wined3d: Move WINED3DRS_NORMALDEGREE to the state table.
[wine/wine-gecko.git] / dlls / wined3d / device.c
blob359303610fb9ad16e63a9d3c9054f893597f26cb
1 /*
2 * IWineD3DDevice implementation
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Stefan Dösinger for CodeWeavers
10 * Copyright 2006 Henri Verbeet
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);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
36 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
38 /* Define the default light parameters as specified by MSDN */
39 const WINED3DLIGHT WINED3D_default_light = {
41 WINED3DLIGHT_DIRECTIONAL, /* Type */
42 { 1.0, 1.0, 1.0, 0.0 }, /* Diffuse r,g,b,a */
43 { 0.0, 0.0, 0.0, 0.0 }, /* Specular r,g,b,a */
44 { 0.0, 0.0, 0.0, 0.0 }, /* Ambient r,g,b,a, */
45 { 0.0, 0.0, 0.0 }, /* Position x,y,z */
46 { 0.0, 0.0, 1.0 }, /* Direction x,y,z */
47 0.0, /* Range */
48 0.0, /* Falloff */
49 0.0, 0.0, 0.0, /* Attenuation 0,1,2 */
50 0.0, /* Theta */
51 0.0 /* Phi */
54 /* x11drv GDI escapes */
55 #define X11DRV_ESCAPE 6789
56 enum x11drv_escape_codes
58 X11DRV_GET_DISPLAY, /* get X11 display for a DC */
59 X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
60 X11DRV_GET_FONT, /* get current X font for a DC */
63 /* retrieve the X display to use on a given DC */
64 inline static Display *get_display( HDC hdc )
66 Display *display;
67 enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
69 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
70 sizeof(display), (LPSTR)&display )) display = NULL;
71 return display;
74 /* allocate one pbuffer per surface */
75 BOOL pbuffer_per_surface = FALSE;
77 /* static function declarations */
78 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
80 static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type);
82 static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil);
84 /* helper macros */
85 #define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;}
87 #define D3DCREATEOBJECTINSTANCE(object, type) { \
88 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
89 D3DMEMCHECK(object, pp##type); \
90 object->lpVtbl = &IWineD3D##type##_Vtbl; \
91 object->wineD3DDevice = This; \
92 object->parent = parent; \
93 object->ref = 1; \
94 *pp##type = (IWineD3D##type *) object; \
97 #define D3DCREATESHADEROBJECTINSTANCE(object, type) { \
98 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
99 D3DMEMCHECK(object, pp##type); \
100 object->lpVtbl = &IWineD3D##type##_Vtbl; \
101 object->parent = parent; \
102 object->ref = 1; \
103 object->baseShader.device = (IWineD3DDevice*) This; \
104 *pp##type = (IWineD3D##type *) object; \
107 #define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
108 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
109 D3DMEMCHECK(object, pp##type); \
110 object->lpVtbl = &IWineD3D##type##_Vtbl; \
111 object->resource.wineD3DDevice = This; \
112 object->resource.parent = parent; \
113 object->resource.resourceType = d3dtype; \
114 object->resource.ref = 1; \
115 object->resource.pool = Pool; \
116 object->resource.format = Format; \
117 object->resource.usage = Usage; \
118 object->resource.size = _size; \
119 /* Check that we have enough video ram left */ \
120 if (Pool == WINED3DPOOL_DEFAULT) { \
121 if (IWineD3DDevice_GetAvailableTextureMem(iface) <= _size) { \
122 WARN("Out of 'bogus' video memory\n"); \
123 HeapFree(GetProcessHeap(), 0, object); \
124 *pp##type = NULL; \
125 return WINED3DERR_OUTOFVIDEOMEMORY; \
127 globalChangeGlRam(_size); \
129 object->resource.allocatedMemory = (0 == _size ? NULL : Pool == WINED3DPOOL_DEFAULT ? NULL : HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, _size)); \
130 if (object->resource.allocatedMemory == NULL && _size != 0 && Pool != WINED3DPOOL_DEFAULT) { \
131 FIXME("Out of memory!\n"); \
132 HeapFree(GetProcessHeap(), 0, object); \
133 *pp##type = NULL; \
134 return WINED3DERR_OUTOFVIDEOMEMORY; \
136 *pp##type = (IWineD3D##type *) object; \
137 IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object) ;\
138 TRACE("(%p) : Created resource %p\n", This, object); \
141 #define D3DINITIALIZEBASETEXTURE(_basetexture) { \
142 _basetexture.levels = Levels; \
143 _basetexture.filterType = (Usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE; \
144 _basetexture.LOD = 0; \
145 _basetexture.dirty = TRUE; \
148 /**********************************************************
149 * Global variable / Constants follow
150 **********************************************************/
151 const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
153 /**********************************************************
154 * Utility functions follow
155 **********************************************************/
156 /* Convert the WINED3DLIGHT properties into equivalent gl lights */
157 static void setup_light(IWineD3DDevice *iface, LONG Index, PLIGHTINFOEL *lightInfo) {
159 float quad_att;
160 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
161 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
163 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
164 glMatrixMode(GL_MODELVIEW);
165 glPushMatrix();
166 glLoadMatrixf((float *)&This->stateBlock->transforms[WINED3DTS_VIEW].u.m[0][0]);
168 /* Diffuse: */
169 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
170 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
171 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
172 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
173 glLightfv(GL_LIGHT0+Index, GL_DIFFUSE, colRGBA);
174 checkGLcall("glLightfv");
176 /* Specular */
177 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
178 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
179 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
180 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
181 glLightfv(GL_LIGHT0+Index, GL_SPECULAR, colRGBA);
182 checkGLcall("glLightfv");
184 /* Ambient */
185 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
186 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
187 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
188 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
189 glLightfv(GL_LIGHT0+Index, GL_AMBIENT, colRGBA);
190 checkGLcall("glLightfv");
192 /* Attenuation - Are these right? guessing... */
193 glLightf(GL_LIGHT0+Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
194 checkGLcall("glLightf");
195 glLightf(GL_LIGHT0+Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
196 checkGLcall("glLightf");
198 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
199 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
200 } else {
201 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
204 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
205 glLightf(GL_LIGHT0+Index, GL_QUADRATIC_ATTENUATION, quad_att);
206 checkGLcall("glLightf");
208 switch (lightInfo->OriginalParms.Type) {
209 case WINED3DLIGHT_POINT:
210 /* Position */
211 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
212 checkGLcall("glLightfv");
213 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
214 checkGLcall("glLightf");
215 /* FIXME: Range */
216 break;
218 case WINED3DLIGHT_SPOT:
219 /* Position */
220 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
221 checkGLcall("glLightfv");
222 /* Direction */
223 glLightfv(GL_LIGHT0+Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
224 checkGLcall("glLightfv");
225 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
226 checkGLcall("glLightf");
227 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
228 checkGLcall("glLightf");
229 /* FIXME: Range */
230 break;
232 case WINED3DLIGHT_DIRECTIONAL:
233 /* Direction */
234 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
235 checkGLcall("glLightfv");
236 glLightf(GL_LIGHT0+Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
237 checkGLcall("glLightf");
238 glLightf(GL_LIGHT0+Index, GL_SPOT_EXPONENT, 0.0f);
239 checkGLcall("glLightf");
240 break;
242 default:
243 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
246 /* Restore the modelview matrix */
247 glPopMatrix();
250 /**********************************************************
251 * GLSL helper functions follow
252 **********************************************************/
254 /** Attach a GLSL pixel or vertex shader object to the shader program */
255 static void attach_glsl_shader(IWineD3DDevice *iface, IWineD3DBaseShader* shader) {
257 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
258 GLhandleARB shaderObj = ((IWineD3DBaseShaderImpl*)shader)->baseShader.prgId;
259 if (This->stateBlock->glsl_program && shaderObj != 0) {
260 TRACE_(d3d_shader)("Attaching GLSL shader object %u to program %u\n", shaderObj, This->stateBlock->glsl_program->programId);
261 GL_EXTCALL(glAttachObjectARB(This->stateBlock->glsl_program->programId, shaderObj));
262 checkGLcall("glAttachObjectARB");
266 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
267 * It sets the programId on the current StateBlock (because it should be called
268 * inside of the DrawPrimitive() part of the render loop).
270 * If a program for the given combination does not exist, create one, and store
271 * the program in the list. If it creates a program, it will link the given
272 * objects, too.
274 * We keep the shader programs around on a list because linking
275 * shader objects together is an expensive operation. It's much
276 * faster to loop through a list of pre-compiled & linked programs
277 * each time that the application sets a new pixel or vertex shader
278 * than it is to re-link them together at that time.
280 * The list will be deleted in IWineD3DDevice::Release().
282 void set_glsl_shader_program(IWineD3DDevice *iface) {
284 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
285 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
286 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
287 struct glsl_shader_prog_link *curLink = NULL;
288 struct glsl_shader_prog_link *newLink = NULL;
289 struct list *ptr = NULL;
290 GLhandleARB programId = 0;
291 int i;
292 char glsl_name[8];
294 ptr = list_head( &This->glsl_shader_progs );
295 while (ptr) {
296 /* At least one program exists - see if it matches our ps/vs combination */
297 curLink = LIST_ENTRY( ptr, struct glsl_shader_prog_link, entry );
298 if (vshader == curLink->vertexShader && pshader == curLink->pixelShader) {
299 /* Existing Program found, use it */
300 TRACE_(d3d_shader)("Found existing program (%u) for this vertex/pixel shader combination\n",
301 curLink->programId);
302 This->stateBlock->glsl_program = curLink;
303 return;
305 /* This isn't the entry we need - try the next one */
306 ptr = list_next( &This->glsl_shader_progs, ptr );
309 /* If we get to this point, then no matching program exists, so we create one */
310 programId = GL_EXTCALL(glCreateProgramObjectARB());
311 TRACE_(d3d_shader)("Created new GLSL shader program %u\n", programId);
313 /* Allocate a new link for the list of programs */
314 newLink = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
315 newLink->programId = programId;
316 This->stateBlock->glsl_program = newLink;
318 /* Attach GLSL vshader */
319 if (NULL != vshader && This->vs_selected_mode == SHADER_GLSL) {
320 int i;
321 int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
322 char tmp_name[10];
324 TRACE("Attaching vertex shader to GLSL program\n");
325 attach_glsl_shader(iface, (IWineD3DBaseShader*)vshader);
327 /* Bind vertex attributes to a corresponding index number to match
328 * the same index numbers as ARB_vertex_programs (makes loading
329 * vertex attributes simpler). With this method, we can use the
330 * exact same code to load the attributes later for both ARB and
331 * GLSL shaders.
333 * We have to do this here because we need to know the Program ID
334 * in order to make the bindings work, and it has to be done prior
335 * to linking the GLSL program. */
336 for (i = 0; i < max_attribs; ++i) {
337 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
338 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
340 checkGLcall("glBindAttribLocationARB");
341 newLink->vertexShader = vshader;
344 /* Attach GLSL pshader */
345 if (NULL != pshader && This->ps_selected_mode == SHADER_GLSL) {
346 TRACE("Attaching pixel shader to GLSL program\n");
347 attach_glsl_shader(iface, (IWineD3DBaseShader*)pshader);
348 newLink->pixelShader = pshader;
351 /* Link the program */
352 TRACE_(d3d_shader)("Linking GLSL shader program %u\n", programId);
353 GL_EXTCALL(glLinkProgramARB(programId));
354 print_glsl_info_log(&GLINFO_LOCATION, programId);
355 list_add_head( &This->glsl_shader_progs, &newLink->entry);
357 newLink->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
358 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
359 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
360 newLink->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
362 newLink->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
363 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
364 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
365 newLink->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
368 return;
371 /** Detach the GLSL pixel or vertex shader object from the shader program */
372 static void detach_glsl_shader(IWineD3DDevice *iface, GLhandleARB shaderObj, GLhandleARB programId) {
374 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
376 if (shaderObj != 0 && programId != 0) {
377 TRACE_(d3d_shader)("Detaching GLSL shader object %u from program %u\n", shaderObj, programId);
378 GL_EXTCALL(glDetachObjectARB(programId, shaderObj));
379 checkGLcall("glDetachObjectARB");
383 /** Delete a GLSL shader program */
384 static void delete_glsl_shader_program(IWineD3DDevice *iface, GLhandleARB obj) {
386 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
388 if (obj != 0) {
389 TRACE_(d3d_shader)("Deleting GLSL shader program %u\n", obj);
390 GL_EXTCALL(glDeleteObjectARB(obj));
391 checkGLcall("glDeleteObjectARB");
395 /** Delete the list of linked programs this shader is associated with.
396 * Also at this point, check to see if there are any objects left attached
397 * to each GLSL program. If not, delete the GLSL program object.
398 * This will be run when a device is released. */
399 static void delete_glsl_shader_list(IWineD3DDevice* iface) {
401 struct list *ptr = NULL;
402 struct glsl_shader_prog_link *curLink = NULL;
403 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
405 int numAttached = 0;
406 int i;
407 GLhandleARB objList[2]; /* There should never be more than 2 objects attached
408 (one pixel shader and one vertex shader at most) */
410 ptr = list_head( &This->glsl_shader_progs );
411 while (ptr) {
412 /* First, get the current item,
413 * save the link to the next pointer,
414 * detach and delete shader objects,
415 * then de-allocate the list item's memory */
416 curLink = LIST_ENTRY( ptr, struct glsl_shader_prog_link, entry );
417 ptr = list_next( &This->glsl_shader_progs, ptr );
419 /* See if this object is still attached to the program - it may have been detached already */
420 GL_EXTCALL(glGetAttachedObjectsARB(curLink->programId, 2, &numAttached, objList));
421 TRACE_(d3d_shader)("%i GLSL objects are currently attached to program %u\n", numAttached, curLink->programId);
422 for (i = 0; i < numAttached; i++) {
423 detach_glsl_shader(iface, objList[i], curLink->programId);
426 delete_glsl_shader_program(iface, curLink->programId);
428 /* Free the uniform locations */
429 HeapFree(GetProcessHeap(), 0, curLink->vuniformF_locations);
430 HeapFree(GetProcessHeap(), 0, curLink->puniformF_locations);
432 /* Free the memory for this list item */
433 HeapFree(GetProcessHeap(), 0, curLink);
438 /* Apply the current values to the specified texture stage */
439 static void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, DWORD Sampler, DWORD texture_idx, DWORD Flags) {
440 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
441 float col[4];
443 union {
444 float f;
445 DWORD d;
446 } tmpvalue;
448 /* In addition, IDirect3DDevice9::SetSamplerState will now be used for filtering, tiling,
449 clamping, MIPLOD, etc. This will work for up to 16 samplers.
452 if (Sampler >= GL_LIMITS(sampler_stages)) {
453 FIXME("Trying to set the state of more samplers %d than are supported %d by this openGL implementation\n", Sampler, GL_LIMITS(sampler_stages));
454 return;
456 VTRACE(("Activating appropriate texture state %d\n", Sampler));
457 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
458 ENTER_GL();
459 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
460 checkGLcall("glActiveTextureARB");
461 LEAVE_GL();
462 /* Could we use bindTexture and then apply the states instead of GLACTIVETEXTURE */
463 } else if (Sampler > 0) {
464 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
465 return;
468 /* TODO: change this to a lookup table
469 LOOKUP_TEXTURE_STATES lists all texture states that should be applied.
470 LOOKUP_CONTEXT_SATES list all context applicable states that can be applied
471 etc.... it's a lot cleaner, quicker and possibly easier to maintain than running a switch and setting a skip flag...
472 especially when there are a number of groups of states. */
474 TRACE("-----------------------> Updating the texture at Sampler %d to have new texture state information\n", Sampler);
476 /* The list of states not to apply is a big as the list of states to apply, so it makes sense to produce an inclusive list */
477 #define APPLY_STATE(_state) IWineD3DDeviceImpl_ApplyTextureUnitState(iface, Sampler, _state)
478 /* these are the only two supported states that need to be applied */
479 APPLY_STATE(WINED3DTSS_TEXCOORDINDEX);
480 APPLY_STATE(WINED3DTSS_TEXTURETRANSFORMFLAGS);
481 #if 0 /* not supported at the moment */
482 APPLY_STATE(WINED3DTSS_BUMPENVMAT00);
483 APPLY_STATE(WINED3DTSS_BUMPENVMAT01);
484 APPLY_STATE(WINED3DTSS_BUMPENVMAT10);
485 APPLY_STATE(WINED3DTSS_BUMPENVMAT11);
486 APPLY_STATE(WINED3DTSS_BUMPENVLSCALE);
487 APPLY_STATE(WINED3DTSS_BUMPENVLOFFSET);
488 APPLY_STATE(WINED3DTSS_RESULTARG);
489 APPLY_STATE(WINED3DTSS_CONSTANT);
490 #endif
491 /* a quick sanity check in case someone forgot to update this function */
492 if (WINED3D_HIGHEST_TEXTURE_STATE > WINED3DTSS_CONSTANT) {
493 FIXME("(%p) : There are more texture states than expected, update device.c to match\n", This);
495 #undef APPLY_STATE
497 /* apply any sampler states that always need applying */
498 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
499 tmpvalue.d = This->stateBlock->samplerState[Sampler][WINED3DSAMP_MIPMAPLODBIAS];
500 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
501 GL_TEXTURE_LOD_BIAS_EXT,
502 tmpvalue.f);
503 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
506 D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
507 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
508 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
510 /* TODO: NV_POINT_SPRITE */
511 if (GL_SUPPORT(ARB_POINT_SPRITE)) {
512 if (This->stateBlock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
513 /* Doesn't work with GL_POINT_SMOOTH on on my ATI 9600, but then ATI drivers are buggered! */
514 glDisable(GL_POINT_SMOOTH);
516 /* Centre the texture on the vertex */
517 VTRACE(("glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n"));
518 glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
520 VTRACE(("glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n"));
521 glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
522 checkGLcall("glTexEnvf(...)");
523 VTRACE(("glEnable( GL_POINT_SPRITE_ARB )\n"));
524 glEnable( GL_POINT_SPRITE_ARB );
525 checkGLcall("glEnable(...)");
526 } else {
527 VTRACE(("glDisable( GL_POINT_SPRITE_ARB )\n"));
528 glDisable( GL_POINT_SPRITE_ARB );
529 checkGLcall("glEnable(...)");
533 TRACE("-----------------------> Updated the texture at Sampler %d to have new texture state information\n", Sampler);
536 /**********************************************************
537 * IUnknown parts follows
538 **********************************************************/
540 static HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
542 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
544 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
545 if (IsEqualGUID(riid, &IID_IUnknown)
546 || IsEqualGUID(riid, &IID_IWineD3DBase)
547 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
548 IUnknown_AddRef(iface);
549 *ppobj = This;
550 return S_OK;
552 *ppobj = NULL;
553 return E_NOINTERFACE;
556 static ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
557 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
558 ULONG refCount = InterlockedIncrement(&This->ref);
560 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
561 return refCount;
564 static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
565 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
566 ULONG refCount = InterlockedDecrement(&This->ref);
568 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
570 if (!refCount) {
571 if (This->fbo) {
572 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->fbo));
575 /* TODO: Clean up all the surfaces and textures! */
576 /* NOTE: You must release the parent if the object was created via a callback
577 ** ***************************/
579 /* Delete any GLSL shader programs that may exist */
580 if (This->vs_selected_mode == SHADER_GLSL ||
581 This->ps_selected_mode == SHADER_GLSL)
582 delete_glsl_shader_list(iface);
584 /* Release the update stateblock */
585 if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
586 if(This->updateStateBlock != This->stateBlock)
587 FIXME("(%p) Something's still holding the Update stateblock\n",This);
589 This->updateStateBlock = NULL;
590 { /* because were not doing proper internal refcounts releasing the primary state block
591 causes recursion with the extra checks in ResourceReleased, to avoid this we have
592 to set this->stateBlock = NULL; first */
593 IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
594 This->stateBlock = NULL;
596 /* Release the stateblock */
597 if(IWineD3DStateBlock_Release(stateBlock) > 0){
598 FIXME("(%p) Something's still holding the Update stateblock\n",This);
602 if (This->resources != NULL ) {
603 FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
604 dumpResources(This->resources);
608 IWineD3D_Release(This->wineD3D);
609 This->wineD3D = NULL;
610 HeapFree(GetProcessHeap(), 0, This);
611 TRACE("Freed device %p\n", This);
612 This = NULL;
614 return refCount;
617 /**********************************************************
618 * IWineD3DDevice implementation follows
619 **********************************************************/
620 static HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
621 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
622 *pParent = This->parent;
623 IUnknown_AddRef(This->parent);
624 return WINED3D_OK;
627 static void CreateVBO(IWineD3DVertexBufferImpl *object) {
628 IWineD3DDeviceImpl *This = object->resource.wineD3DDevice; /* Needed for GL_EXTCALL */
629 GLenum error, glUsage;
630 DWORD vboUsage = object->resource.usage;
631 if(object->Flags & VBFLAG_VBOCREATEFAIL) {
632 WARN("Creating a vbo failed once, not trying again\n");
633 return;
636 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", object, debug_d3dusage(vboUsage));
638 ENTER_GL();
639 /* Make sure that the gl error is cleared. Do not use checkGLcall
640 * here because checkGLcall just prints a fixme and continues. However,
641 * if an error during VBO creation occurs we can fall back to non-vbo operation
642 * with full functionality(but performance loss)
644 while(glGetError() != GL_NO_ERROR);
646 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
647 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
648 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
649 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
650 * to check if the rhw and color values are in the correct format.
653 GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
654 error = glGetError();
655 if(object->vbo == 0 || error != GL_NO_ERROR) {
656 WARN("Failed to create a VBO with error %d\n", error);
657 goto error;
660 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, object->vbo));
661 error = glGetError();
662 if(error != GL_NO_ERROR) {
663 WARN("Failed to bind the VBO, error %d\n", error);
664 goto error;
667 /* Transformed vertices are horribly inflexible. If the app specifies an
668 * vertex buffer with transformed vertices in default pool without DYNAMIC
669 * usage assume DYNAMIC usage and print a warning. The app will have to update
670 * the vertices regularily for them to be useful
672 if(((object->fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) &&
673 !(vboUsage & WINED3DUSAGE_DYNAMIC)) {
674 WARN("Application creates a vertex buffer holding transformed vertices which doesn't specify dynamic usage\n");
675 vboUsage |= WINED3DUSAGE_DYNAMIC;
678 /* Don't use static, because dx apps tend to update the buffer
679 * quite often even if they specify 0 usage
681 switch(vboUsage & (D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC) ) {
682 case D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC:
683 TRACE("Gl usage = GL_STREAM_DRAW\n");
684 glUsage = GL_STREAM_DRAW_ARB;
685 break;
686 case D3DUSAGE_WRITEONLY:
687 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
688 glUsage = GL_DYNAMIC_DRAW_ARB;
689 break;
690 case D3DUSAGE_DYNAMIC:
691 TRACE("Gl usage = GL_STREAM_COPY\n");
692 glUsage = GL_STREAM_COPY_ARB;
693 break;
694 default:
695 TRACE("Gl usage = GL_DYNAMIC_COPY\n");
696 glUsage = GL_DYNAMIC_COPY_ARB;
697 break;
700 /* Reserve memory for the buffer. The amount of data won't change
701 * so we are safe with calling glBufferData once with a NULL ptr and
702 * calling glBufferSubData on updates
704 GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
705 error = glGetError();
706 if(error != GL_NO_ERROR) {
707 WARN("glBufferDataARB failed with error %d\n", error);
708 goto error;
711 LEAVE_GL();
713 return;
714 error:
715 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
716 FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
717 if(object->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
718 object->vbo = 0;
719 object->Flags |= VBFLAG_VBOCREATEFAIL;
720 LEAVE_GL();
721 return;
724 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
725 DWORD FVF, WINED3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
726 IUnknown *parent) {
727 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
728 IWineD3DVertexBufferImpl *object;
729 WINED3DFORMAT Format = WINED3DFMT_VERTEXDATA; /* Dummy format for now */
730 int dxVersion = ( (IWineD3DImpl *) This->wineD3D)->dxVersion;
731 BOOL conv;
732 D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, WINED3DRTYPE_VERTEXBUFFER, Size)
734 TRACE("(%p) : Size=%d, Usage=%d, FVF=%x, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
735 *ppVertexBuffer = (IWineD3DVertexBuffer *)object;
737 if(Size == 0) return WINED3DERR_INVALIDCALL;
739 if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
740 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->resource.size);
742 object->fvf = FVF;
744 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
745 * drawStridedFast (half-life 2).
747 * Basically converting the vertices in the buffer is quite expensive, and observations
748 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
749 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
751 * Direct3D7 has another problem: Its vertexbuffer api doesn't offer a way to specify
752 * the range of vertices being locked, so each lock will require the whole buffer to be transformed.
753 * Moreover geometry data in dx7 is quite simple, so drawStridedSlow isn't a big hit. A plus
754 * is that the vertex buffers fvf can be trusted in dx7. So only create non-converted vbos for
755 * dx7 apps.
756 * There is a IDirect3DVertexBuffer7::Optimize call after which the buffer can't be locked any
757 * more. In this call we can convert dx7 buffers too.
759 conv = ((FVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) || (FVF & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
760 if( GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) && Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) &&
761 (dxVersion > 7 || !conv) ) {
762 CreateVBO(object);
764 /* DX7 buffers can be locked directly into the VBO (no conversion, see above */
765 if(dxVersion == 7 && object->vbo) {
766 HeapFree(GetProcessHeap(), 0, object->resource.allocatedMemory);
767 object->resource.allocatedMemory = NULL;
771 return WINED3D_OK;
774 static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
775 WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
776 HANDLE *sharedHandle, IUnknown *parent) {
777 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
778 IWineD3DIndexBufferImpl *object;
779 TRACE("(%p) Creating index buffer\n", This);
781 /* Allocate the storage for the device */
782 D3DCREATERESOURCEOBJECTINSTANCE(object,IndexBuffer,WINED3DRTYPE_INDEXBUFFER, Length)
784 /*TODO: use VBO's */
785 if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
786 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,object->resource.size);
789 TRACE("(%p) : Len=%d, Use=%x, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
790 debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
791 *ppIndexBuffer = (IWineD3DIndexBuffer *) object;
793 return WINED3D_OK;
796 static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
798 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
799 IWineD3DStateBlockImpl *object;
800 int i, j;
801 HRESULT temp_result;
803 D3DCREATEOBJECTINSTANCE(object, StateBlock)
804 object->blockType = Type;
806 /* Special case - Used during initialization to produce a placeholder stateblock
807 so other functions called can update a state block */
808 if (Type == WINED3DSBT_INIT) {
809 /* Don't bother increasing the reference count otherwise a device will never
810 be freed due to circular dependencies */
811 return WINED3D_OK;
814 temp_result = allocate_shader_constants(object);
815 if (WINED3D_OK != temp_result)
816 return temp_result;
818 /* Otherwise, might as well set the whole state block to the appropriate values */
819 if (This->stateBlock != NULL)
820 stateblock_copy((IWineD3DStateBlock*) object, (IWineD3DStateBlock*) This->stateBlock);
821 else
822 memset(object->streamFreq, 1, sizeof(object->streamFreq));
824 /* Reset the ref and type after kludging it */
825 object->wineD3DDevice = This;
826 object->ref = 1;
827 object->blockType = Type;
829 TRACE("Updating changed flags appropriate for type %d\n", Type);
831 if (Type == WINED3DSBT_ALL) {
833 TRACE("ALL => Pretend everything has changed\n");
834 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, TRUE);
836 } else if (Type == WINED3DSBT_PIXELSTATE) {
838 TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
839 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
841 object->changed.pixelShader = TRUE;
843 /* Pixel Shader Constants */
844 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i)
845 object->changed.pixelShaderConstantsF[i] = TRUE;
846 for (i = 0; i < MAX_CONST_B; ++i)
847 object->changed.pixelShaderConstantsB[i] = TRUE;
848 for (i = 0; i < MAX_CONST_I; ++i)
849 object->changed.pixelShaderConstantsI[i] = TRUE;
851 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
852 object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
854 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
855 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
856 object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
859 for (j = 0 ; j < 16; j++) {
860 for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
862 object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
866 } else if (Type == WINED3DSBT_VERTEXSTATE) {
868 TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
869 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
871 object->changed.vertexShader = TRUE;
873 /* Vertex Shader Constants */
874 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i)
875 object->changed.vertexShaderConstantsF[i] = TRUE;
876 for (i = 0; i < MAX_CONST_B; ++i)
877 object->changed.vertexShaderConstantsB[i] = TRUE;
878 for (i = 0; i < MAX_CONST_I; ++i)
879 object->changed.vertexShaderConstantsI[i] = TRUE;
881 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
882 object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
884 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
885 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
886 object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
889 for (j = 0 ; j < 16; j++){
890 for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
891 object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
895 /* Duplicate light chain */
897 PLIGHTINFOEL *src = NULL;
898 PLIGHTINFOEL *dst = NULL;
899 PLIGHTINFOEL *newEl = NULL;
900 src = This->stateBlock->lights;
901 object->lights = NULL;
904 while (src) {
905 newEl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
906 if (newEl == NULL) return WINED3DERR_OUTOFVIDEOMEMORY;
907 memcpy(newEl, src, sizeof(PLIGHTINFOEL));
908 newEl->prev = dst;
909 newEl->changed = TRUE;
910 newEl->enabledChanged = TRUE;
911 if (dst == NULL) {
912 object->lights = newEl;
913 } else {
914 dst->next = newEl;
916 dst = newEl;
917 src = src->next;
922 } else {
923 FIXME("Unrecognized state block type %d\n", Type);
926 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
927 return WINED3D_OK;
931 /* ************************************
932 MSDN:
933 [in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
935 Discard
936 [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
938 If this flag is set, the contents of the depth stencil buffer will be invalid after calling either IDirect3DDevice9::Present or IDirect3DDevice9::SetDepthStencilSurface with a different depth surface.
940 ******************************** */
942 static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height, WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,WINED3DRESOURCETYPE Type, DWORD Usage, WINED3DPOOL Pool, WINED3DMULTISAMPLE_TYPE MultiSample ,DWORD MultisampleQuality, HANDLE* pSharedHandle, WINED3DSURFTYPE Impl, IUnknown *parent) {
943 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
944 IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
945 unsigned int pow2Width, pow2Height;
946 unsigned int Size = 1;
947 const PixelFormatDesc *tableEntry = getFormatDescEntry(Format);
948 TRACE("(%p) Create surface\n",This);
950 /** FIXME: Check ranges on the inputs are valid
951 * MSDN
952 * MultisampleQuality
953 * [in] Quality level. The valid range is between zero and one less than the level
954 * returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
955 * Passing a larger value returns the error WINED3DERR_INVALIDCALL. The MultisampleQuality
956 * values of paired render targets, depth stencil surfaces, and the MultiSample type
957 * must all match.
958 *******************************/
962 * TODO: Discard MSDN
963 * [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
965 * If this flag is set, the contents of the depth stencil buffer will be
966 * invalid after calling either IDirect3DDevice9::Present or * IDirect3DDevice9::SetDepthStencilSurface
967 * with a different depth surface.
969 *This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
970 ***************************/
972 if(MultisampleQuality < 0) {
973 FIXME("Invalid multisample level %d\n", MultisampleQuality);
974 return WINED3DERR_INVALIDCALL; /* TODO: Check that this is the case! */
977 if(MultisampleQuality > 0) {
978 FIXME("MultisampleQuality set to %d, substituting 0\n", MultisampleQuality);
979 MultisampleQuality=0;
982 /** FIXME: Check that the format is supported
983 * by the device.
984 *******************************/
986 /* Non-power2 support */
987 if (wined3d_settings.nonpower2_mode == NP2_NATIVE) {
988 pow2Width = Width;
989 pow2Height = Height;
990 } else {
991 /* Find the nearest pow2 match */
992 pow2Width = pow2Height = 1;
993 while (pow2Width < Width) pow2Width <<= 1;
994 while (pow2Height < Height) pow2Height <<= 1;
997 if (pow2Width > Width || pow2Height > Height) {
998 /** TODO: add support for non power two compressed textures (OpenGL 2 provices support for * non-power-two textures gratis) **/
999 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
1000 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
1001 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
1002 This, Width, Height);
1003 return WINED3DERR_NOTAVAILABLE;
1007 /** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
1008 * it is based around 4x4 pixel blocks it requires padding, so allocate enough
1009 * space!
1010 *********************************/
1011 if (WINED3DFMT_UNKNOWN == Format) {
1012 Size = 0;
1013 } else if (Format == WINED3DFMT_DXT1) {
1014 /* DXT1 is half byte per pixel */
1015 Size = ((max(pow2Width,4) * tableEntry->bpp) * max(pow2Height,4)) >> 1;
1017 } else if (Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3 ||
1018 Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
1019 Size = ((max(pow2Width,4) * tableEntry->bpp) * max(pow2Height,4));
1020 } else {
1021 /* The pitch is a multiple of 4 bytes */
1022 Size = ((pow2Width * tableEntry->bpp) + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
1023 Size *= pow2Height;
1026 /** Create and initialise the surface resource **/
1027 D3DCREATERESOURCEOBJECTINSTANCE(object,Surface,WINED3DRTYPE_SURFACE, Size)
1028 /* "Standalone" surface */
1029 IWineD3DSurface_SetContainer((IWineD3DSurface *)object, NULL);
1031 object->currentDesc.Width = Width;
1032 object->currentDesc.Height = Height;
1033 object->currentDesc.MultiSampleType = MultiSample;
1034 object->currentDesc.MultiSampleQuality = MultisampleQuality;
1036 /* Setup some glformat defaults */
1037 object->glDescription.glFormat = tableEntry->glFormat;
1038 object->glDescription.glFormatInternal = tableEntry->glInternal;
1039 object->glDescription.glType = tableEntry->glType;
1041 object->glDescription.textureName = 0;
1042 object->glDescription.level = Level;
1043 object->glDescription.target = GL_TEXTURE_2D;
1045 /* Internal data */
1046 object->pow2Width = pow2Width;
1047 object->pow2Height = pow2Height;
1049 /* Flags */
1050 object->Flags = 0; /* We start without flags set */
1051 object->Flags |= (pow2Width != Width || pow2Height != Height) ? SFLAG_NONPOW2 : 0;
1052 object->Flags |= Discard ? SFLAG_DISCARD : 0;
1053 object->Flags |= (WINED3DFMT_D16_LOCKABLE == Format) ? SFLAG_LOCKABLE : 0;
1054 object->Flags |= Lockable ? SFLAG_LOCKABLE : 0;
1057 if (WINED3DFMT_UNKNOWN != Format) {
1058 object->bytesPerPixel = tableEntry->bpp;
1059 object->pow2Size = ((pow2Width * object->bytesPerPixel) + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
1060 object->pow2Size *= pow2Height;
1061 } else {
1062 object->bytesPerPixel = 0;
1063 object->pow2Size = 0;
1066 /** TODO: change this into a texture transform matrix so that it's processed in hardware **/
1068 TRACE("Pool %d %d %d %d\n",Pool, WINED3DPOOL_DEFAULT, WINED3DPOOL_MANAGED, WINED3DPOOL_SYSTEMMEM);
1070 /** Quick lockable sanity check TODO: remove this after surfaces, usage and lockability have been debugged properly
1071 * this function is too deep to need to care about things like this.
1072 * Levels need to be checked too, and possibly Type since they all affect what can be done.
1073 * ****************************************/
1074 switch(Pool) {
1075 case WINED3DPOOL_SCRATCH:
1076 if(!Lockable)
1077 FIXME("Create surface called with a pool of SCRATCH and a Lockable of FALSE \
1078 which are mutually exclusive, setting lockable to true\n");
1079 Lockable = TRUE;
1080 break;
1081 case WINED3DPOOL_SYSTEMMEM:
1082 if(!Lockable) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, \
1083 this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
1084 case WINED3DPOOL_MANAGED:
1085 if(Usage == WINED3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a \
1086 Usage of DYNAMIC which are mutually exclusive, not doing \
1087 anything just telling you.\n");
1088 break;
1089 case WINED3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
1090 if(!(Usage & WINED3DUSAGE_DYNAMIC) && !(Usage & WINED3DUSAGE_RENDERTARGET)
1091 && !(Usage && WINED3DUSAGE_DEPTHSTENCIL ) && Lockable)
1092 WARN("Creating a surface with a POOL of DEFAULT with Lockable true, that doesn't specify DYNAMIC usage.\n");
1093 break;
1094 default:
1095 FIXME("(%p) Unknown pool %d\n", This, Pool);
1096 break;
1099 if (Usage & WINED3DUSAGE_RENDERTARGET && Pool != WINED3DPOOL_DEFAULT) {
1100 FIXME("Trying to create a render target that isn't in the default pool\n");
1103 /* mark the texture as dirty so that it gets loaded first time around*/
1104 IWineD3DSurface_AddDirtyRect(*ppSurface, NULL);
1105 TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n",
1106 This, Width, Height, Format, debug_d3dformat(Format),
1107 (WINED3DFMT_D16_LOCKABLE == Format), *ppSurface, object->resource.allocatedMemory, object->resource.size);
1109 /* Store the DirectDraw primary surface. This is the first rendertarget surface created */
1110 if( (Usage & WINED3DUSAGE_RENDERTARGET) && (!This->ddraw_primary) )
1111 This->ddraw_primary = (IWineD3DSurface *) object;
1113 /* Look at the implementation and set the correct Vtable */
1114 switch(Impl) {
1115 case SURFACE_OPENGL:
1116 /* Nothing to do, it's set already */
1117 break;
1119 case SURFACE_GDI:
1120 object->lpVtbl = &IWineGDISurface_Vtbl;
1121 break;
1123 default:
1124 /* To be sure to catch this */
1125 ERR("Unknown requested surface implementation %d!\n", Impl);
1126 IWineD3DSurface_Release((IWineD3DSurface *) object);
1127 return WINED3DERR_INVALIDCALL;
1130 /* Call the private setup routine */
1131 return IWineD3DSurface_PrivateSetup( (IWineD3DSurface *) object );
1135 static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Width, UINT Height, UINT Levels,
1136 DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
1137 IWineD3DTexture** ppTexture, HANDLE* pSharedHandle, IUnknown *parent,
1138 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
1140 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1141 IWineD3DTextureImpl *object;
1142 unsigned int i;
1143 UINT tmpW;
1144 UINT tmpH;
1145 HRESULT hr;
1146 unsigned int pow2Width;
1147 unsigned int pow2Height;
1150 TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
1151 TRACE("Format %#x (%s), Pool %#x, ppTexture %p, pSharedHandle %p, parent %p\n",
1152 Format, debug_d3dformat(Format), Pool, ppTexture, pSharedHandle, parent);
1154 /* TODO: It should only be possible to create textures for formats
1155 that are reported as supported */
1156 if (WINED3DFMT_UNKNOWN >= Format) {
1157 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
1158 return WINED3DERR_INVALIDCALL;
1161 D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, WINED3DRTYPE_TEXTURE, 0);
1162 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1163 object->width = Width;
1164 object->height = Height;
1166 /** Non-power2 support **/
1167 if (wined3d_settings.nonpower2_mode == NP2_NATIVE) {
1168 pow2Width = Width;
1169 pow2Height = Height;
1170 } else {
1171 /* Find the nearest pow2 match */
1172 pow2Width = pow2Height = 1;
1173 while (pow2Width < Width) pow2Width <<= 1;
1174 while (pow2Height < Height) pow2Height <<= 1;
1177 /** FIXME: add support for real non-power-two if it's provided by the video card **/
1178 /* Precalculated scaling for 'faked' non power of two texture coords */
1179 object->pow2scalingFactorX = (((float)Width) / ((float)pow2Width));
1180 object->pow2scalingFactorY = (((float)Height) / ((float)pow2Height));
1181 TRACE(" xf(%f) yf(%f)\n", object->pow2scalingFactorX, object->pow2scalingFactorY);
1183 /* Calculate levels for mip mapping */
1184 if (Levels == 0) {
1185 TRACE("calculating levels %d\n", object->baseTexture.levels);
1186 object->baseTexture.levels++;
1187 tmpW = Width;
1188 tmpH = Height;
1189 while (tmpW > 1 || tmpH > 1) {
1190 tmpW = max(1, tmpW >> 1);
1191 tmpH = max(1, tmpH >> 1);
1192 object->baseTexture.levels++;
1194 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1197 /* Generate all the surfaces */
1198 tmpW = Width;
1199 tmpH = Height;
1200 for (i = 0; i < object->baseTexture.levels; i++)
1202 /* use the callback to create the texture surface */
1203 hr = D3DCB_CreateSurface(This->parent, parent, tmpW, tmpH, Format, Usage, Pool, i, &object->surfaces[i],NULL);
1204 if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) {
1205 FIXME("Failed to create surface %p\n", object);
1206 /* clean up */
1207 object->surfaces[i] = NULL;
1208 IWineD3DTexture_Release((IWineD3DTexture *)object);
1210 *ppTexture = NULL;
1211 return hr;
1214 IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
1215 TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
1216 /* calculate the next mipmap level */
1217 tmpW = max(1, tmpW >> 1);
1218 tmpH = max(1, tmpH >> 1);
1221 TRACE("(%p) : Created texture %p\n", This, object);
1222 return WINED3D_OK;
1225 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
1226 UINT Width, UINT Height, UINT Depth,
1227 UINT Levels, DWORD Usage,
1228 WINED3DFORMAT Format, WINED3DPOOL Pool,
1229 IWineD3DVolumeTexture **ppVolumeTexture,
1230 HANDLE *pSharedHandle, IUnknown *parent,
1231 D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
1233 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1234 IWineD3DVolumeTextureImpl *object;
1235 unsigned int i;
1236 UINT tmpW;
1237 UINT tmpH;
1238 UINT tmpD;
1240 /* TODO: It should only be possible to create textures for formats
1241 that are reported as supported */
1242 if (WINED3DFMT_UNKNOWN >= Format) {
1243 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
1244 return WINED3DERR_INVALIDCALL;
1247 D3DCREATERESOURCEOBJECTINSTANCE(object, VolumeTexture, WINED3DRTYPE_VOLUMETEXTURE, 0);
1248 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1250 TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
1251 Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
1253 object->width = Width;
1254 object->height = Height;
1255 object->depth = Depth;
1257 /* Calculate levels for mip mapping */
1258 if (Levels == 0) {
1259 object->baseTexture.levels++;
1260 tmpW = Width;
1261 tmpH = Height;
1262 tmpD = Depth;
1263 while (tmpW > 1 || tmpH > 1 || tmpD > 1) {
1264 tmpW = max(1, tmpW >> 1);
1265 tmpH = max(1, tmpH >> 1);
1266 tmpD = max(1, tmpD >> 1);
1267 object->baseTexture.levels++;
1269 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1272 /* Generate all the surfaces */
1273 tmpW = Width;
1274 tmpH = Height;
1275 tmpD = Depth;
1277 for (i = 0; i < object->baseTexture.levels; i++)
1279 /* Create the volume */
1280 D3DCB_CreateVolume(This->parent, parent, Width, Height, Depth, Format, Pool, Usage,
1281 (IWineD3DVolume **)&object->volumes[i], pSharedHandle);
1283 /* Set its container to this object */
1284 IWineD3DVolume_SetContainer(object->volumes[i], (IWineD3DBase *)object);
1286 /* calcualte the next mipmap level */
1287 tmpW = max(1, tmpW >> 1);
1288 tmpH = max(1, tmpH >> 1);
1289 tmpD = max(1, tmpD >> 1);
1292 *ppVolumeTexture = (IWineD3DVolumeTexture *) object;
1293 TRACE("(%p) : Created volume texture %p\n", This, object);
1294 return WINED3D_OK;
1297 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
1298 UINT Width, UINT Height, UINT Depth,
1299 DWORD Usage,
1300 WINED3DFORMAT Format, WINED3DPOOL Pool,
1301 IWineD3DVolume** ppVolume,
1302 HANDLE* pSharedHandle, IUnknown *parent) {
1304 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1305 IWineD3DVolumeImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1306 const PixelFormatDesc *formatDesc = getFormatDescEntry(Format);
1308 D3DCREATERESOURCEOBJECTINSTANCE(object, Volume, WINED3DRTYPE_VOLUME, ((Width * formatDesc->bpp) * Height * Depth))
1310 TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
1311 Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
1313 object->currentDesc.Width = Width;
1314 object->currentDesc.Height = Height;
1315 object->currentDesc.Depth = Depth;
1316 object->bytesPerPixel = formatDesc->bpp;
1318 /** Note: Volume textures cannot be dxtn, hence no need to check here **/
1319 object->lockable = TRUE;
1320 object->locked = FALSE;
1321 memset(&object->lockedBox, 0, sizeof(WINED3DBOX));
1322 object->dirty = TRUE;
1324 return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) object, NULL);
1327 static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
1328 UINT Levels, DWORD Usage,
1329 WINED3DFORMAT Format, WINED3DPOOL Pool,
1330 IWineD3DCubeTexture **ppCubeTexture,
1331 HANDLE *pSharedHandle, IUnknown *parent,
1332 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
1334 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1335 IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1336 unsigned int i, j;
1337 UINT tmpW;
1338 HRESULT hr;
1339 unsigned int pow2EdgeLength = EdgeLength;
1341 /* TODO: It should only be possible to create textures for formats
1342 that are reported as supported */
1343 if (WINED3DFMT_UNKNOWN >= Format) {
1344 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
1345 return WINED3DERR_INVALIDCALL;
1348 D3DCREATERESOURCEOBJECTINSTANCE(object, CubeTexture, WINED3DRTYPE_CUBETEXTURE, 0);
1349 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1351 TRACE("(%p) Create Cube Texture\n", This);
1353 /** Non-power2 support **/
1355 /* Find the nearest pow2 match */
1356 pow2EdgeLength = 1;
1357 while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
1359 object->edgeLength = EdgeLength;
1360 /* TODO: support for native non-power 2 */
1361 /* Precalculated scaling for 'faked' non power of two texture coords */
1362 object->pow2scalingFactor = ((float)EdgeLength) / ((float)pow2EdgeLength);
1364 /* Calculate levels for mip mapping */
1365 if (Levels == 0) {
1366 object->baseTexture.levels++;
1367 tmpW = EdgeLength;
1368 while (tmpW > 1) {
1369 tmpW = max(1, tmpW >> 1);
1370 object->baseTexture.levels++;
1372 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1375 /* Generate all the surfaces */
1376 tmpW = EdgeLength;
1377 for (i = 0; i < object->baseTexture.levels; i++) {
1379 /* Create the 6 faces */
1380 for (j = 0; j < 6; j++) {
1382 hr=D3DCB_CreateSurface(This->parent, parent, tmpW, tmpW, Format, Usage, Pool,
1383 i /* Level */, &object->surfaces[j][i],pSharedHandle);
1385 if(hr!= WINED3D_OK) {
1386 /* clean up */
1387 int k;
1388 int l;
1389 for (l = 0; l < j; l++) {
1390 IWineD3DSurface_Release(object->surfaces[j][i]);
1392 for (k = 0; k < i; k++) {
1393 for (l = 0; l < 6; l++) {
1394 IWineD3DSurface_Release(object->surfaces[l][j]);
1398 FIXME("(%p) Failed to create surface\n",object);
1399 HeapFree(GetProcessHeap(),0,object);
1400 *ppCubeTexture = NULL;
1401 return hr;
1403 IWineD3DSurface_SetContainer(object->surfaces[j][i], (IWineD3DBase *)object);
1404 TRACE("Created surface level %d @ %p,\n", i, object->surfaces[j][i]);
1406 tmpW = max(1, tmpW >> 1);
1409 TRACE("(%p) : Created Cube Texture %p\n", This, object);
1410 *ppCubeTexture = (IWineD3DCubeTexture *) object;
1411 return WINED3D_OK;
1414 static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
1415 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1416 IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
1418 if (NULL == ppQuery) {
1419 /* Just a check to see if we support this type of query */
1420 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1421 switch(Type) {
1422 case WINED3DQUERYTYPE_OCCLUSION:
1423 TRACE("(%p) occlusion query\n", This);
1424 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
1425 hr = WINED3D_OK;
1426 else
1427 WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY/NV_OCCLUSION_QUERY\n");
1428 break;
1429 case WINED3DQUERYTYPE_VCACHE:
1430 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1431 case WINED3DQUERYTYPE_VERTEXSTATS:
1432 case WINED3DQUERYTYPE_EVENT:
1433 case WINED3DQUERYTYPE_TIMESTAMP:
1434 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1435 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1436 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1437 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1438 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1439 case WINED3DQUERYTYPE_PIXELTIMINGS:
1440 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1441 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1442 default:
1443 FIXME("(%p) Unhandled query type %d\n", This, Type);
1445 return hr;
1448 D3DCREATEOBJECTINSTANCE(object, Query)
1449 object->type = Type;
1450 /* allocated the 'extended' data based on the type of query requested */
1451 switch(Type){
1452 case WINED3DQUERYTYPE_OCCLUSION:
1453 if(GL_SUPPORT(ARB_OCCLUSION_QUERY)) {
1454 TRACE("(%p) Allocating data for an occlusion query\n", This);
1455 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryOcclusionData));
1456 GL_EXTCALL(glGenQueriesARB(1, &((WineQueryOcclusionData *)(object->extendedData))->queryId));
1457 break;
1459 case WINED3DQUERYTYPE_VCACHE:
1460 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1461 case WINED3DQUERYTYPE_VERTEXSTATS:
1462 case WINED3DQUERYTYPE_EVENT:
1463 case WINED3DQUERYTYPE_TIMESTAMP:
1464 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1465 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1466 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1467 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1468 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1469 case WINED3DQUERYTYPE_PIXELTIMINGS:
1470 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1471 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1472 default:
1473 object->extendedData = 0;
1474 FIXME("(%p) Unhandled query type %d\n",This , Type);
1476 TRACE("(%p) : Created Query %p\n", This, object);
1477 return WINED3D_OK;
1480 /* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
1481 static HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, IWineD3DSwapChain** ppSwapChain,
1482 IUnknown* parent,
1483 D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget,
1484 D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil) {
1485 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1487 HDC hDc;
1488 IWineD3DSwapChainImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1489 int num;
1490 XVisualInfo template;
1491 GLXContext oldContext;
1492 Drawable oldDrawable;
1493 HRESULT hr = WINED3D_OK;
1495 TRACE("(%p) : Created Aditional Swap Chain\n", This);
1497 /** FIXME: Test under windows to find out what the life cycle of a swap chain is,
1498 * does a device hold a reference to a swap chain giving them a lifetime of the device
1499 * or does the swap chain notify the device of its destruction.
1500 *******************************/
1502 /* Check the params */
1503 if(*pPresentationParameters->BackBufferCount > D3DPRESENT_BACK_BUFFER_MAX) {
1504 ERR("App requested %d back buffers, this is not supported for now\n", *pPresentationParameters->BackBufferCount);
1505 return WINED3DERR_INVALIDCALL;
1506 } else if (*pPresentationParameters->BackBufferCount > 1) {
1507 FIXME("The app requests more than one back buffer, this can't be supported properly. Please configure the application to use double buffering(=1 back buffer) if possible\n");
1510 D3DCREATEOBJECTINSTANCE(object, SwapChain)
1512 /*********************
1513 * Lookup the window Handle and the relating X window handle
1514 ********************/
1516 /* Setup hwnd we are using, plus which display this equates to */
1517 object->win_handle = *(pPresentationParameters->hDeviceWindow);
1518 if (!object->win_handle) {
1519 object->win_handle = This->createParms.hFocusWindow;
1522 object->win_handle = GetAncestor(object->win_handle, GA_ROOT);
1523 if ( !( object->win = (Window)GetPropA(object->win_handle, "__wine_x11_whole_window") ) ) {
1524 ERR("Can't get drawable (window), HWND:%p doesn't have the property __wine_x11_whole_window\n", object->win_handle);
1525 return WINED3DERR_NOTAVAILABLE;
1527 hDc = GetDC(object->win_handle);
1528 object->display = get_display(hDc);
1529 ReleaseDC(object->win_handle, hDc);
1530 TRACE("Using a display of %p %p\n", object->display, hDc);
1532 if (NULL == object->display || NULL == hDc) {
1533 WARN("Failed to get a display and HDc for Window %p\n", object->win_handle);
1534 return WINED3DERR_NOTAVAILABLE;
1537 if (object->win == 0) {
1538 WARN("Failed to get a valid XVisuial ID for the window %p\n", object->win_handle);
1539 return WINED3DERR_NOTAVAILABLE;
1542 object->orig_width = GetSystemMetrics(SM_CXSCREEN);
1543 object->orig_height = GetSystemMetrics(SM_CYSCREEN);
1546 * Create an opengl context for the display visual
1547 * NOTE: the visual is chosen as the window is created and the glcontext cannot
1548 * use different properties after that point in time. FIXME: How to handle when requested format
1549 * doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
1550 * it chooses is identical to the one already being used!
1551 **********************************/
1553 /** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
1554 ENTER_GL();
1556 /* Create a new context for this swapchain */
1557 template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
1558 /* TODO: change this to find a similar visual, but one with a stencil/zbuffer buffer that matches the request
1559 (or the best possible if none is requested) */
1560 TRACE("Found x visual ID : %ld\n", template.visualid);
1562 object->visInfo = XGetVisualInfo(object->display, VisualIDMask, &template, &num);
1563 if (NULL == object->visInfo) {
1564 ERR("cannot really get XVisual\n");
1565 LEAVE_GL();
1566 return WINED3DERR_NOTAVAILABLE;
1567 } else {
1568 int n, value;
1569 /* Write out some debug info about the visual/s */
1570 TRACE("Using x visual ID : %ld\n", template.visualid);
1571 TRACE(" visual info: %p\n", object->visInfo);
1572 TRACE(" num items : %d\n", num);
1573 for (n = 0;n < num; n++) {
1574 TRACE("=====item=====: %d\n", n + 1);
1575 TRACE(" visualid : %ld\n", object->visInfo[n].visualid);
1576 TRACE(" screen : %d\n", object->visInfo[n].screen);
1577 TRACE(" depth : %u\n", object->visInfo[n].depth);
1578 TRACE(" class : %d\n", object->visInfo[n].class);
1579 TRACE(" red_mask : %ld\n", object->visInfo[n].red_mask);
1580 TRACE(" green_mask : %ld\n", object->visInfo[n].green_mask);
1581 TRACE(" blue_mask : %ld\n", object->visInfo[n].blue_mask);
1582 TRACE(" colormap_size : %d\n", object->visInfo[n].colormap_size);
1583 TRACE(" bits_per_rgb : %d\n", object->visInfo[n].bits_per_rgb);
1584 /* log some extra glx info */
1585 glXGetConfig(object->display, object->visInfo, GLX_AUX_BUFFERS, &value);
1586 TRACE(" gl_aux_buffers : %d\n", value);
1587 glXGetConfig(object->display, object->visInfo, GLX_BUFFER_SIZE ,&value);
1588 TRACE(" gl_buffer_size : %d\n", value);
1589 glXGetConfig(object->display, object->visInfo, GLX_RED_SIZE, &value);
1590 TRACE(" gl_red_size : %d\n", value);
1591 glXGetConfig(object->display, object->visInfo, GLX_GREEN_SIZE, &value);
1592 TRACE(" gl_green_size : %d\n", value);
1593 glXGetConfig(object->display, object->visInfo, GLX_BLUE_SIZE, &value);
1594 TRACE(" gl_blue_size : %d\n", value);
1595 glXGetConfig(object->display, object->visInfo, GLX_ALPHA_SIZE, &value);
1596 TRACE(" gl_alpha_size : %d\n", value);
1597 glXGetConfig(object->display, object->visInfo, GLX_DEPTH_SIZE ,&value);
1598 TRACE(" gl_depth_size : %d\n", value);
1599 glXGetConfig(object->display, object->visInfo, GLX_STENCIL_SIZE, &value);
1600 TRACE(" gl_stencil_size : %d\n", value);
1602 /* Now choose a similar visual ID*/
1604 #ifdef USE_CONTEXT_MANAGER
1606 /** TODO: use a context mamager **/
1607 #endif
1610 IWineD3DSwapChain *implSwapChain;
1611 if (WINED3D_OK != IWineD3DDevice_GetSwapChain(iface, 0, &implSwapChain)) {
1612 /* The first time around we create the context that is shared with all other swapchains and render targets */
1613 object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
1614 TRACE("Creating implicit context for vis %p, hwnd %p\n", object->display, object->visInfo);
1615 } else {
1617 TRACE("Creating context for vis %p, hwnd %p\n", object->display, object->visInfo);
1618 /* TODO: don't use Impl structures outside of create functions! (a context manager will replace the ->glCtx) */
1619 /* and create a new context with the implicit swapchains context as the shared context */
1620 object->glCtx = glXCreateContext(object->display, object->visInfo, ((IWineD3DSwapChainImpl *)implSwapChain)->glCtx, GL_TRUE);
1621 IWineD3DSwapChain_Release(implSwapChain);
1625 /* Cleanup */
1626 XFree(object->visInfo);
1627 object->visInfo = NULL;
1629 LEAVE_GL();
1631 if (!object->glCtx) {
1632 ERR("Failed to create GLX context\n");
1633 return WINED3DERR_NOTAVAILABLE;
1634 } else {
1635 TRACE("Context created (HWND=%p, glContext=%p, Window=%ld, VisInfo=%p)\n",
1636 object->win_handle, object->glCtx, object->win, object->visInfo);
1639 /*********************
1640 * Windowed / Fullscreen
1641 *******************/
1644 * TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
1645 * so we should really check to see if there is a fullscreen swapchain already
1646 * I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
1647 **************************************/
1649 if (!*(pPresentationParameters->Windowed)) {
1651 DEVMODEW devmode;
1652 HDC hdc;
1653 int bpp = 0;
1655 /* Get info on the current display setup */
1656 hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
1657 bpp = GetDeviceCaps(hdc, BITSPIXEL);
1658 DeleteDC(hdc);
1660 /* Change the display settings */
1661 memset(&devmode, 0, sizeof(DEVMODEW));
1662 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1663 devmode.dmBitsPerPel = (bpp >= 24) ? 32 : bpp; /* Stupid XVidMode cannot change bpp */
1664 devmode.dmPelsWidth = *(pPresentationParameters->BackBufferWidth);
1665 devmode.dmPelsHeight = *(pPresentationParameters->BackBufferHeight);
1666 MultiByteToWideChar(CP_ACP, 0, "Gamers CG", -1, devmode.dmDeviceName, CCHDEVICENAME);
1667 ChangeDisplaySettingsExW(devmode.dmDeviceName, &devmode, object->win_handle, CDS_FULLSCREEN, NULL);
1669 /* Make popup window */
1670 SetWindowLongA(object->win_handle, GWL_STYLE, WS_POPUP);
1671 SetWindowPos(object->win_handle, HWND_TOP, 0, 0,
1672 *(pPresentationParameters->BackBufferWidth),
1673 *(pPresentationParameters->BackBufferHeight), SWP_SHOWWINDOW | SWP_FRAMECHANGED);
1675 /* For GetDisplayMode */
1676 This->ddraw_width = devmode.dmPelsWidth;
1677 This->ddraw_height = devmode.dmPelsHeight;
1678 This->ddraw_format = *(pPresentationParameters->BackBufferFormat);
1682 /** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
1683 * then the corresponding dimension of the client area of the hDeviceWindow
1684 * (or the focus window, if hDeviceWindow is NULL) is taken.
1685 **********************/
1687 if (*(pPresentationParameters->Windowed) &&
1688 ((*(pPresentationParameters->BackBufferWidth) == 0) ||
1689 (*(pPresentationParameters->BackBufferHeight) == 0))) {
1691 RECT Rect;
1692 GetClientRect(object->win_handle, &Rect);
1694 if (*(pPresentationParameters->BackBufferWidth) == 0) {
1695 *(pPresentationParameters->BackBufferWidth) = Rect.right;
1696 TRACE("Updating width to %d\n", *(pPresentationParameters->BackBufferWidth));
1698 if (*(pPresentationParameters->BackBufferHeight) == 0) {
1699 *(pPresentationParameters->BackBufferHeight) = Rect.bottom;
1700 TRACE("Updating height to %d\n", *(pPresentationParameters->BackBufferHeight));
1704 /*********************
1705 * finish off parameter initialization
1706 *******************/
1708 /* Put the correct figures in the presentation parameters */
1709 TRACE("Copying across presentation parameters\n");
1710 object->presentParms.BackBufferWidth = *(pPresentationParameters->BackBufferWidth);
1711 object->presentParms.BackBufferHeight = *(pPresentationParameters->BackBufferHeight);
1712 object->presentParms.BackBufferFormat = *(pPresentationParameters->BackBufferFormat);
1713 object->presentParms.BackBufferCount = *(pPresentationParameters->BackBufferCount);
1714 object->presentParms.MultiSampleType = *(pPresentationParameters->MultiSampleType);
1715 object->presentParms.MultiSampleQuality = NULL == pPresentationParameters->MultiSampleQuality ? 0 : *(pPresentationParameters->MultiSampleQuality);
1716 object->presentParms.SwapEffect = *(pPresentationParameters->SwapEffect);
1717 object->presentParms.hDeviceWindow = *(pPresentationParameters->hDeviceWindow);
1718 object->presentParms.Windowed = *(pPresentationParameters->Windowed);
1719 object->presentParms.EnableAutoDepthStencil = *(pPresentationParameters->EnableAutoDepthStencil);
1720 object->presentParms.AutoDepthStencilFormat = *(pPresentationParameters->AutoDepthStencilFormat);
1721 object->presentParms.Flags = *(pPresentationParameters->Flags);
1722 object->presentParms.FullScreen_RefreshRateInHz = *(pPresentationParameters->FullScreen_RefreshRateInHz);
1723 object->presentParms.PresentationInterval = *(pPresentationParameters->PresentationInterval);
1726 /*********************
1727 * Create the back, front and stencil buffers
1728 *******************/
1730 TRACE("calling rendertarget CB\n");
1731 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1732 parent,
1733 object->presentParms.BackBufferWidth,
1734 object->presentParms.BackBufferHeight,
1735 object->presentParms.BackBufferFormat,
1736 object->presentParms.MultiSampleType,
1737 object->presentParms.MultiSampleQuality,
1738 TRUE /* Lockable */,
1739 &object->frontBuffer,
1740 NULL /* pShared (always null)*/);
1741 if (object->frontBuffer != NULL)
1742 IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
1744 if(object->presentParms.BackBufferCount > 0) {
1745 int i;
1747 object->backBuffer = HeapAlloc(GetProcessHeap(), 0, sizeof(IWineD3DSurface *) * object->presentParms.BackBufferCount);
1748 if(!object->backBuffer) {
1749 ERR("Out of memory\n");
1751 if (object->frontBuffer) {
1752 IUnknown *bufferParent;
1753 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1754 IUnknown_Release(bufferParent); /* once for the get parent */
1755 if (IUnknown_Release(bufferParent) > 0) {
1756 FIXME("(%p) Something's still holding the front buffer\n",This);
1759 HeapFree(GetProcessHeap(), 0, object);
1760 return E_OUTOFMEMORY;
1763 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1764 TRACE("calling rendertarget CB\n");
1765 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1766 parent,
1767 object->presentParms.BackBufferWidth,
1768 object->presentParms.BackBufferHeight,
1769 object->presentParms.BackBufferFormat,
1770 object->presentParms.MultiSampleType,
1771 object->presentParms.MultiSampleQuality,
1772 TRUE /* Lockable */,
1773 &object->backBuffer[i],
1774 NULL /* pShared (always null)*/);
1775 if(hr == WINED3D_OK && object->backBuffer[i]) {
1776 IWineD3DSurface_SetContainer(object->backBuffer[i], (IWineD3DBase *)object);
1777 } else {
1778 break;
1781 } else {
1782 object->backBuffer = NULL;
1785 if (object->backBuffer != NULL) {
1786 ENTER_GL();
1787 glDrawBuffer(GL_BACK);
1788 checkGLcall("glDrawBuffer(GL_BACK)");
1789 LEAVE_GL();
1790 } else {
1791 /* Single buffering - draw to front buffer */
1792 ENTER_GL();
1793 glDrawBuffer(GL_FRONT);
1794 checkGLcall("glDrawBuffer(GL_FRONT)");
1795 LEAVE_GL();
1798 /* Under directX swapchains share the depth stencil, so only create one depth-stencil */
1799 if (*(pPresentationParameters->EnableAutoDepthStencil) && hr == WINED3D_OK) {
1800 TRACE("Creating depth stencil buffer\n");
1801 if (This->depthStencilBuffer == NULL ) {
1802 hr = D3DCB_CreateDepthStencil((IUnknown *) This->parent,
1803 parent,
1804 object->presentParms.BackBufferWidth,
1805 object->presentParms.BackBufferHeight,
1806 object->presentParms.AutoDepthStencilFormat,
1807 object->presentParms.MultiSampleType,
1808 object->presentParms.MultiSampleQuality,
1809 FALSE /* FIXME: Discard */,
1810 &This->depthStencilBuffer,
1811 NULL /* pShared (always null)*/ );
1812 if (This->depthStencilBuffer != NULL)
1813 IWineD3DSurface_SetContainer(This->depthStencilBuffer, 0);
1816 /** TODO: A check on width, height and multisample types
1817 *(since the zbuffer must be at least as large as the render target and have the same multisample parameters)
1818 ****************************/
1819 object->wantsDepthStencilBuffer = TRUE;
1820 } else {
1821 object->wantsDepthStencilBuffer = FALSE;
1824 TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil %d\n",object->frontBuffer, object->backBuffer ? object->backBuffer[0] : NULL, object->wantsDepthStencilBuffer);
1827 /*********************
1828 * init the default renderTarget management
1829 *******************/
1830 object->drawable = object->win;
1831 object->render_ctx = object->glCtx;
1833 if (hr == WINED3D_OK) {
1834 /*********************
1835 * Setup some defaults and clear down the buffers
1836 *******************/
1837 ENTER_GL();
1838 /** save current context and drawable **/
1839 oldContext = glXGetCurrentContext();
1840 oldDrawable = glXGetCurrentDrawable();
1842 TRACE("Activating context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1843 if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
1844 ERR("Error in setting current context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1846 checkGLcall("glXMakeCurrent");
1848 TRACE("Setting up the screen\n");
1849 /* Clear the screen */
1850 glClearColor(1.0, 0.0, 0.0, 0.0);
1851 checkGLcall("glClearColor");
1852 glClearIndex(0);
1853 glClearDepth(1);
1854 glClearStencil(0xffff);
1856 checkGLcall("glClear");
1858 glColor3f(1.0, 1.0, 1.0);
1859 checkGLcall("glColor3f");
1861 glEnable(GL_LIGHTING);
1862 checkGLcall("glEnable");
1864 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1865 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1867 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1868 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1870 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1871 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1873 /* switch back to the original context (if there was one)*/
1874 if (This->swapchains) {
1875 /** TODO: restore the context and drawable **/
1876 glXMakeCurrent(object->display, oldDrawable, oldContext);
1879 /* Set the surface alignment. This never changes, so we are safe to set it once per context*/
1880 glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);
1881 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);");
1882 glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);
1883 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);");
1885 LEAVE_GL();
1887 TRACE("Set swapchain to %p\n", object);
1888 } else { /* something went wrong so clean up */
1889 IUnknown* bufferParent;
1890 if (object->frontBuffer) {
1892 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1893 IUnknown_Release(bufferParent); /* once for the get parent */
1894 if (IUnknown_Release(bufferParent) > 0) {
1895 FIXME("(%p) Something's still holding the front buffer\n",This);
1898 if (object->backBuffer) {
1899 int i;
1900 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1901 if(object->backBuffer[i]) {
1902 IWineD3DSurface_GetParent(object->backBuffer[i], &bufferParent);
1903 IUnknown_Release(bufferParent); /* once for the get parent */
1904 if (IUnknown_Release(bufferParent) > 0) {
1905 FIXME("(%p) Something's still holding the back buffer\n",This);
1909 HeapFree(GetProcessHeap(), 0, object->backBuffer);
1910 object->backBuffer = NULL;
1912 /* NOTE: don't clean up the depthstencil buffer because it belongs to the device */
1913 /* Clean up the context */
1914 /* check that we are the current context first (we shouldn't be though!) */
1915 if (object->glCtx != 0) {
1916 if(glXGetCurrentContext() == object->glCtx) {
1917 glXMakeCurrent(object->display, None, NULL);
1919 glXDestroyContext(object->display, object->glCtx);
1921 HeapFree(GetProcessHeap(), 0, object);
1925 return hr;
1928 /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
1929 static UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
1930 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1931 TRACE("(%p)\n", This);
1933 return This->NumberOfSwapChains;
1936 static HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
1937 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1938 TRACE("(%p) : swapchain %d\n", This, iSwapChain);
1940 if(iSwapChain < This->NumberOfSwapChains) {
1941 *pSwapChain = This->swapchains[iSwapChain];
1942 IWineD3DSwapChain_AddRef(*pSwapChain);
1943 TRACE("(%p) returning %p\n", This, *pSwapChain);
1944 return WINED3D_OK;
1945 } else {
1946 TRACE("Swapchain out of range\n");
1947 *pSwapChain = NULL;
1948 return WINED3DERR_INVALIDCALL;
1952 /*****
1953 * Vertex Declaration
1954 *****/
1955 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, CONST VOID* pDeclaration, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *parent) {
1956 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1957 IWineD3DVertexDeclarationImpl *object = NULL;
1958 HRESULT hr = WINED3D_OK;
1959 TRACE("(%p) : directXVersion=%u, pFunction=%p, ppDecl=%p\n", This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, pDeclaration, ppVertexDeclaration);
1960 D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
1961 object->allFVF = 0;
1963 hr = IWineD3DVertexDeclaration_SetDeclaration((IWineD3DVertexDeclaration *)object, (void *)pDeclaration);
1965 return hr;
1968 /* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
1969 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, CONST DWORD *pDeclaration, CONST DWORD *pFunction, IWineD3DVertexShader **ppVertexShader, IUnknown *parent) {
1970 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1971 IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
1972 HRESULT hr = WINED3D_OK;
1973 D3DCREATESHADEROBJECTINSTANCE(object, VertexShader)
1974 object->baseShader.shader_ins = IWineD3DVertexShaderImpl_shader_ins;
1976 TRACE("(%p) : Created Vertex shader %p\n", This, *ppVertexShader);
1978 /* If a vertex declaration has been passed, save it to the vertex shader, this affects d3d8 only. */
1979 /* Further it needs to be set before calling SetFunction as SetFunction needs the declaration. */
1980 if (pDeclaration != NULL) {
1981 IWineD3DVertexDeclaration *vertexDeclaration;
1982 hr = IWineD3DDevice_CreateVertexDeclaration(iface, pDeclaration, &vertexDeclaration ,NULL);
1983 if (WINED3D_OK == hr) {
1984 TRACE("(%p) : Setting vertex declaration to %p\n", This, vertexDeclaration);
1985 object->vertexDeclaration = vertexDeclaration;
1986 } else {
1987 FIXME("(%p) : Failed to set the declaration, returning WINED3DERR_INVALIDCALL\n", iface);
1988 IWineD3DVertexShader_Release(*ppVertexShader);
1989 return WINED3DERR_INVALIDCALL;
1993 hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction);
1995 if (WINED3D_OK != hr) {
1996 FIXME("(%p) : Failed to set the function, returning WINED3DERR_INVALIDCALL\n", iface);
1997 IWineD3DVertexShader_Release(*ppVertexShader);
1998 return WINED3DERR_INVALIDCALL;
2001 #if 0 /* TODO: In D3D* SVP is atatched to the shader, in D3D9 it's attached to the device and isn't stored in the stateblock. */
2002 if(Usage == WINED3DUSAGE_SOFTWAREVERTEXPROCESSING) {
2003 /* Foo */
2004 } else {
2005 /* Bar */
2008 #endif
2010 return WINED3D_OK;
2013 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface, CONST DWORD *pFunction, IWineD3DPixelShader **ppPixelShader, IUnknown *parent) {
2014 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2015 IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
2016 HRESULT hr = WINED3D_OK;
2018 D3DCREATESHADEROBJECTINSTANCE(object, PixelShader)
2019 object->baseShader.shader_ins = IWineD3DPixelShaderImpl_shader_ins;
2020 hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction);
2021 if (WINED3D_OK == hr) {
2022 TRACE("(%p) : Created Pixel shader %p\n", This, *ppPixelShader);
2023 } else {
2024 WARN("(%p) : Failed to create pixel shader\n", This);
2027 return hr;
2030 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags, PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent) {
2031 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2032 IWineD3DPaletteImpl *object;
2033 HRESULT hr;
2034 TRACE("(%p)->(%x, %p, %p, %p)\n", This, Flags, PalEnt, Palette, Parent);
2036 /* Create the new object */
2037 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DPaletteImpl));
2038 if(!object) {
2039 ERR("Out of memory when allocating memory for a IWineD3DPalette implementation\n");
2040 return E_OUTOFMEMORY;
2043 object->lpVtbl = &IWineD3DPalette_Vtbl;
2044 object->ref = 1;
2045 object->Flags = Flags;
2046 object->parent = Parent;
2047 object->wineD3DDevice = This;
2048 object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
2050 object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
2052 if(!object->hpal) {
2053 HeapFree( GetProcessHeap(), 0, object);
2054 return E_OUTOFMEMORY;
2057 hr = IWineD3DPalette_SetEntries((IWineD3DPalette *) object, 0, 0, IWineD3DPaletteImpl_Size(Flags), PalEnt);
2058 if(FAILED(hr)) {
2059 IWineD3DPalette_Release((IWineD3DPalette *) object);
2060 return hr;
2063 *Palette = (IWineD3DPalette *) object;
2065 return WINED3D_OK;
2068 static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, D3DCB_CREATEADDITIONALSWAPCHAIN D3DCB_CreateAdditionalSwapChain) {
2069 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2070 IWineD3DSwapChainImpl *swapchain;
2072 TRACE("(%p)->(%p,%p)\n", This, pPresentationParameters, D3DCB_CreateAdditionalSwapChain);
2073 if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
2075 /* TODO: Test if OpenGL is compiled in and loaded */
2077 /* Setup the implicit swapchain */
2078 TRACE("Creating implicit swapchain\n");
2079 if (D3D_OK != D3DCB_CreateAdditionalSwapChain((IUnknown *) This->parent, pPresentationParameters, (IWineD3DSwapChain **)&swapchain) || swapchain == NULL) {
2080 WARN("Failed to create implicit swapchain\n");
2081 return WINED3DERR_INVALIDCALL;
2084 This->NumberOfSwapChains = 1;
2085 This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
2086 if(!This->swapchains) {
2087 ERR("Out of memory!\n");
2088 IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
2089 return E_OUTOFMEMORY;
2091 This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
2093 if(swapchain->backBuffer && swapchain->backBuffer[0]) {
2094 TRACE("Setting rendertarget to %p\n", swapchain->backBuffer);
2095 This->renderTarget = swapchain->backBuffer[0];
2097 else {
2098 TRACE("Setting rendertarget to %p\n", swapchain->frontBuffer);
2099 This->renderTarget = swapchain->frontBuffer;
2101 IWineD3DSurface_AddRef(This->renderTarget);
2102 /* Depth Stencil support */
2103 This->stencilBufferTarget = This->depthStencilBuffer;
2104 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2105 set_depth_stencil_fbo(iface, This->depthStencilBuffer);
2107 if (NULL != This->stencilBufferTarget) {
2108 IWineD3DSurface_AddRef(This->stencilBufferTarget);
2111 /* Set up some starting GL setup */
2112 ENTER_GL();
2114 * Initialize openGL extension related variables
2115 * with Default values
2118 ((IWineD3DImpl *) This->wineD3D)->isGLInfoValid = IWineD3DImpl_FillGLCaps( This->wineD3D, swapchain->display);
2119 /* Setup all the devices defaults */
2120 IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
2121 #if 0
2122 IWineD3DImpl_CheckGraphicsMemory();
2123 #endif
2124 LEAVE_GL();
2126 /* Initialize our list of GLSL programs */
2127 list_init(&This->glsl_shader_progs);
2129 { /* Set a default viewport */
2130 WINED3DVIEWPORT vp;
2131 vp.X = 0;
2132 vp.Y = 0;
2133 vp.Width = *(pPresentationParameters->BackBufferWidth);
2134 vp.Height = *(pPresentationParameters->BackBufferHeight);
2135 vp.MinZ = 0.0f;
2136 vp.MaxZ = 1.0f;
2137 IWineD3DDevice_SetViewport((IWineD3DDevice *)This, &vp);
2140 /* Initialize the current view state */
2141 This->modelview_valid = 1;
2142 This->proj_valid = 0;
2143 This->view_ident = 1;
2144 This->last_was_rhw = 0;
2145 glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
2146 TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
2148 /* Clear the screen */
2149 IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL, WINED3DCLEAR_STENCIL|WINED3DCLEAR_ZBUFFER|WINED3DCLEAR_TARGET, 0x00, 1.0, 0);
2151 This->d3d_initialized = TRUE;
2152 return WINED3D_OK;
2155 static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyDepthStencilSurface) {
2156 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2157 int sampler;
2158 IUnknown* swapChainParent;
2159 uint i;
2160 TRACE("(%p)\n", This);
2162 if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
2164 /* Delete the mouse cursor texture */
2165 if(This->cursorTexture) {
2166 ENTER_GL();
2167 glDeleteTextures(1, &This->cursorTexture);
2168 LEAVE_GL();
2169 This->cursorTexture = 0;
2172 for(sampler = 0; sampler < GL_LIMITS(sampler_stages); ++sampler) {
2173 IWineD3DDevice_SetTexture(iface, sampler, NULL);
2176 /* Release the buffers (with sanity checks)*/
2177 TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
2178 if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
2179 if(This->depthStencilBuffer != This->stencilBufferTarget)
2180 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
2182 This->stencilBufferTarget = NULL;
2184 TRACE("Releasing the render target at %p\n", This->renderTarget);
2185 if(IWineD3DSurface_Release(This->renderTarget) >0){
2186 /* This check is a bit silly, itshould be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
2188 TRACE("Setting rendertarget to NULL\n");
2189 This->renderTarget = NULL;
2191 if (This->depthStencilBuffer) {
2192 if(D3DCB_DestroyDepthStencilSurface > 0) {
2193 FIXME("(%p) Something's still holding the depthStencilBuffer\n", This);
2195 This->depthStencilBuffer = NULL;
2198 for(i=0; i < This->NumberOfSwapChains; i++) {
2199 TRACE("Releasing the implicit swapchain %d\n", i);
2200 /* Swapchain 0 is special because it's created in startup with a hanging parent, so we have to release its parent now */
2201 IWineD3DSwapChain_GetParent(This->swapchains[i], &swapChainParent);
2202 IUnknown_Release(swapChainParent); /* once for the get parent */
2203 if (IUnknown_Release(swapChainParent) > 0) { /* the second time for when it was created */
2204 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
2208 HeapFree(GetProcessHeap(), 0, This->swapchains);
2209 This->swapchains = NULL;
2210 This->NumberOfSwapChains = 0;
2212 This->d3d_initialized = FALSE;
2213 return WINED3D_OK;
2216 static void WINAPI IWineD3DDeviceImpl_SetFullscreen(IWineD3DDevice *iface, BOOL fullscreen) {
2217 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2218 TRACE("(%p) Setting DDraw fullscreen mode to %s\n", This, fullscreen ? "true" : "false");
2220 /* DirectDraw apps can change between fullscreen and windowed mode after device creation with
2221 * IDirectDraw7::SetCooperativeLevel. The GDI surface implementation needs to know this.
2222 * DDraw doesn't necessarily have a swapchain, so we have to store the fullscreen flag
2223 * separately.
2225 This->ddraw_fullscreen = fullscreen;
2228 static HRESULT WINAPI IWineD3DDeviceImpl_EnumDisplayModes(IWineD3DDevice *iface, DWORD Flags, UINT Width, UINT Height, WINED3DFORMAT pixelformat, LPVOID context, D3DCB_ENUMDISPLAYMODESCALLBACK callback) {
2229 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2231 DEVMODEW DevModeW;
2232 int i;
2233 const PixelFormatDesc *formatDesc = getFormatDescEntry(pixelformat);
2235 TRACE("(%p)->(%x,%d,%d,%d,%p,%p)\n", This, Flags, Width, Height, pixelformat, context, callback);
2237 for (i = 0; EnumDisplaySettingsExW(NULL, i, &DevModeW, 0); i++) {
2238 /* Ignore some modes if a description was passed */
2239 if ( (Width > 0) && (Width != DevModeW.dmPelsWidth)) continue;
2240 if ( (Height > 0) && (Height != DevModeW.dmPelsHeight)) continue;
2241 if ( (pixelformat != WINED3DFMT_UNKNOWN) && ( formatDesc->bpp != DevModeW.dmBitsPerPel) ) continue;
2243 TRACE("Enumerating %dx%d@%s\n", DevModeW.dmPelsWidth, DevModeW.dmPelsHeight, debug_d3dformat(pixelformat_for_depth(DevModeW.dmBitsPerPel)));
2245 if (callback((IUnknown *) This, (UINT) DevModeW.dmPelsWidth, (UINT) DevModeW.dmPelsHeight, pixelformat_for_depth(DevModeW.dmBitsPerPel), 60.0, context) == DDENUMRET_CANCEL)
2246 return D3D_OK;
2249 return D3D_OK;
2252 static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
2253 DEVMODEW devmode;
2254 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2255 LONG ret;
2256 const PixelFormatDesc *formatDesc = getFormatDescEntry(pMode->Format);
2258 TRACE("(%p)->(%d,%p) Mode=%dx%dx@%d, %s\n", This, iSwapChain, pMode, pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2260 /* Resize the screen even without a window:
2261 * The app could have unset it with SetCooperativeLevel, but not called
2262 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
2263 * but we don't have any hwnd
2266 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
2267 devmode.dmBitsPerPel = formatDesc->bpp * 8;
2268 if(devmode.dmBitsPerPel == 24) devmode.dmBitsPerPel = 32;
2269 devmode.dmPelsWidth = pMode->Width;
2270 devmode.dmPelsHeight = pMode->Height;
2272 devmode.dmDisplayFrequency = pMode->RefreshRate;
2273 if (pMode->RefreshRate != 0) {
2274 devmode.dmFields |= DM_DISPLAYFREQUENCY;
2277 /* Only change the mode if necessary */
2278 if( (This->ddraw_width == pMode->Width) &&
2279 (This->ddraw_height == pMode->Height) &&
2280 (This->ddraw_format == pMode->Format) &&
2281 (pMode->RefreshRate == 0) ) {
2282 return D3D_OK;
2285 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
2286 if (ret != DISP_CHANGE_SUCCESSFUL) {
2287 if(devmode.dmDisplayFrequency != 0) {
2288 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
2289 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
2290 devmode.dmDisplayFrequency = 0;
2291 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
2293 if(ret != DISP_CHANGE_SUCCESSFUL) {
2294 return DDERR_INVALIDMODE;
2298 /* Store the new values */
2299 This->ddraw_width = pMode->Width;
2300 This->ddraw_height = pMode->Height;
2301 This->ddraw_format = pMode->Format;
2303 /* Only do this with a window of course */
2304 if(This->ddraw_window)
2305 MoveWindow(This->ddraw_window, 0, 0, pMode->Width, pMode->Height, TRUE);
2307 return WINED3D_OK;
2310 static HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
2311 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2312 *ppD3D= This->wineD3D;
2313 TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
2314 IWineD3D_AddRef(*ppD3D);
2315 return WINED3D_OK;
2318 static UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
2319 /** NOTE: There's a probably a hack-around for this one by putting as many pbuffers, VBOs (or whatever)
2320 * into the video ram as possible and seeing how many fit
2321 * you can also get the correct initial value from nvidia and ATI's driver via X
2322 * texture memory is video memory + AGP memory
2323 *******************/
2324 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2325 static BOOL showfixmes = TRUE;
2326 if (showfixmes) {
2327 FIXME("(%p) : stub, simulating %dMB for now, returning %dMB left\n", This,
2328 (wined3d_settings.emulated_textureram/(1024*1024)),
2329 ((wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
2330 showfixmes = FALSE;
2332 TRACE("(%p) : simulating %dMB, returning %dMB left\n", This,
2333 (wined3d_settings.emulated_textureram/(1024*1024)),
2334 ((wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
2335 /* return simulated texture memory left */
2336 return (wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram);
2341 /*****
2342 * Get / Set FVF
2343 *****/
2344 static HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
2345 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2346 HRESULT hr = WINED3D_OK;
2348 /* Update the current state block */
2349 This->updateStateBlock->fvf = fvf;
2350 This->updateStateBlock->changed.fvf = TRUE;
2351 This->updateStateBlock->set.fvf = TRUE;
2353 TRACE("(%p) : FVF Shader FVF set to %x\n", This, fvf);
2354 return hr;
2358 static HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
2359 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2360 TRACE("(%p) : GetFVF returning %x\n", This, This->stateBlock->fvf);
2361 *pfvf = This->stateBlock->fvf;
2362 return WINED3D_OK;
2365 /*****
2366 * Get / Set Stream Source
2367 *****/
2368 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
2369 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2370 IWineD3DVertexBuffer *oldSrc;
2372 /**TODO: instance and index data, see
2373 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
2375 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/SetStreamSourceFreq.asp
2376 **************/
2378 /* D3d9 only, but shouldn't hurt d3d8 */
2379 UINT streamFlags;
2381 streamFlags = StreamNumber &(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
2382 if (streamFlags) {
2383 if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
2384 FIXME("stream index data not supported\n");
2386 if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
2387 FIXME("stream instance data not supported\n");
2391 StreamNumber&= ~(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
2393 if (StreamNumber >= MAX_STREAMS) {
2394 WARN("Stream out of range %d\n", StreamNumber);
2395 return WINED3DERR_INVALIDCALL;
2398 oldSrc = This->stateBlock->streamSource[StreamNumber];
2399 TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride);
2401 This->updateStateBlock->changed.streamSource[StreamNumber] = TRUE;
2402 This->updateStateBlock->set.streamSource[StreamNumber] = TRUE;
2403 This->updateStateBlock->streamStride[StreamNumber] = Stride;
2404 This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
2405 This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
2406 This->updateStateBlock->streamFlags[StreamNumber] = streamFlags;
2408 /* Handle recording of state blocks */
2409 if (This->isRecordingState) {
2410 TRACE("Recording... not performing anything\n");
2411 return WINED3D_OK;
2414 /* Same stream object: no action */
2415 if (oldSrc == pStreamData)
2416 return WINED3D_OK;
2418 /* Need to do a getParent and pass the reffs up */
2419 /* MSDN says ..... When an application no longer holds a references to this interface, the interface will automatically be freed.
2420 which suggests that we shouldn't be ref counting? and do need a _release on the stream source to reset the stream source
2421 so for now, just count internally */
2422 if (pStreamData != NULL) {
2423 IWineD3DVertexBufferImpl *vbImpl = (IWineD3DVertexBufferImpl *) pStreamData;
2424 if( (vbImpl->Flags & VBFLAG_STREAM) && vbImpl->stream != StreamNumber) {
2425 WARN("Assigning a Vertex Buffer to stream %d which is already assigned to stream %d\n", StreamNumber, vbImpl->stream);
2427 vbImpl->stream = StreamNumber;
2428 vbImpl->Flags |= VBFLAG_STREAM;
2429 IWineD3DVertexBuffer_AddRef(pStreamData);
2431 if (oldSrc != NULL) {
2432 ((IWineD3DVertexBufferImpl *) oldSrc)->Flags &= ~VBFLAG_STREAM;
2433 IWineD3DVertexBuffer_Release(oldSrc);
2436 return WINED3D_OK;
2439 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
2440 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2441 UINT streamFlags;
2443 TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber,
2444 This->stateBlock->streamSource[StreamNumber], This->stateBlock->streamStride[StreamNumber]);
2447 streamFlags = StreamNumber &(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
2448 if (streamFlags) {
2449 if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
2450 FIXME("stream index data not supported\n");
2452 if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
2453 FIXME("stream instance data not supported\n");
2457 StreamNumber&= ~(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
2459 if (StreamNumber >= MAX_STREAMS) {
2460 WARN("Stream out of range %d\n", StreamNumber);
2461 return WINED3DERR_INVALIDCALL;
2463 *pStream = This->stateBlock->streamSource[StreamNumber];
2464 *pStride = This->stateBlock->streamStride[StreamNumber];
2465 if (pOffset) {
2466 *pOffset = This->stateBlock->streamOffset[StreamNumber];
2469 if (*pStream == NULL) {
2470 FIXME("Attempting to get an empty stream %d, returning WINED3DERR_INVALIDCALL\n", StreamNumber);
2471 return WINED3DERR_INVALIDCALL;
2474 IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
2475 return WINED3D_OK;
2478 /*Should be quite easy, just an extension of vertexdata
2479 ref...
2480 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c_Summer_04/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
2482 The divider is a bit odd though
2484 VertexOffset = StartVertex / Divider * StreamStride +
2485 VertexIndex / Divider * StreamStride + StreamOffset
2488 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
2489 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2491 TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
2492 This->updateStateBlock->streamFlags[StreamNumber] = Divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA );
2494 This->updateStateBlock->changed.streamFreq[StreamNumber] = TRUE;
2495 This->updateStateBlock->set.streamFreq[StreamNumber] = TRUE;
2496 This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
2498 if (This->updateStateBlock->streamFlags[StreamNumber] || This->updateStateBlock->streamFreq[StreamNumber] != 1) {
2499 FIXME("Stream indexing not fully supported\n");
2502 return WINED3D_OK;
2505 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
2506 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2508 TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
2509 *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
2511 TRACE("(%p) : returning %d\n", This, *Divider);
2513 return WINED3D_OK;
2516 /*****
2517 * Get / Set & Multiply Transform
2518 *****/
2519 static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE d3dts, CONST WINED3DMATRIX* lpmatrix) {
2520 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2522 /* Most of this routine, comments included copied from ddraw tree initially: */
2523 TRACE("(%p) : Transform State=%s\n", This, debug_d3dtstype(d3dts));
2525 /* Handle recording of state blocks */
2526 if (This->isRecordingState) {
2527 TRACE("Recording... not performing anything\n");
2528 This->updateStateBlock->changed.transform[d3dts] = TRUE;
2529 This->updateStateBlock->set.transform[d3dts] = TRUE;
2530 memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(WINED3DMATRIX));
2531 return WINED3D_OK;
2535 * If the new matrix is the same as the current one,
2536 * we cut off any further processing. this seems to be a reasonable
2537 * optimization because as was noticed, some apps (warcraft3 for example)
2538 * tend towards setting the same matrix repeatedly for some reason.
2540 * From here on we assume that the new matrix is different, wherever it matters.
2542 if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(WINED3DMATRIX))) {
2543 TRACE("The app is setting the same matrix over again\n");
2544 return WINED3D_OK;
2545 } else {
2546 conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
2550 ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
2551 where ViewMat = Camera space, WorldMat = world space.
2553 In OpenGL, camera and world space is combined into GL_MODELVIEW
2554 matrix. The Projection matrix stay projection matrix.
2557 /* Capture the times we can just ignore the change for now */
2558 if (d3dts == WINED3DTS_WORLDMATRIX(0)) {
2559 This->modelview_valid = FALSE;
2560 return WINED3D_OK;
2562 } else if (d3dts == WINED3DTS_PROJECTION) {
2563 This->proj_valid = FALSE;
2564 return WINED3D_OK;
2566 } else if (d3dts >= WINED3DTS_WORLDMATRIX(1) && d3dts <= WINED3DTS_WORLDMATRIX(255)) {
2567 /* Indexed Vertex Blending Matrices 256 -> 511 */
2568 /* Use arb_vertex_blend or NV_VERTEX_WEIGHTING? */
2569 FIXME("WINED3DTS_WORLDMATRIX(1..255) not handled\n");
2570 return WINED3D_OK;
2573 /* Now we really are going to have to change a matrix */
2574 ENTER_GL();
2576 if (d3dts >= WINED3DTS_TEXTURE0 && d3dts <= WINED3DTS_TEXTURE7) { /* handle texture matrices */
2577 /* This is now set with the texture unit states, it may be a good idea to flag the change though! */
2578 } else if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrice */
2579 unsigned int k;
2581 /* If we are changing the View matrix, reset the light and clipping planes to the new view
2582 * NOTE: We have to reset the positions even if the light/plane is not currently
2583 * enabled, since the call to enable it will not reset the position.
2584 * NOTE2: Apparently texture transforms do NOT need reapplying
2587 PLIGHTINFOEL *lightChain = NULL;
2588 This->modelview_valid = FALSE;
2589 This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
2591 glMatrixMode(GL_MODELVIEW);
2592 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2593 glPushMatrix();
2594 glLoadMatrixf((const float *)lpmatrix);
2595 checkGLcall("glLoadMatrixf(...)");
2597 /* Reset lights */
2598 lightChain = This->stateBlock->lights;
2599 while (lightChain && lightChain->glIndex != -1) {
2600 glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_POSITION, lightChain->lightPosn);
2601 checkGLcall("glLightfv posn");
2602 glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_SPOT_DIRECTION, lightChain->lightDirn);
2603 checkGLcall("glLightfv dirn");
2604 lightChain = lightChain->next;
2607 /* Reset Clipping Planes if clipping is enabled */
2608 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2609 glClipPlane(GL_CLIP_PLANE0 + k, This->stateBlock->clipplane[k]);
2610 checkGLcall("glClipPlane");
2612 glPopMatrix();
2614 } else { /* What was requested!?? */
2615 WARN("invalid matrix specified: %i\n", d3dts);
2618 /* Release lock, all done */
2619 LEAVE_GL();
2620 return WINED3D_OK;
2623 static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, WINED3DMATRIX* pMatrix) {
2624 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2625 TRACE("(%p) : for Transform State %s\n", This, debug_d3dtstype(State));
2626 memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(WINED3DMATRIX));
2627 return WINED3D_OK;
2630 static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) {
2631 WINED3DMATRIX *mat = NULL;
2632 WINED3DMATRIX temp;
2634 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
2635 * below means it will be recorded in a state block change, but it
2636 * works regardless where it is recorded.
2637 * If this is found to be wrong, change to StateBlock.
2639 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2640 TRACE("(%p) : For state %s\n", This, debug_d3dtstype(State));
2642 if (State < HIGHEST_TRANSFORMSTATE)
2644 mat = &This->updateStateBlock->transforms[State];
2645 } else {
2646 FIXME("Unhandled transform state!!\n");
2649 multiply_matrix(&temp, mat, (const WINED3DMATRIX *) pMatrix);
2651 /* Apply change via set transform - will reapply to eg. lights this way */
2652 return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
2655 /*****
2656 * Get / Set Light
2657 *****/
2658 /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
2659 you can reference any indexes you want as long as that number max are enabled at any
2660 one point in time! Therefore since the indexes can be anything, we need a linked list of them.
2661 However, this causes stateblock problems. When capturing the state block, I duplicate the list,
2662 but when recording, just build a chain pretty much of commands to be replayed. */
2664 static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
2665 float rho;
2666 PLIGHTINFOEL *object, *temp;
2668 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2669 TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
2671 /* If recording state block, just add to end of lights chain */
2672 if (This->isRecordingState) {
2673 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2674 if (NULL == object) {
2675 return WINED3DERR_OUTOFVIDEOMEMORY;
2677 memcpy(&object->OriginalParms, pLight, sizeof(WINED3DLIGHT));
2678 object->OriginalIndex = Index;
2679 object->glIndex = -1;
2680 object->changed = TRUE;
2682 /* Add to the END of the chain of lights changes to be replayed */
2683 if (This->updateStateBlock->lights == NULL) {
2684 This->updateStateBlock->lights = object;
2685 } else {
2686 temp = This->updateStateBlock->lights;
2687 while (temp->next != NULL) temp=temp->next;
2688 temp->next = object;
2690 TRACE("Recording... not performing anything more\n");
2691 return WINED3D_OK;
2694 /* Ok, not recording any longer so do real work */
2695 object = This->stateBlock->lights;
2696 while (object != NULL && object->OriginalIndex != Index) object = object->next;
2698 /* If we didn't find it in the list of lights, time to add it */
2699 if (object == NULL) {
2700 PLIGHTINFOEL *insertAt,*prevPos;
2702 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2703 if (NULL == object) {
2704 return WINED3DERR_OUTOFVIDEOMEMORY;
2706 object->OriginalIndex = Index;
2707 object->glIndex = -1;
2709 /* Add it to the front of list with the idea that lights will be changed as needed
2710 BUT after any lights currently assigned GL indexes */
2711 insertAt = This->stateBlock->lights;
2712 prevPos = NULL;
2713 while (insertAt != NULL && insertAt->glIndex != -1) {
2714 prevPos = insertAt;
2715 insertAt = insertAt->next;
2718 if (insertAt == NULL && prevPos == NULL) { /* Start of list */
2719 This->stateBlock->lights = object;
2720 } else if (insertAt == NULL) { /* End of list */
2721 prevPos->next = object;
2722 object->prev = prevPos;
2723 } else { /* Middle of chain */
2724 if (prevPos == NULL) {
2725 This->stateBlock->lights = object;
2726 } else {
2727 prevPos->next = object;
2729 object->prev = prevPos;
2730 object->next = insertAt;
2731 insertAt->prev = object;
2735 /* Initialize the object */
2736 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
2737 pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
2738 pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
2739 pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
2740 TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
2741 pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
2742 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
2744 /* Save away the information */
2745 memcpy(&object->OriginalParms, pLight, sizeof(WINED3DLIGHT));
2747 switch (pLight->Type) {
2748 case WINED3DLIGHT_POINT:
2749 /* Position */
2750 object->lightPosn[0] = pLight->Position.x;
2751 object->lightPosn[1] = pLight->Position.y;
2752 object->lightPosn[2] = pLight->Position.z;
2753 object->lightPosn[3] = 1.0f;
2754 object->cutoff = 180.0f;
2755 /* FIXME: Range */
2756 break;
2758 case WINED3DLIGHT_DIRECTIONAL:
2759 /* Direction */
2760 object->lightPosn[0] = -pLight->Direction.x;
2761 object->lightPosn[1] = -pLight->Direction.y;
2762 object->lightPosn[2] = -pLight->Direction.z;
2763 object->lightPosn[3] = 0.0;
2764 object->exponent = 0.0f;
2765 object->cutoff = 180.0f;
2766 break;
2768 case WINED3DLIGHT_SPOT:
2769 /* Position */
2770 object->lightPosn[0] = pLight->Position.x;
2771 object->lightPosn[1] = pLight->Position.y;
2772 object->lightPosn[2] = pLight->Position.z;
2773 object->lightPosn[3] = 1.0;
2775 /* Direction */
2776 object->lightDirn[0] = pLight->Direction.x;
2777 object->lightDirn[1] = pLight->Direction.y;
2778 object->lightDirn[2] = pLight->Direction.z;
2779 object->lightDirn[3] = 1.0;
2782 * opengl-ish and d3d-ish spot lights use too different models for the
2783 * light "intensity" as a function of the angle towards the main light direction,
2784 * so we only can approximate very roughly.
2785 * however spot lights are rather rarely used in games (if ever used at all).
2786 * furthermore if still used, probably nobody pays attention to such details.
2788 if (pLight->Falloff == 0) {
2789 rho = 6.28f;
2790 } else {
2791 rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
2793 if (rho < 0.0001) rho = 0.0001f;
2794 object->exponent = -0.3/log(cos(rho/2));
2795 if (object->exponent > 128.0) {
2796 object->exponent = 128.0;
2798 object->cutoff = pLight->Phi*90/M_PI;
2800 /* FIXME: Range */
2801 break;
2803 default:
2804 FIXME("Unrecognized light type %d\n", pLight->Type);
2807 /* Update the live definitions if the light is currently assigned a glIndex */
2808 if (object->glIndex != -1) {
2809 setup_light(iface, object->glIndex, object);
2811 return WINED3D_OK;
2814 static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
2815 PLIGHTINFOEL *lightInfo = NULL;
2816 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2817 TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
2819 /* Locate the light in the live lights */
2820 lightInfo = This->stateBlock->lights;
2821 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2823 if (lightInfo == NULL) {
2824 TRACE("Light information requested but light not defined\n");
2825 return WINED3DERR_INVALIDCALL;
2828 memcpy(pLight, &lightInfo->OriginalParms, sizeof(WINED3DLIGHT));
2829 return WINED3D_OK;
2832 /*****
2833 * Get / Set Light Enable
2834 * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
2835 *****/
2836 static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
2837 PLIGHTINFOEL *lightInfo = NULL;
2838 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2839 TRACE("(%p) : Idx(%d), enable? %d\n", This, Index, Enable);
2841 /* Tests show true = 128...not clear why */
2843 Enable = Enable? 128: 0;
2845 /* If recording state block, just add to end of lights chain with changedEnable set to true */
2846 if (This->isRecordingState) {
2847 lightInfo = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2848 if (NULL == lightInfo) {
2849 return WINED3DERR_OUTOFVIDEOMEMORY;
2851 lightInfo->OriginalIndex = Index;
2852 lightInfo->glIndex = -1;
2853 lightInfo->enabledChanged = TRUE;
2854 lightInfo->lightEnabled = Enable;
2856 /* Add to the END of the chain of lights changes to be replayed */
2857 if (This->updateStateBlock->lights == NULL) {
2858 This->updateStateBlock->lights = lightInfo;
2859 } else {
2860 PLIGHTINFOEL *temp = This->updateStateBlock->lights;
2861 while (temp->next != NULL) temp=temp->next;
2862 temp->next = lightInfo;
2864 TRACE("Recording... not performing anything more\n");
2865 return WINED3D_OK;
2868 /* Not recording... So, locate the light in the live lights */
2869 lightInfo = This->stateBlock->lights;
2870 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2872 /* Special case - enabling an undefined light creates one with a strict set of parms! */
2873 if (lightInfo == NULL) {
2875 TRACE("Light enabled requested but light not defined, so defining one!\n");
2876 IWineD3DDeviceImpl_SetLight(iface, Index, &WINED3D_default_light);
2878 /* Search for it again! Should be fairly quick as near head of list */
2879 lightInfo = This->stateBlock->lights;
2880 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2881 if (lightInfo == NULL) {
2882 FIXME("Adding default lights has failed dismally\n");
2883 return WINED3DERR_INVALIDCALL;
2887 /* OK, we now have a light... */
2888 if (!Enable) {
2890 /* If we are disabling it, check it was enabled, and
2891 still only do something if it has assigned a glIndex (which it should have!) */
2892 if ((lightInfo->lightEnabled) && (lightInfo->glIndex != -1)) {
2893 TRACE("Disabling light set up at gl idx %d\n", lightInfo->glIndex);
2894 ENTER_GL();
2895 glDisable(GL_LIGHT0 + lightInfo->glIndex);
2896 checkGLcall("glDisable GL_LIGHT0+Index");
2897 LEAVE_GL();
2898 } else {
2899 TRACE("Nothing to do as light was not enabled\n");
2901 lightInfo->lightEnabled = Enable;
2902 } else {
2904 /* We are enabling it. If it is enabled, it's really simple */
2905 if (lightInfo->lightEnabled) {
2906 /* nop */
2907 TRACE("Nothing to do as light was enabled\n");
2909 /* If it already has a glIndex, it's still simple */
2910 } else if (lightInfo->glIndex != -1) {
2911 TRACE("Reusing light as already set up at gl idx %d\n", lightInfo->glIndex);
2912 lightInfo->lightEnabled = Enable;
2913 ENTER_GL();
2914 glEnable(GL_LIGHT0 + lightInfo->glIndex);
2915 checkGLcall("glEnable GL_LIGHT0+Index already setup");
2916 LEAVE_GL();
2918 /* Otherwise got to find space - lights are ordered gl indexes first */
2919 } else {
2920 PLIGHTINFOEL *bsf = NULL;
2921 PLIGHTINFOEL *pos = This->stateBlock->lights;
2922 PLIGHTINFOEL *prev = NULL;
2923 int Index= 0;
2924 int glIndex = -1;
2926 /* Try to minimize changes as much as possible */
2927 while (pos != NULL && pos->glIndex != -1 && Index < This->maxConcurrentLights) {
2929 /* Try to remember which index can be replaced if necessary */
2930 if (bsf==NULL && !pos->lightEnabled) {
2931 /* Found a light we can replace, save as best replacement */
2932 bsf = pos;
2935 /* Step to next space */
2936 prev = pos;
2937 pos = pos->next;
2938 Index ++;
2941 /* If we have too many active lights, fail the call */
2942 if ((Index == This->maxConcurrentLights) && (bsf == NULL)) {
2943 FIXME("Program requests too many concurrent lights\n");
2944 return WINED3DERR_INVALIDCALL;
2946 /* If we have allocated all lights, but not all are enabled,
2947 reuse one which is not enabled */
2948 } else if (Index == This->maxConcurrentLights) {
2949 /* use bsf - Simply swap the new light and the BSF one */
2950 PLIGHTINFOEL *bsfNext = bsf->next;
2951 PLIGHTINFOEL *bsfPrev = bsf->prev;
2953 /* Sort out ends */
2954 if (lightInfo->next != NULL) lightInfo->next->prev = bsf;
2955 if (bsf->prev != NULL) {
2956 bsf->prev->next = lightInfo;
2957 } else {
2958 This->stateBlock->lights = lightInfo;
2961 /* If not side by side, lots of chains to update */
2962 if (bsf->next != lightInfo) {
2963 lightInfo->prev->next = bsf;
2964 bsf->next->prev = lightInfo;
2965 bsf->next = lightInfo->next;
2966 bsf->prev = lightInfo->prev;
2967 lightInfo->next = bsfNext;
2968 lightInfo->prev = bsfPrev;
2970 } else {
2971 /* Simple swaps */
2972 bsf->prev = lightInfo;
2973 bsf->next = lightInfo->next;
2974 lightInfo->next = bsf;
2975 lightInfo->prev = bsfPrev;
2979 /* Update states */
2980 glIndex = bsf->glIndex;
2981 bsf->glIndex = -1;
2982 lightInfo->glIndex = glIndex;
2983 lightInfo->lightEnabled = Enable;
2985 /* Finally set up the light in gl itself */
2986 TRACE("Replacing light which was set up at gl idx %d\n", lightInfo->glIndex);
2987 ENTER_GL();
2988 setup_light(iface, glIndex, lightInfo);
2989 glEnable(GL_LIGHT0 + glIndex);
2990 checkGLcall("glEnable GL_LIGHT0 new setup");
2991 LEAVE_GL();
2993 /* If we reached the end of the allocated lights, with space in the
2994 gl lights, setup a new light */
2995 } else if (pos->glIndex == -1) {
2997 /* We reached the end of the allocated gl lights, so already
2998 know the index of the next one! */
2999 glIndex = Index;
3000 lightInfo->glIndex = glIndex;
3001 lightInfo->lightEnabled = Enable;
3003 /* In an ideal world, it's already in the right place */
3004 if (lightInfo->prev == NULL || lightInfo->prev->glIndex!=-1) {
3005 /* No need to move it */
3006 } else {
3007 /* Remove this light from the list */
3008 lightInfo->prev->next = lightInfo->next;
3009 if (lightInfo->next != NULL) {
3010 lightInfo->next->prev = lightInfo->prev;
3013 /* Add in at appropriate place (inbetween prev and pos) */
3014 lightInfo->prev = prev;
3015 lightInfo->next = pos;
3016 if (prev == NULL) {
3017 This->stateBlock->lights = lightInfo;
3018 } else {
3019 prev->next = lightInfo;
3021 if (pos != NULL) {
3022 pos->prev = lightInfo;
3026 /* Finally set up the light in gl itself */
3027 TRACE("Defining new light at gl idx %d\n", lightInfo->glIndex);
3028 ENTER_GL();
3029 setup_light(iface, glIndex, lightInfo);
3030 glEnable(GL_LIGHT0 + glIndex);
3031 checkGLcall("glEnable GL_LIGHT0 new setup");
3032 LEAVE_GL();
3037 return WINED3D_OK;
3040 static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
3042 PLIGHTINFOEL *lightInfo = NULL;
3043 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3044 TRACE("(%p) : for idx(%d)\n", This, Index);
3046 /* Locate the light in the live lights */
3047 lightInfo = This->stateBlock->lights;
3048 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
3050 if (lightInfo == NULL) {
3051 TRACE("Light enabled state requested but light not defined\n");
3052 return WINED3DERR_INVALIDCALL;
3054 *pEnable = lightInfo->lightEnabled;
3055 return WINED3D_OK;
3058 /*****
3059 * Get / Set Clip Planes
3060 *****/
3061 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
3062 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3063 TRACE("(%p) : for idx %d, %p\n", This, Index, pPlane);
3065 /* Validate Index */
3066 if (Index >= GL_LIMITS(clipplanes)) {
3067 TRACE("Application has requested clipplane this device doesn't support\n");
3068 return WINED3DERR_INVALIDCALL;
3071 This->updateStateBlock->changed.clipplane[Index] = TRUE;
3072 This->updateStateBlock->set.clipplane[Index] = TRUE;
3073 This->updateStateBlock->clipplane[Index][0] = pPlane[0];
3074 This->updateStateBlock->clipplane[Index][1] = pPlane[1];
3075 This->updateStateBlock->clipplane[Index][2] = pPlane[2];
3076 This->updateStateBlock->clipplane[Index][3] = pPlane[3];
3078 /* Handle recording of state blocks */
3079 if (This->isRecordingState) {
3080 TRACE("Recording... not performing anything\n");
3081 return WINED3D_OK;
3084 /* Apply it */
3086 ENTER_GL();
3088 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3089 glMatrixMode(GL_MODELVIEW);
3090 glPushMatrix();
3091 glLoadMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3093 TRACE("Clipplane [%f,%f,%f,%f]\n",
3094 This->updateStateBlock->clipplane[Index][0],
3095 This->updateStateBlock->clipplane[Index][1],
3096 This->updateStateBlock->clipplane[Index][2],
3097 This->updateStateBlock->clipplane[Index][3]);
3098 glClipPlane(GL_CLIP_PLANE0 + Index, This->updateStateBlock->clipplane[Index]);
3099 checkGLcall("glClipPlane");
3101 glPopMatrix();
3102 LEAVE_GL();
3104 return WINED3D_OK;
3107 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
3108 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3109 TRACE("(%p) : for idx %d\n", This, Index);
3111 /* Validate Index */
3112 if (Index >= GL_LIMITS(clipplanes)) {
3113 TRACE("Application has requested clipplane this device doesn't support\n");
3114 return WINED3DERR_INVALIDCALL;
3117 pPlane[0] = This->stateBlock->clipplane[Index][0];
3118 pPlane[1] = This->stateBlock->clipplane[Index][1];
3119 pPlane[2] = This->stateBlock->clipplane[Index][2];
3120 pPlane[3] = This->stateBlock->clipplane[Index][3];
3121 return WINED3D_OK;
3124 /*****
3125 * Get / Set Clip Plane Status
3126 * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
3127 *****/
3128 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
3129 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3130 FIXME("(%p) : stub\n", This);
3131 if (NULL == pClipStatus) {
3132 return WINED3DERR_INVALIDCALL;
3134 This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
3135 This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
3136 return WINED3D_OK;
3139 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
3140 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3141 FIXME("(%p) : stub\n", This);
3142 if (NULL == pClipStatus) {
3143 return WINED3DERR_INVALIDCALL;
3145 pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
3146 pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
3147 return WINED3D_OK;
3150 /*****
3151 * Get / Set Material
3152 *****/
3153 static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
3154 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3156 This->updateStateBlock->changed.material = TRUE;
3157 This->updateStateBlock->set.material = TRUE;
3158 memcpy(&This->updateStateBlock->material, pMaterial, sizeof(WINED3DMATERIAL));
3160 /* Handle recording of state blocks */
3161 if (This->isRecordingState) {
3162 TRACE("Recording... not performing anything\n");
3163 return WINED3D_OK;
3166 ENTER_GL();
3167 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
3168 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
3169 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
3170 pMaterial->Ambient.b, pMaterial->Ambient.a);
3171 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
3172 pMaterial->Specular.b, pMaterial->Specular.a);
3173 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
3174 pMaterial->Emissive.b, pMaterial->Emissive.a);
3175 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
3177 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &This->updateStateBlock->material.Ambient);
3178 checkGLcall("glMaterialfv(GL_AMBIENT)");
3179 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->updateStateBlock->material.Diffuse);
3180 checkGLcall("glMaterialfv(GL_DIFFUSE)");
3182 /* Only change material color if specular is enabled, otherwise it is set to black */
3183 if (This->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
3184 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
3185 checkGLcall("glMaterialfv(GL_SPECULAR");
3186 } else {
3187 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
3188 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
3189 checkGLcall("glMaterialfv(GL_SPECULAR");
3191 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->updateStateBlock->material.Emissive);
3192 checkGLcall("glMaterialfv(GL_EMISSION)");
3193 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->updateStateBlock->material.Power);
3194 checkGLcall("glMaterialf(GL_SHININESS");
3196 LEAVE_GL();
3197 return WINED3D_OK;
3200 static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
3201 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3202 memcpy(pMaterial, &This->updateStateBlock->material, sizeof (WINED3DMATERIAL));
3203 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
3204 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
3205 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
3206 pMaterial->Ambient.b, pMaterial->Ambient.a);
3207 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
3208 pMaterial->Specular.b, pMaterial->Specular.a);
3209 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
3210 pMaterial->Emissive.b, pMaterial->Emissive.a);
3211 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
3213 return WINED3D_OK;
3216 /*****
3217 * Get / Set Indices
3218 *****/
3219 static HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData,
3220 UINT BaseVertexIndex) {
3221 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3222 IWineD3DIndexBuffer *oldIdxs;
3224 TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex);
3225 oldIdxs = This->updateStateBlock->pIndexData;
3227 This->updateStateBlock->changed.indices = TRUE;
3228 This->updateStateBlock->set.indices = TRUE;
3229 This->updateStateBlock->pIndexData = pIndexData;
3230 This->updateStateBlock->baseVertexIndex = BaseVertexIndex;
3232 /* Handle recording of state blocks */
3233 if (This->isRecordingState) {
3234 TRACE("Recording... not performing anything\n");
3235 return WINED3D_OK;
3238 if (NULL != pIndexData) {
3239 IWineD3DIndexBuffer_AddRef(pIndexData);
3241 if (NULL != oldIdxs) {
3242 IWineD3DIndexBuffer_Release(oldIdxs);
3244 return WINED3D_OK;
3247 static HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData, UINT* pBaseVertexIndex) {
3248 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3250 *ppIndexData = This->stateBlock->pIndexData;
3252 /* up ref count on ppindexdata */
3253 if (*ppIndexData) {
3254 IWineD3DIndexBuffer_AddRef(*ppIndexData);
3255 *pBaseVertexIndex = This->stateBlock->baseVertexIndex;
3256 TRACE("(%p) index data set to %p + %u\n", This, ppIndexData, This->stateBlock->baseVertexIndex);
3257 }else{
3258 TRACE("(%p) No index data set\n", This);
3260 TRACE("Returning %p %d\n", *ppIndexData, *pBaseVertexIndex);
3262 return WINED3D_OK;
3265 /*****
3266 * Get / Set Viewports
3267 *****/
3268 static HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
3269 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3271 TRACE("(%p)\n", This);
3272 This->updateStateBlock->changed.viewport = TRUE;
3273 This->updateStateBlock->set.viewport = TRUE;
3274 memcpy(&This->updateStateBlock->viewport, pViewport, sizeof(WINED3DVIEWPORT));
3276 /* Handle recording of state blocks */
3277 if (This->isRecordingState) {
3278 TRACE("Recording... not performing anything\n");
3279 return WINED3D_OK;
3281 This->viewport_changed = TRUE;
3283 ENTER_GL();
3285 TRACE("(%p) : x=%d, y=%d, wid=%d, hei=%d, minz=%f, maxz=%f\n", This,
3286 pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
3288 glDepthRange(pViewport->MinZ, pViewport->MaxZ);
3289 checkGLcall("glDepthRange");
3290 /* Note: GL requires lower left, DirectX supplies upper left */
3291 /* TODO: replace usage of renderTarget with context management */
3292 glViewport(pViewport->X,
3293 (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - (pViewport->Y + pViewport->Height)),
3294 pViewport->Width, pViewport->Height);
3296 checkGLcall("glViewport");
3298 LEAVE_GL();
3300 return WINED3D_OK;
3304 static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
3305 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3306 TRACE("(%p)\n", This);
3307 memcpy(pViewport, &This->stateBlock->viewport, sizeof(WINED3DVIEWPORT));
3308 return WINED3D_OK;
3311 /*****
3312 * Get / Set Render States
3313 * TODO: Verify against dx9 definitions
3314 *****/
3315 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) {
3317 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3319 TRACE("(%p)->state = %s(%d), value = %d\n", This, debug_d3drenderstate(State), State, Value);
3320 This->updateStateBlock->changed.renderState[State] = TRUE;
3321 This->updateStateBlock->set.renderState[State] = TRUE;
3322 This->updateStateBlock->renderState[State] = Value;
3324 /* Handle recording of state blocks */
3325 if (This->isRecordingState) {
3326 TRACE("Recording... not performing anything\n");
3327 return WINED3D_OK;
3330 ENTER_GL();
3332 switch (State) {
3333 case WINED3DRS_FILLMODE :
3334 case WINED3DRS_LIGHTING :
3335 case WINED3DRS_ZENABLE :
3336 case WINED3DRS_CULLMODE :
3337 case WINED3DRS_SHADEMODE :
3338 case WINED3DRS_DITHERENABLE :
3339 case WINED3DRS_ZWRITEENABLE :
3340 case WINED3DRS_ZFUNC :
3341 case WINED3DRS_AMBIENT :
3342 case WINED3DRS_ALPHABLENDENABLE :
3343 case WINED3DRS_SRCBLEND :
3344 case WINED3DRS_DESTBLEND :
3345 case WINED3DRS_ANTIALIASEDLINEENABLE :
3346 case WINED3DRS_BLENDFACTOR :
3347 case WINED3DRS_ALPHATESTENABLE :
3348 case WINED3DRS_ALPHAFUNC :
3349 case WINED3DRS_ALPHAREF :
3350 case WINED3DRS_COLORKEYENABLE :
3351 case WINED3DRS_CLIPPLANEENABLE :
3352 case WINED3DRS_CLIPPING :
3353 case WINED3DRS_BLENDOP :
3354 case WINED3DRS_TEXTUREFACTOR :
3355 case WINED3DRS_SPECULARENABLE :
3356 case WINED3DRS_STENCILENABLE :
3357 case WINED3DRS_TWOSIDEDSTENCILMODE :
3358 case WINED3DRS_STENCILFUNC :
3359 case WINED3DRS_CCW_STENCILFUNC :
3360 case WINED3DRS_STENCILREF :
3361 case WINED3DRS_STENCILMASK :
3362 case WINED3DRS_STENCILFAIL :
3363 case WINED3DRS_STENCILZFAIL :
3364 case WINED3DRS_STENCILPASS :
3365 case WINED3DRS_CCW_STENCILFAIL :
3366 case WINED3DRS_CCW_STENCILZFAIL :
3367 case WINED3DRS_CCW_STENCILPASS :
3368 case WINED3DRS_EDGEANTIALIAS :
3369 case WINED3DRS_STENCILWRITEMASK :
3370 case WINED3DRS_FOGENABLE :
3371 case WINED3DRS_FOGTABLEMODE :
3372 case WINED3DRS_FOGVERTEXMODE :
3373 case WINED3DRS_FOGSTART :
3374 case WINED3DRS_FOGEND :
3375 case WINED3DRS_RANGEFOGENABLE :
3376 case WINED3DRS_FOGCOLOR :
3377 case WINED3DRS_FOGDENSITY :
3378 case WINED3DRS_VERTEXBLEND :
3379 case WINED3DRS_TWEENFACTOR :
3380 case WINED3DRS_INDEXEDVERTEXBLENDENABLE :
3381 case WINED3DRS_COLORVERTEX :
3382 case WINED3DRS_DIFFUSEMATERIALSOURCE :
3383 case WINED3DRS_SPECULARMATERIALSOURCE :
3384 case WINED3DRS_AMBIENTMATERIALSOURCE :
3385 case WINED3DRS_EMISSIVEMATERIALSOURCE :
3386 case WINED3DRS_LINEPATTERN :
3387 case WINED3DRS_ZBIAS : /* D3D8 only */
3388 case WINED3DRS_NORMALIZENORMALS :
3389 case WINED3DRS_POINTSIZE :
3390 case WINED3DRS_POINTSIZE_MIN :
3391 case WINED3DRS_POINTSIZE_MAX :
3392 case WINED3DRS_POINTSCALE_A :
3393 case WINED3DRS_POINTSCALE_B :
3394 case WINED3DRS_POINTSCALE_C :
3395 case WINED3DRS_POINTSCALEENABLE :
3396 case WINED3DRS_COLORWRITEENABLE :
3397 case WINED3DRS_COLORWRITEENABLE1 :
3398 case WINED3DRS_COLORWRITEENABLE2 :
3399 case WINED3DRS_COLORWRITEENABLE3 :
3400 case WINED3DRS_LOCALVIEWER :
3401 case WINED3DRS_LASTPIXEL :
3402 case WINED3DRS_SOFTWAREVERTEXPROCESSING :
3403 case WINED3DRS_POINTSPRITEENABLE :
3404 case WINED3DRS_WRAP0 :
3405 case WINED3DRS_WRAP1 :
3406 case WINED3DRS_WRAP2 :
3407 case WINED3DRS_WRAP3 :
3408 case WINED3DRS_WRAP4 :
3409 case WINED3DRS_WRAP5 :
3410 case WINED3DRS_WRAP6 :
3411 case WINED3DRS_WRAP7 :
3412 case WINED3DRS_WRAP8 :
3413 case WINED3DRS_WRAP9 :
3414 case WINED3DRS_WRAP10 :
3415 case WINED3DRS_WRAP11 :
3416 case WINED3DRS_WRAP12 :
3417 case WINED3DRS_WRAP13 :
3418 case WINED3DRS_WRAP14 :
3419 case WINED3DRS_WRAP15 :
3420 case WINED3DRS_MULTISAMPLEANTIALIAS :
3421 case WINED3DRS_SCISSORTESTENABLE :
3422 case WINED3DRS_SLOPESCALEDEPTHBIAS :
3423 case WINED3DRS_DEPTHBIAS :
3424 case WINED3DRS_TEXTUREPERSPECTIVE :
3425 case WINED3DRS_STIPPLEDALPHA :
3426 case WINED3DRS_ANTIALIAS :
3427 case WINED3DRS_MULTISAMPLEMASK :
3428 case WINED3DRS_PATCHEDGESTYLE :
3429 case WINED3DRS_PATCHSEGMENTS :
3430 case WINED3DRS_DEBUGMONITORTOKEN :
3431 case WINED3DRS_POSITIONDEGREE :
3432 case WINED3DRS_NORMALDEGREE :
3433 StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
3434 break;
3436 /** not supported */
3437 case WINED3DRS_ZVISIBLE :
3439 LEAVE_GL();
3440 return WINED3DERR_INVALIDCALL;
3443 case WINED3DRS_MINTESSELLATIONLEVEL :
3444 case WINED3DRS_MAXTESSELLATIONLEVEL :
3445 case WINED3DRS_ADAPTIVETESS_X :
3446 case WINED3DRS_ADAPTIVETESS_Y :
3447 case WINED3DRS_ADAPTIVETESS_Z :
3448 case WINED3DRS_ADAPTIVETESS_W :
3450 if(This->stateBlock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
3451 FIXME("(%p)->(%s,%d) not yet implemented\n", This, debug_d3drenderstate(State), Value);
3452 else
3453 TRACE("(%p)->(%s,%d): recording state but WINED3DRS_ENABLEADAPTIVETESSELLATION is not enabled\n", This, debug_d3drenderstate(State), Value);
3454 break;
3457 case WINED3DRS_ENABLEADAPTIVETESSELLATION:
3459 if(Value)
3460 ERR("(%p)->(%s,%d) not yet implemented\n", This, debug_d3drenderstate(State), Value);
3461 break;
3464 case WINED3DRS_SRGBWRITEENABLE :
3466 if(Value)
3467 ERR("(%p)->(%s,%d) not yet implemented\n", This, debug_d3drenderstate(State), Value);
3468 break;
3471 case WINED3DRS_SEPARATEALPHABLENDENABLE :
3473 if(Value)
3474 ERR("(%p)->(%s,%d) not yet implemented. Missing of cap D3DPMISCCAPS_SEPARATEALPHABLEND wasn't honored?\n", This, debug_d3drenderstate(State), Value);
3475 break;
3478 case WINED3DRS_SRCBLENDALPHA :
3479 case WINED3DRS_DESTBLENDALPHA :
3480 case WINED3DRS_BLENDOPALPHA :
3482 if(This->stateBlock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
3483 FIXME("(%p)->(%s,%d) not yet implemented\n", This, debug_d3drenderstate(State), Value);
3484 else
3485 TRACE("(%p)->(%s,%d): recording state but WINED3DRS_SEPARATEALPHABLENDENABLE is not enabled\n", This, debug_d3drenderstate(State), Value);
3486 break;
3489 default:
3490 FIXME("(%p)->(%s,%d) unknown state\n", This, debug_d3drenderstate(State), Value);
3493 LEAVE_GL();
3495 return WINED3D_OK;
3498 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD *pValue) {
3499 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3500 TRACE("(%p) for State %d = %d\n", This, State, This->stateBlock->renderState[State]);
3501 *pValue = This->stateBlock->renderState[State];
3502 return WINED3D_OK;
3505 /*****
3506 * Get / Set Sampler States
3507 * TODO: Verify against dx9 definitions
3508 *****/
3510 static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
3511 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3513 * SetSampler is designed to allow for more than the standard up to 8 textures
3514 * and Geforce has stopped supporting more than 6 standard textures in openGL.
3515 * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
3517 * http://developer.nvidia.com/object/General_FAQ.html#t6
3519 * There are two new settings for GForce
3520 * the sampler one:
3521 * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
3522 * and the texture one:
3523 * GL_MAX_TEXTURE_COORDS_ARB.
3524 * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
3525 ******************/
3526 /** NOTE: States are appled in IWineD3DBaseTextre ApplyStateChanges and IWineD3DDevice SetupTextureStates**/
3527 if(Sampler > GL_LIMITS(sampler_stages) || Sampler < 0 || Type > WINED3D_HIGHEST_SAMPLER_STATE || Type < 0) {
3528 FIXME("sampler %d type %s(%u) is out of range [max_samplers=%d, highest_state=%d]\n",
3529 Sampler, debug_d3dsamplerstate(Type), Type, GL_LIMITS(sampler_stages), WINED3D_HIGHEST_SAMPLER_STATE);
3530 return WINED3DERR_INVALIDCALL;
3533 TRACE("(%p) : Sampler=%d, Type=%s(%d), Value=%d\n", This, Sampler,
3534 debug_d3dsamplerstate(Type), Type, Value);
3535 This->updateStateBlock->samplerState[Sampler][Type] = Value;
3536 This->updateStateBlock->set.samplerState[Sampler][Type] = Value;
3537 This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
3539 /* Handle recording of state blocks */
3540 if (This->isRecordingState) {
3541 TRACE("Recording... not performing anything\n");
3542 return WINED3D_OK;
3545 return WINED3D_OK;
3548 static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
3549 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3550 /** TODO: check that sampler is in range **/
3551 *Value = This->stateBlock->samplerState[Sampler][Type];
3552 TRACE("(%p) : Sampler %d Type %u Returning %d\n", This, Sampler, Type, *Value);
3554 return WINED3D_OK;
3557 static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
3558 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3559 RECT windowRect;
3560 UINT winHeight;
3562 GetClientRect(((IWineD3DSwapChainImpl *)This->swapchains[0])->win_handle, &windowRect);
3563 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
3564 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
3566 winHeight = windowRect.bottom - windowRect.top;
3567 TRACE("(%p)Setting new Scissor Rect to %d:%d-%d:%d\n", This, pRect->left, pRect->bottom - winHeight,
3568 pRect->right - pRect->left, pRect->bottom - pRect->top);
3569 ENTER_GL();
3570 glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
3571 checkGLcall("glScissor");
3572 LEAVE_GL();
3574 return WINED3D_OK;
3577 static HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
3578 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3579 GLint scissorBox[4];
3581 ENTER_GL();
3582 /** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
3583 glGetIntegerv(GL_SCISSOR_BOX, scissorBox);
3584 pRect->left = scissorBox[0];
3585 pRect->top = scissorBox[1];
3586 pRect->right = scissorBox[0] + scissorBox[2];
3587 pRect->bottom = scissorBox[1] + scissorBox[3];
3588 TRACE("(%p)Returning a Scissor Rect of %d:%d-%d:%d\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
3589 LEAVE_GL();
3590 return WINED3D_OK;
3593 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
3594 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
3595 IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
3597 TRACE("(%p) : pDecl=%p\n", This, pDecl);
3599 This->updateStateBlock->vertexDecl = pDecl;
3600 This->updateStateBlock->changed.vertexDecl = TRUE;
3601 This->updateStateBlock->set.vertexDecl = TRUE;
3603 if (This->isRecordingState) {
3604 TRACE("Recording... not performing anything\n");
3607 if (NULL != pDecl) {
3608 IWineD3DVertexDeclaration_AddRef(pDecl);
3610 if (NULL != oldDecl) {
3611 IWineD3DVertexDeclaration_Release(oldDecl);
3613 return WINED3D_OK;
3616 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
3617 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3619 TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
3621 *ppDecl = This->stateBlock->vertexDecl;
3622 if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
3623 return WINED3D_OK;
3626 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
3627 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3628 IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
3630 This->updateStateBlock->vertexShader = pShader;
3631 This->updateStateBlock->changed.vertexShader = TRUE;
3632 This->updateStateBlock->set.vertexShader = TRUE;
3634 if (This->isRecordingState) {
3635 TRACE("Recording... not performing anything\n");
3638 if (NULL != pShader) {
3639 IWineD3DVertexShader_AddRef(pShader);
3641 if (NULL != oldShader) {
3642 IWineD3DVertexShader_Release(oldShader);
3645 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3647 * TODO: merge HAL shaders context switching from prototype
3649 return WINED3D_OK;
3652 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
3653 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3655 if (NULL == ppShader) {
3656 return WINED3DERR_INVALIDCALL;
3658 *ppShader = This->stateBlock->vertexShader;
3659 if( NULL != *ppShader)
3660 IWineD3DVertexShader_AddRef(*ppShader);
3662 TRACE("(%p) : returning %p\n", This, *ppShader);
3663 return WINED3D_OK;
3666 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
3667 IWineD3DDevice *iface,
3668 UINT start,
3669 CONST BOOL *srcData,
3670 UINT count) {
3672 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3673 int i, cnt = min(count, MAX_CONST_B - start);
3675 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3676 iface, srcData, start, count);
3678 if (srcData == NULL || cnt < 0)
3679 return WINED3DERR_INVALIDCALL;
3681 memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3682 for (i = 0; i < cnt; i++)
3683 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3685 for (i = start; i < cnt + start; ++i) {
3686 This->updateStateBlock->changed.vertexShaderConstantsB[i] = TRUE;
3687 This->updateStateBlock->set.vertexShaderConstantsB[i] = TRUE;
3690 return WINED3D_OK;
3693 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(
3694 IWineD3DDevice *iface,
3695 UINT start,
3696 BOOL *dstData,
3697 UINT count) {
3699 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3700 int cnt = min(count, MAX_CONST_B - start);
3702 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3703 iface, dstData, start, count);
3705 if (dstData == NULL || cnt < 0)
3706 return WINED3DERR_INVALIDCALL;
3708 memcpy(dstData, &This->stateBlock->vertexShaderConstantB[start], cnt * sizeof(BOOL));
3709 return WINED3D_OK;
3712 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
3713 IWineD3DDevice *iface,
3714 UINT start,
3715 CONST int *srcData,
3716 UINT count) {
3718 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3719 int i, cnt = min(count, MAX_CONST_I - start);
3721 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3722 iface, srcData, start, count);
3724 if (srcData == NULL || cnt < 0)
3725 return WINED3DERR_INVALIDCALL;
3727 memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3728 for (i = 0; i < cnt; i++)
3729 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3730 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3732 for (i = start; i < cnt + start; ++i) {
3733 This->updateStateBlock->changed.vertexShaderConstantsI[i] = TRUE;
3734 This->updateStateBlock->set.vertexShaderConstantsI[i] = TRUE;
3737 return WINED3D_OK;
3740 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
3741 IWineD3DDevice *iface,
3742 UINT start,
3743 int *dstData,
3744 UINT count) {
3746 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3747 int cnt = min(count, MAX_CONST_I - start);
3749 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3750 iface, dstData, start, count);
3752 if (dstData == NULL || ((signed int) MAX_CONST_I - (signed int) start) <= (signed int) 0)
3753 return WINED3DERR_INVALIDCALL;
3755 memcpy(dstData, &This->stateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3756 return WINED3D_OK;
3759 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
3760 IWineD3DDevice *iface,
3761 UINT start,
3762 CONST float *srcData,
3763 UINT count) {
3765 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3766 int i, cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
3768 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3769 iface, srcData, start, count);
3771 if (srcData == NULL || ((signed int) GL_LIMITS(vshader_constantsF) - (signed int) start) <= (signed int) 0)
3772 return WINED3DERR_INVALIDCALL;
3774 memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);
3775 for (i = 0; i < cnt; i++)
3776 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3777 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3779 for (i = start; i < cnt + start; ++i) {
3780 if (!This->updateStateBlock->set.vertexShaderConstantsF[i]) {
3781 constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
3782 ptr->idx = i;
3783 list_add_head(&This->updateStateBlock->set_vconstantsF, &ptr->entry);
3784 This->updateStateBlock->set.vertexShaderConstantsF[i] = TRUE;
3786 This->updateStateBlock->changed.vertexShaderConstantsF[i] = TRUE;
3789 return WINED3D_OK;
3792 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
3793 IWineD3DDevice *iface,
3794 UINT start,
3795 float *dstData,
3796 UINT count) {
3798 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3799 int cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
3801 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3802 iface, dstData, start, count);
3804 if (dstData == NULL || cnt < 0)
3805 return WINED3DERR_INVALIDCALL;
3807 memcpy(dstData, &This->stateBlock->vertexShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3808 return WINED3D_OK;
3811 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
3812 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3813 IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
3814 This->updateStateBlock->pixelShader = pShader;
3815 This->updateStateBlock->changed.pixelShader = TRUE;
3816 This->updateStateBlock->set.pixelShader = TRUE;
3818 /* Handle recording of state blocks */
3819 if (This->isRecordingState) {
3820 TRACE("Recording... not performing anything\n");
3823 if (NULL != pShader) {
3824 IWineD3DPixelShader_AddRef(pShader);
3826 if (NULL != oldShader) {
3827 IWineD3DPixelShader_Release(oldShader);
3830 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3832 * TODO: merge HAL shaders context switching from prototype
3834 return WINED3D_OK;
3837 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
3838 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3840 if (NULL == ppShader) {
3841 WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
3842 return WINED3DERR_INVALIDCALL;
3845 *ppShader = This->stateBlock->pixelShader;
3846 if (NULL != *ppShader) {
3847 IWineD3DPixelShader_AddRef(*ppShader);
3849 TRACE("(%p) : returning %p\n", This, *ppShader);
3850 return WINED3D_OK;
3853 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
3854 IWineD3DDevice *iface,
3855 UINT start,
3856 CONST BOOL *srcData,
3857 UINT count) {
3859 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3860 int i, cnt = min(count, MAX_CONST_B - start);
3862 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3863 iface, srcData, start, count);
3865 if (srcData == NULL || cnt < 0)
3866 return WINED3DERR_INVALIDCALL;
3868 memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3869 for (i = 0; i < cnt; i++)
3870 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3872 for (i = start; i < cnt + start; ++i) {
3873 This->updateStateBlock->changed.pixelShaderConstantsB[i] = TRUE;
3874 This->updateStateBlock->set.pixelShaderConstantsB[i] = TRUE;
3877 return WINED3D_OK;
3880 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
3881 IWineD3DDevice *iface,
3882 UINT start,
3883 BOOL *dstData,
3884 UINT count) {
3886 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3887 int cnt = min(count, MAX_CONST_B - start);
3889 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3890 iface, dstData, start, count);
3892 if (dstData == NULL || cnt < 0)
3893 return WINED3DERR_INVALIDCALL;
3895 memcpy(dstData, &This->stateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
3896 return WINED3D_OK;
3899 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
3900 IWineD3DDevice *iface,
3901 UINT start,
3902 CONST int *srcData,
3903 UINT count) {
3905 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3906 int i, cnt = min(count, MAX_CONST_I - start);
3908 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3909 iface, srcData, start, count);
3911 if (srcData == NULL || cnt < 0)
3912 return WINED3DERR_INVALIDCALL;
3914 memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3915 for (i = 0; i < cnt; i++)
3916 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3917 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3919 for (i = start; i < cnt + start; ++i) {
3920 This->updateStateBlock->changed.pixelShaderConstantsI[i] = TRUE;
3921 This->updateStateBlock->set.pixelShaderConstantsI[i] = TRUE;
3924 return WINED3D_OK;
3927 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
3928 IWineD3DDevice *iface,
3929 UINT start,
3930 int *dstData,
3931 UINT count) {
3933 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3934 int cnt = min(count, MAX_CONST_I - start);
3936 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3937 iface, dstData, start, count);
3939 if (dstData == NULL || cnt < 0)
3940 return WINED3DERR_INVALIDCALL;
3942 memcpy(dstData, &This->stateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3943 return WINED3D_OK;
3946 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
3947 IWineD3DDevice *iface,
3948 UINT start,
3949 CONST float *srcData,
3950 UINT count) {
3952 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3953 int i, cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
3955 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3956 iface, srcData, start, count);
3958 if (srcData == NULL || cnt < 0)
3959 return WINED3DERR_INVALIDCALL;
3961 memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);
3962 for (i = 0; i < cnt; i++)
3963 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3964 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3966 for (i = start; i < cnt + start; ++i) {
3967 if (!This->updateStateBlock->set.pixelShaderConstantsF[i]) {
3968 constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
3969 ptr->idx = i;
3970 list_add_head(&This->updateStateBlock->set_pconstantsF, &ptr->entry);
3971 This->updateStateBlock->set.pixelShaderConstantsF[i] = TRUE;
3973 This->updateStateBlock->changed.pixelShaderConstantsF[i] = TRUE;
3976 return WINED3D_OK;
3979 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
3980 IWineD3DDevice *iface,
3981 UINT start,
3982 float *dstData,
3983 UINT count) {
3985 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3986 int cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
3988 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3989 iface, dstData, start, count);
3991 if (dstData == NULL || cnt < 0)
3992 return WINED3DERR_INVALIDCALL;
3994 memcpy(dstData, &This->stateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3995 return WINED3D_OK;
3998 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3999 static HRESULT
4000 process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount, WineDirect3DVertexStridedData *lpStrideData, DWORD SrcFVF, IWineD3DVertexBufferImpl *dest, DWORD dwFlags) {
4001 char *dest_ptr, *dest_conv = NULL;
4002 unsigned int i;
4003 DWORD DestFVF = dest->fvf;
4004 WINED3DVIEWPORT vp;
4005 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
4006 BOOL doClip;
4007 int numTextures;
4009 if (SrcFVF & WINED3DFVF_NORMAL) {
4010 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
4013 if ( (SrcFVF & WINED3DFVF_POSITION_MASK) != WINED3DFVF_XYZ) {
4014 ERR("Source has no position mask\n");
4015 return WINED3DERR_INVALIDCALL;
4018 /* We might access VBOs from this code, so hold the lock */
4019 ENTER_GL();
4021 if (dest->resource.allocatedMemory == NULL) {
4022 /* This may happen if we do direct locking into a vbo. Unlikely,
4023 * but theoretically possible(ddraw processvertices test)
4025 dest->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, dest->resource.size);
4026 if(!dest->resource.allocatedMemory) {
4027 LEAVE_GL();
4028 ERR("Out of memory\n");
4029 return E_OUTOFMEMORY;
4031 if(dest->vbo) {
4032 void *src;
4033 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
4034 checkGLcall("glBindBufferARB");
4035 src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
4036 if(src) {
4037 memcpy(dest->resource.allocatedMemory, src, dest->resource.size);
4039 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
4040 checkGLcall("glUnmapBufferARB");
4044 /* Get a pointer into the destination vbo(create one if none exists) and
4045 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
4047 if(!dest->vbo && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
4048 CreateVBO(dest);
4051 if(dest->vbo) {
4052 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
4053 dest_conv = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB));
4054 if(!dest_conv) {
4055 ERR("glMapBuffer failed\n");
4056 /* Continue without storing converted vertices */
4060 /* Should I clip?
4061 * a) WINED3DRS_CLIPPING is enabled
4062 * b) WINED3DVOP_CLIP is passed
4064 if(This->stateBlock->renderState[WINED3DRS_CLIPPING]) {
4065 static BOOL warned = FALSE;
4067 * The clipping code is not quite correct. Some things need
4068 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
4069 * so disable clipping for now.
4070 * (The graphics in Half-Life are broken, and my processvertices
4071 * test crashes with IDirect3DDevice3)
4072 doClip = TRUE;
4074 doClip = FALSE;
4075 if(!warned) {
4076 warned = TRUE;
4077 FIXME("Clipping is broken and disabled for now\n");
4079 } else doClip = FALSE;
4080 dest_ptr = ((char *) dest->resource.allocatedMemory) + dwDestIndex * get_flexible_vertex_size(DestFVF);
4081 if(dest_conv) {
4082 dest_conv = ((char *) dest_conv) + dwDestIndex * get_flexible_vertex_size(DestFVF);
4085 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
4086 WINED3DTS_VIEW,
4087 &view_mat);
4088 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
4089 WINED3DTS_PROJECTION,
4090 &proj_mat);
4091 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
4092 WINED3DTS_WORLDMATRIX(0),
4093 &world_mat);
4095 TRACE("View mat:\n");
4096 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); \
4097 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); \
4098 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); \
4099 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); \
4101 TRACE("Proj mat:\n");
4102 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); \
4103 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); \
4104 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); \
4105 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); \
4107 TRACE("World mat:\n");
4108 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); \
4109 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); \
4110 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); \
4111 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); \
4113 /* Get the viewport */
4114 IWineD3DDevice_GetViewport( (IWineD3DDevice *) This, &vp);
4115 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
4116 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
4118 multiply_matrix(&mat,&view_mat,&world_mat);
4119 multiply_matrix(&mat,&proj_mat,&mat);
4121 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
4123 for (i = 0; i < dwCount; i+= 1) {
4124 unsigned int tex_index;
4126 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
4127 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
4128 /* The position first */
4129 float *p =
4130 (float *) (((char *) lpStrideData->u.s.position.lpData) + i * lpStrideData->u.s.position.dwStride);
4131 float x, y, z, rhw;
4132 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
4134 /* Multiplication with world, view and projection matrix */
4135 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0 * mat.u.s._41);
4136 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0 * mat.u.s._42);
4137 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0 * mat.u.s._43);
4138 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0 * mat.u.s._44);
4140 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
4142 /* WARNING: The following things are taken from d3d7 and were not yet checked
4143 * against d3d8 or d3d9!
4146 /* Clipping conditions: From
4147 * http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/fixedfunction/viewportsclipping/clippingvolumes.asp
4149 * A vertex is clipped if it does not match the following requirements
4150 * -rhw < x <= rhw
4151 * -rhw < y <= rhw
4152 * 0 < z <= rhw
4153 * 0 < rhw ( Not in d3d7, but tested in d3d7)
4155 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
4156 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
4160 if( !doClip ||
4161 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
4162 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
4163 ( rhw > eps ) ) ) {
4165 /* "Normal" viewport transformation (not clipped)
4166 * 1) The values are divided by rhw
4167 * 2) The y axis is negative, so multiply it with -1
4168 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
4169 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
4170 * 4) Multiply x with Width/2 and add Width/2
4171 * 5) The same for the height
4172 * 6) Add the viewpoint X and Y to the 2D coordinates and
4173 * The minimum Z value to z
4174 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
4176 * Well, basically it's simply a linear transformation into viewport
4177 * coordinates
4180 x /= rhw;
4181 y /= rhw;
4182 z /= rhw;
4184 y *= -1;
4186 x *= vp.Width / 2;
4187 y *= vp.Height / 2;
4188 z *= vp.MaxZ - vp.MinZ;
4190 x += vp.Width / 2 + vp.X;
4191 y += vp.Height / 2 + vp.Y;
4192 z += vp.MinZ;
4194 rhw = 1 / rhw;
4195 } else {
4196 /* That vertex got clipped
4197 * Contrary to OpenGL it is not dropped completely, it just
4198 * undergoes a different calculation.
4200 TRACE("Vertex got clipped\n");
4201 x += rhw;
4202 y += rhw;
4204 x /= 2;
4205 y /= 2;
4207 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
4208 * outside of the main vertex buffer memory. That needs some more
4209 * investigation...
4213 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
4216 ( (float *) dest_ptr)[0] = x;
4217 ( (float *) dest_ptr)[1] = y;
4218 ( (float *) dest_ptr)[2] = z;
4219 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
4221 dest_ptr += 3 * sizeof(float);
4223 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
4224 dest_ptr += sizeof(float);
4227 if(dest_conv) {
4228 float w = 1 / rhw;
4229 ( (float *) dest_conv)[0] = x * w;
4230 ( (float *) dest_conv)[1] = y * w;
4231 ( (float *) dest_conv)[2] = z * w;
4232 ( (float *) dest_conv)[3] = w;
4234 dest_conv += 3 * sizeof(float);
4236 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
4237 dest_conv += sizeof(float);
4241 if (DestFVF & WINED3DFVF_PSIZE) {
4242 dest_ptr += sizeof(DWORD);
4243 if(dest_conv) dest_conv += sizeof(DWORD);
4245 if (DestFVF & WINED3DFVF_NORMAL) {
4246 float *normal =
4247 (float *) (((float *) lpStrideData->u.s.normal.lpData) + i * lpStrideData->u.s.normal.dwStride);
4248 /* AFAIK this should go into the lighting information */
4249 FIXME("Didn't expect the destination to have a normal\n");
4250 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
4251 if(dest_conv) {
4252 copy_and_next(dest_conv, normal, 3 * sizeof(float));
4256 if (DestFVF & WINED3DFVF_DIFFUSE) {
4257 DWORD *color_d =
4258 (DWORD *) (((char *) lpStrideData->u.s.diffuse.lpData) + i * lpStrideData->u.s.diffuse.dwStride);
4259 if(!color_d) {
4260 static BOOL warned = FALSE;
4262 if(!warned) {
4263 ERR("No diffuse color in source, but destination has one\n");
4264 warned = TRUE;
4267 *( (DWORD *) dest_ptr) = 0xffffffff;
4268 dest_ptr += sizeof(DWORD);
4270 if(dest_conv) {
4271 *( (DWORD *) dest_conv) = 0xffffffff;
4272 dest_conv += sizeof(DWORD);
4275 else {
4276 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
4277 if(dest_conv) {
4278 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
4279 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
4280 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
4281 dest_conv += sizeof(DWORD);
4286 if (DestFVF & WINED3DFVF_SPECULAR) {
4287 /* What's the color value in the feedback buffer? */
4288 DWORD *color_s =
4289 (DWORD *) (((char *) lpStrideData->u.s.specular.lpData) + i * lpStrideData->u.s.specular.dwStride);
4290 if(!color_s) {
4291 static BOOL warned = FALSE;
4293 if(!warned) {
4294 ERR("No specular color in source, but destination has one\n");
4295 warned = TRUE;
4298 *( (DWORD *) dest_ptr) = 0xFF000000;
4299 dest_ptr += sizeof(DWORD);
4301 if(dest_conv) {
4302 *( (DWORD *) dest_conv) = 0xFF000000;
4303 dest_conv += sizeof(DWORD);
4306 else {
4307 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
4308 if(dest_conv) {
4309 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
4310 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
4311 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
4312 dest_conv += sizeof(DWORD);
4317 for (tex_index = 0; tex_index < numTextures; tex_index++) {
4318 float *tex_coord =
4319 (float *) (((char *) lpStrideData->u.s.texCoords[tex_index].lpData) +
4320 i * lpStrideData->u.s.texCoords[tex_index].dwStride);
4321 if(!tex_coord) {
4322 ERR("No source texture, but destination requests one\n");
4323 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
4324 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
4326 else {
4327 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
4328 if(dest_conv) {
4329 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
4335 if(dest_conv) {
4336 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
4337 checkGLcall("glUnmapBufferARB(GL_ARRAY_BUFFER_ARB)");
4340 LEAVE_GL();
4342 return WINED3D_OK;
4344 #undef copy_and_next
4346 static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexBuffer* pVertexDecl, DWORD Flags) {
4347 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4348 IWineD3DVertexBufferImpl *SrcImpl = (IWineD3DVertexBufferImpl *) pVertexDecl;
4349 WineDirect3DVertexStridedData strided;
4350 TRACE("(%p)->(%d,%d,%d,%p,%p,%d\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
4352 if (!SrcImpl) {
4353 WARN("NULL source vertex buffer\n");
4354 return WINED3DERR_INVALIDCALL;
4356 /* We don't need the source vbo because this buffer is only used as
4357 * a source for ProcessVertices. Avoid wasting resources by converting the
4358 * buffer and loading the VBO
4360 if(SrcImpl->vbo) {
4361 TRACE("Releasing the source vbo, it won't be needed\n");
4363 if(!SrcImpl->resource.allocatedMemory) {
4364 /* Rescue the data from the buffer */
4365 void *src;
4366 SrcImpl->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, SrcImpl->resource.size);
4367 if(!SrcImpl->resource.allocatedMemory) {
4368 ERR("Out of memory\n");
4369 return E_OUTOFMEMORY;
4372 ENTER_GL();
4373 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, SrcImpl->vbo));
4374 checkGLcall("glBindBufferARB");
4376 src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
4377 if(src) {
4378 memcpy(SrcImpl->resource.allocatedMemory, src, SrcImpl->resource.size);
4381 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
4382 checkGLcall("glUnmapBufferARB");
4383 } else {
4384 ENTER_GL();
4387 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0));
4388 checkGLcall("glBindBufferARB");
4389 GL_EXTCALL(glDeleteBuffersARB(1, &SrcImpl->vbo));
4390 checkGLcall("glDeleteBuffersARB");
4391 LEAVE_GL();
4393 SrcImpl->vbo = 0;
4396 memset(&strided, 0, sizeof(strided));
4397 primitiveConvertFVFtoOffset(SrcImpl->fvf, get_flexible_vertex_size(SrcImpl->fvf), SrcImpl->resource.allocatedMemory + get_flexible_vertex_size(SrcImpl->fvf) * SrcStartIndex, &strided, 0);
4399 return process_vertices_strided(This, DestIndex, VertexCount, &strided, SrcImpl->fvf, (IWineD3DVertexBufferImpl *) pDestBuffer, Flags);
4402 /*****
4403 * Apply / Get / Set Texture Stage States
4404 * TODO: Verify against dx9 definitions
4405 *****/
4407 /* NOTE: It's expected that this function is going to be called lots of times with the same stage active, so make it the callers responsibility to GLACTIVETEXTURE(Stage) for better state management. Set the correct Texture unit active before calling ApplyTextureStageState */
4408 static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type) {
4409 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4410 DWORD Value = This->updateStateBlock->textureState[Stage][Type];
4411 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
4413 TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
4415 /* Check that the stage is within limits */
4416 if (Stage >= GL_LIMITS(texture_stages) || Stage < 0) {
4417 TRACE("Attempt to access invalid texture rejected\n");
4418 return;
4421 ENTER_GL();
4423 switch (Type) {
4424 case WINED3DTSS_ALPHAOP :
4425 case WINED3DTSS_COLOROP :
4426 /* nothing to do as moved to drawprim for now */
4427 break;
4428 case WINED3DTSS_ADDRESSW :
4429 #if 0 /* I'm not sure what D3D does about ADDRESSW appearing twice */
4430 if (Value < minLookup[WINELOOKUP_WARPPARAM] || Value > maxLookup[WINELOOKUP_WARPPARAM]) {
4431 FIXME("Unrecognized or unsupported WINED3DTADDRESS_* value %d, state %d\n", Value, Type);
4433 } else {
4434 GLint wrapParm = stateLookup[WINELOOKUP_WARPPARAM][Value - minLookup[WINELOOKUP_WARPPARAM]];
4435 TRACE("Setting WRAP_R to %d for %x\n", wrapParm, This->stateBlock->textureDimensions[Stage]);
4436 glTexParameteri(This->stateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_R, wrapParm);
4437 checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_R, wrapParm)");
4439 #endif
4440 case WINED3DTSS_TEXCOORDINDEX :
4442 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive */
4444 /* FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
4445 one flag, you can still specify an index value, which the system uses to
4446 determine the texture wrapping mode.
4447 eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
4448 means use the vertex position (camera-space) as the input texture coordinates
4449 for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
4450 state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
4451 to the TEXCOORDINDEX value */
4454 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
4456 switch (Value & 0xFFFF0000) {
4457 case WINED3DTSS_TCI_PASSTHRU:
4458 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
4459 glDisable(GL_TEXTURE_GEN_S);
4460 glDisable(GL_TEXTURE_GEN_T);
4461 glDisable(GL_TEXTURE_GEN_R);
4462 glDisable(GL_TEXTURE_GEN_Q);
4463 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
4464 break;
4466 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
4467 /* CameraSpacePosition means use the vertex position, transformed to camera space,
4468 as the input texture coordinates for this stage's texture transformation. This
4469 equates roughly to EYE_LINEAR */
4471 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
4472 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
4473 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
4474 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
4475 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
4477 glMatrixMode(GL_MODELVIEW);
4478 glPushMatrix();
4479 glLoadIdentity();
4480 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
4481 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
4482 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
4483 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
4484 glPopMatrix();
4486 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
4487 glEnable(GL_TEXTURE_GEN_S);
4488 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
4489 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
4490 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
4491 glEnable(GL_TEXTURE_GEN_T);
4492 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
4493 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
4494 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
4495 glEnable(GL_TEXTURE_GEN_R);
4496 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
4497 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
4498 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
4500 break;
4502 case WINED3DTSS_TCI_CAMERASPACENORMAL:
4504 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
4505 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
4506 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
4507 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
4508 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
4509 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
4511 glMatrixMode(GL_MODELVIEW);
4512 glPushMatrix();
4513 glLoadIdentity();
4514 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
4515 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
4516 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
4517 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
4518 glPopMatrix();
4520 glEnable(GL_TEXTURE_GEN_S);
4521 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
4522 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
4523 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
4524 glEnable(GL_TEXTURE_GEN_T);
4525 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
4526 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
4527 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
4528 glEnable(GL_TEXTURE_GEN_R);
4529 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
4530 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
4531 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
4534 break;
4536 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
4538 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
4539 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
4540 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
4541 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
4542 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
4543 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
4545 glMatrixMode(GL_MODELVIEW);
4546 glPushMatrix();
4547 glLoadIdentity();
4548 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
4549 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
4550 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
4551 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
4552 glPopMatrix();
4554 glEnable(GL_TEXTURE_GEN_S);
4555 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
4556 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
4557 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
4558 glEnable(GL_TEXTURE_GEN_T);
4559 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
4560 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
4561 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
4562 glEnable(GL_TEXTURE_GEN_R);
4563 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
4564 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
4565 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
4568 break;
4570 /* Unhandled types: */
4571 default:
4572 /* Todo: */
4573 /* ? disable GL_TEXTURE_GEN_n ? */
4574 glDisable(GL_TEXTURE_GEN_S);
4575 glDisable(GL_TEXTURE_GEN_T);
4576 glDisable(GL_TEXTURE_GEN_R);
4577 glDisable(GL_TEXTURE_GEN_Q);
4578 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", Value);
4579 break;
4582 break;
4584 /* Unhandled */
4585 case WINED3DTSS_TEXTURETRANSFORMFLAGS :
4586 set_texture_matrix((float *)&This->stateBlock->transforms[WINED3DTS_TEXTURE0 + Stage].u.m[0][0], Value, (This->stateBlock->textureState[Stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU);
4587 break;
4589 case WINED3DTSS_BUMPENVMAT00 :
4590 case WINED3DTSS_BUMPENVMAT01 :
4591 TRACE("BUMPENVMAT0%u Stage=%d, Type=%d, Value =%d\n", Type - WINED3DTSS_BUMPENVMAT00, Stage, Type, Value);
4592 break;
4593 case WINED3DTSS_BUMPENVMAT10 :
4594 case WINED3DTSS_BUMPENVMAT11 :
4595 TRACE("BUMPENVMAT1%u Stage=%d, Type=%d, Value =%d\n", Type - WINED3DTSS_BUMPENVMAT10, Stage, Type, Value);
4596 break;
4598 case WINED3DTSS_BUMPENVLSCALE :
4599 TRACE("BUMPENVLSCALE Stage=%d, Type=%d, Value =%d\n", Stage, Type, Value);
4600 break;
4602 case WINED3DTSS_BUMPENVLOFFSET :
4603 TRACE("BUMPENVLOFFSET Stage=%d, Type=%d, Value =%d\n", Stage, Type, Value);
4604 break;
4606 case WINED3DTSS_RESULTARG :
4607 TRACE("RESULTARG Still a stub, Stage=%d, Type=%d, Value =%d\n", Stage, Type, Value);
4608 break;
4610 default:
4611 /* Put back later: FIXME("(%p) : stub, Stage=%d, Type=%d, Value =%d\n", This, Stage, Type, Value); */
4612 TRACE("Still a stub, Stage=%d, Type=%d, Value =%d\n", Stage, Type, Value);
4615 LEAVE_GL();
4617 return;
4620 /*****
4621 * Get / Set Texture Stage States
4622 * TODO: Verify against dx9 definitions
4623 *****/
4624 static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
4625 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4627 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
4629 TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
4631 /* Reject invalid texture units */
4632 if (Stage >= GL_LIMITS(texture_stages)) {
4633 TRACE("Attempt to access invalid texture rejected\n");
4634 return WINED3DERR_INVALIDCALL;
4637 This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
4638 This->updateStateBlock->set.textureState[Stage][Type] = TRUE;
4639 This->updateStateBlock->textureState[Stage][Type] = Value;
4641 return WINED3D_OK;
4644 static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
4645 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4646 TRACE("(%p) : requesting Stage %d, Type %d getting %d\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
4647 *pValue = This->updateStateBlock->textureState[Stage][Type];
4648 return WINED3D_OK;
4651 /*****
4652 * Get / Set Texture
4653 *****/
4654 static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
4656 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4657 IWineD3DBaseTexture *oldTexture;
4659 oldTexture = This->updateStateBlock->textures[Stage];
4660 TRACE("(%p) : Stage(%d), Texture (%p)\n", This, Stage, pTexture);
4662 #if 0 /* TODO: check so vertex textures */
4663 if (Stage >= D3DVERTEXTEXTURESAMPLER && Stage <= D3DVERTEXTEXTURESAMPLER3){
4664 This->updateStateBlock->vertexTextures[Stage - D3DVERTEXTEXTURESAMPLER] = pTexture;
4665 return WINED3D_OK;
4667 #endif
4669 /* Reject invalid texture units */
4670 if (Stage >= GL_LIMITS(sampler_stages) || Stage < 0) {
4671 WARN("Attempt to access invalid texture rejected\n");
4672 return WINED3DERR_INVALIDCALL;
4675 if(pTexture != NULL) {
4676 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH;
4678 if(((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH) {
4679 WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
4680 return WINED3DERR_INVALIDCALL;
4684 oldTexture = This->updateStateBlock->textures[Stage];
4685 TRACE("GL_LIMITS %d\n",GL_LIMITS(sampler_stages));
4686 TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
4688 This->updateStateBlock->set.textures[Stage] = TRUE;
4689 This->updateStateBlock->changed.textures[Stage] = TRUE;
4690 TRACE("(%p) : setting new texture to %p\n", This, pTexture);
4691 This->updateStateBlock->textures[Stage] = pTexture;
4693 /* Handle recording of state blocks */
4694 if (This->isRecordingState) {
4695 TRACE("Recording... not performing anything\n");
4696 return WINED3D_OK;
4699 /** NOTE: MSDN says that setTexture increases the reference count,
4700 * and the the application nust set the texture back to null (or have a leaky application),
4701 * This means we should pass the refcount up to the parent
4702 *******************************/
4703 if (NULL != This->updateStateBlock->textures[Stage]) {
4704 IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
4707 if (NULL != oldTexture) {
4708 IWineD3DBaseTexture_Release(oldTexture);
4711 /* Reset color keying */
4712 if(Stage == 0 && This->stateBlock->renderState[WINED3DRS_COLORKEYENABLE]) {
4713 BOOL enable_ckey = FALSE;
4715 if(pTexture) {
4716 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)pTexture)->surfaces[0];
4717 if(surf->CKeyFlags & DDSD_CKSRCBLT) enable_ckey = TRUE;
4720 if(enable_ckey) {
4721 glAlphaFunc(GL_NOTEQUAL, 0.0);
4722 checkGLcall("glAlphaFunc");
4726 return WINED3D_OK;
4729 static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
4730 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4731 TRACE("(%p) : (%d /* Stage */,%p /* ppTexture */)\n", This, Stage, ppTexture);
4733 /* Reject invalid texture units */
4734 if (Stage >= GL_LIMITS(sampler_stages)) {
4735 TRACE("Attempt to access invalid texture rejected\n");
4736 return WINED3DERR_INVALIDCALL;
4738 *ppTexture=This->stateBlock->textures[Stage];
4739 if (*ppTexture)
4740 IWineD3DBaseTexture_AddRef(*ppTexture);
4742 return WINED3D_OK;
4745 /*****
4746 * Get Back Buffer
4747 *****/
4748 static HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, WINED3DBACKBUFFER_TYPE Type,
4749 IWineD3DSurface **ppBackBuffer) {
4750 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4751 IWineD3DSwapChain *swapChain;
4752 HRESULT hr;
4754 TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
4756 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
4757 if (hr == WINED3D_OK) {
4758 hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
4759 IWineD3DSwapChain_Release(swapChain);
4760 } else {
4761 *ppBackBuffer = NULL;
4763 return hr;
4766 static HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
4767 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4768 WARN("(%p) : stub, calling idirect3d for now\n", This);
4769 return IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
4772 static HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
4773 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4774 IWineD3DSwapChain *swapChain;
4775 HRESULT hr;
4777 if(iSwapChain > 0) {
4778 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
4779 if (hr == WINED3D_OK) {
4780 hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
4781 IWineD3DSwapChain_Release(swapChain);
4782 } else {
4783 FIXME("(%p) Error getting display mode\n", This);
4785 } else {
4786 /* Don't read the real display mode,
4787 but return the stored mode instead. X11 can't change the color
4788 depth, and some apps are pretty angry if they SetDisplayMode from
4789 24 to 16 bpp and find out that GetDisplayMode still returns 24 bpp
4791 Also don't relay to the swapchain because with ddraw it's possible
4792 that there isn't a swapchain at all */
4793 pMode->Width = This->ddraw_width;
4794 pMode->Height = This->ddraw_height;
4795 pMode->Format = This->ddraw_format;
4796 pMode->RefreshRate = 0;
4797 hr = WINED3D_OK;
4800 return hr;
4803 static HRESULT WINAPI IWineD3DDeviceImpl_SetHWND(IWineD3DDevice *iface, HWND hWnd) {
4804 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4805 TRACE("(%p)->(%p)\n", This, hWnd);
4807 This->ddraw_window = hWnd;
4808 return WINED3D_OK;
4811 static HRESULT WINAPI IWineD3DDeviceImpl_GetHWND(IWineD3DDevice *iface, HWND *hWnd) {
4812 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4813 TRACE("(%p)->(%p)\n", This, hWnd);
4815 *hWnd = This->ddraw_window;
4816 return WINED3D_OK;
4819 /*****
4820 * Stateblock related functions
4821 *****/
4823 static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
4824 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4825 IWineD3DStateBlockImpl *object;
4826 HRESULT temp_result;
4828 TRACE("(%p)\n", This);
4830 if (This->isRecordingState) {
4831 return WINED3DERR_INVALIDCALL;
4834 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
4835 if (NULL == object ) {
4836 FIXME("(%p)Error allocating memory for stateblock\n", This);
4837 return E_OUTOFMEMORY;
4839 TRACE("(%p) created object %p\n", This, object);
4840 object->wineD3DDevice= This;
4841 /** FIXME: object->parent = parent; **/
4842 object->parent = NULL;
4843 object->blockType = WINED3DSBT_ALL;
4844 object->ref = 1;
4845 object->lpVtbl = &IWineD3DStateBlock_Vtbl;
4847 temp_result = allocate_shader_constants(object);
4848 if (WINED3D_OK != temp_result)
4849 return temp_result;
4851 IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
4852 This->updateStateBlock = object;
4853 This->isRecordingState = TRUE;
4855 TRACE("(%p) recording stateblock %p\n",This , object);
4856 return WINED3D_OK;
4859 static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
4860 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4862 if (!This->isRecordingState) {
4863 FIXME("(%p) not recording! returning error\n", This);
4864 *ppStateBlock = NULL;
4865 return WINED3DERR_INVALIDCALL;
4868 *ppStateBlock = (IWineD3DStateBlock*)This->updateStateBlock;
4869 This->isRecordingState = FALSE;
4870 This->updateStateBlock = This->stateBlock;
4871 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
4872 /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
4873 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
4874 return WINED3D_OK;
4877 /*****
4878 * Scene related functions
4879 *****/
4880 static HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
4881 /* At the moment we have no need for any functionality at the beginning
4882 of a scene */
4883 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4884 TRACE("(%p) : stub\n", This);
4885 return WINED3D_OK;
4888 static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
4889 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4890 TRACE("(%p)\n", This);
4891 ENTER_GL();
4892 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4893 glFlush();
4894 checkGLcall("glFlush");
4896 TRACE("End Scene\n");
4897 /* If we're using FBOs this isn't needed */
4898 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->renderTarget != NULL) {
4900 /* If the container of the rendertarget is a texture then we need to save the data from the pbuffer */
4901 IUnknown *targetContainer = NULL;
4902 if (WINED3D_OK == IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DBaseTexture, (void **)&targetContainer)
4903 || WINED3D_OK == IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DDevice, (void **)&targetContainer)) {
4904 TRACE("(%p) : Texture rendertarget %p\n", This ,This->renderTarget);
4905 /** always dirtify for now. we must find a better way to see that surface have been modified
4906 (Modifications should will only occur via draw-primitive, but we do need better locking
4907 switching to render-to-texture should remove the overhead though.
4909 IWineD3DSurface_SetPBufferState(This->renderTarget, TRUE /* inPBuffer */, FALSE /* inTexture */);
4910 IWineD3DSurface_AddDirtyRect(This->renderTarget, NULL);
4911 IWineD3DSurface_PreLoad(This->renderTarget);
4912 IWineD3DSurface_SetPBufferState(This->renderTarget, FALSE /* inPBuffer */, FALSE /* inTexture */);
4913 IUnknown_Release(targetContainer);
4916 This->sceneEnded = TRUE;
4917 LEAVE_GL();
4918 return WINED3D_OK;
4921 static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
4922 CONST RECT* pSourceRect, CONST RECT* pDestRect,
4923 HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
4924 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4925 IWineD3DSwapChain *swapChain = NULL;
4926 int i;
4927 int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
4929 TRACE("(%p) Presenting the frame\n", This);
4931 for(i = 0 ; i < swapchains ; i ++) {
4933 IWineD3DDeviceImpl_GetSwapChain(iface, i , (IWineD3DSwapChain **)&swapChain);
4934 TRACE("presentinng chain %d, %p\n", i, swapChain);
4935 IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
4936 IWineD3DSwapChain_Release(swapChain);
4939 return WINED3D_OK;
4942 static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST WINED3DRECT* pRects,
4943 DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) {
4944 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4946 /* TODO: From MSDN This method fails if you specify the WINED3DCLEAR_ZBUFFER or WINED3DCLEAR_STENCIL flags when the
4947 render target does not have an attached depth buffer. Similarly, if you specify the WINED3DCLEAR_STENCIL flag
4948 when the depth-buffer format does not contain stencil buffer information, this method fails. */
4949 GLbitfield glMask = 0;
4950 GLboolean old_ztest;
4951 GLfloat old_z_clear_value;
4952 GLint old_stencil_clear_value;
4953 GLfloat old_color_clear_value[4];
4954 unsigned int i;
4955 CONST WINED3DRECT* curRect;
4957 TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Z (%f), Stencil (%d)\n", This,
4958 Count, pRects, Flags, Z, Stencil);
4960 ENTER_GL();
4962 glEnable(GL_SCISSOR_TEST);
4963 checkGLcall("glEnable GL_SCISSOR_TEST");
4965 if (Count > 0 && pRects) {
4966 curRect = pRects;
4967 } else {
4968 curRect = NULL;
4971 /* Only set the values up once, as they are not changing */
4972 if (Flags & WINED3DCLEAR_STENCIL) {
4973 glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &old_stencil_clear_value);
4974 glClearStencil(Stencil);
4975 checkGLcall("glClearStencil");
4976 glMask = glMask | GL_STENCIL_BUFFER_BIT;
4977 glStencilMask(0xFFFFFFFF);
4980 if (Flags & WINED3DCLEAR_ZBUFFER) {
4981 glGetBooleanv(GL_DEPTH_WRITEMASK, &old_ztest);
4982 glDepthMask(GL_TRUE);
4983 glGetFloatv(GL_DEPTH_CLEAR_VALUE, &old_z_clear_value);
4984 glClearDepth(Z);
4985 checkGLcall("glClearDepth");
4986 glMask = glMask | GL_DEPTH_BUFFER_BIT;
4989 if (Flags & WINED3DCLEAR_TARGET) {
4990 TRACE("Clearing screen with glClear to color %x\n", Color);
4991 glGetFloatv(GL_COLOR_CLEAR_VALUE, old_color_clear_value);
4992 glClearColor(D3DCOLOR_R(Color),
4993 D3DCOLOR_G(Color),
4994 D3DCOLOR_B(Color),
4995 D3DCOLOR_A(Color));
4996 checkGLcall("glClearColor");
4998 /* Clear ALL colors! */
4999 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
5000 glMask = glMask | GL_COLOR_BUFFER_BIT;
5003 /* Now process each rect in turn */
5004 for (i = 0; i < Count || i == 0; i++) {
5006 if (curRect) {
5007 /* Note gl uses lower left, width/height */
5008 TRACE("(%p) %p Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This, curRect,
5009 curRect->x1, curRect->y1, curRect->x2, curRect->y2,
5010 curRect->x1, (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - curRect->y2),
5011 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
5012 glScissor(curRect->x1, (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - curRect->y2),
5013 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
5014 checkGLcall("glScissor");
5015 } else {
5016 glScissor(This->stateBlock->viewport.X,
5017 (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height -
5018 (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
5019 This->stateBlock->viewport.Width,
5020 This->stateBlock->viewport.Height);
5021 checkGLcall("glScissor");
5024 /* Clear the selected rectangle (or full screen) */
5025 glClear(glMask);
5026 checkGLcall("glClear");
5028 /* Step to the next rectangle */
5029 if (curRect) curRect = curRect + sizeof(WINED3DRECT);
5032 /* Restore the old values (why..?) */
5033 if (Flags & WINED3DCLEAR_STENCIL) {
5034 glClearStencil(old_stencil_clear_value);
5035 glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
5037 if (Flags & WINED3DCLEAR_ZBUFFER) {
5038 glDepthMask(old_ztest);
5039 glClearDepth(old_z_clear_value);
5041 if (Flags & WINED3DCLEAR_TARGET) {
5042 glClearColor(old_color_clear_value[0],
5043 old_color_clear_value[1],
5044 old_color_clear_value[2],
5045 old_color_clear_value[3]);
5046 glColorMask(This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
5047 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
5048 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
5049 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
5052 glDisable(GL_SCISSOR_TEST);
5053 checkGLcall("glDisable");
5054 LEAVE_GL();
5056 return WINED3D_OK;
5059 /*****
5060 * Drawing functions
5061 *****/
5062 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
5063 UINT PrimitiveCount) {
5065 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5066 This->stateBlock->streamIsUP = FALSE;
5068 TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
5069 debug_d3dprimitivetype(PrimitiveType),
5070 StartVertex, PrimitiveCount);
5071 drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, 0/* NumVertices */, -1 /* indxStart */,
5072 0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */, NULL);
5075 return WINED3D_OK;
5078 /* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
5079 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
5080 WINED3DPRIMITIVETYPE PrimitiveType,
5081 INT baseVIndex, UINT minIndex,
5082 UINT NumVertices, UINT startIndex, UINT primCount) {
5084 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5085 UINT idxStride = 2;
5086 IWineD3DIndexBuffer *pIB;
5087 WINED3DINDEXBUFFER_DESC IdxBufDsc;
5089 pIB = This->stateBlock->pIndexData;
5090 This->stateBlock->streamIsUP = FALSE;
5092 TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, baseVidx=%d, countP=%d\n", This,
5093 PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
5094 minIndex, NumVertices, startIndex, baseVIndex, primCount);
5096 IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
5097 if (IdxBufDsc.Format == WINED3DFMT_INDEX16) {
5098 idxStride = 2;
5099 } else {
5100 idxStride = 4;
5103 drawPrimitive(iface, PrimitiveType, primCount, baseVIndex, NumVertices, startIndex,
5104 idxStride, ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex, NULL);
5106 return WINED3D_OK;
5109 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
5110 UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
5111 UINT VertexStreamZeroStride) {
5112 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5114 TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
5115 debug_d3dprimitivetype(PrimitiveType),
5116 PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
5118 /* release the stream source */
5119 if (This->stateBlock->streamSource[0] != NULL) {
5120 IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
5123 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
5124 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
5125 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
5126 This->stateBlock->streamIsUP = TRUE;
5128 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* start vertex */, 0 /* NumVertices */,
5129 0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */, NULL);
5131 /* MSDN specifies stream zero settings must be set to NULL */
5132 This->stateBlock->streamStride[0] = 0;
5133 This->stateBlock->streamSource[0] = NULL;
5135 /*stream zero settings set to null at end, as per the msdn */
5136 return WINED3D_OK;
5139 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
5140 UINT MinVertexIndex, UINT NumVertices,
5141 UINT PrimitiveCount, CONST void* pIndexData,
5142 WINED3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
5143 UINT VertexStreamZeroStride) {
5144 int idxStride;
5145 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5147 TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
5148 This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
5149 MinVertexIndex, NumVertices, PrimitiveCount, pIndexData,
5150 IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
5152 if (IndexDataFormat == WINED3DFMT_INDEX16) {
5153 idxStride = 2;
5154 } else {
5155 idxStride = 4;
5158 /* release the stream and index data */
5159 if (This->stateBlock->streamSource[0] != NULL) {
5160 IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
5162 if (This->stateBlock->pIndexData) {
5163 IWineD3DIndexBuffer_Release(This->stateBlock->pIndexData);
5166 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
5167 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
5168 This->stateBlock->streamIsUP = TRUE;
5169 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
5171 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex, NULL);
5173 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
5174 This->stateBlock->streamSource[0] = NULL;
5175 This->stateBlock->streamStride[0] = 0;
5176 This->stateBlock->pIndexData = NULL;
5178 return WINED3D_OK;
5181 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) {
5183 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, 0, NULL, 0, DrawPrimStrideData);
5184 return WINED3D_OK;
5186 /* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
5187 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
5188 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5189 HRESULT hr = WINED3D_OK;
5190 WINED3DRESOURCETYPE sourceType;
5191 WINED3DRESOURCETYPE destinationType;
5192 int i ,levels;
5194 /* TODO: think about moving the code into IWineD3DBaseTexture */
5196 TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
5198 /* verify that the source and destination textures aren't NULL */
5199 if (NULL == pSourceTexture || NULL == pDestinationTexture) {
5200 WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning WINED3DERR_INVALIDCALL\n",
5201 This, pSourceTexture, pDestinationTexture);
5202 hr = WINED3DERR_INVALIDCALL;
5205 if (pSourceTexture == pDestinationTexture) {
5206 WARN("(%p) : source (%p) and destination (%p) textures must be different, returning WINED3DERR_INVALIDCALL\n",
5207 This, pSourceTexture, pDestinationTexture);
5208 hr = WINED3DERR_INVALIDCALL;
5210 /* Verify that the source and destination textures are the same type */
5211 sourceType = IWineD3DBaseTexture_GetType(pSourceTexture);
5212 destinationType = IWineD3DBaseTexture_GetType(pDestinationTexture);
5214 if (sourceType != destinationType) {
5215 WARN("(%p) Sorce and destination types must match, returning WINED3DERR_INVALIDCALL\n",
5216 This);
5217 hr = WINED3DERR_INVALIDCALL;
5220 /* check that both textures have the identical numbers of levels */
5221 if (IWineD3DBaseTexture_GetLevelCount(pDestinationTexture) != IWineD3DBaseTexture_GetLevelCount(pSourceTexture)) {
5222 WARN("(%p) : source (%p) and destination (%p) textures must have identicle numbers of levels, returning WINED3DERR_INVALIDCALL\n", This, pSourceTexture, pDestinationTexture);
5223 hr = WINED3DERR_INVALIDCALL;
5226 if (WINED3D_OK == hr) {
5228 /* Make sure that the destination texture is loaded */
5229 IWineD3DBaseTexture_PreLoad(pDestinationTexture);
5231 /* Update every surface level of the texture */
5232 levels = IWineD3DBaseTexture_GetLevelCount(pDestinationTexture);
5234 switch (sourceType) {
5235 case WINED3DRTYPE_TEXTURE:
5237 IWineD3DSurface *srcSurface;
5238 IWineD3DSurface *destSurface;
5240 for (i = 0 ; i < levels ; ++i) {
5241 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pSourceTexture, i, &srcSurface);
5242 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pDestinationTexture, i, &destSurface);
5243 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
5244 IWineD3DSurface_Release(srcSurface);
5245 IWineD3DSurface_Release(destSurface);
5246 if (WINED3D_OK != hr) {
5247 WARN("(%p) : Call to update surface failed\n", This);
5248 return hr;
5252 break;
5253 case WINED3DRTYPE_CUBETEXTURE:
5255 IWineD3DSurface *srcSurface;
5256 IWineD3DSurface *destSurface;
5257 WINED3DCUBEMAP_FACES faceType;
5259 for (i = 0 ; i < levels ; ++i) {
5260 /* Update each cube face */
5261 for (faceType = WINED3DCUBEMAP_FACE_POSITIVE_X; faceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
5262 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
5263 if (WINED3D_OK != hr) {
5264 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
5265 } else {
5266 TRACE("Got srcSurface %p\n", srcSurface);
5268 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pDestinationTexture, faceType, i, &destSurface);
5269 if (WINED3D_OK != hr) {
5270 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
5271 } else {
5272 TRACE("Got desrSurface %p\n", destSurface);
5274 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
5275 IWineD3DSurface_Release(srcSurface);
5276 IWineD3DSurface_Release(destSurface);
5277 if (WINED3D_OK != hr) {
5278 WARN("(%p) : Call to update surface failed\n", This);
5279 return hr;
5284 break;
5285 #if 0 /* TODO: Add support for volume textures */
5286 case WINED3DRTYPE_VOLUMETEXTURE:
5288 IWineD3DVolume srcVolume = NULL;
5289 IWineD3DSurface destVolume = NULL;
5291 for (i = 0 ; i < levels ; ++i) {
5292 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pSourceTexture, i, &srcVolume);
5293 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pDestinationTexture, i, &destVolume);
5294 hr = IWineD3DFoo_UpdateVolume(iface, srcVolume, NULL, destVolume, NULL);
5295 IWineD3DVolume_Release(srcSurface);
5296 IWineD3DVolume_Release(destSurface);
5297 if (WINED3D_OK != hr) {
5298 WARN("(%p) : Call to update volume failed\n", This);
5299 return hr;
5303 break;
5304 #endif
5305 default:
5306 FIXME("(%p) : Unsupported source and destination type\n", This);
5307 hr = WINED3DERR_INVALIDCALL;
5311 return hr;
5314 static HRESULT WINAPI IWineD3DDeviceImpl_StretchRect(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface,
5315 CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface,
5316 CONST RECT* pDestRect, WINED3DTEXTUREFILTERTYPE Filter) {
5317 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5319 TRACE("(%p) : stub\n", This);
5320 return WINED3D_OK;
5322 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTargetData(IWineD3DDevice *iface, IWineD3DSurface *pRenderTarget, IWineD3DSurface *pSurface) {
5323 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5324 /** TODO: remove remove casts to IWineD3DSurfaceImpl *
5325 * NOTE It may be best to move the code into surface to occomplish this
5326 ****************************************/
5328 WINED3DSURFACE_DESC surfaceDesc;
5329 unsigned int surfaceWidth, surfaceHeight;
5330 glDescriptor *targetGlDescription = NULL;
5331 glDescriptor *surfaceGlDescription = NULL;
5332 IWineD3DSwapChainImpl *container = NULL;
5334 IWineD3DSurface_GetGlDesc(pRenderTarget, &targetGlDescription);
5335 IWineD3DSurface_GetGlDesc(pSurface, &surfaceGlDescription);
5336 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
5338 surfaceDesc.Width = &surfaceWidth;
5339 surfaceDesc.Height = &surfaceHeight;
5340 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
5341 /* check to see if it's the backbuffer or the frontbuffer being requested (to make sure the data is up to date)*/
5343 /* Ok, I may need to setup some kind of active swapchain reference on the device */
5344 IWineD3DSurface_GetContainer(pRenderTarget, &IID_IWineD3DSwapChain, (void **)&container);
5345 ENTER_GL();
5346 /* TODO: opengl Context switching for swapchains etc... */
5347 if (NULL != container || pRenderTarget == This->renderTarget || pRenderTarget == This->depthStencilBuffer) {
5348 if (NULL != container && (pRenderTarget == container->backBuffer[0])) {
5349 glReadBuffer(GL_BACK);
5350 vcheckGLcall("glReadBuffer(GL_BACK)");
5351 } else if ((NULL != container && (pRenderTarget == container->frontBuffer)) || (pRenderTarget == This->renderTarget)) {
5352 glReadBuffer(GL_FRONT);
5353 vcheckGLcall("glReadBuffer(GL_FRONT)");
5354 } else if (pRenderTarget == This->depthStencilBuffer) {
5355 FIXME("Reading of depthstencil not yet supported\n");
5358 glReadPixels(0,
5360 surfaceWidth,
5361 surfaceHeight,
5362 surfaceGlDescription->glFormat,
5363 surfaceGlDescription->glType,
5364 (void *)IWineD3DSurface_GetData(pSurface));
5365 vcheckGLcall("glReadPixels(...)");
5366 if(NULL != container ){
5367 IWineD3DSwapChain_Release((IWineD3DSwapChain*) container);
5369 } else {
5370 IWineD3DBaseTexture *container;
5371 GLenum textureDimensions = GL_TEXTURE_2D;
5373 if (WINED3D_OK == IWineD3DSurface_GetContainer(pSurface, &IID_IWineD3DBaseTexture, (void **)&container)) {
5374 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(container);
5375 IWineD3DBaseTexture_Release(container);
5377 /* TODO: 2D -> Cube surface coppies etc.. */
5378 if (surfaceGlDescription->target != textureDimensions) {
5379 FIXME("(%p) : Texture dimension mismatch\n", This);
5381 glEnable(textureDimensions);
5382 vcheckGLcall("glEnable(GL_TEXTURE_...)");
5383 /* FIXME: this isn't correct, it need to add a dirty rect if nothing else... */
5384 glBindTexture(targetGlDescription->target, targetGlDescription->textureName);
5385 vcheckGLcall("glBindTexture");
5386 glGetTexImage(surfaceGlDescription->target,
5387 surfaceGlDescription->level,
5388 surfaceGlDescription->glFormat,
5389 surfaceGlDescription->glType,
5390 (void *)IWineD3DSurface_GetData(pSurface));
5391 glDisable(textureDimensions);
5392 vcheckGLcall("glDisable(GL_TEXTURE_...)");
5395 LEAVE_GL();
5396 return WINED3D_OK;
5399 static HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
5400 IWineD3DSwapChain *swapChain;
5401 HRESULT hr;
5402 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5403 if(hr == WINED3D_OK) {
5404 hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
5405 IWineD3DSwapChain_Release(swapChain);
5407 return hr;
5410 static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
5411 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5412 /* return a sensible default */
5413 *pNumPasses = 1;
5414 /* TODO: If the window is minimized then validate device should return something other than WINED3D_OK */
5415 FIXME("(%p) : stub\n", This);
5416 return WINED3D_OK;
5419 static HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
5420 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5421 int j;
5422 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5423 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5424 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5425 return WINED3DERR_INVALIDCALL;
5427 for (j = 0; j < 256; ++j) {
5428 This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
5429 This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
5430 This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
5431 This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
5433 TRACE("(%p) : returning\n", This);
5434 return WINED3D_OK;
5437 static HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
5438 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5439 int j;
5440 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5441 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5442 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5443 return WINED3DERR_INVALIDCALL;
5445 for (j = 0; j < 256; ++j) {
5446 pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
5447 pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
5448 pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
5449 pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
5451 TRACE("(%p) : returning\n", This);
5452 return WINED3D_OK;
5455 static HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
5456 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5457 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5458 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
5459 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5460 return WINED3DERR_INVALIDCALL;
5462 /*TODO: stateblocks */
5463 This->currentPalette = PaletteNumber;
5464 TRACE("(%p) : returning\n", This);
5465 return WINED3D_OK;
5468 static HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
5469 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5470 if (PaletteNumber == NULL) {
5471 WARN("(%p) : returning Invalid Call\n", This);
5472 return WINED3DERR_INVALIDCALL;
5474 /*TODO: stateblocks */
5475 *PaletteNumber = This->currentPalette;
5476 TRACE("(%p) : returning %u\n", This, *PaletteNumber);
5477 return WINED3D_OK;
5480 static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
5481 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5482 static BOOL showFixmes = TRUE;
5483 if (showFixmes) {
5484 FIXME("(%p) : stub\n", This);
5485 showFixmes = FALSE;
5488 This->softwareVertexProcessing = bSoftware;
5489 return WINED3D_OK;
5493 static BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
5494 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5495 static BOOL showFixmes = TRUE;
5496 if (showFixmes) {
5497 FIXME("(%p) : stub\n", This);
5498 showFixmes = FALSE;
5500 return This->softwareVertexProcessing;
5504 static HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, WINED3DRASTER_STATUS* pRasterStatus) {
5505 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5506 IWineD3DSwapChain *swapChain;
5507 HRESULT hr;
5509 TRACE("(%p) : SwapChain %d returning %p\n", This, iSwapChain, pRasterStatus);
5511 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5512 if(hr == WINED3D_OK){
5513 hr = IWineD3DSwapChain_GetRasterStatus(swapChain, pRasterStatus);
5514 IWineD3DSwapChain_Release(swapChain);
5515 }else{
5516 FIXME("(%p) IWineD3DSwapChain_GetRasterStatus returned in error\n", This);
5518 return hr;
5522 static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
5523 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5524 static BOOL showfixmes = TRUE;
5525 if(nSegments != 0.0f) {
5526 if( showfixmes) {
5527 FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
5528 showfixmes = FALSE;
5531 return WINED3D_OK;
5534 static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
5535 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5536 static BOOL showfixmes = TRUE;
5537 if( showfixmes) {
5538 FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
5539 showfixmes = FALSE;
5541 return 0.0f;
5544 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
5545 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5546 /** TODO: remove casts to IWineD3DSurfaceImpl
5547 * NOTE: move code to surface to accomplish this
5548 ****************************************/
5549 IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
5550 int srcWidth, srcHeight;
5551 unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
5552 WINED3DFORMAT destFormat, srcFormat;
5553 UINT destSize;
5554 int destLeft, destTop;
5555 WINED3DPOOL srcPool, destPool;
5556 int offset = 0;
5557 int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
5558 glDescriptor *glDescription = NULL;
5559 GLenum textureDimensions = GL_TEXTURE_2D;
5560 IWineD3DBaseTexture *baseTexture;
5562 WINED3DSURFACE_DESC winedesc;
5564 TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
5565 memset(&winedesc, 0, sizeof(winedesc));
5566 winedesc.Width = &srcSurfaceWidth;
5567 winedesc.Height = &srcSurfaceHeight;
5568 winedesc.Pool = &srcPool;
5569 winedesc.Format = &srcFormat;
5571 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
5573 winedesc.Width = &destSurfaceWidth;
5574 winedesc.Height = &destSurfaceHeight;
5575 winedesc.Pool = &destPool;
5576 winedesc.Format = &destFormat;
5577 winedesc.Size = &destSize;
5579 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5581 if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
5582 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
5583 return WINED3DERR_INVALIDCALL;
5586 if (destFormat == WINED3DFMT_UNKNOWN) {
5587 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
5588 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
5590 /* Get the update surface description */
5591 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5594 /* Make sure the surface is loaded and up to date */
5595 IWineD3DSurface_PreLoad(pDestinationSurface);
5597 IWineD3DSurface_GetGlDesc(pDestinationSurface, &glDescription);
5599 ENTER_GL();
5601 /* this needs to be done in lines if the sourceRect != the sourceWidth */
5602 srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
5603 srcHeight = pSourceRect ? pSourceRect->top - pSourceRect->bottom : srcSurfaceHeight;
5604 destLeft = pDestPoint ? pDestPoint->x : 0;
5605 destTop = pDestPoint ? pDestPoint->y : 0;
5608 /* This function doesn't support compressed textures
5609 the pitch is just bytesPerPixel * width */
5610 if(srcWidth != srcSurfaceWidth || (pSourceRect != NULL && pSourceRect->left != 0) ){
5611 rowoffset = (srcSurfaceWidth - srcWidth) * pSrcSurface->bytesPerPixel;
5612 offset += pSourceRect->left * pSrcSurface->bytesPerPixel;
5613 /* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
5615 /* TODO DXT formats */
5617 if(pSourceRect != NULL && pSourceRect->top != 0){
5618 offset += pSourceRect->top * srcWidth * pSrcSurface->bytesPerPixel;
5620 TRACE("(%p) glTexSubImage2D, Level %d, left %d, top %d, width %d, height %d , ftm %d, type %d, memory %p\n"
5621 ,This
5622 ,glDescription->level
5623 ,destLeft
5624 ,destTop
5625 ,srcWidth
5626 ,srcHeight
5627 ,glDescription->glFormat
5628 ,glDescription->glType
5629 ,IWineD3DSurface_GetData(pSourceSurface)
5632 /* Sanity check */
5633 if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
5635 /* need to lock the surface to get the data */
5636 FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
5639 /* TODO: Cube and volume support */
5640 if(rowoffset != 0){
5641 /* not a whole row so we have to do it a line at a time */
5642 int j;
5644 /* hopefully using pointer addtion will be quicker than using a point + j * rowoffset */
5645 const unsigned char* data =((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
5647 for(j = destTop ; j < (srcHeight + destTop) ; j++){
5649 glTexSubImage2D(glDescription->target
5650 ,glDescription->level
5651 ,destLeft
5653 ,srcWidth
5655 ,glDescription->glFormat
5656 ,glDescription->glType
5657 ,data /* could be quicker using */
5659 data += rowoffset;
5662 } else { /* Full width, so just write out the whole texture */
5664 if (WINED3DFMT_DXT1 == destFormat ||
5665 WINED3DFMT_DXT2 == destFormat ||
5666 WINED3DFMT_DXT3 == destFormat ||
5667 WINED3DFMT_DXT4 == destFormat ||
5668 WINED3DFMT_DXT5 == destFormat) {
5669 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
5670 if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth) {
5671 /* FIXME: The easy way to do this is to lock the destination, and copy the bits across */
5672 FIXME("Updating part of a compressed texture is not supported at the moment\n");
5673 } if (destFormat != srcFormat) {
5674 FIXME("Updating mixed format compressed texture is not curretly support\n");
5675 } else {
5676 GL_EXTCALL(glCompressedTexImage2DARB)(glDescription->target,
5677 glDescription->level,
5678 glDescription->glFormatInternal,
5679 srcWidth,
5680 srcHeight,
5682 destSize,
5683 IWineD3DSurface_GetData(pSourceSurface));
5685 } else {
5686 FIXME("Attempting to update a DXT compressed texture without hardware support\n");
5690 } else {
5691 if (NP2_REPACK == wined3d_settings.nonpower2_mode) {
5693 /* some applications cannot handle odd pitches returned by soft non-power2, so we have
5694 to repack the data from pow2Width/Height to expected Width,Height, this makes the
5695 data returned by GetData non-power2 width/height with hardware non-power2
5696 pow2Width/height are set to surface width height, repacking isn't needed so it
5697 doesn't matter which function gets called. */
5698 glTexSubImage2D(glDescription->target
5699 ,glDescription->level
5700 ,destLeft
5701 ,destTop
5702 ,srcWidth
5703 ,srcHeight
5704 ,glDescription->glFormat
5705 ,glDescription->glType
5706 ,IWineD3DSurface_GetData(pSourceSurface)
5708 } else {
5710 /* not repacked, the data returned by IWineD3DSurface_GetData is pow2Width x pow2Height */
5711 glTexSubImage2D(glDescription->target
5712 ,glDescription->level
5713 ,destLeft
5714 ,destTop
5715 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Width
5716 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Height
5717 ,glDescription->glFormat
5718 ,glDescription->glType
5719 ,IWineD3DSurface_GetData(pSourceSurface)
5725 checkGLcall("glTexSubImage2D");
5726 ((IWineD3DSurfaceImpl *)pDestinationSurface)->Flags |= SFLAG_GLDIRTY;
5728 /* I only need to look up baseTexture here, so it may be a good idea to hava a GL_TARGET ->
5729 * GL_DIMENSIONS lookup, or maybe store the dimensions on the surface (but that's making the
5730 * surface bigger than it needs to be hmm.. */
5731 if (WINED3D_OK == IWineD3DSurface_GetContainer(pDestinationSurface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)) {
5732 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(baseTexture);
5733 IWineD3DBaseTexture_Release(baseTexture);
5736 glDisable(textureDimensions); /* This needs to be managed better.... */
5737 LEAVE_GL();
5739 return WINED3D_OK;
5742 /* Implementation details at http://developer.nvidia.com/attach/6494
5744 http://oss.sgi.com/projects/ogl-sample/registry/NV/evaluators.txt
5745 hmm.. no longer supported use
5746 OpenGL evaluators or tessellate surfaces within your application.
5749 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawRectPatch.asp */
5750 static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
5751 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5752 TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
5753 FIXME("(%p) : Stub\n", This);
5754 return WINED3D_OK;
5758 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
5759 static HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DTRIPATCH_INFO* pTriPatchInfo) {
5760 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5761 TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p)\n", This, Handle, pNumSegs, pTriPatchInfo);
5762 FIXME("(%p) : Stub\n", This);
5763 return WINED3D_OK;
5766 static HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
5767 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5768 TRACE("(%p) Handle(%d)\n", This, Handle);
5769 FIXME("(%p) : Stub\n", This);
5770 return WINED3D_OK;
5773 static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST WINED3DRECT* pRect, WINED3DCOLOR color) {
5774 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5775 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *) pSurface;
5776 DDBLTFX BltFx;
5777 TRACE("(%p) Colour fill Surface: %p rect: %p color: %d\n", This, pSurface, pRect, color);
5779 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM) {
5780 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
5781 return WINED3DERR_INVALIDCALL;
5784 /* Just forward this to the DirectDraw blitting engine */
5785 memset(&BltFx, 0, sizeof(BltFx));
5786 BltFx.dwSize = sizeof(BltFx);
5787 BltFx.u5.dwFillColor = color;
5788 return IWineD3DSurface_Blt(pSurface, (RECT *) pRect, NULL, NULL, DDBLT_COLORFILL, &BltFx);
5791 /* rendertarget and deptth stencil functions */
5792 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
5793 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5795 /* FIXME: Implelent RenderTargetIndex >0 */
5796 if(RenderTargetIndex > 0)
5797 FIXME("(%p) : RenderTargetIndex %d >0 not currently supported\n", This, RenderTargetIndex);
5799 *ppRenderTarget = This->renderTarget;
5800 TRACE("(%p) : RenderTarget %d Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
5801 /* Note inc ref on returned surface */
5802 if(*ppRenderTarget != NULL)
5803 IWineD3DSurface_AddRef(*ppRenderTarget);
5804 return WINED3D_OK;
5807 static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *iface, IWineD3DSurface *Front, IWineD3DSurface *Back) {
5808 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5809 IWineD3DSurfaceImpl *FrontImpl = (IWineD3DSurfaceImpl *) Front;
5810 IWineD3DSurfaceImpl *BackImpl = (IWineD3DSurfaceImpl *) Back;
5811 IWineD3DSwapChainImpl *Swapchain;
5812 HRESULT hr;
5814 TRACE("(%p)->(%p,%p)\n", This, FrontImpl, BackImpl);
5816 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &Swapchain);
5817 if(hr != WINED3D_OK) {
5818 ERR("Can't get the swapchain\n");
5819 return hr;
5822 /* Make sure to release the swapchain */
5823 IWineD3DSwapChain_Release((IWineD3DSwapChain *) Swapchain);
5825 if(FrontImpl && !(FrontImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
5826 ERR("Trying to set a front buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
5827 return WINED3DERR_INVALIDCALL;
5829 else if(BackImpl && !(BackImpl->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
5830 ERR("Trying to set a back buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
5831 return WINED3DERR_INVALIDCALL;
5834 if(Swapchain->frontBuffer != Front) {
5835 TRACE("Changing the front buffer from %p to %p\n", Swapchain->frontBuffer, Front);
5837 if(Swapchain->frontBuffer)
5838 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, NULL);
5839 Swapchain->frontBuffer = Front;
5841 if(Swapchain->frontBuffer) {
5842 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, (IWineD3DBase *) Swapchain);
5846 if(Back && !Swapchain->backBuffer) {
5847 /* We need memory for the back buffer array - only one back buffer this way */
5848 Swapchain->backBuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *));
5849 if(!Swapchain->backBuffer) {
5850 ERR("Out of memory\n");
5851 return E_OUTOFMEMORY;
5855 if(Swapchain->backBuffer[0] != Back) {
5856 TRACE("Changing the back buffer from %p to %p\n", Swapchain->backBuffer, Back);
5857 ENTER_GL();
5858 if(!Swapchain->backBuffer[0]) {
5859 /* GL was told to draw to the front buffer at creation,
5860 * undo that
5862 glDrawBuffer(GL_BACK);
5863 checkGLcall("glDrawBuffer(GL_BACK)");
5864 /* Set the backbuffer count to 1 because other code uses it to fing the back buffers */
5865 Swapchain->presentParms.BackBufferCount = 1;
5866 } else if (!Back) {
5867 /* That makes problems - disable for now */
5868 /* glDrawBuffer(GL_FRONT); */
5869 checkGLcall("glDrawBuffer(GL_FRONT)");
5870 /* We have lost our back buffer, set this to 0 to avoid confusing other code */
5871 Swapchain->presentParms.BackBufferCount = 0;
5873 LEAVE_GL();
5875 if(Swapchain->backBuffer[0])
5876 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], NULL);
5877 Swapchain->backBuffer[0] = Back;
5879 if(Swapchain->backBuffer[0]) {
5880 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], (IWineD3DBase *) Swapchain);
5881 } else {
5882 HeapFree(GetProcessHeap(), 0, Swapchain->backBuffer);
5887 return WINED3D_OK;
5890 static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
5891 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5892 *ppZStencilSurface = This->depthStencilBuffer;
5893 TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
5895 if(*ppZStencilSurface != NULL) {
5896 /* Note inc ref on returned surface */
5897 IWineD3DSurface_AddRef(*ppZStencilSurface);
5899 return WINED3D_OK;
5902 static void bind_fbo(IWineD3DDevice *iface) {
5903 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5905 if (!This->fbo) {
5906 GL_EXTCALL(glGenFramebuffersEXT(1, &This->fbo));
5907 checkGLcall("glGenFramebuffersEXT()");
5909 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, This->fbo));
5910 checkGLcall("glBindFramebuffer()");
5913 /* TODO: Handle stencil attachments */
5914 static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil) {
5915 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5916 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
5918 This->depth_copy_state = WINED3D_DCS_NO_COPY;
5920 bind_fbo(iface);
5922 if (depth_stencil_impl) {
5923 GLenum texttarget, target;
5925 IWineD3DSurface_PreLoad(depth_stencil);
5926 texttarget = depth_stencil_impl->glDescription.target;
5927 target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
5929 glBindTexture(target, depth_stencil_impl->glDescription.textureName);
5930 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5931 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5932 glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
5933 glBindTexture(target, 0);
5935 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, texttarget, depth_stencil_impl->glDescription.textureName, 0));
5936 checkGLcall("glFramebufferTexture2DEXT()");
5937 } else {
5938 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
5939 checkGLcall("glFramebufferTexture2DEXT()");
5942 if (!This->render_offscreen) {
5943 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5944 checkGLcall("glBindFramebuffer()");
5948 static void set_render_target_fbo(IWineD3DDevice *iface, IWineD3DSurface *render_target) {
5949 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5950 IWineD3DSurfaceImpl *rtimpl = (IWineD3DSurfaceImpl *)render_target;
5952 if (This->render_offscreen) {
5953 GLenum texttarget, target;
5955 bind_fbo(iface);
5957 IWineD3DSurface_PreLoad(render_target);
5958 texttarget = rtimpl->glDescription.target;
5959 target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
5961 glBindTexture(target, rtimpl->glDescription.textureName);
5962 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
5963 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
5964 glBindTexture(target, 0);
5966 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, texttarget, rtimpl->glDescription.textureName, 0));
5967 checkGLcall("glFramebufferTexture2DEXT()");
5968 } else {
5969 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5970 checkGLcall("glBindFramebuffer()");
5974 /* internal static helper functions */
5975 static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
5976 IWineD3DSurface *RenderSurface);
5978 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
5979 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5980 HRESULT hr = WINED3D_OK;
5981 WINED3DVIEWPORT viewport;
5983 TRACE("(%p) Swapping rendertarget\n",This);
5984 if (RenderTargetIndex > 0) {
5985 FIXME("(%p) Render targets other than the first are not supported\n",This);
5986 RenderTargetIndex = 0;
5989 /* MSDN says that null disables the render target
5990 but a device must always be associated with a render target
5991 nope MSDN says that we return invalid call to a null rendertarget with an index of 0
5993 see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
5994 for more details
5996 if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
5997 FIXME("Trying to set render target 0 to NULL\n");
5998 return WINED3DERR_INVALIDCALL;
6000 /* TODO: replace Impl* usage with interface usage */
6001 if (!((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET) {
6002 FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of WINED3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
6003 return WINED3DERR_INVALIDCALL;
6005 /** TODO: check that the depth stencil format matches the render target, this is only done in debug
6006 * builds, but I think wine counts as a 'debug' build for now.
6007 ******************************/
6008 /* If we are trying to set what we already have, don't bother */
6009 if (pRenderTarget == This->renderTarget) {
6010 TRACE("Trying to do a NOP SetRenderTarget operation\n");
6011 } else {
6012 /* Otherwise, set the render target up */
6014 if (!This->sceneEnded) {
6015 IWineD3DDevice_EndScene(iface);
6017 TRACE("clearing renderer\n");
6018 /* IWineD3DDeviceImpl_CleanRender(iface); */
6019 /* OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
6020 depending on the renter target implementation being used.
6021 A shared context implementation will share all buffers between all rendertargets (including swapchains),
6022 implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
6023 stencil buffer and incure an extra memory overhead */
6024 hr = IWineD3DDeviceImpl_ActiveRender(iface, pRenderTarget);
6025 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
6026 set_render_target_fbo(iface, pRenderTarget);
6030 if (SUCCEEDED(hr)) {
6031 /* Finally, reset the viewport as the MSDN states. */
6032 /* TODO: Replace impl usage */
6033 viewport.Height = ((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height;
6034 viewport.Width = ((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Width;
6035 viewport.X = 0;
6036 viewport.Y = 0;
6037 viewport.MaxZ = 1.0f;
6038 viewport.MinZ = 0.0f;
6039 IWineD3DDeviceImpl_SetViewport(iface, &viewport);
6040 } else {
6041 FIXME("Unknown error setting the render target\n");
6043 This->sceneEnded = FALSE;
6044 return hr;
6047 static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
6048 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6049 HRESULT hr = WINED3D_OK;
6050 IWineD3DSurface *tmp;
6052 TRACE("(%p) Swapping z-buffer\n",This);
6054 if (pNewZStencil == This->stencilBufferTarget) {
6055 TRACE("Trying to do a NOP SetRenderTarget operation\n");
6056 } else {
6057 /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
6058 * depending on the renter target implementation being used.
6059 * A shared context implementation will share all buffers between all rendertargets (including swapchains),
6060 * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
6061 * stencil buffer and incure an extra memory overhead
6062 ******************************************************/
6065 tmp = This->stencilBufferTarget;
6066 This->stencilBufferTarget = pNewZStencil;
6067 /* should we be calling the parent or the wined3d surface? */
6068 if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
6069 if (NULL != tmp) IWineD3DSurface_Release(tmp);
6070 hr = WINED3D_OK;
6071 /** TODO: glEnable/glDisable on depth/stencil depending on
6072 * pNewZStencil is NULL and the depth/stencil is enabled in d3d
6073 **********************************************************/
6074 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
6075 set_depth_stencil_fbo(iface, pNewZStencil);
6079 return hr;
6083 #ifdef GL_VERSION_1_3
6084 /* Internal functions not in DirectX */
6085 /** TODO: move this off to the opengl context manager
6086 *(the swapchain doesn't need to know anything about offscreen rendering!)
6087 ****************************************************/
6089 static HRESULT WINAPI IWineD3DDeviceImpl_CleanRender(IWineD3DDevice* iface, IWineD3DSwapChainImpl *swapchain)
6091 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6093 TRACE("(%p), %p\n", This, swapchain);
6095 if (swapchain->win != swapchain->drawable) {
6096 /* Set everything back the way it ws */
6097 swapchain->render_ctx = swapchain->glCtx;
6098 swapchain->drawable = swapchain->win;
6100 return WINED3D_OK;
6103 /* TODO: move this off into a context manager so that GLX_ATI_render_texture and other types of surface can be used. */
6104 static HRESULT WINAPI IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IWineD3DSurface *pSurface, glContext **context) {
6105 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6106 int i;
6107 unsigned int width;
6108 unsigned int height;
6109 WINED3DFORMAT format;
6110 WINED3DSURFACE_DESC surfaceDesc;
6111 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
6112 surfaceDesc.Width = &width;
6113 surfaceDesc.Height = &height;
6114 surfaceDesc.Format = &format;
6115 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
6116 *context = NULL;
6117 /* I need a get width/height function (and should do something with the format) */
6118 for (i = 0; i < CONTEXT_CACHE; ++i) {
6119 /** NOTE: the contextCache[i].pSurface == pSurface check ceates onepbuffer per surface
6120 ATI cards don't destroy pbuffers, but as soon as resource releasing callbacks are inplace
6121 the pSurface can be set to 0 allowing it to be reused from cache **/
6122 if (This->contextCache[i].Width == width && This->contextCache[i].Height == height
6123 && (!pbuffer_per_surface || This->contextCache[i].pSurface == pSurface || This->contextCache[i].pSurface == NULL)) {
6124 *context = &This->contextCache[i];
6125 break;
6127 if (This->contextCache[i].Width == 0) {
6128 This->contextCache[i].pSurface = pSurface;
6129 This->contextCache[i].Width = width;
6130 This->contextCache[i].Height = height;
6131 *context = &This->contextCache[i];
6132 break;
6135 if (i == CONTEXT_CACHE) {
6136 int minUsage = 0x7FFFFFFF; /* MAX_INT */
6137 glContext *dropContext = 0;
6138 for (i = 0; i < CONTEXT_CACHE; i++) {
6139 if (This->contextCache[i].usedcount < minUsage) {
6140 dropContext = &This->contextCache[i];
6141 minUsage = This->contextCache[i].usedcount;
6144 /* clean up the context (this doesn't work for ATI at the moment */
6145 #if 0
6146 glXDestroyContext(swapchain->display, dropContext->context);
6147 glXDestroyPbuffer(swapchain->display, dropContext->drawable);
6148 #endif
6149 FIXME("Leak\n");
6150 dropContext->Width = 0;
6151 dropContext->pSurface = pSurface;
6152 *context = dropContext;
6153 } else {
6154 if (++This->contextCache[i].usedcount == 0x7FFFFFFF /* MAX_INT */ - 1 ) {
6155 for (i = 0; i < CONTEXT_CACHE; i++) {
6156 This->contextCache[i].usedcount = max(0, This->contextCache[i].usedcount - (0x7FFFFFFF /* MAX_INT */ >> 1));
6160 if (*context != NULL)
6161 return WINED3D_OK;
6162 else
6163 return E_OUTOFMEMORY;
6165 #endif
6167 /* Reapply the device stateblock */
6168 static void device_reapply_stateblock(IWineD3DDeviceImpl* This) {
6170 BOOL oldRecording;
6171 IWineD3DStateBlockImpl *oldUpdateStateBlock;
6173 /* Disable recording */
6174 oldUpdateStateBlock = This->updateStateBlock;
6175 oldRecording= This->isRecordingState;
6176 This->isRecordingState = FALSE;
6177 This->updateStateBlock = This->stateBlock;
6179 /* Reapply the state block */
6180 IWineD3DStateBlock_Apply((IWineD3DStateBlock *)This->stateBlock);
6182 /* Restore recording */
6183 This->isRecordingState = oldRecording;
6184 This->updateStateBlock = oldUpdateStateBlock;
6187 /* Set offscreen rendering. When rendering offscreen the surface will be
6188 * rendered upside down to compensate for the fact that D3D texture coordinates
6189 * are flipped compared to GL texture coordinates. The cullmode is affected by
6190 * this, so it must be updated. To update the cullmode stateblock recording has
6191 * to be temporarily disabled. The new state management code will hopefully
6192 * make this unnecessary */
6193 static void device_render_to_texture(IWineD3DDeviceImpl* This, BOOL isTexture) {
6195 DWORD cullMode;
6196 BOOL oldRecording;
6197 IWineD3DStateBlockImpl *oldUpdateStateBlock;
6199 /* Nothing to update, return. */
6200 if (This->render_offscreen == isTexture) return;
6202 /* Disable recording */
6203 oldUpdateStateBlock = This->updateStateBlock;
6204 oldRecording= This->isRecordingState;
6205 This->isRecordingState = FALSE;
6206 This->updateStateBlock = This->stateBlock;
6208 This->render_offscreen = isTexture;
6209 if (This->depth_copy_state != WINED3D_DCS_NO_COPY) {
6210 This->depth_copy_state = WINED3D_DCS_COPY;
6212 This->last_was_rhw = FALSE;
6213 This->proj_valid = FALSE;
6214 IWineD3DDevice_GetRenderState((IWineD3DDevice*) This, WINED3DRS_CULLMODE, &cullMode);
6215 IWineD3DDevice_SetRenderState((IWineD3DDevice*) This, WINED3DRS_CULLMODE, cullMode);
6217 /* Restore recording */
6218 This->isRecordingState = oldRecording;
6219 This->updateStateBlock = oldUpdateStateBlock;
6222 /* Returns an array of compatible FBconfig(s).
6223 * The array must be freed with XFree. Requires ENTER_GL() */
6225 static GLXFBConfig* device_find_fbconfigs(
6226 IWineD3DDeviceImpl* This,
6227 IWineD3DSwapChainImpl* implicitSwapchainImpl,
6228 IWineD3DSurface* RenderSurface) {
6230 GLXFBConfig* cfgs = NULL;
6231 int nCfgs = 0;
6232 int attribs[256];
6233 int nAttribs = 0;
6235 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
6236 WINED3DFORMAT BackBufferFormat = ((IWineD3DSurfaceImpl *) RenderSurface)->resource.format;
6237 WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
6239 /**TODO:
6240 if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off,
6241 it StencilSurface != NULL && zBufferTarget == NULL switch it on
6244 #define PUSH1(att) attribs[nAttribs++] = (att);
6245 #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
6247 /* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/
6249 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
6250 PUSH2(GLX_X_RENDERABLE, TRUE);
6251 PUSH2(GLX_DOUBLEBUFFER, TRUE);
6252 TRACE("calling makeglcfg\n");
6253 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */);
6254 PUSH1(None);
6255 TRACE("calling chooseFGConfig\n");
6256 cfgs = glXChooseFBConfig(implicitSwapchainImpl->display,
6257 DefaultScreen(implicitSwapchainImpl->display),
6258 attribs, &nCfgs);
6259 if (cfgs == NULL) {
6260 /* OK we didn't find the exact config, so use any reasonable match */
6261 /* TODO: fill in the 'requested' and 'current' depths, and make sure that's
6262 why we failed. */
6263 static BOOL show_message = TRUE;
6264 if (show_message) {
6265 ERR("Failed to find exact match, finding alternative but you may "
6266 "suffer performance issues, try changing xfree's depth to match the requested depth\n");
6267 show_message = FALSE;
6269 nAttribs = 0;
6270 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT);
6271 /* PUSH2(GLX_X_RENDERABLE, TRUE); */
6272 PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
6273 PUSH2(GLX_DOUBLEBUFFER, FALSE);
6274 TRACE("calling makeglcfg\n");
6275 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */);
6276 PUSH1(None);
6277 cfgs = glXChooseFBConfig(implicitSwapchainImpl->display,
6278 DefaultScreen(implicitSwapchainImpl->display),
6279 attribs, &nCfgs);
6282 if (cfgs == NULL) {
6283 ERR("Could not get a valid FBConfig for (%u,%s)/(%u,%s)\n",
6284 BackBufferFormat, debug_d3dformat(BackBufferFormat),
6285 StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
6286 } else {
6287 #ifdef EXTRA_TRACES
6288 int i;
6289 for (i = 0; i < nCfgs; ++i) {
6290 TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat,
6291 debug_d3dformat(BackBufferFormat), StencilBufferFormat,
6292 debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
6294 if (NULL != This->renderTarget) {
6295 glFlush();
6296 vcheckGLcall("glFlush");
6297 /** This is only useful if the old render target was a swapchain,
6298 * we need to supercede this with a function that displays
6299 * the current buffer on the screen. This is easy to do in glx1.3 but
6300 * we need to do copy-write pixels in glx 1.2.
6301 ************************************************/
6302 glXSwapBuffers(implicitSwapChainImpl->display,
6303 implicitSwapChainImpl->drawable);
6304 printf("Hit Enter to get next frame ...\n");
6305 getchar();
6307 #endif
6309 #undef PUSH1
6310 #undef PUSH2
6312 return cfgs;
6315 /** FIXME: This is currently used called whenever SetRenderTarget or SetStencilBuffer are called
6316 * the functionality needs splitting up so that we don't do more than we should do.
6317 * this only seems to impact performance a little.
6318 ******************************/
6319 static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
6320 IWineD3DSurface *RenderSurface) {
6323 * Currently only active for GLX >= 1.3
6324 * for others versions we'll have to use GLXPixmaps
6326 * normally we must test GLX_VERSION_1_3 but nvidia headers are not correct
6327 * as they implement GLX 1.3 but only define GLX_VERSION_1_2
6328 * so only check OpenGL version
6329 * ..........................
6330 * I don't believe that it is a problem with NVidia headers,
6331 * XFree only supports GLX1.2, nVidia (and ATI to some extent) provide 1.3 functions
6332 * in GLX 1.2, there is no mention of the correct way to tell if the extensions are provided.
6333 * ATI Note:
6334 * Your application will report GLX version 1.2 on glXQueryVersion.
6335 * However, it is safe to call the GLX 1.3 functions as described below.
6337 #if defined(GL_VERSION_1_3)
6339 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6340 GLXFBConfig* cfgs = NULL;
6341 IWineD3DSwapChain *currentSwapchain;
6342 IWineD3DSwapChainImpl *currentSwapchainImpl;
6343 IWineD3DSwapChain *implicitSwapchain;
6344 IWineD3DSwapChainImpl *implicitSwapchainImpl;
6345 IWineD3DSwapChain *renderSurfaceSwapchain;
6346 IWineD3DSwapChainImpl *renderSurfaceSwapchainImpl;
6348 /* Obtain a reference to the device implicit swapchain,
6349 * the swapchain of the current render target,
6350 * and the swapchain of the new render target.
6351 * Fallback to device implicit swapchain if the current render target doesn't have one */
6352 IWineD3DDevice_GetSwapChain(iface, 0, &implicitSwapchain);
6353 IWineD3DSurface_GetContainer(RenderSurface, &IID_IWineD3DSwapChain, (void**) &renderSurfaceSwapchain);
6354 IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DSwapChain, (void **)&currentSwapchain);
6355 if (currentSwapchain == NULL)
6356 IWineD3DDevice_GetSwapChain(iface, 0, &currentSwapchain);
6358 currentSwapchainImpl = (IWineD3DSwapChainImpl*) currentSwapchain;
6359 implicitSwapchainImpl = (IWineD3DSwapChainImpl*) implicitSwapchain;
6360 renderSurfaceSwapchainImpl = (IWineD3DSwapChainImpl*) renderSurfaceSwapchain;
6362 ENTER_GL();
6365 * TODO: remove the use of IWineD3DSwapChainImpl, a context manager will help since it will replace the
6366 * renderTarget = swapchain->backBuffer[i] bit and anything to do with *glContexts
6367 **********************************************************************/
6368 if (renderSurfaceSwapchain != NULL) {
6370 /* We also need to make sure that the lights &co are also in the context of the swapchains */
6371 /* FIXME: If the render target gets sent to the frontBuffer, should we be presenting it raw? */
6372 TRACE("making swapchain active\n");
6373 if (RenderSurface != This->renderTarget) {
6374 BOOL backbuf = FALSE;
6375 int i;
6377 for(i = 0; i < renderSurfaceSwapchainImpl->presentParms.BackBufferCount; i++) {
6378 if(RenderSurface == renderSurfaceSwapchainImpl->backBuffer[i]) {
6379 backbuf = TRUE;
6380 break;
6384 if (backbuf) {
6385 } else {
6386 /* This could be flagged so that some operations work directly with the front buffer */
6387 FIXME("Attempting to set the renderTarget to the frontBuffer\n");
6389 if (glXMakeCurrent(renderSurfaceSwapchainImpl->display,
6390 renderSurfaceSwapchainImpl->win,
6391 renderSurfaceSwapchainImpl->glCtx) == False) {
6393 TRACE("Error in setting current context: context %p drawable %ld !\n",
6394 implicitSwapchainImpl->glCtx, implicitSwapchainImpl->win);
6396 checkGLcall("glXMakeContextCurrent");
6398 /* Clean up the old context */
6399 IWineD3DDeviceImpl_CleanRender(iface, currentSwapchainImpl);
6401 /* Reapply the stateblock, and set the device not to render to texture */
6402 device_reapply_stateblock(This);
6403 device_render_to_texture(This, FALSE);
6406 /* Offscreen rendering: PBuffers (currently disabled).
6407 * Also note that this path is never reached if FBOs are supported */
6408 } else if (wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER &&
6409 (cfgs = device_find_fbconfigs(This, implicitSwapchainImpl, RenderSurface)) != NULL) {
6411 /** ********************************************************************
6412 * This is a quickly hacked out implementation of offscreen textures.
6413 * It will work in most cases but there may be problems if the client
6414 * modifies the texture directly, or expects the contents of the rendertarget
6415 * to be persistent.
6417 * There are some real speed vs compatibility issues here:
6418 * we should really use a new context for every texture, but that eats ram.
6419 * we should also be restoring the texture to the pbuffer but that eats CPU
6420 * we can also 'reuse' the current pbuffer if the size is larger than the requested buffer,
6421 * but if this means reusing the display backbuffer then we need to make sure that
6422 * states are correctly preserved.
6423 * In many cases I would expect that we can 'skip' some functions, such as preserving states,
6424 * and gain a good performance increase at the cost of compatibility.
6425 * I would suggest that, when this is the case, a user configurable flag be made
6426 * available, allowing the user to choose the best emulated experience for them.
6427 *********************************************************************/
6429 XVisualInfo *visinfo;
6430 glContext *newContext;
6432 /* Here were using a shared context model */
6433 if (WINED3D_OK != IWineD3DDeviceImpl_FindGLContext(iface, RenderSurface, &newContext)) {
6434 FIXME("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
6437 /* If the context doesn't exist then create a new one */
6438 /* TODO: This should really be part of findGlContext */
6439 if (NULL == newContext->context) {
6441 int attribs[256];
6442 int nAttribs = 0;
6444 TRACE("making new buffer\n");
6445 attribs[nAttribs++] = GLX_PBUFFER_WIDTH;
6446 attribs[nAttribs++] = newContext->Width;
6447 attribs[nAttribs++] = GLX_PBUFFER_HEIGHT;
6448 attribs[nAttribs++] = newContext->Height;
6449 attribs[nAttribs++] = None;
6451 newContext->drawable = glXCreatePbuffer(implicitSwapchainImpl->display, cfgs[0], attribs);
6453 /** ****************************************
6454 *GLX1.3 isn't supported by XFree 'yet' until that point ATI emulates pBuffers
6455 *they note:
6456 * In future releases, we may provide the calls glXCreateNewContext,
6457 * glXQueryDrawable and glXMakeContextCurrent.
6458 * so until then we have to use glXGetVisualFromFBConfig &co..
6459 ********************************************/
6461 visinfo = glXGetVisualFromFBConfig(implicitSwapchainImpl->display, cfgs[0]);
6462 if (!visinfo) {
6463 ERR("Error: couldn't get an RGBA, double-buffered visual\n");
6464 } else {
6465 newContext->context = glXCreateContext(
6466 implicitSwapchainImpl->display, visinfo,
6467 implicitSwapchainImpl->glCtx, GL_TRUE);
6469 XFree(visinfo);
6472 if (NULL == newContext || NULL == newContext->context) {
6473 ERR("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
6474 } else {
6475 /* Debug logging, (this function leaks), change to a TRACE when the leak is plugged */
6476 if (glXMakeCurrent(implicitSwapchainImpl->display,
6477 newContext->drawable, newContext->context) == False) {
6479 TRACE("Error in setting current context: context %p drawable %ld\n",
6480 newContext->context, newContext->drawable);
6482 checkGLcall("glXMakeContextCurrent");
6484 /* Clean up the old context */
6485 IWineD3DDeviceImpl_CleanRender(iface, currentSwapchainImpl);
6487 /* Reapply stateblock, and set device to render to a texture */
6488 device_reapply_stateblock(This);
6489 device_render_to_texture(This, TRUE);
6491 /* Set the current context of the swapchain to the new context */
6492 implicitSwapchainImpl->drawable = newContext->drawable;
6493 implicitSwapchainImpl->render_ctx = newContext->context;
6495 } else {
6496 /* Same context, but update render_offscreen and cull mode */
6497 device_render_to_texture(This, TRUE);
6500 /* Replace the render target */
6501 if (This->renderTarget != RenderSurface) {
6502 IWineD3DSurface_Release(This->renderTarget);
6503 This->renderTarget = RenderSurface;
6504 IWineD3DSurface_AddRef(RenderSurface);
6507 if (cfgs != NULL) XFree(cfgs);
6508 if (implicitSwapchain != NULL) IWineD3DSwapChain_Release(implicitSwapchain);
6509 if (currentSwapchain != NULL) IWineD3DSwapChain_Release(currentSwapchain);
6510 if (renderSurfaceSwapchain != NULL) IWineD3DSwapChain_Release(renderSurfaceSwapchain);
6511 LEAVE_GL();
6512 #endif
6513 return WINED3D_OK;
6516 static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
6517 UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
6518 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6519 /* TODO: the use of Impl is deprecated. */
6520 IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
6522 TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
6524 /* some basic validation checks */
6525 if(This->cursorTexture) {
6526 ENTER_GL();
6527 glDeleteTextures(1, &This->cursorTexture);
6528 LEAVE_GL();
6529 This->cursorTexture = 0;
6532 if(pCursorBitmap) {
6533 /* MSDN: Cursor must be A8R8G8B8 */
6534 if (WINED3DFMT_A8R8G8B8 != pSur->resource.format) {
6535 ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
6536 return WINED3DERR_INVALIDCALL;
6539 /* MSDN: Cursor must be smaller than the display mode */
6540 if(pSur->currentDesc.Width > This->ddraw_width ||
6541 pSur->currentDesc.Height > This->ddraw_height) {
6542 ERR("(%p) : Surface(%p) is %dx%d pixels, but screen res is %dx%d\n", This, pSur, pSur->currentDesc.Width, pSur->currentDesc.Height, This->ddraw_width, This->ddraw_height);
6543 return WINED3DERR_INVALIDCALL;
6546 /* TODO: MSDN: Cursor sizes must be a power of 2 */
6547 /* This is to tell our texture code to load a SCRATCH surface. This allows us to use out
6548 * Texture and Blitting code to draw the cursor
6550 pSur->Flags |= SFLAG_FORCELOAD;
6551 IWineD3DSurface_PreLoad(pCursorBitmap);
6552 pSur->Flags &= ~SFLAG_FORCELOAD;
6553 /* Do not store the surface's pointer because the application may release
6554 * it after setting the cursor image. Windows doesn't addref the set surface, so we can't
6555 * do this either without creating circular refcount dependencies. Copy out the gl texture instead.
6557 This->cursorTexture = pSur->glDescription.textureName;
6558 This->cursorWidth = pSur->currentDesc.Width;
6559 This->cursorHeight = pSur->currentDesc.Height;
6560 pSur->glDescription.textureName = 0; /* Prevent the texture from being changed or deleted */
6563 This->xHotSpot = XHotSpot;
6564 This->yHotSpot = YHotSpot;
6565 return WINED3D_OK;
6568 static void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
6569 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6570 TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
6572 This->xScreenSpace = XScreenSpace;
6573 This->yScreenSpace = YScreenSpace;
6575 return;
6579 static BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
6580 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6581 BOOL oldVisible = This->bCursorVisible;
6582 TRACE("(%p) : visible(%d)\n", This, bShow);
6584 if(This->cursorTexture)
6585 This->bCursorVisible = bShow;
6587 return oldVisible;
6590 static HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
6591 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6592 TRACE("(%p) : state (%u)\n", This, This->state);
6593 /* TODO: Implement wrapping of the WndProc so that mimimize and maxamise can be monitored and the states adjusted. */
6594 switch (This->state) {
6595 case WINED3D_OK:
6596 return WINED3D_OK;
6597 case WINED3DERR_DEVICELOST:
6599 ResourceList *resourceList = This->resources;
6600 while (NULL != resourceList) {
6601 if (((IWineD3DResourceImpl *)resourceList->resource)->resource.pool == WINED3DPOOL_DEFAULT /* TODO: IWineD3DResource_GetPool(resourceList->resource)*/)
6602 return WINED3DERR_DEVICENOTRESET;
6603 resourceList = resourceList->next;
6605 return WINED3DERR_DEVICELOST;
6607 case WINED3DERR_DRIVERINTERNALERROR:
6608 return WINED3DERR_DRIVERINTERNALERROR;
6611 /* Unknown state */
6612 return WINED3DERR_DRIVERINTERNALERROR;
6616 static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
6617 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6618 /** FIXME: Resource tracking needs to be done,
6619 * The closes we can do to this is set the priorities of all managed textures low
6620 * and then reset them.
6621 ***********************************************************/
6622 FIXME("(%p) : stub\n", This);
6623 return WINED3D_OK;
6626 void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
6627 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
6628 if(surface->Flags & SFLAG_DIBSECTION) {
6629 /* Release the DC */
6630 SelectObject(surface->hDC, surface->dib.holdbitmap);
6631 DeleteDC(surface->hDC);
6632 /* Release the DIB section */
6633 DeleteObject(surface->dib.DIBsection);
6634 surface->dib.bitmap_data = NULL;
6635 surface->resource.allocatedMemory = NULL;
6636 surface->Flags &= ~SFLAG_DIBSECTION;
6638 surface->currentDesc.Width = *pPresentationParameters->BackBufferWidth;
6639 surface->currentDesc.Height = *pPresentationParameters->BackBufferHeight;
6640 if (wined3d_settings.nonpower2_mode == NP2_NATIVE) {
6641 surface->pow2Width = *pPresentationParameters->BackBufferWidth;
6642 surface->pow2Height = *pPresentationParameters->BackBufferHeight;
6643 } else {
6644 surface->pow2Width = surface->pow2Height = 1;
6645 while (surface->pow2Width < *pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
6646 while (surface->pow2Height < *pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
6648 if(surface->glDescription.textureName) {
6649 ENTER_GL();
6650 glDeleteTextures(1, &surface->glDescription.textureName);
6651 LEAVE_GL();
6652 surface->glDescription.textureName = 0;
6654 if(surface->pow2Width != *pPresentationParameters->BackBufferWidth ||
6655 surface->pow2Height != *pPresentationParameters->BackBufferHeight) {
6656 surface->Flags |= SFLAG_NONPOW2;
6657 } else {
6658 surface->Flags &= ~SFLAG_NONPOW2;
6660 HeapFree(GetProcessHeap(), 0, surface->resource.allocatedMemory);
6661 surface->resource.size = IWineD3DSurface_GetPitch((IWineD3DSurface *) surface) * surface->pow2Width;
6664 static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
6665 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6666 IWineD3DSwapChainImpl *swapchain;
6667 HRESULT hr;
6668 BOOL DisplayModeChanged = FALSE;
6669 WINED3DDISPLAYMODE mode;
6670 TRACE("(%p)\n", This);
6672 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &swapchain);
6673 if(FAILED(hr)) {
6674 ERR("Failed to get the first implicit swapchain\n");
6675 return hr;
6678 /* Is it necessary to recreate the gl context? Actually every setting can be changed
6679 * on an existing gl context, so there's no real need for recreation.
6681 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
6683 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
6685 TRACE("New params:\n");
6686 TRACE("BackBufferWidth = %d\n", *pPresentationParameters->BackBufferWidth);
6687 TRACE("BackBufferHeight = %d\n", *pPresentationParameters->BackBufferHeight);
6688 TRACE("BackBufferFormat = %s\n", debug_d3dformat(*pPresentationParameters->BackBufferFormat));
6689 TRACE("BackBufferCount = %d\n", *pPresentationParameters->BackBufferCount);
6690 TRACE("MultiSampleType = %d\n", *pPresentationParameters->MultiSampleType);
6691 TRACE("MultiSampleQuality = %d\n", *pPresentationParameters->MultiSampleQuality);
6692 TRACE("SwapEffect = %d\n", *pPresentationParameters->SwapEffect);
6693 TRACE("hDeviceWindow = %p\n", *pPresentationParameters->hDeviceWindow);
6694 TRACE("Windowed = %s\n", *pPresentationParameters->Windowed ? "true" : "false");
6695 TRACE("EnableAutoDepthStencil = %s\n", *pPresentationParameters->EnableAutoDepthStencil ? "true" : "false");
6696 TRACE("Flags = %08x\n", *pPresentationParameters->Flags);
6697 TRACE("FullScreen_RefreshRateInHz = %d\n", *pPresentationParameters->FullScreen_RefreshRateInHz);
6698 TRACE("PresentationInterval = %d\n", *pPresentationParameters->PresentationInterval);
6700 /* No special treatment of these parameters. Just store them */
6701 swapchain->presentParms.SwapEffect = *pPresentationParameters->SwapEffect;
6702 swapchain->presentParms.Flags = *pPresentationParameters->Flags;
6703 swapchain->presentParms.PresentationInterval = *pPresentationParameters->PresentationInterval;
6704 swapchain->presentParms.FullScreen_RefreshRateInHz = *pPresentationParameters->FullScreen_RefreshRateInHz;
6706 /* What to do about these? */
6707 if(*pPresentationParameters->BackBufferCount != 0 &&
6708 *pPresentationParameters->BackBufferCount != swapchain->presentParms.BackBufferCount) {
6709 ERR("Cannot change the back buffer count yet\n");
6711 if(*pPresentationParameters->BackBufferFormat != WINED3DFMT_UNKNOWN &&
6712 *pPresentationParameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat) {
6713 ERR("Cannot change the back buffer format yet\n");
6715 if(*pPresentationParameters->hDeviceWindow != NULL &&
6716 *pPresentationParameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow) {
6717 ERR("Cannot change the device window yet\n");
6719 if(*pPresentationParameters->EnableAutoDepthStencil != swapchain->presentParms.EnableAutoDepthStencil) {
6720 ERR("What do do about a changed auto depth stencil parameter?\n");
6723 if(*pPresentationParameters->Windowed) {
6724 mode.Width = swapchain->orig_width;
6725 mode.Height = swapchain->orig_height;
6726 mode.RefreshRate = 0;
6727 mode.Format = swapchain->presentParms.BackBufferFormat;
6728 } else {
6729 mode.Width = *pPresentationParameters->BackBufferWidth;
6730 mode.Height = *pPresentationParameters->BackBufferHeight;
6731 mode.RefreshRate = *pPresentationParameters->FullScreen_RefreshRateInHz;
6732 mode.Format = swapchain->presentParms.BackBufferFormat;
6735 /* Should Width == 800 && Height == 0 set 800x600? */
6736 if(*pPresentationParameters->BackBufferWidth != 0 && *pPresentationParameters->BackBufferHeight != 0 &&
6737 (*pPresentationParameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth ||
6738 *pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
6740 WINED3DVIEWPORT vp;
6741 int i;
6743 vp.X = 0;
6744 vp.Y = 0;
6745 vp.Width = *pPresentationParameters->BackBufferWidth;
6746 vp.Height = *pPresentationParameters->BackBufferHeight;
6747 vp.MinZ = 0;
6748 vp.MaxZ = 1;
6750 if(!*pPresentationParameters->Windowed) {
6751 DisplayModeChanged = TRUE;
6753 swapchain->presentParms.BackBufferWidth = *pPresentationParameters->BackBufferWidth;
6754 swapchain->presentParms.BackBufferHeight = *pPresentationParameters->BackBufferHeight;
6756 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->frontBuffer, pPresentationParameters);
6757 for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
6758 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->backBuffer[i], pPresentationParameters);
6761 /* Now set the new viewport */
6762 IWineD3DDevice_SetViewport(iface, &vp);
6765 if((*pPresentationParameters->Windowed && !swapchain->presentParms.Windowed) ||
6766 (swapchain->presentParms.Windowed && !*pPresentationParameters->Windowed) ||
6767 DisplayModeChanged) {
6768 IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
6771 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
6772 return WINED3D_OK;
6775 static HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
6776 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6777 /** FIXME: always true at the moment **/
6778 if(!bEnableDialogs) {
6779 FIXME("(%p) Dialogs cannot be disabled yet\n", This);
6781 return WINED3D_OK;
6785 static HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, WINED3DDEVICE_CREATION_PARAMETERS *pParameters) {
6786 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6787 TRACE("(%p) : pParameters %p\n", This, pParameters);
6789 *pParameters = This->createParms;
6790 return WINED3D_OK;
6793 static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) {
6794 IWineD3DSwapChain *swapchain;
6795 HRESULT hrc = WINED3D_OK;
6797 TRACE("Relaying to swapchain\n");
6799 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
6800 IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (WINED3DGAMMARAMP *)pRamp);
6801 IWineD3DSwapChain_Release(swapchain);
6803 return;
6806 static void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp) {
6807 IWineD3DSwapChain *swapchain;
6808 HRESULT hrc = WINED3D_OK;
6810 TRACE("Relaying to swapchain\n");
6812 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
6813 hrc =IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
6814 IWineD3DSwapChain_Release(swapchain);
6816 return;
6820 /** ********************************************************
6821 * Notification functions
6822 ** ********************************************************/
6823 /** This function must be called in the release of a resource when ref == 0,
6824 * the contents of resource must still be correct,
6825 * any handels to other resource held by the caller must be closed
6826 * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
6827 *****************************************************/
6828 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6829 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6830 ResourceList* resourceList;
6832 TRACE("(%p) : resource %p\n", This, resource);
6833 #if 0
6834 EnterCriticalSection(&resourceStoreCriticalSection);
6835 #endif
6836 /* add a new texture to the frot of the linked list */
6837 resourceList = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ResourceList));
6838 resourceList->resource = resource;
6840 /* Get the old head */
6841 resourceList->next = This->resources;
6843 This->resources = resourceList;
6844 TRACE("Added resource %p with element %p pointing to %p\n", resource, resourceList, resourceList->next);
6846 #if 0
6847 LeaveCriticalSection(&resourceStoreCriticalSection);
6848 #endif
6849 return;
6852 static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){
6853 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6854 ResourceList* resourceList = NULL;
6855 ResourceList* previousResourceList = NULL;
6857 TRACE("(%p) : resource %p\n", This, resource);
6859 #if 0
6860 EnterCriticalSection(&resourceStoreCriticalSection);
6861 #endif
6862 resourceList = This->resources;
6864 while (resourceList != NULL) {
6865 if(resourceList->resource == resource) break;
6866 previousResourceList = resourceList;
6867 resourceList = resourceList->next;
6870 if (resourceList == NULL) {
6871 FIXME("Attempted to remove resource %p that hasn't been stored\n", resource);
6872 #if 0
6873 LeaveCriticalSection(&resourceStoreCriticalSection);
6874 #endif
6875 return;
6876 } else {
6877 TRACE("Found resource %p with element %p pointing to %p (previous %p)\n", resourceList->resource, resourceList, resourceList->next, previousResourceList);
6879 /* make sure we don't leave a hole in the list */
6880 if (previousResourceList != NULL) {
6881 previousResourceList->next = resourceList->next;
6882 } else {
6883 This->resources = resourceList->next;
6886 #if 0
6887 LeaveCriticalSection(&resourceStoreCriticalSection);
6888 #endif
6889 return;
6893 static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DResource *resource){
6894 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6895 int counter;
6897 TRACE("(%p) : resource %p\n", This, resource);
6898 switch(IWineD3DResource_GetType(resource)){
6899 case WINED3DRTYPE_SURFACE:
6900 /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
6901 break;
6902 case WINED3DRTYPE_TEXTURE:
6903 case WINED3DRTYPE_CUBETEXTURE:
6904 case WINED3DRTYPE_VOLUMETEXTURE:
6905 for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) {
6906 if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6907 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6908 This->stateBlock->textures[counter] = NULL;
6910 if (This->updateStateBlock != This->stateBlock ){
6911 if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
6912 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
6913 This->updateStateBlock->textures[counter] = NULL;
6917 break;
6918 case WINED3DRTYPE_VOLUME:
6919 /* TODO: nothing really? */
6920 break;
6921 case WINED3DRTYPE_VERTEXBUFFER:
6922 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed. */
6924 int streamNumber;
6925 TRACE("Cleaning up stream pointers\n");
6927 for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
6928 /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
6929 FINDOUT: should changes.streamSource[StreamNumber] be set ?
6931 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6932 if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
6933 FIXME("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
6934 This->updateStateBlock->streamSource[streamNumber] = 0;
6935 /* Set changed flag? */
6938 if (This->stateBlock != NULL ) { /* only happens if there is an error in the application, or on reset/release (because we don't manage internal tracking properly) */
6939 if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
6940 TRACE("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
6941 This->stateBlock->streamSource[streamNumber] = 0;
6944 #if 0 /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */
6945 else { /* This shouldn't happen */
6946 FIXME("Calling application has released the device before relasing all the resources bound to the device\n");
6948 #endif
6952 break;
6953 case WINED3DRTYPE_INDEXBUFFER:
6954 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed.*/
6955 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
6956 if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
6957 This->updateStateBlock->pIndexData = NULL;
6960 if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
6961 if (This->stateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
6962 This->stateBlock->pIndexData = NULL;
6966 break;
6967 default:
6968 FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
6969 break;
6973 /* Remove the resoruce from the resourceStore */
6974 IWineD3DDeviceImpl_RemoveResource(iface, resource);
6976 TRACE("Resource released\n");
6980 /**********************************************************
6981 * IWineD3DDevice VTbl follows
6982 **********************************************************/
6984 const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
6986 /*** IUnknown methods ***/
6987 IWineD3DDeviceImpl_QueryInterface,
6988 IWineD3DDeviceImpl_AddRef,
6989 IWineD3DDeviceImpl_Release,
6990 /*** IWineD3DDevice methods ***/
6991 IWineD3DDeviceImpl_GetParent,
6992 /*** Creation methods**/
6993 IWineD3DDeviceImpl_CreateVertexBuffer,
6994 IWineD3DDeviceImpl_CreateIndexBuffer,
6995 IWineD3DDeviceImpl_CreateStateBlock,
6996 IWineD3DDeviceImpl_CreateSurface,
6997 IWineD3DDeviceImpl_CreateTexture,
6998 IWineD3DDeviceImpl_CreateVolumeTexture,
6999 IWineD3DDeviceImpl_CreateVolume,
7000 IWineD3DDeviceImpl_CreateCubeTexture,
7001 IWineD3DDeviceImpl_CreateQuery,
7002 IWineD3DDeviceImpl_CreateAdditionalSwapChain,
7003 IWineD3DDeviceImpl_CreateVertexDeclaration,
7004 IWineD3DDeviceImpl_CreateVertexShader,
7005 IWineD3DDeviceImpl_CreatePixelShader,
7006 IWineD3DDeviceImpl_CreatePalette,
7007 /*** Odd functions **/
7008 IWineD3DDeviceImpl_Init3D,
7009 IWineD3DDeviceImpl_Uninit3D,
7010 IWineD3DDeviceImpl_SetFullscreen,
7011 IWineD3DDeviceImpl_EnumDisplayModes,
7012 IWineD3DDeviceImpl_EvictManagedResources,
7013 IWineD3DDeviceImpl_GetAvailableTextureMem,
7014 IWineD3DDeviceImpl_GetBackBuffer,
7015 IWineD3DDeviceImpl_GetCreationParameters,
7016 IWineD3DDeviceImpl_GetDeviceCaps,
7017 IWineD3DDeviceImpl_GetDirect3D,
7018 IWineD3DDeviceImpl_GetDisplayMode,
7019 IWineD3DDeviceImpl_SetDisplayMode,
7020 IWineD3DDeviceImpl_GetHWND,
7021 IWineD3DDeviceImpl_SetHWND,
7022 IWineD3DDeviceImpl_GetNumberOfSwapChains,
7023 IWineD3DDeviceImpl_GetRasterStatus,
7024 IWineD3DDeviceImpl_GetSwapChain,
7025 IWineD3DDeviceImpl_Reset,
7026 IWineD3DDeviceImpl_SetDialogBoxMode,
7027 IWineD3DDeviceImpl_SetCursorProperties,
7028 IWineD3DDeviceImpl_SetCursorPosition,
7029 IWineD3DDeviceImpl_ShowCursor,
7030 IWineD3DDeviceImpl_TestCooperativeLevel,
7031 /*** Getters and setters **/
7032 IWineD3DDeviceImpl_SetClipPlane,
7033 IWineD3DDeviceImpl_GetClipPlane,
7034 IWineD3DDeviceImpl_SetClipStatus,
7035 IWineD3DDeviceImpl_GetClipStatus,
7036 IWineD3DDeviceImpl_SetCurrentTexturePalette,
7037 IWineD3DDeviceImpl_GetCurrentTexturePalette,
7038 IWineD3DDeviceImpl_SetDepthStencilSurface,
7039 IWineD3DDeviceImpl_GetDepthStencilSurface,
7040 IWineD3DDeviceImpl_SetFVF,
7041 IWineD3DDeviceImpl_GetFVF,
7042 IWineD3DDeviceImpl_SetGammaRamp,
7043 IWineD3DDeviceImpl_GetGammaRamp,
7044 IWineD3DDeviceImpl_SetIndices,
7045 IWineD3DDeviceImpl_GetIndices,
7046 IWineD3DDeviceImpl_SetLight,
7047 IWineD3DDeviceImpl_GetLight,
7048 IWineD3DDeviceImpl_SetLightEnable,
7049 IWineD3DDeviceImpl_GetLightEnable,
7050 IWineD3DDeviceImpl_SetMaterial,
7051 IWineD3DDeviceImpl_GetMaterial,
7052 IWineD3DDeviceImpl_SetNPatchMode,
7053 IWineD3DDeviceImpl_GetNPatchMode,
7054 IWineD3DDeviceImpl_SetPaletteEntries,
7055 IWineD3DDeviceImpl_GetPaletteEntries,
7056 IWineD3DDeviceImpl_SetPixelShader,
7057 IWineD3DDeviceImpl_GetPixelShader,
7058 IWineD3DDeviceImpl_SetPixelShaderConstantB,
7059 IWineD3DDeviceImpl_GetPixelShaderConstantB,
7060 IWineD3DDeviceImpl_SetPixelShaderConstantI,
7061 IWineD3DDeviceImpl_GetPixelShaderConstantI,
7062 IWineD3DDeviceImpl_SetPixelShaderConstantF,
7063 IWineD3DDeviceImpl_GetPixelShaderConstantF,
7064 IWineD3DDeviceImpl_SetRenderState,
7065 IWineD3DDeviceImpl_GetRenderState,
7066 IWineD3DDeviceImpl_SetRenderTarget,
7067 IWineD3DDeviceImpl_GetRenderTarget,
7068 IWineD3DDeviceImpl_SetFrontBackBuffers,
7069 IWineD3DDeviceImpl_SetSamplerState,
7070 IWineD3DDeviceImpl_GetSamplerState,
7071 IWineD3DDeviceImpl_SetScissorRect,
7072 IWineD3DDeviceImpl_GetScissorRect,
7073 IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
7074 IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
7075 IWineD3DDeviceImpl_SetStreamSource,
7076 IWineD3DDeviceImpl_GetStreamSource,
7077 IWineD3DDeviceImpl_SetStreamSourceFreq,
7078 IWineD3DDeviceImpl_GetStreamSourceFreq,
7079 IWineD3DDeviceImpl_SetTexture,
7080 IWineD3DDeviceImpl_GetTexture,
7081 IWineD3DDeviceImpl_SetTextureStageState,
7082 IWineD3DDeviceImpl_GetTextureStageState,
7083 IWineD3DDeviceImpl_SetTransform,
7084 IWineD3DDeviceImpl_GetTransform,
7085 IWineD3DDeviceImpl_SetVertexDeclaration,
7086 IWineD3DDeviceImpl_GetVertexDeclaration,
7087 IWineD3DDeviceImpl_SetVertexShader,
7088 IWineD3DDeviceImpl_GetVertexShader,
7089 IWineD3DDeviceImpl_SetVertexShaderConstantB,
7090 IWineD3DDeviceImpl_GetVertexShaderConstantB,
7091 IWineD3DDeviceImpl_SetVertexShaderConstantI,
7092 IWineD3DDeviceImpl_GetVertexShaderConstantI,
7093 IWineD3DDeviceImpl_SetVertexShaderConstantF,
7094 IWineD3DDeviceImpl_GetVertexShaderConstantF,
7095 IWineD3DDeviceImpl_SetViewport,
7096 IWineD3DDeviceImpl_GetViewport,
7097 IWineD3DDeviceImpl_MultiplyTransform,
7098 IWineD3DDeviceImpl_ValidateDevice,
7099 IWineD3DDeviceImpl_ProcessVertices,
7100 /*** State block ***/
7101 IWineD3DDeviceImpl_BeginStateBlock,
7102 IWineD3DDeviceImpl_EndStateBlock,
7103 /*** Scene management ***/
7104 IWineD3DDeviceImpl_BeginScene,
7105 IWineD3DDeviceImpl_EndScene,
7106 IWineD3DDeviceImpl_Present,
7107 IWineD3DDeviceImpl_Clear,
7108 /*** Drawing ***/
7109 IWineD3DDeviceImpl_DrawPrimitive,
7110 IWineD3DDeviceImpl_DrawIndexedPrimitive,
7111 IWineD3DDeviceImpl_DrawPrimitiveUP,
7112 IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
7113 IWineD3DDeviceImpl_DrawPrimitiveStrided,
7114 IWineD3DDeviceImpl_DrawRectPatch,
7115 IWineD3DDeviceImpl_DrawTriPatch,
7116 IWineD3DDeviceImpl_DeletePatch,
7117 IWineD3DDeviceImpl_ColorFill,
7118 IWineD3DDeviceImpl_UpdateTexture,
7119 IWineD3DDeviceImpl_UpdateSurface,
7120 IWineD3DDeviceImpl_StretchRect,
7121 IWineD3DDeviceImpl_GetRenderTargetData,
7122 IWineD3DDeviceImpl_GetFrontBufferData,
7123 /*** Internal use IWineD3DDevice methods ***/
7124 IWineD3DDeviceImpl_SetupTextureStates,
7125 /*** object tracking ***/
7126 IWineD3DDeviceImpl_ResourceReleased
7130 const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
7131 WINED3DRS_ALPHABLENDENABLE ,
7132 WINED3DRS_ALPHAFUNC ,
7133 WINED3DRS_ALPHAREF ,
7134 WINED3DRS_ALPHATESTENABLE ,
7135 WINED3DRS_BLENDOP ,
7136 WINED3DRS_COLORWRITEENABLE ,
7137 WINED3DRS_DESTBLEND ,
7138 WINED3DRS_DITHERENABLE ,
7139 WINED3DRS_FILLMODE ,
7140 WINED3DRS_FOGDENSITY ,
7141 WINED3DRS_FOGEND ,
7142 WINED3DRS_FOGSTART ,
7143 WINED3DRS_LASTPIXEL ,
7144 WINED3DRS_SHADEMODE ,
7145 WINED3DRS_SRCBLEND ,
7146 WINED3DRS_STENCILENABLE ,
7147 WINED3DRS_STENCILFAIL ,
7148 WINED3DRS_STENCILFUNC ,
7149 WINED3DRS_STENCILMASK ,
7150 WINED3DRS_STENCILPASS ,
7151 WINED3DRS_STENCILREF ,
7152 WINED3DRS_STENCILWRITEMASK ,
7153 WINED3DRS_STENCILZFAIL ,
7154 WINED3DRS_TEXTUREFACTOR ,
7155 WINED3DRS_WRAP0 ,
7156 WINED3DRS_WRAP1 ,
7157 WINED3DRS_WRAP2 ,
7158 WINED3DRS_WRAP3 ,
7159 WINED3DRS_WRAP4 ,
7160 WINED3DRS_WRAP5 ,
7161 WINED3DRS_WRAP6 ,
7162 WINED3DRS_WRAP7 ,
7163 WINED3DRS_ZENABLE ,
7164 WINED3DRS_ZFUNC ,
7165 WINED3DRS_ZWRITEENABLE
7168 const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
7169 WINED3DTSS_ADDRESSW ,
7170 WINED3DTSS_ALPHAARG0 ,
7171 WINED3DTSS_ALPHAARG1 ,
7172 WINED3DTSS_ALPHAARG2 ,
7173 WINED3DTSS_ALPHAOP ,
7174 WINED3DTSS_BUMPENVLOFFSET ,
7175 WINED3DTSS_BUMPENVLSCALE ,
7176 WINED3DTSS_BUMPENVMAT00 ,
7177 WINED3DTSS_BUMPENVMAT01 ,
7178 WINED3DTSS_BUMPENVMAT10 ,
7179 WINED3DTSS_BUMPENVMAT11 ,
7180 WINED3DTSS_COLORARG0 ,
7181 WINED3DTSS_COLORARG1 ,
7182 WINED3DTSS_COLORARG2 ,
7183 WINED3DTSS_COLOROP ,
7184 WINED3DTSS_RESULTARG ,
7185 WINED3DTSS_TEXCOORDINDEX ,
7186 WINED3DTSS_TEXTURETRANSFORMFLAGS
7189 const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
7190 WINED3DSAMP_ADDRESSU ,
7191 WINED3DSAMP_ADDRESSV ,
7192 WINED3DSAMP_ADDRESSW ,
7193 WINED3DSAMP_BORDERCOLOR ,
7194 WINED3DSAMP_MAGFILTER ,
7195 WINED3DSAMP_MINFILTER ,
7196 WINED3DSAMP_MIPFILTER ,
7197 WINED3DSAMP_MIPMAPLODBIAS ,
7198 WINED3DSAMP_MAXMIPLEVEL ,
7199 WINED3DSAMP_MAXANISOTROPY ,
7200 WINED3DSAMP_SRGBTEXTURE ,
7201 WINED3DSAMP_ELEMENTINDEX
7204 const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
7205 WINED3DRS_AMBIENT ,
7206 WINED3DRS_AMBIENTMATERIALSOURCE ,
7207 WINED3DRS_CLIPPING ,
7208 WINED3DRS_CLIPPLANEENABLE ,
7209 WINED3DRS_COLORVERTEX ,
7210 WINED3DRS_DIFFUSEMATERIALSOURCE ,
7211 WINED3DRS_EMISSIVEMATERIALSOURCE ,
7212 WINED3DRS_FOGDENSITY ,
7213 WINED3DRS_FOGEND ,
7214 WINED3DRS_FOGSTART ,
7215 WINED3DRS_FOGTABLEMODE ,
7216 WINED3DRS_FOGVERTEXMODE ,
7217 WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
7218 WINED3DRS_LIGHTING ,
7219 WINED3DRS_LOCALVIEWER ,
7220 WINED3DRS_MULTISAMPLEANTIALIAS ,
7221 WINED3DRS_MULTISAMPLEMASK ,
7222 WINED3DRS_NORMALIZENORMALS ,
7223 WINED3DRS_PATCHEDGESTYLE ,
7224 WINED3DRS_POINTSCALE_A ,
7225 WINED3DRS_POINTSCALE_B ,
7226 WINED3DRS_POINTSCALE_C ,
7227 WINED3DRS_POINTSCALEENABLE ,
7228 WINED3DRS_POINTSIZE ,
7229 WINED3DRS_POINTSIZE_MAX ,
7230 WINED3DRS_POINTSIZE_MIN ,
7231 WINED3DRS_POINTSPRITEENABLE ,
7232 WINED3DRS_RANGEFOGENABLE ,
7233 WINED3DRS_SPECULARMATERIALSOURCE ,
7234 WINED3DRS_TWEENFACTOR ,
7235 WINED3DRS_VERTEXBLEND
7238 const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
7239 WINED3DTSS_TEXCOORDINDEX ,
7240 WINED3DTSS_TEXTURETRANSFORMFLAGS
7243 const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
7244 WINED3DSAMP_DMAPOFFSET