2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wine/port.h"
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
39 /* Define the default light parameters as specified by MSDN. */
40 const struct wined3d_light WINED3D_default_light
=
42 WINED3D_LIGHT_DIRECTIONAL
, /* Type */
43 { 1.0f
, 1.0f
, 1.0f
, 0.0f
}, /* Diffuse r,g,b,a */
44 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Specular r,g,b,a */
45 { 0.0f
, 0.0f
, 0.0f
, 0.0f
}, /* Ambient r,g,b,a, */
46 { 0.0f
, 0.0f
, 0.0f
}, /* Position x,y,z */
47 { 0.0f
, 0.0f
, 1.0f
}, /* Direction x,y,z */
50 0.0f
, 0.0f
, 0.0f
, /* Attenuation 0,1,2 */
55 /**********************************************************
56 * Global variable / Constants follow
57 **********************************************************/
58 const struct wined3d_matrix identity
=
60 1.0f
, 0.0f
, 0.0f
, 0.0f
,
61 0.0f
, 1.0f
, 0.0f
, 0.0f
,
62 0.0f
, 0.0f
, 1.0f
, 0.0f
,
63 0.0f
, 0.0f
, 0.0f
, 1.0f
,
64 }}}; /* When needed for comparisons */
66 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
67 * actually have the same values in GL and D3D. */
68 static GLenum
gl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
70 switch(primitive_type
)
72 case WINED3D_PT_POINTLIST
:
75 case WINED3D_PT_LINELIST
:
78 case WINED3D_PT_LINESTRIP
:
81 case WINED3D_PT_TRIANGLELIST
:
84 case WINED3D_PT_TRIANGLESTRIP
:
85 return GL_TRIANGLE_STRIP
;
87 case WINED3D_PT_TRIANGLEFAN
:
88 return GL_TRIANGLE_FAN
;
90 case WINED3D_PT_LINELIST_ADJ
:
91 return GL_LINES_ADJACENCY_ARB
;
93 case WINED3D_PT_LINESTRIP_ADJ
:
94 return GL_LINE_STRIP_ADJACENCY_ARB
;
96 case WINED3D_PT_TRIANGLELIST_ADJ
:
97 return GL_TRIANGLES_ADJACENCY_ARB
;
99 case WINED3D_PT_TRIANGLESTRIP_ADJ
:
100 return GL_TRIANGLE_STRIP_ADJACENCY_ARB
;
103 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
108 static enum wined3d_primitive_type
d3d_primitive_type_from_gl(GLenum primitive_type
)
110 switch(primitive_type
)
113 return WINED3D_PT_POINTLIST
;
116 return WINED3D_PT_LINELIST
;
119 return WINED3D_PT_LINESTRIP
;
122 return WINED3D_PT_TRIANGLELIST
;
124 case GL_TRIANGLE_STRIP
:
125 return WINED3D_PT_TRIANGLESTRIP
;
127 case GL_TRIANGLE_FAN
:
128 return WINED3D_PT_TRIANGLEFAN
;
130 case GL_LINES_ADJACENCY_ARB
:
131 return WINED3D_PT_LINELIST_ADJ
;
133 case GL_LINE_STRIP_ADJACENCY_ARB
:
134 return WINED3D_PT_LINESTRIP_ADJ
;
136 case GL_TRIANGLES_ADJACENCY_ARB
:
137 return WINED3D_PT_TRIANGLELIST_ADJ
;
139 case GL_TRIANGLE_STRIP_ADJACENCY_ARB
:
140 return WINED3D_PT_TRIANGLESTRIP_ADJ
;
143 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type
));
144 return WINED3D_PT_UNDEFINED
;
148 static BOOL
fixed_get_input(BYTE usage
, BYTE usage_idx
, unsigned int *regnum
)
150 if ((usage
== WINED3D_DECL_USAGE_POSITION
|| usage
== WINED3D_DECL_USAGE_POSITIONT
) && !usage_idx
)
151 *regnum
= WINED3D_FFP_POSITION
;
152 else if (usage
== WINED3D_DECL_USAGE_BLEND_WEIGHT
&& !usage_idx
)
153 *regnum
= WINED3D_FFP_BLENDWEIGHT
;
154 else if (usage
== WINED3D_DECL_USAGE_BLEND_INDICES
&& !usage_idx
)
155 *regnum
= WINED3D_FFP_BLENDINDICES
;
156 else if (usage
== WINED3D_DECL_USAGE_NORMAL
&& !usage_idx
)
157 *regnum
= WINED3D_FFP_NORMAL
;
158 else if (usage
== WINED3D_DECL_USAGE_PSIZE
&& !usage_idx
)
159 *regnum
= WINED3D_FFP_PSIZE
;
160 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& !usage_idx
)
161 *regnum
= WINED3D_FFP_DIFFUSE
;
162 else if (usage
== WINED3D_DECL_USAGE_COLOR
&& usage_idx
== 1)
163 *regnum
= WINED3D_FFP_SPECULAR
;
164 else if (usage
== WINED3D_DECL_USAGE_TEXCOORD
&& usage_idx
< WINED3DDP_MAXTEXCOORD
)
165 *regnum
= WINED3D_FFP_TEXCOORD0
+ usage_idx
;
168 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage
), usage_idx
);
176 /* Context activation is done by the caller. */
177 void device_stream_info_from_declaration(struct wined3d_device
*device
, struct wined3d_stream_info
*stream_info
)
179 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
180 /* We need to deal with frequency data! */
181 struct wined3d_vertex_declaration
*declaration
= state
->vertex_declaration
;
185 stream_info
->use_map
= 0;
186 stream_info
->swizzle_map
= 0;
188 /* Check for transformed vertices, disable vertex shader if present. */
189 stream_info
->position_transformed
= declaration
->position_transformed
;
190 use_vshader
= state
->vertex_shader
&& !declaration
->position_transformed
;
192 /* Translate the declaration into strided data. */
193 for (i
= 0; i
< declaration
->element_count
; ++i
)
195 const struct wined3d_vertex_declaration_element
*element
= &declaration
->elements
[i
];
196 const struct wined3d_stream_state
*stream
= &state
->streams
[element
->input_slot
];
197 struct wined3d_buffer
*buffer
= stream
->buffer
;
198 struct wined3d_bo_address data
;
203 TRACE("%p Element %p (%u of %u)\n", declaration
->elements
,
204 element
, i
+ 1, declaration
->element_count
);
206 if (!buffer
) continue;
208 data
.buffer_object
= 0;
211 stride
= stream
->stride
;
212 if (state
->user_stream
)
214 TRACE("Stream %u is UP, %p\n", element
->input_slot
, buffer
);
215 data
.buffer_object
= 0;
216 data
.addr
= (BYTE
*)buffer
;
220 TRACE("Stream %u isn't UP, %p\n", element
->input_slot
, buffer
);
221 buffer_get_memory(buffer
, &device
->adapter
->gl_info
, &data
);
223 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
224 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
225 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
226 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
227 * not, drawStridedSlow is needed, including a vertex buffer path. */
228 if (state
->load_base_vertex_index
< 0)
230 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
231 state
->load_base_vertex_index
);
232 data
.buffer_object
= 0;
233 data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
);
234 if ((UINT_PTR
)data
.addr
< -state
->load_base_vertex_index
* stride
)
236 FIXME("System memory vertex data load offset is negative!\n");
240 data
.addr
+= element
->offset
;
242 TRACE("offset %u input_slot %u usage_idx %d\n", element
->offset
, element
->input_slot
, element
->usage_idx
);
246 if (element
->output_slot
== ~0U)
248 /* TODO: Assuming vertexdeclarations are usually used with the
249 * same or a similar shader, it might be worth it to store the
250 * last used output slot and try that one first. */
251 stride_used
= vshader_get_input(state
->vertex_shader
,
252 element
->usage
, element
->usage_idx
, &idx
);
256 idx
= element
->output_slot
;
262 if (!element
->ffp_valid
)
264 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
265 debug_d3dformat(element
->format
->id
), debug_d3ddeclusage(element
->usage
));
270 stride_used
= fixed_get_input(element
->usage
, element
->usage_idx
, &idx
);
276 TRACE("Load %s array %u [usage %s, usage_idx %u, "
277 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
278 use_vshader
? "shader": "fixed function", idx
,
279 debug_d3ddeclusage(element
->usage
), element
->usage_idx
, element
->input_slot
,
280 element
->offset
, stride
, debug_d3dformat(element
->format
->id
), data
.buffer_object
);
282 data
.addr
+= stream
->offset
;
284 stream_info
->elements
[idx
].format
= element
->format
;
285 stream_info
->elements
[idx
].data
= data
;
286 stream_info
->elements
[idx
].stride
= stride
;
287 stream_info
->elements
[idx
].stream_idx
= element
->input_slot
;
289 if (!device
->adapter
->gl_info
.supported
[ARB_VERTEX_ARRAY_BGRA
]
290 && element
->format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
292 stream_info
->swizzle_map
|= 1 << idx
;
294 stream_info
->use_map
|= 1 << idx
;
298 device
->num_buffer_queries
= 0;
299 if (!state
->user_stream
)
301 WORD map
= stream_info
->use_map
;
302 stream_info
->all_vbo
= 1;
304 /* PreLoad all the vertex buffers. */
305 for (i
= 0; map
; map
>>= 1, ++i
)
307 struct wined3d_stream_info_element
*element
;
308 struct wined3d_buffer
*buffer
;
310 if (!(map
& 1)) continue;
312 element
= &stream_info
->elements
[i
];
313 buffer
= state
->streams
[element
->stream_idx
].buffer
;
314 wined3d_buffer_preload(buffer
);
316 /* If the preload dropped the buffer object, update the stream info. */
317 if (buffer
->buffer_object
!= element
->data
.buffer_object
)
319 element
->data
.buffer_object
= 0;
320 element
->data
.addr
= buffer_get_sysmem(buffer
, &device
->adapter
->gl_info
)
321 + (ptrdiff_t)element
->data
.addr
;
324 if (!buffer
->buffer_object
)
325 stream_info
->all_vbo
= 0;
328 device
->buffer_queries
[device
->num_buffer_queries
++] = buffer
->query
;
333 stream_info
->all_vbo
= 0;
337 static void stream_info_element_from_strided(const struct wined3d_gl_info
*gl_info
,
338 const struct wined3d_strided_element
*strided
, struct wined3d_stream_info_element
*e
)
340 e
->data
.addr
= strided
->data
;
341 e
->data
.buffer_object
= 0;
342 e
->format
= wined3d_get_format(gl_info
, strided
->format
);
343 e
->stride
= strided
->stride
;
347 static void device_stream_info_from_strided(const struct wined3d_gl_info
*gl_info
,
348 const struct wined3d_strided_data
*strided
, struct wined3d_stream_info
*stream_info
)
352 memset(stream_info
, 0, sizeof(*stream_info
));
354 if (strided
->position
.data
)
355 stream_info_element_from_strided(gl_info
, &strided
->position
, &stream_info
->elements
[WINED3D_FFP_POSITION
]);
356 if (strided
->normal
.data
)
357 stream_info_element_from_strided(gl_info
, &strided
->normal
, &stream_info
->elements
[WINED3D_FFP_NORMAL
]);
358 if (strided
->diffuse
.data
)
359 stream_info_element_from_strided(gl_info
, &strided
->diffuse
, &stream_info
->elements
[WINED3D_FFP_DIFFUSE
]);
360 if (strided
->specular
.data
)
361 stream_info_element_from_strided(gl_info
, &strided
->specular
, &stream_info
->elements
[WINED3D_FFP_SPECULAR
]);
363 for (i
= 0; i
< WINED3DDP_MAXTEXCOORD
; ++i
)
365 if (strided
->tex_coords
[i
].data
)
366 stream_info_element_from_strided(gl_info
, &strided
->tex_coords
[i
],
367 &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ i
]);
370 stream_info
->position_transformed
= strided
->position_transformed
;
372 for (i
= 0; i
< sizeof(stream_info
->elements
) / sizeof(*stream_info
->elements
); ++i
)
374 if (!stream_info
->elements
[i
].format
) continue;
376 if (!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
377 && stream_info
->elements
[i
].format
->id
== WINED3DFMT_B8G8R8A8_UNORM
)
379 stream_info
->swizzle_map
|= 1 << i
;
381 stream_info
->use_map
|= 1 << i
;
385 static void device_trace_strided_stream_info(const struct wined3d_stream_info
*stream_info
)
387 TRACE("Strided Data:\n");
388 TRACE_STRIDED(stream_info
, WINED3D_FFP_POSITION
);
389 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDWEIGHT
);
390 TRACE_STRIDED(stream_info
, WINED3D_FFP_BLENDINDICES
);
391 TRACE_STRIDED(stream_info
, WINED3D_FFP_NORMAL
);
392 TRACE_STRIDED(stream_info
, WINED3D_FFP_PSIZE
);
393 TRACE_STRIDED(stream_info
, WINED3D_FFP_DIFFUSE
);
394 TRACE_STRIDED(stream_info
, WINED3D_FFP_SPECULAR
);
395 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD0
);
396 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD1
);
397 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD2
);
398 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD3
);
399 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD4
);
400 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD5
);
401 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD6
);
402 TRACE_STRIDED(stream_info
, WINED3D_FFP_TEXCOORD7
);
405 /* Context activation is done by the caller. */
406 void device_update_stream_info(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
408 struct wined3d_stream_info
*stream_info
= &device
->strided_streams
;
409 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
410 DWORD prev_all_vbo
= stream_info
->all_vbo
;
412 if (device
->up_strided
)
414 /* Note: this is a ddraw fixed-function code path. */
415 TRACE("=============================== Strided Input ================================\n");
416 device_stream_info_from_strided(gl_info
, device
->up_strided
, stream_info
);
417 if (TRACE_ON(d3d
)) device_trace_strided_stream_info(stream_info
);
421 TRACE("============================= Vertex Declaration =============================\n");
422 device_stream_info_from_declaration(device
, stream_info
);
425 if (state
->vertex_shader
&& !stream_info
->position_transformed
)
427 if (state
->vertex_declaration
->half_float_conv_needed
&& !stream_info
->all_vbo
)
429 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
430 device
->useDrawStridedSlow
= TRUE
;
434 device
->useDrawStridedSlow
= FALSE
;
439 WORD slow_mask
= (1 << WINED3D_FFP_PSIZE
);
440 slow_mask
|= -!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
]
441 & ((1 << WINED3D_FFP_DIFFUSE
) | (1 << WINED3D_FFP_SPECULAR
));
443 if ((stream_info
->position_transformed
|| (stream_info
->use_map
& slow_mask
)) && !stream_info
->all_vbo
)
445 device
->useDrawStridedSlow
= TRUE
;
449 device
->useDrawStridedSlow
= FALSE
;
453 if (prev_all_vbo
!= stream_info
->all_vbo
)
454 device_invalidate_state(device
, STATE_INDEXBUFFER
);
457 static void device_preload_texture(const struct wined3d_state
*state
, unsigned int idx
)
459 struct wined3d_texture
*texture
;
460 enum WINED3DSRGB srgb
;
462 if (!(texture
= state
->textures
[idx
])) return;
463 srgb
= state
->sampler_states
[idx
][WINED3D_SAMP_SRGB_TEXTURE
] ? SRGB_SRGB
: SRGB_RGB
;
464 texture
->texture_ops
->texture_preload(texture
, srgb
);
467 void device_preload_textures(const struct wined3d_device
*device
)
469 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
474 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
476 if (state
->vertex_shader
->reg_maps
.sampler_type
[i
])
477 device_preload_texture(state
, MAX_FRAGMENT_SAMPLERS
+ i
);
483 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
485 if (state
->pixel_shader
->reg_maps
.sampler_type
[i
])
486 device_preload_texture(state
, i
);
491 WORD ffu_map
= device
->fixed_function_usage_map
;
493 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
496 device_preload_texture(state
, i
);
501 BOOL
device_context_add(struct wined3d_device
*device
, struct wined3d_context
*context
)
503 struct wined3d_context
**new_array
;
505 TRACE("Adding context %p.\n", context
);
507 if (!device
->contexts
) new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
508 else new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
,
509 sizeof(*new_array
) * (device
->context_count
+ 1));
513 ERR("Failed to grow the context array.\n");
517 new_array
[device
->context_count
++] = context
;
518 device
->contexts
= new_array
;
522 void device_context_remove(struct wined3d_device
*device
, struct wined3d_context
*context
)
524 struct wined3d_context
**new_array
;
528 TRACE("Removing context %p.\n", context
);
530 for (i
= 0; i
< device
->context_count
; ++i
)
532 if (device
->contexts
[i
] == context
)
541 ERR("Context %p doesn't exist in context array.\n", context
);
545 if (!--device
->context_count
)
547 HeapFree(GetProcessHeap(), 0, device
->contexts
);
548 device
->contexts
= NULL
;
552 memmove(&device
->contexts
[i
], &device
->contexts
[i
+ 1], (device
->context_count
- i
) * sizeof(*device
->contexts
));
553 new_array
= HeapReAlloc(GetProcessHeap(), 0, device
->contexts
, device
->context_count
* sizeof(*device
->contexts
));
556 ERR("Failed to shrink context array. Oh well.\n");
560 device
->contexts
= new_array
;
563 /* Do not call while under the GL lock. */
564 void device_switch_onscreen_ds(struct wined3d_device
*device
,
565 struct wined3d_context
*context
, struct wined3d_surface
*depth_stencil
)
567 if (device
->onscreen_depth_stencil
)
569 surface_load_ds_location(device
->onscreen_depth_stencil
, context
, SFLAG_INTEXTURE
);
571 surface_modify_ds_location(device
->onscreen_depth_stencil
, SFLAG_INTEXTURE
,
572 device
->onscreen_depth_stencil
->ds_current_size
.cx
,
573 device
->onscreen_depth_stencil
->ds_current_size
.cy
);
574 wined3d_surface_decref(device
->onscreen_depth_stencil
);
576 device
->onscreen_depth_stencil
= depth_stencil
;
577 wined3d_surface_incref(device
->onscreen_depth_stencil
);
580 static BOOL
is_full_clear(const struct wined3d_surface
*target
, const RECT
*draw_rect
, const RECT
*clear_rect
)
582 /* partial draw rect */
583 if (draw_rect
->left
|| draw_rect
->top
584 || draw_rect
->right
< target
->resource
.width
585 || draw_rect
->bottom
< target
->resource
.height
)
588 /* partial clear rect */
589 if (clear_rect
&& (clear_rect
->left
> 0 || clear_rect
->top
> 0
590 || clear_rect
->right
< target
->resource
.width
591 || clear_rect
->bottom
< target
->resource
.height
))
597 static void prepare_ds_clear(struct wined3d_surface
*ds
, struct wined3d_context
*context
,
598 DWORD location
, const RECT
*draw_rect
, UINT rect_count
, const RECT
*clear_rect
, RECT
*out_rect
)
600 RECT current_rect
, r
;
602 if (ds
->flags
& location
)
603 SetRect(¤t_rect
, 0, 0,
604 ds
->ds_current_size
.cx
,
605 ds
->ds_current_size
.cy
);
607 SetRectEmpty(¤t_rect
);
609 IntersectRect(&r
, draw_rect
, ¤t_rect
);
610 if (EqualRect(&r
, draw_rect
))
612 /* current_rect ⊇ draw_rect, modify only. */
613 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
617 if (EqualRect(&r
, ¤t_rect
))
619 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
623 /* Full clear, modify only. */
624 *out_rect
= *draw_rect
;
628 IntersectRect(&r
, draw_rect
, clear_rect
);
629 if (EqualRect(&r
, draw_rect
))
631 /* clear_rect ⊇ draw_rect, modify only. */
632 *out_rect
= *draw_rect
;
638 surface_load_ds_location(ds
, context
, location
);
639 SetRect(out_rect
, 0, 0, ds
->ds_current_size
.cx
, ds
->ds_current_size
.cy
);
642 /* Do not call while under the GL lock. */
643 void device_clear_render_targets(struct wined3d_device
*device
, UINT rt_count
, const struct wined3d_fb_state
*fb
,
644 UINT rect_count
, const RECT
*rects
, const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
,
645 float depth
, DWORD stencil
)
647 const RECT
*clear_rect
= (rect_count
> 0 && rects
) ? (const RECT
*)rects
: NULL
;
648 struct wined3d_surface
*target
= rt_count
? fb
->render_targets
[0] : NULL
;
649 const struct wined3d_gl_info
*gl_info
;
650 UINT drawable_width
, drawable_height
;
651 struct wined3d_context
*context
;
652 GLbitfield clear_mask
= 0;
653 BOOL render_offscreen
;
657 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
658 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
659 * for the cleared parts, and the untouched parts.
661 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
662 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
663 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
664 * checking all this if the dest surface is in the drawable anyway. */
665 if (flags
& WINED3DCLEAR_TARGET
&& !is_full_clear(target
, draw_rect
, clear_rect
))
667 for (i
= 0; i
< rt_count
; ++i
)
669 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
671 surface_load_location(rt
, rt
->draw_binding
, NULL
);
675 context
= context_acquire(device
, target
);
678 context_release(context
);
679 WARN("Invalid context, skipping clear.\n");
682 gl_info
= context
->gl_info
;
686 render_offscreen
= context
->render_offscreen
;
687 target
->get_drawable_size(context
, &drawable_width
, &drawable_height
);
691 render_offscreen
= TRUE
;
692 drawable_width
= fb
->depth_stencil
->pow2Width
;
693 drawable_height
= fb
->depth_stencil
->pow2Height
;
696 if (flags
& WINED3DCLEAR_ZBUFFER
)
698 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: SFLAG_INDRAWABLE
;
700 if (!render_offscreen
&& fb
->depth_stencil
!= device
->onscreen_depth_stencil
)
701 device_switch_onscreen_ds(device
, context
, fb
->depth_stencil
);
702 prepare_ds_clear(fb
->depth_stencil
, context
, location
,
703 draw_rect
, rect_count
, clear_rect
, &ds_rect
);
706 if (!context_apply_clear_state(context
, device
, rt_count
, fb
))
708 context_release(context
);
709 WARN("Failed to apply clear state, skipping clear.\n");
715 /* Only set the values up once, as they are not changing. */
716 if (flags
& WINED3DCLEAR_STENCIL
)
718 if (gl_info
->supported
[EXT_STENCIL_TWO_SIDE
])
720 gl_info
->gl_ops
.gl
.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT
);
721 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE
));
723 gl_info
->gl_ops
.gl
.p_glStencilMask(~0U);
724 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
725 gl_info
->gl_ops
.gl
.p_glClearStencil(stencil
);
726 checkGLcall("glClearStencil");
727 clear_mask
= clear_mask
| GL_STENCIL_BUFFER_BIT
;
730 if (flags
& WINED3DCLEAR_ZBUFFER
)
732 DWORD location
= render_offscreen
? fb
->depth_stencil
->draw_binding
: SFLAG_INDRAWABLE
;
734 surface_modify_ds_location(fb
->depth_stencil
, location
, ds_rect
.right
, ds_rect
.bottom
);
736 gl_info
->gl_ops
.gl
.p_glDepthMask(GL_TRUE
);
737 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_ZWRITEENABLE
));
738 gl_info
->gl_ops
.gl
.p_glClearDepth(depth
);
739 checkGLcall("glClearDepth");
740 clear_mask
= clear_mask
| GL_DEPTH_BUFFER_BIT
;
743 if (flags
& WINED3DCLEAR_TARGET
)
745 for (i
= 0; i
< rt_count
; ++i
)
747 struct wined3d_surface
*rt
= fb
->render_targets
[i
];
750 surface_modify_location(rt
, rt
->draw_binding
, TRUE
);
753 gl_info
->gl_ops
.gl
.p_glColorMask(GL_TRUE
, GL_TRUE
, GL_TRUE
, GL_TRUE
);
754 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE
));
755 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1
));
756 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2
));
757 context_invalidate_state(context
, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3
));
758 gl_info
->gl_ops
.gl
.p_glClearColor(color
->r
, color
->g
, color
->b
, color
->a
);
759 checkGLcall("glClearColor");
760 clear_mask
= clear_mask
| GL_COLOR_BUFFER_BIT
;
765 if (render_offscreen
)
767 gl_info
->gl_ops
.gl
.p_glScissor(draw_rect
->left
, draw_rect
->top
,
768 draw_rect
->right
- draw_rect
->left
, draw_rect
->bottom
- draw_rect
->top
);
772 gl_info
->gl_ops
.gl
.p_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 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
777 checkGLcall("glClear");
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(¤t_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(¤t_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 rectangles 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");
802 if (render_offscreen
)
804 gl_info
->gl_ops
.gl
.p_glScissor(current_rect
.left
, current_rect
.top
,
805 current_rect
.right
- current_rect
.left
, current_rect
.bottom
- current_rect
.top
);
809 gl_info
->gl_ops
.gl
.p_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 gl_info
->gl_ops
.gl
.p_glClear(clear_mask
);
815 checkGLcall("glClear");
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 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
826 context_release(context
);
829 ULONG CDECL
wined3d_device_incref(struct wined3d_device
*device
)
831 ULONG refcount
= InterlockedIncrement(&device
->ref
);
833 TRACE("%p increasing refcount to %u.\n", device
, refcount
);
838 ULONG CDECL
wined3d_device_decref(struct wined3d_device
*device
)
840 ULONG refcount
= InterlockedDecrement(&device
->ref
);
842 TRACE("%p decreasing refcount to %u.\n", device
, refcount
);
846 struct wined3d_stateblock
*stateblock
;
849 if (wined3d_stateblock_decref(device
->updateStateBlock
)
850 && device
->updateStateBlock
!= device
->stateBlock
)
851 FIXME("Something's still holding the update stateblock.\n");
852 device
->updateStateBlock
= NULL
;
854 stateblock
= device
->stateBlock
;
855 device
->stateBlock
= NULL
;
856 if (wined3d_stateblock_decref(stateblock
))
857 FIXME("Something's still holding the stateblock.\n");
859 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
861 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
862 device
->multistate_funcs
[i
] = NULL
;
865 if (!list_empty(&device
->resources
))
867 struct wined3d_resource
*resource
;
869 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
871 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
873 FIXME("Leftover resource %p with type %s (%#x).\n",
874 resource
, debug_d3dresourcetype(resource
->type
), resource
->type
);
878 if (device
->contexts
)
879 ERR("Context array not freed!\n");
880 if (device
->hardwareCursor
)
881 DestroyCursor(device
->hardwareCursor
);
882 device
->hardwareCursor
= 0;
884 wined3d_decref(device
->wined3d
);
885 device
->wined3d
= NULL
;
886 HeapFree(GetProcessHeap(), 0, device
);
887 TRACE("Freed device %p.\n", device
);
893 UINT CDECL
wined3d_device_get_swapchain_count(const struct wined3d_device
*device
)
895 TRACE("device %p.\n", device
);
897 return device
->swapchain_count
;
900 struct wined3d_swapchain
* CDECL
wined3d_device_get_swapchain(const struct wined3d_device
*device
, UINT swapchain_idx
)
902 TRACE("device %p, swapchain_idx %u.\n", device
, swapchain_idx
);
904 if (swapchain_idx
>= device
->swapchain_count
)
906 WARN("swapchain_idx %u >= swapchain_count %u.\n",
907 swapchain_idx
, device
->swapchain_count
);
911 return device
->swapchains
[swapchain_idx
];
914 static void device_load_logo(struct wined3d_device
*device
, const char *filename
)
916 struct wined3d_color_key color_key
;
920 HDC dcb
= NULL
, dcs
= NULL
;
922 hbm
= LoadImageA(NULL
, filename
, IMAGE_BITMAP
, 0, 0, LR_LOADFROMFILE
| LR_CREATEDIBSECTION
);
925 GetObjectA(hbm
, sizeof(BITMAP
), &bm
);
926 dcb
= CreateCompatibleDC(NULL
);
928 SelectObject(dcb
, hbm
);
932 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
935 memset(&bm
, 0, sizeof(bm
));
940 hr
= wined3d_surface_create(device
, bm
.bmWidth
, bm
.bmHeight
, WINED3DFMT_B5G6R5_UNORM
, 0, 0,
941 WINED3D_POOL_SYSTEM_MEM
, WINED3D_MULTISAMPLE_NONE
, 0, WINED3D_SURFACE_TYPE_OPENGL
, WINED3D_SURFACE_MAPPABLE
,
942 NULL
, &wined3d_null_parent_ops
, &device
->logo_surface
);
945 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr
);
951 if (FAILED(hr
= wined3d_surface_getdc(device
->logo_surface
, &dcs
)))
953 BitBlt(dcs
, 0, 0, bm
.bmWidth
, bm
.bmHeight
, dcb
, 0, 0, SRCCOPY
);
954 wined3d_surface_releasedc(device
->logo_surface
, dcs
);
956 color_key
.color_space_low_value
= 0;
957 color_key
.color_space_high_value
= 0;
958 wined3d_surface_set_color_key(device
->logo_surface
, WINEDDCKEY_SRCBLT
, &color_key
);
962 const struct wined3d_color c
= {1.0f
, 1.0f
, 1.0f
, 1.0f
};
963 /* Fill the surface with a white color to show that wined3d is there */
964 wined3d_device_color_fill(device
, device
->logo_surface
, NULL
, &c
);
968 if (dcb
) DeleteDC(dcb
);
969 if (hbm
) DeleteObject(hbm
);
972 /* Context activation is done by the caller. */
973 static void create_dummy_textures(struct wined3d_device
*device
, struct wined3d_context
*context
)
975 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
976 unsigned int i
, j
, count
;
977 /* Under DirectX you can sample even if no texture is bound, whereas
978 * OpenGL will only allow that when a valid texture is bound.
979 * We emulate this by creating dummy textures and binding them
980 * to each texture stage when the currently set D3D texture is NULL. */
983 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
985 /* The dummy texture does not have client storage backing */
986 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
987 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
990 count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
991 for (i
= 0; i
< count
; ++i
)
993 DWORD color
= 0x000000ff;
995 /* Make appropriate texture active */
996 context_active_texture(context
, gl_info
, i
);
998 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_2d
[i
]);
999 checkGLcall("glGenTextures");
1000 TRACE("Dummy 2D texture %u given name %u.\n", i
, device
->dummy_texture_2d
[i
]);
1002 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_2D
, device
->dummy_texture_2d
[i
]);
1003 checkGLcall("glBindTexture");
1005 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, GL_RGBA8
, 1, 1, 0,
1006 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1007 checkGLcall("glTexImage2D");
1009 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1011 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_rect
[i
]);
1012 checkGLcall("glGenTextures");
1013 TRACE("Dummy rectangle texture %u given name %u.\n", i
, device
->dummy_texture_rect
[i
]);
1015 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB
, device
->dummy_texture_rect
[i
]);
1016 checkGLcall("glBindTexture");
1018 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB
, 0, GL_RGBA8
, 1, 1, 0,
1019 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1020 checkGLcall("glTexImage2D");
1023 if (gl_info
->supported
[EXT_TEXTURE3D
])
1025 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_3d
[i
]);
1026 checkGLcall("glGenTextures");
1027 TRACE("Dummy 3D texture %u given name %u.\n", i
, device
->dummy_texture_3d
[i
]);
1029 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_3D
, device
->dummy_texture_3d
[i
]);
1030 checkGLcall("glBindTexture");
1032 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D
, 0, GL_RGBA8
, 1, 1, 1, 0, GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
));
1033 checkGLcall("glTexImage3D");
1036 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1038 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->dummy_texture_cube
[i
]);
1039 checkGLcall("glGenTextures");
1040 TRACE("Dummy cube texture %u given name %u.\n", i
, device
->dummy_texture_cube
[i
]);
1042 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_CUBE_MAP
, device
->dummy_texture_cube
[i
]);
1043 checkGLcall("glBindTexture");
1045 for (j
= GL_TEXTURE_CUBE_MAP_POSITIVE_X
; j
<= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
; ++j
)
1047 gl_info
->gl_ops
.gl
.p_glTexImage2D(j
, 0, GL_RGBA8
, 1, 1, 0,
1048 GL_RGBA
, GL_UNSIGNED_INT_8_8_8_8
, &color
);
1049 checkGLcall("glTexImage2D");
1054 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
1056 /* Re-enable because if supported it is enabled by default */
1057 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
1058 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1064 /* Context activation is done by the caller. */
1065 static void destroy_dummy_textures(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
1067 unsigned int count
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
);
1070 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP
])
1072 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_cube
);
1073 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
1076 if (gl_info
->supported
[EXT_TEXTURE3D
])
1078 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_3d
);
1079 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
1082 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
1084 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_rect
);
1085 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
1088 gl_info
->gl_ops
.gl
.p_glDeleteTextures(count
, device
->dummy_texture_2d
);
1089 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
1092 memset(device
->dummy_texture_cube
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_cube
));
1093 memset(device
->dummy_texture_3d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_3d
));
1094 memset(device
->dummy_texture_rect
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_rect
));
1095 memset(device
->dummy_texture_2d
, 0, gl_info
->limits
.textures
* sizeof(*device
->dummy_texture_2d
));
1098 static LONG
fullscreen_style(LONG style
)
1100 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1101 style
|= WS_POPUP
| WS_SYSMENU
;
1102 style
&= ~(WS_CAPTION
| WS_THICKFRAME
);
1107 static LONG
fullscreen_exstyle(LONG exstyle
)
1109 /* Filter out window decorations. */
1110 exstyle
&= ~(WS_EX_WINDOWEDGE
| WS_EX_CLIENTEDGE
);
1115 void CDECL
wined3d_device_setup_fullscreen_window(struct wined3d_device
*device
, HWND window
, UINT w
, UINT h
)
1117 BOOL filter_messages
;
1118 LONG style
, exstyle
;
1120 TRACE("Setting up window %p for fullscreen mode.\n", window
);
1122 if (device
->style
|| device
->exStyle
)
1124 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1125 window
, device
->style
, device
->exStyle
);
1128 device
->style
= GetWindowLongW(window
, GWL_STYLE
);
1129 device
->exStyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1131 style
= fullscreen_style(device
->style
);
1132 exstyle
= fullscreen_exstyle(device
->exStyle
);
1134 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1135 device
->style
, device
->exStyle
, style
, exstyle
);
1137 filter_messages
= device
->filter_messages
;
1138 device
->filter_messages
= TRUE
;
1140 SetWindowLongW(window
, GWL_STYLE
, style
);
1141 SetWindowLongW(window
, GWL_EXSTYLE
, exstyle
);
1142 SetWindowPos(window
, HWND_TOP
, 0, 0, w
, h
, SWP_FRAMECHANGED
| SWP_SHOWWINDOW
| SWP_NOACTIVATE
);
1144 device
->filter_messages
= filter_messages
;
1147 void CDECL
wined3d_device_restore_fullscreen_window(struct wined3d_device
*device
, HWND window
)
1149 BOOL filter_messages
;
1150 LONG style
, exstyle
;
1152 if (!device
->style
&& !device
->exStyle
) return;
1154 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1155 window
, device
->style
, device
->exStyle
);
1157 style
= GetWindowLongW(window
, GWL_STYLE
);
1158 exstyle
= GetWindowLongW(window
, GWL_EXSTYLE
);
1160 filter_messages
= device
->filter_messages
;
1161 device
->filter_messages
= TRUE
;
1163 /* Only restore the style if the application didn't modify it during the
1164 * fullscreen phase. Some applications change it before calling Reset()
1165 * when switching between windowed and fullscreen modes (HL2), some
1166 * depend on the original style (Eve Online). */
1167 if (style
== fullscreen_style(device
->style
) && exstyle
== fullscreen_exstyle(device
->exStyle
))
1169 SetWindowLongW(window
, GWL_STYLE
, device
->style
);
1170 SetWindowLongW(window
, GWL_EXSTYLE
, device
->exStyle
);
1172 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_FRAMECHANGED
| SWP_NOMOVE
| SWP_NOSIZE
| SWP_NOZORDER
| SWP_NOACTIVATE
);
1174 device
->filter_messages
= filter_messages
;
1176 /* Delete the old values. */
1178 device
->exStyle
= 0;
1181 HRESULT CDECL
wined3d_device_acquire_focus_window(struct wined3d_device
*device
, HWND window
)
1183 TRACE("device %p, window %p.\n", device
, window
);
1185 if (!wined3d_register_window(window
, device
))
1187 ERR("Failed to register window %p.\n", window
);
1191 InterlockedExchangePointer((void **)&device
->focus_window
, window
);
1192 SetWindowPos(window
, 0, 0, 0, 0, 0, SWP_NOSIZE
| SWP_NOMOVE
);
1197 void CDECL
wined3d_device_release_focus_window(struct wined3d_device
*device
)
1199 TRACE("device %p.\n", device
);
1201 if (device
->focus_window
) wined3d_unregister_window(device
->focus_window
);
1202 InterlockedExchangePointer((void **)&device
->focus_window
, NULL
);
1205 HRESULT CDECL
wined3d_device_init_3d(struct wined3d_device
*device
,
1206 struct wined3d_swapchain_desc
*swapchain_desc
)
1208 static const struct wined3d_color black
= {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1209 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1210 struct wined3d_swapchain
*swapchain
= NULL
;
1211 struct wined3d_context
*context
;
1216 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1218 if (device
->d3d_initialized
)
1219 return WINED3DERR_INVALIDCALL
;
1220 if (!device
->adapter
->opengl
)
1221 return WINED3DERR_INVALIDCALL
;
1223 device
->valid_rt_mask
= 0;
1224 for (i
= 0; i
< gl_info
->limits
.buffers
; ++i
)
1225 device
->valid_rt_mask
|= (1 << i
);
1226 device
->fb
.render_targets
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
1227 sizeof(*device
->fb
.render_targets
) * gl_info
->limits
.buffers
);
1229 /* Initialize the texture unit mapping to a 1:1 mapping */
1230 for (state
= 0; state
< MAX_COMBINED_SAMPLERS
; ++state
)
1232 if (state
< gl_info
->limits
.fragment_samplers
)
1234 device
->texUnitMap
[state
] = state
;
1235 device
->rev_tex_unit_map
[state
] = state
;
1239 device
->texUnitMap
[state
] = WINED3D_UNMAPPED_STAGE
;
1240 device
->rev_tex_unit_map
[state
] = WINED3D_UNMAPPED_STAGE
;
1244 /* Setup the implicit swapchain. This also initializes a context. */
1245 TRACE("Creating implicit swapchain\n");
1246 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1247 swapchain_desc
, &swapchain
);
1250 WARN("Failed to create implicit swapchain\n");
1254 device
->swapchain_count
= 1;
1255 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1256 if (!device
->swapchains
)
1258 ERR("Out of memory!\n");
1261 device
->swapchains
[0] = swapchain
;
1263 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
1265 TRACE("Setting rendertarget to %p.\n", swapchain
->back_buffers
);
1266 device
->fb
.render_targets
[0] = swapchain
->back_buffers
[0];
1270 TRACE("Setting rendertarget to %p.\n", swapchain
->front_buffer
);
1271 device
->fb
.render_targets
[0] = swapchain
->front_buffer
;
1273 wined3d_surface_incref(device
->fb
.render_targets
[0]);
1275 /* Depth Stencil support */
1276 device
->fb
.depth_stencil
= device
->auto_depth_stencil
;
1277 if (device
->fb
.depth_stencil
)
1278 wined3d_surface_incref(device
->fb
.depth_stencil
);
1280 hr
= device
->shader_backend
->shader_alloc_private(device
);
1283 TRACE("Shader private data couldn't be allocated\n");
1286 hr
= device
->frag_pipe
->alloc_private(device
);
1289 TRACE("Fragment pipeline private data couldn't be allocated\n");
1292 hr
= device
->blitter
->alloc_private(device
);
1295 TRACE("Blitter private data couldn't be allocated\n");
1299 /* Set up some starting GL setup */
1301 /* Setup all the devices defaults */
1302 stateblock_init_default_state(device
->stateBlock
);
1304 context
= context_acquire(device
, swapchain
->front_buffer
);
1306 create_dummy_textures(device
, context
);
1310 /* Initialize the current view state */
1311 device
->view_ident
= 1;
1312 device
->contexts
[0]->last_was_rhw
= 0;
1314 switch (wined3d_settings
.offscreen_rendering_mode
)
1317 device
->offscreenBuffer
= GL_COLOR_ATTACHMENT0
;
1320 case ORM_BACKBUFFER
:
1322 if (context_get_current()->aux_buffers
> 0)
1324 TRACE("Using auxiliary buffer for offscreen rendering\n");
1325 device
->offscreenBuffer
= GL_AUX0
;
1329 TRACE("Using back buffer for offscreen rendering\n");
1330 device
->offscreenBuffer
= GL_BACK
;
1335 TRACE("All defaults now set up, leaving 3D init.\n");
1338 context_release(context
);
1340 /* Clear the screen */
1341 wined3d_device_clear(device
, 0, NULL
, WINED3DCLEAR_TARGET
1342 | (swapchain_desc
->enable_auto_depth_stencil
? WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
: 0),
1345 device
->d3d_initialized
= TRUE
;
1347 if (wined3d_settings
.logo
)
1348 device_load_logo(device
, wined3d_settings
.logo
);
1352 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1353 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1354 device
->swapchain_count
= 0;
1356 wined3d_swapchain_decref(swapchain
);
1357 if (device
->blit_priv
)
1358 device
->blitter
->free_private(device
);
1359 if (device
->fragment_priv
)
1360 device
->frag_pipe
->free_private(device
);
1361 if (device
->shader_priv
)
1362 device
->shader_backend
->shader_free_private(device
);
1367 HRESULT CDECL
wined3d_device_init_gdi(struct wined3d_device
*device
,
1368 struct wined3d_swapchain_desc
*swapchain_desc
)
1370 struct wined3d_swapchain
*swapchain
= NULL
;
1373 TRACE("device %p, swapchain_desc %p.\n", device
, swapchain_desc
);
1375 /* Setup the implicit swapchain */
1376 TRACE("Creating implicit swapchain\n");
1377 hr
= device
->device_parent
->ops
->create_swapchain(device
->device_parent
,
1378 swapchain_desc
, &swapchain
);
1381 WARN("Failed to create implicit swapchain\n");
1385 device
->swapchain_count
= 1;
1386 device
->swapchains
= HeapAlloc(GetProcessHeap(), 0, device
->swapchain_count
* sizeof(*device
->swapchains
));
1387 if (!device
->swapchains
)
1389 ERR("Out of memory!\n");
1392 device
->swapchains
[0] = swapchain
;
1396 wined3d_swapchain_decref(swapchain
);
1400 HRESULT CDECL
wined3d_device_uninit_3d(struct wined3d_device
*device
)
1402 struct wined3d_resource
*resource
, *cursor
;
1403 const struct wined3d_gl_info
*gl_info
;
1404 struct wined3d_context
*context
;
1405 struct wined3d_surface
*surface
;
1408 TRACE("device %p.\n", device
);
1410 if (!device
->d3d_initialized
)
1411 return WINED3DERR_INVALIDCALL
;
1413 /* Force making the context current again, to verify it is still valid
1414 * (workaround for broken drivers) */
1415 context_set_current(NULL
);
1416 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1417 * it was created. Thus make sure a context is active for the glDelete* calls
1419 context
= context_acquire(device
, NULL
);
1420 gl_info
= context
->gl_info
;
1422 if (device
->logo_surface
)
1423 wined3d_surface_decref(device
->logo_surface
);
1425 stateblock_unbind_resources(device
->stateBlock
);
1427 /* Unload resources */
1428 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
1430 TRACE("Unloading resource %p.\n", resource
);
1432 resource
->resource_ops
->resource_unload(resource
);
1435 TRACE("Deleting high order patches\n");
1436 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
)
1438 struct wined3d_rect_patch
*patch
;
1439 struct list
*e1
, *e2
;
1441 LIST_FOR_EACH_SAFE(e1
, e2
, &device
->patches
[i
])
1443 patch
= LIST_ENTRY(e1
, struct wined3d_rect_patch
, entry
);
1444 wined3d_device_delete_patch(device
, patch
->Handle
);
1448 /* Delete the mouse cursor texture */
1449 if (device
->cursorTexture
)
1452 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->cursorTexture
);
1454 device
->cursorTexture
= 0;
1457 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1458 * private data, it might contain opengl pointers
1460 if (device
->depth_blt_texture
)
1463 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
1465 device
->depth_blt_texture
= 0;
1468 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1469 device
->blitter
->free_private(device
);
1470 device
->frag_pipe
->free_private(device
);
1471 device
->shader_backend
->shader_free_private(device
);
1473 /* Release the buffers (with sanity checks)*/
1474 if (device
->onscreen_depth_stencil
)
1476 surface
= device
->onscreen_depth_stencil
;
1477 device
->onscreen_depth_stencil
= NULL
;
1478 wined3d_surface_decref(surface
);
1481 if (device
->fb
.depth_stencil
)
1483 surface
= device
->fb
.depth_stencil
;
1485 TRACE("Releasing depth/stencil buffer %p.\n", surface
);
1487 device
->fb
.depth_stencil
= NULL
;
1488 wined3d_surface_decref(surface
);
1491 if (device
->auto_depth_stencil
)
1493 surface
= device
->auto_depth_stencil
;
1494 device
->auto_depth_stencil
= NULL
;
1495 if (wined3d_surface_decref(surface
))
1496 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface
);
1499 for (i
= 1; i
< gl_info
->limits
.buffers
; ++i
)
1501 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
1504 surface
= device
->fb
.render_targets
[0];
1505 TRACE("Setting rendertarget 0 to NULL\n");
1506 device
->fb
.render_targets
[0] = NULL
;
1507 TRACE("Releasing the render target at %p\n", surface
);
1508 wined3d_surface_decref(surface
);
1510 context_release(context
);
1512 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1514 TRACE("Releasing the implicit swapchain %u.\n", i
);
1515 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1516 FIXME("Something's still holding the implicit swapchain.\n");
1519 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1520 device
->swapchains
= NULL
;
1521 device
->swapchain_count
= 0;
1523 HeapFree(GetProcessHeap(), 0, device
->fb
.render_targets
);
1524 device
->fb
.render_targets
= NULL
;
1526 device
->d3d_initialized
= FALSE
;
1531 HRESULT CDECL
wined3d_device_uninit_gdi(struct wined3d_device
*device
)
1535 for (i
= 0; i
< device
->swapchain_count
; ++i
)
1537 TRACE("Releasing the implicit swapchain %u.\n", i
);
1538 if (wined3d_swapchain_decref(device
->swapchains
[i
]))
1539 FIXME("Something's still holding the implicit swapchain.\n");
1542 HeapFree(GetProcessHeap(), 0, device
->swapchains
);
1543 device
->swapchains
= NULL
;
1544 device
->swapchain_count
= 0;
1548 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1549 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1550 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1552 * There is no way to deactivate thread safety once it is enabled.
1554 void CDECL
wined3d_device_set_multithreaded(struct wined3d_device
*device
)
1556 TRACE("device %p.\n", device
);
1558 /* For now just store the flag (needed in case of ddraw). */
1559 device
->create_parms
.flags
|= WINED3DCREATE_MULTITHREADED
;
1562 UINT CDECL
wined3d_device_get_available_texture_mem(const struct wined3d_device
*device
)
1564 TRACE("device %p.\n", device
);
1566 TRACE("Emulating %d MB, returning %d MB left.\n",
1567 device
->adapter
->TextureRam
/ (1024 * 1024),
1568 (device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
) / (1024 * 1024));
1570 return device
->adapter
->TextureRam
- device
->adapter
->UsedTextureRam
;
1573 HRESULT CDECL
wined3d_device_set_stream_source(struct wined3d_device
*device
, UINT stream_idx
,
1574 struct wined3d_buffer
*buffer
, UINT offset
, UINT stride
)
1576 struct wined3d_stream_state
*stream
;
1577 struct wined3d_buffer
*prev_buffer
;
1579 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1580 device
, stream_idx
, buffer
, offset
, stride
);
1582 if (stream_idx
>= MAX_STREAMS
)
1584 WARN("Stream index %u out of range.\n", stream_idx
);
1585 return WINED3DERR_INVALIDCALL
;
1587 else if (offset
& 0x3)
1589 WARN("Offset %u is not 4 byte aligned.\n", offset
);
1590 return WINED3DERR_INVALIDCALL
;
1593 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1594 prev_buffer
= stream
->buffer
;
1596 device
->updateStateBlock
->changed
.streamSource
|= 1 << stream_idx
;
1598 if (prev_buffer
== buffer
1599 && stream
->stride
== stride
1600 && stream
->offset
== offset
)
1602 TRACE("Application is setting the old values over, nothing to do.\n");
1606 stream
->buffer
= buffer
;
1609 stream
->stride
= stride
;
1610 stream
->offset
= offset
;
1613 /* Handle recording of state blocks. */
1614 if (device
->isRecordingState
)
1616 TRACE("Recording... not performing anything.\n");
1618 wined3d_buffer_incref(buffer
);
1620 wined3d_buffer_decref(prev_buffer
);
1626 InterlockedIncrement(&buffer
->resource
.bind_count
);
1627 wined3d_buffer_incref(buffer
);
1631 InterlockedDecrement(&prev_buffer
->resource
.bind_count
);
1632 wined3d_buffer_decref(prev_buffer
);
1635 device_invalidate_state(device
, STATE_STREAMSRC
);
1640 HRESULT CDECL
wined3d_device_get_stream_source(const struct wined3d_device
*device
,
1641 UINT stream_idx
, struct wined3d_buffer
**buffer
, UINT
*offset
, UINT
*stride
)
1643 struct wined3d_stream_state
*stream
;
1645 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1646 device
, stream_idx
, buffer
, offset
, stride
);
1648 if (stream_idx
>= MAX_STREAMS
)
1650 WARN("Stream index %u out of range.\n", stream_idx
);
1651 return WINED3DERR_INVALIDCALL
;
1654 stream
= &device
->stateBlock
->state
.streams
[stream_idx
];
1655 *buffer
= stream
->buffer
;
1657 wined3d_buffer_incref(*buffer
);
1659 *offset
= stream
->offset
;
1660 *stride
= stream
->stride
;
1665 HRESULT CDECL
wined3d_device_set_stream_source_freq(struct wined3d_device
*device
, UINT stream_idx
, UINT divider
)
1667 struct wined3d_stream_state
*stream
;
1668 UINT old_flags
, old_freq
;
1670 TRACE("device %p, stream_idx %u, divider %#x.\n", device
, stream_idx
, divider
);
1672 /* Verify input. At least in d3d9 this is invalid. */
1673 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && (divider
& WINED3DSTREAMSOURCE_INDEXEDDATA
))
1675 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1676 return WINED3DERR_INVALIDCALL
;
1678 if ((divider
& WINED3DSTREAMSOURCE_INSTANCEDATA
) && !stream_idx
)
1680 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1681 return WINED3DERR_INVALIDCALL
;
1685 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1686 return WINED3DERR_INVALIDCALL
;
1689 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1690 old_flags
= stream
->flags
;
1691 old_freq
= stream
->frequency
;
1693 stream
->flags
= divider
& (WINED3DSTREAMSOURCE_INSTANCEDATA
| WINED3DSTREAMSOURCE_INDEXEDDATA
);
1694 stream
->frequency
= divider
& 0x7fffff;
1696 device
->updateStateBlock
->changed
.streamFreq
|= 1 << stream_idx
;
1698 if (stream
->frequency
!= old_freq
|| stream
->flags
!= old_flags
)
1699 device_invalidate_state(device
, STATE_STREAMSRC
);
1704 HRESULT CDECL
wined3d_device_get_stream_source_freq(const struct wined3d_device
*device
,
1705 UINT stream_idx
, UINT
*divider
)
1707 struct wined3d_stream_state
*stream
;
1709 TRACE("device %p, stream_idx %u, divider %p.\n", device
, stream_idx
, divider
);
1711 stream
= &device
->updateStateBlock
->state
.streams
[stream_idx
];
1712 *divider
= stream
->flags
| stream
->frequency
;
1714 TRACE("Returning %#x.\n", *divider
);
1719 void CDECL
wined3d_device_set_transform(struct wined3d_device
*device
,
1720 enum wined3d_transform_state d3dts
, const struct wined3d_matrix
*matrix
)
1722 TRACE("device %p, state %s, matrix %p.\n",
1723 device
, debug_d3dtstype(d3dts
), matrix
);
1724 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._11
, matrix
->u
.s
._12
, matrix
->u
.s
._13
, matrix
->u
.s
._14
);
1725 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._21
, matrix
->u
.s
._22
, matrix
->u
.s
._23
, matrix
->u
.s
._24
);
1726 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._31
, matrix
->u
.s
._32
, matrix
->u
.s
._33
, matrix
->u
.s
._34
);
1727 TRACE("%.8e %.8e %.8e %.8e\n", matrix
->u
.s
._41
, matrix
->u
.s
._42
, matrix
->u
.s
._43
, matrix
->u
.s
._44
);
1729 /* Handle recording of state blocks. */
1730 if (device
->isRecordingState
)
1732 TRACE("Recording... not performing anything.\n");
1733 device
->updateStateBlock
->changed
.transform
[d3dts
>> 5] |= 1 << (d3dts
& 0x1f);
1734 device
->updateStateBlock
->state
.transforms
[d3dts
] = *matrix
;
1738 /* If the new matrix is the same as the current one,
1739 * we cut off any further processing. this seems to be a reasonable
1740 * optimization because as was noticed, some apps (warcraft3 for example)
1741 * tend towards setting the same matrix repeatedly for some reason.
1743 * From here on we assume that the new matrix is different, wherever it matters. */
1744 if (!memcmp(&device
->stateBlock
->state
.transforms
[d3dts
].u
.m
[0][0], matrix
, sizeof(*matrix
)))
1746 TRACE("The application is setting the same matrix over again.\n");
1750 device
->stateBlock
->state
.transforms
[d3dts
] = *matrix
;
1751 if (d3dts
== WINED3D_TS_VIEW
)
1752 device
->view_ident
= !memcmp(matrix
, &identity
, sizeof(identity
));
1754 if (d3dts
< WINED3D_TS_WORLD_MATRIX(device
->adapter
->gl_info
.limits
.blends
))
1755 device_invalidate_state(device
, STATE_TRANSFORM(d3dts
));
1758 void CDECL
wined3d_device_get_transform(const struct wined3d_device
*device
,
1759 enum wined3d_transform_state state
, struct wined3d_matrix
*matrix
)
1761 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1763 *matrix
= device
->stateBlock
->state
.transforms
[state
];
1766 void CDECL
wined3d_device_multiply_transform(struct wined3d_device
*device
,
1767 enum wined3d_transform_state state
, const struct wined3d_matrix
*matrix
)
1769 const struct wined3d_matrix
*mat
;
1770 struct wined3d_matrix temp
;
1772 TRACE("device %p, state %s, matrix %p.\n", device
, debug_d3dtstype(state
), matrix
);
1774 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1775 * below means it will be recorded in a state block change, but it
1776 * works regardless where it is recorded.
1777 * If this is found to be wrong, change to StateBlock. */
1778 if (state
> HIGHEST_TRANSFORMSTATE
)
1780 WARN("Unhandled transform state %#x.\n", state
);
1784 mat
= &device
->updateStateBlock
->state
.transforms
[state
];
1785 multiply_matrix(&temp
, mat
, matrix
);
1787 /* Apply change via set transform - will reapply to eg. lights this way. */
1788 wined3d_device_set_transform(device
, state
, &temp
);
1791 /* Note lights are real special cases. Although the device caps state only
1792 * e.g. 8 are supported, you can reference any indexes you want as long as
1793 * that number max are enabled at any one point in time. Therefore since the
1794 * indices can be anything, we need a hashmap of them. However, this causes
1795 * stateblock problems. When capturing the state block, I duplicate the
1796 * hashmap, but when recording, just build a chain pretty much of commands to
1798 HRESULT CDECL
wined3d_device_set_light(struct wined3d_device
*device
,
1799 UINT light_idx
, const struct wined3d_light
*light
)
1801 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1802 struct wined3d_light_info
*object
= NULL
;
1806 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1808 /* Check the parameter range. Need for speed most wanted sets junk lights
1809 * which confuse the GL driver. */
1811 return WINED3DERR_INVALIDCALL
;
1813 switch (light
->type
)
1815 case WINED3D_LIGHT_POINT
:
1816 case WINED3D_LIGHT_SPOT
:
1817 case WINED3D_LIGHT_PARALLELPOINT
:
1818 case WINED3D_LIGHT_GLSPOT
:
1819 /* Incorrect attenuation values can cause the gl driver to crash.
1820 * Happens with Need for speed most wanted. */
1821 if (light
->attenuation0
< 0.0f
|| light
->attenuation1
< 0.0f
|| light
->attenuation2
< 0.0f
)
1823 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1824 return WINED3DERR_INVALIDCALL
;
1828 case WINED3D_LIGHT_DIRECTIONAL
:
1829 /* Ignores attenuation */
1833 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1834 return WINED3DERR_INVALIDCALL
;
1837 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
1839 object
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1840 if (object
->OriginalIndex
== light_idx
)
1847 TRACE("Adding new light\n");
1848 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1851 ERR("Out of memory error when allocating a light\n");
1852 return E_OUTOFMEMORY
;
1854 list_add_head(&device
->updateStateBlock
->state
.light_map
[hash_idx
], &object
->entry
);
1855 object
->glIndex
= -1;
1856 object
->OriginalIndex
= light_idx
;
1859 /* Initialize the object. */
1860 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1861 light_idx
, light
->type
,
1862 light
->diffuse
.r
, light
->diffuse
.g
, light
->diffuse
.b
, light
->diffuse
.a
,
1863 light
->specular
.r
, light
->specular
.g
, light
->specular
.b
, light
->specular
.a
,
1864 light
->ambient
.r
, light
->ambient
.g
, light
->ambient
.b
, light
->ambient
.a
);
1865 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light
->position
.x
, light
->position
.y
, light
->position
.z
,
1866 light
->direction
.x
, light
->direction
.y
, light
->direction
.z
);
1867 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1868 light
->range
, light
->falloff
, light
->theta
, light
->phi
);
1870 /* Save away the information. */
1871 object
->OriginalParms
= *light
;
1873 switch (light
->type
)
1875 case WINED3D_LIGHT_POINT
:
1877 object
->lightPosn
[0] = light
->position
.x
;
1878 object
->lightPosn
[1] = light
->position
.y
;
1879 object
->lightPosn
[2] = light
->position
.z
;
1880 object
->lightPosn
[3] = 1.0f
;
1881 object
->cutoff
= 180.0f
;
1885 case WINED3D_LIGHT_DIRECTIONAL
:
1887 object
->lightPosn
[0] = -light
->direction
.x
;
1888 object
->lightPosn
[1] = -light
->direction
.y
;
1889 object
->lightPosn
[2] = -light
->direction
.z
;
1890 object
->lightPosn
[3] = 0.0f
;
1891 object
->exponent
= 0.0f
;
1892 object
->cutoff
= 180.0f
;
1895 case WINED3D_LIGHT_SPOT
:
1897 object
->lightPosn
[0] = light
->position
.x
;
1898 object
->lightPosn
[1] = light
->position
.y
;
1899 object
->lightPosn
[2] = light
->position
.z
;
1900 object
->lightPosn
[3] = 1.0f
;
1903 object
->lightDirn
[0] = light
->direction
.x
;
1904 object
->lightDirn
[1] = light
->direction
.y
;
1905 object
->lightDirn
[2] = light
->direction
.z
;
1906 object
->lightDirn
[3] = 1.0f
;
1908 /* opengl-ish and d3d-ish spot lights use too different models
1909 * for the light "intensity" as a function of the angle towards
1910 * the main light direction, so we only can approximate very
1911 * roughly. However, spot lights are rather rarely used in games
1912 * (if ever used at all). Furthermore if still used, probably
1913 * nobody pays attention to such details. */
1914 if (!light
->falloff
)
1916 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1917 * equations have the falloff resp. exponent parameter as an
1918 * exponent, so the spot light lighting will always be 1.0 for
1919 * both of them, and we don't have to care for the rest of the
1920 * rather complex calculation. */
1921 object
->exponent
= 0.0f
;
1925 rho
= light
->theta
+ (light
->phi
- light
->theta
) / (2 * light
->falloff
);
1928 object
->exponent
= -0.3f
/ logf(cosf(rho
/ 2));
1931 if (object
->exponent
> 128.0f
)
1932 object
->exponent
= 128.0f
;
1934 object
->cutoff
= (float)(light
->phi
* 90 / M_PI
);
1939 FIXME("Unrecognized light type %#x.\n", light
->type
);
1942 /* Update the live definitions if the light is currently assigned a glIndex. */
1943 if (object
->glIndex
!= -1 && !device
->isRecordingState
)
1944 device_invalidate_state(device
, STATE_ACTIVELIGHT(object
->glIndex
));
1949 HRESULT CDECL
wined3d_device_get_light(const struct wined3d_device
*device
,
1950 UINT light_idx
, struct wined3d_light
*light
)
1952 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1953 struct wined3d_light_info
*light_info
= NULL
;
1956 TRACE("device %p, light_idx %u, light %p.\n", device
, light_idx
, light
);
1958 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
1960 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1961 if (light_info
->OriginalIndex
== light_idx
)
1968 TRACE("Light information requested but light not defined\n");
1969 return WINED3DERR_INVALIDCALL
;
1972 *light
= light_info
->OriginalParms
;
1976 HRESULT CDECL
wined3d_device_set_light_enable(struct wined3d_device
*device
, UINT light_idx
, BOOL enable
)
1978 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
1979 struct wined3d_light_info
*light_info
= NULL
;
1982 TRACE("device %p, light_idx %u, enable %#x.\n", device
, light_idx
, enable
);
1984 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
1986 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
1987 if (light_info
->OriginalIndex
== light_idx
)
1991 TRACE("Found light %p.\n", light_info
);
1993 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1996 TRACE("Light enabled requested but light not defined, so defining one!\n");
1997 wined3d_device_set_light(device
, light_idx
, &WINED3D_default_light
);
1999 /* Search for it again! Should be fairly quick as near head of list. */
2000 LIST_FOR_EACH(e
, &device
->updateStateBlock
->state
.light_map
[hash_idx
])
2002 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2003 if (light_info
->OriginalIndex
== light_idx
)
2009 FIXME("Adding default lights has failed dismally\n");
2010 return WINED3DERR_INVALIDCALL
;
2016 if (light_info
->glIndex
!= -1)
2018 if (!device
->isRecordingState
)
2019 device_invalidate_state(device
, STATE_ACTIVELIGHT(light_info
->glIndex
));
2021 device
->updateStateBlock
->state
.lights
[light_info
->glIndex
] = NULL
;
2022 light_info
->glIndex
= -1;
2026 TRACE("Light already disabled, nothing to do\n");
2028 light_info
->enabled
= FALSE
;
2032 light_info
->enabled
= TRUE
;
2033 if (light_info
->glIndex
!= -1)
2035 TRACE("Nothing to do as light was enabled\n");
2040 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2041 /* Find a free GL light. */
2042 for (i
= 0; i
< gl_info
->limits
.lights
; ++i
)
2044 if (!device
->updateStateBlock
->state
.lights
[i
])
2046 device
->updateStateBlock
->state
.lights
[i
] = light_info
;
2047 light_info
->glIndex
= i
;
2051 if (light_info
->glIndex
== -1)
2053 /* Our tests show that Windows returns D3D_OK in this situation, even with
2054 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2055 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2056 * as well for those lights.
2058 * TODO: Test how this affects rendering. */
2059 WARN("Too many concurrently active lights\n");
2063 /* i == light_info->glIndex */
2064 if (!device
->isRecordingState
)
2065 device_invalidate_state(device
, STATE_ACTIVELIGHT(i
));
2072 HRESULT CDECL
wined3d_device_get_light_enable(const struct wined3d_device
*device
, UINT light_idx
, BOOL
*enable
)
2074 UINT hash_idx
= LIGHTMAP_HASHFUNC(light_idx
);
2075 struct wined3d_light_info
*light_info
= NULL
;
2078 TRACE("device %p, light_idx %u, enable %p.\n", device
, light_idx
, enable
);
2080 LIST_FOR_EACH(e
, &device
->stateBlock
->state
.light_map
[hash_idx
])
2082 light_info
= LIST_ENTRY(e
, struct wined3d_light_info
, entry
);
2083 if (light_info
->OriginalIndex
== light_idx
)
2090 TRACE("Light enabled state requested but light not defined.\n");
2091 return WINED3DERR_INVALIDCALL
;
2093 /* true is 128 according to SetLightEnable */
2094 *enable
= light_info
->enabled
? 128 : 0;
2098 HRESULT CDECL
wined3d_device_set_clip_plane(struct wined3d_device
*device
,
2099 UINT plane_idx
, const struct wined3d_vec4
*plane
)
2101 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2103 /* Validate plane_idx. */
2104 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2106 TRACE("Application has requested clipplane this device doesn't support.\n");
2107 return WINED3DERR_INVALIDCALL
;
2110 device
->updateStateBlock
->changed
.clipplane
|= 1 << plane_idx
;
2112 if (!memcmp(&device
->updateStateBlock
->state
.clip_planes
[plane_idx
], plane
, sizeof(*plane
)))
2114 TRACE("Application is setting old values over, nothing to do.\n");
2118 device
->updateStateBlock
->state
.clip_planes
[plane_idx
] = *plane
;
2120 /* Handle recording of state blocks. */
2121 if (device
->isRecordingState
)
2123 TRACE("Recording... not performing anything.\n");
2127 device_invalidate_state(device
, STATE_CLIPPLANE(plane_idx
));
2132 HRESULT CDECL
wined3d_device_get_clip_plane(const struct wined3d_device
*device
,
2133 UINT plane_idx
, struct wined3d_vec4
*plane
)
2135 TRACE("device %p, plane_idx %u, plane %p.\n", device
, plane_idx
, plane
);
2137 /* Validate plane_idx. */
2138 if (plane_idx
>= device
->adapter
->gl_info
.limits
.clipplanes
)
2140 TRACE("Application has requested clipplane this device doesn't support.\n");
2141 return WINED3DERR_INVALIDCALL
;
2144 *plane
= device
->stateBlock
->state
.clip_planes
[plane_idx
];
2149 HRESULT CDECL
wined3d_device_set_clip_status(struct wined3d_device
*device
,
2150 const struct wined3d_clip_status
*clip_status
)
2152 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2155 return WINED3DERR_INVALIDCALL
;
2160 HRESULT CDECL
wined3d_device_get_clip_status(const struct wined3d_device
*device
,
2161 struct wined3d_clip_status
*clip_status
)
2163 FIXME("device %p, clip_status %p stub!\n", device
, clip_status
);
2166 return WINED3DERR_INVALIDCALL
;
2171 void CDECL
wined3d_device_set_material(struct wined3d_device
*device
, const struct wined3d_material
*material
)
2173 TRACE("device %p, material %p.\n", device
, material
);
2175 device
->updateStateBlock
->changed
.material
= TRUE
;
2176 device
->updateStateBlock
->state
.material
= *material
;
2178 /* Handle recording of state blocks */
2179 if (device
->isRecordingState
)
2181 TRACE("Recording... not performing anything.\n");
2185 device_invalidate_state(device
, STATE_MATERIAL
);
2188 void CDECL
wined3d_device_get_material(const struct wined3d_device
*device
, struct wined3d_material
*material
)
2190 TRACE("device %p, material %p.\n", device
, material
);
2192 *material
= device
->updateStateBlock
->state
.material
;
2194 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2195 material
->diffuse
.r
, material
->diffuse
.g
,
2196 material
->diffuse
.b
, material
->diffuse
.a
);
2197 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2198 material
->ambient
.r
, material
->ambient
.g
,
2199 material
->ambient
.b
, material
->ambient
.a
);
2200 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2201 material
->specular
.r
, material
->specular
.g
,
2202 material
->specular
.b
, material
->specular
.a
);
2203 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2204 material
->emissive
.r
, material
->emissive
.g
,
2205 material
->emissive
.b
, material
->emissive
.a
);
2206 TRACE("power %.8e.\n", material
->power
);
2209 void CDECL
wined3d_device_set_index_buffer(struct wined3d_device
*device
,
2210 struct wined3d_buffer
*buffer
, enum wined3d_format_id format_id
)
2212 struct wined3d_buffer
*prev_buffer
;
2214 TRACE("device %p, buffer %p, format %s.\n",
2215 device
, buffer
, debug_d3dformat(format_id
));
2217 prev_buffer
= device
->updateStateBlock
->state
.index_buffer
;
2219 device
->updateStateBlock
->changed
.indices
= TRUE
;
2220 device
->updateStateBlock
->state
.index_buffer
= buffer
;
2221 device
->updateStateBlock
->state
.index_format
= format_id
;
2223 /* Handle recording of state blocks. */
2224 if (device
->isRecordingState
)
2226 TRACE("Recording... not performing anything.\n");
2228 wined3d_buffer_incref(buffer
);
2230 wined3d_buffer_decref(prev_buffer
);
2234 if (prev_buffer
!= buffer
)
2236 device_invalidate_state(device
, STATE_INDEXBUFFER
);
2239 InterlockedIncrement(&buffer
->resource
.bind_count
);
2240 wined3d_buffer_incref(buffer
);
2244 InterlockedDecrement(&prev_buffer
->resource
.bind_count
);
2245 wined3d_buffer_decref(prev_buffer
);
2250 struct wined3d_buffer
* CDECL
wined3d_device_get_index_buffer(const struct wined3d_device
*device
)
2252 TRACE("device %p.\n", device
);
2254 return device
->stateBlock
->state
.index_buffer
;
2257 void CDECL
wined3d_device_set_base_vertex_index(struct wined3d_device
*device
, INT base_index
)
2259 TRACE("device %p, base_index %d.\n", device
, base_index
);
2261 device
->updateStateBlock
->state
.base_vertex_index
= base_index
;
2264 INT CDECL
wined3d_device_get_base_vertex_index(const struct wined3d_device
*device
)
2266 TRACE("device %p.\n", device
);
2268 return device
->stateBlock
->state
.base_vertex_index
;
2271 void CDECL
wined3d_device_set_viewport(struct wined3d_device
*device
, const struct wined3d_viewport
*viewport
)
2273 TRACE("device %p, viewport %p.\n", device
, viewport
);
2274 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2275 viewport
->x
, viewport
->y
, viewport
->width
, viewport
->height
, viewport
->min_z
, viewport
->max_z
);
2277 device
->updateStateBlock
->changed
.viewport
= TRUE
;
2278 device
->updateStateBlock
->state
.viewport
= *viewport
;
2280 /* Handle recording of state blocks */
2281 if (device
->isRecordingState
)
2283 TRACE("Recording... not performing anything\n");
2287 device_invalidate_state(device
, STATE_VIEWPORT
);
2290 void CDECL
wined3d_device_get_viewport(const struct wined3d_device
*device
, struct wined3d_viewport
*viewport
)
2292 TRACE("device %p, viewport %p.\n", device
, viewport
);
2294 *viewport
= device
->stateBlock
->state
.viewport
;
2297 void CDECL
wined3d_device_set_render_state(struct wined3d_device
*device
,
2298 enum wined3d_render_state state
, DWORD value
)
2300 DWORD old_value
= device
->stateBlock
->state
.render_states
[state
];
2302 TRACE("device %p, state %s (%#x), value %#x.\n", device
, debug_d3drenderstate(state
), state
, value
);
2304 device
->updateStateBlock
->changed
.renderState
[state
>> 5] |= 1 << (state
& 0x1f);
2305 device
->updateStateBlock
->state
.render_states
[state
] = value
;
2307 /* Handle recording of state blocks. */
2308 if (device
->isRecordingState
)
2310 TRACE("Recording... not performing anything.\n");
2314 /* Compared here and not before the assignment to allow proper stateblock recording. */
2315 if (value
== old_value
)
2316 TRACE("Application is setting the old value over, nothing to do.\n");
2318 device_invalidate_state(device
, STATE_RENDER(state
));
2321 DWORD CDECL
wined3d_device_get_render_state(const struct wined3d_device
*device
, enum wined3d_render_state state
)
2323 TRACE("device %p, state %s (%#x).\n", device
, debug_d3drenderstate(state
), state
);
2325 return device
->stateBlock
->state
.render_states
[state
];
2328 void CDECL
wined3d_device_set_sampler_state(struct wined3d_device
*device
,
2329 UINT sampler_idx
, enum wined3d_sampler_state state
, DWORD value
)
2333 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2334 device
, sampler_idx
, debug_d3dsamplerstate(state
), value
);
2336 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2337 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2339 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2340 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2342 WARN("Invalid sampler %u.\n", sampler_idx
);
2343 return; /* Windows accepts overflowing this array ... we do not. */
2346 old_value
= device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2347 device
->updateStateBlock
->state
.sampler_states
[sampler_idx
][state
] = value
;
2348 device
->updateStateBlock
->changed
.samplerState
[sampler_idx
] |= 1 << state
;
2350 /* Handle recording of state blocks. */
2351 if (device
->isRecordingState
)
2353 TRACE("Recording... not performing anything.\n");
2357 if (old_value
== value
)
2359 TRACE("Application is setting the old value over, nothing to do.\n");
2363 device_invalidate_state(device
, STATE_SAMPLER(sampler_idx
));
2366 DWORD CDECL
wined3d_device_get_sampler_state(const struct wined3d_device
*device
,
2367 UINT sampler_idx
, enum wined3d_sampler_state state
)
2369 TRACE("device %p, sampler_idx %u, state %s.\n",
2370 device
, sampler_idx
, debug_d3dsamplerstate(state
));
2372 if (sampler_idx
>= WINED3DVERTEXTEXTURESAMPLER0
&& sampler_idx
<= WINED3DVERTEXTEXTURESAMPLER3
)
2373 sampler_idx
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
2375 if (sampler_idx
>= sizeof(device
->stateBlock
->state
.sampler_states
)
2376 / sizeof(*device
->stateBlock
->state
.sampler_states
))
2378 WARN("Invalid sampler %u.\n", sampler_idx
);
2379 return 0; /* Windows accepts overflowing this array ... we do not. */
2382 return device
->stateBlock
->state
.sampler_states
[sampler_idx
][state
];
2385 void CDECL
wined3d_device_set_scissor_rect(struct wined3d_device
*device
, const RECT
*rect
)
2387 TRACE("device %p, rect %s.\n", device
, wine_dbgstr_rect(rect
));
2389 device
->updateStateBlock
->changed
.scissorRect
= TRUE
;
2390 if (EqualRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
))
2392 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2395 CopyRect(&device
->updateStateBlock
->state
.scissor_rect
, rect
);
2397 if (device
->isRecordingState
)
2399 TRACE("Recording... not performing anything.\n");
2403 device_invalidate_state(device
, STATE_SCISSORRECT
);
2406 void CDECL
wined3d_device_get_scissor_rect(const struct wined3d_device
*device
, RECT
*rect
)
2408 TRACE("device %p, rect %p.\n", device
, rect
);
2410 *rect
= device
->updateStateBlock
->state
.scissor_rect
;
2411 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect
));
2414 HRESULT CDECL
wined3d_device_set_vertex_declaration(struct wined3d_device
*device
,
2415 struct wined3d_vertex_declaration
*declaration
)
2417 struct wined3d_vertex_declaration
*prev
= device
->updateStateBlock
->state
.vertex_declaration
;
2419 TRACE("device %p, declaration %p.\n", device
, declaration
);
2422 wined3d_vertex_declaration_incref(declaration
);
2424 wined3d_vertex_declaration_decref(prev
);
2426 device
->updateStateBlock
->state
.vertex_declaration
= declaration
;
2427 device
->updateStateBlock
->changed
.vertexDecl
= TRUE
;
2429 if (device
->isRecordingState
)
2431 TRACE("Recording... not performing anything.\n");
2434 else if (declaration
== prev
)
2436 /* Checked after the assignment to allow proper stateblock recording. */
2437 TRACE("Application is setting the old declaration over, nothing to do.\n");
2441 device_invalidate_state(device
, STATE_VDECL
);
2445 HRESULT CDECL
wined3d_device_get_vertex_declaration(const struct wined3d_device
*device
,
2446 struct wined3d_vertex_declaration
**declaration
)
2448 TRACE("device %p, declaration %p.\n", device
, declaration
);
2450 *declaration
= device
->stateBlock
->state
.vertex_declaration
;
2452 wined3d_vertex_declaration_incref(*declaration
);
2457 HRESULT CDECL
wined3d_device_set_vertex_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2459 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.vertex_shader
;
2461 TRACE("device %p, shader %p.\n", device
, shader
);
2463 device
->updateStateBlock
->state
.vertex_shader
= shader
;
2464 device
->updateStateBlock
->changed
.vertexShader
= TRUE
;
2466 if (device
->isRecordingState
)
2469 wined3d_shader_incref(shader
);
2471 wined3d_shader_decref(prev
);
2472 TRACE("Recording... not performing anything.\n");
2478 TRACE("Application is setting the old shader over, nothing to do.\n");
2483 wined3d_shader_incref(shader
);
2485 wined3d_shader_decref(prev
);
2487 device_invalidate_state(device
, STATE_VSHADER
);
2492 struct wined3d_shader
* CDECL
wined3d_device_get_vertex_shader(const struct wined3d_device
*device
)
2494 struct wined3d_shader
*shader
;
2496 TRACE("device %p.\n", device
);
2498 shader
= device
->stateBlock
->state
.vertex_shader
;
2500 wined3d_shader_incref(shader
);
2502 TRACE("Returning %p.\n", shader
);
2506 HRESULT CDECL
wined3d_device_set_vs_consts_b(struct wined3d_device
*device
,
2507 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2509 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2512 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2513 device
, start_register
, constants
, bool_count
);
2515 if (!constants
|| start_register
>= MAX_CONST_B
)
2516 return WINED3DERR_INVALIDCALL
;
2518 memcpy(&device
->updateStateBlock
->state
.vs_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2519 for (i
= 0; i
< count
; ++i
)
2520 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2522 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2523 device
->updateStateBlock
->changed
.vertexShaderConstantsB
|= (1 << i
);
2525 if (!device
->isRecordingState
)
2526 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2531 HRESULT CDECL
wined3d_device_get_vs_consts_b(const struct wined3d_device
*device
,
2532 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2534 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2536 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2537 device
, start_register
, constants
, bool_count
);
2539 if (!constants
|| start_register
>= MAX_CONST_B
)
2540 return WINED3DERR_INVALIDCALL
;
2542 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_b
[start_register
], count
* sizeof(BOOL
));
2547 HRESULT CDECL
wined3d_device_set_vs_consts_i(struct wined3d_device
*device
,
2548 UINT start_register
, const int *constants
, UINT vector4i_count
)
2550 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2553 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2554 device
, start_register
, constants
, vector4i_count
);
2556 if (!constants
|| start_register
>= MAX_CONST_I
)
2557 return WINED3DERR_INVALIDCALL
;
2559 memcpy(&device
->updateStateBlock
->state
.vs_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2560 for (i
= 0; i
< count
; ++i
)
2561 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2562 constants
[i
* 4], constants
[i
* 4 + 1],
2563 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2565 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2566 device
->updateStateBlock
->changed
.vertexShaderConstantsI
|= (1 << i
);
2568 if (!device
->isRecordingState
)
2569 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2574 HRESULT CDECL
wined3d_device_get_vs_consts_i(const struct wined3d_device
*device
,
2575 UINT start_register
, int *constants
, UINT vector4i_count
)
2577 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2579 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2580 device
, start_register
, constants
, vector4i_count
);
2582 if (!constants
|| start_register
>= MAX_CONST_I
)
2583 return WINED3DERR_INVALIDCALL
;
2585 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2589 HRESULT CDECL
wined3d_device_set_vs_consts_f(struct wined3d_device
*device
,
2590 UINT start_register
, const float *constants
, UINT vector4f_count
)
2594 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2595 device
, start_register
, constants
, vector4f_count
);
2597 /* Specifically test start_register > limit to catch MAX_UINT overflows
2598 * when adding start_register + vector4f_count. */
2600 || start_register
+ vector4f_count
> device
->d3d_vshader_constantF
2601 || start_register
> device
->d3d_vshader_constantF
)
2602 return WINED3DERR_INVALIDCALL
;
2604 memcpy(&device
->updateStateBlock
->state
.vs_consts_f
[start_register
* 4],
2605 constants
, vector4f_count
* sizeof(float) * 4);
2608 for (i
= 0; i
< vector4f_count
; ++i
)
2609 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
2610 constants
[i
* 4], constants
[i
* 4 + 1],
2611 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2614 if (!device
->isRecordingState
)
2616 device
->shader_backend
->shader_update_float_vertex_constants(device
, start_register
, vector4f_count
);
2617 device_invalidate_state(device
, STATE_VERTEXSHADERCONSTANT
);
2620 memset(device
->updateStateBlock
->changed
.vertexShaderConstantsF
+ start_register
, 1,
2621 sizeof(*device
->updateStateBlock
->changed
.vertexShaderConstantsF
) * vector4f_count
);
2626 HRESULT CDECL
wined3d_device_get_vs_consts_f(const struct wined3d_device
*device
,
2627 UINT start_register
, float *constants
, UINT vector4f_count
)
2629 int count
= min(vector4f_count
, device
->d3d_vshader_constantF
- start_register
);
2631 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2632 device
, start_register
, constants
, vector4f_count
);
2634 if (!constants
|| count
< 0)
2635 return WINED3DERR_INVALIDCALL
;
2637 memcpy(constants
, &device
->stateBlock
->state
.vs_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
2642 static void device_invalidate_texture_stage(const struct wined3d_device
*device
, DWORD stage
)
2646 for (i
= 0; i
<= WINED3D_HIGHEST_TEXTURE_STATE
; ++i
)
2648 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, i
));
2652 static void device_map_stage(struct wined3d_device
*device
, DWORD stage
, DWORD unit
)
2654 DWORD i
= device
->rev_tex_unit_map
[unit
];
2655 DWORD j
= device
->texUnitMap
[stage
];
2657 device
->texUnitMap
[stage
] = unit
;
2658 if (i
!= WINED3D_UNMAPPED_STAGE
&& i
!= stage
)
2659 device
->texUnitMap
[i
] = WINED3D_UNMAPPED_STAGE
;
2661 device
->rev_tex_unit_map
[unit
] = stage
;
2662 if (j
!= WINED3D_UNMAPPED_STAGE
&& j
!= unit
)
2663 device
->rev_tex_unit_map
[j
] = WINED3D_UNMAPPED_STAGE
;
2666 static void device_update_fixed_function_usage_map(struct wined3d_device
*device
)
2670 device
->fixed_function_usage_map
= 0;
2671 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2673 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2674 enum wined3d_texture_op color_op
= state
->texture_states
[i
][WINED3D_TSS_COLOR_OP
];
2675 enum wined3d_texture_op alpha_op
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_OP
];
2676 DWORD color_arg1
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG1
] & WINED3DTA_SELECTMASK
;
2677 DWORD color_arg2
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG2
] & WINED3DTA_SELECTMASK
;
2678 DWORD color_arg3
= state
->texture_states
[i
][WINED3D_TSS_COLOR_ARG0
] & WINED3DTA_SELECTMASK
;
2679 DWORD alpha_arg1
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG1
] & WINED3DTA_SELECTMASK
;
2680 DWORD alpha_arg2
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG2
] & WINED3DTA_SELECTMASK
;
2681 DWORD alpha_arg3
= state
->texture_states
[i
][WINED3D_TSS_ALPHA_ARG0
] & WINED3DTA_SELECTMASK
;
2683 /* Not used, and disable higher stages. */
2684 if (color_op
== WINED3D_TOP_DISABLE
)
2687 if (((color_arg1
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG2
)
2688 || ((color_arg2
== WINED3DTA_TEXTURE
) && color_op
!= WINED3D_TOP_SELECT_ARG1
)
2689 || ((color_arg3
== WINED3DTA_TEXTURE
)
2690 && (color_op
== WINED3D_TOP_MULTIPLY_ADD
|| color_op
== WINED3D_TOP_LERP
))
2691 || ((alpha_arg1
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG2
)
2692 || ((alpha_arg2
== WINED3DTA_TEXTURE
) && alpha_op
!= WINED3D_TOP_SELECT_ARG1
)
2693 || ((alpha_arg3
== WINED3DTA_TEXTURE
)
2694 && (alpha_op
== WINED3D_TOP_MULTIPLY_ADD
|| alpha_op
== WINED3D_TOP_LERP
)))
2695 device
->fixed_function_usage_map
|= (1 << i
);
2697 if ((color_op
== WINED3D_TOP_BUMPENVMAP
|| color_op
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
2698 && i
< MAX_TEXTURES
- 1)
2699 device
->fixed_function_usage_map
|= (1 << (i
+ 1));
2703 static void device_map_fixed_function_samplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2705 unsigned int i
, tex
;
2708 device_update_fixed_function_usage_map(device
);
2709 ffu_map
= device
->fixed_function_usage_map
;
2711 if (device
->max_ffp_textures
== gl_info
->limits
.texture_stages
2712 || device
->stateBlock
->state
.lowest_disabled_stage
<= device
->max_ffp_textures
)
2714 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2716 if (!(ffu_map
& 1)) continue;
2718 if (device
->texUnitMap
[i
] != i
)
2720 device_map_stage(device
, i
, i
);
2721 device_invalidate_state(device
, STATE_SAMPLER(i
));
2722 device_invalidate_texture_stage(device
, i
);
2728 /* Now work out the mapping */
2730 for (i
= 0; ffu_map
; ffu_map
>>= 1, ++i
)
2732 if (!(ffu_map
& 1)) continue;
2734 if (device
->texUnitMap
[i
] != tex
)
2736 device_map_stage(device
, i
, tex
);
2737 device_invalidate_state(device
, STATE_SAMPLER(i
));
2738 device_invalidate_texture_stage(device
, i
);
2745 static void device_map_psamplers(struct wined3d_device
*device
, const struct wined3d_gl_info
*gl_info
)
2747 const enum wined3d_sampler_texture_type
*sampler_type
=
2748 device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2751 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
2753 if (sampler_type
[i
] && device
->texUnitMap
[i
] != i
)
2755 device_map_stage(device
, i
, i
);
2756 device_invalidate_state(device
, STATE_SAMPLER(i
));
2757 if (i
< gl_info
->limits
.texture_stages
)
2758 device_invalidate_texture_stage(device
, i
);
2763 static BOOL
device_unit_free_for_vs(const struct wined3d_device
*device
,
2764 const enum wined3d_sampler_texture_type
*pshader_sampler_tokens
,
2765 const enum wined3d_sampler_texture_type
*vshader_sampler_tokens
, DWORD unit
)
2767 DWORD current_mapping
= device
->rev_tex_unit_map
[unit
];
2769 /* Not currently used */
2770 if (current_mapping
== WINED3D_UNMAPPED_STAGE
) return TRUE
;
2772 if (current_mapping
< MAX_FRAGMENT_SAMPLERS
) {
2773 /* Used by a fragment sampler */
2775 if (!pshader_sampler_tokens
) {
2776 /* No pixel shader, check fixed function */
2777 return current_mapping
>= MAX_TEXTURES
|| !(device
->fixed_function_usage_map
& (1 << current_mapping
));
2780 /* Pixel shader, check the shader's sampler map */
2781 return !pshader_sampler_tokens
[current_mapping
];
2784 /* Used by a vertex sampler */
2785 return !vshader_sampler_tokens
[current_mapping
- MAX_FRAGMENT_SAMPLERS
];
2788 static void device_map_vsamplers(struct wined3d_device
*device
, BOOL ps
, const struct wined3d_gl_info
*gl_info
)
2790 const enum wined3d_sampler_texture_type
*vshader_sampler_type
=
2791 device
->stateBlock
->state
.vertex_shader
->reg_maps
.sampler_type
;
2792 const enum wined3d_sampler_texture_type
*pshader_sampler_type
= NULL
;
2793 int start
= min(MAX_COMBINED_SAMPLERS
, gl_info
->limits
.combined_samplers
) - 1;
2798 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2799 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2800 pshader_sampler_type
= device
->stateBlock
->state
.pixel_shader
->reg_maps
.sampler_type
;
2803 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
) {
2804 DWORD vsampler_idx
= i
+ MAX_FRAGMENT_SAMPLERS
;
2805 if (vshader_sampler_type
[i
])
2807 if (device
->texUnitMap
[vsampler_idx
] != WINED3D_UNMAPPED_STAGE
)
2809 /* Already mapped somewhere */
2815 if (device_unit_free_for_vs(device
, pshader_sampler_type
, vshader_sampler_type
, start
))
2817 device_map_stage(device
, vsampler_idx
, start
);
2818 device_invalidate_state(device
, STATE_SAMPLER(vsampler_idx
));
2830 void device_update_tex_unit_map(struct wined3d_device
*device
)
2832 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
2833 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
2834 BOOL vs
= use_vs(state
);
2835 BOOL ps
= use_ps(state
);
2838 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2839 * that would be really messy and require shader recompilation
2840 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2841 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2844 device_map_psamplers(device
, gl_info
);
2846 device_map_fixed_function_samplers(device
, gl_info
);
2849 device_map_vsamplers(device
, ps
, gl_info
);
2852 HRESULT CDECL
wined3d_device_set_pixel_shader(struct wined3d_device
*device
, struct wined3d_shader
*shader
)
2854 struct wined3d_shader
*prev
= device
->updateStateBlock
->state
.pixel_shader
;
2856 TRACE("device %p, shader %p.\n", device
, shader
);
2858 device
->updateStateBlock
->state
.pixel_shader
= shader
;
2859 device
->updateStateBlock
->changed
.pixelShader
= TRUE
;
2861 if (device
->isRecordingState
)
2864 wined3d_shader_incref(shader
);
2866 wined3d_shader_decref(prev
);
2867 TRACE("Recording... not performing anything.\n");
2873 TRACE("Application is setting the old shader over, nothing to do.\n");
2878 wined3d_shader_incref(shader
);
2880 wined3d_shader_decref(prev
);
2882 device_invalidate_state(device
, STATE_PIXELSHADER
);
2887 struct wined3d_shader
* CDECL
wined3d_device_get_pixel_shader(const struct wined3d_device
*device
)
2889 struct wined3d_shader
*shader
;
2891 TRACE("device %p.\n", device
);
2893 shader
= device
->stateBlock
->state
.pixel_shader
;
2895 wined3d_shader_incref(shader
);
2897 TRACE("Returning %p.\n", shader
);
2901 HRESULT CDECL
wined3d_device_set_ps_consts_b(struct wined3d_device
*device
,
2902 UINT start_register
, const BOOL
*constants
, UINT bool_count
)
2904 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2907 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2908 device
, start_register
, constants
, bool_count
);
2910 if (!constants
|| start_register
>= MAX_CONST_B
)
2911 return WINED3DERR_INVALIDCALL
;
2913 memcpy(&device
->updateStateBlock
->state
.ps_consts_b
[start_register
], constants
, count
* sizeof(BOOL
));
2914 for (i
= 0; i
< count
; ++i
)
2915 TRACE("Set BOOL constant %u to %s.\n", start_register
+ i
, constants
[i
] ? "true" : "false");
2917 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2918 device
->updateStateBlock
->changed
.pixelShaderConstantsB
|= (1 << i
);
2920 if (!device
->isRecordingState
)
2921 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
2926 HRESULT CDECL
wined3d_device_get_ps_consts_b(const struct wined3d_device
*device
,
2927 UINT start_register
, BOOL
*constants
, UINT bool_count
)
2929 UINT count
= min(bool_count
, MAX_CONST_B
- start_register
);
2931 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2932 device
, start_register
, constants
, bool_count
);
2934 if (!constants
|| start_register
>= MAX_CONST_B
)
2935 return WINED3DERR_INVALIDCALL
;
2937 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_b
[start_register
], count
* sizeof(BOOL
));
2942 HRESULT CDECL
wined3d_device_set_ps_consts_i(struct wined3d_device
*device
,
2943 UINT start_register
, const int *constants
, UINT vector4i_count
)
2945 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2948 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2949 device
, start_register
, constants
, vector4i_count
);
2951 if (!constants
|| start_register
>= MAX_CONST_I
)
2952 return WINED3DERR_INVALIDCALL
;
2954 memcpy(&device
->updateStateBlock
->state
.ps_consts_i
[start_register
* 4], constants
, count
* sizeof(int) * 4);
2955 for (i
= 0; i
< count
; ++i
)
2956 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register
+ i
,
2957 constants
[i
* 4], constants
[i
* 4 + 1],
2958 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
2960 for (i
= start_register
; i
< count
+ start_register
; ++i
)
2961 device
->updateStateBlock
->changed
.pixelShaderConstantsI
|= (1 << i
);
2963 if (!device
->isRecordingState
)
2964 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
2969 HRESULT CDECL
wined3d_device_get_ps_consts_i(const struct wined3d_device
*device
,
2970 UINT start_register
, int *constants
, UINT vector4i_count
)
2972 UINT count
= min(vector4i_count
, MAX_CONST_I
- start_register
);
2974 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2975 device
, start_register
, constants
, vector4i_count
);
2977 if (!constants
|| start_register
>= MAX_CONST_I
)
2978 return WINED3DERR_INVALIDCALL
;
2980 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_i
[start_register
* 4], count
* sizeof(int) * 4);
2985 HRESULT CDECL
wined3d_device_set_ps_consts_f(struct wined3d_device
*device
,
2986 UINT start_register
, const float *constants
, UINT vector4f_count
)
2990 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2991 device
, start_register
, constants
, vector4f_count
);
2993 /* Specifically test start_register > limit to catch MAX_UINT overflows
2994 * when adding start_register + vector4f_count. */
2996 || start_register
+ vector4f_count
> device
->d3d_pshader_constantF
2997 || start_register
> device
->d3d_pshader_constantF
)
2998 return WINED3DERR_INVALIDCALL
;
3000 memcpy(&device
->updateStateBlock
->state
.ps_consts_f
[start_register
* 4],
3001 constants
, vector4f_count
* sizeof(float) * 4);
3004 for (i
= 0; i
< vector4f_count
; ++i
)
3005 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register
+ i
,
3006 constants
[i
* 4], constants
[i
* 4 + 1],
3007 constants
[i
* 4 + 2], constants
[i
* 4 + 3]);
3010 if (!device
->isRecordingState
)
3012 device
->shader_backend
->shader_update_float_pixel_constants(device
, start_register
, vector4f_count
);
3013 device_invalidate_state(device
, STATE_PIXELSHADERCONSTANT
);
3016 memset(device
->updateStateBlock
->changed
.pixelShaderConstantsF
+ start_register
, 1,
3017 sizeof(*device
->updateStateBlock
->changed
.pixelShaderConstantsF
) * vector4f_count
);
3022 HRESULT CDECL
wined3d_device_get_ps_consts_f(const struct wined3d_device
*device
,
3023 UINT start_register
, float *constants
, UINT vector4f_count
)
3025 int count
= min(vector4f_count
, device
->d3d_pshader_constantF
- start_register
);
3027 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3028 device
, start_register
, constants
, vector4f_count
);
3030 if (!constants
|| count
< 0)
3031 return WINED3DERR_INVALIDCALL
;
3033 memcpy(constants
, &device
->stateBlock
->state
.ps_consts_f
[start_register
* 4], count
* sizeof(float) * 4);
3038 /* Context activation is done by the caller. */
3039 /* Do not call while under the GL lock. */
3040 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3041 static HRESULT
process_vertices_strided(const struct wined3d_device
*device
, DWORD dwDestIndex
, DWORD dwCount
,
3042 const struct wined3d_stream_info
*stream_info
, struct wined3d_buffer
*dest
, DWORD flags
,
3045 struct wined3d_matrix mat
, proj_mat
, view_mat
, world_mat
;
3046 struct wined3d_viewport vp
;
3054 if (stream_info
->use_map
& (1 << WINED3D_FFP_NORMAL
))
3056 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3059 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_POSITION
)))
3061 ERR("Source has no position mask\n");
3062 return WINED3DERR_INVALIDCALL
;
3065 if (device
->stateBlock
->state
.render_states
[WINED3D_RS_CLIPPING
])
3067 static BOOL warned
= FALSE
;
3069 * The clipping code is not quite correct. Some things need
3070 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3071 * so disable clipping for now.
3072 * (The graphics in Half-Life are broken, and my processvertices
3073 * test crashes with IDirect3DDevice3)
3079 FIXME("Clipping is broken and disabled for now\n");
3085 vertex_size
= get_flexible_vertex_size(DestFVF
);
3086 if (FAILED(hr
= wined3d_buffer_map(dest
, dwDestIndex
* vertex_size
, dwCount
* vertex_size
, &dest_ptr
, 0)))
3088 WARN("Failed to map buffer, hr %#x.\n", hr
);
3092 wined3d_device_get_transform(device
, WINED3D_TS_VIEW
, &view_mat
);
3093 wined3d_device_get_transform(device
, WINED3D_TS_PROJECTION
, &proj_mat
);
3094 wined3d_device_get_transform(device
, WINED3D_TS_WORLD_MATRIX(0), &world_mat
);
3096 TRACE("View mat:\n");
3097 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
);
3098 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
);
3099 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
);
3100 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
);
3102 TRACE("Proj mat:\n");
3103 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
);
3104 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
);
3105 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
);
3106 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
);
3108 TRACE("World mat:\n");
3109 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
);
3110 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
);
3111 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
);
3112 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
);
3114 /* Get the viewport */
3115 wined3d_device_get_viewport(device
, &vp
);
3116 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3117 vp
.x
, vp
.y
, vp
.width
, vp
.height
, vp
.min_z
, vp
.max_z
);
3119 multiply_matrix(&mat
,&view_mat
,&world_mat
);
3120 multiply_matrix(&mat
,&proj_mat
,&mat
);
3122 numTextures
= (DestFVF
& WINED3DFVF_TEXCOUNT_MASK
) >> WINED3DFVF_TEXCOUNT_SHIFT
;
3124 for (i
= 0; i
< dwCount
; i
+= 1) {
3125 unsigned int tex_index
;
3127 if ( ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZ
) ||
3128 ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
) ) {
3129 /* The position first */
3130 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_POSITION
];
3131 const float *p
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3133 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p
[0], p
[1], p
[2]);
3135 /* Multiplication with world, view and projection matrix */
3136 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
);
3137 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
);
3138 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
);
3139 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
);
3141 TRACE("x=%f y=%f z=%f rhw=%f\n", x
, y
, z
, rhw
);
3143 /* WARNING: The following things are taken from d3d7 and were not yet checked
3144 * against d3d8 or d3d9!
3147 /* Clipping conditions: From msdn
3149 * A vertex is clipped if it does not match the following requirements
3153 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3155 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3156 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3161 ( (-rhw
-eps
< x
) && (-rhw
-eps
< y
) && ( -eps
< z
) &&
3162 (x
<= rhw
+ eps
) && (y
<= rhw
+ eps
) && (z
<= rhw
+ eps
) &&
3165 /* "Normal" viewport transformation (not clipped)
3166 * 1) The values are divided by rhw
3167 * 2) The y axis is negative, so multiply it with -1
3168 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3169 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3170 * 4) Multiply x with Width/2 and add Width/2
3171 * 5) The same for the height
3172 * 6) Add the viewpoint X and Y to the 2D coordinates and
3173 * The minimum Z value to z
3174 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3176 * Well, basically it's simply a linear transformation into viewport
3188 z
*= vp
.max_z
- vp
.min_z
;
3190 x
+= vp
.width
/ 2 + vp
.x
;
3191 y
+= vp
.height
/ 2 + vp
.y
;
3196 /* That vertex got clipped
3197 * Contrary to OpenGL it is not dropped completely, it just
3198 * undergoes a different calculation.
3200 TRACE("Vertex got clipped\n");
3207 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3208 * outside of the main vertex buffer memory. That needs some more
3213 TRACE("Writing (%f %f %f) %f\n", x
, y
, z
, rhw
);
3216 ( (float *) dest_ptr
)[0] = x
;
3217 ( (float *) dest_ptr
)[1] = y
;
3218 ( (float *) dest_ptr
)[2] = z
;
3219 ( (float *) dest_ptr
)[3] = rhw
; /* SIC, see ddraw test! */
3221 dest_ptr
+= 3 * sizeof(float);
3223 if ((DestFVF
& WINED3DFVF_POSITION_MASK
) == WINED3DFVF_XYZRHW
)
3224 dest_ptr
+= sizeof(float);
3227 if (DestFVF
& WINED3DFVF_PSIZE
)
3228 dest_ptr
+= sizeof(DWORD
);
3230 if (DestFVF
& WINED3DFVF_NORMAL
)
3232 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_NORMAL
];
3233 const float *normal
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3234 /* AFAIK this should go into the lighting information */
3235 FIXME("Didn't expect the destination to have a normal\n");
3236 copy_and_next(dest_ptr
, normal
, 3 * sizeof(float));
3239 if (DestFVF
& WINED3DFVF_DIFFUSE
)
3241 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_DIFFUSE
];
3242 const DWORD
*color_d
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3243 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_DIFFUSE
)))
3245 static BOOL warned
= FALSE
;
3248 ERR("No diffuse color in source, but destination has one\n");
3252 *( (DWORD
*) dest_ptr
) = 0xffffffff;
3253 dest_ptr
+= sizeof(DWORD
);
3257 copy_and_next(dest_ptr
, color_d
, sizeof(DWORD
));
3261 if (DestFVF
& WINED3DFVF_SPECULAR
)
3263 /* What's the color value in the feedback buffer? */
3264 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_SPECULAR
];
3265 const DWORD
*color_s
= (const DWORD
*)(element
->data
.addr
+ i
* element
->stride
);
3266 if (!(stream_info
->use_map
& (1 << WINED3D_FFP_SPECULAR
)))
3268 static BOOL warned
= FALSE
;
3271 ERR("No specular color in source, but destination has one\n");
3275 *(DWORD
*)dest_ptr
= 0xff000000;
3276 dest_ptr
+= sizeof(DWORD
);
3280 copy_and_next(dest_ptr
, color_s
, sizeof(DWORD
));
3284 for (tex_index
= 0; tex_index
< numTextures
; ++tex_index
)
3286 const struct wined3d_stream_info_element
*element
= &stream_info
->elements
[WINED3D_FFP_TEXCOORD0
+ tex_index
];
3287 const float *tex_coord
= (const float *)(element
->data
.addr
+ i
* element
->stride
);
3288 if (!(stream_info
->use_map
& (1 << (WINED3D_FFP_TEXCOORD0
+ tex_index
))))
3290 ERR("No source texture, but destination requests one\n");
3291 dest_ptr
+= GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float);
3295 copy_and_next(dest_ptr
, tex_coord
, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF
, tex_index
) * sizeof(float));
3300 wined3d_buffer_unmap(dest
);
3304 #undef copy_and_next
3306 /* Do not call while under the GL lock. */
3307 HRESULT CDECL
wined3d_device_process_vertices(struct wined3d_device
*device
,
3308 UINT src_start_idx
, UINT dst_idx
, UINT vertex_count
, struct wined3d_buffer
*dst_buffer
,
3309 const struct wined3d_vertex_declaration
*declaration
, DWORD flags
, DWORD dst_fvf
)
3311 struct wined3d_state
*state
= &device
->stateBlock
->state
;
3312 struct wined3d_stream_info stream_info
;
3313 const struct wined3d_gl_info
*gl_info
;
3314 BOOL streamWasUP
= state
->user_stream
;
3315 struct wined3d_context
*context
;
3316 struct wined3d_shader
*vs
;
3320 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3321 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3322 device
, src_start_idx
, dst_idx
, vertex_count
,
3323 dst_buffer
, declaration
, flags
, dst_fvf
);
3326 FIXME("Output vertex declaration not implemented yet.\n");
3328 /* Need any context to write to the vbo. */
3329 context
= context_acquire(device
, NULL
);
3330 gl_info
= context
->gl_info
;
3332 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3333 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3334 * restore it afterwards. */
3335 vs
= state
->vertex_shader
;
3336 state
->vertex_shader
= NULL
;
3337 state
->user_stream
= FALSE
;
3338 device_stream_info_from_declaration(device
, &stream_info
);
3339 state
->user_stream
= streamWasUP
;
3340 state
->vertex_shader
= vs
;
3342 /* We can't convert FROM a VBO, and vertex buffers used to source into
3343 * process_vertices() are unlikely to ever be used for drawing. Release
3344 * VBOs in those buffers and fix up the stream_info structure.
3346 * Also apply the start index. */
3347 for (i
= 0; i
< (sizeof(stream_info
.elements
) / sizeof(*stream_info
.elements
)); ++i
)
3349 struct wined3d_stream_info_element
*e
;
3351 if (!(stream_info
.use_map
& (1 << i
)))
3354 e
= &stream_info
.elements
[i
];
3355 if (e
->data
.buffer_object
)
3357 struct wined3d_buffer
*vb
= state
->streams
[e
->stream_idx
].buffer
;
3358 e
->data
.buffer_object
= 0;
3359 e
->data
.addr
= (BYTE
*)((ULONG_PTR
)e
->data
.addr
+ (ULONG_PTR
)buffer_get_sysmem(vb
, gl_info
));
3361 GL_EXTCALL(glDeleteBuffersARB(1, &vb
->buffer_object
));
3362 vb
->buffer_object
= 0;
3366 e
->data
.addr
+= e
->stride
* src_start_idx
;
3369 hr
= process_vertices_strided(device
, dst_idx
, vertex_count
,
3370 &stream_info
, dst_buffer
, flags
, dst_fvf
);
3372 context_release(context
);
3377 HRESULT CDECL
wined3d_device_set_texture_stage_state(struct wined3d_device
*device
,
3378 UINT stage
, enum wined3d_texture_stage_state state
, DWORD value
)
3380 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3383 TRACE("device %p, stage %u, state %s, value %#x.\n",
3384 device
, stage
, debug_d3dtexturestate(state
), value
);
3386 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3388 WARN("Invalid state %#x passed.\n", state
);
3392 if (stage
>= gl_info
->limits
.texture_stages
)
3394 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3395 stage
, gl_info
->limits
.texture_stages
- 1);
3399 old_value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3400 device
->updateStateBlock
->changed
.textureState
[stage
] |= 1 << state
;
3401 device
->updateStateBlock
->state
.texture_states
[stage
][state
] = value
;
3403 if (device
->isRecordingState
)
3405 TRACE("Recording... not performing anything.\n");
3409 /* Checked after the assignments to allow proper stateblock recording. */
3410 if (old_value
== value
)
3412 TRACE("Application is setting the old value over, nothing to do.\n");
3416 if (stage
> device
->stateBlock
->state
.lowest_disabled_stage
3417 && device
->StateTable
[STATE_TEXTURESTAGE(0, state
)].representative
3418 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
))
3420 /* Colorop change above lowest disabled stage? That won't change
3421 * anything in the GL setup. Changes in other states are important on
3422 * disabled stages too. */
3426 if (state
== WINED3D_TSS_COLOR_OP
)
3430 if (value
== WINED3D_TOP_DISABLE
&& old_value
!= WINED3D_TOP_DISABLE
)
3432 /* Previously enabled stage disabled now. Make sure to dirtify
3433 * all enabled stages above stage, they have to be disabled.
3435 * The current stage is dirtified below. */
3436 for (i
= stage
+ 1; i
< device
->stateBlock
->state
.lowest_disabled_stage
; ++i
)
3438 TRACE("Additionally dirtifying stage %u.\n", i
);
3439 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3441 device
->stateBlock
->state
.lowest_disabled_stage
= stage
;
3442 TRACE("New lowest disabled: %u.\n", stage
);
3444 else if (value
!= WINED3D_TOP_DISABLE
&& old_value
== WINED3D_TOP_DISABLE
)
3446 /* Previously disabled stage enabled. Stages above it may need
3447 * enabling. Stage must be lowest_disabled_stage here, if it's
3448 * bigger success is returned above, and stages below the lowest
3449 * disabled stage can't be enabled (because they are enabled
3452 * Again stage stage doesn't need to be dirtified here, it is
3454 for (i
= stage
+ 1; i
< gl_info
->limits
.texture_stages
; ++i
)
3456 if (device
->updateStateBlock
->state
.texture_states
[i
][WINED3D_TSS_COLOR_OP
] == WINED3D_TOP_DISABLE
)
3458 TRACE("Additionally dirtifying stage %u due to enable.\n", i
);
3459 device_invalidate_state(device
, STATE_TEXTURESTAGE(i
, WINED3D_TSS_COLOR_OP
));
3461 device
->stateBlock
->state
.lowest_disabled_stage
= i
;
3462 TRACE("New lowest disabled: %u.\n", i
);
3466 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, state
));
3471 HRESULT CDECL
wined3d_device_get_texture_stage_state(const struct wined3d_device
*device
,
3472 UINT stage
, enum wined3d_texture_stage_state state
, DWORD
*value
)
3474 TRACE("device %p, stage %u, state %s, value %p.\n",
3475 device
, stage
, debug_d3dtexturestate(state
), value
);
3477 if (state
> WINED3D_HIGHEST_TEXTURE_STATE
)
3479 WARN("Invalid state %#x passed.\n", state
);
3483 *value
= device
->updateStateBlock
->state
.texture_states
[stage
][state
];
3484 TRACE("Returning %#x.\n", *value
);
3489 HRESULT CDECL
wined3d_device_set_texture(struct wined3d_device
*device
,
3490 UINT stage
, struct wined3d_texture
*texture
)
3492 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3493 struct wined3d_texture
*prev
;
3495 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3497 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3498 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3500 /* Windows accepts overflowing this array... we do not. */
3501 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3503 WARN("Ignoring invalid stage %u.\n", stage
);
3507 if (texture
&& texture
->resource
.pool
== WINED3D_POOL_SCRATCH
)
3509 WARN("Rejecting attempt to set scratch texture.\n");
3510 return WINED3DERR_INVALIDCALL
;
3513 device
->updateStateBlock
->changed
.textures
|= 1 << stage
;
3515 prev
= device
->updateStateBlock
->state
.textures
[stage
];
3516 TRACE("Previous texture %p.\n", prev
);
3518 if (texture
== prev
)
3520 TRACE("App is setting the same texture again, nothing to do.\n");
3524 TRACE("Setting new texture to %p.\n", texture
);
3525 device
->updateStateBlock
->state
.textures
[stage
] = texture
;
3527 if (device
->isRecordingState
)
3529 TRACE("Recording... not performing anything\n");
3531 if (texture
) wined3d_texture_incref(texture
);
3532 if (prev
) wined3d_texture_decref(prev
);
3539 LONG bind_count
= InterlockedIncrement(&texture
->resource
.bind_count
);
3541 wined3d_texture_incref(texture
);
3543 if (!prev
|| texture
->target
!= prev
->target
)
3544 device_invalidate_state(device
, STATE_PIXELSHADER
);
3546 if (!prev
&& stage
< gl_info
->limits
.texture_stages
)
3548 /* The source arguments for color and alpha ops have different
3549 * meanings when a NULL texture is bound, so the COLOR_OP and
3550 * ALPHA_OP have to be dirtified. */
3551 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
3552 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
3555 if (bind_count
== 1)
3556 texture
->sampler
= stage
;
3561 LONG bind_count
= InterlockedDecrement(&prev
->resource
.bind_count
);
3563 wined3d_texture_decref(prev
);
3565 if (!texture
&& stage
< gl_info
->limits
.texture_stages
)
3567 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_COLOR_OP
));
3568 device_invalidate_state(device
, STATE_TEXTURESTAGE(stage
, WINED3D_TSS_ALPHA_OP
));
3571 if (bind_count
&& prev
->sampler
== stage
)
3575 /* Search for other stages the texture is bound to. Shouldn't
3576 * happen if applications bind textures to a single stage only. */
3577 TRACE("Searching for other stages the texture is bound to.\n");
3578 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
3580 if (device
->updateStateBlock
->state
.textures
[i
] == prev
)
3582 TRACE("Texture is also bound to stage %u.\n", i
);
3590 device_invalidate_state(device
, STATE_SAMPLER(stage
));
3595 HRESULT CDECL
wined3d_device_get_texture(const struct wined3d_device
*device
,
3596 UINT stage
, struct wined3d_texture
**texture
)
3598 TRACE("device %p, stage %u, texture %p.\n", device
, stage
, texture
);
3600 if (stage
>= WINED3DVERTEXTEXTURESAMPLER0
&& stage
<= WINED3DVERTEXTEXTURESAMPLER3
)
3601 stage
-= (WINED3DVERTEXTEXTURESAMPLER0
- MAX_FRAGMENT_SAMPLERS
);
3603 if (stage
>= sizeof(device
->stateBlock
->state
.textures
) / sizeof(*device
->stateBlock
->state
.textures
))
3605 WARN("Ignoring invalid stage %u.\n", stage
);
3606 return WINED3D_OK
; /* Windows accepts overflowing this array ... we do not. */
3609 *texture
= device
->stateBlock
->state
.textures
[stage
];
3611 wined3d_texture_incref(*texture
);
3613 TRACE("Returning %p.\n", *texture
);
3618 HRESULT CDECL
wined3d_device_get_back_buffer(const struct wined3d_device
*device
, UINT swapchain_idx
,
3619 UINT backbuffer_idx
, enum wined3d_backbuffer_type backbuffer_type
, struct wined3d_surface
**backbuffer
)
3621 struct wined3d_swapchain
*swapchain
;
3623 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3624 device
, swapchain_idx
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3626 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3627 return WINED3DERR_INVALIDCALL
;
3629 return wined3d_swapchain_get_back_buffer(swapchain
, backbuffer_idx
, backbuffer_type
, backbuffer
);
3632 HRESULT CDECL
wined3d_device_get_device_caps(const struct wined3d_device
*device
, WINED3DCAPS
*caps
)
3634 TRACE("device %p, caps %p.\n", device
, caps
);
3636 return wined3d_get_device_caps(device
->wined3d
, device
->adapter
->ordinal
,
3637 device
->create_parms
.device_type
, caps
);
3640 HRESULT CDECL
wined3d_device_get_display_mode(const struct wined3d_device
*device
, UINT swapchain_idx
,
3641 struct wined3d_display_mode
*mode
, enum wined3d_display_rotation
*rotation
)
3643 struct wined3d_swapchain
*swapchain
;
3645 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3646 device
, swapchain_idx
, mode
, rotation
);
3648 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
3649 return WINED3DERR_INVALIDCALL
;
3651 return wined3d_swapchain_get_display_mode(swapchain
, mode
, rotation
);
3654 HRESULT CDECL
wined3d_device_begin_stateblock(struct wined3d_device
*device
)
3656 struct wined3d_stateblock
*stateblock
;
3659 TRACE("device %p.\n", device
);
3661 if (device
->isRecordingState
)
3662 return WINED3DERR_INVALIDCALL
;
3664 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_RECORDED
, &stateblock
);
3668 wined3d_stateblock_decref(device
->updateStateBlock
);
3669 device
->updateStateBlock
= stateblock
;
3670 device
->isRecordingState
= TRUE
;
3672 TRACE("Recording stateblock %p.\n", stateblock
);
3677 HRESULT CDECL
wined3d_device_end_stateblock(struct wined3d_device
*device
,
3678 struct wined3d_stateblock
**stateblock
)
3680 struct wined3d_stateblock
*object
= device
->updateStateBlock
;
3682 TRACE("device %p, stateblock %p.\n", device
, stateblock
);
3684 if (!device
->isRecordingState
)
3686 WARN("Not recording.\n");
3688 return WINED3DERR_INVALIDCALL
;
3691 stateblock_init_contained_states(object
);
3693 *stateblock
= object
;
3694 device
->isRecordingState
= FALSE
;
3695 device
->updateStateBlock
= device
->stateBlock
;
3696 wined3d_stateblock_incref(device
->updateStateBlock
);
3698 TRACE("Returning stateblock %p.\n", *stateblock
);
3703 HRESULT CDECL
wined3d_device_begin_scene(struct wined3d_device
*device
)
3705 /* At the moment we have no need for any functionality at the beginning
3707 TRACE("device %p.\n", device
);
3709 if (device
->inScene
)
3711 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3712 return WINED3DERR_INVALIDCALL
;
3714 device
->inScene
= TRUE
;
3718 HRESULT CDECL
wined3d_device_end_scene(struct wined3d_device
*device
)
3720 struct wined3d_context
*context
;
3722 TRACE("device %p.\n", device
);
3724 if (!device
->inScene
)
3726 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3727 return WINED3DERR_INVALIDCALL
;
3730 context
= context_acquire(device
, NULL
);
3731 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3732 context
->gl_info
->gl_ops
.gl
.p_glFlush();
3733 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3735 context_release(context
);
3737 device
->inScene
= FALSE
;
3741 HRESULT CDECL
wined3d_device_present(const struct wined3d_device
*device
, const RECT
*src_rect
,
3742 const RECT
*dst_rect
, HWND dst_window_override
, const RGNDATA
*dirty_region
, DWORD flags
)
3746 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
3747 device
, wine_dbgstr_rect(src_rect
), wine_dbgstr_rect(dst_rect
),
3748 dst_window_override
, dirty_region
, flags
);
3750 for (i
= 0; i
< device
->swapchain_count
; ++i
)
3752 wined3d_swapchain_present(device
->swapchains
[i
], src_rect
,
3753 dst_rect
, dst_window_override
, dirty_region
, flags
);
3759 /* Do not call while under the GL lock. */
3760 HRESULT CDECL
wined3d_device_clear(struct wined3d_device
*device
, DWORD rect_count
,
3761 const RECT
*rects
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
3765 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3766 device
, rect_count
, rects
, flags
, color
->r
, color
->g
, color
->b
, color
->a
, depth
, stencil
);
3768 if (flags
& (WINED3DCLEAR_ZBUFFER
| WINED3DCLEAR_STENCIL
))
3770 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
3773 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3774 /* TODO: What about depth stencil buffers without stencil bits? */
3775 return WINED3DERR_INVALIDCALL
;
3777 else if (flags
& WINED3DCLEAR_TARGET
)
3779 if (ds
->resource
.width
< device
->fb
.render_targets
[0]->resource
.width
3780 || ds
->resource
.height
< device
->fb
.render_targets
[0]->resource
.height
)
3782 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3788 wined3d_get_draw_rect(&device
->stateBlock
->state
, &draw_rect
);
3789 device_clear_render_targets(device
, device
->adapter
->gl_info
.limits
.buffers
,
3790 &device
->fb
, rect_count
, rects
, &draw_rect
, flags
, color
, depth
, stencil
);
3795 void CDECL
wined3d_device_set_primitive_type(struct wined3d_device
*device
,
3796 enum wined3d_primitive_type primitive_type
)
3798 TRACE("device %p, primitive_type %s\n", device
, debug_d3dprimitivetype(primitive_type
));
3800 device
->updateStateBlock
->changed
.primitive_type
= TRUE
;
3801 device
->updateStateBlock
->state
.gl_primitive_type
= gl_primitive_type_from_d3d(primitive_type
);
3804 void CDECL
wined3d_device_get_primitive_type(const struct wined3d_device
*device
,
3805 enum wined3d_primitive_type
*primitive_type
)
3807 TRACE("device %p, primitive_type %p\n", device
, primitive_type
);
3809 *primitive_type
= d3d_primitive_type_from_gl(device
->stateBlock
->state
.gl_primitive_type
);
3811 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type
));
3814 HRESULT CDECL
wined3d_device_draw_primitive(struct wined3d_device
*device
, UINT start_vertex
, UINT vertex_count
)
3816 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device
, start_vertex
, vertex_count
);
3818 if (!device
->stateBlock
->state
.vertex_declaration
)
3820 WARN("Called without a valid vertex declaration set.\n");
3821 return WINED3DERR_INVALIDCALL
;
3824 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
3825 if (device
->stateBlock
->state
.user_stream
)
3827 device_invalidate_state(device
, STATE_INDEXBUFFER
);
3828 device
->stateBlock
->state
.user_stream
= FALSE
;
3831 if (device
->stateBlock
->state
.load_base_vertex_index
)
3833 device
->stateBlock
->state
.load_base_vertex_index
= 0;
3834 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3837 /* Account for the loading offset due to index buffers. Instead of
3838 * reloading all sources correct it with the startvertex parameter. */
3839 drawPrimitive(device
, vertex_count
, start_vertex
, FALSE
, NULL
);
3843 HRESULT CDECL
wined3d_device_draw_indexed_primitive(struct wined3d_device
*device
, UINT start_idx
, UINT index_count
)
3845 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
3847 TRACE("device %p, start_idx %u, index_count %u.\n", device
, start_idx
, index_count
);
3849 if (!device
->stateBlock
->state
.index_buffer
)
3851 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
3852 * without an index buffer set. (The first time at least...)
3853 * D3D8 simply dies, but I doubt it can do much harm to return
3854 * D3DERR_INVALIDCALL there as well. */
3855 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
3856 return WINED3DERR_INVALIDCALL
;
3859 if (!device
->stateBlock
->state
.vertex_declaration
)
3861 WARN("Called without a valid vertex declaration set.\n");
3862 return WINED3DERR_INVALIDCALL
;
3865 if (device
->stateBlock
->state
.user_stream
)
3867 device_invalidate_state(device
, STATE_INDEXBUFFER
);
3868 device
->stateBlock
->state
.user_stream
= FALSE
;
3871 if (!gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] &&
3872 device
->stateBlock
->state
.load_base_vertex_index
!= device
->stateBlock
->state
.base_vertex_index
)
3874 device
->stateBlock
->state
.load_base_vertex_index
= device
->stateBlock
->state
.base_vertex_index
;
3875 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3878 drawPrimitive(device
, index_count
, start_idx
, TRUE
, NULL
);
3883 HRESULT CDECL
wined3d_device_draw_primitive_up(struct wined3d_device
*device
, UINT vertex_count
,
3884 const void *stream_data
, UINT stream_stride
)
3886 struct wined3d_stream_state
*stream
;
3887 struct wined3d_buffer
*vb
;
3889 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
3890 device
, vertex_count
, stream_data
, stream_stride
);
3892 if (!device
->stateBlock
->state
.vertex_declaration
)
3894 WARN("Called without a valid vertex declaration set.\n");
3895 return WINED3DERR_INVALIDCALL
;
3898 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
3899 stream
= &device
->stateBlock
->state
.streams
[0];
3900 vb
= stream
->buffer
;
3901 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
3903 wined3d_buffer_decref(vb
);
3905 stream
->stride
= stream_stride
;
3906 device
->stateBlock
->state
.user_stream
= TRUE
;
3907 if (device
->stateBlock
->state
.load_base_vertex_index
)
3909 device
->stateBlock
->state
.load_base_vertex_index
= 0;
3910 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3913 /* TODO: Only mark dirty if drawing from a different UP address */
3914 device_invalidate_state(device
, STATE_STREAMSRC
);
3916 drawPrimitive(device
, vertex_count
, 0, FALSE
, NULL
);
3918 /* MSDN specifies stream zero settings must be set to NULL */
3919 stream
->buffer
= NULL
;
3922 /* stream zero settings set to null at end, as per the msdn. No need to
3923 * mark dirty here, the app has to set the new stream sources or use UP
3928 HRESULT CDECL
wined3d_device_draw_indexed_primitive_up(struct wined3d_device
*device
,
3929 UINT index_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
,
3930 const void *stream_data
, UINT stream_stride
)
3932 struct wined3d_stream_state
*stream
;
3933 struct wined3d_buffer
*vb
, *ib
;
3935 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
3936 device
, index_count
, index_data
, debug_d3dformat(index_data_format_id
), stream_data
, stream_stride
);
3938 if (!device
->stateBlock
->state
.vertex_declaration
)
3940 WARN("(%p) : Called without a valid vertex declaration set\n", device
);
3941 return WINED3DERR_INVALIDCALL
;
3944 stream
= &device
->stateBlock
->state
.streams
[0];
3945 vb
= stream
->buffer
;
3946 stream
->buffer
= (struct wined3d_buffer
*)stream_data
;
3948 wined3d_buffer_decref(vb
);
3950 stream
->stride
= stream_stride
;
3951 device
->stateBlock
->state
.user_stream
= TRUE
;
3952 device
->stateBlock
->state
.index_format
= index_data_format_id
;
3954 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
3955 device
->stateBlock
->state
.base_vertex_index
= 0;
3956 if (device
->stateBlock
->state
.load_base_vertex_index
)
3958 device
->stateBlock
->state
.load_base_vertex_index
= 0;
3959 device_invalidate_state(device
, STATE_BASEVERTEXINDEX
);
3961 /* Invalidate the state until we have nicer tracking of the stream source pointers */
3962 device_invalidate_state(device
, STATE_STREAMSRC
);
3963 device_invalidate_state(device
, STATE_INDEXBUFFER
);
3965 drawPrimitive(device
, index_count
, 0, TRUE
, index_data
);
3967 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
3968 stream
->buffer
= NULL
;
3970 ib
= device
->stateBlock
->state
.index_buffer
;
3973 wined3d_buffer_decref(ib
);
3974 device
->stateBlock
->state
.index_buffer
= NULL
;
3976 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
3977 * SetStreamSource to specify a vertex buffer
3983 HRESULT CDECL
wined3d_device_draw_primitive_strided(struct wined3d_device
*device
,
3984 UINT vertex_count
, const struct wined3d_strided_data
*strided_data
)
3986 /* Mark the state dirty until we have nicer tracking. It's fine to change
3987 * baseVertexIndex because that call is only called by ddraw which does
3988 * not need that value. */
3989 device_invalidate_state(device
, STATE_VDECL
);
3990 device_invalidate_state(device
, STATE_STREAMSRC
);
3991 device_invalidate_state(device
, STATE_INDEXBUFFER
);
3993 device
->stateBlock
->state
.base_vertex_index
= 0;
3994 device
->up_strided
= strided_data
;
3995 drawPrimitive(device
, vertex_count
, 0, FALSE
, NULL
);
3996 device
->up_strided
= NULL
;
3998 /* Invalidate the states again to make sure the values from the stateblock
3999 * are properly applied in the next regular draw. Note that the application-
4000 * provided strided data has ovwritten pretty much the entire vertex and
4001 * and index stream related states */
4002 device_invalidate_state(device
, STATE_VDECL
);
4003 device_invalidate_state(device
, STATE_STREAMSRC
);
4004 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4008 HRESULT CDECL
wined3d_device_draw_indexed_primitive_strided(struct wined3d_device
*device
,
4009 UINT index_count
, const struct wined3d_strided_data
*strided_data
,
4010 UINT vertex_count
, const void *index_data
, enum wined3d_format_id index_data_format_id
)
4012 enum wined3d_format_id prev_idx_format
;
4014 /* Mark the state dirty until we have nicer tracking
4015 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4018 device_invalidate_state(device
, STATE_VDECL
);
4019 device_invalidate_state(device
, STATE_STREAMSRC
);
4020 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4022 prev_idx_format
= device
->stateBlock
->state
.index_format
;
4023 device
->stateBlock
->state
.index_format
= index_data_format_id
;
4024 device
->stateBlock
->state
.user_stream
= TRUE
;
4025 device
->stateBlock
->state
.base_vertex_index
= 0;
4026 device
->up_strided
= strided_data
;
4027 drawPrimitive(device
, index_count
, 0, TRUE
, index_data
);
4028 device
->up_strided
= NULL
;
4029 device
->stateBlock
->state
.index_format
= prev_idx_format
;
4031 device_invalidate_state(device
, STATE_VDECL
);
4032 device_invalidate_state(device
, STATE_STREAMSRC
);
4033 device_invalidate_state(device
, STATE_INDEXBUFFER
);
4037 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4038 static HRESULT
device_update_volume(struct wined3d_device
*device
,
4039 struct wined3d_volume
*src_volume
, struct wined3d_volume
*dst_volume
)
4041 struct wined3d_map_desc src
;
4042 struct wined3d_map_desc dst
;
4045 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4046 device
, src_volume
, dst_volume
);
4048 /* TODO: Implement direct loading into the gl volume instead of using
4049 * memcpy and dirtification to improve loading performance. */
4050 if (FAILED(hr
= wined3d_volume_map(src_volume
, &src
, NULL
, WINED3D_MAP_READONLY
)))
4052 if (FAILED(hr
= wined3d_volume_map(dst_volume
, &dst
, NULL
, WINED3D_MAP_DISCARD
)))
4054 wined3d_volume_unmap(src_volume
);
4058 memcpy(dst
.data
, src
.data
, dst_volume
->resource
.size
);
4060 hr
= wined3d_volume_unmap(dst_volume
);
4062 wined3d_volume_unmap(src_volume
);
4064 hr
= wined3d_volume_unmap(src_volume
);
4069 HRESULT CDECL
wined3d_device_update_texture(struct wined3d_device
*device
,
4070 struct wined3d_texture
*src_texture
, struct wined3d_texture
*dst_texture
)
4072 enum wined3d_resource_type type
;
4073 unsigned int level_count
, i
;
4076 TRACE("device %p, src_texture %p, dst_texture %p.\n", device
, src_texture
, dst_texture
);
4078 /* Verify that the source and destination textures are non-NULL. */
4079 if (!src_texture
|| !dst_texture
)
4081 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4082 return WINED3DERR_INVALIDCALL
;
4085 if (src_texture
== dst_texture
)
4087 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4088 return WINED3DERR_INVALIDCALL
;
4091 /* Verify that the source and destination textures are the same type. */
4092 type
= src_texture
->resource
.type
;
4093 if (dst_texture
->resource
.type
!= type
)
4095 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4096 return WINED3DERR_INVALIDCALL
;
4099 /* Check that both textures have the identical numbers of levels. */
4100 level_count
= wined3d_texture_get_level_count(src_texture
);
4101 if (wined3d_texture_get_level_count(dst_texture
) != level_count
)
4103 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4104 return WINED3DERR_INVALIDCALL
;
4107 /* Make sure that the destination texture is loaded. */
4108 dst_texture
->texture_ops
->texture_preload(dst_texture
, SRGB_RGB
);
4110 /* Update every surface level of the texture. */
4113 case WINED3D_RTYPE_TEXTURE
:
4115 struct wined3d_surface
*src_surface
;
4116 struct wined3d_surface
*dst_surface
;
4118 for (i
= 0; i
< level_count
; ++i
)
4120 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4121 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4122 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4125 WARN("Failed to update surface, hr %#x.\n", hr
);
4132 case WINED3D_RTYPE_CUBE_TEXTURE
:
4134 struct wined3d_surface
*src_surface
;
4135 struct wined3d_surface
*dst_surface
;
4137 for (i
= 0; i
< level_count
* 6; ++i
)
4139 src_surface
= surface_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
));
4140 dst_surface
= surface_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
));
4141 hr
= wined3d_device_update_surface(device
, src_surface
, NULL
, dst_surface
, NULL
);
4144 WARN("Failed to update surface, hr %#x.\n", hr
);
4151 case WINED3D_RTYPE_VOLUME_TEXTURE
:
4153 for (i
= 0; i
< level_count
; ++i
)
4155 hr
= device_update_volume(device
,
4156 volume_from_resource(wined3d_texture_get_sub_resource(src_texture
, i
)),
4157 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture
, i
)));
4160 WARN("Failed to update volume, hr %#x.\n", hr
);
4168 FIXME("Unsupported texture type %#x.\n", type
);
4169 return WINED3DERR_INVALIDCALL
;
4175 HRESULT CDECL
wined3d_device_get_front_buffer_data(const struct wined3d_device
*device
,
4176 UINT swapchain_idx
, struct wined3d_surface
*dst_surface
)
4178 struct wined3d_swapchain
*swapchain
;
4180 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device
, swapchain_idx
, dst_surface
);
4182 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4183 return WINED3DERR_INVALIDCALL
;
4185 return wined3d_swapchain_get_front_buffer_data(swapchain
, dst_surface
);
4188 HRESULT CDECL
wined3d_device_validate_device(const struct wined3d_device
*device
, DWORD
*num_passes
)
4190 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
4191 struct wined3d_texture
*texture
;
4194 TRACE("device %p, num_passes %p.\n", device
, num_passes
);
4196 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
4198 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] == WINED3D_TEXF_NONE
)
4200 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4201 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4203 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] == WINED3D_TEXF_NONE
)
4205 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i
);
4206 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER
;
4209 texture
= state
->textures
[i
];
4210 if (!texture
|| texture
->resource
.format
->flags
& WINED3DFMT_FLAG_FILTERING
) continue;
4212 if (state
->sampler_states
[i
][WINED3D_SAMP_MAG_FILTER
] != WINED3D_TEXF_POINT
)
4214 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i
);
4217 if (state
->sampler_states
[i
][WINED3D_SAMP_MIN_FILTER
] != WINED3D_TEXF_POINT
)
4219 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i
);
4222 if (state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_NONE
4223 && state
->sampler_states
[i
][WINED3D_SAMP_MIP_FILTER
] != WINED3D_TEXF_POINT
)
4225 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i
);
4230 if (state
->render_states
[WINED3D_RS_ZENABLE
] || state
->render_states
[WINED3D_RS_ZWRITEENABLE
]
4231 || state
->render_states
[WINED3D_RS_STENCILENABLE
])
4233 struct wined3d_surface
*ds
= device
->fb
.depth_stencil
;
4234 struct wined3d_surface
*target
= device
->fb
.render_targets
[0];
4237 && (ds
->resource
.width
< target
->resource
.width
|| ds
->resource
.height
< target
->resource
.height
))
4239 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4240 return WINED3DERR_CONFLICTINGRENDERSTATE
;
4244 /* return a sensible default */
4247 TRACE("returning D3D_OK\n");
4251 HRESULT CDECL
wined3d_device_set_software_vertex_processing(struct wined3d_device
*device
, BOOL software
)
4255 TRACE("device %p, software %#x.\n", device
, software
);
4259 FIXME("device %p, software %#x stub!\n", device
, software
);
4263 device
->softwareVertexProcessing
= software
;
4268 BOOL CDECL
wined3d_device_get_software_vertex_processing(const struct wined3d_device
*device
)
4272 TRACE("device %p.\n", device
);
4276 TRACE("device %p stub!\n", device
);
4280 return device
->softwareVertexProcessing
;
4283 HRESULT CDECL
wined3d_device_get_raster_status(const struct wined3d_device
*device
,
4284 UINT swapchain_idx
, struct wined3d_raster_status
*raster_status
)
4286 struct wined3d_swapchain
*swapchain
;
4288 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4289 device
, swapchain_idx
, raster_status
);
4291 if (!(swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
4292 return WINED3DERR_INVALIDCALL
;
4294 return wined3d_swapchain_get_raster_status(swapchain
, raster_status
);
4297 HRESULT CDECL
wined3d_device_set_npatch_mode(struct wined3d_device
*device
, float segments
)
4301 TRACE("device %p, segments %.8e.\n", device
, segments
);
4303 if (segments
!= 0.0f
)
4307 FIXME("device %p, segments %.8e stub!\n", device
, segments
);
4315 float CDECL
wined3d_device_get_npatch_mode(const struct wined3d_device
*device
)
4319 TRACE("device %p.\n", device
);
4323 FIXME("device %p stub!\n", device
);
4330 HRESULT CDECL
wined3d_device_update_surface(struct wined3d_device
*device
,
4331 struct wined3d_surface
*src_surface
, const RECT
*src_rect
,
4332 struct wined3d_surface
*dst_surface
, const POINT
*dst_point
)
4334 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4335 device
, src_surface
, wine_dbgstr_rect(src_rect
),
4336 dst_surface
, wine_dbgstr_point(dst_point
));
4338 if (src_surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
|| dst_surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
)
4340 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4341 src_surface
, dst_surface
);
4342 return WINED3DERR_INVALIDCALL
;
4345 return surface_upload_from_surface(dst_surface
, dst_point
, src_surface
, src_rect
);
4348 HRESULT CDECL
wined3d_device_draw_rect_patch(struct wined3d_device
*device
, UINT handle
,
4349 const float *num_segs
, const struct wined3d_rect_patch_info
*rect_patch_info
)
4351 struct wined3d_rect_patch
*patch
;
4352 GLenum old_primitive_type
;
4357 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4358 device
, handle
, num_segs
, rect_patch_info
);
4360 if (!(handle
|| rect_patch_info
))
4362 /* TODO: Write a test for the return value, thus the FIXME */
4363 FIXME("Both handle and rect_patch_info are NULL.\n");
4364 return WINED3DERR_INVALIDCALL
;
4369 i
= PATCHMAP_HASHFUNC(handle
);
4371 LIST_FOR_EACH(e
, &device
->patches
[i
])
4373 patch
= LIST_ENTRY(e
, struct wined3d_rect_patch
, entry
);
4374 if (patch
->Handle
== handle
)
4383 TRACE("Patch does not exist. Creating a new one\n");
4384 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4385 patch
->Handle
= handle
;
4386 list_add_head(&device
->patches
[i
], &patch
->entry
);
4388 TRACE("Found existing patch %p\n", patch
);
4393 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4394 * attributes we have to tesselate, read back, and draw. This needs a patch
4395 * management structure instance. Create one.
4397 * A possible improvement is to check if a vertex shader is used, and if not directly
4400 FIXME("Drawing an uncached patch. This is slow\n");
4401 patch
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*patch
));
4404 if (num_segs
[0] != patch
->numSegs
[0] || num_segs
[1] != patch
->numSegs
[1]
4405 || num_segs
[2] != patch
->numSegs
[2] || num_segs
[3] != patch
->numSegs
[3]
4406 || (rect_patch_info
&& memcmp(rect_patch_info
, &patch
->rect_patch_info
, sizeof(*rect_patch_info
))))
4409 TRACE("Tesselation density or patch info changed, retesselating\n");
4411 if (rect_patch_info
)
4412 patch
->rect_patch_info
= *rect_patch_info
;
4414 patch
->numSegs
[0] = num_segs
[0];
4415 patch
->numSegs
[1] = num_segs
[1];
4416 patch
->numSegs
[2] = num_segs
[2];
4417 patch
->numSegs
[3] = num_segs
[3];
4419 hr
= tesselate_rectpatch(device
, patch
);
4422 WARN("Patch tesselation failed.\n");
4424 /* Do not release the handle to store the params of the patch */
4426 HeapFree(GetProcessHeap(), 0, patch
);
4432 old_primitive_type
= device
->stateBlock
->state
.gl_primitive_type
;
4433 device
->stateBlock
->state
.gl_primitive_type
= GL_TRIANGLES
;
4434 wined3d_device_draw_primitive_strided(device
, patch
->numSegs
[0] * patch
->numSegs
[1] * 2 * 3, &patch
->strided
);
4435 device
->stateBlock
->state
.gl_primitive_type
= old_primitive_type
;
4437 /* Destroy uncached patches */
4440 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4441 HeapFree(GetProcessHeap(), 0, patch
);
4446 HRESULT CDECL
wined3d_device_draw_tri_patch(struct wined3d_device
*device
, UINT handle
,
4447 const float *segment_count
, const struct wined3d_tri_patch_info
*patch_info
)
4449 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4450 device
, handle
, segment_count
, patch_info
);
4455 HRESULT CDECL
wined3d_device_delete_patch(struct wined3d_device
*device
, UINT handle
)
4457 struct wined3d_rect_patch
*patch
;
4461 TRACE("device %p, handle %#x.\n", device
, handle
);
4463 i
= PATCHMAP_HASHFUNC(handle
);
4464 LIST_FOR_EACH(e
, &device
->patches
[i
])
4466 patch
= LIST_ENTRY(e
, struct wined3d_rect_patch
, entry
);
4467 if (patch
->Handle
== handle
)
4469 TRACE("Deleting patch %p\n", patch
);
4470 list_remove(&patch
->entry
);
4471 HeapFree(GetProcessHeap(), 0, patch
->mem
);
4472 HeapFree(GetProcessHeap(), 0, patch
);
4477 /* TODO: Write a test for the return value */
4478 FIXME("Attempt to destroy nonexistent patch\n");
4479 return WINED3DERR_INVALIDCALL
;
4482 /* Do not call while under the GL lock. */
4483 HRESULT CDECL
wined3d_device_color_fill(struct wined3d_device
*device
,
4484 struct wined3d_surface
*surface
, const RECT
*rect
, const struct wined3d_color
*color
)
4488 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4489 device
, surface
, wine_dbgstr_rect(rect
),
4490 color
->r
, color
->g
, color
->b
, color
->a
);
4492 if (surface
->resource
.pool
!= WINED3D_POOL_DEFAULT
&& surface
->resource
.pool
!= WINED3D_POOL_SYSTEM_MEM
)
4494 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface
->resource
.pool
));
4495 return WINED3DERR_INVALIDCALL
;
4500 SetRect(&r
, 0, 0, surface
->resource
.width
, surface
->resource
.height
);
4504 return surface_color_fill(surface
, rect
, color
);
4507 /* Do not call while under the GL lock. */
4508 void CDECL
wined3d_device_clear_rendertarget_view(struct wined3d_device
*device
,
4509 struct wined3d_rendertarget_view
*rendertarget_view
, const struct wined3d_color
*color
)
4511 struct wined3d_resource
*resource
;
4515 resource
= rendertarget_view
->resource
;
4516 if (resource
->type
!= WINED3D_RTYPE_SURFACE
)
4518 FIXME("Only supported on surface resources\n");
4522 SetRect(&rect
, 0, 0, resource
->width
, resource
->height
);
4523 hr
= surface_color_fill(surface_from_resource(resource
), &rect
, color
);
4524 if (FAILED(hr
)) ERR("Color fill failed, hr %#x.\n", hr
);
4527 HRESULT CDECL
wined3d_device_get_render_target(const struct wined3d_device
*device
,
4528 UINT render_target_idx
, struct wined3d_surface
**render_target
)
4530 TRACE("device %p, render_target_idx %u, render_target %p.\n",
4531 device
, render_target_idx
, render_target
);
4533 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4535 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4536 return WINED3DERR_INVALIDCALL
;
4539 *render_target
= device
->fb
.render_targets
[render_target_idx
];
4540 TRACE("Returning render target %p.\n", *render_target
);
4542 if (!*render_target
)
4543 return WINED3DERR_NOTFOUND
;
4545 wined3d_surface_incref(*render_target
);
4550 HRESULT CDECL
wined3d_device_get_depth_stencil(const struct wined3d_device
*device
,
4551 struct wined3d_surface
**depth_stencil
)
4553 TRACE("device %p, depth_stencil %p.\n", device
, depth_stencil
);
4555 *depth_stencil
= device
->fb
.depth_stencil
;
4556 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil
);
4558 if (!*depth_stencil
)
4559 return WINED3DERR_NOTFOUND
;
4561 wined3d_surface_incref(*depth_stencil
);
4566 HRESULT CDECL
wined3d_device_set_render_target(struct wined3d_device
*device
,
4567 UINT render_target_idx
, struct wined3d_surface
*render_target
, BOOL set_viewport
)
4569 struct wined3d_surface
*prev
;
4571 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4572 device
, render_target_idx
, render_target
, set_viewport
);
4574 if (render_target_idx
>= device
->adapter
->gl_info
.limits
.buffers
)
4576 WARN("Only %u render targets are supported.\n", device
->adapter
->gl_info
.limits
.buffers
);
4577 return WINED3DERR_INVALIDCALL
;
4580 prev
= device
->fb
.render_targets
[render_target_idx
];
4581 if (render_target
== prev
)
4583 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4587 /* Render target 0 can't be set to NULL. */
4588 if (!render_target
&& !render_target_idx
)
4590 WARN("Trying to set render target 0 to NULL.\n");
4591 return WINED3DERR_INVALIDCALL
;
4594 if (render_target
&& !(render_target
->resource
.usage
& WINED3DUSAGE_RENDERTARGET
))
4596 FIXME("Surface %p doesn't have render target usage.\n", render_target
);
4597 return WINED3DERR_INVALIDCALL
;
4601 wined3d_surface_incref(render_target
);
4602 device
->fb
.render_targets
[render_target_idx
] = render_target
;
4603 /* Release after the assignment, to prevent device_resource_released()
4604 * from seeing the surface as still in use. */
4606 wined3d_surface_decref(prev
);
4608 /* Render target 0 is special. */
4609 if (!render_target_idx
&& set_viewport
)
4611 /* Set the viewport and scissor rectangles, if requested. Tests show
4612 * that stateblock recording is ignored, the change goes directly
4613 * into the primary stateblock. */
4614 device
->stateBlock
->state
.viewport
.height
= device
->fb
.render_targets
[0]->resource
.height
;
4615 device
->stateBlock
->state
.viewport
.width
= device
->fb
.render_targets
[0]->resource
.width
;
4616 device
->stateBlock
->state
.viewport
.x
= 0;
4617 device
->stateBlock
->state
.viewport
.y
= 0;
4618 device
->stateBlock
->state
.viewport
.max_z
= 1.0f
;
4619 device
->stateBlock
->state
.viewport
.min_z
= 0.0f
;
4620 device_invalidate_state(device
, STATE_VIEWPORT
);
4622 device
->stateBlock
->state
.scissor_rect
.top
= 0;
4623 device
->stateBlock
->state
.scissor_rect
.left
= 0;
4624 device
->stateBlock
->state
.scissor_rect
.right
= device
->stateBlock
->state
.viewport
.width
;
4625 device
->stateBlock
->state
.scissor_rect
.bottom
= device
->stateBlock
->state
.viewport
.height
;
4626 device_invalidate_state(device
, STATE_SCISSORRECT
);
4629 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4634 HRESULT CDECL
wined3d_device_set_depth_stencil(struct wined3d_device
*device
, struct wined3d_surface
*depth_stencil
)
4636 struct wined3d_surface
*prev
= device
->fb
.depth_stencil
;
4638 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4639 device
, depth_stencil
, prev
);
4641 if (prev
== depth_stencil
)
4643 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4649 if (device
->swapchains
[0]->desc
.flags
& WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4650 || prev
->flags
& SFLAG_DISCARD
)
4652 surface_modify_ds_location(prev
, SFLAG_DISCARDED
,
4653 prev
->resource
.width
, prev
->resource
.height
);
4654 if (prev
== device
->onscreen_depth_stencil
)
4656 wined3d_surface_decref(device
->onscreen_depth_stencil
);
4657 device
->onscreen_depth_stencil
= NULL
;
4662 device
->fb
.depth_stencil
= depth_stencil
;
4664 wined3d_surface_incref(depth_stencil
);
4666 if (!prev
!= !depth_stencil
)
4668 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4669 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_ZENABLE
));
4670 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILENABLE
));
4671 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK
));
4672 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4674 else if (prev
&& prev
->resource
.format
->depth_size
!= depth_stencil
->resource
.format
->depth_size
)
4676 device_invalidate_state(device
, STATE_RENDER(WINED3D_RS_DEPTHBIAS
));
4679 wined3d_surface_decref(prev
);
4681 device_invalidate_state(device
, STATE_FRAMEBUFFER
);
4686 HRESULT CDECL
wined3d_device_set_cursor_properties(struct wined3d_device
*device
,
4687 UINT x_hotspot
, UINT y_hotspot
, struct wined3d_surface
*cursor_image
)
4689 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4690 device
, x_hotspot
, y_hotspot
, cursor_image
);
4692 /* some basic validation checks */
4693 if (device
->cursorTexture
)
4695 struct wined3d_context
*context
= context_acquire(device
, NULL
);
4697 context
->gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->cursorTexture
);
4699 context_release(context
);
4700 device
->cursorTexture
= 0;
4705 struct wined3d_display_mode mode
;
4706 struct wined3d_map_desc map_desc
;
4709 /* MSDN: Cursor must be A8R8G8B8 */
4710 if (cursor_image
->resource
.format
->id
!= WINED3DFMT_B8G8R8A8_UNORM
)
4712 WARN("surface %p has an invalid format.\n", cursor_image
);
4713 return WINED3DERR_INVALIDCALL
;
4716 if (FAILED(hr
= wined3d_get_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &mode
, NULL
)))
4718 ERR("Failed to get display mode, hr %#x.\n", hr
);
4719 return WINED3DERR_INVALIDCALL
;
4722 /* MSDN: Cursor must be smaller than the display mode */
4723 if (cursor_image
->resource
.width
> mode
.width
|| cursor_image
->resource
.height
> mode
.height
)
4725 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4726 cursor_image
, cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4727 mode
.width
, mode
.height
);
4728 return WINED3DERR_INVALIDCALL
;
4731 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4733 /* Do not store the surface's pointer because the application may
4734 * release it after setting the cursor image. Windows doesn't
4735 * addref the set surface, so we can't do this either without
4736 * creating circular refcount dependencies. Copy out the gl texture
4738 device
->cursorWidth
= cursor_image
->resource
.width
;
4739 device
->cursorHeight
= cursor_image
->resource
.height
;
4740 if (SUCCEEDED(wined3d_surface_map(cursor_image
, &map_desc
, NULL
, WINED3D_MAP_READONLY
)))
4742 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
4743 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, WINED3DFMT_B8G8R8A8_UNORM
);
4744 struct wined3d_context
*context
;
4745 char *mem
, *bits
= map_desc
.data
;
4746 GLint intfmt
= format
->glInternal
;
4747 GLint gl_format
= format
->glFormat
;
4748 GLint type
= format
->glType
;
4749 INT height
= device
->cursorHeight
;
4750 INT width
= device
->cursorWidth
;
4751 INT bpp
= format
->byte_count
;
4754 /* Reformat the texture memory (pitch and width can be
4756 mem
= HeapAlloc(GetProcessHeap(), 0, width
* height
* bpp
);
4757 for (i
= 0; i
< height
; ++i
)
4758 memcpy(&mem
[width
* bpp
* i
], &bits
[map_desc
.row_pitch
* i
], width
* bpp
);
4759 wined3d_surface_unmap(cursor_image
);
4761 context
= context_acquire(device
, NULL
);
4765 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
4767 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_FALSE
);
4768 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4771 invalidate_active_texture(device
, context
);
4772 /* Create a new cursor texture */
4773 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &device
->cursorTexture
);
4774 checkGLcall("glGenTextures");
4775 context_bind_texture(context
, GL_TEXTURE_2D
, device
->cursorTexture
);
4776 /* Copy the bitmap memory into the cursor texture */
4777 gl_info
->gl_ops
.gl
.p_glTexImage2D(GL_TEXTURE_2D
, 0, intfmt
, width
, height
, 0, gl_format
, type
, mem
);
4778 checkGLcall("glTexImage2D");
4779 HeapFree(GetProcessHeap(), 0, mem
);
4781 if (gl_info
->supported
[APPLE_CLIENT_STORAGE
])
4783 gl_info
->gl_ops
.gl
.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE
, GL_TRUE
);
4784 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4789 context_release(context
);
4793 FIXME("A cursor texture was not returned.\n");
4794 device
->cursorTexture
= 0;
4797 if (cursor_image
->resource
.width
== 32 && cursor_image
->resource
.height
== 32)
4799 UINT mask_size
= cursor_image
->resource
.width
* cursor_image
->resource
.height
/ 8;
4800 ICONINFO cursorInfo
;
4804 /* 32-bit user32 cursors ignore the alpha channel if it's all
4805 * zeroes, and use the mask instead. Fill the mask with all ones
4806 * to ensure we still get a fully transparent cursor. */
4807 maskBits
= HeapAlloc(GetProcessHeap(), 0, mask_size
);
4808 memset(maskBits
, 0xff, mask_size
);
4809 wined3d_surface_map(cursor_image
, &map_desc
, NULL
,
4810 WINED3D_MAP_NO_DIRTY_UPDATE
| WINED3D_MAP_READONLY
);
4811 TRACE("width: %u height: %u.\n", cursor_image
->resource
.width
, cursor_image
->resource
.height
);
4813 cursorInfo
.fIcon
= FALSE
;
4814 cursorInfo
.xHotspot
= x_hotspot
;
4815 cursorInfo
.yHotspot
= y_hotspot
;
4816 cursorInfo
.hbmMask
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4818 cursorInfo
.hbmColor
= CreateBitmap(cursor_image
->resource
.width
, cursor_image
->resource
.height
,
4819 1, 32, map_desc
.data
);
4820 wined3d_surface_unmap(cursor_image
);
4821 /* Create our cursor and clean up. */
4822 cursor
= CreateIconIndirect(&cursorInfo
);
4823 if (cursorInfo
.hbmMask
) DeleteObject(cursorInfo
.hbmMask
);
4824 if (cursorInfo
.hbmColor
) DeleteObject(cursorInfo
.hbmColor
);
4825 if (device
->hardwareCursor
) DestroyCursor(device
->hardwareCursor
);
4826 device
->hardwareCursor
= cursor
;
4827 if (device
->bCursorVisible
) SetCursor( cursor
);
4828 HeapFree(GetProcessHeap(), 0, maskBits
);
4832 device
->xHotSpot
= x_hotspot
;
4833 device
->yHotSpot
= y_hotspot
;
4837 void CDECL
wined3d_device_set_cursor_position(struct wined3d_device
*device
,
4838 int x_screen_space
, int y_screen_space
, DWORD flags
)
4840 TRACE("device %p, x %d, y %d, flags %#x.\n",
4841 device
, x_screen_space
, y_screen_space
, flags
);
4843 device
->xScreenSpace
= x_screen_space
;
4844 device
->yScreenSpace
= y_screen_space
;
4846 if (device
->hardwareCursor
)
4850 GetCursorPos( &pt
);
4851 if (x_screen_space
== pt
.x
&& y_screen_space
== pt
.y
)
4853 SetCursorPos( x_screen_space
, y_screen_space
);
4855 /* Switch to the software cursor if position diverges from the hardware one. */
4856 GetCursorPos( &pt
);
4857 if (x_screen_space
!= pt
.x
|| y_screen_space
!= pt
.y
)
4859 if (device
->bCursorVisible
) SetCursor( NULL
);
4860 DestroyCursor( device
->hardwareCursor
);
4861 device
->hardwareCursor
= 0;
4866 BOOL CDECL
wined3d_device_show_cursor(struct wined3d_device
*device
, BOOL show
)
4868 BOOL oldVisible
= device
->bCursorVisible
;
4870 TRACE("device %p, show %#x.\n", device
, show
);
4873 * When ShowCursor is first called it should make the cursor appear at the OS's last
4874 * known cursor position.
4876 if (show
&& !oldVisible
)
4880 device
->xScreenSpace
= pt
.x
;
4881 device
->yScreenSpace
= pt
.y
;
4884 if (device
->hardwareCursor
)
4886 device
->bCursorVisible
= show
;
4888 SetCursor(device
->hardwareCursor
);
4894 if (device
->cursorTexture
)
4895 device
->bCursorVisible
= show
;
4901 void CDECL
wined3d_device_evict_managed_resources(struct wined3d_device
*device
)
4903 struct wined3d_resource
*resource
, *cursor
;
4905 TRACE("device %p.\n", device
);
4907 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4909 TRACE("Checking resource %p for eviction.\n", resource
);
4911 if (resource
->pool
== WINED3D_POOL_MANAGED
&& !resource
->map_count
)
4913 TRACE("Evicting %p.\n", resource
);
4914 resource
->resource_ops
->resource_unload(resource
);
4918 /* Invalidate stream sources, the buffer(s) may have been evicted. */
4919 device_invalidate_state(device
, STATE_STREAMSRC
);
4922 /* Do not call while under the GL lock. */
4923 static void delete_opengl_contexts(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4925 struct wined3d_resource
*resource
, *cursor
;
4926 const struct wined3d_gl_info
*gl_info
;
4927 struct wined3d_context
*context
;
4928 struct wined3d_shader
*shader
;
4930 context
= context_acquire(device
, NULL
);
4931 gl_info
= context
->gl_info
;
4933 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
4935 TRACE("Unloading resource %p.\n", resource
);
4937 resource
->resource_ops
->resource_unload(resource
);
4940 LIST_FOR_EACH_ENTRY(shader
, &device
->shaders
, struct wined3d_shader
, shader_list_entry
)
4942 device
->shader_backend
->shader_destroy(shader
);
4946 if (device
->depth_blt_texture
)
4948 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->depth_blt_texture
);
4949 device
->depth_blt_texture
= 0;
4951 if (device
->cursorTexture
)
4953 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &device
->cursorTexture
);
4954 device
->cursorTexture
= 0;
4958 device
->blitter
->free_private(device
);
4959 device
->frag_pipe
->free_private(device
);
4960 device
->shader_backend
->shader_free_private(device
);
4961 destroy_dummy_textures(device
, gl_info
);
4963 context_release(context
);
4965 while (device
->context_count
)
4967 swapchain_destroy_contexts(device
->contexts
[0]->swapchain
);
4970 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4971 swapchain
->context
= NULL
;
4974 /* Do not call while under the GL lock. */
4975 static HRESULT
create_primary_opengl_context(struct wined3d_device
*device
, struct wined3d_swapchain
*swapchain
)
4977 struct wined3d_context
*context
;
4978 struct wined3d_surface
*target
;
4981 /* Recreate the primary swapchain's context */
4982 swapchain
->context
= HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain
->context
));
4983 if (!swapchain
->context
)
4985 ERR("Failed to allocate memory for swapchain context array.\n");
4986 return E_OUTOFMEMORY
;
4989 target
= swapchain
->back_buffers
? swapchain
->back_buffers
[0] : swapchain
->front_buffer
;
4990 if (!(context
= context_create(swapchain
, target
, swapchain
->ds_format
)))
4992 WARN("Failed to create context.\n");
4993 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
4997 swapchain
->context
[0] = context
;
4998 swapchain
->num_contexts
= 1;
4999 create_dummy_textures(device
, context
);
5000 context_release(context
);
5002 hr
= device
->shader_backend
->shader_alloc_private(device
);
5005 ERR("Failed to allocate shader private data, hr %#x.\n", hr
);
5009 hr
= device
->frag_pipe
->alloc_private(device
);
5012 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr
);
5013 device
->shader_backend
->shader_free_private(device
);
5017 hr
= device
->blitter
->alloc_private(device
);
5020 ERR("Failed to allocate blitter private data, hr %#x.\n", hr
);
5021 device
->frag_pipe
->free_private(device
);
5022 device
->shader_backend
->shader_free_private(device
);
5029 context_acquire(device
, NULL
);
5030 destroy_dummy_textures(device
, context
->gl_info
);
5031 context_release(context
);
5032 context_destroy(device
, context
);
5033 HeapFree(GetProcessHeap(), 0, swapchain
->context
);
5034 swapchain
->num_contexts
= 0;
5038 /* Do not call while under the GL lock. */
5039 HRESULT CDECL
wined3d_device_reset(struct wined3d_device
*device
,
5040 const struct wined3d_swapchain_desc
*swapchain_desc
, const struct wined3d_display_mode
*mode
,
5041 wined3d_device_reset_cb callback
)
5043 struct wined3d_resource
*resource
, *cursor
;
5044 struct wined3d_swapchain
*swapchain
;
5045 struct wined3d_display_mode m
;
5046 BOOL DisplayModeChanged
= FALSE
;
5047 BOOL update_desc
= FALSE
;
5051 TRACE("device %p, swapchain_desc %p, mode %p, callback %p.\n", device
, swapchain_desc
, mode
, callback
);
5053 if (!(swapchain
= wined3d_device_get_swapchain(device
, 0)))
5055 ERR("Failed to get the first implicit swapchain.\n");
5056 return WINED3DERR_INVALIDCALL
;
5059 stateblock_unbind_resources(device
->stateBlock
);
5060 if (device
->fb
.render_targets
)
5062 if (swapchain
->back_buffers
&& swapchain
->back_buffers
[0])
5063 wined3d_device_set_render_target(device
, 0, swapchain
->back_buffers
[0], FALSE
);
5065 wined3d_device_set_render_target(device
, 0, swapchain
->front_buffer
, FALSE
);
5066 for (i
= 1; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5068 wined3d_device_set_render_target(device
, i
, NULL
, FALSE
);
5071 wined3d_device_set_depth_stencil(device
, NULL
);
5073 if (device
->onscreen_depth_stencil
)
5075 wined3d_surface_decref(device
->onscreen_depth_stencil
);
5076 device
->onscreen_depth_stencil
= NULL
;
5079 LIST_FOR_EACH_ENTRY_SAFE(resource
, cursor
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5081 TRACE("Enumerating resource %p.\n", resource
);
5082 if (FAILED(hr
= callback(resource
)))
5086 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5087 * on an existing gl context, so there's no real need for recreation.
5089 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5091 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5093 TRACE("New params:\n");
5094 TRACE("backbuffer_width %u\n", swapchain_desc
->backbuffer_width
);
5095 TRACE("backbuffer_height %u\n", swapchain_desc
->backbuffer_height
);
5096 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc
->backbuffer_format
));
5097 TRACE("backbuffer_count %u\n", swapchain_desc
->backbuffer_count
);
5098 TRACE("multisample_type %#x\n", swapchain_desc
->multisample_type
);
5099 TRACE("multisample_quality %u\n", swapchain_desc
->multisample_quality
);
5100 TRACE("swap_effect %#x\n", swapchain_desc
->swap_effect
);
5101 TRACE("device_window %p\n", swapchain_desc
->device_window
);
5102 TRACE("windowed %#x\n", swapchain_desc
->windowed
);
5103 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc
->enable_auto_depth_stencil
);
5104 if (swapchain_desc
->enable_auto_depth_stencil
)
5105 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc
->auto_depth_stencil_format
));
5106 TRACE("flags %#x\n", swapchain_desc
->flags
);
5107 TRACE("refresh_rate %u\n", swapchain_desc
->refresh_rate
);
5108 TRACE("swap_interval %u\n", swapchain_desc
->swap_interval
);
5109 TRACE("auto_restore_display_mode %#x\n", swapchain_desc
->auto_restore_display_mode
);
5111 /* No special treatment of these parameters. Just store them */
5112 swapchain
->desc
.swap_effect
= swapchain_desc
->swap_effect
;
5113 swapchain
->desc
.flags
= swapchain_desc
->flags
;
5114 swapchain
->desc
.swap_interval
= swapchain_desc
->swap_interval
;
5115 swapchain
->desc
.refresh_rate
= swapchain_desc
->refresh_rate
;
5117 /* What to do about these? */
5118 if (swapchain_desc
->backbuffer_count
5119 && swapchain_desc
->backbuffer_count
!= swapchain
->desc
.backbuffer_count
)
5120 FIXME("Cannot change the back buffer count yet.\n");
5122 if (swapchain_desc
->device_window
5123 && swapchain_desc
->device_window
!= swapchain
->desc
.device_window
)
5125 TRACE("Changing the device window from %p to %p.\n",
5126 swapchain
->desc
.device_window
, swapchain_desc
->device_window
);
5127 swapchain
->desc
.device_window
= swapchain_desc
->device_window
;
5128 swapchain
->device_window
= swapchain_desc
->device_window
;
5129 wined3d_swapchain_set_window(swapchain
, NULL
);
5132 if (swapchain_desc
->enable_auto_depth_stencil
&& !device
->auto_depth_stencil
)
5136 TRACE("Creating the depth stencil buffer\n");
5138 if (FAILED(hr
= device
->device_parent
->ops
->create_swapchain_surface(device
->device_parent
,
5139 device
->device_parent
, swapchain_desc
->backbuffer_width
, swapchain_desc
->backbuffer_height
,
5140 swapchain_desc
->auto_depth_stencil_format
, WINED3DUSAGE_DEPTHSTENCIL
,
5141 swapchain_desc
->multisample_type
, swapchain_desc
->multisample_quality
,
5142 &device
->auto_depth_stencil
)))
5144 ERR("Failed to create the depth stencil buffer, hr %#x.\n", hr
);
5145 return WINED3DERR_INVALIDCALL
;
5149 /* Reset the depth stencil */
5150 if (swapchain_desc
->enable_auto_depth_stencil
)
5151 wined3d_device_set_depth_stencil(device
, device
->auto_depth_stencil
);
5155 DisplayModeChanged
= TRUE
;
5158 else if (swapchain_desc
->windowed
)
5160 m
.width
= swapchain
->orig_width
;
5161 m
.height
= swapchain
->orig_height
;
5163 m
.format_id
= swapchain
->desc
.backbuffer_format
;
5164 m
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
5168 m
.width
= swapchain_desc
->backbuffer_width
;
5169 m
.height
= swapchain_desc
->backbuffer_height
;
5170 m
.refresh_rate
= swapchain_desc
->refresh_rate
;
5171 m
.format_id
= swapchain_desc
->backbuffer_format
;
5172 m
.scanline_ordering
= WINED3D_SCANLINE_ORDERING_UNKNOWN
;
5175 /* Should Width == 800 && Height == 0 set 800x600? */
5176 if (swapchain_desc
->backbuffer_width
&& swapchain_desc
->backbuffer_height
5177 && (swapchain_desc
->backbuffer_width
!= swapchain
->desc
.backbuffer_width
5178 || swapchain_desc
->backbuffer_height
!= swapchain
->desc
.backbuffer_height
))
5180 if (!swapchain_desc
->windowed
)
5181 DisplayModeChanged
= TRUE
;
5183 swapchain
->desc
.backbuffer_width
= swapchain_desc
->backbuffer_width
;
5184 swapchain
->desc
.backbuffer_height
= swapchain_desc
->backbuffer_height
;
5188 if (swapchain_desc
->backbuffer_format
!= WINED3DFMT_UNKNOWN
5189 && swapchain_desc
->backbuffer_format
!= swapchain
->desc
.backbuffer_format
)
5191 swapchain
->desc
.backbuffer_format
= swapchain_desc
->backbuffer_format
;
5195 if (swapchain_desc
->multisample_type
!= swapchain
->desc
.multisample_type
5196 || swapchain_desc
->multisample_quality
!= swapchain
->desc
.multisample_quality
)
5198 swapchain
->desc
.multisample_type
= swapchain_desc
->multisample_type
;
5199 swapchain
->desc
.multisample_quality
= swapchain_desc
->multisample_quality
;
5207 if (FAILED(hr
= wined3d_surface_update_desc(swapchain
->front_buffer
, swapchain
->desc
.backbuffer_width
,
5208 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
5209 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
)))
5212 for (i
= 0; i
< swapchain
->desc
.backbuffer_count
; ++i
)
5214 if (FAILED(hr
= wined3d_surface_update_desc(swapchain
->back_buffers
[i
], swapchain
->desc
.backbuffer_width
,
5215 swapchain
->desc
.backbuffer_height
, swapchain
->desc
.backbuffer_format
,
5216 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
)))
5219 if (device
->auto_depth_stencil
)
5221 if (FAILED(hr
= wined3d_surface_update_desc(device
->auto_depth_stencil
, swapchain
->desc
.backbuffer_width
,
5222 swapchain
->desc
.backbuffer_height
, device
->auto_depth_stencil
->resource
.format
->id
,
5223 swapchain
->desc
.multisample_type
, swapchain
->desc
.multisample_quality
)))
5228 if (!swapchain_desc
->windowed
!= !swapchain
->desc
.windowed
5229 || DisplayModeChanged
)
5231 if (FAILED(hr
= wined3d_set_adapter_display_mode(device
->wined3d
, device
->adapter
->ordinal
, &m
)))
5233 WARN("Failed to set display mode, hr %#x.\n", hr
);
5234 return WINED3DERR_INVALIDCALL
;
5237 if (!swapchain_desc
->windowed
)
5239 if (swapchain
->desc
.windowed
)
5241 HWND focus_window
= device
->create_parms
.focus_window
;
5243 focus_window
= swapchain_desc
->device_window
;
5244 if (FAILED(hr
= wined3d_device_acquire_focus_window(device
, focus_window
)))
5246 ERR("Failed to acquire focus window, hr %#x.\n", hr
);
5250 /* switch from windowed to fs */
5251 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5252 swapchain_desc
->backbuffer_width
,
5253 swapchain_desc
->backbuffer_height
);
5257 /* Fullscreen -> fullscreen mode change */
5258 MoveWindow(swapchain
->device_window
, 0, 0,
5259 swapchain_desc
->backbuffer_width
,
5260 swapchain_desc
->backbuffer_height
,
5264 else if (!swapchain
->desc
.windowed
)
5266 /* Fullscreen -> windowed switch */
5267 wined3d_device_restore_fullscreen_window(device
, swapchain
->device_window
);
5268 wined3d_device_release_focus_window(device
);
5270 swapchain
->desc
.windowed
= swapchain_desc
->windowed
;
5272 else if (!swapchain_desc
->windowed
)
5274 DWORD style
= device
->style
;
5275 DWORD exStyle
= device
->exStyle
;
5276 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5277 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5278 * Reset to clear up their mess. Guild Wars also loses the device during that.
5281 device
->exStyle
= 0;
5282 wined3d_device_setup_fullscreen_window(device
, swapchain
->device_window
,
5283 swapchain_desc
->backbuffer_width
,
5284 swapchain_desc
->backbuffer_height
);
5285 device
->style
= style
;
5286 device
->exStyle
= exStyle
;
5289 TRACE("Resetting stateblock.\n");
5290 wined3d_stateblock_decref(device
->updateStateBlock
);
5291 wined3d_stateblock_decref(device
->stateBlock
);
5293 if (device
->d3d_initialized
)
5294 delete_opengl_contexts(device
, swapchain
);
5296 /* Note: No parent needed for initial internal stateblock */
5297 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_INIT
, &device
->stateBlock
);
5299 ERR("Resetting the stateblock failed with error %#x.\n", hr
);
5301 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5302 device
->updateStateBlock
= device
->stateBlock
;
5303 wined3d_stateblock_incref(device
->updateStateBlock
);
5305 stateblock_init_default_state(device
->stateBlock
);
5307 swapchain_update_render_to_fbo(swapchain
);
5308 swapchain_update_draw_bindings(swapchain
);
5310 if (device
->d3d_initialized
)
5311 hr
= create_primary_opengl_context(device
, swapchain
);
5313 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5319 HRESULT CDECL
wined3d_device_set_dialog_box_mode(struct wined3d_device
*device
, BOOL enable_dialogs
)
5321 TRACE("device %p, enable_dialogs %#x.\n", device
, enable_dialogs
);
5323 if (!enable_dialogs
) FIXME("Dialogs cannot be disabled yet.\n");
5329 HRESULT CDECL
wined3d_device_get_creation_parameters(const struct wined3d_device
*device
,
5330 struct wined3d_device_creation_parameters
*parameters
)
5332 TRACE("device %p, parameters %p.\n", device
, parameters
);
5334 *parameters
= device
->create_parms
;
5338 void CDECL
wined3d_device_set_gamma_ramp(const struct wined3d_device
*device
,
5339 UINT swapchain_idx
, DWORD flags
, const struct wined3d_gamma_ramp
*ramp
)
5341 struct wined3d_swapchain
*swapchain
;
5343 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5344 device
, swapchain_idx
, flags
, ramp
);
5346 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
5347 wined3d_swapchain_set_gamma_ramp(swapchain
, flags
, ramp
);
5350 void CDECL
wined3d_device_get_gamma_ramp(const struct wined3d_device
*device
,
5351 UINT swapchain_idx
, struct wined3d_gamma_ramp
*ramp
)
5353 struct wined3d_swapchain
*swapchain
;
5355 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5356 device
, swapchain_idx
, ramp
);
5358 if ((swapchain
= wined3d_device_get_swapchain(device
, swapchain_idx
)))
5359 wined3d_swapchain_get_gamma_ramp(swapchain
, ramp
);
5362 void device_resource_add(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5364 TRACE("device %p, resource %p.\n", device
, resource
);
5366 list_add_head(&device
->resources
, &resource
->resource_list_entry
);
5369 static void device_resource_remove(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5371 TRACE("device %p, resource %p.\n", device
, resource
);
5373 list_remove(&resource
->resource_list_entry
);
5376 void device_resource_released(struct wined3d_device
*device
, struct wined3d_resource
*resource
)
5378 enum wined3d_resource_type type
= resource
->type
;
5381 TRACE("device %p, resource %p, type %s.\n", device
, resource
, debug_d3dresourcetype(type
));
5383 context_resource_released(device
, resource
, type
);
5387 case WINED3D_RTYPE_SURFACE
:
5389 struct wined3d_surface
*surface
= surface_from_resource(resource
);
5391 if (!device
->d3d_initialized
) break;
5393 for (i
= 0; i
< device
->adapter
->gl_info
.limits
.buffers
; ++i
)
5395 if (device
->fb
.render_targets
[i
] == surface
)
5397 ERR("Surface %p is still in use as render target %u.\n", surface
, i
);
5398 device
->fb
.render_targets
[i
] = NULL
;
5402 if (device
->fb
.depth_stencil
== surface
)
5404 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface
);
5405 device
->fb
.depth_stencil
= NULL
;
5410 case WINED3D_RTYPE_TEXTURE
:
5411 case WINED3D_RTYPE_CUBE_TEXTURE
:
5412 case WINED3D_RTYPE_VOLUME_TEXTURE
:
5413 for (i
= 0; i
< MAX_COMBINED_SAMPLERS
; ++i
)
5415 struct wined3d_texture
*texture
= wined3d_texture_from_resource(resource
);
5417 if (device
->stateBlock
&& device
->stateBlock
->state
.textures
[i
] == texture
)
5419 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5420 texture
, device
->stateBlock
, i
);
5421 device
->stateBlock
->state
.textures
[i
] = NULL
;
5424 if (device
->updateStateBlock
!= device
->stateBlock
5425 && device
->updateStateBlock
->state
.textures
[i
] == texture
)
5427 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5428 texture
, device
->updateStateBlock
, i
);
5429 device
->updateStateBlock
->state
.textures
[i
] = NULL
;
5434 case WINED3D_RTYPE_BUFFER
:
5436 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
5438 for (i
= 0; i
< MAX_STREAMS
; ++i
)
5440 if (device
->stateBlock
&& device
->stateBlock
->state
.streams
[i
].buffer
== buffer
)
5442 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5443 buffer
, device
->stateBlock
, i
);
5444 device
->stateBlock
->state
.streams
[i
].buffer
= NULL
;
5447 if (device
->updateStateBlock
!= device
->stateBlock
5448 && device
->updateStateBlock
->state
.streams
[i
].buffer
== buffer
)
5450 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5451 buffer
, device
->updateStateBlock
, i
);
5452 device
->updateStateBlock
->state
.streams
[i
].buffer
= NULL
;
5457 if (device
->stateBlock
&& device
->stateBlock
->state
.index_buffer
== buffer
)
5459 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5460 buffer
, device
->stateBlock
);
5461 device
->stateBlock
->state
.index_buffer
= NULL
;
5464 if (device
->updateStateBlock
!= device
->stateBlock
5465 && device
->updateStateBlock
->state
.index_buffer
== buffer
)
5467 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5468 buffer
, device
->updateStateBlock
);
5469 device
->updateStateBlock
->state
.index_buffer
= NULL
;
5478 /* Remove the resource from the resourceStore */
5479 device_resource_remove(device
, resource
);
5481 TRACE("Resource released.\n");
5484 HRESULT CDECL
wined3d_device_get_surface_from_dc(const struct wined3d_device
*device
,
5485 HDC dc
, struct wined3d_surface
**surface
)
5487 struct wined3d_resource
*resource
;
5489 TRACE("device %p, dc %p, surface %p.\n", device
, dc
, surface
);
5492 return WINED3DERR_INVALIDCALL
;
5494 LIST_FOR_EACH_ENTRY(resource
, &device
->resources
, struct wined3d_resource
, resource_list_entry
)
5496 if (resource
->type
== WINED3D_RTYPE_SURFACE
)
5498 struct wined3d_surface
*s
= surface_from_resource(resource
);
5502 TRACE("Found surface %p for dc %p.\n", s
, dc
);
5509 return WINED3DERR_INVALIDCALL
;
5512 HRESULT
device_init(struct wined3d_device
*device
, struct wined3d
*wined3d
,
5513 UINT adapter_idx
, enum wined3d_device_type device_type
, HWND focus_window
, DWORD flags
,
5514 BYTE surface_alignment
, struct wined3d_device_parent
*device_parent
)
5516 struct wined3d_adapter
*adapter
= &wined3d
->adapters
[adapter_idx
];
5517 const struct fragment_pipeline
*fragment_pipeline
;
5518 struct shader_caps shader_caps
;
5519 struct fragment_caps ffp_caps
;
5524 device
->wined3d
= wined3d
;
5525 wined3d_incref(device
->wined3d
);
5526 device
->adapter
= wined3d
->adapter_count
? adapter
: NULL
;
5527 device
->device_parent
= device_parent
;
5528 list_init(&device
->resources
);
5529 list_init(&device
->shaders
);
5530 device
->surface_alignment
= surface_alignment
;
5532 /* Save the creation parameters. */
5533 device
->create_parms
.adapter_idx
= adapter_idx
;
5534 device
->create_parms
.device_type
= device_type
;
5535 device
->create_parms
.focus_window
= focus_window
;
5536 device
->create_parms
.flags
= flags
;
5538 for (i
= 0; i
< PATCHMAP_SIZE
; ++i
) list_init(&device
->patches
[i
]);
5540 select_shader_mode(&adapter
->gl_info
, &device
->ps_selected_mode
, &device
->vs_selected_mode
);
5541 device
->shader_backend
= adapter
->shader_backend
;
5543 if (device
->shader_backend
)
5545 device
->shader_backend
->shader_get_caps(&adapter
->gl_info
, &shader_caps
);
5546 device
->vs_version
= shader_caps
.vs_version
;
5547 device
->gs_version
= shader_caps
.gs_version
;
5548 device
->ps_version
= shader_caps
.ps_version
;
5549 device
->d3d_vshader_constantF
= shader_caps
.vs_uniform_count
;
5550 device
->d3d_pshader_constantF
= shader_caps
.ps_uniform_count
;
5551 device
->vs_clipping
= shader_caps
.vs_clipping
;
5553 fragment_pipeline
= adapter
->fragment_pipe
;
5554 device
->frag_pipe
= fragment_pipeline
;
5555 if (fragment_pipeline
)
5557 fragment_pipeline
->get_caps(&adapter
->gl_info
, &ffp_caps
);
5558 device
->max_ffp_textures
= ffp_caps
.MaxSimultaneousTextures
;
5560 hr
= compile_state_table(device
->StateTable
, device
->multistate_funcs
, &adapter
->gl_info
,
5561 ffp_vertexstate_template
, fragment_pipeline
, misc_state_template
);
5564 ERR("Failed to compile state table, hr %#x.\n", hr
);
5565 wined3d_decref(device
->wined3d
);
5569 device
->blitter
= adapter
->blitter
;
5571 hr
= wined3d_stateblock_create(device
, WINED3D_SBT_INIT
, &device
->stateBlock
);
5574 WARN("Failed to create stateblock.\n");
5575 for (i
= 0; i
< sizeof(device
->multistate_funcs
) / sizeof(device
->multistate_funcs
[0]); ++i
)
5577 HeapFree(GetProcessHeap(), 0, device
->multistate_funcs
[i
]);
5579 wined3d_decref(device
->wined3d
);
5583 TRACE("Created stateblock %p.\n", device
->stateBlock
);
5584 device
->updateStateBlock
= device
->stateBlock
;
5585 wined3d_stateblock_incref(device
->updateStateBlock
);
5591 void device_invalidate_state(const struct wined3d_device
*device
, DWORD state
)
5593 DWORD rep
= device
->StateTable
[state
].representative
;
5594 struct wined3d_context
*context
;
5599 for (i
= 0; i
< device
->context_count
; ++i
)
5601 context
= device
->contexts
[i
];
5602 if(isStateDirty(context
, rep
)) continue;
5604 context
->dirtyArray
[context
->numDirtyEntries
++] = rep
;
5605 idx
= rep
/ (sizeof(*context
->isStateDirty
) * CHAR_BIT
);
5606 shift
= rep
& ((sizeof(*context
->isStateDirty
) * CHAR_BIT
) - 1);
5607 context
->isStateDirty
[idx
] |= (1 << shift
);
5611 void get_drawable_size_fbo(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
5613 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5614 *width
= context
->current_rt
->pow2Width
;
5615 *height
= context
->current_rt
->pow2Height
;
5618 void get_drawable_size_backbuffer(const struct wined3d_context
*context
, UINT
*width
, UINT
*height
)
5620 const struct wined3d_swapchain
*swapchain
= context
->swapchain
;
5621 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5622 * current context's drawable, which is the size of the back buffer of the swapchain
5623 * the active context belongs to. */
5624 *width
= swapchain
->desc
.backbuffer_width
;
5625 *height
= swapchain
->desc
.backbuffer_height
;
5628 LRESULT
device_process_message(struct wined3d_device
*device
, HWND window
, BOOL unicode
,
5629 UINT message
, WPARAM wparam
, LPARAM lparam
, WNDPROC proc
)
5631 if (device
->filter_messages
)
5633 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5634 window
, message
, wparam
, lparam
);
5636 return DefWindowProcW(window
, message
, wparam
, lparam
);
5638 return DefWindowProcA(window
, message
, wparam
, lparam
);
5641 if (message
== WM_DESTROY
)
5643 TRACE("unregister window %p.\n", window
);
5644 wined3d_unregister_window(window
);
5646 if (InterlockedCompareExchangePointer((void **)&device
->focus_window
, NULL
, window
) != window
)
5647 ERR("Window %p is not the focus window for device %p.\n", window
, device
);
5649 else if (message
== WM_DISPLAYCHANGE
)
5651 device
->device_parent
->ops
->mode_changed(device
->device_parent
);
5655 return CallWindowProcW(proc
, window
, message
, wparam
, lparam
);
5657 return CallWindowProcA(proc
, window
, message
, wparam
, lparam
);