2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
36 /* Define the default light parameters as specified by MSDN. */
37 const struct wined3d_light WINED3D_default_light
=
39 WINED3D_LIGHT_DIRECTIONAL
, /* Type */
40 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
41 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
42 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
43 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
44 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
47 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
52 /**********************************************************
53 * Global variable / Constants follow
54 **********************************************************/
55 const struct wined3d_matrix identity
=
57 1.0f
, 0.0f
, 0.0f
, 0.0f
,
58 0.0f
, 1.0f
, 0.0f
, 0.0f
,
59 0.0f
, 0.0f
, 1.0f
, 0.0f
,
60 0.0f
, 0.0f
, 0.0f
, 1.0f
,
61 }}}; /* When needed for comparisons */
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64 * actually have the same values in GL and D3D. */
65 static GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
67 switch(primitive_type
)
69 case WINED3D_PT_POINTLIST
:
72 case WINED3D_PT_LINELIST
:
75 case WINED3D_PT_LINESTRIP
:
78 case WINED3D_PT_TRIANGLELIST
:
81 case WINED3D_PT_TRIANGLESTRIP
:
82 return GL_TRIANGLE_STRIP
;
84 case WINED3D_PT_TRIANGLEFAN
:
85 return GL_TRIANGLE_FAN
;
87 case WINED3D_PT_LINELIST_ADJ
:
88 return GL_LINES_ADJACENCY_ARB
;
90 case WINED3D_PT_LINESTRIP_ADJ
:
91 return GL_LINE_STRIP_ADJACENCY_ARB
;
93 case WINED3D_PT_TRIANGLELIST_ADJ
:
94 return GL_TRIANGLES_ADJACENCY_ARB
;
96 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
105 static enum wined3d_primitive_type
d3d_primitive_type_from_gl(GLenum primitive_type
)
107 switch(primitive_type
)
110 return WINED3D_PT_POINTLIST
;
113 return WINED3D_PT_LINELIST
;
116 return WINED3D_PT_LINESTRIP
;
119 return WINED3D_PT_TRIANGLELIST
;
121 case GL_TRIANGLE_STRIP
:
122 return WINED3D_PT_TRIANGLESTRIP
;
124 case GL_TRIANGLE_FAN
:
125 return WINED3D_PT_TRIANGLEFAN
;
127 case GL_LINES_ADJACENCY_ARB
:
128 return WINED3D_PT_LINELIST_ADJ
;
130 case GL_LINE_STRIP_ADJACENCY_ARB
:
131 return WINED3D_PT_LINESTRIP_ADJ
;
133 case GL_TRIANGLES_ADJACENCY_ARB
:
134 return WINED3D_PT_TRIANGLELIST_ADJ
;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
137 return WINED3D_PT_TRIANGLESTRIP_ADJ
;
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
141 return WINED3D_PT_UNDEFINED
;
145 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
147 if ((usage
== WINED3D_DECL_USAGE_POSITION
|| usage
== WINED3D_DECL_USAGE_POSITIONT
) && !usage_idx
)
148 *regnum
= WINED3D_FFP_POSITION
;
149 else if (usage
== WINED3D_DECL_USAGE_BLEND_WEIGHT
&& !usage_idx
)
150 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
151 else if (usage
== WINED3D_DECL_USAGE_BLEND_INDICES
&& !usage_idx
)
152 *regnum
= WINED3D_FFP_BLENDINDICES
;
153 else if (usage
== WINED3D_DECL_USAGE_NORMAL
&& !usage_idx
)
154 *regnum
= WINED3D_FFP_NORMAL
;
155 else if (usage
== WINED3D_DECL_USAGE_PSIZE
&& !usage_idx
)
156 *regnum
= WINED3D_FFP_PSIZE
;
157 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& !usage_idx
)
158 *regnum
= WINED3D_FFP_DIFFUSE
;
159 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& usage_idx
== 1)
160 *regnum
= WINED3D_FFP_SPECULAR
;
161 else if (usage
== WINED3D_DECL_USAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
162 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage
), usage_idx
);
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device
*device
, struct wined3d_stream_info
*stream_info
)
176 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
177 /* We need to deal with frequency data! */
178 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
182 stream_info
->use_map
= 0;
183 stream_info
->swizzle_map
= 0;
185 /* Check for transformed vertices, disable vertex shader if present. */
186 stream_info
->position_transformed
= declaration
->position_transformed
;
187 use_vshader
= state
->vertex_shader
&& !declaration
->position_transformed
;
189 /* Translate the declaration into strided data. */
190 for (i
= 0; i
< declaration
->element_count
; ++i
)
192 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
193 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
194 struct wined3d_buffer
*buffer
= stream
->buffer
;
195 struct wined3d_bo_address data
;
200 TRACE("%p Element %p (%u of %u)\n", declaration
->elements
,
201 element
, i
+ 1, declaration
->element_count
);
203 if (!buffer
) continue;
205 data
.buffer_object
= 0;
208 stride
= stream
->stride
;
209 if (state
->user_stream
)
211 TRACE("Stream %u is UP, %p\n", element
->input_slot
, buffer
);
212 data
.buffer_object
= 0;
213 data
.addr
= (BYTE
*)buffer
;
217 TRACE("Stream %u isn't UP, %p\n", element
->input_slot
, buffer
);
218 buffer_get_memory(buffer
, &device
->adapter
->gl_info
, &data
);
220 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
221 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
222 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
223 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
224 * not, drawStridedSlow is needed, including a vertex buffer path. */
225 if (state
->load_base_vertex_index
< 0)
227 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
228 state
->load_base_vertex_index
);
229 data
.buffer_object
= 0;
230 data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
);
231 if ((UINT_PTR
)data
.addr
< -state
->load_base_vertex_index
* stride
)
233 FIXME("System memory vertex data load offset is negative!\n");
237 data
.addr
+= element
->offset
;
239 TRACE("offset %u input_slot %u usage_idx %d\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
243 if (element
->output_slot
== ~0U)
245 /* TODO: Assuming vertexdeclarations are usually used with the
246 * same or a similar shader, it might be worth it to store the
247 * last used output slot and try that one first. */
248 stride_used
= vshader_get_input(state
->vertex_shader
,
249 element
->usage
, element
->usage_idx
, &idx
);
253 idx
= element
->output_slot
;
259 if (!element
->ffp_valid
)
261 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
262 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
267 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
273 TRACE("Load %s array %u [usage %s, usage_idx %u, "
274 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
275 use_vshader
? "shader": "fixed function", idx
,
276 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
277 element
->offset
, stride
, debug_d3dformat(element
->format
->id
), data
.buffer_object
);
279 data
.addr
+= stream
->offset
;
281 stream_info
->elements
[idx
].format
= element
->format
;
282 stream_info
->elements
[idx
].data
= data
;
283 stream_info
->elements
[idx
].stride
= stride
;
284 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
286 if (!device
->adapter
->gl_info
.supported
[ARB_VERTEX_ARRAY_BGRA
]
287 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
289 stream_info
->swizzle_map
|= 1 << idx
;
291 stream_info
->use_map
|= 1 << idx
;
295 device
->num_buffer_queries
= 0;
296 if (!state
->user_stream
)
298 WORD map
= stream_info
->use_map
;
299 stream_info
->all_vbo
= 1;
301 /* PreLoad all the vertex buffers. */
302 for (i
= 0; map
; map
>>= 1, ++i
)
304 struct wined3d_stream_info_element
*element
;
305 struct wined3d_buffer
*buffer
;
307 if (!(map
& 1)) continue;
309 element
= &stream_info
->elements
[i
];
310 buffer
= state
->streams
[element
->stream_idx
].buffer
;
311 wined3d_buffer_preload(buffer
);
313 /* If the preload dropped the buffer object, update the stream info. */
314 if (buffer
->buffer_object
!= element
->data
.buffer_object
)
316 element
->data
.buffer_object
= 0;
317 element
->data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
)
318 + (ptrdiff_t)element
->data
.addr
;
321 if (!buffer
->buffer_object
)
322 stream_info
->all_vbo
= 0;
325 device
->buffer_queries
[device
->num_buffer_queries
++] = buffer
->query
;
330 stream_info
->all_vbo
= 0;
334 static void stream_info_element_from_strided(const struct wined3d_gl_info
*gl_info
,
335 const struct wined3d_strided_element
*strided
, struct wined3d_stream_info_element
*e
)
337 e
->data
.addr
= strided
->data
;
338 e
->data
.buffer_object
= 0;
339 e
->format
= wined3d_get_format(gl_info
, strided
->format
);
340 e
->stride
= strided
->stride
;
344 static void device_stream_info_from_strided(const struct wined3d_gl_info
*gl_info
,
345 const struct wined3d_strided_data
*strided
, struct wined3d_stream_info
*stream_info
)
349 memset(stream_info
, 0, sizeof(*stream_info
));
351 if (strided
->position
.data
)
352 stream_info_element_from_strided(gl_info
, &strided
->position
, &stream_info
->elements
[WINED3D_FFP_POSITION
]);
353 if (strided
->normal
.data
)
354 stream_info_element_from_strided(gl_info
, &strided
->normal
, &stream_info
->elements
[WINED3D_FFP_NORMAL
]);
355 if (strided
->diffuse
.data
)
356 stream_info_element_from_strided(gl_info
, &strided
->diffuse
, &stream_info
->elements
[WINED3D_FFP_DIFFUSE
]);
357 if (strided
->specular
.data
)
358 stream_info_element_from_strided(gl_info
, &strided
->specular
, &stream_info
->elements
[WINED3D_FFP_SPECULAR
]);
360 for (i
= 0; i
< WINED3DDP_MAXTEXCOORD
; ++i
)
362 if (strided
->tex_coords
[i
].data
)
363 stream_info_element_from_strided(gl_info
, &strided
->tex_coords
[i
],
364 &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ i
]);
367 stream_info
->position_transformed
= strided
->position_transformed
;
369 for (i
= 0; i
< sizeof(stream_info
->elements
) / sizeof(*stream_info
->elements
); ++i
)
371 if (!stream_info
->elements
[i
].format
) continue;
373 if (!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
374 && stream_info
->elements
[i
].format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
376 stream_info
->swizzle_map
|= 1 << i
;
378 stream_info
->use_map
|= 1 << i
;
382 static void device_trace_strided_stream_info(const struct wined3d_stream_info
*stream_info
)
384 TRACE("Strided Data:\n");
385 TRACE_STRIDED(stream_info
, WINED3D_FFP_POSITION
);
386 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDWEIGHT
);
387 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDINDICES
);
388 TRACE_STRIDED(stream_info
, WINED3D_FFP_NORMAL
);
389 TRACE_STRIDED(stream_info
, WINED3D_FFP_PSIZE
);
390 TRACE_STRIDED(stream_info
, WINED3D_FFP_DIFFUSE
);
391 TRACE_STRIDED(stream_info
, WINED3D_FFP_SPECULAR
);
392 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD0
);
393 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD1
);
394 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD2
);
395 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD3
);
396 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD4
);
397 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD5
);
398 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD6
);
399 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD7
);
402 /* Context activation is done by the caller. */
403 void device_update_stream_info(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
405 struct wined3d_stream_info
*stream_info
= &device
->strided_streams
;
406 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
407 DWORD prev_all_vbo
= stream_info
->all_vbo
;
409 if (device
->up_strided
)
411 /* Note: this is a ddraw fixed-function code path. */
412 TRACE("=============================== Strided Input ================================\n");
413 device_stream_info_from_strided(gl_info
, device
->up_strided
, stream_info
);
414 if (TRACE_ON(d3d
)) device_trace_strided_stream_info(stream_info
);
418 TRACE("============================= Vertex Declaration =============================\n");
419 device_stream_info_from_declaration(device
, stream_info
);
422 if (state
->vertex_shader
&& !stream_info
->position_transformed
)
424 if (state
->vertex_declaration
->half_float_conv_needed
&& !stream_info
->all_vbo
)
426 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
427 device
->useDrawStridedSlow
= TRUE
;
431 device
->useDrawStridedSlow
= FALSE
;
436 WORD slow_mask
= (1 << WINED3D_FFP_PSIZE
);
437 slow_mask
|= -!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
438 & ((1 << WINED3D_FFP_DIFFUSE
) | (1 << WINED3D_FFP_SPECULAR
));
440 if ((stream_info
->position_transformed
|| (stream_info
->use_map
& slow_mask
)) && !stream_info
->all_vbo
)
442 device
->useDrawStridedSlow
= TRUE
;
446 device
->useDrawStridedSlow
= FALSE
;
450 if (state
->index_buffer
&& !state
->user_stream
)
452 if (prev_all_vbo
!= stream_info
->all_vbo
)
453 device_invalidate_state(device
, STATE_INDEXBUFFER
);
454 if (stream_info
->all_vbo
)
455 wined3d_buffer_preload(state
->index_buffer
);
457 buffer_get_sysmem(state
->index_buffer
, gl_info
);
461 static void device_preload_texture(const struct wined3d_state
*state
, unsigned int idx
)
463 struct wined3d_texture
*texture
;
464 enum WINED3DSRGB srgb
;
466 if (!(texture
= state
->textures
[idx
])) return;
467 srgb
= state
->sampler_states
[idx
][WINED3D_SAMP_SRGB_TEXTURE
] ? SRGB_SRGB
: SRGB_RGB
;
468 texture
->texture_ops
->texture_preload(texture
, srgb
);
471 void device_preload_textures(const struct wined3d_device
*device
)
473 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
478 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
480 if (state
->vertex_shader
->reg_maps
.sampler_type
[i
])
481 device_preload_texture(state
, MAX_FRAGMENT_SAMPLERS
+ i
);
487 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
489 if (state
->pixel_shader
->reg_maps
.sampler_type
[i
])
490 device_preload_texture(state
, i
);
495 WORD ffu_map
= device
->fixed_function_usage_map
;
497 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
500 device_preload_texture(state
, i
);
505 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
507 struct wined3d_context
**new_array
;
509 TRACE("Adding context %p.\n", context
);
511 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
512 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
513 sizeof(*new_array
) * (device
->context_count
+ 1));
517 ERR("Failed to grow the context array.\n");
521 new_array
[device
->context_count
++] = context
;
522 device
->contexts
= new_array
;
526 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
528 struct wined3d_context
**new_array
;
532 TRACE("Removing context %p.\n", context
);
534 for (i
= 0; i
< device
->context_count
; ++i
)
536 if (device
->contexts
[i
] == context
)
545 ERR("Context %p doesn't exist in context array.\n", context
);
549 if (!--device
->context_count
)
551 HeapFree(GetProcessHeap(), 0, device
->contexts
);
552 device
->contexts
= NULL
;
556 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
557 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
560 ERR("Failed to shrink context array. Oh well.\n");
564 device
->contexts
= new_array
;
567 /* Do not call while under the GL lock. */
568 void device_switch_onscreen_ds(struct wined3d_device
*device
,
569 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
571 if (device
->onscreen_depth_stencil
)
573 surface_load_ds_location(device
->onscreen_depth_stencil
, context
, SFLAG_INTEXTURE
);
575 surface_modify_ds_location(device
->onscreen_depth_stencil
, SFLAG_INTEXTURE
,
576 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
577 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
578 wined3d_surface_decref(device
->onscreen_depth_stencil
);
580 device
->onscreen_depth_stencil
= depth_stencil
;
581 wined3d_surface_incref(device
->onscreen_depth_stencil
);
584 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
586 /* partial draw rect */
587 if (draw_rect
->left
|| draw_rect
->top
588 || draw_rect
->right
< target
->resource
.width
589 || draw_rect
->bottom
< target
->resource
.height
)
592 /* partial clear rect */
593 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
594 || clear_rect
->right
< target
->resource
.width
595 || clear_rect
->bottom
< target
->resource
.height
))
601 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
602 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
, RECT
*out_rect
)
604 RECT current_rect
, r
;
606 if (ds
->flags
& location
)
607 SetRect(¤t_rect
, 0, 0,
608 ds
->ds_current_size
.cx
,
609 ds
->ds_current_size
.cy
);
611 SetRectEmpty(¤t_rect
);
613 IntersectRect(&r
, draw_rect
, ¤t_rect
);
614 if (EqualRect(&r
, draw_rect
))
616 /* current_rect ⊇ draw_rect, modify only. */
617 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
621 if (EqualRect(&r
, ¤t_rect
))
623 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
627 /* Full clear, modify only. */
628 *out_rect
= *draw_rect
;
632 IntersectRect(&r
, draw_rect
, clear_rect
);
633 if (EqualRect(&r
, draw_rect
))
635 /* clear_rect ⊇ draw_rect, modify only. */
636 *out_rect
= *draw_rect
;
642 surface_load_ds_location(ds
, context
, location
);
643 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
646 /* Do not call while under the GL lock. */
647 void device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
648 UINT rect_count
, const RECT
*rects
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
649 float depth
, DWORD stencil
)
651 const RECT
*clear_rect
= (rect_count
> 0 && rects
) ? (const RECT
*)rects
: NULL
;
652 struct wined3d_surface
*target
= rt_count
? fb
->render_targets
[0] : NULL
;
653 UINT drawable_width
, drawable_height
;
654 struct wined3d_context
*context
;
655 GLbitfield clear_mask
= 0;
656 BOOL render_offscreen
;
660 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
661 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
662 * for the cleared parts, and the untouched parts.
664 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
665 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
666 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
667 * checking all this if the dest surface is in the drawable anyway. */
668 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, clear_rect
))
670 for (i
= 0; i
< rt_count
; ++i
)
672 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
674 surface_load_location(rt
, rt
->draw_binding
, NULL
);
678 context
= context_acquire(device
, target
);
681 context_release(context
);
682 WARN("Invalid context, skipping clear.\n");
688 render_offscreen
= context
->render_offscreen
;
689 target
->get_drawable_size(context
, &drawable_width
, &drawable_height
);
693 render_offscreen
= TRUE
;
694 drawable_width
= fb
->depth_stencil
->pow2Width
;
695 drawable_height
= fb
->depth_stencil
->pow2Height
;
698 if (flags
& WINED3DCLEAR_ZBUFFER
)
700 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: SFLAG_INDRAWABLE
;
702 if (!render_offscreen
&& fb
->depth_stencil
!= device
->onscreen_depth_stencil
)
703 device_switch_onscreen_ds(device
, context
, fb
->depth_stencil
);
704 prepare_ds_clear(fb
->depth_stencil
, context
, location
,
705 draw_rect
, rect_count
, clear_rect
, &ds_rect
);
708 if (!context_apply_clear_state(context
, device
, rt_count
, fb
))
710 context_release(context
);
711 WARN("Failed to apply clear state, skipping clear.\n");
717 /* Only set the values up once, as they are not changing. */
718 if (flags
& WINED3DCLEAR_STENCIL
)
720 if (context
->gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
722 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
723 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
726 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
727 glClearStencil(stencil
);
728 checkGLcall("glClearStencil");
729 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
732 if (flags
& WINED3DCLEAR_ZBUFFER
)
734 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: SFLAG_INDRAWABLE
;
736 surface_modify_ds_location(fb
->depth_stencil
, location
, ds_rect
.right
, ds_rect
.bottom
);
738 glDepthMask(GL_TRUE
);
739 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
741 checkGLcall("glClearDepth");
742 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
745 if (flags
& WINED3DCLEAR_TARGET
)
747 for (i
= 0; i
< rt_count
; ++i
)
749 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
752 surface_modify_location(rt
, rt
->draw_binding
, TRUE
);
755 glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
756 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
757 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
758 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
759 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
760 glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
761 checkGLcall("glClearColor");
762 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
767 if (render_offscreen
)
769 glScissor(draw_rect
->left
, draw_rect
->top
,
770 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
774 glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
775 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
777 checkGLcall("glScissor");
779 checkGLcall("glClear");
785 /* Now process each rect in turn. */
786 for (i
= 0; i
< rect_count
; ++i
)
788 /* Note that GL uses lower left, width/height. */
789 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
791 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
792 wine_dbgstr_rect(&clear_rect
[i
]),
793 wine_dbgstr_rect(¤t_rect
));
795 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
796 * The rectangle is not cleared, no error is returned, but further rectangles are
797 * still cleared if they are valid. */
798 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
800 TRACE("Rectangle with negative dimensions, ignoring.\n");
804 if (render_offscreen
)
806 glScissor(current_rect
.left
, current_rect
.top
,
807 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
811 glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
812 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
814 checkGLcall("glScissor");
817 checkGLcall("glClear");
823 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
824 && target
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
825 && target
->container
.u
.swapchain
->front_buffer
== target
))
826 wglFlush(); /* Flush to ensure ordering across contexts. */
828 context_release(context
);
831 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
833 ULONG refcount
= InterlockedIncrement(&device
->ref
);
835 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
840 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
842 ULONG refcount
= InterlockedDecrement(&device
->ref
);
844 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
848 struct wined3d_stateblock
*stateblock
;
851 if (wined3d_stateblock_decref(device
->updateStateBlock
)
852 && device
->updateStateBlock
!= device
->stateBlock
)
853 FIXME("Something's still holding the update stateblock.\n");
854 device
->updateStateBlock
= NULL
;
856 stateblock
= device
->stateBlock
;
857 device
->stateBlock
= NULL
;
858 if (wined3d_stateblock_decref(stateblock
))
859 FIXME("Something's still holding the stateblock.\n");
861 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
863 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
864 device
->multistate_funcs
[i
] = NULL
;
867 if (!list_empty(&device
->resources
))
869 struct wined3d_resource
*resource
;
871 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
873 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
875 FIXME("Leftover resource %p with type %s (%#x).\n",
876 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
880 if (device
->contexts
)
881 ERR("Context array not freed!\n");
882 if (device
->hardwareCursor
)
883 DestroyCursor(device
->hardwareCursor
);
884 device
->hardwareCursor
= 0;
886 wined3d_decref(device
->wined3d
);
887 device
->wined3d
= NULL
;
888 HeapFree(GetProcessHeap(), 0, device
);
889 TRACE("Freed device %p.\n", device
);
895 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
897 TRACE("device %p.\n", device
);
899 return device
->swapchain_count
;
902 HRESULT CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
,
903 UINT swapchain_idx
, struct wined3d_swapchain
**swapchain
)
905 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
906 device
, swapchain_idx
, swapchain
);
908 if (swapchain_idx
>= device
->swapchain_count
)
910 WARN("swapchain_idx %u >= swapchain_count %u.\n",
911 swapchain_idx
, device
->swapchain_count
);
914 return WINED3DERR_INVALIDCALL
;
917 *swapchain
= device
->swapchains
[swapchain_idx
];
918 wined3d_swapchain_incref(*swapchain
);
919 TRACE("Returning %p.\n", *swapchain
);
924 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
926 struct wined3d_color_key color_key
;
930 HDC dcb
= NULL
, dcs
= NULL
;
932 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
935 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
936 dcb
= CreateCompatibleDC(NULL
);
938 SelectObject(dcb
, hbm
);
942 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
945 memset(&bm
, 0, sizeof(bm
));
950 hr
= wined3d_surface_create(device
, bm
.bmWidth
, bm
.bmHeight
, WINED3DFMT_B5G6R5_UNORM
, 0, 0,
951 WINED3D_POOL_DEFAULT
, WINED3D_MULTISAMPLE_NONE
, 0, WINED3D_SURFACE_TYPE_OPENGL
, WINED3D_SURFACE_MAPPABLE
,
952 NULL
, &wined3d_null_parent_ops
, &device
->logo_surface
);
955 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr
);
961 if (FAILED(hr
= wined3d_surface_getdc(device
->logo_surface
, &dcs
)))
963 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
964 wined3d_surface_releasedc(device
->logo_surface
, dcs
);
966 color_key
.color_space_low_value
= 0;
967 color_key
.color_space_high_value
= 0;
968 wined3d_surface_set_color_key(device
->logo_surface
, WINEDDCKEY_SRCBLT
, &color_key
);
972 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
973 /* Fill the surface with a white color to show that wined3d is there */
974 wined3d_device_color_fill(device
, device
->logo_surface
, NULL
, &c
);
978 if (dcb
) DeleteDC(dcb
);
979 if (hbm
) DeleteObject(hbm
);
982 /* Context activation is done by the caller. */
983 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
985 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
986 unsigned int i
, j
, count
;
987 /* Under DirectX you can sample even if no texture is bound, whereas
988 * OpenGL will only allow that when a valid texture is bound.
989 * We emulate this by creating dummy textures and binding them
990 * to each texture stage when the currently set D3D texture is NULL. */
993 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
995 /* The dummy texture does not have client storage backing */
996 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
997 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
1000 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1001 for (i
= 0; i
< count
; ++i
)
1003 DWORD color
= 0x000000ff;
1005 /* Make appropriate texture active */
1006 context_active_texture(context
, gl_info
, i
);
1008 glGenTextures(1, &device
->dummy_texture_2d
[i
]);
1009 checkGLcall("glGenTextures");
1010 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
1012 glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
1013 checkGLcall("glBindTexture");
1015 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1016 checkGLcall("glTexImage2D");
1018 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1020 glGenTextures(1, &device
->dummy_texture_rect
[i
]);
1021 checkGLcall("glGenTextures");
1022 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
1024 glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
1025 checkGLcall("glBindTexture");
1027 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1028 checkGLcall("glTexImage2D");
1031 if (gl_info
->supported
[EXT_TEXTURE3D
])
1033 glGenTextures(1, &device
->dummy_texture_3d
[i
]);
1034 checkGLcall("glGenTextures");
1035 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
1037 glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
1038 checkGLcall("glBindTexture");
1040 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
1041 checkGLcall("glTexImage3D");
1044 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1046 glGenTextures(1, &device
->dummy_texture_cube
[i
]);
1047 checkGLcall("glGenTextures");
1048 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
1050 glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
1051 checkGLcall("glBindTexture");
1053 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
1055 glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1056 checkGLcall("glTexImage2D");
1061 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1063 /* Re-enable because if supported it is enabled by default */
1064 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1065 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1071 /* Context activation is done by the caller. */
1072 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
1074 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1077 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1079 glDeleteTextures(count
, device
->dummy_texture_cube
);
1080 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1083 if (gl_info
->supported
[EXT_TEXTURE3D
])
1085 glDeleteTextures(count
, device
->dummy_texture_3d
);
1086 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1089 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1091 glDeleteTextures(count
, device
->dummy_texture_rect
);
1092 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1095 glDeleteTextures(count
, device
->dummy_texture_2d
);
1096 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1099 memset(device
->dummy_texture_cube
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_cube
));
1100 memset(device
->dummy_texture_3d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_3d
));
1101 memset(device
->dummy_texture_rect
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_rect
));
1102 memset(device
->dummy_texture_2d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_2d
));
1105 static LONG
fullscreen_style(LONG style
)
1107 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1108 style
|= WS_POPUP
| WS_SYSMENU
;
1109 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
1114 static LONG
fullscreen_exstyle(LONG exstyle
)
1116 /* Filter out window decorations. */
1117 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
1122 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
1124 BOOL filter_messages
;
1125 LONG style
, exstyle
;
1127 TRACE("Setting up window %p for fullscreen mode.\n", window
);
1129 if (device
->style
|| device
->exStyle
)
1131 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1132 window
, device
->style
, device
->exStyle
);
1135 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
1136 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1138 style
= fullscreen_style(device
->style
);
1139 exstyle
= fullscreen_exstyle(device
->exStyle
);
1141 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1142 device
->style
, device
->exStyle
, style
, exstyle
);
1144 filter_messages
= device
->filter_messages
;
1145 device
->filter_messages
= TRUE
;
1147 SetWindowLongW(window
, GWL_STYLE
, style
);
1148 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
1149 SetWindowPos(window
, HWND_TOP
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
1151 device
->filter_messages
= filter_messages
;
1154 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
1156 BOOL filter_messages
;
1157 LONG style
, exstyle
;
1159 if (!device
->style
&& !device
->exStyle
) return;
1161 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1162 window
, device
->style
, device
->exStyle
);
1164 style
= GetWindowLongW(window
, GWL_STYLE
);
1165 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1167 filter_messages
= device
->filter_messages
;
1168 device
->filter_messages
= TRUE
;
1170 /* Only restore the style if the application didn't modify it during the
1171 * fullscreen phase. Some applications change it before calling Reset()
1172 * when switching between windowed and fullscreen modes (HL2), some
1173 * depend on the original style (Eve Online). */
1174 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
1176 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
1177 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
1179 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
1181 device
->filter_messages
= filter_messages
;
1183 /* Delete the old values. */
1185 device
->exStyle
= 0;
1188 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
1190 TRACE("device %p, window %p.\n", device
, window
);
1192 if (!wined3d_register_window(window
, device
))
1194 ERR("Failed to register window %p.\n", window
);
1198 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
1199 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
1204 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
1206 TRACE("device %p.\n", device
);
1208 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
1209 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
1212 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
1213 struct wined3d_swapchain_desc
*swapchain_desc
)
1215 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1216 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1217 struct wined3d_swapchain
*swapchain
= NULL
;
1218 struct wined3d_context
*context
;
1223 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1225 if (device
->d3d_initialized
)
1226 return WINED3DERR_INVALIDCALL
;
1227 if (!device
->adapter
->opengl
)
1228 return WINED3DERR_INVALIDCALL
;
1230 device
->valid_rt_mask
= 0;
1231 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1232 device
->valid_rt_mask
|= (1 << i
);
1233 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1234 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
1236 /* Initialize the texture unit mapping to a 1:1 mapping */
1237 for (state
= 0; state
< MAX_COMBINED_SAMPLERS
; ++state
)
1239 if (state
< gl_info
->limits
.fragment_samplers
)
1241 device
->texUnitMap
[state
] = state
;
1242 device
->rev_tex_unit_map
[state
] = state
;
1246 device
->texUnitMap
[state
] = WINED3D_UNMAPPED_STAGE
;
1247 device
->rev_tex_unit_map
[state
] = WINED3D_UNMAPPED_STAGE
;
1251 /* Setup the implicit swapchain. This also initializes a context. */
1252 TRACE("Creating implicit swapchain\n");
1253 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1254 swapchain_desc
, &swapchain
);
1257 WARN("Failed to create implicit swapchain\n");
1261 device
->swapchain_count
= 1;
1262 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1263 if (!device
->swapchains
)
1265 ERR("Out of memory!\n");
1268 device
->swapchains
[0] = swapchain
;
1270 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1272 TRACE("Setting rendertarget to %p.\n", swapchain
->back_buffers
);
1273 device
->fb
.render_targets
[0] = swapchain
->back_buffers
[0];
1277 TRACE("Setting rendertarget to %p.\n", swapchain
->front_buffer
);
1278 device
->fb
.render_targets
[0] = swapchain
->front_buffer
;
1280 wined3d_surface_incref(device
->fb
.render_targets
[0]);
1282 /* Depth Stencil support */
1283 device
->fb
.depth_stencil
= device
->auto_depth_stencil
;
1284 if (device
->fb
.depth_stencil
)
1285 wined3d_surface_incref(device
->fb
.depth_stencil
);
1287 hr
= device
->shader_backend
->shader_alloc_private(device
);
1290 TRACE("Shader private data couldn't be allocated\n");
1293 hr
= device
->frag_pipe
->alloc_private(device
);
1296 TRACE("Fragment pipeline private data couldn't be allocated\n");
1299 hr
= device
->blitter
->alloc_private(device
);
1302 TRACE("Blitter private data couldn't be allocated\n");
1306 /* Set up some starting GL setup */
1308 /* Setup all the devices defaults */
1309 stateblock_init_default_state(device
->stateBlock
);
1311 context
= context_acquire(device
, swapchain
->front_buffer
);
1313 create_dummy_textures(device
, context
);
1317 /* Initialize the current view state */
1318 device
->view_ident
= 1;
1319 device
->contexts
[0]->last_was_rhw
= 0;
1321 switch (wined3d_settings
.offscreen_rendering_mode
)
1324 device
->offscreenBuffer
= GL_COLOR_ATTACHMENT0
;
1327 case ORM_BACKBUFFER
:
1329 if (context_get_current()->aux_buffers
> 0)
1331 TRACE("Using auxiliary buffer for offscreen rendering\n");
1332 device
->offscreenBuffer
= GL_AUX0
;
1336 TRACE("Using back buffer for offscreen rendering\n");
1337 device
->offscreenBuffer
= GL_BACK
;
1342 TRACE("All defaults now set up, leaving 3D init.\n");
1345 context_release(context
);
1347 /* Clear the screen */
1348 wined3d_device_clear(device
, 0, NULL
, WINED3DCLEAR_TARGET
1349 | (swapchain_desc
->enable_auto_depth_stencil
? WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
: 0),
1352 device
->d3d_initialized
= TRUE
;
1354 if (wined3d_settings
.logo
)
1355 device_load_logo(device
, wined3d_settings
.logo
);
1359 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1360 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1361 device
->swapchain_count
= 0;
1363 wined3d_swapchain_decref(swapchain
);
1364 if (device
->blit_priv
)
1365 device
->blitter
->free_private(device
);
1366 if (device
->fragment_priv
)
1367 device
->frag_pipe
->free_private(device
);
1368 if (device
->shader_priv
)
1369 device
->shader_backend
->shader_free_private(device
);
1374 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1375 struct wined3d_swapchain_desc
*swapchain_desc
)
1377 struct wined3d_swapchain
*swapchain
= NULL
;
1380 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1382 /* Setup the implicit swapchain */
1383 TRACE("Creating implicit swapchain\n");
1384 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1385 swapchain_desc
, &swapchain
);
1388 WARN("Failed to create implicit swapchain\n");
1392 device
->swapchain_count
= 1;
1393 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1394 if (!device
->swapchains
)
1396 ERR("Out of memory!\n");
1399 device
->swapchains
[0] = swapchain
;
1403 wined3d_swapchain_decref(swapchain
);
1407 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1409 struct wined3d_resource
*resource
, *cursor
;
1410 const struct wined3d_gl_info
*gl_info
;
1411 struct wined3d_context
*context
;
1412 struct wined3d_surface
*surface
;
1415 TRACE("device %p.\n", device
);
1417 if (!device
->d3d_initialized
)
1418 return WINED3DERR_INVALIDCALL
;
1420 /* Force making the context current again, to verify it is still valid
1421 * (workaround for broken drivers) */
1422 context_set_current(NULL
);
1423 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1424 * it was created. Thus make sure a context is active for the glDelete* calls
1426 context
= context_acquire(device
, NULL
);
1427 gl_info
= context
->gl_info
;
1429 if (device
->logo_surface
)
1430 wined3d_surface_decref(device
->logo_surface
);
1432 stateblock_unbind_resources(device
->stateBlock
);
1434 /* Unload resources */
1435 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1437 TRACE("Unloading resource %p.\n", resource
);
1439 resource
->resource_ops
->resource_unload(resource
);
1442 TRACE("Deleting high order patches\n");
1443 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
)
1445 struct wined3d_rect_patch
*patch
;
1446 struct list
*e1
, *e2
;
1448 LIST_FOR_EACH_SAFE(e1
, e2
, &device
->patches
[i
])
1450 patch
= LIST_ENTRY(e1
, struct wined3d_rect_patch
, entry
);
1451 wined3d_device_delete_patch(device
, patch
->Handle
);
1455 /* Delete the mouse cursor texture */
1456 if (device
->cursorTexture
)
1459 glDeleteTextures(1, &device
->cursorTexture
);
1461 device
->cursorTexture
= 0;
1464 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1465 * private data, it might contain opengl pointers
1467 if (device
->depth_blt_texture
)
1470 glDeleteTextures(1, &device
->depth_blt_texture
);
1472 device
->depth_blt_texture
= 0;
1475 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1476 device
->blitter
->free_private(device
);
1477 device
->frag_pipe
->free_private(device
);
1478 device
->shader_backend
->shader_free_private(device
);
1480 /* Release the buffers (with sanity checks)*/
1481 if (device
->onscreen_depth_stencil
)
1483 surface
= device
->onscreen_depth_stencil
;
1484 device
->onscreen_depth_stencil
= NULL
;
1485 wined3d_surface_decref(surface
);
1488 if (device
->fb
.depth_stencil
)
1490 surface
= device
->fb
.depth_stencil
;
1492 TRACE("Releasing depth/stencil buffer %p.\n", surface
);
1494 device
->fb
.depth_stencil
= NULL
;
1495 wined3d_surface_decref(surface
);
1498 if (device
->auto_depth_stencil
)
1500 surface
= device
->auto_depth_stencil
;
1501 device
->auto_depth_stencil
= NULL
;
1502 if (wined3d_surface_decref(surface
))
1503 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface
);
1506 for (i
= 1; i
< gl_info
->limits
.buffers
; ++i
)
1508 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
1511 surface
= device
->fb
.render_targets
[0];
1512 TRACE("Setting rendertarget 0 to NULL\n");
1513 device
->fb
.render_targets
[0] = NULL
;
1514 TRACE("Releasing the render target at %p\n", surface
);
1515 wined3d_surface_decref(surface
);
1517 context_release(context
);
1519 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1521 TRACE("Releasing the implicit swapchain %u.\n", i
);
1522 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1523 FIXME("Something's still holding the implicit swapchain.\n");
1526 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1527 device
->swapchains
= NULL
;
1528 device
->swapchain_count
= 0;
1530 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1531 device
->fb
.render_targets
= NULL
;
1533 device
->d3d_initialized
= FALSE
;
1538 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1542 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1544 TRACE("Releasing the implicit swapchain %u.\n", i
);
1545 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1546 FIXME("Something's still holding the implicit swapchain.\n");
1549 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1550 device
->swapchains
= NULL
;
1551 device
->swapchain_count
= 0;
1555 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1556 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1557 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1559 * There is no way to deactivate thread safety once it is enabled.
1561 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1563 TRACE("device %p.\n", device
);
1565 /* For now just store the flag (needed in case of ddraw). */
1566 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1569 HRESULT CDECL
wined3d_device_set_display_mode(struct wined3d_device
*device
,
1570 UINT swapchain_idx
, const struct wined3d_display_mode
*mode
)
1572 struct wined3d_adapter
*adapter
= device
->adapter
;
1573 const struct wined3d_format
*format
= wined3d_get_format(&adapter
->gl_info
, mode
->format_id
);
1578 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device
, swapchain_idx
, mode
,
1579 mode
->width
, mode
->height
, mode
->refresh_rate
, debug_d3dformat(mode
->format_id
));
1581 /* Resize the screen even without a window:
1582 * The app could have unset it with SetCooperativeLevel, but not called
1583 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1584 * but we don't have any hwnd
1587 memset(&devmode
, 0, sizeof(devmode
));
1588 devmode
.dmSize
= sizeof(devmode
);
1589 devmode
.dmFields
= DM_BITSPERPEL
| DM_PELSWIDTH
| DM_PELSHEIGHT
;
1590 devmode
.dmBitsPerPel
= format
->byte_count
* CHAR_BIT
;
1591 devmode
.dmPelsWidth
= mode
->width
;
1592 devmode
.dmPelsHeight
= mode
->height
;
1594 devmode
.dmDisplayFrequency
= mode
->refresh_rate
;
1595 if (mode
->refresh_rate
)
1596 devmode
.dmFields
|= DM_DISPLAYFREQUENCY
;
1598 /* Only change the mode if necessary */
1599 if (adapter
->screen_size
.cx
== mode
->width
&& adapter
->screen_size
.cy
== mode
->height
1600 && adapter
->screen_format
== mode
->format_id
&& !mode
->refresh_rate
)
1603 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
);
1604 if (ret
!= DISP_CHANGE_SUCCESSFUL
)
1606 if (devmode
.dmDisplayFrequency
)
1608 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1609 devmode
.dmFields
&= ~DM_DISPLAYFREQUENCY
;
1610 devmode
.dmDisplayFrequency
= 0;
1611 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
) != DISP_CHANGE_SUCCESSFUL
;
1613 if(ret
!= DISP_CHANGE_SUCCESSFUL
) {
1614 return WINED3DERR_NOTAVAILABLE
;
1618 /* Store the new values */
1619 adapter
->screen_size
.cx
= mode
->width
;
1620 adapter
->screen_size
.cy
= mode
->height
;
1621 adapter
->screen_format
= mode
->format_id
;
1623 /* And finally clip mouse to our screen */
1624 SetRect(&clip_rc
, 0, 0, mode
->width
, mode
->height
);
1625 ClipCursor(&clip_rc
);
1630 HRESULT CDECL
wined3d_device_get_wined3d(const struct wined3d_device
*device
, struct wined3d
**wined3d
)
1632 TRACE("device %p, wined3d %p.\n", device
, wined3d
);
1634 *wined3d
= device
->wined3d
;
1635 wined3d_incref(*wined3d
);
1637 TRACE("Returning %p.\n", *wined3d
);
1642 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1644 TRACE("device %p.\n", device
);
1646 TRACE("Emulating %d MB, returning %d MB left.\n",
1647 device
->adapter
->TextureRam
/ (1024 * 1024),
1648 (device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
) / (1024 * 1024));
1650 return device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
;
1653 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1654 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1656 struct wined3d_stream_state
*stream
;
1657 struct wined3d_buffer
*prev_buffer
;
1659 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1660 device
, stream_idx
, buffer
, offset
, stride
);
1662 if (stream_idx
>= MAX_STREAMS
)
1664 WARN("Stream index %u out of range.\n", stream_idx
);
1665 return WINED3DERR_INVALIDCALL
;
1667 else if (offset
& 0x3)
1669 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1670 return WINED3DERR_INVALIDCALL
;
1673 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1674 prev_buffer
= stream
->buffer
;
1676 device
->updateStateBlock
->changed
.streamSource
|= 1 << stream_idx
;
1678 if (prev_buffer
== buffer
1679 && stream
->stride
== stride
1680 && stream
->offset
== offset
)
1682 TRACE("Application is setting the old values over, nothing to do.\n");
1686 stream
->buffer
= buffer
;
1689 stream
->stride
= stride
;
1690 stream
->offset
= offset
;
1693 /* Handle recording of state blocks. */
1694 if (device
->isRecordingState
)
1696 TRACE("Recording... not performing anything.\n");
1698 wined3d_buffer_incref(buffer
);
1700 wined3d_buffer_decref(prev_buffer
);
1706 InterlockedIncrement(&buffer
->resource
.bind_count
);
1707 wined3d_buffer_incref(buffer
);
1711 InterlockedDecrement(&prev_buffer
->resource
.bind_count
);
1712 wined3d_buffer_decref(prev_buffer
);
1715 device_invalidate_state(device
, STATE_STREAMSRC
);
1720 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1721 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1723 struct wined3d_stream_state
*stream
;
1725 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1726 device
, stream_idx
, buffer
, offset
, stride
);
1728 if (stream_idx
>= MAX_STREAMS
)
1730 WARN("Stream index %u out of range.\n", stream_idx
);
1731 return WINED3DERR_INVALIDCALL
;
1734 stream
= &device
->stateBlock
->state
.streams
[stream_idx
];
1735 *buffer
= stream
->buffer
;
1737 wined3d_buffer_incref(*buffer
);
1739 *offset
= stream
->offset
;
1740 *stride
= stream
->stride
;
1745 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1747 struct wined3d_stream_state
*stream
;
1748 UINT old_flags
, old_freq
;
1750 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1752 /* Verify input. At least in d3d9 this is invalid. */
1753 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1755 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1756 return WINED3DERR_INVALIDCALL
;
1758 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1760 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1761 return WINED3DERR_INVALIDCALL
;
1765 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1766 return WINED3DERR_INVALIDCALL
;
1769 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1770 old_flags
= stream
->flags
;
1771 old_freq
= stream
->frequency
;
1773 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1774 stream
->frequency
= divider
& 0x7fffff;
1776 device
->updateStateBlock
->changed
.streamFreq
|= 1 << stream_idx
;
1778 if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1779 device_invalidate_state(device
, STATE_STREAMSRC
);
1784 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1785 UINT stream_idx
, UINT
*divider
)
1787 struct wined3d_stream_state
*stream
;
1789 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1791 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1792 *divider
= stream
->flags
| stream
->frequency
;
1794 TRACE("Returning %#x.\n", *divider
);
1799 HRESULT CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1800 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1802 TRACE("device %p, state %s, matrix %p.\n",
1803 device
, debug_d3dtstype(d3dts
), matrix
);
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 conv_mat(matrix
, &device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0]);
1828 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1829 * where ViewMat = Camera space, WorldMat = world space.
1831 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1832 * matrix. The Projection matrix stay projection matrix. */
1834 if (d3dts
== WINED3D_TS_VIEW
)
1835 device
->view_ident
= !memcmp(matrix
, &identity
, sizeof(identity
));
1837 if (d3dts
< WINED3D_TS_WORLD_MATRIX(device
->adapter
->gl_info
.limits
.blends
))
1838 device_invalidate_state(device
, STATE_TRANSFORM(d3dts
));
1844 HRESULT CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1845 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1847 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1849 *matrix
= device
->stateBlock
->state
.transforms
[state
];
1854 HRESULT CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1855 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1857 const struct wined3d_matrix
*mat
= NULL
;
1858 struct wined3d_matrix temp
;
1860 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1862 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1863 * below means it will be recorded in a state block change, but it
1864 * works regardless where it is recorded.
1865 * If this is found to be wrong, change to StateBlock. */
1866 if (state
> HIGHEST_TRANSFORMSTATE
)
1868 WARN("Unhandled transform state %#x.\n", state
);
1872 mat
= &device
->updateStateBlock
->state
.transforms
[state
];
1873 multiply_matrix(&temp
, mat
, matrix
);
1875 /* Apply change via set transform - will reapply to eg. lights this way. */
1876 return wined3d_device_set_transform(device
, state
, &temp
);
1879 /* Note lights are real special cases. Although the device caps state only
1880 * e.g. 8 are supported, you can reference any indexes you want as long as
1881 * that number max are enabled at any one point in time. Therefore since the
1882 * indices can be anything, we need a hashmap of them. However, this causes
1883 * stateblock problems. When capturing the state block, I duplicate the
1884 * hashmap, but when recording, just build a chain pretty much of commands to
1886 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1887 UINT light_idx
, const struct wined3d_light
*light
)
1889 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1890 struct wined3d_light_info
*object
= NULL
;
1894 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1896 /* Check the parameter range. Need for speed most wanted sets junk lights
1897 * which confuse the GL driver. */
1899 return WINED3DERR_INVALIDCALL
;
1901 switch (light
->type
)
1903 case WINED3D_LIGHT_POINT
:
1904 case WINED3D_LIGHT_SPOT
:
1905 case WINED3D_LIGHT_PARALLELPOINT
:
1906 case WINED3D_LIGHT_GLSPOT
:
1907 /* Incorrect attenuation values can cause the gl driver to crash.
1908 * Happens with Need for speed most wanted. */
1909 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1911 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1912 return WINED3DERR_INVALIDCALL
;
1916 case WINED3D_LIGHT_DIRECTIONAL
:
1917 /* Ignores attenuation */
1921 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1922 return WINED3DERR_INVALIDCALL
;
1925 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
1927 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1928 if (object
->OriginalIndex
== light_idx
)
1935 TRACE("Adding new light\n");
1936 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1939 ERR("Out of memory error when allocating a light\n");
1940 return E_OUTOFMEMORY
;
1942 list_add_head(&device
->updateStateBlock
->state
.light_map
[hash_idx
], &object
->entry
);
1943 object
->glIndex
= -1;
1944 object
->OriginalIndex
= light_idx
;
1947 /* Initialize the object. */
1948 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1949 light_idx
, light
->type
,
1950 light
->diffuse
.r
, light
->diffuse
.g
, light
->diffuse
.b
, light
->diffuse
.a
,
1951 light
->specular
.r
, light
->specular
.g
, light
->specular
.b
, light
->specular
.a
,
1952 light
->ambient
.r
, light
->ambient
.g
, light
->ambient
.b
, light
->ambient
.a
);
1953 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light
->position
.x
, light
->position
.y
, light
->position
.z
,
1954 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
);
1955 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1956 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1958 /* Save away the information. */
1959 object
->OriginalParms
= *light
;
1961 switch (light
->type
)
1963 case WINED3D_LIGHT_POINT
:
1965 object
->lightPosn
[0] = light
->position
.x
;
1966 object
->lightPosn
[1] = light
->position
.y
;
1967 object
->lightPosn
[2] = light
->position
.z
;
1968 object
->lightPosn
[3] = 1.0f
;
1969 object
->cutoff
= 180.0f
;
1973 case WINED3D_LIGHT_DIRECTIONAL
:
1975 object
->lightPosn
[0] = -light
->direction
.x
;
1976 object
->lightPosn
[1] = -light
->direction
.y
;
1977 object
->lightPosn
[2] = -light
->direction
.z
;
1978 object
->lightPosn
[3] = 0.0f
;
1979 object
->exponent
= 0.0f
;
1980 object
->cutoff
= 180.0f
;
1983 case WINED3D_LIGHT_SPOT
:
1985 object
->lightPosn
[0] = light
->position
.x
;
1986 object
->lightPosn
[1] = light
->position
.y
;
1987 object
->lightPosn
[2] = light
->position
.z
;
1988 object
->lightPosn
[3] = 1.0f
;
1991 object
->lightDirn
[0] = light
->direction
.x
;
1992 object
->lightDirn
[1] = light
->direction
.y
;
1993 object
->lightDirn
[2] = light
->direction
.z
;
1994 object
->lightDirn
[3] = 1.0f
;
1996 /* opengl-ish and d3d-ish spot lights use too different models
1997 * for the light "intensity" as a function of the angle towards
1998 * the main light direction, so we only can approximate very
1999 * roughly. However, spot lights are rather rarely used in games
2000 * (if ever used at all). Furthermore if still used, probably
2001 * nobody pays attention to such details. */
2002 if (!light
->falloff
)
2004 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2005 * equations have the falloff resp. exponent parameter as an
2006 * exponent, so the spot light lighting will always be 1.0 for
2007 * both of them, and we don't have to care for the rest of the
2008 * rather complex calculation. */
2009 object
->exponent
= 0.0f
;
2013 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
2016 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
2019 if (object
->exponent
> 128.0f
)
2020 object
->exponent
= 128.0f
;
2022 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
2027 FIXME("Unrecognized light type %#x.\n", light
->type
);
2030 /* Update the live definitions if the light is currently assigned a glIndex. */
2031 if (object
->glIndex
!= -1 && !device
->isRecordingState
)
2032 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
2037 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
2038 UINT light_idx
, struct wined3d_light
*light
)
2040 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2041 struct wined3d_light_info
*light_info
= NULL
;
2044 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
2046 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2048 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2049 if (light_info
->OriginalIndex
== light_idx
)
2056 TRACE("Light information requested but light not defined\n");
2057 return WINED3DERR_INVALIDCALL
;
2060 *light
= light_info
->OriginalParms
;
2064 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
2066 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2067 struct wined3d_light_info
*light_info
= NULL
;
2070 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
2072 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2074 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2075 if (light_info
->OriginalIndex
== light_idx
)
2079 TRACE("Found light %p.\n", light_info
);
2081 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2084 TRACE("Light enabled requested but light not defined, so defining one!\n");
2085 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
2087 /* Search for it again! Should be fairly quick as near head of list. */
2088 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2090 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2091 if (light_info
->OriginalIndex
== light_idx
)
2097 FIXME("Adding default lights has failed dismally\n");
2098 return WINED3DERR_INVALIDCALL
;
2104 if (light_info
->glIndex
!= -1)
2106 if (!device
->isRecordingState
)
2107 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
2109 device
->updateStateBlock
->state
.lights
[light_info
->glIndex
] = NULL
;
2110 light_info
->glIndex
= -1;
2114 TRACE("Light already disabled, nothing to do\n");
2116 light_info
->enabled
= FALSE
;
2120 light_info
->enabled
= TRUE
;
2121 if (light_info
->glIndex
!= -1)
2123 TRACE("Nothing to do as light was enabled\n");
2128 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2129 /* Find a free GL light. */
2130 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
2132 if (!device
->updateStateBlock
->state
.lights
[i
])
2134 device
->updateStateBlock
->state
.lights
[i
] = light_info
;
2135 light_info
->glIndex
= i
;
2139 if (light_info
->glIndex
== -1)
2141 /* Our tests show that Windows returns D3D_OK in this situation, even with
2142 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2143 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2144 * as well for those lights.
2146 * TODO: Test how this affects rendering. */
2147 WARN("Too many concurrently active lights\n");
2151 /* i == light_info->glIndex */
2152 if (!device
->isRecordingState
)
2153 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
2160 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
2162 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2163 struct wined3d_light_info
*light_info
= NULL
;
2166 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
2168 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2170 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2171 if (light_info
->OriginalIndex
== light_idx
)
2178 TRACE("Light enabled state requested but light not defined.\n");
2179 return WINED3DERR_INVALIDCALL
;
2181 /* true is 128 according to SetLightEnable */
2182 *enable
= light_info
->enabled
? 128 : 0;
2186 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
, UINT plane_idx
, const float *plane
)
2188 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2190 /* Validate plane_idx. */
2191 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2193 TRACE("Application has requested clipplane this device doesn't support.\n");
2194 return WINED3DERR_INVALIDCALL
;
2197 device
->updateStateBlock
->changed
.clipplane
|= 1 << plane_idx
;
2199 if (device
->updateStateBlock
->state
.clip_planes
[plane_idx
][0] == plane
[0]
2200 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][1] == plane
[1]
2201 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][2] == plane
[2]
2202 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][3] == plane
[3])
2204 TRACE("Application is setting old values over, nothing to do.\n");
2208 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][0] = plane
[0];
2209 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][1] = plane
[1];
2210 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][2] = plane
[2];
2211 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][3] = plane
[3];
2213 /* Handle recording of state blocks. */
2214 if (device
->isRecordingState
)
2216 TRACE("Recording... not performing anything.\n");
2220 device_invalidate_state(device
, STATE_CLIPPLANE(plane_idx
));
2225 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
, UINT plane_idx
, float *plane
)
2227 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2229 /* Validate plane_idx. */
2230 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2232 TRACE("Application has requested clipplane this device doesn't support.\n");
2233 return WINED3DERR_INVALIDCALL
;
2236 plane
[0] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][0];
2237 plane
[1] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][1];
2238 plane
[2] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][2];
2239 plane
[3] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][3];
2244 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
2245 const struct wined3d_clip_status
*clip_status
)
2247 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2250 return WINED3DERR_INVALIDCALL
;
2255 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
2256 struct wined3d_clip_status
*clip_status
)
2258 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2261 return WINED3DERR_INVALIDCALL
;
2266 HRESULT CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
2268 TRACE("device %p, material %p.\n", device
, material
);
2270 device
->updateStateBlock
->changed
.material
= TRUE
;
2271 device
->updateStateBlock
->state
.material
= *material
;
2273 /* Handle recording of state blocks */
2274 if (device
->isRecordingState
)
2276 TRACE("Recording... not performing anything.\n");
2280 device_invalidate_state(device
, STATE_MATERIAL
);
2285 HRESULT CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
2287 TRACE("device %p, material %p.\n", device
, material
);
2289 *material
= device
->updateStateBlock
->state
.material
;
2291 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2292 material
->diffuse
.r
, material
->diffuse
.g
,
2293 material
->diffuse
.b
, material
->diffuse
.a
);
2294 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2295 material
->ambient
.r
, material
->ambient
.g
,
2296 material
->ambient
.b
, material
->ambient
.a
);
2297 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2298 material
->specular
.r
, material
->specular
.g
,
2299 material
->specular
.b
, material
->specular
.a
);
2300 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2301 material
->emissive
.r
, material
->emissive
.g
,
2302 material
->emissive
.b
, material
->emissive
.a
);
2303 TRACE("power %.8e.\n", material
->power
);
2308 HRESULT CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
2309 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
2311 struct wined3d_buffer
*prev_buffer
;
2313 TRACE("device %p, buffer %p, format %s.\n",
2314 device
, buffer
, debug_d3dformat(format_id
));
2316 prev_buffer
= device
->updateStateBlock
->state
.index_buffer
;
2318 device
->updateStateBlock
->changed
.indices
= TRUE
;
2319 device
->updateStateBlock
->state
.index_buffer
= buffer
;
2320 device
->updateStateBlock
->state
.index_format
= format_id
;
2322 /* Handle recording of state blocks. */
2323 if (device
->isRecordingState
)
2325 TRACE("Recording... not performing anything.\n");
2327 wined3d_buffer_incref(buffer
);
2329 wined3d_buffer_decref(prev_buffer
);
2333 if (prev_buffer
!= buffer
)
2335 device_invalidate_state(device
, STATE_INDEXBUFFER
);
2338 InterlockedIncrement(&buffer
->resource
.bind_count
);
2339 wined3d_buffer_incref(buffer
);
2343 InterlockedDecrement(&prev_buffer
->resource
.bind_count
);
2344 wined3d_buffer_decref(prev_buffer
);
2351 HRESULT CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
, struct wined3d_buffer
**buffer
)
2353 TRACE("device %p, buffer %p.\n", device
, buffer
);
2355 *buffer
= device
->stateBlock
->state
.index_buffer
;
2358 wined3d_buffer_incref(*buffer
);
2360 TRACE("Returning %p.\n", *buffer
);
2365 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2366 HRESULT CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
2368 TRACE("device %p, base_index %d.\n", device
, base_index
);
2370 if (device
->updateStateBlock
->state
.base_vertex_index
== base_index
)
2372 TRACE("Application is setting the old value over, nothing to do\n");
2376 device
->updateStateBlock
->state
.base_vertex_index
= base_index
;
2378 if (device
->isRecordingState
)
2380 TRACE("Recording... not performing anything\n");
2386 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
2388 TRACE("device %p.\n", device
);
2390 return device
->stateBlock
->state
.base_vertex_index
;
2393 HRESULT CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
2395 TRACE("device %p, viewport %p.\n", device
, viewport
);
2396 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2397 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
2399 device
->updateStateBlock
->changed
.viewport
= TRUE
;
2400 device
->updateStateBlock
->state
.viewport
= *viewport
;
2402 /* Handle recording of state blocks */
2403 if (device
->isRecordingState
)
2405 TRACE("Recording... not performing anything\n");
2409 device_invalidate_state(device
, STATE_VIEWPORT
);
2414 HRESULT CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
2416 TRACE("device %p, viewport %p.\n", device
, viewport
);
2418 *viewport
= device
->stateBlock
->state
.viewport
;
2423 HRESULT CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2424 enum wined3d_render_state state
, DWORD value
)
2426 DWORD old_value
= device
->stateBlock
->state
.render_states
[state
];
2428 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2430 device
->updateStateBlock
->changed
.renderState
[state
>> 5] |= 1 << (state
& 0x1f);
2431 device
->updateStateBlock
->state
.render_states
[state
] = value
;
2433 /* Handle recording of state blocks. */
2434 if (device
->isRecordingState
)
2436 TRACE("Recording... not performing anything.\n");
2440 /* Compared here and not before the assignment to allow proper stateblock recording. */
2441 if (value
== old_value
)
2442 TRACE("Application is setting the old value over, nothing to do.\n");
2444 device_invalidate_state(device
, STATE_RENDER(state
));
2449 HRESULT CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
,
2450 enum wined3d_render_state state
, DWORD
*value
)
2452 TRACE("device %p, state %s (%#x), value %p.\n", device
, debug_d3drenderstate(state
), state
, value
);
2454 *value
= device
->stateBlock
->state
.render_states
[state
];
2459 HRESULT CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2460 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
2464 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2465 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2467 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2468 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2470 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2471 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2473 WARN("Invalid sampler %u.\n", sampler_idx
);
2474 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2477 old_value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2478 device
->updateStateBlock
->state
.sampler_states
[sampler_idx
][state
] = value
;
2479 device
->updateStateBlock
->changed
.samplerState
[sampler_idx
] |= 1 << state
;
2481 /* Handle recording of state blocks. */
2482 if (device
->isRecordingState
)
2484 TRACE("Recording... not performing anything.\n");
2488 if (old_value
== value
)
2490 TRACE("Application is setting the old value over, nothing to do.\n");
2494 device_invalidate_state(device
, STATE_SAMPLER(sampler_idx
));
2499 HRESULT CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2500 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD
*value
)
2502 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2503 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2505 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2506 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2508 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2509 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2511 WARN("Invalid sampler %u.\n", sampler_idx
);
2512 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2515 *value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2516 TRACE("Returning %#x.\n", *value
);
2521 HRESULT CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2523 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2525 device
->updateStateBlock
->changed
.scissorRect
= TRUE
;
2526 if (EqualRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
))
2528 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2531 CopyRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
);
2533 if (device
->isRecordingState
)
2535 TRACE("Recording... not performing anything.\n");
2539 device_invalidate_state(device
, STATE_SCISSORRECT
);
2544 HRESULT CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2546 TRACE("device %p, rect %p.\n", device
, rect
);
2548 *rect
= device
->updateStateBlock
->state
.scissor_rect
;
2549 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2554 HRESULT CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2555 struct wined3d_vertex_declaration
*declaration
)
2557 struct wined3d_vertex_declaration
*prev
= device
->updateStateBlock
->state
.vertex_declaration
;
2559 TRACE("device %p, declaration %p.\n", device
, declaration
);
2562 wined3d_vertex_declaration_incref(declaration
);
2564 wined3d_vertex_declaration_decref(prev
);
2566 device
->updateStateBlock
->state
.vertex_declaration
= declaration
;
2567 device
->updateStateBlock
->changed
.vertexDecl
= TRUE
;
2569 if (device
->isRecordingState
)
2571 TRACE("Recording... not performing anything.\n");
2574 else if (declaration
== prev
)
2576 /* Checked after the assignment to allow proper stateblock recording. */
2577 TRACE("Application is setting the old declaration over, nothing to do.\n");
2581 device_invalidate_state(device
, STATE_VDECL
);
2585 HRESULT CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
,
2586 struct wined3d_vertex_declaration
**declaration
)
2588 TRACE("device %p, declaration %p.\n", device
, declaration
);
2590 *declaration
= device
->stateBlock
->state
.vertex_declaration
;
2592 wined3d_vertex_declaration_incref(*declaration
);
2597 HRESULT CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2599 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.vertex_shader
;
2601 TRACE("device %p, shader %p.\n", device
, shader
);
2603 device
->updateStateBlock
->state
.vertex_shader
= shader
;
2604 device
->updateStateBlock
->changed
.vertexShader
= TRUE
;
2606 if (device
->isRecordingState
)
2609 wined3d_shader_incref(shader
);
2611 wined3d_shader_decref(prev
);
2612 TRACE("Recording... not performing anything.\n");
2618 TRACE("Application is setting the old shader over, nothing to do.\n");
2623 wined3d_shader_incref(shader
);
2625 wined3d_shader_decref(prev
);
2627 device_invalidate_state(device
, STATE_VSHADER
);
2632 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2634 struct wined3d_shader
*shader
;
2636 TRACE("device %p.\n", device
);
2638 shader
= device
->stateBlock
->state
.vertex_shader
;
2640 wined3d_shader_incref(shader
);
2642 TRACE("Returning %p.\n", shader
);
2646 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2647 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2649 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2652 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2653 device
, start_register
, constants
, bool_count
);
2655 if (!constants
|| start_register
>= MAX_CONST_B
)
2656 return WINED3DERR_INVALIDCALL
;
2658 memcpy(&device
->updateStateBlock
->state
.vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2659 for (i
= 0; i
< count
; ++i
)
2660 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2662 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2663 device
->updateStateBlock
->changed
.vertexShaderConstantsB
|= (1 << i
);
2665 if (!device
->isRecordingState
)
2666 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2671 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2672 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2674 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2676 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2677 device
, start_register
, constants
, bool_count
);
2679 if (!constants
|| start_register
>= MAX_CONST_B
)
2680 return WINED3DERR_INVALIDCALL
;
2682 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2687 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2688 UINT start_register
, const int *constants
, UINT vector4i_count
)
2690 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2693 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2694 device
, start_register
, constants
, vector4i_count
);
2696 if (!constants
|| start_register
>= MAX_CONST_I
)
2697 return WINED3DERR_INVALIDCALL
;
2699 memcpy(&device
->updateStateBlock
->state
.vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2700 for (i
= 0; i
< count
; ++i
)
2701 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2702 constants
[i
* 4], constants
[i
* 4 + 1],
2703 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2705 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2706 device
->updateStateBlock
->changed
.vertexShaderConstantsI
|= (1 << i
);
2708 if (!device
->isRecordingState
)
2709 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2714 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2715 UINT start_register
, int *constants
, UINT vector4i_count
)
2717 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2719 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2720 device
, start_register
, constants
, vector4i_count
);
2722 if (!constants
|| start_register
>= MAX_CONST_I
)
2723 return WINED3DERR_INVALIDCALL
;
2725 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2729 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2730 UINT start_register
, const float *constants
, UINT vector4f_count
)
2734 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2735 device
, start_register
, constants
, vector4f_count
);
2737 /* Specifically test start_register > limit to catch MAX_UINT overflows
2738 * when adding start_register + vector4f_count. */
2740 || start_register
+ vector4f_count
> device
->d3d_vshader_constantF
2741 || start_register
> device
->d3d_vshader_constantF
)
2742 return WINED3DERR_INVALIDCALL
;
2744 memcpy(&device
->updateStateBlock
->state
.vs_consts_f
[start_register
* 4],
2745 constants
, vector4f_count
* sizeof(float) * 4);
2748 for (i
= 0; i
< vector4f_count
; ++i
)
2749 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2750 constants
[i
* 4], constants
[i
* 4 + 1],
2751 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2754 if (!device
->isRecordingState
)
2756 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2757 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2760 memset(device
->updateStateBlock
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2761 sizeof(*device
->updateStateBlock
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2766 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2767 UINT start_register
, float *constants
, UINT vector4f_count
)
2769 int count
= min(vector4f_count
, device
->d3d_vshader_constantF
- start_register
);
2771 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2772 device
, start_register
, constants
, vector4f_count
);
2774 if (!constants
|| count
< 0)
2775 return WINED3DERR_INVALIDCALL
;
2777 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2782 static void device_invalidate_texture_stage(const struct wined3d_device
*device
, DWORD stage
)
2786 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
2788 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, i
));
2792 static void device_map_stage(struct wined3d_device
*device
, DWORD stage
, DWORD unit
)
2794 DWORD i
= device
->rev_tex_unit_map
[unit
];
2795 DWORD j
= device
->texUnitMap
[stage
];
2797 device
->texUnitMap
[stage
] = unit
;
2798 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
2799 device
->texUnitMap
[i
] = WINED3D_UNMAPPED_STAGE
;
2801 device
->rev_tex_unit_map
[unit
] = stage
;
2802 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
2803 device
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
2806 static void device_update_fixed_function_usage_map(struct wined3d_device
*device
)
2810 device
->fixed_function_usage_map
= 0;
2811 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2813 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2814 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
2815 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
2816 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
2817 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
2818 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
2819 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
2820 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
2821 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
2823 /* Not used, and disable higher stages. */
2824 if (color_op
== WINED3D_TOP_DISABLE
)
2827 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
2828 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
2829 || ((color_arg3
== WINED3DTA_TEXTURE
)
2830 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
2831 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
2832 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
2833 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2834 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
2835 device
->fixed_function_usage_map
|= (1 << i
);
2837 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
2838 && i
< MAX_TEXTURES
- 1)
2839 device
->fixed_function_usage_map
|= (1 << (i
+ 1));
2843 static void device_map_fixed_function_samplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2845 unsigned int i
, tex
;
2848 device_update_fixed_function_usage_map(device
);
2849 ffu_map
= device
->fixed_function_usage_map
;
2851 if (device
->max_ffp_textures
== gl_info
->limits
.texture_stages
2852 || device
->stateBlock
->state
.lowest_disabled_stage
<= device
->max_ffp_textures
)
2854 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2856 if (!(ffu_map
& 1)) continue;
2858 if (device
->texUnitMap
[i
] != i
)
2860 device_map_stage(device
, i
, i
);
2861 device_invalidate_state(device
, STATE_SAMPLER(i
));
2862 device_invalidate_texture_stage(device
, i
);
2868 /* Now work out the mapping */
2870 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2872 if (!(ffu_map
& 1)) continue;
2874 if (device
->texUnitMap
[i
] != tex
)
2876 device_map_stage(device
, i
, tex
);
2877 device_invalidate_state(device
, STATE_SAMPLER(i
));
2878 device_invalidate_texture_stage(device
, i
);
2885 static void device_map_psamplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2887 const enum wined3d_sampler_texture_type
*sampler_type
=
2888 device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2891 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2893 if (sampler_type
[i
] && device
->texUnitMap
[i
] != i
)
2895 device_map_stage(device
, i
, i
);
2896 device_invalidate_state(device
, STATE_SAMPLER(i
));
2897 if (i
< gl_info
->limits
.texture_stages
)
2898 device_invalidate_texture_stage(device
, i
);
2903 static BOOL
device_unit_free_for_vs(const struct wined3d_device
*device
,
2904 const enum wined3d_sampler_texture_type
*pshader_sampler_tokens
,
2905 const enum wined3d_sampler_texture_type
*vshader_sampler_tokens
, DWORD unit
)
2907 DWORD current_mapping
= device
->rev_tex_unit_map
[unit
];
2909 /* Not currently used */
2910 if (current_mapping
== WINED3D_UNMAPPED_STAGE
) return TRUE
;
2912 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
) {
2913 /* Used by a fragment sampler */
2915 if (!pshader_sampler_tokens
) {
2916 /* No pixel shader, check fixed function */
2917 return current_mapping
>= MAX_TEXTURES
|| !(device
->fixed_function_usage_map
& (1 << current_mapping
));
2920 /* Pixel shader, check the shader's sampler map */
2921 return !pshader_sampler_tokens
[current_mapping
];
2924 /* Used by a vertex sampler */
2925 return !vshader_sampler_tokens
[current_mapping
- MAX_FRAGMENT_SAMPLERS
];
2928 static void device_map_vsamplers(struct wined3d_device
*device
, BOOL ps
, const struct wined3d_gl_info
*gl_info
)
2930 const enum wined3d_sampler_texture_type
*vshader_sampler_type
=
2931 device
->stateBlock
->state
.vertex_shader
->reg_maps
.sampler_type
;
2932 const enum wined3d_sampler_texture_type
*pshader_sampler_type
= NULL
;
2933 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
) - 1;
2938 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2939 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2940 pshader_sampler_type
= device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2943 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
2944 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
2945 if (vshader_sampler_type
[i
])
2947 if (device
->texUnitMap
[vsampler_idx
] != WINED3D_UNMAPPED_STAGE
)
2949 /* Already mapped somewhere */
2955 if (device_unit_free_for_vs(device
, pshader_sampler_type
, vshader_sampler_type
, start
))
2957 device_map_stage(device
, vsampler_idx
, start
);
2958 device_invalidate_state(device
, STATE_SAMPLER(vsampler_idx
));
2970 void device_update_tex_unit_map(struct wined3d_device
*device
)
2972 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2973 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2974 BOOL vs
= use_vs(state
);
2975 BOOL ps
= use_ps(state
);
2978 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2979 * that would be really messy and require shader recompilation
2980 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2981 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2984 device_map_psamplers(device
, gl_info
);
2986 device_map_fixed_function_samplers(device
, gl_info
);
2989 device_map_vsamplers(device
, ps
, gl_info
);
2992 HRESULT CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2994 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.pixel_shader
;
2996 TRACE("device %p, shader %p.\n", device
, shader
);
2998 device
->updateStateBlock
->state
.pixel_shader
= shader
;
2999 device
->updateStateBlock
->changed
.pixelShader
= TRUE
;
3001 if (device
->isRecordingState
)
3004 wined3d_shader_incref(shader
);
3006 wined3d_shader_decref(prev
);
3007 TRACE("Recording... not performing anything.\n");
3013 TRACE("Application is setting the old shader over, nothing to do.\n");
3018 wined3d_shader_incref(shader
);
3020 wined3d_shader_decref(prev
);
3022 device_invalidate_state(device
, STATE_PIXELSHADER
);
3027 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
3029 struct wined3d_shader
*shader
;
3031 TRACE("device %p.\n", device
);
3033 shader
= device
->stateBlock
->state
.pixel_shader
;
3035 wined3d_shader_incref(shader
);
3037 TRACE("Returning %p.\n", shader
);
3041 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
3042 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
3044 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3047 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3048 device
, start_register
, constants
, bool_count
);
3050 if (!constants
|| start_register
>= MAX_CONST_B
)
3051 return WINED3DERR_INVALIDCALL
;
3053 memcpy(&device
->updateStateBlock
->state
.ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
3054 for (i
= 0; i
< count
; ++i
)
3055 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
3057 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3058 device
->updateStateBlock
->changed
.pixelShaderConstantsB
|= (1 << i
);
3060 if (!device
->isRecordingState
)
3061 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3066 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
3067 UINT start_register
, BOOL
*constants
, UINT bool_count
)
3069 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3071 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3072 device
, start_register
, constants
, bool_count
);
3074 if (!constants
|| start_register
>= MAX_CONST_B
)
3075 return WINED3DERR_INVALIDCALL
;
3077 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
3082 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
3083 UINT start_register
, const int *constants
, UINT vector4i_count
)
3085 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3088 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3089 device
, start_register
, constants
, vector4i_count
);
3091 if (!constants
|| start_register
>= MAX_CONST_I
)
3092 return WINED3DERR_INVALIDCALL
;
3094 memcpy(&device
->updateStateBlock
->state
.ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
3095 for (i
= 0; i
< count
; ++i
)
3096 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
3097 constants
[i
* 4], constants
[i
* 4 + 1],
3098 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3100 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3101 device
->updateStateBlock
->changed
.pixelShaderConstantsI
|= (1 << i
);
3103 if (!device
->isRecordingState
)
3104 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3109 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
3110 UINT start_register
, int *constants
, UINT vector4i_count
)
3112 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3114 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3115 device
, start_register
, constants
, vector4i_count
);
3117 if (!constants
|| start_register
>= MAX_CONST_I
)
3118 return WINED3DERR_INVALIDCALL
;
3120 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
3125 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
3126 UINT start_register
, const float *constants
, UINT vector4f_count
)
3130 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3131 device
, start_register
, constants
, vector4f_count
);
3133 /* Specifically test start_register > limit to catch MAX_UINT overflows
3134 * when adding start_register + vector4f_count. */
3136 || start_register
+ vector4f_count
> device
->d3d_pshader_constantF
3137 || start_register
> device
->d3d_pshader_constantF
)
3138 return WINED3DERR_INVALIDCALL
;
3140 memcpy(&device
->updateStateBlock
->state
.ps_consts_f
[start_register
* 4],
3141 constants
, vector4f_count
* sizeof(float) * 4);
3144 for (i
= 0; i
< vector4f_count
; ++i
)
3145 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
3146 constants
[i
* 4], constants
[i
* 4 + 1],
3147 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3150 if (!device
->isRecordingState
)
3152 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
3153 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3156 memset(device
->updateStateBlock
->changed
.pixelShaderConstantsF
+ start_register
, 1,
3157 sizeof(*device
->updateStateBlock
->changed
.pixelShaderConstantsF
) * vector4f_count
);
3162 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
3163 UINT start_register
, float *constants
, UINT vector4f_count
)
3165 int count
= min(vector4f_count
, device
->d3d_pshader_constantF
- start_register
);
3167 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3168 device
, start_register
, constants
, vector4f_count
);
3170 if (!constants
|| count
< 0)
3171 return WINED3DERR_INVALIDCALL
;
3173 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
3178 /* Context activation is done by the caller. */
3179 /* Do not call while under the GL lock. */
3180 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3181 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
3182 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
3185 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
3186 struct wined3d_viewport vp
;
3194 if (stream_info
->use_map
& (1 << WINED3D_FFP_NORMAL
))
3196 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3199 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_POSITION
)))
3201 ERR("Source has no position mask\n");
3202 return WINED3DERR_INVALIDCALL
;
3205 if (device
->stateBlock
->state
.render_states
[WINED3D_RS_CLIPPING
])
3207 static BOOL warned
= FALSE
;
3209 * The clipping code is not quite correct. Some things need
3210 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3211 * so disable clipping for now.
3212 * (The graphics in Half-Life are broken, and my processvertices
3213 * test crashes with IDirect3DDevice3)
3219 FIXME("Clipping is broken and disabled for now\n");
3225 vertex_size
= get_flexible_vertex_size(DestFVF
);
3226 if (FAILED(hr
= wined3d_buffer_map(dest
, dwDestIndex
* vertex_size
, dwCount
* vertex_size
, &dest_ptr
, 0)))
3228 WARN("Failed to map buffer, hr %#x.\n", hr
);
3232 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
3233 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
3234 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
3236 TRACE("View mat:\n");
3237 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
);
3238 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
);
3239 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
);
3240 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
);
3242 TRACE("Proj mat:\n");
3243 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
);
3244 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
);
3245 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
);
3246 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
);
3248 TRACE("World mat:\n");
3249 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
);
3250 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
);
3251 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
);
3252 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
);
3254 /* Get the viewport */
3255 wined3d_device_get_viewport(device
, &vp
);
3256 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3257 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
3259 multiply_matrix(&mat
,&view_mat
,&world_mat
);
3260 multiply_matrix(&mat
,&proj_mat
,&mat
);
3262 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
3264 for (i
= 0; i
< dwCount
; i
+= 1) {
3265 unsigned int tex_index
;
3267 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
3268 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
3269 /* The position first */
3270 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
3271 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3273 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
3275 /* Multiplication with world, view and projection matrix */
3276 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
);
3277 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
);
3278 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
);
3279 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
);
3281 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
3283 /* WARNING: The following things are taken from d3d7 and were not yet checked
3284 * against d3d8 or d3d9!
3287 /* Clipping conditions: From msdn
3289 * A vertex is clipped if it does not match the following requirements
3293 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3295 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3296 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3301 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
3302 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
3305 /* "Normal" viewport transformation (not clipped)
3306 * 1) The values are divided by rhw
3307 * 2) The y axis is negative, so multiply it with -1
3308 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3309 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3310 * 4) Multiply x with Width/2 and add Width/2
3311 * 5) The same for the height
3312 * 6) Add the viewpoint X and Y to the 2D coordinates and
3313 * The minimum Z value to z
3314 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3316 * Well, basically it's simply a linear transformation into viewport
3328 z
*= vp
.max_z
- vp
.min_z
;
3330 x
+= vp
.width
/ 2 + vp
.x
;
3331 y
+= vp
.height
/ 2 + vp
.y
;
3336 /* That vertex got clipped
3337 * Contrary to OpenGL it is not dropped completely, it just
3338 * undergoes a different calculation.
3340 TRACE("Vertex got clipped\n");
3347 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3348 * outside of the main vertex buffer memory. That needs some more
3353 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3356 ( (float *) dest_ptr
)[0] = x
;
3357 ( (float *) dest_ptr
)[1] = y
;
3358 ( (float *) dest_ptr
)[2] = z
;
3359 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3361 dest_ptr
+= 3 * sizeof(float);
3363 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
3364 dest_ptr
+= sizeof(float);
3367 if (DestFVF
& WINED3DFVF_PSIZE
)
3368 dest_ptr
+= sizeof(DWORD
);
3370 if (DestFVF
& WINED3DFVF_NORMAL
)
3372 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3373 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3374 /* AFAIK this should go into the lighting information */
3375 FIXME("Didn't expect the destination to have a normal\n");
3376 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3379 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3381 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3382 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3383 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_DIFFUSE
)))
3385 static BOOL warned
= FALSE
;
3388 ERR("No diffuse color in source, but destination has one\n");
3392 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3393 dest_ptr
+= sizeof(DWORD
);
3397 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3401 if (DestFVF
& WINED3DFVF_SPECULAR
)
3403 /* What's the color value in the feedback buffer? */
3404 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3405 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3406 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_SPECULAR
)))
3408 static BOOL warned
= FALSE
;
3411 ERR("No specular color in source, but destination has one\n");
3415 *( (DWORD
*) dest_ptr
) = 0xFF000000;
3416 dest_ptr
+= sizeof(DWORD
);
3420 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3424 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3426 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3427 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3428 if (!(stream_info
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3430 ERR("No source texture, but destination requests one\n");
3431 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3435 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3440 wined3d_buffer_unmap(dest
);
3444 #undef copy_and_next
3446 /* Do not call while under the GL lock. */
3447 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3448 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3449 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3451 struct wined3d_state
*state
= &device
->stateBlock
->state
;
3452 struct wined3d_stream_info stream_info
;
3453 const struct wined3d_gl_info
*gl_info
;
3454 BOOL streamWasUP
= state
->user_stream
;
3455 struct wined3d_context
*context
;
3456 struct wined3d_shader
*vs
;
3460 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3461 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3462 device
, src_start_idx
, dst_idx
, vertex_count
,
3463 dst_buffer
, declaration
, flags
, dst_fvf
);
3466 FIXME("Output vertex declaration not implemented yet.\n");
3468 /* Need any context to write to the vbo. */
3469 context
= context_acquire(device
, NULL
);
3470 gl_info
= context
->gl_info
;
3472 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3473 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3474 * restore it afterwards. */
3475 vs
= state
->vertex_shader
;
3476 state
->vertex_shader
= NULL
;
3477 state
->user_stream
= FALSE
;
3478 device_stream_info_from_declaration(device
, &stream_info
);
3479 state
->user_stream
= streamWasUP
;
3480 state
->vertex_shader
= vs
;
3482 /* We can't convert FROM a VBO, and vertex buffers used to source into
3483 * process_vertices() are unlikely to ever be used for drawing. Release
3484 * VBOs in those buffers and fix up the stream_info structure.
3486 * Also apply the start index. */
3487 for (i
= 0; i
< (sizeof(stream_info
.elements
) / sizeof(*stream_info
.elements
)); ++i
)
3489 struct wined3d_stream_info_element
*e
;
3491 if (!(stream_info
.use_map
& (1 << i
)))
3494 e
= &stream_info
.elements
[i
];
3495 if (e
->data
.buffer_object
)
3497 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
3498 e
->data
.buffer_object
= 0;
3499 e
->data
.addr
= (BYTE
*)((ULONG_PTR
)e
->data
.addr
+ (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
));
3501 GL_EXTCALL(glDeleteBuffersARB(1, &vb
->buffer_object
));
3502 vb
->buffer_object
= 0;
3506 e
->data
.addr
+= e
->stride
* src_start_idx
;
3509 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3510 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3512 context_release(context
);
3517 HRESULT CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3518 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3520 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3523 TRACE("device %p, stage %u, state %s, value %#x.\n",
3524 device
, stage
, debug_d3dtexturestate(state
), value
);
3526 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3528 WARN("Invalid state %#x passed.\n", state
);
3532 if (stage
>= gl_info
->limits
.texture_stages
)
3534 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3535 stage
, gl_info
->limits
.texture_stages
- 1);
3539 old_value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3540 device
->updateStateBlock
->changed
.textureState
[stage
] |= 1 << state
;
3541 device
->updateStateBlock
->state
.texture_states
[stage
][state
] = value
;
3543 if (device
->isRecordingState
)
3545 TRACE("Recording... not performing anything.\n");
3549 /* Checked after the assignments to allow proper stateblock recording. */
3550 if (old_value
== value
)
3552 TRACE("Application is setting the old value over, nothing to do.\n");
3556 if (stage
> device
->stateBlock
->state
.lowest_disabled_stage
3557 && device
->StateTable
[STATE_TEXTURESTAGE(0, state
)].representative
3558 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
))
3560 /* Colorop change above lowest disabled stage? That won't change
3561 * anything in the GL setup. Changes in other states are important on
3562 * disabled stages too. */
3566 if (state
== WINED3D_TSS_COLOR_OP
)
3570 if (value
== WINED3D_TOP_DISABLE
&& old_value
!= WINED3D_TOP_DISABLE
)
3572 /* Previously enabled stage disabled now. Make sure to dirtify
3573 * all enabled stages above stage, they have to be disabled.
3575 * The current stage is dirtified below. */
3576 for (i
= stage
+ 1; i
< device
->stateBlock
->state
.lowest_disabled_stage
; ++i
)
3578 TRACE("Additionally dirtifying stage %u.\n", i
);
3579 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3581 device
->stateBlock
->state
.lowest_disabled_stage
= stage
;
3582 TRACE("New lowest disabled: %u.\n", stage
);
3584 else if (value
!= WINED3D_TOP_DISABLE
&& old_value
== WINED3D_TOP_DISABLE
)
3586 /* Previously disabled stage enabled. Stages above it may need
3587 * enabling. Stage must be lowest_disabled_stage here, if it's
3588 * bigger success is returned above, and stages below the lowest
3589 * disabled stage can't be enabled (because they are enabled
3592 * Again stage stage doesn't need to be dirtified here, it is
3594 for (i
= stage
+ 1; i
< gl_info
->limits
.texture_stages
; ++i
)
3596 if (device
->updateStateBlock
->state
.texture_states
[i
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_DISABLE
)
3598 TRACE("Additionally dirtifying stage %u due to enable.\n", i
);
3599 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3601 device
->stateBlock
->state
.lowest_disabled_stage
= i
;
3602 TRACE("New lowest disabled: %u.\n", i
);
3606 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, state
));
3611 HRESULT CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3612 UINT stage
, enum wined3d_texture_stage_state state
, DWORD
*value
)
3614 TRACE("device %p, stage %u, state %s, value %p.\n",
3615 device
, stage
, debug_d3dtexturestate(state
), value
);
3617 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3619 WARN("Invalid state %#x passed.\n", state
);
3623 *value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3624 TRACE("Returning %#x.\n", *value
);
3629 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3630 UINT stage
, struct wined3d_texture
*texture
)
3632 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3633 struct wined3d_texture
*prev
;
3635 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3637 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3638 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3640 /* Windows accepts overflowing this array... we do not. */
3641 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3643 WARN("Ignoring invalid stage %u.\n", stage
);
3647 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
3649 WARN("Rejecting attempt to set scratch texture.\n");
3650 return WINED3DERR_INVALIDCALL
;
3653 device
->updateStateBlock
->changed
.textures
|= 1 << stage
;
3655 prev
= device
->updateStateBlock
->state
.textures
[stage
];
3656 TRACE("Previous texture %p.\n", prev
);
3658 if (texture
== prev
)
3660 TRACE("App is setting the same texture again, nothing to do.\n");
3664 TRACE("Setting new texture to %p.\n", texture
);
3665 device
->updateStateBlock
->state
.textures
[stage
] = texture
;
3667 if (device
->isRecordingState
)
3669 TRACE("Recording... not performing anything\n");
3671 if (texture
) wined3d_texture_incref(texture
);
3672 if (prev
) wined3d_texture_decref(prev
);
3679 LONG bind_count
= InterlockedIncrement(&texture
->resource
.bind_count
);
3681 wined3d_texture_incref(texture
);
3683 if (!prev
|| texture
->target
!= prev
->target
)
3684 device_invalidate_state(device
, STATE_PIXELSHADER
);
3686 if (!prev
&& stage
< gl_info
->limits
.texture_stages
)
3688 /* The source arguments for color and alpha ops have different
3689 * meanings when a NULL texture is bound, so the COLOR_OP and
3690 * ALPHA_OP have to be dirtified. */
3691 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
3692 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
3695 if (bind_count
== 1)
3696 texture
->sampler
= stage
;
3701 LONG bind_count
= InterlockedDecrement(&prev
->resource
.bind_count
);
3703 wined3d_texture_decref(prev
);
3705 if (!texture
&& stage
< gl_info
->limits
.texture_stages
)
3707 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
3708 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
3711 if (bind_count
&& prev
->sampler
== stage
)
3715 /* Search for other stages the texture is bound to. Shouldn't
3716 * happen if applications bind textures to a single stage only. */
3717 TRACE("Searching for other stages the texture is bound to.\n");
3718 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3720 if (device
->updateStateBlock
->state
.textures
[i
] == prev
)
3722 TRACE("Texture is also bound to stage %u.\n", i
);
3730 device_invalidate_state(device
, STATE_SAMPLER(stage
));
3735 HRESULT CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
,
3736 UINT stage
, struct wined3d_texture
**texture
)
3738 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3740 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3741 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3743 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3745 WARN("Ignoring invalid stage %u.\n", stage
);
3746 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
3749 *texture
= device
->stateBlock
->state
.textures
[stage
];
3751 wined3d_texture_incref(*texture
);
3753 TRACE("Returning %p.\n", *texture
);
3758 HRESULT CDECL
wined3d_device_get_back_buffer(const struct wined3d_device
*device
, UINT swapchain_idx
,
3759 UINT backbuffer_idx
, enum wined3d_backbuffer_type backbuffer_type
, struct wined3d_surface
**backbuffer
)
3761 struct wined3d_swapchain
*swapchain
;
3764 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3765 device
, swapchain_idx
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3767 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3770 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
3774 hr
= wined3d_swapchain_get_back_buffer(swapchain
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3775 wined3d_swapchain_decref(swapchain
);
3778 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx
, hr
);
3785 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3787 TRACE("device %p, caps %p.\n", device
, caps
);
3789 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3790 device
->create_parms
.device_type
, caps
);
3793 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
,
3794 UINT swapchain_idx
, struct wined3d_display_mode
*mode
)
3796 struct wined3d_swapchain
*swapchain
;
3799 TRACE("device %p, swapchain_idx %u, mode %p.\n", device
, swapchain_idx
, mode
);
3803 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3806 hr
= wined3d_swapchain_get_display_mode(swapchain
, mode
);
3807 wined3d_swapchain_decref(swapchain
);
3812 const struct wined3d_adapter
*adapter
= device
->adapter
;
3814 /* Don't read the real display mode, but return the stored mode
3815 * instead. X11 can't change the color depth, and some apps are
3816 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3817 * that GetDisplayMode still returns 24 bpp.
3819 * Also don't relay to the swapchain because with ddraw it's possible
3820 * that there isn't a swapchain at all. */
3821 mode
->width
= adapter
->screen_size
.cx
;
3822 mode
->height
= adapter
->screen_size
.cy
;
3823 mode
->format_id
= adapter
->screen_format
;
3824 mode
->refresh_rate
= 0;
3831 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3833 struct wined3d_stateblock
*stateblock
;
3836 TRACE("device %p.\n", device
);
3838 if (device
->isRecordingState
)
3839 return WINED3DERR_INVALIDCALL
;
3841 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3845 wined3d_stateblock_decref(device
->updateStateBlock
);
3846 device
->updateStateBlock
= stateblock
;
3847 device
->isRecordingState
= TRUE
;
3849 TRACE("Recording stateblock %p.\n", stateblock
);
3854 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3855 struct wined3d_stateblock
**stateblock
)
3857 struct wined3d_stateblock
*object
= device
->updateStateBlock
;
3859 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3861 if (!device
->isRecordingState
)
3863 WARN("Not recording.\n");
3865 return WINED3DERR_INVALIDCALL
;
3868 stateblock_init_contained_states(object
);
3870 *stateblock
= object
;
3871 device
->isRecordingState
= FALSE
;
3872 device
->updateStateBlock
= device
->stateBlock
;
3873 wined3d_stateblock_incref(device
->updateStateBlock
);
3875 TRACE("Returning stateblock %p.\n", *stateblock
);
3880 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3882 /* At the moment we have no need for any functionality at the beginning
3884 TRACE("device %p.\n", device
);
3886 if (device
->inScene
)
3888 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3889 return WINED3DERR_INVALIDCALL
;
3891 device
->inScene
= TRUE
;
3895 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3897 struct wined3d_context
*context
;
3899 TRACE("device %p.\n", device
);
3901 if (!device
->inScene
)
3903 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3904 return WINED3DERR_INVALIDCALL
;
3907 context
= context_acquire(device
, NULL
);
3908 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3910 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3912 context_release(context
);
3914 device
->inScene
= FALSE
;
3918 HRESULT CDECL
wined3d_device_present(const struct wined3d_device
*device
, const RECT
*src_rect
,
3919 const RECT
*dst_rect
, HWND dst_window_override
, const RGNDATA
*dirty_region
)
3923 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
3924 device
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
3925 dst_window_override
, dirty_region
);
3927 for (i
= 0; i
< device
->swapchain_count
; ++i
)
3929 wined3d_swapchain_present(device
->swapchains
[i
], src_rect
,
3930 dst_rect
, dst_window_override
, dirty_region
, 0);
3936 /* Do not call while under the GL lock. */
3937 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
3938 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
3942 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3943 device
, rect_count
, rects
, flags
, color
->r
, color
->g
, color
->b
, color
->a
, depth
, stencil
);
3945 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
3947 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
3950 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3951 /* TODO: What about depth stencil buffers without stencil bits? */
3952 return WINED3DERR_INVALIDCALL
;
3954 else if (flags
& WINED3DCLEAR_TARGET
)
3956 if (ds
->resource
.width
< device
->fb
.render_targets
[0]->resource
.width
3957 || ds
->resource
.height
< device
->fb
.render_targets
[0]->resource
.height
)
3959 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3965 wined3d_get_draw_rect(&device
->stateBlock
->state
, &draw_rect
);
3966 device_clear_render_targets(device
, device
->adapter
->gl_info
.limits
.buffers
,
3967 &device
->fb
, rect_count
, rects
, &draw_rect
, flags
, color
, depth
, stencil
);
3972 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
3973 enum wined3d_primitive_type primitive_type
)
3975 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
3977 device
->updateStateBlock
->changed
.primitive_type
= TRUE
;
3978 device
->updateStateBlock
->state
.gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
3981 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
3982 enum wined3d_primitive_type
*primitive_type
)
3984 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
3986 *primitive_type
= d3d_primitive_type_from_gl(device
->stateBlock
->state
.gl_primitive_type
);
3988 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
3991 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
3993 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
3995 if (!device
->stateBlock
->state
.vertex_declaration
)
3997 WARN("Called without a valid vertex declaration set.\n");
3998 return WINED3DERR_INVALIDCALL
;
4001 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4002 if (device
->stateBlock
->state
.user_stream
)
4004 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4005 device
->stateBlock
->state
.user_stream
= FALSE
;
4008 if (device
->stateBlock
->state
.load_base_vertex_index
)
4010 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4011 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4014 /* Account for the loading offset due to index buffers. Instead of
4015 * reloading all sources correct it with the startvertex parameter. */
4016 drawPrimitive(device
, vertex_count
, start_vertex
, FALSE
, NULL
);
4020 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
4022 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4024 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
4026 if (!device
->stateBlock
->state
.index_buffer
)
4028 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4029 * without an index buffer set. (The first time at least...)
4030 * D3D8 simply dies, but I doubt it can do much harm to return
4031 * D3DERR_INVALIDCALL there as well. */
4032 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4033 return WINED3DERR_INVALIDCALL
;
4036 if (!device
->stateBlock
->state
.vertex_declaration
)
4038 WARN("Called without a valid vertex declaration set.\n");
4039 return WINED3DERR_INVALIDCALL
;
4042 if (device
->stateBlock
->state
.user_stream
)
4044 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4045 device
->stateBlock
->state
.user_stream
= FALSE
;
4048 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
4049 device
->stateBlock
->state
.load_base_vertex_index
!= device
->stateBlock
->state
.base_vertex_index
)
4051 device
->stateBlock
->state
.load_base_vertex_index
= device
->stateBlock
->state
.base_vertex_index
;
4052 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4055 drawPrimitive(device
, index_count
, start_idx
, TRUE
, NULL
);
4060 HRESULT CDECL
wined3d_device_draw_primitive_up(struct wined3d_device
*device
, UINT vertex_count
,
4061 const void *stream_data
, UINT stream_stride
)
4063 struct wined3d_stream_state
*stream
;
4064 struct wined3d_buffer
*vb
;
4066 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4067 device
, vertex_count
, stream_data
, stream_stride
);
4069 if (!device
->stateBlock
->state
.vertex_declaration
)
4071 WARN("Called without a valid vertex declaration set.\n");
4072 return WINED3DERR_INVALIDCALL
;
4075 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4076 stream
= &device
->stateBlock
->state
.streams
[0];
4077 vb
= stream
->buffer
;
4078 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4080 wined3d_buffer_decref(vb
);
4082 stream
->stride
= stream_stride
;
4083 device
->stateBlock
->state
.user_stream
= TRUE
;
4084 if (device
->stateBlock
->state
.load_base_vertex_index
)
4086 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4087 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4090 /* TODO: Only mark dirty if drawing from a different UP address */
4091 device_invalidate_state(device
, STATE_STREAMSRC
);
4093 drawPrimitive(device
, vertex_count
, 0, FALSE
, NULL
);
4095 /* MSDN specifies stream zero settings must be set to NULL */
4096 stream
->buffer
= NULL
;
4099 /* stream zero settings set to null at end, as per the msdn. No need to
4100 * mark dirty here, the app has to set the new stream sources or use UP
4105 HRESULT CDECL
wined3d_device_draw_indexed_primitive_up(struct wined3d_device
*device
,
4106 UINT index_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
,
4107 const void *stream_data
, UINT stream_stride
)
4109 struct wined3d_stream_state
*stream
;
4110 struct wined3d_buffer
*vb
, *ib
;
4112 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4113 device
, index_count
, index_data
, debug_d3dformat(index_data_format_id
), stream_data
, stream_stride
);
4115 if (!device
->stateBlock
->state
.vertex_declaration
)
4117 WARN("(%p) : Called without a valid vertex declaration set\n", device
);
4118 return WINED3DERR_INVALIDCALL
;
4121 stream
= &device
->stateBlock
->state
.streams
[0];
4122 vb
= stream
->buffer
;
4123 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4125 wined3d_buffer_decref(vb
);
4127 stream
->stride
= stream_stride
;
4128 device
->stateBlock
->state
.user_stream
= TRUE
;
4129 device
->stateBlock
->state
.index_format
= index_data_format_id
;
4131 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4132 device
->stateBlock
->state
.base_vertex_index
= 0;
4133 if (device
->stateBlock
->state
.load_base_vertex_index
)
4135 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4136 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4138 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4139 device_invalidate_state(device
, STATE_STREAMSRC
);
4140 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4142 drawPrimitive(device
, index_count
, 0, TRUE
, index_data
);
4144 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4145 stream
->buffer
= NULL
;
4147 ib
= device
->stateBlock
->state
.index_buffer
;
4150 wined3d_buffer_decref(ib
);
4151 device
->stateBlock
->state
.index_buffer
= NULL
;
4153 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4154 * SetStreamSource to specify a vertex buffer
4160 HRESULT CDECL
wined3d_device_draw_primitive_strided(struct wined3d_device
*device
,
4161 UINT vertex_count
, const struct wined3d_strided_data
*strided_data
)
4163 /* Mark the state dirty until we have nicer tracking. It's fine to change
4164 * baseVertexIndex because that call is only called by ddraw which does
4165 * not need that value. */
4166 device_invalidate_state(device
, STATE_VDECL
);
4167 device_invalidate_state(device
, STATE_STREAMSRC
);
4168 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4170 device
->stateBlock
->state
.base_vertex_index
= 0;
4171 device
->up_strided
= strided_data
;
4172 drawPrimitive(device
, vertex_count
, 0, FALSE
, NULL
);
4173 device
->up_strided
= NULL
;
4175 /* Invalidate the states again to make sure the values from the stateblock
4176 * are properly applied in the next regular draw. Note that the application-
4177 * provided strided data has ovwritten pretty much the entire vertex and
4178 * and index stream related states */
4179 device_invalidate_state(device
, STATE_VDECL
);
4180 device_invalidate_state(device
, STATE_STREAMSRC
);
4181 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4185 HRESULT CDECL
wined3d_device_draw_indexed_primitive_strided(struct wined3d_device
*device
,
4186 UINT index_count
, const struct wined3d_strided_data
*strided_data
,
4187 UINT vertex_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
)
4189 enum wined3d_format_id prev_idx_format
;
4191 /* Mark the state dirty until we have nicer tracking
4192 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4195 device_invalidate_state(device
, STATE_VDECL
);
4196 device_invalidate_state(device
, STATE_STREAMSRC
);
4197 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4199 prev_idx_format
= device
->stateBlock
->state
.index_format
;
4200 device
->stateBlock
->state
.index_format
= index_data_format_id
;
4201 device
->stateBlock
->state
.user_stream
= TRUE
;
4202 device
->stateBlock
->state
.base_vertex_index
= 0;
4203 device
->up_strided
= strided_data
;
4204 drawPrimitive(device
, index_count
, 0, TRUE
, index_data
);
4205 device
->up_strided
= NULL
;
4206 device
->stateBlock
->state
.index_format
= prev_idx_format
;
4208 device_invalidate_state(device
, STATE_VDECL
);
4209 device_invalidate_state(device
, STATE_STREAMSRC
);
4210 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4214 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4215 static HRESULT
device_update_volume(struct wined3d_device
*device
,
4216 struct wined3d_volume
*src_volume
, struct wined3d_volume
*dst_volume
)
4218 struct wined3d_map_desc src
;
4219 struct wined3d_map_desc dst
;
4222 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4223 device
, src_volume
, dst_volume
);
4225 /* TODO: Implement direct loading into the gl volume instead of using
4226 * memcpy and dirtification to improve loading performance. */
4227 hr
= wined3d_volume_map(src_volume
, &src
, NULL
, WINED3DLOCK_READONLY
);
4228 if (FAILED(hr
)) return hr
;
4229 hr
= wined3d_volume_map(dst_volume
, &dst
, NULL
, WINED3DLOCK_DISCARD
);
4232 wined3d_volume_unmap(src_volume
);
4236 memcpy(dst
.data
, src
.data
, dst_volume
->resource
.size
);
4238 hr
= wined3d_volume_unmap(dst_volume
);
4240 wined3d_volume_unmap(src_volume
);
4242 hr
= wined3d_volume_unmap(src_volume
);
4247 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
4248 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
4250 enum wined3d_resource_type type
;
4251 unsigned int level_count
, i
;
4254 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
4256 /* Verify that the source and destination textures are non-NULL. */
4257 if (!src_texture
|| !dst_texture
)
4259 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4260 return WINED3DERR_INVALIDCALL
;
4263 if (src_texture
== dst_texture
)
4265 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4266 return WINED3DERR_INVALIDCALL
;
4269 /* Verify that the source and destination textures are the same type. */
4270 type
= src_texture
->resource
.type
;
4271 if (dst_texture
->resource
.type
!= type
)
4273 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4274 return WINED3DERR_INVALIDCALL
;
4277 /* Check that both textures have the identical numbers of levels. */
4278 level_count
= wined3d_texture_get_level_count(src_texture
);
4279 if (wined3d_texture_get_level_count(dst_texture
) != level_count
)
4281 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4282 return WINED3DERR_INVALIDCALL
;
4285 /* Make sure that the destination texture is loaded. */
4286 dst_texture
->texture_ops
->texture_preload(dst_texture
, SRGB_RGB
);
4288 /* Update every surface level of the texture. */
4291 case WINED3D_RTYPE_TEXTURE
:
4293 struct wined3d_surface
*src_surface
;
4294 struct wined3d_surface
*dst_surface
;
4296 for (i
= 0; i
< level_count
; ++i
)
4298 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4299 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4300 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4303 WARN("Failed to update surface, hr %#x.\n", hr
);
4310 case WINED3D_RTYPE_CUBE_TEXTURE
:
4312 struct wined3d_surface
*src_surface
;
4313 struct wined3d_surface
*dst_surface
;
4315 for (i
= 0; i
< level_count
* 6; ++i
)
4317 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4318 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4319 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4322 WARN("Failed to update surface, hr %#x.\n", hr
);
4329 case WINED3D_RTYPE_VOLUME_TEXTURE
:
4331 for (i
= 0; i
< level_count
; ++i
)
4333 hr
= device_update_volume(device
,
4334 volume_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
)),
4335 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
)));
4338 WARN("Failed to update volume, hr %#x.\n", hr
);
4346 FIXME("Unsupported texture type %#x.\n", type
);
4347 return WINED3DERR_INVALIDCALL
;
4353 HRESULT CDECL
wined3d_device_get_front_buffer_data(const struct wined3d_device
*device
,
4354 UINT swapchain_idx
, struct wined3d_surface
*dst_surface
)
4356 struct wined3d_swapchain
*swapchain
;
4359 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device
, swapchain_idx
, dst_surface
);
4361 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4362 if (FAILED(hr
)) return hr
;
4364 hr
= wined3d_swapchain_get_front_buffer_data(swapchain
, dst_surface
);
4365 wined3d_swapchain_decref(swapchain
);
4370 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
4372 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4373 struct wined3d_texture
*texture
;
4376 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
4378 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4380 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
4382 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4383 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4385 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
4387 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4388 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4391 texture
= state
->textures
[i
];
4392 if (!texture
|| texture
->resource
.format
->flags
& WINED3DFMT_FLAG_FILTERING
) continue;
4394 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
4396 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i
);
4399 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
4401 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i
);
4404 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
4405 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
4407 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i
);
4412 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
4413 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
4415 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4416 struct wined3d_surface
*target
= device
->fb
.render_targets
[0];
4419 && (ds
->resource
.width
< target
->resource
.width
|| ds
->resource
.height
< target
->resource
.height
))
4421 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4422 return WINED3DERR_CONFLICTINGRENDERSTATE
;
4426 /* return a sensible default */
4429 TRACE("returning D3D_OK\n");
4433 HRESULT CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
4437 TRACE("device %p, software %#x.\n", device
, software
);
4441 FIXME("device %p, software %#x stub!\n", device
, software
);
4445 device
->softwareVertexProcessing
= software
;
4450 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
4454 TRACE("device %p.\n", device
);
4458 TRACE("device %p stub!\n", device
);
4462 return device
->softwareVertexProcessing
;
4465 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
4466 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
4468 struct wined3d_swapchain
*swapchain
;
4471 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4472 device
, swapchain_idx
, raster_status
);
4474 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4477 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
4481 hr
= wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
4482 wined3d_swapchain_decref(swapchain
);
4485 WARN("Failed to get raster status, hr %#x.\n", hr
);
4492 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
4496 TRACE("device %p, segments %.8e.\n", device
, segments
);
4498 if (segments
!= 0.0f
)
4502 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
4510 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
4514 TRACE("device %p.\n", device
);
4518 FIXME("device %p stub!\n", device
);
4525 HRESULT CDECL
wined3d_device_update_surface(struct wined3d_device
*device
,
4526 struct wined3d_surface
*src_surface
, const RECT
*src_rect
,
4527 struct wined3d_surface
*dst_surface
, const POINT
*dst_point
)
4529 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4530 device
, src_surface
, wine_dbgstr_rect(src_rect
),
4531 dst_surface
, wine_dbgstr_point(dst_point
));
4533 if (src_surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
|| dst_surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
4535 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4536 src_surface
, dst_surface
);
4537 return WINED3DERR_INVALIDCALL
;
4540 return surface_upload_from_surface(dst_surface
, dst_point
, src_surface
, src_rect
);
4543 HRESULT CDECL
wined3d_device_draw_rect_patch(struct wined3d_device
*device
, UINT handle
,
4544 const float *num_segs
, const struct wined3d_rect_patch_info
*rect_patch_info
)
4546 struct wined3d_rect_patch
*patch
;
4547 GLenum old_primitive_type
;
4552 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4553 device
, handle
, num_segs
, rect_patch_info
);
4555 if (!(handle
|| rect_patch_info
))
4557 /* TODO: Write a test for the return value, thus the FIXME */
4558 FIXME("Both handle and rect_patch_info are NULL.\n");
4559 return WINED3DERR_INVALIDCALL
;
4564 i
= PATCHMAP_HASHFUNC(handle
);
4566 LIST_FOR_EACH(e
, &device
->patches
[i
])
4568 patch
= LIST_ENTRY(e
, struct wined3d_rect_patch
, entry
);
4569 if (patch
->Handle
== handle
)
4578 TRACE("Patch does not exist. Creating a new one\n");
4579 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4580 patch
->Handle
= handle
;
4581 list_add_head(&device
->patches
[i
], &patch
->entry
);
4583 TRACE("Found existing patch %p\n", patch
);
4588 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4589 * attributes we have to tesselate, read back, and draw. This needs a patch
4590 * management structure instance. Create one.
4592 * A possible improvement is to check if a vertex shader is used, and if not directly
4595 FIXME("Drawing an uncached patch. This is slow\n");
4596 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4599 if (num_segs
[0] != patch
->numSegs
[0] || num_segs
[1] != patch
->numSegs
[1]
4600 || num_segs
[2] != patch
->numSegs
[2] || num_segs
[3] != patch
->numSegs
[3]
4601 || (rect_patch_info
&& memcmp(rect_patch_info
, &patch
->rect_patch_info
, sizeof(*rect_patch_info
))))
4604 TRACE("Tesselation density or patch info changed, retesselating\n");
4606 if (rect_patch_info
)
4607 patch
->rect_patch_info
= *rect_patch_info
;
4609 patch
->numSegs
[0] = num_segs
[0];
4610 patch
->numSegs
[1] = num_segs
[1];
4611 patch
->numSegs
[2] = num_segs
[2];
4612 patch
->numSegs
[3] = num_segs
[3];
4614 hr
= tesselate_rectpatch(device
, patch
);
4617 WARN("Patch tesselation failed.\n");
4619 /* Do not release the handle to store the params of the patch */
4621 HeapFree(GetProcessHeap(), 0, patch
);
4627 old_primitive_type
= device
->stateBlock
->state
.gl_primitive_type
;
4628 device
->stateBlock
->state
.gl_primitive_type
= GL_TRIANGLES
;
4629 wined3d_device_draw_primitive_strided(device
, patch
->numSegs
[0] * patch
->numSegs
[1] * 2 * 3, &patch
->strided
);
4630 device
->stateBlock
->state
.gl_primitive_type
= old_primitive_type
;
4632 /* Destroy uncached patches */
4635 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4636 HeapFree(GetProcessHeap(), 0, patch
);
4641 HRESULT CDECL
wined3d_device_draw_tri_patch(struct wined3d_device
*device
, UINT handle
,
4642 const float *segment_count
, const struct wined3d_tri_patch_info
*patch_info
)
4644 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4645 device
, handle
, segment_count
, patch_info
);
4650 HRESULT CDECL
wined3d_device_delete_patch(struct wined3d_device
*device
, UINT handle
)
4652 struct wined3d_rect_patch
*patch
;
4656 TRACE("device %p, handle %#x.\n", device
, handle
);
4658 i
= PATCHMAP_HASHFUNC(handle
);
4659 LIST_FOR_EACH(e
, &device
->patches
[i
])
4661 patch
= LIST_ENTRY(e
, struct wined3d_rect_patch
, entry
);
4662 if (patch
->Handle
== handle
)
4664 TRACE("Deleting patch %p\n", patch
);
4665 list_remove(&patch
->entry
);
4666 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4667 HeapFree(GetProcessHeap(), 0, patch
);
4672 /* TODO: Write a test for the return value */
4673 FIXME("Attempt to destroy nonexistent patch\n");
4674 return WINED3DERR_INVALIDCALL
;
4677 /* Do not call while under the GL lock. */
4678 HRESULT CDECL
wined3d_device_color_fill(struct wined3d_device
*device
,
4679 struct wined3d_surface
*surface
, const RECT
*rect
, const struct wined3d_color
*color
)
4683 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4684 device
, surface
, wine_dbgstr_rect(rect
),
4685 color
->r
, color
->g
, color
->b
, color
->a
);
4687 if (surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
&& surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
4689 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface
->resource
.pool
));
4690 return WINED3DERR_INVALIDCALL
;
4695 SetRect(&r
, 0, 0, surface
->resource
.width
, surface
->resource
.height
);
4699 return surface_color_fill(surface
, rect
, color
);
4702 /* Do not call while under the GL lock. */
4703 void CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4704 struct wined3d_rendertarget_view
*rendertarget_view
, const struct wined3d_color
*color
)
4706 struct wined3d_resource
*resource
;
4710 resource
= rendertarget_view
->resource
;
4711 if (resource
->type
!= WINED3D_RTYPE_SURFACE
)
4713 FIXME("Only supported on surface resources\n");
4717 SetRect(&rect
, 0, 0, resource
->width
, resource
->height
);
4718 hr
= surface_color_fill(surface_from_resource(resource
), &rect
, color
);
4719 if (FAILED(hr
)) ERR("Color fill failed, hr %#x.\n", hr
);
4722 HRESULT CDECL
wined3d_device_get_render_target(const struct wined3d_device
*device
,
4723 UINT render_target_idx
, struct wined3d_surface
**render_target
)
4725 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4726 device
, render_target_idx
, render_target
);
4728 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4730 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4731 return WINED3DERR_INVALIDCALL
;
4734 *render_target
= device
->fb
.render_targets
[render_target_idx
];
4735 TRACE("Returning render target %p.\n", *render_target
);
4737 if (!*render_target
)
4738 return WINED3DERR_NOTFOUND
;
4740 wined3d_surface_incref(*render_target
);
4745 HRESULT CDECL
wined3d_device_get_depth_stencil(const struct wined3d_device
*device
,
4746 struct wined3d_surface
**depth_stencil
)
4748 TRACE("device %p, depth_stencil %p.\n", device
, depth_stencil
);
4750 *depth_stencil
= device
->fb
.depth_stencil
;
4751 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil
);
4753 if (!*depth_stencil
)
4754 return WINED3DERR_NOTFOUND
;
4756 wined3d_surface_incref(*depth_stencil
);
4761 HRESULT CDECL
wined3d_device_set_render_target(struct wined3d_device
*device
,
4762 UINT render_target_idx
, struct wined3d_surface
*render_target
, BOOL set_viewport
)
4764 struct wined3d_surface
*prev
;
4766 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4767 device
, render_target_idx
, render_target
, set_viewport
);
4769 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4771 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4772 return WINED3DERR_INVALIDCALL
;
4775 prev
= device
->fb
.render_targets
[render_target_idx
];
4776 if (render_target
== prev
)
4778 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4782 /* Render target 0 can't be set to NULL. */
4783 if (!render_target
&& !render_target_idx
)
4785 WARN("Trying to set render target 0 to NULL.\n");
4786 return WINED3DERR_INVALIDCALL
;
4789 if (render_target
&& !(render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
4791 FIXME("Surface %p doesn't have render target usage.\n", render_target
);
4792 return WINED3DERR_INVALIDCALL
;
4796 wined3d_surface_incref(render_target
);
4797 device
->fb
.render_targets
[render_target_idx
] = render_target
;
4798 /* Release after the assignment, to prevent device_resource_released()
4799 * from seeing the surface as still in use. */
4801 wined3d_surface_decref(prev
);
4803 /* Render target 0 is special. */
4804 if (!render_target_idx
&& set_viewport
)
4806 /* Set the viewport and scissor rectangles, if requested. Tests show
4807 * that stateblock recording is ignored, the change goes directly
4808 * into the primary stateblock. */
4809 device
->stateBlock
->state
.viewport
.height
= device
->fb
.render_targets
[0]->resource
.height
;
4810 device
->stateBlock
->state
.viewport
.width
= device
->fb
.render_targets
[0]->resource
.width
;
4811 device
->stateBlock
->state
.viewport
.x
= 0;
4812 device
->stateBlock
->state
.viewport
.y
= 0;
4813 device
->stateBlock
->state
.viewport
.max_z
= 1.0f
;
4814 device
->stateBlock
->state
.viewport
.min_z
= 0.0f
;
4815 device_invalidate_state(device
, STATE_VIEWPORT
);
4817 device
->stateBlock
->state
.scissor_rect
.top
= 0;
4818 device
->stateBlock
->state
.scissor_rect
.left
= 0;
4819 device
->stateBlock
->state
.scissor_rect
.right
= device
->stateBlock
->state
.viewport
.width
;
4820 device
->stateBlock
->state
.scissor_rect
.bottom
= device
->stateBlock
->state
.viewport
.height
;
4821 device_invalidate_state(device
, STATE_SCISSORRECT
);
4824 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4829 HRESULT CDECL
wined3d_device_set_depth_stencil(struct wined3d_device
*device
, struct wined3d_surface
*depth_stencil
)
4831 struct wined3d_surface
*prev
= device
->fb
.depth_stencil
;
4833 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4834 device
, depth_stencil
, prev
);
4836 if (prev
== depth_stencil
)
4838 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4844 if (device
->swapchains
[0]->desc
.flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4845 || prev
->flags
& SFLAG_DISCARD
)
4847 surface_modify_ds_location(prev
, SFLAG_DISCARDED
,
4848 prev
->resource
.width
, prev
->resource
.height
);
4849 if (prev
== device
->onscreen_depth_stencil
)
4851 wined3d_surface_decref(device
->onscreen_depth_stencil
);
4852 device
->onscreen_depth_stencil
= NULL
;
4857 device
->fb
.depth_stencil
= depth_stencil
;
4859 wined3d_surface_incref(depth_stencil
);
4861 if (!prev
!= !depth_stencil
)
4863 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4864 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_ZENABLE
));
4865 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
4866 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
4867 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4869 else if (prev
&& prev
->resource
.format
->depth_size
!= depth_stencil
->resource
.format
->depth_size
)
4871 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4874 wined3d_surface_decref(prev
);
4876 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4881 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4882 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_surface
*cursor_image
)
4884 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4885 device
, x_hotspot
, y_hotspot
, cursor_image
);
4887 /* some basic validation checks */
4888 if (device
->cursorTexture
)
4890 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4892 glDeleteTextures(1, &device
->cursorTexture
);
4894 context_release(context
);
4895 device
->cursorTexture
= 0;
4900 struct wined3d_map_desc map_desc
;
4902 /* MSDN: Cursor must be A8R8G8B8 */
4903 if (cursor_image
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4905 WARN("surface %p has an invalid format.\n", cursor_image
);
4906 return WINED3DERR_INVALIDCALL
;
4909 /* MSDN: Cursor must be smaller than the display mode */
4910 if (cursor_image
->resource
.width
> device
->adapter
->screen_size
.cx
4911 || cursor_image
->resource
.height
> device
->adapter
->screen_size
.cy
)
4913 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4914 cursor_image
, cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4915 device
->adapter
->screen_size
.cx
, device
->adapter
->screen_size
.cy
);
4916 return WINED3DERR_INVALIDCALL
;
4919 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4921 /* Do not store the surface's pointer because the application may
4922 * release it after setting the cursor image. Windows doesn't
4923 * addref the set surface, so we can't do this either without
4924 * creating circular refcount dependencies. Copy out the gl texture
4926 device
->cursorWidth
= cursor_image
->resource
.width
;
4927 device
->cursorHeight
= cursor_image
->resource
.height
;
4928 if (SUCCEEDED(wined3d_surface_map(cursor_image
, &map_desc
, NULL
, WINED3DLOCK_READONLY
)))
4930 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4931 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
4932 struct wined3d_context
*context
;
4933 char *mem
, *bits
= map_desc
.data
;
4934 GLint intfmt
= format
->glInternal
;
4935 GLint gl_format
= format
->glFormat
;
4936 GLint type
= format
->glType
;
4937 INT height
= device
->cursorHeight
;
4938 INT width
= device
->cursorWidth
;
4939 INT bpp
= format
->byte_count
;
4942 /* Reformat the texture memory (pitch and width can be
4944 mem
= HeapAlloc(GetProcessHeap(), 0, width
* height
* bpp
);
4945 for (i
= 0; i
< height
; ++i
)
4946 memcpy(&mem
[width
* bpp
* i
], &bits
[map_desc
.row_pitch
* i
], width
* bpp
);
4947 wined3d_surface_unmap(cursor_image
);
4949 context
= context_acquire(device
, NULL
);
4953 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
4955 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
4956 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4959 invalidate_active_texture(device
, context
);
4960 /* Create a new cursor texture */
4961 glGenTextures(1, &device
->cursorTexture
);
4962 checkGLcall("glGenTextures");
4963 context_bind_texture(context
, GL_TEXTURE_2D
, device
->cursorTexture
);
4964 /* Copy the bitmap memory into the cursor texture */
4965 glTexImage2D(GL_TEXTURE_2D
, 0, intfmt
, width
, height
, 0, gl_format
, type
, mem
);
4966 checkGLcall("glTexImage2D");
4967 HeapFree(GetProcessHeap(), 0, mem
);
4969 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
4971 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
4972 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4977 context_release(context
);
4981 FIXME("A cursor texture was not returned.\n");
4982 device
->cursorTexture
= 0;
4985 if (cursor_image
->resource
.width
== 32 && cursor_image
->resource
.height
== 32)
4987 UINT mask_size
= cursor_image
->resource
.width
* cursor_image
->resource
.height
/ 8;
4988 ICONINFO cursorInfo
;
4992 /* 32-bit user32 cursors ignore the alpha channel if it's all
4993 * zeroes, and use the mask instead. Fill the mask with all ones
4994 * to ensure we still get a fully transparent cursor. */
4995 maskBits
= HeapAlloc(GetProcessHeap(), 0, mask_size
);
4996 memset(maskBits
, 0xff, mask_size
);
4997 wined3d_surface_map(cursor_image
, &map_desc
, NULL
,
4998 WINED3DLOCK_NO_DIRTY_UPDATE
| WINED3DLOCK_READONLY
);
4999 TRACE("width: %u height: %u.\n", cursor_image
->resource
.width
, cursor_image
->resource
.height
);
5001 cursorInfo
.fIcon
= FALSE
;
5002 cursorInfo
.xHotspot
= x_hotspot
;
5003 cursorInfo
.yHotspot
= y_hotspot
;
5004 cursorInfo
.hbmMask
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5006 cursorInfo
.hbmColor
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5007 1, 32, map_desc
.data
);
5008 wined3d_surface_unmap(cursor_image
);
5009 /* Create our cursor and clean up. */
5010 cursor
= CreateIconIndirect(&cursorInfo
);
5011 if (cursorInfo
.hbmMask
) DeleteObject(cursorInfo
.hbmMask
);
5012 if (cursorInfo
.hbmColor
) DeleteObject(cursorInfo
.hbmColor
);
5013 if (device
->hardwareCursor
) DestroyCursor(device
->hardwareCursor
);
5014 device
->hardwareCursor
= cursor
;
5015 if (device
->bCursorVisible
) SetCursor( cursor
);
5016 HeapFree(GetProcessHeap(), 0, maskBits
);
5020 device
->xHotSpot
= x_hotspot
;
5021 device
->yHotSpot
= y_hotspot
;
5025 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
5026 int x_screen_space
, int y_screen_space
, DWORD flags
)
5028 TRACE("device %p, x %d, y %d, flags %#x.\n",
5029 device
, x_screen_space
, y_screen_space
, flags
);
5031 device
->xScreenSpace
= x_screen_space
;
5032 device
->yScreenSpace
= y_screen_space
;
5034 if (device
->hardwareCursor
)
5038 GetCursorPos( &pt
);
5039 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
5041 SetCursorPos( x_screen_space
, y_screen_space
);
5043 /* Switch to the software cursor if position diverges from the hardware one. */
5044 GetCursorPos( &pt
);
5045 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
5047 if (device
->bCursorVisible
) SetCursor( NULL
);
5048 DestroyCursor( device
->hardwareCursor
);
5049 device
->hardwareCursor
= 0;
5054 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
5056 BOOL oldVisible
= device
->bCursorVisible
;
5058 TRACE("device %p, show %#x.\n", device
, show
);
5061 * When ShowCursor is first called it should make the cursor appear at the OS's last
5062 * known cursor position.
5064 if (show
&& !oldVisible
)
5068 device
->xScreenSpace
= pt
.x
;
5069 device
->yScreenSpace
= pt
.y
;
5072 if (device
->hardwareCursor
)
5074 device
->bCursorVisible
= show
;
5076 SetCursor(device
->hardwareCursor
);
5082 if (device
->cursorTexture
)
5083 device
->bCursorVisible
= show
;
5089 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
5091 struct wined3d_resource
*resource
, *cursor
;
5093 TRACE("device %p.\n", device
);
5095 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5097 TRACE("Checking resource %p for eviction.\n", resource
);
5099 if (resource
->pool
== WINED3D_POOL_MANAGED
)
5101 TRACE("Evicting %p.\n", resource
);
5102 resource
->resource_ops
->resource_unload(resource
);
5106 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5107 device_invalidate_state(device
, STATE_STREAMSRC
);
5110 static BOOL
is_display_mode_supported(const struct wined3d_device
*device
,
5111 const struct wined3d_swapchain_desc
*swapchain_desc
)
5113 struct wined3d_display_mode m
;
5117 /* All Windowed modes are supported, as is leaving the current mode */
5118 if (swapchain_desc
->windowed
)
5120 if (!swapchain_desc
->backbuffer_width
)
5122 if (!swapchain_desc
->backbuffer_height
)
5125 count
= wined3d_get_adapter_mode_count(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
);
5126 for (i
= 0; i
< count
; ++i
)
5128 memset(&m
, 0, sizeof(m
));
5129 hr
= wined3d_enum_adapter_modes(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
, i
, &m
);
5131 ERR("Failed to enumerate adapter mode.\n");
5132 if (m
.width
== swapchain_desc
->backbuffer_width
&& m
.height
== swapchain_desc
->backbuffer_height
)
5133 /* Mode found, it is supported. */
5136 /* Mode not found -> not supported */
5140 /* Do not call while under the GL lock. */
5141 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5143 struct wined3d_resource
*resource
, *cursor
;
5144 const struct wined3d_gl_info
*gl_info
;
5145 struct wined3d_context
*context
;
5146 struct wined3d_shader
*shader
;
5148 context
= context_acquire(device
, NULL
);
5149 gl_info
= context
->gl_info
;
5151 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5153 TRACE("Unloading resource %p.\n", resource
);
5155 resource
->resource_ops
->resource_unload(resource
);
5158 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
5160 device
->shader_backend
->shader_destroy(shader
);
5164 if (device
->depth_blt_texture
)
5166 glDeleteTextures(1, &device
->depth_blt_texture
);
5167 device
->depth_blt_texture
= 0;
5169 if (device
->cursorTexture
)
5171 glDeleteTextures(1, &device
->cursorTexture
);
5172 device
->cursorTexture
= 0;
5176 device
->blitter
->free_private(device
);
5177 device
->frag_pipe
->free_private(device
);
5178 device
->shader_backend
->shader_free_private(device
);
5179 destroy_dummy_textures(device
, gl_info
);
5181 context_release(context
);
5183 while (device
->context_count
)
5185 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
5188 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5189 swapchain
->context
= NULL
;
5192 /* Do not call while under the GL lock. */
5193 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5195 struct wined3d_context
*context
;
5196 struct wined3d_surface
*target
;
5199 /* Recreate the primary swapchain's context */
5200 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
5201 if (!swapchain
->context
)
5203 ERR("Failed to allocate memory for swapchain context array.\n");
5204 return E_OUTOFMEMORY
;
5207 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
5208 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
5210 WARN("Failed to create context.\n");
5211 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5215 swapchain
->context
[0] = context
;
5216 swapchain
->num_contexts
= 1;
5217 create_dummy_textures(device
, context
);
5218 context_release(context
);
5220 hr
= device
->shader_backend
->shader_alloc_private(device
);
5223 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
5227 hr
= device
->frag_pipe
->alloc_private(device
);
5230 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr
);
5231 device
->shader_backend
->shader_free_private(device
);
5235 hr
= device
->blitter
->alloc_private(device
);
5238 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
5239 device
->frag_pipe
->free_private(device
);
5240 device
->shader_backend
->shader_free_private(device
);
5247 context_acquire(device
, NULL
);
5248 destroy_dummy_textures(device
, context
->gl_info
);
5249 context_release(context
);
5250 context_destroy(device
, context
);
5251 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5252 swapchain
->num_contexts
= 0;
5256 /* Do not call while under the GL lock. */
5257 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
5258 const struct wined3d_swapchain_desc
*swapchain_desc
,
5259 wined3d_device_reset_cb callback
)
5261 struct wined3d_resource
*resource
, *cursor
;
5262 struct wined3d_swapchain
*swapchain
;
5263 struct wined3d_display_mode mode
;
5264 BOOL DisplayModeChanged
= FALSE
;
5265 BOOL update_desc
= FALSE
;
5268 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
5270 stateblock_unbind_resources(device
->stateBlock
);
5272 if (device
->onscreen_depth_stencil
)
5274 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5275 device
->onscreen_depth_stencil
= NULL
;
5278 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5280 TRACE("Enumerating resource %p.\n", resource
);
5281 if (FAILED(hr
= callback(resource
)))
5285 hr
= wined3d_device_get_swapchain(device
, 0, &swapchain
);
5288 ERR("Failed to get the first implicit swapchain\n");
5292 if (!is_display_mode_supported(device
, swapchain_desc
))
5294 WARN("Rejecting reset() call because the requested display mode is not supported.\n");
5295 WARN("Requested mode: %ux%u.\n",
5296 swapchain_desc
->backbuffer_width
,
5297 swapchain_desc
->backbuffer_height
);
5298 wined3d_swapchain_decref(swapchain
);
5299 return WINED3DERR_INVALIDCALL
;
5302 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5303 * on an existing gl context, so there's no real need for recreation.
5305 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5307 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5309 TRACE("New params:\n");
5310 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
5311 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
5312 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
5313 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
5314 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
5315 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
5316 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
5317 TRACE("device_window %p\n", swapchain_desc
->device_window
);
5318 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
5319 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
5320 if (swapchain_desc
->enable_auto_depth_stencil
)
5321 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
5322 TRACE("flags %#x\n", swapchain_desc
->flags
);
5323 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
5324 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
5325 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
5327 /* No special treatment of these parameters. Just store them */
5328 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
5329 swapchain
->desc
.flags
= swapchain_desc
->flags
;
5330 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
5331 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
5333 /* What to do about these? */
5334 if (swapchain_desc
->backbuffer_count
5335 && swapchain_desc
->backbuffer_count
!= swapchain
->desc
.backbuffer_count
)
5336 FIXME("Cannot change the back buffer count yet.\n");
5338 if (swapchain_desc
->device_window
5339 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
5341 TRACE("Changing the device window from %p to %p.\n",
5342 swapchain
->desc
.device_window
, swapchain_desc
->device_window
);
5343 swapchain
->desc
.device_window
= swapchain_desc
->device_window
;
5344 swapchain
->device_window
= swapchain_desc
->device_window
;
5345 wined3d_swapchain_set_window(swapchain
, NULL
);
5348 if (swapchain_desc
->enable_auto_depth_stencil
&& !device
->auto_depth_stencil
)
5352 TRACE("Creating the depth stencil buffer\n");
5354 hrc
= device
->device_parent
->ops
->create_depth_stencil(device
->device_parent
,
5355 swapchain_desc
->backbuffer_width
,
5356 swapchain_desc
->backbuffer_height
,
5357 swapchain_desc
->auto_depth_stencil_format
,
5358 swapchain_desc
->multisample_type
,
5359 swapchain_desc
->multisample_quality
,
5361 &device
->auto_depth_stencil
);
5364 ERR("Failed to create the depth stencil buffer.\n");
5365 wined3d_swapchain_decref(swapchain
);
5366 return WINED3DERR_INVALIDCALL
;
5370 if (device
->onscreen_depth_stencil
)
5372 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5373 device
->onscreen_depth_stencil
= NULL
;
5376 /* Reset the depth stencil */
5377 if (swapchain_desc
->enable_auto_depth_stencil
)
5378 wined3d_device_set_depth_stencil(device
, device
->auto_depth_stencil
);
5380 wined3d_device_set_depth_stencil(device
, NULL
);
5382 TRACE("Resetting stateblock\n");
5383 wined3d_stateblock_decref(device
->updateStateBlock
);
5384 wined3d_stateblock_decref(device
->stateBlock
);
5386 if (swapchain_desc
->windowed
)
5388 mode
.width
= swapchain
->orig_width
;
5389 mode
.height
= swapchain
->orig_height
;
5390 mode
.refresh_rate
= 0;
5391 mode
.format_id
= swapchain
->desc
.backbuffer_format
;
5395 mode
.width
= swapchain_desc
->backbuffer_width
;
5396 mode
.height
= swapchain_desc
->backbuffer_height
;
5397 mode
.refresh_rate
= swapchain_desc
->refresh_rate
;
5398 mode
.format_id
= swapchain_desc
->backbuffer_format
;
5401 /* Should Width == 800 && Height == 0 set 800x600? */
5402 if (swapchain_desc
->backbuffer_width
&& swapchain_desc
->backbuffer_height
5403 && (swapchain_desc
->backbuffer_width
!= swapchain
->desc
.backbuffer_width
5404 || swapchain_desc
->backbuffer_height
!= swapchain
->desc
.backbuffer_height
))
5406 if (!swapchain_desc
->windowed
)
5407 DisplayModeChanged
= TRUE
;
5409 swapchain
->desc
.backbuffer_width
= swapchain_desc
->backbuffer_width
;
5410 swapchain
->desc
.backbuffer_height
= swapchain_desc
->backbuffer_height
;
5414 if (swapchain_desc
->backbuffer_format
!= WINED3DFMT_UNKNOWN
5415 && swapchain_desc
->backbuffer_format
!= swapchain
->desc
.backbuffer_format
)
5417 swapchain
->desc
.backbuffer_format
= swapchain_desc
->backbuffer_format
;
5421 if (swapchain_desc
->multisample_type
!= swapchain
->desc
.multisample_type
5422 || swapchain_desc
->multisample_quality
!= swapchain
->desc
.multisample_quality
)
5424 swapchain
->desc
.multisample_type
= swapchain_desc
->multisample_type
;
5425 swapchain
->desc
.multisample_quality
= swapchain_desc
->multisample_quality
;
5433 hr
= wined3d_surface_update_desc(swapchain
->front_buffer
, swapchain
->desc
.backbuffer_width
,
5434 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
5435 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
);
5438 wined3d_swapchain_decref(swapchain
);
5442 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
5444 hr
= wined3d_surface_update_desc(swapchain
->back_buffers
[i
], swapchain
->desc
.backbuffer_width
,
5445 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
5446 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
);
5449 wined3d_swapchain_decref(swapchain
);
5453 if (device
->auto_depth_stencil
)
5455 hr
= wined3d_surface_update_desc(device
->auto_depth_stencil
, swapchain
->desc
.backbuffer_width
,
5456 swapchain
->desc
.backbuffer_height
, device
->auto_depth_stencil
->resource
.format
->id
,
5457 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
);
5460 wined3d_swapchain_decref(swapchain
);
5466 if (device
->d3d_initialized
)
5467 delete_opengl_contexts(device
, swapchain
);
5469 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
5470 || DisplayModeChanged
)
5472 wined3d_device_set_display_mode(device
, 0, &mode
);
5474 if (!swapchain_desc
->windowed
)
5476 if (swapchain
->desc
.windowed
)
5478 HWND focus_window
= device
->create_parms
.focus_window
;
5480 focus_window
= swapchain_desc
->device_window
;
5481 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
5483 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
5484 wined3d_swapchain_decref(swapchain
);
5488 /* switch from windowed to fs */
5489 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5490 swapchain_desc
->backbuffer_width
,
5491 swapchain_desc
->backbuffer_height
);
5495 /* Fullscreen -> fullscreen mode change */
5496 MoveWindow(swapchain
->device_window
, 0, 0,
5497 swapchain_desc
->backbuffer_width
,
5498 swapchain_desc
->backbuffer_height
,
5502 else if (!swapchain
->desc
.windowed
)
5504 /* Fullscreen -> windowed switch */
5505 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
5506 wined3d_device_release_focus_window(device
);
5508 swapchain
->desc
.windowed
= swapchain_desc
->windowed
;
5510 else if (!swapchain_desc
->windowed
)
5512 DWORD style
= device
->style
;
5513 DWORD exStyle
= device
->exStyle
;
5514 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5515 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5516 * Reset to clear up their mess. Guild Wars also loses the device during that.
5519 device
->exStyle
= 0;
5520 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5521 swapchain_desc
->backbuffer_width
,
5522 swapchain_desc
->backbuffer_height
);
5523 device
->style
= style
;
5524 device
->exStyle
= exStyle
;
5527 /* Note: No parent needed for initial internal stateblock */
5528 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_INIT
, &device
->stateBlock
);
5530 ERR("Resetting the stateblock failed with error %#x.\n", hr
);
5532 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5533 device
->updateStateBlock
= device
->stateBlock
;
5534 wined3d_stateblock_incref(device
->updateStateBlock
);
5536 stateblock_init_default_state(device
->stateBlock
);
5538 swapchain_update_render_to_fbo(swapchain
);
5539 swapchain_update_draw_bindings(swapchain
);
5541 if (device
->d3d_initialized
)
5542 hr
= create_primary_opengl_context(device
, swapchain
);
5543 wined3d_swapchain_decref(swapchain
);
5545 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5551 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
5553 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
5555 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
5561 HRESULT CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
5562 struct wined3d_device_creation_parameters
*parameters
)
5564 TRACE("device %p, parameters %p.\n", device
, parameters
);
5566 *parameters
= device
->create_parms
;
5570 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
5571 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
5573 struct wined3d_swapchain
*swapchain
;
5575 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5576 device
, swapchain_idx
, flags
, ramp
);
5578 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5580 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
5581 wined3d_swapchain_decref(swapchain
);
5585 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
5586 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
5588 struct wined3d_swapchain
*swapchain
;
5590 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5591 device
, swapchain_idx
, ramp
);
5593 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5595 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
5596 wined3d_swapchain_decref(swapchain
);
5600 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5602 TRACE("device %p, resource %p.\n", device
, resource
);
5604 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
5607 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5609 TRACE("device %p, resource %p.\n", device
, resource
);
5611 list_remove(&resource
->resource_list_entry
);
5614 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5616 enum wined3d_resource_type type
= resource
->type
;
5619 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
5621 context_resource_released(device
, resource
, type
);
5625 case WINED3D_RTYPE_SURFACE
:
5627 struct wined3d_surface
*surface
= surface_from_resource(resource
);
5629 if (!device
->d3d_initialized
) break;
5631 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5633 if (device
->fb
.render_targets
[i
] == surface
)
5635 ERR("Surface %p is still in use as render target %u.\n", surface
, i
);
5636 device
->fb
.render_targets
[i
] = NULL
;
5640 if (device
->fb
.depth_stencil
== surface
)
5642 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface
);
5643 device
->fb
.depth_stencil
= NULL
;
5648 case WINED3D_RTYPE_TEXTURE
:
5649 case WINED3D_RTYPE_CUBE_TEXTURE
:
5650 case WINED3D_RTYPE_VOLUME_TEXTURE
:
5651 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5653 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
5655 if (device
->stateBlock
&& device
->stateBlock
->state
.textures
[i
] == texture
)
5657 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5658 texture
, device
->stateBlock
, i
);
5659 device
->stateBlock
->state
.textures
[i
] = NULL
;
5662 if (device
->updateStateBlock
!= device
->stateBlock
5663 && device
->updateStateBlock
->state
.textures
[i
] == texture
)
5665 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5666 texture
, device
->updateStateBlock
, i
);
5667 device
->updateStateBlock
->state
.textures
[i
] = NULL
;
5672 case WINED3D_RTYPE_BUFFER
:
5674 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
5676 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5678 if (device
->stateBlock
&& device
->stateBlock
->state
.streams
[i
].buffer
== buffer
)
5680 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5681 buffer
, device
->stateBlock
, i
);
5682 device
->stateBlock
->state
.streams
[i
].buffer
= NULL
;
5685 if (device
->updateStateBlock
!= device
->stateBlock
5686 && device
->updateStateBlock
->state
.streams
[i
].buffer
== buffer
)
5688 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5689 buffer
, device
->updateStateBlock
, i
);
5690 device
->updateStateBlock
->state
.streams
[i
].buffer
= NULL
;
5695 if (device
->stateBlock
&& device
->stateBlock
->state
.index_buffer
== buffer
)
5697 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5698 buffer
, device
->stateBlock
);
5699 device
->stateBlock
->state
.index_buffer
= NULL
;
5702 if (device
->updateStateBlock
!= device
->stateBlock
5703 && device
->updateStateBlock
->state
.index_buffer
== buffer
)
5705 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5706 buffer
, device
->updateStateBlock
);
5707 device
->updateStateBlock
->state
.index_buffer
= NULL
;
5716 /* Remove the resource from the resourceStore */
5717 device_resource_remove(device
, resource
);
5719 TRACE("Resource released.\n");
5722 HRESULT CDECL
wined3d_device_get_surface_from_dc(const struct wined3d_device
*device
,
5723 HDC dc
, struct wined3d_surface
**surface
)
5725 struct wined3d_resource
*resource
;
5727 TRACE("device %p, dc %p, surface %p.\n", device
, dc
, surface
);
5730 return WINED3DERR_INVALIDCALL
;
5732 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5734 if (resource
->type
== WINED3D_RTYPE_SURFACE
)
5736 struct wined3d_surface
*s
= surface_from_resource(resource
);
5740 TRACE("Found surface %p for dc %p.\n", s
, dc
);
5747 return WINED3DERR_INVALIDCALL
;
5750 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
5751 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
5752 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
5754 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
5755 const struct fragment_pipeline
*fragment_pipeline
;
5756 struct wined3d_display_mode mode
;
5757 struct shader_caps shader_caps
;
5758 struct fragment_caps ffp_caps
;
5763 device
->wined3d
= wined3d
;
5764 wined3d_incref(device
->wined3d
);
5765 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
5766 device
->device_parent
= device_parent
;
5767 list_init(&device
->resources
);
5768 list_init(&device
->shaders
);
5769 device
->surface_alignment
= surface_alignment
;
5771 /* Get the initial screen setup for ddraw. */
5772 hr
= wined3d_get_adapter_display_mode(wined3d
, adapter_idx
, &mode
);
5775 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr
);
5776 wined3d_decref(device
->wined3d
);
5779 adapter
->screen_size
.cx
= mode
.width
;
5780 adapter
->screen_size
.cy
= mode
.height
;
5781 adapter
->screen_format
= mode
.format_id
;
5783 /* Save the creation parameters. */
5784 device
->create_parms
.adapter_idx
= adapter_idx
;
5785 device
->create_parms
.device_type
= device_type
;
5786 device
->create_parms
.focus_window
= focus_window
;
5787 device
->create_parms
.flags
= flags
;
5789 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
) list_init(&device
->patches
[i
]);
5791 select_shader_mode(&adapter
->gl_info
, &device
->ps_selected_mode
, &device
->vs_selected_mode
);
5792 device
->shader_backend
= adapter
->shader_backend
;
5794 if (device
->shader_backend
)
5796 device
->shader_backend
->shader_get_caps(&adapter
->gl_info
, &shader_caps
);
5797 device
->vshader_version
= shader_caps
.VertexShaderVersion
;
5798 device
->pshader_version
= shader_caps
.PixelShaderVersion
;
5799 device
->d3d_vshader_constantF
= shader_caps
.MaxVertexShaderConst
;
5800 device
->d3d_pshader_constantF
= shader_caps
.MaxPixelShaderConst
;
5801 device
->vs_clipping
= shader_caps
.VSClipping
;
5803 fragment_pipeline
= adapter
->fragment_pipe
;
5804 device
->frag_pipe
= fragment_pipeline
;
5805 if (fragment_pipeline
)
5807 fragment_pipeline
->get_caps(&adapter
->gl_info
, &ffp_caps
);
5808 device
->max_ffp_textures
= ffp_caps
.MaxSimultaneousTextures
;
5810 hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
, &adapter
->gl_info
,
5811 ffp_vertexstate_template
, fragment_pipeline
, misc_state_template
);
5814 ERR("Failed to compile state table, hr %#x.\n", hr
);
5815 wined3d_decref(device
->wined3d
);
5819 device
->blitter
= adapter
->blitter
;
5821 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_INIT
, &device
->stateBlock
);
5824 WARN("Failed to create stateblock.\n");
5825 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
5827 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
5829 wined3d_decref(device
->wined3d
);
5833 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5834 device
->updateStateBlock
= device
->stateBlock
;
5835 wined3d_stateblock_incref(device
->updateStateBlock
);
5841 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5843 DWORD rep
= device
->StateTable
[state
].representative
;
5844 struct wined3d_context
*context
;
5849 for (i
= 0; i
< device
->context_count
; ++i
)
5851 context
= device
->contexts
[i
];
5852 if(isStateDirty(context
, rep
)) continue;
5854 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5855 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5856 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5857 context
->isStateDirty
[idx
] |= (1 << shift
);
5861 void get_drawable_size_fbo(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
5863 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5864 *width
= context
->current_rt
->pow2Width
;
5865 *height
= context
->current_rt
->pow2Height
;
5868 void get_drawable_size_backbuffer(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
5870 const struct wined3d_swapchain
*swapchain
= context
->swapchain
;
5871 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5872 * current context's drawable, which is the size of the back buffer of the swapchain
5873 * the active context belongs to. */
5874 *width
= swapchain
->desc
.backbuffer_width
;
5875 *height
= swapchain
->desc
.backbuffer_height
;
5878 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
5879 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
5881 if (device
->filter_messages
)
5883 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5884 window
, message
, wparam
, lparam
);
5886 return DefWindowProcW(window
, message
, wparam
, lparam
);
5888 return DefWindowProcA(window
, message
, wparam
, lparam
);
5891 if (message
== WM_DESTROY
)
5893 TRACE("unregister window %p.\n", window
);
5894 wined3d_unregister_window(window
);
5896 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
5897 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
5899 else if (message
== WM_DISPLAYCHANGE
)
5901 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
5905 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
5907 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);