winex11.drv: Reset focus if application does not want to be activated.
[wine/multimedia.git] / dlls / wined3d / device.c
blobac418d9cceb3958cc06481e71258c2f9830fbfa6
1 /*
2 * IWineD3DDevice implementation
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Stefan Dösinger for CodeWeavers
10 * Copyright 2006-2007 Henri Verbeet
11 * Copyright 2007 Andrew Riedi
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "config.h"
29 #include <stdio.h>
30 #ifdef HAVE_FLOAT_H
31 # include <float.h>
32 #endif
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 #define GLINFO_LOCATION This->adapter->gl_info
38 /* Define the default light parameters as specified by MSDN */
39 const WINED3DLIGHT WINED3D_default_light = {
41 WINED3DLIGHT_DIRECTIONAL, /* Type */
42 { 1.0, 1.0, 1.0, 0.0 }, /* Diffuse r,g,b,a */
43 { 0.0, 0.0, 0.0, 0.0 }, /* Specular r,g,b,a */
44 { 0.0, 0.0, 0.0, 0.0 }, /* Ambient r,g,b,a, */
45 { 0.0, 0.0, 0.0 }, /* Position x,y,z */
46 { 0.0, 0.0, 1.0 }, /* Direction x,y,z */
47 0.0, /* Range */
48 0.0, /* Falloff */
49 0.0, 0.0, 0.0, /* Attenuation 0,1,2 */
50 0.0, /* Theta */
51 0.0 /* Phi */
54 /* x11drv GDI escapes */
55 #define X11DRV_ESCAPE 6789
56 enum x11drv_escape_codes
58 X11DRV_GET_DISPLAY, /* get X11 display for a DC */
59 X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
60 X11DRV_GET_FONT, /* get current X font for a DC */
63 /* retrieve the X display to use on a given DC */
64 static inline Display *get_display( HDC hdc )
66 Display *display;
67 enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
69 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
70 sizeof(display), (LPSTR)&display )) display = NULL;
71 return display;
74 /* static function declarations */
75 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
77 /* helper macros */
78 #define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;}
80 #define D3DCREATEOBJECTINSTANCE(object, type) { \
81 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
82 D3DMEMCHECK(object, pp##type); \
83 object->lpVtbl = &IWineD3D##type##_Vtbl; \
84 object->wineD3DDevice = This; \
85 object->parent = parent; \
86 object->ref = 1; \
87 *pp##type = (IWineD3D##type *) object; \
90 #define D3DCREATESHADEROBJECTINSTANCE(object, type) { \
91 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
92 D3DMEMCHECK(object, pp##type); \
93 object->lpVtbl = &IWineD3D##type##_Vtbl; \
94 object->parent = parent; \
95 object->ref = 1; \
96 object->baseShader.device = (IWineD3DDevice*) This; \
97 list_init(&object->baseShader.linked_programs); \
98 *pp##type = (IWineD3D##type *) object; \
101 #define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
102 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
103 D3DMEMCHECK(object, pp##type); \
104 object->lpVtbl = &IWineD3D##type##_Vtbl; \
105 object->resource.wineD3DDevice = This; \
106 object->resource.parent = parent; \
107 object->resource.resourceType = d3dtype; \
108 object->resource.ref = 1; \
109 object->resource.pool = Pool; \
110 object->resource.format = Format; \
111 object->resource.usage = Usage; \
112 object->resource.size = _size; \
113 list_init(&object->resource.privateData); \
114 /* Check that we have enough video ram left */ \
115 if (Pool == WINED3DPOOL_DEFAULT) { \
116 if (IWineD3DDevice_GetAvailableTextureMem(iface) <= _size) { \
117 WARN("Out of 'bogus' video memory\n"); \
118 HeapFree(GetProcessHeap(), 0, object); \
119 *pp##type = NULL; \
120 return WINED3DERR_OUTOFVIDEOMEMORY; \
122 globalChangeGlRam(_size); \
124 object->resource.allocatedMemory = (0 == _size ? NULL : Pool == WINED3DPOOL_DEFAULT ? NULL : HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, _size)); \
125 if (object->resource.allocatedMemory == NULL && _size != 0 && Pool != WINED3DPOOL_DEFAULT) { \
126 FIXME("Out of memory!\n"); \
127 HeapFree(GetProcessHeap(), 0, object); \
128 *pp##type = NULL; \
129 return WINED3DERR_OUTOFVIDEOMEMORY; \
131 *pp##type = (IWineD3D##type *) object; \
132 IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object) ;\
133 TRACE("(%p) : Created resource %p\n", This, object); \
136 #define D3DINITIALIZEBASETEXTURE(_basetexture) { \
137 _basetexture.levels = Levels; \
138 _basetexture.filterType = (Usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE; \
139 _basetexture.LOD = 0; \
140 _basetexture.dirty = TRUE; \
141 _basetexture.is_srgb = FALSE; \
142 _basetexture.srgb_mode_change_count = 0; \
145 /**********************************************************
146 * Global variable / Constants follow
147 **********************************************************/
148 const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
150 /**********************************************************
151 * IUnknown parts follows
152 **********************************************************/
154 static HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
156 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
158 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
159 if (IsEqualGUID(riid, &IID_IUnknown)
160 || IsEqualGUID(riid, &IID_IWineD3DBase)
161 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
162 IUnknown_AddRef(iface);
163 *ppobj = This;
164 return S_OK;
166 *ppobj = NULL;
167 return E_NOINTERFACE;
170 static ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
171 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
172 ULONG refCount = InterlockedIncrement(&This->ref);
174 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
175 return refCount;
178 static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
179 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
180 ULONG refCount = InterlockedDecrement(&This->ref);
182 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
184 if (!refCount) {
185 if (This->fbo) {
186 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->fbo));
188 if (This->src_fbo) {
189 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->src_fbo));
191 if (This->dst_fbo) {
192 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->dst_fbo));
195 HeapFree(GetProcessHeap(), 0, This->render_targets);
196 HeapFree(GetProcessHeap(), 0, This->fbo_color_attachments);
197 HeapFree(GetProcessHeap(), 0, This->draw_buffers);
199 if (This->glsl_program_lookup) hash_table_destroy(This->glsl_program_lookup);
201 /* TODO: Clean up all the surfaces and textures! */
202 /* NOTE: You must release the parent if the object was created via a callback
203 ** ***************************/
205 /* Release the update stateblock */
206 if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
207 if(This->updateStateBlock != This->stateBlock)
208 FIXME("(%p) Something's still holding the Update stateblock\n",This);
210 This->updateStateBlock = NULL;
211 { /* because were not doing proper internal refcounts releasing the primary state block
212 causes recursion with the extra checks in ResourceReleased, to avoid this we have
213 to set this->stateBlock = NULL; first */
214 IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
215 This->stateBlock = NULL;
217 /* Release the stateblock */
218 if(IWineD3DStateBlock_Release(stateBlock) > 0){
219 FIXME("(%p) Something's still holding the Update stateblock\n",This);
223 if (This->resources != NULL ) {
224 FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
225 dumpResources(This->resources);
228 if(This->contexts) ERR("Context array not freed!\n");
229 if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
230 This->haveHardwareCursor = FALSE;
232 IWineD3D_Release(This->wineD3D);
233 This->wineD3D = NULL;
234 HeapFree(GetProcessHeap(), 0, This);
235 TRACE("Freed device %p\n", This);
236 This = NULL;
238 return refCount;
241 /**********************************************************
242 * IWineD3DDevice implementation follows
243 **********************************************************/
244 static HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
245 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
246 *pParent = This->parent;
247 IUnknown_AddRef(This->parent);
248 return WINED3D_OK;
251 static void CreateVBO(IWineD3DVertexBufferImpl *object) {
252 IWineD3DDeviceImpl *This = object->resource.wineD3DDevice; /* Needed for GL_EXTCALL */
253 GLenum error, glUsage;
254 DWORD vboUsage = object->resource.usage;
255 if(object->Flags & VBFLAG_VBOCREATEFAIL) {
256 WARN("Creating a vbo failed once, not trying again\n");
257 return;
260 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", object, debug_d3dusage(vboUsage));
262 ENTER_GL();
263 /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
264 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
266 /* Make sure that the gl error is cleared. Do not use checkGLcall
267 * here because checkGLcall just prints a fixme and continues. However,
268 * if an error during VBO creation occurs we can fall back to non-vbo operation
269 * with full functionality(but performance loss)
271 while(glGetError() != GL_NO_ERROR);
273 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
274 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
275 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
276 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
277 * to check if the rhw and color values are in the correct format.
280 GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
281 error = glGetError();
282 if(object->vbo == 0 || error != GL_NO_ERROR) {
283 WARN("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
284 goto error;
287 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, object->vbo));
288 error = glGetError();
289 if(error != GL_NO_ERROR) {
290 WARN("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
291 goto error;
294 /* Don't use static, because dx apps tend to update the buffer
295 * quite often even if they specify 0 usage. Because we always keep the local copy
296 * we never read from the vbo and can create a write only opengl buffer.
298 switch(vboUsage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC) ) {
299 case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC:
300 case WINED3DUSAGE_DYNAMIC:
301 TRACE("Gl usage = GL_STREAM_DRAW\n");
302 glUsage = GL_STREAM_DRAW_ARB;
303 break;
304 case WINED3DUSAGE_WRITEONLY:
305 default:
306 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
307 glUsage = GL_DYNAMIC_DRAW_ARB;
308 break;
311 /* Reserve memory for the buffer. The amount of data won't change
312 * so we are safe with calling glBufferData once with a NULL ptr and
313 * calling glBufferSubData on updates
315 GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
316 error = glGetError();
317 if(error != GL_NO_ERROR) {
318 WARN("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
319 goto error;
322 LEAVE_GL();
324 return;
325 error:
326 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
327 FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
328 if(object->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
329 object->vbo = 0;
330 object->Flags |= VBFLAG_VBOCREATEFAIL;
331 LEAVE_GL();
332 return;
335 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
336 DWORD FVF, WINED3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
337 IUnknown *parent) {
338 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
339 IWineD3DVertexBufferImpl *object;
340 WINED3DFORMAT Format = WINED3DFMT_VERTEXDATA; /* Dummy format for now */
341 int dxVersion = ( (IWineD3DImpl *) This->wineD3D)->dxVersion;
342 BOOL conv;
344 if(Size == 0) {
345 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
346 *ppVertexBuffer = NULL;
347 return WINED3DERR_INVALIDCALL;
350 D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, WINED3DRTYPE_VERTEXBUFFER, Size)
352 TRACE("(%p) : Size=%d, Usage=%d, FVF=%x, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
353 *ppVertexBuffer = (IWineD3DVertexBuffer *)object;
355 if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
356 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->resource.size);
358 object->fvf = FVF;
360 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
361 * drawStridedFast (half-life 2).
363 * Basically converting the vertices in the buffer is quite expensive, and observations
364 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
365 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
367 * Direct3D7 has another problem: Its vertexbuffer api doesn't offer a way to specify
368 * the range of vertices being locked, so each lock will require the whole buffer to be transformed.
369 * Moreover geometry data in dx7 is quite simple, so drawStridedSlow isn't a big hit. A plus
370 * is that the vertex buffers fvf can be trusted in dx7. So only create non-converted vbos for
371 * dx7 apps.
372 * There is a IDirect3DVertexBuffer7::Optimize call after which the buffer can't be locked any
373 * more. In this call we can convert dx7 buffers too.
375 conv = ((FVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) || (FVF & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
376 if( GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) && Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) &&
377 (dxVersion > 7 || !conv) ) {
378 CreateVBO(object);
380 return WINED3D_OK;
383 static void CreateIndexBufferVBO(IWineD3DDeviceImpl *This, IWineD3DIndexBufferImpl *object) {
384 GLenum error, glUsage;
385 TRACE("Creating VBO for Index Buffer %p\n", object);
387 /* The following code will modify the ELEMENT_ARRAY_BUFFER binding, make sure it is
388 * restored on the next draw
390 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
392 ENTER_GL();
393 /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
394 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
396 while(glGetError());
398 GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
399 error = glGetError();
400 if(error != GL_NO_ERROR || object->vbo == 0) {
401 ERR("Creating a vbo failed with error %s (%#x), continuing without vbo for this buffer\n", debug_glerror(error), error);
402 goto out;
405 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, object->vbo));
406 error = glGetError();
407 if(error != GL_NO_ERROR) {
408 ERR("Failed to bind index buffer with error %s (%#x), continuing without vbo for this buffer\n", debug_glerror(error), error);
409 goto out;
412 /* Use static write only usage for now. Dynamic index buffers stay in sysmem, and due to the sysmem
413 * copy no readback will be needed
415 glUsage = GL_STATIC_DRAW_ARB;
416 GL_EXTCALL(glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
417 error = glGetError();
418 if(error != GL_NO_ERROR) {
419 ERR("Failed to initialize the index buffer with error %s (%#x)\n", debug_glerror(error), error);
420 goto out;
422 LEAVE_GL();
423 TRACE("Successfully created vbo %d for index buffer %p\n", object->vbo, object);
424 return;
426 out:
427 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
428 GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
429 LEAVE_GL();
430 object->vbo = 0;
433 static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
434 WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
435 HANDLE *sharedHandle, IUnknown *parent) {
436 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
437 IWineD3DIndexBufferImpl *object;
438 TRACE("(%p) Creating index buffer\n", This);
440 /* Allocate the storage for the device */
441 D3DCREATERESOURCEOBJECTINSTANCE(object,IndexBuffer,WINED3DRTYPE_INDEXBUFFER, Length)
443 if (Pool == WINED3DPOOL_DEFAULT ) { /* We need a local copy for drawStridedSlow */
444 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,object->resource.size);
447 if(Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
448 CreateIndexBufferVBO(This, object);
451 TRACE("(%p) : Len=%d, Use=%x, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
452 debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
453 *ppIndexBuffer = (IWineD3DIndexBuffer *) object;
455 return WINED3D_OK;
458 static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
460 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
461 IWineD3DStateBlockImpl *object;
462 int i, j;
463 HRESULT temp_result;
465 D3DCREATEOBJECTINSTANCE(object, StateBlock)
466 object->blockType = Type;
468 for(i = 0; i < LIGHTMAP_SIZE; i++) {
469 list_init(&object->lightMap[i]);
472 /* Special case - Used during initialization to produce a placeholder stateblock
473 so other functions called can update a state block */
474 if (Type == WINED3DSBT_INIT) {
475 /* Don't bother increasing the reference count otherwise a device will never
476 be freed due to circular dependencies */
477 return WINED3D_OK;
480 temp_result = allocate_shader_constants(object);
481 if (WINED3D_OK != temp_result)
482 return temp_result;
484 /* Otherwise, might as well set the whole state block to the appropriate values */
485 if (This->stateBlock != NULL)
486 stateblock_copy((IWineD3DStateBlock*) object, (IWineD3DStateBlock*) This->stateBlock);
487 else
488 memset(object->streamFreq, 1, sizeof(object->streamFreq));
490 /* Reset the ref and type after kludging it */
491 object->wineD3DDevice = This;
492 object->ref = 1;
493 object->blockType = Type;
495 TRACE("Updating changed flags appropriate for type %d\n", Type);
497 if (Type == WINED3DSBT_ALL) {
499 TRACE("ALL => Pretend everything has changed\n");
500 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, TRUE);
502 /* Lights are not part of the changed / set structure */
503 for(j = 0; j < LIGHTMAP_SIZE; j++) {
504 struct list *e;
505 LIST_FOR_EACH(e, &object->lightMap[j]) {
506 PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
507 light->changed = TRUE;
508 light->enabledChanged = TRUE;
511 } else if (Type == WINED3DSBT_PIXELSTATE) {
513 TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
514 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
516 object->changed.pixelShader = TRUE;
518 /* Pixel Shader Constants */
519 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i)
520 object->changed.pixelShaderConstantsF[i] = TRUE;
521 for (i = 0; i < MAX_CONST_B; ++i)
522 object->changed.pixelShaderConstantsB[i] = TRUE;
523 for (i = 0; i < MAX_CONST_I; ++i)
524 object->changed.pixelShaderConstantsI[i] = TRUE;
526 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
527 object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
529 for (j = 0; j < MAX_TEXTURES; j++) {
530 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
531 object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
534 for (j = 0 ; j < 16; j++) {
535 for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
537 object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
541 } else if (Type == WINED3DSBT_VERTEXSTATE) {
543 TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
544 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
546 object->changed.vertexShader = TRUE;
548 /* Vertex Shader Constants */
549 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i)
550 object->changed.vertexShaderConstantsF[i] = TRUE;
551 for (i = 0; i < MAX_CONST_B; ++i)
552 object->changed.vertexShaderConstantsB[i] = TRUE;
553 for (i = 0; i < MAX_CONST_I; ++i)
554 object->changed.vertexShaderConstantsI[i] = TRUE;
556 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
557 object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
559 for (j = 0; j < MAX_TEXTURES; j++) {
560 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
561 object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
564 for (j = 0 ; j < 16; j++){
565 for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
566 object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
570 for(j = 0; j < LIGHTMAP_SIZE; j++) {
571 struct list *e;
572 LIST_FOR_EACH(e, &object->lightMap[j]) {
573 PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
574 light->changed = TRUE;
575 light->enabledChanged = TRUE;
578 } else {
579 FIXME("Unrecognized state block type %d\n", Type);
582 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
583 return WINED3D_OK;
586 /* ************************************
587 MSDN:
588 [in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
590 Discard
591 [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
593 If this flag is set, the contents of the depth stencil buffer will be invalid after calling either IDirect3DDevice9::Present or IDirect3DDevice9::SetDepthStencilSurface with a different depth surface.
595 ******************************** */
597 static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height, WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,WINED3DRESOURCETYPE Type, DWORD Usage, WINED3DPOOL Pool, WINED3DMULTISAMPLE_TYPE MultiSample ,DWORD MultisampleQuality, HANDLE* pSharedHandle, WINED3DSURFTYPE Impl, IUnknown *parent) {
598 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
599 IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
600 unsigned int pow2Width, pow2Height;
601 unsigned int Size = 1;
602 const PixelFormatDesc *tableEntry = getFormatDescEntry(Format);
603 TRACE("(%p) Create surface\n",This);
605 /** FIXME: Check ranges on the inputs are valid
606 * MSDN
607 * MultisampleQuality
608 * [in] Quality level. The valid range is between zero and one less than the level
609 * returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
610 * Passing a larger value returns the error WINED3DERR_INVALIDCALL. The MultisampleQuality
611 * values of paired render targets, depth stencil surfaces, and the MultiSample type
612 * must all match.
613 *******************************/
617 * TODO: Discard MSDN
618 * [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
620 * If this flag is set, the contents of the depth stencil buffer will be
621 * invalid after calling either IDirect3DDevice9::Present or * IDirect3DDevice9::SetDepthStencilSurface
622 * with a different depth surface.
624 *This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
625 ***************************/
627 if(MultisampleQuality < 0) {
628 FIXME("Invalid multisample level %d\n", MultisampleQuality);
629 return WINED3DERR_INVALIDCALL; /* TODO: Check that this is the case! */
632 if(MultisampleQuality > 0) {
633 FIXME("MultisampleQuality set to %d, substituting 0\n", MultisampleQuality);
634 MultisampleQuality=0;
637 /** FIXME: Check that the format is supported
638 * by the device.
639 *******************************/
641 /* Non-power2 support */
642 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
643 pow2Width = Width;
644 pow2Height = Height;
645 } else {
646 /* Find the nearest pow2 match */
647 pow2Width = pow2Height = 1;
648 while (pow2Width < Width) pow2Width <<= 1;
649 while (pow2Height < Height) pow2Height <<= 1;
652 if (pow2Width > Width || pow2Height > Height) {
653 /** TODO: add support for non power two compressed textures (OpenGL 2 provices support for * non-power-two textures gratis) **/
654 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
655 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
656 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
657 This, Width, Height);
658 return WINED3DERR_NOTAVAILABLE;
662 /** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
663 * it is based around 4x4 pixel blocks it requires padding, so allocate enough
664 * space!
665 *********************************/
666 if (WINED3DFMT_UNKNOWN == Format) {
667 Size = 0;
668 } else if (Format == WINED3DFMT_DXT1) {
669 /* DXT1 is half byte per pixel */
670 Size = ((max(Width,4) * tableEntry->bpp) * max(Height,4)) >> 1;
672 } else if (Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3 ||
673 Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
674 Size = ((max(Width,4) * tableEntry->bpp) * max(Height,4));
675 } else {
676 /* The pitch is a multiple of 4 bytes */
677 Size = ((Width * tableEntry->bpp) + This->surface_alignment - 1) & ~(This->surface_alignment - 1);
678 Size *= Height;
681 /** Create and initialise the surface resource **/
682 D3DCREATERESOURCEOBJECTINSTANCE(object,Surface,WINED3DRTYPE_SURFACE, Size)
683 /* "Standalone" surface */
684 IWineD3DSurface_SetContainer((IWineD3DSurface *)object, NULL);
686 object->currentDesc.Width = Width;
687 object->currentDesc.Height = Height;
688 object->currentDesc.MultiSampleType = MultiSample;
689 object->currentDesc.MultiSampleQuality = MultisampleQuality;
691 /* Setup some glformat defaults */
692 object->glDescription.glFormat = tableEntry->glFormat;
693 object->glDescription.glFormatInternal = tableEntry->glInternal;
694 object->glDescription.glType = tableEntry->glType;
696 object->glDescription.textureName = 0;
697 object->glDescription.level = Level;
698 object->glDescription.target = GL_TEXTURE_2D;
700 /* Internal data */
701 object->pow2Width = pow2Width;
702 object->pow2Height = pow2Height;
704 /* Flags */
705 object->Flags = 0;
706 object->Flags |= (pow2Width != Width || pow2Height != Height) ? SFLAG_NONPOW2 : 0;
707 object->Flags |= Discard ? SFLAG_DISCARD : 0;
708 object->Flags |= (WINED3DFMT_D16_LOCKABLE == Format) ? SFLAG_LOCKABLE : 0;
709 object->Flags |= Lockable ? SFLAG_LOCKABLE : 0;
712 if (WINED3DFMT_UNKNOWN != Format) {
713 object->bytesPerPixel = tableEntry->bpp;
714 } else {
715 object->bytesPerPixel = 0;
718 /** TODO: change this into a texture transform matrix so that it's processed in hardware **/
720 TRACE("Pool %d %d %d %d\n",Pool, WINED3DPOOL_DEFAULT, WINED3DPOOL_MANAGED, WINED3DPOOL_SYSTEMMEM);
722 /** Quick lockable sanity check TODO: remove this after surfaces, usage and lockability have been debugged properly
723 * this function is too deep to need to care about things like this.
724 * Levels need to be checked too, and possibly Type since they all affect what can be done.
725 * ****************************************/
726 switch(Pool) {
727 case WINED3DPOOL_SCRATCH:
728 if(!Lockable)
729 FIXME("Create surface called with a pool of SCRATCH and a Lockable of FALSE "
730 "which are mutually exclusive, setting lockable to TRUE\n");
731 Lockable = TRUE;
732 break;
733 case WINED3DPOOL_SYSTEMMEM:
734 if(!Lockable) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, "
735 "this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
736 case WINED3DPOOL_MANAGED:
737 if(Usage == WINED3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a "
738 "Usage of DYNAMIC which are mutually exclusive, not doing "
739 "anything just telling you.\n");
740 break;
741 case WINED3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
742 if(!(Usage & WINED3DUSAGE_DYNAMIC) && !(Usage & WINED3DUSAGE_RENDERTARGET)
743 && !(Usage && WINED3DUSAGE_DEPTHSTENCIL ) && Lockable)
744 WARN("Creating a surface with a POOL of DEFAULT with Lockable true, that doesn't specify DYNAMIC usage.\n");
745 break;
746 default:
747 FIXME("(%p) Unknown pool %d\n", This, Pool);
748 break;
751 if (Usage & WINED3DUSAGE_RENDERTARGET && Pool != WINED3DPOOL_DEFAULT) {
752 FIXME("Trying to create a render target that isn't in the default pool\n");
755 /* mark the texture as dirty so that it gets loaded first time around*/
756 IWineD3DSurface_AddDirtyRect(*ppSurface, NULL);
757 TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n",
758 This, Width, Height, Format, debug_d3dformat(Format),
759 (WINED3DFMT_D16_LOCKABLE == Format), *ppSurface, object->resource.allocatedMemory, object->resource.size);
761 /* Store the DirectDraw primary surface. This is the first rendertarget surface created */
762 if( (Usage & WINED3DUSAGE_RENDERTARGET) && (!This->ddraw_primary) )
763 This->ddraw_primary = (IWineD3DSurface *) object;
765 /* Look at the implementation and set the correct Vtable */
766 switch(Impl) {
767 case SURFACE_OPENGL:
768 /* Nothing to do, it's set already */
769 break;
771 case SURFACE_GDI:
772 object->lpVtbl = &IWineGDISurface_Vtbl;
773 break;
775 default:
776 /* To be sure to catch this */
777 ERR("Unknown requested surface implementation %d!\n", Impl);
778 IWineD3DSurface_Release((IWineD3DSurface *) object);
779 return WINED3DERR_INVALIDCALL;
782 list_init(&object->renderbuffers);
784 /* Call the private setup routine */
785 return IWineD3DSurface_PrivateSetup( (IWineD3DSurface *) object );
789 static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Width, UINT Height, UINT Levels,
790 DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
791 IWineD3DTexture** ppTexture, HANDLE* pSharedHandle, IUnknown *parent,
792 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
794 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
795 IWineD3DTextureImpl *object;
796 unsigned int i;
797 UINT tmpW;
798 UINT tmpH;
799 HRESULT hr;
800 unsigned int pow2Width;
801 unsigned int pow2Height;
804 TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
805 TRACE("Format %#x (%s), Pool %#x, ppTexture %p, pSharedHandle %p, parent %p\n",
806 Format, debug_d3dformat(Format), Pool, ppTexture, pSharedHandle, parent);
808 /* TODO: It should only be possible to create textures for formats
809 that are reported as supported */
810 if (WINED3DFMT_UNKNOWN >= Format) {
811 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
812 return WINED3DERR_INVALIDCALL;
815 D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, WINED3DRTYPE_TEXTURE, 0);
816 D3DINITIALIZEBASETEXTURE(object->baseTexture);
817 object->width = Width;
818 object->height = Height;
820 /** Non-power2 support **/
821 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
822 pow2Width = Width;
823 pow2Height = Height;
824 } else {
825 /* Find the nearest pow2 match */
826 pow2Width = pow2Height = 1;
827 while (pow2Width < Width) pow2Width <<= 1;
828 while (pow2Height < Height) pow2Height <<= 1;
831 /** FIXME: add support for real non-power-two if it's provided by the video card **/
832 /* Precalculated scaling for 'faked' non power of two texture coords */
833 object->pow2scalingFactorX = (((float)Width) / ((float)pow2Width));
834 object->pow2scalingFactorY = (((float)Height) / ((float)pow2Height));
835 TRACE(" xf(%f) yf(%f)\n", object->pow2scalingFactorX, object->pow2scalingFactorY);
837 /* Calculate levels for mip mapping */
838 if (Levels == 0) {
839 TRACE("calculating levels %d\n", object->baseTexture.levels);
840 object->baseTexture.levels++;
841 tmpW = Width;
842 tmpH = Height;
843 while (tmpW > 1 || tmpH > 1) {
844 tmpW = max(1, tmpW >> 1);
845 tmpH = max(1, tmpH >> 1);
846 object->baseTexture.levels++;
848 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
851 /* Generate all the surfaces */
852 tmpW = Width;
853 tmpH = Height;
854 for (i = 0; i < object->baseTexture.levels; i++)
856 /* use the callback to create the texture surface */
857 hr = D3DCB_CreateSurface(This->parent, parent, tmpW, tmpH, Format, Usage, Pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &object->surfaces[i],NULL);
858 if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) {
859 FIXME("Failed to create surface %p\n", object);
860 /* clean up */
861 object->surfaces[i] = NULL;
862 IWineD3DTexture_Release((IWineD3DTexture *)object);
864 *ppTexture = NULL;
865 return hr;
868 IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
869 TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
870 /* calculate the next mipmap level */
871 tmpW = max(1, tmpW >> 1);
872 tmpH = max(1, tmpH >> 1);
875 TRACE("(%p) : Created texture %p\n", This, object);
876 return WINED3D_OK;
879 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
880 UINT Width, UINT Height, UINT Depth,
881 UINT Levels, DWORD Usage,
882 WINED3DFORMAT Format, WINED3DPOOL Pool,
883 IWineD3DVolumeTexture **ppVolumeTexture,
884 HANDLE *pSharedHandle, IUnknown *parent,
885 D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
887 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
888 IWineD3DVolumeTextureImpl *object;
889 unsigned int i;
890 UINT tmpW;
891 UINT tmpH;
892 UINT tmpD;
894 /* TODO: It should only be possible to create textures for formats
895 that are reported as supported */
896 if (WINED3DFMT_UNKNOWN >= Format) {
897 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
898 return WINED3DERR_INVALIDCALL;
901 D3DCREATERESOURCEOBJECTINSTANCE(object, VolumeTexture, WINED3DRTYPE_VOLUMETEXTURE, 0);
902 D3DINITIALIZEBASETEXTURE(object->baseTexture);
904 TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
905 Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
907 object->width = Width;
908 object->height = Height;
909 object->depth = Depth;
911 /* Calculate levels for mip mapping */
912 if (Levels == 0) {
913 object->baseTexture.levels++;
914 tmpW = Width;
915 tmpH = Height;
916 tmpD = Depth;
917 while (tmpW > 1 || tmpH > 1 || tmpD > 1) {
918 tmpW = max(1, tmpW >> 1);
919 tmpH = max(1, tmpH >> 1);
920 tmpD = max(1, tmpD >> 1);
921 object->baseTexture.levels++;
923 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
926 /* Generate all the surfaces */
927 tmpW = Width;
928 tmpH = Height;
929 tmpD = Depth;
931 for (i = 0; i < object->baseTexture.levels; i++)
933 HRESULT hr;
934 /* Create the volume */
935 hr = D3DCB_CreateVolume(This->parent, parent, tmpW, tmpH, tmpD, Format, Pool, Usage,
936 (IWineD3DVolume **)&object->volumes[i], pSharedHandle);
938 if(FAILED(hr)) {
939 ERR("Creating a volume for the volume texture failed(%08x)\n", hr);
940 IWineD3DVolumeTexture_Release((IWineD3DVolumeTexture *) object);
941 *ppVolumeTexture = NULL;
942 return hr;
945 /* Set its container to this object */
946 IWineD3DVolume_SetContainer(object->volumes[i], (IWineD3DBase *)object);
948 /* calcualte the next mipmap level */
949 tmpW = max(1, tmpW >> 1);
950 tmpH = max(1, tmpH >> 1);
951 tmpD = max(1, tmpD >> 1);
954 *ppVolumeTexture = (IWineD3DVolumeTexture *) object;
955 TRACE("(%p) : Created volume texture %p\n", This, object);
956 return WINED3D_OK;
959 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
960 UINT Width, UINT Height, UINT Depth,
961 DWORD Usage,
962 WINED3DFORMAT Format, WINED3DPOOL Pool,
963 IWineD3DVolume** ppVolume,
964 HANDLE* pSharedHandle, IUnknown *parent) {
966 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
967 IWineD3DVolumeImpl *object; /** NOTE: impl ref allowed since this is a create function **/
968 const PixelFormatDesc *formatDesc = getFormatDescEntry(Format);
970 D3DCREATERESOURCEOBJECTINSTANCE(object, Volume, WINED3DRTYPE_VOLUME, ((Width * formatDesc->bpp) * Height * Depth))
972 TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
973 Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
975 object->currentDesc.Width = Width;
976 object->currentDesc.Height = Height;
977 object->currentDesc.Depth = Depth;
978 object->bytesPerPixel = formatDesc->bpp;
980 /** Note: Volume textures cannot be dxtn, hence no need to check here **/
981 object->lockable = TRUE;
982 object->locked = FALSE;
983 memset(&object->lockedBox, 0, sizeof(WINED3DBOX));
984 object->dirty = TRUE;
986 return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) object, NULL);
989 static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
990 UINT Levels, DWORD Usage,
991 WINED3DFORMAT Format, WINED3DPOOL Pool,
992 IWineD3DCubeTexture **ppCubeTexture,
993 HANDLE *pSharedHandle, IUnknown *parent,
994 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
996 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
997 IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
998 unsigned int i, j;
999 UINT tmpW;
1000 HRESULT hr;
1001 unsigned int pow2EdgeLength = EdgeLength;
1003 /* TODO: It should only be possible to create textures for formats
1004 that are reported as supported */
1005 if (WINED3DFMT_UNKNOWN >= Format) {
1006 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
1007 return WINED3DERR_INVALIDCALL;
1010 if (!GL_SUPPORT(ARB_TEXTURE_CUBE_MAP) && Pool != WINED3DPOOL_SCRATCH) {
1011 WARN("(%p) : Tried to create not supported cube texture\n", This);
1012 return WINED3DERR_INVALIDCALL;
1015 D3DCREATERESOURCEOBJECTINSTANCE(object, CubeTexture, WINED3DRTYPE_CUBETEXTURE, 0);
1016 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1018 TRACE("(%p) Create Cube Texture\n", This);
1020 /** Non-power2 support **/
1022 /* Find the nearest pow2 match */
1023 pow2EdgeLength = 1;
1024 while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
1026 object->edgeLength = EdgeLength;
1027 /* TODO: support for native non-power 2 */
1028 /* Precalculated scaling for 'faked' non power of two texture coords */
1029 object->pow2scalingFactor = ((float)EdgeLength) / ((float)pow2EdgeLength);
1031 /* Calculate levels for mip mapping */
1032 if (Levels == 0) {
1033 object->baseTexture.levels++;
1034 tmpW = EdgeLength;
1035 while (tmpW > 1) {
1036 tmpW = max(1, tmpW >> 1);
1037 object->baseTexture.levels++;
1039 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1042 /* Generate all the surfaces */
1043 tmpW = EdgeLength;
1044 for (i = 0; i < object->baseTexture.levels; i++) {
1046 /* Create the 6 faces */
1047 for (j = 0; j < 6; j++) {
1049 hr=D3DCB_CreateSurface(This->parent, parent, tmpW, tmpW, Format, Usage, Pool,
1050 i /* Level */, j, &object->surfaces[j][i],pSharedHandle);
1052 if(hr!= WINED3D_OK) {
1053 /* clean up */
1054 int k;
1055 int l;
1056 for (l = 0; l < j; l++) {
1057 IWineD3DSurface_Release(object->surfaces[j][i]);
1059 for (k = 0; k < i; k++) {
1060 for (l = 0; l < 6; l++) {
1061 IWineD3DSurface_Release(object->surfaces[l][j]);
1065 FIXME("(%p) Failed to create surface\n",object);
1066 HeapFree(GetProcessHeap(),0,object);
1067 *ppCubeTexture = NULL;
1068 return hr;
1070 IWineD3DSurface_SetContainer(object->surfaces[j][i], (IWineD3DBase *)object);
1071 TRACE("Created surface level %d @ %p,\n", i, object->surfaces[j][i]);
1073 tmpW = max(1, tmpW >> 1);
1076 TRACE("(%p) : Created Cube Texture %p\n", This, object);
1077 *ppCubeTexture = (IWineD3DCubeTexture *) object;
1078 return WINED3D_OK;
1081 static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
1082 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1083 IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
1084 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1086 /* Just a check to see if we support this type of query */
1087 switch(Type) {
1088 case WINED3DQUERYTYPE_OCCLUSION:
1089 TRACE("(%p) occlusion query\n", This);
1090 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
1091 hr = WINED3D_OK;
1092 else
1093 WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY/NV_OCCLUSION_QUERY\n");
1094 break;
1096 case WINED3DQUERYTYPE_EVENT:
1097 if(!(GL_SUPPORT(NV_FENCE) || GL_SUPPORT(APPLE_FENCE) )) {
1098 /* Half-Life 2 needs this query. It does not render the main menu correctly otherwise
1099 * Pretend to support it, faking this query does not do much harm except potentially lowering performance
1101 FIXME("(%p) Event query: Unimplemented, but pretending to be supported\n", This);
1103 hr = WINED3D_OK;
1104 break;
1106 case WINED3DQUERYTYPE_VCACHE:
1107 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1108 case WINED3DQUERYTYPE_VERTEXSTATS:
1109 case WINED3DQUERYTYPE_TIMESTAMP:
1110 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1111 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1112 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1113 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1114 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1115 case WINED3DQUERYTYPE_PIXELTIMINGS:
1116 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1117 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1118 default:
1119 FIXME("(%p) Unhandled query type %d\n", This, Type);
1121 if(NULL == ppQuery || hr != WINED3D_OK) {
1122 return hr;
1125 D3DCREATEOBJECTINSTANCE(object, Query)
1126 object->type = Type;
1127 /* allocated the 'extended' data based on the type of query requested */
1128 switch(Type){
1129 case WINED3DQUERYTYPE_OCCLUSION:
1130 if(GL_SUPPORT(ARB_OCCLUSION_QUERY)) {
1131 TRACE("(%p) Allocating data for an occlusion query\n", This);
1132 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryOcclusionData));
1133 GL_EXTCALL(glGenQueriesARB(1, &((WineQueryOcclusionData *)(object->extendedData))->queryId));
1134 break;
1136 case WINED3DQUERYTYPE_EVENT:
1137 /* TODO: GL_APPLE_fence */
1138 if(GL_SUPPORT(APPLE_FENCE)) {
1139 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryEventData));
1140 GL_EXTCALL(glGenFencesAPPLE(1, &((WineQueryEventData *)(object->extendedData))->fenceId));
1141 checkGLcall("glGenFencesAPPLE");
1142 } else if(GL_SUPPORT(NV_FENCE)) {
1143 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryEventData));
1144 GL_EXTCALL(glGenFencesNV(1, &((WineQueryEventData *)(object->extendedData))->fenceId));
1145 checkGLcall("glGenFencesNV");
1147 break;
1149 case WINED3DQUERYTYPE_VCACHE:
1150 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1151 case WINED3DQUERYTYPE_VERTEXSTATS:
1152 case WINED3DQUERYTYPE_TIMESTAMP:
1153 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1154 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1155 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1156 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1157 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1158 case WINED3DQUERYTYPE_PIXELTIMINGS:
1159 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1160 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1161 default:
1162 object->extendedData = 0;
1163 FIXME("(%p) Unhandled query type %d\n",This , Type);
1165 TRACE("(%p) : Created Query %p\n", This, object);
1166 return WINED3D_OK;
1169 /*****************************************************************************
1170 * IWineD3DDeviceImpl_SetupFullscreenWindow
1172 * Helper function that modifies a HWND's Style and ExStyle for proper
1173 * fullscreen use.
1175 * Params:
1176 * iface: Pointer to the IWineD3DDevice interface
1177 * window: Window to setup
1179 *****************************************************************************/
1180 static void WINAPI IWineD3DDeviceImpl_SetupFullscreenWindow(IWineD3DDevice *iface, HWND window) {
1181 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1183 LONG style, exStyle;
1184 /* Don't do anything if an original style is stored.
1185 * That shouldn't happen
1187 TRACE("(%p): Setting up window %p for exclusive mode\n", This, window);
1188 if (This->style || This->exStyle) {
1189 ERR("(%p): Want to change the window parameters of HWND %p, but "
1190 "another style is stored for restoration afterwards\n", This, window);
1193 /* Get the parameters and save them */
1194 style = GetWindowLongW(window, GWL_STYLE);
1195 exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1196 This->style = style;
1197 This->exStyle = exStyle;
1199 /* Filter out window decorations */
1200 style &= ~WS_CAPTION;
1201 style &= ~WS_THICKFRAME;
1202 exStyle &= ~WS_EX_WINDOWEDGE;
1203 exStyle &= ~WS_EX_CLIENTEDGE;
1205 /* Make sure the window is managed, otherwise we won't get keyboard input */
1206 style |= WS_POPUP | WS_SYSMENU;
1208 TRACE("Old style was %08x,%08x, setting to %08x,%08x\n",
1209 This->style, This->exStyle, style, exStyle);
1211 SetWindowLongW(window, GWL_STYLE, style);
1212 SetWindowLongW(window, GWL_EXSTYLE, exStyle);
1214 /* Inform the window about the update. */
1215 SetWindowPos(window, HWND_TOP, 0, 0,
1216 This->ddraw_width, This->ddraw_height, SWP_FRAMECHANGED);
1217 ShowWindow(window, SW_NORMAL);
1220 /*****************************************************************************
1221 * IWineD3DDeviceImpl_RestoreWindow
1223 * Helper function that restores a windows' properties when taking it out
1224 * of fullscreen mode
1226 * Params:
1227 * iface: Pointer to the IWineD3DDevice interface
1228 * window: Window to setup
1230 *****************************************************************************/
1231 static void WINAPI IWineD3DDeviceImpl_RestoreWindow(IWineD3DDevice *iface, HWND window) {
1232 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1234 /* This could be a DDSCL_NORMAL -> DDSCL_NORMAL
1235 * switch, do nothing
1237 if (!This->style && !This->exStyle) return;
1239 TRACE("(%p): Restoring window settings of window %p to %08x, %08x\n",
1240 This, window, This->style, This->exStyle);
1242 SetWindowLongW(window, GWL_STYLE, This->style);
1243 SetWindowLongW(window, GWL_EXSTYLE, This->exStyle);
1245 /* Delete the old values */
1246 This->style = 0;
1247 This->exStyle = 0;
1249 /* Inform the window about the update */
1250 SetWindowPos(window, 0 /* InsertAfter, ignored */,
1251 0, 0, 0, 0, /* Pos, Size, ignored */
1252 SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
1255 /* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
1256 static HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, IWineD3DSwapChain** ppSwapChain,
1257 IUnknown* parent,
1258 D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget,
1259 D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil) {
1260 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1262 HDC hDc;
1263 IWineD3DSwapChainImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1264 HRESULT hr = WINED3D_OK;
1265 IUnknown *bufferParent;
1266 Display *display;
1268 TRACE("(%p) : Created Aditional Swap Chain\n", This);
1270 /** FIXME: Test under windows to find out what the life cycle of a swap chain is,
1271 * does a device hold a reference to a swap chain giving them a lifetime of the device
1272 * or does the swap chain notify the device of its destruction.
1273 *******************************/
1275 /* Check the params */
1276 if(pPresentationParameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX) {
1277 ERR("App requested %d back buffers, this is not supported for now\n", pPresentationParameters->BackBufferCount);
1278 return WINED3DERR_INVALIDCALL;
1279 } else if (pPresentationParameters->BackBufferCount > 1) {
1280 FIXME("The app requests more than one back buffer, this can't be supported properly. Please configure the application to use double buffering(=1 back buffer) if possible\n");
1283 D3DCREATEOBJECTINSTANCE(object, SwapChain)
1285 /*********************
1286 * Lookup the window Handle and the relating X window handle
1287 ********************/
1289 /* Setup hwnd we are using, plus which display this equates to */
1290 object->win_handle = pPresentationParameters->hDeviceWindow;
1291 if (!object->win_handle) {
1292 object->win_handle = This->createParms.hFocusWindow;
1295 object->win_handle = GetAncestor(object->win_handle, GA_ROOT);
1296 if ( !( object->win = (Window)GetPropA(object->win_handle, "__wine_x11_whole_window") ) ) {
1297 ERR("Can't get drawable (window), HWND:%p doesn't have the property __wine_x11_whole_window\n", object->win_handle);
1298 return WINED3DERR_NOTAVAILABLE;
1300 hDc = GetDC(object->win_handle);
1301 display = get_display(hDc);
1302 ReleaseDC(object->win_handle, hDc);
1303 TRACE("Using a display of %p %p\n", display, hDc);
1305 if (NULL == display || NULL == hDc) {
1306 WARN("Failed to get a display and HDc for Window %p\n", object->win_handle);
1307 return WINED3DERR_NOTAVAILABLE;
1310 if (object->win == 0) {
1311 WARN("Failed to get a valid XVisuial ID for the window %p\n", object->win_handle);
1312 return WINED3DERR_NOTAVAILABLE;
1315 object->orig_width = GetSystemMetrics(SM_CXSCREEN);
1316 object->orig_height = GetSystemMetrics(SM_CYSCREEN);
1317 object->orig_fmt = pixelformat_for_depth(GetDeviceCaps(hDc, BITSPIXEL) * GetDeviceCaps(hDc, PLANES));
1319 /** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
1320 * then the corresponding dimension of the client area of the hDeviceWindow
1321 * (or the focus window, if hDeviceWindow is NULL) is taken.
1322 **********************/
1324 if (pPresentationParameters->Windowed &&
1325 ((pPresentationParameters->BackBufferWidth == 0) ||
1326 (pPresentationParameters->BackBufferHeight == 0))) {
1328 RECT Rect;
1329 GetClientRect(object->win_handle, &Rect);
1331 if (pPresentationParameters->BackBufferWidth == 0) {
1332 pPresentationParameters->BackBufferWidth = Rect.right;
1333 TRACE("Updating width to %d\n", pPresentationParameters->BackBufferWidth);
1335 if (pPresentationParameters->BackBufferHeight == 0) {
1336 pPresentationParameters->BackBufferHeight = Rect.bottom;
1337 TRACE("Updating height to %d\n", pPresentationParameters->BackBufferHeight);
1341 /* Put the correct figures in the presentation parameters */
1342 TRACE("Copying across presentation parameters\n");
1343 object->presentParms = *pPresentationParameters;
1345 TRACE("calling rendertarget CB\n");
1346 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1347 parent,
1348 object->presentParms.BackBufferWidth,
1349 object->presentParms.BackBufferHeight,
1350 object->presentParms.BackBufferFormat,
1351 object->presentParms.MultiSampleType,
1352 object->presentParms.MultiSampleQuality,
1353 TRUE /* Lockable */,
1354 &object->frontBuffer,
1355 NULL /* pShared (always null)*/);
1356 if (object->frontBuffer != NULL) {
1357 IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
1358 } else {
1359 ERR("Failed to create the front buffer\n");
1360 goto error;
1364 * Create an opengl context for the display visual
1365 * NOTE: the visual is chosen as the window is created and the glcontext cannot
1366 * use different properties after that point in time. FIXME: How to handle when requested format
1367 * doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
1368 * it chooses is identical to the one already being used!
1369 **********************************/
1370 /** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
1372 object->context = HeapAlloc(GetProcessHeap(), 0, sizeof(object->context));
1373 if(!object->context)
1374 return E_OUTOFMEMORY;
1375 object->num_contexts = 1;
1377 ENTER_GL();
1378 object->context[0] = CreateContext(This, (IWineD3DSurfaceImpl *) object->frontBuffer, display, object->win);
1379 LEAVE_GL();
1381 if (!object->context[0]) {
1382 ERR("Failed to create a new context\n");
1383 hr = WINED3DERR_NOTAVAILABLE;
1384 goto error;
1385 } else {
1386 TRACE("Context created (HWND=%p, glContext=%p, Window=%ld)\n",
1387 object->win_handle, object->context[0]->glCtx, object->win);
1390 /*********************
1391 * Windowed / Fullscreen
1392 *******************/
1395 * TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
1396 * so we should really check to see if there is a fullscreen swapchain already
1397 * I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
1398 **************************************/
1400 if (!pPresentationParameters->Windowed) {
1402 DEVMODEW devmode;
1403 HDC hdc;
1404 int bpp = 0;
1405 RECT clip_rc;
1407 /* Get info on the current display setup */
1408 hdc = GetDC(0);
1409 bpp = GetDeviceCaps(hdc, BITSPIXEL);
1410 ReleaseDC(0, hdc);
1412 /* Change the display settings */
1413 memset(&devmode, 0, sizeof(DEVMODEW));
1414 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1415 devmode.dmBitsPerPel = (bpp >= 24) ? 32 : bpp; /* Stupid XVidMode cannot change bpp */
1416 devmode.dmPelsWidth = pPresentationParameters->BackBufferWidth;
1417 devmode.dmPelsHeight = pPresentationParameters->BackBufferHeight;
1418 MultiByteToWideChar(CP_ACP, 0, "Gamers CG", -1, devmode.dmDeviceName, CCHDEVICENAME);
1419 ChangeDisplaySettingsExW(devmode.dmDeviceName, &devmode, object->win_handle, CDS_FULLSCREEN, NULL);
1421 /* For GetDisplayMode */
1422 This->ddraw_width = devmode.dmPelsWidth;
1423 This->ddraw_height = devmode.dmPelsHeight;
1424 This->ddraw_format = pPresentationParameters->BackBufferFormat;
1426 IWineD3DDevice_SetFullscreen(iface, TRUE);
1428 /* And finally clip mouse to our screen */
1429 SetRect(&clip_rc, 0, 0, devmode.dmPelsWidth, devmode.dmPelsHeight);
1430 ClipCursor(&clip_rc);
1433 /*********************
1434 * Create the back, front and stencil buffers
1435 *******************/
1436 if(object->presentParms.BackBufferCount > 0) {
1437 int i;
1439 object->backBuffer = HeapAlloc(GetProcessHeap(), 0, sizeof(IWineD3DSurface *) * object->presentParms.BackBufferCount);
1440 if(!object->backBuffer) {
1441 ERR("Out of memory\n");
1442 hr = E_OUTOFMEMORY;
1443 goto error;
1446 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1447 TRACE("calling rendertarget CB\n");
1448 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1449 parent,
1450 object->presentParms.BackBufferWidth,
1451 object->presentParms.BackBufferHeight,
1452 object->presentParms.BackBufferFormat,
1453 object->presentParms.MultiSampleType,
1454 object->presentParms.MultiSampleQuality,
1455 TRUE /* Lockable */,
1456 &object->backBuffer[i],
1457 NULL /* pShared (always null)*/);
1458 if(hr == WINED3D_OK && object->backBuffer[i]) {
1459 IWineD3DSurface_SetContainer(object->backBuffer[i], (IWineD3DBase *)object);
1460 } else {
1461 ERR("Cannot create new back buffer\n");
1462 goto error;
1464 ENTER_GL();
1465 glDrawBuffer(GL_BACK);
1466 checkGLcall("glDrawBuffer(GL_BACK)");
1467 LEAVE_GL();
1469 } else {
1470 object->backBuffer = NULL;
1472 /* Single buffering - draw to front buffer */
1473 ENTER_GL();
1474 glDrawBuffer(GL_FRONT);
1475 checkGLcall("glDrawBuffer(GL_FRONT)");
1476 LEAVE_GL();
1479 /* Under directX swapchains share the depth stencil, so only create one depth-stencil */
1480 if (pPresentationParameters->EnableAutoDepthStencil && hr == WINED3D_OK) {
1481 TRACE("Creating depth stencil buffer\n");
1482 if (This->depthStencilBuffer == NULL ) {
1483 hr = D3DCB_CreateDepthStencil((IUnknown *) This->parent,
1484 parent,
1485 object->presentParms.BackBufferWidth,
1486 object->presentParms.BackBufferHeight,
1487 object->presentParms.AutoDepthStencilFormat,
1488 object->presentParms.MultiSampleType,
1489 object->presentParms.MultiSampleQuality,
1490 FALSE /* FIXME: Discard */,
1491 &This->depthStencilBuffer,
1492 NULL /* pShared (always null)*/ );
1493 if (This->depthStencilBuffer != NULL)
1494 IWineD3DSurface_SetContainer(This->depthStencilBuffer, 0);
1497 /** TODO: A check on width, height and multisample types
1498 *(since the zbuffer must be at least as large as the render target and have the same multisample parameters)
1499 ****************************/
1500 object->wantsDepthStencilBuffer = TRUE;
1501 } else {
1502 object->wantsDepthStencilBuffer = FALSE;
1505 TRACE("Created swapchain %p\n", object);
1506 TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil %d\n",object->frontBuffer, object->backBuffer ? object->backBuffer[0] : NULL, object->wantsDepthStencilBuffer);
1507 return WINED3D_OK;
1509 error:
1510 if (object->backBuffer) {
1511 int i;
1512 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1513 if(object->backBuffer[i]) {
1514 IWineD3DSurface_GetParent(object->backBuffer[i], &bufferParent);
1515 IUnknown_Release(bufferParent); /* once for the get parent */
1516 if (IUnknown_Release(bufferParent) > 0) {
1517 FIXME("(%p) Something's still holding the back buffer\n",This);
1521 HeapFree(GetProcessHeap(), 0, object->backBuffer);
1522 object->backBuffer = NULL;
1524 if(object->context[0])
1525 DestroyContext(This, object->context[0]);
1526 if(object->frontBuffer) {
1527 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1528 IUnknown_Release(bufferParent); /* once for the get parent */
1529 if (IUnknown_Release(bufferParent) > 0) {
1530 FIXME("(%p) Something's still holding the front buffer\n",This);
1533 HeapFree(GetProcessHeap(), 0, object);
1534 return hr;
1537 /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
1538 static UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
1539 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1540 TRACE("(%p)\n", This);
1542 return This->NumberOfSwapChains;
1545 static HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
1546 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1547 TRACE("(%p) : swapchain %d\n", This, iSwapChain);
1549 if(iSwapChain < This->NumberOfSwapChains) {
1550 *pSwapChain = This->swapchains[iSwapChain];
1551 IWineD3DSwapChain_AddRef(*pSwapChain);
1552 TRACE("(%p) returning %p\n", This, *pSwapChain);
1553 return WINED3D_OK;
1554 } else {
1555 TRACE("Swapchain out of range\n");
1556 *pSwapChain = NULL;
1557 return WINED3DERR_INVALIDCALL;
1561 /*****
1562 * Vertex Declaration
1563 *****/
1564 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppVertexDeclaration,
1565 IUnknown *parent, const WINED3DVERTEXELEMENT *elements, size_t element_count) {
1566 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1567 IWineD3DVertexDeclarationImpl *object = NULL;
1568 HRESULT hr = WINED3D_OK;
1570 TRACE("(%p) : directXVersion %u, elements %p, element_count %d, ppDecl=%p\n",
1571 This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, elements, element_count, ppVertexDeclaration);
1573 D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
1575 hr = IWineD3DVertexDeclaration_SetDeclaration((IWineD3DVertexDeclaration *)object, elements, element_count);
1577 return hr;
1580 static size_t ConvertFvfToDeclaration(DWORD fvf, WINED3DVERTEXELEMENT** ppVertexElements) {
1582 unsigned int idx, idx2;
1583 unsigned int offset;
1584 BOOL has_pos = (fvf & WINED3DFVF_POSITION_MASK) != 0;
1585 BOOL has_blend = (fvf & WINED3DFVF_XYZB5) > WINED3DFVF_XYZRHW;
1586 BOOL has_blend_idx = has_blend &&
1587 (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB5) ||
1588 (fvf & WINED3DFVF_LASTBETA_D3DCOLOR) ||
1589 (fvf & WINED3DFVF_LASTBETA_UBYTE4));
1590 BOOL has_normal = (fvf & WINED3DFVF_NORMAL) != 0;
1591 BOOL has_psize = (fvf & WINED3DFVF_PSIZE) != 0;
1592 BOOL has_diffuse = (fvf & WINED3DFVF_DIFFUSE) != 0;
1593 BOOL has_specular = (fvf & WINED3DFVF_SPECULAR) !=0;
1595 DWORD num_textures = (fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
1596 DWORD texcoords = (fvf & 0x00FF0000) >> 16;
1598 WINED3DVERTEXELEMENT end_element = WINED3DDECL_END();
1599 WINED3DVERTEXELEMENT *elements = NULL;
1601 unsigned int size;
1602 DWORD num_blends = 1 + (((fvf & WINED3DFVF_XYZB5) - WINED3DFVF_XYZB1) >> 1);
1603 if (has_blend_idx) num_blends--;
1605 /* Compute declaration size */
1606 size = has_pos + (has_blend && num_blends > 0) + has_blend_idx + has_normal +
1607 has_psize + has_diffuse + has_specular + num_textures + 1;
1609 /* convert the declaration */
1610 elements = HeapAlloc(GetProcessHeap(), 0, size * sizeof(WINED3DVERTEXELEMENT));
1611 if (!elements)
1612 return 0;
1614 memcpy(&elements[size-1], &end_element, sizeof(WINED3DVERTEXELEMENT));
1615 idx = 0;
1616 if (has_pos) {
1617 if (!has_blend && (fvf & WINED3DFVF_XYZRHW)) {
1618 elements[idx].Type = WINED3DDECLTYPE_FLOAT4;
1619 elements[idx].Usage = WINED3DDECLUSAGE_POSITIONT;
1621 else {
1622 elements[idx].Type = WINED3DDECLTYPE_FLOAT3;
1623 elements[idx].Usage = WINED3DDECLUSAGE_POSITION;
1625 elements[idx].UsageIndex = 0;
1626 idx++;
1628 if (has_blend && (num_blends > 0)) {
1629 if (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR))
1630 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1631 else
1632 elements[idx].Type = WINED3DDECLTYPE_FLOAT1 + num_blends - 1;
1633 elements[idx].Usage = WINED3DDECLUSAGE_BLENDWEIGHT;
1634 elements[idx].UsageIndex = 0;
1635 idx++;
1637 if (has_blend_idx) {
1638 if (fvf & WINED3DFVF_LASTBETA_UBYTE4 ||
1639 (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)))
1640 elements[idx].Type = WINED3DDECLTYPE_UBYTE4;
1641 else if (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)
1642 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1643 else
1644 elements[idx].Type = WINED3DDECLTYPE_FLOAT1;
1645 elements[idx].Usage = WINED3DDECLUSAGE_BLENDINDICES;
1646 elements[idx].UsageIndex = 0;
1647 idx++;
1649 if (has_normal) {
1650 elements[idx].Type = WINED3DDECLTYPE_FLOAT3;
1651 elements[idx].Usage = WINED3DDECLUSAGE_NORMAL;
1652 elements[idx].UsageIndex = 0;
1653 idx++;
1655 if (has_psize) {
1656 elements[idx].Type = WINED3DDECLTYPE_FLOAT1;
1657 elements[idx].Usage = WINED3DDECLUSAGE_PSIZE;
1658 elements[idx].UsageIndex = 0;
1659 idx++;
1661 if (has_diffuse) {
1662 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1663 elements[idx].Usage = WINED3DDECLUSAGE_COLOR;
1664 elements[idx].UsageIndex = 0;
1665 idx++;
1667 if (has_specular) {
1668 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1669 elements[idx].Usage = WINED3DDECLUSAGE_COLOR;
1670 elements[idx].UsageIndex = 1;
1671 idx++;
1673 for (idx2 = 0; idx2 < num_textures; idx2++) {
1674 unsigned int numcoords = (texcoords >> (idx2*2)) & 0x03;
1675 switch (numcoords) {
1676 case WINED3DFVF_TEXTUREFORMAT1:
1677 elements[idx].Type = WINED3DDECLTYPE_FLOAT1;
1678 break;
1679 case WINED3DFVF_TEXTUREFORMAT2:
1680 elements[idx].Type = WINED3DDECLTYPE_FLOAT2;
1681 break;
1682 case WINED3DFVF_TEXTUREFORMAT3:
1683 elements[idx].Type = WINED3DDECLTYPE_FLOAT3;
1684 break;
1685 case WINED3DFVF_TEXTUREFORMAT4:
1686 elements[idx].Type = WINED3DDECLTYPE_FLOAT4;
1687 break;
1689 elements[idx].Usage = WINED3DDECLUSAGE_TEXCOORD;
1690 elements[idx].UsageIndex = idx2;
1691 idx++;
1694 /* Now compute offsets, and initialize the rest of the fields */
1695 for (idx = 0, offset = 0; idx < size-1; idx++) {
1696 elements[idx].Stream = 0;
1697 elements[idx].Method = WINED3DDECLMETHOD_DEFAULT;
1698 elements[idx].Offset = offset;
1699 offset += WINED3D_ATR_SIZE(elements[idx].Type) * WINED3D_ATR_TYPESIZE(elements[idx].Type);
1702 *ppVertexElements = elements;
1703 return size;
1706 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *Parent, DWORD Fvf) {
1707 WINED3DVERTEXELEMENT* elements = NULL;
1708 size_t size;
1709 DWORD hr;
1711 size = ConvertFvfToDeclaration(Fvf, &elements);
1712 if (size == 0) return WINED3DERR_OUTOFVIDEOMEMORY;
1714 hr = IWineD3DDevice_CreateVertexDeclaration(iface, ppVertexDeclaration, Parent, elements, size);
1715 HeapFree(GetProcessHeap(), 0, elements);
1716 if (hr != S_OK) return hr;
1718 return WINED3D_OK;
1721 /* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
1722 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, IWineD3DVertexDeclaration *vertex_declaration, CONST DWORD *pFunction, IWineD3DVertexShader **ppVertexShader, IUnknown *parent) {
1723 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1724 IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
1725 HRESULT hr = WINED3D_OK;
1726 D3DCREATESHADEROBJECTINSTANCE(object, VertexShader)
1727 object->baseShader.shader_ins = IWineD3DVertexShaderImpl_shader_ins;
1729 TRACE("(%p) : Created Vertex shader %p\n", This, *ppVertexShader);
1731 if (vertex_declaration) {
1732 IWineD3DVertexShader_FakeSemantics(*ppVertexShader, vertex_declaration);
1735 hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction);
1737 if (WINED3D_OK != hr) {
1738 FIXME("(%p) : Failed to set the function, returning WINED3DERR_INVALIDCALL\n", iface);
1739 IWineD3DVertexShader_Release(*ppVertexShader);
1740 return WINED3DERR_INVALIDCALL;
1743 return WINED3D_OK;
1746 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface, CONST DWORD *pFunction, IWineD3DPixelShader **ppPixelShader, IUnknown *parent) {
1747 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1748 IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
1749 HRESULT hr = WINED3D_OK;
1751 D3DCREATESHADEROBJECTINSTANCE(object, PixelShader)
1752 object->baseShader.shader_ins = IWineD3DPixelShaderImpl_shader_ins;
1753 hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction);
1754 if (WINED3D_OK == hr) {
1755 TRACE("(%p) : Created Pixel shader %p\n", This, *ppPixelShader);
1756 } else {
1757 WARN("(%p) : Failed to create pixel shader\n", This);
1760 return hr;
1763 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags, PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent) {
1764 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1765 IWineD3DPaletteImpl *object;
1766 HRESULT hr;
1767 TRACE("(%p)->(%x, %p, %p, %p)\n", This, Flags, PalEnt, Palette, Parent);
1769 /* Create the new object */
1770 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DPaletteImpl));
1771 if(!object) {
1772 ERR("Out of memory when allocating memory for a IWineD3DPalette implementation\n");
1773 return E_OUTOFMEMORY;
1776 object->lpVtbl = &IWineD3DPalette_Vtbl;
1777 object->ref = 1;
1778 object->Flags = Flags;
1779 object->parent = Parent;
1780 object->wineD3DDevice = This;
1781 object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
1783 object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
1785 if(!object->hpal) {
1786 HeapFree( GetProcessHeap(), 0, object);
1787 return E_OUTOFMEMORY;
1790 hr = IWineD3DPalette_SetEntries((IWineD3DPalette *) object, 0, 0, IWineD3DPaletteImpl_Size(Flags), PalEnt);
1791 if(FAILED(hr)) {
1792 IWineD3DPalette_Release((IWineD3DPalette *) object);
1793 return hr;
1796 *Palette = (IWineD3DPalette *) object;
1798 return WINED3D_OK;
1801 static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, D3DCB_CREATEADDITIONALSWAPCHAIN D3DCB_CreateAdditionalSwapChain) {
1802 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1803 IWineD3DSwapChainImpl *swapchain;
1804 HRESULT hr;
1805 DWORD state;
1807 TRACE("(%p)->(%p,%p)\n", This, pPresentationParameters, D3DCB_CreateAdditionalSwapChain);
1808 if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
1810 /* TODO: Test if OpenGL is compiled in and loaded */
1812 /* Initialize the texture unit mapping to a 1:1 mapping */
1813 for(state = 0; state < MAX_SAMPLERS; state++) {
1814 This->texUnitMap[state] = state;
1816 This->oneToOneTexUnitMap = TRUE;
1818 /* Setup the implicit swapchain */
1819 TRACE("Creating implicit swapchain\n");
1820 hr=D3DCB_CreateAdditionalSwapChain((IUnknown *) This->parent, pPresentationParameters, (IWineD3DSwapChain **)&swapchain);
1821 if (FAILED(hr) || !swapchain) {
1822 WARN("Failed to create implicit swapchain\n");
1823 return hr;
1826 This->NumberOfSwapChains = 1;
1827 This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
1828 if(!This->swapchains) {
1829 ERR("Out of memory!\n");
1830 IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
1831 return E_OUTOFMEMORY;
1833 This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
1835 if(!This->ddraw_window) IWineD3DDevice_SetHWND(iface, swapchain->win_handle);
1837 if(swapchain->backBuffer && swapchain->backBuffer[0]) {
1838 TRACE("Setting rendertarget to %p\n", swapchain->backBuffer);
1839 This->render_targets[0] = swapchain->backBuffer[0];
1840 This->lastActiveRenderTarget = swapchain->backBuffer[0];
1842 else {
1843 TRACE("Setting rendertarget to %p\n", swapchain->frontBuffer);
1844 This->render_targets[0] = swapchain->frontBuffer;
1845 This->lastActiveRenderTarget = swapchain->frontBuffer;
1847 IWineD3DSurface_AddRef(This->render_targets[0]);
1848 This->activeContext = swapchain->context[0];
1850 /* Depth Stencil support */
1851 This->stencilBufferTarget = This->depthStencilBuffer;
1852 if (NULL != This->stencilBufferTarget) {
1853 IWineD3DSurface_AddRef(This->stencilBufferTarget);
1856 /* Set up some starting GL setup */
1857 ENTER_GL();
1859 /* Setup all the devices defaults */
1860 IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
1861 #if 0
1862 IWineD3DImpl_CheckGraphicsMemory();
1863 #endif
1865 { /* Set a default viewport */
1866 WINED3DVIEWPORT vp;
1867 vp.X = 0;
1868 vp.Y = 0;
1869 vp.Width = pPresentationParameters->BackBufferWidth;
1870 vp.Height = pPresentationParameters->BackBufferHeight;
1871 vp.MinZ = 0.0f;
1872 vp.MaxZ = 1.0f;
1873 IWineD3DDevice_SetViewport((IWineD3DDevice *)This, &vp);
1876 /* Initialize the current view state */
1877 This->view_ident = 1;
1878 This->contexts[0]->last_was_rhw = 0;
1879 glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
1880 checkGLcall("glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights)");
1882 switch(wined3d_settings.offscreen_rendering_mode) {
1883 case ORM_FBO:
1884 case ORM_PBUFFER:
1885 This->offscreenBuffer = GL_BACK;
1886 break;
1888 case ORM_BACKBUFFER:
1890 if(GL_LIMITS(aux_buffers) > 0) {
1891 TRACE("Using auxilliary buffer for offscreen rendering\n");
1892 This->offscreenBuffer = GL_AUX0;
1893 } else {
1894 TRACE("Using back buffer for offscreen rendering\n");
1895 This->offscreenBuffer = GL_BACK;
1900 TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
1901 LEAVE_GL();
1903 /* Clear the screen */
1904 IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL,
1905 WINED3DCLEAR_TARGET | pPresentationParameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0,
1906 0x00, 1.0, 0);
1908 This->d3d_initialized = TRUE;
1909 return WINED3D_OK;
1912 static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyDepthStencilSurface, D3DCB_DESTROYSWAPCHAINFN D3DCB_DestroySwapChain) {
1913 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1914 int sampler;
1915 uint i;
1916 TRACE("(%p)\n", This);
1918 if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
1920 ENTER_GL();
1921 /* I don't think that the interface guarants that the device is destroyed from the same thread
1922 * it was created. Thus make sure a context is active for the glDelete* calls
1924 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1925 LEAVE_GL();
1927 /* Delete the pbuffer context if there is any */
1928 if(This->pbufferContext) DestroyContext(This, This->pbufferContext);
1930 /* Delete the mouse cursor texture */
1931 if(This->cursorTexture) {
1932 ENTER_GL();
1933 glDeleteTextures(1, &This->cursorTexture);
1934 LEAVE_GL();
1935 This->cursorTexture = 0;
1938 for (sampler = 0; sampler < MAX_SAMPLERS; ++sampler) {
1939 IWineD3DDevice_SetTexture(iface, sampler, NULL);
1942 /* Release the buffers (with sanity checks)*/
1943 TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
1944 if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
1945 if(This->depthStencilBuffer != This->stencilBufferTarget)
1946 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
1948 This->stencilBufferTarget = NULL;
1950 TRACE("Releasing the render target at %p\n", This->render_targets[0]);
1951 if(IWineD3DSurface_Release(This->render_targets[0]) >0){
1952 /* This check is a bit silly, itshould be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
1954 TRACE("Setting rendertarget to NULL\n");
1955 This->render_targets[0] = NULL;
1957 if (This->depthStencilBuffer) {
1958 if(D3DCB_DestroyDepthStencilSurface(This->depthStencilBuffer) > 0) {
1959 FIXME("(%p) Something's still holding the depthStencilBuffer\n", This);
1961 This->depthStencilBuffer = NULL;
1964 for(i=0; i < This->NumberOfSwapChains; i++) {
1965 TRACE("Releasing the implicit swapchain %d\n", i);
1966 if (D3DCB_DestroySwapChain(This->swapchains[i]) > 0) {
1967 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
1971 HeapFree(GetProcessHeap(), 0, This->swapchains);
1972 This->swapchains = NULL;
1973 This->NumberOfSwapChains = 0;
1975 This->d3d_initialized = FALSE;
1976 return WINED3D_OK;
1979 static void WINAPI IWineD3DDeviceImpl_SetFullscreen(IWineD3DDevice *iface, BOOL fullscreen) {
1980 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1981 TRACE("(%p) Setting DDraw fullscreen mode to %s\n", This, fullscreen ? "true" : "false");
1983 /* Setup the window for fullscreen mode */
1984 if(fullscreen && !This->ddraw_fullscreen) {
1985 IWineD3DDeviceImpl_SetupFullscreenWindow(iface, This->ddraw_window);
1986 } else if(!fullscreen && This->ddraw_fullscreen) {
1987 IWineD3DDeviceImpl_RestoreWindow(iface, This->ddraw_window);
1990 /* DirectDraw apps can change between fullscreen and windowed mode after device creation with
1991 * IDirectDraw7::SetCooperativeLevel. The GDI surface implementation needs to know this.
1992 * DDraw doesn't necessarily have a swapchain, so we have to store the fullscreen flag
1993 * separately.
1995 This->ddraw_fullscreen = fullscreen;
1998 /* Enables thead safety in the wined3d device and its resources. Called by DirectDraw
1999 * from SetCooperativeLeven if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
2000 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
2002 * There is no way to deactivate thread safety once it is enabled
2004 static void WINAPI IWineD3DDeviceImpl_SetMultithreaded(IWineD3DDevice *iface) {
2005 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2006 FIXME("No thread safety in wined3d yet\n");
2008 /*For now just store the flag(needed in case of ddraw) */
2009 This->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
2011 return;
2014 static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
2015 DEVMODEW devmode;
2016 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2017 LONG ret;
2018 const PixelFormatDesc *formatDesc = getFormatDescEntry(pMode->Format);
2019 RECT clip_rc;
2021 TRACE("(%p)->(%d,%p) Mode=%dx%dx@%d, %s\n", This, iSwapChain, pMode, pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2023 /* Resize the screen even without a window:
2024 * The app could have unset it with SetCooperativeLevel, but not called
2025 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
2026 * but we don't have any hwnd
2029 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
2030 devmode.dmBitsPerPel = formatDesc->bpp * 8;
2031 if(devmode.dmBitsPerPel == 24) devmode.dmBitsPerPel = 32;
2032 devmode.dmPelsWidth = pMode->Width;
2033 devmode.dmPelsHeight = pMode->Height;
2035 devmode.dmDisplayFrequency = pMode->RefreshRate;
2036 if (pMode->RefreshRate != 0) {
2037 devmode.dmFields |= DM_DISPLAYFREQUENCY;
2040 /* Only change the mode if necessary */
2041 if( (This->ddraw_width == pMode->Width) &&
2042 (This->ddraw_height == pMode->Height) &&
2043 (This->ddraw_format == pMode->Format) &&
2044 (pMode->RefreshRate == 0) ) {
2045 return WINED3D_OK;
2048 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
2049 if (ret != DISP_CHANGE_SUCCESSFUL) {
2050 if(devmode.dmDisplayFrequency != 0) {
2051 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
2052 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
2053 devmode.dmDisplayFrequency = 0;
2054 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
2056 if(ret != DISP_CHANGE_SUCCESSFUL) {
2057 return WINED3DERR_NOTAVAILABLE;
2061 /* Store the new values */
2062 This->ddraw_width = pMode->Width;
2063 This->ddraw_height = pMode->Height;
2064 This->ddraw_format = pMode->Format;
2066 /* Only do this with a window of course */
2067 if(This->ddraw_window)
2068 MoveWindow(This->ddraw_window, 0, 0, pMode->Width, pMode->Height, TRUE);
2070 /* And finally clip mouse to our screen */
2071 SetRect(&clip_rc, 0, 0, pMode->Width, pMode->Height);
2072 ClipCursor(&clip_rc);
2074 return WINED3D_OK;
2077 static HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
2078 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2079 *ppD3D= This->wineD3D;
2080 TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
2081 IWineD3D_AddRef(*ppD3D);
2082 return WINED3D_OK;
2085 static UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
2086 /** NOTE: There's a probably a hack-around for this one by putting as many pbuffers, VBOs (or whatever)
2087 * into the video ram as possible and seeing how many fit
2088 * you can also get the correct initial value from nvidia and ATI's driver via X
2089 * texture memory is video memory + AGP memory
2090 *******************/
2091 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2092 static BOOL showfixmes = TRUE;
2093 if (showfixmes) {
2094 FIXME("(%p) : stub, simulating %dMB for now, returning %dMB left\n", This,
2095 (wined3d_settings.emulated_textureram/(1024*1024)),
2096 ((wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
2097 showfixmes = FALSE;
2099 TRACE("(%p) : simulating %dMB, returning %dMB left\n", This,
2100 (wined3d_settings.emulated_textureram/(1024*1024)),
2101 ((wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
2102 /* return simulated texture memory left */
2103 return (wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram);
2108 /*****
2109 * Get / Set FVF
2110 *****/
2111 static HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
2112 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2114 /* Update the current state block */
2115 This->updateStateBlock->changed.fvf = TRUE;
2116 This->updateStateBlock->set.fvf = TRUE;
2118 if(This->updateStateBlock->fvf == fvf) {
2119 TRACE("Application is setting the old fvf over, nothing to do\n");
2120 return WINED3D_OK;
2123 This->updateStateBlock->fvf = fvf;
2124 TRACE("(%p) : FVF Shader FVF set to %x\n", This, fvf);
2125 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
2126 return WINED3D_OK;
2130 static HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
2131 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2132 TRACE("(%p) : GetFVF returning %x\n", This, This->stateBlock->fvf);
2133 *pfvf = This->stateBlock->fvf;
2134 return WINED3D_OK;
2137 /*****
2138 * Get / Set Stream Source
2139 *****/
2140 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
2141 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2142 IWineD3DVertexBuffer *oldSrc;
2144 if (StreamNumber >= MAX_STREAMS) {
2145 WARN("Stream out of range %d\n", StreamNumber);
2146 return WINED3DERR_INVALIDCALL;
2149 oldSrc = This->stateBlock->streamSource[StreamNumber];
2150 TRACE("(%p) : StreamNo: %u, OldStream (%p), NewStream (%p), OffsetInBytes %u, NewStride %u\n", This, StreamNumber, oldSrc, pStreamData, OffsetInBytes, Stride);
2152 This->updateStateBlock->changed.streamSource[StreamNumber] = TRUE;
2153 This->updateStateBlock->set.streamSource[StreamNumber] = TRUE;
2155 if(oldSrc == pStreamData &&
2156 This->updateStateBlock->streamStride[StreamNumber] == Stride &&
2157 This->updateStateBlock->streamOffset[StreamNumber] == OffsetInBytes) {
2158 TRACE("Application is setting the old values over, nothing to do\n");
2159 return WINED3D_OK;
2162 This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
2163 if (pStreamData) {
2164 This->updateStateBlock->streamStride[StreamNumber] = Stride;
2165 This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
2168 /* Handle recording of state blocks */
2169 if (This->isRecordingState) {
2170 TRACE("Recording... not performing anything\n");
2171 return WINED3D_OK;
2174 /* Need to do a getParent and pass the reffs up */
2175 /* MSDN says ..... When an application no longer holds a references to this interface, the interface will automatically be freed.
2176 which suggests that we shouldn't be ref counting? and do need a _release on the stream source to reset the stream source
2177 so for now, just count internally */
2178 if (pStreamData != NULL) {
2179 IWineD3DVertexBufferImpl *vbImpl = (IWineD3DVertexBufferImpl *) pStreamData;
2180 InterlockedIncrement(&vbImpl->bindCount);
2182 if (oldSrc != NULL) {
2183 InterlockedDecrement(&((IWineD3DVertexBufferImpl *) oldSrc)->bindCount);
2186 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2188 return WINED3D_OK;
2191 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
2192 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2194 TRACE("(%p) : StreamNo: %u, Stream (%p), Offset %u, Stride %u\n", This, StreamNumber,
2195 This->stateBlock->streamSource[StreamNumber],
2196 This->stateBlock->streamOffset[StreamNumber],
2197 This->stateBlock->streamStride[StreamNumber]);
2199 if (StreamNumber >= MAX_STREAMS) {
2200 WARN("Stream out of range %d\n", StreamNumber);
2201 return WINED3DERR_INVALIDCALL;
2203 *pStream = This->stateBlock->streamSource[StreamNumber];
2204 *pStride = This->stateBlock->streamStride[StreamNumber];
2205 if (pOffset) {
2206 *pOffset = This->stateBlock->streamOffset[StreamNumber];
2209 if (*pStream != NULL) {
2210 IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
2212 return WINED3D_OK;
2215 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
2216 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2217 UINT oldFlags = This->updateStateBlock->streamFlags[StreamNumber];
2218 UINT oldFreq = This->updateStateBlock->streamFreq[StreamNumber];
2220 TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
2221 This->updateStateBlock->streamFlags[StreamNumber] = Divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA );
2223 This->updateStateBlock->changed.streamFreq[StreamNumber] = TRUE;
2224 This->updateStateBlock->set.streamFreq[StreamNumber] = TRUE;
2225 This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
2227 if(This->updateStateBlock->streamFreq[StreamNumber] != oldFreq ||
2228 This->updateStateBlock->streamFlags[StreamNumber] != oldFlags) {
2229 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2232 return WINED3D_OK;
2235 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
2236 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2238 TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
2239 *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
2241 TRACE("(%p) : returning %d\n", This, *Divider);
2243 return WINED3D_OK;
2246 /*****
2247 * Get / Set & Multiply Transform
2248 *****/
2249 static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE d3dts, CONST WINED3DMATRIX* lpmatrix) {
2250 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2252 /* Most of this routine, comments included copied from ddraw tree initially: */
2253 TRACE("(%p) : Transform State=%s\n", This, debug_d3dtstype(d3dts));
2255 /* Handle recording of state blocks */
2256 if (This->isRecordingState) {
2257 TRACE("Recording... not performing anything\n");
2258 This->updateStateBlock->changed.transform[d3dts] = TRUE;
2259 This->updateStateBlock->set.transform[d3dts] = TRUE;
2260 memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(WINED3DMATRIX));
2261 return WINED3D_OK;
2265 * If the new matrix is the same as the current one,
2266 * we cut off any further processing. this seems to be a reasonable
2267 * optimization because as was noticed, some apps (warcraft3 for example)
2268 * tend towards setting the same matrix repeatedly for some reason.
2270 * From here on we assume that the new matrix is different, wherever it matters.
2272 if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(WINED3DMATRIX))) {
2273 TRACE("The app is setting the same matrix over again\n");
2274 return WINED3D_OK;
2275 } else {
2276 conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
2280 ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
2281 where ViewMat = Camera space, WorldMat = world space.
2283 In OpenGL, camera and world space is combined into GL_MODELVIEW
2284 matrix. The Projection matrix stay projection matrix.
2287 /* Capture the times we can just ignore the change for now */
2288 if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrice */
2289 This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
2290 /* Handled by the state manager */
2293 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TRANSFORM(d3dts));
2294 return WINED3D_OK;
2297 static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, WINED3DMATRIX* pMatrix) {
2298 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2299 TRACE("(%p) : for Transform State %s\n", This, debug_d3dtstype(State));
2300 memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(WINED3DMATRIX));
2301 return WINED3D_OK;
2304 static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) {
2305 WINED3DMATRIX *mat = NULL;
2306 WINED3DMATRIX temp;
2308 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
2309 * below means it will be recorded in a state block change, but it
2310 * works regardless where it is recorded.
2311 * If this is found to be wrong, change to StateBlock.
2313 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2314 TRACE("(%p) : For state %s\n", This, debug_d3dtstype(State));
2316 if (State < HIGHEST_TRANSFORMSTATE)
2318 mat = &This->updateStateBlock->transforms[State];
2319 } else {
2320 FIXME("Unhandled transform state!!\n");
2323 multiply_matrix(&temp, mat, (const WINED3DMATRIX *) pMatrix);
2325 /* Apply change via set transform - will reapply to eg. lights this way */
2326 return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
2329 /*****
2330 * Get / Set Light
2331 *****/
2332 /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
2333 you can reference any indexes you want as long as that number max are enabled at any
2334 one point in time! Therefore since the indexes can be anything, we need a hashmap of them.
2335 However, this causes stateblock problems. When capturing the state block, I duplicate the hashmap,
2336 but when recording, just build a chain pretty much of commands to be replayed. */
2338 static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
2339 float rho;
2340 PLIGHTINFOEL *object = NULL;
2341 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2342 struct list *e;
2344 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2345 TRACE("(%p) : Idx(%d), pLight(%p). Hash index is %d\n", This, Index, pLight, Hi);
2347 /* Check the parameter range. Need for speed most wanted sets junk lights which confuse
2348 * the gl driver.
2350 if(!pLight) {
2351 WARN("Light pointer = NULL, returning WINED3DERR_INVALIDCALL\n");
2352 return WINED3DERR_INVALIDCALL;
2355 switch(pLight->Type) {
2356 case WINED3DLIGHT_POINT:
2357 case WINED3DLIGHT_SPOT:
2358 case WINED3DLIGHT_PARALLELPOINT:
2359 case WINED3DLIGHT_GLSPOT:
2360 /* Incorrect attenuation values can cause the gl driver to crash. Happens with Need for speed
2361 * most wanted
2363 if(pLight->Attenuation0 < 0.0 || pLight->Attenuation1 < 0.0 || pLight->Attenuation2 < 0.0) {
2364 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL\n");
2365 return WINED3DERR_INVALIDCALL;
2367 break;
2369 case WINED3DLIGHT_DIRECTIONAL:
2370 /* Ignores attenuation */
2371 break;
2373 default:
2374 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
2375 return WINED3DERR_INVALIDCALL;
2378 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
2379 object = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2380 if(object->OriginalIndex == Index) break;
2381 object = NULL;
2384 if(!object) {
2385 TRACE("Adding new light\n");
2386 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2387 if(!object) {
2388 ERR("Out of memory error when allocating a light\n");
2389 return E_OUTOFMEMORY;
2391 list_add_head(&This->updateStateBlock->lightMap[Hi], &object->entry);
2392 object->glIndex = -1;
2393 object->OriginalIndex = Index;
2394 object->changed = TRUE;
2397 /* Initialize the object */
2398 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
2399 pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
2400 pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
2401 pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
2402 TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
2403 pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
2404 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
2406 /* Save away the information */
2407 memcpy(&object->OriginalParms, pLight, sizeof(WINED3DLIGHT));
2409 switch (pLight->Type) {
2410 case WINED3DLIGHT_POINT:
2411 /* Position */
2412 object->lightPosn[0] = pLight->Position.x;
2413 object->lightPosn[1] = pLight->Position.y;
2414 object->lightPosn[2] = pLight->Position.z;
2415 object->lightPosn[3] = 1.0f;
2416 object->cutoff = 180.0f;
2417 /* FIXME: Range */
2418 break;
2420 case WINED3DLIGHT_DIRECTIONAL:
2421 /* Direction */
2422 object->lightPosn[0] = -pLight->Direction.x;
2423 object->lightPosn[1] = -pLight->Direction.y;
2424 object->lightPosn[2] = -pLight->Direction.z;
2425 object->lightPosn[3] = 0.0;
2426 object->exponent = 0.0f;
2427 object->cutoff = 180.0f;
2428 break;
2430 case WINED3DLIGHT_SPOT:
2431 /* Position */
2432 object->lightPosn[0] = pLight->Position.x;
2433 object->lightPosn[1] = pLight->Position.y;
2434 object->lightPosn[2] = pLight->Position.z;
2435 object->lightPosn[3] = 1.0;
2437 /* Direction */
2438 object->lightDirn[0] = pLight->Direction.x;
2439 object->lightDirn[1] = pLight->Direction.y;
2440 object->lightDirn[2] = pLight->Direction.z;
2441 object->lightDirn[3] = 1.0;
2444 * opengl-ish and d3d-ish spot lights use too different models for the
2445 * light "intensity" as a function of the angle towards the main light direction,
2446 * so we only can approximate very roughly.
2447 * however spot lights are rather rarely used in games (if ever used at all).
2448 * furthermore if still used, probably nobody pays attention to such details.
2450 if (pLight->Falloff == 0) {
2451 rho = 6.28f;
2452 } else {
2453 rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
2455 if (rho < 0.0001) rho = 0.0001f;
2456 object->exponent = -0.3/log(cos(rho/2));
2457 if (object->exponent > 128.0) {
2458 object->exponent = 128.0;
2460 object->cutoff = pLight->Phi*90/M_PI;
2462 /* FIXME: Range */
2463 break;
2465 default:
2466 FIXME("Unrecognized light type %d\n", pLight->Type);
2469 /* Update the live definitions if the light is currently assigned a glIndex */
2470 if (object->glIndex != -1 && !This->isRecordingState) {
2471 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(object->glIndex));
2473 return WINED3D_OK;
2476 static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
2477 PLIGHTINFOEL *lightInfo = NULL;
2478 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2479 DWORD Hi = LIGHTMAP_HASHFUNC(Index);
2480 struct list *e;
2481 TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
2483 LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi]) {
2484 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2485 if(lightInfo->OriginalIndex == Index) break;
2486 lightInfo = NULL;
2489 if (lightInfo == NULL) {
2490 TRACE("Light information requested but light not defined\n");
2491 return WINED3DERR_INVALIDCALL;
2494 memcpy(pLight, &lightInfo->OriginalParms, sizeof(WINED3DLIGHT));
2495 return WINED3D_OK;
2498 /*****
2499 * Get / Set Light Enable
2500 * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
2501 *****/
2502 static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
2503 PLIGHTINFOEL *lightInfo = NULL;
2504 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2505 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2506 struct list *e;
2507 TRACE("(%p) : Idx(%d), enable? %d\n", This, Index, Enable);
2509 /* Tests show true = 128...not clear why */
2510 Enable = Enable? 128: 0;
2512 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
2513 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2514 if(lightInfo->OriginalIndex == Index) break;
2515 lightInfo = NULL;
2517 TRACE("Found light: %p\n", lightInfo);
2519 /* Special case - enabling an undefined light creates one with a strict set of parms! */
2520 if (lightInfo == NULL) {
2522 TRACE("Light enabled requested but light not defined, so defining one!\n");
2523 IWineD3DDeviceImpl_SetLight(iface, Index, &WINED3D_default_light);
2525 /* Search for it again! Should be fairly quick as near head of list */
2526 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
2527 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2528 if(lightInfo->OriginalIndex == Index) break;
2529 lightInfo = NULL;
2531 if (lightInfo == NULL) {
2532 FIXME("Adding default lights has failed dismally\n");
2533 return WINED3DERR_INVALIDCALL;
2537 lightInfo->enabledChanged = TRUE;
2538 if(!Enable) {
2539 if(lightInfo->glIndex != -1) {
2540 if(!This->isRecordingState) {
2541 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(lightInfo->glIndex));
2544 This->stateBlock->activeLights[lightInfo->glIndex] = NULL;
2545 lightInfo->glIndex = -1;
2546 } else {
2547 TRACE("Light already disabled, nothing to do\n");
2549 } else {
2550 if (lightInfo->glIndex != -1) {
2551 /* nop */
2552 TRACE("Nothing to do as light was enabled\n");
2553 } else {
2554 int i;
2555 /* Find a free gl light */
2556 for(i = 0; i < This->maxConcurrentLights; i++) {
2557 if(This->stateBlock->activeLights[i] == NULL) {
2558 This->stateBlock->activeLights[i] = lightInfo;
2559 lightInfo->glIndex = i;
2560 break;
2563 if(lightInfo->glIndex == -1) {
2564 ERR("Too many concurrently active lights\n");
2565 return WINED3DERR_INVALIDCALL;
2568 /* i == lightInfo->glIndex */
2569 if(!This->isRecordingState) {
2570 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
2575 return WINED3D_OK;
2578 static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
2580 PLIGHTINFOEL *lightInfo = NULL;
2581 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2582 struct list *e;
2583 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2584 TRACE("(%p) : for idx(%d)\n", This, Index);
2586 LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi]) {
2587 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2588 if(lightInfo->OriginalIndex == Index) break;
2589 lightInfo = NULL;
2592 if (lightInfo == NULL) {
2593 TRACE("Light enabled state requested but light not defined\n");
2594 return WINED3DERR_INVALIDCALL;
2596 /* true is 128 according to SetLightEnable */
2597 *pEnable = lightInfo->glIndex != -1 ? 128 : 0;
2598 return WINED3D_OK;
2601 /*****
2602 * Get / Set Clip Planes
2603 *****/
2604 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
2605 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2606 TRACE("(%p) : for idx %d, %p\n", This, Index, pPlane);
2608 /* Validate Index */
2609 if (Index >= GL_LIMITS(clipplanes)) {
2610 TRACE("Application has requested clipplane this device doesn't support\n");
2611 return WINED3DERR_INVALIDCALL;
2614 This->updateStateBlock->changed.clipplane[Index] = TRUE;
2615 This->updateStateBlock->set.clipplane[Index] = TRUE;
2617 if(This->updateStateBlock->clipplane[Index][0] == pPlane[0] &&
2618 This->updateStateBlock->clipplane[Index][1] == pPlane[1] &&
2619 This->updateStateBlock->clipplane[Index][2] == pPlane[2] &&
2620 This->updateStateBlock->clipplane[Index][3] == pPlane[3]) {
2621 TRACE("Application is setting old values over, nothing to do\n");
2622 return WINED3D_OK;
2625 This->updateStateBlock->clipplane[Index][0] = pPlane[0];
2626 This->updateStateBlock->clipplane[Index][1] = pPlane[1];
2627 This->updateStateBlock->clipplane[Index][2] = pPlane[2];
2628 This->updateStateBlock->clipplane[Index][3] = pPlane[3];
2630 /* Handle recording of state blocks */
2631 if (This->isRecordingState) {
2632 TRACE("Recording... not performing anything\n");
2633 return WINED3D_OK;
2636 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_CLIPPLANE(Index));
2638 return WINED3D_OK;
2641 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
2642 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2643 TRACE("(%p) : for idx %d\n", This, Index);
2645 /* Validate Index */
2646 if (Index >= GL_LIMITS(clipplanes)) {
2647 TRACE("Application has requested clipplane this device doesn't support\n");
2648 return WINED3DERR_INVALIDCALL;
2651 pPlane[0] = This->stateBlock->clipplane[Index][0];
2652 pPlane[1] = This->stateBlock->clipplane[Index][1];
2653 pPlane[2] = This->stateBlock->clipplane[Index][2];
2654 pPlane[3] = This->stateBlock->clipplane[Index][3];
2655 return WINED3D_OK;
2658 /*****
2659 * Get / Set Clip Plane Status
2660 * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
2661 *****/
2662 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
2663 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2664 FIXME("(%p) : stub\n", This);
2665 if (NULL == pClipStatus) {
2666 return WINED3DERR_INVALIDCALL;
2668 This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
2669 This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
2670 return WINED3D_OK;
2673 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
2674 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2675 FIXME("(%p) : stub\n", This);
2676 if (NULL == pClipStatus) {
2677 return WINED3DERR_INVALIDCALL;
2679 pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
2680 pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
2681 return WINED3D_OK;
2684 /*****
2685 * Get / Set Material
2686 *****/
2687 static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
2688 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2690 This->updateStateBlock->changed.material = TRUE;
2691 This->updateStateBlock->set.material = TRUE;
2692 memcpy(&This->updateStateBlock->material, pMaterial, sizeof(WINED3DMATERIAL));
2694 /* Handle recording of state blocks */
2695 if (This->isRecordingState) {
2696 TRACE("Recording... not performing anything\n");
2697 return WINED3D_OK;
2700 ENTER_GL();
2701 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2702 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2703 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2704 pMaterial->Ambient.b, pMaterial->Ambient.a);
2705 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2706 pMaterial->Specular.b, pMaterial->Specular.a);
2707 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2708 pMaterial->Emissive.b, pMaterial->Emissive.a);
2709 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2711 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &This->updateStateBlock->material.Ambient);
2712 checkGLcall("glMaterialfv(GL_AMBIENT)");
2713 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->updateStateBlock->material.Diffuse);
2714 checkGLcall("glMaterialfv(GL_DIFFUSE)");
2716 /* Only change material color if specular is enabled, otherwise it is set to black */
2717 if (This->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
2718 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
2719 checkGLcall("glMaterialfv(GL_SPECULAR");
2720 } else {
2721 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
2722 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
2723 checkGLcall("glMaterialfv(GL_SPECULAR");
2725 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->updateStateBlock->material.Emissive);
2726 checkGLcall("glMaterialfv(GL_EMISSION)");
2727 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->updateStateBlock->material.Power);
2728 checkGLcall("glMaterialf(GL_SHININESS");
2730 LEAVE_GL();
2731 return WINED3D_OK;
2734 static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
2735 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2736 memcpy(pMaterial, &This->updateStateBlock->material, sizeof (WINED3DMATERIAL));
2737 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
2738 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
2739 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
2740 pMaterial->Ambient.b, pMaterial->Ambient.a);
2741 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
2742 pMaterial->Specular.b, pMaterial->Specular.a);
2743 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
2744 pMaterial->Emissive.b, pMaterial->Emissive.a);
2745 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
2747 return WINED3D_OK;
2750 /*****
2751 * Get / Set Indices
2752 *****/
2753 static HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData) {
2754 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2755 IWineD3DIndexBuffer *oldIdxs;
2757 TRACE("(%p) : Setting to %p\n", This, pIndexData);
2758 oldIdxs = This->updateStateBlock->pIndexData;
2760 This->updateStateBlock->changed.indices = TRUE;
2761 This->updateStateBlock->set.indices = TRUE;
2762 This->updateStateBlock->pIndexData = pIndexData;
2764 /* Handle recording of state blocks */
2765 if (This->isRecordingState) {
2766 TRACE("Recording... not performing anything\n");
2767 return WINED3D_OK;
2770 if(oldIdxs != pIndexData) {
2771 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
2773 return WINED3D_OK;
2776 static HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData) {
2777 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2779 *ppIndexData = This->stateBlock->pIndexData;
2781 /* up ref count on ppindexdata */
2782 if (*ppIndexData) {
2783 IWineD3DIndexBuffer_AddRef(*ppIndexData);
2784 TRACE("(%p) index data set to %p\n", This, ppIndexData);
2785 }else{
2786 TRACE("(%p) No index data set\n", This);
2788 TRACE("Returning %p\n", *ppIndexData);
2790 return WINED3D_OK;
2793 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2794 static HRESULT WINAPI IWineD3DDeviceImpl_SetBaseVertexIndex(IWineD3DDevice *iface, UINT BaseIndex) {
2795 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2796 TRACE("(%p)->(%d)\n", This, BaseIndex);
2798 if(This->updateStateBlock->baseVertexIndex == BaseIndex) {
2799 TRACE("Application is setting the old value over, nothing to do\n");
2800 return WINED3D_OK;
2803 This->updateStateBlock->baseVertexIndex = BaseIndex;
2805 if (This->isRecordingState) {
2806 TRACE("Recording... not performing anything\n");
2807 return WINED3D_OK;
2809 /* The base vertex index affects the stream sources */
2810 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2811 return WINED3D_OK;
2814 static HRESULT WINAPI IWineD3DDeviceImpl_GetBaseVertexIndex(IWineD3DDevice *iface, UINT* base_index) {
2815 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2816 TRACE("(%p) : base_index %p\n", This, base_index);
2818 *base_index = This->stateBlock->baseVertexIndex;
2820 TRACE("Returning %u\n", *base_index);
2822 return WINED3D_OK;
2825 /*****
2826 * Get / Set Viewports
2827 *****/
2828 static HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
2829 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2831 TRACE("(%p)\n", This);
2832 This->updateStateBlock->changed.viewport = TRUE;
2833 This->updateStateBlock->set.viewport = TRUE;
2834 memcpy(&This->updateStateBlock->viewport, pViewport, sizeof(WINED3DVIEWPORT));
2836 /* Handle recording of state blocks */
2837 if (This->isRecordingState) {
2838 TRACE("Recording... not performing anything\n");
2839 return WINED3D_OK;
2842 TRACE("(%p) : x=%d, y=%d, wid=%d, hei=%d, minz=%f, maxz=%f\n", This,
2843 pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
2845 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
2846 return WINED3D_OK;
2850 static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
2851 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2852 TRACE("(%p)\n", This);
2853 memcpy(pViewport, &This->stateBlock->viewport, sizeof(WINED3DVIEWPORT));
2854 return WINED3D_OK;
2857 /*****
2858 * Get / Set Render States
2859 * TODO: Verify against dx9 definitions
2860 *****/
2861 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) {
2863 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2864 DWORD oldValue = This->stateBlock->renderState[State];
2866 TRACE("(%p)->state = %s(%d), value = %d\n", This, debug_d3drenderstate(State), State, Value);
2868 This->updateStateBlock->changed.renderState[State] = TRUE;
2869 This->updateStateBlock->set.renderState[State] = TRUE;
2870 This->updateStateBlock->renderState[State] = Value;
2872 /* Handle recording of state blocks */
2873 if (This->isRecordingState) {
2874 TRACE("Recording... not performing anything\n");
2875 return WINED3D_OK;
2878 /* Compared here and not before the assignment to allow proper stateblock recording */
2879 if(Value == oldValue) {
2880 TRACE("Application is setting the old value over, nothing to do\n");
2881 } else {
2882 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(State));
2885 return WINED3D_OK;
2888 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD *pValue) {
2889 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2890 TRACE("(%p) for State %d = %d\n", This, State, This->stateBlock->renderState[State]);
2891 *pValue = This->stateBlock->renderState[State];
2892 return WINED3D_OK;
2895 /*****
2896 * Get / Set Sampler States
2897 * TODO: Verify against dx9 definitions
2898 *****/
2900 static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
2901 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2902 DWORD oldValue = This->stateBlock->samplerState[Sampler][Type];
2905 * SetSampler is designed to allow for more than the standard up to 8 textures
2906 * and Geforce has stopped supporting more than 6 standard textures in openGL.
2907 * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
2909 * http://developer.nvidia.com/object/General_FAQ.html#t6
2911 * There are two new settings for GForce
2912 * the sampler one:
2913 * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
2914 * and the texture one:
2915 * GL_MAX_TEXTURE_COORDS_ARB.
2916 * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
2917 ******************/
2919 TRACE("(%p) : Sampler=%d, Type=%s(%d), Value=%d\n", This, Sampler,
2920 debug_d3dsamplerstate(Type), Type, Value);
2921 This->updateStateBlock->samplerState[Sampler][Type] = Value;
2922 This->updateStateBlock->set.samplerState[Sampler][Type] = Value;
2923 This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
2925 /* Handle recording of state blocks */
2926 if (This->isRecordingState) {
2927 TRACE("Recording... not performing anything\n");
2928 return WINED3D_OK;
2931 if(oldValue == Value) {
2932 TRACE("Application is setting the old value over, nothing to do\n");
2933 return WINED3D_OK;
2936 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Sampler));
2938 return WINED3D_OK;
2941 static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
2942 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2943 *Value = This->stateBlock->samplerState[Sampler][Type];
2944 TRACE("(%p) : Sampler %d Type %u Returning %d\n", This, Sampler, Type, *Value);
2946 return WINED3D_OK;
2949 static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
2950 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2952 This->updateStateBlock->set.scissorRect = TRUE;
2953 This->updateStateBlock->changed.scissorRect = TRUE;
2954 if(EqualRect(&This->updateStateBlock->scissorRect, pRect)) {
2955 TRACE("App is setting the old scissor rectangle over, nothing to do\n");
2956 return WINED3D_OK;
2958 CopyRect(&This->updateStateBlock->scissorRect, pRect);
2960 if(This->isRecordingState) {
2961 TRACE("Recording... not performing anything\n");
2962 return WINED3D_OK;
2965 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
2967 return WINED3D_OK;
2970 static HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
2971 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2973 memcpy(pRect, &This->updateStateBlock->scissorRect, sizeof(pRect));
2974 TRACE("(%p)Returning a Scissor Rect of %d:%d-%d:%d\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
2975 return WINED3D_OK;
2978 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
2979 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2980 IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
2982 TRACE("(%p) : pDecl=%p\n", This, pDecl);
2984 This->updateStateBlock->vertexDecl = pDecl;
2985 This->updateStateBlock->changed.vertexDecl = TRUE;
2986 This->updateStateBlock->set.vertexDecl = TRUE;
2988 if (This->isRecordingState) {
2989 TRACE("Recording... not performing anything\n");
2990 return WINED3D_OK;
2991 } else if(pDecl == oldDecl) {
2992 /* Checked after the assignment to allow proper stateblock recording */
2993 TRACE("Application is setting the old declaration over, nothing to do\n");
2994 return WINED3D_OK;
2997 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
2998 return WINED3D_OK;
3001 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
3002 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3004 TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
3006 *ppDecl = This->stateBlock->vertexDecl;
3007 if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
3008 return WINED3D_OK;
3011 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
3012 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3013 IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
3015 This->updateStateBlock->vertexShader = pShader;
3016 This->updateStateBlock->changed.vertexShader = TRUE;
3017 This->updateStateBlock->set.vertexShader = TRUE;
3019 if (This->isRecordingState) {
3020 TRACE("Recording... not performing anything\n");
3021 return WINED3D_OK;
3022 } else if(oldShader == pShader) {
3023 /* Checked here to allow proper stateblock recording */
3024 TRACE("App is setting the old shader over, nothing to do\n");
3025 return WINED3D_OK;
3028 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3030 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER);
3032 return WINED3D_OK;
3035 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
3036 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3038 if (NULL == ppShader) {
3039 return WINED3DERR_INVALIDCALL;
3041 *ppShader = This->stateBlock->vertexShader;
3042 if( NULL != *ppShader)
3043 IWineD3DVertexShader_AddRef(*ppShader);
3045 TRACE("(%p) : returning %p\n", This, *ppShader);
3046 return WINED3D_OK;
3049 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
3050 IWineD3DDevice *iface,
3051 UINT start,
3052 CONST BOOL *srcData,
3053 UINT count) {
3055 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3056 int i, cnt = min(count, MAX_CONST_B - start);
3058 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3059 iface, srcData, start, count);
3061 if (srcData == NULL || cnt < 0)
3062 return WINED3DERR_INVALIDCALL;
3064 memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3065 for (i = 0; i < cnt; i++)
3066 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3068 for (i = start; i < cnt + start; ++i) {
3069 This->updateStateBlock->changed.vertexShaderConstantsB[i] = TRUE;
3070 This->updateStateBlock->set.vertexShaderConstantsB[i] = TRUE;
3073 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3075 return WINED3D_OK;
3078 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(
3079 IWineD3DDevice *iface,
3080 UINT start,
3081 BOOL *dstData,
3082 UINT count) {
3084 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3085 int cnt = min(count, MAX_CONST_B - start);
3087 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3088 iface, dstData, start, count);
3090 if (dstData == NULL || cnt < 0)
3091 return WINED3DERR_INVALIDCALL;
3093 memcpy(dstData, &This->stateBlock->vertexShaderConstantB[start], cnt * sizeof(BOOL));
3094 return WINED3D_OK;
3097 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
3098 IWineD3DDevice *iface,
3099 UINT start,
3100 CONST int *srcData,
3101 UINT count) {
3103 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3104 int i, cnt = min(count, MAX_CONST_I - start);
3106 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3107 iface, srcData, start, count);
3109 if (srcData == NULL || cnt < 0)
3110 return WINED3DERR_INVALIDCALL;
3112 memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3113 for (i = 0; i < cnt; i++)
3114 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3115 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3117 for (i = start; i < cnt + start; ++i) {
3118 This->updateStateBlock->changed.vertexShaderConstantsI[i] = TRUE;
3119 This->updateStateBlock->set.vertexShaderConstantsI[i] = TRUE;
3122 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3124 return WINED3D_OK;
3127 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
3128 IWineD3DDevice *iface,
3129 UINT start,
3130 int *dstData,
3131 UINT count) {
3133 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3134 int cnt = min(count, MAX_CONST_I - start);
3136 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3137 iface, dstData, start, count);
3139 if (dstData == NULL || ((signed int) MAX_CONST_I - (signed int) start) <= (signed int) 0)
3140 return WINED3DERR_INVALIDCALL;
3142 memcpy(dstData, &This->stateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3143 return WINED3D_OK;
3146 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
3147 IWineD3DDevice *iface,
3148 UINT start,
3149 CONST float *srcData,
3150 UINT count) {
3152 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3153 int i;
3155 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3156 iface, srcData, start, count);
3158 /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
3159 if (srcData == NULL || start + count > GL_LIMITS(vshader_constantsF) || start > GL_LIMITS(vshader_constantsF))
3160 return WINED3DERR_INVALIDCALL;
3162 memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
3163 if(TRACE_ON(d3d)) {
3164 for (i = 0; i < count; i++)
3165 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3166 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3169 for (i = start; i < count + start; ++i) {
3170 if (!This->updateStateBlock->set.vertexShaderConstantsF[i]) {
3171 constants_entry *ptr = LIST_ENTRY(list_head(&This->updateStateBlock->set_vconstantsF), constants_entry, entry);
3172 if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx)) {
3173 ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
3174 list_add_head(&This->updateStateBlock->set_vconstantsF, &ptr->entry);
3176 ptr->idx[ptr->count++] = i;
3177 This->updateStateBlock->set.vertexShaderConstantsF[i] = TRUE;
3179 This->updateStateBlock->changed.vertexShaderConstantsF[i] = TRUE;
3182 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3184 return WINED3D_OK;
3187 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
3188 IWineD3DDevice *iface,
3189 UINT start,
3190 float *dstData,
3191 UINT count) {
3193 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3194 int cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
3196 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3197 iface, dstData, start, count);
3199 if (dstData == NULL || cnt < 0)
3200 return WINED3DERR_INVALIDCALL;
3202 memcpy(dstData, &This->stateBlock->vertexShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3203 return WINED3D_OK;
3206 static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage) {
3207 DWORD i;
3208 for(i = 0; i < WINED3D_HIGHEST_TEXTURE_STATE; i++) {
3209 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, i));
3213 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
3214 DWORD i, tex;
3215 /* This code can assume that GL_NV_register_combiners are supported, otherwise
3216 * it is never called.
3218 * Rules are:
3219 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
3220 * that would be really messy and require shader recompilation
3221 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
3222 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
3223 * -> Whith a 1:1 mapping oneToOneTexUnitMap is set to avoid checking MAX_SAMPLERS array
3224 * entries to make pixel shaders cheaper. MAX_SAMPLERS will be 128 in dx10
3226 if(This->stateBlock->pixelShader || This->stateBlock->lowest_disabled_stage <= GL_LIMITS(textures)) {
3227 if(This->oneToOneTexUnitMap) {
3228 TRACE("Not touching 1:1 map\n");
3229 return;
3231 TRACE("Restoring 1:1 texture unit mapping\n");
3232 /* Restore a 1:1 mapping */
3233 for(i = 0; i < MAX_SAMPLERS; i++) {
3234 if(This->texUnitMap[i] != i) {
3235 This->texUnitMap[i] = i;
3236 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3237 if (i < MAX_TEXTURES) {
3238 markTextureStagesDirty(This, i);
3242 This->oneToOneTexUnitMap = TRUE;
3243 return;
3244 } else {
3245 /* No pixel shader, and we do not have enough texture units available. Try to skip NULL textures
3246 * First, see if we can succeed at all
3248 tex = 0;
3249 for(i = 0; i < This->stateBlock->lowest_disabled_stage; i++) {
3250 if(This->stateBlock->textures[i] == NULL) tex++;
3253 if(GL_LIMITS(textures) + tex < This->stateBlock->lowest_disabled_stage) {
3254 FIXME("Too many bound textures to support the combiner settings\n");
3255 return;
3258 /* Now work out the mapping */
3259 tex = 0;
3260 This->oneToOneTexUnitMap = FALSE;
3261 WARN("Non 1:1 mapping UNTESTED!\n");
3262 for(i = 0; i < This->stateBlock->lowest_disabled_stage; i++) {
3263 /* Skip NULL textures */
3264 if (!This->stateBlock->textures[i]) {
3265 /* Map to -1, so the check below doesn't fail if a non-NULL
3266 * texture is set on this stage */
3267 TRACE("Mapping texture stage %d to -1\n", i);
3268 This->texUnitMap[i] = -1;
3270 continue;
3273 TRACE("Mapping texture stage %d to unit %d\n", i, tex);
3274 if(This->texUnitMap[i] != tex) {
3275 This->texUnitMap[i] = tex;
3276 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3277 markTextureStagesDirty(This, i);
3280 ++tex;
3285 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
3286 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3287 IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
3288 This->updateStateBlock->pixelShader = pShader;
3289 This->updateStateBlock->changed.pixelShader = TRUE;
3290 This->updateStateBlock->set.pixelShader = TRUE;
3292 /* Handle recording of state blocks */
3293 if (This->isRecordingState) {
3294 TRACE("Recording... not performing anything\n");
3297 if (This->isRecordingState) {
3298 TRACE("Recording... not performing anything\n");
3299 return WINED3D_OK;
3302 if(pShader == oldShader) {
3303 TRACE("App is setting the old pixel shader over, nothing to do\n");
3304 return WINED3D_OK;
3307 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3308 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
3310 return WINED3D_OK;
3313 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
3314 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3316 if (NULL == ppShader) {
3317 WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
3318 return WINED3DERR_INVALIDCALL;
3321 *ppShader = This->stateBlock->pixelShader;
3322 if (NULL != *ppShader) {
3323 IWineD3DPixelShader_AddRef(*ppShader);
3325 TRACE("(%p) : returning %p\n", This, *ppShader);
3326 return WINED3D_OK;
3329 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
3330 IWineD3DDevice *iface,
3331 UINT start,
3332 CONST BOOL *srcData,
3333 UINT count) {
3335 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3336 int i, cnt = min(count, MAX_CONST_B - start);
3338 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3339 iface, srcData, start, count);
3341 if (srcData == NULL || cnt < 0)
3342 return WINED3DERR_INVALIDCALL;
3344 memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3345 for (i = 0; i < cnt; i++)
3346 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3348 for (i = start; i < cnt + start; ++i) {
3349 This->updateStateBlock->changed.pixelShaderConstantsB[i] = TRUE;
3350 This->updateStateBlock->set.pixelShaderConstantsB[i] = TRUE;
3353 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3355 return WINED3D_OK;
3358 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
3359 IWineD3DDevice *iface,
3360 UINT start,
3361 BOOL *dstData,
3362 UINT count) {
3364 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3365 int cnt = min(count, MAX_CONST_B - start);
3367 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3368 iface, dstData, start, count);
3370 if (dstData == NULL || cnt < 0)
3371 return WINED3DERR_INVALIDCALL;
3373 memcpy(dstData, &This->stateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
3374 return WINED3D_OK;
3377 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
3378 IWineD3DDevice *iface,
3379 UINT start,
3380 CONST int *srcData,
3381 UINT count) {
3383 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3384 int i, cnt = min(count, MAX_CONST_I - start);
3386 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3387 iface, srcData, start, count);
3389 if (srcData == NULL || cnt < 0)
3390 return WINED3DERR_INVALIDCALL;
3392 memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3393 for (i = 0; i < cnt; i++)
3394 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3395 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3397 for (i = start; i < cnt + start; ++i) {
3398 This->updateStateBlock->changed.pixelShaderConstantsI[i] = TRUE;
3399 This->updateStateBlock->set.pixelShaderConstantsI[i] = TRUE;
3402 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3404 return WINED3D_OK;
3407 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
3408 IWineD3DDevice *iface,
3409 UINT start,
3410 int *dstData,
3411 UINT count) {
3413 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3414 int cnt = min(count, MAX_CONST_I - start);
3416 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3417 iface, dstData, start, count);
3419 if (dstData == NULL || cnt < 0)
3420 return WINED3DERR_INVALIDCALL;
3422 memcpy(dstData, &This->stateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3423 return WINED3D_OK;
3426 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
3427 IWineD3DDevice *iface,
3428 UINT start,
3429 CONST float *srcData,
3430 UINT count) {
3432 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3433 int i;
3435 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3436 iface, srcData, start, count);
3438 /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
3439 if (srcData == NULL || start + count > GL_LIMITS(pshader_constantsF) || start > GL_LIMITS(pshader_constantsF))
3440 return WINED3DERR_INVALIDCALL;
3442 memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
3443 if(TRACE_ON(d3d)) {
3444 for (i = 0; i < count; i++)
3445 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3446 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3449 for (i = start; i < count + start; ++i) {
3450 if (!This->updateStateBlock->set.pixelShaderConstantsF[i]) {
3451 constants_entry *ptr = LIST_ENTRY(list_head(&This->updateStateBlock->set_pconstantsF), constants_entry, entry);
3452 if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx)) {
3453 ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
3454 list_add_head(&This->updateStateBlock->set_pconstantsF, &ptr->entry);
3456 ptr->idx[ptr->count++] = i;
3457 This->updateStateBlock->set.pixelShaderConstantsF[i] = TRUE;
3459 This->updateStateBlock->changed.pixelShaderConstantsF[i] = TRUE;
3462 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3464 return WINED3D_OK;
3467 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
3468 IWineD3DDevice *iface,
3469 UINT start,
3470 float *dstData,
3471 UINT count) {
3473 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3474 int cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
3476 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3477 iface, dstData, start, count);
3479 if (dstData == NULL || cnt < 0)
3480 return WINED3DERR_INVALIDCALL;
3482 memcpy(dstData, &This->stateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3483 return WINED3D_OK;
3486 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3487 static HRESULT
3488 process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount, WineDirect3DVertexStridedData *lpStrideData, IWineD3DVertexBufferImpl *dest, DWORD dwFlags) {
3489 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3490 unsigned int i;
3491 DWORD DestFVF = dest->fvf;
3492 WINED3DVIEWPORT vp;
3493 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3494 BOOL doClip;
3495 int numTextures;
3497 if (lpStrideData->u.s.normal.lpData) {
3498 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3501 if (lpStrideData->u.s.position.lpData == NULL) {
3502 ERR("Source has no position mask\n");
3503 return WINED3DERR_INVALIDCALL;
3506 /* We might access VBOs from this code, so hold the lock */
3507 ENTER_GL();
3509 if (dest->resource.allocatedMemory == NULL) {
3510 /* This may happen if we do direct locking into a vbo. Unlikely,
3511 * but theoretically possible(ddraw processvertices test)
3513 dest->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, dest->resource.size);
3514 if(!dest->resource.allocatedMemory) {
3515 LEAVE_GL();
3516 ERR("Out of memory\n");
3517 return E_OUTOFMEMORY;
3519 if(dest->vbo) {
3520 void *src;
3521 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
3522 checkGLcall("glBindBufferARB");
3523 src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
3524 if(src) {
3525 memcpy(dest->resource.allocatedMemory, src, dest->resource.size);
3527 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
3528 checkGLcall("glUnmapBufferARB");
3532 /* Get a pointer into the destination vbo(create one if none exists) and
3533 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3535 if(!dest->vbo && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3536 CreateVBO(dest);
3539 if(dest->vbo) {
3540 unsigned char extrabytes = 0;
3541 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3542 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3543 * this may write 4 extra bytes beyond the area that should be written
3545 if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3546 dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3547 if(!dest_conv_addr) {
3548 ERR("Out of memory\n");
3549 /* Continue without storing converted vertices */
3551 dest_conv = dest_conv_addr;
3554 /* Should I clip?
3555 * a) WINED3DRS_CLIPPING is enabled
3556 * b) WINED3DVOP_CLIP is passed
3558 if(This->stateBlock->renderState[WINED3DRS_CLIPPING]) {
3559 static BOOL warned = FALSE;
3561 * The clipping code is not quite correct. Some things need
3562 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3563 * so disable clipping for now.
3564 * (The graphics in Half-Life are broken, and my processvertices
3565 * test crashes with IDirect3DDevice3)
3566 doClip = TRUE;
3568 doClip = FALSE;
3569 if(!warned) {
3570 warned = TRUE;
3571 FIXME("Clipping is broken and disabled for now\n");
3573 } else doClip = FALSE;
3574 dest_ptr = ((char *) dest->resource.allocatedMemory) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3576 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3577 WINED3DTS_VIEW,
3578 &view_mat);
3579 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3580 WINED3DTS_PROJECTION,
3581 &proj_mat);
3582 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3583 WINED3DTS_WORLDMATRIX(0),
3584 &world_mat);
3586 TRACE("View mat:\n");
3587 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);
3588 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);
3589 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);
3590 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);
3592 TRACE("Proj mat:\n");
3593 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);
3594 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);
3595 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);
3596 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);
3598 TRACE("World mat:\n");
3599 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);
3600 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);
3601 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);
3602 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);
3604 /* Get the viewport */
3605 IWineD3DDevice_GetViewport( (IWineD3DDevice *) This, &vp);
3606 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
3607 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
3609 multiply_matrix(&mat,&view_mat,&world_mat);
3610 multiply_matrix(&mat,&proj_mat,&mat);
3612 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3614 for (i = 0; i < dwCount; i+= 1) {
3615 unsigned int tex_index;
3617 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3618 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3619 /* The position first */
3620 float *p =
3621 (float *) (((char *) lpStrideData->u.s.position.lpData) + i * lpStrideData->u.s.position.dwStride);
3622 float x, y, z, rhw;
3623 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3625 /* Multiplication with world, view and projection matrix */
3626 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0 * mat.u.s._41);
3627 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0 * mat.u.s._42);
3628 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0 * mat.u.s._43);
3629 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0 * mat.u.s._44);
3631 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3633 /* WARNING: The following things are taken from d3d7 and were not yet checked
3634 * against d3d8 or d3d9!
3637 /* Clipping conditions: From
3638 * http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/fixedfunction/viewportsclipping/clippingvolumes.asp
3640 * A vertex is clipped if it does not match the following requirements
3641 * -rhw < x <= rhw
3642 * -rhw < y <= rhw
3643 * 0 < z <= rhw
3644 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3646 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3647 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3651 if( !doClip ||
3652 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3653 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3654 ( rhw > eps ) ) ) {
3656 /* "Normal" viewport transformation (not clipped)
3657 * 1) The values are divided by rhw
3658 * 2) The y axis is negative, so multiply it with -1
3659 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3660 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3661 * 4) Multiply x with Width/2 and add Width/2
3662 * 5) The same for the height
3663 * 6) Add the viewpoint X and Y to the 2D coordinates and
3664 * The minimum Z value to z
3665 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3667 * Well, basically it's simply a linear transformation into viewport
3668 * coordinates
3671 x /= rhw;
3672 y /= rhw;
3673 z /= rhw;
3675 y *= -1;
3677 x *= vp.Width / 2;
3678 y *= vp.Height / 2;
3679 z *= vp.MaxZ - vp.MinZ;
3681 x += vp.Width / 2 + vp.X;
3682 y += vp.Height / 2 + vp.Y;
3683 z += vp.MinZ;
3685 rhw = 1 / rhw;
3686 } else {
3687 /* That vertex got clipped
3688 * Contrary to OpenGL it is not dropped completely, it just
3689 * undergoes a different calculation.
3691 TRACE("Vertex got clipped\n");
3692 x += rhw;
3693 y += rhw;
3695 x /= 2;
3696 y /= 2;
3698 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3699 * outside of the main vertex buffer memory. That needs some more
3700 * investigation...
3704 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3707 ( (float *) dest_ptr)[0] = x;
3708 ( (float *) dest_ptr)[1] = y;
3709 ( (float *) dest_ptr)[2] = z;
3710 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3712 dest_ptr += 3 * sizeof(float);
3714 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3715 dest_ptr += sizeof(float);
3718 if(dest_conv) {
3719 float w = 1 / rhw;
3720 ( (float *) dest_conv)[0] = x * w;
3721 ( (float *) dest_conv)[1] = y * w;
3722 ( (float *) dest_conv)[2] = z * w;
3723 ( (float *) dest_conv)[3] = w;
3725 dest_conv += 3 * sizeof(float);
3727 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3728 dest_conv += sizeof(float);
3732 if (DestFVF & WINED3DFVF_PSIZE) {
3733 dest_ptr += sizeof(DWORD);
3734 if(dest_conv) dest_conv += sizeof(DWORD);
3736 if (DestFVF & WINED3DFVF_NORMAL) {
3737 float *normal =
3738 (float *) (((float *) lpStrideData->u.s.normal.lpData) + i * lpStrideData->u.s.normal.dwStride);
3739 /* AFAIK this should go into the lighting information */
3740 FIXME("Didn't expect the destination to have a normal\n");
3741 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3742 if(dest_conv) {
3743 copy_and_next(dest_conv, normal, 3 * sizeof(float));
3747 if (DestFVF & WINED3DFVF_DIFFUSE) {
3748 DWORD *color_d =
3749 (DWORD *) (((char *) lpStrideData->u.s.diffuse.lpData) + i * lpStrideData->u.s.diffuse.dwStride);
3750 if(!color_d) {
3751 static BOOL warned = FALSE;
3753 if(!warned) {
3754 ERR("No diffuse color in source, but destination has one\n");
3755 warned = TRUE;
3758 *( (DWORD *) dest_ptr) = 0xffffffff;
3759 dest_ptr += sizeof(DWORD);
3761 if(dest_conv) {
3762 *( (DWORD *) dest_conv) = 0xffffffff;
3763 dest_conv += sizeof(DWORD);
3766 else {
3767 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3768 if(dest_conv) {
3769 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
3770 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
3771 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
3772 dest_conv += sizeof(DWORD);
3777 if (DestFVF & WINED3DFVF_SPECULAR) {
3778 /* What's the color value in the feedback buffer? */
3779 DWORD *color_s =
3780 (DWORD *) (((char *) lpStrideData->u.s.specular.lpData) + i * lpStrideData->u.s.specular.dwStride);
3781 if(!color_s) {
3782 static BOOL warned = FALSE;
3784 if(!warned) {
3785 ERR("No specular color in source, but destination has one\n");
3786 warned = TRUE;
3789 *( (DWORD *) dest_ptr) = 0xFF000000;
3790 dest_ptr += sizeof(DWORD);
3792 if(dest_conv) {
3793 *( (DWORD *) dest_conv) = 0xFF000000;
3794 dest_conv += sizeof(DWORD);
3797 else {
3798 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3799 if(dest_conv) {
3800 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
3801 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
3802 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
3803 dest_conv += sizeof(DWORD);
3808 for (tex_index = 0; tex_index < numTextures; tex_index++) {
3809 float *tex_coord =
3810 (float *) (((char *) lpStrideData->u.s.texCoords[tex_index].lpData) +
3811 i * lpStrideData->u.s.texCoords[tex_index].dwStride);
3812 if(!tex_coord) {
3813 ERR("No source texture, but destination requests one\n");
3814 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3815 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3817 else {
3818 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3819 if(dest_conv) {
3820 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3826 if(dest_conv) {
3827 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
3828 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3829 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
3830 dwCount * get_flexible_vertex_size(DestFVF),
3831 dest_conv_addr));
3832 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3833 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3836 LEAVE_GL();
3838 return WINED3D_OK;
3840 #undef copy_and_next
3842 static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexDeclaration* pVertexDecl, DWORD Flags) {
3843 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3844 WineDirect3DVertexStridedData strided;
3845 BOOL vbo = FALSE, streamWasUP = This->stateBlock->streamIsUP;
3846 TRACE("(%p)->(%d,%d,%d,%p,%p,%d\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
3848 if(pVertexDecl) {
3849 ERR("Output vertex declaration not implemented yet\n");
3852 /* Need any context to write to the vbo. In a non-multithreaded environment a context is there anyway,
3853 * and this call is quite performance critical, so don't call needlessly
3855 if(This->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
3856 ENTER_GL();
3857 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
3858 LEAVE_GL();
3861 /* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
3862 * control the streamIsUP flag, thus restore it afterwards.
3864 This->stateBlock->streamIsUP = FALSE;
3865 memset(&strided, 0, sizeof(strided));
3866 primitiveDeclarationConvertToStridedData(iface, FALSE, &strided, &vbo);
3867 This->stateBlock->streamIsUP = streamWasUP;
3869 if(vbo || SrcStartIndex) {
3870 unsigned int i;
3871 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcesVerticse are
3872 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the strided structure
3874 * Also get the start index in, but only loop over all elements if there's something to add at all.
3876 #define FIXSRC(type) \
3877 if(strided.u.s.type.VBO) { \
3878 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.type.streamNo]; \
3879 strided.u.s.type.VBO = 0; \
3880 strided.u.s.type.lpData = (BYTE *) ((unsigned long) strided.u.s.type.lpData + (unsigned long) vb->resource.allocatedMemory); \
3881 ENTER_GL(); \
3882 GL_EXTCALL(glDeleteBuffersARB(1, &vb->vbo)); \
3883 vb->vbo = 0; \
3884 LEAVE_GL(); \
3886 if(strided.u.s.type.lpData) { \
3887 strided.u.s.type.lpData += strided.u.s.type.dwStride * SrcStartIndex; \
3889 FIXSRC(position);
3890 FIXSRC(blendWeights);
3891 FIXSRC(blendMatrixIndices);
3892 FIXSRC(normal);
3893 FIXSRC(pSize);
3894 FIXSRC(diffuse);
3895 FIXSRC(specular);
3896 for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) {
3897 FIXSRC(texCoords[i]);
3899 FIXSRC(position2);
3900 FIXSRC(normal2);
3901 FIXSRC(tangent);
3902 FIXSRC(binormal);
3903 FIXSRC(tessFactor);
3904 FIXSRC(fog);
3905 FIXSRC(depth);
3906 FIXSRC(sample);
3907 #undef FIXSRC
3910 return process_vertices_strided(This, DestIndex, VertexCount, &strided, (IWineD3DVertexBufferImpl *) pDestBuffer, Flags);
3913 /*****
3914 * Get / Set Texture Stage States
3915 * TODO: Verify against dx9 definitions
3916 *****/
3917 static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
3918 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3919 DWORD oldValue = This->updateStateBlock->textureState[Stage][Type];
3921 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
3923 TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
3925 if (Stage >= MAX_TEXTURES) {
3926 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring\n", Stage, MAX_TEXTURES - 1);
3927 return WINED3D_OK;
3930 This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
3931 This->updateStateBlock->set.textureState[Stage][Type] = TRUE;
3932 This->updateStateBlock->textureState[Stage][Type] = Value;
3934 if (This->isRecordingState) {
3935 TRACE("Recording... not performing anything\n");
3936 return WINED3D_OK;
3939 /* Checked after the assignments to allow proper stateblock recording */
3940 if(oldValue == Value) {
3941 TRACE("App is setting the old value over, nothing to do\n");
3942 return WINED3D_OK;
3945 if(Stage > This->stateBlock->lowest_disabled_stage &&
3946 StateTable[STATE_TEXTURESTAGE(0, Type)].representative == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP)) {
3947 /* Colorop change above lowest disabled stage? That won't change anything in the gl setup
3948 * Changes in other states are important on disabled stages too
3950 return WINED3D_OK;
3953 if(Type == WINED3DTSS_COLOROP) {
3954 int i;
3956 if(Value == WINED3DTOP_DISABLE && oldValue != WINED3DTOP_DISABLE) {
3957 /* Previously enabled stage disabled now. Make sure to dirtify all enabled stages above Stage,
3958 * they have to be disabled
3960 * The current stage is dirtified below.
3962 for(i = Stage + 1; i < This->stateBlock->lowest_disabled_stage; i++) {
3963 TRACE("Additionally dirtifying stage %d\n", i);
3964 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3966 This->stateBlock->lowest_disabled_stage = Stage;
3967 TRACE("New lowest disabled: %d\n", Stage);
3968 } else if(Value != WINED3DTOP_DISABLE && oldValue == WINED3DTOP_DISABLE) {
3969 /* Previously disabled stage enabled. Stages above it may need enabling
3970 * stage must be lowest_disabled_stage here, if it's bigger success is returned above,
3971 * and stages below the lowest disabled stage can't be enabled(because they are enabled already).
3973 * Again stage Stage doesn't need to be dirtified here, it is handled below.
3976 for(i = Stage + 1; i < GL_LIMITS(texture_stages); i++) {
3977 if(This->updateStateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
3978 break;
3980 TRACE("Additionally dirtifying stage %d due to enable\n", i);
3981 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3983 This->stateBlock->lowest_disabled_stage = i;
3984 TRACE("New lowest disabled: %d\n", i);
3986 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
3987 /* TODO: Built a stage -> texture unit mapping for register combiners */
3991 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, Type));
3993 return WINED3D_OK;
3996 static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
3997 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3998 TRACE("(%p) : requesting Stage %d, Type %d getting %d\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
3999 *pValue = This->updateStateBlock->textureState[Stage][Type];
4000 return WINED3D_OK;
4003 /*****
4004 * Get / Set Texture
4005 *****/
4006 static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
4008 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4009 IWineD3DBaseTexture *oldTexture;
4011 oldTexture = This->updateStateBlock->textures[Stage];
4012 TRACE("(%p) : Stage(%d), Texture (%p)\n", This, Stage, pTexture);
4014 #if 0 /* TODO: check so vertex textures */
4015 if (Stage >= D3DVERTEXTEXTURESAMPLER && Stage <= D3DVERTEXTEXTURESAMPLER3){
4016 This->updateStateBlock->vertexTextures[Stage - D3DVERTEXTEXTURESAMPLER] = pTexture;
4017 return WINED3D_OK;
4019 #endif
4021 if(pTexture != NULL) {
4022 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH;
4024 if(((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH) {
4025 WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
4026 return WINED3DERR_INVALIDCALL;
4028 This->stateBlock->textureDimensions[Stage] = IWineD3DBaseTexture_GetTextureDimensions(pTexture);
4031 TRACE("GL_LIMITS %d\n",GL_LIMITS(sampler_stages));
4032 TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
4034 This->updateStateBlock->set.textures[Stage] = TRUE;
4035 This->updateStateBlock->changed.textures[Stage] = TRUE;
4036 TRACE("(%p) : setting new texture to %p\n", This, pTexture);
4037 This->updateStateBlock->textures[Stage] = pTexture;
4039 /* Handle recording of state blocks */
4040 if (This->isRecordingState) {
4041 TRACE("Recording... not performing anything\n");
4042 return WINED3D_OK;
4045 if(oldTexture == pTexture) {
4046 TRACE("App is setting the same texture again, nothing to do\n");
4047 return WINED3D_OK;
4050 /** NOTE: MSDN says that setTexture increases the reference count,
4051 * and the the application must set the texture back to null (or have a leaky application),
4052 * This means we should pass the refcount up to the parent
4053 *******************************/
4054 if (NULL != This->updateStateBlock->textures[Stage]) {
4055 IWineD3DBaseTextureImpl *new = (IWineD3DBaseTextureImpl *) This->updateStateBlock->textures[Stage];
4056 ULONG bindCount = InterlockedIncrement(&new->baseTexture.bindCount);
4058 IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
4059 if(oldTexture == NULL && Stage < MAX_TEXTURES) {
4060 /* The source arguments for color and alpha ops have different meanings when a NULL texture is bound,
4061 * so the COLOROP and ALPHAOP have to be dirtified.
4063 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
4064 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
4066 if(bindCount == 1) {
4067 new->baseTexture.sampler = Stage;
4069 /* More than one assignment? Doesn't matter, we only need one gl texture unit to use for uploading */
4073 if (NULL != oldTexture) {
4074 IWineD3DBaseTextureImpl *old = (IWineD3DBaseTextureImpl *) oldTexture;
4075 LONG bindCount = InterlockedDecrement(&old->baseTexture.bindCount);
4077 IWineD3DBaseTexture_Release(oldTexture);
4078 if(pTexture == NULL && Stage < MAX_TEXTURES) {
4079 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
4080 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
4083 if(bindCount && old->baseTexture.sampler == Stage) {
4084 int i;
4085 /* Have to do a search for the other sampler(s) where the texture is bound to
4086 * Shouldn't happen as long as apps bind a texture only to one stage
4088 TRACE("Searcing for other sampler / stage id where the texture is bound to\n");
4089 for(i = 0; i < GL_LIMITS(sampler_stages); i++) {
4090 if(This->updateStateBlock->textures[i] == oldTexture) {
4091 old->baseTexture.sampler = i;
4092 break;
4098 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Stage));
4100 return WINED3D_OK;
4103 static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
4104 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4105 TRACE("(%p) : (%d /* Stage */,%p /* ppTexture */)\n", This, Stage, ppTexture);
4107 *ppTexture=This->stateBlock->textures[Stage];
4108 if (*ppTexture)
4109 IWineD3DBaseTexture_AddRef(*ppTexture);
4111 return WINED3D_OK;
4114 /*****
4115 * Get Back Buffer
4116 *****/
4117 static HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, WINED3DBACKBUFFER_TYPE Type,
4118 IWineD3DSurface **ppBackBuffer) {
4119 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4120 IWineD3DSwapChain *swapChain;
4121 HRESULT hr;
4123 TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
4125 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
4126 if (hr == WINED3D_OK) {
4127 hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
4128 IWineD3DSwapChain_Release(swapChain);
4129 } else {
4130 *ppBackBuffer = NULL;
4132 return hr;
4135 static HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
4136 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4137 WARN("(%p) : stub, calling idirect3d for now\n", This);
4138 return IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
4141 static HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
4142 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4143 IWineD3DSwapChain *swapChain;
4144 HRESULT hr;
4146 if(iSwapChain > 0) {
4147 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
4148 if (hr == WINED3D_OK) {
4149 hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
4150 IWineD3DSwapChain_Release(swapChain);
4151 } else {
4152 FIXME("(%p) Error getting display mode\n", This);
4154 } else {
4155 /* Don't read the real display mode,
4156 but return the stored mode instead. X11 can't change the color
4157 depth, and some apps are pretty angry if they SetDisplayMode from
4158 24 to 16 bpp and find out that GetDisplayMode still returns 24 bpp
4160 Also don't relay to the swapchain because with ddraw it's possible
4161 that there isn't a swapchain at all */
4162 pMode->Width = This->ddraw_width;
4163 pMode->Height = This->ddraw_height;
4164 pMode->Format = This->ddraw_format;
4165 pMode->RefreshRate = 0;
4166 hr = WINED3D_OK;
4169 return hr;
4172 static HRESULT WINAPI IWineD3DDeviceImpl_SetHWND(IWineD3DDevice *iface, HWND hWnd) {
4173 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4174 TRACE("(%p)->(%p)\n", This, hWnd);
4176 if(This->ddraw_fullscreen) {
4177 if(This->ddraw_window && This->ddraw_window != hWnd) {
4178 IWineD3DDeviceImpl_RestoreWindow(iface, This->ddraw_window);
4180 if(hWnd && This->ddraw_window != hWnd) {
4181 IWineD3DDeviceImpl_SetupFullscreenWindow(iface, hWnd);
4185 This->ddraw_window = hWnd;
4186 return WINED3D_OK;
4189 static HRESULT WINAPI IWineD3DDeviceImpl_GetHWND(IWineD3DDevice *iface, HWND *hWnd) {
4190 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4191 TRACE("(%p)->(%p)\n", This, hWnd);
4193 *hWnd = This->ddraw_window;
4194 return WINED3D_OK;
4197 /*****
4198 * Stateblock related functions
4199 *****/
4201 static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
4202 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4203 IWineD3DStateBlockImpl *object;
4204 HRESULT temp_result;
4205 int i;
4207 TRACE("(%p)\n", This);
4209 if (This->isRecordingState) {
4210 return WINED3DERR_INVALIDCALL;
4213 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
4214 if (NULL == object ) {
4215 FIXME("(%p)Error allocating memory for stateblock\n", This);
4216 return E_OUTOFMEMORY;
4218 TRACE("(%p) created object %p\n", This, object);
4219 object->wineD3DDevice= This;
4220 /** FIXME: object->parent = parent; **/
4221 object->parent = NULL;
4222 object->blockType = WINED3DSBT_ALL;
4223 object->ref = 1;
4224 object->lpVtbl = &IWineD3DStateBlock_Vtbl;
4226 for(i = 0; i < LIGHTMAP_SIZE; i++) {
4227 list_init(&object->lightMap[i]);
4230 temp_result = allocate_shader_constants(object);
4231 if (WINED3D_OK != temp_result)
4232 return temp_result;
4234 IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
4235 This->updateStateBlock = object;
4236 This->isRecordingState = TRUE;
4238 TRACE("(%p) recording stateblock %p\n",This , object);
4239 return WINED3D_OK;
4242 static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
4243 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4245 if (!This->isRecordingState) {
4246 FIXME("(%p) not recording! returning error\n", This);
4247 *ppStateBlock = NULL;
4248 return WINED3DERR_INVALIDCALL;
4251 *ppStateBlock = (IWineD3DStateBlock*)This->updateStateBlock;
4252 This->isRecordingState = FALSE;
4253 This->updateStateBlock = This->stateBlock;
4254 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
4255 /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
4256 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
4257 return WINED3D_OK;
4260 /*****
4261 * Scene related functions
4262 *****/
4263 static HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
4264 /* At the moment we have no need for any functionality at the beginning
4265 of a scene */
4266 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4267 TRACE("(%p)\n", This);
4269 if(This->inScene) {
4270 TRACE("Already in Scene, returning WINED3DERR_INVALIDCALL\n");
4271 return WINED3DERR_INVALIDCALL;
4273 This->inScene = TRUE;
4274 return WINED3D_OK;
4277 static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
4278 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4279 TRACE("(%p)\n", This);
4281 if(!This->inScene) {
4282 TRACE("Not in scene, returning WINED3DERR_INVALIDCALL\n");
4283 return WINED3DERR_INVALIDCALL;
4286 ENTER_GL();
4287 if(This->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
4288 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4290 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4291 glFlush();
4292 checkGLcall("glFlush");
4293 LEAVE_GL();
4295 This->inScene = FALSE;
4296 return WINED3D_OK;
4299 static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
4300 CONST RECT* pSourceRect, CONST RECT* pDestRect,
4301 HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
4302 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4303 IWineD3DSwapChain *swapChain = NULL;
4304 int i;
4305 int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
4307 TRACE("(%p) Presenting the frame\n", This);
4309 for(i = 0 ; i < swapchains ; i ++) {
4311 IWineD3DDeviceImpl_GetSwapChain(iface, i , (IWineD3DSwapChain **)&swapChain);
4312 TRACE("presentinng chain %d, %p\n", i, swapChain);
4313 IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
4314 IWineD3DSwapChain_Release(swapChain);
4317 return WINED3D_OK;
4320 static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST WINED3DRECT* pRects,
4321 DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) {
4322 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4323 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)This->render_targets[0];
4325 GLbitfield glMask = 0;
4326 unsigned int i;
4327 CONST WINED3DRECT* curRect;
4329 TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Color (0x%08x), Z (%f), Stencil (%d)\n", This,
4330 Count, pRects, Flags, Color, Z, Stencil);
4332 if(Flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL) && This->stencilBufferTarget == NULL) {
4333 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4334 /* TODO: What about depth stencil buffers without stencil bits? */
4335 return WINED3DERR_INVALIDCALL;
4338 ENTER_GL();
4339 /* This is for offscreen rendering as well as for multithreading, thus activate the set render target
4340 * and not the last active one.
4343 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4344 apply_fbo_state(iface);
4347 ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
4349 glEnable(GL_SCISSOR_TEST);
4350 checkGLcall("glEnable GL_SCISSOR_TEST");
4351 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
4352 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
4354 if (Count > 0 && pRects) {
4355 curRect = pRects;
4356 } else {
4357 curRect = NULL;
4360 /* Only set the values up once, as they are not changing */
4361 if (Flags & WINED3DCLEAR_STENCIL) {
4362 glClearStencil(Stencil);
4363 checkGLcall("glClearStencil");
4364 glMask = glMask | GL_STENCIL_BUFFER_BIT;
4365 glStencilMask(0xFFFFFFFF);
4368 if (Flags & WINED3DCLEAR_ZBUFFER) {
4369 glDepthMask(GL_TRUE);
4370 glClearDepth(Z);
4371 checkGLcall("glClearDepth");
4372 glMask = glMask | GL_DEPTH_BUFFER_BIT;
4373 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
4376 if (Flags & WINED3DCLEAR_TARGET) {
4377 TRACE("Clearing screen with glClear to color %x\n", Color);
4378 glClearColor(D3DCOLOR_R(Color),
4379 D3DCOLOR_G(Color),
4380 D3DCOLOR_B(Color),
4381 D3DCOLOR_A(Color));
4382 checkGLcall("glClearColor");
4384 /* Clear ALL colors! */
4385 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
4386 glMask = glMask | GL_COLOR_BUFFER_BIT;
4389 if (!curRect) {
4390 /* In drawable flag is set below */
4392 glScissor(This->stateBlock->viewport.X,
4393 (((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height -
4394 (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
4395 This->stateBlock->viewport.Width,
4396 This->stateBlock->viewport.Height);
4397 checkGLcall("glScissor");
4398 glClear(glMask);
4399 checkGLcall("glClear");
4400 } else {
4401 if(!(target->Flags & SFLAG_INDRAWABLE) &&
4402 !(wined3d_settings.offscreen_rendering_mode == ORM_FBO && This->render_offscreen && target->Flags & SFLAG_INTEXTURE)) {
4404 if(curRect[0].x1 > 0 || curRect[0].y1 > 0 ||
4405 curRect[0].x2 < target->currentDesc.Width ||
4406 curRect[0].y2 < target->currentDesc.Height) {
4407 TRACE("Partial clear, and surface not in drawable. Blitting texture to drawable\n");
4408 blt_to_drawable(This, target);
4412 /* Now process each rect in turn */
4413 for (i = 0; i < Count; i++) {
4414 /* Note gl uses lower left, width/height */
4415 TRACE("(%p) %p Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This, curRect,
4416 curRect[i].x1, curRect[i].y1, curRect[i].x2, curRect[i].y2,
4417 curRect[i].x1, (target->currentDesc.Height - curRect[i].y2),
4418 curRect[i].x2 - curRect[i].x1, curRect[i].y2 - curRect[i].y1);
4420 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
4421 * The rectangle is not cleared, no error is returned, but further rectanlges are
4422 * still cleared if they are valid
4424 if(curRect[i].x1 > curRect[i].x2 || curRect[i].y1 > curRect[i].y2) {
4425 TRACE("Rectangle with negative dimensions, ignoring\n");
4426 continue;
4429 if(This->render_offscreen) {
4430 glScissor(curRect[i].x1, curRect[i].y1,
4431 curRect[i].x2 - curRect[i].x1, curRect[i].y2 - curRect[i].y1);
4432 } else {
4433 glScissor(curRect[i].x1, target->currentDesc.Height - curRect[i].y2,
4434 curRect[i].x2 - curRect[i].x1, curRect[i].y2 - curRect[i].y1);
4436 checkGLcall("glScissor");
4438 glClear(glMask);
4439 checkGLcall("glClear");
4443 /* Restore the old values (why..?) */
4444 if (Flags & WINED3DCLEAR_STENCIL) {
4445 glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
4447 if (Flags & WINED3DCLEAR_TARGET) {
4448 DWORD mask = This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE];
4449 glColorMask(mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
4450 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
4451 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
4452 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
4455 LEAVE_GL();
4457 /* Dirtify the target surface for now. If the surface is locked regularly, and an up to date sysmem copy exists,
4458 * it is most likely more efficient to perform a clear on the sysmem copy too instead of downloading it
4460 if(This->render_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4461 target->Flags |= SFLAG_INTEXTURE;
4462 target->Flags &= ~SFLAG_INSYSMEM;
4463 } else {
4464 target->Flags |= SFLAG_INDRAWABLE;
4465 target->Flags &= ~(SFLAG_INTEXTURE | SFLAG_INSYSMEM);
4467 return WINED3D_OK;
4470 /*****
4471 * Drawing functions
4472 *****/
4473 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
4474 UINT PrimitiveCount) {
4476 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4478 TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
4479 debug_d3dprimitivetype(PrimitiveType),
4480 StartVertex, PrimitiveCount);
4482 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4483 if(This->stateBlock->streamIsUP) {
4484 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4485 This->stateBlock->streamIsUP = FALSE;
4488 if(This->stateBlock->loadBaseVertexIndex != 0) {
4489 This->stateBlock->loadBaseVertexIndex = 0;
4490 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
4492 /* Account for the loading offset due to index buffers. Instead of reloading all sources correct it with the startvertex parameter */
4493 drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, 0/* NumVertices */, -1 /* indxStart */,
4494 0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */);
4495 return WINED3D_OK;
4498 /* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
4499 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
4500 WINED3DPRIMITIVETYPE PrimitiveType,
4501 UINT minIndex, UINT NumVertices, UINT startIndex, UINT primCount) {
4503 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4504 UINT idxStride = 2;
4505 IWineD3DIndexBuffer *pIB;
4506 WINED3DINDEXBUFFER_DESC IdxBufDsc;
4507 GLuint vbo;
4509 pIB = This->stateBlock->pIndexData;
4510 if (!pIB) {
4511 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4512 * without an index buffer set. (The first time at least...)
4513 * D3D8 simply dies, but I doubt it can do much harm to return
4514 * D3DERR_INVALIDCALL there as well. */
4515 ERR("(%p) : Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL\n", This);
4516 return WINED3DERR_INVALIDCALL;
4519 if(This->stateBlock->streamIsUP) {
4520 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4521 This->stateBlock->streamIsUP = FALSE;
4523 vbo = ((IWineD3DIndexBufferImpl *) pIB)->vbo;
4525 TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, countP=%d\n", This,
4526 PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
4527 minIndex, NumVertices, startIndex, primCount);
4529 IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
4530 if (IdxBufDsc.Format == WINED3DFMT_INDEX16) {
4531 idxStride = 2;
4532 } else {
4533 idxStride = 4;
4536 if(This->stateBlock->loadBaseVertexIndex != This->stateBlock->baseVertexIndex) {
4537 This->stateBlock->loadBaseVertexIndex = This->stateBlock->baseVertexIndex;
4538 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
4541 drawPrimitive(iface, PrimitiveType, primCount, 0, NumVertices, startIndex,
4542 idxStride, vbo ? NULL : ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex);
4544 return WINED3D_OK;
4547 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
4548 UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
4549 UINT VertexStreamZeroStride) {
4550 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4552 TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
4553 debug_d3dprimitivetype(PrimitiveType),
4554 PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
4556 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4557 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
4558 This->stateBlock->streamOffset[0] = 0;
4559 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
4560 This->stateBlock->streamIsUP = TRUE;
4561 This->stateBlock->loadBaseVertexIndex = 0;
4563 /* TODO: Only mark dirty if drawing from a different UP address */
4564 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
4566 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* start vertex */, 0 /* NumVertices */,
4567 0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */);
4569 /* MSDN specifies stream zero settings must be set to NULL */
4570 This->stateBlock->streamStride[0] = 0;
4571 This->stateBlock->streamSource[0] = NULL;
4573 /* stream zero settings set to null at end, as per the msdn. No need to mark dirty here, the app has to set
4574 * the new stream sources or use UP drawing again
4576 return WINED3D_OK;
4579 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
4580 UINT MinVertexIndex, UINT NumVertices,
4581 UINT PrimitiveCount, CONST void* pIndexData,
4582 WINED3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
4583 UINT VertexStreamZeroStride) {
4584 int idxStride;
4585 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4587 TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
4588 This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
4589 MinVertexIndex, NumVertices, PrimitiveCount, pIndexData,
4590 IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
4592 if (IndexDataFormat == WINED3DFMT_INDEX16) {
4593 idxStride = 2;
4594 } else {
4595 idxStride = 4;
4598 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4599 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
4600 This->stateBlock->streamIsUP = TRUE;
4601 This->stateBlock->streamOffset[0] = 0;
4602 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
4604 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4605 This->stateBlock->baseVertexIndex = 0;
4606 This->stateBlock->loadBaseVertexIndex = 0;
4607 /* Mark the state dirty until we have nicer tracking of the stream source pointers */
4608 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
4609 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4611 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex);
4613 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4614 This->stateBlock->streamSource[0] = NULL;
4615 This->stateBlock->streamStride[0] = 0;
4616 This->stateBlock->pIndexData = NULL;
4617 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4618 * SetStreamSource to specify a vertex buffer
4621 return WINED3D_OK;
4624 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) {
4625 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4627 /* Mark the state dirty until we have nicer tracking
4628 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4629 * that value.
4631 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
4632 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
4633 This->stateBlock->baseVertexIndex = 0;
4634 This->up_strided = DrawPrimStrideData;
4635 This->stateBlock->streamIsUP = TRUE;
4636 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, 0, NULL, 0);
4637 This->up_strided = NULL;
4638 return WINED3D_OK;
4640 /* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
4641 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
4642 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4643 HRESULT hr = WINED3D_OK;
4644 WINED3DRESOURCETYPE sourceType;
4645 WINED3DRESOURCETYPE destinationType;
4646 int i ,levels;
4648 /* TODO: think about moving the code into IWineD3DBaseTexture */
4650 TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
4652 /* verify that the source and destination textures aren't NULL */
4653 if (NULL == pSourceTexture || NULL == pDestinationTexture) {
4654 WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning WINED3DERR_INVALIDCALL\n",
4655 This, pSourceTexture, pDestinationTexture);
4656 hr = WINED3DERR_INVALIDCALL;
4659 if (pSourceTexture == pDestinationTexture) {
4660 WARN("(%p) : source (%p) and destination (%p) textures must be different, returning WINED3DERR_INVALIDCALL\n",
4661 This, pSourceTexture, pDestinationTexture);
4662 hr = WINED3DERR_INVALIDCALL;
4664 /* Verify that the source and destination textures are the same type */
4665 sourceType = IWineD3DBaseTexture_GetType(pSourceTexture);
4666 destinationType = IWineD3DBaseTexture_GetType(pDestinationTexture);
4668 if (sourceType != destinationType) {
4669 WARN("(%p) Sorce and destination types must match, returning WINED3DERR_INVALIDCALL\n",
4670 This);
4671 hr = WINED3DERR_INVALIDCALL;
4674 /* check that both textures have the identical numbers of levels */
4675 if (IWineD3DBaseTexture_GetLevelCount(pDestinationTexture) != IWineD3DBaseTexture_GetLevelCount(pSourceTexture)) {
4676 WARN("(%p) : source (%p) and destination (%p) textures must have identicle numbers of levels, returning WINED3DERR_INVALIDCALL\n", This, pSourceTexture, pDestinationTexture);
4677 hr = WINED3DERR_INVALIDCALL;
4680 if (WINED3D_OK == hr) {
4682 /* Make sure that the destination texture is loaded */
4683 IWineD3DBaseTexture_PreLoad(pDestinationTexture);
4685 /* Update every surface level of the texture */
4686 levels = IWineD3DBaseTexture_GetLevelCount(pDestinationTexture);
4688 switch (sourceType) {
4689 case WINED3DRTYPE_TEXTURE:
4691 IWineD3DSurface *srcSurface;
4692 IWineD3DSurface *destSurface;
4694 for (i = 0 ; i < levels ; ++i) {
4695 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pSourceTexture, i, &srcSurface);
4696 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pDestinationTexture, i, &destSurface);
4697 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
4698 IWineD3DSurface_Release(srcSurface);
4699 IWineD3DSurface_Release(destSurface);
4700 if (WINED3D_OK != hr) {
4701 WARN("(%p) : Call to update surface failed\n", This);
4702 return hr;
4706 break;
4707 case WINED3DRTYPE_CUBETEXTURE:
4709 IWineD3DSurface *srcSurface;
4710 IWineD3DSurface *destSurface;
4711 WINED3DCUBEMAP_FACES faceType;
4713 for (i = 0 ; i < levels ; ++i) {
4714 /* Update each cube face */
4715 for (faceType = WINED3DCUBEMAP_FACE_POSITIVE_X; faceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
4716 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
4717 if (WINED3D_OK != hr) {
4718 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
4719 } else {
4720 TRACE("Got srcSurface %p\n", srcSurface);
4722 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pDestinationTexture, faceType, i, &destSurface);
4723 if (WINED3D_OK != hr) {
4724 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
4725 } else {
4726 TRACE("Got desrSurface %p\n", destSurface);
4728 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
4729 IWineD3DSurface_Release(srcSurface);
4730 IWineD3DSurface_Release(destSurface);
4731 if (WINED3D_OK != hr) {
4732 WARN("(%p) : Call to update surface failed\n", This);
4733 return hr;
4738 break;
4739 #if 0 /* TODO: Add support for volume textures */
4740 case WINED3DRTYPE_VOLUMETEXTURE:
4742 IWineD3DVolume srcVolume = NULL;
4743 IWineD3DSurface destVolume = NULL;
4745 for (i = 0 ; i < levels ; ++i) {
4746 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pSourceTexture, i, &srcVolume);
4747 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pDestinationTexture, i, &destVolume);
4748 hr = IWineD3DFoo_UpdateVolume(iface, srcVolume, NULL, destVolume, NULL);
4749 IWineD3DVolume_Release(srcSurface);
4750 IWineD3DVolume_Release(destSurface);
4751 if (WINED3D_OK != hr) {
4752 WARN("(%p) : Call to update volume failed\n", This);
4753 return hr;
4757 break;
4758 #endif
4759 default:
4760 FIXME("(%p) : Unsupported source and destination type\n", This);
4761 hr = WINED3DERR_INVALIDCALL;
4765 return hr;
4768 static HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
4769 IWineD3DSwapChain *swapChain;
4770 HRESULT hr;
4771 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
4772 if(hr == WINED3D_OK) {
4773 hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
4774 IWineD3DSwapChain_Release(swapChain);
4776 return hr;
4779 static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
4780 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4781 /* return a sensible default */
4782 *pNumPasses = 1;
4783 /* TODO: If the window is minimized then validate device should return something other than WINED3D_OK */
4784 FIXME("(%p) : stub\n", This);
4785 return WINED3D_OK;
4788 static HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
4789 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4790 int j;
4791 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
4792 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
4793 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
4794 return WINED3DERR_INVALIDCALL;
4796 for (j = 0; j < 256; ++j) {
4797 This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
4798 This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
4799 This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
4800 This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
4802 TRACE("(%p) : returning\n", This);
4803 return WINED3D_OK;
4806 static HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
4807 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4808 int j;
4809 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
4810 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
4811 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
4812 return WINED3DERR_INVALIDCALL;
4814 for (j = 0; j < 256; ++j) {
4815 pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
4816 pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
4817 pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
4818 pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
4820 TRACE("(%p) : returning\n", This);
4821 return WINED3D_OK;
4824 static HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
4825 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4826 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
4827 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
4828 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
4829 return WINED3DERR_INVALIDCALL;
4831 /*TODO: stateblocks */
4832 This->currentPalette = PaletteNumber;
4833 TRACE("(%p) : returning\n", This);
4834 return WINED3D_OK;
4837 static HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
4838 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4839 if (PaletteNumber == NULL) {
4840 WARN("(%p) : returning Invalid Call\n", This);
4841 return WINED3DERR_INVALIDCALL;
4843 /*TODO: stateblocks */
4844 *PaletteNumber = This->currentPalette;
4845 TRACE("(%p) : returning %u\n", This, *PaletteNumber);
4846 return WINED3D_OK;
4849 static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
4850 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4851 static BOOL showFixmes = TRUE;
4852 if (showFixmes) {
4853 FIXME("(%p) : stub\n", This);
4854 showFixmes = FALSE;
4857 This->softwareVertexProcessing = bSoftware;
4858 return WINED3D_OK;
4862 static BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
4863 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4864 static BOOL showFixmes = TRUE;
4865 if (showFixmes) {
4866 FIXME("(%p) : stub\n", This);
4867 showFixmes = FALSE;
4869 return This->softwareVertexProcessing;
4873 static HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, WINED3DRASTER_STATUS* pRasterStatus) {
4874 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4875 IWineD3DSwapChain *swapChain;
4876 HRESULT hr;
4878 TRACE("(%p) : SwapChain %d returning %p\n", This, iSwapChain, pRasterStatus);
4880 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
4881 if(hr == WINED3D_OK){
4882 hr = IWineD3DSwapChain_GetRasterStatus(swapChain, pRasterStatus);
4883 IWineD3DSwapChain_Release(swapChain);
4884 }else{
4885 FIXME("(%p) IWineD3DSwapChain_GetRasterStatus returned in error\n", This);
4887 return hr;
4891 static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
4892 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4893 static BOOL showfixmes = TRUE;
4894 if(nSegments != 0.0f) {
4895 if( showfixmes) {
4896 FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
4897 showfixmes = FALSE;
4900 return WINED3D_OK;
4903 static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
4904 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4905 static BOOL showfixmes = TRUE;
4906 if( showfixmes) {
4907 FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
4908 showfixmes = FALSE;
4910 return 0.0f;
4913 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
4914 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4915 /** TODO: remove casts to IWineD3DSurfaceImpl
4916 * NOTE: move code to surface to accomplish this
4917 ****************************************/
4918 IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
4919 int srcWidth, srcHeight;
4920 unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
4921 WINED3DFORMAT destFormat, srcFormat;
4922 UINT destSize;
4923 int srcLeft, destLeft, destTop;
4924 WINED3DPOOL srcPool, destPool;
4925 int offset = 0;
4926 int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
4927 glDescriptor *glDescription = NULL;
4929 WINED3DSURFACE_DESC winedesc;
4931 TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
4932 memset(&winedesc, 0, sizeof(winedesc));
4933 winedesc.Width = &srcSurfaceWidth;
4934 winedesc.Height = &srcSurfaceHeight;
4935 winedesc.Pool = &srcPool;
4936 winedesc.Format = &srcFormat;
4938 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
4940 winedesc.Width = &destSurfaceWidth;
4941 winedesc.Height = &destSurfaceHeight;
4942 winedesc.Pool = &destPool;
4943 winedesc.Format = &destFormat;
4944 winedesc.Size = &destSize;
4946 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
4948 if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
4949 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
4950 return WINED3DERR_INVALIDCALL;
4953 if (destFormat == WINED3DFMT_UNKNOWN) {
4954 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
4955 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
4957 /* Get the update surface description */
4958 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
4961 ENTER_GL();
4963 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4965 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
4966 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4967 checkGLcall("glActiveTextureARB");
4970 /* Make sure the surface is loaded and up to date */
4971 IWineD3DSurface_PreLoad(pDestinationSurface);
4973 IWineD3DSurface_GetGlDesc(pDestinationSurface, &glDescription);
4975 /* this needs to be done in lines if the sourceRect != the sourceWidth */
4976 srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
4977 srcHeight = pSourceRect ? pSourceRect->bottom - pSourceRect->top : srcSurfaceHeight;
4978 srcLeft = pSourceRect ? pSourceRect->left : 0;
4979 destLeft = pDestPoint ? pDestPoint->x : 0;
4980 destTop = pDestPoint ? pDestPoint->y : 0;
4983 /* This function doesn't support compressed textures
4984 the pitch is just bytesPerPixel * width */
4985 if(srcWidth != srcSurfaceWidth || srcLeft ){
4986 rowoffset = srcSurfaceWidth * pSrcSurface->bytesPerPixel;
4987 offset += srcLeft * pSrcSurface->bytesPerPixel;
4988 /* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
4990 /* TODO DXT formats */
4992 if(pSourceRect != NULL && pSourceRect->top != 0){
4993 offset += pSourceRect->top * srcSurfaceWidth * pSrcSurface->bytesPerPixel;
4995 TRACE("(%p) glTexSubImage2D, Level %d, left %d, top %d, width %d, height %d , ftm %d, type %d, memory %p\n"
4996 ,This
4997 ,glDescription->level
4998 ,destLeft
4999 ,destTop
5000 ,srcWidth
5001 ,srcHeight
5002 ,glDescription->glFormat
5003 ,glDescription->glType
5004 ,IWineD3DSurface_GetData(pSourceSurface)
5007 /* Sanity check */
5008 if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
5010 /* need to lock the surface to get the data */
5011 FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
5014 /* TODO: Cube and volume support */
5015 if(rowoffset != 0){
5016 /* not a whole row so we have to do it a line at a time */
5017 int j;
5019 /* hopefully using pointer addtion will be quicker than using a point + j * rowoffset */
5020 const unsigned char* data =((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
5022 for(j = destTop ; j < (srcHeight + destTop) ; j++){
5024 glTexSubImage2D(glDescription->target
5025 ,glDescription->level
5026 ,destLeft
5028 ,srcWidth
5030 ,glDescription->glFormat
5031 ,glDescription->glType
5032 ,data /* could be quicker using */
5034 data += rowoffset;
5037 } else { /* Full width, so just write out the whole texture */
5039 if (WINED3DFMT_DXT1 == destFormat ||
5040 WINED3DFMT_DXT2 == destFormat ||
5041 WINED3DFMT_DXT3 == destFormat ||
5042 WINED3DFMT_DXT4 == destFormat ||
5043 WINED3DFMT_DXT5 == destFormat) {
5044 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
5045 if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth) {
5046 /* FIXME: The easy way to do this is to lock the destination, and copy the bits across */
5047 FIXME("Updating part of a compressed texture is not supported at the moment\n");
5048 } if (destFormat != srcFormat) {
5049 FIXME("Updating mixed format compressed texture is not curretly support\n");
5050 } else {
5051 GL_EXTCALL(glCompressedTexImage2DARB)(glDescription->target,
5052 glDescription->level,
5053 glDescription->glFormatInternal,
5054 srcWidth,
5055 srcHeight,
5057 destSize,
5058 IWineD3DSurface_GetData(pSourceSurface));
5060 } else {
5061 FIXME("Attempting to update a DXT compressed texture without hardware support\n");
5065 } else {
5066 glTexSubImage2D(glDescription->target
5067 ,glDescription->level
5068 ,destLeft
5069 ,destTop
5070 ,srcWidth
5071 ,srcHeight
5072 ,glDescription->glFormat
5073 ,glDescription->glType
5074 ,IWineD3DSurface_GetData(pSourceSurface)
5078 checkGLcall("glTexSubImage2D");
5080 LEAVE_GL();
5082 ((IWineD3DSurfaceImpl *)pDestinationSurface)->Flags &= ~SFLAG_INSYSMEM;
5083 ((IWineD3DSurfaceImpl *)pDestinationSurface)->Flags |= SFLAG_INTEXTURE;
5084 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(0));
5086 return WINED3D_OK;
5089 /* Implementation details at http://developer.nvidia.com/attach/6494
5091 http://oss.sgi.com/projects/ogl-sample/registry/NV/evaluators.txt
5092 hmm.. no longer supported use
5093 OpenGL evaluators or tessellate surfaces within your application.
5096 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawRectPatch.asp */
5097 static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
5098 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5099 TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
5100 FIXME("(%p) : Stub\n", This);
5101 return WINED3D_OK;
5105 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
5106 static HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DTRIPATCH_INFO* pTriPatchInfo) {
5107 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5108 TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p)\n", This, Handle, pNumSegs, pTriPatchInfo);
5109 FIXME("(%p) : Stub\n", This);
5110 return WINED3D_OK;
5113 static HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
5114 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5115 TRACE("(%p) Handle(%d)\n", This, Handle);
5116 FIXME("(%p) : Stub\n", This);
5117 return WINED3D_OK;
5120 static IWineD3DSwapChain *get_swapchain(IWineD3DSurface *target) {
5121 HRESULT hr;
5122 IWineD3DSwapChain *swapchain;
5124 hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain);
5125 if (SUCCEEDED(hr)) {
5126 IWineD3DSwapChain_Release((IUnknown *)swapchain);
5127 return swapchain;
5130 return NULL;
5133 static void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo) {
5134 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5136 if (!*fbo) {
5137 GL_EXTCALL(glGenFramebuffersEXT(1, fbo));
5138 checkGLcall("glGenFramebuffersEXT()");
5140 GL_EXTCALL(glBindFramebufferEXT(target, *fbo));
5141 checkGLcall("glBindFramebuffer()");
5144 static void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) {
5145 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
5146 IWineD3DBaseTextureImpl *texture_impl;
5147 GLenum texttarget, target;
5148 GLint old_binding;
5150 texttarget = surface_impl->glDescription.target;
5151 target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
5152 glGetIntegerv(texttarget == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
5154 IWineD3DSurface_PreLoad(surface);
5156 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5157 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5158 glBindTexture(target, old_binding);
5160 /* Update base texture states array */
5161 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl))) {
5162 texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
5163 texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
5164 if (texture_impl->baseTexture.bindCount) {
5165 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
5168 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
5171 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, texttarget, surface_impl->glDescription.textureName, 0));
5173 checkGLcall("attach_surface_fbo");
5176 static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface, CONST WINED3DRECT *rect, WINED3DCOLOR color) {
5177 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5178 IWineD3DSwapChain *swapchain;
5180 swapchain = get_swapchain(surface);
5181 if (swapchain) {
5182 GLenum buffer;
5184 TRACE("Surface %p is onscreen\n", surface);
5186 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5187 buffer = surface_get_gl_buffer(surface, swapchain);
5188 glDrawBuffer(buffer);
5189 checkGLcall("glDrawBuffer()");
5190 } else {
5191 TRACE("Surface %p is offscreen\n", surface);
5192 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->dst_fbo);
5193 attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, surface);
5196 if (rect) {
5197 glEnable(GL_SCISSOR_TEST);
5198 if(!swapchain) {
5199 glScissor(rect->x1, rect->y1, rect->x2 - rect->x1, rect->y2 - rect->y1);
5200 } else {
5201 glScissor(rect->x1, ((IWineD3DSurfaceImpl *)surface)->currentDesc.Height - rect->y2,
5202 rect->x2 - rect->x1, rect->y2 - rect->y1);
5204 checkGLcall("glScissor");
5205 } else {
5206 glDisable(GL_SCISSOR_TEST);
5208 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
5210 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
5211 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
5213 glClearColor(D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color));
5214 glClear(GL_COLOR_BUFFER_BIT);
5215 checkGLcall("glClear");
5217 if (This->render_offscreen) {
5218 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
5219 } else {
5220 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5221 checkGLcall("glBindFramebuffer()");
5224 if (swapchain && surface == ((IWineD3DSwapChainImpl *)swapchain)->frontBuffer
5225 && ((IWineD3DSwapChainImpl *)swapchain)->backBuffer) {
5226 glDrawBuffer(GL_BACK);
5227 checkGLcall("glDrawBuffer()");
5231 static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST WINED3DRECT* pRect, WINED3DCOLOR color) {
5232 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5233 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *) pSurface;
5234 WINEDDBLTFX BltFx;
5235 TRACE("(%p) Colour fill Surface: %p rect: %p color: 0x%08x\n", This, pSurface, pRect, color);
5237 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM) {
5238 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
5239 return WINED3DERR_INVALIDCALL;
5242 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
5243 color_fill_fbo(iface, pSurface, pRect, color);
5244 return WINED3D_OK;
5245 } else {
5246 /* Just forward this to the DirectDraw blitting engine */
5247 memset(&BltFx, 0, sizeof(BltFx));
5248 BltFx.dwSize = sizeof(BltFx);
5249 BltFx.u5.dwFillColor = color;
5250 return IWineD3DSurface_Blt(pSurface, (RECT *) pRect, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_NONE);
5254 /* rendertarget and deptth stencil functions */
5255 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
5256 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5258 if (RenderTargetIndex >= GL_LIMITS(buffers)) {
5259 ERR("(%p) : Only %d render targets are supported.\n", This, GL_LIMITS(buffers));
5260 return WINED3DERR_INVALIDCALL;
5263 *ppRenderTarget = This->render_targets[RenderTargetIndex];
5264 TRACE("(%p) : RenderTarget %d Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
5265 /* Note inc ref on returned surface */
5266 if(*ppRenderTarget != NULL)
5267 IWineD3DSurface_AddRef(*ppRenderTarget);
5268 return WINED3D_OK;
5271 static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *iface, IWineD3DSurface *Front, IWineD3DSurface *Back) {
5272 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5273 IWineD3DSurfaceImpl *FrontImpl = (IWineD3DSurfaceImpl *) Front;
5274 IWineD3DSurfaceImpl *BackImpl = (IWineD3DSurfaceImpl *) Back;
5275 IWineD3DSwapChainImpl *Swapchain;
5276 HRESULT hr;
5278 TRACE("(%p)->(%p,%p)\n", This, FrontImpl, BackImpl);
5280 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &Swapchain);
5281 if(hr != WINED3D_OK) {
5282 ERR("Can't get the swapchain\n");
5283 return hr;
5286 /* Make sure to release the swapchain */
5287 IWineD3DSwapChain_Release((IWineD3DSwapChain *) Swapchain);
5289 if(FrontImpl && !(FrontImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
5290 ERR("Trying to set a front buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
5291 return WINED3DERR_INVALIDCALL;
5293 else if(BackImpl && !(BackImpl->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
5294 ERR("Trying to set a back buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
5295 return WINED3DERR_INVALIDCALL;
5298 if(Swapchain->frontBuffer != Front) {
5299 TRACE("Changing the front buffer from %p to %p\n", Swapchain->frontBuffer, Front);
5301 if(Swapchain->frontBuffer)
5302 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, NULL);
5303 Swapchain->frontBuffer = Front;
5305 if(Swapchain->frontBuffer) {
5306 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, (IWineD3DBase *) Swapchain);
5310 if(Back && !Swapchain->backBuffer) {
5311 /* We need memory for the back buffer array - only one back buffer this way */
5312 Swapchain->backBuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *));
5313 if(!Swapchain->backBuffer) {
5314 ERR("Out of memory\n");
5315 return E_OUTOFMEMORY;
5319 if(Swapchain->backBuffer[0] != Back) {
5320 TRACE("Changing the back buffer from %p to %p\n", Swapchain->backBuffer, Back);
5322 /* What to do about the context here in the case of multithreading? Not sure.
5323 * This function is called by IDirect3D7::CreateDevice so in theory its initialization code
5325 ENTER_GL();
5326 if(!Swapchain->backBuffer[0]) {
5327 /* GL was told to draw to the front buffer at creation,
5328 * undo that
5330 glDrawBuffer(GL_BACK);
5331 checkGLcall("glDrawBuffer(GL_BACK)");
5332 /* Set the backbuffer count to 1 because other code uses it to fing the back buffers */
5333 Swapchain->presentParms.BackBufferCount = 1;
5334 } else if (!Back) {
5335 /* That makes problems - disable for now */
5336 /* glDrawBuffer(GL_FRONT); */
5337 checkGLcall("glDrawBuffer(GL_FRONT)");
5338 /* We have lost our back buffer, set this to 0 to avoid confusing other code */
5339 Swapchain->presentParms.BackBufferCount = 0;
5341 LEAVE_GL();
5343 if(Swapchain->backBuffer[0])
5344 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], NULL);
5345 Swapchain->backBuffer[0] = Back;
5347 if(Swapchain->backBuffer[0]) {
5348 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], (IWineD3DBase *) Swapchain);
5349 } else {
5350 HeapFree(GetProcessHeap(), 0, Swapchain->backBuffer);
5355 return WINED3D_OK;
5358 static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
5359 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5360 *ppZStencilSurface = This->depthStencilBuffer;
5361 TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
5363 if(*ppZStencilSurface != NULL) {
5364 /* Note inc ref on returned surface */
5365 IWineD3DSurface_AddRef(*ppZStencilSurface);
5367 return WINED3D_OK;
5370 /* TODO: Handle stencil attachments */
5371 static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil) {
5372 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5373 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
5375 TRACE("Set depth stencil to %p\n", depth_stencil);
5377 if (depth_stencil_impl) {
5378 if (depth_stencil_impl->current_renderbuffer) {
5379 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
5380 checkGLcall("glFramebufferRenderbufferEXT()");
5381 } else {
5382 IWineD3DBaseTextureImpl *texture_impl;
5383 GLenum texttarget, target;
5384 GLint old_binding = 0;
5386 texttarget = depth_stencil_impl->glDescription.target;
5387 target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
5388 glGetIntegerv(texttarget == GL_TEXTURE_2D ? GL_TEXTURE_BINDING_2D : GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
5390 IWineD3DSurface_PreLoad(depth_stencil);
5392 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5393 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5394 glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
5395 glBindTexture(target, old_binding);
5397 /* Update base texture states array */
5398 if (SUCCEEDED(IWineD3DSurface_GetContainer(depth_stencil, &IID_IWineD3DBaseTexture, (void **)&texture_impl))) {
5399 texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
5400 texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
5401 if (texture_impl->baseTexture.bindCount) {
5402 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
5405 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
5408 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, texttarget, depth_stencil_impl->glDescription.textureName, 0));
5409 checkGLcall("glFramebufferTexture2DEXT()");
5411 } else {
5412 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
5413 checkGLcall("glFramebufferTexture2DEXT()");
5417 static void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target) {
5418 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5419 IWineD3DSurfaceImpl *rtimpl = (IWineD3DSurfaceImpl *)render_target;
5421 TRACE("Set render target %u to %p\n", idx, render_target);
5423 if (rtimpl) {
5424 attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, idx, render_target);
5425 This->draw_buffers[idx] = GL_COLOR_ATTACHMENT0_EXT + idx;
5426 } else {
5427 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
5428 checkGLcall("glFramebufferTexture2DEXT()");
5430 This->draw_buffers[idx] = GL_NONE;
5434 static void check_fbo_status(IWineD3DDevice *iface) {
5435 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5436 GLenum status;
5438 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
5439 if (status == GL_FRAMEBUFFER_COMPLETE_EXT) {
5440 TRACE("FBO complete\n");
5441 } else {
5442 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
5444 /* Dump the FBO attachments */
5445 if (status == GL_FRAMEBUFFER_UNSUPPORTED_EXT) {
5446 IWineD3DSurfaceImpl *attachment;
5447 int i;
5449 for (i = 0; i < GL_LIMITS(buffers); ++i) {
5450 attachment = (IWineD3DSurfaceImpl *)This->fbo_color_attachments[i];
5451 if (attachment) {
5452 FIXME("\tColor attachment %d: (%p) %s %ux%u\n", i, attachment, debug_d3dformat(attachment->resource.format),
5453 attachment->pow2Width, attachment->pow2Height);
5456 attachment = (IWineD3DSurfaceImpl *)This->fbo_depth_attachment;
5457 if (attachment) {
5458 FIXME("\tDepth attachment: (%p) %s %ux%u\n", attachment, debug_d3dformat(attachment->resource.format),
5459 attachment->pow2Width, attachment->pow2Height);
5465 static BOOL depth_mismatch_fbo(IWineD3DDevice *iface) {
5466 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5467 IWineD3DSurfaceImpl *rt_impl = (IWineD3DSurfaceImpl *)This->render_targets[0];
5468 IWineD3DSurfaceImpl *ds_impl = (IWineD3DSurfaceImpl *)This->stencilBufferTarget;
5470 if (!ds_impl) return FALSE;
5472 if (ds_impl->current_renderbuffer) {
5473 return (rt_impl->pow2Width != ds_impl->current_renderbuffer->width ||
5474 rt_impl->pow2Height != ds_impl->current_renderbuffer->height);
5477 return (rt_impl->pow2Width != ds_impl->pow2Width ||
5478 rt_impl->pow2Height != ds_impl->pow2Height);
5481 void apply_fbo_state(IWineD3DDevice *iface) {
5482 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5483 unsigned int i;
5485 if (This->render_offscreen) {
5486 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
5488 /* Apply render targets */
5489 for (i = 0; i < GL_LIMITS(buffers); ++i) {
5490 IWineD3DSurface *render_target = This->render_targets[i];
5491 if (This->fbo_color_attachments[i] != render_target) {
5492 set_render_target_fbo(iface, i, render_target);
5493 This->fbo_color_attachments[i] = render_target;
5497 /* Apply depth targets */
5498 if (This->fbo_depth_attachment != This->stencilBufferTarget || depth_mismatch_fbo(iface)) {
5499 unsigned int w = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Width;
5500 unsigned int h = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Height;
5502 if (This->stencilBufferTarget) {
5503 surface_set_compatible_renderbuffer(This->stencilBufferTarget, w, h);
5505 set_depth_stencil_fbo(iface, This->stencilBufferTarget);
5506 This->fbo_depth_attachment = This->stencilBufferTarget;
5509 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
5510 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
5511 checkGLcall("glDrawBuffers()");
5512 } else {
5513 glDrawBuffer(This->draw_buffers[0]);
5514 checkGLcall("glDrawBuffer()");
5516 } else {
5517 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5520 check_fbo_status(iface);
5523 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
5524 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) {
5525 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5526 GLbitfield mask = GL_COLOR_BUFFER_BIT; /* TODO: Support blitting depth/stencil surfaces */
5527 IWineD3DSwapChain *src_swapchain, *dst_swapchain;
5528 GLenum gl_filter;
5530 TRACE("(%p) : src_surface %p, src_rect %p, dst_surface %p, dst_rect %p, filter %s (0x%08x), flip %u\n",
5531 This, src_surface, src_rect, dst_surface, dst_rect, debug_d3dtexturefiltertype(filter), filter, flip);
5532 TRACE("src_rect [%u, %u]->[%u, %u]\n", src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2);
5533 TRACE("dst_rect [%u, %u]->[%u, %u]\n", dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2);
5535 switch (filter) {
5536 case WINED3DTEXF_LINEAR:
5537 gl_filter = GL_LINEAR;
5538 break;
5540 default:
5541 FIXME("Unsupported filter mode %s (0x%08x)\n", debug_d3dtexturefiltertype(filter), filter);
5542 case WINED3DTEXF_NONE:
5543 case WINED3DTEXF_POINT:
5544 gl_filter = GL_NEAREST;
5545 break;
5548 /* Attach src surface to src fbo */
5549 src_swapchain = get_swapchain(src_surface);
5550 ENTER_GL();
5551 if (src_swapchain) {
5552 GLenum buffer;
5554 TRACE("Source surface %p is onscreen\n", src_surface);
5555 ActivateContext(This, src_surface, CTXUSAGE_RESOURCELOAD);
5557 GL_EXTCALL(glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0));
5558 buffer = surface_get_gl_buffer(src_surface, src_swapchain);
5559 glReadBuffer(buffer);
5560 checkGLcall("glReadBuffer()");
5562 src_rect->y1 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y1;
5563 src_rect->y2 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y2;
5564 } else {
5565 TRACE("Source surface %p is offscreen\n", src_surface);
5566 bind_fbo(iface, GL_READ_FRAMEBUFFER_EXT, &This->src_fbo);
5567 attach_surface_fbo(This, GL_READ_FRAMEBUFFER_EXT, 0, src_surface);
5568 glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
5569 checkGLcall("glReadBuffer()");
5572 /* Attach dst surface to dst fbo */
5573 dst_swapchain = get_swapchain(dst_surface);
5574 if (dst_swapchain) {
5575 GLenum buffer;
5577 TRACE("Destination surface %p is onscreen\n", dst_surface);
5578 ActivateContext(This, dst_surface, CTXUSAGE_RESOURCELOAD);
5580 GL_EXTCALL(glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0));
5581 buffer = surface_get_gl_buffer(dst_surface, dst_swapchain);
5582 glDrawBuffer(buffer);
5583 checkGLcall("glDrawBuffer()");
5585 dst_rect->y1 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y1;
5586 dst_rect->y2 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y2;
5587 } else {
5588 TRACE("Destination surface %p is offscreen\n", dst_surface);
5590 /* No src or dst swapchain? Make sure some context is active(multithreading) */
5591 if(!src_swapchain) {
5592 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
5595 bind_fbo(iface, GL_DRAW_FRAMEBUFFER_EXT, &This->dst_fbo);
5596 attach_surface_fbo(This, GL_DRAW_FRAMEBUFFER_EXT, 0, dst_surface);
5597 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
5598 checkGLcall("glDrawBuffer()");
5600 glDisable(GL_SCISSOR_TEST);
5601 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
5603 if (flip) {
5604 GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
5605 dst_rect->x1, dst_rect->y2, dst_rect->x2, dst_rect->y1, mask, gl_filter));
5606 checkGLcall("glBlitFramebuffer()");
5607 } else {
5608 GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
5609 dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2, mask, gl_filter));
5610 checkGLcall("glBlitFramebuffer()");
5613 if (This->render_offscreen) {
5614 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
5615 } else {
5616 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5617 checkGLcall("glBindFramebuffer()");
5620 /* If we switched from GL_BACK to GL_FRONT above, we need to switch back here */
5621 if (dst_swapchain && dst_surface == ((IWineD3DSwapChainImpl *)dst_swapchain)->frontBuffer
5622 && ((IWineD3DSwapChainImpl *)dst_swapchain)->backBuffer) {
5623 glDrawBuffer(GL_BACK);
5624 checkGLcall("glDrawBuffer()");
5626 LEAVE_GL();
5629 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
5630 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5631 WINED3DVIEWPORT viewport;
5633 TRACE("(%p) : Setting rendertarget %d to %p\n", This, RenderTargetIndex, pRenderTarget);
5635 if (RenderTargetIndex >= GL_LIMITS(buffers)) {
5636 ERR("(%p) : Only %d render targets are supported.\n", This, GL_LIMITS(buffers));
5637 return WINED3DERR_INVALIDCALL;
5640 /* MSDN says that null disables the render target
5641 but a device must always be associated with a render target
5642 nope MSDN says that we return invalid call to a null rendertarget with an index of 0
5644 see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
5645 for more details
5647 if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
5648 FIXME("Trying to set render target 0 to NULL\n");
5649 return WINED3DERR_INVALIDCALL;
5651 if (pRenderTarget && !((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET) {
5652 FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of WINED3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
5653 return WINED3DERR_INVALIDCALL;
5656 /* If we are trying to set what we already have, don't bother */
5657 if (pRenderTarget == This->render_targets[RenderTargetIndex]) {
5658 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5659 return WINED3D_OK;
5661 if(pRenderTarget) IWineD3DSurface_AddRef(pRenderTarget);
5662 if(This->render_targets[RenderTargetIndex]) IWineD3DSurface_Release(This->render_targets[RenderTargetIndex]);
5663 This->render_targets[RenderTargetIndex] = pRenderTarget;
5665 /* Render target 0 is special */
5666 if(RenderTargetIndex == 0) {
5667 /* Finally, reset the viewport as the MSDN states. */
5668 viewport.Height = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height;
5669 viewport.Width = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Width;
5670 viewport.X = 0;
5671 viewport.Y = 0;
5672 viewport.MaxZ = 1.0f;
5673 viewport.MinZ = 0.0f;
5674 IWineD3DDeviceImpl_SetViewport(iface, &viewport);
5675 /* Make sure the viewport state is dirty, because the render_offscreen thing affects it.
5676 * SetViewport may catch NOP viewport changes, which would occur when switching between equally sized targets
5678 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
5680 /* Activate the new render target for now. This shouldn't stay here, but is needed until all methods using gl activate the
5681 * ctx properly.
5682 * Use resourceload usage, this will just set the drawables and context but not apply any states. The stateblock may be
5683 * incomplete or incorrect when SetRenderTarget is called. DrawPrim() will apply the states when it is called.
5685 ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
5687 return WINED3D_OK;
5690 static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
5691 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5692 HRESULT hr = WINED3D_OK;
5693 IWineD3DSurface *tmp;
5695 TRACE("(%p) Swapping z-buffer\n",This);
5697 if (pNewZStencil == This->stencilBufferTarget) {
5698 TRACE("Trying to do a NOP SetRenderTarget operation\n");
5699 } else {
5700 /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
5701 * depending on the renter target implementation being used.
5702 * A shared context implementation will share all buffers between all rendertargets (including swapchains),
5703 * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
5704 * stencil buffer and incure an extra memory overhead
5705 ******************************************************/
5707 tmp = This->stencilBufferTarget;
5708 This->stencilBufferTarget = pNewZStencil;
5709 This->depth_copy_state = WINED3D_DCS_NO_COPY;
5710 /* should we be calling the parent or the wined3d surface? */
5711 if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
5712 if (NULL != tmp) IWineD3DSurface_Release(tmp);
5713 hr = WINED3D_OK;
5715 if((!tmp && pNewZStencil) || (!pNewZStencil && tmp)) {
5716 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
5717 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZENABLE));
5718 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILENABLE));
5719 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
5723 return hr;
5726 static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
5727 UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
5728 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5729 /* TODO: the use of Impl is deprecated. */
5730 IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
5731 WINED3DLOCKED_RECT lockedRect;
5733 TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
5735 /* some basic validation checks */
5736 if(This->cursorTexture) {
5737 ENTER_GL();
5738 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
5739 glDeleteTextures(1, &This->cursorTexture);
5740 LEAVE_GL();
5741 This->cursorTexture = 0;
5744 if ( (pSur->currentDesc.Width == 32) && (pSur->currentDesc.Height == 32) )
5745 This->haveHardwareCursor = TRUE;
5746 else
5747 This->haveHardwareCursor = FALSE;
5749 if(pCursorBitmap) {
5750 WINED3DLOCKED_RECT rect;
5752 /* MSDN: Cursor must be A8R8G8B8 */
5753 if (WINED3DFMT_A8R8G8B8 != pSur->resource.format) {
5754 ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
5755 return WINED3DERR_INVALIDCALL;
5758 /* MSDN: Cursor must be smaller than the display mode */
5759 if(pSur->currentDesc.Width > This->ddraw_width ||
5760 pSur->currentDesc.Height > This->ddraw_height) {
5761 ERR("(%p) : Surface(%p) is %dx%d pixels, but screen res is %dx%d\n", This, pSur, pSur->currentDesc.Width, pSur->currentDesc.Height, This->ddraw_width, This->ddraw_height);
5762 return WINED3DERR_INVALIDCALL;
5765 if (!This->haveHardwareCursor) {
5766 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5768 /* Do not store the surface's pointer because the application may
5769 * release it after setting the cursor image. Windows doesn't
5770 * addref the set surface, so we can't do this either without
5771 * creating circular refcount dependencies. Copy out the gl texture
5772 * instead.
5774 This->cursorWidth = pSur->currentDesc.Width;
5775 This->cursorHeight = pSur->currentDesc.Height;
5776 if (SUCCEEDED(IWineD3DSurface_LockRect(pCursorBitmap, &rect, NULL, WINED3DLOCK_READONLY)))
5778 const PixelFormatDesc *tableEntry = getFormatDescEntry(WINED3DFMT_A8R8G8B8);
5779 char *mem, *bits = (char *)rect.pBits;
5780 GLint intfmt = tableEntry->glInternal;
5781 GLint format = tableEntry->glFormat;
5782 GLint type = tableEntry->glType;
5783 INT height = This->cursorHeight;
5784 INT width = This->cursorWidth;
5785 INT bpp = tableEntry->bpp;
5786 INT i;
5788 /* Reformat the texture memory (pitch and width can be
5789 * different) */
5790 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
5791 for(i = 0; i < height; i++)
5792 memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
5793 IWineD3DSurface_UnlockRect(pCursorBitmap);
5794 ENTER_GL();
5796 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
5797 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
5798 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5801 /* Make sure that a proper texture unit is selected */
5802 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
5803 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
5804 checkGLcall("glActiveTextureARB");
5806 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(0));
5807 /* Create a new cursor texture */
5808 glGenTextures(1, &This->cursorTexture);
5809 checkGLcall("glGenTextures");
5810 glBindTexture(GL_TEXTURE_2D, This->cursorTexture);
5811 checkGLcall("glBindTexture");
5812 /* Copy the bitmap memory into the cursor texture */
5813 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, format, type, mem);
5814 HeapFree(GetProcessHeap(), 0, mem);
5815 checkGLcall("glTexImage2D");
5817 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
5818 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
5819 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5822 LEAVE_GL();
5824 else
5826 FIXME("A cursor texture was not returned.\n");
5827 This->cursorTexture = 0;
5830 else
5832 /* Draw a hardware cursor */
5833 ICONINFO cursorInfo;
5834 HCURSOR cursor;
5835 /* Create and clear maskBits because it is not needed for
5836 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5837 * chunks. */
5838 DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
5839 (pSur->currentDesc.Width * pSur->currentDesc.Height / 8));
5840 IWineD3DSurface_LockRect(pCursorBitmap, &lockedRect, NULL,
5841 WINED3DLOCK_NO_DIRTY_UPDATE |
5842 WINED3DLOCK_READONLY
5844 TRACE("width: %i height: %i\n", pSur->currentDesc.Width,
5845 pSur->currentDesc.Height);
5847 cursorInfo.fIcon = FALSE;
5848 cursorInfo.xHotspot = XHotSpot;
5849 cursorInfo.yHotspot = YHotSpot;
5850 cursorInfo.hbmMask = CreateBitmap(pSur->currentDesc.Width,
5851 pSur->currentDesc.Height, 1,
5852 1, &maskBits);
5853 cursorInfo.hbmColor = CreateBitmap(pSur->currentDesc.Width,
5854 pSur->currentDesc.Height, 1,
5855 32, lockedRect.pBits);
5856 IWineD3DSurface_UnlockRect(pCursorBitmap);
5857 /* Create our cursor and clean up. */
5858 cursor = CreateIconIndirect(&cursorInfo);
5859 SetCursor(cursor);
5860 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
5861 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
5862 if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
5863 This->hardwareCursor = cursor;
5864 HeapFree(GetProcessHeap(), 0, maskBits);
5868 This->xHotSpot = XHotSpot;
5869 This->yHotSpot = YHotSpot;
5870 return WINED3D_OK;
5873 static void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
5874 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5875 TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
5877 This->xScreenSpace = XScreenSpace;
5878 This->yScreenSpace = YScreenSpace;
5880 return;
5884 static BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
5885 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5886 BOOL oldVisible = This->bCursorVisible;
5887 POINT pt;
5889 TRACE("(%p) : visible(%d)\n", This, bShow);
5892 * When ShowCursor is first called it should make the cursor appear at the OS's last
5893 * known cursor position. Because of this, some applications just repetitively call
5894 * ShowCursor in order to update the cursor's position. This behavior is undocumented.
5896 GetCursorPos(&pt);
5897 This->xScreenSpace = pt.x;
5898 This->yScreenSpace = pt.y;
5900 if (This->haveHardwareCursor) {
5901 This->bCursorVisible = bShow;
5902 if (bShow)
5903 SetCursor(This->hardwareCursor);
5904 else
5905 SetCursor(NULL);
5907 else
5909 if (This->cursorTexture)
5910 This->bCursorVisible = bShow;
5913 return oldVisible;
5916 static HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
5917 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5918 TRACE("(%p) : state (%u)\n", This, This->state);
5919 /* TODO: Implement wrapping of the WndProc so that mimimize and maxamise can be monitored and the states adjusted. */
5920 switch (This->state) {
5921 case WINED3D_OK:
5922 return WINED3D_OK;
5923 case WINED3DERR_DEVICELOST:
5925 ResourceList *resourceList = This->resources;
5926 while (NULL != resourceList) {
5927 if (((IWineD3DResourceImpl *)resourceList->resource)->resource.pool == WINED3DPOOL_DEFAULT /* TODO: IWineD3DResource_GetPool(resourceList->resource)*/)
5928 return WINED3DERR_DEVICENOTRESET;
5929 resourceList = resourceList->next;
5931 return WINED3DERR_DEVICELOST;
5933 case WINED3DERR_DRIVERINTERNALERROR:
5934 return WINED3DERR_DRIVERINTERNALERROR;
5937 /* Unknown state */
5938 return WINED3DERR_DRIVERINTERNALERROR;
5942 static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
5943 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5944 /** FIXME: Resource tracking needs to be done,
5945 * The closes we can do to this is set the priorities of all managed textures low
5946 * and then reset them.
5947 ***********************************************************/
5948 FIXME("(%p) : stub\n", This);
5949 return WINED3D_OK;
5952 static void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
5953 IWineD3DDeviceImpl *This = surface->resource.wineD3DDevice; /* for GL_SUPPORT */
5955 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5956 if(surface->Flags & SFLAG_DIBSECTION) {
5957 /* Release the DC */
5958 SelectObject(surface->hDC, surface->dib.holdbitmap);
5959 DeleteDC(surface->hDC);
5960 /* Release the DIB section */
5961 DeleteObject(surface->dib.DIBsection);
5962 surface->dib.bitmap_data = NULL;
5963 surface->resource.allocatedMemory = NULL;
5964 surface->Flags &= ~SFLAG_DIBSECTION;
5966 surface->currentDesc.Width = pPresentationParameters->BackBufferWidth;
5967 surface->currentDesc.Height = pPresentationParameters->BackBufferHeight;
5968 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
5969 surface->pow2Width = pPresentationParameters->BackBufferWidth;
5970 surface->pow2Height = pPresentationParameters->BackBufferHeight;
5971 } else {
5972 surface->pow2Width = surface->pow2Height = 1;
5973 while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
5974 while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
5976 if(surface->glDescription.textureName) {
5977 ENTER_GL();
5978 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
5979 glDeleteTextures(1, &surface->glDescription.textureName);
5980 LEAVE_GL();
5981 surface->glDescription.textureName = 0;
5982 surface->Flags &= ~SFLAG_CLIENT;
5984 if(surface->pow2Width != pPresentationParameters->BackBufferWidth ||
5985 surface->pow2Height != pPresentationParameters->BackBufferHeight) {
5986 surface->Flags |= SFLAG_NONPOW2;
5987 } else {
5988 surface->Flags &= ~SFLAG_NONPOW2;
5990 HeapFree(GetProcessHeap(), 0, surface->resource.allocatedMemory);
5991 surface->resource.size = IWineD3DSurface_GetPitch((IWineD3DSurface *) surface) * surface->pow2Width;
5994 static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
5995 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5996 IWineD3DSwapChainImpl *swapchain;
5997 HRESULT hr;
5998 BOOL DisplayModeChanged = FALSE;
5999 WINED3DDISPLAYMODE mode;
6000 TRACE("(%p)\n", This);
6002 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &swapchain);
6003 if(FAILED(hr)) {
6004 ERR("Failed to get the first implicit swapchain\n");
6005 return hr;
6008 /* Is it necessary to recreate the gl context? Actually every setting can be changed
6009 * on an existing gl context, so there's no real need for recreation.
6011 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
6013 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
6015 TRACE("New params:\n");
6016 TRACE("BackBufferWidth = %d\n", pPresentationParameters->BackBufferWidth);
6017 TRACE("BackBufferHeight = %d\n", pPresentationParameters->BackBufferHeight);
6018 TRACE("BackBufferFormat = %s\n", debug_d3dformat(pPresentationParameters->BackBufferFormat));
6019 TRACE("BackBufferCount = %d\n", pPresentationParameters->BackBufferCount);
6020 TRACE("MultiSampleType = %d\n", pPresentationParameters->MultiSampleType);
6021 TRACE("MultiSampleQuality = %d\n", pPresentationParameters->MultiSampleQuality);
6022 TRACE("SwapEffect = %d\n", pPresentationParameters->SwapEffect);
6023 TRACE("hDeviceWindow = %p\n", pPresentationParameters->hDeviceWindow);
6024 TRACE("Windowed = %s\n", pPresentationParameters->Windowed ? "true" : "false");
6025 TRACE("EnableAutoDepthStencil = %s\n", pPresentationParameters->EnableAutoDepthStencil ? "true" : "false");
6026 TRACE("Flags = %08x\n", pPresentationParameters->Flags);
6027 TRACE("FullScreen_RefreshRateInHz = %d\n", pPresentationParameters->FullScreen_RefreshRateInHz);
6028 TRACE("PresentationInterval = %d\n", pPresentationParameters->PresentationInterval);
6030 /* No special treatment of these parameters. Just store them */
6031 swapchain->presentParms.SwapEffect = pPresentationParameters->SwapEffect;
6032 swapchain->presentParms.Flags = pPresentationParameters->Flags;
6033 swapchain->presentParms.PresentationInterval = pPresentationParameters->PresentationInterval;
6034 swapchain->presentParms.FullScreen_RefreshRateInHz = pPresentationParameters->FullScreen_RefreshRateInHz;
6036 /* What to do about these? */
6037 if(pPresentationParameters->BackBufferCount != 0 &&
6038 pPresentationParameters->BackBufferCount != swapchain->presentParms.BackBufferCount) {
6039 ERR("Cannot change the back buffer count yet\n");
6041 if(pPresentationParameters->BackBufferFormat != WINED3DFMT_UNKNOWN &&
6042 pPresentationParameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat) {
6043 ERR("Cannot change the back buffer format yet\n");
6045 if(pPresentationParameters->hDeviceWindow != NULL &&
6046 pPresentationParameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow) {
6047 ERR("Cannot change the device window yet\n");
6049 if(pPresentationParameters->EnableAutoDepthStencil != swapchain->presentParms.EnableAutoDepthStencil) {
6050 ERR("What do do about a changed auto depth stencil parameter?\n");
6053 if(pPresentationParameters->Windowed) {
6054 mode.Width = swapchain->orig_width;
6055 mode.Height = swapchain->orig_height;
6056 mode.RefreshRate = 0;
6057 mode.Format = swapchain->presentParms.BackBufferFormat;
6058 } else {
6059 mode.Width = pPresentationParameters->BackBufferWidth;
6060 mode.Height = pPresentationParameters->BackBufferHeight;
6061 mode.RefreshRate = pPresentationParameters->FullScreen_RefreshRateInHz;
6062 mode.Format = swapchain->presentParms.BackBufferFormat;
6065 /* Should Width == 800 && Height == 0 set 800x600? */
6066 if(pPresentationParameters->BackBufferWidth != 0 && pPresentationParameters->BackBufferHeight != 0 &&
6067 (pPresentationParameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth ||
6068 pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
6070 WINED3DVIEWPORT vp;
6071 int i;
6073 vp.X = 0;
6074 vp.Y = 0;
6075 vp.Width = pPresentationParameters->BackBufferWidth;
6076 vp.Height = pPresentationParameters->BackBufferHeight;
6077 vp.MinZ = 0;
6078 vp.MaxZ = 1;
6080 if(!pPresentationParameters->Windowed) {
6081 DisplayModeChanged = TRUE;
6083 swapchain->presentParms.BackBufferWidth = pPresentationParameters->BackBufferWidth;
6084 swapchain->presentParms.BackBufferHeight = pPresentationParameters->BackBufferHeight;
6086 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->frontBuffer, pPresentationParameters);
6087 for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
6088 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->backBuffer[i], pPresentationParameters);
6091 /* Now set the new viewport */
6092 IWineD3DDevice_SetViewport(iface, &vp);
6095 if((pPresentationParameters->Windowed && !swapchain->presentParms.Windowed) ||
6096 (swapchain->presentParms.Windowed && !pPresentationParameters->Windowed) ||
6097 DisplayModeChanged) {
6099 /* Switching to fullscreen? Change to fullscreen mode, THEN change the screen res */
6100 if(!pPresentationParameters->Windowed) {
6101 IWineD3DDevice_SetFullscreen(iface, TRUE);
6104 IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
6106 /* Switching out of fullscreen mode? First set the original res, then change the window */
6107 if(pPresentationParameters->Windowed) {
6108 IWineD3DDevice_SetFullscreen(iface, FALSE);
6110 swapchain->presentParms.Windowed = pPresentationParameters->Windowed;
6113 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
6114 return WINED3D_OK;
6117 static HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
6118 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6119 /** FIXME: always true at the moment **/
6120 if(!bEnableDialogs) {
6121 FIXME("(%p) Dialogs cannot be disabled yet\n", This);
6123 return WINED3D_OK;
6127 static HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, WINED3DDEVICE_CREATION_PARAMETERS *pParameters) {
6128 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6129 TRACE("(%p) : pParameters %p\n", This, pParameters);
6131 *pParameters = This->createParms;
6132 return WINED3D_OK;
6135 static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) {
6136 IWineD3DSwapChain *swapchain;
6137 HRESULT hrc = WINED3D_OK;
6139 TRACE("Relaying to swapchain\n");
6141 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
6142 IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (WINED3DGAMMARAMP *)pRamp);
6143 IWineD3DSwapChain_Release(swapchain);
6145 return;
6148 static void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp) {
6149 IWineD3DSwapChain *swapchain;
6150 HRESULT hrc = WINED3D_OK;
6152 TRACE("Relaying to swapchain\n");
6154 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
6155 hrc =IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
6156 IWineD3DSwapChain_Release(swapchain);
6158 return;
6162 /** ********************************************************
6163 * Notification functions
6164 ** ********************************************************/
6165 /** This function must be called in the release of a resource when ref == 0,
6166 * the contents of resource must still be correct,
6167 * any handels to other resource held by the caller must be closed
6168 * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
6169 *****************************************************/
6170 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6171 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6172 ResourceList* resourceList;
6174 TRACE("(%p) : resource %p\n", This, resource);
6175 /* add a new texture to the frot of the linked list */
6176 resourceList = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ResourceList));
6177 resourceList->resource = resource;
6179 /* Get the old head */
6180 resourceList->next = This->resources;
6182 This->resources = resourceList;
6183 TRACE("Added resource %p with element %p pointing to %p\n", resource, resourceList, resourceList->next);
6185 return;
6188 static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6189 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6190 ResourceList* resourceList = NULL;
6191 ResourceList* previousResourceList = NULL;
6193 TRACE("(%p) : resource %p\n", This, resource);
6195 resourceList = This->resources;
6197 while (resourceList != NULL) {
6198 if(resourceList->resource == resource) break;
6199 previousResourceList = resourceList;
6200 resourceList = resourceList->next;
6203 if (resourceList == NULL) {
6204 FIXME("Attempted to remove resource %p that hasn't been stored\n", resource);
6205 return;
6206 } else {
6207 TRACE("Found resource %p with element %p pointing to %p (previous %p)\n", resourceList->resource, resourceList, resourceList->next, previousResourceList);
6209 /* make sure we don't leave a hole in the list */
6210 if (previousResourceList != NULL) {
6211 previousResourceList->next = resourceList->next;
6212 } else {
6213 This->resources = resourceList->next;
6216 return;
6220 static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DResource *resource){
6221 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6222 int counter;
6224 TRACE("(%p) : resource %p\n", This, resource);
6225 switch(IWineD3DResource_GetType(resource)){
6226 /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
6227 case WINED3DRTYPE_SURFACE: {
6228 unsigned int i;
6230 /* Cleanup any FBO attachments */
6231 for (i = 0; i < GL_LIMITS(buffers); ++i) {
6232 if (This->fbo_color_attachments[i] == (IWineD3DSurface *)resource) {
6233 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
6234 set_render_target_fbo(iface, i, NULL);
6235 This->fbo_color_attachments[i] = NULL;
6238 if (This->fbo_depth_attachment == (IWineD3DSurface *)resource) {
6239 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
6240 set_depth_stencil_fbo(iface, NULL);
6241 This->fbo_depth_attachment = NULL;
6244 break;
6247 case WINED3DRTYPE_TEXTURE:
6248 case WINED3DRTYPE_CUBETEXTURE:
6249 case WINED3DRTYPE_VOLUMETEXTURE:
6250 for (counter = 0; counter < MAX_SAMPLERS; counter++) {
6251 if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6252 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6253 This->stateBlock->textures[counter] = NULL;
6255 if (This->updateStateBlock != This->stateBlock ){
6256 if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6257 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6258 This->updateStateBlock->textures[counter] = NULL;
6262 break;
6263 case WINED3DRTYPE_VOLUME:
6264 /* TODO: nothing really? */
6265 break;
6266 case WINED3DRTYPE_VERTEXBUFFER:
6267 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed. */
6269 int streamNumber;
6270 TRACE("Cleaning up stream pointers\n");
6272 for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
6273 /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
6274 FINDOUT: should changes.streamSource[StreamNumber] be set ?
6276 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6277 if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
6278 FIXME("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
6279 This->updateStateBlock->streamSource[streamNumber] = 0;
6280 /* Set changed flag? */
6283 if (This->stateBlock != NULL ) { /* only happens if there is an error in the application, or on reset/release (because we don't manage internal tracking properly) */
6284 if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
6285 TRACE("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
6286 This->stateBlock->streamSource[streamNumber] = 0;
6289 #if 0 /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */
6290 else { /* This shouldn't happen */
6291 FIXME("Calling application has released the device before relasing all the resources bound to the device\n");
6293 #endif
6297 break;
6298 case WINED3DRTYPE_INDEXBUFFER:
6299 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed.*/
6300 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6301 if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
6302 This->updateStateBlock->pIndexData = NULL;
6305 if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
6306 if (This->stateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
6307 This->stateBlock->pIndexData = NULL;
6311 break;
6312 default:
6313 FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
6314 break;
6318 /* Remove the resoruce from the resourceStore */
6319 IWineD3DDeviceImpl_RemoveResource(iface, resource);
6321 TRACE("Resource released\n");
6325 /**********************************************************
6326 * IWineD3DDevice VTbl follows
6327 **********************************************************/
6329 const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
6331 /*** IUnknown methods ***/
6332 IWineD3DDeviceImpl_QueryInterface,
6333 IWineD3DDeviceImpl_AddRef,
6334 IWineD3DDeviceImpl_Release,
6335 /*** IWineD3DDevice methods ***/
6336 IWineD3DDeviceImpl_GetParent,
6337 /*** Creation methods**/
6338 IWineD3DDeviceImpl_CreateVertexBuffer,
6339 IWineD3DDeviceImpl_CreateIndexBuffer,
6340 IWineD3DDeviceImpl_CreateStateBlock,
6341 IWineD3DDeviceImpl_CreateSurface,
6342 IWineD3DDeviceImpl_CreateTexture,
6343 IWineD3DDeviceImpl_CreateVolumeTexture,
6344 IWineD3DDeviceImpl_CreateVolume,
6345 IWineD3DDeviceImpl_CreateCubeTexture,
6346 IWineD3DDeviceImpl_CreateQuery,
6347 IWineD3DDeviceImpl_CreateAdditionalSwapChain,
6348 IWineD3DDeviceImpl_CreateVertexDeclaration,
6349 IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF,
6350 IWineD3DDeviceImpl_CreateVertexShader,
6351 IWineD3DDeviceImpl_CreatePixelShader,
6352 IWineD3DDeviceImpl_CreatePalette,
6353 /*** Odd functions **/
6354 IWineD3DDeviceImpl_Init3D,
6355 IWineD3DDeviceImpl_Uninit3D,
6356 IWineD3DDeviceImpl_SetFullscreen,
6357 IWineD3DDeviceImpl_SetMultithreaded,
6358 IWineD3DDeviceImpl_EvictManagedResources,
6359 IWineD3DDeviceImpl_GetAvailableTextureMem,
6360 IWineD3DDeviceImpl_GetBackBuffer,
6361 IWineD3DDeviceImpl_GetCreationParameters,
6362 IWineD3DDeviceImpl_GetDeviceCaps,
6363 IWineD3DDeviceImpl_GetDirect3D,
6364 IWineD3DDeviceImpl_GetDisplayMode,
6365 IWineD3DDeviceImpl_SetDisplayMode,
6366 IWineD3DDeviceImpl_GetHWND,
6367 IWineD3DDeviceImpl_SetHWND,
6368 IWineD3DDeviceImpl_GetNumberOfSwapChains,
6369 IWineD3DDeviceImpl_GetRasterStatus,
6370 IWineD3DDeviceImpl_GetSwapChain,
6371 IWineD3DDeviceImpl_Reset,
6372 IWineD3DDeviceImpl_SetDialogBoxMode,
6373 IWineD3DDeviceImpl_SetCursorProperties,
6374 IWineD3DDeviceImpl_SetCursorPosition,
6375 IWineD3DDeviceImpl_ShowCursor,
6376 IWineD3DDeviceImpl_TestCooperativeLevel,
6377 /*** Getters and setters **/
6378 IWineD3DDeviceImpl_SetClipPlane,
6379 IWineD3DDeviceImpl_GetClipPlane,
6380 IWineD3DDeviceImpl_SetClipStatus,
6381 IWineD3DDeviceImpl_GetClipStatus,
6382 IWineD3DDeviceImpl_SetCurrentTexturePalette,
6383 IWineD3DDeviceImpl_GetCurrentTexturePalette,
6384 IWineD3DDeviceImpl_SetDepthStencilSurface,
6385 IWineD3DDeviceImpl_GetDepthStencilSurface,
6386 IWineD3DDeviceImpl_SetFVF,
6387 IWineD3DDeviceImpl_GetFVF,
6388 IWineD3DDeviceImpl_SetGammaRamp,
6389 IWineD3DDeviceImpl_GetGammaRamp,
6390 IWineD3DDeviceImpl_SetIndices,
6391 IWineD3DDeviceImpl_GetIndices,
6392 IWineD3DDeviceImpl_SetBaseVertexIndex,
6393 IWineD3DDeviceImpl_GetBaseVertexIndex,
6394 IWineD3DDeviceImpl_SetLight,
6395 IWineD3DDeviceImpl_GetLight,
6396 IWineD3DDeviceImpl_SetLightEnable,
6397 IWineD3DDeviceImpl_GetLightEnable,
6398 IWineD3DDeviceImpl_SetMaterial,
6399 IWineD3DDeviceImpl_GetMaterial,
6400 IWineD3DDeviceImpl_SetNPatchMode,
6401 IWineD3DDeviceImpl_GetNPatchMode,
6402 IWineD3DDeviceImpl_SetPaletteEntries,
6403 IWineD3DDeviceImpl_GetPaletteEntries,
6404 IWineD3DDeviceImpl_SetPixelShader,
6405 IWineD3DDeviceImpl_GetPixelShader,
6406 IWineD3DDeviceImpl_SetPixelShaderConstantB,
6407 IWineD3DDeviceImpl_GetPixelShaderConstantB,
6408 IWineD3DDeviceImpl_SetPixelShaderConstantI,
6409 IWineD3DDeviceImpl_GetPixelShaderConstantI,
6410 IWineD3DDeviceImpl_SetPixelShaderConstantF,
6411 IWineD3DDeviceImpl_GetPixelShaderConstantF,
6412 IWineD3DDeviceImpl_SetRenderState,
6413 IWineD3DDeviceImpl_GetRenderState,
6414 IWineD3DDeviceImpl_SetRenderTarget,
6415 IWineD3DDeviceImpl_GetRenderTarget,
6416 IWineD3DDeviceImpl_SetFrontBackBuffers,
6417 IWineD3DDeviceImpl_SetSamplerState,
6418 IWineD3DDeviceImpl_GetSamplerState,
6419 IWineD3DDeviceImpl_SetScissorRect,
6420 IWineD3DDeviceImpl_GetScissorRect,
6421 IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
6422 IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
6423 IWineD3DDeviceImpl_SetStreamSource,
6424 IWineD3DDeviceImpl_GetStreamSource,
6425 IWineD3DDeviceImpl_SetStreamSourceFreq,
6426 IWineD3DDeviceImpl_GetStreamSourceFreq,
6427 IWineD3DDeviceImpl_SetTexture,
6428 IWineD3DDeviceImpl_GetTexture,
6429 IWineD3DDeviceImpl_SetTextureStageState,
6430 IWineD3DDeviceImpl_GetTextureStageState,
6431 IWineD3DDeviceImpl_SetTransform,
6432 IWineD3DDeviceImpl_GetTransform,
6433 IWineD3DDeviceImpl_SetVertexDeclaration,
6434 IWineD3DDeviceImpl_GetVertexDeclaration,
6435 IWineD3DDeviceImpl_SetVertexShader,
6436 IWineD3DDeviceImpl_GetVertexShader,
6437 IWineD3DDeviceImpl_SetVertexShaderConstantB,
6438 IWineD3DDeviceImpl_GetVertexShaderConstantB,
6439 IWineD3DDeviceImpl_SetVertexShaderConstantI,
6440 IWineD3DDeviceImpl_GetVertexShaderConstantI,
6441 IWineD3DDeviceImpl_SetVertexShaderConstantF,
6442 IWineD3DDeviceImpl_GetVertexShaderConstantF,
6443 IWineD3DDeviceImpl_SetViewport,
6444 IWineD3DDeviceImpl_GetViewport,
6445 IWineD3DDeviceImpl_MultiplyTransform,
6446 IWineD3DDeviceImpl_ValidateDevice,
6447 IWineD3DDeviceImpl_ProcessVertices,
6448 /*** State block ***/
6449 IWineD3DDeviceImpl_BeginStateBlock,
6450 IWineD3DDeviceImpl_EndStateBlock,
6451 /*** Scene management ***/
6452 IWineD3DDeviceImpl_BeginScene,
6453 IWineD3DDeviceImpl_EndScene,
6454 IWineD3DDeviceImpl_Present,
6455 IWineD3DDeviceImpl_Clear,
6456 /*** Drawing ***/
6457 IWineD3DDeviceImpl_DrawPrimitive,
6458 IWineD3DDeviceImpl_DrawIndexedPrimitive,
6459 IWineD3DDeviceImpl_DrawPrimitiveUP,
6460 IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
6461 IWineD3DDeviceImpl_DrawPrimitiveStrided,
6462 IWineD3DDeviceImpl_DrawRectPatch,
6463 IWineD3DDeviceImpl_DrawTriPatch,
6464 IWineD3DDeviceImpl_DeletePatch,
6465 IWineD3DDeviceImpl_ColorFill,
6466 IWineD3DDeviceImpl_UpdateTexture,
6467 IWineD3DDeviceImpl_UpdateSurface,
6468 IWineD3DDeviceImpl_GetFrontBufferData,
6469 /*** object tracking ***/
6470 IWineD3DDeviceImpl_ResourceReleased
6474 const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
6475 WINED3DRS_ALPHABLENDENABLE ,
6476 WINED3DRS_ALPHAFUNC ,
6477 WINED3DRS_ALPHAREF ,
6478 WINED3DRS_ALPHATESTENABLE ,
6479 WINED3DRS_BLENDOP ,
6480 WINED3DRS_COLORWRITEENABLE ,
6481 WINED3DRS_DESTBLEND ,
6482 WINED3DRS_DITHERENABLE ,
6483 WINED3DRS_FILLMODE ,
6484 WINED3DRS_FOGDENSITY ,
6485 WINED3DRS_FOGEND ,
6486 WINED3DRS_FOGSTART ,
6487 WINED3DRS_LASTPIXEL ,
6488 WINED3DRS_SHADEMODE ,
6489 WINED3DRS_SRCBLEND ,
6490 WINED3DRS_STENCILENABLE ,
6491 WINED3DRS_STENCILFAIL ,
6492 WINED3DRS_STENCILFUNC ,
6493 WINED3DRS_STENCILMASK ,
6494 WINED3DRS_STENCILPASS ,
6495 WINED3DRS_STENCILREF ,
6496 WINED3DRS_STENCILWRITEMASK ,
6497 WINED3DRS_STENCILZFAIL ,
6498 WINED3DRS_TEXTUREFACTOR ,
6499 WINED3DRS_WRAP0 ,
6500 WINED3DRS_WRAP1 ,
6501 WINED3DRS_WRAP2 ,
6502 WINED3DRS_WRAP3 ,
6503 WINED3DRS_WRAP4 ,
6504 WINED3DRS_WRAP5 ,
6505 WINED3DRS_WRAP6 ,
6506 WINED3DRS_WRAP7 ,
6507 WINED3DRS_ZENABLE ,
6508 WINED3DRS_ZFUNC ,
6509 WINED3DRS_ZWRITEENABLE
6512 const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
6513 WINED3DTSS_ADDRESSW ,
6514 WINED3DTSS_ALPHAARG0 ,
6515 WINED3DTSS_ALPHAARG1 ,
6516 WINED3DTSS_ALPHAARG2 ,
6517 WINED3DTSS_ALPHAOP ,
6518 WINED3DTSS_BUMPENVLOFFSET ,
6519 WINED3DTSS_BUMPENVLSCALE ,
6520 WINED3DTSS_BUMPENVMAT00 ,
6521 WINED3DTSS_BUMPENVMAT01 ,
6522 WINED3DTSS_BUMPENVMAT10 ,
6523 WINED3DTSS_BUMPENVMAT11 ,
6524 WINED3DTSS_COLORARG0 ,
6525 WINED3DTSS_COLORARG1 ,
6526 WINED3DTSS_COLORARG2 ,
6527 WINED3DTSS_COLOROP ,
6528 WINED3DTSS_RESULTARG ,
6529 WINED3DTSS_TEXCOORDINDEX ,
6530 WINED3DTSS_TEXTURETRANSFORMFLAGS
6533 const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
6534 WINED3DSAMP_ADDRESSU ,
6535 WINED3DSAMP_ADDRESSV ,
6536 WINED3DSAMP_ADDRESSW ,
6537 WINED3DSAMP_BORDERCOLOR ,
6538 WINED3DSAMP_MAGFILTER ,
6539 WINED3DSAMP_MINFILTER ,
6540 WINED3DSAMP_MIPFILTER ,
6541 WINED3DSAMP_MIPMAPLODBIAS ,
6542 WINED3DSAMP_MAXMIPLEVEL ,
6543 WINED3DSAMP_MAXANISOTROPY ,
6544 WINED3DSAMP_SRGBTEXTURE ,
6545 WINED3DSAMP_ELEMENTINDEX
6548 const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
6549 WINED3DRS_AMBIENT ,
6550 WINED3DRS_AMBIENTMATERIALSOURCE ,
6551 WINED3DRS_CLIPPING ,
6552 WINED3DRS_CLIPPLANEENABLE ,
6553 WINED3DRS_COLORVERTEX ,
6554 WINED3DRS_DIFFUSEMATERIALSOURCE ,
6555 WINED3DRS_EMISSIVEMATERIALSOURCE ,
6556 WINED3DRS_FOGDENSITY ,
6557 WINED3DRS_FOGEND ,
6558 WINED3DRS_FOGSTART ,
6559 WINED3DRS_FOGTABLEMODE ,
6560 WINED3DRS_FOGVERTEXMODE ,
6561 WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
6562 WINED3DRS_LIGHTING ,
6563 WINED3DRS_LOCALVIEWER ,
6564 WINED3DRS_MULTISAMPLEANTIALIAS ,
6565 WINED3DRS_MULTISAMPLEMASK ,
6566 WINED3DRS_NORMALIZENORMALS ,
6567 WINED3DRS_PATCHEDGESTYLE ,
6568 WINED3DRS_POINTSCALE_A ,
6569 WINED3DRS_POINTSCALE_B ,
6570 WINED3DRS_POINTSCALE_C ,
6571 WINED3DRS_POINTSCALEENABLE ,
6572 WINED3DRS_POINTSIZE ,
6573 WINED3DRS_POINTSIZE_MAX ,
6574 WINED3DRS_POINTSIZE_MIN ,
6575 WINED3DRS_POINTSPRITEENABLE ,
6576 WINED3DRS_RANGEFOGENABLE ,
6577 WINED3DRS_SPECULARMATERIALSOURCE ,
6578 WINED3DRS_TWEENFACTOR ,
6579 WINED3DRS_VERTEXBLEND
6582 const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
6583 WINED3DTSS_TEXCOORDINDEX ,
6584 WINED3DTSS_TEXTURETRANSFORMFLAGS
6587 const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
6588 WINED3DSAMP_DMAPOFFSET
6591 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
6592 DWORD rep = StateTable[state].representative;
6593 DWORD idx;
6594 BYTE shift;
6595 UINT i;
6596 WineD3DContext *context;
6598 if(!rep) return;
6599 for(i = 0; i < This->numContexts; i++) {
6600 context = This->contexts[i];
6601 if(isStateDirty(context, rep)) continue;
6603 context->dirtyArray[context->numDirtyEntries++] = rep;
6604 idx = rep >> 5;
6605 shift = rep & 0x1f;
6606 context->isStateDirty[idx] |= (1 << shift);