wined3d: Implement wined3d_device_update_surface() on top of surface_upload_data().
[wine/wine-gecko.git] / dlls / wined3d / device.c
blob19a9a45a55fb9533744a1a7b208f949f3550dee7
1 /*
2 * IWineD3DDevice implementation
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
10 * Copyright 2006-2008 Henri Verbeet
11 * Copyright 2007 Andrew Riedi
12 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
14 * This library is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU Lesser General Public
16 * License as published by the Free Software Foundation; either
17 * version 2.1 of the License, or (at your option) any later version.
19 * This library is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
22 * Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public
25 * License along with this library; if not, write to the Free Software
26 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
29 #include "config.h"
30 #include <stdio.h>
31 #ifdef HAVE_FLOAT_H
32 # include <float.h>
33 #endif
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
38 /* Define the default light parameters as specified by MSDN */
39 const WINED3DLIGHT WINED3D_default_light = {
41 WINED3DLIGHT_DIRECTIONAL, /* Type */
42 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
43 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
44 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
45 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
46 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
47 0.0f, /* Range */
48 0.0f, /* Falloff */
49 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
50 0.0f, /* Theta */
51 0.0f /* Phi */
54 /**********************************************************
55 * Global variable / Constants follow
56 **********************************************************/
57 const float identity[] =
59 1.0f, 0.0f, 0.0f, 0.0f,
60 0.0f, 1.0f, 0.0f, 0.0f,
61 0.0f, 0.0f, 1.0f, 0.0f,
62 0.0f, 0.0f, 0.0f, 1.0f,
63 }; /* When needed for comparisons */
65 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
66 * actually have the same values in GL and D3D. */
67 static GLenum gl_primitive_type_from_d3d(WINED3DPRIMITIVETYPE primitive_type)
69 switch(primitive_type)
71 case WINED3DPT_POINTLIST:
72 return GL_POINTS;
74 case WINED3DPT_LINELIST:
75 return GL_LINES;
77 case WINED3DPT_LINESTRIP:
78 return GL_LINE_STRIP;
80 case WINED3DPT_TRIANGLELIST:
81 return GL_TRIANGLES;
83 case WINED3DPT_TRIANGLESTRIP:
84 return GL_TRIANGLE_STRIP;
86 case WINED3DPT_TRIANGLEFAN:
87 return GL_TRIANGLE_FAN;
89 case WINED3DPT_LINELIST_ADJ:
90 return GL_LINES_ADJACENCY_ARB;
92 case WINED3DPT_LINESTRIP_ADJ:
93 return GL_LINE_STRIP_ADJACENCY_ARB;
95 case WINED3DPT_TRIANGLELIST_ADJ:
96 return GL_TRIANGLES_ADJACENCY_ARB;
98 case WINED3DPT_TRIANGLESTRIP_ADJ:
99 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
101 default:
102 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
103 return GL_NONE;
107 static WINED3DPRIMITIVETYPE d3d_primitive_type_from_gl(GLenum primitive_type)
109 switch(primitive_type)
111 case GL_POINTS:
112 return WINED3DPT_POINTLIST;
114 case GL_LINES:
115 return WINED3DPT_LINELIST;
117 case GL_LINE_STRIP:
118 return WINED3DPT_LINESTRIP;
120 case GL_TRIANGLES:
121 return WINED3DPT_TRIANGLELIST;
123 case GL_TRIANGLE_STRIP:
124 return WINED3DPT_TRIANGLESTRIP;
126 case GL_TRIANGLE_FAN:
127 return WINED3DPT_TRIANGLEFAN;
129 case GL_LINES_ADJACENCY_ARB:
130 return WINED3DPT_LINELIST_ADJ;
132 case GL_LINE_STRIP_ADJACENCY_ARB:
133 return WINED3DPT_LINESTRIP_ADJ;
135 case GL_TRIANGLES_ADJACENCY_ARB:
136 return WINED3DPT_TRIANGLELIST_ADJ;
138 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
139 return WINED3DPT_TRIANGLESTRIP_ADJ;
141 default:
142 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
143 return WINED3DPT_UNDEFINED;
147 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
149 if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && !usage_idx)
150 *regnum = WINED3D_FFP_POSITION;
151 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && !usage_idx)
152 *regnum = WINED3D_FFP_BLENDWEIGHT;
153 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && !usage_idx)
154 *regnum = WINED3D_FFP_BLENDINDICES;
155 else if (usage == WINED3DDECLUSAGE_NORMAL && !usage_idx)
156 *regnum = WINED3D_FFP_NORMAL;
157 else if (usage == WINED3DDECLUSAGE_PSIZE && !usage_idx)
158 *regnum = WINED3D_FFP_PSIZE;
159 else if (usage == WINED3DDECLUSAGE_COLOR && !usage_idx)
160 *regnum = WINED3D_FFP_DIFFUSE;
161 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
162 *regnum = WINED3D_FFP_SPECULAR;
163 else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
164 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
165 else
167 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
168 *regnum = ~0U;
169 return FALSE;
172 return TRUE;
175 /* Context activation is done by the caller. */
176 void device_stream_info_from_declaration(struct wined3d_device *device,
177 BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup)
179 /* We need to deal with frequency data! */
180 struct wined3d_vertex_declaration *declaration = device->stateBlock->state.vertex_declaration;
181 unsigned int i;
183 stream_info->use_map = 0;
184 stream_info->swizzle_map = 0;
186 /* Check for transformed vertices, disable vertex shader if present. */
187 stream_info->position_transformed = declaration->position_transformed;
188 if (declaration->position_transformed) use_vshader = FALSE;
190 /* Translate the declaration into strided data. */
191 for (i = 0; i < declaration->element_count; ++i)
193 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
194 struct wined3d_buffer *buffer = device->stateBlock->state.streams[element->input_slot].buffer;
195 GLuint buffer_object = 0;
196 const BYTE *data = NULL;
197 BOOL stride_used;
198 unsigned int idx;
199 DWORD stride;
201 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
202 element, i + 1, declaration->element_count);
204 if (!buffer) continue;
206 stride = device->stateBlock->state.streams[element->input_slot].stride;
207 if (device->stateBlock->state.user_stream)
209 TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
210 buffer_object = 0;
211 data = (BYTE *)buffer;
213 else
215 TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
216 data = buffer_get_memory(buffer, &device->adapter->gl_info, &buffer_object);
218 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
219 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
220 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
221 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
222 * not, drawStridedSlow is needed, including a vertex buffer path. */
223 if (device->stateBlock->state.load_base_vertex_index < 0)
225 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
226 device->stateBlock->state.load_base_vertex_index);
227 buffer_object = 0;
228 data = buffer_get_sysmem(buffer, &device->adapter->gl_info);
229 if ((UINT_PTR)data < -device->stateBlock->state.load_base_vertex_index * stride)
231 FIXME("System memory vertex data load offset is negative!\n");
235 if (fixup)
237 if (buffer_object) *fixup = TRUE;
238 else if (*fixup && !use_vshader
239 && (element->usage == WINED3DDECLUSAGE_COLOR
240 || element->usage == WINED3DDECLUSAGE_POSITIONT))
242 static BOOL warned = FALSE;
243 if (!warned)
245 /* This may be bad with the fixed function pipeline. */
246 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
247 warned = TRUE;
252 data += element->offset;
254 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
256 if (use_vshader)
258 if (element->output_slot == ~0U)
260 /* TODO: Assuming vertexdeclarations are usually used with the
261 * same or a similar shader, it might be worth it to store the
262 * last used output slot and try that one first. */
263 stride_used = vshader_get_input(device->stateBlock->state.vertex_shader,
264 element->usage, element->usage_idx, &idx);
266 else
268 idx = element->output_slot;
269 stride_used = TRUE;
272 else
274 if (!element->ffp_valid)
276 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
277 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
278 stride_used = FALSE;
280 else
282 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
286 if (stride_used)
288 TRACE("Load %s array %u [usage %s, usage_idx %u, "
289 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
290 use_vshader ? "shader": "fixed function", idx,
291 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
292 element->offset, stride, debug_d3dformat(element->format->id), buffer_object);
294 stream_info->elements[idx].format = element->format;
295 stream_info->elements[idx].stride = stride;
296 stream_info->elements[idx].data = data;
297 stream_info->elements[idx].stream_idx = element->input_slot;
298 stream_info->elements[idx].buffer_object = buffer_object;
300 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
301 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
303 stream_info->swizzle_map |= 1 << idx;
305 stream_info->use_map |= 1 << idx;
309 device->num_buffer_queries = 0;
310 if (!device->stateBlock->state.user_stream)
312 WORD map = stream_info->use_map;
314 /* PreLoad all the vertex buffers. */
315 for (i = 0; map; map >>= 1, ++i)
317 struct wined3d_stream_info_element *element;
318 struct wined3d_buffer *buffer;
320 if (!(map & 1)) continue;
322 element = &stream_info->elements[i];
323 buffer = device->stateBlock->state.streams[element->stream_idx].buffer;
324 wined3d_buffer_preload(buffer);
326 /* If PreLoad dropped the buffer object, update the stream info. */
327 if (buffer->buffer_object != element->buffer_object)
329 element->buffer_object = 0;
330 element->data = buffer_get_sysmem(buffer, &device->adapter->gl_info) + (ptrdiff_t)element->data;
333 if (buffer->query)
334 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
339 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
340 const struct WineDirect3DStridedData *strided, struct wined3d_stream_info_element *e)
342 e->format = wined3d_get_format(gl_info, strided->format);
343 e->stride = strided->dwStride;
344 e->data = strided->lpData;
345 e->stream_idx = 0;
346 e->buffer_object = 0;
349 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
350 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info)
352 unsigned int i;
354 memset(stream_info, 0, sizeof(*stream_info));
356 if (strided->position.lpData)
357 stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
358 if (strided->normal.lpData)
359 stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
360 if (strided->diffuse.lpData)
361 stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
362 if (strided->specular.lpData)
363 stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
365 for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
367 if (strided->texCoords[i].lpData)
368 stream_info_element_from_strided(gl_info, &strided->texCoords[i],
369 &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
372 stream_info->position_transformed = strided->position_transformed;
374 for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
376 if (!stream_info->elements[i].format) continue;
378 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
379 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
381 stream_info->swizzle_map |= 1 << i;
383 stream_info->use_map |= 1 << i;
387 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
389 TRACE("Strided Data:\n");
390 TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
391 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
392 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
393 TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
394 TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
395 TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
396 TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
397 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
398 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
399 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
400 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
401 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
402 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
403 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
404 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
407 /* Context activation is done by the caller. */
408 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
410 struct wined3d_stream_info *stream_info = &device->strided_streams;
411 const struct wined3d_state *state = &device->stateBlock->state;
412 BOOL fixup = FALSE;
414 if (device->up_strided)
416 /* Note: this is a ddraw fixed-function code path. */
417 TRACE("=============================== Strided Input ================================\n");
418 device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
419 if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
421 else
423 TRACE("============================= Vertex Declaration =============================\n");
424 device_stream_info_from_declaration(device, !!state->vertex_shader, stream_info, &fixup);
427 if (state->vertex_shader && !stream_info->position_transformed)
429 if (state->vertex_declaration->half_float_conv_needed && !fixup)
431 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
432 device->useDrawStridedSlow = TRUE;
434 else
436 device->useDrawStridedSlow = FALSE;
439 else
441 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
442 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
443 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
445 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !fixup)
447 device->useDrawStridedSlow = TRUE;
449 else
451 device->useDrawStridedSlow = FALSE;
456 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
458 struct wined3d_texture *texture;
459 enum WINED3DSRGB srgb;
461 if (!(texture = state->textures[idx])) return;
462 srgb = state->sampler_states[idx][WINED3DSAMP_SRGBTEXTURE] ? SRGB_SRGB : SRGB_RGB;
463 texture->texture_ops->texture_preload(texture, srgb);
466 void device_preload_textures(struct wined3d_device *device)
468 const struct wined3d_state *state = &device->stateBlock->state;
469 unsigned int i;
471 if (use_vs(state))
473 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
475 if (state->vertex_shader->reg_maps.sampler_type[i])
476 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
480 if (use_ps(state))
482 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
484 if (state->pixel_shader->reg_maps.sampler_type[i])
485 device_preload_texture(state, i);
488 else
490 WORD ffu_map = device->fixed_function_usage_map;
492 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
494 if (ffu_map & 1)
495 device_preload_texture(state, i);
500 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
502 struct wined3d_context **new_array;
504 TRACE("Adding context %p.\n", context);
506 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
507 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
508 sizeof(*new_array) * (device->context_count + 1));
510 if (!new_array)
512 ERR("Failed to grow the context array.\n");
513 return FALSE;
516 new_array[device->context_count++] = context;
517 device->contexts = new_array;
518 return TRUE;
521 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
523 struct wined3d_context **new_array;
524 BOOL found = FALSE;
525 UINT i;
527 TRACE("Removing context %p.\n", context);
529 for (i = 0; i < device->context_count; ++i)
531 if (device->contexts[i] == context)
533 found = TRUE;
534 break;
538 if (!found)
540 ERR("Context %p doesn't exist in context array.\n", context);
541 return;
544 if (!--device->context_count)
546 HeapFree(GetProcessHeap(), 0, device->contexts);
547 device->contexts = NULL;
548 return;
551 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
552 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
553 if (!new_array)
555 ERR("Failed to shrink context array. Oh well.\n");
556 return;
559 device->contexts = new_array;
562 void device_get_draw_rect(struct wined3d_device *device, RECT *rect)
564 struct wined3d_stateblock *stateblock = device->stateBlock;
565 WINED3DVIEWPORT *vp = &stateblock->state.viewport;
567 SetRect(rect, vp->X, vp->Y, vp->X + vp->Width, vp->Y + vp->Height);
569 if (stateblock->state.render_states[WINED3DRS_SCISSORTESTENABLE])
571 IntersectRect(rect, rect, &stateblock->state.scissor_rect);
575 /* Do not call while under the GL lock. */
576 void device_switch_onscreen_ds(struct wined3d_device *device,
577 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
579 if (device->onscreen_depth_stencil)
581 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_DS_OFFSCREEN);
582 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_DS_OFFSCREEN,
583 device->onscreen_depth_stencil->ds_current_size.cx,
584 device->onscreen_depth_stencil->ds_current_size.cy);
585 wined3d_surface_decref(device->onscreen_depth_stencil);
587 device->onscreen_depth_stencil = depth_stencil;
588 wined3d_surface_incref(device->onscreen_depth_stencil);
591 static BOOL is_full_clear(struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
593 /* partial draw rect */
594 if (draw_rect->left || draw_rect->top
595 || draw_rect->right < target->resource.width
596 || draw_rect->bottom < target->resource.height)
597 return FALSE;
599 /* partial clear rect */
600 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
601 || clear_rect->right < target->resource.width
602 || clear_rect->bottom < target->resource.height))
603 return FALSE;
605 return TRUE;
608 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
609 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect)
611 RECT current_rect, r;
613 if (ds->flags & location)
614 SetRect(&current_rect, 0, 0,
615 ds->ds_current_size.cx,
616 ds->ds_current_size.cy);
617 else
618 SetRectEmpty(&current_rect);
620 IntersectRect(&r, draw_rect, &current_rect);
621 if (EqualRect(&r, draw_rect))
623 /* current_rect ⊇ draw_rect, modify only. */
624 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
625 return;
628 if (EqualRect(&r, &current_rect))
630 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
632 if (!clear_rect)
634 /* Full clear, modify only. */
635 surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
636 return;
639 IntersectRect(&r, draw_rect, clear_rect);
640 if (EqualRect(&r, draw_rect))
642 /* clear_rect ⊇ draw_rect, modify only. */
643 surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
644 return;
648 /* Full load. */
649 surface_load_ds_location(ds, context, location);
650 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
653 /* Do not call while under the GL lock. */
654 HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, struct wined3d_surface **rts,
655 struct wined3d_surface *depth_stencil, UINT rect_count, const RECT *rects, const RECT *draw_rect,
656 DWORD flags, const WINED3DCOLORVALUE *color, float depth, DWORD stencil)
658 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
659 struct wined3d_surface *target = rt_count ? rts[0] : NULL;
660 UINT drawable_width, drawable_height;
661 struct wined3d_context *context;
662 GLbitfield clear_mask = 0;
663 BOOL render_offscreen;
664 unsigned int i;
666 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
667 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
668 * for the cleared parts, and the untouched parts.
670 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
671 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
672 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
673 * checking all this if the dest surface is in the drawable anyway. */
674 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
676 for (i = 0; i < rt_count; ++i)
678 if (rts[i]) surface_load_location(rts[i], SFLAG_INDRAWABLE, NULL);
682 context = context_acquire(device, target);
683 if (!context->valid)
685 context_release(context);
686 WARN("Invalid context, skipping clear.\n");
687 return WINED3D_OK;
690 if (!context_apply_clear_state(context, device, rt_count, rts, depth_stencil))
692 context_release(context);
693 WARN("Failed to apply clear state, skipping clear.\n");
694 return WINED3D_OK;
697 if (target)
699 render_offscreen = context->render_offscreen;
700 target->get_drawable_size(context, &drawable_width, &drawable_height);
702 else
704 render_offscreen = TRUE;
705 drawable_width = depth_stencil->pow2Width;
706 drawable_height = depth_stencil->pow2Height;
709 ENTER_GL();
711 /* Only set the values up once, as they are not changing. */
712 if (flags & WINED3DCLEAR_STENCIL)
714 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
716 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
717 device_invalidate_state(device, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
719 glStencilMask(~0U);
720 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
721 glClearStencil(stencil);
722 checkGLcall("glClearStencil");
723 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
726 if (flags & WINED3DCLEAR_ZBUFFER)
728 DWORD location = render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
730 if (location == SFLAG_DS_ONSCREEN && depth_stencil != device->onscreen_depth_stencil)
732 LEAVE_GL();
733 device_switch_onscreen_ds(device, context, depth_stencil);
734 ENTER_GL();
736 prepare_ds_clear(depth_stencil, context, location, draw_rect, rect_count, clear_rect);
737 surface_modify_location(depth_stencil, SFLAG_INDRAWABLE, TRUE);
739 glDepthMask(GL_TRUE);
740 device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
741 glClearDepth(depth);
742 checkGLcall("glClearDepth");
743 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
746 if (flags & WINED3DCLEAR_TARGET)
748 for (i = 0; i < rt_count; ++i)
750 if (rts[i]) surface_modify_location(rts[i], SFLAG_INDRAWABLE, TRUE);
753 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
754 device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
755 device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
756 device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
757 device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
758 glClearColor(color->r, color->g, color->b, color->a);
759 checkGLcall("glClearColor");
760 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
763 if (!clear_rect)
765 if (render_offscreen)
767 glScissor(draw_rect->left, draw_rect->top,
768 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
770 else
772 glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
773 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
775 checkGLcall("glScissor");
776 glClear(clear_mask);
777 checkGLcall("glClear");
779 else
781 RECT current_rect;
783 /* Now process each rect in turn. */
784 for (i = 0; i < rect_count; ++i)
786 /* Note that GL uses lower left, width/height. */
787 IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
789 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
790 wine_dbgstr_rect(&clear_rect[i]),
791 wine_dbgstr_rect(&current_rect));
793 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
794 * The rectangle is not cleared, no error is returned, but further rectanlges are
795 * still cleared if they are valid. */
796 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
798 TRACE("Rectangle with negative dimensions, ignoring.\n");
799 continue;
802 if (render_offscreen)
804 glScissor(current_rect.left, current_rect.top,
805 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
807 else
809 glScissor(current_rect.left, drawable_height - current_rect.bottom,
810 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
812 checkGLcall("glScissor");
814 glClear(clear_mask);
815 checkGLcall("glClear");
819 LEAVE_GL();
821 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
822 && target->container.type == WINED3D_CONTAINER_SWAPCHAIN
823 && target->container.u.swapchain->front_buffer == target))
824 wglFlush(); /* Flush to ensure ordering across contexts. */
826 context_release(context);
828 return WINED3D_OK;
831 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
833 ULONG refcount = InterlockedIncrement(&device->ref);
835 TRACE("%p increasing refcount to %u.\n", device, refcount);
837 return refcount;
840 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
842 ULONG refcount = InterlockedDecrement(&device->ref);
844 TRACE("%p decreasing refcount to %u.\n", device, refcount);
846 if (!refcount)
848 UINT i;
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->resourceType), resource->resourceType);
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);
881 return refcount;
884 UINT CDECL wined3d_device_get_swapchain_count(struct wined3d_device *device)
886 TRACE("device %p.\n", device);
888 return device->swapchain_count;
891 HRESULT CDECL wined3d_device_get_swapchain(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);
901 *swapchain = NULL;
903 return WINED3DERR_INVALIDCALL;
906 *swapchain = device->swapchains[swapchain_idx];
907 wined3d_swapchain_incref(*swapchain);
908 TRACE("Returning %p.\n", *swapchain);
910 return WINED3D_OK;
913 static void device_load_logo(struct wined3d_device *device, const char *filename)
915 HBITMAP hbm;
916 BITMAP bm;
917 HRESULT hr;
918 HDC dcb = NULL, dcs = NULL;
919 WINEDDCOLORKEY colorkey;
921 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
922 if(hbm)
924 GetObjectA(hbm, sizeof(BITMAP), &bm);
925 dcb = CreateCompatibleDC(NULL);
926 if(!dcb) goto out;
927 SelectObject(dcb, hbm);
929 else
931 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
932 * couldn't be loaded
934 memset(&bm, 0, sizeof(bm));
935 bm.bmWidth = 32;
936 bm.bmHeight = 32;
939 hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, TRUE,
940 FALSE, 0, 0, WINED3DPOOL_DEFAULT, WINED3DMULTISAMPLE_NONE, 0, SURFACE_OPENGL, NULL,
941 &wined3d_null_parent_ops, &device->logo_surface);
942 if (FAILED(hr))
944 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
945 goto out;
948 if (dcb)
950 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
951 goto out;
952 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
953 wined3d_surface_releasedc(device->logo_surface, dcs);
955 colorkey.dwColorSpaceLowValue = 0;
956 colorkey.dwColorSpaceHighValue = 0;
957 wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &colorkey);
959 else
961 const WINED3DCOLORVALUE 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);
966 out:
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)
974 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
975 unsigned int i;
976 /* Under DirectX you can have texture stage operations even if no texture is
977 bound, whereas opengl will only do texture operations when a valid texture is
978 bound. We emulate this by creating dummy textures and binding them to each
979 texture stage, but disable all stages by default. Hence if a stage is enabled
980 then the default texture will kick in until replaced by a SetTexture call */
981 ENTER_GL();
983 if (gl_info->supported[APPLE_CLIENT_STORAGE])
985 /* The dummy texture does not have client storage backing */
986 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
987 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
990 for (i = 0; i < gl_info->limits.textures; ++i)
992 GLubyte white = 255;
994 /* Make appropriate texture active */
995 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
996 checkGLcall("glActiveTextureARB");
998 /* Generate an opengl texture name */
999 glGenTextures(1, &device->dummyTextureName[i]);
1000 checkGLcall("glGenTextures");
1001 TRACE("Dummy Texture %d given name %d.\n", i, device->dummyTextureName[i]);
1003 /* Generate a dummy 2d texture (not using 1d because they cause many
1004 * DRI drivers fall back to sw) */
1005 glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[i]);
1006 checkGLcall("glBindTexture");
1008 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &white);
1009 checkGLcall("glTexImage2D");
1012 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1014 /* Reenable because if supported it is enabled by default */
1015 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1016 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1019 LEAVE_GL();
1022 /* Context activation is done by the caller. */
1023 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1025 ENTER_GL();
1026 glDeleteTextures(gl_info->limits.textures, device->dummyTextureName);
1027 checkGLcall("glDeleteTextures(gl_info->limits.textures, device->dummyTextureName)");
1028 LEAVE_GL();
1030 memset(device->dummyTextureName, 0, gl_info->limits.textures * sizeof(*device->dummyTextureName));
1033 static LONG fullscreen_style(LONG style)
1035 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1036 style |= WS_POPUP | WS_SYSMENU;
1037 style &= ~(WS_CAPTION | WS_THICKFRAME);
1039 return style;
1042 static LONG fullscreen_exstyle(LONG exstyle)
1044 /* Filter out window decorations. */
1045 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1047 return exstyle;
1050 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1052 BOOL filter_messages;
1053 LONG style, exstyle;
1055 TRACE("Setting up window %p for fullscreen mode.\n", window);
1057 if (device->style || device->exStyle)
1059 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1060 window, device->style, device->exStyle);
1063 device->style = GetWindowLongW(window, GWL_STYLE);
1064 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1066 style = fullscreen_style(device->style);
1067 exstyle = fullscreen_exstyle(device->exStyle);
1069 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1070 device->style, device->exStyle, style, exstyle);
1072 filter_messages = device->filter_messages;
1073 device->filter_messages = TRUE;
1075 SetWindowLongW(window, GWL_STYLE, style);
1076 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1077 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1079 device->filter_messages = filter_messages;
1082 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1084 BOOL filter_messages;
1085 LONG style, exstyle;
1087 if (!device->style && !device->exStyle) return;
1089 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1090 window, device->style, device->exStyle);
1092 style = GetWindowLongW(window, GWL_STYLE);
1093 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1095 filter_messages = device->filter_messages;
1096 device->filter_messages = TRUE;
1098 /* Only restore the style if the application didn't modify it during the
1099 * fullscreen phase. Some applications change it before calling Reset()
1100 * when switching between windowed and fullscreen modes (HL2), some
1101 * depend on the original style (Eve Online). */
1102 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1104 SetWindowLongW(window, GWL_STYLE, device->style);
1105 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1107 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1109 device->filter_messages = filter_messages;
1111 /* Delete the old values. */
1112 device->style = 0;
1113 device->exStyle = 0;
1116 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1118 TRACE("device %p, window %p.\n", device, window);
1120 if (!wined3d_register_window(window, device))
1122 ERR("Failed to register window %p.\n", window);
1123 return E_FAIL;
1126 device->focus_window = window;
1127 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1129 return WINED3D_OK;
1132 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1134 TRACE("device %p.\n", device);
1136 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1137 device->focus_window = NULL;
1140 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1141 WINED3DPRESENT_PARAMETERS *present_parameters)
1143 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1144 struct wined3d_swapchain *swapchain = NULL;
1145 struct wined3d_context *context;
1146 HRESULT hr;
1147 DWORD state;
1148 unsigned int i;
1150 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1152 if (device->d3d_initialized)
1153 return WINED3DERR_INVALIDCALL;
1154 if (!device->adapter->opengl)
1155 return WINED3DERR_INVALIDCALL;
1157 TRACE("Creating stateblock.\n");
1158 hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
1159 if (FAILED(hr))
1161 WARN("Failed to create stateblock\n");
1162 goto err_out;
1165 TRACE("Created stateblock %p.\n", device->stateBlock);
1166 device->updateStateBlock = device->stateBlock;
1167 wined3d_stateblock_incref(device->updateStateBlock);
1169 device->valid_rt_mask = 0;
1170 for (i = 0; i < gl_info->limits.buffers; ++i)
1171 device->valid_rt_mask |= (1 << i);
1172 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1173 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1175 device->palette_count = 1;
1176 device->palettes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PALETTEENTRY*));
1177 if (!device->palettes || !device->fb.render_targets)
1179 ERR("Out of memory!\n");
1180 hr = E_OUTOFMEMORY;
1181 goto err_out;
1184 device->palettes[0] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
1185 if (!device->palettes[0])
1187 ERR("Out of memory!\n");
1188 hr = E_OUTOFMEMORY;
1189 goto err_out;
1192 for (i = 0; i < 256; ++i)
1194 device->palettes[0][i].peRed = 0xff;
1195 device->palettes[0][i].peGreen = 0xff;
1196 device->palettes[0][i].peBlue = 0xff;
1197 device->palettes[0][i].peFlags = 0xff;
1199 device->currentPalette = 0;
1201 /* Initialize the texture unit mapping to a 1:1 mapping */
1202 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1204 if (state < gl_info->limits.fragment_samplers)
1206 device->texUnitMap[state] = state;
1207 device->rev_tex_unit_map[state] = state;
1209 else
1211 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1212 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1216 /* Setup the implicit swapchain. This also initializes a context. */
1217 TRACE("Creating implicit swapchain\n");
1218 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1219 present_parameters, &swapchain);
1220 if (FAILED(hr))
1222 WARN("Failed to create implicit swapchain\n");
1223 goto err_out;
1226 device->swapchain_count = 1;
1227 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1228 if (!device->swapchains)
1230 ERR("Out of memory!\n");
1231 goto err_out;
1233 device->swapchains[0] = swapchain;
1235 if (swapchain->back_buffers && swapchain->back_buffers[0])
1237 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1238 device->fb.render_targets[0] = swapchain->back_buffers[0];
1240 else
1242 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1243 device->fb.render_targets[0] = swapchain->front_buffer;
1245 wined3d_surface_incref(device->fb.render_targets[0]);
1247 /* Depth Stencil support */
1248 device->fb.depth_stencil = device->auto_depth_stencil;
1249 if (device->fb.depth_stencil)
1250 wined3d_surface_incref(device->fb.depth_stencil);
1252 hr = device->shader_backend->shader_alloc_private(device);
1253 if (FAILED(hr))
1255 TRACE("Shader private data couldn't be allocated\n");
1256 goto err_out;
1258 hr = device->frag_pipe->alloc_private(device);
1259 if (FAILED(hr))
1261 TRACE("Fragment pipeline private data couldn't be allocated\n");
1262 goto err_out;
1264 hr = device->blitter->alloc_private(device);
1265 if (FAILED(hr))
1267 TRACE("Blitter private data couldn't be allocated\n");
1268 goto err_out;
1271 /* Set up some starting GL setup */
1273 /* Setup all the devices defaults */
1274 stateblock_init_default_state(device->stateBlock);
1276 context = context_acquire(device, swapchain->front_buffer);
1278 create_dummy_textures(device);
1280 ENTER_GL();
1282 /* Initialize the current view state */
1283 device->view_ident = 1;
1284 device->contexts[0]->last_was_rhw = 0;
1286 switch (wined3d_settings.offscreen_rendering_mode)
1288 case ORM_FBO:
1289 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1290 break;
1292 case ORM_BACKBUFFER:
1294 if (context_get_current()->aux_buffers > 0)
1296 TRACE("Using auxilliary buffer for offscreen rendering\n");
1297 device->offscreenBuffer = GL_AUX0;
1299 else
1301 TRACE("Using back buffer for offscreen rendering\n");
1302 device->offscreenBuffer = GL_BACK;
1307 TRACE("All defaults now set up, leaving 3D init.\n");
1308 LEAVE_GL();
1310 context_release(context);
1312 /* Clear the screen */
1313 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1314 | (present_parameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1315 0x00, 1.0f, 0);
1317 device->d3d_initialized = TRUE;
1319 if (wined3d_settings.logo)
1320 device_load_logo(device, wined3d_settings.logo);
1321 device->highest_dirty_ps_const = 0;
1322 device->highest_dirty_vs_const = 0;
1323 return WINED3D_OK;
1325 err_out:
1326 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1327 HeapFree(GetProcessHeap(), 0, device->swapchains);
1328 device->swapchain_count = 0;
1329 if (device->palettes)
1331 HeapFree(GetProcessHeap(), 0, device->palettes[0]);
1332 HeapFree(GetProcessHeap(), 0, device->palettes);
1334 device->palette_count = 0;
1335 if (swapchain)
1336 wined3d_swapchain_decref(swapchain);
1337 if (device->stateBlock)
1339 wined3d_stateblock_decref(device->stateBlock);
1340 device->stateBlock = NULL;
1342 if (device->blit_priv)
1343 device->blitter->free_private(device);
1344 if (device->fragment_priv)
1345 device->frag_pipe->free_private(device);
1346 if (device->shader_priv)
1347 device->shader_backend->shader_free_private(device);
1349 return hr;
1352 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1353 WINED3DPRESENT_PARAMETERS *present_parameters)
1355 struct wined3d_swapchain *swapchain = NULL;
1356 HRESULT hr;
1358 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1360 /* Setup the implicit swapchain */
1361 TRACE("Creating implicit swapchain\n");
1362 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1363 present_parameters, &swapchain);
1364 if (FAILED(hr))
1366 WARN("Failed to create implicit swapchain\n");
1367 goto err_out;
1370 device->swapchain_count = 1;
1371 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1372 if (!device->swapchains)
1374 ERR("Out of memory!\n");
1375 goto err_out;
1377 device->swapchains[0] = swapchain;
1378 return WINED3D_OK;
1380 err_out:
1381 wined3d_swapchain_decref(swapchain);
1382 return hr;
1385 static HRESULT WINAPI device_unload_resource(struct wined3d_resource *resource, void *data)
1387 TRACE("Unloading resource %p.\n", resource);
1389 resource->resource_ops->resource_unload(resource);
1391 return S_OK;
1394 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1396 const struct wined3d_gl_info *gl_info;
1397 struct wined3d_context *context;
1398 struct wined3d_surface *surface;
1399 UINT i;
1401 TRACE("device %p.\n", device);
1403 if (!device->d3d_initialized)
1404 return WINED3DERR_INVALIDCALL;
1406 /* Force making the context current again, to verify it is still valid
1407 * (workaround for broken drivers) */
1408 context_set_current(NULL);
1409 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1410 * it was created. Thus make sure a context is active for the glDelete* calls
1412 context = context_acquire(device, NULL);
1413 gl_info = context->gl_info;
1415 if (device->logo_surface)
1416 wined3d_surface_decref(device->logo_surface);
1418 /* Unload resources */
1419 wined3d_device_enum_resources(device, device_unload_resource, NULL);
1421 TRACE("Deleting high order patches\n");
1422 for(i = 0; i < PATCHMAP_SIZE; i++) {
1423 struct list *e1, *e2;
1424 struct WineD3DRectPatch *patch;
1425 LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1427 patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
1428 wined3d_device_delete_patch(device, patch->Handle);
1432 /* Delete the mouse cursor texture */
1433 if (device->cursorTexture)
1435 ENTER_GL();
1436 glDeleteTextures(1, &device->cursorTexture);
1437 LEAVE_GL();
1438 device->cursorTexture = 0;
1441 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1442 * private data, it might contain opengl pointers
1444 if (device->depth_blt_texture)
1446 ENTER_GL();
1447 glDeleteTextures(1, &device->depth_blt_texture);
1448 LEAVE_GL();
1449 device->depth_blt_texture = 0;
1451 if (device->depth_blt_rb)
1453 ENTER_GL();
1454 gl_info->fbo_ops.glDeleteRenderbuffers(1, &device->depth_blt_rb);
1455 LEAVE_GL();
1456 device->depth_blt_rb = 0;
1457 device->depth_blt_rb_w = 0;
1458 device->depth_blt_rb_h = 0;
1461 /* Release the update stateblock */
1462 if (wined3d_stateblock_decref(device->updateStateBlock))
1464 if (device->updateStateBlock != device->stateBlock)
1465 FIXME("Something's still holding the update stateblock.\n");
1467 device->updateStateBlock = NULL;
1470 struct wined3d_stateblock *stateblock = device->stateBlock;
1471 device->stateBlock = NULL;
1473 /* Release the stateblock */
1474 if (wined3d_stateblock_decref(stateblock))
1475 FIXME("Something's still holding the stateblock.\n");
1478 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1479 device->blitter->free_private(device);
1480 device->frag_pipe->free_private(device);
1481 device->shader_backend->shader_free_private(device);
1483 /* Release the buffers (with sanity checks)*/
1484 if (device->onscreen_depth_stencil)
1486 surface = device->onscreen_depth_stencil;
1487 device->onscreen_depth_stencil = NULL;
1488 wined3d_surface_decref(surface);
1491 if (device->fb.depth_stencil)
1493 surface = device->fb.depth_stencil;
1495 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1497 device->fb.depth_stencil = NULL;
1498 if (wined3d_surface_decref(surface)
1499 && surface != device->auto_depth_stencil)
1500 ERR("Something is still holding a reference to depth/stencil buffer %p.\n", surface);
1503 if (device->auto_depth_stencil)
1505 surface = device->auto_depth_stencil;
1506 device->auto_depth_stencil = NULL;
1507 if (wined3d_surface_decref(surface))
1508 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1511 for (i = 1; i < gl_info->limits.buffers; ++i)
1513 wined3d_device_set_render_target(device, i, NULL, FALSE);
1516 surface = device->fb.render_targets[0];
1517 TRACE("Setting rendertarget 0 to NULL\n");
1518 device->fb.render_targets[0] = NULL;
1519 TRACE("Releasing the render target at %p\n", surface);
1520 wined3d_surface_decref(surface);
1522 context_release(context);
1524 for (i = 0; i < device->swapchain_count; ++i)
1526 TRACE("Releasing the implicit swapchain %u.\n", i);
1527 if (wined3d_swapchain_decref(device->swapchains[i]))
1528 FIXME("Something's still holding the implicit swapchain.\n");
1531 HeapFree(GetProcessHeap(), 0, device->swapchains);
1532 device->swapchains = NULL;
1533 device->swapchain_count = 0;
1535 for (i = 0; i < device->palette_count; ++i)
1536 HeapFree(GetProcessHeap(), 0, device->palettes[i]);
1537 HeapFree(GetProcessHeap(), 0, device->palettes);
1538 device->palettes = NULL;
1539 device->palette_count = 0;
1541 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1542 device->fb.render_targets = NULL;
1544 device->d3d_initialized = FALSE;
1546 return WINED3D_OK;
1549 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1551 unsigned int i;
1553 for (i = 0; i < device->swapchain_count; ++i)
1555 TRACE("Releasing the implicit swapchain %u.\n", i);
1556 if (wined3d_swapchain_decref(device->swapchains[i]))
1557 FIXME("Something's still holding the implicit swapchain.\n");
1560 HeapFree(GetProcessHeap(), 0, device->swapchains);
1561 device->swapchains = NULL;
1562 device->swapchain_count = 0;
1563 return WINED3D_OK;
1566 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1567 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1568 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1570 * There is no way to deactivate thread safety once it is enabled.
1572 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1574 TRACE("device %p.\n", device);
1576 /* For now just store the flag (needed in case of ddraw). */
1577 device->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
1580 HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device,
1581 UINT swapchain_idx, const WINED3DDISPLAYMODE *mode)
1583 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, mode->Format);
1584 DEVMODEW devmode;
1585 LONG ret;
1586 RECT clip_rc;
1588 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device, swapchain_idx, mode,
1589 mode->Width, mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
1591 /* Resize the screen even without a window:
1592 * The app could have unset it with SetCooperativeLevel, but not called
1593 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1594 * but we don't have any hwnd
1597 memset(&devmode, 0, sizeof(devmode));
1598 devmode.dmSize = sizeof(devmode);
1599 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1600 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1601 devmode.dmPelsWidth = mode->Width;
1602 devmode.dmPelsHeight = mode->Height;
1604 devmode.dmDisplayFrequency = mode->RefreshRate;
1605 if (mode->RefreshRate)
1606 devmode.dmFields |= DM_DISPLAYFREQUENCY;
1608 /* Only change the mode if necessary */
1609 if (device->ddraw_width == mode->Width && device->ddraw_height == mode->Height
1610 && device->ddraw_format == mode->Format && !mode->RefreshRate)
1611 return WINED3D_OK;
1613 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1614 if (ret != DISP_CHANGE_SUCCESSFUL)
1616 if (devmode.dmDisplayFrequency)
1618 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1619 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1620 devmode.dmDisplayFrequency = 0;
1621 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1623 if(ret != DISP_CHANGE_SUCCESSFUL) {
1624 return WINED3DERR_NOTAVAILABLE;
1628 /* Store the new values */
1629 device->ddraw_width = mode->Width;
1630 device->ddraw_height = mode->Height;
1631 device->ddraw_format = mode->Format;
1633 /* And finally clip mouse to our screen */
1634 SetRect(&clip_rc, 0, 0, mode->Width, mode->Height);
1635 ClipCursor(&clip_rc);
1637 return WINED3D_OK;
1640 HRESULT CDECL wined3d_device_get_wined3d(struct wined3d_device *device, struct wined3d **wined3d)
1642 TRACE("device %p, wined3d %p.\n", device, wined3d);
1644 *wined3d = device->wined3d;
1645 wined3d_incref(*wined3d);
1647 TRACE("Returning %p.\n", *wined3d);
1649 return WINED3D_OK;
1652 UINT CDECL wined3d_device_get_available_texture_mem(struct wined3d_device *device)
1654 TRACE("device %p.\n", device);
1656 TRACE("Emulating %d MB, returning %d MB left.\n",
1657 device->adapter->TextureRam / (1024 * 1024),
1658 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1660 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1663 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1664 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1666 struct wined3d_stream_state *stream;
1667 struct wined3d_buffer *prev_buffer;
1669 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1670 device, stream_idx, buffer, offset, stride);
1672 if (stream_idx >= MAX_STREAMS)
1674 WARN("Stream index %u out of range.\n", stream_idx);
1675 return WINED3DERR_INVALIDCALL;
1677 else if (offset & 0x3)
1679 WARN("Offset %u is not 4 byte aligned.\n", offset);
1680 return WINED3DERR_INVALIDCALL;
1683 stream = &device->updateStateBlock->state.streams[stream_idx];
1684 prev_buffer = stream->buffer;
1686 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1688 if (prev_buffer == buffer
1689 && stream->stride == stride
1690 && stream->offset == offset)
1692 TRACE("Application is setting the old values over, nothing to do.\n");
1693 return WINED3D_OK;
1696 stream->buffer = buffer;
1697 if (buffer)
1699 stream->stride = stride;
1700 stream->offset = offset;
1703 /* Handle recording of state blocks. */
1704 if (device->isRecordingState)
1706 TRACE("Recording... not performing anything.\n");
1707 if (buffer)
1708 wined3d_buffer_incref(buffer);
1709 if (prev_buffer)
1710 wined3d_buffer_decref(prev_buffer);
1711 return WINED3D_OK;
1714 if (buffer)
1716 InterlockedIncrement(&buffer->bind_count);
1717 wined3d_buffer_incref(buffer);
1719 if (prev_buffer)
1721 InterlockedDecrement(&prev_buffer->bind_count);
1722 wined3d_buffer_decref(prev_buffer);
1725 device_invalidate_state(device, STATE_STREAMSRC);
1727 return WINED3D_OK;
1730 HRESULT CDECL wined3d_device_get_stream_source(struct wined3d_device *device,
1731 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1733 struct wined3d_stream_state *stream;
1735 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1736 device, stream_idx, buffer, offset, stride);
1738 if (stream_idx >= MAX_STREAMS)
1740 WARN("Stream index %u out of range.\n", stream_idx);
1741 return WINED3DERR_INVALIDCALL;
1744 stream = &device->stateBlock->state.streams[stream_idx];
1745 *buffer = stream->buffer;
1746 if (*buffer)
1747 wined3d_buffer_incref(*buffer);
1748 if (offset)
1749 *offset = stream->offset;
1750 *stride = stream->stride;
1752 return WINED3D_OK;
1755 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1757 struct wined3d_stream_state *stream;
1758 UINT old_flags, old_freq;
1760 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1762 /* Verify input. At least in d3d9 this is invalid. */
1763 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1765 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1766 return WINED3DERR_INVALIDCALL;
1768 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1770 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1771 return WINED3DERR_INVALIDCALL;
1773 if (!divider)
1775 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1776 return WINED3DERR_INVALIDCALL;
1779 stream = &device->updateStateBlock->state.streams[stream_idx];
1780 old_flags = stream->flags;
1781 old_freq = stream->frequency;
1783 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1784 stream->frequency = divider & 0x7fffff;
1786 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1788 if (stream->frequency != old_freq || stream->flags != old_flags)
1789 device_invalidate_state(device, STATE_STREAMSRC);
1791 return WINED3D_OK;
1794 HRESULT CDECL wined3d_device_get_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT *divider)
1796 struct wined3d_stream_state *stream;
1798 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1800 stream = &device->updateStateBlock->state.streams[stream_idx];
1801 *divider = stream->flags | stream->frequency;
1803 TRACE("Returning %#x.\n", *divider);
1805 return WINED3D_OK;
1808 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1809 WINED3DTRANSFORMSTATETYPE d3dts, const WINED3DMATRIX *matrix)
1811 TRACE("device %p, state %s, matrix %p.\n",
1812 device, debug_d3dtstype(d3dts), matrix);
1814 /* Handle recording of state blocks. */
1815 if (device->isRecordingState)
1817 TRACE("Recording... not performing anything.\n");
1818 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1819 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1820 return WINED3D_OK;
1823 /* If the new matrix is the same as the current one,
1824 * we cut off any further processing. this seems to be a reasonable
1825 * optimization because as was noticed, some apps (warcraft3 for example)
1826 * tend towards setting the same matrix repeatedly for some reason.
1828 * From here on we assume that the new matrix is different, wherever it matters. */
1829 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1831 TRACE("The application is setting the same matrix over again.\n");
1832 return WINED3D_OK;
1835 conv_mat(matrix, &device->stateBlock->state.transforms[d3dts].u.m[0][0]);
1837 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1838 * where ViewMat = Camera space, WorldMat = world space.
1840 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1841 * matrix. The Projection matrix stay projection matrix. */
1843 if (d3dts == WINED3DTS_VIEW)
1844 device->view_ident = !memcmp(matrix, identity, 16 * sizeof(float));
1846 if (d3dts < WINED3DTS_WORLDMATRIX(device->adapter->gl_info.limits.blends))
1847 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1849 return WINED3D_OK;
1853 HRESULT CDECL wined3d_device_get_transform(struct wined3d_device *device,
1854 WINED3DTRANSFORMSTATETYPE state, WINED3DMATRIX *matrix)
1856 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1858 *matrix = device->stateBlock->state.transforms[state];
1860 return WINED3D_OK;
1863 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1864 WINED3DTRANSFORMSTATETYPE state, const WINED3DMATRIX *matrix)
1866 const WINED3DMATRIX *mat = NULL;
1867 WINED3DMATRIX temp;
1869 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1871 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1872 * below means it will be recorded in a state block change, but it
1873 * works regardless where it is recorded.
1874 * If this is found to be wrong, change to StateBlock. */
1875 if (state > HIGHEST_TRANSFORMSTATE)
1877 WARN("Unhandled transform state %#x.\n", state);
1878 return WINED3D_OK;
1881 mat = &device->updateStateBlock->state.transforms[state];
1882 multiply_matrix(&temp, mat, matrix);
1884 /* Apply change via set transform - will reapply to eg. lights this way. */
1885 return wined3d_device_set_transform(device, state, &temp);
1888 /* Note lights are real special cases. Although the device caps state only
1889 * e.g. 8 are supported, you can reference any indexes you want as long as
1890 * that number max are enabled at any one point in time. Therefore since the
1891 * indices can be anything, we need a hashmap of them. However, this causes
1892 * stateblock problems. When capturing the state block, I duplicate the
1893 * hashmap, but when recording, just build a chain pretty much of commands to
1894 * be replayed. */
1895 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, UINT light_idx, const WINED3DLIGHT *light)
1897 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1898 struct wined3d_light_info *object = NULL;
1899 struct list *e;
1900 float rho;
1902 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1904 /* Check the parameter range. Need for speed most wanted sets junk lights
1905 * which confuse the GL driver. */
1906 if (!light)
1907 return WINED3DERR_INVALIDCALL;
1909 switch (light->Type)
1911 case WINED3DLIGHT_POINT:
1912 case WINED3DLIGHT_SPOT:
1913 case WINED3DLIGHT_PARALLELPOINT:
1914 case WINED3DLIGHT_GLSPOT:
1915 /* Incorrect attenuation values can cause the gl driver to crash.
1916 * Happens with Need for speed most wanted. */
1917 if (light->Attenuation0 < 0.0f || light->Attenuation1 < 0.0f || light->Attenuation2 < 0.0f)
1919 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1920 return WINED3DERR_INVALIDCALL;
1922 break;
1924 case WINED3DLIGHT_DIRECTIONAL:
1925 /* Ignores attenuation */
1926 break;
1928 default:
1929 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1930 return WINED3DERR_INVALIDCALL;
1933 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1935 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1936 if (object->OriginalIndex == light_idx)
1937 break;
1938 object = NULL;
1941 if (!object)
1943 TRACE("Adding new light\n");
1944 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1945 if (!object)
1947 ERR("Out of memory error when allocating a light\n");
1948 return E_OUTOFMEMORY;
1950 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1951 object->glIndex = -1;
1952 object->OriginalIndex = light_idx;
1955 /* Initialize the object. */
1956 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1957 light_idx, light->Type,
1958 light->Diffuse.r, light->Diffuse.g, light->Diffuse.b, light->Diffuse.a,
1959 light->Specular.r, light->Specular.g, light->Specular.b, light->Specular.a,
1960 light->Ambient.r, light->Ambient.g, light->Ambient.b, light->Ambient.a);
1961 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->Position.x, light->Position.y, light->Position.z,
1962 light->Direction.x, light->Direction.y, light->Direction.z);
1963 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1964 light->Range, light->Falloff, light->Theta, light->Phi);
1966 /* Save away the information. */
1967 object->OriginalParms = *light;
1969 switch (light->Type)
1971 case WINED3DLIGHT_POINT:
1972 /* Position */
1973 object->lightPosn[0] = light->Position.x;
1974 object->lightPosn[1] = light->Position.y;
1975 object->lightPosn[2] = light->Position.z;
1976 object->lightPosn[3] = 1.0f;
1977 object->cutoff = 180.0f;
1978 /* FIXME: Range */
1979 break;
1981 case WINED3DLIGHT_DIRECTIONAL:
1982 /* Direction */
1983 object->lightPosn[0] = -light->Direction.x;
1984 object->lightPosn[1] = -light->Direction.y;
1985 object->lightPosn[2] = -light->Direction.z;
1986 object->lightPosn[3] = 0.0f;
1987 object->exponent = 0.0f;
1988 object->cutoff = 180.0f;
1989 break;
1991 case WINED3DLIGHT_SPOT:
1992 /* Position */
1993 object->lightPosn[0] = light->Position.x;
1994 object->lightPosn[1] = light->Position.y;
1995 object->lightPosn[2] = light->Position.z;
1996 object->lightPosn[3] = 1.0f;
1998 /* Direction */
1999 object->lightDirn[0] = light->Direction.x;
2000 object->lightDirn[1] = light->Direction.y;
2001 object->lightDirn[2] = light->Direction.z;
2002 object->lightDirn[3] = 1.0f;
2004 /* opengl-ish and d3d-ish spot lights use too different models
2005 * for the light "intensity" as a function of the angle towards
2006 * the main light direction, so we only can approximate very
2007 * roughly. However, spot lights are rather rarely used in games
2008 * (if ever used at all). Furthermore if still used, probably
2009 * nobody pays attention to such details. */
2010 if (!light->Falloff)
2012 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2013 * equations have the falloff resp. exponent parameter as an
2014 * exponent, so the spot light lighting will always be 1.0 for
2015 * both of them, and we don't have to care for the rest of the
2016 * rather complex calculation. */
2017 object->exponent = 0.0f;
2019 else
2021 rho = light->Theta + (light->Phi - light->Theta) / (2 * light->Falloff);
2022 if (rho < 0.0001f)
2023 rho = 0.0001f;
2024 object->exponent = -0.3f / logf(cosf(rho / 2));
2027 if (object->exponent > 128.0f)
2028 object->exponent = 128.0f;
2030 object->cutoff = (float)(light->Phi * 90 / M_PI);
2031 /* FIXME: Range */
2032 break;
2034 default:
2035 FIXME("Unrecognized light type %#x.\n", light->Type);
2038 /* Update the live definitions if the light is currently assigned a glIndex. */
2039 if (object->glIndex != -1 && !device->isRecordingState)
2040 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
2042 return WINED3D_OK;
2045 HRESULT CDECL wined3d_device_get_light(struct wined3d_device *device, UINT light_idx, WINED3DLIGHT *light)
2047 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2048 struct wined3d_light_info *light_info = NULL;
2049 struct list *e;
2051 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
2053 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2055 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2056 if (light_info->OriginalIndex == light_idx)
2057 break;
2058 light_info = NULL;
2061 if (!light_info)
2063 TRACE("Light information requested but light not defined\n");
2064 return WINED3DERR_INVALIDCALL;
2067 *light = light_info->OriginalParms;
2068 return WINED3D_OK;
2071 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2073 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2074 struct wined3d_light_info *light_info = NULL;
2075 struct list *e;
2077 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2079 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2081 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2082 if (light_info->OriginalIndex == light_idx)
2083 break;
2084 light_info = NULL;
2086 TRACE("Found light %p.\n", light_info);
2088 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2089 if (!light_info)
2091 TRACE("Light enabled requested but light not defined, so defining one!\n");
2092 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2094 /* Search for it again! Should be fairly quick as near head of list. */
2095 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2097 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2098 if (light_info->OriginalIndex == light_idx)
2099 break;
2100 light_info = NULL;
2102 if (!light_info)
2104 FIXME("Adding default lights has failed dismally\n");
2105 return WINED3DERR_INVALIDCALL;
2109 if (!enable)
2111 if (light_info->glIndex != -1)
2113 if (!device->isRecordingState)
2114 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2116 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2117 light_info->glIndex = -1;
2119 else
2121 TRACE("Light already disabled, nothing to do\n");
2123 light_info->enabled = FALSE;
2125 else
2127 light_info->enabled = TRUE;
2128 if (light_info->glIndex != -1)
2130 TRACE("Nothing to do as light was enabled\n");
2132 else
2134 unsigned int i;
2135 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2136 /* Find a free GL light. */
2137 for (i = 0; i < gl_info->limits.lights; ++i)
2139 if (!device->updateStateBlock->state.lights[i])
2141 device->updateStateBlock->state.lights[i] = light_info;
2142 light_info->glIndex = i;
2143 break;
2146 if (light_info->glIndex == -1)
2148 /* Our tests show that Windows returns D3D_OK in this situation, even with
2149 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2150 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2151 * as well for those lights.
2153 * TODO: Test how this affects rendering. */
2154 WARN("Too many concurrently active lights\n");
2155 return WINED3D_OK;
2158 /* i == light_info->glIndex */
2159 if (!device->isRecordingState)
2160 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2164 return WINED3D_OK;
2167 HRESULT CDECL wined3d_device_get_light_enable(struct wined3d_device *device, UINT light_idx, BOOL *enable)
2169 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2170 struct wined3d_light_info *light_info = NULL;
2171 struct list *e;
2173 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2175 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2177 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2178 if (light_info->OriginalIndex == light_idx)
2179 break;
2180 light_info = NULL;
2183 if (!light_info)
2185 TRACE("Light enabled state requested but light not defined.\n");
2186 return WINED3DERR_INVALIDCALL;
2188 /* true is 128 according to SetLightEnable */
2189 *enable = light_info->enabled ? 128 : 0;
2190 return WINED3D_OK;
2193 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const float *plane)
2195 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2197 /* Validate plane_idx. */
2198 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2200 TRACE("Application has requested clipplane this device doesn't support.\n");
2201 return WINED3DERR_INVALIDCALL;
2204 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2206 if (device->updateStateBlock->state.clip_planes[plane_idx][0] == plane[0]
2207 && device->updateStateBlock->state.clip_planes[plane_idx][1] == plane[1]
2208 && device->updateStateBlock->state.clip_planes[plane_idx][2] == plane[2]
2209 && device->updateStateBlock->state.clip_planes[plane_idx][3] == plane[3])
2211 TRACE("Application is setting old values over, nothing to do.\n");
2212 return WINED3D_OK;
2215 device->updateStateBlock->state.clip_planes[plane_idx][0] = plane[0];
2216 device->updateStateBlock->state.clip_planes[plane_idx][1] = plane[1];
2217 device->updateStateBlock->state.clip_planes[plane_idx][2] = plane[2];
2218 device->updateStateBlock->state.clip_planes[plane_idx][3] = plane[3];
2220 /* Handle recording of state blocks. */
2221 if (device->isRecordingState)
2223 TRACE("Recording... not performing anything.\n");
2224 return WINED3D_OK;
2227 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2229 return WINED3D_OK;
2232 HRESULT CDECL wined3d_device_get_clip_plane(struct wined3d_device *device, UINT plane_idx, float *plane)
2234 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2236 /* Validate plane_idx. */
2237 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2239 TRACE("Application has requested clipplane this device doesn't support.\n");
2240 return WINED3DERR_INVALIDCALL;
2243 plane[0] = (float)device->stateBlock->state.clip_planes[plane_idx][0];
2244 plane[1] = (float)device->stateBlock->state.clip_planes[plane_idx][1];
2245 plane[2] = (float)device->stateBlock->state.clip_planes[plane_idx][2];
2246 plane[3] = (float)device->stateBlock->state.clip_planes[plane_idx][3];
2248 return WINED3D_OK;
2251 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device, const WINED3DCLIPSTATUS *clip_status)
2253 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2255 if (!clip_status)
2256 return WINED3DERR_INVALIDCALL;
2258 device->updateStateBlock->state.clip_status.ClipUnion = clip_status->ClipUnion;
2259 device->updateStateBlock->state.clip_status.ClipIntersection = clip_status->ClipIntersection;
2261 return WINED3D_OK;
2264 HRESULT CDECL wined3d_device_get_clip_status(struct wined3d_device *device, WINED3DCLIPSTATUS *clip_status)
2266 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2268 if (!clip_status)
2269 return WINED3DERR_INVALIDCALL;
2271 clip_status->ClipUnion = device->updateStateBlock->state.clip_status.ClipUnion;
2272 clip_status->ClipIntersection = device->updateStateBlock->state.clip_status.ClipIntersection;
2274 return WINED3D_OK;
2277 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const WINED3DMATERIAL *material)
2279 TRACE("device %p, material %p.\n", device, material);
2281 device->updateStateBlock->changed.material = TRUE;
2282 device->updateStateBlock->state.material = *material;
2284 /* Handle recording of state blocks */
2285 if (device->isRecordingState)
2287 TRACE("Recording... not performing anything.\n");
2288 return WINED3D_OK;
2291 device_invalidate_state(device, STATE_MATERIAL);
2293 return WINED3D_OK;
2296 HRESULT CDECL wined3d_device_get_material(struct wined3d_device *device, WINED3DMATERIAL *material)
2298 TRACE("device %p, material %p.\n", device, material);
2300 *material = device->updateStateBlock->state.material;
2302 TRACE("Diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2303 material->Diffuse.r, material->Diffuse.g,
2304 material->Diffuse.b, material->Diffuse.a);
2305 TRACE("Ambient {%.8e, %.8e, %.8e, %.8e}\n",
2306 material->Ambient.r, material->Ambient.g,
2307 material->Ambient.b, material->Ambient.a);
2308 TRACE("Specular {%.8e, %.8e, %.8e, %.8e}\n",
2309 material->Specular.r, material->Specular.g,
2310 material->Specular.b, material->Specular.a);
2311 TRACE("Emissive {%.8e, %.8e, %.8e, %.8e}\n",
2312 material->Emissive.r, material->Emissive.g,
2313 material->Emissive.b, material->Emissive.a);
2314 TRACE("Power %.8e.\n", material->Power);
2316 return WINED3D_OK;
2319 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2320 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2322 struct wined3d_buffer *prev_buffer;
2324 TRACE("device %p, buffer %p, format %s.\n",
2325 device, buffer, debug_d3dformat(format_id));
2327 prev_buffer = device->updateStateBlock->state.index_buffer;
2329 device->updateStateBlock->changed.indices = TRUE;
2330 device->updateStateBlock->state.index_buffer = buffer;
2331 device->updateStateBlock->state.index_format = format_id;
2333 /* Handle recording of state blocks. */
2334 if (device->isRecordingState)
2336 TRACE("Recording... not performing anything.\n");
2337 if (buffer)
2338 wined3d_buffer_incref(buffer);
2339 if (prev_buffer)
2340 wined3d_buffer_decref(prev_buffer);
2341 return WINED3D_OK;
2344 if (prev_buffer != buffer)
2346 device_invalidate_state(device, STATE_INDEXBUFFER);
2347 if (buffer)
2349 InterlockedIncrement(&buffer->bind_count);
2350 wined3d_buffer_incref(buffer);
2352 if (prev_buffer)
2354 InterlockedDecrement(&prev_buffer->bind_count);
2355 wined3d_buffer_decref(prev_buffer);
2359 return WINED3D_OK;
2362 HRESULT CDECL wined3d_device_get_index_buffer(struct wined3d_device *device, struct wined3d_buffer **buffer)
2364 TRACE("device %p, buffer %p.\n", device, buffer);
2366 *buffer = device->stateBlock->state.index_buffer;
2368 if (*buffer)
2369 wined3d_buffer_incref(*buffer);
2371 TRACE("Returning %p.\n", *buffer);
2373 return WINED3D_OK;
2376 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2377 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2379 TRACE("device %p, base_index %d.\n", device, base_index);
2381 if (device->updateStateBlock->state.base_vertex_index == base_index)
2383 TRACE("Application is setting the old value over, nothing to do\n");
2384 return WINED3D_OK;
2387 device->updateStateBlock->state.base_vertex_index = base_index;
2389 if (device->isRecordingState)
2391 TRACE("Recording... not performing anything\n");
2392 return WINED3D_OK;
2394 return WINED3D_OK;
2397 INT CDECL wined3d_device_get_base_vertex_index(struct wined3d_device *device)
2399 TRACE("device %p.\n", device);
2401 return device->stateBlock->state.base_vertex_index;
2404 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const WINED3DVIEWPORT *viewport)
2406 TRACE("device %p, viewport %p.\n", device, viewport);
2407 TRACE("x %u, y %u, w %u, h %u, minz %.8e, maxz %.8e.\n",
2408 viewport->X, viewport->Y, viewport->Width, viewport->Height, viewport->MinZ, viewport->MaxZ);
2410 device->updateStateBlock->changed.viewport = TRUE;
2411 device->updateStateBlock->state.viewport = *viewport;
2413 /* Handle recording of state blocks */
2414 if (device->isRecordingState)
2416 TRACE("Recording... not performing anything\n");
2417 return WINED3D_OK;
2420 device_invalidate_state(device, STATE_VIEWPORT);
2422 return WINED3D_OK;
2425 HRESULT CDECL wined3d_device_get_viewport(struct wined3d_device *device, WINED3DVIEWPORT *viewport)
2427 TRACE("device %p, viewport %p.\n", device, viewport);
2429 *viewport = device->stateBlock->state.viewport;
2431 return WINED3D_OK;
2434 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2435 WINED3DRENDERSTATETYPE state, DWORD value)
2437 DWORD old_value = device->stateBlock->state.render_states[state];
2439 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2441 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2442 device->updateStateBlock->state.render_states[state] = value;
2444 /* Handle recording of state blocks. */
2445 if (device->isRecordingState)
2447 TRACE("Recording... not performing anything.\n");
2448 return WINED3D_OK;
2451 /* Compared here and not before the assignment to allow proper stateblock recording. */
2452 if (value == old_value)
2453 TRACE("Application is setting the old value over, nothing to do.\n");
2454 else
2455 device_invalidate_state(device, STATE_RENDER(state));
2457 return WINED3D_OK;
2460 HRESULT CDECL wined3d_device_get_render_state(struct wined3d_device *device,
2461 WINED3DRENDERSTATETYPE state, DWORD *value)
2463 TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2465 *value = device->stateBlock->state.render_states[state];
2467 return WINED3D_OK;
2470 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2471 UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD value)
2473 DWORD old_value;
2475 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2476 device, sampler_idx, debug_d3dsamplerstate(state), value);
2478 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2479 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2481 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2482 / sizeof(*device->stateBlock->state.sampler_states))
2484 WARN("Invalid sampler %u.\n", sampler_idx);
2485 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2488 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2489 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2490 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2492 /* Handle recording of state blocks. */
2493 if (device->isRecordingState)
2495 TRACE("Recording... not performing anything.\n");
2496 return WINED3D_OK;
2499 if (old_value == value)
2501 TRACE("Application is setting the old value over, nothing to do.\n");
2502 return WINED3D_OK;
2505 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2507 return WINED3D_OK;
2510 HRESULT CDECL wined3d_device_get_sampler_state(struct wined3d_device *device,
2511 UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD *value)
2513 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2514 device, sampler_idx, debug_d3dsamplerstate(state), value);
2516 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2517 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2519 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2520 / sizeof(*device->stateBlock->state.sampler_states))
2522 WARN("Invalid sampler %u.\n", sampler_idx);
2523 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2526 *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2527 TRACE("Returning %#x.\n", *value);
2529 return WINED3D_OK;
2532 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2534 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2536 device->updateStateBlock->changed.scissorRect = TRUE;
2537 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2539 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2540 return WINED3D_OK;
2542 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2544 if (device->isRecordingState)
2546 TRACE("Recording... not performing anything.\n");
2547 return WINED3D_OK;
2550 device_invalidate_state(device, STATE_SCISSORRECT);
2552 return WINED3D_OK;
2555 HRESULT CDECL wined3d_device_get_scissor_rect(struct wined3d_device *device, RECT *rect)
2557 TRACE("device %p, rect %p.\n", device, rect);
2559 *rect = device->updateStateBlock->state.scissor_rect;
2560 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2562 return WINED3D_OK;
2565 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2566 struct wined3d_vertex_declaration *declaration)
2568 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2570 TRACE("device %p, declaration %p.\n", device, declaration);
2572 if (declaration)
2573 wined3d_vertex_declaration_incref(declaration);
2574 if (prev)
2575 wined3d_vertex_declaration_decref(prev);
2577 device->updateStateBlock->state.vertex_declaration = declaration;
2578 device->updateStateBlock->changed.vertexDecl = TRUE;
2580 if (device->isRecordingState)
2582 TRACE("Recording... not performing anything.\n");
2583 return WINED3D_OK;
2585 else if (declaration == prev)
2587 /* Checked after the assignment to allow proper stateblock recording. */
2588 TRACE("Application is setting the old declaration over, nothing to do.\n");
2589 return WINED3D_OK;
2592 device_invalidate_state(device, STATE_VDECL);
2593 return WINED3D_OK;
2596 HRESULT CDECL wined3d_device_get_vertex_declaration(struct wined3d_device *device,
2597 struct wined3d_vertex_declaration **declaration)
2599 TRACE("device %p, declaration %p.\n", device, declaration);
2601 *declaration = device->stateBlock->state.vertex_declaration;
2602 if (*declaration)
2603 wined3d_vertex_declaration_incref(*declaration);
2605 return WINED3D_OK;
2608 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2610 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2612 TRACE("device %p, shader %p.\n", device, shader);
2614 device->updateStateBlock->state.vertex_shader = shader;
2615 device->updateStateBlock->changed.vertexShader = TRUE;
2617 if (device->isRecordingState)
2619 if (shader)
2620 wined3d_shader_incref(shader);
2621 if (prev)
2622 wined3d_shader_decref(prev);
2623 TRACE("Recording... not performing anything.\n");
2624 return WINED3D_OK;
2627 if (shader == prev)
2629 TRACE("Application is setting the old shader over, nothing to do.\n");
2630 return WINED3D_OK;
2633 if (shader)
2634 wined3d_shader_incref(shader);
2635 if (prev)
2636 wined3d_shader_decref(prev);
2638 device_invalidate_state(device, STATE_VSHADER);
2640 return WINED3D_OK;
2643 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(struct wined3d_device *device)
2645 struct wined3d_shader *shader;
2647 TRACE("device %p.\n", device);
2649 shader = device->stateBlock->state.vertex_shader;
2650 if (shader)
2651 wined3d_shader_incref(shader);
2653 TRACE("Returning %p.\n", shader);
2654 return shader;
2657 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2658 UINT start_register, const BOOL *constants, UINT bool_count)
2660 UINT count = min(bool_count, MAX_CONST_B - start_register);
2661 UINT i;
2663 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2664 device, start_register, constants, bool_count);
2666 if (!constants || start_register >= MAX_CONST_B)
2667 return WINED3DERR_INVALIDCALL;
2669 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2670 for (i = 0; i < count; ++i)
2671 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2673 for (i = start_register; i < count + start_register; ++i)
2674 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2676 if (!device->isRecordingState)
2677 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2679 return WINED3D_OK;
2682 HRESULT CDECL wined3d_device_get_vs_consts_b(struct wined3d_device *device,
2683 UINT start_register, BOOL *constants, UINT bool_count)
2685 UINT count = min(bool_count, MAX_CONST_B - start_register);
2687 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2688 device, start_register, constants, bool_count);
2690 if (!constants || start_register >= MAX_CONST_B)
2691 return WINED3DERR_INVALIDCALL;
2693 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2695 return WINED3D_OK;
2698 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2699 UINT start_register, const int *constants, UINT vector4i_count)
2701 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2702 UINT i;
2704 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2705 device, start_register, constants, vector4i_count);
2707 if (!constants || start_register >= MAX_CONST_I)
2708 return WINED3DERR_INVALIDCALL;
2710 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2711 for (i = 0; i < count; ++i)
2712 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2713 constants[i * 4], constants[i * 4 + 1],
2714 constants[i * 4 + 2], constants[i * 4 + 3]);
2716 for (i = start_register; i < count + start_register; ++i)
2717 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2719 if (!device->isRecordingState)
2720 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2722 return WINED3D_OK;
2725 HRESULT CDECL wined3d_device_get_vs_consts_i(struct wined3d_device *device,
2726 UINT start_register, int *constants, UINT vector4i_count)
2728 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2730 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2731 device, start_register, constants, vector4i_count);
2733 if (!constants || start_register >= MAX_CONST_I)
2734 return WINED3DERR_INVALIDCALL;
2736 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2737 return WINED3D_OK;
2740 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2741 UINT start_register, const float *constants, UINT vector4f_count)
2743 UINT i;
2745 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2746 device, start_register, constants, vector4f_count);
2748 /* Specifically test start_register > limit to catch MAX_UINT overflows
2749 * when adding start_register + vector4f_count. */
2750 if (!constants
2751 || start_register + vector4f_count > device->d3d_vshader_constantF
2752 || start_register > device->d3d_vshader_constantF)
2753 return WINED3DERR_INVALIDCALL;
2755 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2756 constants, vector4f_count * sizeof(float) * 4);
2757 if (TRACE_ON(d3d))
2759 for (i = 0; i < vector4f_count; ++i)
2760 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2761 constants[i * 4], constants[i * 4 + 1],
2762 constants[i * 4 + 2], constants[i * 4 + 3]);
2765 if (!device->isRecordingState)
2767 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2768 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2771 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2772 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2774 return WINED3D_OK;
2777 HRESULT CDECL wined3d_device_get_vs_consts_f(struct wined3d_device *device,
2778 UINT start_register, float *constants, UINT vector4f_count)
2780 int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2782 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2783 device, start_register, constants, vector4f_count);
2785 if (!constants || count < 0)
2786 return WINED3DERR_INVALIDCALL;
2788 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2790 return WINED3D_OK;
2793 static inline void markTextureStagesDirty(struct wined3d_device *device, DWORD stage)
2795 DWORD i;
2797 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2799 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2803 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2805 DWORD i = device->rev_tex_unit_map[unit];
2806 DWORD j = device->texUnitMap[stage];
2808 device->texUnitMap[stage] = unit;
2809 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2810 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2812 device->rev_tex_unit_map[unit] = stage;
2813 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2814 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2817 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2819 UINT i;
2821 device->fixed_function_usage_map = 0;
2822 for (i = 0; i < MAX_TEXTURES; ++i)
2824 const struct wined3d_state *state = &device->stateBlock->state;
2825 WINED3DTEXTUREOP color_op = state->texture_states[i][WINED3DTSS_COLOROP];
2826 WINED3DTEXTUREOP alpha_op = state->texture_states[i][WINED3DTSS_ALPHAOP];
2827 DWORD color_arg1 = state->texture_states[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
2828 DWORD color_arg2 = state->texture_states[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
2829 DWORD color_arg3 = state->texture_states[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
2830 DWORD alpha_arg1 = state->texture_states[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
2831 DWORD alpha_arg2 = state->texture_states[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
2832 DWORD alpha_arg3 = state->texture_states[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
2834 if (color_op == WINED3DTOP_DISABLE) {
2835 /* Not used, and disable higher stages */
2836 break;
2839 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
2840 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
2841 || ((color_arg3 == WINED3DTA_TEXTURE)
2842 && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
2843 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
2844 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
2845 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2846 && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP)))
2847 device->fixed_function_usage_map |= (1 << i);
2849 if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1)
2850 device->fixed_function_usage_map |= (1 << (i + 1));
2854 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2856 unsigned int i, tex;
2857 WORD ffu_map;
2859 device_update_fixed_function_usage_map(device);
2860 ffu_map = device->fixed_function_usage_map;
2862 if (device->max_ffp_textures == gl_info->limits.texture_stages
2863 || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2865 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2867 if (!(ffu_map & 1)) continue;
2869 if (device->texUnitMap[i] != i)
2871 device_map_stage(device, i, i);
2872 device_invalidate_state(device, STATE_SAMPLER(i));
2873 markTextureStagesDirty(device, i);
2876 return;
2879 /* Now work out the mapping */
2880 tex = 0;
2881 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2883 if (!(ffu_map & 1)) continue;
2885 if (device->texUnitMap[i] != tex)
2887 device_map_stage(device, i, tex);
2888 device_invalidate_state(device, STATE_SAMPLER(i));
2889 markTextureStagesDirty(device, i);
2892 ++tex;
2896 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2898 const WINED3DSAMPLER_TEXTURE_TYPE *sampler_type =
2899 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2900 unsigned int i;
2902 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2904 if (sampler_type[i] && device->texUnitMap[i] != i)
2906 device_map_stage(device, i, i);
2907 device_invalidate_state(device, STATE_SAMPLER(i));
2908 if (i < gl_info->limits.texture_stages)
2910 markTextureStagesDirty(device, i);
2916 static BOOL device_unit_free_for_vs(struct wined3d_device *device,
2917 const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_tokens,
2918 const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_tokens, DWORD unit)
2920 DWORD current_mapping = device->rev_tex_unit_map[unit];
2922 /* Not currently used */
2923 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2925 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2926 /* Used by a fragment sampler */
2928 if (!pshader_sampler_tokens) {
2929 /* No pixel shader, check fixed function */
2930 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2933 /* Pixel shader, check the shader's sampler map */
2934 return !pshader_sampler_tokens[current_mapping];
2937 /* Used by a vertex sampler */
2938 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2941 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2943 const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_type =
2944 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2945 const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_type = NULL;
2946 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2947 int i;
2949 if (ps)
2951 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2952 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2953 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2956 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2957 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2958 if (vshader_sampler_type[i])
2960 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2962 /* Already mapped somewhere */
2963 continue;
2966 while (start >= 0)
2968 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2970 device_map_stage(device, vsampler_idx, start);
2971 device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2973 --start;
2974 break;
2977 --start;
2983 void device_update_tex_unit_map(struct wined3d_device *device)
2985 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2986 const struct wined3d_state *state = &device->stateBlock->state;
2987 BOOL vs = use_vs(state);
2988 BOOL ps = use_ps(state);
2990 * Rules are:
2991 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2992 * that would be really messy and require shader recompilation
2993 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2994 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2996 if (ps)
2997 device_map_psamplers(device, gl_info);
2998 else
2999 device_map_fixed_function_samplers(device, gl_info);
3001 if (vs)
3002 device_map_vsamplers(device, ps, gl_info);
3005 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
3007 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
3009 TRACE("device %p, shader %p.\n", device, shader);
3011 device->updateStateBlock->state.pixel_shader = shader;
3012 device->updateStateBlock->changed.pixelShader = TRUE;
3014 if (device->isRecordingState)
3016 if (shader)
3017 wined3d_shader_incref(shader);
3018 if (prev)
3019 wined3d_shader_decref(prev);
3020 TRACE("Recording... not performing anything.\n");
3021 return WINED3D_OK;
3024 if (shader == prev)
3026 TRACE("Application is setting the old shader over, nothing to do.\n");
3027 return WINED3D_OK;
3030 if (shader)
3031 wined3d_shader_incref(shader);
3032 if (prev)
3033 wined3d_shader_decref(prev);
3035 device_invalidate_state(device, STATE_PIXELSHADER);
3037 return WINED3D_OK;
3040 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(struct wined3d_device *device)
3042 struct wined3d_shader *shader;
3044 TRACE("device %p.\n", device);
3046 shader = device->stateBlock->state.pixel_shader;
3047 if (shader)
3048 wined3d_shader_incref(shader);
3050 TRACE("Returning %p.\n", shader);
3051 return shader;
3054 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
3055 UINT start_register, const BOOL *constants, UINT bool_count)
3057 UINT count = min(bool_count, MAX_CONST_B - start_register);
3058 UINT i;
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(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3067 for (i = 0; i < count; ++i)
3068 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3070 for (i = start_register; i < count + start_register; ++i)
3071 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3073 if (!device->isRecordingState)
3074 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3076 return WINED3D_OK;
3079 HRESULT CDECL wined3d_device_get_ps_consts_b(struct wined3d_device *device,
3080 UINT start_register, BOOL *constants, UINT bool_count)
3082 UINT count = min(bool_count, MAX_CONST_B - start_register);
3084 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3085 device, start_register, constants, bool_count);
3087 if (!constants || start_register >= MAX_CONST_B)
3088 return WINED3DERR_INVALIDCALL;
3090 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3092 return WINED3D_OK;
3095 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3096 UINT start_register, const int *constants, UINT vector4i_count)
3098 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3099 UINT i;
3101 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3102 device, start_register, constants, vector4i_count);
3104 if (!constants || start_register >= MAX_CONST_I)
3105 return WINED3DERR_INVALIDCALL;
3107 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3108 for (i = 0; i < count; ++i)
3109 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3110 constants[i * 4], constants[i * 4 + 1],
3111 constants[i * 4 + 2], constants[i * 4 + 3]);
3113 for (i = start_register; i < count + start_register; ++i)
3114 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3116 if (!device->isRecordingState)
3117 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3119 return WINED3D_OK;
3122 HRESULT CDECL wined3d_device_get_ps_consts_i(struct wined3d_device *device,
3123 UINT start_register, int *constants, UINT vector4i_count)
3125 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3127 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3128 device, start_register, constants, vector4i_count);
3130 if (!constants || start_register >= MAX_CONST_I)
3131 return WINED3DERR_INVALIDCALL;
3133 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3135 return WINED3D_OK;
3138 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3139 UINT start_register, const float *constants, UINT vector4f_count)
3141 UINT i;
3143 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3144 device, start_register, constants, vector4f_count);
3146 /* Specifically test start_register > limit to catch MAX_UINT overflows
3147 * when adding start_register + vector4f_count. */
3148 if (!constants
3149 || start_register + vector4f_count > device->d3d_pshader_constantF
3150 || start_register > device->d3d_pshader_constantF)
3151 return WINED3DERR_INVALIDCALL;
3153 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3154 constants, vector4f_count * sizeof(float) * 4);
3155 if (TRACE_ON(d3d))
3157 for (i = 0; i < vector4f_count; ++i)
3158 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3159 constants[i * 4], constants[i * 4 + 1],
3160 constants[i * 4 + 2], constants[i * 4 + 3]);
3163 if (!device->isRecordingState)
3165 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3166 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3169 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3170 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3172 return WINED3D_OK;
3175 HRESULT CDECL wined3d_device_get_ps_consts_f(struct wined3d_device *device,
3176 UINT start_register, float *constants, UINT vector4f_count)
3178 int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3180 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3181 device, start_register, constants, vector4f_count);
3183 if (!constants || count < 0)
3184 return WINED3DERR_INVALIDCALL;
3186 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3188 return WINED3D_OK;
3191 /* Context activation is done by the caller. */
3192 /* Do not call while under the GL lock. */
3193 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3194 static HRESULT process_vertices_strided(struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3195 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3196 DWORD DestFVF)
3198 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3199 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3200 unsigned int i;
3201 WINED3DVIEWPORT vp;
3202 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3203 BOOL doClip;
3204 DWORD numTextures;
3206 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3208 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3211 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3213 ERR("Source has no position mask\n");
3214 return WINED3DERR_INVALIDCALL;
3217 if (!dest->resource.allocatedMemory)
3218 buffer_get_sysmem(dest, gl_info);
3220 /* Get a pointer into the destination vbo(create one if none exists) and
3221 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3223 if (!dest->buffer_object && gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
3225 dest->flags |= WINED3D_BUFFER_CREATEBO;
3226 wined3d_buffer_preload(dest);
3229 if (dest->buffer_object)
3231 unsigned char extrabytes = 0;
3232 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3233 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3234 * this may write 4 extra bytes beyond the area that should be written
3236 if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3237 dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3238 if(!dest_conv_addr) {
3239 ERR("Out of memory\n");
3240 /* Continue without storing converted vertices */
3242 dest_conv = dest_conv_addr;
3245 if (device->stateBlock->state.render_states[WINED3DRS_CLIPPING])
3247 static BOOL warned = FALSE;
3249 * The clipping code is not quite correct. Some things need
3250 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3251 * so disable clipping for now.
3252 * (The graphics in Half-Life are broken, and my processvertices
3253 * test crashes with IDirect3DDevice3)
3254 doClip = TRUE;
3256 doClip = FALSE;
3257 if(!warned) {
3258 warned = TRUE;
3259 FIXME("Clipping is broken and disabled for now\n");
3261 } else doClip = FALSE;
3262 dest_ptr = ((char *)buffer_get_sysmem(dest, gl_info)) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3264 wined3d_device_get_transform(device, WINED3DTS_VIEW, &view_mat);
3265 wined3d_device_get_transform(device, WINED3DTS_PROJECTION, &proj_mat);
3266 wined3d_device_get_transform(device, WINED3DTS_WORLDMATRIX(0), &world_mat);
3268 TRACE("View mat:\n");
3269 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);
3270 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);
3271 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);
3272 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);
3274 TRACE("Proj mat:\n");
3275 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);
3276 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);
3277 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);
3278 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);
3280 TRACE("World mat:\n");
3281 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);
3282 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);
3283 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);
3284 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);
3286 /* Get the viewport */
3287 wined3d_device_get_viewport(device, &vp);
3288 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
3289 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
3291 multiply_matrix(&mat,&view_mat,&world_mat);
3292 multiply_matrix(&mat,&proj_mat,&mat);
3294 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3296 for (i = 0; i < dwCount; i+= 1) {
3297 unsigned int tex_index;
3299 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3300 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3301 /* The position first */
3302 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3303 const float *p = (const float *)(element->data + i * element->stride);
3304 float x, y, z, rhw;
3305 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3307 /* Multiplication with world, view and projection matrix */
3308 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);
3309 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);
3310 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);
3311 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);
3313 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3315 /* WARNING: The following things are taken from d3d7 and were not yet checked
3316 * against d3d8 or d3d9!
3319 /* Clipping conditions: From msdn
3321 * A vertex is clipped if it does not match the following requirements
3322 * -rhw < x <= rhw
3323 * -rhw < y <= rhw
3324 * 0 < z <= rhw
3325 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3327 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3328 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3332 if( !doClip ||
3333 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3334 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3335 ( rhw > eps ) ) ) {
3337 /* "Normal" viewport transformation (not clipped)
3338 * 1) The values are divided by rhw
3339 * 2) The y axis is negative, so multiply it with -1
3340 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3341 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3342 * 4) Multiply x with Width/2 and add Width/2
3343 * 5) The same for the height
3344 * 6) Add the viewpoint X and Y to the 2D coordinates and
3345 * The minimum Z value to z
3346 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3348 * Well, basically it's simply a linear transformation into viewport
3349 * coordinates
3352 x /= rhw;
3353 y /= rhw;
3354 z /= rhw;
3356 y *= -1;
3358 x *= vp.Width / 2;
3359 y *= vp.Height / 2;
3360 z *= vp.MaxZ - vp.MinZ;
3362 x += vp.Width / 2 + vp.X;
3363 y += vp.Height / 2 + vp.Y;
3364 z += vp.MinZ;
3366 rhw = 1 / rhw;
3367 } else {
3368 /* That vertex got clipped
3369 * Contrary to OpenGL it is not dropped completely, it just
3370 * undergoes a different calculation.
3372 TRACE("Vertex got clipped\n");
3373 x += rhw;
3374 y += rhw;
3376 x /= 2;
3377 y /= 2;
3379 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3380 * outside of the main vertex buffer memory. That needs some more
3381 * investigation...
3385 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3388 ( (float *) dest_ptr)[0] = x;
3389 ( (float *) dest_ptr)[1] = y;
3390 ( (float *) dest_ptr)[2] = z;
3391 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3393 dest_ptr += 3 * sizeof(float);
3395 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3396 dest_ptr += sizeof(float);
3399 if(dest_conv) {
3400 float w = 1 / rhw;
3401 ( (float *) dest_conv)[0] = x * w;
3402 ( (float *) dest_conv)[1] = y * w;
3403 ( (float *) dest_conv)[2] = z * w;
3404 ( (float *) dest_conv)[3] = w;
3406 dest_conv += 3 * sizeof(float);
3408 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3409 dest_conv += sizeof(float);
3413 if (DestFVF & WINED3DFVF_PSIZE) {
3414 dest_ptr += sizeof(DWORD);
3415 if(dest_conv) dest_conv += sizeof(DWORD);
3417 if (DestFVF & WINED3DFVF_NORMAL) {
3418 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3419 const float *normal = (const float *)(element->data + i * element->stride);
3420 /* AFAIK this should go into the lighting information */
3421 FIXME("Didn't expect the destination to have a normal\n");
3422 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3423 if(dest_conv) {
3424 copy_and_next(dest_conv, normal, 3 * sizeof(float));
3428 if (DestFVF & WINED3DFVF_DIFFUSE) {
3429 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3430 const DWORD *color_d = (const DWORD *)(element->data + i * element->stride);
3431 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3433 static BOOL warned = FALSE;
3435 if(!warned) {
3436 ERR("No diffuse color in source, but destination has one\n");
3437 warned = TRUE;
3440 *( (DWORD *) dest_ptr) = 0xffffffff;
3441 dest_ptr += sizeof(DWORD);
3443 if(dest_conv) {
3444 *( (DWORD *) dest_conv) = 0xffffffff;
3445 dest_conv += sizeof(DWORD);
3448 else {
3449 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3450 if(dest_conv) {
3451 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
3452 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
3453 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
3454 dest_conv += sizeof(DWORD);
3459 if (DestFVF & WINED3DFVF_SPECULAR)
3461 /* What's the color value in the feedback buffer? */
3462 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3463 const DWORD *color_s = (const DWORD *)(element->data + i * element->stride);
3464 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3466 static BOOL warned = FALSE;
3468 if(!warned) {
3469 ERR("No specular color in source, but destination has one\n");
3470 warned = TRUE;
3473 *( (DWORD *) dest_ptr) = 0xFF000000;
3474 dest_ptr += sizeof(DWORD);
3476 if(dest_conv) {
3477 *( (DWORD *) dest_conv) = 0xFF000000;
3478 dest_conv += sizeof(DWORD);
3481 else {
3482 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3483 if(dest_conv) {
3484 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
3485 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
3486 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
3487 dest_conv += sizeof(DWORD);
3492 for (tex_index = 0; tex_index < numTextures; tex_index++) {
3493 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3494 const float *tex_coord = (const float *)(element->data + i * element->stride);
3495 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3497 ERR("No source texture, but destination requests one\n");
3498 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3499 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3501 else {
3502 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3503 if(dest_conv) {
3504 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3510 if (dest_conv)
3512 ENTER_GL();
3514 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
3515 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3516 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
3517 dwCount * get_flexible_vertex_size(DestFVF),
3518 dest_conv_addr));
3519 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3521 LEAVE_GL();
3523 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3526 return WINED3D_OK;
3528 #undef copy_and_next
3530 /* Do not call while under the GL lock. */
3531 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3532 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3533 struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3535 BOOL vbo = FALSE, streamWasUP = device->stateBlock->state.user_stream;
3536 struct wined3d_stream_info stream_info;
3537 const struct wined3d_gl_info *gl_info;
3538 struct wined3d_context *context;
3539 HRESULT hr;
3541 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3542 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3543 device, src_start_idx, dst_idx, vertex_count,
3544 dst_buffer, declaration, flags, dst_fvf);
3546 if (declaration)
3547 FIXME("Output vertex declaration not implemented yet.\n");
3549 /* Need any context to write to the vbo. */
3550 context = context_acquire(device, NULL);
3551 gl_info = context->gl_info;
3553 /* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
3554 * control the streamIsUP flag, thus restore it afterwards.
3556 device->stateBlock->state.user_stream = FALSE;
3557 device_stream_info_from_declaration(device, FALSE, &stream_info, &vbo);
3558 device->stateBlock->state.user_stream = streamWasUP;
3560 if (vbo || src_start_idx)
3562 unsigned int i;
3563 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3564 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3566 * Also get the start index in, but only loop over all elements if there's something to add at all.
3568 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3570 struct wined3d_stream_info_element *e;
3572 if (!(stream_info.use_map & (1 << i))) continue;
3574 e = &stream_info.elements[i];
3575 if (e->buffer_object)
3577 struct wined3d_buffer *vb = device->stateBlock->state.streams[e->stream_idx].buffer;
3578 e->buffer_object = 0;
3579 e->data = (BYTE *)((ULONG_PTR)e->data + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3580 ENTER_GL();
3581 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3582 vb->buffer_object = 0;
3583 LEAVE_GL();
3585 if (e->data)
3586 e->data += e->stride * src_start_idx;
3590 hr = process_vertices_strided(device, dst_idx, vertex_count,
3591 &stream_info, dst_buffer, flags, dst_fvf);
3593 context_release(context);
3595 return hr;
3598 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3599 UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD value)
3601 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3602 DWORD old_value;
3604 TRACE("device %p, stage %u, state %s, value %#x.\n",
3605 device, stage, debug_d3dtexturestate(state), value);
3607 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3609 WARN("Invalid state %#x passed.\n", state);
3610 return WINED3D_OK;
3613 if (stage >= gl_info->limits.texture_stages)
3615 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3616 stage, gl_info->limits.texture_stages - 1);
3617 return WINED3D_OK;
3620 old_value = device->updateStateBlock->state.texture_states[stage][state];
3621 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3622 device->updateStateBlock->state.texture_states[stage][state] = value;
3624 if (device->isRecordingState)
3626 TRACE("Recording... not performing anything.\n");
3627 return WINED3D_OK;
3630 /* Checked after the assignments to allow proper stateblock recording. */
3631 if (old_value == value)
3633 TRACE("Application is setting the old value over, nothing to do.\n");
3634 return WINED3D_OK;
3637 if (stage > device->stateBlock->state.lowest_disabled_stage
3638 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3639 == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP))
3641 /* Colorop change above lowest disabled stage? That won't change
3642 * anything in the GL setup. Changes in other states are important on
3643 * disabled stages too. */
3644 return WINED3D_OK;
3647 if (state == WINED3DTSS_COLOROP)
3649 unsigned int i;
3651 if (value == WINED3DTOP_DISABLE && old_value != WINED3DTOP_DISABLE)
3653 /* Previously enabled stage disabled now. Make sure to dirtify
3654 * all enabled stages above stage, they have to be disabled.
3656 * The current stage is dirtified below. */
3657 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3659 TRACE("Additionally dirtifying stage %u.\n", i);
3660 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3662 device->stateBlock->state.lowest_disabled_stage = stage;
3663 TRACE("New lowest disabled: %u.\n", stage);
3665 else if (value != WINED3DTOP_DISABLE && old_value == WINED3DTOP_DISABLE)
3667 /* Previously disabled stage enabled. Stages above it may need
3668 * enabling. Stage must be lowest_disabled_stage here, if it's
3669 * bigger success is returned above, and stages below the lowest
3670 * disabled stage can't be enabled (because they are enabled
3671 * already).
3673 * Again stage stage doesn't need to be dirtified here, it is
3674 * handled below. */
3675 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3677 if (device->updateStateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
3678 break;
3679 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3680 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3682 device->stateBlock->state.lowest_disabled_stage = i;
3683 TRACE("New lowest disabled: %u.\n", i);
3687 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3689 return WINED3D_OK;
3692 HRESULT CDECL wined3d_device_get_texture_stage_state(struct wined3d_device *device,
3693 UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD *value)
3695 TRACE("device %p, stage %u, state %s, value %p.\n",
3696 device, stage, debug_d3dtexturestate(state), value);
3698 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3700 WARN("Invalid state %#x passed.\n", state);
3701 return WINED3D_OK;
3704 *value = device->updateStateBlock->state.texture_states[stage][state];
3705 TRACE("Returning %#x.\n", *value);
3707 return WINED3D_OK;
3710 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3711 UINT stage, struct wined3d_texture *texture)
3713 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3714 struct wined3d_texture *prev;
3716 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3718 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3719 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3721 /* Windows accepts overflowing this array... we do not. */
3722 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3724 WARN("Ignoring invalid stage %u.\n", stage);
3725 return WINED3D_OK;
3728 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
3729 if (texture && texture->resource.pool == WINED3DPOOL_SCRATCH)
3731 WARN("Rejecting attempt to set scratch texture.\n");
3732 return WINED3DERR_INVALIDCALL;
3735 device->updateStateBlock->changed.textures |= 1 << stage;
3737 prev = device->updateStateBlock->state.textures[stage];
3738 TRACE("Previous texture %p.\n", prev);
3740 if (texture == prev)
3742 TRACE("App is setting the same texture again, nothing to do.\n");
3743 return WINED3D_OK;
3746 TRACE("Setting new texture to %p.\n", texture);
3747 device->updateStateBlock->state.textures[stage] = texture;
3749 if (device->isRecordingState)
3751 TRACE("Recording... not performing anything\n");
3753 if (texture) wined3d_texture_incref(texture);
3754 if (prev) wined3d_texture_decref(prev);
3756 return WINED3D_OK;
3759 if (texture)
3761 LONG bind_count = InterlockedIncrement(&texture->bind_count);
3763 wined3d_texture_incref(texture);
3765 if (!prev || texture->target != prev->target)
3766 device_invalidate_state(device, STATE_PIXELSHADER);
3768 if (!prev && stage < gl_info->limits.texture_stages)
3770 /* The source arguments for color and alpha ops have different
3771 * meanings when a NULL texture is bound, so the COLOROP and
3772 * ALPHAOP have to be dirtified. */
3773 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3774 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3777 if (bind_count == 1)
3778 texture->sampler = stage;
3781 if (prev)
3783 LONG bind_count = InterlockedDecrement(&prev->bind_count);
3785 wined3d_texture_decref(prev);
3787 if (!texture && stage < gl_info->limits.texture_stages)
3789 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3790 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3793 if (bind_count && prev->sampler == stage)
3795 unsigned int i;
3797 /* Search for other stages the texture is bound to. Shouldn't
3798 * happen if applications bind textures to a single stage only. */
3799 TRACE("Searching for other stages the texture is bound to.\n");
3800 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3802 if (device->updateStateBlock->state.textures[i] == prev)
3804 TRACE("Texture is also bound to stage %u.\n", i);
3805 prev->sampler = i;
3806 break;
3812 device_invalidate_state(device, STATE_SAMPLER(stage));
3814 return WINED3D_OK;
3817 HRESULT CDECL wined3d_device_get_texture(struct wined3d_device *device,
3818 UINT stage, struct wined3d_texture **texture)
3820 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3822 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3823 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3825 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3827 WARN("Ignoring invalid stage %u.\n", stage);
3828 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3831 *texture = device->stateBlock->state.textures[stage];
3832 if (*texture)
3833 wined3d_texture_incref(*texture);
3835 TRACE("Returning %p.\n", *texture);
3837 return WINED3D_OK;
3840 HRESULT CDECL wined3d_device_get_back_buffer(struct wined3d_device *device, UINT swapchain_idx,
3841 UINT backbuffer_idx, WINED3DBACKBUFFER_TYPE backbuffer_type, struct wined3d_surface **backbuffer)
3843 struct wined3d_swapchain *swapchain;
3844 HRESULT hr;
3846 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3847 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3849 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3850 if (FAILED(hr))
3852 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3853 return hr;
3856 hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3857 wined3d_swapchain_decref(swapchain);
3858 if (FAILED(hr))
3860 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3861 return hr;
3864 return WINED3D_OK;
3867 HRESULT CDECL wined3d_device_get_device_caps(struct wined3d_device *device, WINED3DCAPS *caps)
3869 TRACE("device %p, caps %p.\n", device, caps);
3871 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal, device->devType, caps);
3874 HRESULT CDECL wined3d_device_get_display_mode(struct wined3d_device *device,
3875 UINT swapchain_idx, WINED3DDISPLAYMODE *mode)
3877 struct wined3d_swapchain *swapchain;
3878 HRESULT hr;
3880 TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3882 if (swapchain_idx)
3884 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3885 if (SUCCEEDED(hr))
3887 hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3888 wined3d_swapchain_decref(swapchain);
3891 else
3893 /* Don't read the real display mode, but return the stored mode
3894 * instead. X11 can't change the color depth, and some apps are
3895 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3896 * that GetDisplayMode still returns 24 bpp.
3898 * Also don't relay to the swapchain because with ddraw it's possible
3899 * that there isn't a swapchain at all. */
3900 mode->Width = device->ddraw_width;
3901 mode->Height = device->ddraw_height;
3902 mode->Format = device->ddraw_format;
3903 mode->RefreshRate = 0;
3904 hr = WINED3D_OK;
3907 return hr;
3910 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3912 struct wined3d_stateblock *stateblock;
3913 HRESULT hr;
3915 TRACE("device %p.\n", device);
3917 if (device->isRecordingState)
3918 return WINED3DERR_INVALIDCALL;
3920 hr = wined3d_stateblock_create(device, WINED3DSBT_RECORDED, &stateblock);
3921 if (FAILED(hr))
3922 return hr;
3924 wined3d_stateblock_decref(device->updateStateBlock);
3925 device->updateStateBlock = stateblock;
3926 device->isRecordingState = TRUE;
3928 TRACE("Recording stateblock %p.\n", stateblock);
3930 return WINED3D_OK;
3933 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3934 struct wined3d_stateblock **stateblock)
3936 struct wined3d_stateblock *object = device->updateStateBlock;
3938 TRACE("device %p, stateblock %p.\n", device, stateblock);
3940 if (!device->isRecordingState)
3942 WARN("Not recording.\n");
3943 *stateblock = NULL;
3944 return WINED3DERR_INVALIDCALL;
3947 stateblock_init_contained_states(object);
3949 *stateblock = object;
3950 device->isRecordingState = FALSE;
3951 device->updateStateBlock = device->stateBlock;
3952 wined3d_stateblock_incref(device->updateStateBlock);
3954 TRACE("Returning stateblock %p.\n", *stateblock);
3956 return WINED3D_OK;
3959 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3961 /* At the moment we have no need for any functionality at the beginning
3962 * of a scene. */
3963 TRACE("device %p.\n", device);
3965 if (device->inScene)
3967 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3968 return WINED3DERR_INVALIDCALL;
3970 device->inScene = TRUE;
3971 return WINED3D_OK;
3974 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3976 struct wined3d_context *context;
3978 TRACE("device %p.\n", device);
3980 if (!device->inScene)
3982 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3983 return WINED3DERR_INVALIDCALL;
3986 context = context_acquire(device, NULL);
3987 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3988 wglFlush();
3989 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3990 * fails. */
3991 context_release(context);
3993 device->inScene = FALSE;
3994 return WINED3D_OK;
3997 HRESULT CDECL wined3d_device_present(struct wined3d_device *device, const RECT *src_rect,
3998 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
4000 UINT i;
4002 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
4003 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
4004 dst_window_override, dirty_region);
4006 for (i = 0; i < device->swapchain_count; ++i)
4008 wined3d_swapchain_present(device->swapchains[i], src_rect,
4009 dst_rect, dst_window_override, dirty_region, 0);
4012 return WINED3D_OK;
4015 /* Do not call while under the GL lock. */
4016 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
4017 const RECT *rects, DWORD flags, WINED3DCOLOR color, float depth, DWORD stencil)
4019 const WINED3DCOLORVALUE c = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
4020 RECT draw_rect;
4022 TRACE("device %p, rect_count %u, rects %p, flags %#x, color 0x%08x, depth %.8e, stencil %u.\n",
4023 device, rect_count, rects, flags, color, depth, stencil);
4025 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
4027 struct wined3d_surface *ds = device->fb.depth_stencil;
4028 if (!ds)
4030 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4031 /* TODO: What about depth stencil buffers without stencil bits? */
4032 return WINED3DERR_INVALIDCALL;
4034 else if (flags & WINED3DCLEAR_TARGET)
4036 if (ds->resource.width < device->fb.render_targets[0]->resource.width
4037 || ds->resource.height < device->fb.render_targets[0]->resource.height)
4039 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4040 return WINED3D_OK;
4045 device_get_draw_rect(device, &draw_rect);
4047 return device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
4048 device->fb.render_targets, device->fb.depth_stencil, rect_count, rects,
4049 &draw_rect, flags, &c, depth, stencil);
4052 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
4053 WINED3DPRIMITIVETYPE primitive_type)
4055 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
4057 device->updateStateBlock->changed.primitive_type = TRUE;
4058 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
4061 void CDECL wined3d_device_get_primitive_type(struct wined3d_device *device,
4062 WINED3DPRIMITIVETYPE *primitive_type)
4064 TRACE("device %p, primitive_type %p\n", device, primitive_type);
4066 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
4068 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
4071 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
4073 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
4075 if (!device->stateBlock->state.vertex_declaration)
4077 WARN("Called without a valid vertex declaration set.\n");
4078 return WINED3DERR_INVALIDCALL;
4081 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4082 if (device->stateBlock->state.user_stream)
4084 device_invalidate_state(device, STATE_INDEXBUFFER);
4085 device->stateBlock->state.user_stream = FALSE;
4088 if (device->stateBlock->state.load_base_vertex_index)
4090 device->stateBlock->state.load_base_vertex_index = 0;
4091 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4094 /* Account for the loading offset due to index buffers. Instead of
4095 * reloading all sources correct it with the startvertex parameter. */
4096 drawPrimitive(device, vertex_count, start_vertex, 0, NULL);
4097 return WINED3D_OK;
4100 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4102 struct wined3d_buffer *index_buffer;
4103 UINT index_size = 2;
4104 GLuint vbo;
4105 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4107 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4109 index_buffer = device->stateBlock->state.index_buffer;
4110 if (!index_buffer)
4112 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4113 * without an index buffer set. (The first time at least...)
4114 * D3D8 simply dies, but I doubt it can do much harm to return
4115 * D3DERR_INVALIDCALL there as well. */
4116 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4117 return WINED3DERR_INVALIDCALL;
4120 if (!device->stateBlock->state.vertex_declaration)
4122 WARN("Called without a valid vertex declaration set.\n");
4123 return WINED3DERR_INVALIDCALL;
4126 if (device->stateBlock->state.user_stream)
4128 device_invalidate_state(device, STATE_INDEXBUFFER);
4129 device->stateBlock->state.user_stream = FALSE;
4131 vbo = index_buffer->buffer_object;
4133 if (device->stateBlock->state.index_format == WINED3DFMT_R16_UINT)
4134 index_size = 2;
4135 else
4136 index_size = 4;
4138 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4139 device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4141 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4142 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4145 drawPrimitive(device, index_count, start_idx, index_size,
4146 vbo ? NULL : index_buffer->resource.allocatedMemory);
4148 return WINED3D_OK;
4151 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
4152 const void *stream_data, UINT stream_stride)
4154 struct wined3d_stream_state *stream;
4155 struct wined3d_buffer *vb;
4157 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4158 device, vertex_count, stream_data, stream_stride);
4160 if (!device->stateBlock->state.vertex_declaration)
4162 WARN("Called without a valid vertex declaration set.\n");
4163 return WINED3DERR_INVALIDCALL;
4166 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4167 stream = &device->stateBlock->state.streams[0];
4168 vb = stream->buffer;
4169 stream->buffer = (struct wined3d_buffer *)stream_data;
4170 if (vb)
4171 wined3d_buffer_decref(vb);
4172 stream->offset = 0;
4173 stream->stride = stream_stride;
4174 device->stateBlock->state.user_stream = TRUE;
4175 if (device->stateBlock->state.load_base_vertex_index)
4177 device->stateBlock->state.load_base_vertex_index = 0;
4178 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4181 /* TODO: Only mark dirty if drawing from a different UP address */
4182 device_invalidate_state(device, STATE_STREAMSRC);
4184 drawPrimitive(device, vertex_count, 0, 0, NULL);
4186 /* MSDN specifies stream zero settings must be set to NULL */
4187 stream->buffer = NULL;
4188 stream->stride = 0;
4190 /* stream zero settings set to null at end, as per the msdn. No need to
4191 * mark dirty here, the app has to set the new stream sources or use UP
4192 * drawing again. */
4193 return WINED3D_OK;
4196 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4197 UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4198 const void *stream_data, UINT stream_stride)
4200 struct wined3d_stream_state *stream;
4201 struct wined3d_buffer *vb, *ib;
4202 UINT index_size;
4204 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4205 device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4207 if (!device->stateBlock->state.vertex_declaration)
4209 WARN("(%p) : Called without a valid vertex declaration set\n", device);
4210 return WINED3DERR_INVALIDCALL;
4213 if (index_data_format_id == WINED3DFMT_R16_UINT)
4214 index_size = 2;
4215 else
4216 index_size = 4;
4218 stream = &device->stateBlock->state.streams[0];
4219 vb = stream->buffer;
4220 stream->buffer = (struct wined3d_buffer *)stream_data;
4221 if (vb)
4222 wined3d_buffer_decref(vb);
4223 stream->offset = 0;
4224 stream->stride = stream_stride;
4225 device->stateBlock->state.user_stream = TRUE;
4227 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4228 device->stateBlock->state.base_vertex_index = 0;
4229 if (device->stateBlock->state.load_base_vertex_index)
4231 device->stateBlock->state.load_base_vertex_index = 0;
4232 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4234 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4235 device_invalidate_state(device, STATE_STREAMSRC);
4236 device_invalidate_state(device, STATE_INDEXBUFFER);
4238 drawPrimitive(device, index_count, 0, index_size, index_data);
4240 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4241 stream->buffer = NULL;
4242 stream->stride = 0;
4243 ib = device->stateBlock->state.index_buffer;
4244 if (ib)
4246 wined3d_buffer_decref(ib);
4247 device->stateBlock->state.index_buffer = NULL;
4249 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4250 * SetStreamSource to specify a vertex buffer
4253 return WINED3D_OK;
4256 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4257 UINT vertex_count, const WineDirect3DVertexStridedData *strided_data)
4259 /* Mark the state dirty until we have nicer tracking. It's fine to change
4260 * baseVertexIndex because that call is only called by ddraw which does
4261 * not need that value. */
4262 device_invalidate_state(device, STATE_VDECL);
4263 device_invalidate_state(device, STATE_INDEXBUFFER);
4264 device->stateBlock->state.base_vertex_index = 0;
4265 device->up_strided = strided_data;
4266 drawPrimitive(device, vertex_count, 0, 0, NULL);
4267 device->up_strided = NULL;
4268 return WINED3D_OK;
4271 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4272 UINT index_count, const WineDirect3DVertexStridedData *strided_data,
4273 UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4275 UINT index_size = index_data_format_id == WINED3DFMT_R32_UINT ? 4 : 2;
4277 /* Mark the state dirty until we have nicer tracking
4278 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4279 * that value.
4281 device_invalidate_state(device, STATE_VDECL);
4282 device_invalidate_state(device, STATE_INDEXBUFFER);
4283 device->stateBlock->state.user_stream = TRUE;
4284 device->stateBlock->state.base_vertex_index = 0;
4285 device->up_strided = strided_data;
4286 drawPrimitive(device, index_count, 0, index_size, index_data);
4287 device->up_strided = NULL;
4288 return WINED3D_OK;
4291 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4292 static HRESULT device_update_volume(struct wined3d_device *device,
4293 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4295 WINED3DLOCKED_BOX src;
4296 WINED3DLOCKED_BOX dst;
4297 HRESULT hr;
4299 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4300 device, src_volume, dst_volume);
4302 /* TODO: Implement direct loading into the gl volume instead of using
4303 * memcpy and dirtification to improve loading performance. */
4304 hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY);
4305 if (FAILED(hr)) return hr;
4306 hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD);
4307 if (FAILED(hr))
4309 wined3d_volume_unmap(src_volume);
4310 return hr;
4313 memcpy(dst.pBits, src.pBits, dst_volume->resource.size);
4315 hr = wined3d_volume_unmap(dst_volume);
4316 if (FAILED(hr))
4317 wined3d_volume_unmap(src_volume);
4318 else
4319 hr = wined3d_volume_unmap(src_volume);
4321 return hr;
4324 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4325 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4327 unsigned int level_count, i;
4328 WINED3DRESOURCETYPE type;
4329 HRESULT hr;
4331 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4333 /* Verify that the source and destination textures are non-NULL. */
4334 if (!src_texture || !dst_texture)
4336 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4337 return WINED3DERR_INVALIDCALL;
4340 if (src_texture == dst_texture)
4342 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4343 return WINED3DERR_INVALIDCALL;
4346 /* Verify that the source and destination textures are the same type. */
4347 type = src_texture->resource.resourceType;
4348 if (dst_texture->resource.resourceType != type)
4350 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4351 return WINED3DERR_INVALIDCALL;
4354 /* Check that both textures have the identical numbers of levels. */
4355 level_count = wined3d_texture_get_level_count(src_texture);
4356 if (wined3d_texture_get_level_count(dst_texture) != level_count)
4358 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4359 return WINED3DERR_INVALIDCALL;
4362 /* Make sure that the destination texture is loaded. */
4363 dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4365 /* Update every surface level of the texture. */
4366 switch (type)
4368 case WINED3DRTYPE_TEXTURE:
4370 struct wined3d_surface *src_surface;
4371 struct wined3d_surface *dst_surface;
4373 for (i = 0; i < level_count; ++i)
4375 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4376 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4377 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4378 if (FAILED(hr))
4380 WARN("IWineD3DDevice_UpdateSurface failed, hr %#x.\n", hr);
4381 return hr;
4384 break;
4387 case WINED3DRTYPE_CUBETEXTURE:
4389 struct wined3d_surface *src_surface;
4390 struct wined3d_surface *dst_surface;
4392 for (i = 0; i < level_count * 6; ++i)
4394 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4395 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4396 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4397 if (FAILED(hr))
4399 WARN("IWineD3DDevice_UpdateSurface failed, hr %#x.\n", hr);
4400 return hr;
4403 break;
4406 case WINED3DRTYPE_VOLUMETEXTURE:
4408 for (i = 0; i < level_count; ++i)
4410 hr = device_update_volume(device,
4411 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4412 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4413 if (FAILED(hr))
4415 WARN("Failed to update volume, hr %#x.\n", hr);
4416 return hr;
4419 break;
4422 default:
4423 FIXME("Unsupported texture type %#x.\n", type);
4424 return WINED3DERR_INVALIDCALL;
4427 return WINED3D_OK;
4430 HRESULT CDECL wined3d_device_get_front_buffer_data(struct wined3d_device *device,
4431 UINT swapchain_idx, struct wined3d_surface *dst_surface)
4433 struct wined3d_swapchain *swapchain;
4434 HRESULT hr;
4436 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4438 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4439 if (FAILED(hr)) return hr;
4441 hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4442 wined3d_swapchain_decref(swapchain);
4444 return hr;
4447 HRESULT CDECL wined3d_device_validate_device(struct wined3d_device *device, DWORD *num_passes)
4449 const struct wined3d_state *state = &device->stateBlock->state;
4450 struct wined3d_texture *texture;
4451 DWORD i;
4453 TRACE("device %p, num_passes %p.\n", device, num_passes);
4455 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4457 if (state->sampler_states[i][WINED3DSAMP_MINFILTER] == WINED3DTEXF_NONE)
4459 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4460 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4462 if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] == WINED3DTEXF_NONE)
4464 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4465 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4468 texture = state->textures[i];
4469 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4471 if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] != WINED3DTEXF_POINT)
4473 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4474 return E_FAIL;
4476 if (state->sampler_states[i][WINED3DSAMP_MINFILTER] != WINED3DTEXF_POINT)
4478 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4479 return E_FAIL;
4481 if (state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_NONE
4482 && state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_POINT)
4484 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4485 return E_FAIL;
4489 if (state->render_states[WINED3DRS_ZENABLE] || state->render_states[WINED3DRS_ZWRITEENABLE] ||
4490 state->render_states[WINED3DRS_STENCILENABLE])
4492 struct wined3d_surface *ds = device->fb.depth_stencil;
4493 struct wined3d_surface *target = device->fb.render_targets[0];
4495 if(ds && target
4496 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4498 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4499 return WINED3DERR_CONFLICTINGRENDERSTATE;
4503 /* return a sensible default */
4504 *num_passes = 1;
4506 TRACE("returning D3D_OK\n");
4507 return WINED3D_OK;
4510 static void dirtify_p8_texture_samplers(struct wined3d_device *device)
4512 UINT i;
4514 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4516 struct wined3d_texture *texture = device->stateBlock->state.textures[i];
4517 if (texture && (texture->resource.format->id == WINED3DFMT_P8_UINT
4518 || texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM))
4519 device_invalidate_state(device, STATE_SAMPLER(i));
4523 HRESULT CDECL wined3d_device_set_palette_entries(struct wined3d_device *device,
4524 UINT palette_idx, const PALETTEENTRY *entries)
4526 UINT i;
4528 TRACE("device %p, palette_idx %u, entries %p.\n", device, palette_idx, entries);
4530 if (palette_idx >= MAX_PALETTES)
4532 WARN("Invalid palette index %u.\n", palette_idx);
4533 return WINED3DERR_INVALIDCALL;
4536 if (palette_idx >= device->palette_count)
4538 UINT new_size = device->palette_count;
4539 PALETTEENTRY **palettes;
4543 new_size *= 2;
4544 } while (palette_idx >= new_size);
4545 palettes = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, device->palettes, sizeof(*palettes) * new_size);
4546 if (!palettes)
4548 ERR("Out of memory!\n");
4549 return E_OUTOFMEMORY;
4551 device->palettes = palettes;
4552 device->palette_count = new_size;
4555 if (!device->palettes[palette_idx])
4557 device->palettes[palette_idx] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
4558 if (!device->palettes[palette_idx])
4560 ERR("Out of memory!\n");
4561 return E_OUTOFMEMORY;
4565 for (i = 0; i < 256; ++i)
4567 device->palettes[palette_idx][i].peRed = entries[i].peRed;
4568 device->palettes[palette_idx][i].peGreen = entries[i].peGreen;
4569 device->palettes[palette_idx][i].peBlue = entries[i].peBlue;
4570 device->palettes[palette_idx][i].peFlags = entries[i].peFlags;
4573 if (palette_idx == device->currentPalette)
4574 dirtify_p8_texture_samplers(device);
4576 return WINED3D_OK;
4579 HRESULT CDECL wined3d_device_get_palette_entries(struct wined3d_device *device,
4580 UINT palette_idx, PALETTEENTRY *entries)
4582 UINT i;
4584 TRACE("device %p, palette_idx %u, entries %p.\n", device, palette_idx, entries);
4586 if (palette_idx >= device->palette_count || !device->palettes[palette_idx])
4588 /* What happens in such situation isn't documented; Native seems to
4589 * silently abort on such conditions. */
4590 WARN("Invalid palette index %u.\n", palette_idx);
4591 return WINED3DERR_INVALIDCALL;
4594 for (i = 0; i < 256; ++i)
4596 entries[i].peRed = device->palettes[palette_idx][i].peRed;
4597 entries[i].peGreen = device->palettes[palette_idx][i].peGreen;
4598 entries[i].peBlue = device->palettes[palette_idx][i].peBlue;
4599 entries[i].peFlags = device->palettes[palette_idx][i].peFlags;
4602 return WINED3D_OK;
4605 HRESULT CDECL wined3d_device_set_current_texture_palette(struct wined3d_device *device, UINT palette_idx)
4607 TRACE("device %p, palette_idx %u.\n", device, palette_idx);
4609 /* Native appears to silently abort on attempt to make an uninitialized
4610 * palette current and render. (tested with reference rasterizer). */
4611 if (palette_idx >= device->palette_count || !device->palettes[palette_idx])
4613 WARN("Invalid palette index %u.\n", palette_idx);
4614 return WINED3DERR_INVALIDCALL;
4617 /* TODO: stateblocks? */
4618 if (device->currentPalette != palette_idx)
4620 device->currentPalette = palette_idx;
4621 dirtify_p8_texture_samplers(device);
4624 return WINED3D_OK;
4627 HRESULT CDECL wined3d_device_get_current_texture_palette(struct wined3d_device *device, UINT *palette_idx)
4629 TRACE("device %p, palette_idx %p.\n", device, palette_idx);
4631 if (!palette_idx)
4632 return WINED3DERR_INVALIDCALL;
4634 *palette_idx = device->currentPalette;
4636 return WINED3D_OK;
4639 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4641 static BOOL warned;
4643 TRACE("device %p, software %#x.\n", device, software);
4645 if (!warned)
4647 FIXME("device %p, software %#x stub!\n", device, software);
4648 warned = TRUE;
4651 device->softwareVertexProcessing = software;
4653 return WINED3D_OK;
4656 BOOL CDECL wined3d_device_get_software_vertex_processing(struct wined3d_device *device)
4658 static BOOL warned;
4660 TRACE("device %p.\n", device);
4662 if (!warned)
4664 TRACE("device %p stub!\n", device);
4665 warned = TRUE;
4668 return device->softwareVertexProcessing;
4671 HRESULT CDECL wined3d_device_get_raster_status(struct wined3d_device *device,
4672 UINT swapchain_idx, WINED3DRASTER_STATUS *raster_status)
4674 struct wined3d_swapchain *swapchain;
4675 HRESULT hr;
4677 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4678 device, swapchain_idx, raster_status);
4680 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4681 if (FAILED(hr))
4683 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4684 return hr;
4687 hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4688 wined3d_swapchain_decref(swapchain);
4689 if (FAILED(hr))
4691 WARN("Failed to get raster status, hr %#x.\n", hr);
4692 return hr;
4695 return WINED3D_OK;
4698 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4700 static BOOL warned;
4702 TRACE("device %p, segments %.8e.\n", device, segments);
4704 if (segments != 0.0f)
4706 if (!warned)
4708 FIXME("device %p, segments %.8e stub!\n", device, segments);
4709 warned = TRUE;
4713 return WINED3D_OK;
4716 float CDECL wined3d_device_get_npatch_mode(struct wined3d_device *device)
4718 static BOOL warned;
4720 TRACE("device %p.\n", device);
4722 if (!warned)
4724 FIXME("device %p stub!\n", device);
4725 warned = TRUE;
4728 return 0.0f;
4731 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4732 struct wined3d_surface *src_surface, const RECT *src_rect,
4733 struct wined3d_surface *dst_surface, const POINT *dst_point)
4735 const struct wined3d_format *src_format;
4736 const struct wined3d_format *dst_format;
4737 const struct wined3d_gl_info *gl_info;
4738 struct wined3d_context *context;
4739 struct wined3d_bo_address data;
4740 struct wined3d_format format;
4741 CONVERT_TYPES convert;
4742 DWORD sampler;
4743 POINT p;
4744 RECT r;
4746 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4747 device, src_surface, wine_dbgstr_rect(src_rect),
4748 dst_surface, wine_dbgstr_point(dst_point));
4750 if (src_surface->resource.pool != WINED3DPOOL_SYSTEMMEM || dst_surface->resource.pool != WINED3DPOOL_DEFAULT)
4752 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4753 src_surface, dst_surface);
4754 return WINED3DERR_INVALIDCALL;
4757 src_format = src_surface->resource.format;
4758 dst_format = dst_surface->resource.format;
4760 if (src_format->id != dst_format->id)
4762 WARN("Source and destination surfaces should have the same format.\n");
4763 return WINED3DERR_INVALIDCALL;
4766 if (!dst_point)
4768 p.x = 0;
4769 p.y = 0;
4770 dst_point = &p;
4773 /* This call loads the OpenGL surface directly, instead of copying the
4774 * surface to the destination's sysmem copy. If surface conversion is
4775 * needed, use BltFast instead to copy in sysmem and use regular surface
4776 * loading. */
4777 d3dfmt_get_conv(dst_surface, FALSE, TRUE, &format, &convert);
4778 if (convert != NO_CONVERSION || format.convert)
4779 return wined3d_surface_bltfast(dst_surface, dst_point->x, dst_point->y, src_surface, src_rect, 0);
4781 context = context_acquire(device, NULL);
4782 gl_info = context->gl_info;
4784 ENTER_GL();
4785 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4786 checkGLcall("glActiveTextureARB");
4787 LEAVE_GL();
4789 /* Make sure the surface is loaded and up to date */
4790 surface_internal_preload(dst_surface, SRGB_RGB);
4791 surface_bind(dst_surface, gl_info, FALSE);
4793 if (!src_rect)
4795 r.left = 0;
4796 r.top = 0;
4797 r.right = src_surface->resource.width;
4798 r.bottom = src_surface->resource.height;
4799 src_rect = &r;
4802 data.buffer_object = 0;
4803 data.addr = src_surface->resource.allocatedMemory;
4805 if (!data.addr)
4806 ERR("Source surface has no allocated memory, but should be a sysmem surface.\n");
4808 surface_upload_data(dst_surface, gl_info, src_format, src_rect,
4809 src_surface->resource.width, dst_point, FALSE, &data);
4811 context_release(context);
4813 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
4814 sampler = device->rev_tex_unit_map[0];
4815 if (sampler != WINED3D_UNMAPPED_STAGE)
4816 device_invalidate_state(device, STATE_SAMPLER(sampler));
4818 return WINED3D_OK;
4821 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4822 const float *num_segs, const WINED3DRECTPATCH_INFO *rect_patch_info)
4824 struct WineD3DRectPatch *patch;
4825 GLenum old_primitive_type;
4826 unsigned int i;
4827 struct list *e;
4828 BOOL found;
4830 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4831 device, handle, num_segs, rect_patch_info);
4833 if (!(handle || rect_patch_info))
4835 /* TODO: Write a test for the return value, thus the FIXME */
4836 FIXME("Both handle and rect_patch_info are NULL.\n");
4837 return WINED3DERR_INVALIDCALL;
4840 if (handle)
4842 i = PATCHMAP_HASHFUNC(handle);
4843 found = FALSE;
4844 LIST_FOR_EACH(e, &device->patches[i])
4846 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4847 if (patch->Handle == handle)
4849 found = TRUE;
4850 break;
4854 if (!found)
4856 TRACE("Patch does not exist. Creating a new one\n");
4857 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4858 patch->Handle = handle;
4859 list_add_head(&device->patches[i], &patch->entry);
4860 } else {
4861 TRACE("Found existing patch %p\n", patch);
4864 else
4866 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4867 * attributes we have to tesselate, read back, and draw. This needs a patch
4868 * management structure instance. Create one.
4870 * A possible improvement is to check if a vertex shader is used, and if not directly
4871 * draw the patch.
4873 FIXME("Drawing an uncached patch. This is slow\n");
4874 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4877 if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4878 || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4879 || (rect_patch_info && memcmp(rect_patch_info, &patch->RectPatchInfo, sizeof(*rect_patch_info))))
4881 HRESULT hr;
4882 TRACE("Tesselation density or patch info changed, retesselating\n");
4884 if (rect_patch_info)
4885 patch->RectPatchInfo = *rect_patch_info;
4887 patch->numSegs[0] = num_segs[0];
4888 patch->numSegs[1] = num_segs[1];
4889 patch->numSegs[2] = num_segs[2];
4890 patch->numSegs[3] = num_segs[3];
4892 hr = tesselate_rectpatch(device, patch);
4893 if (FAILED(hr))
4895 WARN("Patch tesselation failed.\n");
4897 /* Do not release the handle to store the params of the patch */
4898 if (!handle)
4899 HeapFree(GetProcessHeap(), 0, patch);
4901 return hr;
4905 device->currentPatch = patch;
4906 old_primitive_type = device->stateBlock->state.gl_primitive_type;
4907 device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
4908 wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
4909 device->stateBlock->state.gl_primitive_type = old_primitive_type;
4910 device->currentPatch = NULL;
4912 /* Destroy uncached patches */
4913 if (!handle)
4915 HeapFree(GetProcessHeap(), 0, patch->mem);
4916 HeapFree(GetProcessHeap(), 0, patch);
4918 return WINED3D_OK;
4921 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4922 const float *segment_count, const WINED3DTRIPATCH_INFO *patch_info)
4924 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4925 device, handle, segment_count, patch_info);
4927 return WINED3D_OK;
4930 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4932 struct WineD3DRectPatch *patch;
4933 struct list *e;
4934 int i;
4936 TRACE("device %p, handle %#x.\n", device, handle);
4938 i = PATCHMAP_HASHFUNC(handle);
4939 LIST_FOR_EACH(e, &device->patches[i])
4941 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4942 if (patch->Handle == handle)
4944 TRACE("Deleting patch %p\n", patch);
4945 list_remove(&patch->entry);
4946 HeapFree(GetProcessHeap(), 0, patch->mem);
4947 HeapFree(GetProcessHeap(), 0, patch);
4948 return WINED3D_OK;
4952 /* TODO: Write a test for the return value */
4953 FIXME("Attempt to destroy nonexistent patch\n");
4954 return WINED3DERR_INVALIDCALL;
4957 /* Do not call while under the GL lock. */
4958 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4959 struct wined3d_surface *surface, const RECT *rect, const WINED3DCOLORVALUE *color)
4961 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4962 device, surface, wine_dbgstr_rect(rect),
4963 color->r, color->g, color->b, color->a);
4965 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM)
4967 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
4968 return WINED3DERR_INVALIDCALL;
4971 return surface_color_fill(surface, rect, color);
4974 /* Do not call while under the GL lock. */
4975 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4976 struct wined3d_rendertarget_view *rendertarget_view, const WINED3DCOLORVALUE *color)
4978 struct wined3d_resource *resource;
4979 HRESULT hr;
4981 resource = rendertarget_view->resource;
4982 if (resource->resourceType != WINED3DRTYPE_SURFACE)
4984 FIXME("Only supported on surface resources\n");
4985 return;
4988 hr = surface_color_fill(surface_from_resource(resource), NULL, color);
4989 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
4992 HRESULT CDECL wined3d_device_get_render_target(struct wined3d_device *device,
4993 UINT render_target_idx, struct wined3d_surface **render_target)
4995 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4996 device, render_target_idx, render_target);
4998 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
5000 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
5001 return WINED3DERR_INVALIDCALL;
5004 *render_target = device->fb.render_targets[render_target_idx];
5005 if (*render_target)
5006 wined3d_surface_incref(*render_target);
5008 TRACE("Returning render target %p.\n", *render_target);
5010 return WINED3D_OK;
5013 HRESULT CDECL wined3d_device_get_depth_stencil(struct wined3d_device *device, struct wined3d_surface **depth_stencil)
5015 TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
5017 *depth_stencil = device->fb.depth_stencil;
5018 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
5020 if (!*depth_stencil)
5021 return WINED3DERR_NOTFOUND;
5023 wined3d_surface_incref(*depth_stencil);
5025 return WINED3D_OK;
5028 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
5029 UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
5031 struct wined3d_surface *prev;
5033 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
5034 device, render_target_idx, render_target, set_viewport);
5036 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
5038 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
5039 return WINED3DERR_INVALIDCALL;
5042 prev = device->fb.render_targets[render_target_idx];
5043 if (render_target == prev)
5045 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5046 return WINED3D_OK;
5049 /* Render target 0 can't be set to NULL. */
5050 if (!render_target && !render_target_idx)
5052 WARN("Trying to set render target 0 to NULL.\n");
5053 return WINED3DERR_INVALIDCALL;
5056 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
5058 FIXME("Surface %p doesn't have render target usage.\n", render_target);
5059 return WINED3DERR_INVALIDCALL;
5062 if (render_target)
5063 wined3d_surface_incref(render_target);
5064 device->fb.render_targets[render_target_idx] = render_target;
5065 /* Release after the assignment, to prevent device_resource_released()
5066 * from seeing the surface as still in use. */
5067 if (prev)
5068 wined3d_surface_decref(prev);
5070 /* Render target 0 is special. */
5071 if (!render_target_idx && set_viewport)
5073 /* Set the viewport and scissor rectangles, if requested. Tests show
5074 * that stateblock recording is ignored, the change goes directly
5075 * into the primary stateblock. */
5076 device->stateBlock->state.viewport.Height = device->fb.render_targets[0]->resource.height;
5077 device->stateBlock->state.viewport.Width = device->fb.render_targets[0]->resource.width;
5078 device->stateBlock->state.viewport.X = 0;
5079 device->stateBlock->state.viewport.Y = 0;
5080 device->stateBlock->state.viewport.MaxZ = 1.0f;
5081 device->stateBlock->state.viewport.MinZ = 0.0f;
5082 device_invalidate_state(device, STATE_VIEWPORT);
5084 device->stateBlock->state.scissor_rect.top = 0;
5085 device->stateBlock->state.scissor_rect.left = 0;
5086 device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.Width;
5087 device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.Height;
5088 device_invalidate_state(device, STATE_SCISSORRECT);
5091 return WINED3D_OK;
5094 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
5096 struct wined3d_surface *prev = device->fb.depth_stencil;
5098 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
5099 device, depth_stencil, prev);
5101 if (prev == depth_stencil)
5103 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5104 return WINED3D_OK;
5107 if (prev)
5109 if (device->swapchains[0]->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
5110 || prev->flags & SFLAG_DISCARD)
5112 surface_modify_ds_location(prev, SFLAG_DS_DISCARDED,
5113 prev->resource.width, prev->resource.height);
5114 if (prev == device->onscreen_depth_stencil)
5116 wined3d_surface_decref(device->onscreen_depth_stencil);
5117 device->onscreen_depth_stencil = NULL;
5122 device->fb.depth_stencil = depth_stencil;
5123 if (depth_stencil)
5124 wined3d_surface_incref(depth_stencil);
5125 if (prev)
5126 wined3d_surface_decref(prev);
5128 if (!prev != !depth_stencil)
5130 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
5131 device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZENABLE));
5132 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILENABLE));
5133 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
5134 device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
5136 else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
5138 device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
5141 return WINED3D_OK;
5144 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
5145 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
5147 WINED3DLOCKED_RECT lockedRect;
5149 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
5150 device, x_hotspot, y_hotspot, cursor_image);
5152 /* some basic validation checks */
5153 if (device->cursorTexture)
5155 struct wined3d_context *context = context_acquire(device, NULL);
5156 ENTER_GL();
5157 glDeleteTextures(1, &device->cursorTexture);
5158 LEAVE_GL();
5159 context_release(context);
5160 device->cursorTexture = 0;
5163 if (cursor_image)
5165 WINED3DLOCKED_RECT rect;
5167 /* MSDN: Cursor must be A8R8G8B8 */
5168 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
5170 WARN("surface %p has an invalid format.\n", cursor_image);
5171 return WINED3DERR_INVALIDCALL;
5174 /* MSDN: Cursor must be smaller than the display mode */
5175 if (cursor_image->resource.width > device->ddraw_width
5176 || cursor_image->resource.height > device->ddraw_height)
5178 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
5179 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
5180 device->ddraw_width, device->ddraw_height);
5181 return WINED3DERR_INVALIDCALL;
5184 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5186 /* Do not store the surface's pointer because the application may
5187 * release it after setting the cursor image. Windows doesn't
5188 * addref the set surface, so we can't do this either without
5189 * creating circular refcount dependencies. Copy out the gl texture
5190 * instead. */
5191 device->cursorWidth = cursor_image->resource.width;
5192 device->cursorHeight = cursor_image->resource.height;
5193 if (SUCCEEDED(wined3d_surface_map(cursor_image, &rect, NULL, WINED3DLOCK_READONLY)))
5195 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5196 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
5197 struct wined3d_context *context;
5198 char *mem, *bits = rect.pBits;
5199 GLint intfmt = format->glInternal;
5200 GLint gl_format = format->glFormat;
5201 GLint type = format->glType;
5202 INT height = device->cursorHeight;
5203 INT width = device->cursorWidth;
5204 INT bpp = format->byte_count;
5205 DWORD sampler;
5206 INT i;
5208 /* Reformat the texture memory (pitch and width can be
5209 * different) */
5210 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
5211 for(i = 0; i < height; i++)
5212 memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
5213 wined3d_surface_unmap(cursor_image);
5215 context = context_acquire(device, NULL);
5217 ENTER_GL();
5219 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5221 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
5222 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5225 /* Make sure that a proper texture unit is selected */
5226 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
5227 checkGLcall("glActiveTextureARB");
5228 sampler = device->rev_tex_unit_map[0];
5229 if (sampler != WINED3D_UNMAPPED_STAGE)
5230 device_invalidate_state(device, STATE_SAMPLER(sampler));
5231 /* Create a new cursor texture */
5232 glGenTextures(1, &device->cursorTexture);
5233 checkGLcall("glGenTextures");
5234 glBindTexture(GL_TEXTURE_2D, device->cursorTexture);
5235 checkGLcall("glBindTexture");
5236 /* Copy the bitmap memory into the cursor texture */
5237 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
5238 checkGLcall("glTexImage2D");
5239 HeapFree(GetProcessHeap(), 0, mem);
5241 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5243 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
5244 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5247 LEAVE_GL();
5249 context_release(context);
5251 else
5253 FIXME("A cursor texture was not returned.\n");
5254 device->cursorTexture = 0;
5257 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
5259 /* Draw a hardware cursor */
5260 ICONINFO cursorInfo;
5261 HCURSOR cursor;
5262 /* Create and clear maskBits because it is not needed for
5263 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5264 * chunks. */
5265 DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
5266 (cursor_image->resource.width * cursor_image->resource.height / 8));
5267 wined3d_surface_map(cursor_image, &lockedRect, NULL,
5268 WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY);
5269 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
5271 cursorInfo.fIcon = FALSE;
5272 cursorInfo.xHotspot = x_hotspot;
5273 cursorInfo.yHotspot = y_hotspot;
5274 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5275 1, 1, maskBits);
5276 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5277 1, 32, lockedRect.pBits);
5278 wined3d_surface_unmap(cursor_image);
5279 /* Create our cursor and clean up. */
5280 cursor = CreateIconIndirect(&cursorInfo);
5281 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
5282 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
5283 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
5284 device->hardwareCursor = cursor;
5285 if (device->bCursorVisible) SetCursor( cursor );
5286 HeapFree(GetProcessHeap(), 0, maskBits);
5290 device->xHotSpot = x_hotspot;
5291 device->yHotSpot = y_hotspot;
5292 return WINED3D_OK;
5295 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5296 int x_screen_space, int y_screen_space, DWORD flags)
5298 TRACE("device %p, x %d, y %d, flags %#x.\n",
5299 device, x_screen_space, y_screen_space, flags);
5301 device->xScreenSpace = x_screen_space;
5302 device->yScreenSpace = y_screen_space;
5304 /* switch to the software cursor if position diverges from the hardware one */
5305 if (device->hardwareCursor)
5307 POINT pt;
5308 GetCursorPos( &pt );
5309 if (x_screen_space != pt.x || y_screen_space != pt.y)
5311 if (device->bCursorVisible) SetCursor( NULL );
5312 DestroyCursor( device->hardwareCursor );
5313 device->hardwareCursor = 0;
5318 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5320 BOOL oldVisible = device->bCursorVisible;
5322 TRACE("device %p, show %#x.\n", device, show);
5325 * When ShowCursor is first called it should make the cursor appear at the OS's last
5326 * known cursor position.
5328 if (show && !oldVisible)
5330 POINT pt;
5331 GetCursorPos(&pt);
5332 device->xScreenSpace = pt.x;
5333 device->yScreenSpace = pt.y;
5336 if (device->hardwareCursor)
5338 device->bCursorVisible = show;
5339 if (show)
5340 SetCursor(device->hardwareCursor);
5341 else
5342 SetCursor(NULL);
5344 else
5346 if (device->cursorTexture)
5347 device->bCursorVisible = show;
5350 return oldVisible;
5353 static HRESULT WINAPI evict_managed_resource(struct wined3d_resource *resource, void *data)
5355 TRACE("checking resource %p for eviction\n", resource);
5357 if (resource->pool == WINED3DPOOL_MANAGED)
5359 TRACE("Evicting %p.\n", resource);
5360 resource->resource_ops->resource_unload(resource);
5363 return S_OK;
5366 HRESULT CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5368 TRACE("device %p.\n", device);
5370 wined3d_device_enum_resources(device, evict_managed_resource, NULL);
5371 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5372 device_invalidate_state(device, STATE_STREAMSRC);
5374 return WINED3D_OK;
5377 static HRESULT updateSurfaceDesc(struct wined3d_surface *surface,
5378 const WINED3DPRESENT_PARAMETERS *pPresentationParameters)
5380 struct wined3d_device *device = surface->resource.device;
5381 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5383 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5384 if (surface->flags & SFLAG_DIBSECTION)
5386 /* Release the DC */
5387 SelectObject(surface->hDC, surface->dib.holdbitmap);
5388 DeleteDC(surface->hDC);
5389 /* Release the DIB section */
5390 DeleteObject(surface->dib.DIBsection);
5391 surface->dib.bitmap_data = NULL;
5392 surface->resource.allocatedMemory = NULL;
5393 surface->flags &= ~SFLAG_DIBSECTION;
5395 surface->resource.width = pPresentationParameters->BackBufferWidth;
5396 surface->resource.height = pPresentationParameters->BackBufferHeight;
5397 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[ARB_TEXTURE_RECTANGLE]
5398 || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
5400 surface->pow2Width = pPresentationParameters->BackBufferWidth;
5401 surface->pow2Height = pPresentationParameters->BackBufferHeight;
5402 } else {
5403 surface->pow2Width = surface->pow2Height = 1;
5404 while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
5405 while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
5408 if (surface->texture_name)
5410 struct wined3d_context *context = context_acquire(device, NULL);
5411 ENTER_GL();
5412 glDeleteTextures(1, &surface->texture_name);
5413 LEAVE_GL();
5414 context_release(context);
5415 surface->texture_name = 0;
5416 surface->flags &= ~SFLAG_CLIENT;
5418 if (surface->pow2Width != pPresentationParameters->BackBufferWidth
5419 || surface->pow2Height != pPresentationParameters->BackBufferHeight)
5421 surface->flags |= SFLAG_NONPOW2;
5423 else
5425 surface->flags &= ~SFLAG_NONPOW2;
5427 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
5428 surface->resource.allocatedMemory = NULL;
5429 surface->resource.heapMemory = NULL;
5430 surface->resource.size = wined3d_surface_get_pitch(surface) * surface->pow2Width;
5432 /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
5433 * to a FBO */
5434 if (!surface_init_sysmem(surface))
5436 return E_OUTOFMEMORY;
5438 return WINED3D_OK;
5441 static BOOL is_display_mode_supported(struct wined3d_device *device, const WINED3DPRESENT_PARAMETERS *pp)
5443 UINT i, count;
5444 WINED3DDISPLAYMODE m;
5445 HRESULT hr;
5447 /* All Windowed modes are supported, as is leaving the current mode */
5448 if(pp->Windowed) return TRUE;
5449 if(!pp->BackBufferWidth) return TRUE;
5450 if(!pp->BackBufferHeight) return TRUE;
5452 count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN);
5453 for (i = 0; i < count; ++i)
5455 memset(&m, 0, sizeof(m));
5456 hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
5457 if (FAILED(hr))
5458 ERR("Failed to enumerate adapter mode.\n");
5459 if (m.Width == pp->BackBufferWidth && m.Height == pp->BackBufferHeight)
5460 /* Mode found, it is supported. */
5461 return TRUE;
5463 /* Mode not found -> not supported */
5464 return FALSE;
5467 /* Do not call while under the GL lock. */
5468 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5470 const struct wined3d_gl_info *gl_info;
5471 struct wined3d_context *context;
5472 struct wined3d_shader *shader;
5474 context = context_acquire(device, NULL);
5475 gl_info = context->gl_info;
5477 wined3d_device_enum_resources(device, device_unload_resource, NULL);
5478 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5480 device->shader_backend->shader_destroy(shader);
5483 ENTER_GL();
5484 if (device->depth_blt_texture)
5486 glDeleteTextures(1, &device->depth_blt_texture);
5487 device->depth_blt_texture = 0;
5489 if (device->depth_blt_rb)
5491 gl_info->fbo_ops.glDeleteRenderbuffers(1, &device->depth_blt_rb);
5492 device->depth_blt_rb = 0;
5493 device->depth_blt_rb_w = 0;
5494 device->depth_blt_rb_h = 0;
5496 LEAVE_GL();
5498 device->blitter->free_private(device);
5499 device->frag_pipe->free_private(device);
5500 device->shader_backend->shader_free_private(device);
5501 destroy_dummy_textures(device, gl_info);
5503 context_release(context);
5505 while (device->context_count)
5507 context_destroy(device, device->contexts[0]);
5509 HeapFree(GetProcessHeap(), 0, swapchain->context);
5510 swapchain->context = NULL;
5511 swapchain->num_contexts = 0;
5514 /* Do not call while under the GL lock. */
5515 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5517 struct wined3d_context *context;
5518 struct wined3d_surface *target;
5519 HRESULT hr;
5521 /* Recreate the primary swapchain's context */
5522 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5523 if (!swapchain->context)
5525 ERR("Failed to allocate memory for swapchain context array.\n");
5526 return E_OUTOFMEMORY;
5529 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5530 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5532 WARN("Failed to create context.\n");
5533 HeapFree(GetProcessHeap(), 0, swapchain->context);
5534 return E_FAIL;
5537 swapchain->context[0] = context;
5538 swapchain->num_contexts = 1;
5539 create_dummy_textures(device);
5540 context_release(context);
5542 hr = device->shader_backend->shader_alloc_private(device);
5543 if (FAILED(hr))
5545 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5546 goto err;
5549 hr = device->frag_pipe->alloc_private(device);
5550 if (FAILED(hr))
5552 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5553 device->shader_backend->shader_free_private(device);
5554 goto err;
5557 hr = device->blitter->alloc_private(device);
5558 if (FAILED(hr))
5560 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5561 device->frag_pipe->free_private(device);
5562 device->shader_backend->shader_free_private(device);
5563 goto err;
5566 return WINED3D_OK;
5568 err:
5569 context_acquire(device, NULL);
5570 destroy_dummy_textures(device, context->gl_info);
5571 context_release(context);
5572 context_destroy(device, context);
5573 HeapFree(GetProcessHeap(), 0, swapchain->context);
5574 swapchain->num_contexts = 0;
5575 return hr;
5578 /* Do not call while under the GL lock. */
5579 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5580 WINED3DPRESENT_PARAMETERS *present_parameters)
5582 struct wined3d_swapchain *swapchain;
5583 BOOL DisplayModeChanged = FALSE;
5584 WINED3DDISPLAYMODE mode;
5585 HRESULT hr;
5587 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
5589 hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5590 if (FAILED(hr))
5592 ERR("Failed to get the first implicit swapchain\n");
5593 return hr;
5596 if (!is_display_mode_supported(device, present_parameters))
5598 WARN("Rejecting Reset() call because the requested display mode is not supported\n");
5599 WARN("Requested mode: %d, %d.\n",
5600 present_parameters->BackBufferWidth,
5601 present_parameters->BackBufferHeight);
5602 wined3d_swapchain_decref(swapchain);
5603 return WINED3DERR_INVALIDCALL;
5606 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5607 * on an existing gl context, so there's no real need for recreation.
5609 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5611 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5613 TRACE("New params:\n");
5614 TRACE("BackBufferWidth = %d\n", present_parameters->BackBufferWidth);
5615 TRACE("BackBufferHeight = %d\n", present_parameters->BackBufferHeight);
5616 TRACE("BackBufferFormat = %s\n", debug_d3dformat(present_parameters->BackBufferFormat));
5617 TRACE("BackBufferCount = %d\n", present_parameters->BackBufferCount);
5618 TRACE("MultiSampleType = %d\n", present_parameters->MultiSampleType);
5619 TRACE("MultiSampleQuality = %d\n", present_parameters->MultiSampleQuality);
5620 TRACE("SwapEffect = %d\n", present_parameters->SwapEffect);
5621 TRACE("hDeviceWindow = %p\n", present_parameters->hDeviceWindow);
5622 TRACE("Windowed = %s\n", present_parameters->Windowed ? "true" : "false");
5623 TRACE("EnableAutoDepthStencil = %s\n", present_parameters->EnableAutoDepthStencil ? "true" : "false");
5624 TRACE("Flags = %08x\n", present_parameters->Flags);
5625 TRACE("FullScreen_RefreshRateInHz = %d\n", present_parameters->FullScreen_RefreshRateInHz);
5626 TRACE("PresentationInterval = %d\n", present_parameters->PresentationInterval);
5628 /* No special treatment of these parameters. Just store them */
5629 swapchain->presentParms.SwapEffect = present_parameters->SwapEffect;
5630 swapchain->presentParms.Flags = present_parameters->Flags;
5631 swapchain->presentParms.PresentationInterval = present_parameters->PresentationInterval;
5632 swapchain->presentParms.FullScreen_RefreshRateInHz = present_parameters->FullScreen_RefreshRateInHz;
5634 /* What to do about these? */
5635 if (present_parameters->BackBufferCount
5636 && present_parameters->BackBufferCount != swapchain->presentParms.BackBufferCount)
5637 FIXME("Cannot change the back buffer count yet.\n");
5639 if (present_parameters->BackBufferFormat != WINED3DFMT_UNKNOWN
5640 && present_parameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat)
5641 FIXME("Cannot change the back buffer format yet.\n");
5643 if (present_parameters->hDeviceWindow
5644 && present_parameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow)
5645 FIXME("Cannot change the device window yet.\n");
5647 if (present_parameters->EnableAutoDepthStencil && !device->auto_depth_stencil)
5649 HRESULT hrc;
5651 TRACE("Creating the depth stencil buffer\n");
5653 hrc = device->device_parent->ops->create_depth_stencil(device->device_parent,
5654 present_parameters->BackBufferWidth,
5655 present_parameters->BackBufferHeight,
5656 present_parameters->AutoDepthStencilFormat,
5657 present_parameters->MultiSampleType,
5658 present_parameters->MultiSampleQuality,
5659 FALSE,
5660 &device->auto_depth_stencil);
5661 if (FAILED(hrc))
5663 ERR("Failed to create the depth stencil buffer.\n");
5664 wined3d_swapchain_decref(swapchain);
5665 return WINED3DERR_INVALIDCALL;
5669 if (device->onscreen_depth_stencil)
5671 wined3d_surface_decref(device->onscreen_depth_stencil);
5672 device->onscreen_depth_stencil = NULL;
5675 /* Reset the depth stencil */
5676 if (present_parameters->EnableAutoDepthStencil)
5677 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5678 else
5679 wined3d_device_set_depth_stencil(device, NULL);
5681 TRACE("Resetting stateblock\n");
5682 wined3d_stateblock_decref(device->updateStateBlock);
5683 wined3d_stateblock_decref(device->stateBlock);
5685 delete_opengl_contexts(device, swapchain);
5687 if (present_parameters->Windowed)
5689 mode.Width = swapchain->orig_width;
5690 mode.Height = swapchain->orig_height;
5691 mode.RefreshRate = 0;
5692 mode.Format = swapchain->presentParms.BackBufferFormat;
5694 else
5696 mode.Width = present_parameters->BackBufferWidth;
5697 mode.Height = present_parameters->BackBufferHeight;
5698 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
5699 mode.Format = swapchain->presentParms.BackBufferFormat;
5702 /* Should Width == 800 && Height == 0 set 800x600? */
5703 if (present_parameters->BackBufferWidth && present_parameters->BackBufferHeight
5704 && (present_parameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth
5705 || present_parameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
5707 UINT i;
5709 if (!present_parameters->Windowed)
5710 DisplayModeChanged = TRUE;
5712 swapchain->presentParms.BackBufferWidth = present_parameters->BackBufferWidth;
5713 swapchain->presentParms.BackBufferHeight = present_parameters->BackBufferHeight;
5715 hr = updateSurfaceDesc(swapchain->front_buffer, present_parameters);
5716 if (FAILED(hr))
5718 wined3d_swapchain_decref(swapchain);
5719 return hr;
5722 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
5724 hr = updateSurfaceDesc(swapchain->back_buffers[i], present_parameters);
5725 if (FAILED(hr))
5727 wined3d_swapchain_decref(swapchain);
5728 return hr;
5731 if (device->auto_depth_stencil)
5733 hr = updateSurfaceDesc(device->auto_depth_stencil, present_parameters);
5734 if (FAILED(hr))
5736 wined3d_swapchain_decref(swapchain);
5737 return hr;
5742 if (!present_parameters->Windowed != !swapchain->presentParms.Windowed
5743 || DisplayModeChanged)
5745 wined3d_device_set_display_mode(device, 0, &mode);
5747 if (!present_parameters->Windowed)
5749 if (swapchain->presentParms.Windowed)
5751 HWND focus_window = device->createParms.hFocusWindow;
5752 if (!focus_window)
5753 focus_window = present_parameters->hDeviceWindow;
5754 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5756 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5757 wined3d_swapchain_decref(swapchain);
5758 return hr;
5761 /* switch from windowed to fs */
5762 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5763 present_parameters->BackBufferWidth,
5764 present_parameters->BackBufferHeight);
5766 else
5768 /* Fullscreen -> fullscreen mode change */
5769 MoveWindow(swapchain->device_window, 0, 0,
5770 present_parameters->BackBufferWidth, present_parameters->BackBufferHeight,
5771 TRUE);
5774 else if (!swapchain->presentParms.Windowed)
5776 /* Fullscreen -> windowed switch */
5777 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5778 wined3d_device_release_focus_window(device);
5780 swapchain->presentParms.Windowed = present_parameters->Windowed;
5782 else if (!present_parameters->Windowed)
5784 DWORD style = device->style;
5785 DWORD exStyle = device->exStyle;
5786 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5787 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5788 * Reset to clear up their mess. Guild Wars also loses the device during that.
5790 device->style = 0;
5791 device->exStyle = 0;
5792 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5793 present_parameters->BackBufferWidth,
5794 present_parameters->BackBufferHeight);
5795 device->style = style;
5796 device->exStyle = exStyle;
5799 /* Note: No parent needed for initial internal stateblock */
5800 hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
5801 if (FAILED(hr))
5802 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5803 else
5804 TRACE("Created stateblock %p.\n", device->stateBlock);
5805 device->updateStateBlock = device->stateBlock;
5806 wined3d_stateblock_incref(device->updateStateBlock);
5808 stateblock_init_default_state(device->stateBlock);
5810 if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
5812 RECT client_rect;
5813 GetClientRect(swapchain->win_handle, &client_rect);
5815 if(!swapchain->presentParms.BackBufferCount)
5817 TRACE("Single buffered rendering\n");
5818 swapchain->render_to_fbo = FALSE;
5820 else if(swapchain->presentParms.BackBufferWidth != client_rect.right ||
5821 swapchain->presentParms.BackBufferHeight != client_rect.bottom )
5823 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u\n",
5824 swapchain->presentParms.BackBufferWidth,
5825 swapchain->presentParms.BackBufferHeight,
5826 client_rect.right, client_rect.bottom);
5827 swapchain->render_to_fbo = TRUE;
5829 else
5831 TRACE("Rendering directly to GL_BACK\n");
5832 swapchain->render_to_fbo = FALSE;
5836 hr = create_primary_opengl_context(device, swapchain);
5837 wined3d_swapchain_decref(swapchain);
5839 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5840 * first use
5842 return hr;
5845 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5847 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5849 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5851 return WINED3D_OK;
5855 HRESULT CDECL wined3d_device_get_creation_parameters(struct wined3d_device *device,
5856 WINED3DDEVICE_CREATION_PARAMETERS *parameters)
5858 TRACE("device %p, parameters %p.\n", device, parameters);
5860 *parameters = device->createParms;
5861 return WINED3D_OK;
5864 void CDECL wined3d_device_set_gamma_ramp(struct wined3d_device *device,
5865 UINT swapchain_idx, DWORD flags, const WINED3DGAMMARAMP *ramp)
5867 struct wined3d_swapchain *swapchain;
5869 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5870 device, swapchain_idx, flags, ramp);
5872 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5874 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5875 wined3d_swapchain_decref(swapchain);
5879 void CDECL wined3d_device_get_gamma_ramp(struct wined3d_device *device, UINT swapchain_idx, WINED3DGAMMARAMP *ramp)
5881 struct wined3d_swapchain *swapchain;
5883 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5884 device, swapchain_idx, ramp);
5886 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5888 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5889 wined3d_swapchain_decref(swapchain);
5893 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5895 TRACE("device %p, resource %p.\n", device, resource);
5897 list_add_head(&device->resources, &resource->resource_list_entry);
5900 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5902 TRACE("device %p, resource %p.\n", device, resource);
5904 list_remove(&resource->resource_list_entry);
5907 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5909 WINED3DRESOURCETYPE type = resource->resourceType;
5910 unsigned int i;
5912 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5914 context_resource_released(device, resource, type);
5916 switch (type)
5918 case WINED3DRTYPE_SURFACE:
5920 struct wined3d_surface *surface = surface_from_resource(resource);
5922 if (!device->d3d_initialized) break;
5924 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5926 if (device->fb.render_targets[i] == surface)
5928 ERR("Surface %p is still in use as render target %u.\n", surface, i);
5929 device->fb.render_targets[i] = NULL;
5933 if (device->fb.depth_stencil == surface)
5935 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5936 device->fb.depth_stencil = NULL;
5939 break;
5941 case WINED3DRTYPE_TEXTURE:
5942 case WINED3DRTYPE_CUBETEXTURE:
5943 case WINED3DRTYPE_VOLUMETEXTURE:
5944 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5946 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5948 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5950 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5951 texture, device->stateBlock, i);
5952 device->stateBlock->state.textures[i] = NULL;
5955 if (device->updateStateBlock != device->stateBlock
5956 && device->updateStateBlock->state.textures[i] == texture)
5958 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5959 texture, device->updateStateBlock, i);
5960 device->updateStateBlock->state.textures[i] = NULL;
5963 break;
5965 case WINED3DRTYPE_BUFFER:
5967 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5969 for (i = 0; i < MAX_STREAMS; ++i)
5971 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
5973 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5974 buffer, device->stateBlock, i);
5975 device->stateBlock->state.streams[i].buffer = NULL;
5978 if (device->updateStateBlock != device->stateBlock
5979 && device->updateStateBlock->state.streams[i].buffer == buffer)
5981 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5982 buffer, device->updateStateBlock, i);
5983 device->updateStateBlock->state.streams[i].buffer = NULL;
5988 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
5990 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5991 buffer, device->stateBlock);
5992 device->stateBlock->state.index_buffer = NULL;
5995 if (device->updateStateBlock != device->stateBlock
5996 && device->updateStateBlock->state.index_buffer == buffer)
5998 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5999 buffer, device->updateStateBlock);
6000 device->updateStateBlock->state.index_buffer = NULL;
6003 break;
6005 default:
6006 break;
6009 /* Remove the resource from the resourceStore */
6010 device_resource_remove(device, resource);
6012 TRACE("Resource released.\n");
6015 HRESULT CDECL wined3d_device_enum_resources(struct wined3d_device *device,
6016 D3DCB_ENUMRESOURCES callback, void *data)
6018 struct wined3d_resource *resource, *cursor;
6020 TRACE("device %p, callback %p, data %p.\n", device, callback, data);
6022 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
6024 TRACE("enumerating resource %p.\n", resource);
6025 if (callback(resource, data) == S_FALSE)
6027 TRACE("Canceling enumeration.\n");
6028 break;
6032 return WINED3D_OK;
6035 HRESULT CDECL wined3d_device_get_surface_from_dc(struct wined3d_device *device,
6036 HDC dc, struct wined3d_surface **surface)
6038 struct wined3d_resource *resource;
6040 TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
6042 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
6044 if (resource->resourceType == WINED3DRTYPE_SURFACE)
6046 struct wined3d_surface *s = surface_from_resource(resource);
6048 if (s->hDC == dc)
6050 TRACE("Found surface %p for dc %p.\n", s, dc);
6051 *surface = s;
6052 return WINED3D_OK;
6057 return WINED3DERR_INVALIDCALL;
6060 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
6061 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
6062 struct wined3d_device_parent *device_parent)
6064 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
6065 const struct fragment_pipeline *fragment_pipeline;
6066 struct shader_caps shader_caps;
6067 struct fragment_caps ffp_caps;
6068 WINED3DDISPLAYMODE mode;
6069 unsigned int i;
6070 HRESULT hr;
6072 device->ref = 1;
6073 device->wined3d = wined3d;
6074 wined3d_incref(device->wined3d);
6075 device->adapter = wined3d->adapter_count ? adapter : NULL;
6076 device->device_parent = device_parent;
6077 list_init(&device->resources);
6078 list_init(&device->shaders);
6080 device->surface_alignment = wined3d->dxVersion == 7 ? DDRAW_PITCH_ALIGNMENT : D3D8_PITCH_ALIGNMENT;
6082 /* Get the initial screen setup for ddraw. */
6083 hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
6084 if (FAILED(hr))
6086 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
6087 wined3d_decref(device->wined3d);
6088 return hr;
6090 device->ddraw_width = mode.Width;
6091 device->ddraw_height = mode.Height;
6092 device->ddraw_format = mode.Format;
6094 /* Save the creation parameters. */
6095 device->createParms.AdapterOrdinal = adapter_idx;
6096 device->createParms.DeviceType = device_type;
6097 device->createParms.hFocusWindow = focus_window;
6098 device->createParms.BehaviorFlags = flags;
6100 device->devType = device_type;
6101 for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
6103 select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
6104 device->shader_backend = adapter->shader_backend;
6106 if (device->shader_backend)
6108 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
6109 device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
6110 device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
6111 device->vs_clipping = shader_caps.VSClipping;
6113 fragment_pipeline = adapter->fragment_pipe;
6114 device->frag_pipe = fragment_pipeline;
6115 if (fragment_pipeline)
6117 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
6118 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
6120 hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
6121 ffp_vertexstate_template, fragment_pipeline, misc_state_template);
6122 if (FAILED(hr))
6124 ERR("Failed to compile state table, hr %#x.\n", hr);
6125 wined3d_decref(device->wined3d);
6126 return hr;
6129 device->blitter = adapter->blitter;
6131 return WINED3D_OK;
6135 void device_invalidate_state(struct wined3d_device *device, DWORD state)
6137 DWORD rep = device->StateTable[state].representative;
6138 struct wined3d_context *context;
6139 DWORD idx;
6140 BYTE shift;
6141 UINT i;
6143 for (i = 0; i < device->context_count; ++i)
6145 context = device->contexts[i];
6146 if(isStateDirty(context, rep)) continue;
6148 context->dirtyArray[context->numDirtyEntries++] = rep;
6149 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
6150 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
6151 context->isStateDirty[idx] |= (1 << shift);
6155 void get_drawable_size_fbo(struct wined3d_context *context, UINT *width, UINT *height)
6157 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
6158 *width = context->current_rt->pow2Width;
6159 *height = context->current_rt->pow2Height;
6162 void get_drawable_size_backbuffer(struct wined3d_context *context, UINT *width, UINT *height)
6164 struct wined3d_swapchain *swapchain = context->swapchain;
6165 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
6166 * current context's drawable, which is the size of the back buffer of the swapchain
6167 * the active context belongs to. */
6168 *width = swapchain->presentParms.BackBufferWidth;
6169 *height = swapchain->presentParms.BackBufferHeight;
6172 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
6173 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
6175 if (device->filter_messages)
6177 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
6178 window, message, wparam, lparam);
6179 if (unicode)
6180 return DefWindowProcW(window, message, wparam, lparam);
6181 else
6182 return DefWindowProcA(window, message, wparam, lparam);
6185 if (message == WM_DESTROY)
6187 TRACE("unregister window %p.\n", window);
6188 wined3d_unregister_window(window);
6190 if (device->focus_window == window) device->focus_window = NULL;
6191 else ERR("Window %p is not the focus window for device %p.\n", window, device);
6194 if (unicode)
6195 return CallWindowProcW(proc, window, message, wparam, lparam);
6196 else
6197 return CallWindowProcA(proc, window, message, wparam, lparam);