shell32: Pack the systray data structure to allow crossing 32/64 boundaries.
[wine/multimedia.git] / dlls / wined3d / device.c
blob0c678495e49e5a5e120472a0907f1464f9e60e3d
1 /*
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 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
29 #include "config.h"
30 #include <stdio.h>
31 #ifdef HAVE_FLOAT_H
32 # include <float.h>
33 #endif
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 #define GLINFO_LOCATION This->adapter->gl_info
39 /* Define the default light parameters as specified by MSDN */
40 const WINED3DLIGHT WINED3D_default_light = {
42 WINED3DLIGHT_DIRECTIONAL, /* Type */
43 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
44 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
45 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
46 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
47 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
48 0.0f, /* Range */
49 0.0f, /* Falloff */
50 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
51 0.0f, /* Theta */
52 0.0f /* Phi */
55 /**********************************************************
56 * Global variable / Constants follow
57 **********************************************************/
58 const float identity[] =
60 1.0f, 0.0f, 0.0f, 0.0f,
61 0.0f, 1.0f, 0.0f, 0.0f,
62 0.0f, 0.0f, 1.0f, 0.0f,
63 0.0f, 0.0f, 0.0f, 1.0f,
64 }; /* When needed for comparisons */
66 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
67 * actually have the same values in GL and D3D. */
68 static GLenum gl_primitive_type_from_d3d(WINED3DPRIMITIVETYPE primitive_type)
70 switch(primitive_type)
72 case WINED3DPT_POINTLIST:
73 return GL_POINTS;
75 case WINED3DPT_LINELIST:
76 return GL_LINES;
78 case WINED3DPT_LINESTRIP:
79 return GL_LINE_STRIP;
81 case WINED3DPT_TRIANGLELIST:
82 return GL_TRIANGLES;
84 case WINED3DPT_TRIANGLESTRIP:
85 return GL_TRIANGLE_STRIP;
87 case WINED3DPT_TRIANGLEFAN:
88 return GL_TRIANGLE_FAN;
90 case WINED3DPT_LINELIST_ADJ:
91 return GL_LINES_ADJACENCY_ARB;
93 case WINED3DPT_LINESTRIP_ADJ:
94 return GL_LINE_STRIP_ADJACENCY_ARB;
96 case WINED3DPT_TRIANGLELIST_ADJ:
97 return GL_TRIANGLES_ADJACENCY_ARB;
99 case WINED3DPT_TRIANGLESTRIP_ADJ:
100 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
102 default:
103 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
104 return GL_NONE;
108 static WINED3DPRIMITIVETYPE d3d_primitive_type_from_gl(GLenum primitive_type)
110 switch(primitive_type)
112 case GL_POINTS:
113 return WINED3DPT_POINTLIST;
115 case GL_LINES:
116 return WINED3DPT_LINELIST;
118 case GL_LINE_STRIP:
119 return WINED3DPT_LINESTRIP;
121 case GL_TRIANGLES:
122 return WINED3DPT_TRIANGLELIST;
124 case GL_TRIANGLE_STRIP:
125 return WINED3DPT_TRIANGLESTRIP;
127 case GL_TRIANGLE_FAN:
128 return WINED3DPT_TRIANGLEFAN;
130 case GL_LINES_ADJACENCY_ARB:
131 return WINED3DPT_LINELIST_ADJ;
133 case GL_LINE_STRIP_ADJACENCY_ARB:
134 return WINED3DPT_LINESTRIP_ADJ;
136 case GL_TRIANGLES_ADJACENCY_ARB:
137 return WINED3DPT_TRIANGLELIST_ADJ;
139 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
140 return WINED3DPT_TRIANGLESTRIP_ADJ;
142 default:
143 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
144 return WINED3DPT_UNDEFINED;
148 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
150 if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && usage_idx == 0)
151 *regnum = WINED3D_FFP_POSITION;
152 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && usage_idx == 0)
153 *regnum = WINED3D_FFP_BLENDWEIGHT;
154 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && usage_idx == 0)
155 *regnum = WINED3D_FFP_BLENDINDICES;
156 else if (usage == WINED3DDECLUSAGE_NORMAL && usage_idx == 0)
157 *regnum = WINED3D_FFP_NORMAL;
158 else if (usage == WINED3DDECLUSAGE_PSIZE && usage_idx == 0)
159 *regnum = WINED3D_FFP_PSIZE;
160 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 0)
161 *regnum = WINED3D_FFP_DIFFUSE;
162 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
163 *regnum = WINED3D_FFP_SPECULAR;
164 else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
165 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
166 else
168 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
169 *regnum = ~0U;
170 return FALSE;
173 return TRUE;
176 /* Context activation is done by the caller. */
177 void device_stream_info_from_declaration(IWineD3DDeviceImpl *This,
178 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup)
180 /* We need to deal with frequency data! */
181 IWineD3DVertexDeclarationImpl *declaration = (IWineD3DVertexDeclarationImpl *)This->stateBlock->vertexDecl;
182 unsigned int i;
184 stream_info->use_map = 0;
185 stream_info->swizzle_map = 0;
187 /* Check for transformed vertices, disable vertex shader if present. */
188 stream_info->position_transformed = declaration->position_transformed;
189 if (declaration->position_transformed) use_vshader = FALSE;
191 /* Translate the declaration into strided data. */
192 for (i = 0; i < declaration->element_count; ++i)
194 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
195 GLuint buffer_object = 0;
196 const BYTE *data = NULL;
197 BOOL stride_used;
198 unsigned int idx;
199 DWORD stride;
201 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
202 element, i + 1, declaration->element_count);
204 if (!This->stateBlock->streamSource[element->input_slot]) continue;
206 stride = This->stateBlock->streamStride[element->input_slot];
207 if (This->stateBlock->streamIsUP)
209 TRACE("Stream %u is UP, %p\n", element->input_slot, This->stateBlock->streamSource[element->input_slot]);
210 buffer_object = 0;
211 data = (BYTE *)This->stateBlock->streamSource[element->input_slot];
213 else
215 TRACE("Stream %u isn't UP, %p\n", element->input_slot, This->stateBlock->streamSource[element->input_slot]);
216 data = buffer_get_memory(This->stateBlock->streamSource[element->input_slot], 0, &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 (This->stateBlock->loadBaseVertexIndex < 0)
225 WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This->stateBlock->loadBaseVertexIndex);
226 buffer_object = 0;
227 data = buffer_get_sysmem((struct wined3d_buffer *)This->stateBlock->streamSource[element->input_slot]);
228 if ((UINT_PTR)data < -This->stateBlock->loadBaseVertexIndex * stride)
230 FIXME("System memory vertex data load offset is negative!\n");
234 if (fixup)
236 if (buffer_object) *fixup = TRUE;
237 else if (*fixup && !use_vshader
238 && (element->usage == WINED3DDECLUSAGE_COLOR
239 || element->usage == WINED3DDECLUSAGE_POSITIONT))
241 static BOOL warned = FALSE;
242 if (!warned)
244 /* This may be bad with the fixed function pipeline. */
245 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
246 warned = TRUE;
251 data += element->offset;
253 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
255 if (use_vshader)
257 if (element->output_slot == ~0U)
259 /* TODO: Assuming vertexdeclarations are usually used with the
260 * same or a similar shader, it might be worth it to store the
261 * last used output slot and try that one first. */
262 stride_used = vshader_get_input(This->stateBlock->vertexShader,
263 element->usage, element->usage_idx, &idx);
265 else
267 idx = element->output_slot;
268 stride_used = TRUE;
271 else
273 if (!element->ffp_valid)
275 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
276 debug_d3dformat(element->format_desc->format), debug_d3ddeclusage(element->usage));
277 stride_used = FALSE;
279 else
281 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
285 if (stride_used)
287 TRACE("Load %s array %u [usage %s, usage_idx %u, "
288 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
289 use_vshader ? "shader": "fixed function", idx,
290 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
291 element->offset, stride, debug_d3dformat(element->format_desc->format), buffer_object);
293 stream_info->elements[idx].format_desc = element->format_desc;
294 stream_info->elements[idx].stride = stride;
295 stream_info->elements[idx].data = data;
296 stream_info->elements[idx].stream_idx = element->input_slot;
297 stream_info->elements[idx].buffer_object = buffer_object;
299 if (!This->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
300 && element->format_desc->format == WINED3DFMT_B8G8R8A8_UNORM)
302 stream_info->swizzle_map |= 1 << idx;
304 stream_info->use_map |= 1 << idx;
308 This->num_buffer_queries = 0;
309 if (!This->stateBlock->streamIsUP)
311 WORD map = stream_info->use_map;
313 /* PreLoad all the vertex buffers. */
314 for (i = 0; map; map >>= 1, ++i)
316 struct wined3d_stream_info_element *element;
317 struct wined3d_buffer *buffer;
318 struct wined3d_event_query *query;
320 if (!(map & 1)) continue;
322 element = &stream_info->elements[i];
323 buffer = (struct wined3d_buffer *)This->stateBlock->streamSource[element->stream_idx];
324 IWineD3DBuffer_PreLoad((IWineD3DBuffer *)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) + (ptrdiff_t)element->data;
333 query = ((struct wined3d_buffer *) buffer)->query;
334 if(query)
336 This->buffer_queries[This->num_buffer_queries++] = query;
342 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
343 const struct WineDirect3DStridedData *strided, struct wined3d_stream_info_element *e)
345 const struct wined3d_format_desc *format_desc = getFormatDescEntry(strided->format, gl_info);
346 e->format_desc = format_desc;
347 e->stride = strided->dwStride;
348 e->data = strided->lpData;
349 e->stream_idx = 0;
350 e->buffer_object = 0;
353 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
354 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info)
356 unsigned int i;
358 memset(stream_info, 0, sizeof(*stream_info));
360 if (strided->position.lpData)
361 stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
362 if (strided->normal.lpData)
363 stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
364 if (strided->diffuse.lpData)
365 stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
366 if (strided->specular.lpData)
367 stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
369 for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
371 if (strided->texCoords[i].lpData)
372 stream_info_element_from_strided(gl_info, &strided->texCoords[i],
373 &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
376 stream_info->position_transformed = strided->position_transformed;
378 for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
380 if (!stream_info->elements[i].format_desc) continue;
382 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
383 && stream_info->elements[i].format_desc->format == WINED3DFMT_B8G8R8A8_UNORM)
385 stream_info->swizzle_map |= 1 << i;
387 stream_info->use_map |= 1 << i;
391 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
393 TRACE("Strided Data:\n");
394 TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
395 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
396 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
397 TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
398 TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
399 TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
400 TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
401 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
402 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
403 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
404 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
405 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
406 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
407 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
408 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
411 /* Context activation is done by the caller. */
412 void device_update_stream_info(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info)
414 struct wined3d_stream_info *stream_info = &device->strided_streams;
415 IWineD3DStateBlockImpl *stateblock = device->stateBlock;
416 BOOL vs = stateblock->vertexShader && device->vs_selected_mode != SHADER_NONE;
417 BOOL fixup = FALSE;
419 if (device->up_strided)
421 /* Note: this is a ddraw fixed-function code path. */
422 TRACE("=============================== Strided Input ================================\n");
423 device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
424 if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
426 else
428 TRACE("============================= Vertex Declaration =============================\n");
429 device_stream_info_from_declaration(device, vs, stream_info, &fixup);
432 if (vs && !stream_info->position_transformed)
434 if (((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->half_float_conv_needed && !fixup)
436 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
437 device->useDrawStridedSlow = TRUE;
439 else
441 device->useDrawStridedSlow = FALSE;
444 else
446 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
447 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
448 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
450 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !fixup)
452 device->useDrawStridedSlow = TRUE;
454 else
456 device->useDrawStridedSlow = FALSE;
461 static void device_preload_texture(IWineD3DStateBlockImpl *stateblock, unsigned int idx)
463 IWineD3DBaseTextureImpl *texture;
464 enum WINED3DSRGB srgb;
466 if (!(texture = (IWineD3DBaseTextureImpl *)stateblock->textures[idx])) return;
467 srgb = stateblock->samplerState[idx][WINED3DSAMP_SRGBTEXTURE] ? SRGB_SRGB : SRGB_RGB;
468 texture->baseTexture.internal_preload((IWineD3DBaseTexture *)texture, srgb);
471 void device_preload_textures(IWineD3DDeviceImpl *device)
473 IWineD3DStateBlockImpl *stateblock = device->stateBlock;
474 unsigned int i;
476 if (use_vs(stateblock))
478 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
480 if (((IWineD3DBaseShaderImpl *)stateblock->vertexShader)->baseShader.reg_maps.sampler_type[i])
481 device_preload_texture(stateblock, MAX_FRAGMENT_SAMPLERS + i);
485 if (use_ps(stateblock))
487 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
489 if (((IWineD3DBaseShaderImpl *)stateblock->pixelShader)->baseShader.reg_maps.sampler_type[i])
490 device_preload_texture(stateblock, i);
493 else
495 WORD ffu_map = device->fixed_function_usage_map;
497 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
499 if (ffu_map & 1)
500 device_preload_texture(stateblock, i);
505 BOOL device_context_add(IWineD3DDeviceImpl *device, struct wined3d_context *context)
507 struct wined3d_context **new_array;
509 TRACE("Adding context %p.\n", context);
511 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
512 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, sizeof(*new_array) * (device->numContexts + 1));
514 if (!new_array)
516 ERR("Failed to grow the context array.\n");
517 return FALSE;
520 new_array[device->numContexts++] = context;
521 device->contexts = new_array;
522 return TRUE;
525 void device_context_remove(IWineD3DDeviceImpl *device, struct wined3d_context *context)
527 struct wined3d_context **new_array;
528 BOOL found = FALSE;
529 UINT i;
531 TRACE("Removing context %p.\n", context);
533 for (i = 0; i < device->numContexts; ++i)
535 if (device->contexts[i] == context)
537 found = TRUE;
538 break;
542 if (!found)
544 ERR("Context %p doesn't exist in context array.\n", context);
545 return;
548 if (!--device->numContexts)
550 HeapFree(GetProcessHeap(), 0, device->contexts);
551 device->contexts = NULL;
552 return;
555 memmove(&device->contexts[i], &device->contexts[i + 1], (device->numContexts - i) * sizeof(*device->contexts));
556 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->numContexts * sizeof(*device->contexts));
557 if (!new_array)
559 ERR("Failed to shrink context array. Oh well.\n");
560 return;
563 device->contexts = new_array;
567 /**********************************************************
568 * IUnknown parts follows
569 **********************************************************/
571 static HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
573 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
575 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
576 if (IsEqualGUID(riid, &IID_IUnknown)
577 || IsEqualGUID(riid, &IID_IWineD3DBase)
578 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
579 IUnknown_AddRef(iface);
580 *ppobj = This;
581 return S_OK;
583 *ppobj = NULL;
584 return E_NOINTERFACE;
587 static ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
588 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
589 ULONG refCount = InterlockedIncrement(&This->ref);
591 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
592 return refCount;
595 static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
596 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
597 ULONG refCount = InterlockedDecrement(&This->ref);
599 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
601 if (!refCount) {
602 UINT i;
604 for (i = 0; i < sizeof(This->multistate_funcs)/sizeof(This->multistate_funcs[0]); ++i) {
605 HeapFree(GetProcessHeap(), 0, This->multistate_funcs[i]);
606 This->multistate_funcs[i] = NULL;
609 /* TODO: Clean up all the surfaces and textures! */
610 /* NOTE: You must release the parent if the object was created via a callback
611 ** ***************************/
613 if (!list_empty(&This->resources)) {
614 FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
615 dumpResources(&This->resources);
618 if(This->contexts) ERR("Context array not freed!\n");
619 if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
620 This->haveHardwareCursor = FALSE;
622 IWineD3D_Release(This->wined3d);
623 This->wined3d = NULL;
624 HeapFree(GetProcessHeap(), 0, This);
625 TRACE("Freed device %p\n", This);
626 This = NULL;
628 return refCount;
631 /**********************************************************
632 * IWineD3DDevice implementation follows
633 **********************************************************/
634 static HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
635 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
636 *pParent = This->parent;
637 IUnknown_AddRef(This->parent);
638 return WINED3D_OK;
641 static HRESULT WINAPI IWineD3DDeviceImpl_CreateBuffer(IWineD3DDevice *iface, struct wined3d_buffer_desc *desc,
642 const void *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops, IWineD3DBuffer **buffer)
644 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
645 struct wined3d_buffer *object;
646 HRESULT hr;
648 TRACE("iface %p, desc %p, data %p, parent %p, buffer %p\n", iface, desc, data, parent, buffer);
650 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
651 if (!object)
653 ERR("Failed to allocate memory\n");
654 return E_OUTOFMEMORY;
657 FIXME("Ignoring access flags (pool)\n");
659 hr = buffer_init(object, This, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
660 WINED3DPOOL_MANAGED, GL_ARRAY_BUFFER_ARB, data, parent, parent_ops);
661 if (FAILED(hr))
663 WARN("Failed to initialize buffer, hr %#x.\n", hr);
664 HeapFree(GetProcessHeap(), 0, object);
665 return hr;
667 object->desc = *desc;
669 TRACE("Created buffer %p.\n", object);
671 *buffer = (IWineD3DBuffer *)object;
673 return WINED3D_OK;
676 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface,
677 UINT Size, DWORD Usage, WINED3DPOOL Pool, IWineD3DBuffer **ppVertexBuffer,
678 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
680 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
681 struct wined3d_buffer *object;
682 HRESULT hr;
684 TRACE("iface %p, size %u, usage %#x, pool %#x, buffer %p, parent %p, parent_ops %p.\n",
685 iface, Size, Usage, Pool, ppVertexBuffer, parent, parent_ops);
687 if (Pool == WINED3DPOOL_SCRATCH)
689 /* The d3d9 testsuit shows that this is not allowed. It doesn't make much sense
690 * anyway, SCRATCH vertex buffers aren't usable anywhere
692 WARN("Vertex buffer in D3DPOOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL\n");
693 *ppVertexBuffer = NULL;
694 return WINED3DERR_INVALIDCALL;
697 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
698 if (!object)
700 ERR("Out of memory\n");
701 *ppVertexBuffer = NULL;
702 return WINED3DERR_OUTOFVIDEOMEMORY;
705 hr = buffer_init(object, This, Size, Usage, WINED3DFMT_VERTEXDATA,
706 Pool, GL_ARRAY_BUFFER_ARB, NULL, parent, parent_ops);
707 if (FAILED(hr))
709 WARN("Failed to initialize buffer, hr %#x.\n", hr);
710 HeapFree(GetProcessHeap(), 0, object);
711 return hr;
714 TRACE("Created buffer %p.\n", object);
715 *ppVertexBuffer = (IWineD3DBuffer *)object;
717 return WINED3D_OK;
720 static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface,
721 UINT Length, DWORD Usage, WINED3DPOOL Pool, IWineD3DBuffer **ppIndexBuffer,
722 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
724 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
725 struct wined3d_buffer *object;
726 HRESULT hr;
728 TRACE("(%p) Creating index buffer\n", This);
730 /* Allocate the storage for the device */
731 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
732 if (!object)
734 ERR("Out of memory\n");
735 *ppIndexBuffer = NULL;
736 return WINED3DERR_OUTOFVIDEOMEMORY;
739 hr = buffer_init(object, This, Length, Usage | WINED3DUSAGE_STATICDECL,
740 WINED3DFMT_UNKNOWN, Pool, GL_ELEMENT_ARRAY_BUFFER_ARB, NULL,
741 parent, parent_ops);
742 if (FAILED(hr))
744 WARN("Failed to initialize buffer, hr %#x\n", hr);
745 HeapFree(GetProcessHeap(), 0, object);
746 return hr;
749 TRACE("Created buffer %p.\n", object);
751 *ppIndexBuffer = (IWineD3DBuffer *) object;
753 return WINED3D_OK;
756 static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice *iface,
757 WINED3DSTATEBLOCKTYPE type, IWineD3DStateBlock **stateblock, IUnknown *parent)
759 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
760 IWineD3DStateBlockImpl *object;
761 HRESULT hr;
763 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
764 if(!object)
766 ERR("Failed to allocate stateblock memory.\n");
767 return E_OUTOFMEMORY;
770 hr = stateblock_init(object, This, type);
771 if (FAILED(hr))
773 WARN("Failed to initialize stateblock, hr %#x.\n", hr);
774 HeapFree(GetProcessHeap(), 0, object);
775 return hr;
778 TRACE("Created stateblock %p.\n", object);
779 *stateblock = (IWineD3DStateBlock *)object;
781 return WINED3D_OK;
784 static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height,
785 WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,
786 DWORD Usage, WINED3DPOOL Pool, WINED3DMULTISAMPLE_TYPE MultiSample, DWORD MultisampleQuality,
787 WINED3DSURFTYPE Impl, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
789 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
790 IWineD3DSurfaceImpl *object;
791 HRESULT hr;
793 TRACE("iface %p, width %u, height %u, format %s (%#x), lockable %#x, discard %#x, level %u\n",
794 iface, Width, Height, debug_d3dformat(Format), Format, Lockable, Discard, Level);
795 TRACE("surface %p, usage %s (%#x), pool %s (%#x), multisample_type %#x, multisample_quality %u\n",
796 ppSurface, debug_d3dusage(Usage), Usage, debug_d3dpool(Pool), Pool, MultiSample, MultisampleQuality);
797 TRACE("surface_type %#x, parent %p, parent_ops %p.\n", Impl, parent, parent_ops);
799 if (Impl == SURFACE_OPENGL && !This->adapter)
801 ERR("OpenGL surfaces are not available without OpenGL.\n");
802 return WINED3DERR_NOTAVAILABLE;
805 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
806 if (!object)
808 ERR("Failed to allocate surface memory.\n");
809 return WINED3DERR_OUTOFVIDEOMEMORY;
812 hr = surface_init(object, Impl, This->surface_alignment, Width, Height, Level, Lockable,
813 Discard, MultiSample, MultisampleQuality, This, Usage, Format, Pool, parent, parent_ops);
814 if (FAILED(hr))
816 WARN("Failed to initialize surface, returning %#x.\n", hr);
817 HeapFree(GetProcessHeap(), 0, object);
818 return hr;
821 TRACE("(%p) : Created surface %p\n", This, object);
823 *ppSurface = (IWineD3DSurface *)object;
825 return hr;
828 static HRESULT WINAPI IWineD3DDeviceImpl_CreateRendertargetView(IWineD3DDevice *iface,
829 IWineD3DResource *resource, IUnknown *parent, IWineD3DRendertargetView **rendertarget_view)
831 struct wined3d_rendertarget_view *object;
833 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
834 if (!object)
836 ERR("Failed to allocate memory\n");
837 return E_OUTOFMEMORY;
840 object->vtbl = &wined3d_rendertarget_view_vtbl;
841 object->refcount = 1;
842 IWineD3DResource_AddRef(resource);
843 object->resource = resource;
844 object->parent = parent;
846 *rendertarget_view = (IWineD3DRendertargetView *)object;
848 return WINED3D_OK;
851 static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface,
852 UINT Width, UINT Height, UINT Levels, DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
853 IWineD3DTexture **ppTexture, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
855 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
856 IWineD3DTextureImpl *object;
857 HRESULT hr;
859 TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
860 TRACE("Format %#x (%s), Pool %#x, ppTexture %p, parent %p\n",
861 Format, debug_d3dformat(Format), Pool, ppTexture, parent);
863 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
864 if (!object)
866 ERR("Out of memory\n");
867 *ppTexture = NULL;
868 return WINED3DERR_OUTOFVIDEOMEMORY;
871 hr = texture_init(object, Width, Height, Levels, This, Usage, Format, Pool, parent, parent_ops);
872 if (FAILED(hr))
874 WARN("Failed to initialize texture, returning %#x\n", hr);
875 HeapFree(GetProcessHeap(), 0, object);
876 *ppTexture = NULL;
877 return hr;
880 *ppTexture = (IWineD3DTexture *)object;
882 TRACE("(%p) : Created texture %p\n", This, object);
884 return WINED3D_OK;
887 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
888 UINT Width, UINT Height, UINT Depth, UINT Levels, DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
889 IWineD3DVolumeTexture **ppVolumeTexture, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
891 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
892 IWineD3DVolumeTextureImpl *object;
893 HRESULT hr;
895 TRACE("(%p) : W(%u) H(%u) D(%u), Lvl(%u) Usage(%#x), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
896 Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
898 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
899 if (!object)
901 ERR("Out of memory\n");
902 *ppVolumeTexture = NULL;
903 return WINED3DERR_OUTOFVIDEOMEMORY;
906 hr = volumetexture_init(object, Width, Height, Depth, Levels, This, Usage, Format, Pool, parent, parent_ops);
907 if (FAILED(hr))
909 WARN("Failed to initialize volumetexture, returning %#x\n", hr);
910 HeapFree(GetProcessHeap(), 0, object);
911 *ppVolumeTexture = NULL;
912 return hr;
915 TRACE("(%p) : Created volume texture %p.\n", This, object);
916 *ppVolumeTexture = (IWineD3DVolumeTexture *)object;
918 return WINED3D_OK;
921 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface, UINT Width, UINT Height,
922 UINT Depth, DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DVolume **ppVolume,
923 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
925 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
926 IWineD3DVolumeImpl *object;
927 HRESULT hr;
929 TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
930 Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
932 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
933 if (!object)
935 ERR("Out of memory\n");
936 *ppVolume = NULL;
937 return WINED3DERR_OUTOFVIDEOMEMORY;
940 hr = volume_init(object, This, Width, Height, Depth, Usage, Format, Pool, parent, parent_ops);
941 if (FAILED(hr))
943 WARN("Failed to initialize volume, returning %#x.\n", hr);
944 HeapFree(GetProcessHeap(), 0, object);
945 return hr;
948 TRACE("(%p) : Created volume %p.\n", This, object);
949 *ppVolume = (IWineD3DVolume *)object;
951 return WINED3D_OK;
954 static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength, UINT Levels,
955 DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DCubeTexture **ppCubeTexture,
956 IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
958 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
959 IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
960 HRESULT hr;
962 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
963 if (!object)
965 ERR("Out of memory\n");
966 *ppCubeTexture = NULL;
967 return WINED3DERR_OUTOFVIDEOMEMORY;
970 hr = cubetexture_init(object, EdgeLength, Levels, This, Usage, Format, Pool, parent, parent_ops);
971 if (FAILED(hr))
973 WARN("Failed to initialize cubetexture, returning %#x\n", hr);
974 HeapFree(GetProcessHeap(), 0, object);
975 *ppCubeTexture = NULL;
976 return hr;
979 TRACE("(%p) : Created Cube Texture %p\n", This, object);
980 *ppCubeTexture = (IWineD3DCubeTexture *)object;
982 return WINED3D_OK;
985 static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface,
986 WINED3DQUERYTYPE type, IWineD3DQuery **query, IUnknown *parent)
988 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
989 IWineD3DQueryImpl *object;
990 HRESULT hr;
992 TRACE("iface %p, type %#x, query %p, parent %p.\n", iface, type, query, parent);
994 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
995 if (!object)
997 ERR("Failed to allocate query memory.\n");
998 return E_OUTOFMEMORY;
1001 hr = query_init(object, This, type, parent);
1002 if (FAILED(hr))
1004 WARN("Failed to initialize query, hr %#x.\n", hr);
1005 HeapFree(GetProcessHeap(), 0, object);
1006 return hr;
1009 TRACE("Created query %p.\n", object);
1010 *query = (IWineD3DQuery *)object;
1012 return WINED3D_OK;
1015 static HRESULT WINAPI IWineD3DDeviceImpl_CreateSwapChain(IWineD3DDevice *iface,
1016 WINED3DPRESENT_PARAMETERS *present_parameters, IWineD3DSwapChain **swapchain,
1017 IUnknown *parent, WINED3DSURFTYPE surface_type)
1019 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1020 IWineD3DSwapChainImpl *object;
1021 HRESULT hr;
1023 TRACE("iface %p, present_parameters %p, swapchain %p, parent %p, surface_type %#x.\n",
1024 iface, present_parameters, swapchain, parent, surface_type);
1026 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1027 if (!object)
1029 ERR("Failed to allocate swapchain memory.\n");
1030 return E_OUTOFMEMORY;
1033 hr = swapchain_init(object, surface_type, This, present_parameters, parent);
1034 if (FAILED(hr))
1036 WARN("Failed to initialize swapchain, hr %#x.\n", hr);
1037 HeapFree(GetProcessHeap(), 0, object);
1038 return hr;
1041 TRACE("Created swapchain %p.\n", object);
1042 *swapchain = (IWineD3DSwapChain *)object;
1044 return WINED3D_OK;
1047 /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
1048 static UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
1049 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1050 TRACE("(%p)\n", This);
1052 return This->NumberOfSwapChains;
1055 static HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
1056 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1057 TRACE("(%p) : swapchain %d\n", This, iSwapChain);
1059 if(iSwapChain < This->NumberOfSwapChains) {
1060 *pSwapChain = This->swapchains[iSwapChain];
1061 IWineD3DSwapChain_AddRef(*pSwapChain);
1062 TRACE("(%p) returning %p\n", This, *pSwapChain);
1063 return WINED3D_OK;
1064 } else {
1065 TRACE("Swapchain out of range\n");
1066 *pSwapChain = NULL;
1067 return WINED3DERR_INVALIDCALL;
1071 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice *iface,
1072 IWineD3DVertexDeclaration **declaration, IUnknown *parent, const struct wined3d_parent_ops *parent_ops,
1073 const WINED3DVERTEXELEMENT *elements, UINT element_count)
1075 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1076 IWineD3DVertexDeclarationImpl *object = NULL;
1077 HRESULT hr;
1079 TRACE("iface %p, declaration %p, parent %p, elements %p, element_count %u.\n",
1080 iface, declaration, parent, elements, element_count);
1082 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1083 if(!object)
1085 ERR("Failed to allocate vertex declaration memory.\n");
1086 return E_OUTOFMEMORY;
1089 hr = vertexdeclaration_init(object, This, elements, element_count, parent, parent_ops);
1090 if (FAILED(hr))
1092 WARN("Failed to initialize vertex declaration, hr %#x.\n", hr);
1093 HeapFree(GetProcessHeap(), 0, object);
1094 return hr;
1097 TRACE("Created vertex declaration %p.\n", object);
1098 *declaration = (IWineD3DVertexDeclaration *)object;
1100 return WINED3D_OK;
1103 static unsigned int ConvertFvfToDeclaration(IWineD3DDeviceImpl *This, /* For the GL info, which has the type table */
1104 DWORD fvf, WINED3DVERTEXELEMENT** ppVertexElements) {
1106 unsigned int idx, idx2;
1107 unsigned int offset;
1108 BOOL has_pos = (fvf & WINED3DFVF_POSITION_MASK) != 0;
1109 BOOL has_blend = (fvf & WINED3DFVF_XYZB5) > WINED3DFVF_XYZRHW;
1110 BOOL has_blend_idx = has_blend &&
1111 (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB5) ||
1112 (fvf & WINED3DFVF_LASTBETA_D3DCOLOR) ||
1113 (fvf & WINED3DFVF_LASTBETA_UBYTE4));
1114 BOOL has_normal = (fvf & WINED3DFVF_NORMAL) != 0;
1115 BOOL has_psize = (fvf & WINED3DFVF_PSIZE) != 0;
1116 BOOL has_diffuse = (fvf & WINED3DFVF_DIFFUSE) != 0;
1117 BOOL has_specular = (fvf & WINED3DFVF_SPECULAR) !=0;
1119 DWORD num_textures = (fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
1120 DWORD texcoords = (fvf & 0xFFFF0000) >> 16;
1121 WINED3DVERTEXELEMENT *elements = NULL;
1123 unsigned int size;
1124 DWORD num_blends = 1 + (((fvf & WINED3DFVF_XYZB5) - WINED3DFVF_XYZB1) >> 1);
1125 if (has_blend_idx) num_blends--;
1127 /* Compute declaration size */
1128 size = has_pos + (has_blend && num_blends > 0) + has_blend_idx + has_normal +
1129 has_psize + has_diffuse + has_specular + num_textures;
1131 /* convert the declaration */
1132 elements = HeapAlloc(GetProcessHeap(), 0, size * sizeof(WINED3DVERTEXELEMENT));
1133 if (!elements) return ~0U;
1135 idx = 0;
1136 if (has_pos) {
1137 if (!has_blend && (fvf & WINED3DFVF_XYZRHW)) {
1138 elements[idx].format = WINED3DFMT_R32G32B32A32_FLOAT;
1139 elements[idx].usage = WINED3DDECLUSAGE_POSITIONT;
1141 else if ((fvf & WINED3DFVF_XYZW) == WINED3DFVF_XYZW) {
1142 elements[idx].format = WINED3DFMT_R32G32B32A32_FLOAT;
1143 elements[idx].usage = WINED3DDECLUSAGE_POSITION;
1145 else {
1146 elements[idx].format = WINED3DFMT_R32G32B32_FLOAT;
1147 elements[idx].usage = WINED3DDECLUSAGE_POSITION;
1149 elements[idx].usage_idx = 0;
1150 idx++;
1152 if (has_blend && (num_blends > 0)) {
1153 if (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR))
1154 elements[idx].format = WINED3DFMT_B8G8R8A8_UNORM;
1155 else {
1156 switch(num_blends) {
1157 case 1: elements[idx].format = WINED3DFMT_R32_FLOAT; break;
1158 case 2: elements[idx].format = WINED3DFMT_R32G32_FLOAT; break;
1159 case 3: elements[idx].format = WINED3DFMT_R32G32B32_FLOAT; break;
1160 case 4: elements[idx].format = WINED3DFMT_R32G32B32A32_FLOAT; break;
1161 default:
1162 ERR("Unexpected amount of blend values: %u\n", num_blends);
1165 elements[idx].usage = WINED3DDECLUSAGE_BLENDWEIGHT;
1166 elements[idx].usage_idx = 0;
1167 idx++;
1169 if (has_blend_idx) {
1170 if (fvf & WINED3DFVF_LASTBETA_UBYTE4 ||
1171 (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)))
1172 elements[idx].format = WINED3DFMT_R8G8B8A8_UINT;
1173 else if (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)
1174 elements[idx].format = WINED3DFMT_B8G8R8A8_UNORM;
1175 else
1176 elements[idx].format = WINED3DFMT_R32_FLOAT;
1177 elements[idx].usage = WINED3DDECLUSAGE_BLENDINDICES;
1178 elements[idx].usage_idx = 0;
1179 idx++;
1181 if (has_normal) {
1182 elements[idx].format = WINED3DFMT_R32G32B32_FLOAT;
1183 elements[idx].usage = WINED3DDECLUSAGE_NORMAL;
1184 elements[idx].usage_idx = 0;
1185 idx++;
1187 if (has_psize) {
1188 elements[idx].format = WINED3DFMT_R32_FLOAT;
1189 elements[idx].usage = WINED3DDECLUSAGE_PSIZE;
1190 elements[idx].usage_idx = 0;
1191 idx++;
1193 if (has_diffuse) {
1194 elements[idx].format = WINED3DFMT_B8G8R8A8_UNORM;
1195 elements[idx].usage = WINED3DDECLUSAGE_COLOR;
1196 elements[idx].usage_idx = 0;
1197 idx++;
1199 if (has_specular) {
1200 elements[idx].format = WINED3DFMT_B8G8R8A8_UNORM;
1201 elements[idx].usage = WINED3DDECLUSAGE_COLOR;
1202 elements[idx].usage_idx = 1;
1203 idx++;
1205 for (idx2 = 0; idx2 < num_textures; idx2++) {
1206 unsigned int numcoords = (texcoords >> (idx2*2)) & 0x03;
1207 switch (numcoords) {
1208 case WINED3DFVF_TEXTUREFORMAT1:
1209 elements[idx].format = WINED3DFMT_R32_FLOAT;
1210 break;
1211 case WINED3DFVF_TEXTUREFORMAT2:
1212 elements[idx].format = WINED3DFMT_R32G32_FLOAT;
1213 break;
1214 case WINED3DFVF_TEXTUREFORMAT3:
1215 elements[idx].format = WINED3DFMT_R32G32B32_FLOAT;
1216 break;
1217 case WINED3DFVF_TEXTUREFORMAT4:
1218 elements[idx].format = WINED3DFMT_R32G32B32A32_FLOAT;
1219 break;
1221 elements[idx].usage = WINED3DDECLUSAGE_TEXCOORD;
1222 elements[idx].usage_idx = idx2;
1223 idx++;
1226 /* Now compute offsets, and initialize the rest of the fields */
1227 for (idx = 0, offset = 0; idx < size; ++idx)
1229 const struct wined3d_format_desc *format_desc = getFormatDescEntry(elements[idx].format,
1230 &This->adapter->gl_info);
1231 elements[idx].input_slot = 0;
1232 elements[idx].method = WINED3DDECLMETHOD_DEFAULT;
1233 elements[idx].offset = offset;
1234 offset += format_desc->component_count * format_desc->component_size;
1237 *ppVertexElements = elements;
1238 return size;
1241 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF(IWineD3DDevice *iface,
1242 IWineD3DVertexDeclaration **declaration, IUnknown *parent,
1243 const struct wined3d_parent_ops *parent_ops, DWORD fvf)
1245 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1246 WINED3DVERTEXELEMENT *elements;
1247 unsigned int size;
1248 DWORD hr;
1250 TRACE("iface %p, declaration %p, parent %p, fvf %#x.\n", iface, declaration, parent, fvf);
1252 size = ConvertFvfToDeclaration(This, fvf, &elements);
1253 if (size == ~0U) return E_OUTOFMEMORY;
1255 hr = IWineD3DDevice_CreateVertexDeclaration(iface, declaration, parent, parent_ops, elements, size);
1256 HeapFree(GetProcessHeap(), 0, elements);
1257 return hr;
1260 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface,
1261 const DWORD *pFunction, const struct wined3d_shader_signature *output_signature,
1262 IWineD3DVertexShader **ppVertexShader, IUnknown *parent,
1263 const struct wined3d_parent_ops *parent_ops)
1265 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1266 IWineD3DVertexShaderImpl *object;
1267 HRESULT hr;
1269 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1270 if (!object)
1272 ERR("Failed to allocate shader memory.\n");
1273 return E_OUTOFMEMORY;
1276 hr = vertexshader_init(object, This, pFunction, output_signature, parent, parent_ops);
1277 if (FAILED(hr))
1279 WARN("Failed to initialize vertex shader, hr %#x.\n", hr);
1280 HeapFree(GetProcessHeap(), 0, object);
1281 return hr;
1284 TRACE("Created vertex shader %p.\n", object);
1285 *ppVertexShader = (IWineD3DVertexShader *)object;
1287 return WINED3D_OK;
1290 static HRESULT WINAPI IWineD3DDeviceImpl_CreateGeometryShader(IWineD3DDevice *iface,
1291 const DWORD *byte_code, const struct wined3d_shader_signature *output_signature,
1292 IWineD3DGeometryShader **shader, IUnknown *parent,
1293 const struct wined3d_parent_ops *parent_ops)
1295 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1296 struct wined3d_geometryshader *object;
1297 HRESULT hr;
1299 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1300 if (!object)
1302 ERR("Failed to allocate shader memory.\n");
1303 return E_OUTOFMEMORY;
1306 hr = geometryshader_init(object, This, byte_code, output_signature, parent, parent_ops);
1307 if (FAILED(hr))
1309 WARN("Failed to initialize geometry shader, hr %#x.\n", hr);
1310 HeapFree(GetProcessHeap(), 0, object);
1311 return hr;
1314 TRACE("Created geometry shader %p.\n", object);
1315 *shader = (IWineD3DGeometryShader *)object;
1317 return WINED3D_OK;
1320 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface,
1321 const DWORD *pFunction, const struct wined3d_shader_signature *output_signature,
1322 IWineD3DPixelShader **ppPixelShader, IUnknown *parent,
1323 const struct wined3d_parent_ops *parent_ops)
1325 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1326 IWineD3DPixelShaderImpl *object;
1327 HRESULT hr;
1329 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1330 if (!object)
1332 ERR("Failed to allocate shader memory.\n");
1333 return E_OUTOFMEMORY;
1336 hr = pixelshader_init(object, This, pFunction, output_signature, parent, parent_ops);
1337 if (FAILED(hr))
1339 WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
1340 HeapFree(GetProcessHeap(), 0, object);
1341 return hr;
1344 TRACE("Created pixel shader %p.\n", object);
1345 *ppPixelShader = (IWineD3DPixelShader *)object;
1347 return WINED3D_OK;
1350 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags,
1351 const PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent)
1353 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1354 IWineD3DPaletteImpl *object;
1355 HRESULT hr;
1356 TRACE("(%p)->(%x, %p, %p, %p)\n", This, Flags, PalEnt, Palette, Parent);
1358 /* Create the new object */
1359 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DPaletteImpl));
1360 if(!object) {
1361 ERR("Out of memory when allocating memory for a IWineD3DPalette implementation\n");
1362 return E_OUTOFMEMORY;
1365 object->lpVtbl = &IWineD3DPalette_Vtbl;
1366 object->ref = 1;
1367 object->Flags = Flags;
1368 object->parent = Parent;
1369 object->device = This;
1370 object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
1371 object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
1373 if(!object->hpal) {
1374 HeapFree( GetProcessHeap(), 0, object);
1375 return E_OUTOFMEMORY;
1378 hr = IWineD3DPalette_SetEntries((IWineD3DPalette *) object, 0, 0, IWineD3DPaletteImpl_Size(Flags), PalEnt);
1379 if(FAILED(hr)) {
1380 IWineD3DPalette_Release((IWineD3DPalette *) object);
1381 return hr;
1384 *Palette = (IWineD3DPalette *) object;
1386 return WINED3D_OK;
1389 static void IWineD3DDeviceImpl_LoadLogo(IWineD3DDeviceImpl *This, const char *filename) {
1390 HBITMAP hbm;
1391 BITMAP bm;
1392 HRESULT hr;
1393 HDC dcb = NULL, dcs = NULL;
1394 WINEDDCOLORKEY colorkey;
1396 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
1397 if(hbm)
1399 GetObjectA(hbm, sizeof(BITMAP), &bm);
1400 dcb = CreateCompatibleDC(NULL);
1401 if(!dcb) goto out;
1402 SelectObject(dcb, hbm);
1404 else
1406 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
1407 * couldn't be loaded
1409 memset(&bm, 0, sizeof(bm));
1410 bm.bmWidth = 32;
1411 bm.bmHeight = 32;
1414 hr = IWineD3DDevice_CreateSurface((IWineD3DDevice *)This, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, TRUE,
1415 FALSE, 0, &This->logo_surface, 0, WINED3DPOOL_DEFAULT, WINED3DMULTISAMPLE_NONE, 0, SURFACE_OPENGL,
1416 NULL, &wined3d_null_parent_ops);
1417 if(FAILED(hr)) {
1418 ERR("Wine logo requested, but failed to create surface\n");
1419 goto out;
1422 if(dcb) {
1423 hr = IWineD3DSurface_GetDC(This->logo_surface, &dcs);
1424 if(FAILED(hr)) goto out;
1425 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
1426 IWineD3DSurface_ReleaseDC(This->logo_surface, dcs);
1428 colorkey.dwColorSpaceLowValue = 0;
1429 colorkey.dwColorSpaceHighValue = 0;
1430 IWineD3DSurface_SetColorKey(This->logo_surface, WINEDDCKEY_SRCBLT, &colorkey);
1431 } else {
1432 /* Fill the surface with a white color to show that wined3d is there */
1433 IWineD3DDevice_ColorFill((IWineD3DDevice *) This, This->logo_surface, NULL, 0xffffffff);
1436 out:
1437 if (dcb) DeleteDC(dcb);
1438 if (hbm) DeleteObject(hbm);
1441 /* Context activation is done by the caller. */
1442 static void create_dummy_textures(IWineD3DDeviceImpl *This)
1444 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
1445 unsigned int i;
1446 /* Under DirectX you can have texture stage operations even if no texture is
1447 bound, whereas opengl will only do texture operations when a valid texture is
1448 bound. We emulate this by creating dummy textures and binding them to each
1449 texture stage, but disable all stages by default. Hence if a stage is enabled
1450 then the default texture will kick in until replaced by a SetTexture call */
1451 ENTER_GL();
1453 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1455 /* The dummy texture does not have client storage backing */
1456 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
1457 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
1460 for (i = 0; i < gl_info->limits.textures; ++i)
1462 GLubyte white = 255;
1464 /* Make appropriate texture active */
1465 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
1466 checkGLcall("glActiveTextureARB");
1468 /* Generate an opengl texture name */
1469 glGenTextures(1, &This->dummyTextureName[i]);
1470 checkGLcall("glGenTextures");
1471 TRACE("Dummy Texture %d given name %d\n", i, This->dummyTextureName[i]);
1473 /* Generate a dummy 2d texture (not using 1d because they cause many
1474 * DRI drivers fall back to sw) */
1475 glBindTexture(GL_TEXTURE_2D, This->dummyTextureName[i]);
1476 checkGLcall("glBindTexture");
1478 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
1479 checkGLcall("glTexImage2D");
1482 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1484 /* Reenable because if supported it is enabled by default */
1485 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1486 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1489 LEAVE_GL();
1492 /* Context activation is done by the caller. */
1493 static void destroy_dummy_textures(IWineD3DDeviceImpl *device, const struct wined3d_gl_info *gl_info)
1495 ENTER_GL();
1496 glDeleteTextures(gl_info->limits.textures, device->dummyTextureName);
1497 checkGLcall("glDeleteTextures(gl_info->limits.textures, device->dummyTextureName)");
1498 LEAVE_GL();
1500 memset(device->dummyTextureName, 0, gl_info->limits.textures * sizeof(*device->dummyTextureName));
1503 static HRESULT WINAPI IWineD3DDeviceImpl_AcquireFocusWindow(IWineD3DDevice *iface, HWND window)
1505 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
1507 if (!wined3d_register_window(window, device))
1509 ERR("Failed to register window %p.\n", window);
1510 return E_FAIL;
1513 device->focus_window = window;
1514 SetForegroundWindow(window);
1516 return WINED3D_OK;
1519 static void WINAPI IWineD3DDeviceImpl_ReleaseFocusWindow(IWineD3DDevice *iface)
1521 IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *)iface;
1523 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1524 device->focus_window = NULL;
1527 static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface,
1528 WINED3DPRESENT_PARAMETERS *pPresentationParameters)
1530 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1531 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
1532 IWineD3DSwapChainImpl *swapchain = NULL;
1533 struct wined3d_context *context;
1534 HRESULT hr;
1535 DWORD state;
1536 unsigned int i;
1538 TRACE("(%p)->(%p)\n", This, pPresentationParameters);
1540 if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
1541 if(!This->adapter->opengl) return WINED3DERR_INVALIDCALL;
1543 TRACE("(%p) : Creating stateblock\n", This);
1544 /* Creating the startup stateBlock - Note Special Case: 0 => Don't fill in yet! */
1545 hr = IWineD3DDevice_CreateStateBlock(iface,
1546 WINED3DSBT_INIT,
1547 (IWineD3DStateBlock **)&This->stateBlock,
1548 NULL);
1549 if (WINED3D_OK != hr) { /* Note: No parent needed for initial internal stateblock */
1550 WARN("Failed to create stateblock\n");
1551 goto err_out;
1553 TRACE("(%p) : Created stateblock (%p)\n", This, This->stateBlock);
1554 This->updateStateBlock = This->stateBlock;
1555 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
1557 This->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1558 sizeof(IWineD3DSurface *) * gl_info->limits.buffers);
1559 This->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1560 sizeof(GLenum) * gl_info->limits.buffers);
1562 This->NumberOfPalettes = 1;
1563 This->palettes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PALETTEENTRY*));
1564 if(!This->palettes || !This->render_targets || !This->draw_buffers) {
1565 ERR("Out of memory!\n");
1566 hr = E_OUTOFMEMORY;
1567 goto err_out;
1569 This->palettes[0] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
1570 if(!This->palettes[0]) {
1571 ERR("Out of memory!\n");
1572 hr = E_OUTOFMEMORY;
1573 goto err_out;
1575 for (i = 0; i < 256; ++i) {
1576 This->palettes[0][i].peRed = 0xFF;
1577 This->palettes[0][i].peGreen = 0xFF;
1578 This->palettes[0][i].peBlue = 0xFF;
1579 This->palettes[0][i].peFlags = 0xFF;
1581 This->currentPalette = 0;
1583 /* Initialize the texture unit mapping to a 1:1 mapping */
1584 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1586 if (state < gl_info->limits.fragment_samplers)
1588 This->texUnitMap[state] = state;
1589 This->rev_tex_unit_map[state] = state;
1590 } else {
1591 This->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1592 This->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1596 /* Setup the implicit swapchain. This also initializes a context. */
1597 TRACE("Creating implicit swapchain\n");
1598 hr = IWineD3DDeviceParent_CreateSwapChain(This->device_parent,
1599 pPresentationParameters, (IWineD3DSwapChain **)&swapchain);
1600 if (FAILED(hr))
1602 WARN("Failed to create implicit swapchain\n");
1603 goto err_out;
1606 This->NumberOfSwapChains = 1;
1607 This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
1608 if(!This->swapchains) {
1609 ERR("Out of memory!\n");
1610 goto err_out;
1612 This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
1614 if(swapchain->backBuffer && swapchain->backBuffer[0]) {
1615 TRACE("Setting rendertarget to %p\n", swapchain->backBuffer);
1616 This->render_targets[0] = swapchain->backBuffer[0];
1618 else {
1619 TRACE("Setting rendertarget to %p\n", swapchain->frontBuffer);
1620 This->render_targets[0] = swapchain->frontBuffer;
1622 IWineD3DSurface_AddRef(This->render_targets[0]);
1624 /* Depth Stencil support */
1625 This->stencilBufferTarget = This->auto_depth_stencil_buffer;
1626 if (NULL != This->stencilBufferTarget) {
1627 IWineD3DSurface_AddRef(This->stencilBufferTarget);
1630 hr = This->shader_backend->shader_alloc_private(iface);
1631 if(FAILED(hr)) {
1632 TRACE("Shader private data couldn't be allocated\n");
1633 goto err_out;
1635 hr = This->frag_pipe->alloc_private(iface);
1636 if(FAILED(hr)) {
1637 TRACE("Fragment pipeline private data couldn't be allocated\n");
1638 goto err_out;
1640 hr = This->blitter->alloc_private(iface);
1641 if(FAILED(hr)) {
1642 TRACE("Blitter private data couldn't be allocated\n");
1643 goto err_out;
1646 /* Set up some starting GL setup */
1648 /* Setup all the devices defaults */
1649 IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
1651 context = context_acquire(This, swapchain->frontBuffer, CTXUSAGE_RESOURCELOAD);
1653 create_dummy_textures(This);
1655 ENTER_GL();
1657 /* Initialize the current view state */
1658 This->view_ident = 1;
1659 This->contexts[0]->last_was_rhw = 0;
1660 glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
1661 checkGLcall("glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights)");
1663 switch(wined3d_settings.offscreen_rendering_mode) {
1664 case ORM_FBO:
1665 This->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1666 break;
1668 case ORM_BACKBUFFER:
1670 if (context_get_current()->aux_buffers > 0)
1672 TRACE("Using auxilliary buffer for offscreen rendering\n");
1673 This->offscreenBuffer = GL_AUX0;
1674 } else {
1675 TRACE("Using back buffer for offscreen rendering\n");
1676 This->offscreenBuffer = GL_BACK;
1681 TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
1682 LEAVE_GL();
1684 context_release(context);
1686 /* Clear the screen */
1687 IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL,
1688 WINED3DCLEAR_TARGET | pPresentationParameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0,
1689 0x00, 1.0f, 0);
1691 This->d3d_initialized = TRUE;
1693 if(wined3d_settings.logo) {
1694 IWineD3DDeviceImpl_LoadLogo(This, wined3d_settings.logo);
1696 This->highest_dirty_ps_const = 0;
1697 This->highest_dirty_vs_const = 0;
1698 return WINED3D_OK;
1700 err_out:
1701 HeapFree(GetProcessHeap(), 0, This->render_targets);
1702 HeapFree(GetProcessHeap(), 0, This->draw_buffers);
1703 HeapFree(GetProcessHeap(), 0, This->swapchains);
1704 This->NumberOfSwapChains = 0;
1705 if(This->palettes) {
1706 HeapFree(GetProcessHeap(), 0, This->palettes[0]);
1707 HeapFree(GetProcessHeap(), 0, This->palettes);
1709 This->NumberOfPalettes = 0;
1710 if(swapchain) {
1711 IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
1713 if(This->stateBlock) {
1714 IWineD3DStateBlock_Release((IWineD3DStateBlock *) This->stateBlock);
1715 This->stateBlock = NULL;
1717 if (This->blit_priv) {
1718 This->blitter->free_private(iface);
1720 if (This->fragment_priv) {
1721 This->frag_pipe->free_private(iface);
1723 if (This->shader_priv) {
1724 This->shader_backend->shader_free_private(iface);
1726 return hr;
1729 static HRESULT WINAPI IWineD3DDeviceImpl_InitGDI(IWineD3DDevice *iface,
1730 WINED3DPRESENT_PARAMETERS *pPresentationParameters)
1732 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1733 IWineD3DSwapChainImpl *swapchain = NULL;
1734 HRESULT hr;
1736 /* Setup the implicit swapchain */
1737 TRACE("Creating implicit swapchain\n");
1738 hr = IWineD3DDeviceParent_CreateSwapChain(This->device_parent,
1739 pPresentationParameters, (IWineD3DSwapChain **)&swapchain);
1740 if (FAILED(hr))
1742 WARN("Failed to create implicit swapchain\n");
1743 goto err_out;
1746 This->NumberOfSwapChains = 1;
1747 This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
1748 if(!This->swapchains) {
1749 ERR("Out of memory!\n");
1750 goto err_out;
1752 This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
1753 return WINED3D_OK;
1755 err_out:
1756 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
1757 return hr;
1760 static HRESULT WINAPI device_unload_resource(IWineD3DResource *resource, void *ctx)
1762 IWineD3DResource_UnLoad(resource);
1763 IWineD3DResource_Release(resource);
1764 return WINED3D_OK;
1767 static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface,
1768 D3DCB_DESTROYSWAPCHAINFN D3DCB_DestroySwapChain)
1770 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1771 const struct wined3d_gl_info *gl_info;
1772 struct wined3d_context *context;
1773 int sampler;
1774 UINT i;
1775 TRACE("(%p)\n", This);
1777 if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
1779 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1780 * it was created. Thus make sure a context is active for the glDelete* calls
1782 context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
1783 gl_info = context->gl_info;
1785 if(This->logo_surface) IWineD3DSurface_Release(This->logo_surface);
1787 /* Unload resources */
1788 IWineD3DDevice_EnumResources(iface, device_unload_resource, NULL);
1790 TRACE("Deleting high order patches\n");
1791 for(i = 0; i < PATCHMAP_SIZE; i++) {
1792 struct list *e1, *e2;
1793 struct WineD3DRectPatch *patch;
1794 LIST_FOR_EACH_SAFE(e1, e2, &This->patches[i]) {
1795 patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
1796 IWineD3DDevice_DeletePatch(iface, patch->Handle);
1800 /* Delete the mouse cursor texture */
1801 if(This->cursorTexture) {
1802 ENTER_GL();
1803 glDeleteTextures(1, &This->cursorTexture);
1804 LEAVE_GL();
1805 This->cursorTexture = 0;
1808 for (sampler = 0; sampler < MAX_FRAGMENT_SAMPLERS; ++sampler) {
1809 IWineD3DDevice_SetTexture(iface, sampler, NULL);
1811 for (sampler = 0; sampler < MAX_VERTEX_SAMPLERS; ++sampler) {
1812 IWineD3DDevice_SetTexture(iface, WINED3DVERTEXTEXTURESAMPLER0 + sampler, NULL);
1815 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1816 * private data, it might contain opengl pointers
1818 if(This->depth_blt_texture) {
1819 ENTER_GL();
1820 glDeleteTextures(1, &This->depth_blt_texture);
1821 LEAVE_GL();
1822 This->depth_blt_texture = 0;
1824 if (This->depth_blt_rb) {
1825 ENTER_GL();
1826 gl_info->fbo_ops.glDeleteRenderbuffers(1, &This->depth_blt_rb);
1827 LEAVE_GL();
1828 This->depth_blt_rb = 0;
1829 This->depth_blt_rb_w = 0;
1830 This->depth_blt_rb_h = 0;
1833 /* Release the update stateblock */
1834 if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
1835 if(This->updateStateBlock != This->stateBlock)
1836 FIXME("(%p) Something's still holding the Update stateblock\n",This);
1838 This->updateStateBlock = NULL;
1840 { /* because were not doing proper internal refcounts releasing the primary state block
1841 causes recursion with the extra checks in ResourceReleased, to avoid this we have
1842 to set this->stateBlock = NULL; first */
1843 IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
1844 This->stateBlock = NULL;
1846 /* Release the stateblock */
1847 if(IWineD3DStateBlock_Release(stateBlock) > 0){
1848 FIXME("(%p) Something's still holding the Update stateblock\n",This);
1852 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1853 This->blitter->free_private(iface);
1854 This->frag_pipe->free_private(iface);
1855 This->shader_backend->shader_free_private(iface);
1857 /* Release the buffers (with sanity checks)*/
1858 TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
1859 if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
1860 if(This->auto_depth_stencil_buffer != This->stencilBufferTarget)
1861 FIXME("(%p) Something's still holding the stencilBufferTarget\n",This);
1863 This->stencilBufferTarget = NULL;
1865 TRACE("Releasing the render target at %p\n", This->render_targets[0]);
1866 if(IWineD3DSurface_Release(This->render_targets[0]) >0){
1867 /* This check is a bit silly, it should be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
1869 TRACE("Setting rendertarget to NULL\n");
1870 This->render_targets[0] = NULL;
1872 if (This->auto_depth_stencil_buffer) {
1873 if (IWineD3DSurface_Release(This->auto_depth_stencil_buffer) > 0)
1875 FIXME("(%p) Something's still holding the auto depth stencil buffer\n", This);
1877 This->auto_depth_stencil_buffer = NULL;
1880 context_release(context);
1882 for(i=0; i < This->NumberOfSwapChains; i++) {
1883 TRACE("Releasing the implicit swapchain %d\n", i);
1884 if (D3DCB_DestroySwapChain(This->swapchains[i]) > 0) {
1885 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
1889 HeapFree(GetProcessHeap(), 0, This->swapchains);
1890 This->swapchains = NULL;
1891 This->NumberOfSwapChains = 0;
1893 for (i = 0; i < This->NumberOfPalettes; i++) HeapFree(GetProcessHeap(), 0, This->palettes[i]);
1894 HeapFree(GetProcessHeap(), 0, This->palettes);
1895 This->palettes = NULL;
1896 This->NumberOfPalettes = 0;
1898 HeapFree(GetProcessHeap(), 0, This->render_targets);
1899 HeapFree(GetProcessHeap(), 0, This->draw_buffers);
1900 This->render_targets = NULL;
1901 This->draw_buffers = NULL;
1903 This->d3d_initialized = FALSE;
1905 return WINED3D_OK;
1908 static HRESULT WINAPI IWineD3DDeviceImpl_UninitGDI(IWineD3DDevice *iface, D3DCB_DESTROYSWAPCHAINFN D3DCB_DestroySwapChain) {
1909 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1910 unsigned int i;
1912 for(i=0; i < This->NumberOfSwapChains; i++) {
1913 TRACE("Releasing the implicit swapchain %d\n", i);
1914 if (D3DCB_DestroySwapChain(This->swapchains[i]) > 0) {
1915 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
1919 HeapFree(GetProcessHeap(), 0, This->swapchains);
1920 This->swapchains = NULL;
1921 This->NumberOfSwapChains = 0;
1922 return WINED3D_OK;
1925 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1926 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1927 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1929 * There is no way to deactivate thread safety once it is enabled.
1931 static void WINAPI IWineD3DDeviceImpl_SetMultithreaded(IWineD3DDevice *iface) {
1932 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1934 /*For now just store the flag(needed in case of ddraw) */
1935 This->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
1938 static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain,
1939 const WINED3DDISPLAYMODE* pMode) {
1940 DEVMODEW devmode;
1941 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1942 const struct wined3d_format_desc *format_desc = getFormatDescEntry(pMode->Format, &This->adapter->gl_info);
1943 LONG ret;
1944 RECT clip_rc;
1946 TRACE("(%p)->(%d,%p) Mode=%dx%dx@%d, %s\n", This, iSwapChain, pMode, pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1948 /* Resize the screen even without a window:
1949 * The app could have unset it with SetCooperativeLevel, but not called
1950 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1951 * but we don't have any hwnd
1954 memset(&devmode, 0, sizeof(devmode));
1955 devmode.dmSize = sizeof(devmode);
1956 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1957 devmode.dmBitsPerPel = format_desc->byte_count * 8;
1958 devmode.dmPelsWidth = pMode->Width;
1959 devmode.dmPelsHeight = pMode->Height;
1961 devmode.dmDisplayFrequency = pMode->RefreshRate;
1962 if (pMode->RefreshRate != 0) {
1963 devmode.dmFields |= DM_DISPLAYFREQUENCY;
1966 /* Only change the mode if necessary */
1967 if( (This->ddraw_width == pMode->Width) &&
1968 (This->ddraw_height == pMode->Height) &&
1969 (This->ddraw_format == pMode->Format) &&
1970 (pMode->RefreshRate == 0) ) {
1971 return WINED3D_OK;
1974 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1975 if (ret != DISP_CHANGE_SUCCESSFUL) {
1976 if(devmode.dmDisplayFrequency != 0) {
1977 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1978 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1979 devmode.dmDisplayFrequency = 0;
1980 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1982 if(ret != DISP_CHANGE_SUCCESSFUL) {
1983 return WINED3DERR_NOTAVAILABLE;
1987 /* Store the new values */
1988 This->ddraw_width = pMode->Width;
1989 This->ddraw_height = pMode->Height;
1990 This->ddraw_format = pMode->Format;
1992 /* And finally clip mouse to our screen */
1993 SetRect(&clip_rc, 0, 0, pMode->Width, pMode->Height);
1994 ClipCursor(&clip_rc);
1996 return WINED3D_OK;
1999 static HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
2000 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2001 *ppD3D = This->wined3d;
2002 TRACE("Returning %p.\n", *ppD3D);
2003 IWineD3D_AddRef(*ppD3D);
2004 return WINED3D_OK;
2007 static UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
2008 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2010 TRACE("(%p) : simulating %dMB, returning %dMB left\n", This,
2011 (This->adapter->TextureRam/(1024*1024)),
2012 ((This->adapter->TextureRam - This->adapter->UsedTextureRam) / (1024*1024)));
2013 /* return simulated texture memory left */
2014 return (This->adapter->TextureRam - This->adapter->UsedTextureRam);
2017 /*****
2018 * Get / Set Stream Source
2019 *****/
2020 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,
2021 IWineD3DBuffer *pStreamData, UINT OffsetInBytes, UINT Stride)
2023 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2024 IWineD3DBuffer *oldSrc;
2026 if (StreamNumber >= MAX_STREAMS) {
2027 WARN("Stream out of range %d\n", StreamNumber);
2028 return WINED3DERR_INVALIDCALL;
2029 } else if(OffsetInBytes & 0x3) {
2030 WARN("OffsetInBytes is not 4 byte aligned: %d\n", OffsetInBytes);
2031 return WINED3DERR_INVALIDCALL;
2034 oldSrc = This->updateStateBlock->streamSource[StreamNumber];
2035 TRACE("(%p) : StreamNo: %u, OldStream (%p), NewStream (%p), OffsetInBytes %u, NewStride %u\n", This, StreamNumber, oldSrc, pStreamData, OffsetInBytes, Stride);
2037 This->updateStateBlock->changed.streamSource |= 1 << StreamNumber;
2039 if(oldSrc == pStreamData &&
2040 This->updateStateBlock->streamStride[StreamNumber] == Stride &&
2041 This->updateStateBlock->streamOffset[StreamNumber] == OffsetInBytes) {
2042 TRACE("Application is setting the old values over, nothing to do\n");
2043 return WINED3D_OK;
2046 This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
2047 if (pStreamData) {
2048 This->updateStateBlock->streamStride[StreamNumber] = Stride;
2049 This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
2052 /* Handle recording of state blocks */
2053 if (This->isRecordingState) {
2054 TRACE("Recording... not performing anything\n");
2055 if (pStreamData) IWineD3DBuffer_AddRef(pStreamData);
2056 if (oldSrc) IWineD3DBuffer_Release(oldSrc);
2057 return WINED3D_OK;
2060 if (pStreamData != NULL) {
2061 InterlockedIncrement(&((struct wined3d_buffer *)pStreamData)->bind_count);
2062 IWineD3DBuffer_AddRef(pStreamData);
2064 if (oldSrc != NULL) {
2065 InterlockedDecrement(&((struct wined3d_buffer *)oldSrc)->bind_count);
2066 IWineD3DBuffer_Release(oldSrc);
2069 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2071 return WINED3D_OK;
2074 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface,
2075 UINT StreamNumber, IWineD3DBuffer **pStream, UINT *pOffset, UINT *pStride)
2077 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2079 TRACE("(%p) : StreamNo: %u, Stream (%p), Offset %u, Stride %u\n", This, StreamNumber,
2080 This->stateBlock->streamSource[StreamNumber],
2081 This->stateBlock->streamOffset[StreamNumber],
2082 This->stateBlock->streamStride[StreamNumber]);
2084 if (StreamNumber >= MAX_STREAMS) {
2085 WARN("Stream out of range %d\n", StreamNumber);
2086 return WINED3DERR_INVALIDCALL;
2088 *pStream = This->stateBlock->streamSource[StreamNumber];
2089 *pStride = This->stateBlock->streamStride[StreamNumber];
2090 if (pOffset) {
2091 *pOffset = This->stateBlock->streamOffset[StreamNumber];
2094 if (*pStream != NULL) {
2095 IWineD3DBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
2097 return WINED3D_OK;
2100 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
2101 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2102 UINT oldFlags = This->updateStateBlock->streamFlags[StreamNumber];
2103 UINT oldFreq = This->updateStateBlock->streamFreq[StreamNumber];
2105 /* Verify input at least in d3d9 this is invalid*/
2106 if( (Divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (Divider & WINED3DSTREAMSOURCE_INDEXEDDATA)){
2107 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL\n");
2108 return WINED3DERR_INVALIDCALL;
2110 if( (Divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && StreamNumber == 0 ){
2111 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL\n");
2112 return WINED3DERR_INVALIDCALL;
2114 if( Divider == 0 ){
2115 WARN("Divider is 0, returning D3DERR_INVALIDCALL\n");
2116 return WINED3DERR_INVALIDCALL;
2119 TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
2120 This->updateStateBlock->streamFlags[StreamNumber] = Divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA );
2122 This->updateStateBlock->changed.streamFreq |= 1 << StreamNumber;
2123 This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
2125 if(This->updateStateBlock->streamFreq[StreamNumber] != oldFreq ||
2126 This->updateStateBlock->streamFlags[StreamNumber] != oldFlags) {
2127 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2130 return WINED3D_OK;
2133 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
2134 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2136 TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
2137 *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
2139 TRACE("(%p) : returning %d\n", This, *Divider);
2141 return WINED3D_OK;
2144 /*****
2145 * Get / Set & Multiply Transform
2146 *****/
2147 static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE d3dts, CONST WINED3DMATRIX* lpmatrix) {
2148 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2150 /* Most of this routine, comments included copied from ddraw tree initially: */
2151 TRACE("(%p) : Transform State=%s\n", This, debug_d3dtstype(d3dts));
2153 /* Handle recording of state blocks */
2154 if (This->isRecordingState) {
2155 TRACE("Recording... not performing anything\n");
2156 This->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
2157 This->updateStateBlock->transforms[d3dts] = *lpmatrix;
2158 return WINED3D_OK;
2162 * If the new matrix is the same as the current one,
2163 * we cut off any further processing. this seems to be a reasonable
2164 * optimization because as was noticed, some apps (warcraft3 for example)
2165 * tend towards setting the same matrix repeatedly for some reason.
2167 * From here on we assume that the new matrix is different, wherever it matters.
2169 if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(WINED3DMATRIX))) {
2170 TRACE("The app is setting the same matrix over again\n");
2171 return WINED3D_OK;
2172 } else {
2173 conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
2177 ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
2178 where ViewMat = Camera space, WorldMat = world space.
2180 In OpenGL, camera and world space is combined into GL_MODELVIEW
2181 matrix. The Projection matrix stay projection matrix.
2184 /* Capture the times we can just ignore the change for now */
2185 if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrix */
2186 This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
2187 /* Handled by the state manager */
2190 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TRANSFORM(d3dts));
2191 return WINED3D_OK;
2194 static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, WINED3DMATRIX* pMatrix) {
2195 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2196 TRACE("(%p) : for Transform State %s\n", This, debug_d3dtstype(State));
2197 *pMatrix = This->stateBlock->transforms[State];
2198 return WINED3D_OK;
2201 static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) {
2202 const WINED3DMATRIX *mat = NULL;
2203 WINED3DMATRIX temp;
2205 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
2206 * below means it will be recorded in a state block change, but it
2207 * works regardless where it is recorded.
2208 * If this is found to be wrong, change to StateBlock.
2210 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2211 TRACE("(%p) : For state %s\n", This, debug_d3dtstype(State));
2213 if (State <= HIGHEST_TRANSFORMSTATE)
2215 mat = &This->updateStateBlock->transforms[State];
2216 } else {
2217 FIXME("Unhandled transform state!!\n");
2220 multiply_matrix(&temp, mat, pMatrix);
2222 /* Apply change via set transform - will reapply to eg. lights this way */
2223 return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
2226 /*****
2227 * Get / Set Light
2228 *****/
2229 /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
2230 you can reference any indexes you want as long as that number max are enabled at any
2231 one point in time! Therefore since the indexes can be anything, we need a hashmap of them.
2232 However, this causes stateblock problems. When capturing the state block, I duplicate the hashmap,
2233 but when recording, just build a chain pretty much of commands to be replayed. */
2235 static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
2236 float rho;
2237 struct wined3d_light_info *object = NULL;
2238 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2239 struct list *e;
2241 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2242 TRACE("(%p) : Idx(%d), pLight(%p). Hash index is %d\n", This, Index, pLight, Hi);
2244 /* Check the parameter range. Need for speed most wanted sets junk lights which confuse
2245 * the gl driver.
2247 if(!pLight) {
2248 WARN("Light pointer = NULL, returning WINED3DERR_INVALIDCALL\n");
2249 return WINED3DERR_INVALIDCALL;
2252 switch(pLight->Type) {
2253 case WINED3DLIGHT_POINT:
2254 case WINED3DLIGHT_SPOT:
2255 case WINED3DLIGHT_PARALLELPOINT:
2256 case WINED3DLIGHT_GLSPOT:
2257 /* Incorrect attenuation values can cause the gl driver to crash. Happens with Need for speed
2258 * most wanted
2260 if (pLight->Attenuation0 < 0.0f || pLight->Attenuation1 < 0.0f || pLight->Attenuation2 < 0.0f)
2262 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL\n");
2263 return WINED3DERR_INVALIDCALL;
2265 break;
2267 case WINED3DLIGHT_DIRECTIONAL:
2268 /* Ignores attenuation */
2269 break;
2271 default:
2272 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
2273 return WINED3DERR_INVALIDCALL;
2276 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi])
2278 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
2279 if(object->OriginalIndex == Index) break;
2280 object = NULL;
2283 if(!object) {
2284 TRACE("Adding new light\n");
2285 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2286 if(!object) {
2287 ERR("Out of memory error when allocating a light\n");
2288 return E_OUTOFMEMORY;
2290 list_add_head(&This->updateStateBlock->lightMap[Hi], &object->entry);
2291 object->glIndex = -1;
2292 object->OriginalIndex = Index;
2295 /* Initialize the object */
2296 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
2297 pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
2298 pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
2299 pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
2300 TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
2301 pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
2302 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
2304 /* Save away the information */
2305 object->OriginalParms = *pLight;
2307 switch (pLight->Type) {
2308 case WINED3DLIGHT_POINT:
2309 /* Position */
2310 object->lightPosn[0] = pLight->Position.x;
2311 object->lightPosn[1] = pLight->Position.y;
2312 object->lightPosn[2] = pLight->Position.z;
2313 object->lightPosn[3] = 1.0f;
2314 object->cutoff = 180.0f;
2315 /* FIXME: Range */
2316 break;
2318 case WINED3DLIGHT_DIRECTIONAL:
2319 /* Direction */
2320 object->lightPosn[0] = -pLight->Direction.x;
2321 object->lightPosn[1] = -pLight->Direction.y;
2322 object->lightPosn[2] = -pLight->Direction.z;
2323 object->lightPosn[3] = 0.0f;
2324 object->exponent = 0.0f;
2325 object->cutoff = 180.0f;
2326 break;
2328 case WINED3DLIGHT_SPOT:
2329 /* Position */
2330 object->lightPosn[0] = pLight->Position.x;
2331 object->lightPosn[1] = pLight->Position.y;
2332 object->lightPosn[2] = pLight->Position.z;
2333 object->lightPosn[3] = 1.0f;
2335 /* Direction */
2336 object->lightDirn[0] = pLight->Direction.x;
2337 object->lightDirn[1] = pLight->Direction.y;
2338 object->lightDirn[2] = pLight->Direction.z;
2339 object->lightDirn[3] = 1.0f;
2342 * opengl-ish and d3d-ish spot lights use too different models for the
2343 * light "intensity" as a function of the angle towards the main light direction,
2344 * so we only can approximate very roughly.
2345 * however spot lights are rather rarely used in games (if ever used at all).
2346 * furthermore if still used, probably nobody pays attention to such details.
2348 if (pLight->Falloff == 0) {
2349 /* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
2350 * falloff resp. exponent parameter as an exponent, so the spot light lighting
2351 * will always be 1.0 for both of them, and we don't have to care for the
2352 * rest of the rather complex calculation
2354 object->exponent = 0.0f;
2355 } else {
2356 rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
2357 if (rho < 0.0001f) rho = 0.0001f;
2358 object->exponent = -0.3f/logf(cosf(rho/2));
2360 if (object->exponent > 128.0f)
2362 object->exponent = 128.0f;
2364 object->cutoff = pLight->Phi*90/M_PI;
2366 /* FIXME: Range */
2367 break;
2369 default:
2370 FIXME("Unrecognized light type %d\n", pLight->Type);
2373 /* Update the live definitions if the light is currently assigned a glIndex */
2374 if (object->glIndex != -1 && !This->isRecordingState) {
2375 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(object->glIndex));
2377 return WINED3D_OK;
2380 static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT *pLight)
2382 struct wined3d_light_info *lightInfo = NULL;
2383 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2384 DWORD Hi = LIGHTMAP_HASHFUNC(Index);
2385 struct list *e;
2386 TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
2388 LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi])
2390 lightInfo = LIST_ENTRY(e, struct wined3d_light_info, entry);
2391 if(lightInfo->OriginalIndex == Index) break;
2392 lightInfo = NULL;
2395 if (lightInfo == NULL) {
2396 TRACE("Light information requested but light not defined\n");
2397 return WINED3DERR_INVALIDCALL;
2400 *pLight = lightInfo->OriginalParms;
2401 return WINED3D_OK;
2404 /*****
2405 * Get / Set Light Enable
2406 * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
2407 *****/
2408 static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable)
2410 struct wined3d_light_info *lightInfo = NULL;
2411 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2412 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2413 struct list *e;
2414 TRACE("(%p) : Idx(%d), enable? %d\n", This, Index, Enable);
2416 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi])
2418 lightInfo = LIST_ENTRY(e, struct wined3d_light_info, entry);
2419 if(lightInfo->OriginalIndex == Index) break;
2420 lightInfo = NULL;
2422 TRACE("Found light: %p\n", lightInfo);
2424 /* Special case - enabling an undefined light creates one with a strict set of parms! */
2425 if (lightInfo == NULL) {
2427 TRACE("Light enabled requested but light not defined, so defining one!\n");
2428 IWineD3DDeviceImpl_SetLight(iface, Index, &WINED3D_default_light);
2430 /* Search for it again! Should be fairly quick as near head of list */
2431 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi])
2433 lightInfo = LIST_ENTRY(e, struct wined3d_light_info, entry);
2434 if(lightInfo->OriginalIndex == Index) break;
2435 lightInfo = NULL;
2437 if (lightInfo == NULL) {
2438 FIXME("Adding default lights has failed dismally\n");
2439 return WINED3DERR_INVALIDCALL;
2443 if(!Enable) {
2444 if(lightInfo->glIndex != -1) {
2445 if(!This->isRecordingState) {
2446 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(lightInfo->glIndex));
2449 This->updateStateBlock->activeLights[lightInfo->glIndex] = NULL;
2450 lightInfo->glIndex = -1;
2451 } else {
2452 TRACE("Light already disabled, nothing to do\n");
2454 lightInfo->enabled = FALSE;
2455 } else {
2456 lightInfo->enabled = TRUE;
2457 if (lightInfo->glIndex != -1) {
2458 /* nop */
2459 TRACE("Nothing to do as light was enabled\n");
2460 } else {
2461 int i;
2462 /* Find a free gl light */
2463 for(i = 0; i < This->maxConcurrentLights; i++) {
2464 if(This->updateStateBlock->activeLights[i] == NULL) {
2465 This->updateStateBlock->activeLights[i] = lightInfo;
2466 lightInfo->glIndex = i;
2467 break;
2470 if(lightInfo->glIndex == -1) {
2471 /* Our tests show that Windows returns D3D_OK in this situation, even with
2472 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2473 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2474 * as well for those lights.
2476 * TODO: Test how this affects rendering
2478 WARN("Too many concurrently active lights\n");
2479 return WINED3D_OK;
2482 /* i == lightInfo->glIndex */
2483 if(!This->isRecordingState) {
2484 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
2489 return WINED3D_OK;
2492 static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable)
2494 struct wined3d_light_info *lightInfo = NULL;
2495 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2496 struct list *e;
2497 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2498 TRACE("(%p) : for idx(%d)\n", This, Index);
2500 LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi])
2502 lightInfo = LIST_ENTRY(e, struct wined3d_light_info, entry);
2503 if(lightInfo->OriginalIndex == Index) break;
2504 lightInfo = NULL;
2507 if (lightInfo == NULL) {
2508 TRACE("Light enabled state requested but light not defined\n");
2509 return WINED3DERR_INVALIDCALL;
2511 /* true is 128 according to SetLightEnable */
2512 *pEnable = lightInfo->enabled ? 128 : 0;
2513 return WINED3D_OK;
2516 /*****
2517 * Get / Set Clip Planes
2518 *****/
2519 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
2520 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2521 TRACE("(%p) : for idx %d, %p\n", This, Index, pPlane);
2523 /* Validate Index */
2524 if (Index >= This->adapter->gl_info.limits.clipplanes)
2526 TRACE("Application has requested clipplane this device doesn't support\n");
2527 return WINED3DERR_INVALIDCALL;
2530 This->updateStateBlock->changed.clipplane |= 1 << Index;
2532 if(This->updateStateBlock->clipplane[Index][0] == pPlane[0] &&
2533 This->updateStateBlock->clipplane[Index][1] == pPlane[1] &&
2534 This->updateStateBlock->clipplane[Index][2] == pPlane[2] &&
2535 This->updateStateBlock->clipplane[Index][3] == pPlane[3]) {
2536 TRACE("Application is setting old values over, nothing to do\n");
2537 return WINED3D_OK;
2540 This->updateStateBlock->clipplane[Index][0] = pPlane[0];
2541 This->updateStateBlock->clipplane[Index][1] = pPlane[1];
2542 This->updateStateBlock->clipplane[Index][2] = pPlane[2];
2543 This->updateStateBlock->clipplane[Index][3] = pPlane[3];
2545 /* Handle recording of state blocks */
2546 if (This->isRecordingState) {
2547 TRACE("Recording... not performing anything\n");
2548 return WINED3D_OK;
2551 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_CLIPPLANE(Index));
2553 return WINED3D_OK;
2556 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
2557 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2558 TRACE("(%p) : for idx %d\n", This, Index);
2560 /* Validate Index */
2561 if (Index >= This->adapter->gl_info.limits.clipplanes)
2563 TRACE("Application has requested clipplane this device doesn't support\n");
2564 return WINED3DERR_INVALIDCALL;
2567 pPlane[0] = This->stateBlock->clipplane[Index][0];
2568 pPlane[1] = This->stateBlock->clipplane[Index][1];
2569 pPlane[2] = This->stateBlock->clipplane[Index][2];
2570 pPlane[3] = This->stateBlock->clipplane[Index][3];
2571 return WINED3D_OK;
2574 /*****
2575 * Get / Set Clip Plane Status
2576 * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
2577 *****/
2578 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
2579 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2580 FIXME("(%p) : stub\n", This);
2581 if (NULL == pClipStatus) {
2582 return WINED3DERR_INVALIDCALL;
2584 This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
2585 This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
2586 return WINED3D_OK;
2589 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
2590 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2591 FIXME("(%p) : stub\n", This);
2592 if (NULL == pClipStatus) {
2593 return WINED3DERR_INVALIDCALL;
2595 pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
2596 pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
2597 return WINED3D_OK;
2600 /*****
2601 * Get / Set Material
2602 *****/
2603 static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
2604 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2606 This->updateStateBlock->changed.material = TRUE;
2607 This->updateStateBlock->material = *pMaterial;
2609 /* Handle recording of state blocks */
2610 if (This->isRecordingState) {
2611 TRACE("Recording... not performing anything\n");
2612 return WINED3D_OK;
2615 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
2616 return WINED3D_OK;
2619 static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
2620 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2621 *pMaterial = This->updateStateBlock->material;
2622 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2623 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2624 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2625 pMaterial->Ambient.b, pMaterial->Ambient.a);
2626 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2627 pMaterial->Specular.b, pMaterial->Specular.a);
2628 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2629 pMaterial->Emissive.b, pMaterial->Emissive.a);
2630 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2632 return WINED3D_OK;
2635 /*****
2636 * Get / Set Indices
2637 *****/
2638 static HRESULT WINAPI IWineD3DDeviceImpl_SetIndexBuffer(IWineD3DDevice *iface,
2639 IWineD3DBuffer *pIndexData, WINED3DFORMAT fmt)
2641 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2642 IWineD3DBuffer *oldIdxs;
2644 TRACE("(%p) : Setting to %p\n", This, pIndexData);
2645 oldIdxs = This->updateStateBlock->pIndexData;
2647 This->updateStateBlock->changed.indices = TRUE;
2648 This->updateStateBlock->pIndexData = pIndexData;
2649 This->updateStateBlock->IndexFmt = fmt;
2651 /* Handle recording of state blocks */
2652 if (This->isRecordingState) {
2653 TRACE("Recording... not performing anything\n");
2654 if(pIndexData) IWineD3DBuffer_AddRef(pIndexData);
2655 if(oldIdxs) IWineD3DBuffer_Release(oldIdxs);
2656 return WINED3D_OK;
2659 if(oldIdxs != pIndexData) {
2660 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
2661 if(pIndexData) {
2662 InterlockedIncrement(&((struct wined3d_buffer *)pIndexData)->bind_count);
2663 IWineD3DBuffer_AddRef(pIndexData);
2665 if(oldIdxs) {
2666 InterlockedDecrement(&((struct wined3d_buffer *)oldIdxs)->bind_count);
2667 IWineD3DBuffer_Release(oldIdxs);
2671 return WINED3D_OK;
2674 static HRESULT WINAPI IWineD3DDeviceImpl_GetIndexBuffer(IWineD3DDevice *iface, IWineD3DBuffer **ppIndexData)
2676 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2678 *ppIndexData = This->stateBlock->pIndexData;
2680 /* up ref count on ppindexdata */
2681 if (*ppIndexData) {
2682 IWineD3DBuffer_AddRef(*ppIndexData);
2683 TRACE("(%p) index data set to %p\n", This, ppIndexData);
2684 }else{
2685 TRACE("(%p) No index data set\n", This);
2687 TRACE("Returning %p\n", *ppIndexData);
2689 return WINED3D_OK;
2692 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2693 static HRESULT WINAPI IWineD3DDeviceImpl_SetBaseVertexIndex(IWineD3DDevice *iface, INT BaseIndex) {
2694 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2695 TRACE("(%p)->(%d)\n", This, BaseIndex);
2697 if(This->updateStateBlock->baseVertexIndex == BaseIndex) {
2698 TRACE("Application is setting the old value over, nothing to do\n");
2699 return WINED3D_OK;
2702 This->updateStateBlock->baseVertexIndex = BaseIndex;
2704 if (This->isRecordingState) {
2705 TRACE("Recording... not performing anything\n");
2706 return WINED3D_OK;
2708 /* The base vertex index affects the stream sources */
2709 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2710 return WINED3D_OK;
2713 static HRESULT WINAPI IWineD3DDeviceImpl_GetBaseVertexIndex(IWineD3DDevice *iface, INT* base_index) {
2714 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2715 TRACE("(%p) : base_index %p\n", This, base_index);
2717 *base_index = This->stateBlock->baseVertexIndex;
2719 TRACE("Returning %u\n", *base_index);
2721 return WINED3D_OK;
2724 /*****
2725 * Get / Set Viewports
2726 *****/
2727 static HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
2728 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2730 TRACE("(%p)\n", This);
2731 This->updateStateBlock->changed.viewport = TRUE;
2732 This->updateStateBlock->viewport = *pViewport;
2734 /* Handle recording of state blocks */
2735 if (This->isRecordingState) {
2736 TRACE("Recording... not performing anything\n");
2737 return WINED3D_OK;
2740 TRACE("(%p) : x=%d, y=%d, wid=%d, hei=%d, minz=%f, maxz=%f\n", This,
2741 pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
2743 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
2744 return WINED3D_OK;
2748 static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
2749 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2750 TRACE("(%p)\n", This);
2751 *pViewport = This->stateBlock->viewport;
2752 return WINED3D_OK;
2755 /*****
2756 * Get / Set Render States
2757 * TODO: Verify against dx9 definitions
2758 *****/
2759 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) {
2761 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2762 DWORD oldValue = This->stateBlock->renderState[State];
2764 TRACE("(%p)->state = %s(%d), value = %d\n", This, debug_d3drenderstate(State), State, Value);
2766 This->updateStateBlock->changed.renderState[State >> 5] |= 1 << (State & 0x1f);
2767 This->updateStateBlock->renderState[State] = Value;
2769 /* Handle recording of state blocks */
2770 if (This->isRecordingState) {
2771 TRACE("Recording... not performing anything\n");
2772 return WINED3D_OK;
2775 /* Compared here and not before the assignment to allow proper stateblock recording */
2776 if(Value == oldValue) {
2777 TRACE("Application is setting the old value over, nothing to do\n");
2778 } else {
2779 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(State));
2782 return WINED3D_OK;
2785 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD *pValue) {
2786 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2787 TRACE("(%p) for State %d = %d\n", This, State, This->stateBlock->renderState[State]);
2788 *pValue = This->stateBlock->renderState[State];
2789 return WINED3D_OK;
2792 /*****
2793 * Get / Set Sampler States
2794 * TODO: Verify against dx9 definitions
2795 *****/
2797 static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
2798 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2799 DWORD oldValue;
2801 TRACE("(%p) : Sampler %#x, Type %s (%#x), Value %#x\n",
2802 This, Sampler, debug_d3dsamplerstate(Type), Type, Value);
2804 if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
2805 Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2808 if (Sampler >= sizeof(This->stateBlock->samplerState)/sizeof(This->stateBlock->samplerState[0])) {
2809 ERR("Current Sampler overflows sampleState0 array (sampler %d)\n", Sampler);
2810 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2813 * SetSampler is designed to allow for more than the standard up to 8 textures
2814 * and Geforce has stopped supporting more than 6 standard textures in openGL.
2815 * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
2817 * http://developer.nvidia.com/object/General_FAQ.html#t6
2819 * There are two new settings for GForce
2820 * the sampler one:
2821 * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
2822 * and the texture one:
2823 * GL_MAX_TEXTURE_COORDS_ARB.
2824 * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
2825 ******************/
2827 oldValue = This->stateBlock->samplerState[Sampler][Type];
2828 This->updateStateBlock->samplerState[Sampler][Type] = Value;
2829 This->updateStateBlock->changed.samplerState[Sampler] |= 1 << Type;
2831 /* Handle recording of state blocks */
2832 if (This->isRecordingState) {
2833 TRACE("Recording... not performing anything\n");
2834 return WINED3D_OK;
2837 if(oldValue == Value) {
2838 TRACE("Application is setting the old value over, nothing to do\n");
2839 return WINED3D_OK;
2842 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Sampler));
2844 return WINED3D_OK;
2847 static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
2848 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2850 TRACE("(%p) : Sampler %#x, Type %s (%#x)\n",
2851 This, Sampler, debug_d3dsamplerstate(Type), Type);
2853 if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
2854 Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2857 if (Sampler >= sizeof(This->stateBlock->samplerState)/sizeof(This->stateBlock->samplerState[0])) {
2858 ERR("Current Sampler overflows sampleState0 array (sampler %d)\n", Sampler);
2859 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2861 *Value = This->stateBlock->samplerState[Sampler][Type];
2862 TRACE("(%p) : Returning %#x\n", This, *Value);
2864 return WINED3D_OK;
2867 static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
2868 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2870 This->updateStateBlock->changed.scissorRect = TRUE;
2871 if(EqualRect(&This->updateStateBlock->scissorRect, pRect)) {
2872 TRACE("App is setting the old scissor rectangle over, nothing to do\n");
2873 return WINED3D_OK;
2875 CopyRect(&This->updateStateBlock->scissorRect, pRect);
2877 if(This->isRecordingState) {
2878 TRACE("Recording... not performing anything\n");
2879 return WINED3D_OK;
2882 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
2884 return WINED3D_OK;
2887 static HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
2888 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2890 *pRect = This->updateStateBlock->scissorRect;
2891 TRACE("(%p)Returning a Scissor Rect of %d:%d-%d:%d\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
2892 return WINED3D_OK;
2895 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
2896 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2897 IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
2899 TRACE("(%p) : pDecl=%p\n", This, pDecl);
2901 if (pDecl) IWineD3DVertexDeclaration_AddRef(pDecl);
2902 if (oldDecl) IWineD3DVertexDeclaration_Release(oldDecl);
2904 This->updateStateBlock->vertexDecl = pDecl;
2905 This->updateStateBlock->changed.vertexDecl = TRUE;
2907 if (This->isRecordingState) {
2908 TRACE("Recording... not performing anything\n");
2909 return WINED3D_OK;
2910 } else if(pDecl == oldDecl) {
2911 /* Checked after the assignment to allow proper stateblock recording */
2912 TRACE("Application is setting the old declaration over, nothing to do\n");
2913 return WINED3D_OK;
2916 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
2917 return WINED3D_OK;
2920 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
2921 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2923 TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
2925 *ppDecl = This->stateBlock->vertexDecl;
2926 if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
2927 return WINED3D_OK;
2930 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
2931 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2932 IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
2934 This->updateStateBlock->vertexShader = pShader;
2935 This->updateStateBlock->changed.vertexShader = TRUE;
2937 if (This->isRecordingState) {
2938 if(pShader) IWineD3DVertexShader_AddRef(pShader);
2939 if(oldShader) IWineD3DVertexShader_Release(oldShader);
2940 TRACE("Recording... not performing anything\n");
2941 return WINED3D_OK;
2942 } else if(oldShader == pShader) {
2943 /* Checked here to allow proper stateblock recording */
2944 TRACE("App is setting the old shader over, nothing to do\n");
2945 return WINED3D_OK;
2948 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
2949 if(pShader) IWineD3DVertexShader_AddRef(pShader);
2950 if(oldShader) IWineD3DVertexShader_Release(oldShader);
2952 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER);
2954 return WINED3D_OK;
2957 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
2958 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2960 if (NULL == ppShader) {
2961 return WINED3DERR_INVALIDCALL;
2963 *ppShader = This->stateBlock->vertexShader;
2964 if( NULL != *ppShader)
2965 IWineD3DVertexShader_AddRef(*ppShader);
2967 TRACE("(%p) : returning %p\n", This, *ppShader);
2968 return WINED3D_OK;
2971 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
2972 IWineD3DDevice *iface,
2973 UINT start,
2974 CONST BOOL *srcData,
2975 UINT count) {
2977 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2978 unsigned int i, cnt = min(count, MAX_CONST_B - start);
2980 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
2981 iface, srcData, start, count);
2983 if (!srcData || start >= MAX_CONST_B) return WINED3DERR_INVALIDCALL;
2985 memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
2986 for (i = 0; i < cnt; i++)
2987 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
2989 for (i = start; i < cnt + start; ++i) {
2990 This->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2993 if (!This->isRecordingState) IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
2995 return WINED3D_OK;
2998 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(
2999 IWineD3DDevice *iface,
3000 UINT start,
3001 BOOL *dstData,
3002 UINT count) {
3004 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3005 int cnt = min(count, MAX_CONST_B - start);
3007 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3008 iface, dstData, start, count);
3010 if (dstData == NULL || cnt < 0)
3011 return WINED3DERR_INVALIDCALL;
3013 memcpy(dstData, &This->stateBlock->vertexShaderConstantB[start], cnt * sizeof(BOOL));
3014 return WINED3D_OK;
3017 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
3018 IWineD3DDevice *iface,
3019 UINT start,
3020 CONST int *srcData,
3021 UINT count) {
3023 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3024 unsigned int i, cnt = min(count, MAX_CONST_I - start);
3026 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3027 iface, srcData, start, count);
3029 if (!srcData || start >= MAX_CONST_I) return WINED3DERR_INVALIDCALL;
3031 memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3032 for (i = 0; i < cnt; i++)
3033 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3034 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3036 for (i = start; i < cnt + start; ++i) {
3037 This->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
3040 if (!This->isRecordingState) IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3042 return WINED3D_OK;
3045 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
3046 IWineD3DDevice *iface,
3047 UINT start,
3048 int *dstData,
3049 UINT count) {
3051 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3052 int cnt = min(count, MAX_CONST_I - start);
3054 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3055 iface, dstData, start, count);
3057 if (dstData == NULL || ((signed int) MAX_CONST_I - (signed int) start) <= 0)
3058 return WINED3DERR_INVALIDCALL;
3060 memcpy(dstData, &This->stateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3061 return WINED3D_OK;
3064 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
3065 IWineD3DDevice *iface,
3066 UINT start,
3067 CONST float *srcData,
3068 UINT count) {
3070 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3071 UINT i;
3073 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3074 iface, srcData, start, count);
3076 /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
3077 if (srcData == NULL || start + count > This->d3d_vshader_constantF || start > This->d3d_vshader_constantF)
3078 return WINED3DERR_INVALIDCALL;
3080 memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
3081 if(TRACE_ON(d3d)) {
3082 for (i = 0; i < count; i++)
3083 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3084 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3087 if (!This->isRecordingState)
3089 This->shader_backend->shader_update_float_vertex_constants(iface, start, count);
3090 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3093 memset(This->updateStateBlock->changed.vertexShaderConstantsF + start, 1,
3094 sizeof(*This->updateStateBlock->changed.vertexShaderConstantsF) * count);
3096 return WINED3D_OK;
3099 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
3100 IWineD3DDevice *iface,
3101 UINT start,
3102 float *dstData,
3103 UINT count) {
3105 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3106 int cnt = min(count, This->d3d_vshader_constantF - start);
3108 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3109 iface, dstData, start, count);
3111 if (dstData == NULL || cnt < 0)
3112 return WINED3DERR_INVALIDCALL;
3114 memcpy(dstData, &This->stateBlock->vertexShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3115 return WINED3D_OK;
3118 static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage) {
3119 DWORD i;
3120 for(i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
3122 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, i));
3126 static void device_map_stage(IWineD3DDeviceImpl *This, DWORD stage, DWORD unit)
3128 DWORD i = This->rev_tex_unit_map[unit];
3129 DWORD j = This->texUnitMap[stage];
3131 This->texUnitMap[stage] = unit;
3132 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
3134 This->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
3137 This->rev_tex_unit_map[unit] = stage;
3138 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
3140 This->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
3144 static void device_update_fixed_function_usage_map(IWineD3DDeviceImpl *This) {
3145 int i;
3147 This->fixed_function_usage_map = 0;
3148 for (i = 0; i < MAX_TEXTURES; ++i) {
3149 WINED3DTEXTUREOP color_op = This->stateBlock->textureState[i][WINED3DTSS_COLOROP];
3150 WINED3DTEXTUREOP alpha_op = This->stateBlock->textureState[i][WINED3DTSS_ALPHAOP];
3151 DWORD color_arg1 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
3152 DWORD color_arg2 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
3153 DWORD color_arg3 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
3154 DWORD alpha_arg1 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
3155 DWORD alpha_arg2 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
3156 DWORD alpha_arg3 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
3158 if (color_op == WINED3DTOP_DISABLE) {
3159 /* Not used, and disable higher stages */
3160 break;
3163 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
3164 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
3165 || ((color_arg3 == WINED3DTA_TEXTURE) && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
3166 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
3167 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
3168 || ((alpha_arg3 == WINED3DTA_TEXTURE) && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP))) {
3169 This->fixed_function_usage_map |= (1 << i);
3172 if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1) {
3173 This->fixed_function_usage_map |= (1 << (i + 1));
3178 static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This, const struct wined3d_gl_info *gl_info)
3180 unsigned int i, tex;
3181 WORD ffu_map;
3183 device_update_fixed_function_usage_map(This);
3184 ffu_map = This->fixed_function_usage_map;
3186 if (This->max_ffp_textures == gl_info->limits.texture_stages
3187 || This->stateBlock->lowest_disabled_stage <= This->max_ffp_textures)
3189 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
3191 if (!(ffu_map & 1)) continue;
3193 if (This->texUnitMap[i] != i) {
3194 device_map_stage(This, i, i);
3195 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3196 markTextureStagesDirty(This, i);
3199 return;
3202 /* Now work out the mapping */
3203 tex = 0;
3204 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
3206 if (!(ffu_map & 1)) continue;
3208 if (This->texUnitMap[i] != tex) {
3209 device_map_stage(This, i, tex);
3210 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3211 markTextureStagesDirty(This, i);
3214 ++tex;
3218 static void device_map_psamplers(IWineD3DDeviceImpl *This, const struct wined3d_gl_info *gl_info)
3220 const WINED3DSAMPLER_TEXTURE_TYPE *sampler_type =
3221 ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.reg_maps.sampler_type;
3222 unsigned int i;
3224 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3225 if (sampler_type[i] && This->texUnitMap[i] != i)
3227 device_map_stage(This, i, i);
3228 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3229 if (i < gl_info->limits.texture_stages)
3231 markTextureStagesDirty(This, i);
3237 static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, const DWORD *pshader_sampler_tokens,
3238 const DWORD *vshader_sampler_tokens, DWORD unit)
3240 DWORD current_mapping = This->rev_tex_unit_map[unit];
3242 /* Not currently used */
3243 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
3245 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
3246 /* Used by a fragment sampler */
3248 if (!pshader_sampler_tokens) {
3249 /* No pixel shader, check fixed function */
3250 return current_mapping >= MAX_TEXTURES || !(This->fixed_function_usage_map & (1 << current_mapping));
3253 /* Pixel shader, check the shader's sampler map */
3254 return !pshader_sampler_tokens[current_mapping];
3257 /* Used by a vertex sampler */
3258 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
3261 static void device_map_vsamplers(IWineD3DDeviceImpl *This, BOOL ps, const struct wined3d_gl_info *gl_info)
3263 const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_type =
3264 ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.reg_maps.sampler_type;
3265 const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_type = NULL;
3266 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
3267 int i;
3269 if (ps) {
3270 IWineD3DPixelShaderImpl *pshader = (IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader;
3272 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
3273 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
3274 pshader_sampler_type = pshader->baseShader.reg_maps.sampler_type;
3277 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
3278 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
3279 if (vshader_sampler_type[i])
3281 if (This->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
3283 /* Already mapped somewhere */
3284 continue;
3287 while (start >= 0) {
3288 if (device_unit_free_for_vs(This, pshader_sampler_type, vshader_sampler_type, start))
3290 device_map_stage(This, vsampler_idx, start);
3291 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(vsampler_idx));
3293 --start;
3294 break;
3297 --start;
3303 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This)
3305 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
3306 BOOL vs = use_vs(This->stateBlock);
3307 BOOL ps = use_ps(This->stateBlock);
3309 * Rules are:
3310 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
3311 * that would be really messy and require shader recompilation
3312 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
3313 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
3315 if (ps) device_map_psamplers(This, gl_info);
3316 else device_map_fixed_function_samplers(This, gl_info);
3318 if (vs) device_map_vsamplers(This, ps, gl_info);
3321 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
3322 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3323 IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
3324 This->updateStateBlock->pixelShader = pShader;
3325 This->updateStateBlock->changed.pixelShader = TRUE;
3327 /* Handle recording of state blocks */
3328 if (This->isRecordingState) {
3329 TRACE("Recording... not performing anything\n");
3332 if (This->isRecordingState) {
3333 TRACE("Recording... not performing anything\n");
3334 if(pShader) IWineD3DPixelShader_AddRef(pShader);
3335 if(oldShader) IWineD3DPixelShader_Release(oldShader);
3336 return WINED3D_OK;
3339 if(pShader == oldShader) {
3340 TRACE("App is setting the old pixel shader over, nothing to do\n");
3341 return WINED3D_OK;
3344 if(pShader) IWineD3DPixelShader_AddRef(pShader);
3345 if(oldShader) IWineD3DPixelShader_Release(oldShader);
3347 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3348 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
3350 return WINED3D_OK;
3353 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
3354 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3356 if (NULL == ppShader) {
3357 WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
3358 return WINED3DERR_INVALIDCALL;
3361 *ppShader = This->stateBlock->pixelShader;
3362 if (NULL != *ppShader) {
3363 IWineD3DPixelShader_AddRef(*ppShader);
3365 TRACE("(%p) : returning %p\n", This, *ppShader);
3366 return WINED3D_OK;
3369 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
3370 IWineD3DDevice *iface,
3371 UINT start,
3372 CONST BOOL *srcData,
3373 UINT count) {
3375 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3376 unsigned int i, cnt = min(count, MAX_CONST_B - start);
3378 TRACE("(iface %p, srcData %p, start %u, count %u)\n",
3379 iface, srcData, start, count);
3381 if (!srcData || start >= MAX_CONST_B) return WINED3DERR_INVALIDCALL;
3383 memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3384 for (i = 0; i < cnt; i++)
3385 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3387 for (i = start; i < cnt + start; ++i) {
3388 This->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3391 if (!This->isRecordingState) IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3393 return WINED3D_OK;
3396 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
3397 IWineD3DDevice *iface,
3398 UINT start,
3399 BOOL *dstData,
3400 UINT count) {
3402 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3403 int cnt = min(count, MAX_CONST_B - start);
3405 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3406 iface, dstData, start, count);
3408 if (dstData == NULL || cnt < 0)
3409 return WINED3DERR_INVALIDCALL;
3411 memcpy(dstData, &This->stateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
3412 return WINED3D_OK;
3415 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
3416 IWineD3DDevice *iface,
3417 UINT start,
3418 CONST int *srcData,
3419 UINT count) {
3421 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3422 unsigned int i, cnt = min(count, MAX_CONST_I - start);
3424 TRACE("(iface %p, srcData %p, start %u, count %u)\n",
3425 iface, srcData, start, count);
3427 if (!srcData || start >= MAX_CONST_I) return WINED3DERR_INVALIDCALL;
3429 memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3430 for (i = 0; i < cnt; i++)
3431 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3432 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3434 for (i = start; i < cnt + start; ++i) {
3435 This->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3438 if (!This->isRecordingState) IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3440 return WINED3D_OK;
3443 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
3444 IWineD3DDevice *iface,
3445 UINT start,
3446 int *dstData,
3447 UINT count) {
3449 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3450 int cnt = min(count, MAX_CONST_I - start);
3452 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3453 iface, dstData, start, count);
3455 if (dstData == NULL || cnt < 0)
3456 return WINED3DERR_INVALIDCALL;
3458 memcpy(dstData, &This->stateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3459 return WINED3D_OK;
3462 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
3463 IWineD3DDevice *iface,
3464 UINT start,
3465 CONST float *srcData,
3466 UINT count) {
3468 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3469 UINT i;
3471 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3472 iface, srcData, start, count);
3474 /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
3475 if (srcData == NULL || start + count > This->d3d_pshader_constantF || start > This->d3d_pshader_constantF)
3476 return WINED3DERR_INVALIDCALL;
3478 memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
3479 if(TRACE_ON(d3d)) {
3480 for (i = 0; i < count; i++)
3481 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3482 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3485 if (!This->isRecordingState)
3487 This->shader_backend->shader_update_float_pixel_constants(iface, start, count);
3488 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3491 memset(This->updateStateBlock->changed.pixelShaderConstantsF + start, 1,
3492 sizeof(*This->updateStateBlock->changed.pixelShaderConstantsF) * count);
3494 return WINED3D_OK;
3497 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
3498 IWineD3DDevice *iface,
3499 UINT start,
3500 float *dstData,
3501 UINT count) {
3503 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3504 int cnt = min(count, This->d3d_pshader_constantF - start);
3506 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3507 iface, dstData, start, count);
3509 if (dstData == NULL || cnt < 0)
3510 return WINED3DERR_INVALIDCALL;
3512 memcpy(dstData, &This->stateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3513 return WINED3D_OK;
3516 /* Context activation is done by the caller. */
3517 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3518 static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount,
3519 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD dwFlags,
3520 DWORD DestFVF)
3522 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
3523 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3524 unsigned int i;
3525 WINED3DVIEWPORT vp;
3526 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3527 BOOL doClip;
3528 DWORD numTextures;
3530 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3532 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3535 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3537 ERR("Source has no position mask\n");
3538 return WINED3DERR_INVALIDCALL;
3541 /* We might access VBOs from this code, so hold the lock */
3542 ENTER_GL();
3544 if (dest->resource.allocatedMemory == NULL) {
3545 buffer_get_sysmem(dest);
3548 /* Get a pointer into the destination vbo(create one if none exists) and
3549 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3551 if (!dest->buffer_object && gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
3553 dest->flags |= WINED3D_BUFFER_CREATEBO;
3554 IWineD3DBuffer_PreLoad((IWineD3DBuffer *)dest);
3557 if (dest->buffer_object)
3559 unsigned char extrabytes = 0;
3560 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3561 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3562 * this may write 4 extra bytes beyond the area that should be written
3564 if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3565 dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3566 if(!dest_conv_addr) {
3567 ERR("Out of memory\n");
3568 /* Continue without storing converted vertices */
3570 dest_conv = dest_conv_addr;
3573 /* Should I clip?
3574 * a) WINED3DRS_CLIPPING is enabled
3575 * b) WINED3DVOP_CLIP is passed
3577 if(This->stateBlock->renderState[WINED3DRS_CLIPPING]) {
3578 static BOOL warned = FALSE;
3580 * The clipping code is not quite correct. Some things need
3581 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3582 * so disable clipping for now.
3583 * (The graphics in Half-Life are broken, and my processvertices
3584 * test crashes with IDirect3DDevice3)
3585 doClip = TRUE;
3587 doClip = FALSE;
3588 if(!warned) {
3589 warned = TRUE;
3590 FIXME("Clipping is broken and disabled for now\n");
3592 } else doClip = FALSE;
3593 dest_ptr = ((char *) buffer_get_sysmem(dest)) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3595 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3596 WINED3DTS_VIEW,
3597 &view_mat);
3598 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3599 WINED3DTS_PROJECTION,
3600 &proj_mat);
3601 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3602 WINED3DTS_WORLDMATRIX(0),
3603 &world_mat);
3605 TRACE("View mat:\n");
3606 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);
3607 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);
3608 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);
3609 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);
3611 TRACE("Proj mat:\n");
3612 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);
3613 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);
3614 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);
3615 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);
3617 TRACE("World mat:\n");
3618 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);
3619 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);
3620 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);
3621 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);
3623 /* Get the viewport */
3624 IWineD3DDevice_GetViewport( (IWineD3DDevice *) This, &vp);
3625 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
3626 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
3628 multiply_matrix(&mat,&view_mat,&world_mat);
3629 multiply_matrix(&mat,&proj_mat,&mat);
3631 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3633 for (i = 0; i < dwCount; i+= 1) {
3634 unsigned int tex_index;
3636 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3637 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3638 /* The position first */
3639 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3640 const float *p = (const float *)(element->data + i * element->stride);
3641 float x, y, z, rhw;
3642 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3644 /* Multiplication with world, view and projection matrix */
3645 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);
3646 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);
3647 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);
3648 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);
3650 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3652 /* WARNING: The following things are taken from d3d7 and were not yet checked
3653 * against d3d8 or d3d9!
3656 /* Clipping conditions: From msdn
3658 * A vertex is clipped if it does not match the following requirements
3659 * -rhw < x <= rhw
3660 * -rhw < y <= rhw
3661 * 0 < z <= rhw
3662 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3664 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3665 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3669 if( !doClip ||
3670 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3671 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3672 ( rhw > eps ) ) ) {
3674 /* "Normal" viewport transformation (not clipped)
3675 * 1) The values are divided by rhw
3676 * 2) The y axis is negative, so multiply it with -1
3677 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3678 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3679 * 4) Multiply x with Width/2 and add Width/2
3680 * 5) The same for the height
3681 * 6) Add the viewpoint X and Y to the 2D coordinates and
3682 * The minimum Z value to z
3683 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3685 * Well, basically it's simply a linear transformation into viewport
3686 * coordinates
3689 x /= rhw;
3690 y /= rhw;
3691 z /= rhw;
3693 y *= -1;
3695 x *= vp.Width / 2;
3696 y *= vp.Height / 2;
3697 z *= vp.MaxZ - vp.MinZ;
3699 x += vp.Width / 2 + vp.X;
3700 y += vp.Height / 2 + vp.Y;
3701 z += vp.MinZ;
3703 rhw = 1 / rhw;
3704 } else {
3705 /* That vertex got clipped
3706 * Contrary to OpenGL it is not dropped completely, it just
3707 * undergoes a different calculation.
3709 TRACE("Vertex got clipped\n");
3710 x += rhw;
3711 y += rhw;
3713 x /= 2;
3714 y /= 2;
3716 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3717 * outside of the main vertex buffer memory. That needs some more
3718 * investigation...
3722 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3725 ( (float *) dest_ptr)[0] = x;
3726 ( (float *) dest_ptr)[1] = y;
3727 ( (float *) dest_ptr)[2] = z;
3728 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3730 dest_ptr += 3 * sizeof(float);
3732 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3733 dest_ptr += sizeof(float);
3736 if(dest_conv) {
3737 float w = 1 / rhw;
3738 ( (float *) dest_conv)[0] = x * w;
3739 ( (float *) dest_conv)[1] = y * w;
3740 ( (float *) dest_conv)[2] = z * w;
3741 ( (float *) dest_conv)[3] = w;
3743 dest_conv += 3 * sizeof(float);
3745 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3746 dest_conv += sizeof(float);
3750 if (DestFVF & WINED3DFVF_PSIZE) {
3751 dest_ptr += sizeof(DWORD);
3752 if(dest_conv) dest_conv += sizeof(DWORD);
3754 if (DestFVF & WINED3DFVF_NORMAL) {
3755 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3756 const float *normal = (const float *)(element->data + i * element->stride);
3757 /* AFAIK this should go into the lighting information */
3758 FIXME("Didn't expect the destination to have a normal\n");
3759 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3760 if(dest_conv) {
3761 copy_and_next(dest_conv, normal, 3 * sizeof(float));
3765 if (DestFVF & WINED3DFVF_DIFFUSE) {
3766 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3767 const DWORD *color_d = (const DWORD *)(element->data + i * element->stride);
3768 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3770 static BOOL warned = FALSE;
3772 if(!warned) {
3773 ERR("No diffuse color in source, but destination has one\n");
3774 warned = TRUE;
3777 *( (DWORD *) dest_ptr) = 0xffffffff;
3778 dest_ptr += sizeof(DWORD);
3780 if(dest_conv) {
3781 *( (DWORD *) dest_conv) = 0xffffffff;
3782 dest_conv += sizeof(DWORD);
3785 else {
3786 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3787 if(dest_conv) {
3788 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
3789 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
3790 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
3791 dest_conv += sizeof(DWORD);
3796 if (DestFVF & WINED3DFVF_SPECULAR)
3798 /* What's the color value in the feedback buffer? */
3799 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3800 const DWORD *color_s = (const DWORD *)(element->data + i * element->stride);
3801 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3803 static BOOL warned = FALSE;
3805 if(!warned) {
3806 ERR("No specular color in source, but destination has one\n");
3807 warned = TRUE;
3810 *( (DWORD *) dest_ptr) = 0xFF000000;
3811 dest_ptr += sizeof(DWORD);
3813 if(dest_conv) {
3814 *( (DWORD *) dest_conv) = 0xFF000000;
3815 dest_conv += sizeof(DWORD);
3818 else {
3819 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3820 if(dest_conv) {
3821 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
3822 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
3823 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
3824 dest_conv += sizeof(DWORD);
3829 for (tex_index = 0; tex_index < numTextures; tex_index++) {
3830 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3831 const float *tex_coord = (const float *)(element->data + i * element->stride);
3832 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3834 ERR("No source texture, but destination requests one\n");
3835 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3836 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3838 else {
3839 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3840 if(dest_conv) {
3841 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3847 if(dest_conv) {
3848 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
3849 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3850 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
3851 dwCount * get_flexible_vertex_size(DestFVF),
3852 dest_conv_addr));
3853 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3854 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3857 LEAVE_GL();
3859 return WINED3D_OK;
3861 #undef copy_and_next
3863 static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex,
3864 UINT VertexCount, IWineD3DBuffer *pDestBuffer, IWineD3DVertexDeclaration *pVertexDecl, DWORD Flags,
3865 DWORD DestFVF)
3867 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3868 struct wined3d_stream_info stream_info;
3869 struct wined3d_context *context;
3870 BOOL vbo = FALSE, streamWasUP = This->stateBlock->streamIsUP;
3871 HRESULT hr;
3873 TRACE("(%p)->(%d,%d,%d,%p,%p,%d\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
3875 if(pVertexDecl) {
3876 ERR("Output vertex declaration not implemented yet\n");
3879 /* Need any context to write to the vbo. */
3880 context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
3882 /* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
3883 * control the streamIsUP flag, thus restore it afterwards.
3885 This->stateBlock->streamIsUP = FALSE;
3886 device_stream_info_from_declaration(This, FALSE, &stream_info, &vbo);
3887 This->stateBlock->streamIsUP = streamWasUP;
3889 if(vbo || SrcStartIndex) {
3890 unsigned int i;
3891 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3892 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3894 * Also get the start index in, but only loop over all elements if there's something to add at all.
3896 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3898 struct wined3d_stream_info_element *e;
3900 if (!(stream_info.use_map & (1 << i))) continue;
3902 e = &stream_info.elements[i];
3903 if (e->buffer_object)
3905 struct wined3d_buffer *vb = (struct wined3d_buffer *)This->stateBlock->streamSource[e->stream_idx];
3906 e->buffer_object = 0;
3907 e->data = (BYTE *)((unsigned long)e->data + (unsigned long)buffer_get_sysmem(vb));
3908 ENTER_GL();
3909 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3910 vb->buffer_object = 0;
3911 LEAVE_GL();
3913 if (e->data) e->data += e->stride * SrcStartIndex;
3917 hr = process_vertices_strided(This, DestIndex, VertexCount, &stream_info,
3918 (struct wined3d_buffer *)pDestBuffer, Flags, DestFVF);
3920 context_release(context);
3922 return hr;
3925 /*****
3926 * Get / Set Texture Stage States
3927 * TODO: Verify against dx9 definitions
3928 *****/
3929 static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
3930 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3931 DWORD oldValue = This->updateStateBlock->textureState[Stage][Type];
3932 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
3934 TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
3936 if (Stage >= gl_info->limits.texture_stages)
3938 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3939 Stage, gl_info->limits.texture_stages - 1);
3940 return WINED3D_OK;
3943 This->updateStateBlock->changed.textureState[Stage] |= 1 << Type;
3944 This->updateStateBlock->textureState[Stage][Type] = Value;
3946 if (This->isRecordingState) {
3947 TRACE("Recording... not performing anything\n");
3948 return WINED3D_OK;
3951 /* Checked after the assignments to allow proper stateblock recording */
3952 if(oldValue == Value) {
3953 TRACE("App is setting the old value over, nothing to do\n");
3954 return WINED3D_OK;
3957 if(Stage > This->stateBlock->lowest_disabled_stage &&
3958 This->StateTable[STATE_TEXTURESTAGE(0, Type)].representative == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP)) {
3959 /* Colorop change above lowest disabled stage? That won't change anything in the gl setup
3960 * Changes in other states are important on disabled stages too
3962 return WINED3D_OK;
3965 if(Type == WINED3DTSS_COLOROP) {
3966 unsigned int i;
3968 if(Value == WINED3DTOP_DISABLE && oldValue != WINED3DTOP_DISABLE) {
3969 /* Previously enabled stage disabled now. Make sure to dirtify all enabled stages above Stage,
3970 * they have to be disabled
3972 * The current stage is dirtified below.
3974 for(i = Stage + 1; i < This->stateBlock->lowest_disabled_stage; i++) {
3975 TRACE("Additionally dirtifying stage %u\n", i);
3976 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3978 This->stateBlock->lowest_disabled_stage = Stage;
3979 TRACE("New lowest disabled: %u\n", Stage);
3980 } else if(Value != WINED3DTOP_DISABLE && oldValue == WINED3DTOP_DISABLE) {
3981 /* Previously disabled stage enabled. Stages above it may need enabling
3982 * stage must be lowest_disabled_stage here, if it's bigger success is returned above,
3983 * and stages below the lowest disabled stage can't be enabled(because they are enabled already).
3985 * Again stage Stage doesn't need to be dirtified here, it is handled below.
3988 for (i = Stage + 1; i < This->adapter->gl_info.limits.texture_stages; ++i)
3990 if(This->updateStateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
3991 break;
3993 TRACE("Additionally dirtifying stage %u due to enable\n", i);
3994 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3996 This->stateBlock->lowest_disabled_stage = i;
3997 TRACE("New lowest disabled: %u\n", i);
4001 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, Type));
4003 return WINED3D_OK;
4006 static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
4007 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4008 TRACE("(%p) : requesting Stage %d, Type %d getting %d\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
4009 *pValue = This->updateStateBlock->textureState[Stage][Type];
4010 return WINED3D_OK;
4013 /*****
4014 * Get / Set Texture
4015 *****/
4016 static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface,
4017 DWORD stage, IWineD3DBaseTexture *texture)
4019 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4020 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
4021 IWineD3DBaseTexture *prev;
4023 TRACE("iface %p, stage %u, texture %p.\n", iface, stage, texture);
4025 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
4026 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
4028 /* Windows accepts overflowing this array... we do not. */
4029 if (stage >= sizeof(This->stateBlock->textures) / sizeof(*This->stateBlock->textures))
4031 WARN("Ignoring invalid stage %u.\n", stage);
4032 return WINED3D_OK;
4035 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
4036 if (texture && ((IWineD3DTextureImpl *)texture)->resource.pool == WINED3DPOOL_SCRATCH)
4038 WARN("Rejecting attempt to set scratch texture.\n");
4039 return WINED3DERR_INVALIDCALL;
4042 This->updateStateBlock->changed.textures |= 1 << stage;
4044 prev = This->updateStateBlock->textures[stage];
4045 TRACE("Previous texture %p.\n", prev);
4047 if (texture == prev)
4049 TRACE("App is setting the same texture again, nothing to do.\n");
4050 return WINED3D_OK;
4053 TRACE("Setting new texture to %p.\n", texture);
4054 This->updateStateBlock->textures[stage] = texture;
4056 if (This->isRecordingState)
4058 TRACE("Recording... not performing anything\n");
4060 if (texture) IWineD3DBaseTexture_AddRef(texture);
4061 if (prev) IWineD3DBaseTexture_Release(prev);
4063 return WINED3D_OK;
4066 if (texture)
4068 IWineD3DBaseTextureImpl *t = (IWineD3DBaseTextureImpl *)texture;
4069 LONG bind_count = InterlockedIncrement(&t->baseTexture.bindCount);
4070 UINT dimensions = IWineD3DBaseTexture_GetTextureDimensions(texture);
4072 IWineD3DBaseTexture_AddRef(texture);
4074 if (!prev || dimensions != IWineD3DBaseTexture_GetTextureDimensions(prev))
4076 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
4079 if (!prev && stage < gl_info->limits.texture_stages)
4081 /* The source arguments for color and alpha ops have different
4082 * meanings when a NULL texture is bound, so the COLOROP and
4083 * ALPHAOP have to be dirtified. */
4084 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
4085 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
4088 if (bind_count == 1) t->baseTexture.sampler = stage;
4091 if (prev)
4093 IWineD3DBaseTextureImpl *t = (IWineD3DBaseTextureImpl *)prev;
4094 LONG bind_count = InterlockedDecrement(&t->baseTexture.bindCount);
4096 IWineD3DBaseTexture_Release(prev);
4098 if (!texture && stage < gl_info->limits.texture_stages)
4100 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
4101 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
4104 if (bind_count && t->baseTexture.sampler == stage)
4106 unsigned int i;
4108 /* Search for other stages the texture is bound to. Shouldn't
4109 * happen if applications bind textures to a single stage only. */
4110 TRACE("Searching for other stages the texture is bound to.\n");
4111 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4113 if (This->updateStateBlock->textures[i] == prev)
4115 TRACE("Texture is also bound to stage %u.\n", i);
4116 t->baseTexture.sampler = i;
4117 break;
4123 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(stage));
4125 return WINED3D_OK;
4128 static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
4129 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4131 TRACE("(%p) : Stage %#x, ppTexture %p\n", This, Stage, ppTexture);
4133 if (Stage >= WINED3DVERTEXTEXTURESAMPLER0 && Stage <= WINED3DVERTEXTEXTURESAMPLER3) {
4134 Stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
4137 if (Stage >= sizeof(This->stateBlock->textures)/sizeof(This->stateBlock->textures[0])) {
4138 ERR("Current stage overflows textures array (stage %d)\n", Stage);
4139 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
4142 *ppTexture=This->stateBlock->textures[Stage];
4143 if (*ppTexture)
4144 IWineD3DBaseTexture_AddRef(*ppTexture);
4146 TRACE("(%p) : Returning %p\n", This, *ppTexture);
4148 return WINED3D_OK;
4151 /*****
4152 * Get Back Buffer
4153 *****/
4154 static HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT swapchain_idx,
4155 UINT backbuffer_idx, WINED3DBACKBUFFER_TYPE backbuffer_type, IWineD3DSurface **backbuffer)
4157 IWineD3DSwapChain *swapchain;
4158 HRESULT hr;
4160 TRACE("iface %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
4161 iface, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
4163 hr = IWineD3DDeviceImpl_GetSwapChain(iface, swapchain_idx, &swapchain);
4164 if (FAILED(hr))
4166 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4167 return hr;
4170 hr = IWineD3DSwapChain_GetBackBuffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
4171 IWineD3DSwapChain_Release(swapchain);
4172 if (FAILED(hr))
4174 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
4175 return hr;
4178 return WINED3D_OK;
4181 static HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
4182 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4183 WARN("(%p) : stub, calling idirect3d for now\n", This);
4184 return IWineD3D_GetDeviceCaps(This->wined3d, This->adapter->ordinal, This->devType, pCaps);
4187 static HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
4188 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4189 IWineD3DSwapChain *swapChain;
4190 HRESULT hr;
4192 if(iSwapChain > 0) {
4193 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
4194 if (hr == WINED3D_OK) {
4195 hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
4196 IWineD3DSwapChain_Release(swapChain);
4197 } else {
4198 FIXME("(%p) Error getting display mode\n", This);
4200 } else {
4201 /* Don't read the real display mode,
4202 but return the stored mode instead. X11 can't change the color
4203 depth, and some apps are pretty angry if they SetDisplayMode from
4204 24 to 16 bpp and find out that GetDisplayMode still returns 24 bpp
4206 Also don't relay to the swapchain because with ddraw it's possible
4207 that there isn't a swapchain at all */
4208 pMode->Width = This->ddraw_width;
4209 pMode->Height = This->ddraw_height;
4210 pMode->Format = This->ddraw_format;
4211 pMode->RefreshRate = 0;
4212 hr = WINED3D_OK;
4215 return hr;
4218 /*****
4219 * Stateblock related functions
4220 *****/
4222 static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
4223 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4224 IWineD3DStateBlock *stateblock;
4225 HRESULT hr;
4227 TRACE("(%p)\n", This);
4229 if (This->isRecordingState) return WINED3DERR_INVALIDCALL;
4231 hr = IWineD3DDeviceImpl_CreateStateBlock(iface, WINED3DSBT_RECORDED, &stateblock, NULL);
4232 if (FAILED(hr)) return hr;
4234 IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
4235 This->updateStateBlock = (IWineD3DStateBlockImpl *)stateblock;
4236 This->isRecordingState = TRUE;
4238 TRACE("(%p) recording stateblock %p\n", This, stateblock);
4240 return WINED3D_OK;
4243 static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
4244 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4245 IWineD3DStateBlockImpl *object = This->updateStateBlock;
4247 if (!This->isRecordingState) {
4248 WARN("(%p) not recording! returning error\n", This);
4249 *ppStateBlock = NULL;
4250 return WINED3DERR_INVALIDCALL;
4253 stateblock_init_contained_states(object);
4255 *ppStateBlock = (IWineD3DStateBlock*) object;
4256 This->isRecordingState = FALSE;
4257 This->updateStateBlock = This->stateBlock;
4258 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
4259 /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
4260 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
4261 return WINED3D_OK;
4264 /*****
4265 * Scene related functions
4266 *****/
4267 static HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
4268 /* At the moment we have no need for any functionality at the beginning
4269 of a scene */
4270 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4271 TRACE("(%p)\n", This);
4273 if(This->inScene) {
4274 TRACE("Already in Scene, returning WINED3DERR_INVALIDCALL\n");
4275 return WINED3DERR_INVALIDCALL;
4277 This->inScene = TRUE;
4278 return WINED3D_OK;
4281 static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface)
4283 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4284 struct wined3d_context *context;
4286 TRACE("(%p)\n", This);
4288 if(!This->inScene) {
4289 TRACE("Not in scene, returning WINED3DERR_INVALIDCALL\n");
4290 return WINED3DERR_INVALIDCALL;
4293 context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
4294 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4295 wglFlush();
4296 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
4297 * fails. */
4298 context_release(context);
4300 This->inScene = FALSE;
4301 return WINED3D_OK;
4304 static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
4305 const RECT *pSourceRect, const RECT *pDestRect,
4306 HWND hDestWindowOverride, const RGNDATA *pDirtyRegion)
4308 IWineD3DSwapChain *swapChain = NULL;
4309 int i;
4310 int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
4312 TRACE("iface %p.\n", iface);
4314 for(i = 0 ; i < swapchains ; i ++) {
4316 IWineD3DDeviceImpl_GetSwapChain(iface, i, &swapChain);
4317 TRACE("presentinng chain %d, %p\n", i, swapChain);
4318 IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
4319 IWineD3DSwapChain_Release(swapChain);
4322 return WINED3D_OK;
4325 static BOOL is_full_clear(IWineD3DSurfaceImpl *target, const WINED3DVIEWPORT *viewport,
4326 const RECT *scissor_rect, const WINED3DRECT *clear_rect)
4328 /* partial viewport*/
4329 if (viewport->X != 0 || viewport->Y != 0
4330 || viewport->Width < target->currentDesc.Width
4331 || viewport->Height < target->currentDesc.Height)
4332 return FALSE;
4334 /* partial scissor rect */
4335 if (scissor_rect && (scissor_rect->left > 0 || scissor_rect->top > 0
4336 || scissor_rect->right < target->currentDesc.Width
4337 || scissor_rect->bottom < target->currentDesc.Height))
4338 return FALSE;
4340 /* partial clear rect */
4341 if (clear_rect && (clear_rect->x1 > 0 || clear_rect->y1 > 0
4342 || clear_rect->x2 < target->currentDesc.Width
4343 || clear_rect->y2 < target->currentDesc.Height))
4344 return FALSE;
4346 return TRUE;
4349 /* Not called from the VTable (internal subroutine) */
4350 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
4351 const WINED3DRECT *pRects, DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil)
4353 IWineD3DStateBlockImpl *stateblock = This->stateBlock;
4354 const RECT *scissor_rect = stateblock->renderState[WINED3DRS_SCISSORTESTENABLE] ? &stateblock->scissorRect : NULL;
4355 const WINED3DRECT *clear_rect = (Count > 0 && pRects) ? pRects : NULL;
4356 const WINED3DVIEWPORT *vp = &stateblock->viewport;
4357 GLbitfield glMask = 0;
4358 unsigned int i;
4359 WINED3DRECT curRect;
4360 RECT vp_rect;
4361 UINT drawable_width, drawable_height;
4362 IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *) This->stencilBufferTarget;
4363 struct wined3d_context *context;
4365 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
4366 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
4367 * for the cleared parts, and the untouched parts.
4369 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
4370 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
4371 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
4372 * checking all this if the dest surface is in the drawable anyway.
4374 if (Flags & WINED3DCLEAR_TARGET && !(target->Flags & SFLAG_INDRAWABLE))
4376 if (!is_full_clear(target, vp, scissor_rect, clear_rect))
4377 IWineD3DSurface_LoadLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, NULL);
4380 context = context_acquire(This, (IWineD3DSurface *)target, CTXUSAGE_CLEAR);
4381 if (!context->valid)
4383 context_release(context);
4384 WARN("Invalid context, skipping clear.\n");
4385 return WINED3D_OK;
4388 target->get_drawable_size(context, &drawable_width, &drawable_height);
4390 ENTER_GL();
4392 /* Only set the values up once, as they are not changing */
4393 if (Flags & WINED3DCLEAR_STENCIL)
4395 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
4397 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
4398 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
4400 glStencilMask(~0U);
4401 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
4402 glClearStencil(Stencil);
4403 checkGLcall("glClearStencil");
4404 glMask = glMask | GL_STENCIL_BUFFER_BIT;
4407 if (Flags & WINED3DCLEAR_ZBUFFER)
4409 DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
4410 if (!(depth_stencil->Flags & location) && !is_full_clear(depth_stencil, vp, scissor_rect, clear_rect))
4411 surface_load_ds_location(This->stencilBufferTarget, context, location);
4413 glDepthMask(GL_TRUE);
4414 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
4415 glClearDepth(Z);
4416 checkGLcall("glClearDepth");
4417 glMask = glMask | GL_DEPTH_BUFFER_BIT;
4420 if (Flags & WINED3DCLEAR_TARGET)
4422 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
4423 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
4424 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
4425 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
4426 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
4427 glClearColor(D3DCOLOR_R(Color), D3DCOLOR_G(Color), D3DCOLOR_B(Color), D3DCOLOR_A(Color));
4428 checkGLcall("glClearColor");
4429 glMask = glMask | GL_COLOR_BUFFER_BIT;
4432 vp_rect.left = vp->X;
4433 vp_rect.top = vp->Y;
4434 vp_rect.right = vp->X + vp->Width;
4435 vp_rect.bottom = vp->Y + vp->Height;
4436 if (!(Count > 0 && pRects)) {
4437 if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
4438 IntersectRect(&vp_rect, &vp_rect, &This->stateBlock->scissorRect);
4440 if (context->render_offscreen)
4442 glScissor(vp_rect.left, vp_rect.top,
4443 vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
4444 } else {
4445 glScissor(vp_rect.left, drawable_height - vp_rect.bottom,
4446 vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
4448 checkGLcall("glScissor");
4449 glClear(glMask);
4450 checkGLcall("glClear");
4451 } else {
4452 /* Now process each rect in turn */
4453 for (i = 0; i < Count; i++) {
4454 /* Note gl uses lower left, width/height */
4455 IntersectRect((RECT *)&curRect, &vp_rect, (const RECT *)&pRects[i]);
4456 if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
4457 IntersectRect((RECT *) &curRect, (RECT *) &curRect, &This->stateBlock->scissorRect);
4459 TRACE("(%p) Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This,
4460 pRects[i].x1, pRects[i].y1, pRects[i].x2, pRects[i].y2,
4461 curRect.x1, (target->currentDesc.Height - curRect.y2),
4462 curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
4464 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
4465 * The rectangle is not cleared, no error is returned, but further rectanlges are
4466 * still cleared if they are valid
4468 if(curRect.x1 > curRect.x2 || curRect.y1 > curRect.y2) {
4469 TRACE("Rectangle with negative dimensions, ignoring\n");
4470 continue;
4473 if (context->render_offscreen)
4475 glScissor(curRect.x1, curRect.y1,
4476 curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
4477 } else {
4478 glScissor(curRect.x1, drawable_height - curRect.y2,
4479 curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
4481 checkGLcall("glScissor");
4483 glClear(glMask);
4484 checkGLcall("glClear");
4488 if (Flags & WINED3DCLEAR_TARGET)
4490 IWineD3DSurface_ModifyLocation((IWineD3DSurface *)target, SFLAG_INDRAWABLE, TRUE);
4492 if (Flags & WINED3DCLEAR_ZBUFFER) {
4493 /* Note that WINED3DCLEAR_ZBUFFER implies a depth stencil exists on the device */
4494 DWORD location = context->render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
4495 surface_modify_ds_location(This->stencilBufferTarget, location);
4498 LEAVE_GL();
4500 wglFlush(); /* Flush to ensure ordering across contexts. */
4502 context_release(context);
4504 return WINED3D_OK;
4507 static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST WINED3DRECT* pRects,
4508 DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) {
4509 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4510 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)This->render_targets[0];
4512 TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Color (0x%08x), Z (%f), Stencil (%d)\n", This,
4513 Count, pRects, Flags, Color, Z, Stencil);
4515 if(Flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL) && This->stencilBufferTarget == NULL) {
4516 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4517 /* TODO: What about depth stencil buffers without stencil bits? */
4518 return WINED3DERR_INVALIDCALL;
4521 return IWineD3DDeviceImpl_ClearSurface(This, target, Count, pRects, Flags, Color, Z, Stencil);
4524 /*****
4525 * Drawing functions
4526 *****/
4528 static void WINAPI IWineD3DDeviceImpl_SetPrimitiveType(IWineD3DDevice *iface,
4529 WINED3DPRIMITIVETYPE primitive_type)
4531 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4533 TRACE("iface %p, primitive_type %s\n", iface, debug_d3dprimitivetype(primitive_type));
4535 This->updateStateBlock->changed.primitive_type = TRUE;
4536 This->updateStateBlock->gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
4539 static void WINAPI IWineD3DDeviceImpl_GetPrimitiveType(IWineD3DDevice *iface,
4540 WINED3DPRIMITIVETYPE *primitive_type)
4542 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4544 TRACE("iface %p, primitive_type %p\n", iface, primitive_type);
4546 *primitive_type = d3d_primitive_type_from_gl(This->stateBlock->gl_primitive_type);
4548 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
4551 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, UINT StartVertex, UINT vertex_count)
4553 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4555 TRACE("(%p) : start %u, count %u\n", This, StartVertex, vertex_count);
4557 if(!This->stateBlock->vertexDecl) {
4558 WARN("(%p) : Called without a valid vertex declaration set\n", This);
4559 return WINED3DERR_INVALIDCALL;
4562 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4563 if(This->stateBlock->streamIsUP) {
4564 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4565 This->stateBlock->streamIsUP = FALSE;
4568 if(This->stateBlock->loadBaseVertexIndex != 0) {
4569 This->stateBlock->loadBaseVertexIndex = 0;
4570 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
4572 /* Account for the loading offset due to index buffers. Instead of reloading all sources correct it with the startvertex parameter */
4573 drawPrimitive(iface, vertex_count, StartVertex /* start_idx */, 0 /* indxSize */, NULL /* indxData */);
4574 return WINED3D_OK;
4577 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface, UINT startIndex, UINT index_count)
4579 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4580 UINT idxStride = 2;
4581 IWineD3DBuffer *pIB;
4582 GLuint vbo;
4584 pIB = This->stateBlock->pIndexData;
4585 if (!pIB) {
4586 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4587 * without an index buffer set. (The first time at least...)
4588 * D3D8 simply dies, but I doubt it can do much harm to return
4589 * D3DERR_INVALIDCALL there as well. */
4590 WARN("(%p) : Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL\n", This);
4591 return WINED3DERR_INVALIDCALL;
4594 if(!This->stateBlock->vertexDecl) {
4595 WARN("(%p) : Called without a valid vertex declaration set\n", This);
4596 return WINED3DERR_INVALIDCALL;
4599 if(This->stateBlock->streamIsUP) {
4600 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4601 This->stateBlock->streamIsUP = FALSE;
4603 vbo = ((struct wined3d_buffer *) pIB)->buffer_object;
4605 TRACE("(%p) : startIndex %u, index count %u.\n", This, startIndex, index_count);
4607 if (This->stateBlock->IndexFmt == WINED3DFMT_R16_UINT) {
4608 idxStride = 2;
4609 } else {
4610 idxStride = 4;
4613 if(This->stateBlock->loadBaseVertexIndex != This->stateBlock->baseVertexIndex) {
4614 This->stateBlock->loadBaseVertexIndex = This->stateBlock->baseVertexIndex;
4615 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
4618 drawPrimitive(iface, index_count, startIndex, idxStride,
4619 vbo ? NULL : ((struct wined3d_buffer *)pIB)->resource.allocatedMemory);
4621 return WINED3D_OK;
4624 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, UINT vertex_count,
4625 const void *pVertexStreamZeroData, UINT VertexStreamZeroStride)
4627 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4628 IWineD3DBuffer *vb;
4630 TRACE("(%p) : vertex count %u, pVtxData %p, stride %u\n",
4631 This, vertex_count, pVertexStreamZeroData, VertexStreamZeroStride);
4633 if(!This->stateBlock->vertexDecl) {
4634 WARN("(%p) : Called without a valid vertex declaration set\n", This);
4635 return WINED3DERR_INVALIDCALL;
4638 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4639 vb = This->stateBlock->streamSource[0];
4640 This->stateBlock->streamSource[0] = (IWineD3DBuffer *)pVertexStreamZeroData;
4641 if (vb) IWineD3DBuffer_Release(vb);
4642 This->stateBlock->streamOffset[0] = 0;
4643 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
4644 This->stateBlock->streamIsUP = TRUE;
4645 This->stateBlock->loadBaseVertexIndex = 0;
4647 /* TODO: Only mark dirty if drawing from a different UP address */
4648 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
4650 drawPrimitive(iface, vertex_count, 0 /* start_idx */, 0 /* indxSize*/, NULL /* indxData */);
4652 /* MSDN specifies stream zero settings must be set to NULL */
4653 This->stateBlock->streamStride[0] = 0;
4654 This->stateBlock->streamSource[0] = NULL;
4656 /* stream zero settings set to null at end, as per the msdn. No need to mark dirty here, the app has to set
4657 * the new stream sources or use UP drawing again
4659 return WINED3D_OK;
4662 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface,
4663 UINT index_count, const void *pIndexData, WINED3DFORMAT IndexDataFormat,
4664 const void *pVertexStreamZeroData, UINT VertexStreamZeroStride)
4666 int idxStride;
4667 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4668 IWineD3DBuffer *vb;
4669 IWineD3DBuffer *ib;
4671 TRACE("(%p) : index count %u, pidxdata %p, IdxFmt %u, pVtxdata %p, stride=%u.\n",
4672 This, index_count, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
4674 if(!This->stateBlock->vertexDecl) {
4675 WARN("(%p) : Called without a valid vertex declaration set\n", This);
4676 return WINED3DERR_INVALIDCALL;
4679 if (IndexDataFormat == WINED3DFMT_R16_UINT) {
4680 idxStride = 2;
4681 } else {
4682 idxStride = 4;
4685 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4686 vb = This->stateBlock->streamSource[0];
4687 This->stateBlock->streamSource[0] = (IWineD3DBuffer *)pVertexStreamZeroData;
4688 if (vb) IWineD3DBuffer_Release(vb);
4689 This->stateBlock->streamIsUP = TRUE;
4690 This->stateBlock->streamOffset[0] = 0;
4691 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
4693 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4694 This->stateBlock->baseVertexIndex = 0;
4695 This->stateBlock->loadBaseVertexIndex = 0;
4696 /* Mark the state dirty until we have nicer tracking of the stream source pointers */
4697 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
4698 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4700 drawPrimitive(iface, index_count, 0 /* start_idx */, idxStride, pIndexData);
4702 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4703 This->stateBlock->streamSource[0] = NULL;
4704 This->stateBlock->streamStride[0] = 0;
4705 ib = This->stateBlock->pIndexData;
4706 if(ib) {
4707 IWineD3DBuffer_Release(ib);
4708 This->stateBlock->pIndexData = NULL;
4710 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4711 * SetStreamSource to specify a vertex buffer
4714 return WINED3D_OK;
4717 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided(IWineD3DDevice *iface,
4718 UINT vertex_count, const WineDirect3DVertexStridedData *DrawPrimStrideData)
4720 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4722 /* Mark the state dirty until we have nicer tracking
4723 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4724 * that value.
4726 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
4727 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4728 This->stateBlock->baseVertexIndex = 0;
4729 This->up_strided = DrawPrimStrideData;
4730 drawPrimitive(iface, vertex_count, 0, 0, NULL);
4731 This->up_strided = NULL;
4732 return WINED3D_OK;
4735 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided(IWineD3DDevice *iface,
4736 UINT vertex_count, const WineDirect3DVertexStridedData *DrawPrimStrideData,
4737 UINT NumVertices, const void *pIndexData, WINED3DFORMAT IndexDataFormat)
4739 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4740 DWORD idxSize = (IndexDataFormat == WINED3DFMT_R32_UINT ? 4 : 2);
4742 /* Mark the state dirty until we have nicer tracking
4743 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4744 * that value.
4746 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
4747 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4748 This->stateBlock->streamIsUP = TRUE;
4749 This->stateBlock->baseVertexIndex = 0;
4750 This->up_strided = DrawPrimStrideData;
4751 drawPrimitive(iface, vertex_count, 0 /* start_idx */, idxSize, pIndexData);
4752 This->up_strided = NULL;
4753 return WINED3D_OK;
4756 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4757 static HRESULT IWineD3DDeviceImpl_UpdateVolume(IWineD3DDevice *iface,
4758 IWineD3DVolume *pSourceVolume, IWineD3DVolume *pDestinationVolume)
4760 WINED3DLOCKED_BOX src;
4761 WINED3DLOCKED_BOX dst;
4762 HRESULT hr;
4764 TRACE("iface %p, src_volume %p, dst_volume %p.\n",
4765 iface, pSourceVolume, pDestinationVolume);
4767 /* TODO: Implement direct loading into the gl volume instead of using memcpy and
4768 * dirtification to improve loading performance.
4770 hr = IWineD3DVolume_LockBox(pSourceVolume, &src, NULL, WINED3DLOCK_READONLY);
4771 if(FAILED(hr)) return hr;
4772 hr = IWineD3DVolume_LockBox(pDestinationVolume, &dst, NULL, WINED3DLOCK_DISCARD);
4773 if(FAILED(hr)) {
4774 IWineD3DVolume_UnlockBox(pSourceVolume);
4775 return hr;
4778 memcpy(dst.pBits, src.pBits, ((IWineD3DVolumeImpl *) pDestinationVolume)->resource.size);
4780 hr = IWineD3DVolume_UnlockBox(pDestinationVolume);
4781 if(FAILED(hr)) {
4782 IWineD3DVolume_UnlockBox(pSourceVolume);
4783 } else {
4784 hr = IWineD3DVolume_UnlockBox(pSourceVolume);
4786 return hr;
4789 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture(IWineD3DDevice *iface,
4790 IWineD3DBaseTexture *src_texture, IWineD3DBaseTexture *dst_texture)
4792 unsigned int level_count, i;
4793 WINED3DRESOURCETYPE type;
4794 HRESULT hr;
4796 TRACE("iface %p, src_texture %p, dst_texture %p.\n", iface, src_texture, dst_texture);
4798 /* Verify that the source and destination textures are non-NULL. */
4799 if (!src_texture || !dst_texture)
4801 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4802 return WINED3DERR_INVALIDCALL;
4805 if (src_texture == dst_texture)
4807 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4808 return WINED3DERR_INVALIDCALL;
4811 /* Verify that the source and destination textures are the same type. */
4812 type = IWineD3DBaseTexture_GetType(src_texture);
4813 if (IWineD3DBaseTexture_GetType(dst_texture) != type)
4815 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4816 return WINED3DERR_INVALIDCALL;
4819 /* Check that both textures have the identical numbers of levels. */
4820 level_count = IWineD3DBaseTexture_GetLevelCount(src_texture);
4821 if (IWineD3DBaseTexture_GetLevelCount(dst_texture) != level_count)
4823 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4824 return WINED3DERR_INVALIDCALL;
4827 /* Make sure that the destination texture is loaded. */
4828 ((IWineD3DBaseTextureImpl *)dst_texture)->baseTexture.internal_preload(dst_texture, SRGB_RGB);
4830 /* Update every surface level of the texture. */
4831 switch (type)
4833 case WINED3DRTYPE_TEXTURE:
4835 IWineD3DSurface *src_surface;
4836 IWineD3DSurface *dst_surface;
4838 for (i = 0; i < level_count; ++i)
4840 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)src_texture, i, &src_surface);
4841 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)dst_texture, i, &dst_surface);
4842 hr = IWineD3DDevice_UpdateSurface(iface, src_surface, NULL, dst_surface, NULL);
4843 IWineD3DSurface_Release(dst_surface);
4844 IWineD3DSurface_Release(src_surface);
4845 if (FAILED(hr))
4847 WARN("IWineD3DDevice_UpdateSurface failed, hr %#x.\n", hr);
4848 return hr;
4851 break;
4854 case WINED3DRTYPE_CUBETEXTURE:
4856 IWineD3DSurface *src_surface;
4857 IWineD3DSurface *dst_surface;
4858 WINED3DCUBEMAP_FACES face;
4860 for (i = 0; i < level_count; ++i)
4862 /* Update each cube face. */
4863 for (face = WINED3DCUBEMAP_FACE_POSITIVE_X; face <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++face)
4865 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)src_texture,
4866 face, i, &src_surface);
4867 if (FAILED(hr)) ERR("Failed to get src cube surface face %u, level %u, hr %#x.\n", face, i, hr);
4868 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)dst_texture,
4869 face, i, &dst_surface);
4870 if (FAILED(hr)) ERR("Failed to get dst cube surface face %u, level %u, hr %#x.\n", face, i, hr);
4871 hr = IWineD3DDevice_UpdateSurface(iface, src_surface, NULL, dst_surface, NULL);
4872 IWineD3DSurface_Release(dst_surface);
4873 IWineD3DSurface_Release(src_surface);
4874 if (FAILED(hr))
4876 WARN("IWineD3DDevice_UpdateSurface failed, hr %#x.\n", hr);
4877 return hr;
4881 break;
4884 case WINED3DRTYPE_VOLUMETEXTURE:
4886 IWineD3DVolume *src_volume;
4887 IWineD3DVolume *dst_volume;
4889 for (i = 0; i < level_count; ++i)
4891 IWineD3DVolumeTexture_GetVolumeLevel((IWineD3DVolumeTexture *)src_texture, i, &src_volume);
4892 IWineD3DVolumeTexture_GetVolumeLevel((IWineD3DVolumeTexture *)dst_texture, i, &dst_volume);
4893 hr = IWineD3DDeviceImpl_UpdateVolume(iface, src_volume, dst_volume);
4894 IWineD3DVolume_Release(dst_volume);
4895 IWineD3DVolume_Release(src_volume);
4896 if (FAILED(hr))
4898 WARN("IWineD3DDeviceImpl_UpdateVolume failed, hr %#x.\n", hr);
4899 return hr;
4902 break;
4905 default:
4906 FIXME("Unsupported texture type %#x.\n", type);
4907 return WINED3DERR_INVALIDCALL;
4910 return WINED3D_OK;
4913 static HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
4914 IWineD3DSwapChain *swapChain;
4915 HRESULT hr;
4916 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
4917 if(hr == WINED3D_OK) {
4918 hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
4919 IWineD3DSwapChain_Release(swapChain);
4921 return hr;
4924 static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
4925 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4926 IWineD3DBaseTextureImpl *texture;
4927 DWORD i;
4929 TRACE("(%p) : %p\n", This, pNumPasses);
4931 for(i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
4932 if(This->stateBlock->samplerState[i][WINED3DSAMP_MINFILTER] == WINED3DTEXF_NONE) {
4933 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4934 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4936 if(This->stateBlock->samplerState[i][WINED3DSAMP_MAGFILTER] == WINED3DTEXF_NONE) {
4937 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4938 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4941 texture = (IWineD3DBaseTextureImpl *) This->stateBlock->textures[i];
4942 if (!texture || texture->resource.format_desc->Flags & WINED3DFMT_FLAG_FILTERING) continue;
4944 if(This->stateBlock->samplerState[i][WINED3DSAMP_MAGFILTER] != WINED3DTEXF_POINT) {
4945 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4946 return E_FAIL;
4948 if(This->stateBlock->samplerState[i][WINED3DSAMP_MINFILTER] != WINED3DTEXF_POINT) {
4949 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4950 return E_FAIL;
4952 if(This->stateBlock->samplerState[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_NONE &&
4953 This->stateBlock->samplerState[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_POINT /* sic! */) {
4954 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4955 return E_FAIL;
4959 /* return a sensible default */
4960 *pNumPasses = 1;
4962 TRACE("returning D3D_OK\n");
4963 return WINED3D_OK;
4966 static void dirtify_p8_texture_samplers(IWineD3DDeviceImpl *device)
4968 int i;
4970 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4972 IWineD3DBaseTextureImpl *texture = (IWineD3DBaseTextureImpl*)device->stateBlock->textures[i];
4973 if (texture && (texture->resource.format_desc->format == WINED3DFMT_P8_UINT
4974 || texture->resource.format_desc->format == WINED3DFMT_P8_UINT_A8_UNORM))
4976 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_SAMPLER(i));
4981 static HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
4982 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4983 int j;
4984 UINT NewSize;
4985 PALETTEENTRY **palettes;
4987 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
4989 if (PaletteNumber >= MAX_PALETTES) {
4990 ERR("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
4991 return WINED3DERR_INVALIDCALL;
4994 if (PaletteNumber >= This->NumberOfPalettes) {
4995 NewSize = This->NumberOfPalettes;
4996 do {
4997 NewSize *= 2;
4998 } while(PaletteNumber >= NewSize);
4999 palettes = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->palettes, sizeof(PALETTEENTRY*) * NewSize);
5000 if (!palettes) {
5001 ERR("Out of memory!\n");
5002 return E_OUTOFMEMORY;
5004 This->palettes = palettes;
5005 This->NumberOfPalettes = NewSize;
5008 if (!This->palettes[PaletteNumber]) {
5009 This->palettes[PaletteNumber] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
5010 if (!This->palettes[PaletteNumber]) {
5011 ERR("Out of memory!\n");
5012 return E_OUTOFMEMORY;
5016 for (j = 0; j < 256; ++j) {
5017 This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
5018 This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
5019 This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
5020 This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
5022 if (PaletteNumber == This->currentPalette) dirtify_p8_texture_samplers(This);
5023 TRACE("(%p) : returning\n", This);
5024 return WINED3D_OK;
5027 static HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
5028 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5029 int j;
5030 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5031 if (PaletteNumber >= This->NumberOfPalettes || !This->palettes[PaletteNumber]) {
5032 /* What happens in such situation isn't documented; Native seems to silently abort
5033 on such conditions. Return Invalid Call. */
5034 ERR("(%p) : (%u) Nonexistent palette. NumberOfPalettes %u\n", This, PaletteNumber, This->NumberOfPalettes);
5035 return WINED3DERR_INVALIDCALL;
5037 for (j = 0; j < 256; ++j) {
5038 pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
5039 pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
5040 pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
5041 pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
5043 TRACE("(%p) : returning\n", This);
5044 return WINED3D_OK;
5047 static HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
5048 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5049 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5050 /* Native appears to silently abort on attempt to make an uninitialized palette current and render.
5051 (tested with reference rasterizer). Return Invalid Call. */
5052 if (PaletteNumber >= This->NumberOfPalettes || !This->palettes[PaletteNumber]) {
5053 ERR("(%p) : (%u) Nonexistent palette. NumberOfPalettes %u\n", This, PaletteNumber, This->NumberOfPalettes);
5054 return WINED3DERR_INVALIDCALL;
5056 /*TODO: stateblocks */
5057 if (This->currentPalette != PaletteNumber) {
5058 This->currentPalette = PaletteNumber;
5059 dirtify_p8_texture_samplers(This);
5061 TRACE("(%p) : returning\n", This);
5062 return WINED3D_OK;
5065 static HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
5066 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5067 if (PaletteNumber == NULL) {
5068 WARN("(%p) : returning Invalid Call\n", This);
5069 return WINED3DERR_INVALIDCALL;
5071 /*TODO: stateblocks */
5072 *PaletteNumber = This->currentPalette;
5073 TRACE("(%p) : returning %u\n", This, *PaletteNumber);
5074 return WINED3D_OK;
5077 static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
5078 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5079 static BOOL warned;
5080 if (!warned)
5082 FIXME("(%p) : stub\n", This);
5083 warned = TRUE;
5086 This->softwareVertexProcessing = bSoftware;
5087 return WINED3D_OK;
5091 static BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
5092 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5093 static BOOL warned;
5094 if (!warned)
5096 FIXME("(%p) : stub\n", This);
5097 warned = TRUE;
5099 return This->softwareVertexProcessing;
5102 static HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface,
5103 UINT swapchain_idx, WINED3DRASTER_STATUS *raster_status)
5105 IWineD3DSwapChain *swapchain;
5106 HRESULT hr;
5108 TRACE("iface %p, swapchain_idx %u, raster_status %p.\n",
5109 iface, swapchain_idx, raster_status);
5111 hr = IWineD3DDeviceImpl_GetSwapChain(iface, swapchain_idx, &swapchain);
5112 if (FAILED(hr))
5114 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
5115 return hr;
5118 hr = IWineD3DSwapChain_GetRasterStatus(swapchain, raster_status);
5119 IWineD3DSwapChain_Release(swapchain);
5120 if (FAILED(hr))
5122 WARN("Failed to get raster status, hr %#x.\n", hr);
5123 return hr;
5126 return WINED3D_OK;
5129 static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments)
5131 static BOOL warned;
5132 if(nSegments != 0.0f) {
5133 if (!warned)
5135 FIXME("iface %p, nSegments %.8e stub!\n", iface, nSegments);
5136 warned = TRUE;
5139 return WINED3D_OK;
5142 static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface)
5144 static BOOL warned;
5145 if (!warned)
5147 FIXME("iface %p stub!\n", iface);
5148 warned = TRUE;
5150 return 0.0f;
5153 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
5154 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5155 const struct wined3d_format_desc *src_format;
5156 const struct wined3d_format_desc *dst_format;
5157 /** TODO: remove casts to IWineD3DSurfaceImpl
5158 * NOTE: move code to surface to accomplish this
5159 ****************************************/
5160 IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
5161 IWineD3DSurfaceImpl *dst_impl = (IWineD3DSurfaceImpl *)pDestinationSurface;
5162 int srcWidth, srcHeight;
5163 unsigned int srcSurfaceWidth, srcSurfaceHeight;
5164 int destLeft, destTop;
5165 WINED3DPOOL srcPool, destPool;
5166 GLenum dummy;
5167 DWORD sampler;
5168 int bpp;
5169 CONVERT_TYPES convert = NO_CONVERSION;
5170 struct wined3d_context *context;
5171 const unsigned char *data;
5173 WINED3DSURFACE_DESC winedesc;
5175 TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
5177 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
5178 srcSurfaceWidth = winedesc.width;
5179 srcSurfaceHeight = winedesc.height;
5180 srcPool = winedesc.pool;
5182 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5183 destPool = winedesc.pool;
5185 if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
5186 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
5187 return WINED3DERR_INVALIDCALL;
5190 src_format = pSrcSurface->resource.format_desc;
5191 dst_format = dst_impl->resource.format_desc;
5193 if (src_format->format != dst_format->format)
5195 WARN("Source and destination surfaces should have the same format.\n");
5196 return WINED3DERR_INVALIDCALL;
5199 /* This call loads the opengl surface directly, instead of copying the surface to the
5200 * destination's sysmem copy. If surface conversion is needed, use BltFast instead to
5201 * copy in sysmem and use regular surface loading.
5203 d3dfmt_get_conv(dst_impl, FALSE, TRUE, &dummy, &dummy, &dummy, &convert, &bpp, FALSE);
5204 if(convert != NO_CONVERSION) {
5205 return IWineD3DSurface_BltFast(pDestinationSurface,
5206 pDestPoint ? pDestPoint->x : 0,
5207 pDestPoint ? pDestPoint->y : 0,
5208 pSourceSurface, pSourceRect, 0);
5211 context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
5213 ENTER_GL();
5214 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
5215 checkGLcall("glActiveTextureARB");
5216 LEAVE_GL();
5218 /* Make sure the surface is loaded and up to date */
5219 surface_internal_preload(pDestinationSurface, SRGB_RGB);
5220 IWineD3DSurface_BindTexture(pDestinationSurface, FALSE);
5222 /* this needs to be done in lines if the sourceRect != the sourceWidth */
5223 srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
5224 srcHeight = pSourceRect ? pSourceRect->bottom - pSourceRect->top : srcSurfaceHeight;
5225 destLeft = pDestPoint ? pDestPoint->x : 0;
5226 destTop = pDestPoint ? pDestPoint->y : 0;
5228 data = IWineD3DSurface_GetData(pSourceSurface);
5229 if (!data) ERR("Source surface has no allocated memory, but should be a sysmem surface.\n");
5231 ENTER_GL();
5233 if (dst_format->Flags & WINED3DFMT_FLAG_COMPRESSED)
5235 UINT row_length = (srcWidth / src_format->block_width) * src_format->block_byte_count;
5236 UINT row_count = srcHeight / src_format->block_height;
5237 UINT src_pitch = IWineD3DSurface_GetPitch(pSourceSurface);
5239 if (pSourceRect)
5241 data += (pSourceRect->top / src_format->block_height) * src_pitch;
5242 data += (pSourceRect->left / src_format->block_width) * src_format->block_byte_count;
5245 TRACE("glCompressedTexSubImage2DARB, target %#x, level %d, x %d, y %d, w %d, h %d, "
5246 "format %#x, image_size %#x, data %p.\n", dst_impl->texture_target, dst_impl->texture_level,
5247 destLeft, destTop, srcWidth, srcHeight, dst_format->glFormat, row_count * row_length, data);
5249 if (row_length == src_pitch)
5251 GL_EXTCALL(glCompressedTexSubImage2DARB(dst_impl->texture_target, dst_impl->texture_level,
5252 destLeft, destTop, srcWidth, srcHeight, dst_format->glInternal, row_count * row_length, data));
5254 else
5256 UINT row, y;
5258 /* glCompressedTexSubImage2DARB() ignores pixel store state, so we
5259 * can't use the unpack row length like below. */
5260 for (row = 0, y = destTop; row < row_count; ++row)
5262 GL_EXTCALL(glCompressedTexSubImage2DARB(dst_impl->texture_target, dst_impl->texture_level,
5263 destLeft, y, srcWidth, src_format->block_height,
5264 dst_format->glInternal, row_length, data));
5265 y += src_format->block_height;
5266 data += src_pitch;
5269 checkGLcall("glCompressedTexSubImage2DARB");
5271 else
5273 if (pSourceRect)
5275 data += pSourceRect->top * srcSurfaceWidth * src_format->byte_count;
5276 data += pSourceRect->left * src_format->byte_count;
5279 TRACE("glTexSubImage2D, target %#x, level %d, x %d, y %d, w %d, h %d, format %#x, type %#x, data %p.\n",
5280 dst_impl->texture_target, dst_impl->texture_level, destLeft, destTop,
5281 srcWidth, srcHeight, dst_format->glFormat, dst_format->glType, data);
5283 glPixelStorei(GL_UNPACK_ROW_LENGTH, srcSurfaceWidth);
5284 glTexSubImage2D(dst_impl->texture_target, dst_impl->texture_level, destLeft, destTop,
5285 srcWidth, srcHeight, dst_format->glFormat, dst_format->glType, data);
5286 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
5287 checkGLcall("glTexSubImage2D");
5290 LEAVE_GL();
5291 context_release(context);
5293 IWineD3DSurface_ModifyLocation(pDestinationSurface, SFLAG_INTEXTURE, TRUE);
5294 sampler = This->rev_tex_unit_map[0];
5295 if (sampler != WINED3D_UNMAPPED_STAGE)
5297 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(sampler));
5300 return WINED3D_OK;
5303 static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
5304 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5305 struct WineD3DRectPatch *patch;
5306 GLenum old_primitive_type;
5307 unsigned int i;
5308 struct list *e;
5309 BOOL found;
5310 TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
5312 if(!(Handle || pRectPatchInfo)) {
5313 /* TODO: Write a test for the return value, thus the FIXME */
5314 FIXME("Both Handle and pRectPatchInfo are NULL\n");
5315 return WINED3DERR_INVALIDCALL;
5318 if(Handle) {
5319 i = PATCHMAP_HASHFUNC(Handle);
5320 found = FALSE;
5321 LIST_FOR_EACH(e, &This->patches[i]) {
5322 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
5323 if(patch->Handle == Handle) {
5324 found = TRUE;
5325 break;
5329 if(!found) {
5330 TRACE("Patch does not exist. Creating a new one\n");
5331 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
5332 patch->Handle = Handle;
5333 list_add_head(&This->patches[i], &patch->entry);
5334 } else {
5335 TRACE("Found existing patch %p\n", patch);
5337 } else {
5338 /* Since opengl does not load tesselated vertex attributes into numbered vertex
5339 * attributes we have to tesselate, read back, and draw. This needs a patch
5340 * management structure instance. Create one.
5342 * A possible improvement is to check if a vertex shader is used, and if not directly
5343 * draw the patch.
5345 FIXME("Drawing an uncached patch. This is slow\n");
5346 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
5349 if(pNumSegs[0] != patch->numSegs[0] || pNumSegs[1] != patch->numSegs[1] ||
5350 pNumSegs[2] != patch->numSegs[2] || pNumSegs[3] != patch->numSegs[3] ||
5351 (pRectPatchInfo && memcmp(pRectPatchInfo, &patch->RectPatchInfo, sizeof(*pRectPatchInfo)) != 0) ) {
5352 HRESULT hr;
5353 TRACE("Tesselation density or patch info changed, retesselating\n");
5355 if(pRectPatchInfo) {
5356 patch->RectPatchInfo = *pRectPatchInfo;
5358 patch->numSegs[0] = pNumSegs[0];
5359 patch->numSegs[1] = pNumSegs[1];
5360 patch->numSegs[2] = pNumSegs[2];
5361 patch->numSegs[3] = pNumSegs[3];
5363 hr = tesselate_rectpatch(This, patch);
5364 if(FAILED(hr)) {
5365 WARN("Patch tesselation failed\n");
5367 /* Do not release the handle to store the params of the patch */
5368 if(!Handle) {
5369 HeapFree(GetProcessHeap(), 0, patch);
5371 return hr;
5375 This->currentPatch = patch;
5376 old_primitive_type = This->stateBlock->gl_primitive_type;
5377 This->stateBlock->gl_primitive_type = GL_TRIANGLES;
5378 IWineD3DDevice_DrawPrimitiveStrided(iface, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
5379 This->stateBlock->gl_primitive_type = old_primitive_type;
5380 This->currentPatch = NULL;
5382 /* Destroy uncached patches */
5383 if(!Handle) {
5384 HeapFree(GetProcessHeap(), 0, patch->mem);
5385 HeapFree(GetProcessHeap(), 0, patch);
5387 return WINED3D_OK;
5390 static HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface,
5391 UINT handle, const float *segment_count, const WINED3DTRIPATCH_INFO *patch_info)
5393 FIXME("iface %p, handle %#x, segment_count %p, patch_info %p stub!\n",
5394 iface, handle, segment_count, patch_info);
5396 return WINED3D_OK;
5399 static HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
5400 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5401 int i;
5402 struct WineD3DRectPatch *patch;
5403 struct list *e;
5404 TRACE("(%p) Handle(%d)\n", This, Handle);
5406 i = PATCHMAP_HASHFUNC(Handle);
5407 LIST_FOR_EACH(e, &This->patches[i]) {
5408 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
5409 if(patch->Handle == Handle) {
5410 TRACE("Deleting patch %p\n", patch);
5411 list_remove(&patch->entry);
5412 HeapFree(GetProcessHeap(), 0, patch->mem);
5413 HeapFree(GetProcessHeap(), 0, patch);
5414 return WINED3D_OK;
5418 /* TODO: Write a test for the return value */
5419 FIXME("Attempt to destroy nonexistent patch\n");
5420 return WINED3DERR_INVALIDCALL;
5423 static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface,
5424 const WINED3DRECT *rect, const float color[4])
5426 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5427 struct wined3d_context *context;
5429 if (rect) IWineD3DSurface_LoadLocation(surface, SFLAG_INDRAWABLE, NULL);
5430 IWineD3DSurface_ModifyLocation(surface, SFLAG_INDRAWABLE, TRUE);
5432 if (!surface_is_offscreen(surface))
5434 TRACE("Surface %p is onscreen\n", surface);
5436 context = context_acquire(This, surface, CTXUSAGE_RESOURCELOAD);
5437 ENTER_GL();
5438 context_bind_fbo(context, GL_FRAMEBUFFER, NULL);
5439 context_set_draw_buffer(context, surface_get_gl_buffer(surface));
5441 else
5443 TRACE("Surface %p is offscreen\n", surface);
5445 context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
5446 ENTER_GL();
5447 context_bind_fbo(context, GL_FRAMEBUFFER, &context->dst_fbo);
5448 context_attach_surface_fbo(context, GL_FRAMEBUFFER, 0, surface);
5449 context_attach_depth_stencil_fbo(context, GL_FRAMEBUFFER, NULL, FALSE);
5452 if (rect) {
5453 glEnable(GL_SCISSOR_TEST);
5454 if(surface_is_offscreen(surface)) {
5455 glScissor(rect->x1, rect->y1, rect->x2 - rect->x1, rect->y2 - rect->y1);
5456 } else {
5457 glScissor(rect->x1, ((IWineD3DSurfaceImpl *)surface)->currentDesc.Height - rect->y2,
5458 rect->x2 - rect->x1, rect->y2 - rect->y1);
5460 checkGLcall("glScissor");
5461 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
5462 } else {
5463 glDisable(GL_SCISSOR_TEST);
5465 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
5467 glDisable(GL_BLEND);
5468 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ALPHABLENDENABLE));
5470 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
5471 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
5472 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
5473 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
5474 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
5476 glClearColor(color[0], color[1], color[2], color[3]);
5477 glClear(GL_COLOR_BUFFER_BIT);
5478 checkGLcall("glClear");
5480 LEAVE_GL();
5482 wglFlush(); /* Flush to ensure ordering across contexts. */
5484 context_release(context);
5487 static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface,
5488 IWineD3DSurface *pSurface, const WINED3DRECT *pRect, WINED3DCOLOR color)
5490 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *) pSurface;
5491 WINEDDBLTFX BltFx;
5493 TRACE("iface %p, surface %p, rect %p, color 0x%08x.\n", iface, pSurface, pRect, color);
5495 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM) {
5496 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
5497 return WINED3DERR_INVALIDCALL;
5500 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
5501 const float c[4] = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
5502 color_fill_fbo(iface, pSurface, pRect, c);
5503 return WINED3D_OK;
5504 } else {
5505 /* Just forward this to the DirectDraw blitting engine */
5506 memset(&BltFx, 0, sizeof(BltFx));
5507 BltFx.dwSize = sizeof(BltFx);
5508 BltFx.u5.dwFillColor = color_convert_argb_to_fmt(color, surface->resource.format_desc->format);
5509 return IWineD3DSurface_Blt(pSurface, (const RECT *)pRect, NULL, NULL,
5510 WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
5514 static void WINAPI IWineD3DDeviceImpl_ClearRendertargetView(IWineD3DDevice *iface,
5515 IWineD3DRendertargetView *rendertarget_view, const float color[4])
5517 IWineD3DResource *resource;
5518 IWineD3DSurface *surface;
5519 HRESULT hr;
5521 hr = IWineD3DRendertargetView_GetResource(rendertarget_view, &resource);
5522 if (FAILED(hr))
5524 ERR("Failed to get resource, hr %#x\n", hr);
5525 return;
5528 if (IWineD3DResource_GetType(resource) != WINED3DRTYPE_SURFACE)
5530 FIXME("Only supported on surface resources\n");
5531 IWineD3DResource_Release(resource);
5532 return;
5535 surface = (IWineD3DSurface *)resource;
5537 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
5539 color_fill_fbo(iface, surface, NULL, color);
5541 else
5543 WINEDDBLTFX BltFx;
5544 WINED3DCOLOR c;
5546 WARN("Converting to WINED3DCOLOR, this might give incorrect results\n");
5548 c = ((DWORD)(color[2] * 255.0f));
5549 c |= ((DWORD)(color[1] * 255.0f)) << 8;
5550 c |= ((DWORD)(color[0] * 255.0f)) << 16;
5551 c |= ((DWORD)(color[3] * 255.0f)) << 24;
5553 /* Just forward this to the DirectDraw blitting engine */
5554 memset(&BltFx, 0, sizeof(BltFx));
5555 BltFx.dwSize = sizeof(BltFx);
5556 BltFx.u5.dwFillColor = color_convert_argb_to_fmt(c, ((IWineD3DSurfaceImpl *)surface)->resource.format_desc->format);
5557 hr = IWineD3DSurface_Blt(surface, NULL, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_POINT);
5558 if (FAILED(hr))
5560 ERR("Blt failed, hr %#x\n", hr);
5564 IWineD3DResource_Release(resource);
5567 /* rendertarget and depth stencil functions */
5568 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
5569 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5571 if (RenderTargetIndex >= This->adapter->gl_info.limits.buffers)
5573 ERR("(%p) : Only %d render targets are supported.\n",
5574 This, This->adapter->gl_info.limits.buffers);
5575 return WINED3DERR_INVALIDCALL;
5578 *ppRenderTarget = This->render_targets[RenderTargetIndex];
5579 TRACE("(%p) : RenderTarget %d Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
5580 /* Note inc ref on returned surface */
5581 if(*ppRenderTarget != NULL)
5582 IWineD3DSurface_AddRef(*ppRenderTarget);
5583 return WINED3D_OK;
5586 static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *iface,
5587 IWineD3DSurface *front, IWineD3DSurface *back)
5589 IWineD3DSurfaceImpl *front_impl = (IWineD3DSurfaceImpl *)front;
5590 IWineD3DSurfaceImpl *back_impl = (IWineD3DSurfaceImpl *)back;
5591 IWineD3DSwapChainImpl *swapchain;
5592 HRESULT hr;
5594 TRACE("iface %p, front %p, back %p.\n", iface, front, back);
5596 if (FAILED(hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **)&swapchain)))
5598 ERR("Failed to get the swapchain, hr %#x.\n", hr);
5599 return hr;
5602 if (front_impl && !(front_impl->resource.usage & WINED3DUSAGE_RENDERTARGET))
5604 ERR("Trying to set a front buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage.\n");
5605 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
5606 return WINED3DERR_INVALIDCALL;
5609 if (back_impl)
5611 if (!(back_impl->resource.usage & WINED3DUSAGE_RENDERTARGET))
5613 ERR("Trying to set a back buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage.\n");
5614 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
5615 return WINED3DERR_INVALIDCALL;
5618 if (!swapchain->backBuffer)
5620 swapchain->backBuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*swapchain->backBuffer));
5621 if (!swapchain->backBuffer)
5623 ERR("Failed to allocate back buffer array memory.\n");
5624 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
5625 return E_OUTOFMEMORY;
5630 if (swapchain->frontBuffer != front)
5632 TRACE("Changing the front buffer from %p to %p.\n", swapchain->frontBuffer, front);
5634 if (swapchain->frontBuffer)
5636 IWineD3DSurface_SetContainer(swapchain->frontBuffer, NULL);
5637 ((IWineD3DSurfaceImpl *)swapchain->frontBuffer)->Flags &= ~SFLAG_SWAPCHAIN;
5639 swapchain->frontBuffer = front;
5641 if (front)
5643 IWineD3DSurface_SetContainer(front, (IWineD3DBase *)swapchain);
5644 front_impl->Flags |= SFLAG_SWAPCHAIN;
5648 if (swapchain->backBuffer[0] != back)
5650 TRACE("Changing the back buffer from %p to %p.\n", swapchain->backBuffer[0], back);
5652 if (swapchain->backBuffer[0])
5654 IWineD3DSurface_SetContainer(swapchain->backBuffer[0], NULL);
5655 ((IWineD3DSurfaceImpl *)swapchain->backBuffer[0])->Flags &= ~SFLAG_SWAPCHAIN;
5657 swapchain->backBuffer[0] = back;
5659 if (back)
5661 swapchain->presentParms.BackBufferWidth = back_impl->currentDesc.Width;
5662 swapchain->presentParms.BackBufferHeight = back_impl->currentDesc.Height;
5663 swapchain->presentParms.BackBufferFormat = back_impl->resource.format_desc->format;
5664 swapchain->presentParms.BackBufferCount = 1;
5666 IWineD3DSurface_SetContainer(back, (IWineD3DBase *)swapchain);
5667 back_impl->Flags |= SFLAG_SWAPCHAIN;
5669 else
5671 swapchain->presentParms.BackBufferCount = 0;
5672 HeapFree(GetProcessHeap(), 0, swapchain->backBuffer);
5673 swapchain->backBuffer = NULL;
5677 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
5678 return WINED3D_OK;
5681 static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
5682 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5683 *ppZStencilSurface = This->stencilBufferTarget;
5684 TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
5686 if(*ppZStencilSurface != NULL) {
5687 /* Note inc ref on returned surface */
5688 IWineD3DSurface_AddRef(*ppZStencilSurface);
5689 return WINED3D_OK;
5690 } else {
5691 return WINED3DERR_NOTFOUND;
5695 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
5696 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip)
5698 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5699 GLbitfield mask = GL_COLOR_BUFFER_BIT; /* TODO: Support blitting depth/stencil surfaces */
5700 const struct wined3d_gl_info *gl_info;
5701 struct wined3d_context *context;
5702 GLenum gl_filter;
5703 POINT offset = {0, 0};
5705 TRACE("(%p) : src_surface %p, src_rect %p, dst_surface %p, dst_rect %p, filter %s (0x%08x), flip %u\n",
5706 This, src_surface, src_rect, dst_surface, dst_rect, debug_d3dtexturefiltertype(filter), filter, flip);
5707 TRACE("src_rect [%u, %u]->[%u, %u]\n", src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2);
5708 TRACE("dst_rect [%u, %u]->[%u, %u]\n", dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2);
5710 switch (filter) {
5711 case WINED3DTEXF_LINEAR:
5712 gl_filter = GL_LINEAR;
5713 break;
5715 default:
5716 FIXME("Unsupported filter mode %s (0x%08x)\n", debug_d3dtexturefiltertype(filter), filter);
5717 case WINED3DTEXF_NONE:
5718 case WINED3DTEXF_POINT:
5719 gl_filter = GL_NEAREST;
5720 break;
5723 /* Make sure the drawables are up-to-date. Note that loading the
5724 * destination surface isn't strictly required if we overwrite the
5725 * entire surface. */
5726 IWineD3DSurface_LoadLocation(src_surface, SFLAG_INDRAWABLE, NULL);
5727 IWineD3DSurface_LoadLocation(dst_surface, SFLAG_INDRAWABLE, NULL);
5729 if (!surface_is_offscreen(src_surface)) context = context_acquire(This, src_surface, CTXUSAGE_RESOURCELOAD);
5730 else if (!surface_is_offscreen(dst_surface)) context = context_acquire(This, dst_surface, CTXUSAGE_RESOURCELOAD);
5731 else context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
5733 if (!context->valid)
5735 context_release(context);
5736 WARN("Invalid context, skipping blit.\n");
5737 return;
5740 gl_info = context->gl_info;
5742 if (!surface_is_offscreen(src_surface))
5744 GLenum buffer = surface_get_gl_buffer(src_surface);
5746 TRACE("Source surface %p is onscreen\n", src_surface);
5748 if(buffer == GL_FRONT) {
5749 RECT windowsize;
5750 UINT h;
5751 ClientToScreen(context->win_handle, &offset);
5752 GetClientRect(context->win_handle, &windowsize);
5753 h = windowsize.bottom - windowsize.top;
5754 src_rect->x1 -= offset.x; src_rect->x2 -=offset.x;
5755 src_rect->y1 = offset.y + h - src_rect->y1;
5756 src_rect->y2 = offset.y + h - src_rect->y2;
5757 } else {
5758 src_rect->y1 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y1;
5759 src_rect->y2 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y2;
5762 ENTER_GL();
5763 context_bind_fbo(context, GL_READ_FRAMEBUFFER, NULL);
5764 glReadBuffer(buffer);
5765 checkGLcall("glReadBuffer()");
5766 } else {
5767 TRACE("Source surface %p is offscreen\n", src_surface);
5768 ENTER_GL();
5769 context_bind_fbo(context, GL_READ_FRAMEBUFFER, &context->src_fbo);
5770 context_attach_surface_fbo(context, GL_READ_FRAMEBUFFER, 0, src_surface);
5771 glReadBuffer(GL_COLOR_ATTACHMENT0);
5772 checkGLcall("glReadBuffer()");
5773 context_attach_depth_stencil_fbo(context, GL_READ_FRAMEBUFFER, NULL, FALSE);
5775 LEAVE_GL();
5777 /* Attach dst surface to dst fbo */
5778 if (!surface_is_offscreen(dst_surface))
5780 GLenum buffer = surface_get_gl_buffer(dst_surface);
5782 TRACE("Destination surface %p is onscreen\n", dst_surface);
5784 if(buffer == GL_FRONT) {
5785 RECT windowsize;
5786 UINT h;
5787 ClientToScreen(context->win_handle, &offset);
5788 GetClientRect(context->win_handle, &windowsize);
5789 h = windowsize.bottom - windowsize.top;
5790 dst_rect->x1 -= offset.x; dst_rect->x2 -=offset.x;
5791 dst_rect->y1 = offset.y + h - dst_rect->y1;
5792 dst_rect->y2 = offset.y + h - dst_rect->y2;
5793 } else {
5794 /* Screen coords = window coords, surface height = window height */
5795 dst_rect->y1 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y1;
5796 dst_rect->y2 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y2;
5799 ENTER_GL();
5800 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, NULL);
5801 context_set_draw_buffer(context, buffer);
5803 else
5805 TRACE("Destination surface %p is offscreen\n", dst_surface);
5807 ENTER_GL();
5808 context_bind_fbo(context, GL_DRAW_FRAMEBUFFER, &context->dst_fbo);
5809 context_attach_surface_fbo(context, GL_DRAW_FRAMEBUFFER, 0, dst_surface);
5810 context_set_draw_buffer(context, GL_COLOR_ATTACHMENT0);
5811 context_attach_depth_stencil_fbo(context, GL_DRAW_FRAMEBUFFER, NULL, FALSE);
5813 glDisable(GL_SCISSOR_TEST);
5814 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
5816 if (flip) {
5817 gl_info->fbo_ops.glBlitFramebuffer(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
5818 dst_rect->x1, dst_rect->y2, dst_rect->x2, dst_rect->y1, mask, gl_filter);
5819 checkGLcall("glBlitFramebuffer()");
5820 } else {
5821 gl_info->fbo_ops.glBlitFramebuffer(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
5822 dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2, mask, gl_filter);
5823 checkGLcall("glBlitFramebuffer()");
5826 LEAVE_GL();
5828 wglFlush(); /* Flush to ensure ordering across contexts. */
5830 context_release(context);
5832 IWineD3DSurface_ModifyLocation(dst_surface, SFLAG_INDRAWABLE, TRUE);
5835 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget,
5836 BOOL set_viewport) {
5837 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5839 TRACE("(%p) : Setting rendertarget %d to %p\n", This, RenderTargetIndex, pRenderTarget);
5841 if (RenderTargetIndex >= This->adapter->gl_info.limits.buffers)
5843 WARN("(%p) : Unsupported target %u set, returning WINED3DERR_INVALIDCALL(only %u supported)\n",
5844 This, RenderTargetIndex, This->adapter->gl_info.limits.buffers);
5845 return WINED3DERR_INVALIDCALL;
5848 /* MSDN says that null disables the render target
5849 but a device must always be associated with a render target
5850 nope MSDN says that we return invalid call to a null rendertarget with an index of 0
5852 if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
5853 FIXME("Trying to set render target 0 to NULL\n");
5854 return WINED3DERR_INVALIDCALL;
5856 if (pRenderTarget && !(((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
5857 FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of WINED3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
5858 return WINED3DERR_INVALIDCALL;
5861 /* If we are trying to set what we already have, don't bother */
5862 if (pRenderTarget == This->render_targets[RenderTargetIndex]) {
5863 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5864 return WINED3D_OK;
5866 if(pRenderTarget) IWineD3DSurface_AddRef(pRenderTarget);
5867 if(This->render_targets[RenderTargetIndex]) IWineD3DSurface_Release(This->render_targets[RenderTargetIndex]);
5868 This->render_targets[RenderTargetIndex] = pRenderTarget;
5870 /* Render target 0 is special */
5871 if(RenderTargetIndex == 0 && set_viewport) {
5872 /* Finally, reset the viewport and scissor rect as the MSDN states.
5873 * Tests show that stateblock recording is ignored, the change goes
5874 * directly into the primary stateblock.
5876 This->stateBlock->viewport.Height = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height;
5877 This->stateBlock->viewport.Width = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Width;
5878 This->stateBlock->viewport.X = 0;
5879 This->stateBlock->viewport.Y = 0;
5880 This->stateBlock->viewport.MaxZ = 1.0f;
5881 This->stateBlock->viewport.MinZ = 0.0f;
5882 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
5884 This->stateBlock->scissorRect.top = 0;
5885 This->stateBlock->scissorRect.left = 0;
5886 This->stateBlock->scissorRect.right = This->stateBlock->viewport.Width;
5887 This->stateBlock->scissorRect.bottom = This->stateBlock->viewport.Height;
5888 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
5890 return WINED3D_OK;
5893 static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
5894 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5895 HRESULT hr = WINED3D_OK;
5896 IWineD3DSurface *tmp;
5898 TRACE("(%p) Swapping z-buffer. Old = %p, new = %p\n",This, This->stencilBufferTarget, pNewZStencil);
5900 if (pNewZStencil == This->stencilBufferTarget) {
5901 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5902 } else {
5903 /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incur an extra memory overhead
5904 * depending on the renter target implementation being used.
5905 * A shared context implementation will share all buffers between all rendertargets (including swapchains),
5906 * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
5907 * stencil buffer and incur an extra memory overhead
5908 ******************************************************/
5910 if (This->stencilBufferTarget) {
5911 if (((IWineD3DSwapChainImpl *)This->swapchains[0])->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
5912 || ((IWineD3DSurfaceImpl *)This->stencilBufferTarget)->Flags & SFLAG_DISCARD) {
5913 surface_modify_ds_location(This->stencilBufferTarget, SFLAG_DS_DISCARDED);
5914 } else {
5915 struct wined3d_context *context = context_acquire(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
5916 surface_load_ds_location(This->stencilBufferTarget, context, SFLAG_DS_OFFSCREEN);
5917 surface_modify_ds_location(This->stencilBufferTarget, SFLAG_DS_OFFSCREEN);
5918 context_release(context);
5922 tmp = This->stencilBufferTarget;
5923 This->stencilBufferTarget = pNewZStencil;
5924 /* should we be calling the parent or the wined3d surface? */
5925 if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
5926 if (NULL != tmp) IWineD3DSurface_Release(tmp);
5927 hr = WINED3D_OK;
5929 if((!tmp && pNewZStencil) || (!pNewZStencil && tmp)) {
5930 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
5931 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZENABLE));
5932 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILENABLE));
5933 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
5937 return hr;
5940 static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
5941 UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
5942 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5943 /* TODO: the use of Impl is deprecated. */
5944 IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
5945 WINED3DLOCKED_RECT lockedRect;
5947 TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
5949 /* some basic validation checks */
5950 if(This->cursorTexture) {
5951 struct wined3d_context *context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
5952 ENTER_GL();
5953 glDeleteTextures(1, &This->cursorTexture);
5954 LEAVE_GL();
5955 context_release(context);
5956 This->cursorTexture = 0;
5959 if ( (pSur->currentDesc.Width == 32) && (pSur->currentDesc.Height == 32) )
5960 This->haveHardwareCursor = TRUE;
5961 else
5962 This->haveHardwareCursor = FALSE;
5964 if(pCursorBitmap) {
5965 WINED3DLOCKED_RECT rect;
5967 /* MSDN: Cursor must be A8R8G8B8 */
5968 if (pSur->resource.format_desc->format != WINED3DFMT_B8G8R8A8_UNORM)
5970 ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
5971 return WINED3DERR_INVALIDCALL;
5974 /* MSDN: Cursor must be smaller than the display mode */
5975 if(pSur->currentDesc.Width > This->ddraw_width ||
5976 pSur->currentDesc.Height > This->ddraw_height) {
5977 ERR("(%p) : Surface(%p) is %dx%d pixels, but screen res is %dx%d\n", This, pSur, pSur->currentDesc.Width, pSur->currentDesc.Height, This->ddraw_width, This->ddraw_height);
5978 return WINED3DERR_INVALIDCALL;
5981 if (!This->haveHardwareCursor) {
5982 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5984 /* Do not store the surface's pointer because the application may
5985 * release it after setting the cursor image. Windows doesn't
5986 * addref the set surface, so we can't do this either without
5987 * creating circular refcount dependencies. Copy out the gl texture
5988 * instead.
5990 This->cursorWidth = pSur->currentDesc.Width;
5991 This->cursorHeight = pSur->currentDesc.Height;
5992 if (SUCCEEDED(IWineD3DSurface_LockRect(pCursorBitmap, &rect, NULL, WINED3DLOCK_READONLY)))
5994 const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
5995 const struct wined3d_format_desc *format_desc = getFormatDescEntry(WINED3DFMT_B8G8R8A8_UNORM, gl_info);
5996 struct wined3d_context *context;
5997 char *mem, *bits = rect.pBits;
5998 GLint intfmt = format_desc->glInternal;
5999 GLint format = format_desc->glFormat;
6000 GLint type = format_desc->glType;
6001 INT height = This->cursorHeight;
6002 INT width = This->cursorWidth;
6003 INT bpp = format_desc->byte_count;
6004 DWORD sampler;
6005 INT i;
6007 /* Reformat the texture memory (pitch and width can be
6008 * different) */
6009 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
6010 for(i = 0; i < height; i++)
6011 memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
6012 IWineD3DSurface_UnlockRect(pCursorBitmap);
6014 context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
6016 ENTER_GL();
6018 if (gl_info->supported[APPLE_CLIENT_STORAGE])
6020 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
6021 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
6024 /* Make sure that a proper texture unit is selected */
6025 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
6026 checkGLcall("glActiveTextureARB");
6027 sampler = This->rev_tex_unit_map[0];
6028 if (sampler != WINED3D_UNMAPPED_STAGE)
6030 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(sampler));
6032 /* Create a new cursor texture */
6033 glGenTextures(1, &This->cursorTexture);
6034 checkGLcall("glGenTextures");
6035 glBindTexture(GL_TEXTURE_2D, This->cursorTexture);
6036 checkGLcall("glBindTexture");
6037 /* Copy the bitmap memory into the cursor texture */
6038 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, format, type, mem);
6039 HeapFree(GetProcessHeap(), 0, mem);
6040 checkGLcall("glTexImage2D");
6042 if (gl_info->supported[APPLE_CLIENT_STORAGE])
6044 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
6045 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
6048 LEAVE_GL();
6050 context_release(context);
6052 else
6054 FIXME("A cursor texture was not returned.\n");
6055 This->cursorTexture = 0;
6058 else
6060 /* Draw a hardware cursor */
6061 ICONINFO cursorInfo;
6062 HCURSOR cursor;
6063 /* Create and clear maskBits because it is not needed for
6064 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
6065 * chunks. */
6066 DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
6067 (pSur->currentDesc.Width * pSur->currentDesc.Height / 8));
6068 IWineD3DSurface_LockRect(pCursorBitmap, &lockedRect, NULL,
6069 WINED3DLOCK_NO_DIRTY_UPDATE |
6070 WINED3DLOCK_READONLY
6072 TRACE("width: %i height: %i\n", pSur->currentDesc.Width,
6073 pSur->currentDesc.Height);
6075 cursorInfo.fIcon = FALSE;
6076 cursorInfo.xHotspot = XHotSpot;
6077 cursorInfo.yHotspot = YHotSpot;
6078 cursorInfo.hbmMask = CreateBitmap(pSur->currentDesc.Width, pSur->currentDesc.Height,
6079 1, 1, maskBits);
6080 cursorInfo.hbmColor = CreateBitmap(pSur->currentDesc.Width, pSur->currentDesc.Height,
6081 1, 32, lockedRect.pBits);
6082 IWineD3DSurface_UnlockRect(pCursorBitmap);
6083 /* Create our cursor and clean up. */
6084 cursor = CreateIconIndirect(&cursorInfo);
6085 SetCursor(cursor);
6086 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
6087 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
6088 if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
6089 This->hardwareCursor = cursor;
6090 HeapFree(GetProcessHeap(), 0, maskBits);
6094 This->xHotSpot = XHotSpot;
6095 This->yHotSpot = YHotSpot;
6096 return WINED3D_OK;
6099 static void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
6100 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6101 TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
6103 This->xScreenSpace = XScreenSpace;
6104 This->yScreenSpace = YScreenSpace;
6106 return;
6110 static BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
6111 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6112 BOOL oldVisible = This->bCursorVisible;
6113 POINT pt;
6115 TRACE("(%p) : visible(%d)\n", This, bShow);
6118 * When ShowCursor is first called it should make the cursor appear at the OS's last
6119 * known cursor position. Because of this, some applications just repetitively call
6120 * ShowCursor in order to update the cursor's position. This behavior is undocumented.
6122 GetCursorPos(&pt);
6123 This->xScreenSpace = pt.x;
6124 This->yScreenSpace = pt.y;
6126 if (This->haveHardwareCursor) {
6127 This->bCursorVisible = bShow;
6128 if (bShow)
6129 SetCursor(This->hardwareCursor);
6130 else
6131 SetCursor(NULL);
6133 else
6135 if (This->cursorTexture)
6136 This->bCursorVisible = bShow;
6139 return oldVisible;
6142 static HRESULT WINAPI evict_managed_resource(IWineD3DResource *resource, void *data) {
6143 TRACE("checking resource %p for eviction\n", resource);
6144 if(((IWineD3DResourceImpl *) resource)->resource.pool == WINED3DPOOL_MANAGED) {
6145 TRACE("Evicting %p\n", resource);
6146 IWineD3DResource_UnLoad(resource);
6148 IWineD3DResource_Release(resource);
6149 return S_OK;
6152 static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice *iface)
6154 TRACE("iface %p.\n", iface);
6156 IWineD3DDevice_EnumResources(iface, evict_managed_resource, NULL);
6157 return WINED3D_OK;
6160 static HRESULT updateSurfaceDesc(IWineD3DSurfaceImpl *surface, const WINED3DPRESENT_PARAMETERS* pPresentationParameters)
6162 IWineD3DDeviceImpl *device = surface->resource.device;
6163 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6165 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
6166 if(surface->Flags & SFLAG_DIBSECTION) {
6167 /* Release the DC */
6168 SelectObject(surface->hDC, surface->dib.holdbitmap);
6169 DeleteDC(surface->hDC);
6170 /* Release the DIB section */
6171 DeleteObject(surface->dib.DIBsection);
6172 surface->dib.bitmap_data = NULL;
6173 surface->resource.allocatedMemory = NULL;
6174 surface->Flags &= ~SFLAG_DIBSECTION;
6176 surface->currentDesc.Width = pPresentationParameters->BackBufferWidth;
6177 surface->currentDesc.Height = pPresentationParameters->BackBufferHeight;
6178 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[ARB_TEXTURE_RECTANGLE]
6179 || gl_info->supported[WINE_NORMALIZED_TEXRECT])
6181 surface->pow2Width = pPresentationParameters->BackBufferWidth;
6182 surface->pow2Height = pPresentationParameters->BackBufferHeight;
6183 } else {
6184 surface->pow2Width = surface->pow2Height = 1;
6185 while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
6186 while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
6188 surface->glRect.left = 0;
6189 surface->glRect.top = 0;
6190 surface->glRect.right = surface->pow2Width;
6191 surface->glRect.bottom = surface->pow2Height;
6193 if (surface->texture_name)
6195 struct wined3d_context *context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
6196 ENTER_GL();
6197 glDeleteTextures(1, &surface->texture_name);
6198 LEAVE_GL();
6199 context_release(context);
6200 surface->texture_name = 0;
6201 surface->Flags &= ~SFLAG_CLIENT;
6203 if(surface->pow2Width != pPresentationParameters->BackBufferWidth ||
6204 surface->pow2Height != pPresentationParameters->BackBufferHeight) {
6205 surface->Flags |= SFLAG_NONPOW2;
6206 } else {
6207 surface->Flags &= ~SFLAG_NONPOW2;
6209 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
6210 surface->resource.allocatedMemory = NULL;
6211 surface->resource.heapMemory = NULL;
6212 surface->resource.size = IWineD3DSurface_GetPitch((IWineD3DSurface *) surface) * surface->pow2Width;
6214 /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
6215 * to a FBO */
6216 if(!surface_init_sysmem((IWineD3DSurface *) surface))
6218 return E_OUTOFMEMORY;
6220 return WINED3D_OK;
6223 static HRESULT WINAPI reset_unload_resources(IWineD3DResource *resource, void *data) {
6224 TRACE("Unloading resource %p\n", resource);
6225 IWineD3DResource_UnLoad(resource);
6226 IWineD3DResource_Release(resource);
6227 return S_OK;
6230 static BOOL is_display_mode_supported(IWineD3DDeviceImpl *This, const WINED3DPRESENT_PARAMETERS *pp)
6232 UINT i, count;
6233 WINED3DDISPLAYMODE m;
6234 HRESULT hr;
6236 /* All Windowed modes are supported, as is leaving the current mode */
6237 if(pp->Windowed) return TRUE;
6238 if(!pp->BackBufferWidth) return TRUE;
6239 if(!pp->BackBufferHeight) return TRUE;
6241 count = IWineD3D_GetAdapterModeCount(This->wined3d, This->adapter->ordinal, WINED3DFMT_UNKNOWN);
6242 for(i = 0; i < count; i++) {
6243 memset(&m, 0, sizeof(m));
6244 hr = IWineD3D_EnumAdapterModes(This->wined3d, This->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
6245 if(FAILED(hr)) {
6246 ERR("EnumAdapterModes failed\n");
6248 if(m.Width == pp->BackBufferWidth && m.Height == pp->BackBufferHeight) {
6249 /* Mode found, it is supported */
6250 return TRUE;
6253 /* Mode not found -> not supported */
6254 return FALSE;
6257 void delete_opengl_contexts(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain_iface) {
6258 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6259 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) swapchain_iface;
6260 const struct wined3d_gl_info *gl_info;
6261 struct wined3d_context *context;
6262 IWineD3DBaseShaderImpl *shader;
6264 context = context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
6265 gl_info = context->gl_info;
6267 IWineD3DDevice_EnumResources(iface, reset_unload_resources, NULL);
6268 LIST_FOR_EACH_ENTRY(shader, &This->shaders, IWineD3DBaseShaderImpl, baseShader.shader_list_entry) {
6269 This->shader_backend->shader_destroy((IWineD3DBaseShader *) shader);
6272 ENTER_GL();
6273 if(This->depth_blt_texture) {
6274 glDeleteTextures(1, &This->depth_blt_texture);
6275 This->depth_blt_texture = 0;
6277 if (This->depth_blt_rb) {
6278 gl_info->fbo_ops.glDeleteRenderbuffers(1, &This->depth_blt_rb);
6279 This->depth_blt_rb = 0;
6280 This->depth_blt_rb_w = 0;
6281 This->depth_blt_rb_h = 0;
6283 LEAVE_GL();
6285 This->blitter->free_private(iface);
6286 This->frag_pipe->free_private(iface);
6287 This->shader_backend->shader_free_private(iface);
6288 destroy_dummy_textures(This, gl_info);
6290 context_release(context);
6292 while (This->numContexts)
6294 context_destroy(This, This->contexts[0]);
6296 HeapFree(GetProcessHeap(), 0, swapchain->context);
6297 swapchain->context = NULL;
6298 swapchain->num_contexts = 0;
6301 HRESULT create_primary_opengl_context(IWineD3DDevice *iface, IWineD3DSwapChain *swapchain_iface) {
6302 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6303 IWineD3DSwapChainImpl *swapchain = (IWineD3DSwapChainImpl *) swapchain_iface;
6304 struct wined3d_context *context;
6305 HRESULT hr;
6306 IWineD3DSurfaceImpl *target;
6308 /* Recreate the primary swapchain's context */
6309 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
6310 if (!swapchain->context)
6312 ERR("Failed to allocate memory for swapchain context array.\n");
6313 return E_OUTOFMEMORY;
6316 target = (IWineD3DSurfaceImpl *)(swapchain->backBuffer ? swapchain->backBuffer[0] : swapchain->frontBuffer);
6317 if (!(context = context_create(swapchain, target)))
6319 WARN("Failed to create context.\n");
6320 HeapFree(GetProcessHeap(), 0, swapchain->context);
6321 return E_FAIL;
6324 swapchain->context[0] = context;
6325 swapchain->num_contexts = 1;
6326 create_dummy_textures(This);
6327 context_release(context);
6329 hr = This->shader_backend->shader_alloc_private(iface);
6330 if (FAILED(hr))
6332 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
6333 goto err;
6336 hr = This->frag_pipe->alloc_private(iface);
6337 if (FAILED(hr))
6339 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
6340 This->shader_backend->shader_free_private(iface);
6341 goto err;
6344 hr = This->blitter->alloc_private(iface);
6345 if (FAILED(hr))
6347 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
6348 This->frag_pipe->free_private(iface);
6349 This->shader_backend->shader_free_private(iface);
6350 goto err;
6353 return WINED3D_OK;
6355 err:
6356 context_acquire(This, NULL, CTXUSAGE_RESOURCELOAD);
6357 destroy_dummy_textures(This, context->gl_info);
6358 context_release(context);
6359 context_destroy(This, context);
6360 HeapFree(GetProcessHeap(), 0, swapchain->context);
6361 swapchain->num_contexts = 0;
6362 return hr;
6365 static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
6366 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6367 IWineD3DSwapChainImpl *swapchain;
6368 HRESULT hr;
6369 BOOL DisplayModeChanged = FALSE;
6370 WINED3DDISPLAYMODE mode;
6371 TRACE("(%p)\n", This);
6373 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &swapchain);
6374 if(FAILED(hr)) {
6375 ERR("Failed to get the first implicit swapchain\n");
6376 return hr;
6379 if(!is_display_mode_supported(This, pPresentationParameters)) {
6380 WARN("Rejecting Reset() call because the requested display mode is not supported\n");
6381 WARN("Requested mode: %d, %d\n", pPresentationParameters->BackBufferWidth,
6382 pPresentationParameters->BackBufferHeight);
6383 IWineD3DSwapChain_Release((IWineD3DSwapChain *)swapchain);
6384 return WINED3DERR_INVALIDCALL;
6387 /* Is it necessary to recreate the gl context? Actually every setting can be changed
6388 * on an existing gl context, so there's no real need for recreation.
6390 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
6392 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
6394 TRACE("New params:\n");
6395 TRACE("BackBufferWidth = %d\n", pPresentationParameters->BackBufferWidth);
6396 TRACE("BackBufferHeight = %d\n", pPresentationParameters->BackBufferHeight);
6397 TRACE("BackBufferFormat = %s\n", debug_d3dformat(pPresentationParameters->BackBufferFormat));
6398 TRACE("BackBufferCount = %d\n", pPresentationParameters->BackBufferCount);
6399 TRACE("MultiSampleType = %d\n", pPresentationParameters->MultiSampleType);
6400 TRACE("MultiSampleQuality = %d\n", pPresentationParameters->MultiSampleQuality);
6401 TRACE("SwapEffect = %d\n", pPresentationParameters->SwapEffect);
6402 TRACE("hDeviceWindow = %p\n", pPresentationParameters->hDeviceWindow);
6403 TRACE("Windowed = %s\n", pPresentationParameters->Windowed ? "true" : "false");
6404 TRACE("EnableAutoDepthStencil = %s\n", pPresentationParameters->EnableAutoDepthStencil ? "true" : "false");
6405 TRACE("Flags = %08x\n", pPresentationParameters->Flags);
6406 TRACE("FullScreen_RefreshRateInHz = %d\n", pPresentationParameters->FullScreen_RefreshRateInHz);
6407 TRACE("PresentationInterval = %d\n", pPresentationParameters->PresentationInterval);
6409 /* No special treatment of these parameters. Just store them */
6410 swapchain->presentParms.SwapEffect = pPresentationParameters->SwapEffect;
6411 swapchain->presentParms.Flags = pPresentationParameters->Flags;
6412 swapchain->presentParms.PresentationInterval = pPresentationParameters->PresentationInterval;
6413 swapchain->presentParms.FullScreen_RefreshRateInHz = pPresentationParameters->FullScreen_RefreshRateInHz;
6415 /* What to do about these? */
6416 if(pPresentationParameters->BackBufferCount != 0 &&
6417 pPresentationParameters->BackBufferCount != swapchain->presentParms.BackBufferCount) {
6418 ERR("Cannot change the back buffer count yet\n");
6420 if(pPresentationParameters->BackBufferFormat != WINED3DFMT_UNKNOWN &&
6421 pPresentationParameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat) {
6422 ERR("Cannot change the back buffer format yet\n");
6424 if(pPresentationParameters->hDeviceWindow != NULL &&
6425 pPresentationParameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow) {
6426 ERR("Cannot change the device window yet\n");
6428 if (pPresentationParameters->EnableAutoDepthStencil && !This->auto_depth_stencil_buffer) {
6429 HRESULT hrc;
6431 TRACE("Creating the depth stencil buffer\n");
6433 hrc = IWineD3DDeviceParent_CreateDepthStencilSurface(This->device_parent,
6434 This->parent,
6435 pPresentationParameters->BackBufferWidth,
6436 pPresentationParameters->BackBufferHeight,
6437 pPresentationParameters->AutoDepthStencilFormat,
6438 pPresentationParameters->MultiSampleType,
6439 pPresentationParameters->MultiSampleQuality,
6440 FALSE,
6441 &This->auto_depth_stencil_buffer);
6443 if (FAILED(hrc)) {
6444 ERR("Failed to create the depth stencil buffer\n");
6445 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
6446 return WINED3DERR_INVALIDCALL;
6450 /* Reset the depth stencil */
6451 if (pPresentationParameters->EnableAutoDepthStencil)
6452 IWineD3DDevice_SetDepthStencilSurface(iface, This->auto_depth_stencil_buffer);
6453 else
6454 IWineD3DDevice_SetDepthStencilSurface(iface, NULL);
6456 TRACE("Resetting stateblock\n");
6457 IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock);
6458 IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->stateBlock);
6460 delete_opengl_contexts(iface, (IWineD3DSwapChain *) swapchain);
6462 if(pPresentationParameters->Windowed) {
6463 mode.Width = swapchain->orig_width;
6464 mode.Height = swapchain->orig_height;
6465 mode.RefreshRate = 0;
6466 mode.Format = swapchain->presentParms.BackBufferFormat;
6467 } else {
6468 mode.Width = pPresentationParameters->BackBufferWidth;
6469 mode.Height = pPresentationParameters->BackBufferHeight;
6470 mode.RefreshRate = pPresentationParameters->FullScreen_RefreshRateInHz;
6471 mode.Format = swapchain->presentParms.BackBufferFormat;
6474 /* Should Width == 800 && Height == 0 set 800x600? */
6475 if(pPresentationParameters->BackBufferWidth != 0 && pPresentationParameters->BackBufferHeight != 0 &&
6476 (pPresentationParameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth ||
6477 pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
6479 UINT i;
6481 if(!pPresentationParameters->Windowed) {
6482 DisplayModeChanged = TRUE;
6484 swapchain->presentParms.BackBufferWidth = pPresentationParameters->BackBufferWidth;
6485 swapchain->presentParms.BackBufferHeight = pPresentationParameters->BackBufferHeight;
6487 hr = updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->frontBuffer, pPresentationParameters);
6488 if(FAILED(hr))
6490 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
6491 return hr;
6494 for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
6495 hr = updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->backBuffer[i], pPresentationParameters);
6496 if(FAILED(hr))
6498 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
6499 return hr;
6502 if(This->auto_depth_stencil_buffer) {
6503 hr = updateSurfaceDesc((IWineD3DSurfaceImpl *)This->auto_depth_stencil_buffer, pPresentationParameters);
6504 if(FAILED(hr))
6506 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
6507 return hr;
6512 if (!pPresentationParameters->Windowed != !swapchain->presentParms.Windowed
6513 || DisplayModeChanged)
6515 IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
6517 if (!pPresentationParameters->Windowed)
6519 if(swapchain->presentParms.Windowed) {
6520 /* switch from windowed to fs */
6521 swapchain_setup_fullscreen_window(swapchain, pPresentationParameters->BackBufferWidth,
6522 pPresentationParameters->BackBufferHeight);
6523 } else {
6524 /* Fullscreen -> fullscreen mode change */
6525 MoveWindow(swapchain->device_window, 0, 0,
6526 pPresentationParameters->BackBufferWidth, pPresentationParameters->BackBufferHeight,
6527 TRUE);
6530 else if (!swapchain->presentParms.Windowed)
6532 /* Fullscreen -> windowed switch */
6533 swapchain_restore_fullscreen_window(swapchain);
6535 swapchain->presentParms.Windowed = pPresentationParameters->Windowed;
6536 } else if(!pPresentationParameters->Windowed) {
6537 DWORD style = This->style, exStyle = This->exStyle;
6538 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
6539 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
6540 * Reset to clear up their mess. Guild Wars also loses the device during that.
6542 This->style = 0;
6543 This->exStyle = 0;
6544 swapchain_setup_fullscreen_window(swapchain, pPresentationParameters->BackBufferWidth,
6545 pPresentationParameters->BackBufferHeight);
6546 This->style = style;
6547 This->exStyle = exStyle;
6550 /* Note: No parent needed for initial internal stateblock */
6551 hr = IWineD3DDevice_CreateStateBlock(iface, WINED3DSBT_INIT, (IWineD3DStateBlock **)&This->stateBlock, NULL);
6552 if (FAILED(hr)) ERR("Resetting the stateblock failed with error 0x%08x\n", hr);
6553 else TRACE("Created stateblock %p\n", This->stateBlock);
6554 This->updateStateBlock = This->stateBlock;
6555 IWineD3DStateBlock_AddRef((IWineD3DStateBlock *)This->updateStateBlock);
6557 hr = IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *) This->stateBlock);
6558 if(FAILED(hr)) {
6559 ERR("Resetting the stateblock failed with error 0x%08x\n", hr);
6562 if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
6564 RECT client_rect;
6565 GetClientRect(swapchain->win_handle, &client_rect);
6567 if(!swapchain->presentParms.BackBufferCount)
6569 TRACE("Single buffered rendering\n");
6570 swapchain->render_to_fbo = FALSE;
6572 else if(swapchain->presentParms.BackBufferWidth != client_rect.right ||
6573 swapchain->presentParms.BackBufferHeight != client_rect.bottom )
6575 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u\n",
6576 swapchain->presentParms.BackBufferWidth,
6577 swapchain->presentParms.BackBufferHeight,
6578 client_rect.right, client_rect.bottom);
6579 swapchain->render_to_fbo = TRUE;
6581 else
6583 TRACE("Rendering directly to GL_BACK\n");
6584 swapchain->render_to_fbo = FALSE;
6588 hr = create_primary_opengl_context(iface, (IWineD3DSwapChain *) swapchain);
6589 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
6591 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
6592 * first use
6594 return hr;
6597 static HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL enable_dialogs)
6599 TRACE("iface %p, enable_dialogs %#x.\n", iface, enable_dialogs);
6601 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
6603 return WINED3D_OK;
6607 static HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, WINED3DDEVICE_CREATION_PARAMETERS *pParameters) {
6608 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6609 TRACE("(%p) : pParameters %p\n", This, pParameters);
6611 *pParameters = This->createParms;
6612 return WINED3D_OK;
6615 static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) {
6616 IWineD3DSwapChain *swapchain;
6618 TRACE("Relaying to swapchain\n");
6620 if (IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain) == WINED3D_OK) {
6621 IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, pRamp);
6622 IWineD3DSwapChain_Release(swapchain);
6626 static void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp) {
6627 IWineD3DSwapChain *swapchain;
6629 TRACE("Relaying to swapchain\n");
6631 if (IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain) == WINED3D_OK) {
6632 IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
6633 IWineD3DSwapChain_Release(swapchain);
6638 /** ********************************************************
6639 * Notification functions
6640 ** ********************************************************/
6641 /** This function must be called in the release of a resource when ref == 0,
6642 * the contents of resource must still be correct,
6643 * any handles to other resource held by the caller must be closed
6644 * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
6645 *****************************************************/
6646 void device_resource_add(IWineD3DDeviceImpl *This, IWineD3DResource *resource)
6648 TRACE("(%p) : Adding resource %p\n", This, resource);
6650 list_add_head(&This->resources, &((IWineD3DResourceImpl *) resource)->resource.resource_list_entry);
6653 static void device_resource_remove(IWineD3DDeviceImpl *This, IWineD3DResource *resource)
6655 TRACE("(%p) : Removing resource %p\n", This, resource);
6657 list_remove(&((IWineD3DResourceImpl *) resource)->resource.resource_list_entry);
6660 void device_resource_released(IWineD3DDeviceImpl *This, IWineD3DResource *resource)
6662 WINED3DRESOURCETYPE type = IWineD3DResource_GetType(resource);
6663 int counter;
6665 TRACE("(%p) : resource %p\n", This, resource);
6667 context_resource_released((IWineD3DDevice *)This, resource, type);
6669 switch (type) {
6670 /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
6671 case WINED3DRTYPE_SURFACE: {
6672 unsigned int i;
6674 if (This->d3d_initialized)
6676 for (i = 0; i < This->adapter->gl_info.limits.buffers; ++i)
6678 if (This->render_targets[i] == (IWineD3DSurface *)resource) {
6679 This->render_targets[i] = NULL;
6682 if (This->stencilBufferTarget == (IWineD3DSurface *)resource) {
6683 This->stencilBufferTarget = NULL;
6687 break;
6689 case WINED3DRTYPE_TEXTURE:
6690 case WINED3DRTYPE_CUBETEXTURE:
6691 case WINED3DRTYPE_VOLUMETEXTURE:
6692 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
6693 if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6694 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6695 This->stateBlock->textures[counter] = NULL;
6697 if (This->updateStateBlock != This->stateBlock ){
6698 if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6699 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6700 This->updateStateBlock->textures[counter] = NULL;
6704 break;
6705 case WINED3DRTYPE_VOLUME:
6706 /* TODO: nothing really? */
6707 break;
6708 case WINED3DRTYPE_BUFFER:
6710 int streamNumber;
6711 TRACE("Cleaning up stream pointers\n");
6713 for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
6714 /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
6715 FINDOUT: should changes.streamSource[StreamNumber] be set ?
6717 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6718 if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
6719 FIXME("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
6720 This->updateStateBlock->streamSource[streamNumber] = 0;
6721 /* Set changed flag? */
6724 if (This->stateBlock != NULL ) { /* only happens if there is an error in the application, or on reset/release (because we don't manage internal tracking properly) */
6725 if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
6726 TRACE("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
6727 This->stateBlock->streamSource[streamNumber] = 0;
6732 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6733 if (This->updateStateBlock->pIndexData == (IWineD3DBuffer *)resource) {
6734 This->updateStateBlock->pIndexData = NULL;
6737 if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
6738 if (This->stateBlock->pIndexData == (IWineD3DBuffer *)resource) {
6739 This->stateBlock->pIndexData = NULL;
6743 break;
6745 default:
6746 FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
6747 break;
6751 /* Remove the resource from the resourceStore */
6752 device_resource_remove(This, resource);
6754 TRACE("Resource released\n");
6758 static HRESULT WINAPI IWineD3DDeviceImpl_EnumResources(IWineD3DDevice *iface, D3DCB_ENUMRESOURCES pCallback, void *pData) {
6759 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6760 IWineD3DResourceImpl *resource, *cursor;
6761 HRESULT ret;
6762 TRACE("(%p)->(%p,%p)\n", This, pCallback, pData);
6764 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &This->resources, IWineD3DResourceImpl, resource.resource_list_entry) {
6765 TRACE("enumerating resource %p\n", resource);
6766 IWineD3DResource_AddRef((IWineD3DResource *) resource);
6767 ret = pCallback((IWineD3DResource *) resource, pData);
6768 if(ret == S_FALSE) {
6769 TRACE("Canceling enumeration\n");
6770 break;
6773 return WINED3D_OK;
6776 static HRESULT WINAPI IWineD3DDeviceImpl_GetSurfaceFromDC(IWineD3DDevice *iface, HDC dc, IWineD3DSurface **surface)
6778 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6779 IWineD3DResourceImpl *resource;
6781 LIST_FOR_EACH_ENTRY(resource, &This->resources, IWineD3DResourceImpl, resource.resource_list_entry)
6783 WINED3DRESOURCETYPE type = IWineD3DResource_GetType((IWineD3DResource *)resource);
6784 if (type == WINED3DRTYPE_SURFACE)
6786 if (((IWineD3DSurfaceImpl *)resource)->hDC == dc)
6788 TRACE("Found surface %p for dc %p.\n", resource, dc);
6789 *surface = (IWineD3DSurface *)resource;
6790 return WINED3D_OK;
6795 return WINED3DERR_INVALIDCALL;
6798 /**********************************************************
6799 * IWineD3DDevice VTbl follows
6800 **********************************************************/
6802 static const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
6804 /*** IUnknown methods ***/
6805 IWineD3DDeviceImpl_QueryInterface,
6806 IWineD3DDeviceImpl_AddRef,
6807 IWineD3DDeviceImpl_Release,
6808 /*** IWineD3DDevice methods ***/
6809 IWineD3DDeviceImpl_GetParent,
6810 /*** Creation methods**/
6811 IWineD3DDeviceImpl_CreateBuffer,
6812 IWineD3DDeviceImpl_CreateVertexBuffer,
6813 IWineD3DDeviceImpl_CreateIndexBuffer,
6814 IWineD3DDeviceImpl_CreateStateBlock,
6815 IWineD3DDeviceImpl_CreateSurface,
6816 IWineD3DDeviceImpl_CreateRendertargetView,
6817 IWineD3DDeviceImpl_CreateTexture,
6818 IWineD3DDeviceImpl_CreateVolumeTexture,
6819 IWineD3DDeviceImpl_CreateVolume,
6820 IWineD3DDeviceImpl_CreateCubeTexture,
6821 IWineD3DDeviceImpl_CreateQuery,
6822 IWineD3DDeviceImpl_CreateSwapChain,
6823 IWineD3DDeviceImpl_CreateVertexDeclaration,
6824 IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF,
6825 IWineD3DDeviceImpl_CreateVertexShader,
6826 IWineD3DDeviceImpl_CreateGeometryShader,
6827 IWineD3DDeviceImpl_CreatePixelShader,
6828 IWineD3DDeviceImpl_CreatePalette,
6829 /*** Odd functions **/
6830 IWineD3DDeviceImpl_Init3D,
6831 IWineD3DDeviceImpl_InitGDI,
6832 IWineD3DDeviceImpl_Uninit3D,
6833 IWineD3DDeviceImpl_UninitGDI,
6834 IWineD3DDeviceImpl_SetMultithreaded,
6835 IWineD3DDeviceImpl_EvictManagedResources,
6836 IWineD3DDeviceImpl_GetAvailableTextureMem,
6837 IWineD3DDeviceImpl_GetBackBuffer,
6838 IWineD3DDeviceImpl_GetCreationParameters,
6839 IWineD3DDeviceImpl_GetDeviceCaps,
6840 IWineD3DDeviceImpl_GetDirect3D,
6841 IWineD3DDeviceImpl_GetDisplayMode,
6842 IWineD3DDeviceImpl_SetDisplayMode,
6843 IWineD3DDeviceImpl_GetNumberOfSwapChains,
6844 IWineD3DDeviceImpl_GetRasterStatus,
6845 IWineD3DDeviceImpl_GetSwapChain,
6846 IWineD3DDeviceImpl_Reset,
6847 IWineD3DDeviceImpl_SetDialogBoxMode,
6848 IWineD3DDeviceImpl_SetCursorProperties,
6849 IWineD3DDeviceImpl_SetCursorPosition,
6850 IWineD3DDeviceImpl_ShowCursor,
6851 /*** Getters and setters **/
6852 IWineD3DDeviceImpl_SetClipPlane,
6853 IWineD3DDeviceImpl_GetClipPlane,
6854 IWineD3DDeviceImpl_SetClipStatus,
6855 IWineD3DDeviceImpl_GetClipStatus,
6856 IWineD3DDeviceImpl_SetCurrentTexturePalette,
6857 IWineD3DDeviceImpl_GetCurrentTexturePalette,
6858 IWineD3DDeviceImpl_SetDepthStencilSurface,
6859 IWineD3DDeviceImpl_GetDepthStencilSurface,
6860 IWineD3DDeviceImpl_SetGammaRamp,
6861 IWineD3DDeviceImpl_GetGammaRamp,
6862 IWineD3DDeviceImpl_SetIndexBuffer,
6863 IWineD3DDeviceImpl_GetIndexBuffer,
6864 IWineD3DDeviceImpl_SetBaseVertexIndex,
6865 IWineD3DDeviceImpl_GetBaseVertexIndex,
6866 IWineD3DDeviceImpl_SetLight,
6867 IWineD3DDeviceImpl_GetLight,
6868 IWineD3DDeviceImpl_SetLightEnable,
6869 IWineD3DDeviceImpl_GetLightEnable,
6870 IWineD3DDeviceImpl_SetMaterial,
6871 IWineD3DDeviceImpl_GetMaterial,
6872 IWineD3DDeviceImpl_SetNPatchMode,
6873 IWineD3DDeviceImpl_GetNPatchMode,
6874 IWineD3DDeviceImpl_SetPaletteEntries,
6875 IWineD3DDeviceImpl_GetPaletteEntries,
6876 IWineD3DDeviceImpl_SetPixelShader,
6877 IWineD3DDeviceImpl_GetPixelShader,
6878 IWineD3DDeviceImpl_SetPixelShaderConstantB,
6879 IWineD3DDeviceImpl_GetPixelShaderConstantB,
6880 IWineD3DDeviceImpl_SetPixelShaderConstantI,
6881 IWineD3DDeviceImpl_GetPixelShaderConstantI,
6882 IWineD3DDeviceImpl_SetPixelShaderConstantF,
6883 IWineD3DDeviceImpl_GetPixelShaderConstantF,
6884 IWineD3DDeviceImpl_SetRenderState,
6885 IWineD3DDeviceImpl_GetRenderState,
6886 IWineD3DDeviceImpl_SetRenderTarget,
6887 IWineD3DDeviceImpl_GetRenderTarget,
6888 IWineD3DDeviceImpl_SetFrontBackBuffers,
6889 IWineD3DDeviceImpl_SetSamplerState,
6890 IWineD3DDeviceImpl_GetSamplerState,
6891 IWineD3DDeviceImpl_SetScissorRect,
6892 IWineD3DDeviceImpl_GetScissorRect,
6893 IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
6894 IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
6895 IWineD3DDeviceImpl_SetStreamSource,
6896 IWineD3DDeviceImpl_GetStreamSource,
6897 IWineD3DDeviceImpl_SetStreamSourceFreq,
6898 IWineD3DDeviceImpl_GetStreamSourceFreq,
6899 IWineD3DDeviceImpl_SetTexture,
6900 IWineD3DDeviceImpl_GetTexture,
6901 IWineD3DDeviceImpl_SetTextureStageState,
6902 IWineD3DDeviceImpl_GetTextureStageState,
6903 IWineD3DDeviceImpl_SetTransform,
6904 IWineD3DDeviceImpl_GetTransform,
6905 IWineD3DDeviceImpl_SetVertexDeclaration,
6906 IWineD3DDeviceImpl_GetVertexDeclaration,
6907 IWineD3DDeviceImpl_SetVertexShader,
6908 IWineD3DDeviceImpl_GetVertexShader,
6909 IWineD3DDeviceImpl_SetVertexShaderConstantB,
6910 IWineD3DDeviceImpl_GetVertexShaderConstantB,
6911 IWineD3DDeviceImpl_SetVertexShaderConstantI,
6912 IWineD3DDeviceImpl_GetVertexShaderConstantI,
6913 IWineD3DDeviceImpl_SetVertexShaderConstantF,
6914 IWineD3DDeviceImpl_GetVertexShaderConstantF,
6915 IWineD3DDeviceImpl_SetViewport,
6916 IWineD3DDeviceImpl_GetViewport,
6917 IWineD3DDeviceImpl_MultiplyTransform,
6918 IWineD3DDeviceImpl_ValidateDevice,
6919 IWineD3DDeviceImpl_ProcessVertices,
6920 /*** State block ***/
6921 IWineD3DDeviceImpl_BeginStateBlock,
6922 IWineD3DDeviceImpl_EndStateBlock,
6923 /*** Scene management ***/
6924 IWineD3DDeviceImpl_BeginScene,
6925 IWineD3DDeviceImpl_EndScene,
6926 IWineD3DDeviceImpl_Present,
6927 IWineD3DDeviceImpl_Clear,
6928 IWineD3DDeviceImpl_ClearRendertargetView,
6929 /*** Drawing ***/
6930 IWineD3DDeviceImpl_SetPrimitiveType,
6931 IWineD3DDeviceImpl_GetPrimitiveType,
6932 IWineD3DDeviceImpl_DrawPrimitive,
6933 IWineD3DDeviceImpl_DrawIndexedPrimitive,
6934 IWineD3DDeviceImpl_DrawPrimitiveUP,
6935 IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
6936 IWineD3DDeviceImpl_DrawPrimitiveStrided,
6937 IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided,
6938 IWineD3DDeviceImpl_DrawRectPatch,
6939 IWineD3DDeviceImpl_DrawTriPatch,
6940 IWineD3DDeviceImpl_DeletePatch,
6941 IWineD3DDeviceImpl_ColorFill,
6942 IWineD3DDeviceImpl_UpdateTexture,
6943 IWineD3DDeviceImpl_UpdateSurface,
6944 IWineD3DDeviceImpl_GetFrontBufferData,
6945 /*** object tracking ***/
6946 IWineD3DDeviceImpl_EnumResources,
6947 IWineD3DDeviceImpl_GetSurfaceFromDC,
6948 IWineD3DDeviceImpl_AcquireFocusWindow,
6949 IWineD3DDeviceImpl_ReleaseFocusWindow,
6952 HRESULT device_init(IWineD3DDeviceImpl *device, IWineD3DImpl *wined3d,
6953 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
6954 IUnknown *parent, IWineD3DDeviceParent *device_parent)
6956 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
6957 const struct fragment_pipeline *fragment_pipeline;
6958 struct shader_caps shader_caps;
6959 struct fragment_caps ffp_caps;
6960 WINED3DDISPLAYMODE mode;
6961 unsigned int i;
6962 HRESULT hr;
6964 device->lpVtbl = &IWineD3DDevice_Vtbl;
6965 device->ref = 1;
6966 device->wined3d = (IWineD3D *)wined3d;
6967 IWineD3D_AddRef(device->wined3d);
6968 device->adapter = wined3d->adapter_count ? adapter : NULL;
6969 device->parent = parent;
6970 device->device_parent = device_parent;
6971 list_init(&device->resources);
6972 list_init(&device->shaders);
6974 device->surface_alignment = wined3d->dxVersion == 7 ? DDRAW_PITCH_ALIGNMENT : D3D8_PITCH_ALIGNMENT;
6975 device->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
6977 /* Get the initial screen setup for ddraw. */
6978 hr = IWineD3D_GetAdapterDisplayMode((IWineD3D *)wined3d, adapter_idx, &mode);
6979 if (FAILED(hr))
6981 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
6982 IWineD3D_Release(device->wined3d);
6983 return hr;
6985 device->ddraw_width = mode.Width;
6986 device->ddraw_height = mode.Height;
6987 device->ddraw_format = mode.Format;
6989 /* Save the creation parameters. */
6990 device->createParms.AdapterOrdinal = adapter_idx;
6991 device->createParms.DeviceType = device_type;
6992 device->createParms.hFocusWindow = focus_window;
6993 device->createParms.BehaviorFlags = flags;
6995 device->devType = device_type;
6996 for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
6998 select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
6999 device->shader_backend = adapter->shader_backend;
7001 memset(&shader_caps, 0, sizeof(shader_caps));
7002 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
7003 device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
7004 device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
7005 device->vs_clipping = shader_caps.VSClipping;
7007 memset(&ffp_caps, 0, sizeof(ffp_caps));
7008 fragment_pipeline = adapter->fragment_pipe;
7009 device->frag_pipe = fragment_pipeline;
7010 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
7011 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
7013 hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
7014 ffp_vertexstate_template, fragment_pipeline, misc_state_template);
7015 if (FAILED(hr))
7017 ERR("Failed to compile state table, hr %#x.\n", hr);
7018 IWineD3D_Release(device->wined3d);
7019 return hr;
7022 device->blitter = adapter->blitter;
7024 return WINED3D_OK;
7028 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
7029 DWORD rep = This->StateTable[state].representative;
7030 struct wined3d_context *context;
7031 DWORD idx;
7032 BYTE shift;
7033 UINT i;
7035 for(i = 0; i < This->numContexts; i++) {
7036 context = This->contexts[i];
7037 if(isStateDirty(context, rep)) continue;
7039 context->dirtyArray[context->numDirtyEntries++] = rep;
7040 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
7041 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
7042 context->isStateDirty[idx] |= (1 << shift);
7046 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height)
7048 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *)context->current_rt;
7049 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
7050 *width = surface->pow2Width;
7051 *height = surface->pow2Height;
7054 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height)
7056 IWineD3DSwapChainImpl *swapchain = context->swapchain;
7057 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
7058 * current context's drawable, which is the size of the back buffer of the swapchain
7059 * the active context belongs to. */
7060 *width = swapchain->presentParms.BackBufferWidth;
7061 *height = swapchain->presentParms.BackBufferHeight;
7064 LRESULT device_process_message(IWineD3DDeviceImpl *device, HWND window,
7065 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
7067 if (device->filter_messages)
7069 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
7070 window, message, wparam, lparam);
7071 return DefWindowProcW(window, message, wparam, lparam);
7074 if (message == WM_DESTROY)
7076 TRACE("unregister window %p.\n", window);
7077 wined3d_unregister_window(window);
7079 if (device->focus_window == window) device->focus_window = NULL;
7080 else ERR("Window %p is not the focus window for device %p.\n", window, device);
7083 return CallWindowProcW(proc, window, message, wparam, lparam);