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
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
36 /* Define the default light parameters as specified by MSDN */
37 const WINED3DLIGHT WINED3D_default_light
= {
39 WINED3DLIGHT_DIRECTIONAL
, /* Type */
40 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
41 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
42 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
43 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
44 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
47 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
52 /**********************************************************
53 * Global variable / Constants follow
54 **********************************************************/
55 const float identity
[] =
57 1.0f
, 0.0f
, 0.0f
, 0.0f
,
58 0.0f
, 1.0f
, 0.0f
, 0.0f
,
59 0.0f
, 0.0f
, 1.0f
, 0.0f
,
60 0.0f
, 0.0f
, 0.0f
, 1.0f
,
61 }; /* When needed for comparisons */
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64 * actually have the same values in GL and D3D. */
65 static GLenum
gl_primitive_type_from_d3d(WINED3DPRIMITIVETYPE primitive_type
)
67 switch(primitive_type
)
69 case WINED3DPT_POINTLIST
:
72 case WINED3DPT_LINELIST
:
75 case WINED3DPT_LINESTRIP
:
78 case WINED3DPT_TRIANGLELIST
:
81 case WINED3DPT_TRIANGLESTRIP
:
82 return GL_TRIANGLE_STRIP
;
84 case WINED3DPT_TRIANGLEFAN
:
85 return GL_TRIANGLE_FAN
;
87 case WINED3DPT_LINELIST_ADJ
:
88 return GL_LINES_ADJACENCY_ARB
;
90 case WINED3DPT_LINESTRIP_ADJ
:
91 return GL_LINE_STRIP_ADJACENCY_ARB
;
93 case WINED3DPT_TRIANGLELIST_ADJ
:
94 return GL_TRIANGLES_ADJACENCY_ARB
;
96 case WINED3DPT_TRIANGLESTRIP_ADJ
:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
105 static WINED3DPRIMITIVETYPE
d3d_primitive_type_from_gl(GLenum primitive_type
)
107 switch(primitive_type
)
110 return WINED3DPT_POINTLIST
;
113 return WINED3DPT_LINELIST
;
116 return WINED3DPT_LINESTRIP
;
119 return WINED3DPT_TRIANGLELIST
;
121 case GL_TRIANGLE_STRIP
:
122 return WINED3DPT_TRIANGLESTRIP
;
124 case GL_TRIANGLE_FAN
:
125 return WINED3DPT_TRIANGLEFAN
;
127 case GL_LINES_ADJACENCY_ARB
:
128 return WINED3DPT_LINELIST_ADJ
;
130 case GL_LINE_STRIP_ADJACENCY_ARB
:
131 return WINED3DPT_LINESTRIP_ADJ
;
133 case GL_TRIANGLES_ADJACENCY_ARB
:
134 return WINED3DPT_TRIANGLELIST_ADJ
;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
137 return WINED3DPT_TRIANGLESTRIP_ADJ
;
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
141 return WINED3DPT_UNDEFINED
;
145 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
147 if ((usage
== WINED3DDECLUSAGE_POSITION
|| usage
== WINED3DDECLUSAGE_POSITIONT
) && !usage_idx
)
148 *regnum
= WINED3D_FFP_POSITION
;
149 else if (usage
== WINED3DDECLUSAGE_BLENDWEIGHT
&& !usage_idx
)
150 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
151 else if (usage
== WINED3DDECLUSAGE_BLENDINDICES
&& !usage_idx
)
152 *regnum
= WINED3D_FFP_BLENDINDICES
;
153 else if (usage
== WINED3DDECLUSAGE_NORMAL
&& !usage_idx
)
154 *regnum
= WINED3D_FFP_NORMAL
;
155 else if (usage
== WINED3DDECLUSAGE_PSIZE
&& !usage_idx
)
156 *regnum
= WINED3D_FFP_PSIZE
;
157 else if (usage
== WINED3DDECLUSAGE_COLOR
&& !usage_idx
)
158 *regnum
= WINED3D_FFP_DIFFUSE
;
159 else if (usage
== WINED3DDECLUSAGE_COLOR
&& usage_idx
== 1)
160 *regnum
= WINED3D_FFP_SPECULAR
;
161 else if (usage
== WINED3DDECLUSAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
162 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage
), usage_idx
);
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device
*device
,
175 struct wined3d_stream_info
*stream_info
, BOOL
*fixup
)
177 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
178 /* We need to deal with frequency data! */
179 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
183 stream_info
->use_map
= 0;
184 stream_info
->swizzle_map
= 0;
186 /* Check for transformed vertices, disable vertex shader if present. */
187 stream_info
->position_transformed
= declaration
->position_transformed
;
188 use_vshader
= state
->vertex_shader
&& !declaration
->position_transformed
;
190 /* Translate the declaration into strided data. */
191 for (i
= 0; i
< declaration
->element_count
; ++i
)
193 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
194 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
195 struct wined3d_buffer
*buffer
= stream
->buffer
;
196 struct wined3d_bo_address data
;
201 TRACE("%p Element %p (%u of %u)\n", declaration
->elements
,
202 element
, i
+ 1, declaration
->element_count
);
204 if (!buffer
) continue;
206 data
.buffer_object
= 0;
209 stride
= stream
->stride
;
210 if (state
->user_stream
)
212 TRACE("Stream %u is UP, %p\n", element
->input_slot
, buffer
);
213 data
.buffer_object
= 0;
214 data
.addr
= (BYTE
*)buffer
;
218 TRACE("Stream %u isn't UP, %p\n", element
->input_slot
, buffer
);
219 buffer_get_memory(buffer
, &device
->adapter
->gl_info
, &data
);
221 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
222 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
223 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
224 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
225 * not, drawStridedSlow is needed, including a vertex buffer path. */
226 if (state
->load_base_vertex_index
< 0)
228 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
229 state
->load_base_vertex_index
);
230 data
.buffer_object
= 0;
231 data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
);
232 if ((UINT_PTR
)data
.addr
< -state
->load_base_vertex_index
* stride
)
234 FIXME("System memory vertex data load offset is negative!\n");
240 if (data
.buffer_object
)
242 else if (*fixup
&& !use_vshader
243 && (element
->usage
== WINED3DDECLUSAGE_COLOR
244 || element
->usage
== WINED3DDECLUSAGE_POSITIONT
))
246 static BOOL warned
= FALSE
;
249 /* This may be bad with the fixed function pipeline. */
250 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
256 data
.addr
+= element
->offset
;
258 TRACE("offset %u input_slot %u usage_idx %d\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
262 if (element
->output_slot
== ~0U)
264 /* TODO: Assuming vertexdeclarations are usually used with the
265 * same or a similar shader, it might be worth it to store the
266 * last used output slot and try that one first. */
267 stride_used
= vshader_get_input(state
->vertex_shader
,
268 element
->usage
, element
->usage_idx
, &idx
);
272 idx
= element
->output_slot
;
278 if (!element
->ffp_valid
)
280 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
281 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
286 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
292 TRACE("Load %s array %u [usage %s, usage_idx %u, "
293 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
294 use_vshader
? "shader": "fixed function", idx
,
295 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
296 element
->offset
, stride
, debug_d3dformat(element
->format
->id
), data
.buffer_object
);
298 data
.addr
+= stream
->offset
;
300 stream_info
->elements
[idx
].format
= element
->format
;
301 stream_info
->elements
[idx
].data
= data
;
302 stream_info
->elements
[idx
].stride
= stride
;
303 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
305 if (!device
->adapter
->gl_info
.supported
[ARB_VERTEX_ARRAY_BGRA
]
306 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
308 stream_info
->swizzle_map
|= 1 << idx
;
310 stream_info
->use_map
|= 1 << idx
;
314 device
->num_buffer_queries
= 0;
315 if (!state
->user_stream
)
317 WORD map
= stream_info
->use_map
;
319 /* PreLoad all the vertex buffers. */
320 for (i
= 0; map
; map
>>= 1, ++i
)
322 struct wined3d_stream_info_element
*element
;
323 struct wined3d_buffer
*buffer
;
325 if (!(map
& 1)) continue;
327 element
= &stream_info
->elements
[i
];
328 buffer
= state
->streams
[element
->stream_idx
].buffer
;
329 wined3d_buffer_preload(buffer
);
331 /* If the preload dropped the buffer object, update the stream info. */
332 if (buffer
->buffer_object
!= element
->data
.buffer_object
)
334 element
->data
.buffer_object
= 0;
335 element
->data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
)
336 + (ptrdiff_t)element
->data
.addr
;
340 device
->buffer_queries
[device
->num_buffer_queries
++] = buffer
->query
;
345 static void stream_info_element_from_strided(const struct wined3d_gl_info
*gl_info
,
346 const struct WineDirect3DStridedData
*strided
, struct wined3d_stream_info_element
*e
)
348 e
->data
.addr
= strided
->lpData
;
349 e
->data
.buffer_object
= 0;
350 e
->format
= wined3d_get_format(gl_info
, strided
->format
);
351 e
->stride
= strided
->dwStride
;
355 static void device_stream_info_from_strided(const struct wined3d_gl_info
*gl_info
,
356 const struct WineDirect3DVertexStridedData
*strided
, struct wined3d_stream_info
*stream_info
)
360 memset(stream_info
, 0, sizeof(*stream_info
));
362 if (strided
->position
.lpData
)
363 stream_info_element_from_strided(gl_info
, &strided
->position
, &stream_info
->elements
[WINED3D_FFP_POSITION
]);
364 if (strided
->normal
.lpData
)
365 stream_info_element_from_strided(gl_info
, &strided
->normal
, &stream_info
->elements
[WINED3D_FFP_NORMAL
]);
366 if (strided
->diffuse
.lpData
)
367 stream_info_element_from_strided(gl_info
, &strided
->diffuse
, &stream_info
->elements
[WINED3D_FFP_DIFFUSE
]);
368 if (strided
->specular
.lpData
)
369 stream_info_element_from_strided(gl_info
, &strided
->specular
, &stream_info
->elements
[WINED3D_FFP_SPECULAR
]);
371 for (i
= 0; i
< WINED3DDP_MAXTEXCOORD
; ++i
)
373 if (strided
->texCoords
[i
].lpData
)
374 stream_info_element_from_strided(gl_info
, &strided
->texCoords
[i
],
375 &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ i
]);
378 stream_info
->position_transformed
= strided
->position_transformed
;
380 for (i
= 0; i
< sizeof(stream_info
->elements
) / sizeof(*stream_info
->elements
); ++i
)
382 if (!stream_info
->elements
[i
].format
) continue;
384 if (!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
385 && stream_info
->elements
[i
].format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
387 stream_info
->swizzle_map
|= 1 << i
;
389 stream_info
->use_map
|= 1 << i
;
393 static void device_trace_strided_stream_info(const struct wined3d_stream_info
*stream_info
)
395 TRACE("Strided Data:\n");
396 TRACE_STRIDED(stream_info
, WINED3D_FFP_POSITION
);
397 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDWEIGHT
);
398 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDINDICES
);
399 TRACE_STRIDED(stream_info
, WINED3D_FFP_NORMAL
);
400 TRACE_STRIDED(stream_info
, WINED3D_FFP_PSIZE
);
401 TRACE_STRIDED(stream_info
, WINED3D_FFP_DIFFUSE
);
402 TRACE_STRIDED(stream_info
, WINED3D_FFP_SPECULAR
);
403 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD0
);
404 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD1
);
405 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD2
);
406 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD3
);
407 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD4
);
408 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD5
);
409 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD6
);
410 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD7
);
413 /* Context activation is done by the caller. */
414 void device_update_stream_info(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
416 struct wined3d_stream_info
*stream_info
= &device
->strided_streams
;
417 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
420 if (device
->up_strided
)
422 /* Note: this is a ddraw fixed-function code path. */
423 TRACE("=============================== Strided Input ================================\n");
424 device_stream_info_from_strided(gl_info
, device
->up_strided
, stream_info
);
425 if (TRACE_ON(d3d
)) device_trace_strided_stream_info(stream_info
);
429 TRACE("============================= Vertex Declaration =============================\n");
430 device_stream_info_from_declaration(device
, stream_info
, &fixup
);
433 if (state
->vertex_shader
&& !stream_info
->position_transformed
)
435 if (state
->vertex_declaration
->half_float_conv_needed
&& !fixup
)
437 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
438 device
->useDrawStridedSlow
= TRUE
;
442 device
->useDrawStridedSlow
= FALSE
;
447 WORD slow_mask
= (1 << WINED3D_FFP_PSIZE
);
448 slow_mask
|= -!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
449 & ((1 << WINED3D_FFP_DIFFUSE
) | (1 << WINED3D_FFP_SPECULAR
));
451 if ((stream_info
->position_transformed
|| (stream_info
->use_map
& slow_mask
)) && !fixup
)
453 device
->useDrawStridedSlow
= TRUE
;
457 device
->useDrawStridedSlow
= FALSE
;
462 static void device_preload_texture(const struct wined3d_state
*state
, unsigned int idx
)
464 struct wined3d_texture
*texture
;
465 enum WINED3DSRGB srgb
;
467 if (!(texture
= state
->textures
[idx
])) return;
468 srgb
= state
->sampler_states
[idx
][WINED3DSAMP_SRGBTEXTURE
] ? SRGB_SRGB
: SRGB_RGB
;
469 texture
->texture_ops
->texture_preload(texture
, srgb
);
472 void device_preload_textures(const struct wined3d_device
*device
)
474 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
479 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
481 if (state
->vertex_shader
->reg_maps
.sampler_type
[i
])
482 device_preload_texture(state
, MAX_FRAGMENT_SAMPLERS
+ i
);
488 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
490 if (state
->pixel_shader
->reg_maps
.sampler_type
[i
])
491 device_preload_texture(state
, i
);
496 WORD ffu_map
= device
->fixed_function_usage_map
;
498 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
501 device_preload_texture(state
, i
);
506 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
508 struct wined3d_context
**new_array
;
510 TRACE("Adding context %p.\n", context
);
512 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
513 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
514 sizeof(*new_array
) * (device
->context_count
+ 1));
518 ERR("Failed to grow the context array.\n");
522 new_array
[device
->context_count
++] = context
;
523 device
->contexts
= new_array
;
527 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
529 struct wined3d_context
**new_array
;
533 TRACE("Removing context %p.\n", context
);
535 for (i
= 0; i
< device
->context_count
; ++i
)
537 if (device
->contexts
[i
] == context
)
546 ERR("Context %p doesn't exist in context array.\n", context
);
550 if (!--device
->context_count
)
552 HeapFree(GetProcessHeap(), 0, device
->contexts
);
553 device
->contexts
= NULL
;
557 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
558 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
561 ERR("Failed to shrink context array. Oh well.\n");
565 device
->contexts
= new_array
;
568 /* Do not call while under the GL lock. */
569 void device_switch_onscreen_ds(struct wined3d_device
*device
,
570 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
572 if (device
->onscreen_depth_stencil
)
574 surface_load_ds_location(device
->onscreen_depth_stencil
, context
, SFLAG_DS_OFFSCREEN
);
575 surface_modify_ds_location(device
->onscreen_depth_stencil
, SFLAG_DS_OFFSCREEN
,
576 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
577 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
578 wined3d_surface_decref(device
->onscreen_depth_stencil
);
580 device
->onscreen_depth_stencil
= depth_stencil
;
581 wined3d_surface_incref(device
->onscreen_depth_stencil
);
584 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
586 /* partial draw rect */
587 if (draw_rect
->left
|| draw_rect
->top
588 || draw_rect
->right
< target
->resource
.width
589 || draw_rect
->bottom
< target
->resource
.height
)
592 /* partial clear rect */
593 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
594 || clear_rect
->right
< target
->resource
.width
595 || clear_rect
->bottom
< target
->resource
.height
))
601 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
602 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
)
604 RECT current_rect
, r
;
606 if (ds
->flags
& location
)
607 SetRect(¤t_rect
, 0, 0,
608 ds
->ds_current_size
.cx
,
609 ds
->ds_current_size
.cy
);
611 SetRectEmpty(¤t_rect
);
613 IntersectRect(&r
, draw_rect
, ¤t_rect
);
614 if (EqualRect(&r
, draw_rect
))
616 /* current_rect ⊇ draw_rect, modify only. */
617 surface_modify_ds_location(ds
, location
, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
621 if (EqualRect(&r
, ¤t_rect
))
623 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
627 /* Full clear, modify only. */
628 surface_modify_ds_location(ds
, location
, draw_rect
->right
, draw_rect
->bottom
);
632 IntersectRect(&r
, draw_rect
, clear_rect
);
633 if (EqualRect(&r
, draw_rect
))
635 /* clear_rect ⊇ draw_rect, modify only. */
636 surface_modify_ds_location(ds
, location
, draw_rect
->right
, draw_rect
->bottom
);
642 surface_load_ds_location(ds
, context
, location
);
643 surface_modify_ds_location(ds
, location
, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
646 /* Do not call while under the GL lock. */
647 HRESULT
device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
648 UINT rect_count
, const RECT
*rects
, const RECT
*draw_rect
, DWORD flags
, const WINED3DCOLORVALUE
*color
,
649 float depth
, DWORD stencil
)
651 const RECT
*clear_rect
= (rect_count
> 0 && rects
) ? (const RECT
*)rects
: NULL
;
652 struct wined3d_surface
*target
= rt_count
? fb
->render_targets
[0] : NULL
;
653 UINT drawable_width
, drawable_height
;
654 struct wined3d_context
*context
;
655 GLbitfield clear_mask
= 0;
656 BOOL render_offscreen
;
659 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
660 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
661 * for the cleared parts, and the untouched parts.
663 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
664 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
665 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
666 * checking all this if the dest surface is in the drawable anyway. */
667 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, clear_rect
))
669 for (i
= 0; i
< rt_count
; ++i
)
671 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
673 surface_load_location(rt
, rt
->draw_binding
, NULL
);
677 context
= context_acquire(device
, target
);
680 context_release(context
);
681 WARN("Invalid context, skipping clear.\n");
687 render_offscreen
= context
->render_offscreen
;
688 target
->get_drawable_size(context
, &drawable_width
, &drawable_height
);
692 render_offscreen
= TRUE
;
693 drawable_width
= fb
->depth_stencil
->pow2Width
;
694 drawable_height
= fb
->depth_stencil
->pow2Height
;
697 if (flags
& WINED3DCLEAR_ZBUFFER
)
699 DWORD location
= render_offscreen
? SFLAG_DS_OFFSCREEN
: SFLAG_DS_ONSCREEN
;
701 if (location
== SFLAG_DS_ONSCREEN
&& fb
->depth_stencil
!= device
->onscreen_depth_stencil
)
702 device_switch_onscreen_ds(device
, context
, fb
->depth_stencil
);
703 prepare_ds_clear(fb
->depth_stencil
, context
, location
, draw_rect
, rect_count
, clear_rect
);
706 if (!context_apply_clear_state(context
, device
, rt_count
, fb
))
708 context_release(context
);
709 WARN("Failed to apply clear state, skipping clear.\n");
715 /* Only set the values up once, as they are not changing. */
716 if (flags
& WINED3DCLEAR_STENCIL
)
718 if (context
->gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
720 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
721 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE
));
724 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_STENCILWRITEMASK
));
725 glClearStencil(stencil
);
726 checkGLcall("glClearStencil");
727 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
730 if (flags
& WINED3DCLEAR_ZBUFFER
)
732 surface_modify_location(fb
->depth_stencil
, fb
->depth_stencil
->draw_binding
, TRUE
);
734 glDepthMask(GL_TRUE
);
735 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_ZWRITEENABLE
));
737 checkGLcall("glClearDepth");
738 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
741 if (flags
& WINED3DCLEAR_TARGET
)
743 for (i
= 0; i
< rt_count
; ++i
)
745 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
748 surface_modify_location(rt
, rt
->draw_binding
, TRUE
);
751 glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
752 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE
));
753 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1
));
754 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2
));
755 context_invalidate_state(context
, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3
));
756 glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
757 checkGLcall("glClearColor");
758 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
763 if (render_offscreen
)
765 glScissor(draw_rect
->left
, draw_rect
->top
,
766 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
770 glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
771 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
773 checkGLcall("glScissor");
775 checkGLcall("glClear");
781 /* Now process each rect in turn. */
782 for (i
= 0; i
< rect_count
; ++i
)
784 /* Note that GL uses lower left, width/height. */
785 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
787 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
788 wine_dbgstr_rect(&clear_rect
[i
]),
789 wine_dbgstr_rect(¤t_rect
));
791 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
792 * The rectangle is not cleared, no error is returned, but further rectangles are
793 * still cleared if they are valid. */
794 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
796 TRACE("Rectangle with negative dimensions, ignoring.\n");
800 if (render_offscreen
)
802 glScissor(current_rect
.left
, current_rect
.top
,
803 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
807 glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
808 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
810 checkGLcall("glScissor");
813 checkGLcall("glClear");
819 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
820 && target
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
821 && target
->container
.u
.swapchain
->front_buffer
== target
))
822 wglFlush(); /* Flush to ensure ordering across contexts. */
824 context_release(context
);
829 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
831 ULONG refcount
= InterlockedIncrement(&device
->ref
);
833 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
838 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
840 ULONG refcount
= InterlockedDecrement(&device
->ref
);
842 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
848 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
850 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
851 device
->multistate_funcs
[i
] = NULL
;
854 if (!list_empty(&device
->resources
))
856 struct wined3d_resource
*resource
;
858 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
860 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
862 FIXME("Leftover resource %p with type %s (%#x).\n",
863 resource
, debug_d3dresourcetype(resource
->resourceType
), resource
->resourceType
);
867 if (device
->contexts
)
868 ERR("Context array not freed!\n");
869 if (device
->hardwareCursor
)
870 DestroyCursor(device
->hardwareCursor
);
871 device
->hardwareCursor
= 0;
873 wined3d_decref(device
->wined3d
);
874 device
->wined3d
= NULL
;
875 HeapFree(GetProcessHeap(), 0, device
);
876 TRACE("Freed device %p.\n", device
);
882 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
884 TRACE("device %p.\n", device
);
886 return device
->swapchain_count
;
889 HRESULT CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
,
890 UINT swapchain_idx
, struct wined3d_swapchain
**swapchain
)
892 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
893 device
, swapchain_idx
, swapchain
);
895 if (swapchain_idx
>= device
->swapchain_count
)
897 WARN("swapchain_idx %u >= swapchain_count %u.\n",
898 swapchain_idx
, device
->swapchain_count
);
901 return WINED3DERR_INVALIDCALL
;
904 *swapchain
= device
->swapchains
[swapchain_idx
];
905 wined3d_swapchain_incref(*swapchain
);
906 TRACE("Returning %p.\n", *swapchain
);
911 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
916 HDC dcb
= NULL
, dcs
= NULL
;
917 WINEDDCOLORKEY colorkey
;
919 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
922 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
923 dcb
= CreateCompatibleDC(NULL
);
925 SelectObject(dcb
, hbm
);
929 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
932 memset(&bm
, 0, sizeof(bm
));
937 hr
= wined3d_surface_create(device
, bm
.bmWidth
, bm
.bmHeight
, WINED3DFMT_B5G6R5_UNORM
, TRUE
,
938 FALSE
, 0, 0, WINED3DPOOL_DEFAULT
, WINED3DMULTISAMPLE_NONE
, 0, SURFACE_OPENGL
, NULL
,
939 &wined3d_null_parent_ops
, &device
->logo_surface
);
942 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr
);
948 if (FAILED(hr
= wined3d_surface_getdc(device
->logo_surface
, &dcs
)))
950 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
951 wined3d_surface_releasedc(device
->logo_surface
, dcs
);
953 colorkey
.dwColorSpaceLowValue
= 0;
954 colorkey
.dwColorSpaceHighValue
= 0;
955 wined3d_surface_set_color_key(device
->logo_surface
, WINEDDCKEY_SRCBLT
, &colorkey
);
959 const WINED3DCOLORVALUE c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
960 /* Fill the surface with a white color to show that wined3d is there */
961 wined3d_device_color_fill(device
, device
->logo_surface
, NULL
, &c
);
965 if (dcb
) DeleteDC(dcb
);
966 if (hbm
) DeleteObject(hbm
);
969 /* Context activation is done by the caller. */
970 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
972 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
973 unsigned int i
, j
, count
;
974 /* Under DirectX you can sample even if no texture is bound, whereas
975 * OpenGL will only allow that when a valid texture is bound.
976 * We emulate this by creating dummy textures and binding them
977 * to each texture stage when the currently set D3D texture is NULL. */
980 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
982 /* The dummy texture does not have client storage backing */
983 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
984 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
987 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
988 for (i
= 0; i
< count
; ++i
)
990 DWORD color
= 0x000000ff;
992 /* Make appropriate texture active */
993 context_active_texture(context
, gl_info
, i
);
995 glGenTextures(1, &device
->dummy_texture_2d
[i
]);
996 checkGLcall("glGenTextures");
997 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
999 glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
1000 checkGLcall("glBindTexture");
1002 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1003 checkGLcall("glTexImage2D");
1005 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1007 glGenTextures(1, &device
->dummy_texture_rect
[i
]);
1008 checkGLcall("glGenTextures");
1009 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
1011 glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
1012 checkGLcall("glBindTexture");
1014 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1015 checkGLcall("glTexImage2D");
1018 if (gl_info
->supported
[EXT_TEXTURE3D
])
1020 glGenTextures(1, &device
->dummy_texture_3d
[i
]);
1021 checkGLcall("glGenTextures");
1022 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
1024 glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
1025 checkGLcall("glBindTexture");
1027 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
1028 checkGLcall("glTexImage3D");
1031 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1033 glGenTextures(1, &device
->dummy_texture_cube
[i
]);
1034 checkGLcall("glGenTextures");
1035 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
1037 glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
1038 checkGLcall("glBindTexture");
1040 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
1042 glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1043 checkGLcall("glTexImage2D");
1048 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1050 /* Reenable because if supported it is enabled by default */
1051 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1052 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1058 /* Context activation is done by the caller. */
1059 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
1061 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1064 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1066 glDeleteTextures(count
, device
->dummy_texture_cube
);
1067 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1070 if (gl_info
->supported
[EXT_TEXTURE3D
])
1072 glDeleteTextures(count
, device
->dummy_texture_3d
);
1073 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1076 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1078 glDeleteTextures(count
, device
->dummy_texture_rect
);
1079 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1082 glDeleteTextures(count
, device
->dummy_texture_2d
);
1083 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1086 memset(device
->dummy_texture_cube
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_cube
));
1087 memset(device
->dummy_texture_3d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_3d
));
1088 memset(device
->dummy_texture_rect
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_rect
));
1089 memset(device
->dummy_texture_2d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_2d
));
1092 static LONG
fullscreen_style(LONG style
)
1094 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1095 style
|= WS_POPUP
| WS_SYSMENU
;
1096 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
1101 static LONG
fullscreen_exstyle(LONG exstyle
)
1103 /* Filter out window decorations. */
1104 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
1109 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
1111 BOOL filter_messages
;
1112 LONG style
, exstyle
;
1114 TRACE("Setting up window %p for fullscreen mode.\n", window
);
1116 if (device
->style
|| device
->exStyle
)
1118 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1119 window
, device
->style
, device
->exStyle
);
1122 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
1123 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1125 style
= fullscreen_style(device
->style
);
1126 exstyle
= fullscreen_exstyle(device
->exStyle
);
1128 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1129 device
->style
, device
->exStyle
, style
, exstyle
);
1131 filter_messages
= device
->filter_messages
;
1132 device
->filter_messages
= TRUE
;
1134 SetWindowLongW(window
, GWL_STYLE
, style
);
1135 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
1136 SetWindowPos(window
, HWND_TOP
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
1138 device
->filter_messages
= filter_messages
;
1141 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
1143 BOOL filter_messages
;
1144 LONG style
, exstyle
;
1146 if (!device
->style
&& !device
->exStyle
) return;
1148 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1149 window
, device
->style
, device
->exStyle
);
1151 style
= GetWindowLongW(window
, GWL_STYLE
);
1152 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1154 filter_messages
= device
->filter_messages
;
1155 device
->filter_messages
= TRUE
;
1157 /* Only restore the style if the application didn't modify it during the
1158 * fullscreen phase. Some applications change it before calling Reset()
1159 * when switching between windowed and fullscreen modes (HL2), some
1160 * depend on the original style (Eve Online). */
1161 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
1163 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
1164 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
1166 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
1168 device
->filter_messages
= filter_messages
;
1170 /* Delete the old values. */
1172 device
->exStyle
= 0;
1175 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
1177 TRACE("device %p, window %p.\n", device
, window
);
1179 if (!wined3d_register_window(window
, device
))
1181 ERR("Failed to register window %p.\n", window
);
1185 device
->focus_window
= window
;
1186 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
1191 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
1193 TRACE("device %p.\n", device
);
1195 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
1196 device
->focus_window
= NULL
;
1199 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
1200 WINED3DPRESENT_PARAMETERS
*present_parameters
)
1202 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1203 struct wined3d_swapchain
*swapchain
= NULL
;
1204 struct wined3d_context
*context
;
1209 TRACE("device %p, present_parameters %p.\n", device
, present_parameters
);
1211 if (device
->d3d_initialized
)
1212 return WINED3DERR_INVALIDCALL
;
1213 if (!device
->adapter
->opengl
)
1214 return WINED3DERR_INVALIDCALL
;
1216 TRACE("Creating stateblock.\n");
1217 hr
= wined3d_stateblock_create(device
, WINED3DSBT_INIT
, &device
->stateBlock
);
1220 WARN("Failed to create stateblock\n");
1224 TRACE("Created stateblock %p.\n", device
->stateBlock
);
1225 device
->updateStateBlock
= device
->stateBlock
;
1226 wined3d_stateblock_incref(device
->updateStateBlock
);
1228 device
->valid_rt_mask
= 0;
1229 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1230 device
->valid_rt_mask
|= (1 << i
);
1231 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1232 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
1234 device
->palette_count
= 1;
1235 device
->palettes
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(PALETTEENTRY
*));
1236 if (!device
->palettes
|| !device
->fb
.render_targets
)
1238 ERR("Out of memory!\n");
1243 device
->palettes
[0] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY
) * 256);
1244 if (!device
->palettes
[0])
1246 ERR("Out of memory!\n");
1251 for (i
= 0; i
< 256; ++i
)
1253 device
->palettes
[0][i
].peRed
= 0xff;
1254 device
->palettes
[0][i
].peGreen
= 0xff;
1255 device
->palettes
[0][i
].peBlue
= 0xff;
1256 device
->palettes
[0][i
].peFlags
= 0xff;
1258 device
->currentPalette
= 0;
1260 /* Initialize the texture unit mapping to a 1:1 mapping */
1261 for (state
= 0; state
< MAX_COMBINED_SAMPLERS
; ++state
)
1263 if (state
< gl_info
->limits
.fragment_samplers
)
1265 device
->texUnitMap
[state
] = state
;
1266 device
->rev_tex_unit_map
[state
] = state
;
1270 device
->texUnitMap
[state
] = WINED3D_UNMAPPED_STAGE
;
1271 device
->rev_tex_unit_map
[state
] = WINED3D_UNMAPPED_STAGE
;
1275 /* Setup the implicit swapchain. This also initializes a context. */
1276 TRACE("Creating implicit swapchain\n");
1277 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1278 present_parameters
, &swapchain
);
1281 WARN("Failed to create implicit swapchain\n");
1285 device
->swapchain_count
= 1;
1286 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1287 if (!device
->swapchains
)
1289 ERR("Out of memory!\n");
1292 device
->swapchains
[0] = swapchain
;
1294 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1296 TRACE("Setting rendertarget to %p.\n", swapchain
->back_buffers
);
1297 device
->fb
.render_targets
[0] = swapchain
->back_buffers
[0];
1301 TRACE("Setting rendertarget to %p.\n", swapchain
->front_buffer
);
1302 device
->fb
.render_targets
[0] = swapchain
->front_buffer
;
1304 wined3d_surface_incref(device
->fb
.render_targets
[0]);
1306 /* Depth Stencil support */
1307 device
->fb
.depth_stencil
= device
->auto_depth_stencil
;
1308 if (device
->fb
.depth_stencil
)
1309 wined3d_surface_incref(device
->fb
.depth_stencil
);
1311 hr
= device
->shader_backend
->shader_alloc_private(device
);
1314 TRACE("Shader private data couldn't be allocated\n");
1317 hr
= device
->frag_pipe
->alloc_private(device
);
1320 TRACE("Fragment pipeline private data couldn't be allocated\n");
1323 hr
= device
->blitter
->alloc_private(device
);
1326 TRACE("Blitter private data couldn't be allocated\n");
1330 /* Set up some starting GL setup */
1332 /* Setup all the devices defaults */
1333 stateblock_init_default_state(device
->stateBlock
);
1335 context
= context_acquire(device
, swapchain
->front_buffer
);
1337 create_dummy_textures(device
, context
);
1341 /* Initialize the current view state */
1342 device
->view_ident
= 1;
1343 device
->contexts
[0]->last_was_rhw
= 0;
1345 switch (wined3d_settings
.offscreen_rendering_mode
)
1348 device
->offscreenBuffer
= GL_COLOR_ATTACHMENT0
;
1351 case ORM_BACKBUFFER
:
1353 if (context_get_current()->aux_buffers
> 0)
1355 TRACE("Using auxiliary buffer for offscreen rendering\n");
1356 device
->offscreenBuffer
= GL_AUX0
;
1360 TRACE("Using back buffer for offscreen rendering\n");
1361 device
->offscreenBuffer
= GL_BACK
;
1366 TRACE("All defaults now set up, leaving 3D init.\n");
1369 context_release(context
);
1371 /* Clear the screen */
1372 wined3d_device_clear(device
, 0, NULL
, WINED3DCLEAR_TARGET
1373 | (present_parameters
->EnableAutoDepthStencil
? WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
: 0),
1376 device
->d3d_initialized
= TRUE
;
1378 if (wined3d_settings
.logo
)
1379 device_load_logo(device
, wined3d_settings
.logo
);
1380 device
->highest_dirty_ps_const
= 0;
1381 device
->highest_dirty_vs_const
= 0;
1385 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1386 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1387 device
->swapchain_count
= 0;
1388 if (device
->palettes
)
1390 HeapFree(GetProcessHeap(), 0, device
->palettes
[0]);
1391 HeapFree(GetProcessHeap(), 0, device
->palettes
);
1393 device
->palette_count
= 0;
1395 wined3d_swapchain_decref(swapchain
);
1396 if (device
->stateBlock
)
1398 wined3d_stateblock_decref(device
->stateBlock
);
1399 device
->stateBlock
= NULL
;
1401 if (device
->blit_priv
)
1402 device
->blitter
->free_private(device
);
1403 if (device
->fragment_priv
)
1404 device
->frag_pipe
->free_private(device
);
1405 if (device
->shader_priv
)
1406 device
->shader_backend
->shader_free_private(device
);
1411 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1412 WINED3DPRESENT_PARAMETERS
*present_parameters
)
1414 struct wined3d_swapchain
*swapchain
= NULL
;
1417 TRACE("device %p, present_parameters %p.\n", device
, present_parameters
);
1419 /* Setup the implicit swapchain */
1420 TRACE("Creating implicit swapchain\n");
1421 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1422 present_parameters
, &swapchain
);
1425 WARN("Failed to create implicit swapchain\n");
1429 device
->swapchain_count
= 1;
1430 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1431 if (!device
->swapchains
)
1433 ERR("Out of memory!\n");
1436 device
->swapchains
[0] = swapchain
;
1440 wined3d_swapchain_decref(swapchain
);
1444 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1446 struct wined3d_resource
*resource
, *cursor
;
1447 const struct wined3d_gl_info
*gl_info
;
1448 struct wined3d_context
*context
;
1449 struct wined3d_surface
*surface
;
1452 TRACE("device %p.\n", device
);
1454 if (!device
->d3d_initialized
)
1455 return WINED3DERR_INVALIDCALL
;
1457 /* Force making the context current again, to verify it is still valid
1458 * (workaround for broken drivers) */
1459 context_set_current(NULL
);
1460 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1461 * it was created. Thus make sure a context is active for the glDelete* calls
1463 context
= context_acquire(device
, NULL
);
1464 gl_info
= context
->gl_info
;
1466 if (device
->logo_surface
)
1467 wined3d_surface_decref(device
->logo_surface
);
1469 /* Unload resources */
1470 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1472 TRACE("Unloading resource %p.\n", resource
);
1474 resource
->resource_ops
->resource_unload(resource
);
1477 TRACE("Deleting high order patches\n");
1478 for(i
= 0; i
< PATCHMAP_SIZE
; i
++) {
1479 struct list
*e1
, *e2
;
1480 struct WineD3DRectPatch
*patch
;
1481 LIST_FOR_EACH_SAFE(e1
, e2
, &device
->patches
[i
])
1483 patch
= LIST_ENTRY(e1
, struct WineD3DRectPatch
, entry
);
1484 wined3d_device_delete_patch(device
, patch
->Handle
);
1488 /* Delete the mouse cursor texture */
1489 if (device
->cursorTexture
)
1492 glDeleteTextures(1, &device
->cursorTexture
);
1494 device
->cursorTexture
= 0;
1497 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1498 * private data, it might contain opengl pointers
1500 if (device
->depth_blt_texture
)
1503 glDeleteTextures(1, &device
->depth_blt_texture
);
1505 device
->depth_blt_texture
= 0;
1508 /* Release the update stateblock */
1509 if (wined3d_stateblock_decref(device
->updateStateBlock
))
1511 if (device
->updateStateBlock
!= device
->stateBlock
)
1512 FIXME("Something's still holding the update stateblock.\n");
1514 device
->updateStateBlock
= NULL
;
1517 struct wined3d_stateblock
*stateblock
= device
->stateBlock
;
1518 device
->stateBlock
= NULL
;
1520 /* Release the stateblock */
1521 if (wined3d_stateblock_decref(stateblock
))
1522 FIXME("Something's still holding the stateblock.\n");
1525 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1526 device
->blitter
->free_private(device
);
1527 device
->frag_pipe
->free_private(device
);
1528 device
->shader_backend
->shader_free_private(device
);
1530 /* Release the buffers (with sanity checks)*/
1531 if (device
->onscreen_depth_stencil
)
1533 surface
= device
->onscreen_depth_stencil
;
1534 device
->onscreen_depth_stencil
= NULL
;
1535 wined3d_surface_decref(surface
);
1538 if (device
->fb
.depth_stencil
)
1540 surface
= device
->fb
.depth_stencil
;
1542 TRACE("Releasing depth/stencil buffer %p.\n", surface
);
1544 device
->fb
.depth_stencil
= NULL
;
1545 if (wined3d_surface_decref(surface
)
1546 && surface
!= device
->auto_depth_stencil
)
1547 ERR("Something is still holding a reference to depth/stencil buffer %p.\n", surface
);
1550 if (device
->auto_depth_stencil
)
1552 surface
= device
->auto_depth_stencil
;
1553 device
->auto_depth_stencil
= NULL
;
1554 if (wined3d_surface_decref(surface
))
1555 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface
);
1558 for (i
= 1; i
< gl_info
->limits
.buffers
; ++i
)
1560 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
1563 surface
= device
->fb
.render_targets
[0];
1564 TRACE("Setting rendertarget 0 to NULL\n");
1565 device
->fb
.render_targets
[0] = NULL
;
1566 TRACE("Releasing the render target at %p\n", surface
);
1567 wined3d_surface_decref(surface
);
1569 context_release(context
);
1571 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1573 TRACE("Releasing the implicit swapchain %u.\n", i
);
1574 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1575 FIXME("Something's still holding the implicit swapchain.\n");
1578 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1579 device
->swapchains
= NULL
;
1580 device
->swapchain_count
= 0;
1582 for (i
= 0; i
< device
->palette_count
; ++i
)
1583 HeapFree(GetProcessHeap(), 0, device
->palettes
[i
]);
1584 HeapFree(GetProcessHeap(), 0, device
->palettes
);
1585 device
->palettes
= NULL
;
1586 device
->palette_count
= 0;
1588 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1589 device
->fb
.render_targets
= NULL
;
1591 device
->d3d_initialized
= FALSE
;
1596 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1600 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1602 TRACE("Releasing the implicit swapchain %u.\n", i
);
1603 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1604 FIXME("Something's still holding the implicit swapchain.\n");
1607 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1608 device
->swapchains
= NULL
;
1609 device
->swapchain_count
= 0;
1613 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1614 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1615 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1617 * There is no way to deactivate thread safety once it is enabled.
1619 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1621 TRACE("device %p.\n", device
);
1623 /* For now just store the flag (needed in case of ddraw). */
1624 device
->createParms
.BehaviorFlags
|= WINED3DCREATE_MULTITHREADED
;
1627 HRESULT CDECL
wined3d_device_set_display_mode(struct wined3d_device
*device
,
1628 UINT swapchain_idx
, const WINED3DDISPLAYMODE
*mode
)
1630 struct wined3d_adapter
*adapter
= device
->adapter
;
1631 const struct wined3d_format
*format
= wined3d_get_format(&adapter
->gl_info
, mode
->Format
);
1636 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device
, swapchain_idx
, mode
,
1637 mode
->Width
, mode
->Height
, mode
->RefreshRate
, debug_d3dformat(mode
->Format
));
1639 /* Resize the screen even without a window:
1640 * The app could have unset it with SetCooperativeLevel, but not called
1641 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1642 * but we don't have any hwnd
1645 memset(&devmode
, 0, sizeof(devmode
));
1646 devmode
.dmSize
= sizeof(devmode
);
1647 devmode
.dmFields
= DM_BITSPERPEL
| DM_PELSWIDTH
| DM_PELSHEIGHT
;
1648 devmode
.dmBitsPerPel
= format
->byte_count
* CHAR_BIT
;
1649 devmode
.dmPelsWidth
= mode
->Width
;
1650 devmode
.dmPelsHeight
= mode
->Height
;
1652 devmode
.dmDisplayFrequency
= mode
->RefreshRate
;
1653 if (mode
->RefreshRate
)
1654 devmode
.dmFields
|= DM_DISPLAYFREQUENCY
;
1656 /* Only change the mode if necessary */
1657 if (adapter
->screen_size
.cx
== mode
->Width
&& adapter
->screen_size
.cy
== mode
->Height
1658 && adapter
->screen_format
== mode
->Format
&& !mode
->RefreshRate
)
1661 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
);
1662 if (ret
!= DISP_CHANGE_SUCCESSFUL
)
1664 if (devmode
.dmDisplayFrequency
)
1666 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1667 devmode
.dmFields
&= ~DM_DISPLAYFREQUENCY
;
1668 devmode
.dmDisplayFrequency
= 0;
1669 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
) != DISP_CHANGE_SUCCESSFUL
;
1671 if(ret
!= DISP_CHANGE_SUCCESSFUL
) {
1672 return WINED3DERR_NOTAVAILABLE
;
1676 /* Store the new values */
1677 adapter
->screen_size
.cx
= mode
->Width
;
1678 adapter
->screen_size
.cy
= mode
->Height
;
1679 adapter
->screen_format
= mode
->Format
;
1681 /* And finally clip mouse to our screen */
1682 SetRect(&clip_rc
, 0, 0, mode
->Width
, mode
->Height
);
1683 ClipCursor(&clip_rc
);
1688 HRESULT CDECL
wined3d_device_get_wined3d(const struct wined3d_device
*device
, struct wined3d
**wined3d
)
1690 TRACE("device %p, wined3d %p.\n", device
, wined3d
);
1692 *wined3d
= device
->wined3d
;
1693 wined3d_incref(*wined3d
);
1695 TRACE("Returning %p.\n", *wined3d
);
1700 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1702 TRACE("device %p.\n", device
);
1704 TRACE("Emulating %d MB, returning %d MB left.\n",
1705 device
->adapter
->TextureRam
/ (1024 * 1024),
1706 (device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
) / (1024 * 1024));
1708 return device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
;
1711 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1712 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1714 struct wined3d_stream_state
*stream
;
1715 struct wined3d_buffer
*prev_buffer
;
1717 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1718 device
, stream_idx
, buffer
, offset
, stride
);
1720 if (stream_idx
>= MAX_STREAMS
)
1722 WARN("Stream index %u out of range.\n", stream_idx
);
1723 return WINED3DERR_INVALIDCALL
;
1725 else if (offset
& 0x3)
1727 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1728 return WINED3DERR_INVALIDCALL
;
1731 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1732 prev_buffer
= stream
->buffer
;
1734 device
->updateStateBlock
->changed
.streamSource
|= 1 << stream_idx
;
1736 if (prev_buffer
== buffer
1737 && stream
->stride
== stride
1738 && stream
->offset
== offset
)
1740 TRACE("Application is setting the old values over, nothing to do.\n");
1744 stream
->buffer
= buffer
;
1747 stream
->stride
= stride
;
1748 stream
->offset
= offset
;
1751 /* Handle recording of state blocks. */
1752 if (device
->isRecordingState
)
1754 TRACE("Recording... not performing anything.\n");
1756 wined3d_buffer_incref(buffer
);
1758 wined3d_buffer_decref(prev_buffer
);
1764 InterlockedIncrement(&buffer
->bind_count
);
1765 wined3d_buffer_incref(buffer
);
1769 InterlockedDecrement(&prev_buffer
->bind_count
);
1770 wined3d_buffer_decref(prev_buffer
);
1773 device_invalidate_state(device
, STATE_STREAMSRC
);
1778 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1779 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1781 struct wined3d_stream_state
*stream
;
1783 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1784 device
, stream_idx
, buffer
, offset
, stride
);
1786 if (stream_idx
>= MAX_STREAMS
)
1788 WARN("Stream index %u out of range.\n", stream_idx
);
1789 return WINED3DERR_INVALIDCALL
;
1792 stream
= &device
->stateBlock
->state
.streams
[stream_idx
];
1793 *buffer
= stream
->buffer
;
1795 wined3d_buffer_incref(*buffer
);
1797 *offset
= stream
->offset
;
1798 *stride
= stream
->stride
;
1803 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1805 struct wined3d_stream_state
*stream
;
1806 UINT old_flags
, old_freq
;
1808 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1810 /* Verify input. At least in d3d9 this is invalid. */
1811 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1813 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1814 return WINED3DERR_INVALIDCALL
;
1816 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1818 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1819 return WINED3DERR_INVALIDCALL
;
1823 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1824 return WINED3DERR_INVALIDCALL
;
1827 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1828 old_flags
= stream
->flags
;
1829 old_freq
= stream
->frequency
;
1831 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1832 stream
->frequency
= divider
& 0x7fffff;
1834 device
->updateStateBlock
->changed
.streamFreq
|= 1 << stream_idx
;
1836 if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1837 device_invalidate_state(device
, STATE_STREAMSRC
);
1842 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1843 UINT stream_idx
, UINT
*divider
)
1845 struct wined3d_stream_state
*stream
;
1847 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1849 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1850 *divider
= stream
->flags
| stream
->frequency
;
1852 TRACE("Returning %#x.\n", *divider
);
1857 HRESULT CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1858 WINED3DTRANSFORMSTATETYPE d3dts
, const WINED3DMATRIX
*matrix
)
1860 TRACE("device %p, state %s, matrix %p.\n",
1861 device
, debug_d3dtstype(d3dts
), matrix
);
1863 /* Handle recording of state blocks. */
1864 if (device
->isRecordingState
)
1866 TRACE("Recording... not performing anything.\n");
1867 device
->updateStateBlock
->changed
.transform
[d3dts
>> 5] |= 1 << (d3dts
& 0x1f);
1868 device
->updateStateBlock
->state
.transforms
[d3dts
] = *matrix
;
1872 /* If the new matrix is the same as the current one,
1873 * we cut off any further processing. this seems to be a reasonable
1874 * optimization because as was noticed, some apps (warcraft3 for example)
1875 * tend towards setting the same matrix repeatedly for some reason.
1877 * From here on we assume that the new matrix is different, wherever it matters. */
1878 if (!memcmp(&device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0], matrix
, sizeof(*matrix
)))
1880 TRACE("The application is setting the same matrix over again.\n");
1884 conv_mat(matrix
, &device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0]);
1886 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1887 * where ViewMat = Camera space, WorldMat = world space.
1889 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1890 * matrix. The Projection matrix stay projection matrix. */
1892 if (d3dts
== WINED3DTS_VIEW
)
1893 device
->view_ident
= !memcmp(matrix
, identity
, 16 * sizeof(float));
1895 if (d3dts
< WINED3DTS_WORLDMATRIX(device
->adapter
->gl_info
.limits
.blends
))
1896 device_invalidate_state(device
, STATE_TRANSFORM(d3dts
));
1902 HRESULT CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1903 WINED3DTRANSFORMSTATETYPE state
, WINED3DMATRIX
*matrix
)
1905 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1907 *matrix
= device
->stateBlock
->state
.transforms
[state
];
1912 HRESULT CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1913 WINED3DTRANSFORMSTATETYPE state
, const WINED3DMATRIX
*matrix
)
1915 const WINED3DMATRIX
*mat
= NULL
;
1918 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1920 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1921 * below means it will be recorded in a state block change, but it
1922 * works regardless where it is recorded.
1923 * If this is found to be wrong, change to StateBlock. */
1924 if (state
> HIGHEST_TRANSFORMSTATE
)
1926 WARN("Unhandled transform state %#x.\n", state
);
1930 mat
= &device
->updateStateBlock
->state
.transforms
[state
];
1931 multiply_matrix(&temp
, mat
, matrix
);
1933 /* Apply change via set transform - will reapply to eg. lights this way. */
1934 return wined3d_device_set_transform(device
, state
, &temp
);
1937 /* Note lights are real special cases. Although the device caps state only
1938 * e.g. 8 are supported, you can reference any indexes you want as long as
1939 * that number max are enabled at any one point in time. Therefore since the
1940 * indices can be anything, we need a hashmap of them. However, this causes
1941 * stateblock problems. When capturing the state block, I duplicate the
1942 * hashmap, but when recording, just build a chain pretty much of commands to
1944 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
, UINT light_idx
, const WINED3DLIGHT
*light
)
1946 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1947 struct wined3d_light_info
*object
= NULL
;
1951 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1953 /* Check the parameter range. Need for speed most wanted sets junk lights
1954 * which confuse the GL driver. */
1956 return WINED3DERR_INVALIDCALL
;
1958 switch (light
->Type
)
1960 case WINED3DLIGHT_POINT
:
1961 case WINED3DLIGHT_SPOT
:
1962 case WINED3DLIGHT_PARALLELPOINT
:
1963 case WINED3DLIGHT_GLSPOT
:
1964 /* Incorrect attenuation values can cause the gl driver to crash.
1965 * Happens with Need for speed most wanted. */
1966 if (light
->Attenuation0
< 0.0f
|| light
->Attenuation1
< 0.0f
|| light
->Attenuation2
< 0.0f
)
1968 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1969 return WINED3DERR_INVALIDCALL
;
1973 case WINED3DLIGHT_DIRECTIONAL
:
1974 /* Ignores attenuation */
1978 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1979 return WINED3DERR_INVALIDCALL
;
1982 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
1984 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1985 if (object
->OriginalIndex
== light_idx
)
1992 TRACE("Adding new light\n");
1993 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1996 ERR("Out of memory error when allocating a light\n");
1997 return E_OUTOFMEMORY
;
1999 list_add_head(&device
->updateStateBlock
->state
.light_map
[hash_idx
], &object
->entry
);
2000 object
->glIndex
= -1;
2001 object
->OriginalIndex
= light_idx
;
2004 /* Initialize the object. */
2005 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
2006 light_idx
, light
->Type
,
2007 light
->Diffuse
.r
, light
->Diffuse
.g
, light
->Diffuse
.b
, light
->Diffuse
.a
,
2008 light
->Specular
.r
, light
->Specular
.g
, light
->Specular
.b
, light
->Specular
.a
,
2009 light
->Ambient
.r
, light
->Ambient
.g
, light
->Ambient
.b
, light
->Ambient
.a
);
2010 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light
->Position
.x
, light
->Position
.y
, light
->Position
.z
,
2011 light
->Direction
.x
, light
->Direction
.y
, light
->Direction
.z
);
2012 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
2013 light
->Range
, light
->Falloff
, light
->Theta
, light
->Phi
);
2015 /* Save away the information. */
2016 object
->OriginalParms
= *light
;
2018 switch (light
->Type
)
2020 case WINED3DLIGHT_POINT
:
2022 object
->lightPosn
[0] = light
->Position
.x
;
2023 object
->lightPosn
[1] = light
->Position
.y
;
2024 object
->lightPosn
[2] = light
->Position
.z
;
2025 object
->lightPosn
[3] = 1.0f
;
2026 object
->cutoff
= 180.0f
;
2030 case WINED3DLIGHT_DIRECTIONAL
:
2032 object
->lightPosn
[0] = -light
->Direction
.x
;
2033 object
->lightPosn
[1] = -light
->Direction
.y
;
2034 object
->lightPosn
[2] = -light
->Direction
.z
;
2035 object
->lightPosn
[3] = 0.0f
;
2036 object
->exponent
= 0.0f
;
2037 object
->cutoff
= 180.0f
;
2040 case WINED3DLIGHT_SPOT
:
2042 object
->lightPosn
[0] = light
->Position
.x
;
2043 object
->lightPosn
[1] = light
->Position
.y
;
2044 object
->lightPosn
[2] = light
->Position
.z
;
2045 object
->lightPosn
[3] = 1.0f
;
2048 object
->lightDirn
[0] = light
->Direction
.x
;
2049 object
->lightDirn
[1] = light
->Direction
.y
;
2050 object
->lightDirn
[2] = light
->Direction
.z
;
2051 object
->lightDirn
[3] = 1.0f
;
2053 /* opengl-ish and d3d-ish spot lights use too different models
2054 * for the light "intensity" as a function of the angle towards
2055 * the main light direction, so we only can approximate very
2056 * roughly. However, spot lights are rather rarely used in games
2057 * (if ever used at all). Furthermore if still used, probably
2058 * nobody pays attention to such details. */
2059 if (!light
->Falloff
)
2061 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2062 * equations have the falloff resp. exponent parameter as an
2063 * exponent, so the spot light lighting will always be 1.0 for
2064 * both of them, and we don't have to care for the rest of the
2065 * rather complex calculation. */
2066 object
->exponent
= 0.0f
;
2070 rho
= light
->Theta
+ (light
->Phi
- light
->Theta
) / (2 * light
->Falloff
);
2073 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
2076 if (object
->exponent
> 128.0f
)
2077 object
->exponent
= 128.0f
;
2079 object
->cutoff
= (float)(light
->Phi
* 90 / M_PI
);
2084 FIXME("Unrecognized light type %#x.\n", light
->Type
);
2087 /* Update the live definitions if the light is currently assigned a glIndex. */
2088 if (object
->glIndex
!= -1 && !device
->isRecordingState
)
2089 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
2094 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
, UINT light_idx
, WINED3DLIGHT
*light
)
2096 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2097 struct wined3d_light_info
*light_info
= NULL
;
2100 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
2102 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2104 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2105 if (light_info
->OriginalIndex
== light_idx
)
2112 TRACE("Light information requested but light not defined\n");
2113 return WINED3DERR_INVALIDCALL
;
2116 *light
= light_info
->OriginalParms
;
2120 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
2122 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2123 struct wined3d_light_info
*light_info
= NULL
;
2126 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
2128 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2130 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2131 if (light_info
->OriginalIndex
== light_idx
)
2135 TRACE("Found light %p.\n", light_info
);
2137 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2140 TRACE("Light enabled requested but light not defined, so defining one!\n");
2141 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
2143 /* Search for it again! Should be fairly quick as near head of list. */
2144 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2146 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2147 if (light_info
->OriginalIndex
== light_idx
)
2153 FIXME("Adding default lights has failed dismally\n");
2154 return WINED3DERR_INVALIDCALL
;
2160 if (light_info
->glIndex
!= -1)
2162 if (!device
->isRecordingState
)
2163 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
2165 device
->updateStateBlock
->state
.lights
[light_info
->glIndex
] = NULL
;
2166 light_info
->glIndex
= -1;
2170 TRACE("Light already disabled, nothing to do\n");
2172 light_info
->enabled
= FALSE
;
2176 light_info
->enabled
= TRUE
;
2177 if (light_info
->glIndex
!= -1)
2179 TRACE("Nothing to do as light was enabled\n");
2184 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2185 /* Find a free GL light. */
2186 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
2188 if (!device
->updateStateBlock
->state
.lights
[i
])
2190 device
->updateStateBlock
->state
.lights
[i
] = light_info
;
2191 light_info
->glIndex
= i
;
2195 if (light_info
->glIndex
== -1)
2197 /* Our tests show that Windows returns D3D_OK in this situation, even with
2198 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2199 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2200 * as well for those lights.
2202 * TODO: Test how this affects rendering. */
2203 WARN("Too many concurrently active lights\n");
2207 /* i == light_info->glIndex */
2208 if (!device
->isRecordingState
)
2209 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
2216 HRESULT CDECL
wined3d_device_get_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
2218 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2219 struct wined3d_light_info
*light_info
= NULL
;
2222 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
2224 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2226 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2227 if (light_info
->OriginalIndex
== light_idx
)
2234 TRACE("Light enabled state requested but light not defined.\n");
2235 return WINED3DERR_INVALIDCALL
;
2237 /* true is 128 according to SetLightEnable */
2238 *enable
= light_info
->enabled
? 128 : 0;
2242 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
, UINT plane_idx
, const float *plane
)
2244 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2246 /* Validate plane_idx. */
2247 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2249 TRACE("Application has requested clipplane this device doesn't support.\n");
2250 return WINED3DERR_INVALIDCALL
;
2253 device
->updateStateBlock
->changed
.clipplane
|= 1 << plane_idx
;
2255 if (device
->updateStateBlock
->state
.clip_planes
[plane_idx
][0] == plane
[0]
2256 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][1] == plane
[1]
2257 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][2] == plane
[2]
2258 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][3] == plane
[3])
2260 TRACE("Application is setting old values over, nothing to do.\n");
2264 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][0] = plane
[0];
2265 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][1] = plane
[1];
2266 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][2] = plane
[2];
2267 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][3] = plane
[3];
2269 /* Handle recording of state blocks. */
2270 if (device
->isRecordingState
)
2272 TRACE("Recording... not performing anything.\n");
2276 device_invalidate_state(device
, STATE_CLIPPLANE(plane_idx
));
2281 HRESULT CDECL
wined3d_device_get_clip_plane(struct wined3d_device
*device
, UINT plane_idx
, float *plane
)
2283 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2285 /* Validate plane_idx. */
2286 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2288 TRACE("Application has requested clipplane this device doesn't support.\n");
2289 return WINED3DERR_INVALIDCALL
;
2292 plane
[0] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][0];
2293 plane
[1] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][1];
2294 plane
[2] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][2];
2295 plane
[3] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][3];
2300 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
, const WINED3DCLIPSTATUS
*clip_status
)
2302 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2305 return WINED3DERR_INVALIDCALL
;
2310 HRESULT CDECL
wined3d_device_get_clip_status(struct wined3d_device
*device
, WINED3DCLIPSTATUS
*clip_status
)
2312 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2315 return WINED3DERR_INVALIDCALL
;
2320 HRESULT CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const WINED3DMATERIAL
*material
)
2322 TRACE("device %p, material %p.\n", device
, material
);
2324 device
->updateStateBlock
->changed
.material
= TRUE
;
2325 device
->updateStateBlock
->state
.material
= *material
;
2327 /* Handle recording of state blocks */
2328 if (device
->isRecordingState
)
2330 TRACE("Recording... not performing anything.\n");
2334 device_invalidate_state(device
, STATE_MATERIAL
);
2339 HRESULT CDECL
wined3d_device_get_material(struct wined3d_device
*device
, WINED3DMATERIAL
*material
)
2341 TRACE("device %p, material %p.\n", device
, material
);
2343 *material
= device
->updateStateBlock
->state
.material
;
2345 TRACE("Diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2346 material
->Diffuse
.r
, material
->Diffuse
.g
,
2347 material
->Diffuse
.b
, material
->Diffuse
.a
);
2348 TRACE("Ambient {%.8e, %.8e, %.8e, %.8e}\n",
2349 material
->Ambient
.r
, material
->Ambient
.g
,
2350 material
->Ambient
.b
, material
->Ambient
.a
);
2351 TRACE("Specular {%.8e, %.8e, %.8e, %.8e}\n",
2352 material
->Specular
.r
, material
->Specular
.g
,
2353 material
->Specular
.b
, material
->Specular
.a
);
2354 TRACE("Emissive {%.8e, %.8e, %.8e, %.8e}\n",
2355 material
->Emissive
.r
, material
->Emissive
.g
,
2356 material
->Emissive
.b
, material
->Emissive
.a
);
2357 TRACE("Power %.8e.\n", material
->Power
);
2362 HRESULT CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
2363 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
2365 struct wined3d_buffer
*prev_buffer
;
2367 TRACE("device %p, buffer %p, format %s.\n",
2368 device
, buffer
, debug_d3dformat(format_id
));
2370 prev_buffer
= device
->updateStateBlock
->state
.index_buffer
;
2372 device
->updateStateBlock
->changed
.indices
= TRUE
;
2373 device
->updateStateBlock
->state
.index_buffer
= buffer
;
2374 device
->updateStateBlock
->state
.index_format
= format_id
;
2376 /* Handle recording of state blocks. */
2377 if (device
->isRecordingState
)
2379 TRACE("Recording... not performing anything.\n");
2381 wined3d_buffer_incref(buffer
);
2383 wined3d_buffer_decref(prev_buffer
);
2387 if (prev_buffer
!= buffer
)
2389 device_invalidate_state(device
, STATE_INDEXBUFFER
);
2392 InterlockedIncrement(&buffer
->bind_count
);
2393 wined3d_buffer_incref(buffer
);
2397 InterlockedDecrement(&prev_buffer
->bind_count
);
2398 wined3d_buffer_decref(prev_buffer
);
2405 HRESULT CDECL
wined3d_device_get_index_buffer(struct wined3d_device
*device
, struct wined3d_buffer
**buffer
)
2407 TRACE("device %p, buffer %p.\n", device
, buffer
);
2409 *buffer
= device
->stateBlock
->state
.index_buffer
;
2412 wined3d_buffer_incref(*buffer
);
2414 TRACE("Returning %p.\n", *buffer
);
2419 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2420 HRESULT CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
2422 TRACE("device %p, base_index %d.\n", device
, base_index
);
2424 if (device
->updateStateBlock
->state
.base_vertex_index
== base_index
)
2426 TRACE("Application is setting the old value over, nothing to do\n");
2430 device
->updateStateBlock
->state
.base_vertex_index
= base_index
;
2432 if (device
->isRecordingState
)
2434 TRACE("Recording... not performing anything\n");
2440 INT CDECL
wined3d_device_get_base_vertex_index(struct wined3d_device
*device
)
2442 TRACE("device %p.\n", device
);
2444 return device
->stateBlock
->state
.base_vertex_index
;
2447 HRESULT CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const WINED3DVIEWPORT
*viewport
)
2449 TRACE("device %p, viewport %p.\n", device
, viewport
);
2450 TRACE("x %u, y %u, w %u, h %u, minz %.8e, maxz %.8e.\n",
2451 viewport
->X
, viewport
->Y
, viewport
->Width
, viewport
->Height
, viewport
->MinZ
, viewport
->MaxZ
);
2453 device
->updateStateBlock
->changed
.viewport
= TRUE
;
2454 device
->updateStateBlock
->state
.viewport
= *viewport
;
2456 /* Handle recording of state blocks */
2457 if (device
->isRecordingState
)
2459 TRACE("Recording... not performing anything\n");
2463 device_invalidate_state(device
, STATE_VIEWPORT
);
2468 HRESULT CDECL
wined3d_device_get_viewport(struct wined3d_device
*device
, WINED3DVIEWPORT
*viewport
)
2470 TRACE("device %p, viewport %p.\n", device
, viewport
);
2472 *viewport
= device
->stateBlock
->state
.viewport
;
2477 HRESULT CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2478 WINED3DRENDERSTATETYPE state
, DWORD value
)
2480 DWORD old_value
= device
->stateBlock
->state
.render_states
[state
];
2482 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2484 device
->updateStateBlock
->changed
.renderState
[state
>> 5] |= 1 << (state
& 0x1f);
2485 device
->updateStateBlock
->state
.render_states
[state
] = value
;
2487 /* Handle recording of state blocks. */
2488 if (device
->isRecordingState
)
2490 TRACE("Recording... not performing anything.\n");
2494 /* Compared here and not before the assignment to allow proper stateblock recording. */
2495 if (value
== old_value
)
2496 TRACE("Application is setting the old value over, nothing to do.\n");
2498 device_invalidate_state(device
, STATE_RENDER(state
));
2503 HRESULT CDECL
wined3d_device_get_render_state(struct wined3d_device
*device
,
2504 WINED3DRENDERSTATETYPE state
, DWORD
*value
)
2506 TRACE("device %p, state %s (%#x), value %p.\n", device
, debug_d3drenderstate(state
), state
, value
);
2508 *value
= device
->stateBlock
->state
.render_states
[state
];
2513 HRESULT CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2514 UINT sampler_idx
, WINED3DSAMPLERSTATETYPE state
, DWORD value
)
2518 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2519 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2521 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2522 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2524 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2525 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2527 WARN("Invalid sampler %u.\n", sampler_idx
);
2528 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2531 old_value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2532 device
->updateStateBlock
->state
.sampler_states
[sampler_idx
][state
] = value
;
2533 device
->updateStateBlock
->changed
.samplerState
[sampler_idx
] |= 1 << state
;
2535 /* Handle recording of state blocks. */
2536 if (device
->isRecordingState
)
2538 TRACE("Recording... not performing anything.\n");
2542 if (old_value
== value
)
2544 TRACE("Application is setting the old value over, nothing to do.\n");
2548 device_invalidate_state(device
, STATE_SAMPLER(sampler_idx
));
2553 HRESULT CDECL
wined3d_device_get_sampler_state(struct wined3d_device
*device
,
2554 UINT sampler_idx
, WINED3DSAMPLERSTATETYPE state
, DWORD
*value
)
2556 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2557 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2559 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2560 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2562 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2563 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2565 WARN("Invalid sampler %u.\n", sampler_idx
);
2566 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2569 *value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2570 TRACE("Returning %#x.\n", *value
);
2575 HRESULT CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2577 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2579 device
->updateStateBlock
->changed
.scissorRect
= TRUE
;
2580 if (EqualRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
))
2582 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2585 CopyRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
);
2587 if (device
->isRecordingState
)
2589 TRACE("Recording... not performing anything.\n");
2593 device_invalidate_state(device
, STATE_SCISSORRECT
);
2598 HRESULT CDECL
wined3d_device_get_scissor_rect(struct wined3d_device
*device
, RECT
*rect
)
2600 TRACE("device %p, rect %p.\n", device
, rect
);
2602 *rect
= device
->updateStateBlock
->state
.scissor_rect
;
2603 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2608 HRESULT CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2609 struct wined3d_vertex_declaration
*declaration
)
2611 struct wined3d_vertex_declaration
*prev
= device
->updateStateBlock
->state
.vertex_declaration
;
2613 TRACE("device %p, declaration %p.\n", device
, declaration
);
2616 wined3d_vertex_declaration_incref(declaration
);
2618 wined3d_vertex_declaration_decref(prev
);
2620 device
->updateStateBlock
->state
.vertex_declaration
= declaration
;
2621 device
->updateStateBlock
->changed
.vertexDecl
= TRUE
;
2623 if (device
->isRecordingState
)
2625 TRACE("Recording... not performing anything.\n");
2628 else if (declaration
== prev
)
2630 /* Checked after the assignment to allow proper stateblock recording. */
2631 TRACE("Application is setting the old declaration over, nothing to do.\n");
2635 device_invalidate_state(device
, STATE_VDECL
);
2639 HRESULT CDECL
wined3d_device_get_vertex_declaration(struct wined3d_device
*device
,
2640 struct wined3d_vertex_declaration
**declaration
)
2642 TRACE("device %p, declaration %p.\n", device
, declaration
);
2644 *declaration
= device
->stateBlock
->state
.vertex_declaration
;
2646 wined3d_vertex_declaration_incref(*declaration
);
2651 HRESULT CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2653 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.vertex_shader
;
2655 TRACE("device %p, shader %p.\n", device
, shader
);
2657 device
->updateStateBlock
->state
.vertex_shader
= shader
;
2658 device
->updateStateBlock
->changed
.vertexShader
= TRUE
;
2660 if (device
->isRecordingState
)
2663 wined3d_shader_incref(shader
);
2665 wined3d_shader_decref(prev
);
2666 TRACE("Recording... not performing anything.\n");
2672 TRACE("Application is setting the old shader over, nothing to do.\n");
2677 wined3d_shader_incref(shader
);
2679 wined3d_shader_decref(prev
);
2681 device_invalidate_state(device
, STATE_VSHADER
);
2686 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(struct wined3d_device
*device
)
2688 struct wined3d_shader
*shader
;
2690 TRACE("device %p.\n", device
);
2692 shader
= device
->stateBlock
->state
.vertex_shader
;
2694 wined3d_shader_incref(shader
);
2696 TRACE("Returning %p.\n", shader
);
2700 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2701 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2703 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2706 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2707 device
, start_register
, constants
, bool_count
);
2709 if (!constants
|| start_register
>= MAX_CONST_B
)
2710 return WINED3DERR_INVALIDCALL
;
2712 memcpy(&device
->updateStateBlock
->state
.vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2713 for (i
= 0; i
< count
; ++i
)
2714 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2716 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2717 device
->updateStateBlock
->changed
.vertexShaderConstantsB
|= (1 << i
);
2719 if (!device
->isRecordingState
)
2720 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2725 HRESULT CDECL
wined3d_device_get_vs_consts_b(struct wined3d_device
*device
,
2726 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2728 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2730 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2731 device
, start_register
, constants
, bool_count
);
2733 if (!constants
|| start_register
>= MAX_CONST_B
)
2734 return WINED3DERR_INVALIDCALL
;
2736 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2741 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2742 UINT start_register
, const int *constants
, UINT vector4i_count
)
2744 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2747 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2748 device
, start_register
, constants
, vector4i_count
);
2750 if (!constants
|| start_register
>= MAX_CONST_I
)
2751 return WINED3DERR_INVALIDCALL
;
2753 memcpy(&device
->updateStateBlock
->state
.vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2754 for (i
= 0; i
< count
; ++i
)
2755 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2756 constants
[i
* 4], constants
[i
* 4 + 1],
2757 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2759 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2760 device
->updateStateBlock
->changed
.vertexShaderConstantsI
|= (1 << i
);
2762 if (!device
->isRecordingState
)
2763 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2768 HRESULT CDECL
wined3d_device_get_vs_consts_i(struct wined3d_device
*device
,
2769 UINT start_register
, int *constants
, UINT vector4i_count
)
2771 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2773 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2774 device
, start_register
, constants
, vector4i_count
);
2776 if (!constants
|| start_register
>= MAX_CONST_I
)
2777 return WINED3DERR_INVALIDCALL
;
2779 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2783 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2784 UINT start_register
, const float *constants
, UINT vector4f_count
)
2788 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2789 device
, start_register
, constants
, vector4f_count
);
2791 /* Specifically test start_register > limit to catch MAX_UINT overflows
2792 * when adding start_register + vector4f_count. */
2794 || start_register
+ vector4f_count
> device
->d3d_vshader_constantF
2795 || start_register
> device
->d3d_vshader_constantF
)
2796 return WINED3DERR_INVALIDCALL
;
2798 memcpy(&device
->updateStateBlock
->state
.vs_consts_f
[start_register
* 4],
2799 constants
, vector4f_count
* sizeof(float) * 4);
2802 for (i
= 0; i
< vector4f_count
; ++i
)
2803 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2804 constants
[i
* 4], constants
[i
* 4 + 1],
2805 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2808 if (!device
->isRecordingState
)
2810 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2811 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2814 memset(device
->updateStateBlock
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2815 sizeof(*device
->updateStateBlock
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2820 HRESULT CDECL
wined3d_device_get_vs_consts_f(struct wined3d_device
*device
,
2821 UINT start_register
, float *constants
, UINT vector4f_count
)
2823 int count
= min(vector4f_count
, device
->d3d_vshader_constantF
- start_register
);
2825 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2826 device
, start_register
, constants
, vector4f_count
);
2828 if (!constants
|| count
< 0)
2829 return WINED3DERR_INVALIDCALL
;
2831 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2836 static inline void markTextureStagesDirty(struct wined3d_device
*device
, DWORD stage
)
2840 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
2842 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, i
));
2846 static void device_map_stage(struct wined3d_device
*device
, DWORD stage
, DWORD unit
)
2848 DWORD i
= device
->rev_tex_unit_map
[unit
];
2849 DWORD j
= device
->texUnitMap
[stage
];
2851 device
->texUnitMap
[stage
] = unit
;
2852 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
2853 device
->texUnitMap
[i
] = WINED3D_UNMAPPED_STAGE
;
2855 device
->rev_tex_unit_map
[unit
] = stage
;
2856 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
2857 device
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
2860 static void device_update_fixed_function_usage_map(struct wined3d_device
*device
)
2864 device
->fixed_function_usage_map
= 0;
2865 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2867 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2868 WINED3DTEXTUREOP color_op
= state
->texture_states
[i
][WINED3DTSS_COLOROP
];
2869 WINED3DTEXTUREOP alpha_op
= state
->texture_states
[i
][WINED3DTSS_ALPHAOP
];
2870 DWORD color_arg1
= state
->texture_states
[i
][WINED3DTSS_COLORARG1
] & WINED3DTA_SELECTMASK
;
2871 DWORD color_arg2
= state
->texture_states
[i
][WINED3DTSS_COLORARG2
] & WINED3DTA_SELECTMASK
;
2872 DWORD color_arg3
= state
->texture_states
[i
][WINED3DTSS_COLORARG0
] & WINED3DTA_SELECTMASK
;
2873 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3DTSS_ALPHAARG1
] & WINED3DTA_SELECTMASK
;
2874 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3DTSS_ALPHAARG2
] & WINED3DTA_SELECTMASK
;
2875 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3DTSS_ALPHAARG0
] & WINED3DTA_SELECTMASK
;
2877 if (color_op
== WINED3DTOP_DISABLE
) {
2878 /* Not used, and disable higher stages */
2882 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3DTOP_SELECTARG2
)
2883 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3DTOP_SELECTARG1
)
2884 || ((color_arg3
== WINED3DTA_TEXTURE
)
2885 && (color_op
== WINED3DTOP_MULTIPLYADD
|| color_op
== WINED3DTOP_LERP
))
2886 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3DTOP_SELECTARG2
)
2887 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3DTOP_SELECTARG1
)
2888 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2889 && (alpha_op
== WINED3DTOP_MULTIPLYADD
|| alpha_op
== WINED3DTOP_LERP
)))
2890 device
->fixed_function_usage_map
|= (1 << i
);
2892 if ((color_op
== WINED3DTOP_BUMPENVMAP
|| color_op
== WINED3DTOP_BUMPENVMAPLUMINANCE
) && i
< MAX_TEXTURES
- 1)
2893 device
->fixed_function_usage_map
|= (1 << (i
+ 1));
2897 static void device_map_fixed_function_samplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2899 unsigned int i
, tex
;
2902 device_update_fixed_function_usage_map(device
);
2903 ffu_map
= device
->fixed_function_usage_map
;
2905 if (device
->max_ffp_textures
== gl_info
->limits
.texture_stages
2906 || device
->stateBlock
->state
.lowest_disabled_stage
<= device
->max_ffp_textures
)
2908 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2910 if (!(ffu_map
& 1)) continue;
2912 if (device
->texUnitMap
[i
] != i
)
2914 device_map_stage(device
, i
, i
);
2915 device_invalidate_state(device
, STATE_SAMPLER(i
));
2916 markTextureStagesDirty(device
, i
);
2922 /* Now work out the mapping */
2924 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2926 if (!(ffu_map
& 1)) continue;
2928 if (device
->texUnitMap
[i
] != tex
)
2930 device_map_stage(device
, i
, tex
);
2931 device_invalidate_state(device
, STATE_SAMPLER(i
));
2932 markTextureStagesDirty(device
, i
);
2939 static void device_map_psamplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2941 const WINED3DSAMPLER_TEXTURE_TYPE
*sampler_type
=
2942 device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2945 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2947 if (sampler_type
[i
] && device
->texUnitMap
[i
] != i
)
2949 device_map_stage(device
, i
, i
);
2950 device_invalidate_state(device
, STATE_SAMPLER(i
));
2951 if (i
< gl_info
->limits
.texture_stages
)
2953 markTextureStagesDirty(device
, i
);
2959 static BOOL
device_unit_free_for_vs(struct wined3d_device
*device
,
2960 const WINED3DSAMPLER_TEXTURE_TYPE
*pshader_sampler_tokens
,
2961 const WINED3DSAMPLER_TEXTURE_TYPE
*vshader_sampler_tokens
, DWORD unit
)
2963 DWORD current_mapping
= device
->rev_tex_unit_map
[unit
];
2965 /* Not currently used */
2966 if (current_mapping
== WINED3D_UNMAPPED_STAGE
) return TRUE
;
2968 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
) {
2969 /* Used by a fragment sampler */
2971 if (!pshader_sampler_tokens
) {
2972 /* No pixel shader, check fixed function */
2973 return current_mapping
>= MAX_TEXTURES
|| !(device
->fixed_function_usage_map
& (1 << current_mapping
));
2976 /* Pixel shader, check the shader's sampler map */
2977 return !pshader_sampler_tokens
[current_mapping
];
2980 /* Used by a vertex sampler */
2981 return !vshader_sampler_tokens
[current_mapping
- MAX_FRAGMENT_SAMPLERS
];
2984 static void device_map_vsamplers(struct wined3d_device
*device
, BOOL ps
, const struct wined3d_gl_info
*gl_info
)
2986 const WINED3DSAMPLER_TEXTURE_TYPE
*vshader_sampler_type
=
2987 device
->stateBlock
->state
.vertex_shader
->reg_maps
.sampler_type
;
2988 const WINED3DSAMPLER_TEXTURE_TYPE
*pshader_sampler_type
= NULL
;
2989 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
) - 1;
2994 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2995 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2996 pshader_sampler_type
= device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2999 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
3000 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
3001 if (vshader_sampler_type
[i
])
3003 if (device
->texUnitMap
[vsampler_idx
] != WINED3D_UNMAPPED_STAGE
)
3005 /* Already mapped somewhere */
3011 if (device_unit_free_for_vs(device
, pshader_sampler_type
, vshader_sampler_type
, start
))
3013 device_map_stage(device
, vsampler_idx
, start
);
3014 device_invalidate_state(device
, STATE_SAMPLER(vsampler_idx
));
3026 void device_update_tex_unit_map(struct wined3d_device
*device
)
3028 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3029 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
3030 BOOL vs
= use_vs(state
);
3031 BOOL ps
= use_ps(state
);
3034 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
3035 * that would be really messy and require shader recompilation
3036 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
3037 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
3040 device_map_psamplers(device
, gl_info
);
3042 device_map_fixed_function_samplers(device
, gl_info
);
3045 device_map_vsamplers(device
, ps
, gl_info
);
3048 HRESULT CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
3050 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.pixel_shader
;
3052 TRACE("device %p, shader %p.\n", device
, shader
);
3054 device
->updateStateBlock
->state
.pixel_shader
= shader
;
3055 device
->updateStateBlock
->changed
.pixelShader
= TRUE
;
3057 if (device
->isRecordingState
)
3060 wined3d_shader_incref(shader
);
3062 wined3d_shader_decref(prev
);
3063 TRACE("Recording... not performing anything.\n");
3069 TRACE("Application is setting the old shader over, nothing to do.\n");
3074 wined3d_shader_incref(shader
);
3076 wined3d_shader_decref(prev
);
3078 device_invalidate_state(device
, STATE_PIXELSHADER
);
3083 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(struct wined3d_device
*device
)
3085 struct wined3d_shader
*shader
;
3087 TRACE("device %p.\n", device
);
3089 shader
= device
->stateBlock
->state
.pixel_shader
;
3091 wined3d_shader_incref(shader
);
3093 TRACE("Returning %p.\n", shader
);
3097 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
3098 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
3100 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3103 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3104 device
, start_register
, constants
, bool_count
);
3106 if (!constants
|| start_register
>= MAX_CONST_B
)
3107 return WINED3DERR_INVALIDCALL
;
3109 memcpy(&device
->updateStateBlock
->state
.ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
3110 for (i
= 0; i
< count
; ++i
)
3111 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
3113 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3114 device
->updateStateBlock
->changed
.pixelShaderConstantsB
|= (1 << i
);
3116 if (!device
->isRecordingState
)
3117 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3122 HRESULT CDECL
wined3d_device_get_ps_consts_b(struct wined3d_device
*device
,
3123 UINT start_register
, BOOL
*constants
, UINT bool_count
)
3125 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3127 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3128 device
, start_register
, constants
, bool_count
);
3130 if (!constants
|| start_register
>= MAX_CONST_B
)
3131 return WINED3DERR_INVALIDCALL
;
3133 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
3138 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
3139 UINT start_register
, const int *constants
, UINT vector4i_count
)
3141 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3144 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3145 device
, start_register
, constants
, vector4i_count
);
3147 if (!constants
|| start_register
>= MAX_CONST_I
)
3148 return WINED3DERR_INVALIDCALL
;
3150 memcpy(&device
->updateStateBlock
->state
.ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
3151 for (i
= 0; i
< count
; ++i
)
3152 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
3153 constants
[i
* 4], constants
[i
* 4 + 1],
3154 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3156 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3157 device
->updateStateBlock
->changed
.pixelShaderConstantsI
|= (1 << i
);
3159 if (!device
->isRecordingState
)
3160 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3165 HRESULT CDECL
wined3d_device_get_ps_consts_i(struct wined3d_device
*device
,
3166 UINT start_register
, int *constants
, UINT vector4i_count
)
3168 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3170 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3171 device
, start_register
, constants
, vector4i_count
);
3173 if (!constants
|| start_register
>= MAX_CONST_I
)
3174 return WINED3DERR_INVALIDCALL
;
3176 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
3181 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
3182 UINT start_register
, const float *constants
, UINT vector4f_count
)
3186 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3187 device
, start_register
, constants
, vector4f_count
);
3189 /* Specifically test start_register > limit to catch MAX_UINT overflows
3190 * when adding start_register + vector4f_count. */
3192 || start_register
+ vector4f_count
> device
->d3d_pshader_constantF
3193 || start_register
> device
->d3d_pshader_constantF
)
3194 return WINED3DERR_INVALIDCALL
;
3196 memcpy(&device
->updateStateBlock
->state
.ps_consts_f
[start_register
* 4],
3197 constants
, vector4f_count
* sizeof(float) * 4);
3200 for (i
= 0; i
< vector4f_count
; ++i
)
3201 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
3202 constants
[i
* 4], constants
[i
* 4 + 1],
3203 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3206 if (!device
->isRecordingState
)
3208 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
3209 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3212 memset(device
->updateStateBlock
->changed
.pixelShaderConstantsF
+ start_register
, 1,
3213 sizeof(*device
->updateStateBlock
->changed
.pixelShaderConstantsF
) * vector4f_count
);
3218 HRESULT CDECL
wined3d_device_get_ps_consts_f(struct wined3d_device
*device
,
3219 UINT start_register
, float *constants
, UINT vector4f_count
)
3221 int count
= min(vector4f_count
, device
->d3d_pshader_constantF
- start_register
);
3223 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3224 device
, start_register
, constants
, vector4f_count
);
3226 if (!constants
|| count
< 0)
3227 return WINED3DERR_INVALIDCALL
;
3229 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
3234 /* Context activation is done by the caller. */
3235 /* Do not call while under the GL lock. */
3236 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3237 static HRESULT
process_vertices_strided(struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
3238 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
3241 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3242 char *dest_ptr
, *dest_conv
= NULL
, *dest_conv_addr
= NULL
;
3245 WINED3DMATRIX mat
, proj_mat
, view_mat
, world_mat
;
3249 if (stream_info
->use_map
& (1 << WINED3D_FFP_NORMAL
))
3251 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3254 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_POSITION
)))
3256 ERR("Source has no position mask\n");
3257 return WINED3DERR_INVALIDCALL
;
3260 if (!dest
->resource
.allocatedMemory
)
3261 buffer_get_sysmem(dest
, gl_info
);
3263 /* Get a pointer into the destination vbo(create one if none exists) and
3264 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3266 if (!dest
->buffer_object
&& gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
3268 dest
->flags
|= WINED3D_BUFFER_CREATEBO
;
3269 wined3d_buffer_preload(dest
);
3272 if (dest
->buffer_object
)
3274 unsigned char extrabytes
= 0;
3275 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3276 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3277 * this may write 4 extra bytes beyond the area that should be written
3279 if(DestFVF
== WINED3DFVF_XYZ
) extrabytes
= 4;
3280 dest_conv_addr
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, dwCount
* get_flexible_vertex_size(DestFVF
) + extrabytes
);
3281 if(!dest_conv_addr
) {
3282 ERR("Out of memory\n");
3283 /* Continue without storing converted vertices */
3285 dest_conv
= dest_conv_addr
;
3288 if (device
->stateBlock
->state
.render_states
[WINED3DRS_CLIPPING
])
3290 static BOOL warned
= FALSE
;
3292 * The clipping code is not quite correct. Some things need
3293 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3294 * so disable clipping for now.
3295 * (The graphics in Half-Life are broken, and my processvertices
3296 * test crashes with IDirect3DDevice3)
3302 FIXME("Clipping is broken and disabled for now\n");
3304 } else doClip
= FALSE
;
3305 dest_ptr
= ((char *)buffer_get_sysmem(dest
, gl_info
)) + dwDestIndex
* get_flexible_vertex_size(DestFVF
);
3307 wined3d_device_get_transform(device
, WINED3DTS_VIEW
, &view_mat
);
3308 wined3d_device_get_transform(device
, WINED3DTS_PROJECTION
, &proj_mat
);
3309 wined3d_device_get_transform(device
, WINED3DTS_WORLDMATRIX(0), &world_mat
);
3311 TRACE("View mat:\n");
3312 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
);
3313 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
);
3314 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
);
3315 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
);
3317 TRACE("Proj mat:\n");
3318 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
);
3319 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
);
3320 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
);
3321 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
);
3323 TRACE("World mat:\n");
3324 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
);
3325 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
);
3326 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
);
3327 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
);
3329 /* Get the viewport */
3330 wined3d_device_get_viewport(device
, &vp
);
3331 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
3332 vp
.X
, vp
.Y
, vp
.Width
, vp
.Height
, vp
.MinZ
, vp
.MaxZ
);
3334 multiply_matrix(&mat
,&view_mat
,&world_mat
);
3335 multiply_matrix(&mat
,&proj_mat
,&mat
);
3337 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
3339 for (i
= 0; i
< dwCount
; i
+= 1) {
3340 unsigned int tex_index
;
3342 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
3343 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
3344 /* The position first */
3345 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
3346 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3348 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
3350 /* Multiplication with world, view and projection matrix */
3351 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
);
3352 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
);
3353 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
);
3354 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
);
3356 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
3358 /* WARNING: The following things are taken from d3d7 and were not yet checked
3359 * against d3d8 or d3d9!
3362 /* Clipping conditions: From msdn
3364 * A vertex is clipped if it does not match the following requirements
3368 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3370 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3371 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3376 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
3377 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
3380 /* "Normal" viewport transformation (not clipped)
3381 * 1) The values are divided by rhw
3382 * 2) The y axis is negative, so multiply it with -1
3383 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3384 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3385 * 4) Multiply x with Width/2 and add Width/2
3386 * 5) The same for the height
3387 * 6) Add the viewpoint X and Y to the 2D coordinates and
3388 * The minimum Z value to z
3389 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3391 * Well, basically it's simply a linear transformation into viewport
3403 z
*= vp
.MaxZ
- vp
.MinZ
;
3405 x
+= vp
.Width
/ 2 + vp
.X
;
3406 y
+= vp
.Height
/ 2 + vp
.Y
;
3411 /* That vertex got clipped
3412 * Contrary to OpenGL it is not dropped completely, it just
3413 * undergoes a different calculation.
3415 TRACE("Vertex got clipped\n");
3422 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3423 * outside of the main vertex buffer memory. That needs some more
3428 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3431 ( (float *) dest_ptr
)[0] = x
;
3432 ( (float *) dest_ptr
)[1] = y
;
3433 ( (float *) dest_ptr
)[2] = z
;
3434 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3436 dest_ptr
+= 3 * sizeof(float);
3438 if((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) {
3439 dest_ptr
+= sizeof(float);
3444 ( (float *) dest_conv
)[0] = x
* w
;
3445 ( (float *) dest_conv
)[1] = y
* w
;
3446 ( (float *) dest_conv
)[2] = z
* w
;
3447 ( (float *) dest_conv
)[3] = w
;
3449 dest_conv
+= 3 * sizeof(float);
3451 if((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) {
3452 dest_conv
+= sizeof(float);
3456 if (DestFVF
& WINED3DFVF_PSIZE
) {
3457 dest_ptr
+= sizeof(DWORD
);
3458 if(dest_conv
) dest_conv
+= sizeof(DWORD
);
3460 if (DestFVF
& WINED3DFVF_NORMAL
)
3462 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3463 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3464 /* AFAIK this should go into the lighting information */
3465 FIXME("Didn't expect the destination to have a normal\n");
3466 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3468 copy_and_next(dest_conv
, normal
, 3 * sizeof(float));
3472 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3474 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3475 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3476 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_DIFFUSE
)))
3478 static BOOL warned
= FALSE
;
3481 ERR("No diffuse color in source, but destination has one\n");
3485 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3486 dest_ptr
+= sizeof(DWORD
);
3489 *( (DWORD
*) dest_conv
) = 0xffffffff;
3490 dest_conv
+= sizeof(DWORD
);
3494 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3496 *( (DWORD
*) dest_conv
) = (*color_d
& 0xff00ff00) ; /* Alpha + green */
3497 *( (DWORD
*) dest_conv
) |= (*color_d
& 0x00ff0000) >> 16; /* Red */
3498 *( (DWORD
*) dest_conv
) |= (*color_d
& 0xff0000ff) << 16; /* Blue */
3499 dest_conv
+= sizeof(DWORD
);
3504 if (DestFVF
& WINED3DFVF_SPECULAR
)
3506 /* What's the color value in the feedback buffer? */
3507 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3508 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3509 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_SPECULAR
)))
3511 static BOOL warned
= FALSE
;
3514 ERR("No specular color in source, but destination has one\n");
3518 *( (DWORD
*) dest_ptr
) = 0xFF000000;
3519 dest_ptr
+= sizeof(DWORD
);
3522 *( (DWORD
*) dest_conv
) = 0xFF000000;
3523 dest_conv
+= sizeof(DWORD
);
3527 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3529 *( (DWORD
*) dest_conv
) = (*color_s
& 0xff00ff00) ; /* Alpha + green */
3530 *( (DWORD
*) dest_conv
) |= (*color_s
& 0x00ff0000) >> 16; /* Red */
3531 *( (DWORD
*) dest_conv
) |= (*color_s
& 0xff0000ff) << 16; /* Blue */
3532 dest_conv
+= sizeof(DWORD
);
3537 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3539 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3540 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3541 if (!(stream_info
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3543 ERR("No source texture, but destination requests one\n");
3544 dest_ptr
+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3545 if(dest_conv
) dest_conv
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3548 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3550 copy_and_next(dest_conv
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3560 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, dest
->buffer_object
));
3561 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3562 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB
, dwDestIndex
* get_flexible_vertex_size(DestFVF
),
3563 dwCount
* get_flexible_vertex_size(DestFVF
),
3565 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3569 HeapFree(GetProcessHeap(), 0, dest_conv_addr
);
3574 #undef copy_and_next
3576 /* Do not call while under the GL lock. */
3577 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3578 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3579 struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3581 struct wined3d_state
*state
= &device
->stateBlock
->state
;
3582 BOOL vbo
= FALSE
, streamWasUP
= state
->user_stream
;
3583 struct wined3d_stream_info stream_info
;
3584 const struct wined3d_gl_info
*gl_info
;
3585 struct wined3d_context
*context
;
3586 struct wined3d_shader
*vs
;
3589 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3590 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3591 device
, src_start_idx
, dst_idx
, vertex_count
,
3592 dst_buffer
, declaration
, flags
, dst_fvf
);
3595 FIXME("Output vertex declaration not implemented yet.\n");
3597 /* Need any context to write to the vbo. */
3598 context
= context_acquire(device
, NULL
);
3599 gl_info
= context
->gl_info
;
3601 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3602 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3603 * restore it afterwards. */
3604 vs
= state
->vertex_shader
;
3605 state
->vertex_shader
= NULL
;
3606 state
->user_stream
= FALSE
;
3607 device_stream_info_from_declaration(device
, &stream_info
, &vbo
);
3608 state
->user_stream
= streamWasUP
;
3609 state
->vertex_shader
= vs
;
3611 if (vbo
|| src_start_idx
)
3614 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3615 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3617 * Also get the start index in, but only loop over all elements if there's something to add at all.
3619 for (i
= 0; i
< (sizeof(stream_info
.elements
) / sizeof(*stream_info
.elements
)); ++i
)
3621 struct wined3d_stream_info_element
*e
;
3623 if (!(stream_info
.use_map
& (1 << i
))) continue;
3625 e
= &stream_info
.elements
[i
];
3626 if (e
->data
.buffer_object
)
3628 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
3629 e
->data
.buffer_object
= 0;
3630 e
->data
.addr
= (BYTE
*)((ULONG_PTR
)e
->data
.addr
+ (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
));
3632 GL_EXTCALL(glDeleteBuffersARB(1, &vb
->buffer_object
));
3633 vb
->buffer_object
= 0;
3637 e
->data
.addr
+= e
->stride
* src_start_idx
;
3641 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3642 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3644 context_release(context
);
3649 HRESULT CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3650 UINT stage
, WINED3DTEXTURESTAGESTATETYPE state
, DWORD value
)
3652 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3655 TRACE("device %p, stage %u, state %s, value %#x.\n",
3656 device
, stage
, debug_d3dtexturestate(state
), value
);
3658 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3660 WARN("Invalid state %#x passed.\n", state
);
3664 if (stage
>= gl_info
->limits
.texture_stages
)
3666 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3667 stage
, gl_info
->limits
.texture_stages
- 1);
3671 old_value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3672 device
->updateStateBlock
->changed
.textureState
[stage
] |= 1 << state
;
3673 device
->updateStateBlock
->state
.texture_states
[stage
][state
] = value
;
3675 if (device
->isRecordingState
)
3677 TRACE("Recording... not performing anything.\n");
3681 /* Checked after the assignments to allow proper stateblock recording. */
3682 if (old_value
== value
)
3684 TRACE("Application is setting the old value over, nothing to do.\n");
3688 if (stage
> device
->stateBlock
->state
.lowest_disabled_stage
3689 && device
->StateTable
[STATE_TEXTURESTAGE(0, state
)].representative
3690 == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP
))
3692 /* Colorop change above lowest disabled stage? That won't change
3693 * anything in the GL setup. Changes in other states are important on
3694 * disabled stages too. */
3698 if (state
== WINED3DTSS_COLOROP
)
3702 if (value
== WINED3DTOP_DISABLE
&& old_value
!= WINED3DTOP_DISABLE
)
3704 /* Previously enabled stage disabled now. Make sure to dirtify
3705 * all enabled stages above stage, they have to be disabled.
3707 * The current stage is dirtified below. */
3708 for (i
= stage
+ 1; i
< device
->stateBlock
->state
.lowest_disabled_stage
; ++i
)
3710 TRACE("Additionally dirtifying stage %u.\n", i
);
3711 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3DTSS_COLOROP
));
3713 device
->stateBlock
->state
.lowest_disabled_stage
= stage
;
3714 TRACE("New lowest disabled: %u.\n", stage
);
3716 else if (value
!= WINED3DTOP_DISABLE
&& old_value
== WINED3DTOP_DISABLE
)
3718 /* Previously disabled stage enabled. Stages above it may need
3719 * enabling. Stage must be lowest_disabled_stage here, if it's
3720 * bigger success is returned above, and stages below the lowest
3721 * disabled stage can't be enabled (because they are enabled
3724 * Again stage stage doesn't need to be dirtified here, it is
3726 for (i
= stage
+ 1; i
< gl_info
->limits
.texture_stages
; ++i
)
3728 if (device
->updateStateBlock
->state
.texture_states
[i
][WINED3DTSS_COLOROP
] == WINED3DTOP_DISABLE
)
3730 TRACE("Additionally dirtifying stage %u due to enable.\n", i
);
3731 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3DTSS_COLOROP
));
3733 device
->stateBlock
->state
.lowest_disabled_stage
= i
;
3734 TRACE("New lowest disabled: %u.\n", i
);
3738 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, state
));
3743 HRESULT CDECL
wined3d_device_get_texture_stage_state(struct wined3d_device
*device
,
3744 UINT stage
, WINED3DTEXTURESTAGESTATETYPE state
, DWORD
*value
)
3746 TRACE("device %p, stage %u, state %s, value %p.\n",
3747 device
, stage
, debug_d3dtexturestate(state
), value
);
3749 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3751 WARN("Invalid state %#x passed.\n", state
);
3755 *value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3756 TRACE("Returning %#x.\n", *value
);
3761 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3762 UINT stage
, struct wined3d_texture
*texture
)
3764 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3765 struct wined3d_texture
*prev
;
3767 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3769 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3770 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3772 /* Windows accepts overflowing this array... we do not. */
3773 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3775 WARN("Ignoring invalid stage %u.\n", stage
);
3779 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
3780 if (texture
&& texture
->resource
.pool
== WINED3DPOOL_SCRATCH
)
3782 WARN("Rejecting attempt to set scratch texture.\n");
3783 return WINED3DERR_INVALIDCALL
;
3786 device
->updateStateBlock
->changed
.textures
|= 1 << stage
;
3788 prev
= device
->updateStateBlock
->state
.textures
[stage
];
3789 TRACE("Previous texture %p.\n", prev
);
3791 if (texture
== prev
)
3793 TRACE("App is setting the same texture again, nothing to do.\n");
3797 TRACE("Setting new texture to %p.\n", texture
);
3798 device
->updateStateBlock
->state
.textures
[stage
] = texture
;
3800 if (device
->isRecordingState
)
3802 TRACE("Recording... not performing anything\n");
3804 if (texture
) wined3d_texture_incref(texture
);
3805 if (prev
) wined3d_texture_decref(prev
);
3812 LONG bind_count
= InterlockedIncrement(&texture
->bind_count
);
3814 wined3d_texture_incref(texture
);
3816 if (!prev
|| texture
->target
!= prev
->target
)
3817 device_invalidate_state(device
, STATE_PIXELSHADER
);
3819 if (!prev
&& stage
< gl_info
->limits
.texture_stages
)
3821 /* The source arguments for color and alpha ops have different
3822 * meanings when a NULL texture is bound, so the COLOROP and
3823 * ALPHAOP have to be dirtified. */
3824 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_COLOROP
));
3825 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_ALPHAOP
));
3828 if (bind_count
== 1)
3829 texture
->sampler
= stage
;
3834 LONG bind_count
= InterlockedDecrement(&prev
->bind_count
);
3836 wined3d_texture_decref(prev
);
3838 if (!texture
&& stage
< gl_info
->limits
.texture_stages
)
3840 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_COLOROP
));
3841 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3DTSS_ALPHAOP
));
3844 if (bind_count
&& prev
->sampler
== stage
)
3848 /* Search for other stages the texture is bound to. Shouldn't
3849 * happen if applications bind textures to a single stage only. */
3850 TRACE("Searching for other stages the texture is bound to.\n");
3851 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3853 if (device
->updateStateBlock
->state
.textures
[i
] == prev
)
3855 TRACE("Texture is also bound to stage %u.\n", i
);
3863 device_invalidate_state(device
, STATE_SAMPLER(stage
));
3868 HRESULT CDECL
wined3d_device_get_texture(struct wined3d_device
*device
,
3869 UINT stage
, struct wined3d_texture
**texture
)
3871 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3873 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3874 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3876 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3878 WARN("Ignoring invalid stage %u.\n", stage
);
3879 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
3882 *texture
= device
->stateBlock
->state
.textures
[stage
];
3884 wined3d_texture_incref(*texture
);
3886 TRACE("Returning %p.\n", *texture
);
3891 HRESULT CDECL
wined3d_device_get_back_buffer(struct wined3d_device
*device
, UINT swapchain_idx
,
3892 UINT backbuffer_idx
, WINED3DBACKBUFFER_TYPE backbuffer_type
, struct wined3d_surface
**backbuffer
)
3894 struct wined3d_swapchain
*swapchain
;
3897 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3898 device
, swapchain_idx
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3900 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3903 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
3907 hr
= wined3d_swapchain_get_back_buffer(swapchain
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3908 wined3d_swapchain_decref(swapchain
);
3911 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx
, hr
);
3918 HRESULT CDECL
wined3d_device_get_device_caps(struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3920 TRACE("device %p, caps %p.\n", device
, caps
);
3922 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
, device
->devType
, caps
);
3925 HRESULT CDECL
wined3d_device_get_display_mode(struct wined3d_device
*device
,
3926 UINT swapchain_idx
, WINED3DDISPLAYMODE
*mode
)
3928 struct wined3d_swapchain
*swapchain
;
3931 TRACE("device %p, swapchain_idx %u, mode %p.\n", device
, swapchain_idx
, mode
);
3935 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3938 hr
= wined3d_swapchain_get_display_mode(swapchain
, mode
);
3939 wined3d_swapchain_decref(swapchain
);
3944 const struct wined3d_adapter
*adapter
= device
->adapter
;
3946 /* Don't read the real display mode, but return the stored mode
3947 * instead. X11 can't change the color depth, and some apps are
3948 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3949 * that GetDisplayMode still returns 24 bpp.
3951 * Also don't relay to the swapchain because with ddraw it's possible
3952 * that there isn't a swapchain at all. */
3953 mode
->Width
= adapter
->screen_size
.cx
;
3954 mode
->Height
= adapter
->screen_size
.cy
;
3955 mode
->Format
= adapter
->screen_format
;
3956 mode
->RefreshRate
= 0;
3963 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3965 struct wined3d_stateblock
*stateblock
;
3968 TRACE("device %p.\n", device
);
3970 if (device
->isRecordingState
)
3971 return WINED3DERR_INVALIDCALL
;
3973 hr
= wined3d_stateblock_create(device
, WINED3DSBT_RECORDED
, &stateblock
);
3977 wined3d_stateblock_decref(device
->updateStateBlock
);
3978 device
->updateStateBlock
= stateblock
;
3979 device
->isRecordingState
= TRUE
;
3981 TRACE("Recording stateblock %p.\n", stateblock
);
3986 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3987 struct wined3d_stateblock
**stateblock
)
3989 struct wined3d_stateblock
*object
= device
->updateStateBlock
;
3991 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3993 if (!device
->isRecordingState
)
3995 WARN("Not recording.\n");
3997 return WINED3DERR_INVALIDCALL
;
4000 stateblock_init_contained_states(object
);
4002 *stateblock
= object
;
4003 device
->isRecordingState
= FALSE
;
4004 device
->updateStateBlock
= device
->stateBlock
;
4005 wined3d_stateblock_incref(device
->updateStateBlock
);
4007 TRACE("Returning stateblock %p.\n", *stateblock
);
4012 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
4014 /* At the moment we have no need for any functionality at the beginning
4016 TRACE("device %p.\n", device
);
4018 if (device
->inScene
)
4020 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
4021 return WINED3DERR_INVALIDCALL
;
4023 device
->inScene
= TRUE
;
4027 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
4029 struct wined3d_context
*context
;
4031 TRACE("device %p.\n", device
);
4033 if (!device
->inScene
)
4035 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
4036 return WINED3DERR_INVALIDCALL
;
4039 context
= context_acquire(device
, NULL
);
4040 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4042 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
4044 context_release(context
);
4046 device
->inScene
= FALSE
;
4050 HRESULT CDECL
wined3d_device_present(struct wined3d_device
*device
, const RECT
*src_rect
,
4051 const RECT
*dst_rect
, HWND dst_window_override
, const RGNDATA
*dirty_region
)
4055 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
4056 device
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
4057 dst_window_override
, dirty_region
);
4059 for (i
= 0; i
< device
->swapchain_count
; ++i
)
4061 wined3d_swapchain_present(device
->swapchains
[i
], src_rect
,
4062 dst_rect
, dst_window_override
, dirty_region
, 0);
4068 /* Do not call while under the GL lock. */
4069 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
4070 const RECT
*rects
, DWORD flags
, WINED3DCOLOR color
, float depth
, DWORD stencil
)
4072 const WINED3DCOLORVALUE c
= {D3DCOLOR_R(color
), D3DCOLOR_G(color
), D3DCOLOR_B(color
), D3DCOLOR_A(color
)};
4075 TRACE("device %p, rect_count %u, rects %p, flags %#x, color 0x%08x, depth %.8e, stencil %u.\n",
4076 device
, rect_count
, rects
, flags
, color
, depth
, stencil
);
4078 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
4080 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4083 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4084 /* TODO: What about depth stencil buffers without stencil bits? */
4085 return WINED3DERR_INVALIDCALL
;
4087 else if (flags
& WINED3DCLEAR_TARGET
)
4089 if (ds
->resource
.width
< device
->fb
.render_targets
[0]->resource
.width
4090 || ds
->resource
.height
< device
->fb
.render_targets
[0]->resource
.height
)
4092 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4098 wined3d_get_draw_rect(&device
->stateBlock
->state
, &draw_rect
);
4100 return device_clear_render_targets(device
, device
->adapter
->gl_info
.limits
.buffers
,
4101 &device
->fb
, rect_count
, rects
,
4102 &draw_rect
, flags
, &c
, depth
, stencil
);
4105 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
4106 WINED3DPRIMITIVETYPE primitive_type
)
4108 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
4110 device
->updateStateBlock
->changed
.primitive_type
= TRUE
;
4111 device
->updateStateBlock
->state
.gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
4114 void CDECL
wined3d_device_get_primitive_type(struct wined3d_device
*device
,
4115 WINED3DPRIMITIVETYPE
*primitive_type
)
4117 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
4119 *primitive_type
= d3d_primitive_type_from_gl(device
->stateBlock
->state
.gl_primitive_type
);
4121 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
4124 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
4126 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
4128 if (!device
->stateBlock
->state
.vertex_declaration
)
4130 WARN("Called without a valid vertex declaration set.\n");
4131 return WINED3DERR_INVALIDCALL
;
4134 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4135 if (device
->stateBlock
->state
.user_stream
)
4137 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4138 device
->stateBlock
->state
.user_stream
= FALSE
;
4141 if (device
->stateBlock
->state
.load_base_vertex_index
)
4143 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4144 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4147 /* Account for the loading offset due to index buffers. Instead of
4148 * reloading all sources correct it with the startvertex parameter. */
4149 drawPrimitive(device
, vertex_count
, start_vertex
, 0, NULL
);
4153 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
4155 struct wined3d_buffer
*index_buffer
;
4156 UINT index_size
= 2;
4158 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4160 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
4162 index_buffer
= device
->stateBlock
->state
.index_buffer
;
4165 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4166 * without an index buffer set. (The first time at least...)
4167 * D3D8 simply dies, but I doubt it can do much harm to return
4168 * D3DERR_INVALIDCALL there as well. */
4169 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4170 return WINED3DERR_INVALIDCALL
;
4173 if (!device
->stateBlock
->state
.vertex_declaration
)
4175 WARN("Called without a valid vertex declaration set.\n");
4176 return WINED3DERR_INVALIDCALL
;
4179 if (device
->stateBlock
->state
.user_stream
)
4181 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4182 device
->stateBlock
->state
.user_stream
= FALSE
;
4184 vbo
= index_buffer
->buffer_object
;
4186 if (device
->stateBlock
->state
.index_format
== WINED3DFMT_R16_UINT
)
4191 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
4192 device
->stateBlock
->state
.load_base_vertex_index
!= device
->stateBlock
->state
.base_vertex_index
)
4194 device
->stateBlock
->state
.load_base_vertex_index
= device
->stateBlock
->state
.base_vertex_index
;
4195 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4198 drawPrimitive(device
, index_count
, start_idx
, index_size
,
4199 vbo
? NULL
: index_buffer
->resource
.allocatedMemory
);
4204 HRESULT CDECL
wined3d_device_draw_primitive_up(struct wined3d_device
*device
, UINT vertex_count
,
4205 const void *stream_data
, UINT stream_stride
)
4207 struct wined3d_stream_state
*stream
;
4208 struct wined3d_buffer
*vb
;
4210 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4211 device
, vertex_count
, stream_data
, stream_stride
);
4213 if (!device
->stateBlock
->state
.vertex_declaration
)
4215 WARN("Called without a valid vertex declaration set.\n");
4216 return WINED3DERR_INVALIDCALL
;
4219 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4220 stream
= &device
->stateBlock
->state
.streams
[0];
4221 vb
= stream
->buffer
;
4222 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4224 wined3d_buffer_decref(vb
);
4226 stream
->stride
= stream_stride
;
4227 device
->stateBlock
->state
.user_stream
= TRUE
;
4228 if (device
->stateBlock
->state
.load_base_vertex_index
)
4230 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4231 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4234 /* TODO: Only mark dirty if drawing from a different UP address */
4235 device_invalidate_state(device
, STATE_STREAMSRC
);
4237 drawPrimitive(device
, vertex_count
, 0, 0, NULL
);
4239 /* MSDN specifies stream zero settings must be set to NULL */
4240 stream
->buffer
= NULL
;
4243 /* stream zero settings set to null at end, as per the msdn. No need to
4244 * mark dirty here, the app has to set the new stream sources or use UP
4249 HRESULT CDECL
wined3d_device_draw_indexed_primitive_up(struct wined3d_device
*device
,
4250 UINT index_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
,
4251 const void *stream_data
, UINT stream_stride
)
4253 struct wined3d_stream_state
*stream
;
4254 struct wined3d_buffer
*vb
, *ib
;
4257 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4258 device
, index_count
, index_data
, debug_d3dformat(index_data_format_id
), stream_data
, stream_stride
);
4260 if (!device
->stateBlock
->state
.vertex_declaration
)
4262 WARN("(%p) : Called without a valid vertex declaration set\n", device
);
4263 return WINED3DERR_INVALIDCALL
;
4266 if (index_data_format_id
== WINED3DFMT_R16_UINT
)
4271 stream
= &device
->stateBlock
->state
.streams
[0];
4272 vb
= stream
->buffer
;
4273 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4275 wined3d_buffer_decref(vb
);
4277 stream
->stride
= stream_stride
;
4278 device
->stateBlock
->state
.user_stream
= TRUE
;
4280 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4281 device
->stateBlock
->state
.base_vertex_index
= 0;
4282 if (device
->stateBlock
->state
.load_base_vertex_index
)
4284 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4285 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4287 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4288 device_invalidate_state(device
, STATE_STREAMSRC
);
4289 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4291 drawPrimitive(device
, index_count
, 0, index_size
, index_data
);
4293 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4294 stream
->buffer
= NULL
;
4296 ib
= device
->stateBlock
->state
.index_buffer
;
4299 wined3d_buffer_decref(ib
);
4300 device
->stateBlock
->state
.index_buffer
= NULL
;
4302 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4303 * SetStreamSource to specify a vertex buffer
4309 HRESULT CDECL
wined3d_device_draw_primitive_strided(struct wined3d_device
*device
,
4310 UINT vertex_count
, const WineDirect3DVertexStridedData
*strided_data
)
4312 /* Mark the state dirty until we have nicer tracking. It's fine to change
4313 * baseVertexIndex because that call is only called by ddraw which does
4314 * not need that value. */
4315 device_invalidate_state(device
, STATE_VDECL
);
4316 device_invalidate_state(device
, STATE_STREAMSRC
);
4317 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4319 device
->stateBlock
->state
.base_vertex_index
= 0;
4320 device
->up_strided
= strided_data
;
4321 drawPrimitive(device
, vertex_count
, 0, 0, NULL
);
4322 device
->up_strided
= NULL
;
4324 /* Invalidate the states again to make sure the values from the stateblock
4325 * are properly applied in the next regular draw. Note that the application-
4326 * provided strided data has ovwritten pretty much the entire vertex and
4327 * and index stream related states */
4328 device_invalidate_state(device
, STATE_VDECL
);
4329 device_invalidate_state(device
, STATE_STREAMSRC
);
4330 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4334 HRESULT CDECL
wined3d_device_draw_indexed_primitive_strided(struct wined3d_device
*device
,
4335 UINT index_count
, const WineDirect3DVertexStridedData
*strided_data
,
4336 UINT vertex_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
)
4338 UINT index_size
= index_data_format_id
== WINED3DFMT_R32_UINT
? 4 : 2;
4340 /* Mark the state dirty until we have nicer tracking
4341 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4344 device_invalidate_state(device
, STATE_VDECL
);
4345 device_invalidate_state(device
, STATE_STREAMSRC
);
4346 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4348 device
->stateBlock
->state
.user_stream
= TRUE
;
4349 device
->stateBlock
->state
.base_vertex_index
= 0;
4350 device
->up_strided
= strided_data
;
4351 drawPrimitive(device
, index_count
, 0, index_size
, index_data
);
4352 device
->up_strided
= NULL
;
4354 device_invalidate_state(device
, STATE_VDECL
);
4355 device_invalidate_state(device
, STATE_STREAMSRC
);
4356 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4360 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4361 static HRESULT
device_update_volume(struct wined3d_device
*device
,
4362 struct wined3d_volume
*src_volume
, struct wined3d_volume
*dst_volume
)
4364 WINED3DLOCKED_BOX src
;
4365 WINED3DLOCKED_BOX dst
;
4368 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4369 device
, src_volume
, dst_volume
);
4371 /* TODO: Implement direct loading into the gl volume instead of using
4372 * memcpy and dirtification to improve loading performance. */
4373 hr
= wined3d_volume_map(src_volume
, &src
, NULL
, WINED3DLOCK_READONLY
);
4374 if (FAILED(hr
)) return hr
;
4375 hr
= wined3d_volume_map(dst_volume
, &dst
, NULL
, WINED3DLOCK_DISCARD
);
4378 wined3d_volume_unmap(src_volume
);
4382 memcpy(dst
.pBits
, src
.pBits
, dst_volume
->resource
.size
);
4384 hr
= wined3d_volume_unmap(dst_volume
);
4386 wined3d_volume_unmap(src_volume
);
4388 hr
= wined3d_volume_unmap(src_volume
);
4393 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
4394 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
4396 unsigned int level_count
, i
;
4397 WINED3DRESOURCETYPE type
;
4400 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
4402 /* Verify that the source and destination textures are non-NULL. */
4403 if (!src_texture
|| !dst_texture
)
4405 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4406 return WINED3DERR_INVALIDCALL
;
4409 if (src_texture
== dst_texture
)
4411 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4412 return WINED3DERR_INVALIDCALL
;
4415 /* Verify that the source and destination textures are the same type. */
4416 type
= src_texture
->resource
.resourceType
;
4417 if (dst_texture
->resource
.resourceType
!= type
)
4419 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4420 return WINED3DERR_INVALIDCALL
;
4423 /* Check that both textures have the identical numbers of levels. */
4424 level_count
= wined3d_texture_get_level_count(src_texture
);
4425 if (wined3d_texture_get_level_count(dst_texture
) != level_count
)
4427 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4428 return WINED3DERR_INVALIDCALL
;
4431 /* Make sure that the destination texture is loaded. */
4432 dst_texture
->texture_ops
->texture_preload(dst_texture
, SRGB_RGB
);
4434 /* Update every surface level of the texture. */
4437 case WINED3DRTYPE_TEXTURE
:
4439 struct wined3d_surface
*src_surface
;
4440 struct wined3d_surface
*dst_surface
;
4442 for (i
= 0; i
< level_count
; ++i
)
4444 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4445 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4446 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4449 WARN("Failed to update surface, hr %#x.\n", hr
);
4456 case WINED3DRTYPE_CUBETEXTURE
:
4458 struct wined3d_surface
*src_surface
;
4459 struct wined3d_surface
*dst_surface
;
4461 for (i
= 0; i
< level_count
* 6; ++i
)
4463 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4464 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4465 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4468 WARN("Failed to update surface, hr %#x.\n", hr
);
4475 case WINED3DRTYPE_VOLUMETEXTURE
:
4477 for (i
= 0; i
< level_count
; ++i
)
4479 hr
= device_update_volume(device
,
4480 volume_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
)),
4481 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
)));
4484 WARN("Failed to update volume, hr %#x.\n", hr
);
4492 FIXME("Unsupported texture type %#x.\n", type
);
4493 return WINED3DERR_INVALIDCALL
;
4499 HRESULT CDECL
wined3d_device_get_front_buffer_data(struct wined3d_device
*device
,
4500 UINT swapchain_idx
, struct wined3d_surface
*dst_surface
)
4502 struct wined3d_swapchain
*swapchain
;
4505 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device
, swapchain_idx
, dst_surface
);
4507 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4508 if (FAILED(hr
)) return hr
;
4510 hr
= wined3d_swapchain_get_front_buffer_data(swapchain
, dst_surface
);
4511 wined3d_swapchain_decref(swapchain
);
4516 HRESULT CDECL
wined3d_device_validate_device(struct wined3d_device
*device
, DWORD
*num_passes
)
4518 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4519 struct wined3d_texture
*texture
;
4522 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
4524 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4526 if (state
->sampler_states
[i
][WINED3DSAMP_MINFILTER
] == WINED3DTEXF_NONE
)
4528 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4529 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4531 if (state
->sampler_states
[i
][WINED3DSAMP_MAGFILTER
] == WINED3DTEXF_NONE
)
4533 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4534 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4537 texture
= state
->textures
[i
];
4538 if (!texture
|| texture
->resource
.format
->flags
& WINED3DFMT_FLAG_FILTERING
) continue;
4540 if (state
->sampler_states
[i
][WINED3DSAMP_MAGFILTER
] != WINED3DTEXF_POINT
)
4542 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i
);
4545 if (state
->sampler_states
[i
][WINED3DSAMP_MINFILTER
] != WINED3DTEXF_POINT
)
4547 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i
);
4550 if (state
->sampler_states
[i
][WINED3DSAMP_MIPFILTER
] != WINED3DTEXF_NONE
4551 && state
->sampler_states
[i
][WINED3DSAMP_MIPFILTER
] != WINED3DTEXF_POINT
)
4553 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i
);
4558 if (state
->render_states
[WINED3DRS_ZENABLE
] || state
->render_states
[WINED3DRS_ZWRITEENABLE
] ||
4559 state
->render_states
[WINED3DRS_STENCILENABLE
])
4561 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4562 struct wined3d_surface
*target
= device
->fb
.render_targets
[0];
4565 && (ds
->resource
.width
< target
->resource
.width
|| ds
->resource
.height
< target
->resource
.height
))
4567 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4568 return WINED3DERR_CONFLICTINGRENDERSTATE
;
4572 /* return a sensible default */
4575 TRACE("returning D3D_OK\n");
4579 static void dirtify_p8_texture_samplers(struct wined3d_device
*device
)
4583 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4585 struct wined3d_texture
*texture
= device
->stateBlock
->state
.textures
[i
];
4586 if (texture
&& (texture
->resource
.format
->id
== WINED3DFMT_P8_UINT
4587 || texture
->resource
.format
->id
== WINED3DFMT_P8_UINT_A8_UNORM
))
4588 device_invalidate_state(device
, STATE_SAMPLER(i
));
4592 HRESULT CDECL
wined3d_device_set_palette_entries(struct wined3d_device
*device
,
4593 UINT palette_idx
, const PALETTEENTRY
*entries
)
4597 TRACE("device %p, palette_idx %u, entries %p.\n", device
, palette_idx
, entries
);
4599 if (palette_idx
>= MAX_PALETTES
)
4601 WARN("Invalid palette index %u.\n", palette_idx
);
4602 return WINED3DERR_INVALIDCALL
;
4605 if (palette_idx
>= device
->palette_count
)
4607 UINT new_size
= device
->palette_count
;
4608 PALETTEENTRY
**palettes
;
4613 } while (palette_idx
>= new_size
);
4614 palettes
= HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, device
->palettes
, sizeof(*palettes
) * new_size
);
4617 ERR("Out of memory!\n");
4618 return E_OUTOFMEMORY
;
4620 device
->palettes
= palettes
;
4621 device
->palette_count
= new_size
;
4624 if (!device
->palettes
[palette_idx
])
4626 device
->palettes
[palette_idx
] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY
) * 256);
4627 if (!device
->palettes
[palette_idx
])
4629 ERR("Out of memory!\n");
4630 return E_OUTOFMEMORY
;
4634 for (i
= 0; i
< 256; ++i
)
4636 device
->palettes
[palette_idx
][i
].peRed
= entries
[i
].peRed
;
4637 device
->palettes
[palette_idx
][i
].peGreen
= entries
[i
].peGreen
;
4638 device
->palettes
[palette_idx
][i
].peBlue
= entries
[i
].peBlue
;
4639 device
->palettes
[palette_idx
][i
].peFlags
= entries
[i
].peFlags
;
4642 if (palette_idx
== device
->currentPalette
)
4643 dirtify_p8_texture_samplers(device
);
4648 HRESULT CDECL
wined3d_device_get_palette_entries(struct wined3d_device
*device
,
4649 UINT palette_idx
, PALETTEENTRY
*entries
)
4653 TRACE("device %p, palette_idx %u, entries %p.\n", device
, palette_idx
, entries
);
4655 if (palette_idx
>= device
->palette_count
|| !device
->palettes
[palette_idx
])
4657 /* What happens in such situation isn't documented; Native seems to
4658 * silently abort on such conditions. */
4659 WARN("Invalid palette index %u.\n", palette_idx
);
4660 return WINED3DERR_INVALIDCALL
;
4663 for (i
= 0; i
< 256; ++i
)
4665 entries
[i
].peRed
= device
->palettes
[palette_idx
][i
].peRed
;
4666 entries
[i
].peGreen
= device
->palettes
[palette_idx
][i
].peGreen
;
4667 entries
[i
].peBlue
= device
->palettes
[palette_idx
][i
].peBlue
;
4668 entries
[i
].peFlags
= device
->palettes
[palette_idx
][i
].peFlags
;
4674 HRESULT CDECL
wined3d_device_set_current_texture_palette(struct wined3d_device
*device
, UINT palette_idx
)
4676 TRACE("device %p, palette_idx %u.\n", device
, palette_idx
);
4678 /* Native appears to silently abort on attempt to make an uninitialized
4679 * palette current and render. (tested with reference rasterizer). */
4680 if (palette_idx
>= device
->palette_count
|| !device
->palettes
[palette_idx
])
4682 WARN("Invalid palette index %u.\n", palette_idx
);
4683 return WINED3DERR_INVALIDCALL
;
4686 /* TODO: stateblocks? */
4687 if (device
->currentPalette
!= palette_idx
)
4689 device
->currentPalette
= palette_idx
;
4690 dirtify_p8_texture_samplers(device
);
4696 HRESULT CDECL
wined3d_device_get_current_texture_palette(struct wined3d_device
*device
, UINT
*palette_idx
)
4698 TRACE("device %p, palette_idx %p.\n", device
, palette_idx
);
4701 return WINED3DERR_INVALIDCALL
;
4703 *palette_idx
= device
->currentPalette
;
4708 HRESULT CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
4712 TRACE("device %p, software %#x.\n", device
, software
);
4716 FIXME("device %p, software %#x stub!\n", device
, software
);
4720 device
->softwareVertexProcessing
= software
;
4725 BOOL CDECL
wined3d_device_get_software_vertex_processing(struct wined3d_device
*device
)
4729 TRACE("device %p.\n", device
);
4733 TRACE("device %p stub!\n", device
);
4737 return device
->softwareVertexProcessing
;
4740 HRESULT CDECL
wined3d_device_get_raster_status(struct wined3d_device
*device
,
4741 UINT swapchain_idx
, WINED3DRASTER_STATUS
*raster_status
)
4743 struct wined3d_swapchain
*swapchain
;
4746 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4747 device
, swapchain_idx
, raster_status
);
4749 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4752 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
4756 hr
= wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
4757 wined3d_swapchain_decref(swapchain
);
4760 WARN("Failed to get raster status, hr %#x.\n", hr
);
4767 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
4771 TRACE("device %p, segments %.8e.\n", device
, segments
);
4773 if (segments
!= 0.0f
)
4777 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
4785 float CDECL
wined3d_device_get_npatch_mode(struct wined3d_device
*device
)
4789 TRACE("device %p.\n", device
);
4793 FIXME("device %p stub!\n", device
);
4800 static inline void invalidate_active_texture(struct wined3d_device
*device
, struct wined3d_context
*context
)
4802 DWORD sampler
= device
->rev_tex_unit_map
[context
->active_texture
];
4803 if (sampler
!= WINED3D_UNMAPPED_STAGE
)
4804 context_invalidate_state(context
, STATE_SAMPLER(sampler
));
4807 HRESULT CDECL
wined3d_device_update_surface(struct wined3d_device
*device
,
4808 struct wined3d_surface
*src_surface
, const RECT
*src_rect
,
4809 struct wined3d_surface
*dst_surface
, const POINT
*dst_point
)
4811 const struct wined3d_format
*src_format
;
4812 const struct wined3d_format
*dst_format
;
4813 const struct wined3d_gl_info
*gl_info
;
4814 struct wined3d_context
*context
;
4815 struct wined3d_bo_address data
;
4816 struct wined3d_format format
;
4817 UINT update_w
, update_h
;
4818 CONVERT_TYPES convert
;
4824 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4825 device
, src_surface
, wine_dbgstr_rect(src_rect
),
4826 dst_surface
, wine_dbgstr_point(dst_point
));
4828 if (src_surface
->resource
.pool
!= WINED3DPOOL_SYSTEMMEM
|| dst_surface
->resource
.pool
!= WINED3DPOOL_DEFAULT
)
4830 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4831 src_surface
, dst_surface
);
4832 return WINED3DERR_INVALIDCALL
;
4835 src_format
= src_surface
->resource
.format
;
4836 dst_format
= dst_surface
->resource
.format
;
4838 if (src_format
->id
!= dst_format
->id
)
4840 WARN("Source and destination surfaces should have the same format.\n");
4841 return WINED3DERR_INVALIDCALL
;
4850 else if (dst_point
->x
< 0 || dst_point
->y
< 0)
4852 WARN("Invalid destination point.\n");
4853 return WINED3DERR_INVALIDCALL
;
4860 r
.right
= src_surface
->resource
.width
;
4861 r
.bottom
= src_surface
->resource
.height
;
4864 else if (src_rect
->left
< 0 || src_rect
->left
>= src_rect
->right
4865 || src_rect
->top
< 0 || src_rect
->top
>= src_rect
->bottom
)
4867 WARN("Invalid source rectangle.\n");
4868 return WINED3DERR_INVALIDCALL
;
4871 src_w
= src_surface
->resource
.width
;
4872 src_h
= src_surface
->resource
.height
;
4874 dst_w
= dst_surface
->resource
.width
;
4875 dst_h
= dst_surface
->resource
.height
;
4877 update_w
= src_rect
->right
- src_rect
->left
;
4878 update_h
= src_rect
->bottom
- src_rect
->top
;
4880 if (update_w
> dst_w
|| dst_point
->x
> dst_w
- update_w
4881 || update_h
> dst_h
|| dst_point
->y
> dst_h
- update_h
)
4883 WARN("Destination out of bounds.\n");
4884 return WINED3DERR_INVALIDCALL
;
4887 /* NPOT block sizes would be silly. */
4888 if ((src_format
->flags
& WINED3DFMT_FLAG_COMPRESSED
)
4889 && ((update_w
& (src_format
->block_width
- 1) || update_h
& (src_format
->block_height
- 1))
4890 && (src_w
!= update_w
|| dst_w
!= update_w
|| src_h
!= update_h
|| dst_h
!= update_h
)))
4892 WARN("Update rect not block-aligned.\n");
4893 return WINED3DERR_INVALIDCALL
;
4896 /* This call loads the OpenGL surface directly, instead of copying the
4897 * surface to the destination's sysmem copy. If surface conversion is
4898 * needed, use BltFast instead to copy in sysmem and use regular surface
4900 d3dfmt_get_conv(dst_surface
, FALSE
, TRUE
, &format
, &convert
);
4901 if (convert
!= NO_CONVERSION
|| format
.convert
)
4902 return wined3d_surface_bltfast(dst_surface
, dst_point
->x
, dst_point
->y
, src_surface
, src_rect
, 0);
4904 context
= context_acquire(device
, NULL
);
4905 gl_info
= context
->gl_info
;
4907 /* Only load the surface for partial updates. For newly allocated texture
4908 * the texture wouldn't be the current location, and we'd upload zeroes
4909 * just to overwrite them again. */
4910 if (update_w
== dst_w
&& update_h
== dst_h
)
4911 surface_prepare_texture(dst_surface
, context
, FALSE
);
4913 surface_load_location(dst_surface
, SFLAG_INTEXTURE
, NULL
);
4914 surface_bind(dst_surface
, context
, FALSE
);
4916 data
.buffer_object
= 0;
4917 data
.addr
= src_surface
->resource
.allocatedMemory
;
4920 ERR("Source surface has no allocated memory, but should be a sysmem surface.\n");
4922 surface_upload_data(dst_surface
, gl_info
, src_format
, src_rect
, src_w
, dst_point
, FALSE
, &data
);
4924 invalidate_active_texture(device
, context
);
4926 context_release(context
);
4928 surface_modify_location(dst_surface
, SFLAG_INTEXTURE
, TRUE
);
4932 HRESULT CDECL
wined3d_device_draw_rect_patch(struct wined3d_device
*device
, UINT handle
,
4933 const float *num_segs
, const WINED3DRECTPATCH_INFO
*rect_patch_info
)
4935 struct WineD3DRectPatch
*patch
;
4936 GLenum old_primitive_type
;
4941 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4942 device
, handle
, num_segs
, rect_patch_info
);
4944 if (!(handle
|| rect_patch_info
))
4946 /* TODO: Write a test for the return value, thus the FIXME */
4947 FIXME("Both handle and rect_patch_info are NULL.\n");
4948 return WINED3DERR_INVALIDCALL
;
4953 i
= PATCHMAP_HASHFUNC(handle
);
4955 LIST_FOR_EACH(e
, &device
->patches
[i
])
4957 patch
= LIST_ENTRY(e
, struct WineD3DRectPatch
, entry
);
4958 if (patch
->Handle
== handle
)
4967 TRACE("Patch does not exist. Creating a new one\n");
4968 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4969 patch
->Handle
= handle
;
4970 list_add_head(&device
->patches
[i
], &patch
->entry
);
4972 TRACE("Found existing patch %p\n", patch
);
4977 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4978 * attributes we have to tesselate, read back, and draw. This needs a patch
4979 * management structure instance. Create one.
4981 * A possible improvement is to check if a vertex shader is used, and if not directly
4984 FIXME("Drawing an uncached patch. This is slow\n");
4985 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4988 if (num_segs
[0] != patch
->numSegs
[0] || num_segs
[1] != patch
->numSegs
[1]
4989 || num_segs
[2] != patch
->numSegs
[2] || num_segs
[3] != patch
->numSegs
[3]
4990 || (rect_patch_info
&& memcmp(rect_patch_info
, &patch
->RectPatchInfo
, sizeof(*rect_patch_info
))))
4993 TRACE("Tesselation density or patch info changed, retesselating\n");
4995 if (rect_patch_info
)
4996 patch
->RectPatchInfo
= *rect_patch_info
;
4998 patch
->numSegs
[0] = num_segs
[0];
4999 patch
->numSegs
[1] = num_segs
[1];
5000 patch
->numSegs
[2] = num_segs
[2];
5001 patch
->numSegs
[3] = num_segs
[3];
5003 hr
= tesselate_rectpatch(device
, patch
);
5006 WARN("Patch tesselation failed.\n");
5008 /* Do not release the handle to store the params of the patch */
5010 HeapFree(GetProcessHeap(), 0, patch
);
5016 old_primitive_type
= device
->stateBlock
->state
.gl_primitive_type
;
5017 device
->stateBlock
->state
.gl_primitive_type
= GL_TRIANGLES
;
5018 wined3d_device_draw_primitive_strided(device
, patch
->numSegs
[0] * patch
->numSegs
[1] * 2 * 3, &patch
->strided
);
5019 device
->stateBlock
->state
.gl_primitive_type
= old_primitive_type
;
5021 /* Destroy uncached patches */
5024 HeapFree(GetProcessHeap(), 0, patch
->mem
);
5025 HeapFree(GetProcessHeap(), 0, patch
);
5030 HRESULT CDECL
wined3d_device_draw_tri_patch(struct wined3d_device
*device
, UINT handle
,
5031 const float *segment_count
, const WINED3DTRIPATCH_INFO
*patch_info
)
5033 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
5034 device
, handle
, segment_count
, patch_info
);
5039 HRESULT CDECL
wined3d_device_delete_patch(struct wined3d_device
*device
, UINT handle
)
5041 struct WineD3DRectPatch
*patch
;
5045 TRACE("device %p, handle %#x.\n", device
, handle
);
5047 i
= PATCHMAP_HASHFUNC(handle
);
5048 LIST_FOR_EACH(e
, &device
->patches
[i
])
5050 patch
= LIST_ENTRY(e
, struct WineD3DRectPatch
, entry
);
5051 if (patch
->Handle
== handle
)
5053 TRACE("Deleting patch %p\n", patch
);
5054 list_remove(&patch
->entry
);
5055 HeapFree(GetProcessHeap(), 0, patch
->mem
);
5056 HeapFree(GetProcessHeap(), 0, patch
);
5061 /* TODO: Write a test for the return value */
5062 FIXME("Attempt to destroy nonexistent patch\n");
5063 return WINED3DERR_INVALIDCALL
;
5066 /* Do not call while under the GL lock. */
5067 HRESULT CDECL
wined3d_device_color_fill(struct wined3d_device
*device
,
5068 struct wined3d_surface
*surface
, const RECT
*rect
, const WINED3DCOLORVALUE
*color
)
5072 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
5073 device
, surface
, wine_dbgstr_rect(rect
),
5074 color
->r
, color
->g
, color
->b
, color
->a
);
5076 if (surface
->resource
.pool
!= WINED3DPOOL_DEFAULT
&& surface
->resource
.pool
!= WINED3DPOOL_SYSTEMMEM
)
5078 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
5079 return WINED3DERR_INVALIDCALL
;
5084 SetRect(&r
, 0, 0, surface
->resource
.width
, surface
->resource
.height
);
5088 return surface_color_fill(surface
, rect
, color
);
5091 /* Do not call while under the GL lock. */
5092 void CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
5093 struct wined3d_rendertarget_view
*rendertarget_view
, const WINED3DCOLORVALUE
*color
)
5095 struct wined3d_resource
*resource
;
5099 resource
= rendertarget_view
->resource
;
5100 if (resource
->resourceType
!= WINED3DRTYPE_SURFACE
)
5102 FIXME("Only supported on surface resources\n");
5106 SetRect(&rect
, 0, 0, resource
->width
, resource
->height
);
5107 hr
= surface_color_fill(surface_from_resource(resource
), &rect
, color
);
5108 if (FAILED(hr
)) ERR("Color fill failed, hr %#x.\n", hr
);
5111 HRESULT CDECL
wined3d_device_get_render_target(struct wined3d_device
*device
,
5112 UINT render_target_idx
, struct wined3d_surface
**render_target
)
5114 TRACE("device %p, render_target_idx %u, render_target %p.\n",
5115 device
, render_target_idx
, render_target
);
5117 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
5119 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
5120 return WINED3DERR_INVALIDCALL
;
5123 *render_target
= device
->fb
.render_targets
[render_target_idx
];
5125 wined3d_surface_incref(*render_target
);
5127 TRACE("Returning render target %p.\n", *render_target
);
5132 HRESULT CDECL
wined3d_device_get_depth_stencil(struct wined3d_device
*device
, struct wined3d_surface
**depth_stencil
)
5134 TRACE("device %p, depth_stencil %p.\n", device
, depth_stencil
);
5136 *depth_stencil
= device
->fb
.depth_stencil
;
5137 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil
);
5139 if (!*depth_stencil
)
5140 return WINED3DERR_NOTFOUND
;
5142 wined3d_surface_incref(*depth_stencil
);
5147 HRESULT CDECL
wined3d_device_set_render_target(struct wined3d_device
*device
,
5148 UINT render_target_idx
, struct wined3d_surface
*render_target
, BOOL set_viewport
)
5150 struct wined3d_surface
*prev
;
5152 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
5153 device
, render_target_idx
, render_target
, set_viewport
);
5155 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
5157 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
5158 return WINED3DERR_INVALIDCALL
;
5161 prev
= device
->fb
.render_targets
[render_target_idx
];
5162 if (render_target
== prev
)
5164 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5168 /* Render target 0 can't be set to NULL. */
5169 if (!render_target
&& !render_target_idx
)
5171 WARN("Trying to set render target 0 to NULL.\n");
5172 return WINED3DERR_INVALIDCALL
;
5175 if (render_target
&& !(render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
5177 FIXME("Surface %p doesn't have render target usage.\n", render_target
);
5178 return WINED3DERR_INVALIDCALL
;
5182 wined3d_surface_incref(render_target
);
5183 device
->fb
.render_targets
[render_target_idx
] = render_target
;
5184 /* Release after the assignment, to prevent device_resource_released()
5185 * from seeing the surface as still in use. */
5187 wined3d_surface_decref(prev
);
5189 /* Render target 0 is special. */
5190 if (!render_target_idx
&& set_viewport
)
5192 /* Set the viewport and scissor rectangles, if requested. Tests show
5193 * that stateblock recording is ignored, the change goes directly
5194 * into the primary stateblock. */
5195 device
->stateBlock
->state
.viewport
.Height
= device
->fb
.render_targets
[0]->resource
.height
;
5196 device
->stateBlock
->state
.viewport
.Width
= device
->fb
.render_targets
[0]->resource
.width
;
5197 device
->stateBlock
->state
.viewport
.X
= 0;
5198 device
->stateBlock
->state
.viewport
.Y
= 0;
5199 device
->stateBlock
->state
.viewport
.MaxZ
= 1.0f
;
5200 device
->stateBlock
->state
.viewport
.MinZ
= 0.0f
;
5201 device_invalidate_state(device
, STATE_VIEWPORT
);
5203 device
->stateBlock
->state
.scissor_rect
.top
= 0;
5204 device
->stateBlock
->state
.scissor_rect
.left
= 0;
5205 device
->stateBlock
->state
.scissor_rect
.right
= device
->stateBlock
->state
.viewport
.Width
;
5206 device
->stateBlock
->state
.scissor_rect
.bottom
= device
->stateBlock
->state
.viewport
.Height
;
5207 device_invalidate_state(device
, STATE_SCISSORRECT
);
5210 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
5215 HRESULT CDECL
wined3d_device_set_depth_stencil(struct wined3d_device
*device
, struct wined3d_surface
*depth_stencil
)
5217 struct wined3d_surface
*prev
= device
->fb
.depth_stencil
;
5219 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
5220 device
, depth_stencil
, prev
);
5222 if (prev
== depth_stencil
)
5224 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5230 if (device
->swapchains
[0]->presentParms
.Flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
5231 || prev
->flags
& SFLAG_DISCARD
)
5233 surface_modify_ds_location(prev
, SFLAG_DS_DISCARDED
,
5234 prev
->resource
.width
, prev
->resource
.height
);
5235 if (prev
== device
->onscreen_depth_stencil
)
5237 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5238 device
->onscreen_depth_stencil
= NULL
;
5243 device
->fb
.depth_stencil
= depth_stencil
;
5245 wined3d_surface_incref(depth_stencil
);
5247 if (!prev
!= !depth_stencil
)
5249 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
5250 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_ZENABLE
));
5251 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_STENCILENABLE
));
5252 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_STENCILWRITEMASK
));
5253 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_DEPTHBIAS
));
5255 else if (prev
&& prev
->resource
.format
->depth_size
!= depth_stencil
->resource
.format
->depth_size
)
5257 device_invalidate_state(device
, STATE_RENDER(WINED3DRS_DEPTHBIAS
));
5260 wined3d_surface_decref(prev
);
5262 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
5267 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
5268 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_surface
*cursor_image
)
5270 WINED3DLOCKED_RECT lockedRect
;
5272 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
5273 device
, x_hotspot
, y_hotspot
, cursor_image
);
5275 /* some basic validation checks */
5276 if (device
->cursorTexture
)
5278 struct wined3d_context
*context
= context_acquire(device
, NULL
);
5280 glDeleteTextures(1, &device
->cursorTexture
);
5282 context_release(context
);
5283 device
->cursorTexture
= 0;
5288 WINED3DLOCKED_RECT rect
;
5290 /* MSDN: Cursor must be A8R8G8B8 */
5291 if (cursor_image
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
5293 WARN("surface %p has an invalid format.\n", cursor_image
);
5294 return WINED3DERR_INVALIDCALL
;
5297 /* MSDN: Cursor must be smaller than the display mode */
5298 if (cursor_image
->resource
.width
> device
->adapter
->screen_size
.cx
5299 || cursor_image
->resource
.height
> device
->adapter
->screen_size
.cy
)
5301 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
5302 cursor_image
, cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5303 device
->adapter
->screen_size
.cx
, device
->adapter
->screen_size
.cy
);
5304 return WINED3DERR_INVALIDCALL
;
5307 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5309 /* Do not store the surface's pointer because the application may
5310 * release it after setting the cursor image. Windows doesn't
5311 * addref the set surface, so we can't do this either without
5312 * creating circular refcount dependencies. Copy out the gl texture
5314 device
->cursorWidth
= cursor_image
->resource
.width
;
5315 device
->cursorHeight
= cursor_image
->resource
.height
;
5316 if (SUCCEEDED(wined3d_surface_map(cursor_image
, &rect
, NULL
, WINED3DLOCK_READONLY
)))
5318 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
5319 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
5320 struct wined3d_context
*context
;
5321 char *mem
, *bits
= rect
.pBits
;
5322 GLint intfmt
= format
->glInternal
;
5323 GLint gl_format
= format
->glFormat
;
5324 GLint type
= format
->glType
;
5325 INT height
= device
->cursorHeight
;
5326 INT width
= device
->cursorWidth
;
5327 INT bpp
= format
->byte_count
;
5330 /* Reformat the texture memory (pitch and width can be
5332 mem
= HeapAlloc(GetProcessHeap(), 0, width
* height
* bpp
);
5333 for(i
= 0; i
< height
; i
++)
5334 memcpy(&mem
[width
* bpp
* i
], &bits
[rect
.Pitch
* i
], width
* bpp
);
5335 wined3d_surface_unmap(cursor_image
);
5337 context
= context_acquire(device
, NULL
);
5341 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
5343 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
5344 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5347 invalidate_active_texture(device
, context
);
5348 /* Create a new cursor texture */
5349 glGenTextures(1, &device
->cursorTexture
);
5350 checkGLcall("glGenTextures");
5351 context_bind_texture(context
, GL_TEXTURE_2D
, device
->cursorTexture
);
5352 /* Copy the bitmap memory into the cursor texture */
5353 glTexImage2D(GL_TEXTURE_2D
, 0, intfmt
, width
, height
, 0, gl_format
, type
, mem
);
5354 checkGLcall("glTexImage2D");
5355 HeapFree(GetProcessHeap(), 0, mem
);
5357 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
5359 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
5360 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5365 context_release(context
);
5369 FIXME("A cursor texture was not returned.\n");
5370 device
->cursorTexture
= 0;
5373 if (cursor_image
->resource
.width
== 32 && cursor_image
->resource
.height
== 32)
5375 /* Draw a hardware cursor */
5376 ICONINFO cursorInfo
;
5378 /* Create and clear maskBits because it is not needed for
5379 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5381 DWORD
*maskBits
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
5382 (cursor_image
->resource
.width
* cursor_image
->resource
.height
/ 8));
5383 wined3d_surface_map(cursor_image
, &lockedRect
, NULL
,
5384 WINED3DLOCK_NO_DIRTY_UPDATE
| WINED3DLOCK_READONLY
);
5385 TRACE("width: %u height: %u.\n", cursor_image
->resource
.width
, cursor_image
->resource
.height
);
5387 cursorInfo
.fIcon
= FALSE
;
5388 cursorInfo
.xHotspot
= x_hotspot
;
5389 cursorInfo
.yHotspot
= y_hotspot
;
5390 cursorInfo
.hbmMask
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5392 cursorInfo
.hbmColor
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
5393 1, 32, lockedRect
.pBits
);
5394 wined3d_surface_unmap(cursor_image
);
5395 /* Create our cursor and clean up. */
5396 cursor
= CreateIconIndirect(&cursorInfo
);
5397 if (cursorInfo
.hbmMask
) DeleteObject(cursorInfo
.hbmMask
);
5398 if (cursorInfo
.hbmColor
) DeleteObject(cursorInfo
.hbmColor
);
5399 if (device
->hardwareCursor
) DestroyCursor(device
->hardwareCursor
);
5400 device
->hardwareCursor
= cursor
;
5401 if (device
->bCursorVisible
) SetCursor( cursor
);
5402 HeapFree(GetProcessHeap(), 0, maskBits
);
5406 device
->xHotSpot
= x_hotspot
;
5407 device
->yHotSpot
= y_hotspot
;
5411 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
5412 int x_screen_space
, int y_screen_space
, DWORD flags
)
5414 TRACE("device %p, x %d, y %d, flags %#x.\n",
5415 device
, x_screen_space
, y_screen_space
, flags
);
5417 device
->xScreenSpace
= x_screen_space
;
5418 device
->yScreenSpace
= y_screen_space
;
5420 /* switch to the software cursor if position diverges from the hardware one */
5421 if (device
->hardwareCursor
)
5424 GetCursorPos( &pt
);
5425 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
5427 if (device
->bCursorVisible
) SetCursor( NULL
);
5428 DestroyCursor( device
->hardwareCursor
);
5429 device
->hardwareCursor
= 0;
5434 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
5436 BOOL oldVisible
= device
->bCursorVisible
;
5438 TRACE("device %p, show %#x.\n", device
, show
);
5441 * When ShowCursor is first called it should make the cursor appear at the OS's last
5442 * known cursor position.
5444 if (show
&& !oldVisible
)
5448 device
->xScreenSpace
= pt
.x
;
5449 device
->yScreenSpace
= pt
.y
;
5452 if (device
->hardwareCursor
)
5454 device
->bCursorVisible
= show
;
5456 SetCursor(device
->hardwareCursor
);
5462 if (device
->cursorTexture
)
5463 device
->bCursorVisible
= show
;
5469 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
5471 struct wined3d_resource
*resource
, *cursor
;
5473 TRACE("device %p.\n", device
);
5475 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5477 TRACE("Checking resource %p for eviction.\n", resource
);
5479 if (resource
->pool
== WINED3DPOOL_MANAGED
)
5481 TRACE("Evicting %p.\n", resource
);
5482 resource
->resource_ops
->resource_unload(resource
);
5486 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5487 device_invalidate_state(device
, STATE_STREAMSRC
);
5490 static HRESULT
updateSurfaceDesc(struct wined3d_surface
*surface
,
5491 const WINED3DPRESENT_PARAMETERS
*pPresentationParameters
)
5493 struct wined3d_device
*device
= surface
->resource
.device
;
5494 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
5496 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5497 if (surface
->flags
& SFLAG_DIBSECTION
)
5499 /* Release the DC */
5500 SelectObject(surface
->hDC
, surface
->dib
.holdbitmap
);
5501 DeleteDC(surface
->hDC
);
5502 /* Release the DIB section */
5503 DeleteObject(surface
->dib
.DIBsection
);
5504 surface
->dib
.bitmap_data
= NULL
;
5505 surface
->resource
.allocatedMemory
= NULL
;
5506 surface
->flags
&= ~SFLAG_DIBSECTION
;
5508 surface
->resource
.width
= pPresentationParameters
->BackBufferWidth
;
5509 surface
->resource
.height
= pPresentationParameters
->BackBufferHeight
;
5510 if (gl_info
->supported
[ARB_TEXTURE_NON_POWER_OF_TWO
] || gl_info
->supported
[ARB_TEXTURE_RECTANGLE
]
5511 || gl_info
->supported
[WINED3D_GL_NORMALIZED_TEXRECT
])
5513 surface
->pow2Width
= pPresentationParameters
->BackBufferWidth
;
5514 surface
->pow2Height
= pPresentationParameters
->BackBufferHeight
;
5516 surface
->pow2Width
= surface
->pow2Height
= 1;
5517 while (surface
->pow2Width
< pPresentationParameters
->BackBufferWidth
) surface
->pow2Width
<<= 1;
5518 while (surface
->pow2Height
< pPresentationParameters
->BackBufferHeight
) surface
->pow2Height
<<= 1;
5521 surface
->resource
.multisample_type
= pPresentationParameters
->MultiSampleType
;
5522 surface
->resource
.multisample_quality
= pPresentationParameters
->MultiSampleQuality
;
5524 surface
->resource
.resource_ops
->resource_unload(&surface
->resource
);
5526 if (surface
->pow2Width
!= pPresentationParameters
->BackBufferWidth
5527 || surface
->pow2Height
!= pPresentationParameters
->BackBufferHeight
)
5529 surface
->flags
|= SFLAG_NONPOW2
;
5533 surface
->flags
&= ~SFLAG_NONPOW2
;
5535 HeapFree(GetProcessHeap(), 0, surface
->resource
.heapMemory
);
5536 surface
->resource
.allocatedMemory
= NULL
;
5537 surface
->resource
.heapMemory
= NULL
;
5538 surface
->resource
.size
= wined3d_surface_get_pitch(surface
) * surface
->pow2Width
;
5540 /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
5542 if (!surface_init_sysmem(surface
))
5544 return E_OUTOFMEMORY
;
5549 static BOOL
is_display_mode_supported(struct wined3d_device
*device
, const WINED3DPRESENT_PARAMETERS
*pp
)
5552 WINED3DDISPLAYMODE m
;
5555 /* All Windowed modes are supported, as is leaving the current mode */
5556 if(pp
->Windowed
) return TRUE
;
5557 if(!pp
->BackBufferWidth
) return TRUE
;
5558 if(!pp
->BackBufferHeight
) return TRUE
;
5560 count
= wined3d_get_adapter_mode_count(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
);
5561 for (i
= 0; i
< count
; ++i
)
5563 memset(&m
, 0, sizeof(m
));
5564 hr
= wined3d_enum_adapter_modes(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
, i
, &m
);
5566 ERR("Failed to enumerate adapter mode.\n");
5567 if (m
.Width
== pp
->BackBufferWidth
&& m
.Height
== pp
->BackBufferHeight
)
5568 /* Mode found, it is supported. */
5571 /* Mode not found -> not supported */
5575 /* Do not call while under the GL lock. */
5576 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5578 struct wined3d_resource
*resource
, *cursor
;
5579 const struct wined3d_gl_info
*gl_info
;
5580 struct wined3d_context
*context
;
5581 struct wined3d_shader
*shader
;
5583 context
= context_acquire(device
, NULL
);
5584 gl_info
= context
->gl_info
;
5586 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5588 TRACE("Unloading resource %p.\n", resource
);
5590 resource
->resource_ops
->resource_unload(resource
);
5593 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
5595 device
->shader_backend
->shader_destroy(shader
);
5599 if (device
->depth_blt_texture
)
5601 glDeleteTextures(1, &device
->depth_blt_texture
);
5602 device
->depth_blt_texture
= 0;
5604 if (device
->cursorTexture
)
5606 glDeleteTextures(1, &device
->cursorTexture
);
5607 device
->cursorTexture
= 0;
5611 device
->blitter
->free_private(device
);
5612 device
->frag_pipe
->free_private(device
);
5613 device
->shader_backend
->shader_free_private(device
);
5614 destroy_dummy_textures(device
, gl_info
);
5616 context_release(context
);
5618 while (device
->context_count
)
5620 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
5623 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5624 swapchain
->context
= NULL
;
5627 /* Do not call while under the GL lock. */
5628 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5630 struct wined3d_context
*context
;
5631 struct wined3d_surface
*target
;
5634 /* Recreate the primary swapchain's context */
5635 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
5636 if (!swapchain
->context
)
5638 ERR("Failed to allocate memory for swapchain context array.\n");
5639 return E_OUTOFMEMORY
;
5642 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
5643 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
5645 WARN("Failed to create context.\n");
5646 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5650 swapchain
->context
[0] = context
;
5651 swapchain
->num_contexts
= 1;
5652 create_dummy_textures(device
, context
);
5653 context_release(context
);
5655 hr
= device
->shader_backend
->shader_alloc_private(device
);
5658 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
5662 hr
= device
->frag_pipe
->alloc_private(device
);
5665 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr
);
5666 device
->shader_backend
->shader_free_private(device
);
5670 hr
= device
->blitter
->alloc_private(device
);
5673 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
5674 device
->frag_pipe
->free_private(device
);
5675 device
->shader_backend
->shader_free_private(device
);
5682 context_acquire(device
, NULL
);
5683 destroy_dummy_textures(device
, context
->gl_info
);
5684 context_release(context
);
5685 context_destroy(device
, context
);
5686 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5687 swapchain
->num_contexts
= 0;
5691 /* Do not call while under the GL lock. */
5692 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
5693 WINED3DPRESENT_PARAMETERS
*present_parameters
,
5694 wined3d_device_reset_cb callback
)
5696 struct wined3d_resource
*resource
, *cursor
;
5697 struct wined3d_swapchain
*swapchain
;
5698 BOOL DisplayModeChanged
= FALSE
;
5699 BOOL update_desc
= FALSE
;
5700 WINED3DDISPLAYMODE mode
;
5704 TRACE("device %p, present_parameters %p.\n", device
, present_parameters
);
5706 wined3d_device_set_index_buffer(device
, NULL
, WINED3DFMT_UNKNOWN
);
5707 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5709 wined3d_device_set_stream_source(device
, i
, NULL
, 0, 0);
5711 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5713 wined3d_device_set_texture(device
, i
, NULL
);
5715 if (device
->onscreen_depth_stencil
)
5717 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5718 device
->onscreen_depth_stencil
= NULL
;
5721 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5723 TRACE("Enumerating resource %p.\n", resource
);
5724 if (FAILED(hr
= callback(resource
)))
5728 hr
= wined3d_device_get_swapchain(device
, 0, &swapchain
);
5731 ERR("Failed to get the first implicit swapchain\n");
5735 if (!is_display_mode_supported(device
, present_parameters
))
5737 WARN("Rejecting Reset() call because the requested display mode is not supported\n");
5738 WARN("Requested mode: %d, %d.\n",
5739 present_parameters
->BackBufferWidth
,
5740 present_parameters
->BackBufferHeight
);
5741 wined3d_swapchain_decref(swapchain
);
5742 return WINED3DERR_INVALIDCALL
;
5745 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5746 * on an existing gl context, so there's no real need for recreation.
5748 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5750 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5752 TRACE("New params:\n");
5753 TRACE("BackBufferWidth = %d\n", present_parameters
->BackBufferWidth
);
5754 TRACE("BackBufferHeight = %d\n", present_parameters
->BackBufferHeight
);
5755 TRACE("BackBufferFormat = %s\n", debug_d3dformat(present_parameters
->BackBufferFormat
));
5756 TRACE("BackBufferCount = %d\n", present_parameters
->BackBufferCount
);
5757 TRACE("MultiSampleType = %d\n", present_parameters
->MultiSampleType
);
5758 TRACE("MultiSampleQuality = %d\n", present_parameters
->MultiSampleQuality
);
5759 TRACE("SwapEffect = %d\n", present_parameters
->SwapEffect
);
5760 TRACE("hDeviceWindow = %p\n", present_parameters
->hDeviceWindow
);
5761 TRACE("Windowed = %s\n", present_parameters
->Windowed
? "true" : "false");
5762 TRACE("EnableAutoDepthStencil = %s\n", present_parameters
->EnableAutoDepthStencil
? "true" : "false");
5763 TRACE("Flags = %08x\n", present_parameters
->Flags
);
5764 TRACE("FullScreen_RefreshRateInHz = %d\n", present_parameters
->FullScreen_RefreshRateInHz
);
5765 TRACE("PresentationInterval = %d\n", present_parameters
->PresentationInterval
);
5767 /* No special treatment of these parameters. Just store them */
5768 swapchain
->presentParms
.SwapEffect
= present_parameters
->SwapEffect
;
5769 swapchain
->presentParms
.Flags
= present_parameters
->Flags
;
5770 swapchain
->presentParms
.PresentationInterval
= present_parameters
->PresentationInterval
;
5771 swapchain
->presentParms
.FullScreen_RefreshRateInHz
= present_parameters
->FullScreen_RefreshRateInHz
;
5773 /* What to do about these? */
5774 if (present_parameters
->BackBufferCount
5775 && present_parameters
->BackBufferCount
!= swapchain
->presentParms
.BackBufferCount
)
5776 FIXME("Cannot change the back buffer count yet.\n");
5778 if (present_parameters
->BackBufferFormat
!= WINED3DFMT_UNKNOWN
5779 && present_parameters
->BackBufferFormat
!= swapchain
->presentParms
.BackBufferFormat
)
5780 FIXME("Cannot change the back buffer format yet.\n");
5782 if (present_parameters
->hDeviceWindow
5783 && present_parameters
->hDeviceWindow
!= swapchain
->presentParms
.hDeviceWindow
)
5784 FIXME("Cannot change the device window yet.\n");
5786 if (present_parameters
->EnableAutoDepthStencil
&& !device
->auto_depth_stencil
)
5790 TRACE("Creating the depth stencil buffer\n");
5792 hrc
= device
->device_parent
->ops
->create_depth_stencil(device
->device_parent
,
5793 present_parameters
->BackBufferWidth
,
5794 present_parameters
->BackBufferHeight
,
5795 present_parameters
->AutoDepthStencilFormat
,
5796 present_parameters
->MultiSampleType
,
5797 present_parameters
->MultiSampleQuality
,
5799 &device
->auto_depth_stencil
);
5802 ERR("Failed to create the depth stencil buffer.\n");
5803 wined3d_swapchain_decref(swapchain
);
5804 return WINED3DERR_INVALIDCALL
;
5808 if (device
->onscreen_depth_stencil
)
5810 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5811 device
->onscreen_depth_stencil
= NULL
;
5814 /* Reset the depth stencil */
5815 if (present_parameters
->EnableAutoDepthStencil
)
5816 wined3d_device_set_depth_stencil(device
, device
->auto_depth_stencil
);
5818 wined3d_device_set_depth_stencil(device
, NULL
);
5820 TRACE("Resetting stateblock\n");
5821 wined3d_stateblock_decref(device
->updateStateBlock
);
5822 wined3d_stateblock_decref(device
->stateBlock
);
5824 if (present_parameters
->Windowed
)
5826 mode
.Width
= swapchain
->orig_width
;
5827 mode
.Height
= swapchain
->orig_height
;
5828 mode
.RefreshRate
= 0;
5829 mode
.Format
= swapchain
->presentParms
.BackBufferFormat
;
5833 mode
.Width
= present_parameters
->BackBufferWidth
;
5834 mode
.Height
= present_parameters
->BackBufferHeight
;
5835 mode
.RefreshRate
= present_parameters
->FullScreen_RefreshRateInHz
;
5836 mode
.Format
= swapchain
->presentParms
.BackBufferFormat
;
5839 /* Should Width == 800 && Height == 0 set 800x600? */
5840 if (present_parameters
->BackBufferWidth
&& present_parameters
->BackBufferHeight
5841 && (present_parameters
->BackBufferWidth
!= swapchain
->presentParms
.BackBufferWidth
5842 || present_parameters
->BackBufferHeight
!= swapchain
->presentParms
.BackBufferHeight
))
5844 if (!present_parameters
->Windowed
)
5845 DisplayModeChanged
= TRUE
;
5847 swapchain
->presentParms
.BackBufferWidth
= present_parameters
->BackBufferWidth
;
5848 swapchain
->presentParms
.BackBufferHeight
= present_parameters
->BackBufferHeight
;
5852 if (present_parameters
->MultiSampleType
!= swapchain
->presentParms
.MultiSampleType
5853 || present_parameters
->MultiSampleQuality
!= swapchain
->presentParms
.MultiSampleQuality
)
5855 swapchain
->presentParms
.MultiSampleType
= present_parameters
->MultiSampleType
;
5856 swapchain
->presentParms
.MultiSampleQuality
= present_parameters
->MultiSampleQuality
;
5864 hr
= updateSurfaceDesc(swapchain
->front_buffer
, &swapchain
->presentParms
);
5867 wined3d_swapchain_decref(swapchain
);
5871 for (i
= 0; i
< swapchain
->presentParms
.BackBufferCount
; ++i
)
5873 hr
= updateSurfaceDesc(swapchain
->back_buffers
[i
], &swapchain
->presentParms
);
5876 wined3d_swapchain_decref(swapchain
);
5880 if (device
->auto_depth_stencil
)
5882 hr
= updateSurfaceDesc(device
->auto_depth_stencil
, &swapchain
->presentParms
);
5885 wined3d_swapchain_decref(swapchain
);
5891 delete_opengl_contexts(device
, swapchain
);
5893 if (!present_parameters
->Windowed
!= !swapchain
->presentParms
.Windowed
5894 || DisplayModeChanged
)
5896 wined3d_device_set_display_mode(device
, 0, &mode
);
5898 if (!present_parameters
->Windowed
)
5900 if (swapchain
->presentParms
.Windowed
)
5902 HWND focus_window
= device
->createParms
.hFocusWindow
;
5904 focus_window
= present_parameters
->hDeviceWindow
;
5905 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
5907 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
5908 wined3d_swapchain_decref(swapchain
);
5912 /* switch from windowed to fs */
5913 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5914 present_parameters
->BackBufferWidth
,
5915 present_parameters
->BackBufferHeight
);
5919 /* Fullscreen -> fullscreen mode change */
5920 MoveWindow(swapchain
->device_window
, 0, 0,
5921 present_parameters
->BackBufferWidth
, present_parameters
->BackBufferHeight
,
5925 else if (!swapchain
->presentParms
.Windowed
)
5927 /* Fullscreen -> windowed switch */
5928 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
5929 wined3d_device_release_focus_window(device
);
5931 swapchain
->presentParms
.Windowed
= present_parameters
->Windowed
;
5933 else if (!present_parameters
->Windowed
)
5935 DWORD style
= device
->style
;
5936 DWORD exStyle
= device
->exStyle
;
5937 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5938 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5939 * Reset to clear up their mess. Guild Wars also loses the device during that.
5942 device
->exStyle
= 0;
5943 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5944 present_parameters
->BackBufferWidth
,
5945 present_parameters
->BackBufferHeight
);
5946 device
->style
= style
;
5947 device
->exStyle
= exStyle
;
5950 /* Note: No parent needed for initial internal stateblock */
5951 hr
= wined3d_stateblock_create(device
, WINED3DSBT_INIT
, &device
->stateBlock
);
5953 ERR("Resetting the stateblock failed with error %#x.\n", hr
);
5955 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5956 device
->updateStateBlock
= device
->stateBlock
;
5957 wined3d_stateblock_incref(device
->updateStateBlock
);
5959 stateblock_init_default_state(device
->stateBlock
);
5961 swapchain_update_render_to_fbo(swapchain
);
5962 swapchain_update_draw_bindings(swapchain
);
5964 hr
= create_primary_opengl_context(device
, swapchain
);
5965 wined3d_swapchain_decref(swapchain
);
5967 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5973 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
5975 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
5977 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
5983 HRESULT CDECL
wined3d_device_get_creation_parameters(struct wined3d_device
*device
,
5984 WINED3DDEVICE_CREATION_PARAMETERS
*parameters
)
5986 TRACE("device %p, parameters %p.\n", device
, parameters
);
5988 *parameters
= device
->createParms
;
5992 void CDECL
wined3d_device_set_gamma_ramp(struct wined3d_device
*device
,
5993 UINT swapchain_idx
, DWORD flags
, const WINED3DGAMMARAMP
*ramp
)
5995 struct wined3d_swapchain
*swapchain
;
5997 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5998 device
, swapchain_idx
, flags
, ramp
);
6000 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
6002 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
6003 wined3d_swapchain_decref(swapchain
);
6007 void CDECL
wined3d_device_get_gamma_ramp(struct wined3d_device
*device
, UINT swapchain_idx
, WINED3DGAMMARAMP
*ramp
)
6009 struct wined3d_swapchain
*swapchain
;
6011 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
6012 device
, swapchain_idx
, ramp
);
6014 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
6016 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
6017 wined3d_swapchain_decref(swapchain
);
6021 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
6023 TRACE("device %p, resource %p.\n", device
, resource
);
6025 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
6028 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
6030 TRACE("device %p, resource %p.\n", device
, resource
);
6032 list_remove(&resource
->resource_list_entry
);
6035 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
6037 WINED3DRESOURCETYPE type
= resource
->resourceType
;
6040 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
6042 context_resource_released(device
, resource
, type
);
6046 case WINED3DRTYPE_SURFACE
:
6048 struct wined3d_surface
*surface
= surface_from_resource(resource
);
6050 if (!device
->d3d_initialized
) break;
6052 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
6054 if (device
->fb
.render_targets
[i
] == surface
)
6056 ERR("Surface %p is still in use as render target %u.\n", surface
, i
);
6057 device
->fb
.render_targets
[i
] = NULL
;
6061 if (device
->fb
.depth_stencil
== surface
)
6063 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface
);
6064 device
->fb
.depth_stencil
= NULL
;
6069 case WINED3DRTYPE_TEXTURE
:
6070 case WINED3DRTYPE_CUBETEXTURE
:
6071 case WINED3DRTYPE_VOLUMETEXTURE
:
6072 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
6074 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
6076 if (device
->stateBlock
&& device
->stateBlock
->state
.textures
[i
] == texture
)
6078 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
6079 texture
, device
->stateBlock
, i
);
6080 device
->stateBlock
->state
.textures
[i
] = NULL
;
6083 if (device
->updateStateBlock
!= device
->stateBlock
6084 && device
->updateStateBlock
->state
.textures
[i
] == texture
)
6086 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
6087 texture
, device
->updateStateBlock
, i
);
6088 device
->updateStateBlock
->state
.textures
[i
] = NULL
;
6093 case WINED3DRTYPE_BUFFER
:
6095 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
6097 for (i
= 0; i
< MAX_STREAMS
; ++i
)
6099 if (device
->stateBlock
&& device
->stateBlock
->state
.streams
[i
].buffer
== buffer
)
6101 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
6102 buffer
, device
->stateBlock
, i
);
6103 device
->stateBlock
->state
.streams
[i
].buffer
= NULL
;
6106 if (device
->updateStateBlock
!= device
->stateBlock
6107 && device
->updateStateBlock
->state
.streams
[i
].buffer
== buffer
)
6109 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
6110 buffer
, device
->updateStateBlock
, i
);
6111 device
->updateStateBlock
->state
.streams
[i
].buffer
= NULL
;
6116 if (device
->stateBlock
&& device
->stateBlock
->state
.index_buffer
== buffer
)
6118 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
6119 buffer
, device
->stateBlock
);
6120 device
->stateBlock
->state
.index_buffer
= NULL
;
6123 if (device
->updateStateBlock
!= device
->stateBlock
6124 && device
->updateStateBlock
->state
.index_buffer
== buffer
)
6126 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
6127 buffer
, device
->updateStateBlock
);
6128 device
->updateStateBlock
->state
.index_buffer
= NULL
;
6137 /* Remove the resource from the resourceStore */
6138 device_resource_remove(device
, resource
);
6140 TRACE("Resource released.\n");
6143 HRESULT CDECL
wined3d_device_get_surface_from_dc(struct wined3d_device
*device
,
6144 HDC dc
, struct wined3d_surface
**surface
)
6146 struct wined3d_resource
*resource
;
6148 TRACE("device %p, dc %p, surface %p.\n", device
, dc
, surface
);
6150 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
6152 if (resource
->resourceType
== WINED3DRTYPE_SURFACE
)
6154 struct wined3d_surface
*s
= surface_from_resource(resource
);
6158 TRACE("Found surface %p for dc %p.\n", s
, dc
);
6165 return WINED3DERR_INVALIDCALL
;
6168 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
6169 UINT adapter_idx
, WINED3DDEVTYPE device_type
, HWND focus_window
, DWORD flags
,
6170 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
6172 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
6173 const struct fragment_pipeline
*fragment_pipeline
;
6174 struct shader_caps shader_caps
;
6175 struct fragment_caps ffp_caps
;
6176 WINED3DDISPLAYMODE mode
;
6181 device
->wined3d
= wined3d
;
6182 wined3d_incref(device
->wined3d
);
6183 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
6184 device
->device_parent
= device_parent
;
6185 list_init(&device
->resources
);
6186 list_init(&device
->shaders
);
6187 device
->surface_alignment
= surface_alignment
;
6189 /* Get the initial screen setup for ddraw. */
6190 hr
= wined3d_get_adapter_display_mode(wined3d
, adapter_idx
, &mode
);
6193 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr
);
6194 wined3d_decref(device
->wined3d
);
6197 adapter
->screen_size
.cx
= mode
.Width
;
6198 adapter
->screen_size
.cy
= mode
.Height
;
6199 adapter
->screen_format
= mode
.Format
;
6201 /* Save the creation parameters. */
6202 device
->createParms
.AdapterOrdinal
= adapter_idx
;
6203 device
->createParms
.DeviceType
= device_type
;
6204 device
->createParms
.hFocusWindow
= focus_window
;
6205 device
->createParms
.BehaviorFlags
= flags
;
6207 device
->devType
= device_type
;
6208 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
) list_init(&device
->patches
[i
]);
6210 select_shader_mode(&adapter
->gl_info
, &device
->ps_selected_mode
, &device
->vs_selected_mode
);
6211 device
->shader_backend
= adapter
->shader_backend
;
6213 if (device
->shader_backend
)
6215 device
->shader_backend
->shader_get_caps(&adapter
->gl_info
, &shader_caps
);
6216 device
->d3d_vshader_constantF
= shader_caps
.MaxVertexShaderConst
;
6217 device
->d3d_pshader_constantF
= shader_caps
.MaxPixelShaderConst
;
6218 device
->vs_clipping
= shader_caps
.VSClipping
;
6220 fragment_pipeline
= adapter
->fragment_pipe
;
6221 device
->frag_pipe
= fragment_pipeline
;
6222 if (fragment_pipeline
)
6224 fragment_pipeline
->get_caps(&adapter
->gl_info
, &ffp_caps
);
6225 device
->max_ffp_textures
= ffp_caps
.MaxSimultaneousTextures
;
6227 hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
, &adapter
->gl_info
,
6228 ffp_vertexstate_template
, fragment_pipeline
, misc_state_template
);
6231 ERR("Failed to compile state table, hr %#x.\n", hr
);
6232 wined3d_decref(device
->wined3d
);
6236 device
->blitter
= adapter
->blitter
;
6242 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
6244 DWORD rep
= device
->StateTable
[state
].representative
;
6245 struct wined3d_context
*context
;
6250 for (i
= 0; i
< device
->context_count
; ++i
)
6252 context
= device
->contexts
[i
];
6253 if(isStateDirty(context
, rep
)) continue;
6255 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
6256 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
6257 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
6258 context
->isStateDirty
[idx
] |= (1 << shift
);
6262 void get_drawable_size_fbo(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
6264 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
6265 *width
= context
->current_rt
->pow2Width
;
6266 *height
= context
->current_rt
->pow2Height
;
6269 void get_drawable_size_backbuffer(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
6271 const struct wined3d_swapchain
*swapchain
= context
->swapchain
;
6272 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
6273 * current context's drawable, which is the size of the back buffer of the swapchain
6274 * the active context belongs to. */
6275 *width
= swapchain
->presentParms
.BackBufferWidth
;
6276 *height
= swapchain
->presentParms
.BackBufferHeight
;
6279 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
6280 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
6282 if (device
->filter_messages
)
6284 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
6285 window
, message
, wparam
, lparam
);
6287 return DefWindowProcW(window
, message
, wparam
, lparam
);
6289 return DefWindowProcA(window
, message
, wparam
, lparam
);
6292 if (message
== WM_DESTROY
)
6294 TRACE("unregister window %p.\n", window
);
6295 wined3d_unregister_window(window
);
6297 if (device
->focus_window
== window
) device
->focus_window
= NULL
;
6298 else ERR("Window %p is not the focus window for device %p.\n", window
, device
);
6302 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
6304 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);