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 struct wined3d_light WINED3D_default_light
=
39 WINED3D_LIGHT_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(enum wined3d_primitive_type primitive_type
)
67 switch(primitive_type
)
69 case WINED3D_PT_POINTLIST
:
72 case WINED3D_PT_LINELIST
:
75 case WINED3D_PT_LINESTRIP
:
78 case WINED3D_PT_TRIANGLELIST
:
81 case WINED3D_PT_TRIANGLESTRIP
:
82 return GL_TRIANGLE_STRIP
;
84 case WINED3D_PT_TRIANGLEFAN
:
85 return GL_TRIANGLE_FAN
;
87 case WINED3D_PT_LINELIST_ADJ
:
88 return GL_LINES_ADJACENCY_ARB
;
90 case WINED3D_PT_LINESTRIP_ADJ
:
91 return GL_LINE_STRIP_ADJACENCY_ARB
;
93 case WINED3D_PT_TRIANGLELIST_ADJ
:
94 return GL_TRIANGLES_ADJACENCY_ARB
;
96 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
105 static enum wined3d_primitive_type
d3d_primitive_type_from_gl(GLenum primitive_type
)
107 switch(primitive_type
)
110 return WINED3D_PT_POINTLIST
;
113 return WINED3D_PT_LINELIST
;
116 return WINED3D_PT_LINESTRIP
;
119 return WINED3D_PT_TRIANGLELIST
;
121 case GL_TRIANGLE_STRIP
:
122 return WINED3D_PT_TRIANGLESTRIP
;
124 case GL_TRIANGLE_FAN
:
125 return WINED3D_PT_TRIANGLEFAN
;
127 case GL_LINES_ADJACENCY_ARB
:
128 return WINED3D_PT_LINELIST_ADJ
;
130 case GL_LINE_STRIP_ADJACENCY_ARB
:
131 return WINED3D_PT_LINESTRIP_ADJ
;
133 case GL_TRIANGLES_ADJACENCY_ARB
:
134 return WINED3D_PT_TRIANGLELIST_ADJ
;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
137 return WINED3D_PT_TRIANGLESTRIP_ADJ
;
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
141 return WINED3D_PT_UNDEFINED
;
145 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
147 if ((usage
== WINED3D_DECL_USAGE_POSITION
|| usage
== WINED3D_DECL_USAGE_POSITIONT
) && !usage_idx
)
148 *regnum
= WINED3D_FFP_POSITION
;
149 else if (usage
== WINED3D_DECL_USAGE_BLEND_WEIGHT
&& !usage_idx
)
150 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
151 else if (usage
== WINED3D_DECL_USAGE_BLEND_INDICES
&& !usage_idx
)
152 *regnum
= WINED3D_FFP_BLENDINDICES
;
153 else if (usage
== WINED3D_DECL_USAGE_NORMAL
&& !usage_idx
)
154 *regnum
= WINED3D_FFP_NORMAL
;
155 else if (usage
== WINED3D_DECL_USAGE_PSIZE
&& !usage_idx
)
156 *regnum
= WINED3D_FFP_PSIZE
;
157 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& !usage_idx
)
158 *regnum
= WINED3D_FFP_DIFFUSE
;
159 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& usage_idx
== 1)
160 *regnum
= WINED3D_FFP_SPECULAR
;
161 else if (usage
== WINED3D_DECL_USAGE_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
, struct wined3d_stream_info
*stream_info
)
176 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
177 /* We need to deal with frequency data! */
178 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
182 stream_info
->use_map
= 0;
183 stream_info
->swizzle_map
= 0;
185 /* Check for transformed vertices, disable vertex shader if present. */
186 stream_info
->position_transformed
= declaration
->position_transformed
;
187 use_vshader
= state
->vertex_shader
&& !declaration
->position_transformed
;
189 /* Translate the declaration into strided data. */
190 for (i
= 0; i
< declaration
->element_count
; ++i
)
192 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
193 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
194 struct wined3d_buffer
*buffer
= stream
->buffer
;
195 struct wined3d_bo_address data
;
200 TRACE("%p Element %p (%u of %u)\n", declaration
->elements
,
201 element
, i
+ 1, declaration
->element_count
);
203 if (!buffer
) continue;
205 data
.buffer_object
= 0;
208 stride
= stream
->stride
;
209 if (state
->user_stream
)
211 TRACE("Stream %u is UP, %p\n", element
->input_slot
, buffer
);
212 data
.buffer_object
= 0;
213 data
.addr
= (BYTE
*)buffer
;
217 TRACE("Stream %u isn't UP, %p\n", element
->input_slot
, buffer
);
218 buffer_get_memory(buffer
, &device
->adapter
->gl_info
, &data
);
220 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
221 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
222 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
223 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
224 * not, drawStridedSlow is needed, including a vertex buffer path. */
225 if (state
->load_base_vertex_index
< 0)
227 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
228 state
->load_base_vertex_index
);
229 data
.buffer_object
= 0;
230 data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
);
231 if ((UINT_PTR
)data
.addr
< -state
->load_base_vertex_index
* stride
)
233 FIXME("System memory vertex data load offset is negative!\n");
237 data
.addr
+= element
->offset
;
239 TRACE("offset %u input_slot %u usage_idx %d\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
243 if (element
->output_slot
== ~0U)
245 /* TODO: Assuming vertexdeclarations are usually used with the
246 * same or a similar shader, it might be worth it to store the
247 * last used output slot and try that one first. */
248 stride_used
= vshader_get_input(state
->vertex_shader
,
249 element
->usage
, element
->usage_idx
, &idx
);
253 idx
= element
->output_slot
;
259 if (!element
->ffp_valid
)
261 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
262 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
267 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
273 TRACE("Load %s array %u [usage %s, usage_idx %u, "
274 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
275 use_vshader
? "shader": "fixed function", idx
,
276 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
277 element
->offset
, stride
, debug_d3dformat(element
->format
->id
), data
.buffer_object
);
279 data
.addr
+= stream
->offset
;
281 stream_info
->elements
[idx
].format
= element
->format
;
282 stream_info
->elements
[idx
].data
= data
;
283 stream_info
->elements
[idx
].stride
= stride
;
284 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
286 if (!device
->adapter
->gl_info
.supported
[ARB_VERTEX_ARRAY_BGRA
]
287 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
289 stream_info
->swizzle_map
|= 1 << idx
;
291 stream_info
->use_map
|= 1 << idx
;
295 device
->num_buffer_queries
= 0;
296 if (!state
->user_stream
)
298 WORD map
= stream_info
->use_map
;
299 stream_info
->all_vbo
= 1;
301 /* PreLoad all the vertex buffers. */
302 for (i
= 0; map
; map
>>= 1, ++i
)
304 struct wined3d_stream_info_element
*element
;
305 struct wined3d_buffer
*buffer
;
307 if (!(map
& 1)) continue;
309 element
= &stream_info
->elements
[i
];
310 buffer
= state
->streams
[element
->stream_idx
].buffer
;
311 wined3d_buffer_preload(buffer
);
313 /* If the preload dropped the buffer object, update the stream info. */
314 if (buffer
->buffer_object
!= element
->data
.buffer_object
)
316 element
->data
.buffer_object
= 0;
317 element
->data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
)
318 + (ptrdiff_t)element
->data
.addr
;
321 if (!buffer
->buffer_object
)
322 stream_info
->all_vbo
= 0;
325 device
->buffer_queries
[device
->num_buffer_queries
++] = buffer
->query
;
330 stream_info
->all_vbo
= 0;
334 static void stream_info_element_from_strided(const struct wined3d_gl_info
*gl_info
,
335 const struct wined3d_strided_element
*strided
, struct wined3d_stream_info_element
*e
)
337 e
->data
.addr
= strided
->data
;
338 e
->data
.buffer_object
= 0;
339 e
->format
= wined3d_get_format(gl_info
, strided
->format
);
340 e
->stride
= strided
->stride
;
344 static void device_stream_info_from_strided(const struct wined3d_gl_info
*gl_info
,
345 const struct wined3d_strided_data
*strided
, struct wined3d_stream_info
*stream_info
)
349 memset(stream_info
, 0, sizeof(*stream_info
));
351 if (strided
->position
.data
)
352 stream_info_element_from_strided(gl_info
, &strided
->position
, &stream_info
->elements
[WINED3D_FFP_POSITION
]);
353 if (strided
->normal
.data
)
354 stream_info_element_from_strided(gl_info
, &strided
->normal
, &stream_info
->elements
[WINED3D_FFP_NORMAL
]);
355 if (strided
->diffuse
.data
)
356 stream_info_element_from_strided(gl_info
, &strided
->diffuse
, &stream_info
->elements
[WINED3D_FFP_DIFFUSE
]);
357 if (strided
->specular
.data
)
358 stream_info_element_from_strided(gl_info
, &strided
->specular
, &stream_info
->elements
[WINED3D_FFP_SPECULAR
]);
360 for (i
= 0; i
< WINED3DDP_MAXTEXCOORD
; ++i
)
362 if (strided
->tex_coords
[i
].data
)
363 stream_info_element_from_strided(gl_info
, &strided
->tex_coords
[i
],
364 &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ i
]);
367 stream_info
->position_transformed
= strided
->position_transformed
;
369 for (i
= 0; i
< sizeof(stream_info
->elements
) / sizeof(*stream_info
->elements
); ++i
)
371 if (!stream_info
->elements
[i
].format
) continue;
373 if (!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
374 && stream_info
->elements
[i
].format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
376 stream_info
->swizzle_map
|= 1 << i
;
378 stream_info
->use_map
|= 1 << i
;
382 static void device_trace_strided_stream_info(const struct wined3d_stream_info
*stream_info
)
384 TRACE("Strided Data:\n");
385 TRACE_STRIDED(stream_info
, WINED3D_FFP_POSITION
);
386 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDWEIGHT
);
387 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDINDICES
);
388 TRACE_STRIDED(stream_info
, WINED3D_FFP_NORMAL
);
389 TRACE_STRIDED(stream_info
, WINED3D_FFP_PSIZE
);
390 TRACE_STRIDED(stream_info
, WINED3D_FFP_DIFFUSE
);
391 TRACE_STRIDED(stream_info
, WINED3D_FFP_SPECULAR
);
392 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD0
);
393 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD1
);
394 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD2
);
395 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD3
);
396 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD4
);
397 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD5
);
398 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD6
);
399 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD7
);
402 /* Context activation is done by the caller. */
403 void device_update_stream_info(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
405 struct wined3d_stream_info
*stream_info
= &device
->strided_streams
;
406 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
408 if (device
->up_strided
)
410 /* Note: this is a ddraw fixed-function code path. */
411 TRACE("=============================== Strided Input ================================\n");
412 device_stream_info_from_strided(gl_info
, device
->up_strided
, stream_info
);
413 if (TRACE_ON(d3d
)) device_trace_strided_stream_info(stream_info
);
417 TRACE("============================= Vertex Declaration =============================\n");
418 device_stream_info_from_declaration(device
, stream_info
);
421 if (state
->vertex_shader
&& !stream_info
->position_transformed
)
423 if (state
->vertex_declaration
->half_float_conv_needed
&& !stream_info
->all_vbo
)
425 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
426 device
->useDrawStridedSlow
= TRUE
;
430 device
->useDrawStridedSlow
= FALSE
;
435 WORD slow_mask
= (1 << WINED3D_FFP_PSIZE
);
436 slow_mask
|= -!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
437 & ((1 << WINED3D_FFP_DIFFUSE
) | (1 << WINED3D_FFP_SPECULAR
));
439 if ((stream_info
->position_transformed
|| (stream_info
->use_map
& slow_mask
)) && !stream_info
->all_vbo
)
441 device
->useDrawStridedSlow
= TRUE
;
445 device
->useDrawStridedSlow
= FALSE
;
450 static void device_preload_texture(const struct wined3d_state
*state
, unsigned int idx
)
452 struct wined3d_texture
*texture
;
453 enum WINED3DSRGB srgb
;
455 if (!(texture
= state
->textures
[idx
])) return;
456 srgb
= state
->sampler_states
[idx
][WINED3D_SAMP_SRGB_TEXTURE
] ? SRGB_SRGB
: SRGB_RGB
;
457 texture
->texture_ops
->texture_preload(texture
, srgb
);
460 void device_preload_textures(const struct wined3d_device
*device
)
462 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
467 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
469 if (state
->vertex_shader
->reg_maps
.sampler_type
[i
])
470 device_preload_texture(state
, MAX_FRAGMENT_SAMPLERS
+ i
);
476 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
478 if (state
->pixel_shader
->reg_maps
.sampler_type
[i
])
479 device_preload_texture(state
, i
);
484 WORD ffu_map
= device
->fixed_function_usage_map
;
486 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
489 device_preload_texture(state
, i
);
494 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
496 struct wined3d_context
**new_array
;
498 TRACE("Adding context %p.\n", context
);
500 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
501 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
502 sizeof(*new_array
) * (device
->context_count
+ 1));
506 ERR("Failed to grow the context array.\n");
510 new_array
[device
->context_count
++] = context
;
511 device
->contexts
= new_array
;
515 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
517 struct wined3d_context
**new_array
;
521 TRACE("Removing context %p.\n", context
);
523 for (i
= 0; i
< device
->context_count
; ++i
)
525 if (device
->contexts
[i
] == context
)
534 ERR("Context %p doesn't exist in context array.\n", context
);
538 if (!--device
->context_count
)
540 HeapFree(GetProcessHeap(), 0, device
->contexts
);
541 device
->contexts
= NULL
;
545 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
546 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
549 ERR("Failed to shrink context array. Oh well.\n");
553 device
->contexts
= new_array
;
556 /* Do not call while under the GL lock. */
557 void device_switch_onscreen_ds(struct wined3d_device
*device
,
558 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
560 if (device
->onscreen_depth_stencil
)
562 surface_load_ds_location(device
->onscreen_depth_stencil
, context
, SFLAG_INTEXTURE
);
564 surface_modify_ds_location(device
->onscreen_depth_stencil
, SFLAG_INTEXTURE
,
565 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
566 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
567 wined3d_surface_decref(device
->onscreen_depth_stencil
);
569 device
->onscreen_depth_stencil
= depth_stencil
;
570 wined3d_surface_incref(device
->onscreen_depth_stencil
);
573 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
575 /* partial draw rect */
576 if (draw_rect
->left
|| draw_rect
->top
577 || draw_rect
->right
< target
->resource
.width
578 || draw_rect
->bottom
< target
->resource
.height
)
581 /* partial clear rect */
582 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
583 || clear_rect
->right
< target
->resource
.width
584 || clear_rect
->bottom
< target
->resource
.height
))
590 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
591 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
, RECT
*out_rect
)
593 RECT current_rect
, r
;
595 if (ds
->flags
& location
)
596 SetRect(¤t_rect
, 0, 0,
597 ds
->ds_current_size
.cx
,
598 ds
->ds_current_size
.cy
);
600 SetRectEmpty(¤t_rect
);
602 IntersectRect(&r
, draw_rect
, ¤t_rect
);
603 if (EqualRect(&r
, draw_rect
))
605 /* current_rect ⊇ draw_rect, modify only. */
606 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
610 if (EqualRect(&r
, ¤t_rect
))
612 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
616 /* Full clear, modify only. */
617 *out_rect
= *draw_rect
;
621 IntersectRect(&r
, draw_rect
, clear_rect
);
622 if (EqualRect(&r
, draw_rect
))
624 /* clear_rect ⊇ draw_rect, modify only. */
625 *out_rect
= *draw_rect
;
631 surface_load_ds_location(ds
, context
, location
);
632 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
635 /* Do not call while under the GL lock. */
636 void device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
637 UINT rect_count
, const RECT
*rects
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
638 float depth
, DWORD stencil
)
640 const RECT
*clear_rect
= (rect_count
> 0 && rects
) ? (const RECT
*)rects
: NULL
;
641 struct wined3d_surface
*target
= rt_count
? fb
->render_targets
[0] : NULL
;
642 UINT drawable_width
, drawable_height
;
643 struct wined3d_context
*context
;
644 GLbitfield clear_mask
= 0;
645 BOOL render_offscreen
;
649 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
650 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
651 * for the cleared parts, and the untouched parts.
653 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
654 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
655 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
656 * checking all this if the dest surface is in the drawable anyway. */
657 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, clear_rect
))
659 for (i
= 0; i
< rt_count
; ++i
)
661 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
663 surface_load_location(rt
, rt
->draw_binding
, NULL
);
667 context
= context_acquire(device
, target
);
670 context_release(context
);
671 WARN("Invalid context, skipping clear.\n");
677 render_offscreen
= context
->render_offscreen
;
678 target
->get_drawable_size(context
, &drawable_width
, &drawable_height
);
682 render_offscreen
= TRUE
;
683 drawable_width
= fb
->depth_stencil
->pow2Width
;
684 drawable_height
= fb
->depth_stencil
->pow2Height
;
687 if (flags
& WINED3DCLEAR_ZBUFFER
)
689 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: SFLAG_INDRAWABLE
;
691 if (!render_offscreen
&& fb
->depth_stencil
!= device
->onscreen_depth_stencil
)
692 device_switch_onscreen_ds(device
, context
, fb
->depth_stencil
);
693 prepare_ds_clear(fb
->depth_stencil
, context
, location
,
694 draw_rect
, rect_count
, clear_rect
, &ds_rect
);
697 if (!context_apply_clear_state(context
, device
, rt_count
, fb
))
699 context_release(context
);
700 WARN("Failed to apply clear state, skipping clear.\n");
706 /* Only set the values up once, as they are not changing. */
707 if (flags
& WINED3DCLEAR_STENCIL
)
709 if (context
->gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
711 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
712 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
715 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
716 glClearStencil(stencil
);
717 checkGLcall("glClearStencil");
718 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
721 if (flags
& WINED3DCLEAR_ZBUFFER
)
723 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: SFLAG_INDRAWABLE
;
725 surface_modify_ds_location(fb
->depth_stencil
, location
, ds_rect
.right
, ds_rect
.bottom
);
727 glDepthMask(GL_TRUE
);
728 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
730 checkGLcall("glClearDepth");
731 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
734 if (flags
& WINED3DCLEAR_TARGET
)
736 for (i
= 0; i
< rt_count
; ++i
)
738 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
741 surface_modify_location(rt
, rt
->draw_binding
, TRUE
);
744 glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
745 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
746 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
747 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
748 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
749 glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
750 checkGLcall("glClearColor");
751 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
756 if (render_offscreen
)
758 glScissor(draw_rect
->left
, draw_rect
->top
,
759 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
763 glScissor(draw_rect
->left
, drawable_height
- draw_rect
->bottom
,
764 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
766 checkGLcall("glScissor");
768 checkGLcall("glClear");
774 /* Now process each rect in turn. */
775 for (i
= 0; i
< rect_count
; ++i
)
777 /* Note that GL uses lower left, width/height. */
778 IntersectRect(¤t_rect
, draw_rect
, &clear_rect
[i
]);
780 TRACE("clear_rect[%u] %s, current_rect %s.\n", i
,
781 wine_dbgstr_rect(&clear_rect
[i
]),
782 wine_dbgstr_rect(¤t_rect
));
784 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
785 * The rectangle is not cleared, no error is returned, but further rectangles are
786 * still cleared if they are valid. */
787 if (current_rect
.left
> current_rect
.right
|| current_rect
.top
> current_rect
.bottom
)
789 TRACE("Rectangle with negative dimensions, ignoring.\n");
793 if (render_offscreen
)
795 glScissor(current_rect
.left
, current_rect
.top
,
796 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
800 glScissor(current_rect
.left
, drawable_height
- current_rect
.bottom
,
801 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
803 checkGLcall("glScissor");
806 checkGLcall("glClear");
812 if (wined3d_settings
.strict_draw_ordering
|| (flags
& WINED3DCLEAR_TARGET
813 && target
->container
.type
== WINED3D_CONTAINER_SWAPCHAIN
814 && target
->container
.u
.swapchain
->front_buffer
== target
))
815 wglFlush(); /* Flush to ensure ordering across contexts. */
817 context_release(context
);
820 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
822 ULONG refcount
= InterlockedIncrement(&device
->ref
);
824 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
829 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
831 ULONG refcount
= InterlockedDecrement(&device
->ref
);
833 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
837 struct wined3d_stateblock
*stateblock
;
840 if (wined3d_stateblock_decref(device
->updateStateBlock
)
841 && device
->updateStateBlock
!= device
->stateBlock
)
842 FIXME("Something's still holding the update stateblock.\n");
843 device
->updateStateBlock
= NULL
;
845 stateblock
= device
->stateBlock
;
846 device
->stateBlock
= NULL
;
847 if (wined3d_stateblock_decref(stateblock
))
848 FIXME("Something's still holding the stateblock.\n");
850 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
852 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
853 device
->multistate_funcs
[i
] = NULL
;
856 if (!list_empty(&device
->resources
))
858 struct wined3d_resource
*resource
;
860 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
862 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
864 FIXME("Leftover resource %p with type %s (%#x).\n",
865 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
869 if (device
->contexts
)
870 ERR("Context array not freed!\n");
871 if (device
->hardwareCursor
)
872 DestroyCursor(device
->hardwareCursor
);
873 device
->hardwareCursor
= 0;
875 wined3d_decref(device
->wined3d
);
876 device
->wined3d
= NULL
;
877 HeapFree(GetProcessHeap(), 0, device
);
878 TRACE("Freed device %p.\n", device
);
884 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
886 TRACE("device %p.\n", device
);
888 return device
->swapchain_count
;
891 HRESULT CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
,
892 UINT swapchain_idx
, struct wined3d_swapchain
**swapchain
)
894 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
895 device
, swapchain_idx
, swapchain
);
897 if (swapchain_idx
>= device
->swapchain_count
)
899 WARN("swapchain_idx %u >= swapchain_count %u.\n",
900 swapchain_idx
, device
->swapchain_count
);
903 return WINED3DERR_INVALIDCALL
;
906 *swapchain
= device
->swapchains
[swapchain_idx
];
907 wined3d_swapchain_incref(*swapchain
);
908 TRACE("Returning %p.\n", *swapchain
);
913 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
915 struct wined3d_color_key color_key
;
919 HDC dcb
= NULL
, dcs
= NULL
;
921 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
924 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
925 dcb
= CreateCompatibleDC(NULL
);
927 SelectObject(dcb
, hbm
);
931 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
934 memset(&bm
, 0, sizeof(bm
));
939 hr
= wined3d_surface_create(device
, bm
.bmWidth
, bm
.bmHeight
, WINED3DFMT_B5G6R5_UNORM
, 0, 0,
940 WINED3D_POOL_DEFAULT
, WINED3D_MULTISAMPLE_NONE
, 0, WINED3D_SURFACE_TYPE_OPENGL
, WINED3D_SURFACE_MAPPABLE
,
941 NULL
, &wined3d_null_parent_ops
, &device
->logo_surface
);
944 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr
);
950 if (FAILED(hr
= wined3d_surface_getdc(device
->logo_surface
, &dcs
)))
952 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
953 wined3d_surface_releasedc(device
->logo_surface
, dcs
);
955 color_key
.color_space_low_value
= 0;
956 color_key
.color_space_high_value
= 0;
957 wined3d_surface_set_color_key(device
->logo_surface
, WINEDDCKEY_SRCBLT
, &color_key
);
961 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
962 /* Fill the surface with a white color to show that wined3d is there */
963 wined3d_device_color_fill(device
, device
->logo_surface
, NULL
, &c
);
967 if (dcb
) DeleteDC(dcb
);
968 if (hbm
) DeleteObject(hbm
);
971 /* Context activation is done by the caller. */
972 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
974 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
975 unsigned int i
, j
, count
;
976 /* Under DirectX you can sample even if no texture is bound, whereas
977 * OpenGL will only allow that when a valid texture is bound.
978 * We emulate this by creating dummy textures and binding them
979 * to each texture stage when the currently set D3D texture is NULL. */
982 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
984 /* The dummy texture does not have client storage backing */
985 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
986 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
989 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
990 for (i
= 0; i
< count
; ++i
)
992 DWORD color
= 0x000000ff;
994 /* Make appropriate texture active */
995 context_active_texture(context
, gl_info
, i
);
997 glGenTextures(1, &device
->dummy_texture_2d
[i
]);
998 checkGLcall("glGenTextures");
999 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
1001 glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
1002 checkGLcall("glBindTexture");
1004 glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1005 checkGLcall("glTexImage2D");
1007 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1009 glGenTextures(1, &device
->dummy_texture_rect
[i
]);
1010 checkGLcall("glGenTextures");
1011 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
1013 glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
1014 checkGLcall("glBindTexture");
1016 glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1017 checkGLcall("glTexImage2D");
1020 if (gl_info
->supported
[EXT_TEXTURE3D
])
1022 glGenTextures(1, &device
->dummy_texture_3d
[i
]);
1023 checkGLcall("glGenTextures");
1024 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
1026 glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
1027 checkGLcall("glBindTexture");
1029 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
1030 checkGLcall("glTexImage3D");
1033 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1035 glGenTextures(1, &device
->dummy_texture_cube
[i
]);
1036 checkGLcall("glGenTextures");
1037 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
1039 glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
1040 checkGLcall("glBindTexture");
1042 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
1044 glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1045 checkGLcall("glTexImage2D");
1050 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1052 /* Reenable because if supported it is enabled by default */
1053 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1054 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1060 /* Context activation is done by the caller. */
1061 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
1063 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1066 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1068 glDeleteTextures(count
, device
->dummy_texture_cube
);
1069 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1072 if (gl_info
->supported
[EXT_TEXTURE3D
])
1074 glDeleteTextures(count
, device
->dummy_texture_3d
);
1075 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1078 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1080 glDeleteTextures(count
, device
->dummy_texture_rect
);
1081 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1084 glDeleteTextures(count
, device
->dummy_texture_2d
);
1085 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1088 memset(device
->dummy_texture_cube
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_cube
));
1089 memset(device
->dummy_texture_3d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_3d
));
1090 memset(device
->dummy_texture_rect
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_rect
));
1091 memset(device
->dummy_texture_2d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_2d
));
1094 static LONG
fullscreen_style(LONG style
)
1096 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1097 style
|= WS_POPUP
| WS_SYSMENU
;
1098 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
1103 static LONG
fullscreen_exstyle(LONG exstyle
)
1105 /* Filter out window decorations. */
1106 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
1111 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
1113 BOOL filter_messages
;
1114 LONG style
, exstyle
;
1116 TRACE("Setting up window %p for fullscreen mode.\n", window
);
1118 if (device
->style
|| device
->exStyle
)
1120 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1121 window
, device
->style
, device
->exStyle
);
1124 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
1125 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1127 style
= fullscreen_style(device
->style
);
1128 exstyle
= fullscreen_exstyle(device
->exStyle
);
1130 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1131 device
->style
, device
->exStyle
, style
, exstyle
);
1133 filter_messages
= device
->filter_messages
;
1134 device
->filter_messages
= TRUE
;
1136 SetWindowLongW(window
, GWL_STYLE
, style
);
1137 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
1138 SetWindowPos(window
, HWND_TOP
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
1140 device
->filter_messages
= filter_messages
;
1143 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
1145 BOOL filter_messages
;
1146 LONG style
, exstyle
;
1148 if (!device
->style
&& !device
->exStyle
) return;
1150 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1151 window
, device
->style
, device
->exStyle
);
1153 style
= GetWindowLongW(window
, GWL_STYLE
);
1154 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1156 filter_messages
= device
->filter_messages
;
1157 device
->filter_messages
= TRUE
;
1159 /* Only restore the style if the application didn't modify it during the
1160 * fullscreen phase. Some applications change it before calling Reset()
1161 * when switching between windowed and fullscreen modes (HL2), some
1162 * depend on the original style (Eve Online). */
1163 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
1165 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
1166 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
1168 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
1170 device
->filter_messages
= filter_messages
;
1172 /* Delete the old values. */
1174 device
->exStyle
= 0;
1177 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
1179 TRACE("device %p, window %p.\n", device
, window
);
1181 if (!wined3d_register_window(window
, device
))
1183 ERR("Failed to register window %p.\n", window
);
1187 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
1188 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
1193 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
1195 TRACE("device %p.\n", device
);
1197 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
1198 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
1201 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
1202 struct wined3d_swapchain_desc
*swapchain_desc
)
1204 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1205 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1206 struct wined3d_swapchain
*swapchain
= NULL
;
1207 struct wined3d_context
*context
;
1212 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1214 if (device
->d3d_initialized
)
1215 return WINED3DERR_INVALIDCALL
;
1216 if (!device
->adapter
->opengl
)
1217 return WINED3DERR_INVALIDCALL
;
1219 device
->valid_rt_mask
= 0;
1220 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1221 device
->valid_rt_mask
|= (1 << i
);
1222 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1223 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
1225 /* Initialize the texture unit mapping to a 1:1 mapping */
1226 for (state
= 0; state
< MAX_COMBINED_SAMPLERS
; ++state
)
1228 if (state
< gl_info
->limits
.fragment_samplers
)
1230 device
->texUnitMap
[state
] = state
;
1231 device
->rev_tex_unit_map
[state
] = state
;
1235 device
->texUnitMap
[state
] = WINED3D_UNMAPPED_STAGE
;
1236 device
->rev_tex_unit_map
[state
] = WINED3D_UNMAPPED_STAGE
;
1240 /* Setup the implicit swapchain. This also initializes a context. */
1241 TRACE("Creating implicit swapchain\n");
1242 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1243 swapchain_desc
, &swapchain
);
1246 WARN("Failed to create implicit swapchain\n");
1250 device
->swapchain_count
= 1;
1251 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1252 if (!device
->swapchains
)
1254 ERR("Out of memory!\n");
1257 device
->swapchains
[0] = swapchain
;
1259 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1261 TRACE("Setting rendertarget to %p.\n", swapchain
->back_buffers
);
1262 device
->fb
.render_targets
[0] = swapchain
->back_buffers
[0];
1266 TRACE("Setting rendertarget to %p.\n", swapchain
->front_buffer
);
1267 device
->fb
.render_targets
[0] = swapchain
->front_buffer
;
1269 wined3d_surface_incref(device
->fb
.render_targets
[0]);
1271 /* Depth Stencil support */
1272 device
->fb
.depth_stencil
= device
->auto_depth_stencil
;
1273 if (device
->fb
.depth_stencil
)
1274 wined3d_surface_incref(device
->fb
.depth_stencil
);
1276 hr
= device
->shader_backend
->shader_alloc_private(device
);
1279 TRACE("Shader private data couldn't be allocated\n");
1282 hr
= device
->frag_pipe
->alloc_private(device
);
1285 TRACE("Fragment pipeline private data couldn't be allocated\n");
1288 hr
= device
->blitter
->alloc_private(device
);
1291 TRACE("Blitter private data couldn't be allocated\n");
1295 /* Set up some starting GL setup */
1297 /* Setup all the devices defaults */
1298 stateblock_init_default_state(device
->stateBlock
);
1300 context
= context_acquire(device
, swapchain
->front_buffer
);
1302 create_dummy_textures(device
, context
);
1306 /* Initialize the current view state */
1307 device
->view_ident
= 1;
1308 device
->contexts
[0]->last_was_rhw
= 0;
1310 switch (wined3d_settings
.offscreen_rendering_mode
)
1313 device
->offscreenBuffer
= GL_COLOR_ATTACHMENT0
;
1316 case ORM_BACKBUFFER
:
1318 if (context_get_current()->aux_buffers
> 0)
1320 TRACE("Using auxiliary buffer for offscreen rendering\n");
1321 device
->offscreenBuffer
= GL_AUX0
;
1325 TRACE("Using back buffer for offscreen rendering\n");
1326 device
->offscreenBuffer
= GL_BACK
;
1331 TRACE("All defaults now set up, leaving 3D init.\n");
1334 context_release(context
);
1336 /* Clear the screen */
1337 wined3d_device_clear(device
, 0, NULL
, WINED3DCLEAR_TARGET
1338 | (swapchain_desc
->enable_auto_depth_stencil
? WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
: 0),
1341 device
->d3d_initialized
= TRUE
;
1343 if (wined3d_settings
.logo
)
1344 device_load_logo(device
, wined3d_settings
.logo
);
1348 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1349 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1350 device
->swapchain_count
= 0;
1352 wined3d_swapchain_decref(swapchain
);
1353 if (device
->blit_priv
)
1354 device
->blitter
->free_private(device
);
1355 if (device
->fragment_priv
)
1356 device
->frag_pipe
->free_private(device
);
1357 if (device
->shader_priv
)
1358 device
->shader_backend
->shader_free_private(device
);
1363 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1364 struct wined3d_swapchain_desc
*swapchain_desc
)
1366 struct wined3d_swapchain
*swapchain
= NULL
;
1369 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1371 /* Setup the implicit swapchain */
1372 TRACE("Creating implicit swapchain\n");
1373 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1374 swapchain_desc
, &swapchain
);
1377 WARN("Failed to create implicit swapchain\n");
1381 device
->swapchain_count
= 1;
1382 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1383 if (!device
->swapchains
)
1385 ERR("Out of memory!\n");
1388 device
->swapchains
[0] = swapchain
;
1392 wined3d_swapchain_decref(swapchain
);
1396 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1398 struct wined3d_resource
*resource
, *cursor
;
1399 const struct wined3d_gl_info
*gl_info
;
1400 struct wined3d_context
*context
;
1401 struct wined3d_surface
*surface
;
1404 TRACE("device %p.\n", device
);
1406 if (!device
->d3d_initialized
)
1407 return WINED3DERR_INVALIDCALL
;
1409 /* Force making the context current again, to verify it is still valid
1410 * (workaround for broken drivers) */
1411 context_set_current(NULL
);
1412 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1413 * it was created. Thus make sure a context is active for the glDelete* calls
1415 context
= context_acquire(device
, NULL
);
1416 gl_info
= context
->gl_info
;
1418 if (device
->logo_surface
)
1419 wined3d_surface_decref(device
->logo_surface
);
1421 stateblock_unbind_resources(device
->stateBlock
);
1423 /* Unload resources */
1424 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1426 TRACE("Unloading resource %p.\n", resource
);
1428 resource
->resource_ops
->resource_unload(resource
);
1431 TRACE("Deleting high order patches\n");
1432 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
)
1434 struct wined3d_rect_patch
*patch
;
1435 struct list
*e1
, *e2
;
1437 LIST_FOR_EACH_SAFE(e1
, e2
, &device
->patches
[i
])
1439 patch
= LIST_ENTRY(e1
, struct wined3d_rect_patch
, entry
);
1440 wined3d_device_delete_patch(device
, patch
->Handle
);
1444 /* Delete the mouse cursor texture */
1445 if (device
->cursorTexture
)
1448 glDeleteTextures(1, &device
->cursorTexture
);
1450 device
->cursorTexture
= 0;
1453 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1454 * private data, it might contain opengl pointers
1456 if (device
->depth_blt_texture
)
1459 glDeleteTextures(1, &device
->depth_blt_texture
);
1461 device
->depth_blt_texture
= 0;
1464 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1465 device
->blitter
->free_private(device
);
1466 device
->frag_pipe
->free_private(device
);
1467 device
->shader_backend
->shader_free_private(device
);
1469 /* Release the buffers (with sanity checks)*/
1470 if (device
->onscreen_depth_stencil
)
1472 surface
= device
->onscreen_depth_stencil
;
1473 device
->onscreen_depth_stencil
= NULL
;
1474 wined3d_surface_decref(surface
);
1477 if (device
->fb
.depth_stencil
)
1479 surface
= device
->fb
.depth_stencil
;
1481 TRACE("Releasing depth/stencil buffer %p.\n", surface
);
1483 device
->fb
.depth_stencil
= NULL
;
1484 wined3d_surface_decref(surface
);
1487 if (device
->auto_depth_stencil
)
1489 surface
= device
->auto_depth_stencil
;
1490 device
->auto_depth_stencil
= NULL
;
1491 if (wined3d_surface_decref(surface
))
1492 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface
);
1495 for (i
= 1; i
< gl_info
->limits
.buffers
; ++i
)
1497 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
1500 surface
= device
->fb
.render_targets
[0];
1501 TRACE("Setting rendertarget 0 to NULL\n");
1502 device
->fb
.render_targets
[0] = NULL
;
1503 TRACE("Releasing the render target at %p\n", surface
);
1504 wined3d_surface_decref(surface
);
1506 context_release(context
);
1508 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1510 TRACE("Releasing the implicit swapchain %u.\n", i
);
1511 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1512 FIXME("Something's still holding the implicit swapchain.\n");
1515 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1516 device
->swapchains
= NULL
;
1517 device
->swapchain_count
= 0;
1519 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1520 device
->fb
.render_targets
= NULL
;
1522 device
->d3d_initialized
= FALSE
;
1527 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1531 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1533 TRACE("Releasing the implicit swapchain %u.\n", i
);
1534 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1535 FIXME("Something's still holding the implicit swapchain.\n");
1538 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1539 device
->swapchains
= NULL
;
1540 device
->swapchain_count
= 0;
1544 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1545 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1546 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1548 * There is no way to deactivate thread safety once it is enabled.
1550 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1552 TRACE("device %p.\n", device
);
1554 /* For now just store the flag (needed in case of ddraw). */
1555 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1558 HRESULT CDECL
wined3d_device_set_display_mode(struct wined3d_device
*device
,
1559 UINT swapchain_idx
, const struct wined3d_display_mode
*mode
)
1561 struct wined3d_adapter
*adapter
= device
->adapter
;
1562 const struct wined3d_format
*format
= wined3d_get_format(&adapter
->gl_info
, mode
->format_id
);
1567 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device
, swapchain_idx
, mode
,
1568 mode
->width
, mode
->height
, mode
->refresh_rate
, debug_d3dformat(mode
->format_id
));
1570 /* Resize the screen even without a window:
1571 * The app could have unset it with SetCooperativeLevel, but not called
1572 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1573 * but we don't have any hwnd
1576 memset(&devmode
, 0, sizeof(devmode
));
1577 devmode
.dmSize
= sizeof(devmode
);
1578 devmode
.dmFields
= DM_BITSPERPEL
| DM_PELSWIDTH
| DM_PELSHEIGHT
;
1579 devmode
.dmBitsPerPel
= format
->byte_count
* CHAR_BIT
;
1580 devmode
.dmPelsWidth
= mode
->width
;
1581 devmode
.dmPelsHeight
= mode
->height
;
1583 devmode
.dmDisplayFrequency
= mode
->refresh_rate
;
1584 if (mode
->refresh_rate
)
1585 devmode
.dmFields
|= DM_DISPLAYFREQUENCY
;
1587 /* Only change the mode if necessary */
1588 if (adapter
->screen_size
.cx
== mode
->width
&& adapter
->screen_size
.cy
== mode
->height
1589 && adapter
->screen_format
== mode
->format_id
&& !mode
->refresh_rate
)
1592 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
);
1593 if (ret
!= DISP_CHANGE_SUCCESSFUL
)
1595 if (devmode
.dmDisplayFrequency
)
1597 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1598 devmode
.dmFields
&= ~DM_DISPLAYFREQUENCY
;
1599 devmode
.dmDisplayFrequency
= 0;
1600 ret
= ChangeDisplaySettingsExW(NULL
, &devmode
, NULL
, CDS_FULLSCREEN
, NULL
) != DISP_CHANGE_SUCCESSFUL
;
1602 if(ret
!= DISP_CHANGE_SUCCESSFUL
) {
1603 return WINED3DERR_NOTAVAILABLE
;
1607 /* Store the new values */
1608 adapter
->screen_size
.cx
= mode
->width
;
1609 adapter
->screen_size
.cy
= mode
->height
;
1610 adapter
->screen_format
= mode
->format_id
;
1612 /* And finally clip mouse to our screen */
1613 SetRect(&clip_rc
, 0, 0, mode
->width
, mode
->height
);
1614 ClipCursor(&clip_rc
);
1619 HRESULT CDECL
wined3d_device_get_wined3d(const struct wined3d_device
*device
, struct wined3d
**wined3d
)
1621 TRACE("device %p, wined3d %p.\n", device
, wined3d
);
1623 *wined3d
= device
->wined3d
;
1624 wined3d_incref(*wined3d
);
1626 TRACE("Returning %p.\n", *wined3d
);
1631 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1633 TRACE("device %p.\n", device
);
1635 TRACE("Emulating %d MB, returning %d MB left.\n",
1636 device
->adapter
->TextureRam
/ (1024 * 1024),
1637 (device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
) / (1024 * 1024));
1639 return device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
;
1642 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1643 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1645 struct wined3d_stream_state
*stream
;
1646 struct wined3d_buffer
*prev_buffer
;
1648 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1649 device
, stream_idx
, buffer
, offset
, stride
);
1651 if (stream_idx
>= MAX_STREAMS
)
1653 WARN("Stream index %u out of range.\n", stream_idx
);
1654 return WINED3DERR_INVALIDCALL
;
1656 else if (offset
& 0x3)
1658 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1659 return WINED3DERR_INVALIDCALL
;
1662 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1663 prev_buffer
= stream
->buffer
;
1665 device
->updateStateBlock
->changed
.streamSource
|= 1 << stream_idx
;
1667 if (prev_buffer
== buffer
1668 && stream
->stride
== stride
1669 && stream
->offset
== offset
)
1671 TRACE("Application is setting the old values over, nothing to do.\n");
1675 stream
->buffer
= buffer
;
1678 stream
->stride
= stride
;
1679 stream
->offset
= offset
;
1682 /* Handle recording of state blocks. */
1683 if (device
->isRecordingState
)
1685 TRACE("Recording... not performing anything.\n");
1687 wined3d_buffer_incref(buffer
);
1689 wined3d_buffer_decref(prev_buffer
);
1695 InterlockedIncrement(&buffer
->resource
.bind_count
);
1696 wined3d_buffer_incref(buffer
);
1700 InterlockedDecrement(&prev_buffer
->resource
.bind_count
);
1701 wined3d_buffer_decref(prev_buffer
);
1704 device_invalidate_state(device
, STATE_STREAMSRC
);
1709 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1710 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1712 struct wined3d_stream_state
*stream
;
1714 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1715 device
, stream_idx
, buffer
, offset
, stride
);
1717 if (stream_idx
>= MAX_STREAMS
)
1719 WARN("Stream index %u out of range.\n", stream_idx
);
1720 return WINED3DERR_INVALIDCALL
;
1723 stream
= &device
->stateBlock
->state
.streams
[stream_idx
];
1724 *buffer
= stream
->buffer
;
1726 wined3d_buffer_incref(*buffer
);
1728 *offset
= stream
->offset
;
1729 *stride
= stream
->stride
;
1734 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1736 struct wined3d_stream_state
*stream
;
1737 UINT old_flags
, old_freq
;
1739 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1741 /* Verify input. At least in d3d9 this is invalid. */
1742 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1744 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1745 return WINED3DERR_INVALIDCALL
;
1747 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1749 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1750 return WINED3DERR_INVALIDCALL
;
1754 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1755 return WINED3DERR_INVALIDCALL
;
1758 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1759 old_flags
= stream
->flags
;
1760 old_freq
= stream
->frequency
;
1762 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1763 stream
->frequency
= divider
& 0x7fffff;
1765 device
->updateStateBlock
->changed
.streamFreq
|= 1 << stream_idx
;
1767 if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1768 device_invalidate_state(device
, STATE_STREAMSRC
);
1773 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1774 UINT stream_idx
, UINT
*divider
)
1776 struct wined3d_stream_state
*stream
;
1778 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1780 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1781 *divider
= stream
->flags
| stream
->frequency
;
1783 TRACE("Returning %#x.\n", *divider
);
1788 HRESULT CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1789 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1791 TRACE("device %p, state %s, matrix %p.\n",
1792 device
, debug_d3dtstype(d3dts
), matrix
);
1794 /* Handle recording of state blocks. */
1795 if (device
->isRecordingState
)
1797 TRACE("Recording... not performing anything.\n");
1798 device
->updateStateBlock
->changed
.transform
[d3dts
>> 5] |= 1 << (d3dts
& 0x1f);
1799 device
->updateStateBlock
->state
.transforms
[d3dts
] = *matrix
;
1803 /* If the new matrix is the same as the current one,
1804 * we cut off any further processing. this seems to be a reasonable
1805 * optimization because as was noticed, some apps (warcraft3 for example)
1806 * tend towards setting the same matrix repeatedly for some reason.
1808 * From here on we assume that the new matrix is different, wherever it matters. */
1809 if (!memcmp(&device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0], matrix
, sizeof(*matrix
)))
1811 TRACE("The application is setting the same matrix over again.\n");
1815 conv_mat(matrix
, &device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0]);
1817 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1818 * where ViewMat = Camera space, WorldMat = world space.
1820 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1821 * matrix. The Projection matrix stay projection matrix. */
1823 if (d3dts
== WINED3D_TS_VIEW
)
1824 device
->view_ident
= !memcmp(matrix
, identity
, 16 * sizeof(float));
1826 if (d3dts
< WINED3D_TS_WORLD_MATRIX(device
->adapter
->gl_info
.limits
.blends
))
1827 device_invalidate_state(device
, STATE_TRANSFORM(d3dts
));
1833 HRESULT CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1834 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1836 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1838 *matrix
= device
->stateBlock
->state
.transforms
[state
];
1843 HRESULT CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1844 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1846 const struct wined3d_matrix
*mat
= NULL
;
1847 struct wined3d_matrix temp
;
1849 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1851 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1852 * below means it will be recorded in a state block change, but it
1853 * works regardless where it is recorded.
1854 * If this is found to be wrong, change to StateBlock. */
1855 if (state
> HIGHEST_TRANSFORMSTATE
)
1857 WARN("Unhandled transform state %#x.\n", state
);
1861 mat
= &device
->updateStateBlock
->state
.transforms
[state
];
1862 multiply_matrix(&temp
, mat
, matrix
);
1864 /* Apply change via set transform - will reapply to eg. lights this way. */
1865 return wined3d_device_set_transform(device
, state
, &temp
);
1868 /* Note lights are real special cases. Although the device caps state only
1869 * e.g. 8 are supported, you can reference any indexes you want as long as
1870 * that number max are enabled at any one point in time. Therefore since the
1871 * indices can be anything, we need a hashmap of them. However, this causes
1872 * stateblock problems. When capturing the state block, I duplicate the
1873 * hashmap, but when recording, just build a chain pretty much of commands to
1875 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1876 UINT light_idx
, const struct wined3d_light
*light
)
1878 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1879 struct wined3d_light_info
*object
= NULL
;
1883 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1885 /* Check the parameter range. Need for speed most wanted sets junk lights
1886 * which confuse the GL driver. */
1888 return WINED3DERR_INVALIDCALL
;
1890 switch (light
->type
)
1892 case WINED3D_LIGHT_POINT
:
1893 case WINED3D_LIGHT_SPOT
:
1894 case WINED3D_LIGHT_PARALLELPOINT
:
1895 case WINED3D_LIGHT_GLSPOT
:
1896 /* Incorrect attenuation values can cause the gl driver to crash.
1897 * Happens with Need for speed most wanted. */
1898 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1900 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1901 return WINED3DERR_INVALIDCALL
;
1905 case WINED3D_LIGHT_DIRECTIONAL
:
1906 /* Ignores attenuation */
1910 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1911 return WINED3DERR_INVALIDCALL
;
1914 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
1916 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1917 if (object
->OriginalIndex
== light_idx
)
1924 TRACE("Adding new light\n");
1925 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1928 ERR("Out of memory error when allocating a light\n");
1929 return E_OUTOFMEMORY
;
1931 list_add_head(&device
->updateStateBlock
->state
.light_map
[hash_idx
], &object
->entry
);
1932 object
->glIndex
= -1;
1933 object
->OriginalIndex
= light_idx
;
1936 /* Initialize the object. */
1937 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1938 light_idx
, light
->type
,
1939 light
->diffuse
.r
, light
->diffuse
.g
, light
->diffuse
.b
, light
->diffuse
.a
,
1940 light
->specular
.r
, light
->specular
.g
, light
->specular
.b
, light
->specular
.a
,
1941 light
->ambient
.r
, light
->ambient
.g
, light
->ambient
.b
, light
->ambient
.a
);
1942 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light
->position
.x
, light
->position
.y
, light
->position
.z
,
1943 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
);
1944 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1945 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1947 /* Save away the information. */
1948 object
->OriginalParms
= *light
;
1950 switch (light
->type
)
1952 case WINED3D_LIGHT_POINT
:
1954 object
->lightPosn
[0] = light
->position
.x
;
1955 object
->lightPosn
[1] = light
->position
.y
;
1956 object
->lightPosn
[2] = light
->position
.z
;
1957 object
->lightPosn
[3] = 1.0f
;
1958 object
->cutoff
= 180.0f
;
1962 case WINED3D_LIGHT_DIRECTIONAL
:
1964 object
->lightPosn
[0] = -light
->direction
.x
;
1965 object
->lightPosn
[1] = -light
->direction
.y
;
1966 object
->lightPosn
[2] = -light
->direction
.z
;
1967 object
->lightPosn
[3] = 0.0f
;
1968 object
->exponent
= 0.0f
;
1969 object
->cutoff
= 180.0f
;
1972 case WINED3D_LIGHT_SPOT
:
1974 object
->lightPosn
[0] = light
->position
.x
;
1975 object
->lightPosn
[1] = light
->position
.y
;
1976 object
->lightPosn
[2] = light
->position
.z
;
1977 object
->lightPosn
[3] = 1.0f
;
1980 object
->lightDirn
[0] = light
->direction
.x
;
1981 object
->lightDirn
[1] = light
->direction
.y
;
1982 object
->lightDirn
[2] = light
->direction
.z
;
1983 object
->lightDirn
[3] = 1.0f
;
1985 /* opengl-ish and d3d-ish spot lights use too different models
1986 * for the light "intensity" as a function of the angle towards
1987 * the main light direction, so we only can approximate very
1988 * roughly. However, spot lights are rather rarely used in games
1989 * (if ever used at all). Furthermore if still used, probably
1990 * nobody pays attention to such details. */
1991 if (!light
->falloff
)
1993 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1994 * equations have the falloff resp. exponent parameter as an
1995 * exponent, so the spot light lighting will always be 1.0 for
1996 * both of them, and we don't have to care for the rest of the
1997 * rather complex calculation. */
1998 object
->exponent
= 0.0f
;
2002 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
2005 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
2008 if (object
->exponent
> 128.0f
)
2009 object
->exponent
= 128.0f
;
2011 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
2016 FIXME("Unrecognized light type %#x.\n", light
->type
);
2019 /* Update the live definitions if the light is currently assigned a glIndex. */
2020 if (object
->glIndex
!= -1 && !device
->isRecordingState
)
2021 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
2026 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
2027 UINT light_idx
, struct wined3d_light
*light
)
2029 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2030 struct wined3d_light_info
*light_info
= NULL
;
2033 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
2035 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2037 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2038 if (light_info
->OriginalIndex
== light_idx
)
2045 TRACE("Light information requested but light not defined\n");
2046 return WINED3DERR_INVALIDCALL
;
2049 *light
= light_info
->OriginalParms
;
2053 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
2055 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2056 struct wined3d_light_info
*light_info
= NULL
;
2059 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
2061 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2063 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2064 if (light_info
->OriginalIndex
== light_idx
)
2068 TRACE("Found light %p.\n", light_info
);
2070 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2073 TRACE("Light enabled requested but light not defined, so defining one!\n");
2074 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
2076 /* Search for it again! Should be fairly quick as near head of list. */
2077 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2079 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2080 if (light_info
->OriginalIndex
== light_idx
)
2086 FIXME("Adding default lights has failed dismally\n");
2087 return WINED3DERR_INVALIDCALL
;
2093 if (light_info
->glIndex
!= -1)
2095 if (!device
->isRecordingState
)
2096 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
2098 device
->updateStateBlock
->state
.lights
[light_info
->glIndex
] = NULL
;
2099 light_info
->glIndex
= -1;
2103 TRACE("Light already disabled, nothing to do\n");
2105 light_info
->enabled
= FALSE
;
2109 light_info
->enabled
= TRUE
;
2110 if (light_info
->glIndex
!= -1)
2112 TRACE("Nothing to do as light was enabled\n");
2117 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2118 /* Find a free GL light. */
2119 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
2121 if (!device
->updateStateBlock
->state
.lights
[i
])
2123 device
->updateStateBlock
->state
.lights
[i
] = light_info
;
2124 light_info
->glIndex
= i
;
2128 if (light_info
->glIndex
== -1)
2130 /* Our tests show that Windows returns D3D_OK in this situation, even with
2131 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2132 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2133 * as well for those lights.
2135 * TODO: Test how this affects rendering. */
2136 WARN("Too many concurrently active lights\n");
2140 /* i == light_info->glIndex */
2141 if (!device
->isRecordingState
)
2142 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
2149 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
2151 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2152 struct wined3d_light_info
*light_info
= NULL
;
2155 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
2157 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2159 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2160 if (light_info
->OriginalIndex
== light_idx
)
2167 TRACE("Light enabled state requested but light not defined.\n");
2168 return WINED3DERR_INVALIDCALL
;
2170 /* true is 128 according to SetLightEnable */
2171 *enable
= light_info
->enabled
? 128 : 0;
2175 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
, UINT plane_idx
, const float *plane
)
2177 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2179 /* Validate plane_idx. */
2180 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2182 TRACE("Application has requested clipplane this device doesn't support.\n");
2183 return WINED3DERR_INVALIDCALL
;
2186 device
->updateStateBlock
->changed
.clipplane
|= 1 << plane_idx
;
2188 if (device
->updateStateBlock
->state
.clip_planes
[plane_idx
][0] == plane
[0]
2189 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][1] == plane
[1]
2190 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][2] == plane
[2]
2191 && device
->updateStateBlock
->state
.clip_planes
[plane_idx
][3] == plane
[3])
2193 TRACE("Application is setting old values over, nothing to do.\n");
2197 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][0] = plane
[0];
2198 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][1] = plane
[1];
2199 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][2] = plane
[2];
2200 device
->updateStateBlock
->state
.clip_planes
[plane_idx
][3] = plane
[3];
2202 /* Handle recording of state blocks. */
2203 if (device
->isRecordingState
)
2205 TRACE("Recording... not performing anything.\n");
2209 device_invalidate_state(device
, STATE_CLIPPLANE(plane_idx
));
2214 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
, UINT plane_idx
, float *plane
)
2216 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2218 /* Validate plane_idx. */
2219 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2221 TRACE("Application has requested clipplane this device doesn't support.\n");
2222 return WINED3DERR_INVALIDCALL
;
2225 plane
[0] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][0];
2226 plane
[1] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][1];
2227 plane
[2] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][2];
2228 plane
[3] = (float)device
->stateBlock
->state
.clip_planes
[plane_idx
][3];
2233 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
2234 const struct wined3d_clip_status
*clip_status
)
2236 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2239 return WINED3DERR_INVALIDCALL
;
2244 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
2245 struct wined3d_clip_status
*clip_status
)
2247 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2250 return WINED3DERR_INVALIDCALL
;
2255 HRESULT CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
2257 TRACE("device %p, material %p.\n", device
, material
);
2259 device
->updateStateBlock
->changed
.material
= TRUE
;
2260 device
->updateStateBlock
->state
.material
= *material
;
2262 /* Handle recording of state blocks */
2263 if (device
->isRecordingState
)
2265 TRACE("Recording... not performing anything.\n");
2269 device_invalidate_state(device
, STATE_MATERIAL
);
2274 HRESULT CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
2276 TRACE("device %p, material %p.\n", device
, material
);
2278 *material
= device
->updateStateBlock
->state
.material
;
2280 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2281 material
->diffuse
.r
, material
->diffuse
.g
,
2282 material
->diffuse
.b
, material
->diffuse
.a
);
2283 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2284 material
->ambient
.r
, material
->ambient
.g
,
2285 material
->ambient
.b
, material
->ambient
.a
);
2286 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2287 material
->specular
.r
, material
->specular
.g
,
2288 material
->specular
.b
, material
->specular
.a
);
2289 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2290 material
->emissive
.r
, material
->emissive
.g
,
2291 material
->emissive
.b
, material
->emissive
.a
);
2292 TRACE("power %.8e.\n", material
->power
);
2297 HRESULT CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
2298 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
2300 struct wined3d_buffer
*prev_buffer
;
2302 TRACE("device %p, buffer %p, format %s.\n",
2303 device
, buffer
, debug_d3dformat(format_id
));
2305 prev_buffer
= device
->updateStateBlock
->state
.index_buffer
;
2307 device
->updateStateBlock
->changed
.indices
= TRUE
;
2308 device
->updateStateBlock
->state
.index_buffer
= buffer
;
2309 device
->updateStateBlock
->state
.index_format
= format_id
;
2311 /* Handle recording of state blocks. */
2312 if (device
->isRecordingState
)
2314 TRACE("Recording... not performing anything.\n");
2316 wined3d_buffer_incref(buffer
);
2318 wined3d_buffer_decref(prev_buffer
);
2322 if (prev_buffer
!= buffer
)
2324 device_invalidate_state(device
, STATE_INDEXBUFFER
);
2327 InterlockedIncrement(&buffer
->resource
.bind_count
);
2328 wined3d_buffer_incref(buffer
);
2332 InterlockedDecrement(&prev_buffer
->resource
.bind_count
);
2333 wined3d_buffer_decref(prev_buffer
);
2340 HRESULT CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
, struct wined3d_buffer
**buffer
)
2342 TRACE("device %p, buffer %p.\n", device
, buffer
);
2344 *buffer
= device
->stateBlock
->state
.index_buffer
;
2347 wined3d_buffer_incref(*buffer
);
2349 TRACE("Returning %p.\n", *buffer
);
2354 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2355 HRESULT CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
2357 TRACE("device %p, base_index %d.\n", device
, base_index
);
2359 if (device
->updateStateBlock
->state
.base_vertex_index
== base_index
)
2361 TRACE("Application is setting the old value over, nothing to do\n");
2365 device
->updateStateBlock
->state
.base_vertex_index
= base_index
;
2367 if (device
->isRecordingState
)
2369 TRACE("Recording... not performing anything\n");
2375 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
2377 TRACE("device %p.\n", device
);
2379 return device
->stateBlock
->state
.base_vertex_index
;
2382 HRESULT CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
2384 TRACE("device %p, viewport %p.\n", device
, viewport
);
2385 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2386 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
2388 device
->updateStateBlock
->changed
.viewport
= TRUE
;
2389 device
->updateStateBlock
->state
.viewport
= *viewport
;
2391 /* Handle recording of state blocks */
2392 if (device
->isRecordingState
)
2394 TRACE("Recording... not performing anything\n");
2398 device_invalidate_state(device
, STATE_VIEWPORT
);
2403 HRESULT CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
2405 TRACE("device %p, viewport %p.\n", device
, viewport
);
2407 *viewport
= device
->stateBlock
->state
.viewport
;
2412 HRESULT CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2413 enum wined3d_render_state state
, DWORD value
)
2415 DWORD old_value
= device
->stateBlock
->state
.render_states
[state
];
2417 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2419 device
->updateStateBlock
->changed
.renderState
[state
>> 5] |= 1 << (state
& 0x1f);
2420 device
->updateStateBlock
->state
.render_states
[state
] = value
;
2422 /* Handle recording of state blocks. */
2423 if (device
->isRecordingState
)
2425 TRACE("Recording... not performing anything.\n");
2429 /* Compared here and not before the assignment to allow proper stateblock recording. */
2430 if (value
== old_value
)
2431 TRACE("Application is setting the old value over, nothing to do.\n");
2433 device_invalidate_state(device
, STATE_RENDER(state
));
2438 HRESULT CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
,
2439 enum wined3d_render_state state
, DWORD
*value
)
2441 TRACE("device %p, state %s (%#x), value %p.\n", device
, debug_d3drenderstate(state
), state
, value
);
2443 *value
= device
->stateBlock
->state
.render_states
[state
];
2448 HRESULT CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2449 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
2453 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2454 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2456 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2457 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2459 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2460 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2462 WARN("Invalid sampler %u.\n", sampler_idx
);
2463 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2466 old_value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2467 device
->updateStateBlock
->state
.sampler_states
[sampler_idx
][state
] = value
;
2468 device
->updateStateBlock
->changed
.samplerState
[sampler_idx
] |= 1 << state
;
2470 /* Handle recording of state blocks. */
2471 if (device
->isRecordingState
)
2473 TRACE("Recording... not performing anything.\n");
2477 if (old_value
== value
)
2479 TRACE("Application is setting the old value over, nothing to do.\n");
2483 device_invalidate_state(device
, STATE_SAMPLER(sampler_idx
));
2488 HRESULT CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2489 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD
*value
)
2491 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2492 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2494 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2495 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2497 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2498 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2500 WARN("Invalid sampler %u.\n", sampler_idx
);
2501 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
2504 *value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2505 TRACE("Returning %#x.\n", *value
);
2510 HRESULT CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2512 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2514 device
->updateStateBlock
->changed
.scissorRect
= TRUE
;
2515 if (EqualRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
))
2517 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2520 CopyRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
);
2522 if (device
->isRecordingState
)
2524 TRACE("Recording... not performing anything.\n");
2528 device_invalidate_state(device
, STATE_SCISSORRECT
);
2533 HRESULT CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2535 TRACE("device %p, rect %p.\n", device
, rect
);
2537 *rect
= device
->updateStateBlock
->state
.scissor_rect
;
2538 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2543 HRESULT CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2544 struct wined3d_vertex_declaration
*declaration
)
2546 struct wined3d_vertex_declaration
*prev
= device
->updateStateBlock
->state
.vertex_declaration
;
2548 TRACE("device %p, declaration %p.\n", device
, declaration
);
2551 wined3d_vertex_declaration_incref(declaration
);
2553 wined3d_vertex_declaration_decref(prev
);
2555 device
->updateStateBlock
->state
.vertex_declaration
= declaration
;
2556 device
->updateStateBlock
->changed
.vertexDecl
= TRUE
;
2558 if (device
->isRecordingState
)
2560 TRACE("Recording... not performing anything.\n");
2563 else if (declaration
== prev
)
2565 /* Checked after the assignment to allow proper stateblock recording. */
2566 TRACE("Application is setting the old declaration over, nothing to do.\n");
2570 device_invalidate_state(device
, STATE_VDECL
);
2574 HRESULT CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
,
2575 struct wined3d_vertex_declaration
**declaration
)
2577 TRACE("device %p, declaration %p.\n", device
, declaration
);
2579 *declaration
= device
->stateBlock
->state
.vertex_declaration
;
2581 wined3d_vertex_declaration_incref(*declaration
);
2586 HRESULT CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2588 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.vertex_shader
;
2590 TRACE("device %p, shader %p.\n", device
, shader
);
2592 device
->updateStateBlock
->state
.vertex_shader
= shader
;
2593 device
->updateStateBlock
->changed
.vertexShader
= TRUE
;
2595 if (device
->isRecordingState
)
2598 wined3d_shader_incref(shader
);
2600 wined3d_shader_decref(prev
);
2601 TRACE("Recording... not performing anything.\n");
2607 TRACE("Application is setting the old shader over, nothing to do.\n");
2612 wined3d_shader_incref(shader
);
2614 wined3d_shader_decref(prev
);
2616 device_invalidate_state(device
, STATE_VSHADER
);
2621 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2623 struct wined3d_shader
*shader
;
2625 TRACE("device %p.\n", device
);
2627 shader
= device
->stateBlock
->state
.vertex_shader
;
2629 wined3d_shader_incref(shader
);
2631 TRACE("Returning %p.\n", shader
);
2635 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2636 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2638 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2641 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2642 device
, start_register
, constants
, bool_count
);
2644 if (!constants
|| start_register
>= MAX_CONST_B
)
2645 return WINED3DERR_INVALIDCALL
;
2647 memcpy(&device
->updateStateBlock
->state
.vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2648 for (i
= 0; i
< count
; ++i
)
2649 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2651 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2652 device
->updateStateBlock
->changed
.vertexShaderConstantsB
|= (1 << i
);
2654 if (!device
->isRecordingState
)
2655 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2660 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2661 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2663 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2665 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2666 device
, start_register
, constants
, bool_count
);
2668 if (!constants
|| start_register
>= MAX_CONST_B
)
2669 return WINED3DERR_INVALIDCALL
;
2671 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2676 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2677 UINT start_register
, const int *constants
, UINT vector4i_count
)
2679 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2682 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2683 device
, start_register
, constants
, vector4i_count
);
2685 if (!constants
|| start_register
>= MAX_CONST_I
)
2686 return WINED3DERR_INVALIDCALL
;
2688 memcpy(&device
->updateStateBlock
->state
.vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2689 for (i
= 0; i
< count
; ++i
)
2690 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2691 constants
[i
* 4], constants
[i
* 4 + 1],
2692 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2694 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2695 device
->updateStateBlock
->changed
.vertexShaderConstantsI
|= (1 << i
);
2697 if (!device
->isRecordingState
)
2698 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2703 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2704 UINT start_register
, int *constants
, UINT vector4i_count
)
2706 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2708 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2709 device
, start_register
, constants
, vector4i_count
);
2711 if (!constants
|| start_register
>= MAX_CONST_I
)
2712 return WINED3DERR_INVALIDCALL
;
2714 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2718 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2719 UINT start_register
, const float *constants
, UINT vector4f_count
)
2723 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2724 device
, start_register
, constants
, vector4f_count
);
2726 /* Specifically test start_register > limit to catch MAX_UINT overflows
2727 * when adding start_register + vector4f_count. */
2729 || start_register
+ vector4f_count
> device
->d3d_vshader_constantF
2730 || start_register
> device
->d3d_vshader_constantF
)
2731 return WINED3DERR_INVALIDCALL
;
2733 memcpy(&device
->updateStateBlock
->state
.vs_consts_f
[start_register
* 4],
2734 constants
, vector4f_count
* sizeof(float) * 4);
2737 for (i
= 0; i
< vector4f_count
; ++i
)
2738 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2739 constants
[i
* 4], constants
[i
* 4 + 1],
2740 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2743 if (!device
->isRecordingState
)
2745 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2746 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2749 memset(device
->updateStateBlock
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2750 sizeof(*device
->updateStateBlock
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2755 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2756 UINT start_register
, float *constants
, UINT vector4f_count
)
2758 int count
= min(vector4f_count
, device
->d3d_vshader_constantF
- start_register
);
2760 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2761 device
, start_register
, constants
, vector4f_count
);
2763 if (!constants
|| count
< 0)
2764 return WINED3DERR_INVALIDCALL
;
2766 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2771 static void device_invalidate_texture_stage(const struct wined3d_device
*device
, DWORD stage
)
2775 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
2777 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, i
));
2781 static void device_map_stage(struct wined3d_device
*device
, DWORD stage
, DWORD unit
)
2783 DWORD i
= device
->rev_tex_unit_map
[unit
];
2784 DWORD j
= device
->texUnitMap
[stage
];
2786 device
->texUnitMap
[stage
] = unit
;
2787 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
2788 device
->texUnitMap
[i
] = WINED3D_UNMAPPED_STAGE
;
2790 device
->rev_tex_unit_map
[unit
] = stage
;
2791 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
2792 device
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
2795 static void device_update_fixed_function_usage_map(struct wined3d_device
*device
)
2799 device
->fixed_function_usage_map
= 0;
2800 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2802 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2803 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
2804 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
2805 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
2806 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
2807 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
2808 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
2809 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
2810 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
2812 /* Not used, and disable higher stages. */
2813 if (color_op
== WINED3D_TOP_DISABLE
)
2816 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
2817 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
2818 || ((color_arg3
== WINED3DTA_TEXTURE
)
2819 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
2820 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
2821 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
2822 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2823 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
2824 device
->fixed_function_usage_map
|= (1 << i
);
2826 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
2827 && i
< MAX_TEXTURES
- 1)
2828 device
->fixed_function_usage_map
|= (1 << (i
+ 1));
2832 static void device_map_fixed_function_samplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2834 unsigned int i
, tex
;
2837 device_update_fixed_function_usage_map(device
);
2838 ffu_map
= device
->fixed_function_usage_map
;
2840 if (device
->max_ffp_textures
== gl_info
->limits
.texture_stages
2841 || device
->stateBlock
->state
.lowest_disabled_stage
<= device
->max_ffp_textures
)
2843 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2845 if (!(ffu_map
& 1)) continue;
2847 if (device
->texUnitMap
[i
] != i
)
2849 device_map_stage(device
, i
, i
);
2850 device_invalidate_state(device
, STATE_SAMPLER(i
));
2851 device_invalidate_texture_stage(device
, i
);
2857 /* Now work out the mapping */
2859 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2861 if (!(ffu_map
& 1)) continue;
2863 if (device
->texUnitMap
[i
] != tex
)
2865 device_map_stage(device
, i
, tex
);
2866 device_invalidate_state(device
, STATE_SAMPLER(i
));
2867 device_invalidate_texture_stage(device
, i
);
2874 static void device_map_psamplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2876 const enum wined3d_sampler_texture_type
*sampler_type
=
2877 device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2880 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2882 if (sampler_type
[i
] && device
->texUnitMap
[i
] != i
)
2884 device_map_stage(device
, i
, i
);
2885 device_invalidate_state(device
, STATE_SAMPLER(i
));
2886 if (i
< gl_info
->limits
.texture_stages
)
2887 device_invalidate_texture_stage(device
, i
);
2892 static BOOL
device_unit_free_for_vs(const struct wined3d_device
*device
,
2893 const enum wined3d_sampler_texture_type
*pshader_sampler_tokens
,
2894 const enum wined3d_sampler_texture_type
*vshader_sampler_tokens
, DWORD unit
)
2896 DWORD current_mapping
= device
->rev_tex_unit_map
[unit
];
2898 /* Not currently used */
2899 if (current_mapping
== WINED3D_UNMAPPED_STAGE
) return TRUE
;
2901 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
) {
2902 /* Used by a fragment sampler */
2904 if (!pshader_sampler_tokens
) {
2905 /* No pixel shader, check fixed function */
2906 return current_mapping
>= MAX_TEXTURES
|| !(device
->fixed_function_usage_map
& (1 << current_mapping
));
2909 /* Pixel shader, check the shader's sampler map */
2910 return !pshader_sampler_tokens
[current_mapping
];
2913 /* Used by a vertex sampler */
2914 return !vshader_sampler_tokens
[current_mapping
- MAX_FRAGMENT_SAMPLERS
];
2917 static void device_map_vsamplers(struct wined3d_device
*device
, BOOL ps
, const struct wined3d_gl_info
*gl_info
)
2919 const enum wined3d_sampler_texture_type
*vshader_sampler_type
=
2920 device
->stateBlock
->state
.vertex_shader
->reg_maps
.sampler_type
;
2921 const enum wined3d_sampler_texture_type
*pshader_sampler_type
= NULL
;
2922 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
) - 1;
2927 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2928 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2929 pshader_sampler_type
= device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2932 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
2933 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
2934 if (vshader_sampler_type
[i
])
2936 if (device
->texUnitMap
[vsampler_idx
] != WINED3D_UNMAPPED_STAGE
)
2938 /* Already mapped somewhere */
2944 if (device_unit_free_for_vs(device
, pshader_sampler_type
, vshader_sampler_type
, start
))
2946 device_map_stage(device
, vsampler_idx
, start
);
2947 device_invalidate_state(device
, STATE_SAMPLER(vsampler_idx
));
2959 void device_update_tex_unit_map(struct wined3d_device
*device
)
2961 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2962 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2963 BOOL vs
= use_vs(state
);
2964 BOOL ps
= use_ps(state
);
2967 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2968 * that would be really messy and require shader recompilation
2969 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2970 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2973 device_map_psamplers(device
, gl_info
);
2975 device_map_fixed_function_samplers(device
, gl_info
);
2978 device_map_vsamplers(device
, ps
, gl_info
);
2981 HRESULT CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2983 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.pixel_shader
;
2985 TRACE("device %p, shader %p.\n", device
, shader
);
2987 device
->updateStateBlock
->state
.pixel_shader
= shader
;
2988 device
->updateStateBlock
->changed
.pixelShader
= TRUE
;
2990 if (device
->isRecordingState
)
2993 wined3d_shader_incref(shader
);
2995 wined3d_shader_decref(prev
);
2996 TRACE("Recording... not performing anything.\n");
3002 TRACE("Application is setting the old shader over, nothing to do.\n");
3007 wined3d_shader_incref(shader
);
3009 wined3d_shader_decref(prev
);
3011 device_invalidate_state(device
, STATE_PIXELSHADER
);
3016 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
3018 struct wined3d_shader
*shader
;
3020 TRACE("device %p.\n", device
);
3022 shader
= device
->stateBlock
->state
.pixel_shader
;
3024 wined3d_shader_incref(shader
);
3026 TRACE("Returning %p.\n", shader
);
3030 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
3031 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
3033 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3036 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3037 device
, start_register
, constants
, bool_count
);
3039 if (!constants
|| start_register
>= MAX_CONST_B
)
3040 return WINED3DERR_INVALIDCALL
;
3042 memcpy(&device
->updateStateBlock
->state
.ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
3043 for (i
= 0; i
< count
; ++i
)
3044 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
3046 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3047 device
->updateStateBlock
->changed
.pixelShaderConstantsB
|= (1 << i
);
3049 if (!device
->isRecordingState
)
3050 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3055 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
3056 UINT start_register
, BOOL
*constants
, UINT bool_count
)
3058 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
3060 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3061 device
, start_register
, constants
, bool_count
);
3063 if (!constants
|| start_register
>= MAX_CONST_B
)
3064 return WINED3DERR_INVALIDCALL
;
3066 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
3071 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
3072 UINT start_register
, const int *constants
, UINT vector4i_count
)
3074 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3077 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3078 device
, start_register
, constants
, vector4i_count
);
3080 if (!constants
|| start_register
>= MAX_CONST_I
)
3081 return WINED3DERR_INVALIDCALL
;
3083 memcpy(&device
->updateStateBlock
->state
.ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
3084 for (i
= 0; i
< count
; ++i
)
3085 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
3086 constants
[i
* 4], constants
[i
* 4 + 1],
3087 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3089 for (i
= start_register
; i
< count
+ start_register
; ++i
)
3090 device
->updateStateBlock
->changed
.pixelShaderConstantsI
|= (1 << i
);
3092 if (!device
->isRecordingState
)
3093 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3098 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
3099 UINT start_register
, int *constants
, UINT vector4i_count
)
3101 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
3103 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3104 device
, start_register
, constants
, vector4i_count
);
3106 if (!constants
|| start_register
>= MAX_CONST_I
)
3107 return WINED3DERR_INVALIDCALL
;
3109 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
3114 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
3115 UINT start_register
, const float *constants
, UINT vector4f_count
)
3119 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3120 device
, start_register
, constants
, vector4f_count
);
3122 /* Specifically test start_register > limit to catch MAX_UINT overflows
3123 * when adding start_register + vector4f_count. */
3125 || start_register
+ vector4f_count
> device
->d3d_pshader_constantF
3126 || start_register
> device
->d3d_pshader_constantF
)
3127 return WINED3DERR_INVALIDCALL
;
3129 memcpy(&device
->updateStateBlock
->state
.ps_consts_f
[start_register
* 4],
3130 constants
, vector4f_count
* sizeof(float) * 4);
3133 for (i
= 0; i
< vector4f_count
; ++i
)
3134 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
3135 constants
[i
* 4], constants
[i
* 4 + 1],
3136 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3139 if (!device
->isRecordingState
)
3141 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
3142 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3145 memset(device
->updateStateBlock
->changed
.pixelShaderConstantsF
+ start_register
, 1,
3146 sizeof(*device
->updateStateBlock
->changed
.pixelShaderConstantsF
) * vector4f_count
);
3151 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
3152 UINT start_register
, float *constants
, UINT vector4f_count
)
3154 int count
= min(vector4f_count
, device
->d3d_pshader_constantF
- start_register
);
3156 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3157 device
, start_register
, constants
, vector4f_count
);
3159 if (!constants
|| count
< 0)
3160 return WINED3DERR_INVALIDCALL
;
3162 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
3167 /* Context activation is done by the caller. */
3168 /* Do not call while under the GL lock. */
3169 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3170 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
3171 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
3174 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
3175 struct wined3d_viewport vp
;
3183 if (stream_info
->use_map
& (1 << WINED3D_FFP_NORMAL
))
3185 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3188 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_POSITION
)))
3190 ERR("Source has no position mask\n");
3191 return WINED3DERR_INVALIDCALL
;
3194 if (device
->stateBlock
->state
.render_states
[WINED3D_RS_CLIPPING
])
3196 static BOOL warned
= FALSE
;
3198 * The clipping code is not quite correct. Some things need
3199 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3200 * so disable clipping for now.
3201 * (The graphics in Half-Life are broken, and my processvertices
3202 * test crashes with IDirect3DDevice3)
3208 FIXME("Clipping is broken and disabled for now\n");
3214 vertex_size
= get_flexible_vertex_size(DestFVF
);
3215 if (FAILED(hr
= wined3d_buffer_map(dest
, dwDestIndex
* vertex_size
, dwCount
* vertex_size
, &dest_ptr
, 0)))
3217 WARN("Failed to map buffer, hr %#x.\n", hr
);
3221 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
3222 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
3223 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
3225 TRACE("View mat:\n");
3226 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
);
3227 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
);
3228 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
);
3229 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
);
3231 TRACE("Proj mat:\n");
3232 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
);
3233 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
);
3234 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
);
3235 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
);
3237 TRACE("World mat:\n");
3238 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
);
3239 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
);
3240 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
);
3241 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
);
3243 /* Get the viewport */
3244 wined3d_device_get_viewport(device
, &vp
);
3245 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3246 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
3248 multiply_matrix(&mat
,&view_mat
,&world_mat
);
3249 multiply_matrix(&mat
,&proj_mat
,&mat
);
3251 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
3253 for (i
= 0; i
< dwCount
; i
+= 1) {
3254 unsigned int tex_index
;
3256 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
3257 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
3258 /* The position first */
3259 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
3260 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3262 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
3264 /* Multiplication with world, view and projection matrix */
3265 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
);
3266 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
);
3267 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
);
3268 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
);
3270 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
3272 /* WARNING: The following things are taken from d3d7 and were not yet checked
3273 * against d3d8 or d3d9!
3276 /* Clipping conditions: From msdn
3278 * A vertex is clipped if it does not match the following requirements
3282 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3284 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3285 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3290 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
3291 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
3294 /* "Normal" viewport transformation (not clipped)
3295 * 1) The values are divided by rhw
3296 * 2) The y axis is negative, so multiply it with -1
3297 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3298 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3299 * 4) Multiply x with Width/2 and add Width/2
3300 * 5) The same for the height
3301 * 6) Add the viewpoint X and Y to the 2D coordinates and
3302 * The minimum Z value to z
3303 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3305 * Well, basically it's simply a linear transformation into viewport
3317 z
*= vp
.max_z
- vp
.min_z
;
3319 x
+= vp
.width
/ 2 + vp
.x
;
3320 y
+= vp
.height
/ 2 + vp
.y
;
3325 /* That vertex got clipped
3326 * Contrary to OpenGL it is not dropped completely, it just
3327 * undergoes a different calculation.
3329 TRACE("Vertex got clipped\n");
3336 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3337 * outside of the main vertex buffer memory. That needs some more
3342 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3345 ( (float *) dest_ptr
)[0] = x
;
3346 ( (float *) dest_ptr
)[1] = y
;
3347 ( (float *) dest_ptr
)[2] = z
;
3348 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3350 dest_ptr
+= 3 * sizeof(float);
3352 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
3353 dest_ptr
+= sizeof(float);
3356 if (DestFVF
& WINED3DFVF_PSIZE
)
3357 dest_ptr
+= sizeof(DWORD
);
3359 if (DestFVF
& WINED3DFVF_NORMAL
)
3361 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3362 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3363 /* AFAIK this should go into the lighting information */
3364 FIXME("Didn't expect the destination to have a normal\n");
3365 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3368 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3370 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3371 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3372 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_DIFFUSE
)))
3374 static BOOL warned
= FALSE
;
3377 ERR("No diffuse color in source, but destination has one\n");
3381 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3382 dest_ptr
+= sizeof(DWORD
);
3386 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3390 if (DestFVF
& WINED3DFVF_SPECULAR
)
3392 /* What's the color value in the feedback buffer? */
3393 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3394 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3395 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_SPECULAR
)))
3397 static BOOL warned
= FALSE
;
3400 ERR("No specular color in source, but destination has one\n");
3404 *( (DWORD
*) dest_ptr
) = 0xFF000000;
3405 dest_ptr
+= sizeof(DWORD
);
3409 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3413 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3415 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3416 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3417 if (!(stream_info
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3419 ERR("No source texture, but destination requests one\n");
3420 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3424 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3429 wined3d_buffer_unmap(dest
);
3433 #undef copy_and_next
3435 /* Do not call while under the GL lock. */
3436 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3437 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3438 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3440 struct wined3d_state
*state
= &device
->stateBlock
->state
;
3441 struct wined3d_stream_info stream_info
;
3442 const struct wined3d_gl_info
*gl_info
;
3443 BOOL streamWasUP
= state
->user_stream
;
3444 struct wined3d_context
*context
;
3445 struct wined3d_shader
*vs
;
3449 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3450 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3451 device
, src_start_idx
, dst_idx
, vertex_count
,
3452 dst_buffer
, declaration
, flags
, dst_fvf
);
3455 FIXME("Output vertex declaration not implemented yet.\n");
3457 /* Need any context to write to the vbo. */
3458 context
= context_acquire(device
, NULL
);
3459 gl_info
= context
->gl_info
;
3461 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3462 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3463 * restore it afterwards. */
3464 vs
= state
->vertex_shader
;
3465 state
->vertex_shader
= NULL
;
3466 state
->user_stream
= FALSE
;
3467 device_stream_info_from_declaration(device
, &stream_info
);
3468 state
->user_stream
= streamWasUP
;
3469 state
->vertex_shader
= vs
;
3471 /* We can't convert FROM a VBO, and vertex buffers used to source into
3472 * process_vertices() are unlikely to ever be used for drawing. Release
3473 * VBOs in those buffers and fix up the stream_info structure.
3475 * Also apply the start index. */
3476 for (i
= 0; i
< (sizeof(stream_info
.elements
) / sizeof(*stream_info
.elements
)); ++i
)
3478 struct wined3d_stream_info_element
*e
;
3480 if (!(stream_info
.use_map
& (1 << i
)))
3483 e
= &stream_info
.elements
[i
];
3484 if (e
->data
.buffer_object
)
3486 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
3487 e
->data
.buffer_object
= 0;
3488 e
->data
.addr
= (BYTE
*)((ULONG_PTR
)e
->data
.addr
+ (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
));
3490 GL_EXTCALL(glDeleteBuffersARB(1, &vb
->buffer_object
));
3491 vb
->buffer_object
= 0;
3495 e
->data
.addr
+= e
->stride
* src_start_idx
;
3498 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3499 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3501 context_release(context
);
3506 HRESULT CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3507 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3509 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3512 TRACE("device %p, stage %u, state %s, value %#x.\n",
3513 device
, stage
, debug_d3dtexturestate(state
), value
);
3515 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3517 WARN("Invalid state %#x passed.\n", state
);
3521 if (stage
>= gl_info
->limits
.texture_stages
)
3523 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3524 stage
, gl_info
->limits
.texture_stages
- 1);
3528 old_value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3529 device
->updateStateBlock
->changed
.textureState
[stage
] |= 1 << state
;
3530 device
->updateStateBlock
->state
.texture_states
[stage
][state
] = value
;
3532 if (device
->isRecordingState
)
3534 TRACE("Recording... not performing anything.\n");
3538 /* Checked after the assignments to allow proper stateblock recording. */
3539 if (old_value
== value
)
3541 TRACE("Application is setting the old value over, nothing to do.\n");
3545 if (stage
> device
->stateBlock
->state
.lowest_disabled_stage
3546 && device
->StateTable
[STATE_TEXTURESTAGE(0, state
)].representative
3547 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
))
3549 /* Colorop change above lowest disabled stage? That won't change
3550 * anything in the GL setup. Changes in other states are important on
3551 * disabled stages too. */
3555 if (state
== WINED3D_TSS_COLOR_OP
)
3559 if (value
== WINED3D_TOP_DISABLE
&& old_value
!= WINED3D_TOP_DISABLE
)
3561 /* Previously enabled stage disabled now. Make sure to dirtify
3562 * all enabled stages above stage, they have to be disabled.
3564 * The current stage is dirtified below. */
3565 for (i
= stage
+ 1; i
< device
->stateBlock
->state
.lowest_disabled_stage
; ++i
)
3567 TRACE("Additionally dirtifying stage %u.\n", i
);
3568 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3570 device
->stateBlock
->state
.lowest_disabled_stage
= stage
;
3571 TRACE("New lowest disabled: %u.\n", stage
);
3573 else if (value
!= WINED3D_TOP_DISABLE
&& old_value
== WINED3D_TOP_DISABLE
)
3575 /* Previously disabled stage enabled. Stages above it may need
3576 * enabling. Stage must be lowest_disabled_stage here, if it's
3577 * bigger success is returned above, and stages below the lowest
3578 * disabled stage can't be enabled (because they are enabled
3581 * Again stage stage doesn't need to be dirtified here, it is
3583 for (i
= stage
+ 1; i
< gl_info
->limits
.texture_stages
; ++i
)
3585 if (device
->updateStateBlock
->state
.texture_states
[i
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_DISABLE
)
3587 TRACE("Additionally dirtifying stage %u due to enable.\n", i
);
3588 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3590 device
->stateBlock
->state
.lowest_disabled_stage
= i
;
3591 TRACE("New lowest disabled: %u.\n", i
);
3595 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, state
));
3600 HRESULT CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3601 UINT stage
, enum wined3d_texture_stage_state state
, DWORD
*value
)
3603 TRACE("device %p, stage %u, state %s, value %p.\n",
3604 device
, stage
, debug_d3dtexturestate(state
), value
);
3606 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3608 WARN("Invalid state %#x passed.\n", state
);
3612 *value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3613 TRACE("Returning %#x.\n", *value
);
3618 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3619 UINT stage
, struct wined3d_texture
*texture
)
3621 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3622 struct wined3d_texture
*prev
;
3624 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3626 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3627 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3629 /* Windows accepts overflowing this array... we do not. */
3630 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3632 WARN("Ignoring invalid stage %u.\n", stage
);
3636 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
3638 WARN("Rejecting attempt to set scratch texture.\n");
3639 return WINED3DERR_INVALIDCALL
;
3642 device
->updateStateBlock
->changed
.textures
|= 1 << stage
;
3644 prev
= device
->updateStateBlock
->state
.textures
[stage
];
3645 TRACE("Previous texture %p.\n", prev
);
3647 if (texture
== prev
)
3649 TRACE("App is setting the same texture again, nothing to do.\n");
3653 TRACE("Setting new texture to %p.\n", texture
);
3654 device
->updateStateBlock
->state
.textures
[stage
] = texture
;
3656 if (device
->isRecordingState
)
3658 TRACE("Recording... not performing anything\n");
3660 if (texture
) wined3d_texture_incref(texture
);
3661 if (prev
) wined3d_texture_decref(prev
);
3668 LONG bind_count
= InterlockedIncrement(&texture
->resource
.bind_count
);
3670 wined3d_texture_incref(texture
);
3672 if (!prev
|| texture
->target
!= prev
->target
)
3673 device_invalidate_state(device
, STATE_PIXELSHADER
);
3675 if (!prev
&& stage
< gl_info
->limits
.texture_stages
)
3677 /* The source arguments for color and alpha ops have different
3678 * meanings when a NULL texture is bound, so the COLOR_OP and
3679 * ALPHA_OP have to be dirtified. */
3680 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
3681 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
3684 if (bind_count
== 1)
3685 texture
->sampler
= stage
;
3690 LONG bind_count
= InterlockedDecrement(&prev
->resource
.bind_count
);
3692 wined3d_texture_decref(prev
);
3694 if (!texture
&& stage
< gl_info
->limits
.texture_stages
)
3696 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
3697 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
3700 if (bind_count
&& prev
->sampler
== stage
)
3704 /* Search for other stages the texture is bound to. Shouldn't
3705 * happen if applications bind textures to a single stage only. */
3706 TRACE("Searching for other stages the texture is bound to.\n");
3707 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3709 if (device
->updateStateBlock
->state
.textures
[i
] == prev
)
3711 TRACE("Texture is also bound to stage %u.\n", i
);
3719 device_invalidate_state(device
, STATE_SAMPLER(stage
));
3724 HRESULT CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
,
3725 UINT stage
, struct wined3d_texture
**texture
)
3727 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3729 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3730 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3732 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3734 WARN("Ignoring invalid stage %u.\n", stage
);
3735 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
3738 *texture
= device
->stateBlock
->state
.textures
[stage
];
3740 wined3d_texture_incref(*texture
);
3742 TRACE("Returning %p.\n", *texture
);
3747 HRESULT CDECL
wined3d_device_get_back_buffer(const struct wined3d_device
*device
, UINT swapchain_idx
,
3748 UINT backbuffer_idx
, enum wined3d_backbuffer_type backbuffer_type
, struct wined3d_surface
**backbuffer
)
3750 struct wined3d_swapchain
*swapchain
;
3753 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3754 device
, swapchain_idx
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3756 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3759 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
3763 hr
= wined3d_swapchain_get_back_buffer(swapchain
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3764 wined3d_swapchain_decref(swapchain
);
3767 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx
, hr
);
3774 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3776 TRACE("device %p, caps %p.\n", device
, caps
);
3778 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3779 device
->create_parms
.device_type
, caps
);
3782 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
,
3783 UINT swapchain_idx
, struct wined3d_display_mode
*mode
)
3785 struct wined3d_swapchain
*swapchain
;
3788 TRACE("device %p, swapchain_idx %u, mode %p.\n", device
, swapchain_idx
, mode
);
3792 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
3795 hr
= wined3d_swapchain_get_display_mode(swapchain
, mode
);
3796 wined3d_swapchain_decref(swapchain
);
3801 const struct wined3d_adapter
*adapter
= device
->adapter
;
3803 /* Don't read the real display mode, but return the stored mode
3804 * instead. X11 can't change the color depth, and some apps are
3805 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3806 * that GetDisplayMode still returns 24 bpp.
3808 * Also don't relay to the swapchain because with ddraw it's possible
3809 * that there isn't a swapchain at all. */
3810 mode
->width
= adapter
->screen_size
.cx
;
3811 mode
->height
= adapter
->screen_size
.cy
;
3812 mode
->format_id
= adapter
->screen_format
;
3813 mode
->refresh_rate
= 0;
3820 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3822 struct wined3d_stateblock
*stateblock
;
3825 TRACE("device %p.\n", device
);
3827 if (device
->isRecordingState
)
3828 return WINED3DERR_INVALIDCALL
;
3830 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3834 wined3d_stateblock_decref(device
->updateStateBlock
);
3835 device
->updateStateBlock
= stateblock
;
3836 device
->isRecordingState
= TRUE
;
3838 TRACE("Recording stateblock %p.\n", stateblock
);
3843 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3844 struct wined3d_stateblock
**stateblock
)
3846 struct wined3d_stateblock
*object
= device
->updateStateBlock
;
3848 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3850 if (!device
->isRecordingState
)
3852 WARN("Not recording.\n");
3854 return WINED3DERR_INVALIDCALL
;
3857 stateblock_init_contained_states(object
);
3859 *stateblock
= object
;
3860 device
->isRecordingState
= FALSE
;
3861 device
->updateStateBlock
= device
->stateBlock
;
3862 wined3d_stateblock_incref(device
->updateStateBlock
);
3864 TRACE("Returning stateblock %p.\n", *stateblock
);
3869 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3871 /* At the moment we have no need for any functionality at the beginning
3873 TRACE("device %p.\n", device
);
3875 if (device
->inScene
)
3877 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3878 return WINED3DERR_INVALIDCALL
;
3880 device
->inScene
= TRUE
;
3884 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3886 struct wined3d_context
*context
;
3888 TRACE("device %p.\n", device
);
3890 if (!device
->inScene
)
3892 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3893 return WINED3DERR_INVALIDCALL
;
3896 context
= context_acquire(device
, NULL
);
3897 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3899 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3901 context_release(context
);
3903 device
->inScene
= FALSE
;
3907 HRESULT CDECL
wined3d_device_present(const struct wined3d_device
*device
, const RECT
*src_rect
,
3908 const RECT
*dst_rect
, HWND dst_window_override
, const RGNDATA
*dirty_region
)
3912 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
3913 device
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
3914 dst_window_override
, dirty_region
);
3916 for (i
= 0; i
< device
->swapchain_count
; ++i
)
3918 wined3d_swapchain_present(device
->swapchains
[i
], src_rect
,
3919 dst_rect
, dst_window_override
, dirty_region
, 0);
3925 /* Do not call while under the GL lock. */
3926 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
3927 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
3931 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3932 device
, rect_count
, rects
, flags
, color
->r
, color
->g
, color
->b
, color
->a
, depth
, stencil
);
3934 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
3936 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
3939 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3940 /* TODO: What about depth stencil buffers without stencil bits? */
3941 return WINED3DERR_INVALIDCALL
;
3943 else if (flags
& WINED3DCLEAR_TARGET
)
3945 if (ds
->resource
.width
< device
->fb
.render_targets
[0]->resource
.width
3946 || ds
->resource
.height
< device
->fb
.render_targets
[0]->resource
.height
)
3948 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3954 wined3d_get_draw_rect(&device
->stateBlock
->state
, &draw_rect
);
3955 device_clear_render_targets(device
, device
->adapter
->gl_info
.limits
.buffers
,
3956 &device
->fb
, rect_count
, rects
, &draw_rect
, flags
, color
, depth
, stencil
);
3961 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
3962 enum wined3d_primitive_type primitive_type
)
3964 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
3966 device
->updateStateBlock
->changed
.primitive_type
= TRUE
;
3967 device
->updateStateBlock
->state
.gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
3970 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
3971 enum wined3d_primitive_type
*primitive_type
)
3973 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
3975 *primitive_type
= d3d_primitive_type_from_gl(device
->stateBlock
->state
.gl_primitive_type
);
3977 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
3980 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
3982 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
3984 if (!device
->stateBlock
->state
.vertex_declaration
)
3986 WARN("Called without a valid vertex declaration set.\n");
3987 return WINED3DERR_INVALIDCALL
;
3990 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
3991 if (device
->stateBlock
->state
.user_stream
)
3993 device_invalidate_state(device
, STATE_INDEXBUFFER
);
3994 device
->stateBlock
->state
.user_stream
= FALSE
;
3997 if (device
->stateBlock
->state
.load_base_vertex_index
)
3999 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4000 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4003 /* Account for the loading offset due to index buffers. Instead of
4004 * reloading all sources correct it with the startvertex parameter. */
4005 drawPrimitive(device
, vertex_count
, start_vertex
, FALSE
, NULL
);
4009 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
4011 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4013 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
4015 if (!device
->stateBlock
->state
.index_buffer
)
4017 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4018 * without an index buffer set. (The first time at least...)
4019 * D3D8 simply dies, but I doubt it can do much harm to return
4020 * D3DERR_INVALIDCALL there as well. */
4021 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4022 return WINED3DERR_INVALIDCALL
;
4025 if (!device
->stateBlock
->state
.vertex_declaration
)
4027 WARN("Called without a valid vertex declaration set.\n");
4028 return WINED3DERR_INVALIDCALL
;
4031 if (device
->stateBlock
->state
.user_stream
)
4033 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4034 device
->stateBlock
->state
.user_stream
= FALSE
;
4037 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
4038 device
->stateBlock
->state
.load_base_vertex_index
!= device
->stateBlock
->state
.base_vertex_index
)
4040 device
->stateBlock
->state
.load_base_vertex_index
= device
->stateBlock
->state
.base_vertex_index
;
4041 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4044 drawPrimitive(device
, index_count
, start_idx
, TRUE
, NULL
);
4049 HRESULT CDECL
wined3d_device_draw_primitive_up(struct wined3d_device
*device
, UINT vertex_count
,
4050 const void *stream_data
, UINT stream_stride
)
4052 struct wined3d_stream_state
*stream
;
4053 struct wined3d_buffer
*vb
;
4055 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4056 device
, vertex_count
, stream_data
, stream_stride
);
4058 if (!device
->stateBlock
->state
.vertex_declaration
)
4060 WARN("Called without a valid vertex declaration set.\n");
4061 return WINED3DERR_INVALIDCALL
;
4064 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4065 stream
= &device
->stateBlock
->state
.streams
[0];
4066 vb
= stream
->buffer
;
4067 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4069 wined3d_buffer_decref(vb
);
4071 stream
->stride
= stream_stride
;
4072 device
->stateBlock
->state
.user_stream
= TRUE
;
4073 if (device
->stateBlock
->state
.load_base_vertex_index
)
4075 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4076 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4079 /* TODO: Only mark dirty if drawing from a different UP address */
4080 device_invalidate_state(device
, STATE_STREAMSRC
);
4082 drawPrimitive(device
, vertex_count
, 0, FALSE
, NULL
);
4084 /* MSDN specifies stream zero settings must be set to NULL */
4085 stream
->buffer
= NULL
;
4088 /* stream zero settings set to null at end, as per the msdn. No need to
4089 * mark dirty here, the app has to set the new stream sources or use UP
4094 HRESULT CDECL
wined3d_device_draw_indexed_primitive_up(struct wined3d_device
*device
,
4095 UINT index_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
,
4096 const void *stream_data
, UINT stream_stride
)
4098 struct wined3d_stream_state
*stream
;
4099 struct wined3d_buffer
*vb
, *ib
;
4101 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4102 device
, index_count
, index_data
, debug_d3dformat(index_data_format_id
), stream_data
, stream_stride
);
4104 if (!device
->stateBlock
->state
.vertex_declaration
)
4106 WARN("(%p) : Called without a valid vertex declaration set\n", device
);
4107 return WINED3DERR_INVALIDCALL
;
4110 stream
= &device
->stateBlock
->state
.streams
[0];
4111 vb
= stream
->buffer
;
4112 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
4114 wined3d_buffer_decref(vb
);
4116 stream
->stride
= stream_stride
;
4117 device
->stateBlock
->state
.user_stream
= TRUE
;
4118 device
->stateBlock
->state
.index_format
= index_data_format_id
;
4120 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4121 device
->stateBlock
->state
.base_vertex_index
= 0;
4122 if (device
->stateBlock
->state
.load_base_vertex_index
)
4124 device
->stateBlock
->state
.load_base_vertex_index
= 0;
4125 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
4127 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4128 device_invalidate_state(device
, STATE_STREAMSRC
);
4129 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4131 drawPrimitive(device
, index_count
, 0, TRUE
, index_data
);
4133 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4134 stream
->buffer
= NULL
;
4136 ib
= device
->stateBlock
->state
.index_buffer
;
4139 wined3d_buffer_decref(ib
);
4140 device
->stateBlock
->state
.index_buffer
= NULL
;
4142 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4143 * SetStreamSource to specify a vertex buffer
4149 HRESULT CDECL
wined3d_device_draw_primitive_strided(struct wined3d_device
*device
,
4150 UINT vertex_count
, const struct wined3d_strided_data
*strided_data
)
4152 /* Mark the state dirty until we have nicer tracking. It's fine to change
4153 * baseVertexIndex because that call is only called by ddraw which does
4154 * not need that value. */
4155 device_invalidate_state(device
, STATE_VDECL
);
4156 device_invalidate_state(device
, STATE_STREAMSRC
);
4157 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4159 device
->stateBlock
->state
.base_vertex_index
= 0;
4160 device
->up_strided
= strided_data
;
4161 drawPrimitive(device
, vertex_count
, 0, FALSE
, NULL
);
4162 device
->up_strided
= NULL
;
4164 /* Invalidate the states again to make sure the values from the stateblock
4165 * are properly applied in the next regular draw. Note that the application-
4166 * provided strided data has ovwritten pretty much the entire vertex and
4167 * and index stream related states */
4168 device_invalidate_state(device
, STATE_VDECL
);
4169 device_invalidate_state(device
, STATE_STREAMSRC
);
4170 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4174 HRESULT CDECL
wined3d_device_draw_indexed_primitive_strided(struct wined3d_device
*device
,
4175 UINT index_count
, const struct wined3d_strided_data
*strided_data
,
4176 UINT vertex_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
)
4178 enum wined3d_format_id prev_idx_format
;
4180 /* Mark the state dirty until we have nicer tracking
4181 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4184 device_invalidate_state(device
, STATE_VDECL
);
4185 device_invalidate_state(device
, STATE_STREAMSRC
);
4186 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4188 prev_idx_format
= device
->stateBlock
->state
.index_format
;
4189 device
->stateBlock
->state
.index_format
= index_data_format_id
;
4190 device
->stateBlock
->state
.user_stream
= TRUE
;
4191 device
->stateBlock
->state
.base_vertex_index
= 0;
4192 device
->up_strided
= strided_data
;
4193 drawPrimitive(device
, index_count
, 0, TRUE
, index_data
);
4194 device
->up_strided
= NULL
;
4195 device
->stateBlock
->state
.index_format
= prev_idx_format
;
4197 device_invalidate_state(device
, STATE_VDECL
);
4198 device_invalidate_state(device
, STATE_STREAMSRC
);
4199 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4203 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4204 static HRESULT
device_update_volume(struct wined3d_device
*device
,
4205 struct wined3d_volume
*src_volume
, struct wined3d_volume
*dst_volume
)
4207 struct wined3d_map_desc src
;
4208 struct wined3d_map_desc dst
;
4211 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4212 device
, src_volume
, dst_volume
);
4214 /* TODO: Implement direct loading into the gl volume instead of using
4215 * memcpy and dirtification to improve loading performance. */
4216 hr
= wined3d_volume_map(src_volume
, &src
, NULL
, WINED3DLOCK_READONLY
);
4217 if (FAILED(hr
)) return hr
;
4218 hr
= wined3d_volume_map(dst_volume
, &dst
, NULL
, WINED3DLOCK_DISCARD
);
4221 wined3d_volume_unmap(src_volume
);
4225 memcpy(dst
.data
, src
.data
, dst_volume
->resource
.size
);
4227 hr
= wined3d_volume_unmap(dst_volume
);
4229 wined3d_volume_unmap(src_volume
);
4231 hr
= wined3d_volume_unmap(src_volume
);
4236 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
4237 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
4239 enum wined3d_resource_type type
;
4240 unsigned int level_count
, i
;
4243 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
4245 /* Verify that the source and destination textures are non-NULL. */
4246 if (!src_texture
|| !dst_texture
)
4248 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4249 return WINED3DERR_INVALIDCALL
;
4252 if (src_texture
== dst_texture
)
4254 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4255 return WINED3DERR_INVALIDCALL
;
4258 /* Verify that the source and destination textures are the same type. */
4259 type
= src_texture
->resource
.type
;
4260 if (dst_texture
->resource
.type
!= type
)
4262 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4263 return WINED3DERR_INVALIDCALL
;
4266 /* Check that both textures have the identical numbers of levels. */
4267 level_count
= wined3d_texture_get_level_count(src_texture
);
4268 if (wined3d_texture_get_level_count(dst_texture
) != level_count
)
4270 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4271 return WINED3DERR_INVALIDCALL
;
4274 /* Make sure that the destination texture is loaded. */
4275 dst_texture
->texture_ops
->texture_preload(dst_texture
, SRGB_RGB
);
4277 /* Update every surface level of the texture. */
4280 case WINED3D_RTYPE_TEXTURE
:
4282 struct wined3d_surface
*src_surface
;
4283 struct wined3d_surface
*dst_surface
;
4285 for (i
= 0; i
< level_count
; ++i
)
4287 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4288 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4289 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4292 WARN("Failed to update surface, hr %#x.\n", hr
);
4299 case WINED3D_RTYPE_CUBE_TEXTURE
:
4301 struct wined3d_surface
*src_surface
;
4302 struct wined3d_surface
*dst_surface
;
4304 for (i
= 0; i
< level_count
* 6; ++i
)
4306 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4307 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4308 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4311 WARN("Failed to update surface, hr %#x.\n", hr
);
4318 case WINED3D_RTYPE_VOLUME_TEXTURE
:
4320 for (i
= 0; i
< level_count
; ++i
)
4322 hr
= device_update_volume(device
,
4323 volume_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
)),
4324 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
)));
4327 WARN("Failed to update volume, hr %#x.\n", hr
);
4335 FIXME("Unsupported texture type %#x.\n", type
);
4336 return WINED3DERR_INVALIDCALL
;
4342 HRESULT CDECL
wined3d_device_get_front_buffer_data(const struct wined3d_device
*device
,
4343 UINT swapchain_idx
, struct wined3d_surface
*dst_surface
)
4345 struct wined3d_swapchain
*swapchain
;
4348 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device
, swapchain_idx
, dst_surface
);
4350 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4351 if (FAILED(hr
)) return hr
;
4353 hr
= wined3d_swapchain_get_front_buffer_data(swapchain
, dst_surface
);
4354 wined3d_swapchain_decref(swapchain
);
4359 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
4361 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4362 struct wined3d_texture
*texture
;
4365 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
4367 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4369 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
4371 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4372 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4374 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
4376 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4377 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4380 texture
= state
->textures
[i
];
4381 if (!texture
|| texture
->resource
.format
->flags
& WINED3DFMT_FLAG_FILTERING
) continue;
4383 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
4385 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i
);
4388 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
4390 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i
);
4393 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
4394 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
4396 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i
);
4401 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
4402 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
4404 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4405 struct wined3d_surface
*target
= device
->fb
.render_targets
[0];
4408 && (ds
->resource
.width
< target
->resource
.width
|| ds
->resource
.height
< target
->resource
.height
))
4410 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4411 return WINED3DERR_CONFLICTINGRENDERSTATE
;
4415 /* return a sensible default */
4418 TRACE("returning D3D_OK\n");
4422 HRESULT CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
4426 TRACE("device %p, software %#x.\n", device
, software
);
4430 FIXME("device %p, software %#x stub!\n", device
, software
);
4434 device
->softwareVertexProcessing
= software
;
4439 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
4443 TRACE("device %p.\n", device
);
4447 TRACE("device %p stub!\n", device
);
4451 return device
->softwareVertexProcessing
;
4454 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
4455 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
4457 struct wined3d_swapchain
*swapchain
;
4460 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4461 device
, swapchain_idx
, raster_status
);
4463 hr
= wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
);
4466 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx
, hr
);
4470 hr
= wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
4471 wined3d_swapchain_decref(swapchain
);
4474 WARN("Failed to get raster status, hr %#x.\n", hr
);
4481 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
4485 TRACE("device %p, segments %.8e.\n", device
, segments
);
4487 if (segments
!= 0.0f
)
4491 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
4499 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
4503 TRACE("device %p.\n", device
);
4507 FIXME("device %p stub!\n", device
);
4514 HRESULT CDECL
wined3d_device_update_surface(struct wined3d_device
*device
,
4515 struct wined3d_surface
*src_surface
, const RECT
*src_rect
,
4516 struct wined3d_surface
*dst_surface
, const POINT
*dst_point
)
4518 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4519 device
, src_surface
, wine_dbgstr_rect(src_rect
),
4520 dst_surface
, wine_dbgstr_point(dst_point
));
4522 if (src_surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
|| dst_surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
4524 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4525 src_surface
, dst_surface
);
4526 return WINED3DERR_INVALIDCALL
;
4529 return surface_upload_from_surface(dst_surface
, dst_point
, src_surface
, src_rect
);
4532 HRESULT CDECL
wined3d_device_draw_rect_patch(struct wined3d_device
*device
, UINT handle
,
4533 const float *num_segs
, const struct wined3d_rect_patch_info
*rect_patch_info
)
4535 struct wined3d_rect_patch
*patch
;
4536 GLenum old_primitive_type
;
4541 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4542 device
, handle
, num_segs
, rect_patch_info
);
4544 if (!(handle
|| rect_patch_info
))
4546 /* TODO: Write a test for the return value, thus the FIXME */
4547 FIXME("Both handle and rect_patch_info are NULL.\n");
4548 return WINED3DERR_INVALIDCALL
;
4553 i
= PATCHMAP_HASHFUNC(handle
);
4555 LIST_FOR_EACH(e
, &device
->patches
[i
])
4557 patch
= LIST_ENTRY(e
, struct wined3d_rect_patch
, entry
);
4558 if (patch
->Handle
== handle
)
4567 TRACE("Patch does not exist. Creating a new one\n");
4568 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4569 patch
->Handle
= handle
;
4570 list_add_head(&device
->patches
[i
], &patch
->entry
);
4572 TRACE("Found existing patch %p\n", patch
);
4577 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4578 * attributes we have to tesselate, read back, and draw. This needs a patch
4579 * management structure instance. Create one.
4581 * A possible improvement is to check if a vertex shader is used, and if not directly
4584 FIXME("Drawing an uncached patch. This is slow\n");
4585 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4588 if (num_segs
[0] != patch
->numSegs
[0] || num_segs
[1] != patch
->numSegs
[1]
4589 || num_segs
[2] != patch
->numSegs
[2] || num_segs
[3] != patch
->numSegs
[3]
4590 || (rect_patch_info
&& memcmp(rect_patch_info
, &patch
->rect_patch_info
, sizeof(*rect_patch_info
))))
4593 TRACE("Tesselation density or patch info changed, retesselating\n");
4595 if (rect_patch_info
)
4596 patch
->rect_patch_info
= *rect_patch_info
;
4598 patch
->numSegs
[0] = num_segs
[0];
4599 patch
->numSegs
[1] = num_segs
[1];
4600 patch
->numSegs
[2] = num_segs
[2];
4601 patch
->numSegs
[3] = num_segs
[3];
4603 hr
= tesselate_rectpatch(device
, patch
);
4606 WARN("Patch tesselation failed.\n");
4608 /* Do not release the handle to store the params of the patch */
4610 HeapFree(GetProcessHeap(), 0, patch
);
4616 old_primitive_type
= device
->stateBlock
->state
.gl_primitive_type
;
4617 device
->stateBlock
->state
.gl_primitive_type
= GL_TRIANGLES
;
4618 wined3d_device_draw_primitive_strided(device
, patch
->numSegs
[0] * patch
->numSegs
[1] * 2 * 3, &patch
->strided
);
4619 device
->stateBlock
->state
.gl_primitive_type
= old_primitive_type
;
4621 /* Destroy uncached patches */
4624 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4625 HeapFree(GetProcessHeap(), 0, patch
);
4630 HRESULT CDECL
wined3d_device_draw_tri_patch(struct wined3d_device
*device
, UINT handle
,
4631 const float *segment_count
, const struct wined3d_tri_patch_info
*patch_info
)
4633 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4634 device
, handle
, segment_count
, patch_info
);
4639 HRESULT CDECL
wined3d_device_delete_patch(struct wined3d_device
*device
, UINT handle
)
4641 struct wined3d_rect_patch
*patch
;
4645 TRACE("device %p, handle %#x.\n", device
, handle
);
4647 i
= PATCHMAP_HASHFUNC(handle
);
4648 LIST_FOR_EACH(e
, &device
->patches
[i
])
4650 patch
= LIST_ENTRY(e
, struct wined3d_rect_patch
, entry
);
4651 if (patch
->Handle
== handle
)
4653 TRACE("Deleting patch %p\n", patch
);
4654 list_remove(&patch
->entry
);
4655 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4656 HeapFree(GetProcessHeap(), 0, patch
);
4661 /* TODO: Write a test for the return value */
4662 FIXME("Attempt to destroy nonexistent patch\n");
4663 return WINED3DERR_INVALIDCALL
;
4666 /* Do not call while under the GL lock. */
4667 HRESULT CDECL
wined3d_device_color_fill(struct wined3d_device
*device
,
4668 struct wined3d_surface
*surface
, const RECT
*rect
, const struct wined3d_color
*color
)
4672 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4673 device
, surface
, wine_dbgstr_rect(rect
),
4674 color
->r
, color
->g
, color
->b
, color
->a
);
4676 if (surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
&& surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
4678 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface
->resource
.pool
));
4679 return WINED3DERR_INVALIDCALL
;
4684 SetRect(&r
, 0, 0, surface
->resource
.width
, surface
->resource
.height
);
4688 return surface_color_fill(surface
, rect
, color
);
4691 /* Do not call while under the GL lock. */
4692 void CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4693 struct wined3d_rendertarget_view
*rendertarget_view
, const struct wined3d_color
*color
)
4695 struct wined3d_resource
*resource
;
4699 resource
= rendertarget_view
->resource
;
4700 if (resource
->type
!= WINED3D_RTYPE_SURFACE
)
4702 FIXME("Only supported on surface resources\n");
4706 SetRect(&rect
, 0, 0, resource
->width
, resource
->height
);
4707 hr
= surface_color_fill(surface_from_resource(resource
), &rect
, color
);
4708 if (FAILED(hr
)) ERR("Color fill failed, hr %#x.\n", hr
);
4711 HRESULT CDECL
wined3d_device_get_render_target(const struct wined3d_device
*device
,
4712 UINT render_target_idx
, struct wined3d_surface
**render_target
)
4714 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4715 device
, render_target_idx
, render_target
);
4717 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4719 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4720 return WINED3DERR_INVALIDCALL
;
4723 *render_target
= device
->fb
.render_targets
[render_target_idx
];
4724 TRACE("Returning render target %p.\n", *render_target
);
4726 if (!*render_target
)
4727 return WINED3DERR_NOTFOUND
;
4729 wined3d_surface_incref(*render_target
);
4734 HRESULT CDECL
wined3d_device_get_depth_stencil(const struct wined3d_device
*device
,
4735 struct wined3d_surface
**depth_stencil
)
4737 TRACE("device %p, depth_stencil %p.\n", device
, depth_stencil
);
4739 *depth_stencil
= device
->fb
.depth_stencil
;
4740 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil
);
4742 if (!*depth_stencil
)
4743 return WINED3DERR_NOTFOUND
;
4745 wined3d_surface_incref(*depth_stencil
);
4750 HRESULT CDECL
wined3d_device_set_render_target(struct wined3d_device
*device
,
4751 UINT render_target_idx
, struct wined3d_surface
*render_target
, BOOL set_viewport
)
4753 struct wined3d_surface
*prev
;
4755 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4756 device
, render_target_idx
, render_target
, set_viewport
);
4758 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4760 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4761 return WINED3DERR_INVALIDCALL
;
4764 prev
= device
->fb
.render_targets
[render_target_idx
];
4765 if (render_target
== prev
)
4767 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4771 /* Render target 0 can't be set to NULL. */
4772 if (!render_target
&& !render_target_idx
)
4774 WARN("Trying to set render target 0 to NULL.\n");
4775 return WINED3DERR_INVALIDCALL
;
4778 if (render_target
&& !(render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
4780 FIXME("Surface %p doesn't have render target usage.\n", render_target
);
4781 return WINED3DERR_INVALIDCALL
;
4785 wined3d_surface_incref(render_target
);
4786 device
->fb
.render_targets
[render_target_idx
] = render_target
;
4787 /* Release after the assignment, to prevent device_resource_released()
4788 * from seeing the surface as still in use. */
4790 wined3d_surface_decref(prev
);
4792 /* Render target 0 is special. */
4793 if (!render_target_idx
&& set_viewport
)
4795 /* Set the viewport and scissor rectangles, if requested. Tests show
4796 * that stateblock recording is ignored, the change goes directly
4797 * into the primary stateblock. */
4798 device
->stateBlock
->state
.viewport
.height
= device
->fb
.render_targets
[0]->resource
.height
;
4799 device
->stateBlock
->state
.viewport
.width
= device
->fb
.render_targets
[0]->resource
.width
;
4800 device
->stateBlock
->state
.viewport
.x
= 0;
4801 device
->stateBlock
->state
.viewport
.y
= 0;
4802 device
->stateBlock
->state
.viewport
.max_z
= 1.0f
;
4803 device
->stateBlock
->state
.viewport
.min_z
= 0.0f
;
4804 device_invalidate_state(device
, STATE_VIEWPORT
);
4806 device
->stateBlock
->state
.scissor_rect
.top
= 0;
4807 device
->stateBlock
->state
.scissor_rect
.left
= 0;
4808 device
->stateBlock
->state
.scissor_rect
.right
= device
->stateBlock
->state
.viewport
.width
;
4809 device
->stateBlock
->state
.scissor_rect
.bottom
= device
->stateBlock
->state
.viewport
.height
;
4810 device_invalidate_state(device
, STATE_SCISSORRECT
);
4813 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4818 HRESULT CDECL
wined3d_device_set_depth_stencil(struct wined3d_device
*device
, struct wined3d_surface
*depth_stencil
)
4820 struct wined3d_surface
*prev
= device
->fb
.depth_stencil
;
4822 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4823 device
, depth_stencil
, prev
);
4825 if (prev
== depth_stencil
)
4827 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4833 if (device
->swapchains
[0]->desc
.flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4834 || prev
->flags
& SFLAG_DISCARD
)
4836 surface_modify_ds_location(prev
, SFLAG_DISCARDED
,
4837 prev
->resource
.width
, prev
->resource
.height
);
4838 if (prev
== device
->onscreen_depth_stencil
)
4840 wined3d_surface_decref(device
->onscreen_depth_stencil
);
4841 device
->onscreen_depth_stencil
= NULL
;
4846 device
->fb
.depth_stencil
= depth_stencil
;
4848 wined3d_surface_incref(depth_stencil
);
4850 if (!prev
!= !depth_stencil
)
4852 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4853 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_ZENABLE
));
4854 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
4855 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
4856 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4858 else if (prev
&& prev
->resource
.format
->depth_size
!= depth_stencil
->resource
.format
->depth_size
)
4860 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4863 wined3d_surface_decref(prev
);
4865 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4870 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4871 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_surface
*cursor_image
)
4873 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4874 device
, x_hotspot
, y_hotspot
, cursor_image
);
4876 /* some basic validation checks */
4877 if (device
->cursorTexture
)
4879 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4881 glDeleteTextures(1, &device
->cursorTexture
);
4883 context_release(context
);
4884 device
->cursorTexture
= 0;
4889 struct wined3d_map_desc map_desc
;
4891 /* MSDN: Cursor must be A8R8G8B8 */
4892 if (cursor_image
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4894 WARN("surface %p has an invalid format.\n", cursor_image
);
4895 return WINED3DERR_INVALIDCALL
;
4898 /* MSDN: Cursor must be smaller than the display mode */
4899 if (cursor_image
->resource
.width
> device
->adapter
->screen_size
.cx
4900 || cursor_image
->resource
.height
> device
->adapter
->screen_size
.cy
)
4902 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4903 cursor_image
, cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4904 device
->adapter
->screen_size
.cx
, device
->adapter
->screen_size
.cy
);
4905 return WINED3DERR_INVALIDCALL
;
4908 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4910 /* Do not store the surface's pointer because the application may
4911 * release it after setting the cursor image. Windows doesn't
4912 * addref the set surface, so we can't do this either without
4913 * creating circular refcount dependencies. Copy out the gl texture
4915 device
->cursorWidth
= cursor_image
->resource
.width
;
4916 device
->cursorHeight
= cursor_image
->resource
.height
;
4917 if (SUCCEEDED(wined3d_surface_map(cursor_image
, &map_desc
, NULL
, WINED3DLOCK_READONLY
)))
4919 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4920 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
4921 struct wined3d_context
*context
;
4922 char *mem
, *bits
= map_desc
.data
;
4923 GLint intfmt
= format
->glInternal
;
4924 GLint gl_format
= format
->glFormat
;
4925 GLint type
= format
->glType
;
4926 INT height
= device
->cursorHeight
;
4927 INT width
= device
->cursorWidth
;
4928 INT bpp
= format
->byte_count
;
4931 /* Reformat the texture memory (pitch and width can be
4933 mem
= HeapAlloc(GetProcessHeap(), 0, width
* height
* bpp
);
4934 for (i
= 0; i
< height
; ++i
)
4935 memcpy(&mem
[width
* bpp
* i
], &bits
[map_desc
.row_pitch
* i
], width
* bpp
);
4936 wined3d_surface_unmap(cursor_image
);
4938 context
= context_acquire(device
, NULL
);
4942 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
4944 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
4945 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4948 invalidate_active_texture(device
, context
);
4949 /* Create a new cursor texture */
4950 glGenTextures(1, &device
->cursorTexture
);
4951 checkGLcall("glGenTextures");
4952 context_bind_texture(context
, GL_TEXTURE_2D
, device
->cursorTexture
);
4953 /* Copy the bitmap memory into the cursor texture */
4954 glTexImage2D(GL_TEXTURE_2D
, 0, intfmt
, width
, height
, 0, gl_format
, type
, mem
);
4955 checkGLcall("glTexImage2D");
4956 HeapFree(GetProcessHeap(), 0, mem
);
4958 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
4960 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
4961 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4966 context_release(context
);
4970 FIXME("A cursor texture was not returned.\n");
4971 device
->cursorTexture
= 0;
4974 if (cursor_image
->resource
.width
== 32 && cursor_image
->resource
.height
== 32)
4976 UINT mask_size
= cursor_image
->resource
.width
* cursor_image
->resource
.height
/ 8;
4977 ICONINFO cursorInfo
;
4981 /* 32-bit user32 cursors ignore the alpha channel if it's all
4982 * zeroes, and use the mask instead. Fill the mask with all ones
4983 * to ensure we still get a fully transparent cursor. */
4984 maskBits
= HeapAlloc(GetProcessHeap(), 0, mask_size
);
4985 memset(maskBits
, 0xff, mask_size
);
4986 wined3d_surface_map(cursor_image
, &map_desc
, NULL
,
4987 WINED3DLOCK_NO_DIRTY_UPDATE
| WINED3DLOCK_READONLY
);
4988 TRACE("width: %u height: %u.\n", cursor_image
->resource
.width
, cursor_image
->resource
.height
);
4990 cursorInfo
.fIcon
= FALSE
;
4991 cursorInfo
.xHotspot
= x_hotspot
;
4992 cursorInfo
.yHotspot
= y_hotspot
;
4993 cursorInfo
.hbmMask
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4995 cursorInfo
.hbmColor
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4996 1, 32, map_desc
.data
);
4997 wined3d_surface_unmap(cursor_image
);
4998 /* Create our cursor and clean up. */
4999 cursor
= CreateIconIndirect(&cursorInfo
);
5000 if (cursorInfo
.hbmMask
) DeleteObject(cursorInfo
.hbmMask
);
5001 if (cursorInfo
.hbmColor
) DeleteObject(cursorInfo
.hbmColor
);
5002 if (device
->hardwareCursor
) DestroyCursor(device
->hardwareCursor
);
5003 device
->hardwareCursor
= cursor
;
5004 if (device
->bCursorVisible
) SetCursor( cursor
);
5005 HeapFree(GetProcessHeap(), 0, maskBits
);
5009 device
->xHotSpot
= x_hotspot
;
5010 device
->yHotSpot
= y_hotspot
;
5014 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
5015 int x_screen_space
, int y_screen_space
, DWORD flags
)
5017 TRACE("device %p, x %d, y %d, flags %#x.\n",
5018 device
, x_screen_space
, y_screen_space
, flags
);
5020 device
->xScreenSpace
= x_screen_space
;
5021 device
->yScreenSpace
= y_screen_space
;
5023 if (device
->hardwareCursor
)
5027 GetCursorPos( &pt
);
5028 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
5030 SetCursorPos( x_screen_space
, y_screen_space
);
5032 /* Switch to the software cursor if position diverges from the hardware one. */
5033 GetCursorPos( &pt
);
5034 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
5036 if (device
->bCursorVisible
) SetCursor( NULL
);
5037 DestroyCursor( device
->hardwareCursor
);
5038 device
->hardwareCursor
= 0;
5043 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
5045 BOOL oldVisible
= device
->bCursorVisible
;
5047 TRACE("device %p, show %#x.\n", device
, show
);
5050 * When ShowCursor is first called it should make the cursor appear at the OS's last
5051 * known cursor position.
5053 if (show
&& !oldVisible
)
5057 device
->xScreenSpace
= pt
.x
;
5058 device
->yScreenSpace
= pt
.y
;
5061 if (device
->hardwareCursor
)
5063 device
->bCursorVisible
= show
;
5065 SetCursor(device
->hardwareCursor
);
5071 if (device
->cursorTexture
)
5072 device
->bCursorVisible
= show
;
5078 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
5080 struct wined3d_resource
*resource
, *cursor
;
5082 TRACE("device %p.\n", device
);
5084 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5086 TRACE("Checking resource %p for eviction.\n", resource
);
5088 if (resource
->pool
== WINED3D_POOL_MANAGED
)
5090 TRACE("Evicting %p.\n", resource
);
5091 resource
->resource_ops
->resource_unload(resource
);
5095 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5096 device_invalidate_state(device
, STATE_STREAMSRC
);
5099 static BOOL
is_display_mode_supported(const struct wined3d_device
*device
,
5100 const struct wined3d_swapchain_desc
*swapchain_desc
)
5102 struct wined3d_display_mode m
;
5106 /* All Windowed modes are supported, as is leaving the current mode */
5107 if (swapchain_desc
->windowed
)
5109 if (!swapchain_desc
->backbuffer_width
)
5111 if (!swapchain_desc
->backbuffer_height
)
5114 count
= wined3d_get_adapter_mode_count(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
);
5115 for (i
= 0; i
< count
; ++i
)
5117 memset(&m
, 0, sizeof(m
));
5118 hr
= wined3d_enum_adapter_modes(device
->wined3d
, device
->adapter
->ordinal
, WINED3DFMT_UNKNOWN
, i
, &m
);
5120 ERR("Failed to enumerate adapter mode.\n");
5121 if (m
.width
== swapchain_desc
->backbuffer_width
&& m
.height
== swapchain_desc
->backbuffer_height
)
5122 /* Mode found, it is supported. */
5125 /* Mode not found -> not supported */
5129 /* Do not call while under the GL lock. */
5130 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5132 struct wined3d_resource
*resource
, *cursor
;
5133 const struct wined3d_gl_info
*gl_info
;
5134 struct wined3d_context
*context
;
5135 struct wined3d_shader
*shader
;
5137 context
= context_acquire(device
, NULL
);
5138 gl_info
= context
->gl_info
;
5140 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5142 TRACE("Unloading resource %p.\n", resource
);
5144 resource
->resource_ops
->resource_unload(resource
);
5147 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
5149 device
->shader_backend
->shader_destroy(shader
);
5153 if (device
->depth_blt_texture
)
5155 glDeleteTextures(1, &device
->depth_blt_texture
);
5156 device
->depth_blt_texture
= 0;
5158 if (device
->cursorTexture
)
5160 glDeleteTextures(1, &device
->cursorTexture
);
5161 device
->cursorTexture
= 0;
5165 device
->blitter
->free_private(device
);
5166 device
->frag_pipe
->free_private(device
);
5167 device
->shader_backend
->shader_free_private(device
);
5168 destroy_dummy_textures(device
, gl_info
);
5170 context_release(context
);
5172 while (device
->context_count
)
5174 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
5177 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5178 swapchain
->context
= NULL
;
5181 /* Do not call while under the GL lock. */
5182 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
5184 struct wined3d_context
*context
;
5185 struct wined3d_surface
*target
;
5188 /* Recreate the primary swapchain's context */
5189 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
5190 if (!swapchain
->context
)
5192 ERR("Failed to allocate memory for swapchain context array.\n");
5193 return E_OUTOFMEMORY
;
5196 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
5197 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
5199 WARN("Failed to create context.\n");
5200 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5204 swapchain
->context
[0] = context
;
5205 swapchain
->num_contexts
= 1;
5206 create_dummy_textures(device
, context
);
5207 context_release(context
);
5209 hr
= device
->shader_backend
->shader_alloc_private(device
);
5212 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
5216 hr
= device
->frag_pipe
->alloc_private(device
);
5219 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr
);
5220 device
->shader_backend
->shader_free_private(device
);
5224 hr
= device
->blitter
->alloc_private(device
);
5227 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
5228 device
->frag_pipe
->free_private(device
);
5229 device
->shader_backend
->shader_free_private(device
);
5236 context_acquire(device
, NULL
);
5237 destroy_dummy_textures(device
, context
->gl_info
);
5238 context_release(context
);
5239 context_destroy(device
, context
);
5240 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5241 swapchain
->num_contexts
= 0;
5245 /* Do not call while under the GL lock. */
5246 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
5247 const struct wined3d_swapchain_desc
*swapchain_desc
,
5248 wined3d_device_reset_cb callback
)
5250 struct wined3d_resource
*resource
, *cursor
;
5251 struct wined3d_swapchain
*swapchain
;
5252 struct wined3d_display_mode mode
;
5253 BOOL DisplayModeChanged
= FALSE
;
5254 BOOL update_desc
= FALSE
;
5257 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
5259 stateblock_unbind_resources(device
->stateBlock
);
5261 if (device
->onscreen_depth_stencil
)
5263 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5264 device
->onscreen_depth_stencil
= NULL
;
5267 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5269 TRACE("Enumerating resource %p.\n", resource
);
5270 if (FAILED(hr
= callback(resource
)))
5274 hr
= wined3d_device_get_swapchain(device
, 0, &swapchain
);
5277 ERR("Failed to get the first implicit swapchain\n");
5281 if (!is_display_mode_supported(device
, swapchain_desc
))
5283 WARN("Rejecting reset() call because the requested display mode is not supported.\n");
5284 WARN("Requested mode: %ux%u.\n",
5285 swapchain_desc
->backbuffer_width
,
5286 swapchain_desc
->backbuffer_height
);
5287 wined3d_swapchain_decref(swapchain
);
5288 return WINED3DERR_INVALIDCALL
;
5291 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5292 * on an existing gl context, so there's no real need for recreation.
5294 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5296 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5298 TRACE("New params:\n");
5299 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
5300 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
5301 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
5302 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
5303 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
5304 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
5305 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
5306 TRACE("device_window %p\n", swapchain_desc
->device_window
);
5307 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
5308 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
5309 if (swapchain_desc
->enable_auto_depth_stencil
)
5310 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
5311 TRACE("flags %#x\n", swapchain_desc
->flags
);
5312 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
5313 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
5314 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
5316 /* No special treatment of these parameters. Just store them */
5317 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
5318 swapchain
->desc
.flags
= swapchain_desc
->flags
;
5319 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
5320 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
5322 /* What to do about these? */
5323 if (swapchain_desc
->backbuffer_count
5324 && swapchain_desc
->backbuffer_count
!= swapchain
->desc
.backbuffer_count
)
5325 FIXME("Cannot change the back buffer count yet.\n");
5327 if (swapchain_desc
->device_window
5328 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
5330 TRACE("Changing the device window from %p to %p.\n",
5331 swapchain
->desc
.device_window
, swapchain_desc
->device_window
);
5332 swapchain
->desc
.device_window
= swapchain_desc
->device_window
;
5333 swapchain
->device_window
= swapchain_desc
->device_window
;
5334 wined3d_swapchain_set_window(swapchain
, NULL
);
5337 if (swapchain_desc
->enable_auto_depth_stencil
&& !device
->auto_depth_stencil
)
5341 TRACE("Creating the depth stencil buffer\n");
5343 hrc
= device
->device_parent
->ops
->create_depth_stencil(device
->device_parent
,
5344 swapchain_desc
->backbuffer_width
,
5345 swapchain_desc
->backbuffer_height
,
5346 swapchain_desc
->auto_depth_stencil_format
,
5347 swapchain_desc
->multisample_type
,
5348 swapchain_desc
->multisample_quality
,
5350 &device
->auto_depth_stencil
);
5353 ERR("Failed to create the depth stencil buffer.\n");
5354 wined3d_swapchain_decref(swapchain
);
5355 return WINED3DERR_INVALIDCALL
;
5359 if (device
->onscreen_depth_stencil
)
5361 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5362 device
->onscreen_depth_stencil
= NULL
;
5365 /* Reset the depth stencil */
5366 if (swapchain_desc
->enable_auto_depth_stencil
)
5367 wined3d_device_set_depth_stencil(device
, device
->auto_depth_stencil
);
5369 wined3d_device_set_depth_stencil(device
, NULL
);
5371 TRACE("Resetting stateblock\n");
5372 wined3d_stateblock_decref(device
->updateStateBlock
);
5373 wined3d_stateblock_decref(device
->stateBlock
);
5375 if (swapchain_desc
->windowed
)
5377 mode
.width
= swapchain
->orig_width
;
5378 mode
.height
= swapchain
->orig_height
;
5379 mode
.refresh_rate
= 0;
5380 mode
.format_id
= swapchain
->desc
.backbuffer_format
;
5384 mode
.width
= swapchain_desc
->backbuffer_width
;
5385 mode
.height
= swapchain_desc
->backbuffer_height
;
5386 mode
.refresh_rate
= swapchain_desc
->refresh_rate
;
5387 mode
.format_id
= swapchain_desc
->backbuffer_format
;
5390 /* Should Width == 800 && Height == 0 set 800x600? */
5391 if (swapchain_desc
->backbuffer_width
&& swapchain_desc
->backbuffer_height
5392 && (swapchain_desc
->backbuffer_width
!= swapchain
->desc
.backbuffer_width
5393 || swapchain_desc
->backbuffer_height
!= swapchain
->desc
.backbuffer_height
))
5395 if (!swapchain_desc
->windowed
)
5396 DisplayModeChanged
= TRUE
;
5398 swapchain
->desc
.backbuffer_width
= swapchain_desc
->backbuffer_width
;
5399 swapchain
->desc
.backbuffer_height
= swapchain_desc
->backbuffer_height
;
5403 if (swapchain_desc
->backbuffer_format
!= WINED3DFMT_UNKNOWN
5404 && swapchain_desc
->backbuffer_format
!= swapchain
->desc
.backbuffer_format
)
5406 swapchain
->desc
.backbuffer_format
= swapchain_desc
->backbuffer_format
;
5410 if (swapchain_desc
->multisample_type
!= swapchain
->desc
.multisample_type
5411 || swapchain_desc
->multisample_quality
!= swapchain
->desc
.multisample_quality
)
5413 swapchain
->desc
.multisample_type
= swapchain_desc
->multisample_type
;
5414 swapchain
->desc
.multisample_quality
= swapchain_desc
->multisample_quality
;
5422 hr
= wined3d_surface_update_desc(swapchain
->front_buffer
, swapchain
->desc
.backbuffer_width
,
5423 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
5424 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
);
5427 wined3d_swapchain_decref(swapchain
);
5431 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
5433 hr
= wined3d_surface_update_desc(swapchain
->back_buffers
[i
], swapchain
->desc
.backbuffer_width
,
5434 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
5435 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
);
5438 wined3d_swapchain_decref(swapchain
);
5442 if (device
->auto_depth_stencil
)
5444 hr
= wined3d_surface_update_desc(device
->auto_depth_stencil
, swapchain
->desc
.backbuffer_width
,
5445 swapchain
->desc
.backbuffer_height
, device
->auto_depth_stencil
->resource
.format
->id
,
5446 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
);
5449 wined3d_swapchain_decref(swapchain
);
5455 if (device
->d3d_initialized
)
5456 delete_opengl_contexts(device
, swapchain
);
5458 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
5459 || DisplayModeChanged
)
5461 wined3d_device_set_display_mode(device
, 0, &mode
);
5463 if (!swapchain_desc
->windowed
)
5465 if (swapchain
->desc
.windowed
)
5467 HWND focus_window
= device
->create_parms
.focus_window
;
5469 focus_window
= swapchain_desc
->device_window
;
5470 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
5472 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
5473 wined3d_swapchain_decref(swapchain
);
5477 /* switch from windowed to fs */
5478 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5479 swapchain_desc
->backbuffer_width
,
5480 swapchain_desc
->backbuffer_height
);
5484 /* Fullscreen -> fullscreen mode change */
5485 MoveWindow(swapchain
->device_window
, 0, 0,
5486 swapchain_desc
->backbuffer_width
,
5487 swapchain_desc
->backbuffer_height
,
5491 else if (!swapchain
->desc
.windowed
)
5493 /* Fullscreen -> windowed switch */
5494 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
5495 wined3d_device_release_focus_window(device
);
5497 swapchain
->desc
.windowed
= swapchain_desc
->windowed
;
5499 else if (!swapchain_desc
->windowed
)
5501 DWORD style
= device
->style
;
5502 DWORD exStyle
= device
->exStyle
;
5503 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5504 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5505 * Reset to clear up their mess. Guild Wars also loses the device during that.
5508 device
->exStyle
= 0;
5509 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5510 swapchain_desc
->backbuffer_width
,
5511 swapchain_desc
->backbuffer_height
);
5512 device
->style
= style
;
5513 device
->exStyle
= exStyle
;
5516 /* Note: No parent needed for initial internal stateblock */
5517 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_INIT
, &device
->stateBlock
);
5519 ERR("Resetting the stateblock failed with error %#x.\n", hr
);
5521 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5522 device
->updateStateBlock
= device
->stateBlock
;
5523 wined3d_stateblock_incref(device
->updateStateBlock
);
5525 stateblock_init_default_state(device
->stateBlock
);
5527 swapchain_update_render_to_fbo(swapchain
);
5528 swapchain_update_draw_bindings(swapchain
);
5530 if (device
->d3d_initialized
)
5531 hr
= create_primary_opengl_context(device
, swapchain
);
5532 wined3d_swapchain_decref(swapchain
);
5534 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5540 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
5542 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
5544 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
5550 HRESULT CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
5551 struct wined3d_device_creation_parameters
*parameters
)
5553 TRACE("device %p, parameters %p.\n", device
, parameters
);
5555 *parameters
= device
->create_parms
;
5559 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
5560 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
5562 struct wined3d_swapchain
*swapchain
;
5564 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5565 device
, swapchain_idx
, flags
, ramp
);
5567 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5569 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
5570 wined3d_swapchain_decref(swapchain
);
5574 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
5575 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
5577 struct wined3d_swapchain
*swapchain
;
5579 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5580 device
, swapchain_idx
, ramp
);
5582 if (SUCCEEDED(wined3d_device_get_swapchain(device
, swapchain_idx
, &swapchain
)))
5584 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
5585 wined3d_swapchain_decref(swapchain
);
5589 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5591 TRACE("device %p, resource %p.\n", device
, resource
);
5593 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
5596 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5598 TRACE("device %p, resource %p.\n", device
, resource
);
5600 list_remove(&resource
->resource_list_entry
);
5603 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5605 enum wined3d_resource_type type
= resource
->type
;
5608 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
5610 context_resource_released(device
, resource
, type
);
5614 case WINED3D_RTYPE_SURFACE
:
5616 struct wined3d_surface
*surface
= surface_from_resource(resource
);
5618 if (!device
->d3d_initialized
) break;
5620 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5622 if (device
->fb
.render_targets
[i
] == surface
)
5624 ERR("Surface %p is still in use as render target %u.\n", surface
, i
);
5625 device
->fb
.render_targets
[i
] = NULL
;
5629 if (device
->fb
.depth_stencil
== surface
)
5631 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface
);
5632 device
->fb
.depth_stencil
= NULL
;
5637 case WINED3D_RTYPE_TEXTURE
:
5638 case WINED3D_RTYPE_CUBE_TEXTURE
:
5639 case WINED3D_RTYPE_VOLUME_TEXTURE
:
5640 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5642 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
5644 if (device
->stateBlock
&& device
->stateBlock
->state
.textures
[i
] == texture
)
5646 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5647 texture
, device
->stateBlock
, i
);
5648 device
->stateBlock
->state
.textures
[i
] = NULL
;
5651 if (device
->updateStateBlock
!= device
->stateBlock
5652 && device
->updateStateBlock
->state
.textures
[i
] == texture
)
5654 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5655 texture
, device
->updateStateBlock
, i
);
5656 device
->updateStateBlock
->state
.textures
[i
] = NULL
;
5661 case WINED3D_RTYPE_BUFFER
:
5663 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
5665 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5667 if (device
->stateBlock
&& device
->stateBlock
->state
.streams
[i
].buffer
== buffer
)
5669 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5670 buffer
, device
->stateBlock
, i
);
5671 device
->stateBlock
->state
.streams
[i
].buffer
= NULL
;
5674 if (device
->updateStateBlock
!= device
->stateBlock
5675 && device
->updateStateBlock
->state
.streams
[i
].buffer
== buffer
)
5677 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5678 buffer
, device
->updateStateBlock
, i
);
5679 device
->updateStateBlock
->state
.streams
[i
].buffer
= NULL
;
5684 if (device
->stateBlock
&& device
->stateBlock
->state
.index_buffer
== buffer
)
5686 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5687 buffer
, device
->stateBlock
);
5688 device
->stateBlock
->state
.index_buffer
= NULL
;
5691 if (device
->updateStateBlock
!= device
->stateBlock
5692 && device
->updateStateBlock
->state
.index_buffer
== buffer
)
5694 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5695 buffer
, device
->updateStateBlock
);
5696 device
->updateStateBlock
->state
.index_buffer
= NULL
;
5705 /* Remove the resource from the resourceStore */
5706 device_resource_remove(device
, resource
);
5708 TRACE("Resource released.\n");
5711 HRESULT CDECL
wined3d_device_get_surface_from_dc(const struct wined3d_device
*device
,
5712 HDC dc
, struct wined3d_surface
**surface
)
5714 struct wined3d_resource
*resource
;
5716 TRACE("device %p, dc %p, surface %p.\n", device
, dc
, surface
);
5719 return WINED3DERR_INVALIDCALL
;
5721 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5723 if (resource
->type
== WINED3D_RTYPE_SURFACE
)
5725 struct wined3d_surface
*s
= surface_from_resource(resource
);
5729 TRACE("Found surface %p for dc %p.\n", s
, dc
);
5736 return WINED3DERR_INVALIDCALL
;
5739 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
5740 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
5741 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
5743 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
5744 const struct fragment_pipeline
*fragment_pipeline
;
5745 struct wined3d_display_mode mode
;
5746 struct shader_caps shader_caps
;
5747 struct fragment_caps ffp_caps
;
5752 device
->wined3d
= wined3d
;
5753 wined3d_incref(device
->wined3d
);
5754 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
5755 device
->device_parent
= device_parent
;
5756 list_init(&device
->resources
);
5757 list_init(&device
->shaders
);
5758 device
->surface_alignment
= surface_alignment
;
5760 /* Get the initial screen setup for ddraw. */
5761 hr
= wined3d_get_adapter_display_mode(wined3d
, adapter_idx
, &mode
);
5764 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr
);
5765 wined3d_decref(device
->wined3d
);
5768 adapter
->screen_size
.cx
= mode
.width
;
5769 adapter
->screen_size
.cy
= mode
.height
;
5770 adapter
->screen_format
= mode
.format_id
;
5772 /* Save the creation parameters. */
5773 device
->create_parms
.adapter_idx
= adapter_idx
;
5774 device
->create_parms
.device_type
= device_type
;
5775 device
->create_parms
.focus_window
= focus_window
;
5776 device
->create_parms
.flags
= flags
;
5778 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
) list_init(&device
->patches
[i
]);
5780 select_shader_mode(&adapter
->gl_info
, &device
->ps_selected_mode
, &device
->vs_selected_mode
);
5781 device
->shader_backend
= adapter
->shader_backend
;
5783 if (device
->shader_backend
)
5785 device
->shader_backend
->shader_get_caps(&adapter
->gl_info
, &shader_caps
);
5786 device
->vshader_version
= shader_caps
.VertexShaderVersion
;
5787 device
->pshader_version
= shader_caps
.PixelShaderVersion
;
5788 device
->d3d_vshader_constantF
= shader_caps
.MaxVertexShaderConst
;
5789 device
->d3d_pshader_constantF
= shader_caps
.MaxPixelShaderConst
;
5790 device
->vs_clipping
= shader_caps
.VSClipping
;
5792 fragment_pipeline
= adapter
->fragment_pipe
;
5793 device
->frag_pipe
= fragment_pipeline
;
5794 if (fragment_pipeline
)
5796 fragment_pipeline
->get_caps(&adapter
->gl_info
, &ffp_caps
);
5797 device
->max_ffp_textures
= ffp_caps
.MaxSimultaneousTextures
;
5799 hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
, &adapter
->gl_info
,
5800 ffp_vertexstate_template
, fragment_pipeline
, misc_state_template
);
5803 ERR("Failed to compile state table, hr %#x.\n", hr
);
5804 wined3d_decref(device
->wined3d
);
5808 device
->blitter
= adapter
->blitter
;
5810 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_INIT
, &device
->stateBlock
);
5813 WARN("Failed to create stateblock.\n");
5814 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
5816 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
5818 wined3d_decref(device
->wined3d
);
5822 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5823 device
->updateStateBlock
= device
->stateBlock
;
5824 wined3d_stateblock_incref(device
->updateStateBlock
);
5830 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5832 DWORD rep
= device
->StateTable
[state
].representative
;
5833 struct wined3d_context
*context
;
5838 for (i
= 0; i
< device
->context_count
; ++i
)
5840 context
= device
->contexts
[i
];
5841 if(isStateDirty(context
, rep
)) continue;
5843 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5844 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5845 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5846 context
->isStateDirty
[idx
] |= (1 << shift
);
5850 void get_drawable_size_fbo(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
5852 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5853 *width
= context
->current_rt
->pow2Width
;
5854 *height
= context
->current_rt
->pow2Height
;
5857 void get_drawable_size_backbuffer(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
5859 const struct wined3d_swapchain
*swapchain
= context
->swapchain
;
5860 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5861 * current context's drawable, which is the size of the back buffer of the swapchain
5862 * the active context belongs to. */
5863 *width
= swapchain
->desc
.backbuffer_width
;
5864 *height
= swapchain
->desc
.backbuffer_height
;
5867 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
5868 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
5870 if (device
->filter_messages
)
5872 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5873 window
, message
, wparam
, lparam
);
5875 return DefWindowProcW(window
, message
, wparam
, lparam
);
5877 return DefWindowProcA(window
, message
, wparam
, lparam
);
5880 if (message
== WM_DESTROY
)
5882 TRACE("unregister window %p.\n", window
);
5883 wined3d_unregister_window(window
);
5885 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
5886 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
5888 else if (message
== WM_DISPLAYCHANGE
)
5890 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
5894 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
5896 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);