2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
36 /* Define the default light parameters as specified by MSDN */
37 const WINED3DLIGHT WINED3D_default_light
= {
39 WINED3DLIGHT_DIRECTIONAL
, /* Type */
40 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
41 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
42 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
43 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
44 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
47 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
52 /**********************************************************
53 * Global variable / Constants follow
54 **********************************************************/
55 const float identity
[] =
57 1.0f
, 0.0f
, 0.0f
, 0.0f
,
58 0.0f
, 1.0f
, 0.0f
, 0.0f
,
59 0.0f
, 0.0f
, 1.0f
, 0.0f
,
60 0.0f
, 0.0f
, 0.0f
, 1.0f
,
61 }; /* When needed for comparisons */
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64 * actually have the same values in GL and D3D. */
65 static GLenum
gl_primitive_type_from_d3d(WINED3DPRIMITIVETYPE primitive_type
)
67 switch(primitive_type
)
69 case WINED3DPT_POINTLIST
:
72 case WINED3DPT_LINELIST
:
75 case WINED3DPT_LINESTRIP
:
78 case WINED3DPT_TRIANGLELIST
:
81 case WINED3DPT_TRIANGLESTRIP
:
82 return GL_TRIANGLE_STRIP
;
84 case WINED3DPT_TRIANGLEFAN
:
85 return GL_TRIANGLE_FAN
;
87 case WINED3DPT_LINELIST_ADJ
:
88 return GL_LINES_ADJACENCY_ARB
;
90 case WINED3DPT_LINESTRIP_ADJ
:
91 return GL_LINE_STRIP_ADJACENCY_ARB
;
93 case WINED3DPT_TRIANGLELIST_ADJ
:
94 return GL_TRIANGLES_ADJACENCY_ARB
;
96 case WINED3DPT_TRIANGLESTRIP_ADJ
:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
105 static WINED3DPRIMITIVETYPE
d3d_primitive_type_from_gl(GLenum primitive_type
)
107 switch(primitive_type
)
110 return WINED3DPT_POINTLIST
;
113 return WINED3DPT_LINELIST
;
116 return WINED3DPT_LINESTRIP
;
119 return WINED3DPT_TRIANGLELIST
;
121 case GL_TRIANGLE_STRIP
:
122 return WINED3DPT_TRIANGLESTRIP
;
124 case GL_TRIANGLE_FAN
:
125 return WINED3DPT_TRIANGLEFAN
;
127 case GL_LINES_ADJACENCY_ARB
:
128 return WINED3DPT_LINELIST_ADJ
;
130 case GL_LINE_STRIP_ADJACENCY_ARB
:
131 return WINED3DPT_LINESTRIP_ADJ
;
133 case GL_TRIANGLES_ADJACENCY_ARB
:
134 return WINED3DPT_TRIANGLELIST_ADJ
;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
137 return WINED3DPT_TRIANGLESTRIP_ADJ
;
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
141 return WINED3DPT_UNDEFINED
;
145 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
147 if ((usage
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && !usage_idx
)
148 *regnum
= WINED3D_FFP_POSITION
;
149 else if (usage
== WINED3DDECLUSAGE_BLENDWEIGHT
&& !usage_idx
)
150 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
151 else if (usage
== WINED3DDECLUSAGE_BLENDINDICES
&& !usage_idx
)
152 *regnum
= WINED3D_FFP_BLENDINDICES
;
153 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& !usage_idx
)
154 *regnum
= WINED3D_FFP_NORMAL
;
155 else if (usage
== WINED3DDECLUSAGE_PSIZE
&& !usage_idx
)
156 *regnum
= WINED3D_FFP_PSIZE
;
157 else if (usage
== WINED3DDECLUSAGE_COLOR
&& !usage_idx
)
158 *regnum
= WINED3D_FFP_DIFFUSE
;
159 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 1)
160 *regnum
= WINED3D_FFP_SPECULAR
;
161 else if (usage
== WINED3DDECLUSAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
162 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage
), usage_idx
);
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device
*device
,
175 struct wined3d_stream_info
*stream_info
, BOOL
*fixup
)
177 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
178 /* We need to deal with frequency data! */
179 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
183 stream_info
->use_map
= 0;
184 stream_info
->swizzle_map
= 0;
186 /* Check for transformed vertices, disable vertex shader if present. */
187 stream_info
->position_transformed
= declaration
->position_transformed
;
188 use_vshader
= state
->vertex_shader
&& !declaration
->position_transformed
;
190 /* Translate the declaration into strided data. */
191 for (i
= 0; i
< declaration
->element_count
; ++i
)
193 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
194 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
195 struct wined3d_buffer
*buffer
= stream
->buffer
;
196 struct wined3d_bo_address data
;
201 TRACE("%p Element %p (%u of %u)\n", declaration
->elements
,
202 element
, i
+ 1, declaration
->element_count
);
204 if (!buffer
) continue;
206 data
.buffer_object
= 0;
209 stride
= stream
->stride
;
210 if (state
->user_stream
)
212 TRACE("Stream %u is UP, %p\n", element
->input_slot
, buffer
);
213 data
.buffer_object
= 0;
214 data
.addr
= (BYTE
*)buffer
;
218 TRACE("Stream %u isn't UP, %p\n", element
->input_slot
, buffer
);
219 buffer_get_memory(buffer
, &device
->adapter
->gl_info
, &data
);
221 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
222 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
223 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
224 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
225 * not, drawStridedSlow is needed, including a vertex buffer path. */
226 if (state
->load_base_vertex_index
< 0)
228 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
229 state
->load_base_vertex_index
);
230 data
.buffer_object
= 0;
231 data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
);
232 if ((UINT_PTR
)data
.addr
< -state
->load_base_vertex_index
* stride
)
234 FIXME("System memory vertex data load offset is negative!\n");
240 if (data
.buffer_object
)
242 else if (*fixup
&& !use_vshader
243 && (element
->usage
== WINED3DDECLUSAGE_COLOR
244 || element
->usage
== WINED3DDECLUSAGE_POSITIONT
))
246 static BOOL warned
= FALSE
;
249 /* This may be bad with the fixed function pipeline. */
250 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
256 data
.addr
+= element
->offset
;
258 TRACE("offset %u input_slot %u usage_idx %d\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
262 if (element
->output_slot
== ~0U)
264 /* TODO: Assuming vertexdeclarations are usually used with the
265 * same or a similar shader, it might be worth it to store the
266 * last used output slot and try that one first. */
267 stride_used
= vshader_get_input(state
->vertex_shader
,
268 element
->usage
, element
->usage_idx
, &idx
);
272 idx
= element
->output_slot
;
278 if (!element
->ffp_valid
)
280 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
281 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
286 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
292 TRACE("Load %s array %u [usage %s, usage_idx %u, "
293 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
294 use_vshader
? "shader": "fixed function", idx
,
295 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
296 element
->offset
, stride
, debug_d3dformat(element
->format
->id
), data
.buffer_object
);
298 data
.addr
+= stream
->offset
;
300 stream_info
->elements
[idx
].format
= element
->format
;
301 stream_info
->elements
[idx
].data
= data
;
302 stream_info
->elements
[idx
].stride
= stride
;
303 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
305 if (!device
->adapter
->gl_info
.supported
[ARB_VERTEX_ARRAY_BGRA
]
306 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
308 stream_info
->swizzle_map
|= 1 << idx
;
310 stream_info
->use_map
|= 1 << idx
;
314 device
->num_buffer_queries
= 0;
315 if (!state
->user_stream
)
317 WORD map
= stream_info
->use_map
;
319 /* PreLoad all the vertex buffers. */
320 for (i
= 0; map
; map
>>= 1, ++i
)
322 struct wined3d_stream_info_element
*element
;
323 struct wined3d_buffer
*buffer
;
325 if (!(map
& 1)) continue;
327 element
= &stream_info
->elements
[i
];
328 buffer
= state
->streams
[element
->stream_idx
].buffer
;
329 wined3d_buffer_preload(buffer
);
331 /* If the preload dropped the buffer object, update the stream info. */
332 if (buffer
->buffer_object
!= element
->data
.buffer_object
)
334 element
->data
.buffer_object
= 0;
335 element
->data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
)
336 + (ptrdiff_t)element
->data
.addr
;
340 device
->buffer_queries
[device
->num_buffer_queries
++] = buffer
->query
;
345 static void stream_info_element_from_strided(const struct wined3d_gl_info
*gl_info
,
346 const struct WineDirect3DStridedData
*strided
, struct wined3d_stream_info_element
*e
)
348 e
->data
.addr
= strided
->lpData
;
349 e
->data
.buffer_object
= 0;
350 e
->format
= wined3d_get_format(gl_info
, strided
->format
);
351 e
->stride
= strided
->dwStride
;
355 static void device_stream_info_from_strided(const struct wined3d_gl_info
*gl_info
,
356 const struct WineDirect3DVertexStridedData
*strided
, struct wined3d_stream_info
*stream_info
)
360 memset(stream_info
, 0, sizeof(*stream_info
));
362 if (strided
->position
.lpData
)
363 stream_info_element_from_strided(gl_info
, &strided
->position
, &stream_info
->elements
[WINED3D_FFP_POSITION
]);
364 if (strided
->normal
.lpData
)
365 stream_info_element_from_strided(gl_info
, &strided
->normal
, &stream_info
->elements
[WINED3D_FFP_NORMAL
]);
366 if (strided
->diffuse
.lpData
)
367 stream_info_element_from_strided(gl_info
, &strided
->diffuse
, &stream_info
->elements
[WINED3D_FFP_DIFFUSE
]);
368 if (strided
->specular
.lpData
)
369 stream_info_element_from_strided(gl_info
, &strided
->specular
, &stream_info
->elements
[WINED3D_FFP_SPECULAR
]);
371 for (i
= 0; i
< WINED3DDP_MAXTEXCOORD
; ++i
)
373 if (strided
->texCoords
[i
].lpData
)
374 stream_info_element_from_strided(gl_info
, &strided
->texCoords
[i
],
375 &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ i
]);
378 stream_info
->position_transformed
= strided
->position_transformed
;
380 for (i
= 0; i
< sizeof(stream_info
->elements
) / sizeof(*stream_info
->elements
); ++i
)
382 if (!stream_info
->elements
[i
].format
) continue;
384 if (!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
385 && stream_info
->elements
[i
].format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
387 stream_info
->swizzle_map
|= 1 << i
;
389 stream_info
->use_map
|= 1 << i
;
393 static void device_trace_strided_stream_info(const struct wined3d_stream_info
*stream_info
)
395 TRACE("Strided Data:\n");
396 TRACE_STRIDED(stream_info
, WINED3D_FFP_POSITION
);
397 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDWEIGHT
);
398 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDINDICES
);
399 TRACE_STRIDED(stream_info
, WINED3D_FFP_NORMAL
);
400 TRACE_STRIDED(stream_info
, WINED3D_FFP_PSIZE
);
401 TRACE_STRIDED(stream_info
, WINED3D_FFP_DIFFUSE
);
402 TRACE_STRIDED(stream_info
, WINED3D_FFP_SPECULAR
);
403 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD0
);
404 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD1
);
405 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD2
);
406 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD3
);
407 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD4
);
408 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD5
);
409 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD6
);
410 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD7
);
413 /* Context activation is done by the caller. */
414 void device_update_stream_info(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
416 struct wined3d_stream_info
*stream_info
= &device
->strided_streams
;
417 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
420 if (device
->up_strided
)
422 /* Note: this is a ddraw fixed-function code path. */
423 TRACE("=============================== Strided Input ================================\n");
424 device_stream_info_from_strided(gl_info
, device
->up_strided
, stream_info
);
425 if (TRACE_ON(d3d
)) device_trace_strided_stream_info(stream_info
);
429 TRACE("============================= Vertex Declaration =============================\n");
430 device_stream_info_from_declaration(device
, stream_info
, &fixup
);
433 if (state
->vertex_shader
&& !stream_info
->position_transformed
)
435 if (state
->vertex_declaration
->half_float_conv_needed
&& !fixup
)
437 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
438 device
->useDrawStridedSlow
= TRUE
;
442 device
->useDrawStridedSlow
= FALSE
;
447 WORD slow_mask
= (1 << WINED3D_FFP_PSIZE
);
448 slow_mask
|= -!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
449 & ((1 << WINED3D_FFP_DIFFUSE
) | (1 << WINED3D_FFP_SPECULAR
));
451 if ((stream_info
->position_transformed
|| (stream_info
->use_map
& slow_mask
)) && !fixup
)
453 device
->useDrawStridedSlow
= TRUE
;
457 device
->useDrawStridedSlow
= FALSE
;
462 static void device_preload_texture(const struct wined3d_state
*state
, unsigned int idx
)
464 struct wined3d_texture
*texture
;
465 enum WINED3DSRGB srgb
;
467 if (!(texture
= state
->textures
[idx
])) return;
468 srgb
= state
->sampler_states
[idx
][WINED3DSAMP_SRGBTEXTURE
] ? SRGB_SRGB
: SRGB_RGB
;
469 texture
->texture_ops
->texture_preload(texture
, srgb
);
472 void device_preload_textures(const struct wined3d_device
*device
)
474 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
479 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
481 if (state
->vertex_shader
->reg_maps
.sampler_type
[i
])
482 device_preload_texture(state
, MAX_FRAGMENT_SAMPLERS
+ i
);
488 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
490 if (state
->pixel_shader
->reg_maps
.sampler_type
[i
])
491 device_preload_texture(state
, i
);
496 WORD ffu_map
= device
->fixed_function_usage_map
;
498 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
501 device_preload_texture(state
, i
);
506 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
508 struct wined3d_context
**new_array
;
510 TRACE("Adding context %p.\n", context
);
512 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
513 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
514 sizeof(*new_array
) * (device
->context_count
+ 1));
518 ERR("Failed to grow the context array.\n");
522 new_array
[device
->context_count
++] = context
;
523 device
->contexts
= new_array
;
527 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
529 struct wined3d_context
**new_array
;
533 TRACE("Removing context %p.\n", context
);
535 for (i
= 0; i
< device
->context_count
; ++i
)
537 if (device
->contexts
[i
] == context
)
546 ERR("Context %p doesn't exist in context array.\n", context
);
550 if (!--device
->context_count
)
552 HeapFree(GetProcessHeap(), 0, device
->contexts
);
553 device
->contexts
= NULL
;
557 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
558 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
561 ERR("Failed to shrink context array. Oh well.\n");
565 device
->contexts
= new_array
;
568 /* Do not call while under the GL lock. */
569 void device_switch_onscreen_ds(struct wined3d_device
*device
,
570 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
572 if (device
->onscreen_depth_stencil
)
574 surface_load_ds_location(device
->onscreen_depth_stencil
, context
, SFLAG_DS_OFFSCREEN
);
575 surface_modify_ds_location(device
->onscreen_depth_stencil
, SFLAG_DS_OFFSCREEN
,
576 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
577 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
578 wined3d_surface_decref(device
->onscreen_depth_stencil
);
580 device
->onscreen_depth_stencil
= depth_stencil
;
581 wined3d_surface_incref(device
->onscreen_depth_stencil
);
584 static BOOL
is_full_clear(struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
586 /* partial draw rect */
587 if (draw_rect
->left
|| draw_rect
->top
588 || draw_rect
->right
< target
->resource
.width
589 || draw_rect
->bottom
< target
->resource
.height
)
592 /* partial clear rect */
593 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
594 || clear_rect
->right
< target
->resource
.width
595 || clear_rect
->bottom
< target
->resource
.height
))
601 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
602 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
)
604 RECT current_rect
, r
;
606 if (ds
->flags
& location
)
607 SetRect(¤t_rect
, 0, 0,
608 ds
->ds_current_size
.cx
,
609 ds
->ds_current_size
.cy
);
611 SetRectEmpty(¤t_rect
);
613 IntersectRect(&r
, draw_rect
, ¤t_rect
);
614 if (EqualRect(&r
, draw_rect
))
616 /* current_rect ⊇ draw_rect, modify only. */
617 surface_modify_ds_location(ds
, location
, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
621 if (EqualRect(&r
, ¤t_rect
))
623 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
627 /* Full clear, modify only. */
628 surface_modify_ds_location(ds
, location
, draw_rect
->right
, draw_rect
->bottom
);
632 IntersectRect(&r
, draw_rect
, clear_rect
);
633 if (EqualRect(&r
, draw_rect
))
635 /* clear_rect ⊇ draw_rect, modify only. */
636 surface_modify_ds_location(ds
, location
, draw_rect
->right
, draw_rect
->bottom
);
642 surface_load_ds_location(ds
, context
, location
);
643 surface_modify_ds_location(ds
, location
, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
646 /* Do not call while under the GL lock. */
647 HRESULT
device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
648 UINT rect_count
, const RECT
*rects
, const RECT
*draw_rect
, DWORD flags
, const WINED3DCOLORVALUE
*color
,
649 float depth
, DWORD stencil
)
651 const RECT
*clear_rect
= (rect_count
> 0 && rects
) ? (const RECT
*)rects
: NULL
;
652 struct wined3d_surface
*target
= rt_count
? fb
->render_targets
[0] : NULL
;
653 UINT drawable_width
, drawable_height
;
654 struct wined3d_context
*context
;
655 GLbitfield clear_mask
= 0;
656 BOOL render_offscreen
;
659 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
660 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
661 * for the cleared parts, and the untouched parts.
663 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
664 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
665 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
666 * checking all this if the dest surface is in the drawable anyway. */
667 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, clear_rect
))
669 for (i
= 0; i
< rt_count
; ++i
)
671 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
673 surface_load_location(rt
, rt
->draw_binding
, NULL
);
677 context
= context_acquire(device
, target
);
680 context_release(context
);
681 WARN("Invalid context, skipping clear.\n");
687 render_offscreen
= context
->render_offscreen
;
688 target
->get_drawable_size(context
, &drawable_width
, &drawable_height
);
692 render_offscreen
= TRUE
;
693 drawable_width
= fb
->depth_stencil
->pow2Width
;
694 drawable_height
= fb
->depth_stencil
->pow2Height
;
697 if (flags
& WINED3DCLEAR_ZBUFFER
)
699 DWORD location
= render_offscreen
? SFLAG_DS_OFFSCREEN
: SFLAG_DS_ONSCREEN
;
701 if (location
== SFLAG_DS_ONSCREEN
&& fb
->depth_stencil
!= device
->onscreen_depth_stencil
)
702 device_switch_onscreen_ds(device
, context
, fb
->depth_stencil
);
703 prepare_ds_clear(fb
->depth_stencil
, context
, location
, draw_rect
, rect_count
, clear_rect
);
706 if (!context_apply_clear_state(context
, device
, rt_count
, fb
))
708 context_release(context
);
709 WARN("Failed to apply clear state, skipping clear.\n");
715 /* Only set the values up once, as they are not changing. */
716 if (flags
& WINED3DCLEAR_STENCIL
)
718 if (context
->gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
720 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
721 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE
));
724 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_STENCILWRITEMASK
));
725 glClearStencil(stencil
);
726 checkGLcall("glClearStencil");
727 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
730 if (flags
& WINED3DCLEAR_ZBUFFER
)
732 surface_modify_location(fb
->depth_stencil
, fb
->depth_stencil
->draw_binding
, TRUE
);
734 glDepthMask(GL_TRUE
);
735 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_ZWRITEENABLE
));
737 checkGLcall("glClearDepth");
738 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
741 if (flags
& WINED3DCLEAR_TARGET
)
743 for (i
= 0; i
< rt_count
; ++i
)
745 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
748 surface_modify_location(rt
, rt
->draw_binding
, TRUE
);
751 glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
752 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE
));
753 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1
));
754 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2
));
755 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3
));
756 glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
757 checkGLcall("glClearColor");
758 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
763 if (render_offscreen
)
765 glScissor(draw_rect
->left
, draw_rect
->top
,
766 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
770 glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
771 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
773 checkGLcall("glScissor");
775 checkGLcall("glClear");
781 /* Now process each rect in turn. */
782 for (i
= 0; i
< rect_count
; ++i
)
784 /* Note that GL uses lower left, width/height. */
785 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
787 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
788 wine_dbgstr_rect(&clear_rect
[i
]),
789 wine_dbgstr_rect(¤t_rect
));
791 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
792 * The rectangle is not cleared, no error is returned, but further rectangles are
793 * still cleared if they are valid. */
794 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
796 TRACE("Rectangle with negative dimensions, ignoring.\n");
800 if (render_offscreen
)
802 glScissor(current_rect
.left
, current_rect
.top
,
803 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
807 glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
808 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
810 checkGLcall("glScissor");
813 checkGLcall("glClear");
819 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
820 && target
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
821 && target
->container
.u
.swapchain
->front_buffer
== target
))
822 wglFlush(); /* Flush to ensure ordering across contexts. */
824 context_release(context
);
829 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
831 ULONG refcount
= InterlockedIncrement(&device
->ref
);
833 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
838 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
840 ULONG refcount
= InterlockedDecrement(&device
->ref
);
842 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
848 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
850 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
851 device
->multistate_funcs
[i
] = NULL
;
854 if (!list_empty(&device
->resources
))
856 struct wined3d_resource
*resource
;
858 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
860 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
862 FIXME("Leftover resource %p with type %s (%#x).\n",
863 resource
, debug_d3dresourcetype(resource
->resourceType
), resource
->resourceType
);
867 if (device
->contexts
)
868 ERR("Context array not freed!\n");
869 if (device
->hardwareCursor
)
870 DestroyCursor(device
->hardwareCursor
);
871 device
->hardwareCursor
= 0;
873 wined3d_decref(device
->wined3d
);
874 device
->wined3d
= NULL
;
875 HeapFree(GetProcessHeap(), 0, device
);
876 TRACE("Freed device %p.\n", device
);
882 UINT CDECL
wined3d_device_get_swapchain_count(struct wined3d_device
*device
)
884 TRACE("device %p.\n", device
);
886 return device
->swapchain_count
;
889 HRESULT CDECL
wined3d_device_get_swapchain(struct wined3d_device
*device
,
890 UINT swapchain_idx
, struct wined3d_swapchain
**swapchain
)
892 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
893 device
, swapchain_idx
, swapchain
);
895 if (swapchain_idx
>= device
->swapchain_count
)
897 WARN("swapchain_idx %u >= swapchain_count %u.\n",
898 swapchain_idx
, device
->swapchain_count
);
901 return WINED3DERR_INVALIDCALL
;
904 *swapchain
= device
->swapchains
[swapchain_idx
];
905 wined3d_swapchain_incref(*swapchain
);
906 TRACE("Returning %p.\n", *swapchain
);
911 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
916 HDC dcb
= NULL
, dcs
= NULL
;
917 WINEDDCOLORKEY colorkey
;
919 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
922 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
923 dcb
= CreateCompatibleDC(NULL
);
925 SelectObject(dcb
, hbm
);
929 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
932 memset(&bm
, 0, sizeof(bm
));
937 hr
= wined3d_surface_create(device
, bm
.bmWidth
, bm
.bmHeight
, WINED3DFMT_B5G6R5_UNORM
, TRUE
,
938 FALSE
, 0, 0, WINED3DPOOL_DEFAULT
, WINED3DMULTISAMPLE_NONE
, 0, SURFACE_OPENGL
, NULL
,
939 &wined3d_null_parent_ops
, &device
->logo_surface
);
942 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr
);
948 if (FAILED(hr
= wined3d_surface_getdc(device
->logo_surface
, &dcs
)))
950 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
951 wined3d_surface_releasedc(device
->logo_surface
, dcs
);
953 colorkey
.dwColorSpaceLowValue
= 0;
954 colorkey
.dwColorSpaceHighValue
= 0;
955 wined3d_surface_set_color_key(device
->logo_surface
, WINEDDCKEY_SRCBLT
, &colorkey
);
959 const WINED3DCOLORVALUE c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
960 /* Fill the surface with a white color to show that wined3d is there */
961 wined3d_device_color_fill(device
, device
->logo_surface
, NULL
, &c
);
965 if (dcb
) DeleteDC(dcb
);
966 if (hbm
) DeleteObject(hbm
);
969 /* Context activation is done by the caller. */
970 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
972 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
974 /* Under DirectX you can sample even if no texture is bound, whereas
975 * OpenGL will only allow that when a valid texture is bound.
976 * We emulate this by creating dummy textures and binding them
977 * to each texture stage when the currently set D3D texture is NULL. */
980 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
982 /* The dummy texture does not have client storage backing */
983 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
984 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
987 for (i
= 0; i
< gl_info
->limits
.textures
; ++i
)
989 DWORD color
= 0x000000ff;
991 /* Make appropriate texture active */
992 context_active_texture(context
, gl_info
, i
);
994 /* Generate an opengl texture name */
995 glGenTextures(1, &device
->dummyTextureName
[i
]);
996 checkGLcall("glGenTextures");
997 TRACE("Dummy Texture %d given name %d.\n", i
, device
->dummyTextureName
[i
]);
999 /* Generate a dummy 2d texture (not using 1d because they cause many
1000 * DRI drivers fall back to sw) */
1001 glBindTexture(GL_TEXTURE_2D
, device
->dummyTextureName
[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");
1008 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1010 /* Reenable because if supported it is enabled by default */
1011 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1012 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1018 /* Context activation is done by the caller. */
1019 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
1022 glDeleteTextures(gl_info
->limits
.textures
, device
->dummyTextureName
);
1023 checkGLcall("glDeleteTextures(gl_info->limits.textures, device->dummyTextureName)");
1026 memset(device
->dummyTextureName
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummyTextureName
));
1029 static LONG
fullscreen_style(LONG style
)
1031 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1032 style
|= WS_POPUP
| WS_SYSMENU
;
1033 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
1038 static LONG
fullscreen_exstyle(LONG exstyle
)
1040 /* Filter out window decorations. */
1041 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
1046 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
1048 BOOL filter_messages
;
1049 LONG style
, exstyle
;
1051 TRACE("Setting up window %p for fullscreen mode.\n", window
);
1053 if (device
->style
|| device
->exStyle
)
1055 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1056 window
, device
->style
, device
->exStyle
);
1059 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
1060 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1062 style
= fullscreen_style(device
->style
);
1063 exstyle
= fullscreen_exstyle(device
->exStyle
);
1065 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1066 device
->style
, device
->exStyle
, style
, exstyle
);
1068 filter_messages
= device
->filter_messages
;
1069 device
->filter_messages
= TRUE
;
1071 SetWindowLongW(window
, GWL_STYLE
, style
);
1072 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
1073 SetWindowPos(window
, HWND_TOP
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
1075 device
->filter_messages
= filter_messages
;
1078 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
1080 BOOL filter_messages
;
1081 LONG style
, exstyle
;
1083 if (!device
->style
&& !device
->exStyle
) return;
1085 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1086 window
, device
->style
, device
->exStyle
);
1088 style
= GetWindowLongW(window
, GWL_STYLE
);
1089 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1091 filter_messages
= device
->filter_messages
;
1092 device
->filter_messages
= TRUE
;
1094 /* Only restore the style if the application didn't modify it during the
1095 * fullscreen phase. Some applications change it before calling Reset()
1096 * when switching between windowed and fullscreen modes (HL2), some
1097 * depend on the original style (Eve Online). */
1098 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
1100 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
1101 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
1103 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
1105 device
->filter_messages
= filter_messages
;
1107 /* Delete the old values. */
1109 device
->exStyle
= 0;
1112 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
1114 TRACE("device %p, window %p.\n", device
, window
);
1116 if (!wined3d_register_window(window
, device
))
1118 ERR("Failed to register window %p.\n", window
);
1122 device
->focus_window
= window
;
1123 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
1128 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
1130 TRACE("device %p.\n", device
);
1132 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
1133 device
->focus_window
= NULL
;
1136 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
1137 WINED3DPRESENT_PARAMETERS
*present_parameters
)
1139 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1140 struct wined3d_swapchain
*swapchain
= NULL
;
1141 struct wined3d_context
*context
;
1146 TRACE("device %p, present_parameters %p.\n", device
, present_parameters
);
1148 if (device
->d3d_initialized
)
1149 return WINED3DERR_INVALIDCALL
;
1150 if (!device
->adapter
->opengl
)
1151 return WINED3DERR_INVALIDCALL
;
1153 TRACE("Creating stateblock.\n");
1154 hr
= wined3d_stateblock_create(device
, WINED3DSBT_INIT
, &device
->stateBlock
);
1157 WARN("Failed to create stateblock\n");
1161 TRACE("Created stateblock %p.\n", device
->stateBlock
);
1162 device
->updateStateBlock
= device
->stateBlock
;
1163 wined3d_stateblock_incref(device
->updateStateBlock
);
1165 device
->valid_rt_mask
= 0;
1166 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1167 device
->valid_rt_mask
|= (1 << i
);
1168 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1169 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
1171 device
->palette_count
= 1;
1172 device
->palettes
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(PALETTEENTRY
*));
1173 if (!device
->palettes
|| !device
->fb
.render_targets
)
1175 ERR("Out of memory!\n");
1180 device
->palettes
[0] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY
) * 256);
1181 if (!device
->palettes
[0])
1183 ERR("Out of memory!\n");
1188 for (i
= 0; i
< 256; ++i
)
1190 device
->palettes
[0][i
].peRed
= 0xff;
1191 device
->palettes
[0][i
].peGreen
= 0xff;
1192 device
->palettes
[0][i
].peBlue
= 0xff;
1193 device
->palettes
[0][i
].peFlags
= 0xff;
1195 device
->currentPalette
= 0;
1197 /* Initialize the texture unit mapping to a 1:1 mapping */
1198 for (state
= 0; state
< MAX_COMBINED_SAMPLERS
; ++state
)
1200 if (state
< gl_info
->limits
.fragment_samplers
)
1202 device
->texUnitMap
[state
] = state
;
1203 device
->rev_tex_unit_map
[state
] = state
;
1207 device
->texUnitMap
[state
] = WINED3D_UNMAPPED_STAGE
;
1208 device
->rev_tex_unit_map
[state
] = WINED3D_UNMAPPED_STAGE
;
1212 /* Setup the implicit swapchain. This also initializes a context. */
1213 TRACE("Creating implicit swapchain\n");
1214 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1215 present_parameters
, &swapchain
);
1218 WARN("Failed to create implicit swapchain\n");
1222 device
->swapchain_count
= 1;
1223 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1224 if (!device
->swapchains
)
1226 ERR("Out of memory!\n");
1229 device
->swapchains
[0] = swapchain
;
1231 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1233 TRACE("Setting rendertarget to %p.\n", swapchain
->back_buffers
);
1234 device
->fb
.render_targets
[0] = swapchain
->back_buffers
[0];
1238 TRACE("Setting rendertarget to %p.\n", swapchain
->front_buffer
);
1239 device
->fb
.render_targets
[0] = swapchain
->front_buffer
;
1241 wined3d_surface_incref(device
->fb
.render_targets
[0]);
1243 /* Depth Stencil support */
1244 device
->fb
.depth_stencil
= device
->auto_depth_stencil
;
1245 if (device
->fb
.depth_stencil
)
1246 wined3d_surface_incref(device
->fb
.depth_stencil
);
1248 hr
= device
->shader_backend
->shader_alloc_private(device
);
1251 TRACE("Shader private data couldn't be allocated\n");
1254 hr
= device
->frag_pipe
->alloc_private(device
);
1257 TRACE("Fragment pipeline private data couldn't be allocated\n");
1260 hr
= device
->blitter
->alloc_private(device
);
1263 TRACE("Blitter private data couldn't be allocated\n");
1267 /* Set up some starting GL setup */
1269 /* Setup all the devices defaults */
1270 stateblock_init_default_state(device
->stateBlock
);
1272 context
= context_acquire(device
, swapchain
->front_buffer
);
1274 create_dummy_textures(device
, context
);
1278 /* Initialize the current view state */
1279 device
->view_ident
= 1;
1280 device
->contexts
[0]->last_was_rhw
= 0;
1282 switch (wined3d_settings
.offscreen_rendering_mode
)
1285 device
->offscreenBuffer
= GL_COLOR_ATTACHMENT0
;
1288 case ORM_BACKBUFFER
:
1290 if (context_get_current()->aux_buffers
> 0)
1292 TRACE("Using auxiliary buffer for offscreen rendering\n");
1293 device
->offscreenBuffer
= GL_AUX0
;
1297 TRACE("Using back buffer for offscreen rendering\n");
1298 device
->offscreenBuffer
= GL_BACK
;
1303 TRACE("All defaults now set up, leaving 3D init.\n");
1306 context_release(context
);
1308 /* Clear the screen */
1309 wined3d_device_clear(device
, 0, NULL
, WINED3DCLEAR_TARGET
1310 | (present_parameters
->EnableAutoDepthStencil
? WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
: 0),
1313 device
->d3d_initialized
= TRUE
;
1315 if (wined3d_settings
.logo
)
1316 device_load_logo(device
, wined3d_settings
.logo
);
1317 device
->highest_dirty_ps_const
= 0;
1318 device
->highest_dirty_vs_const
= 0;
1322 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1323 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1324 device
->swapchain_count
= 0;
1325 if (device
->palettes
)
1327 HeapFree(GetProcessHeap(), 0, device
->palettes
[0]);
1328 HeapFree(GetProcessHeap(), 0, device
->palettes
);
1330 device
->palette_count
= 0;
1332 wined3d_swapchain_decref(swapchain
);
1333 if (device
->stateBlock
)
1335 wined3d_stateblock_decref(device
->stateBlock
);
1336 device
->stateBlock
= NULL
;
1338 if (device
->blit_priv
)
1339 device
->blitter
->free_private(device
);
1340 if (device
->fragment_priv
)
1341 device
->frag_pipe
->free_private(device
);
1342 if (device
->shader_priv
)
1343 device
->shader_backend
->shader_free_private(device
);
1348 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1349 WINED3DPRESENT_PARAMETERS
*present_parameters
)
1351 struct wined3d_swapchain
*swapchain
= NULL
;
1354 TRACE("device %p, present_parameters %p.\n", device
, present_parameters
);
1356 /* Setup the implicit swapchain */
1357 TRACE("Creating implicit swapchain\n");
1358 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1359 present_parameters
, &swapchain
);
1362 WARN("Failed to create implicit swapchain\n");
1366 device
->swapchain_count
= 1;
1367 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1368 if (!device
->swapchains
)
1370 ERR("Out of memory!\n");
1373 device
->swapchains
[0] = swapchain
;
1377 wined3d_swapchain_decref(swapchain
);
1381 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1383 struct wined3d_resource
*resource
, *cursor
;
1384 const struct wined3d_gl_info
*gl_info
;
1385 struct wined3d_context
*context
;
1386 struct wined3d_surface
*surface
;
1389 TRACE("device %p.\n", device
);
1391 if (!device
->d3d_initialized
)
1392 return WINED3DERR_INVALIDCALL
;
1394 /* Force making the context current again, to verify it is still valid
1395 * (workaround for broken drivers) */
1396 context_set_current(NULL
);
1397 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1398 * it was created. Thus make sure a context is active for the glDelete* calls
1400 context
= context_acquire(device
, NULL
);
1401 gl_info
= context
->gl_info
;
1403 if (device
->logo_surface
)
1404 wined3d_surface_decref(device
->logo_surface
);
1406 /* Unload resources */
1407 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1409 TRACE("Unloading resource %p.\n", resource
);
1411 resource
->resource_ops
->resource_unload(resource
);
1414 TRACE("Deleting high order patches\n");
1415 for(i
= 0; i
< PATCHMAP_SIZE
; i
++) {
1416 struct list
*e1
, *e2
;
1417 struct WineD3DRectPatch
*patch
;
1418 LIST_FOR_EACH_SAFE(e1
, e2
, &device
->patches
[i
])
1420 patch
= LIST_ENTRY(e1
, struct WineD3DRectPatch
, entry
);
1421 wined3d_device_delete_patch(device
, patch
->Handle
);
1425 /* Delete the mouse cursor texture */
1426 if (device
->cursorTexture
)
1429 glDeleteTextures(1, &device
->cursorTexture
);
1431 device
->cursorTexture
= 0;
1434 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1435 * private data, it might contain opengl pointers
1437 if (device
->depth_blt_texture
)
1440 glDeleteTextures(1, &device
->depth_blt_texture
);
1442 device
->depth_blt_texture
= 0;
1445 /* Release the update stateblock */
1446 if (wined3d_stateblock_decref(device
->updateStateBlock
))
1448 if (device
->updateStateBlock
!= device
->stateBlock
)
1449 FIXME("Something's still holding the update stateblock.\n");
1451 device
->updateStateBlock
= NULL
;
1454 struct wined3d_stateblock
*stateblock
= device
->stateBlock
;
1455 device
->stateBlock
= NULL
;
1457 /* Release the stateblock */
1458 if (wined3d_stateblock_decref(stateblock
))
1459 FIXME("Something's still holding the stateblock.\n");
1462 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1463 device
->blitter
->free_private(device
);
1464 device
->frag_pipe
->free_private(device
);
1465 device
->shader_backend
->shader_free_private(device
);
1467 /* Release the buffers (with sanity checks)*/
1468 if (device
->onscreen_depth_stencil
)
1470 surface
= device
->onscreen_depth_stencil
;
1471 device
->onscreen_depth_stencil
= NULL
;
1472 wined3d_surface_decref(surface
);
1475 if (device
->fb
.depth_stencil
)
1477 surface
= device
->fb
.depth_stencil
;
1479 TRACE("Releasing depth/stencil buffer %p.\n", surface
);
1481 device
->fb
.depth_stencil
= NULL
;
1482 if (wined3d_surface_decref(surface
)
1483 && surface
!= device
->auto_depth_stencil
)
1484 ERR("Something is still holding a reference to depth/stencil buffer %p.\n", 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 for (i
= 0; i
< device
->palette_count
; ++i
)
1520 HeapFree(GetProcessHeap(), 0, device
->palettes
[i
]);
1521 HeapFree(GetProcessHeap(), 0, device
->palettes
);
1522 device
->palettes
= NULL
;
1523 device
->palette_count
= 0;
1525 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1526 device
->fb
.render_targets
= NULL
;
1528 device
->d3d_initialized
= FALSE
;
1533 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1537 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1539 TRACE("Releasing the implicit swapchain %u.\n", i
);
1540 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1541 FIXME("Something's still holding the implicit swapchain.\n");
1544 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1545 device
->swapchains
= NULL
;
1546 device
->swapchain_count
= 0;
1550 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1551 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1552 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1554 * There is no way to deactivate thread safety once it is enabled.
1556 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1558 TRACE("device %p.\n", device
);
1560 /* For now just store the flag (needed in case of ddraw). */
1561 device
->createParms
.BehaviorFlags
|= WINED3DCREATE_MULTITHREADED
;
1564 HRESULT CDECL
wined3d_device_set_display_mode(struct wined3d_device
*device
,
1565 UINT swapchain_idx
, const WINED3DDISPLAYMODE
*mode
)
1567 const struct wined3d_format
*format
= wined3d_get_format(&device
->adapter
->gl_info
, mode
->Format
);
1572 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device
, swapchain_idx
, mode
,
1573 mode
->Width
, mode
->Height
, mode
->RefreshRate
, debug_d3dformat(mode
->Format
));
1575 /* Resize the screen even without a window:
1576 * The app could have unset it with SetCooperativeLevel, but not called
1577 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1578 * but we don't have any hwnd
1581 memset(&devmode
, 0, sizeof(devmode
));
1582 devmode
.dmSize
= sizeof(devmode
);
1583 devmode
.dmFields
= DM_BITSPERPEL
| DM_PELSWIDTH
| DM_PELSHEIGHT
;
1584 devmode
.dmBitsPerPel
= format
->byte_count
* CHAR_BIT
;
1585 devmode
.dmPelsWidth
= mode
->Width
;
1586 devmode
.dmPelsHeight
= mode
->Height
;
1588 devmode
.dmDisplayFrequency
= mode
->RefreshRate
;
1589 if (mode
->RefreshRate
)
1590 devmode
.dmFields
|= DM_DISPLAYFREQUENCY
;
1592 /* Only change the mode if necessary */
1593 if (device
->ddraw_width
== mode
->Width
&& device
->ddraw_height
== mode
->Height
1594 && device
->ddraw_format
== mode
->Format
&& !mode
->RefreshRate
)
1597 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
);
1598 if (ret
!= DISP_CHANGE_SUCCESSFUL
)
1600 if (devmode
.dmDisplayFrequency
)
1602 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1603 devmode
.dmFields
&= ~DM_DISPLAYFREQUENCY
;
1604 devmode
.dmDisplayFrequency
= 0;
1605 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
) != DISP_CHANGE_SUCCESSFUL
;
1607 if(ret
!= DISP_CHANGE_SUCCESSFUL
) {
1608 return WINED3DERR_NOTAVAILABLE
;
1612 /* Store the new values */
1613 device
->ddraw_width
= mode
->Width
;
1614 device
->ddraw_height
= mode
->Height
;
1615 device
->ddraw_format
= mode
->Format
;
1617 /* And finally clip mouse to our screen */
1618 SetRect(&clip_rc
, 0, 0, mode
->Width
, mode
->Height
);
1619 ClipCursor(&clip_rc
);
1624 HRESULT CDECL
wined3d_device_get_wined3d(struct wined3d_device
*device
, struct wined3d
**wined3d
)
1626 TRACE("device %p, wined3d %p.\n", device
, wined3d
);
1628 *wined3d
= device
->wined3d
;
1629 wined3d_incref(*wined3d
);
1631 TRACE("Returning %p.\n", *wined3d
);
1636 UINT CDECL
wined3d_device_get_available_texture_mem(struct wined3d_device
*device
)
1638 TRACE("device %p.\n", device
);
1640 TRACE("Emulating %d MB, returning %d MB left.\n",
1641 device
->adapter
->TextureRam
/ (1024 * 1024),
1642 (device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
) / (1024 * 1024));
1644 return device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
;
1647 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1648 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1650 struct wined3d_stream_state
*stream
;
1651 struct wined3d_buffer
*prev_buffer
;
1653 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1654 device
, stream_idx
, buffer
, offset
, stride
);
1656 if (stream_idx
>= MAX_STREAMS
)
1658 WARN("Stream index %u out of range.\n", stream_idx
);
1659 return WINED3DERR_INVALIDCALL
;
1661 else if (offset
& 0x3)
1663 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1664 return WINED3DERR_INVALIDCALL
;
1667 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1668 prev_buffer
= stream
->buffer
;
1670 device
->updateStateBlock
->changed
.streamSource
|= 1 << stream_idx
;
1672 if (prev_buffer
== buffer
1673 && stream
->stride
== stride
1674 && stream
->offset
== offset
)
1676 TRACE("Application is setting the old values over, nothing to do.\n");
1680 stream
->buffer
= buffer
;
1683 stream
->stride
= stride
;
1684 stream
->offset
= offset
;
1687 /* Handle recording of state blocks. */
1688 if (device
->isRecordingState
)
1690 TRACE("Recording... not performing anything.\n");
1692 wined3d_buffer_incref(buffer
);
1694 wined3d_buffer_decref(prev_buffer
);
1700 InterlockedIncrement(&buffer
->bind_count
);
1701 wined3d_buffer_incref(buffer
);
1705 InterlockedDecrement(&prev_buffer
->bind_count
);
1706 wined3d_buffer_decref(prev_buffer
);
1709 device_invalidate_state(device
, STATE_STREAMSRC
);
1714 HRESULT CDECL
wined3d_device_get_stream_source(struct wined3d_device
*device
,
1715 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1717 struct wined3d_stream_state
*stream
;
1719 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1720 device
, stream_idx
, buffer
, offset
, stride
);
1722 if (stream_idx
>= MAX_STREAMS
)
1724 WARN("Stream index %u out of range.\n", stream_idx
);
1725 return WINED3DERR_INVALIDCALL
;
1728 stream
= &device
->stateBlock
->state
.streams
[stream_idx
];
1729 *buffer
= stream
->buffer
;
1731 wined3d_buffer_incref(*buffer
);
1733 *offset
= stream
->offset
;
1734 *stride
= stream
->stride
;
1739 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1741 struct wined3d_stream_state
*stream
;
1742 UINT old_flags
, old_freq
;
1744 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1746 /* Verify input. At least in d3d9 this is invalid. */
1747 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1749 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1750 return WINED3DERR_INVALIDCALL
;
1752 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1754 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1755 return WINED3DERR_INVALIDCALL
;
1759 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1760 return WINED3DERR_INVALIDCALL
;
1763 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1764 old_flags
= stream
->flags
;
1765 old_freq
= stream
->frequency
;
1767 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1768 stream
->frequency
= divider
& 0x7fffff;
1770 device
->updateStateBlock
->changed
.streamFreq
|= 1 << stream_idx
;
1772 if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1773 device_invalidate_state(device
, STATE_STREAMSRC
);
1778 HRESULT CDECL
wined3d_device_get_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT
*divider
)
1780 struct wined3d_stream_state
*stream
;
1782 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1784 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1785 *divider
= stream
->flags
| stream
->frequency
;
1787 TRACE("Returning %#x.\n", *divider
);
1792 HRESULT CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1793 WINED3DTRANSFORMSTATETYPE d3dts
, const WINED3DMATRIX
*matrix
)
1795 TRACE("device %p, state %s, matrix %p.\n",
1796 device
, debug_d3dtstype(d3dts
), matrix
);
1798 /* Handle recording of state blocks. */
1799 if (device
->isRecordingState
)
1801 TRACE("Recording... not performing anything.\n");
1802 device
->updateStateBlock
->changed
.transform
[d3dts
>> 5] |= 1 << (d3dts
& 0x1f);
1803 device
->updateStateBlock
->state
.transforms
[d3dts
] = *matrix
;
1807 /* If the new matrix is the same as the current one,
1808 * we cut off any further processing. this seems to be a reasonable
1809 * optimization because as was noticed, some apps (warcraft3 for example)
1810 * tend towards setting the same matrix repeatedly for some reason.
1812 * From here on we assume that the new matrix is different, wherever it matters. */
1813 if (!memcmp(&device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0], matrix
, sizeof(*matrix
)))
1815 TRACE("The application is setting the same matrix over again.\n");
1819 conv_mat(matrix
, &device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0]);
1821 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1822 * where ViewMat = Camera space, WorldMat = world space.
1824 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1825 * matrix. The Projection matrix stay projection matrix. */
1827 if (d3dts
== WINED3DTS_VIEW
)
1828 device
->view_ident
= !memcmp(matrix
, identity
, 16 * sizeof(float));
1830 if (d3dts
< WINED3DTS_WORLDMATRIX(device
->adapter
->gl_info
.limits
.blends
))
1831 device_invalidate_state(device
, STATE_TRANSFORM(d3dts
));
1837 HRESULT CDECL
wined3d_device_get_transform(struct wined3d_device
*device
,
1838 WINED3DTRANSFORMSTATETYPE state
, WINED3DMATRIX
*matrix
)
1840 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1842 *matrix
= device
->stateBlock
->state
.transforms
[state
];
1847 HRESULT CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1848 WINED3DTRANSFORMSTATETYPE state
, const WINED3DMATRIX
*matrix
)
1850 const WINED3DMATRIX
*mat
= NULL
;
1853 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1855 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1856 * below means it will be recorded in a state block change, but it
1857 * works regardless where it is recorded.
1858 * If this is found to be wrong, change to StateBlock. */
1859 if (state
> HIGHEST_TRANSFORMSTATE
)
1861 WARN("Unhandled transform state %#x.\n", state
);
1865 mat
= &device
->updateStateBlock
->state
.transforms
[state
];
1866 multiply_matrix(&temp
, mat
, matrix
);
1868 /* Apply change via set transform - will reapply to eg. lights this way. */
1869 return wined3d_device_set_transform(device
, state
, &temp
);
1872 /* Note lights are real special cases. Although the device caps state only
1873 * e.g. 8 are supported, you can reference any indexes you want as long as
1874 * that number max are enabled at any one point in time. Therefore since the
1875 * indices can be anything, we need a hashmap of them. However, this causes
1876 * stateblock problems. When capturing the state block, I duplicate the
1877 * hashmap, but when recording, just build a chain pretty much of commands to
1879 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
, UINT light_idx
, const WINED3DLIGHT
*light
)
1881 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1882 struct wined3d_light_info
*object
= NULL
;
1886 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1888 /* Check the parameter range. Need for speed most wanted sets junk lights
1889 * which confuse the GL driver. */
1891 return WINED3DERR_INVALIDCALL
;
1893 switch (light
->Type
)
1895 case WINED3DLIGHT_POINT
:
1896 case WINED3DLIGHT_SPOT
:
1897 case WINED3DLIGHT_PARALLELPOINT
:
1898 case WINED3DLIGHT_GLSPOT
:
1899 /* Incorrect attenuation values can cause the gl driver to crash.
1900 * Happens with Need for speed most wanted. */
1901 if (light
->Attenuation0
< 0.0f
|| light
->Attenuation1
< 0.0f
|| light
->Attenuation2
< 0.0f
)
1903 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1904 return WINED3DERR_INVALIDCALL
;
1908 case WINED3DLIGHT_DIRECTIONAL
:
1909 /* Ignores attenuation */
1913 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1914 return WINED3DERR_INVALIDCALL
;
1917 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
1919 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1920 if (object
->OriginalIndex
== light_idx
)
1927 TRACE("Adding new light\n");
1928 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1931 ERR("Out of memory error when allocating a light\n");
1932 return E_OUTOFMEMORY
;
1934 list_add_head(&device
->updateStateBlock
->state
.light_map
[hash_idx
], &object
->entry
);
1935 object
->glIndex
= -1;
1936 object
->OriginalIndex
= light_idx
;
1939 /* Initialize the object. */
1940 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1941 light_idx
, light
->Type
,
1942 light
->Diffuse
.r
, light
->Diffuse
.g
, light
->Diffuse
.b
, light
->Diffuse
.a
,
1943 light
->Specular
.r
, light
->Specular
.g
, light
->Specular
.b
, light
->Specular
.a
,
1944 light
->Ambient
.r
, light
->Ambient
.g
, light
->Ambient
.b
, light
->Ambient
.a
);
1945 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light
->Position
.x
, light
->Position
.y
, light
->Position
.z
,
1946 light
->Direction
.x
, light
->Direction
.y
, light
->Direction
.z
);
1947 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1948 light
->Range
, light
->Falloff
, light
->Theta
, light
->Phi
);
1950 /* Save away the information. */
1951 object
->OriginalParms
= *light
;
1953 switch (light
->Type
)
1955 case WINED3DLIGHT_POINT
:
1957 object
->lightPosn
[0] = light
->Position
.x
;
1958 object
->lightPosn
[1] = light
->Position
.y
;
1959 object
->lightPosn
[2] = light
->Position
.z
;
1960 object
->lightPosn
[3] = 1.0f
;
1961 object
->cutoff
= 180.0f
;
1965 case WINED3DLIGHT_DIRECTIONAL
:
1967 object
->lightPosn
[0] = -light
->Direction
.x
;
1968 object
->lightPosn
[1] = -light
->Direction
.y
;
1969 object
->lightPosn
[2] = -light
->Direction
.z
;
1970 object
->lightPosn
[3] = 0.0f
;
1971 object
->exponent
= 0.0f
;
1972 object
->cutoff
= 180.0f
;
1975 case WINED3DLIGHT_SPOT
:
1977 object
->lightPosn
[0] = light
->Position
.x
;
1978 object
->lightPosn
[1] = light
->Position
.y
;
1979 object
->lightPosn
[2] = light
->Position
.z
;
1980 object
->lightPosn
[3] = 1.0f
;
1983 object
->lightDirn
[0] = light
->Direction
.x
;
1984 object
->lightDirn
[1] = light
->Direction
.y
;
1985 object
->lightDirn
[2] = light
->Direction
.z
;
1986 object
->lightDirn
[3] = 1.0f
;
1988 /* opengl-ish and d3d-ish spot lights use too different models
1989 * for the light "intensity" as a function of the angle towards
1990 * the main light direction, so we only can approximate very
1991 * roughly. However, spot lights are rather rarely used in games
1992 * (if ever used at all). Furthermore if still used, probably
1993 * nobody pays attention to such details. */
1994 if (!light
->Falloff
)
1996 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1997 * equations have the falloff resp. exponent parameter as an
1998 * exponent, so the spot light lighting will always be 1.0 for
1999 * both of them, and we don't have to care for the rest of the
2000 * rather complex calculation. */
2001 object
->exponent
= 0.0f
;
2005 rho
= light
->Theta
+ (light
->Phi
- light
->Theta
) / (2 * light
->Falloff
);
2008 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
2011 if (object
->exponent
> 128.0f
)
2012 object
->exponent
= 128.0f
;
2014 object
->cutoff
= (float)(light
->Phi
* 90 / M_PI
);
2019 FIXME("Unrecognized light type %#x.\n", light
->Type
);
2022 /* Update the live definitions if the light is currently assigned a glIndex. */
2023 if (object
->glIndex
!= -1 && !device
->isRecordingState
)
2024 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
2029 HRESULT CDECL
wined3d_device_get_light(struct wined3d_device
*device
, UINT light_idx
, WINED3DLIGHT
*light
)
2031 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2032 struct wined3d_light_info
*light_info
= NULL
;
2035 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
2037 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2039 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2040 if (light_info
->OriginalIndex
== light_idx
)
2047 TRACE("Light information requested but light not defined\n");
2048 return WINED3DERR_INVALIDCALL
;
2051 *light
= light_info
->OriginalParms
;
2055 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
2057 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2058 struct wined3d_light_info
*light_info
= NULL
;
2061 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
2063 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2065 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2066 if (light_info
->OriginalIndex
== light_idx
)
2070 TRACE("Found light %p.\n", light_info
);
2072 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2075 TRACE("Light enabled requested but light not defined, so defining one!\n");
2076 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
2078 /* Search for it again! Should be fairly quick as near head of list. */
2079 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2081 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2082 if (light_info
->OriginalIndex
== light_idx
)
2088 FIXME("Adding default lights has failed dismally\n");
2089 return WINED3DERR_INVALIDCALL
;
2095 if (light_info
->glIndex
!= -1)
2097 if (!device
->isRecordingState
)
2098 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
2100 device
->updateStateBlock
->state
.lights
[light_info
->glIndex
] = NULL
;
2101 light_info
->glIndex
= -1;
2105 TRACE("Light already disabled, nothing to do\n");
2107 light_info
->enabled
= FALSE
;
2111 light_info
->enabled
= TRUE
;
2112 if (light_info
->glIndex
!= -1)
2114 TRACE("Nothing to do as light was enabled\n");
2119 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2120 /* Find a free GL light. */
2121 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
2123 if (!device
->updateStateBlock
->state
.lights
[i
])
2125 device
->updateStateBlock
->state
.lights
[i
] = light_info
;
2126 light_info
->glIndex
= i
;
2130 if (light_info
->glIndex
== -1)
2132 /* Our tests show that Windows returns D3D_OK in this situation, even with
2133 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2134 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2135 * as well for those lights.
2137 * TODO: Test how this affects rendering. */
2138 WARN("Too many concurrently active lights\n");
2142 /* i == light_info->glIndex */
2143 if (!device
->isRecordingState
)
2144 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
2151 HRESULT CDECL
wined3d_device_get_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
2153 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2154 struct wined3d_light_info
*light_info
= NULL
;
2157 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
2159 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2161 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2162 if (light_info
->OriginalIndex
== light_idx
)
2169 TRACE("Light enabled state requested but light not defined.\n");
2170 return WINED3DERR_INVALIDCALL
;
2172 /* true is 128 according to SetLightEnable */
2173 *enable
= light_info
->enabled
? 128 : 0;
2177 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
, UINT plane_idx
, const float *plane
)
2179 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2181 /* Validate plane_idx. */
2182 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2184 TRACE("Application has requested clipplane this device doesn't support.\n");
2185 return WINED3DERR_INVALIDCALL
;
2188 device
->updateStateBlock
->changed
.clipplane
|= 1 << plane_idx
;
2190 if (device
->updateStateBlock
->state
.clip_planes
[plane_idx
][0] == plane
[0]
2191 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][1] == plane
[1]
2192 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][2] == plane
[2]
2193 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][3] == plane
[3])
2195 TRACE("Application is setting old values over, nothing to do.\n");
2199 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][0] = plane
[0];
2200 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][1] = plane
[1];
2201 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][2] = plane
[2];
2202 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][3] = plane
[3];
2204 /* Handle recording of state blocks. */
2205 if (device
->isRecordingState
)
2207 TRACE("Recording... not performing anything.\n");
2211 device_invalidate_state(device
, STATE_CLIPPLANE(plane_idx
));
2216 HRESULT CDECL
wined3d_device_get_clip_plane(struct wined3d_device
*device
, UINT plane_idx
, float *plane
)
2218 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2220 /* Validate plane_idx. */
2221 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2223 TRACE("Application has requested clipplane this device doesn't support.\n");
2224 return WINED3DERR_INVALIDCALL
;
2227 plane
[0] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][0];
2228 plane
[1] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][1];
2229 plane
[2] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][2];
2230 plane
[3] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][3];
2235 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
, const WINED3DCLIPSTATUS
*clip_status
)
2237 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2240 return WINED3DERR_INVALIDCALL
;
2245 HRESULT CDECL
wined3d_device_get_clip_status(struct wined3d_device
*device
, WINED3DCLIPSTATUS
*clip_status
)
2247 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2250 return WINED3DERR_INVALIDCALL
;
2255 HRESULT CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const WINED3DMATERIAL
*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");
2269 device_invalidate_state(device
, STATE_MATERIAL
);
2274 HRESULT CDECL
wined3d_device_get_material(struct wined3d_device
*device
, WINED3DMATERIAL
*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
);
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");
2316 wined3d_buffer_incref(buffer
);
2318 wined3d_buffer_decref(prev_buffer
);
2322 if (prev_buffer
!= buffer
)
2324 device_invalidate_state(device
, STATE_INDEXBUFFER
);
2327 InterlockedIncrement(&buffer
->bind_count
);
2328 wined3d_buffer_incref(buffer
);
2332 InterlockedDecrement(&prev_buffer
->bind_count
);
2333 wined3d_buffer_decref(prev_buffer
);
2340 HRESULT CDECL
wined3d_device_get_index_buffer(struct wined3d_device
*device
, struct wined3d_buffer
**buffer
)
2342 TRACE("device %p, buffer %p.\n", device
, buffer
);
2344 *buffer
= device
->stateBlock
->state
.index_buffer
;
2347 wined3d_buffer_incref(*buffer
);
2349 TRACE("Returning %p.\n", *buffer
);
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");
2365 device
->updateStateBlock
->state
.base_vertex_index
= base_index
;
2367 if (device
->isRecordingState
)
2369 TRACE("Recording... not performing anything\n");
2375 INT CDECL
wined3d_device_get_base_vertex_index(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 WINED3DVIEWPORT
*viewport
)
2384 TRACE("device %p, viewport %p.\n", device
, viewport
);
2385 TRACE("x %u, y %u, w %u, h %u, minz %.8e, maxz %.8e.\n",
2386 viewport
->X
, viewport
->Y
, viewport
->Width
, viewport
->Height
, viewport
->MinZ
, viewport
->MaxZ
);
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");
2398 device_invalidate_state(device
, STATE_VIEWPORT
);
2403 HRESULT CDECL
wined3d_device_get_viewport(struct wined3d_device
*device
, WINED3DVIEWPORT
*viewport
)
2405 TRACE("device %p, viewport %p.\n", device
, viewport
);
2407 *viewport
= device
->stateBlock
->state
.viewport
;
2412 HRESULT CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2413 WINED3DRENDERSTATETYPE 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");
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");
2433 device_invalidate_state(device
, STATE_RENDER(state
));
2438 HRESULT CDECL
wined3d_device_get_render_state(struct wined3d_device
*device
,
2439 WINED3DRENDERSTATETYPE 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
];
2448 HRESULT CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2449 UINT sampler_idx
, WINED3DSAMPLERSTATETYPE state
, DWORD 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");
2477 if (old_value
== value
)
2479 TRACE("Application is setting the old value over, nothing to do.\n");
2483 device_invalidate_state(device
, STATE_SAMPLER(sampler_idx
));
2488 HRESULT CDECL
wined3d_device_get_sampler_state(struct wined3d_device
*device
,
2489 UINT sampler_idx
, WINED3DSAMPLERSTATETYPE 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
);
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");
2520 CopyRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
);
2522 if (device
->isRecordingState
)
2524 TRACE("Recording... not performing anything.\n");
2528 device_invalidate_state(device
, STATE_SCISSORRECT
);
2533 HRESULT CDECL
wined3d_device_get_scissor_rect(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
));
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
);
2551 wined3d_vertex_declaration_incref(declaration
);
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");
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");
2570 device_invalidate_state(device
, STATE_VDECL
);
2574 HRESULT CDECL
wined3d_device_get_vertex_declaration(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
;
2581 wined3d_vertex_declaration_incref(*declaration
);
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
)
2598 wined3d_shader_incref(shader
);
2600 wined3d_shader_decref(prev
);
2601 TRACE("Recording... not performing anything.\n");
2607 TRACE("Application is setting the old shader over, nothing to do.\n");
2612 wined3d_shader_incref(shader
);
2614 wined3d_shader_decref(prev
);
2616 device_invalidate_state(device
, STATE_VSHADER
);
2621 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(struct wined3d_device
*device
)
2623 struct wined3d_shader
*shader
;
2625 TRACE("device %p.\n", device
);
2627 shader
= device
->stateBlock
->state
.vertex_shader
;
2629 wined3d_shader_incref(shader
);
2631 TRACE("Returning %p.\n", 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
);
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
);
2660 HRESULT CDECL
wined3d_device_get_vs_consts_b(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
));
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
);
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
);
2703 HRESULT CDECL
wined3d_device_get_vs_consts_i(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);
2718 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2719 UINT start_register
, const float *constants
, UINT vector4f_count
)
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. */
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);
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
);
2755 HRESULT CDECL
wined3d_device_get_vs_consts_f(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);
2771 static inline void markTextureStagesDirty(struct wined3d_device
*device
, DWORD stage
)
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
)
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 WINED3DTEXTUREOP color_op
= state
->texture_states
[i
][WINED3DTSS_COLOROP
];
2804 WINED3DTEXTUREOP alpha_op
= state
->texture_states
[i
][WINED3DTSS_ALPHAOP
];
2805 DWORD color_arg1
= state
->texture_states
[i
][WINED3DTSS_COLORARG1
] & WINED3DTA_SELECTMASK
;
2806 DWORD color_arg2
= state
->texture_states
[i
][WINED3DTSS_COLORARG2
] & WINED3DTA_SELECTMASK
;
2807 DWORD color_arg3
= state
->texture_states
[i
][WINED3DTSS_COLORARG0
] & WINED3DTA_SELECTMASK
;
2808 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3DTSS_ALPHAARG1
] & WINED3DTA_SELECTMASK
;
2809 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3DTSS_ALPHAARG2
] & WINED3DTA_SELECTMASK
;
2810 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3DTSS_ALPHAARG0
] & WINED3DTA_SELECTMASK
;
2812 if (color_op
== WINED3DTOP_DISABLE
) {
2813 /* Not used, and disable higher stages */
2817 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3DTOP_SELECTARG2
)
2818 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3DTOP_SELECTARG1
)
2819 || ((color_arg3
== WINED3DTA_TEXTURE
)
2820 && (color_op
== WINED3DTOP_MULTIPLYADD
|| color_op
== WINED3DTOP_LERP
))
2821 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3DTOP_SELECTARG2
)
2822 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3DTOP_SELECTARG1
)
2823 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2824 && (alpha_op
== WINED3DTOP_MULTIPLYADD
|| alpha_op
== WINED3DTOP_LERP
)))
2825 device
->fixed_function_usage_map
|= (1 << i
);
2827 if ((color_op
== WINED3DTOP_BUMPENVMAP
|| color_op
== WINED3DTOP_BUMPENVMAPLUMINANCE
) && 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
;
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 markTextureStagesDirty(device
, i
);
2857 /* Now work out the mapping */
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 markTextureStagesDirty(device
, i
);
2874 static void device_map_psamplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2876 const WINED3DSAMPLER_TEXTURE_TYPE
*sampler_type
=
2877 device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
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
)
2888 markTextureStagesDirty(device
, i
);
2894 static BOOL
device_unit_free_for_vs(struct wined3d_device
*device
,
2895 const WINED3DSAMPLER_TEXTURE_TYPE
*pshader_sampler_tokens
,
2896 const WINED3DSAMPLER_TEXTURE_TYPE
*vshader_sampler_tokens
, DWORD unit
)
2898 DWORD current_mapping
= device
->rev_tex_unit_map
[unit
];
2900 /* Not currently used */
2901 if (current_mapping
== WINED3D_UNMAPPED_STAGE
) return TRUE
;
2903 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
) {
2904 /* Used by a fragment sampler */
2906 if (!pshader_sampler_tokens
) {
2907 /* No pixel shader, check fixed function */
2908 return current_mapping
>= MAX_TEXTURES
|| !(device
->fixed_function_usage_map
& (1 << current_mapping
));
2911 /* Pixel shader, check the shader's sampler map */
2912 return !pshader_sampler_tokens
[current_mapping
];
2915 /* Used by a vertex sampler */
2916 return !vshader_sampler_tokens
[current_mapping
- MAX_FRAGMENT_SAMPLERS
];
2919 static void device_map_vsamplers(struct wined3d_device
*device
, BOOL ps
, const struct wined3d_gl_info
*gl_info
)
2921 const WINED3DSAMPLER_TEXTURE_TYPE
*vshader_sampler_type
=
2922 device
->stateBlock
->state
.vertex_shader
->reg_maps
.sampler_type
;
2923 const WINED3DSAMPLER_TEXTURE_TYPE
*pshader_sampler_type
= NULL
;
2924 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
) - 1;
2929 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2930 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2931 pshader_sampler_type
= device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2934 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
2935 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
2936 if (vshader_sampler_type
[i
])
2938 if (device
->texUnitMap
[vsampler_idx
] != WINED3D_UNMAPPED_STAGE
)
2940 /* Already mapped somewhere */
2946 if (device_unit_free_for_vs(device
, pshader_sampler_type
, vshader_sampler_type
, start
))
2948 device_map_stage(device
, vsampler_idx
, start
);
2949 device_invalidate_state(device
, STATE_SAMPLER(vsampler_idx
));
2961 void device_update_tex_unit_map(struct wined3d_device
*device
)
2963 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2964 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2965 BOOL vs
= use_vs(state
);
2966 BOOL ps
= use_ps(state
);
2969 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2970 * that would be really messy and require shader recompilation
2971 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2972 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2975 device_map_psamplers(device
, gl_info
);
2977 device_map_fixed_function_samplers(device
, gl_info
);
2980 device_map_vsamplers(device
, ps
, gl_info
);
2983 HRESULT CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2985 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.pixel_shader
;
2987 TRACE("device %p, shader %p.\n", device
, shader
);
2989 device
->updateStateBlock
->state
.pixel_shader
= shader
;
2990 device
->updateStateBlock
->changed
.pixelShader
= TRUE
;
2992 if (device
->isRecordingState
)
2995 wined3d_shader_incref(shader
);
2997 wined3d_shader_decref(prev
);
2998 TRACE("Recording... not performing anything.\n");
3004 TRACE("Application is setting the old shader over, nothing to do.\n");
3009 wined3d_shader_incref(shader
);
3011 wined3d_shader_decref(prev
);
3013 device_invalidate_state(device
, STATE_PIXELSHADER
);
3018 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(struct wined3d_device
*device
)
3020 struct wined3d_shader
*shader
;
3022 TRACE("device %p.\n", device
);
3024 shader
= device
->stateBlock
->state
.pixel_shader
;
3026 wined3d_shader_incref(shader
);
3028 TRACE("Returning %p.\n", shader
);
3032 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
3033 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
3035 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3038 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3039 device
, start_register
, constants
, bool_count
);
3041 if (!constants
|| start_register
>= MAX_CONST_B
)
3042 return WINED3DERR_INVALIDCALL
;
3044 memcpy(&device
->updateStateBlock
->state
.ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
3045 for (i
= 0; i
< count
; ++i
)
3046 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
3048 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3049 device
->updateStateBlock
->changed
.pixelShaderConstantsB
|= (1 << i
);
3051 if (!device
->isRecordingState
)
3052 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3057 HRESULT CDECL
wined3d_device_get_ps_consts_b(struct wined3d_device
*device
,
3058 UINT start_register
, BOOL
*constants
, UINT bool_count
)
3060 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3062 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3063 device
, start_register
, constants
, bool_count
);
3065 if (!constants
|| start_register
>= MAX_CONST_B
)
3066 return WINED3DERR_INVALIDCALL
;
3068 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
3073 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
3074 UINT start_register
, const int *constants
, UINT vector4i_count
)
3076 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3079 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3080 device
, start_register
, constants
, vector4i_count
);
3082 if (!constants
|| start_register
>= MAX_CONST_I
)
3083 return WINED3DERR_INVALIDCALL
;
3085 memcpy(&device
->updateStateBlock
->state
.ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
3086 for (i
= 0; i
< count
; ++i
)
3087 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
3088 constants
[i
* 4], constants
[i
* 4 + 1],
3089 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3091 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3092 device
->updateStateBlock
->changed
.pixelShaderConstantsI
|= (1 << i
);
3094 if (!device
->isRecordingState
)
3095 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3100 HRESULT CDECL
wined3d_device_get_ps_consts_i(struct wined3d_device
*device
,
3101 UINT start_register
, int *constants
, UINT vector4i_count
)
3103 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3105 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3106 device
, start_register
, constants
, vector4i_count
);
3108 if (!constants
|| start_register
>= MAX_CONST_I
)
3109 return WINED3DERR_INVALIDCALL
;
3111 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
3116 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
3117 UINT start_register
, const float *constants
, UINT vector4f_count
)
3121 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3122 device
, start_register
, constants
, vector4f_count
);
3124 /* Specifically test start_register > limit to catch MAX_UINT overflows
3125 * when adding start_register + vector4f_count. */
3127 || start_register
+ vector4f_count
> device
->d3d_pshader_constantF
3128 || start_register
> device
->d3d_pshader_constantF
)
3129 return WINED3DERR_INVALIDCALL
;
3131 memcpy(&device
->updateStateBlock
->state
.ps_consts_f
[start_register
* 4],
3132 constants
, vector4f_count
* sizeof(float) * 4);
3135 for (i
= 0; i
< vector4f_count
; ++i
)
3136 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
3137 constants
[i
* 4], constants
[i
* 4 + 1],
3138 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3141 if (!device
->isRecordingState
)
3143 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
3144 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3147 memset(device
->updateStateBlock
->changed
.pixelShaderConstantsF
+ start_register
, 1,
3148 sizeof(*device
->updateStateBlock
->changed
.pixelShaderConstantsF
) * vector4f_count
);
3153 HRESULT CDECL
wined3d_device_get_ps_consts_f(struct wined3d_device
*device
,
3154 UINT start_register
, float *constants
, UINT vector4f_count
)
3156 int count
= min(vector4f_count
, device
->d3d_pshader_constantF
- start_register
);
3158 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3159 device
, start_register
, constants
, vector4f_count
);
3161 if (!constants
|| count
< 0)
3162 return WINED3DERR_INVALIDCALL
;
3164 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
3169 /* Context activation is done by the caller. */
3170 /* Do not call while under the GL lock. */
3171 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3172 static HRESULT
process_vertices_strided(struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
3173 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
3176 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3177 char *dest_ptr
, *dest_conv
= NULL
, *dest_conv_addr
= NULL
;
3180 WINED3DMATRIX mat
, proj_mat
, view_mat
, world_mat
;
3184 if (stream_info
->use_map
& (1 << WINED3D_FFP_NORMAL
))
3186 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3189 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_POSITION
)))
3191 ERR("Source has no position mask\n");
3192 return WINED3DERR_INVALIDCALL
;
3195 if (!dest
->resource
.allocatedMemory
)
3196 buffer_get_sysmem(dest
, gl_info
);
3198 /* Get a pointer into the destination vbo(create one if none exists) and
3199 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3201 if (!dest
->buffer_object
&& gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
3203 dest
->flags
|= WINED3D_BUFFER_CREATEBO
;
3204 wined3d_buffer_preload(dest
);
3207 if (dest
->buffer_object
)
3209 unsigned char extrabytes
= 0;
3210 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3211 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3212 * this may write 4 extra bytes beyond the area that should be written
3214 if(DestFVF
== WINED3DFVF_XYZ
) extrabytes
= 4;
3215 dest_conv_addr
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, dwCount
* get_flexible_vertex_size(DestFVF
) + extrabytes
);
3216 if(!dest_conv_addr
) {
3217 ERR("Out of memory\n");
3218 /* Continue without storing converted vertices */
3220 dest_conv
= dest_conv_addr
;
3223 if (device
->stateBlock
->state
.render_states
[WINED3DRS_CLIPPING
])
3225 static BOOL warned
= FALSE
;
3227 * The clipping code is not quite correct. Some things need
3228 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3229 * so disable clipping for now.
3230 * (The graphics in Half-Life are broken, and my processvertices
3231 * test crashes with IDirect3DDevice3)
3237 FIXME("Clipping is broken and disabled for now\n");
3239 } else doClip
= FALSE
;
3240 dest_ptr
= ((char *)buffer_get_sysmem(dest
, gl_info
)) + dwDestIndex
* get_flexible_vertex_size(DestFVF
);
3242 wined3d_device_get_transform(device
, WINED3DTS_VIEW
, &view_mat
);
3243 wined3d_device_get_transform(device
, WINED3DTS_PROJECTION
, &proj_mat
);
3244 wined3d_device_get_transform(device
, WINED3DTS_WORLDMATRIX(0), &world_mat
);
3246 TRACE("View mat:\n");
3247 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
);
3248 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
);
3249 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
);
3250 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
);
3252 TRACE("Proj mat:\n");
3253 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
);
3254 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
);
3255 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
);
3256 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
);
3258 TRACE("World mat:\n");
3259 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
);
3260 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
);
3261 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
);
3262 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
);
3264 /* Get the viewport */
3265 wined3d_device_get_viewport(device
, &vp
);
3266 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
3267 vp
.X
, vp
.Y
, vp
.Width
, vp
.Height
, vp
.MinZ
, vp
.MaxZ
);
3269 multiply_matrix(&mat
,&view_mat
,&world_mat
);
3270 multiply_matrix(&mat
,&proj_mat
,&mat
);
3272 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
3274 for (i
= 0; i
< dwCount
; i
+= 1) {
3275 unsigned int tex_index
;
3277 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
3278 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
3279 /* The position first */
3280 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
3281 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3283 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
3285 /* Multiplication with world, view and projection matrix */
3286 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
);
3287 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
);
3288 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
);
3289 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
);
3291 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
3293 /* WARNING: The following things are taken from d3d7 and were not yet checked
3294 * against d3d8 or d3d9!
3297 /* Clipping conditions: From msdn
3299 * A vertex is clipped if it does not match the following requirements
3303 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3305 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3306 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3311 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
3312 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
3315 /* "Normal" viewport transformation (not clipped)
3316 * 1) The values are divided by rhw
3317 * 2) The y axis is negative, so multiply it with -1
3318 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3319 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3320 * 4) Multiply x with Width/2 and add Width/2
3321 * 5) The same for the height
3322 * 6) Add the viewpoint X and Y to the 2D coordinates and
3323 * The minimum Z value to z
3324 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3326 * Well, basically it's simply a linear transformation into viewport
3338 z
*= vp
.MaxZ
- vp
.MinZ
;
3340 x
+= vp
.Width
/ 2 + vp
.X
;
3341 y
+= vp
.Height
/ 2 + vp
.Y
;
3346 /* That vertex got clipped
3347 * Contrary to OpenGL it is not dropped completely, it just
3348 * undergoes a different calculation.
3350 TRACE("Vertex got clipped\n");
3357 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3358 * outside of the main vertex buffer memory. That needs some more
3363 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3366 ( (float *) dest_ptr
)[0] = x
;
3367 ( (float *) dest_ptr
)[1] = y
;
3368 ( (float *) dest_ptr
)[2] = z
;
3369 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3371 dest_ptr
+= 3 * sizeof(float);
3373 if((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) {
3374 dest_ptr
+= sizeof(float);
3379 ( (float *) dest_conv
)[0] = x
* w
;
3380 ( (float *) dest_conv
)[1] = y
* w
;
3381 ( (float *) dest_conv
)[2] = z
* w
;
3382 ( (float *) dest_conv
)[3] = w
;
3384 dest_conv
+= 3 * sizeof(float);
3386 if((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) {
3387 dest_conv
+= sizeof(float);
3391 if (DestFVF
& WINED3DFVF_PSIZE
) {
3392 dest_ptr
+= sizeof(DWORD
);
3393 if(dest_conv
) dest_conv
+= sizeof(DWORD
);
3395 if (DestFVF
& WINED3DFVF_NORMAL
)
3397 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3398 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3399 /* AFAIK this should go into the lighting information */
3400 FIXME("Didn't expect the destination to have a normal\n");
3401 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3403 copy_and_next(dest_conv
, normal
, 3 * sizeof(float));
3407 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3409 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3410 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3411 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_DIFFUSE
)))
3413 static BOOL warned
= FALSE
;
3416 ERR("No diffuse color in source, but destination has one\n");
3420 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3421 dest_ptr
+= sizeof(DWORD
);
3424 *( (DWORD
*) dest_conv
) = 0xffffffff;
3425 dest_conv
+= sizeof(DWORD
);
3429 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3431 *( (DWORD
*) dest_conv
) = (*color_d
& 0xff00ff00) ; /* Alpha + green */
3432 *( (DWORD
*) dest_conv
) |= (*color_d
& 0x00ff0000) >> 16; /* Red */
3433 *( (DWORD
*) dest_conv
) |= (*color_d
& 0xff0000ff) << 16; /* Blue */
3434 dest_conv
+= sizeof(DWORD
);
3439 if (DestFVF
& WINED3DFVF_SPECULAR
)
3441 /* What's the color value in the feedback buffer? */
3442 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3443 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3444 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_SPECULAR
)))
3446 static BOOL warned
= FALSE
;
3449 ERR("No specular color in source, but destination has one\n");
3453 *( (DWORD
*) dest_ptr
) = 0xFF000000;
3454 dest_ptr
+= sizeof(DWORD
);
3457 *( (DWORD
*) dest_conv
) = 0xFF000000;
3458 dest_conv
+= sizeof(DWORD
);
3462 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3464 *( (DWORD
*) dest_conv
) = (*color_s
& 0xff00ff00) ; /* Alpha + green */
3465 *( (DWORD
*) dest_conv
) |= (*color_s
& 0x00ff0000) >> 16; /* Red */
3466 *( (DWORD
*) dest_conv
) |= (*color_s
& 0xff0000ff) << 16; /* Blue */
3467 dest_conv
+= sizeof(DWORD
);
3472 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3474 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3475 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3476 if (!(stream_info
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3478 ERR("No source texture, but destination requests one\n");
3479 dest_ptr
+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3480 if(dest_conv
) dest_conv
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3483 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3485 copy_and_next(dest_conv
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3495 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, dest
->buffer_object
));
3496 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3497 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB
, dwDestIndex
* get_flexible_vertex_size(DestFVF
),
3498 dwCount
* get_flexible_vertex_size(DestFVF
),
3500 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3504 HeapFree(GetProcessHeap(), 0, dest_conv_addr
);
3509 #undef copy_and_next
3511 /* Do not call while under the GL lock. */
3512 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3513 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3514 struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3516 struct wined3d_state
*state
= &device
->stateBlock
->state
;
3517 BOOL vbo
= FALSE
, streamWasUP
= state
->user_stream
;
3518 struct wined3d_stream_info stream_info
;
3519 const struct wined3d_gl_info
*gl_info
;
3520 struct wined3d_context
*context
;
3521 struct wined3d_shader
*vs
;
3524 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3525 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3526 device
, src_start_idx
, dst_idx
, vertex_count
,
3527 dst_buffer
, declaration
, flags
, dst_fvf
);
3530 FIXME("Output vertex declaration not implemented yet.\n");
3532 /* Need any context to write to the vbo. */
3533 context
= context_acquire(device
, NULL
);
3534 gl_info
= context
->gl_info
;
3536 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3537 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3538 * restore it afterwards. */
3539 vs
= state
->vertex_shader
;
3540 state
->vertex_shader
= NULL
;
3541 state
->user_stream
= FALSE
;
3542 device_stream_info_from_declaration(device
, &stream_info
, &vbo
);
3543 state
->user_stream
= streamWasUP
;
3544 state
->vertex_shader
= vs
;
3546 if (vbo
|| src_start_idx
)
3549 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3550 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3552 * Also get the start index in, but only loop over all elements if there's something to add at all.
3554 for (i
= 0; i
< (sizeof(stream_info
.elements
) / sizeof(*stream_info
.elements
)); ++i
)
3556 struct wined3d_stream_info_element
*e
;
3558 if (!(stream_info
.use_map
& (1 << i
))) continue;
3560 e
= &stream_info
.elements
[i
];
3561 if (e
->data
.buffer_object
)
3563 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
3564 e
->data
.buffer_object
= 0;
3565 e
->data
.addr
= (BYTE
*)((ULONG_PTR
)e
->data
.addr
+ (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
));
3567 GL_EXTCALL(glDeleteBuffersARB(1, &vb
->buffer_object
));
3568 vb
->buffer_object
= 0;
3572 e
->data
.addr
+= e
->stride
* src_start_idx
;
3576 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3577 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3579 context_release(context
);
3584 HRESULT CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3585 UINT stage
, WINED3DTEXTURESTAGESTATETYPE state
, DWORD value
)
3587 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3590 TRACE("device %p, stage %u, state %s, value %#x.\n",
3591 device
, stage
, debug_d3dtexturestate(state
), value
);
3593 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3595 WARN("Invalid state %#x passed.\n", state
);
3599 if (stage
>= gl_info
->limits
.texture_stages
)
3601 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3602 stage
, gl_info
->limits
.texture_stages
- 1);
3606 old_value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3607 device
->updateStateBlock
->changed
.textureState
[stage
] |= 1 << state
;
3608 device
->updateStateBlock
->state
.texture_states
[stage
][state
] = value
;
3610 if (device
->isRecordingState
)
3612 TRACE("Recording... not performing anything.\n");
3616 /* Checked after the assignments to allow proper stateblock recording. */
3617 if (old_value
== value
)
3619 TRACE("Application is setting the old value over, nothing to do.\n");
3623 if (stage
> device
->stateBlock
->state
.lowest_disabled_stage
3624 && device
->StateTable
[STATE_TEXTURESTAGE(0, state
)].representative
3625 == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
))
3627 /* Colorop change above lowest disabled stage? That won't change
3628 * anything in the GL setup. Changes in other states are important on
3629 * disabled stages too. */
3633 if (state
== WINED3DTSS_COLOROP
)
3637 if (value
== WINED3DTOP_DISABLE
&& old_value
!= WINED3DTOP_DISABLE
)
3639 /* Previously enabled stage disabled now. Make sure to dirtify
3640 * all enabled stages above stage, they have to be disabled.
3642 * The current stage is dirtified below. */
3643 for (i
= stage
+ 1; i
< device
->stateBlock
->state
.lowest_disabled_stage
; ++i
)
3645 TRACE("Additionally dirtifying stage %u.\n", i
);
3646 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3DTSS_COLOROP
));
3648 device
->stateBlock
->state
.lowest_disabled_stage
= stage
;
3649 TRACE("New lowest disabled: %u.\n", stage
);
3651 else if (value
!= WINED3DTOP_DISABLE
&& old_value
== WINED3DTOP_DISABLE
)
3653 /* Previously disabled stage enabled. Stages above it may need
3654 * enabling. Stage must be lowest_disabled_stage here, if it's
3655 * bigger success is returned above, and stages below the lowest
3656 * disabled stage can't be enabled (because they are enabled
3659 * Again stage stage doesn't need to be dirtified here, it is
3661 for (i
= stage
+ 1; i
< gl_info
->limits
.texture_stages
; ++i
)
3663 if (device
->updateStateBlock
->state
.texture_states
[i
][WINED3DTSS_COLOROP
] == WINED3DTOP_DISABLE
)
3665 TRACE("Additionally dirtifying stage %u due to enable.\n", i
);
3666 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3DTSS_COLOROP
));
3668 device
->stateBlock
->state
.lowest_disabled_stage
= i
;
3669 TRACE("New lowest disabled: %u.\n", i
);
3673 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, state
));
3678 HRESULT CDECL
wined3d_device_get_texture_stage_state(struct wined3d_device
*device
,
3679 UINT stage
, WINED3DTEXTURESTAGESTATETYPE state
, DWORD
*value
)
3681 TRACE("device %p, stage %u, state %s, value %p.\n",
3682 device
, stage
, debug_d3dtexturestate(state
), value
);
3684 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3686 WARN("Invalid state %#x passed.\n", state
);
3690 *value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3691 TRACE("Returning %#x.\n", *value
);
3696 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3697 UINT stage
, struct wined3d_texture
*texture
)
3699 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3700 struct wined3d_texture
*prev
;
3702 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3704 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3705 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3707 /* Windows accepts overflowing this array... we do not. */
3708 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3710 WARN("Ignoring invalid stage %u.\n", stage
);
3714 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
3715 if (texture
&& texture
->resource
.pool
== WINED3DPOOL_SCRATCH
)
3717 WARN("Rejecting attempt to set scratch texture.\n");
3718 return WINED3DERR_INVALIDCALL
;
3721 device
->updateStateBlock
->changed
.textures
|= 1 << stage
;
3723 prev
= device
->updateStateBlock
->state
.textures
[stage
];
3724 TRACE("Previous texture %p.\n", prev
);
3726 if (texture
== prev
)
3728 TRACE("App is setting the same texture again, nothing to do.\n");
3732 TRACE("Setting new texture to %p.\n", texture
);
3733 device
->updateStateBlock
->state
.textures
[stage
] = texture
;
3735 if (device
->isRecordingState
)
3737 TRACE("Recording... not performing anything\n");
3739 if (texture
) wined3d_texture_incref(texture
);
3740 if (prev
) wined3d_texture_decref(prev
);
3747 LONG bind_count
= InterlockedIncrement(&texture
->bind_count
);
3749 wined3d_texture_incref(texture
);
3751 if (!prev
|| texture
->target
!= prev
->target
)
3752 device_invalidate_state(device
, STATE_PIXELSHADER
);
3754 if (!prev
&& stage
< gl_info
->limits
.texture_stages
)
3756 /* The source arguments for color and alpha ops have different
3757 * meanings when a NULL texture is bound, so the COLOROP and
3758 * ALPHAOP have to be dirtified. */
3759 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_COLOROP
));
3760 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_ALPHAOP
));
3763 if (bind_count
== 1)
3764 texture
->sampler
= stage
;
3769 LONG bind_count
= InterlockedDecrement(&prev
->bind_count
);
3771 wined3d_texture_decref(prev
);
3773 if (!texture
&& stage
< gl_info
->limits
.texture_stages
)
3775 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_COLOROP
));
3776 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_ALPHAOP
));
3779 if (bind_count
&& prev
->sampler
== stage
)
3783 /* Search for other stages the texture is bound to. Shouldn't
3784 * happen if applications bind textures to a single stage only. */
3785 TRACE("Searching for other stages the texture is bound to.\n");
3786 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3788 if (device
->updateStateBlock
->state
.textures
[i
] == prev
)
3790 TRACE("Texture is also bound to stage %u.\n", i
);
3798 device_invalidate_state(device
, STATE_SAMPLER(stage
));
3803 HRESULT CDECL
wined3d_device_get_texture(struct wined3d_device
*device
,
3804 UINT stage
, struct wined3d_texture
**texture
)
3806 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3808 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3809 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3811 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3813 WARN("Ignoring invalid stage %u.\n", stage
);
3814 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
3817 *texture
= device
->stateBlock
->state
.textures
[stage
];
3819 wined3d_texture_incref(*texture
);
3821 TRACE("Returning %p.\n", *texture
);
3826 HRESULT CDECL
wined3d_device_get_back_buffer(struct wined3d_device
*device
, UINT swapchain_idx
,
3827 UINT backbuffer_idx
, WINED3DBACKBUFFER_TYPE backbuffer_type
, struct wined3d_surface
**backbuffer
)
3829 struct wined3d_swapchain
*swapchain
;
3832 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3833 device
, swapchain_idx
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3835 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3838 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
3842 hr
= wined3d_swapchain_get_back_buffer(swapchain
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3843 wined3d_swapchain_decref(swapchain
);
3846 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx
, hr
);
3853 HRESULT CDECL
wined3d_device_get_device_caps(struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3855 TRACE("device %p, caps %p.\n", device
, caps
);
3857 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
, device
->devType
, caps
);
3860 HRESULT CDECL
wined3d_device_get_display_mode(struct wined3d_device
*device
,
3861 UINT swapchain_idx
, WINED3DDISPLAYMODE
*mode
)
3863 struct wined3d_swapchain
*swapchain
;
3866 TRACE("device %p, swapchain_idx %u, mode %p.\n", device
, swapchain_idx
, mode
);
3870 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3873 hr
= wined3d_swapchain_get_display_mode(swapchain
, mode
);
3874 wined3d_swapchain_decref(swapchain
);
3879 /* Don't read the real display mode, but return the stored mode
3880 * instead. X11 can't change the color depth, and some apps are
3881 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3882 * that GetDisplayMode still returns 24 bpp.
3884 * Also don't relay to the swapchain because with ddraw it's possible
3885 * that there isn't a swapchain at all. */
3886 mode
->Width
= device
->ddraw_width
;
3887 mode
->Height
= device
->ddraw_height
;
3888 mode
->Format
= device
->ddraw_format
;
3889 mode
->RefreshRate
= 0;
3896 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3898 struct wined3d_stateblock
*stateblock
;
3901 TRACE("device %p.\n", device
);
3903 if (device
->isRecordingState
)
3904 return WINED3DERR_INVALIDCALL
;
3906 hr
= wined3d_stateblock_create(device
, WINED3DSBT_RECORDED
, &stateblock
);
3910 wined3d_stateblock_decref(device
->updateStateBlock
);
3911 device
->updateStateBlock
= stateblock
;
3912 device
->isRecordingState
= TRUE
;
3914 TRACE("Recording stateblock %p.\n", stateblock
);
3919 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3920 struct wined3d_stateblock
**stateblock
)
3922 struct wined3d_stateblock
*object
= device
->updateStateBlock
;
3924 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3926 if (!device
->isRecordingState
)
3928 WARN("Not recording.\n");
3930 return WINED3DERR_INVALIDCALL
;
3933 stateblock_init_contained_states(object
);
3935 *stateblock
= object
;
3936 device
->isRecordingState
= FALSE
;
3937 device
->updateStateBlock
= device
->stateBlock
;
3938 wined3d_stateblock_incref(device
->updateStateBlock
);
3940 TRACE("Returning stateblock %p.\n", *stateblock
);
3945 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3947 /* At the moment we have no need for any functionality at the beginning
3949 TRACE("device %p.\n", device
);
3951 if (device
->inScene
)
3953 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3954 return WINED3DERR_INVALIDCALL
;
3956 device
->inScene
= TRUE
;
3960 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3962 struct wined3d_context
*context
;
3964 TRACE("device %p.\n", device
);
3966 if (!device
->inScene
)
3968 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3969 return WINED3DERR_INVALIDCALL
;
3972 context
= context_acquire(device
, NULL
);
3973 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3975 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3977 context_release(context
);
3979 device
->inScene
= FALSE
;
3983 HRESULT CDECL
wined3d_device_present(struct wined3d_device
*device
, const RECT
*src_rect
,
3984 const RECT
*dst_rect
, HWND dst_window_override
, const RGNDATA
*dirty_region
)
3988 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
3989 device
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
3990 dst_window_override
, dirty_region
);
3992 for (i
= 0; i
< device
->swapchain_count
; ++i
)
3994 wined3d_swapchain_present(device
->swapchains
[i
], src_rect
,
3995 dst_rect
, dst_window_override
, dirty_region
, 0);
4001 /* Do not call while under the GL lock. */
4002 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
4003 const RECT
*rects
, DWORD flags
, WINED3DCOLOR color
, float depth
, DWORD stencil
)
4005 const WINED3DCOLORVALUE c
= {D3DCOLOR_R(color
), D3DCOLOR_G(color
), D3DCOLOR_B(color
), D3DCOLOR_A(color
)};
4008 TRACE("device %p, rect_count %u, rects %p, flags %#x, color 0x%08x, depth %.8e, stencil %u.\n",
4009 device
, rect_count
, rects
, flags
, color
, depth
, stencil
);
4011 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
4013 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4016 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4017 /* TODO: What about depth stencil buffers without stencil bits? */
4018 return WINED3DERR_INVALIDCALL
;
4020 else if (flags
& WINED3DCLEAR_TARGET
)
4022 if (ds
->resource
.width
< device
->fb
.render_targets
[0]->resource
.width
4023 || ds
->resource
.height
< device
->fb
.render_targets
[0]->resource
.height
)
4025 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4031 wined3d_get_draw_rect(&device
->stateBlock
->state
, &draw_rect
);
4033 return device_clear_render_targets(device
, device
->adapter
->gl_info
.limits
.buffers
,
4034 &device
->fb
, rect_count
, rects
,
4035 &draw_rect
, flags
, &c
, depth
, stencil
);
4038 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
4039 WINED3DPRIMITIVETYPE primitive_type
)
4041 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
4043 device
->updateStateBlock
->changed
.primitive_type
= TRUE
;
4044 device
->updateStateBlock
->state
.gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
4047 void CDECL
wined3d_device_get_primitive_type(struct wined3d_device
*device
,
4048 WINED3DPRIMITIVETYPE
*primitive_type
)
4050 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
4052 *primitive_type
= d3d_primitive_type_from_gl(device
->stateBlock
->state
.gl_primitive_type
);
4054 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
4057 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
4059 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
4061 if (!device
->stateBlock
->state
.vertex_declaration
)
4063 WARN("Called without a valid vertex declaration set.\n");
4064 return WINED3DERR_INVALIDCALL
;
4067 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4068 if (device
->stateBlock
->state
.user_stream
)
4070 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4071 device
->stateBlock
->state
.user_stream
= FALSE
;
4074 if (device
->stateBlock
->state
.load_base_vertex_index
)
4076 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4077 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4080 /* Account for the loading offset due to index buffers. Instead of
4081 * reloading all sources correct it with the startvertex parameter. */
4082 drawPrimitive(device
, vertex_count
, start_vertex
, 0, NULL
);
4086 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
4088 struct wined3d_buffer
*index_buffer
;
4089 UINT index_size
= 2;
4091 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4093 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
4095 index_buffer
= device
->stateBlock
->state
.index_buffer
;
4098 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4099 * without an index buffer set. (The first time at least...)
4100 * D3D8 simply dies, but I doubt it can do much harm to return
4101 * D3DERR_INVALIDCALL there as well. */
4102 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4103 return WINED3DERR_INVALIDCALL
;
4106 if (!device
->stateBlock
->state
.vertex_declaration
)
4108 WARN("Called without a valid vertex declaration set.\n");
4109 return WINED3DERR_INVALIDCALL
;
4112 if (device
->stateBlock
->state
.user_stream
)
4114 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4115 device
->stateBlock
->state
.user_stream
= FALSE
;
4117 vbo
= index_buffer
->buffer_object
;
4119 if (device
->stateBlock
->state
.index_format
== WINED3DFMT_R16_UINT
)
4124 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
4125 device
->stateBlock
->state
.load_base_vertex_index
!= device
->stateBlock
->state
.base_vertex_index
)
4127 device
->stateBlock
->state
.load_base_vertex_index
= device
->stateBlock
->state
.base_vertex_index
;
4128 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4131 drawPrimitive(device
, index_count
, start_idx
, index_size
,
4132 vbo
? NULL
: index_buffer
->resource
.allocatedMemory
);
4137 HRESULT CDECL
wined3d_device_draw_primitive_up(struct wined3d_device
*device
, UINT vertex_count
,
4138 const void *stream_data
, UINT stream_stride
)
4140 struct wined3d_stream_state
*stream
;
4141 struct wined3d_buffer
*vb
;
4143 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4144 device
, vertex_count
, stream_data
, stream_stride
);
4146 if (!device
->stateBlock
->state
.vertex_declaration
)
4148 WARN("Called without a valid vertex declaration set.\n");
4149 return WINED3DERR_INVALIDCALL
;
4152 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4153 stream
= &device
->stateBlock
->state
.streams
[0];
4154 vb
= stream
->buffer
;
4155 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4157 wined3d_buffer_decref(vb
);
4159 stream
->stride
= stream_stride
;
4160 device
->stateBlock
->state
.user_stream
= TRUE
;
4161 if (device
->stateBlock
->state
.load_base_vertex_index
)
4163 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4164 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4167 /* TODO: Only mark dirty if drawing from a different UP address */
4168 device_invalidate_state(device
, STATE_STREAMSRC
);
4170 drawPrimitive(device
, vertex_count
, 0, 0, NULL
);
4172 /* MSDN specifies stream zero settings must be set to NULL */
4173 stream
->buffer
= NULL
;
4176 /* stream zero settings set to null at end, as per the msdn. No need to
4177 * mark dirty here, the app has to set the new stream sources or use UP
4182 HRESULT CDECL
wined3d_device_draw_indexed_primitive_up(struct wined3d_device
*device
,
4183 UINT index_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
,
4184 const void *stream_data
, UINT stream_stride
)
4186 struct wined3d_stream_state
*stream
;
4187 struct wined3d_buffer
*vb
, *ib
;
4190 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4191 device
, index_count
, index_data
, debug_d3dformat(index_data_format_id
), stream_data
, stream_stride
);
4193 if (!device
->stateBlock
->state
.vertex_declaration
)
4195 WARN("(%p) : Called without a valid vertex declaration set\n", device
);
4196 return WINED3DERR_INVALIDCALL
;
4199 if (index_data_format_id
== WINED3DFMT_R16_UINT
)
4204 stream
= &device
->stateBlock
->state
.streams
[0];
4205 vb
= stream
->buffer
;
4206 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4208 wined3d_buffer_decref(vb
);
4210 stream
->stride
= stream_stride
;
4211 device
->stateBlock
->state
.user_stream
= TRUE
;
4213 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4214 device
->stateBlock
->state
.base_vertex_index
= 0;
4215 if (device
->stateBlock
->state
.load_base_vertex_index
)
4217 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4218 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4220 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4221 device_invalidate_state(device
, STATE_STREAMSRC
);
4222 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4224 drawPrimitive(device
, index_count
, 0, index_size
, index_data
);
4226 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4227 stream
->buffer
= NULL
;
4229 ib
= device
->stateBlock
->state
.index_buffer
;
4232 wined3d_buffer_decref(ib
);
4233 device
->stateBlock
->state
.index_buffer
= NULL
;
4235 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4236 * SetStreamSource to specify a vertex buffer
4242 HRESULT CDECL
wined3d_device_draw_primitive_strided(struct wined3d_device
*device
,
4243 UINT vertex_count
, const WineDirect3DVertexStridedData
*strided_data
)
4245 /* Mark the state dirty until we have nicer tracking. It's fine to change
4246 * baseVertexIndex because that call is only called by ddraw which does
4247 * not need that value. */
4248 device_invalidate_state(device
, STATE_VDECL
);
4249 device_invalidate_state(device
, STATE_STREAMSRC
);
4250 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4252 device
->stateBlock
->state
.base_vertex_index
= 0;
4253 device
->up_strided
= strided_data
;
4254 drawPrimitive(device
, vertex_count
, 0, 0, NULL
);
4255 device
->up_strided
= NULL
;
4257 /* Invalidate the states again to make sure the values from the stateblock
4258 * are properly applied in the next regular draw. Note that the application-
4259 * provided strided data has ovwritten pretty much the entire vertex and
4260 * and index stream related states */
4261 device_invalidate_state(device
, STATE_VDECL
);
4262 device_invalidate_state(device
, STATE_STREAMSRC
);
4263 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4267 HRESULT CDECL
wined3d_device_draw_indexed_primitive_strided(struct wined3d_device
*device
,
4268 UINT index_count
, const WineDirect3DVertexStridedData
*strided_data
,
4269 UINT vertex_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
)
4271 UINT index_size
= index_data_format_id
== WINED3DFMT_R32_UINT
? 4 : 2;
4273 /* Mark the state dirty until we have nicer tracking
4274 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4277 device_invalidate_state(device
, STATE_VDECL
);
4278 device_invalidate_state(device
, STATE_STREAMSRC
);
4279 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4281 device
->stateBlock
->state
.user_stream
= TRUE
;
4282 device
->stateBlock
->state
.base_vertex_index
= 0;
4283 device
->up_strided
= strided_data
;
4284 drawPrimitive(device
, index_count
, 0, index_size
, index_data
);
4285 device
->up_strided
= NULL
;
4287 device_invalidate_state(device
, STATE_VDECL
);
4288 device_invalidate_state(device
, STATE_STREAMSRC
);
4289 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4293 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4294 static HRESULT
device_update_volume(struct wined3d_device
*device
,
4295 struct wined3d_volume
*src_volume
, struct wined3d_volume
*dst_volume
)
4297 WINED3DLOCKED_BOX src
;
4298 WINED3DLOCKED_BOX dst
;
4301 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4302 device
, src_volume
, dst_volume
);
4304 /* TODO: Implement direct loading into the gl volume instead of using
4305 * memcpy and dirtification to improve loading performance. */
4306 hr
= wined3d_volume_map(src_volume
, &src
, NULL
, WINED3DLOCK_READONLY
);
4307 if (FAILED(hr
)) return hr
;
4308 hr
= wined3d_volume_map(dst_volume
, &dst
, NULL
, WINED3DLOCK_DISCARD
);
4311 wined3d_volume_unmap(src_volume
);
4315 memcpy(dst
.pBits
, src
.pBits
, dst_volume
->resource
.size
);
4317 hr
= wined3d_volume_unmap(dst_volume
);
4319 wined3d_volume_unmap(src_volume
);
4321 hr
= wined3d_volume_unmap(src_volume
);
4326 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
4327 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
4329 unsigned int level_count
, i
;
4330 WINED3DRESOURCETYPE type
;
4333 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
4335 /* Verify that the source and destination textures are non-NULL. */
4336 if (!src_texture
|| !dst_texture
)
4338 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4339 return WINED3DERR_INVALIDCALL
;
4342 if (src_texture
== dst_texture
)
4344 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4345 return WINED3DERR_INVALIDCALL
;
4348 /* Verify that the source and destination textures are the same type. */
4349 type
= src_texture
->resource
.resourceType
;
4350 if (dst_texture
->resource
.resourceType
!= type
)
4352 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4353 return WINED3DERR_INVALIDCALL
;
4356 /* Check that both textures have the identical numbers of levels. */
4357 level_count
= wined3d_texture_get_level_count(src_texture
);
4358 if (wined3d_texture_get_level_count(dst_texture
) != level_count
)
4360 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4361 return WINED3DERR_INVALIDCALL
;
4364 /* Make sure that the destination texture is loaded. */
4365 dst_texture
->texture_ops
->texture_preload(dst_texture
, SRGB_RGB
);
4367 /* Update every surface level of the texture. */
4370 case WINED3DRTYPE_TEXTURE
:
4372 struct wined3d_surface
*src_surface
;
4373 struct wined3d_surface
*dst_surface
;
4375 for (i
= 0; i
< level_count
; ++i
)
4377 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4378 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4379 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4382 WARN("Failed to update surface, hr %#x.\n", hr
);
4389 case WINED3DRTYPE_CUBETEXTURE
:
4391 struct wined3d_surface
*src_surface
;
4392 struct wined3d_surface
*dst_surface
;
4394 for (i
= 0; i
< level_count
* 6; ++i
)
4396 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4397 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4398 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4401 WARN("Failed to update surface, hr %#x.\n", hr
);
4408 case WINED3DRTYPE_VOLUMETEXTURE
:
4410 for (i
= 0; i
< level_count
; ++i
)
4412 hr
= device_update_volume(device
,
4413 volume_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
)),
4414 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
)));
4417 WARN("Failed to update volume, hr %#x.\n", hr
);
4425 FIXME("Unsupported texture type %#x.\n", type
);
4426 return WINED3DERR_INVALIDCALL
;
4432 HRESULT CDECL
wined3d_device_get_front_buffer_data(struct wined3d_device
*device
,
4433 UINT swapchain_idx
, struct wined3d_surface
*dst_surface
)
4435 struct wined3d_swapchain
*swapchain
;
4438 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device
, swapchain_idx
, dst_surface
);
4440 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4441 if (FAILED(hr
)) return hr
;
4443 hr
= wined3d_swapchain_get_front_buffer_data(swapchain
, dst_surface
);
4444 wined3d_swapchain_decref(swapchain
);
4449 HRESULT CDECL
wined3d_device_validate_device(struct wined3d_device
*device
, DWORD
*num_passes
)
4451 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4452 struct wined3d_texture
*texture
;
4455 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
4457 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4459 if (state
->sampler_states
[i
][WINED3DSAMP_MINFILTER
] == WINED3DTEXF_NONE
)
4461 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4462 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4464 if (state
->sampler_states
[i
][WINED3DSAMP_MAGFILTER
] == WINED3DTEXF_NONE
)
4466 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4467 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4470 texture
= state
->textures
[i
];
4471 if (!texture
|| texture
->resource
.format
->flags
& WINED3DFMT_FLAG_FILTERING
) continue;
4473 if (state
->sampler_states
[i
][WINED3DSAMP_MAGFILTER
] != WINED3DTEXF_POINT
)
4475 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i
);
4478 if (state
->sampler_states
[i
][WINED3DSAMP_MINFILTER
] != WINED3DTEXF_POINT
)
4480 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i
);
4483 if (state
->sampler_states
[i
][WINED3DSAMP_MIPFILTER
] != WINED3DTEXF_NONE
4484 && state
->sampler_states
[i
][WINED3DSAMP_MIPFILTER
] != WINED3DTEXF_POINT
)
4486 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i
);
4491 if (state
->render_states
[WINED3DRS_ZENABLE
] || state
->render_states
[WINED3DRS_ZWRITEENABLE
] ||
4492 state
->render_states
[WINED3DRS_STENCILENABLE
])
4494 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4495 struct wined3d_surface
*target
= device
->fb
.render_targets
[0];
4498 && (ds
->resource
.width
< target
->resource
.width
|| ds
->resource
.height
< target
->resource
.height
))
4500 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4501 return WINED3DERR_CONFLICTINGRENDERSTATE
;
4505 /* return a sensible default */
4508 TRACE("returning D3D_OK\n");
4512 static void dirtify_p8_texture_samplers(struct wined3d_device
*device
)
4516 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4518 struct wined3d_texture
*texture
= device
->stateBlock
->state
.textures
[i
];
4519 if (texture
&& (texture
->resource
.format
->id
== WINED3DFMT_P8_UINT
4520 || texture
->resource
.format
->id
== WINED3DFMT_P8_UINT_A8_UNORM
))
4521 device_invalidate_state(device
, STATE_SAMPLER(i
));
4525 HRESULT CDECL
wined3d_device_set_palette_entries(struct wined3d_device
*device
,
4526 UINT palette_idx
, const PALETTEENTRY
*entries
)
4530 TRACE("device %p, palette_idx %u, entries %p.\n", device
, palette_idx
, entries
);
4532 if (palette_idx
>= MAX_PALETTES
)
4534 WARN("Invalid palette index %u.\n", palette_idx
);
4535 return WINED3DERR_INVALIDCALL
;
4538 if (palette_idx
>= device
->palette_count
)
4540 UINT new_size
= device
->palette_count
;
4541 PALETTEENTRY
**palettes
;
4546 } while (palette_idx
>= new_size
);
4547 palettes
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, device
->palettes
, sizeof(*palettes
) * new_size
);
4550 ERR("Out of memory!\n");
4551 return E_OUTOFMEMORY
;
4553 device
->palettes
= palettes
;
4554 device
->palette_count
= new_size
;
4557 if (!device
->palettes
[palette_idx
])
4559 device
->palettes
[palette_idx
] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY
) * 256);
4560 if (!device
->palettes
[palette_idx
])
4562 ERR("Out of memory!\n");
4563 return E_OUTOFMEMORY
;
4567 for (i
= 0; i
< 256; ++i
)
4569 device
->palettes
[palette_idx
][i
].peRed
= entries
[i
].peRed
;
4570 device
->palettes
[palette_idx
][i
].peGreen
= entries
[i
].peGreen
;
4571 device
->palettes
[palette_idx
][i
].peBlue
= entries
[i
].peBlue
;
4572 device
->palettes
[palette_idx
][i
].peFlags
= entries
[i
].peFlags
;
4575 if (palette_idx
== device
->currentPalette
)
4576 dirtify_p8_texture_samplers(device
);
4581 HRESULT CDECL
wined3d_device_get_palette_entries(struct wined3d_device
*device
,
4582 UINT palette_idx
, PALETTEENTRY
*entries
)
4586 TRACE("device %p, palette_idx %u, entries %p.\n", device
, palette_idx
, entries
);
4588 if (palette_idx
>= device
->palette_count
|| !device
->palettes
[palette_idx
])
4590 /* What happens in such situation isn't documented; Native seems to
4591 * silently abort on such conditions. */
4592 WARN("Invalid palette index %u.\n", palette_idx
);
4593 return WINED3DERR_INVALIDCALL
;
4596 for (i
= 0; i
< 256; ++i
)
4598 entries
[i
].peRed
= device
->palettes
[palette_idx
][i
].peRed
;
4599 entries
[i
].peGreen
= device
->palettes
[palette_idx
][i
].peGreen
;
4600 entries
[i
].peBlue
= device
->palettes
[palette_idx
][i
].peBlue
;
4601 entries
[i
].peFlags
= device
->palettes
[palette_idx
][i
].peFlags
;
4607 HRESULT CDECL
wined3d_device_set_current_texture_palette(struct wined3d_device
*device
, UINT palette_idx
)
4609 TRACE("device %p, palette_idx %u.\n", device
, palette_idx
);
4611 /* Native appears to silently abort on attempt to make an uninitialized
4612 * palette current and render. (tested with reference rasterizer). */
4613 if (palette_idx
>= device
->palette_count
|| !device
->palettes
[palette_idx
])
4615 WARN("Invalid palette index %u.\n", palette_idx
);
4616 return WINED3DERR_INVALIDCALL
;
4619 /* TODO: stateblocks? */
4620 if (device
->currentPalette
!= palette_idx
)
4622 device
->currentPalette
= palette_idx
;
4623 dirtify_p8_texture_samplers(device
);
4629 HRESULT CDECL
wined3d_device_get_current_texture_palette(struct wined3d_device
*device
, UINT
*palette_idx
)
4631 TRACE("device %p, palette_idx %p.\n", device
, palette_idx
);
4634 return WINED3DERR_INVALIDCALL
;
4636 *palette_idx
= device
->currentPalette
;
4641 HRESULT CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
4645 TRACE("device %p, software %#x.\n", device
, software
);
4649 FIXME("device %p, software %#x stub!\n", device
, software
);
4653 device
->softwareVertexProcessing
= software
;
4658 BOOL CDECL
wined3d_device_get_software_vertex_processing(struct wined3d_device
*device
)
4662 TRACE("device %p.\n", device
);
4666 TRACE("device %p stub!\n", device
);
4670 return device
->softwareVertexProcessing
;
4673 HRESULT CDECL
wined3d_device_get_raster_status(struct wined3d_device
*device
,
4674 UINT swapchain_idx
, WINED3DRASTER_STATUS
*raster_status
)
4676 struct wined3d_swapchain
*swapchain
;
4679 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4680 device
, swapchain_idx
, raster_status
);
4682 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4685 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
4689 hr
= wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
4690 wined3d_swapchain_decref(swapchain
);
4693 WARN("Failed to get raster status, hr %#x.\n", hr
);
4700 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
4704 TRACE("device %p, segments %.8e.\n", device
, segments
);
4706 if (segments
!= 0.0f
)
4710 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
4718 float CDECL
wined3d_device_get_npatch_mode(struct wined3d_device
*device
)
4722 TRACE("device %p.\n", device
);
4726 FIXME("device %p stub!\n", device
);
4733 static inline void invalidate_active_texture(struct wined3d_device
*device
, struct wined3d_context
*context
)
4735 DWORD sampler
= device
->rev_tex_unit_map
[context
->active_texture
];
4736 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
4737 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
4740 HRESULT CDECL
wined3d_device_update_surface(struct wined3d_device
*device
,
4741 struct wined3d_surface
*src_surface
, const RECT
*src_rect
,
4742 struct wined3d_surface
*dst_surface
, const POINT
*dst_point
)
4744 const struct wined3d_format
*src_format
;
4745 const struct wined3d_format
*dst_format
;
4746 const struct wined3d_gl_info
*gl_info
;
4747 struct wined3d_context
*context
;
4748 struct wined3d_bo_address data
;
4749 struct wined3d_format format
;
4750 UINT update_w
, update_h
;
4751 CONVERT_TYPES convert
;
4757 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4758 device
, src_surface
, wine_dbgstr_rect(src_rect
),
4759 dst_surface
, wine_dbgstr_point(dst_point
));
4761 if (src_surface
->resource
.pool
!= WINED3DPOOL_SYSTEMMEM
|| dst_surface
->resource
.pool
!= WINED3DPOOL_DEFAULT
)
4763 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4764 src_surface
, dst_surface
);
4765 return WINED3DERR_INVALIDCALL
;
4768 src_format
= src_surface
->resource
.format
;
4769 dst_format
= dst_surface
->resource
.format
;
4771 if (src_format
->id
!= dst_format
->id
)
4773 WARN("Source and destination surfaces should have the same format.\n");
4774 return WINED3DERR_INVALIDCALL
;
4783 else if (dst_point
->x
< 0 || dst_point
->y
< 0)
4785 WARN("Invalid destination point.\n");
4786 return WINED3DERR_INVALIDCALL
;
4793 r
.right
= src_surface
->resource
.width
;
4794 r
.bottom
= src_surface
->resource
.height
;
4797 else if (src_rect
->left
< 0 || src_rect
->left
>= src_rect
->right
4798 || src_rect
->top
< 0 || src_rect
->top
>= src_rect
->bottom
)
4800 WARN("Invalid source rectangle.\n");
4801 return WINED3DERR_INVALIDCALL
;
4804 src_w
= src_surface
->resource
.width
;
4805 src_h
= src_surface
->resource
.height
;
4807 dst_w
= dst_surface
->resource
.width
;
4808 dst_h
= dst_surface
->resource
.height
;
4810 update_w
= src_rect
->right
- src_rect
->left
;
4811 update_h
= src_rect
->bottom
- src_rect
->top
;
4813 if (update_w
> dst_w
|| dst_point
->x
> dst_w
- update_w
4814 || update_h
> dst_h
|| dst_point
->y
> dst_h
- update_h
)
4816 WARN("Destination out of bounds.\n");
4817 return WINED3DERR_INVALIDCALL
;
4820 /* NPOT block sizes would be silly. */
4821 if ((src_format
->flags
& WINED3DFMT_FLAG_COMPRESSED
)
4822 && ((update_w
& (src_format
->block_width
- 1) || update_h
& (src_format
->block_height
- 1))
4823 && (src_w
!= update_w
|| dst_w
!= update_w
|| src_h
!= update_h
|| dst_h
!= update_h
)))
4825 WARN("Update rect not block-aligned.\n");
4826 return WINED3DERR_INVALIDCALL
;
4829 /* This call loads the OpenGL surface directly, instead of copying the
4830 * surface to the destination's sysmem copy. If surface conversion is
4831 * needed, use BltFast instead to copy in sysmem and use regular surface
4833 d3dfmt_get_conv(dst_surface
, FALSE
, TRUE
, &format
, &convert
);
4834 if (convert
!= NO_CONVERSION
|| format
.convert
)
4835 return wined3d_surface_bltfast(dst_surface
, dst_point
->x
, dst_point
->y
, src_surface
, src_rect
, 0);
4837 context
= context_acquire(device
, NULL
);
4838 gl_info
= context
->gl_info
;
4840 /* Only load the surface for partial updates. For newly allocated texture
4841 * the texture wouldn't be the current location, and we'd upload zeroes
4842 * just to overwrite them again. */
4843 if (update_w
== dst_w
&& update_h
== dst_h
)
4844 surface_prepare_texture(dst_surface
, context
, FALSE
);
4846 surface_load_location(dst_surface
, SFLAG_INTEXTURE
, NULL
);
4847 surface_bind(dst_surface
, context
, FALSE
);
4849 data
.buffer_object
= 0;
4850 data
.addr
= src_surface
->resource
.allocatedMemory
;
4853 ERR("Source surface has no allocated memory, but should be a sysmem surface.\n");
4855 surface_upload_data(dst_surface
, gl_info
, src_format
, src_rect
, src_w
, dst_point
, FALSE
, &data
);
4857 invalidate_active_texture(device
, context
);
4859 context_release(context
);
4861 surface_modify_location(dst_surface
, SFLAG_INTEXTURE
, TRUE
);
4865 HRESULT CDECL
wined3d_device_draw_rect_patch(struct wined3d_device
*device
, UINT handle
,
4866 const float *num_segs
, const WINED3DRECTPATCH_INFO
*rect_patch_info
)
4868 struct WineD3DRectPatch
*patch
;
4869 GLenum old_primitive_type
;
4874 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4875 device
, handle
, num_segs
, rect_patch_info
);
4877 if (!(handle
|| rect_patch_info
))
4879 /* TODO: Write a test for the return value, thus the FIXME */
4880 FIXME("Both handle and rect_patch_info are NULL.\n");
4881 return WINED3DERR_INVALIDCALL
;
4886 i
= PATCHMAP_HASHFUNC(handle
);
4888 LIST_FOR_EACH(e
, &device
->patches
[i
])
4890 patch
= LIST_ENTRY(e
, struct WineD3DRectPatch
, entry
);
4891 if (patch
->Handle
== handle
)
4900 TRACE("Patch does not exist. Creating a new one\n");
4901 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4902 patch
->Handle
= handle
;
4903 list_add_head(&device
->patches
[i
], &patch
->entry
);
4905 TRACE("Found existing patch %p\n", patch
);
4910 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4911 * attributes we have to tesselate, read back, and draw. This needs a patch
4912 * management structure instance. Create one.
4914 * A possible improvement is to check if a vertex shader is used, and if not directly
4917 FIXME("Drawing an uncached patch. This is slow\n");
4918 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4921 if (num_segs
[0] != patch
->numSegs
[0] || num_segs
[1] != patch
->numSegs
[1]
4922 || num_segs
[2] != patch
->numSegs
[2] || num_segs
[3] != patch
->numSegs
[3]
4923 || (rect_patch_info
&& memcmp(rect_patch_info
, &patch
->RectPatchInfo
, sizeof(*rect_patch_info
))))
4926 TRACE("Tesselation density or patch info changed, retesselating\n");
4928 if (rect_patch_info
)
4929 patch
->RectPatchInfo
= *rect_patch_info
;
4931 patch
->numSegs
[0] = num_segs
[0];
4932 patch
->numSegs
[1] = num_segs
[1];
4933 patch
->numSegs
[2] = num_segs
[2];
4934 patch
->numSegs
[3] = num_segs
[3];
4936 hr
= tesselate_rectpatch(device
, patch
);
4939 WARN("Patch tesselation failed.\n");
4941 /* Do not release the handle to store the params of the patch */
4943 HeapFree(GetProcessHeap(), 0, patch
);
4949 old_primitive_type
= device
->stateBlock
->state
.gl_primitive_type
;
4950 device
->stateBlock
->state
.gl_primitive_type
= GL_TRIANGLES
;
4951 wined3d_device_draw_primitive_strided(device
, patch
->numSegs
[0] * patch
->numSegs
[1] * 2 * 3, &patch
->strided
);
4952 device
->stateBlock
->state
.gl_primitive_type
= old_primitive_type
;
4954 /* Destroy uncached patches */
4957 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4958 HeapFree(GetProcessHeap(), 0, patch
);
4963 HRESULT CDECL
wined3d_device_draw_tri_patch(struct wined3d_device
*device
, UINT handle
,
4964 const float *segment_count
, const WINED3DTRIPATCH_INFO
*patch_info
)
4966 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4967 device
, handle
, segment_count
, patch_info
);
4972 HRESULT CDECL
wined3d_device_delete_patch(struct wined3d_device
*device
, UINT handle
)
4974 struct WineD3DRectPatch
*patch
;
4978 TRACE("device %p, handle %#x.\n", device
, handle
);
4980 i
= PATCHMAP_HASHFUNC(handle
);
4981 LIST_FOR_EACH(e
, &device
->patches
[i
])
4983 patch
= LIST_ENTRY(e
, struct WineD3DRectPatch
, entry
);
4984 if (patch
->Handle
== handle
)
4986 TRACE("Deleting patch %p\n", patch
);
4987 list_remove(&patch
->entry
);
4988 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4989 HeapFree(GetProcessHeap(), 0, patch
);
4994 /* TODO: Write a test for the return value */
4995 FIXME("Attempt to destroy nonexistent patch\n");
4996 return WINED3DERR_INVALIDCALL
;
4999 /* Do not call while under the GL lock. */
5000 HRESULT CDECL
wined3d_device_color_fill(struct wined3d_device
*device
,
5001 struct wined3d_surface
*surface
, const RECT
*rect
, const WINED3DCOLORVALUE
*color
)
5005 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
5006 device
, surface
, wine_dbgstr_rect(rect
),
5007 color
->r
, color
->g
, color
->b
, color
->a
);
5009 if (surface
->resource
.pool
!= WINED3DPOOL_DEFAULT
&& surface
->resource
.pool
!= WINED3DPOOL_SYSTEMMEM
)
5011 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
5012 return WINED3DERR_INVALIDCALL
;
5017 SetRect(&r
, 0, 0, surface
->resource
.width
, surface
->resource
.height
);
5021 return surface_color_fill(surface
, rect
, color
);
5024 /* Do not call while under the GL lock. */
5025 void CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
5026 struct wined3d_rendertarget_view
*rendertarget_view
, const WINED3DCOLORVALUE
*color
)
5028 struct wined3d_resource
*resource
;
5032 resource
= rendertarget_view
->resource
;
5033 if (resource
->resourceType
!= WINED3DRTYPE_SURFACE
)
5035 FIXME("Only supported on surface resources\n");
5039 SetRect(&rect
, 0, 0, resource
->width
, resource
->height
);
5040 hr
= surface_color_fill(surface_from_resource(resource
), &rect
, color
);
5041 if (FAILED(hr
)) ERR("Color fill failed, hr %#x.\n", hr
);
5044 HRESULT CDECL
wined3d_device_get_render_target(struct wined3d_device
*device
,
5045 UINT render_target_idx
, struct wined3d_surface
**render_target
)
5047 TRACE("device %p, render_target_idx %u, render_target %p.\n",
5048 device
, render_target_idx
, render_target
);
5050 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
5052 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
5053 return WINED3DERR_INVALIDCALL
;
5056 *render_target
= device
->fb
.render_targets
[render_target_idx
];
5058 wined3d_surface_incref(*render_target
);
5060 TRACE("Returning render target %p.\n", *render_target
);
5065 HRESULT CDECL
wined3d_device_get_depth_stencil(struct wined3d_device
*device
, struct wined3d_surface
**depth_stencil
)
5067 TRACE("device %p, depth_stencil %p.\n", device
, depth_stencil
);
5069 *depth_stencil
= device
->fb
.depth_stencil
;
5070 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil
);
5072 if (!*depth_stencil
)
5073 return WINED3DERR_NOTFOUND
;
5075 wined3d_surface_incref(*depth_stencil
);
5080 HRESULT CDECL
wined3d_device_set_render_target(struct wined3d_device
*device
,
5081 UINT render_target_idx
, struct wined3d_surface
*render_target
, BOOL set_viewport
)
5083 struct wined3d_surface
*prev
;
5085 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
5086 device
, render_target_idx
, render_target
, set_viewport
);
5088 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
5090 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
5091 return WINED3DERR_INVALIDCALL
;
5094 prev
= device
->fb
.render_targets
[render_target_idx
];
5095 if (render_target
== prev
)
5097 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5101 /* Render target 0 can't be set to NULL. */
5102 if (!render_target
&& !render_target_idx
)
5104 WARN("Trying to set render target 0 to NULL.\n");
5105 return WINED3DERR_INVALIDCALL
;
5108 if (render_target
&& !(render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
5110 FIXME("Surface %p doesn't have render target usage.\n", render_target
);
5111 return WINED3DERR_INVALIDCALL
;
5115 wined3d_surface_incref(render_target
);
5116 device
->fb
.render_targets
[render_target_idx
] = render_target
;
5117 /* Release after the assignment, to prevent device_resource_released()
5118 * from seeing the surface as still in use. */
5120 wined3d_surface_decref(prev
);
5122 /* Render target 0 is special. */
5123 if (!render_target_idx
&& set_viewport
)
5125 /* Set the viewport and scissor rectangles, if requested. Tests show
5126 * that stateblock recording is ignored, the change goes directly
5127 * into the primary stateblock. */
5128 device
->stateBlock
->state
.viewport
.Height
= device
->fb
.render_targets
[0]->resource
.height
;
5129 device
->stateBlock
->state
.viewport
.Width
= device
->fb
.render_targets
[0]->resource
.width
;
5130 device
->stateBlock
->state
.viewport
.X
= 0;
5131 device
->stateBlock
->state
.viewport
.Y
= 0;
5132 device
->stateBlock
->state
.viewport
.MaxZ
= 1.0f
;
5133 device
->stateBlock
->state
.viewport
.MinZ
= 0.0f
;
5134 device_invalidate_state(device
, STATE_VIEWPORT
);
5136 device
->stateBlock
->state
.scissor_rect
.top
= 0;
5137 device
->stateBlock
->state
.scissor_rect
.left
= 0;
5138 device
->stateBlock
->state
.scissor_rect
.right
= device
->stateBlock
->state
.viewport
.Width
;
5139 device
->stateBlock
->state
.scissor_rect
.bottom
= device
->stateBlock
->state
.viewport
.Height
;
5140 device_invalidate_state(device
, STATE_SCISSORRECT
);
5143 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
5148 HRESULT CDECL
wined3d_device_set_depth_stencil(struct wined3d_device
*device
, struct wined3d_surface
*depth_stencil
)
5150 struct wined3d_surface
*prev
= device
->fb
.depth_stencil
;
5152 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
5153 device
, depth_stencil
, prev
);
5155 if (prev
== depth_stencil
)
5157 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5163 if (device
->swapchains
[0]->presentParms
.Flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
5164 || prev
->flags
& SFLAG_DISCARD
)
5166 surface_modify_ds_location(prev
, SFLAG_DS_DISCARDED
,
5167 prev
->resource
.width
, prev
->resource
.height
);
5168 if (prev
== device
->onscreen_depth_stencil
)
5170 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5171 device
->onscreen_depth_stencil
= NULL
;
5176 device
->fb
.depth_stencil
= depth_stencil
;
5178 wined3d_surface_incref(depth_stencil
);
5180 if (!prev
!= !depth_stencil
)
5182 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
5183 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_ZENABLE
));
5184 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_STENCILENABLE
));
5185 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_STENCILWRITEMASK
));
5186 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_DEPTHBIAS
));
5188 else if (prev
&& prev
->resource
.format
->depth_size
!= depth_stencil
->resource
.format
->depth_size
)
5190 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_DEPTHBIAS
));
5193 wined3d_surface_decref(prev
);
5195 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
5200 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
5201 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_surface
*cursor_image
)
5203 WINED3DLOCKED_RECT lockedRect
;
5205 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
5206 device
, x_hotspot
, y_hotspot
, cursor_image
);
5208 /* some basic validation checks */
5209 if (device
->cursorTexture
)
5211 struct wined3d_context
*context
= context_acquire(device
, NULL
);
5213 glDeleteTextures(1, &device
->cursorTexture
);
5215 context_release(context
);
5216 device
->cursorTexture
= 0;
5221 WINED3DLOCKED_RECT rect
;
5223 /* MSDN: Cursor must be A8R8G8B8 */
5224 if (cursor_image
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
5226 WARN("surface %p has an invalid format.\n", cursor_image
);
5227 return WINED3DERR_INVALIDCALL
;
5230 /* MSDN: Cursor must be smaller than the display mode */
5231 if (cursor_image
->resource
.width
> device
->ddraw_width
5232 || cursor_image
->resource
.height
> device
->ddraw_height
)
5234 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
5235 cursor_image
, cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5236 device
->ddraw_width
, device
->ddraw_height
);
5237 return WINED3DERR_INVALIDCALL
;
5240 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5242 /* Do not store the surface's pointer because the application may
5243 * release it after setting the cursor image. Windows doesn't
5244 * addref the set surface, so we can't do this either without
5245 * creating circular refcount dependencies. Copy out the gl texture
5247 device
->cursorWidth
= cursor_image
->resource
.width
;
5248 device
->cursorHeight
= cursor_image
->resource
.height
;
5249 if (SUCCEEDED(wined3d_surface_map(cursor_image
, &rect
, NULL
, WINED3DLOCK_READONLY
)))
5251 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
5252 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
5253 struct wined3d_context
*context
;
5254 char *mem
, *bits
= rect
.pBits
;
5255 GLint intfmt
= format
->glInternal
;
5256 GLint gl_format
= format
->glFormat
;
5257 GLint type
= format
->glType
;
5258 INT height
= device
->cursorHeight
;
5259 INT width
= device
->cursorWidth
;
5260 INT bpp
= format
->byte_count
;
5263 /* Reformat the texture memory (pitch and width can be
5265 mem
= HeapAlloc(GetProcessHeap(), 0, width
* height
* bpp
);
5266 for(i
= 0; i
< height
; i
++)
5267 memcpy(&mem
[width
* bpp
* i
], &bits
[rect
.Pitch
* i
], width
* bpp
);
5268 wined3d_surface_unmap(cursor_image
);
5270 context
= context_acquire(device
, NULL
);
5274 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
5276 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
5277 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5280 invalidate_active_texture(device
, context
);
5281 /* Create a new cursor texture */
5282 glGenTextures(1, &device
->cursorTexture
);
5283 checkGLcall("glGenTextures");
5284 glBindTexture(GL_TEXTURE_2D
, device
->cursorTexture
);
5285 checkGLcall("glBindTexture");
5286 /* Copy the bitmap memory into the cursor texture */
5287 glTexImage2D(GL_TEXTURE_2D
, 0, intfmt
, width
, height
, 0, gl_format
, type
, mem
);
5288 checkGLcall("glTexImage2D");
5289 HeapFree(GetProcessHeap(), 0, mem
);
5291 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
5293 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
5294 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5299 context_release(context
);
5303 FIXME("A cursor texture was not returned.\n");
5304 device
->cursorTexture
= 0;
5307 if (cursor_image
->resource
.width
== 32 && cursor_image
->resource
.height
== 32)
5309 /* Draw a hardware cursor */
5310 ICONINFO cursorInfo
;
5312 /* Create and clear maskBits because it is not needed for
5313 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5315 DWORD
*maskBits
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
5316 (cursor_image
->resource
.width
* cursor_image
->resource
.height
/ 8));
5317 wined3d_surface_map(cursor_image
, &lockedRect
, NULL
,
5318 WINED3DLOCK_NO_DIRTY_UPDATE
| WINED3DLOCK_READONLY
);
5319 TRACE("width: %u height: %u.\n", cursor_image
->resource
.width
, cursor_image
->resource
.height
);
5321 cursorInfo
.fIcon
= FALSE
;
5322 cursorInfo
.xHotspot
= x_hotspot
;
5323 cursorInfo
.yHotspot
= y_hotspot
;
5324 cursorInfo
.hbmMask
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5326 cursorInfo
.hbmColor
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5327 1, 32, lockedRect
.pBits
);
5328 wined3d_surface_unmap(cursor_image
);
5329 /* Create our cursor and clean up. */
5330 cursor
= CreateIconIndirect(&cursorInfo
);
5331 if (cursorInfo
.hbmMask
) DeleteObject(cursorInfo
.hbmMask
);
5332 if (cursorInfo
.hbmColor
) DeleteObject(cursorInfo
.hbmColor
);
5333 if (device
->hardwareCursor
) DestroyCursor(device
->hardwareCursor
);
5334 device
->hardwareCursor
= cursor
;
5335 if (device
->bCursorVisible
) SetCursor( cursor
);
5336 HeapFree(GetProcessHeap(), 0, maskBits
);
5340 device
->xHotSpot
= x_hotspot
;
5341 device
->yHotSpot
= y_hotspot
;
5345 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
5346 int x_screen_space
, int y_screen_space
, DWORD flags
)
5348 TRACE("device %p, x %d, y %d, flags %#x.\n",
5349 device
, x_screen_space
, y_screen_space
, flags
);
5351 device
->xScreenSpace
= x_screen_space
;
5352 device
->yScreenSpace
= y_screen_space
;
5354 /* switch to the software cursor if position diverges from the hardware one */
5355 if (device
->hardwareCursor
)
5358 GetCursorPos( &pt
);
5359 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
5361 if (device
->bCursorVisible
) SetCursor( NULL
);
5362 DestroyCursor( device
->hardwareCursor
);
5363 device
->hardwareCursor
= 0;
5368 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
5370 BOOL oldVisible
= device
->bCursorVisible
;
5372 TRACE("device %p, show %#x.\n", device
, show
);
5375 * When ShowCursor is first called it should make the cursor appear at the OS's last
5376 * known cursor position.
5378 if (show
&& !oldVisible
)
5382 device
->xScreenSpace
= pt
.x
;
5383 device
->yScreenSpace
= pt
.y
;
5386 if (device
->hardwareCursor
)
5388 device
->bCursorVisible
= show
;
5390 SetCursor(device
->hardwareCursor
);
5396 if (device
->cursorTexture
)
5397 device
->bCursorVisible
= show
;
5403 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
5405 struct wined3d_resource
*resource
, *cursor
;
5407 TRACE("device %p.\n", device
);
5409 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5411 TRACE("Checking resource %p for eviction.\n", resource
);
5413 if (resource
->pool
== WINED3DPOOL_MANAGED
)
5415 TRACE("Evicting %p.\n", resource
);
5416 resource
->resource_ops
->resource_unload(resource
);
5420 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5421 device_invalidate_state(device
, STATE_STREAMSRC
);
5424 static HRESULT
updateSurfaceDesc(struct wined3d_surface
*surface
,
5425 const WINED3DPRESENT_PARAMETERS
*pPresentationParameters
)
5427 struct wined3d_device
*device
= surface
->resource
.device
;
5428 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
5430 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5431 if (surface
->flags
& SFLAG_DIBSECTION
)
5433 /* Release the DC */
5434 SelectObject(surface
->hDC
, surface
->dib
.holdbitmap
);
5435 DeleteDC(surface
->hDC
);
5436 /* Release the DIB section */
5437 DeleteObject(surface
->dib
.DIBsection
);
5438 surface
->dib
.bitmap_data
= NULL
;
5439 surface
->resource
.allocatedMemory
= NULL
;
5440 surface
->flags
&= ~SFLAG_DIBSECTION
;
5442 surface
->resource
.width
= pPresentationParameters
->BackBufferWidth
;
5443 surface
->resource
.height
= pPresentationParameters
->BackBufferHeight
;
5444 if (gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
] || gl_info
->supported
[ARB_TEXTURE_RECTANGLE
]
5445 || gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
])
5447 surface
->pow2Width
= pPresentationParameters
->BackBufferWidth
;
5448 surface
->pow2Height
= pPresentationParameters
->BackBufferHeight
;
5450 surface
->pow2Width
= surface
->pow2Height
= 1;
5451 while (surface
->pow2Width
< pPresentationParameters
->BackBufferWidth
) surface
->pow2Width
<<= 1;
5452 while (surface
->pow2Height
< pPresentationParameters
->BackBufferHeight
) surface
->pow2Height
<<= 1;
5455 surface
->resource
.multisample_type
= pPresentationParameters
->MultiSampleType
;
5456 surface
->resource
.multisample_quality
= pPresentationParameters
->MultiSampleQuality
;
5458 surface
->resource
.resource_ops
->resource_unload(&surface
->resource
);
5460 if (surface
->pow2Width
!= pPresentationParameters
->BackBufferWidth
5461 || surface
->pow2Height
!= pPresentationParameters
->BackBufferHeight
)
5463 surface
->flags
|= SFLAG_NONPOW2
;
5467 surface
->flags
&= ~SFLAG_NONPOW2
;
5469 HeapFree(GetProcessHeap(), 0, surface
->resource
.heapMemory
);
5470 surface
->resource
.allocatedMemory
= NULL
;
5471 surface
->resource
.heapMemory
= NULL
;
5472 surface
->resource
.size
= wined3d_surface_get_pitch(surface
) * surface
->pow2Width
;
5474 /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
5476 if (!surface_init_sysmem(surface
))
5478 return E_OUTOFMEMORY
;
5483 static BOOL
is_display_mode_supported(struct wined3d_device
*device
, const WINED3DPRESENT_PARAMETERS
*pp
)
5486 WINED3DDISPLAYMODE m
;
5489 /* All Windowed modes are supported, as is leaving the current mode */
5490 if(pp
->Windowed
) return TRUE
;
5491 if(!pp
->BackBufferWidth
) return TRUE
;
5492 if(!pp
->BackBufferHeight
) return TRUE
;
5494 count
= wined3d_get_adapter_mode_count(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
);
5495 for (i
= 0; i
< count
; ++i
)
5497 memset(&m
, 0, sizeof(m
));
5498 hr
= wined3d_enum_adapter_modes(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
, i
, &m
);
5500 ERR("Failed to enumerate adapter mode.\n");
5501 if (m
.Width
== pp
->BackBufferWidth
&& m
.Height
== pp
->BackBufferHeight
)
5502 /* Mode found, it is supported. */
5505 /* Mode not found -> not supported */
5509 /* Do not call while under the GL lock. */
5510 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5512 struct wined3d_resource
*resource
, *cursor
;
5513 const struct wined3d_gl_info
*gl_info
;
5514 struct wined3d_context
*context
;
5515 struct wined3d_shader
*shader
;
5517 context
= context_acquire(device
, NULL
);
5518 gl_info
= context
->gl_info
;
5520 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5522 TRACE("Unloading resource %p.\n", resource
);
5524 resource
->resource_ops
->resource_unload(resource
);
5527 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
5529 device
->shader_backend
->shader_destroy(shader
);
5533 if (device
->depth_blt_texture
)
5535 glDeleteTextures(1, &device
->depth_blt_texture
);
5536 device
->depth_blt_texture
= 0;
5538 if (device
->cursorTexture
)
5540 glDeleteTextures(1, &device
->cursorTexture
);
5541 device
->cursorTexture
= 0;
5545 device
->blitter
->free_private(device
);
5546 device
->frag_pipe
->free_private(device
);
5547 device
->shader_backend
->shader_free_private(device
);
5548 destroy_dummy_textures(device
, gl_info
);
5550 context_release(context
);
5552 while (device
->context_count
)
5554 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
5557 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5558 swapchain
->context
= NULL
;
5561 /* Do not call while under the GL lock. */
5562 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5564 struct wined3d_context
*context
;
5565 struct wined3d_surface
*target
;
5568 /* Recreate the primary swapchain's context */
5569 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
5570 if (!swapchain
->context
)
5572 ERR("Failed to allocate memory for swapchain context array.\n");
5573 return E_OUTOFMEMORY
;
5576 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
5577 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
5579 WARN("Failed to create context.\n");
5580 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5584 swapchain
->context
[0] = context
;
5585 swapchain
->num_contexts
= 1;
5586 create_dummy_textures(device
, context
);
5587 context_release(context
);
5589 hr
= device
->shader_backend
->shader_alloc_private(device
);
5592 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
5596 hr
= device
->frag_pipe
->alloc_private(device
);
5599 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr
);
5600 device
->shader_backend
->shader_free_private(device
);
5604 hr
= device
->blitter
->alloc_private(device
);
5607 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
5608 device
->frag_pipe
->free_private(device
);
5609 device
->shader_backend
->shader_free_private(device
);
5616 context_acquire(device
, NULL
);
5617 destroy_dummy_textures(device
, context
->gl_info
);
5618 context_release(context
);
5619 context_destroy(device
, context
);
5620 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5621 swapchain
->num_contexts
= 0;
5625 /* Do not call while under the GL lock. */
5626 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
5627 WINED3DPRESENT_PARAMETERS
*present_parameters
,
5628 wined3d_device_reset_cb callback
)
5630 struct wined3d_resource
*resource
, *cursor
;
5631 struct wined3d_swapchain
*swapchain
;
5632 BOOL DisplayModeChanged
= FALSE
;
5633 BOOL update_desc
= FALSE
;
5634 WINED3DDISPLAYMODE mode
;
5638 TRACE("device %p, present_parameters %p.\n", device
, present_parameters
);
5640 wined3d_device_set_index_buffer(device
, NULL
, WINED3DFMT_UNKNOWN
);
5641 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5643 wined3d_device_set_stream_source(device
, i
, NULL
, 0, 0);
5645 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5647 wined3d_device_set_texture(device
, i
, NULL
);
5649 if (device
->onscreen_depth_stencil
)
5651 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5652 device
->onscreen_depth_stencil
= NULL
;
5655 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5657 TRACE("Enumerating resource %p.\n", resource
);
5658 if (FAILED(hr
= callback(resource
)))
5662 hr
= wined3d_device_get_swapchain(device
, 0, &swapchain
);
5665 ERR("Failed to get the first implicit swapchain\n");
5669 if (!is_display_mode_supported(device
, present_parameters
))
5671 WARN("Rejecting Reset() call because the requested display mode is not supported\n");
5672 WARN("Requested mode: %d, %d.\n",
5673 present_parameters
->BackBufferWidth
,
5674 present_parameters
->BackBufferHeight
);
5675 wined3d_swapchain_decref(swapchain
);
5676 return WINED3DERR_INVALIDCALL
;
5679 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5680 * on an existing gl context, so there's no real need for recreation.
5682 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5684 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5686 TRACE("New params:\n");
5687 TRACE("BackBufferWidth = %d\n", present_parameters
->BackBufferWidth
);
5688 TRACE("BackBufferHeight = %d\n", present_parameters
->BackBufferHeight
);
5689 TRACE("BackBufferFormat = %s\n", debug_d3dformat(present_parameters
->BackBufferFormat
));
5690 TRACE("BackBufferCount = %d\n", present_parameters
->BackBufferCount
);
5691 TRACE("MultiSampleType = %d\n", present_parameters
->MultiSampleType
);
5692 TRACE("MultiSampleQuality = %d\n", present_parameters
->MultiSampleQuality
);
5693 TRACE("SwapEffect = %d\n", present_parameters
->SwapEffect
);
5694 TRACE("hDeviceWindow = %p\n", present_parameters
->hDeviceWindow
);
5695 TRACE("Windowed = %s\n", present_parameters
->Windowed
? "true" : "false");
5696 TRACE("EnableAutoDepthStencil = %s\n", present_parameters
->EnableAutoDepthStencil
? "true" : "false");
5697 TRACE("Flags = %08x\n", present_parameters
->Flags
);
5698 TRACE("FullScreen_RefreshRateInHz = %d\n", present_parameters
->FullScreen_RefreshRateInHz
);
5699 TRACE("PresentationInterval = %d\n", present_parameters
->PresentationInterval
);
5701 /* No special treatment of these parameters. Just store them */
5702 swapchain
->presentParms
.SwapEffect
= present_parameters
->SwapEffect
;
5703 swapchain
->presentParms
.Flags
= present_parameters
->Flags
;
5704 swapchain
->presentParms
.PresentationInterval
= present_parameters
->PresentationInterval
;
5705 swapchain
->presentParms
.FullScreen_RefreshRateInHz
= present_parameters
->FullScreen_RefreshRateInHz
;
5707 /* What to do about these? */
5708 if (present_parameters
->BackBufferCount
5709 && present_parameters
->BackBufferCount
!= swapchain
->presentParms
.BackBufferCount
)
5710 FIXME("Cannot change the back buffer count yet.\n");
5712 if (present_parameters
->BackBufferFormat
!= WINED3DFMT_UNKNOWN
5713 && present_parameters
->BackBufferFormat
!= swapchain
->presentParms
.BackBufferFormat
)
5714 FIXME("Cannot change the back buffer format yet.\n");
5716 if (present_parameters
->hDeviceWindow
5717 && present_parameters
->hDeviceWindow
!= swapchain
->presentParms
.hDeviceWindow
)
5718 FIXME("Cannot change the device window yet.\n");
5720 if (present_parameters
->EnableAutoDepthStencil
&& !device
->auto_depth_stencil
)
5724 TRACE("Creating the depth stencil buffer\n");
5726 hrc
= device
->device_parent
->ops
->create_depth_stencil(device
->device_parent
,
5727 present_parameters
->BackBufferWidth
,
5728 present_parameters
->BackBufferHeight
,
5729 present_parameters
->AutoDepthStencilFormat
,
5730 present_parameters
->MultiSampleType
,
5731 present_parameters
->MultiSampleQuality
,
5733 &device
->auto_depth_stencil
);
5736 ERR("Failed to create the depth stencil buffer.\n");
5737 wined3d_swapchain_decref(swapchain
);
5738 return WINED3DERR_INVALIDCALL
;
5742 if (device
->onscreen_depth_stencil
)
5744 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5745 device
->onscreen_depth_stencil
= NULL
;
5748 /* Reset the depth stencil */
5749 if (present_parameters
->EnableAutoDepthStencil
)
5750 wined3d_device_set_depth_stencil(device
, device
->auto_depth_stencil
);
5752 wined3d_device_set_depth_stencil(device
, NULL
);
5754 TRACE("Resetting stateblock\n");
5755 wined3d_stateblock_decref(device
->updateStateBlock
);
5756 wined3d_stateblock_decref(device
->stateBlock
);
5758 if (present_parameters
->Windowed
)
5760 mode
.Width
= swapchain
->orig_width
;
5761 mode
.Height
= swapchain
->orig_height
;
5762 mode
.RefreshRate
= 0;
5763 mode
.Format
= swapchain
->presentParms
.BackBufferFormat
;
5767 mode
.Width
= present_parameters
->BackBufferWidth
;
5768 mode
.Height
= present_parameters
->BackBufferHeight
;
5769 mode
.RefreshRate
= present_parameters
->FullScreen_RefreshRateInHz
;
5770 mode
.Format
= swapchain
->presentParms
.BackBufferFormat
;
5773 /* Should Width == 800 && Height == 0 set 800x600? */
5774 if (present_parameters
->BackBufferWidth
&& present_parameters
->BackBufferHeight
5775 && (present_parameters
->BackBufferWidth
!= swapchain
->presentParms
.BackBufferWidth
5776 || present_parameters
->BackBufferHeight
!= swapchain
->presentParms
.BackBufferHeight
))
5778 if (!present_parameters
->Windowed
)
5779 DisplayModeChanged
= TRUE
;
5781 swapchain
->presentParms
.BackBufferWidth
= present_parameters
->BackBufferWidth
;
5782 swapchain
->presentParms
.BackBufferHeight
= present_parameters
->BackBufferHeight
;
5786 if (present_parameters
->MultiSampleType
!= swapchain
->presentParms
.MultiSampleType
5787 || present_parameters
->MultiSampleQuality
!= swapchain
->presentParms
.MultiSampleQuality
)
5789 swapchain
->presentParms
.MultiSampleType
= present_parameters
->MultiSampleType
;
5790 swapchain
->presentParms
.MultiSampleQuality
= present_parameters
->MultiSampleQuality
;
5798 hr
= updateSurfaceDesc(swapchain
->front_buffer
, &swapchain
->presentParms
);
5801 wined3d_swapchain_decref(swapchain
);
5805 for (i
= 0; i
< swapchain
->presentParms
.BackBufferCount
; ++i
)
5807 hr
= updateSurfaceDesc(swapchain
->back_buffers
[i
], &swapchain
->presentParms
);
5810 wined3d_swapchain_decref(swapchain
);
5814 if (device
->auto_depth_stencil
)
5816 hr
= updateSurfaceDesc(device
->auto_depth_stencil
, &swapchain
->presentParms
);
5819 wined3d_swapchain_decref(swapchain
);
5825 delete_opengl_contexts(device
, swapchain
);
5827 if (!present_parameters
->Windowed
!= !swapchain
->presentParms
.Windowed
5828 || DisplayModeChanged
)
5830 wined3d_device_set_display_mode(device
, 0, &mode
);
5832 if (!present_parameters
->Windowed
)
5834 if (swapchain
->presentParms
.Windowed
)
5836 HWND focus_window
= device
->createParms
.hFocusWindow
;
5838 focus_window
= present_parameters
->hDeviceWindow
;
5839 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
5841 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
5842 wined3d_swapchain_decref(swapchain
);
5846 /* switch from windowed to fs */
5847 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5848 present_parameters
->BackBufferWidth
,
5849 present_parameters
->BackBufferHeight
);
5853 /* Fullscreen -> fullscreen mode change */
5854 MoveWindow(swapchain
->device_window
, 0, 0,
5855 present_parameters
->BackBufferWidth
, present_parameters
->BackBufferHeight
,
5859 else if (!swapchain
->presentParms
.Windowed
)
5861 /* Fullscreen -> windowed switch */
5862 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
5863 wined3d_device_release_focus_window(device
);
5865 swapchain
->presentParms
.Windowed
= present_parameters
->Windowed
;
5867 else if (!present_parameters
->Windowed
)
5869 DWORD style
= device
->style
;
5870 DWORD exStyle
= device
->exStyle
;
5871 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5872 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5873 * Reset to clear up their mess. Guild Wars also loses the device during that.
5876 device
->exStyle
= 0;
5877 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5878 present_parameters
->BackBufferWidth
,
5879 present_parameters
->BackBufferHeight
);
5880 device
->style
= style
;
5881 device
->exStyle
= exStyle
;
5884 /* Note: No parent needed for initial internal stateblock */
5885 hr
= wined3d_stateblock_create(device
, WINED3DSBT_INIT
, &device
->stateBlock
);
5887 ERR("Resetting the stateblock failed with error %#x.\n", hr
);
5889 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5890 device
->updateStateBlock
= device
->stateBlock
;
5891 wined3d_stateblock_incref(device
->updateStateBlock
);
5893 stateblock_init_default_state(device
->stateBlock
);
5895 swapchain_update_render_to_fbo(swapchain
);
5896 swapchain_update_draw_bindings(swapchain
);
5898 hr
= create_primary_opengl_context(device
, swapchain
);
5899 wined3d_swapchain_decref(swapchain
);
5901 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5907 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
5909 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
5911 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
5917 HRESULT CDECL
wined3d_device_get_creation_parameters(struct wined3d_device
*device
,
5918 WINED3DDEVICE_CREATION_PARAMETERS
*parameters
)
5920 TRACE("device %p, parameters %p.\n", device
, parameters
);
5922 *parameters
= device
->createParms
;
5926 void CDECL
wined3d_device_set_gamma_ramp(struct wined3d_device
*device
,
5927 UINT swapchain_idx
, DWORD flags
, const WINED3DGAMMARAMP
*ramp
)
5929 struct wined3d_swapchain
*swapchain
;
5931 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5932 device
, swapchain_idx
, flags
, ramp
);
5934 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5936 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
5937 wined3d_swapchain_decref(swapchain
);
5941 void CDECL
wined3d_device_get_gamma_ramp(struct wined3d_device
*device
, UINT swapchain_idx
, WINED3DGAMMARAMP
*ramp
)
5943 struct wined3d_swapchain
*swapchain
;
5945 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5946 device
, swapchain_idx
, ramp
);
5948 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5950 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
5951 wined3d_swapchain_decref(swapchain
);
5955 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5957 TRACE("device %p, resource %p.\n", device
, resource
);
5959 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
5962 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5964 TRACE("device %p, resource %p.\n", device
, resource
);
5966 list_remove(&resource
->resource_list_entry
);
5969 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5971 WINED3DRESOURCETYPE type
= resource
->resourceType
;
5974 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
5976 context_resource_released(device
, resource
, type
);
5980 case WINED3DRTYPE_SURFACE
:
5982 struct wined3d_surface
*surface
= surface_from_resource(resource
);
5984 if (!device
->d3d_initialized
) break;
5986 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5988 if (device
->fb
.render_targets
[i
] == surface
)
5990 ERR("Surface %p is still in use as render target %u.\n", surface
, i
);
5991 device
->fb
.render_targets
[i
] = NULL
;
5995 if (device
->fb
.depth_stencil
== surface
)
5997 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface
);
5998 device
->fb
.depth_stencil
= NULL
;
6003 case WINED3DRTYPE_TEXTURE
:
6004 case WINED3DRTYPE_CUBETEXTURE
:
6005 case WINED3DRTYPE_VOLUMETEXTURE
:
6006 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
6008 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
6010 if (device
->stateBlock
&& device
->stateBlock
->state
.textures
[i
] == texture
)
6012 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
6013 texture
, device
->stateBlock
, i
);
6014 device
->stateBlock
->state
.textures
[i
] = NULL
;
6017 if (device
->updateStateBlock
!= device
->stateBlock
6018 && device
->updateStateBlock
->state
.textures
[i
] == texture
)
6020 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
6021 texture
, device
->updateStateBlock
, i
);
6022 device
->updateStateBlock
->state
.textures
[i
] = NULL
;
6027 case WINED3DRTYPE_BUFFER
:
6029 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
6031 for (i
= 0; i
< MAX_STREAMS
; ++i
)
6033 if (device
->stateBlock
&& device
->stateBlock
->state
.streams
[i
].buffer
== buffer
)
6035 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
6036 buffer
, device
->stateBlock
, i
);
6037 device
->stateBlock
->state
.streams
[i
].buffer
= NULL
;
6040 if (device
->updateStateBlock
!= device
->stateBlock
6041 && device
->updateStateBlock
->state
.streams
[i
].buffer
== buffer
)
6043 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
6044 buffer
, device
->updateStateBlock
, i
);
6045 device
->updateStateBlock
->state
.streams
[i
].buffer
= NULL
;
6050 if (device
->stateBlock
&& device
->stateBlock
->state
.index_buffer
== buffer
)
6052 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
6053 buffer
, device
->stateBlock
);
6054 device
->stateBlock
->state
.index_buffer
= NULL
;
6057 if (device
->updateStateBlock
!= device
->stateBlock
6058 && device
->updateStateBlock
->state
.index_buffer
== buffer
)
6060 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
6061 buffer
, device
->updateStateBlock
);
6062 device
->updateStateBlock
->state
.index_buffer
= NULL
;
6071 /* Remove the resource from the resourceStore */
6072 device_resource_remove(device
, resource
);
6074 TRACE("Resource released.\n");
6077 HRESULT CDECL
wined3d_device_get_surface_from_dc(struct wined3d_device
*device
,
6078 HDC dc
, struct wined3d_surface
**surface
)
6080 struct wined3d_resource
*resource
;
6082 TRACE("device %p, dc %p, surface %p.\n", device
, dc
, surface
);
6084 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
6086 if (resource
->resourceType
== WINED3DRTYPE_SURFACE
)
6088 struct wined3d_surface
*s
= surface_from_resource(resource
);
6092 TRACE("Found surface %p for dc %p.\n", s
, dc
);
6099 return WINED3DERR_INVALIDCALL
;
6102 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
6103 UINT adapter_idx
, WINED3DDEVTYPE device_type
, HWND focus_window
, DWORD flags
,
6104 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
6106 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
6107 const struct fragment_pipeline
*fragment_pipeline
;
6108 struct shader_caps shader_caps
;
6109 struct fragment_caps ffp_caps
;
6110 WINED3DDISPLAYMODE mode
;
6115 device
->wined3d
= wined3d
;
6116 wined3d_incref(device
->wined3d
);
6117 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
6118 device
->device_parent
= device_parent
;
6119 list_init(&device
->resources
);
6120 list_init(&device
->shaders
);
6121 device
->surface_alignment
= surface_alignment
;
6123 /* Get the initial screen setup for ddraw. */
6124 hr
= wined3d_get_adapter_display_mode(wined3d
, adapter_idx
, &mode
);
6127 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr
);
6128 wined3d_decref(device
->wined3d
);
6131 device
->ddraw_width
= mode
.Width
;
6132 device
->ddraw_height
= mode
.Height
;
6133 device
->ddraw_format
= mode
.Format
;
6135 /* Save the creation parameters. */
6136 device
->createParms
.AdapterOrdinal
= adapter_idx
;
6137 device
->createParms
.DeviceType
= device_type
;
6138 device
->createParms
.hFocusWindow
= focus_window
;
6139 device
->createParms
.BehaviorFlags
= flags
;
6141 device
->devType
= device_type
;
6142 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
) list_init(&device
->patches
[i
]);
6144 select_shader_mode(&adapter
->gl_info
, &device
->ps_selected_mode
, &device
->vs_selected_mode
);
6145 device
->shader_backend
= adapter
->shader_backend
;
6147 if (device
->shader_backend
)
6149 device
->shader_backend
->shader_get_caps(&adapter
->gl_info
, &shader_caps
);
6150 device
->d3d_vshader_constantF
= shader_caps
.MaxVertexShaderConst
;
6151 device
->d3d_pshader_constantF
= shader_caps
.MaxPixelShaderConst
;
6152 device
->vs_clipping
= shader_caps
.VSClipping
;
6154 fragment_pipeline
= adapter
->fragment_pipe
;
6155 device
->frag_pipe
= fragment_pipeline
;
6156 if (fragment_pipeline
)
6158 fragment_pipeline
->get_caps(&adapter
->gl_info
, &ffp_caps
);
6159 device
->max_ffp_textures
= ffp_caps
.MaxSimultaneousTextures
;
6161 hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
, &adapter
->gl_info
,
6162 ffp_vertexstate_template
, fragment_pipeline
, misc_state_template
);
6165 ERR("Failed to compile state table, hr %#x.\n", hr
);
6166 wined3d_decref(device
->wined3d
);
6170 device
->blitter
= adapter
->blitter
;
6176 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
6178 DWORD rep
= device
->StateTable
[state
].representative
;
6179 struct wined3d_context
*context
;
6184 for (i
= 0; i
< device
->context_count
; ++i
)
6186 context
= device
->contexts
[i
];
6187 if(isStateDirty(context
, rep
)) continue;
6189 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
6190 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
6191 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
6192 context
->isStateDirty
[idx
] |= (1 << shift
);
6196 void get_drawable_size_fbo(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
6198 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
6199 *width
= context
->current_rt
->pow2Width
;
6200 *height
= context
->current_rt
->pow2Height
;
6203 void get_drawable_size_backbuffer(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
6205 const struct wined3d_swapchain
*swapchain
= context
->swapchain
;
6206 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
6207 * current context's drawable, which is the size of the back buffer of the swapchain
6208 * the active context belongs to. */
6209 *width
= swapchain
->presentParms
.BackBufferWidth
;
6210 *height
= swapchain
->presentParms
.BackBufferHeight
;
6213 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
6214 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
6216 if (device
->filter_messages
)
6218 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
6219 window
, message
, wparam
, lparam
);
6221 return DefWindowProcW(window
, message
, wparam
, lparam
);
6223 return DefWindowProcA(window
, message
, wparam
, lparam
);
6226 if (message
== WM_DESTROY
)
6228 TRACE("unregister window %p.\n", window
);
6229 wined3d_unregister_window(window
);
6231 if (device
->focus_window
== window
) device
->focus_window
= NULL
;
6232 else ERR("Window %p is not the focus window for device %p.\n", window
, device
);
6236 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
6238 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);