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 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 static 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;
186 stream_info->use_map = 0;
187 stream_info->swizzle_map = 0;
188 stream_info->all_vbo = 1;
190 /* Check for transformed vertices, disable vertex shader if present. */
191 stream_info->position_transformed = declaration->position_transformed;
192 use_vshader = state->vertex_shader && !declaration->position_transformed;
194 /* Translate the declaration into strided data. */
195 for (i = 0; i < declaration->element_count; ++i)
197 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
198 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
199 struct wined3d_buffer *buffer = stream->buffer;
200 struct wined3d_bo_address data;
205 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
206 element, i + 1, declaration->element_count);
208 if (!buffer) continue;
210 stride = stream->stride;
212 TRACE("Stream %u, buffer %p.\n", element->input_slot, buffer);
213 buffer_get_memory(buffer, &device->adapter->gl_info, &data);
215 /* We can't use VBOs if the base vertex index is negative. OpenGL
216 * doesn't accept negative offsets (or rather offsets bigger than the
217 * VBO, because the pointer is unsigned), so use system memory
218 * sources. In most sane cases the pointer - offset will still be > 0,
219 * otherwise it will wrap around to some big value. Hope that with the
220 * indices, the driver wraps it back internally. If not,
221 * drawStridedSlow() is needed, including a vertex buffer path. */
222 if (state->load_base_vertex_index < 0)
224 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n", state->load_base_vertex_index);
225 data.buffer_object = 0;
226 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
227 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
228 FIXME("System memory vertex data load offset is negative!\n");
230 data.addr += element->offset;
232 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
236 if (element->output_slot == ~0U)
238 /* TODO: Assuming vertexdeclarations are usually used with the
239 * same or a similar shader, it might be worth it to store the
240 * last used output slot and try that one first. */
241 stride_used = vshader_get_input(state->vertex_shader,
242 element->usage, element->usage_idx, &idx);
246 idx = element->output_slot;
252 if (!element->ffp_valid)
254 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
255 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
260 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
266 TRACE("Load %s array %u [usage %s, usage_idx %u, "
267 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
268 use_vshader ? "shader": "fixed function", idx,
269 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
270 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
272 data.addr += stream->offset;
274 stream_info->elements[idx].format = element->format;
275 stream_info->elements[idx].data = data;
276 stream_info->elements[idx].stride = stride;
277 stream_info->elements[idx].stream_idx = element->input_slot;
279 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
280 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
282 stream_info->swizzle_map |= 1 << idx;
284 stream_info->use_map |= 1 << idx;
288 /* Preload the vertex buffers. */
289 device->num_buffer_queries = 0;
290 for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
292 struct wined3d_stream_info_element *element;
293 struct wined3d_buffer *buffer;
298 element = &stream_info->elements[i];
299 buffer = state->streams[element->stream_idx].buffer;
300 wined3d_buffer_preload(buffer);
302 /* If the preload dropped the buffer object, update the stream info. */
303 if (buffer->buffer_object != element->data.buffer_object)
305 element->data.buffer_object = 0;
306 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info) + (ptrdiff_t)element->data.addr;
309 if (!buffer->buffer_object)
310 stream_info->all_vbo = 0;
313 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
317 /* Context activation is done by the caller. */
318 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
320 struct wined3d_stream_info *stream_info = &device->strided_streams;
321 const struct wined3d_state *state = &device->stateBlock->state;
322 DWORD prev_all_vbo = stream_info->all_vbo;
324 TRACE("============================= Vertex Declaration =============================\n");
325 device_stream_info_from_declaration(device, stream_info);
327 if (state->vertex_shader && !stream_info->position_transformed)
329 if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo)
331 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
332 device->useDrawStridedSlow = TRUE;
336 device->useDrawStridedSlow = FALSE;
341 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
342 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
343 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
345 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !stream_info->all_vbo)
347 device->useDrawStridedSlow = TRUE;
351 device->useDrawStridedSlow = FALSE;
355 if (prev_all_vbo != stream_info->all_vbo)
356 device_invalidate_state(device, STATE_INDEXBUFFER);
359 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
361 struct wined3d_texture *texture;
362 enum WINED3DSRGB srgb;
364 if (!(texture = state->textures[idx])) return;
365 srgb = state->sampler_states[idx][WINED3D_SAMP_SRGB_TEXTURE] ? SRGB_SRGB : SRGB_RGB;
366 texture->texture_ops->texture_preload(texture, srgb);
369 void device_preload_textures(const struct wined3d_device *device)
371 const struct wined3d_state *state = &device->stateBlock->state;
376 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
378 if (state->vertex_shader->reg_maps.sampler_type[i])
379 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
385 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
387 if (state->pixel_shader->reg_maps.sampler_type[i])
388 device_preload_texture(state, i);
393 WORD ffu_map = device->fixed_function_usage_map;
395 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
398 device_preload_texture(state, i);
403 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
405 struct wined3d_context **new_array;
407 TRACE("Adding context %p.\n", context);
409 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
410 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
411 sizeof(*new_array) * (device->context_count + 1));
415 ERR("Failed to grow the context array.\n");
419 new_array[device->context_count++] = context;
420 device->contexts = new_array;
424 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
426 struct wined3d_context **new_array;
430 TRACE("Removing context %p.\n", context);
432 for (i = 0; i < device->context_count; ++i)
434 if (device->contexts[i] == context)
443 ERR("Context %p doesn't exist in context array.\n", context);
447 if (!--device->context_count)
449 HeapFree(GetProcessHeap(), 0, device->contexts);
450 device->contexts = NULL;
454 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
455 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
458 ERR("Failed to shrink context array. Oh well.\n");
462 device->contexts = new_array;
465 /* Do not call while under the GL lock. */
466 void device_switch_onscreen_ds(struct wined3d_device *device,
467 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
469 if (device->onscreen_depth_stencil)
471 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_INTEXTURE);
473 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_INTEXTURE,
474 device->onscreen_depth_stencil->ds_current_size.cx,
475 device->onscreen_depth_stencil->ds_current_size.cy);
476 wined3d_surface_decref(device->onscreen_depth_stencil);
478 device->onscreen_depth_stencil = depth_stencil;
479 wined3d_surface_incref(device->onscreen_depth_stencil);
482 static BOOL is_full_clear(const struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
484 /* partial draw rect */
485 if (draw_rect->left || draw_rect->top
486 || draw_rect->right < target->resource.width
487 || draw_rect->bottom < target->resource.height)
490 /* partial clear rect */
491 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
492 || clear_rect->right < target->resource.width
493 || clear_rect->bottom < target->resource.height))
499 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
500 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect, RECT *out_rect)
502 RECT current_rect, r;
504 if (ds->flags & location)
505 SetRect(¤t_rect, 0, 0,
506 ds->ds_current_size.cx,
507 ds->ds_current_size.cy);
509 SetRectEmpty(¤t_rect);
511 IntersectRect(&r, draw_rect, ¤t_rect);
512 if (EqualRect(&r, draw_rect))
514 /* current_rect ⊇ draw_rect, modify only. */
515 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
519 if (EqualRect(&r, ¤t_rect))
521 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
525 /* Full clear, modify only. */
526 *out_rect = *draw_rect;
530 IntersectRect(&r, draw_rect, clear_rect);
531 if (EqualRect(&r, draw_rect))
533 /* clear_rect ⊇ draw_rect, modify only. */
534 *out_rect = *draw_rect;
540 surface_load_ds_location(ds, context, location);
541 SetRect(out_rect, 0, 0, ds->ds_current_size.cx, ds->ds_current_size.cy);
544 /* Do not call while under the GL lock. */
545 void device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
546 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const struct wined3d_color *color,
547 float depth, DWORD stencil)
549 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
550 struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
551 const struct wined3d_gl_info *gl_info;
552 UINT drawable_width, drawable_height;
553 struct wined3d_context *context;
554 GLbitfield clear_mask = 0;
555 BOOL render_offscreen;
559 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
560 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
561 * for the cleared parts, and the untouched parts.
563 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
564 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
565 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
566 * checking all this if the dest surface is in the drawable anyway. */
567 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
569 for (i = 0; i < rt_count; ++i)
571 struct wined3d_surface *rt = fb->render_targets[i];
573 surface_load_location(rt, rt->draw_binding, NULL);
577 context = context_acquire(device, target);
580 context_release(context);
581 WARN("Invalid context, skipping clear.\n");
584 gl_info = context->gl_info;
588 render_offscreen = context->render_offscreen;
589 target->get_drawable_size(context, &drawable_width, &drawable_height);
593 render_offscreen = TRUE;
594 drawable_width = fb->depth_stencil->pow2Width;
595 drawable_height = fb->depth_stencil->pow2Height;
598 if (flags & WINED3DCLEAR_ZBUFFER)
600 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
602 if (!render_offscreen && fb->depth_stencil != device->onscreen_depth_stencil)
603 device_switch_onscreen_ds(device, context, fb->depth_stencil);
604 prepare_ds_clear(fb->depth_stencil, context, location,
605 draw_rect, rect_count, clear_rect, &ds_rect);
608 if (!context_apply_clear_state(context, device, rt_count, fb))
610 context_release(context);
611 WARN("Failed to apply clear state, skipping clear.\n");
615 /* Only set the values up once, as they are not changing. */
616 if (flags & WINED3DCLEAR_STENCIL)
618 if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
620 gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
621 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
623 gl_info->gl_ops.gl.p_glStencilMask(~0U);
624 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
625 gl_info->gl_ops.gl.p_glClearStencil(stencil);
626 checkGLcall("glClearStencil");
627 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
630 if (flags & WINED3DCLEAR_ZBUFFER)
632 DWORD location = render_offscreen ? fb->depth_stencil->draw_binding : SFLAG_INDRAWABLE;
634 surface_modify_ds_location(fb->depth_stencil, location, ds_rect.right, ds_rect.bottom);
636 gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
637 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
638 gl_info->gl_ops.gl.p_glClearDepth(depth);
639 checkGLcall("glClearDepth");
640 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
643 if (flags & WINED3DCLEAR_TARGET)
645 for (i = 0; i < rt_count; ++i)
647 struct wined3d_surface *rt = fb->render_targets[i];
650 surface_modify_location(rt, rt->draw_binding, TRUE);
653 gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
654 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE));
655 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1));
656 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2));
657 context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
658 gl_info->gl_ops.gl.p_glClearColor(color->r, color->g, color->b, color->a);
659 checkGLcall("glClearColor");
660 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
665 if (render_offscreen)
667 gl_info->gl_ops.gl.p_glScissor(draw_rect->left, draw_rect->top,
668 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
672 gl_info->gl_ops.gl.p_glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
673 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
675 checkGLcall("glScissor");
676 gl_info->gl_ops.gl.p_glClear(clear_mask);
677 checkGLcall("glClear");
683 /* Now process each rect in turn. */
684 for (i = 0; i < rect_count; ++i)
686 /* Note that GL uses lower left, width/height. */
687 IntersectRect(¤t_rect, draw_rect, &clear_rect[i]);
689 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
690 wine_dbgstr_rect(&clear_rect[i]),
691 wine_dbgstr_rect(¤t_rect));
693 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
694 * The rectangle is not cleared, no error is returned, but further rectangles are
695 * still cleared if they are valid. */
696 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
698 TRACE("Rectangle with negative dimensions, ignoring.\n");
702 if (render_offscreen)
704 gl_info->gl_ops.gl.p_glScissor(current_rect.left, current_rect.top,
705 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
709 gl_info->gl_ops.gl.p_glScissor(current_rect.left, drawable_height - current_rect.bottom,
710 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
712 checkGLcall("glScissor");
714 gl_info->gl_ops.gl.p_glClear(clear_mask);
715 checkGLcall("glClear");
719 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
720 && target->container.type == WINED3D_CONTAINER_SWAPCHAIN
721 && target->container.u.swapchain->front_buffer == target))
722 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
724 context_release(context);
727 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
729 ULONG refcount = InterlockedIncrement(&device->ref);
731 TRACE("%p increasing refcount to %u.\n", device, refcount);
736 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
738 ULONG refcount = InterlockedDecrement(&device->ref);
740 TRACE("%p decreasing refcount to %u.\n", device, refcount);
744 struct wined3d_stateblock *stateblock;
747 if (wined3d_stateblock_decref(device->updateStateBlock)
748 && device->updateStateBlock != device->stateBlock)
749 FIXME("Something's still holding the update stateblock.\n");
750 device->updateStateBlock = NULL;
752 stateblock = device->stateBlock;
753 device->stateBlock = NULL;
754 if (wined3d_stateblock_decref(stateblock))
755 FIXME("Something's still holding the stateblock.\n");
757 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
759 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
760 device->multistate_funcs[i] = NULL;
763 if (!list_empty(&device->resources))
765 struct wined3d_resource *resource;
767 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
769 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
771 FIXME("Leftover resource %p with type %s (%#x).\n",
772 resource, debug_d3dresourcetype(resource->type), resource->type);
776 if (device->contexts)
777 ERR("Context array not freed!\n");
778 if (device->hardwareCursor)
779 DestroyCursor(device->hardwareCursor);
780 device->hardwareCursor = 0;
782 wined3d_decref(device->wined3d);
783 device->wined3d = NULL;
784 HeapFree(GetProcessHeap(), 0, device);
785 TRACE("Freed device %p.\n", device);
791 UINT CDECL wined3d_device_get_swapchain_count(const struct wined3d_device *device)
793 TRACE("device %p.\n", device);
795 return device->swapchain_count;
798 struct wined3d_swapchain * CDECL wined3d_device_get_swapchain(const struct wined3d_device *device, UINT swapchain_idx)
800 TRACE("device %p, swapchain_idx %u.\n", device, swapchain_idx);
802 if (swapchain_idx >= device->swapchain_count)
804 WARN("swapchain_idx %u >= swapchain_count %u.\n",
805 swapchain_idx, device->swapchain_count);
809 return device->swapchains[swapchain_idx];
812 static void device_load_logo(struct wined3d_device *device, const char *filename)
814 struct wined3d_color_key color_key;
818 HDC dcb = NULL, dcs = NULL;
820 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
823 GetObjectA(hbm, sizeof(BITMAP), &bm);
824 dcb = CreateCompatibleDC(NULL);
826 SelectObject(dcb, hbm);
830 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
833 memset(&bm, 0, sizeof(bm));
838 hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, 0,
839 WINED3D_POOL_SYSTEM_MEM, WINED3D_MULTISAMPLE_NONE, 0, WINED3D_SURFACE_MAPPABLE,
840 NULL, &wined3d_null_parent_ops, &device->logo_surface);
843 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
849 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
851 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
852 wined3d_surface_releasedc(device->logo_surface, dcs);
854 color_key.color_space_low_value = 0;
855 color_key.color_space_high_value = 0;
856 wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &color_key);
860 const struct wined3d_color c = {1.0f, 1.0f, 1.0f, 1.0f};
861 /* Fill the surface with a white color to show that wined3d is there */
862 wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
866 if (dcb) DeleteDC(dcb);
867 if (hbm) DeleteObject(hbm);
870 /* Context activation is done by the caller. */
871 static void create_dummy_textures(struct wined3d_device *device, struct wined3d_context *context)
873 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
874 unsigned int i, j, count;
875 /* Under DirectX you can sample even if no texture is bound, whereas
876 * OpenGL will only allow that when a valid texture is bound.
877 * We emulate this by creating dummy textures and binding them
878 * to each texture stage when the currently set D3D texture is NULL. */
880 if (gl_info->supported[APPLE_CLIENT_STORAGE])
882 /* The dummy texture does not have client storage backing */
883 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
884 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
887 count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
888 for (i = 0; i < count; ++i)
890 DWORD color = 0x000000ff;
892 /* Make appropriate texture active */
893 context_active_texture(context, gl_info, i);
895 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_2d[i]);
896 checkGLcall("glGenTextures");
897 TRACE("Dummy 2D texture %u given name %u.\n", i, device->dummy_texture_2d[i]);
899 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, device->dummy_texture_2d[i]);
900 checkGLcall("glBindTexture");
902 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0,
903 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
904 checkGLcall("glTexImage2D");
906 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
908 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_rect[i]);
909 checkGLcall("glGenTextures");
910 TRACE("Dummy rectangle texture %u given name %u.\n", i, device->dummy_texture_rect[i]);
912 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_RECTANGLE_ARB, device->dummy_texture_rect[i]);
913 checkGLcall("glBindTexture");
915 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, 1, 1, 0,
916 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
917 checkGLcall("glTexImage2D");
920 if (gl_info->supported[EXT_TEXTURE3D])
922 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_3d[i]);
923 checkGLcall("glGenTextures");
924 TRACE("Dummy 3D texture %u given name %u.\n", i, device->dummy_texture_3d[i]);
926 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_3D, device->dummy_texture_3d[i]);
927 checkGLcall("glBindTexture");
929 GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D, 0, GL_RGBA8, 1, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color));
930 checkGLcall("glTexImage3D");
933 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
935 gl_info->gl_ops.gl.p_glGenTextures(1, &device->dummy_texture_cube[i]);
936 checkGLcall("glGenTextures");
937 TRACE("Dummy cube texture %u given name %u.\n", i, device->dummy_texture_cube[i]);
939 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_CUBE_MAP, device->dummy_texture_cube[i]);
940 checkGLcall("glBindTexture");
942 for (j = GL_TEXTURE_CUBE_MAP_POSITIVE_X; j <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++j)
944 gl_info->gl_ops.gl.p_glTexImage2D(j, 0, GL_RGBA8, 1, 1, 0,
945 GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
946 checkGLcall("glTexImage2D");
951 if (gl_info->supported[APPLE_CLIENT_STORAGE])
953 /* Re-enable because if supported it is enabled by default */
954 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
955 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
959 /* Context activation is done by the caller. */
960 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
962 unsigned int count = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers);
964 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
966 gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_cube);
967 checkGLcall("glDeleteTextures(count, device->dummy_texture_cube)");
970 if (gl_info->supported[EXT_TEXTURE3D])
972 gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_3d);
973 checkGLcall("glDeleteTextures(count, device->dummy_texture_3d)");
976 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
978 gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_rect);
979 checkGLcall("glDeleteTextures(count, device->dummy_texture_rect)");
982 gl_info->gl_ops.gl.p_glDeleteTextures(count, device->dummy_texture_2d);
983 checkGLcall("glDeleteTextures(count, device->dummy_texture_2d)");
985 memset(device->dummy_texture_cube, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_cube));
986 memset(device->dummy_texture_3d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_3d));
987 memset(device->dummy_texture_rect, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_rect));
988 memset(device->dummy_texture_2d, 0, gl_info->limits.textures * sizeof(*device->dummy_texture_2d));
991 static LONG fullscreen_style(LONG style)
993 /* Make sure the window is managed, otherwise we won't get keyboard input. */
994 style |= WS_POPUP | WS_SYSMENU;
995 style &= ~(WS_CAPTION | WS_THICKFRAME);
1000 static LONG fullscreen_exstyle(LONG exstyle)
1002 /* Filter out window decorations. */
1003 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1008 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1010 BOOL filter_messages;
1011 LONG style, exstyle;
1013 TRACE("Setting up window %p for fullscreen mode.\n", window);
1015 if (device->style || device->exStyle)
1017 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1018 window, device->style, device->exStyle);
1021 device->style = GetWindowLongW(window, GWL_STYLE);
1022 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1024 style = fullscreen_style(device->style);
1025 exstyle = fullscreen_exstyle(device->exStyle);
1027 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1028 device->style, device->exStyle, style, exstyle);
1030 filter_messages = device->filter_messages;
1031 device->filter_messages = TRUE;
1033 SetWindowLongW(window, GWL_STYLE, style);
1034 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1035 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1037 device->filter_messages = filter_messages;
1040 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1042 BOOL filter_messages;
1043 LONG style, exstyle;
1045 if (!device->style && !device->exStyle) return;
1047 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1048 window, device->style, device->exStyle);
1050 style = GetWindowLongW(window, GWL_STYLE);
1051 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1053 filter_messages = device->filter_messages;
1054 device->filter_messages = TRUE;
1056 /* Only restore the style if the application didn't modify it during the
1057 * fullscreen phase. Some applications change it before calling Reset()
1058 * when switching between windowed and fullscreen modes (HL2), some
1059 * depend on the original style (Eve Online). */
1060 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1062 SetWindowLongW(window, GWL_STYLE, device->style);
1063 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1065 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1067 device->filter_messages = filter_messages;
1069 /* Delete the old values. */
1071 device->exStyle = 0;
1074 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1076 TRACE("device %p, window %p.\n", device, window);
1078 if (!wined3d_register_window(window, device))
1080 ERR("Failed to register window %p.\n", window);
1084 InterlockedExchangePointer((void **)&device->focus_window, window);
1085 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1090 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1092 TRACE("device %p.\n", device);
1094 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1095 InterlockedExchangePointer((void **)&device->focus_window, NULL);
1098 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1099 struct wined3d_swapchain_desc *swapchain_desc)
1101 static const struct wined3d_color black = {0.0f, 0.0f, 0.0f, 0.0f};
1102 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1103 struct wined3d_swapchain *swapchain = NULL;
1104 struct wined3d_context *context;
1109 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1111 if (device->d3d_initialized)
1112 return WINED3DERR_INVALIDCALL;
1113 if (device->wined3d->flags & WINED3D_NO3D)
1114 return WINED3DERR_INVALIDCALL;
1116 device->valid_rt_mask = 0;
1117 for (i = 0; i < gl_info->limits.buffers; ++i)
1118 device->valid_rt_mask |= (1 << i);
1119 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1120 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1122 /* Initialize the texture unit mapping to a 1:1 mapping */
1123 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1125 if (state < gl_info->limits.fragment_samplers)
1127 device->texUnitMap[state] = state;
1128 device->rev_tex_unit_map[state] = state;
1132 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1133 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1137 if (FAILED(hr = device->shader_backend->shader_alloc_private(device, device->adapter->fragment_pipe)))
1139 TRACE("Shader private data couldn't be allocated\n");
1142 if (FAILED(hr = device->blitter->alloc_private(device)))
1144 TRACE("Blitter private data couldn't be allocated\n");
1148 /* Setup the implicit swapchain. This also initializes a context. */
1149 TRACE("Creating implicit swapchain\n");
1150 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1151 swapchain_desc, &swapchain);
1154 WARN("Failed to create implicit swapchain\n");
1158 device->swapchain_count = 1;
1159 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1160 if (!device->swapchains)
1162 ERR("Out of memory!\n");
1165 device->swapchains[0] = swapchain;
1167 if (swapchain->back_buffers && swapchain->back_buffers[0])
1169 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1170 device->fb.render_targets[0] = swapchain->back_buffers[0];
1174 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1175 device->fb.render_targets[0] = swapchain->front_buffer;
1177 wined3d_surface_incref(device->fb.render_targets[0]);
1179 /* Depth Stencil support */
1180 device->fb.depth_stencil = device->auto_depth_stencil;
1181 if (device->fb.depth_stencil)
1182 wined3d_surface_incref(device->fb.depth_stencil);
1184 /* Set up some starting GL setup */
1186 /* Setup all the devices defaults */
1187 stateblock_init_default_state(device->stateBlock);
1189 context = context_acquire(device, swapchain->front_buffer);
1191 create_dummy_textures(device, context);
1193 /* Initialize the current view state */
1194 device->view_ident = 1;
1195 device->contexts[0]->last_was_rhw = 0;
1197 switch (wined3d_settings.offscreen_rendering_mode)
1200 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1203 case ORM_BACKBUFFER:
1205 if (context_get_current()->aux_buffers > 0)
1207 TRACE("Using auxiliary buffer for offscreen rendering\n");
1208 device->offscreenBuffer = GL_AUX0;
1212 TRACE("Using back buffer for offscreen rendering\n");
1213 device->offscreenBuffer = GL_BACK;
1218 TRACE("All defaults now set up, leaving 3D init.\n");
1220 context_release(context);
1222 /* Clear the screen */
1223 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1224 | (swapchain_desc->enable_auto_depth_stencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1227 device->d3d_initialized = TRUE;
1229 if (wined3d_settings.logo)
1230 device_load_logo(device, wined3d_settings.logo);
1234 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1235 HeapFree(GetProcessHeap(), 0, device->swapchains);
1236 device->swapchain_count = 0;
1238 wined3d_swapchain_decref(swapchain);
1239 if (device->blit_priv)
1240 device->blitter->free_private(device);
1241 if (device->shader_priv)
1242 device->shader_backend->shader_free_private(device);
1247 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1248 struct wined3d_swapchain_desc *swapchain_desc)
1250 struct wined3d_swapchain *swapchain = NULL;
1253 TRACE("device %p, swapchain_desc %p.\n", device, swapchain_desc);
1255 /* Setup the implicit swapchain */
1256 TRACE("Creating implicit swapchain\n");
1257 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1258 swapchain_desc, &swapchain);
1261 WARN("Failed to create implicit swapchain\n");
1265 device->swapchain_count = 1;
1266 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1267 if (!device->swapchains)
1269 ERR("Out of memory!\n");
1272 device->swapchains[0] = swapchain;
1276 wined3d_swapchain_decref(swapchain);
1280 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1282 struct wined3d_resource *resource, *cursor;
1283 const struct wined3d_gl_info *gl_info;
1284 struct wined3d_context *context;
1285 struct wined3d_surface *surface;
1288 TRACE("device %p.\n", device);
1290 if (!device->d3d_initialized)
1291 return WINED3DERR_INVALIDCALL;
1293 /* Force making the context current again, to verify it is still valid
1294 * (workaround for broken drivers) */
1295 context_set_current(NULL);
1296 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1297 * it was created. Thus make sure a context is active for the glDelete* calls
1299 context = context_acquire(device, NULL);
1300 gl_info = context->gl_info;
1302 if (device->logo_surface)
1303 wined3d_surface_decref(device->logo_surface);
1305 stateblock_unbind_resources(device->stateBlock);
1307 /* Unload resources */
1308 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1310 TRACE("Unloading resource %p.\n", resource);
1312 resource->resource_ops->resource_unload(resource);
1315 /* Delete the mouse cursor texture */
1316 if (device->cursorTexture)
1318 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->cursorTexture);
1319 device->cursorTexture = 0;
1322 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1323 * private data, it might contain opengl pointers
1325 if (device->depth_blt_texture)
1327 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);
1328 device->depth_blt_texture = 0;
1331 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1332 device->blitter->free_private(device);
1333 device->shader_backend->shader_free_private(device);
1335 /* Release the buffers (with sanity checks)*/
1336 if (device->onscreen_depth_stencil)
1338 surface = device->onscreen_depth_stencil;
1339 device->onscreen_depth_stencil = NULL;
1340 wined3d_surface_decref(surface);
1343 if (device->fb.depth_stencil)
1345 surface = device->fb.depth_stencil;
1347 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1349 device->fb.depth_stencil = NULL;
1350 wined3d_surface_decref(surface);
1353 if (device->auto_depth_stencil)
1355 surface = device->auto_depth_stencil;
1356 device->auto_depth_stencil = NULL;
1357 if (wined3d_surface_decref(surface))
1358 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1361 for (i = 1; i < gl_info->limits.buffers; ++i)
1363 wined3d_device_set_render_target(device, i, NULL, FALSE);
1366 surface = device->fb.render_targets[0];
1367 TRACE("Setting rendertarget 0 to NULL\n");
1368 device->fb.render_targets[0] = NULL;
1369 TRACE("Releasing the render target at %p\n", surface);
1370 wined3d_surface_decref(surface);
1372 context_release(context);
1374 for (i = 0; i < device->swapchain_count; ++i)
1376 TRACE("Releasing the implicit swapchain %u.\n", i);
1377 if (wined3d_swapchain_decref(device->swapchains[i]))
1378 FIXME("Something's still holding the implicit swapchain.\n");
1381 HeapFree(GetProcessHeap(), 0, device->swapchains);
1382 device->swapchains = NULL;
1383 device->swapchain_count = 0;
1385 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1386 device->fb.render_targets = NULL;
1388 device->d3d_initialized = FALSE;
1393 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1397 for (i = 0; i < device->swapchain_count; ++i)
1399 TRACE("Releasing the implicit swapchain %u.\n", i);
1400 if (wined3d_swapchain_decref(device->swapchains[i]))
1401 FIXME("Something's still holding the implicit swapchain.\n");
1404 HeapFree(GetProcessHeap(), 0, device->swapchains);
1405 device->swapchains = NULL;
1406 device->swapchain_count = 0;
1410 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1411 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1412 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1414 * There is no way to deactivate thread safety once it is enabled.
1416 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1418 TRACE("device %p.\n", device);
1420 /* For now just store the flag (needed in case of ddraw). */
1421 device->create_parms.flags |= WINED3DCREATE_MULTITHREADED;
1424 UINT CDECL wined3d_device_get_available_texture_mem(const struct wined3d_device *device)
1426 TRACE("device %p.\n", device);
1428 TRACE("Emulating %d MB, returning %d MB left.\n",
1429 device->adapter->TextureRam / (1024 * 1024),
1430 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1432 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1435 void CDECL wined3d_device_set_stream_output(struct wined3d_device *device, UINT idx,
1436 struct wined3d_buffer *buffer, UINT offset)
1438 struct wined3d_buffer *prev_buffer;
1440 TRACE("device %p, idx %u, buffer %p, offset %u.\n", device, idx, buffer, offset);
1442 if (idx >= MAX_STREAM_OUT)
1444 WARN("Invalid stream output %u.\n", idx);
1448 prev_buffer = device->updateStateBlock->state.stream_output[idx].buffer;
1449 device->updateStateBlock->state.stream_output[idx].buffer = buffer;
1450 device->updateStateBlock->state.stream_output[idx].offset = offset;
1452 if (device->isRecordingState)
1455 wined3d_buffer_incref(buffer);
1457 wined3d_buffer_decref(prev_buffer);
1461 if (prev_buffer != buffer)
1465 InterlockedIncrement(&buffer->resource.bind_count);
1466 wined3d_buffer_incref(buffer);
1470 InterlockedDecrement(&prev_buffer->resource.bind_count);
1471 wined3d_buffer_decref(prev_buffer);
1476 struct wined3d_buffer * CDECL wined3d_device_get_stream_output(struct wined3d_device *device,
1477 UINT idx, UINT *offset)
1479 TRACE("device %p, idx %u, offset %p.\n", device, idx, offset);
1481 if (idx >= MAX_STREAM_OUT)
1483 WARN("Invalid stream output %u.\n", idx);
1487 *offset = device->stateBlock->state.stream_output[idx].offset;
1488 return device->stateBlock->state.stream_output[idx].buffer;
1491 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1492 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1494 struct wined3d_stream_state *stream;
1495 struct wined3d_buffer *prev_buffer;
1497 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1498 device, stream_idx, buffer, offset, stride);
1500 if (stream_idx >= MAX_STREAMS)
1502 WARN("Stream index %u out of range.\n", stream_idx);
1503 return WINED3DERR_INVALIDCALL;
1505 else if (offset & 0x3)
1507 WARN("Offset %u is not 4 byte aligned.\n", offset);
1508 return WINED3DERR_INVALIDCALL;
1511 stream = &device->updateStateBlock->state.streams[stream_idx];
1512 prev_buffer = stream->buffer;
1514 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1516 if (prev_buffer == buffer
1517 && stream->stride == stride
1518 && stream->offset == offset)
1520 TRACE("Application is setting the old values over, nothing to do.\n");
1524 stream->buffer = buffer;
1527 stream->stride = stride;
1528 stream->offset = offset;
1531 /* Handle recording of state blocks. */
1532 if (device->isRecordingState)
1534 TRACE("Recording... not performing anything.\n");
1536 wined3d_buffer_incref(buffer);
1538 wined3d_buffer_decref(prev_buffer);
1544 InterlockedIncrement(&buffer->resource.bind_count);
1545 wined3d_buffer_incref(buffer);
1549 InterlockedDecrement(&prev_buffer->resource.bind_count);
1550 wined3d_buffer_decref(prev_buffer);
1553 device_invalidate_state(device, STATE_STREAMSRC);
1558 HRESULT CDECL wined3d_device_get_stream_source(const struct wined3d_device *device,
1559 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1561 struct wined3d_stream_state *stream;
1563 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1564 device, stream_idx, buffer, offset, stride);
1566 if (stream_idx >= MAX_STREAMS)
1568 WARN("Stream index %u out of range.\n", stream_idx);
1569 return WINED3DERR_INVALIDCALL;
1572 stream = &device->stateBlock->state.streams[stream_idx];
1573 *buffer = stream->buffer;
1575 wined3d_buffer_incref(*buffer);
1577 *offset = stream->offset;
1578 *stride = stream->stride;
1583 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1585 struct wined3d_stream_state *stream;
1586 UINT old_flags, old_freq;
1588 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1590 /* Verify input. At least in d3d9 this is invalid. */
1591 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1593 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1594 return WINED3DERR_INVALIDCALL;
1596 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1598 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1599 return WINED3DERR_INVALIDCALL;
1603 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1604 return WINED3DERR_INVALIDCALL;
1607 stream = &device->updateStateBlock->state.streams[stream_idx];
1608 old_flags = stream->flags;
1609 old_freq = stream->frequency;
1611 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1612 stream->frequency = divider & 0x7fffff;
1614 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1616 if (stream->frequency != old_freq || stream->flags != old_flags)
1617 device_invalidate_state(device, STATE_STREAMSRC);
1622 HRESULT CDECL wined3d_device_get_stream_source_freq(const struct wined3d_device *device,
1623 UINT stream_idx, UINT *divider)
1625 struct wined3d_stream_state *stream;
1627 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1629 stream = &device->updateStateBlock->state.streams[stream_idx];
1630 *divider = stream->flags | stream->frequency;
1632 TRACE("Returning %#x.\n", *divider);
1637 void CDECL wined3d_device_set_transform(struct wined3d_device *device,
1638 enum wined3d_transform_state d3dts, const struct wined3d_matrix *matrix)
1640 TRACE("device %p, state %s, matrix %p.\n",
1641 device, debug_d3dtstype(d3dts), matrix);
1642 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._11, matrix->u.s._12, matrix->u.s._13, matrix->u.s._14);
1643 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._21, matrix->u.s._22, matrix->u.s._23, matrix->u.s._24);
1644 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._31, matrix->u.s._32, matrix->u.s._33, matrix->u.s._34);
1645 TRACE("%.8e %.8e %.8e %.8e\n", matrix->u.s._41, matrix->u.s._42, matrix->u.s._43, matrix->u.s._44);
1647 /* Handle recording of state blocks. */
1648 if (device->isRecordingState)
1650 TRACE("Recording... not performing anything.\n");
1651 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1652 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1656 /* If the new matrix is the same as the current one,
1657 * we cut off any further processing. this seems to be a reasonable
1658 * optimization because as was noticed, some apps (warcraft3 for example)
1659 * tend towards setting the same matrix repeatedly for some reason.
1661 * From here on we assume that the new matrix is different, wherever it matters. */
1662 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1664 TRACE("The application is setting the same matrix over again.\n");
1668 device->stateBlock->state.transforms[d3dts] = *matrix;
1669 if (d3dts == WINED3D_TS_VIEW)
1670 device->view_ident = !memcmp(matrix, &identity, sizeof(identity));
1672 if (d3dts < WINED3D_TS_WORLD_MATRIX(device->adapter->gl_info.limits.blends))
1673 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1676 void CDECL wined3d_device_get_transform(const struct wined3d_device *device,
1677 enum wined3d_transform_state state, struct wined3d_matrix *matrix)
1679 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1681 *matrix = device->stateBlock->state.transforms[state];
1684 void CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1685 enum wined3d_transform_state state, const struct wined3d_matrix *matrix)
1687 const struct wined3d_matrix *mat;
1688 struct wined3d_matrix temp;
1690 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1692 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1693 * below means it will be recorded in a state block change, but it
1694 * works regardless where it is recorded.
1695 * If this is found to be wrong, change to StateBlock. */
1696 if (state > HIGHEST_TRANSFORMSTATE)
1698 WARN("Unhandled transform state %#x.\n", state);
1702 mat = &device->updateStateBlock->state.transforms[state];
1703 multiply_matrix(&temp, mat, matrix);
1705 /* Apply change via set transform - will reapply to eg. lights this way. */
1706 wined3d_device_set_transform(device, state, &temp);
1709 /* Note lights are real special cases. Although the device caps state only
1710 * e.g. 8 are supported, you can reference any indexes you want as long as
1711 * that number max are enabled at any one point in time. Therefore since the
1712 * indices can be anything, we need a hashmap of them. However, this causes
1713 * stateblock problems. When capturing the state block, I duplicate the
1714 * hashmap, but when recording, just build a chain pretty much of commands to
1716 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device,
1717 UINT light_idx, const struct wined3d_light *light)
1719 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1720 struct wined3d_light_info *object = NULL;
1724 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1726 /* Check the parameter range. Need for speed most wanted sets junk lights
1727 * which confuse the GL driver. */
1729 return WINED3DERR_INVALIDCALL;
1731 switch (light->type)
1733 case WINED3D_LIGHT_POINT:
1734 case WINED3D_LIGHT_SPOT:
1735 case WINED3D_LIGHT_PARALLELPOINT:
1736 case WINED3D_LIGHT_GLSPOT:
1737 /* Incorrect attenuation values can cause the gl driver to crash.
1738 * Happens with Need for speed most wanted. */
1739 if (light->attenuation0 < 0.0f || light->attenuation1 < 0.0f || light->attenuation2 < 0.0f)
1741 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1742 return WINED3DERR_INVALIDCALL;
1746 case WINED3D_LIGHT_DIRECTIONAL:
1747 /* Ignores attenuation */
1751 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1752 return WINED3DERR_INVALIDCALL;
1755 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1757 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1758 if (object->OriginalIndex == light_idx)
1765 TRACE("Adding new light\n");
1766 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1768 return E_OUTOFMEMORY;
1770 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1771 object->glIndex = -1;
1772 object->OriginalIndex = light_idx;
1775 /* Initialize the object. */
1776 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1777 light_idx, light->type,
1778 light->diffuse.r, light->diffuse.g, light->diffuse.b, light->diffuse.a,
1779 light->specular.r, light->specular.g, light->specular.b, light->specular.a,
1780 light->ambient.r, light->ambient.g, light->ambient.b, light->ambient.a);
1781 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->position.x, light->position.y, light->position.z,
1782 light->direction.x, light->direction.y, light->direction.z);
1783 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1784 light->range, light->falloff, light->theta, light->phi);
1786 /* Save away the information. */
1787 object->OriginalParms = *light;
1789 switch (light->type)
1791 case WINED3D_LIGHT_POINT:
1793 object->lightPosn[0] = light->position.x;
1794 object->lightPosn[1] = light->position.y;
1795 object->lightPosn[2] = light->position.z;
1796 object->lightPosn[3] = 1.0f;
1797 object->cutoff = 180.0f;
1801 case WINED3D_LIGHT_DIRECTIONAL:
1803 object->lightPosn[0] = -light->direction.x;
1804 object->lightPosn[1] = -light->direction.y;
1805 object->lightPosn[2] = -light->direction.z;
1806 object->lightPosn[3] = 0.0f;
1807 object->exponent = 0.0f;
1808 object->cutoff = 180.0f;
1811 case WINED3D_LIGHT_SPOT:
1813 object->lightPosn[0] = light->position.x;
1814 object->lightPosn[1] = light->position.y;
1815 object->lightPosn[2] = light->position.z;
1816 object->lightPosn[3] = 1.0f;
1819 object->lightDirn[0] = light->direction.x;
1820 object->lightDirn[1] = light->direction.y;
1821 object->lightDirn[2] = light->direction.z;
1822 object->lightDirn[3] = 1.0f;
1824 /* opengl-ish and d3d-ish spot lights use too different models
1825 * for the light "intensity" as a function of the angle towards
1826 * the main light direction, so we only can approximate very
1827 * roughly. However, spot lights are rather rarely used in games
1828 * (if ever used at all). Furthermore if still used, probably
1829 * nobody pays attention to such details. */
1830 if (!light->falloff)
1832 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1833 * equations have the falloff resp. exponent parameter as an
1834 * exponent, so the spot light lighting will always be 1.0 for
1835 * both of them, and we don't have to care for the rest of the
1836 * rather complex calculation. */
1837 object->exponent = 0.0f;
1841 rho = light->theta + (light->phi - light->theta) / (2 * light->falloff);
1844 object->exponent = -0.3f / logf(cosf(rho / 2));
1847 if (object->exponent > 128.0f)
1848 object->exponent = 128.0f;
1850 object->cutoff = (float)(light->phi * 90 / M_PI);
1855 FIXME("Unrecognized light type %#x.\n", light->type);
1858 /* Update the live definitions if the light is currently assigned a glIndex. */
1859 if (object->glIndex != -1 && !device->isRecordingState)
1860 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
1865 HRESULT CDECL wined3d_device_get_light(const struct wined3d_device *device,
1866 UINT light_idx, struct wined3d_light *light)
1868 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1869 struct wined3d_light_info *light_info = NULL;
1872 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1874 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
1876 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
1877 if (light_info->OriginalIndex == light_idx)
1884 TRACE("Light information requested but light not defined\n");
1885 return WINED3DERR_INVALIDCALL;
1888 *light = light_info->OriginalParms;
1892 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
1894 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1895 struct wined3d_light_info *light_info = NULL;
1898 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
1900 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1902 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
1903 if (light_info->OriginalIndex == light_idx)
1907 TRACE("Found light %p.\n", light_info);
1909 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
1912 TRACE("Light enabled requested but light not defined, so defining one!\n");
1913 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
1915 /* Search for it again! Should be fairly quick as near head of list. */
1916 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1918 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
1919 if (light_info->OriginalIndex == light_idx)
1925 FIXME("Adding default lights has failed dismally\n");
1926 return WINED3DERR_INVALIDCALL;
1932 if (light_info->glIndex != -1)
1934 if (!device->isRecordingState)
1935 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
1937 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
1938 light_info->glIndex = -1;
1942 TRACE("Light already disabled, nothing to do\n");
1944 light_info->enabled = FALSE;
1948 light_info->enabled = TRUE;
1949 if (light_info->glIndex != -1)
1951 TRACE("Nothing to do as light was enabled\n");
1956 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1957 /* Find a free GL light. */
1958 for (i = 0; i < gl_info->limits.lights; ++i)
1960 if (!device->updateStateBlock->state.lights[i])
1962 device->updateStateBlock->state.lights[i] = light_info;
1963 light_info->glIndex = i;
1967 if (light_info->glIndex == -1)
1969 /* Our tests show that Windows returns D3D_OK in this situation, even with
1970 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
1971 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
1972 * as well for those lights.
1974 * TODO: Test how this affects rendering. */
1975 WARN("Too many concurrently active lights\n");
1979 /* i == light_info->glIndex */
1980 if (!device->isRecordingState)
1981 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
1988 HRESULT CDECL wined3d_device_get_light_enable(const struct wined3d_device *device, UINT light_idx, BOOL *enable)
1990 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1991 struct wined3d_light_info *light_info = NULL;
1994 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
1996 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
1998 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
1999 if (light_info->OriginalIndex == light_idx)
2006 TRACE("Light enabled state requested but light not defined.\n");
2007 return WINED3DERR_INVALIDCALL;
2009 /* true is 128 according to SetLightEnable */
2010 *enable = light_info->enabled ? 128 : 0;
2014 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device,
2015 UINT plane_idx, const struct wined3d_vec4 *plane)
2017 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2019 /* Validate plane_idx. */
2020 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2022 TRACE("Application has requested clipplane this device doesn't support.\n");
2023 return WINED3DERR_INVALIDCALL;
2026 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2028 if (!memcmp(&device->updateStateBlock->state.clip_planes[plane_idx], plane, sizeof(*plane)))
2030 TRACE("Application is setting old values over, nothing to do.\n");
2034 device->updateStateBlock->state.clip_planes[plane_idx] = *plane;
2036 /* Handle recording of state blocks. */
2037 if (device->isRecordingState)
2039 TRACE("Recording... not performing anything.\n");
2043 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2048 HRESULT CDECL wined3d_device_get_clip_plane(const struct wined3d_device *device,
2049 UINT plane_idx, struct wined3d_vec4 *plane)
2051 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2053 /* Validate plane_idx. */
2054 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2056 TRACE("Application has requested clipplane this device doesn't support.\n");
2057 return WINED3DERR_INVALIDCALL;
2060 *plane = device->stateBlock->state.clip_planes[plane_idx];
2065 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device,
2066 const struct wined3d_clip_status *clip_status)
2068 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2071 return WINED3DERR_INVALIDCALL;
2076 HRESULT CDECL wined3d_device_get_clip_status(const struct wined3d_device *device,
2077 struct wined3d_clip_status *clip_status)
2079 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2082 return WINED3DERR_INVALIDCALL;
2087 void CDECL wined3d_device_set_material(struct wined3d_device *device, const struct wined3d_material *material)
2089 TRACE("device %p, material %p.\n", device, material);
2091 device->updateStateBlock->changed.material = TRUE;
2092 device->updateStateBlock->state.material = *material;
2094 /* Handle recording of state blocks */
2095 if (device->isRecordingState)
2097 TRACE("Recording... not performing anything.\n");
2101 device_invalidate_state(device, STATE_MATERIAL);
2104 void CDECL wined3d_device_get_material(const struct wined3d_device *device, struct wined3d_material *material)
2106 TRACE("device %p, material %p.\n", device, material);
2108 *material = device->updateStateBlock->state.material;
2110 TRACE("diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2111 material->diffuse.r, material->diffuse.g,
2112 material->diffuse.b, material->diffuse.a);
2113 TRACE("ambient {%.8e, %.8e, %.8e, %.8e}\n",
2114 material->ambient.r, material->ambient.g,
2115 material->ambient.b, material->ambient.a);
2116 TRACE("specular {%.8e, %.8e, %.8e, %.8e}\n",
2117 material->specular.r, material->specular.g,
2118 material->specular.b, material->specular.a);
2119 TRACE("emissive {%.8e, %.8e, %.8e, %.8e}\n",
2120 material->emissive.r, material->emissive.g,
2121 material->emissive.b, material->emissive.a);
2122 TRACE("power %.8e.\n", material->power);
2125 void CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2126 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2128 struct wined3d_buffer *prev_buffer;
2130 TRACE("device %p, buffer %p, format %s.\n",
2131 device, buffer, debug_d3dformat(format_id));
2133 prev_buffer = device->updateStateBlock->state.index_buffer;
2135 device->updateStateBlock->changed.indices = TRUE;
2136 device->updateStateBlock->state.index_buffer = buffer;
2137 device->updateStateBlock->state.index_format = format_id;
2139 /* Handle recording of state blocks. */
2140 if (device->isRecordingState)
2142 TRACE("Recording... not performing anything.\n");
2144 wined3d_buffer_incref(buffer);
2146 wined3d_buffer_decref(prev_buffer);
2150 if (prev_buffer != buffer)
2152 device_invalidate_state(device, STATE_INDEXBUFFER);
2155 InterlockedIncrement(&buffer->resource.bind_count);
2156 wined3d_buffer_incref(buffer);
2160 InterlockedDecrement(&prev_buffer->resource.bind_count);
2161 wined3d_buffer_decref(prev_buffer);
2166 struct wined3d_buffer * CDECL wined3d_device_get_index_buffer(const struct wined3d_device *device,
2167 enum wined3d_format_id *format)
2169 TRACE("device %p, format %p.\n", device, format);
2171 *format = device->stateBlock->state.index_format;
2172 return device->stateBlock->state.index_buffer;
2175 void CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2177 TRACE("device %p, base_index %d.\n", device, base_index);
2179 device->updateStateBlock->state.base_vertex_index = base_index;
2182 INT CDECL wined3d_device_get_base_vertex_index(const struct wined3d_device *device)
2184 TRACE("device %p.\n", device);
2186 return device->stateBlock->state.base_vertex_index;
2189 void CDECL wined3d_device_set_viewport(struct wined3d_device *device, const struct wined3d_viewport *viewport)
2191 TRACE("device %p, viewport %p.\n", device, viewport);
2192 TRACE("x %u, y %u, w %u, h %u, min_z %.8e, max_z %.8e.\n",
2193 viewport->x, viewport->y, viewport->width, viewport->height, viewport->min_z, viewport->max_z);
2195 device->updateStateBlock->changed.viewport = TRUE;
2196 device->updateStateBlock->state.viewport = *viewport;
2198 /* Handle recording of state blocks */
2199 if (device->isRecordingState)
2201 TRACE("Recording... not performing anything\n");
2205 device_invalidate_state(device, STATE_VIEWPORT);
2208 void CDECL wined3d_device_get_viewport(const struct wined3d_device *device, struct wined3d_viewport *viewport)
2210 TRACE("device %p, viewport %p.\n", device, viewport);
2212 *viewport = device->stateBlock->state.viewport;
2215 void CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2216 enum wined3d_render_state state, DWORD value)
2218 DWORD old_value = device->stateBlock->state.render_states[state];
2220 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2222 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2223 device->updateStateBlock->state.render_states[state] = value;
2225 /* Handle recording of state blocks. */
2226 if (device->isRecordingState)
2228 TRACE("Recording... not performing anything.\n");
2232 /* Compared here and not before the assignment to allow proper stateblock recording. */
2233 if (value == old_value)
2234 TRACE("Application is setting the old value over, nothing to do.\n");
2236 device_invalidate_state(device, STATE_RENDER(state));
2239 DWORD CDECL wined3d_device_get_render_state(const struct wined3d_device *device, enum wined3d_render_state state)
2241 TRACE("device %p, state %s (%#x).\n", device, debug_d3drenderstate(state), state);
2243 return device->stateBlock->state.render_states[state];
2246 void CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2247 UINT sampler_idx, enum wined3d_sampler_state state, DWORD value)
2251 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2252 device, sampler_idx, debug_d3dsamplerstate(state), value);
2254 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2255 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2257 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2258 / sizeof(*device->stateBlock->state.sampler_states))
2260 WARN("Invalid sampler %u.\n", sampler_idx);
2261 return; /* Windows accepts overflowing this array ... we do not. */
2264 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2265 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2266 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2268 /* Handle recording of state blocks. */
2269 if (device->isRecordingState)
2271 TRACE("Recording... not performing anything.\n");
2275 if (old_value == value)
2277 TRACE("Application is setting the old value over, nothing to do.\n");
2281 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2284 DWORD CDECL wined3d_device_get_sampler_state(const struct wined3d_device *device,
2285 UINT sampler_idx, enum wined3d_sampler_state state)
2287 TRACE("device %p, sampler_idx %u, state %s.\n",
2288 device, sampler_idx, debug_d3dsamplerstate(state));
2290 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2291 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2293 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2294 / sizeof(*device->stateBlock->state.sampler_states))
2296 WARN("Invalid sampler %u.\n", sampler_idx);
2297 return 0; /* Windows accepts overflowing this array ... we do not. */
2300 return device->stateBlock->state.sampler_states[sampler_idx][state];
2303 void CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2305 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2307 device->updateStateBlock->changed.scissorRect = TRUE;
2308 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2310 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2313 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2315 if (device->isRecordingState)
2317 TRACE("Recording... not performing anything.\n");
2321 device_invalidate_state(device, STATE_SCISSORRECT);
2324 void CDECL wined3d_device_get_scissor_rect(const struct wined3d_device *device, RECT *rect)
2326 TRACE("device %p, rect %p.\n", device, rect);
2328 *rect = device->updateStateBlock->state.scissor_rect;
2329 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2332 void CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2333 struct wined3d_vertex_declaration *declaration)
2335 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2337 TRACE("device %p, declaration %p.\n", device, declaration);
2340 wined3d_vertex_declaration_incref(declaration);
2342 wined3d_vertex_declaration_decref(prev);
2344 device->updateStateBlock->state.vertex_declaration = declaration;
2345 device->updateStateBlock->changed.vertexDecl = TRUE;
2347 if (device->isRecordingState)
2349 TRACE("Recording... not performing anything.\n");
2353 if (declaration == prev)
2355 /* Checked after the assignment to allow proper stateblock recording. */
2356 TRACE("Application is setting the old declaration over, nothing to do.\n");
2360 device_invalidate_state(device, STATE_VDECL);
2363 struct wined3d_vertex_declaration * CDECL wined3d_device_get_vertex_declaration(const struct wined3d_device *device)
2365 TRACE("device %p.\n", device);
2367 return device->stateBlock->state.vertex_declaration;
2370 void CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2372 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2374 TRACE("device %p, shader %p.\n", device, shader);
2377 wined3d_shader_incref(shader);
2379 wined3d_shader_decref(prev);
2381 device->updateStateBlock->state.vertex_shader = shader;
2382 device->updateStateBlock->changed.vertexShader = TRUE;
2384 if (device->isRecordingState)
2386 TRACE("Recording... not performing anything.\n");
2392 TRACE("Application is setting the old shader over, nothing to do.\n");
2396 device_invalidate_state(device, STATE_VSHADER);
2399 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(const struct wined3d_device *device)
2401 TRACE("device %p.\n", device);
2403 return device->stateBlock->state.vertex_shader;
2406 void CDECL wined3d_device_set_vs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2408 struct wined3d_buffer *prev;
2410 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2412 if (idx >= MAX_CONSTANT_BUFFERS)
2414 WARN("Invalid constant buffer index %u.\n", idx);
2418 prev = device->updateStateBlock->state.vs_cb[idx];
2419 device->updateStateBlock->state.vs_cb[idx] = buffer;
2421 if (device->isRecordingState)
2424 wined3d_buffer_incref(buffer);
2426 wined3d_buffer_decref(prev);
2434 InterlockedIncrement(&buffer->resource.bind_count);
2435 wined3d_buffer_incref(buffer);
2439 InterlockedDecrement(&prev->resource.bind_count);
2440 wined3d_buffer_decref(prev);
2445 struct wined3d_buffer * CDECL wined3d_device_get_vs_cb(const struct wined3d_device *device, UINT idx)
2447 TRACE("device %p, idx %u.\n", device, idx);
2449 if (idx >= MAX_CONSTANT_BUFFERS)
2451 WARN("Invalid constant buffer index %u.\n", idx);
2455 return device->stateBlock->state.vs_cb[idx];
2458 void CDECL wined3d_device_set_vs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2460 struct wined3d_sampler *prev;
2462 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2464 if (idx >= MAX_SAMPLER_OBJECTS)
2466 WARN("Invalid sampler index %u.\n", idx);
2470 prev = device->updateStateBlock->state.vs_sampler[idx];
2471 device->updateStateBlock->state.vs_sampler[idx] = sampler;
2474 wined3d_sampler_incref(sampler);
2476 wined3d_sampler_decref(prev);
2479 struct wined3d_sampler * CDECL wined3d_device_get_vs_sampler(const struct wined3d_device *device, UINT idx)
2481 TRACE("device %p, idx %u.\n", device, idx);
2483 if (idx >= MAX_SAMPLER_OBJECTS)
2485 WARN("Invalid sampler index %u.\n", idx);
2489 return device->stateBlock->state.vs_sampler[idx];
2492 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2493 UINT start_register, const BOOL *constants, UINT bool_count)
2495 UINT count = min(bool_count, MAX_CONST_B - start_register);
2498 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2499 device, start_register, constants, bool_count);
2501 if (!constants || start_register >= MAX_CONST_B)
2502 return WINED3DERR_INVALIDCALL;
2504 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2505 for (i = 0; i < count; ++i)
2506 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2508 for (i = start_register; i < count + start_register; ++i)
2509 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2511 if (!device->isRecordingState)
2512 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2517 HRESULT CDECL wined3d_device_get_vs_consts_b(const struct wined3d_device *device,
2518 UINT start_register, BOOL *constants, UINT bool_count)
2520 UINT count = min(bool_count, MAX_CONST_B - start_register);
2522 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2523 device, start_register, constants, bool_count);
2525 if (!constants || start_register >= MAX_CONST_B)
2526 return WINED3DERR_INVALIDCALL;
2528 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2533 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2534 UINT start_register, const int *constants, UINT vector4i_count)
2536 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2539 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2540 device, start_register, constants, vector4i_count);
2542 if (!constants || start_register >= MAX_CONST_I)
2543 return WINED3DERR_INVALIDCALL;
2545 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2546 for (i = 0; i < count; ++i)
2547 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2548 constants[i * 4], constants[i * 4 + 1],
2549 constants[i * 4 + 2], constants[i * 4 + 3]);
2551 for (i = start_register; i < count + start_register; ++i)
2552 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2554 if (!device->isRecordingState)
2555 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2560 HRESULT CDECL wined3d_device_get_vs_consts_i(const struct wined3d_device *device,
2561 UINT start_register, int *constants, UINT vector4i_count)
2563 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2565 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2566 device, start_register, constants, vector4i_count);
2568 if (!constants || start_register >= MAX_CONST_I)
2569 return WINED3DERR_INVALIDCALL;
2571 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2575 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2576 UINT start_register, const float *constants, UINT vector4f_count)
2580 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2581 device, start_register, constants, vector4f_count);
2583 /* Specifically test start_register > limit to catch MAX_UINT overflows
2584 * when adding start_register + vector4f_count. */
2586 || start_register + vector4f_count > device->d3d_vshader_constantF
2587 || start_register > device->d3d_vshader_constantF)
2588 return WINED3DERR_INVALIDCALL;
2590 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2591 constants, vector4f_count * sizeof(float) * 4);
2594 for (i = 0; i < vector4f_count; ++i)
2595 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2596 constants[i * 4], constants[i * 4 + 1],
2597 constants[i * 4 + 2], constants[i * 4 + 3]);
2600 if (!device->isRecordingState)
2602 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2603 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2606 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2607 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2612 HRESULT CDECL wined3d_device_get_vs_consts_f(const struct wined3d_device *device,
2613 UINT start_register, float *constants, UINT vector4f_count)
2615 int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2617 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2618 device, start_register, constants, vector4f_count);
2620 if (!constants || count < 0)
2621 return WINED3DERR_INVALIDCALL;
2623 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2628 static void device_invalidate_texture_stage(const struct wined3d_device *device, DWORD stage)
2632 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2634 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2638 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2640 DWORD i = device->rev_tex_unit_map[unit];
2641 DWORD j = device->texUnitMap[stage];
2643 device->texUnitMap[stage] = unit;
2644 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2645 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2647 device->rev_tex_unit_map[unit] = stage;
2648 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2649 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2652 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2656 device->fixed_function_usage_map = 0;
2657 for (i = 0; i < MAX_TEXTURES; ++i)
2659 const struct wined3d_state *state = &device->stateBlock->state;
2660 enum wined3d_texture_op color_op = state->texture_states[i][WINED3D_TSS_COLOR_OP];
2661 enum wined3d_texture_op alpha_op = state->texture_states[i][WINED3D_TSS_ALPHA_OP];
2662 DWORD color_arg1 = state->texture_states[i][WINED3D_TSS_COLOR_ARG1] & WINED3DTA_SELECTMASK;
2663 DWORD color_arg2 = state->texture_states[i][WINED3D_TSS_COLOR_ARG2] & WINED3DTA_SELECTMASK;
2664 DWORD color_arg3 = state->texture_states[i][WINED3D_TSS_COLOR_ARG0] & WINED3DTA_SELECTMASK;
2665 DWORD alpha_arg1 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG1] & WINED3DTA_SELECTMASK;
2666 DWORD alpha_arg2 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG2] & WINED3DTA_SELECTMASK;
2667 DWORD alpha_arg3 = state->texture_states[i][WINED3D_TSS_ALPHA_ARG0] & WINED3DTA_SELECTMASK;
2669 /* Not used, and disable higher stages. */
2670 if (color_op == WINED3D_TOP_DISABLE)
2673 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG2)
2674 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3D_TOP_SELECT_ARG1)
2675 || ((color_arg3 == WINED3DTA_TEXTURE)
2676 && (color_op == WINED3D_TOP_MULTIPLY_ADD || color_op == WINED3D_TOP_LERP))
2677 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG2)
2678 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3D_TOP_SELECT_ARG1)
2679 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2680 && (alpha_op == WINED3D_TOP_MULTIPLY_ADD || alpha_op == WINED3D_TOP_LERP)))
2681 device->fixed_function_usage_map |= (1 << i);
2683 if ((color_op == WINED3D_TOP_BUMPENVMAP || color_op == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
2684 && i < MAX_TEXTURES - 1)
2685 device->fixed_function_usage_map |= (1 << (i + 1));
2689 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2691 unsigned int i, tex;
2694 device_update_fixed_function_usage_map(device);
2695 ffu_map = device->fixed_function_usage_map;
2697 if (device->max_ffp_textures == gl_info->limits.texture_stages
2698 || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2700 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2702 if (!(ffu_map & 1)) continue;
2704 if (device->texUnitMap[i] != i)
2706 device_map_stage(device, i, i);
2707 device_invalidate_state(device, STATE_SAMPLER(i));
2708 device_invalidate_texture_stage(device, i);
2714 /* Now work out the mapping */
2716 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2718 if (!(ffu_map & 1)) continue;
2720 if (device->texUnitMap[i] != tex)
2722 device_map_stage(device, i, tex);
2723 device_invalidate_state(device, STATE_SAMPLER(i));
2724 device_invalidate_texture_stage(device, i);
2731 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2733 const enum wined3d_sampler_texture_type *sampler_type =
2734 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2737 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2739 if (sampler_type[i] && device->texUnitMap[i] != i)
2741 device_map_stage(device, i, i);
2742 device_invalidate_state(device, STATE_SAMPLER(i));
2743 if (i < gl_info->limits.texture_stages)
2744 device_invalidate_texture_stage(device, i);
2749 static BOOL device_unit_free_for_vs(const struct wined3d_device *device,
2750 const enum wined3d_sampler_texture_type *pshader_sampler_tokens,
2751 const enum wined3d_sampler_texture_type *vshader_sampler_tokens, DWORD unit)
2753 DWORD current_mapping = device->rev_tex_unit_map[unit];
2755 /* Not currently used */
2756 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2758 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2759 /* Used by a fragment sampler */
2761 if (!pshader_sampler_tokens) {
2762 /* No pixel shader, check fixed function */
2763 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2766 /* Pixel shader, check the shader's sampler map */
2767 return !pshader_sampler_tokens[current_mapping];
2770 /* Used by a vertex sampler */
2771 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2774 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2776 const enum wined3d_sampler_texture_type *vshader_sampler_type =
2777 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2778 const enum wined3d_sampler_texture_type *pshader_sampler_type = NULL;
2779 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2784 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2785 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2786 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2789 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2790 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2791 if (vshader_sampler_type[i])
2793 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2795 /* Already mapped somewhere */
2801 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2803 device_map_stage(device, vsampler_idx, start);
2804 device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2816 void device_update_tex_unit_map(struct wined3d_device *device)
2818 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2819 const struct wined3d_state *state = &device->stateBlock->state;
2820 BOOL vs = use_vs(state);
2821 BOOL ps = use_ps(state);
2824 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2825 * that would be really messy and require shader recompilation
2826 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2827 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2830 device_map_psamplers(device, gl_info);
2832 device_map_fixed_function_samplers(device, gl_info);
2835 device_map_vsamplers(device, ps, gl_info);
2838 void CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2840 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2842 TRACE("device %p, shader %p.\n", device, shader);
2845 wined3d_shader_incref(shader);
2847 wined3d_shader_decref(prev);
2849 device->updateStateBlock->state.pixel_shader = shader;
2850 device->updateStateBlock->changed.pixelShader = TRUE;
2852 if (device->isRecordingState)
2854 TRACE("Recording... not performing anything.\n");
2860 TRACE("Application is setting the old shader over, nothing to do.\n");
2864 device_invalidate_state(device, STATE_PIXELSHADER);
2867 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(const struct wined3d_device *device)
2869 TRACE("device %p.\n", device);
2871 return device->stateBlock->state.pixel_shader;
2874 void CDECL wined3d_device_set_ps_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
2876 struct wined3d_buffer *prev;
2878 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
2880 if (idx >= MAX_CONSTANT_BUFFERS)
2882 WARN("Invalid constant buffer index %u.\n", idx);
2886 prev = device->updateStateBlock->state.ps_cb[idx];
2887 device->updateStateBlock->state.ps_cb[idx] = buffer;
2889 if (device->isRecordingState)
2892 wined3d_buffer_incref(buffer);
2894 wined3d_buffer_decref(prev);
2902 InterlockedIncrement(&buffer->resource.bind_count);
2903 wined3d_buffer_incref(buffer);
2907 InterlockedDecrement(&prev->resource.bind_count);
2908 wined3d_buffer_decref(prev);
2913 struct wined3d_buffer * CDECL wined3d_device_get_ps_cb(const struct wined3d_device *device, UINT idx)
2915 TRACE("device %p, idx %u.\n", device, idx);
2917 if (idx >= MAX_CONSTANT_BUFFERS)
2919 WARN("Invalid constant buffer index %u.\n", idx);
2923 return device->stateBlock->state.ps_cb[idx];
2926 void CDECL wined3d_device_set_ps_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
2928 struct wined3d_sampler *prev;
2930 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
2932 if (idx >= MAX_SAMPLER_OBJECTS)
2934 WARN("Invalid sampler index %u.\n", idx);
2938 prev = device->updateStateBlock->state.ps_sampler[idx];
2939 device->updateStateBlock->state.ps_sampler[idx] = sampler;
2942 wined3d_sampler_incref(sampler);
2944 wined3d_sampler_decref(prev);
2947 struct wined3d_sampler * CDECL wined3d_device_get_ps_sampler(const struct wined3d_device *device, UINT idx)
2949 TRACE("device %p, idx %u.\n", device, idx);
2951 if (idx >= MAX_SAMPLER_OBJECTS)
2953 WARN("Invalid sampler index %u.\n", idx);
2957 return device->stateBlock->state.ps_sampler[idx];
2960 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
2961 UINT start_register, const BOOL *constants, UINT bool_count)
2963 UINT count = min(bool_count, MAX_CONST_B - start_register);
2966 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2967 device, start_register, constants, bool_count);
2969 if (!constants || start_register >= MAX_CONST_B)
2970 return WINED3DERR_INVALIDCALL;
2972 memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
2973 for (i = 0; i < count; ++i)
2974 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2976 for (i = start_register; i < count + start_register; ++i)
2977 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
2979 if (!device->isRecordingState)
2980 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
2985 HRESULT CDECL wined3d_device_get_ps_consts_b(const struct wined3d_device *device,
2986 UINT start_register, BOOL *constants, UINT bool_count)
2988 UINT count = min(bool_count, MAX_CONST_B - start_register);
2990 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2991 device, start_register, constants, bool_count);
2993 if (!constants || start_register >= MAX_CONST_B)
2994 return WINED3DERR_INVALIDCALL;
2996 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3001 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3002 UINT start_register, const int *constants, UINT vector4i_count)
3004 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3007 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3008 device, start_register, constants, vector4i_count);
3010 if (!constants || start_register >= MAX_CONST_I)
3011 return WINED3DERR_INVALIDCALL;
3013 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3014 for (i = 0; i < count; ++i)
3015 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3016 constants[i * 4], constants[i * 4 + 1],
3017 constants[i * 4 + 2], constants[i * 4 + 3]);
3019 for (i = start_register; i < count + start_register; ++i)
3020 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3022 if (!device->isRecordingState)
3023 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3028 HRESULT CDECL wined3d_device_get_ps_consts_i(const struct wined3d_device *device,
3029 UINT start_register, int *constants, UINT vector4i_count)
3031 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3033 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3034 device, start_register, constants, vector4i_count);
3036 if (!constants || start_register >= MAX_CONST_I)
3037 return WINED3DERR_INVALIDCALL;
3039 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3044 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3045 UINT start_register, const float *constants, UINT vector4f_count)
3049 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3050 device, start_register, constants, vector4f_count);
3052 /* Specifically test start_register > limit to catch MAX_UINT overflows
3053 * when adding start_register + vector4f_count. */
3055 || start_register + vector4f_count > device->d3d_pshader_constantF
3056 || start_register > device->d3d_pshader_constantF)
3057 return WINED3DERR_INVALIDCALL;
3059 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3060 constants, vector4f_count * sizeof(float) * 4);
3063 for (i = 0; i < vector4f_count; ++i)
3064 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3065 constants[i * 4], constants[i * 4 + 1],
3066 constants[i * 4 + 2], constants[i * 4 + 3]);
3069 if (!device->isRecordingState)
3071 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3072 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3075 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3076 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3081 HRESULT CDECL wined3d_device_get_ps_consts_f(const struct wined3d_device *device,
3082 UINT start_register, float *constants, UINT vector4f_count)
3084 int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3086 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3087 device, start_register, constants, vector4f_count);
3089 if (!constants || count < 0)
3090 return WINED3DERR_INVALIDCALL;
3092 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3097 void CDECL wined3d_device_set_geometry_shader(struct wined3d_device *device, struct wined3d_shader *shader)
3099 struct wined3d_shader *prev = device->updateStateBlock->state.geometry_shader;
3101 TRACE("device %p, shader %p.\n", device, shader);
3104 wined3d_shader_incref(shader);
3106 wined3d_shader_decref(prev);
3108 device->updateStateBlock->state.geometry_shader = shader;
3110 if (device->isRecordingState || shader == prev)
3113 device_invalidate_state(device, STATE_GEOMETRY_SHADER);
3116 struct wined3d_shader * CDECL wined3d_device_get_geometry_shader(const struct wined3d_device *device)
3118 TRACE("device %p.\n", device);
3120 return device->stateBlock->state.geometry_shader;
3123 void CDECL wined3d_device_set_gs_cb(struct wined3d_device *device, UINT idx, struct wined3d_buffer *buffer)
3125 struct wined3d_buffer *prev;
3127 TRACE("device %p, idx %u, buffer %p.\n", device, idx, buffer);
3129 if (idx >= MAX_CONSTANT_BUFFERS)
3131 WARN("Invalid constant buffer index %u.\n", idx);
3135 prev = device->updateStateBlock->state.gs_cb[idx];
3136 device->updateStateBlock->state.gs_cb[idx] = buffer;
3138 if (device->isRecordingState)
3141 wined3d_buffer_incref(buffer);
3143 wined3d_buffer_decref(prev);
3151 InterlockedIncrement(&buffer->resource.bind_count);
3152 wined3d_buffer_incref(buffer);
3156 InterlockedDecrement(&prev->resource.bind_count);
3157 wined3d_buffer_decref(prev);
3162 struct wined3d_buffer * CDECL wined3d_device_get_gs_cb(const struct wined3d_device *device, UINT idx)
3164 TRACE("device %p, idx %u.\n", device, idx);
3166 if (idx >= MAX_CONSTANT_BUFFERS)
3168 WARN("Invalid constant buffer index %u.\n", idx);
3172 return device->stateBlock->state.gs_cb[idx];
3175 void CDECL wined3d_device_set_gs_sampler(struct wined3d_device *device, UINT idx, struct wined3d_sampler *sampler)
3177 struct wined3d_sampler *prev;
3179 TRACE("device %p, idx %u, sampler %p.\n", device, idx, sampler);
3181 if (idx >= MAX_SAMPLER_OBJECTS)
3183 WARN("Invalid sampler index %u.\n", idx);
3187 prev = device->updateStateBlock->state.gs_sampler[idx];
3188 device->updateStateBlock->state.gs_sampler[idx] = sampler;
3191 wined3d_sampler_incref(sampler);
3193 wined3d_sampler_decref(prev);
3196 struct wined3d_sampler * CDECL wined3d_device_get_gs_sampler(const struct wined3d_device *device, UINT idx)
3198 TRACE("device %p, idx %u.\n", device, idx);
3200 if (idx >= MAX_SAMPLER_OBJECTS)
3202 WARN("Invalid sampler index %u.\n", idx);
3206 return device->stateBlock->state.gs_sampler[idx];
3209 /* Context activation is done by the caller. */
3210 /* Do not call while under the GL lock. */
3211 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3212 static HRESULT process_vertices_strided(const struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3213 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3216 struct wined3d_matrix mat, proj_mat, view_mat, world_mat;
3217 struct wined3d_viewport vp;
3225 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3227 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3230 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3232 ERR("Source has no position mask\n");
3233 return WINED3DERR_INVALIDCALL;
3236 if (device->stateBlock->state.render_states[WINED3D_RS_CLIPPING])
3238 static BOOL warned = FALSE;
3240 * The clipping code is not quite correct. Some things need
3241 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3242 * so disable clipping for now.
3243 * (The graphics in Half-Life are broken, and my processvertices
3244 * test crashes with IDirect3DDevice3)
3250 FIXME("Clipping is broken and disabled for now\n");
3256 vertex_size = get_flexible_vertex_size(DestFVF);
3257 if (FAILED(hr = wined3d_buffer_map(dest, dwDestIndex * vertex_size, dwCount * vertex_size, &dest_ptr, 0)))
3259 WARN("Failed to map buffer, hr %#x.\n", hr);
3263 wined3d_device_get_transform(device, WINED3D_TS_VIEW, &view_mat);
3264 wined3d_device_get_transform(device, WINED3D_TS_PROJECTION, &proj_mat);
3265 wined3d_device_get_transform(device, WINED3D_TS_WORLD_MATRIX(0), &world_mat);
3267 TRACE("View mat:\n");
3268 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);
3269 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);
3270 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);
3271 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);
3273 TRACE("Proj mat:\n");
3274 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);
3275 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);
3276 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);
3277 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);
3279 TRACE("World mat:\n");
3280 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);
3281 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);
3282 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);
3283 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);
3285 /* Get the viewport */
3286 wined3d_device_get_viewport(device, &vp);
3287 TRACE("viewport x %u, y %u, width %u, height %u, min_z %.8e, max_z %.8e.\n",
3288 vp.x, vp.y, vp.width, vp.height, vp.min_z, vp.max_z);
3290 multiply_matrix(&mat,&view_mat,&world_mat);
3291 multiply_matrix(&mat,&proj_mat,&mat);
3293 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3295 for (i = 0; i < dwCount; i+= 1) {
3296 unsigned int tex_index;
3298 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3299 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3300 /* The position first */
3301 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3302 const float *p = (const float *)(element->data.addr + i * element->stride);
3304 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3306 /* Multiplication with world, view and projection matrix */
3307 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);
3308 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);
3309 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);
3310 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);
3312 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3314 /* WARNING: The following things are taken from d3d7 and were not yet checked
3315 * against d3d8 or d3d9!
3318 /* Clipping conditions: From msdn
3320 * A vertex is clipped if it does not match the following requirements
3324 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3326 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3327 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3332 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3333 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3336 /* "Normal" viewport transformation (not clipped)
3337 * 1) The values are divided by rhw
3338 * 2) The y axis is negative, so multiply it with -1
3339 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3340 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3341 * 4) Multiply x with Width/2 and add Width/2
3342 * 5) The same for the height
3343 * 6) Add the viewpoint X and Y to the 2D coordinates and
3344 * The minimum Z value to z
3345 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3347 * Well, basically it's simply a linear transformation into viewport
3359 z *= vp.max_z - vp.min_z;
3361 x += vp.width / 2 + vp.x;
3362 y += vp.height / 2 + vp.y;
3367 /* That vertex got clipped
3368 * Contrary to OpenGL it is not dropped completely, it just
3369 * undergoes a different calculation.
3371 TRACE("Vertex got clipped\n");
3378 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3379 * outside of the main vertex buffer memory. That needs some more
3384 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3387 ( (float *) dest_ptr)[0] = x;
3388 ( (float *) dest_ptr)[1] = y;
3389 ( (float *) dest_ptr)[2] = z;
3390 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3392 dest_ptr += 3 * sizeof(float);
3394 if ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW)
3395 dest_ptr += sizeof(float);
3398 if (DestFVF & WINED3DFVF_PSIZE)
3399 dest_ptr += sizeof(DWORD);
3401 if (DestFVF & WINED3DFVF_NORMAL)
3403 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3404 const float *normal = (const float *)(element->data.addr + i * element->stride);
3405 /* AFAIK this should go into the lighting information */
3406 FIXME("Didn't expect the destination to have a normal\n");
3407 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3410 if (DestFVF & WINED3DFVF_DIFFUSE)
3412 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3413 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3414 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3416 static BOOL warned = FALSE;
3419 ERR("No diffuse color in source, but destination has one\n");
3423 *( (DWORD *) dest_ptr) = 0xffffffff;
3424 dest_ptr += sizeof(DWORD);
3428 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3432 if (DestFVF & WINED3DFVF_SPECULAR)
3434 /* What's the color value in the feedback buffer? */
3435 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3436 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3437 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3439 static BOOL warned = FALSE;
3442 ERR("No specular color in source, but destination has one\n");
3446 *(DWORD *)dest_ptr = 0xff000000;
3447 dest_ptr += sizeof(DWORD);
3451 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3455 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3457 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3458 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3459 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3461 ERR("No source texture, but destination requests one\n");
3462 dest_ptr += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3466 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3471 wined3d_buffer_unmap(dest);
3475 #undef copy_and_next
3477 /* Do not call while under the GL lock. */
3478 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3479 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3480 const struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3482 struct wined3d_state *state = &device->stateBlock->state;
3483 struct wined3d_stream_info stream_info;
3484 const struct wined3d_gl_info *gl_info;
3485 struct wined3d_context *context;
3486 struct wined3d_shader *vs;
3490 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3491 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3492 device, src_start_idx, dst_idx, vertex_count,
3493 dst_buffer, declaration, flags, dst_fvf);
3496 FIXME("Output vertex declaration not implemented yet.\n");
3498 /* Need any context to write to the vbo. */
3499 context = context_acquire(device, NULL);
3500 gl_info = context->gl_info;
3502 vs = state->vertex_shader;
3503 state->vertex_shader = NULL;
3504 device_stream_info_from_declaration(device, &stream_info);
3505 state->vertex_shader = vs;
3507 /* We can't convert FROM a VBO, and vertex buffers used to source into
3508 * process_vertices() are unlikely to ever be used for drawing. Release
3509 * VBOs in those buffers and fix up the stream_info structure.
3511 * Also apply the start index. */
3512 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3514 struct wined3d_stream_info_element *e;
3516 if (!(stream_info.use_map & (1 << i)))
3519 e = &stream_info.elements[i];
3520 if (e->data.buffer_object)
3522 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3523 e->data.buffer_object = 0;
3524 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3525 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3526 vb->buffer_object = 0;
3529 e->data.addr += e->stride * src_start_idx;
3532 hr = process_vertices_strided(device, dst_idx, vertex_count,
3533 &stream_info, dst_buffer, flags, dst_fvf);
3535 context_release(context);
3540 void CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3541 UINT stage, enum wined3d_texture_stage_state state, DWORD value)
3543 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3546 TRACE("device %p, stage %u, state %s, value %#x.\n",
3547 device, stage, debug_d3dtexturestate(state), value);
3549 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3551 WARN("Invalid state %#x passed.\n", state);
3555 if (stage >= gl_info->limits.texture_stages)
3557 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3558 stage, gl_info->limits.texture_stages - 1);
3562 old_value = device->updateStateBlock->state.texture_states[stage][state];
3563 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3564 device->updateStateBlock->state.texture_states[stage][state] = value;
3566 if (device->isRecordingState)
3568 TRACE("Recording... not performing anything.\n");
3572 /* Checked after the assignments to allow proper stateblock recording. */
3573 if (old_value == value)
3575 TRACE("Application is setting the old value over, nothing to do.\n");
3579 if (stage > device->stateBlock->state.lowest_disabled_stage
3580 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3581 == STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP))
3583 /* Colorop change above lowest disabled stage? That won't change
3584 * anything in the GL setup. Changes in other states are important on
3585 * disabled stages too. */
3589 if (state == WINED3D_TSS_COLOR_OP)
3593 if (value == WINED3D_TOP_DISABLE && old_value != WINED3D_TOP_DISABLE)
3595 /* Previously enabled stage disabled now. Make sure to dirtify
3596 * all enabled stages above stage, they have to be disabled.
3598 * The current stage is dirtified below. */
3599 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3601 TRACE("Additionally dirtifying stage %u.\n", i);
3602 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3604 device->stateBlock->state.lowest_disabled_stage = stage;
3605 TRACE("New lowest disabled: %u.\n", stage);
3607 else if (value != WINED3D_TOP_DISABLE && old_value == WINED3D_TOP_DISABLE)
3609 /* Previously disabled stage enabled. Stages above it may need
3610 * enabling. Stage must be lowest_disabled_stage here, if it's
3611 * bigger success is returned above, and stages below the lowest
3612 * disabled stage can't be enabled (because they are enabled
3615 * Again stage stage doesn't need to be dirtified here, it is
3617 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3619 if (device->updateStateBlock->state.texture_states[i][WINED3D_TSS_COLOR_OP] == WINED3D_TOP_DISABLE)
3621 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3622 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3D_TSS_COLOR_OP));
3624 device->stateBlock->state.lowest_disabled_stage = i;
3625 TRACE("New lowest disabled: %u.\n", i);
3629 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3632 DWORD CDECL wined3d_device_get_texture_stage_state(const struct wined3d_device *device,
3633 UINT stage, enum wined3d_texture_stage_state state)
3635 TRACE("device %p, stage %u, state %s.\n",
3636 device, stage, debug_d3dtexturestate(state));
3638 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3640 WARN("Invalid state %#x passed.\n", state);
3644 return device->updateStateBlock->state.texture_states[stage][state];
3647 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3648 UINT stage, struct wined3d_texture *texture)
3650 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3651 struct wined3d_texture *prev;
3653 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3655 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3656 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3658 /* Windows accepts overflowing this array... we do not. */
3659 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3661 WARN("Ignoring invalid stage %u.\n", stage);
3665 if (texture && texture->resource.pool == WINED3D_POOL_SCRATCH)
3667 WARN("Rejecting attempt to set scratch texture.\n");
3668 return WINED3DERR_INVALIDCALL;
3671 device->updateStateBlock->changed.textures |= 1 << stage;
3673 prev = device->updateStateBlock->state.textures[stage];
3674 TRACE("Previous texture %p.\n", prev);
3676 if (texture == prev)
3678 TRACE("App is setting the same texture again, nothing to do.\n");
3682 TRACE("Setting new texture to %p.\n", texture);
3683 device->updateStateBlock->state.textures[stage] = texture;
3685 if (device->isRecordingState)
3687 TRACE("Recording... not performing anything\n");
3689 if (texture) wined3d_texture_incref(texture);
3690 if (prev) wined3d_texture_decref(prev);
3697 LONG bind_count = InterlockedIncrement(&texture->resource.bind_count);
3699 wined3d_texture_incref(texture);
3701 if (!prev || texture->target != prev->target)
3702 device_invalidate_state(device, STATE_PIXELSHADER);
3704 if (!prev && stage < gl_info->limits.texture_stages)
3706 /* The source arguments for color and alpha ops have different
3707 * meanings when a NULL texture is bound, so the COLOR_OP and
3708 * ALPHA_OP have to be dirtified. */
3709 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3710 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3713 if (bind_count == 1)
3714 texture->sampler = stage;
3719 LONG bind_count = InterlockedDecrement(&prev->resource.bind_count);
3721 if (!texture && stage < gl_info->limits.texture_stages)
3723 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_COLOR_OP));
3724 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3D_TSS_ALPHA_OP));
3727 if (bind_count && prev->sampler == stage)
3731 /* Search for other stages the texture is bound to. Shouldn't
3732 * happen if applications bind textures to a single stage only. */
3733 TRACE("Searching for other stages the texture is bound to.\n");
3734 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3736 if (device->updateStateBlock->state.textures[i] == prev)
3738 TRACE("Texture is also bound to stage %u.\n", i);
3745 wined3d_texture_decref(prev);
3748 device_invalidate_state(device, STATE_SAMPLER(stage));
3753 struct wined3d_texture * CDECL wined3d_device_get_texture(const struct wined3d_device *device, UINT stage)
3755 TRACE("device %p, stage %u.\n", device, stage);
3757 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3758 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3760 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3762 WARN("Ignoring invalid stage %u.\n", stage);
3763 return NULL; /* Windows accepts overflowing this array ... we do not. */
3766 return device->stateBlock->state.textures[stage];
3769 HRESULT CDECL wined3d_device_get_back_buffer(const struct wined3d_device *device, UINT swapchain_idx,
3770 UINT backbuffer_idx, enum wined3d_backbuffer_type backbuffer_type, struct wined3d_surface **backbuffer)
3772 struct wined3d_swapchain *swapchain;
3774 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3775 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3777 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3778 return WINED3DERR_INVALIDCALL;
3780 if (!(*backbuffer = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type)))
3781 return WINED3DERR_INVALIDCALL;
3785 HRESULT CDECL wined3d_device_get_device_caps(const struct wined3d_device *device, WINED3DCAPS *caps)
3787 TRACE("device %p, caps %p.\n", device, caps);
3789 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal,
3790 device->create_parms.device_type, caps);
3793 HRESULT CDECL wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx,
3794 struct wined3d_display_mode *mode, enum wined3d_display_rotation *rotation)
3796 struct wined3d_swapchain *swapchain;
3798 TRACE("device %p, swapchain_idx %u, mode %p, rotation %p.\n",
3799 device, swapchain_idx, mode, rotation);
3801 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
3802 return WINED3DERR_INVALIDCALL;
3804 return wined3d_swapchain_get_display_mode(swapchain, mode, rotation);
3807 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3809 struct wined3d_stateblock *stateblock;
3812 TRACE("device %p.\n", device);
3814 if (device->isRecordingState)
3815 return WINED3DERR_INVALIDCALL;
3817 hr = wined3d_stateblock_create(device, WINED3D_SBT_RECORDED, &stateblock);
3821 wined3d_stateblock_decref(device->updateStateBlock);
3822 device->updateStateBlock = stateblock;
3823 device->isRecordingState = TRUE;
3825 TRACE("Recording stateblock %p.\n", stateblock);
3830 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3831 struct wined3d_stateblock **stateblock)
3833 struct wined3d_stateblock *object = device->updateStateBlock;
3835 TRACE("device %p, stateblock %p.\n", device, stateblock);
3837 if (!device->isRecordingState)
3839 WARN("Not recording.\n");
3841 return WINED3DERR_INVALIDCALL;
3844 stateblock_init_contained_states(object);
3846 *stateblock = object;
3847 device->isRecordingState = FALSE;
3848 device->updateStateBlock = device->stateBlock;
3849 wined3d_stateblock_incref(device->updateStateBlock);
3851 TRACE("Returning stateblock %p.\n", *stateblock);
3856 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3858 /* At the moment we have no need for any functionality at the beginning
3860 TRACE("device %p.\n", device);
3862 if (device->inScene)
3864 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3865 return WINED3DERR_INVALIDCALL;
3867 device->inScene = TRUE;
3871 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3873 struct wined3d_context *context;
3875 TRACE("device %p.\n", device);
3877 if (!device->inScene)
3879 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3880 return WINED3DERR_INVALIDCALL;
3883 context = context_acquire(device, NULL);
3884 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3885 context->gl_info->gl_ops.gl.p_glFlush();
3886 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3888 context_release(context);
3890 device->inScene = FALSE;
3894 HRESULT CDECL wined3d_device_present(const struct wined3d_device *device, const RECT *src_rect,
3895 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region, DWORD flags)
3899 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p, flags %#x.\n",
3900 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
3901 dst_window_override, dirty_region, flags);
3903 for (i = 0; i < device->swapchain_count; ++i)
3905 wined3d_swapchain_present(device->swapchains[i], src_rect,
3906 dst_rect, dst_window_override, dirty_region, flags);
3912 /* Do not call while under the GL lock. */
3913 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
3914 const RECT *rects, DWORD flags, const struct wined3d_color *color, float depth, DWORD stencil)
3918 TRACE("device %p, rect_count %u, rects %p, flags %#x, color {%.8e, %.8e, %.8e, %.8e}, depth %.8e, stencil %u.\n",
3919 device, rect_count, rects, flags, color->r, color->g, color->b, color->a, depth, stencil);
3921 if (!rect_count && rects)
3923 WARN("Rects is %p, but rect_count is 0, ignoring clear\n", rects);
3927 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
3929 struct wined3d_surface *ds = device->fb.depth_stencil;
3932 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
3933 /* TODO: What about depth stencil buffers without stencil bits? */
3934 return WINED3DERR_INVALIDCALL;
3936 else if (flags & WINED3DCLEAR_TARGET)
3938 if (ds->resource.width < device->fb.render_targets[0]->resource.width
3939 || ds->resource.height < device->fb.render_targets[0]->resource.height)
3941 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
3947 wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
3948 device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
3949 &device->fb, rect_count, rects, &draw_rect, flags, color, depth, stencil);
3954 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
3955 enum wined3d_primitive_type primitive_type)
3957 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
3959 device->updateStateBlock->changed.primitive_type = TRUE;
3960 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
3963 void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
3964 enum wined3d_primitive_type *primitive_type)
3966 TRACE("device %p, primitive_type %p\n", device, primitive_type);
3968 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
3970 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
3973 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
3975 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
3977 if (!device->stateBlock->state.vertex_declaration)
3979 WARN("Called without a valid vertex declaration set.\n");
3980 return WINED3DERR_INVALIDCALL;
3983 if (device->stateBlock->state.load_base_vertex_index)
3985 device->stateBlock->state.load_base_vertex_index = 0;
3986 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
3989 /* Account for the loading offset due to index buffers. Instead of
3990 * reloading all sources correct it with the startvertex parameter. */
3991 draw_primitive(device, start_vertex, vertex_count, 0, 0, FALSE, NULL);
3995 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
3997 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3999 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4001 if (!device->stateBlock->state.index_buffer)
4003 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4004 * without an index buffer set. (The first time at least...)
4005 * D3D8 simply dies, but I doubt it can do much harm to return
4006 * D3DERR_INVALIDCALL there as well. */
4007 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4008 return WINED3DERR_INVALIDCALL;
4011 if (!device->stateBlock->state.vertex_declaration)
4013 WARN("Called without a valid vertex declaration set.\n");
4014 return WINED3DERR_INVALIDCALL;
4017 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4018 device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4020 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4021 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4024 draw_primitive(device, start_idx, index_count, 0, 0, TRUE, NULL);
4029 void CDECL wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device *device,
4030 UINT start_idx, UINT index_count, UINT start_instance, UINT instance_count)
4032 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4034 draw_primitive(device, start_idx, index_count, start_instance, instance_count, TRUE, NULL);
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 void 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;
4266 BOOL CDECL wined3d_device_get_software_vertex_processing(const struct wined3d_device *device)
4270 TRACE("device %p.\n", device);
4274 TRACE("device %p stub!\n", device);
4278 return device->softwareVertexProcessing;
4281 HRESULT CDECL wined3d_device_get_raster_status(const struct wined3d_device *device,
4282 UINT swapchain_idx, struct wined3d_raster_status *raster_status)
4284 struct wined3d_swapchain *swapchain;
4286 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4287 device, swapchain_idx, raster_status);
4289 if (!(swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
4290 return WINED3DERR_INVALIDCALL;
4292 return wined3d_swapchain_get_raster_status(swapchain, raster_status);
4295 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4299 TRACE("device %p, segments %.8e.\n", device, segments);
4301 if (segments != 0.0f)
4305 FIXME("device %p, segments %.8e stub!\n", device, segments);
4313 float CDECL wined3d_device_get_npatch_mode(const struct wined3d_device *device)
4317 TRACE("device %p.\n", device);
4321 FIXME("device %p stub!\n", device);
4328 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4329 struct wined3d_surface *src_surface, const RECT *src_rect,
4330 struct wined3d_surface *dst_surface, const POINT *dst_point)
4332 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4333 device, src_surface, wine_dbgstr_rect(src_rect),
4334 dst_surface, wine_dbgstr_point(dst_point));
4336 if (src_surface->resource.pool != WINED3D_POOL_SYSTEM_MEM || dst_surface->resource.pool != WINED3D_POOL_DEFAULT)
4338 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4339 src_surface, dst_surface);
4340 return WINED3DERR_INVALIDCALL;
4343 return surface_upload_from_surface(dst_surface, dst_point, src_surface, src_rect);
4346 /* Do not call while under the GL lock. */
4347 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4348 struct wined3d_surface *surface, const RECT *rect, const struct wined3d_color *color)
4352 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4353 device, surface, wine_dbgstr_rect(rect),
4354 color->r, color->g, color->b, color->a);
4356 if (surface->resource.pool != WINED3D_POOL_DEFAULT && surface->resource.pool != WINED3D_POOL_SYSTEM_MEM)
4358 WARN("Color-fill not allowed on %s surfaces.\n", debug_d3dpool(surface->resource.pool));
4359 return WINED3DERR_INVALIDCALL;
4364 SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
4368 return surface_color_fill(surface, rect, color);
4371 /* Do not call while under the GL lock. */
4372 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
4373 struct wined3d_rendertarget_view *rendertarget_view, const struct wined3d_color *color)
4375 struct wined3d_resource *resource;
4379 resource = rendertarget_view->resource;
4380 if (resource->type != WINED3D_RTYPE_SURFACE)
4382 FIXME("Only supported on surface resources\n");
4386 SetRect(&rect, 0, 0, resource->width, resource->height);
4387 hr = surface_color_fill(surface_from_resource(resource), &rect, color);
4388 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
4391 struct wined3d_surface * CDECL wined3d_device_get_render_target(const struct wined3d_device *device,
4392 UINT render_target_idx)
4394 TRACE("device %p, render_target_idx %u.\n", device, render_target_idx);
4396 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4398 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4402 return device->fb.render_targets[render_target_idx];
4405 struct wined3d_surface * CDECL wined3d_device_get_depth_stencil(const struct wined3d_device *device)
4407 TRACE("device %p.\n", device);
4409 return device->fb.depth_stencil;
4412 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
4413 UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
4415 struct wined3d_surface *prev;
4417 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
4418 device, render_target_idx, render_target, set_viewport);
4420 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
4422 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
4423 return WINED3DERR_INVALIDCALL;
4426 /* Render target 0 can't be set to NULL. */
4427 if (!render_target && !render_target_idx)
4429 WARN("Trying to set render target 0 to NULL.\n");
4430 return WINED3DERR_INVALIDCALL;
4433 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
4435 FIXME("Surface %p doesn't have render target usage.\n", render_target);
4436 return WINED3DERR_INVALIDCALL;
4439 /* Set the viewport and scissor rectangles, if requested. Tests show that
4440 * stateblock recording is ignored, the change goes directly into the
4441 * primary stateblock. */
4442 if (!render_target_idx && set_viewport)
4444 struct wined3d_state *state = &device->stateBlock->state;
4446 state->viewport.x = 0;
4447 state->viewport.y = 0;
4448 state->viewport.width = render_target->resource.width;
4449 state->viewport.height = render_target->resource.height;
4450 state->viewport.min_z = 0.0f;
4451 state->viewport.max_z = 1.0f;
4452 device_invalidate_state(device, STATE_VIEWPORT);
4454 state->scissor_rect.top = 0;
4455 state->scissor_rect.left = 0;
4456 state->scissor_rect.right = render_target->resource.width;
4457 state->scissor_rect.bottom = render_target->resource.height;
4458 device_invalidate_state(device, STATE_SCISSORRECT);
4462 prev = device->fb.render_targets[render_target_idx];
4463 if (render_target == prev)
4467 wined3d_surface_incref(render_target);
4468 device->fb.render_targets[render_target_idx] = render_target;
4469 /* Release after the assignment, to prevent device_resource_released()
4470 * from seeing the surface as still in use. */
4472 wined3d_surface_decref(prev);
4474 device_invalidate_state(device, STATE_FRAMEBUFFER);
4479 void CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
4481 struct wined3d_surface *prev = device->fb.depth_stencil;
4483 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
4484 device, depth_stencil, prev);
4486 if (prev == depth_stencil)
4488 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
4494 if (device->swapchains[0]->desc.flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
4495 || prev->flags & SFLAG_DISCARD)
4497 surface_modify_ds_location(prev, SFLAG_DISCARDED,
4498 prev->resource.width, prev->resource.height);
4499 if (prev == device->onscreen_depth_stencil)
4501 wined3d_surface_decref(device->onscreen_depth_stencil);
4502 device->onscreen_depth_stencil = NULL;
4507 device->fb.depth_stencil = depth_stencil;
4509 wined3d_surface_incref(depth_stencil);
4511 if (!prev != !depth_stencil)
4513 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
4514 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
4515 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
4516 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
4517 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4519 else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
4521 device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
4524 wined3d_surface_decref(prev);
4526 device_invalidate_state(device, STATE_FRAMEBUFFER);
4531 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
4532 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
4534 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
4535 device, x_hotspot, y_hotspot, cursor_image);
4537 /* some basic validation checks */
4538 if (device->cursorTexture)
4540 struct wined3d_context *context = context_acquire(device, NULL);
4541 context->gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->cursorTexture);
4542 context_release(context);
4543 device->cursorTexture = 0;
4548 struct wined3d_display_mode mode;
4549 struct wined3d_map_desc map_desc;
4552 /* MSDN: Cursor must be A8R8G8B8 */
4553 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
4555 WARN("surface %p has an invalid format.\n", cursor_image);
4556 return WINED3DERR_INVALIDCALL;
4559 if (FAILED(hr = wined3d_get_adapter_display_mode(device->wined3d, device->adapter->ordinal, &mode, NULL)))
4561 ERR("Failed to get display mode, hr %#x.\n", hr);
4562 return WINED3DERR_INVALIDCALL;
4565 /* MSDN: Cursor must be smaller than the display mode */
4566 if (cursor_image->resource.width > mode.width || cursor_image->resource.height > mode.height)
4568 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
4569 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
4570 mode.width, mode.height);
4571 return WINED3DERR_INVALIDCALL;
4574 /* TODO: MSDN: Cursor sizes must be a power of 2 */
4576 /* Do not store the surface's pointer because the application may
4577 * release it after setting the cursor image. Windows doesn't
4578 * addref the set surface, so we can't do this either without
4579 * creating circular refcount dependencies. Copy out the gl texture
4581 device->cursorWidth = cursor_image->resource.width;
4582 device->cursorHeight = cursor_image->resource.height;
4583 if (SUCCEEDED(wined3d_surface_map(cursor_image, &map_desc, NULL, WINED3D_MAP_READONLY)))
4585 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4586 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
4587 struct wined3d_context *context;
4588 char *mem, *bits = map_desc.data;
4589 GLint intfmt = format->glInternal;
4590 GLint gl_format = format->glFormat;
4591 GLint type = format->glType;
4592 INT height = device->cursorHeight;
4593 INT width = device->cursorWidth;
4594 INT bpp = format->byte_count;
4597 /* Reformat the texture memory (pitch and width can be
4599 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
4600 for (i = 0; i < height; ++i)
4601 memcpy(&mem[width * bpp * i], &bits[map_desc.row_pitch * i], width * bpp);
4602 wined3d_surface_unmap(cursor_image);
4604 context = context_acquire(device, NULL);
4606 if (gl_info->supported[APPLE_CLIENT_STORAGE])
4608 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
4609 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
4612 invalidate_active_texture(device, context);
4613 /* Create a new cursor texture */
4614 gl_info->gl_ops.gl.p_glGenTextures(1, &device->cursorTexture);
4615 checkGLcall("glGenTextures");
4616 context_bind_texture(context, GL_TEXTURE_2D, device->cursorTexture);
4617 /* Copy the bitmap memory into the cursor texture */
4618 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
4619 checkGLcall("glTexImage2D");
4620 HeapFree(GetProcessHeap(), 0, mem);
4622 if (gl_info->supported[APPLE_CLIENT_STORAGE])
4624 gl_info->gl_ops.gl.p_glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
4625 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
4628 context_release(context);
4632 FIXME("A cursor texture was not returned.\n");
4633 device->cursorTexture = 0;
4636 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
4638 UINT mask_size = cursor_image->resource.width * cursor_image->resource.height / 8;
4639 ICONINFO cursorInfo;
4643 /* 32-bit user32 cursors ignore the alpha channel if it's all
4644 * zeroes, and use the mask instead. Fill the mask with all ones
4645 * to ensure we still get a fully transparent cursor. */
4646 maskBits = HeapAlloc(GetProcessHeap(), 0, mask_size);
4647 memset(maskBits, 0xff, mask_size);
4648 wined3d_surface_map(cursor_image, &map_desc, NULL,
4649 WINED3D_MAP_NO_DIRTY_UPDATE | WINED3D_MAP_READONLY);
4650 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
4652 cursorInfo.fIcon = FALSE;
4653 cursorInfo.xHotspot = x_hotspot;
4654 cursorInfo.yHotspot = y_hotspot;
4655 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
4657 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
4658 1, 32, map_desc.data);
4659 wined3d_surface_unmap(cursor_image);
4660 /* Create our cursor and clean up. */
4661 cursor = CreateIconIndirect(&cursorInfo);
4662 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
4663 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
4664 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
4665 device->hardwareCursor = cursor;
4666 if (device->bCursorVisible) SetCursor( cursor );
4667 HeapFree(GetProcessHeap(), 0, maskBits);
4671 device->xHotSpot = x_hotspot;
4672 device->yHotSpot = y_hotspot;
4676 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
4677 int x_screen_space, int y_screen_space, DWORD flags)
4679 TRACE("device %p, x %d, y %d, flags %#x.\n",
4680 device, x_screen_space, y_screen_space, flags);
4682 device->xScreenSpace = x_screen_space;
4683 device->yScreenSpace = y_screen_space;
4685 if (device->hardwareCursor)
4689 GetCursorPos( &pt );
4690 if (x_screen_space == pt.x && y_screen_space == pt.y)
4692 SetCursorPos( x_screen_space, y_screen_space );
4694 /* Switch to the software cursor if position diverges from the hardware one. */
4695 GetCursorPos( &pt );
4696 if (x_screen_space != pt.x || y_screen_space != pt.y)
4698 if (device->bCursorVisible) SetCursor( NULL );
4699 DestroyCursor( device->hardwareCursor );
4700 device->hardwareCursor = 0;
4705 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
4707 BOOL oldVisible = device->bCursorVisible;
4709 TRACE("device %p, show %#x.\n", device, show);
4712 * When ShowCursor is first called it should make the cursor appear at the OS's last
4713 * known cursor position.
4715 if (show && !oldVisible)
4719 device->xScreenSpace = pt.x;
4720 device->yScreenSpace = pt.y;
4723 if (device->hardwareCursor)
4725 device->bCursorVisible = show;
4727 SetCursor(device->hardwareCursor);
4733 if (device->cursorTexture)
4734 device->bCursorVisible = show;
4740 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
4742 struct wined3d_resource *resource, *cursor;
4744 TRACE("device %p.\n", device);
4746 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4748 TRACE("Checking resource %p for eviction.\n", resource);
4750 if (resource->pool == WINED3D_POOL_MANAGED && !resource->map_count)
4752 TRACE("Evicting %p.\n", resource);
4753 resource->resource_ops->resource_unload(resource);
4757 /* Invalidate stream sources, the buffer(s) may have been evicted. */
4758 device_invalidate_state(device, STATE_STREAMSRC);
4761 /* Do not call while under the GL lock. */
4762 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
4764 struct wined3d_resource *resource, *cursor;
4765 const struct wined3d_gl_info *gl_info;
4766 struct wined3d_context *context;
4767 struct wined3d_shader *shader;
4769 context = context_acquire(device, NULL);
4770 gl_info = context->gl_info;
4772 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4774 TRACE("Unloading resource %p.\n", resource);
4776 resource->resource_ops->resource_unload(resource);
4779 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
4781 device->shader_backend->shader_destroy(shader);
4784 if (device->depth_blt_texture)
4786 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->depth_blt_texture);
4787 device->depth_blt_texture = 0;
4789 if (device->cursorTexture)
4791 gl_info->gl_ops.gl.p_glDeleteTextures(1, &device->cursorTexture);
4792 device->cursorTexture = 0;
4795 device->blitter->free_private(device);
4796 device->shader_backend->shader_free_private(device);
4797 destroy_dummy_textures(device, gl_info);
4799 context_release(context);
4801 while (device->context_count)
4803 swapchain_destroy_contexts(device->contexts[0]->swapchain);
4806 HeapFree(GetProcessHeap(), 0, swapchain->context);
4807 swapchain->context = NULL;
4810 /* Do not call while under the GL lock. */
4811 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
4813 struct wined3d_context *context;
4814 struct wined3d_surface *target;
4817 if (FAILED(hr = device->shader_backend->shader_alloc_private(device, device->adapter->fragment_pipe)))
4819 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
4823 if (FAILED(hr = device->blitter->alloc_private(device)))
4825 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
4826 device->shader_backend->shader_free_private(device);
4830 /* Recreate the primary swapchain's context */
4831 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
4832 if (!swapchain->context)
4834 ERR("Failed to allocate memory for swapchain context array.\n");
4835 device->blitter->free_private(device);
4836 device->shader_backend->shader_free_private(device);
4837 return E_OUTOFMEMORY;
4840 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
4841 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
4843 WARN("Failed to create context.\n");
4844 device->blitter->free_private(device);
4845 device->shader_backend->shader_free_private(device);
4846 HeapFree(GetProcessHeap(), 0, swapchain->context);
4850 swapchain->context[0] = context;
4851 swapchain->num_contexts = 1;
4852 create_dummy_textures(device, context);
4853 context_release(context);
4858 /* Do not call while under the GL lock. */
4859 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
4860 const struct wined3d_swapchain_desc *swapchain_desc, const struct wined3d_display_mode *mode,
4861 wined3d_device_reset_cb callback, BOOL reset_state)
4863 struct wined3d_resource *resource, *cursor;
4864 struct wined3d_swapchain *swapchain;
4865 struct wined3d_display_mode m;
4866 BOOL DisplayModeChanged = FALSE;
4867 BOOL update_desc = FALSE;
4868 HRESULT hr = WINED3D_OK;
4871 TRACE("device %p, swapchain_desc %p, mode %p, callback %p.\n", device, swapchain_desc, mode, callback);
4873 if (!(swapchain = wined3d_device_get_swapchain(device, 0)))
4875 ERR("Failed to get the first implicit swapchain.\n");
4876 return WINED3DERR_INVALIDCALL;
4880 stateblock_unbind_resources(device->stateBlock);
4882 if (device->fb.render_targets)
4884 if (swapchain->back_buffers && swapchain->back_buffers[0])
4885 wined3d_device_set_render_target(device, 0, swapchain->back_buffers[0], FALSE);
4887 wined3d_device_set_render_target(device, 0, swapchain->front_buffer, FALSE);
4888 for (i = 1; i < device->adapter->gl_info.limits.buffers; ++i)
4890 wined3d_device_set_render_target(device, i, NULL, FALSE);
4893 wined3d_device_set_depth_stencil(device, NULL);
4895 if (device->onscreen_depth_stencil)
4897 wined3d_surface_decref(device->onscreen_depth_stencil);
4898 device->onscreen_depth_stencil = NULL;
4903 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
4905 TRACE("Enumerating resource %p.\n", resource);
4906 if (FAILED(hr = callback(resource)))
4911 /* Is it necessary to recreate the gl context? Actually every setting can be changed
4912 * on an existing gl context, so there's no real need for recreation.
4914 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
4916 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
4918 TRACE("New params:\n");
4919 TRACE("backbuffer_width %u\n", swapchain_desc->backbuffer_width);
4920 TRACE("backbuffer_height %u\n", swapchain_desc->backbuffer_height);
4921 TRACE("backbuffer_format %s\n", debug_d3dformat(swapchain_desc->backbuffer_format));
4922 TRACE("backbuffer_count %u\n", swapchain_desc->backbuffer_count);
4923 TRACE("multisample_type %#x\n", swapchain_desc->multisample_type);
4924 TRACE("multisample_quality %u\n", swapchain_desc->multisample_quality);
4925 TRACE("swap_effect %#x\n", swapchain_desc->swap_effect);
4926 TRACE("device_window %p\n", swapchain_desc->device_window);
4927 TRACE("windowed %#x\n", swapchain_desc->windowed);
4928 TRACE("enable_auto_depth_stencil %#x\n", swapchain_desc->enable_auto_depth_stencil);
4929 if (swapchain_desc->enable_auto_depth_stencil)
4930 TRACE("auto_depth_stencil_format %s\n", debug_d3dformat(swapchain_desc->auto_depth_stencil_format));
4931 TRACE("flags %#x\n", swapchain_desc->flags);
4932 TRACE("refresh_rate %u\n", swapchain_desc->refresh_rate);
4933 TRACE("swap_interval %u\n", swapchain_desc->swap_interval);
4934 TRACE("auto_restore_display_mode %#x\n", swapchain_desc->auto_restore_display_mode);
4936 /* No special treatment of these parameters. Just store them */
4937 swapchain->desc.swap_effect = swapchain_desc->swap_effect;
4938 swapchain->desc.flags = swapchain_desc->flags;
4939 swapchain->desc.swap_interval = swapchain_desc->swap_interval;
4940 swapchain->desc.refresh_rate = swapchain_desc->refresh_rate;
4942 /* What to do about these? */
4943 if (swapchain_desc->backbuffer_count
4944 && swapchain_desc->backbuffer_count != swapchain->desc.backbuffer_count)
4945 FIXME("Cannot change the back buffer count yet.\n");
4947 if (swapchain_desc->device_window
4948 && swapchain_desc->device_window != swapchain->desc.device_window)
4950 TRACE("Changing the device window from %p to %p.\n",
4951 swapchain->desc.device_window, swapchain_desc->device_window);
4952 swapchain->desc.device_window = swapchain_desc->device_window;
4953 swapchain->device_window = swapchain_desc->device_window;
4954 wined3d_swapchain_set_window(swapchain, NULL);
4957 if (swapchain_desc->enable_auto_depth_stencil && !device->auto_depth_stencil)
4959 TRACE("Creating the depth stencil buffer\n");
4961 if (FAILED(hr = device->device_parent->ops->create_swapchain_surface(device->device_parent,
4962 device->device_parent, swapchain_desc->backbuffer_width, swapchain_desc->backbuffer_height,
4963 swapchain_desc->auto_depth_stencil_format, WINED3DUSAGE_DEPTHSTENCIL,
4964 swapchain_desc->multisample_type, swapchain_desc->multisample_quality,
4965 &device->auto_depth_stencil)))
4967 ERR("Failed to create the depth stencil buffer, hr %#x.\n", hr);
4968 return WINED3DERR_INVALIDCALL;
4972 /* Reset the depth stencil */
4973 if (swapchain_desc->enable_auto_depth_stencil)
4974 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
4978 DisplayModeChanged = TRUE;
4981 else if (swapchain_desc->windowed)
4983 m.width = swapchain->orig_width;
4984 m.height = swapchain->orig_height;
4986 m.format_id = swapchain->desc.backbuffer_format;
4987 m.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
4991 m.width = swapchain_desc->backbuffer_width;
4992 m.height = swapchain_desc->backbuffer_height;
4993 m.refresh_rate = swapchain_desc->refresh_rate;
4994 m.format_id = swapchain_desc->backbuffer_format;
4995 m.scanline_ordering = WINED3D_SCANLINE_ORDERING_UNKNOWN;
4998 /* Should Width == 800 && Height == 0 set 800x600? */
4999 if (swapchain_desc->backbuffer_width && swapchain_desc->backbuffer_height
5000 && (swapchain_desc->backbuffer_width != swapchain->desc.backbuffer_width
5001 || swapchain_desc->backbuffer_height != swapchain->desc.backbuffer_height))
5003 if (!swapchain_desc->windowed)
5004 DisplayModeChanged = TRUE;
5006 swapchain->desc.backbuffer_width = swapchain_desc->backbuffer_width;
5007 swapchain->desc.backbuffer_height = swapchain_desc->backbuffer_height;
5011 if (swapchain_desc->backbuffer_format != WINED3DFMT_UNKNOWN
5012 && swapchain_desc->backbuffer_format != swapchain->desc.backbuffer_format)
5014 swapchain->desc.backbuffer_format = swapchain_desc->backbuffer_format;
5018 if (swapchain_desc->multisample_type != swapchain->desc.multisample_type
5019 || swapchain_desc->multisample_quality != swapchain->desc.multisample_quality)
5021 swapchain->desc.multisample_type = swapchain_desc->multisample_type;
5022 swapchain->desc.multisample_quality = swapchain_desc->multisample_quality;
5030 if (FAILED(hr = wined3d_surface_update_desc(swapchain->front_buffer, swapchain->desc.backbuffer_width,
5031 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5032 swapchain->desc.multisample_type, swapchain->desc.multisample_quality)))
5035 for (i = 0; i < swapchain->desc.backbuffer_count; ++i)
5037 if (FAILED(hr = wined3d_surface_update_desc(swapchain->back_buffers[i], swapchain->desc.backbuffer_width,
5038 swapchain->desc.backbuffer_height, swapchain->desc.backbuffer_format,
5039 swapchain->desc.multisample_type, swapchain->desc.multisample_quality)))
5042 if (device->auto_depth_stencil)
5044 if (FAILED(hr = wined3d_surface_update_desc(device->auto_depth_stencil, swapchain->desc.backbuffer_width,
5045 swapchain->desc.backbuffer_height, device->auto_depth_stencil->resource.format->id,
5046 swapchain->desc.multisample_type, swapchain->desc.multisample_quality)))
5051 if (!swapchain_desc->windowed != !swapchain->desc.windowed
5052 || DisplayModeChanged)
5054 if (FAILED(hr = wined3d_set_adapter_display_mode(device->wined3d, device->adapter->ordinal, &m)))
5056 WARN("Failed to set display mode, hr %#x.\n", hr);
5057 return WINED3DERR_INVALIDCALL;
5060 if (!swapchain_desc->windowed)
5062 if (swapchain->desc.windowed)
5064 HWND focus_window = device->create_parms.focus_window;
5066 focus_window = swapchain_desc->device_window;
5067 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5069 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5073 /* switch from windowed to fs */
5074 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5075 swapchain_desc->backbuffer_width,
5076 swapchain_desc->backbuffer_height);
5080 /* Fullscreen -> fullscreen mode change */
5081 MoveWindow(swapchain->device_window, 0, 0,
5082 swapchain_desc->backbuffer_width,
5083 swapchain_desc->backbuffer_height,
5087 else if (!swapchain->desc.windowed)
5089 /* Fullscreen -> windowed switch */
5090 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5091 wined3d_device_release_focus_window(device);
5093 swapchain->desc.windowed = swapchain_desc->windowed;
5095 else if (!swapchain_desc->windowed)
5097 DWORD style = device->style;
5098 DWORD exStyle = device->exStyle;
5099 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5100 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5101 * Reset to clear up their mess. Guild Wars also loses the device during that.
5104 device->exStyle = 0;
5105 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5106 swapchain_desc->backbuffer_width,
5107 swapchain_desc->backbuffer_height);
5108 device->style = style;
5109 device->exStyle = exStyle;
5114 TRACE("Resetting stateblock.\n");
5115 wined3d_stateblock_decref(device->updateStateBlock);
5116 wined3d_stateblock_decref(device->stateBlock);
5118 if (device->d3d_initialized)
5119 delete_opengl_contexts(device, swapchain);
5121 /* Note: No parent needed for initial internal stateblock */
5122 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5124 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5126 TRACE("Created stateblock %p.\n", device->stateBlock);
5127 device->updateStateBlock = device->stateBlock;
5128 wined3d_stateblock_incref(device->updateStateBlock);
5130 stateblock_init_default_state(device->stateBlock);
5134 struct wined3d_surface *rt = device->fb.render_targets[0];
5135 struct wined3d_state *state = &device->stateBlock->state;
5137 /* Note the min_z / max_z is not reset. */
5138 state->viewport.x = 0;
5139 state->viewport.y = 0;
5140 state->viewport.width = rt->resource.width;
5141 state->viewport.height = rt->resource.height;
5142 device_invalidate_state(device, STATE_VIEWPORT);
5144 state->scissor_rect.top = 0;
5145 state->scissor_rect.left = 0;
5146 state->scissor_rect.right = rt->resource.width;
5147 state->scissor_rect.bottom = rt->resource.height;
5148 device_invalidate_state(device, STATE_SCISSORRECT);
5151 swapchain_update_render_to_fbo(swapchain);
5152 swapchain_update_draw_bindings(swapchain);
5154 if (reset_state && device->d3d_initialized)
5155 hr = create_primary_opengl_context(device, swapchain);
5157 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5163 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5165 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5167 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5173 void CDECL wined3d_device_get_creation_parameters(const struct wined3d_device *device,
5174 struct wined3d_device_creation_parameters *parameters)
5176 TRACE("device %p, parameters %p.\n", device, parameters);
5178 *parameters = device->create_parms;
5181 void CDECL wined3d_device_set_gamma_ramp(const struct wined3d_device *device,
5182 UINT swapchain_idx, DWORD flags, const struct wined3d_gamma_ramp *ramp)
5184 struct wined3d_swapchain *swapchain;
5186 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5187 device, swapchain_idx, flags, ramp);
5189 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
5190 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5193 void CDECL wined3d_device_get_gamma_ramp(const struct wined3d_device *device,
5194 UINT swapchain_idx, struct wined3d_gamma_ramp *ramp)
5196 struct wined3d_swapchain *swapchain;
5198 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5199 device, swapchain_idx, ramp);
5201 if ((swapchain = wined3d_device_get_swapchain(device, swapchain_idx)))
5202 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5205 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5207 TRACE("device %p, resource %p.\n", device, resource);
5209 list_add_head(&device->resources, &resource->resource_list_entry);
5212 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5214 TRACE("device %p, resource %p.\n", device, resource);
5216 list_remove(&resource->resource_list_entry);
5219 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5221 enum wined3d_resource_type type = resource->type;
5224 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5226 context_resource_released(device, resource, type);
5230 case WINED3D_RTYPE_SURFACE:
5232 struct wined3d_surface *surface = surface_from_resource(resource);
5234 if (!device->d3d_initialized) break;
5236 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5238 if (device->fb.render_targets[i] == surface)
5240 ERR("Surface %p is still in use as render target %u.\n", surface, i);
5241 device->fb.render_targets[i] = NULL;
5245 if (device->fb.depth_stencil == surface)
5247 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5248 device->fb.depth_stencil = NULL;
5253 case WINED3D_RTYPE_TEXTURE:
5254 case WINED3D_RTYPE_CUBE_TEXTURE:
5255 case WINED3D_RTYPE_VOLUME_TEXTURE:
5256 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5258 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5260 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5262 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5263 texture, device->stateBlock, i);
5264 device->stateBlock->state.textures[i] = NULL;
5267 if (device->updateStateBlock != device->stateBlock
5268 && device->updateStateBlock->state.textures[i] == texture)
5270 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5271 texture, device->updateStateBlock, i);
5272 device->updateStateBlock->state.textures[i] = NULL;
5277 case WINED3D_RTYPE_BUFFER:
5279 struct wined3d_buffer *buffer = buffer_from_resource(resource);
5281 for (i = 0; i < MAX_STREAMS; ++i)
5283 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
5285 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5286 buffer, device->stateBlock, i);
5287 device->stateBlock->state.streams[i].buffer = NULL;
5290 if (device->updateStateBlock != device->stateBlock
5291 && device->updateStateBlock->state.streams[i].buffer == buffer)
5293 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
5294 buffer, device->updateStateBlock, i);
5295 device->updateStateBlock->state.streams[i].buffer = NULL;
5300 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
5302 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5303 buffer, device->stateBlock);
5304 device->stateBlock->state.index_buffer = NULL;
5307 if (device->updateStateBlock != device->stateBlock
5308 && device->updateStateBlock->state.index_buffer == buffer)
5310 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
5311 buffer, device->updateStateBlock);
5312 device->updateStateBlock->state.index_buffer = NULL;
5321 /* Remove the resource from the resourceStore */
5322 device_resource_remove(device, resource);
5324 TRACE("Resource released.\n");
5327 struct wined3d_surface * CDECL wined3d_device_get_surface_from_dc(const struct wined3d_device *device, HDC dc)
5329 struct wined3d_resource *resource;
5331 TRACE("device %p, dc %p.\n", device, dc);
5336 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
5338 if (resource->type == WINED3D_RTYPE_SURFACE)
5340 struct wined3d_surface *s = surface_from_resource(resource);
5344 TRACE("Found surface %p for dc %p.\n", s, dc);
5353 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
5354 UINT adapter_idx, enum wined3d_device_type device_type, HWND focus_window, DWORD flags,
5355 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
5357 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
5358 const struct fragment_pipeline *fragment_pipeline;
5359 struct shader_caps shader_caps;
5360 struct fragment_caps ffp_caps;
5365 device->wined3d = wined3d;
5366 wined3d_incref(device->wined3d);
5367 device->adapter = wined3d->adapter_count ? adapter : NULL;
5368 device->device_parent = device_parent;
5369 list_init(&device->resources);
5370 list_init(&device->shaders);
5371 device->surface_alignment = surface_alignment;
5373 /* Save the creation parameters. */
5374 device->create_parms.adapter_idx = adapter_idx;
5375 device->create_parms.device_type = device_type;
5376 device->create_parms.focus_window = focus_window;
5377 device->create_parms.flags = flags;
5379 device->shader_backend = adapter->shader_backend;
5380 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
5381 device->vs_version = shader_caps.vs_version;
5382 device->gs_version = shader_caps.gs_version;
5383 device->ps_version = shader_caps.ps_version;
5384 device->d3d_vshader_constantF = shader_caps.vs_uniform_count;
5385 device->d3d_pshader_constantF = shader_caps.ps_uniform_count;
5386 device->vs_clipping = shader_caps.wined3d_caps & WINED3D_SHADER_CAP_VS_CLIPPING;
5388 fragment_pipeline = adapter->fragment_pipe;
5389 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
5390 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
5392 if (fragment_pipeline->states
5393 && FAILED(hr = compile_state_table(device->StateTable, device->multistate_funcs,
5394 &adapter->gl_info, ffp_vertexstate_template, fragment_pipeline, misc_state_template)))
5396 ERR("Failed to compile state table, hr %#x.\n", hr);
5397 wined3d_decref(device->wined3d);
5401 device->blitter = adapter->blitter;
5403 hr = wined3d_stateblock_create(device, WINED3D_SBT_INIT, &device->stateBlock);
5406 WARN("Failed to create stateblock.\n");
5407 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
5409 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
5411 wined3d_decref(device->wined3d);
5415 TRACE("Created stateblock %p.\n", device->stateBlock);
5416 device->updateStateBlock = device->stateBlock;
5417 wined3d_stateblock_incref(device->updateStateBlock);
5423 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
5425 DWORD rep = device->StateTable[state].representative;
5426 struct wined3d_context *context;
5431 for (i = 0; i < device->context_count; ++i)
5433 context = device->contexts[i];
5434 if(isStateDirty(context, rep)) continue;
5436 context->dirtyArray[context->numDirtyEntries++] = rep;
5437 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
5438 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
5439 context->isStateDirty[idx] |= (1 << shift);
5443 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
5445 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
5446 *width = context->current_rt->pow2Width;
5447 *height = context->current_rt->pow2Height;
5450 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
5452 const struct wined3d_swapchain *swapchain = context->swapchain;
5453 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
5454 * current context's drawable, which is the size of the back buffer of the swapchain
5455 * the active context belongs to. */
5456 *width = swapchain->desc.backbuffer_width;
5457 *height = swapchain->desc.backbuffer_height;
5460 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
5461 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
5463 if (device->filter_messages)
5465 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
5466 window, message, wparam, lparam);
5468 return DefWindowProcW(window, message, wparam, lparam);
5470 return DefWindowProcA(window, message, wparam, lparam);
5473 if (message == WM_DESTROY)
5475 TRACE("unregister window %p.\n", window);
5476 wined3d_unregister_window(window);
5478 if (InterlockedCompareExchangePointer((void **)&device->focus_window, NULL, window) != window)
5479 ERR("Window %p is not the focus window for device %p.\n", window, device);
5481 else if (message == WM_DISPLAYCHANGE)
5483 device->device_parent->ops->mode_changed(device->device_parent);
5487 return CallWindowProcW(proc, window, message, wparam, lparam);
5489 return CallWindowProcA(proc, window, message, wparam, lparam);