2 * IWineD3DDevice implementation
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006-2007 Stefan Dösinger for CodeWeavers
10 * Copyright 2006-2007 Henri Verbeet
11 * Copyright 2007 Andrew Riedi
13 * This library is free software; you can redistribute it and/or
14 * modify it under the terms of the GNU Lesser General Public
15 * License as published by the Free Software Foundation; either
16 * version 2.1 of the License, or (at your option) any later version.
18 * This library is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
21 * Lesser General Public License for more details.
23 * You should have received a copy of the GNU Lesser General Public
24 * License along with this library; if not, write to the Free Software
25 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
33 #include "wined3d_private.h"
35 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 #define GLINFO_LOCATION This->adapter->gl_info
38 /* Define the default light parameters as specified by MSDN */
39 const WINED3DLIGHT WINED3D_default_light = {
41 WINED3DLIGHT_DIRECTIONAL, /* Type */
42 { 1.0, 1.0, 1.0, 0.0 }, /* Diffuse r,g,b,a */
43 { 0.0, 0.0, 0.0, 0.0 }, /* Specular r,g,b,a */
44 { 0.0, 0.0, 0.0, 0.0 }, /* Ambient r,g,b,a, */
45 { 0.0, 0.0, 0.0 }, /* Position x,y,z */
46 { 0.0, 0.0, 1.0 }, /* Direction x,y,z */
49 0.0, 0.0, 0.0, /* Attenuation 0,1,2 */
54 /* static function declarations */
55 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
58 #define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;}
60 #define D3DCREATEOBJECTINSTANCE(object, type) { \
61 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
62 D3DMEMCHECK(object, pp##type); \
63 object->lpVtbl = &IWineD3D##type##_Vtbl; \
64 object->wineD3DDevice = This; \
65 object->parent = parent; \
67 *pp##type = (IWineD3D##type *) object; \
70 #define D3DCREATESHADEROBJECTINSTANCE(object, type) { \
71 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
72 D3DMEMCHECK(object, pp##type); \
73 object->lpVtbl = &IWineD3D##type##_Vtbl; \
74 object->parent = parent; \
75 object->baseShader.ref = 1; \
76 object->baseShader.device = (IWineD3DDevice*) This; \
77 list_init(&object->baseShader.linked_programs); \
78 *pp##type = (IWineD3D##type *) object; \
81 #define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
82 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
83 D3DMEMCHECK(object, pp##type); \
84 object->lpVtbl = &IWineD3D##type##_Vtbl; \
85 object->resource.wineD3DDevice = This; \
86 object->resource.parent = parent; \
87 object->resource.resourceType = d3dtype; \
88 object->resource.ref = 1; \
89 object->resource.pool = Pool; \
90 object->resource.format = Format; \
91 object->resource.usage = Usage; \
92 object->resource.size = _size; \
93 list_init(&object->resource.privateData); \
94 /* Check that we have enough video ram left */ \
95 if (Pool == WINED3DPOOL_DEFAULT) { \
96 if (IWineD3DDevice_GetAvailableTextureMem(iface) <= _size) { \
97 WARN("Out of 'bogus' video memory\n"); \
98 HeapFree(GetProcessHeap(), 0, object); \
100 return WINED3DERR_OUTOFVIDEOMEMORY; \
102 WineD3DAdapterChangeGLRam(This, _size); \
104 object->resource.heapMemory = (0 == _size ? NULL : HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, _size + RESOURCE_ALIGNMENT)); \
105 if (object->resource.heapMemory == NULL && _size != 0) { \
106 FIXME("Out of memory!\n"); \
107 HeapFree(GetProcessHeap(), 0, object); \
109 return WINED3DERR_OUTOFVIDEOMEMORY; \
111 object->resource.allocatedMemory = (BYTE *)(((ULONG_PTR) object->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1)); \
112 *pp##type = (IWineD3D##type *) object; \
113 IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object) ;\
114 TRACE("(%p) : Created resource %p\n", This, object); \
117 #define D3DINITIALIZEBASETEXTURE(_basetexture) { \
118 _basetexture.levels = Levels; \
119 _basetexture.filterType = (Usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE; \
120 _basetexture.LOD = 0; \
121 _basetexture.dirty = TRUE; \
122 _basetexture.is_srgb = FALSE; \
123 _basetexture.srgb_mode_change_count = 0; \
126 /**********************************************************
127 * Global variable / Constants follow
128 **********************************************************/
129 const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
131 /**********************************************************
132 * IUnknown parts follows
133 **********************************************************/
135 static HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
137 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
139 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
140 if (IsEqualGUID(riid, &IID_IUnknown)
141 || IsEqualGUID(riid, &IID_IWineD3DBase)
142 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
143 IUnknown_AddRef(iface);
148 return E_NOINTERFACE;
151 static ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
152 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
153 ULONG refCount = InterlockedIncrement(&This->ref);
155 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
159 static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
160 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
161 ULONG refCount = InterlockedDecrement(&This->ref);
163 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
167 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->fbo));
170 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->src_fbo));
173 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->dst_fbo));
176 if (This->glsl_program_lookup) hash_table_destroy(This->glsl_program_lookup);
178 /* TODO: Clean up all the surfaces and textures! */
179 /* NOTE: You must release the parent if the object was created via a callback
180 ** ***************************/
182 if (!list_empty(&This->resources)) {
183 FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
184 dumpResources(&This->resources);
187 if(This->contexts) ERR("Context array not freed!\n");
188 if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
189 This->haveHardwareCursor = FALSE;
191 IWineD3D_Release(This->wineD3D);
192 This->wineD3D = NULL;
193 HeapFree(GetProcessHeap(), 0, This);
194 TRACE("Freed device %p\n", This);
200 /**********************************************************
201 * IWineD3DDevice implementation follows
202 **********************************************************/
203 static HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
204 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
205 *pParent = This->parent;
206 IUnknown_AddRef(This->parent);
210 static void CreateVBO(IWineD3DVertexBufferImpl *object) {
211 IWineD3DDeviceImpl *This = object->resource.wineD3DDevice; /* Needed for GL_EXTCALL */
212 GLenum error, glUsage;
213 DWORD vboUsage = object->resource.usage;
214 if(object->Flags & VBFLAG_VBOCREATEFAIL) {
215 WARN("Creating a vbo failed once, not trying again\n");
219 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", object, debug_d3dusage(vboUsage));
221 /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
222 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
225 /* Make sure that the gl error is cleared. Do not use checkGLcall
226 * here because checkGLcall just prints a fixme and continues. However,
227 * if an error during VBO creation occurs we can fall back to non-vbo operation
228 * with full functionality(but performance loss)
230 while(glGetError() != GL_NO_ERROR);
232 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
233 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
234 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
235 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
236 * to check if the rhw and color values are in the correct format.
239 GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
240 error = glGetError();
241 if(object->vbo == 0 || error != GL_NO_ERROR) {
242 WARN("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
246 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, object->vbo));
247 error = glGetError();
248 if(error != GL_NO_ERROR) {
249 WARN("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
253 /* Don't use static, because dx apps tend to update the buffer
254 * quite often even if they specify 0 usage. Because we always keep the local copy
255 * we never read from the vbo and can create a write only opengl buffer.
257 switch(vboUsage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC) ) {
258 case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC:
259 case WINED3DUSAGE_DYNAMIC:
260 TRACE("Gl usage = GL_STREAM_DRAW\n");
261 glUsage = GL_STREAM_DRAW_ARB;
263 case WINED3DUSAGE_WRITEONLY:
265 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
266 glUsage = GL_DYNAMIC_DRAW_ARB;
270 /* Reserve memory for the buffer. The amount of data won't change
271 * so we are safe with calling glBufferData once with a NULL ptr and
272 * calling glBufferSubData on updates
274 GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
275 error = glGetError();
276 if(error != GL_NO_ERROR) {
277 WARN("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
280 object->vbo_size = object->resource.size;
281 object->vbo_usage = glUsage;
287 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
288 FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
289 if(object->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
291 object->Flags |= VBFLAG_VBOCREATEFAIL;
296 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
297 DWORD FVF, WINED3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
299 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
300 IWineD3DVertexBufferImpl *object;
301 WINED3DFORMAT Format = WINED3DFMT_VERTEXDATA; /* Dummy format for now */
302 int dxVersion = ( (IWineD3DImpl *) This->wineD3D)->dxVersion;
306 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
307 *ppVertexBuffer = NULL;
308 return WINED3DERR_INVALIDCALL;
309 } else if(Pool == WINED3DPOOL_SCRATCH) {
310 /* The d3d9 testsuit shows that this is not allowed. It doesn't make much sense
311 * anyway, SCRATCH vertex buffers aren't useable anywhere
313 WARN("Vertex buffer in D3DPOOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL\n");
314 *ppVertexBuffer = NULL;
315 return WINED3DERR_INVALIDCALL;
318 D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, WINED3DRTYPE_VERTEXBUFFER, Size)
320 TRACE("(%p) : Size=%d, Usage=0x%08x, FVF=%x, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
321 *ppVertexBuffer = (IWineD3DVertexBuffer *)object;
325 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
326 * drawStridedFast (half-life 2).
328 * Basically converting the vertices in the buffer is quite expensive, and observations
329 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
330 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
332 * Direct3D7 has another problem: Its vertexbuffer api doesn't offer a way to specify
333 * the range of vertices being locked, so each lock will require the whole buffer to be transformed.
334 * Moreover geometry data in dx7 is quite simple, so drawStridedSlow isn't a big hit. A plus
335 * is that the vertex buffers fvf can be trusted in dx7. So only create non-converted vbos for
337 * There is a IDirect3DVertexBuffer7::Optimize call after which the buffer can't be locked any
338 * more. In this call we can convert dx7 buffers too.
340 conv = ((FVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) || (FVF & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
341 if(!GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
342 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
343 } else if(Pool == WINED3DPOOL_SYSTEMMEM) {
344 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
345 } else if(Usage & WINED3DUSAGE_DYNAMIC) {
346 TRACE("Not creating a vbo because the buffer has dynamic usage\n");
347 } else if(dxVersion <= 7 && conv) {
348 TRACE("Not creating a vbo because dxVersion is 7 and the fvf needs conversion\n");
355 static void CreateIndexBufferVBO(IWineD3DDeviceImpl *This, IWineD3DIndexBufferImpl *object) {
356 GLenum error, glUsage;
357 TRACE("Creating VBO for Index Buffer %p\n", object);
359 /* The following code will modify the ELEMENT_ARRAY_BUFFER binding, make sure it is
360 * restored on the next draw
362 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
364 /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
365 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
370 GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
371 error = glGetError();
372 if(error != GL_NO_ERROR || object->vbo == 0) {
373 ERR("Creating a vbo failed with error %s (%#x), continuing without vbo for this buffer\n", debug_glerror(error), error);
377 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, object->vbo));
378 error = glGetError();
379 if(error != GL_NO_ERROR) {
380 ERR("Failed to bind index buffer with error %s (%#x), continuing without vbo for this buffer\n", debug_glerror(error), error);
384 /* Use static write only usage for now. Dynamic index buffers stay in sysmem, and due to the sysmem
385 * copy no readback will be needed
387 glUsage = GL_STATIC_DRAW_ARB;
388 GL_EXTCALL(glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
389 error = glGetError();
390 if(error != GL_NO_ERROR) {
391 ERR("Failed to initialize the index buffer with error %s (%#x)\n", debug_glerror(error), error);
395 TRACE("Successfully created vbo %d for index buffer %p\n", object->vbo, object);
399 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
400 GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
405 static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
406 WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
407 HANDLE *sharedHandle, IUnknown *parent) {
408 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
409 IWineD3DIndexBufferImpl *object;
410 TRACE("(%p) Creating index buffer\n", This);
412 /* Allocate the storage for the device */
413 D3DCREATERESOURCEOBJECTINSTANCE(object,IndexBuffer,WINED3DRTYPE_INDEXBUFFER, Length)
415 if(Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
416 CreateIndexBufferVBO(This, object);
419 TRACE("(%p) : Len=%d, Use=%x, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
420 debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
421 *ppIndexBuffer = (IWineD3DIndexBuffer *) object;
426 static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
428 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
429 IWineD3DStateBlockImpl *object;
433 D3DCREATEOBJECTINSTANCE(object, StateBlock)
434 object->blockType = Type;
436 for(i = 0; i < LIGHTMAP_SIZE; i++) {
437 list_init(&object->lightMap[i]);
440 /* Special case - Used during initialization to produce a placeholder stateblock
441 so other functions called can update a state block */
442 if (Type == WINED3DSBT_INIT) {
443 /* Don't bother increasing the reference count otherwise a device will never
444 be freed due to circular dependencies */
448 temp_result = allocate_shader_constants(object);
449 if (WINED3D_OK != temp_result)
452 /* Otherwise, might as well set the whole state block to the appropriate values */
453 if (This->stateBlock != NULL)
454 stateblock_copy((IWineD3DStateBlock*) object, (IWineD3DStateBlock*) This->stateBlock);
456 memset(object->streamFreq, 1, sizeof(object->streamFreq));
458 /* Reset the ref and type after kludging it */
459 object->wineD3DDevice = This;
461 object->blockType = Type;
463 TRACE("Updating changed flags appropriate for type %d\n", Type);
465 if (Type == WINED3DSBT_ALL) {
467 TRACE("ALL => Pretend everything has changed\n");
468 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, TRUE);
470 /* Lights are not part of the changed / set structure */
471 for(j = 0; j < LIGHTMAP_SIZE; j++) {
473 LIST_FOR_EACH(e, &object->lightMap[j]) {
474 PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
475 light->changed = TRUE;
476 light->enabledChanged = TRUE;
479 for(j = 1; j <= WINEHIGHEST_RENDER_STATE; j++) {
480 object->contained_render_states[j - 1] = j;
482 object->num_contained_render_states = WINEHIGHEST_RENDER_STATE;
483 /* TODO: Filter unused transforms between TEXTURE8 and WORLD0? */
484 for(j = 1; j <= HIGHEST_TRANSFORMSTATE; j++) {
485 object->contained_transform_states[j - 1] = j;
487 object->num_contained_transform_states = HIGHEST_TRANSFORMSTATE;
488 for(j = 0; j < GL_LIMITS(vshader_constantsF); j++) {
489 object->contained_vs_consts_f[j] = j;
491 object->num_contained_vs_consts_f = GL_LIMITS(vshader_constantsF);
492 for(j = 0; j < MAX_CONST_I; j++) {
493 object->contained_vs_consts_i[j] = j;
495 object->num_contained_vs_consts_i = MAX_CONST_I;
496 for(j = 0; j < MAX_CONST_B; j++) {
497 object->contained_vs_consts_b[j] = j;
499 object->num_contained_vs_consts_b = MAX_CONST_B;
500 for(j = 0; j < GL_LIMITS(pshader_constantsF); j++) {
501 object->contained_ps_consts_f[j] = j;
503 object->num_contained_ps_consts_f = GL_LIMITS(pshader_constantsF);
504 for(j = 0; j < MAX_CONST_I; j++) {
505 object->contained_ps_consts_i[j] = j;
507 object->num_contained_ps_consts_i = MAX_CONST_I;
508 for(j = 0; j < MAX_CONST_B; j++) {
509 object->contained_ps_consts_b[j] = j;
511 object->num_contained_ps_consts_b = MAX_CONST_B;
512 for(i = 0; i < MAX_TEXTURES; i++) {
513 for(j = 1; j <= WINED3D_HIGHEST_TEXTURE_STATE; j++) {
514 object->contained_tss_states[object->num_contained_tss_states].stage = i;
515 object->contained_tss_states[object->num_contained_tss_states].state = j;
516 object->num_contained_tss_states++;
519 for(i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
520 for(j = 1; j <= WINED3D_HIGHEST_SAMPLER_STATE; j++) {
521 object->contained_sampler_states[object->num_contained_sampler_states].stage = i;
522 object->contained_sampler_states[object->num_contained_sampler_states].state = j;
523 object->num_contained_sampler_states++;
527 for(i = 0; i < MAX_STREAMS; i++) {
528 if(object->streamSource[i]) {
529 IWineD3DVertexBuffer_AddRef(object->streamSource[i]);
532 if(object->pIndexData) {
533 IWineD3DIndexBuffer_AddRef(object->pIndexData);
535 if(object->vertexShader) {
536 IWineD3DVertexShader_AddRef(object->vertexShader);
538 if(object->pixelShader) {
539 IWineD3DPixelShader_AddRef(object->pixelShader);
542 } else if (Type == WINED3DSBT_PIXELSTATE) {
544 TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
545 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
547 object->changed.pixelShader = TRUE;
549 /* Pixel Shader Constants */
550 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
551 object->contained_ps_consts_f[i] = i;
552 object->changed.pixelShaderConstantsF[i] = TRUE;
554 object->num_contained_ps_consts_f = GL_LIMITS(vshader_constantsF);
555 for (i = 0; i < MAX_CONST_B; ++i) {
556 object->contained_ps_consts_b[i] = i;
557 object->changed.pixelShaderConstantsB[i] = TRUE;
559 object->num_contained_ps_consts_b = MAX_CONST_B;
560 for (i = 0; i < MAX_CONST_I; ++i) {
561 object->contained_ps_consts_i[i] = i;
562 object->changed.pixelShaderConstantsI[i] = TRUE;
564 object->num_contained_ps_consts_i = MAX_CONST_I;
566 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
567 object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
568 object->contained_render_states[i] = SavedPixelStates_R[i];
570 object->num_contained_render_states = NUM_SAVEDPIXELSTATES_R;
571 for (j = 0; j < MAX_TEXTURES; j++) {
572 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
573 object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
574 object->contained_tss_states[object->num_contained_tss_states].stage = j;
575 object->contained_tss_states[object->num_contained_tss_states].state = SavedPixelStates_T[i];
576 object->num_contained_tss_states++;
579 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++) {
580 for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
581 object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
582 object->contained_sampler_states[object->num_contained_sampler_states].stage = j;
583 object->contained_sampler_states[object->num_contained_sampler_states].state = SavedPixelStates_S[i];
584 object->num_contained_sampler_states++;
587 if(object->pixelShader) {
588 IWineD3DPixelShader_AddRef(object->pixelShader);
591 /* Pixel state blocks do not contain vertex buffers. Set them to NULL to avoid wrong refcounting
592 * on them. This makes releasing the buffer easier
594 for(i = 0; i < MAX_STREAMS; i++) {
595 object->streamSource[i] = NULL;
597 object->pIndexData = NULL;
598 object->vertexShader = NULL;
600 } else if (Type == WINED3DSBT_VERTEXSTATE) {
602 TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
603 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
605 object->changed.vertexShader = TRUE;
607 /* Vertex Shader Constants */
608 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
609 object->changed.vertexShaderConstantsF[i] = TRUE;
610 object->contained_vs_consts_f[i] = i;
612 object->num_contained_vs_consts_f = GL_LIMITS(vshader_constantsF);
613 for (i = 0; i < MAX_CONST_B; ++i) {
614 object->changed.vertexShaderConstantsB[i] = TRUE;
615 object->contained_vs_consts_b[i] = i;
617 object->num_contained_vs_consts_b = MAX_CONST_B;
618 for (i = 0; i < MAX_CONST_I; ++i) {
619 object->changed.vertexShaderConstantsI[i] = TRUE;
620 object->contained_vs_consts_i[i] = i;
622 object->num_contained_vs_consts_i = MAX_CONST_I;
623 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
624 object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
625 object->contained_render_states[i] = SavedVertexStates_R[i];
627 object->num_contained_render_states = NUM_SAVEDVERTEXSTATES_R;
628 for (j = 0; j < MAX_TEXTURES; j++) {
629 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
630 object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
631 object->contained_tss_states[object->num_contained_tss_states].stage = j;
632 object->contained_tss_states[object->num_contained_tss_states].state = SavedVertexStates_T[i];
633 object->num_contained_tss_states++;
636 for (j = 0 ; j < MAX_COMBINED_SAMPLERS; j++){
637 for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
638 object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
639 object->contained_sampler_states[object->num_contained_sampler_states].stage = j;
640 object->contained_sampler_states[object->num_contained_sampler_states].state = SavedVertexStates_S[i];
641 object->num_contained_sampler_states++;
645 for(j = 0; j < LIGHTMAP_SIZE; j++) {
647 LIST_FOR_EACH(e, &object->lightMap[j]) {
648 PLIGHTINFOEL *light = LIST_ENTRY(e, PLIGHTINFOEL, entry);
649 light->changed = TRUE;
650 light->enabledChanged = TRUE;
654 for(i = 0; i < MAX_STREAMS; i++) {
655 if(object->streamSource[i]) {
656 IWineD3DVertexBuffer_AddRef(object->streamSource[i]);
659 if(object->vertexShader) {
660 IWineD3DVertexShader_AddRef(object->vertexShader);
662 object->pIndexData = NULL;
663 object->pixelShader = NULL;
665 FIXME("Unrecognized state block type %d\n", Type);
668 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
672 /* ************************************
674 [in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
677 [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
679 If this flag is set, the contents of the depth stencil buffer will be invalid after calling either IDirect3DDevice9::Present or IDirect3DDevice9::SetDepthStencilSurface with a different depth surface.
681 ******************************** */
683 static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height, WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,WINED3DRESOURCETYPE Type, DWORD Usage, WINED3DPOOL Pool, WINED3DMULTISAMPLE_TYPE MultiSample ,DWORD MultisampleQuality, HANDLE* pSharedHandle, WINED3DSURFTYPE Impl, IUnknown *parent) {
684 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
685 IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
686 unsigned int Size = 1;
687 const StaticPixelFormatDesc *tableEntry = getFormatDescEntry(Format, NULL, NULL);
688 TRACE("(%p) Create surface\n",This);
690 /** FIXME: Check ranges on the inputs are valid
693 * [in] Quality level. The valid range is between zero and one less than the level
694 * returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
695 * Passing a larger value returns the error WINED3DERR_INVALIDCALL. The MultisampleQuality
696 * values of paired render targets, depth stencil surfaces, and the MultiSample type
698 *******************************/
703 * [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
705 * If this flag is set, the contents of the depth stencil buffer will be
706 * invalid after calling either IDirect3DDevice9::Present or * IDirect3DDevice9::SetDepthStencilSurface
707 * with a different depth surface.
709 *This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
710 ***************************/
712 if(MultisampleQuality > 0) {
713 FIXME("MultisampleQuality set to %d, substituting 0\n", MultisampleQuality);
714 MultisampleQuality=0;
717 /** FIXME: Check that the format is supported
719 *******************************/
721 /** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
722 * it is based around 4x4 pixel blocks it requires padding, so allocate enough
724 *********************************/
725 if (WINED3DFMT_UNKNOWN == Format) {
727 } else if (Format == WINED3DFMT_DXT1) {
728 /* DXT1 is half byte per pixel */
729 Size = ((max(Width,4) * tableEntry->bpp) * max(Height,4)) >> 1;
731 } else if (Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3 ||
732 Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
733 Size = ((max(Width,4) * tableEntry->bpp) * max(Height,4));
735 /* The pitch is a multiple of 4 bytes */
736 Size = ((Width * tableEntry->bpp) + This->surface_alignment - 1) & ~(This->surface_alignment - 1);
740 /** Create and initialise the surface resource **/
741 D3DCREATERESOURCEOBJECTINSTANCE(object,Surface,WINED3DRTYPE_SURFACE, Size)
742 /* "Standalone" surface */
743 IWineD3DSurface_SetContainer((IWineD3DSurface *)object, NULL);
745 object->currentDesc.Width = Width;
746 object->currentDesc.Height = Height;
747 object->currentDesc.MultiSampleType = MultiSample;
748 object->currentDesc.MultiSampleQuality = MultisampleQuality;
749 object->glDescription.level = Level;
753 object->Flags |= Discard ? SFLAG_DISCARD : 0;
754 object->Flags |= (WINED3DFMT_D16_LOCKABLE == Format) ? SFLAG_LOCKABLE : 0;
755 object->Flags |= Lockable ? SFLAG_LOCKABLE : 0;
758 if (WINED3DFMT_UNKNOWN != Format) {
759 object->bytesPerPixel = tableEntry->bpp;
761 object->bytesPerPixel = 0;
764 /** TODO: change this into a texture transform matrix so that it's processed in hardware **/
766 TRACE("Pool %d %d %d %d\n",Pool, WINED3DPOOL_DEFAULT, WINED3DPOOL_MANAGED, WINED3DPOOL_SYSTEMMEM);
768 /** Quick lockable sanity check TODO: remove this after surfaces, usage and lockability have been debugged properly
769 * this function is too deep to need to care about things like this.
770 * Levels need to be checked too, and possibly Type since they all affect what can be done.
771 * ****************************************/
773 case WINED3DPOOL_SCRATCH:
775 FIXME("Create surface called with a pool of SCRATCH and a Lockable of FALSE "
776 "which are mutually exclusive, setting lockable to TRUE\n");
779 case WINED3DPOOL_SYSTEMMEM:
780 if(!Lockable) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, "
781 "this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
782 case WINED3DPOOL_MANAGED:
783 if(Usage == WINED3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a "
784 "Usage of DYNAMIC which are mutually exclusive, not doing "
785 "anything just telling you.\n");
787 case WINED3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
788 if(!(Usage & WINED3DUSAGE_DYNAMIC) && !(Usage & WINED3DUSAGE_RENDERTARGET)
789 && !(Usage && WINED3DUSAGE_DEPTHSTENCIL ) && Lockable)
790 WARN("Creating a surface with a POOL of DEFAULT with Lockable true, that doesn't specify DYNAMIC usage.\n");
793 FIXME("(%p) Unknown pool %d\n", This, Pool);
797 if (Usage & WINED3DUSAGE_RENDERTARGET && Pool != WINED3DPOOL_DEFAULT) {
798 FIXME("Trying to create a render target that isn't in the default pool\n");
801 /* mark the texture as dirty so that it gets loaded first time around*/
802 IWineD3DSurface_AddDirtyRect(*ppSurface, NULL);
803 TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n",
804 This, Width, Height, Format, debug_d3dformat(Format),
805 (WINED3DFMT_D16_LOCKABLE == Format), *ppSurface, object->resource.allocatedMemory, object->resource.size);
807 /* Store the DirectDraw primary surface. This is the first rendertarget surface created */
808 if( (Usage & WINED3DUSAGE_RENDERTARGET) && (!This->ddraw_primary) )
809 This->ddraw_primary = (IWineD3DSurface *) object;
811 /* Look at the implementation and set the correct Vtable */
814 /* Check if a 3D adapter is available when creating gl surfaces */
816 ERR("OpenGL surfaces are not available without opengl\n");
817 HeapFree(GetProcessHeap(), 0, object->resource.allocatedMemory);
818 HeapFree(GetProcessHeap(), 0, object);
819 return WINED3DERR_NOTAVAILABLE;
824 object->lpVtbl = &IWineGDISurface_Vtbl;
828 /* To be sure to catch this */
829 ERR("Unknown requested surface implementation %d!\n", Impl);
830 IWineD3DSurface_Release((IWineD3DSurface *) object);
831 return WINED3DERR_INVALIDCALL;
834 list_init(&object->renderbuffers);
836 /* Call the private setup routine */
837 return IWineD3DSurface_PrivateSetup( (IWineD3DSurface *) object );
841 static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Width, UINT Height, UINT Levels,
842 DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
843 IWineD3DTexture** ppTexture, HANDLE* pSharedHandle, IUnknown *parent,
844 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
846 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
847 IWineD3DTextureImpl *object;
852 unsigned int pow2Width;
853 unsigned int pow2Height;
854 const GlPixelFormatDesc *glDesc;
855 getFormatDescEntry(Format, &GLINFO_LOCATION, &glDesc);
858 TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
859 TRACE("Format %#x (%s), Pool %#x, ppTexture %p, pSharedHandle %p, parent %p\n",
860 Format, debug_d3dformat(Format), Pool, ppTexture, pSharedHandle, parent);
862 /* TODO: It should only be possible to create textures for formats
863 that are reported as supported */
864 if (WINED3DFMT_UNKNOWN >= Format) {
865 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
866 return WINED3DERR_INVALIDCALL;
869 D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, WINED3DRTYPE_TEXTURE, 0);
870 D3DINITIALIZEBASETEXTURE(object->baseTexture);
871 object->width = Width;
872 object->height = Height;
874 /** Non-power2 support **/
875 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
879 /* Find the nearest pow2 match */
880 pow2Width = pow2Height = 1;
881 while (pow2Width < Width) pow2Width <<= 1;
882 while (pow2Height < Height) pow2Height <<= 1;
884 if(pow2Width != Width || pow2Height != Height) {
886 WARN("Attempted to create a mipmapped np2 texture without unconditional np2 support\n");
887 HeapFree(GetProcessHeap(), 0, object);
889 return WINED3DERR_INVALIDCALL;
896 /** FIXME: add support for real non-power-two if it's provided by the video card **/
897 /* Precalculated scaling for 'faked' non power of two texture coords.
898 Second also don't use ARB_TEXTURE_RECTANGLE in case the surface format is P8 and EXT_PALETTED_TEXTURE
899 is used in combination with texture uploads (RTL_READTEX/RTL_TEXTEX). The reason is that EXT_PALETTED_TEXTURE
900 doesn't work in combination with ARB_TEXTURE_RECTANGLE.
902 if(GL_SUPPORT(ARB_TEXTURE_RECTANGLE) &&
903 (Width != pow2Width || Height != pow2Height) &&
904 !((Format == WINED3DFMT_P8) && GL_SUPPORT(EXT_PALETTED_TEXTURE) && (wined3d_settings.rendertargetlock_mode == RTL_READTEX || wined3d_settings.rendertargetlock_mode == RTL_TEXTEX)))
906 object->baseTexture.pow2Matrix[0] = (float)Width;
907 object->baseTexture.pow2Matrix[5] = (float)Height;
908 object->baseTexture.pow2Matrix[10] = 1.0;
909 object->baseTexture.pow2Matrix[15] = 1.0;
910 object->target = GL_TEXTURE_RECTANGLE_ARB;
912 object->baseTexture.pow2Matrix[0] = (((float)Width) / ((float)pow2Width));
913 object->baseTexture.pow2Matrix[5] = (((float)Height) / ((float)pow2Height));
914 object->baseTexture.pow2Matrix[10] = 1.0;
915 object->baseTexture.pow2Matrix[15] = 1.0;
916 object->target = GL_TEXTURE_2D;
918 TRACE(" xf(%f) yf(%f)\n", object->baseTexture.pow2Matrix[0], object->baseTexture.pow2Matrix[5]);
920 /* Calculate levels for mip mapping */
921 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
922 if(!GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
923 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL\n");
924 return WINED3DERR_INVALIDCALL;
927 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL\n");
928 return WINED3DERR_INVALIDCALL;
930 object->baseTexture.levels = 1;
931 } else if (Levels == 0) {
932 TRACE("calculating levels %d\n", object->baseTexture.levels);
933 object->baseTexture.levels++;
936 while (tmpW > 1 || tmpH > 1) {
937 tmpW = max(1, tmpW >> 1);
938 tmpH = max(1, tmpH >> 1);
939 object->baseTexture.levels++;
941 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
944 /* Generate all the surfaces */
947 for (i = 0; i < object->baseTexture.levels; i++)
949 /* use the callback to create the texture surface */
950 hr = D3DCB_CreateSurface(This->parent, parent, tmpW, tmpH, Format, Usage, Pool, i, WINED3DCUBEMAP_FACE_POSITIVE_X, &object->surfaces[i],NULL);
951 if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) {
952 FIXME("Failed to create surface %p\n", object);
954 object->surfaces[i] = NULL;
955 IWineD3DTexture_Release((IWineD3DTexture *)object);
961 IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
962 TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
963 /* calculate the next mipmap level */
964 tmpW = max(1, tmpW >> 1);
965 tmpH = max(1, tmpH >> 1);
967 object->baseTexture.shader_conversion_group = glDesc->conversion_group;
969 TRACE("(%p) : Created texture %p\n", This, object);
973 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
974 UINT Width, UINT Height, UINT Depth,
975 UINT Levels, DWORD Usage,
976 WINED3DFORMAT Format, WINED3DPOOL Pool,
977 IWineD3DVolumeTexture **ppVolumeTexture,
978 HANDLE *pSharedHandle, IUnknown *parent,
979 D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
981 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
982 IWineD3DVolumeTextureImpl *object;
987 const GlPixelFormatDesc *glDesc;
989 getFormatDescEntry(Format, &GLINFO_LOCATION, &glDesc);
991 /* TODO: It should only be possible to create textures for formats
992 that are reported as supported */
993 if (WINED3DFMT_UNKNOWN >= Format) {
994 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
995 return WINED3DERR_INVALIDCALL;
997 if(!GL_SUPPORT(EXT_TEXTURE3D)) {
998 WARN("(%p) : Texture cannot be created - no volume texture support\n", This);
999 return WINED3DERR_INVALIDCALL;
1002 D3DCREATERESOURCEOBJECTINSTANCE(object, VolumeTexture, WINED3DRTYPE_VOLUMETEXTURE, 0);
1003 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1005 TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
1006 Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
1008 object->width = Width;
1009 object->height = Height;
1010 object->depth = Depth;
1012 /* Is NP2 support for volumes needed? */
1013 object->baseTexture.pow2Matrix[ 0] = 1.0;
1014 object->baseTexture.pow2Matrix[ 5] = 1.0;
1015 object->baseTexture.pow2Matrix[10] = 1.0;
1016 object->baseTexture.pow2Matrix[15] = 1.0;
1018 /* Calculate levels for mip mapping */
1019 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
1020 if(!GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
1021 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL\n");
1022 return WINED3DERR_INVALIDCALL;
1025 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL\n");
1026 return WINED3DERR_INVALIDCALL;
1029 } else if (Levels == 0) {
1030 object->baseTexture.levels++;
1034 while (tmpW > 1 || tmpH > 1 || tmpD > 1) {
1035 tmpW = max(1, tmpW >> 1);
1036 tmpH = max(1, tmpH >> 1);
1037 tmpD = max(1, tmpD >> 1);
1038 object->baseTexture.levels++;
1040 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1043 /* Generate all the surfaces */
1048 for (i = 0; i < object->baseTexture.levels; i++)
1051 /* Create the volume */
1052 hr = D3DCB_CreateVolume(This->parent, parent, tmpW, tmpH, tmpD, Format, Pool, Usage,
1053 &object->volumes[i], pSharedHandle);
1056 ERR("Creating a volume for the volume texture failed(%08x)\n", hr);
1057 IWineD3DVolumeTexture_Release((IWineD3DVolumeTexture *) object);
1058 *ppVolumeTexture = NULL;
1062 /* Set its container to this object */
1063 IWineD3DVolume_SetContainer(object->volumes[i], (IWineD3DBase *)object);
1065 /* calculate the next mipmap level */
1066 tmpW = max(1, tmpW >> 1);
1067 tmpH = max(1, tmpH >> 1);
1068 tmpD = max(1, tmpD >> 1);
1070 object->baseTexture.shader_conversion_group = glDesc->conversion_group;
1072 *ppVolumeTexture = (IWineD3DVolumeTexture *) object;
1073 TRACE("(%p) : Created volume texture %p\n", This, object);
1077 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
1078 UINT Width, UINT Height, UINT Depth,
1080 WINED3DFORMAT Format, WINED3DPOOL Pool,
1081 IWineD3DVolume** ppVolume,
1082 HANDLE* pSharedHandle, IUnknown *parent) {
1084 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1085 IWineD3DVolumeImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1086 const StaticPixelFormatDesc *formatDesc = getFormatDescEntry(Format, NULL, NULL);
1088 if(!GL_SUPPORT(EXT_TEXTURE3D)) {
1089 WARN("(%p) : Volume cannot be created - no volume texture support\n", This);
1090 return WINED3DERR_INVALIDCALL;
1093 D3DCREATERESOURCEOBJECTINSTANCE(object, Volume, WINED3DRTYPE_VOLUME, ((Width * formatDesc->bpp) * Height * Depth))
1095 TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
1096 Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
1098 object->currentDesc.Width = Width;
1099 object->currentDesc.Height = Height;
1100 object->currentDesc.Depth = Depth;
1101 object->bytesPerPixel = formatDesc->bpp;
1103 /** Note: Volume textures cannot be dxtn, hence no need to check here **/
1104 object->lockable = TRUE;
1105 object->locked = FALSE;
1106 memset(&object->lockedBox, 0, sizeof(WINED3DBOX));
1107 object->dirty = TRUE;
1109 return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) object, NULL);
1112 static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
1113 UINT Levels, DWORD Usage,
1114 WINED3DFORMAT Format, WINED3DPOOL Pool,
1115 IWineD3DCubeTexture **ppCubeTexture,
1116 HANDLE *pSharedHandle, IUnknown *parent,
1117 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
1119 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1120 IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1124 unsigned int pow2EdgeLength = EdgeLength;
1125 const GlPixelFormatDesc *glDesc;
1126 getFormatDescEntry(Format, &GLINFO_LOCATION, &glDesc);
1128 /* TODO: It should only be possible to create textures for formats
1129 that are reported as supported */
1130 if (WINED3DFMT_UNKNOWN >= Format) {
1131 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
1132 return WINED3DERR_INVALIDCALL;
1135 if (!GL_SUPPORT(ARB_TEXTURE_CUBE_MAP) && Pool != WINED3DPOOL_SCRATCH) {
1136 WARN("(%p) : Tried to create not supported cube texture\n", This);
1137 return WINED3DERR_INVALIDCALL;
1140 D3DCREATERESOURCEOBJECTINSTANCE(object, CubeTexture, WINED3DRTYPE_CUBETEXTURE, 0);
1141 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1143 TRACE("(%p) Create Cube Texture\n", This);
1145 /** Non-power2 support **/
1147 /* Find the nearest pow2 match */
1149 while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
1151 object->edgeLength = EdgeLength;
1152 /* TODO: support for native non-power 2 */
1153 /* Precalculated scaling for 'faked' non power of two texture coords */
1154 object->baseTexture.pow2Matrix[ 0] = ((float)EdgeLength) / ((float)pow2EdgeLength);
1155 object->baseTexture.pow2Matrix[ 5] = ((float)EdgeLength) / ((float)pow2EdgeLength);
1156 object->baseTexture.pow2Matrix[10] = ((float)EdgeLength) / ((float)pow2EdgeLength);
1157 object->baseTexture.pow2Matrix[15] = 1.0;
1159 /* Calculate levels for mip mapping */
1160 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
1161 if(!GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
1162 WARN("No mipmap generation support, returning D3DERR_INVALIDCALL\n");
1163 HeapFree(GetProcessHeap(), 0, object);
1164 *ppCubeTexture = NULL;
1166 return WINED3DERR_INVALIDCALL;
1169 WARN("D3DUSAGE_AUTOGENMIPMAP is set, and level count > 1, returning D3DERR_INVALIDCALL\n");
1170 HeapFree(GetProcessHeap(), 0, object);
1171 *ppCubeTexture = NULL;
1173 return WINED3DERR_INVALIDCALL;
1176 } else if (Levels == 0) {
1177 object->baseTexture.levels++;
1180 tmpW = max(1, tmpW >> 1);
1181 object->baseTexture.levels++;
1183 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1186 /* Generate all the surfaces */
1188 for (i = 0; i < object->baseTexture.levels; i++) {
1190 /* Create the 6 faces */
1191 for (j = 0; j < 6; j++) {
1193 hr=D3DCB_CreateSurface(This->parent, parent, tmpW, tmpW, Format, Usage, Pool,
1194 i /* Level */, j, &object->surfaces[j][i],pSharedHandle);
1196 if(hr!= WINED3D_OK) {
1200 for (l = 0; l < j; l++) {
1201 IWineD3DSurface_Release(object->surfaces[l][i]);
1203 for (k = 0; k < i; k++) {
1204 for (l = 0; l < 6; l++) {
1205 IWineD3DSurface_Release(object->surfaces[l][k]);
1209 FIXME("(%p) Failed to create surface\n",object);
1210 HeapFree(GetProcessHeap(),0,object);
1211 *ppCubeTexture = NULL;
1214 IWineD3DSurface_SetContainer(object->surfaces[j][i], (IWineD3DBase *)object);
1215 TRACE("Created surface level %d @ %p,\n", i, object->surfaces[j][i]);
1217 tmpW = max(1, tmpW >> 1);
1219 object->baseTexture.shader_conversion_group = glDesc->conversion_group;
1221 TRACE("(%p) : Created Cube Texture %p\n", This, object);
1222 *ppCubeTexture = (IWineD3DCubeTexture *) object;
1226 static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
1227 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1228 IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
1229 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1231 /* Just a check to see if we support this type of query */
1233 case WINED3DQUERYTYPE_OCCLUSION:
1234 TRACE("(%p) occlusion query\n", This);
1235 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
1238 WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY/NV_OCCLUSION_QUERY\n");
1241 case WINED3DQUERYTYPE_EVENT:
1242 if(!(GL_SUPPORT(NV_FENCE) || GL_SUPPORT(APPLE_FENCE) )) {
1243 /* Half-Life 2 needs this query. It does not render the main menu correctly otherwise
1244 * Pretend to support it, faking this query does not do much harm except potentially lowering performance
1246 FIXME("(%p) Event query: Unimplemented, but pretending to be supported\n", This);
1251 case WINED3DQUERYTYPE_VCACHE:
1252 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1253 case WINED3DQUERYTYPE_VERTEXSTATS:
1254 case WINED3DQUERYTYPE_TIMESTAMP:
1255 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1256 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1257 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1258 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1259 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1260 case WINED3DQUERYTYPE_PIXELTIMINGS:
1261 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1262 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1264 FIXME("(%p) Unhandled query type %d\n", This, Type);
1266 if(NULL == ppQuery || hr != WINED3D_OK) {
1270 D3DCREATEOBJECTINSTANCE(object, Query)
1271 object->type = Type;
1272 object->state = QUERY_CREATED;
1273 /* allocated the 'extended' data based on the type of query requested */
1275 case WINED3DQUERYTYPE_OCCLUSION:
1276 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryOcclusionData));
1277 ((WineQueryOcclusionData *)(object->extendedData))->ctx = This->activeContext;
1279 if(GL_SUPPORT(ARB_OCCLUSION_QUERY)) {
1280 TRACE("(%p) Allocating data for an occlusion query\n", This);
1281 GL_EXTCALL(glGenQueriesARB(1, &((WineQueryOcclusionData *)(object->extendedData))->queryId));
1284 case WINED3DQUERYTYPE_EVENT:
1285 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryEventData));
1286 ((WineQueryEventData *)(object->extendedData))->ctx = This->activeContext;
1288 if(GL_SUPPORT(APPLE_FENCE)) {
1289 GL_EXTCALL(glGenFencesAPPLE(1, &((WineQueryEventData *)(object->extendedData))->fenceId));
1290 checkGLcall("glGenFencesAPPLE");
1291 } else if(GL_SUPPORT(NV_FENCE)) {
1292 GL_EXTCALL(glGenFencesNV(1, &((WineQueryEventData *)(object->extendedData))->fenceId));
1293 checkGLcall("glGenFencesNV");
1297 case WINED3DQUERYTYPE_VCACHE:
1298 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1299 case WINED3DQUERYTYPE_VERTEXSTATS:
1300 case WINED3DQUERYTYPE_TIMESTAMP:
1301 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1302 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1303 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1304 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1305 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1306 case WINED3DQUERYTYPE_PIXELTIMINGS:
1307 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1308 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1310 object->extendedData = 0;
1311 FIXME("(%p) Unhandled query type %d\n",This , Type);
1313 TRACE("(%p) : Created Query %p\n", This, object);
1317 /*****************************************************************************
1318 * IWineD3DDeviceImpl_SetupFullscreenWindow
1320 * Helper function that modifies a HWND's Style and ExStyle for proper
1324 * iface: Pointer to the IWineD3DDevice interface
1325 * window: Window to setup
1327 *****************************************************************************/
1328 static void WINAPI IWineD3DDeviceImpl_SetupFullscreenWindow(IWineD3DDevice *iface, HWND window) {
1329 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1331 LONG style, exStyle;
1332 /* Don't do anything if an original style is stored.
1333 * That shouldn't happen
1335 TRACE("(%p): Setting up window %p for exclusive mode\n", This, window);
1336 if (This->style || This->exStyle) {
1337 ERR("(%p): Want to change the window parameters of HWND %p, but "
1338 "another style is stored for restoration afterwards\n", This, window);
1341 /* Get the parameters and save them */
1342 style = GetWindowLongW(window, GWL_STYLE);
1343 exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1344 This->style = style;
1345 This->exStyle = exStyle;
1347 /* Filter out window decorations */
1348 style &= ~WS_CAPTION;
1349 style &= ~WS_THICKFRAME;
1350 exStyle &= ~WS_EX_WINDOWEDGE;
1351 exStyle &= ~WS_EX_CLIENTEDGE;
1353 /* Make sure the window is managed, otherwise we won't get keyboard input */
1354 style |= WS_POPUP | WS_SYSMENU;
1356 TRACE("Old style was %08x,%08x, setting to %08x,%08x\n",
1357 This->style, This->exStyle, style, exStyle);
1359 SetWindowLongW(window, GWL_STYLE, style);
1360 SetWindowLongW(window, GWL_EXSTYLE, exStyle);
1362 /* Inform the window about the update. */
1363 SetWindowPos(window, HWND_TOP, 0, 0,
1364 This->ddraw_width, This->ddraw_height, SWP_FRAMECHANGED);
1365 ShowWindow(window, SW_NORMAL);
1368 /*****************************************************************************
1369 * IWineD3DDeviceImpl_RestoreWindow
1371 * Helper function that restores a windows' properties when taking it out
1372 * of fullscreen mode
1375 * iface: Pointer to the IWineD3DDevice interface
1376 * window: Window to setup
1378 *****************************************************************************/
1379 static void WINAPI IWineD3DDeviceImpl_RestoreWindow(IWineD3DDevice *iface, HWND window) {
1380 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1382 /* This could be a DDSCL_NORMAL -> DDSCL_NORMAL
1383 * switch, do nothing
1385 if (!This->style && !This->exStyle) return;
1387 TRACE("(%p): Restoring window settings of window %p to %08x, %08x\n",
1388 This, window, This->style, This->exStyle);
1390 SetWindowLongW(window, GWL_STYLE, This->style);
1391 SetWindowLongW(window, GWL_EXSTYLE, This->exStyle);
1393 /* Delete the old values */
1397 /* Inform the window about the update */
1398 SetWindowPos(window, 0 /* InsertAfter, ignored */,
1399 0, 0, 0, 0, /* Pos, Size, ignored */
1400 SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER);
1403 /* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
1404 static HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, IWineD3DSwapChain** ppSwapChain,
1406 D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget,
1407 D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil) {
1408 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1411 IWineD3DSwapChainImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1412 HRESULT hr = WINED3D_OK;
1413 IUnknown *bufferParent;
1414 BOOL displaymode_set = FALSE;
1415 WINED3DDISPLAYMODE Mode;
1416 const StaticPixelFormatDesc *formatDesc;
1418 TRACE("(%p) : Created Additional Swap Chain\n", This);
1420 /** FIXME: Test under windows to find out what the life cycle of a swap chain is,
1421 * does a device hold a reference to a swap chain giving them a lifetime of the device
1422 * or does the swap chain notify the device of its destruction.
1423 *******************************/
1425 /* Check the params */
1426 if(pPresentationParameters->BackBufferCount > WINED3DPRESENT_BACK_BUFFER_MAX) {
1427 ERR("App requested %d back buffers, this is not supported for now\n", pPresentationParameters->BackBufferCount);
1428 return WINED3DERR_INVALIDCALL;
1429 } else if (pPresentationParameters->BackBufferCount > 1) {
1430 FIXME("The app requests more than one back buffer, this can't be supported properly. Please configure the application to use double buffering(=1 back buffer) if possible\n");
1433 D3DCREATEOBJECTINSTANCE(object, SwapChain)
1435 /*********************
1436 * Lookup the window Handle and the relating X window handle
1437 ********************/
1439 /* Setup hwnd we are using, plus which display this equates to */
1440 object->win_handle = pPresentationParameters->hDeviceWindow;
1441 if (!object->win_handle) {
1442 object->win_handle = This->createParms.hFocusWindow;
1444 if(!This->ddraw_window) IWineD3DDevice_SetHWND(iface, object->win_handle);
1446 hDc = GetDC(object->win_handle);
1447 TRACE("Using hDc %p\n", hDc);
1450 WARN("Failed to get a HDc for Window %p\n", object->win_handle);
1451 return WINED3DERR_NOTAVAILABLE;
1454 /* Get info on the current display setup */
1455 IWineD3D_GetAdapterDisplayMode(This->wineD3D, This->adapter->num, &Mode);
1456 object->orig_width = Mode.Width;
1457 object->orig_height = Mode.Height;
1458 object->orig_fmt = Mode.Format;
1459 formatDesc = getFormatDescEntry(Mode.Format, NULL, NULL);
1461 /** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
1462 * then the corresponding dimension of the client area of the hDeviceWindow
1463 * (or the focus window, if hDeviceWindow is NULL) is taken.
1464 **********************/
1466 if (pPresentationParameters->Windowed &&
1467 ((pPresentationParameters->BackBufferWidth == 0) ||
1468 (pPresentationParameters->BackBufferHeight == 0) ||
1469 (pPresentationParameters->BackBufferFormat == WINED3DFMT_UNKNOWN))) {
1472 GetClientRect(object->win_handle, &Rect);
1474 if (pPresentationParameters->BackBufferWidth == 0) {
1475 pPresentationParameters->BackBufferWidth = Rect.right;
1476 TRACE("Updating width to %d\n", pPresentationParameters->BackBufferWidth);
1478 if (pPresentationParameters->BackBufferHeight == 0) {
1479 pPresentationParameters->BackBufferHeight = Rect.bottom;
1480 TRACE("Updating height to %d\n", pPresentationParameters->BackBufferHeight);
1482 if (pPresentationParameters->BackBufferFormat == WINED3DFMT_UNKNOWN) {
1483 pPresentationParameters->BackBufferFormat = object->orig_fmt;
1484 TRACE("Updating format to %s\n", debug_d3dformat(object->orig_fmt));
1488 /* Put the correct figures in the presentation parameters */
1489 TRACE("Copying across presentation parameters\n");
1490 object->presentParms = *pPresentationParameters;
1492 TRACE("calling rendertarget CB\n");
1493 hr = D3DCB_CreateRenderTarget(This->parent,
1495 object->presentParms.BackBufferWidth,
1496 object->presentParms.BackBufferHeight,
1497 object->presentParms.BackBufferFormat,
1498 object->presentParms.MultiSampleType,
1499 object->presentParms.MultiSampleQuality,
1500 TRUE /* Lockable */,
1501 &object->frontBuffer,
1502 NULL /* pShared (always null)*/);
1503 if (object->frontBuffer != NULL) {
1504 IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
1505 IWineD3DSurface_ModifyLocation(object->frontBuffer, SFLAG_INDRAWABLE, TRUE);
1507 ERR("Failed to create the front buffer\n");
1511 /*********************
1512 * Windowed / Fullscreen
1513 *******************/
1516 * TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
1517 * so we should really check to see if there is a fullscreen swapchain already
1518 * I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
1519 **************************************/
1521 if (!pPresentationParameters->Windowed) {
1522 WINED3DDISPLAYMODE mode;
1525 /* Change the display settings */
1526 mode.Width = pPresentationParameters->BackBufferWidth;
1527 mode.Height = pPresentationParameters->BackBufferHeight;
1528 mode.Format = pPresentationParameters->BackBufferFormat;
1529 mode.RefreshRate = pPresentationParameters->FullScreen_RefreshRateInHz;
1531 IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
1532 displaymode_set = TRUE;
1533 IWineD3DDevice_SetFullscreen(iface, TRUE);
1537 * Create an opengl context for the display visual
1538 * NOTE: the visual is chosen as the window is created and the glcontext cannot
1539 * use different properties after that point in time. FIXME: How to handle when requested format
1540 * doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
1541 * it chooses is identical to the one already being used!
1542 **********************************/
1543 /** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
1545 object->context = HeapAlloc(GetProcessHeap(), 0, sizeof(object->context));
1546 if(!object->context)
1547 return E_OUTOFMEMORY;
1548 object->num_contexts = 1;
1550 object->context[0] = CreateContext(This, (IWineD3DSurfaceImpl *) object->frontBuffer, object->win_handle, FALSE /* pbuffer */, pPresentationParameters);
1551 if (!object->context[0]) {
1552 ERR("Failed to create a new context\n");
1553 hr = WINED3DERR_NOTAVAILABLE;
1556 TRACE("Context created (HWND=%p, glContext=%p)\n",
1557 object->win_handle, object->context[0]->glCtx);
1560 /*********************
1561 * Create the back, front and stencil buffers
1562 *******************/
1563 if(object->presentParms.BackBufferCount > 0) {
1566 object->backBuffer = HeapAlloc(GetProcessHeap(), 0, sizeof(IWineD3DSurface *) * object->presentParms.BackBufferCount);
1567 if(!object->backBuffer) {
1568 ERR("Out of memory\n");
1573 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1574 TRACE("calling rendertarget CB\n");
1575 hr = D3DCB_CreateRenderTarget(This->parent,
1577 object->presentParms.BackBufferWidth,
1578 object->presentParms.BackBufferHeight,
1579 object->presentParms.BackBufferFormat,
1580 object->presentParms.MultiSampleType,
1581 object->presentParms.MultiSampleQuality,
1582 TRUE /* Lockable */,
1583 &object->backBuffer[i],
1584 NULL /* pShared (always null)*/);
1585 if(hr == WINED3D_OK && object->backBuffer[i]) {
1586 IWineD3DSurface_SetContainer(object->backBuffer[i], (IWineD3DBase *)object);
1588 ERR("Cannot create new back buffer\n");
1592 glDrawBuffer(GL_BACK);
1593 checkGLcall("glDrawBuffer(GL_BACK)");
1597 object->backBuffer = NULL;
1599 /* Single buffering - draw to front buffer */
1601 glDrawBuffer(GL_FRONT);
1602 checkGLcall("glDrawBuffer(GL_FRONT)");
1606 /* Under directX swapchains share the depth stencil, so only create one depth-stencil */
1607 if (pPresentationParameters->EnableAutoDepthStencil && hr == WINED3D_OK) {
1608 TRACE("Creating depth stencil buffer\n");
1609 if (This->auto_depth_stencil_buffer == NULL ) {
1610 hr = D3DCB_CreateDepthStencil(This->parent,
1612 object->presentParms.BackBufferWidth,
1613 object->presentParms.BackBufferHeight,
1614 object->presentParms.AutoDepthStencilFormat,
1615 object->presentParms.MultiSampleType,
1616 object->presentParms.MultiSampleQuality,
1617 FALSE /* FIXME: Discard */,
1618 &This->auto_depth_stencil_buffer,
1619 NULL /* pShared (always null)*/ );
1620 if (This->auto_depth_stencil_buffer != NULL)
1621 IWineD3DSurface_SetContainer(This->auto_depth_stencil_buffer, 0);
1624 /** TODO: A check on width, height and multisample types
1625 *(since the zbuffer must be at least as large as the render target and have the same multisample parameters)
1626 ****************************/
1627 object->wantsDepthStencilBuffer = TRUE;
1629 object->wantsDepthStencilBuffer = FALSE;
1632 TRACE("Created swapchain %p\n", object);
1633 TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil %d\n",object->frontBuffer, object->backBuffer ? object->backBuffer[0] : NULL, object->wantsDepthStencilBuffer);
1637 if (displaymode_set) {
1641 SetRect(&clip_rc, 0, 0, object->orig_width, object->orig_height);
1644 /* Change the display settings */
1645 memset(&devmode, 0, sizeof(devmode));
1646 devmode.dmSize = sizeof(devmode);
1647 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1648 devmode.dmBitsPerPel = formatDesc->bpp * 8;
1649 devmode.dmPelsWidth = object->orig_width;
1650 devmode.dmPelsHeight = object->orig_height;
1651 ChangeDisplaySettingsExW(This->adapter->DeviceName, &devmode, NULL, CDS_FULLSCREEN, NULL);
1654 if (object->backBuffer) {
1656 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1657 if(object->backBuffer[i]) {
1658 IWineD3DSurface_GetParent(object->backBuffer[i], &bufferParent);
1659 IUnknown_Release(bufferParent); /* once for the get parent */
1660 if (IUnknown_Release(bufferParent) > 0) {
1661 FIXME("(%p) Something's still holding the back buffer\n",This);
1665 HeapFree(GetProcessHeap(), 0, object->backBuffer);
1666 object->backBuffer = NULL;
1668 if(object->context[0])
1669 DestroyContext(This, object->context[0]);
1670 if(object->frontBuffer) {
1671 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1672 IUnknown_Release(bufferParent); /* once for the get parent */
1673 if (IUnknown_Release(bufferParent) > 0) {
1674 FIXME("(%p) Something's still holding the front buffer\n",This);
1677 HeapFree(GetProcessHeap(), 0, object);
1681 /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
1682 static UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
1683 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1684 TRACE("(%p)\n", This);
1686 return This->NumberOfSwapChains;
1689 static HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
1690 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1691 TRACE("(%p) : swapchain %d\n", This, iSwapChain);
1693 if(iSwapChain < This->NumberOfSwapChains) {
1694 *pSwapChain = This->swapchains[iSwapChain];
1695 IWineD3DSwapChain_AddRef(*pSwapChain);
1696 TRACE("(%p) returning %p\n", This, *pSwapChain);
1699 TRACE("Swapchain out of range\n");
1701 return WINED3DERR_INVALIDCALL;
1706 * Vertex Declaration
1708 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppVertexDeclaration,
1709 IUnknown *parent, const WINED3DVERTEXELEMENT *elements, UINT element_count) {
1710 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1711 IWineD3DVertexDeclarationImpl *object = NULL;
1712 HRESULT hr = WINED3D_OK;
1714 TRACE("(%p) : directXVersion %u, elements %p, element_count %d, ppDecl=%p\n",
1715 This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, elements, element_count, ppVertexDeclaration);
1717 D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
1719 hr = IWineD3DVertexDeclaration_SetDeclaration((IWineD3DVertexDeclaration *)object, elements, element_count);
1721 *ppVertexDeclaration = NULL;
1722 HeapFree(GetProcessHeap(), 0, object);
1728 static unsigned int ConvertFvfToDeclaration(IWineD3DDeviceImpl *This, /* For the GL info, which has the type table */
1729 DWORD fvf, WINED3DVERTEXELEMENT** ppVertexElements) {
1731 unsigned int idx, idx2;
1732 unsigned int offset;
1733 BOOL has_pos = (fvf & WINED3DFVF_POSITION_MASK) != 0;
1734 BOOL has_blend = (fvf & WINED3DFVF_XYZB5) > WINED3DFVF_XYZRHW;
1735 BOOL has_blend_idx = has_blend &&
1736 (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB5) ||
1737 (fvf & WINED3DFVF_LASTBETA_D3DCOLOR) ||
1738 (fvf & WINED3DFVF_LASTBETA_UBYTE4));
1739 BOOL has_normal = (fvf & WINED3DFVF_NORMAL) != 0;
1740 BOOL has_psize = (fvf & WINED3DFVF_PSIZE) != 0;
1741 BOOL has_diffuse = (fvf & WINED3DFVF_DIFFUSE) != 0;
1742 BOOL has_specular = (fvf & WINED3DFVF_SPECULAR) !=0;
1744 DWORD num_textures = (fvf & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
1745 DWORD texcoords = (fvf & 0x00FF0000) >> 16;
1747 WINED3DVERTEXELEMENT end_element = WINED3DDECL_END();
1748 WINED3DVERTEXELEMENT *elements = NULL;
1751 DWORD num_blends = 1 + (((fvf & WINED3DFVF_XYZB5) - WINED3DFVF_XYZB1) >> 1);
1752 if (has_blend_idx) num_blends--;
1754 /* Compute declaration size */
1755 size = has_pos + (has_blend && num_blends > 0) + has_blend_idx + has_normal +
1756 has_psize + has_diffuse + has_specular + num_textures + 1;
1758 /* convert the declaration */
1759 elements = HeapAlloc(GetProcessHeap(), 0, size * sizeof(WINED3DVERTEXELEMENT));
1763 memcpy(&elements[size-1], &end_element, sizeof(WINED3DVERTEXELEMENT));
1766 if (!has_blend && (fvf & WINED3DFVF_XYZRHW)) {
1767 elements[idx].Type = WINED3DDECLTYPE_FLOAT4;
1768 elements[idx].Usage = WINED3DDECLUSAGE_POSITIONT;
1771 elements[idx].Type = WINED3DDECLTYPE_FLOAT3;
1772 elements[idx].Usage = WINED3DDECLUSAGE_POSITION;
1774 elements[idx].UsageIndex = 0;
1777 if (has_blend && (num_blends > 0)) {
1778 if (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR))
1779 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1781 elements[idx].Type = WINED3DDECLTYPE_FLOAT1 + num_blends - 1;
1782 elements[idx].Usage = WINED3DDECLUSAGE_BLENDWEIGHT;
1783 elements[idx].UsageIndex = 0;
1786 if (has_blend_idx) {
1787 if (fvf & WINED3DFVF_LASTBETA_UBYTE4 ||
1788 (((fvf & WINED3DFVF_XYZB5) == WINED3DFVF_XYZB2) && (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)))
1789 elements[idx].Type = WINED3DDECLTYPE_UBYTE4;
1790 else if (fvf & WINED3DFVF_LASTBETA_D3DCOLOR)
1791 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1793 elements[idx].Type = WINED3DDECLTYPE_FLOAT1;
1794 elements[idx].Usage = WINED3DDECLUSAGE_BLENDINDICES;
1795 elements[idx].UsageIndex = 0;
1799 elements[idx].Type = WINED3DDECLTYPE_FLOAT3;
1800 elements[idx].Usage = WINED3DDECLUSAGE_NORMAL;
1801 elements[idx].UsageIndex = 0;
1805 elements[idx].Type = WINED3DDECLTYPE_FLOAT1;
1806 elements[idx].Usage = WINED3DDECLUSAGE_PSIZE;
1807 elements[idx].UsageIndex = 0;
1811 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1812 elements[idx].Usage = WINED3DDECLUSAGE_COLOR;
1813 elements[idx].UsageIndex = 0;
1817 elements[idx].Type = WINED3DDECLTYPE_D3DCOLOR;
1818 elements[idx].Usage = WINED3DDECLUSAGE_COLOR;
1819 elements[idx].UsageIndex = 1;
1822 for (idx2 = 0; idx2 < num_textures; idx2++) {
1823 unsigned int numcoords = (texcoords >> (idx2*2)) & 0x03;
1824 switch (numcoords) {
1825 case WINED3DFVF_TEXTUREFORMAT1:
1826 elements[idx].Type = WINED3DDECLTYPE_FLOAT1;
1828 case WINED3DFVF_TEXTUREFORMAT2:
1829 elements[idx].Type = WINED3DDECLTYPE_FLOAT2;
1831 case WINED3DFVF_TEXTUREFORMAT3:
1832 elements[idx].Type = WINED3DDECLTYPE_FLOAT3;
1834 case WINED3DFVF_TEXTUREFORMAT4:
1835 elements[idx].Type = WINED3DDECLTYPE_FLOAT4;
1838 elements[idx].Usage = WINED3DDECLUSAGE_TEXCOORD;
1839 elements[idx].UsageIndex = idx2;
1843 /* Now compute offsets, and initialize the rest of the fields */
1844 for (idx = 0, offset = 0; idx < size-1; idx++) {
1845 elements[idx].Stream = 0;
1846 elements[idx].Method = WINED3DDECLMETHOD_DEFAULT;
1847 elements[idx].Offset = offset;
1848 offset += WINED3D_ATR_SIZE(elements[idx].Type) * WINED3D_ATR_TYPESIZE(elements[idx].Type);
1851 *ppVertexElements = elements;
1855 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *Parent, DWORD Fvf) {
1856 WINED3DVERTEXELEMENT* elements = NULL;
1857 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1861 size = ConvertFvfToDeclaration(This, Fvf, &elements);
1862 if (size == 0) return WINED3DERR_OUTOFVIDEOMEMORY;
1864 hr = IWineD3DDevice_CreateVertexDeclaration(iface, ppVertexDeclaration, Parent, elements, size);
1865 HeapFree(GetProcessHeap(), 0, elements);
1866 if (hr != S_OK) return hr;
1871 /* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
1872 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, IWineD3DVertexDeclaration *vertex_declaration, CONST DWORD *pFunction, IWineD3DVertexShader **ppVertexShader, IUnknown *parent) {
1873 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1874 IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
1875 HRESULT hr = WINED3D_OK;
1876 D3DCREATESHADEROBJECTINSTANCE(object, VertexShader)
1877 object->baseShader.shader_ins = IWineD3DVertexShaderImpl_shader_ins;
1879 TRACE("(%p) : Created Vertex shader %p\n", This, *ppVertexShader);
1881 if (vertex_declaration) {
1882 IWineD3DVertexShader_FakeSemantics(*ppVertexShader, vertex_declaration);
1885 hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction);
1887 if (WINED3D_OK != hr) {
1888 FIXME("(%p) : Failed to set the function, returning WINED3DERR_INVALIDCALL\n", iface);
1889 IWineD3DVertexShader_Release(*ppVertexShader);
1890 return WINED3DERR_INVALIDCALL;
1892 list_add_head(&This->shaders, &object->baseShader.shader_list_entry);
1897 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface, CONST DWORD *pFunction, IWineD3DPixelShader **ppPixelShader, IUnknown *parent) {
1898 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1899 IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
1900 HRESULT hr = WINED3D_OK;
1902 D3DCREATESHADEROBJECTINSTANCE(object, PixelShader)
1903 object->baseShader.shader_ins = IWineD3DPixelShaderImpl_shader_ins;
1904 hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction);
1905 if (WINED3D_OK == hr) {
1906 TRACE("(%p) : Created Pixel shader %p\n", This, *ppPixelShader);
1907 list_add_head(&This->shaders, &object->baseShader.shader_list_entry);
1909 WARN("(%p) : Failed to create pixel shader\n", This);
1915 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags, PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent) {
1916 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
1917 IWineD3DPaletteImpl *object;
1919 TRACE("(%p)->(%x, %p, %p, %p)\n", This, Flags, PalEnt, Palette, Parent);
1921 /* Create the new object */
1922 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DPaletteImpl));
1924 ERR("Out of memory when allocating memory for a IWineD3DPalette implementation\n");
1925 return E_OUTOFMEMORY;
1928 object->lpVtbl = &IWineD3DPalette_Vtbl;
1930 object->Flags = Flags;
1931 object->parent = Parent;
1932 object->wineD3DDevice = This;
1933 object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
1935 object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
1938 HeapFree( GetProcessHeap(), 0, object);
1939 return E_OUTOFMEMORY;
1942 hr = IWineD3DPalette_SetEntries((IWineD3DPalette *) object, 0, 0, IWineD3DPaletteImpl_Size(Flags), PalEnt);
1944 IWineD3DPalette_Release((IWineD3DPalette *) object);
1948 *Palette = (IWineD3DPalette *) object;
1953 static void IWineD3DDeviceImpl_LoadLogo(IWineD3DDeviceImpl *This, const char *filename) {
1957 HDC dcb = NULL, dcs = NULL;
1958 WINEDDCOLORKEY colorkey;
1960 hbm = (HBITMAP) LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
1963 GetObjectA(hbm, sizeof(BITMAP), &bm);
1964 dcb = CreateCompatibleDC(NULL);
1966 SelectObject(dcb, hbm);
1970 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
1971 * couldn't be loaded
1973 memset(&bm, 0, sizeof(bm));
1978 hr = IWineD3DDevice_CreateSurface((IWineD3DDevice *) This, bm.bmWidth, bm.bmHeight, WINED3DFMT_R5G6B5,
1979 TRUE, FALSE, 0, &This->logo_surface, WINED3DRTYPE_SURFACE, 0,
1980 WINED3DPOOL_DEFAULT, WINED3DMULTISAMPLE_NONE, 0, NULL, SURFACE_OPENGL, NULL);
1982 ERR("Wine logo requested, but failed to create surface\n");
1987 hr = IWineD3DSurface_GetDC(This->logo_surface, &dcs);
1988 if(FAILED(hr)) goto out;
1989 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
1990 IWineD3DSurface_ReleaseDC(This->logo_surface, dcs);
1992 colorkey.dwColorSpaceLowValue = 0;
1993 colorkey.dwColorSpaceHighValue = 0;
1994 IWineD3DSurface_SetColorKey(This->logo_surface, WINEDDCKEY_SRCBLT, &colorkey);
1996 /* Fill the surface with a white color to show that wined3d is there */
1997 IWineD3DDevice_ColorFill((IWineD3DDevice *) This, This->logo_surface, NULL, 0xffffffff);
2010 static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, D3DCB_CREATEADDITIONALSWAPCHAIN D3DCB_CreateAdditionalSwapChain) {
2011 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2012 IWineD3DSwapChainImpl *swapchain = NULL;
2016 TRACE("(%p)->(%p,%p)\n", This, pPresentationParameters, D3DCB_CreateAdditionalSwapChain);
2017 if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
2019 /* TODO: Test if OpenGL is compiled in and loaded */
2021 TRACE("(%p) : Creating stateblock\n", This);
2022 /* Creating the startup stateBlock - Note Special Case: 0 => Don't fill in yet! */
2023 hr = IWineD3DDevice_CreateStateBlock(iface,
2025 (IWineD3DStateBlock **)&This->stateBlock,
2027 if (WINED3D_OK != hr) { /* Note: No parent needed for initial internal stateblock */
2028 WARN("Failed to create stateblock\n");
2031 TRACE("(%p) : Created stateblock (%p)\n", This, This->stateBlock);
2032 This->updateStateBlock = This->stateBlock;
2033 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
2035 hr = allocate_shader_constants(This->updateStateBlock);
2036 if (WINED3D_OK != hr) {
2040 This->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
2041 This->fbo_color_attachments = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
2042 This->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(GLenum) * GL_LIMITS(buffers));
2044 /* Initialize the texture unit mapping to a 1:1 mapping */
2045 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state) {
2046 if (state < GL_LIMITS(fragment_samplers)) {
2047 This->texUnitMap[state] = state;
2048 This->rev_tex_unit_map[state] = state;
2050 This->texUnitMap[state] = -1;
2051 This->rev_tex_unit_map[state] = -1;
2055 /* Setup the implicit swapchain */
2056 TRACE("Creating implicit swapchain\n");
2057 hr=D3DCB_CreateAdditionalSwapChain(This->parent, pPresentationParameters, (IWineD3DSwapChain **)&swapchain);
2058 if (FAILED(hr) || !swapchain) {
2059 WARN("Failed to create implicit swapchain\n");
2063 This->NumberOfSwapChains = 1;
2064 This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
2065 if(!This->swapchains) {
2066 ERR("Out of memory!\n");
2069 This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
2071 if(swapchain->backBuffer && swapchain->backBuffer[0]) {
2072 TRACE("Setting rendertarget to %p\n", swapchain->backBuffer);
2073 This->render_targets[0] = swapchain->backBuffer[0];
2074 This->lastActiveRenderTarget = swapchain->backBuffer[0];
2077 TRACE("Setting rendertarget to %p\n", swapchain->frontBuffer);
2078 This->render_targets[0] = swapchain->frontBuffer;
2079 This->lastActiveRenderTarget = swapchain->frontBuffer;
2081 IWineD3DSurface_AddRef(This->render_targets[0]);
2082 This->activeContext = swapchain->context[0];
2083 This->lastThread = GetCurrentThreadId();
2085 /* Depth Stencil support */
2086 This->stencilBufferTarget = This->auto_depth_stencil_buffer;
2087 if (NULL != This->stencilBufferTarget) {
2088 IWineD3DSurface_AddRef(This->stencilBufferTarget);
2091 /* Set up some starting GL setup */
2094 /* Setup all the devices defaults */
2095 IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
2097 IWineD3DImpl_CheckGraphicsMemory();
2100 { /* Set a default viewport */
2104 vp.Width = pPresentationParameters->BackBufferWidth;
2105 vp.Height = pPresentationParameters->BackBufferHeight;
2108 IWineD3DDevice_SetViewport((IWineD3DDevice *)This, &vp);
2111 /* Initialize the current view state */
2112 This->view_ident = 1;
2113 This->contexts[0]->last_was_rhw = 0;
2114 glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
2115 checkGLcall("glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights)");
2117 switch(wined3d_settings.offscreen_rendering_mode) {
2120 This->offscreenBuffer = GL_BACK;
2123 case ORM_BACKBUFFER:
2125 if(GL_LIMITS(aux_buffers) > 0) {
2126 TRACE("Using auxilliary buffer for offscreen rendering\n");
2127 This->offscreenBuffer = GL_AUX0;
2129 TRACE("Using back buffer for offscreen rendering\n");
2130 This->offscreenBuffer = GL_BACK;
2135 TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
2138 /* Clear the screen */
2139 IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL,
2140 WINED3DCLEAR_TARGET | pPresentationParameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0,
2143 This->d3d_initialized = TRUE;
2145 if(wined3d_settings.logo) {
2146 IWineD3DDeviceImpl_LoadLogo(This, wined3d_settings.logo);
2151 HeapFree(GetProcessHeap(), 0, This->render_targets);
2152 HeapFree(GetProcessHeap(), 0, This->fbo_color_attachments);
2153 HeapFree(GetProcessHeap(), 0, This->draw_buffers);
2154 HeapFree(GetProcessHeap(), 0, This->swapchains);
2155 This->NumberOfSwapChains = 0;
2157 IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
2159 This->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(GLenum) * GL_LIMITS(buffers));
2160 if(This->stateBlock) {
2161 IWineD3DStateBlock_Release((IWineD3DStateBlock *) This->stateBlock);
2162 This->stateBlock = NULL;
2167 static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyDepthStencilSurface, D3DCB_DESTROYSWAPCHAINFN D3DCB_DestroySwapChain) {
2168 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2171 TRACE("(%p)\n", This);
2173 if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
2175 /* I don't think that the interface guarantees that the device is destroyed from the same thread
2176 * it was created. Thus make sure a context is active for the glDelete* calls
2178 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
2180 if(This->logo_surface) IWineD3DSurface_Release(This->logo_surface);
2182 TRACE("Deleting high order patches\n");
2183 for(i = 0; i < PATCHMAP_SIZE; i++) {
2184 struct list *e1, *e2;
2185 struct WineD3DRectPatch *patch;
2186 LIST_FOR_EACH_SAFE(e1, e2, &This->patches[i]) {
2187 patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
2188 IWineD3DDevice_DeletePatch(iface, patch->Handle);
2192 /* Delete the palette conversion shader if it is around */
2193 if(This->paletteConversionShader) {
2194 GL_EXTCALL(glDeleteProgramsARB(1, &This->paletteConversionShader));
2195 This->paletteConversionShader = 0;
2198 /* Delete the pbuffer context if there is any */
2199 if(This->pbufferContext) DestroyContext(This, This->pbufferContext);
2201 /* Delete the mouse cursor texture */
2202 if(This->cursorTexture) {
2204 glDeleteTextures(1, &This->cursorTexture);
2206 This->cursorTexture = 0;
2209 for (sampler = 0; sampler < MAX_FRAGMENT_SAMPLERS; ++sampler) {
2210 IWineD3DDevice_SetTexture(iface, sampler, NULL);
2212 for (sampler = 0; sampler < MAX_VERTEX_SAMPLERS; ++sampler) {
2213 IWineD3DDevice_SetTexture(iface, WINED3DVERTEXTEXTURESAMPLER0 + sampler, NULL);
2216 /* Release the update stateblock */
2217 if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
2218 if(This->updateStateBlock != This->stateBlock)
2219 FIXME("(%p) Something's still holding the Update stateblock\n",This);
2221 This->updateStateBlock = NULL;
2223 { /* because were not doing proper internal refcounts releasing the primary state block
2224 causes recursion with the extra checks in ResourceReleased, to avoid this we have
2225 to set this->stateBlock = NULL; first */
2226 IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
2227 This->stateBlock = NULL;
2229 /* Release the stateblock */
2230 if(IWineD3DStateBlock_Release(stateBlock) > 0){
2231 FIXME("(%p) Something's still holding the Update stateblock\n",This);
2235 /* Release the buffers (with sanity checks)*/
2236 TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
2237 if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
2238 if(This->auto_depth_stencil_buffer != This->stencilBufferTarget)
2239 FIXME("(%p) Something's still holding the stencilBufferTarget\n",This);
2241 This->stencilBufferTarget = NULL;
2243 TRACE("Releasing the render target at %p\n", This->render_targets[0]);
2244 if(IWineD3DSurface_Release(This->render_targets[0]) >0){
2245 /* This check is a bit silly, it should be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
2247 TRACE("Setting rendertarget to NULL\n");
2248 This->render_targets[0] = NULL;
2250 if (This->auto_depth_stencil_buffer) {
2251 if(D3DCB_DestroyDepthStencilSurface(This->auto_depth_stencil_buffer) > 0) {
2252 FIXME("(%p) Something's still holding the auto depth stencil buffer\n", This);
2254 This->auto_depth_stencil_buffer = NULL;
2257 for(i=0; i < This->NumberOfSwapChains; i++) {
2258 TRACE("Releasing the implicit swapchain %d\n", i);
2259 if (D3DCB_DestroySwapChain(This->swapchains[i]) > 0) {
2260 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
2264 HeapFree(GetProcessHeap(), 0, This->swapchains);
2265 This->swapchains = NULL;
2266 This->NumberOfSwapChains = 0;
2268 HeapFree(GetProcessHeap(), 0, This->render_targets);
2269 HeapFree(GetProcessHeap(), 0, This->fbo_color_attachments);
2270 HeapFree(GetProcessHeap(), 0, This->draw_buffers);
2271 This->render_targets = NULL;
2272 This->fbo_color_attachments = NULL;
2273 This->draw_buffers = NULL;
2276 This->d3d_initialized = FALSE;
2280 static void WINAPI IWineD3DDeviceImpl_SetFullscreen(IWineD3DDevice *iface, BOOL fullscreen) {
2281 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2282 TRACE("(%p) Setting DDraw fullscreen mode to %s\n", This, fullscreen ? "true" : "false");
2284 /* Setup the window for fullscreen mode */
2285 if(fullscreen && !This->ddraw_fullscreen) {
2286 IWineD3DDeviceImpl_SetupFullscreenWindow(iface, This->ddraw_window);
2287 } else if(!fullscreen && This->ddraw_fullscreen) {
2288 IWineD3DDeviceImpl_RestoreWindow(iface, This->ddraw_window);
2291 /* DirectDraw apps can change between fullscreen and windowed mode after device creation with
2292 * IDirectDraw7::SetCooperativeLevel. The GDI surface implementation needs to know this.
2293 * DDraw doesn't necessarily have a swapchain, so we have to store the fullscreen flag
2296 This->ddraw_fullscreen = fullscreen;
2299 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
2300 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
2301 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
2303 * There is no way to deactivate thread safety once it is enabled.
2305 static void WINAPI IWineD3DDeviceImpl_SetMultithreaded(IWineD3DDevice *iface) {
2306 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2308 /*For now just store the flag(needed in case of ddraw) */
2309 This->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
2314 static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
2316 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2318 const StaticPixelFormatDesc *formatDesc = getFormatDescEntry(pMode->Format, NULL, NULL);
2321 TRACE("(%p)->(%d,%p) Mode=%dx%dx@%d, %s\n", This, iSwapChain, pMode, pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2323 /* Resize the screen even without a window:
2324 * The app could have unset it with SetCooperativeLevel, but not called
2325 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
2326 * but we don't have any hwnd
2329 memset(&devmode, 0, sizeof(devmode));
2330 devmode.dmSize = sizeof(devmode);
2331 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
2332 devmode.dmBitsPerPel = formatDesc->bpp * 8;
2333 devmode.dmPelsWidth = pMode->Width;
2334 devmode.dmPelsHeight = pMode->Height;
2336 devmode.dmDisplayFrequency = pMode->RefreshRate;
2337 if (pMode->RefreshRate != 0) {
2338 devmode.dmFields |= DM_DISPLAYFREQUENCY;
2341 /* Only change the mode if necessary */
2342 if( (This->ddraw_width == pMode->Width) &&
2343 (This->ddraw_height == pMode->Height) &&
2344 (This->ddraw_format == pMode->Format) &&
2345 (pMode->RefreshRate == 0) ) {
2349 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
2350 if (ret != DISP_CHANGE_SUCCESSFUL) {
2351 if(devmode.dmDisplayFrequency != 0) {
2352 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
2353 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
2354 devmode.dmDisplayFrequency = 0;
2355 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
2357 if(ret != DISP_CHANGE_SUCCESSFUL) {
2358 return WINED3DERR_NOTAVAILABLE;
2362 /* Store the new values */
2363 This->ddraw_width = pMode->Width;
2364 This->ddraw_height = pMode->Height;
2365 This->ddraw_format = pMode->Format;
2367 /* Only do this with a window of course */
2368 if(This->ddraw_window)
2369 MoveWindow(This->ddraw_window, 0, 0, pMode->Width, pMode->Height, TRUE);
2371 /* And finally clip mouse to our screen */
2372 SetRect(&clip_rc, 0, 0, pMode->Width, pMode->Height);
2373 ClipCursor(&clip_rc);
2378 static HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
2379 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2380 *ppD3D= This->wineD3D;
2381 TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
2382 IWineD3D_AddRef(*ppD3D);
2386 static UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
2387 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2389 TRACE("(%p) : simulating %dMB, returning %dMB left\n", This,
2390 (This->adapter->TextureRam/(1024*1024)),
2391 ((This->adapter->TextureRam - This->adapter->UsedTextureRam) / (1024*1024)));
2392 /* return simulated texture memory left */
2393 return (This->adapter->TextureRam - This->adapter->UsedTextureRam);
2401 static HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
2402 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2404 /* Update the current state block */
2405 This->updateStateBlock->changed.fvf = TRUE;
2407 if(This->updateStateBlock->fvf == fvf) {
2408 TRACE("Application is setting the old fvf over, nothing to do\n");
2412 This->updateStateBlock->fvf = fvf;
2413 TRACE("(%p) : FVF Shader FVF set to %x\n", This, fvf);
2414 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
2419 static HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
2420 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2421 TRACE("(%p) : GetFVF returning %x\n", This, This->stateBlock->fvf);
2422 *pfvf = This->stateBlock->fvf;
2427 * Get / Set Stream Source
2429 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
2430 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2431 IWineD3DVertexBuffer *oldSrc;
2433 if (StreamNumber >= MAX_STREAMS) {
2434 WARN("Stream out of range %d\n", StreamNumber);
2435 return WINED3DERR_INVALIDCALL;
2436 } else if(OffsetInBytes & 0x3) {
2437 WARN("OffsetInBytes is not 4 byte aligned: %d\n", OffsetInBytes);
2438 return WINED3DERR_INVALIDCALL;
2441 oldSrc = This->updateStateBlock->streamSource[StreamNumber];
2442 TRACE("(%p) : StreamNo: %u, OldStream (%p), NewStream (%p), OffsetInBytes %u, NewStride %u\n", This, StreamNumber, oldSrc, pStreamData, OffsetInBytes, Stride);
2444 This->updateStateBlock->changed.streamSource[StreamNumber] = TRUE;
2446 if(oldSrc == pStreamData &&
2447 This->updateStateBlock->streamStride[StreamNumber] == Stride &&
2448 This->updateStateBlock->streamOffset[StreamNumber] == OffsetInBytes) {
2449 TRACE("Application is setting the old values over, nothing to do\n");
2453 This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
2455 This->updateStateBlock->streamStride[StreamNumber] = Stride;
2456 This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
2459 /* Handle recording of state blocks */
2460 if (This->isRecordingState) {
2461 TRACE("Recording... not performing anything\n");
2462 if(pStreamData) IWineD3DVertexBuffer_AddRef(pStreamData);
2463 if(oldSrc) IWineD3DVertexBuffer_Release(oldSrc);
2467 /* Need to do a getParent and pass the references up */
2468 /* MSDN says ..... When an application no longer holds a reference to this interface, the interface will automatically be freed.
2469 which suggests that we shouldn't be ref counting? and do need a _release on the stream source to reset the stream source
2470 so for now, just count internally */
2471 if (pStreamData != NULL) {
2472 IWineD3DVertexBufferImpl *vbImpl = (IWineD3DVertexBufferImpl *) pStreamData;
2473 InterlockedIncrement(&vbImpl->bindCount);
2474 IWineD3DVertexBuffer_AddRef(pStreamData);
2476 if (oldSrc != NULL) {
2477 InterlockedDecrement(&((IWineD3DVertexBufferImpl *) oldSrc)->bindCount);
2478 IWineD3DVertexBuffer_Release(oldSrc);
2481 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2486 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
2487 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2489 TRACE("(%p) : StreamNo: %u, Stream (%p), Offset %u, Stride %u\n", This, StreamNumber,
2490 This->stateBlock->streamSource[StreamNumber],
2491 This->stateBlock->streamOffset[StreamNumber],
2492 This->stateBlock->streamStride[StreamNumber]);
2494 if (StreamNumber >= MAX_STREAMS) {
2495 WARN("Stream out of range %d\n", StreamNumber);
2496 return WINED3DERR_INVALIDCALL;
2498 *pStream = This->stateBlock->streamSource[StreamNumber];
2499 *pStride = This->stateBlock->streamStride[StreamNumber];
2501 *pOffset = This->stateBlock->streamOffset[StreamNumber];
2504 if (*pStream != NULL) {
2505 IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
2510 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
2511 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2512 UINT oldFlags = This->updateStateBlock->streamFlags[StreamNumber];
2513 UINT oldFreq = This->updateStateBlock->streamFreq[StreamNumber];
2515 TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
2516 This->updateStateBlock->streamFlags[StreamNumber] = Divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA );
2518 This->updateStateBlock->changed.streamFreq[StreamNumber] = TRUE;
2519 This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
2521 if(This->updateStateBlock->streamFreq[StreamNumber] != oldFreq ||
2522 This->updateStateBlock->streamFlags[StreamNumber] != oldFlags) {
2523 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
2529 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
2530 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2532 TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
2533 *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
2535 TRACE("(%p) : returning %d\n", This, *Divider);
2541 * Get / Set & Multiply Transform
2543 static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE d3dts, CONST WINED3DMATRIX* lpmatrix) {
2544 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2546 /* Most of this routine, comments included copied from ddraw tree initially: */
2547 TRACE("(%p) : Transform State=%s\n", This, debug_d3dtstype(d3dts));
2549 /* Handle recording of state blocks */
2550 if (This->isRecordingState) {
2551 TRACE("Recording... not performing anything\n");
2552 This->updateStateBlock->changed.transform[d3dts] = TRUE;
2553 memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(WINED3DMATRIX));
2558 * If the new matrix is the same as the current one,
2559 * we cut off any further processing. this seems to be a reasonable
2560 * optimization because as was noticed, some apps (warcraft3 for example)
2561 * tend towards setting the same matrix repeatedly for some reason.
2563 * From here on we assume that the new matrix is different, wherever it matters.
2565 if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(WINED3DMATRIX))) {
2566 TRACE("The app is setting the same matrix over again\n");
2569 conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
2573 ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
2574 where ViewMat = Camera space, WorldMat = world space.
2576 In OpenGL, camera and world space is combined into GL_MODELVIEW
2577 matrix. The Projection matrix stay projection matrix.
2580 /* Capture the times we can just ignore the change for now */
2581 if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrix */
2582 This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
2583 /* Handled by the state manager */
2586 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TRANSFORM(d3dts));
2590 static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, WINED3DMATRIX* pMatrix) {
2591 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2592 TRACE("(%p) : for Transform State %s\n", This, debug_d3dtstype(State));
2593 memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(WINED3DMATRIX));
2597 static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) {
2598 WINED3DMATRIX *mat = NULL;
2601 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
2602 * below means it will be recorded in a state block change, but it
2603 * works regardless where it is recorded.
2604 * If this is found to be wrong, change to StateBlock.
2606 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2607 TRACE("(%p) : For state %s\n", This, debug_d3dtstype(State));
2609 if (State < HIGHEST_TRANSFORMSTATE)
2611 mat = &This->updateStateBlock->transforms[State];
2613 FIXME("Unhandled transform state!!\n");
2616 multiply_matrix(&temp, mat, pMatrix);
2618 /* Apply change via set transform - will reapply to eg. lights this way */
2619 return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
2625 /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
2626 you can reference any indexes you want as long as that number max are enabled at any
2627 one point in time! Therefore since the indexes can be anything, we need a hashmap of them.
2628 However, this causes stateblock problems. When capturing the state block, I duplicate the hashmap,
2629 but when recording, just build a chain pretty much of commands to be replayed. */
2631 static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
2633 PLIGHTINFOEL *object = NULL;
2634 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2637 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2638 TRACE("(%p) : Idx(%d), pLight(%p). Hash index is %d\n", This, Index, pLight, Hi);
2640 /* Check the parameter range. Need for speed most wanted sets junk lights which confuse
2644 WARN("Light pointer = NULL, returning WINED3DERR_INVALIDCALL\n");
2645 return WINED3DERR_INVALIDCALL;
2648 switch(pLight->Type) {
2649 case WINED3DLIGHT_POINT:
2650 case WINED3DLIGHT_SPOT:
2651 case WINED3DLIGHT_PARALLELPOINT:
2652 case WINED3DLIGHT_GLSPOT:
2653 /* Incorrect attenuation values can cause the gl driver to crash. Happens with Need for speed
2656 if(pLight->Attenuation0 < 0.0 || pLight->Attenuation1 < 0.0 || pLight->Attenuation2 < 0.0) {
2657 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL\n");
2658 return WINED3DERR_INVALIDCALL;
2662 case WINED3DLIGHT_DIRECTIONAL:
2663 /* Ignores attenuation */
2667 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
2668 return WINED3DERR_INVALIDCALL;
2671 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
2672 object = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2673 if(object->OriginalIndex == Index) break;
2678 TRACE("Adding new light\n");
2679 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
2681 ERR("Out of memory error when allocating a light\n");
2682 return E_OUTOFMEMORY;
2684 list_add_head(&This->updateStateBlock->lightMap[Hi], &object->entry);
2685 object->glIndex = -1;
2686 object->OriginalIndex = Index;
2687 object->changed = TRUE;
2690 /* Initialize the object */
2691 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
2692 pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
2693 pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
2694 pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
2695 TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
2696 pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
2697 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
2699 /* Save away the information */
2700 memcpy(&object->OriginalParms, pLight, sizeof(WINED3DLIGHT));
2702 switch (pLight->Type) {
2703 case WINED3DLIGHT_POINT:
2705 object->lightPosn[0] = pLight->Position.x;
2706 object->lightPosn[1] = pLight->Position.y;
2707 object->lightPosn[2] = pLight->Position.z;
2708 object->lightPosn[3] = 1.0f;
2709 object->cutoff = 180.0f;
2713 case WINED3DLIGHT_DIRECTIONAL:
2715 object->lightPosn[0] = -pLight->Direction.x;
2716 object->lightPosn[1] = -pLight->Direction.y;
2717 object->lightPosn[2] = -pLight->Direction.z;
2718 object->lightPosn[3] = 0.0;
2719 object->exponent = 0.0f;
2720 object->cutoff = 180.0f;
2723 case WINED3DLIGHT_SPOT:
2725 object->lightPosn[0] = pLight->Position.x;
2726 object->lightPosn[1] = pLight->Position.y;
2727 object->lightPosn[2] = pLight->Position.z;
2728 object->lightPosn[3] = 1.0;
2731 object->lightDirn[0] = pLight->Direction.x;
2732 object->lightDirn[1] = pLight->Direction.y;
2733 object->lightDirn[2] = pLight->Direction.z;
2734 object->lightDirn[3] = 1.0;
2737 * opengl-ish and d3d-ish spot lights use too different models for the
2738 * light "intensity" as a function of the angle towards the main light direction,
2739 * so we only can approximate very roughly.
2740 * however spot lights are rather rarely used in games (if ever used at all).
2741 * furthermore if still used, probably nobody pays attention to such details.
2743 if (pLight->Falloff == 0) {
2744 /* Falloff = 0 is easy, because d3d's and opengl's spot light equations have the
2745 * falloff resp. exponent parameter as an exponent, so the spot light lighting
2746 * will always be 1.0 for both of them, and we don't have to care for the
2747 * rest of the rather complex calculation
2749 object->exponent = 0;
2751 rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
2752 if (rho < 0.0001) rho = 0.0001f;
2753 object->exponent = -0.3/log(cos(rho/2));
2755 if (object->exponent > 128.0) {
2756 object->exponent = 128.0;
2758 object->cutoff = pLight->Phi*90/M_PI;
2764 FIXME("Unrecognized light type %d\n", pLight->Type);
2767 /* Update the live definitions if the light is currently assigned a glIndex */
2768 if (object->glIndex != -1 && !This->isRecordingState) {
2769 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(object->glIndex));
2774 static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
2775 PLIGHTINFOEL *lightInfo = NULL;
2776 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2777 DWORD Hi = LIGHTMAP_HASHFUNC(Index);
2779 TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
2781 LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi]) {
2782 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2783 if(lightInfo->OriginalIndex == Index) break;
2787 if (lightInfo == NULL) {
2788 TRACE("Light information requested but light not defined\n");
2789 return WINED3DERR_INVALIDCALL;
2792 memcpy(pLight, &lightInfo->OriginalParms, sizeof(WINED3DLIGHT));
2797 * Get / Set Light Enable
2798 * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
2800 static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
2801 PLIGHTINFOEL *lightInfo = NULL;
2802 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2803 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2805 TRACE("(%p) : Idx(%d), enable? %d\n", This, Index, Enable);
2807 /* Tests show true = 128...not clear why */
2808 Enable = Enable? 128: 0;
2810 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
2811 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2812 if(lightInfo->OriginalIndex == Index) break;
2815 TRACE("Found light: %p\n", lightInfo);
2817 /* Special case - enabling an undefined light creates one with a strict set of parms! */
2818 if (lightInfo == NULL) {
2820 TRACE("Light enabled requested but light not defined, so defining one!\n");
2821 IWineD3DDeviceImpl_SetLight(iface, Index, &WINED3D_default_light);
2823 /* Search for it again! Should be fairly quick as near head of list */
2824 LIST_FOR_EACH(e, &This->updateStateBlock->lightMap[Hi]) {
2825 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2826 if(lightInfo->OriginalIndex == Index) break;
2829 if (lightInfo == NULL) {
2830 FIXME("Adding default lights has failed dismally\n");
2831 return WINED3DERR_INVALIDCALL;
2835 lightInfo->enabledChanged = TRUE;
2837 if(lightInfo->glIndex != -1) {
2838 if(!This->isRecordingState) {
2839 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(lightInfo->glIndex));
2842 This->stateBlock->activeLights[lightInfo->glIndex] = NULL;
2843 lightInfo->glIndex = -1;
2845 TRACE("Light already disabled, nothing to do\n");
2847 lightInfo->enabled = FALSE;
2849 lightInfo->enabled = TRUE;
2850 if (lightInfo->glIndex != -1) {
2852 TRACE("Nothing to do as light was enabled\n");
2855 /* Find a free gl light */
2856 for(i = 0; i < This->maxConcurrentLights; i++) {
2857 if(This->stateBlock->activeLights[i] == NULL) {
2858 This->stateBlock->activeLights[i] = lightInfo;
2859 lightInfo->glIndex = i;
2863 if(lightInfo->glIndex == -1) {
2864 /* Our tests show that Windows returns D3D_OK in this situation, even with
2865 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2866 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2867 * as well for those lights.
2869 * TODO: Test how this affects rendering
2871 FIXME("Too many concurrently active lights\n");
2875 /* i == lightInfo->glIndex */
2876 if(!This->isRecordingState) {
2877 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_ACTIVELIGHT(i));
2885 static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
2887 PLIGHTINFOEL *lightInfo = NULL;
2888 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2890 UINT Hi = LIGHTMAP_HASHFUNC(Index);
2891 TRACE("(%p) : for idx(%d)\n", This, Index);
2893 LIST_FOR_EACH(e, &This->stateBlock->lightMap[Hi]) {
2894 lightInfo = LIST_ENTRY(e, PLIGHTINFOEL, entry);
2895 if(lightInfo->OriginalIndex == Index) break;
2899 if (lightInfo == NULL) {
2900 TRACE("Light enabled state requested but light not defined\n");
2901 return WINED3DERR_INVALIDCALL;
2903 /* true is 128 according to SetLightEnable */
2904 *pEnable = lightInfo->enabled ? 128 : 0;
2909 * Get / Set Clip Planes
2911 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
2912 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2913 TRACE("(%p) : for idx %d, %p\n", This, Index, pPlane);
2915 /* Validate Index */
2916 if (Index >= GL_LIMITS(clipplanes)) {
2917 TRACE("Application has requested clipplane this device doesn't support\n");
2918 return WINED3DERR_INVALIDCALL;
2921 This->updateStateBlock->changed.clipplane[Index] = TRUE;
2923 if(This->updateStateBlock->clipplane[Index][0] == pPlane[0] &&
2924 This->updateStateBlock->clipplane[Index][1] == pPlane[1] &&
2925 This->updateStateBlock->clipplane[Index][2] == pPlane[2] &&
2926 This->updateStateBlock->clipplane[Index][3] == pPlane[3]) {
2927 TRACE("Application is setting old values over, nothing to do\n");
2931 This->updateStateBlock->clipplane[Index][0] = pPlane[0];
2932 This->updateStateBlock->clipplane[Index][1] = pPlane[1];
2933 This->updateStateBlock->clipplane[Index][2] = pPlane[2];
2934 This->updateStateBlock->clipplane[Index][3] = pPlane[3];
2936 /* Handle recording of state blocks */
2937 if (This->isRecordingState) {
2938 TRACE("Recording... not performing anything\n");
2942 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_CLIPPLANE(Index));
2947 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
2948 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2949 TRACE("(%p) : for idx %d\n", This, Index);
2951 /* Validate Index */
2952 if (Index >= GL_LIMITS(clipplanes)) {
2953 TRACE("Application has requested clipplane this device doesn't support\n");
2954 return WINED3DERR_INVALIDCALL;
2957 pPlane[0] = This->stateBlock->clipplane[Index][0];
2958 pPlane[1] = This->stateBlock->clipplane[Index][1];
2959 pPlane[2] = This->stateBlock->clipplane[Index][2];
2960 pPlane[3] = This->stateBlock->clipplane[Index][3];
2965 * Get / Set Clip Plane Status
2966 * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
2968 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
2969 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2970 FIXME("(%p) : stub\n", This);
2971 if (NULL == pClipStatus) {
2972 return WINED3DERR_INVALIDCALL;
2974 This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
2975 This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
2979 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
2980 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2981 FIXME("(%p) : stub\n", This);
2982 if (NULL == pClipStatus) {
2983 return WINED3DERR_INVALIDCALL;
2985 pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
2986 pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
2991 * Get / Set Material
2993 static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
2994 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2996 This->updateStateBlock->changed.material = TRUE;
2997 memcpy(&This->updateStateBlock->material, pMaterial, sizeof(WINED3DMATERIAL));
2999 /* Handle recording of state blocks */
3000 if (This->isRecordingState) {
3001 TRACE("Recording... not performing anything\n");
3005 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_MATERIAL);
3009 static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
3010 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3011 memcpy(pMaterial, &This->updateStateBlock->material, sizeof (WINED3DMATERIAL));
3012 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
3013 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
3014 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
3015 pMaterial->Ambient.b, pMaterial->Ambient.a);
3016 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
3017 pMaterial->Specular.b, pMaterial->Specular.a);
3018 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
3019 pMaterial->Emissive.b, pMaterial->Emissive.a);
3020 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
3028 static HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData) {
3029 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3030 IWineD3DIndexBuffer *oldIdxs;
3032 TRACE("(%p) : Setting to %p\n", This, pIndexData);
3033 oldIdxs = This->updateStateBlock->pIndexData;
3035 This->updateStateBlock->changed.indices = TRUE;
3036 This->updateStateBlock->pIndexData = pIndexData;
3038 /* Handle recording of state blocks */
3039 if (This->isRecordingState) {
3040 TRACE("Recording... not performing anything\n");
3041 if(pIndexData) IWineD3DIndexBuffer_AddRef(pIndexData);
3042 if(oldIdxs) IWineD3DIndexBuffer_Release(oldIdxs);
3046 if(oldIdxs != pIndexData) {
3047 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
3048 if(pIndexData) IWineD3DIndexBuffer_AddRef(pIndexData);
3049 if(oldIdxs) IWineD3DIndexBuffer_Release(oldIdxs);
3054 static HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData) {
3055 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3057 *ppIndexData = This->stateBlock->pIndexData;
3059 /* up ref count on ppindexdata */
3061 IWineD3DIndexBuffer_AddRef(*ppIndexData);
3062 TRACE("(%p) index data set to %p\n", This, ppIndexData);
3064 TRACE("(%p) No index data set\n", This);
3066 TRACE("Returning %p\n", *ppIndexData);
3071 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
3072 static HRESULT WINAPI IWineD3DDeviceImpl_SetBaseVertexIndex(IWineD3DDevice *iface, INT BaseIndex) {
3073 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3074 TRACE("(%p)->(%d)\n", This, BaseIndex);
3076 if(This->updateStateBlock->baseVertexIndex == BaseIndex) {
3077 TRACE("Application is setting the old value over, nothing to do\n");
3081 This->updateStateBlock->baseVertexIndex = BaseIndex;
3083 if (This->isRecordingState) {
3084 TRACE("Recording... not performing anything\n");
3087 /* The base vertex index affects the stream sources */
3088 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
3092 static HRESULT WINAPI IWineD3DDeviceImpl_GetBaseVertexIndex(IWineD3DDevice *iface, INT* base_index) {
3093 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3094 TRACE("(%p) : base_index %p\n", This, base_index);
3096 *base_index = This->stateBlock->baseVertexIndex;
3098 TRACE("Returning %u\n", *base_index);
3104 * Get / Set Viewports
3106 static HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
3107 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3109 TRACE("(%p)\n", This);
3110 This->updateStateBlock->changed.viewport = TRUE;
3111 memcpy(&This->updateStateBlock->viewport, pViewport, sizeof(WINED3DVIEWPORT));
3113 /* Handle recording of state blocks */
3114 if (This->isRecordingState) {
3115 TRACE("Recording... not performing anything\n");
3119 TRACE("(%p) : x=%d, y=%d, wid=%d, hei=%d, minz=%f, maxz=%f\n", This,
3120 pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
3122 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
3127 static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
3128 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3129 TRACE("(%p)\n", This);
3130 memcpy(pViewport, &This->stateBlock->viewport, sizeof(WINED3DVIEWPORT));
3135 * Get / Set Render States
3136 * TODO: Verify against dx9 definitions
3138 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) {
3140 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3141 DWORD oldValue = This->stateBlock->renderState[State];
3143 TRACE("(%p)->state = %s(%d), value = %d\n", This, debug_d3drenderstate(State), State, Value);
3145 This->updateStateBlock->changed.renderState[State] = TRUE;
3146 This->updateStateBlock->renderState[State] = Value;
3148 /* Handle recording of state blocks */
3149 if (This->isRecordingState) {
3150 TRACE("Recording... not performing anything\n");
3154 /* Compared here and not before the assignment to allow proper stateblock recording */
3155 if(Value == oldValue) {
3156 TRACE("Application is setting the old value over, nothing to do\n");
3158 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(State));
3164 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD *pValue) {
3165 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3166 TRACE("(%p) for State %d = %d\n", This, State, This->stateBlock->renderState[State]);
3167 *pValue = This->stateBlock->renderState[State];
3172 * Get / Set Sampler States
3173 * TODO: Verify against dx9 definitions
3176 static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
3177 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3180 TRACE("(%p) : Sampler %#x, Type %s (%#x), Value %#x\n",
3181 This, Sampler, debug_d3dsamplerstate(Type), Type, Value);
3183 if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
3184 Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3187 if (Sampler >= sizeof(This->stateBlock->samplerState)/sizeof(This->stateBlock->samplerState[0])) {
3188 ERR("Current Sampler overflows sampleState0 array (sampler %d)\n", Sampler);
3189 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3192 * SetSampler is designed to allow for more than the standard up to 8 textures
3193 * and Geforce has stopped supporting more than 6 standard textures in openGL.
3194 * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
3196 * http://developer.nvidia.com/object/General_FAQ.html#t6
3198 * There are two new settings for GForce
3200 * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
3201 * and the texture one:
3202 * GL_MAX_TEXTURE_COORDS_ARB.
3203 * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
3206 oldValue = This->stateBlock->samplerState[Sampler][Type];
3207 This->updateStateBlock->samplerState[Sampler][Type] = Value;
3208 This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
3210 /* Handle recording of state blocks */
3211 if (This->isRecordingState) {
3212 TRACE("Recording... not performing anything\n");
3216 if(oldValue == Value) {
3217 TRACE("Application is setting the old value over, nothing to do\n");
3221 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Sampler));
3226 static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
3227 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3229 TRACE("(%p) : Sampler %#x, Type %s (%#x)\n",
3230 This, Sampler, debug_d3dsamplerstate(Type), Type);
3232 if (Sampler >= WINED3DVERTEXTEXTURESAMPLER0 && Sampler <= WINED3DVERTEXTEXTURESAMPLER3) {
3233 Sampler -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3236 if (Sampler >= sizeof(This->stateBlock->samplerState)/sizeof(This->stateBlock->samplerState[0])) {
3237 ERR("Current Sampler overflows sampleState0 array (sampler %d)\n", Sampler);
3238 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3240 *Value = This->stateBlock->samplerState[Sampler][Type];
3241 TRACE("(%p) : Returning %#x\n", This, *Value);
3246 static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
3247 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3249 This->updateStateBlock->changed.scissorRect = TRUE;
3250 if(EqualRect(&This->updateStateBlock->scissorRect, pRect)) {
3251 TRACE("App is setting the old scissor rectangle over, nothing to do\n");
3254 CopyRect(&This->updateStateBlock->scissorRect, pRect);
3256 if(This->isRecordingState) {
3257 TRACE("Recording... not performing anything\n");
3261 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SCISSORRECT);
3266 static HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
3267 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3269 memcpy(pRect, &This->updateStateBlock->scissorRect, sizeof(pRect));
3270 TRACE("(%p)Returning a Scissor Rect of %d:%d-%d:%d\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
3274 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
3275 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
3276 IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
3278 TRACE("(%p) : pDecl=%p\n", This, pDecl);
3280 This->updateStateBlock->vertexDecl = pDecl;
3281 This->updateStateBlock->changed.vertexDecl = TRUE;
3283 if (This->isRecordingState) {
3284 TRACE("Recording... not performing anything\n");
3286 } else if(pDecl == oldDecl) {
3287 /* Checked after the assignment to allow proper stateblock recording */
3288 TRACE("Application is setting the old declaration over, nothing to do\n");
3292 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
3296 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
3297 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3299 TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
3301 *ppDecl = This->stateBlock->vertexDecl;
3302 if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
3306 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
3307 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3308 IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
3310 This->updateStateBlock->vertexShader = pShader;
3311 This->updateStateBlock->changed.vertexShader = TRUE;
3313 if (This->isRecordingState) {
3314 if(pShader) IWineD3DVertexShader_AddRef(pShader);
3315 if(oldShader) IWineD3DVertexShader_Release(oldShader);
3316 TRACE("Recording... not performing anything\n");
3318 } else if(oldShader == pShader) {
3319 /* Checked here to allow proper stateblock recording */
3320 TRACE("App is setting the old shader over, nothing to do\n");
3324 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3325 if(pShader) IWineD3DVertexShader_AddRef(pShader);
3326 if(oldShader) IWineD3DVertexShader_Release(oldShader);
3328 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VSHADER);
3333 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
3334 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3336 if (NULL == ppShader) {
3337 return WINED3DERR_INVALIDCALL;
3339 *ppShader = This->stateBlock->vertexShader;
3340 if( NULL != *ppShader)
3341 IWineD3DVertexShader_AddRef(*ppShader);
3343 TRACE("(%p) : returning %p\n", This, *ppShader);
3347 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
3348 IWineD3DDevice *iface,
3350 CONST BOOL *srcData,
3353 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3354 int i, cnt = min(count, MAX_CONST_B - start);
3356 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3357 iface, srcData, start, count);
3359 if (srcData == NULL || cnt < 0)
3360 return WINED3DERR_INVALIDCALL;
3362 memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3363 for (i = 0; i < cnt; i++)
3364 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3366 for (i = start; i < cnt + start; ++i) {
3367 This->updateStateBlock->changed.vertexShaderConstantsB[i] = TRUE;
3370 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3375 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(
3376 IWineD3DDevice *iface,
3381 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3382 int cnt = min(count, MAX_CONST_B - start);
3384 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3385 iface, dstData, start, count);
3387 if (dstData == NULL || cnt < 0)
3388 return WINED3DERR_INVALIDCALL;
3390 memcpy(dstData, &This->stateBlock->vertexShaderConstantB[start], cnt * sizeof(BOOL));
3394 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
3395 IWineD3DDevice *iface,
3400 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3401 int i, cnt = min(count, MAX_CONST_I - start);
3403 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3404 iface, srcData, start, count);
3406 if (srcData == NULL || cnt < 0)
3407 return WINED3DERR_INVALIDCALL;
3409 memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3410 for (i = 0; i < cnt; i++)
3411 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3412 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3414 for (i = start; i < cnt + start; ++i) {
3415 This->updateStateBlock->changed.vertexShaderConstantsI[i] = TRUE;
3418 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3423 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
3424 IWineD3DDevice *iface,
3429 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3430 int cnt = min(count, MAX_CONST_I - start);
3432 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3433 iface, dstData, start, count);
3435 if (dstData == NULL || ((signed int) MAX_CONST_I - (signed int) start) <= (signed int) 0)
3436 return WINED3DERR_INVALIDCALL;
3438 memcpy(dstData, &This->stateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3442 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
3443 IWineD3DDevice *iface,
3445 CONST float *srcData,
3448 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3451 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3452 iface, srcData, start, count);
3454 /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
3455 if (srcData == NULL || start + count > GL_LIMITS(vshader_constantsF) || start > GL_LIMITS(vshader_constantsF))
3456 return WINED3DERR_INVALIDCALL;
3458 memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
3460 for (i = 0; i < count; i++)
3461 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3462 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3465 for (i = start; i < count + start; ++i) {
3466 if (!This->updateStateBlock->changed.vertexShaderConstantsF[i]) {
3467 constants_entry *ptr = LIST_ENTRY(list_head(&This->updateStateBlock->set_vconstantsF), constants_entry, entry);
3468 if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx)) {
3469 ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
3470 list_add_head(&This->updateStateBlock->set_vconstantsF, &ptr->entry);
3472 ptr->idx[ptr->count++] = i;
3473 This->updateStateBlock->changed.vertexShaderConstantsF[i] = TRUE;
3477 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VERTEXSHADERCONSTANT);
3482 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
3483 IWineD3DDevice *iface,
3488 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3489 int cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
3491 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3492 iface, dstData, start, count);
3494 if (dstData == NULL || cnt < 0)
3495 return WINED3DERR_INVALIDCALL;
3497 memcpy(dstData, &This->stateBlock->vertexShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3501 static inline void markTextureStagesDirty(IWineD3DDeviceImpl *This, DWORD stage) {
3503 for(i = 0; i < WINED3D_HIGHEST_TEXTURE_STATE; i++) {
3504 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(stage, i));
3508 static void device_map_stage(IWineD3DDeviceImpl *This, int stage, int unit) {
3509 int i = This->rev_tex_unit_map[unit];
3510 int j = This->texUnitMap[stage];
3512 This->texUnitMap[stage] = unit;
3513 if (i != -1 && i != stage) {
3514 This->texUnitMap[i] = -1;
3517 This->rev_tex_unit_map[unit] = stage;
3518 if (j != -1 && j != unit) {
3519 This->rev_tex_unit_map[j] = -1;
3523 static void device_update_fixed_function_usage_map(IWineD3DDeviceImpl *This) {
3526 for (i = 0; i < MAX_TEXTURES; ++i) {
3527 WINED3DTEXTUREOP color_op = This->stateBlock->textureState[i][WINED3DTSS_COLOROP];
3528 WINED3DTEXTUREOP alpha_op = This->stateBlock->textureState[i][WINED3DTSS_ALPHAOP];
3529 DWORD color_arg1 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
3530 DWORD color_arg2 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
3531 DWORD color_arg3 = This->stateBlock->textureState[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
3532 DWORD alpha_arg1 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
3533 DWORD alpha_arg2 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
3534 DWORD alpha_arg3 = This->stateBlock->textureState[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
3536 if (color_op == WINED3DTOP_DISABLE) {
3537 /* Not used, and disable higher stages */
3538 while (i < MAX_TEXTURES) {
3539 This->fixed_function_usage_map[i] = FALSE;
3545 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
3546 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
3547 || ((color_arg3 == WINED3DTA_TEXTURE) && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
3548 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
3549 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
3550 || ((alpha_arg3 == WINED3DTA_TEXTURE) && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP))) {
3551 This->fixed_function_usage_map[i] = TRUE;
3553 This->fixed_function_usage_map[i] = FALSE;
3556 if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1) {
3557 This->fixed_function_usage_map[i+1] = TRUE;
3562 static void device_map_fixed_function_samplers(IWineD3DDeviceImpl *This) {
3565 device_update_fixed_function_usage_map(This);
3567 if (!GL_SUPPORT(NV_REGISTER_COMBINERS) || This->stateBlock->lowest_disabled_stage <= GL_LIMITS(textures)) {
3568 for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
3569 if (!This->fixed_function_usage_map[i]) continue;
3571 if (This->texUnitMap[i] != i) {
3572 device_map_stage(This, i, i);
3573 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3574 markTextureStagesDirty(This, i);
3580 /* Now work out the mapping */
3582 for (i = 0; i < This->stateBlock->lowest_disabled_stage; ++i) {
3583 if (!This->fixed_function_usage_map[i]) continue;
3585 if (This->texUnitMap[i] != tex) {
3586 device_map_stage(This, i, tex);
3587 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3588 markTextureStagesDirty(This, i);
3595 static void device_map_psamplers(IWineD3DDeviceImpl *This) {
3596 DWORD *sampler_tokens = ((IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader)->baseShader.reg_maps.samplers;
3599 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i) {
3600 if (sampler_tokens[i] && This->texUnitMap[i] != i) {
3601 device_map_stage(This, i, i);
3602 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(i));
3603 if (i < MAX_TEXTURES) {
3604 markTextureStagesDirty(This, i);
3610 static BOOL device_unit_free_for_vs(IWineD3DDeviceImpl *This, DWORD *pshader_sampler_tokens, DWORD *vshader_sampler_tokens, int unit) {
3611 int current_mapping = This->rev_tex_unit_map[unit];
3613 if (current_mapping == -1) {
3614 /* Not currently used */
3618 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
3619 /* Used by a fragment sampler */
3621 if (!pshader_sampler_tokens) {
3622 /* No pixel shader, check fixed function */
3623 return current_mapping >= MAX_TEXTURES || !This->fixed_function_usage_map[current_mapping];
3626 /* Pixel shader, check the shader's sampler map */
3627 return !pshader_sampler_tokens[current_mapping];
3630 /* Used by a vertex sampler */
3631 return !vshader_sampler_tokens[current_mapping];
3634 static void device_map_vsamplers(IWineD3DDeviceImpl *This, BOOL ps) {
3635 DWORD *vshader_sampler_tokens = ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->baseShader.reg_maps.samplers;
3636 DWORD *pshader_sampler_tokens = NULL;
3637 int start = GL_LIMITS(combined_samplers) - 1;
3641 IWineD3DPixelShaderImpl *pshader = (IWineD3DPixelShaderImpl *)This->stateBlock->pixelShader;
3643 /* Make sure the shader's reg_maps are up to date. This is only relevant for 1.x pixelshaders. */
3644 IWineD3DPixelShader_CompileShader((IWineD3DPixelShader *)pshader);
3645 pshader_sampler_tokens = pshader->baseShader.reg_maps.samplers;
3648 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
3649 int vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
3650 if (vshader_sampler_tokens[i]) {
3651 if (This->texUnitMap[vsampler_idx] != -1) {
3652 /* Already mapped somewhere */
3656 while (start >= 0) {
3657 if (device_unit_free_for_vs(This, pshader_sampler_tokens, vshader_sampler_tokens, start)) {
3658 device_map_stage(This, vsampler_idx, start);
3659 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(vsampler_idx));
3671 void IWineD3DDeviceImpl_FindTexUnitMap(IWineD3DDeviceImpl *This) {
3672 BOOL vs = use_vs(This);
3673 BOOL ps = use_ps(This);
3676 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
3677 * that would be really messy and require shader recompilation
3678 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
3679 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
3682 device_map_psamplers(This);
3684 device_map_fixed_function_samplers(This);
3688 device_map_vsamplers(This, ps);
3692 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
3693 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3694 IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
3695 This->updateStateBlock->pixelShader = pShader;
3696 This->updateStateBlock->changed.pixelShader = TRUE;
3698 /* Handle recording of state blocks */
3699 if (This->isRecordingState) {
3700 TRACE("Recording... not performing anything\n");
3703 if (This->isRecordingState) {
3704 TRACE("Recording... not performing anything\n");
3705 if(pShader) IWineD3DPixelShader_AddRef(pShader);
3706 if(oldShader) IWineD3DPixelShader_Release(oldShader);
3710 if(pShader == oldShader) {
3711 TRACE("App is setting the old pixel shader over, nothing to do\n");
3715 if(pShader) IWineD3DPixelShader_AddRef(pShader);
3716 if(oldShader) IWineD3DPixelShader_Release(oldShader);
3718 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
3719 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADER);
3724 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
3725 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3727 if (NULL == ppShader) {
3728 WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
3729 return WINED3DERR_INVALIDCALL;
3732 *ppShader = This->stateBlock->pixelShader;
3733 if (NULL != *ppShader) {
3734 IWineD3DPixelShader_AddRef(*ppShader);
3736 TRACE("(%p) : returning %p\n", This, *ppShader);
3740 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
3741 IWineD3DDevice *iface,
3743 CONST BOOL *srcData,
3746 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3747 int i, cnt = min(count, MAX_CONST_B - start);
3749 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3750 iface, srcData, start, count);
3752 if (srcData == NULL || cnt < 0)
3753 return WINED3DERR_INVALIDCALL;
3755 memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
3756 for (i = 0; i < cnt; i++)
3757 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
3759 for (i = start; i < cnt + start; ++i) {
3760 This->updateStateBlock->changed.pixelShaderConstantsB[i] = TRUE;
3763 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3768 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
3769 IWineD3DDevice *iface,
3774 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3775 int cnt = min(count, MAX_CONST_B - start);
3777 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3778 iface, dstData, start, count);
3780 if (dstData == NULL || cnt < 0)
3781 return WINED3DERR_INVALIDCALL;
3783 memcpy(dstData, &This->stateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
3787 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
3788 IWineD3DDevice *iface,
3793 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3794 int i, cnt = min(count, MAX_CONST_I - start);
3796 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3797 iface, srcData, start, count);
3799 if (srcData == NULL || cnt < 0)
3800 return WINED3DERR_INVALIDCALL;
3802 memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
3803 for (i = 0; i < cnt; i++)
3804 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
3805 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3807 for (i = start; i < cnt + start; ++i) {
3808 This->updateStateBlock->changed.pixelShaderConstantsI[i] = TRUE;
3811 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3816 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
3817 IWineD3DDevice *iface,
3822 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3823 int cnt = min(count, MAX_CONST_I - start);
3825 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3826 iface, dstData, start, count);
3828 if (dstData == NULL || cnt < 0)
3829 return WINED3DERR_INVALIDCALL;
3831 memcpy(dstData, &This->stateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
3835 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
3836 IWineD3DDevice *iface,
3838 CONST float *srcData,
3841 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3844 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
3845 iface, srcData, start, count);
3847 /* Specifically test start > limit to catch MAX_UINT overflows when adding start + count */
3848 if (srcData == NULL || start + count > GL_LIMITS(pshader_constantsF) || start > GL_LIMITS(pshader_constantsF))
3849 return WINED3DERR_INVALIDCALL;
3851 memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, count * sizeof(float) * 4);
3853 for (i = 0; i < count; i++)
3854 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
3855 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
3858 for (i = start; i < count + start; ++i) {
3859 if (!This->updateStateBlock->changed.pixelShaderConstantsF[i]) {
3860 constants_entry *ptr = LIST_ENTRY(list_head(&This->updateStateBlock->set_pconstantsF), constants_entry, entry);
3861 if (!ptr || ptr->count >= sizeof(ptr->idx) / sizeof(*ptr->idx)) {
3862 ptr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(constants_entry));
3863 list_add_head(&This->updateStateBlock->set_pconstantsF, &ptr->entry);
3865 ptr->idx[ptr->count++] = i;
3866 This->updateStateBlock->changed.pixelShaderConstantsF[i] = TRUE;
3870 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_PIXELSHADERCONSTANT);
3875 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
3876 IWineD3DDevice *iface,
3881 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3882 int cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
3884 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
3885 iface, dstData, start, count);
3887 if (dstData == NULL || cnt < 0)
3888 return WINED3DERR_INVALIDCALL;
3890 memcpy(dstData, &This->stateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
3894 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3896 process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount, WineDirect3DVertexStridedData *lpStrideData, IWineD3DVertexBufferImpl *dest, DWORD dwFlags) {
3897 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3899 DWORD DestFVF = dest->fvf;
3901 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3905 if (lpStrideData->u.s.normal.lpData) {
3906 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3909 if (lpStrideData->u.s.position.lpData == NULL) {
3910 ERR("Source has no position mask\n");
3911 return WINED3DERR_INVALIDCALL;
3914 /* We might access VBOs from this code, so hold the lock */
3917 if (dest->resource.allocatedMemory == NULL) {
3918 /* This may happen if we do direct locking into a vbo. Unlikely,
3919 * but theoretically possible(ddraw processvertices test)
3921 dest->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, dest->resource.size);
3922 if(!dest->resource.allocatedMemory) {
3924 ERR("Out of memory\n");
3925 return E_OUTOFMEMORY;
3929 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
3930 checkGLcall("glBindBufferARB");
3931 src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
3933 memcpy(dest->resource.allocatedMemory, src, dest->resource.size);
3935 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
3936 checkGLcall("glUnmapBufferARB");
3940 /* Get a pointer into the destination vbo(create one if none exists) and
3941 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3943 if(!dest->vbo && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
3948 unsigned char extrabytes = 0;
3949 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3950 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3951 * this may write 4 extra bytes beyond the area that should be written
3953 if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3954 dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3955 if(!dest_conv_addr) {
3956 ERR("Out of memory\n");
3957 /* Continue without storing converted vertices */
3959 dest_conv = dest_conv_addr;
3963 * a) WINED3DRS_CLIPPING is enabled
3964 * b) WINED3DVOP_CLIP is passed
3966 if(This->stateBlock->renderState[WINED3DRS_CLIPPING]) {
3967 static BOOL warned = FALSE;
3969 * The clipping code is not quite correct. Some things need
3970 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3971 * so disable clipping for now.
3972 * (The graphics in Half-Life are broken, and my processvertices
3973 * test crashes with IDirect3DDevice3)
3979 FIXME("Clipping is broken and disabled for now\n");
3981 } else doClip = FALSE;
3982 dest_ptr = ((char *) dest->resource.allocatedMemory) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3984 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3987 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3988 WINED3DTS_PROJECTION,
3990 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
3991 WINED3DTS_WORLDMATRIX(0),
3994 TRACE("View mat:\n");
3995 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);
3996 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);
3997 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);
3998 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);
4000 TRACE("Proj mat:\n");
4001 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);
4002 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);
4003 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);
4004 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);
4006 TRACE("World mat:\n");
4007 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);
4008 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);
4009 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);
4010 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);
4012 /* Get the viewport */
4013 IWineD3DDevice_GetViewport( (IWineD3DDevice *) This, &vp);
4014 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
4015 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
4017 multiply_matrix(&mat,&view_mat,&world_mat);
4018 multiply_matrix(&mat,&proj_mat,&mat);
4020 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
4022 for (i = 0; i < dwCount; i+= 1) {
4023 unsigned int tex_index;
4025 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
4026 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
4027 /* The position first */
4029 (float *) (((char *) lpStrideData->u.s.position.lpData) + i * lpStrideData->u.s.position.dwStride);
4031 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
4033 /* Multiplication with world, view and projection matrix */
4034 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0 * mat.u.s._41);
4035 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0 * mat.u.s._42);
4036 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0 * mat.u.s._43);
4037 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0 * mat.u.s._44);
4039 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
4041 /* WARNING: The following things are taken from d3d7 and were not yet checked
4042 * against d3d8 or d3d9!
4045 /* Clipping conditions: From
4046 * http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/fixedfunction/viewportsclipping/clippingvolumes.asp
4048 * A vertex is clipped if it does not match the following requirements
4052 * 0 < rhw ( Not in d3d7, but tested in d3d7)
4054 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
4055 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
4060 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
4061 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
4064 /* "Normal" viewport transformation (not clipped)
4065 * 1) The values are divided by rhw
4066 * 2) The y axis is negative, so multiply it with -1
4067 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
4068 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
4069 * 4) Multiply x with Width/2 and add Width/2
4070 * 5) The same for the height
4071 * 6) Add the viewpoint X and Y to the 2D coordinates and
4072 * The minimum Z value to z
4073 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
4075 * Well, basically it's simply a linear transformation into viewport
4087 z *= vp.MaxZ - vp.MinZ;
4089 x += vp.Width / 2 + vp.X;
4090 y += vp.Height / 2 + vp.Y;
4095 /* That vertex got clipped
4096 * Contrary to OpenGL it is not dropped completely, it just
4097 * undergoes a different calculation.
4099 TRACE("Vertex got clipped\n");
4106 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
4107 * outside of the main vertex buffer memory. That needs some more
4112 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
4115 ( (float *) dest_ptr)[0] = x;
4116 ( (float *) dest_ptr)[1] = y;
4117 ( (float *) dest_ptr)[2] = z;
4118 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
4120 dest_ptr += 3 * sizeof(float);
4122 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
4123 dest_ptr += sizeof(float);
4128 ( (float *) dest_conv)[0] = x * w;
4129 ( (float *) dest_conv)[1] = y * w;
4130 ( (float *) dest_conv)[2] = z * w;
4131 ( (float *) dest_conv)[3] = w;
4133 dest_conv += 3 * sizeof(float);
4135 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
4136 dest_conv += sizeof(float);
4140 if (DestFVF & WINED3DFVF_PSIZE) {
4141 dest_ptr += sizeof(DWORD);
4142 if(dest_conv) dest_conv += sizeof(DWORD);
4144 if (DestFVF & WINED3DFVF_NORMAL) {
4146 (float *) (((float *) lpStrideData->u.s.normal.lpData) + i * lpStrideData->u.s.normal.dwStride);
4147 /* AFAIK this should go into the lighting information */
4148 FIXME("Didn't expect the destination to have a normal\n");
4149 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
4151 copy_and_next(dest_conv, normal, 3 * sizeof(float));
4155 if (DestFVF & WINED3DFVF_DIFFUSE) {
4157 (DWORD *) (((char *) lpStrideData->u.s.diffuse.lpData) + i * lpStrideData->u.s.diffuse.dwStride);
4159 static BOOL warned = FALSE;
4162 ERR("No diffuse color in source, but destination has one\n");
4166 *( (DWORD *) dest_ptr) = 0xffffffff;
4167 dest_ptr += sizeof(DWORD);
4170 *( (DWORD *) dest_conv) = 0xffffffff;
4171 dest_conv += sizeof(DWORD);
4175 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
4177 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
4178 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
4179 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
4180 dest_conv += sizeof(DWORD);
4185 if (DestFVF & WINED3DFVF_SPECULAR) {
4186 /* What's the color value in the feedback buffer? */
4188 (DWORD *) (((char *) lpStrideData->u.s.specular.lpData) + i * lpStrideData->u.s.specular.dwStride);
4190 static BOOL warned = FALSE;
4193 ERR("No specular color in source, but destination has one\n");
4197 *( (DWORD *) dest_ptr) = 0xFF000000;
4198 dest_ptr += sizeof(DWORD);
4201 *( (DWORD *) dest_conv) = 0xFF000000;
4202 dest_conv += sizeof(DWORD);
4206 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
4208 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
4209 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
4210 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
4211 dest_conv += sizeof(DWORD);
4216 for (tex_index = 0; tex_index < numTextures; tex_index++) {
4218 (float *) (((char *) lpStrideData->u.s.texCoords[tex_index].lpData) +
4219 i * lpStrideData->u.s.texCoords[tex_index].dwStride);
4221 ERR("No source texture, but destination requests one\n");
4222 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
4223 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
4226 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
4228 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
4235 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
4236 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
4237 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
4238 dwCount * get_flexible_vertex_size(DestFVF),
4240 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
4241 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
4248 #undef copy_and_next
4250 static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexDeclaration* pVertexDecl, DWORD Flags) {
4251 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4252 WineDirect3DVertexStridedData strided;
4253 BOOL vbo = FALSE, streamWasUP = This->stateBlock->streamIsUP;
4254 TRACE("(%p)->(%d,%d,%d,%p,%p,%d\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
4257 ERR("Output vertex declaration not implemented yet\n");
4260 /* Need any context to write to the vbo. */
4261 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4263 /* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
4264 * control the streamIsUP flag, thus restore it afterwards.
4266 This->stateBlock->streamIsUP = FALSE;
4267 memset(&strided, 0, sizeof(strided));
4268 primitiveDeclarationConvertToStridedData(iface, FALSE, &strided, &vbo);
4269 This->stateBlock->streamIsUP = streamWasUP;
4271 if(vbo || SrcStartIndex) {
4273 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
4274 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the strided structure
4276 * Also get the start index in, but only loop over all elements if there's something to add at all.
4278 #define FIXSRC(type) \
4279 if(strided.u.s.type.VBO) { \
4280 IWineD3DVertexBufferImpl *vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[strided.u.s.type.streamNo]; \
4281 strided.u.s.type.VBO = 0; \
4282 strided.u.s.type.lpData = (BYTE *) ((unsigned long) strided.u.s.type.lpData + (unsigned long) vb->resource.allocatedMemory); \
4284 GL_EXTCALL(glDeleteBuffersARB(1, &vb->vbo)); \
4288 if(strided.u.s.type.lpData) { \
4289 strided.u.s.type.lpData += strided.u.s.type.dwStride * SrcStartIndex; \
4292 FIXSRC(blendWeights);
4293 FIXSRC(blendMatrixIndices);
4298 for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) {
4299 FIXSRC(texCoords[i]);
4312 return process_vertices_strided(This, DestIndex, VertexCount, &strided, (IWineD3DVertexBufferImpl *) pDestBuffer, Flags);
4316 * Get / Set Texture Stage States
4317 * TODO: Verify against dx9 definitions
4319 static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
4320 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4321 DWORD oldValue = This->updateStateBlock->textureState[Stage][Type];
4323 TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
4325 if (Stage >= MAX_TEXTURES) {
4326 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring\n", Stage, MAX_TEXTURES - 1);
4330 This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
4331 This->updateStateBlock->textureState[Stage][Type] = Value;
4333 if (This->isRecordingState) {
4334 TRACE("Recording... not performing anything\n");
4338 /* Checked after the assignments to allow proper stateblock recording */
4339 if(oldValue == Value) {
4340 TRACE("App is setting the old value over, nothing to do\n");
4344 if(Stage > This->stateBlock->lowest_disabled_stage &&
4345 StateTable[STATE_TEXTURESTAGE(0, Type)].representative == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP)) {
4346 /* Colorop change above lowest disabled stage? That won't change anything in the gl setup
4347 * Changes in other states are important on disabled stages too
4352 if(Type == WINED3DTSS_COLOROP) {
4355 if(Value == WINED3DTOP_DISABLE && oldValue != WINED3DTOP_DISABLE) {
4356 /* Previously enabled stage disabled now. Make sure to dirtify all enabled stages above Stage,
4357 * they have to be disabled
4359 * The current stage is dirtified below.
4361 for(i = Stage + 1; i < This->stateBlock->lowest_disabled_stage; i++) {
4362 TRACE("Additionally dirtifying stage %d\n", i);
4363 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
4365 This->stateBlock->lowest_disabled_stage = Stage;
4366 TRACE("New lowest disabled: %d\n", Stage);
4367 } else if(Value != WINED3DTOP_DISABLE && oldValue == WINED3DTOP_DISABLE) {
4368 /* Previously disabled stage enabled. Stages above it may need enabling
4369 * stage must be lowest_disabled_stage here, if it's bigger success is returned above,
4370 * and stages below the lowest disabled stage can't be enabled(because they are enabled already).
4372 * Again stage Stage doesn't need to be dirtified here, it is handled below.
4375 for(i = Stage + 1; i < GL_LIMITS(texture_stages); i++) {
4376 if(This->updateStateBlock->textureState[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE) {
4379 TRACE("Additionally dirtifying stage %d due to enable\n", i);
4380 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
4382 This->stateBlock->lowest_disabled_stage = i;
4383 TRACE("New lowest disabled: %d\n", i);
4385 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && !This->stateBlock->pixelShader) {
4386 /* TODO: Built a stage -> texture unit mapping for register combiners */
4390 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, Type));
4395 static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
4396 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4397 TRACE("(%p) : requesting Stage %d, Type %d getting %d\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
4398 *pValue = This->updateStateBlock->textureState[Stage][Type];
4405 static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
4406 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4407 IWineD3DBaseTexture *oldTexture;
4409 TRACE("(%p) : Stage %#x, Texture %p\n", This, Stage, pTexture);
4411 if (Stage >= WINED3DVERTEXTEXTURESAMPLER0 && Stage <= WINED3DVERTEXTEXTURESAMPLER3) {
4412 Stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
4415 if (Stage >= sizeof(This->stateBlock->textures)/sizeof(This->stateBlock->textures[0])) {
4416 ERR("Current stage overflows textures array (stage %d)\n", Stage);
4417 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
4420 oldTexture = This->updateStateBlock->textures[Stage];
4422 if(pTexture != NULL) {
4423 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH;
4425 if(((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH) {
4426 WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
4427 return WINED3DERR_INVALIDCALL;
4429 This->stateBlock->textureDimensions[Stage] = IWineD3DBaseTexture_GetTextureDimensions(pTexture);
4432 TRACE("GL_LIMITS %d\n",GL_LIMITS(sampler_stages));
4433 TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
4435 This->updateStateBlock->changed.textures[Stage] = TRUE;
4436 TRACE("(%p) : setting new texture to %p\n", This, pTexture);
4437 This->updateStateBlock->textures[Stage] = pTexture;
4439 /* Handle recording of state blocks */
4440 if (This->isRecordingState) {
4441 TRACE("Recording... not performing anything\n");
4445 if(oldTexture == pTexture) {
4446 TRACE("App is setting the same texture again, nothing to do\n");
4450 /** NOTE: MSDN says that setTexture increases the reference count,
4451 * and that the application must set the texture back to null (or have a leaky application),
4452 * This means we should pass the refcount up to the parent
4453 *******************************/
4454 if (NULL != This->updateStateBlock->textures[Stage]) {
4455 IWineD3DBaseTextureImpl *new = (IWineD3DBaseTextureImpl *) This->updateStateBlock->textures[Stage];
4456 ULONG bindCount = InterlockedIncrement(&new->baseTexture.bindCount);
4458 IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
4459 if(oldTexture == NULL && Stage < MAX_TEXTURES) {
4460 /* The source arguments for color and alpha ops have different meanings when a NULL texture is bound,
4461 * so the COLOROP and ALPHAOP have to be dirtified.
4463 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
4464 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
4466 if(bindCount == 1) {
4467 new->baseTexture.sampler = Stage;
4469 /* More than one assignment? Doesn't matter, we only need one gl texture unit to use for uploading */
4473 if (NULL != oldTexture) {
4474 IWineD3DBaseTextureImpl *old = (IWineD3DBaseTextureImpl *) oldTexture;
4475 LONG bindCount = InterlockedDecrement(&old->baseTexture.bindCount);
4477 IWineD3DBaseTexture_Release(oldTexture);
4478 if(pTexture == NULL && Stage < MAX_TEXTURES) {
4479 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_COLOROP));
4480 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_TEXTURESTAGE(Stage, WINED3DTSS_ALPHAOP));
4483 if(bindCount && old->baseTexture.sampler == Stage) {
4485 /* Have to do a search for the other sampler(s) where the texture is bound to
4486 * Shouldn't happen as long as apps bind a texture only to one stage
4488 TRACE("Searcing for other sampler / stage id where the texture is bound to\n");
4489 for(i = 0; i < MAX_COMBINED_SAMPLERS; i++) {
4490 if(This->updateStateBlock->textures[i] == oldTexture) {
4491 old->baseTexture.sampler = i;
4498 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(Stage));
4503 static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
4504 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4506 TRACE("(%p) : Stage %#x, ppTexture %p\n", This, Stage, ppTexture);
4508 if (Stage >= WINED3DVERTEXTEXTURESAMPLER0 && Stage <= WINED3DVERTEXTEXTURESAMPLER3) {
4509 Stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
4512 if (Stage >= sizeof(This->stateBlock->textures)/sizeof(This->stateBlock->textures[0])) {
4513 ERR("Current stage overflows textures array (stage %d)\n", Stage);
4514 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
4517 *ppTexture=This->stateBlock->textures[Stage];
4519 IWineD3DBaseTexture_AddRef(*ppTexture);
4521 TRACE("(%p) : Returning %p\n", This, *ppTexture);
4529 static HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, WINED3DBACKBUFFER_TYPE Type,
4530 IWineD3DSurface **ppBackBuffer) {
4531 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4532 IWineD3DSwapChain *swapChain;
4535 TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
4537 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
4538 if (hr == WINED3D_OK) {
4539 hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
4540 IWineD3DSwapChain_Release(swapChain);
4542 *ppBackBuffer = NULL;
4547 static HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
4548 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4549 WARN("(%p) : stub, calling idirect3d for now\n", This);
4550 return IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
4553 static HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
4554 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4555 IWineD3DSwapChain *swapChain;
4558 if(iSwapChain > 0) {
4559 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
4560 if (hr == WINED3D_OK) {
4561 hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
4562 IWineD3DSwapChain_Release(swapChain);
4564 FIXME("(%p) Error getting display mode\n", This);
4567 /* Don't read the real display mode,
4568 but return the stored mode instead. X11 can't change the color
4569 depth, and some apps are pretty angry if they SetDisplayMode from
4570 24 to 16 bpp and find out that GetDisplayMode still returns 24 bpp
4572 Also don't relay to the swapchain because with ddraw it's possible
4573 that there isn't a swapchain at all */
4574 pMode->Width = This->ddraw_width;
4575 pMode->Height = This->ddraw_height;
4576 pMode->Format = This->ddraw_format;
4577 pMode->RefreshRate = 0;
4584 static HRESULT WINAPI IWineD3DDeviceImpl_SetHWND(IWineD3DDevice *iface, HWND hWnd) {
4585 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4586 TRACE("(%p)->(%p)\n", This, hWnd);
4588 if(This->ddraw_fullscreen) {
4589 if(This->ddraw_window && This->ddraw_window != hWnd) {
4590 IWineD3DDeviceImpl_RestoreWindow(iface, This->ddraw_window);
4592 if(hWnd && This->ddraw_window != hWnd) {
4593 IWineD3DDeviceImpl_SetupFullscreenWindow(iface, hWnd);
4597 This->ddraw_window = hWnd;
4601 static HRESULT WINAPI IWineD3DDeviceImpl_GetHWND(IWineD3DDevice *iface, HWND *hWnd) {
4602 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4603 TRACE("(%p)->(%p)\n", This, hWnd);
4605 *hWnd = This->ddraw_window;
4610 * Stateblock related functions
4613 static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
4614 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4615 IWineD3DStateBlockImpl *object;
4616 HRESULT temp_result;
4619 TRACE("(%p)\n", This);
4621 if (This->isRecordingState) {
4622 return WINED3DERR_INVALIDCALL;
4625 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
4626 if (NULL == object ) {
4627 FIXME("(%p)Error allocating memory for stateblock\n", This);
4628 return E_OUTOFMEMORY;
4630 TRACE("(%p) created object %p\n", This, object);
4631 object->wineD3DDevice= This;
4632 /** FIXME: object->parent = parent; **/
4633 object->parent = NULL;
4634 object->blockType = WINED3DSBT_RECORDED;
4636 object->lpVtbl = &IWineD3DStateBlock_Vtbl;
4638 for(i = 0; i < LIGHTMAP_SIZE; i++) {
4639 list_init(&object->lightMap[i]);
4642 temp_result = allocate_shader_constants(object);
4643 if (WINED3D_OK != temp_result)
4646 IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
4647 This->updateStateBlock = object;
4648 This->isRecordingState = TRUE;
4650 TRACE("(%p) recording stateblock %p\n",This , object);
4654 static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
4655 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4657 IWineD3DStateBlockImpl *object = This->updateStateBlock;
4659 if (!This->isRecordingState) {
4660 FIXME("(%p) not recording! returning error\n", This);
4661 *ppStateBlock = NULL;
4662 return WINED3DERR_INVALIDCALL;
4665 for(i = 1; i <= WINEHIGHEST_RENDER_STATE; i++) {
4666 if(object->changed.renderState[i]) {
4667 object->contained_render_states[object->num_contained_render_states] = i;
4668 object->num_contained_render_states++;
4671 for(i = 1; i <= HIGHEST_TRANSFORMSTATE; i++) {
4672 if(object->changed.transform[i]) {
4673 object->contained_transform_states[object->num_contained_transform_states] = i;
4674 object->num_contained_transform_states++;
4677 for(i = 0; i < GL_LIMITS(vshader_constantsF); i++) {
4678 if(object->changed.vertexShaderConstantsF[i]) {
4679 object->contained_vs_consts_f[object->num_contained_vs_consts_f] = i;
4680 object->num_contained_vs_consts_f++;
4683 for(i = 0; i < MAX_CONST_I; i++) {
4684 if(object->changed.vertexShaderConstantsI[i]) {
4685 object->contained_vs_consts_i[object->num_contained_vs_consts_i] = i;
4686 object->num_contained_vs_consts_i++;
4689 for(i = 0; i < MAX_CONST_B; i++) {
4690 if(object->changed.vertexShaderConstantsB[i]) {
4691 object->contained_vs_consts_b[object->num_contained_vs_consts_b] = i;
4692 object->num_contained_vs_consts_b++;
4695 for(i = 0; i < MAX_CONST_I; i++) {
4696 if(object->changed.pixelShaderConstantsI[i]) {
4697 object->contained_ps_consts_i[object->num_contained_ps_consts_i] = i;
4698 object->num_contained_ps_consts_i++;
4701 for(i = 0; i < MAX_CONST_B; i++) {
4702 if(object->changed.pixelShaderConstantsB[i]) {
4703 object->contained_ps_consts_b[object->num_contained_ps_consts_b] = i;
4704 object->num_contained_ps_consts_b++;
4707 for(i = 0; i < MAX_TEXTURES; i++) {
4708 for(j = 1; j <= WINED3D_HIGHEST_TEXTURE_STATE; j++) {
4709 if(object->changed.textureState[i][j]) {
4710 object->contained_tss_states[object->num_contained_tss_states].stage = i;
4711 object->contained_tss_states[object->num_contained_tss_states].state = j;
4712 object->num_contained_tss_states++;
4716 for(i = 0; i < MAX_COMBINED_SAMPLERS; i++){
4717 for (j = 1; j < WINED3D_HIGHEST_SAMPLER_STATE; j++) {
4718 if(object->changed.samplerState[i][j]) {
4719 object->contained_sampler_states[object->num_contained_sampler_states].stage = i;
4720 object->contained_sampler_states[object->num_contained_sampler_states].state = j;
4721 object->num_contained_sampler_states++;
4726 *ppStateBlock = (IWineD3DStateBlock*) object;
4727 This->isRecordingState = FALSE;
4728 This->updateStateBlock = This->stateBlock;
4729 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
4730 /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
4731 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
4736 * Scene related functions
4738 static HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
4739 /* At the moment we have no need for any functionality at the beginning
4741 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4742 TRACE("(%p)\n", This);
4745 TRACE("Already in Scene, returning WINED3DERR_INVALIDCALL\n");
4746 return WINED3DERR_INVALIDCALL;
4748 This->inScene = TRUE;
4752 static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
4753 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4754 TRACE("(%p)\n", This);
4756 if(!This->inScene) {
4757 TRACE("Not in scene, returning WINED3DERR_INVALIDCALL\n");
4758 return WINED3DERR_INVALIDCALL;
4761 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
4762 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
4765 checkGLcall("glFlush");
4768 This->inScene = FALSE;
4772 static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
4773 CONST RECT* pSourceRect, CONST RECT* pDestRect,
4774 HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
4775 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4776 IWineD3DSwapChain *swapChain = NULL;
4778 int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
4780 TRACE("(%p) Presenting the frame\n", This);
4782 for(i = 0 ; i < swapchains ; i ++) {
4784 IWineD3DDeviceImpl_GetSwapChain(iface, i, &swapChain);
4785 TRACE("presentinng chain %d, %p\n", i, swapChain);
4786 IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
4787 IWineD3DSwapChain_Release(swapChain);
4793 /* Not called from the VTable (internal subroutine) */
4794 HRESULT IWineD3DDeviceImpl_ClearSurface(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *target, DWORD Count,
4795 CONST WINED3DRECT* pRects, DWORD Flags, WINED3DCOLOR Color,
4796 float Z, DWORD Stencil) {
4797 GLbitfield glMask = 0;
4799 WINED3DRECT curRect;
4801 WINED3DVIEWPORT *vp = &This->stateBlock->viewport;
4802 UINT drawable_width, drawable_height;
4803 IWineD3DSurfaceImpl *depth_stencil = (IWineD3DSurfaceImpl *) This->stencilBufferTarget;
4805 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
4806 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
4807 * for the cleared parts, and the untouched parts.
4809 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
4810 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
4811 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
4812 * checking all this if the dest surface is in the drawable anyway.
4814 if((Flags & WINED3DCLEAR_TARGET) && !(target->Flags & SFLAG_INDRAWABLE)) {
4816 if(vp->X != 0 || vp->Y != 0 ||
4817 vp->Width < target->currentDesc.Width || vp->Height < target->currentDesc.Height) {
4818 IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
4821 if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE] && (
4822 This->stateBlock->scissorRect.left > 0 || This->stateBlock->scissorRect.top > 0 ||
4823 This->stateBlock->scissorRect.right < target->currentDesc.Width ||
4824 This->stateBlock->scissorRect.bottom < target->currentDesc.Height)) {
4825 IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
4828 if(Count > 0 && pRects && (
4829 pRects[0].x1 > 0 || pRects[0].y1 > 0 ||
4830 pRects[0].x2 < target->currentDesc.Width ||
4831 pRects[0].y2 < target->currentDesc.Height)) {
4832 IWineD3DSurface_LoadLocation((IWineD3DSurface *) target, SFLAG_INDRAWABLE, NULL);
4839 target->get_drawable_size(target, &drawable_width, &drawable_height);
4841 ActivateContext(This, (IWineD3DSurface *) target, CTXUSAGE_CLEAR);
4844 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4845 apply_fbo_state((IWineD3DDevice *) This);
4848 /* Only set the values up once, as they are not changing */
4849 if (Flags & WINED3DCLEAR_STENCIL) {
4850 glClearStencil(Stencil);
4851 checkGLcall("glClearStencil");
4852 glMask = glMask | GL_STENCIL_BUFFER_BIT;
4853 glStencilMask(0xFFFFFFFF);
4856 if (Flags & WINED3DCLEAR_ZBUFFER) {
4857 glDepthMask(GL_TRUE);
4859 checkGLcall("glClearDepth");
4860 glMask = glMask | GL_DEPTH_BUFFER_BIT;
4861 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
4863 if(This->depth_copy_state == WINED3D_DCS_COPY) {
4864 if(vp->X != 0 || vp->Y != 0 ||
4865 vp->Width < depth_stencil->currentDesc.Width || vp->Height < depth_stencil->currentDesc.Height) {
4866 depth_copy((IWineD3DDevice *) This);
4868 else if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE] && (
4869 This->stateBlock->scissorRect.left > 0 || This->stateBlock->scissorRect.top > 0 ||
4870 This->stateBlock->scissorRect.right < depth_stencil->currentDesc.Width ||
4871 This->stateBlock->scissorRect.bottom < depth_stencil->currentDesc.Height)) {
4872 depth_copy((IWineD3DDevice *) This);
4874 else if(Count > 0 && pRects && (
4875 pRects[0].x1 > 0 || pRects[0].y1 > 0 ||
4876 pRects[0].x2 < depth_stencil->currentDesc.Width ||
4877 pRects[0].y2 < depth_stencil->currentDesc.Height)) {
4878 depth_copy((IWineD3DDevice *) This);
4881 This->depth_copy_state = WINED3D_DCS_INITIAL;
4884 if (Flags & WINED3DCLEAR_TARGET) {
4885 TRACE("Clearing screen with glClear to color %x\n", Color);
4886 glClearColor(D3DCOLOR_R(Color),
4890 checkGLcall("glClearColor");
4892 /* Clear ALL colors! */
4893 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
4894 glMask = glMask | GL_COLOR_BUFFER_BIT;
4897 vp_rect.left = vp->X;
4898 vp_rect.top = vp->Y;
4899 vp_rect.right = vp->X + vp->Width;
4900 vp_rect.bottom = vp->Y + vp->Height;
4901 if (!(Count > 0 && pRects)) {
4902 if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
4903 IntersectRect(&vp_rect, &vp_rect, &This->stateBlock->scissorRect);
4905 if(This->render_offscreen) {
4906 glScissor(vp_rect.left, vp_rect.top,
4907 vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
4909 glScissor(vp_rect.left, drawable_height - vp_rect.bottom,
4910 vp_rect.right - vp_rect.left, vp_rect.bottom - vp_rect.top);
4912 checkGLcall("glScissor");
4914 checkGLcall("glClear");
4916 /* Now process each rect in turn */
4917 for (i = 0; i < Count; i++) {
4918 /* Note gl uses lower left, width/height */
4919 IntersectRect((RECT *) &curRect, &vp_rect, (RECT *) &pRects[i]);
4920 if(This->stateBlock->renderState[WINED3DRS_SCISSORTESTENABLE]) {
4921 IntersectRect((RECT *) &curRect, (RECT *) &curRect, &This->stateBlock->scissorRect);
4923 TRACE("(%p) Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This,
4924 pRects[i].x1, pRects[i].y1, pRects[i].x2, pRects[i].y2,
4925 curRect.x1, (target->currentDesc.Height - curRect.y2),
4926 curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
4928 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
4929 * The rectangle is not cleared, no error is returned, but further rectanlges are
4930 * still cleared if they are valid
4932 if(curRect.x1 > curRect.x2 || curRect.y1 > curRect.y2) {
4933 TRACE("Rectangle with negative dimensions, ignoring\n");
4937 if(This->render_offscreen) {
4938 glScissor(curRect.x1, curRect.y1,
4939 curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
4941 glScissor(curRect.x1, drawable_height - curRect.y2,
4942 curRect.x2 - curRect.x1, curRect.y2 - curRect.y1);
4944 checkGLcall("glScissor");
4947 checkGLcall("glClear");
4951 /* Restore the old values (why..?) */
4952 if (Flags & WINED3DCLEAR_STENCIL) {
4953 glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
4955 if (Flags & WINED3DCLEAR_TARGET) {
4956 DWORD mask = This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE];
4957 glColorMask(mask & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
4958 mask & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
4959 mask & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
4960 mask & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
4962 /* Dirtify the target surface for now. If the surface is locked regularly, and an up to date sysmem copy exists,
4963 * it is most likely more efficient to perform a clear on the sysmem copy too instead of downloading it
4965 IWineD3DSurface_ModifyLocation(This->lastActiveRenderTarget, SFLAG_INDRAWABLE, TRUE);
4966 /* TODO: Move the fbo logic into ModifyLocation() */
4967 if(This->render_offscreen && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
4968 target->Flags |= SFLAG_INTEXTURE;
4976 static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST WINED3DRECT* pRects,
4977 DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) {
4978 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4979 IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *)This->render_targets[0];
4981 TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Color (0x%08x), Z (%f), Stencil (%d)\n", This,
4982 Count, pRects, Flags, Color, Z, Stencil);
4984 if(Flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL) && This->stencilBufferTarget == NULL) {
4985 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4986 /* TODO: What about depth stencil buffers without stencil bits? */
4987 return WINED3DERR_INVALIDCALL;
4990 return IWineD3DDeviceImpl_ClearSurface(This, target, Count, pRects, Flags, Color, Z, Stencil);
4996 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
4997 UINT PrimitiveCount) {
4999 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5001 TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
5002 debug_d3dprimitivetype(PrimitiveType),
5003 StartVertex, PrimitiveCount);
5005 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
5006 if(This->stateBlock->streamIsUP) {
5007 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
5008 This->stateBlock->streamIsUP = FALSE;
5011 if(This->stateBlock->loadBaseVertexIndex != 0) {
5012 This->stateBlock->loadBaseVertexIndex = 0;
5013 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
5015 /* Account for the loading offset due to index buffers. Instead of reloading all sources correct it with the startvertex parameter */
5016 drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, 0/* NumVertices */, -1 /* indxStart */,
5017 0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */);
5021 /* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
5022 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
5023 WINED3DPRIMITIVETYPE PrimitiveType,
5024 UINT minIndex, UINT NumVertices, UINT startIndex, UINT primCount) {
5026 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5028 IWineD3DIndexBuffer *pIB;
5029 WINED3DINDEXBUFFER_DESC IdxBufDsc;
5032 pIB = This->stateBlock->pIndexData;
5034 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
5035 * without an index buffer set. (The first time at least...)
5036 * D3D8 simply dies, but I doubt it can do much harm to return
5037 * D3DERR_INVALIDCALL there as well. */
5038 ERR("(%p) : Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL\n", This);
5039 return WINED3DERR_INVALIDCALL;
5042 if(This->stateBlock->streamIsUP) {
5043 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
5044 This->stateBlock->streamIsUP = FALSE;
5046 vbo = ((IWineD3DIndexBufferImpl *) pIB)->vbo;
5048 TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, countP=%d\n", This,
5049 PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
5050 minIndex, NumVertices, startIndex, primCount);
5052 IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
5053 if (IdxBufDsc.Format == WINED3DFMT_INDEX16) {
5059 if(This->stateBlock->loadBaseVertexIndex != This->stateBlock->baseVertexIndex) {
5060 This->stateBlock->loadBaseVertexIndex = This->stateBlock->baseVertexIndex;
5061 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
5064 drawPrimitive(iface, PrimitiveType, primCount, 0, NumVertices, startIndex,
5065 idxStride, vbo ? NULL : ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex);
5070 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
5071 UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
5072 UINT VertexStreamZeroStride) {
5073 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5074 IWineD3DVertexBuffer *vb;
5076 TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
5077 debug_d3dprimitivetype(PrimitiveType),
5078 PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
5080 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
5081 vb = This->stateBlock->streamSource[0];
5082 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
5083 if(vb) IWineD3DVertexBuffer_Release(vb);
5084 This->stateBlock->streamOffset[0] = 0;
5085 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
5086 This->stateBlock->streamIsUP = TRUE;
5087 This->stateBlock->loadBaseVertexIndex = 0;
5089 /* TODO: Only mark dirty if drawing from a different UP address */
5090 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
5092 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* start vertex */, 0 /* NumVertices */,
5093 0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */);
5095 /* MSDN specifies stream zero settings must be set to NULL */
5096 This->stateBlock->streamStride[0] = 0;
5097 This->stateBlock->streamSource[0] = NULL;
5099 /* stream zero settings set to null at end, as per the msdn. No need to mark dirty here, the app has to set
5100 * the new stream sources or use UP drawing again
5105 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
5106 UINT MinVertexIndex, UINT NumVertices,
5107 UINT PrimitiveCount, CONST void* pIndexData,
5108 WINED3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
5109 UINT VertexStreamZeroStride) {
5111 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5112 IWineD3DVertexBuffer *vb;
5113 IWineD3DIndexBuffer *ib;
5115 TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
5116 This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
5117 MinVertexIndex, NumVertices, PrimitiveCount, pIndexData,
5118 IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
5120 if (IndexDataFormat == WINED3DFMT_INDEX16) {
5126 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
5127 vb = This->stateBlock->streamSource[0];
5128 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
5129 if(vb) IWineD3DVertexBuffer_Release(vb);
5130 This->stateBlock->streamIsUP = TRUE;
5131 This->stateBlock->streamOffset[0] = 0;
5132 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
5134 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
5135 This->stateBlock->baseVertexIndex = 0;
5136 This->stateBlock->loadBaseVertexIndex = 0;
5137 /* Mark the state dirty until we have nicer tracking of the stream source pointers */
5138 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
5139 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
5141 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex);
5143 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
5144 This->stateBlock->streamSource[0] = NULL;
5145 This->stateBlock->streamStride[0] = 0;
5146 ib = This->stateBlock->pIndexData;
5148 IWineD3DIndexBuffer_Release(ib);
5149 This->stateBlock->pIndexData = NULL;
5151 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
5152 * SetStreamSource to specify a vertex buffer
5158 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) {
5159 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5161 /* Mark the state dirty until we have nicer tracking
5162 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
5165 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
5166 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
5167 This->stateBlock->baseVertexIndex = 0;
5168 This->up_strided = DrawPrimStrideData;
5169 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, 0, NULL, 0);
5170 This->up_strided = NULL;
5174 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData, UINT NumVertices, CONST void *pIndexData, WINED3DFORMAT IndexDataFormat) {
5175 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5176 DWORD idxSize = (IndexDataFormat == WINED3DFMT_INDEX32 ? 4 : 2);
5178 /* Mark the state dirty until we have nicer tracking
5179 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
5182 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
5183 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
5184 This->stateBlock->streamIsUP = TRUE;
5185 This->stateBlock->baseVertexIndex = 0;
5186 This->up_strided = DrawPrimStrideData;
5187 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* startvertexidx */, 0 /* numindices */, 0 /* startidx */, idxSize, pIndexData, 0 /* minindex */);
5188 This->up_strided = NULL;
5192 static HRESULT IWineD3DDeviceImpl_UpdateVolume(IWineD3DDevice *iface, IWineD3DVolume *pSourceVolume, IWineD3DVolume *pDestinationVolume) {
5193 /* This is a helper function for UpdateTexture, there is no public UpdateVolume method in d3d. Since it's
5194 * not callable by the app directly no parameter validation checks are needed here.
5196 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5197 WINED3DLOCKED_BOX src;
5198 WINED3DLOCKED_BOX dst;
5200 TRACE("(%p)->(%p, %p)\n", This, pSourceVolume, pDestinationVolume);
5202 /* TODO: Implement direct loading into the gl volume instead of using memcpy and
5203 * dirtification to improve loading performance.
5205 hr = IWineD3DVolume_LockBox(pSourceVolume, &src, NULL, WINED3DLOCK_READONLY);
5206 if(FAILED(hr)) return hr;
5207 hr = IWineD3DVolume_LockBox(pDestinationVolume, &dst, NULL, WINED3DLOCK_DISCARD);
5209 IWineD3DVolume_UnlockBox(pSourceVolume);
5213 memcpy(dst.pBits, src.pBits, ((IWineD3DVolumeImpl *) pDestinationVolume)->resource.size);
5215 hr = IWineD3DVolume_UnlockBox(pDestinationVolume);
5217 IWineD3DVolume_UnlockBox(pSourceVolume);
5219 hr = IWineD3DVolume_UnlockBox(pSourceVolume);
5224 /* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
5225 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
5226 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5227 HRESULT hr = WINED3D_OK;
5228 WINED3DRESOURCETYPE sourceType;
5229 WINED3DRESOURCETYPE destinationType;
5232 /* TODO: think about moving the code into IWineD3DBaseTexture */
5234 TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
5236 /* verify that the source and destination textures aren't NULL */
5237 if (NULL == pSourceTexture || NULL == pDestinationTexture) {
5238 WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning WINED3DERR_INVALIDCALL\n",
5239 This, pSourceTexture, pDestinationTexture);
5240 hr = WINED3DERR_INVALIDCALL;
5243 if (pSourceTexture == pDestinationTexture) {
5244 WARN("(%p) : source (%p) and destination (%p) textures must be different, returning WINED3DERR_INVALIDCALL\n",
5245 This, pSourceTexture, pDestinationTexture);
5246 hr = WINED3DERR_INVALIDCALL;
5248 /* Verify that the source and destination textures are the same type */
5249 sourceType = IWineD3DBaseTexture_GetType(pSourceTexture);
5250 destinationType = IWineD3DBaseTexture_GetType(pDestinationTexture);
5252 if (sourceType != destinationType) {
5253 WARN("(%p) Sorce and destination types must match, returning WINED3DERR_INVALIDCALL\n",
5255 hr = WINED3DERR_INVALIDCALL;
5258 /* check that both textures have the identical numbers of levels */
5259 if (IWineD3DBaseTexture_GetLevelCount(pDestinationTexture) != IWineD3DBaseTexture_GetLevelCount(pSourceTexture)) {
5260 WARN("(%p) : source (%p) and destination (%p) textures must have identical numbers of levels, returning WINED3DERR_INVALIDCALL\n", This, pSourceTexture, pDestinationTexture);
5261 hr = WINED3DERR_INVALIDCALL;
5264 if (WINED3D_OK == hr) {
5266 /* Make sure that the destination texture is loaded */
5267 IWineD3DBaseTexture_PreLoad(pDestinationTexture);
5269 /* Update every surface level of the texture */
5270 levels = IWineD3DBaseTexture_GetLevelCount(pDestinationTexture);
5272 switch (sourceType) {
5273 case WINED3DRTYPE_TEXTURE:
5275 IWineD3DSurface *srcSurface;
5276 IWineD3DSurface *destSurface;
5278 for (i = 0 ; i < levels ; ++i) {
5279 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pSourceTexture, i, &srcSurface);
5280 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pDestinationTexture, i, &destSurface);
5281 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
5282 IWineD3DSurface_Release(srcSurface);
5283 IWineD3DSurface_Release(destSurface);
5284 if (WINED3D_OK != hr) {
5285 WARN("(%p) : Call to update surface failed\n", This);
5291 case WINED3DRTYPE_CUBETEXTURE:
5293 IWineD3DSurface *srcSurface;
5294 IWineD3DSurface *destSurface;
5295 WINED3DCUBEMAP_FACES faceType;
5297 for (i = 0 ; i < levels ; ++i) {
5298 /* Update each cube face */
5299 for (faceType = WINED3DCUBEMAP_FACE_POSITIVE_X; faceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
5300 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
5301 if (WINED3D_OK != hr) {
5302 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
5304 TRACE("Got srcSurface %p\n", srcSurface);
5306 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pDestinationTexture, faceType, i, &destSurface);
5307 if (WINED3D_OK != hr) {
5308 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
5310 TRACE("Got desrSurface %p\n", destSurface);
5312 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
5313 IWineD3DSurface_Release(srcSurface);
5314 IWineD3DSurface_Release(destSurface);
5315 if (WINED3D_OK != hr) {
5316 WARN("(%p) : Call to update surface failed\n", This);
5324 case WINED3DRTYPE_VOLUMETEXTURE:
5326 IWineD3DVolume *srcVolume = NULL;
5327 IWineD3DVolume *destVolume = NULL;
5329 for (i = 0 ; i < levels ; ++i) {
5330 IWineD3DVolumeTexture_GetVolumeLevel((IWineD3DVolumeTexture *)pSourceTexture, i, &srcVolume);
5331 IWineD3DVolumeTexture_GetVolumeLevel((IWineD3DVolumeTexture *)pDestinationTexture, i, &destVolume);
5332 hr = IWineD3DDeviceImpl_UpdateVolume(iface, srcVolume, destVolume);
5333 IWineD3DVolume_Release(srcVolume);
5334 IWineD3DVolume_Release(destVolume);
5335 if (WINED3D_OK != hr) {
5336 WARN("(%p) : Call to update volume failed\n", This);
5344 FIXME("(%p) : Unsupported source and destination type\n", This);
5345 hr = WINED3DERR_INVALIDCALL;
5352 static HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
5353 IWineD3DSwapChain *swapChain;
5355 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
5356 if(hr == WINED3D_OK) {
5357 hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
5358 IWineD3DSwapChain_Release(swapChain);
5363 static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
5364 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5365 /* return a sensible default */
5367 /* TODO: If the window is minimized then validate device should return something other than WINED3D_OK */
5368 FIXME("(%p) : stub\n", This);
5372 static HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
5373 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5375 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5376 if (PaletteNumber >= MAX_PALETTES) {
5377 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5378 return WINED3DERR_INVALIDCALL;
5380 for (j = 0; j < 256; ++j) {
5381 This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
5382 This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
5383 This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
5384 This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
5386 TRACE("(%p) : returning\n", This);
5390 static HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
5391 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5393 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5394 if (PaletteNumber >= MAX_PALETTES) {
5395 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5396 return WINED3DERR_INVALIDCALL;
5398 for (j = 0; j < 256; ++j) {
5399 pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
5400 pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
5401 pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
5402 pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
5404 TRACE("(%p) : returning\n", This);
5408 static HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
5409 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5410 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
5411 if (PaletteNumber >= MAX_PALETTES) {
5412 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
5413 return WINED3DERR_INVALIDCALL;
5415 /*TODO: stateblocks */
5416 This->currentPalette = PaletteNumber;
5417 TRACE("(%p) : returning\n", This);
5421 static HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
5422 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5423 if (PaletteNumber == NULL) {
5424 WARN("(%p) : returning Invalid Call\n", This);
5425 return WINED3DERR_INVALIDCALL;
5427 /*TODO: stateblocks */
5428 *PaletteNumber = This->currentPalette;
5429 TRACE("(%p) : returning %u\n", This, *PaletteNumber);
5433 static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
5434 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5435 static BOOL showFixmes = TRUE;
5437 FIXME("(%p) : stub\n", This);
5441 This->softwareVertexProcessing = bSoftware;
5446 static BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
5447 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5448 static BOOL showFixmes = TRUE;
5450 FIXME("(%p) : stub\n", This);
5453 return This->softwareVertexProcessing;
5457 static HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, WINED3DRASTER_STATUS* pRasterStatus) {
5458 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5459 IWineD3DSwapChain *swapChain;
5462 TRACE("(%p) : SwapChain %d returning %p\n", This, iSwapChain, pRasterStatus);
5464 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
5465 if(hr == WINED3D_OK){
5466 hr = IWineD3DSwapChain_GetRasterStatus(swapChain, pRasterStatus);
5467 IWineD3DSwapChain_Release(swapChain);
5469 FIXME("(%p) IWineD3DSwapChain_GetRasterStatus returned in error\n", This);
5475 static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
5476 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5477 static BOOL showfixmes = TRUE;
5478 if(nSegments != 0.0f) {
5480 FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
5487 static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
5488 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5489 static BOOL showfixmes = TRUE;
5491 FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
5497 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
5498 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5499 /** TODO: remove casts to IWineD3DSurfaceImpl
5500 * NOTE: move code to surface to accomplish this
5501 ****************************************/
5502 IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
5503 int srcWidth, srcHeight;
5504 unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
5505 WINED3DFORMAT destFormat, srcFormat;
5507 int srcLeft, destLeft, destTop;
5508 WINED3DPOOL srcPool, destPool;
5510 int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
5511 glDescriptor *glDescription = NULL;
5514 CONVERT_TYPES convert = NO_CONVERSION;
5516 WINED3DSURFACE_DESC winedesc;
5518 TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
5519 memset(&winedesc, 0, sizeof(winedesc));
5520 winedesc.Width = &srcSurfaceWidth;
5521 winedesc.Height = &srcSurfaceHeight;
5522 winedesc.Pool = &srcPool;
5523 winedesc.Format = &srcFormat;
5525 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
5527 winedesc.Width = &destSurfaceWidth;
5528 winedesc.Height = &destSurfaceHeight;
5529 winedesc.Pool = &destPool;
5530 winedesc.Format = &destFormat;
5531 winedesc.Size = &destSize;
5533 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5535 if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
5536 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
5537 return WINED3DERR_INVALIDCALL;
5540 /* This call loads the opengl surface directly, instead of copying the surface to the
5541 * destination's sysmem copy. If surface conversion is needed, use BltFast instead to
5542 * copy in sysmem and use regular surface loading.
5544 d3dfmt_get_conv((IWineD3DSurfaceImpl *) pDestinationSurface, FALSE, TRUE,
5545 &dummy, &dummy, &dummy, &convert, &bpp, FALSE);
5546 if(convert != NO_CONVERSION) {
5547 return IWineD3DSurface_BltFast(pDestinationSurface,
5548 pDestPoint ? pDestPoint->x : 0,
5549 pDestPoint ? pDestPoint->y : 0,
5550 pSourceSurface, (RECT *) pSourceRect, 0);
5553 if (destFormat == WINED3DFMT_UNKNOWN) {
5554 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
5555 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
5557 /* Get the update surface description */
5558 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
5561 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
5565 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
5566 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
5567 checkGLcall("glActiveTextureARB");
5570 /* Make sure the surface is loaded and up to date */
5571 IWineD3DSurface_PreLoad(pDestinationSurface);
5573 IWineD3DSurface_GetGlDesc(pDestinationSurface, &glDescription);
5575 /* this needs to be done in lines if the sourceRect != the sourceWidth */
5576 srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
5577 srcHeight = pSourceRect ? pSourceRect->bottom - pSourceRect->top : srcSurfaceHeight;
5578 srcLeft = pSourceRect ? pSourceRect->left : 0;
5579 destLeft = pDestPoint ? pDestPoint->x : 0;
5580 destTop = pDestPoint ? pDestPoint->y : 0;
5583 /* This function doesn't support compressed textures
5584 the pitch is just bytesPerPixel * width */
5585 if(srcWidth != srcSurfaceWidth || srcLeft ){
5586 rowoffset = srcSurfaceWidth * pSrcSurface->bytesPerPixel;
5587 offset += srcLeft * pSrcSurface->bytesPerPixel;
5588 /* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
5590 /* TODO DXT formats */
5592 if(pSourceRect != NULL && pSourceRect->top != 0){
5593 offset += pSourceRect->top * srcSurfaceWidth * pSrcSurface->bytesPerPixel;
5595 TRACE("(%p) glTexSubImage2D, Level %d, left %d, top %d, width %d, height %d , ftm %d, type %d, memory %p\n"
5597 ,glDescription->level
5602 ,glDescription->glFormat
5603 ,glDescription->glType
5604 ,IWineD3DSurface_GetData(pSourceSurface)
5608 if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
5610 /* need to lock the surface to get the data */
5611 FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
5614 /* TODO: Cube and volume support */
5616 /* not a whole row so we have to do it a line at a time */
5619 /* hopefully using pointer addition will be quicker than using a point + j * rowoffset */
5620 const unsigned char* data =((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
5622 for(j = destTop ; j < (srcHeight + destTop) ; j++){
5624 glTexSubImage2D(glDescription->target
5625 ,glDescription->level
5630 ,glDescription->glFormat
5631 ,glDescription->glType
5632 ,data /* could be quicker using */
5637 } else { /* Full width, so just write out the whole texture */
5639 if (WINED3DFMT_DXT1 == destFormat ||
5640 WINED3DFMT_DXT2 == destFormat ||
5641 WINED3DFMT_DXT3 == destFormat ||
5642 WINED3DFMT_DXT4 == destFormat ||
5643 WINED3DFMT_DXT5 == destFormat) {
5644 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
5645 if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth) {
5646 /* FIXME: The easy way to do this is to lock the destination, and copy the bits across */
5647 FIXME("Updating part of a compressed texture is not supported at the moment\n");
5648 } if (destFormat != srcFormat) {
5649 FIXME("Updating mixed format compressed texture is not curretly support\n");
5651 GL_EXTCALL(glCompressedTexImage2DARB)(glDescription->target,
5652 glDescription->level,
5653 glDescription->glFormatInternal,
5658 IWineD3DSurface_GetData(pSourceSurface));
5661 FIXME("Attempting to update a DXT compressed texture without hardware support\n");
5666 glTexSubImage2D(glDescription->target
5667 ,glDescription->level
5672 ,glDescription->glFormat
5673 ,glDescription->glType
5674 ,IWineD3DSurface_GetData(pSourceSurface)
5678 checkGLcall("glTexSubImage2D");
5682 IWineD3DSurface_ModifyLocation(pDestinationSurface, SFLAG_INTEXTURE, TRUE);
5683 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(0));
5688 static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
5689 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5690 struct WineD3DRectPatch *patch;
5694 TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
5696 if(!(Handle || pRectPatchInfo)) {
5697 /* TODO: Write a test for the return value, thus the FIXME */
5698 FIXME("Both Handle and pRectPatchInfo are NULL\n");
5699 return WINED3DERR_INVALIDCALL;
5703 i = PATCHMAP_HASHFUNC(Handle);
5705 LIST_FOR_EACH(e, &This->patches[i]) {
5706 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
5707 if(patch->Handle == Handle) {
5714 TRACE("Patch does not exist. Creating a new one\n");
5715 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
5716 patch->Handle = Handle;
5717 list_add_head(&This->patches[i], &patch->entry);
5719 TRACE("Found existing patch %p\n", patch);
5722 /* Since opengl does not load tesselated vertex attributes into numbered vertex
5723 * attributes we have to tesselate, read back, and draw. This needs a patch
5724 * management structure instance. Create one.
5726 * A possible improvement is to check if a vertex shader is used, and if not directly
5729 FIXME("Drawing an uncached patch. This is slow\n");
5730 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
5733 if(pNumSegs[0] != patch->numSegs[0] || pNumSegs[1] != patch->numSegs[1] ||
5734 pNumSegs[2] != patch->numSegs[2] || pNumSegs[3] != patch->numSegs[3] ||
5735 (pRectPatchInfo && memcmp(pRectPatchInfo, &patch->RectPatchInfo, sizeof(*pRectPatchInfo)) != 0) ) {
5737 TRACE("Tesselation density or patch info changed, retesselating\n");
5739 if(pRectPatchInfo) {
5740 memcpy(&patch->RectPatchInfo, pRectPatchInfo, sizeof(*pRectPatchInfo));
5742 patch->numSegs[0] = pNumSegs[0];
5743 patch->numSegs[1] = pNumSegs[1];
5744 patch->numSegs[2] = pNumSegs[2];
5745 patch->numSegs[3] = pNumSegs[3];
5747 hr = tesselate_rectpatch(This, patch);
5749 WARN("Patch tesselation failed\n");
5751 /* Do not release the handle to store the params of the patch */
5753 HeapFree(GetProcessHeap(), 0, patch);
5759 This->currentPatch = patch;
5760 IWineD3DDevice_DrawPrimitiveStrided(iface, WINED3DPT_TRIANGLELIST, patch->numSegs[0] * patch->numSegs[1] * 2, &patch->strided);
5761 This->currentPatch = NULL;
5763 /* Destroy uncached patches */
5765 HeapFree(GetProcessHeap(), 0, patch->mem);
5766 HeapFree(GetProcessHeap(), 0, patch);
5771 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
5772 static HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DTRIPATCH_INFO* pTriPatchInfo) {
5773 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5774 TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p)\n", This, Handle, pNumSegs, pTriPatchInfo);
5775 FIXME("(%p) : Stub\n", This);
5779 static HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
5780 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5782 struct WineD3DRectPatch *patch;
5784 TRACE("(%p) Handle(%d)\n", This, Handle);
5786 i = PATCHMAP_HASHFUNC(Handle);
5787 LIST_FOR_EACH(e, &This->patches[i]) {
5788 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
5789 if(patch->Handle == Handle) {
5790 TRACE("Deleting patch %p\n", patch);
5791 list_remove(&patch->entry);
5792 HeapFree(GetProcessHeap(), 0, patch->mem);
5793 HeapFree(GetProcessHeap(), 0, patch);
5798 /* TODO: Write a test for the return value */
5799 FIXME("Attempt to destroy nonexistent patch\n");
5800 return WINED3DERR_INVALIDCALL;
5803 static IWineD3DSwapChain *get_swapchain(IWineD3DSurface *target) {
5805 IWineD3DSwapChain *swapchain;
5807 hr = IWineD3DSurface_GetContainer(target, &IID_IWineD3DSwapChain, (void **)&swapchain);
5808 if (SUCCEEDED(hr)) {
5809 IWineD3DSwapChain_Release((IUnknown *)swapchain);
5816 static void bind_fbo(IWineD3DDevice *iface, GLenum target, GLuint *fbo) {
5817 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5820 GL_EXTCALL(glGenFramebuffersEXT(1, fbo));
5821 checkGLcall("glGenFramebuffersEXT()");
5823 GL_EXTCALL(glBindFramebufferEXT(target, *fbo));
5824 checkGLcall("glBindFramebuffer()");
5827 static void attach_surface_fbo(IWineD3DDeviceImpl *This, GLenum fbo_target, DWORD idx, IWineD3DSurface *surface) {
5828 const IWineD3DSurfaceImpl *surface_impl = (IWineD3DSurfaceImpl *)surface;
5829 IWineD3DBaseTextureImpl *texture_impl;
5830 GLenum texttarget, target;
5833 texttarget = surface_impl->glDescription.target;
5834 if(texttarget == GL_TEXTURE_2D) {
5835 target = GL_TEXTURE_2D;
5836 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
5837 } else if(texttarget == GL_TEXTURE_RECTANGLE_ARB) {
5838 target = GL_TEXTURE_RECTANGLE_ARB;
5839 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
5841 target = GL_TEXTURE_CUBE_MAP_ARB;
5842 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
5845 IWineD3DSurface_PreLoad(surface);
5847 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
5848 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
5849 glBindTexture(target, old_binding);
5851 /* Update base texture states array */
5852 if (SUCCEEDED(IWineD3DSurface_GetContainer(surface, &IID_IWineD3DBaseTexture, (void **)&texture_impl))) {
5853 texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
5854 texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
5855 if (texture_impl->baseTexture.bindCount) {
5856 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
5859 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
5862 GL_EXTCALL(glFramebufferTexture2DEXT(fbo_target, GL_COLOR_ATTACHMENT0_EXT + idx, texttarget,
5863 surface_impl->glDescription.textureName, surface_impl->glDescription.level));
5865 checkGLcall("attach_surface_fbo");
5868 static void color_fill_fbo(IWineD3DDevice *iface, IWineD3DSurface *surface, CONST WINED3DRECT *rect, WINED3DCOLOR color) {
5869 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
5870 IWineD3DSwapChain *swapchain;
5872 swapchain = get_swapchain(surface);
5876 TRACE("Surface %p is onscreen\n", surface);
5878 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5879 buffer = surface_get_gl_buffer(surface, swapchain);
5880 glDrawBuffer(buffer);
5881 checkGLcall("glDrawBuffer()");
5883 TRACE("Surface %p is offscreen\n", surface);
5884 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->dst_fbo);
5885 attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, 0, surface);
5889 glEnable(GL_SCISSOR_TEST);
5891 glScissor(rect->x1, rect->y1, rect->x2 - rect->x1, rect->y2 - rect->y1);
5893 glScissor(rect->x1, ((IWineD3DSurfaceImpl *)surface)->currentDesc.Height - rect->y2,
5894 rect->x2 - rect->x1, rect->y2 - rect->y1);
5896 checkGLcall("glScissor");
5898 glDisable(GL_SCISSOR_TEST);
5900 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
5902 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
5903 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
5905 glClearColor(D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color));
5906 glClear(GL_COLOR_BUFFER_BIT);
5907 checkGLcall("glClear");
5909 if (This->render_offscreen) {
5910 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
5912 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
5913 checkGLcall("glBindFramebuffer()");
5916 if (swapchain && surface == ((IWineD3DSwapChainImpl *)swapchain)->frontBuffer
5917 && ((IWineD3DSwapChainImpl *)swapchain)->backBuffer) {
5918 glDrawBuffer(GL_BACK);
5919 checkGLcall("glDrawBuffer()");
5923 static inline DWORD argb_to_fmt(DWORD color, WINED3DFORMAT destfmt) {
5924 unsigned int r, g, b, a;
5927 if(destfmt == WINED3DFMT_A8R8G8B8 || destfmt == WINED3DFMT_X8R8G8B8 ||
5928 destfmt == WINED3DFMT_R8G8B8)
5931 TRACE("Converting color %08x to format %s\n", color, debug_d3dformat(destfmt));
5933 a = (color & 0xff000000) >> 24;
5934 r = (color & 0x00ff0000) >> 16;
5935 g = (color & 0x0000ff00) >> 8;
5936 b = (color & 0x000000ff) >> 0;
5940 case WINED3DFMT_R5G6B5:
5941 if(r == 0xff && g == 0xff && b == 0xff) return 0xffff;
5948 TRACE("Returning %08x\n", ret);
5951 case WINED3DFMT_X1R5G5B5:
5952 case WINED3DFMT_A1R5G5B5:
5961 TRACE("Returning %08x\n", ret);
5965 TRACE("Returning %08x\n", a);
5968 case WINED3DFMT_X4R4G4B4:
5969 case WINED3DFMT_A4R4G4B4:
5978 TRACE("Returning %08x\n", ret);
5981 case WINED3DFMT_R3G3B2:
5988 TRACE("Returning %08x\n", ret);
5991 case WINED3DFMT_X8B8G8R8:
5992 case WINED3DFMT_A8B8G8R8:
5997 TRACE("Returning %08x\n", ret);
6000 case WINED3DFMT_A2R10G10B10:
6002 r = (r * 1024) / 256;
6003 g = (g * 1024) / 256;
6004 b = (b * 1024) / 256;
6009 TRACE("Returning %08x\n", ret);
6012 case WINED3DFMT_A2B10G10R10:
6014 r = (r * 1024) / 256;
6015 g = (g * 1024) / 256;
6016 b = (b * 1024) / 256;
6021 TRACE("Returning %08x\n", ret);
6025 FIXME("Add a COLORFILL conversion for format %s\n", debug_d3dformat(destfmt));
6030 static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST WINED3DRECT* pRect, WINED3DCOLOR color) {
6031 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6032 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *) pSurface;
6034 TRACE("(%p) Colour fill Surface: %p rect: %p color: 0x%08x\n", This, pSurface, pRect, color);
6036 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM) {
6037 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
6038 return WINED3DERR_INVALIDCALL;
6041 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
6042 color_fill_fbo(iface, pSurface, pRect, color);
6045 /* Just forward this to the DirectDraw blitting engine */
6046 memset(&BltFx, 0, sizeof(BltFx));
6047 BltFx.dwSize = sizeof(BltFx);
6048 BltFx.u5.dwFillColor = argb_to_fmt(color, surface->resource.format);
6049 return IWineD3DSurface_Blt(pSurface, (RECT *) pRect, NULL, NULL, WINEDDBLT_COLORFILL, &BltFx, WINED3DTEXF_NONE);
6053 /* rendertarget and depth stencil functions */
6054 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
6055 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6057 if (RenderTargetIndex >= GL_LIMITS(buffers)) {
6058 ERR("(%p) : Only %d render targets are supported.\n", This, GL_LIMITS(buffers));
6059 return WINED3DERR_INVALIDCALL;
6062 *ppRenderTarget = This->render_targets[RenderTargetIndex];
6063 TRACE("(%p) : RenderTarget %d Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
6064 /* Note inc ref on returned surface */
6065 if(*ppRenderTarget != NULL)
6066 IWineD3DSurface_AddRef(*ppRenderTarget);
6070 static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *iface, IWineD3DSurface *Front, IWineD3DSurface *Back) {
6071 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6072 IWineD3DSurfaceImpl *FrontImpl = (IWineD3DSurfaceImpl *) Front;
6073 IWineD3DSurfaceImpl *BackImpl = (IWineD3DSurfaceImpl *) Back;
6074 IWineD3DSwapChainImpl *Swapchain;
6077 TRACE("(%p)->(%p,%p)\n", This, FrontImpl, BackImpl);
6079 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &Swapchain);
6080 if(hr != WINED3D_OK) {
6081 ERR("Can't get the swapchain\n");
6085 /* Make sure to release the swapchain */
6086 IWineD3DSwapChain_Release((IWineD3DSwapChain *) Swapchain);
6088 if(FrontImpl && !(FrontImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
6089 ERR("Trying to set a front buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
6090 return WINED3DERR_INVALIDCALL;
6092 else if(BackImpl && !(BackImpl->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
6093 ERR("Trying to set a back buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
6094 return WINED3DERR_INVALIDCALL;
6097 if(Swapchain->frontBuffer != Front) {
6098 TRACE("Changing the front buffer from %p to %p\n", Swapchain->frontBuffer, Front);
6100 if(Swapchain->frontBuffer)
6101 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, NULL);
6102 Swapchain->frontBuffer = Front;
6104 if(Swapchain->frontBuffer) {
6105 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, (IWineD3DBase *) Swapchain);
6109 if(Back && !Swapchain->backBuffer) {
6110 /* We need memory for the back buffer array - only one back buffer this way */
6111 Swapchain->backBuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *));
6112 if(!Swapchain->backBuffer) {
6113 ERR("Out of memory\n");
6114 return E_OUTOFMEMORY;
6118 if(Swapchain->backBuffer[0] != Back) {
6119 TRACE("Changing the back buffer from %p to %p\n", Swapchain->backBuffer, Back);
6121 /* What to do about the context here in the case of multithreading? Not sure.
6122 * This function is called by IDirect3D7::CreateDevice so in theory its initialization code
6125 if(!Swapchain->backBuffer[0]) {
6126 /* GL was told to draw to the front buffer at creation,
6129 glDrawBuffer(GL_BACK);
6130 checkGLcall("glDrawBuffer(GL_BACK)");
6131 /* Set the backbuffer count to 1 because other code uses it to fing the back buffers */
6132 Swapchain->presentParms.BackBufferCount = 1;
6134 /* That makes problems - disable for now */
6135 /* glDrawBuffer(GL_FRONT); */
6136 checkGLcall("glDrawBuffer(GL_FRONT)");
6137 /* We have lost our back buffer, set this to 0 to avoid confusing other code */
6138 Swapchain->presentParms.BackBufferCount = 0;
6142 if(Swapchain->backBuffer[0])
6143 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], NULL);
6144 Swapchain->backBuffer[0] = Back;
6146 if(Swapchain->backBuffer[0]) {
6147 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], (IWineD3DBase *) Swapchain);
6149 HeapFree(GetProcessHeap(), 0, Swapchain->backBuffer);
6150 Swapchain->backBuffer = NULL;
6158 static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
6159 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6160 *ppZStencilSurface = This->stencilBufferTarget;
6161 TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
6163 if(*ppZStencilSurface != NULL) {
6164 /* Note inc ref on returned surface */
6165 IWineD3DSurface_AddRef(*ppZStencilSurface);
6168 return WINED3DERR_NOTFOUND;
6172 /* TODO: Handle stencil attachments */
6173 static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil) {
6174 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6175 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
6177 TRACE("Set depth stencil to %p\n", depth_stencil);
6179 if (depth_stencil_impl) {
6180 if (depth_stencil_impl->current_renderbuffer) {
6181 GL_EXTCALL(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depth_stencil_impl->current_renderbuffer->id));
6182 checkGLcall("glFramebufferRenderbufferEXT()");
6184 IWineD3DBaseTextureImpl *texture_impl;
6185 GLenum texttarget, target;
6186 GLint old_binding = 0;
6188 texttarget = depth_stencil_impl->glDescription.target;
6189 if(texttarget == GL_TEXTURE_2D) {
6190 target = GL_TEXTURE_2D;
6191 glGetIntegerv(GL_TEXTURE_BINDING_2D, &old_binding);
6192 } else if(texttarget == GL_TEXTURE_RECTANGLE_ARB) {
6193 target = GL_TEXTURE_RECTANGLE_ARB;
6194 glGetIntegerv(GL_TEXTURE_BINDING_RECTANGLE_ARB, &old_binding);
6196 target = GL_TEXTURE_CUBE_MAP_ARB;
6197 glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP_ARB, &old_binding);
6200 IWineD3DSurface_PreLoad(depth_stencil);
6202 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6203 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6204 glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
6205 glBindTexture(target, old_binding);
6207 /* Update base texture states array */
6208 if (SUCCEEDED(IWineD3DSurface_GetContainer(depth_stencil, &IID_IWineD3DBaseTexture, (void **)&texture_impl))) {
6209 texture_impl->baseTexture.states[WINED3DTEXSTA_MINFILTER] = WINED3DTEXF_POINT;
6210 texture_impl->baseTexture.states[WINED3DTEXSTA_MAGFILTER] = WINED3DTEXF_POINT;
6211 if (texture_impl->baseTexture.bindCount) {
6212 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(texture_impl->baseTexture.sampler));
6215 IWineD3DBaseTexture_Release((IWineD3DBaseTexture *)texture_impl);
6218 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, texttarget,
6219 depth_stencil_impl->glDescription.textureName, depth_stencil_impl->glDescription.level));
6220 checkGLcall("glFramebufferTexture2DEXT()");
6223 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
6224 checkGLcall("glFramebufferTexture2DEXT()");
6228 static void set_render_target_fbo(IWineD3DDevice *iface, DWORD idx, IWineD3DSurface *render_target) {
6229 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6230 IWineD3DSurfaceImpl *rtimpl = (IWineD3DSurfaceImpl *)render_target;
6232 TRACE("Set render target %u to %p\n", idx, render_target);
6235 attach_surface_fbo(This, GL_FRAMEBUFFER_EXT, idx, render_target);
6236 This->draw_buffers[idx] = GL_COLOR_ATTACHMENT0_EXT + idx;
6238 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT + idx, GL_TEXTURE_2D, 0, 0));
6239 checkGLcall("glFramebufferTexture2DEXT()");
6241 This->draw_buffers[idx] = GL_NONE;
6245 static void check_fbo_status(IWineD3DDevice *iface) {
6246 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6249 status = GL_EXTCALL(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
6250 if (status == GL_FRAMEBUFFER_COMPLETE_EXT) {
6251 TRACE("FBO complete\n");
6253 IWineD3DSurfaceImpl *attachment;
6255 FIXME("FBO status %s (%#x)\n", debug_fbostatus(status), status);
6257 /* Dump the FBO attachments */
6258 for (i = 0; i < GL_LIMITS(buffers); ++i) {
6259 attachment = (IWineD3DSurfaceImpl *)This->fbo_color_attachments[i];
6261 FIXME("\tColor attachment %d: (%p) %s %ux%u\n", i, attachment, debug_d3dformat(attachment->resource.format),
6262 attachment->pow2Width, attachment->pow2Height);
6265 attachment = (IWineD3DSurfaceImpl *)This->fbo_depth_attachment;
6267 FIXME("\tDepth attachment: (%p) %s %ux%u\n", attachment, debug_d3dformat(attachment->resource.format),
6268 attachment->pow2Width, attachment->pow2Height);
6273 static BOOL depth_mismatch_fbo(IWineD3DDevice *iface) {
6274 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6275 IWineD3DSurfaceImpl *rt_impl = (IWineD3DSurfaceImpl *)This->render_targets[0];
6276 IWineD3DSurfaceImpl *ds_impl = (IWineD3DSurfaceImpl *)This->stencilBufferTarget;
6278 if (!ds_impl) return FALSE;
6280 if (ds_impl->current_renderbuffer) {
6281 return (rt_impl->pow2Width != ds_impl->current_renderbuffer->width ||
6282 rt_impl->pow2Height != ds_impl->current_renderbuffer->height);
6285 return (rt_impl->pow2Width != ds_impl->pow2Width ||
6286 rt_impl->pow2Height != ds_impl->pow2Height);
6289 void apply_fbo_state(IWineD3DDevice *iface) {
6290 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6293 if (This->render_offscreen) {
6294 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
6296 /* Apply render targets */
6297 for (i = 0; i < GL_LIMITS(buffers); ++i) {
6298 IWineD3DSurface *render_target = This->render_targets[i];
6299 if (This->fbo_color_attachments[i] != render_target) {
6300 set_render_target_fbo(iface, i, render_target);
6301 This->fbo_color_attachments[i] = render_target;
6305 /* Apply depth targets */
6306 if (This->fbo_depth_attachment != This->stencilBufferTarget || depth_mismatch_fbo(iface)) {
6307 unsigned int w = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Width;
6308 unsigned int h = ((IWineD3DSurfaceImpl *)This->render_targets[0])->pow2Height;
6310 if (This->stencilBufferTarget) {
6311 surface_set_compatible_renderbuffer(This->stencilBufferTarget, w, h);
6313 set_depth_stencil_fbo(iface, This->stencilBufferTarget);
6314 This->fbo_depth_attachment = This->stencilBufferTarget;
6317 if (GL_SUPPORT(ARB_DRAW_BUFFERS)) {
6318 GL_EXTCALL(glDrawBuffersARB(GL_LIMITS(buffers), This->draw_buffers));
6319 checkGLcall("glDrawBuffers()");
6321 glDrawBuffer(This->draw_buffers[0]);
6322 checkGLcall("glDrawBuffer()");
6325 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
6328 check_fbo_status(iface);
6331 void stretch_rect_fbo(IWineD3DDevice *iface, IWineD3DSurface *src_surface, WINED3DRECT *src_rect,
6332 IWineD3DSurface *dst_surface, WINED3DRECT *dst_rect, const WINED3DTEXTUREFILTERTYPE filter, BOOL flip) {
6333 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6334 GLbitfield mask = GL_COLOR_BUFFER_BIT; /* TODO: Support blitting depth/stencil surfaces */
6335 IWineD3DSwapChain *src_swapchain, *dst_swapchain;
6338 TRACE("(%p) : src_surface %p, src_rect %p, dst_surface %p, dst_rect %p, filter %s (0x%08x), flip %u\n",
6339 This, src_surface, src_rect, dst_surface, dst_rect, debug_d3dtexturefiltertype(filter), filter, flip);
6340 TRACE("src_rect [%u, %u]->[%u, %u]\n", src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2);
6341 TRACE("dst_rect [%u, %u]->[%u, %u]\n", dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2);
6344 case WINED3DTEXF_LINEAR:
6345 gl_filter = GL_LINEAR;
6349 FIXME("Unsupported filter mode %s (0x%08x)\n", debug_d3dtexturefiltertype(filter), filter);
6350 case WINED3DTEXF_NONE:
6351 case WINED3DTEXF_POINT:
6352 gl_filter = GL_NEAREST;
6356 /* Attach src surface to src fbo */
6357 src_swapchain = get_swapchain(src_surface);
6358 if (src_swapchain) {
6361 TRACE("Source surface %p is onscreen\n", src_surface);
6362 ActivateContext(This, src_surface, CTXUSAGE_RESOURCELOAD);
6363 /* Make sure the drawable is up to date. In the offscreen case
6364 * attach_surface_fbo() implicitly takes care of this. */
6365 IWineD3DSurface_LoadLocation(src_surface, SFLAG_INDRAWABLE, NULL);
6368 GL_EXTCALL(glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 0));
6369 buffer = surface_get_gl_buffer(src_surface, src_swapchain);
6370 glReadBuffer(buffer);
6371 checkGLcall("glReadBuffer()");
6373 src_rect->y1 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y1;
6374 src_rect->y2 = ((IWineD3DSurfaceImpl *)src_surface)->currentDesc.Height - src_rect->y2;
6376 TRACE("Source surface %p is offscreen\n", src_surface);
6378 bind_fbo(iface, GL_READ_FRAMEBUFFER_EXT, &This->src_fbo);
6379 attach_surface_fbo(This, GL_READ_FRAMEBUFFER_EXT, 0, src_surface);
6380 glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
6381 checkGLcall("glReadBuffer()");
6385 /* Attach dst surface to dst fbo */
6386 dst_swapchain = get_swapchain(dst_surface);
6387 if (dst_swapchain) {
6390 TRACE("Destination surface %p is onscreen\n", dst_surface);
6391 ActivateContext(This, dst_surface, CTXUSAGE_RESOURCELOAD);
6392 /* Make sure the drawable is up to date. In the offscreen case
6393 * attach_surface_fbo() implicitly takes care of this. */
6394 IWineD3DSurface_LoadLocation(dst_surface, SFLAG_INDRAWABLE, NULL);
6397 GL_EXTCALL(glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0));
6398 buffer = surface_get_gl_buffer(dst_surface, dst_swapchain);
6399 glDrawBuffer(buffer);
6400 checkGLcall("glDrawBuffer()");
6402 dst_rect->y1 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y1;
6403 dst_rect->y2 = ((IWineD3DSurfaceImpl *)dst_surface)->currentDesc.Height - dst_rect->y2;
6405 TRACE("Destination surface %p is offscreen\n", dst_surface);
6407 /* No src or dst swapchain? Make sure some context is active(multithreading) */
6408 if(!src_swapchain) {
6409 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
6413 bind_fbo(iface, GL_DRAW_FRAMEBUFFER_EXT, &This->dst_fbo);
6414 attach_surface_fbo(This, GL_DRAW_FRAMEBUFFER_EXT, 0, dst_surface);
6415 glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
6416 checkGLcall("glDrawBuffer()");
6418 glDisable(GL_SCISSOR_TEST);
6419 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_SCISSORTESTENABLE));
6422 GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
6423 dst_rect->x1, dst_rect->y2, dst_rect->x2, dst_rect->y1, mask, gl_filter));
6424 checkGLcall("glBlitFramebuffer()");
6426 GL_EXTCALL(glBlitFramebufferEXT(src_rect->x1, src_rect->y1, src_rect->x2, src_rect->y2,
6427 dst_rect->x1, dst_rect->y1, dst_rect->x2, dst_rect->y2, mask, gl_filter));
6428 checkGLcall("glBlitFramebuffer()");
6431 IWineD3DSurface_ModifyLocation(dst_surface, SFLAG_INDRAWABLE, TRUE);
6433 if (This->render_offscreen) {
6434 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
6436 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
6437 checkGLcall("glBindFramebuffer()");
6440 /* If we switched from GL_BACK to GL_FRONT above, we need to switch back here */
6441 if (dst_swapchain && dst_surface == ((IWineD3DSwapChainImpl *)dst_swapchain)->frontBuffer
6442 && ((IWineD3DSwapChainImpl *)dst_swapchain)->backBuffer) {
6443 glDrawBuffer(GL_BACK);
6444 checkGLcall("glDrawBuffer()");
6449 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
6450 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6451 WINED3DVIEWPORT viewport;
6453 TRACE("(%p) : Setting rendertarget %d to %p\n", This, RenderTargetIndex, pRenderTarget);
6455 if (RenderTargetIndex >= GL_LIMITS(buffers)) {
6456 WARN("(%p) : Unsupported target %u set, returning WINED3DERR_INVALIDCALL(only %u supported)\n",
6457 This, RenderTargetIndex, GL_LIMITS(buffers));
6458 return WINED3DERR_INVALIDCALL;
6461 /* MSDN says that null disables the render target
6462 but a device must always be associated with a render target
6463 nope MSDN says that we return invalid call to a null rendertarget with an index of 0
6465 see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
6468 if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
6469 FIXME("Trying to set render target 0 to NULL\n");
6470 return WINED3DERR_INVALIDCALL;
6472 if (pRenderTarget && !(((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
6473 FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of WINED3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
6474 return WINED3DERR_INVALIDCALL;
6477 /* If we are trying to set what we already have, don't bother */
6478 if (pRenderTarget == This->render_targets[RenderTargetIndex]) {
6479 TRACE("Trying to do a NOP SetRenderTarget operation\n");
6482 if(pRenderTarget) IWineD3DSurface_AddRef(pRenderTarget);
6483 if(This->render_targets[RenderTargetIndex]) IWineD3DSurface_Release(This->render_targets[RenderTargetIndex]);
6484 This->render_targets[RenderTargetIndex] = pRenderTarget;
6486 /* Render target 0 is special */
6487 if(RenderTargetIndex == 0) {
6488 /* Finally, reset the viewport as the MSDN states. */
6489 viewport.Height = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Height;
6490 viewport.Width = ((IWineD3DSurfaceImpl *)This->render_targets[0])->currentDesc.Width;
6493 viewport.MaxZ = 1.0f;
6494 viewport.MinZ = 0.0f;
6495 IWineD3DDeviceImpl_SetViewport(iface, &viewport);
6496 /* Make sure the viewport state is dirty, because the render_offscreen thing affects it.
6497 * SetViewport may catch NOP viewport changes, which would occur when switching between equally sized targets
6499 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VIEWPORT);
6501 /* Activate the new render target for now. This shouldn't stay here, but is needed until all methods using gl activate the
6503 * Use resourceload usage, this will just set the drawables and context but not apply any states. The stateblock may be
6504 * incomplete or incorrect when SetRenderTarget is called. DrawPrim() will apply the states when it is called.
6506 ActivateContext(This, This->render_targets[0], CTXUSAGE_RESOURCELOAD);
6511 static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
6512 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6513 HRESULT hr = WINED3D_OK;
6514 IWineD3DSurface *tmp;
6516 TRACE("(%p) Swapping z-buffer. Old = %p, new = %p\n",This, This->stencilBufferTarget, pNewZStencil);
6518 if (pNewZStencil == This->stencilBufferTarget) {
6519 TRACE("Trying to do a NOP SetRenderTarget operation\n");
6521 /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incur an extra memory overhead
6522 * depending on the renter target implementation being used.
6523 * A shared context implementation will share all buffers between all rendertargets (including swapchains),
6524 * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
6525 * stencil buffer and incur an extra memory overhead
6526 ******************************************************/
6528 tmp = This->stencilBufferTarget;
6529 This->stencilBufferTarget = pNewZStencil;
6530 This->depth_copy_state = WINED3D_DCS_NO_COPY;
6531 /* should we be calling the parent or the wined3d surface? */
6532 if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
6533 if (NULL != tmp) IWineD3DSurface_Release(tmp);
6536 if((!tmp && pNewZStencil) || (!pNewZStencil && tmp)) {
6537 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
6538 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_ZENABLE));
6539 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILENABLE));
6540 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
6547 static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
6548 UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
6549 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6550 /* TODO: the use of Impl is deprecated. */
6551 IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
6552 WINED3DLOCKED_RECT lockedRect;
6554 TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
6556 /* some basic validation checks */
6557 if(This->cursorTexture) {
6558 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
6560 glDeleteTextures(1, &This->cursorTexture);
6562 This->cursorTexture = 0;
6565 if ( (pSur->currentDesc.Width == 32) && (pSur->currentDesc.Height == 32) )
6566 This->haveHardwareCursor = TRUE;
6568 This->haveHardwareCursor = FALSE;
6571 WINED3DLOCKED_RECT rect;
6573 /* MSDN: Cursor must be A8R8G8B8 */
6574 if (WINED3DFMT_A8R8G8B8 != pSur->resource.format) {
6575 ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
6576 return WINED3DERR_INVALIDCALL;
6579 /* MSDN: Cursor must be smaller than the display mode */
6580 if(pSur->currentDesc.Width > This->ddraw_width ||
6581 pSur->currentDesc.Height > This->ddraw_height) {
6582 ERR("(%p) : Surface(%p) is %dx%d pixels, but screen res is %dx%d\n", This, pSur, pSur->currentDesc.Width, pSur->currentDesc.Height, This->ddraw_width, This->ddraw_height);
6583 return WINED3DERR_INVALIDCALL;
6586 if (!This->haveHardwareCursor) {
6587 /* TODO: MSDN: Cursor sizes must be a power of 2 */
6589 /* Do not store the surface's pointer because the application may
6590 * release it after setting the cursor image. Windows doesn't
6591 * addref the set surface, so we can't do this either without
6592 * creating circular refcount dependencies. Copy out the gl texture
6595 This->cursorWidth = pSur->currentDesc.Width;
6596 This->cursorHeight = pSur->currentDesc.Height;
6597 if (SUCCEEDED(IWineD3DSurface_LockRect(pCursorBitmap, &rect, NULL, WINED3DLOCK_READONLY)))
6599 const GlPixelFormatDesc *glDesc;
6600 const StaticPixelFormatDesc *tableEntry = getFormatDescEntry(WINED3DFMT_A8R8G8B8, &GLINFO_LOCATION, &glDesc);
6601 char *mem, *bits = (char *)rect.pBits;
6602 GLint intfmt = glDesc->glInternal;
6603 GLint format = glDesc->glFormat;
6604 GLint type = glDesc->glType;
6605 INT height = This->cursorHeight;
6606 INT width = This->cursorWidth;
6607 INT bpp = tableEntry->bpp;
6610 /* Reformat the texture memory (pitch and width can be
6612 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
6613 for(i = 0; i < height; i++)
6614 memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
6615 IWineD3DSurface_UnlockRect(pCursorBitmap);
6618 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
6619 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
6620 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
6623 /* Make sure that a proper texture unit is selected */
6624 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
6625 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
6626 checkGLcall("glActiveTextureARB");
6628 IWineD3DDeviceImpl_MarkStateDirty(This, STATE_SAMPLER(0));
6629 /* Create a new cursor texture */
6630 glGenTextures(1, &This->cursorTexture);
6631 checkGLcall("glGenTextures");
6632 glBindTexture(GL_TEXTURE_2D, This->cursorTexture);
6633 checkGLcall("glBindTexture");
6634 /* Copy the bitmap memory into the cursor texture */
6635 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, format, type, mem);
6636 HeapFree(GetProcessHeap(), 0, mem);
6637 checkGLcall("glTexImage2D");
6639 if(GL_SUPPORT(APPLE_CLIENT_STORAGE)) {
6640 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
6641 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
6648 FIXME("A cursor texture was not returned.\n");
6649 This->cursorTexture = 0;
6654 /* Draw a hardware cursor */
6655 ICONINFO cursorInfo;
6657 /* Create and clear maskBits because it is not needed for
6658 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
6660 DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
6661 (pSur->currentDesc.Width * pSur->currentDesc.Height / 8));
6662 IWineD3DSurface_LockRect(pCursorBitmap, &lockedRect, NULL,
6663 WINED3DLOCK_NO_DIRTY_UPDATE |
6664 WINED3DLOCK_READONLY
6666 TRACE("width: %i height: %i\n", pSur->currentDesc.Width,
6667 pSur->currentDesc.Height);
6669 cursorInfo.fIcon = FALSE;
6670 cursorInfo.xHotspot = XHotSpot;
6671 cursorInfo.yHotspot = YHotSpot;
6672 cursorInfo.hbmMask = CreateBitmap(pSur->currentDesc.Width,
6673 pSur->currentDesc.Height, 1,
6675 cursorInfo.hbmColor = CreateBitmap(pSur->currentDesc.Width,
6676 pSur->currentDesc.Height, 1,
6677 32, lockedRect.pBits);
6678 IWineD3DSurface_UnlockRect(pCursorBitmap);
6679 /* Create our cursor and clean up. */
6680 cursor = CreateIconIndirect(&cursorInfo);
6682 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
6683 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
6684 if (This->hardwareCursor) DestroyCursor(This->hardwareCursor);
6685 This->hardwareCursor = cursor;
6686 HeapFree(GetProcessHeap(), 0, maskBits);
6690 This->xHotSpot = XHotSpot;
6691 This->yHotSpot = YHotSpot;
6695 static void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
6696 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6697 TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
6699 This->xScreenSpace = XScreenSpace;
6700 This->yScreenSpace = YScreenSpace;
6706 static BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
6707 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6708 BOOL oldVisible = This->bCursorVisible;
6711 TRACE("(%p) : visible(%d)\n", This, bShow);
6714 * When ShowCursor is first called it should make the cursor appear at the OS's last
6715 * known cursor position. Because of this, some applications just repetitively call
6716 * ShowCursor in order to update the cursor's position. This behavior is undocumented.
6719 This->xScreenSpace = pt.x;
6720 This->yScreenSpace = pt.y;
6722 if (This->haveHardwareCursor) {
6723 This->bCursorVisible = bShow;
6725 SetCursor(This->hardwareCursor);
6731 if (This->cursorTexture)
6732 This->bCursorVisible = bShow;
6738 static HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
6739 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6740 IWineD3DResourceImpl *resource;
6741 TRACE("(%p) : state (%u)\n", This, This->state);
6743 /* TODO: Implement wrapping of the WndProc so that mimimize and maxamise can be monitored and the states adjusted. */
6744 switch (This->state) {
6747 case WINED3DERR_DEVICELOST:
6749 LIST_FOR_EACH_ENTRY(resource, &This->resources, IWineD3DResourceImpl, resource.resource_list_entry) {
6750 if (resource->resource.pool == WINED3DPOOL_DEFAULT)
6751 return WINED3DERR_DEVICENOTRESET;
6753 return WINED3DERR_DEVICELOST;
6755 case WINED3DERR_DRIVERINTERNALERROR:
6756 return WINED3DERR_DRIVERINTERNALERROR;
6760 return WINED3DERR_DRIVERINTERNALERROR;
6764 static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
6765 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6766 /** FIXME: Resource tracking needs to be done,
6767 * The closes we can do to this is set the priorities of all managed textures low
6768 * and then reset them.
6769 ***********************************************************/
6770 FIXME("(%p) : stub\n", This);
6774 static void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
6775 IWineD3DDeviceImpl *This = surface->resource.wineD3DDevice; /* for GL_SUPPORT */
6777 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
6778 if(surface->Flags & SFLAG_DIBSECTION) {
6779 /* Release the DC */
6780 SelectObject(surface->hDC, surface->dib.holdbitmap);
6781 DeleteDC(surface->hDC);
6782 /* Release the DIB section */
6783 DeleteObject(surface->dib.DIBsection);
6784 surface->dib.bitmap_data = NULL;
6785 surface->resource.allocatedMemory = NULL;
6786 surface->Flags &= ~SFLAG_DIBSECTION;
6788 surface->currentDesc.Width = pPresentationParameters->BackBufferWidth;
6789 surface->currentDesc.Height = pPresentationParameters->BackBufferHeight;
6790 if (GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO) || GL_SUPPORT(ARB_TEXTURE_RECTANGLE)) {
6791 surface->pow2Width = pPresentationParameters->BackBufferWidth;
6792 surface->pow2Height = pPresentationParameters->BackBufferHeight;
6794 surface->pow2Width = surface->pow2Height = 1;
6795 while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
6796 while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
6798 if(surface->glDescription.textureName) {
6799 ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
6801 glDeleteTextures(1, &surface->glDescription.textureName);
6803 surface->glDescription.textureName = 0;
6804 surface->Flags &= ~SFLAG_CLIENT;
6806 if(surface->pow2Width != pPresentationParameters->BackBufferWidth ||
6807 surface->pow2Height != pPresentationParameters->BackBufferHeight) {
6808 surface->Flags |= SFLAG_NONPOW2;
6810 surface->Flags &= ~SFLAG_NONPOW2;
6812 HeapFree(GetProcessHeap(), 0, surface->resource.allocatedMemory);
6813 surface->resource.size = IWineD3DSurface_GetPitch((IWineD3DSurface *) surface) * surface->pow2Width;
6816 static HRESULT WINAPI reset_unload_resources(IWineD3DResource *resource, void *data) {
6817 TRACE("Unloading resource %p\n", resource);
6818 IWineD3DResource_UnLoad(resource);
6819 IWineD3DResource_Release(resource);
6823 static void reset_fbo_state(IWineD3DDevice *iface) {
6824 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6828 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
6829 checkGLcall("glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0)");
6832 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->fbo));
6835 if (This->src_fbo) {
6836 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->src_fbo));
6839 if (This->dst_fbo) {
6840 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->dst_fbo));
6843 checkGLcall("Tear down fbos\n");
6846 for (i = 0; i < GL_LIMITS(buffers); ++i) {
6847 This->fbo_color_attachments[i] = NULL;
6849 This->fbo_depth_attachment = NULL;
6852 static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
6853 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6854 IWineD3DSwapChainImpl *swapchain;
6856 BOOL DisplayModeChanged = FALSE;
6857 WINED3DDISPLAYMODE mode;
6858 IWineD3DBaseShaderImpl *shader;
6859 TRACE("(%p)\n", This);
6861 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &swapchain);
6863 ERR("Failed to get the first implicit swapchain\n");
6867 /* Is it necessary to recreate the gl context? Actually every setting can be changed
6868 * on an existing gl context, so there's no real need for recreation.
6870 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
6872 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
6874 TRACE("New params:\n");
6875 TRACE("BackBufferWidth = %d\n", pPresentationParameters->BackBufferWidth);
6876 TRACE("BackBufferHeight = %d\n", pPresentationParameters->BackBufferHeight);
6877 TRACE("BackBufferFormat = %s\n", debug_d3dformat(pPresentationParameters->BackBufferFormat));
6878 TRACE("BackBufferCount = %d\n", pPresentationParameters->BackBufferCount);
6879 TRACE("MultiSampleType = %d\n", pPresentationParameters->MultiSampleType);
6880 TRACE("MultiSampleQuality = %d\n", pPresentationParameters->MultiSampleQuality);
6881 TRACE("SwapEffect = %d\n", pPresentationParameters->SwapEffect);
6882 TRACE("hDeviceWindow = %p\n", pPresentationParameters->hDeviceWindow);
6883 TRACE("Windowed = %s\n", pPresentationParameters->Windowed ? "true" : "false");
6884 TRACE("EnableAutoDepthStencil = %s\n", pPresentationParameters->EnableAutoDepthStencil ? "true" : "false");
6885 TRACE("Flags = %08x\n", pPresentationParameters->Flags);
6886 TRACE("FullScreen_RefreshRateInHz = %d\n", pPresentationParameters->FullScreen_RefreshRateInHz);
6887 TRACE("PresentationInterval = %d\n", pPresentationParameters->PresentationInterval);
6889 /* No special treatment of these parameters. Just store them */
6890 swapchain->presentParms.SwapEffect = pPresentationParameters->SwapEffect;
6891 swapchain->presentParms.Flags = pPresentationParameters->Flags;
6892 swapchain->presentParms.PresentationInterval = pPresentationParameters->PresentationInterval;
6893 swapchain->presentParms.FullScreen_RefreshRateInHz = pPresentationParameters->FullScreen_RefreshRateInHz;
6895 /* What to do about these? */
6896 if(pPresentationParameters->BackBufferCount != 0 &&
6897 pPresentationParameters->BackBufferCount != swapchain->presentParms.BackBufferCount) {
6898 ERR("Cannot change the back buffer count yet\n");
6900 if(pPresentationParameters->BackBufferFormat != WINED3DFMT_UNKNOWN &&
6901 pPresentationParameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat) {
6902 ERR("Cannot change the back buffer format yet\n");
6904 if(pPresentationParameters->hDeviceWindow != NULL &&
6905 pPresentationParameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow) {
6906 ERR("Cannot change the device window yet\n");
6908 if(pPresentationParameters->EnableAutoDepthStencil != swapchain->presentParms.EnableAutoDepthStencil) {
6909 ERR("What do do about a changed auto depth stencil parameter?\n");
6912 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
6913 reset_fbo_state((IWineD3DDevice *) This);
6916 IWineD3DDevice_EnumResources(iface, reset_unload_resources, NULL);
6917 LIST_FOR_EACH_ENTRY(shader, &This->shaders, IWineD3DBaseShaderImpl, baseShader.shader_list_entry) {
6918 This->shader_backend->shader_destroy((IWineD3DBaseShader *) shader);
6921 if(This->depth_blt_texture) {
6923 glDeleteTextures(1, &This->depth_blt_texture);
6925 This->depth_blt_texture = 0;
6927 This->shader_backend->shader_destroy_depth_blt(iface);
6929 if(pPresentationParameters->Windowed) {
6930 mode.Width = swapchain->orig_width;
6931 mode.Height = swapchain->orig_height;
6932 mode.RefreshRate = 0;
6933 mode.Format = swapchain->presentParms.BackBufferFormat;
6935 mode.Width = pPresentationParameters->BackBufferWidth;
6936 mode.Height = pPresentationParameters->BackBufferHeight;
6937 mode.RefreshRate = pPresentationParameters->FullScreen_RefreshRateInHz;
6938 mode.Format = swapchain->presentParms.BackBufferFormat;
6941 /* Should Width == 800 && Height == 0 set 800x600? */
6942 if(pPresentationParameters->BackBufferWidth != 0 && pPresentationParameters->BackBufferHeight != 0 &&
6943 (pPresentationParameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth ||
6944 pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
6951 vp.Width = pPresentationParameters->BackBufferWidth;
6952 vp.Height = pPresentationParameters->BackBufferHeight;
6956 if(!pPresentationParameters->Windowed) {
6957 DisplayModeChanged = TRUE;
6959 swapchain->presentParms.BackBufferWidth = pPresentationParameters->BackBufferWidth;
6960 swapchain->presentParms.BackBufferHeight = pPresentationParameters->BackBufferHeight;
6962 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->frontBuffer, pPresentationParameters);
6963 for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
6964 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->backBuffer[i], pPresentationParameters);
6966 if(This->auto_depth_stencil_buffer) {
6967 updateSurfaceDesc((IWineD3DSurfaceImpl *)This->auto_depth_stencil_buffer, pPresentationParameters);
6971 /* Now set the new viewport */
6972 IWineD3DDevice_SetViewport(iface, &vp);
6975 if((pPresentationParameters->Windowed && !swapchain->presentParms.Windowed) ||
6976 (swapchain->presentParms.Windowed && !pPresentationParameters->Windowed) ||
6977 DisplayModeChanged) {
6979 /* Switching to fullscreen? Change to fullscreen mode, THEN change the screen res */
6980 if(!pPresentationParameters->Windowed) {
6981 IWineD3DDevice_SetFullscreen(iface, TRUE);
6984 IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
6986 /* Switching out of fullscreen mode? First set the original res, then change the window */
6987 if(pPresentationParameters->Windowed) {
6988 IWineD3DDevice_SetFullscreen(iface, FALSE);
6990 swapchain->presentParms.Windowed = pPresentationParameters->Windowed;
6993 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
6997 static HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
6998 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6999 /** FIXME: always true at the moment **/
7000 if(!bEnableDialogs) {
7001 FIXME("(%p) Dialogs cannot be disabled yet\n", This);
7007 static HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, WINED3DDEVICE_CREATION_PARAMETERS *pParameters) {
7008 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7009 TRACE("(%p) : pParameters %p\n", This, pParameters);
7011 *pParameters = This->createParms;
7015 static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) {
7016 IWineD3DSwapChain *swapchain;
7017 HRESULT hrc = WINED3D_OK;
7019 TRACE("Relaying to swapchain\n");
7021 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
7022 IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (WINED3DGAMMARAMP *)pRamp);
7023 IWineD3DSwapChain_Release(swapchain);
7028 static void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp) {
7029 IWineD3DSwapChain *swapchain;
7030 HRESULT hrc = WINED3D_OK;
7032 TRACE("Relaying to swapchain\n");
7034 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
7035 hrc =IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
7036 IWineD3DSwapChain_Release(swapchain);
7042 /** ********************************************************
7043 * Notification functions
7044 ** ********************************************************/
7045 /** This function must be called in the release of a resource when ref == 0,
7046 * the contents of resource must still be correct,
7047 * any handles to other resource held by the caller must be closed
7048 * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
7049 *****************************************************/
7050 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){
7051 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7053 TRACE("(%p) : Adding Resource %p\n", This, resource);
7054 list_add_head(&This->resources, &((IWineD3DResourceImpl *) resource)->resource.resource_list_entry);
7057 static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){
7058 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7060 TRACE("(%p) : Removing resource %p\n", This, resource);
7062 list_remove(&((IWineD3DResourceImpl *) resource)->resource.resource_list_entry);
7066 static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DResource *resource){
7067 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7070 TRACE("(%p) : resource %p\n", This, resource);
7071 switch(IWineD3DResource_GetType(resource)){
7072 /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
7073 case WINED3DRTYPE_SURFACE: {
7076 /* Cleanup any FBO attachments if d3d is enabled */
7077 if(This->d3d_initialized) {
7078 if((IWineD3DSurface *)resource == This->lastActiveRenderTarget) {
7079 IWineD3DSwapChainImpl *swapchain = This->swapchains ? (IWineD3DSwapChainImpl *) This->swapchains[0] : NULL;
7081 TRACE("Last active render target destroyed\n");
7082 /* Find a replacement surface for the currently active back buffer. The context manager does not do NULL
7083 * checks, so switch to a valid target as long as the currently set surface is still valid. Use the
7084 * surface of the implicit swpchain. If that is the same as the destroyed surface the device is destroyed
7085 * and the lastActiveRenderTarget member shouldn't matter
7088 if(swapchain->backBuffer && swapchain->backBuffer[0] != (IWineD3DSurface *)resource) {
7089 TRACE("Activating primary back buffer\n");
7090 ActivateContext(This, swapchain->backBuffer[0], CTXUSAGE_RESOURCELOAD);
7091 } else if(!swapchain->backBuffer && swapchain->frontBuffer != (IWineD3DSurface *)resource) {
7092 /* Single buffering environment */
7093 TRACE("Activating primary front buffer\n");
7094 ActivateContext(This, swapchain->frontBuffer, CTXUSAGE_RESOURCELOAD);
7096 TRACE("Device is being destroyed, setting lastActiveRenderTarget = 0xdeadbabe\n");
7097 /* Implicit render target destroyed, that means the device is being destroyed
7098 * whatever we set here, it shouldn't matter
7100 This->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadbabe;
7103 /* May happen during ddraw uninitialization */
7104 TRACE("Render target set, but swapchain does not exist!\n");
7105 This->lastActiveRenderTarget = (IWineD3DSurface *) 0xdeadcafe;
7109 for (i = 0; i < GL_LIMITS(buffers); ++i) {
7110 if (This->fbo_color_attachments[i] == (IWineD3DSurface *)resource) {
7111 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
7112 set_render_target_fbo(iface, i, NULL);
7113 This->fbo_color_attachments[i] = NULL;
7116 if (This->fbo_depth_attachment == (IWineD3DSurface *)resource) {
7117 bind_fbo(iface, GL_FRAMEBUFFER_EXT, &This->fbo);
7118 set_depth_stencil_fbo(iface, NULL);
7119 This->fbo_depth_attachment = NULL;
7125 case WINED3DRTYPE_TEXTURE:
7126 case WINED3DRTYPE_CUBETEXTURE:
7127 case WINED3DRTYPE_VOLUMETEXTURE:
7128 for (counter = 0; counter < MAX_COMBINED_SAMPLERS; counter++) {
7129 if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
7130 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
7131 This->stateBlock->textures[counter] = NULL;
7133 if (This->updateStateBlock != This->stateBlock ){
7134 if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
7135 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
7136 This->updateStateBlock->textures[counter] = NULL;
7141 case WINED3DRTYPE_VOLUME:
7142 /* TODO: nothing really? */
7144 case WINED3DRTYPE_VERTEXBUFFER:
7145 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed. */
7148 TRACE("Cleaning up stream pointers\n");
7150 for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
7151 /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
7152 FINDOUT: should changes.streamSource[StreamNumber] be set ?
7154 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
7155 if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
7156 FIXME("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
7157 This->updateStateBlock->streamSource[streamNumber] = 0;
7158 /* Set changed flag? */
7161 if (This->stateBlock != NULL ) { /* only happens if there is an error in the application, or on reset/release (because we don't manage internal tracking properly) */
7162 if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
7163 TRACE("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
7164 This->stateBlock->streamSource[streamNumber] = 0;
7167 #if 0 /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */
7168 else { /* This shouldn't happen */
7169 FIXME("Calling application has released the device before relasing all the resources bound to the device\n");
7176 case WINED3DRTYPE_INDEXBUFFER:
7177 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed.*/
7178 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
7179 if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
7180 This->updateStateBlock->pIndexData = NULL;
7183 if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
7184 if (This->stateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
7185 This->stateBlock->pIndexData = NULL;
7191 FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
7196 /* Remove the resource from the resourceStore */
7197 IWineD3DDeviceImpl_RemoveResource(iface, resource);
7199 TRACE("Resource released\n");
7203 static HRESULT WINAPI IWineD3DDeviceImpl_EnumResources(IWineD3DDevice *iface, D3DCB_ENUMRESOURCES pCallback, void *pData) {
7204 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7205 IWineD3DResourceImpl *resource, *cursor;
7207 TRACE("(%p)->(%p,%p)\n", This, pCallback, pData);
7209 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &This->resources, IWineD3DResourceImpl, resource.resource_list_entry) {
7210 TRACE("enumerating resource %p\n", resource);
7211 IWineD3DResource_AddRef((IWineD3DResource *) resource);
7212 ret = pCallback((IWineD3DResource *) resource, pData);
7213 if(ret == S_FALSE) {
7214 TRACE("Canceling enumeration\n");
7221 /**********************************************************
7222 * IWineD3DDevice VTbl follows
7223 **********************************************************/
7225 const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
7227 /*** IUnknown methods ***/
7228 IWineD3DDeviceImpl_QueryInterface,
7229 IWineD3DDeviceImpl_AddRef,
7230 IWineD3DDeviceImpl_Release,
7231 /*** IWineD3DDevice methods ***/
7232 IWineD3DDeviceImpl_GetParent,
7233 /*** Creation methods**/
7234 IWineD3DDeviceImpl_CreateVertexBuffer,
7235 IWineD3DDeviceImpl_CreateIndexBuffer,
7236 IWineD3DDeviceImpl_CreateStateBlock,
7237 IWineD3DDeviceImpl_CreateSurface,
7238 IWineD3DDeviceImpl_CreateTexture,
7239 IWineD3DDeviceImpl_CreateVolumeTexture,
7240 IWineD3DDeviceImpl_CreateVolume,
7241 IWineD3DDeviceImpl_CreateCubeTexture,
7242 IWineD3DDeviceImpl_CreateQuery,
7243 IWineD3DDeviceImpl_CreateAdditionalSwapChain,
7244 IWineD3DDeviceImpl_CreateVertexDeclaration,
7245 IWineD3DDeviceImpl_CreateVertexDeclarationFromFVF,
7246 IWineD3DDeviceImpl_CreateVertexShader,
7247 IWineD3DDeviceImpl_CreatePixelShader,
7248 IWineD3DDeviceImpl_CreatePalette,
7249 /*** Odd functions **/
7250 IWineD3DDeviceImpl_Init3D,
7251 IWineD3DDeviceImpl_Uninit3D,
7252 IWineD3DDeviceImpl_SetFullscreen,
7253 IWineD3DDeviceImpl_SetMultithreaded,
7254 IWineD3DDeviceImpl_EvictManagedResources,
7255 IWineD3DDeviceImpl_GetAvailableTextureMem,
7256 IWineD3DDeviceImpl_GetBackBuffer,
7257 IWineD3DDeviceImpl_GetCreationParameters,
7258 IWineD3DDeviceImpl_GetDeviceCaps,
7259 IWineD3DDeviceImpl_GetDirect3D,
7260 IWineD3DDeviceImpl_GetDisplayMode,
7261 IWineD3DDeviceImpl_SetDisplayMode,
7262 IWineD3DDeviceImpl_GetHWND,
7263 IWineD3DDeviceImpl_SetHWND,
7264 IWineD3DDeviceImpl_GetNumberOfSwapChains,
7265 IWineD3DDeviceImpl_GetRasterStatus,
7266 IWineD3DDeviceImpl_GetSwapChain,
7267 IWineD3DDeviceImpl_Reset,
7268 IWineD3DDeviceImpl_SetDialogBoxMode,
7269 IWineD3DDeviceImpl_SetCursorProperties,
7270 IWineD3DDeviceImpl_SetCursorPosition,
7271 IWineD3DDeviceImpl_ShowCursor,
7272 IWineD3DDeviceImpl_TestCooperativeLevel,
7273 /*** Getters and setters **/
7274 IWineD3DDeviceImpl_SetClipPlane,
7275 IWineD3DDeviceImpl_GetClipPlane,
7276 IWineD3DDeviceImpl_SetClipStatus,
7277 IWineD3DDeviceImpl_GetClipStatus,
7278 IWineD3DDeviceImpl_SetCurrentTexturePalette,
7279 IWineD3DDeviceImpl_GetCurrentTexturePalette,
7280 IWineD3DDeviceImpl_SetDepthStencilSurface,
7281 IWineD3DDeviceImpl_GetDepthStencilSurface,
7282 IWineD3DDeviceImpl_SetFVF,
7283 IWineD3DDeviceImpl_GetFVF,
7284 IWineD3DDeviceImpl_SetGammaRamp,
7285 IWineD3DDeviceImpl_GetGammaRamp,
7286 IWineD3DDeviceImpl_SetIndices,
7287 IWineD3DDeviceImpl_GetIndices,
7288 IWineD3DDeviceImpl_SetBaseVertexIndex,
7289 IWineD3DDeviceImpl_GetBaseVertexIndex,
7290 IWineD3DDeviceImpl_SetLight,
7291 IWineD3DDeviceImpl_GetLight,
7292 IWineD3DDeviceImpl_SetLightEnable,
7293 IWineD3DDeviceImpl_GetLightEnable,
7294 IWineD3DDeviceImpl_SetMaterial,
7295 IWineD3DDeviceImpl_GetMaterial,
7296 IWineD3DDeviceImpl_SetNPatchMode,
7297 IWineD3DDeviceImpl_GetNPatchMode,
7298 IWineD3DDeviceImpl_SetPaletteEntries,
7299 IWineD3DDeviceImpl_GetPaletteEntries,
7300 IWineD3DDeviceImpl_SetPixelShader,
7301 IWineD3DDeviceImpl_GetPixelShader,
7302 IWineD3DDeviceImpl_SetPixelShaderConstantB,
7303 IWineD3DDeviceImpl_GetPixelShaderConstantB,
7304 IWineD3DDeviceImpl_SetPixelShaderConstantI,
7305 IWineD3DDeviceImpl_GetPixelShaderConstantI,
7306 IWineD3DDeviceImpl_SetPixelShaderConstantF,
7307 IWineD3DDeviceImpl_GetPixelShaderConstantF,
7308 IWineD3DDeviceImpl_SetRenderState,
7309 IWineD3DDeviceImpl_GetRenderState,
7310 IWineD3DDeviceImpl_SetRenderTarget,
7311 IWineD3DDeviceImpl_GetRenderTarget,
7312 IWineD3DDeviceImpl_SetFrontBackBuffers,
7313 IWineD3DDeviceImpl_SetSamplerState,
7314 IWineD3DDeviceImpl_GetSamplerState,
7315 IWineD3DDeviceImpl_SetScissorRect,
7316 IWineD3DDeviceImpl_GetScissorRect,
7317 IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
7318 IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
7319 IWineD3DDeviceImpl_SetStreamSource,
7320 IWineD3DDeviceImpl_GetStreamSource,
7321 IWineD3DDeviceImpl_SetStreamSourceFreq,
7322 IWineD3DDeviceImpl_GetStreamSourceFreq,
7323 IWineD3DDeviceImpl_SetTexture,
7324 IWineD3DDeviceImpl_GetTexture,
7325 IWineD3DDeviceImpl_SetTextureStageState,
7326 IWineD3DDeviceImpl_GetTextureStageState,
7327 IWineD3DDeviceImpl_SetTransform,
7328 IWineD3DDeviceImpl_GetTransform,
7329 IWineD3DDeviceImpl_SetVertexDeclaration,
7330 IWineD3DDeviceImpl_GetVertexDeclaration,
7331 IWineD3DDeviceImpl_SetVertexShader,
7332 IWineD3DDeviceImpl_GetVertexShader,
7333 IWineD3DDeviceImpl_SetVertexShaderConstantB,
7334 IWineD3DDeviceImpl_GetVertexShaderConstantB,
7335 IWineD3DDeviceImpl_SetVertexShaderConstantI,
7336 IWineD3DDeviceImpl_GetVertexShaderConstantI,
7337 IWineD3DDeviceImpl_SetVertexShaderConstantF,
7338 IWineD3DDeviceImpl_GetVertexShaderConstantF,
7339 IWineD3DDeviceImpl_SetViewport,
7340 IWineD3DDeviceImpl_GetViewport,
7341 IWineD3DDeviceImpl_MultiplyTransform,
7342 IWineD3DDeviceImpl_ValidateDevice,
7343 IWineD3DDeviceImpl_ProcessVertices,
7344 /*** State block ***/
7345 IWineD3DDeviceImpl_BeginStateBlock,
7346 IWineD3DDeviceImpl_EndStateBlock,
7347 /*** Scene management ***/
7348 IWineD3DDeviceImpl_BeginScene,
7349 IWineD3DDeviceImpl_EndScene,
7350 IWineD3DDeviceImpl_Present,
7351 IWineD3DDeviceImpl_Clear,
7353 IWineD3DDeviceImpl_DrawPrimitive,
7354 IWineD3DDeviceImpl_DrawIndexedPrimitive,
7355 IWineD3DDeviceImpl_DrawPrimitiveUP,
7356 IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
7357 IWineD3DDeviceImpl_DrawPrimitiveStrided,
7358 IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided,
7359 IWineD3DDeviceImpl_DrawRectPatch,
7360 IWineD3DDeviceImpl_DrawTriPatch,
7361 IWineD3DDeviceImpl_DeletePatch,
7362 IWineD3DDeviceImpl_ColorFill,
7363 IWineD3DDeviceImpl_UpdateTexture,
7364 IWineD3DDeviceImpl_UpdateSurface,
7365 IWineD3DDeviceImpl_GetFrontBufferData,
7366 /*** object tracking ***/
7367 IWineD3DDeviceImpl_ResourceReleased,
7368 IWineD3DDeviceImpl_EnumResources
7372 const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
7373 WINED3DRS_ALPHABLENDENABLE ,
7374 WINED3DRS_ALPHAFUNC ,
7375 WINED3DRS_ALPHAREF ,
7376 WINED3DRS_ALPHATESTENABLE ,
7378 WINED3DRS_COLORWRITEENABLE ,
7379 WINED3DRS_DESTBLEND ,
7380 WINED3DRS_DITHERENABLE ,
7381 WINED3DRS_FILLMODE ,
7382 WINED3DRS_FOGDENSITY ,
7384 WINED3DRS_FOGSTART ,
7385 WINED3DRS_LASTPIXEL ,
7386 WINED3DRS_SHADEMODE ,
7387 WINED3DRS_SRCBLEND ,
7388 WINED3DRS_STENCILENABLE ,
7389 WINED3DRS_STENCILFAIL ,
7390 WINED3DRS_STENCILFUNC ,
7391 WINED3DRS_STENCILMASK ,
7392 WINED3DRS_STENCILPASS ,
7393 WINED3DRS_STENCILREF ,
7394 WINED3DRS_STENCILWRITEMASK ,
7395 WINED3DRS_STENCILZFAIL ,
7396 WINED3DRS_TEXTUREFACTOR ,
7407 WINED3DRS_ZWRITEENABLE
7410 const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
7411 WINED3DTSS_ADDRESSW ,
7412 WINED3DTSS_ALPHAARG0 ,
7413 WINED3DTSS_ALPHAARG1 ,
7414 WINED3DTSS_ALPHAARG2 ,
7415 WINED3DTSS_ALPHAOP ,
7416 WINED3DTSS_BUMPENVLOFFSET ,
7417 WINED3DTSS_BUMPENVLSCALE ,
7418 WINED3DTSS_BUMPENVMAT00 ,
7419 WINED3DTSS_BUMPENVMAT01 ,
7420 WINED3DTSS_BUMPENVMAT10 ,
7421 WINED3DTSS_BUMPENVMAT11 ,
7422 WINED3DTSS_COLORARG0 ,
7423 WINED3DTSS_COLORARG1 ,
7424 WINED3DTSS_COLORARG2 ,
7425 WINED3DTSS_COLOROP ,
7426 WINED3DTSS_RESULTARG ,
7427 WINED3DTSS_TEXCOORDINDEX ,
7428 WINED3DTSS_TEXTURETRANSFORMFLAGS
7431 const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
7432 WINED3DSAMP_ADDRESSU ,
7433 WINED3DSAMP_ADDRESSV ,
7434 WINED3DSAMP_ADDRESSW ,
7435 WINED3DSAMP_BORDERCOLOR ,
7436 WINED3DSAMP_MAGFILTER ,
7437 WINED3DSAMP_MINFILTER ,
7438 WINED3DSAMP_MIPFILTER ,
7439 WINED3DSAMP_MIPMAPLODBIAS ,
7440 WINED3DSAMP_MAXMIPLEVEL ,
7441 WINED3DSAMP_MAXANISOTROPY ,
7442 WINED3DSAMP_SRGBTEXTURE ,
7443 WINED3DSAMP_ELEMENTINDEX
7446 const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
7448 WINED3DRS_AMBIENTMATERIALSOURCE ,
7449 WINED3DRS_CLIPPING ,
7450 WINED3DRS_CLIPPLANEENABLE ,
7451 WINED3DRS_COLORVERTEX ,
7452 WINED3DRS_DIFFUSEMATERIALSOURCE ,
7453 WINED3DRS_EMISSIVEMATERIALSOURCE ,
7454 WINED3DRS_FOGDENSITY ,
7456 WINED3DRS_FOGSTART ,
7457 WINED3DRS_FOGTABLEMODE ,
7458 WINED3DRS_FOGVERTEXMODE ,
7459 WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
7460 WINED3DRS_LIGHTING ,
7461 WINED3DRS_LOCALVIEWER ,
7462 WINED3DRS_MULTISAMPLEANTIALIAS ,
7463 WINED3DRS_MULTISAMPLEMASK ,
7464 WINED3DRS_NORMALIZENORMALS ,
7465 WINED3DRS_PATCHEDGESTYLE ,
7466 WINED3DRS_POINTSCALE_A ,
7467 WINED3DRS_POINTSCALE_B ,
7468 WINED3DRS_POINTSCALE_C ,
7469 WINED3DRS_POINTSCALEENABLE ,
7470 WINED3DRS_POINTSIZE ,
7471 WINED3DRS_POINTSIZE_MAX ,
7472 WINED3DRS_POINTSIZE_MIN ,
7473 WINED3DRS_POINTSPRITEENABLE ,
7474 WINED3DRS_RANGEFOGENABLE ,
7475 WINED3DRS_SPECULARMATERIALSOURCE ,
7476 WINED3DRS_TWEENFACTOR ,
7477 WINED3DRS_VERTEXBLEND ,
7478 WINED3DRS_CULLMODE ,
7482 const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
7483 WINED3DTSS_TEXCOORDINDEX ,
7484 WINED3DTSS_TEXTURETRANSFORMFLAGS
7487 const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
7488 WINED3DSAMP_DMAPOFFSET
7491 void IWineD3DDeviceImpl_MarkStateDirty(IWineD3DDeviceImpl *This, DWORD state) {
7492 DWORD rep = StateTable[state].representative;
7496 WineD3DContext *context;
7499 for(i = 0; i < This->numContexts; i++) {
7500 context = This->contexts[i];
7501 if(isStateDirty(context, rep)) continue;
7503 context->dirtyArray[context->numDirtyEntries++] = rep;
7506 context->isStateDirty[idx] |= (1 << shift);
7510 void get_drawable_size_pbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height) {
7511 IWineD3DDeviceImpl *dev = This->resource.wineD3DDevice;
7512 /* The drawable size of a pbuffer render target is the current pbuffer size
7514 *width = dev->pbufferWidth;
7515 *height = dev->pbufferHeight;
7518 void get_drawable_size_fbo(IWineD3DSurfaceImpl *This, UINT *width, UINT *height) {
7519 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size
7521 *width = This->pow2Width;
7522 *height = This->pow2Height;
7525 void get_drawable_size_backbuffer(IWineD3DSurfaceImpl *This, UINT *width, UINT *height) {
7526 IWineD3DDeviceImpl *dev = This->resource.wineD3DDevice;
7527 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
7528 * current context's drawable, which is the size of the back buffer of the swapchain
7529 * the active context belongs to. The back buffer of the swapchain is stored as the
7530 * surface the context belongs to.
7532 *width = ((IWineD3DSurfaceImpl *) dev->activeContext->surface)->currentDesc.Width;
7533 *height = ((IWineD3DSurfaceImpl *) dev->activeContext->surface)->currentDesc.Height;