wined3d: Figure out the index size inside drawPrimitive().
[wine/multimedia.git] / dlls / wined3d / device.c
blob030add2e2ff3cf88a2a8c2de35975cc05a7cb0e9
1 /*
2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 /* Define the default light parameters as specified by MSDN. */
37 const struct wined3d_light WINED3D_default_light =
39 WINED3D_LIGHT_DIRECTIONAL, /* Type */
40 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
41 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
42 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
43 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
44 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
45 0.0f, /* Range */
46 0.0f, /* Falloff */
47 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
48 0.0f, /* Theta */
49 0.0f /* Phi */
52 /**********************************************************
53 * Global variable / Constants follow
54 **********************************************************/
55 const float identity[] =
57 1.0f, 0.0f, 0.0f, 0.0f,
58 0.0f, 1.0f, 0.0f, 0.0f,
59 0.0f, 0.0f, 1.0f, 0.0f,
60 0.0f, 0.0f, 0.0f, 1.0f,
61 }; /* When needed for comparisons */
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64 * actually have the same values in GL and D3D. */
65 static GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
67 switch(primitive_type)
69 case WINED3D_PT_POINTLIST:
70 return GL_POINTS;
72 case WINED3D_PT_LINELIST:
73 return GL_LINES;
75 case WINED3D_PT_LINESTRIP:
76 return GL_LINE_STRIP;
78 case WINED3D_PT_TRIANGLELIST:
79 return GL_TRIANGLES;
81 case WINED3D_PT_TRIANGLESTRIP:
82 return GL_TRIANGLE_STRIP;
84 case WINED3D_PT_TRIANGLEFAN:
85 return GL_TRIANGLE_FAN;
87 case WINED3D_PT_LINELIST_ADJ:
88 return GL_LINES_ADJACENCY_ARB;
90 case WINED3D_PT_LINESTRIP_ADJ:
91 return GL_LINE_STRIP_ADJACENCY_ARB;
93 case WINED3D_PT_TRIANGLELIST_ADJ:
94 return GL_TRIANGLES_ADJACENCY_ARB;
96 case WINED3D_PT_TRIANGLESTRIP_ADJ:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
99 default:
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
101 return GL_NONE;
105 static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
107 switch(primitive_type)
109 case GL_POINTS:
110 return WINED3D_PT_POINTLIST;
112 case GL_LINES:
113 return WINED3D_PT_LINELIST;
115 case GL_LINE_STRIP:
116 return WINED3D_PT_LINESTRIP;
118 case GL_TRIANGLES:
119 return WINED3D_PT_TRIANGLELIST;
121 case GL_TRIANGLE_STRIP:
122 return WINED3D_PT_TRIANGLESTRIP;
124 case GL_TRIANGLE_FAN:
125 return WINED3D_PT_TRIANGLEFAN;
127 case GL_LINES_ADJACENCY_ARB:
128 return WINED3D_PT_LINELIST_ADJ;
130 case GL_LINE_STRIP_ADJACENCY_ARB:
131 return WINED3D_PT_LINESTRIP_ADJ;
133 case GL_TRIANGLES_ADJACENCY_ARB:
134 return WINED3D_PT_TRIANGLELIST_ADJ;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
137 return WINED3D_PT_TRIANGLESTRIP_ADJ;
139 default:
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
141 return WINED3D_PT_UNDEFINED;
145 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
147 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
148 *regnum = WINED3D_FFP_POSITION;
149 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
150 *regnum = WINED3D_FFP_BLENDWEIGHT;
151 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
152 *regnum = WINED3D_FFP_BLENDINDICES;
153 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
154 *regnum = WINED3D_FFP_NORMAL;
155 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
156 *regnum = WINED3D_FFP_PSIZE;
157 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
158 *regnum = WINED3D_FFP_DIFFUSE;
159 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
160 *regnum = WINED3D_FFP_SPECULAR;
161 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
162 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
163 else
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
166 *regnum = ~0U;
167 return FALSE;
170 return TRUE;
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device *device, struct wined3d_stream_info *stream_info)
176 const struct wined3d_state *state = &device->stateBlock->state;
177 /* We need to deal with frequency data! */
178 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
179 BOOL use_vshader;
180 unsigned int i;
182 stream_info->use_map = 0;
183 stream_info->swizzle_map = 0;
185 /* Check for transformed vertices, disable vertex shader if present. */
186 stream_info->position_transformed = declaration->position_transformed;
187 use_vshader = state->vertex_shader && !declaration->position_transformed;
189 /* Translate the declaration into strided data. */
190 for (i = 0; i < declaration->element_count; ++i)
192 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
193 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
194 struct wined3d_buffer *buffer = stream->buffer;
195 struct wined3d_bo_address data;
196 BOOL stride_used;
197 unsigned int idx;
198 DWORD stride;
200 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
201 element, i + 1, declaration->element_count);
203 if (!buffer) continue;
205 data.buffer_object = 0;
206 data.addr = NULL;
208 stride = stream->stride;
209 if (state->user_stream)
211 TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
212 data.buffer_object = 0;
213 data.addr = (BYTE *)buffer;
215 else
217 TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
218 buffer_get_memory(buffer, &device->adapter->gl_info, &data);
220 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
221 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
222 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
223 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
224 * not, drawStridedSlow is needed, including a vertex buffer path. */
225 if (state->load_base_vertex_index < 0)
227 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
228 state->load_base_vertex_index);
229 data.buffer_object = 0;
230 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
231 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
233 FIXME("System memory vertex data load offset is negative!\n");
237 data.addr += element->offset;
239 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
241 if (use_vshader)
243 if (element->output_slot == ~0U)
245 /* TODO: Assuming vertexdeclarations are usually used with the
246 * same or a similar shader, it might be worth it to store the
247 * last used output slot and try that one first. */
248 stride_used = vshader_get_input(state->vertex_shader,
249 element->usage, element->usage_idx, &idx);
251 else
253 idx = element->output_slot;
254 stride_used = TRUE;
257 else
259 if (!element->ffp_valid)
261 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
262 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
263 stride_used = FALSE;
265 else
267 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
271 if (stride_used)
273 TRACE("Load %s array %u [usage %s, usage_idx %u, "
274 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
275 use_vshader ? "shader": "fixed function", idx,
276 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
277 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
279 data.addr += stream->offset;
281 stream_info->elements[idx].format = element->format;
282 stream_info->elements[idx].data = data;
283 stream_info->elements[idx].stride = stride;
284 stream_info->elements[idx].stream_idx = element->input_slot;
286 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
287 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
289 stream_info->swizzle_map |= 1 << idx;
291 stream_info->use_map |= 1 << idx;
295 device->num_buffer_queries = 0;
296 if (!state->user_stream)
298 WORD map = stream_info->use_map;
299 stream_info->all_vbo = 1;
301 /* PreLoad all the vertex buffers. */
302 for (i = 0; map; map >>= 1, ++i)
304 struct wined3d_stream_info_element *element;
305 struct wined3d_buffer *buffer;
307 if (!(map & 1)) continue;
309 element = &stream_info->elements[i];
310 buffer = state->streams[element->stream_idx].buffer;
311 wined3d_buffer_preload(buffer);
313 /* If the preload dropped the buffer object, update the stream info. */
314 if (buffer->buffer_object != element->data.buffer_object)
316 element->data.buffer_object = 0;
317 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info)
318 + (ptrdiff_t)element->data.addr;
321 if (!buffer->buffer_object)
322 stream_info->all_vbo = 0;
324 if (buffer->query)
325 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
328 else
330 stream_info->all_vbo = 0;
334 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
335 const struct wined3d_strided_element *strided, struct wined3d_stream_info_element *e)
337 e->data.addr = strided->data;
338 e->data.buffer_object = 0;
339 e->format = wined3d_get_format(gl_info, strided->format);
340 e->stride = strided->stride;
341 e->stream_idx = 0;
344 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
345 const struct wined3d_strided_data *strided, struct wined3d_stream_info *stream_info)
347 unsigned int i;
349 memset(stream_info, 0, sizeof(*stream_info));
351 if (strided->position.data)
352 stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
353 if (strided->normal.data)
354 stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
355 if (strided->diffuse.data)
356 stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
357 if (strided->specular.data)
358 stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
360 for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
362 if (strided->tex_coords[i].data)
363 stream_info_element_from_strided(gl_info, &strided->tex_coords[i],
364 &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
367 stream_info->position_transformed = strided->position_transformed;
369 for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
371 if (!stream_info->elements[i].format) continue;
373 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
374 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
376 stream_info->swizzle_map |= 1 << i;
378 stream_info->use_map |= 1 << i;
382 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
384 TRACE("Strided Data:\n");
385 TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
386 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
387 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
388 TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
389 TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
390 TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
391 TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
392 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
393 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
394 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
395 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
396 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
397 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
398 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
399 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
402 /* Context activation is done by the caller. */
403 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
405 struct wined3d_stream_info *stream_info = &device->strided_streams;
406 const struct wined3d_state *state = &device->stateBlock->state;
408 if (device->up_strided)
410 /* Note: this is a ddraw fixed-function code path. */
411 TRACE("=============================== Strided Input ================================\n");
412 device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
413 if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
415 else
417 TRACE("============================= Vertex Declaration =============================\n");
418 device_stream_info_from_declaration(device, stream_info);
421 if (state->vertex_shader && !stream_info->position_transformed)
423 if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo)
425 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
426 device->useDrawStridedSlow = TRUE;
428 else
430 device->useDrawStridedSlow = FALSE;
433 else
435 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
436 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
437 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
439 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !stream_info->all_vbo)
441 device->useDrawStridedSlow = TRUE;
443 else
445 device->useDrawStridedSlow = FALSE;
450 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
452 struct wined3d_texture *texture;
453 enum WINED3DSRGB srgb;
455 if (!(texture = state->textures[idx])) return;
456 srgb = state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE] ? SRGB_SRGB : SRGB_RGB;
457 texture->texture_ops->texture_preload(texture, srgb);
460 void device_preload_textures(const struct wined3d_device *device)
462 const struct wined3d_state *state = &device->stateBlock->state;
463 unsigned int i;
465 if (use_vs(state))
467 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
469 if (state->vertex_shader->reg_maps.sampler_type[i])
470 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
474 if (use_ps(state))
476 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
478 if (state->pixel_shader->reg_maps.sampler_type[i])
479 device_preload_texture(state, i);
482 else
484 WORD ffu_map = device->fixed_function_usage_map;
486 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
488 if (ffu_map & 1)
489 device_preload_texture(state, i);
494 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
496 struct wined3d_context **new_array;
498 TRACE("Adding context %p.\n", context);
500 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
501 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
502 sizeof(*new_array) * (device->context_count + 1));
504 if (!new_array)
506 ERR("Failed to grow the context array.\n");
507 return FALSE;
510 new_array[device->context_count++] = context;
511 device->contexts = new_array;
512 return TRUE;
515 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
517 struct wined3d_context **new_array;
518 BOOL found = FALSE;
519 UINT i;
521 TRACE("Removing context %p.\n", context);
523 for (i = 0; i < device->context_count; ++i)
525 if (device->contexts[i] == context)
527 found = TRUE;
528 break;
532 if (!found)
534 ERR("Context %p doesn't exist in context array.\n", context);
535 return;
538 if (!--device->context_count)
540 HeapFree(GetProcessHeap(), 0, device->contexts);
541 device->contexts = NULL;
542 return;
545 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
546 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
547 if (!new_array)
549 ERR("Failed to shrink context array. Oh well.\n");
550 return;
553 device->contexts = new_array;
556 /* Do not call while under the GL lock. */
557 void device_switch_onscreen_ds(struct wined3d_device *device,
558 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
560 if (device->onscreen_depth_stencil)
562 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_INTEXTURE);
564 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_INTEXTURE,
565 device->onscreen_depth_stencil->ds_current_size.cx,
566 device->onscreen_depth_stencil->ds_current_size.cy);
567 wined3d_surface_decref(device->onscreen_depth_stencil);
569 device->onscreen_depth_stencil = depth_stencil;
570 wined3d_surface_incref(device->onscreen_depth_stencil);
573 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
575 /* partial draw rect */
576 if (draw_rect->left || draw_rect->top
577 || draw_rect->right < target->resource.width
578 || draw_rect->bottom < target->resource.height)
579 return FALSE;
581 /* partial clear rect */
582 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
583 || clear_rect->right < target->resource.width
584 || clear_rect->bottom < target->resource.height))
585 return FALSE;
587 return TRUE;
590 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
591 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect)
593 RECT current_rect, r;
595 if (ds->flags & location)
596 SetRect(&current_rect, 0, 0,
597 ds->ds_current_size.cx,
598 ds->ds_current_size.cy);
599 else
600 SetRectEmpty(&current_rect);
602 IntersectRect(&r, draw_rect, &current_rect);
603 if (EqualRect(&r, draw_rect))
605 /* current_rect ⊇ draw_rect, modify only. */
606 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
607 return;
610 if (EqualRect(&r, &current_rect))
612 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
614 if (!clear_rect)
616 /* Full clear, modify only. */
617 *out_rect = *draw_rect;
618 return;
621 IntersectRect(&r, draw_rect, clear_rect);
622 if (EqualRect(&r, draw_rect))
624 /* clear_rect ⊇ draw_rect, modify only. */
625 *out_rect = *draw_rect;
626 return;
630 /* Full load. */
631 surface_load_ds_location(ds, context, location);
632 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
635 /* Do not call while under the GL lock. */
636 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
637 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
638 float depth, DWORD stencil)
640 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
641 struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
642 UINT drawable_width, drawable_height;
643 struct wined3d_context *context;
644 GLbitfield clear_mask = 0;
645 BOOL render_offscreen;
646 unsigned int i;
647 RECT ds_rect;
649 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
650 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
651 * for the cleared parts, and the untouched parts.
653 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
654 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
655 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
656 * checking all this if the dest surface is in the drawable anyway. */
657 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
659 for (i = 0; i < rt_count; ++i)
661 struct wined3d_surface *rt = fb->render_targets[i];
662 if (rt)
663 surface_load_location(rt, rt->draw_binding, NULL);
667 context = context_acquire(device, target);
668 if (!context->valid)
670 context_release(context);
671 WARN("Invalid context, skipping clear.\n");
672 return;
675 if (target)
677 render_offscreen = context->render_offscreen;
678 target->get_drawable_size(context, &drawable_width, &drawable_height);
680 else
682 render_offscreen = TRUE;
683 drawable_width = fb->depth_stencil->pow2Width;
684 drawable_height = fb->depth_stencil->pow2Height;
687 if (flags & WINED3DCLEAR_ZBUFFER)
689 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
691 if (!render_offscreen && fb->depth_stencil != device->onscreen_depth_stencil)
692 device_switch_onscreen_ds(device, context, fb->depth_stencil);
693 prepare_ds_clear(fb->depth_stencil, context, location,
694 draw_rect, rect_count, clear_rect, &ds_rect);
697 if (!context_apply_clear_state(context, device, rt_count, fb))
699 context_release(context);
700 WARN("Failed to apply clear state, skipping clear.\n");
701 return;
704 ENTER_GL();
706 /* Only set the values up once, as they are not changing. */
707 if (flags & WINED3DCLEAR_STENCIL)
709 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
711 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
712 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
714 glStencilMask(~0U);
715 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
716 glClearStencil(stencil);
717 checkGLcall("glClearStencil");
718 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
721 if (flags & WINED3DCLEAR_ZBUFFER)
723 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
725 surface_modify_ds_location(fb->depth_stencil, location, ds_rect.right, ds_rect.bottom);
727 glDepthMask(GL_TRUE);
728 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
729 glClearDepth(depth);
730 checkGLcall("glClearDepth");
731 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
734 if (flags & WINED3DCLEAR_TARGET)
736 for (i = 0; i < rt_count; ++i)
738 struct wined3d_surface *rt = fb->render_targets[i];
740 if (rt)
741 surface_modify_location(rt, rt->draw_binding, TRUE);
744 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
745 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
746 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
747 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
748 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
749 glClearColor(color->r, color->g, color->b, color->a);
750 checkGLcall("glClearColor");
751 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
754 if (!clear_rect)
756 if (render_offscreen)
758 glScissor(draw_rect->left, draw_rect->top,
759 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
761 else
763 glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
764 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
766 checkGLcall("glScissor");
767 glClear(clear_mask);
768 checkGLcall("glClear");
770 else
772 RECT current_rect;
774 /* Now process each rect in turn. */
775 for (i = 0; i < rect_count; ++i)
777 /* Note that GL uses lower left, width/height. */
778 IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
780 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
781 wine_dbgstr_rect(&clear_rect[i]),
782 wine_dbgstr_rect(&current_rect));
784 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
785 * The rectangle is not cleared, no error is returned, but further rectangles are
786 * still cleared if they are valid. */
787 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
789 TRACE("Rectangle with negative dimensions, ignoring.\n");
790 continue;
793 if (render_offscreen)
795 glScissor(current_rect.left, current_rect.top,
796 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
798 else
800 glScissor(current_rect.left, drawable_height - current_rect.bottom,
801 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
803 checkGLcall("glScissor");
805 glClear(clear_mask);
806 checkGLcall("glClear");
810 LEAVE_GL();
812 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
813 && target->container.type == WINED3D_CONTAINER_SWAPCHAIN
814 && target->container.u.swapchain->front_buffer == target))
815 wglFlush(); /* Flush to ensure ordering across contexts. */
817 context_release(context);
820 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
822 ULONG refcount = InterlockedIncrement(&device->ref);
824 TRACE("%p increasing refcount to %u.\n", device, refcount);
826 return refcount;
829 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
831 ULONG refcount = InterlockedDecrement(&device->ref);
833 TRACE("%p decreasing refcount to %u.\n", device, refcount);
835 if (!refcount)
837 struct wined3d_stateblock *stateblock;
838 UINT i;
840 if (wined3d_stateblock_decref(device->updateStateBlock)
841 && device->updateStateBlock != device->stateBlock)
842 FIXME("Something's still holding the update stateblock.\n");
843 device->updateStateBlock = NULL;
845 stateblock = device->stateBlock;
846 device->stateBlock = NULL;
847 if (wined3d_stateblock_decref(stateblock))
848 FIXME("Something's still holding the stateblock.\n");
850 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
852 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
853 device->multistate_funcs[i] = NULL;
856 if (!list_empty(&device->resources))
858 struct wined3d_resource *resource;
860 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
862 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
864 FIXME("Leftover resource %p with type %s (%#x).\n",
865 resource, debug_d3dresourcetype(resource->type), resource->type);
869 if (device->contexts)
870 ERR("Context array not freed!\n");
871 if (device->hardwareCursor)
872 DestroyCursor(device->hardwareCursor);
873 device->hardwareCursor = 0;
875 wined3d_decref(device->wined3d);
876 device->wined3d = NULL;
877 HeapFree(GetProcessHeap(), 0, device);
878 TRACE("Freed device %p.\n", device);
881 return refcount;
884 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
886 TRACE("device %p.\n", device);
888 return device->swapchain_count;
891 HRESULT CDECL wined3d_device_get_swapchain(const struct wined3d_device *device,
892 UINT swapchain_idx, struct wined3d_swapchain **swapchain)
894 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
895 device, swapchain_idx, swapchain);
897 if (swapchain_idx >= device->swapchain_count)
899 WARN("swapchain_idx %u >= swapchain_count %u.\n",
900 swapchain_idx, device->swapchain_count);
901 *swapchain = NULL;
903 return WINED3DERR_INVALIDCALL;
906 *swapchain = device->swapchains[swapchain_idx];
907 wined3d_swapchain_incref(*swapchain);
908 TRACE("Returning %p.\n", *swapchain);
910 return WINED3D_OK;
913 static void device_load_logo(struct wined3d_device *device, const char *filename)
915 struct wined3d_color_key color_key;
916 HBITMAP hbm;
917 BITMAP bm;
918 HRESULT hr;
919 HDC dcb = NULL, dcs = NULL;
921 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
922 if(hbm)
924 GetObjectA(hbm, sizeof(BITMAP), &bm);
925 dcb = CreateCompatibleDC(NULL);
926 if(!dcb) goto out;
927 SelectObject(dcb, hbm);
929 else
931 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
932 * couldn't be loaded
934 memset(&bm, 0, sizeof(bm));
935 bm.bmWidth = 32;
936 bm.bmHeight = 32;
939 hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, 0, 0,
940 WINED3D_POOL_DEFAULT, WINED3D_MULTISAMPLE_NONE, 0, WINED3D_SURFACE_TYPE_OPENGL, WINED3D_SURFACE_MAPPABLE,
941 NULL, &wined3d_null_parent_ops, &device->logo_surface);
942 if (FAILED(hr))
944 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
945 goto out;
948 if (dcb)
950 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
951 goto out;
952 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
953 wined3d_surface_releasedc(device->logo_surface, dcs);
955 color_key.color_space_low_value = 0;
956 color_key.color_space_high_value = 0;
957 wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &color_key);
959 else
961 const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f};
962 /* Fill the surface with a white color to show that wined3d is there */
963 wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
966 out:
967 if (dcb) DeleteDC(dcb);
968 if (hbm) DeleteObject(hbm);
971 /* Context activation is done by the caller. */
972 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
974 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
975 unsigned int i, j, count;
976 /* Under DirectX you can sample even if no texture is bound, whereas
977 * OpenGL will only allow that when a valid texture is bound.
978 * We emulate this by creating dummy textures and binding them
979 * to each texture stage when the currently set D3D texture is NULL. */
980 ENTER_GL();
982 if (gl_info->supported[APPLE_CLIENT_STORAGE])
984 /* The dummy texture does not have client storage backing */
985 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
986 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
989 count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
990 for (i = 0; i < count; ++i)
992 DWORD color = 0x000000ff;
994 /* Make appropriate texture active */
995 context_active_texture(context, gl_info, i);
997 glGenTextures(1, &device->dummy_texture_2d[i]);
998 checkGLcall("glGenTextures");
999 TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
1001 glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1002 checkGLcall("glBindTexture");
1004 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1005 checkGLcall("glTexImage2D");
1007 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1009 glGenTextures(1, &device->dummy_texture_rect[i]);
1010 checkGLcall("glGenTextures");
1011 TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
1013 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1014 checkGLcall("glBindTexture");
1016 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1017 checkGLcall("glTexImage2D");
1020 if (gl_info->supported[EXT_TEXTURE3D])
1022 glGenTextures(1, &device->dummy_texture_3d[i]);
1023 checkGLcall("glGenTextures");
1024 TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
1026 glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1027 checkGLcall("glBindTexture");
1029 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
1030 checkGLcall("glTexImage3D");
1033 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1035 glGenTextures(1, &device->dummy_texture_cube[i]);
1036 checkGLcall("glGenTextures");
1037 TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
1039 glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1040 checkGLcall("glBindTexture");
1042 for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
1044 glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1045 checkGLcall("glTexImage2D");
1050 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1052 /* Reenable because if supported it is enabled by default */
1053 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1054 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1057 LEAVE_GL();
1060 /* Context activation is done by the caller. */
1061 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1063 unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1065 ENTER_GL();
1066 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1068 glDeleteTextures(count, device->dummy_texture_cube);
1069 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1072 if (gl_info->supported[EXT_TEXTURE3D])
1074 glDeleteTextures(count, device->dummy_texture_3d);
1075 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1078 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1080 glDeleteTextures(count, device->dummy_texture_rect);
1081 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1084 glDeleteTextures(count, device->dummy_texture_2d);
1085 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1086 LEAVE_GL();
1088 memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube));
1089 memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d));
1090 memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect));
1091 memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d));
1094 static LONG fullscreen_style(LONG style)
1096 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1097 style |= WS_POPUP | WS_SYSMENU;
1098 style &= ~(WS_CAPTION | WS_THICKFRAME);
1100 return style;
1103 static LONG fullscreen_exstyle(LONG exstyle)
1105 /* Filter out window decorations. */
1106 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1108 return exstyle;
1111 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1113 BOOL filter_messages;
1114 LONG style, exstyle;
1116 TRACE("Setting up window %p for fullscreen mode.\n", window);
1118 if (device->style || device->exStyle)
1120 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1121 window, device->style, device->exStyle);
1124 device->style = GetWindowLongW(window, GWL_STYLE);
1125 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1127 style = fullscreen_style(device->style);
1128 exstyle = fullscreen_exstyle(device->exStyle);
1130 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1131 device->style, device->exStyle, style, exstyle);
1133 filter_messages = device->filter_messages;
1134 device->filter_messages = TRUE;
1136 SetWindowLongW(window, GWL_STYLE, style);
1137 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1138 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1140 device->filter_messages = filter_messages;
1143 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1145 BOOL filter_messages;
1146 LONG style, exstyle;
1148 if (!device->style && !device->exStyle) return;
1150 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1151 window, device->style, device->exStyle);
1153 style = GetWindowLongW(window, GWL_STYLE);
1154 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1156 filter_messages = device->filter_messages;
1157 device->filter_messages = TRUE;
1159 /* Only restore the style if the application didn't modify it during the
1160 * fullscreen phase. Some applications change it before calling Reset()
1161 * when switching between windowed and fullscreen modes (HL2), some
1162 * depend on the original style (Eve Online). */
1163 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1165 SetWindowLongW(window, GWL_STYLE, device->style);
1166 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1168 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1170 device->filter_messages = filter_messages;
1172 /* Delete the old values. */
1173 device->style = 0;
1174 device->exStyle = 0;
1177 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1179 TRACE("device %p, window %p.\n", device, window);
1181 if (!wined3d_register_window(window, device))
1183 ERR("Failed to register window %p.\n", window);
1184 return E_FAIL;
1187 InterlockedExchangePointer((void **)&device->focus_window, window);
1188 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1190 return WINED3D_OK;
1193 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1195 TRACE("device %p.\n", device);
1197 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1198 InterlockedExchangePointer((void **)&device->focus_window, NULL);
1201 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1202 struct wined3d_swapchain_desc *swapchain_desc)
1204 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1205 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1206 struct wined3d_swapchain *swapchain = NULL;
1207 struct wined3d_context *context;
1208 HRESULT hr;
1209 DWORD state;
1210 unsigned int i;
1212 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1214 if (device->d3d_initialized)
1215 return WINED3DERR_INVALIDCALL;
1216 if (!device->adapter->opengl)
1217 return WINED3DERR_INVALIDCALL;
1219 device->valid_rt_mask = 0;
1220 for (i = 0; i < gl_info->limits.buffers; ++i)
1221 device->valid_rt_mask |= (1 << i);
1222 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1223 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1225 /* Initialize the texture unit mapping to a 1:1 mapping */
1226 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1228 if (state < gl_info->limits.fragment_samplers)
1230 device->texUnitMap[state] = state;
1231 device->rev_tex_unit_map[state] = state;
1233 else
1235 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1236 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1240 /* Setup the implicit swapchain. This also initializes a context. */
1241 TRACE("Creating implicit swapchain\n");
1242 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1243 swapchain_desc, &swapchain);
1244 if (FAILED(hr))
1246 WARN("Failed to create implicit swapchain\n");
1247 goto err_out;
1250 device->swapchain_count = 1;
1251 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1252 if (!device->swapchains)
1254 ERR("Out of memory!\n");
1255 goto err_out;
1257 device->swapchains[0] = swapchain;
1259 if (swapchain->back_buffers && swapchain->back_buffers[0])
1261 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1262 device->fb.render_targets[0] = swapchain->back_buffers[0];
1264 else
1266 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1267 device->fb.render_targets[0] = swapchain->front_buffer;
1269 wined3d_surface_incref(device->fb.render_targets[0]);
1271 /* Depth Stencil support */
1272 device->fb.depth_stencil = device->auto_depth_stencil;
1273 if (device->fb.depth_stencil)
1274 wined3d_surface_incref(device->fb.depth_stencil);
1276 hr = device->shader_backend->shader_alloc_private(device);
1277 if (FAILED(hr))
1279 TRACE("Shader private data couldn't be allocated\n");
1280 goto err_out;
1282 hr = device->frag_pipe->alloc_private(device);
1283 if (FAILED(hr))
1285 TRACE("Fragment pipeline private data couldn't be allocated\n");
1286 goto err_out;
1288 hr = device->blitter->alloc_private(device);
1289 if (FAILED(hr))
1291 TRACE("Blitter private data couldn't be allocated\n");
1292 goto err_out;
1295 /* Set up some starting GL setup */
1297 /* Setup all the devices defaults */
1298 stateblock_init_default_state(device->stateBlock);
1300 context = context_acquire(device, swapchain->front_buffer);
1302 create_dummy_textures(device, context);
1304 ENTER_GL();
1306 /* Initialize the current view state */
1307 device->view_ident = 1;
1308 device->contexts[0]->last_was_rhw = 0;
1310 switch (wined3d_settings.offscreen_rendering_mode)
1312 case ORM_FBO:
1313 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1314 break;
1316 case ORM_BACKBUFFER:
1318 if (context_get_current()->aux_buffers > 0)
1320 TRACE("Using auxiliary buffer for offscreen rendering\n");
1321 device->offscreenBuffer = GL_AUX0;
1323 else
1325 TRACE("Using back buffer for offscreen rendering\n");
1326 device->offscreenBuffer = GL_BACK;
1331 TRACE("All defaults now set up, leaving 3D init.\n");
1332 LEAVE_GL();
1334 context_release(context);
1336 /* Clear the screen */
1337 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1338 | (swapchain_desc->enable_auto_depth_stencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1339 &black, 1.0f, 0);
1341 device->d3d_initialized = TRUE;
1343 if (wined3d_settings.logo)
1344 device_load_logo(device, wined3d_settings.logo);
1345 return WINED3D_OK;
1347 err_out:
1348 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1349 HeapFree(GetProcessHeap(), 0, device->swapchains);
1350 device->swapchain_count = 0;
1351 if (swapchain)
1352 wined3d_swapchain_decref(swapchain);
1353 if (device->blit_priv)
1354 device->blitter->free_private(device);
1355 if (device->fragment_priv)
1356 device->frag_pipe->free_private(device);
1357 if (device->shader_priv)
1358 device->shader_backend->shader_free_private(device);
1360 return hr;
1363 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1364 struct wined3d_swapchain_desc *swapchain_desc)
1366 struct wined3d_swapchain *swapchain = NULL;
1367 HRESULT hr;
1369 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1371 /* Setup the implicit swapchain */
1372 TRACE("Creating implicit swapchain\n");
1373 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1374 swapchain_desc, &swapchain);
1375 if (FAILED(hr))
1377 WARN("Failed to create implicit swapchain\n");
1378 goto err_out;
1381 device->swapchain_count = 1;
1382 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1383 if (!device->swapchains)
1385 ERR("Out of memory!\n");
1386 goto err_out;
1388 device->swapchains[0] = swapchain;
1389 return WINED3D_OK;
1391 err_out:
1392 wined3d_swapchain_decref(swapchain);
1393 return hr;
1396 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1398 struct wined3d_resource *resource, *cursor;
1399 const struct wined3d_gl_info *gl_info;
1400 struct wined3d_context *context;
1401 struct wined3d_surface *surface;
1402 UINT i;
1404 TRACE("device %p.\n", device);
1406 if (!device->d3d_initialized)
1407 return WINED3DERR_INVALIDCALL;
1409 /* Force making the context current again, to verify it is still valid
1410 * (workaround for broken drivers) */
1411 context_set_current(NULL);
1412 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1413 * it was created. Thus make sure a context is active for the glDelete* calls
1415 context = context_acquire(device, NULL);
1416 gl_info = context->gl_info;
1418 if (device->logo_surface)
1419 wined3d_surface_decref(device->logo_surface);
1421 stateblock_unbind_resources(device->stateBlock);
1423 /* Unload resources */
1424 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1426 TRACE("Unloading resource %p.\n", resource);
1428 resource->resource_ops->resource_unload(resource);
1431 TRACE("Deleting high order patches\n");
1432 for (i = 0; i < PATCHMAP_SIZE; ++i)
1434 struct wined3d_rect_patch *patch;
1435 struct list *e1, *e2;
1437 LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1439 patch = LIST_ENTRY(e1, struct wined3d_rect_patch, entry);
1440 wined3d_device_delete_patch(device, patch->Handle);
1444 /* Delete the mouse cursor texture */
1445 if (device->cursorTexture)
1447 ENTER_GL();
1448 glDeleteTextures(1, &device->cursorTexture);
1449 LEAVE_GL();
1450 device->cursorTexture = 0;
1453 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1454 * private data, it might contain opengl pointers
1456 if (device->depth_blt_texture)
1458 ENTER_GL();
1459 glDeleteTextures(1, &device->depth_blt_texture);
1460 LEAVE_GL();
1461 device->depth_blt_texture = 0;
1464 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1465 device->blitter->free_private(device);
1466 device->frag_pipe->free_private(device);
1467 device->shader_backend->shader_free_private(device);
1469 /* Release the buffers (with sanity checks)*/
1470 if (device->onscreen_depth_stencil)
1472 surface = device->onscreen_depth_stencil;
1473 device->onscreen_depth_stencil = NULL;
1474 wined3d_surface_decref(surface);
1477 if (device->fb.depth_stencil)
1479 surface = device->fb.depth_stencil;
1481 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1483 device->fb.depth_stencil = NULL;
1484 wined3d_surface_decref(surface);
1487 if (device->auto_depth_stencil)
1489 surface = device->auto_depth_stencil;
1490 device->auto_depth_stencil = NULL;
1491 if (wined3d_surface_decref(surface))
1492 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1495 for (i = 1; i < gl_info->limits.buffers; ++i)
1497 wined3d_device_set_render_target(device, i, NULL, FALSE);
1500 surface = device->fb.render_targets[0];
1501 TRACE("Setting rendertarget 0 to NULL\n");
1502 device->fb.render_targets[0] = NULL;
1503 TRACE("Releasing the render target at %p\n", surface);
1504 wined3d_surface_decref(surface);
1506 context_release(context);
1508 for (i = 0; i < device->swapchain_count; ++i)
1510 TRACE("Releasing the implicit swapchain %u.\n", i);
1511 if (wined3d_swapchain_decref(device->swapchains[i]))
1512 FIXME("Something's still holding the implicit swapchain.\n");
1515 HeapFree(GetProcessHeap(), 0, device->swapchains);
1516 device->swapchains = NULL;
1517 device->swapchain_count = 0;
1519 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1520 device->fb.render_targets = NULL;
1522 device->d3d_initialized = FALSE;
1524 return WINED3D_OK;
1527 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1529 unsigned int i;
1531 for (i = 0; i < device->swapchain_count; ++i)
1533 TRACE("Releasing the implicit swapchain %u.\n", i);
1534 if (wined3d_swapchain_decref(device->swapchains[i]))
1535 FIXME("Something's still holding the implicit swapchain.\n");
1538 HeapFree(GetProcessHeap(), 0, device->swapchains);
1539 device->swapchains = NULL;
1540 device->swapchain_count = 0;
1541 return WINED3D_OK;
1544 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1545 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1546 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1548 * There is no way to deactivate thread safety once it is enabled.
1550 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1552 TRACE("device %p.\n", device);
1554 /* For now just store the flag (needed in case of ddraw). */
1555 device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1558 HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device,
1559 UINT swapchain_idx, const struct wined3d_display_mode *mode)
1561 struct wined3d_adapter *adapter = device->adapter;
1562 const struct wined3d_format *format = wined3d_get_format(&adapter->gl_info, mode->format_id);
1563 DEVMODEW devmode;
1564 LONG ret;
1565 RECT clip_rc;
1567 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device, swapchain_idx, mode,
1568 mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
1570 /* Resize the screen even without a window:
1571 * The app could have unset it with SetCooperativeLevel, but not called
1572 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1573 * but we don't have any hwnd
1576 memset(&devmode, 0, sizeof(devmode));
1577 devmode.dmSize = sizeof(devmode);
1578 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1579 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1580 devmode.dmPelsWidth = mode->width;
1581 devmode.dmPelsHeight = mode->height;
1583 devmode.dmDisplayFrequency = mode->refresh_rate;
1584 if (mode->refresh_rate)
1585 devmode.dmFields |= DM_DISPLAYFREQUENCY;
1587 /* Only change the mode if necessary */
1588 if (adapter->screen_size.cx == mode->width && adapter->screen_size.cy == mode->height
1589 && adapter->screen_format == mode->format_id && !mode->refresh_rate)
1590 return WINED3D_OK;
1592 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1593 if (ret != DISP_CHANGE_SUCCESSFUL)
1595 if (devmode.dmDisplayFrequency)
1597 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1598 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1599 devmode.dmDisplayFrequency = 0;
1600 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1602 if(ret != DISP_CHANGE_SUCCESSFUL) {
1603 return WINED3DERR_NOTAVAILABLE;
1607 /* Store the new values */
1608 adapter->screen_size.cx = mode->width;
1609 adapter->screen_size.cy = mode->height;
1610 adapter->screen_format = mode->format_id;
1612 /* And finally clip mouse to our screen */
1613 SetRect(&clip_rc, 0, 0, mode->width, mode->height);
1614 ClipCursor(&clip_rc);
1616 return WINED3D_OK;
1619 HRESULT CDECL wined3d_device_get_wined3d(const struct wined3d_device *device, struct wined3d **wined3d)
1621 TRACE("device %p, wined3d %p.\n", device, wined3d);
1623 *wined3d = device->wined3d;
1624 wined3d_incref(*wined3d);
1626 TRACE("Returning %p.\n", *wined3d);
1628 return WINED3D_OK;
1631 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1633 TRACE("device %p.\n", device);
1635 TRACE("Emulating %d MB, returning %d MB left.\n",
1636 device->adapter->TextureRam / (1024 * 1024),
1637 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1639 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1642 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1643 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1645 struct wined3d_stream_state *stream;
1646 struct wined3d_buffer *prev_buffer;
1648 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1649 device, stream_idx, buffer, offset, stride);
1651 if (stream_idx >= MAX_STREAMS)
1653 WARN("Stream index %u out of range.\n", stream_idx);
1654 return WINED3DERR_INVALIDCALL;
1656 else if (offset & 0x3)
1658 WARN("Offset %u is not 4 byte aligned.\n", offset);
1659 return WINED3DERR_INVALIDCALL;
1662 stream = &device->updateStateBlock->state.streams[stream_idx];
1663 prev_buffer = stream->buffer;
1665 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1667 if (prev_buffer == buffer
1668 && stream->stride == stride
1669 && stream->offset == offset)
1671 TRACE("Application is setting the old values over, nothing to do.\n");
1672 return WINED3D_OK;
1675 stream->buffer = buffer;
1676 if (buffer)
1678 stream->stride = stride;
1679 stream->offset = offset;
1682 /* Handle recording of state blocks. */
1683 if (device->isRecordingState)
1685 TRACE("Recording... not performing anything.\n");
1686 if (buffer)
1687 wined3d_buffer_incref(buffer);
1688 if (prev_buffer)
1689 wined3d_buffer_decref(prev_buffer);
1690 return WINED3D_OK;
1693 if (buffer)
1695 InterlockedIncrement(&buffer->resource.bind_count);
1696 wined3d_buffer_incref(buffer);
1698 if (prev_buffer)
1700 InterlockedDecrement(&prev_buffer->resource.bind_count);
1701 wined3d_buffer_decref(prev_buffer);
1704 device_invalidate_state(device, STATE_STREAMSRC);
1706 return WINED3D_OK;
1709 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1710 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1712 struct wined3d_stream_state *stream;
1714 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1715 device, stream_idx, buffer, offset, stride);
1717 if (stream_idx >= MAX_STREAMS)
1719 WARN("Stream index %u out of range.\n", stream_idx);
1720 return WINED3DERR_INVALIDCALL;
1723 stream = &device->stateBlock->state.streams[stream_idx];
1724 *buffer = stream->buffer;
1725 if (*buffer)
1726 wined3d_buffer_incref(*buffer);
1727 if (offset)
1728 *offset = stream->offset;
1729 *stride = stream->stride;
1731 return WINED3D_OK;
1734 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1736 struct wined3d_stream_state *stream;
1737 UINT old_flags, old_freq;
1739 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1741 /* Verify input. At least in d3d9 this is invalid. */
1742 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1744 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1745 return WINED3DERR_INVALIDCALL;
1747 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1749 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1750 return WINED3DERR_INVALIDCALL;
1752 if (!divider)
1754 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1755 return WINED3DERR_INVALIDCALL;
1758 stream = &device->updateStateBlock->state.streams[stream_idx];
1759 old_flags = stream->flags;
1760 old_freq = stream->frequency;
1762 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1763 stream->frequency = divider & 0x7fffff;
1765 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1767 if (stream->frequency != old_freq || stream->flags != old_flags)
1768 device_invalidate_state(device, STATE_STREAMSRC);
1770 return WINED3D_OK;
1773 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1774 UINT stream_idx, UINT *divider)
1776 struct wined3d_stream_state *stream;
1778 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1780 stream = &device->updateStateBlock->state.streams[stream_idx];
1781 *divider = stream->flags | stream->frequency;
1783 TRACE("Returning %#x.\n", *divider);
1785 return WINED3D_OK;
1788 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1789 enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1791 TRACE("device %p, state %s, matrix %p.\n",
1792 device, debug_d3dtstype(d3dts), matrix);
1794 /* Handle recording of state blocks. */
1795 if (device->isRecordingState)
1797 TRACE("Recording... not performing anything.\n");
1798 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1799 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1800 return WINED3D_OK;
1803 /* If the new matrix is the same as the current one,
1804 * we cut off any further processing. this seems to be a reasonable
1805 * optimization because as was noticed, some apps (warcraft3 for example)
1806 * tend towards setting the same matrix repeatedly for some reason.
1808 * From here on we assume that the new matrix is different, wherever it matters. */
1809 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1811 TRACE("The application is setting the same matrix over again.\n");
1812 return WINED3D_OK;
1815 conv_mat(matrix, &device->stateBlock->state.transforms[d3dts].u.m[0][0]);
1817 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1818 * where ViewMat = Camera space, WorldMat = world space.
1820 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1821 * matrix. The Projection matrix stay projection matrix. */
1823 if (d3dts == WINED3D_TS_VIEW)
1824 device->view_ident = !memcmp(matrix, identity, 16 * sizeof(float));
1826 if (d3dts < WINED3D_TS_WORLD_MATRIX(device->adapter->gl_info.limits.blends))
1827 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1829 return WINED3D_OK;
1833 HRESULT CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1834 enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1836 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1838 *matrix = device->stateBlock->state.transforms[state];
1840 return WINED3D_OK;
1843 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1844 enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1846 const struct wined3d_matrix *mat = NULL;
1847 struct wined3d_matrix temp;
1849 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1851 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1852 * below means it will be recorded in a state block change, but it
1853 * works regardless where it is recorded.
1854 * If this is found to be wrong, change to StateBlock. */
1855 if (state > HIGHEST_TRANSFORMSTATE)
1857 WARN("Unhandled transform state %#x.\n", state);
1858 return WINED3D_OK;
1861 mat = &device->updateStateBlock->state.transforms[state];
1862 multiply_matrix(&temp, mat, matrix);
1864 /* Apply change via set transform - will reapply to eg. lights this way. */
1865 return wined3d_device_set_transform(device, state, &temp);
1868 /* Note lights are real special cases. Although the device caps state only
1869 * e.g. 8 are supported, you can reference any indexes you want as long as
1870 * that number max are enabled at any one point in time. Therefore since the
1871 * indices can be anything, we need a hashmap of them. However, this causes
1872 * stateblock problems. When capturing the state block, I duplicate the
1873 * hashmap, but when recording, just build a chain pretty much of commands to
1874 * be replayed. */
1875 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1876 UINT light_idx, const struct wined3d_light *light)
1878 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1879 struct wined3d_light_info *object = NULL;
1880 struct list *e;
1881 float rho;
1883 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1885 /* Check the parameter range. Need for speed most wanted sets junk lights
1886 * which confuse the GL driver. */
1887 if (!light)
1888 return WINED3DERR_INVALIDCALL;
1890 switch (light->type)
1892 case WINED3D_LIGHT_POINT:
1893 case WINED3D_LIGHT_SPOT:
1894 case WINED3D_LIGHT_PARALLELPOINT:
1895 case WINED3D_LIGHT_GLSPOT:
1896 /* Incorrect attenuation values can cause the gl driver to crash.
1897 * Happens with Need for speed most wanted. */
1898 if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1900 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1901 return WINED3DERR_INVALIDCALL;
1903 break;
1905 case WINED3D_LIGHT_DIRECTIONAL:
1906 /* Ignores attenuation */
1907 break;
1909 default:
1910 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1911 return WINED3DERR_INVALIDCALL;
1914 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1916 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1917 if (object->OriginalIndex == light_idx)
1918 break;
1919 object = NULL;
1922 if (!object)
1924 TRACE("Adding new light\n");
1925 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1926 if (!object)
1928 ERR("Out of memory error when allocating a light\n");
1929 return E_OUTOFMEMORY;
1931 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1932 object->glIndex = -1;
1933 object->OriginalIndex = light_idx;
1936 /* Initialize the object. */
1937 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1938 light_idx, light->type,
1939 light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a,
1940 light->specular.r, light->specular.g, light->specular.b, light->specular.a,
1941 light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a);
1942 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z,
1943 light->direction.x, light->direction.y, light->direction.z);
1944 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1945 light->range, light->falloff, light->theta, light->phi);
1947 /* Save away the information. */
1948 object->OriginalParms = *light;
1950 switch (light->type)
1952 case WINED3D_LIGHT_POINT:
1953 /* Position */
1954 object->lightPosn[0] = light->position.x;
1955 object->lightPosn[1] = light->position.y;
1956 object->lightPosn[2] = light->position.z;
1957 object->lightPosn[3] = 1.0f;
1958 object->cutoff = 180.0f;
1959 /* FIXME: Range */
1960 break;
1962 case WINED3D_LIGHT_DIRECTIONAL:
1963 /* Direction */
1964 object->lightPosn[0] = -light->direction.x;
1965 object->lightPosn[1] = -light->direction.y;
1966 object->lightPosn[2] = -light->direction.z;
1967 object->lightPosn[3] = 0.0f;
1968 object->exponent = 0.0f;
1969 object->cutoff = 180.0f;
1970 break;
1972 case WINED3D_LIGHT_SPOT:
1973 /* Position */
1974 object->lightPosn[0] = light->position.x;
1975 object->lightPosn[1] = light->position.y;
1976 object->lightPosn[2] = light->position.z;
1977 object->lightPosn[3] = 1.0f;
1979 /* Direction */
1980 object->lightDirn[0] = light->direction.x;
1981 object->lightDirn[1] = light->direction.y;
1982 object->lightDirn[2] = light->direction.z;
1983 object->lightDirn[3] = 1.0f;
1985 /* opengl-ish and d3d-ish spot lights use too different models
1986 * for the light "intensity" as a function of the angle towards
1987 * the main light direction, so we only can approximate very
1988 * roughly. However, spot lights are rather rarely used in games
1989 * (if ever used at all). Furthermore if still used, probably
1990 * nobody pays attention to such details. */
1991 if (!light->falloff)
1993 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1994 * equations have the falloff resp. exponent parameter as an
1995 * exponent, so the spot light lighting will always be 1.0 for
1996 * both of them, and we don't have to care for the rest of the
1997 * rather complex calculation. */
1998 object->exponent = 0.0f;
2000 else
2002 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
2003 if (rho < 0.0001f)
2004 rho = 0.0001f;
2005 object->exponent = -0.3f / logf(cosf(rho / 2));
2008 if (object->exponent > 128.0f)
2009 object->exponent = 128.0f;
2011 object->cutoff = (float)(light->phi * 90 / M_PI);
2012 /* FIXME: Range */
2013 break;
2015 default:
2016 FIXME("Unrecognized light type %#x.\n", light->type);
2019 /* Update the live definitions if the light is currently assigned a glIndex. */
2020 if (object->glIndex != -1 && !device->isRecordingState)
2021 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
2023 return WINED3D_OK;
2026 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
2027 UINT light_idx, struct wined3d_light *light)
2029 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2030 struct wined3d_light_info *light_info = NULL;
2031 struct list *e;
2033 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
2035 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2037 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2038 if (light_info->OriginalIndex == light_idx)
2039 break;
2040 light_info = NULL;
2043 if (!light_info)
2045 TRACE("Light information requested but light not defined\n");
2046 return WINED3DERR_INVALIDCALL;
2049 *light = light_info->OriginalParms;
2050 return WINED3D_OK;
2053 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2055 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2056 struct wined3d_light_info *light_info = NULL;
2057 struct list *e;
2059 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2061 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2063 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2064 if (light_info->OriginalIndex == light_idx)
2065 break;
2066 light_info = NULL;
2068 TRACE("Found light %p.\n", light_info);
2070 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2071 if (!light_info)
2073 TRACE("Light enabled requested but light not defined, so defining one!\n");
2074 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2076 /* Search for it again! Should be fairly quick as near head of list. */
2077 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2079 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2080 if (light_info->OriginalIndex == light_idx)
2081 break;
2082 light_info = NULL;
2084 if (!light_info)
2086 FIXME("Adding default lights has failed dismally\n");
2087 return WINED3DERR_INVALIDCALL;
2091 if (!enable)
2093 if (light_info->glIndex != -1)
2095 if (!device->isRecordingState)
2096 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2098 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2099 light_info->glIndex = -1;
2101 else
2103 TRACE("Light already disabled, nothing to do\n");
2105 light_info->enabled = FALSE;
2107 else
2109 light_info->enabled = TRUE;
2110 if (light_info->glIndex != -1)
2112 TRACE("Nothing to do as light was enabled\n");
2114 else
2116 unsigned int i;
2117 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2118 /* Find a free GL light. */
2119 for (i = 0; i < gl_info->limits.lights; ++i)
2121 if (!device->updateStateBlock->state.lights[i])
2123 device->updateStateBlock->state.lights[i] = light_info;
2124 light_info->glIndex = i;
2125 break;
2128 if (light_info->glIndex == -1)
2130 /* Our tests show that Windows returns D3D_OK in this situation, even with
2131 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2132 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2133 * as well for those lights.
2135 * TODO: Test how this affects rendering. */
2136 WARN("Too many concurrently active lights\n");
2137 return WINED3D_OK;
2140 /* i == light_info->glIndex */
2141 if (!device->isRecordingState)
2142 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2146 return WINED3D_OK;
2149 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
2151 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2152 struct wined3d_light_info *light_info = NULL;
2153 struct list *e;
2155 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2157 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2159 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2160 if (light_info->OriginalIndex == light_idx)
2161 break;
2162 light_info = NULL;
2165 if (!light_info)
2167 TRACE("Light enabled state requested but light not defined.\n");
2168 return WINED3DERR_INVALIDCALL;
2170 /* true is 128 according to SetLightEnable */
2171 *enable = light_info->enabled ? 128 : 0;
2172 return WINED3D_OK;
2175 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const float *plane)
2177 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2179 /* Validate plane_idx. */
2180 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2182 TRACE("Application has requested clipplane this device doesn't support.\n");
2183 return WINED3DERR_INVALIDCALL;
2186 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2188 if (device->updateStateBlock->state.clip_planes[plane_idx][0] == plane[0]
2189 && device->updateStateBlock->state.clip_planes[plane_idx][1] == plane[1]
2190 && device->updateStateBlock->state.clip_planes[plane_idx][2] == plane[2]
2191 && device->updateStateBlock->state.clip_planes[plane_idx][3] == plane[3])
2193 TRACE("Application is setting old values over, nothing to do.\n");
2194 return WINED3D_OK;
2197 device->updateStateBlock->state.clip_planes[plane_idx][0] = plane[0];
2198 device->updateStateBlock->state.clip_planes[plane_idx][1] = plane[1];
2199 device->updateStateBlock->state.clip_planes[plane_idx][2] = plane[2];
2200 device->updateStateBlock->state.clip_planes[plane_idx][3] = plane[3];
2202 /* Handle recording of state blocks. */
2203 if (device->isRecordingState)
2205 TRACE("Recording... not performing anything.\n");
2206 return WINED3D_OK;
2209 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2211 return WINED3D_OK;
2214 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device, UINT plane_idx, float *plane)
2216 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2218 /* Validate plane_idx. */
2219 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2221 TRACE("Application has requested clipplane this device doesn't support.\n");
2222 return WINED3DERR_INVALIDCALL;
2225 plane[0] = (float)device->stateBlock->state.clip_planes[plane_idx][0];
2226 plane[1] = (float)device->stateBlock->state.clip_planes[plane_idx][1];
2227 plane[2] = (float)device->stateBlock->state.clip_planes[plane_idx][2];
2228 plane[3] = (float)device->stateBlock->state.clip_planes[plane_idx][3];
2230 return WINED3D_OK;
2233 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
2234 const struct wined3d_clip_status *clip_status)
2236 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2238 if (!clip_status)
2239 return WINED3DERR_INVALIDCALL;
2241 return WINED3D_OK;
2244 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
2245 struct wined3d_clip_status *clip_status)
2247 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2249 if (!clip_status)
2250 return WINED3DERR_INVALIDCALL;
2252 return WINED3D_OK;
2255 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
2257 TRACE("device %p, material %p.\n", device, material);
2259 device->updateStateBlock->changed.material = TRUE;
2260 device->updateStateBlock->state.material = *material;
2262 /* Handle recording of state blocks */
2263 if (device->isRecordingState)
2265 TRACE("Recording... not performing anything.\n");
2266 return WINED3D_OK;
2269 device_invalidate_state(device, STATE_MATERIAL);
2271 return WINED3D_OK;
2274 HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
2276 TRACE("device %p, material %p.\n", device, material);
2278 *material = device->updateStateBlock->state.material;
2280 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2281 material->diffuse.r, material->diffuse.g,
2282 material->diffuse.b, material->diffuse.a);
2283 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2284 material->ambient.r, material->ambient.g,
2285 material->ambient.b, material->ambient.a);
2286 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2287 material->specular.r, material->specular.g,
2288 material->specular.b, material->specular.a);
2289 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2290 material->emissive.r, material->emissive.g,
2291 material->emissive.b, material->emissive.a);
2292 TRACE("power %.8e.\n", material->power);
2294 return WINED3D_OK;
2297 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2298 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2300 struct wined3d_buffer *prev_buffer;
2302 TRACE("device %p, buffer %p, format %s.\n",
2303 device, buffer, debug_d3dformat(format_id));
2305 prev_buffer = device->updateStateBlock->state.index_buffer;
2307 device->updateStateBlock->changed.indices = TRUE;
2308 device->updateStateBlock->state.index_buffer = buffer;
2309 device->updateStateBlock->state.index_format = format_id;
2311 /* Handle recording of state blocks. */
2312 if (device->isRecordingState)
2314 TRACE("Recording... not performing anything.\n");
2315 if (buffer)
2316 wined3d_buffer_incref(buffer);
2317 if (prev_buffer)
2318 wined3d_buffer_decref(prev_buffer);
2319 return WINED3D_OK;
2322 if (prev_buffer != buffer)
2324 device_invalidate_state(device, STATE_INDEXBUFFER);
2325 if (buffer)
2327 InterlockedIncrement(&buffer->resource.bind_count);
2328 wined3d_buffer_incref(buffer);
2330 if (prev_buffer)
2332 InterlockedDecrement(&prev_buffer->resource.bind_count);
2333 wined3d_buffer_decref(prev_buffer);
2337 return WINED3D_OK;
2340 HRESULT CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device, struct wined3d_buffer **buffer)
2342 TRACE("device %p, buffer %p.\n", device, buffer);
2344 *buffer = device->stateBlock->state.index_buffer;
2346 if (*buffer)
2347 wined3d_buffer_incref(*buffer);
2349 TRACE("Returning %p.\n", *buffer);
2351 return WINED3D_OK;
2354 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2355 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2357 TRACE("device %p, base_index %d.\n", device, base_index);
2359 if (device->updateStateBlock->state.base_vertex_index == base_index)
2361 TRACE("Application is setting the old value over, nothing to do\n");
2362 return WINED3D_OK;
2365 device->updateStateBlock->state.base_vertex_index = base_index;
2367 if (device->isRecordingState)
2369 TRACE("Recording... not performing anything\n");
2370 return WINED3D_OK;
2372 return WINED3D_OK;
2375 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
2377 TRACE("device %p.\n", device);
2379 return device->stateBlock->state.base_vertex_index;
2382 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
2384 TRACE("device %p, viewport %p.\n", device, viewport);
2385 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2386 viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
2388 device->updateStateBlock->changed.viewport = TRUE;
2389 device->updateStateBlock->state.viewport = *viewport;
2391 /* Handle recording of state blocks */
2392 if (device->isRecordingState)
2394 TRACE("Recording... not performing anything\n");
2395 return WINED3D_OK;
2398 device_invalidate_state(device, STATE_VIEWPORT);
2400 return WINED3D_OK;
2403 HRESULT CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
2405 TRACE("device %p, viewport %p.\n", device, viewport);
2407 *viewport = device->stateBlock->state.viewport;
2409 return WINED3D_OK;
2412 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2413 enum wined3d_render_state state, DWORD value)
2415 DWORD old_value = device->stateBlock->state.render_states[state];
2417 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2419 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2420 device->updateStateBlock->state.render_states[state] = value;
2422 /* Handle recording of state blocks. */
2423 if (device->isRecordingState)
2425 TRACE("Recording... not performing anything.\n");
2426 return WINED3D_OK;
2429 /* Compared here and not before the assignment to allow proper stateblock recording. */
2430 if (value == old_value)
2431 TRACE("Application is setting the old value over, nothing to do.\n");
2432 else
2433 device_invalidate_state(device, STATE_RENDER(state));
2435 return WINED3D_OK;
2438 HRESULT CDECL wined3d_device_get_render_state(const struct wined3d_device *device,
2439 enum wined3d_render_state state, DWORD *value)
2441 TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2443 *value = device->stateBlock->state.render_states[state];
2445 return WINED3D_OK;
2448 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2449 UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
2451 DWORD old_value;
2453 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2454 device, sampler_idx, debug_d3dsamplerstate(state), value);
2456 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2457 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2459 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2460 / sizeof(*device->stateBlock->state.sampler_states))
2462 WARN("Invalid sampler %u.\n", sampler_idx);
2463 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2466 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2467 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2468 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2470 /* Handle recording of state blocks. */
2471 if (device->isRecordingState)
2473 TRACE("Recording... not performing anything.\n");
2474 return WINED3D_OK;
2477 if (old_value == value)
2479 TRACE("Application is setting the old value over, nothing to do.\n");
2480 return WINED3D_OK;
2483 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2485 return WINED3D_OK;
2488 HRESULT CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2489 UINT sampler_idx, enum wined3d_sampler_state state, DWORD *value)
2491 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2492 device, sampler_idx, debug_d3dsamplerstate(state), value);
2494 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2495 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2497 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2498 / sizeof(*device->stateBlock->state.sampler_states))
2500 WARN("Invalid sampler %u.\n", sampler_idx);
2501 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2504 *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2505 TRACE("Returning %#x.\n", *value);
2507 return WINED3D_OK;
2510 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2512 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2514 device->updateStateBlock->changed.scissorRect = TRUE;
2515 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2517 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2518 return WINED3D_OK;
2520 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2522 if (device->isRecordingState)
2524 TRACE("Recording... not performing anything.\n");
2525 return WINED3D_OK;
2528 device_invalidate_state(device, STATE_SCISSORRECT);
2530 return WINED3D_OK;
2533 HRESULT CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2535 TRACE("device %p, rect %p.\n", device, rect);
2537 *rect = device->updateStateBlock->state.scissor_rect;
2538 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2540 return WINED3D_OK;
2543 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2544 struct wined3d_vertex_declaration *declaration)
2546 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2548 TRACE("device %p, declaration %p.\n", device, declaration);
2550 if (declaration)
2551 wined3d_vertex_declaration_incref(declaration);
2552 if (prev)
2553 wined3d_vertex_declaration_decref(prev);
2555 device->updateStateBlock->state.vertex_declaration = declaration;
2556 device->updateStateBlock->changed.vertexDecl = TRUE;
2558 if (device->isRecordingState)
2560 TRACE("Recording... not performing anything.\n");
2561 return WINED3D_OK;
2563 else if (declaration == prev)
2565 /* Checked after the assignment to allow proper stateblock recording. */
2566 TRACE("Application is setting the old declaration over, nothing to do.\n");
2567 return WINED3D_OK;
2570 device_invalidate_state(device, STATE_VDECL);
2571 return WINED3D_OK;
2574 HRESULT CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device,
2575 struct wined3d_vertex_declaration **declaration)
2577 TRACE("device %p, declaration %p.\n", device, declaration);
2579 *declaration = device->stateBlock->state.vertex_declaration;
2580 if (*declaration)
2581 wined3d_vertex_declaration_incref(*declaration);
2583 return WINED3D_OK;
2586 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2588 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2590 TRACE("device %p, shader %p.\n", device, shader);
2592 device->updateStateBlock->state.vertex_shader = shader;
2593 device->updateStateBlock->changed.vertexShader = TRUE;
2595 if (device->isRecordingState)
2597 if (shader)
2598 wined3d_shader_incref(shader);
2599 if (prev)
2600 wined3d_shader_decref(prev);
2601 TRACE("Recording... not performing anything.\n");
2602 return WINED3D_OK;
2605 if (shader == prev)
2607 TRACE("Application is setting the old shader over, nothing to do.\n");
2608 return WINED3D_OK;
2611 if (shader)
2612 wined3d_shader_incref(shader);
2613 if (prev)
2614 wined3d_shader_decref(prev);
2616 device_invalidate_state(device, STATE_VSHADER);
2618 return WINED3D_OK;
2621 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2623 struct wined3d_shader *shader;
2625 TRACE("device %p.\n", device);
2627 shader = device->stateBlock->state.vertex_shader;
2628 if (shader)
2629 wined3d_shader_incref(shader);
2631 TRACE("Returning %p.\n", shader);
2632 return shader;
2635 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2636 UINT start_register, const BOOL *constants, UINT bool_count)
2638 UINT count = min(bool_count, MAX_CONST_B - start_register);
2639 UINT i;
2641 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2642 device, start_register, constants, bool_count);
2644 if (!constants || start_register >= MAX_CONST_B)
2645 return WINED3DERR_INVALIDCALL;
2647 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2648 for (i = 0; i < count; ++i)
2649 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2651 for (i = start_register; i < count + start_register; ++i)
2652 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2654 if (!device->isRecordingState)
2655 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2657 return WINED3D_OK;
2660 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2661 UINT start_register, BOOL *constants, UINT bool_count)
2663 UINT count = min(bool_count, MAX_CONST_B - start_register);
2665 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2666 device, start_register, constants, bool_count);
2668 if (!constants || start_register >= MAX_CONST_B)
2669 return WINED3DERR_INVALIDCALL;
2671 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2673 return WINED3D_OK;
2676 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2677 UINT start_register, const int *constants, UINT vector4i_count)
2679 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2680 UINT i;
2682 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2683 device, start_register, constants, vector4i_count);
2685 if (!constants || start_register >= MAX_CONST_I)
2686 return WINED3DERR_INVALIDCALL;
2688 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2689 for (i = 0; i < count; ++i)
2690 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2691 constants[i * 4], constants[i * 4 + 1],
2692 constants[i * 4 + 2], constants[i * 4 + 3]);
2694 for (i = start_register; i < count + start_register; ++i)
2695 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2697 if (!device->isRecordingState)
2698 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2700 return WINED3D_OK;
2703 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2704 UINT start_register, int *constants, UINT vector4i_count)
2706 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2708 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2709 device, start_register, constants, vector4i_count);
2711 if (!constants || start_register >= MAX_CONST_I)
2712 return WINED3DERR_INVALIDCALL;
2714 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2715 return WINED3D_OK;
2718 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2719 UINT start_register, const float *constants, UINT vector4f_count)
2721 UINT i;
2723 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2724 device, start_register, constants, vector4f_count);
2726 /* Specifically test start_register > limit to catch MAX_UINT overflows
2727 * when adding start_register + vector4f_count. */
2728 if (!constants
2729 || start_register + vector4f_count > device->d3d_vshader_constantF
2730 || start_register > device->d3d_vshader_constantF)
2731 return WINED3DERR_INVALIDCALL;
2733 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2734 constants, vector4f_count * sizeof(float) * 4);
2735 if (TRACE_ON(d3d))
2737 for (i = 0; i < vector4f_count; ++i)
2738 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2739 constants[i * 4], constants[i * 4 + 1],
2740 constants[i * 4 + 2], constants[i * 4 + 3]);
2743 if (!device->isRecordingState)
2745 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2746 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2749 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2750 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2752 return WINED3D_OK;
2755 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2756 UINT start_register, float *constants, UINT vector4f_count)
2758 int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2760 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2761 device, start_register, constants, vector4f_count);
2763 if (!constants || count < 0)
2764 return WINED3DERR_INVALIDCALL;
2766 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2768 return WINED3D_OK;
2771 static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage)
2773 DWORD i;
2775 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2777 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2781 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2783 DWORD i = device->rev_tex_unit_map[unit];
2784 DWORD j = device->texUnitMap[stage];
2786 device->texUnitMap[stage] = unit;
2787 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2788 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2790 device->rev_tex_unit_map[unit] = stage;
2791 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2792 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2795 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2797 UINT i;
2799 device->fixed_function_usage_map = 0;
2800 for (i = 0; i < MAX_TEXTURES; ++i)
2802 const struct wined3d_state *state = &device->stateBlock->state;
2803 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2804 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2805 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
2806 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
2807 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
2808 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
2809 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
2810 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
2812 /* Not used, and disable higher stages. */
2813 if (color_op == WINED3D_TOP_DISABLE)
2814 break;
2816 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
2817 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
2818 || ((color_arg3 == WINED3DTA_TEXTURE)
2819 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
2820 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
2821 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
2822 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2823 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
2824 device->fixed_function_usage_map |= (1 << i);
2826 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
2827 && i < MAX_TEXTURES - 1)
2828 device->fixed_function_usage_map |= (1 << (i + 1));
2832 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2834 unsigned int i, tex;
2835 WORD ffu_map;
2837 device_update_fixed_function_usage_map(device);
2838 ffu_map = device->fixed_function_usage_map;
2840 if (device->max_ffp_textures == gl_info->limits.texture_stages
2841 || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2843 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2845 if (!(ffu_map & 1)) continue;
2847 if (device->texUnitMap[i] != i)
2849 device_map_stage(device, i, i);
2850 device_invalidate_state(device, STATE_SAMPLER(i));
2851 device_invalidate_texture_stage(device, i);
2854 return;
2857 /* Now work out the mapping */
2858 tex = 0;
2859 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2861 if (!(ffu_map & 1)) continue;
2863 if (device->texUnitMap[i] != tex)
2865 device_map_stage(device, i, tex);
2866 device_invalidate_state(device, STATE_SAMPLER(i));
2867 device_invalidate_texture_stage(device, i);
2870 ++tex;
2874 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2876 const enum wined3d_sampler_texture_type *sampler_type =
2877 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2878 unsigned int i;
2880 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2882 if (sampler_type[i] && device->texUnitMap[i] != i)
2884 device_map_stage(device, i, i);
2885 device_invalidate_state(device, STATE_SAMPLER(i));
2886 if (i < gl_info->limits.texture_stages)
2887 device_invalidate_texture_stage(device, i);
2892 static BOOL device_unit_free_for_vs(const struct wined3d_device *device,
2893 const enum wined3d_sampler_texture_type *pshader_sampler_tokens,
2894 const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit)
2896 DWORD current_mapping = device->rev_tex_unit_map[unit];
2898 /* Not currently used */
2899 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2901 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2902 /* Used by a fragment sampler */
2904 if (!pshader_sampler_tokens) {
2905 /* No pixel shader, check fixed function */
2906 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2909 /* Pixel shader, check the shader's sampler map */
2910 return !pshader_sampler_tokens[current_mapping];
2913 /* Used by a vertex sampler */
2914 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2917 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2919 const enum wined3d_sampler_texture_type *vshader_sampler_type =
2920 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2921 const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL;
2922 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2923 int i;
2925 if (ps)
2927 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2928 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2929 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2932 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2933 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2934 if (vshader_sampler_type[i])
2936 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2938 /* Already mapped somewhere */
2939 continue;
2942 while (start >= 0)
2944 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2946 device_map_stage(device, vsampler_idx, start);
2947 device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2949 --start;
2950 break;
2953 --start;
2959 void device_update_tex_unit_map(struct wined3d_device *device)
2961 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2962 const struct wined3d_state *state = &device->stateBlock->state;
2963 BOOL vs = use_vs(state);
2964 BOOL ps = use_ps(state);
2966 * Rules are:
2967 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2968 * that would be really messy and require shader recompilation
2969 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2970 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2972 if (ps)
2973 device_map_psamplers(device, gl_info);
2974 else
2975 device_map_fixed_function_samplers(device, gl_info);
2977 if (vs)
2978 device_map_vsamplers(device, ps, gl_info);
2981 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2983 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2985 TRACE("device %p, shader %p.\n", device, shader);
2987 device->updateStateBlock->state.pixel_shader = shader;
2988 device->updateStateBlock->changed.pixelShader = TRUE;
2990 if (device->isRecordingState)
2992 if (shader)
2993 wined3d_shader_incref(shader);
2994 if (prev)
2995 wined3d_shader_decref(prev);
2996 TRACE("Recording... not performing anything.\n");
2997 return WINED3D_OK;
3000 if (shader == prev)
3002 TRACE("Application is setting the old shader over, nothing to do.\n");
3003 return WINED3D_OK;
3006 if (shader)
3007 wined3d_shader_incref(shader);
3008 if (prev)
3009 wined3d_shader_decref(prev);
3011 device_invalidate_state(device, STATE_PIXELSHADER);
3013 return WINED3D_OK;
3016 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
3018 struct wined3d_shader *shader;
3020 TRACE("device %p.\n", device);
3022 shader = device->stateBlock->state.pixel_shader;
3023 if (shader)
3024 wined3d_shader_incref(shader);
3026 TRACE("Returning %p.\n", shader);
3027 return shader;
3030 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
3031 UINT start_register, const BOOL *constants, UINT bool_count)
3033 UINT count = min(bool_count, MAX_CONST_B - start_register);
3034 UINT i;
3036 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3037 device, start_register, constants, bool_count);
3039 if (!constants || start_register >= MAX_CONST_B)
3040 return WINED3DERR_INVALIDCALL;
3042 memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3043 for (i = 0; i < count; ++i)
3044 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3046 for (i = start_register; i < count + start_register; ++i)
3047 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3049 if (!device->isRecordingState)
3050 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3052 return WINED3D_OK;
3055 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
3056 UINT start_register, BOOL *constants, UINT bool_count)
3058 UINT count = min(bool_count, MAX_CONST_B - start_register);
3060 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3061 device, start_register, constants, bool_count);
3063 if (!constants || start_register >= MAX_CONST_B)
3064 return WINED3DERR_INVALIDCALL;
3066 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3068 return WINED3D_OK;
3071 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3072 UINT start_register, const int *constants, UINT vector4i_count)
3074 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3075 UINT i;
3077 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3078 device, start_register, constants, vector4i_count);
3080 if (!constants || start_register >= MAX_CONST_I)
3081 return WINED3DERR_INVALIDCALL;
3083 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3084 for (i = 0; i < count; ++i)
3085 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3086 constants[i * 4], constants[i * 4 + 1],
3087 constants[i * 4 + 2], constants[i * 4 + 3]);
3089 for (i = start_register; i < count + start_register; ++i)
3090 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3092 if (!device->isRecordingState)
3093 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3095 return WINED3D_OK;
3098 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
3099 UINT start_register, int *constants, UINT vector4i_count)
3101 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3103 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3104 device, start_register, constants, vector4i_count);
3106 if (!constants || start_register >= MAX_CONST_I)
3107 return WINED3DERR_INVALIDCALL;
3109 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3111 return WINED3D_OK;
3114 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3115 UINT start_register, const float *constants, UINT vector4f_count)
3117 UINT i;
3119 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3120 device, start_register, constants, vector4f_count);
3122 /* Specifically test start_register > limit to catch MAX_UINT overflows
3123 * when adding start_register + vector4f_count. */
3124 if (!constants
3125 || start_register + vector4f_count > device->d3d_pshader_constantF
3126 || start_register > device->d3d_pshader_constantF)
3127 return WINED3DERR_INVALIDCALL;
3129 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3130 constants, vector4f_count * sizeof(float) * 4);
3131 if (TRACE_ON(d3d))
3133 for (i = 0; i < vector4f_count; ++i)
3134 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3135 constants[i * 4], constants[i * 4 + 1],
3136 constants[i * 4 + 2], constants[i * 4 + 3]);
3139 if (!device->isRecordingState)
3141 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3142 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3145 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3146 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3148 return WINED3D_OK;
3151 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
3152 UINT start_register, float *constants, UINT vector4f_count)
3154 int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3156 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3157 device, start_register, constants, vector4f_count);
3159 if (!constants || count < 0)
3160 return WINED3DERR_INVALIDCALL;
3162 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3164 return WINED3D_OK;
3167 /* Context activation is done by the caller. */
3168 /* Do not call while under the GL lock. */
3169 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3170 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3171 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3172 DWORD DestFVF)
3174 struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3175 struct wined3d_viewport vp;
3176 UINT vertex_size;
3177 unsigned int i;
3178 BYTE *dest_ptr;
3179 BOOL doClip;
3180 DWORD numTextures;
3181 HRESULT hr;
3183 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3185 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3188 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3190 ERR("Source has no position mask\n");
3191 return WINED3DERR_INVALIDCALL;
3194 if (device->stateBlock->state.render_states[WINED3D_RS_CLIPPING])
3196 static BOOL warned = FALSE;
3198 * The clipping code is not quite correct. Some things need
3199 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3200 * so disable clipping for now.
3201 * (The graphics in Half-Life are broken, and my processvertices
3202 * test crashes with IDirect3DDevice3)
3203 doClip = TRUE;
3205 doClip = FALSE;
3206 if(!warned) {
3207 warned = TRUE;
3208 FIXME("Clipping is broken and disabled for now\n");
3211 else
3212 doClip = FALSE;
3214 vertex_size = get_flexible_vertex_size(DestFVF);
3215 if (FAILED(hr = wined3d_buffer_map(dest, dwDestIndex * vertex_size, dwCount * vertex_size, &dest_ptr, 0)))
3217 WARN("Failed to map buffer, hr %#x.\n", hr);
3218 return hr;
3221 wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
3222 wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
3223 wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
3225 TRACE("View mat:\n");
3226 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);
3227 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);
3228 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);
3229 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);
3231 TRACE("Proj mat:\n");
3232 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);
3233 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);
3234 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);
3235 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);
3237 TRACE("World mat:\n");
3238 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);
3239 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);
3240 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);
3241 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);
3243 /* Get the viewport */
3244 wined3d_device_get_viewport(device, &vp);
3245 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3246 vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3248 multiply_matrix(&mat,&view_mat,&world_mat);
3249 multiply_matrix(&mat,&proj_mat,&mat);
3251 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3253 for (i = 0; i < dwCount; i+= 1) {
3254 unsigned int tex_index;
3256 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3257 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3258 /* The position first */
3259 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3260 const float *p = (const float *)(element->data.addr + i * element->stride);
3261 float x, y, z, rhw;
3262 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3264 /* Multiplication with world, view and projection matrix */
3265 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);
3266 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);
3267 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);
3268 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);
3270 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3272 /* WARNING: The following things are taken from d3d7 and were not yet checked
3273 * against d3d8 or d3d9!
3276 /* Clipping conditions: From msdn
3278 * A vertex is clipped if it does not match the following requirements
3279 * -rhw < x <= rhw
3280 * -rhw < y <= rhw
3281 * 0 < z <= rhw
3282 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3284 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3285 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3289 if( !doClip ||
3290 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3291 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3292 ( rhw > eps ) ) ) {
3294 /* "Normal" viewport transformation (not clipped)
3295 * 1) The values are divided by rhw
3296 * 2) The y axis is negative, so multiply it with -1
3297 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3298 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3299 * 4) Multiply x with Width/2 and add Width/2
3300 * 5) The same for the height
3301 * 6) Add the viewpoint X and Y to the 2D coordinates and
3302 * The minimum Z value to z
3303 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3305 * Well, basically it's simply a linear transformation into viewport
3306 * coordinates
3309 x /= rhw;
3310 y /= rhw;
3311 z /= rhw;
3313 y *= -1;
3315 x *= vp.width / 2;
3316 y *= vp.height / 2;
3317 z *= vp.max_z - vp.min_z;
3319 x += vp.width / 2 + vp.x;
3320 y += vp.height / 2 + vp.y;
3321 z += vp.min_z;
3323 rhw = 1 / rhw;
3324 } else {
3325 /* That vertex got clipped
3326 * Contrary to OpenGL it is not dropped completely, it just
3327 * undergoes a different calculation.
3329 TRACE("Vertex got clipped\n");
3330 x += rhw;
3331 y += rhw;
3333 x /= 2;
3334 y /= 2;
3336 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3337 * outside of the main vertex buffer memory. That needs some more
3338 * investigation...
3342 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3345 ( (float *) dest_ptr)[0] = x;
3346 ( (float *) dest_ptr)[1] = y;
3347 ( (float *) dest_ptr)[2] = z;
3348 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3350 dest_ptr += 3 * sizeof(float);
3352 if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
3353 dest_ptr += sizeof(float);
3356 if (DestFVF & WINED3DFVF_PSIZE)
3357 dest_ptr += sizeof(DWORD);
3359 if (DestFVF & WINED3DFVF_NORMAL)
3361 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3362 const float *normal = (const float *)(element->data.addr + i * element->stride);
3363 /* AFAIK this should go into the lighting information */
3364 FIXME("Didn't expect the destination to have a normal\n");
3365 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3368 if (DestFVF & WINED3DFVF_DIFFUSE)
3370 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3371 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3372 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3374 static BOOL warned = FALSE;
3376 if(!warned) {
3377 ERR("No diffuse color in source, but destination has one\n");
3378 warned = TRUE;
3381 *( (DWORD *) dest_ptr) = 0xffffffff;
3382 dest_ptr += sizeof(DWORD);
3384 else
3386 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3390 if (DestFVF & WINED3DFVF_SPECULAR)
3392 /* What's the color value in the feedback buffer? */
3393 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3394 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3395 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3397 static BOOL warned = FALSE;
3399 if(!warned) {
3400 ERR("No specular color in source, but destination has one\n");
3401 warned = TRUE;
3404 *( (DWORD *) dest_ptr) = 0xFF000000;
3405 dest_ptr += sizeof(DWORD);
3407 else
3409 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3413 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3415 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3416 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3417 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3419 ERR("No source texture, but destination requests one\n");
3420 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3422 else
3424 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3429 wined3d_buffer_unmap(dest);
3431 return WINED3D_OK;
3433 #undef copy_and_next
3435 /* Do not call while under the GL lock. */
3436 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3437 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3438 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3440 struct wined3d_state *state = &device->stateBlock->state;
3441 struct wined3d_stream_info stream_info;
3442 const struct wined3d_gl_info *gl_info;
3443 BOOL streamWasUP = state->user_stream;
3444 struct wined3d_context *context;
3445 struct wined3d_shader *vs;
3446 unsigned int i;
3447 HRESULT hr;
3449 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3450 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3451 device, src_start_idx, dst_idx, vertex_count,
3452 dst_buffer, declaration, flags, dst_fvf);
3454 if (declaration)
3455 FIXME("Output vertex declaration not implemented yet.\n");
3457 /* Need any context to write to the vbo. */
3458 context = context_acquire(device, NULL);
3459 gl_info = context->gl_info;
3461 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3462 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3463 * restore it afterwards. */
3464 vs = state->vertex_shader;
3465 state->vertex_shader = NULL;
3466 state->user_stream = FALSE;
3467 device_stream_info_from_declaration(device, &stream_info);
3468 state->user_stream = streamWasUP;
3469 state->vertex_shader = vs;
3471 /* We can't convert FROM a VBO, and vertex buffers used to source into
3472 * process_vertices() are unlikely to ever be used for drawing. Release
3473 * VBOs in those buffers and fix up the stream_info structure.
3475 * Also apply the start index. */
3476 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3478 struct wined3d_stream_info_element *e;
3480 if (!(stream_info.use_map & (1 << i)))
3481 continue;
3483 e = &stream_info.elements[i];
3484 if (e->data.buffer_object)
3486 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3487 e->data.buffer_object = 0;
3488 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3489 ENTER_GL();
3490 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3491 vb->buffer_object = 0;
3492 LEAVE_GL();
3494 if (e->data.addr)
3495 e->data.addr += e->stride * src_start_idx;
3498 hr = process_vertices_strided(device, dst_idx, vertex_count,
3499 &stream_info, dst_buffer, flags, dst_fvf);
3501 context_release(context);
3503 return hr;
3506 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3507 UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3509 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3510 DWORD old_value;
3512 TRACE("device %p, stage %u, state %s, value %#x.\n",
3513 device, stage, debug_d3dtexturestate(state), value);
3515 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3517 WARN("Invalid state %#x passed.\n", state);
3518 return WINED3D_OK;
3521 if (stage >= gl_info->limits.texture_stages)
3523 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3524 stage, gl_info->limits.texture_stages - 1);
3525 return WINED3D_OK;
3528 old_value = device->updateStateBlock->state.texture_states[stage][state];
3529 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3530 device->updateStateBlock->state.texture_states[stage][state] = value;
3532 if (device->isRecordingState)
3534 TRACE("Recording... not performing anything.\n");
3535 return WINED3D_OK;
3538 /* Checked after the assignments to allow proper stateblock recording. */
3539 if (old_value == value)
3541 TRACE("Application is setting the old value over, nothing to do.\n");
3542 return WINED3D_OK;
3545 if (stage > device->stateBlock->state.lowest_disabled_stage
3546 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3547 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP))
3549 /* Colorop change above lowest disabled stage? That won't change
3550 * anything in the GL setup. Changes in other states are important on
3551 * disabled stages too. */
3552 return WINED3D_OK;
3555 if (state == WINED3D_TSS_COLOR_OP)
3557 unsigned int i;
3559 if (value == WINED3D_TOP_DISABLE && old_value != WINED3D_TOP_DISABLE)
3561 /* Previously enabled stage disabled now. Make sure to dirtify
3562 * all enabled stages above stage, they have to be disabled.
3564 * The current stage is dirtified below. */
3565 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3567 TRACE("Additionally dirtifying stage %u.\n", i);
3568 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3570 device->stateBlock->state.lowest_disabled_stage = stage;
3571 TRACE("New lowest disabled: %u.\n", stage);
3573 else if (value != WINED3D_TOP_DISABLE && old_value == WINED3D_TOP_DISABLE)
3575 /* Previously disabled stage enabled. Stages above it may need
3576 * enabling. Stage must be lowest_disabled_stage here, if it's
3577 * bigger success is returned above, and stages below the lowest
3578 * disabled stage can't be enabled (because they are enabled
3579 * already).
3581 * Again stage stage doesn't need to be dirtified here, it is
3582 * handled below. */
3583 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3585 if (device->updateStateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
3586 break;
3587 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3588 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3590 device->stateBlock->state.lowest_disabled_stage = i;
3591 TRACE("New lowest disabled: %u.\n", i);
3595 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3597 return WINED3D_OK;
3600 HRESULT CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3601 UINT stage, enum wined3d_texture_stage_state state, DWORD *value)
3603 TRACE("device %p, stage %u, state %s, value %p.\n",
3604 device, stage, debug_d3dtexturestate(state), value);
3606 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3608 WARN("Invalid state %#x passed.\n", state);
3609 return WINED3D_OK;
3612 *value = device->updateStateBlock->state.texture_states[stage][state];
3613 TRACE("Returning %#x.\n", *value);
3615 return WINED3D_OK;
3618 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3619 UINT stage, struct wined3d_texture *texture)
3621 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3622 struct wined3d_texture *prev;
3624 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3626 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3627 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3629 /* Windows accepts overflowing this array... we do not. */
3630 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3632 WARN("Ignoring invalid stage %u.\n", stage);
3633 return WINED3D_OK;
3636 if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH)
3638 WARN("Rejecting attempt to set scratch texture.\n");
3639 return WINED3DERR_INVALIDCALL;
3642 device->updateStateBlock->changed.textures |= 1 << stage;
3644 prev = device->updateStateBlock->state.textures[stage];
3645 TRACE("Previous texture %p.\n", prev);
3647 if (texture == prev)
3649 TRACE("App is setting the same texture again, nothing to do.\n");
3650 return WINED3D_OK;
3653 TRACE("Setting new texture to %p.\n", texture);
3654 device->updateStateBlock->state.textures[stage] = texture;
3656 if (device->isRecordingState)
3658 TRACE("Recording... not performing anything\n");
3660 if (texture) wined3d_texture_incref(texture);
3661 if (prev) wined3d_texture_decref(prev);
3663 return WINED3D_OK;
3666 if (texture)
3668 LONG bind_count = InterlockedIncrement(&texture->resource.bind_count);
3670 wined3d_texture_incref(texture);
3672 if (!prev || texture->target != prev->target)
3673 device_invalidate_state(device, STATE_PIXELSHADER);
3675 if (!prev && stage < gl_info->limits.texture_stages)
3677 /* The source arguments for color and alpha ops have different
3678 * meanings when a NULL texture is bound, so the COLOR_OP and
3679 * ALPHA_OP have to be dirtified. */
3680 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3681 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3684 if (bind_count == 1)
3685 texture->sampler = stage;
3688 if (prev)
3690 LONG bind_count = InterlockedDecrement(&prev->resource.bind_count);
3692 wined3d_texture_decref(prev);
3694 if (!texture && stage < gl_info->limits.texture_stages)
3696 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3697 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3700 if (bind_count && prev->sampler == stage)
3702 unsigned int i;
3704 /* Search for other stages the texture is bound to. Shouldn't
3705 * happen if applications bind textures to a single stage only. */
3706 TRACE("Searching for other stages the texture is bound to.\n");
3707 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3709 if (device->updateStateBlock->state.textures[i] == prev)
3711 TRACE("Texture is also bound to stage %u.\n", i);
3712 prev->sampler = i;
3713 break;
3719 device_invalidate_state(device, STATE_SAMPLER(stage));
3721 return WINED3D_OK;
3724 HRESULT CDECL wined3d_device_get_texture(const struct wined3d_device *device,
3725 UINT stage, struct wined3d_texture **texture)
3727 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3729 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3730 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3732 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3734 WARN("Ignoring invalid stage %u.\n", stage);
3735 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3738 *texture = device->stateBlock->state.textures[stage];
3739 if (*texture)
3740 wined3d_texture_incref(*texture);
3742 TRACE("Returning %p.\n", *texture);
3744 return WINED3D_OK;
3747 HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx,
3748 UINT backbuffer_idx, enum wined3d_backbuffer_type backbuffer_type, struct wined3d_surface **backbuffer)
3750 struct wined3d_swapchain *swapchain;
3751 HRESULT hr;
3753 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3754 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3756 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3757 if (FAILED(hr))
3759 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3760 return hr;
3763 hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3764 wined3d_swapchain_decref(swapchain);
3765 if (FAILED(hr))
3767 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3768 return hr;
3771 return WINED3D_OK;
3774 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3776 TRACE("device %p, caps %p.\n", device, caps);
3778 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3779 device->create_parms.device_type, caps);
3782 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device,
3783 UINT swapchain_idx, struct wined3d_display_mode *mode)
3785 struct wined3d_swapchain *swapchain;
3786 HRESULT hr;
3788 TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3790 if (swapchain_idx)
3792 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3793 if (SUCCEEDED(hr))
3795 hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3796 wined3d_swapchain_decref(swapchain);
3799 else
3801 const struct wined3d_adapter *adapter = device->adapter;
3803 /* Don't read the real display mode, but return the stored mode
3804 * instead. X11 can't change the color depth, and some apps are
3805 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3806 * that GetDisplayMode still returns 24 bpp.
3808 * Also don't relay to the swapchain because with ddraw it's possible
3809 * that there isn't a swapchain at all. */
3810 mode->width = adapter->screen_size.cx;
3811 mode->height = adapter->screen_size.cy;
3812 mode->format_id = adapter->screen_format;
3813 mode->refresh_rate = 0;
3814 hr = WINED3D_OK;
3817 return hr;
3820 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3822 struct wined3d_stateblock *stateblock;
3823 HRESULT hr;
3825 TRACE("device %p.\n", device);
3827 if (device->isRecordingState)
3828 return WINED3DERR_INVALIDCALL;
3830 hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
3831 if (FAILED(hr))
3832 return hr;
3834 wined3d_stateblock_decref(device->updateStateBlock);
3835 device->updateStateBlock = stateblock;
3836 device->isRecordingState = TRUE;
3838 TRACE("Recording stateblock %p.\n", stateblock);
3840 return WINED3D_OK;
3843 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3844 struct wined3d_stateblock **stateblock)
3846 struct wined3d_stateblock *object = device->updateStateBlock;
3848 TRACE("device %p, stateblock %p.\n", device, stateblock);
3850 if (!device->isRecordingState)
3852 WARN("Not recording.\n");
3853 *stateblock = NULL;
3854 return WINED3DERR_INVALIDCALL;
3857 stateblock_init_contained_states(object);
3859 *stateblock = object;
3860 device->isRecordingState = FALSE;
3861 device->updateStateBlock = device->stateBlock;
3862 wined3d_stateblock_incref(device->updateStateBlock);
3864 TRACE("Returning stateblock %p.\n", *stateblock);
3866 return WINED3D_OK;
3869 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3871 /* At the moment we have no need for any functionality at the beginning
3872 * of a scene. */
3873 TRACE("device %p.\n", device);
3875 if (device->inScene)
3877 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3878 return WINED3DERR_INVALIDCALL;
3880 device->inScene = TRUE;
3881 return WINED3D_OK;
3884 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3886 struct wined3d_context *context;
3888 TRACE("device %p.\n", device);
3890 if (!device->inScene)
3892 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3893 return WINED3DERR_INVALIDCALL;
3896 context = context_acquire(device, NULL);
3897 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3898 wglFlush();
3899 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3900 * fails. */
3901 context_release(context);
3903 device->inScene = FALSE;
3904 return WINED3D_OK;
3907 HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect,
3908 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
3910 UINT i;
3912 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
3913 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
3914 dst_window_override, dirty_region);
3916 for (i = 0; i < device->swapchain_count; ++i)
3918 wined3d_swapchain_present(device->swapchains[i], src_rect,
3919 dst_rect, dst_window_override, dirty_region, 0);
3922 return WINED3D_OK;
3925 /* Do not call while under the GL lock. */
3926 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
3927 const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
3929 RECT draw_rect;
3931 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3932 device, rect_count, rects, flags, color->r, color->g, color->b, color->a, depth, stencil);
3934 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
3936 struct wined3d_surface *ds = device->fb.depth_stencil;
3937 if (!ds)
3939 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3940 /* TODO: What about depth stencil buffers without stencil bits? */
3941 return WINED3DERR_INVALIDCALL;
3943 else if (flags & WINED3DCLEAR_TARGET)
3945 if (ds->resource.width < device->fb.render_targets[0]->resource.width
3946 || ds->resource.height < device->fb.render_targets[0]->resource.height)
3948 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3949 return WINED3D_OK;
3954 wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
3955 device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
3956 &device->fb, rect_count, rects, &draw_rect, flags, color, depth, stencil);
3958 return WINED3D_OK;
3961 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
3962 enum wined3d_primitive_type primitive_type)
3964 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
3966 device->updateStateBlock->changed.primitive_type = TRUE;
3967 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
3970 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
3971 enum wined3d_primitive_type *primitive_type)
3973 TRACE("device %p, primitive_type %p\n", device, primitive_type);
3975 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
3977 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
3980 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
3982 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
3984 if (!device->stateBlock->state.vertex_declaration)
3986 WARN("Called without a valid vertex declaration set.\n");
3987 return WINED3DERR_INVALIDCALL;
3990 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
3991 if (device->stateBlock->state.user_stream)
3993 device_invalidate_state(device, STATE_INDEXBUFFER);
3994 device->stateBlock->state.user_stream = FALSE;
3997 if (device->stateBlock->state.load_base_vertex_index)
3999 device->stateBlock->state.load_base_vertex_index = 0;
4000 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4003 /* Account for the loading offset due to index buffers. Instead of
4004 * reloading all sources correct it with the startvertex parameter. */
4005 drawPrimitive(device, vertex_count, start_vertex, FALSE, NULL);
4006 return WINED3D_OK;
4009 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4011 struct wined3d_buffer *index_buffer;
4012 GLuint vbo;
4013 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4015 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4017 index_buffer = device->stateBlock->state.index_buffer;
4018 if (!index_buffer)
4020 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4021 * without an index buffer set. (The first time at least...)
4022 * D3D8 simply dies, but I doubt it can do much harm to return
4023 * D3DERR_INVALIDCALL there as well. */
4024 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4025 return WINED3DERR_INVALIDCALL;
4028 if (!device->stateBlock->state.vertex_declaration)
4030 WARN("Called without a valid vertex declaration set.\n");
4031 return WINED3DERR_INVALIDCALL;
4034 if (device->stateBlock->state.user_stream)
4036 device_invalidate_state(device, STATE_INDEXBUFFER);
4037 device->stateBlock->state.user_stream = FALSE;
4039 vbo = index_buffer->buffer_object;
4041 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4042 device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4044 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4045 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4048 drawPrimitive(device, index_count, start_idx, TRUE,
4049 vbo ? NULL : index_buffer->resource.allocatedMemory);
4051 return WINED3D_OK;
4054 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
4055 const void *stream_data, UINT stream_stride)
4057 struct wined3d_stream_state *stream;
4058 struct wined3d_buffer *vb;
4060 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4061 device, vertex_count, stream_data, stream_stride);
4063 if (!device->stateBlock->state.vertex_declaration)
4065 WARN("Called without a valid vertex declaration set.\n");
4066 return WINED3DERR_INVALIDCALL;
4069 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4070 stream = &device->stateBlock->state.streams[0];
4071 vb = stream->buffer;
4072 stream->buffer = (struct wined3d_buffer *)stream_data;
4073 if (vb)
4074 wined3d_buffer_decref(vb);
4075 stream->offset = 0;
4076 stream->stride = stream_stride;
4077 device->stateBlock->state.user_stream = TRUE;
4078 if (device->stateBlock->state.load_base_vertex_index)
4080 device->stateBlock->state.load_base_vertex_index = 0;
4081 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4084 /* TODO: Only mark dirty if drawing from a different UP address */
4085 device_invalidate_state(device, STATE_STREAMSRC);
4087 drawPrimitive(device, vertex_count, 0, FALSE, NULL);
4089 /* MSDN specifies stream zero settings must be set to NULL */
4090 stream->buffer = NULL;
4091 stream->stride = 0;
4093 /* stream zero settings set to null at end, as per the msdn. No need to
4094 * mark dirty here, the app has to set the new stream sources or use UP
4095 * drawing again. */
4096 return WINED3D_OK;
4099 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4100 UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4101 const void *stream_data, UINT stream_stride)
4103 struct wined3d_stream_state *stream;
4104 struct wined3d_buffer *vb, *ib;
4106 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4107 device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4109 if (!device->stateBlock->state.vertex_declaration)
4111 WARN("(%p) : Called without a valid vertex declaration set\n", device);
4112 return WINED3DERR_INVALIDCALL;
4115 stream = &device->stateBlock->state.streams[0];
4116 vb = stream->buffer;
4117 stream->buffer = (struct wined3d_buffer *)stream_data;
4118 if (vb)
4119 wined3d_buffer_decref(vb);
4120 stream->offset = 0;
4121 stream->stride = stream_stride;
4122 device->stateBlock->state.user_stream = TRUE;
4123 device->stateBlock->state.index_format = index_data_format_id;
4125 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4126 device->stateBlock->state.base_vertex_index = 0;
4127 if (device->stateBlock->state.load_base_vertex_index)
4129 device->stateBlock->state.load_base_vertex_index = 0;
4130 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4132 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4133 device_invalidate_state(device, STATE_STREAMSRC);
4134 device_invalidate_state(device, STATE_INDEXBUFFER);
4136 drawPrimitive(device, index_count, 0, TRUE, index_data);
4138 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4139 stream->buffer = NULL;
4140 stream->stride = 0;
4141 ib = device->stateBlock->state.index_buffer;
4142 if (ib)
4144 wined3d_buffer_decref(ib);
4145 device->stateBlock->state.index_buffer = NULL;
4147 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4148 * SetStreamSource to specify a vertex buffer
4151 return WINED3D_OK;
4154 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4155 UINT vertex_count, const struct wined3d_strided_data *strided_data)
4157 /* Mark the state dirty until we have nicer tracking. It's fine to change
4158 * baseVertexIndex because that call is only called by ddraw which does
4159 * not need that value. */
4160 device_invalidate_state(device, STATE_VDECL);
4161 device_invalidate_state(device, STATE_STREAMSRC);
4162 device_invalidate_state(device, STATE_INDEXBUFFER);
4164 device->stateBlock->state.base_vertex_index = 0;
4165 device->up_strided = strided_data;
4166 drawPrimitive(device, vertex_count, 0, FALSE, NULL);
4167 device->up_strided = NULL;
4169 /* Invalidate the states again to make sure the values from the stateblock
4170 * are properly applied in the next regular draw. Note that the application-
4171 * provided strided data has ovwritten pretty much the entire vertex and
4172 * and index stream related states */
4173 device_invalidate_state(device, STATE_VDECL);
4174 device_invalidate_state(device, STATE_STREAMSRC);
4175 device_invalidate_state(device, STATE_INDEXBUFFER);
4176 return WINED3D_OK;
4179 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4180 UINT index_count, const struct wined3d_strided_data *strided_data,
4181 UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4183 enum wined3d_format_id prev_idx_format;
4185 /* Mark the state dirty until we have nicer tracking
4186 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4187 * that value.
4189 device_invalidate_state(device, STATE_VDECL);
4190 device_invalidate_state(device, STATE_STREAMSRC);
4191 device_invalidate_state(device, STATE_INDEXBUFFER);
4193 prev_idx_format = device->stateBlock->state.index_format;
4194 device->stateBlock->state.index_format = index_data_format_id;
4195 device->stateBlock->state.user_stream = TRUE;
4196 device->stateBlock->state.base_vertex_index = 0;
4197 device->up_strided = strided_data;
4198 drawPrimitive(device, index_count, 0, TRUE, index_data);
4199 device->up_strided = NULL;
4200 device->stateBlock->state.index_format = prev_idx_format;
4202 device_invalidate_state(device, STATE_VDECL);
4203 device_invalidate_state(device, STATE_STREAMSRC);
4204 device_invalidate_state(device, STATE_INDEXBUFFER);
4205 return WINED3D_OK;
4208 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4209 static HRESULT device_update_volume(struct wined3d_device *device,
4210 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4212 struct wined3d_map_desc src;
4213 struct wined3d_map_desc dst;
4214 HRESULT hr;
4216 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4217 device, src_volume, dst_volume);
4219 /* TODO: Implement direct loading into the gl volume instead of using
4220 * memcpy and dirtification to improve loading performance. */
4221 hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY);
4222 if (FAILED(hr)) return hr;
4223 hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD);
4224 if (FAILED(hr))
4226 wined3d_volume_unmap(src_volume);
4227 return hr;
4230 memcpy(dst.data, src.data, dst_volume->resource.size);
4232 hr = wined3d_volume_unmap(dst_volume);
4233 if (FAILED(hr))
4234 wined3d_volume_unmap(src_volume);
4235 else
4236 hr = wined3d_volume_unmap(src_volume);
4238 return hr;
4241 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4242 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4244 enum wined3d_resource_type type;
4245 unsigned int level_count, i;
4246 HRESULT hr;
4248 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4250 /* Verify that the source and destination textures are non-NULL. */
4251 if (!src_texture || !dst_texture)
4253 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4254 return WINED3DERR_INVALIDCALL;
4257 if (src_texture == dst_texture)
4259 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4260 return WINED3DERR_INVALIDCALL;
4263 /* Verify that the source and destination textures are the same type. */
4264 type = src_texture->resource.type;
4265 if (dst_texture->resource.type != type)
4267 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4268 return WINED3DERR_INVALIDCALL;
4271 /* Check that both textures have the identical numbers of levels. */
4272 level_count = wined3d_texture_get_level_count(src_texture);
4273 if (wined3d_texture_get_level_count(dst_texture) != level_count)
4275 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4276 return WINED3DERR_INVALIDCALL;
4279 /* Make sure that the destination texture is loaded. */
4280 dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4282 /* Update every surface level of the texture. */
4283 switch (type)
4285 case WINED3D_RTYPE_TEXTURE:
4287 struct wined3d_surface *src_surface;
4288 struct wined3d_surface *dst_surface;
4290 for (i = 0; i < level_count; ++i)
4292 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4293 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4294 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4295 if (FAILED(hr))
4297 WARN("Failed to update surface, hr %#x.\n", hr);
4298 return hr;
4301 break;
4304 case WINED3D_RTYPE_CUBE_TEXTURE:
4306 struct wined3d_surface *src_surface;
4307 struct wined3d_surface *dst_surface;
4309 for (i = 0; i < level_count * 6; ++i)
4311 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4312 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4313 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4314 if (FAILED(hr))
4316 WARN("Failed to update surface, hr %#x.\n", hr);
4317 return hr;
4320 break;
4323 case WINED3D_RTYPE_VOLUME_TEXTURE:
4325 for (i = 0; i < level_count; ++i)
4327 hr = device_update_volume(device,
4328 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4329 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4330 if (FAILED(hr))
4332 WARN("Failed to update volume, hr %#x.\n", hr);
4333 return hr;
4336 break;
4339 default:
4340 FIXME("Unsupported texture type %#x.\n", type);
4341 return WINED3DERR_INVALIDCALL;
4344 return WINED3D_OK;
4347 HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device,
4348 UINT swapchain_idx, struct wined3d_surface *dst_surface)
4350 struct wined3d_swapchain *swapchain;
4351 HRESULT hr;
4353 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4355 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4356 if (FAILED(hr)) return hr;
4358 hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4359 wined3d_swapchain_decref(swapchain);
4361 return hr;
4364 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
4366 const struct wined3d_state *state = &device->stateBlock->state;
4367 struct wined3d_texture *texture;
4368 DWORD i;
4370 TRACE("device %p, num_passes %p.\n", device, num_passes);
4372 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4374 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
4376 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4377 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4379 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
4381 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4382 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4385 texture = state->textures[i];
4386 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4388 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
4390 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4391 return E_FAIL;
4393 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
4395 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4396 return E_FAIL;
4398 if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
4399 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
4401 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4402 return E_FAIL;
4406 if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
4407 || state->render_states[WINED3D_RS_STENCILENABLE])
4409 struct wined3d_surface *ds = device->fb.depth_stencil;
4410 struct wined3d_surface *target = device->fb.render_targets[0];
4412 if(ds && target
4413 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4415 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4416 return WINED3DERR_CONFLICTINGRENDERSTATE;
4420 /* return a sensible default */
4421 *num_passes = 1;
4423 TRACE("returning D3D_OK\n");
4424 return WINED3D_OK;
4427 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4429 static BOOL warned;
4431 TRACE("device %p, software %#x.\n", device, software);
4433 if (!warned)
4435 FIXME("device %p, software %#x stub!\n", device, software);
4436 warned = TRUE;
4439 device->softwareVertexProcessing = software;
4441 return WINED3D_OK;
4444 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4446 static BOOL warned;
4448 TRACE("device %p.\n", device);
4450 if (!warned)
4452 TRACE("device %p stub!\n", device);
4453 warned = TRUE;
4456 return device->softwareVertexProcessing;
4459 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
4460 UINT swapchain_idx, struct wined3d_raster_status *raster_status)
4462 struct wined3d_swapchain *swapchain;
4463 HRESULT hr;
4465 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4466 device, swapchain_idx, raster_status);
4468 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4469 if (FAILED(hr))
4471 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4472 return hr;
4475 hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4476 wined3d_swapchain_decref(swapchain);
4477 if (FAILED(hr))
4479 WARN("Failed to get raster status, hr %#x.\n", hr);
4480 return hr;
4483 return WINED3D_OK;
4486 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4488 static BOOL warned;
4490 TRACE("device %p, segments %.8e.\n", device, segments);
4492 if (segments != 0.0f)
4494 if (!warned)
4496 FIXME("device %p, segments %.8e stub!\n", device, segments);
4497 warned = TRUE;
4501 return WINED3D_OK;
4504 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4506 static BOOL warned;
4508 TRACE("device %p.\n", device);
4510 if (!warned)
4512 FIXME("device %p stub!\n", device);
4513 warned = TRUE;
4516 return 0.0f;
4519 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4520 struct wined3d_surface *src_surface, const RECT *src_rect,
4521 struct wined3d_surface *dst_surface, const POINT *dst_point)
4523 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4524 device, src_surface, wine_dbgstr_rect(src_rect),
4525 dst_surface, wine_dbgstr_point(dst_point));
4527 if (src_surface->resource.pool != WINED3D_POOL_SYSTEM_MEM || dst_surface->resource.pool != WINED3D_POOL_DEFAULT)
4529 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4530 src_surface, dst_surface);
4531 return WINED3DERR_INVALIDCALL;
4534 return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect);
4537 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4538 const float *num_segs, const struct wined3d_rect_patch_info *rect_patch_info)
4540 struct wined3d_rect_patch *patch;
4541 GLenum old_primitive_type;
4542 unsigned int i;
4543 struct list *e;
4544 BOOL found;
4546 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4547 device, handle, num_segs, rect_patch_info);
4549 if (!(handle || rect_patch_info))
4551 /* TODO: Write a test for the return value, thus the FIXME */
4552 FIXME("Both handle and rect_patch_info are NULL.\n");
4553 return WINED3DERR_INVALIDCALL;
4556 if (handle)
4558 i = PATCHMAP_HASHFUNC(handle);
4559 found = FALSE;
4560 LIST_FOR_EACH(e, &device->patches[i])
4562 patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry);
4563 if (patch->Handle == handle)
4565 found = TRUE;
4566 break;
4570 if (!found)
4572 TRACE("Patch does not exist. Creating a new one\n");
4573 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4574 patch->Handle = handle;
4575 list_add_head(&device->patches[i], &patch->entry);
4576 } else {
4577 TRACE("Found existing patch %p\n", patch);
4580 else
4582 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4583 * attributes we have to tesselate, read back, and draw. This needs a patch
4584 * management structure instance. Create one.
4586 * A possible improvement is to check if a vertex shader is used, and if not directly
4587 * draw the patch.
4589 FIXME("Drawing an uncached patch. This is slow\n");
4590 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4593 if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4594 || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4595 || (rect_patch_info && memcmp(rect_patch_info, &patch->rect_patch_info, sizeof(*rect_patch_info))))
4597 HRESULT hr;
4598 TRACE("Tesselation density or patch info changed, retesselating\n");
4600 if (rect_patch_info)
4601 patch->rect_patch_info = *rect_patch_info;
4603 patch->numSegs[0] = num_segs[0];
4604 patch->numSegs[1] = num_segs[1];
4605 patch->numSegs[2] = num_segs[2];
4606 patch->numSegs[3] = num_segs[3];
4608 hr = tesselate_rectpatch(device, patch);
4609 if (FAILED(hr))
4611 WARN("Patch tesselation failed.\n");
4613 /* Do not release the handle to store the params of the patch */
4614 if (!handle)
4615 HeapFree(GetProcessHeap(), 0, patch);
4617 return hr;
4621 old_primitive_type = device->stateBlock->state.gl_primitive_type;
4622 device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
4623 wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
4624 device->stateBlock->state.gl_primitive_type = old_primitive_type;
4626 /* Destroy uncached patches */
4627 if (!handle)
4629 HeapFree(GetProcessHeap(), 0, patch->mem);
4630 HeapFree(GetProcessHeap(), 0, patch);
4632 return WINED3D_OK;
4635 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4636 const float *segment_count, const struct wined3d_tri_patch_info *patch_info)
4638 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4639 device, handle, segment_count, patch_info);
4641 return WINED3D_OK;
4644 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4646 struct wined3d_rect_patch *patch;
4647 struct list *e;
4648 int i;
4650 TRACE("device %p, handle %#x.\n", device, handle);
4652 i = PATCHMAP_HASHFUNC(handle);
4653 LIST_FOR_EACH(e, &device->patches[i])
4655 patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry);
4656 if (patch->Handle == handle)
4658 TRACE("Deleting patch %p\n", patch);
4659 list_remove(&patch->entry);
4660 HeapFree(GetProcessHeap(), 0, patch->mem);
4661 HeapFree(GetProcessHeap(), 0, patch);
4662 return WINED3D_OK;
4666 /* TODO: Write a test for the return value */
4667 FIXME("Attempt to destroy nonexistent patch\n");
4668 return WINED3DERR_INVALIDCALL;
4671 /* Do not call while under the GL lock. */
4672 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4673 struct wined3d_surface *surface, const RECT *rect, const struct wined3d_color *color)
4675 RECT r;
4677 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4678 device, surface, wine_dbgstr_rect(rect),
4679 color->r, color->g, color->b, color->a);
4681 if (surface->resource.pool != WINED3D_POOL_DEFAULT && surface->resource.pool != WINED3D_POOL_SYSTEM_MEM)
4683 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface->resource.pool));
4684 return WINED3DERR_INVALIDCALL;
4687 if (!rect)
4689 SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
4690 rect = &r;
4693 return surface_color_fill(surface, rect, color);
4696 /* Do not call while under the GL lock. */
4697 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4698 struct wined3d_rendertarget_view *rendertarget_view, const struct wined3d_color *color)
4700 struct wined3d_resource *resource;
4701 HRESULT hr;
4702 RECT rect;
4704 resource = rendertarget_view->resource;
4705 if (resource->type != WINED3D_RTYPE_SURFACE)
4707 FIXME("Only supported on surface resources\n");
4708 return;
4711 SetRect(&rect, 0, 0, resource->width, resource->height);
4712 hr = surface_color_fill(surface_from_resource(resource), &rect, color);
4713 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
4716 HRESULT CDECL wined3d_device_get_render_target(const struct wined3d_device *device,
4717 UINT render_target_idx, struct wined3d_surface **render_target)
4719 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4720 device, render_target_idx, render_target);
4722 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4724 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4725 return WINED3DERR_INVALIDCALL;
4728 *render_target = device->fb.render_targets[render_target_idx];
4729 TRACE("Returning render target %p.\n", *render_target);
4731 if (!*render_target)
4732 return WINED3DERR_NOTFOUND;
4734 wined3d_surface_incref(*render_target);
4736 return WINED3D_OK;
4739 HRESULT CDECL wined3d_device_get_depth_stencil(const struct wined3d_device *device,
4740 struct wined3d_surface **depth_stencil)
4742 TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
4744 *depth_stencil = device->fb.depth_stencil;
4745 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
4747 if (!*depth_stencil)
4748 return WINED3DERR_NOTFOUND;
4750 wined3d_surface_incref(*depth_stencil);
4752 return WINED3D_OK;
4755 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
4756 UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
4758 struct wined3d_surface *prev;
4760 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4761 device, render_target_idx, render_target, set_viewport);
4763 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4765 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4766 return WINED3DERR_INVALIDCALL;
4769 prev = device->fb.render_targets[render_target_idx];
4770 if (render_target == prev)
4772 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4773 return WINED3D_OK;
4776 /* Render target 0 can't be set to NULL. */
4777 if (!render_target && !render_target_idx)
4779 WARN("Trying to set render target 0 to NULL.\n");
4780 return WINED3DERR_INVALIDCALL;
4783 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
4785 FIXME("Surface %p doesn't have render target usage.\n", render_target);
4786 return WINED3DERR_INVALIDCALL;
4789 if (render_target)
4790 wined3d_surface_incref(render_target);
4791 device->fb.render_targets[render_target_idx] = render_target;
4792 /* Release after the assignment, to prevent device_resource_released()
4793 * from seeing the surface as still in use. */
4794 if (prev)
4795 wined3d_surface_decref(prev);
4797 /* Render target 0 is special. */
4798 if (!render_target_idx && set_viewport)
4800 /* Set the viewport and scissor rectangles, if requested. Tests show
4801 * that stateblock recording is ignored, the change goes directly
4802 * into the primary stateblock. */
4803 device->stateBlock->state.viewport.height = device->fb.render_targets[0]->resource.height;
4804 device->stateBlock->state.viewport.width = device->fb.render_targets[0]->resource.width;
4805 device->stateBlock->state.viewport.x = 0;
4806 device->stateBlock->state.viewport.y = 0;
4807 device->stateBlock->state.viewport.max_z = 1.0f;
4808 device->stateBlock->state.viewport.min_z = 0.0f;
4809 device_invalidate_state(device, STATE_VIEWPORT);
4811 device->stateBlock->state.scissor_rect.top = 0;
4812 device->stateBlock->state.scissor_rect.left = 0;
4813 device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.width;
4814 device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.height;
4815 device_invalidate_state(device, STATE_SCISSORRECT);
4818 device_invalidate_state(device, STATE_FRAMEBUFFER);
4820 return WINED3D_OK;
4823 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
4825 struct wined3d_surface *prev = device->fb.depth_stencil;
4827 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4828 device, depth_stencil, prev);
4830 if (prev == depth_stencil)
4832 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4833 return WINED3D_OK;
4836 if (prev)
4838 if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4839 || prev->flags & SFLAG_DISCARD)
4841 surface_modify_ds_location(prev, SFLAG_DISCARDED,
4842 prev->resource.width, prev->resource.height);
4843 if (prev == device->onscreen_depth_stencil)
4845 wined3d_surface_decref(device->onscreen_depth_stencil);
4846 device->onscreen_depth_stencil = NULL;
4851 device->fb.depth_stencil = depth_stencil;
4852 if (depth_stencil)
4853 wined3d_surface_incref(depth_stencil);
4855 if (!prev != !depth_stencil)
4857 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4858 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
4859 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
4860 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
4861 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4863 else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
4865 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4867 if (prev)
4868 wined3d_surface_decref(prev);
4870 device_invalidate_state(device, STATE_FRAMEBUFFER);
4872 return WINED3D_OK;
4875 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4876 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
4878 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4879 device, x_hotspot, y_hotspot, cursor_image);
4881 /* some basic validation checks */
4882 if (device->cursorTexture)
4884 struct wined3d_context *context = context_acquire(device, NULL);
4885 ENTER_GL();
4886 glDeleteTextures(1, &device->cursorTexture);
4887 LEAVE_GL();
4888 context_release(context);
4889 device->cursorTexture = 0;
4892 if (cursor_image)
4894 struct wined3d_map_desc map_desc;
4896 /* MSDN: Cursor must be A8R8G8B8 */
4897 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4899 WARN("surface %p has an invalid format.\n", cursor_image);
4900 return WINED3DERR_INVALIDCALL;
4903 /* MSDN: Cursor must be smaller than the display mode */
4904 if (cursor_image->resource.width > device->adapter->screen_size.cx
4905 || cursor_image->resource.height > device->adapter->screen_size.cy)
4907 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4908 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
4909 device->adapter->screen_size.cx, device->adapter->screen_size.cy);
4910 return WINED3DERR_INVALIDCALL;
4913 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4915 /* Do not store the surface's pointer because the application may
4916 * release it after setting the cursor image. Windows doesn't
4917 * addref the set surface, so we can't do this either without
4918 * creating circular refcount dependencies. Copy out the gl texture
4919 * instead. */
4920 device->cursorWidth = cursor_image->resource.width;
4921 device->cursorHeight = cursor_image->resource.height;
4922 if (SUCCEEDED(wined3d_surface_map(cursor_image, &map_desc, NULL, WINED3DLOCK_READONLY)))
4924 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4925 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
4926 struct wined3d_context *context;
4927 char *mem, *bits = map_desc.data;
4928 GLint intfmt = format->glInternal;
4929 GLint gl_format = format->glFormat;
4930 GLint type = format->glType;
4931 INT height = device->cursorHeight;
4932 INT width = device->cursorWidth;
4933 INT bpp = format->byte_count;
4934 INT i;
4936 /* Reformat the texture memory (pitch and width can be
4937 * different) */
4938 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
4939 for (i = 0; i < height; ++i)
4940 memcpy(&mem[width * bpp * i], &bits[map_desc.row_pitch * i], width * bpp);
4941 wined3d_surface_unmap(cursor_image);
4943 context = context_acquire(device, NULL);
4945 ENTER_GL();
4947 if (gl_info->supported[APPLE_CLIENT_STORAGE])
4949 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
4950 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4953 invalidate_active_texture(device, context);
4954 /* Create a new cursor texture */
4955 glGenTextures(1, &device->cursorTexture);
4956 checkGLcall("glGenTextures");
4957 context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture);
4958 /* Copy the bitmap memory into the cursor texture */
4959 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
4960 checkGLcall("glTexImage2D");
4961 HeapFree(GetProcessHeap(), 0, mem);
4963 if (gl_info->supported[APPLE_CLIENT_STORAGE])
4965 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
4966 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4969 LEAVE_GL();
4971 context_release(context);
4973 else
4975 FIXME("A cursor texture was not returned.\n");
4976 device->cursorTexture = 0;
4979 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
4981 UINT mask_size = cursor_image->resource.width * cursor_image->resource.height / 8;
4982 ICONINFO cursorInfo;
4983 DWORD *maskBits;
4984 HCURSOR cursor;
4986 /* 32-bit user32 cursors ignore the alpha channel if it's all
4987 * zeroes, and use the mask instead. Fill the mask with all ones
4988 * to ensure we still get a fully transparent cursor. */
4989 maskBits = HeapAlloc(GetProcessHeap(), 0, mask_size);
4990 memset(maskBits, 0xff, mask_size);
4991 wined3d_surface_map(cursor_image, &map_desc, NULL,
4992 WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY);
4993 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
4995 cursorInfo.fIcon = FALSE;
4996 cursorInfo.xHotspot = x_hotspot;
4997 cursorInfo.yHotspot = y_hotspot;
4998 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
4999 1, 1, maskBits);
5000 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5001 1, 32, map_desc.data);
5002 wined3d_surface_unmap(cursor_image);
5003 /* Create our cursor and clean up. */
5004 cursor = CreateIconIndirect(&cursorInfo);
5005 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
5006 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
5007 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
5008 device->hardwareCursor = cursor;
5009 if (device->bCursorVisible) SetCursor( cursor );
5010 HeapFree(GetProcessHeap(), 0, maskBits);
5014 device->xHotSpot = x_hotspot;
5015 device->yHotSpot = y_hotspot;
5016 return WINED3D_OK;
5019 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5020 int x_screen_space, int y_screen_space, DWORD flags)
5022 TRACE("device %p, x %d, y %d, flags %#x.\n",
5023 device, x_screen_space, y_screen_space, flags);
5025 device->xScreenSpace = x_screen_space;
5026 device->yScreenSpace = y_screen_space;
5028 if (device->hardwareCursor)
5030 POINT pt;
5032 GetCursorPos( &pt );
5033 if (x_screen_space == pt.x && y_screen_space == pt.y)
5034 return;
5035 SetCursorPos( x_screen_space, y_screen_space );
5037 /* Switch to the software cursor if position diverges from the hardware one. */
5038 GetCursorPos( &pt );
5039 if (x_screen_space != pt.x || y_screen_space != pt.y)
5041 if (device->bCursorVisible) SetCursor( NULL );
5042 DestroyCursor( device->hardwareCursor );
5043 device->hardwareCursor = 0;
5048 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5050 BOOL oldVisible = device->bCursorVisible;
5052 TRACE("device %p, show %#x.\n", device, show);
5055 * When ShowCursor is first called it should make the cursor appear at the OS's last
5056 * known cursor position.
5058 if (show && !oldVisible)
5060 POINT pt;
5061 GetCursorPos(&pt);
5062 device->xScreenSpace = pt.x;
5063 device->yScreenSpace = pt.y;
5066 if (device->hardwareCursor)
5068 device->bCursorVisible = show;
5069 if (show)
5070 SetCursor(device->hardwareCursor);
5071 else
5072 SetCursor(NULL);
5074 else
5076 if (device->cursorTexture)
5077 device->bCursorVisible = show;
5080 return oldVisible;
5083 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5085 struct wined3d_resource *resource, *cursor;
5087 TRACE("device %p.\n", device);
5089 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5091 TRACE("Checking resource %p for eviction.\n", resource);
5093 if (resource->pool == WINED3D_POOL_MANAGED)
5095 TRACE("Evicting %p.\n", resource);
5096 resource->resource_ops->resource_unload(resource);
5100 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5101 device_invalidate_state(device, STATE_STREAMSRC);
5104 static BOOL is_display_mode_supported(const struct wined3d_device *device,
5105 const struct wined3d_swapchain_desc *swapchain_desc)
5107 struct wined3d_display_mode m;
5108 UINT i, count;
5109 HRESULT hr;
5111 /* All Windowed modes are supported, as is leaving the current mode */
5112 if (swapchain_desc->windowed)
5113 return TRUE;
5114 if (!swapchain_desc->backbuffer_width)
5115 return TRUE;
5116 if (!swapchain_desc->backbuffer_height)
5117 return TRUE;
5119 count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN);
5120 for (i = 0; i < count; ++i)
5122 memset(&m, 0, sizeof(m));
5123 hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
5124 if (FAILED(hr))
5125 ERR("Failed to enumerate adapter mode.\n");
5126 if (m.width == swapchain_desc->backbuffer_width && m.height == swapchain_desc->backbuffer_height)
5127 /* Mode found, it is supported. */
5128 return TRUE;
5130 /* Mode not found -> not supported */
5131 return FALSE;
5134 /* Do not call while under the GL lock. */
5135 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5137 struct wined3d_resource *resource, *cursor;
5138 const struct wined3d_gl_info *gl_info;
5139 struct wined3d_context *context;
5140 struct wined3d_shader *shader;
5142 context = context_acquire(device, NULL);
5143 gl_info = context->gl_info;
5145 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5147 TRACE("Unloading resource %p.\n", resource);
5149 resource->resource_ops->resource_unload(resource);
5152 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5154 device->shader_backend->shader_destroy(shader);
5157 ENTER_GL();
5158 if (device->depth_blt_texture)
5160 glDeleteTextures(1, &device->depth_blt_texture);
5161 device->depth_blt_texture = 0;
5163 if (device->cursorTexture)
5165 glDeleteTextures(1, &device->cursorTexture);
5166 device->cursorTexture = 0;
5168 LEAVE_GL();
5170 device->blitter->free_private(device);
5171 device->frag_pipe->free_private(device);
5172 device->shader_backend->shader_free_private(device);
5173 destroy_dummy_textures(device, gl_info);
5175 context_release(context);
5177 while (device->context_count)
5179 swapchain_destroy_contexts(device->contexts[0]->swapchain);
5182 HeapFree(GetProcessHeap(), 0, swapchain->context);
5183 swapchain->context = NULL;
5186 /* Do not call while under the GL lock. */
5187 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5189 struct wined3d_context *context;
5190 struct wined3d_surface *target;
5191 HRESULT hr;
5193 /* Recreate the primary swapchain's context */
5194 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5195 if (!swapchain->context)
5197 ERR("Failed to allocate memory for swapchain context array.\n");
5198 return E_OUTOFMEMORY;
5201 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5202 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5204 WARN("Failed to create context.\n");
5205 HeapFree(GetProcessHeap(), 0, swapchain->context);
5206 return E_FAIL;
5209 swapchain->context[0] = context;
5210 swapchain->num_contexts = 1;
5211 create_dummy_textures(device, context);
5212 context_release(context);
5214 hr = device->shader_backend->shader_alloc_private(device);
5215 if (FAILED(hr))
5217 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5218 goto err;
5221 hr = device->frag_pipe->alloc_private(device);
5222 if (FAILED(hr))
5224 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5225 device->shader_backend->shader_free_private(device);
5226 goto err;
5229 hr = device->blitter->alloc_private(device);
5230 if (FAILED(hr))
5232 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5233 device->frag_pipe->free_private(device);
5234 device->shader_backend->shader_free_private(device);
5235 goto err;
5238 return WINED3D_OK;
5240 err:
5241 context_acquire(device, NULL);
5242 destroy_dummy_textures(device, context->gl_info);
5243 context_release(context);
5244 context_destroy(device, context);
5245 HeapFree(GetProcessHeap(), 0, swapchain->context);
5246 swapchain->num_contexts = 0;
5247 return hr;
5250 /* Do not call while under the GL lock. */
5251 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5252 const struct wined3d_swapchain_desc *swapchain_desc,
5253 wined3d_device_reset_cb callback)
5255 struct wined3d_resource *resource, *cursor;
5256 struct wined3d_swapchain *swapchain;
5257 struct wined3d_display_mode mode;
5258 BOOL DisplayModeChanged = FALSE;
5259 BOOL update_desc = FALSE;
5260 HRESULT hr;
5262 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
5264 stateblock_unbind_resources(device->stateBlock);
5266 if (device->onscreen_depth_stencil)
5268 wined3d_surface_decref(device->onscreen_depth_stencil);
5269 device->onscreen_depth_stencil = NULL;
5272 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5274 TRACE("Enumerating resource %p.\n", resource);
5275 if (FAILED(hr = callback(resource)))
5276 return hr;
5279 hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5280 if (FAILED(hr))
5282 ERR("Failed to get the first implicit swapchain\n");
5283 return hr;
5286 if (!is_display_mode_supported(device, swapchain_desc))
5288 WARN("Rejecting reset() call because the requested display mode is not supported.\n");
5289 WARN("Requested mode: %ux%u.\n",
5290 swapchain_desc->backbuffer_width,
5291 swapchain_desc->backbuffer_height);
5292 wined3d_swapchain_decref(swapchain);
5293 return WINED3DERR_INVALIDCALL;
5296 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5297 * on an existing gl context, so there's no real need for recreation.
5299 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5301 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5303 TRACE("New params:\n");
5304 TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
5305 TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
5306 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
5307 TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
5308 TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
5309 TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
5310 TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
5311 TRACE("device_window %p\n", swapchain_desc->device_window);
5312 TRACE("windowed %#x\n", swapchain_desc->windowed);
5313 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
5314 if (swapchain_desc->enable_auto_depth_stencil)
5315 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
5316 TRACE("flags %#x\n", swapchain_desc->flags);
5317 TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
5318 TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
5319 TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
5321 /* No special treatment of these parameters. Just store them */
5322 swapchain->desc.swap_effect = swapchain_desc->swap_effect;
5323 swapchain->desc.flags = swapchain_desc->flags;
5324 swapchain->desc.swap_interval = swapchain_desc->swap_interval;
5325 swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
5327 /* What to do about these? */
5328 if (swapchain_desc->backbuffer_count
5329 && swapchain_desc->backbuffer_count != swapchain->desc.backbuffer_count)
5330 FIXME("Cannot change the back buffer count yet.\n");
5332 if (swapchain_desc->device_window
5333 && swapchain_desc->device_window != swapchain->desc.device_window)
5335 TRACE("Changing the device window from %p to %p.\n",
5336 swapchain->desc.device_window, swapchain_desc->device_window);
5337 swapchain->desc.device_window = swapchain_desc->device_window;
5338 swapchain->device_window = swapchain_desc->device_window;
5339 wined3d_swapchain_set_window(swapchain, NULL);
5342 if (swapchain_desc->enable_auto_depth_stencil && !device->auto_depth_stencil)
5344 HRESULT hrc;
5346 TRACE("Creating the depth stencil buffer\n");
5348 hrc = device->device_parent->ops->create_depth_stencil(device->device_parent,
5349 swapchain_desc->backbuffer_width,
5350 swapchain_desc->backbuffer_height,
5351 swapchain_desc->auto_depth_stencil_format,
5352 swapchain_desc->multisample_type,
5353 swapchain_desc->multisample_quality,
5354 FALSE,
5355 &device->auto_depth_stencil);
5356 if (FAILED(hrc))
5358 ERR("Failed to create the depth stencil buffer.\n");
5359 wined3d_swapchain_decref(swapchain);
5360 return WINED3DERR_INVALIDCALL;
5364 if (device->onscreen_depth_stencil)
5366 wined3d_surface_decref(device->onscreen_depth_stencil);
5367 device->onscreen_depth_stencil = NULL;
5370 /* Reset the depth stencil */
5371 if (swapchain_desc->enable_auto_depth_stencil)
5372 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5373 else
5374 wined3d_device_set_depth_stencil(device, NULL);
5376 TRACE("Resetting stateblock\n");
5377 wined3d_stateblock_decref(device->updateStateBlock);
5378 wined3d_stateblock_decref(device->stateBlock);
5380 if (swapchain_desc->windowed)
5382 mode.width = swapchain->orig_width;
5383 mode.height = swapchain->orig_height;
5384 mode.refresh_rate = 0;
5385 mode.format_id = swapchain->desc.backbuffer_format;
5387 else
5389 mode.width = swapchain_desc->backbuffer_width;
5390 mode.height = swapchain_desc->backbuffer_height;
5391 mode.refresh_rate = swapchain_desc->refresh_rate;
5392 mode.format_id = swapchain_desc->backbuffer_format;
5395 /* Should Width == 800 && Height == 0 set 800x600? */
5396 if (swapchain_desc->backbuffer_width && swapchain_desc->backbuffer_height
5397 && (swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width
5398 || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height))
5400 if (!swapchain_desc->windowed)
5401 DisplayModeChanged = TRUE;
5403 swapchain->desc.backbuffer_width = swapchain_desc->backbuffer_width;
5404 swapchain->desc.backbuffer_height = swapchain_desc->backbuffer_height;
5405 update_desc = TRUE;
5408 if (swapchain_desc->backbuffer_format != WINED3DFMT_UNKNOWN
5409 && swapchain_desc->backbuffer_format != swapchain->desc.backbuffer_format)
5411 swapchain->desc.backbuffer_format = swapchain_desc->backbuffer_format;
5412 update_desc = TRUE;
5415 if (swapchain_desc->multisample_type != swapchain->desc.multisample_type
5416 || swapchain_desc->multisample_quality != swapchain->desc.multisample_quality)
5418 swapchain->desc.multisample_type = swapchain_desc->multisample_type;
5419 swapchain->desc.multisample_quality = swapchain_desc->multisample_quality;
5420 update_desc = TRUE;
5423 if (update_desc)
5425 UINT i;
5427 hr = wined3d_surface_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width,
5428 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5429 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5430 if (FAILED(hr))
5432 wined3d_swapchain_decref(swapchain);
5433 return hr;
5436 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
5438 hr = wined3d_surface_update_desc(swapchain->back_buffers[i], swapchain->desc.backbuffer_width,
5439 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5440 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5441 if (FAILED(hr))
5443 wined3d_swapchain_decref(swapchain);
5444 return hr;
5447 if (device->auto_depth_stencil)
5449 hr = wined3d_surface_update_desc(device->auto_depth_stencil, swapchain->desc.backbuffer_width,
5450 swapchain->desc.backbuffer_height, device->auto_depth_stencil->resource.format->id,
5451 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5452 if (FAILED(hr))
5454 wined3d_swapchain_decref(swapchain);
5455 return hr;
5460 if (device->d3d_initialized)
5461 delete_opengl_contexts(device, swapchain);
5463 if (!swapchain_desc->windowed != !swapchain->desc.windowed
5464 || DisplayModeChanged)
5466 wined3d_device_set_display_mode(device, 0, &mode);
5468 if (!swapchain_desc->windowed)
5470 if (swapchain->desc.windowed)
5472 HWND focus_window = device->create_parms.focus_window;
5473 if (!focus_window)
5474 focus_window = swapchain_desc->device_window;
5475 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5477 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5478 wined3d_swapchain_decref(swapchain);
5479 return hr;
5482 /* switch from windowed to fs */
5483 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5484 swapchain_desc->backbuffer_width,
5485 swapchain_desc->backbuffer_height);
5487 else
5489 /* Fullscreen -> fullscreen mode change */
5490 MoveWindow(swapchain->device_window, 0, 0,
5491 swapchain_desc->backbuffer_width,
5492 swapchain_desc->backbuffer_height,
5493 TRUE);
5496 else if (!swapchain->desc.windowed)
5498 /* Fullscreen -> windowed switch */
5499 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5500 wined3d_device_release_focus_window(device);
5502 swapchain->desc.windowed = swapchain_desc->windowed;
5504 else if (!swapchain_desc->windowed)
5506 DWORD style = device->style;
5507 DWORD exStyle = device->exStyle;
5508 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5509 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5510 * Reset to clear up their mess. Guild Wars also loses the device during that.
5512 device->style = 0;
5513 device->exStyle = 0;
5514 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5515 swapchain_desc->backbuffer_width,
5516 swapchain_desc->backbuffer_height);
5517 device->style = style;
5518 device->exStyle = exStyle;
5521 /* Note: No parent needed for initial internal stateblock */
5522 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5523 if (FAILED(hr))
5524 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5525 else
5526 TRACE("Created stateblock %p.\n", device->stateBlock);
5527 device->updateStateBlock = device->stateBlock;
5528 wined3d_stateblock_incref(device->updateStateBlock);
5530 stateblock_init_default_state(device->stateBlock);
5532 swapchain_update_render_to_fbo(swapchain);
5533 swapchain_update_draw_bindings(swapchain);
5535 if (device->d3d_initialized)
5536 hr = create_primary_opengl_context(device, swapchain);
5537 wined3d_swapchain_decref(swapchain);
5539 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5540 * first use
5542 return hr;
5545 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5547 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5549 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5551 return WINED3D_OK;
5555 HRESULT CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5556 struct wined3d_device_creation_parameters *parameters)
5558 TRACE("device %p, parameters %p.\n", device, parameters);
5560 *parameters = device->create_parms;
5561 return WINED3D_OK;
5564 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
5565 UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
5567 struct wined3d_swapchain *swapchain;
5569 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5570 device, swapchain_idx, flags, ramp);
5572 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5574 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5575 wined3d_swapchain_decref(swapchain);
5579 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5580 UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5582 struct wined3d_swapchain *swapchain;
5584 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5585 device, swapchain_idx, ramp);
5587 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5589 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5590 wined3d_swapchain_decref(swapchain);
5594 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5596 TRACE("device %p, resource %p.\n", device, resource);
5598 list_add_head(&device->resources, &resource->resource_list_entry);
5601 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5603 TRACE("device %p, resource %p.\n", device, resource);
5605 list_remove(&resource->resource_list_entry);
5608 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5610 enum wined3d_resource_type type = resource->type;
5611 unsigned int i;
5613 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5615 context_resource_released(device, resource, type);
5617 switch (type)
5619 case WINED3D_RTYPE_SURFACE:
5621 struct wined3d_surface *surface = surface_from_resource(resource);
5623 if (!device->d3d_initialized) break;
5625 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5627 if (device->fb.render_targets[i] == surface)
5629 ERR("Surface %p is still in use as render target %u.\n", surface, i);
5630 device->fb.render_targets[i] = NULL;
5634 if (device->fb.depth_stencil == surface)
5636 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5637 device->fb.depth_stencil = NULL;
5640 break;
5642 case WINED3D_RTYPE_TEXTURE:
5643 case WINED3D_RTYPE_CUBE_TEXTURE:
5644 case WINED3D_RTYPE_VOLUME_TEXTURE:
5645 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5647 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5649 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5651 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5652 texture, device->stateBlock, i);
5653 device->stateBlock->state.textures[i] = NULL;
5656 if (device->updateStateBlock != device->stateBlock
5657 && device->updateStateBlock->state.textures[i] == texture)
5659 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5660 texture, device->updateStateBlock, i);
5661 device->updateStateBlock->state.textures[i] = NULL;
5664 break;
5666 case WINED3D_RTYPE_BUFFER:
5668 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5670 for (i = 0; i < MAX_STREAMS; ++i)
5672 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
5674 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5675 buffer, device->stateBlock, i);
5676 device->stateBlock->state.streams[i].buffer = NULL;
5679 if (device->updateStateBlock != device->stateBlock
5680 && device->updateStateBlock->state.streams[i].buffer == buffer)
5682 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5683 buffer, device->updateStateBlock, i);
5684 device->updateStateBlock->state.streams[i].buffer = NULL;
5689 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
5691 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5692 buffer, device->stateBlock);
5693 device->stateBlock->state.index_buffer = NULL;
5696 if (device->updateStateBlock != device->stateBlock
5697 && device->updateStateBlock->state.index_buffer == buffer)
5699 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5700 buffer, device->updateStateBlock);
5701 device->updateStateBlock->state.index_buffer = NULL;
5704 break;
5706 default:
5707 break;
5710 /* Remove the resource from the resourceStore */
5711 device_resource_remove(device, resource);
5713 TRACE("Resource released.\n");
5716 HRESULT CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device,
5717 HDC dc, struct wined3d_surface **surface)
5719 struct wined3d_resource *resource;
5721 TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
5723 if (!dc)
5724 return WINED3DERR_INVALIDCALL;
5726 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
5728 if (resource->type == WINED3D_RTYPE_SURFACE)
5730 struct wined3d_surface *s = surface_from_resource(resource);
5732 if (s->hDC == dc)
5734 TRACE("Found surface %p for dc %p.\n", s, dc);
5735 *surface = s;
5736 return WINED3D_OK;
5741 return WINED3DERR_INVALIDCALL;
5744 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5745 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
5746 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5748 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5749 const struct fragment_pipeline *fragment_pipeline;
5750 struct wined3d_display_mode mode;
5751 struct shader_caps shader_caps;
5752 struct fragment_caps ffp_caps;
5753 unsigned int i;
5754 HRESULT hr;
5756 device->ref = 1;
5757 device->wined3d = wined3d;
5758 wined3d_incref(device->wined3d);
5759 device->adapter = wined3d->adapter_count ? adapter : NULL;
5760 device->device_parent = device_parent;
5761 list_init(&device->resources);
5762 list_init(&device->shaders);
5763 device->surface_alignment = surface_alignment;
5765 /* Get the initial screen setup for ddraw. */
5766 hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
5767 if (FAILED(hr))
5769 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
5770 wined3d_decref(device->wined3d);
5771 return hr;
5773 adapter->screen_size.cx = mode.width;
5774 adapter->screen_size.cy = mode.height;
5775 adapter->screen_format = mode.format_id;
5777 /* Save the creation parameters. */
5778 device->create_parms.adapter_idx = adapter_idx;
5779 device->create_parms.device_type = device_type;
5780 device->create_parms.focus_window = focus_window;
5781 device->create_parms.flags = flags;
5783 for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
5785 select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
5786 device->shader_backend = adapter->shader_backend;
5788 if (device->shader_backend)
5790 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
5791 device->vshader_version = shader_caps.VertexShaderVersion;
5792 device->pshader_version = shader_caps.PixelShaderVersion;
5793 device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
5794 device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
5795 device->vs_clipping = shader_caps.VSClipping;
5797 fragment_pipeline = adapter->fragment_pipe;
5798 device->frag_pipe = fragment_pipeline;
5799 if (fragment_pipeline)
5801 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
5802 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
5804 hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
5805 ffp_vertexstate_template, fragment_pipeline, misc_state_template);
5806 if (FAILED(hr))
5808 ERR("Failed to compile state table, hr %#x.\n", hr);
5809 wined3d_decref(device->wined3d);
5810 return hr;
5813 device->blitter = adapter->blitter;
5815 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5816 if (FAILED(hr))
5818 WARN("Failed to create stateblock.\n");
5819 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
5821 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
5823 wined3d_decref(device->wined3d);
5824 return hr;
5827 TRACE("Created stateblock %p.\n", device->stateBlock);
5828 device->updateStateBlock = device->stateBlock;
5829 wined3d_stateblock_incref(device->updateStateBlock);
5831 return WINED3D_OK;
5835 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5837 DWORD rep = device->StateTable[state].representative;
5838 struct wined3d_context *context;
5839 DWORD idx;
5840 BYTE shift;
5841 UINT i;
5843 for (i = 0; i < device->context_count; ++i)
5845 context = device->contexts[i];
5846 if(isStateDirty(context, rep)) continue;
5848 context->dirtyArray[context->numDirtyEntries++] = rep;
5849 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5850 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5851 context->isStateDirty[idx] |= (1 << shift);
5855 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
5857 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5858 *width = context->current_rt->pow2Width;
5859 *height = context->current_rt->pow2Height;
5862 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
5864 const struct wined3d_swapchain *swapchain = context->swapchain;
5865 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5866 * current context's drawable, which is the size of the back buffer of the swapchain
5867 * the active context belongs to. */
5868 *width = swapchain->desc.backbuffer_width;
5869 *height = swapchain->desc.backbuffer_height;
5872 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
5873 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
5875 if (device->filter_messages)
5877 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5878 window, message, wparam, lparam);
5879 if (unicode)
5880 return DefWindowProcW(window, message, wparam, lparam);
5881 else
5882 return DefWindowProcA(window, message, wparam, lparam);
5885 if (message == WM_DESTROY)
5887 TRACE("unregister window %p.\n", window);
5888 wined3d_unregister_window(window);
5890 if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
5891 ERR("Window %p is not the focus window for device %p.\n", window, device);
5893 else if (message == WM_DISPLAYCHANGE)
5895 device->device_parent->ops->mode_changed(device->device_parent);
5898 if (unicode)
5899 return CallWindowProcW(proc, window, message, wparam, lparam);
5900 else
5901 return CallWindowProcA(proc, window, message, wparam, lparam);