2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
39 /* Define the default light parameters as specified by MSDN. */
40 const struct wined3d_light WINED3D_default_light
=
42 WINED3D_LIGHT_DIRECTIONAL
, /* Type */
43 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
44 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
45 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
46 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
47 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
50 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
55 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
56 * actually have the same values in GL and D3D. */
57 GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
59 switch(primitive_type
)
61 case WINED3D_PT_POINTLIST
:
64 case WINED3D_PT_LINELIST
:
67 case WINED3D_PT_LINESTRIP
:
70 case WINED3D_PT_TRIANGLELIST
:
73 case WINED3D_PT_TRIANGLESTRIP
:
74 return GL_TRIANGLE_STRIP
;
76 case WINED3D_PT_TRIANGLEFAN
:
77 return GL_TRIANGLE_FAN
;
79 case WINED3D_PT_LINELIST_ADJ
:
80 return GL_LINES_ADJACENCY_ARB
;
82 case WINED3D_PT_LINESTRIP_ADJ
:
83 return GL_LINE_STRIP_ADJACENCY_ARB
;
85 case WINED3D_PT_TRIANGLELIST_ADJ
:
86 return GL_TRIANGLES_ADJACENCY_ARB
;
88 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
89 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
92 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
97 static enum wined3d_primitive_type
d3d_primitive_type_from_gl(GLenum primitive_type
)
99 switch(primitive_type
)
102 return WINED3D_PT_POINTLIST
;
105 return WINED3D_PT_LINELIST
;
108 return WINED3D_PT_LINESTRIP
;
111 return WINED3D_PT_TRIANGLELIST
;
113 case GL_TRIANGLE_STRIP
:
114 return WINED3D_PT_TRIANGLESTRIP
;
116 case GL_TRIANGLE_FAN
:
117 return WINED3D_PT_TRIANGLEFAN
;
119 case GL_LINES_ADJACENCY_ARB
:
120 return WINED3D_PT_LINELIST_ADJ
;
122 case GL_LINE_STRIP_ADJACENCY_ARB
:
123 return WINED3D_PT_LINESTRIP_ADJ
;
125 case GL_TRIANGLES_ADJACENCY_ARB
:
126 return WINED3D_PT_TRIANGLELIST_ADJ
;
128 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
129 return WINED3D_PT_TRIANGLESTRIP_ADJ
;
132 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
133 return WINED3D_PT_UNDEFINED
;
137 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
139 struct wined3d_context
**new_array
;
141 TRACE("Adding context %p.\n", context
);
143 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
144 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
145 sizeof(*new_array
) * (device
->context_count
+ 1));
149 ERR("Failed to grow the context array.\n");
153 new_array
[device
->context_count
++] = context
;
154 device
->contexts
= new_array
;
158 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
160 struct wined3d_context
**new_array
;
164 TRACE("Removing context %p.\n", context
);
166 for (i
= 0; i
< device
->context_count
; ++i
)
168 if (device
->contexts
[i
] == context
)
177 ERR("Context %p doesn't exist in context array.\n", context
);
181 if (!--device
->context_count
)
183 HeapFree(GetProcessHeap(), 0, device
->contexts
);
184 device
->contexts
= NULL
;
188 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
189 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
192 ERR("Failed to shrink context array. Oh well.\n");
196 device
->contexts
= new_array
;
199 void device_switch_onscreen_ds(struct wined3d_device
*device
,
200 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
202 if (device
->onscreen_depth_stencil
)
204 surface_load_ds_location(device
->onscreen_depth_stencil
, context
, WINED3D_LOCATION_TEXTURE_RGB
);
206 surface_modify_ds_location(device
->onscreen_depth_stencil
, WINED3D_LOCATION_TEXTURE_RGB
,
207 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
208 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
209 wined3d_surface_decref(device
->onscreen_depth_stencil
);
211 device
->onscreen_depth_stencil
= depth_stencil
;
212 wined3d_surface_incref(device
->onscreen_depth_stencil
);
215 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
217 /* partial draw rect */
218 if (draw_rect
->left
|| draw_rect
->top
219 || draw_rect
->right
< target
->resource
.width
220 || draw_rect
->bottom
< target
->resource
.height
)
223 /* partial clear rect */
224 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
225 || clear_rect
->right
< target
->resource
.width
226 || clear_rect
->bottom
< target
->resource
.height
))
232 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
233 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
, RECT
*out_rect
)
235 RECT current_rect
, r
;
237 if (ds
->locations
& WINED3D_LOCATION_DISCARDED
)
239 /* Depth buffer was discarded, make it entirely current in its new location since
240 * there is no other place where we would get data anyway. */
241 SetRect(out_rect
, 0, 0, ds
->resource
.width
, ds
->resource
.height
);
245 if (ds
->locations
& location
)
246 SetRect(¤t_rect
, 0, 0,
247 ds
->ds_current_size
.cx
,
248 ds
->ds_current_size
.cy
);
250 SetRectEmpty(¤t_rect
);
252 IntersectRect(&r
, draw_rect
, ¤t_rect
);
253 if (EqualRect(&r
, draw_rect
))
255 /* current_rect ⊇ draw_rect, modify only. */
256 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
260 if (EqualRect(&r
, ¤t_rect
))
262 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
266 /* Full clear, modify only. */
267 *out_rect
= *draw_rect
;
271 IntersectRect(&r
, draw_rect
, clear_rect
);
272 if (EqualRect(&r
, draw_rect
))
274 /* clear_rect ⊇ draw_rect, modify only. */
275 *out_rect
= *draw_rect
;
281 surface_load_ds_location(ds
, context
, location
);
282 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
285 void device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
286 UINT rect_count
, const RECT
*rects
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
287 float depth
, DWORD stencil
)
289 struct wined3d_surface
*target
= rt_count
? wined3d_rendertarget_view_get_surface(fb
->render_targets
[0]) : NULL
;
290 struct wined3d_surface
*depth_stencil
= fb
->depth_stencil
291 ? wined3d_rendertarget_view_get_surface(fb
->depth_stencil
) : NULL
;
292 const RECT
*clear_rect
= (rect_count
> 0 && rects
) ? (const RECT
*)rects
: NULL
;
293 const struct wined3d_gl_info
*gl_info
;
294 UINT drawable_width
, drawable_height
;
295 struct wined3d_context
*context
;
296 GLbitfield clear_mask
= 0;
297 BOOL render_offscreen
;
301 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
302 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
303 * for the cleared parts, and the untouched parts.
305 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
306 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
307 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
308 * checking all this if the dest surface is in the drawable anyway. */
309 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, clear_rect
))
311 for (i
= 0; i
< rt_count
; ++i
)
313 struct wined3d_surface
*rt
= wined3d_rendertarget_view_get_surface(fb
->render_targets
[i
]);
315 surface_load_location(rt
, rt
->container
->resource
.draw_binding
);
319 context
= context_acquire(device
, target
);
322 context_release(context
);
323 WARN("Invalid context, skipping clear.\n");
326 gl_info
= context
->gl_info
;
330 render_offscreen
= context
->render_offscreen
;
331 surface_get_drawable_size(target
, context
, &drawable_width
, &drawable_height
);
335 render_offscreen
= TRUE
;
336 drawable_width
= depth_stencil
->pow2Width
;
337 drawable_height
= depth_stencil
->pow2Height
;
340 if (flags
& WINED3DCLEAR_ZBUFFER
)
342 DWORD location
= render_offscreen
? fb
->depth_stencil
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
344 if (!render_offscreen
&& depth_stencil
!= device
->onscreen_depth_stencil
)
345 device_switch_onscreen_ds(device
, context
, depth_stencil
);
346 prepare_ds_clear(depth_stencil
, context
, location
,
347 draw_rect
, rect_count
, clear_rect
, &ds_rect
);
350 if (!context_apply_clear_state(context
, device
, rt_count
, fb
))
352 context_release(context
);
353 WARN("Failed to apply clear state, skipping clear.\n");
357 /* Only set the values up once, as they are not changing. */
358 if (flags
& WINED3DCLEAR_STENCIL
)
360 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
362 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
363 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
365 gl_info
->gl_ops
.gl
.p_glStencilMask(~0U);
366 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
367 gl_info
->gl_ops
.gl
.p_glClearStencil(stencil
);
368 checkGLcall("glClearStencil");
369 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
372 if (flags
& WINED3DCLEAR_ZBUFFER
)
374 DWORD location
= render_offscreen
? fb
->depth_stencil
->resource
->draw_binding
: WINED3D_LOCATION_DRAWABLE
;
376 surface_modify_ds_location(depth_stencil
, location
, ds_rect
.right
, ds_rect
.bottom
);
378 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_TRUE
);
379 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
380 gl_info
->gl_ops
.gl
.p_glClearDepth(depth
);
381 checkGLcall("glClearDepth");
382 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
385 if (flags
& WINED3DCLEAR_TARGET
)
387 for (i
= 0; i
< rt_count
; ++i
)
389 struct wined3d_surface
*rt
= wined3d_rendertarget_view_get_surface(fb
->render_targets
[i
]);
393 surface_validate_location(rt
, rt
->container
->resource
.draw_binding
);
394 surface_invalidate_location(rt
, ~rt
->container
->resource
.draw_binding
);
398 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
399 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
400 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
401 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
402 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
403 gl_info
->gl_ops
.gl
.p_glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
404 checkGLcall("glClearColor");
405 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
410 if (render_offscreen
)
412 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, draw_rect
->top
,
413 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
417 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
418 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
420 checkGLcall("glScissor");
421 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
422 checkGLcall("glClear");
428 /* Now process each rect in turn. */
429 for (i
= 0; i
< rect_count
; ++i
)
431 /* Note that GL uses lower left, width/height. */
432 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
434 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
435 wine_dbgstr_rect(&clear_rect
[i
]),
436 wine_dbgstr_rect(¤t_rect
));
438 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
439 * The rectangle is not cleared, no error is returned, but further rectangles are
440 * still cleared if they are valid. */
441 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
443 TRACE("Rectangle with negative dimensions, ignoring.\n");
447 if (render_offscreen
)
449 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, current_rect
.top
,
450 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
454 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
455 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
457 checkGLcall("glScissor");
459 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
460 checkGLcall("glClear");
464 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
465 && target
->container
->swapchain
&& target
->container
->swapchain
->front_buffer
== target
->container
))
466 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
468 context_release(context
);
471 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
473 ULONG refcount
= InterlockedIncrement(&device
->ref
);
475 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
480 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
482 ULONG refcount
= InterlockedDecrement(&device
->ref
);
484 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
490 wined3d_cs_destroy(device
->cs
);
492 if (device
->recording
&& wined3d_stateblock_decref(device
->recording
))
493 FIXME("Something's still holding the recording stateblock.\n");
494 device
->recording
= NULL
;
496 state_cleanup(&device
->state
);
498 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
500 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
501 device
->multistate_funcs
[i
] = NULL
;
504 if (!list_empty(&device
->resources
))
506 struct wined3d_resource
*resource
;
508 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
510 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
512 FIXME("Leftover resource %p with type %s (%#x).\n",
513 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
517 if (device
->contexts
)
518 ERR("Context array not freed!\n");
519 if (device
->hardwareCursor
)
520 DestroyCursor(device
->hardwareCursor
);
521 device
->hardwareCursor
= 0;
523 wined3d_decref(device
->wined3d
);
524 device
->wined3d
= NULL
;
525 HeapFree(GetProcessHeap(), 0, device
);
526 TRACE("Freed device %p.\n", device
);
532 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
534 TRACE("device %p.\n", device
);
536 return device
->swapchain_count
;
539 struct wined3d_swapchain
* CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
, UINT swapchain_idx
)
541 TRACE("device %p, swapchain_idx %u.\n", device
, swapchain_idx
);
543 if (swapchain_idx
>= device
->swapchain_count
)
545 WARN("swapchain_idx %u >= swapchain_count %u.\n",
546 swapchain_idx
, device
->swapchain_count
);
550 return device
->swapchains
[swapchain_idx
];
553 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
555 struct wined3d_color_key color_key
;
556 struct wined3d_resource_desc desc
;
557 struct wined3d_surface
*surface
;
561 HDC dcb
= NULL
, dcs
= NULL
;
563 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
566 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
567 dcb
= CreateCompatibleDC(NULL
);
569 SelectObject(dcb
, hbm
);
573 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
576 memset(&bm
, 0, sizeof(bm
));
581 desc
.resource_type
= WINED3D_RTYPE_TEXTURE
;
582 desc
.format
= WINED3DFMT_B5G6R5_UNORM
;
583 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
584 desc
.multisample_quality
= 0;
585 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
586 desc
.pool
= WINED3D_POOL_DEFAULT
;
587 desc
.width
= bm
.bmWidth
;
588 desc
.height
= bm
.bmHeight
;
591 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, WINED3D_SURFACE_MAPPABLE
,
592 NULL
, &wined3d_null_parent_ops
, &device
->logo_texture
)))
594 ERR("Wine logo requested, but failed to create texture, hr %#x.\n", hr
);
597 surface
= surface_from_resource(wined3d_texture_get_sub_resource(device
->logo_texture
, 0));
601 if (FAILED(hr
= wined3d_surface_getdc(surface
, &dcs
)))
603 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
604 wined3d_surface_releasedc(surface
, dcs
);
606 color_key
.color_space_low_value
= 0;
607 color_key
.color_space_high_value
= 0;
608 wined3d_texture_set_color_key(device
->logo_texture
, WINEDDCKEY_SRCBLT
, &color_key
);
612 const RECT rect
= {0, 0, surface
->resource
.width
, surface
->resource
.height
};
613 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
615 /* Fill the surface with a white color to show that wined3d is there */
616 surface_color_fill(surface
, &rect
, &c
);
620 if (dcb
) DeleteDC(dcb
);
621 if (hbm
) DeleteObject(hbm
);
624 /* Context activation is done by the caller. */
625 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
627 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
628 unsigned int i
, j
, count
;
629 /* Under DirectX you can sample even if no texture is bound, whereas
630 * OpenGL will only allow that when a valid texture is bound.
631 * We emulate this by creating dummy textures and binding them
632 * to each texture stage when the currently set D3D texture is NULL. */
634 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
635 for (i
= 0; i
< count
; ++i
)
637 DWORD color
= 0x000000ff;
639 /* Make appropriate texture active */
640 context_active_texture(context
, gl_info
, i
);
642 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_2d
[i
]);
643 checkGLcall("glGenTextures");
644 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
646 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
647 checkGLcall("glBindTexture");
649 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0,
650 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
651 checkGLcall("glTexImage2D");
653 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
655 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_rect
[i
]);
656 checkGLcall("glGenTextures");
657 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
659 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
660 checkGLcall("glBindTexture");
662 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0,
663 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
664 checkGLcall("glTexImage2D");
667 if (gl_info
->supported
[EXT_TEXTURE3D
])
669 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_3d
[i
]);
670 checkGLcall("glGenTextures");
671 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
673 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
674 checkGLcall("glBindTexture");
676 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
677 checkGLcall("glTexImage3D");
680 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
682 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_cube
[i
]);
683 checkGLcall("glGenTextures");
684 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
686 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
687 checkGLcall("glBindTexture");
689 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
691 gl_info
->gl_ops
.gl
.p_glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0,
692 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
693 checkGLcall("glTexImage2D");
699 /* Context activation is done by the caller. */
700 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
702 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
704 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
706 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_cube
);
707 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
710 if (gl_info
->supported
[EXT_TEXTURE3D
])
712 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_3d
);
713 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
716 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
718 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_rect
);
719 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
722 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_2d
);
723 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
725 memset(device
->dummy_texture_cube
, 0, count
* sizeof(*device
->dummy_texture_cube
));
726 memset(device
->dummy_texture_3d
, 0, count
* sizeof(*device
->dummy_texture_3d
));
727 memset(device
->dummy_texture_rect
, 0, count
* sizeof(*device
->dummy_texture_rect
));
728 memset(device
->dummy_texture_2d
, 0, count
* sizeof(*device
->dummy_texture_2d
));
731 static LONG
fullscreen_style(LONG style
)
733 /* Make sure the window is managed, otherwise we won't get keyboard input. */
734 style
|= WS_POPUP
| WS_SYSMENU
;
735 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
740 static LONG
fullscreen_exstyle(LONG exstyle
)
742 /* Filter out window decorations. */
743 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
748 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
750 BOOL filter_messages
;
753 TRACE("Setting up window %p for fullscreen mode.\n", window
);
755 if (device
->style
|| device
->exStyle
)
757 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
758 window
, device
->style
, device
->exStyle
);
761 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
762 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
764 style
= fullscreen_style(device
->style
);
765 exstyle
= fullscreen_exstyle(device
->exStyle
);
767 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
768 device
->style
, device
->exStyle
, style
, exstyle
);
770 filter_messages
= device
->filter_messages
;
771 device
->filter_messages
= TRUE
;
773 SetWindowLongW(window
, GWL_STYLE
, style
);
774 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
775 SetWindowPos(window
, HWND_TOPMOST
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
777 device
->filter_messages
= filter_messages
;
780 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
782 BOOL filter_messages
;
785 if (!device
->style
&& !device
->exStyle
) return;
787 style
= GetWindowLongW(window
, GWL_STYLE
);
788 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
790 /* These flags are set by wined3d_device_setup_fullscreen_window, not the
791 * application, and we want to ignore them in the test below, since it's
792 * not the application's fault that they changed. Additionally, we want to
793 * preserve the current status of these flags (i.e. don't restore them) to
794 * more closely emulate the behavior of Direct3D, which leaves these flags
795 * alone when returning to windowed mode. */
796 device
->style
^= (device
->style
^ style
) & WS_VISIBLE
;
797 device
->exStyle
^= (device
->exStyle
^ exstyle
) & WS_EX_TOPMOST
;
799 TRACE("Restoring window style of window %p to %08x, %08x.\n",
800 window
, device
->style
, device
->exStyle
);
802 filter_messages
= device
->filter_messages
;
803 device
->filter_messages
= TRUE
;
805 /* Only restore the style if the application didn't modify it during the
806 * fullscreen phase. Some applications change it before calling Reset()
807 * when switching between windowed and fullscreen modes (HL2), some
808 * depend on the original style (Eve Online). */
809 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
811 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
812 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
814 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
816 device
->filter_messages
= filter_messages
;
818 /* Delete the old values. */
823 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
825 TRACE("device %p, window %p.\n", device
, window
);
827 if (!wined3d_register_window(window
, device
))
829 ERR("Failed to register window %p.\n", window
);
833 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
834 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
839 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
841 TRACE("device %p.\n", device
);
843 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
844 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
847 static void device_init_swapchain_state(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
849 BOOL ds_enable
= !!swapchain
->desc
.enable_auto_depth_stencil
;
852 if (device
->fb
.render_targets
)
854 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
856 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
858 if (device
->back_buffer_view
)
859 wined3d_device_set_rendertarget_view(device
, 0, device
->back_buffer_view
, TRUE
);
862 wined3d_device_set_depth_stencil_view(device
, ds_enable
? device
->auto_depth_stencil_view
: NULL
);
863 wined3d_device_set_render_state(device
, WINED3D_RS_ZENABLE
, ds_enable
);
866 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
867 struct wined3d_swapchain_desc
*swapchain_desc
)
869 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
870 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
871 struct wined3d_swapchain
*swapchain
= NULL
;
872 struct wined3d_context
*context
;
873 DWORD clear_flags
= 0;
876 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
878 if (device
->d3d_initialized
)
879 return WINED3DERR_INVALIDCALL
;
880 if (device
->wined3d
->flags
& WINED3D_NO3D
)
881 return WINED3DERR_INVALIDCALL
;
883 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
884 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
886 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
887 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
889 TRACE("Shader private data couldn't be allocated\n");
892 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
894 TRACE("Blitter private data couldn't be allocated\n");
898 /* Setup the implicit swapchain. This also initializes a context. */
899 TRACE("Creating implicit swapchain\n");
900 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
901 swapchain_desc
, &swapchain
);
904 WARN("Failed to create implicit swapchain\n");
908 if (swapchain_desc
->backbuffer_count
&& FAILED(hr
= wined3d_rendertarget_view_create_from_surface(
909 surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->back_buffers
[0], 0)),
910 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
912 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
916 device
->swapchain_count
= 1;
917 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
918 if (!device
->swapchains
)
920 ERR("Out of memory!\n");
923 device
->swapchains
[0] = swapchain
;
924 device_init_swapchain_state(device
, swapchain
);
926 context
= context_acquire(device
,
927 surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->front_buffer
, 0)));
929 create_dummy_textures(device
, context
);
931 device
->contexts
[0]->last_was_rhw
= 0;
933 switch (wined3d_settings
.offscreen_rendering_mode
)
936 device
->offscreenBuffer
= GL_COLOR_ATTACHMENT0
;
941 if (context_get_current()->aux_buffers
> 0)
943 TRACE("Using auxiliary buffer for offscreen rendering\n");
944 device
->offscreenBuffer
= GL_AUX0
;
948 TRACE("Using back buffer for offscreen rendering\n");
949 device
->offscreenBuffer
= GL_BACK
;
954 TRACE("All defaults now set up, leaving 3D init.\n");
956 context_release(context
);
958 /* Clear the screen */
959 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
960 clear_flags
|= WINED3DCLEAR_TARGET
;
961 if (swapchain_desc
->enable_auto_depth_stencil
)
962 clear_flags
|= WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
;
964 wined3d_device_clear(device
, 0, NULL
, clear_flags
, &black
, 1.0f
, 0);
966 device
->d3d_initialized
= TRUE
;
968 if (wined3d_settings
.logo
)
969 device_load_logo(device
, wined3d_settings
.logo
);
973 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
974 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
975 device
->swapchain_count
= 0;
976 if (device
->back_buffer_view
)
977 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
979 wined3d_swapchain_decref(swapchain
);
980 if (device
->blit_priv
)
981 device
->blitter
->free_private(device
);
982 if (device
->shader_priv
)
983 device
->shader_backend
->shader_free_private(device
);
988 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
989 struct wined3d_swapchain_desc
*swapchain_desc
)
991 struct wined3d_swapchain
*swapchain
= NULL
;
994 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
996 /* Setup the implicit swapchain */
997 TRACE("Creating implicit swapchain\n");
998 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
999 swapchain_desc
, &swapchain
);
1002 WARN("Failed to create implicit swapchain\n");
1006 device
->swapchain_count
= 1;
1007 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1008 if (!device
->swapchains
)
1010 ERR("Out of memory!\n");
1013 device
->swapchains
[0] = swapchain
;
1017 wined3d_swapchain_decref(swapchain
);
1021 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1023 struct wined3d_resource
*resource
, *cursor
;
1024 const struct wined3d_gl_info
*gl_info
;
1025 struct wined3d_context
*context
;
1026 struct wined3d_surface
*surface
;
1029 TRACE("device %p.\n", device
);
1031 if (!device
->d3d_initialized
)
1032 return WINED3DERR_INVALIDCALL
;
1034 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1035 * it was created. Thus make sure a context is active for the glDelete* calls
1037 context
= context_acquire(device
, NULL
);
1038 gl_info
= context
->gl_info
;
1040 if (device
->logo_texture
)
1041 wined3d_texture_decref(device
->logo_texture
);
1042 if (device
->cursor_texture
)
1043 wined3d_texture_decref(device
->cursor_texture
);
1045 state_unbind_resources(&device
->state
);
1047 /* Unload resources */
1048 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1050 TRACE("Unloading resource %p.\n", resource
);
1052 resource
->resource_ops
->resource_unload(resource
);
1055 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1056 * private data, it might contain opengl pointers
1058 if (device
->depth_blt_texture
)
1060 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
1061 device
->depth_blt_texture
= 0;
1064 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1065 device
->blitter
->free_private(device
);
1066 device
->shader_backend
->shader_free_private(device
);
1067 destroy_dummy_textures(device
, gl_info
);
1069 /* Release the buffers (with sanity checks)*/
1070 if (device
->onscreen_depth_stencil
)
1072 surface
= device
->onscreen_depth_stencil
;
1073 device
->onscreen_depth_stencil
= NULL
;
1074 wined3d_surface_decref(surface
);
1077 if (device
->fb
.depth_stencil
)
1079 struct wined3d_rendertarget_view
*view
= device
->fb
.depth_stencil
;
1081 TRACE("Releasing depth/stencil view %p.\n", view
);
1083 device
->fb
.depth_stencil
= NULL
;
1084 wined3d_rendertarget_view_decref(view
);
1087 if (device
->auto_depth_stencil_view
)
1089 struct wined3d_rendertarget_view
*view
= device
->auto_depth_stencil_view
;
1091 device
->auto_depth_stencil_view
= NULL
;
1092 if (wined3d_rendertarget_view_decref(view
))
1093 ERR("Something's still holding the auto depth/stencil view (%p).\n", view
);
1096 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1098 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
1100 if (device
->back_buffer_view
)
1102 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
1103 device
->back_buffer_view
= NULL
;
1106 context_release(context
);
1108 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1110 TRACE("Releasing the implicit swapchain %u.\n", i
);
1111 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1112 FIXME("Something's still holding the implicit swapchain.\n");
1115 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1116 device
->swapchains
= NULL
;
1117 device
->swapchain_count
= 0;
1119 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1120 device
->fb
.render_targets
= NULL
;
1122 device
->d3d_initialized
= FALSE
;
1127 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1131 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1133 TRACE("Releasing the implicit swapchain %u.\n", i
);
1134 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1135 FIXME("Something's still holding the implicit swapchain.\n");
1138 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1139 device
->swapchains
= NULL
;
1140 device
->swapchain_count
= 0;
1144 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1145 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1146 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1148 * There is no way to deactivate thread safety once it is enabled.
1150 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1152 TRACE("device %p.\n", device
);
1154 /* For now just store the flag (needed in case of ddraw). */
1155 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1158 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1160 TRACE("device %p.\n", device
);
1162 TRACE("Emulating 0x%s bytes. 0x%s used, returning 0x%s left.\n",
1163 wine_dbgstr_longlong(device
->adapter
->vram_bytes
),
1164 wine_dbgstr_longlong(device
->adapter
->vram_bytes_used
),
1165 wine_dbgstr_longlong(device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
));
1167 return min(UINT_MAX
, device
->adapter
->vram_bytes
- device
->adapter
->vram_bytes_used
);
1170 void CDECL
wined3d_device_set_stream_output(struct wined3d_device
*device
, UINT idx
,
1171 struct wined3d_buffer
*buffer
, UINT offset
)
1173 struct wined3d_stream_output
*stream
;
1174 struct wined3d_buffer
*prev_buffer
;
1176 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device
, idx
, buffer
, offset
);
1178 if (idx
>= MAX_STREAM_OUT
)
1180 WARN("Invalid stream output %u.\n", idx
);
1184 stream
= &device
->update_state
->stream_output
[idx
];
1185 prev_buffer
= stream
->buffer
;
1188 wined3d_buffer_incref(buffer
);
1189 stream
->buffer
= buffer
;
1190 stream
->offset
= offset
;
1191 if (!device
->recording
)
1192 wined3d_cs_emit_set_stream_output(device
->cs
, idx
, buffer
, offset
);
1194 wined3d_buffer_decref(prev_buffer
);
1197 struct wined3d_buffer
* CDECL
wined3d_device_get_stream_output(struct wined3d_device
*device
,
1198 UINT idx
, UINT
*offset
)
1200 TRACE("device %p, idx %u, offset %p.\n", device
, idx
, offset
);
1202 if (idx
>= MAX_STREAM_OUT
)
1204 WARN("Invalid stream output %u.\n", idx
);
1208 *offset
= device
->state
.stream_output
[idx
].offset
;
1209 return device
->state
.stream_output
[idx
].buffer
;
1212 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1213 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1215 struct wined3d_stream_state
*stream
;
1216 struct wined3d_buffer
*prev_buffer
;
1218 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1219 device
, stream_idx
, buffer
, offset
, stride
);
1221 if (stream_idx
>= MAX_STREAMS
)
1223 WARN("Stream index %u out of range.\n", stream_idx
);
1224 return WINED3DERR_INVALIDCALL
;
1226 else if (offset
& 0x3)
1228 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1229 return WINED3DERR_INVALIDCALL
;
1232 stream
= &device
->update_state
->streams
[stream_idx
];
1233 prev_buffer
= stream
->buffer
;
1235 if (device
->recording
)
1236 device
->recording
->changed
.streamSource
|= 1 << stream_idx
;
1238 if (prev_buffer
== buffer
1239 && stream
->stride
== stride
1240 && stream
->offset
== offset
)
1242 TRACE("Application is setting the old values over, nothing to do.\n");
1246 stream
->buffer
= buffer
;
1249 stream
->stride
= stride
;
1250 stream
->offset
= offset
;
1254 wined3d_buffer_incref(buffer
);
1255 if (!device
->recording
)
1256 wined3d_cs_emit_set_stream_source(device
->cs
, stream_idx
, buffer
, offset
, stride
);
1258 wined3d_buffer_decref(prev_buffer
);
1263 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1264 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1266 const struct wined3d_stream_state
*stream
;
1268 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1269 device
, stream_idx
, buffer
, offset
, stride
);
1271 if (stream_idx
>= MAX_STREAMS
)
1273 WARN("Stream index %u out of range.\n", stream_idx
);
1274 return WINED3DERR_INVALIDCALL
;
1277 stream
= &device
->state
.streams
[stream_idx
];
1278 *buffer
= stream
->buffer
;
1280 wined3d_buffer_incref(*buffer
);
1282 *offset
= stream
->offset
;
1283 *stride
= stream
->stride
;
1288 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1290 struct wined3d_stream_state
*stream
;
1291 UINT old_flags
, old_freq
;
1293 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1295 /* Verify input. At least in d3d9 this is invalid. */
1296 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1298 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1299 return WINED3DERR_INVALIDCALL
;
1301 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1303 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1304 return WINED3DERR_INVALIDCALL
;
1308 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1309 return WINED3DERR_INVALIDCALL
;
1312 stream
= &device
->update_state
->streams
[stream_idx
];
1313 old_flags
= stream
->flags
;
1314 old_freq
= stream
->frequency
;
1316 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1317 stream
->frequency
= divider
& 0x7fffff;
1319 if (device
->recording
)
1320 device
->recording
->changed
.streamFreq
|= 1 << stream_idx
;
1321 else if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1322 wined3d_cs_emit_set_stream_source_freq(device
->cs
, stream_idx
, stream
->frequency
, stream
->flags
);
1327 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1328 UINT stream_idx
, UINT
*divider
)
1330 const struct wined3d_stream_state
*stream
;
1332 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1334 stream
= &device
->state
.streams
[stream_idx
];
1335 *divider
= stream
->flags
| stream
->frequency
;
1337 TRACE("Returning %#x.\n", *divider
);
1342 void CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1343 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1345 TRACE("device %p, state %s, matrix %p.\n",
1346 device
, debug_d3dtstype(d3dts
), matrix
);
1347 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._11
, matrix
->u
.s
._12
, matrix
->u
.s
._13
, matrix
->u
.s
._14
);
1348 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._21
, matrix
->u
.s
._22
, matrix
->u
.s
._23
, matrix
->u
.s
._24
);
1349 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._31
, matrix
->u
.s
._32
, matrix
->u
.s
._33
, matrix
->u
.s
._34
);
1350 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._41
, matrix
->u
.s
._42
, matrix
->u
.s
._43
, matrix
->u
.s
._44
);
1352 /* Handle recording of state blocks. */
1353 if (device
->recording
)
1355 TRACE("Recording... not performing anything.\n");
1356 device
->recording
->changed
.transform
[d3dts
>> 5] |= 1 << (d3dts
& 0x1f);
1357 device
->update_state
->transforms
[d3dts
] = *matrix
;
1361 /* If the new matrix is the same as the current one,
1362 * we cut off any further processing. this seems to be a reasonable
1363 * optimization because as was noticed, some apps (warcraft3 for example)
1364 * tend towards setting the same matrix repeatedly for some reason.
1366 * From here on we assume that the new matrix is different, wherever it matters. */
1367 if (!memcmp(&device
->state
.transforms
[d3dts
].u
.m
[0][0], matrix
, sizeof(*matrix
)))
1369 TRACE("The application is setting the same matrix over again.\n");
1373 device
->state
.transforms
[d3dts
] = *matrix
;
1374 wined3d_cs_emit_set_transform(device
->cs
, d3dts
, matrix
);
1377 void CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1378 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1380 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1382 *matrix
= device
->state
.transforms
[state
];
1385 void CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1386 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1388 const struct wined3d_matrix
*mat
;
1389 struct wined3d_matrix temp
;
1391 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1393 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1394 * below means it will be recorded in a state block change, but it
1395 * works regardless where it is recorded.
1396 * If this is found to be wrong, change to StateBlock. */
1397 if (state
> HIGHEST_TRANSFORMSTATE
)
1399 WARN("Unhandled transform state %#x.\n", state
);
1403 mat
= &device
->update_state
->transforms
[state
];
1404 multiply_matrix(&temp
, mat
, matrix
);
1406 /* Apply change via set transform - will reapply to eg. lights this way. */
1407 wined3d_device_set_transform(device
, state
, &temp
);
1410 /* Note lights are real special cases. Although the device caps state only
1411 * e.g. 8 are supported, you can reference any indexes you want as long as
1412 * that number max are enabled at any one point in time. Therefore since the
1413 * indices can be anything, we need a hashmap of them. However, this causes
1414 * stateblock problems. When capturing the state block, I duplicate the
1415 * hashmap, but when recording, just build a chain pretty much of commands to
1417 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1418 UINT light_idx
, const struct wined3d_light
*light
)
1420 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1421 struct wined3d_light_info
*object
= NULL
;
1425 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1427 /* Check the parameter range. Need for speed most wanted sets junk lights
1428 * which confuse the GL driver. */
1430 return WINED3DERR_INVALIDCALL
;
1432 switch (light
->type
)
1434 case WINED3D_LIGHT_POINT
:
1435 case WINED3D_LIGHT_SPOT
:
1436 case WINED3D_LIGHT_PARALLELPOINT
:
1437 case WINED3D_LIGHT_GLSPOT
:
1438 /* Incorrect attenuation values can cause the gl driver to crash.
1439 * Happens with Need for speed most wanted. */
1440 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1442 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1443 return WINED3DERR_INVALIDCALL
;
1447 case WINED3D_LIGHT_DIRECTIONAL
:
1448 /* Ignores attenuation */
1452 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1453 return WINED3DERR_INVALIDCALL
;
1456 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1458 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1459 if (object
->OriginalIndex
== light_idx
)
1466 TRACE("Adding new light\n");
1467 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1469 return E_OUTOFMEMORY
;
1471 list_add_head(&device
->update_state
->light_map
[hash_idx
], &object
->entry
);
1472 object
->glIndex
= -1;
1473 object
->OriginalIndex
= light_idx
;
1476 /* Initialize the object. */
1477 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1478 light_idx
, light
->type
,
1479 light
->diffuse
.r
, light
->diffuse
.g
, light
->diffuse
.b
, light
->diffuse
.a
,
1480 light
->specular
.r
, light
->specular
.g
, light
->specular
.b
, light
->specular
.a
,
1481 light
->ambient
.r
, light
->ambient
.g
, light
->ambient
.b
, light
->ambient
.a
);
1482 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light
->position
.x
, light
->position
.y
, light
->position
.z
,
1483 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
);
1484 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1485 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1487 /* Update the live definitions if the light is currently assigned a glIndex. */
1488 if (object
->glIndex
!= -1 && !device
->recording
)
1490 if (object
->OriginalParms
.type
!= light
->type
)
1491 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1492 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
1495 /* Save away the information. */
1496 object
->OriginalParms
= *light
;
1498 switch (light
->type
)
1500 case WINED3D_LIGHT_POINT
:
1502 object
->lightPosn
[0] = light
->position
.x
;
1503 object
->lightPosn
[1] = light
->position
.y
;
1504 object
->lightPosn
[2] = light
->position
.z
;
1505 object
->lightPosn
[3] = 1.0f
;
1506 object
->cutoff
= 180.0f
;
1510 case WINED3D_LIGHT_DIRECTIONAL
:
1512 object
->lightPosn
[0] = -light
->direction
.x
;
1513 object
->lightPosn
[1] = -light
->direction
.y
;
1514 object
->lightPosn
[2] = -light
->direction
.z
;
1515 object
->lightPosn
[3] = 0.0f
;
1516 object
->exponent
= 0.0f
;
1517 object
->cutoff
= 180.0f
;
1520 case WINED3D_LIGHT_SPOT
:
1522 object
->lightPosn
[0] = light
->position
.x
;
1523 object
->lightPosn
[1] = light
->position
.y
;
1524 object
->lightPosn
[2] = light
->position
.z
;
1525 object
->lightPosn
[3] = 1.0f
;
1528 object
->lightDirn
[0] = light
->direction
.x
;
1529 object
->lightDirn
[1] = light
->direction
.y
;
1530 object
->lightDirn
[2] = light
->direction
.z
;
1531 object
->lightDirn
[3] = 1.0f
;
1533 /* opengl-ish and d3d-ish spot lights use too different models
1534 * for the light "intensity" as a function of the angle towards
1535 * the main light direction, so we only can approximate very
1536 * roughly. However, spot lights are rather rarely used in games
1537 * (if ever used at all). Furthermore if still used, probably
1538 * nobody pays attention to such details. */
1539 if (!light
->falloff
)
1541 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1542 * equations have the falloff resp. exponent parameter as an
1543 * exponent, so the spot light lighting will always be 1.0 for
1544 * both of them, and we don't have to care for the rest of the
1545 * rather complex calculation. */
1546 object
->exponent
= 0.0f
;
1550 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
1553 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
1556 if (object
->exponent
> 128.0f
)
1557 object
->exponent
= 128.0f
;
1559 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
1564 FIXME("Unrecognized light type %#x.\n", light
->type
);
1570 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
1571 UINT light_idx
, struct wined3d_light
*light
)
1573 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1574 struct wined3d_light_info
*light_info
= NULL
;
1577 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1579 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1581 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1582 if (light_info
->OriginalIndex
== light_idx
)
1589 TRACE("Light information requested but light not defined\n");
1590 return WINED3DERR_INVALIDCALL
;
1593 *light
= light_info
->OriginalParms
;
1597 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
1599 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1600 struct wined3d_light_info
*light_info
= NULL
;
1603 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
1605 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1607 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1608 if (light_info
->OriginalIndex
== light_idx
)
1612 TRACE("Found light %p.\n", light_info
);
1614 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1617 TRACE("Light enabled requested but light not defined, so defining one!\n");
1618 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
1620 /* Search for it again! Should be fairly quick as near head of list. */
1621 LIST_FOR_EACH(e
, &device
->update_state
->light_map
[hash_idx
])
1623 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1624 if (light_info
->OriginalIndex
== light_idx
)
1630 FIXME("Adding default lights has failed dismally\n");
1631 return WINED3DERR_INVALIDCALL
;
1637 if (light_info
->glIndex
!= -1)
1639 if (!device
->recording
)
1641 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1642 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
1645 device
->update_state
->lights
[light_info
->glIndex
] = NULL
;
1646 light_info
->glIndex
= -1;
1650 TRACE("Light already disabled, nothing to do\n");
1652 light_info
->enabled
= FALSE
;
1656 light_info
->enabled
= TRUE
;
1657 if (light_info
->glIndex
!= -1)
1659 TRACE("Nothing to do as light was enabled\n");
1664 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1665 /* Find a free GL light. */
1666 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
1668 if (!device
->update_state
->lights
[i
])
1670 device
->update_state
->lights
[i
] = light_info
;
1671 light_info
->glIndex
= i
;
1675 if (light_info
->glIndex
== -1)
1677 /* Our tests show that Windows returns D3D_OK in this situation, even with
1678 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
1679 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
1680 * as well for those lights.
1682 * TODO: Test how this affects rendering. */
1683 WARN("Too many concurrently active lights\n");
1687 /* i == light_info->glIndex */
1688 if (!device
->recording
)
1690 device_invalidate_state(device
, STATE_LIGHT_TYPE
);
1691 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
1699 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
1701 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1702 struct wined3d_light_info
*light_info
= NULL
;
1705 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
1707 LIST_FOR_EACH(e
, &device
->state
.light_map
[hash_idx
])
1709 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1710 if (light_info
->OriginalIndex
== light_idx
)
1717 TRACE("Light enabled state requested but light not defined.\n");
1718 return WINED3DERR_INVALIDCALL
;
1720 /* true is 128 according to SetLightEnable */
1721 *enable
= light_info
->enabled
? 128 : 0;
1725 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
,
1726 UINT plane_idx
, const struct wined3d_vec4
*plane
)
1728 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1730 /* Validate plane_idx. */
1731 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
1733 TRACE("Application has requested clipplane this device doesn't support.\n");
1734 return WINED3DERR_INVALIDCALL
;
1737 if (device
->recording
)
1738 device
->recording
->changed
.clipplane
|= 1 << plane_idx
;
1740 if (!memcmp(&device
->update_state
->clip_planes
[plane_idx
], plane
, sizeof(*plane
)))
1742 TRACE("Application is setting old values over, nothing to do.\n");
1746 device
->update_state
->clip_planes
[plane_idx
] = *plane
;
1748 if (!device
->recording
)
1749 wined3d_cs_emit_set_clip_plane(device
->cs
, plane_idx
, plane
);
1754 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
,
1755 UINT plane_idx
, struct wined3d_vec4
*plane
)
1757 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
1759 /* Validate plane_idx. */
1760 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
1762 TRACE("Application has requested clipplane this device doesn't support.\n");
1763 return WINED3DERR_INVALIDCALL
;
1766 *plane
= device
->state
.clip_planes
[plane_idx
];
1771 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
1772 const struct wined3d_clip_status
*clip_status
)
1774 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1777 return WINED3DERR_INVALIDCALL
;
1782 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
1783 struct wined3d_clip_status
*clip_status
)
1785 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
1788 return WINED3DERR_INVALIDCALL
;
1793 void CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
1795 TRACE("device %p, material %p.\n", device
, material
);
1797 device
->update_state
->material
= *material
;
1799 if (device
->recording
)
1800 device
->recording
->changed
.material
= TRUE
;
1802 wined3d_cs_emit_set_material(device
->cs
, material
);
1805 void CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
1807 TRACE("device %p, material %p.\n", device
, material
);
1809 *material
= device
->state
.material
;
1811 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
1812 material
->diffuse
.r
, material
->diffuse
.g
,
1813 material
->diffuse
.b
, material
->diffuse
.a
);
1814 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
1815 material
->ambient
.r
, material
->ambient
.g
,
1816 material
->ambient
.b
, material
->ambient
.a
);
1817 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
1818 material
->specular
.r
, material
->specular
.g
,
1819 material
->specular
.b
, material
->specular
.a
);
1820 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
1821 material
->emissive
.r
, material
->emissive
.g
,
1822 material
->emissive
.b
, material
->emissive
.a
);
1823 TRACE("power %.8e.\n", material
->power
);
1826 void CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
1827 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
1829 enum wined3d_format_id prev_format
;
1830 struct wined3d_buffer
*prev_buffer
;
1832 TRACE("device %p, buffer %p, format %s.\n",
1833 device
, buffer
, debug_d3dformat(format_id
));
1835 prev_buffer
= device
->update_state
->index_buffer
;
1836 prev_format
= device
->update_state
->index_format
;
1838 device
->update_state
->index_buffer
= buffer
;
1839 device
->update_state
->index_format
= format_id
;
1841 if (device
->recording
)
1842 device
->recording
->changed
.indices
= TRUE
;
1844 if (prev_buffer
== buffer
&& prev_format
== format_id
)
1848 wined3d_buffer_incref(buffer
);
1849 if (!device
->recording
)
1850 wined3d_cs_emit_set_index_buffer(device
->cs
, buffer
, format_id
);
1852 wined3d_buffer_decref(prev_buffer
);
1855 struct wined3d_buffer
* CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
,
1856 enum wined3d_format_id
*format
)
1858 TRACE("device %p, format %p.\n", device
, format
);
1860 *format
= device
->state
.index_format
;
1861 return device
->state
.index_buffer
;
1864 void CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
1866 TRACE("device %p, base_index %d.\n", device
, base_index
);
1868 device
->update_state
->base_vertex_index
= base_index
;
1871 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
1873 TRACE("device %p.\n", device
);
1875 return device
->state
.base_vertex_index
;
1878 void CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
1880 TRACE("device %p, viewport %p.\n", device
, viewport
);
1881 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
1882 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
1884 device
->update_state
->viewport
= *viewport
;
1886 /* Handle recording of state blocks */
1887 if (device
->recording
)
1889 TRACE("Recording... not performing anything\n");
1890 device
->recording
->changed
.viewport
= TRUE
;
1894 wined3d_cs_emit_set_viewport(device
->cs
, viewport
);
1897 void CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
1899 TRACE("device %p, viewport %p.\n", device
, viewport
);
1901 *viewport
= device
->state
.viewport
;
1904 static void resolve_depth_buffer(struct wined3d_state
*state
)
1906 struct wined3d_texture
*texture
= state
->textures
[0];
1907 struct wined3d_surface
*depth_stencil
, *surface
;
1909 if (!texture
|| texture
->resource
.type
!= WINED3D_RTYPE_TEXTURE
1910 || !(texture
->resource
.format
->flags
& WINED3DFMT_FLAG_DEPTH
))
1912 surface
= surface_from_resource(texture
->sub_resources
[0]);
1913 if (!(depth_stencil
= wined3d_rendertarget_view_get_surface(state
->fb
->depth_stencil
)))
1916 wined3d_surface_blt(surface
, NULL
, depth_stencil
, NULL
, 0, NULL
, WINED3D_TEXF_POINT
);
1919 void CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
1920 enum wined3d_render_state state
, DWORD value
)
1922 DWORD old_value
= device
->state
.render_states
[state
];
1924 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
1926 device
->update_state
->render_states
[state
] = value
;
1928 /* Handle recording of state blocks. */
1929 if (device
->recording
)
1931 TRACE("Recording... not performing anything.\n");
1932 device
->recording
->changed
.renderState
[state
>> 5] |= 1 << (state
& 0x1f);
1936 /* Compared here and not before the assignment to allow proper stateblock recording. */
1937 if (value
== old_value
)
1938 TRACE("Application is setting the old value over, nothing to do.\n");
1940 wined3d_cs_emit_set_render_state(device
->cs
, state
, value
);
1942 if (state
== WINED3D_RS_POINTSIZE
&& value
== WINED3D_RESZ_CODE
)
1944 TRACE("RESZ multisampled depth buffer resolve triggered.\n");
1945 resolve_depth_buffer(&device
->state
);
1949 DWORD CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
, enum wined3d_render_state state
)
1951 TRACE("device %p, state %s (%#x).\n", device
, debug_d3drenderstate(state
), state
);
1953 return device
->state
.render_states
[state
];
1956 void CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
1957 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
1961 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
1962 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
1964 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
1965 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
1967 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
1969 WARN("Invalid sampler %u.\n", sampler_idx
);
1970 return; /* Windows accepts overflowing this array ... we do not. */
1973 old_value
= device
->state
.sampler_states
[sampler_idx
][state
];
1974 device
->update_state
->sampler_states
[sampler_idx
][state
] = value
;
1976 /* Handle recording of state blocks. */
1977 if (device
->recording
)
1979 TRACE("Recording... not performing anything.\n");
1980 device
->recording
->changed
.samplerState
[sampler_idx
] |= 1 << state
;
1984 if (old_value
== value
)
1986 TRACE("Application is setting the old value over, nothing to do.\n");
1990 wined3d_cs_emit_set_sampler_state(device
->cs
, sampler_idx
, state
, value
);
1993 DWORD CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
1994 UINT sampler_idx
, enum wined3d_sampler_state state
)
1996 TRACE("device %p, sampler_idx %u, state %s.\n",
1997 device
, sampler_idx
, debug_d3dsamplerstate(state
));
1999 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2000 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2002 if (sampler_idx
>= sizeof(device
->state
.sampler_states
) / sizeof(*device
->state
.sampler_states
))
2004 WARN("Invalid sampler %u.\n", sampler_idx
);
2005 return 0; /* Windows accepts overflowing this array ... we do not. */
2008 return device
->state
.sampler_states
[sampler_idx
][state
];
2011 void CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2013 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2015 if (device
->recording
)
2016 device
->recording
->changed
.scissorRect
= TRUE
;
2018 if (EqualRect(&device
->update_state
->scissor_rect
, rect
))
2020 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2023 CopyRect(&device
->update_state
->scissor_rect
, rect
);
2025 if (device
->recording
)
2027 TRACE("Recording... not performing anything.\n");
2031 wined3d_cs_emit_set_scissor_rect(device
->cs
, rect
);
2034 void CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2036 TRACE("device %p, rect %p.\n", device
, rect
);
2038 *rect
= device
->state
.scissor_rect
;
2039 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2042 void CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2043 struct wined3d_vertex_declaration
*declaration
)
2045 struct wined3d_vertex_declaration
*prev
= device
->update_state
->vertex_declaration
;
2047 TRACE("device %p, declaration %p.\n", device
, declaration
);
2049 if (device
->recording
)
2050 device
->recording
->changed
.vertexDecl
= TRUE
;
2052 if (declaration
== prev
)
2056 wined3d_vertex_declaration_incref(declaration
);
2057 device
->update_state
->vertex_declaration
= declaration
;
2058 if (!device
->recording
)
2059 wined3d_cs_emit_set_vertex_declaration(device
->cs
, declaration
);
2061 wined3d_vertex_declaration_decref(prev
);
2064 struct wined3d_vertex_declaration
* CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
)
2066 TRACE("device %p.\n", device
);
2068 return device
->state
.vertex_declaration
;
2071 void CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2073 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
2075 TRACE("device %p, shader %p.\n", device
, shader
);
2077 if (device
->recording
)
2078 device
->recording
->changed
.vertexShader
= TRUE
;
2084 wined3d_shader_incref(shader
);
2085 device
->update_state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = shader
;
2086 if (!device
->recording
)
2087 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_VERTEX
, shader
);
2089 wined3d_shader_decref(prev
);
2092 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2094 TRACE("device %p.\n", device
);
2096 return device
->state
.shader
[WINED3D_SHADER_TYPE_VERTEX
];
2099 static void wined3d_device_set_constant_buffer(struct wined3d_device
*device
,
2100 enum wined3d_shader_type type
, UINT idx
, struct wined3d_buffer
*buffer
)
2102 struct wined3d_buffer
*prev
;
2104 if (idx
>= MAX_CONSTANT_BUFFERS
)
2106 WARN("Invalid constant buffer index %u.\n", idx
);
2110 prev
= device
->update_state
->cb
[type
][idx
];
2115 wined3d_buffer_incref(buffer
);
2116 device
->update_state
->cb
[type
][idx
] = buffer
;
2117 if (!device
->recording
)
2118 wined3d_cs_emit_set_constant_buffer(device
->cs
, type
, idx
, buffer
);
2120 wined3d_buffer_decref(prev
);
2123 void CDECL
wined3d_device_set_vs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2125 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2127 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, buffer
);
2130 struct wined3d_buffer
* CDECL
wined3d_device_get_vs_cb(const struct wined3d_device
*device
, UINT idx
)
2132 TRACE("device %p, idx %u.\n", device
, idx
);
2134 if (idx
>= MAX_CONSTANT_BUFFERS
)
2136 WARN("Invalid constant buffer index %u.\n", idx
);
2140 return device
->state
.cb
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2143 static void wined3d_device_set_shader_resource_view(struct wined3d_device
*device
,
2144 enum wined3d_shader_type type
, UINT idx
, struct wined3d_shader_resource_view
*view
)
2146 struct wined3d_shader_resource_view
*prev
;
2148 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2150 WARN("Invalid view index %u.\n", idx
);
2154 prev
= device
->update_state
->shader_resource_view
[type
][idx
];
2159 wined3d_shader_resource_view_incref(view
);
2160 device
->update_state
->shader_resource_view
[type
][idx
] = view
;
2161 if (!device
->recording
)
2162 wined3d_cs_emit_set_shader_resource_view(device
->cs
, type
, idx
, view
);
2164 wined3d_shader_resource_view_decref(prev
);
2167 void CDECL
wined3d_device_set_vs_resource_view(struct wined3d_device
*device
,
2168 UINT idx
, struct wined3d_shader_resource_view
*view
)
2170 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2172 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, view
);
2175 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_vs_resource_view(const struct wined3d_device
*device
,
2178 TRACE("device %p, idx %u.\n", device
, idx
);
2180 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2182 WARN("Invalid view index %u.\n", idx
);
2186 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2189 static void wined3d_device_set_sampler(struct wined3d_device
*device
,
2190 enum wined3d_shader_type type
, UINT idx
, struct wined3d_sampler
*sampler
)
2192 struct wined3d_sampler
*prev
;
2194 if (idx
>= MAX_SAMPLER_OBJECTS
)
2196 WARN("Invalid sampler index %u.\n", idx
);
2200 prev
= device
->update_state
->sampler
[type
][idx
];
2201 if (sampler
== prev
)
2205 wined3d_sampler_incref(sampler
);
2206 device
->update_state
->sampler
[type
][idx
] = sampler
;
2207 if (!device
->recording
)
2208 wined3d_cs_emit_set_sampler(device
->cs
, type
, idx
, sampler
);
2210 wined3d_sampler_decref(prev
);
2213 void CDECL
wined3d_device_set_vs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2215 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2217 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_VERTEX
, idx
, sampler
);
2220 struct wined3d_sampler
* CDECL
wined3d_device_get_vs_sampler(const struct wined3d_device
*device
, UINT idx
)
2222 TRACE("device %p, idx %u.\n", device
, idx
);
2224 if (idx
>= MAX_SAMPLER_OBJECTS
)
2226 WARN("Invalid sampler index %u.\n", idx
);
2230 return device
->state
.sampler
[WINED3D_SHADER_TYPE_VERTEX
][idx
];
2233 static void device_invalidate_shader_constants(const struct wined3d_device
*device
, DWORD mask
)
2237 for (i
= 0; i
< device
->context_count
; ++i
)
2239 device
->contexts
[i
]->constant_update_mask
|= mask
;
2243 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2244 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2246 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2249 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2250 device
, start_register
, constants
, bool_count
);
2252 if (!constants
|| start_register
>= MAX_CONST_B
)
2253 return WINED3DERR_INVALIDCALL
;
2255 memcpy(&device
->update_state
->vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2256 for (i
= 0; i
< count
; ++i
)
2257 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2259 if (device
->recording
)
2261 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2262 device
->recording
->changed
.vertexShaderConstantsB
|= (1 << i
);
2266 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_VS_B
);
2272 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2273 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2275 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2277 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2278 device
, start_register
, constants
, bool_count
);
2280 if (!constants
|| start_register
>= MAX_CONST_B
)
2281 return WINED3DERR_INVALIDCALL
;
2283 memcpy(constants
, &device
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2288 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2289 UINT start_register
, const int *constants
, UINT vector4i_count
)
2291 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2294 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2295 device
, start_register
, constants
, vector4i_count
);
2297 if (!constants
|| start_register
>= MAX_CONST_I
)
2298 return WINED3DERR_INVALIDCALL
;
2300 memcpy(&device
->update_state
->vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2301 for (i
= 0; i
< count
; ++i
)
2302 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2303 constants
[i
* 4], constants
[i
* 4 + 1],
2304 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2306 if (device
->recording
)
2308 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2309 device
->recording
->changed
.vertexShaderConstantsI
|= (1 << i
);
2313 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_VS_I
);
2319 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2320 UINT start_register
, int *constants
, UINT vector4i_count
)
2322 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2324 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2325 device
, start_register
, constants
, vector4i_count
);
2327 if (!constants
|| start_register
>= MAX_CONST_I
)
2328 return WINED3DERR_INVALIDCALL
;
2330 memcpy(constants
, &device
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2334 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2335 UINT start_register
, const float *constants
, UINT vector4f_count
)
2338 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2340 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2341 device
, start_register
, constants
, vector4f_count
);
2343 /* Specifically test start_register > limit to catch MAX_UINT overflows
2344 * when adding start_register + vector4f_count. */
2346 || start_register
+ vector4f_count
> d3d_info
->limits
.vs_uniform_count
2347 || start_register
> d3d_info
->limits
.vs_uniform_count
)
2348 return WINED3DERR_INVALIDCALL
;
2350 memcpy(&device
->update_state
->vs_consts_f
[start_register
* 4],
2351 constants
, vector4f_count
* sizeof(float) * 4);
2354 for (i
= 0; i
< vector4f_count
; ++i
)
2355 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2356 constants
[i
* 4], constants
[i
* 4 + 1],
2357 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2360 if (device
->recording
)
2361 memset(device
->recording
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2362 sizeof(*device
->recording
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2364 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2370 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2371 UINT start_register
, float *constants
, UINT vector4f_count
)
2373 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2374 int count
= min(vector4f_count
, d3d_info
->limits
.vs_uniform_count
- start_register
);
2376 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2377 device
, start_register
, constants
, vector4f_count
);
2379 if (!constants
|| count
< 0)
2380 return WINED3DERR_INVALIDCALL
;
2382 memcpy(constants
, &device
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2387 void CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2389 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
2391 TRACE("device %p, shader %p.\n", device
, shader
);
2393 if (device
->recording
)
2394 device
->recording
->changed
.pixelShader
= TRUE
;
2400 wined3d_shader_incref(shader
);
2401 device
->update_state
->shader
[WINED3D_SHADER_TYPE_PIXEL
] = shader
;
2402 if (!device
->recording
)
2403 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_PIXEL
, shader
);
2405 wined3d_shader_decref(prev
);
2408 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
2410 TRACE("device %p.\n", device
);
2412 return device
->state
.shader
[WINED3D_SHADER_TYPE_PIXEL
];
2415 void CDECL
wined3d_device_set_ps_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2417 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2419 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, buffer
);
2422 struct wined3d_buffer
* CDECL
wined3d_device_get_ps_cb(const struct wined3d_device
*device
, UINT idx
)
2424 TRACE("device %p, idx %u.\n", device
, idx
);
2426 if (idx
>= MAX_CONSTANT_BUFFERS
)
2428 WARN("Invalid constant buffer index %u.\n", idx
);
2432 return device
->state
.cb
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2435 void CDECL
wined3d_device_set_ps_resource_view(struct wined3d_device
*device
,
2436 UINT idx
, struct wined3d_shader_resource_view
*view
)
2438 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2440 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, view
);
2443 void CDECL
wined3d_device_set_ps_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2445 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2447 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_PIXEL
, idx
, sampler
);
2450 struct wined3d_sampler
* CDECL
wined3d_device_get_ps_sampler(const struct wined3d_device
*device
, UINT idx
)
2452 TRACE("device %p, idx %u.\n", device
, idx
);
2454 if (idx
>= MAX_SAMPLER_OBJECTS
)
2456 WARN("Invalid sampler index %u.\n", idx
);
2460 return device
->state
.sampler
[WINED3D_SHADER_TYPE_PIXEL
][idx
];
2463 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
2464 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2466 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2469 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2470 device
, start_register
, constants
, bool_count
);
2472 if (!constants
|| start_register
>= MAX_CONST_B
)
2473 return WINED3DERR_INVALIDCALL
;
2475 memcpy(&device
->update_state
->ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2476 for (i
= 0; i
< count
; ++i
)
2477 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2479 if (device
->recording
)
2481 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2482 device
->recording
->changed
.pixelShaderConstantsB
|= (1 << i
);
2486 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_PS_B
);
2492 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
2493 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2495 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2497 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2498 device
, start_register
, constants
, bool_count
);
2500 if (!constants
|| start_register
>= MAX_CONST_B
)
2501 return WINED3DERR_INVALIDCALL
;
2503 memcpy(constants
, &device
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
2508 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
2509 UINT start_register
, const int *constants
, UINT vector4i_count
)
2511 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2514 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2515 device
, start_register
, constants
, vector4i_count
);
2517 if (!constants
|| start_register
>= MAX_CONST_I
)
2518 return WINED3DERR_INVALIDCALL
;
2520 memcpy(&device
->update_state
->ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2521 for (i
= 0; i
< count
; ++i
)
2522 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2523 constants
[i
* 4], constants
[i
* 4 + 1],
2524 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2526 if (device
->recording
)
2528 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2529 device
->recording
->changed
.pixelShaderConstantsI
|= (1 << i
);
2533 device_invalidate_shader_constants(device
, WINED3D_SHADER_CONST_PS_I
);
2539 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
2540 UINT start_register
, int *constants
, UINT vector4i_count
)
2542 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2544 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2545 device
, start_register
, constants
, vector4i_count
);
2547 if (!constants
|| start_register
>= MAX_CONST_I
)
2548 return WINED3DERR_INVALIDCALL
;
2550 memcpy(constants
, &device
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2555 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
2556 UINT start_register
, const float *constants
, UINT vector4f_count
)
2559 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2561 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2562 device
, start_register
, constants
, vector4f_count
);
2564 /* Specifically test start_register > limit to catch MAX_UINT overflows
2565 * when adding start_register + vector4f_count. */
2567 || start_register
+ vector4f_count
> d3d_info
->limits
.ps_uniform_count
2568 || start_register
> d3d_info
->limits
.ps_uniform_count
)
2569 return WINED3DERR_INVALIDCALL
;
2571 memcpy(&device
->update_state
->ps_consts_f
[start_register
* 4],
2572 constants
, vector4f_count
* sizeof(float) * 4);
2575 for (i
= 0; i
< vector4f_count
; ++i
)
2576 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2577 constants
[i
* 4], constants
[i
* 4 + 1],
2578 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2581 if (device
->recording
)
2582 memset(device
->recording
->changed
.pixelShaderConstantsF
+ start_register
, 1,
2583 sizeof(*device
->recording
->changed
.pixelShaderConstantsF
) * vector4f_count
);
2585 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
2590 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
2591 UINT start_register
, float *constants
, UINT vector4f_count
)
2593 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
2594 int count
= min(vector4f_count
, d3d_info
->limits
.ps_uniform_count
- start_register
);
2596 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2597 device
, start_register
, constants
, vector4f_count
);
2599 if (!constants
|| count
< 0)
2600 return WINED3DERR_INVALIDCALL
;
2602 memcpy(constants
, &device
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2607 void CDECL
wined3d_device_set_geometry_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2609 struct wined3d_shader
*prev
= device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2611 TRACE("device %p, shader %p.\n", device
, shader
);
2613 if (device
->recording
|| shader
== prev
)
2616 wined3d_shader_incref(shader
);
2617 device
->update_state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] = shader
;
2618 wined3d_cs_emit_set_shader(device
->cs
, WINED3D_SHADER_TYPE_GEOMETRY
, shader
);
2620 wined3d_shader_decref(prev
);
2623 struct wined3d_shader
* CDECL
wined3d_device_get_geometry_shader(const struct wined3d_device
*device
)
2625 TRACE("device %p.\n", device
);
2627 return device
->state
.shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
2630 void CDECL
wined3d_device_set_gs_cb(struct wined3d_device
*device
, UINT idx
, struct wined3d_buffer
*buffer
)
2632 TRACE("device %p, idx %u, buffer %p.\n", device
, idx
, buffer
);
2634 wined3d_device_set_constant_buffer(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, buffer
);
2637 struct wined3d_buffer
* CDECL
wined3d_device_get_gs_cb(const struct wined3d_device
*device
, UINT idx
)
2639 TRACE("device %p, idx %u.\n", device
, idx
);
2641 if (idx
>= MAX_CONSTANT_BUFFERS
)
2643 WARN("Invalid constant buffer index %u.\n", idx
);
2647 return device
->state
.cb
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2650 void CDECL
wined3d_device_set_gs_resource_view(struct wined3d_device
*device
,
2651 UINT idx
, struct wined3d_shader_resource_view
*view
)
2653 TRACE("device %p, idx %u, view %p.\n", device
, idx
, view
);
2655 wined3d_device_set_shader_resource_view(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, view
);
2658 struct wined3d_shader_resource_view
* CDECL
wined3d_device_get_gs_resource_view(const struct wined3d_device
*device
,
2661 TRACE("device %p, idx %u.\n", device
, idx
);
2663 if (idx
>= MAX_SHADER_RESOURCE_VIEWS
)
2665 WARN("Invalid view index %u.\n", idx
);
2669 return device
->state
.shader_resource_view
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2672 void CDECL
wined3d_device_set_gs_sampler(struct wined3d_device
*device
, UINT idx
, struct wined3d_sampler
*sampler
)
2674 TRACE("device %p, idx %u, sampler %p.\n", device
, idx
, sampler
);
2676 wined3d_device_set_sampler(device
, WINED3D_SHADER_TYPE_GEOMETRY
, idx
, sampler
);
2679 struct wined3d_sampler
* CDECL
wined3d_device_get_gs_sampler(const struct wined3d_device
*device
, UINT idx
)
2681 TRACE("device %p, idx %u.\n", device
, idx
);
2683 if (idx
>= MAX_SAMPLER_OBJECTS
)
2685 WARN("Invalid sampler index %u.\n", idx
);
2689 return device
->state
.sampler
[WINED3D_SHADER_TYPE_GEOMETRY
][idx
];
2692 /* Context activation is done by the caller. */
2693 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
2694 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
2695 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
2698 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
2699 struct wined3d_viewport vp
;
2707 if (stream_info
->use_map
& (1 << WINED3D_FFP_NORMAL
))
2709 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
2712 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_POSITION
)))
2714 ERR("Source has no position mask\n");
2715 return WINED3DERR_INVALIDCALL
;
2718 if (device
->state
.render_states
[WINED3D_RS_CLIPPING
])
2720 static BOOL warned
= FALSE
;
2722 * The clipping code is not quite correct. Some things need
2723 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
2724 * so disable clipping for now.
2725 * (The graphics in Half-Life are broken, and my processvertices
2726 * test crashes with IDirect3DDevice3)
2732 FIXME("Clipping is broken and disabled for now\n");
2738 vertex_size
= get_flexible_vertex_size(DestFVF
);
2739 if (FAILED(hr
= wined3d_buffer_map(dest
, dwDestIndex
* vertex_size
, dwCount
* vertex_size
, &dest_ptr
, 0)))
2741 WARN("Failed to map buffer, hr %#x.\n", hr
);
2745 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
2746 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
2747 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
2749 TRACE("View mat:\n");
2750 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
);
2751 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
);
2752 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
);
2753 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
);
2755 TRACE("Proj mat:\n");
2756 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
);
2757 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
);
2758 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
);
2759 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
);
2761 TRACE("World mat:\n");
2762 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
);
2763 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
);
2764 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
);
2765 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
);
2767 /* Get the viewport */
2768 wined3d_device_get_viewport(device
, &vp
);
2769 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
2770 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
2772 multiply_matrix(&mat
,&view_mat
,&world_mat
);
2773 multiply_matrix(&mat
,&proj_mat
,&mat
);
2775 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
2777 for (i
= 0; i
< dwCount
; i
+= 1) {
2778 unsigned int tex_index
;
2780 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
2781 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
2782 /* The position first */
2783 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
2784 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
2786 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
2788 /* Multiplication with world, view and projection matrix */
2789 x
= (p
[0] * mat
.u
.s
._11
) + (p
[1] * mat
.u
.s
._21
) + (p
[2] * mat
.u
.s
._31
) + (1.0f
* mat
.u
.s
._41
);
2790 y
= (p
[0] * mat
.u
.s
._12
) + (p
[1] * mat
.u
.s
._22
) + (p
[2] * mat
.u
.s
._32
) + (1.0f
* mat
.u
.s
._42
);
2791 z
= (p
[0] * mat
.u
.s
._13
) + (p
[1] * mat
.u
.s
._23
) + (p
[2] * mat
.u
.s
._33
) + (1.0f
* mat
.u
.s
._43
);
2792 rhw
= (p
[0] * mat
.u
.s
._14
) + (p
[1] * mat
.u
.s
._24
) + (p
[2] * mat
.u
.s
._34
) + (1.0f
* mat
.u
.s
._44
);
2794 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
2796 /* WARNING: The following things are taken from d3d7 and were not yet checked
2797 * against d3d8 or d3d9!
2800 /* Clipping conditions: From msdn
2802 * A vertex is clipped if it does not match the following requirements
2806 * 0 < rhw ( Not in d3d7, but tested in d3d7)
2808 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
2809 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
2814 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
2815 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
2818 /* "Normal" viewport transformation (not clipped)
2819 * 1) The values are divided by rhw
2820 * 2) The y axis is negative, so multiply it with -1
2821 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
2822 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
2823 * 4) Multiply x with Width/2 and add Width/2
2824 * 5) The same for the height
2825 * 6) Add the viewpoint X and Y to the 2D coordinates and
2826 * The minimum Z value to z
2827 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
2829 * Well, basically it's simply a linear transformation into viewport
2841 z
*= vp
.max_z
- vp
.min_z
;
2843 x
+= vp
.width
/ 2 + vp
.x
;
2844 y
+= vp
.height
/ 2 + vp
.y
;
2849 /* That vertex got clipped
2850 * Contrary to OpenGL it is not dropped completely, it just
2851 * undergoes a different calculation.
2853 TRACE("Vertex got clipped\n");
2860 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
2861 * outside of the main vertex buffer memory. That needs some more
2866 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
2869 ( (float *) dest_ptr
)[0] = x
;
2870 ( (float *) dest_ptr
)[1] = y
;
2871 ( (float *) dest_ptr
)[2] = z
;
2872 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
2874 dest_ptr
+= 3 * sizeof(float);
2876 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
2877 dest_ptr
+= sizeof(float);
2880 if (DestFVF
& WINED3DFVF_PSIZE
)
2881 dest_ptr
+= sizeof(DWORD
);
2883 if (DestFVF
& WINED3DFVF_NORMAL
)
2885 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
2886 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
2887 /* AFAIK this should go into the lighting information */
2888 FIXME("Didn't expect the destination to have a normal\n");
2889 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
2892 if (DestFVF
& WINED3DFVF_DIFFUSE
)
2894 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
2895 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
2896 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_DIFFUSE
)))
2898 static BOOL warned
= FALSE
;
2901 ERR("No diffuse color in source, but destination has one\n");
2905 *( (DWORD
*) dest_ptr
) = 0xffffffff;
2906 dest_ptr
+= sizeof(DWORD
);
2910 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
2914 if (DestFVF
& WINED3DFVF_SPECULAR
)
2916 /* What's the color value in the feedback buffer? */
2917 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
2918 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
2919 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_SPECULAR
)))
2921 static BOOL warned
= FALSE
;
2924 ERR("No specular color in source, but destination has one\n");
2928 *(DWORD
*)dest_ptr
= 0xff000000;
2929 dest_ptr
+= sizeof(DWORD
);
2933 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
2937 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
2939 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
2940 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
2941 if (!(stream_info
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
2943 ERR("No source texture, but destination requests one\n");
2944 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
2948 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
2953 wined3d_buffer_unmap(dest
);
2957 #undef copy_and_next
2959 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
2960 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
2961 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
2963 struct wined3d_state
*state
= &device
->state
;
2964 struct wined3d_stream_info stream_info
;
2965 const struct wined3d_gl_info
*gl_info
;
2966 struct wined3d_context
*context
;
2967 struct wined3d_shader
*vs
;
2972 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
2973 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
2974 device
, src_start_idx
, dst_idx
, vertex_count
,
2975 dst_buffer
, declaration
, flags
, dst_fvf
);
2978 FIXME("Output vertex declaration not implemented yet.\n");
2980 /* Need any context to write to the vbo. */
2981 context
= context_acquire(device
, NULL
);
2982 gl_info
= context
->gl_info
;
2984 vs
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
2985 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = NULL
;
2986 context_stream_info_from_declaration(context
, state
, &stream_info
);
2987 state
->shader
[WINED3D_SHADER_TYPE_VERTEX
] = vs
;
2989 /* We can't convert FROM a VBO, and vertex buffers used to source into
2990 * process_vertices() are unlikely to ever be used for drawing. Release
2991 * VBOs in those buffers and fix up the stream_info structure.
2993 * Also apply the start index. */
2994 for (i
= 0, map
= stream_info
.use_map
; map
; map
>>= 1, ++i
)
2996 struct wined3d_stream_info_element
*e
;
2997 struct wined3d_buffer
*buffer
;
3002 e
= &stream_info
.elements
[i
];
3003 buffer
= state
->streams
[e
->stream_idx
].buffer
;
3004 e
->data
.buffer_object
= 0;
3005 e
->data
.addr
+= (ULONG_PTR
)buffer_get_sysmem(buffer
, context
);
3006 if (buffer
->buffer_object
)
3008 GL_EXTCALL(glDeleteBuffersARB(1, &buffer
->buffer_object
));
3009 buffer
->buffer_object
= 0;
3012 e
->data
.addr
+= e
->stride
* src_start_idx
;
3015 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3016 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3018 context_release(context
);
3023 void CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3024 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3026 const struct wined3d_d3d_info
*d3d_info
= &device
->adapter
->d3d_info
;
3029 TRACE("device %p, stage %u, state %s, value %#x.\n",
3030 device
, stage
, debug_d3dtexturestate(state
), value
);
3032 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3034 WARN("Invalid state %#x passed.\n", state
);
3038 if (stage
>= d3d_info
->limits
.ffp_blend_stages
)
3040 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3041 stage
, d3d_info
->limits
.ffp_blend_stages
- 1);
3045 old_value
= device
->update_state
->texture_states
[stage
][state
];
3046 device
->update_state
->texture_states
[stage
][state
] = value
;
3048 if (device
->recording
)
3050 TRACE("Recording... not performing anything.\n");
3051 device
->recording
->changed
.textureState
[stage
] |= 1 << state
;
3055 /* Checked after the assignments to allow proper stateblock recording. */
3056 if (old_value
== value
)
3058 TRACE("Application is setting the old value over, nothing to do.\n");
3062 wined3d_cs_emit_set_texture_state(device
->cs
, stage
, state
, value
);
3065 DWORD CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3066 UINT stage
, enum wined3d_texture_stage_state state
)
3068 TRACE("device %p, stage %u, state %s.\n",
3069 device
, stage
, debug_d3dtexturestate(state
));
3071 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3073 WARN("Invalid state %#x passed.\n", state
);
3077 return device
->state
.texture_states
[stage
][state
];
3080 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3081 UINT stage
, struct wined3d_texture
*texture
)
3083 struct wined3d_texture
*prev
;
3085 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3087 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3088 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3090 /* Windows accepts overflowing this array... we do not. */
3091 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3093 WARN("Ignoring invalid stage %u.\n", stage
);
3097 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
3099 WARN("Rejecting attempt to set scratch texture.\n");
3100 return WINED3DERR_INVALIDCALL
;
3103 if (device
->recording
)
3104 device
->recording
->changed
.textures
|= 1 << stage
;
3106 prev
= device
->update_state
->textures
[stage
];
3107 TRACE("Previous texture %p.\n", prev
);
3109 if (texture
== prev
)
3111 TRACE("App is setting the same texture again, nothing to do.\n");
3115 TRACE("Setting new texture to %p.\n", texture
);
3116 device
->update_state
->textures
[stage
] = texture
;
3119 wined3d_texture_incref(texture
);
3120 if (!device
->recording
)
3121 wined3d_cs_emit_set_texture(device
->cs
, stage
, texture
);
3123 wined3d_texture_decref(prev
);
3128 struct wined3d_texture
* CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
, UINT stage
)
3130 TRACE("device %p, stage %u.\n", device
, stage
);
3132 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3133 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3135 if (stage
>= sizeof(device
->state
.textures
) / sizeof(*device
->state
.textures
))
3137 WARN("Ignoring invalid stage %u.\n", stage
);
3138 return NULL
; /* Windows accepts overflowing this array ... we do not. */
3141 return device
->state
.textures
[stage
];
3144 HRESULT CDECL
wined3d_device_get_back_buffer(const struct wined3d_device
*device
, UINT swapchain_idx
,
3145 UINT backbuffer_idx
, enum wined3d_backbuffer_type backbuffer_type
, struct wined3d_surface
**backbuffer
)
3147 struct wined3d_swapchain
*swapchain
;
3149 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3150 device
, swapchain_idx
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3152 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3153 return WINED3DERR_INVALIDCALL
;
3155 if (!(*backbuffer
= wined3d_swapchain_get_back_buffer(swapchain
, backbuffer_idx
, backbuffer_type
)))
3156 return WINED3DERR_INVALIDCALL
;
3160 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3162 TRACE("device %p, caps %p.\n", device
, caps
);
3164 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3165 device
->create_parms
.device_type
, caps
);
3168 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
, UINT swapchain_idx
,
3169 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
3171 struct wined3d_swapchain
*swapchain
;
3173 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3174 device
, swapchain_idx
, mode
, rotation
);
3176 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3177 return WINED3DERR_INVALIDCALL
;
3179 return wined3d_swapchain_get_display_mode(swapchain
, mode
, rotation
);
3182 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3184 struct wined3d_stateblock
*stateblock
;
3187 TRACE("device %p.\n", device
);
3189 if (device
->recording
)
3190 return WINED3DERR_INVALIDCALL
;
3192 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3196 device
->recording
= stateblock
;
3197 device
->update_state
= &stateblock
->state
;
3199 TRACE("Recording stateblock %p.\n", stateblock
);
3204 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3205 struct wined3d_stateblock
**stateblock
)
3207 struct wined3d_stateblock
*object
= device
->recording
;
3209 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3211 if (!device
->recording
)
3213 WARN("Not recording.\n");
3215 return WINED3DERR_INVALIDCALL
;
3218 stateblock_init_contained_states(object
);
3220 *stateblock
= object
;
3221 device
->recording
= NULL
;
3222 device
->update_state
= &device
->state
;
3224 TRACE("Returning stateblock %p.\n", *stateblock
);
3229 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3231 /* At the moment we have no need for any functionality at the beginning
3233 TRACE("device %p.\n", device
);
3235 if (device
->inScene
)
3237 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3238 return WINED3DERR_INVALIDCALL
;
3240 device
->inScene
= TRUE
;
3244 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3246 struct wined3d_context
*context
;
3248 TRACE("device %p.\n", device
);
3250 if (!device
->inScene
)
3252 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3253 return WINED3DERR_INVALIDCALL
;
3256 context
= context_acquire(device
, NULL
);
3257 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3258 context
->gl_info
->gl_ops
.gl
.p_glFlush();
3259 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3261 context_release(context
);
3263 device
->inScene
= FALSE
;
3267 HRESULT CDECL
wined3d_device_present(const struct wined3d_device
*device
, const RECT
*src_rect
,
3268 const RECT
*dst_rect
, HWND dst_window_override
, const RGNDATA
*dirty_region
, DWORD flags
)
3272 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
3273 device
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
3274 dst_window_override
, dirty_region
, flags
);
3276 for (i
= 0; i
< device
->swapchain_count
; ++i
)
3278 wined3d_swapchain_present(device
->swapchains
[i
], src_rect
,
3279 dst_rect
, dst_window_override
, dirty_region
, flags
);
3285 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
3286 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
3288 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3289 device
, rect_count
, rects
, flags
, color
->r
, color
->g
, color
->b
, color
->a
, depth
, stencil
);
3291 if (!rect_count
&& rects
)
3293 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects
);
3297 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
3299 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3302 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3303 /* TODO: What about depth stencil buffers without stencil bits? */
3304 return WINED3DERR_INVALIDCALL
;
3306 else if (flags
& WINED3DCLEAR_TARGET
)
3308 if (ds
->width
< device
->fb
.render_targets
[0]->width
3309 || ds
->height
< device
->fb
.render_targets
[0]->height
)
3311 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3317 wined3d_cs_emit_clear(device
->cs
, rect_count
, rects
, flags
, color
, depth
, stencil
);
3322 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
3323 enum wined3d_primitive_type primitive_type
)
3325 GLenum gl_primitive_type
, prev
;
3327 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
3329 gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
3330 prev
= device
->update_state
->gl_primitive_type
;
3331 device
->update_state
->gl_primitive_type
= gl_primitive_type
;
3332 if (device
->recording
)
3333 device
->recording
->changed
.primitive_type
= TRUE
;
3334 else if (gl_primitive_type
!= prev
&& (gl_primitive_type
== GL_POINTS
|| prev
== GL_POINTS
))
3335 device_invalidate_state(device
, STATE_POINT_SIZE_ENABLE
);
3338 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
3339 enum wined3d_primitive_type
*primitive_type
)
3341 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
3343 *primitive_type
= d3d_primitive_type_from_gl(device
->state
.gl_primitive_type
);
3345 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
3348 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
3350 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
3352 if (!device
->state
.vertex_declaration
)
3354 WARN("Called without a valid vertex declaration set.\n");
3355 return WINED3DERR_INVALIDCALL
;
3358 if (device
->state
.load_base_vertex_index
)
3360 device
->state
.load_base_vertex_index
= 0;
3361 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3364 wined3d_cs_emit_draw(device
->cs
, start_vertex
, vertex_count
, 0, 0, FALSE
);
3369 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
3371 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3373 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
3375 if (!device
->state
.index_buffer
)
3377 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3378 * without an index buffer set. (The first time at least...)
3379 * D3D8 simply dies, but I doubt it can do much harm to return
3380 * D3DERR_INVALIDCALL there as well. */
3381 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3382 return WINED3DERR_INVALIDCALL
;
3385 if (!device
->state
.vertex_declaration
)
3387 WARN("Called without a valid vertex declaration set.\n");
3388 return WINED3DERR_INVALIDCALL
;
3391 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
3392 device
->state
.load_base_vertex_index
!= device
->state
.base_vertex_index
)
3394 device
->state
.load_base_vertex_index
= device
->state
.base_vertex_index
;
3395 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3398 wined3d_cs_emit_draw(device
->cs
, start_idx
, index_count
, 0, 0, TRUE
);
3403 void CDECL
wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device
*device
,
3404 UINT start_idx
, UINT index_count
, UINT start_instance
, UINT instance_count
)
3406 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
3408 wined3d_cs_emit_draw(device
->cs
, start_idx
, index_count
, start_instance
, instance_count
, TRUE
);
3411 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
3412 static HRESULT
device_update_volume(struct wined3d_device
*device
,
3413 struct wined3d_volume
*src_volume
, struct wined3d_volume
*dst_volume
)
3415 struct wined3d_map_desc src
;
3417 struct wined3d_bo_address data
;
3418 struct wined3d_context
*context
;
3420 TRACE("device %p, src_volume %p, dst_volume %p.\n",
3421 device
, src_volume
, dst_volume
);
3423 if (src_volume
->resource
.format
!= dst_volume
->resource
.format
)
3425 FIXME("Source and destination formats do not match.\n");
3426 return WINED3DERR_INVALIDCALL
;
3428 if (src_volume
->resource
.width
!= dst_volume
->resource
.width
3429 || src_volume
->resource
.height
!= dst_volume
->resource
.height
3430 || src_volume
->resource
.depth
!= dst_volume
->resource
.depth
)
3432 FIXME("Source and destination sizes do not match.\n");
3433 return WINED3DERR_INVALIDCALL
;
3436 if (FAILED(hr
= wined3d_volume_map(src_volume
, &src
, NULL
, WINED3D_MAP_READONLY
)))
3439 context
= context_acquire(device
, NULL
);
3441 wined3d_volume_load(dst_volume
, context
, FALSE
);
3443 data
.buffer_object
= 0;
3444 data
.addr
= src
.data
;
3445 wined3d_volume_upload_data(dst_volume
, context
, &data
);
3446 wined3d_volume_invalidate_location(dst_volume
, ~WINED3D_LOCATION_TEXTURE_RGB
);
3448 context_release(context
);
3450 hr
= wined3d_volume_unmap(src_volume
);
3455 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
3456 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
3458 enum wined3d_resource_type type
;
3459 unsigned int level_count
, i
;
3461 struct wined3d_context
*context
;
3463 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
3465 /* Verify that the source and destination textures are non-NULL. */
3466 if (!src_texture
|| !dst_texture
)
3468 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
3469 return WINED3DERR_INVALIDCALL
;
3472 if (src_texture
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
3474 WARN("Source texture not in WINED3D_POOL_SYSTEM_MEM, returning WINED3DERR_INVALIDCALL.\n");
3475 return WINED3DERR_INVALIDCALL
;
3477 if (dst_texture
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
3479 WARN("Destination texture not in WINED3D_POOL_DEFAULT, returning WINED3DERR_INVALIDCALL.\n");
3480 return WINED3DERR_INVALIDCALL
;
3483 /* Verify that the source and destination textures are the same type. */
3484 type
= src_texture
->resource
.type
;
3485 if (dst_texture
->resource
.type
!= type
)
3487 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
3488 return WINED3DERR_INVALIDCALL
;
3491 /* Check that both textures have the identical numbers of levels. */
3492 level_count
= wined3d_texture_get_level_count(src_texture
);
3493 if (wined3d_texture_get_level_count(dst_texture
) != level_count
)
3495 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
3496 return WINED3DERR_INVALIDCALL
;
3499 /* Make sure that the destination texture is loaded. */
3500 context
= context_acquire(device
, NULL
);
3501 wined3d_texture_load(dst_texture
, context
, FALSE
);
3502 context_release(context
);
3504 /* Update every surface level of the texture. */
3507 case WINED3D_RTYPE_TEXTURE
:
3509 struct wined3d_surface
*src_surface
;
3510 struct wined3d_surface
*dst_surface
;
3512 for (i
= 0; i
< level_count
; ++i
)
3514 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
3515 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
3516 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
3519 WARN("Failed to update surface, hr %#x.\n", hr
);
3526 case WINED3D_RTYPE_CUBE_TEXTURE
:
3528 struct wined3d_surface
*src_surface
;
3529 struct wined3d_surface
*dst_surface
;
3531 for (i
= 0; i
< level_count
* 6; ++i
)
3533 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
3534 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
3535 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
3538 WARN("Failed to update surface, hr %#x.\n", hr
);
3545 case WINED3D_RTYPE_VOLUME_TEXTURE
:
3547 for (i
= 0; i
< level_count
; ++i
)
3549 hr
= device_update_volume(device
,
3550 volume_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
)),
3551 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
)));
3554 WARN("Failed to update volume, hr %#x.\n", hr
);
3562 FIXME("Unsupported texture type %#x.\n", type
);
3563 return WINED3DERR_INVALIDCALL
;
3569 HRESULT CDECL
wined3d_device_get_front_buffer_data(const struct wined3d_device
*device
,
3570 UINT swapchain_idx
, struct wined3d_surface
*dst_surface
)
3572 struct wined3d_swapchain
*swapchain
;
3574 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device
, swapchain_idx
, dst_surface
);
3576 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3577 return WINED3DERR_INVALIDCALL
;
3579 return wined3d_swapchain_get_front_buffer_data(swapchain
, dst_surface
);
3582 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
3584 const struct wined3d_state
*state
= &device
->state
;
3585 struct wined3d_texture
*texture
;
3588 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
3590 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3592 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
3594 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3595 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3597 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
3599 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
3600 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
3603 texture
= state
->textures
[i
];
3604 if (!texture
|| texture
->resource
.format
->flags
& WINED3DFMT_FLAG_FILTERING
) continue;
3606 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
3608 WARN("Non-filterable texture and mag filter enabled on sampler %u, returning E_FAIL\n", i
);
3611 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
3613 WARN("Non-filterable texture and min filter enabled on sampler %u, returning E_FAIL\n", i
);
3616 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
3617 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
3619 WARN("Non-filterable texture and mip filter enabled on sampler %u, returning E_FAIL\n", i
);
3624 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
3625 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
3627 struct wined3d_rendertarget_view
*rt
= device
->fb
.render_targets
[0];
3628 struct wined3d_rendertarget_view
*ds
= device
->fb
.depth_stencil
;
3630 if (ds
&& rt
&& (ds
->width
< rt
->width
|| ds
->height
< rt
->height
))
3632 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
3633 return WINED3DERR_CONFLICTINGRENDERSTATE
;
3637 /* return a sensible default */
3640 TRACE("returning D3D_OK\n");
3644 void CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
3648 TRACE("device %p, software %#x.\n", device
, software
);
3652 FIXME("device %p, software %#x stub!\n", device
, software
);
3656 device
->softwareVertexProcessing
= software
;
3659 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
3663 TRACE("device %p.\n", device
);
3667 TRACE("device %p stub!\n", device
);
3671 return device
->softwareVertexProcessing
;
3674 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
3675 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
3677 struct wined3d_swapchain
*swapchain
;
3679 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
3680 device
, swapchain_idx
, raster_status
);
3682 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3683 return WINED3DERR_INVALIDCALL
;
3685 return wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
3688 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
3692 TRACE("device %p, segments %.8e.\n", device
, segments
);
3694 if (segments
!= 0.0f
)
3698 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
3706 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
3710 TRACE("device %p.\n", device
);
3714 FIXME("device %p stub!\n", device
);
3721 HRESULT CDECL
wined3d_device_update_surface(struct wined3d_device
*device
,
3722 struct wined3d_surface
*src_surface
, const RECT
*src_rect
,
3723 struct wined3d_surface
*dst_surface
, const POINT
*dst_point
)
3725 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
3726 device
, src_surface
, wine_dbgstr_rect(src_rect
),
3727 dst_surface
, wine_dbgstr_point(dst_point
));
3729 if (src_surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
|| dst_surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
3731 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
3732 src_surface
, dst_surface
);
3733 return WINED3DERR_INVALIDCALL
;
3736 return surface_upload_from_surface(dst_surface
, dst_point
, src_surface
, src_rect
);
3739 void CDECL
wined3d_device_copy_resource(struct wined3d_device
*device
,
3740 struct wined3d_resource
*dst_resource
, struct wined3d_resource
*src_resource
)
3742 struct wined3d_surface
*dst_surface
, *src_surface
;
3743 struct wined3d_texture
*dst_texture
, *src_texture
;
3744 unsigned int i
, count
;
3747 TRACE("device %p, dst_resource %p, src_resource %p.\n", device
, dst_resource
, src_resource
);
3749 if (src_resource
== dst_resource
)
3751 WARN("Source and destination are the same resource.\n");
3755 if (src_resource
->type
!= dst_resource
->type
)
3757 WARN("Resource types (%s / %s) don't match.\n",
3758 debug_d3dresourcetype(dst_resource
->type
),
3759 debug_d3dresourcetype(src_resource
->type
));
3763 if (src_resource
->width
!= dst_resource
->width
3764 || src_resource
->height
!= dst_resource
->height
3765 || src_resource
->depth
!= dst_resource
->depth
)
3767 WARN("Resource dimensions (%ux%ux%u / %ux%ux%u) don't match.\n",
3768 dst_resource
->width
, dst_resource
->height
, dst_resource
->depth
,
3769 src_resource
->width
, src_resource
->height
, src_resource
->depth
);
3773 if (src_resource
->format
->id
!= dst_resource
->format
->id
)
3775 WARN("Resource formats (%s / %s) don't match.\n",
3776 debug_d3dformat(dst_resource
->format
->id
),
3777 debug_d3dformat(src_resource
->format
->id
));
3781 if (dst_resource
->type
!= WINED3D_RTYPE_TEXTURE
)
3783 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(dst_resource
->type
));
3787 dst_texture
= wined3d_texture_from_resource(dst_resource
);
3788 src_texture
= wined3d_texture_from_resource(src_resource
);
3790 if (src_texture
->layer_count
!= dst_texture
->layer_count
3791 || src_texture
->level_count
!= dst_texture
->level_count
)
3793 WARN("Subresource layouts (%ux%u / %ux%u) don't match.\n",
3794 dst_texture
->layer_count
, dst_texture
->level_count
,
3795 src_texture
->layer_count
, src_texture
->level_count
);
3799 count
= dst_texture
->layer_count
* dst_texture
->level_count
;
3800 for (i
= 0; i
< count
; ++i
)
3802 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
3803 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
3805 if (FAILED(hr
= wined3d_surface_blt(dst_surface
, NULL
, src_surface
, NULL
, 0, NULL
, WINED3D_TEXF_POINT
)))
3806 ERR("Failed to blit, subresource %u, hr %#x.\n", i
, hr
);
3810 HRESULT CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
3811 struct wined3d_rendertarget_view
*view
, const RECT
*rect
, const struct wined3d_color
*color
)
3813 struct wined3d_resource
*resource
;
3816 TRACE("device %p, view %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
3817 device
, view
, wine_dbgstr_rect(rect
), color
->r
, color
->g
, color
->b
, color
->a
);
3819 resource
= view
->resource
;
3820 if (resource
->type
!= WINED3D_RTYPE_TEXTURE
&& resource
->type
!= WINED3D_RTYPE_CUBE_TEXTURE
)
3822 FIXME("Not implemented for %s resources.\n", debug_d3dresourcetype(resource
->type
));
3823 return WINED3DERR_INVALIDCALL
;
3826 if (view
->depth
> 1)
3828 FIXME("Layered clears not implemented.\n");
3829 return WINED3DERR_INVALIDCALL
;
3834 SetRect(&r
, 0, 0, view
->width
, view
->height
);
3838 resource
= wined3d_texture_get_sub_resource(wined3d_texture_from_resource(resource
), view
->sub_resource_idx
);
3840 return surface_color_fill(surface_from_resource(resource
), rect
, color
);
3843 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_rendertarget_view(const struct wined3d_device
*device
,
3844 unsigned int view_idx
)
3846 TRACE("device %p, view_idx %u.\n", device
, view_idx
);
3848 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
3850 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
3854 return device
->fb
.render_targets
[view_idx
];
3857 struct wined3d_rendertarget_view
* CDECL
wined3d_device_get_depth_stencil_view(const struct wined3d_device
*device
)
3859 TRACE("device %p.\n", device
);
3861 return device
->fb
.depth_stencil
;
3864 HRESULT CDECL
wined3d_device_set_rendertarget_view(struct wined3d_device
*device
,
3865 unsigned int view_idx
, struct wined3d_rendertarget_view
*view
, BOOL set_viewport
)
3867 struct wined3d_rendertarget_view
*prev
;
3869 TRACE("device %p, view_idx %u, view %p, set_viewport %#x.\n",
3870 device
, view_idx
, view
, set_viewport
);
3872 if (view_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
3874 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
3875 return WINED3DERR_INVALIDCALL
;
3878 if (view
&& !(view
->resource
->usage
& WINED3DUSAGE_RENDERTARGET
))
3880 WARN("View resource %p doesn't have render target usage.\n", view
->resource
);
3881 return WINED3DERR_INVALIDCALL
;
3884 /* Set the viewport and scissor rectangles, if requested. Tests show that
3885 * stateblock recording is ignored, the change goes directly into the
3886 * primary stateblock. */
3887 if (!view_idx
&& set_viewport
)
3889 struct wined3d_state
*state
= &device
->state
;
3891 state
->viewport
.x
= 0;
3892 state
->viewport
.y
= 0;
3893 state
->viewport
.width
= view
->width
;
3894 state
->viewport
.height
= view
->height
;
3895 state
->viewport
.min_z
= 0.0f
;
3896 state
->viewport
.max_z
= 1.0f
;
3897 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
3899 state
->scissor_rect
.top
= 0;
3900 state
->scissor_rect
.left
= 0;
3901 state
->scissor_rect
.right
= view
->width
;
3902 state
->scissor_rect
.bottom
= view
->height
;
3903 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
3907 prev
= device
->fb
.render_targets
[view_idx
];
3912 wined3d_rendertarget_view_incref(view
);
3913 device
->fb
.render_targets
[view_idx
] = view
;
3914 wined3d_cs_emit_set_rendertarget_view(device
->cs
, view_idx
, view
);
3915 /* Release after the assignment, to prevent device_resource_released()
3916 * from seeing the surface as still in use. */
3918 wined3d_rendertarget_view_decref(prev
);
3923 void CDECL
wined3d_device_set_depth_stencil_view(struct wined3d_device
*device
, struct wined3d_rendertarget_view
*view
)
3925 struct wined3d_rendertarget_view
*prev
;
3927 TRACE("device %p, view %p.\n", device
, view
);
3929 prev
= device
->fb
.depth_stencil
;
3932 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
3936 if ((device
->fb
.depth_stencil
= view
))
3937 wined3d_rendertarget_view_incref(view
);
3938 wined3d_cs_emit_set_depth_stencil_view(device
->cs
, view
);
3940 wined3d_rendertarget_view_decref(prev
);
3943 static struct wined3d_texture
*wined3d_device_create_cursor_texture(struct wined3d_device
*device
,
3944 struct wined3d_surface
*cursor_image
)
3946 struct wined3d_resource_desc desc
;
3947 struct wined3d_map_desc map_desc
;
3948 struct wined3d_texture
*texture
;
3949 struct wined3d_surface
*surface
;
3950 BYTE
*src_data
, *dst_data
;
3951 unsigned int src_pitch
;
3954 if (FAILED(wined3d_surface_map(cursor_image
, &map_desc
, NULL
, WINED3D_MAP_READONLY
)))
3956 ERR("Failed to map source surface.\n");
3960 src_pitch
= map_desc
.row_pitch
;
3961 src_data
= map_desc
.data
;
3963 desc
.resource_type
= WINED3D_RTYPE_TEXTURE
;
3964 desc
.format
= WINED3DFMT_B8G8R8A8_UNORM
;
3965 desc
.multisample_type
= WINED3D_MULTISAMPLE_NONE
;
3966 desc
.multisample_quality
= 0;
3967 desc
.usage
= WINED3DUSAGE_DYNAMIC
;
3968 desc
.pool
= WINED3D_POOL_DEFAULT
;
3969 desc
.width
= cursor_image
->resource
.width
;
3970 desc
.height
= cursor_image
->resource
.height
;
3974 if (FAILED(wined3d_texture_create(device
, &desc
, 1, WINED3D_SURFACE_MAPPABLE
,
3975 NULL
, &wined3d_null_parent_ops
, &texture
)))
3977 ERR("Failed to create cursor texture.\n");
3978 wined3d_surface_unmap(cursor_image
);
3982 surface
= surface_from_resource(wined3d_texture_get_sub_resource(texture
, 0));
3983 if (FAILED(wined3d_surface_map(surface
, &map_desc
, NULL
, WINED3D_MAP_DISCARD
)))
3985 ERR("Failed to map destination surface.\n");
3986 wined3d_texture_decref(texture
);
3987 wined3d_surface_unmap(cursor_image
);
3991 dst_data
= map_desc
.data
;
3993 for (i
= 0; i
< desc
.height
; ++i
)
3994 memcpy(&dst_data
[map_desc
.row_pitch
* i
], &src_data
[src_pitch
* i
], desc
.width
* 4);
3996 wined3d_surface_unmap(surface
);
3997 wined3d_surface_unmap(cursor_image
);
4002 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4003 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_surface
*cursor_image
)
4005 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4006 device
, x_hotspot
, y_hotspot
, cursor_image
);
4008 if (device
->cursor_texture
)
4010 wined3d_texture_decref(device
->cursor_texture
);
4011 device
->cursor_texture
= NULL
;
4016 struct wined3d_display_mode mode
;
4017 struct wined3d_map_desc map_desc
;
4020 /* MSDN: Cursor must be A8R8G8B8 */
4021 if (cursor_image
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4023 WARN("surface %p has an invalid format.\n", cursor_image
);
4024 return WINED3DERR_INVALIDCALL
;
4027 if (FAILED(hr
= wined3d_get_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &mode
, NULL
)))
4029 ERR("Failed to get display mode, hr %#x.\n", hr
);
4030 return WINED3DERR_INVALIDCALL
;
4033 /* MSDN: Cursor must be smaller than the display mode */
4034 if (cursor_image
->resource
.width
> mode
.width
|| cursor_image
->resource
.height
> mode
.height
)
4036 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4037 cursor_image
, cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4038 mode
.width
, mode
.height
);
4039 return WINED3DERR_INVALIDCALL
;
4042 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4044 /* Do not store the surface's pointer because the application may
4045 * release it after setting the cursor image. Windows doesn't
4046 * addref the set surface, so we can't do this either without
4047 * creating circular refcount dependencies. */
4048 if (!(device
->cursor_texture
= wined3d_device_create_cursor_texture(device
, cursor_image
)))
4050 ERR("Failed to create cursor texture.\n");
4051 return WINED3DERR_INVALIDCALL
;
4054 device
->cursorWidth
= cursor_image
->resource
.width
;
4055 device
->cursorHeight
= cursor_image
->resource
.height
;
4057 if (cursor_image
->resource
.width
== 32 && cursor_image
->resource
.height
== 32)
4059 UINT mask_size
= cursor_image
->resource
.width
* cursor_image
->resource
.height
/ 8;
4060 ICONINFO cursorInfo
;
4064 /* 32-bit user32 cursors ignore the alpha channel if it's all
4065 * zeroes, and use the mask instead. Fill the mask with all ones
4066 * to ensure we still get a fully transparent cursor. */
4067 maskBits
= HeapAlloc(GetProcessHeap(), 0, mask_size
);
4068 memset(maskBits
, 0xff, mask_size
);
4069 wined3d_surface_map(cursor_image
, &map_desc
, NULL
,
4070 WINED3D_MAP_NO_DIRTY_UPDATE
| WINED3D_MAP_READONLY
);
4071 TRACE("width: %u height: %u.\n", cursor_image
->resource
.width
, cursor_image
->resource
.height
);
4073 cursorInfo
.fIcon
= FALSE
;
4074 cursorInfo
.xHotspot
= x_hotspot
;
4075 cursorInfo
.yHotspot
= y_hotspot
;
4076 cursorInfo
.hbmMask
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4078 cursorInfo
.hbmColor
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4079 1, 32, map_desc
.data
);
4080 wined3d_surface_unmap(cursor_image
);
4081 /* Create our cursor and clean up. */
4082 cursor
= CreateIconIndirect(&cursorInfo
);
4083 if (cursorInfo
.hbmMask
) DeleteObject(cursorInfo
.hbmMask
);
4084 if (cursorInfo
.hbmColor
) DeleteObject(cursorInfo
.hbmColor
);
4085 if (device
->hardwareCursor
) DestroyCursor(device
->hardwareCursor
);
4086 device
->hardwareCursor
= cursor
;
4087 if (device
->bCursorVisible
) SetCursor( cursor
);
4088 HeapFree(GetProcessHeap(), 0, maskBits
);
4092 device
->xHotSpot
= x_hotspot
;
4093 device
->yHotSpot
= y_hotspot
;
4097 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
4098 int x_screen_space
, int y_screen_space
, DWORD flags
)
4100 TRACE("device %p, x %d, y %d, flags %#x.\n",
4101 device
, x_screen_space
, y_screen_space
, flags
);
4103 device
->xScreenSpace
= x_screen_space
;
4104 device
->yScreenSpace
= y_screen_space
;
4106 if (device
->hardwareCursor
)
4110 GetCursorPos( &pt
);
4111 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
4113 SetCursorPos( x_screen_space
, y_screen_space
);
4115 /* Switch to the software cursor if position diverges from the hardware one. */
4116 GetCursorPos( &pt
);
4117 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
4119 if (device
->bCursorVisible
) SetCursor( NULL
);
4120 DestroyCursor( device
->hardwareCursor
);
4121 device
->hardwareCursor
= 0;
4126 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
4128 BOOL oldVisible
= device
->bCursorVisible
;
4130 TRACE("device %p, show %#x.\n", device
, show
);
4133 * When ShowCursor is first called it should make the cursor appear at the OS's last
4134 * known cursor position.
4136 if (show
&& !oldVisible
)
4140 device
->xScreenSpace
= pt
.x
;
4141 device
->yScreenSpace
= pt
.y
;
4144 if (device
->hardwareCursor
)
4146 device
->bCursorVisible
= show
;
4148 SetCursor(device
->hardwareCursor
);
4152 else if (device
->cursor_texture
)
4154 device
->bCursorVisible
= show
;
4160 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
4162 struct wined3d_resource
*resource
, *cursor
;
4164 TRACE("device %p.\n", device
);
4166 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4168 TRACE("Checking resource %p for eviction.\n", resource
);
4170 if (resource
->pool
== WINED3D_POOL_MANAGED
&& !resource
->map_count
)
4172 TRACE("Evicting %p.\n", resource
);
4173 resource
->resource_ops
->resource_unload(resource
);
4177 /* Invalidate stream sources, the buffer(s) may have been evicted. */
4178 device_invalidate_state(device
, STATE_STREAMSRC
);
4181 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4183 struct wined3d_resource
*resource
, *cursor
;
4184 const struct wined3d_gl_info
*gl_info
;
4185 struct wined3d_context
*context
;
4186 struct wined3d_shader
*shader
;
4188 context
= context_acquire(device
, NULL
);
4189 gl_info
= context
->gl_info
;
4191 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4193 TRACE("Unloading resource %p.\n", resource
);
4195 resource
->resource_ops
->resource_unload(resource
);
4198 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
4200 device
->shader_backend
->shader_destroy(shader
);
4203 if (device
->depth_blt_texture
)
4205 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
4206 device
->depth_blt_texture
= 0;
4209 device
->blitter
->free_private(device
);
4210 device
->shader_backend
->shader_free_private(device
);
4211 destroy_dummy_textures(device
, gl_info
);
4213 context_release(context
);
4215 while (device
->context_count
)
4217 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
4220 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4221 swapchain
->context
= NULL
;
4224 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4226 struct wined3d_context
*context
;
4227 struct wined3d_surface
*target
;
4230 if (FAILED(hr
= device
->shader_backend
->shader_alloc_private(device
,
4231 device
->adapter
->vertex_pipe
, device
->adapter
->fragment_pipe
)))
4233 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
4237 if (FAILED(hr
= device
->blitter
->alloc_private(device
)))
4239 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
4240 device
->shader_backend
->shader_free_private(device
);
4244 /* Recreate the primary swapchain's context */
4245 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
4246 if (!swapchain
->context
)
4248 ERR("Failed to allocate memory for swapchain context array.\n");
4249 device
->blitter
->free_private(device
);
4250 device
->shader_backend
->shader_free_private(device
);
4251 return E_OUTOFMEMORY
;
4254 target
= swapchain
->back_buffers
4255 ? surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->back_buffers
[0], 0))
4256 : surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->front_buffer
, 0));
4257 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
4259 WARN("Failed to create context.\n");
4260 device
->blitter
->free_private(device
);
4261 device
->shader_backend
->shader_free_private(device
);
4262 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4266 swapchain
->context
[0] = context
;
4267 swapchain
->num_contexts
= 1;
4268 create_dummy_textures(device
, context
);
4269 context_release(context
);
4274 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
4275 const struct wined3d_swapchain_desc
*swapchain_desc
, const struct wined3d_display_mode
*mode
,
4276 wined3d_device_reset_cb callback
, BOOL reset_state
)
4278 struct wined3d_resource
*resource
, *cursor
;
4279 struct wined3d_swapchain
*swapchain
;
4280 struct wined3d_display_mode m
;
4281 BOOL DisplayModeChanged
= FALSE
;
4282 BOOL update_desc
= FALSE
;
4283 UINT backbuffer_width
= swapchain_desc
->backbuffer_width
;
4284 UINT backbuffer_height
= swapchain_desc
->backbuffer_height
;
4285 HRESULT hr
= WINED3D_OK
;
4288 TRACE("device %p, swapchain_desc %p, mode %p, callback %p.\n", device
, swapchain_desc
, mode
, callback
);
4290 if (!(swapchain
= wined3d_device_get_swapchain(device
, 0)))
4292 ERR("Failed to get the first implicit swapchain.\n");
4293 return WINED3DERR_INVALIDCALL
;
4298 if (device
->logo_texture
)
4300 wined3d_texture_decref(device
->logo_texture
);
4301 device
->logo_texture
= NULL
;
4303 if (device
->cursor_texture
)
4305 wined3d_texture_decref(device
->cursor_texture
);
4306 device
->cursor_texture
= NULL
;
4308 state_unbind_resources(&device
->state
);
4311 if (device
->fb
.render_targets
)
4313 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4315 wined3d_device_set_rendertarget_view(device
, i
, NULL
, FALSE
);
4318 wined3d_device_set_depth_stencil_view(device
, NULL
);
4320 if (device
->onscreen_depth_stencil
)
4322 wined3d_surface_decref(device
->onscreen_depth_stencil
);
4323 device
->onscreen_depth_stencil
= NULL
;
4328 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4330 TRACE("Enumerating resource %p.\n", resource
);
4331 if (FAILED(hr
= callback(resource
)))
4336 /* Is it necessary to recreate the gl context? Actually every setting can be changed
4337 * on an existing gl context, so there's no real need for recreation.
4339 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
4341 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
4343 TRACE("New params:\n");
4344 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
4345 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
4346 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
4347 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
4348 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
4349 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
4350 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
4351 TRACE("device_window %p\n", swapchain_desc
->device_window
);
4352 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
4353 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
4354 if (swapchain_desc
->enable_auto_depth_stencil
)
4355 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
4356 TRACE("flags %#x\n", swapchain_desc
->flags
);
4357 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
4358 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
4359 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
4361 /* No special treatment of these parameters. Just store them */
4362 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
4363 swapchain
->desc
.enable_auto_depth_stencil
= swapchain_desc
->enable_auto_depth_stencil
;
4364 swapchain
->desc
.auto_depth_stencil_format
= swapchain_desc
->auto_depth_stencil_format
;
4365 swapchain
->desc
.flags
= swapchain_desc
->flags
;
4366 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
4367 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
4368 swapchain
->desc
.auto_restore_display_mode
= swapchain_desc
->auto_restore_display_mode
;
4370 /* What to do about these? */
4371 if (swapchain_desc
->backbuffer_count
4372 && swapchain_desc
->backbuffer_count
!= swapchain
->desc
.backbuffer_count
)
4373 FIXME("Cannot change the back buffer count yet.\n");
4375 if (swapchain_desc
->device_window
4376 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
4378 TRACE("Changing the device window from %p to %p.\n",
4379 swapchain
->desc
.device_window
, swapchain_desc
->device_window
);
4380 swapchain
->desc
.device_window
= swapchain_desc
->device_window
;
4381 swapchain
->device_window
= swapchain_desc
->device_window
;
4382 wined3d_swapchain_set_window(swapchain
, NULL
);
4387 DisplayModeChanged
= TRUE
;
4390 else if (swapchain_desc
->windowed
)
4392 m
= swapchain
->original_mode
;
4396 m
.width
= swapchain_desc
->backbuffer_width
;
4397 m
.height
= swapchain_desc
->backbuffer_height
;
4398 m
.refresh_rate
= swapchain_desc
->refresh_rate
;
4399 m
.format_id
= swapchain_desc
->backbuffer_format
;
4400 m
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
4403 if (!backbuffer_width
|| !backbuffer_height
)
4405 /* The application is requesting that either the swapchain width or
4406 * height be set to the corresponding dimension in the window's
4411 if (!swapchain_desc
->windowed
)
4412 return WINED3DERR_INVALIDCALL
;
4414 if (!GetClientRect(swapchain
->device_window
, &client_rect
))
4416 ERR("Failed to get client rect, last error %#x.\n", GetLastError());
4417 return WINED3DERR_INVALIDCALL
;
4420 if (!backbuffer_width
)
4421 backbuffer_width
= client_rect
.right
;
4423 if (!backbuffer_height
)
4424 backbuffer_height
= client_rect
.bottom
;
4427 if (backbuffer_width
!= swapchain
->desc
.backbuffer_width
4428 || backbuffer_height
!= swapchain
->desc
.backbuffer_height
)
4430 if (!swapchain_desc
->windowed
)
4431 DisplayModeChanged
= TRUE
;
4433 swapchain
->desc
.backbuffer_width
= backbuffer_width
;
4434 swapchain
->desc
.backbuffer_height
= backbuffer_height
;
4438 if (swapchain_desc
->backbuffer_format
!= WINED3DFMT_UNKNOWN
4439 && swapchain_desc
->backbuffer_format
!= swapchain
->desc
.backbuffer_format
)
4441 swapchain
->desc
.backbuffer_format
= swapchain_desc
->backbuffer_format
;
4445 if (swapchain_desc
->multisample_type
!= swapchain
->desc
.multisample_type
4446 || swapchain_desc
->multisample_quality
!= swapchain
->desc
.multisample_quality
)
4448 swapchain
->desc
.multisample_type
= swapchain_desc
->multisample_type
;
4449 swapchain
->desc
.multisample_quality
= swapchain_desc
->multisample_quality
;
4457 if (FAILED(hr
= wined3d_surface_update_desc(surface_from_resource(
4458 wined3d_texture_get_sub_resource(swapchain
->front_buffer
, 0)), swapchain
->desc
.backbuffer_width
,
4459 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
4460 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
, NULL
, 0)))
4463 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
4465 if (FAILED(hr
= wined3d_surface_update_desc(surface_from_resource(
4466 wined3d_texture_get_sub_resource(swapchain
->back_buffers
[i
], 0)), swapchain
->desc
.backbuffer_width
,
4467 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
4468 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
, NULL
, 0)))
4473 if (device
->auto_depth_stencil_view
)
4475 wined3d_rendertarget_view_decref(device
->auto_depth_stencil_view
);
4476 device
->auto_depth_stencil_view
= NULL
;
4478 if (swapchain
->desc
.enable_auto_depth_stencil
)
4480 struct wined3d_resource_desc surface_desc
;
4481 struct wined3d_surface
*surface
;
4483 TRACE("Creating the depth stencil buffer\n");
4485 surface_desc
.resource_type
= WINED3D_RTYPE_SURFACE
;
4486 surface_desc
.format
= swapchain
->desc
.auto_depth_stencil_format
;
4487 surface_desc
.multisample_type
= swapchain
->desc
.multisample_type
;
4488 surface_desc
.multisample_quality
= swapchain
->desc
.multisample_quality
;
4489 surface_desc
.usage
= WINED3DUSAGE_DEPTHSTENCIL
;
4490 surface_desc
.pool
= WINED3D_POOL_DEFAULT
;
4491 surface_desc
.width
= swapchain
->desc
.backbuffer_width
;
4492 surface_desc
.height
= swapchain
->desc
.backbuffer_height
;
4493 surface_desc
.depth
= 1;
4494 surface_desc
.size
= 0;
4496 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_surface(device
->device_parent
,
4497 device
->device_parent
, &surface_desc
, &surface
)))
4499 ERR("Failed to create the auto depth/stencil surface, hr %#x.\n", hr
);
4500 return WINED3DERR_INVALIDCALL
;
4503 hr
= wined3d_rendertarget_view_create_from_surface(surface
,
4504 NULL
, &wined3d_null_parent_ops
, &device
->auto_depth_stencil_view
);
4505 wined3d_surface_decref(surface
);
4508 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4512 wined3d_device_set_depth_stencil_view(device
, device
->auto_depth_stencil_view
);
4515 if (device
->back_buffer_view
)
4517 wined3d_rendertarget_view_decref(device
->back_buffer_view
);
4518 device
->back_buffer_view
= NULL
;
4520 if (swapchain
->desc
.backbuffer_count
&& FAILED(hr
= wined3d_rendertarget_view_create_from_surface(
4521 surface_from_resource(wined3d_texture_get_sub_resource(swapchain
->back_buffers
[0], 0)),
4522 NULL
, &wined3d_null_parent_ops
, &device
->back_buffer_view
)))
4524 ERR("Failed to create rendertarget view, hr %#x.\n", hr
);
4528 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
4529 || DisplayModeChanged
)
4531 if (FAILED(hr
= wined3d_set_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &m
)))
4533 WARN("Failed to set display mode, hr %#x.\n", hr
);
4534 return WINED3DERR_INVALIDCALL
;
4537 if (!swapchain_desc
->windowed
)
4539 if (swapchain
->desc
.windowed
)
4541 HWND focus_window
= device
->create_parms
.focus_window
;
4543 focus_window
= swapchain_desc
->device_window
;
4544 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
4546 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
4550 /* switch from windowed to fs */
4551 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4552 swapchain_desc
->backbuffer_width
,
4553 swapchain_desc
->backbuffer_height
);
4557 /* Fullscreen -> fullscreen mode change */
4558 MoveWindow(swapchain
->device_window
, 0, 0,
4559 swapchain_desc
->backbuffer_width
,
4560 swapchain_desc
->backbuffer_height
,
4564 else if (!swapchain
->desc
.windowed
)
4566 /* Fullscreen -> windowed switch */
4567 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
4568 wined3d_device_release_focus_window(device
);
4570 swapchain
->desc
.windowed
= swapchain_desc
->windowed
;
4572 else if (!swapchain_desc
->windowed
)
4574 DWORD style
= device
->style
;
4575 DWORD exStyle
= device
->exStyle
;
4576 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
4577 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
4578 * Reset to clear up their mess. Guild Wars also loses the device during that.
4581 device
->exStyle
= 0;
4582 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
4583 swapchain_desc
->backbuffer_width
,
4584 swapchain_desc
->backbuffer_height
);
4585 device
->style
= style
;
4586 device
->exStyle
= exStyle
;
4591 TRACE("Resetting stateblock.\n");
4592 if (device
->recording
)
4594 wined3d_stateblock_decref(device
->recording
);
4595 device
->recording
= NULL
;
4597 wined3d_cs_emit_reset_state(device
->cs
);
4598 state_cleanup(&device
->state
);
4600 if (device
->d3d_initialized
)
4601 delete_opengl_contexts(device
, swapchain
);
4603 if (FAILED(hr
= state_init(&device
->state
, &device
->fb
, &device
->adapter
->gl_info
,
4604 &device
->adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
)))
4605 ERR("Failed to initialize device state, hr %#x.\n", hr
);
4606 device
->update_state
= &device
->state
;
4608 device_init_swapchain_state(device
, swapchain
);
4610 else if (device
->back_buffer_view
)
4612 struct wined3d_rendertarget_view
*view
= device
->back_buffer_view
;
4613 struct wined3d_state
*state
= &device
->state
;
4615 wined3d_device_set_rendertarget_view(device
, 0, view
, FALSE
);
4617 /* Note the min_z / max_z is not reset. */
4618 state
->viewport
.x
= 0;
4619 state
->viewport
.y
= 0;
4620 state
->viewport
.width
= view
->width
;
4621 state
->viewport
.height
= view
->height
;
4622 wined3d_cs_emit_set_viewport(device
->cs
, &state
->viewport
);
4624 state
->scissor_rect
.top
= 0;
4625 state
->scissor_rect
.left
= 0;
4626 state
->scissor_rect
.right
= view
->width
;
4627 state
->scissor_rect
.bottom
= view
->height
;
4628 wined3d_cs_emit_set_scissor_rect(device
->cs
, &state
->scissor_rect
);
4631 swapchain_update_render_to_fbo(swapchain
);
4632 swapchain_update_draw_bindings(swapchain
);
4634 if (reset_state
&& device
->d3d_initialized
)
4635 hr
= create_primary_opengl_context(device
, swapchain
);
4637 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
4643 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
4645 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
4647 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
4653 void CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
4654 struct wined3d_device_creation_parameters
*parameters
)
4656 TRACE("device %p, parameters %p.\n", device
, parameters
);
4658 *parameters
= device
->create_parms
;
4661 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
4662 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
4664 struct wined3d_swapchain
*swapchain
;
4666 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
4667 device
, swapchain_idx
, flags
, ramp
);
4669 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4670 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
4673 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
4674 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
4676 struct wined3d_swapchain
*swapchain
;
4678 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
4679 device
, swapchain_idx
, ramp
);
4681 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4682 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
4685 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4687 TRACE("device %p, resource %p.\n", device
, resource
);
4689 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
4692 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4694 TRACE("device %p, resource %p.\n", device
, resource
);
4696 list_remove(&resource
->resource_list_entry
);
4699 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
4701 enum wined3d_resource_type type
= resource
->type
;
4704 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
4706 context_resource_released(device
, resource
, type
);
4710 case WINED3D_RTYPE_SURFACE
:
4712 struct wined3d_surface
*surface
= surface_from_resource(resource
);
4714 if (!device
->d3d_initialized
) break;
4716 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
4718 if (wined3d_rendertarget_view_get_surface(device
->fb
.render_targets
[i
]) == surface
)
4720 ERR("Surface %p is still in use as render target %u.\n", surface
, i
);
4721 device
->fb
.render_targets
[i
] = NULL
;
4725 if (wined3d_rendertarget_view_get_surface(device
->fb
.depth_stencil
) == surface
)
4727 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface
);
4728 device
->fb
.depth_stencil
= NULL
;
4733 case WINED3D_RTYPE_TEXTURE
:
4734 case WINED3D_RTYPE_CUBE_TEXTURE
:
4735 case WINED3D_RTYPE_VOLUME_TEXTURE
:
4736 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4738 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
4740 if (device
->state
.textures
[i
] == texture
)
4742 ERR("Texture %p is still in use, stage %u.\n", texture
, i
);
4743 device
->state
.textures
[i
] = NULL
;
4746 if (device
->recording
&& device
->update_state
->textures
[i
] == texture
)
4748 ERR("Texture %p is still in use by recording stateblock %p, stage %u.\n",
4749 texture
, device
->recording
, i
);
4750 device
->update_state
->textures
[i
] = NULL
;
4755 case WINED3D_RTYPE_BUFFER
:
4757 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
4759 for (i
= 0; i
< MAX_STREAMS
; ++i
)
4761 if (device
->state
.streams
[i
].buffer
== buffer
)
4763 ERR("Buffer %p is still in use, stream %u.\n", buffer
, i
);
4764 device
->state
.streams
[i
].buffer
= NULL
;
4767 if (device
->recording
&& device
->update_state
->streams
[i
].buffer
== buffer
)
4769 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
4770 buffer
, device
->recording
, i
);
4771 device
->update_state
->streams
[i
].buffer
= NULL
;
4775 if (device
->state
.index_buffer
== buffer
)
4777 ERR("Buffer %p is still in use as index buffer.\n", buffer
);
4778 device
->state
.index_buffer
= NULL
;
4781 if (device
->recording
&& device
->update_state
->index_buffer
== buffer
)
4783 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
4784 buffer
, device
->recording
);
4785 device
->update_state
->index_buffer
= NULL
;
4794 /* Remove the resource from the resourceStore */
4795 device_resource_remove(device
, resource
);
4797 TRACE("Resource released.\n");
4800 struct wined3d_surface
* CDECL
wined3d_device_get_surface_from_dc(const struct wined3d_device
*device
, HDC dc
)
4802 struct wined3d_resource
*resource
;
4804 TRACE("device %p, dc %p.\n", device
, dc
);
4809 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4811 if (resource
->type
== WINED3D_RTYPE_SURFACE
)
4813 struct wined3d_surface
*s
= surface_from_resource(resource
);
4817 TRACE("Found surface %p for dc %p.\n", s
, dc
);
4826 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
4827 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
4828 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
4830 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
4831 const struct fragment_pipeline
*fragment_pipeline
;
4832 const struct wined3d_vertex_pipe_ops
*vertex_pipeline
;
4837 device
->wined3d
= wined3d
;
4838 wined3d_incref(device
->wined3d
);
4839 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
4840 device
->device_parent
= device_parent
;
4841 list_init(&device
->resources
);
4842 list_init(&device
->shaders
);
4843 device
->surface_alignment
= surface_alignment
;
4845 /* Save the creation parameters. */
4846 device
->create_parms
.adapter_idx
= adapter_idx
;
4847 device
->create_parms
.device_type
= device_type
;
4848 device
->create_parms
.focus_window
= focus_window
;
4849 device
->create_parms
.flags
= flags
;
4851 device
->shader_backend
= adapter
->shader_backend
;
4853 vertex_pipeline
= adapter
->vertex_pipe
;
4855 fragment_pipeline
= adapter
->fragment_pipe
;
4857 if (vertex_pipeline
->vp_states
&& fragment_pipeline
->states
4858 && FAILED(hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
,
4859 &adapter
->gl_info
, &adapter
->d3d_info
, vertex_pipeline
,
4860 fragment_pipeline
, misc_state_template
)))
4862 ERR("Failed to compile state table, hr %#x.\n", hr
);
4863 wined3d_decref(device
->wined3d
);
4867 device
->blitter
= adapter
->blitter
;
4869 if (FAILED(hr
= state_init(&device
->state
, &device
->fb
, &adapter
->gl_info
,
4870 &adapter
->d3d_info
, WINED3D_STATE_INIT_DEFAULT
)))
4872 ERR("Failed to initialize device state, hr %#x.\n", hr
);
4875 device
->update_state
= &device
->state
;
4877 if (!(device
->cs
= wined3d_cs_create(device
)))
4879 WARN("Failed to create command stream.\n");
4880 state_cleanup(&device
->state
);
4888 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
4890 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
4892 wined3d_decref(device
->wined3d
);
4897 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
4899 DWORD rep
= device
->StateTable
[state
].representative
;
4900 struct wined3d_context
*context
;
4905 for (i
= 0; i
< device
->context_count
; ++i
)
4907 context
= device
->contexts
[i
];
4908 if(isStateDirty(context
, rep
)) continue;
4910 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
4911 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
4912 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
4913 context
->isStateDirty
[idx
] |= (1 << shift
);
4917 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
4918 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
4920 if (device
->filter_messages
)
4922 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
4923 window
, message
, wparam
, lparam
);
4925 return DefWindowProcW(window
, message
, wparam
, lparam
);
4927 return DefWindowProcA(window
, message
, wparam
, lparam
);
4930 if (message
== WM_DESTROY
)
4932 TRACE("unregister window %p.\n", window
);
4933 wined3d_unregister_window(window
);
4935 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
4936 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
4938 else if (message
== WM_DISPLAYCHANGE
)
4940 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
4942 else if (message
== WM_ACTIVATEAPP
)
4944 device
->device_parent
->ops
->activate(device
->device_parent
, wparam
);
4948 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
4950 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);