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
28 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
39 /* Define the default light parameters as specified by MSDN. */
40 const struct wined3d_light WINED3D_default_light
=
42 WINED3D_LIGHT_DIRECTIONAL
, /* Type */
43 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
44 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
45 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
46 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
47 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
50 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
55 /**********************************************************
56 * Global variable / Constants follow
57 **********************************************************/
58 const struct wined3d_matrix identity
=
60 1.0f
, 0.0f
, 0.0f
, 0.0f
,
61 0.0f
, 1.0f
, 0.0f
, 0.0f
,
62 0.0f
, 0.0f
, 1.0f
, 0.0f
,
63 0.0f
, 0.0f
, 0.0f
, 1.0f
,
64 }}}; /* When needed for comparisons */
66 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
67 * actually have the same values in GL and D3D. */
68 static GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
70 switch(primitive_type
)
72 case WINED3D_PT_POINTLIST
:
75 case WINED3D_PT_LINELIST
:
78 case WINED3D_PT_LINESTRIP
:
81 case WINED3D_PT_TRIANGLELIST
:
84 case WINED3D_PT_TRIANGLESTRIP
:
85 return GL_TRIANGLE_STRIP
;
87 case WINED3D_PT_TRIANGLEFAN
:
88 return GL_TRIANGLE_FAN
;
90 case WINED3D_PT_LINELIST_ADJ
:
91 return GL_LINES_ADJACENCY_ARB
;
93 case WINED3D_PT_LINESTRIP_ADJ
:
94 return GL_LINE_STRIP_ADJACENCY_ARB
;
96 case WINED3D_PT_TRIANGLELIST_ADJ
:
97 return GL_TRIANGLES_ADJACENCY_ARB
;
99 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
100 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
103 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
108 static enum wined3d_primitive_type
d3d_primitive_type_from_gl(GLenum primitive_type
)
110 switch(primitive_type
)
113 return WINED3D_PT_POINTLIST
;
116 return WINED3D_PT_LINELIST
;
119 return WINED3D_PT_LINESTRIP
;
122 return WINED3D_PT_TRIANGLELIST
;
124 case GL_TRIANGLE_STRIP
:
125 return WINED3D_PT_TRIANGLESTRIP
;
127 case GL_TRIANGLE_FAN
:
128 return WINED3D_PT_TRIANGLEFAN
;
130 case GL_LINES_ADJACENCY_ARB
:
131 return WINED3D_PT_LINELIST_ADJ
;
133 case GL_LINE_STRIP_ADJACENCY_ARB
:
134 return WINED3D_PT_LINESTRIP_ADJ
;
136 case GL_TRIANGLES_ADJACENCY_ARB
:
137 return WINED3D_PT_TRIANGLELIST_ADJ
;
139 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
140 return WINED3D_PT_TRIANGLESTRIP_ADJ
;
143 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
144 return WINED3D_PT_UNDEFINED
;
148 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
150 if ((usage
== WINED3D_DECL_USAGE_POSITION
|| usage
== WINED3D_DECL_USAGE_POSITIONT
) && !usage_idx
)
151 *regnum
= WINED3D_FFP_POSITION
;
152 else if (usage
== WINED3D_DECL_USAGE_BLEND_WEIGHT
&& !usage_idx
)
153 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
154 else if (usage
== WINED3D_DECL_USAGE_BLEND_INDICES
&& !usage_idx
)
155 *regnum
= WINED3D_FFP_BLENDINDICES
;
156 else if (usage
== WINED3D_DECL_USAGE_NORMAL
&& !usage_idx
)
157 *regnum
= WINED3D_FFP_NORMAL
;
158 else if (usage
== WINED3D_DECL_USAGE_PSIZE
&& !usage_idx
)
159 *regnum
= WINED3D_FFP_PSIZE
;
160 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& !usage_idx
)
161 *regnum
= WINED3D_FFP_DIFFUSE
;
162 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& usage_idx
== 1)
163 *regnum
= WINED3D_FFP_SPECULAR
;
164 else if (usage
== WINED3D_DECL_USAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
165 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
168 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage
), usage_idx
);
176 /* Context activation is done by the caller. */
177 void device_stream_info_from_declaration(struct wined3d_device
*device
, struct wined3d_stream_info
*stream_info
)
179 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
180 /* We need to deal with frequency data! */
181 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
185 stream_info
->use_map
= 0;
186 stream_info
->swizzle_map
= 0;
188 /* Check for transformed vertices, disable vertex shader if present. */
189 stream_info
->position_transformed
= declaration
->position_transformed
;
190 use_vshader
= state
->vertex_shader
&& !declaration
->position_transformed
;
192 /* Translate the declaration into strided data. */
193 for (i
= 0; i
< declaration
->element_count
; ++i
)
195 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
196 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
197 struct wined3d_buffer
*buffer
= stream
->buffer
;
198 struct wined3d_bo_address data
;
203 TRACE("%p Element %p (%u of %u)\n", declaration
->elements
,
204 element
, i
+ 1, declaration
->element_count
);
206 if (!buffer
) continue;
208 data
.buffer_object
= 0;
211 stride
= stream
->stride
;
212 if (state
->user_stream
)
214 TRACE("Stream %u is UP, %p\n", element
->input_slot
, buffer
);
215 data
.buffer_object
= 0;
216 data
.addr
= (BYTE
*)buffer
;
220 TRACE("Stream %u isn't UP, %p\n", element
->input_slot
, buffer
);
221 buffer_get_memory(buffer
, &device
->adapter
->gl_info
, &data
);
223 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
224 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
225 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
226 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
227 * not, drawStridedSlow is needed, including a vertex buffer path. */
228 if (state
->load_base_vertex_index
< 0)
230 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
231 state
->load_base_vertex_index
);
232 data
.buffer_object
= 0;
233 data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
);
234 if ((UINT_PTR
)data
.addr
< -state
->load_base_vertex_index
* stride
)
236 FIXME("System memory vertex data load offset is negative!\n");
240 data
.addr
+= element
->offset
;
242 TRACE("offset %u input_slot %u usage_idx %d\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
246 if (element
->output_slot
== ~0U)
248 /* TODO: Assuming vertexdeclarations are usually used with the
249 * same or a similar shader, it might be worth it to store the
250 * last used output slot and try that one first. */
251 stride_used
= vshader_get_input(state
->vertex_shader
,
252 element
->usage
, element
->usage_idx
, &idx
);
256 idx
= element
->output_slot
;
262 if (!element
->ffp_valid
)
264 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
265 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
270 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
276 TRACE("Load %s array %u [usage %s, usage_idx %u, "
277 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
278 use_vshader
? "shader": "fixed function", idx
,
279 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
280 element
->offset
, stride
, debug_d3dformat(element
->format
->id
), data
.buffer_object
);
282 data
.addr
+= stream
->offset
;
284 stream_info
->elements
[idx
].format
= element
->format
;
285 stream_info
->elements
[idx
].data
= data
;
286 stream_info
->elements
[idx
].stride
= stride
;
287 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
289 if (!device
->adapter
->gl_info
.supported
[ARB_VERTEX_ARRAY_BGRA
]
290 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
292 stream_info
->swizzle_map
|= 1 << idx
;
294 stream_info
->use_map
|= 1 << idx
;
298 device
->num_buffer_queries
= 0;
299 if (!state
->user_stream
)
301 WORD map
= stream_info
->use_map
;
302 stream_info
->all_vbo
= 1;
304 /* PreLoad all the vertex buffers. */
305 for (i
= 0; map
; map
>>= 1, ++i
)
307 struct wined3d_stream_info_element
*element
;
308 struct wined3d_buffer
*buffer
;
310 if (!(map
& 1)) continue;
312 element
= &stream_info
->elements
[i
];
313 buffer
= state
->streams
[element
->stream_idx
].buffer
;
314 wined3d_buffer_preload(buffer
);
316 /* If the preload dropped the buffer object, update the stream info. */
317 if (buffer
->buffer_object
!= element
->data
.buffer_object
)
319 element
->data
.buffer_object
= 0;
320 element
->data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
)
321 + (ptrdiff_t)element
->data
.addr
;
324 if (!buffer
->buffer_object
)
325 stream_info
->all_vbo
= 0;
328 device
->buffer_queries
[device
->num_buffer_queries
++] = buffer
->query
;
333 stream_info
->all_vbo
= 0;
337 static void stream_info_element_from_strided(const struct wined3d_gl_info
*gl_info
,
338 const struct wined3d_strided_element
*strided
, struct wined3d_stream_info_element
*e
)
340 e
->data
.addr
= strided
->data
;
341 e
->data
.buffer_object
= 0;
342 e
->format
= wined3d_get_format(gl_info
, strided
->format
);
343 e
->stride
= strided
->stride
;
347 static void device_stream_info_from_strided(const struct wined3d_gl_info
*gl_info
,
348 const struct wined3d_strided_data
*strided
, struct wined3d_stream_info
*stream_info
)
352 memset(stream_info
, 0, sizeof(*stream_info
));
354 if (strided
->position
.data
)
355 stream_info_element_from_strided(gl_info
, &strided
->position
, &stream_info
->elements
[WINED3D_FFP_POSITION
]);
356 if (strided
->normal
.data
)
357 stream_info_element_from_strided(gl_info
, &strided
->normal
, &stream_info
->elements
[WINED3D_FFP_NORMAL
]);
358 if (strided
->diffuse
.data
)
359 stream_info_element_from_strided(gl_info
, &strided
->diffuse
, &stream_info
->elements
[WINED3D_FFP_DIFFUSE
]);
360 if (strided
->specular
.data
)
361 stream_info_element_from_strided(gl_info
, &strided
->specular
, &stream_info
->elements
[WINED3D_FFP_SPECULAR
]);
363 for (i
= 0; i
< WINED3DDP_MAXTEXCOORD
; ++i
)
365 if (strided
->tex_coords
[i
].data
)
366 stream_info_element_from_strided(gl_info
, &strided
->tex_coords
[i
],
367 &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ i
]);
370 stream_info
->position_transformed
= strided
->position_transformed
;
372 for (i
= 0; i
< sizeof(stream_info
->elements
) / sizeof(*stream_info
->elements
); ++i
)
374 if (!stream_info
->elements
[i
].format
) continue;
376 if (!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
377 && stream_info
->elements
[i
].format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
379 stream_info
->swizzle_map
|= 1 << i
;
381 stream_info
->use_map
|= 1 << i
;
385 static void device_trace_strided_stream_info(const struct wined3d_stream_info
*stream_info
)
387 TRACE("Strided Data:\n");
388 TRACE_STRIDED(stream_info
, WINED3D_FFP_POSITION
);
389 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDWEIGHT
);
390 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDINDICES
);
391 TRACE_STRIDED(stream_info
, WINED3D_FFP_NORMAL
);
392 TRACE_STRIDED(stream_info
, WINED3D_FFP_PSIZE
);
393 TRACE_STRIDED(stream_info
, WINED3D_FFP_DIFFUSE
);
394 TRACE_STRIDED(stream_info
, WINED3D_FFP_SPECULAR
);
395 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD0
);
396 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD1
);
397 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD2
);
398 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD3
);
399 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD4
);
400 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD5
);
401 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD6
);
402 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD7
);
405 /* Context activation is done by the caller. */
406 void device_update_stream_info(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
408 struct wined3d_stream_info
*stream_info
= &device
->strided_streams
;
409 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
410 DWORD prev_all_vbo
= stream_info
->all_vbo
;
412 if (device
->up_strided
)
414 /* Note: this is a ddraw fixed-function code path. */
415 TRACE("=============================== Strided Input ================================\n");
416 device_stream_info_from_strided(gl_info
, device
->up_strided
, stream_info
);
417 if (TRACE_ON(d3d
)) device_trace_strided_stream_info(stream_info
);
421 TRACE("============================= Vertex Declaration =============================\n");
422 device_stream_info_from_declaration(device
, stream_info
);
425 if (state
->vertex_shader
&& !stream_info
->position_transformed
)
427 if (state
->vertex_declaration
->half_float_conv_needed
&& !stream_info
->all_vbo
)
429 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
430 device
->useDrawStridedSlow
= TRUE
;
434 device
->useDrawStridedSlow
= FALSE
;
439 WORD slow_mask
= (1 << WINED3D_FFP_PSIZE
);
440 slow_mask
|= -!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
441 & ((1 << WINED3D_FFP_DIFFUSE
) | (1 << WINED3D_FFP_SPECULAR
));
443 if ((stream_info
->position_transformed
|| (stream_info
->use_map
& slow_mask
)) && !stream_info
->all_vbo
)
445 device
->useDrawStridedSlow
= TRUE
;
449 device
->useDrawStridedSlow
= FALSE
;
453 if (prev_all_vbo
!= stream_info
->all_vbo
)
454 device_invalidate_state(device
, STATE_INDEXBUFFER
);
457 static void device_preload_texture(const struct wined3d_state
*state
, unsigned int idx
)
459 struct wined3d_texture
*texture
;
460 enum WINED3DSRGB srgb
;
462 if (!(texture
= state
->textures
[idx
])) return;
463 srgb
= state
->sampler_states
[idx
][WINED3D_SAMP_SRGB_TEXTURE
] ? SRGB_SRGB
: SRGB_RGB
;
464 texture
->texture_ops
->texture_preload(texture
, srgb
);
467 void device_preload_textures(const struct wined3d_device
*device
)
469 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
474 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
476 if (state
->vertex_shader
->reg_maps
.sampler_type
[i
])
477 device_preload_texture(state
, MAX_FRAGMENT_SAMPLERS
+ i
);
483 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
485 if (state
->pixel_shader
->reg_maps
.sampler_type
[i
])
486 device_preload_texture(state
, i
);
491 WORD ffu_map
= device
->fixed_function_usage_map
;
493 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
496 device_preload_texture(state
, i
);
501 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
503 struct wined3d_context
**new_array
;
505 TRACE("Adding context %p.\n", context
);
507 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
508 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
509 sizeof(*new_array
) * (device
->context_count
+ 1));
513 ERR("Failed to grow the context array.\n");
517 new_array
[device
->context_count
++] = context
;
518 device
->contexts
= new_array
;
522 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
524 struct wined3d_context
**new_array
;
528 TRACE("Removing context %p.\n", context
);
530 for (i
= 0; i
< device
->context_count
; ++i
)
532 if (device
->contexts
[i
] == context
)
541 ERR("Context %p doesn't exist in context array.\n", context
);
545 if (!--device
->context_count
)
547 HeapFree(GetProcessHeap(), 0, device
->contexts
);
548 device
->contexts
= NULL
;
552 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
553 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
556 ERR("Failed to shrink context array. Oh well.\n");
560 device
->contexts
= new_array
;
563 /* Do not call while under the GL lock. */
564 void device_switch_onscreen_ds(struct wined3d_device
*device
,
565 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
567 if (device
->onscreen_depth_stencil
)
569 surface_load_ds_location(device
->onscreen_depth_stencil
, context
, SFLAG_INTEXTURE
);
571 surface_modify_ds_location(device
->onscreen_depth_stencil
, SFLAG_INTEXTURE
,
572 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
573 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
574 wined3d_surface_decref(device
->onscreen_depth_stencil
);
576 device
->onscreen_depth_stencil
= depth_stencil
;
577 wined3d_surface_incref(device
->onscreen_depth_stencil
);
580 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
582 /* partial draw rect */
583 if (draw_rect
->left
|| draw_rect
->top
584 || draw_rect
->right
< target
->resource
.width
585 || draw_rect
->bottom
< target
->resource
.height
)
588 /* partial clear rect */
589 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
590 || clear_rect
->right
< target
->resource
.width
591 || clear_rect
->bottom
< target
->resource
.height
))
597 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
598 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
, RECT
*out_rect
)
600 RECT current_rect
, r
;
602 if (ds
->flags
& location
)
603 SetRect(¤t_rect
, 0, 0,
604 ds
->ds_current_size
.cx
,
605 ds
->ds_current_size
.cy
);
607 SetRectEmpty(¤t_rect
);
609 IntersectRect(&r
, draw_rect
, ¤t_rect
);
610 if (EqualRect(&r
, draw_rect
))
612 /* current_rect ⊇ draw_rect, modify only. */
613 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
617 if (EqualRect(&r
, ¤t_rect
))
619 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
623 /* Full clear, modify only. */
624 *out_rect
= *draw_rect
;
628 IntersectRect(&r
, draw_rect
, clear_rect
);
629 if (EqualRect(&r
, draw_rect
))
631 /* clear_rect ⊇ draw_rect, modify only. */
632 *out_rect
= *draw_rect
;
638 surface_load_ds_location(ds
, context
, location
);
639 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
642 /* Do not call while under the GL lock. */
643 void device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
644 UINT rect_count
, const RECT
*rects
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
645 float depth
, DWORD stencil
)
647 const RECT
*clear_rect
= (rect_count
> 0 && rects
) ? (const RECT
*)rects
: NULL
;
648 struct wined3d_surface
*target
= rt_count
? fb
->render_targets
[0] : NULL
;
649 UINT drawable_width
, drawable_height
;
650 struct wined3d_context
*context
;
651 GLbitfield clear_mask
= 0;
652 BOOL render_offscreen
;
656 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
657 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
658 * for the cleared parts, and the untouched parts.
660 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
661 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
662 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
663 * checking all this if the dest surface is in the drawable anyway. */
664 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, clear_rect
))
666 for (i
= 0; i
< rt_count
; ++i
)
668 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
670 surface_load_location(rt
, rt
->draw_binding
, NULL
);
674 context
= context_acquire(device
, target
);
677 context_release(context
);
678 WARN("Invalid context, skipping clear.\n");
684 render_offscreen
= context
->render_offscreen
;
685 target
->get_drawable_size(context
, &drawable_width
, &drawable_height
);
689 render_offscreen
= TRUE
;
690 drawable_width
= fb
->depth_stencil
->pow2Width
;
691 drawable_height
= fb
->depth_stencil
->pow2Height
;
694 if (flags
& WINED3DCLEAR_ZBUFFER
)
696 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: SFLAG_INDRAWABLE
;
698 if (!render_offscreen
&& fb
->depth_stencil
!= device
->onscreen_depth_stencil
)
699 device_switch_onscreen_ds(device
, context
, fb
->depth_stencil
);
700 prepare_ds_clear(fb
->depth_stencil
, context
, location
,
701 draw_rect
, rect_count
, clear_rect
, &ds_rect
);
704 if (!context_apply_clear_state(context
, device
, rt_count
, fb
))
706 context_release(context
);
707 WARN("Failed to apply clear state, skipping clear.\n");
713 /* Only set the values up once, as they are not changing. */
714 if (flags
& WINED3DCLEAR_STENCIL
)
716 if (context
->gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
718 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
719 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
722 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
723 glClearStencil(stencil
);
724 checkGLcall("glClearStencil");
725 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
728 if (flags
& WINED3DCLEAR_ZBUFFER
)
730 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: SFLAG_INDRAWABLE
;
732 surface_modify_ds_location(fb
->depth_stencil
, location
, ds_rect
.right
, ds_rect
.bottom
);
734 glDepthMask(GL_TRUE
);
735 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_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(WINED3D_RS_COLORWRITEENABLE
));
753 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
754 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
755 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_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
);
827 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
829 ULONG refcount
= InterlockedIncrement(&device
->ref
);
831 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
836 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
838 ULONG refcount
= InterlockedDecrement(&device
->ref
);
840 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
844 struct wined3d_stateblock
*stateblock
;
847 if (wined3d_stateblock_decref(device
->updateStateBlock
)
848 && device
->updateStateBlock
!= device
->stateBlock
)
849 FIXME("Something's still holding the update stateblock.\n");
850 device
->updateStateBlock
= NULL
;
852 stateblock
= device
->stateBlock
;
853 device
->stateBlock
= NULL
;
854 if (wined3d_stateblock_decref(stateblock
))
855 FIXME("Something's still holding the stateblock.\n");
857 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
859 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
860 device
->multistate_funcs
[i
] = NULL
;
863 if (!list_empty(&device
->resources
))
865 struct wined3d_resource
*resource
;
867 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
869 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
871 FIXME("Leftover resource %p with type %s (%#x).\n",
872 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
876 if (device
->contexts
)
877 ERR("Context array not freed!\n");
878 if (device
->hardwareCursor
)
879 DestroyCursor(device
->hardwareCursor
);
880 device
->hardwareCursor
= 0;
882 wined3d_decref(device
->wined3d
);
883 device
->wined3d
= NULL
;
884 HeapFree(GetProcessHeap(), 0, device
);
885 TRACE("Freed device %p.\n", device
);
891 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
893 TRACE("device %p.\n", device
);
895 return device
->swapchain_count
;
898 HRESULT CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
,
899 UINT swapchain_idx
, struct wined3d_swapchain
**swapchain
)
901 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
902 device
, swapchain_idx
, swapchain
);
904 if (swapchain_idx
>= device
->swapchain_count
)
906 WARN("swapchain_idx %u >= swapchain_count %u.\n",
907 swapchain_idx
, device
->swapchain_count
);
910 return WINED3DERR_INVALIDCALL
;
913 *swapchain
= device
->swapchains
[swapchain_idx
];
914 wined3d_swapchain_incref(*swapchain
);
915 TRACE("Returning %p.\n", *swapchain
);
920 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
922 struct wined3d_color_key color_key
;
926 HDC dcb
= NULL
, dcs
= NULL
;
928 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
931 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
932 dcb
= CreateCompatibleDC(NULL
);
934 SelectObject(dcb
, hbm
);
938 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
941 memset(&bm
, 0, sizeof(bm
));
946 hr
= wined3d_surface_create(device
, bm
.bmWidth
, bm
.bmHeight
, WINED3DFMT_B5G6R5_UNORM
, 0, 0,
947 WINED3D_POOL_DEFAULT
, WINED3D_MULTISAMPLE_NONE
, 0, WINED3D_SURFACE_TYPE_OPENGL
, WINED3D_SURFACE_MAPPABLE
,
948 NULL
, &wined3d_null_parent_ops
, &device
->logo_surface
);
951 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr
);
957 if (FAILED(hr
= wined3d_surface_getdc(device
->logo_surface
, &dcs
)))
959 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
960 wined3d_surface_releasedc(device
->logo_surface
, dcs
);
962 color_key
.color_space_low_value
= 0;
963 color_key
.color_space_high_value
= 0;
964 wined3d_surface_set_color_key(device
->logo_surface
, WINEDDCKEY_SRCBLT
, &color_key
);
968 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
969 /* Fill the surface with a white color to show that wined3d is there */
970 wined3d_device_color_fill(device
, device
->logo_surface
, NULL
, &c
);
974 if (dcb
) DeleteDC(dcb
);
975 if (hbm
) DeleteObject(hbm
);
978 /* Context activation is done by the caller. */
979 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
981 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
982 unsigned int i
, j
, count
;
983 /* Under DirectX you can sample even if no texture is bound, whereas
984 * OpenGL will only allow that when a valid texture is bound.
985 * We emulate this by creating dummy textures and binding them
986 * to each texture stage when the currently set D3D texture is NULL. */
989 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
991 /* The dummy texture does not have client storage backing */
992 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
993 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
996 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
997 for (i
= 0; i
< count
; ++i
)
999 DWORD color
= 0x000000ff;
1001 /* Make appropriate texture active */
1002 context_active_texture(context
, gl_info
, i
);
1004 glGenTextures(1, &device
->dummy_texture_2d
[i
]);
1005 checkGLcall("glGenTextures");
1006 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
1008 glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
1009 checkGLcall("glBindTexture");
1011 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1012 checkGLcall("glTexImage2D");
1014 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1016 glGenTextures(1, &device
->dummy_texture_rect
[i
]);
1017 checkGLcall("glGenTextures");
1018 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
1020 glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
1021 checkGLcall("glBindTexture");
1023 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1024 checkGLcall("glTexImage2D");
1027 if (gl_info
->supported
[EXT_TEXTURE3D
])
1029 glGenTextures(1, &device
->dummy_texture_3d
[i
]);
1030 checkGLcall("glGenTextures");
1031 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
1033 glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
1034 checkGLcall("glBindTexture");
1036 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
1037 checkGLcall("glTexImage3D");
1040 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1042 glGenTextures(1, &device
->dummy_texture_cube
[i
]);
1043 checkGLcall("glGenTextures");
1044 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
1046 glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
1047 checkGLcall("glBindTexture");
1049 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
1051 glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1052 checkGLcall("glTexImage2D");
1057 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1059 /* Re-enable because if supported it is enabled by default */
1060 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1061 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1067 /* Context activation is done by the caller. */
1068 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
1070 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1073 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1075 glDeleteTextures(count
, device
->dummy_texture_cube
);
1076 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1079 if (gl_info
->supported
[EXT_TEXTURE3D
])
1081 glDeleteTextures(count
, device
->dummy_texture_3d
);
1082 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1085 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1087 glDeleteTextures(count
, device
->dummy_texture_rect
);
1088 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1091 glDeleteTextures(count
, device
->dummy_texture_2d
);
1092 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1095 memset(device
->dummy_texture_cube
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_cube
));
1096 memset(device
->dummy_texture_3d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_3d
));
1097 memset(device
->dummy_texture_rect
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_rect
));
1098 memset(device
->dummy_texture_2d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_2d
));
1101 static LONG
fullscreen_style(LONG style
)
1103 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1104 style
|= WS_POPUP
| WS_SYSMENU
;
1105 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
1110 static LONG
fullscreen_exstyle(LONG exstyle
)
1112 /* Filter out window decorations. */
1113 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
1118 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
1120 BOOL filter_messages
;
1121 LONG style
, exstyle
;
1123 TRACE("Setting up window %p for fullscreen mode.\n", window
);
1125 if (device
->style
|| device
->exStyle
)
1127 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1128 window
, device
->style
, device
->exStyle
);
1131 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
1132 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1134 style
= fullscreen_style(device
->style
);
1135 exstyle
= fullscreen_exstyle(device
->exStyle
);
1137 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1138 device
->style
, device
->exStyle
, style
, exstyle
);
1140 filter_messages
= device
->filter_messages
;
1141 device
->filter_messages
= TRUE
;
1143 SetWindowLongW(window
, GWL_STYLE
, style
);
1144 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
1145 SetWindowPos(window
, HWND_TOP
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
1147 device
->filter_messages
= filter_messages
;
1150 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
1152 BOOL filter_messages
;
1153 LONG style
, exstyle
;
1155 if (!device
->style
&& !device
->exStyle
) return;
1157 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1158 window
, device
->style
, device
->exStyle
);
1160 style
= GetWindowLongW(window
, GWL_STYLE
);
1161 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1163 filter_messages
= device
->filter_messages
;
1164 device
->filter_messages
= TRUE
;
1166 /* Only restore the style if the application didn't modify it during the
1167 * fullscreen phase. Some applications change it before calling Reset()
1168 * when switching between windowed and fullscreen modes (HL2), some
1169 * depend on the original style (Eve Online). */
1170 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
1172 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
1173 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
1175 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
1177 device
->filter_messages
= filter_messages
;
1179 /* Delete the old values. */
1181 device
->exStyle
= 0;
1184 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
1186 TRACE("device %p, window %p.\n", device
, window
);
1188 if (!wined3d_register_window(window
, device
))
1190 ERR("Failed to register window %p.\n", window
);
1194 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
1195 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
1200 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
1202 TRACE("device %p.\n", device
);
1204 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
1205 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
1208 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
1209 struct wined3d_swapchain_desc
*swapchain_desc
)
1211 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1212 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1213 struct wined3d_swapchain
*swapchain
= NULL
;
1214 struct wined3d_context
*context
;
1219 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1221 if (device
->d3d_initialized
)
1222 return WINED3DERR_INVALIDCALL
;
1223 if (!device
->adapter
->opengl
)
1224 return WINED3DERR_INVALIDCALL
;
1226 device
->valid_rt_mask
= 0;
1227 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1228 device
->valid_rt_mask
|= (1 << i
);
1229 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1230 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
1232 /* Initialize the texture unit mapping to a 1:1 mapping */
1233 for (state
= 0; state
< MAX_COMBINED_SAMPLERS
; ++state
)
1235 if (state
< gl_info
->limits
.fragment_samplers
)
1237 device
->texUnitMap
[state
] = state
;
1238 device
->rev_tex_unit_map
[state
] = state
;
1242 device
->texUnitMap
[state
] = WINED3D_UNMAPPED_STAGE
;
1243 device
->rev_tex_unit_map
[state
] = WINED3D_UNMAPPED_STAGE
;
1247 /* Setup the implicit swapchain. This also initializes a context. */
1248 TRACE("Creating implicit swapchain\n");
1249 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1250 swapchain_desc
, &swapchain
);
1253 WARN("Failed to create implicit swapchain\n");
1257 device
->swapchain_count
= 1;
1258 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1259 if (!device
->swapchains
)
1261 ERR("Out of memory!\n");
1264 device
->swapchains
[0] = swapchain
;
1266 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1268 TRACE("Setting rendertarget to %p.\n", swapchain
->back_buffers
);
1269 device
->fb
.render_targets
[0] = swapchain
->back_buffers
[0];
1273 TRACE("Setting rendertarget to %p.\n", swapchain
->front_buffer
);
1274 device
->fb
.render_targets
[0] = swapchain
->front_buffer
;
1276 wined3d_surface_incref(device
->fb
.render_targets
[0]);
1278 /* Depth Stencil support */
1279 device
->fb
.depth_stencil
= device
->auto_depth_stencil
;
1280 if (device
->fb
.depth_stencil
)
1281 wined3d_surface_incref(device
->fb
.depth_stencil
);
1283 hr
= device
->shader_backend
->shader_alloc_private(device
);
1286 TRACE("Shader private data couldn't be allocated\n");
1289 hr
= device
->frag_pipe
->alloc_private(device
);
1292 TRACE("Fragment pipeline private data couldn't be allocated\n");
1295 hr
= device
->blitter
->alloc_private(device
);
1298 TRACE("Blitter private data couldn't be allocated\n");
1302 /* Set up some starting GL setup */
1304 /* Setup all the devices defaults */
1305 stateblock_init_default_state(device
->stateBlock
);
1307 context
= context_acquire(device
, swapchain
->front_buffer
);
1309 create_dummy_textures(device
, context
);
1313 /* Initialize the current view state */
1314 device
->view_ident
= 1;
1315 device
->contexts
[0]->last_was_rhw
= 0;
1317 switch (wined3d_settings
.offscreen_rendering_mode
)
1320 device
->offscreenBuffer
= GL_COLOR_ATTACHMENT0
;
1323 case ORM_BACKBUFFER
:
1325 if (context_get_current()->aux_buffers
> 0)
1327 TRACE("Using auxiliary buffer for offscreen rendering\n");
1328 device
->offscreenBuffer
= GL_AUX0
;
1332 TRACE("Using back buffer for offscreen rendering\n");
1333 device
->offscreenBuffer
= GL_BACK
;
1338 TRACE("All defaults now set up, leaving 3D init.\n");
1341 context_release(context
);
1343 /* Clear the screen */
1344 wined3d_device_clear(device
, 0, NULL
, WINED3DCLEAR_TARGET
1345 | (swapchain_desc
->enable_auto_depth_stencil
? WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
: 0),
1348 device
->d3d_initialized
= TRUE
;
1350 if (wined3d_settings
.logo
)
1351 device_load_logo(device
, wined3d_settings
.logo
);
1355 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1356 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1357 device
->swapchain_count
= 0;
1359 wined3d_swapchain_decref(swapchain
);
1360 if (device
->blit_priv
)
1361 device
->blitter
->free_private(device
);
1362 if (device
->fragment_priv
)
1363 device
->frag_pipe
->free_private(device
);
1364 if (device
->shader_priv
)
1365 device
->shader_backend
->shader_free_private(device
);
1370 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1371 struct wined3d_swapchain_desc
*swapchain_desc
)
1373 struct wined3d_swapchain
*swapchain
= NULL
;
1376 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1378 /* Setup the implicit swapchain */
1379 TRACE("Creating implicit swapchain\n");
1380 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1381 swapchain_desc
, &swapchain
);
1384 WARN("Failed to create implicit swapchain\n");
1388 device
->swapchain_count
= 1;
1389 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1390 if (!device
->swapchains
)
1392 ERR("Out of memory!\n");
1395 device
->swapchains
[0] = swapchain
;
1399 wined3d_swapchain_decref(swapchain
);
1403 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1405 struct wined3d_resource
*resource
, *cursor
;
1406 const struct wined3d_gl_info
*gl_info
;
1407 struct wined3d_context
*context
;
1408 struct wined3d_surface
*surface
;
1411 TRACE("device %p.\n", device
);
1413 if (!device
->d3d_initialized
)
1414 return WINED3DERR_INVALIDCALL
;
1416 /* Force making the context current again, to verify it is still valid
1417 * (workaround for broken drivers) */
1418 context_set_current(NULL
);
1419 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1420 * it was created. Thus make sure a context is active for the glDelete* calls
1422 context
= context_acquire(device
, NULL
);
1423 gl_info
= context
->gl_info
;
1425 if (device
->logo_surface
)
1426 wined3d_surface_decref(device
->logo_surface
);
1428 stateblock_unbind_resources(device
->stateBlock
);
1430 /* Unload resources */
1431 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1433 TRACE("Unloading resource %p.\n", resource
);
1435 resource
->resource_ops
->resource_unload(resource
);
1438 TRACE("Deleting high order patches\n");
1439 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
)
1441 struct wined3d_rect_patch
*patch
;
1442 struct list
*e1
, *e2
;
1444 LIST_FOR_EACH_SAFE(e1
, e2
, &device
->patches
[i
])
1446 patch
= LIST_ENTRY(e1
, struct wined3d_rect_patch
, entry
);
1447 wined3d_device_delete_patch(device
, patch
->Handle
);
1451 /* Delete the mouse cursor texture */
1452 if (device
->cursorTexture
)
1455 glDeleteTextures(1, &device
->cursorTexture
);
1457 device
->cursorTexture
= 0;
1460 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1461 * private data, it might contain opengl pointers
1463 if (device
->depth_blt_texture
)
1466 glDeleteTextures(1, &device
->depth_blt_texture
);
1468 device
->depth_blt_texture
= 0;
1471 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1472 device
->blitter
->free_private(device
);
1473 device
->frag_pipe
->free_private(device
);
1474 device
->shader_backend
->shader_free_private(device
);
1476 /* Release the buffers (with sanity checks)*/
1477 if (device
->onscreen_depth_stencil
)
1479 surface
= device
->onscreen_depth_stencil
;
1480 device
->onscreen_depth_stencil
= NULL
;
1481 wined3d_surface_decref(surface
);
1484 if (device
->fb
.depth_stencil
)
1486 surface
= device
->fb
.depth_stencil
;
1488 TRACE("Releasing depth/stencil buffer %p.\n", surface
);
1490 device
->fb
.depth_stencil
= NULL
;
1491 wined3d_surface_decref(surface
);
1494 if (device
->auto_depth_stencil
)
1496 surface
= device
->auto_depth_stencil
;
1497 device
->auto_depth_stencil
= NULL
;
1498 if (wined3d_surface_decref(surface
))
1499 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface
);
1502 for (i
= 1; i
< gl_info
->limits
.buffers
; ++i
)
1504 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
1507 surface
= device
->fb
.render_targets
[0];
1508 TRACE("Setting rendertarget 0 to NULL\n");
1509 device
->fb
.render_targets
[0] = NULL
;
1510 TRACE("Releasing the render target at %p\n", surface
);
1511 wined3d_surface_decref(surface
);
1513 context_release(context
);
1515 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1517 TRACE("Releasing the implicit swapchain %u.\n", i
);
1518 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1519 FIXME("Something's still holding the implicit swapchain.\n");
1522 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1523 device
->swapchains
= NULL
;
1524 device
->swapchain_count
= 0;
1526 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1527 device
->fb
.render_targets
= NULL
;
1529 device
->d3d_initialized
= FALSE
;
1534 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1538 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1540 TRACE("Releasing the implicit swapchain %u.\n", i
);
1541 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1542 FIXME("Something's still holding the implicit swapchain.\n");
1545 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1546 device
->swapchains
= NULL
;
1547 device
->swapchain_count
= 0;
1551 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1552 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1553 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1555 * There is no way to deactivate thread safety once it is enabled.
1557 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1559 TRACE("device %p.\n", device
);
1561 /* For now just store the flag (needed in case of ddraw). */
1562 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1565 HRESULT CDECL
wined3d_device_set_display_mode(struct wined3d_device
*device
,
1566 UINT swapchain_idx
, const struct wined3d_display_mode
*mode
)
1568 struct wined3d_adapter
*adapter
= device
->adapter
;
1569 const struct wined3d_format
*format
= wined3d_get_format(&adapter
->gl_info
, mode
->format_id
);
1574 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device
, swapchain_idx
, mode
,
1575 mode
->width
, mode
->height
, mode
->refresh_rate
, debug_d3dformat(mode
->format_id
));
1577 /* Resize the screen even without a window:
1578 * The app could have unset it with SetCooperativeLevel, but not called
1579 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1580 * but we don't have any hwnd
1583 memset(&devmode
, 0, sizeof(devmode
));
1584 devmode
.dmSize
= sizeof(devmode
);
1585 devmode
.dmFields
= DM_BITSPERPEL
| DM_PELSWIDTH
| DM_PELSHEIGHT
;
1586 devmode
.dmBitsPerPel
= format
->byte_count
* CHAR_BIT
;
1587 devmode
.dmPelsWidth
= mode
->width
;
1588 devmode
.dmPelsHeight
= mode
->height
;
1590 devmode
.dmDisplayFrequency
= mode
->refresh_rate
;
1591 if (mode
->refresh_rate
)
1592 devmode
.dmFields
|= DM_DISPLAYFREQUENCY
;
1594 /* Only change the mode if necessary */
1595 if (adapter
->screen_size
.cx
== mode
->width
&& adapter
->screen_size
.cy
== mode
->height
1596 && adapter
->screen_format
== mode
->format_id
&& !mode
->refresh_rate
)
1599 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
);
1600 if (ret
!= DISP_CHANGE_SUCCESSFUL
)
1602 if (devmode
.dmDisplayFrequency
)
1604 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1605 devmode
.dmFields
&= ~DM_DISPLAYFREQUENCY
;
1606 devmode
.dmDisplayFrequency
= 0;
1607 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
) != DISP_CHANGE_SUCCESSFUL
;
1609 if(ret
!= DISP_CHANGE_SUCCESSFUL
) {
1610 return WINED3DERR_NOTAVAILABLE
;
1614 /* Store the new values */
1615 adapter
->screen_size
.cx
= mode
->width
;
1616 adapter
->screen_size
.cy
= mode
->height
;
1617 adapter
->screen_format
= mode
->format_id
;
1619 /* And finally clip mouse to our screen */
1620 SetRect(&clip_rc
, 0, 0, mode
->width
, mode
->height
);
1621 ClipCursor(&clip_rc
);
1626 HRESULT CDECL
wined3d_device_get_wined3d(const struct wined3d_device
*device
, struct wined3d
**wined3d
)
1628 TRACE("device %p, wined3d %p.\n", device
, wined3d
);
1630 *wined3d
= device
->wined3d
;
1631 wined3d_incref(*wined3d
);
1633 TRACE("Returning %p.\n", *wined3d
);
1638 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1640 TRACE("device %p.\n", device
);
1642 TRACE("Emulating %d MB, returning %d MB left.\n",
1643 device
->adapter
->TextureRam
/ (1024 * 1024),
1644 (device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
) / (1024 * 1024));
1646 return device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
;
1649 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1650 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1652 struct wined3d_stream_state
*stream
;
1653 struct wined3d_buffer
*prev_buffer
;
1655 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1656 device
, stream_idx
, buffer
, offset
, stride
);
1658 if (stream_idx
>= MAX_STREAMS
)
1660 WARN("Stream index %u out of range.\n", stream_idx
);
1661 return WINED3DERR_INVALIDCALL
;
1663 else if (offset
& 0x3)
1665 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1666 return WINED3DERR_INVALIDCALL
;
1669 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1670 prev_buffer
= stream
->buffer
;
1672 device
->updateStateBlock
->changed
.streamSource
|= 1 << stream_idx
;
1674 if (prev_buffer
== buffer
1675 && stream
->stride
== stride
1676 && stream
->offset
== offset
)
1678 TRACE("Application is setting the old values over, nothing to do.\n");
1682 stream
->buffer
= buffer
;
1685 stream
->stride
= stride
;
1686 stream
->offset
= offset
;
1689 /* Handle recording of state blocks. */
1690 if (device
->isRecordingState
)
1692 TRACE("Recording... not performing anything.\n");
1694 wined3d_buffer_incref(buffer
);
1696 wined3d_buffer_decref(prev_buffer
);
1702 InterlockedIncrement(&buffer
->resource
.bind_count
);
1703 wined3d_buffer_incref(buffer
);
1707 InterlockedDecrement(&prev_buffer
->resource
.bind_count
);
1708 wined3d_buffer_decref(prev_buffer
);
1711 device_invalidate_state(device
, STATE_STREAMSRC
);
1716 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1717 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1719 struct wined3d_stream_state
*stream
;
1721 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1722 device
, stream_idx
, buffer
, offset
, stride
);
1724 if (stream_idx
>= MAX_STREAMS
)
1726 WARN("Stream index %u out of range.\n", stream_idx
);
1727 return WINED3DERR_INVALIDCALL
;
1730 stream
= &device
->stateBlock
->state
.streams
[stream_idx
];
1731 *buffer
= stream
->buffer
;
1733 wined3d_buffer_incref(*buffer
);
1735 *offset
= stream
->offset
;
1736 *stride
= stream
->stride
;
1741 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1743 struct wined3d_stream_state
*stream
;
1744 UINT old_flags
, old_freq
;
1746 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1748 /* Verify input. At least in d3d9 this is invalid. */
1749 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1751 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1752 return WINED3DERR_INVALIDCALL
;
1754 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1756 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1757 return WINED3DERR_INVALIDCALL
;
1761 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1762 return WINED3DERR_INVALIDCALL
;
1765 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1766 old_flags
= stream
->flags
;
1767 old_freq
= stream
->frequency
;
1769 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1770 stream
->frequency
= divider
& 0x7fffff;
1772 device
->updateStateBlock
->changed
.streamFreq
|= 1 << stream_idx
;
1774 if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1775 device_invalidate_state(device
, STATE_STREAMSRC
);
1780 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1781 UINT stream_idx
, UINT
*divider
)
1783 struct wined3d_stream_state
*stream
;
1785 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1787 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1788 *divider
= stream
->flags
| stream
->frequency
;
1790 TRACE("Returning %#x.\n", *divider
);
1795 HRESULT CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1796 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1798 TRACE("device %p, state %s, matrix %p.\n",
1799 device
, debug_d3dtstype(d3dts
), matrix
);
1800 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._11
, matrix
->u
.s
._12
, matrix
->u
.s
._13
, matrix
->u
.s
._14
);
1801 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._21
, matrix
->u
.s
._22
, matrix
->u
.s
._23
, matrix
->u
.s
._24
);
1802 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._31
, matrix
->u
.s
._32
, matrix
->u
.s
._33
, matrix
->u
.s
._34
);
1803 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._41
, matrix
->u
.s
._42
, matrix
->u
.s
._43
, matrix
->u
.s
._44
);
1805 /* Handle recording of state blocks. */
1806 if (device
->isRecordingState
)
1808 TRACE("Recording... not performing anything.\n");
1809 device
->updateStateBlock
->changed
.transform
[d3dts
>> 5] |= 1 << (d3dts
& 0x1f);
1810 device
->updateStateBlock
->state
.transforms
[d3dts
] = *matrix
;
1814 /* If the new matrix is the same as the current one,
1815 * we cut off any further processing. this seems to be a reasonable
1816 * optimization because as was noticed, some apps (warcraft3 for example)
1817 * tend towards setting the same matrix repeatedly for some reason.
1819 * From here on we assume that the new matrix is different, wherever it matters. */
1820 if (!memcmp(&device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0], matrix
, sizeof(*matrix
)))
1822 TRACE("The application is setting the same matrix over again.\n");
1826 device
->stateBlock
->state
.transforms
[d3dts
] = *matrix
;
1827 if (d3dts
== WINED3D_TS_VIEW
)
1828 device
->view_ident
= !memcmp(matrix
, &identity
, sizeof(identity
));
1830 if (d3dts
< WINED3D_TS_WORLD_MATRIX(device
->adapter
->gl_info
.limits
.blends
))
1831 device_invalidate_state(device
, STATE_TRANSFORM(d3dts
));
1837 HRESULT CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1838 enum wined3d_transform_state state
, struct wined3d_matrix
*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 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1850 const struct wined3d_matrix
*mat
= NULL
;
1851 struct wined3d_matrix temp
;
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
,
1880 UINT light_idx
, const struct wined3d_light
*light
)
1882 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1883 struct wined3d_light_info
*object
= NULL
;
1887 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1889 /* Check the parameter range. Need for speed most wanted sets junk lights
1890 * which confuse the GL driver. */
1892 return WINED3DERR_INVALIDCALL
;
1894 switch (light
->type
)
1896 case WINED3D_LIGHT_POINT
:
1897 case WINED3D_LIGHT_SPOT
:
1898 case WINED3D_LIGHT_PARALLELPOINT
:
1899 case WINED3D_LIGHT_GLSPOT
:
1900 /* Incorrect attenuation values can cause the gl driver to crash.
1901 * Happens with Need for speed most wanted. */
1902 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1904 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1905 return WINED3DERR_INVALIDCALL
;
1909 case WINED3D_LIGHT_DIRECTIONAL
:
1910 /* Ignores attenuation */
1914 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1915 return WINED3DERR_INVALIDCALL
;
1918 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
1920 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1921 if (object
->OriginalIndex
== light_idx
)
1928 TRACE("Adding new light\n");
1929 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1932 ERR("Out of memory error when allocating a light\n");
1933 return E_OUTOFMEMORY
;
1935 list_add_head(&device
->updateStateBlock
->state
.light_map
[hash_idx
], &object
->entry
);
1936 object
->glIndex
= -1;
1937 object
->OriginalIndex
= light_idx
;
1940 /* Initialize the object. */
1941 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1942 light_idx
, light
->type
,
1943 light
->diffuse
.r
, light
->diffuse
.g
, light
->diffuse
.b
, light
->diffuse
.a
,
1944 light
->specular
.r
, light
->specular
.g
, light
->specular
.b
, light
->specular
.a
,
1945 light
->ambient
.r
, light
->ambient
.g
, light
->ambient
.b
, light
->ambient
.a
);
1946 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light
->position
.x
, light
->position
.y
, light
->position
.z
,
1947 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
);
1948 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1949 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1951 /* Save away the information. */
1952 object
->OriginalParms
= *light
;
1954 switch (light
->type
)
1956 case WINED3D_LIGHT_POINT
:
1958 object
->lightPosn
[0] = light
->position
.x
;
1959 object
->lightPosn
[1] = light
->position
.y
;
1960 object
->lightPosn
[2] = light
->position
.z
;
1961 object
->lightPosn
[3] = 1.0f
;
1962 object
->cutoff
= 180.0f
;
1966 case WINED3D_LIGHT_DIRECTIONAL
:
1968 object
->lightPosn
[0] = -light
->direction
.x
;
1969 object
->lightPosn
[1] = -light
->direction
.y
;
1970 object
->lightPosn
[2] = -light
->direction
.z
;
1971 object
->lightPosn
[3] = 0.0f
;
1972 object
->exponent
= 0.0f
;
1973 object
->cutoff
= 180.0f
;
1976 case WINED3D_LIGHT_SPOT
:
1978 object
->lightPosn
[0] = light
->position
.x
;
1979 object
->lightPosn
[1] = light
->position
.y
;
1980 object
->lightPosn
[2] = light
->position
.z
;
1981 object
->lightPosn
[3] = 1.0f
;
1984 object
->lightDirn
[0] = light
->direction
.x
;
1985 object
->lightDirn
[1] = light
->direction
.y
;
1986 object
->lightDirn
[2] = light
->direction
.z
;
1987 object
->lightDirn
[3] = 1.0f
;
1989 /* opengl-ish and d3d-ish spot lights use too different models
1990 * for the light "intensity" as a function of the angle towards
1991 * the main light direction, so we only can approximate very
1992 * roughly. However, spot lights are rather rarely used in games
1993 * (if ever used at all). Furthermore if still used, probably
1994 * nobody pays attention to such details. */
1995 if (!light
->falloff
)
1997 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1998 * equations have the falloff resp. exponent parameter as an
1999 * exponent, so the spot light lighting will always be 1.0 for
2000 * both of them, and we don't have to care for the rest of the
2001 * rather complex calculation. */
2002 object
->exponent
= 0.0f
;
2006 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
2009 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
2012 if (object
->exponent
> 128.0f
)
2013 object
->exponent
= 128.0f
;
2015 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
2020 FIXME("Unrecognized light type %#x.\n", light
->type
);
2023 /* Update the live definitions if the light is currently assigned a glIndex. */
2024 if (object
->glIndex
!= -1 && !device
->isRecordingState
)
2025 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
2030 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
2031 UINT light_idx
, struct wined3d_light
*light
)
2033 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2034 struct wined3d_light_info
*light_info
= NULL
;
2037 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
2039 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2041 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2042 if (light_info
->OriginalIndex
== light_idx
)
2049 TRACE("Light information requested but light not defined\n");
2050 return WINED3DERR_INVALIDCALL
;
2053 *light
= light_info
->OriginalParms
;
2057 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
2059 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2060 struct wined3d_light_info
*light_info
= NULL
;
2063 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
2065 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2067 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2068 if (light_info
->OriginalIndex
== light_idx
)
2072 TRACE("Found light %p.\n", light_info
);
2074 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2077 TRACE("Light enabled requested but light not defined, so defining one!\n");
2078 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
2080 /* Search for it again! Should be fairly quick as near head of list. */
2081 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2083 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2084 if (light_info
->OriginalIndex
== light_idx
)
2090 FIXME("Adding default lights has failed dismally\n");
2091 return WINED3DERR_INVALIDCALL
;
2097 if (light_info
->glIndex
!= -1)
2099 if (!device
->isRecordingState
)
2100 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
2102 device
->updateStateBlock
->state
.lights
[light_info
->glIndex
] = NULL
;
2103 light_info
->glIndex
= -1;
2107 TRACE("Light already disabled, nothing to do\n");
2109 light_info
->enabled
= FALSE
;
2113 light_info
->enabled
= TRUE
;
2114 if (light_info
->glIndex
!= -1)
2116 TRACE("Nothing to do as light was enabled\n");
2121 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2122 /* Find a free GL light. */
2123 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
2125 if (!device
->updateStateBlock
->state
.lights
[i
])
2127 device
->updateStateBlock
->state
.lights
[i
] = light_info
;
2128 light_info
->glIndex
= i
;
2132 if (light_info
->glIndex
== -1)
2134 /* Our tests show that Windows returns D3D_OK in this situation, even with
2135 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2136 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2137 * as well for those lights.
2139 * TODO: Test how this affects rendering. */
2140 WARN("Too many concurrently active lights\n");
2144 /* i == light_info->glIndex */
2145 if (!device
->isRecordingState
)
2146 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
2153 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
2155 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2156 struct wined3d_light_info
*light_info
= NULL
;
2159 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
2161 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2163 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2164 if (light_info
->OriginalIndex
== light_idx
)
2171 TRACE("Light enabled state requested but light not defined.\n");
2172 return WINED3DERR_INVALIDCALL
;
2174 /* true is 128 according to SetLightEnable */
2175 *enable
= light_info
->enabled
? 128 : 0;
2179 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
,
2180 UINT plane_idx
, const struct wined3d_vec4
*plane
)
2182 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2184 /* Validate plane_idx. */
2185 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2187 TRACE("Application has requested clipplane this device doesn't support.\n");
2188 return WINED3DERR_INVALIDCALL
;
2191 device
->updateStateBlock
->changed
.clipplane
|= 1 << plane_idx
;
2193 if (!memcmp(&device
->updateStateBlock
->state
.clip_planes
[plane_idx
], plane
, sizeof(*plane
)))
2195 TRACE("Application is setting old values over, nothing to do.\n");
2199 device
->updateStateBlock
->state
.clip_planes
[plane_idx
] = *plane
;
2201 /* Handle recording of state blocks. */
2202 if (device
->isRecordingState
)
2204 TRACE("Recording... not performing anything.\n");
2208 device_invalidate_state(device
, STATE_CLIPPLANE(plane_idx
));
2213 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
,
2214 UINT plane_idx
, struct wined3d_vec4
*plane
)
2216 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2218 /* Validate plane_idx. */
2219 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2221 TRACE("Application has requested clipplane this device doesn't support.\n");
2222 return WINED3DERR_INVALIDCALL
;
2225 *plane
= device
->stateBlock
->state
.clip_planes
[plane_idx
];
2230 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
2231 const struct wined3d_clip_status
*clip_status
)
2233 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2236 return WINED3DERR_INVALIDCALL
;
2241 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
2242 struct wined3d_clip_status
*clip_status
)
2244 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2247 return WINED3DERR_INVALIDCALL
;
2252 HRESULT CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
2254 TRACE("device %p, material %p.\n", device
, material
);
2256 device
->updateStateBlock
->changed
.material
= TRUE
;
2257 device
->updateStateBlock
->state
.material
= *material
;
2259 /* Handle recording of state blocks */
2260 if (device
->isRecordingState
)
2262 TRACE("Recording... not performing anything.\n");
2266 device_invalidate_state(device
, STATE_MATERIAL
);
2271 HRESULT CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
2273 TRACE("device %p, material %p.\n", device
, material
);
2275 *material
= device
->updateStateBlock
->state
.material
;
2277 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2278 material
->diffuse
.r
, material
->diffuse
.g
,
2279 material
->diffuse
.b
, material
->diffuse
.a
);
2280 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2281 material
->ambient
.r
, material
->ambient
.g
,
2282 material
->ambient
.b
, material
->ambient
.a
);
2283 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2284 material
->specular
.r
, material
->specular
.g
,
2285 material
->specular
.b
, material
->specular
.a
);
2286 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2287 material
->emissive
.r
, material
->emissive
.g
,
2288 material
->emissive
.b
, material
->emissive
.a
);
2289 TRACE("power %.8e.\n", material
->power
);
2294 HRESULT CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
2295 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
2297 struct wined3d_buffer
*prev_buffer
;
2299 TRACE("device %p, buffer %p, format %s.\n",
2300 device
, buffer
, debug_d3dformat(format_id
));
2302 prev_buffer
= device
->updateStateBlock
->state
.index_buffer
;
2304 device
->updateStateBlock
->changed
.indices
= TRUE
;
2305 device
->updateStateBlock
->state
.index_buffer
= buffer
;
2306 device
->updateStateBlock
->state
.index_format
= format_id
;
2308 /* Handle recording of state blocks. */
2309 if (device
->isRecordingState
)
2311 TRACE("Recording... not performing anything.\n");
2313 wined3d_buffer_incref(buffer
);
2315 wined3d_buffer_decref(prev_buffer
);
2319 if (prev_buffer
!= buffer
)
2321 device_invalidate_state(device
, STATE_INDEXBUFFER
);
2324 InterlockedIncrement(&buffer
->resource
.bind_count
);
2325 wined3d_buffer_incref(buffer
);
2329 InterlockedDecrement(&prev_buffer
->resource
.bind_count
);
2330 wined3d_buffer_decref(prev_buffer
);
2337 HRESULT CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
, struct wined3d_buffer
**buffer
)
2339 TRACE("device %p, buffer %p.\n", device
, buffer
);
2341 *buffer
= device
->stateBlock
->state
.index_buffer
;
2344 wined3d_buffer_incref(*buffer
);
2346 TRACE("Returning %p.\n", *buffer
);
2351 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2352 HRESULT CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
2354 TRACE("device %p, base_index %d.\n", device
, base_index
);
2356 if (device
->updateStateBlock
->state
.base_vertex_index
== base_index
)
2358 TRACE("Application is setting the old value over, nothing to do\n");
2362 device
->updateStateBlock
->state
.base_vertex_index
= base_index
;
2364 if (device
->isRecordingState
)
2366 TRACE("Recording... not performing anything\n");
2372 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
2374 TRACE("device %p.\n", device
);
2376 return device
->stateBlock
->state
.base_vertex_index
;
2379 HRESULT CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
2381 TRACE("device %p, viewport %p.\n", device
, viewport
);
2382 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2383 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
2385 device
->updateStateBlock
->changed
.viewport
= TRUE
;
2386 device
->updateStateBlock
->state
.viewport
= *viewport
;
2388 /* Handle recording of state blocks */
2389 if (device
->isRecordingState
)
2391 TRACE("Recording... not performing anything\n");
2395 device_invalidate_state(device
, STATE_VIEWPORT
);
2400 HRESULT CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
2402 TRACE("device %p, viewport %p.\n", device
, viewport
);
2404 *viewport
= device
->stateBlock
->state
.viewport
;
2409 HRESULT CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2410 enum wined3d_render_state state
, DWORD value
)
2412 DWORD old_value
= device
->stateBlock
->state
.render_states
[state
];
2414 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2416 device
->updateStateBlock
->changed
.renderState
[state
>> 5] |= 1 << (state
& 0x1f);
2417 device
->updateStateBlock
->state
.render_states
[state
] = value
;
2419 /* Handle recording of state blocks. */
2420 if (device
->isRecordingState
)
2422 TRACE("Recording... not performing anything.\n");
2426 /* Compared here and not before the assignment to allow proper stateblock recording. */
2427 if (value
== old_value
)
2428 TRACE("Application is setting the old value over, nothing to do.\n");
2430 device_invalidate_state(device
, STATE_RENDER(state
));
2435 HRESULT CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
,
2436 enum wined3d_render_state state
, DWORD
*value
)
2438 TRACE("device %p, state %s (%#x), value %p.\n", device
, debug_d3drenderstate(state
), state
, value
);
2440 *value
= device
->stateBlock
->state
.render_states
[state
];
2445 HRESULT CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2446 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
2450 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2451 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2453 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2454 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2456 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2457 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2459 WARN("Invalid sampler %u.\n", sampler_idx
);
2460 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2463 old_value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2464 device
->updateStateBlock
->state
.sampler_states
[sampler_idx
][state
] = value
;
2465 device
->updateStateBlock
->changed
.samplerState
[sampler_idx
] |= 1 << state
;
2467 /* Handle recording of state blocks. */
2468 if (device
->isRecordingState
)
2470 TRACE("Recording... not performing anything.\n");
2474 if (old_value
== value
)
2476 TRACE("Application is setting the old value over, nothing to do.\n");
2480 device_invalidate_state(device
, STATE_SAMPLER(sampler_idx
));
2485 HRESULT CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2486 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD
*value
)
2488 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2489 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2491 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2492 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2494 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2495 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2497 WARN("Invalid sampler %u.\n", sampler_idx
);
2498 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2501 *value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2502 TRACE("Returning %#x.\n", *value
);
2507 HRESULT CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2509 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2511 device
->updateStateBlock
->changed
.scissorRect
= TRUE
;
2512 if (EqualRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
))
2514 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2517 CopyRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
);
2519 if (device
->isRecordingState
)
2521 TRACE("Recording... not performing anything.\n");
2525 device_invalidate_state(device
, STATE_SCISSORRECT
);
2530 HRESULT CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2532 TRACE("device %p, rect %p.\n", device
, rect
);
2534 *rect
= device
->updateStateBlock
->state
.scissor_rect
;
2535 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2540 HRESULT CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2541 struct wined3d_vertex_declaration
*declaration
)
2543 struct wined3d_vertex_declaration
*prev
= device
->updateStateBlock
->state
.vertex_declaration
;
2545 TRACE("device %p, declaration %p.\n", device
, declaration
);
2548 wined3d_vertex_declaration_incref(declaration
);
2550 wined3d_vertex_declaration_decref(prev
);
2552 device
->updateStateBlock
->state
.vertex_declaration
= declaration
;
2553 device
->updateStateBlock
->changed
.vertexDecl
= TRUE
;
2555 if (device
->isRecordingState
)
2557 TRACE("Recording... not performing anything.\n");
2560 else if (declaration
== prev
)
2562 /* Checked after the assignment to allow proper stateblock recording. */
2563 TRACE("Application is setting the old declaration over, nothing to do.\n");
2567 device_invalidate_state(device
, STATE_VDECL
);
2571 HRESULT CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
,
2572 struct wined3d_vertex_declaration
**declaration
)
2574 TRACE("device %p, declaration %p.\n", device
, declaration
);
2576 *declaration
= device
->stateBlock
->state
.vertex_declaration
;
2578 wined3d_vertex_declaration_incref(*declaration
);
2583 HRESULT CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2585 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.vertex_shader
;
2587 TRACE("device %p, shader %p.\n", device
, shader
);
2589 device
->updateStateBlock
->state
.vertex_shader
= shader
;
2590 device
->updateStateBlock
->changed
.vertexShader
= TRUE
;
2592 if (device
->isRecordingState
)
2595 wined3d_shader_incref(shader
);
2597 wined3d_shader_decref(prev
);
2598 TRACE("Recording... not performing anything.\n");
2604 TRACE("Application is setting the old shader over, nothing to do.\n");
2609 wined3d_shader_incref(shader
);
2611 wined3d_shader_decref(prev
);
2613 device_invalidate_state(device
, STATE_VSHADER
);
2618 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2620 struct wined3d_shader
*shader
;
2622 TRACE("device %p.\n", device
);
2624 shader
= device
->stateBlock
->state
.vertex_shader
;
2626 wined3d_shader_incref(shader
);
2628 TRACE("Returning %p.\n", shader
);
2632 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2633 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2635 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2638 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2639 device
, start_register
, constants
, bool_count
);
2641 if (!constants
|| start_register
>= MAX_CONST_B
)
2642 return WINED3DERR_INVALIDCALL
;
2644 memcpy(&device
->updateStateBlock
->state
.vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2645 for (i
= 0; i
< count
; ++i
)
2646 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2648 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2649 device
->updateStateBlock
->changed
.vertexShaderConstantsB
|= (1 << i
);
2651 if (!device
->isRecordingState
)
2652 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2657 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2658 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2660 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2662 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2663 device
, start_register
, constants
, bool_count
);
2665 if (!constants
|| start_register
>= MAX_CONST_B
)
2666 return WINED3DERR_INVALIDCALL
;
2668 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2673 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2674 UINT start_register
, const int *constants
, UINT vector4i_count
)
2676 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2679 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2680 device
, start_register
, constants
, vector4i_count
);
2682 if (!constants
|| start_register
>= MAX_CONST_I
)
2683 return WINED3DERR_INVALIDCALL
;
2685 memcpy(&device
->updateStateBlock
->state
.vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2686 for (i
= 0; i
< count
; ++i
)
2687 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2688 constants
[i
* 4], constants
[i
* 4 + 1],
2689 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2691 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2692 device
->updateStateBlock
->changed
.vertexShaderConstantsI
|= (1 << i
);
2694 if (!device
->isRecordingState
)
2695 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2700 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2701 UINT start_register
, int *constants
, UINT vector4i_count
)
2703 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2705 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2706 device
, start_register
, constants
, vector4i_count
);
2708 if (!constants
|| start_register
>= MAX_CONST_I
)
2709 return WINED3DERR_INVALIDCALL
;
2711 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2715 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2716 UINT start_register
, const float *constants
, UINT vector4f_count
)
2720 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2721 device
, start_register
, constants
, vector4f_count
);
2723 /* Specifically test start_register > limit to catch MAX_UINT overflows
2724 * when adding start_register + vector4f_count. */
2726 || start_register
+ vector4f_count
> device
->d3d_vshader_constantF
2727 || start_register
> device
->d3d_vshader_constantF
)
2728 return WINED3DERR_INVALIDCALL
;
2730 memcpy(&device
->updateStateBlock
->state
.vs_consts_f
[start_register
* 4],
2731 constants
, vector4f_count
* sizeof(float) * 4);
2734 for (i
= 0; i
< vector4f_count
; ++i
)
2735 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2736 constants
[i
* 4], constants
[i
* 4 + 1],
2737 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2740 if (!device
->isRecordingState
)
2742 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2743 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2746 memset(device
->updateStateBlock
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2747 sizeof(*device
->updateStateBlock
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2752 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2753 UINT start_register
, float *constants
, UINT vector4f_count
)
2755 int count
= min(vector4f_count
, device
->d3d_vshader_constantF
- start_register
);
2757 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2758 device
, start_register
, constants
, vector4f_count
);
2760 if (!constants
|| count
< 0)
2761 return WINED3DERR_INVALIDCALL
;
2763 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2768 static void device_invalidate_texture_stage(const struct wined3d_device
*device
, DWORD stage
)
2772 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
2774 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, i
));
2778 static void device_map_stage(struct wined3d_device
*device
, DWORD stage
, DWORD unit
)
2780 DWORD i
= device
->rev_tex_unit_map
[unit
];
2781 DWORD j
= device
->texUnitMap
[stage
];
2783 device
->texUnitMap
[stage
] = unit
;
2784 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
2785 device
->texUnitMap
[i
] = WINED3D_UNMAPPED_STAGE
;
2787 device
->rev_tex_unit_map
[unit
] = stage
;
2788 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
2789 device
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
2792 static void device_update_fixed_function_usage_map(struct wined3d_device
*device
)
2796 device
->fixed_function_usage_map
= 0;
2797 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2799 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2800 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
2801 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
2802 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
2803 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
2804 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
2805 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
2806 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
2807 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
2809 /* Not used, and disable higher stages. */
2810 if (color_op
== WINED3D_TOP_DISABLE
)
2813 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
2814 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
2815 || ((color_arg3
== WINED3DTA_TEXTURE
)
2816 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
2817 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
2818 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
2819 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2820 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
2821 device
->fixed_function_usage_map
|= (1 << i
);
2823 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
2824 && i
< MAX_TEXTURES
- 1)
2825 device
->fixed_function_usage_map
|= (1 << (i
+ 1));
2829 static void device_map_fixed_function_samplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2831 unsigned int i
, tex
;
2834 device_update_fixed_function_usage_map(device
);
2835 ffu_map
= device
->fixed_function_usage_map
;
2837 if (device
->max_ffp_textures
== gl_info
->limits
.texture_stages
2838 || device
->stateBlock
->state
.lowest_disabled_stage
<= device
->max_ffp_textures
)
2840 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2842 if (!(ffu_map
& 1)) continue;
2844 if (device
->texUnitMap
[i
] != i
)
2846 device_map_stage(device
, i
, i
);
2847 device_invalidate_state(device
, STATE_SAMPLER(i
));
2848 device_invalidate_texture_stage(device
, i
);
2854 /* Now work out the mapping */
2856 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2858 if (!(ffu_map
& 1)) continue;
2860 if (device
->texUnitMap
[i
] != tex
)
2862 device_map_stage(device
, i
, tex
);
2863 device_invalidate_state(device
, STATE_SAMPLER(i
));
2864 device_invalidate_texture_stage(device
, i
);
2871 static void device_map_psamplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2873 const enum wined3d_sampler_texture_type
*sampler_type
=
2874 device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2877 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2879 if (sampler_type
[i
] && device
->texUnitMap
[i
] != i
)
2881 device_map_stage(device
, i
, i
);
2882 device_invalidate_state(device
, STATE_SAMPLER(i
));
2883 if (i
< gl_info
->limits
.texture_stages
)
2884 device_invalidate_texture_stage(device
, i
);
2889 static BOOL
device_unit_free_for_vs(const struct wined3d_device
*device
,
2890 const enum wined3d_sampler_texture_type
*pshader_sampler_tokens
,
2891 const enum wined3d_sampler_texture_type
*vshader_sampler_tokens
, DWORD unit
)
2893 DWORD current_mapping
= device
->rev_tex_unit_map
[unit
];
2895 /* Not currently used */
2896 if (current_mapping
== WINED3D_UNMAPPED_STAGE
) return TRUE
;
2898 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
) {
2899 /* Used by a fragment sampler */
2901 if (!pshader_sampler_tokens
) {
2902 /* No pixel shader, check fixed function */
2903 return current_mapping
>= MAX_TEXTURES
|| !(device
->fixed_function_usage_map
& (1 << current_mapping
));
2906 /* Pixel shader, check the shader's sampler map */
2907 return !pshader_sampler_tokens
[current_mapping
];
2910 /* Used by a vertex sampler */
2911 return !vshader_sampler_tokens
[current_mapping
- MAX_FRAGMENT_SAMPLERS
];
2914 static void device_map_vsamplers(struct wined3d_device
*device
, BOOL ps
, const struct wined3d_gl_info
*gl_info
)
2916 const enum wined3d_sampler_texture_type
*vshader_sampler_type
=
2917 device
->stateBlock
->state
.vertex_shader
->reg_maps
.sampler_type
;
2918 const enum wined3d_sampler_texture_type
*pshader_sampler_type
= NULL
;
2919 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
) - 1;
2924 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2925 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2926 pshader_sampler_type
= device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2929 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
2930 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
2931 if (vshader_sampler_type
[i
])
2933 if (device
->texUnitMap
[vsampler_idx
] != WINED3D_UNMAPPED_STAGE
)
2935 /* Already mapped somewhere */
2941 if (device_unit_free_for_vs(device
, pshader_sampler_type
, vshader_sampler_type
, start
))
2943 device_map_stage(device
, vsampler_idx
, start
);
2944 device_invalidate_state(device
, STATE_SAMPLER(vsampler_idx
));
2956 void device_update_tex_unit_map(struct wined3d_device
*device
)
2958 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2959 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2960 BOOL vs
= use_vs(state
);
2961 BOOL ps
= use_ps(state
);
2964 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2965 * that would be really messy and require shader recompilation
2966 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2967 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2970 device_map_psamplers(device
, gl_info
);
2972 device_map_fixed_function_samplers(device
, gl_info
);
2975 device_map_vsamplers(device
, ps
, gl_info
);
2978 HRESULT CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2980 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.pixel_shader
;
2982 TRACE("device %p, shader %p.\n", device
, shader
);
2984 device
->updateStateBlock
->state
.pixel_shader
= shader
;
2985 device
->updateStateBlock
->changed
.pixelShader
= TRUE
;
2987 if (device
->isRecordingState
)
2990 wined3d_shader_incref(shader
);
2992 wined3d_shader_decref(prev
);
2993 TRACE("Recording... not performing anything.\n");
2999 TRACE("Application is setting the old shader over, nothing to do.\n");
3004 wined3d_shader_incref(shader
);
3006 wined3d_shader_decref(prev
);
3008 device_invalidate_state(device
, STATE_PIXELSHADER
);
3013 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
3015 struct wined3d_shader
*shader
;
3017 TRACE("device %p.\n", device
);
3019 shader
= device
->stateBlock
->state
.pixel_shader
;
3021 wined3d_shader_incref(shader
);
3023 TRACE("Returning %p.\n", shader
);
3027 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
3028 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
3030 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3033 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3034 device
, start_register
, constants
, bool_count
);
3036 if (!constants
|| start_register
>= MAX_CONST_B
)
3037 return WINED3DERR_INVALIDCALL
;
3039 memcpy(&device
->updateStateBlock
->state
.ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
3040 for (i
= 0; i
< count
; ++i
)
3041 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
3043 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3044 device
->updateStateBlock
->changed
.pixelShaderConstantsB
|= (1 << i
);
3046 if (!device
->isRecordingState
)
3047 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3052 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
3053 UINT start_register
, BOOL
*constants
, UINT bool_count
)
3055 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3057 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3058 device
, start_register
, constants
, bool_count
);
3060 if (!constants
|| start_register
>= MAX_CONST_B
)
3061 return WINED3DERR_INVALIDCALL
;
3063 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
3068 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
3069 UINT start_register
, const int *constants
, UINT vector4i_count
)
3071 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3074 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3075 device
, start_register
, constants
, vector4i_count
);
3077 if (!constants
|| start_register
>= MAX_CONST_I
)
3078 return WINED3DERR_INVALIDCALL
;
3080 memcpy(&device
->updateStateBlock
->state
.ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
3081 for (i
= 0; i
< count
; ++i
)
3082 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
3083 constants
[i
* 4], constants
[i
* 4 + 1],
3084 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3086 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3087 device
->updateStateBlock
->changed
.pixelShaderConstantsI
|= (1 << i
);
3089 if (!device
->isRecordingState
)
3090 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3095 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
3096 UINT start_register
, int *constants
, UINT vector4i_count
)
3098 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3100 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3101 device
, start_register
, constants
, vector4i_count
);
3103 if (!constants
|| start_register
>= MAX_CONST_I
)
3104 return WINED3DERR_INVALIDCALL
;
3106 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
3111 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
3112 UINT start_register
, const float *constants
, UINT vector4f_count
)
3116 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3117 device
, start_register
, constants
, vector4f_count
);
3119 /* Specifically test start_register > limit to catch MAX_UINT overflows
3120 * when adding start_register + vector4f_count. */
3122 || start_register
+ vector4f_count
> device
->d3d_pshader_constantF
3123 || start_register
> device
->d3d_pshader_constantF
)
3124 return WINED3DERR_INVALIDCALL
;
3126 memcpy(&device
->updateStateBlock
->state
.ps_consts_f
[start_register
* 4],
3127 constants
, vector4f_count
* sizeof(float) * 4);
3130 for (i
= 0; i
< vector4f_count
; ++i
)
3131 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
3132 constants
[i
* 4], constants
[i
* 4 + 1],
3133 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3136 if (!device
->isRecordingState
)
3138 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
3139 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3142 memset(device
->updateStateBlock
->changed
.pixelShaderConstantsF
+ start_register
, 1,
3143 sizeof(*device
->updateStateBlock
->changed
.pixelShaderConstantsF
) * vector4f_count
);
3148 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
3149 UINT start_register
, float *constants
, UINT vector4f_count
)
3151 int count
= min(vector4f_count
, device
->d3d_pshader_constantF
- start_register
);
3153 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3154 device
, start_register
, constants
, vector4f_count
);
3156 if (!constants
|| count
< 0)
3157 return WINED3DERR_INVALIDCALL
;
3159 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
3164 /* Context activation is done by the caller. */
3165 /* Do not call while under the GL lock. */
3166 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3167 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
3168 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
3171 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
3172 struct wined3d_viewport vp
;
3180 if (stream_info
->use_map
& (1 << WINED3D_FFP_NORMAL
))
3182 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3185 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_POSITION
)))
3187 ERR("Source has no position mask\n");
3188 return WINED3DERR_INVALIDCALL
;
3191 if (device
->stateBlock
->state
.render_states
[WINED3D_RS_CLIPPING
])
3193 static BOOL warned
= FALSE
;
3195 * The clipping code is not quite correct. Some things need
3196 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3197 * so disable clipping for now.
3198 * (The graphics in Half-Life are broken, and my processvertices
3199 * test crashes with IDirect3DDevice3)
3205 FIXME("Clipping is broken and disabled for now\n");
3211 vertex_size
= get_flexible_vertex_size(DestFVF
);
3212 if (FAILED(hr
= wined3d_buffer_map(dest
, dwDestIndex
* vertex_size
, dwCount
* vertex_size
, &dest_ptr
, 0)))
3214 WARN("Failed to map buffer, hr %#x.\n", hr
);
3218 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
3219 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
3220 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
3222 TRACE("View mat:\n");
3223 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
);
3224 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
);
3225 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
);
3226 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
);
3228 TRACE("Proj mat:\n");
3229 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
);
3230 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
);
3231 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
);
3232 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
);
3234 TRACE("World mat:\n");
3235 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
);
3236 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
);
3237 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
);
3238 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
);
3240 /* Get the viewport */
3241 wined3d_device_get_viewport(device
, &vp
);
3242 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3243 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
3245 multiply_matrix(&mat
,&view_mat
,&world_mat
);
3246 multiply_matrix(&mat
,&proj_mat
,&mat
);
3248 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
3250 for (i
= 0; i
< dwCount
; i
+= 1) {
3251 unsigned int tex_index
;
3253 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
3254 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
3255 /* The position first */
3256 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
3257 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3259 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
3261 /* Multiplication with world, view and projection matrix */
3262 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
);
3263 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
);
3264 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
);
3265 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
);
3267 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
3269 /* WARNING: The following things are taken from d3d7 and were not yet checked
3270 * against d3d8 or d3d9!
3273 /* Clipping conditions: From msdn
3275 * A vertex is clipped if it does not match the following requirements
3279 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3281 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3282 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3287 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
3288 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
3291 /* "Normal" viewport transformation (not clipped)
3292 * 1) The values are divided by rhw
3293 * 2) The y axis is negative, so multiply it with -1
3294 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3295 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3296 * 4) Multiply x with Width/2 and add Width/2
3297 * 5) The same for the height
3298 * 6) Add the viewpoint X and Y to the 2D coordinates and
3299 * The minimum Z value to z
3300 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3302 * Well, basically it's simply a linear transformation into viewport
3314 z
*= vp
.max_z
- vp
.min_z
;
3316 x
+= vp
.width
/ 2 + vp
.x
;
3317 y
+= vp
.height
/ 2 + vp
.y
;
3322 /* That vertex got clipped
3323 * Contrary to OpenGL it is not dropped completely, it just
3324 * undergoes a different calculation.
3326 TRACE("Vertex got clipped\n");
3333 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3334 * outside of the main vertex buffer memory. That needs some more
3339 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3342 ( (float *) dest_ptr
)[0] = x
;
3343 ( (float *) dest_ptr
)[1] = y
;
3344 ( (float *) dest_ptr
)[2] = z
;
3345 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3347 dest_ptr
+= 3 * sizeof(float);
3349 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
3350 dest_ptr
+= sizeof(float);
3353 if (DestFVF
& WINED3DFVF_PSIZE
)
3354 dest_ptr
+= sizeof(DWORD
);
3356 if (DestFVF
& WINED3DFVF_NORMAL
)
3358 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3359 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3360 /* AFAIK this should go into the lighting information */
3361 FIXME("Didn't expect the destination to have a normal\n");
3362 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3365 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3367 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3368 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3369 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_DIFFUSE
)))
3371 static BOOL warned
= FALSE
;
3374 ERR("No diffuse color in source, but destination has one\n");
3378 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3379 dest_ptr
+= sizeof(DWORD
);
3383 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3387 if (DestFVF
& WINED3DFVF_SPECULAR
)
3389 /* What's the color value in the feedback buffer? */
3390 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3391 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3392 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_SPECULAR
)))
3394 static BOOL warned
= FALSE
;
3397 ERR("No specular color in source, but destination has one\n");
3401 *( (DWORD
*) dest_ptr
) = 0xFF000000;
3402 dest_ptr
+= sizeof(DWORD
);
3406 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3410 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3412 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3413 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3414 if (!(stream_info
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3416 ERR("No source texture, but destination requests one\n");
3417 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3421 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3426 wined3d_buffer_unmap(dest
);
3430 #undef copy_and_next
3432 /* Do not call while under the GL lock. */
3433 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3434 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3435 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3437 struct wined3d_state
*state
= &device
->stateBlock
->state
;
3438 struct wined3d_stream_info stream_info
;
3439 const struct wined3d_gl_info
*gl_info
;
3440 BOOL streamWasUP
= state
->user_stream
;
3441 struct wined3d_context
*context
;
3442 struct wined3d_shader
*vs
;
3446 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3447 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3448 device
, src_start_idx
, dst_idx
, vertex_count
,
3449 dst_buffer
, declaration
, flags
, dst_fvf
);
3452 FIXME("Output vertex declaration not implemented yet.\n");
3454 /* Need any context to write to the vbo. */
3455 context
= context_acquire(device
, NULL
);
3456 gl_info
= context
->gl_info
;
3458 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3459 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3460 * restore it afterwards. */
3461 vs
= state
->vertex_shader
;
3462 state
->vertex_shader
= NULL
;
3463 state
->user_stream
= FALSE
;
3464 device_stream_info_from_declaration(device
, &stream_info
);
3465 state
->user_stream
= streamWasUP
;
3466 state
->vertex_shader
= vs
;
3468 /* We can't convert FROM a VBO, and vertex buffers used to source into
3469 * process_vertices() are unlikely to ever be used for drawing. Release
3470 * VBOs in those buffers and fix up the stream_info structure.
3472 * Also apply the start index. */
3473 for (i
= 0; i
< (sizeof(stream_info
.elements
) / sizeof(*stream_info
.elements
)); ++i
)
3475 struct wined3d_stream_info_element
*e
;
3477 if (!(stream_info
.use_map
& (1 << i
)))
3480 e
= &stream_info
.elements
[i
];
3481 if (e
->data
.buffer_object
)
3483 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
3484 e
->data
.buffer_object
= 0;
3485 e
->data
.addr
= (BYTE
*)((ULONG_PTR
)e
->data
.addr
+ (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
));
3487 GL_EXTCALL(glDeleteBuffersARB(1, &vb
->buffer_object
));
3488 vb
->buffer_object
= 0;
3492 e
->data
.addr
+= e
->stride
* src_start_idx
;
3495 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3496 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3498 context_release(context
);
3503 HRESULT CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3504 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3506 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3509 TRACE("device %p, stage %u, state %s, value %#x.\n",
3510 device
, stage
, debug_d3dtexturestate(state
), value
);
3512 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3514 WARN("Invalid state %#x passed.\n", state
);
3518 if (stage
>= gl_info
->limits
.texture_stages
)
3520 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3521 stage
, gl_info
->limits
.texture_stages
- 1);
3525 old_value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3526 device
->updateStateBlock
->changed
.textureState
[stage
] |= 1 << state
;
3527 device
->updateStateBlock
->state
.texture_states
[stage
][state
] = value
;
3529 if (device
->isRecordingState
)
3531 TRACE("Recording... not performing anything.\n");
3535 /* Checked after the assignments to allow proper stateblock recording. */
3536 if (old_value
== value
)
3538 TRACE("Application is setting the old value over, nothing to do.\n");
3542 if (stage
> device
->stateBlock
->state
.lowest_disabled_stage
3543 && device
->StateTable
[STATE_TEXTURESTAGE(0, state
)].representative
3544 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
))
3546 /* Colorop change above lowest disabled stage? That won't change
3547 * anything in the GL setup. Changes in other states are important on
3548 * disabled stages too. */
3552 if (state
== WINED3D_TSS_COLOR_OP
)
3556 if (value
== WINED3D_TOP_DISABLE
&& old_value
!= WINED3D_TOP_DISABLE
)
3558 /* Previously enabled stage disabled now. Make sure to dirtify
3559 * all enabled stages above stage, they have to be disabled.
3561 * The current stage is dirtified below. */
3562 for (i
= stage
+ 1; i
< device
->stateBlock
->state
.lowest_disabled_stage
; ++i
)
3564 TRACE("Additionally dirtifying stage %u.\n", i
);
3565 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3567 device
->stateBlock
->state
.lowest_disabled_stage
= stage
;
3568 TRACE("New lowest disabled: %u.\n", stage
);
3570 else if (value
!= WINED3D_TOP_DISABLE
&& old_value
== WINED3D_TOP_DISABLE
)
3572 /* Previously disabled stage enabled. Stages above it may need
3573 * enabling. Stage must be lowest_disabled_stage here, if it's
3574 * bigger success is returned above, and stages below the lowest
3575 * disabled stage can't be enabled (because they are enabled
3578 * Again stage stage doesn't need to be dirtified here, it is
3580 for (i
= stage
+ 1; i
< gl_info
->limits
.texture_stages
; ++i
)
3582 if (device
->updateStateBlock
->state
.texture_states
[i
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_DISABLE
)
3584 TRACE("Additionally dirtifying stage %u due to enable.\n", i
);
3585 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3587 device
->stateBlock
->state
.lowest_disabled_stage
= i
;
3588 TRACE("New lowest disabled: %u.\n", i
);
3592 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, state
));
3597 HRESULT CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3598 UINT stage
, enum wined3d_texture_stage_state state
, DWORD
*value
)
3600 TRACE("device %p, stage %u, state %s, value %p.\n",
3601 device
, stage
, debug_d3dtexturestate(state
), value
);
3603 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3605 WARN("Invalid state %#x passed.\n", state
);
3609 *value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3610 TRACE("Returning %#x.\n", *value
);
3615 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3616 UINT stage
, struct wined3d_texture
*texture
)
3618 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3619 struct wined3d_texture
*prev
;
3621 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3623 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3624 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3626 /* Windows accepts overflowing this array... we do not. */
3627 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3629 WARN("Ignoring invalid stage %u.\n", stage
);
3633 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
3635 WARN("Rejecting attempt to set scratch texture.\n");
3636 return WINED3DERR_INVALIDCALL
;
3639 device
->updateStateBlock
->changed
.textures
|= 1 << stage
;
3641 prev
= device
->updateStateBlock
->state
.textures
[stage
];
3642 TRACE("Previous texture %p.\n", prev
);
3644 if (texture
== prev
)
3646 TRACE("App is setting the same texture again, nothing to do.\n");
3650 TRACE("Setting new texture to %p.\n", texture
);
3651 device
->updateStateBlock
->state
.textures
[stage
] = texture
;
3653 if (device
->isRecordingState
)
3655 TRACE("Recording... not performing anything\n");
3657 if (texture
) wined3d_texture_incref(texture
);
3658 if (prev
) wined3d_texture_decref(prev
);
3665 LONG bind_count
= InterlockedIncrement(&texture
->resource
.bind_count
);
3667 wined3d_texture_incref(texture
);
3669 if (!prev
|| texture
->target
!= prev
->target
)
3670 device_invalidate_state(device
, STATE_PIXELSHADER
);
3672 if (!prev
&& stage
< gl_info
->limits
.texture_stages
)
3674 /* The source arguments for color and alpha ops have different
3675 * meanings when a NULL texture is bound, so the COLOR_OP and
3676 * ALPHA_OP have to be dirtified. */
3677 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
3678 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
3681 if (bind_count
== 1)
3682 texture
->sampler
= stage
;
3687 LONG bind_count
= InterlockedDecrement(&prev
->resource
.bind_count
);
3689 wined3d_texture_decref(prev
);
3691 if (!texture
&& stage
< gl_info
->limits
.texture_stages
)
3693 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
3694 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
3697 if (bind_count
&& prev
->sampler
== stage
)
3701 /* Search for other stages the texture is bound to. Shouldn't
3702 * happen if applications bind textures to a single stage only. */
3703 TRACE("Searching for other stages the texture is bound to.\n");
3704 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3706 if (device
->updateStateBlock
->state
.textures
[i
] == prev
)
3708 TRACE("Texture is also bound to stage %u.\n", i
);
3716 device_invalidate_state(device
, STATE_SAMPLER(stage
));
3721 HRESULT CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
,
3722 UINT stage
, struct wined3d_texture
**texture
)
3724 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3726 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3727 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3729 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3731 WARN("Ignoring invalid stage %u.\n", stage
);
3732 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
3735 *texture
= device
->stateBlock
->state
.textures
[stage
];
3737 wined3d_texture_incref(*texture
);
3739 TRACE("Returning %p.\n", *texture
);
3744 HRESULT CDECL
wined3d_device_get_back_buffer(const struct wined3d_device
*device
, UINT swapchain_idx
,
3745 UINT backbuffer_idx
, enum wined3d_backbuffer_type backbuffer_type
, struct wined3d_surface
**backbuffer
)
3747 struct wined3d_swapchain
*swapchain
;
3750 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3751 device
, swapchain_idx
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3753 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3756 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
3760 hr
= wined3d_swapchain_get_back_buffer(swapchain
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3761 wined3d_swapchain_decref(swapchain
);
3764 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx
, hr
);
3771 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3773 TRACE("device %p, caps %p.\n", device
, caps
);
3775 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3776 device
->create_parms
.device_type
, caps
);
3779 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
,
3780 UINT swapchain_idx
, struct wined3d_display_mode
*mode
)
3782 struct wined3d_swapchain
*swapchain
;
3785 TRACE("device %p, swapchain_idx %u, mode %p.\n", device
, swapchain_idx
, mode
);
3789 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3792 hr
= wined3d_swapchain_get_display_mode(swapchain
, mode
);
3793 wined3d_swapchain_decref(swapchain
);
3798 const struct wined3d_adapter
*adapter
= device
->adapter
;
3800 /* Don't read the real display mode, but return the stored mode
3801 * instead. X11 can't change the color depth, and some apps are
3802 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3803 * that GetDisplayMode still returns 24 bpp.
3805 * Also don't relay to the swapchain because with ddraw it's possible
3806 * that there isn't a swapchain at all. */
3807 mode
->width
= adapter
->screen_size
.cx
;
3808 mode
->height
= adapter
->screen_size
.cy
;
3809 mode
->format_id
= adapter
->screen_format
;
3810 mode
->refresh_rate
= 0;
3817 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3819 struct wined3d_stateblock
*stateblock
;
3822 TRACE("device %p.\n", device
);
3824 if (device
->isRecordingState
)
3825 return WINED3DERR_INVALIDCALL
;
3827 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3831 wined3d_stateblock_decref(device
->updateStateBlock
);
3832 device
->updateStateBlock
= stateblock
;
3833 device
->isRecordingState
= TRUE
;
3835 TRACE("Recording stateblock %p.\n", stateblock
);
3840 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3841 struct wined3d_stateblock
**stateblock
)
3843 struct wined3d_stateblock
*object
= device
->updateStateBlock
;
3845 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3847 if (!device
->isRecordingState
)
3849 WARN("Not recording.\n");
3851 return WINED3DERR_INVALIDCALL
;
3854 stateblock_init_contained_states(object
);
3856 *stateblock
= object
;
3857 device
->isRecordingState
= FALSE
;
3858 device
->updateStateBlock
= device
->stateBlock
;
3859 wined3d_stateblock_incref(device
->updateStateBlock
);
3861 TRACE("Returning stateblock %p.\n", *stateblock
);
3866 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3868 /* At the moment we have no need for any functionality at the beginning
3870 TRACE("device %p.\n", device
);
3872 if (device
->inScene
)
3874 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3875 return WINED3DERR_INVALIDCALL
;
3877 device
->inScene
= TRUE
;
3881 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3883 struct wined3d_context
*context
;
3885 TRACE("device %p.\n", device
);
3887 if (!device
->inScene
)
3889 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3890 return WINED3DERR_INVALIDCALL
;
3893 context
= context_acquire(device
, NULL
);
3894 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3896 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3898 context_release(context
);
3900 device
->inScene
= FALSE
;
3904 HRESULT CDECL
wined3d_device_present(const struct wined3d_device
*device
, const RECT
*src_rect
,
3905 const RECT
*dst_rect
, HWND dst_window_override
, const RGNDATA
*dirty_region
)
3909 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
3910 device
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
3911 dst_window_override
, dirty_region
);
3913 for (i
= 0; i
< device
->swapchain_count
; ++i
)
3915 wined3d_swapchain_present(device
->swapchains
[i
], src_rect
,
3916 dst_rect
, dst_window_override
, dirty_region
, 0);
3922 /* Do not call while under the GL lock. */
3923 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
3924 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
3928 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3929 device
, rect_count
, rects
, flags
, color
->r
, color
->g
, color
->b
, color
->a
, depth
, stencil
);
3931 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
3933 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
3936 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3937 /* TODO: What about depth stencil buffers without stencil bits? */
3938 return WINED3DERR_INVALIDCALL
;
3940 else if (flags
& WINED3DCLEAR_TARGET
)
3942 if (ds
->resource
.width
< device
->fb
.render_targets
[0]->resource
.width
3943 || ds
->resource
.height
< device
->fb
.render_targets
[0]->resource
.height
)
3945 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3951 wined3d_get_draw_rect(&device
->stateBlock
->state
, &draw_rect
);
3952 device_clear_render_targets(device
, device
->adapter
->gl_info
.limits
.buffers
,
3953 &device
->fb
, rect_count
, rects
, &draw_rect
, flags
, color
, depth
, stencil
);
3958 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
3959 enum wined3d_primitive_type primitive_type
)
3961 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
3963 device
->updateStateBlock
->changed
.primitive_type
= TRUE
;
3964 device
->updateStateBlock
->state
.gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
3967 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
3968 enum wined3d_primitive_type
*primitive_type
)
3970 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
3972 *primitive_type
= d3d_primitive_type_from_gl(device
->stateBlock
->state
.gl_primitive_type
);
3974 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
3977 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
3979 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
3981 if (!device
->stateBlock
->state
.vertex_declaration
)
3983 WARN("Called without a valid vertex declaration set.\n");
3984 return WINED3DERR_INVALIDCALL
;
3987 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
3988 if (device
->stateBlock
->state
.user_stream
)
3990 device_invalidate_state(device
, STATE_INDEXBUFFER
);
3991 device
->stateBlock
->state
.user_stream
= FALSE
;
3994 if (device
->stateBlock
->state
.load_base_vertex_index
)
3996 device
->stateBlock
->state
.load_base_vertex_index
= 0;
3997 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4000 /* Account for the loading offset due to index buffers. Instead of
4001 * reloading all sources correct it with the startvertex parameter. */
4002 drawPrimitive(device
, vertex_count
, start_vertex
, FALSE
, NULL
);
4006 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
4008 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4010 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
4012 if (!device
->stateBlock
->state
.index_buffer
)
4014 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4015 * without an index buffer set. (The first time at least...)
4016 * D3D8 simply dies, but I doubt it can do much harm to return
4017 * D3DERR_INVALIDCALL there as well. */
4018 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4019 return WINED3DERR_INVALIDCALL
;
4022 if (!device
->stateBlock
->state
.vertex_declaration
)
4024 WARN("Called without a valid vertex declaration set.\n");
4025 return WINED3DERR_INVALIDCALL
;
4028 if (device
->stateBlock
->state
.user_stream
)
4030 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4031 device
->stateBlock
->state
.user_stream
= FALSE
;
4034 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
4035 device
->stateBlock
->state
.load_base_vertex_index
!= device
->stateBlock
->state
.base_vertex_index
)
4037 device
->stateBlock
->state
.load_base_vertex_index
= device
->stateBlock
->state
.base_vertex_index
;
4038 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4041 drawPrimitive(device
, index_count
, start_idx
, TRUE
, NULL
);
4046 HRESULT CDECL
wined3d_device_draw_primitive_up(struct wined3d_device
*device
, UINT vertex_count
,
4047 const void *stream_data
, UINT stream_stride
)
4049 struct wined3d_stream_state
*stream
;
4050 struct wined3d_buffer
*vb
;
4052 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4053 device
, vertex_count
, stream_data
, stream_stride
);
4055 if (!device
->stateBlock
->state
.vertex_declaration
)
4057 WARN("Called without a valid vertex declaration set.\n");
4058 return WINED3DERR_INVALIDCALL
;
4061 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4062 stream
= &device
->stateBlock
->state
.streams
[0];
4063 vb
= stream
->buffer
;
4064 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4066 wined3d_buffer_decref(vb
);
4068 stream
->stride
= stream_stride
;
4069 device
->stateBlock
->state
.user_stream
= TRUE
;
4070 if (device
->stateBlock
->state
.load_base_vertex_index
)
4072 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4073 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4076 /* TODO: Only mark dirty if drawing from a different UP address */
4077 device_invalidate_state(device
, STATE_STREAMSRC
);
4079 drawPrimitive(device
, vertex_count
, 0, FALSE
, NULL
);
4081 /* MSDN specifies stream zero settings must be set to NULL */
4082 stream
->buffer
= NULL
;
4085 /* stream zero settings set to null at end, as per the msdn. No need to
4086 * mark dirty here, the app has to set the new stream sources or use UP
4091 HRESULT CDECL
wined3d_device_draw_indexed_primitive_up(struct wined3d_device
*device
,
4092 UINT index_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
,
4093 const void *stream_data
, UINT stream_stride
)
4095 struct wined3d_stream_state
*stream
;
4096 struct wined3d_buffer
*vb
, *ib
;
4098 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4099 device
, index_count
, index_data
, debug_d3dformat(index_data_format_id
), stream_data
, stream_stride
);
4101 if (!device
->stateBlock
->state
.vertex_declaration
)
4103 WARN("(%p) : Called without a valid vertex declaration set\n", device
);
4104 return WINED3DERR_INVALIDCALL
;
4107 stream
= &device
->stateBlock
->state
.streams
[0];
4108 vb
= stream
->buffer
;
4109 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4111 wined3d_buffer_decref(vb
);
4113 stream
->stride
= stream_stride
;
4114 device
->stateBlock
->state
.user_stream
= TRUE
;
4115 device
->stateBlock
->state
.index_format
= index_data_format_id
;
4117 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4118 device
->stateBlock
->state
.base_vertex_index
= 0;
4119 if (device
->stateBlock
->state
.load_base_vertex_index
)
4121 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4122 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4124 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4125 device_invalidate_state(device
, STATE_STREAMSRC
);
4126 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4128 drawPrimitive(device
, index_count
, 0, TRUE
, index_data
);
4130 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4131 stream
->buffer
= NULL
;
4133 ib
= device
->stateBlock
->state
.index_buffer
;
4136 wined3d_buffer_decref(ib
);
4137 device
->stateBlock
->state
.index_buffer
= NULL
;
4139 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4140 * SetStreamSource to specify a vertex buffer
4146 HRESULT CDECL
wined3d_device_draw_primitive_strided(struct wined3d_device
*device
,
4147 UINT vertex_count
, const struct wined3d_strided_data
*strided_data
)
4149 /* Mark the state dirty until we have nicer tracking. It's fine to change
4150 * baseVertexIndex because that call is only called by ddraw which does
4151 * not need that value. */
4152 device_invalidate_state(device
, STATE_VDECL
);
4153 device_invalidate_state(device
, STATE_STREAMSRC
);
4154 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4156 device
->stateBlock
->state
.base_vertex_index
= 0;
4157 device
->up_strided
= strided_data
;
4158 drawPrimitive(device
, vertex_count
, 0, FALSE
, NULL
);
4159 device
->up_strided
= NULL
;
4161 /* Invalidate the states again to make sure the values from the stateblock
4162 * are properly applied in the next regular draw. Note that the application-
4163 * provided strided data has ovwritten pretty much the entire vertex and
4164 * and index stream related states */
4165 device_invalidate_state(device
, STATE_VDECL
);
4166 device_invalidate_state(device
, STATE_STREAMSRC
);
4167 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4171 HRESULT CDECL
wined3d_device_draw_indexed_primitive_strided(struct wined3d_device
*device
,
4172 UINT index_count
, const struct wined3d_strided_data
*strided_data
,
4173 UINT vertex_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
)
4175 enum wined3d_format_id prev_idx_format
;
4177 /* Mark the state dirty until we have nicer tracking
4178 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4181 device_invalidate_state(device
, STATE_VDECL
);
4182 device_invalidate_state(device
, STATE_STREAMSRC
);
4183 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4185 prev_idx_format
= device
->stateBlock
->state
.index_format
;
4186 device
->stateBlock
->state
.index_format
= index_data_format_id
;
4187 device
->stateBlock
->state
.user_stream
= TRUE
;
4188 device
->stateBlock
->state
.base_vertex_index
= 0;
4189 device
->up_strided
= strided_data
;
4190 drawPrimitive(device
, index_count
, 0, TRUE
, index_data
);
4191 device
->up_strided
= NULL
;
4192 device
->stateBlock
->state
.index_format
= prev_idx_format
;
4194 device_invalidate_state(device
, STATE_VDECL
);
4195 device_invalidate_state(device
, STATE_STREAMSRC
);
4196 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4200 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4201 static HRESULT
device_update_volume(struct wined3d_device
*device
,
4202 struct wined3d_volume
*src_volume
, struct wined3d_volume
*dst_volume
)
4204 struct wined3d_map_desc src
;
4205 struct wined3d_map_desc dst
;
4208 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4209 device
, src_volume
, dst_volume
);
4211 /* TODO: Implement direct loading into the gl volume instead of using
4212 * memcpy and dirtification to improve loading performance. */
4213 hr
= wined3d_volume_map(src_volume
, &src
, NULL
, WINED3DLOCK_READONLY
);
4214 if (FAILED(hr
)) return hr
;
4215 hr
= wined3d_volume_map(dst_volume
, &dst
, NULL
, WINED3DLOCK_DISCARD
);
4218 wined3d_volume_unmap(src_volume
);
4222 memcpy(dst
.data
, src
.data
, dst_volume
->resource
.size
);
4224 hr
= wined3d_volume_unmap(dst_volume
);
4226 wined3d_volume_unmap(src_volume
);
4228 hr
= wined3d_volume_unmap(src_volume
);
4233 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
4234 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
4236 enum wined3d_resource_type type
;
4237 unsigned int level_count
, i
;
4240 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
4242 /* Verify that the source and destination textures are non-NULL. */
4243 if (!src_texture
|| !dst_texture
)
4245 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4246 return WINED3DERR_INVALIDCALL
;
4249 if (src_texture
== dst_texture
)
4251 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4252 return WINED3DERR_INVALIDCALL
;
4255 /* Verify that the source and destination textures are the same type. */
4256 type
= src_texture
->resource
.type
;
4257 if (dst_texture
->resource
.type
!= type
)
4259 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4260 return WINED3DERR_INVALIDCALL
;
4263 /* Check that both textures have the identical numbers of levels. */
4264 level_count
= wined3d_texture_get_level_count(src_texture
);
4265 if (wined3d_texture_get_level_count(dst_texture
) != level_count
)
4267 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4268 return WINED3DERR_INVALIDCALL
;
4271 /* Make sure that the destination texture is loaded. */
4272 dst_texture
->texture_ops
->texture_preload(dst_texture
, SRGB_RGB
);
4274 /* Update every surface level of the texture. */
4277 case WINED3D_RTYPE_TEXTURE
:
4279 struct wined3d_surface
*src_surface
;
4280 struct wined3d_surface
*dst_surface
;
4282 for (i
= 0; i
< level_count
; ++i
)
4284 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4285 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4286 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4289 WARN("Failed to update surface, hr %#x.\n", hr
);
4296 case WINED3D_RTYPE_CUBE_TEXTURE
:
4298 struct wined3d_surface
*src_surface
;
4299 struct wined3d_surface
*dst_surface
;
4301 for (i
= 0; i
< level_count
* 6; ++i
)
4303 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4304 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4305 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4308 WARN("Failed to update surface, hr %#x.\n", hr
);
4315 case WINED3D_RTYPE_VOLUME_TEXTURE
:
4317 for (i
= 0; i
< level_count
; ++i
)
4319 hr
= device_update_volume(device
,
4320 volume_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
)),
4321 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
)));
4324 WARN("Failed to update volume, hr %#x.\n", hr
);
4332 FIXME("Unsupported texture type %#x.\n", type
);
4333 return WINED3DERR_INVALIDCALL
;
4339 HRESULT CDECL
wined3d_device_get_front_buffer_data(const struct wined3d_device
*device
,
4340 UINT swapchain_idx
, struct wined3d_surface
*dst_surface
)
4342 struct wined3d_swapchain
*swapchain
;
4345 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device
, swapchain_idx
, dst_surface
);
4347 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4348 if (FAILED(hr
)) return hr
;
4350 hr
= wined3d_swapchain_get_front_buffer_data(swapchain
, dst_surface
);
4351 wined3d_swapchain_decref(swapchain
);
4356 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
4358 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4359 struct wined3d_texture
*texture
;
4362 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
4364 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4366 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
4368 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4369 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4371 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
4373 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4374 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4377 texture
= state
->textures
[i
];
4378 if (!texture
|| texture
->resource
.format
->flags
& WINED3DFMT_FLAG_FILTERING
) continue;
4380 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
4382 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i
);
4385 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
4387 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i
);
4390 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
4391 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
4393 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i
);
4398 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
4399 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
4401 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4402 struct wined3d_surface
*target
= device
->fb
.render_targets
[0];
4405 && (ds
->resource
.width
< target
->resource
.width
|| ds
->resource
.height
< target
->resource
.height
))
4407 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4408 return WINED3DERR_CONFLICTINGRENDERSTATE
;
4412 /* return a sensible default */
4415 TRACE("returning D3D_OK\n");
4419 HRESULT CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
4423 TRACE("device %p, software %#x.\n", device
, software
);
4427 FIXME("device %p, software %#x stub!\n", device
, software
);
4431 device
->softwareVertexProcessing
= software
;
4436 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
4440 TRACE("device %p.\n", device
);
4444 TRACE("device %p stub!\n", device
);
4448 return device
->softwareVertexProcessing
;
4451 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
4452 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
4454 struct wined3d_swapchain
*swapchain
;
4457 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4458 device
, swapchain_idx
, raster_status
);
4460 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4463 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
4467 hr
= wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
4468 wined3d_swapchain_decref(swapchain
);
4471 WARN("Failed to get raster status, hr %#x.\n", hr
);
4478 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
4482 TRACE("device %p, segments %.8e.\n", device
, segments
);
4484 if (segments
!= 0.0f
)
4488 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
4496 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
4500 TRACE("device %p.\n", device
);
4504 FIXME("device %p stub!\n", device
);
4511 HRESULT CDECL
wined3d_device_update_surface(struct wined3d_device
*device
,
4512 struct wined3d_surface
*src_surface
, const RECT
*src_rect
,
4513 struct wined3d_surface
*dst_surface
, const POINT
*dst_point
)
4515 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4516 device
, src_surface
, wine_dbgstr_rect(src_rect
),
4517 dst_surface
, wine_dbgstr_point(dst_point
));
4519 if (src_surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
|| dst_surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
4521 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4522 src_surface
, dst_surface
);
4523 return WINED3DERR_INVALIDCALL
;
4526 return surface_upload_from_surface(dst_surface
, dst_point
, src_surface
, src_rect
);
4529 HRESULT CDECL
wined3d_device_draw_rect_patch(struct wined3d_device
*device
, UINT handle
,
4530 const float *num_segs
, const struct wined3d_rect_patch_info
*rect_patch_info
)
4532 struct wined3d_rect_patch
*patch
;
4533 GLenum old_primitive_type
;
4538 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4539 device
, handle
, num_segs
, rect_patch_info
);
4541 if (!(handle
|| rect_patch_info
))
4543 /* TODO: Write a test for the return value, thus the FIXME */
4544 FIXME("Both handle and rect_patch_info are NULL.\n");
4545 return WINED3DERR_INVALIDCALL
;
4550 i
= PATCHMAP_HASHFUNC(handle
);
4552 LIST_FOR_EACH(e
, &device
->patches
[i
])
4554 patch
= LIST_ENTRY(e
, struct wined3d_rect_patch
, entry
);
4555 if (patch
->Handle
== handle
)
4564 TRACE("Patch does not exist. Creating a new one\n");
4565 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4566 patch
->Handle
= handle
;
4567 list_add_head(&device
->patches
[i
], &patch
->entry
);
4569 TRACE("Found existing patch %p\n", patch
);
4574 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4575 * attributes we have to tesselate, read back, and draw. This needs a patch
4576 * management structure instance. Create one.
4578 * A possible improvement is to check if a vertex shader is used, and if not directly
4581 FIXME("Drawing an uncached patch. This is slow\n");
4582 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4585 if (num_segs
[0] != patch
->numSegs
[0] || num_segs
[1] != patch
->numSegs
[1]
4586 || num_segs
[2] != patch
->numSegs
[2] || num_segs
[3] != patch
->numSegs
[3]
4587 || (rect_patch_info
&& memcmp(rect_patch_info
, &patch
->rect_patch_info
, sizeof(*rect_patch_info
))))
4590 TRACE("Tesselation density or patch info changed, retesselating\n");
4592 if (rect_patch_info
)
4593 patch
->rect_patch_info
= *rect_patch_info
;
4595 patch
->numSegs
[0] = num_segs
[0];
4596 patch
->numSegs
[1] = num_segs
[1];
4597 patch
->numSegs
[2] = num_segs
[2];
4598 patch
->numSegs
[3] = num_segs
[3];
4600 hr
= tesselate_rectpatch(device
, patch
);
4603 WARN("Patch tesselation failed.\n");
4605 /* Do not release the handle to store the params of the patch */
4607 HeapFree(GetProcessHeap(), 0, patch
);
4613 old_primitive_type
= device
->stateBlock
->state
.gl_primitive_type
;
4614 device
->stateBlock
->state
.gl_primitive_type
= GL_TRIANGLES
;
4615 wined3d_device_draw_primitive_strided(device
, patch
->numSegs
[0] * patch
->numSegs
[1] * 2 * 3, &patch
->strided
);
4616 device
->stateBlock
->state
.gl_primitive_type
= old_primitive_type
;
4618 /* Destroy uncached patches */
4621 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4622 HeapFree(GetProcessHeap(), 0, patch
);
4627 HRESULT CDECL
wined3d_device_draw_tri_patch(struct wined3d_device
*device
, UINT handle
,
4628 const float *segment_count
, const struct wined3d_tri_patch_info
*patch_info
)
4630 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4631 device
, handle
, segment_count
, patch_info
);
4636 HRESULT CDECL
wined3d_device_delete_patch(struct wined3d_device
*device
, UINT handle
)
4638 struct wined3d_rect_patch
*patch
;
4642 TRACE("device %p, handle %#x.\n", device
, handle
);
4644 i
= PATCHMAP_HASHFUNC(handle
);
4645 LIST_FOR_EACH(e
, &device
->patches
[i
])
4647 patch
= LIST_ENTRY(e
, struct wined3d_rect_patch
, entry
);
4648 if (patch
->Handle
== handle
)
4650 TRACE("Deleting patch %p\n", patch
);
4651 list_remove(&patch
->entry
);
4652 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4653 HeapFree(GetProcessHeap(), 0, patch
);
4658 /* TODO: Write a test for the return value */
4659 FIXME("Attempt to destroy nonexistent patch\n");
4660 return WINED3DERR_INVALIDCALL
;
4663 /* Do not call while under the GL lock. */
4664 HRESULT CDECL
wined3d_device_color_fill(struct wined3d_device
*device
,
4665 struct wined3d_surface
*surface
, const RECT
*rect
, const struct wined3d_color
*color
)
4669 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4670 device
, surface
, wine_dbgstr_rect(rect
),
4671 color
->r
, color
->g
, color
->b
, color
->a
);
4673 if (surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
&& surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
4675 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface
->resource
.pool
));
4676 return WINED3DERR_INVALIDCALL
;
4681 SetRect(&r
, 0, 0, surface
->resource
.width
, surface
->resource
.height
);
4685 return surface_color_fill(surface
, rect
, color
);
4688 /* Do not call while under the GL lock. */
4689 void CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4690 struct wined3d_rendertarget_view
*rendertarget_view
, const struct wined3d_color
*color
)
4692 struct wined3d_resource
*resource
;
4696 resource
= rendertarget_view
->resource
;
4697 if (resource
->type
!= WINED3D_RTYPE_SURFACE
)
4699 FIXME("Only supported on surface resources\n");
4703 SetRect(&rect
, 0, 0, resource
->width
, resource
->height
);
4704 hr
= surface_color_fill(surface_from_resource(resource
), &rect
, color
);
4705 if (FAILED(hr
)) ERR("Color fill failed, hr %#x.\n", hr
);
4708 HRESULT CDECL
wined3d_device_get_render_target(const struct wined3d_device
*device
,
4709 UINT render_target_idx
, struct wined3d_surface
**render_target
)
4711 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4712 device
, render_target_idx
, render_target
);
4714 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4716 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4717 return WINED3DERR_INVALIDCALL
;
4720 *render_target
= device
->fb
.render_targets
[render_target_idx
];
4721 TRACE("Returning render target %p.\n", *render_target
);
4723 if (!*render_target
)
4724 return WINED3DERR_NOTFOUND
;
4726 wined3d_surface_incref(*render_target
);
4731 HRESULT CDECL
wined3d_device_get_depth_stencil(const struct wined3d_device
*device
,
4732 struct wined3d_surface
**depth_stencil
)
4734 TRACE("device %p, depth_stencil %p.\n", device
, depth_stencil
);
4736 *depth_stencil
= device
->fb
.depth_stencil
;
4737 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil
);
4739 if (!*depth_stencil
)
4740 return WINED3DERR_NOTFOUND
;
4742 wined3d_surface_incref(*depth_stencil
);
4747 HRESULT CDECL
wined3d_device_set_render_target(struct wined3d_device
*device
,
4748 UINT render_target_idx
, struct wined3d_surface
*render_target
, BOOL set_viewport
)
4750 struct wined3d_surface
*prev
;
4752 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4753 device
, render_target_idx
, render_target
, set_viewport
);
4755 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4757 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4758 return WINED3DERR_INVALIDCALL
;
4761 prev
= device
->fb
.render_targets
[render_target_idx
];
4762 if (render_target
== prev
)
4764 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4768 /* Render target 0 can't be set to NULL. */
4769 if (!render_target
&& !render_target_idx
)
4771 WARN("Trying to set render target 0 to NULL.\n");
4772 return WINED3DERR_INVALIDCALL
;
4775 if (render_target
&& !(render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
4777 FIXME("Surface %p doesn't have render target usage.\n", render_target
);
4778 return WINED3DERR_INVALIDCALL
;
4782 wined3d_surface_incref(render_target
);
4783 device
->fb
.render_targets
[render_target_idx
] = render_target
;
4784 /* Release after the assignment, to prevent device_resource_released()
4785 * from seeing the surface as still in use. */
4787 wined3d_surface_decref(prev
);
4789 /* Render target 0 is special. */
4790 if (!render_target_idx
&& set_viewport
)
4792 /* Set the viewport and scissor rectangles, if requested. Tests show
4793 * that stateblock recording is ignored, the change goes directly
4794 * into the primary stateblock. */
4795 device
->stateBlock
->state
.viewport
.height
= device
->fb
.render_targets
[0]->resource
.height
;
4796 device
->stateBlock
->state
.viewport
.width
= device
->fb
.render_targets
[0]->resource
.width
;
4797 device
->stateBlock
->state
.viewport
.x
= 0;
4798 device
->stateBlock
->state
.viewport
.y
= 0;
4799 device
->stateBlock
->state
.viewport
.max_z
= 1.0f
;
4800 device
->stateBlock
->state
.viewport
.min_z
= 0.0f
;
4801 device_invalidate_state(device
, STATE_VIEWPORT
);
4803 device
->stateBlock
->state
.scissor_rect
.top
= 0;
4804 device
->stateBlock
->state
.scissor_rect
.left
= 0;
4805 device
->stateBlock
->state
.scissor_rect
.right
= device
->stateBlock
->state
.viewport
.width
;
4806 device
->stateBlock
->state
.scissor_rect
.bottom
= device
->stateBlock
->state
.viewport
.height
;
4807 device_invalidate_state(device
, STATE_SCISSORRECT
);
4810 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4815 HRESULT CDECL
wined3d_device_set_depth_stencil(struct wined3d_device
*device
, struct wined3d_surface
*depth_stencil
)
4817 struct wined3d_surface
*prev
= device
->fb
.depth_stencil
;
4819 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4820 device
, depth_stencil
, prev
);
4822 if (prev
== depth_stencil
)
4824 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4830 if (device
->swapchains
[0]->desc
.flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4831 || prev
->flags
& SFLAG_DISCARD
)
4833 surface_modify_ds_location(prev
, SFLAG_DISCARDED
,
4834 prev
->resource
.width
, prev
->resource
.height
);
4835 if (prev
== device
->onscreen_depth_stencil
)
4837 wined3d_surface_decref(device
->onscreen_depth_stencil
);
4838 device
->onscreen_depth_stencil
= NULL
;
4843 device
->fb
.depth_stencil
= depth_stencil
;
4845 wined3d_surface_incref(depth_stencil
);
4847 if (!prev
!= !depth_stencil
)
4849 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4850 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_ZENABLE
));
4851 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
4852 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
4853 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4855 else if (prev
&& prev
->resource
.format
->depth_size
!= depth_stencil
->resource
.format
->depth_size
)
4857 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4860 wined3d_surface_decref(prev
);
4862 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4867 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4868 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_surface
*cursor_image
)
4870 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4871 device
, x_hotspot
, y_hotspot
, cursor_image
);
4873 /* some basic validation checks */
4874 if (device
->cursorTexture
)
4876 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4878 glDeleteTextures(1, &device
->cursorTexture
);
4880 context_release(context
);
4881 device
->cursorTexture
= 0;
4886 struct wined3d_map_desc map_desc
;
4888 /* MSDN: Cursor must be A8R8G8B8 */
4889 if (cursor_image
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4891 WARN("surface %p has an invalid format.\n", cursor_image
);
4892 return WINED3DERR_INVALIDCALL
;
4895 /* MSDN: Cursor must be smaller than the display mode */
4896 if (cursor_image
->resource
.width
> device
->adapter
->screen_size
.cx
4897 || cursor_image
->resource
.height
> device
->adapter
->screen_size
.cy
)
4899 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4900 cursor_image
, cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4901 device
->adapter
->screen_size
.cx
, device
->adapter
->screen_size
.cy
);
4902 return WINED3DERR_INVALIDCALL
;
4905 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4907 /* Do not store the surface's pointer because the application may
4908 * release it after setting the cursor image. Windows doesn't
4909 * addref the set surface, so we can't do this either without
4910 * creating circular refcount dependencies. Copy out the gl texture
4912 device
->cursorWidth
= cursor_image
->resource
.width
;
4913 device
->cursorHeight
= cursor_image
->resource
.height
;
4914 if (SUCCEEDED(wined3d_surface_map(cursor_image
, &map_desc
, NULL
, WINED3DLOCK_READONLY
)))
4916 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4917 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
4918 struct wined3d_context
*context
;
4919 char *mem
, *bits
= map_desc
.data
;
4920 GLint intfmt
= format
->glInternal
;
4921 GLint gl_format
= format
->glFormat
;
4922 GLint type
= format
->glType
;
4923 INT height
= device
->cursorHeight
;
4924 INT width
= device
->cursorWidth
;
4925 INT bpp
= format
->byte_count
;
4928 /* Reformat the texture memory (pitch and width can be
4930 mem
= HeapAlloc(GetProcessHeap(), 0, width
* height
* bpp
);
4931 for (i
= 0; i
< height
; ++i
)
4932 memcpy(&mem
[width
* bpp
* i
], &bits
[map_desc
.row_pitch
* i
], width
* bpp
);
4933 wined3d_surface_unmap(cursor_image
);
4935 context
= context_acquire(device
, NULL
);
4939 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
4941 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
4942 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4945 invalidate_active_texture(device
, context
);
4946 /* Create a new cursor texture */
4947 glGenTextures(1, &device
->cursorTexture
);
4948 checkGLcall("glGenTextures");
4949 context_bind_texture(context
, GL_TEXTURE_2D
, device
->cursorTexture
);
4950 /* Copy the bitmap memory into the cursor texture */
4951 glTexImage2D(GL_TEXTURE_2D
, 0, intfmt
, width
, height
, 0, gl_format
, type
, mem
);
4952 checkGLcall("glTexImage2D");
4953 HeapFree(GetProcessHeap(), 0, mem
);
4955 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
4957 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
4958 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4963 context_release(context
);
4967 FIXME("A cursor texture was not returned.\n");
4968 device
->cursorTexture
= 0;
4971 if (cursor_image
->resource
.width
== 32 && cursor_image
->resource
.height
== 32)
4973 UINT mask_size
= cursor_image
->resource
.width
* cursor_image
->resource
.height
/ 8;
4974 ICONINFO cursorInfo
;
4978 /* 32-bit user32 cursors ignore the alpha channel if it's all
4979 * zeroes, and use the mask instead. Fill the mask with all ones
4980 * to ensure we still get a fully transparent cursor. */
4981 maskBits
= HeapAlloc(GetProcessHeap(), 0, mask_size
);
4982 memset(maskBits
, 0xff, mask_size
);
4983 wined3d_surface_map(cursor_image
, &map_desc
, NULL
,
4984 WINED3DLOCK_NO_DIRTY_UPDATE
| WINED3DLOCK_READONLY
);
4985 TRACE("width: %u height: %u.\n", cursor_image
->resource
.width
, cursor_image
->resource
.height
);
4987 cursorInfo
.fIcon
= FALSE
;
4988 cursorInfo
.xHotspot
= x_hotspot
;
4989 cursorInfo
.yHotspot
= y_hotspot
;
4990 cursorInfo
.hbmMask
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4992 cursorInfo
.hbmColor
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4993 1, 32, map_desc
.data
);
4994 wined3d_surface_unmap(cursor_image
);
4995 /* Create our cursor and clean up. */
4996 cursor
= CreateIconIndirect(&cursorInfo
);
4997 if (cursorInfo
.hbmMask
) DeleteObject(cursorInfo
.hbmMask
);
4998 if (cursorInfo
.hbmColor
) DeleteObject(cursorInfo
.hbmColor
);
4999 if (device
->hardwareCursor
) DestroyCursor(device
->hardwareCursor
);
5000 device
->hardwareCursor
= cursor
;
5001 if (device
->bCursorVisible
) SetCursor( cursor
);
5002 HeapFree(GetProcessHeap(), 0, maskBits
);
5006 device
->xHotSpot
= x_hotspot
;
5007 device
->yHotSpot
= y_hotspot
;
5011 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
5012 int x_screen_space
, int y_screen_space
, DWORD flags
)
5014 TRACE("device %p, x %d, y %d, flags %#x.\n",
5015 device
, x_screen_space
, y_screen_space
, flags
);
5017 device
->xScreenSpace
= x_screen_space
;
5018 device
->yScreenSpace
= y_screen_space
;
5020 if (device
->hardwareCursor
)
5024 GetCursorPos( &pt
);
5025 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
5027 SetCursorPos( x_screen_space
, y_screen_space
);
5029 /* Switch to the software cursor if position diverges from the hardware one. */
5030 GetCursorPos( &pt
);
5031 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
5033 if (device
->bCursorVisible
) SetCursor( NULL
);
5034 DestroyCursor( device
->hardwareCursor
);
5035 device
->hardwareCursor
= 0;
5040 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
5042 BOOL oldVisible
= device
->bCursorVisible
;
5044 TRACE("device %p, show %#x.\n", device
, show
);
5047 * When ShowCursor is first called it should make the cursor appear at the OS's last
5048 * known cursor position.
5050 if (show
&& !oldVisible
)
5054 device
->xScreenSpace
= pt
.x
;
5055 device
->yScreenSpace
= pt
.y
;
5058 if (device
->hardwareCursor
)
5060 device
->bCursorVisible
= show
;
5062 SetCursor(device
->hardwareCursor
);
5068 if (device
->cursorTexture
)
5069 device
->bCursorVisible
= show
;
5075 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
5077 struct wined3d_resource
*resource
, *cursor
;
5079 TRACE("device %p.\n", device
);
5081 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5083 TRACE("Checking resource %p for eviction.\n", resource
);
5085 if (resource
->pool
== WINED3D_POOL_MANAGED
&& !resource
->map_count
)
5087 TRACE("Evicting %p.\n", resource
);
5088 resource
->resource_ops
->resource_unload(resource
);
5092 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5093 device_invalidate_state(device
, STATE_STREAMSRC
);
5096 static BOOL
is_display_mode_supported(const struct wined3d_device
*device
,
5097 const struct wined3d_swapchain_desc
*swapchain_desc
)
5099 struct wined3d_display_mode m
;
5103 /* All Windowed modes are supported, as is leaving the current mode */
5104 if (swapchain_desc
->windowed
)
5106 if (!swapchain_desc
->backbuffer_width
)
5108 if (!swapchain_desc
->backbuffer_height
)
5111 count
= wined3d_get_adapter_mode_count(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
);
5112 for (i
= 0; i
< count
; ++i
)
5114 memset(&m
, 0, sizeof(m
));
5115 hr
= wined3d_enum_adapter_modes(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
, i
, &m
);
5117 ERR("Failed to enumerate adapter mode.\n");
5118 if (m
.width
== swapchain_desc
->backbuffer_width
&& m
.height
== swapchain_desc
->backbuffer_height
)
5119 /* Mode found, it is supported. */
5122 /* Mode not found -> not supported */
5126 /* Do not call while under the GL lock. */
5127 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5129 struct wined3d_resource
*resource
, *cursor
;
5130 const struct wined3d_gl_info
*gl_info
;
5131 struct wined3d_context
*context
;
5132 struct wined3d_shader
*shader
;
5134 context
= context_acquire(device
, NULL
);
5135 gl_info
= context
->gl_info
;
5137 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5139 TRACE("Unloading resource %p.\n", resource
);
5141 resource
->resource_ops
->resource_unload(resource
);
5144 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
5146 device
->shader_backend
->shader_destroy(shader
);
5150 if (device
->depth_blt_texture
)
5152 glDeleteTextures(1, &device
->depth_blt_texture
);
5153 device
->depth_blt_texture
= 0;
5155 if (device
->cursorTexture
)
5157 glDeleteTextures(1, &device
->cursorTexture
);
5158 device
->cursorTexture
= 0;
5162 device
->blitter
->free_private(device
);
5163 device
->frag_pipe
->free_private(device
);
5164 device
->shader_backend
->shader_free_private(device
);
5165 destroy_dummy_textures(device
, gl_info
);
5167 context_release(context
);
5169 while (device
->context_count
)
5171 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
5174 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5175 swapchain
->context
= NULL
;
5178 /* Do not call while under the GL lock. */
5179 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5181 struct wined3d_context
*context
;
5182 struct wined3d_surface
*target
;
5185 /* Recreate the primary swapchain's context */
5186 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
5187 if (!swapchain
->context
)
5189 ERR("Failed to allocate memory for swapchain context array.\n");
5190 return E_OUTOFMEMORY
;
5193 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
5194 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
5196 WARN("Failed to create context.\n");
5197 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5201 swapchain
->context
[0] = context
;
5202 swapchain
->num_contexts
= 1;
5203 create_dummy_textures(device
, context
);
5204 context_release(context
);
5206 hr
= device
->shader_backend
->shader_alloc_private(device
);
5209 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
5213 hr
= device
->frag_pipe
->alloc_private(device
);
5216 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr
);
5217 device
->shader_backend
->shader_free_private(device
);
5221 hr
= device
->blitter
->alloc_private(device
);
5224 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
5225 device
->frag_pipe
->free_private(device
);
5226 device
->shader_backend
->shader_free_private(device
);
5233 context_acquire(device
, NULL
);
5234 destroy_dummy_textures(device
, context
->gl_info
);
5235 context_release(context
);
5236 context_destroy(device
, context
);
5237 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5238 swapchain
->num_contexts
= 0;
5242 /* Do not call while under the GL lock. */
5243 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
5244 const struct wined3d_swapchain_desc
*swapchain_desc
,
5245 wined3d_device_reset_cb callback
)
5247 struct wined3d_resource
*resource
, *cursor
;
5248 struct wined3d_swapchain
*swapchain
;
5249 struct wined3d_display_mode mode
;
5250 BOOL DisplayModeChanged
= FALSE
;
5251 BOOL update_desc
= FALSE
;
5254 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
5256 stateblock_unbind_resources(device
->stateBlock
);
5258 if (device
->onscreen_depth_stencil
)
5260 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5261 device
->onscreen_depth_stencil
= NULL
;
5264 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5266 TRACE("Enumerating resource %p.\n", resource
);
5267 if (FAILED(hr
= callback(resource
)))
5271 hr
= wined3d_device_get_swapchain(device
, 0, &swapchain
);
5274 ERR("Failed to get the first implicit swapchain\n");
5278 if (!is_display_mode_supported(device
, swapchain_desc
))
5280 WARN("Rejecting reset() call because the requested display mode is not supported.\n");
5281 WARN("Requested mode: %ux%u.\n",
5282 swapchain_desc
->backbuffer_width
,
5283 swapchain_desc
->backbuffer_height
);
5284 wined3d_swapchain_decref(swapchain
);
5285 return WINED3DERR_INVALIDCALL
;
5288 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5289 * on an existing gl context, so there's no real need for recreation.
5291 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5293 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5295 TRACE("New params:\n");
5296 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
5297 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
5298 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
5299 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
5300 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
5301 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
5302 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
5303 TRACE("device_window %p\n", swapchain_desc
->device_window
);
5304 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
5305 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
5306 if (swapchain_desc
->enable_auto_depth_stencil
)
5307 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
5308 TRACE("flags %#x\n", swapchain_desc
->flags
);
5309 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
5310 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
5311 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
5313 /* No special treatment of these parameters. Just store them */
5314 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
5315 swapchain
->desc
.flags
= swapchain_desc
->flags
;
5316 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
5317 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
5319 /* What to do about these? */
5320 if (swapchain_desc
->backbuffer_count
5321 && swapchain_desc
->backbuffer_count
!= swapchain
->desc
.backbuffer_count
)
5322 FIXME("Cannot change the back buffer count yet.\n");
5324 if (swapchain_desc
->device_window
5325 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
5327 TRACE("Changing the device window from %p to %p.\n",
5328 swapchain
->desc
.device_window
, swapchain_desc
->device_window
);
5329 swapchain
->desc
.device_window
= swapchain_desc
->device_window
;
5330 swapchain
->device_window
= swapchain_desc
->device_window
;
5331 wined3d_swapchain_set_window(swapchain
, NULL
);
5334 if (swapchain_desc
->enable_auto_depth_stencil
&& !device
->auto_depth_stencil
)
5338 TRACE("Creating the depth stencil buffer\n");
5340 hrc
= device
->device_parent
->ops
->create_depth_stencil(device
->device_parent
,
5341 swapchain_desc
->backbuffer_width
,
5342 swapchain_desc
->backbuffer_height
,
5343 swapchain_desc
->auto_depth_stencil_format
,
5344 swapchain_desc
->multisample_type
,
5345 swapchain_desc
->multisample_quality
,
5347 &device
->auto_depth_stencil
);
5350 ERR("Failed to create the depth stencil buffer.\n");
5351 wined3d_swapchain_decref(swapchain
);
5352 return WINED3DERR_INVALIDCALL
;
5356 if (device
->onscreen_depth_stencil
)
5358 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5359 device
->onscreen_depth_stencil
= NULL
;
5362 /* Reset the depth stencil */
5363 if (swapchain_desc
->enable_auto_depth_stencil
)
5364 wined3d_device_set_depth_stencil(device
, device
->auto_depth_stencil
);
5366 wined3d_device_set_depth_stencil(device
, NULL
);
5368 TRACE("Resetting stateblock\n");
5369 wined3d_stateblock_decref(device
->updateStateBlock
);
5370 wined3d_stateblock_decref(device
->stateBlock
);
5372 if (swapchain_desc
->windowed
)
5374 mode
.width
= swapchain
->orig_width
;
5375 mode
.height
= swapchain
->orig_height
;
5376 mode
.refresh_rate
= 0;
5377 mode
.format_id
= swapchain
->desc
.backbuffer_format
;
5381 mode
.width
= swapchain_desc
->backbuffer_width
;
5382 mode
.height
= swapchain_desc
->backbuffer_height
;
5383 mode
.refresh_rate
= swapchain_desc
->refresh_rate
;
5384 mode
.format_id
= swapchain_desc
->backbuffer_format
;
5387 /* Should Width == 800 && Height == 0 set 800x600? */
5388 if (swapchain_desc
->backbuffer_width
&& swapchain_desc
->backbuffer_height
5389 && (swapchain_desc
->backbuffer_width
!= swapchain
->desc
.backbuffer_width
5390 || swapchain_desc
->backbuffer_height
!= swapchain
->desc
.backbuffer_height
))
5392 if (!swapchain_desc
->windowed
)
5393 DisplayModeChanged
= TRUE
;
5395 swapchain
->desc
.backbuffer_width
= swapchain_desc
->backbuffer_width
;
5396 swapchain
->desc
.backbuffer_height
= swapchain_desc
->backbuffer_height
;
5400 if (swapchain_desc
->backbuffer_format
!= WINED3DFMT_UNKNOWN
5401 && swapchain_desc
->backbuffer_format
!= swapchain
->desc
.backbuffer_format
)
5403 swapchain
->desc
.backbuffer_format
= swapchain_desc
->backbuffer_format
;
5407 if (swapchain_desc
->multisample_type
!= swapchain
->desc
.multisample_type
5408 || swapchain_desc
->multisample_quality
!= swapchain
->desc
.multisample_quality
)
5410 swapchain
->desc
.multisample_type
= swapchain_desc
->multisample_type
;
5411 swapchain
->desc
.multisample_quality
= swapchain_desc
->multisample_quality
;
5419 hr
= wined3d_surface_update_desc(swapchain
->front_buffer
, swapchain
->desc
.backbuffer_width
,
5420 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
5421 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
);
5424 wined3d_swapchain_decref(swapchain
);
5428 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
5430 hr
= wined3d_surface_update_desc(swapchain
->back_buffers
[i
], swapchain
->desc
.backbuffer_width
,
5431 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
5432 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
);
5435 wined3d_swapchain_decref(swapchain
);
5439 if (device
->auto_depth_stencil
)
5441 hr
= wined3d_surface_update_desc(device
->auto_depth_stencil
, swapchain
->desc
.backbuffer_width
,
5442 swapchain
->desc
.backbuffer_height
, device
->auto_depth_stencil
->resource
.format
->id
,
5443 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
);
5446 wined3d_swapchain_decref(swapchain
);
5452 if (device
->d3d_initialized
)
5453 delete_opengl_contexts(device
, swapchain
);
5455 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
5456 || DisplayModeChanged
)
5458 wined3d_device_set_display_mode(device
, 0, &mode
);
5460 if (!swapchain_desc
->windowed
)
5462 if (swapchain
->desc
.windowed
)
5464 HWND focus_window
= device
->create_parms
.focus_window
;
5466 focus_window
= swapchain_desc
->device_window
;
5467 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
5469 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
5470 wined3d_swapchain_decref(swapchain
);
5474 /* switch from windowed to fs */
5475 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5476 swapchain_desc
->backbuffer_width
,
5477 swapchain_desc
->backbuffer_height
);
5481 /* Fullscreen -> fullscreen mode change */
5482 MoveWindow(swapchain
->device_window
, 0, 0,
5483 swapchain_desc
->backbuffer_width
,
5484 swapchain_desc
->backbuffer_height
,
5488 else if (!swapchain
->desc
.windowed
)
5490 /* Fullscreen -> windowed switch */
5491 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
5492 wined3d_device_release_focus_window(device
);
5494 swapchain
->desc
.windowed
= swapchain_desc
->windowed
;
5496 else if (!swapchain_desc
->windowed
)
5498 DWORD style
= device
->style
;
5499 DWORD exStyle
= device
->exStyle
;
5500 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5501 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5502 * Reset to clear up their mess. Guild Wars also loses the device during that.
5505 device
->exStyle
= 0;
5506 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5507 swapchain_desc
->backbuffer_width
,
5508 swapchain_desc
->backbuffer_height
);
5509 device
->style
= style
;
5510 device
->exStyle
= exStyle
;
5513 /* Note: No parent needed for initial internal stateblock */
5514 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_INIT
, &device
->stateBlock
);
5516 ERR("Resetting the stateblock failed with error %#x.\n", hr
);
5518 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5519 device
->updateStateBlock
= device
->stateBlock
;
5520 wined3d_stateblock_incref(device
->updateStateBlock
);
5522 stateblock_init_default_state(device
->stateBlock
);
5524 swapchain_update_render_to_fbo(swapchain
);
5525 swapchain_update_draw_bindings(swapchain
);
5527 if (device
->d3d_initialized
)
5528 hr
= create_primary_opengl_context(device
, swapchain
);
5529 wined3d_swapchain_decref(swapchain
);
5531 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5537 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
5539 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
5541 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
5547 HRESULT CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
5548 struct wined3d_device_creation_parameters
*parameters
)
5550 TRACE("device %p, parameters %p.\n", device
, parameters
);
5552 *parameters
= device
->create_parms
;
5556 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
5557 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
5559 struct wined3d_swapchain
*swapchain
;
5561 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5562 device
, swapchain_idx
, flags
, ramp
);
5564 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5566 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
5567 wined3d_swapchain_decref(swapchain
);
5571 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
5572 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
5574 struct wined3d_swapchain
*swapchain
;
5576 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5577 device
, swapchain_idx
, ramp
);
5579 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5581 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
5582 wined3d_swapchain_decref(swapchain
);
5586 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5588 TRACE("device %p, resource %p.\n", device
, resource
);
5590 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
5593 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5595 TRACE("device %p, resource %p.\n", device
, resource
);
5597 list_remove(&resource
->resource_list_entry
);
5600 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5602 enum wined3d_resource_type type
= resource
->type
;
5605 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
5607 context_resource_released(device
, resource
, type
);
5611 case WINED3D_RTYPE_SURFACE
:
5613 struct wined3d_surface
*surface
= surface_from_resource(resource
);
5615 if (!device
->d3d_initialized
) break;
5617 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5619 if (device
->fb
.render_targets
[i
] == surface
)
5621 ERR("Surface %p is still in use as render target %u.\n", surface
, i
);
5622 device
->fb
.render_targets
[i
] = NULL
;
5626 if (device
->fb
.depth_stencil
== surface
)
5628 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface
);
5629 device
->fb
.depth_stencil
= NULL
;
5634 case WINED3D_RTYPE_TEXTURE
:
5635 case WINED3D_RTYPE_CUBE_TEXTURE
:
5636 case WINED3D_RTYPE_VOLUME_TEXTURE
:
5637 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5639 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
5641 if (device
->stateBlock
&& device
->stateBlock
->state
.textures
[i
] == texture
)
5643 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5644 texture
, device
->stateBlock
, i
);
5645 device
->stateBlock
->state
.textures
[i
] = NULL
;
5648 if (device
->updateStateBlock
!= device
->stateBlock
5649 && device
->updateStateBlock
->state
.textures
[i
] == texture
)
5651 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5652 texture
, device
->updateStateBlock
, i
);
5653 device
->updateStateBlock
->state
.textures
[i
] = NULL
;
5658 case WINED3D_RTYPE_BUFFER
:
5660 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
5662 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5664 if (device
->stateBlock
&& device
->stateBlock
->state
.streams
[i
].buffer
== buffer
)
5666 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5667 buffer
, device
->stateBlock
, i
);
5668 device
->stateBlock
->state
.streams
[i
].buffer
= NULL
;
5671 if (device
->updateStateBlock
!= device
->stateBlock
5672 && device
->updateStateBlock
->state
.streams
[i
].buffer
== buffer
)
5674 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5675 buffer
, device
->updateStateBlock
, i
);
5676 device
->updateStateBlock
->state
.streams
[i
].buffer
= NULL
;
5681 if (device
->stateBlock
&& device
->stateBlock
->state
.index_buffer
== buffer
)
5683 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5684 buffer
, device
->stateBlock
);
5685 device
->stateBlock
->state
.index_buffer
= NULL
;
5688 if (device
->updateStateBlock
!= device
->stateBlock
5689 && device
->updateStateBlock
->state
.index_buffer
== buffer
)
5691 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5692 buffer
, device
->updateStateBlock
);
5693 device
->updateStateBlock
->state
.index_buffer
= NULL
;
5702 /* Remove the resource from the resourceStore */
5703 device_resource_remove(device
, resource
);
5705 TRACE("Resource released.\n");
5708 HRESULT CDECL
wined3d_device_get_surface_from_dc(const struct wined3d_device
*device
,
5709 HDC dc
, struct wined3d_surface
**surface
)
5711 struct wined3d_resource
*resource
;
5713 TRACE("device %p, dc %p, surface %p.\n", device
, dc
, surface
);
5716 return WINED3DERR_INVALIDCALL
;
5718 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5720 if (resource
->type
== WINED3D_RTYPE_SURFACE
)
5722 struct wined3d_surface
*s
= surface_from_resource(resource
);
5726 TRACE("Found surface %p for dc %p.\n", s
, dc
);
5733 return WINED3DERR_INVALIDCALL
;
5736 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
5737 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
5738 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
5740 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
5741 const struct fragment_pipeline
*fragment_pipeline
;
5742 struct wined3d_display_mode mode
;
5743 struct shader_caps shader_caps
;
5744 struct fragment_caps ffp_caps
;
5749 device
->wined3d
= wined3d
;
5750 wined3d_incref(device
->wined3d
);
5751 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
5752 device
->device_parent
= device_parent
;
5753 list_init(&device
->resources
);
5754 list_init(&device
->shaders
);
5755 device
->surface_alignment
= surface_alignment
;
5757 /* Get the initial screen setup for ddraw. */
5758 hr
= wined3d_get_adapter_display_mode(wined3d
, adapter_idx
, &mode
);
5761 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr
);
5762 wined3d_decref(device
->wined3d
);
5765 adapter
->screen_size
.cx
= mode
.width
;
5766 adapter
->screen_size
.cy
= mode
.height
;
5767 adapter
->screen_format
= mode
.format_id
;
5769 /* Save the creation parameters. */
5770 device
->create_parms
.adapter_idx
= adapter_idx
;
5771 device
->create_parms
.device_type
= device_type
;
5772 device
->create_parms
.focus_window
= focus_window
;
5773 device
->create_parms
.flags
= flags
;
5775 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
) list_init(&device
->patches
[i
]);
5777 select_shader_mode(&adapter
->gl_info
, &device
->ps_selected_mode
, &device
->vs_selected_mode
);
5778 device
->shader_backend
= adapter
->shader_backend
;
5780 if (device
->shader_backend
)
5782 device
->shader_backend
->shader_get_caps(&adapter
->gl_info
, &shader_caps
);
5783 device
->vshader_version
= shader_caps
.VertexShaderVersion
;
5784 device
->pshader_version
= shader_caps
.PixelShaderVersion
;
5785 device
->d3d_vshader_constantF
= shader_caps
.MaxVertexShaderConst
;
5786 device
->d3d_pshader_constantF
= shader_caps
.MaxPixelShaderConst
;
5787 device
->vs_clipping
= shader_caps
.VSClipping
;
5789 fragment_pipeline
= adapter
->fragment_pipe
;
5790 device
->frag_pipe
= fragment_pipeline
;
5791 if (fragment_pipeline
)
5793 fragment_pipeline
->get_caps(&adapter
->gl_info
, &ffp_caps
);
5794 device
->max_ffp_textures
= ffp_caps
.MaxSimultaneousTextures
;
5796 hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
, &adapter
->gl_info
,
5797 ffp_vertexstate_template
, fragment_pipeline
, misc_state_template
);
5800 ERR("Failed to compile state table, hr %#x.\n", hr
);
5801 wined3d_decref(device
->wined3d
);
5805 device
->blitter
= adapter
->blitter
;
5807 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_INIT
, &device
->stateBlock
);
5810 WARN("Failed to create stateblock.\n");
5811 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
5813 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
5815 wined3d_decref(device
->wined3d
);
5819 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5820 device
->updateStateBlock
= device
->stateBlock
;
5821 wined3d_stateblock_incref(device
->updateStateBlock
);
5827 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5829 DWORD rep
= device
->StateTable
[state
].representative
;
5830 struct wined3d_context
*context
;
5835 for (i
= 0; i
< device
->context_count
; ++i
)
5837 context
= device
->contexts
[i
];
5838 if(isStateDirty(context
, rep
)) continue;
5840 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5841 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5842 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5843 context
->isStateDirty
[idx
] |= (1 << shift
);
5847 void get_drawable_size_fbo(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
5849 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5850 *width
= context
->current_rt
->pow2Width
;
5851 *height
= context
->current_rt
->pow2Height
;
5854 void get_drawable_size_backbuffer(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
5856 const struct wined3d_swapchain
*swapchain
= context
->swapchain
;
5857 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5858 * current context's drawable, which is the size of the back buffer of the swapchain
5859 * the active context belongs to. */
5860 *width
= swapchain
->desc
.backbuffer_width
;
5861 *height
= swapchain
->desc
.backbuffer_height
;
5864 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
5865 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
5867 if (device
->filter_messages
)
5869 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5870 window
, message
, wparam
, lparam
);
5872 return DefWindowProcW(window
, message
, wparam
, lparam
);
5874 return DefWindowProcA(window
, message
, wparam
, lparam
);
5877 if (message
== WM_DESTROY
)
5879 TRACE("unregister window %p.\n", window
);
5880 wined3d_unregister_window(window
);
5882 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
5883 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
5885 else if (message
== WM_DISPLAYCHANGE
)
5887 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
5891 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
5893 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);