILED(hr
)) return hr
;
4441 hr
= wined3d_swapchain_get_front_buffer_data(swapchain
, dst_surface
);
4442 wined3d_swapchain_decref(swapchain
);
4447 HRESULT CDECL
wined3d_device_validate_device(struct wined3d_device
*device
, DWORD
*num_passes
)
4449 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4450 struct wined3d_texture
*texture
;
4453 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
4455 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4457 if (state
->sampler_states
[i
][WINED3DSAMP_MINFILTER
] == WINED3DTEXF_NONE
)
4459 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4460 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4462 if (state
->sampler_states
[i
][WINED3DSAMP_MAGFILTER
] == WINED3DTEXF_NONE
)
4464 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4465 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4468 texture
= state
->textures
[i
];
4469 if (!texture
|| texture
->resource
.format
->flags
& WINED3DFMT_FLAG_FILTERING
) continue;
4471 if (state
->sampler_states
[i
][WINED3DSAMP_MAGFILTER
] != WINED3DTEXF_POINT
)
4473 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i
);
4476 if (state
->sampler_states
[i
][WINED3DSAMP_MINFILTER
] != WINED3DTEXF_POINT
)
4478 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i
);
4481 if (state
->sampler_states
[i
][WINED3DSAMP_MIPFILTER
] != WINED3DTEXF_NONE
4482 && state
->sampler_states
[i
][WINED3DSAMP_MIPFILTER
] != WINED3DTEXF_POINT
)
4484 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i
);
4489 if (state
->render_states
[WINED3DRS_ZENABLE
] || state
->render_states
[WINED3DRS_ZWRITEENABLE
] ||
4490 state
->render_states
[WINED3DRS_STENCILENABLE
])
4492 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4493 struct wined3d_surface
*target
= device
->fb
.render_targets
[0];
4496 && (ds
->resource
.width
< target
->resource
.width
|| ds
->resource
.height
< target
->resource
.height
))
4498 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4499 return WINED3DERR_CONFLICTINGRENDERSTATE
;
4503 /* return a sensible default */
4506 TRACE("returning D3D_OK\n");
4510 static void dirtify_p8_texture_samplers(struct wined3d_device
*device
)
4514 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4516 struct wined3d_texture
*texture
= device
->stateBlock
->state
.textures
[i
];
4517 if (texture
&& (texture
->resource
.format
->id
== WINED3DFMT_P8_UINT
4518 || texture
->resource
.format
->id
== WINED3DFMT_P8_UINT_A8_UNORM
))
4519 device_invalidate_state(device
, STATE_SAMPLER(i
));
4523 HRESULT CDECL
wined3d_device_set_palette_entries(struct wined3d_device
*device
,
4524 UINT palette_idx
, const PALETTEENTRY
*entries
)
4528 TRACE("device %p, palette_idx %u, entries %p.\n", device
, palette_idx
, entries
);
4530 if (palette_idx
>= MAX_PALETTES
)
4532 WARN("Invalid palette index %u.\n", palette_idx
);
4533 return WINED3DERR_INVALIDCALL
;
4536 if (palette_idx
>= device
->palette_count
)
4538 UINT new_size
= device
->palette_count
;
4539 PALETTEENTRY
**palettes
;
4544 } while (palette_idx
>= new_size
);
4545 palettes
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, device
->palettes
, sizeof(*palettes
) * new_size
);
4548 ERR("Out of memory!\n");
4549 return E_OUTOFMEMORY
;
4551 device
->palettes
= palettes
;
4552 device
->palette_count
= new_size
;
4555 if (!device
->palettes
[palette_idx
])
4557 device
->palettes
[palette_idx
] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY
) * 256);
4558 if (!device
->palettes
[palette_idx
])
4560 ERR("Out of memory!\n");
4561 return E_OUTOFMEMORY
;
4565 for (i
= 0; i
< 256; ++i
)
4567 device
->palettes
[palette_idx
][i
].peRed
= entries
[i
].peRed
;
4568 device
->palettes
[palette_idx
][i
].peGreen
= entries
[i
].peGreen
;
4569 device
->palettes
[palette_idx
][i
].peBlue
= entries
[i
].peBlue
;
4570 device
->palettes
[palette_idx
][i
].peFlags
= entries
[i
].peFlags
;
4573 if (palette_idx
== device
->currentPalette
)
4574 dirtify_p8_texture_samplers(device
);
4579 HRESULT CDECL
wined3d_device_get_palette_entries(struct wined3d_device
*device
,
4580 UINT palette_idx
, PALETTEENTRY
*entries
)
4584 TRACE("device %p, palette_idx %u, entries %p.\n", device
, palette_idx
, entries
);
4586 if (palette_idx
>= device
->palette_count
|| !device
->palettes
[palette_idx
])
4588 /* What happens in such situation isn't documented; Native seems to
4589 * silently abort on such conditions. */
4590 WARN("Invalid palette index %u.\n", palette_idx
);
4591 return WINED3DERR_INVALIDCALL
;
4594 for (i
= 0; i
< 256; ++i
)
4596 entries
[i
].peRed
= device
->palettes
[palette_idx
][i
].peRed
;
4597 entries
[i
].peGreen
= device
->palettes
[palette_idx
][i
].peGreen
;
4598 entries
[i
].peBlue
= device
->palettes
[palette_idx
][i
].peBlue
;
4599 entries
[i
].peFlags
= device
->palettes
[palette_idx
][i
].peFlags
;
4605 HRESULT CDECL
wined3d_device_set_current_texture_palette(struct wined3d_device
*device
, UINT palette_idx
)
4607 TRACE("device %p, palette_idx %u.\n", device
, palette_idx
);
4609 /* Native appears to silently abort on attempt to make an uninitialized
4610 * palette current and render. (tested with reference rasterizer). */
4611 if (palette_idx
>= device
->palette_count
|| !device
->palettes
[palette_idx
])
4613 WARN("Invalid palette index %u.\n", palette_idx
);
4614 return WINED3DERR_INVALIDCALL
;
4617 /* TODO: stateblocks? */
4618 if (device
->currentPalette
!= palette_idx
)
4620 device
->currentPalette
= palette_idx
;
4621 dirtify_p8_texture_samplers(device
);
4627 HRESULT CDECL
wined3d_device_get_current_texture_palette(struct wined3d_device
*device
, UINT
*palette_idx
)
4629 TRACE("device %p, palette_idx %p.\n", device
, palette_idx
);
4632 return WINED3DERR_INVALIDCALL
;
4634 *palette_idx
= device
->currentPalette
;
4639 HRESULT CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
4643 TRACE("device %p, software %#x.\n", device
, software
);
4647 FIXME("device %p, software %#x stub!\n", device
, software
);
4651 device
->softwareVertexProcessing
= software
;
4656 BOOL CDECL
wined3d_device_get_software_vertex_processing(struct wined3d_device
*device
)
4660 TRACE("device %p.\n", device
);
4664 TRACE("device %p stub!\n", device
);
4668 return device
->softwareVertexProcessing
;
4671 HRESULT CDECL
wined3d_device_get_raster_status(struct wined3d_device
*device
,
4672 UINT swapchain_idx
, WINED3DRASTER_STATUS
*raster_status
)
4674 struct wined3d_swapchain
*swapchain
;
4677 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4678 device
, swapchain_idx
, raster_status
);
4680 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4683 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
4687 hr
= wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
4688 wined3d_swapchain_decref(swapchain
);
4691 WARN("Failed to get raster status, hr %#x.\n", hr
);
4698 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
4702 TRACE("device %p, segments %.8e.\n", device
, segments
);
4704 if (segments
!= 0.0f
)
4708 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
4716 float CDECL
wined3d_device_get_npatch_mode(struct wined3d_device
*device
)
4720 TRACE("device %p.\n", device
);
4724 FIXME("device %p stub!\n", device
);
4731 HRESULT CDECL
wined3d_device_update_surface(struct wined3d_device
*device
,
4732 struct wined3d_surface
*src_surface
, const RECT
*src_rect
,
4733 struct wined3d_surface
*dst_surface
, const POINT
*dst_point
)
4735 const struct wined3d_format
*src_format
;
4736 const struct wined3d_format
*dst_format
;
4737 const struct wined3d_gl_info
*gl_info
;
4738 struct wined3d_context
*context
;
4739 struct wined3d_bo_address data
;
4740 struct wined3d_format format
;
4741 UINT update_w
, update_h
;
4742 CONVERT_TYPES convert
;
4748 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4749 device
, src_surface
, wine_dbgstr_rect(src_rect
),
4750 dst_surface
, wine_dbgstr_point(dst_point
));
4752 if (src_surface
->resource
.pool
!= WINED3DPOOL_SYSTEMMEM
|| dst_surface
->resource
.pool
!= WINED3DPOOL_DEFAULT
)
4754 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4755 src_surface
, dst_surface
);
4756 return WINED3DERR_INVALIDCALL
;
4759 src_format
= src_surface
->resource
.format
;
4760 dst_format
= dst_surface
->resource
.format
;
4762 if (src_format
->id
!= dst_format
->id
)
4764 WARN("Source and destination surfaces should have the same format.\n");
4765 return WINED3DERR_INVALIDCALL
;
4774 else if (dst_point
->x
< 0 || dst_point
->y
< 0)
4776 WARN("Invalid destination point.\n");
4777 return WINED3DERR_INVALIDCALL
;
4784 r
.right
= src_surface
->resource
.width
;
4785 r
.bottom
= src_surface
->resource
.height
;
4788 else if (src_rect
->left
< 0 || src_rect
->left
>= r
.right
4789 || src_rect
->top
< 0 || src_rect
->top
>= r
.bottom
)
4791 WARN("Invalid source rectangle.\n");
4792 return WINED3DERR_INVALIDCALL
;
4795 dst_w
= dst_surface
->resource
.width
;
4796 dst_h
= dst_surface
->resource
.height
;
4798 update_w
= src_rect
->right
- src_rect
->left
;
4799 update_h
= src_rect
->bottom
- src_rect
->top
;
4801 if (update_w
> dst_w
|| dst_point
->x
> dst_w
- update_w
4802 || update_h
> dst_h
|| dst_point
->y
> dst_h
- update_h
)
4804 WARN("Destination out of bounds.\n");
4805 return WINED3DERR_INVALIDCALL
;
4808 /* This call loads the OpenGL surface directly, instead of copying the
4809 * surface to the destination's sysmem copy. If surface conversion is
4810 * needed, use BltFast instead to copy in sysmem and use regular surface
4812 d3dfmt_get_conv(dst_surface
, FALSE
, TRUE
, &format
, &convert
);
4813 if (convert
!= NO_CONVERSION
|| format
.convert
)
4814 return wined3d_surface_bltfast(dst_surface
, dst_point
->x
, dst_point
->y
, src_surface
, src_rect
, 0);
4816 context
= context_acquire(device
, NULL
);
4817 gl_info
= context
->gl_info
;
4820 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
4821 checkGLcall("glActiveTextureARB");
4824 /* Make sure the surface is loaded and up to date */
4825 surface_internal_preload(dst_surface
, SRGB_RGB
);
4826 surface_bind(dst_surface
, gl_info
, FALSE
);
4828 data
.buffer_object
= 0;
4829 data
.addr
= src_surface
->resource
.allocatedMemory
;
4832 ERR("Source surface has no allocated memory, but should be a sysmem surface.\n");
4834 surface_upload_data(dst_surface
, gl_info
, src_format
, src_rect
,
4835 src_surface
->resource
.width
, dst_point
, FALSE
, &data
);
4837 context_release(context
);
4839 surface_modify_location(dst_surface
, SFLAG_INTEXTURE
, TRUE
);
4840 sampler
= device
->rev_tex_unit_map
[0];
4841 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
4842 device_invalidate_state(device
, STATE_SAMPLER(sampler
));
4847 HRESULT CDECL
wined3d_device_draw_rect_patch(struct wined3d_device
*device
, UINT handle
,
4848 const float *num_segs
, const WINED3DRECTPATCH_INFO
*rect_patch_info
)
4850 struct WineD3DRectPatch
*patch
;
4851 GLenum old_primitive_type
;
4856 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4857 device
, handle
, num_segs
, rect_patch_info
);
4859 if (!(handle
|| rect_patch_info
))
4861 /* TODO: Write a test for the return value, thus the FIXME */
4862 FIXME("Both handle and rect_patch_info are NULL.\n");
4863 return WINED3DERR_INVALIDCALL
;
4868 i
= PATCHMAP_HASHFUNC(handle
);
4870 LIST_FOR_EACH(e
, &device
->patches
[i
])
4872 patch
= LIST_ENTRY(e
, struct WineD3DRectPatch
, entry
);
4873 if (patch
->Handle
== handle
)
4882 TRACE("Patch does not exist. Creating a new one\n");
4883 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4884 patch
->Handle
= handle
;
4885 list_add_head(&device
->patches
[i
], &patch
->entry
);
4887 TRACE("Found existing patch %p\n", patch
);
4892 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4893 * attributes we have to tesselate, read back, and draw. This needs a patch
4894 * management structure instance. Create one.
4896 * A possible improvement is to check if a vertex shader is used, and if not directly
4899 FIXME("Drawing an uncached patch. This is slow\n");
4900 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4903 if (num_segs
[0] != patch
->numSegs
[0] || num_segs
[1] != patch
->numSegs
[1]
4904 || num_segs
[2] != patch
->numSegs
[2] || num_segs
[3] != patch
->numSegs
[3]
4905 || (rect_patch_info
&& memcmp(rect_patch_info
, &patch
->RectPatchInfo
, sizeof(*rect_patch_info
))))
4908 TRACE("Tesselation density or patch info changed, retesselating\n");
4910 if (rect_patch_info
)
4911 patch
->RectPatchInfo
= *rect_patch_info
;
4913 patch
->numSegs
[0] = num_segs
[0];
4914 patch
->numSegs
[1] = num_segs
[1];
4915 patch
->numSegs
[2] = num_segs
[2];
4916 patch
->numSegs
[3] = num_segs
[3];
4918 hr
= tesselate_rectpatch(device
, patch
);
4921 WARN("Patch tesselation failed.\n");
4923 /* Do not release the handle to store the params of the patch */
4925 HeapFree(GetProcessHeap(), 0, patch
);
4931 device
->currentPatch
= patch
;
4932 old_primitive_type
= device
->stateBlock
->state
.gl_primitive_type
;
4933 device
->stateBlock
->state
.gl_primitive_type
= GL_TRIANGLES
;
4934 wined3d_device_draw_primitive_strided(device
, patch
->numSegs
[0] * patch
->numSegs
[1] * 2 * 3, &patch
->strided
);
4935 device
->stateBlock
->state
.gl_primitive_type
= old_primitive_type
;
4936 device
->currentPatch
= NULL
;
4938 /* Destroy uncached patches */
4941 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4942 HeapFree(GetProcessHeap(), 0, patch
);
4947 HRESULT CDECL
wined3d_device_draw_tri_patch(struct wined3d_device
*device
, UINT handle
,
4948 const float *segment_count
, const WINED3DTRIPATCH_INFO
*patch_info
)
4950 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4951 device
, handle
, segment_count
, patch_info
);
4956 HRESULT CDECL
wined3d_device_delete_patch(struct wined3d_device
*device
, UINT handle
)
4958 struct WineD3DRectPatch
*patch
;
4962 TRACE("device %p, handle %#x.\n", device
, handle
);
4964 i
= PATCHMAP_HASHFUNC(handle
);
4965 LIST_FOR_EACH(e
, &device
->patches
[i
])
4967 patch
= LIST_ENTRY(e
, struct WineD3DRectPatch
, entry
);
4968 if (patch
->Handle
== handle
)
4970 TRACE("Deleting patch %p\n", patch
);
4971 list_remove(&patch
->entry
);
4972 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4973 HeapFree(GetProcessHeap(), 0, patch
);
4978 /* TODO: Write a test for the return value */
4979 FIXME("Attempt to destroy nonexistent patch\n");
4980 return WINED3DERR_INVALIDCALL
;
4983 /* Do not call while under the GL lock. */
4984 HRESULT CDECL
wined3d_device_color_fill(struct wined3d_device
*device
,
4985 struct wined3d_surface
*surface
, const RECT
*rect
, const WINED3DCOLORVALUE
*color
)
4987 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4988 device
, surface
, wine_dbgstr_rect(rect
),
4989 color
->r
, color
->g
, color
->b
, color
->a
);
4991 if (surface
->resource
.pool
!= WINED3DPOOL_DEFAULT
&& surface
->resource
.pool
!= WINED3DPOOL_SYSTEMMEM
)
4993 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
4994 return WINED3DERR_INVALIDCALL
;
4997 return surface_color_fill(surface
, rect
, color
);
5000 /* Do not call while under the GL lock. */
5001 void CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
5002 struct wined3d_rendertarget_view
*rendertarget_view
, const WINED3DCOLORVALUE
*color
)
5004 struct wined3d_resource
*resource
;
5007 resource
= rendertarget_view
->resource
;
5008 if (resource
->resourceType
!= WINED3DRTYPE_SURFACE
)
5010 FIXME("Only supported on surface resources\n");
5014 hr
= surface_color_fill(surface_from_resource(resource
), NULL
, color
);
5015 if (FAILED(hr
)) ERR("Color fill failed, hr %#x.\n", hr
);
5018 HRESULT CDECL
wined3d_device_get_render_target(struct wined3d_device
*device
,
5019 UINT render_target_idx
, struct wined3d_surface
**render_target
)
5021 TRACE("device %p, render_target_idx %u, render_target %p.\n",
5022 device
, render_target_idx
, render_target
);
5024 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
5026 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
5027 return WINED3DERR_INVALIDCALL
;
5030 *render_target
= device
->fb
.render_targets
[render_target_idx
];
5032 wined3d_surface_incref(*render_target
);
5034 TRACE("Returning render target %p.\n", *render_target
);
5039 HRESULT CDECL
wined3d_device_get_depth_stencil(struct wined3d_device
*device
, struct wined3d_surface
**depth_stencil
)
5041 TRACE("device %p, depth_stencil %p.\n", device
, depth_stencil
);
5043 *depth_stencil
= device
->fb
.depth_stencil
;
5044 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil
);
5046 if (!*depth_stencil
)
5047 return WINED3DERR_NOTFOUND
;
5049 wined3d_surface_incref(*depth_stencil
);
5054 HRESULT CDECL
wined3d_device_set_render_target(struct wined3d_device
*device
,
5055 UINT render_target_idx
, struct wined3d_surface
*render_target
, BOOL set_viewport
)
5057 struct wined3d_surface
*prev
;
5059 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
5060 device
, render_target_idx
, render_target
, set_viewport
);
5062 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
5064 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
5065 return WINED3DERR_INVALIDCALL
;
5068 prev
= device
->fb
.render_targets
[render_target_idx
];
5069 if (render_target
== prev
)
5071 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5075 /* Render target 0 can't be set to NULL. */
5076 if (!render_target
&& !render_target_idx
)
5078 WARN("Trying to set render target 0 to NULL.\n");
5079 return WINED3DERR_INVALIDCALL
;
5082 if (render_target
&& !(render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
5084 FIXME("Surface %p doesn't have render target usage.\n", render_target
);
5085 return WINED3DERR_INVALIDCALL
;
5089 wined3d_surface_incref(render_target
);
5090 device
->fb
.render_targets
[render_target_idx
] = render_target
;
5091 /* Release after the assignment, to prevent device_resource_released()
5092 * from seeing the surface as still in use. */
5094 wined3d_surface_decref(prev
);
5096 /* Render target 0 is special. */
5097 if (!render_target_idx
&& set_viewport
)
5099 /* Set the viewport and scissor rectangles, if requested. Tests show
5100 * that stateblock recording is ignored, the change goes directly
5101 * into the primary stateblock. */
5102 device
->stateBlock
->state
.viewport
.Height
= device
->fb
.render_targets
[0]->resource
.height
;
5103 device
->stateBlock
->state
.viewport
.Width
= device
->fb
.render_targets
[0]->resource
.width
;
5104 device
->stateBlock
->state
.viewport
.X
= 0;
5105 device
->stateBlock
->state
.viewport
.Y
= 0;
5106 device
->stateBlock
->state
.viewport
.MaxZ
= 1.0f
;
5107 device
->stateBlock
->state
.viewport
.MinZ
= 0.0f
;
5108 device_invalidate_state(device
, STATE_VIEWPORT
);
5110 device
->stateBlock
->state
.scissor_rect
.top
= 0;
5111 device
->stateBlock
->state
.scissor_rect
.left
= 0;
5112 device
->stateBlock
->state
.scissor_rect
.right
= device
->stateBlock
->state
.viewport
.Width
;
5113 device
->stateBlock
->state
.scissor_rect
.bottom
= device
->stateBlock
->state
.viewport
.Height
;
5114 device_invalidate_state(device
, STATE_SCISSORRECT
);
5120 HRESULT CDECL
wined3d_device_set_depth_stencil(struct wined3d_device
*device
, struct wined3d_surface
*depth_stencil
)
5122 struct wined3d_surface
*prev
= device
->fb
.depth_stencil
;
5124 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
5125 device
, depth_stencil
, prev
);
5127 if (prev
== depth_stencil
)
5129 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5135 if (device
->swapchains
[0]->presentParms
.Flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
5136 || prev
->flags
& SFLAG_DISCARD
)
5138 surface_modify_ds_location(prev
, SFLAG_DS_DISCARDED
,
5139 prev
->resource
.width
, prev
->resource
.height
);
5140 if (prev
== device
->onscreen_depth_stencil
)
5142 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5143 device
->onscreen_depth_stencil
= NULL
;
5148 device
->fb
.depth_stencil
= depth_stencil
;
5150 wined3d_surface_incref(depth_stencil
);
5152 wined3d_surface_decref(prev
);
5154 if (!prev
!= !depth_stencil
)
5156 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
5157 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_ZENABLE
));
5158 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_STENCILENABLE
));
5159 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_STENCILWRITEMASK
));
5160 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_DEPTHBIAS
));
5162 else if (prev
&& prev
->resource
.format
->depth_size
!= depth_stencil
->resource
.format
->depth_size
)
5164 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_DEPTHBIAS
));
5170 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
5171 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_surface
*cursor_image
)
5173 WINED3DLOCKED_RECT lockedRect
;
5175 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
5176 device
, x_hotspot
, y_hotspot
, cursor_image
);
5178 /* some basic validation checks */
5179 if (device
->cursorTexture
)
5181 struct wined3d_context
*context
= context_acquire(device
, NULL
);
5183 glDeleteTextures(1, &device
->cursorTexture
);
5185 context_release(context
);
5186 device
->cursorTexture
= 0;
5191 WINED3DLOCKED_RECT rect
;
5193 /* MSDN: Cursor must be A8R8G8B8 */
5194 if (cursor_image
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
5196 WARN("surface %p has an invalid format.\n", cursor_image
);
5197 return WINED3DERR_INVALIDCALL
;
5200 /* MSDN: Cursor must be smaller than the display mode */
5201 if (cursor_image
->resource
.width
> device
->ddraw_width
5202 || cursor_image
->resource
.height
> device
->ddraw_height
)
5204 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
5205 cursor_image
, cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5206 device
->ddraw_width
, device
->ddraw_height
);
5207 return WINED3DERR_INVALIDCALL
;
5210 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5212 /* Do not store the surface's pointer because the application may
5213 * release it after setting the cursor image. Windows doesn't
5214 * addref the set surface, so we can't do this either without
5215 * creating circular refcount dependencies. Copy out the gl texture
5217 device
->cursorWidth
= cursor_image
->resource
.width
;
5218 device
->cursorHeight
= cursor_image
->resource
.height
;
5219 if (SUCCEEDED(wined3d_surface_map(cursor_image
, &rect
, NULL
, WINED3DLOCK_READONLY
)))
5221 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
5222 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
5223 struct wined3d_context
*context
;
5224 char *mem
, *bits
= rect
.pBits
;
5225 GLint intfmt
= format
->glInternal
;
5226 GLint gl_format
= format
->glFormat
;
5227 GLint type
= format
->glType
;
5228 INT height
= device
->cursorHeight
;
5229 INT width
= device
->cursorWidth
;
5230 INT bpp
= format
->byte_count
;
5234 /* Reformat the texture memory (pitch and width can be
5236 mem
= HeapAlloc(GetProcessHeap(), 0, width
* height
* bpp
);
5237 for(i
= 0; i
< height
; i
++)
5238 memcpy(&mem
[width
* bpp
* i
], &bits
[rect
.Pitch
* i
], width
* bpp
);
5239 wined3d_surface_unmap(cursor_image
);
5241 context
= context_acquire(device
, NULL
);
5245 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
5247 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
5248 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5251 /* Make sure that a proper texture unit is selected */
5252 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB
));
5253 checkGLcall("glActiveTextureARB");
5254 sampler
= device
->rev_tex_unit_map
[0];
5255 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
5256 device_invalidate_state(device
, STATE_SAMPLER(sampler
));
5257 /* Create a new cursor texture */
5258 glGenTextures(1, &device
->cursorTexture
);
5259 checkGLcall("glGenTextures");
5260 glBindTexture(GL_TEXTURE_2D
, device
->cursorTexture
);
5261 checkGLcall("glBindTexture");
5262 /* Copy the bitmap memory into the cursor texture */
5263 glTexImage2D(GL_TEXTURE_2D
, 0, intfmt
, width
, height
, 0, gl_format
, type
, mem
);
5264 checkGLcall("glTexImage2D");
5265 HeapFree(GetProcessHeap(), 0, mem
);
5267 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
5269 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
5270 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5275 context_release(context
);
5279 FIXME("A cursor texture was not returned.\n");
5280 device
->cursorTexture
= 0;
5283 if (cursor_image
->resource
.width
== 32 && cursor_image
->resource
.height
== 32)
5285 /* Draw a hardware cursor */
5286 ICONINFO cursorInfo
;
5288 /* Create and clear maskBits because it is not needed for
5289 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5291 DWORD
*maskBits
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
5292 (cursor_image
->resource
.width
* cursor_image
->resource
.height
/ 8));
5293 wined3d_surface_map(cursor_image
, &lockedRect
, NULL
,
5294 WINED3DLOCK_NO_DIRTY_UPDATE
| WINED3DLOCK_READONLY
);
5295 TRACE("width: %u height: %u.\n", cursor_image
->resource
.width
, cursor_image
->resource
.height
);
5297 cursorInfo
.fIcon
= FALSE
;
5298 cursorInfo
.xHotspot
= x_hotspot
;
5299 cursorInfo
.yHotspot
= y_hotspot
;
5300 cursorInfo
.hbmMask
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5302 cursorInfo
.hbmColor
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5303 1, 32, lockedRect
.pBits
);
5304 wined3d_surface_unmap(cursor_image
);
5305 /* Create our cursor and clean up. */
5306 cursor
= CreateIconIndirect(&cursorInfo
);
5307 if (cursorInfo
.hbmMask
) DeleteObject(cursorInfo
.hbmMask
);
5308 if (cursorInfo
.hbmColor
) DeleteObject(cursorInfo
.hbmColor
);
5309 if (device
->hardwareCursor
) DestroyCursor(device
->hardwareCursor
);
5310 device
->hardwareCursor
= cursor
;
5311 if (device
->bCursorVisible
) SetCursor( cursor
);
5312 HeapFree(GetProcessHeap(), 0, maskBits
);
5316 device
->xHotSpot
= x_hotspot
;
5317 device
->yHotSpot
= y_hotspot
;
5321 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
5322 int x_screen_space
, int y_screen_space
, DWORD flags
)
5324 TRACE("device %p, x %d, y %d, flags %#x.\n",
5325 device
, x_screen_space
, y_screen_space
, flags
);
5327 device
->xScreenSpace
= x_screen_space
;
5328 device
->yScreenSpace
= y_screen_space
;
5330 /* switch to the software cursor if position diverges from the hardware one */
5331 if (device
->hardwareCursor
)
5334 GetCursorPos( &pt
);
5335 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
5337 if (device
->bCursorVisible
) SetCursor( NULL
);
5338 DestroyCursor( device
->hardwareCursor
);
5339 device
->hardwareCursor
= 0;
5344 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
5346 BOOL oldVisible
= device
->bCursorVisible
;
5348 TRACE("device %p, show %#x.\n", device
, show
);
5351 * When ShowCursor is first called it should make the cursor appear at the OS's last
5352 * known cursor position.
5354 if (show
&& !oldVisible
)
5358 device
->xScreenSpace
= pt
.x
;
5359 device
->yScreenSpace
= pt
.y
;
5362 if (device
->hardwareCursor
)
5364 device
->bCursorVisible
= show
;
5366 SetCursor(device
->hardwareCursor
);
5372 if (device
->cursorTexture
)
5373 device
->bCursorVisible
= show
;
5379 static HRESULT WINAPI
evict_managed_resource(struct wined3d_resource
*resource
, void *data
)
5381 TRACE("checking resource %p for eviction\n", resource
);
5383 if (resource
->pool
== WINED3DPOOL_MANAGED
)
5385 TRACE("Evicting %p.\n", resource
);
5386 resource
->resource_ops
->resource_unload(resource
);
5392 HRESULT CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
5394 TRACE("device %p.\n", device
);
5396 wined3d_device_enum_resources(device
, evict_managed_resource
, NULL
);
5397 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5398 device_invalidate_state(device
, STATE_STREAMSRC
);
5403 static HRESULT
updateSurfaceDesc(struct wined3d_surface
*surface
,
5404 const WINED3DPRESENT_PARAMETERS
*pPresentationParameters
)
5406 struct wined3d_device
*device
= surface
->resource
.device
;
5407 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
5409 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5410 if (surface
->flags
& SFLAG_DIBSECTION
)
5412 /* Release the DC */
5413 SelectObject(surface
->hDC
, surface
->dib
.holdbitmap
);
5414 DeleteDC(surface
->hDC
);
5415 /* Release the DIB section */
5416 DeleteObject(surface
->dib
.DIBsection
);
5417 surface
->dib
.bitmap_data
= NULL
;
5418 surface
->resource
.allocatedMemory
= NULL
;
5419 surface
->flags
&= ~SFLAG_DIBSECTION
;
5421 surface
->resource
.width
= pPresentationParameters
->BackBufferWidth
;
5422 surface
->resource
.height
= pPresentationParameters
->BackBufferHeight
;
5423 if (gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
] || gl_info
->supported
[ARB_TEXTURE_RECTANGLE
]
5424 || gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
])
5426 surface
->pow2Width
= pPresentationParameters
->BackBufferWidth
;
5427 surface
->pow2Height
= pPresentationParameters
->BackBufferHeight
;
5429 surface
->pow2Width
= surface
->pow2Height
= 1;
5430 while (surface
->pow2Width
< pPresentationParameters
->BackBufferWidth
) surface
->pow2Width
<<= 1;
5431 while (surface
->pow2Height
< pPresentationParameters
->BackBufferHeight
) surface
->pow2Height
<<= 1;
5434 if (surface
->texture_name
)
5436 struct wined3d_context
*context
= context_acquire(device
, NULL
);
5438 glDeleteTextures(1, &surface
->texture_name
);
5440 context_release(context
);
5441 surface
->texture_name
= 0;
5442 surface
->flags
&= ~SFLAG_CLIENT
;
5444 if (surface
->pow2Width
!= pPresentationParameters
->BackBufferWidth
5445 || surface
->pow2Height
!= pPresentationParameters
->BackBufferHeight
)
5447 surface
->flags
|= SFLAG_NONPOW2
;
5451 surface
->flags
&= ~SFLAG_NONPOW2
;
5453 HeapFree(GetProcessHeap(), 0, surface
->resource
.heapMemory
);
5454 surface
->resource
.allocatedMemory
= NULL
;
5455 surface
->resource
.heapMemory
= NULL
;
5456 surface
->resource
.size
= wined3d_surface_get_pitch(surface
) * surface
->pow2Width
;
5458 /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
5460 if (!surface_init_sysmem(surface
))
5462 return E_OUTOFMEMORY
;
5467 static BOOL
is_display_mode_supported(struct wined3d_device
*device
, const WINED3DPRESENT_PARAMETERS
*pp
)
5470 WINED3DDISPLAYMODE m
;
5473 /* All Windowed modes are supported, as is leaving the current mode */
5474 if(pp
->Windowed
) return TRUE
;
5475 if(!pp
->BackBufferWidth
) return TRUE
;
5476 if(!pp
->BackBufferHeight
) return TRUE
;
5478 count
= wined3d_get_adapter_mode_count(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
);
5479 for (i
= 0; i
< count
; ++i
)
5481 memset(&m
, 0, sizeof(m
));
5482 hr
= wined3d_enum_adapter_modes(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
, i
, &m
);
5484 ERR("Failed to enumerate adapter mode.\n");
5485 if (m
.Width
== pp
->BackBufferWidth
&& m
.Height
== pp
->BackBufferHeight
)
5486 /* Mode found, it is supported. */
5489 /* Mode not found -> not supported */
5493 /* Do not call while under the GL lock. */
5494 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5496 const struct wined3d_gl_info
*gl_info
;
5497 struct wined3d_context
*context
;
5498 struct wined3d_shader
*shader
;
5500 context
= context_acquire(device
, NULL
);
5501 gl_info
= context
->gl_info
;
5503 wined3d_device_enum_resources(device
, device_unload_resource
, NULL
);
5504 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
5506 device
->shader_backend
->shader_destroy(shader
);
5510 if (device
->depth_blt_texture
)
5512 glDeleteTextures(1, &device
->depth_blt_texture
);
5513 device
->depth_blt_texture
= 0;
5515 if (device
->depth_blt_rb
)
5517 gl_info
->fbo_ops
.glDeleteRenderbuffers(1, &device
->depth_blt_rb
);
5518 device
->depth_blt_rb
= 0;
5519 device
->depth_blt_rb_w
= 0;
5520 device
->depth_blt_rb_h
= 0;
5524 device
->blitter
->free_private(device
);
5525 device
->frag_pipe
->free_private(device
);
5526 device
->shader_backend
->shader_free_private(device
);
5527 destroy_dummy_textures(device
, gl_info
);
5529 context_release(context
);
5531 while (device
->context_count
)
5533 context_destroy(device
, device
->contexts
[0]);
5535 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5536 swapchain
->context
= NULL
;
5537 swapchain
->num_contexts
= 0;
5540 /* Do not call while under the GL lock. */
5541 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5543 struct wined3d_context
*context
;
5544 struct wined3d_surface
*target
;
5547 /* Recreate the primary swapchain's context */
5548 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
5549 if (!swapchain
->context
)
5551 ERR("Failed to allocate memory for swapchain context array.\n");
5552 return E_OUTOFMEMORY
;
5555 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
5556 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
5558 WARN("Failed to create context.\n");
5559 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5563 swapchain
->context
[0] = context
;
5564 swapchain
->num_contexts
= 1;
5565 create_dummy_textures(device
);
5566 context_release(context
);
5568 hr
= device
->shader_backend
->shader_alloc_private(device
);
5571 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
5575 hr
= device
->frag_pipe
->alloc_private(device
);
5578 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr
);
5579 device
->shader_backend
->shader_free_private(device
);
5583 hr
= device
->blitter
->alloc_private(device
);
5586 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
5587 device
->frag_pipe
->free_private(device
);
5588 device
->shader_backend
->shader_free_private(device
);
5595 context_acquire(device
, NULL
);
5596 destroy_dummy_textures(device
, context
->gl_info
);
5597 context_release(context
);
5598 context_destroy(device
, context
);
5599 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5600 swapchain
->num_contexts
= 0;
5604 /* Do not call while under the GL lock. */
5605 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
5606 WINED3DPRESENT_PARAMETERS
*present_parameters
)
5608 struct wined3d_swapchain
*swapchain
;
5609 BOOL DisplayModeChanged
= FALSE
;
5610 WINED3DDISPLAYMODE mode
;
5613 TRACE("device %p, present_parameters %p.\n", device
, present_parameters
);
5615 hr
= wined3d_device_get_swapchain(device
, 0, &swapchain
);
5618 ERR("Failed to get the first implicit swapchain\n");
5622 if (!is_display_mode_supported(device
, present_parameters
))
5624 WARN("Rejecting Reset() call because the requested display mode is not supported\n");
5625 WARN("Requested mode: %d, %d.\n",
5626 present_parameters
->BackBufferWidth
,
5627 present_parameters
->BackBufferHeight
);
5628 wined3d_swapchain_decref(swapchain
);
5629 return WINED3DERR_INVALIDCALL
;
5632 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5633 * on an existing gl context, so there's no real need for recreation.
5635 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5637 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5639 TRACE("New params:\n");
5640 TRACE("BackBufferWidth = %d\n", present_parameters
->BackBufferWidth
);
5641 TRACE("BackBufferHeight = %d\n", present_parameters
->BackBufferHeight
);
5642 TRACE("BackBufferFormat = %s\n", debug_d3dformat(present_parameters
->BackBufferFormat
));
5643 TRACE("BackBufferCount = %d\n", present_parameters
->BackBufferCount
);
5644 TRACE("MultiSampleType = %d\n", present_parameters
->MultiSampleType
);
5645 TRACE("MultiSampleQuality = %d\n", present_parameters
->MultiSampleQuality
);
5646 TRACE("SwapEffect = %d\n", present_parameters
->SwapEffect
);
5647 TRACE("hDeviceWindow = %p\n", present_parameters
->hDeviceWindow
);
5648 TRACE("Windowed = %s\n", present_parameters
->Windowed
? "true" : "false");
5649 TRACE("EnableAutoDepthStencil = %s\n", present_parameters
->EnableAutoDepthStencil
? "true" : "false");
5650 TRACE("Flags = %08x\n", present_parameters
->Flags
);
5651 TRACE("FullScreen_RefreshRateInHz = %d\n", present_parameters
->FullScreen_RefreshRateInHz
);
5652 TRACE("PresentationInterval = %d\n", present_parameters
->PresentationInterval
);
5654 /* No special treatment of these parameters. Just store them */
5655 swapchain
->presentParms
.SwapEffect
= present_parameters
->SwapEffect
;
5656 swapchain
->presentParms
.Flags
= present_parameters
->Flags
;
5657 swapchain
->presentParms
.PresentationInterval
= present_parameters
->PresentationInterval
;
5658 swapchain
->presentParms
.FullScreen_RefreshRateInHz
= present_parameters
->FullScreen_RefreshRateInHz
;
5660 /* What to do about these? */
5661 if (present_parameters
->BackBufferCount
5662 && present_parameters
->BackBufferCount
!= swapchain
->presentParms
.BackBufferCount
)
5663 FIXME("Cannot change the back buffer count yet.\n");
5665 if (present_parameters
->BackBufferFormat
!= WINED3DFMT_UNKNOWN
5666 && present_parameters
->BackBufferFormat
!= swapchain
->presentParms
.BackBufferFormat
)
5667 FIXME("Cannot change the back buffer format yet.\n");
5669 if (present_parameters
->hDeviceWindow
5670 && present_parameters
->hDeviceWindow
!= swapchain
->presentParms
.hDeviceWindow
)
5671 FIXME("Cannot change the device window yet.\n");
5673 if (present_parameters
->EnableAutoDepthStencil
&& !device
->auto_depth_stencil
)
5677 TRACE("Creating the depth stencil buffer\n");
5679 hrc
= device
->device_parent
->ops
->create_depth_stencil(device
->device_parent
,
5680 present_parameters
->BackBufferWidth
,
5681 present_parameters
->BackBufferHeight
,
5682 present_parameters
->AutoDepthStencilFormat
,
5683 present_parameters
->MultiSampleType
,
5684 present_parameters
->MultiSampleQuality
,
5686 &device
->auto_depth_stencil
);
5689 ERR("Failed to create the depth stencil buffer.\n");
5690 wined3d_swapchain_decref(swapchain
);
5691 return WINED3DERR_INVALIDCALL
;
5695 if (device
->onscreen_depth_stencil
)
5697 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5698 device
->onscreen_depth_stencil
= NULL
;
5701 /* Reset the depth stencil */
5702 if (present_parameters
->EnableAutoDepthStencil
)
5703 wined3d_device_set_depth_stencil(device
, device
->auto_depth_stencil
);
5705 wined3d_device_set_depth_stencil(device
, NULL
);
5707 TRACE("Resetting stateblock\n");
5708 wined3d_stateblock_decref(device
->updateStateBlock
);
5709 wined3d_stateblock_decref(device
->stateBlock
);
5711 delete_opengl_contexts(device
, swapchain
);
5713 if (present_parameters
->Windowed
)
5715 mode
.Width
= swapchain
->orig_width
;
5716 mode
.Height
= swapchain
->orig_height
;
5717 mode
.RefreshRate
= 0;
5718 mode
.Format
= swapchain
->presentParms
.BackBufferFormat
;
5722 mode
.Width
= present_parameters
->BackBufferWidth
;
5723 mode
.Height
= present_parameters
->BackBufferHeight
;
5724 mode
.RefreshRate
= present_parameters
->FullScreen_RefreshRateInHz
;
5725 mode
.Format
= swapchain
->presentParms
.BackBufferFormat
;
5728 /* Should Width == 800 && Height == 0 set 800x600? */
5729 if (present_parameters
->BackBufferWidth
&& present_parameters
->BackBufferHeight
5730 && (present_parameters
->BackBufferWidth
!= swapchain
->presentParms
.BackBufferWidth
5731 || present_parameters
->BackBufferHeight
!= swapchain
->presentParms
.BackBufferHeight
))
5735 if (!present_parameters
->Windowed
)
5736 DisplayModeChanged
= TRUE
;
5738 swapchain
->presentParms
.BackBufferWidth
= present_parameters
->BackBufferWidth
;
5739 swapchain
->presentParms
.BackBufferHeight
= present_parameters
->BackBufferHeight
;
5741 hr
= updateSurfaceDesc(swapchain
->front_buffer
, present_parameters
);
5744 wined3d_swapchain_decref(swapchain
);
5748 for (i
= 0; i
< swapchain
->presentParms
.BackBufferCount
; ++i
)
5750 hr
= updateSurfaceDesc(swapchain
->back_buffers
[i
], present_parameters
);
5753 wined3d_swapchain_decref(swapchain
);
5757 if (device
->auto_depth_stencil
)
5759 hr
= updateSurfaceDesc(device
->auto_depth_stencil
, present_parameters
);
5762 wined3d_swapchain_decref(swapchain
);
5768 if (!present_parameters
->Windowed
!= !swapchain
->presentParms
.Windowed
5769 || DisplayModeChanged
)
5771 wined3d_device_set_display_mode(device
, 0, &mode
);
5773 if (!present_parameters
->Windowed
)
5775 if (swapchain
->presentParms
.Windowed
)
5777 HWND focus_window
= device
->createParms
.hFocusWindow
;
5779 focus_window
= present_parameters
->hDeviceWindow
;
5780 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
5782 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
5783 wined3d_swapchain_decref(swapchain
);
5787 /* switch from windowed to fs */
5788 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5789 present_parameters
->BackBufferWidth
,
5790 present_parameters
->BackBufferHeight
);
5794 /* Fullscreen -> fullscreen mode change */
5795 MoveWindow(swapchain
->device_window
, 0, 0,
5796 present_parameters
->BackBufferWidth
, present_parameters
->BackBufferHeight
,
5800 else if (!swapchain
->presentParms
.Windowed
)
5802 /* Fullscreen -> windowed switch */
5803 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
5804 wined3d_device_release_focus_window(device
);
5806 swapchain
->presentParms
.Windowed
= present_parameters
->Windowed
;
5808 else if (!present_parameters
->Windowed
)
5810 DWORD style
= device
->style
;
5811 DWORD exStyle
= device
->exStyle
;
5812 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5813 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5814 * Reset to clear up their mess. Guild Wars also loses the device during that.
5817 device
->exStyle
= 0;
5818 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5819 present_parameters
->BackBufferWidth
,
5820 present_parameters
->BackBufferHeight
);
5821 device
->style
= style
;
5822 device
->exStyle
= exStyle
;
5825 /* Note: No parent needed for initial internal stateblock */
5826 hr
= wined3d_stateblock_create(device
, WINED3DSBT_INIT
, &device
->stateBlock
);
5828 ERR("Resetting the stateblock failed with error %#x.\n", hr
);
5830 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5831 device
->updateStateBlock
= device
->stateBlock
;
5832 wined3d_stateblock_incref(device
->updateStateBlock
);
5834 stateblock_init_default_state(device
->stateBlock
);
5836 if(wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
5839 GetClientRect(swapchain
->win_handle
, &client_rect
);
5841 if(!swapchain
->presentParms
.BackBufferCount
)
5843 TRACE("Single buffered rendering\n");
5844 swapchain
->render_to_fbo
= FALSE
;
5846 else if(swapchain
->presentParms
.BackBufferWidth
!= client_rect
.right
||
5847 swapchain
->presentParms
.BackBufferHeight
!= client_rect
.bottom
)
5849 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u\n",
5850 swapchain
->presentParms
.BackBufferWidth
,
5851 swapchain
->presentParms
.BackBufferHeight
,
5852 client_rect
.right
, client_rect
.bottom
);
5853 swapchain
->render_to_fbo
= TRUE
;
5857 TRACE("Rendering directly to GL_BACK\n");
5858 swapchain
->render_to_fbo
= FALSE
;
5862 hr
= create_primary_opengl_context(device
, swapchain
);
5863 wined3d_swapchain_decref(swapchain
);
5865 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5871 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
5873 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
5875 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
5881 HRESULT CDECL
wined3d_device_get_creation_parameters(struct wined3d_device
*device
,
5882 WINED3DDEVICE_CREATION_PARAMETERS
*parameters
)
5884 TRACE("device %p, parameters %p.\n", device
, parameters
);
5886 *parameters
= device
->createParms
;
5890 void CDECL
wined3d_device_set_gamma_ramp(struct wined3d_device
*device
,
5891 UINT swapchain_idx
, DWORD flags
, const WINED3DGAMMARAMP
*ramp
)
5893 struct wined3d_swapchain
*swapchain
;
5895 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5896 device
, swapchain_idx
, flags
, ramp
);
5898 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5900 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
5901 wined3d_swapchain_decref(swapchain
);
5905 void CDECL
wined3d_device_get_gamma_ramp(struct wined3d_device
*device
, UINT swapchain_idx
, WINED3DGAMMARAMP
*ramp
)
5907 struct wined3d_swapchain
*swapchain
;
5909 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5910 device
, swapchain_idx
, ramp
);
5912 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5914 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
5915 wined3d_swapchain_decref(swapchain
);
5919 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5921 TRACE("device %p, resource %p.\n", device
, resource
);
5923 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
5926 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5928 TRACE("device %p, resource %p.\n", device
, resource
);
5930 list_remove(&resource
->resource_list_entry
);
5933 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5935 WINED3DRESOURCETYPE type
= resource
->resourceType
;
5938 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
5940 context_resource_released(device
, resource
, type
);
5944 case WINED3DRTYPE_SURFACE
:
5946 struct wined3d_surface
*surface
= surface_from_resource(resource
);
5948 if (!device
->d3d_initialized
) break;
5950 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5952 if (device
->fb
.render_targets
[i
] == surface
)
5954 ERR("Surface %p is still in use as render target %u.\n", surface
, i
);
5955 device
->fb
.render_targets
[i
] = NULL
;
5959 if (device
->fb
.depth_stencil
== surface
)
5961 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface
);
5962 device
->fb
.depth_stencil
= NULL
;
5967 case WINED3DRTYPE_TEXTURE
:
5968 case WINED3DRTYPE_CUBETEXTURE
:
5969 case WINED3DRTYPE_VOLUMETEXTURE
:
5970 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5972 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
5974 if (device
->stateBlock
&& device
->stateBlock
->state
.textures
[i
] == texture
)
5976 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5977 texture
, device
->stateBlock
, i
);
5978 device
->stateBlock
->state
.textures
[i
] = NULL
;
5981 if (device
->updateStateBlock
!= device
->stateBlock
5982 && device
->updateStateBlock
->state
.textures
[i
] == texture
)
5984 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5985 texture
, device
->updateStateBlock
, i
);
5986 device
->updateStateBlock
->state
.textures
[i
] = NULL
;
5991 case WINED3DRTYPE_BUFFER
:
5993 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
5995 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5997 if (device
->stateBlock
&& device
->stateBlock
->state
.streams
[i
].buffer
== buffer
)
5999 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
6000 buffer
, device
->stateBlock
, i
);
6001 device
->stateBlock
->state
.streams
[i
].buffer
= NULL
;
6004 if (device
->updateStateBlock
!= device
->stateBlock
6005 && device
->updateStateBlock
->state
.streams
[i
].buffer
== buffer
)
6007 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
6008 buffer
, device
->updateStateBlock
, i
);
6009 device
->updateStateBlock
->state
.streams
[i
].buffer
= NULL
;
6014 if (device
->stateBlock
&& device
->stateBlock
->state
.index_buffer
== buffer
)
6016 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
6017 buffer
, device
->stateBlock
);
6018 device
->stateBlock
->state
.index_buffer
= NULL
;
6021 if (device
->updateStateBlock
!= device
->stateBlock
6022 && device
->updateStateBlock
->state
.index_buffer
== buffer
)
6024 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
6025 buffer
, device
->updateStateBlock
);
6026 device
->updateStateBlock
->state
.index_buffer
= NULL
;
6035 /* Remove the resource from the resourceStore */
6036 device_resource_remove(device
, resource
);
6038 TRACE("Resource released.\n");
6041 HRESULT CDECL
wined3d_device_enum_resources(struct wined3d_device
*device
,
6042 D3DCB_ENUMRESOURCES callback
, void *data
)
6044 struct wined3d_resource
*resource
, *cursor
;
6046 TRACE("device %p, callback %p, data %p.\n", device
, callback
, data
);
6048 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
6050 TRACE("enumerating resource %p.\n", resource
);
6051 if (callback(resource
, data
) == S_FALSE
)
6053 TRACE("Canceling enumeration.\n");
6061 HRESULT CDECL
wined3d_device_get_surface_from_dc(struct wined3d_device
*device
,
6062 HDC dc
, struct wined3d_surface
**surface
)
6064 struct wined3d_resource
*resource
;
6066 TRACE("device %p, dc %p, surface %p.\n", device
, dc
, surface
);
6068 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
6070 if (resource
->resourceType
== WINED3DRTYPE_SURFACE
)
6072 struct wined3d_surface
*s
= surface_from_resource(resource
);
6076 TRACE("Found surface %p for dc %p.\n", s
, dc
);
6083 return WINED3DERR_INVALIDCALL
;
6086 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
6087 UINT adapter_idx
, WINED3DDEVTYPE device_type
, HWND focus_window
, DWORD flags
,
6088 struct wined3d_device_parent
*device_parent
)
6090 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
6091 const struct fragment_pipeline
*fragment_pipeline
;
6092 struct shader_caps shader_caps
;
6093 struct fragment_caps ffp_caps
;
6094 WINED3DDISPLAYMODE mode
;
6099 device
->wined3d
= wined3d
;
6100 wined3d_incref(device
->wined3d
);
6101 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
6102 device
->device_parent
= device_parent
;
6103 list_init(&device
->resources
);
6104 list_init(&device
->shaders
);
6106 device
->surface_alignment
= wined3d
->dxVersion
== 7 ? DDRAW_PITCH_ALIGNMENT
: D3D8_PITCH_ALIGNMENT
;
6108 /* Get the initial screen setup for ddraw. */
6109 hr
= wined3d_get_adapter_display_mode(wined3d
, adapter_idx
, &mode
);
6112 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr
);
6113 wined3d_decref(device
->wined3d
);
6116 device
->ddraw_width
= mode
.Width
;
6117 device
->ddraw_height
= mode
.Height
;
6118 device
->ddraw_format
= mode
.Format
;
6120 /* Save the creation parameters. */
6121 device
->createParms
.AdapterOrdinal
= adapter_idx
;
6122 device
->createParms
.DeviceType
= device_type
;
6123 device
->createParms
.hFocusWindow
= focus_window
;
6124 device
->createParms
.BehaviorFlags
= flags
;
6126 device
->devType
= device_type
;
6127 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
) list_init(&device
->patches
[i
]);
6129 select_shader_mode(&adapter
->gl_info
, &device
->ps_selected_mode
, &device
->vs_selected_mode
);
6130 device
->shader_backend
= adapter
->shader_backend
;
6132 if (device
->shader_backend
)
6134 device
->shader_backend
->shader_get_caps(&adapter
->gl_info
, &shader_caps
);
6135 device
->d3d_vshader_constantF
= shader_caps
.MaxVertexShaderConst
;
6136 device
->d3d_pshader_constantF
= shader_caps
.MaxPixelShaderConst
;
6137 device
->vs_clipping
= shader_caps
.VSClipping
;
6139 fragment_pipeline
= adapter
->fragment_pipe
;
6140 device
->frag_pipe
= fragment_pipeline
;
6141 if (fragment_pipeline
)
6143 fragment_pipeline
->get_caps(&adapter
->gl_info
, &ffp_caps
);
6144 device
->max_ffp_textures
= ffp_caps
.MaxSimultaneousTextures
;
6146 hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
, &adapter
->gl_info
,
6147 ffp_vertexstate_template
, fragment_pipeline
, misc_state_template
);
6150 ERR("Failed to compile state table, hr %#x.\n", hr
);
6151 wined3d_decref(device
->wined3d
);
6155 device
->blitter
= adapter
->blitter
;
6161 void device_invalidate_state(struct wined3d_device
*device
, DWORD state
)
6163 DWORD rep
= device
->StateTable
[state
].representative
;
6164 struct wined3d_context
*context
;
6169 for (i
= 0; i
< device
->context_count
; ++i
)
6171 context
= device
->contexts
[i
];
6172 if(isStateDirty(context
, rep
)) continue;
6174 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
6175 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
6176 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
6177 context
->isStateDirty
[idx
] |= (1 << shift
);
6181 void get_drawable_size_fbo(struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
6183 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
6184 *width
= context
->current_rt
->pow2Width
;
6185 *height
= context
->current_rt
->pow2Height
;
6188 void get_drawable_size_backbuffer(struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
6190 struct wined3d_swapchain
*swapchain
= context
->swapchain
;
6191 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
6192 * current context's drawable, which is the size of the back buffer of the swapchain
6193 * the active context belongs to. */
6194 *width
= swapchain
->presentParms
.BackBufferWidth
;
6195 *height
= swapchain
->presentParms
.BackBufferHeight
;
6198 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
6199 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
6201 if (device
->filter_messages
)
6203 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
6204 window
, message
, wparam
, lparam
);
6206 return DefWindowProcW(window
, message
, wparam
, lparam
);
6208 return DefWindowProcA(window
, message
, wparam
, lparam
);
6211 if (message
== WM_DESTROY
)
6213 TRACE("unregister window %p.\n", window
);
6214 wined3d_unregister_window(window
);
6216 if (device
->focus_window
== window
) device
->focus_window
= NULL
;
6217 else ERR("Window %p is not the focus window for device %p.\n", window
, device
);
6221 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
6223 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);