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 float identity
[] =
57 1.0f
, 0.0f
, 0.0f
, 0.0f
,
58 0.0f
, 1.0f
, 0.0f
, 0.0f
,
59 0.0f
, 0.0f
, 1.0f
, 0.0f
,
60 0.0f
, 0.0f
, 0.0f
, 1.0f
,
61 }; /* When needed for comparisons */
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64 * actually have the same values in GL and D3D. */
65 static GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
67 switch(primitive_type
)
69 case WINED3D_PT_POINTLIST
:
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
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && !usage_idx
)
148 *regnum
= WINED3D_FFP_POSITION
;
149 else if (usage
== WINED3DDECLUSAGE_BLENDWEIGHT
&& !usage_idx
)
150 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
151 else if (usage
== WINED3DDECLUSAGE_BLENDINDICES
&& !usage_idx
)
152 *regnum
= WINED3D_FFP_BLENDINDICES
;
153 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& !usage_idx
)
154 *regnum
= WINED3D_FFP_NORMAL
;
155 else if (usage
== WINED3DDECLUSAGE_PSIZE
&& !usage_idx
)
156 *regnum
= WINED3D_FFP_PSIZE
;
157 else if (usage
== WINED3DDECLUSAGE_COLOR
&& !usage_idx
)
158 *regnum
= WINED3D_FFP_DIFFUSE
;
159 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 1)
160 *regnum
= WINED3D_FFP_SPECULAR
;
161 else if (usage
== WINED3DDECLUSAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
162 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage
), usage_idx
);
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device
*device
,
175 struct wined3d_stream_info
*stream_info
, BOOL
*fixup
)
177 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
178 /* We need to deal with frequency data! */
179 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
183 stream_info
->use_map
= 0;
184 stream_info
->swizzle_map
= 0;
186 /* Check for transformed vertices, disable vertex shader if present. */
187 stream_info
->position_transformed
= declaration
->position_transformed
;
188 use_vshader
= state
->vertex_shader
&& !declaration
->position_transformed
;
190 /* Translate the declaration into strided data. */
191 for (i
= 0; i
< declaration
->element_count
; ++i
)
193 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
194 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
195 struct wined3d_buffer
*buffer
= stream
->buffer
;
196 struct wined3d_bo_address data
;
201 TRACE("%p Element %p (%u of %u)\n", declaration
->elements
,
202 element
, i
+ 1, declaration
->element_count
);
204 if (!buffer
) continue;
206 data
.buffer_object
= 0;
209 stride
= stream
->stride
;
210 if (state
->user_stream
)
212 TRACE("Stream %u is UP, %p\n", element
->input_slot
, buffer
);
213 data
.buffer_object
= 0;
214 data
.addr
= (BYTE
*)buffer
;
218 TRACE("Stream %u isn't UP, %p\n", element
->input_slot
, buffer
);
219 buffer_get_memory(buffer
, &device
->adapter
->gl_info
, &data
);
221 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
222 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
223 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
224 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
225 * not, drawStridedSlow is needed, including a vertex buffer path. */
226 if (state
->load_base_vertex_index
< 0)
228 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
229 state
->load_base_vertex_index
);
230 data
.buffer_object
= 0;
231 data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
);
232 if ((UINT_PTR
)data
.addr
< -state
->load_base_vertex_index
* stride
)
234 FIXME("System memory vertex data load offset is negative!\n");
240 if (data
.buffer_object
)
242 else if (*fixup
&& !use_vshader
243 && (element
->usage
== WINED3DDECLUSAGE_COLOR
244 || element
->usage
== WINED3DDECLUSAGE_POSITIONT
))
246 static BOOL warned
= FALSE
;
249 /* This may be bad with the fixed function pipeline. */
250 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
256 data
.addr
+= element
->offset
;
258 TRACE("offset %u input_slot %u usage_idx %d\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
262 if (element
->output_slot
== ~0U)
264 /* TODO: Assuming vertexdeclarations are usually used with the
265 * same or a similar shader, it might be worth it to store the
266 * last used output slot and try that one first. */
267 stride_used
= vshader_get_input(state
->vertex_shader
,
268 element
->usage
, element
->usage_idx
, &idx
);
272 idx
= element
->output_slot
;
278 if (!element
->ffp_valid
)
280 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
281 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
286 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
292 TRACE("Load %s array %u [usage %s, usage_idx %u, "
293 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
294 use_vshader
? "shader": "fixed function", idx
,
295 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
296 element
->offset
, stride
, debug_d3dformat(element
->format
->id
), data
.buffer_object
);
298 data
.addr
+= stream
->offset
;
300 stream_info
->elements
[idx
].format
= element
->format
;
301 stream_info
->elements
[idx
].data
= data
;
302 stream_info
->elements
[idx
].stride
= stride
;
303 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
305 if (!device
->adapter
->gl_info
.supported
[ARB_VERTEX_ARRAY_BGRA
]
306 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
308 stream_info
->swizzle_map
|= 1 << idx
;
310 stream_info
->use_map
|= 1 << idx
;
314 device
->num_buffer_queries
= 0;
315 if (!state
->user_stream
)
317 WORD map
= stream_info
->use_map
;
319 /* PreLoad all the vertex buffers. */
320 for (i
= 0; map
; map
>>= 1, ++i
)
322 struct wined3d_stream_info_element
*element
;
323 struct wined3d_buffer
*buffer
;
325 if (!(map
& 1)) continue;
327 element
= &stream_info
->elements
[i
];
328 buffer
= state
->streams
[element
->stream_idx
].buffer
;
329 wined3d_buffer_preload(buffer
);
331 /* If the preload dropped the buffer object, update the stream info. */
332 if (buffer
->buffer_object
!= element
->data
.buffer_object
)
334 element
->data
.buffer_object
= 0;
335 element
->data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
)
336 + (ptrdiff_t)element
->data
.addr
;
340 device
->buffer_queries
[device
->num_buffer_queries
++] = buffer
->query
;
345 static void stream_info_element_from_strided(const struct wined3d_gl_info
*gl_info
,
346 const struct wined3d_strided_element
*strided
, struct wined3d_stream_info_element
*e
)
348 e
->data
.addr
= strided
->data
;
349 e
->data
.buffer_object
= 0;
350 e
->format
= wined3d_get_format(gl_info
, strided
->format
);
351 e
->stride
= strided
->stride
;
355 static void device_stream_info_from_strided(const struct wined3d_gl_info
*gl_info
,
356 const struct wined3d_strided_data
*strided
, struct wined3d_stream_info
*stream_info
)
360 memset(stream_info
, 0, sizeof(*stream_info
));
362 if (strided
->position
.data
)
363 stream_info_element_from_strided(gl_info
, &strided
->position
, &stream_info
->elements
[WINED3D_FFP_POSITION
]);
364 if (strided
->normal
.data
)
365 stream_info_element_from_strided(gl_info
, &strided
->normal
, &stream_info
->elements
[WINED3D_FFP_NORMAL
]);
366 if (strided
->diffuse
.data
)
367 stream_info_element_from_strided(gl_info
, &strided
->diffuse
, &stream_info
->elements
[WINED3D_FFP_DIFFUSE
]);
368 if (strided
->specular
.data
)
369 stream_info_element_from_strided(gl_info
, &strided
->specular
, &stream_info
->elements
[WINED3D_FFP_SPECULAR
]);
371 for (i
= 0; i
< WINED3DDP_MAXTEXCOORD
; ++i
)
373 if (strided
->tex_coords
[i
].data
)
374 stream_info_element_from_strided(gl_info
, &strided
->tex_coords
[i
],
375 &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ i
]);
378 stream_info
->position_transformed
= strided
->position_transformed
;
380 for (i
= 0; i
< sizeof(stream_info
->elements
) / sizeof(*stream_info
->elements
); ++i
)
382 if (!stream_info
->elements
[i
].format
) continue;
384 if (!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
385 && stream_info
->elements
[i
].format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
387 stream_info
->swizzle_map
|= 1 << i
;
389 stream_info
->use_map
|= 1 << i
;
393 static void device_trace_strided_stream_info(const struct wined3d_stream_info
*stream_info
)
395 TRACE("Strided Data:\n");
396 TRACE_STRIDED(stream_info
, WINED3D_FFP_POSITION
);
397 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDWEIGHT
);
398 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDINDICES
);
399 TRACE_STRIDED(stream_info
, WINED3D_FFP_NORMAL
);
400 TRACE_STRIDED(stream_info
, WINED3D_FFP_PSIZE
);
401 TRACE_STRIDED(stream_info
, WINED3D_FFP_DIFFUSE
);
402 TRACE_STRIDED(stream_info
, WINED3D_FFP_SPECULAR
);
403 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD0
);
404 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD1
);
405 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD2
);
406 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD3
);
407 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD4
);
408 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD5
);
409 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD6
);
410 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD7
);
413 /* Context activation is done by the caller. */
414 void device_update_stream_info(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
416 struct wined3d_stream_info
*stream_info
= &device
->strided_streams
;
417 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
420 if (device
->up_strided
)
422 /* Note: this is a ddraw fixed-function code path. */
423 TRACE("=============================== Strided Input ================================\n");
424 device_stream_info_from_strided(gl_info
, device
->up_strided
, stream_info
);
425 if (TRACE_ON(d3d
)) device_trace_strided_stream_info(stream_info
);
429 TRACE("============================= Vertex Declaration =============================\n");
430 device_stream_info_from_declaration(device
, stream_info
, &fixup
);
433 if (state
->vertex_shader
&& !stream_info
->position_transformed
)
435 if (state
->vertex_declaration
->half_float_conv_needed
&& !fixup
)
437 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
438 device
->useDrawStridedSlow
= TRUE
;
442 device
->useDrawStridedSlow
= FALSE
;
447 WORD slow_mask
= (1 << WINED3D_FFP_PSIZE
);
448 slow_mask
|= -!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
449 & ((1 << WINED3D_FFP_DIFFUSE
) | (1 << WINED3D_FFP_SPECULAR
));
451 if ((stream_info
->position_transformed
|| (stream_info
->use_map
& slow_mask
)) && !fixup
)
453 device
->useDrawStridedSlow
= TRUE
;
457 device
->useDrawStridedSlow
= FALSE
;
462 static void device_preload_texture(const struct wined3d_state
*state
, unsigned int idx
)
464 struct wined3d_texture
*texture
;
465 enum WINED3DSRGB srgb
;
467 if (!(texture
= state
->textures
[idx
])) return;
468 srgb
= state
->sampler_states
[idx
][WINED3D_SAMP_SRGB_TEXTURE
] ? SRGB_SRGB
: SRGB_RGB
;
469 texture
->texture_ops
->texture_preload(texture
, srgb
);
472 void device_preload_textures(const struct wined3d_device
*device
)
474 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
479 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
481 if (state
->vertex_shader
->reg_maps
.sampler_type
[i
])
482 device_preload_texture(state
, MAX_FRAGMENT_SAMPLERS
+ i
);
488 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
490 if (state
->pixel_shader
->reg_maps
.sampler_type
[i
])
491 device_preload_texture(state
, i
);
496 WORD ffu_map
= device
->fixed_function_usage_map
;
498 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
501 device_preload_texture(state
, i
);
506 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
508 struct wined3d_context
**new_array
;
510 TRACE("Adding context %p.\n", context
);
512 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
513 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
514 sizeof(*new_array
) * (device
->context_count
+ 1));
518 ERR("Failed to grow the context array.\n");
522 new_array
[device
->context_count
++] = context
;
523 device
->contexts
= new_array
;
527 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
529 struct wined3d_context
**new_array
;
533 TRACE("Removing context %p.\n", context
);
535 for (i
= 0; i
< device
->context_count
; ++i
)
537 if (device
->contexts
[i
] == context
)
546 ERR("Context %p doesn't exist in context array.\n", context
);
550 if (!--device
->context_count
)
552 HeapFree(GetProcessHeap(), 0, device
->contexts
);
553 device
->contexts
= NULL
;
557 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
558 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
561 ERR("Failed to shrink context array. Oh well.\n");
565 device
->contexts
= new_array
;
568 /* Do not call while under the GL lock. */
569 void device_switch_onscreen_ds(struct wined3d_device
*device
,
570 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
572 if (device
->onscreen_depth_stencil
)
574 surface_load_ds_location(device
->onscreen_depth_stencil
, context
, SFLAG_INTEXTURE
);
576 surface_modify_ds_location(device
->onscreen_depth_stencil
, SFLAG_INTEXTURE
,
577 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
578 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
579 wined3d_surface_decref(device
->onscreen_depth_stencil
);
581 device
->onscreen_depth_stencil
= depth_stencil
;
582 wined3d_surface_incref(device
->onscreen_depth_stencil
);
585 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
587 /* partial draw rect */
588 if (draw_rect
->left
|| draw_rect
->top
589 || draw_rect
->right
< target
->resource
.width
590 || draw_rect
->bottom
< target
->resource
.height
)
593 /* partial clear rect */
594 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
595 || clear_rect
->right
< target
->resource
.width
596 || clear_rect
->bottom
< target
->resource
.height
))
602 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
603 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
, RECT
*out_rect
)
605 RECT current_rect
, r
;
607 if (ds
->flags
& location
)
608 SetRect(¤t_rect
, 0, 0,
609 ds
->ds_current_size
.cx
,
610 ds
->ds_current_size
.cy
);
612 SetRectEmpty(¤t_rect
);
614 IntersectRect(&r
, draw_rect
, ¤t_rect
);
615 if (EqualRect(&r
, draw_rect
))
617 /* current_rect ⊇ draw_rect, modify only. */
618 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
622 if (EqualRect(&r
, ¤t_rect
))
624 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
628 /* Full clear, modify only. */
629 *out_rect
= *draw_rect
;
633 IntersectRect(&r
, draw_rect
, clear_rect
);
634 if (EqualRect(&r
, draw_rect
))
636 /* clear_rect ⊇ draw_rect, modify only. */
637 *out_rect
= *draw_rect
;
643 surface_load_ds_location(ds
, context
, location
);
644 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
647 /* Do not call while under the GL lock. */
648 HRESULT
device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
649 UINT rect_count
, const RECT
*rects
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
650 float depth
, DWORD stencil
)
652 const RECT
*clear_rect
= (rect_count
> 0 && rects
) ? (const RECT
*)rects
: NULL
;
653 struct wined3d_surface
*target
= rt_count
? fb
->render_targets
[0] : NULL
;
654 UINT drawable_width
, drawable_height
;
655 struct wined3d_context
*context
;
656 GLbitfield clear_mask
= 0;
657 BOOL render_offscreen
;
661 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
662 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
663 * for the cleared parts, and the untouched parts.
665 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
666 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
667 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
668 * checking all this if the dest surface is in the drawable anyway. */
669 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, clear_rect
))
671 for (i
= 0; i
< rt_count
; ++i
)
673 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
675 surface_load_location(rt
, rt
->draw_binding
, NULL
);
679 context
= context_acquire(device
, target
);
682 context_release(context
);
683 WARN("Invalid context, skipping clear.\n");
689 render_offscreen
= context
->render_offscreen
;
690 target
->get_drawable_size(context
, &drawable_width
, &drawable_height
);
694 render_offscreen
= TRUE
;
695 drawable_width
= fb
->depth_stencil
->pow2Width
;
696 drawable_height
= fb
->depth_stencil
->pow2Height
;
699 if (flags
& WINED3DCLEAR_ZBUFFER
)
701 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: SFLAG_INDRAWABLE
;
703 if (!render_offscreen
&& fb
->depth_stencil
!= device
->onscreen_depth_stencil
)
704 device_switch_onscreen_ds(device
, context
, fb
->depth_stencil
);
705 prepare_ds_clear(fb
->depth_stencil
, context
, location
,
706 draw_rect
, rect_count
, clear_rect
, &ds_rect
);
709 if (!context_apply_clear_state(context
, device
, rt_count
, fb
))
711 context_release(context
);
712 WARN("Failed to apply clear state, skipping clear.\n");
718 /* Only set the values up once, as they are not changing. */
719 if (flags
& WINED3DCLEAR_STENCIL
)
721 if (context
->gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
723 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
724 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
727 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
728 glClearStencil(stencil
);
729 checkGLcall("glClearStencil");
730 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
733 if (flags
& WINED3DCLEAR_ZBUFFER
)
735 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: SFLAG_INDRAWABLE
;
737 surface_modify_ds_location(fb
->depth_stencil
, location
, ds_rect
.right
, ds_rect
.bottom
);
739 glDepthMask(GL_TRUE
);
740 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
742 checkGLcall("glClearDepth");
743 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
746 if (flags
& WINED3DCLEAR_TARGET
)
748 for (i
= 0; i
< rt_count
; ++i
)
750 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
753 surface_modify_location(rt
, rt
->draw_binding
, TRUE
);
756 glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
757 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
758 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
759 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
760 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
761 glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
762 checkGLcall("glClearColor");
763 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
768 if (render_offscreen
)
770 glScissor(draw_rect
->left
, draw_rect
->top
,
771 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
775 glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
776 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
778 checkGLcall("glScissor");
780 checkGLcall("glClear");
786 /* Now process each rect in turn. */
787 for (i
= 0; i
< rect_count
; ++i
)
789 /* Note that GL uses lower left, width/height. */
790 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
792 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
793 wine_dbgstr_rect(&clear_rect
[i
]),
794 wine_dbgstr_rect(¤t_rect
));
796 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
797 * The rectangle is not cleared, no error is returned, but further rectangles are
798 * still cleared if they are valid. */
799 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
801 TRACE("Rectangle with negative dimensions, ignoring.\n");
805 if (render_offscreen
)
807 glScissor(current_rect
.left
, current_rect
.top
,
808 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
812 glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
813 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
815 checkGLcall("glScissor");
818 checkGLcall("glClear");
824 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
825 && target
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
826 && target
->container
.u
.swapchain
->front_buffer
== target
))
827 wglFlush(); /* Flush to ensure ordering across contexts. */
829 context_release(context
);
834 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
836 ULONG refcount
= InterlockedIncrement(&device
->ref
);
838 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
843 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
845 ULONG refcount
= InterlockedDecrement(&device
->ref
);
847 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
851 struct wined3d_stateblock
*stateblock
;
854 if (wined3d_stateblock_decref(device
->updateStateBlock
)
855 && device
->updateStateBlock
!= device
->stateBlock
)
856 FIXME("Something's still holding the update stateblock.\n");
857 device
->updateStateBlock
= NULL
;
859 stateblock
= device
->stateBlock
;
860 device
->stateBlock
= NULL
;
861 if (wined3d_stateblock_decref(stateblock
))
862 FIXME("Something's still holding the stateblock.\n");
864 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
866 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
867 device
->multistate_funcs
[i
] = NULL
;
870 if (!list_empty(&device
->resources
))
872 struct wined3d_resource
*resource
;
874 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
876 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
878 FIXME("Leftover resource %p with type %s (%#x).\n",
879 resource
, debug_d3dresourcetype(resource
->resourceType
), resource
->resourceType
);
883 if (device
->contexts
)
884 ERR("Context array not freed!\n");
885 if (device
->hardwareCursor
)
886 DestroyCursor(device
->hardwareCursor
);
887 device
->hardwareCursor
= 0;
889 wined3d_decref(device
->wined3d
);
890 device
->wined3d
= NULL
;
891 HeapFree(GetProcessHeap(), 0, device
);
892 TRACE("Freed device %p.\n", device
);
898 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
900 TRACE("device %p.\n", device
);
902 return device
->swapchain_count
;
905 HRESULT CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
,
906 UINT swapchain_idx
, struct wined3d_swapchain
**swapchain
)
908 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
909 device
, swapchain_idx
, swapchain
);
911 if (swapchain_idx
>= device
->swapchain_count
)
913 WARN("swapchain_idx %u >= swapchain_count %u.\n",
914 swapchain_idx
, device
->swapchain_count
);
917 return WINED3DERR_INVALIDCALL
;
920 *swapchain
= device
->swapchains
[swapchain_idx
];
921 wined3d_swapchain_incref(*swapchain
);
922 TRACE("Returning %p.\n", *swapchain
);
927 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
929 struct wined3d_color_key color_key
;
933 HDC dcb
= NULL
, dcs
= NULL
;
935 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
938 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
939 dcb
= CreateCompatibleDC(NULL
);
941 SelectObject(dcb
, hbm
);
945 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
948 memset(&bm
, 0, sizeof(bm
));
953 hr
= wined3d_surface_create(device
, bm
.bmWidth
, bm
.bmHeight
, WINED3DFMT_B5G6R5_UNORM
, 0, 0,
954 WINED3DPOOL_DEFAULT
, WINED3D_MULTISAMPLE_NONE
, 0, SURFACE_OPENGL
, WINED3D_SURFACE_MAPPABLE
,
955 NULL
, &wined3d_null_parent_ops
, &device
->logo_surface
);
958 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr
);
964 if (FAILED(hr
= wined3d_surface_getdc(device
->logo_surface
, &dcs
)))
966 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
967 wined3d_surface_releasedc(device
->logo_surface
, dcs
);
969 color_key
.color_space_low_value
= 0;
970 color_key
.color_space_high_value
= 0;
971 wined3d_surface_set_color_key(device
->logo_surface
, WINEDDCKEY_SRCBLT
, &color_key
);
975 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
976 /* Fill the surface with a white color to show that wined3d is there */
977 wined3d_device_color_fill(device
, device
->logo_surface
, NULL
, &c
);
981 if (dcb
) DeleteDC(dcb
);
982 if (hbm
) DeleteObject(hbm
);
985 /* Context activation is done by the caller. */
986 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
988 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
989 unsigned int i
, j
, count
;
990 /* Under DirectX you can sample even if no texture is bound, whereas
991 * OpenGL will only allow that when a valid texture is bound.
992 * We emulate this by creating dummy textures and binding them
993 * to each texture stage when the currently set D3D texture is NULL. */
996 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
998 /* The dummy texture does not have client storage backing */
999 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
1000 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
1003 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1004 for (i
= 0; i
< count
; ++i
)
1006 DWORD color
= 0x000000ff;
1008 /* Make appropriate texture active */
1009 context_active_texture(context
, gl_info
, i
);
1011 glGenTextures(1, &device
->dummy_texture_2d
[i
]);
1012 checkGLcall("glGenTextures");
1013 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
1015 glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
1016 checkGLcall("glBindTexture");
1018 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1019 checkGLcall("glTexImage2D");
1021 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1023 glGenTextures(1, &device
->dummy_texture_rect
[i
]);
1024 checkGLcall("glGenTextures");
1025 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
1027 glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
1028 checkGLcall("glBindTexture");
1030 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1031 checkGLcall("glTexImage2D");
1034 if (gl_info
->supported
[EXT_TEXTURE3D
])
1036 glGenTextures(1, &device
->dummy_texture_3d
[i
]);
1037 checkGLcall("glGenTextures");
1038 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
1040 glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
1041 checkGLcall("glBindTexture");
1043 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
1044 checkGLcall("glTexImage3D");
1047 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1049 glGenTextures(1, &device
->dummy_texture_cube
[i
]);
1050 checkGLcall("glGenTextures");
1051 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
1053 glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
1054 checkGLcall("glBindTexture");
1056 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
1058 glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1059 checkGLcall("glTexImage2D");
1064 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1066 /* Reenable because if supported it is enabled by default */
1067 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1068 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1074 /* Context activation is done by the caller. */
1075 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
1077 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1080 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1082 glDeleteTextures(count
, device
->dummy_texture_cube
);
1083 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1086 if (gl_info
->supported
[EXT_TEXTURE3D
])
1088 glDeleteTextures(count
, device
->dummy_texture_3d
);
1089 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1092 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1094 glDeleteTextures(count
, device
->dummy_texture_rect
);
1095 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1098 glDeleteTextures(count
, device
->dummy_texture_2d
);
1099 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1102 memset(device
->dummy_texture_cube
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_cube
));
1103 memset(device
->dummy_texture_3d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_3d
));
1104 memset(device
->dummy_texture_rect
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_rect
));
1105 memset(device
->dummy_texture_2d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_2d
));
1108 static LONG
fullscreen_style(LONG style
)
1110 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1111 style
|= WS_POPUP
| WS_SYSMENU
;
1112 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
1117 static LONG
fullscreen_exstyle(LONG exstyle
)
1119 /* Filter out window decorations. */
1120 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
1125 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
1127 BOOL filter_messages
;
1128 LONG style
, exstyle
;
1130 TRACE("Setting up window %p for fullscreen mode.\n", window
);
1132 if (device
->style
|| device
->exStyle
)
1134 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1135 window
, device
->style
, device
->exStyle
);
1138 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
1139 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1141 style
= fullscreen_style(device
->style
);
1142 exstyle
= fullscreen_exstyle(device
->exStyle
);
1144 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1145 device
->style
, device
->exStyle
, style
, exstyle
);
1147 filter_messages
= device
->filter_messages
;
1148 device
->filter_messages
= TRUE
;
1150 SetWindowLongW(window
, GWL_STYLE
, style
);
1151 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
1152 SetWindowPos(window
, HWND_TOP
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
1154 device
->filter_messages
= filter_messages
;
1157 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
1159 BOOL filter_messages
;
1160 LONG style
, exstyle
;
1162 if (!device
->style
&& !device
->exStyle
) return;
1164 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1165 window
, device
->style
, device
->exStyle
);
1167 style
= GetWindowLongW(window
, GWL_STYLE
);
1168 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1170 filter_messages
= device
->filter_messages
;
1171 device
->filter_messages
= TRUE
;
1173 /* Only restore the style if the application didn't modify it during the
1174 * fullscreen phase. Some applications change it before calling Reset()
1175 * when switching between windowed and fullscreen modes (HL2), some
1176 * depend on the original style (Eve Online). */
1177 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
1179 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
1180 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
1182 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
1184 device
->filter_messages
= filter_messages
;
1186 /* Delete the old values. */
1188 device
->exStyle
= 0;
1191 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
1193 TRACE("device %p, window %p.\n", device
, window
);
1195 if (!wined3d_register_window(window
, device
))
1197 ERR("Failed to register window %p.\n", window
);
1201 device
->focus_window
= window
;
1202 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
1207 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
1209 TRACE("device %p.\n", device
);
1211 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
1212 device
->focus_window
= NULL
;
1215 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
1216 struct wined3d_swapchain_desc
*swapchain_desc
)
1218 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1219 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1220 struct wined3d_swapchain
*swapchain
= NULL
;
1221 struct wined3d_context
*context
;
1226 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1228 if (device
->d3d_initialized
)
1229 return WINED3DERR_INVALIDCALL
;
1230 if (!device
->adapter
->opengl
)
1231 return WINED3DERR_INVALIDCALL
;
1233 device
->valid_rt_mask
= 0;
1234 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1235 device
->valid_rt_mask
|= (1 << i
);
1236 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1237 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
1239 /* Initialize the texture unit mapping to a 1:1 mapping */
1240 for (state
= 0; state
< MAX_COMBINED_SAMPLERS
; ++state
)
1242 if (state
< gl_info
->limits
.fragment_samplers
)
1244 device
->texUnitMap
[state
] = state
;
1245 device
->rev_tex_unit_map
[state
] = state
;
1249 device
->texUnitMap
[state
] = WINED3D_UNMAPPED_STAGE
;
1250 device
->rev_tex_unit_map
[state
] = WINED3D_UNMAPPED_STAGE
;
1254 /* Setup the implicit swapchain. This also initializes a context. */
1255 TRACE("Creating implicit swapchain\n");
1256 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1257 swapchain_desc
, &swapchain
);
1260 WARN("Failed to create implicit swapchain\n");
1264 device
->swapchain_count
= 1;
1265 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1266 if (!device
->swapchains
)
1268 ERR("Out of memory!\n");
1271 device
->swapchains
[0] = swapchain
;
1273 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1275 TRACE("Setting rendertarget to %p.\n", swapchain
->back_buffers
);
1276 device
->fb
.render_targets
[0] = swapchain
->back_buffers
[0];
1280 TRACE("Setting rendertarget to %p.\n", swapchain
->front_buffer
);
1281 device
->fb
.render_targets
[0] = swapchain
->front_buffer
;
1283 wined3d_surface_incref(device
->fb
.render_targets
[0]);
1285 /* Depth Stencil support */
1286 device
->fb
.depth_stencil
= device
->auto_depth_stencil
;
1287 if (device
->fb
.depth_stencil
)
1288 wined3d_surface_incref(device
->fb
.depth_stencil
);
1290 hr
= device
->shader_backend
->shader_alloc_private(device
);
1293 TRACE("Shader private data couldn't be allocated\n");
1296 hr
= device
->frag_pipe
->alloc_private(device
);
1299 TRACE("Fragment pipeline private data couldn't be allocated\n");
1302 hr
= device
->blitter
->alloc_private(device
);
1305 TRACE("Blitter private data couldn't be allocated\n");
1309 /* Set up some starting GL setup */
1311 /* Setup all the devices defaults */
1312 stateblock_init_default_state(device
->stateBlock
);
1314 context
= context_acquire(device
, swapchain
->front_buffer
);
1316 create_dummy_textures(device
, context
);
1320 /* Initialize the current view state */
1321 device
->view_ident
= 1;
1322 device
->contexts
[0]->last_was_rhw
= 0;
1324 switch (wined3d_settings
.offscreen_rendering_mode
)
1327 device
->offscreenBuffer
= GL_COLOR_ATTACHMENT0
;
1330 case ORM_BACKBUFFER
:
1332 if (context_get_current()->aux_buffers
> 0)
1334 TRACE("Using auxiliary buffer for offscreen rendering\n");
1335 device
->offscreenBuffer
= GL_AUX0
;
1339 TRACE("Using back buffer for offscreen rendering\n");
1340 device
->offscreenBuffer
= GL_BACK
;
1345 TRACE("All defaults now set up, leaving 3D init.\n");
1348 context_release(context
);
1350 /* Clear the screen */
1351 wined3d_device_clear(device
, 0, NULL
, WINED3DCLEAR_TARGET
1352 | (swapchain_desc
->enable_auto_depth_stencil
? WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
: 0),
1355 device
->d3d_initialized
= TRUE
;
1357 if (wined3d_settings
.logo
)
1358 device_load_logo(device
, wined3d_settings
.logo
);
1362 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1363 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1364 device
->swapchain_count
= 0;
1366 wined3d_swapchain_decref(swapchain
);
1367 if (device
->blit_priv
)
1368 device
->blitter
->free_private(device
);
1369 if (device
->fragment_priv
)
1370 device
->frag_pipe
->free_private(device
);
1371 if (device
->shader_priv
)
1372 device
->shader_backend
->shader_free_private(device
);
1377 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1378 struct wined3d_swapchain_desc
*swapchain_desc
)
1380 struct wined3d_swapchain
*swapchain
= NULL
;
1383 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1385 /* Setup the implicit swapchain */
1386 TRACE("Creating implicit swapchain\n");
1387 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1388 swapchain_desc
, &swapchain
);
1391 WARN("Failed to create implicit swapchain\n");
1395 device
->swapchain_count
= 1;
1396 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1397 if (!device
->swapchains
)
1399 ERR("Out of memory!\n");
1402 device
->swapchains
[0] = swapchain
;
1406 wined3d_swapchain_decref(swapchain
);
1410 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1412 struct wined3d_resource
*resource
, *cursor
;
1413 const struct wined3d_gl_info
*gl_info
;
1414 struct wined3d_context
*context
;
1415 struct wined3d_surface
*surface
;
1418 TRACE("device %p.\n", device
);
1420 if (!device
->d3d_initialized
)
1421 return WINED3DERR_INVALIDCALL
;
1423 /* Force making the context current again, to verify it is still valid
1424 * (workaround for broken drivers) */
1425 context_set_current(NULL
);
1426 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1427 * it was created. Thus make sure a context is active for the glDelete* calls
1429 context
= context_acquire(device
, NULL
);
1430 gl_info
= context
->gl_info
;
1432 if (device
->logo_surface
)
1433 wined3d_surface_decref(device
->logo_surface
);
1435 stateblock_unbind_resources(device
->stateBlock
);
1437 /* Unload resources */
1438 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1440 TRACE("Unloading resource %p.\n", resource
);
1442 resource
->resource_ops
->resource_unload(resource
);
1445 TRACE("Deleting high order patches\n");
1446 for(i
= 0; i
< PATCHMAP_SIZE
; i
++) {
1447 struct list
*e1
, *e2
;
1448 struct WineD3DRectPatch
*patch
;
1449 LIST_FOR_EACH_SAFE(e1
, e2
, &device
->patches
[i
])
1451 patch
= LIST_ENTRY(e1
, struct WineD3DRectPatch
, entry
);
1452 wined3d_device_delete_patch(device
, patch
->Handle
);
1456 /* Delete the mouse cursor texture */
1457 if (device
->cursorTexture
)
1460 glDeleteTextures(1, &device
->cursorTexture
);
1462 device
->cursorTexture
= 0;
1465 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1466 * private data, it might contain opengl pointers
1468 if (device
->depth_blt_texture
)
1471 glDeleteTextures(1, &device
->depth_blt_texture
);
1473 device
->depth_blt_texture
= 0;
1476 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1477 device
->blitter
->free_private(device
);
1478 device
->frag_pipe
->free_private(device
);
1479 device
->shader_backend
->shader_free_private(device
);
1481 /* Release the buffers (with sanity checks)*/
1482 if (device
->onscreen_depth_stencil
)
1484 surface
= device
->onscreen_depth_stencil
;
1485 device
->onscreen_depth_stencil
= NULL
;
1486 wined3d_surface_decref(surface
);
1489 if (device
->fb
.depth_stencil
)
1491 surface
= device
->fb
.depth_stencil
;
1493 TRACE("Releasing depth/stencil buffer %p.\n", surface
);
1495 device
->fb
.depth_stencil
= NULL
;
1496 if (wined3d_surface_decref(surface
)
1497 && surface
!= device
->auto_depth_stencil
)
1498 ERR("Something is still holding a reference to depth/stencil buffer %p.\n", surface
);
1501 if (device
->auto_depth_stencil
)
1503 surface
= device
->auto_depth_stencil
;
1504 device
->auto_depth_stencil
= NULL
;
1505 if (wined3d_surface_decref(surface
))
1506 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface
);
1509 for (i
= 1; i
< gl_info
->limits
.buffers
; ++i
)
1511 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
1514 surface
= device
->fb
.render_targets
[0];
1515 TRACE("Setting rendertarget 0 to NULL\n");
1516 device
->fb
.render_targets
[0] = NULL
;
1517 TRACE("Releasing the render target at %p\n", surface
);
1518 wined3d_surface_decref(surface
);
1520 context_release(context
);
1522 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1524 TRACE("Releasing the implicit swapchain %u.\n", i
);
1525 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1526 FIXME("Something's still holding the implicit swapchain.\n");
1529 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1530 device
->swapchains
= NULL
;
1531 device
->swapchain_count
= 0;
1533 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1534 device
->fb
.render_targets
= NULL
;
1536 device
->d3d_initialized
= FALSE
;
1541 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1545 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1547 TRACE("Releasing the implicit swapchain %u.\n", i
);
1548 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1549 FIXME("Something's still holding the implicit swapchain.\n");
1552 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1553 device
->swapchains
= NULL
;
1554 device
->swapchain_count
= 0;
1558 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1559 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1560 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1562 * There is no way to deactivate thread safety once it is enabled.
1564 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1566 TRACE("device %p.\n", device
);
1568 /* For now just store the flag (needed in case of ddraw). */
1569 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1572 HRESULT CDECL
wined3d_device_set_display_mode(struct wined3d_device
*device
,
1573 UINT swapchain_idx
, const struct wined3d_display_mode
*mode
)
1575 struct wined3d_adapter
*adapter
= device
->adapter
;
1576 const struct wined3d_format
*format
= wined3d_get_format(&adapter
->gl_info
, mode
->format_id
);
1581 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device
, swapchain_idx
, mode
,
1582 mode
->width
, mode
->height
, mode
->refresh_rate
, debug_d3dformat(mode
->format_id
));
1584 /* Resize the screen even without a window:
1585 * The app could have unset it with SetCooperativeLevel, but not called
1586 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1587 * but we don't have any hwnd
1590 memset(&devmode
, 0, sizeof(devmode
));
1591 devmode
.dmSize
= sizeof(devmode
);
1592 devmode
.dmFields
= DM_BITSPERPEL
| DM_PELSWIDTH
| DM_PELSHEIGHT
;
1593 devmode
.dmBitsPerPel
= format
->byte_count
* CHAR_BIT
;
1594 devmode
.dmPelsWidth
= mode
->width
;
1595 devmode
.dmPelsHeight
= mode
->height
;
1597 devmode
.dmDisplayFrequency
= mode
->refresh_rate
;
1598 if (mode
->refresh_rate
)
1599 devmode
.dmFields
|= DM_DISPLAYFREQUENCY
;
1601 /* Only change the mode if necessary */
1602 if (adapter
->screen_size
.cx
== mode
->width
&& adapter
->screen_size
.cy
== mode
->height
1603 && adapter
->screen_format
== mode
->format_id
&& !mode
->refresh_rate
)
1606 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
);
1607 if (ret
!= DISP_CHANGE_SUCCESSFUL
)
1609 if (devmode
.dmDisplayFrequency
)
1611 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1612 devmode
.dmFields
&= ~DM_DISPLAYFREQUENCY
;
1613 devmode
.dmDisplayFrequency
= 0;
1614 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
) != DISP_CHANGE_SUCCESSFUL
;
1616 if(ret
!= DISP_CHANGE_SUCCESSFUL
) {
1617 return WINED3DERR_NOTAVAILABLE
;
1621 /* Store the new values */
1622 adapter
->screen_size
.cx
= mode
->width
;
1623 adapter
->screen_size
.cy
= mode
->height
;
1624 adapter
->screen_format
= mode
->format_id
;
1626 /* And finally clip mouse to our screen */
1627 SetRect(&clip_rc
, 0, 0, mode
->width
, mode
->height
);
1628 ClipCursor(&clip_rc
);
1633 HRESULT CDECL
wined3d_device_get_wined3d(const struct wined3d_device
*device
, struct wined3d
**wined3d
)
1635 TRACE("device %p, wined3d %p.\n", device
, wined3d
);
1637 *wined3d
= device
->wined3d
;
1638 wined3d_incref(*wined3d
);
1640 TRACE("Returning %p.\n", *wined3d
);
1645 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1647 TRACE("device %p.\n", device
);
1649 TRACE("Emulating %d MB, returning %d MB left.\n",
1650 device
->adapter
->TextureRam
/ (1024 * 1024),
1651 (device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
) / (1024 * 1024));
1653 return device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
;
1656 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1657 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1659 struct wined3d_stream_state
*stream
;
1660 struct wined3d_buffer
*prev_buffer
;
1662 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1663 device
, stream_idx
, buffer
, offset
, stride
);
1665 if (stream_idx
>= MAX_STREAMS
)
1667 WARN("Stream index %u out of range.\n", stream_idx
);
1668 return WINED3DERR_INVALIDCALL
;
1670 else if (offset
& 0x3)
1672 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1673 return WINED3DERR_INVALIDCALL
;
1676 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1677 prev_buffer
= stream
->buffer
;
1679 device
->updateStateBlock
->changed
.streamSource
|= 1 << stream_idx
;
1681 if (prev_buffer
== buffer
1682 && stream
->stride
== stride
1683 && stream
->offset
== offset
)
1685 TRACE("Application is setting the old values over, nothing to do.\n");
1689 stream
->buffer
= buffer
;
1692 stream
->stride
= stride
;
1693 stream
->offset
= offset
;
1696 /* Handle recording of state blocks. */
1697 if (device
->isRecordingState
)
1699 TRACE("Recording... not performing anything.\n");
1701 wined3d_buffer_incref(buffer
);
1703 wined3d_buffer_decref(prev_buffer
);
1709 InterlockedIncrement(&buffer
->bind_count
);
1710 wined3d_buffer_incref(buffer
);
1714 InterlockedDecrement(&prev_buffer
->bind_count
);
1715 wined3d_buffer_decref(prev_buffer
);
1718 device_invalidate_state(device
, STATE_STREAMSRC
);
1723 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1724 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1726 struct wined3d_stream_state
*stream
;
1728 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1729 device
, stream_idx
, buffer
, offset
, stride
);
1731 if (stream_idx
>= MAX_STREAMS
)
1733 WARN("Stream index %u out of range.\n", stream_idx
);
1734 return WINED3DERR_INVALIDCALL
;
1737 stream
= &device
->stateBlock
->state
.streams
[stream_idx
];
1738 *buffer
= stream
->buffer
;
1740 wined3d_buffer_incref(*buffer
);
1742 *offset
= stream
->offset
;
1743 *stride
= stream
->stride
;
1748 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1750 struct wined3d_stream_state
*stream
;
1751 UINT old_flags
, old_freq
;
1753 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1755 /* Verify input. At least in d3d9 this is invalid. */
1756 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1758 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1759 return WINED3DERR_INVALIDCALL
;
1761 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1763 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1764 return WINED3DERR_INVALIDCALL
;
1768 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1769 return WINED3DERR_INVALIDCALL
;
1772 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1773 old_flags
= stream
->flags
;
1774 old_freq
= stream
->frequency
;
1776 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1777 stream
->frequency
= divider
& 0x7fffff;
1779 device
->updateStateBlock
->changed
.streamFreq
|= 1 << stream_idx
;
1781 if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1782 device_invalidate_state(device
, STATE_STREAMSRC
);
1787 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1788 UINT stream_idx
, UINT
*divider
)
1790 struct wined3d_stream_state
*stream
;
1792 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1794 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1795 *divider
= stream
->flags
| stream
->frequency
;
1797 TRACE("Returning %#x.\n", *divider
);
1802 HRESULT CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1803 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1805 TRACE("device %p, state %s, matrix %p.\n",
1806 device
, debug_d3dtstype(d3dts
), matrix
);
1808 /* Handle recording of state blocks. */
1809 if (device
->isRecordingState
)
1811 TRACE("Recording... not performing anything.\n");
1812 device
->updateStateBlock
->changed
.transform
[d3dts
>> 5] |= 1 << (d3dts
& 0x1f);
1813 device
->updateStateBlock
->state
.transforms
[d3dts
] = *matrix
;
1817 /* If the new matrix is the same as the current one,
1818 * we cut off any further processing. this seems to be a reasonable
1819 * optimization because as was noticed, some apps (warcraft3 for example)
1820 * tend towards setting the same matrix repeatedly for some reason.
1822 * From here on we assume that the new matrix is different, wherever it matters. */
1823 if (!memcmp(&device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0], matrix
, sizeof(*matrix
)))
1825 TRACE("The application is setting the same matrix over again.\n");
1829 conv_mat(matrix
, &device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0]);
1831 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1832 * where ViewMat = Camera space, WorldMat = world space.
1834 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1835 * matrix. The Projection matrix stay projection matrix. */
1837 if (d3dts
== WINED3D_TS_VIEW
)
1838 device
->view_ident
= !memcmp(matrix
, identity
, 16 * sizeof(float));
1840 if (d3dts
< WINED3D_TS_WORLD_MATRIX(device
->adapter
->gl_info
.limits
.blends
))
1841 device_invalidate_state(device
, STATE_TRANSFORM(d3dts
));
1847 HRESULT CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1848 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1850 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1852 *matrix
= device
->stateBlock
->state
.transforms
[state
];
1857 HRESULT CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1858 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1860 const struct wined3d_matrix
*mat
= NULL
;
1861 struct wined3d_matrix temp
;
1863 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1865 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1866 * below means it will be recorded in a state block change, but it
1867 * works regardless where it is recorded.
1868 * If this is found to be wrong, change to StateBlock. */
1869 if (state
> HIGHEST_TRANSFORMSTATE
)
1871 WARN("Unhandled transform state %#x.\n", state
);
1875 mat
= &device
->updateStateBlock
->state
.transforms
[state
];
1876 multiply_matrix(&temp
, mat
, matrix
);
1878 /* Apply change via set transform - will reapply to eg. lights this way. */
1879 return wined3d_device_set_transform(device
, state
, &temp
);
1882 /* Note lights are real special cases. Although the device caps state only
1883 * e.g. 8 are supported, you can reference any indexes you want as long as
1884 * that number max are enabled at any one point in time. Therefore since the
1885 * indices can be anything, we need a hashmap of them. However, this causes
1886 * stateblock problems. When capturing the state block, I duplicate the
1887 * hashmap, but when recording, just build a chain pretty much of commands to
1889 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1890 UINT light_idx
, const struct wined3d_light
*light
)
1892 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1893 struct wined3d_light_info
*object
= NULL
;
1897 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1899 /* Check the parameter range. Need for speed most wanted sets junk lights
1900 * which confuse the GL driver. */
1902 return WINED3DERR_INVALIDCALL
;
1904 switch (light
->type
)
1906 case WINED3D_LIGHT_POINT
:
1907 case WINED3D_LIGHT_SPOT
:
1908 case WINED3D_LIGHT_PARALLELPOINT
:
1909 case WINED3D_LIGHT_GLSPOT
:
1910 /* Incorrect attenuation values can cause the gl driver to crash.
1911 * Happens with Need for speed most wanted. */
1912 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1914 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1915 return WINED3DERR_INVALIDCALL
;
1919 case WINED3D_LIGHT_DIRECTIONAL
:
1920 /* Ignores attenuation */
1924 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1925 return WINED3DERR_INVALIDCALL
;
1928 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
1930 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1931 if (object
->OriginalIndex
== light_idx
)
1938 TRACE("Adding new light\n");
1939 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1942 ERR("Out of memory error when allocating a light\n");
1943 return E_OUTOFMEMORY
;
1945 list_add_head(&device
->updateStateBlock
->state
.light_map
[hash_idx
], &object
->entry
);
1946 object
->glIndex
= -1;
1947 object
->OriginalIndex
= light_idx
;
1950 /* Initialize the object. */
1951 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1952 light_idx
, light
->type
,
1953 light
->diffuse
.r
, light
->diffuse
.g
, light
->diffuse
.b
, light
->diffuse
.a
,
1954 light
->specular
.r
, light
->specular
.g
, light
->specular
.b
, light
->specular
.a
,
1955 light
->ambient
.r
, light
->ambient
.g
, light
->ambient
.b
, light
->ambient
.a
);
1956 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light
->position
.x
, light
->position
.y
, light
->position
.z
,
1957 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
);
1958 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1959 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1961 /* Save away the information. */
1962 object
->OriginalParms
= *light
;
1964 switch (light
->type
)
1966 case WINED3D_LIGHT_POINT
:
1968 object
->lightPosn
[0] = light
->position
.x
;
1969 object
->lightPosn
[1] = light
->position
.y
;
1970 object
->lightPosn
[2] = light
->position
.z
;
1971 object
->lightPosn
[3] = 1.0f
;
1972 object
->cutoff
= 180.0f
;
1976 case WINED3D_LIGHT_DIRECTIONAL
:
1978 object
->lightPosn
[0] = -light
->direction
.x
;
1979 object
->lightPosn
[1] = -light
->direction
.y
;
1980 object
->lightPosn
[2] = -light
->direction
.z
;
1981 object
->lightPosn
[3] = 0.0f
;
1982 object
->exponent
= 0.0f
;
1983 object
->cutoff
= 180.0f
;
1986 case WINED3D_LIGHT_SPOT
:
1988 object
->lightPosn
[0] = light
->position
.x
;
1989 object
->lightPosn
[1] = light
->position
.y
;
1990 object
->lightPosn
[2] = light
->position
.z
;
1991 object
->lightPosn
[3] = 1.0f
;
1994 object
->lightDirn
[0] = light
->direction
.x
;
1995 object
->lightDirn
[1] = light
->direction
.y
;
1996 object
->lightDirn
[2] = light
->direction
.z
;
1997 object
->lightDirn
[3] = 1.0f
;
1999 /* opengl-ish and d3d-ish spot lights use too different models
2000 * for the light "intensity" as a function of the angle towards
2001 * the main light direction, so we only can approximate very
2002 * roughly. However, spot lights are rather rarely used in games
2003 * (if ever used at all). Furthermore if still used, probably
2004 * nobody pays attention to such details. */
2005 if (!light
->falloff
)
2007 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2008 * equations have the falloff resp. exponent parameter as an
2009 * exponent, so the spot light lighting will always be 1.0 for
2010 * both of them, and we don't have to care for the rest of the
2011 * rather complex calculation. */
2012 object
->exponent
= 0.0f
;
2016 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
2019 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
2022 if (object
->exponent
> 128.0f
)
2023 object
->exponent
= 128.0f
;
2025 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
2030 FIXME("Unrecognized light type %#x.\n", light
->type
);
2033 /* Update the live definitions if the light is currently assigned a glIndex. */
2034 if (object
->glIndex
!= -1 && !device
->isRecordingState
)
2035 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
2040 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
2041 UINT light_idx
, struct wined3d_light
*light
)
2043 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2044 struct wined3d_light_info
*light_info
= NULL
;
2047 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
2049 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2051 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2052 if (light_info
->OriginalIndex
== light_idx
)
2059 TRACE("Light information requested but light not defined\n");
2060 return WINED3DERR_INVALIDCALL
;
2063 *light
= light_info
->OriginalParms
;
2067 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
2069 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2070 struct wined3d_light_info
*light_info
= NULL
;
2073 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
2075 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2077 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2078 if (light_info
->OriginalIndex
== light_idx
)
2082 TRACE("Found light %p.\n", light_info
);
2084 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2087 TRACE("Light enabled requested but light not defined, so defining one!\n");
2088 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
2090 /* Search for it again! Should be fairly quick as near head of list. */
2091 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2093 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2094 if (light_info
->OriginalIndex
== light_idx
)
2100 FIXME("Adding default lights has failed dismally\n");
2101 return WINED3DERR_INVALIDCALL
;
2107 if (light_info
->glIndex
!= -1)
2109 if (!device
->isRecordingState
)
2110 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
2112 device
->updateStateBlock
->state
.lights
[light_info
->glIndex
] = NULL
;
2113 light_info
->glIndex
= -1;
2117 TRACE("Light already disabled, nothing to do\n");
2119 light_info
->enabled
= FALSE
;
2123 light_info
->enabled
= TRUE
;
2124 if (light_info
->glIndex
!= -1)
2126 TRACE("Nothing to do as light was enabled\n");
2131 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2132 /* Find a free GL light. */
2133 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
2135 if (!device
->updateStateBlock
->state
.lights
[i
])
2137 device
->updateStateBlock
->state
.lights
[i
] = light_info
;
2138 light_info
->glIndex
= i
;
2142 if (light_info
->glIndex
== -1)
2144 /* Our tests show that Windows returns D3D_OK in this situation, even with
2145 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2146 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2147 * as well for those lights.
2149 * TODO: Test how this affects rendering. */
2150 WARN("Too many concurrently active lights\n");
2154 /* i == light_info->glIndex */
2155 if (!device
->isRecordingState
)
2156 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
2163 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
2165 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2166 struct wined3d_light_info
*light_info
= NULL
;
2169 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
2171 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2173 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2174 if (light_info
->OriginalIndex
== light_idx
)
2181 TRACE("Light enabled state requested but light not defined.\n");
2182 return WINED3DERR_INVALIDCALL
;
2184 /* true is 128 according to SetLightEnable */
2185 *enable
= light_info
->enabled
? 128 : 0;
2189 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
, UINT plane_idx
, const float *plane
)
2191 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2193 /* Validate plane_idx. */
2194 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2196 TRACE("Application has requested clipplane this device doesn't support.\n");
2197 return WINED3DERR_INVALIDCALL
;
2200 device
->updateStateBlock
->changed
.clipplane
|= 1 << plane_idx
;
2202 if (device
->updateStateBlock
->state
.clip_planes
[plane_idx
][0] == plane
[0]
2203 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][1] == plane
[1]
2204 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][2] == plane
[2]
2205 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][3] == plane
[3])
2207 TRACE("Application is setting old values over, nothing to do.\n");
2211 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][0] = plane
[0];
2212 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][1] = plane
[1];
2213 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][2] = plane
[2];
2214 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][3] = plane
[3];
2216 /* Handle recording of state blocks. */
2217 if (device
->isRecordingState
)
2219 TRACE("Recording... not performing anything.\n");
2223 device_invalidate_state(device
, STATE_CLIPPLANE(plane_idx
));
2228 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
, UINT plane_idx
, float *plane
)
2230 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2232 /* Validate plane_idx. */
2233 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2235 TRACE("Application has requested clipplane this device doesn't support.\n");
2236 return WINED3DERR_INVALIDCALL
;
2239 plane
[0] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][0];
2240 plane
[1] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][1];
2241 plane
[2] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][2];
2242 plane
[3] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][3];
2247 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
2248 const struct wined3d_clip_status
*clip_status
)
2250 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2253 return WINED3DERR_INVALIDCALL
;
2258 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
2259 struct wined3d_clip_status
*clip_status
)
2261 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2264 return WINED3DERR_INVALIDCALL
;
2269 HRESULT CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
2271 TRACE("device %p, material %p.\n", device
, material
);
2273 device
->updateStateBlock
->changed
.material
= TRUE
;
2274 device
->updateStateBlock
->state
.material
= *material
;
2276 /* Handle recording of state blocks */
2277 if (device
->isRecordingState
)
2279 TRACE("Recording... not performing anything.\n");
2283 device_invalidate_state(device
, STATE_MATERIAL
);
2288 HRESULT CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
2290 TRACE("device %p, material %p.\n", device
, material
);
2292 *material
= device
->updateStateBlock
->state
.material
;
2294 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2295 material
->diffuse
.r
, material
->diffuse
.g
,
2296 material
->diffuse
.b
, material
->diffuse
.a
);
2297 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2298 material
->ambient
.r
, material
->ambient
.g
,
2299 material
->ambient
.b
, material
->ambient
.a
);
2300 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2301 material
->specular
.r
, material
->specular
.g
,
2302 material
->specular
.b
, material
->specular
.a
);
2303 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2304 material
->emissive
.r
, material
->emissive
.g
,
2305 material
->emissive
.b
, material
->emissive
.a
);
2306 TRACE("power %.8e.\n", material
->power
);
2311 HRESULT CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
2312 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
2314 struct wined3d_buffer
*prev_buffer
;
2316 TRACE("device %p, buffer %p, format %s.\n",
2317 device
, buffer
, debug_d3dformat(format_id
));
2319 prev_buffer
= device
->updateStateBlock
->state
.index_buffer
;
2321 device
->updateStateBlock
->changed
.indices
= TRUE
;
2322 device
->updateStateBlock
->state
.index_buffer
= buffer
;
2323 device
->updateStateBlock
->state
.index_format
= format_id
;
2325 /* Handle recording of state blocks. */
2326 if (device
->isRecordingState
)
2328 TRACE("Recording... not performing anything.\n");
2330 wined3d_buffer_incref(buffer
);
2332 wined3d_buffer_decref(prev_buffer
);
2336 if (prev_buffer
!= buffer
)
2338 device_invalidate_state(device
, STATE_INDEXBUFFER
);
2341 InterlockedIncrement(&buffer
->bind_count
);
2342 wined3d_buffer_incref(buffer
);
2346 InterlockedDecrement(&prev_buffer
->bind_count
);
2347 wined3d_buffer_decref(prev_buffer
);
2354 HRESULT CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
, struct wined3d_buffer
**buffer
)
2356 TRACE("device %p, buffer %p.\n", device
, buffer
);
2358 *buffer
= device
->stateBlock
->state
.index_buffer
;
2361 wined3d_buffer_incref(*buffer
);
2363 TRACE("Returning %p.\n", *buffer
);
2368 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2369 HRESULT CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
2371 TRACE("device %p, base_index %d.\n", device
, base_index
);
2373 if (device
->updateStateBlock
->state
.base_vertex_index
== base_index
)
2375 TRACE("Application is setting the old value over, nothing to do\n");
2379 device
->updateStateBlock
->state
.base_vertex_index
= base_index
;
2381 if (device
->isRecordingState
)
2383 TRACE("Recording... not performing anything\n");
2389 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
2391 TRACE("device %p.\n", device
);
2393 return device
->stateBlock
->state
.base_vertex_index
;
2396 HRESULT CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
2398 TRACE("device %p, viewport %p.\n", device
, viewport
);
2399 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2400 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
2402 device
->updateStateBlock
->changed
.viewport
= TRUE
;
2403 device
->updateStateBlock
->state
.viewport
= *viewport
;
2405 /* Handle recording of state blocks */
2406 if (device
->isRecordingState
)
2408 TRACE("Recording... not performing anything\n");
2412 device_invalidate_state(device
, STATE_VIEWPORT
);
2417 HRESULT CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
2419 TRACE("device %p, viewport %p.\n", device
, viewport
);
2421 *viewport
= device
->stateBlock
->state
.viewport
;
2426 HRESULT CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2427 enum wined3d_render_state state
, DWORD value
)
2429 DWORD old_value
= device
->stateBlock
->state
.render_states
[state
];
2431 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2433 device
->updateStateBlock
->changed
.renderState
[state
>> 5] |= 1 << (state
& 0x1f);
2434 device
->updateStateBlock
->state
.render_states
[state
] = value
;
2436 /* Handle recording of state blocks. */
2437 if (device
->isRecordingState
)
2439 TRACE("Recording... not performing anything.\n");
2443 /* Compared here and not before the assignment to allow proper stateblock recording. */
2444 if (value
== old_value
)
2445 TRACE("Application is setting the old value over, nothing to do.\n");
2447 device_invalidate_state(device
, STATE_RENDER(state
));
2452 HRESULT CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
,
2453 enum wined3d_render_state state
, DWORD
*value
)
2455 TRACE("device %p, state %s (%#x), value %p.\n", device
, debug_d3drenderstate(state
), state
, value
);
2457 *value
= device
->stateBlock
->state
.render_states
[state
];
2462 HRESULT CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2463 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
2467 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2468 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2470 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2471 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2473 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2474 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2476 WARN("Invalid sampler %u.\n", sampler_idx
);
2477 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2480 old_value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2481 device
->updateStateBlock
->state
.sampler_states
[sampler_idx
][state
] = value
;
2482 device
->updateStateBlock
->changed
.samplerState
[sampler_idx
] |= 1 << state
;
2484 /* Handle recording of state blocks. */
2485 if (device
->isRecordingState
)
2487 TRACE("Recording... not performing anything.\n");
2491 if (old_value
== value
)
2493 TRACE("Application is setting the old value over, nothing to do.\n");
2497 device_invalidate_state(device
, STATE_SAMPLER(sampler_idx
));
2502 HRESULT CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2503 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD
*value
)
2505 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2506 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2508 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2509 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2511 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2512 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2514 WARN("Invalid sampler %u.\n", sampler_idx
);
2515 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2518 *value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2519 TRACE("Returning %#x.\n", *value
);
2524 HRESULT CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2526 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2528 device
->updateStateBlock
->changed
.scissorRect
= TRUE
;
2529 if (EqualRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
))
2531 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2534 CopyRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
);
2536 if (device
->isRecordingState
)
2538 TRACE("Recording... not performing anything.\n");
2542 device_invalidate_state(device
, STATE_SCISSORRECT
);
2547 HRESULT CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2549 TRACE("device %p, rect %p.\n", device
, rect
);
2551 *rect
= device
->updateStateBlock
->state
.scissor_rect
;
2552 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2557 HRESULT CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2558 struct wined3d_vertex_declaration
*declaration
)
2560 struct wined3d_vertex_declaration
*prev
= device
->updateStateBlock
->state
.vertex_declaration
;
2562 TRACE("device %p, declaration %p.\n", device
, declaration
);
2565 wined3d_vertex_declaration_incref(declaration
);
2567 wined3d_vertex_declaration_decref(prev
);
2569 device
->updateStateBlock
->state
.vertex_declaration
= declaration
;
2570 device
->updateStateBlock
->changed
.vertexDecl
= TRUE
;
2572 if (device
->isRecordingState
)
2574 TRACE("Recording... not performing anything.\n");
2577 else if (declaration
== prev
)
2579 /* Checked after the assignment to allow proper stateblock recording. */
2580 TRACE("Application is setting the old declaration over, nothing to do.\n");
2584 device_invalidate_state(device
, STATE_VDECL
);
2588 HRESULT CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
,
2589 struct wined3d_vertex_declaration
**declaration
)
2591 TRACE("device %p, declaration %p.\n", device
, declaration
);
2593 *declaration
= device
->stateBlock
->state
.vertex_declaration
;
2595 wined3d_vertex_declaration_incref(*declaration
);
2600 HRESULT CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2602 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.vertex_shader
;
2604 TRACE("device %p, shader %p.\n", device
, shader
);
2606 device
->updateStateBlock
->state
.vertex_shader
= shader
;
2607 device
->updateStateBlock
->changed
.vertexShader
= TRUE
;
2609 if (device
->isRecordingState
)
2612 wined3d_shader_incref(shader
);
2614 wined3d_shader_decref(prev
);
2615 TRACE("Recording... not performing anything.\n");
2621 TRACE("Application is setting the old shader over, nothing to do.\n");
2626 wined3d_shader_incref(shader
);
2628 wined3d_shader_decref(prev
);
2630 device_invalidate_state(device
, STATE_VSHADER
);
2635 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2637 struct wined3d_shader
*shader
;
2639 TRACE("device %p.\n", device
);
2641 shader
= device
->stateBlock
->state
.vertex_shader
;
2643 wined3d_shader_incref(shader
);
2645 TRACE("Returning %p.\n", shader
);
2649 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2650 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2652 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2655 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2656 device
, start_register
, constants
, bool_count
);
2658 if (!constants
|| start_register
>= MAX_CONST_B
)
2659 return WINED3DERR_INVALIDCALL
;
2661 memcpy(&device
->updateStateBlock
->state
.vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2662 for (i
= 0; i
< count
; ++i
)
2663 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2665 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2666 device
->updateStateBlock
->changed
.vertexShaderConstantsB
|= (1 << i
);
2668 if (!device
->isRecordingState
)
2669 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2674 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2675 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2677 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2679 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2680 device
, start_register
, constants
, bool_count
);
2682 if (!constants
|| start_register
>= MAX_CONST_B
)
2683 return WINED3DERR_INVALIDCALL
;
2685 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2690 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2691 UINT start_register
, const int *constants
, UINT vector4i_count
)
2693 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2696 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2697 device
, start_register
, constants
, vector4i_count
);
2699 if (!constants
|| start_register
>= MAX_CONST_I
)
2700 return WINED3DERR_INVALIDCALL
;
2702 memcpy(&device
->updateStateBlock
->state
.vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2703 for (i
= 0; i
< count
; ++i
)
2704 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2705 constants
[i
* 4], constants
[i
* 4 + 1],
2706 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2708 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2709 device
->updateStateBlock
->changed
.vertexShaderConstantsI
|= (1 << i
);
2711 if (!device
->isRecordingState
)
2712 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2717 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2718 UINT start_register
, int *constants
, UINT vector4i_count
)
2720 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2722 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2723 device
, start_register
, constants
, vector4i_count
);
2725 if (!constants
|| start_register
>= MAX_CONST_I
)
2726 return WINED3DERR_INVALIDCALL
;
2728 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2732 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2733 UINT start_register
, const float *constants
, UINT vector4f_count
)
2737 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2738 device
, start_register
, constants
, vector4f_count
);
2740 /* Specifically test start_register > limit to catch MAX_UINT overflows
2741 * when adding start_register + vector4f_count. */
2743 || start_register
+ vector4f_count
> device
->d3d_vshader_constantF
2744 || start_register
> device
->d3d_vshader_constantF
)
2745 return WINED3DERR_INVALIDCALL
;
2747 memcpy(&device
->updateStateBlock
->state
.vs_consts_f
[start_register
* 4],
2748 constants
, vector4f_count
* sizeof(float) * 4);
2751 for (i
= 0; i
< vector4f_count
; ++i
)
2752 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2753 constants
[i
* 4], constants
[i
* 4 + 1],
2754 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2757 if (!device
->isRecordingState
)
2759 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2760 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2763 memset(device
->updateStateBlock
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2764 sizeof(*device
->updateStateBlock
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2769 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2770 UINT start_register
, float *constants
, UINT vector4f_count
)
2772 int count
= min(vector4f_count
, device
->d3d_vshader_constantF
- start_register
);
2774 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2775 device
, start_register
, constants
, vector4f_count
);
2777 if (!constants
|| count
< 0)
2778 return WINED3DERR_INVALIDCALL
;
2780 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2785 static void device_invalidate_texture_stage(const struct wined3d_device
*device
, DWORD stage
)
2789 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
2791 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, i
));
2795 static void device_map_stage(struct wined3d_device
*device
, DWORD stage
, DWORD unit
)
2797 DWORD i
= device
->rev_tex_unit_map
[unit
];
2798 DWORD j
= device
->texUnitMap
[stage
];
2800 device
->texUnitMap
[stage
] = unit
;
2801 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
2802 device
->texUnitMap
[i
] = WINED3D_UNMAPPED_STAGE
;
2804 device
->rev_tex_unit_map
[unit
] = stage
;
2805 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
2806 device
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
2809 static void device_update_fixed_function_usage_map(struct wined3d_device
*device
)
2813 device
->fixed_function_usage_map
= 0;
2814 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2816 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2817 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
2818 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
2819 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
2820 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
2821 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
2822 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
2823 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
2824 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
2826 /* Not used, and disable higher stages. */
2827 if (color_op
== WINED3D_TOP_DISABLE
)
2830 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
2831 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
2832 || ((color_arg3
== WINED3DTA_TEXTURE
)
2833 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
2834 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
2835 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
2836 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2837 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
2838 device
->fixed_function_usage_map
|= (1 << i
);
2840 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
2841 && i
< MAX_TEXTURES
- 1)
2842 device
->fixed_function_usage_map
|= (1 << (i
+ 1));
2846 static void device_map_fixed_function_samplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2848 unsigned int i
, tex
;
2851 device_update_fixed_function_usage_map(device
);
2852 ffu_map
= device
->fixed_function_usage_map
;
2854 if (device
->max_ffp_textures
== gl_info
->limits
.texture_stages
2855 || device
->stateBlock
->state
.lowest_disabled_stage
<= device
->max_ffp_textures
)
2857 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2859 if (!(ffu_map
& 1)) continue;
2861 if (device
->texUnitMap
[i
] != i
)
2863 device_map_stage(device
, i
, i
);
2864 device_invalidate_state(device
, STATE_SAMPLER(i
));
2865 device_invalidate_texture_stage(device
, i
);
2871 /* Now work out the mapping */
2873 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2875 if (!(ffu_map
& 1)) continue;
2877 if (device
->texUnitMap
[i
] != tex
)
2879 device_map_stage(device
, i
, tex
);
2880 device_invalidate_state(device
, STATE_SAMPLER(i
));
2881 device_invalidate_texture_stage(device
, i
);
2888 static void device_map_psamplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2890 const enum wined3d_sampler_texture_type
*sampler_type
=
2891 device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2894 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2896 if (sampler_type
[i
] && device
->texUnitMap
[i
] != i
)
2898 device_map_stage(device
, i
, i
);
2899 device_invalidate_state(device
, STATE_SAMPLER(i
));
2900 if (i
< gl_info
->limits
.texture_stages
)
2901 device_invalidate_texture_stage(device
, i
);
2906 static BOOL
device_unit_free_for_vs(const struct wined3d_device
*device
,
2907 const enum wined3d_sampler_texture_type
*pshader_sampler_tokens
,
2908 const enum wined3d_sampler_texture_type
*vshader_sampler_tokens
, DWORD unit
)
2910 DWORD current_mapping
= device
->rev_tex_unit_map
[unit
];
2912 /* Not currently used */
2913 if (current_mapping
== WINED3D_UNMAPPED_STAGE
) return TRUE
;
2915 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
) {
2916 /* Used by a fragment sampler */
2918 if (!pshader_sampler_tokens
) {
2919 /* No pixel shader, check fixed function */
2920 return current_mapping
>= MAX_TEXTURES
|| !(device
->fixed_function_usage_map
& (1 << current_mapping
));
2923 /* Pixel shader, check the shader's sampler map */
2924 return !pshader_sampler_tokens
[current_mapping
];
2927 /* Used by a vertex sampler */
2928 return !vshader_sampler_tokens
[current_mapping
- MAX_FRAGMENT_SAMPLERS
];
2931 static void device_map_vsamplers(struct wined3d_device
*device
, BOOL ps
, const struct wined3d_gl_info
*gl_info
)
2933 const enum wined3d_sampler_texture_type
*vshader_sampler_type
=
2934 device
->stateBlock
->state
.vertex_shader
->reg_maps
.sampler_type
;
2935 const enum wined3d_sampler_texture_type
*pshader_sampler_type
= NULL
;
2936 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
) - 1;
2941 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2942 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2943 pshader_sampler_type
= device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2946 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
2947 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
2948 if (vshader_sampler_type
[i
])
2950 if (device
->texUnitMap
[vsampler_idx
] != WINED3D_UNMAPPED_STAGE
)
2952 /* Already mapped somewhere */
2958 if (device_unit_free_for_vs(device
, pshader_sampler_type
, vshader_sampler_type
, start
))
2960 device_map_stage(device
, vsampler_idx
, start
);
2961 device_invalidate_state(device
, STATE_SAMPLER(vsampler_idx
));
2973 void device_update_tex_unit_map(struct wined3d_device
*device
)
2975 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2976 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2977 BOOL vs
= use_vs(state
);
2978 BOOL ps
= use_ps(state
);
2981 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2982 * that would be really messy and require shader recompilation
2983 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2984 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2987 device_map_psamplers(device
, gl_info
);
2989 device_map_fixed_function_samplers(device
, gl_info
);
2992 device_map_vsamplers(device
, ps
, gl_info
);
2995 HRESULT CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2997 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.pixel_shader
;
2999 TRACE("device %p, shader %p.\n", device
, shader
);
3001 device
->updateStateBlock
->state
.pixel_shader
= shader
;
3002 device
->updateStateBlock
->changed
.pixelShader
= TRUE
;
3004 if (device
->isRecordingState
)
3007 wined3d_shader_incref(shader
);
3009 wined3d_shader_decref(prev
);
3010 TRACE("Recording... not performing anything.\n");
3016 TRACE("Application is setting the old shader over, nothing to do.\n");
3021 wined3d_shader_incref(shader
);
3023 wined3d_shader_decref(prev
);
3025 device_invalidate_state(device
, STATE_PIXELSHADER
);
3030 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
3032 struct wined3d_shader
*shader
;
3034 TRACE("device %p.\n", device
);
3036 shader
= device
->stateBlock
->state
.pixel_shader
;
3038 wined3d_shader_incref(shader
);
3040 TRACE("Returning %p.\n", shader
);
3044 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
3045 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
3047 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3050 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3051 device
, start_register
, constants
, bool_count
);
3053 if (!constants
|| start_register
>= MAX_CONST_B
)
3054 return WINED3DERR_INVALIDCALL
;
3056 memcpy(&device
->updateStateBlock
->state
.ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
3057 for (i
= 0; i
< count
; ++i
)
3058 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
3060 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3061 device
->updateStateBlock
->changed
.pixelShaderConstantsB
|= (1 << i
);
3063 if (!device
->isRecordingState
)
3064 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3069 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
3070 UINT start_register
, BOOL
*constants
, UINT bool_count
)
3072 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3074 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3075 device
, start_register
, constants
, bool_count
);
3077 if (!constants
|| start_register
>= MAX_CONST_B
)
3078 return WINED3DERR_INVALIDCALL
;
3080 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
3085 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
3086 UINT start_register
, const int *constants
, UINT vector4i_count
)
3088 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3091 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3092 device
, start_register
, constants
, vector4i_count
);
3094 if (!constants
|| start_register
>= MAX_CONST_I
)
3095 return WINED3DERR_INVALIDCALL
;
3097 memcpy(&device
->updateStateBlock
->state
.ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
3098 for (i
= 0; i
< count
; ++i
)
3099 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
3100 constants
[i
* 4], constants
[i
* 4 + 1],
3101 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3103 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3104 device
->updateStateBlock
->changed
.pixelShaderConstantsI
|= (1 << i
);
3106 if (!device
->isRecordingState
)
3107 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3112 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
3113 UINT start_register
, int *constants
, UINT vector4i_count
)
3115 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3117 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3118 device
, start_register
, constants
, vector4i_count
);
3120 if (!constants
|| start_register
>= MAX_CONST_I
)
3121 return WINED3DERR_INVALIDCALL
;
3123 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
3128 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
3129 UINT start_register
, const float *constants
, UINT vector4f_count
)
3133 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3134 device
, start_register
, constants
, vector4f_count
);
3136 /* Specifically test start_register > limit to catch MAX_UINT overflows
3137 * when adding start_register + vector4f_count. */
3139 || start_register
+ vector4f_count
> device
->d3d_pshader_constantF
3140 || start_register
> device
->d3d_pshader_constantF
)
3141 return WINED3DERR_INVALIDCALL
;
3143 memcpy(&device
->updateStateBlock
->state
.ps_consts_f
[start_register
* 4],
3144 constants
, vector4f_count
* sizeof(float) * 4);
3147 for (i
= 0; i
< vector4f_count
; ++i
)
3148 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
3149 constants
[i
* 4], constants
[i
* 4 + 1],
3150 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3153 if (!device
->isRecordingState
)
3155 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
3156 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3159 memset(device
->updateStateBlock
->changed
.pixelShaderConstantsF
+ start_register
, 1,
3160 sizeof(*device
->updateStateBlock
->changed
.pixelShaderConstantsF
) * vector4f_count
);
3165 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
3166 UINT start_register
, float *constants
, UINT vector4f_count
)
3168 int count
= min(vector4f_count
, device
->d3d_pshader_constantF
- start_register
);
3170 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3171 device
, start_register
, constants
, vector4f_count
);
3173 if (!constants
|| count
< 0)
3174 return WINED3DERR_INVALIDCALL
;
3176 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
3181 /* Context activation is done by the caller. */
3182 /* Do not call while under the GL lock. */
3183 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3184 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
3185 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
3188 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3189 char *dest_ptr
, *dest_conv
= NULL
, *dest_conv_addr
= NULL
;
3190 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
3191 struct wined3d_viewport vp
;
3196 if (stream_info
->use_map
& (1 << WINED3D_FFP_NORMAL
))
3198 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3201 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_POSITION
)))
3203 ERR("Source has no position mask\n");
3204 return WINED3DERR_INVALIDCALL
;
3207 if (!dest
->resource
.allocatedMemory
)
3208 buffer_get_sysmem(dest
, gl_info
);
3210 /* Get a pointer into the destination vbo(create one if none exists) and
3211 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3213 if (!dest
->buffer_object
&& gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
3215 dest
->flags
|= WINED3D_BUFFER_CREATEBO
;
3216 wined3d_buffer_preload(dest
);
3219 if (dest
->buffer_object
)
3221 unsigned char extrabytes
= 0;
3222 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3223 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3224 * this may write 4 extra bytes beyond the area that should be written
3226 if(DestFVF
== WINED3DFVF_XYZ
) extrabytes
= 4;
3227 dest_conv_addr
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, dwCount
* get_flexible_vertex_size(DestFVF
) + extrabytes
);
3228 if(!dest_conv_addr
) {
3229 ERR("Out of memory\n");
3230 /* Continue without storing converted vertices */
3232 dest_conv
= dest_conv_addr
;
3235 if (device
->stateBlock
->state
.render_states
[WINED3D_RS_CLIPPING
])
3237 static BOOL warned
= FALSE
;
3239 * The clipping code is not quite correct. Some things need
3240 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3241 * so disable clipping for now.
3242 * (The graphics in Half-Life are broken, and my processvertices
3243 * test crashes with IDirect3DDevice3)
3249 FIXME("Clipping is broken and disabled for now\n");
3251 } else doClip
= FALSE
;
3252 dest_ptr
= ((char *)buffer_get_sysmem(dest
, gl_info
)) + dwDestIndex
* get_flexible_vertex_size(DestFVF
);
3254 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
3255 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
3256 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
3258 TRACE("View mat:\n");
3259 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
);
3260 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
);
3261 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
);
3262 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
);
3264 TRACE("Proj mat:\n");
3265 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
);
3266 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
);
3267 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
);
3268 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
);
3270 TRACE("World mat:\n");
3271 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
);
3272 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
);
3273 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
);
3274 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
);
3276 /* Get the viewport */
3277 wined3d_device_get_viewport(device
, &vp
);
3278 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3279 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
3281 multiply_matrix(&mat
,&view_mat
,&world_mat
);
3282 multiply_matrix(&mat
,&proj_mat
,&mat
);
3284 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
3286 for (i
= 0; i
< dwCount
; i
+= 1) {
3287 unsigned int tex_index
;
3289 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
3290 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
3291 /* The position first */
3292 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
3293 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3295 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
3297 /* Multiplication with world, view and projection matrix */
3298 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
);
3299 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
);
3300 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
);
3301 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
);
3303 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
3305 /* WARNING: The following things are taken from d3d7 and were not yet checked
3306 * against d3d8 or d3d9!
3309 /* Clipping conditions: From msdn
3311 * A vertex is clipped if it does not match the following requirements
3315 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3317 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3318 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3323 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
3324 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
3327 /* "Normal" viewport transformation (not clipped)
3328 * 1) The values are divided by rhw
3329 * 2) The y axis is negative, so multiply it with -1
3330 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3331 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3332 * 4) Multiply x with Width/2 and add Width/2
3333 * 5) The same for the height
3334 * 6) Add the viewpoint X and Y to the 2D coordinates and
3335 * The minimum Z value to z
3336 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3338 * Well, basically it's simply a linear transformation into viewport
3350 z
*= vp
.max_z
- vp
.min_z
;
3352 x
+= vp
.width
/ 2 + vp
.x
;
3353 y
+= vp
.height
/ 2 + vp
.y
;
3358 /* That vertex got clipped
3359 * Contrary to OpenGL it is not dropped completely, it just
3360 * undergoes a different calculation.
3362 TRACE("Vertex got clipped\n");
3369 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3370 * outside of the main vertex buffer memory. That needs some more
3375 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3378 ( (float *) dest_ptr
)[0] = x
;
3379 ( (float *) dest_ptr
)[1] = y
;
3380 ( (float *) dest_ptr
)[2] = z
;
3381 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3383 dest_ptr
+= 3 * sizeof(float);
3385 if((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) {
3386 dest_ptr
+= sizeof(float);
3391 ( (float *) dest_conv
)[0] = x
* w
;
3392 ( (float *) dest_conv
)[1] = y
* w
;
3393 ( (float *) dest_conv
)[2] = z
* w
;
3394 ( (float *) dest_conv
)[3] = w
;
3396 dest_conv
+= 3 * sizeof(float);
3398 if((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) {
3399 dest_conv
+= sizeof(float);
3403 if (DestFVF
& WINED3DFVF_PSIZE
) {
3404 dest_ptr
+= sizeof(DWORD
);
3405 if(dest_conv
) dest_conv
+= sizeof(DWORD
);
3407 if (DestFVF
& WINED3DFVF_NORMAL
)
3409 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3410 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3411 /* AFAIK this should go into the lighting information */
3412 FIXME("Didn't expect the destination to have a normal\n");
3413 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3415 copy_and_next(dest_conv
, normal
, 3 * sizeof(float));
3419 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3421 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3422 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3423 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_DIFFUSE
)))
3425 static BOOL warned
= FALSE
;
3428 ERR("No diffuse color in source, but destination has one\n");
3432 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3433 dest_ptr
+= sizeof(DWORD
);
3436 *( (DWORD
*) dest_conv
) = 0xffffffff;
3437 dest_conv
+= sizeof(DWORD
);
3441 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3443 *( (DWORD
*) dest_conv
) = (*color_d
& 0xff00ff00) ; /* Alpha + green */
3444 *( (DWORD
*) dest_conv
) |= (*color_d
& 0x00ff0000) >> 16; /* Red */
3445 *( (DWORD
*) dest_conv
) |= (*color_d
& 0xff0000ff) << 16; /* Blue */
3446 dest_conv
+= sizeof(DWORD
);
3451 if (DestFVF
& WINED3DFVF_SPECULAR
)
3453 /* What's the color value in the feedback buffer? */
3454 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3455 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3456 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_SPECULAR
)))
3458 static BOOL warned
= FALSE
;
3461 ERR("No specular color in source, but destination has one\n");
3465 *( (DWORD
*) dest_ptr
) = 0xFF000000;
3466 dest_ptr
+= sizeof(DWORD
);
3469 *( (DWORD
*) dest_conv
) = 0xFF000000;
3470 dest_conv
+= sizeof(DWORD
);
3474 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3476 *( (DWORD
*) dest_conv
) = (*color_s
& 0xff00ff00) ; /* Alpha + green */
3477 *( (DWORD
*) dest_conv
) |= (*color_s
& 0x00ff0000) >> 16; /* Red */
3478 *( (DWORD
*) dest_conv
) |= (*color_s
& 0xff0000ff) << 16; /* Blue */
3479 dest_conv
+= sizeof(DWORD
);
3484 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3486 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3487 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3488 if (!(stream_info
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3490 ERR("No source texture, but destination requests one\n");
3491 dest_ptr
+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3492 if(dest_conv
) dest_conv
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3495 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3497 copy_and_next(dest_conv
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3507 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, dest
->buffer_object
));
3508 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3509 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB
, dwDestIndex
* get_flexible_vertex_size(DestFVF
),
3510 dwCount
* get_flexible_vertex_size(DestFVF
),
3512 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3516 HeapFree(GetProcessHeap(), 0, dest_conv_addr
);
3521 #undef copy_and_next
3523 /* Do not call while under the GL lock. */
3524 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3525 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3526 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3528 struct wined3d_state
*state
= &device
->stateBlock
->state
;
3529 BOOL vbo
= FALSE
, streamWasUP
= state
->user_stream
;
3530 struct wined3d_stream_info stream_info
;
3531 const struct wined3d_gl_info
*gl_info
;
3532 struct wined3d_context
*context
;
3533 struct wined3d_shader
*vs
;
3536 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3537 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3538 device
, src_start_idx
, dst_idx
, vertex_count
,
3539 dst_buffer
, declaration
, flags
, dst_fvf
);
3542 FIXME("Output vertex declaration not implemented yet.\n");
3544 /* Need any context to write to the vbo. */
3545 context
= context_acquire(device
, NULL
);
3546 gl_info
= context
->gl_info
;
3548 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3549 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3550 * restore it afterwards. */
3551 vs
= state
->vertex_shader
;
3552 state
->vertex_shader
= NULL
;
3553 state
->user_stream
= FALSE
;
3554 device_stream_info_from_declaration(device
, &stream_info
, &vbo
);
3555 state
->user_stream
= streamWasUP
;
3556 state
->vertex_shader
= vs
;
3558 if (vbo
|| src_start_idx
)
3561 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3562 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3564 * Also get the start index in, but only loop over all elements if there's something to add at all.
3566 for (i
= 0; i
< (sizeof(stream_info
.elements
) / sizeof(*stream_info
.elements
)); ++i
)
3568 struct wined3d_stream_info_element
*e
;
3570 if (!(stream_info
.use_map
& (1 << i
))) continue;
3572 e
= &stream_info
.elements
[i
];
3573 if (e
->data
.buffer_object
)
3575 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
3576 e
->data
.buffer_object
= 0;
3577 e
->data
.addr
= (BYTE
*)((ULONG_PTR
)e
->data
.addr
+ (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
));
3579 GL_EXTCALL(glDeleteBuffersARB(1, &vb
->buffer_object
));
3580 vb
->buffer_object
= 0;
3584 e
->data
.addr
+= e
->stride
* src_start_idx
;
3588 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3589 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3591 context_release(context
);
3596 HRESULT CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3597 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3599 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3602 TRACE("device %p, stage %u, state %s, value %#x.\n",
3603 device
, stage
, debug_d3dtexturestate(state
), value
);
3605 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3607 WARN("Invalid state %#x passed.\n", state
);
3611 if (stage
>= gl_info
->limits
.texture_stages
)
3613 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3614 stage
, gl_info
->limits
.texture_stages
- 1);
3618 old_value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3619 device
->updateStateBlock
->changed
.textureState
[stage
] |= 1 << state
;
3620 device
->updateStateBlock
->state
.texture_states
[stage
][state
] = value
;
3622 if (device
->isRecordingState
)
3624 TRACE("Recording... not performing anything.\n");
3628 /* Checked after the assignments to allow proper stateblock recording. */
3629 if (old_value
== value
)
3631 TRACE("Application is setting the old value over, nothing to do.\n");
3635 if (stage
> device
->stateBlock
->state
.lowest_disabled_stage
3636 && device
->StateTable
[STATE_TEXTURESTAGE(0, state
)].representative
3637 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
))
3639 /* Colorop change above lowest disabled stage? That won't change
3640 * anything in the GL setup. Changes in other states are important on
3641 * disabled stages too. */
3645 if (state
== WINED3D_TSS_COLOR_OP
)
3649 if (value
== WINED3D_TOP_DISABLE
&& old_value
!= WINED3D_TOP_DISABLE
)
3651 /* Previously enabled stage disabled now. Make sure to dirtify
3652 * all enabled stages above stage, they have to be disabled.
3654 * The current stage is dirtified below. */
3655 for (i
= stage
+ 1; i
< device
->stateBlock
->state
.lowest_disabled_stage
; ++i
)
3657 TRACE("Additionally dirtifying stage %u.\n", i
);
3658 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3660 device
->stateBlock
->state
.lowest_disabled_stage
= stage
;
3661 TRACE("New lowest disabled: %u.\n", stage
);
3663 else if (value
!= WINED3D_TOP_DISABLE
&& old_value
== WINED3D_TOP_DISABLE
)
3665 /* Previously disabled stage enabled. Stages above it may need
3666 * enabling. Stage must be lowest_disabled_stage here, if it's
3667 * bigger success is returned above, and stages below the lowest
3668 * disabled stage can't be enabled (because they are enabled
3671 * Again stage stage doesn't need to be dirtified here, it is
3673 for (i
= stage
+ 1; i
< gl_info
->limits
.texture_stages
; ++i
)
3675 if (device
->updateStateBlock
->state
.texture_states
[i
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_DISABLE
)
3677 TRACE("Additionally dirtifying stage %u due to enable.\n", i
);
3678 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3680 device
->stateBlock
->state
.lowest_disabled_stage
= i
;
3681 TRACE("New lowest disabled: %u.\n", i
);
3685 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, state
));
3690 HRESULT CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3691 UINT stage
, enum wined3d_texture_stage_state state
, DWORD
*value
)
3693 TRACE("device %p, stage %u, state %s, value %p.\n",
3694 device
, stage
, debug_d3dtexturestate(state
), value
);
3696 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3698 WARN("Invalid state %#x passed.\n", state
);
3702 *value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3703 TRACE("Returning %#x.\n", *value
);
3708 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3709 UINT stage
, struct wined3d_texture
*texture
)
3711 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3712 struct wined3d_texture
*prev
;
3714 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3716 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3717 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3719 /* Windows accepts overflowing this array... we do not. */
3720 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3722 WARN("Ignoring invalid stage %u.\n", stage
);
3726 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
3727 if (texture
&& texture
->resource
.pool
== WINED3DPOOL_SCRATCH
)
3729 WARN("Rejecting attempt to set scratch texture.\n");
3730 return WINED3DERR_INVALIDCALL
;
3733 device
->updateStateBlock
->changed
.textures
|= 1 << stage
;
3735 prev
= device
->updateStateBlock
->state
.textures
[stage
];
3736 TRACE("Previous texture %p.\n", prev
);
3738 if (texture
== prev
)
3740 TRACE("App is setting the same texture again, nothing to do.\n");
3744 TRACE("Setting new texture to %p.\n", texture
);
3745 device
->updateStateBlock
->state
.textures
[stage
] = texture
;
3747 if (device
->isRecordingState
)
3749 TRACE("Recording... not performing anything\n");
3751 if (texture
) wined3d_texture_incref(texture
);
3752 if (prev
) wined3d_texture_decref(prev
);
3759 LONG bind_count
= InterlockedIncrement(&texture
->bind_count
);
3761 wined3d_texture_incref(texture
);
3763 if (!prev
|| texture
->target
!= prev
->target
)
3764 device_invalidate_state(device
, STATE_PIXELSHADER
);
3766 if (!prev
&& stage
< gl_info
->limits
.texture_stages
)
3768 /* The source arguments for color and alpha ops have different
3769 * meanings when a NULL texture is bound, so the COLOR_OP and
3770 * ALPHA_OP have to be dirtified. */
3771 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
3772 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
3775 if (bind_count
== 1)
3776 texture
->sampler
= stage
;
3781 LONG bind_count
= InterlockedDecrement(&prev
->bind_count
);
3783 wined3d_texture_decref(prev
);
3785 if (!texture
&& stage
< gl_info
->limits
.texture_stages
)
3787 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
3788 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
3791 if (bind_count
&& prev
->sampler
== stage
)
3795 /* Search for other stages the texture is bound to. Shouldn't
3796 * happen if applications bind textures to a single stage only. */
3797 TRACE("Searching for other stages the texture is bound to.\n");
3798 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3800 if (device
->updateStateBlock
->state
.textures
[i
] == prev
)
3802 TRACE("Texture is also bound to stage %u.\n", i
);
3810 device_invalidate_state(device
, STATE_SAMPLER(stage
));
3815 HRESULT CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
,
3816 UINT stage
, struct wined3d_texture
**texture
)
3818 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3820 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3821 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3823 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3825 WARN("Ignoring invalid stage %u.\n", stage
);
3826 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
3829 *texture
= device
->stateBlock
->state
.textures
[stage
];
3831 wined3d_texture_incref(*texture
);
3833 TRACE("Returning %p.\n", *texture
);
3838 HRESULT CDECL
wined3d_device_get_back_buffer(const struct wined3d_device
*device
, UINT swapchain_idx
,
3839 UINT backbuffer_idx
, enum wined3d_backbuffer_type backbuffer_type
, struct wined3d_surface
**backbuffer
)
3841 struct wined3d_swapchain
*swapchain
;
3844 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3845 device
, swapchain_idx
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3847 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3850 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
3854 hr
= wined3d_swapchain_get_back_buffer(swapchain
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3855 wined3d_swapchain_decref(swapchain
);
3858 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx
, hr
);
3865 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3867 TRACE("device %p, caps %p.\n", device
, caps
);
3869 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3870 device
->create_parms
.device_type
, caps
);
3873 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
,
3874 UINT swapchain_idx
, struct wined3d_display_mode
*mode
)
3876 struct wined3d_swapchain
*swapchain
;
3879 TRACE("device %p, swapchain_idx %u, mode %p.\n", device
, swapchain_idx
, mode
);
3883 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3886 hr
= wined3d_swapchain_get_display_mode(swapchain
, mode
);
3887 wined3d_swapchain_decref(swapchain
);
3892 const struct wined3d_adapter
*adapter
= device
->adapter
;
3894 /* Don't read the real display mode, but return the stored mode
3895 * instead. X11 can't change the color depth, and some apps are
3896 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3897 * that GetDisplayMode still returns 24 bpp.
3899 * Also don't relay to the swapchain because with ddraw it's possible
3900 * that there isn't a swapchain at all. */
3901 mode
->width
= adapter
->screen_size
.cx
;
3902 mode
->height
= adapter
->screen_size
.cy
;
3903 mode
->format_id
= adapter
->screen_format
;
3904 mode
->refresh_rate
= 0;
3911 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3913 struct wined3d_stateblock
*stateblock
;
3916 TRACE("device %p.\n", device
);
3918 if (device
->isRecordingState
)
3919 return WINED3DERR_INVALIDCALL
;
3921 hr
= wined3d_stateblock_create(device
, WINED3DSBT_RECORDED
, &stateblock
);
3925 wined3d_stateblock_decref(device
->updateStateBlock
);
3926 device
->updateStateBlock
= stateblock
;
3927 device
->isRecordingState
= TRUE
;
3929 TRACE("Recording stateblock %p.\n", stateblock
);
3934 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3935 struct wined3d_stateblock
**stateblock
)
3937 struct wined3d_stateblock
*object
= device
->updateStateBlock
;
3939 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3941 if (!device
->isRecordingState
)
3943 WARN("Not recording.\n");
3945 return WINED3DERR_INVALIDCALL
;
3948 stateblock_init_contained_states(object
);
3950 *stateblock
= object
;
3951 device
->isRecordingState
= FALSE
;
3952 device
->updateStateBlock
= device
->stateBlock
;
3953 wined3d_stateblock_incref(device
->updateStateBlock
);
3955 TRACE("Returning stateblock %p.\n", *stateblock
);
3960 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3962 /* At the moment we have no need for any functionality at the beginning
3964 TRACE("device %p.\n", device
);
3966 if (device
->inScene
)
3968 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3969 return WINED3DERR_INVALIDCALL
;
3971 device
->inScene
= TRUE
;
3975 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3977 struct wined3d_context
*context
;
3979 TRACE("device %p.\n", device
);
3981 if (!device
->inScene
)
3983 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3984 return WINED3DERR_INVALIDCALL
;
3987 context
= context_acquire(device
, NULL
);
3988 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3990 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3992 context_release(context
);
3994 device
->inScene
= FALSE
;
3998 HRESULT CDECL
wined3d_device_present(const struct wined3d_device
*device
, const RECT
*src_rect
,
3999 const RECT
*dst_rect
, HWND dst_window_override
, const RGNDATA
*dirty_region
)
4003 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
4004 device
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
4005 dst_window_override
, dirty_region
);
4007 for (i
= 0; i
< device
->swapchain_count
; ++i
)
4009 wined3d_swapchain_present(device
->swapchains
[i
], src_rect
,
4010 dst_rect
, dst_window_override
, dirty_region
, 0);
4016 /* Do not call while under the GL lock. */
4017 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
4018 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
4022 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
4023 device
, rect_count
, rects
, flags
, color
->r
, color
->g
, color
->b
, color
->a
, depth
, stencil
);
4025 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
4027 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4030 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4031 /* TODO: What about depth stencil buffers without stencil bits? */
4032 return WINED3DERR_INVALIDCALL
;
4034 else if (flags
& WINED3DCLEAR_TARGET
)
4036 if (ds
->resource
.width
< device
->fb
.render_targets
[0]->resource
.width
4037 || ds
->resource
.height
< device
->fb
.render_targets
[0]->resource
.height
)
4039 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4045 wined3d_get_draw_rect(&device
->stateBlock
->state
, &draw_rect
);
4047 return device_clear_render_targets(device
, device
->adapter
->gl_info
.limits
.buffers
,
4048 &device
->fb
, rect_count
, rects
,
4049 &draw_rect
, flags
, color
, depth
, stencil
);
4052 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
4053 enum wined3d_primitive_type primitive_type
)
4055 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
4057 device
->updateStateBlock
->changed
.primitive_type
= TRUE
;
4058 device
->updateStateBlock
->state
.gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
4061 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
4062 enum wined3d_primitive_type
*primitive_type
)
4064 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
4066 *primitive_type
= d3d_primitive_type_from_gl(device
->stateBlock
->state
.gl_primitive_type
);
4068 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
4071 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
4073 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
4075 if (!device
->stateBlock
->state
.vertex_declaration
)
4077 WARN("Called without a valid vertex declaration set.\n");
4078 return WINED3DERR_INVALIDCALL
;
4081 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4082 if (device
->stateBlock
->state
.user_stream
)
4084 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4085 device
->stateBlock
->state
.user_stream
= FALSE
;
4088 if (device
->stateBlock
->state
.load_base_vertex_index
)
4090 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4091 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4094 /* Account for the loading offset due to index buffers. Instead of
4095 * reloading all sources correct it with the startvertex parameter. */
4096 drawPrimitive(device
, vertex_count
, start_vertex
, 0, NULL
);
4100 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
4102 struct wined3d_buffer
*index_buffer
;
4103 UINT index_size
= 2;
4105 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4107 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
4109 index_buffer
= device
->stateBlock
->state
.index_buffer
;
4112 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4113 * without an index buffer set. (The first time at least...)
4114 * D3D8 simply dies, but I doubt it can do much harm to return
4115 * D3DERR_INVALIDCALL there as well. */
4116 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4117 return WINED3DERR_INVALIDCALL
;
4120 if (!device
->stateBlock
->state
.vertex_declaration
)
4122 WARN("Called without a valid vertex declaration set.\n");
4123 return WINED3DERR_INVALIDCALL
;
4126 if (device
->stateBlock
->state
.user_stream
)
4128 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4129 device
->stateBlock
->state
.user_stream
= FALSE
;
4131 vbo
= index_buffer
->buffer_object
;
4133 if (device
->stateBlock
->state
.index_format
== WINED3DFMT_R16_UINT
)
4138 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
4139 device
->stateBlock
->state
.load_base_vertex_index
!= device
->stateBlock
->state
.base_vertex_index
)
4141 device
->stateBlock
->state
.load_base_vertex_index
= device
->stateBlock
->state
.base_vertex_index
;
4142 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4145 drawPrimitive(device
, index_count
, start_idx
, index_size
,
4146 vbo
? NULL
: index_buffer
->resource
.allocatedMemory
);
4151 HRESULT CDECL
wined3d_device_draw_primitive_up(struct wined3d_device
*device
, UINT vertex_count
,
4152 const void *stream_data
, UINT stream_stride
)
4154 struct wined3d_stream_state
*stream
;
4155 struct wined3d_buffer
*vb
;
4157 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4158 device
, vertex_count
, stream_data
, stream_stride
);
4160 if (!device
->stateBlock
->state
.vertex_declaration
)
4162 WARN("Called without a valid vertex declaration set.\n");
4163 return WINED3DERR_INVALIDCALL
;
4166 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4167 stream
= &device
->stateBlock
->state
.streams
[0];
4168 vb
= stream
->buffer
;
4169 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4171 wined3d_buffer_decref(vb
);
4173 stream
->stride
= stream_stride
;
4174 device
->stateBlock
->state
.user_stream
= TRUE
;
4175 if (device
->stateBlock
->state
.load_base_vertex_index
)
4177 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4178 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4181 /* TODO: Only mark dirty if drawing from a different UP address */
4182 device_invalidate_state(device
, STATE_STREAMSRC
);
4184 drawPrimitive(device
, vertex_count
, 0, 0, NULL
);
4186 /* MSDN specifies stream zero settings must be set to NULL */
4187 stream
->buffer
= NULL
;
4190 /* stream zero settings set to null at end, as per the msdn. No need to
4191 * mark dirty here, the app has to set the new stream sources or use UP
4196 HRESULT CDECL
wined3d_device_draw_indexed_primitive_up(struct wined3d_device
*device
,
4197 UINT index_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
,
4198 const void *stream_data
, UINT stream_stride
)
4200 struct wined3d_stream_state
*stream
;
4201 struct wined3d_buffer
*vb
, *ib
;
4204 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4205 device
, index_count
, index_data
, debug_d3dformat(index_data_format_id
), stream_data
, stream_stride
);
4207 if (!device
->stateBlock
->state
.vertex_declaration
)
4209 WARN("(%p) : Called without a valid vertex declaration set\n", device
);
4210 return WINED3DERR_INVALIDCALL
;
4213 if (index_data_format_id
== WINED3DFMT_R16_UINT
)
4218 stream
= &device
->stateBlock
->state
.streams
[0];
4219 vb
= stream
->buffer
;
4220 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4222 wined3d_buffer_decref(vb
);
4224 stream
->stride
= stream_stride
;
4225 device
->stateBlock
->state
.user_stream
= TRUE
;
4227 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4228 device
->stateBlock
->state
.base_vertex_index
= 0;
4229 if (device
->stateBlock
->state
.load_base_vertex_index
)
4231 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4232 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4234 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4235 device_invalidate_state(device
, STATE_STREAMSRC
);
4236 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4238 drawPrimitive(device
, index_count
, 0, index_size
, index_data
);
4240 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4241 stream
->buffer
= NULL
;
4243 ib
= device
->stateBlock
->state
.index_buffer
;
4246 wined3d_buffer_decref(ib
);
4247 device
->stateBlock
->state
.index_buffer
= NULL
;
4249 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4250 * SetStreamSource to specify a vertex buffer
4256 HRESULT CDECL
wined3d_device_draw_primitive_strided(struct wined3d_device
*device
,
4257 UINT vertex_count
, const struct wined3d_strided_data
*strided_data
)
4259 /* Mark the state dirty until we have nicer tracking. It's fine to change
4260 * baseVertexIndex because that call is only called by ddraw which does
4261 * not need that value. */
4262 device_invalidate_state(device
, STATE_VDECL
);
4263 device_invalidate_state(device
, STATE_STREAMSRC
);
4264 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4266 device
->stateBlock
->state
.base_vertex_index
= 0;
4267 device
->up_strided
= strided_data
;
4268 drawPrimitive(device
, vertex_count
, 0, 0, NULL
);
4269 device
->up_strided
= NULL
;
4271 /* Invalidate the states again to make sure the values from the stateblock
4272 * are properly applied in the next regular draw. Note that the application-
4273 * provided strided data has ovwritten pretty much the entire vertex and
4274 * and index stream related states */
4275 device_invalidate_state(device
, STATE_VDECL
);
4276 device_invalidate_state(device
, STATE_STREAMSRC
);
4277 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4281 HRESULT CDECL
wined3d_device_draw_indexed_primitive_strided(struct wined3d_device
*device
,
4282 UINT index_count
, const struct wined3d_strided_data
*strided_data
,
4283 UINT vertex_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
)
4285 UINT index_size
= index_data_format_id
== WINED3DFMT_R32_UINT
? 4 : 2;
4287 /* Mark the state dirty until we have nicer tracking
4288 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4291 device_invalidate_state(device
, STATE_VDECL
);
4292 device_invalidate_state(device
, STATE_STREAMSRC
);
4293 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4295 device
->stateBlock
->state
.user_stream
= TRUE
;
4296 device
->stateBlock
->state
.base_vertex_index
= 0;
4297 device
->up_strided
= strided_data
;
4298 drawPrimitive(device
, index_count
, 0, index_size
, index_data
);
4299 device
->up_strided
= NULL
;
4301 device_invalidate_state(device
, STATE_VDECL
);
4302 device_invalidate_state(device
, STATE_STREAMSRC
);
4303 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4307 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4308 static HRESULT
device_update_volume(struct wined3d_device
*device
,
4309 struct wined3d_volume
*src_volume
, struct wined3d_volume
*dst_volume
)
4311 struct wined3d_mapped_box src
;
4312 struct wined3d_mapped_box dst
;
4315 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4316 device
, src_volume
, dst_volume
);
4318 /* TODO: Implement direct loading into the gl volume instead of using
4319 * memcpy and dirtification to improve loading performance. */
4320 hr
= wined3d_volume_map(src_volume
, &src
, NULL
, WINED3DLOCK_READONLY
);
4321 if (FAILED(hr
)) return hr
;
4322 hr
= wined3d_volume_map(dst_volume
, &dst
, NULL
, WINED3DLOCK_DISCARD
);
4325 wined3d_volume_unmap(src_volume
);
4329 memcpy(dst
.data
, src
.data
, dst_volume
->resource
.size
);
4331 hr
= wined3d_volume_unmap(dst_volume
);
4333 wined3d_volume_unmap(src_volume
);
4335 hr
= wined3d_volume_unmap(src_volume
);
4340 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
4341 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
4343 unsigned int level_count
, i
;
4344 WINED3DRESOURCETYPE type
;
4347 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
4349 /* Verify that the source and destination textures are non-NULL. */
4350 if (!src_texture
|| !dst_texture
)
4352 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4353 return WINED3DERR_INVALIDCALL
;
4356 if (src_texture
== dst_texture
)
4358 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4359 return WINED3DERR_INVALIDCALL
;
4362 /* Verify that the source and destination textures are the same type. */
4363 type
= src_texture
->resource
.resourceType
;
4364 if (dst_texture
->resource
.resourceType
!= type
)
4366 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4367 return WINED3DERR_INVALIDCALL
;
4370 /* Check that both textures have the identical numbers of levels. */
4371 level_count
= wined3d_texture_get_level_count(src_texture
);
4372 if (wined3d_texture_get_level_count(dst_texture
) != level_count
)
4374 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4375 return WINED3DERR_INVALIDCALL
;
4378 /* Make sure that the destination texture is loaded. */
4379 dst_texture
->texture_ops
->texture_preload(dst_texture
, SRGB_RGB
);
4381 /* Update every surface level of the texture. */
4384 case WINED3DRTYPE_TEXTURE
:
4386 struct wined3d_surface
*src_surface
;
4387 struct wined3d_surface
*dst_surface
;
4389 for (i
= 0; i
< level_count
; ++i
)
4391 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4392 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4393 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4396 WARN("Failed to update surface, hr %#x.\n", hr
);
4403 case WINED3DRTYPE_CUBETEXTURE
:
4405 struct wined3d_surface
*src_surface
;
4406 struct wined3d_surface
*dst_surface
;
4408 for (i
= 0; i
< level_count
* 6; ++i
)
4410 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4411 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4412 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4415 WARN("Failed to update surface, hr %#x.\n", hr
);
4422 case WINED3DRTYPE_VOLUMETEXTURE
:
4424 for (i
= 0; i
< level_count
; ++i
)
4426 hr
= device_update_volume(device
,
4427 volume_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
)),
4428 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
)));
4431 WARN("Failed to update volume, hr %#x.\n", hr
);
4439 FIXME("Unsupported texture type %#x.\n", type
);
4440 return WINED3DERR_INVALIDCALL
;
4446 HRESULT CDECL
wined3d_device_get_front_buffer_data(const struct wined3d_device
*device
,
4447 UINT swapchain_idx
, struct wined3d_surface
*dst_surface
)
4449 struct wined3d_swapchain
*swapchain
;
4452 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device
, swapchain_idx
, dst_surface
);
4454 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4455 if (FAILED(hr
)) return hr
;
4457 hr
= wined3d_swapchain_get_front_buffer_data(swapchain
, dst_surface
);
4458 wined3d_swapchain_decref(swapchain
);
4463 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
4465 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4466 struct wined3d_texture
*texture
;
4469 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
4471 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4473 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3DTEXF_NONE
)
4475 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4476 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4478 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3DTEXF_NONE
)
4480 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4481 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4484 texture
= state
->textures
[i
];
4485 if (!texture
|| texture
->resource
.format
->flags
& WINED3DFMT_FLAG_FILTERING
) continue;
4487 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3DTEXF_POINT
)
4489 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i
);
4492 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3DTEXF_POINT
)
4494 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i
);
4497 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3DTEXF_NONE
4498 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3DTEXF_POINT
)
4500 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i
);
4505 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
4506 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
4508 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4509 struct wined3d_surface
*target
= device
->fb
.render_targets
[0];
4512 && (ds
->resource
.width
< target
->resource
.width
|| ds
->resource
.height
< target
->resource
.height
))
4514 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4515 return WINED3DERR_CONFLICTINGRENDERSTATE
;
4519 /* return a sensible default */
4522 TRACE("returning D3D_OK\n");
4526 HRESULT CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
4530 TRACE("device %p, software %#x.\n", device
, software
);
4534 FIXME("device %p, software %#x stub!\n", device
, software
);
4538 device
->softwareVertexProcessing
= software
;
4543 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
4547 TRACE("device %p.\n", device
);
4551 TRACE("device %p stub!\n", device
);
4555 return device
->softwareVertexProcessing
;
4558 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
4559 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
4561 struct wined3d_swapchain
*swapchain
;
4564 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4565 device
, swapchain_idx
, raster_status
);
4567 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4570 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
4574 hr
= wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
4575 wined3d_swapchain_decref(swapchain
);
4578 WARN("Failed to get raster status, hr %#x.\n", hr
);
4585 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
4589 TRACE("device %p, segments %.8e.\n", device
, segments
);
4591 if (segments
!= 0.0f
)
4595 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
4603 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
4607 TRACE("device %p.\n", device
);
4611 FIXME("device %p stub!\n", device
);
4618 HRESULT CDECL
wined3d_device_update_surface(struct wined3d_device
*device
,
4619 struct wined3d_surface
*src_surface
, const RECT
*src_rect
,
4620 struct wined3d_surface
*dst_surface
, const POINT
*dst_point
)
4622 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4623 device
, src_surface
, wine_dbgstr_rect(src_rect
),
4624 dst_surface
, wine_dbgstr_point(dst_point
));
4626 if (src_surface
->resource
.pool
!= WINED3DPOOL_SYSTEMMEM
|| dst_surface
->resource
.pool
!= WINED3DPOOL_DEFAULT
)
4628 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4629 src_surface
, dst_surface
);
4630 return WINED3DERR_INVALIDCALL
;
4633 return surface_upload_from_surface(dst_surface
, dst_point
, src_surface
, src_rect
);
4636 HRESULT CDECL
wined3d_device_draw_rect_patch(struct wined3d_device
*device
, UINT handle
,
4637 const float *num_segs
, const struct wined3d_rect_patch_info
*rect_patch_info
)
4639 struct WineD3DRectPatch
*patch
;
4640 GLenum old_primitive_type
;
4645 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4646 device
, handle
, num_segs
, rect_patch_info
);
4648 if (!(handle
|| rect_patch_info
))
4650 /* TODO: Write a test for the return value, thus the FIXME */
4651 FIXME("Both handle and rect_patch_info are NULL.\n");
4652 return WINED3DERR_INVALIDCALL
;
4657 i
= PATCHMAP_HASHFUNC(handle
);
4659 LIST_FOR_EACH(e
, &device
->patches
[i
])
4661 patch
= LIST_ENTRY(e
, struct WineD3DRectPatch
, entry
);
4662 if (patch
->Handle
== handle
)
4671 TRACE("Patch does not exist. Creating a new one\n");
4672 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4673 patch
->Handle
= handle
;
4674 list_add_head(&device
->patches
[i
], &patch
->entry
);
4676 TRACE("Found existing patch %p\n", patch
);
4681 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4682 * attributes we have to tesselate, read back, and draw. This needs a patch
4683 * management structure instance. Create one.
4685 * A possible improvement is to check if a vertex shader is used, and if not directly
4688 FIXME("Drawing an uncached patch. This is slow\n");
4689 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4692 if (num_segs
[0] != patch
->numSegs
[0] || num_segs
[1] != patch
->numSegs
[1]
4693 || num_segs
[2] != patch
->numSegs
[2] || num_segs
[3] != patch
->numSegs
[3]
4694 || (rect_patch_info
&& memcmp(rect_patch_info
, &patch
->rect_patch_info
, sizeof(*rect_patch_info
))))
4697 TRACE("Tesselation density or patch info changed, retesselating\n");
4699 if (rect_patch_info
)
4700 patch
->rect_patch_info
= *rect_patch_info
;
4702 patch
->numSegs
[0] = num_segs
[0];
4703 patch
->numSegs
[1] = num_segs
[1];
4704 patch
->numSegs
[2] = num_segs
[2];
4705 patch
->numSegs
[3] = num_segs
[3];
4707 hr
= tesselate_rectpatch(device
, patch
);
4710 WARN("Patch tesselation failed.\n");
4712 /* Do not release the handle to store the params of the patch */
4714 HeapFree(GetProcessHeap(), 0, patch
);
4720 old_primitive_type
= device
->stateBlock
->state
.gl_primitive_type
;
4721 device
->stateBlock
->state
.gl_primitive_type
= GL_TRIANGLES
;
4722 wined3d_device_draw_primitive_strided(device
, patch
->numSegs
[0] * patch
->numSegs
[1] * 2 * 3, &patch
->strided
);
4723 device
->stateBlock
->state
.gl_primitive_type
= old_primitive_type
;
4725 /* Destroy uncached patches */
4728 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4729 HeapFree(GetProcessHeap(), 0, patch
);
4734 HRESULT CDECL
wined3d_device_draw_tri_patch(struct wined3d_device
*device
, UINT handle
,
4735 const float *segment_count
, const struct wined3d_tri_patch_info
*patch_info
)
4737 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4738 device
, handle
, segment_count
, patch_info
);
4743 HRESULT CDECL
wined3d_device_delete_patch(struct wined3d_device
*device
, UINT handle
)
4745 struct WineD3DRectPatch
*patch
;
4749 TRACE("device %p, handle %#x.\n", device
, handle
);
4751 i
= PATCHMAP_HASHFUNC(handle
);
4752 LIST_FOR_EACH(e
, &device
->patches
[i
])
4754 patch
= LIST_ENTRY(e
, struct WineD3DRectPatch
, entry
);
4755 if (patch
->Handle
== handle
)
4757 TRACE("Deleting patch %p\n", patch
);
4758 list_remove(&patch
->entry
);
4759 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4760 HeapFree(GetProcessHeap(), 0, patch
);
4765 /* TODO: Write a test for the return value */
4766 FIXME("Attempt to destroy nonexistent patch\n");
4767 return WINED3DERR_INVALIDCALL
;
4770 /* Do not call while under the GL lock. */
4771 HRESULT CDECL
wined3d_device_color_fill(struct wined3d_device
*device
,
4772 struct wined3d_surface
*surface
, const RECT
*rect
, const struct wined3d_color
*color
)
4776 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4777 device
, surface
, wine_dbgstr_rect(rect
),
4778 color
->r
, color
->g
, color
->b
, color
->a
);
4780 if (surface
->resource
.pool
!= WINED3DPOOL_DEFAULT
&& surface
->resource
.pool
!= WINED3DPOOL_SYSTEMMEM
)
4782 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
4783 return WINED3DERR_INVALIDCALL
;
4788 SetRect(&r
, 0, 0, surface
->resource
.width
, surface
->resource
.height
);
4792 return surface_color_fill(surface
, rect
, color
);
4795 /* Do not call while under the GL lock. */
4796 void CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4797 struct wined3d_rendertarget_view
*rendertarget_view
, const struct wined3d_color
*color
)
4799 struct wined3d_resource
*resource
;
4803 resource
= rendertarget_view
->resource
;
4804 if (resource
->resourceType
!= WINED3DRTYPE_SURFACE
)
4806 FIXME("Only supported on surface resources\n");
4810 SetRect(&rect
, 0, 0, resource
->width
, resource
->height
);
4811 hr
= surface_color_fill(surface_from_resource(resource
), &rect
, color
);
4812 if (FAILED(hr
)) ERR("Color fill failed, hr %#x.\n", hr
);
4815 HRESULT CDECL
wined3d_device_get_render_target(const struct wined3d_device
*device
,
4816 UINT render_target_idx
, struct wined3d_surface
**render_target
)
4818 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4819 device
, render_target_idx
, render_target
);
4821 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4823 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4824 return WINED3DERR_INVALIDCALL
;
4827 *render_target
= device
->fb
.render_targets
[render_target_idx
];
4828 TRACE("Returning render target %p.\n", *render_target
);
4830 if (!*render_target
)
4831 return WINED3DERR_NOTFOUND
;
4833 wined3d_surface_incref(*render_target
);
4838 HRESULT CDECL
wined3d_device_get_depth_stencil(const struct wined3d_device
*device
,
4839 struct wined3d_surface
**depth_stencil
)
4841 TRACE("device %p, depth_stencil %p.\n", device
, depth_stencil
);
4843 *depth_stencil
= device
->fb
.depth_stencil
;
4844 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil
);
4846 if (!*depth_stencil
)
4847 return WINED3DERR_NOTFOUND
;
4849 wined3d_surface_incref(*depth_stencil
);
4854 HRESULT CDECL
wined3d_device_set_render_target(struct wined3d_device
*device
,
4855 UINT render_target_idx
, struct wined3d_surface
*render_target
, BOOL set_viewport
)
4857 struct wined3d_surface
*prev
;
4859 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4860 device
, render_target_idx
, render_target
, set_viewport
);
4862 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4864 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4865 return WINED3DERR_INVALIDCALL
;
4868 prev
= device
->fb
.render_targets
[render_target_idx
];
4869 if (render_target
== prev
)
4871 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4875 /* Render target 0 can't be set to NULL. */
4876 if (!render_target
&& !render_target_idx
)
4878 WARN("Trying to set render target 0 to NULL.\n");
4879 return WINED3DERR_INVALIDCALL
;
4882 if (render_target
&& !(render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
4884 FIXME("Surface %p doesn't have render target usage.\n", render_target
);
4885 return WINED3DERR_INVALIDCALL
;
4889 wined3d_surface_incref(render_target
);
4890 device
->fb
.render_targets
[render_target_idx
] = render_target
;
4891 /* Release after the assignment, to prevent device_resource_released()
4892 * from seeing the surface as still in use. */
4894 wined3d_surface_decref(prev
);
4896 /* Render target 0 is special. */
4897 if (!render_target_idx
&& set_viewport
)
4899 /* Set the viewport and scissor rectangles, if requested. Tests show
4900 * that stateblock recording is ignored, the change goes directly
4901 * into the primary stateblock. */
4902 device
->stateBlock
->state
.viewport
.height
= device
->fb
.render_targets
[0]->resource
.height
;
4903 device
->stateBlock
->state
.viewport
.width
= device
->fb
.render_targets
[0]->resource
.width
;
4904 device
->stateBlock
->state
.viewport
.x
= 0;
4905 device
->stateBlock
->state
.viewport
.y
= 0;
4906 device
->stateBlock
->state
.viewport
.max_z
= 1.0f
;
4907 device
->stateBlock
->state
.viewport
.min_z
= 0.0f
;
4908 device_invalidate_state(device
, STATE_VIEWPORT
);
4910 device
->stateBlock
->state
.scissor_rect
.top
= 0;
4911 device
->stateBlock
->state
.scissor_rect
.left
= 0;
4912 device
->stateBlock
->state
.scissor_rect
.right
= device
->stateBlock
->state
.viewport
.width
;
4913 device
->stateBlock
->state
.scissor_rect
.bottom
= device
->stateBlock
->state
.viewport
.height
;
4914 device_invalidate_state(device
, STATE_SCISSORRECT
);
4917 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4922 HRESULT CDECL
wined3d_device_set_depth_stencil(struct wined3d_device
*device
, struct wined3d_surface
*depth_stencil
)
4924 struct wined3d_surface
*prev
= device
->fb
.depth_stencil
;
4926 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4927 device
, depth_stencil
, prev
);
4929 if (prev
== depth_stencil
)
4931 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4937 if (device
->swapchains
[0]->desc
.flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4938 || prev
->flags
& SFLAG_DISCARD
)
4940 surface_modify_ds_location(prev
, SFLAG_LOST
,
4941 prev
->resource
.width
, prev
->resource
.height
);
4942 if (prev
== device
->onscreen_depth_stencil
)
4944 wined3d_surface_decref(device
->onscreen_depth_stencil
);
4945 device
->onscreen_depth_stencil
= NULL
;
4950 device
->fb
.depth_stencil
= depth_stencil
;
4952 wined3d_surface_incref(depth_stencil
);
4954 if (!prev
!= !depth_stencil
)
4956 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4957 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_ZENABLE
));
4958 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
4959 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
4960 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4962 else if (prev
&& prev
->resource
.format
->depth_size
!= depth_stencil
->resource
.format
->depth_size
)
4964 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4967 wined3d_surface_decref(prev
);
4969 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4974 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4975 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_surface
*cursor_image
)
4977 struct wined3d_mapped_rect mapped_rect
;
4979 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4980 device
, x_hotspot
, y_hotspot
, cursor_image
);
4982 /* some basic validation checks */
4983 if (device
->cursorTexture
)
4985 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4987 glDeleteTextures(1, &device
->cursorTexture
);
4989 context_release(context
);
4990 device
->cursorTexture
= 0;
4995 struct wined3d_mapped_rect rect
;
4997 /* MSDN: Cursor must be A8R8G8B8 */
4998 if (cursor_image
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
5000 WARN("surface %p has an invalid format.\n", cursor_image
);
5001 return WINED3DERR_INVALIDCALL
;
5004 /* MSDN: Cursor must be smaller than the display mode */
5005 if (cursor_image
->resource
.width
> device
->adapter
->screen_size
.cx
5006 || cursor_image
->resource
.height
> device
->adapter
->screen_size
.cy
)
5008 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
5009 cursor_image
, cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5010 device
->adapter
->screen_size
.cx
, device
->adapter
->screen_size
.cy
);
5011 return WINED3DERR_INVALIDCALL
;
5014 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5016 /* Do not store the surface's pointer because the application may
5017 * release it after setting the cursor image. Windows doesn't
5018 * addref the set surface, so we can't do this either without
5019 * creating circular refcount dependencies. Copy out the gl texture
5021 device
->cursorWidth
= cursor_image
->resource
.width
;
5022 device
->cursorHeight
= cursor_image
->resource
.height
;
5023 if (SUCCEEDED(wined3d_surface_map(cursor_image
, &rect
, NULL
, WINED3DLOCK_READONLY
)))
5025 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
5026 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
5027 struct wined3d_context
*context
;
5028 char *mem
, *bits
= rect
.data
;
5029 GLint intfmt
= format
->glInternal
;
5030 GLint gl_format
= format
->glFormat
;
5031 GLint type
= format
->glType
;
5032 INT height
= device
->cursorHeight
;
5033 INT width
= device
->cursorWidth
;
5034 INT bpp
= format
->byte_count
;
5037 /* Reformat the texture memory (pitch and width can be
5039 mem
= HeapAlloc(GetProcessHeap(), 0, width
* height
* bpp
);
5040 for(i
= 0; i
< height
; i
++)
5041 memcpy(&mem
[width
* bpp
* i
], &bits
[rect
.row_pitch
* i
], width
* bpp
);
5042 wined3d_surface_unmap(cursor_image
);
5044 context
= context_acquire(device
, NULL
);
5048 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
5050 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
5051 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5054 invalidate_active_texture(device
, context
);
5055 /* Create a new cursor texture */
5056 glGenTextures(1, &device
->cursorTexture
);
5057 checkGLcall("glGenTextures");
5058 context_bind_texture(context
, GL_TEXTURE_2D
, device
->cursorTexture
);
5059 /* Copy the bitmap memory into the cursor texture */
5060 glTexImage2D(GL_TEXTURE_2D
, 0, intfmt
, width
, height
, 0, gl_format
, type
, mem
);
5061 checkGLcall("glTexImage2D");
5062 HeapFree(GetProcessHeap(), 0, mem
);
5064 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
5066 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
5067 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5072 context_release(context
);
5076 FIXME("A cursor texture was not returned.\n");
5077 device
->cursorTexture
= 0;
5080 if (cursor_image
->resource
.width
== 32 && cursor_image
->resource
.height
== 32)
5082 /* Draw a hardware cursor */
5083 ICONINFO cursorInfo
;
5085 /* Create and clear maskBits because it is not needed for
5086 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5088 DWORD
*maskBits
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
5089 (cursor_image
->resource
.width
* cursor_image
->resource
.height
/ 8));
5090 wined3d_surface_map(cursor_image
, &mapped_rect
, NULL
,
5091 WINED3DLOCK_NO_DIRTY_UPDATE
| WINED3DLOCK_READONLY
);
5092 TRACE("width: %u height: %u.\n", cursor_image
->resource
.width
, cursor_image
->resource
.height
);
5094 cursorInfo
.fIcon
= FALSE
;
5095 cursorInfo
.xHotspot
= x_hotspot
;
5096 cursorInfo
.yHotspot
= y_hotspot
;
5097 cursorInfo
.hbmMask
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5099 cursorInfo
.hbmColor
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5100 1, 32, mapped_rect
.data
);
5101 wined3d_surface_unmap(cursor_image
);
5102 /* Create our cursor and clean up. */
5103 cursor
= CreateIconIndirect(&cursorInfo
);
5104 if (cursorInfo
.hbmMask
) DeleteObject(cursorInfo
.hbmMask
);
5105 if (cursorInfo
.hbmColor
) DeleteObject(cursorInfo
.hbmColor
);
5106 if (device
->hardwareCursor
) DestroyCursor(device
->hardwareCursor
);
5107 device
->hardwareCursor
= cursor
;
5108 if (device
->bCursorVisible
) SetCursor( cursor
);
5109 HeapFree(GetProcessHeap(), 0, maskBits
);
5113 device
->xHotSpot
= x_hotspot
;
5114 device
->yHotSpot
= y_hotspot
;
5118 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
5119 int x_screen_space
, int y_screen_space
, DWORD flags
)
5121 TRACE("device %p, x %d, y %d, flags %#x.\n",
5122 device
, x_screen_space
, y_screen_space
, flags
);
5124 device
->xScreenSpace
= x_screen_space
;
5125 device
->yScreenSpace
= y_screen_space
;
5127 if (device
->hardwareCursor
)
5131 GetCursorPos( &pt
);
5132 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
5134 SetCursorPos( x_screen_space
, y_screen_space
);
5136 /* Switch to the software cursor if position diverges from the hardware one. */
5137 GetCursorPos( &pt
);
5138 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
5140 if (device
->bCursorVisible
) SetCursor( NULL
);
5141 DestroyCursor( device
->hardwareCursor
);
5142 device
->hardwareCursor
= 0;
5147 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
5149 BOOL oldVisible
= device
->bCursorVisible
;
5151 TRACE("device %p, show %#x.\n", device
, show
);
5154 * When ShowCursor is first called it should make the cursor appear at the OS's last
5155 * known cursor position.
5157 if (show
&& !oldVisible
)
5161 device
->xScreenSpace
= pt
.x
;
5162 device
->yScreenSpace
= pt
.y
;
5165 if (device
->hardwareCursor
)
5167 device
->bCursorVisible
= show
;
5169 SetCursor(device
->hardwareCursor
);
5175 if (device
->cursorTexture
)
5176 device
->bCursorVisible
= show
;
5182 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
5184 struct wined3d_resource
*resource
, *cursor
;
5186 TRACE("device %p.\n", device
);
5188 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5190 TRACE("Checking resource %p for eviction.\n", resource
);
5192 if (resource
->pool
== WINED3DPOOL_MANAGED
)
5194 TRACE("Evicting %p.\n", resource
);
5195 resource
->resource_ops
->resource_unload(resource
);
5199 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5200 device_invalidate_state(device
, STATE_STREAMSRC
);
5203 static HRESULT
updateSurfaceDesc(struct wined3d_surface
*surface
,
5204 const struct wined3d_swapchain_desc
*swapchain_desc
)
5206 struct wined3d_device
*device
= surface
->resource
.device
;
5207 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
5209 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5210 if (surface
->flags
& SFLAG_DIBSECTION
)
5212 DeleteDC(surface
->hDC
);
5213 DeleteObject(surface
->dib
.DIBsection
);
5214 surface
->dib
.bitmap_data
= NULL
;
5215 surface
->resource
.allocatedMemory
= NULL
;
5216 surface
->flags
&= ~SFLAG_DIBSECTION
;
5218 surface
->resource
.width
= swapchain_desc
->backbuffer_width
;
5219 surface
->resource
.height
= swapchain_desc
->backbuffer_height
;
5220 if (gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
] || gl_info
->supported
[ARB_TEXTURE_RECTANGLE
]
5221 || gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
])
5223 surface
->pow2Width
= swapchain_desc
->backbuffer_width
;
5224 surface
->pow2Height
= swapchain_desc
->backbuffer_height
;
5228 surface
->pow2Width
= surface
->pow2Height
= 1;
5229 while (surface
->pow2Width
< swapchain_desc
->backbuffer_width
)
5230 surface
->pow2Width
<<= 1;
5231 while (surface
->pow2Height
< swapchain_desc
->backbuffer_height
)
5232 surface
->pow2Height
<<= 1;
5235 if (!(surface
->resource
.usage
& WINED3DUSAGE_DEPTHSTENCIL
))
5236 surface
->resource
.format
= wined3d_get_format(gl_info
, swapchain_desc
->backbuffer_format
);
5237 surface
->resource
.multisample_type
= swapchain_desc
->multisample_type
;
5238 surface
->resource
.multisample_quality
= swapchain_desc
->multisample_quality
;
5240 if (device
->d3d_initialized
)
5241 surface
->resource
.resource_ops
->resource_unload(&surface
->resource
);
5243 if (surface
->pow2Width
!= swapchain_desc
->backbuffer_width
5244 || surface
->pow2Height
!= swapchain_desc
->backbuffer_height
)
5246 surface
->flags
|= SFLAG_NONPOW2
;
5250 surface
->flags
&= ~SFLAG_NONPOW2
;
5252 HeapFree(GetProcessHeap(), 0, surface
->resource
.heapMemory
);
5253 surface
->resource
.allocatedMemory
= NULL
;
5254 surface
->resource
.heapMemory
= NULL
;
5255 surface
->resource
.size
= wined3d_surface_get_pitch(surface
) * surface
->pow2Width
;
5257 /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
5259 if (!surface_init_sysmem(surface
))
5261 return E_OUTOFMEMORY
;
5266 static BOOL
is_display_mode_supported(const struct wined3d_device
*device
,
5267 const struct wined3d_swapchain_desc
*swapchain_desc
)
5269 struct wined3d_display_mode m
;
5273 /* All Windowed modes are supported, as is leaving the current mode */
5274 if (swapchain_desc
->windowed
)
5276 if (!swapchain_desc
->backbuffer_width
)
5278 if (!swapchain_desc
->backbuffer_height
)
5281 count
= wined3d_get_adapter_mode_count(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
);
5282 for (i
= 0; i
< count
; ++i
)
5284 memset(&m
, 0, sizeof(m
));
5285 hr
= wined3d_enum_adapter_modes(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
, i
, &m
);
5287 ERR("Failed to enumerate adapter mode.\n");
5288 if (m
.width
== swapchain_desc
->backbuffer_width
&& m
.height
== swapchain_desc
->backbuffer_height
)
5289 /* Mode found, it is supported. */
5292 /* Mode not found -> not supported */
5296 /* Do not call while under the GL lock. */
5297 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5299 struct wined3d_resource
*resource
, *cursor
;
5300 const struct wined3d_gl_info
*gl_info
;
5301 struct wined3d_context
*context
;
5302 struct wined3d_shader
*shader
;
5304 context
= context_acquire(device
, NULL
);
5305 gl_info
= context
->gl_info
;
5307 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5309 TRACE("Unloading resource %p.\n", resource
);
5311 resource
->resource_ops
->resource_unload(resource
);
5314 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
5316 device
->shader_backend
->shader_destroy(shader
);
5320 if (device
->depth_blt_texture
)
5322 glDeleteTextures(1, &device
->depth_blt_texture
);
5323 device
->depth_blt_texture
= 0;
5325 if (device
->cursorTexture
)
5327 glDeleteTextures(1, &device
->cursorTexture
);
5328 device
->cursorTexture
= 0;
5332 device
->blitter
->free_private(device
);
5333 device
->frag_pipe
->free_private(device
);
5334 device
->shader_backend
->shader_free_private(device
);
5335 destroy_dummy_textures(device
, gl_info
);
5337 context_release(context
);
5339 while (device
->context_count
)
5341 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
5344 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5345 swapchain
->context
= NULL
;
5348 /* Do not call while under the GL lock. */
5349 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5351 struct wined3d_context
*context
;
5352 struct wined3d_surface
*target
;
5355 /* Recreate the primary swapchain's context */
5356 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
5357 if (!swapchain
->context
)
5359 ERR("Failed to allocate memory for swapchain context array.\n");
5360 return E_OUTOFMEMORY
;
5363 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
5364 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
5366 WARN("Failed to create context.\n");
5367 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5371 swapchain
->context
[0] = context
;
5372 swapchain
->num_contexts
= 1;
5373 create_dummy_textures(device
, context
);
5374 context_release(context
);
5376 hr
= device
->shader_backend
->shader_alloc_private(device
);
5379 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
5383 hr
= device
->frag_pipe
->alloc_private(device
);
5386 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr
);
5387 device
->shader_backend
->shader_free_private(device
);
5391 hr
= device
->blitter
->alloc_private(device
);
5394 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
5395 device
->frag_pipe
->free_private(device
);
5396 device
->shader_backend
->shader_free_private(device
);
5403 context_acquire(device
, NULL
);
5404 destroy_dummy_textures(device
, context
->gl_info
);
5405 context_release(context
);
5406 context_destroy(device
, context
);
5407 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5408 swapchain
->num_contexts
= 0;
5412 /* Do not call while under the GL lock. */
5413 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
5414 const struct wined3d_swapchain_desc
*swapchain_desc
,
5415 wined3d_device_reset_cb callback
)
5417 struct wined3d_resource
*resource
, *cursor
;
5418 struct wined3d_swapchain
*swapchain
;
5419 struct wined3d_display_mode mode
;
5420 BOOL DisplayModeChanged
= FALSE
;
5421 BOOL update_desc
= FALSE
;
5424 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
5426 stateblock_unbind_resources(device
->stateBlock
);
5428 if (device
->onscreen_depth_stencil
)
5430 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5431 device
->onscreen_depth_stencil
= NULL
;
5434 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5436 TRACE("Enumerating resource %p.\n", resource
);
5437 if (FAILED(hr
= callback(resource
)))
5441 hr
= wined3d_device_get_swapchain(device
, 0, &swapchain
);
5444 ERR("Failed to get the first implicit swapchain\n");
5448 if (!is_display_mode_supported(device
, swapchain_desc
))
5450 WARN("Rejecting reset() call because the requested display mode is not supported.\n");
5451 WARN("Requested mode: %ux%u.\n",
5452 swapchain_desc
->backbuffer_width
,
5453 swapchain_desc
->backbuffer_height
);
5454 wined3d_swapchain_decref(swapchain
);
5455 return WINED3DERR_INVALIDCALL
;
5458 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5459 * on an existing gl context, so there's no real need for recreation.
5461 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5463 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5465 TRACE("New params:\n");
5466 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
5467 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
5468 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
5469 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
5470 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
5471 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
5472 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
5473 TRACE("device_window %p\n", swapchain_desc
->device_window
);
5474 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
5475 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
5476 if (swapchain_desc
->enable_auto_depth_stencil
)
5477 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
5478 TRACE("flags %#x\n", swapchain_desc
->flags
);
5479 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
5480 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
5481 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
5483 /* No special treatment of these parameters. Just store them */
5484 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
5485 swapchain
->desc
.flags
= swapchain_desc
->flags
;
5486 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
5487 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
5489 /* What to do about these? */
5490 if (swapchain_desc
->backbuffer_count
5491 && swapchain_desc
->backbuffer_count
!= swapchain
->desc
.backbuffer_count
)
5492 FIXME("Cannot change the back buffer count yet.\n");
5494 if (swapchain_desc
->device_window
5495 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
5496 FIXME("Cannot change the device window yet.\n");
5498 if (swapchain_desc
->enable_auto_depth_stencil
&& !device
->auto_depth_stencil
)
5502 TRACE("Creating the depth stencil buffer\n");
5504 hrc
= device
->device_parent
->ops
->create_depth_stencil(device
->device_parent
,
5505 swapchain_desc
->backbuffer_width
,
5506 swapchain_desc
->backbuffer_height
,
5507 swapchain_desc
->auto_depth_stencil_format
,
5508 swapchain_desc
->multisample_type
,
5509 swapchain_desc
->multisample_quality
,
5511 &device
->auto_depth_stencil
);
5514 ERR("Failed to create the depth stencil buffer.\n");
5515 wined3d_swapchain_decref(swapchain
);
5516 return WINED3DERR_INVALIDCALL
;
5520 if (device
->onscreen_depth_stencil
)
5522 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5523 device
->onscreen_depth_stencil
= NULL
;
5526 /* Reset the depth stencil */
5527 if (swapchain_desc
->enable_auto_depth_stencil
)
5528 wined3d_device_set_depth_stencil(device
, device
->auto_depth_stencil
);
5530 wined3d_device_set_depth_stencil(device
, NULL
);
5532 TRACE("Resetting stateblock\n");
5533 wined3d_stateblock_decref(device
->updateStateBlock
);
5534 wined3d_stateblock_decref(device
->stateBlock
);
5536 if (swapchain_desc
->windowed
)
5538 mode
.width
= swapchain
->orig_width
;
5539 mode
.height
= swapchain
->orig_height
;
5540 mode
.refresh_rate
= 0;
5541 mode
.format_id
= swapchain
->desc
.backbuffer_format
;
5545 mode
.width
= swapchain_desc
->backbuffer_width
;
5546 mode
.height
= swapchain_desc
->backbuffer_height
;
5547 mode
.refresh_rate
= swapchain_desc
->refresh_rate
;
5548 mode
.format_id
= swapchain_desc
->backbuffer_format
;
5551 /* Should Width == 800 && Height == 0 set 800x600? */
5552 if (swapchain_desc
->backbuffer_width
&& swapchain_desc
->backbuffer_height
5553 && (swapchain_desc
->backbuffer_width
!= swapchain
->desc
.backbuffer_width
5554 || swapchain_desc
->backbuffer_height
!= swapchain
->desc
.backbuffer_height
))
5556 if (!swapchain_desc
->windowed
)
5557 DisplayModeChanged
= TRUE
;
5559 swapchain
->desc
.backbuffer_width
= swapchain_desc
->backbuffer_width
;
5560 swapchain
->desc
.backbuffer_height
= swapchain_desc
->backbuffer_height
;
5564 if (swapchain_desc
->backbuffer_format
!= WINED3DFMT_UNKNOWN
5565 && swapchain_desc
->backbuffer_format
!= swapchain
->desc
.backbuffer_format
)
5567 swapchain
->desc
.backbuffer_format
= swapchain_desc
->backbuffer_format
;
5571 if (swapchain_desc
->multisample_type
!= swapchain
->desc
.multisample_type
5572 || swapchain_desc
->multisample_quality
!= swapchain
->desc
.multisample_quality
)
5574 swapchain
->desc
.multisample_type
= swapchain_desc
->multisample_type
;
5575 swapchain
->desc
.multisample_quality
= swapchain_desc
->multisample_quality
;
5583 hr
= updateSurfaceDesc(swapchain
->front_buffer
, &swapchain
->desc
);
5586 wined3d_swapchain_decref(swapchain
);
5590 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
5592 hr
= updateSurfaceDesc(swapchain
->back_buffers
[i
], &swapchain
->desc
);
5595 wined3d_swapchain_decref(swapchain
);
5599 if (device
->auto_depth_stencil
)
5601 hr
= updateSurfaceDesc(device
->auto_depth_stencil
, &swapchain
->desc
);
5604 wined3d_swapchain_decref(swapchain
);
5610 if (device
->d3d_initialized
)
5611 delete_opengl_contexts(device
, swapchain
);
5613 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
5614 || DisplayModeChanged
)
5616 wined3d_device_set_display_mode(device
, 0, &mode
);
5618 if (!swapchain_desc
->windowed
)
5620 if (swapchain
->desc
.windowed
)
5622 HWND focus_window
= device
->create_parms
.focus_window
;
5624 focus_window
= swapchain_desc
->device_window
;
5625 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
5627 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
5628 wined3d_swapchain_decref(swapchain
);
5632 /* switch from windowed to fs */
5633 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5634 swapchain_desc
->backbuffer_width
,
5635 swapchain_desc
->backbuffer_height
);
5639 /* Fullscreen -> fullscreen mode change */
5640 MoveWindow(swapchain
->device_window
, 0, 0,
5641 swapchain_desc
->backbuffer_width
,
5642 swapchain_desc
->backbuffer_height
,
5646 else if (!swapchain
->desc
.windowed
)
5648 /* Fullscreen -> windowed switch */
5649 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
5650 wined3d_device_release_focus_window(device
);
5652 swapchain
->desc
.windowed
= swapchain_desc
->windowed
;
5654 else if (!swapchain_desc
->windowed
)
5656 DWORD style
= device
->style
;
5657 DWORD exStyle
= device
->exStyle
;
5658 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5659 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5660 * Reset to clear up their mess. Guild Wars also loses the device during that.
5663 device
->exStyle
= 0;
5664 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5665 swapchain_desc
->backbuffer_width
,
5666 swapchain_desc
->backbuffer_height
);
5667 device
->style
= style
;
5668 device
->exStyle
= exStyle
;
5671 /* Note: No parent needed for initial internal stateblock */
5672 hr
= wined3d_stateblock_create(device
, WINED3DSBT_INIT
, &device
->stateBlock
);
5674 ERR("Resetting the stateblock failed with error %#x.\n", hr
);
5676 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5677 device
->updateStateBlock
= device
->stateBlock
;
5678 wined3d_stateblock_incref(device
->updateStateBlock
);
5680 stateblock_init_default_state(device
->stateBlock
);
5682 swapchain_update_render_to_fbo(swapchain
);
5683 swapchain_update_draw_bindings(swapchain
);
5685 if (device
->d3d_initialized
)
5686 hr
= create_primary_opengl_context(device
, swapchain
);
5687 wined3d_swapchain_decref(swapchain
);
5689 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5695 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
5697 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
5699 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
5705 HRESULT CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
5706 struct wined3d_device_creation_parameters
*parameters
)
5708 TRACE("device %p, parameters %p.\n", device
, parameters
);
5710 *parameters
= device
->create_parms
;
5714 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
5715 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
5717 struct wined3d_swapchain
*swapchain
;
5719 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5720 device
, swapchain_idx
, flags
, ramp
);
5722 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5724 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
5725 wined3d_swapchain_decref(swapchain
);
5729 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
5730 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
5732 struct wined3d_swapchain
*swapchain
;
5734 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5735 device
, swapchain_idx
, ramp
);
5737 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5739 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
5740 wined3d_swapchain_decref(swapchain
);
5744 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5746 TRACE("device %p, resource %p.\n", device
, resource
);
5748 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
5751 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5753 TRACE("device %p, resource %p.\n", device
, resource
);
5755 list_remove(&resource
->resource_list_entry
);
5758 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5760 WINED3DRESOURCETYPE type
= resource
->resourceType
;
5763 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
5765 context_resource_released(device
, resource
, type
);
5769 case WINED3DRTYPE_SURFACE
:
5771 struct wined3d_surface
*surface
= surface_from_resource(resource
);
5773 if (!device
->d3d_initialized
) break;
5775 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5777 if (device
->fb
.render_targets
[i
] == surface
)
5779 ERR("Surface %p is still in use as render target %u.\n", surface
, i
);
5780 device
->fb
.render_targets
[i
] = NULL
;
5784 if (device
->fb
.depth_stencil
== surface
)
5786 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface
);
5787 device
->fb
.depth_stencil
= NULL
;
5792 case WINED3DRTYPE_TEXTURE
:
5793 case WINED3DRTYPE_CUBETEXTURE
:
5794 case WINED3DRTYPE_VOLUMETEXTURE
:
5795 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5797 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
5799 if (device
->stateBlock
&& device
->stateBlock
->state
.textures
[i
] == texture
)
5801 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5802 texture
, device
->stateBlock
, i
);
5803 device
->stateBlock
->state
.textures
[i
] = NULL
;
5806 if (device
->updateStateBlock
!= device
->stateBlock
5807 && device
->updateStateBlock
->state
.textures
[i
] == texture
)
5809 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5810 texture
, device
->updateStateBlock
, i
);
5811 device
->updateStateBlock
->state
.textures
[i
] = NULL
;
5816 case WINED3DRTYPE_BUFFER
:
5818 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
5820 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5822 if (device
->stateBlock
&& device
->stateBlock
->state
.streams
[i
].buffer
== buffer
)
5824 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5825 buffer
, device
->stateBlock
, i
);
5826 device
->stateBlock
->state
.streams
[i
].buffer
= NULL
;
5829 if (device
->updateStateBlock
!= device
->stateBlock
5830 && device
->updateStateBlock
->state
.streams
[i
].buffer
== buffer
)
5832 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5833 buffer
, device
->updateStateBlock
, i
);
5834 device
->updateStateBlock
->state
.streams
[i
].buffer
= NULL
;
5839 if (device
->stateBlock
&& device
->stateBlock
->state
.index_buffer
== buffer
)
5841 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5842 buffer
, device
->stateBlock
);
5843 device
->stateBlock
->state
.index_buffer
= NULL
;
5846 if (device
->updateStateBlock
!= device
->stateBlock
5847 && device
->updateStateBlock
->state
.index_buffer
== buffer
)
5849 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5850 buffer
, device
->updateStateBlock
);
5851 device
->updateStateBlock
->state
.index_buffer
= NULL
;
5860 /* Remove the resource from the resourceStore */
5861 device_resource_remove(device
, resource
);
5863 TRACE("Resource released.\n");
5866 HRESULT CDECL
wined3d_device_get_surface_from_dc(const struct wined3d_device
*device
,
5867 HDC dc
, struct wined3d_surface
**surface
)
5869 struct wined3d_resource
*resource
;
5871 TRACE("device %p, dc %p, surface %p.\n", device
, dc
, surface
);
5874 return WINED3DERR_INVALIDCALL
;
5876 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5878 if (resource
->resourceType
== WINED3DRTYPE_SURFACE
)
5880 struct wined3d_surface
*s
= surface_from_resource(resource
);
5884 TRACE("Found surface %p for dc %p.\n", s
, dc
);
5891 return WINED3DERR_INVALIDCALL
;
5894 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
5895 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
5896 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
5898 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
5899 const struct fragment_pipeline
*fragment_pipeline
;
5900 struct wined3d_display_mode mode
;
5901 struct shader_caps shader_caps
;
5902 struct fragment_caps ffp_caps
;
5907 device
->wined3d
= wined3d
;
5908 wined3d_incref(device
->wined3d
);
5909 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
5910 device
->device_parent
= device_parent
;
5911 list_init(&device
->resources
);
5912 list_init(&device
->shaders
);
5913 device
->surface_alignment
= surface_alignment
;
5915 /* Get the initial screen setup for ddraw. */
5916 hr
= wined3d_get_adapter_display_mode(wined3d
, adapter_idx
, &mode
);
5919 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr
);
5920 wined3d_decref(device
->wined3d
);
5923 adapter
->screen_size
.cx
= mode
.width
;
5924 adapter
->screen_size
.cy
= mode
.height
;
5925 adapter
->screen_format
= mode
.format_id
;
5927 /* Save the creation parameters. */
5928 device
->create_parms
.adapter_idx
= adapter_idx
;
5929 device
->create_parms
.device_type
= device_type
;
5930 device
->create_parms
.focus_window
= focus_window
;
5931 device
->create_parms
.flags
= flags
;
5933 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
) list_init(&device
->patches
[i
]);
5935 select_shader_mode(&adapter
->gl_info
, &device
->ps_selected_mode
, &device
->vs_selected_mode
);
5936 device
->shader_backend
= adapter
->shader_backend
;
5938 if (device
->shader_backend
)
5940 device
->shader_backend
->shader_get_caps(&adapter
->gl_info
, &shader_caps
);
5941 device
->vshader_version
= shader_caps
.VertexShaderVersion
;
5942 device
->pshader_version
= shader_caps
.PixelShaderVersion
;
5943 device
->d3d_vshader_constantF
= shader_caps
.MaxVertexShaderConst
;
5944 device
->d3d_pshader_constantF
= shader_caps
.MaxPixelShaderConst
;
5945 device
->vs_clipping
= shader_caps
.VSClipping
;
5947 fragment_pipeline
= adapter
->fragment_pipe
;
5948 device
->frag_pipe
= fragment_pipeline
;
5949 if (fragment_pipeline
)
5951 fragment_pipeline
->get_caps(&adapter
->gl_info
, &ffp_caps
);
5952 device
->max_ffp_textures
= ffp_caps
.MaxSimultaneousTextures
;
5954 hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
, &adapter
->gl_info
,
5955 ffp_vertexstate_template
, fragment_pipeline
, misc_state_template
);
5958 ERR("Failed to compile state table, hr %#x.\n", hr
);
5959 wined3d_decref(device
->wined3d
);
5963 device
->blitter
= adapter
->blitter
;
5965 hr
= wined3d_stateblock_create(device
, WINED3DSBT_INIT
, &device
->stateBlock
);
5968 WARN("Failed to create stateblock.\n");
5969 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
5971 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
5973 wined3d_decref(device
->wined3d
);
5977 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5978 device
->updateStateBlock
= device
->stateBlock
;
5979 wined3d_stateblock_incref(device
->updateStateBlock
);
5985 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5987 DWORD rep
= device
->StateTable
[state
].representative
;
5988 struct wined3d_context
*context
;
5993 for (i
= 0; i
< device
->context_count
; ++i
)
5995 context
= device
->contexts
[i
];
5996 if(isStateDirty(context
, rep
)) continue;
5998 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5999 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
6000 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
6001 context
->isStateDirty
[idx
] |= (1 << shift
);
6005 void get_drawable_size_fbo(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
6007 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
6008 *width
= context
->current_rt
->pow2Width
;
6009 *height
= context
->current_rt
->pow2Height
;
6012 void get_drawable_size_backbuffer(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
6014 const struct wined3d_swapchain
*swapchain
= context
->swapchain
;
6015 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
6016 * current context's drawable, which is the size of the back buffer of the swapchain
6017 * the active context belongs to. */
6018 *width
= swapchain
->desc
.backbuffer_width
;
6019 *height
= swapchain
->desc
.backbuffer_height
;
6022 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
6023 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
6025 wined3d_mutex_lock();
6027 if (device
->filter_messages
)
6029 wined3d_mutex_unlock();
6031 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
6032 window
, message
, wparam
, lparam
);
6034 return DefWindowProcW(window
, message
, wparam
, lparam
);
6036 return DefWindowProcA(window
, message
, wparam
, lparam
);
6039 if (message
== WM_DESTROY
)
6041 TRACE("unregister window %p.\n", window
);
6042 wined3d_unregister_window(window
);
6044 if (device
->focus_window
== window
) device
->focus_window
= NULL
;
6045 else ERR("Window %p is not the focus window for device %p.\n", window
, device
);
6047 else if (message
== WM_DISPLAYCHANGE
)
6049 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
6052 wined3d_mutex_unlock();
6055 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
6057 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);