wined3d: Make the device parameter to wined3d_device_get_available_texture_mem()...
[wine/multimedia.git] / dlls / wined3d / device.c
bloba4c3696df18012e5e8eb3c713bf57567542413e0
1 /*
2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 /* Define the default light parameters as specified by MSDN */
37 const WINED3DLIGHT WINED3D_default_light = {
39 WINED3DLIGHT_DIRECTIONAL, /* Type */
40 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
41 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
42 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
43 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
44 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
45 0.0f, /* Range */
46 0.0f, /* Falloff */
47 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
48 0.0f, /* Theta */
49 0.0f /* Phi */
52 /**********************************************************
53 * Global variable / Constants follow
54 **********************************************************/
55 const float identity[] =
57 1.0f, 0.0f, 0.0f, 0.0f,
58 0.0f, 1.0f, 0.0f, 0.0f,
59 0.0f, 0.0f, 1.0f, 0.0f,
60 0.0f, 0.0f, 0.0f, 1.0f,
61 }; /* When needed for comparisons */
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64 * actually have the same values in GL and D3D. */
65 static GLenum gl_primitive_type_from_d3d(WINED3DPRIMITIVETYPE primitive_type)
67 switch(primitive_type)
69 case WINED3DPT_POINTLIST:
70 return GL_POINTS;
72 case WINED3DPT_LINELIST:
73 return GL_LINES;
75 case WINED3DPT_LINESTRIP:
76 return GL_LINE_STRIP;
78 case WINED3DPT_TRIANGLELIST:
79 return GL_TRIANGLES;
81 case WINED3DPT_TRIANGLESTRIP:
82 return GL_TRIANGLE_STRIP;
84 case WINED3DPT_TRIANGLEFAN:
85 return GL_TRIANGLE_FAN;
87 case WINED3DPT_LINELIST_ADJ:
88 return GL_LINES_ADJACENCY_ARB;
90 case WINED3DPT_LINESTRIP_ADJ:
91 return GL_LINE_STRIP_ADJACENCY_ARB;
93 case WINED3DPT_TRIANGLELIST_ADJ:
94 return GL_TRIANGLES_ADJACENCY_ARB;
96 case WINED3DPT_TRIANGLESTRIP_ADJ:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
99 default:
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
101 return GL_NONE;
105 static WINED3DPRIMITIVETYPE d3d_primitive_type_from_gl(GLenum primitive_type)
107 switch(primitive_type)
109 case GL_POINTS:
110 return WINED3DPT_POINTLIST;
112 case GL_LINES:
113 return WINED3DPT_LINELIST;
115 case GL_LINE_STRIP:
116 return WINED3DPT_LINESTRIP;
118 case GL_TRIANGLES:
119 return WINED3DPT_TRIANGLELIST;
121 case GL_TRIANGLE_STRIP:
122 return WINED3DPT_TRIANGLESTRIP;
124 case GL_TRIANGLE_FAN:
125 return WINED3DPT_TRIANGLEFAN;
127 case GL_LINES_ADJACENCY_ARB:
128 return WINED3DPT_LINELIST_ADJ;
130 case GL_LINE_STRIP_ADJACENCY_ARB:
131 return WINED3DPT_LINESTRIP_ADJ;
133 case GL_TRIANGLES_ADJACENCY_ARB:
134 return WINED3DPT_TRIANGLELIST_ADJ;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
137 return WINED3DPT_TRIANGLESTRIP_ADJ;
139 default:
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
141 return WINED3DPT_UNDEFINED;
145 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
147 if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && !usage_idx)
148 *regnum = WINED3D_FFP_POSITION;
149 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && !usage_idx)
150 *regnum = WINED3D_FFP_BLENDWEIGHT;
151 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && !usage_idx)
152 *regnum = WINED3D_FFP_BLENDINDICES;
153 else if (usage == WINED3DDECLUSAGE_NORMAL && !usage_idx)
154 *regnum = WINED3D_FFP_NORMAL;
155 else if (usage == WINED3DDECLUSAGE_PSIZE && !usage_idx)
156 *regnum = WINED3D_FFP_PSIZE;
157 else if (usage == WINED3DDECLUSAGE_COLOR && !usage_idx)
158 *regnum = WINED3D_FFP_DIFFUSE;
159 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
160 *regnum = WINED3D_FFP_SPECULAR;
161 else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
162 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
163 else
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
166 *regnum = ~0U;
167 return FALSE;
170 return TRUE;
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device *device,
175 struct wined3d_stream_info *stream_info, BOOL *fixup)
177 const struct wined3d_state *state = &device->stateBlock->state;
178 /* We need to deal with frequency data! */
179 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
180 BOOL use_vshader;
181 unsigned int i;
183 stream_info->use_map = 0;
184 stream_info->swizzle_map = 0;
186 /* Check for transformed vertices, disable vertex shader if present. */
187 stream_info->position_transformed = declaration->position_transformed;
188 use_vshader = state->vertex_shader && !declaration->position_transformed;
190 /* Translate the declaration into strided data. */
191 for (i = 0; i < declaration->element_count; ++i)
193 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
194 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
195 struct wined3d_buffer *buffer = stream->buffer;
196 struct wined3d_bo_address data;
197 BOOL stride_used;
198 unsigned int idx;
199 DWORD stride;
201 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
202 element, i + 1, declaration->element_count);
204 if (!buffer) continue;
206 data.buffer_object = 0;
207 data.addr = NULL;
209 stride = stream->stride;
210 if (state->user_stream)
212 TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
213 data.buffer_object = 0;
214 data.addr = (BYTE *)buffer;
216 else
218 TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
219 buffer_get_memory(buffer, &device->adapter->gl_info, &data);
221 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
222 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
223 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
224 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
225 * not, drawStridedSlow is needed, including a vertex buffer path. */
226 if (state->load_base_vertex_index < 0)
228 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
229 state->load_base_vertex_index);
230 data.buffer_object = 0;
231 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
232 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
234 FIXME("System memory vertex data load offset is negative!\n");
238 if (fixup)
240 if (data.buffer_object)
241 *fixup = TRUE;
242 else if (*fixup && !use_vshader
243 && (element->usage == WINED3DDECLUSAGE_COLOR
244 || element->usage == WINED3DDECLUSAGE_POSITIONT))
246 static BOOL warned = FALSE;
247 if (!warned)
249 /* This may be bad with the fixed function pipeline. */
250 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
251 warned = TRUE;
256 data.addr += element->offset;
258 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
260 if (use_vshader)
262 if (element->output_slot == ~0U)
264 /* TODO: Assuming vertexdeclarations are usually used with the
265 * same or a similar shader, it might be worth it to store the
266 * last used output slot and try that one first. */
267 stride_used = vshader_get_input(state->vertex_shader,
268 element->usage, element->usage_idx, &idx);
270 else
272 idx = element->output_slot;
273 stride_used = TRUE;
276 else
278 if (!element->ffp_valid)
280 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
281 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
282 stride_used = FALSE;
284 else
286 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
290 if (stride_used)
292 TRACE("Load %s array %u [usage %s, usage_idx %u, "
293 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
294 use_vshader ? "shader": "fixed function", idx,
295 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
296 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
298 data.addr += stream->offset;
300 stream_info->elements[idx].format = element->format;
301 stream_info->elements[idx].data = data;
302 stream_info->elements[idx].stride = stride;
303 stream_info->elements[idx].stream_idx = element->input_slot;
305 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
306 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
308 stream_info->swizzle_map |= 1 << idx;
310 stream_info->use_map |= 1 << idx;
314 device->num_buffer_queries = 0;
315 if (!state->user_stream)
317 WORD map = stream_info->use_map;
319 /* PreLoad all the vertex buffers. */
320 for (i = 0; map; map >>= 1, ++i)
322 struct wined3d_stream_info_element *element;
323 struct wined3d_buffer *buffer;
325 if (!(map & 1)) continue;
327 element = &stream_info->elements[i];
328 buffer = state->streams[element->stream_idx].buffer;
329 wined3d_buffer_preload(buffer);
331 /* If the preload dropped the buffer object, update the stream info. */
332 if (buffer->buffer_object != element->data.buffer_object)
334 element->data.buffer_object = 0;
335 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info)
336 + (ptrdiff_t)element->data.addr;
339 if (buffer->query)
340 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
345 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
346 const struct WineDirect3DStridedData *strided, struct wined3d_stream_info_element *e)
348 e->data.addr = strided->lpData;
349 e->data.buffer_object = 0;
350 e->format = wined3d_get_format(gl_info, strided->format);
351 e->stride = strided->dwStride;
352 e->stream_idx = 0;
355 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
356 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info)
358 unsigned int i;
360 memset(stream_info, 0, sizeof(*stream_info));
362 if (strided->position.lpData)
363 stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
364 if (strided->normal.lpData)
365 stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
366 if (strided->diffuse.lpData)
367 stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
368 if (strided->specular.lpData)
369 stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
371 for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
373 if (strided->texCoords[i].lpData)
374 stream_info_element_from_strided(gl_info, &strided->texCoords[i],
375 &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
378 stream_info->position_transformed = strided->position_transformed;
380 for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
382 if (!stream_info->elements[i].format) continue;
384 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
385 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
387 stream_info->swizzle_map |= 1 << i;
389 stream_info->use_map |= 1 << i;
393 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
395 TRACE("Strided Data:\n");
396 TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
397 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
398 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
399 TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
400 TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
401 TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
402 TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
403 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
404 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
405 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
406 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
407 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
408 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
409 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
410 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
413 /* Context activation is done by the caller. */
414 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
416 struct wined3d_stream_info *stream_info = &device->strided_streams;
417 const struct wined3d_state *state = &device->stateBlock->state;
418 BOOL fixup = FALSE;
420 if (device->up_strided)
422 /* Note: this is a ddraw fixed-function code path. */
423 TRACE("=============================== Strided Input ================================\n");
424 device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
425 if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
427 else
429 TRACE("============================= Vertex Declaration =============================\n");
430 device_stream_info_from_declaration(device, stream_info, &fixup);
433 if (state->vertex_shader && !stream_info->position_transformed)
435 if (state->vertex_declaration->half_float_conv_needed && !fixup)
437 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
438 device->useDrawStridedSlow = TRUE;
440 else
442 device->useDrawStridedSlow = FALSE;
445 else
447 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
448 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
449 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
451 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !fixup)
453 device->useDrawStridedSlow = TRUE;
455 else
457 device->useDrawStridedSlow = FALSE;
462 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
464 struct wined3d_texture *texture;
465 enum WINED3DSRGB srgb;
467 if (!(texture = state->textures[idx])) return;
468 srgb = state->sampler_states[idx][WINED3DSAMP_SRGBTEXTURE] ? SRGB_SRGB : SRGB_RGB;
469 texture->texture_ops->texture_preload(texture, srgb);
472 void device_preload_textures(const struct wined3d_device *device)
474 const struct wined3d_state *state = &device->stateBlock->state;
475 unsigned int i;
477 if (use_vs(state))
479 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
481 if (state->vertex_shader->reg_maps.sampler_type[i])
482 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
486 if (use_ps(state))
488 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
490 if (state->pixel_shader->reg_maps.sampler_type[i])
491 device_preload_texture(state, i);
494 else
496 WORD ffu_map = device->fixed_function_usage_map;
498 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
500 if (ffu_map & 1)
501 device_preload_texture(state, i);
506 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
508 struct wined3d_context **new_array;
510 TRACE("Adding context %p.\n", context);
512 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
513 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
514 sizeof(*new_array) * (device->context_count + 1));
516 if (!new_array)
518 ERR("Failed to grow the context array.\n");
519 return FALSE;
522 new_array[device->context_count++] = context;
523 device->contexts = new_array;
524 return TRUE;
527 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
529 struct wined3d_context **new_array;
530 BOOL found = FALSE;
531 UINT i;
533 TRACE("Removing context %p.\n", context);
535 for (i = 0; i < device->context_count; ++i)
537 if (device->contexts[i] == context)
539 found = TRUE;
540 break;
544 if (!found)
546 ERR("Context %p doesn't exist in context array.\n", context);
547 return;
550 if (!--device->context_count)
552 HeapFree(GetProcessHeap(), 0, device->contexts);
553 device->contexts = NULL;
554 return;
557 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
558 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
559 if (!new_array)
561 ERR("Failed to shrink context array. Oh well.\n");
562 return;
565 device->contexts = new_array;
568 /* Do not call while under the GL lock. */
569 void device_switch_onscreen_ds(struct wined3d_device *device,
570 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
572 if (device->onscreen_depth_stencil)
574 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_DS_OFFSCREEN);
575 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_DS_OFFSCREEN,
576 device->onscreen_depth_stencil->ds_current_size.cx,
577 device->onscreen_depth_stencil->ds_current_size.cy);
578 wined3d_surface_decref(device->onscreen_depth_stencil);
580 device->onscreen_depth_stencil = depth_stencil;
581 wined3d_surface_incref(device->onscreen_depth_stencil);
584 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
586 /* partial draw rect */
587 if (draw_rect->left || draw_rect->top
588 || draw_rect->right < target->resource.width
589 || draw_rect->bottom < target->resource.height)
590 return FALSE;
592 /* partial clear rect */
593 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
594 || clear_rect->right < target->resource.width
595 || clear_rect->bottom < target->resource.height))
596 return FALSE;
598 return TRUE;
601 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
602 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect)
604 RECT current_rect, r;
606 if (ds->flags & location)
607 SetRect(&current_rect, 0, 0,
608 ds->ds_current_size.cx,
609 ds->ds_current_size.cy);
610 else
611 SetRectEmpty(&current_rect);
613 IntersectRect(&r, draw_rect, &current_rect);
614 if (EqualRect(&r, draw_rect))
616 /* current_rect ⊇ draw_rect, modify only. */
617 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
618 return;
621 if (EqualRect(&r, &current_rect))
623 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
625 if (!clear_rect)
627 /* Full clear, modify only. */
628 surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
629 return;
632 IntersectRect(&r, draw_rect, clear_rect);
633 if (EqualRect(&r, draw_rect))
635 /* clear_rect ⊇ draw_rect, modify only. */
636 surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
637 return;
641 /* Full load. */
642 surface_load_ds_location(ds, context, location);
643 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
646 /* Do not call while under the GL lock. */
647 HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
648 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const WINED3DCOLORVALUE *color,
649 float depth, DWORD stencil)
651 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
652 struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
653 UINT drawable_width, drawable_height;
654 struct wined3d_context *context;
655 GLbitfield clear_mask = 0;
656 BOOL render_offscreen;
657 unsigned int i;
659 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
660 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
661 * for the cleared parts, and the untouched parts.
663 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
664 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
665 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
666 * checking all this if the dest surface is in the drawable anyway. */
667 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
669 for (i = 0; i < rt_count; ++i)
671 struct wined3d_surface *rt = fb->render_targets[i];
672 if (rt)
673 surface_load_location(rt, rt->draw_binding, NULL);
677 context = context_acquire(device, target);
678 if (!context->valid)
680 context_release(context);
681 WARN("Invalid context, skipping clear.\n");
682 return WINED3D_OK;
685 if (target)
687 render_offscreen = context->render_offscreen;
688 target->get_drawable_size(context, &drawable_width, &drawable_height);
690 else
692 render_offscreen = TRUE;
693 drawable_width = fb->depth_stencil->pow2Width;
694 drawable_height = fb->depth_stencil->pow2Height;
697 if (flags & WINED3DCLEAR_ZBUFFER)
699 DWORD location = render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
701 if (location == SFLAG_DS_ONSCREEN && fb->depth_stencil != device->onscreen_depth_stencil)
702 device_switch_onscreen_ds(device, context, fb->depth_stencil);
703 prepare_ds_clear(fb->depth_stencil, context, location, draw_rect, rect_count, clear_rect);
706 if (!context_apply_clear_state(context, device, rt_count, fb))
708 context_release(context);
709 WARN("Failed to apply clear state, skipping clear.\n");
710 return WINED3D_OK;
713 ENTER_GL();
715 /* Only set the values up once, as they are not changing. */
716 if (flags & WINED3DCLEAR_STENCIL)
718 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
720 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
721 context_invalidate_state(context, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
723 glStencilMask(~0U);
724 context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
725 glClearStencil(stencil);
726 checkGLcall("glClearStencil");
727 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
730 if (flags & WINED3DCLEAR_ZBUFFER)
732 surface_modify_location(fb->depth_stencil, fb->depth_stencil->draw_binding, TRUE);
734 glDepthMask(GL_TRUE);
735 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
736 glClearDepth(depth);
737 checkGLcall("glClearDepth");
738 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
741 if (flags & WINED3DCLEAR_TARGET)
743 for (i = 0; i < rt_count; ++i)
745 struct wined3d_surface *rt = fb->render_targets[i];
747 if (rt)
748 surface_modify_location(rt, rt->draw_binding, TRUE);
751 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
752 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
753 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
754 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
755 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
756 glClearColor(color->r, color->g, color->b, color->a);
757 checkGLcall("glClearColor");
758 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
761 if (!clear_rect)
763 if (render_offscreen)
765 glScissor(draw_rect->left, draw_rect->top,
766 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
768 else
770 glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
771 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
773 checkGLcall("glScissor");
774 glClear(clear_mask);
775 checkGLcall("glClear");
777 else
779 RECT current_rect;
781 /* Now process each rect in turn. */
782 for (i = 0; i < rect_count; ++i)
784 /* Note that GL uses lower left, width/height. */
785 IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
787 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
788 wine_dbgstr_rect(&clear_rect[i]),
789 wine_dbgstr_rect(&current_rect));
791 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
792 * The rectangle is not cleared, no error is returned, but further rectangles are
793 * still cleared if they are valid. */
794 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
796 TRACE("Rectangle with negative dimensions, ignoring.\n");
797 continue;
800 if (render_offscreen)
802 glScissor(current_rect.left, current_rect.top,
803 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
805 else
807 glScissor(current_rect.left, drawable_height - current_rect.bottom,
808 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
810 checkGLcall("glScissor");
812 glClear(clear_mask);
813 checkGLcall("glClear");
817 LEAVE_GL();
819 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
820 && target->container.type == WINED3D_CONTAINER_SWAPCHAIN
821 && target->container.u.swapchain->front_buffer == target))
822 wglFlush(); /* Flush to ensure ordering across contexts. */
824 context_release(context);
826 return WINED3D_OK;
829 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
831 ULONG refcount = InterlockedIncrement(&device->ref);
833 TRACE("%p increasing refcount to %u.\n", device, refcount);
835 return refcount;
838 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
840 ULONG refcount = InterlockedDecrement(&device->ref);
842 TRACE("%p decreasing refcount to %u.\n", device, refcount);
844 if (!refcount)
846 UINT i;
848 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
850 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
851 device->multistate_funcs[i] = NULL;
854 if (!list_empty(&device->resources))
856 struct wined3d_resource *resource;
858 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
860 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
862 FIXME("Leftover resource %p with type %s (%#x).\n",
863 resource, debug_d3dresourcetype(resource->resourceType), resource->resourceType);
867 if (device->contexts)
868 ERR("Context array not freed!\n");
869 if (device->hardwareCursor)
870 DestroyCursor(device->hardwareCursor);
871 device->hardwareCursor = 0;
873 wined3d_decref(device->wined3d);
874 device->wined3d = NULL;
875 HeapFree(GetProcessHeap(), 0, device);
876 TRACE("Freed device %p.\n", device);
879 return refcount;
882 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
884 TRACE("device %p.\n", device);
886 return device->swapchain_count;
889 HRESULT CDECL wined3d_device_get_swapchain(const struct wined3d_device *device,
890 UINT swapchain_idx, struct wined3d_swapchain **swapchain)
892 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
893 device, swapchain_idx, swapchain);
895 if (swapchain_idx >= device->swapchain_count)
897 WARN("swapchain_idx %u >= swapchain_count %u.\n",
898 swapchain_idx, device->swapchain_count);
899 *swapchain = NULL;
901 return WINED3DERR_INVALIDCALL;
904 *swapchain = device->swapchains[swapchain_idx];
905 wined3d_swapchain_incref(*swapchain);
906 TRACE("Returning %p.\n", *swapchain);
908 return WINED3D_OK;
911 static void device_load_logo(struct wined3d_device *device, const char *filename)
913 HBITMAP hbm;
914 BITMAP bm;
915 HRESULT hr;
916 HDC dcb = NULL, dcs = NULL;
917 WINEDDCOLORKEY colorkey;
919 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
920 if(hbm)
922 GetObjectA(hbm, sizeof(BITMAP), &bm);
923 dcb = CreateCompatibleDC(NULL);
924 if(!dcb) goto out;
925 SelectObject(dcb, hbm);
927 else
929 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
930 * couldn't be loaded
932 memset(&bm, 0, sizeof(bm));
933 bm.bmWidth = 32;
934 bm.bmHeight = 32;
937 hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, TRUE,
938 FALSE, 0, 0, WINED3DPOOL_DEFAULT, WINED3DMULTISAMPLE_NONE, 0, SURFACE_OPENGL, NULL,
939 &wined3d_null_parent_ops, &device->logo_surface);
940 if (FAILED(hr))
942 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
943 goto out;
946 if (dcb)
948 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
949 goto out;
950 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
951 wined3d_surface_releasedc(device->logo_surface, dcs);
953 colorkey.dwColorSpaceLowValue = 0;
954 colorkey.dwColorSpaceHighValue = 0;
955 wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &colorkey);
957 else
959 const WINED3DCOLORVALUE c = {1.0f, 1.0f, 1.0f, 1.0f};
960 /* Fill the surface with a white color to show that wined3d is there */
961 wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
964 out:
965 if (dcb) DeleteDC(dcb);
966 if (hbm) DeleteObject(hbm);
969 /* Context activation is done by the caller. */
970 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
972 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
973 unsigned int i, j, count;
974 /* Under DirectX you can sample even if no texture is bound, whereas
975 * OpenGL will only allow that when a valid texture is bound.
976 * We emulate this by creating dummy textures and binding them
977 * to each texture stage when the currently set D3D texture is NULL. */
978 ENTER_GL();
980 if (gl_info->supported[APPLE_CLIENT_STORAGE])
982 /* The dummy texture does not have client storage backing */
983 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
984 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
987 count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
988 for (i = 0; i < count; ++i)
990 DWORD color = 0x000000ff;
992 /* Make appropriate texture active */
993 context_active_texture(context, gl_info, i);
995 glGenTextures(1, &device->dummy_texture_2d[i]);
996 checkGLcall("glGenTextures");
997 TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
999 glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
1000 checkGLcall("glBindTexture");
1002 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1003 checkGLcall("glTexImage2D");
1005 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1007 glGenTextures(1, &device->dummy_texture_rect[i]);
1008 checkGLcall("glGenTextures");
1009 TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
1011 glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
1012 checkGLcall("glBindTexture");
1014 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1015 checkGLcall("glTexImage2D");
1018 if (gl_info->supported[EXT_TEXTURE3D])
1020 glGenTextures(1, &device->dummy_texture_3d[i]);
1021 checkGLcall("glGenTextures");
1022 TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
1024 glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
1025 checkGLcall("glBindTexture");
1027 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
1028 checkGLcall("glTexImage3D");
1031 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1033 glGenTextures(1, &device->dummy_texture_cube[i]);
1034 checkGLcall("glGenTextures");
1035 TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
1037 glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
1038 checkGLcall("glBindTexture");
1040 for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
1042 glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1043 checkGLcall("glTexImage2D");
1048 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1050 /* Reenable because if supported it is enabled by default */
1051 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1052 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1055 LEAVE_GL();
1058 /* Context activation is done by the caller. */
1059 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1061 unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
1063 ENTER_GL();
1064 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1066 glDeleteTextures(count, device->dummy_texture_cube);
1067 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1070 if (gl_info->supported[EXT_TEXTURE3D])
1072 glDeleteTextures(count, device->dummy_texture_3d);
1073 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1076 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
1078 glDeleteTextures(count, device->dummy_texture_rect);
1079 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1082 glDeleteTextures(count, device->dummy_texture_2d);
1083 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1084 LEAVE_GL();
1086 memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube));
1087 memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d));
1088 memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect));
1089 memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d));
1092 static LONG fullscreen_style(LONG style)
1094 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1095 style |= WS_POPUP | WS_SYSMENU;
1096 style &= ~(WS_CAPTION | WS_THICKFRAME);
1098 return style;
1101 static LONG fullscreen_exstyle(LONG exstyle)
1103 /* Filter out window decorations. */
1104 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1106 return exstyle;
1109 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1111 BOOL filter_messages;
1112 LONG style, exstyle;
1114 TRACE("Setting up window %p for fullscreen mode.\n", window);
1116 if (device->style || device->exStyle)
1118 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1119 window, device->style, device->exStyle);
1122 device->style = GetWindowLongW(window, GWL_STYLE);
1123 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1125 style = fullscreen_style(device->style);
1126 exstyle = fullscreen_exstyle(device->exStyle);
1128 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1129 device->style, device->exStyle, style, exstyle);
1131 filter_messages = device->filter_messages;
1132 device->filter_messages = TRUE;
1134 SetWindowLongW(window, GWL_STYLE, style);
1135 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1136 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1138 device->filter_messages = filter_messages;
1141 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1143 BOOL filter_messages;
1144 LONG style, exstyle;
1146 if (!device->style && !device->exStyle) return;
1148 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1149 window, device->style, device->exStyle);
1151 style = GetWindowLongW(window, GWL_STYLE);
1152 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1154 filter_messages = device->filter_messages;
1155 device->filter_messages = TRUE;
1157 /* Only restore the style if the application didn't modify it during the
1158 * fullscreen phase. Some applications change it before calling Reset()
1159 * when switching between windowed and fullscreen modes (HL2), some
1160 * depend on the original style (Eve Online). */
1161 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1163 SetWindowLongW(window, GWL_STYLE, device->style);
1164 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1166 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1168 device->filter_messages = filter_messages;
1170 /* Delete the old values. */
1171 device->style = 0;
1172 device->exStyle = 0;
1175 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1177 TRACE("device %p, window %p.\n", device, window);
1179 if (!wined3d_register_window(window, device))
1181 ERR("Failed to register window %p.\n", window);
1182 return E_FAIL;
1185 device->focus_window = window;
1186 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1188 return WINED3D_OK;
1191 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1193 TRACE("device %p.\n", device);
1195 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1196 device->focus_window = NULL;
1199 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1200 WINED3DPRESENT_PARAMETERS *present_parameters)
1202 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1203 struct wined3d_swapchain *swapchain = NULL;
1204 struct wined3d_context *context;
1205 HRESULT hr;
1206 DWORD state;
1207 unsigned int i;
1209 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1211 if (device->d3d_initialized)
1212 return WINED3DERR_INVALIDCALL;
1213 if (!device->adapter->opengl)
1214 return WINED3DERR_INVALIDCALL;
1216 TRACE("Creating stateblock.\n");
1217 hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
1218 if (FAILED(hr))
1220 WARN("Failed to create stateblock\n");
1221 goto err_out;
1224 TRACE("Created stateblock %p.\n", device->stateBlock);
1225 device->updateStateBlock = device->stateBlock;
1226 wined3d_stateblock_incref(device->updateStateBlock);
1228 device->valid_rt_mask = 0;
1229 for (i = 0; i < gl_info->limits.buffers; ++i)
1230 device->valid_rt_mask |= (1 << i);
1231 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1232 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1234 device->palette_count = 1;
1235 device->palettes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PALETTEENTRY*));
1236 if (!device->palettes || !device->fb.render_targets)
1238 ERR("Out of memory!\n");
1239 hr = E_OUTOFMEMORY;
1240 goto err_out;
1243 device->palettes[0] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
1244 if (!device->palettes[0])
1246 ERR("Out of memory!\n");
1247 hr = E_OUTOFMEMORY;
1248 goto err_out;
1251 for (i = 0; i < 256; ++i)
1253 device->palettes[0][i].peRed = 0xff;
1254 device->palettes[0][i].peGreen = 0xff;
1255 device->palettes[0][i].peBlue = 0xff;
1256 device->palettes[0][i].peFlags = 0xff;
1258 device->currentPalette = 0;
1260 /* Initialize the texture unit mapping to a 1:1 mapping */
1261 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1263 if (state < gl_info->limits.fragment_samplers)
1265 device->texUnitMap[state] = state;
1266 device->rev_tex_unit_map[state] = state;
1268 else
1270 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1271 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1275 /* Setup the implicit swapchain. This also initializes a context. */
1276 TRACE("Creating implicit swapchain\n");
1277 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1278 present_parameters, &swapchain);
1279 if (FAILED(hr))
1281 WARN("Failed to create implicit swapchain\n");
1282 goto err_out;
1285 device->swapchain_count = 1;
1286 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1287 if (!device->swapchains)
1289 ERR("Out of memory!\n");
1290 goto err_out;
1292 device->swapchains[0] = swapchain;
1294 if (swapchain->back_buffers && swapchain->back_buffers[0])
1296 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1297 device->fb.render_targets[0] = swapchain->back_buffers[0];
1299 else
1301 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1302 device->fb.render_targets[0] = swapchain->front_buffer;
1304 wined3d_surface_incref(device->fb.render_targets[0]);
1306 /* Depth Stencil support */
1307 device->fb.depth_stencil = device->auto_depth_stencil;
1308 if (device->fb.depth_stencil)
1309 wined3d_surface_incref(device->fb.depth_stencil);
1311 hr = device->shader_backend->shader_alloc_private(device);
1312 if (FAILED(hr))
1314 TRACE("Shader private data couldn't be allocated\n");
1315 goto err_out;
1317 hr = device->frag_pipe->alloc_private(device);
1318 if (FAILED(hr))
1320 TRACE("Fragment pipeline private data couldn't be allocated\n");
1321 goto err_out;
1323 hr = device->blitter->alloc_private(device);
1324 if (FAILED(hr))
1326 TRACE("Blitter private data couldn't be allocated\n");
1327 goto err_out;
1330 /* Set up some starting GL setup */
1332 /* Setup all the devices defaults */
1333 stateblock_init_default_state(device->stateBlock);
1335 context = context_acquire(device, swapchain->front_buffer);
1337 create_dummy_textures(device, context);
1339 ENTER_GL();
1341 /* Initialize the current view state */
1342 device->view_ident = 1;
1343 device->contexts[0]->last_was_rhw = 0;
1345 switch (wined3d_settings.offscreen_rendering_mode)
1347 case ORM_FBO:
1348 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1349 break;
1351 case ORM_BACKBUFFER:
1353 if (context_get_current()->aux_buffers > 0)
1355 TRACE("Using auxiliary buffer for offscreen rendering\n");
1356 device->offscreenBuffer = GL_AUX0;
1358 else
1360 TRACE("Using back buffer for offscreen rendering\n");
1361 device->offscreenBuffer = GL_BACK;
1366 TRACE("All defaults now set up, leaving 3D init.\n");
1367 LEAVE_GL();
1369 context_release(context);
1371 /* Clear the screen */
1372 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1373 | (present_parameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1374 0x00, 1.0f, 0);
1376 device->d3d_initialized = TRUE;
1378 if (wined3d_settings.logo)
1379 device_load_logo(device, wined3d_settings.logo);
1380 device->highest_dirty_ps_const = 0;
1381 device->highest_dirty_vs_const = 0;
1382 return WINED3D_OK;
1384 err_out:
1385 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1386 HeapFree(GetProcessHeap(), 0, device->swapchains);
1387 device->swapchain_count = 0;
1388 if (device->palettes)
1390 HeapFree(GetProcessHeap(), 0, device->palettes[0]);
1391 HeapFree(GetProcessHeap(), 0, device->palettes);
1393 device->palette_count = 0;
1394 if (swapchain)
1395 wined3d_swapchain_decref(swapchain);
1396 if (device->stateBlock)
1398 wined3d_stateblock_decref(device->stateBlock);
1399 device->stateBlock = NULL;
1401 if (device->blit_priv)
1402 device->blitter->free_private(device);
1403 if (device->fragment_priv)
1404 device->frag_pipe->free_private(device);
1405 if (device->shader_priv)
1406 device->shader_backend->shader_free_private(device);
1408 return hr;
1411 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1412 WINED3DPRESENT_PARAMETERS *present_parameters)
1414 struct wined3d_swapchain *swapchain = NULL;
1415 HRESULT hr;
1417 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1419 /* Setup the implicit swapchain */
1420 TRACE("Creating implicit swapchain\n");
1421 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1422 present_parameters, &swapchain);
1423 if (FAILED(hr))
1425 WARN("Failed to create implicit swapchain\n");
1426 goto err_out;
1429 device->swapchain_count = 1;
1430 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1431 if (!device->swapchains)
1433 ERR("Out of memory!\n");
1434 goto err_out;
1436 device->swapchains[0] = swapchain;
1437 return WINED3D_OK;
1439 err_out:
1440 wined3d_swapchain_decref(swapchain);
1441 return hr;
1444 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1446 struct wined3d_resource *resource, *cursor;
1447 const struct wined3d_gl_info *gl_info;
1448 struct wined3d_context *context;
1449 struct wined3d_surface *surface;
1450 UINT i;
1452 TRACE("device %p.\n", device);
1454 if (!device->d3d_initialized)
1455 return WINED3DERR_INVALIDCALL;
1457 /* Force making the context current again, to verify it is still valid
1458 * (workaround for broken drivers) */
1459 context_set_current(NULL);
1460 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1461 * it was created. Thus make sure a context is active for the glDelete* calls
1463 context = context_acquire(device, NULL);
1464 gl_info = context->gl_info;
1466 if (device->logo_surface)
1467 wined3d_surface_decref(device->logo_surface);
1469 /* Unload resources */
1470 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1472 TRACE("Unloading resource %p.\n", resource);
1474 resource->resource_ops->resource_unload(resource);
1477 TRACE("Deleting high order patches\n");
1478 for(i = 0; i < PATCHMAP_SIZE; i++) {
1479 struct list *e1, *e2;
1480 struct WineD3DRectPatch *patch;
1481 LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1483 patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
1484 wined3d_device_delete_patch(device, patch->Handle);
1488 /* Delete the mouse cursor texture */
1489 if (device->cursorTexture)
1491 ENTER_GL();
1492 glDeleteTextures(1, &device->cursorTexture);
1493 LEAVE_GL();
1494 device->cursorTexture = 0;
1497 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1498 * private data, it might contain opengl pointers
1500 if (device->depth_blt_texture)
1502 ENTER_GL();
1503 glDeleteTextures(1, &device->depth_blt_texture);
1504 LEAVE_GL();
1505 device->depth_blt_texture = 0;
1508 /* Release the update stateblock */
1509 if (wined3d_stateblock_decref(device->updateStateBlock))
1511 if (device->updateStateBlock != device->stateBlock)
1512 FIXME("Something's still holding the update stateblock.\n");
1514 device->updateStateBlock = NULL;
1517 struct wined3d_stateblock *stateblock = device->stateBlock;
1518 device->stateBlock = NULL;
1520 /* Release the stateblock */
1521 if (wined3d_stateblock_decref(stateblock))
1522 FIXME("Something's still holding the stateblock.\n");
1525 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1526 device->blitter->free_private(device);
1527 device->frag_pipe->free_private(device);
1528 device->shader_backend->shader_free_private(device);
1530 /* Release the buffers (with sanity checks)*/
1531 if (device->onscreen_depth_stencil)
1533 surface = device->onscreen_depth_stencil;
1534 device->onscreen_depth_stencil = NULL;
1535 wined3d_surface_decref(surface);
1538 if (device->fb.depth_stencil)
1540 surface = device->fb.depth_stencil;
1542 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1544 device->fb.depth_stencil = NULL;
1545 if (wined3d_surface_decref(surface)
1546 && surface != device->auto_depth_stencil)
1547 ERR("Something is still holding a reference to depth/stencil buffer %p.\n", surface);
1550 if (device->auto_depth_stencil)
1552 surface = device->auto_depth_stencil;
1553 device->auto_depth_stencil = NULL;
1554 if (wined3d_surface_decref(surface))
1555 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1558 for (i = 1; i < gl_info->limits.buffers; ++i)
1560 wined3d_device_set_render_target(device, i, NULL, FALSE);
1563 surface = device->fb.render_targets[0];
1564 TRACE("Setting rendertarget 0 to NULL\n");
1565 device->fb.render_targets[0] = NULL;
1566 TRACE("Releasing the render target at %p\n", surface);
1567 wined3d_surface_decref(surface);
1569 context_release(context);
1571 for (i = 0; i < device->swapchain_count; ++i)
1573 TRACE("Releasing the implicit swapchain %u.\n", i);
1574 if (wined3d_swapchain_decref(device->swapchains[i]))
1575 FIXME("Something's still holding the implicit swapchain.\n");
1578 HeapFree(GetProcessHeap(), 0, device->swapchains);
1579 device->swapchains = NULL;
1580 device->swapchain_count = 0;
1582 for (i = 0; i < device->palette_count; ++i)
1583 HeapFree(GetProcessHeap(), 0, device->palettes[i]);
1584 HeapFree(GetProcessHeap(), 0, device->palettes);
1585 device->palettes = NULL;
1586 device->palette_count = 0;
1588 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1589 device->fb.render_targets = NULL;
1591 device->d3d_initialized = FALSE;
1593 return WINED3D_OK;
1596 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1598 unsigned int i;
1600 for (i = 0; i < device->swapchain_count; ++i)
1602 TRACE("Releasing the implicit swapchain %u.\n", i);
1603 if (wined3d_swapchain_decref(device->swapchains[i]))
1604 FIXME("Something's still holding the implicit swapchain.\n");
1607 HeapFree(GetProcessHeap(), 0, device->swapchains);
1608 device->swapchains = NULL;
1609 device->swapchain_count = 0;
1610 return WINED3D_OK;
1613 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1614 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1615 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1617 * There is no way to deactivate thread safety once it is enabled.
1619 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1621 TRACE("device %p.\n", device);
1623 /* For now just store the flag (needed in case of ddraw). */
1624 device->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
1627 HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device,
1628 UINT swapchain_idx, const WINED3DDISPLAYMODE *mode)
1630 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, mode->Format);
1631 DEVMODEW devmode;
1632 LONG ret;
1633 RECT clip_rc;
1635 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device, swapchain_idx, mode,
1636 mode->Width, mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
1638 /* Resize the screen even without a window:
1639 * The app could have unset it with SetCooperativeLevel, but not called
1640 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1641 * but we don't have any hwnd
1644 memset(&devmode, 0, sizeof(devmode));
1645 devmode.dmSize = sizeof(devmode);
1646 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1647 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1648 devmode.dmPelsWidth = mode->Width;
1649 devmode.dmPelsHeight = mode->Height;
1651 devmode.dmDisplayFrequency = mode->RefreshRate;
1652 if (mode->RefreshRate)
1653 devmode.dmFields |= DM_DISPLAYFREQUENCY;
1655 /* Only change the mode if necessary */
1656 if (device->ddraw_width == mode->Width && device->ddraw_height == mode->Height
1657 && device->ddraw_format == mode->Format && !mode->RefreshRate)
1658 return WINED3D_OK;
1660 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1661 if (ret != DISP_CHANGE_SUCCESSFUL)
1663 if (devmode.dmDisplayFrequency)
1665 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1666 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1667 devmode.dmDisplayFrequency = 0;
1668 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1670 if(ret != DISP_CHANGE_SUCCESSFUL) {
1671 return WINED3DERR_NOTAVAILABLE;
1675 /* Store the new values */
1676 device->ddraw_width = mode->Width;
1677 device->ddraw_height = mode->Height;
1678 device->ddraw_format = mode->Format;
1680 /* And finally clip mouse to our screen */
1681 SetRect(&clip_rc, 0, 0, mode->Width, mode->Height);
1682 ClipCursor(&clip_rc);
1684 return WINED3D_OK;
1687 HRESULT CDECL wined3d_device_get_wined3d(const struct wined3d_device *device, struct wined3d **wined3d)
1689 TRACE("device %p, wined3d %p.\n", device, wined3d);
1691 *wined3d = device->wined3d;
1692 wined3d_incref(*wined3d);
1694 TRACE("Returning %p.\n", *wined3d);
1696 return WINED3D_OK;
1699 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1701 TRACE("device %p.\n", device);
1703 TRACE("Emulating %d MB, returning %d MB left.\n",
1704 device->adapter->TextureRam / (1024 * 1024),
1705 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1707 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1710 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1711 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1713 struct wined3d_stream_state *stream;
1714 struct wined3d_buffer *prev_buffer;
1716 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1717 device, stream_idx, buffer, offset, stride);
1719 if (stream_idx >= MAX_STREAMS)
1721 WARN("Stream index %u out of range.\n", stream_idx);
1722 return WINED3DERR_INVALIDCALL;
1724 else if (offset & 0x3)
1726 WARN("Offset %u is not 4 byte aligned.\n", offset);
1727 return WINED3DERR_INVALIDCALL;
1730 stream = &device->updateStateBlock->state.streams[stream_idx];
1731 prev_buffer = stream->buffer;
1733 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1735 if (prev_buffer == buffer
1736 && stream->stride == stride
1737 && stream->offset == offset)
1739 TRACE("Application is setting the old values over, nothing to do.\n");
1740 return WINED3D_OK;
1743 stream->buffer = buffer;
1744 if (buffer)
1746 stream->stride = stride;
1747 stream->offset = offset;
1750 /* Handle recording of state blocks. */
1751 if (device->isRecordingState)
1753 TRACE("Recording... not performing anything.\n");
1754 if (buffer)
1755 wined3d_buffer_incref(buffer);
1756 if (prev_buffer)
1757 wined3d_buffer_decref(prev_buffer);
1758 return WINED3D_OK;
1761 if (buffer)
1763 InterlockedIncrement(&buffer->bind_count);
1764 wined3d_buffer_incref(buffer);
1766 if (prev_buffer)
1768 InterlockedDecrement(&prev_buffer->bind_count);
1769 wined3d_buffer_decref(prev_buffer);
1772 device_invalidate_state(device, STATE_STREAMSRC);
1774 return WINED3D_OK;
1777 HRESULT CDECL wined3d_device_get_stream_source(struct wined3d_device *device,
1778 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1780 struct wined3d_stream_state *stream;
1782 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1783 device, stream_idx, buffer, offset, stride);
1785 if (stream_idx >= MAX_STREAMS)
1787 WARN("Stream index %u out of range.\n", stream_idx);
1788 return WINED3DERR_INVALIDCALL;
1791 stream = &device->stateBlock->state.streams[stream_idx];
1792 *buffer = stream->buffer;
1793 if (*buffer)
1794 wined3d_buffer_incref(*buffer);
1795 if (offset)
1796 *offset = stream->offset;
1797 *stride = stream->stride;
1799 return WINED3D_OK;
1802 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1804 struct wined3d_stream_state *stream;
1805 UINT old_flags, old_freq;
1807 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1809 /* Verify input. At least in d3d9 this is invalid. */
1810 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1812 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1813 return WINED3DERR_INVALIDCALL;
1815 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1817 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1818 return WINED3DERR_INVALIDCALL;
1820 if (!divider)
1822 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1823 return WINED3DERR_INVALIDCALL;
1826 stream = &device->updateStateBlock->state.streams[stream_idx];
1827 old_flags = stream->flags;
1828 old_freq = stream->frequency;
1830 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1831 stream->frequency = divider & 0x7fffff;
1833 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1835 if (stream->frequency != old_freq || stream->flags != old_flags)
1836 device_invalidate_state(device, STATE_STREAMSRC);
1838 return WINED3D_OK;
1841 HRESULT CDECL wined3d_device_get_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT *divider)
1843 struct wined3d_stream_state *stream;
1845 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1847 stream = &device->updateStateBlock->state.streams[stream_idx];
1848 *divider = stream->flags | stream->frequency;
1850 TRACE("Returning %#x.\n", *divider);
1852 return WINED3D_OK;
1855 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1856 WINED3DTRANSFORMSTATETYPE d3dts, const WINED3DMATRIX *matrix)
1858 TRACE("device %p, state %s, matrix %p.\n",
1859 device, debug_d3dtstype(d3dts), matrix);
1861 /* Handle recording of state blocks. */
1862 if (device->isRecordingState)
1864 TRACE("Recording... not performing anything.\n");
1865 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1866 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1867 return WINED3D_OK;
1870 /* If the new matrix is the same as the current one,
1871 * we cut off any further processing. this seems to be a reasonable
1872 * optimization because as was noticed, some apps (warcraft3 for example)
1873 * tend towards setting the same matrix repeatedly for some reason.
1875 * From here on we assume that the new matrix is different, wherever it matters. */
1876 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1878 TRACE("The application is setting the same matrix over again.\n");
1879 return WINED3D_OK;
1882 conv_mat(matrix, &device->stateBlock->state.transforms[d3dts].u.m[0][0]);
1884 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1885 * where ViewMat = Camera space, WorldMat = world space.
1887 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1888 * matrix. The Projection matrix stay projection matrix. */
1890 if (d3dts == WINED3DTS_VIEW)
1891 device->view_ident = !memcmp(matrix, identity, 16 * sizeof(float));
1893 if (d3dts < WINED3DTS_WORLDMATRIX(device->adapter->gl_info.limits.blends))
1894 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1896 return WINED3D_OK;
1900 HRESULT CDECL wined3d_device_get_transform(struct wined3d_device *device,
1901 WINED3DTRANSFORMSTATETYPE state, WINED3DMATRIX *matrix)
1903 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1905 *matrix = device->stateBlock->state.transforms[state];
1907 return WINED3D_OK;
1910 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1911 WINED3DTRANSFORMSTATETYPE state, const WINED3DMATRIX *matrix)
1913 const WINED3DMATRIX *mat = NULL;
1914 WINED3DMATRIX temp;
1916 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1918 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1919 * below means it will be recorded in a state block change, but it
1920 * works regardless where it is recorded.
1921 * If this is found to be wrong, change to StateBlock. */
1922 if (state > HIGHEST_TRANSFORMSTATE)
1924 WARN("Unhandled transform state %#x.\n", state);
1925 return WINED3D_OK;
1928 mat = &device->updateStateBlock->state.transforms[state];
1929 multiply_matrix(&temp, mat, matrix);
1931 /* Apply change via set transform - will reapply to eg. lights this way. */
1932 return wined3d_device_set_transform(device, state, &temp);
1935 /* Note lights are real special cases. Although the device caps state only
1936 * e.g. 8 are supported, you can reference any indexes you want as long as
1937 * that number max are enabled at any one point in time. Therefore since the
1938 * indices can be anything, we need a hashmap of them. However, this causes
1939 * stateblock problems. When capturing the state block, I duplicate the
1940 * hashmap, but when recording, just build a chain pretty much of commands to
1941 * be replayed. */
1942 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, UINT light_idx, const WINED3DLIGHT *light)
1944 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1945 struct wined3d_light_info *object = NULL;
1946 struct list *e;
1947 float rho;
1949 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1951 /* Check the parameter range. Need for speed most wanted sets junk lights
1952 * which confuse the GL driver. */
1953 if (!light)
1954 return WINED3DERR_INVALIDCALL;
1956 switch (light->Type)
1958 case WINED3DLIGHT_POINT:
1959 case WINED3DLIGHT_SPOT:
1960 case WINED3DLIGHT_PARALLELPOINT:
1961 case WINED3DLIGHT_GLSPOT:
1962 /* Incorrect attenuation values can cause the gl driver to crash.
1963 * Happens with Need for speed most wanted. */
1964 if (light->Attenuation0 < 0.0f || light->Attenuation1 < 0.0f || light->Attenuation2 < 0.0f)
1966 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1967 return WINED3DERR_INVALIDCALL;
1969 break;
1971 case WINED3DLIGHT_DIRECTIONAL:
1972 /* Ignores attenuation */
1973 break;
1975 default:
1976 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1977 return WINED3DERR_INVALIDCALL;
1980 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1982 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1983 if (object->OriginalIndex == light_idx)
1984 break;
1985 object = NULL;
1988 if (!object)
1990 TRACE("Adding new light\n");
1991 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1992 if (!object)
1994 ERR("Out of memory error when allocating a light\n");
1995 return E_OUTOFMEMORY;
1997 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1998 object->glIndex = -1;
1999 object->OriginalIndex = light_idx;
2002 /* Initialize the object. */
2003 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
2004 light_idx, light->Type,
2005 light->Diffuse.r, light->Diffuse.g, light->Diffuse.b, light->Diffuse.a,
2006 light->Specular.r, light->Specular.g, light->Specular.b, light->Specular.a,
2007 light->Ambient.r, light->Ambient.g, light->Ambient.b, light->Ambient.a);
2008 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->Position.x, light->Position.y, light->Position.z,
2009 light->Direction.x, light->Direction.y, light->Direction.z);
2010 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
2011 light->Range, light->Falloff, light->Theta, light->Phi);
2013 /* Save away the information. */
2014 object->OriginalParms = *light;
2016 switch (light->Type)
2018 case WINED3DLIGHT_POINT:
2019 /* Position */
2020 object->lightPosn[0] = light->Position.x;
2021 object->lightPosn[1] = light->Position.y;
2022 object->lightPosn[2] = light->Position.z;
2023 object->lightPosn[3] = 1.0f;
2024 object->cutoff = 180.0f;
2025 /* FIXME: Range */
2026 break;
2028 case WINED3DLIGHT_DIRECTIONAL:
2029 /* Direction */
2030 object->lightPosn[0] = -light->Direction.x;
2031 object->lightPosn[1] = -light->Direction.y;
2032 object->lightPosn[2] = -light->Direction.z;
2033 object->lightPosn[3] = 0.0f;
2034 object->exponent = 0.0f;
2035 object->cutoff = 180.0f;
2036 break;
2038 case WINED3DLIGHT_SPOT:
2039 /* Position */
2040 object->lightPosn[0] = light->Position.x;
2041 object->lightPosn[1] = light->Position.y;
2042 object->lightPosn[2] = light->Position.z;
2043 object->lightPosn[3] = 1.0f;
2045 /* Direction */
2046 object->lightDirn[0] = light->Direction.x;
2047 object->lightDirn[1] = light->Direction.y;
2048 object->lightDirn[2] = light->Direction.z;
2049 object->lightDirn[3] = 1.0f;
2051 /* opengl-ish and d3d-ish spot lights use too different models
2052 * for the light "intensity" as a function of the angle towards
2053 * the main light direction, so we only can approximate very
2054 * roughly. However, spot lights are rather rarely used in games
2055 * (if ever used at all). Furthermore if still used, probably
2056 * nobody pays attention to such details. */
2057 if (!light->Falloff)
2059 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2060 * equations have the falloff resp. exponent parameter as an
2061 * exponent, so the spot light lighting will always be 1.0 for
2062 * both of them, and we don't have to care for the rest of the
2063 * rather complex calculation. */
2064 object->exponent = 0.0f;
2066 else
2068 rho = light->Theta + (light->Phi - light->Theta) / (2 * light->Falloff);
2069 if (rho < 0.0001f)
2070 rho = 0.0001f;
2071 object->exponent = -0.3f / logf(cosf(rho / 2));
2074 if (object->exponent > 128.0f)
2075 object->exponent = 128.0f;
2077 object->cutoff = (float)(light->Phi * 90 / M_PI);
2078 /* FIXME: Range */
2079 break;
2081 default:
2082 FIXME("Unrecognized light type %#x.\n", light->Type);
2085 /* Update the live definitions if the light is currently assigned a glIndex. */
2086 if (object->glIndex != -1 && !device->isRecordingState)
2087 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
2089 return WINED3D_OK;
2092 HRESULT CDECL wined3d_device_get_light(struct wined3d_device *device, UINT light_idx, WINED3DLIGHT *light)
2094 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2095 struct wined3d_light_info *light_info = NULL;
2096 struct list *e;
2098 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
2100 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2102 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2103 if (light_info->OriginalIndex == light_idx)
2104 break;
2105 light_info = NULL;
2108 if (!light_info)
2110 TRACE("Light information requested but light not defined\n");
2111 return WINED3DERR_INVALIDCALL;
2114 *light = light_info->OriginalParms;
2115 return WINED3D_OK;
2118 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2120 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2121 struct wined3d_light_info *light_info = NULL;
2122 struct list *e;
2124 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2126 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2128 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2129 if (light_info->OriginalIndex == light_idx)
2130 break;
2131 light_info = NULL;
2133 TRACE("Found light %p.\n", light_info);
2135 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2136 if (!light_info)
2138 TRACE("Light enabled requested but light not defined, so defining one!\n");
2139 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2141 /* Search for it again! Should be fairly quick as near head of list. */
2142 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2144 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2145 if (light_info->OriginalIndex == light_idx)
2146 break;
2147 light_info = NULL;
2149 if (!light_info)
2151 FIXME("Adding default lights has failed dismally\n");
2152 return WINED3DERR_INVALIDCALL;
2156 if (!enable)
2158 if (light_info->glIndex != -1)
2160 if (!device->isRecordingState)
2161 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2163 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2164 light_info->glIndex = -1;
2166 else
2168 TRACE("Light already disabled, nothing to do\n");
2170 light_info->enabled = FALSE;
2172 else
2174 light_info->enabled = TRUE;
2175 if (light_info->glIndex != -1)
2177 TRACE("Nothing to do as light was enabled\n");
2179 else
2181 unsigned int i;
2182 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2183 /* Find a free GL light. */
2184 for (i = 0; i < gl_info->limits.lights; ++i)
2186 if (!device->updateStateBlock->state.lights[i])
2188 device->updateStateBlock->state.lights[i] = light_info;
2189 light_info->glIndex = i;
2190 break;
2193 if (light_info->glIndex == -1)
2195 /* Our tests show that Windows returns D3D_OK in this situation, even with
2196 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2197 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2198 * as well for those lights.
2200 * TODO: Test how this affects rendering. */
2201 WARN("Too many concurrently active lights\n");
2202 return WINED3D_OK;
2205 /* i == light_info->glIndex */
2206 if (!device->isRecordingState)
2207 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2211 return WINED3D_OK;
2214 HRESULT CDECL wined3d_device_get_light_enable(struct wined3d_device *device, UINT light_idx, BOOL *enable)
2216 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2217 struct wined3d_light_info *light_info = NULL;
2218 struct list *e;
2220 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2222 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2224 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2225 if (light_info->OriginalIndex == light_idx)
2226 break;
2227 light_info = NULL;
2230 if (!light_info)
2232 TRACE("Light enabled state requested but light not defined.\n");
2233 return WINED3DERR_INVALIDCALL;
2235 /* true is 128 according to SetLightEnable */
2236 *enable = light_info->enabled ? 128 : 0;
2237 return WINED3D_OK;
2240 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const float *plane)
2242 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2244 /* Validate plane_idx. */
2245 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2247 TRACE("Application has requested clipplane this device doesn't support.\n");
2248 return WINED3DERR_INVALIDCALL;
2251 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2253 if (device->updateStateBlock->state.clip_planes[plane_idx][0] == plane[0]
2254 && device->updateStateBlock->state.clip_planes[plane_idx][1] == plane[1]
2255 && device->updateStateBlock->state.clip_planes[plane_idx][2] == plane[2]
2256 && device->updateStateBlock->state.clip_planes[plane_idx][3] == plane[3])
2258 TRACE("Application is setting old values over, nothing to do.\n");
2259 return WINED3D_OK;
2262 device->updateStateBlock->state.clip_planes[plane_idx][0] = plane[0];
2263 device->updateStateBlock->state.clip_planes[plane_idx][1] = plane[1];
2264 device->updateStateBlock->state.clip_planes[plane_idx][2] = plane[2];
2265 device->updateStateBlock->state.clip_planes[plane_idx][3] = plane[3];
2267 /* Handle recording of state blocks. */
2268 if (device->isRecordingState)
2270 TRACE("Recording... not performing anything.\n");
2271 return WINED3D_OK;
2274 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2276 return WINED3D_OK;
2279 HRESULT CDECL wined3d_device_get_clip_plane(struct wined3d_device *device, UINT plane_idx, float *plane)
2281 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2283 /* Validate plane_idx. */
2284 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2286 TRACE("Application has requested clipplane this device doesn't support.\n");
2287 return WINED3DERR_INVALIDCALL;
2290 plane[0] = (float)device->stateBlock->state.clip_planes[plane_idx][0];
2291 plane[1] = (float)device->stateBlock->state.clip_planes[plane_idx][1];
2292 plane[2] = (float)device->stateBlock->state.clip_planes[plane_idx][2];
2293 plane[3] = (float)device->stateBlock->state.clip_planes[plane_idx][3];
2295 return WINED3D_OK;
2298 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device, const WINED3DCLIPSTATUS *clip_status)
2300 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2302 if (!clip_status)
2303 return WINED3DERR_INVALIDCALL;
2305 return WINED3D_OK;
2308 HRESULT CDECL wined3d_device_get_clip_status(struct wined3d_device *device, WINED3DCLIPSTATUS *clip_status)
2310 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2312 if (!clip_status)
2313 return WINED3DERR_INVALIDCALL;
2315 return WINED3D_OK;
2318 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const WINED3DMATERIAL *material)
2320 TRACE("device %p, material %p.\n", device, material);
2322 device->updateStateBlock->changed.material = TRUE;
2323 device->updateStateBlock->state.material = *material;
2325 /* Handle recording of state blocks */
2326 if (device->isRecordingState)
2328 TRACE("Recording... not performing anything.\n");
2329 return WINED3D_OK;
2332 device_invalidate_state(device, STATE_MATERIAL);
2334 return WINED3D_OK;
2337 HRESULT CDECL wined3d_device_get_material(struct wined3d_device *device, WINED3DMATERIAL *material)
2339 TRACE("device %p, material %p.\n", device, material);
2341 *material = device->updateStateBlock->state.material;
2343 TRACE("Diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2344 material->Diffuse.r, material->Diffuse.g,
2345 material->Diffuse.b, material->Diffuse.a);
2346 TRACE("Ambient {%.8e, %.8e, %.8e, %.8e}\n",
2347 material->Ambient.r, material->Ambient.g,
2348 material->Ambient.b, material->Ambient.a);
2349 TRACE("Specular {%.8e, %.8e, %.8e, %.8e}\n",
2350 material->Specular.r, material->Specular.g,
2351 material->Specular.b, material->Specular.a);
2352 TRACE("Emissive {%.8e, %.8e, %.8e, %.8e}\n",
2353 material->Emissive.r, material->Emissive.g,
2354 material->Emissive.b, material->Emissive.a);
2355 TRACE("Power %.8e.\n", material->Power);
2357 return WINED3D_OK;
2360 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2361 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2363 struct wined3d_buffer *prev_buffer;
2365 TRACE("device %p, buffer %p, format %s.\n",
2366 device, buffer, debug_d3dformat(format_id));
2368 prev_buffer = device->updateStateBlock->state.index_buffer;
2370 device->updateStateBlock->changed.indices = TRUE;
2371 device->updateStateBlock->state.index_buffer = buffer;
2372 device->updateStateBlock->state.index_format = format_id;
2374 /* Handle recording of state blocks. */
2375 if (device->isRecordingState)
2377 TRACE("Recording... not performing anything.\n");
2378 if (buffer)
2379 wined3d_buffer_incref(buffer);
2380 if (prev_buffer)
2381 wined3d_buffer_decref(prev_buffer);
2382 return WINED3D_OK;
2385 if (prev_buffer != buffer)
2387 device_invalidate_state(device, STATE_INDEXBUFFER);
2388 if (buffer)
2390 InterlockedIncrement(&buffer->bind_count);
2391 wined3d_buffer_incref(buffer);
2393 if (prev_buffer)
2395 InterlockedDecrement(&prev_buffer->bind_count);
2396 wined3d_buffer_decref(prev_buffer);
2400 return WINED3D_OK;
2403 HRESULT CDECL wined3d_device_get_index_buffer(struct wined3d_device *device, struct wined3d_buffer **buffer)
2405 TRACE("device %p, buffer %p.\n", device, buffer);
2407 *buffer = device->stateBlock->state.index_buffer;
2409 if (*buffer)
2410 wined3d_buffer_incref(*buffer);
2412 TRACE("Returning %p.\n", *buffer);
2414 return WINED3D_OK;
2417 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2418 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2420 TRACE("device %p, base_index %d.\n", device, base_index);
2422 if (device->updateStateBlock->state.base_vertex_index == base_index)
2424 TRACE("Application is setting the old value over, nothing to do\n");
2425 return WINED3D_OK;
2428 device->updateStateBlock->state.base_vertex_index = base_index;
2430 if (device->isRecordingState)
2432 TRACE("Recording... not performing anything\n");
2433 return WINED3D_OK;
2435 return WINED3D_OK;
2438 INT CDECL wined3d_device_get_base_vertex_index(struct wined3d_device *device)
2440 TRACE("device %p.\n", device);
2442 return device->stateBlock->state.base_vertex_index;
2445 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const WINED3DVIEWPORT *viewport)
2447 TRACE("device %p, viewport %p.\n", device, viewport);
2448 TRACE("x %u, y %u, w %u, h %u, minz %.8e, maxz %.8e.\n",
2449 viewport->X, viewport->Y, viewport->Width, viewport->Height, viewport->MinZ, viewport->MaxZ);
2451 device->updateStateBlock->changed.viewport = TRUE;
2452 device->updateStateBlock->state.viewport = *viewport;
2454 /* Handle recording of state blocks */
2455 if (device->isRecordingState)
2457 TRACE("Recording... not performing anything\n");
2458 return WINED3D_OK;
2461 device_invalidate_state(device, STATE_VIEWPORT);
2463 return WINED3D_OK;
2466 HRESULT CDECL wined3d_device_get_viewport(struct wined3d_device *device, WINED3DVIEWPORT *viewport)
2468 TRACE("device %p, viewport %p.\n", device, viewport);
2470 *viewport = device->stateBlock->state.viewport;
2472 return WINED3D_OK;
2475 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2476 WINED3DRENDERSTATETYPE state, DWORD value)
2478 DWORD old_value = device->stateBlock->state.render_states[state];
2480 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2482 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2483 device->updateStateBlock->state.render_states[state] = value;
2485 /* Handle recording of state blocks. */
2486 if (device->isRecordingState)
2488 TRACE("Recording... not performing anything.\n");
2489 return WINED3D_OK;
2492 /* Compared here and not before the assignment to allow proper stateblock recording. */
2493 if (value == old_value)
2494 TRACE("Application is setting the old value over, nothing to do.\n");
2495 else
2496 device_invalidate_state(device, STATE_RENDER(state));
2498 return WINED3D_OK;
2501 HRESULT CDECL wined3d_device_get_render_state(struct wined3d_device *device,
2502 WINED3DRENDERSTATETYPE state, DWORD *value)
2504 TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2506 *value = device->stateBlock->state.render_states[state];
2508 return WINED3D_OK;
2511 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2512 UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD value)
2514 DWORD old_value;
2516 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2517 device, sampler_idx, debug_d3dsamplerstate(state), value);
2519 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2520 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2522 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2523 / sizeof(*device->stateBlock->state.sampler_states))
2525 WARN("Invalid sampler %u.\n", sampler_idx);
2526 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2529 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2530 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2531 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2533 /* Handle recording of state blocks. */
2534 if (device->isRecordingState)
2536 TRACE("Recording... not performing anything.\n");
2537 return WINED3D_OK;
2540 if (old_value == value)
2542 TRACE("Application is setting the old value over, nothing to do.\n");
2543 return WINED3D_OK;
2546 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2548 return WINED3D_OK;
2551 HRESULT CDECL wined3d_device_get_sampler_state(struct wined3d_device *device,
2552 UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD *value)
2554 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2555 device, sampler_idx, debug_d3dsamplerstate(state), value);
2557 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2558 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2560 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2561 / sizeof(*device->stateBlock->state.sampler_states))
2563 WARN("Invalid sampler %u.\n", sampler_idx);
2564 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2567 *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2568 TRACE("Returning %#x.\n", *value);
2570 return WINED3D_OK;
2573 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2575 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2577 device->updateStateBlock->changed.scissorRect = TRUE;
2578 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2580 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2581 return WINED3D_OK;
2583 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2585 if (device->isRecordingState)
2587 TRACE("Recording... not performing anything.\n");
2588 return WINED3D_OK;
2591 device_invalidate_state(device, STATE_SCISSORRECT);
2593 return WINED3D_OK;
2596 HRESULT CDECL wined3d_device_get_scissor_rect(struct wined3d_device *device, RECT *rect)
2598 TRACE("device %p, rect %p.\n", device, rect);
2600 *rect = device->updateStateBlock->state.scissor_rect;
2601 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2603 return WINED3D_OK;
2606 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2607 struct wined3d_vertex_declaration *declaration)
2609 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2611 TRACE("device %p, declaration %p.\n", device, declaration);
2613 if (declaration)
2614 wined3d_vertex_declaration_incref(declaration);
2615 if (prev)
2616 wined3d_vertex_declaration_decref(prev);
2618 device->updateStateBlock->state.vertex_declaration = declaration;
2619 device->updateStateBlock->changed.vertexDecl = TRUE;
2621 if (device->isRecordingState)
2623 TRACE("Recording... not performing anything.\n");
2624 return WINED3D_OK;
2626 else if (declaration == prev)
2628 /* Checked after the assignment to allow proper stateblock recording. */
2629 TRACE("Application is setting the old declaration over, nothing to do.\n");
2630 return WINED3D_OK;
2633 device_invalidate_state(device, STATE_VDECL);
2634 return WINED3D_OK;
2637 HRESULT CDECL wined3d_device_get_vertex_declaration(struct wined3d_device *device,
2638 struct wined3d_vertex_declaration **declaration)
2640 TRACE("device %p, declaration %p.\n", device, declaration);
2642 *declaration = device->stateBlock->state.vertex_declaration;
2643 if (*declaration)
2644 wined3d_vertex_declaration_incref(*declaration);
2646 return WINED3D_OK;
2649 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2651 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2653 TRACE("device %p, shader %p.\n", device, shader);
2655 device->updateStateBlock->state.vertex_shader = shader;
2656 device->updateStateBlock->changed.vertexShader = TRUE;
2658 if (device->isRecordingState)
2660 if (shader)
2661 wined3d_shader_incref(shader);
2662 if (prev)
2663 wined3d_shader_decref(prev);
2664 TRACE("Recording... not performing anything.\n");
2665 return WINED3D_OK;
2668 if (shader == prev)
2670 TRACE("Application is setting the old shader over, nothing to do.\n");
2671 return WINED3D_OK;
2674 if (shader)
2675 wined3d_shader_incref(shader);
2676 if (prev)
2677 wined3d_shader_decref(prev);
2679 device_invalidate_state(device, STATE_VSHADER);
2681 return WINED3D_OK;
2684 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(struct wined3d_device *device)
2686 struct wined3d_shader *shader;
2688 TRACE("device %p.\n", device);
2690 shader = device->stateBlock->state.vertex_shader;
2691 if (shader)
2692 wined3d_shader_incref(shader);
2694 TRACE("Returning %p.\n", shader);
2695 return shader;
2698 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2699 UINT start_register, const BOOL *constants, UINT bool_count)
2701 UINT count = min(bool_count, MAX_CONST_B - start_register);
2702 UINT i;
2704 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2705 device, start_register, constants, bool_count);
2707 if (!constants || start_register >= MAX_CONST_B)
2708 return WINED3DERR_INVALIDCALL;
2710 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2711 for (i = 0; i < count; ++i)
2712 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2714 for (i = start_register; i < count + start_register; ++i)
2715 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2717 if (!device->isRecordingState)
2718 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2720 return WINED3D_OK;
2723 HRESULT CDECL wined3d_device_get_vs_consts_b(struct wined3d_device *device,
2724 UINT start_register, BOOL *constants, UINT bool_count)
2726 UINT count = min(bool_count, MAX_CONST_B - start_register);
2728 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2729 device, start_register, constants, bool_count);
2731 if (!constants || start_register >= MAX_CONST_B)
2732 return WINED3DERR_INVALIDCALL;
2734 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2736 return WINED3D_OK;
2739 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2740 UINT start_register, const int *constants, UINT vector4i_count)
2742 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2743 UINT i;
2745 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2746 device, start_register, constants, vector4i_count);
2748 if (!constants || start_register >= MAX_CONST_I)
2749 return WINED3DERR_INVALIDCALL;
2751 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2752 for (i = 0; i < count; ++i)
2753 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2754 constants[i * 4], constants[i * 4 + 1],
2755 constants[i * 4 + 2], constants[i * 4 + 3]);
2757 for (i = start_register; i < count + start_register; ++i)
2758 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2760 if (!device->isRecordingState)
2761 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2763 return WINED3D_OK;
2766 HRESULT CDECL wined3d_device_get_vs_consts_i(struct wined3d_device *device,
2767 UINT start_register, int *constants, UINT vector4i_count)
2769 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2771 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2772 device, start_register, constants, vector4i_count);
2774 if (!constants || start_register >= MAX_CONST_I)
2775 return WINED3DERR_INVALIDCALL;
2777 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2778 return WINED3D_OK;
2781 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2782 UINT start_register, const float *constants, UINT vector4f_count)
2784 UINT i;
2786 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2787 device, start_register, constants, vector4f_count);
2789 /* Specifically test start_register > limit to catch MAX_UINT overflows
2790 * when adding start_register + vector4f_count. */
2791 if (!constants
2792 || start_register + vector4f_count > device->d3d_vshader_constantF
2793 || start_register > device->d3d_vshader_constantF)
2794 return WINED3DERR_INVALIDCALL;
2796 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2797 constants, vector4f_count * sizeof(float) * 4);
2798 if (TRACE_ON(d3d))
2800 for (i = 0; i < vector4f_count; ++i)
2801 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2802 constants[i * 4], constants[i * 4 + 1],
2803 constants[i * 4 + 2], constants[i * 4 + 3]);
2806 if (!device->isRecordingState)
2808 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2809 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2812 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2813 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2815 return WINED3D_OK;
2818 HRESULT CDECL wined3d_device_get_vs_consts_f(struct wined3d_device *device,
2819 UINT start_register, float *constants, UINT vector4f_count)
2821 int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2823 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2824 device, start_register, constants, vector4f_count);
2826 if (!constants || count < 0)
2827 return WINED3DERR_INVALIDCALL;
2829 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2831 return WINED3D_OK;
2834 static inline void markTextureStagesDirty(struct wined3d_device *device, DWORD stage)
2836 DWORD i;
2838 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2840 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2844 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2846 DWORD i = device->rev_tex_unit_map[unit];
2847 DWORD j = device->texUnitMap[stage];
2849 device->texUnitMap[stage] = unit;
2850 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2851 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2853 device->rev_tex_unit_map[unit] = stage;
2854 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2855 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2858 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2860 UINT i;
2862 device->fixed_function_usage_map = 0;
2863 for (i = 0; i < MAX_TEXTURES; ++i)
2865 const struct wined3d_state *state = &device->stateBlock->state;
2866 WINED3DTEXTUREOP color_op = state->texture_states[i][WINED3DTSS_COLOROP];
2867 WINED3DTEXTUREOP alpha_op = state->texture_states[i][WINED3DTSS_ALPHAOP];
2868 DWORD color_arg1 = state->texture_states[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
2869 DWORD color_arg2 = state->texture_states[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
2870 DWORD color_arg3 = state->texture_states[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
2871 DWORD alpha_arg1 = state->texture_states[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
2872 DWORD alpha_arg2 = state->texture_states[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
2873 DWORD alpha_arg3 = state->texture_states[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
2875 if (color_op == WINED3DTOP_DISABLE) {
2876 /* Not used, and disable higher stages */
2877 break;
2880 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
2881 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
2882 || ((color_arg3 == WINED3DTA_TEXTURE)
2883 && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
2884 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
2885 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
2886 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2887 && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP)))
2888 device->fixed_function_usage_map |= (1 << i);
2890 if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1)
2891 device->fixed_function_usage_map |= (1 << (i + 1));
2895 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2897 unsigned int i, tex;
2898 WORD ffu_map;
2900 device_update_fixed_function_usage_map(device);
2901 ffu_map = device->fixed_function_usage_map;
2903 if (device->max_ffp_textures == gl_info->limits.texture_stages
2904 || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2906 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2908 if (!(ffu_map & 1)) continue;
2910 if (device->texUnitMap[i] != i)
2912 device_map_stage(device, i, i);
2913 device_invalidate_state(device, STATE_SAMPLER(i));
2914 markTextureStagesDirty(device, i);
2917 return;
2920 /* Now work out the mapping */
2921 tex = 0;
2922 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2924 if (!(ffu_map & 1)) continue;
2926 if (device->texUnitMap[i] != tex)
2928 device_map_stage(device, i, tex);
2929 device_invalidate_state(device, STATE_SAMPLER(i));
2930 markTextureStagesDirty(device, i);
2933 ++tex;
2937 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2939 const WINED3DSAMPLER_TEXTURE_TYPE *sampler_type =
2940 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2941 unsigned int i;
2943 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2945 if (sampler_type[i] && device->texUnitMap[i] != i)
2947 device_map_stage(device, i, i);
2948 device_invalidate_state(device, STATE_SAMPLER(i));
2949 if (i < gl_info->limits.texture_stages)
2951 markTextureStagesDirty(device, i);
2957 static BOOL device_unit_free_for_vs(struct wined3d_device *device,
2958 const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_tokens,
2959 const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_tokens, DWORD unit)
2961 DWORD current_mapping = device->rev_tex_unit_map[unit];
2963 /* Not currently used */
2964 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2966 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2967 /* Used by a fragment sampler */
2969 if (!pshader_sampler_tokens) {
2970 /* No pixel shader, check fixed function */
2971 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2974 /* Pixel shader, check the shader's sampler map */
2975 return !pshader_sampler_tokens[current_mapping];
2978 /* Used by a vertex sampler */
2979 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2982 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2984 const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_type =
2985 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2986 const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_type = NULL;
2987 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2988 int i;
2990 if (ps)
2992 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2993 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2994 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2997 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2998 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2999 if (vshader_sampler_type[i])
3001 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
3003 /* Already mapped somewhere */
3004 continue;
3007 while (start >= 0)
3009 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
3011 device_map_stage(device, vsampler_idx, start);
3012 device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
3014 --start;
3015 break;
3018 --start;
3024 void device_update_tex_unit_map(struct wined3d_device *device)
3026 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3027 const struct wined3d_state *state = &device->stateBlock->state;
3028 BOOL vs = use_vs(state);
3029 BOOL ps = use_ps(state);
3031 * Rules are:
3032 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
3033 * that would be really messy and require shader recompilation
3034 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
3035 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
3037 if (ps)
3038 device_map_psamplers(device, gl_info);
3039 else
3040 device_map_fixed_function_samplers(device, gl_info);
3042 if (vs)
3043 device_map_vsamplers(device, ps, gl_info);
3046 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
3048 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
3050 TRACE("device %p, shader %p.\n", device, shader);
3052 device->updateStateBlock->state.pixel_shader = shader;
3053 device->updateStateBlock->changed.pixelShader = TRUE;
3055 if (device->isRecordingState)
3057 if (shader)
3058 wined3d_shader_incref(shader);
3059 if (prev)
3060 wined3d_shader_decref(prev);
3061 TRACE("Recording... not performing anything.\n");
3062 return WINED3D_OK;
3065 if (shader == prev)
3067 TRACE("Application is setting the old shader over, nothing to do.\n");
3068 return WINED3D_OK;
3071 if (shader)
3072 wined3d_shader_incref(shader);
3073 if (prev)
3074 wined3d_shader_decref(prev);
3076 device_invalidate_state(device, STATE_PIXELSHADER);
3078 return WINED3D_OK;
3081 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(struct wined3d_device *device)
3083 struct wined3d_shader *shader;
3085 TRACE("device %p.\n", device);
3087 shader = device->stateBlock->state.pixel_shader;
3088 if (shader)
3089 wined3d_shader_incref(shader);
3091 TRACE("Returning %p.\n", shader);
3092 return shader;
3095 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
3096 UINT start_register, const BOOL *constants, UINT bool_count)
3098 UINT count = min(bool_count, MAX_CONST_B - start_register);
3099 UINT i;
3101 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3102 device, start_register, constants, bool_count);
3104 if (!constants || start_register >= MAX_CONST_B)
3105 return WINED3DERR_INVALIDCALL;
3107 memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3108 for (i = 0; i < count; ++i)
3109 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3111 for (i = start_register; i < count + start_register; ++i)
3112 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3114 if (!device->isRecordingState)
3115 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3117 return WINED3D_OK;
3120 HRESULT CDECL wined3d_device_get_ps_consts_b(struct wined3d_device *device,
3121 UINT start_register, BOOL *constants, UINT bool_count)
3123 UINT count = min(bool_count, MAX_CONST_B - start_register);
3125 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3126 device, start_register, constants, bool_count);
3128 if (!constants || start_register >= MAX_CONST_B)
3129 return WINED3DERR_INVALIDCALL;
3131 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3133 return WINED3D_OK;
3136 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3137 UINT start_register, const int *constants, UINT vector4i_count)
3139 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3140 UINT i;
3142 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3143 device, start_register, constants, vector4i_count);
3145 if (!constants || start_register >= MAX_CONST_I)
3146 return WINED3DERR_INVALIDCALL;
3148 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3149 for (i = 0; i < count; ++i)
3150 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3151 constants[i * 4], constants[i * 4 + 1],
3152 constants[i * 4 + 2], constants[i * 4 + 3]);
3154 for (i = start_register; i < count + start_register; ++i)
3155 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3157 if (!device->isRecordingState)
3158 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3160 return WINED3D_OK;
3163 HRESULT CDECL wined3d_device_get_ps_consts_i(struct wined3d_device *device,
3164 UINT start_register, int *constants, UINT vector4i_count)
3166 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3168 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3169 device, start_register, constants, vector4i_count);
3171 if (!constants || start_register >= MAX_CONST_I)
3172 return WINED3DERR_INVALIDCALL;
3174 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3176 return WINED3D_OK;
3179 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3180 UINT start_register, const float *constants, UINT vector4f_count)
3182 UINT i;
3184 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3185 device, start_register, constants, vector4f_count);
3187 /* Specifically test start_register > limit to catch MAX_UINT overflows
3188 * when adding start_register + vector4f_count. */
3189 if (!constants
3190 || start_register + vector4f_count > device->d3d_pshader_constantF
3191 || start_register > device->d3d_pshader_constantF)
3192 return WINED3DERR_INVALIDCALL;
3194 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3195 constants, vector4f_count * sizeof(float) * 4);
3196 if (TRACE_ON(d3d))
3198 for (i = 0; i < vector4f_count; ++i)
3199 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3200 constants[i * 4], constants[i * 4 + 1],
3201 constants[i * 4 + 2], constants[i * 4 + 3]);
3204 if (!device->isRecordingState)
3206 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3207 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3210 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3211 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3213 return WINED3D_OK;
3216 HRESULT CDECL wined3d_device_get_ps_consts_f(struct wined3d_device *device,
3217 UINT start_register, float *constants, UINT vector4f_count)
3219 int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3221 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3222 device, start_register, constants, vector4f_count);
3224 if (!constants || count < 0)
3225 return WINED3DERR_INVALIDCALL;
3227 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3229 return WINED3D_OK;
3232 /* Context activation is done by the caller. */
3233 /* Do not call while under the GL lock. */
3234 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3235 static HRESULT process_vertices_strided(struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3236 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3237 DWORD DestFVF)
3239 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3240 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3241 unsigned int i;
3242 WINED3DVIEWPORT vp;
3243 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3244 BOOL doClip;
3245 DWORD numTextures;
3247 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3249 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3252 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3254 ERR("Source has no position mask\n");
3255 return WINED3DERR_INVALIDCALL;
3258 if (!dest->resource.allocatedMemory)
3259 buffer_get_sysmem(dest, gl_info);
3261 /* Get a pointer into the destination vbo(create one if none exists) and
3262 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3264 if (!dest->buffer_object && gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
3266 dest->flags |= WINED3D_BUFFER_CREATEBO;
3267 wined3d_buffer_preload(dest);
3270 if (dest->buffer_object)
3272 unsigned char extrabytes = 0;
3273 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3274 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3275 * this may write 4 extra bytes beyond the area that should be written
3277 if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3278 dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3279 if(!dest_conv_addr) {
3280 ERR("Out of memory\n");
3281 /* Continue without storing converted vertices */
3283 dest_conv = dest_conv_addr;
3286 if (device->stateBlock->state.render_states[WINED3DRS_CLIPPING])
3288 static BOOL warned = FALSE;
3290 * The clipping code is not quite correct. Some things need
3291 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3292 * so disable clipping for now.
3293 * (The graphics in Half-Life are broken, and my processvertices
3294 * test crashes with IDirect3DDevice3)
3295 doClip = TRUE;
3297 doClip = FALSE;
3298 if(!warned) {
3299 warned = TRUE;
3300 FIXME("Clipping is broken and disabled for now\n");
3302 } else doClip = FALSE;
3303 dest_ptr = ((char *)buffer_get_sysmem(dest, gl_info)) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3305 wined3d_device_get_transform(device, WINED3DTS_VIEW, &view_mat);
3306 wined3d_device_get_transform(device, WINED3DTS_PROJECTION, &proj_mat);
3307 wined3d_device_get_transform(device, WINED3DTS_WORLDMATRIX(0), &world_mat);
3309 TRACE("View mat:\n");
3310 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);
3311 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);
3312 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);
3313 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);
3315 TRACE("Proj mat:\n");
3316 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);
3317 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);
3318 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);
3319 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);
3321 TRACE("World mat:\n");
3322 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);
3323 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);
3324 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);
3325 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);
3327 /* Get the viewport */
3328 wined3d_device_get_viewport(device, &vp);
3329 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
3330 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
3332 multiply_matrix(&mat,&view_mat,&world_mat);
3333 multiply_matrix(&mat,&proj_mat,&mat);
3335 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3337 for (i = 0; i < dwCount; i+= 1) {
3338 unsigned int tex_index;
3340 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3341 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3342 /* The position first */
3343 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3344 const float *p = (const float *)(element->data.addr + i * element->stride);
3345 float x, y, z, rhw;
3346 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3348 /* Multiplication with world, view and projection matrix */
3349 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0f * mat.u.s._41);
3350 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0f * mat.u.s._42);
3351 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0f * mat.u.s._43);
3352 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0f * mat.u.s._44);
3354 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3356 /* WARNING: The following things are taken from d3d7 and were not yet checked
3357 * against d3d8 or d3d9!
3360 /* Clipping conditions: From msdn
3362 * A vertex is clipped if it does not match the following requirements
3363 * -rhw < x <= rhw
3364 * -rhw < y <= rhw
3365 * 0 < z <= rhw
3366 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3368 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3369 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3373 if( !doClip ||
3374 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3375 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3376 ( rhw > eps ) ) ) {
3378 /* "Normal" viewport transformation (not clipped)
3379 * 1) The values are divided by rhw
3380 * 2) The y axis is negative, so multiply it with -1
3381 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3382 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3383 * 4) Multiply x with Width/2 and add Width/2
3384 * 5) The same for the height
3385 * 6) Add the viewpoint X and Y to the 2D coordinates and
3386 * The minimum Z value to z
3387 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3389 * Well, basically it's simply a linear transformation into viewport
3390 * coordinates
3393 x /= rhw;
3394 y /= rhw;
3395 z /= rhw;
3397 y *= -1;
3399 x *= vp.Width / 2;
3400 y *= vp.Height / 2;
3401 z *= vp.MaxZ - vp.MinZ;
3403 x += vp.Width / 2 + vp.X;
3404 y += vp.Height / 2 + vp.Y;
3405 z += vp.MinZ;
3407 rhw = 1 / rhw;
3408 } else {
3409 /* That vertex got clipped
3410 * Contrary to OpenGL it is not dropped completely, it just
3411 * undergoes a different calculation.
3413 TRACE("Vertex got clipped\n");
3414 x += rhw;
3415 y += rhw;
3417 x /= 2;
3418 y /= 2;
3420 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3421 * outside of the main vertex buffer memory. That needs some more
3422 * investigation...
3426 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3429 ( (float *) dest_ptr)[0] = x;
3430 ( (float *) dest_ptr)[1] = y;
3431 ( (float *) dest_ptr)[2] = z;
3432 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3434 dest_ptr += 3 * sizeof(float);
3436 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3437 dest_ptr += sizeof(float);
3440 if(dest_conv) {
3441 float w = 1 / rhw;
3442 ( (float *) dest_conv)[0] = x * w;
3443 ( (float *) dest_conv)[1] = y * w;
3444 ( (float *) dest_conv)[2] = z * w;
3445 ( (float *) dest_conv)[3] = w;
3447 dest_conv += 3 * sizeof(float);
3449 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3450 dest_conv += sizeof(float);
3454 if (DestFVF & WINED3DFVF_PSIZE) {
3455 dest_ptr += sizeof(DWORD);
3456 if(dest_conv) dest_conv += sizeof(DWORD);
3458 if (DestFVF & WINED3DFVF_NORMAL)
3460 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3461 const float *normal = (const float *)(element->data.addr + i * element->stride);
3462 /* AFAIK this should go into the lighting information */
3463 FIXME("Didn't expect the destination to have a normal\n");
3464 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3465 if(dest_conv) {
3466 copy_and_next(dest_conv, normal, 3 * sizeof(float));
3470 if (DestFVF & WINED3DFVF_DIFFUSE)
3472 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3473 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3474 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3476 static BOOL warned = FALSE;
3478 if(!warned) {
3479 ERR("No diffuse color in source, but destination has one\n");
3480 warned = TRUE;
3483 *( (DWORD *) dest_ptr) = 0xffffffff;
3484 dest_ptr += sizeof(DWORD);
3486 if(dest_conv) {
3487 *( (DWORD *) dest_conv) = 0xffffffff;
3488 dest_conv += sizeof(DWORD);
3491 else {
3492 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3493 if(dest_conv) {
3494 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
3495 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
3496 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
3497 dest_conv += sizeof(DWORD);
3502 if (DestFVF & WINED3DFVF_SPECULAR)
3504 /* What's the color value in the feedback buffer? */
3505 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3506 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3507 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3509 static BOOL warned = FALSE;
3511 if(!warned) {
3512 ERR("No specular color in source, but destination has one\n");
3513 warned = TRUE;
3516 *( (DWORD *) dest_ptr) = 0xFF000000;
3517 dest_ptr += sizeof(DWORD);
3519 if(dest_conv) {
3520 *( (DWORD *) dest_conv) = 0xFF000000;
3521 dest_conv += sizeof(DWORD);
3524 else {
3525 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3526 if(dest_conv) {
3527 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
3528 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
3529 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
3530 dest_conv += sizeof(DWORD);
3535 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3537 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3538 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3539 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3541 ERR("No source texture, but destination requests one\n");
3542 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3543 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3545 else {
3546 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3547 if(dest_conv) {
3548 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3554 if (dest_conv)
3556 ENTER_GL();
3558 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
3559 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3560 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
3561 dwCount * get_flexible_vertex_size(DestFVF),
3562 dest_conv_addr));
3563 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3565 LEAVE_GL();
3567 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3570 return WINED3D_OK;
3572 #undef copy_and_next
3574 /* Do not call while under the GL lock. */
3575 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3576 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3577 struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3579 struct wined3d_state *state = &device->stateBlock->state;
3580 BOOL vbo = FALSE, streamWasUP = state->user_stream;
3581 struct wined3d_stream_info stream_info;
3582 const struct wined3d_gl_info *gl_info;
3583 struct wined3d_context *context;
3584 struct wined3d_shader *vs;
3585 HRESULT hr;
3587 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3588 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3589 device, src_start_idx, dst_idx, vertex_count,
3590 dst_buffer, declaration, flags, dst_fvf);
3592 if (declaration)
3593 FIXME("Output vertex declaration not implemented yet.\n");
3595 /* Need any context to write to the vbo. */
3596 context = context_acquire(device, NULL);
3597 gl_info = context->gl_info;
3599 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3600 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3601 * restore it afterwards. */
3602 vs = state->vertex_shader;
3603 state->vertex_shader = NULL;
3604 state->user_stream = FALSE;
3605 device_stream_info_from_declaration(device, &stream_info, &vbo);
3606 state->user_stream = streamWasUP;
3607 state->vertex_shader = vs;
3609 if (vbo || src_start_idx)
3611 unsigned int i;
3612 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3613 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3615 * Also get the start index in, but only loop over all elements if there's something to add at all.
3617 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3619 struct wined3d_stream_info_element *e;
3621 if (!(stream_info.use_map & (1 << i))) continue;
3623 e = &stream_info.elements[i];
3624 if (e->data.buffer_object)
3626 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3627 e->data.buffer_object = 0;
3628 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3629 ENTER_GL();
3630 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3631 vb->buffer_object = 0;
3632 LEAVE_GL();
3634 if (e->data.addr)
3635 e->data.addr += e->stride * src_start_idx;
3639 hr = process_vertices_strided(device, dst_idx, vertex_count,
3640 &stream_info, dst_buffer, flags, dst_fvf);
3642 context_release(context);
3644 return hr;
3647 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3648 UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD value)
3650 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3651 DWORD old_value;
3653 TRACE("device %p, stage %u, state %s, value %#x.\n",
3654 device, stage, debug_d3dtexturestate(state), value);
3656 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3658 WARN("Invalid state %#x passed.\n", state);
3659 return WINED3D_OK;
3662 if (stage >= gl_info->limits.texture_stages)
3664 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3665 stage, gl_info->limits.texture_stages - 1);
3666 return WINED3D_OK;
3669 old_value = device->updateStateBlock->state.texture_states[stage][state];
3670 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3671 device->updateStateBlock->state.texture_states[stage][state] = value;
3673 if (device->isRecordingState)
3675 TRACE("Recording... not performing anything.\n");
3676 return WINED3D_OK;
3679 /* Checked after the assignments to allow proper stateblock recording. */
3680 if (old_value == value)
3682 TRACE("Application is setting the old value over, nothing to do.\n");
3683 return WINED3D_OK;
3686 if (stage > device->stateBlock->state.lowest_disabled_stage
3687 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3688 == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP))
3690 /* Colorop change above lowest disabled stage? That won't change
3691 * anything in the GL setup. Changes in other states are important on
3692 * disabled stages too. */
3693 return WINED3D_OK;
3696 if (state == WINED3DTSS_COLOROP)
3698 unsigned int i;
3700 if (value == WINED3DTOP_DISABLE && old_value != WINED3DTOP_DISABLE)
3702 /* Previously enabled stage disabled now. Make sure to dirtify
3703 * all enabled stages above stage, they have to be disabled.
3705 * The current stage is dirtified below. */
3706 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3708 TRACE("Additionally dirtifying stage %u.\n", i);
3709 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3711 device->stateBlock->state.lowest_disabled_stage = stage;
3712 TRACE("New lowest disabled: %u.\n", stage);
3714 else if (value != WINED3DTOP_DISABLE && old_value == WINED3DTOP_DISABLE)
3716 /* Previously disabled stage enabled. Stages above it may need
3717 * enabling. Stage must be lowest_disabled_stage here, if it's
3718 * bigger success is returned above, and stages below the lowest
3719 * disabled stage can't be enabled (because they are enabled
3720 * already).
3722 * Again stage stage doesn't need to be dirtified here, it is
3723 * handled below. */
3724 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3726 if (device->updateStateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
3727 break;
3728 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3729 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3731 device->stateBlock->state.lowest_disabled_stage = i;
3732 TRACE("New lowest disabled: %u.\n", i);
3736 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3738 return WINED3D_OK;
3741 HRESULT CDECL wined3d_device_get_texture_stage_state(struct wined3d_device *device,
3742 UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD *value)
3744 TRACE("device %p, stage %u, state %s, value %p.\n",
3745 device, stage, debug_d3dtexturestate(state), value);
3747 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3749 WARN("Invalid state %#x passed.\n", state);
3750 return WINED3D_OK;
3753 *value = device->updateStateBlock->state.texture_states[stage][state];
3754 TRACE("Returning %#x.\n", *value);
3756 return WINED3D_OK;
3759 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3760 UINT stage, struct wined3d_texture *texture)
3762 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3763 struct wined3d_texture *prev;
3765 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3767 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3768 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3770 /* Windows accepts overflowing this array... we do not. */
3771 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3773 WARN("Ignoring invalid stage %u.\n", stage);
3774 return WINED3D_OK;
3777 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
3778 if (texture && texture->resource.pool == WINED3DPOOL_SCRATCH)
3780 WARN("Rejecting attempt to set scratch texture.\n");
3781 return WINED3DERR_INVALIDCALL;
3784 device->updateStateBlock->changed.textures |= 1 << stage;
3786 prev = device->updateStateBlock->state.textures[stage];
3787 TRACE("Previous texture %p.\n", prev);
3789 if (texture == prev)
3791 TRACE("App is setting the same texture again, nothing to do.\n");
3792 return WINED3D_OK;
3795 TRACE("Setting new texture to %p.\n", texture);
3796 device->updateStateBlock->state.textures[stage] = texture;
3798 if (device->isRecordingState)
3800 TRACE("Recording... not performing anything\n");
3802 if (texture) wined3d_texture_incref(texture);
3803 if (prev) wined3d_texture_decref(prev);
3805 return WINED3D_OK;
3808 if (texture)
3810 LONG bind_count = InterlockedIncrement(&texture->bind_count);
3812 wined3d_texture_incref(texture);
3814 if (!prev || texture->target != prev->target)
3815 device_invalidate_state(device, STATE_PIXELSHADER);
3817 if (!prev && stage < gl_info->limits.texture_stages)
3819 /* The source arguments for color and alpha ops have different
3820 * meanings when a NULL texture is bound, so the COLOROP and
3821 * ALPHAOP have to be dirtified. */
3822 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3823 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3826 if (bind_count == 1)
3827 texture->sampler = stage;
3830 if (prev)
3832 LONG bind_count = InterlockedDecrement(&prev->bind_count);
3834 wined3d_texture_decref(prev);
3836 if (!texture && stage < gl_info->limits.texture_stages)
3838 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3839 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3842 if (bind_count && prev->sampler == stage)
3844 unsigned int i;
3846 /* Search for other stages the texture is bound to. Shouldn't
3847 * happen if applications bind textures to a single stage only. */
3848 TRACE("Searching for other stages the texture is bound to.\n");
3849 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3851 if (device->updateStateBlock->state.textures[i] == prev)
3853 TRACE("Texture is also bound to stage %u.\n", i);
3854 prev->sampler = i;
3855 break;
3861 device_invalidate_state(device, STATE_SAMPLER(stage));
3863 return WINED3D_OK;
3866 HRESULT CDECL wined3d_device_get_texture(struct wined3d_device *device,
3867 UINT stage, struct wined3d_texture **texture)
3869 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3871 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3872 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3874 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3876 WARN("Ignoring invalid stage %u.\n", stage);
3877 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3880 *texture = device->stateBlock->state.textures[stage];
3881 if (*texture)
3882 wined3d_texture_incref(*texture);
3884 TRACE("Returning %p.\n", *texture);
3886 return WINED3D_OK;
3889 HRESULT CDECL wined3d_device_get_back_buffer(struct wined3d_device *device, UINT swapchain_idx,
3890 UINT backbuffer_idx, WINED3DBACKBUFFER_TYPE backbuffer_type, struct wined3d_surface **backbuffer)
3892 struct wined3d_swapchain *swapchain;
3893 HRESULT hr;
3895 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3896 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3898 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3899 if (FAILED(hr))
3901 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3902 return hr;
3905 hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3906 wined3d_swapchain_decref(swapchain);
3907 if (FAILED(hr))
3909 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3910 return hr;
3913 return WINED3D_OK;
3916 HRESULT CDECL wined3d_device_get_device_caps(struct wined3d_device *device, WINED3DCAPS *caps)
3918 TRACE("device %p, caps %p.\n", device, caps);
3920 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal, device->devType, caps);
3923 HRESULT CDECL wined3d_device_get_display_mode(struct wined3d_device *device,
3924 UINT swapchain_idx, WINED3DDISPLAYMODE *mode)
3926 struct wined3d_swapchain *swapchain;
3927 HRESULT hr;
3929 TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3931 if (swapchain_idx)
3933 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3934 if (SUCCEEDED(hr))
3936 hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3937 wined3d_swapchain_decref(swapchain);
3940 else
3942 /* Don't read the real display mode, but return the stored mode
3943 * instead. X11 can't change the color depth, and some apps are
3944 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3945 * that GetDisplayMode still returns 24 bpp.
3947 * Also don't relay to the swapchain because with ddraw it's possible
3948 * that there isn't a swapchain at all. */
3949 mode->Width = device->ddraw_width;
3950 mode->Height = device->ddraw_height;
3951 mode->Format = device->ddraw_format;
3952 mode->RefreshRate = 0;
3953 hr = WINED3D_OK;
3956 return hr;
3959 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3961 struct wined3d_stateblock *stateblock;
3962 HRESULT hr;
3964 TRACE("device %p.\n", device);
3966 if (device->isRecordingState)
3967 return WINED3DERR_INVALIDCALL;
3969 hr = wined3d_stateblock_create(device, WINED3DSBT_RECORDED, &stateblock);
3970 if (FAILED(hr))
3971 return hr;
3973 wined3d_stateblock_decref(device->updateStateBlock);
3974 device->updateStateBlock = stateblock;
3975 device->isRecordingState = TRUE;
3977 TRACE("Recording stateblock %p.\n", stateblock);
3979 return WINED3D_OK;
3982 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3983 struct wined3d_stateblock **stateblock)
3985 struct wined3d_stateblock *object = device->updateStateBlock;
3987 TRACE("device %p, stateblock %p.\n", device, stateblock);
3989 if (!device->isRecordingState)
3991 WARN("Not recording.\n");
3992 *stateblock = NULL;
3993 return WINED3DERR_INVALIDCALL;
3996 stateblock_init_contained_states(object);
3998 *stateblock = object;
3999 device->isRecordingState = FALSE;
4000 device->updateStateBlock = device->stateBlock;
4001 wined3d_stateblock_incref(device->updateStateBlock);
4003 TRACE("Returning stateblock %p.\n", *stateblock);
4005 return WINED3D_OK;
4008 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
4010 /* At the moment we have no need for any functionality at the beginning
4011 * of a scene. */
4012 TRACE("device %p.\n", device);
4014 if (device->inScene)
4016 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
4017 return WINED3DERR_INVALIDCALL;
4019 device->inScene = TRUE;
4020 return WINED3D_OK;
4023 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
4025 struct wined3d_context *context;
4027 TRACE("device %p.\n", device);
4029 if (!device->inScene)
4031 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
4032 return WINED3DERR_INVALIDCALL;
4035 context = context_acquire(device, NULL);
4036 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4037 wglFlush();
4038 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
4039 * fails. */
4040 context_release(context);
4042 device->inScene = FALSE;
4043 return WINED3D_OK;
4046 HRESULT CDECL wined3d_device_present(struct wined3d_device *device, const RECT *src_rect,
4047 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
4049 UINT i;
4051 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
4052 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
4053 dst_window_override, dirty_region);
4055 for (i = 0; i < device->swapchain_count; ++i)
4057 wined3d_swapchain_present(device->swapchains[i], src_rect,
4058 dst_rect, dst_window_override, dirty_region, 0);
4061 return WINED3D_OK;
4064 /* Do not call while under the GL lock. */
4065 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
4066 const RECT *rects, DWORD flags, WINED3DCOLOR color, float depth, DWORD stencil)
4068 const WINED3DCOLORVALUE c = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
4069 RECT draw_rect;
4071 TRACE("device %p, rect_count %u, rects %p, flags %#x, color 0x%08x, depth %.8e, stencil %u.\n",
4072 device, rect_count, rects, flags, color, depth, stencil);
4074 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
4076 struct wined3d_surface *ds = device->fb.depth_stencil;
4077 if (!ds)
4079 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4080 /* TODO: What about depth stencil buffers without stencil bits? */
4081 return WINED3DERR_INVALIDCALL;
4083 else if (flags & WINED3DCLEAR_TARGET)
4085 if (ds->resource.width < device->fb.render_targets[0]->resource.width
4086 || ds->resource.height < device->fb.render_targets[0]->resource.height)
4088 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4089 return WINED3D_OK;
4094 wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
4096 return device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
4097 &device->fb, rect_count, rects,
4098 &draw_rect, flags, &c, depth, stencil);
4101 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
4102 WINED3DPRIMITIVETYPE primitive_type)
4104 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
4106 device->updateStateBlock->changed.primitive_type = TRUE;
4107 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
4110 void CDECL wined3d_device_get_primitive_type(struct wined3d_device *device,
4111 WINED3DPRIMITIVETYPE *primitive_type)
4113 TRACE("device %p, primitive_type %p\n", device, primitive_type);
4115 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
4117 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
4120 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
4122 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
4124 if (!device->stateBlock->state.vertex_declaration)
4126 WARN("Called without a valid vertex declaration set.\n");
4127 return WINED3DERR_INVALIDCALL;
4130 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4131 if (device->stateBlock->state.user_stream)
4133 device_invalidate_state(device, STATE_INDEXBUFFER);
4134 device->stateBlock->state.user_stream = FALSE;
4137 if (device->stateBlock->state.load_base_vertex_index)
4139 device->stateBlock->state.load_base_vertex_index = 0;
4140 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4143 /* Account for the loading offset due to index buffers. Instead of
4144 * reloading all sources correct it with the startvertex parameter. */
4145 drawPrimitive(device, vertex_count, start_vertex, 0, NULL);
4146 return WINED3D_OK;
4149 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4151 struct wined3d_buffer *index_buffer;
4152 UINT index_size = 2;
4153 GLuint vbo;
4154 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4156 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4158 index_buffer = device->stateBlock->state.index_buffer;
4159 if (!index_buffer)
4161 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4162 * without an index buffer set. (The first time at least...)
4163 * D3D8 simply dies, but I doubt it can do much harm to return
4164 * D3DERR_INVALIDCALL there as well. */
4165 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4166 return WINED3DERR_INVALIDCALL;
4169 if (!device->stateBlock->state.vertex_declaration)
4171 WARN("Called without a valid vertex declaration set.\n");
4172 return WINED3DERR_INVALIDCALL;
4175 if (device->stateBlock->state.user_stream)
4177 device_invalidate_state(device, STATE_INDEXBUFFER);
4178 device->stateBlock->state.user_stream = FALSE;
4180 vbo = index_buffer->buffer_object;
4182 if (device->stateBlock->state.index_format == WINED3DFMT_R16_UINT)
4183 index_size = 2;
4184 else
4185 index_size = 4;
4187 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4188 device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4190 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4191 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4194 drawPrimitive(device, index_count, start_idx, index_size,
4195 vbo ? NULL : index_buffer->resource.allocatedMemory);
4197 return WINED3D_OK;
4200 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
4201 const void *stream_data, UINT stream_stride)
4203 struct wined3d_stream_state *stream;
4204 struct wined3d_buffer *vb;
4206 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4207 device, vertex_count, stream_data, stream_stride);
4209 if (!device->stateBlock->state.vertex_declaration)
4211 WARN("Called without a valid vertex declaration set.\n");
4212 return WINED3DERR_INVALIDCALL;
4215 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4216 stream = &device->stateBlock->state.streams[0];
4217 vb = stream->buffer;
4218 stream->buffer = (struct wined3d_buffer *)stream_data;
4219 if (vb)
4220 wined3d_buffer_decref(vb);
4221 stream->offset = 0;
4222 stream->stride = stream_stride;
4223 device->stateBlock->state.user_stream = TRUE;
4224 if (device->stateBlock->state.load_base_vertex_index)
4226 device->stateBlock->state.load_base_vertex_index = 0;
4227 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4230 /* TODO: Only mark dirty if drawing from a different UP address */
4231 device_invalidate_state(device, STATE_STREAMSRC);
4233 drawPrimitive(device, vertex_count, 0, 0, NULL);
4235 /* MSDN specifies stream zero settings must be set to NULL */
4236 stream->buffer = NULL;
4237 stream->stride = 0;
4239 /* stream zero settings set to null at end, as per the msdn. No need to
4240 * mark dirty here, the app has to set the new stream sources or use UP
4241 * drawing again. */
4242 return WINED3D_OK;
4245 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4246 UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4247 const void *stream_data, UINT stream_stride)
4249 struct wined3d_stream_state *stream;
4250 struct wined3d_buffer *vb, *ib;
4251 UINT index_size;
4253 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4254 device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4256 if (!device->stateBlock->state.vertex_declaration)
4258 WARN("(%p) : Called without a valid vertex declaration set\n", device);
4259 return WINED3DERR_INVALIDCALL;
4262 if (index_data_format_id == WINED3DFMT_R16_UINT)
4263 index_size = 2;
4264 else
4265 index_size = 4;
4267 stream = &device->stateBlock->state.streams[0];
4268 vb = stream->buffer;
4269 stream->buffer = (struct wined3d_buffer *)stream_data;
4270 if (vb)
4271 wined3d_buffer_decref(vb);
4272 stream->offset = 0;
4273 stream->stride = stream_stride;
4274 device->stateBlock->state.user_stream = TRUE;
4276 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4277 device->stateBlock->state.base_vertex_index = 0;
4278 if (device->stateBlock->state.load_base_vertex_index)
4280 device->stateBlock->state.load_base_vertex_index = 0;
4281 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4283 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4284 device_invalidate_state(device, STATE_STREAMSRC);
4285 device_invalidate_state(device, STATE_INDEXBUFFER);
4287 drawPrimitive(device, index_count, 0, index_size, index_data);
4289 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4290 stream->buffer = NULL;
4291 stream->stride = 0;
4292 ib = device->stateBlock->state.index_buffer;
4293 if (ib)
4295 wined3d_buffer_decref(ib);
4296 device->stateBlock->state.index_buffer = NULL;
4298 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4299 * SetStreamSource to specify a vertex buffer
4302 return WINED3D_OK;
4305 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4306 UINT vertex_count, const WineDirect3DVertexStridedData *strided_data)
4308 /* Mark the state dirty until we have nicer tracking. It's fine to change
4309 * baseVertexIndex because that call is only called by ddraw which does
4310 * not need that value. */
4311 device_invalidate_state(device, STATE_VDECL);
4312 device_invalidate_state(device, STATE_STREAMSRC);
4313 device_invalidate_state(device, STATE_INDEXBUFFER);
4315 device->stateBlock->state.base_vertex_index = 0;
4316 device->up_strided = strided_data;
4317 drawPrimitive(device, vertex_count, 0, 0, NULL);
4318 device->up_strided = NULL;
4320 /* Invalidate the states again to make sure the values from the stateblock
4321 * are properly applied in the next regular draw. Note that the application-
4322 * provided strided data has ovwritten pretty much the entire vertex and
4323 * and index stream related states */
4324 device_invalidate_state(device, STATE_VDECL);
4325 device_invalidate_state(device, STATE_STREAMSRC);
4326 device_invalidate_state(device, STATE_INDEXBUFFER);
4327 return WINED3D_OK;
4330 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4331 UINT index_count, const WineDirect3DVertexStridedData *strided_data,
4332 UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4334 UINT index_size = index_data_format_id == WINED3DFMT_R32_UINT ? 4 : 2;
4336 /* Mark the state dirty until we have nicer tracking
4337 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4338 * that value.
4340 device_invalidate_state(device, STATE_VDECL);
4341 device_invalidate_state(device, STATE_STREAMSRC);
4342 device_invalidate_state(device, STATE_INDEXBUFFER);
4344 device->stateBlock->state.user_stream = TRUE;
4345 device->stateBlock->state.base_vertex_index = 0;
4346 device->up_strided = strided_data;
4347 drawPrimitive(device, index_count, 0, index_size, index_data);
4348 device->up_strided = NULL;
4350 device_invalidate_state(device, STATE_VDECL);
4351 device_invalidate_state(device, STATE_STREAMSRC);
4352 device_invalidate_state(device, STATE_INDEXBUFFER);
4353 return WINED3D_OK;
4356 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4357 static HRESULT device_update_volume(struct wined3d_device *device,
4358 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4360 WINED3DLOCKED_BOX src;
4361 WINED3DLOCKED_BOX dst;
4362 HRESULT hr;
4364 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4365 device, src_volume, dst_volume);
4367 /* TODO: Implement direct loading into the gl volume instead of using
4368 * memcpy and dirtification to improve loading performance. */
4369 hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY);
4370 if (FAILED(hr)) return hr;
4371 hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD);
4372 if (FAILED(hr))
4374 wined3d_volume_unmap(src_volume);
4375 return hr;
4378 memcpy(dst.pBits, src.pBits, dst_volume->resource.size);
4380 hr = wined3d_volume_unmap(dst_volume);
4381 if (FAILED(hr))
4382 wined3d_volume_unmap(src_volume);
4383 else
4384 hr = wined3d_volume_unmap(src_volume);
4386 return hr;
4389 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4390 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4392 unsigned int level_count, i;
4393 WINED3DRESOURCETYPE type;
4394 HRESULT hr;
4396 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4398 /* Verify that the source and destination textures are non-NULL. */
4399 if (!src_texture || !dst_texture)
4401 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4402 return WINED3DERR_INVALIDCALL;
4405 if (src_texture == dst_texture)
4407 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4408 return WINED3DERR_INVALIDCALL;
4411 /* Verify that the source and destination textures are the same type. */
4412 type = src_texture->resource.resourceType;
4413 if (dst_texture->resource.resourceType != type)
4415 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4416 return WINED3DERR_INVALIDCALL;
4419 /* Check that both textures have the identical numbers of levels. */
4420 level_count = wined3d_texture_get_level_count(src_texture);
4421 if (wined3d_texture_get_level_count(dst_texture) != level_count)
4423 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4424 return WINED3DERR_INVALIDCALL;
4427 /* Make sure that the destination texture is loaded. */
4428 dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4430 /* Update every surface level of the texture. */
4431 switch (type)
4433 case WINED3DRTYPE_TEXTURE:
4435 struct wined3d_surface *src_surface;
4436 struct wined3d_surface *dst_surface;
4438 for (i = 0; i < level_count; ++i)
4440 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4441 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4442 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4443 if (FAILED(hr))
4445 WARN("Failed to update surface, hr %#x.\n", hr);
4446 return hr;
4449 break;
4452 case WINED3DRTYPE_CUBETEXTURE:
4454 struct wined3d_surface *src_surface;
4455 struct wined3d_surface *dst_surface;
4457 for (i = 0; i < level_count * 6; ++i)
4459 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4460 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4461 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4462 if (FAILED(hr))
4464 WARN("Failed to update surface, hr %#x.\n", hr);
4465 return hr;
4468 break;
4471 case WINED3DRTYPE_VOLUMETEXTURE:
4473 for (i = 0; i < level_count; ++i)
4475 hr = device_update_volume(device,
4476 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4477 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4478 if (FAILED(hr))
4480 WARN("Failed to update volume, hr %#x.\n", hr);
4481 return hr;
4484 break;
4487 default:
4488 FIXME("Unsupported texture type %#x.\n", type);
4489 return WINED3DERR_INVALIDCALL;
4492 return WINED3D_OK;
4495 HRESULT CDECL wined3d_device_get_front_buffer_data(struct wined3d_device *device,
4496 UINT swapchain_idx, struct wined3d_surface *dst_surface)
4498 struct wined3d_swapchain *swapchain;
4499 HRESULT hr;
4501 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4503 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4504 if (FAILED(hr)) return hr;
4506 hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4507 wined3d_swapchain_decref(swapchain);
4509 return hr;
4512 HRESULT CDECL wined3d_device_validate_device(struct wined3d_device *device, DWORD *num_passes)
4514 const struct wined3d_state *state = &device->stateBlock->state;
4515 struct wined3d_texture *texture;
4516 DWORD i;
4518 TRACE("device %p, num_passes %p.\n", device, num_passes);
4520 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4522 if (state->sampler_states[i][WINED3DSAMP_MINFILTER] == WINED3DTEXF_NONE)
4524 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4525 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4527 if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] == WINED3DTEXF_NONE)
4529 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4530 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4533 texture = state->textures[i];
4534 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4536 if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] != WINED3DTEXF_POINT)
4538 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4539 return E_FAIL;
4541 if (state->sampler_states[i][WINED3DSAMP_MINFILTER] != WINED3DTEXF_POINT)
4543 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4544 return E_FAIL;
4546 if (state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_NONE
4547 && state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_POINT)
4549 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4550 return E_FAIL;
4554 if (state->render_states[WINED3DRS_ZENABLE] || state->render_states[WINED3DRS_ZWRITEENABLE] ||
4555 state->render_states[WINED3DRS_STENCILENABLE])
4557 struct wined3d_surface *ds = device->fb.depth_stencil;
4558 struct wined3d_surface *target = device->fb.render_targets[0];
4560 if(ds && target
4561 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4563 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4564 return WINED3DERR_CONFLICTINGRENDERSTATE;
4568 /* return a sensible default */
4569 *num_passes = 1;
4571 TRACE("returning D3D_OK\n");
4572 return WINED3D_OK;
4575 static void dirtify_p8_texture_samplers(struct wined3d_device *device)
4577 UINT i;
4579 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4581 struct wined3d_texture *texture = device->stateBlock->state.textures[i];
4582 if (texture && (texture->resource.format->id == WINED3DFMT_P8_UINT
4583 || texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM))
4584 device_invalidate_state(device, STATE_SAMPLER(i));
4588 HRESULT CDECL wined3d_device_set_palette_entries(struct wined3d_device *device,
4589 UINT palette_idx, const PALETTEENTRY *entries)
4591 UINT i;
4593 TRACE("device %p, palette_idx %u, entries %p.\n", device, palette_idx, entries);
4595 if (palette_idx >= MAX_PALETTES)
4597 WARN("Invalid palette index %u.\n", palette_idx);
4598 return WINED3DERR_INVALIDCALL;
4601 if (palette_idx >= device->palette_count)
4603 UINT new_size = device->palette_count;
4604 PALETTEENTRY **palettes;
4608 new_size *= 2;
4609 } while (palette_idx >= new_size);
4610 palettes = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, device->palettes, sizeof(*palettes) * new_size);
4611 if (!palettes)
4613 ERR("Out of memory!\n");
4614 return E_OUTOFMEMORY;
4616 device->palettes = palettes;
4617 device->palette_count = new_size;
4620 if (!device->palettes[palette_idx])
4622 device->palettes[palette_idx] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
4623 if (!device->palettes[palette_idx])
4625 ERR("Out of memory!\n");
4626 return E_OUTOFMEMORY;
4630 for (i = 0; i < 256; ++i)
4632 device->palettes[palette_idx][i].peRed = entries[i].peRed;
4633 device->palettes[palette_idx][i].peGreen = entries[i].peGreen;
4634 device->palettes[palette_idx][i].peBlue = entries[i].peBlue;
4635 device->palettes[palette_idx][i].peFlags = entries[i].peFlags;
4638 if (palette_idx == device->currentPalette)
4639 dirtify_p8_texture_samplers(device);
4641 return WINED3D_OK;
4644 HRESULT CDECL wined3d_device_get_palette_entries(struct wined3d_device *device,
4645 UINT palette_idx, PALETTEENTRY *entries)
4647 UINT i;
4649 TRACE("device %p, palette_idx %u, entries %p.\n", device, palette_idx, entries);
4651 if (palette_idx >= device->palette_count || !device->palettes[palette_idx])
4653 /* What happens in such situation isn't documented; Native seems to
4654 * silently abort on such conditions. */
4655 WARN("Invalid palette index %u.\n", palette_idx);
4656 return WINED3DERR_INVALIDCALL;
4659 for (i = 0; i < 256; ++i)
4661 entries[i].peRed = device->palettes[palette_idx][i].peRed;
4662 entries[i].peGreen = device->palettes[palette_idx][i].peGreen;
4663 entries[i].peBlue = device->palettes[palette_idx][i].peBlue;
4664 entries[i].peFlags = device->palettes[palette_idx][i].peFlags;
4667 return WINED3D_OK;
4670 HRESULT CDECL wined3d_device_set_current_texture_palette(struct wined3d_device *device, UINT palette_idx)
4672 TRACE("device %p, palette_idx %u.\n", device, palette_idx);
4674 /* Native appears to silently abort on attempt to make an uninitialized
4675 * palette current and render. (tested with reference rasterizer). */
4676 if (palette_idx >= device->palette_count || !device->palettes[palette_idx])
4678 WARN("Invalid palette index %u.\n", palette_idx);
4679 return WINED3DERR_INVALIDCALL;
4682 /* TODO: stateblocks? */
4683 if (device->currentPalette != palette_idx)
4685 device->currentPalette = palette_idx;
4686 dirtify_p8_texture_samplers(device);
4689 return WINED3D_OK;
4692 HRESULT CDECL wined3d_device_get_current_texture_palette(struct wined3d_device *device, UINT *palette_idx)
4694 TRACE("device %p, palette_idx %p.\n", device, palette_idx);
4696 if (!palette_idx)
4697 return WINED3DERR_INVALIDCALL;
4699 *palette_idx = device->currentPalette;
4701 return WINED3D_OK;
4704 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4706 static BOOL warned;
4708 TRACE("device %p, software %#x.\n", device, software);
4710 if (!warned)
4712 FIXME("device %p, software %#x stub!\n", device, software);
4713 warned = TRUE;
4716 device->softwareVertexProcessing = software;
4718 return WINED3D_OK;
4721 BOOL CDECL wined3d_device_get_software_vertex_processing(struct wined3d_device *device)
4723 static BOOL warned;
4725 TRACE("device %p.\n", device);
4727 if (!warned)
4729 TRACE("device %p stub!\n", device);
4730 warned = TRUE;
4733 return device->softwareVertexProcessing;
4736 HRESULT CDECL wined3d_device_get_raster_status(struct wined3d_device *device,
4737 UINT swapchain_idx, WINED3DRASTER_STATUS *raster_status)
4739 struct wined3d_swapchain *swapchain;
4740 HRESULT hr;
4742 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4743 device, swapchain_idx, raster_status);
4745 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4746 if (FAILED(hr))
4748 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4749 return hr;
4752 hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4753 wined3d_swapchain_decref(swapchain);
4754 if (FAILED(hr))
4756 WARN("Failed to get raster status, hr %#x.\n", hr);
4757 return hr;
4760 return WINED3D_OK;
4763 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4765 static BOOL warned;
4767 TRACE("device %p, segments %.8e.\n", device, segments);
4769 if (segments != 0.0f)
4771 if (!warned)
4773 FIXME("device %p, segments %.8e stub!\n", device, segments);
4774 warned = TRUE;
4778 return WINED3D_OK;
4781 float CDECL wined3d_device_get_npatch_mode(struct wined3d_device *device)
4783 static BOOL warned;
4785 TRACE("device %p.\n", device);
4787 if (!warned)
4789 FIXME("device %p stub!\n", device);
4790 warned = TRUE;
4793 return 0.0f;
4796 static inline void invalidate_active_texture(struct wined3d_device *device, struct wined3d_context *context)
4798 DWORD sampler = device->rev_tex_unit_map[context->active_texture];
4799 if (sampler != WINED3D_UNMAPPED_STAGE)
4800 context_invalidate_state(context, STATE_SAMPLER(sampler));
4803 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4804 struct wined3d_surface *src_surface, const RECT *src_rect,
4805 struct wined3d_surface *dst_surface, const POINT *dst_point)
4807 const struct wined3d_format *src_format;
4808 const struct wined3d_format *dst_format;
4809 const struct wined3d_gl_info *gl_info;
4810 struct wined3d_context *context;
4811 struct wined3d_bo_address data;
4812 struct wined3d_format format;
4813 UINT update_w, update_h;
4814 CONVERT_TYPES convert;
4815 UINT dst_w, dst_h;
4816 UINT src_w, src_h;
4817 POINT p;
4818 RECT r;
4820 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4821 device, src_surface, wine_dbgstr_rect(src_rect),
4822 dst_surface, wine_dbgstr_point(dst_point));
4824 if (src_surface->resource.pool != WINED3DPOOL_SYSTEMMEM || dst_surface->resource.pool != WINED3DPOOL_DEFAULT)
4826 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4827 src_surface, dst_surface);
4828 return WINED3DERR_INVALIDCALL;
4831 src_format = src_surface->resource.format;
4832 dst_format = dst_surface->resource.format;
4834 if (src_format->id != dst_format->id)
4836 WARN("Source and destination surfaces should have the same format.\n");
4837 return WINED3DERR_INVALIDCALL;
4840 if (!dst_point)
4842 p.x = 0;
4843 p.y = 0;
4844 dst_point = &p;
4846 else if (dst_point->x < 0 || dst_point->y < 0)
4848 WARN("Invalid destination point.\n");
4849 return WINED3DERR_INVALIDCALL;
4852 if (!src_rect)
4854 r.left = 0;
4855 r.top = 0;
4856 r.right = src_surface->resource.width;
4857 r.bottom = src_surface->resource.height;
4858 src_rect = &r;
4860 else if (src_rect->left < 0 || src_rect->left >= src_rect->right
4861 || src_rect->top < 0 || src_rect->top >= src_rect->bottom)
4863 WARN("Invalid source rectangle.\n");
4864 return WINED3DERR_INVALIDCALL;
4867 src_w = src_surface->resource.width;
4868 src_h = src_surface->resource.height;
4870 dst_w = dst_surface->resource.width;
4871 dst_h = dst_surface->resource.height;
4873 update_w = src_rect->right - src_rect->left;
4874 update_h = src_rect->bottom - src_rect->top;
4876 if (update_w > dst_w || dst_point->x > dst_w - update_w
4877 || update_h > dst_h || dst_point->y > dst_h - update_h)
4879 WARN("Destination out of bounds.\n");
4880 return WINED3DERR_INVALIDCALL;
4883 /* NPOT block sizes would be silly. */
4884 if ((src_format->flags & WINED3DFMT_FLAG_COMPRESSED)
4885 && ((update_w & (src_format->block_width - 1) || update_h & (src_format->block_height - 1))
4886 && (src_w != update_w || dst_w != update_w || src_h != update_h || dst_h != update_h)))
4888 WARN("Update rect not block-aligned.\n");
4889 return WINED3DERR_INVALIDCALL;
4892 /* This call loads the OpenGL surface directly, instead of copying the
4893 * surface to the destination's sysmem copy. If surface conversion is
4894 * needed, use BltFast instead to copy in sysmem and use regular surface
4895 * loading. */
4896 d3dfmt_get_conv(dst_surface, FALSE, TRUE, &format, &convert);
4897 if (convert != NO_CONVERSION || format.convert)
4898 return wined3d_surface_bltfast(dst_surface, dst_point->x, dst_point->y, src_surface, src_rect, 0);
4900 context = context_acquire(device, NULL);
4901 gl_info = context->gl_info;
4903 /* Only load the surface for partial updates. For newly allocated texture
4904 * the texture wouldn't be the current location, and we'd upload zeroes
4905 * just to overwrite them again. */
4906 if (update_w == dst_w && update_h == dst_h)
4907 surface_prepare_texture(dst_surface, context, FALSE);
4908 else
4909 surface_load_location(dst_surface, SFLAG_INTEXTURE, NULL);
4910 surface_bind(dst_surface, context, FALSE);
4912 data.buffer_object = 0;
4913 data.addr = src_surface->resource.allocatedMemory;
4915 if (!data.addr)
4916 ERR("Source surface has no allocated memory, but should be a sysmem surface.\n");
4918 surface_upload_data(dst_surface, gl_info, src_format, src_rect, src_w, dst_point, FALSE, &data);
4920 invalidate_active_texture(device, context);
4922 context_release(context);
4924 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
4925 return WINED3D_OK;
4928 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4929 const float *num_segs, const WINED3DRECTPATCH_INFO *rect_patch_info)
4931 struct WineD3DRectPatch *patch;
4932 GLenum old_primitive_type;
4933 unsigned int i;
4934 struct list *e;
4935 BOOL found;
4937 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4938 device, handle, num_segs, rect_patch_info);
4940 if (!(handle || rect_patch_info))
4942 /* TODO: Write a test for the return value, thus the FIXME */
4943 FIXME("Both handle and rect_patch_info are NULL.\n");
4944 return WINED3DERR_INVALIDCALL;
4947 if (handle)
4949 i = PATCHMAP_HASHFUNC(handle);
4950 found = FALSE;
4951 LIST_FOR_EACH(e, &device->patches[i])
4953 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4954 if (patch->Handle == handle)
4956 found = TRUE;
4957 break;
4961 if (!found)
4963 TRACE("Patch does not exist. Creating a new one\n");
4964 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4965 patch->Handle = handle;
4966 list_add_head(&device->patches[i], &patch->entry);
4967 } else {
4968 TRACE("Found existing patch %p\n", patch);
4971 else
4973 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4974 * attributes we have to tesselate, read back, and draw. This needs a patch
4975 * management structure instance. Create one.
4977 * A possible improvement is to check if a vertex shader is used, and if not directly
4978 * draw the patch.
4980 FIXME("Drawing an uncached patch. This is slow\n");
4981 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4984 if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4985 || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4986 || (rect_patch_info && memcmp(rect_patch_info, &patch->RectPatchInfo, sizeof(*rect_patch_info))))
4988 HRESULT hr;
4989 TRACE("Tesselation density or patch info changed, retesselating\n");
4991 if (rect_patch_info)
4992 patch->RectPatchInfo = *rect_patch_info;
4994 patch->numSegs[0] = num_segs[0];
4995 patch->numSegs[1] = num_segs[1];
4996 patch->numSegs[2] = num_segs[2];
4997 patch->numSegs[3] = num_segs[3];
4999 hr = tesselate_rectpatch(device, patch);
5000 if (FAILED(hr))
5002 WARN("Patch tesselation failed.\n");
5004 /* Do not release the handle to store the params of the patch */
5005 if (!handle)
5006 HeapFree(GetProcessHeap(), 0, patch);
5008 return hr;
5012 old_primitive_type = device->stateBlock->state.gl_primitive_type;
5013 device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
5014 wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
5015 device->stateBlock->state.gl_primitive_type = old_primitive_type;
5017 /* Destroy uncached patches */
5018 if (!handle)
5020 HeapFree(GetProcessHeap(), 0, patch->mem);
5021 HeapFree(GetProcessHeap(), 0, patch);
5023 return WINED3D_OK;
5026 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
5027 const float *segment_count, const WINED3DTRIPATCH_INFO *patch_info)
5029 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
5030 device, handle, segment_count, patch_info);
5032 return WINED3D_OK;
5035 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
5037 struct WineD3DRectPatch *patch;
5038 struct list *e;
5039 int i;
5041 TRACE("device %p, handle %#x.\n", device, handle);
5043 i = PATCHMAP_HASHFUNC(handle);
5044 LIST_FOR_EACH(e, &device->patches[i])
5046 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
5047 if (patch->Handle == handle)
5049 TRACE("Deleting patch %p\n", patch);
5050 list_remove(&patch->entry);
5051 HeapFree(GetProcessHeap(), 0, patch->mem);
5052 HeapFree(GetProcessHeap(), 0, patch);
5053 return WINED3D_OK;
5057 /* TODO: Write a test for the return value */
5058 FIXME("Attempt to destroy nonexistent patch\n");
5059 return WINED3DERR_INVALIDCALL;
5062 /* Do not call while under the GL lock. */
5063 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
5064 struct wined3d_surface *surface, const RECT *rect, const WINED3DCOLORVALUE *color)
5066 RECT r;
5068 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
5069 device, surface, wine_dbgstr_rect(rect),
5070 color->r, color->g, color->b, color->a);
5072 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM)
5074 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
5075 return WINED3DERR_INVALIDCALL;
5078 if (!rect)
5080 SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
5081 rect = &r;
5084 return surface_color_fill(surface, rect, color);
5087 /* Do not call while under the GL lock. */
5088 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
5089 struct wined3d_rendertarget_view *rendertarget_view, const WINED3DCOLORVALUE *color)
5091 struct wined3d_resource *resource;
5092 HRESULT hr;
5093 RECT rect;
5095 resource = rendertarget_view->resource;
5096 if (resource->resourceType != WINED3DRTYPE_SURFACE)
5098 FIXME("Only supported on surface resources\n");
5099 return;
5102 SetRect(&rect, 0, 0, resource->width, resource->height);
5103 hr = surface_color_fill(surface_from_resource(resource), &rect, color);
5104 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
5107 HRESULT CDECL wined3d_device_get_render_target(struct wined3d_device *device,
5108 UINT render_target_idx, struct wined3d_surface **render_target)
5110 TRACE("device %p, render_target_idx %u, render_target %p.\n",
5111 device, render_target_idx, render_target);
5113 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
5115 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
5116 return WINED3DERR_INVALIDCALL;
5119 *render_target = device->fb.render_targets[render_target_idx];
5120 if (*render_target)
5121 wined3d_surface_incref(*render_target);
5123 TRACE("Returning render target %p.\n", *render_target);
5125 return WINED3D_OK;
5128 HRESULT CDECL wined3d_device_get_depth_stencil(struct wined3d_device *device, struct wined3d_surface **depth_stencil)
5130 TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
5132 *depth_stencil = device->fb.depth_stencil;
5133 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
5135 if (!*depth_stencil)
5136 return WINED3DERR_NOTFOUND;
5138 wined3d_surface_incref(*depth_stencil);
5140 return WINED3D_OK;
5143 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
5144 UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
5146 struct wined3d_surface *prev;
5148 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
5149 device, render_target_idx, render_target, set_viewport);
5151 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
5153 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
5154 return WINED3DERR_INVALIDCALL;
5157 prev = device->fb.render_targets[render_target_idx];
5158 if (render_target == prev)
5160 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5161 return WINED3D_OK;
5164 /* Render target 0 can't be set to NULL. */
5165 if (!render_target && !render_target_idx)
5167 WARN("Trying to set render target 0 to NULL.\n");
5168 return WINED3DERR_INVALIDCALL;
5171 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
5173 FIXME("Surface %p doesn't have render target usage.\n", render_target);
5174 return WINED3DERR_INVALIDCALL;
5177 if (render_target)
5178 wined3d_surface_incref(render_target);
5179 device->fb.render_targets[render_target_idx] = render_target;
5180 /* Release after the assignment, to prevent device_resource_released()
5181 * from seeing the surface as still in use. */
5182 if (prev)
5183 wined3d_surface_decref(prev);
5185 /* Render target 0 is special. */
5186 if (!render_target_idx && set_viewport)
5188 /* Set the viewport and scissor rectangles, if requested. Tests show
5189 * that stateblock recording is ignored, the change goes directly
5190 * into the primary stateblock. */
5191 device->stateBlock->state.viewport.Height = device->fb.render_targets[0]->resource.height;
5192 device->stateBlock->state.viewport.Width = device->fb.render_targets[0]->resource.width;
5193 device->stateBlock->state.viewport.X = 0;
5194 device->stateBlock->state.viewport.Y = 0;
5195 device->stateBlock->state.viewport.MaxZ = 1.0f;
5196 device->stateBlock->state.viewport.MinZ = 0.0f;
5197 device_invalidate_state(device, STATE_VIEWPORT);
5199 device->stateBlock->state.scissor_rect.top = 0;
5200 device->stateBlock->state.scissor_rect.left = 0;
5201 device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.Width;
5202 device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.Height;
5203 device_invalidate_state(device, STATE_SCISSORRECT);
5206 device_invalidate_state(device, STATE_FRAMEBUFFER);
5208 return WINED3D_OK;
5211 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
5213 struct wined3d_surface *prev = device->fb.depth_stencil;
5215 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
5216 device, depth_stencil, prev);
5218 if (prev == depth_stencil)
5220 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5221 return WINED3D_OK;
5224 if (prev)
5226 if (device->swapchains[0]->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
5227 || prev->flags & SFLAG_DISCARD)
5229 surface_modify_ds_location(prev, SFLAG_DS_DISCARDED,
5230 prev->resource.width, prev->resource.height);
5231 if (prev == device->onscreen_depth_stencil)
5233 wined3d_surface_decref(device->onscreen_depth_stencil);
5234 device->onscreen_depth_stencil = NULL;
5239 device->fb.depth_stencil = depth_stencil;
5240 if (depth_stencil)
5241 wined3d_surface_incref(depth_stencil);
5243 if (!prev != !depth_stencil)
5245 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
5246 device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZENABLE));
5247 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILENABLE));
5248 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
5249 device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
5251 else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
5253 device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
5255 if (prev)
5256 wined3d_surface_decref(prev);
5258 device_invalidate_state(device, STATE_FRAMEBUFFER);
5260 return WINED3D_OK;
5263 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
5264 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
5266 WINED3DLOCKED_RECT lockedRect;
5268 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
5269 device, x_hotspot, y_hotspot, cursor_image);
5271 /* some basic validation checks */
5272 if (device->cursorTexture)
5274 struct wined3d_context *context = context_acquire(device, NULL);
5275 ENTER_GL();
5276 glDeleteTextures(1, &device->cursorTexture);
5277 LEAVE_GL();
5278 context_release(context);
5279 device->cursorTexture = 0;
5282 if (cursor_image)
5284 WINED3DLOCKED_RECT rect;
5286 /* MSDN: Cursor must be A8R8G8B8 */
5287 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
5289 WARN("surface %p has an invalid format.\n", cursor_image);
5290 return WINED3DERR_INVALIDCALL;
5293 /* MSDN: Cursor must be smaller than the display mode */
5294 if (cursor_image->resource.width > device->ddraw_width
5295 || cursor_image->resource.height > device->ddraw_height)
5297 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
5298 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
5299 device->ddraw_width, device->ddraw_height);
5300 return WINED3DERR_INVALIDCALL;
5303 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5305 /* Do not store the surface's pointer because the application may
5306 * release it after setting the cursor image. Windows doesn't
5307 * addref the set surface, so we can't do this either without
5308 * creating circular refcount dependencies. Copy out the gl texture
5309 * instead. */
5310 device->cursorWidth = cursor_image->resource.width;
5311 device->cursorHeight = cursor_image->resource.height;
5312 if (SUCCEEDED(wined3d_surface_map(cursor_image, &rect, NULL, WINED3DLOCK_READONLY)))
5314 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5315 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
5316 struct wined3d_context *context;
5317 char *mem, *bits = rect.pBits;
5318 GLint intfmt = format->glInternal;
5319 GLint gl_format = format->glFormat;
5320 GLint type = format->glType;
5321 INT height = device->cursorHeight;
5322 INT width = device->cursorWidth;
5323 INT bpp = format->byte_count;
5324 INT i;
5326 /* Reformat the texture memory (pitch and width can be
5327 * different) */
5328 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
5329 for(i = 0; i < height; i++)
5330 memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
5331 wined3d_surface_unmap(cursor_image);
5333 context = context_acquire(device, NULL);
5335 ENTER_GL();
5337 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5339 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
5340 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5343 invalidate_active_texture(device, context);
5344 /* Create a new cursor texture */
5345 glGenTextures(1, &device->cursorTexture);
5346 checkGLcall("glGenTextures");
5347 context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture);
5348 /* Copy the bitmap memory into the cursor texture */
5349 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
5350 checkGLcall("glTexImage2D");
5351 HeapFree(GetProcessHeap(), 0, mem);
5353 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5355 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
5356 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5359 LEAVE_GL();
5361 context_release(context);
5363 else
5365 FIXME("A cursor texture was not returned.\n");
5366 device->cursorTexture = 0;
5369 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
5371 /* Draw a hardware cursor */
5372 ICONINFO cursorInfo;
5373 HCURSOR cursor;
5374 /* Create and clear maskBits because it is not needed for
5375 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5376 * chunks. */
5377 DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
5378 (cursor_image->resource.width * cursor_image->resource.height / 8));
5379 wined3d_surface_map(cursor_image, &lockedRect, NULL,
5380 WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY);
5381 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
5383 cursorInfo.fIcon = FALSE;
5384 cursorInfo.xHotspot = x_hotspot;
5385 cursorInfo.yHotspot = y_hotspot;
5386 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5387 1, 1, maskBits);
5388 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5389 1, 32, lockedRect.pBits);
5390 wined3d_surface_unmap(cursor_image);
5391 /* Create our cursor and clean up. */
5392 cursor = CreateIconIndirect(&cursorInfo);
5393 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
5394 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
5395 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
5396 device->hardwareCursor = cursor;
5397 if (device->bCursorVisible) SetCursor( cursor );
5398 HeapFree(GetProcessHeap(), 0, maskBits);
5402 device->xHotSpot = x_hotspot;
5403 device->yHotSpot = y_hotspot;
5404 return WINED3D_OK;
5407 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5408 int x_screen_space, int y_screen_space, DWORD flags)
5410 TRACE("device %p, x %d, y %d, flags %#x.\n",
5411 device, x_screen_space, y_screen_space, flags);
5413 device->xScreenSpace = x_screen_space;
5414 device->yScreenSpace = y_screen_space;
5416 /* switch to the software cursor if position diverges from the hardware one */
5417 if (device->hardwareCursor)
5419 POINT pt;
5420 GetCursorPos( &pt );
5421 if (x_screen_space != pt.x || y_screen_space != pt.y)
5423 if (device->bCursorVisible) SetCursor( NULL );
5424 DestroyCursor( device->hardwareCursor );
5425 device->hardwareCursor = 0;
5430 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5432 BOOL oldVisible = device->bCursorVisible;
5434 TRACE("device %p, show %#x.\n", device, show);
5437 * When ShowCursor is first called it should make the cursor appear at the OS's last
5438 * known cursor position.
5440 if (show && !oldVisible)
5442 POINT pt;
5443 GetCursorPos(&pt);
5444 device->xScreenSpace = pt.x;
5445 device->yScreenSpace = pt.y;
5448 if (device->hardwareCursor)
5450 device->bCursorVisible = show;
5451 if (show)
5452 SetCursor(device->hardwareCursor);
5453 else
5454 SetCursor(NULL);
5456 else
5458 if (device->cursorTexture)
5459 device->bCursorVisible = show;
5462 return oldVisible;
5465 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5467 struct wined3d_resource *resource, *cursor;
5469 TRACE("device %p.\n", device);
5471 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5473 TRACE("Checking resource %p for eviction.\n", resource);
5475 if (resource->pool == WINED3DPOOL_MANAGED)
5477 TRACE("Evicting %p.\n", resource);
5478 resource->resource_ops->resource_unload(resource);
5482 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5483 device_invalidate_state(device, STATE_STREAMSRC);
5486 static HRESULT updateSurfaceDesc(struct wined3d_surface *surface,
5487 const WINED3DPRESENT_PARAMETERS *pPresentationParameters)
5489 struct wined3d_device *device = surface->resource.device;
5490 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5492 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5493 if (surface->flags & SFLAG_DIBSECTION)
5495 /* Release the DC */
5496 SelectObject(surface->hDC, surface->dib.holdbitmap);
5497 DeleteDC(surface->hDC);
5498 /* Release the DIB section */
5499 DeleteObject(surface->dib.DIBsection);
5500 surface->dib.bitmap_data = NULL;
5501 surface->resource.allocatedMemory = NULL;
5502 surface->flags &= ~SFLAG_DIBSECTION;
5504 surface->resource.width = pPresentationParameters->BackBufferWidth;
5505 surface->resource.height = pPresentationParameters->BackBufferHeight;
5506 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[ARB_TEXTURE_RECTANGLE]
5507 || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
5509 surface->pow2Width = pPresentationParameters->BackBufferWidth;
5510 surface->pow2Height = pPresentationParameters->BackBufferHeight;
5511 } else {
5512 surface->pow2Width = surface->pow2Height = 1;
5513 while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
5514 while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
5517 surface->resource.multisample_type = pPresentationParameters->MultiSampleType;
5518 surface->resource.multisample_quality = pPresentationParameters->MultiSampleQuality;
5520 surface->resource.resource_ops->resource_unload(&surface->resource);
5522 if (surface->pow2Width != pPresentationParameters->BackBufferWidth
5523 || surface->pow2Height != pPresentationParameters->BackBufferHeight)
5525 surface->flags |= SFLAG_NONPOW2;
5527 else
5529 surface->flags &= ~SFLAG_NONPOW2;
5531 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
5532 surface->resource.allocatedMemory = NULL;
5533 surface->resource.heapMemory = NULL;
5534 surface->resource.size = wined3d_surface_get_pitch(surface) * surface->pow2Width;
5536 /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
5537 * to a FBO */
5538 if (!surface_init_sysmem(surface))
5540 return E_OUTOFMEMORY;
5542 return WINED3D_OK;
5545 static BOOL is_display_mode_supported(struct wined3d_device *device, const WINED3DPRESENT_PARAMETERS *pp)
5547 UINT i, count;
5548 WINED3DDISPLAYMODE m;
5549 HRESULT hr;
5551 /* All Windowed modes are supported, as is leaving the current mode */
5552 if(pp->Windowed) return TRUE;
5553 if(!pp->BackBufferWidth) return TRUE;
5554 if(!pp->BackBufferHeight) return TRUE;
5556 count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN);
5557 for (i = 0; i < count; ++i)
5559 memset(&m, 0, sizeof(m));
5560 hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
5561 if (FAILED(hr))
5562 ERR("Failed to enumerate adapter mode.\n");
5563 if (m.Width == pp->BackBufferWidth && m.Height == pp->BackBufferHeight)
5564 /* Mode found, it is supported. */
5565 return TRUE;
5567 /* Mode not found -> not supported */
5568 return FALSE;
5571 /* Do not call while under the GL lock. */
5572 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5574 struct wined3d_resource *resource, *cursor;
5575 const struct wined3d_gl_info *gl_info;
5576 struct wined3d_context *context;
5577 struct wined3d_shader *shader;
5579 context = context_acquire(device, NULL);
5580 gl_info = context->gl_info;
5582 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5584 TRACE("Unloading resource %p.\n", resource);
5586 resource->resource_ops->resource_unload(resource);
5589 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5591 device->shader_backend->shader_destroy(shader);
5594 ENTER_GL();
5595 if (device->depth_blt_texture)
5597 glDeleteTextures(1, &device->depth_blt_texture);
5598 device->depth_blt_texture = 0;
5600 if (device->cursorTexture)
5602 glDeleteTextures(1, &device->cursorTexture);
5603 device->cursorTexture = 0;
5605 LEAVE_GL();
5607 device->blitter->free_private(device);
5608 device->frag_pipe->free_private(device);
5609 device->shader_backend->shader_free_private(device);
5610 destroy_dummy_textures(device, gl_info);
5612 context_release(context);
5614 while (device->context_count)
5616 swapchain_destroy_contexts(device->contexts[0]->swapchain);
5619 HeapFree(GetProcessHeap(), 0, swapchain->context);
5620 swapchain->context = NULL;
5623 /* Do not call while under the GL lock. */
5624 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5626 struct wined3d_context *context;
5627 struct wined3d_surface *target;
5628 HRESULT hr;
5630 /* Recreate the primary swapchain's context */
5631 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5632 if (!swapchain->context)
5634 ERR("Failed to allocate memory for swapchain context array.\n");
5635 return E_OUTOFMEMORY;
5638 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5639 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5641 WARN("Failed to create context.\n");
5642 HeapFree(GetProcessHeap(), 0, swapchain->context);
5643 return E_FAIL;
5646 swapchain->context[0] = context;
5647 swapchain->num_contexts = 1;
5648 create_dummy_textures(device, context);
5649 context_release(context);
5651 hr = device->shader_backend->shader_alloc_private(device);
5652 if (FAILED(hr))
5654 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5655 goto err;
5658 hr = device->frag_pipe->alloc_private(device);
5659 if (FAILED(hr))
5661 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5662 device->shader_backend->shader_free_private(device);
5663 goto err;
5666 hr = device->blitter->alloc_private(device);
5667 if (FAILED(hr))
5669 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5670 device->frag_pipe->free_private(device);
5671 device->shader_backend->shader_free_private(device);
5672 goto err;
5675 return WINED3D_OK;
5677 err:
5678 context_acquire(device, NULL);
5679 destroy_dummy_textures(device, context->gl_info);
5680 context_release(context);
5681 context_destroy(device, context);
5682 HeapFree(GetProcessHeap(), 0, swapchain->context);
5683 swapchain->num_contexts = 0;
5684 return hr;
5687 /* Do not call while under the GL lock. */
5688 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5689 WINED3DPRESENT_PARAMETERS *present_parameters,
5690 wined3d_device_reset_cb callback)
5692 struct wined3d_resource *resource, *cursor;
5693 struct wined3d_swapchain *swapchain;
5694 BOOL DisplayModeChanged = FALSE;
5695 BOOL update_desc = FALSE;
5696 WINED3DDISPLAYMODE mode;
5697 unsigned int i;
5698 HRESULT hr;
5700 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
5702 wined3d_device_set_index_buffer(device, NULL, WINED3DFMT_UNKNOWN);
5703 for (i = 0; i < MAX_STREAMS; ++i)
5705 wined3d_device_set_stream_source(device, i, NULL, 0, 0);
5707 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5709 wined3d_device_set_texture(device, i, NULL);
5711 if (device->onscreen_depth_stencil)
5713 wined3d_surface_decref(device->onscreen_depth_stencil);
5714 device->onscreen_depth_stencil = NULL;
5717 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5719 TRACE("Enumerating resource %p.\n", resource);
5720 if (FAILED(hr = callback(resource)))
5721 return hr;
5724 hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5725 if (FAILED(hr))
5727 ERR("Failed to get the first implicit swapchain\n");
5728 return hr;
5731 if (!is_display_mode_supported(device, present_parameters))
5733 WARN("Rejecting Reset() call because the requested display mode is not supported\n");
5734 WARN("Requested mode: %d, %d.\n",
5735 present_parameters->BackBufferWidth,
5736 present_parameters->BackBufferHeight);
5737 wined3d_swapchain_decref(swapchain);
5738 return WINED3DERR_INVALIDCALL;
5741 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5742 * on an existing gl context, so there's no real need for recreation.
5744 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5746 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5748 TRACE("New params:\n");
5749 TRACE("BackBufferWidth = %d\n", present_parameters->BackBufferWidth);
5750 TRACE("BackBufferHeight = %d\n", present_parameters->BackBufferHeight);
5751 TRACE("BackBufferFormat = %s\n", debug_d3dformat(present_parameters->BackBufferFormat));
5752 TRACE("BackBufferCount = %d\n", present_parameters->BackBufferCount);
5753 TRACE("MultiSampleType = %d\n", present_parameters->MultiSampleType);
5754 TRACE("MultiSampleQuality = %d\n", present_parameters->MultiSampleQuality);
5755 TRACE("SwapEffect = %d\n", present_parameters->SwapEffect);
5756 TRACE("hDeviceWindow = %p\n", present_parameters->hDeviceWindow);
5757 TRACE("Windowed = %s\n", present_parameters->Windowed ? "true" : "false");
5758 TRACE("EnableAutoDepthStencil = %s\n", present_parameters->EnableAutoDepthStencil ? "true" : "false");
5759 TRACE("Flags = %08x\n", present_parameters->Flags);
5760 TRACE("FullScreen_RefreshRateInHz = %d\n", present_parameters->FullScreen_RefreshRateInHz);
5761 TRACE("PresentationInterval = %d\n", present_parameters->PresentationInterval);
5763 /* No special treatment of these parameters. Just store them */
5764 swapchain->presentParms.SwapEffect = present_parameters->SwapEffect;
5765 swapchain->presentParms.Flags = present_parameters->Flags;
5766 swapchain->presentParms.PresentationInterval = present_parameters->PresentationInterval;
5767 swapchain->presentParms.FullScreen_RefreshRateInHz = present_parameters->FullScreen_RefreshRateInHz;
5769 /* What to do about these? */
5770 if (present_parameters->BackBufferCount
5771 && present_parameters->BackBufferCount != swapchain->presentParms.BackBufferCount)
5772 FIXME("Cannot change the back buffer count yet.\n");
5774 if (present_parameters->BackBufferFormat != WINED3DFMT_UNKNOWN
5775 && present_parameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat)
5776 FIXME("Cannot change the back buffer format yet.\n");
5778 if (present_parameters->hDeviceWindow
5779 && present_parameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow)
5780 FIXME("Cannot change the device window yet.\n");
5782 if (present_parameters->EnableAutoDepthStencil && !device->auto_depth_stencil)
5784 HRESULT hrc;
5786 TRACE("Creating the depth stencil buffer\n");
5788 hrc = device->device_parent->ops->create_depth_stencil(device->device_parent,
5789 present_parameters->BackBufferWidth,
5790 present_parameters->BackBufferHeight,
5791 present_parameters->AutoDepthStencilFormat,
5792 present_parameters->MultiSampleType,
5793 present_parameters->MultiSampleQuality,
5794 FALSE,
5795 &device->auto_depth_stencil);
5796 if (FAILED(hrc))
5798 ERR("Failed to create the depth stencil buffer.\n");
5799 wined3d_swapchain_decref(swapchain);
5800 return WINED3DERR_INVALIDCALL;
5804 if (device->onscreen_depth_stencil)
5806 wined3d_surface_decref(device->onscreen_depth_stencil);
5807 device->onscreen_depth_stencil = NULL;
5810 /* Reset the depth stencil */
5811 if (present_parameters->EnableAutoDepthStencil)
5812 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5813 else
5814 wined3d_device_set_depth_stencil(device, NULL);
5816 TRACE("Resetting stateblock\n");
5817 wined3d_stateblock_decref(device->updateStateBlock);
5818 wined3d_stateblock_decref(device->stateBlock);
5820 if (present_parameters->Windowed)
5822 mode.Width = swapchain->orig_width;
5823 mode.Height = swapchain->orig_height;
5824 mode.RefreshRate = 0;
5825 mode.Format = swapchain->presentParms.BackBufferFormat;
5827 else
5829 mode.Width = present_parameters->BackBufferWidth;
5830 mode.Height = present_parameters->BackBufferHeight;
5831 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
5832 mode.Format = swapchain->presentParms.BackBufferFormat;
5835 /* Should Width == 800 && Height == 0 set 800x600? */
5836 if (present_parameters->BackBufferWidth && present_parameters->BackBufferHeight
5837 && (present_parameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth
5838 || present_parameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
5840 if (!present_parameters->Windowed)
5841 DisplayModeChanged = TRUE;
5843 swapchain->presentParms.BackBufferWidth = present_parameters->BackBufferWidth;
5844 swapchain->presentParms.BackBufferHeight = present_parameters->BackBufferHeight;
5845 update_desc = TRUE;
5848 if (present_parameters->MultiSampleType != swapchain->presentParms.MultiSampleType
5849 || present_parameters->MultiSampleQuality != swapchain->presentParms.MultiSampleQuality)
5851 swapchain->presentParms.MultiSampleType = present_parameters->MultiSampleType;
5852 swapchain->presentParms.MultiSampleQuality = present_parameters->MultiSampleQuality;
5853 update_desc = TRUE;
5856 if (update_desc)
5858 UINT i;
5860 hr = updateSurfaceDesc(swapchain->front_buffer, &swapchain->presentParms);
5861 if (FAILED(hr))
5863 wined3d_swapchain_decref(swapchain);
5864 return hr;
5867 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
5869 hr = updateSurfaceDesc(swapchain->back_buffers[i], &swapchain->presentParms);
5870 if (FAILED(hr))
5872 wined3d_swapchain_decref(swapchain);
5873 return hr;
5876 if (device->auto_depth_stencil)
5878 hr = updateSurfaceDesc(device->auto_depth_stencil, &swapchain->presentParms);
5879 if (FAILED(hr))
5881 wined3d_swapchain_decref(swapchain);
5882 return hr;
5887 delete_opengl_contexts(device, swapchain);
5889 if (!present_parameters->Windowed != !swapchain->presentParms.Windowed
5890 || DisplayModeChanged)
5892 wined3d_device_set_display_mode(device, 0, &mode);
5894 if (!present_parameters->Windowed)
5896 if (swapchain->presentParms.Windowed)
5898 HWND focus_window = device->createParms.hFocusWindow;
5899 if (!focus_window)
5900 focus_window = present_parameters->hDeviceWindow;
5901 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5903 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5904 wined3d_swapchain_decref(swapchain);
5905 return hr;
5908 /* switch from windowed to fs */
5909 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5910 present_parameters->BackBufferWidth,
5911 present_parameters->BackBufferHeight);
5913 else
5915 /* Fullscreen -> fullscreen mode change */
5916 MoveWindow(swapchain->device_window, 0, 0,
5917 present_parameters->BackBufferWidth, present_parameters->BackBufferHeight,
5918 TRUE);
5921 else if (!swapchain->presentParms.Windowed)
5923 /* Fullscreen -> windowed switch */
5924 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5925 wined3d_device_release_focus_window(device);
5927 swapchain->presentParms.Windowed = present_parameters->Windowed;
5929 else if (!present_parameters->Windowed)
5931 DWORD style = device->style;
5932 DWORD exStyle = device->exStyle;
5933 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5934 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5935 * Reset to clear up their mess. Guild Wars also loses the device during that.
5937 device->style = 0;
5938 device->exStyle = 0;
5939 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5940 present_parameters->BackBufferWidth,
5941 present_parameters->BackBufferHeight);
5942 device->style = style;
5943 device->exStyle = exStyle;
5946 /* Note: No parent needed for initial internal stateblock */
5947 hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
5948 if (FAILED(hr))
5949 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5950 else
5951 TRACE("Created stateblock %p.\n", device->stateBlock);
5952 device->updateStateBlock = device->stateBlock;
5953 wined3d_stateblock_incref(device->updateStateBlock);
5955 stateblock_init_default_state(device->stateBlock);
5957 swapchain_update_render_to_fbo(swapchain);
5958 swapchain_update_draw_bindings(swapchain);
5960 hr = create_primary_opengl_context(device, swapchain);
5961 wined3d_swapchain_decref(swapchain);
5963 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5964 * first use
5966 return hr;
5969 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5971 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5973 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5975 return WINED3D_OK;
5979 HRESULT CDECL wined3d_device_get_creation_parameters(struct wined3d_device *device,
5980 WINED3DDEVICE_CREATION_PARAMETERS *parameters)
5982 TRACE("device %p, parameters %p.\n", device, parameters);
5984 *parameters = device->createParms;
5985 return WINED3D_OK;
5988 void CDECL wined3d_device_set_gamma_ramp(struct wined3d_device *device,
5989 UINT swapchain_idx, DWORD flags, const WINED3DGAMMARAMP *ramp)
5991 struct wined3d_swapchain *swapchain;
5993 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5994 device, swapchain_idx, flags, ramp);
5996 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5998 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5999 wined3d_swapchain_decref(swapchain);
6003 void CDECL wined3d_device_get_gamma_ramp(struct wined3d_device *device, UINT swapchain_idx, WINED3DGAMMARAMP *ramp)
6005 struct wined3d_swapchain *swapchain;
6007 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
6008 device, swapchain_idx, ramp);
6010 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
6012 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
6013 wined3d_swapchain_decref(swapchain);
6017 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
6019 TRACE("device %p, resource %p.\n", device, resource);
6021 list_add_head(&device->resources, &resource->resource_list_entry);
6024 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
6026 TRACE("device %p, resource %p.\n", device, resource);
6028 list_remove(&resource->resource_list_entry);
6031 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
6033 WINED3DRESOURCETYPE type = resource->resourceType;
6034 unsigned int i;
6036 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
6038 context_resource_released(device, resource, type);
6040 switch (type)
6042 case WINED3DRTYPE_SURFACE:
6044 struct wined3d_surface *surface = surface_from_resource(resource);
6046 if (!device->d3d_initialized) break;
6048 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
6050 if (device->fb.render_targets[i] == surface)
6052 ERR("Surface %p is still in use as render target %u.\n", surface, i);
6053 device->fb.render_targets[i] = NULL;
6057 if (device->fb.depth_stencil == surface)
6059 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
6060 device->fb.depth_stencil = NULL;
6063 break;
6065 case WINED3DRTYPE_TEXTURE:
6066 case WINED3DRTYPE_CUBETEXTURE:
6067 case WINED3DRTYPE_VOLUMETEXTURE:
6068 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
6070 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
6072 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
6074 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
6075 texture, device->stateBlock, i);
6076 device->stateBlock->state.textures[i] = NULL;
6079 if (device->updateStateBlock != device->stateBlock
6080 && device->updateStateBlock->state.textures[i] == texture)
6082 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
6083 texture, device->updateStateBlock, i);
6084 device->updateStateBlock->state.textures[i] = NULL;
6087 break;
6089 case WINED3DRTYPE_BUFFER:
6091 struct wined3d_buffer *buffer = buffer_from_resource(resource);
6093 for (i = 0; i < MAX_STREAMS; ++i)
6095 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
6097 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
6098 buffer, device->stateBlock, i);
6099 device->stateBlock->state.streams[i].buffer = NULL;
6102 if (device->updateStateBlock != device->stateBlock
6103 && device->updateStateBlock->state.streams[i].buffer == buffer)
6105 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
6106 buffer, device->updateStateBlock, i);
6107 device->updateStateBlock->state.streams[i].buffer = NULL;
6112 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
6114 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
6115 buffer, device->stateBlock);
6116 device->stateBlock->state.index_buffer = NULL;
6119 if (device->updateStateBlock != device->stateBlock
6120 && device->updateStateBlock->state.index_buffer == buffer)
6122 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
6123 buffer, device->updateStateBlock);
6124 device->updateStateBlock->state.index_buffer = NULL;
6127 break;
6129 default:
6130 break;
6133 /* Remove the resource from the resourceStore */
6134 device_resource_remove(device, resource);
6136 TRACE("Resource released.\n");
6139 HRESULT CDECL wined3d_device_get_surface_from_dc(struct wined3d_device *device,
6140 HDC dc, struct wined3d_surface **surface)
6142 struct wined3d_resource *resource;
6144 TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
6146 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
6148 if (resource->resourceType == WINED3DRTYPE_SURFACE)
6150 struct wined3d_surface *s = surface_from_resource(resource);
6152 if (s->hDC == dc)
6154 TRACE("Found surface %p for dc %p.\n", s, dc);
6155 *surface = s;
6156 return WINED3D_OK;
6161 return WINED3DERR_INVALIDCALL;
6164 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
6165 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
6166 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
6168 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
6169 const struct fragment_pipeline *fragment_pipeline;
6170 struct shader_caps shader_caps;
6171 struct fragment_caps ffp_caps;
6172 WINED3DDISPLAYMODE mode;
6173 unsigned int i;
6174 HRESULT hr;
6176 device->ref = 1;
6177 device->wined3d = wined3d;
6178 wined3d_incref(device->wined3d);
6179 device->adapter = wined3d->adapter_count ? adapter : NULL;
6180 device->device_parent = device_parent;
6181 list_init(&device->resources);
6182 list_init(&device->shaders);
6183 device->surface_alignment = surface_alignment;
6185 /* Get the initial screen setup for ddraw. */
6186 hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
6187 if (FAILED(hr))
6189 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
6190 wined3d_decref(device->wined3d);
6191 return hr;
6193 device->ddraw_width = mode.Width;
6194 device->ddraw_height = mode.Height;
6195 device->ddraw_format = mode.Format;
6197 /* Save the creation parameters. */
6198 device->createParms.AdapterOrdinal = adapter_idx;
6199 device->createParms.DeviceType = device_type;
6200 device->createParms.hFocusWindow = focus_window;
6201 device->createParms.BehaviorFlags = flags;
6203 device->devType = device_type;
6204 for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
6206 select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
6207 device->shader_backend = adapter->shader_backend;
6209 if (device->shader_backend)
6211 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
6212 device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
6213 device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
6214 device->vs_clipping = shader_caps.VSClipping;
6216 fragment_pipeline = adapter->fragment_pipe;
6217 device->frag_pipe = fragment_pipeline;
6218 if (fragment_pipeline)
6220 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
6221 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
6223 hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
6224 ffp_vertexstate_template, fragment_pipeline, misc_state_template);
6225 if (FAILED(hr))
6227 ERR("Failed to compile state table, hr %#x.\n", hr);
6228 wined3d_decref(device->wined3d);
6229 return hr;
6232 device->blitter = adapter->blitter;
6234 return WINED3D_OK;
6238 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
6240 DWORD rep = device->StateTable[state].representative;
6241 struct wined3d_context *context;
6242 DWORD idx;
6243 BYTE shift;
6244 UINT i;
6246 for (i = 0; i < device->context_count; ++i)
6248 context = device->contexts[i];
6249 if(isStateDirty(context, rep)) continue;
6251 context->dirtyArray[context->numDirtyEntries++] = rep;
6252 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
6253 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
6254 context->isStateDirty[idx] |= (1 << shift);
6258 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
6260 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
6261 *width = context->current_rt->pow2Width;
6262 *height = context->current_rt->pow2Height;
6265 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
6267 const struct wined3d_swapchain *swapchain = context->swapchain;
6268 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
6269 * current context's drawable, which is the size of the back buffer of the swapchain
6270 * the active context belongs to. */
6271 *width = swapchain->presentParms.BackBufferWidth;
6272 *height = swapchain->presentParms.BackBufferHeight;
6275 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
6276 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
6278 if (device->filter_messages)
6280 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
6281 window, message, wparam, lparam);
6282 if (unicode)
6283 return DefWindowProcW(window, message, wparam, lparam);
6284 else
6285 return DefWindowProcA(window, message, wparam, lparam);
6288 if (message == WM_DESTROY)
6290 TRACE("unregister window %p.\n", window);
6291 wined3d_unregister_window(window);
6293 if (device->focus_window == window) device->focus_window = NULL;
6294 else ERR("Window %p is not the focus window for device %p.\n", window, device);
6297 if (unicode)
6298 return CallWindowProcW(proc, window, message, wparam, lparam);
6299 else
6300 return CallWindowProcA(proc, window, message, wparam, lparam);