advapi32: Return a fake handle from EventRegister.
[wine/multimedia.git] / dlls / wined3d / device.c
blobfcf559580b7a32fb533fb5b55f420e2e45321b47
1 /*
2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 /* Define the default light parameters as specified by MSDN. */
37 const struct wined3d_light WINED3D_default_light =
39 WINED3D_LIGHT_DIRECTIONAL, /* Type */
40 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
41 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
42 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
43 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
44 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
45 0.0f, /* Range */
46 0.0f, /* Falloff */
47 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
48 0.0f, /* Theta */
49 0.0f /* Phi */
52 /**********************************************************
53 * Global variable / Constants follow
54 **********************************************************/
55 const struct wined3d_matrix identity =
56 {{{
57 1.0f, 0.0f, 0.0f, 0.0f,
58 0.0f, 1.0f, 0.0f, 0.0f,
59 0.0f, 0.0f, 1.0f, 0.0f,
60 0.0f, 0.0f, 0.0f, 1.0f,
61 }}}; /* When needed for comparisons */
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64 * actually have the same values in GL and D3D. */
65 static GLenum gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
67 switch(primitive_type)
69 case WINED3D_PT_POINTLIST:
70 return GL_POINTS;
72 case WINED3D_PT_LINELIST:
73 return GL_LINES;
75 case WINED3D_PT_LINESTRIP:
76 return GL_LINE_STRIP;
78 case WINED3D_PT_TRIANGLELIST:
79 return GL_TRIANGLES;
81 case WINED3D_PT_TRIANGLESTRIP:
82 return GL_TRIANGLE_STRIP;
84 case WINED3D_PT_TRIANGLEFAN:
85 return GL_TRIANGLE_FAN;
87 case WINED3D_PT_LINELIST_ADJ:
88 return GL_LINES_ADJACENCY_ARB;
90 case WINED3D_PT_LINESTRIP_ADJ:
91 return GL_LINE_STRIP_ADJACENCY_ARB;
93 case WINED3D_PT_TRIANGLELIST_ADJ:
94 return GL_TRIANGLES_ADJACENCY_ARB;
96 case WINED3D_PT_TRIANGLESTRIP_ADJ:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
99 default:
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
101 return GL_NONE;
105 static enum wined3d_primitive_type d3d_primitive_type_from_gl(GLenum primitive_type)
107 switch(primitive_type)
109 case GL_POINTS:
110 return WINED3D_PT_POINTLIST;
112 case GL_LINES:
113 return WINED3D_PT_LINELIST;
115 case GL_LINE_STRIP:
116 return WINED3D_PT_LINESTRIP;
118 case GL_TRIANGLES:
119 return WINED3D_PT_TRIANGLELIST;
121 case GL_TRIANGLE_STRIP:
122 return WINED3D_PT_TRIANGLESTRIP;
124 case GL_TRIANGLE_FAN:
125 return WINED3D_PT_TRIANGLEFAN;
127 case GL_LINES_ADJACENCY_ARB:
128 return WINED3D_PT_LINELIST_ADJ;
130 case GL_LINE_STRIP_ADJACENCY_ARB:
131 return WINED3D_PT_LINESTRIP_ADJ;
133 case GL_TRIANGLES_ADJACENCY_ARB:
134 return WINED3D_PT_TRIANGLELIST_ADJ;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
137 return WINED3D_PT_TRIANGLESTRIP_ADJ;
139 default:
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
141 return WINED3D_PT_UNDEFINED;
145 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
147 if ((usage == WINED3D_DECL_USAGE_POSITION || usage == WINED3D_DECL_USAGE_POSITIONT) && !usage_idx)
148 *regnum = WINED3D_FFP_POSITION;
149 else if (usage == WINED3D_DECL_USAGE_BLEND_WEIGHT && !usage_idx)
150 *regnum = WINED3D_FFP_BLENDWEIGHT;
151 else if (usage == WINED3D_DECL_USAGE_BLEND_INDICES && !usage_idx)
152 *regnum = WINED3D_FFP_BLENDINDICES;
153 else if (usage == WINED3D_DECL_USAGE_NORMAL && !usage_idx)
154 *regnum = WINED3D_FFP_NORMAL;
155 else if (usage == WINED3D_DECL_USAGE_PSIZE && !usage_idx)
156 *regnum = WINED3D_FFP_PSIZE;
157 else if (usage == WINED3D_DECL_USAGE_COLOR && !usage_idx)
158 *regnum = WINED3D_FFP_DIFFUSE;
159 else if (usage == WINED3D_DECL_USAGE_COLOR && usage_idx == 1)
160 *regnum = WINED3D_FFP_SPECULAR;
161 else if (usage == WINED3D_DECL_USAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
162 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
163 else
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
166 *regnum = ~0U;
167 return FALSE;
170 return TRUE;
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device *device, struct wined3d_stream_info *stream_info)
176 const struct wined3d_state *state = &device->stateBlock->state;
177 /* We need to deal with frequency data! */
178 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
179 BOOL use_vshader;
180 unsigned int i;
182 stream_info->use_map = 0;
183 stream_info->swizzle_map = 0;
185 /* Check for transformed vertices, disable vertex shader if present. */
186 stream_info->position_transformed = declaration->position_transformed;
187 use_vshader = state->vertex_shader && !declaration->position_transformed;
189 /* Translate the declaration into strided data. */
190 for (i = 0; i < declaration->element_count; ++i)
192 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
193 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
194 struct wined3d_buffer *buffer = stream->buffer;
195 struct wined3d_bo_address data;
196 BOOL stride_used;
197 unsigned int idx;
198 DWORD stride;
200 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
201 element, i + 1, declaration->element_count);
203 if (!buffer) continue;
205 data.buffer_object = 0;
206 data.addr = NULL;
208 stride = stream->stride;
209 if (state->user_stream)
211 TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
212 data.buffer_object = 0;
213 data.addr = (BYTE *)buffer;
215 else
217 TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
218 buffer_get_memory(buffer, &device->adapter->gl_info, &data);
220 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
221 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
222 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
223 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
224 * not, drawStridedSlow is needed, including a vertex buffer path. */
225 if (state->load_base_vertex_index < 0)
227 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
228 state->load_base_vertex_index);
229 data.buffer_object = 0;
230 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
231 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
233 FIXME("System memory vertex data load offset is negative!\n");
237 data.addr += element->offset;
239 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
241 if (use_vshader)
243 if (element->output_slot == ~0U)
245 /* TODO: Assuming vertexdeclarations are usually used with the
246 * same or a similar shader, it might be worth it to store the
247 * last used output slot and try that one first. */
248 stride_used = vshader_get_input(state->vertex_shader,
249 element->usage, element->usage_idx, &idx);
251 else
253 idx = element->output_slot;
254 stride_used = TRUE;
257 else
259 if (!element->ffp_valid)
261 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
262 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
263 stride_used = FALSE;
265 else
267 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
271 if (stride_used)
273 TRACE("Load %s array %u [usage %s, usage_idx %u, "
274 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
275 use_vshader ? "shader": "fixed function", idx,
276 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
277 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
279 data.addr += stream->offset;
281 stream_info->elements[idx].format = element->format;
282 stream_info->elements[idx].data = data;
283 stream_info->elements[idx].stride = stride;
284 stream_info->elements[idx].stream_idx = element->input_slot;
286 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
287 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
289 stream_info->swizzle_map |= 1 << idx;
291 stream_info->use_map |= 1 << idx;
295 device->num_buffer_queries = 0;
296 if (!state->user_stream)
298 WORD map = stream_info->use_map;
299 stream_info->all_vbo = 1;
301 /* PreLoad all the vertex buffers. */
302 for (i = 0; map; map >>= 1, ++i)
304 struct wined3d_stream_info_element *element;
305 struct wined3d_buffer *buffer;
307 if (!(map & 1)) continue;
309 element = &stream_info->elements[i];
310 buffer = state->streams[element->stream_idx].buffer;
311 wined3d_buffer_preload(buffer);
313 /* If the preload dropped the buffer object, update the stream info. */
314 if (buffer->buffer_object != element->data.buffer_object)
316 element->data.buffer_object = 0;
317 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info)
318 + (ptrdiff_t)element->data.addr;
321 if (!buffer->buffer_object)
322 stream_info->all_vbo = 0;
324 if (buffer->query)
325 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
328 else
330 stream_info->all_vbo = 0;
334 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
335 const struct wined3d_strided_element *strided, struct wined3d_stream_info_element *e)
337 e->data.addr = strided->data;
338 e->data.buffer_object = 0;
339 e->format = wined3d_get_format(gl_info, strided->format);
340 e->stride = strided->stride;
341 e->stream_idx = 0;
344 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
345 const struct wined3d_strided_data *strided, struct wined3d_stream_info *stream_info)
347 unsigned int i;
349 memset(stream_info, 0, sizeof(*stream_info));
351 if (strided->position.data)
352 stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
353 if (strided->normal.data)
354 stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
355 if (strided->diffuse.data)
356 stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
357 if (strided->specular.data)
358 stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
360 for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
362 if (strided->tex_coords[i].data)
363 stream_info_element_from_strided(gl_info, &strided->tex_coords[i],
364 &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
367 stream_info->position_transformed = strided->position_transformed;
369 for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
371 if (!stream_info->elements[i].format) continue;
373 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
374 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
376 stream_info->swizzle_map |= 1 << i;
378 stream_info->use_map |= 1 << i;
382 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
384 TRACE("Strided Data:\n");
385 TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
386 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
387 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
388 TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
389 TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
390 TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
391 TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
392 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
393 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
394 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
395 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
396 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
397 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
398 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
399 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
402 /* Context activation is done by the caller. */
403 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
405 struct wined3d_stream_info *stream_info = &device->strided_streams;
406 const struct wined3d_state *state = &device->stateBlock->state;
407 DWORD prev_all_vbo = stream_info->all_vbo;
409 if (device->up_strided)
411 /* Note: this is a ddraw fixed-function code path. */
412 TRACE("=============================== Strided Input ================================\n");
413 device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
414 if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
416 else
418 TRACE("============================= Vertex Declaration =============================\n");
419 device_stream_info_from_declaration(device, stream_info);
422 if (state->vertex_shader && !stream_info->position_transformed)
424 if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo)
426 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
427 device->useDrawStridedSlow = TRUE;
429 else
431 device->useDrawStridedSlow = FALSE;
434 else
436 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
437 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
438 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
440 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !stream_info->all_vbo)
442 device->useDrawStridedSlow = TRUE;
444 else
446 device->useDrawStridedSlow = FALSE;
450 if (state->index_buffer && !state->user_stream)
452 if (prev_all_vbo != stream_info->all_vbo)
453 device_invalidate_state(device, STATE_INDEXBUFFER);
454 if (stream_info->all_vbo)
455 wined3d_buffer_preload(state->index_buffer);
456 else
457 buffer_get_sysmem(state->index_buffer, gl_info);
461 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
463 struct wined3d_texture *texture;
464 enum WINED3DSRGB srgb;
466 if (!(texture = state->textures[idx])) return;
467 srgb = state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE] ? SRGB_SRGB : SRGB_RGB;
468 texture->texture_ops->texture_preload(texture, srgb);
471 void device_preload_textures(const struct wined3d_device *device)
473 const struct wined3d_state *state = &device->stateBlock->state;
474 unsigned int i;
476 if (use_vs(state))
478 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
480 if (state->vertex_shader->reg_maps.sampler_type[i])
481 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
485 if (use_ps(state))
487 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
489 if (state->pixel_shader->reg_maps.sampler_type[i])
490 device_preload_texture(state, i);
493 else
495 WORD ffu_map = device->fixed_function_usage_map;
497 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
499 if (ffu_map & 1)
500 device_preload_texture(state, i);
505 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
507 struct wined3d_context **new_array;
509 TRACE("Adding context %p.\n", context);
511 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
512 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
513 sizeof(*new_array) * (device->context_count + 1));
515 if (!new_array)
517 ERR("Failed to grow the context array.\n");
518 return FALSE;
521 new_array[device->context_count++] = context;
522 device->contexts = new_array;
523 return TRUE;
526 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
528 struct wined3d_context **new_array;
529 BOOL found = FALSE;
530 UINT i;
532 TRACE("Removing context %p.\n", context);
534 for (i = 0; i < device->context_count; ++i)
536 if (device->contexts[i] == context)
538 found = TRUE;
539 break;
543 if (!found)
545 ERR("Context %p doesn't exist in context array.\n", context);
546 return;
549 if (!--device->context_count)
551 HeapFree(GetProcessHeap(), 0, device->contexts);
552 device->contexts = NULL;
553 return;
556 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
557 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
558 if (!new_array)
560 ERR("Failed to shrink context array. Oh well.\n");
561 return;
564 device->contexts = new_array;
567 /* Do not call while under the GL lock. */
568 void device_switch_onscreen_ds(struct wined3d_device *device,
569 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
571 if (device->onscreen_depth_stencil)
573 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_INTEXTURE);
575 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_INTEXTURE,
576 device->onscreen_depth_stencil->ds_current_size.cx,
577 device->onscreen_depth_stencil->ds_current_size.cy);
578 wined3d_surface_decref(device->onscreen_depth_stencil);
580 device->onscreen_depth_stencil = depth_stencil;
581 wined3d_surface_incref(device->onscreen_depth_stencil);
584 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
586 /* partial draw rect */
587 if (draw_rect->left || draw_rect->top
588 || draw_rect->right < target->resource.width
589 || draw_rect->bottom < target->resource.height)
590 return FALSE;
592 /* partial clear rect */
593 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
594 || clear_rect->right < target->resource.width
595 || clear_rect->bottom < target->resource.height))
596 return FALSE;
598 return TRUE;
601 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
602 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect)
604 RECT current_rect, r;
606 if (ds->flags & location)
607 SetRect(&current_rect, 0, 0,
608 ds->ds_current_size.cx,
609 ds->ds_current_size.cy);
610 else
611 SetRectEmpty(&current_rect);
613 IntersectRect(&r, draw_rect, &current_rect);
614 if (EqualRect(&r, draw_rect))
616 /* current_rect ⊇ draw_rect, modify only. */
617 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
618 return;
621 if (EqualRect(&r, &current_rect))
623 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
625 if (!clear_rect)
627 /* Full clear, modify only. */
628 *out_rect = *draw_rect;
629 return;
632 IntersectRect(&r, draw_rect, clear_rect);
633 if (EqualRect(&r, draw_rect))
635 /* clear_rect ⊇ draw_rect, modify only. */
636 *out_rect = *draw_rect;
637 return;
641 /* Full load. */
642 surface_load_ds_location(ds, context, location);
643 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
646 /* Do not call while under the GL lock. */
647 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
648 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
649 float depth, DWORD stencil)
651 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
652 struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
653 UINT drawable_width, drawable_height;
654 struct wined3d_context *context;
655 GLbitfield clear_mask = 0;
656 BOOL render_offscreen;
657 unsigned int i;
658 RECT ds_rect;
660 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
661 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
662 * for the cleared parts, and the untouched parts.
664 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
665 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
666 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
667 * checking all this if the dest surface is in the drawable anyway. */
668 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
670 for (i = 0; i < rt_count; ++i)
672 struct wined3d_surface *rt = fb->render_targets[i];
673 if (rt)
674 surface_load_location(rt, rt->draw_binding, NULL);
678 context = context_acquire(device, target);
679 if (!context->valid)
681 context_release(context);
682 WARN("Invalid context, skipping clear.\n");
683 return;
686 if (target)
688 render_offscreen = context->render_offscreen;
689 target->get_drawable_size(context, &drawable_width, &drawable_height);
691 else
693 render_offscreen = TRUE;
694 drawable_width = fb->depth_stencil->pow2Width;
695 drawable_height = fb->depth_stencil->pow2Height;
698 if (flags & WINED3DCLEAR_ZBUFFER)
700 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
702 if (!render_offscreen && fb->depth_stencil != device->onscreen_depth_stencil)
703 device_switch_onscreen_ds(device, context, fb->depth_stencil);
704 prepare_ds_clear(fb->depth_stencil, context, location,
705 draw_rect, rect_count, clear_rect, &ds_rect);
708 if (!context_apply_clear_state(context, device, rt_count, fb))
710 context_release(context);
711 WARN("Failed to apply clear state, skipping clear.\n");
712 return;
715 ENTER_GL();
717 /* Only set the values up once, as they are not changing. */
718 if (flags & WINED3DCLEAR_STENCIL)
720 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
722 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
723 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
725 glStencilMask(~0U);
726 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
727 glClearStencil(stencil);
728 checkGLcall("glClearStencil");
729 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
732 if (flags & WINED3DCLEAR_ZBUFFER)
734 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
736 surface_modify_ds_location(fb->depth_stencil, location, ds_rect.right, ds_rect.bottom);
738 glDepthMask(GL_TRUE);
739 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
740 glClearDepth(depth);
741 checkGLcall("glClearDepth");
742 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
745 if (flags & WINED3DCLEAR_TARGET)
747 for (i = 0; i < rt_count; ++i)
749 struct wined3d_surface *rt = fb->render_targets[i];
751 if (rt)
752 surface_modify_location(rt, rt->draw_binding, TRUE);
755 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
756 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
757 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
758 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
759 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
760 glClearColor(color->r, color->g, color->b, color->a);
761 checkGLcall("glClearColor");
762 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
765 if (!clear_rect)
767 if (render_offscreen)
769 glScissor(draw_rect->left, draw_rect->top,
770 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
772 else
774 glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
775 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
777 checkGLcall("glScissor");
778 glClear(clear_mask);
779 checkGLcall("glClear");
781 else
783 RECT current_rect;
785 /* Now process each rect in turn. */
786 for (i = 0; i < rect_count; ++i)
788 /* Note that GL uses lower left, width/height. */
789 IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
791 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
792 wine_dbgstr_rect(&clear_rect[i]),
793 wine_dbgstr_rect(&current_rect));
795 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
796 * The rectangle is not cleared, no error is returned, but further rectangles are
797 * still cleared if they are valid. */
798 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
800 TRACE("Rectangle with negative dimensions, ignoring.\n");
801 continue;
804 if (render_offscreen)
806 glScissor(current_rect.left, current_rect.top,
807 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
809 else
811 glScissor(current_rect.left, drawable_height - current_rect.bottom,
812 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
814 checkGLcall("glScissor");
816 glClear(clear_mask);
817 checkGLcall("glClear");
821 LEAVE_GL();
823 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
824 && target->container.type == WINED3D_CONTAINER_SWAPCHAIN
825 && target->container.u.swapchain->front_buffer == target))
826 wglFlush(); /* Flush to ensure ordering across contexts. */
828 context_release(context);
831 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
833 ULONG refcount = InterlockedIncrement(&device->ref);
835 TRACE("%p increasing refcount to %u.\n", device, refcount);
837 return refcount;
840 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
842 ULONG refcount = InterlockedDecrement(&device->ref);
844 TRACE("%p decreasing refcount to %u.\n", device, refcount);
846 if (!refcount)
848 struct wined3d_stateblock *stateblock;
849 UINT i;
851 if (wined3d_stateblock_decref(device->updateStateBlock)
852 && device->updateStateBlock != device->stateBlock)
853 FIXME("Something's still holding the update stateblock.\n");
854 device->updateStateBlock = NULL;
856 stateblock = device->stateBlock;
857 device->stateBlock = NULL;
858 if (wined3d_stateblock_decref(stateblock))
859 FIXME("Something's still holding the stateblock.\n");
861 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
863 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
864 device->multistate_funcs[i] = NULL;
867 if (!list_empty(&device->resources))
869 struct wined3d_resource *resource;
871 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
873 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
875 FIXME("Leftover resource %p with type %s (%#x).\n",
876 resource, debug_d3dresourcetype(resource->type), resource->type);
880 if (device->contexts)
881 ERR("Context array not freed!\n");
882 if (device->hardwareCursor)
883 DestroyCursor(device->hardwareCursor);
884 device->hardwareCursor = 0;
886 wined3d_decref(device->wined3d);
887 device->wined3d = NULL;
888 HeapFree(GetProcessHeap(), 0, device);
889 TRACE("Freed device %p.\n", device);
892 return refcount;
895 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
897 TRACE("device %p.\n", device);
899 return device->swapchain_count;
902 HRESULT CDECL wined3d_device_get_swapchain(const struct wined3d_device *device,
903 UINT swapchain_idx, struct wined3d_swapchain **swapchain)
905 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
906 device, swapchain_idx, swapchain);
908 if (swapchain_idx >= device->swapchain_count)
910 WARN("swapchain_idx %u >= swapchain_count %u.\n",
911 swapchain_idx, device->swapchain_count);
912 *swapchain = NULL;
914 return WINED3DERR_INVALIDCALL;
917 *swapchain = device->swapchains[swapchain_idx];
918 wined3d_swapchain_incref(*swapchain);
919 TRACE("Returning %p.\n", *swapchain);
921 return WINED3D_OK;
924 static void device_load_logo(struct wined3d_device *device, const char *filename)
926 struct wined3d_color_key color_key;
927 HBITMAP hbm;
928 BITMAP bm;
929 HRESULT hr;
930 HDC dcb = NULL, dcs = NULL;
932 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
933 if(hbm)
935 GetObjectA(hbm, sizeof(BITMAP), &bm);
936 dcb = CreateCompatibleDC(NULL);
937 if(!dcb) goto out;
938 SelectObject(dcb, hbm);
940 else
942 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
943 * couldn't be loaded
945 memset(&bm, 0, sizeof(bm));
946 bm.bmWidth = 32;
947 bm.bmHeight = 32;
950 hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, 0, 0,
951 WINED3D_POOL_DEFAULT, WINED3D_MULTISAMPLE_NONE, 0, WINED3D_SURFACE_TYPE_OPENGL, WINED3D_SURFACE_MAPPABLE,
952 NULL, &wined3d_null_parent_ops, &device->logo_surface);
953 if (FAILED(hr))
955 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
956 goto out;
959 if (dcb)
961 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
962 goto out;
963 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
964 wined3d_surface_releasedc(device->logo_surface, dcs);
966 color_key.color_space_low_value = 0;
967 color_key.color_space_high_value = 0;
968 wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &color_key);
970 else
972 const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f};
973 /* Fill the surface with a white color to show that wined3d is there */
974 wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
977 out:
978 if (dcb) DeleteDC(dcb);
979 if (hbm) DeleteObject(hbm);
982 /* Context activation is done by the caller. */
983 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
985 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
986 unsigned int i, j, count;
987 /* Under DirectX you can sample even if no texture is bound, whereas
988 * OpenGL will only allow that when a valid texture is bound.
989 * We emulate this by creating dummy textures and binding them
990 * to each texture stage when the currently set D3D texture is NULL. */
991 ENTER_GL();
993 if (gl_info->supported[APPLE_CLIENT_STORAGE])
995 /* The dummy texture does not have client storage backing */
996 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
997 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
1000 count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1001 for (i = 0; i < count; ++i)
1003 DWORD color = 0x000000ff;
1005 /* Make appropriate texture active */
1006 context_active_texture(context, gl_info, i);
1008 glGenTextures(1, &device->dummy_texture_2d[i]);
1009 checkGLcall("glGenTextures");
1010 TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
1012 glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1013 checkGLcall("glBindTexture");
1015 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1016 checkGLcall("glTexImage2D");
1018 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1020 glGenTextures(1, &device->dummy_texture_rect[i]);
1021 checkGLcall("glGenTextures");
1022 TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
1024 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1025 checkGLcall("glBindTexture");
1027 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1028 checkGLcall("glTexImage2D");
1031 if (gl_info->supported[EXT_TEXTURE3D])
1033 glGenTextures(1, &device->dummy_texture_3d[i]);
1034 checkGLcall("glGenTextures");
1035 TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
1037 glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1038 checkGLcall("glBindTexture");
1040 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
1041 checkGLcall("glTexImage3D");
1044 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1046 glGenTextures(1, &device->dummy_texture_cube[i]);
1047 checkGLcall("glGenTextures");
1048 TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
1050 glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1051 checkGLcall("glBindTexture");
1053 for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
1055 glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1056 checkGLcall("glTexImage2D");
1061 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1063 /* Reenable because if supported it is enabled by default */
1064 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1065 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1068 LEAVE_GL();
1071 /* Context activation is done by the caller. */
1072 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1074 unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1076 ENTER_GL();
1077 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1079 glDeleteTextures(count, device->dummy_texture_cube);
1080 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1083 if (gl_info->supported[EXT_TEXTURE3D])
1085 glDeleteTextures(count, device->dummy_texture_3d);
1086 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1089 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1091 glDeleteTextures(count, device->dummy_texture_rect);
1092 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1095 glDeleteTextures(count, device->dummy_texture_2d);
1096 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1097 LEAVE_GL();
1099 memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube));
1100 memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d));
1101 memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect));
1102 memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d));
1105 static LONG fullscreen_style(LONG style)
1107 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1108 style |= WS_POPUP | WS_SYSMENU;
1109 style &= ~(WS_CAPTION | WS_THICKFRAME);
1111 return style;
1114 static LONG fullscreen_exstyle(LONG exstyle)
1116 /* Filter out window decorations. */
1117 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1119 return exstyle;
1122 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1124 BOOL filter_messages;
1125 LONG style, exstyle;
1127 TRACE("Setting up window %p for fullscreen mode.\n", window);
1129 if (device->style || device->exStyle)
1131 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1132 window, device->style, device->exStyle);
1135 device->style = GetWindowLongW(window, GWL_STYLE);
1136 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1138 style = fullscreen_style(device->style);
1139 exstyle = fullscreen_exstyle(device->exStyle);
1141 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1142 device->style, device->exStyle, style, exstyle);
1144 filter_messages = device->filter_messages;
1145 device->filter_messages = TRUE;
1147 SetWindowLongW(window, GWL_STYLE, style);
1148 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1149 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1151 device->filter_messages = filter_messages;
1154 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1156 BOOL filter_messages;
1157 LONG style, exstyle;
1159 if (!device->style && !device->exStyle) return;
1161 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1162 window, device->style, device->exStyle);
1164 style = GetWindowLongW(window, GWL_STYLE);
1165 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1167 filter_messages = device->filter_messages;
1168 device->filter_messages = TRUE;
1170 /* Only restore the style if the application didn't modify it during the
1171 * fullscreen phase. Some applications change it before calling Reset()
1172 * when switching between windowed and fullscreen modes (HL2), some
1173 * depend on the original style (Eve Online). */
1174 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1176 SetWindowLongW(window, GWL_STYLE, device->style);
1177 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1179 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1181 device->filter_messages = filter_messages;
1183 /* Delete the old values. */
1184 device->style = 0;
1185 device->exStyle = 0;
1188 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1190 TRACE("device %p, window %p.\n", device, window);
1192 if (!wined3d_register_window(window, device))
1194 ERR("Failed to register window %p.\n", window);
1195 return E_FAIL;
1198 InterlockedExchangePointer((void **)&device->focus_window, window);
1199 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1201 return WINED3D_OK;
1204 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1206 TRACE("device %p.\n", device);
1208 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1209 InterlockedExchangePointer((void **)&device->focus_window, NULL);
1212 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1213 struct wined3d_swapchain_desc *swapchain_desc)
1215 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1216 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1217 struct wined3d_swapchain *swapchain = NULL;
1218 struct wined3d_context *context;
1219 HRESULT hr;
1220 DWORD state;
1221 unsigned int i;
1223 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1225 if (device->d3d_initialized)
1226 return WINED3DERR_INVALIDCALL;
1227 if (!device->adapter->opengl)
1228 return WINED3DERR_INVALIDCALL;
1230 device->valid_rt_mask = 0;
1231 for (i = 0; i < gl_info->limits.buffers; ++i)
1232 device->valid_rt_mask |= (1 << i);
1233 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1234 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1236 /* Initialize the texture unit mapping to a 1:1 mapping */
1237 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1239 if (state < gl_info->limits.fragment_samplers)
1241 device->texUnitMap[state] = state;
1242 device->rev_tex_unit_map[state] = state;
1244 else
1246 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1247 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1251 /* Setup the implicit swapchain. This also initializes a context. */
1252 TRACE("Creating implicit swapchain\n");
1253 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1254 swapchain_desc, &swapchain);
1255 if (FAILED(hr))
1257 WARN("Failed to create implicit swapchain\n");
1258 goto err_out;
1261 device->swapchain_count = 1;
1262 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1263 if (!device->swapchains)
1265 ERR("Out of memory!\n");
1266 goto err_out;
1268 device->swapchains[0] = swapchain;
1270 if (swapchain->back_buffers && swapchain->back_buffers[0])
1272 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1273 device->fb.render_targets[0] = swapchain->back_buffers[0];
1275 else
1277 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1278 device->fb.render_targets[0] = swapchain->front_buffer;
1280 wined3d_surface_incref(device->fb.render_targets[0]);
1282 /* Depth Stencil support */
1283 device->fb.depth_stencil = device->auto_depth_stencil;
1284 if (device->fb.depth_stencil)
1285 wined3d_surface_incref(device->fb.depth_stencil);
1287 hr = device->shader_backend->shader_alloc_private(device);
1288 if (FAILED(hr))
1290 TRACE("Shader private data couldn't be allocated\n");
1291 goto err_out;
1293 hr = device->frag_pipe->alloc_private(device);
1294 if (FAILED(hr))
1296 TRACE("Fragment pipeline private data couldn't be allocated\n");
1297 goto err_out;
1299 hr = device->blitter->alloc_private(device);
1300 if (FAILED(hr))
1302 TRACE("Blitter private data couldn't be allocated\n");
1303 goto err_out;
1306 /* Set up some starting GL setup */
1308 /* Setup all the devices defaults */
1309 stateblock_init_default_state(device->stateBlock);
1311 context = context_acquire(device, swapchain->front_buffer);
1313 create_dummy_textures(device, context);
1315 ENTER_GL();
1317 /* Initialize the current view state */
1318 device->view_ident = 1;
1319 device->contexts[0]->last_was_rhw = 0;
1321 switch (wined3d_settings.offscreen_rendering_mode)
1323 case ORM_FBO:
1324 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1325 break;
1327 case ORM_BACKBUFFER:
1329 if (context_get_current()->aux_buffers > 0)
1331 TRACE("Using auxiliary buffer for offscreen rendering\n");
1332 device->offscreenBuffer = GL_AUX0;
1334 else
1336 TRACE("Using back buffer for offscreen rendering\n");
1337 device->offscreenBuffer = GL_BACK;
1342 TRACE("All defaults now set up, leaving 3D init.\n");
1343 LEAVE_GL();
1345 context_release(context);
1347 /* Clear the screen */
1348 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1349 | (swapchain_desc->enable_auto_depth_stencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1350 &black, 1.0f, 0);
1352 device->d3d_initialized = TRUE;
1354 if (wined3d_settings.logo)
1355 device_load_logo(device, wined3d_settings.logo);
1356 return WINED3D_OK;
1358 err_out:
1359 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1360 HeapFree(GetProcessHeap(), 0, device->swapchains);
1361 device->swapchain_count = 0;
1362 if (swapchain)
1363 wined3d_swapchain_decref(swapchain);
1364 if (device->blit_priv)
1365 device->blitter->free_private(device);
1366 if (device->fragment_priv)
1367 device->frag_pipe->free_private(device);
1368 if (device->shader_priv)
1369 device->shader_backend->shader_free_private(device);
1371 return hr;
1374 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1375 struct wined3d_swapchain_desc *swapchain_desc)
1377 struct wined3d_swapchain *swapchain = NULL;
1378 HRESULT hr;
1380 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1382 /* Setup the implicit swapchain */
1383 TRACE("Creating implicit swapchain\n");
1384 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1385 swapchain_desc, &swapchain);
1386 if (FAILED(hr))
1388 WARN("Failed to create implicit swapchain\n");
1389 goto err_out;
1392 device->swapchain_count = 1;
1393 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1394 if (!device->swapchains)
1396 ERR("Out of memory!\n");
1397 goto err_out;
1399 device->swapchains[0] = swapchain;
1400 return WINED3D_OK;
1402 err_out:
1403 wined3d_swapchain_decref(swapchain);
1404 return hr;
1407 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1409 struct wined3d_resource *resource, *cursor;
1410 const struct wined3d_gl_info *gl_info;
1411 struct wined3d_context *context;
1412 struct wined3d_surface *surface;
1413 UINT i;
1415 TRACE("device %p.\n", device);
1417 if (!device->d3d_initialized)
1418 return WINED3DERR_INVALIDCALL;
1420 /* Force making the context current again, to verify it is still valid
1421 * (workaround for broken drivers) */
1422 context_set_current(NULL);
1423 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1424 * it was created. Thus make sure a context is active for the glDelete* calls
1426 context = context_acquire(device, NULL);
1427 gl_info = context->gl_info;
1429 if (device->logo_surface)
1430 wined3d_surface_decref(device->logo_surface);
1432 stateblock_unbind_resources(device->stateBlock);
1434 /* Unload resources */
1435 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1437 TRACE("Unloading resource %p.\n", resource);
1439 resource->resource_ops->resource_unload(resource);
1442 TRACE("Deleting high order patches\n");
1443 for (i = 0; i < PATCHMAP_SIZE; ++i)
1445 struct wined3d_rect_patch *patch;
1446 struct list *e1, *e2;
1448 LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1450 patch = LIST_ENTRY(e1, struct wined3d_rect_patch, entry);
1451 wined3d_device_delete_patch(device, patch->Handle);
1455 /* Delete the mouse cursor texture */
1456 if (device->cursorTexture)
1458 ENTER_GL();
1459 glDeleteTextures(1, &device->cursorTexture);
1460 LEAVE_GL();
1461 device->cursorTexture = 0;
1464 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1465 * private data, it might contain opengl pointers
1467 if (device->depth_blt_texture)
1469 ENTER_GL();
1470 glDeleteTextures(1, &device->depth_blt_texture);
1471 LEAVE_GL();
1472 device->depth_blt_texture = 0;
1475 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1476 device->blitter->free_private(device);
1477 device->frag_pipe->free_private(device);
1478 device->shader_backend->shader_free_private(device);
1480 /* Release the buffers (with sanity checks)*/
1481 if (device->onscreen_depth_stencil)
1483 surface = device->onscreen_depth_stencil;
1484 device->onscreen_depth_stencil = NULL;
1485 wined3d_surface_decref(surface);
1488 if (device->fb.depth_stencil)
1490 surface = device->fb.depth_stencil;
1492 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1494 device->fb.depth_stencil = NULL;
1495 wined3d_surface_decref(surface);
1498 if (device->auto_depth_stencil)
1500 surface = device->auto_depth_stencil;
1501 device->auto_depth_stencil = NULL;
1502 if (wined3d_surface_decref(surface))
1503 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1506 for (i = 1; i < gl_info->limits.buffers; ++i)
1508 wined3d_device_set_render_target(device, i, NULL, FALSE);
1511 surface = device->fb.render_targets[0];
1512 TRACE("Setting rendertarget 0 to NULL\n");
1513 device->fb.render_targets[0] = NULL;
1514 TRACE("Releasing the render target at %p\n", surface);
1515 wined3d_surface_decref(surface);
1517 context_release(context);
1519 for (i = 0; i < device->swapchain_count; ++i)
1521 TRACE("Releasing the implicit swapchain %u.\n", i);
1522 if (wined3d_swapchain_decref(device->swapchains[i]))
1523 FIXME("Something's still holding the implicit swapchain.\n");
1526 HeapFree(GetProcessHeap(), 0, device->swapchains);
1527 device->swapchains = NULL;
1528 device->swapchain_count = 0;
1530 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1531 device->fb.render_targets = NULL;
1533 device->d3d_initialized = FALSE;
1535 return WINED3D_OK;
1538 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1540 unsigned int i;
1542 for (i = 0; i < device->swapchain_count; ++i)
1544 TRACE("Releasing the implicit swapchain %u.\n", i);
1545 if (wined3d_swapchain_decref(device->swapchains[i]))
1546 FIXME("Something's still holding the implicit swapchain.\n");
1549 HeapFree(GetProcessHeap(), 0, device->swapchains);
1550 device->swapchains = NULL;
1551 device->swapchain_count = 0;
1552 return WINED3D_OK;
1555 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1556 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1557 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1559 * There is no way to deactivate thread safety once it is enabled.
1561 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1563 TRACE("device %p.\n", device);
1565 /* For now just store the flag (needed in case of ddraw). */
1566 device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1569 HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device,
1570 UINT swapchain_idx, const struct wined3d_display_mode *mode)
1572 struct wined3d_adapter *adapter = device->adapter;
1573 const struct wined3d_format *format = wined3d_get_format(&adapter->gl_info, mode->format_id);
1574 DEVMODEW devmode;
1575 LONG ret;
1576 RECT clip_rc;
1578 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device, swapchain_idx, mode,
1579 mode->width, mode->height, mode->refresh_rate, debug_d3dformat(mode->format_id));
1581 /* Resize the screen even without a window:
1582 * The app could have unset it with SetCooperativeLevel, but not called
1583 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1584 * but we don't have any hwnd
1587 memset(&devmode, 0, sizeof(devmode));
1588 devmode.dmSize = sizeof(devmode);
1589 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1590 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1591 devmode.dmPelsWidth = mode->width;
1592 devmode.dmPelsHeight = mode->height;
1594 devmode.dmDisplayFrequency = mode->refresh_rate;
1595 if (mode->refresh_rate)
1596 devmode.dmFields |= DM_DISPLAYFREQUENCY;
1598 /* Only change the mode if necessary */
1599 if (adapter->screen_size.cx == mode->width && adapter->screen_size.cy == mode->height
1600 && adapter->screen_format == mode->format_id && !mode->refresh_rate)
1601 return WINED3D_OK;
1603 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1604 if (ret != DISP_CHANGE_SUCCESSFUL)
1606 if (devmode.dmDisplayFrequency)
1608 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1609 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1610 devmode.dmDisplayFrequency = 0;
1611 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1613 if(ret != DISP_CHANGE_SUCCESSFUL) {
1614 return WINED3DERR_NOTAVAILABLE;
1618 /* Store the new values */
1619 adapter->screen_size.cx = mode->width;
1620 adapter->screen_size.cy = mode->height;
1621 adapter->screen_format = mode->format_id;
1623 /* And finally clip mouse to our screen */
1624 SetRect(&clip_rc, 0, 0, mode->width, mode->height);
1625 ClipCursor(&clip_rc);
1627 return WINED3D_OK;
1630 HRESULT CDECL wined3d_device_get_wined3d(const struct wined3d_device *device, struct wined3d **wined3d)
1632 TRACE("device %p, wined3d %p.\n", device, wined3d);
1634 *wined3d = device->wined3d;
1635 wined3d_incref(*wined3d);
1637 TRACE("Returning %p.\n", *wined3d);
1639 return WINED3D_OK;
1642 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1644 TRACE("device %p.\n", device);
1646 TRACE("Emulating %d MB, returning %d MB left.\n",
1647 device->adapter->TextureRam / (1024 * 1024),
1648 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1650 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1653 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1654 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1656 struct wined3d_stream_state *stream;
1657 struct wined3d_buffer *prev_buffer;
1659 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1660 device, stream_idx, buffer, offset, stride);
1662 if (stream_idx >= MAX_STREAMS)
1664 WARN("Stream index %u out of range.\n", stream_idx);
1665 return WINED3DERR_INVALIDCALL;
1667 else if (offset & 0x3)
1669 WARN("Offset %u is not 4 byte aligned.\n", offset);
1670 return WINED3DERR_INVALIDCALL;
1673 stream = &device->updateStateBlock->state.streams[stream_idx];
1674 prev_buffer = stream->buffer;
1676 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1678 if (prev_buffer == buffer
1679 && stream->stride == stride
1680 && stream->offset == offset)
1682 TRACE("Application is setting the old values over, nothing to do.\n");
1683 return WINED3D_OK;
1686 stream->buffer = buffer;
1687 if (buffer)
1689 stream->stride = stride;
1690 stream->offset = offset;
1693 /* Handle recording of state blocks. */
1694 if (device->isRecordingState)
1696 TRACE("Recording... not performing anything.\n");
1697 if (buffer)
1698 wined3d_buffer_incref(buffer);
1699 if (prev_buffer)
1700 wined3d_buffer_decref(prev_buffer);
1701 return WINED3D_OK;
1704 if (buffer)
1706 InterlockedIncrement(&buffer->resource.bind_count);
1707 wined3d_buffer_incref(buffer);
1709 if (prev_buffer)
1711 InterlockedDecrement(&prev_buffer->resource.bind_count);
1712 wined3d_buffer_decref(prev_buffer);
1715 device_invalidate_state(device, STATE_STREAMSRC);
1717 return WINED3D_OK;
1720 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1721 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1723 struct wined3d_stream_state *stream;
1725 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1726 device, stream_idx, buffer, offset, stride);
1728 if (stream_idx >= MAX_STREAMS)
1730 WARN("Stream index %u out of range.\n", stream_idx);
1731 return WINED3DERR_INVALIDCALL;
1734 stream = &device->stateBlock->state.streams[stream_idx];
1735 *buffer = stream->buffer;
1736 if (*buffer)
1737 wined3d_buffer_incref(*buffer);
1738 if (offset)
1739 *offset = stream->offset;
1740 *stride = stream->stride;
1742 return WINED3D_OK;
1745 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1747 struct wined3d_stream_state *stream;
1748 UINT old_flags, old_freq;
1750 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1752 /* Verify input. At least in d3d9 this is invalid. */
1753 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1755 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1756 return WINED3DERR_INVALIDCALL;
1758 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1760 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1761 return WINED3DERR_INVALIDCALL;
1763 if (!divider)
1765 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1766 return WINED3DERR_INVALIDCALL;
1769 stream = &device->updateStateBlock->state.streams[stream_idx];
1770 old_flags = stream->flags;
1771 old_freq = stream->frequency;
1773 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1774 stream->frequency = divider & 0x7fffff;
1776 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1778 if (stream->frequency != old_freq || stream->flags != old_flags)
1779 device_invalidate_state(device, STATE_STREAMSRC);
1781 return WINED3D_OK;
1784 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1785 UINT stream_idx, UINT *divider)
1787 struct wined3d_stream_state *stream;
1789 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1791 stream = &device->updateStateBlock->state.streams[stream_idx];
1792 *divider = stream->flags | stream->frequency;
1794 TRACE("Returning %#x.\n", *divider);
1796 return WINED3D_OK;
1799 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1800 enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1802 TRACE("device %p, state %s, matrix %p.\n",
1803 device, debug_d3dtstype(d3dts), matrix);
1805 /* Handle recording of state blocks. */
1806 if (device->isRecordingState)
1808 TRACE("Recording... not performing anything.\n");
1809 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1810 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1811 return WINED3D_OK;
1814 /* If the new matrix is the same as the current one,
1815 * we cut off any further processing. this seems to be a reasonable
1816 * optimization because as was noticed, some apps (warcraft3 for example)
1817 * tend towards setting the same matrix repeatedly for some reason.
1819 * From here on we assume that the new matrix is different, wherever it matters. */
1820 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1822 TRACE("The application is setting the same matrix over again.\n");
1823 return WINED3D_OK;
1826 conv_mat(matrix, &device->stateBlock->state.transforms[d3dts].u.m[0][0]);
1828 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1829 * where ViewMat = Camera space, WorldMat = world space.
1831 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1832 * matrix. The Projection matrix stay projection matrix. */
1834 if (d3dts == WINED3D_TS_VIEW)
1835 device->view_ident = !memcmp(matrix, &identity, sizeof(identity));
1837 if (d3dts < WINED3D_TS_WORLD_MATRIX(device->adapter->gl_info.limits.blends))
1838 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1840 return WINED3D_OK;
1844 HRESULT CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1845 enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1847 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1849 *matrix = device->stateBlock->state.transforms[state];
1851 return WINED3D_OK;
1854 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1855 enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1857 const struct wined3d_matrix *mat = NULL;
1858 struct wined3d_matrix temp;
1860 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1862 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1863 * below means it will be recorded in a state block change, but it
1864 * works regardless where it is recorded.
1865 * If this is found to be wrong, change to StateBlock. */
1866 if (state > HIGHEST_TRANSFORMSTATE)
1868 WARN("Unhandled transform state %#x.\n", state);
1869 return WINED3D_OK;
1872 mat = &device->updateStateBlock->state.transforms[state];
1873 multiply_matrix(&temp, mat, matrix);
1875 /* Apply change via set transform - will reapply to eg. lights this way. */
1876 return wined3d_device_set_transform(device, state, &temp);
1879 /* Note lights are real special cases. Although the device caps state only
1880 * e.g. 8 are supported, you can reference any indexes you want as long as
1881 * that number max are enabled at any one point in time. Therefore since the
1882 * indices can be anything, we need a hashmap of them. However, this causes
1883 * stateblock problems. When capturing the state block, I duplicate the
1884 * hashmap, but when recording, just build a chain pretty much of commands to
1885 * be replayed. */
1886 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1887 UINT light_idx, const struct wined3d_light *light)
1889 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1890 struct wined3d_light_info *object = NULL;
1891 struct list *e;
1892 float rho;
1894 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1896 /* Check the parameter range. Need for speed most wanted sets junk lights
1897 * which confuse the GL driver. */
1898 if (!light)
1899 return WINED3DERR_INVALIDCALL;
1901 switch (light->type)
1903 case WINED3D_LIGHT_POINT:
1904 case WINED3D_LIGHT_SPOT:
1905 case WINED3D_LIGHT_PARALLELPOINT:
1906 case WINED3D_LIGHT_GLSPOT:
1907 /* Incorrect attenuation values can cause the gl driver to crash.
1908 * Happens with Need for speed most wanted. */
1909 if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1911 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1912 return WINED3DERR_INVALIDCALL;
1914 break;
1916 case WINED3D_LIGHT_DIRECTIONAL:
1917 /* Ignores attenuation */
1918 break;
1920 default:
1921 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1922 return WINED3DERR_INVALIDCALL;
1925 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1927 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1928 if (object->OriginalIndex == light_idx)
1929 break;
1930 object = NULL;
1933 if (!object)
1935 TRACE("Adding new light\n");
1936 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1937 if (!object)
1939 ERR("Out of memory error when allocating a light\n");
1940 return E_OUTOFMEMORY;
1942 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1943 object->glIndex = -1;
1944 object->OriginalIndex = light_idx;
1947 /* Initialize the object. */
1948 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1949 light_idx, light->type,
1950 light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a,
1951 light->specular.r, light->specular.g, light->specular.b, light->specular.a,
1952 light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a);
1953 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z,
1954 light->direction.x, light->direction.y, light->direction.z);
1955 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1956 light->range, light->falloff, light->theta, light->phi);
1958 /* Save away the information. */
1959 object->OriginalParms = *light;
1961 switch (light->type)
1963 case WINED3D_LIGHT_POINT:
1964 /* Position */
1965 object->lightPosn[0] = light->position.x;
1966 object->lightPosn[1] = light->position.y;
1967 object->lightPosn[2] = light->position.z;
1968 object->lightPosn[3] = 1.0f;
1969 object->cutoff = 180.0f;
1970 /* FIXME: Range */
1971 break;
1973 case WINED3D_LIGHT_DIRECTIONAL:
1974 /* Direction */
1975 object->lightPosn[0] = -light->direction.x;
1976 object->lightPosn[1] = -light->direction.y;
1977 object->lightPosn[2] = -light->direction.z;
1978 object->lightPosn[3] = 0.0f;
1979 object->exponent = 0.0f;
1980 object->cutoff = 180.0f;
1981 break;
1983 case WINED3D_LIGHT_SPOT:
1984 /* Position */
1985 object->lightPosn[0] = light->position.x;
1986 object->lightPosn[1] = light->position.y;
1987 object->lightPosn[2] = light->position.z;
1988 object->lightPosn[3] = 1.0f;
1990 /* Direction */
1991 object->lightDirn[0] = light->direction.x;
1992 object->lightDirn[1] = light->direction.y;
1993 object->lightDirn[2] = light->direction.z;
1994 object->lightDirn[3] = 1.0f;
1996 /* opengl-ish and d3d-ish spot lights use too different models
1997 * for the light "intensity" as a function of the angle towards
1998 * the main light direction, so we only can approximate very
1999 * roughly. However, spot lights are rather rarely used in games
2000 * (if ever used at all). Furthermore if still used, probably
2001 * nobody pays attention to such details. */
2002 if (!light->falloff)
2004 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2005 * equations have the falloff resp. exponent parameter as an
2006 * exponent, so the spot light lighting will always be 1.0 for
2007 * both of them, and we don't have to care for the rest of the
2008 * rather complex calculation. */
2009 object->exponent = 0.0f;
2011 else
2013 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
2014 if (rho < 0.0001f)
2015 rho = 0.0001f;
2016 object->exponent = -0.3f / logf(cosf(rho / 2));
2019 if (object->exponent > 128.0f)
2020 object->exponent = 128.0f;
2022 object->cutoff = (float)(light->phi * 90 / M_PI);
2023 /* FIXME: Range */
2024 break;
2026 default:
2027 FIXME("Unrecognized light type %#x.\n", light->type);
2030 /* Update the live definitions if the light is currently assigned a glIndex. */
2031 if (object->glIndex != -1 && !device->isRecordingState)
2032 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
2034 return WINED3D_OK;
2037 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
2038 UINT light_idx, struct wined3d_light *light)
2040 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2041 struct wined3d_light_info *light_info = NULL;
2042 struct list *e;
2044 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
2046 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2048 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2049 if (light_info->OriginalIndex == light_idx)
2050 break;
2051 light_info = NULL;
2054 if (!light_info)
2056 TRACE("Light information requested but light not defined\n");
2057 return WINED3DERR_INVALIDCALL;
2060 *light = light_info->OriginalParms;
2061 return WINED3D_OK;
2064 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2066 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2067 struct wined3d_light_info *light_info = NULL;
2068 struct list *e;
2070 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2072 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2074 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2075 if (light_info->OriginalIndex == light_idx)
2076 break;
2077 light_info = NULL;
2079 TRACE("Found light %p.\n", light_info);
2081 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2082 if (!light_info)
2084 TRACE("Light enabled requested but light not defined, so defining one!\n");
2085 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2087 /* Search for it again! Should be fairly quick as near head of list. */
2088 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2090 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2091 if (light_info->OriginalIndex == light_idx)
2092 break;
2093 light_info = NULL;
2095 if (!light_info)
2097 FIXME("Adding default lights has failed dismally\n");
2098 return WINED3DERR_INVALIDCALL;
2102 if (!enable)
2104 if (light_info->glIndex != -1)
2106 if (!device->isRecordingState)
2107 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2109 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2110 light_info->glIndex = -1;
2112 else
2114 TRACE("Light already disabled, nothing to do\n");
2116 light_info->enabled = FALSE;
2118 else
2120 light_info->enabled = TRUE;
2121 if (light_info->glIndex != -1)
2123 TRACE("Nothing to do as light was enabled\n");
2125 else
2127 unsigned int i;
2128 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2129 /* Find a free GL light. */
2130 for (i = 0; i < gl_info->limits.lights; ++i)
2132 if (!device->updateStateBlock->state.lights[i])
2134 device->updateStateBlock->state.lights[i] = light_info;
2135 light_info->glIndex = i;
2136 break;
2139 if (light_info->glIndex == -1)
2141 /* Our tests show that Windows returns D3D_OK in this situation, even with
2142 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2143 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2144 * as well for those lights.
2146 * TODO: Test how this affects rendering. */
2147 WARN("Too many concurrently active lights\n");
2148 return WINED3D_OK;
2151 /* i == light_info->glIndex */
2152 if (!device->isRecordingState)
2153 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2157 return WINED3D_OK;
2160 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
2162 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2163 struct wined3d_light_info *light_info = NULL;
2164 struct list *e;
2166 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2168 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2170 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2171 if (light_info->OriginalIndex == light_idx)
2172 break;
2173 light_info = NULL;
2176 if (!light_info)
2178 TRACE("Light enabled state requested but light not defined.\n");
2179 return WINED3DERR_INVALIDCALL;
2181 /* true is 128 according to SetLightEnable */
2182 *enable = light_info->enabled ? 128 : 0;
2183 return WINED3D_OK;
2186 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const float *plane)
2188 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2190 /* Validate plane_idx. */
2191 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2193 TRACE("Application has requested clipplane this device doesn't support.\n");
2194 return WINED3DERR_INVALIDCALL;
2197 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2199 if (device->updateStateBlock->state.clip_planes[plane_idx][0] == plane[0]
2200 && device->updateStateBlock->state.clip_planes[plane_idx][1] == plane[1]
2201 && device->updateStateBlock->state.clip_planes[plane_idx][2] == plane[2]
2202 && device->updateStateBlock->state.clip_planes[plane_idx][3] == plane[3])
2204 TRACE("Application is setting old values over, nothing to do.\n");
2205 return WINED3D_OK;
2208 device->updateStateBlock->state.clip_planes[plane_idx][0] = plane[0];
2209 device->updateStateBlock->state.clip_planes[plane_idx][1] = plane[1];
2210 device->updateStateBlock->state.clip_planes[plane_idx][2] = plane[2];
2211 device->updateStateBlock->state.clip_planes[plane_idx][3] = plane[3];
2213 /* Handle recording of state blocks. */
2214 if (device->isRecordingState)
2216 TRACE("Recording... not performing anything.\n");
2217 return WINED3D_OK;
2220 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2222 return WINED3D_OK;
2225 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device, UINT plane_idx, float *plane)
2227 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2229 /* Validate plane_idx. */
2230 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2232 TRACE("Application has requested clipplane this device doesn't support.\n");
2233 return WINED3DERR_INVALIDCALL;
2236 plane[0] = (float)device->stateBlock->state.clip_planes[plane_idx][0];
2237 plane[1] = (float)device->stateBlock->state.clip_planes[plane_idx][1];
2238 plane[2] = (float)device->stateBlock->state.clip_planes[plane_idx][2];
2239 plane[3] = (float)device->stateBlock->state.clip_planes[plane_idx][3];
2241 return WINED3D_OK;
2244 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
2245 const struct wined3d_clip_status *clip_status)
2247 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2249 if (!clip_status)
2250 return WINED3DERR_INVALIDCALL;
2252 return WINED3D_OK;
2255 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
2256 struct wined3d_clip_status *clip_status)
2258 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2260 if (!clip_status)
2261 return WINED3DERR_INVALIDCALL;
2263 return WINED3D_OK;
2266 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
2268 TRACE("device %p, material %p.\n", device, material);
2270 device->updateStateBlock->changed.material = TRUE;
2271 device->updateStateBlock->state.material = *material;
2273 /* Handle recording of state blocks */
2274 if (device->isRecordingState)
2276 TRACE("Recording... not performing anything.\n");
2277 return WINED3D_OK;
2280 device_invalidate_state(device, STATE_MATERIAL);
2282 return WINED3D_OK;
2285 HRESULT CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
2287 TRACE("device %p, material %p.\n", device, material);
2289 *material = device->updateStateBlock->state.material;
2291 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2292 material->diffuse.r, material->diffuse.g,
2293 material->diffuse.b, material->diffuse.a);
2294 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2295 material->ambient.r, material->ambient.g,
2296 material->ambient.b, material->ambient.a);
2297 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2298 material->specular.r, material->specular.g,
2299 material->specular.b, material->specular.a);
2300 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2301 material->emissive.r, material->emissive.g,
2302 material->emissive.b, material->emissive.a);
2303 TRACE("power %.8e.\n", material->power);
2305 return WINED3D_OK;
2308 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2309 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2311 struct wined3d_buffer *prev_buffer;
2313 TRACE("device %p, buffer %p, format %s.\n",
2314 device, buffer, debug_d3dformat(format_id));
2316 prev_buffer = device->updateStateBlock->state.index_buffer;
2318 device->updateStateBlock->changed.indices = TRUE;
2319 device->updateStateBlock->state.index_buffer = buffer;
2320 device->updateStateBlock->state.index_format = format_id;
2322 /* Handle recording of state blocks. */
2323 if (device->isRecordingState)
2325 TRACE("Recording... not performing anything.\n");
2326 if (buffer)
2327 wined3d_buffer_incref(buffer);
2328 if (prev_buffer)
2329 wined3d_buffer_decref(prev_buffer);
2330 return WINED3D_OK;
2333 if (prev_buffer != buffer)
2335 device_invalidate_state(device, STATE_INDEXBUFFER);
2336 if (buffer)
2338 InterlockedIncrement(&buffer->resource.bind_count);
2339 wined3d_buffer_incref(buffer);
2341 if (prev_buffer)
2343 InterlockedDecrement(&prev_buffer->resource.bind_count);
2344 wined3d_buffer_decref(prev_buffer);
2348 return WINED3D_OK;
2351 HRESULT CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device, struct wined3d_buffer **buffer)
2353 TRACE("device %p, buffer %p.\n", device, buffer);
2355 *buffer = device->stateBlock->state.index_buffer;
2357 if (*buffer)
2358 wined3d_buffer_incref(*buffer);
2360 TRACE("Returning %p.\n", *buffer);
2362 return WINED3D_OK;
2365 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2366 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2368 TRACE("device %p, base_index %d.\n", device, base_index);
2370 if (device->updateStateBlock->state.base_vertex_index == base_index)
2372 TRACE("Application is setting the old value over, nothing to do\n");
2373 return WINED3D_OK;
2376 device->updateStateBlock->state.base_vertex_index = base_index;
2378 if (device->isRecordingState)
2380 TRACE("Recording... not performing anything\n");
2381 return WINED3D_OK;
2383 return WINED3D_OK;
2386 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
2388 TRACE("device %p.\n", device);
2390 return device->stateBlock->state.base_vertex_index;
2393 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
2395 TRACE("device %p, viewport %p.\n", device, viewport);
2396 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2397 viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
2399 device->updateStateBlock->changed.viewport = TRUE;
2400 device->updateStateBlock->state.viewport = *viewport;
2402 /* Handle recording of state blocks */
2403 if (device->isRecordingState)
2405 TRACE("Recording... not performing anything\n");
2406 return WINED3D_OK;
2409 device_invalidate_state(device, STATE_VIEWPORT);
2411 return WINED3D_OK;
2414 HRESULT CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
2416 TRACE("device %p, viewport %p.\n", device, viewport);
2418 *viewport = device->stateBlock->state.viewport;
2420 return WINED3D_OK;
2423 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2424 enum wined3d_render_state state, DWORD value)
2426 DWORD old_value = device->stateBlock->state.render_states[state];
2428 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2430 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2431 device->updateStateBlock->state.render_states[state] = value;
2433 /* Handle recording of state blocks. */
2434 if (device->isRecordingState)
2436 TRACE("Recording... not performing anything.\n");
2437 return WINED3D_OK;
2440 /* Compared here and not before the assignment to allow proper stateblock recording. */
2441 if (value == old_value)
2442 TRACE("Application is setting the old value over, nothing to do.\n");
2443 else
2444 device_invalidate_state(device, STATE_RENDER(state));
2446 return WINED3D_OK;
2449 HRESULT CDECL wined3d_device_get_render_state(const struct wined3d_device *device,
2450 enum wined3d_render_state state, DWORD *value)
2452 TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2454 *value = device->stateBlock->state.render_states[state];
2456 return WINED3D_OK;
2459 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2460 UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
2462 DWORD old_value;
2464 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2465 device, sampler_idx, debug_d3dsamplerstate(state), value);
2467 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2468 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2470 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2471 / sizeof(*device->stateBlock->state.sampler_states))
2473 WARN("Invalid sampler %u.\n", sampler_idx);
2474 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2477 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2478 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2479 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2481 /* Handle recording of state blocks. */
2482 if (device->isRecordingState)
2484 TRACE("Recording... not performing anything.\n");
2485 return WINED3D_OK;
2488 if (old_value == value)
2490 TRACE("Application is setting the old value over, nothing to do.\n");
2491 return WINED3D_OK;
2494 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2496 return WINED3D_OK;
2499 HRESULT CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2500 UINT sampler_idx, enum wined3d_sampler_state state, DWORD *value)
2502 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2503 device, sampler_idx, debug_d3dsamplerstate(state), value);
2505 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2506 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2508 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2509 / sizeof(*device->stateBlock->state.sampler_states))
2511 WARN("Invalid sampler %u.\n", sampler_idx);
2512 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2515 *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2516 TRACE("Returning %#x.\n", *value);
2518 return WINED3D_OK;
2521 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2523 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2525 device->updateStateBlock->changed.scissorRect = TRUE;
2526 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2528 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2529 return WINED3D_OK;
2531 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2533 if (device->isRecordingState)
2535 TRACE("Recording... not performing anything.\n");
2536 return WINED3D_OK;
2539 device_invalidate_state(device, STATE_SCISSORRECT);
2541 return WINED3D_OK;
2544 HRESULT CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2546 TRACE("device %p, rect %p.\n", device, rect);
2548 *rect = device->updateStateBlock->state.scissor_rect;
2549 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2551 return WINED3D_OK;
2554 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2555 struct wined3d_vertex_declaration *declaration)
2557 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2559 TRACE("device %p, declaration %p.\n", device, declaration);
2561 if (declaration)
2562 wined3d_vertex_declaration_incref(declaration);
2563 if (prev)
2564 wined3d_vertex_declaration_decref(prev);
2566 device->updateStateBlock->state.vertex_declaration = declaration;
2567 device->updateStateBlock->changed.vertexDecl = TRUE;
2569 if (device->isRecordingState)
2571 TRACE("Recording... not performing anything.\n");
2572 return WINED3D_OK;
2574 else if (declaration == prev)
2576 /* Checked after the assignment to allow proper stateblock recording. */
2577 TRACE("Application is setting the old declaration over, nothing to do.\n");
2578 return WINED3D_OK;
2581 device_invalidate_state(device, STATE_VDECL);
2582 return WINED3D_OK;
2585 HRESULT CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device,
2586 struct wined3d_vertex_declaration **declaration)
2588 TRACE("device %p, declaration %p.\n", device, declaration);
2590 *declaration = device->stateBlock->state.vertex_declaration;
2591 if (*declaration)
2592 wined3d_vertex_declaration_incref(*declaration);
2594 return WINED3D_OK;
2597 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2599 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2601 TRACE("device %p, shader %p.\n", device, shader);
2603 device->updateStateBlock->state.vertex_shader = shader;
2604 device->updateStateBlock->changed.vertexShader = TRUE;
2606 if (device->isRecordingState)
2608 if (shader)
2609 wined3d_shader_incref(shader);
2610 if (prev)
2611 wined3d_shader_decref(prev);
2612 TRACE("Recording... not performing anything.\n");
2613 return WINED3D_OK;
2616 if (shader == prev)
2618 TRACE("Application is setting the old shader over, nothing to do.\n");
2619 return WINED3D_OK;
2622 if (shader)
2623 wined3d_shader_incref(shader);
2624 if (prev)
2625 wined3d_shader_decref(prev);
2627 device_invalidate_state(device, STATE_VSHADER);
2629 return WINED3D_OK;
2632 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2634 struct wined3d_shader *shader;
2636 TRACE("device %p.\n", device);
2638 shader = device->stateBlock->state.vertex_shader;
2639 if (shader)
2640 wined3d_shader_incref(shader);
2642 TRACE("Returning %p.\n", shader);
2643 return shader;
2646 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2647 UINT start_register, const BOOL *constants, UINT bool_count)
2649 UINT count = min(bool_count, MAX_CONST_B - start_register);
2650 UINT i;
2652 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2653 device, start_register, constants, bool_count);
2655 if (!constants || start_register >= MAX_CONST_B)
2656 return WINED3DERR_INVALIDCALL;
2658 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2659 for (i = 0; i < count; ++i)
2660 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2662 for (i = start_register; i < count + start_register; ++i)
2663 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2665 if (!device->isRecordingState)
2666 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2668 return WINED3D_OK;
2671 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2672 UINT start_register, BOOL *constants, UINT bool_count)
2674 UINT count = min(bool_count, MAX_CONST_B - start_register);
2676 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2677 device, start_register, constants, bool_count);
2679 if (!constants || start_register >= MAX_CONST_B)
2680 return WINED3DERR_INVALIDCALL;
2682 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2684 return WINED3D_OK;
2687 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2688 UINT start_register, const int *constants, UINT vector4i_count)
2690 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2691 UINT i;
2693 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2694 device, start_register, constants, vector4i_count);
2696 if (!constants || start_register >= MAX_CONST_I)
2697 return WINED3DERR_INVALIDCALL;
2699 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2700 for (i = 0; i < count; ++i)
2701 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2702 constants[i * 4], constants[i * 4 + 1],
2703 constants[i * 4 + 2], constants[i * 4 + 3]);
2705 for (i = start_register; i < count + start_register; ++i)
2706 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2708 if (!device->isRecordingState)
2709 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2711 return WINED3D_OK;
2714 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2715 UINT start_register, int *constants, UINT vector4i_count)
2717 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2719 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2720 device, start_register, constants, vector4i_count);
2722 if (!constants || start_register >= MAX_CONST_I)
2723 return WINED3DERR_INVALIDCALL;
2725 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2726 return WINED3D_OK;
2729 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2730 UINT start_register, const float *constants, UINT vector4f_count)
2732 UINT i;
2734 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2735 device, start_register, constants, vector4f_count);
2737 /* Specifically test start_register > limit to catch MAX_UINT overflows
2738 * when adding start_register + vector4f_count. */
2739 if (!constants
2740 || start_register + vector4f_count > device->d3d_vshader_constantF
2741 || start_register > device->d3d_vshader_constantF)
2742 return WINED3DERR_INVALIDCALL;
2744 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2745 constants, vector4f_count * sizeof(float) * 4);
2746 if (TRACE_ON(d3d))
2748 for (i = 0; i < vector4f_count; ++i)
2749 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2750 constants[i * 4], constants[i * 4 + 1],
2751 constants[i * 4 + 2], constants[i * 4 + 3]);
2754 if (!device->isRecordingState)
2756 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2757 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2760 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2761 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2763 return WINED3D_OK;
2766 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2767 UINT start_register, float *constants, UINT vector4f_count)
2769 int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2771 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2772 device, start_register, constants, vector4f_count);
2774 if (!constants || count < 0)
2775 return WINED3DERR_INVALIDCALL;
2777 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2779 return WINED3D_OK;
2782 static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage)
2784 DWORD i;
2786 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2788 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2792 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2794 DWORD i = device->rev_tex_unit_map[unit];
2795 DWORD j = device->texUnitMap[stage];
2797 device->texUnitMap[stage] = unit;
2798 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2799 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2801 device->rev_tex_unit_map[unit] = stage;
2802 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2803 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2806 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2808 UINT i;
2810 device->fixed_function_usage_map = 0;
2811 for (i = 0; i < MAX_TEXTURES; ++i)
2813 const struct wined3d_state *state = &device->stateBlock->state;
2814 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2815 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2816 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
2817 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
2818 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
2819 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
2820 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
2821 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
2823 /* Not used, and disable higher stages. */
2824 if (color_op == WINED3D_TOP_DISABLE)
2825 break;
2827 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
2828 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
2829 || ((color_arg3 == WINED3DTA_TEXTURE)
2830 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
2831 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
2832 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
2833 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2834 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
2835 device->fixed_function_usage_map |= (1 << i);
2837 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
2838 && i < MAX_TEXTURES - 1)
2839 device->fixed_function_usage_map |= (1 << (i + 1));
2843 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2845 unsigned int i, tex;
2846 WORD ffu_map;
2848 device_update_fixed_function_usage_map(device);
2849 ffu_map = device->fixed_function_usage_map;
2851 if (device->max_ffp_textures == gl_info->limits.texture_stages
2852 || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2854 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2856 if (!(ffu_map & 1)) continue;
2858 if (device->texUnitMap[i] != i)
2860 device_map_stage(device, i, i);
2861 device_invalidate_state(device, STATE_SAMPLER(i));
2862 device_invalidate_texture_stage(device, i);
2865 return;
2868 /* Now work out the mapping */
2869 tex = 0;
2870 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2872 if (!(ffu_map & 1)) continue;
2874 if (device->texUnitMap[i] != tex)
2876 device_map_stage(device, i, tex);
2877 device_invalidate_state(device, STATE_SAMPLER(i));
2878 device_invalidate_texture_stage(device, i);
2881 ++tex;
2885 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2887 const enum wined3d_sampler_texture_type *sampler_type =
2888 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2889 unsigned int i;
2891 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2893 if (sampler_type[i] && device->texUnitMap[i] != i)
2895 device_map_stage(device, i, i);
2896 device_invalidate_state(device, STATE_SAMPLER(i));
2897 if (i < gl_info->limits.texture_stages)
2898 device_invalidate_texture_stage(device, i);
2903 static BOOL device_unit_free_for_vs(const struct wined3d_device *device,
2904 const enum wined3d_sampler_texture_type *pshader_sampler_tokens,
2905 const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit)
2907 DWORD current_mapping = device->rev_tex_unit_map[unit];
2909 /* Not currently used */
2910 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2912 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2913 /* Used by a fragment sampler */
2915 if (!pshader_sampler_tokens) {
2916 /* No pixel shader, check fixed function */
2917 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2920 /* Pixel shader, check the shader's sampler map */
2921 return !pshader_sampler_tokens[current_mapping];
2924 /* Used by a vertex sampler */
2925 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2928 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2930 const enum wined3d_sampler_texture_type *vshader_sampler_type =
2931 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2932 const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL;
2933 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2934 int i;
2936 if (ps)
2938 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2939 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2940 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2943 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2944 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2945 if (vshader_sampler_type[i])
2947 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2949 /* Already mapped somewhere */
2950 continue;
2953 while (start >= 0)
2955 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2957 device_map_stage(device, vsampler_idx, start);
2958 device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2960 --start;
2961 break;
2964 --start;
2970 void device_update_tex_unit_map(struct wined3d_device *device)
2972 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2973 const struct wined3d_state *state = &device->stateBlock->state;
2974 BOOL vs = use_vs(state);
2975 BOOL ps = use_ps(state);
2977 * Rules are:
2978 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2979 * that would be really messy and require shader recompilation
2980 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2981 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2983 if (ps)
2984 device_map_psamplers(device, gl_info);
2985 else
2986 device_map_fixed_function_samplers(device, gl_info);
2988 if (vs)
2989 device_map_vsamplers(device, ps, gl_info);
2992 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2994 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2996 TRACE("device %p, shader %p.\n", device, shader);
2998 device->updateStateBlock->state.pixel_shader = shader;
2999 device->updateStateBlock->changed.pixelShader = TRUE;
3001 if (device->isRecordingState)
3003 if (shader)
3004 wined3d_shader_incref(shader);
3005 if (prev)
3006 wined3d_shader_decref(prev);
3007 TRACE("Recording... not performing anything.\n");
3008 return WINED3D_OK;
3011 if (shader == prev)
3013 TRACE("Application is setting the old shader over, nothing to do.\n");
3014 return WINED3D_OK;
3017 if (shader)
3018 wined3d_shader_incref(shader);
3019 if (prev)
3020 wined3d_shader_decref(prev);
3022 device_invalidate_state(device, STATE_PIXELSHADER);
3024 return WINED3D_OK;
3027 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
3029 struct wined3d_shader *shader;
3031 TRACE("device %p.\n", device);
3033 shader = device->stateBlock->state.pixel_shader;
3034 if (shader)
3035 wined3d_shader_incref(shader);
3037 TRACE("Returning %p.\n", shader);
3038 return shader;
3041 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
3042 UINT start_register, const BOOL *constants, UINT bool_count)
3044 UINT count = min(bool_count, MAX_CONST_B - start_register);
3045 UINT i;
3047 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3048 device, start_register, constants, bool_count);
3050 if (!constants || start_register >= MAX_CONST_B)
3051 return WINED3DERR_INVALIDCALL;
3053 memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3054 for (i = 0; i < count; ++i)
3055 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3057 for (i = start_register; i < count + start_register; ++i)
3058 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3060 if (!device->isRecordingState)
3061 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3063 return WINED3D_OK;
3066 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
3067 UINT start_register, BOOL *constants, UINT bool_count)
3069 UINT count = min(bool_count, MAX_CONST_B - start_register);
3071 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3072 device, start_register, constants, bool_count);
3074 if (!constants || start_register >= MAX_CONST_B)
3075 return WINED3DERR_INVALIDCALL;
3077 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3079 return WINED3D_OK;
3082 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3083 UINT start_register, const int *constants, UINT vector4i_count)
3085 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3086 UINT i;
3088 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3089 device, start_register, constants, vector4i_count);
3091 if (!constants || start_register >= MAX_CONST_I)
3092 return WINED3DERR_INVALIDCALL;
3094 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3095 for (i = 0; i < count; ++i)
3096 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3097 constants[i * 4], constants[i * 4 + 1],
3098 constants[i * 4 + 2], constants[i * 4 + 3]);
3100 for (i = start_register; i < count + start_register; ++i)
3101 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3103 if (!device->isRecordingState)
3104 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3106 return WINED3D_OK;
3109 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
3110 UINT start_register, int *constants, UINT vector4i_count)
3112 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3114 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3115 device, start_register, constants, vector4i_count);
3117 if (!constants || start_register >= MAX_CONST_I)
3118 return WINED3DERR_INVALIDCALL;
3120 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3122 return WINED3D_OK;
3125 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3126 UINT start_register, const float *constants, UINT vector4f_count)
3128 UINT i;
3130 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3131 device, start_register, constants, vector4f_count);
3133 /* Specifically test start_register > limit to catch MAX_UINT overflows
3134 * when adding start_register + vector4f_count. */
3135 if (!constants
3136 || start_register + vector4f_count > device->d3d_pshader_constantF
3137 || start_register > device->d3d_pshader_constantF)
3138 return WINED3DERR_INVALIDCALL;
3140 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3141 constants, vector4f_count * sizeof(float) * 4);
3142 if (TRACE_ON(d3d))
3144 for (i = 0; i < vector4f_count; ++i)
3145 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3146 constants[i * 4], constants[i * 4 + 1],
3147 constants[i * 4 + 2], constants[i * 4 + 3]);
3150 if (!device->isRecordingState)
3152 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3153 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3156 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3157 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3159 return WINED3D_OK;
3162 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
3163 UINT start_register, float *constants, UINT vector4f_count)
3165 int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3167 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3168 device, start_register, constants, vector4f_count);
3170 if (!constants || count < 0)
3171 return WINED3DERR_INVALIDCALL;
3173 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3175 return WINED3D_OK;
3178 /* Context activation is done by the caller. */
3179 /* Do not call while under the GL lock. */
3180 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3181 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3182 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3183 DWORD DestFVF)
3185 struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3186 struct wined3d_viewport vp;
3187 UINT vertex_size;
3188 unsigned int i;
3189 BYTE *dest_ptr;
3190 BOOL doClip;
3191 DWORD numTextures;
3192 HRESULT hr;
3194 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3196 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3199 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3201 ERR("Source has no position mask\n");
3202 return WINED3DERR_INVALIDCALL;
3205 if (device->stateBlock->state.render_states[WINED3D_RS_CLIPPING])
3207 static BOOL warned = FALSE;
3209 * The clipping code is not quite correct. Some things need
3210 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3211 * so disable clipping for now.
3212 * (The graphics in Half-Life are broken, and my processvertices
3213 * test crashes with IDirect3DDevice3)
3214 doClip = TRUE;
3216 doClip = FALSE;
3217 if(!warned) {
3218 warned = TRUE;
3219 FIXME("Clipping is broken and disabled for now\n");
3222 else
3223 doClip = FALSE;
3225 vertex_size = get_flexible_vertex_size(DestFVF);
3226 if (FAILED(hr = wined3d_buffer_map(dest, dwDestIndex * vertex_size, dwCount * vertex_size, &dest_ptr, 0)))
3228 WARN("Failed to map buffer, hr %#x.\n", hr);
3229 return hr;
3232 wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
3233 wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
3234 wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
3236 TRACE("View mat:\n");
3237 TRACE("%f %f %f %f\n", view_mat.u.s._11, view_mat.u.s._12, view_mat.u.s._13, view_mat.u.s._14);
3238 TRACE("%f %f %f %f\n", view_mat.u.s._21, view_mat.u.s._22, view_mat.u.s._23, view_mat.u.s._24);
3239 TRACE("%f %f %f %f\n", view_mat.u.s._31, view_mat.u.s._32, view_mat.u.s._33, view_mat.u.s._34);
3240 TRACE("%f %f %f %f\n", view_mat.u.s._41, view_mat.u.s._42, view_mat.u.s._43, view_mat.u.s._44);
3242 TRACE("Proj mat:\n");
3243 TRACE("%f %f %f %f\n", proj_mat.u.s._11, proj_mat.u.s._12, proj_mat.u.s._13, proj_mat.u.s._14);
3244 TRACE("%f %f %f %f\n", proj_mat.u.s._21, proj_mat.u.s._22, proj_mat.u.s._23, proj_mat.u.s._24);
3245 TRACE("%f %f %f %f\n", proj_mat.u.s._31, proj_mat.u.s._32, proj_mat.u.s._33, proj_mat.u.s._34);
3246 TRACE("%f %f %f %f\n", proj_mat.u.s._41, proj_mat.u.s._42, proj_mat.u.s._43, proj_mat.u.s._44);
3248 TRACE("World mat:\n");
3249 TRACE("%f %f %f %f\n", world_mat.u.s._11, world_mat.u.s._12, world_mat.u.s._13, world_mat.u.s._14);
3250 TRACE("%f %f %f %f\n", world_mat.u.s._21, world_mat.u.s._22, world_mat.u.s._23, world_mat.u.s._24);
3251 TRACE("%f %f %f %f\n", world_mat.u.s._31, world_mat.u.s._32, world_mat.u.s._33, world_mat.u.s._34);
3252 TRACE("%f %f %f %f\n", world_mat.u.s._41, world_mat.u.s._42, world_mat.u.s._43, world_mat.u.s._44);
3254 /* Get the viewport */
3255 wined3d_device_get_viewport(device, &vp);
3256 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3257 vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3259 multiply_matrix(&mat,&view_mat,&world_mat);
3260 multiply_matrix(&mat,&proj_mat,&mat);
3262 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3264 for (i = 0; i < dwCount; i+= 1) {
3265 unsigned int tex_index;
3267 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3268 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3269 /* The position first */
3270 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3271 const float *p = (const float *)(element->data.addr + i * element->stride);
3272 float x, y, z, rhw;
3273 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3275 /* Multiplication with world, view and projection matrix */
3276 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0f * mat.u.s._41);
3277 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0f * mat.u.s._42);
3278 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0f * mat.u.s._43);
3279 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0f * mat.u.s._44);
3281 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3283 /* WARNING: The following things are taken from d3d7 and were not yet checked
3284 * against d3d8 or d3d9!
3287 /* Clipping conditions: From msdn
3289 * A vertex is clipped if it does not match the following requirements
3290 * -rhw < x <= rhw
3291 * -rhw < y <= rhw
3292 * 0 < z <= rhw
3293 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3295 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3296 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3300 if( !doClip ||
3301 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3302 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3303 ( rhw > eps ) ) ) {
3305 /* "Normal" viewport transformation (not clipped)
3306 * 1) The values are divided by rhw
3307 * 2) The y axis is negative, so multiply it with -1
3308 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3309 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3310 * 4) Multiply x with Width/2 and add Width/2
3311 * 5) The same for the height
3312 * 6) Add the viewpoint X and Y to the 2D coordinates and
3313 * The minimum Z value to z
3314 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3316 * Well, basically it's simply a linear transformation into viewport
3317 * coordinates
3320 x /= rhw;
3321 y /= rhw;
3322 z /= rhw;
3324 y *= -1;
3326 x *= vp.width / 2;
3327 y *= vp.height / 2;
3328 z *= vp.max_z - vp.min_z;
3330 x += vp.width / 2 + vp.x;
3331 y += vp.height / 2 + vp.y;
3332 z += vp.min_z;
3334 rhw = 1 / rhw;
3335 } else {
3336 /* That vertex got clipped
3337 * Contrary to OpenGL it is not dropped completely, it just
3338 * undergoes a different calculation.
3340 TRACE("Vertex got clipped\n");
3341 x += rhw;
3342 y += rhw;
3344 x /= 2;
3345 y /= 2;
3347 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3348 * outside of the main vertex buffer memory. That needs some more
3349 * investigation...
3353 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3356 ( (float *) dest_ptr)[0] = x;
3357 ( (float *) dest_ptr)[1] = y;
3358 ( (float *) dest_ptr)[2] = z;
3359 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3361 dest_ptr += 3 * sizeof(float);
3363 if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
3364 dest_ptr += sizeof(float);
3367 if (DestFVF & WINED3DFVF_PSIZE)
3368 dest_ptr += sizeof(DWORD);
3370 if (DestFVF & WINED3DFVF_NORMAL)
3372 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3373 const float *normal = (const float *)(element->data.addr + i * element->stride);
3374 /* AFAIK this should go into the lighting information */
3375 FIXME("Didn't expect the destination to have a normal\n");
3376 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3379 if (DestFVF & WINED3DFVF_DIFFUSE)
3381 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3382 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3383 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3385 static BOOL warned = FALSE;
3387 if(!warned) {
3388 ERR("No diffuse color in source, but destination has one\n");
3389 warned = TRUE;
3392 *( (DWORD *) dest_ptr) = 0xffffffff;
3393 dest_ptr += sizeof(DWORD);
3395 else
3397 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3401 if (DestFVF & WINED3DFVF_SPECULAR)
3403 /* What's the color value in the feedback buffer? */
3404 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3405 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3406 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3408 static BOOL warned = FALSE;
3410 if(!warned) {
3411 ERR("No specular color in source, but destination has one\n");
3412 warned = TRUE;
3415 *( (DWORD *) dest_ptr) = 0xFF000000;
3416 dest_ptr += sizeof(DWORD);
3418 else
3420 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3424 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3426 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3427 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3428 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3430 ERR("No source texture, but destination requests one\n");
3431 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3433 else
3435 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3440 wined3d_buffer_unmap(dest);
3442 return WINED3D_OK;
3444 #undef copy_and_next
3446 /* Do not call while under the GL lock. */
3447 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3448 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3449 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3451 struct wined3d_state *state = &device->stateBlock->state;
3452 struct wined3d_stream_info stream_info;
3453 const struct wined3d_gl_info *gl_info;
3454 BOOL streamWasUP = state->user_stream;
3455 struct wined3d_context *context;
3456 struct wined3d_shader *vs;
3457 unsigned int i;
3458 HRESULT hr;
3460 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3461 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3462 device, src_start_idx, dst_idx, vertex_count,
3463 dst_buffer, declaration, flags, dst_fvf);
3465 if (declaration)
3466 FIXME("Output vertex declaration not implemented yet.\n");
3468 /* Need any context to write to the vbo. */
3469 context = context_acquire(device, NULL);
3470 gl_info = context->gl_info;
3472 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3473 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3474 * restore it afterwards. */
3475 vs = state->vertex_shader;
3476 state->vertex_shader = NULL;
3477 state->user_stream = FALSE;
3478 device_stream_info_from_declaration(device, &stream_info);
3479 state->user_stream = streamWasUP;
3480 state->vertex_shader = vs;
3482 /* We can't convert FROM a VBO, and vertex buffers used to source into
3483 * process_vertices() are unlikely to ever be used for drawing. Release
3484 * VBOs in those buffers and fix up the stream_info structure.
3486 * Also apply the start index. */
3487 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3489 struct wined3d_stream_info_element *e;
3491 if (!(stream_info.use_map & (1 << i)))
3492 continue;
3494 e = &stream_info.elements[i];
3495 if (e->data.buffer_object)
3497 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3498 e->data.buffer_object = 0;
3499 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3500 ENTER_GL();
3501 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3502 vb->buffer_object = 0;
3503 LEAVE_GL();
3505 if (e->data.addr)
3506 e->data.addr += e->stride * src_start_idx;
3509 hr = process_vertices_strided(device, dst_idx, vertex_count,
3510 &stream_info, dst_buffer, flags, dst_fvf);
3512 context_release(context);
3514 return hr;
3517 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3518 UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3520 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3521 DWORD old_value;
3523 TRACE("device %p, stage %u, state %s, value %#x.\n",
3524 device, stage, debug_d3dtexturestate(state), value);
3526 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3528 WARN("Invalid state %#x passed.\n", state);
3529 return WINED3D_OK;
3532 if (stage >= gl_info->limits.texture_stages)
3534 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3535 stage, gl_info->limits.texture_stages - 1);
3536 return WINED3D_OK;
3539 old_value = device->updateStateBlock->state.texture_states[stage][state];
3540 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3541 device->updateStateBlock->state.texture_states[stage][state] = value;
3543 if (device->isRecordingState)
3545 TRACE("Recording... not performing anything.\n");
3546 return WINED3D_OK;
3549 /* Checked after the assignments to allow proper stateblock recording. */
3550 if (old_value == value)
3552 TRACE("Application is setting the old value over, nothing to do.\n");
3553 return WINED3D_OK;
3556 if (stage > device->stateBlock->state.lowest_disabled_stage
3557 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3558 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP))
3560 /* Colorop change above lowest disabled stage? That won't change
3561 * anything in the GL setup. Changes in other states are important on
3562 * disabled stages too. */
3563 return WINED3D_OK;
3566 if (state == WINED3D_TSS_COLOR_OP)
3568 unsigned int i;
3570 if (value == WINED3D_TOP_DISABLE && old_value != WINED3D_TOP_DISABLE)
3572 /* Previously enabled stage disabled now. Make sure to dirtify
3573 * all enabled stages above stage, they have to be disabled.
3575 * The current stage is dirtified below. */
3576 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3578 TRACE("Additionally dirtifying stage %u.\n", i);
3579 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3581 device->stateBlock->state.lowest_disabled_stage = stage;
3582 TRACE("New lowest disabled: %u.\n", stage);
3584 else if (value != WINED3D_TOP_DISABLE && old_value == WINED3D_TOP_DISABLE)
3586 /* Previously disabled stage enabled. Stages above it may need
3587 * enabling. Stage must be lowest_disabled_stage here, if it's
3588 * bigger success is returned above, and stages below the lowest
3589 * disabled stage can't be enabled (because they are enabled
3590 * already).
3592 * Again stage stage doesn't need to be dirtified here, it is
3593 * handled below. */
3594 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3596 if (device->updateStateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
3597 break;
3598 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3599 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3601 device->stateBlock->state.lowest_disabled_stage = i;
3602 TRACE("New lowest disabled: %u.\n", i);
3606 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3608 return WINED3D_OK;
3611 HRESULT CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3612 UINT stage, enum wined3d_texture_stage_state state, DWORD *value)
3614 TRACE("device %p, stage %u, state %s, value %p.\n",
3615 device, stage, debug_d3dtexturestate(state), value);
3617 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3619 WARN("Invalid state %#x passed.\n", state);
3620 return WINED3D_OK;
3623 *value = device->updateStateBlock->state.texture_states[stage][state];
3624 TRACE("Returning %#x.\n", *value);
3626 return WINED3D_OK;
3629 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3630 UINT stage, struct wined3d_texture *texture)
3632 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3633 struct wined3d_texture *prev;
3635 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3637 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3638 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3640 /* Windows accepts overflowing this array... we do not. */
3641 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3643 WARN("Ignoring invalid stage %u.\n", stage);
3644 return WINED3D_OK;
3647 if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH)
3649 WARN("Rejecting attempt to set scratch texture.\n");
3650 return WINED3DERR_INVALIDCALL;
3653 device->updateStateBlock->changed.textures |= 1 << stage;
3655 prev = device->updateStateBlock->state.textures[stage];
3656 TRACE("Previous texture %p.\n", prev);
3658 if (texture == prev)
3660 TRACE("App is setting the same texture again, nothing to do.\n");
3661 return WINED3D_OK;
3664 TRACE("Setting new texture to %p.\n", texture);
3665 device->updateStateBlock->state.textures[stage] = texture;
3667 if (device->isRecordingState)
3669 TRACE("Recording... not performing anything\n");
3671 if (texture) wined3d_texture_incref(texture);
3672 if (prev) wined3d_texture_decref(prev);
3674 return WINED3D_OK;
3677 if (texture)
3679 LONG bind_count = InterlockedIncrement(&texture->resource.bind_count);
3681 wined3d_texture_incref(texture);
3683 if (!prev || texture->target != prev->target)
3684 device_invalidate_state(device, STATE_PIXELSHADER);
3686 if (!prev && stage < gl_info->limits.texture_stages)
3688 /* The source arguments for color and alpha ops have different
3689 * meanings when a NULL texture is bound, so the COLOR_OP and
3690 * ALPHA_OP have to be dirtified. */
3691 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3692 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3695 if (bind_count == 1)
3696 texture->sampler = stage;
3699 if (prev)
3701 LONG bind_count = InterlockedDecrement(&prev->resource.bind_count);
3703 wined3d_texture_decref(prev);
3705 if (!texture && stage < gl_info->limits.texture_stages)
3707 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3708 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3711 if (bind_count && prev->sampler == stage)
3713 unsigned int i;
3715 /* Search for other stages the texture is bound to. Shouldn't
3716 * happen if applications bind textures to a single stage only. */
3717 TRACE("Searching for other stages the texture is bound to.\n");
3718 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3720 if (device->updateStateBlock->state.textures[i] == prev)
3722 TRACE("Texture is also bound to stage %u.\n", i);
3723 prev->sampler = i;
3724 break;
3730 device_invalidate_state(device, STATE_SAMPLER(stage));
3732 return WINED3D_OK;
3735 HRESULT CDECL wined3d_device_get_texture(const struct wined3d_device *device,
3736 UINT stage, struct wined3d_texture **texture)
3738 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3740 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3741 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3743 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3745 WARN("Ignoring invalid stage %u.\n", stage);
3746 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3749 *texture = device->stateBlock->state.textures[stage];
3750 if (*texture)
3751 wined3d_texture_incref(*texture);
3753 TRACE("Returning %p.\n", *texture);
3755 return WINED3D_OK;
3758 HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx,
3759 UINT backbuffer_idx, enum wined3d_backbuffer_type backbuffer_type, struct wined3d_surface **backbuffer)
3761 struct wined3d_swapchain *swapchain;
3762 HRESULT hr;
3764 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3765 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3767 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3768 if (FAILED(hr))
3770 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3771 return hr;
3774 hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3775 wined3d_swapchain_decref(swapchain);
3776 if (FAILED(hr))
3778 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3779 return hr;
3782 return WINED3D_OK;
3785 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3787 TRACE("device %p, caps %p.\n", device, caps);
3789 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3790 device->create_parms.device_type, caps);
3793 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device,
3794 UINT swapchain_idx, struct wined3d_display_mode *mode)
3796 struct wined3d_swapchain *swapchain;
3797 HRESULT hr;
3799 TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3801 if (swapchain_idx)
3803 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3804 if (SUCCEEDED(hr))
3806 hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3807 wined3d_swapchain_decref(swapchain);
3810 else
3812 const struct wined3d_adapter *adapter = device->adapter;
3814 /* Don't read the real display mode, but return the stored mode
3815 * instead. X11 can't change the color depth, and some apps are
3816 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3817 * that GetDisplayMode still returns 24 bpp.
3819 * Also don't relay to the swapchain because with ddraw it's possible
3820 * that there isn't a swapchain at all. */
3821 mode->width = adapter->screen_size.cx;
3822 mode->height = adapter->screen_size.cy;
3823 mode->format_id = adapter->screen_format;
3824 mode->refresh_rate = 0;
3825 hr = WINED3D_OK;
3828 return hr;
3831 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3833 struct wined3d_stateblock *stateblock;
3834 HRESULT hr;
3836 TRACE("device %p.\n", device);
3838 if (device->isRecordingState)
3839 return WINED3DERR_INVALIDCALL;
3841 hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
3842 if (FAILED(hr))
3843 return hr;
3845 wined3d_stateblock_decref(device->updateStateBlock);
3846 device->updateStateBlock = stateblock;
3847 device->isRecordingState = TRUE;
3849 TRACE("Recording stateblock %p.\n", stateblock);
3851 return WINED3D_OK;
3854 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3855 struct wined3d_stateblock **stateblock)
3857 struct wined3d_stateblock *object = device->updateStateBlock;
3859 TRACE("device %p, stateblock %p.\n", device, stateblock);
3861 if (!device->isRecordingState)
3863 WARN("Not recording.\n");
3864 *stateblock = NULL;
3865 return WINED3DERR_INVALIDCALL;
3868 stateblock_init_contained_states(object);
3870 *stateblock = object;
3871 device->isRecordingState = FALSE;
3872 device->updateStateBlock = device->stateBlock;
3873 wined3d_stateblock_incref(device->updateStateBlock);
3875 TRACE("Returning stateblock %p.\n", *stateblock);
3877 return WINED3D_OK;
3880 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3882 /* At the moment we have no need for any functionality at the beginning
3883 * of a scene. */
3884 TRACE("device %p.\n", device);
3886 if (device->inScene)
3888 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3889 return WINED3DERR_INVALIDCALL;
3891 device->inScene = TRUE;
3892 return WINED3D_OK;
3895 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3897 struct wined3d_context *context;
3899 TRACE("device %p.\n", device);
3901 if (!device->inScene)
3903 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3904 return WINED3DERR_INVALIDCALL;
3907 context = context_acquire(device, NULL);
3908 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3909 wglFlush();
3910 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3911 * fails. */
3912 context_release(context);
3914 device->inScene = FALSE;
3915 return WINED3D_OK;
3918 HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect,
3919 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
3921 UINT i;
3923 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
3924 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
3925 dst_window_override, dirty_region);
3927 for (i = 0; i < device->swapchain_count; ++i)
3929 wined3d_swapchain_present(device->swapchains[i], src_rect,
3930 dst_rect, dst_window_override, dirty_region, 0);
3933 return WINED3D_OK;
3936 /* Do not call while under the GL lock. */
3937 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
3938 const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
3940 RECT draw_rect;
3942 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3943 device, rect_count, rects, flags, color->r, color->g, color->b, color->a, depth, stencil);
3945 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
3947 struct wined3d_surface *ds = device->fb.depth_stencil;
3948 if (!ds)
3950 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3951 /* TODO: What about depth stencil buffers without stencil bits? */
3952 return WINED3DERR_INVALIDCALL;
3954 else if (flags & WINED3DCLEAR_TARGET)
3956 if (ds->resource.width < device->fb.render_targets[0]->resource.width
3957 || ds->resource.height < device->fb.render_targets[0]->resource.height)
3959 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3960 return WINED3D_OK;
3965 wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
3966 device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
3967 &device->fb, rect_count, rects, &draw_rect, flags, color, depth, stencil);
3969 return WINED3D_OK;
3972 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
3973 enum wined3d_primitive_type primitive_type)
3975 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
3977 device->updateStateBlock->changed.primitive_type = TRUE;
3978 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
3981 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
3982 enum wined3d_primitive_type *primitive_type)
3984 TRACE("device %p, primitive_type %p\n", device, primitive_type);
3986 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
3988 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
3991 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
3993 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
3995 if (!device->stateBlock->state.vertex_declaration)
3997 WARN("Called without a valid vertex declaration set.\n");
3998 return WINED3DERR_INVALIDCALL;
4001 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4002 if (device->stateBlock->state.user_stream)
4004 device_invalidate_state(device, STATE_INDEXBUFFER);
4005 device->stateBlock->state.user_stream = FALSE;
4008 if (device->stateBlock->state.load_base_vertex_index)
4010 device->stateBlock->state.load_base_vertex_index = 0;
4011 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4014 /* Account for the loading offset due to index buffers. Instead of
4015 * reloading all sources correct it with the startvertex parameter. */
4016 drawPrimitive(device, vertex_count, start_vertex, FALSE, NULL);
4017 return WINED3D_OK;
4020 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4022 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4024 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4026 if (!device->stateBlock->state.index_buffer)
4028 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4029 * without an index buffer set. (The first time at least...)
4030 * D3D8 simply dies, but I doubt it can do much harm to return
4031 * D3DERR_INVALIDCALL there as well. */
4032 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4033 return WINED3DERR_INVALIDCALL;
4036 if (!device->stateBlock->state.vertex_declaration)
4038 WARN("Called without a valid vertex declaration set.\n");
4039 return WINED3DERR_INVALIDCALL;
4042 if (device->stateBlock->state.user_stream)
4044 device_invalidate_state(device, STATE_INDEXBUFFER);
4045 device->stateBlock->state.user_stream = FALSE;
4048 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4049 device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4051 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4052 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4055 drawPrimitive(device, index_count, start_idx, TRUE, NULL);
4057 return WINED3D_OK;
4060 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
4061 const void *stream_data, UINT stream_stride)
4063 struct wined3d_stream_state *stream;
4064 struct wined3d_buffer *vb;
4066 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4067 device, vertex_count, stream_data, stream_stride);
4069 if (!device->stateBlock->state.vertex_declaration)
4071 WARN("Called without a valid vertex declaration set.\n");
4072 return WINED3DERR_INVALIDCALL;
4075 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4076 stream = &device->stateBlock->state.streams[0];
4077 vb = stream->buffer;
4078 stream->buffer = (struct wined3d_buffer *)stream_data;
4079 if (vb)
4080 wined3d_buffer_decref(vb);
4081 stream->offset = 0;
4082 stream->stride = stream_stride;
4083 device->stateBlock->state.user_stream = TRUE;
4084 if (device->stateBlock->state.load_base_vertex_index)
4086 device->stateBlock->state.load_base_vertex_index = 0;
4087 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4090 /* TODO: Only mark dirty if drawing from a different UP address */
4091 device_invalidate_state(device, STATE_STREAMSRC);
4093 drawPrimitive(device, vertex_count, 0, FALSE, NULL);
4095 /* MSDN specifies stream zero settings must be set to NULL */
4096 stream->buffer = NULL;
4097 stream->stride = 0;
4099 /* stream zero settings set to null at end, as per the msdn. No need to
4100 * mark dirty here, the app has to set the new stream sources or use UP
4101 * drawing again. */
4102 return WINED3D_OK;
4105 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4106 UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4107 const void *stream_data, UINT stream_stride)
4109 struct wined3d_stream_state *stream;
4110 struct wined3d_buffer *vb, *ib;
4112 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4113 device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4115 if (!device->stateBlock->state.vertex_declaration)
4117 WARN("(%p) : Called without a valid vertex declaration set\n", device);
4118 return WINED3DERR_INVALIDCALL;
4121 stream = &device->stateBlock->state.streams[0];
4122 vb = stream->buffer;
4123 stream->buffer = (struct wined3d_buffer *)stream_data;
4124 if (vb)
4125 wined3d_buffer_decref(vb);
4126 stream->offset = 0;
4127 stream->stride = stream_stride;
4128 device->stateBlock->state.user_stream = TRUE;
4129 device->stateBlock->state.index_format = index_data_format_id;
4131 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4132 device->stateBlock->state.base_vertex_index = 0;
4133 if (device->stateBlock->state.load_base_vertex_index)
4135 device->stateBlock->state.load_base_vertex_index = 0;
4136 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4138 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4139 device_invalidate_state(device, STATE_STREAMSRC);
4140 device_invalidate_state(device, STATE_INDEXBUFFER);
4142 drawPrimitive(device, index_count, 0, TRUE, index_data);
4144 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4145 stream->buffer = NULL;
4146 stream->stride = 0;
4147 ib = device->stateBlock->state.index_buffer;
4148 if (ib)
4150 wined3d_buffer_decref(ib);
4151 device->stateBlock->state.index_buffer = NULL;
4153 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4154 * SetStreamSource to specify a vertex buffer
4157 return WINED3D_OK;
4160 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4161 UINT vertex_count, const struct wined3d_strided_data *strided_data)
4163 /* Mark the state dirty until we have nicer tracking. It's fine to change
4164 * baseVertexIndex because that call is only called by ddraw which does
4165 * not need that value. */
4166 device_invalidate_state(device, STATE_VDECL);
4167 device_invalidate_state(device, STATE_STREAMSRC);
4168 device_invalidate_state(device, STATE_INDEXBUFFER);
4170 device->stateBlock->state.base_vertex_index = 0;
4171 device->up_strided = strided_data;
4172 drawPrimitive(device, vertex_count, 0, FALSE, NULL);
4173 device->up_strided = NULL;
4175 /* Invalidate the states again to make sure the values from the stateblock
4176 * are properly applied in the next regular draw. Note that the application-
4177 * provided strided data has ovwritten pretty much the entire vertex and
4178 * and index stream related states */
4179 device_invalidate_state(device, STATE_VDECL);
4180 device_invalidate_state(device, STATE_STREAMSRC);
4181 device_invalidate_state(device, STATE_INDEXBUFFER);
4182 return WINED3D_OK;
4185 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4186 UINT index_count, const struct wined3d_strided_data *strided_data,
4187 UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4189 enum wined3d_format_id prev_idx_format;
4191 /* Mark the state dirty until we have nicer tracking
4192 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4193 * that value.
4195 device_invalidate_state(device, STATE_VDECL);
4196 device_invalidate_state(device, STATE_STREAMSRC);
4197 device_invalidate_state(device, STATE_INDEXBUFFER);
4199 prev_idx_format = device->stateBlock->state.index_format;
4200 device->stateBlock->state.index_format = index_data_format_id;
4201 device->stateBlock->state.user_stream = TRUE;
4202 device->stateBlock->state.base_vertex_index = 0;
4203 device->up_strided = strided_data;
4204 drawPrimitive(device, index_count, 0, TRUE, index_data);
4205 device->up_strided = NULL;
4206 device->stateBlock->state.index_format = prev_idx_format;
4208 device_invalidate_state(device, STATE_VDECL);
4209 device_invalidate_state(device, STATE_STREAMSRC);
4210 device_invalidate_state(device, STATE_INDEXBUFFER);
4211 return WINED3D_OK;
4214 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4215 static HRESULT device_update_volume(struct wined3d_device *device,
4216 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4218 struct wined3d_map_desc src;
4219 struct wined3d_map_desc dst;
4220 HRESULT hr;
4222 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4223 device, src_volume, dst_volume);
4225 /* TODO: Implement direct loading into the gl volume instead of using
4226 * memcpy and dirtification to improve loading performance. */
4227 hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY);
4228 if (FAILED(hr)) return hr;
4229 hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD);
4230 if (FAILED(hr))
4232 wined3d_volume_unmap(src_volume);
4233 return hr;
4236 memcpy(dst.data, src.data, dst_volume->resource.size);
4238 hr = wined3d_volume_unmap(dst_volume);
4239 if (FAILED(hr))
4240 wined3d_volume_unmap(src_volume);
4241 else
4242 hr = wined3d_volume_unmap(src_volume);
4244 return hr;
4247 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4248 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4250 enum wined3d_resource_type type;
4251 unsigned int level_count, i;
4252 HRESULT hr;
4254 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4256 /* Verify that the source and destination textures are non-NULL. */
4257 if (!src_texture || !dst_texture)
4259 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4260 return WINED3DERR_INVALIDCALL;
4263 if (src_texture == dst_texture)
4265 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4266 return WINED3DERR_INVALIDCALL;
4269 /* Verify that the source and destination textures are the same type. */
4270 type = src_texture->resource.type;
4271 if (dst_texture->resource.type != type)
4273 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4274 return WINED3DERR_INVALIDCALL;
4277 /* Check that both textures have the identical numbers of levels. */
4278 level_count = wined3d_texture_get_level_count(src_texture);
4279 if (wined3d_texture_get_level_count(dst_texture) != level_count)
4281 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4282 return WINED3DERR_INVALIDCALL;
4285 /* Make sure that the destination texture is loaded. */
4286 dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4288 /* Update every surface level of the texture. */
4289 switch (type)
4291 case WINED3D_RTYPE_TEXTURE:
4293 struct wined3d_surface *src_surface;
4294 struct wined3d_surface *dst_surface;
4296 for (i = 0; i < level_count; ++i)
4298 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4299 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4300 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4301 if (FAILED(hr))
4303 WARN("Failed to update surface, hr %#x.\n", hr);
4304 return hr;
4307 break;
4310 case WINED3D_RTYPE_CUBE_TEXTURE:
4312 struct wined3d_surface *src_surface;
4313 struct wined3d_surface *dst_surface;
4315 for (i = 0; i < level_count * 6; ++i)
4317 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4318 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4319 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4320 if (FAILED(hr))
4322 WARN("Failed to update surface, hr %#x.\n", hr);
4323 return hr;
4326 break;
4329 case WINED3D_RTYPE_VOLUME_TEXTURE:
4331 for (i = 0; i < level_count; ++i)
4333 hr = device_update_volume(device,
4334 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4335 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4336 if (FAILED(hr))
4338 WARN("Failed to update volume, hr %#x.\n", hr);
4339 return hr;
4342 break;
4345 default:
4346 FIXME("Unsupported texture type %#x.\n", type);
4347 return WINED3DERR_INVALIDCALL;
4350 return WINED3D_OK;
4353 HRESULT CDECL wined3d_device_get_front_buffer_data(const struct wined3d_device *device,
4354 UINT swapchain_idx, struct wined3d_surface *dst_surface)
4356 struct wined3d_swapchain *swapchain;
4357 HRESULT hr;
4359 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4361 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4362 if (FAILED(hr)) return hr;
4364 hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4365 wined3d_swapchain_decref(swapchain);
4367 return hr;
4370 HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device, DWORD *num_passes)
4372 const struct wined3d_state *state = &device->stateBlock->state;
4373 struct wined3d_texture *texture;
4374 DWORD i;
4376 TRACE("device %p, num_passes %p.\n", device, num_passes);
4378 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4380 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] == WINED3D_TEXF_NONE)
4382 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4383 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4385 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] == WINED3D_TEXF_NONE)
4387 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4388 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4391 texture = state->textures[i];
4392 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4394 if (state->sampler_states[i][WINED3D_SAMP_MAG_FILTER] != WINED3D_TEXF_POINT)
4396 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4397 return E_FAIL;
4399 if (state->sampler_states[i][WINED3D_SAMP_MIN_FILTER] != WINED3D_TEXF_POINT)
4401 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4402 return E_FAIL;
4404 if (state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_NONE
4405 && state->sampler_states[i][WINED3D_SAMP_MIP_FILTER] != WINED3D_TEXF_POINT)
4407 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4408 return E_FAIL;
4412 if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE]
4413 || state->render_states[WINED3D_RS_STENCILENABLE])
4415 struct wined3d_surface *ds = device->fb.depth_stencil;
4416 struct wined3d_surface *target = device->fb.render_targets[0];
4418 if(ds && target
4419 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4421 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4422 return WINED3DERR_CONFLICTINGRENDERSTATE;
4426 /* return a sensible default */
4427 *num_passes = 1;
4429 TRACE("returning D3D_OK\n");
4430 return WINED3D_OK;
4433 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4435 static BOOL warned;
4437 TRACE("device %p, software %#x.\n", device, software);
4439 if (!warned)
4441 FIXME("device %p, software %#x stub!\n", device, software);
4442 warned = TRUE;
4445 device->softwareVertexProcessing = software;
4447 return WINED3D_OK;
4450 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4452 static BOOL warned;
4454 TRACE("device %p.\n", device);
4456 if (!warned)
4458 TRACE("device %p stub!\n", device);
4459 warned = TRUE;
4462 return device->softwareVertexProcessing;
4465 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
4466 UINT swapchain_idx, struct wined3d_raster_status *raster_status)
4468 struct wined3d_swapchain *swapchain;
4469 HRESULT hr;
4471 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4472 device, swapchain_idx, raster_status);
4474 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4475 if (FAILED(hr))
4477 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4478 return hr;
4481 hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4482 wined3d_swapchain_decref(swapchain);
4483 if (FAILED(hr))
4485 WARN("Failed to get raster status, hr %#x.\n", hr);
4486 return hr;
4489 return WINED3D_OK;
4492 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4494 static BOOL warned;
4496 TRACE("device %p, segments %.8e.\n", device, segments);
4498 if (segments != 0.0f)
4500 if (!warned)
4502 FIXME("device %p, segments %.8e stub!\n", device, segments);
4503 warned = TRUE;
4507 return WINED3D_OK;
4510 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4512 static BOOL warned;
4514 TRACE("device %p.\n", device);
4516 if (!warned)
4518 FIXME("device %p stub!\n", device);
4519 warned = TRUE;
4522 return 0.0f;
4525 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4526 struct wined3d_surface *src_surface, const RECT *src_rect,
4527 struct wined3d_surface *dst_surface, const POINT *dst_point)
4529 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4530 device, src_surface, wine_dbgstr_rect(src_rect),
4531 dst_surface, wine_dbgstr_point(dst_point));
4533 if (src_surface->resource.pool != WINED3D_POOL_SYSTEM_MEM || dst_surface->resource.pool != WINED3D_POOL_DEFAULT)
4535 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4536 src_surface, dst_surface);
4537 return WINED3DERR_INVALIDCALL;
4540 return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect);
4543 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4544 const float *num_segs, const struct wined3d_rect_patch_info *rect_patch_info)
4546 struct wined3d_rect_patch *patch;
4547 GLenum old_primitive_type;
4548 unsigned int i;
4549 struct list *e;
4550 BOOL found;
4552 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4553 device, handle, num_segs, rect_patch_info);
4555 if (!(handle || rect_patch_info))
4557 /* TODO: Write a test for the return value, thus the FIXME */
4558 FIXME("Both handle and rect_patch_info are NULL.\n");
4559 return WINED3DERR_INVALIDCALL;
4562 if (handle)
4564 i = PATCHMAP_HASHFUNC(handle);
4565 found = FALSE;
4566 LIST_FOR_EACH(e, &device->patches[i])
4568 patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry);
4569 if (patch->Handle == handle)
4571 found = TRUE;
4572 break;
4576 if (!found)
4578 TRACE("Patch does not exist. Creating a new one\n");
4579 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4580 patch->Handle = handle;
4581 list_add_head(&device->patches[i], &patch->entry);
4582 } else {
4583 TRACE("Found existing patch %p\n", patch);
4586 else
4588 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4589 * attributes we have to tesselate, read back, and draw. This needs a patch
4590 * management structure instance. Create one.
4592 * A possible improvement is to check if a vertex shader is used, and if not directly
4593 * draw the patch.
4595 FIXME("Drawing an uncached patch. This is slow\n");
4596 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4599 if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4600 || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4601 || (rect_patch_info && memcmp(rect_patch_info, &patch->rect_patch_info, sizeof(*rect_patch_info))))
4603 HRESULT hr;
4604 TRACE("Tesselation density or patch info changed, retesselating\n");
4606 if (rect_patch_info)
4607 patch->rect_patch_info = *rect_patch_info;
4609 patch->numSegs[0] = num_segs[0];
4610 patch->numSegs[1] = num_segs[1];
4611 patch->numSegs[2] = num_segs[2];
4612 patch->numSegs[3] = num_segs[3];
4614 hr = tesselate_rectpatch(device, patch);
4615 if (FAILED(hr))
4617 WARN("Patch tesselation failed.\n");
4619 /* Do not release the handle to store the params of the patch */
4620 if (!handle)
4621 HeapFree(GetProcessHeap(), 0, patch);
4623 return hr;
4627 old_primitive_type = device->stateBlock->state.gl_primitive_type;
4628 device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
4629 wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
4630 device->stateBlock->state.gl_primitive_type = old_primitive_type;
4632 /* Destroy uncached patches */
4633 if (!handle)
4635 HeapFree(GetProcessHeap(), 0, patch->mem);
4636 HeapFree(GetProcessHeap(), 0, patch);
4638 return WINED3D_OK;
4641 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4642 const float *segment_count, const struct wined3d_tri_patch_info *patch_info)
4644 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4645 device, handle, segment_count, patch_info);
4647 return WINED3D_OK;
4650 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4652 struct wined3d_rect_patch *patch;
4653 struct list *e;
4654 int i;
4656 TRACE("device %p, handle %#x.\n", device, handle);
4658 i = PATCHMAP_HASHFUNC(handle);
4659 LIST_FOR_EACH(e, &device->patches[i])
4661 patch = LIST_ENTRY(e, struct wined3d_rect_patch, entry);
4662 if (patch->Handle == handle)
4664 TRACE("Deleting patch %p\n", patch);
4665 list_remove(&patch->entry);
4666 HeapFree(GetProcessHeap(), 0, patch->mem);
4667 HeapFree(GetProcessHeap(), 0, patch);
4668 return WINED3D_OK;
4672 /* TODO: Write a test for the return value */
4673 FIXME("Attempt to destroy nonexistent patch\n");
4674 return WINED3DERR_INVALIDCALL;
4677 /* Do not call while under the GL lock. */
4678 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4679 struct wined3d_surface *surface, const RECT *rect, const struct wined3d_color *color)
4681 RECT r;
4683 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4684 device, surface, wine_dbgstr_rect(rect),
4685 color->r, color->g, color->b, color->a);
4687 if (surface->resource.pool != WINED3D_POOL_DEFAULT && surface->resource.pool != WINED3D_POOL_SYSTEM_MEM)
4689 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface->resource.pool));
4690 return WINED3DERR_INVALIDCALL;
4693 if (!rect)
4695 SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
4696 rect = &r;
4699 return surface_color_fill(surface, rect, color);
4702 /* Do not call while under the GL lock. */
4703 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4704 struct wined3d_rendertarget_view *rendertarget_view, const struct wined3d_color *color)
4706 struct wined3d_resource *resource;
4707 HRESULT hr;
4708 RECT rect;
4710 resource = rendertarget_view->resource;
4711 if (resource->type != WINED3D_RTYPE_SURFACE)
4713 FIXME("Only supported on surface resources\n");
4714 return;
4717 SetRect(&rect, 0, 0, resource->width, resource->height);
4718 hr = surface_color_fill(surface_from_resource(resource), &rect, color);
4719 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
4722 HRESULT CDECL wined3d_device_get_render_target(const struct wined3d_device *device,
4723 UINT render_target_idx, struct wined3d_surface **render_target)
4725 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4726 device, render_target_idx, render_target);
4728 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4730 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4731 return WINED3DERR_INVALIDCALL;
4734 *render_target = device->fb.render_targets[render_target_idx];
4735 TRACE("Returning render target %p.\n", *render_target);
4737 if (!*render_target)
4738 return WINED3DERR_NOTFOUND;
4740 wined3d_surface_incref(*render_target);
4742 return WINED3D_OK;
4745 HRESULT CDECL wined3d_device_get_depth_stencil(const struct wined3d_device *device,
4746 struct wined3d_surface **depth_stencil)
4748 TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
4750 *depth_stencil = device->fb.depth_stencil;
4751 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
4753 if (!*depth_stencil)
4754 return WINED3DERR_NOTFOUND;
4756 wined3d_surface_incref(*depth_stencil);
4758 return WINED3D_OK;
4761 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
4762 UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
4764 struct wined3d_surface *prev;
4766 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4767 device, render_target_idx, render_target, set_viewport);
4769 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4771 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4772 return WINED3DERR_INVALIDCALL;
4775 prev = device->fb.render_targets[render_target_idx];
4776 if (render_target == prev)
4778 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4779 return WINED3D_OK;
4782 /* Render target 0 can't be set to NULL. */
4783 if (!render_target && !render_target_idx)
4785 WARN("Trying to set render target 0 to NULL.\n");
4786 return WINED3DERR_INVALIDCALL;
4789 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
4791 FIXME("Surface %p doesn't have render target usage.\n", render_target);
4792 return WINED3DERR_INVALIDCALL;
4795 if (render_target)
4796 wined3d_surface_incref(render_target);
4797 device->fb.render_targets[render_target_idx] = render_target;
4798 /* Release after the assignment, to prevent device_resource_released()
4799 * from seeing the surface as still in use. */
4800 if (prev)
4801 wined3d_surface_decref(prev);
4803 /* Render target 0 is special. */
4804 if (!render_target_idx && set_viewport)
4806 /* Set the viewport and scissor rectangles, if requested. Tests show
4807 * that stateblock recording is ignored, the change goes directly
4808 * into the primary stateblock. */
4809 device->stateBlock->state.viewport.height = device->fb.render_targets[0]->resource.height;
4810 device->stateBlock->state.viewport.width = device->fb.render_targets[0]->resource.width;
4811 device->stateBlock->state.viewport.x = 0;
4812 device->stateBlock->state.viewport.y = 0;
4813 device->stateBlock->state.viewport.max_z = 1.0f;
4814 device->stateBlock->state.viewport.min_z = 0.0f;
4815 device_invalidate_state(device, STATE_VIEWPORT);
4817 device->stateBlock->state.scissor_rect.top = 0;
4818 device->stateBlock->state.scissor_rect.left = 0;
4819 device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.width;
4820 device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.height;
4821 device_invalidate_state(device, STATE_SCISSORRECT);
4824 device_invalidate_state(device, STATE_FRAMEBUFFER);
4826 return WINED3D_OK;
4829 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
4831 struct wined3d_surface *prev = device->fb.depth_stencil;
4833 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4834 device, depth_stencil, prev);
4836 if (prev == depth_stencil)
4838 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4839 return WINED3D_OK;
4842 if (prev)
4844 if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4845 || prev->flags & SFLAG_DISCARD)
4847 surface_modify_ds_location(prev, SFLAG_DISCARDED,
4848 prev->resource.width, prev->resource.height);
4849 if (prev == device->onscreen_depth_stencil)
4851 wined3d_surface_decref(device->onscreen_depth_stencil);
4852 device->onscreen_depth_stencil = NULL;
4857 device->fb.depth_stencil = depth_stencil;
4858 if (depth_stencil)
4859 wined3d_surface_incref(depth_stencil);
4861 if (!prev != !depth_stencil)
4863 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4864 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
4865 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
4866 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
4867 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4869 else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
4871 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4873 if (prev)
4874 wined3d_surface_decref(prev);
4876 device_invalidate_state(device, STATE_FRAMEBUFFER);
4878 return WINED3D_OK;
4881 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4882 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
4884 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4885 device, x_hotspot, y_hotspot, cursor_image);
4887 /* some basic validation checks */
4888 if (device->cursorTexture)
4890 struct wined3d_context *context = context_acquire(device, NULL);
4891 ENTER_GL();
4892 glDeleteTextures(1, &device->cursorTexture);
4893 LEAVE_GL();
4894 context_release(context);
4895 device->cursorTexture = 0;
4898 if (cursor_image)
4900 struct wined3d_map_desc map_desc;
4902 /* MSDN: Cursor must be A8R8G8B8 */
4903 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4905 WARN("surface %p has an invalid format.\n", cursor_image);
4906 return WINED3DERR_INVALIDCALL;
4909 /* MSDN: Cursor must be smaller than the display mode */
4910 if (cursor_image->resource.width > device->adapter->screen_size.cx
4911 || cursor_image->resource.height > device->adapter->screen_size.cy)
4913 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4914 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
4915 device->adapter->screen_size.cx, device->adapter->screen_size.cy);
4916 return WINED3DERR_INVALIDCALL;
4919 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4921 /* Do not store the surface's pointer because the application may
4922 * release it after setting the cursor image. Windows doesn't
4923 * addref the set surface, so we can't do this either without
4924 * creating circular refcount dependencies. Copy out the gl texture
4925 * instead. */
4926 device->cursorWidth = cursor_image->resource.width;
4927 device->cursorHeight = cursor_image->resource.height;
4928 if (SUCCEEDED(wined3d_surface_map(cursor_image, &map_desc, NULL, WINED3DLOCK_READONLY)))
4930 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4931 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
4932 struct wined3d_context *context;
4933 char *mem, *bits = map_desc.data;
4934 GLint intfmt = format->glInternal;
4935 GLint gl_format = format->glFormat;
4936 GLint type = format->glType;
4937 INT height = device->cursorHeight;
4938 INT width = device->cursorWidth;
4939 INT bpp = format->byte_count;
4940 INT i;
4942 /* Reformat the texture memory (pitch and width can be
4943 * different) */
4944 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
4945 for (i = 0; i < height; ++i)
4946 memcpy(&mem[width * bpp * i], &bits[map_desc.row_pitch * i], width * bpp);
4947 wined3d_surface_unmap(cursor_image);
4949 context = context_acquire(device, NULL);
4951 ENTER_GL();
4953 if (gl_info->supported[APPLE_CLIENT_STORAGE])
4955 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
4956 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4959 invalidate_active_texture(device, context);
4960 /* Create a new cursor texture */
4961 glGenTextures(1, &device->cursorTexture);
4962 checkGLcall("glGenTextures");
4963 context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture);
4964 /* Copy the bitmap memory into the cursor texture */
4965 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
4966 checkGLcall("glTexImage2D");
4967 HeapFree(GetProcessHeap(), 0, mem);
4969 if (gl_info->supported[APPLE_CLIENT_STORAGE])
4971 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
4972 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4975 LEAVE_GL();
4977 context_release(context);
4979 else
4981 FIXME("A cursor texture was not returned.\n");
4982 device->cursorTexture = 0;
4985 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
4987 UINT mask_size = cursor_image->resource.width * cursor_image->resource.height / 8;
4988 ICONINFO cursorInfo;
4989 DWORD *maskBits;
4990 HCURSOR cursor;
4992 /* 32-bit user32 cursors ignore the alpha channel if it's all
4993 * zeroes, and use the mask instead. Fill the mask with all ones
4994 * to ensure we still get a fully transparent cursor. */
4995 maskBits = HeapAlloc(GetProcessHeap(), 0, mask_size);
4996 memset(maskBits, 0xff, mask_size);
4997 wined3d_surface_map(cursor_image, &map_desc, NULL,
4998 WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY);
4999 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
5001 cursorInfo.fIcon = FALSE;
5002 cursorInfo.xHotspot = x_hotspot;
5003 cursorInfo.yHotspot = y_hotspot;
5004 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5005 1, 1, maskBits);
5006 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5007 1, 32, map_desc.data);
5008 wined3d_surface_unmap(cursor_image);
5009 /* Create our cursor and clean up. */
5010 cursor = CreateIconIndirect(&cursorInfo);
5011 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
5012 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
5013 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
5014 device->hardwareCursor = cursor;
5015 if (device->bCursorVisible) SetCursor( cursor );
5016 HeapFree(GetProcessHeap(), 0, maskBits);
5020 device->xHotSpot = x_hotspot;
5021 device->yHotSpot = y_hotspot;
5022 return WINED3D_OK;
5025 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5026 int x_screen_space, int y_screen_space, DWORD flags)
5028 TRACE("device %p, x %d, y %d, flags %#x.\n",
5029 device, x_screen_space, y_screen_space, flags);
5031 device->xScreenSpace = x_screen_space;
5032 device->yScreenSpace = y_screen_space;
5034 if (device->hardwareCursor)
5036 POINT pt;
5038 GetCursorPos( &pt );
5039 if (x_screen_space == pt.x && y_screen_space == pt.y)
5040 return;
5041 SetCursorPos( x_screen_space, y_screen_space );
5043 /* Switch to the software cursor if position diverges from the hardware one. */
5044 GetCursorPos( &pt );
5045 if (x_screen_space != pt.x || y_screen_space != pt.y)
5047 if (device->bCursorVisible) SetCursor( NULL );
5048 DestroyCursor( device->hardwareCursor );
5049 device->hardwareCursor = 0;
5054 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5056 BOOL oldVisible = device->bCursorVisible;
5058 TRACE("device %p, show %#x.\n", device, show);
5061 * When ShowCursor is first called it should make the cursor appear at the OS's last
5062 * known cursor position.
5064 if (show && !oldVisible)
5066 POINT pt;
5067 GetCursorPos(&pt);
5068 device->xScreenSpace = pt.x;
5069 device->yScreenSpace = pt.y;
5072 if (device->hardwareCursor)
5074 device->bCursorVisible = show;
5075 if (show)
5076 SetCursor(device->hardwareCursor);
5077 else
5078 SetCursor(NULL);
5080 else
5082 if (device->cursorTexture)
5083 device->bCursorVisible = show;
5086 return oldVisible;
5089 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5091 struct wined3d_resource *resource, *cursor;
5093 TRACE("device %p.\n", device);
5095 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5097 TRACE("Checking resource %p for eviction.\n", resource);
5099 if (resource->pool == WINED3D_POOL_MANAGED)
5101 TRACE("Evicting %p.\n", resource);
5102 resource->resource_ops->resource_unload(resource);
5106 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5107 device_invalidate_state(device, STATE_STREAMSRC);
5110 static BOOL is_display_mode_supported(const struct wined3d_device *device,
5111 const struct wined3d_swapchain_desc *swapchain_desc)
5113 struct wined3d_display_mode m;
5114 UINT i, count;
5115 HRESULT hr;
5117 /* All Windowed modes are supported, as is leaving the current mode */
5118 if (swapchain_desc->windowed)
5119 return TRUE;
5120 if (!swapchain_desc->backbuffer_width)
5121 return TRUE;
5122 if (!swapchain_desc->backbuffer_height)
5123 return TRUE;
5125 count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN);
5126 for (i = 0; i < count; ++i)
5128 memset(&m, 0, sizeof(m));
5129 hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
5130 if (FAILED(hr))
5131 ERR("Failed to enumerate adapter mode.\n");
5132 if (m.width == swapchain_desc->backbuffer_width && m.height == swapchain_desc->backbuffer_height)
5133 /* Mode found, it is supported. */
5134 return TRUE;
5136 /* Mode not found -> not supported */
5137 return FALSE;
5140 /* Do not call while under the GL lock. */
5141 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5143 struct wined3d_resource *resource, *cursor;
5144 const struct wined3d_gl_info *gl_info;
5145 struct wined3d_context *context;
5146 struct wined3d_shader *shader;
5148 context = context_acquire(device, NULL);
5149 gl_info = context->gl_info;
5151 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5153 TRACE("Unloading resource %p.\n", resource);
5155 resource->resource_ops->resource_unload(resource);
5158 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5160 device->shader_backend->shader_destroy(shader);
5163 ENTER_GL();
5164 if (device->depth_blt_texture)
5166 glDeleteTextures(1, &device->depth_blt_texture);
5167 device->depth_blt_texture = 0;
5169 if (device->cursorTexture)
5171 glDeleteTextures(1, &device->cursorTexture);
5172 device->cursorTexture = 0;
5174 LEAVE_GL();
5176 device->blitter->free_private(device);
5177 device->frag_pipe->free_private(device);
5178 device->shader_backend->shader_free_private(device);
5179 destroy_dummy_textures(device, gl_info);
5181 context_release(context);
5183 while (device->context_count)
5185 swapchain_destroy_contexts(device->contexts[0]->swapchain);
5188 HeapFree(GetProcessHeap(), 0, swapchain->context);
5189 swapchain->context = NULL;
5192 /* Do not call while under the GL lock. */
5193 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5195 struct wined3d_context *context;
5196 struct wined3d_surface *target;
5197 HRESULT hr;
5199 /* Recreate the primary swapchain's context */
5200 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5201 if (!swapchain->context)
5203 ERR("Failed to allocate memory for swapchain context array.\n");
5204 return E_OUTOFMEMORY;
5207 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5208 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5210 WARN("Failed to create context.\n");
5211 HeapFree(GetProcessHeap(), 0, swapchain->context);
5212 return E_FAIL;
5215 swapchain->context[0] = context;
5216 swapchain->num_contexts = 1;
5217 create_dummy_textures(device, context);
5218 context_release(context);
5220 hr = device->shader_backend->shader_alloc_private(device);
5221 if (FAILED(hr))
5223 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5224 goto err;
5227 hr = device->frag_pipe->alloc_private(device);
5228 if (FAILED(hr))
5230 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5231 device->shader_backend->shader_free_private(device);
5232 goto err;
5235 hr = device->blitter->alloc_private(device);
5236 if (FAILED(hr))
5238 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5239 device->frag_pipe->free_private(device);
5240 device->shader_backend->shader_free_private(device);
5241 goto err;
5244 return WINED3D_OK;
5246 err:
5247 context_acquire(device, NULL);
5248 destroy_dummy_textures(device, context->gl_info);
5249 context_release(context);
5250 context_destroy(device, context);
5251 HeapFree(GetProcessHeap(), 0, swapchain->context);
5252 swapchain->num_contexts = 0;
5253 return hr;
5256 /* Do not call while under the GL lock. */
5257 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5258 const struct wined3d_swapchain_desc *swapchain_desc,
5259 wined3d_device_reset_cb callback)
5261 struct wined3d_resource *resource, *cursor;
5262 struct wined3d_swapchain *swapchain;
5263 struct wined3d_display_mode mode;
5264 BOOL DisplayModeChanged = FALSE;
5265 BOOL update_desc = FALSE;
5266 HRESULT hr;
5268 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
5270 stateblock_unbind_resources(device->stateBlock);
5272 if (device->onscreen_depth_stencil)
5274 wined3d_surface_decref(device->onscreen_depth_stencil);
5275 device->onscreen_depth_stencil = NULL;
5278 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5280 TRACE("Enumerating resource %p.\n", resource);
5281 if (FAILED(hr = callback(resource)))
5282 return hr;
5285 hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5286 if (FAILED(hr))
5288 ERR("Failed to get the first implicit swapchain\n");
5289 return hr;
5292 if (!is_display_mode_supported(device, swapchain_desc))
5294 WARN("Rejecting reset() call because the requested display mode is not supported.\n");
5295 WARN("Requested mode: %ux%u.\n",
5296 swapchain_desc->backbuffer_width,
5297 swapchain_desc->backbuffer_height);
5298 wined3d_swapchain_decref(swapchain);
5299 return WINED3DERR_INVALIDCALL;
5302 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5303 * on an existing gl context, so there's no real need for recreation.
5305 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5307 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5309 TRACE("New params:\n");
5310 TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
5311 TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
5312 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
5313 TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
5314 TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
5315 TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
5316 TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
5317 TRACE("device_window %p\n", swapchain_desc->device_window);
5318 TRACE("windowed %#x\n", swapchain_desc->windowed);
5319 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
5320 if (swapchain_desc->enable_auto_depth_stencil)
5321 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
5322 TRACE("flags %#x\n", swapchain_desc->flags);
5323 TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
5324 TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
5325 TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
5327 /* No special treatment of these parameters. Just store them */
5328 swapchain->desc.swap_effect = swapchain_desc->swap_effect;
5329 swapchain->desc.flags = swapchain_desc->flags;
5330 swapchain->desc.swap_interval = swapchain_desc->swap_interval;
5331 swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
5333 /* What to do about these? */
5334 if (swapchain_desc->backbuffer_count
5335 && swapchain_desc->backbuffer_count != swapchain->desc.backbuffer_count)
5336 FIXME("Cannot change the back buffer count yet.\n");
5338 if (swapchain_desc->device_window
5339 && swapchain_desc->device_window != swapchain->desc.device_window)
5341 TRACE("Changing the device window from %p to %p.\n",
5342 swapchain->desc.device_window, swapchain_desc->device_window);
5343 swapchain->desc.device_window = swapchain_desc->device_window;
5344 swapchain->device_window = swapchain_desc->device_window;
5345 wined3d_swapchain_set_window(swapchain, NULL);
5348 if (swapchain_desc->enable_auto_depth_stencil && !device->auto_depth_stencil)
5350 HRESULT hrc;
5352 TRACE("Creating the depth stencil buffer\n");
5354 hrc = device->device_parent->ops->create_depth_stencil(device->device_parent,
5355 swapchain_desc->backbuffer_width,
5356 swapchain_desc->backbuffer_height,
5357 swapchain_desc->auto_depth_stencil_format,
5358 swapchain_desc->multisample_type,
5359 swapchain_desc->multisample_quality,
5360 FALSE,
5361 &device->auto_depth_stencil);
5362 if (FAILED(hrc))
5364 ERR("Failed to create the depth stencil buffer.\n");
5365 wined3d_swapchain_decref(swapchain);
5366 return WINED3DERR_INVALIDCALL;
5370 if (device->onscreen_depth_stencil)
5372 wined3d_surface_decref(device->onscreen_depth_stencil);
5373 device->onscreen_depth_stencil = NULL;
5376 /* Reset the depth stencil */
5377 if (swapchain_desc->enable_auto_depth_stencil)
5378 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5379 else
5380 wined3d_device_set_depth_stencil(device, NULL);
5382 TRACE("Resetting stateblock\n");
5383 wined3d_stateblock_decref(device->updateStateBlock);
5384 wined3d_stateblock_decref(device->stateBlock);
5386 if (swapchain_desc->windowed)
5388 mode.width = swapchain->orig_width;
5389 mode.height = swapchain->orig_height;
5390 mode.refresh_rate = 0;
5391 mode.format_id = swapchain->desc.backbuffer_format;
5393 else
5395 mode.width = swapchain_desc->backbuffer_width;
5396 mode.height = swapchain_desc->backbuffer_height;
5397 mode.refresh_rate = swapchain_desc->refresh_rate;
5398 mode.format_id = swapchain_desc->backbuffer_format;
5401 /* Should Width == 800 && Height == 0 set 800x600? */
5402 if (swapchain_desc->backbuffer_width && swapchain_desc->backbuffer_height
5403 && (swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width
5404 || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height))
5406 if (!swapchain_desc->windowed)
5407 DisplayModeChanged = TRUE;
5409 swapchain->desc.backbuffer_width = swapchain_desc->backbuffer_width;
5410 swapchain->desc.backbuffer_height = swapchain_desc->backbuffer_height;
5411 update_desc = TRUE;
5414 if (swapchain_desc->backbuffer_format != WINED3DFMT_UNKNOWN
5415 && swapchain_desc->backbuffer_format != swapchain->desc.backbuffer_format)
5417 swapchain->desc.backbuffer_format = swapchain_desc->backbuffer_format;
5418 update_desc = TRUE;
5421 if (swapchain_desc->multisample_type != swapchain->desc.multisample_type
5422 || swapchain_desc->multisample_quality != swapchain->desc.multisample_quality)
5424 swapchain->desc.multisample_type = swapchain_desc->multisample_type;
5425 swapchain->desc.multisample_quality = swapchain_desc->multisample_quality;
5426 update_desc = TRUE;
5429 if (update_desc)
5431 UINT i;
5433 hr = wined3d_surface_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width,
5434 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5435 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5436 if (FAILED(hr))
5438 wined3d_swapchain_decref(swapchain);
5439 return hr;
5442 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
5444 hr = wined3d_surface_update_desc(swapchain->back_buffers[i], swapchain->desc.backbuffer_width,
5445 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5446 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5447 if (FAILED(hr))
5449 wined3d_swapchain_decref(swapchain);
5450 return hr;
5453 if (device->auto_depth_stencil)
5455 hr = wined3d_surface_update_desc(device->auto_depth_stencil, swapchain->desc.backbuffer_width,
5456 swapchain->desc.backbuffer_height, device->auto_depth_stencil->resource.format->id,
5457 swapchain->desc.multisample_type, swapchain->desc.multisample_quality);
5458 if (FAILED(hr))
5460 wined3d_swapchain_decref(swapchain);
5461 return hr;
5466 if (device->d3d_initialized)
5467 delete_opengl_contexts(device, swapchain);
5469 if (!swapchain_desc->windowed != !swapchain->desc.windowed
5470 || DisplayModeChanged)
5472 wined3d_device_set_display_mode(device, 0, &mode);
5474 if (!swapchain_desc->windowed)
5476 if (swapchain->desc.windowed)
5478 HWND focus_window = device->create_parms.focus_window;
5479 if (!focus_window)
5480 focus_window = swapchain_desc->device_window;
5481 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5483 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5484 wined3d_swapchain_decref(swapchain);
5485 return hr;
5488 /* switch from windowed to fs */
5489 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5490 swapchain_desc->backbuffer_width,
5491 swapchain_desc->backbuffer_height);
5493 else
5495 /* Fullscreen -> fullscreen mode change */
5496 MoveWindow(swapchain->device_window, 0, 0,
5497 swapchain_desc->backbuffer_width,
5498 swapchain_desc->backbuffer_height,
5499 TRUE);
5502 else if (!swapchain->desc.windowed)
5504 /* Fullscreen -> windowed switch */
5505 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5506 wined3d_device_release_focus_window(device);
5508 swapchain->desc.windowed = swapchain_desc->windowed;
5510 else if (!swapchain_desc->windowed)
5512 DWORD style = device->style;
5513 DWORD exStyle = device->exStyle;
5514 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5515 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5516 * Reset to clear up their mess. Guild Wars also loses the device during that.
5518 device->style = 0;
5519 device->exStyle = 0;
5520 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5521 swapchain_desc->backbuffer_width,
5522 swapchain_desc->backbuffer_height);
5523 device->style = style;
5524 device->exStyle = exStyle;
5527 /* Note: No parent needed for initial internal stateblock */
5528 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5529 if (FAILED(hr))
5530 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5531 else
5532 TRACE("Created stateblock %p.\n", device->stateBlock);
5533 device->updateStateBlock = device->stateBlock;
5534 wined3d_stateblock_incref(device->updateStateBlock);
5536 stateblock_init_default_state(device->stateBlock);
5538 swapchain_update_render_to_fbo(swapchain);
5539 swapchain_update_draw_bindings(swapchain);
5541 if (device->d3d_initialized)
5542 hr = create_primary_opengl_context(device, swapchain);
5543 wined3d_swapchain_decref(swapchain);
5545 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5546 * first use
5548 return hr;
5551 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5553 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5555 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5557 return WINED3D_OK;
5561 HRESULT CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5562 struct wined3d_device_creation_parameters *parameters)
5564 TRACE("device %p, parameters %p.\n", device, parameters);
5566 *parameters = device->create_parms;
5567 return WINED3D_OK;
5570 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
5571 UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
5573 struct wined3d_swapchain *swapchain;
5575 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5576 device, swapchain_idx, flags, ramp);
5578 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5580 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5581 wined3d_swapchain_decref(swapchain);
5585 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5586 UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5588 struct wined3d_swapchain *swapchain;
5590 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5591 device, swapchain_idx, ramp);
5593 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5595 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5596 wined3d_swapchain_decref(swapchain);
5600 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5602 TRACE("device %p, resource %p.\n", device, resource);
5604 list_add_head(&device->resources, &resource->resource_list_entry);
5607 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5609 TRACE("device %p, resource %p.\n", device, resource);
5611 list_remove(&resource->resource_list_entry);
5614 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5616 enum wined3d_resource_type type = resource->type;
5617 unsigned int i;
5619 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5621 context_resource_released(device, resource, type);
5623 switch (type)
5625 case WINED3D_RTYPE_SURFACE:
5627 struct wined3d_surface *surface = surface_from_resource(resource);
5629 if (!device->d3d_initialized) break;
5631 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5633 if (device->fb.render_targets[i] == surface)
5635 ERR("Surface %p is still in use as render target %u.\n", surface, i);
5636 device->fb.render_targets[i] = NULL;
5640 if (device->fb.depth_stencil == surface)
5642 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5643 device->fb.depth_stencil = NULL;
5646 break;
5648 case WINED3D_RTYPE_TEXTURE:
5649 case WINED3D_RTYPE_CUBE_TEXTURE:
5650 case WINED3D_RTYPE_VOLUME_TEXTURE:
5651 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5653 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5655 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5657 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5658 texture, device->stateBlock, i);
5659 device->stateBlock->state.textures[i] = NULL;
5662 if (device->updateStateBlock != device->stateBlock
5663 && device->updateStateBlock->state.textures[i] == texture)
5665 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5666 texture, device->updateStateBlock, i);
5667 device->updateStateBlock->state.textures[i] = NULL;
5670 break;
5672 case WINED3D_RTYPE_BUFFER:
5674 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5676 for (i = 0; i < MAX_STREAMS; ++i)
5678 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
5680 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5681 buffer, device->stateBlock, i);
5682 device->stateBlock->state.streams[i].buffer = NULL;
5685 if (device->updateStateBlock != device->stateBlock
5686 && device->updateStateBlock->state.streams[i].buffer == buffer)
5688 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5689 buffer, device->updateStateBlock, i);
5690 device->updateStateBlock->state.streams[i].buffer = NULL;
5695 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
5697 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5698 buffer, device->stateBlock);
5699 device->stateBlock->state.index_buffer = NULL;
5702 if (device->updateStateBlock != device->stateBlock
5703 && device->updateStateBlock->state.index_buffer == buffer)
5705 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5706 buffer, device->updateStateBlock);
5707 device->updateStateBlock->state.index_buffer = NULL;
5710 break;
5712 default:
5713 break;
5716 /* Remove the resource from the resourceStore */
5717 device_resource_remove(device, resource);
5719 TRACE("Resource released.\n");
5722 HRESULT CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device,
5723 HDC dc, struct wined3d_surface **surface)
5725 struct wined3d_resource *resource;
5727 TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
5729 if (!dc)
5730 return WINED3DERR_INVALIDCALL;
5732 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
5734 if (resource->type == WINED3D_RTYPE_SURFACE)
5736 struct wined3d_surface *s = surface_from_resource(resource);
5738 if (s->hDC == dc)
5740 TRACE("Found surface %p for dc %p.\n", s, dc);
5741 *surface = s;
5742 return WINED3D_OK;
5747 return WINED3DERR_INVALIDCALL;
5750 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5751 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
5752 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5754 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5755 const struct fragment_pipeline *fragment_pipeline;
5756 struct wined3d_display_mode mode;
5757 struct shader_caps shader_caps;
5758 struct fragment_caps ffp_caps;
5759 unsigned int i;
5760 HRESULT hr;
5762 device->ref = 1;
5763 device->wined3d = wined3d;
5764 wined3d_incref(device->wined3d);
5765 device->adapter = wined3d->adapter_count ? adapter : NULL;
5766 device->device_parent = device_parent;
5767 list_init(&device->resources);
5768 list_init(&device->shaders);
5769 device->surface_alignment = surface_alignment;
5771 /* Get the initial screen setup for ddraw. */
5772 hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
5773 if (FAILED(hr))
5775 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
5776 wined3d_decref(device->wined3d);
5777 return hr;
5779 adapter->screen_size.cx = mode.width;
5780 adapter->screen_size.cy = mode.height;
5781 adapter->screen_format = mode.format_id;
5783 /* Save the creation parameters. */
5784 device->create_parms.adapter_idx = adapter_idx;
5785 device->create_parms.device_type = device_type;
5786 device->create_parms.focus_window = focus_window;
5787 device->create_parms.flags = flags;
5789 for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
5791 select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
5792 device->shader_backend = adapter->shader_backend;
5794 if (device->shader_backend)
5796 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
5797 device->vshader_version = shader_caps.VertexShaderVersion;
5798 device->pshader_version = shader_caps.PixelShaderVersion;
5799 device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
5800 device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
5801 device->vs_clipping = shader_caps.VSClipping;
5803 fragment_pipeline = adapter->fragment_pipe;
5804 device->frag_pipe = fragment_pipeline;
5805 if (fragment_pipeline)
5807 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
5808 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
5810 hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
5811 ffp_vertexstate_template, fragment_pipeline, misc_state_template);
5812 if (FAILED(hr))
5814 ERR("Failed to compile state table, hr %#x.\n", hr);
5815 wined3d_decref(device->wined3d);
5816 return hr;
5819 device->blitter = adapter->blitter;
5821 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5822 if (FAILED(hr))
5824 WARN("Failed to create stateblock.\n");
5825 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
5827 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
5829 wined3d_decref(device->wined3d);
5830 return hr;
5833 TRACE("Created stateblock %p.\n", device->stateBlock);
5834 device->updateStateBlock = device->stateBlock;
5835 wined3d_stateblock_incref(device->updateStateBlock);
5837 return WINED3D_OK;
5841 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5843 DWORD rep = device->StateTable[state].representative;
5844 struct wined3d_context *context;
5845 DWORD idx;
5846 BYTE shift;
5847 UINT i;
5849 for (i = 0; i < device->context_count; ++i)
5851 context = device->contexts[i];
5852 if(isStateDirty(context, rep)) continue;
5854 context->dirtyArray[context->numDirtyEntries++] = rep;
5855 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5856 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5857 context->isStateDirty[idx] |= (1 << shift);
5861 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
5863 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5864 *width = context->current_rt->pow2Width;
5865 *height = context->current_rt->pow2Height;
5868 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
5870 const struct wined3d_swapchain *swapchain = context->swapchain;
5871 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5872 * current context's drawable, which is the size of the back buffer of the swapchain
5873 * the active context belongs to. */
5874 *width = swapchain->desc.backbuffer_width;
5875 *height = swapchain->desc.backbuffer_height;
5878 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
5879 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
5881 if (device->filter_messages)
5883 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5884 window, message, wparam, lparam);
5885 if (unicode)
5886 return DefWindowProcW(window, message, wparam, lparam);
5887 else
5888 return DefWindowProcA(window, message, wparam, lparam);
5891 if (message == WM_DESTROY)
5893 TRACE("unregister window %p.\n", window);
5894 wined3d_unregister_window(window);
5896 if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
5897 ERR("Window %p is not the focus window for device %p.\n", window, device);
5899 else if (message == WM_DISPLAYCHANGE)
5901 device->device_parent->ops->mode_changed(device->device_parent);
5904 if (unicode)
5905 return CallWindowProcW(proc, window, message, wparam, lparam);
5906 else
5907 return CallWindowProcA(proc, window, message, wparam, lparam);