2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 /* Define the default light parameters as specified by MSDN */
37 const WINED3DLIGHT WINED3D_default_light = {
39 WINED3DLIGHT_DIRECTIONAL, /* Type */
40 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
41 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
42 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
43 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
44 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
47 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
52 /**********************************************************
53 * Global variable / Constants follow
54 **********************************************************/
55 const float identity[] =
57 1.0f, 0.0f, 0.0f, 0.0f,
58 0.0f, 1.0f, 0.0f, 0.0f,
59 0.0f, 0.0f, 1.0f, 0.0f,
60 0.0f, 0.0f, 0.0f, 1.0f,
61 }; /* When needed for comparisons */
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64 * actually have the same values in GL and D3D. */
65 static GLenum gl_primitive_type_from_d3d(WINED3DPRIMITIVETYPE primitive_type)
67 switch(primitive_type)
69 case WINED3DPT_POINTLIST:
72 case WINED3DPT_LINELIST:
75 case WINED3DPT_LINESTRIP:
78 case WINED3DPT_TRIANGLELIST:
81 case WINED3DPT_TRIANGLESTRIP:
82 return GL_TRIANGLE_STRIP;
84 case WINED3DPT_TRIANGLEFAN:
85 return GL_TRIANGLE_FAN;
87 case WINED3DPT_LINELIST_ADJ:
88 return GL_LINES_ADJACENCY_ARB;
90 case WINED3DPT_LINESTRIP_ADJ:
91 return GL_LINE_STRIP_ADJACENCY_ARB;
93 case WINED3DPT_TRIANGLELIST_ADJ:
94 return GL_TRIANGLES_ADJACENCY_ARB;
96 case WINED3DPT_TRIANGLESTRIP_ADJ:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
105 static WINED3DPRIMITIVETYPE d3d_primitive_type_from_gl(GLenum primitive_type)
107 switch(primitive_type)
110 return WINED3DPT_POINTLIST;
113 return WINED3DPT_LINELIST;
116 return WINED3DPT_LINESTRIP;
119 return WINED3DPT_TRIANGLELIST;
121 case GL_TRIANGLE_STRIP:
122 return WINED3DPT_TRIANGLESTRIP;
124 case GL_TRIANGLE_FAN:
125 return WINED3DPT_TRIANGLEFAN;
127 case GL_LINES_ADJACENCY_ARB:
128 return WINED3DPT_LINELIST_ADJ;
130 case GL_LINE_STRIP_ADJACENCY_ARB:
131 return WINED3DPT_LINESTRIP_ADJ;
133 case GL_TRIANGLES_ADJACENCY_ARB:
134 return WINED3DPT_TRIANGLELIST_ADJ;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
137 return WINED3DPT_TRIANGLESTRIP_ADJ;
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
141 return WINED3DPT_UNDEFINED;
145 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
147 if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && !usage_idx)
148 *regnum = WINED3D_FFP_POSITION;
149 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && !usage_idx)
150 *regnum = WINED3D_FFP_BLENDWEIGHT;
151 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && !usage_idx)
152 *regnum = WINED3D_FFP_BLENDINDICES;
153 else if (usage == WINED3DDECLUSAGE_NORMAL && !usage_idx)
154 *regnum = WINED3D_FFP_NORMAL;
155 else if (usage == WINED3DDECLUSAGE_PSIZE && !usage_idx)
156 *regnum = WINED3D_FFP_PSIZE;
157 else if (usage == WINED3DDECLUSAGE_COLOR && !usage_idx)
158 *regnum = WINED3D_FFP_DIFFUSE;
159 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
160 *regnum = WINED3D_FFP_SPECULAR;
161 else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
162 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device *device,
175 struct wined3d_stream_info *stream_info, BOOL *fixup)
177 const struct wined3d_state *state = &device->stateBlock->state;
178 /* We need to deal with frequency data! */
179 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
183 stream_info->use_map = 0;
184 stream_info->swizzle_map = 0;
186 /* Check for transformed vertices, disable vertex shader if present. */
187 stream_info->position_transformed = declaration->position_transformed;
188 use_vshader = state->vertex_shader && !declaration->position_transformed;
190 /* Translate the declaration into strided data. */
191 for (i = 0; i < declaration->element_count; ++i)
193 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
194 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
195 struct wined3d_buffer *buffer = stream->buffer;
196 struct wined3d_bo_address data;
201 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
202 element, i + 1, declaration->element_count);
204 if (!buffer) continue;
206 data.buffer_object = 0;
209 stride = stream->stride;
210 if (state->user_stream)
212 TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
213 data.buffer_object = 0;
214 data.addr = (BYTE *)buffer;
218 TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
219 buffer_get_memory(buffer, &device->adapter->gl_info, &data);
221 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
222 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
223 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
224 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
225 * not, drawStridedSlow is needed, including a vertex buffer path. */
226 if (state->load_base_vertex_index < 0)
228 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
229 state->load_base_vertex_index);
230 data.buffer_object = 0;
231 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
232 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
234 FIXME("System memory vertex data load offset is negative!\n");
240 if (data.buffer_object)
242 else if (*fixup && !use_vshader
243 && (element->usage == WINED3DDECLUSAGE_COLOR
244 || element->usage == WINED3DDECLUSAGE_POSITIONT))
246 static BOOL warned = FALSE;
249 /* This may be bad with the fixed function pipeline. */
250 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
256 data.addr += element->offset;
258 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
262 if (element->output_slot == ~0U)
264 /* TODO: Assuming vertexdeclarations are usually used with the
265 * same or a similar shader, it might be worth it to store the
266 * last used output slot and try that one first. */
267 stride_used = vshader_get_input(state->vertex_shader,
268 element->usage, element->usage_idx, &idx);
272 idx = element->output_slot;
278 if (!element->ffp_valid)
280 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
281 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
286 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
292 TRACE("Load %s array %u [usage %s, usage_idx %u, "
293 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
294 use_vshader ? "shader": "fixed function", idx,
295 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
296 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
298 data.addr += stream->offset;
300 stream_info->elements[idx].format = element->format;
301 stream_info->elements[idx].data = data;
302 stream_info->elements[idx].stride = stride;
303 stream_info->elements[idx].stream_idx = element->input_slot;
305 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
306 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
308 stream_info->swizzle_map |= 1 << idx;
310 stream_info->use_map |= 1 << idx;
314 device->num_buffer_queries = 0;
315 if (!state->user_stream)
317 WORD map = stream_info->use_map;
319 /* PreLoad all the vertex buffers. */
320 for (i = 0; map; map >>= 1, ++i)
322 struct wined3d_stream_info_element *element;
323 struct wined3d_buffer *buffer;
325 if (!(map & 1)) continue;
327 element = &stream_info->elements[i];
328 buffer = state->streams[element->stream_idx].buffer;
329 wined3d_buffer_preload(buffer);
331 /* If the preload dropped the buffer object, update the stream info. */
332 if (buffer->buffer_object != element->data.buffer_object)
334 element->data.buffer_object = 0;
335 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info)
336 + (ptrdiff_t)element->data.addr;
340 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
345 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
346 const struct WineDirect3DStridedData *strided, struct wined3d_stream_info_element *e)
348 e->data.addr = strided->lpData;
349 e->data.buffer_object = 0;
350 e->format = wined3d_get_format(gl_info, strided->format);
351 e->stride = strided->dwStride;
355 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
356 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info)
360 memset(stream_info, 0, sizeof(*stream_info));
362 if (strided->position.lpData)
363 stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
364 if (strided->normal.lpData)
365 stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
366 if (strided->diffuse.lpData)
367 stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
368 if (strided->specular.lpData)
369 stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
371 for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
373 if (strided->texCoords[i].lpData)
374 stream_info_element_from_strided(gl_info, &strided->texCoords[i],
375 &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
378 stream_info->position_transformed = strided->position_transformed;
380 for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
382 if (!stream_info->elements[i].format) continue;
384 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
385 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
387 stream_info->swizzle_map |= 1 << i;
389 stream_info->use_map |= 1 << i;
393 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
395 TRACE("Strided Data:\n");
396 TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
397 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
398 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
399 TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
400 TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
401 TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
402 TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
403 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
404 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
405 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
406 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
407 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
408 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
409 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
410 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
413 /* Context activation is done by the caller. */
414 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
416 struct wined3d_stream_info *stream_info = &device->strided_streams;
417 const struct wined3d_state *state = &device->stateBlock->state;
420 if (device->up_strided)
422 /* Note: this is a ddraw fixed-function code path. */
423 TRACE("=============================== Strided Input ================================\n");
424 device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
425 if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
429 TRACE("============================= Vertex Declaration =============================\n");
430 device_stream_info_from_declaration(device, stream_info, &fixup);
433 if (state->vertex_shader && !stream_info->position_transformed)
435 if (state->vertex_declaration->half_float_conv_needed && !fixup)
437 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
438 device->useDrawStridedSlow = TRUE;
442 device->useDrawStridedSlow = FALSE;
447 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
448 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
449 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
451 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !fixup)
453 device->useDrawStridedSlow = TRUE;
457 device->useDrawStridedSlow = FALSE;
462 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
464 struct wined3d_texture *texture;
465 enum WINED3DSRGB srgb;
467 if (!(texture = state->textures[idx])) return;
468 srgb = state->sampler_states[idx][WINED3DSAMP_SRGBTEXTURE] ? SRGB_SRGB : SRGB_RGB;
469 texture->texture_ops->texture_preload(texture, srgb);
472 void device_preload_textures(const struct wined3d_device *device)
474 const struct wined3d_state *state = &device->stateBlock->state;
479 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
481 if (state->vertex_shader->reg_maps.sampler_type[i])
482 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
488 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
490 if (state->pixel_shader->reg_maps.sampler_type[i])
491 device_preload_texture(state, i);
496 WORD ffu_map = device->fixed_function_usage_map;
498 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
501 device_preload_texture(state, i);
506 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
508 struct wined3d_context **new_array;
510 TRACE("Adding context %p.\n", context);
512 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
513 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
514 sizeof(*new_array) * (device->context_count + 1));
518 ERR("Failed to grow the context array.\n");
522 new_array[device->context_count++] = context;
523 device->contexts = new_array;
527 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
529 struct wined3d_context **new_array;
533 TRACE("Removing context %p.\n", context);
535 for (i = 0; i < device->context_count; ++i)
537 if (device->contexts[i] == context)
546 ERR("Context %p doesn't exist in context array.\n", context);
550 if (!--device->context_count)
552 HeapFree(GetProcessHeap(), 0, device->contexts);
553 device->contexts = NULL;
557 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
558 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
561 ERR("Failed to shrink context array. Oh well.\n");
565 device->contexts = new_array;
568 /* Do not call while under the GL lock. */
569 void device_switch_onscreen_ds(struct wined3d_device *device,
570 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
572 if (device->onscreen_depth_stencil)
574 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_DS_OFFSCREEN);
575 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_DS_OFFSCREEN,
576 device->onscreen_depth_stencil->ds_current_size.cx,
577 device->onscreen_depth_stencil->ds_current_size.cy);
578 wined3d_surface_decref(device->onscreen_depth_stencil);
580 device->onscreen_depth_stencil = depth_stencil;
581 wined3d_surface_incref(device->onscreen_depth_stencil);
584 static BOOL is_full_clear(struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
586 /* partial draw rect */
587 if (draw_rect->left || draw_rect->top
588 || draw_rect->right < target->resource.width
589 || draw_rect->bottom < target->resource.height)
592 /* partial clear rect */
593 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
594 || clear_rect->right < target->resource.width
595 || clear_rect->bottom < target->resource.height))
601 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
602 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect)
604 RECT current_rect, r;
606 if (ds->flags & location)
607 SetRect(¤t_rect, 0, 0,
608 ds->ds_current_size.cx,
609 ds->ds_current_size.cy);
611 SetRectEmpty(¤t_rect);
613 IntersectRect(&r, draw_rect, ¤t_rect);
614 if (EqualRect(&r, draw_rect))
616 /* current_rect ⊇ draw_rect, modify only. */
617 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
621 if (EqualRect(&r, ¤t_rect))
623 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
627 /* Full clear, modify only. */
628 surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
632 IntersectRect(&r, draw_rect, clear_rect);
633 if (EqualRect(&r, draw_rect))
635 /* clear_rect ⊇ draw_rect, modify only. */
636 surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
642 surface_load_ds_location(ds, context, location);
643 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
646 /* Do not call while under the GL lock. */
647 HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
648 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const WINED3DCOLORVALUE *color,
649 float depth, DWORD stencil)
651 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
652 struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
653 UINT drawable_width, drawable_height;
654 struct wined3d_context *context;
655 GLbitfield clear_mask = 0;
656 BOOL render_offscreen;
659 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
660 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
661 * for the cleared parts, and the untouched parts.
663 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
664 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
665 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
666 * checking all this if the dest surface is in the drawable anyway. */
667 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
669 for (i = 0; i < rt_count; ++i)
671 if (fb->render_targets[i]) surface_load_location(fb->render_targets[i], SFLAG_INDRAWABLE, NULL);
675 context = context_acquire(device, target);
678 context_release(context);
679 WARN("Invalid context, skipping clear.\n");
683 if (!context_apply_clear_state(context, device, rt_count, fb))
685 context_release(context);
686 WARN("Failed to apply clear state, skipping clear.\n");
692 render_offscreen = context->render_offscreen;
693 target->get_drawable_size(context, &drawable_width, &drawable_height);
697 render_offscreen = TRUE;
698 drawable_width = fb->depth_stencil->pow2Width;
699 drawable_height = fb->depth_stencil->pow2Height;
704 /* Only set the values up once, as they are not changing. */
705 if (flags & WINED3DCLEAR_STENCIL)
707 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
709 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
710 device_invalidate_state(device, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
713 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
714 glClearStencil(stencil);
715 checkGLcall("glClearStencil");
716 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
719 if (flags & WINED3DCLEAR_ZBUFFER)
721 DWORD location = render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
723 if (location == SFLAG_DS_ONSCREEN && fb->depth_stencil != device->onscreen_depth_stencil)
726 device_switch_onscreen_ds(device, context, fb->depth_stencil);
729 prepare_ds_clear(fb->depth_stencil, context, location, draw_rect, rect_count, clear_rect);
730 surface_modify_location(fb->depth_stencil, SFLAG_INDRAWABLE, TRUE);
732 glDepthMask(GL_TRUE);
733 device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
735 checkGLcall("glClearDepth");
736 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
739 if (flags & WINED3DCLEAR_TARGET)
741 for (i = 0; i < rt_count; ++i)
743 if (fb->render_targets[i]) surface_modify_location(fb->render_targets[i], SFLAG_INDRAWABLE, TRUE);
746 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
747 device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
748 device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
749 device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
750 device_invalidate_state(device, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
751 glClearColor(color->r, color->g, color->b, color->a);
752 checkGLcall("glClearColor");
753 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
758 if (render_offscreen)
760 glScissor(draw_rect->left, draw_rect->top,
761 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
765 glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
766 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
768 checkGLcall("glScissor");
770 checkGLcall("glClear");
776 /* Now process each rect in turn. */
777 for (i = 0; i < rect_count; ++i)
779 /* Note that GL uses lower left, width/height. */
780 IntersectRect(¤t_rect, draw_rect, &clear_rect[i]);
782 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
783 wine_dbgstr_rect(&clear_rect[i]),
784 wine_dbgstr_rect(¤t_rect));
786 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
787 * The rectangle is not cleared, no error is returned, but further rectanlges are
788 * still cleared if they are valid. */
789 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
791 TRACE("Rectangle with negative dimensions, ignoring.\n");
795 if (render_offscreen)
797 glScissor(current_rect.left, current_rect.top,
798 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
802 glScissor(current_rect.left, drawable_height - current_rect.bottom,
803 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
805 checkGLcall("glScissor");
808 checkGLcall("glClear");
814 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
815 && target->container.type == WINED3D_CONTAINER_SWAPCHAIN
816 && target->container.u.swapchain->front_buffer == target))
817 wglFlush(); /* Flush to ensure ordering across contexts. */
819 context_release(context);
824 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
826 ULONG refcount = InterlockedIncrement(&device->ref);
828 TRACE("%p increasing refcount to %u.\n", device, refcount);
833 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
835 ULONG refcount = InterlockedDecrement(&device->ref);
837 TRACE("%p decreasing refcount to %u.\n", device, refcount);
843 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
845 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
846 device->multistate_funcs[i] = NULL;
849 if (!list_empty(&device->resources))
851 struct wined3d_resource *resource;
853 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
855 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
857 FIXME("Leftover resource %p with type %s (%#x).\n",
858 resource, debug_d3dresourcetype(resource->resourceType), resource->resourceType);
862 if (device->contexts)
863 ERR("Context array not freed!\n");
864 if (device->hardwareCursor)
865 DestroyCursor(device->hardwareCursor);
866 device->hardwareCursor = 0;
868 wined3d_decref(device->wined3d);
869 device->wined3d = NULL;
870 HeapFree(GetProcessHeap(), 0, device);
871 TRACE("Freed device %p.\n", device);
877 UINT CDECL wined3d_device_get_swapchain_count(struct wined3d_device *device)
879 TRACE("device %p.\n", device);
881 return device->swapchain_count;
884 HRESULT CDECL wined3d_device_get_swapchain(struct wined3d_device *device,
885 UINT swapchain_idx, struct wined3d_swapchain **swapchain)
887 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
888 device, swapchain_idx, swapchain);
890 if (swapchain_idx >= device->swapchain_count)
892 WARN("swapchain_idx %u >= swapchain_count %u.\n",
893 swapchain_idx, device->swapchain_count);
896 return WINED3DERR_INVALIDCALL;
899 *swapchain = device->swapchains[swapchain_idx];
900 wined3d_swapchain_incref(*swapchain);
901 TRACE("Returning %p.\n", *swapchain);
906 static void device_load_logo(struct wined3d_device *device, const char *filename)
911 HDC dcb = NULL, dcs = NULL;
912 WINEDDCOLORKEY colorkey;
914 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
917 GetObjectA(hbm, sizeof(BITMAP), &bm);
918 dcb = CreateCompatibleDC(NULL);
920 SelectObject(dcb, hbm);
924 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
927 memset(&bm, 0, sizeof(bm));
932 hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, TRUE,
933 FALSE, 0, 0, WINED3DPOOL_DEFAULT, WINED3DMULTISAMPLE_NONE, 0, SURFACE_OPENGL, NULL,
934 &wined3d_null_parent_ops, &device->logo_surface);
937 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
943 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
945 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
946 wined3d_surface_releasedc(device->logo_surface, dcs);
948 colorkey.dwColorSpaceLowValue = 0;
949 colorkey.dwColorSpaceHighValue = 0;
950 wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &colorkey);
954 const WINED3DCOLORVALUE c = {1.0f, 1.0f, 1.0f, 1.0f};
955 /* Fill the surface with a white color to show that wined3d is there */
956 wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
960 if (dcb) DeleteDC(dcb);
961 if (hbm) DeleteObject(hbm);
964 /* Context activation is done by the caller. */
965 static void create_dummy_textures(struct wined3d_device *device)
967 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
969 /* Under DirectX you can sample even if no texture is bound, whereas
970 * OpenGL will only allow that when a valid texture is bound.
971 * We emulate this by creating dummy textures and binding them
972 * to each texture stage when the currently set D3D texture is NULL. */
975 if (gl_info->supported[APPLE_CLIENT_STORAGE])
977 /* The dummy texture does not have client storage backing */
978 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
979 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
982 for (i = 0; i < gl_info->limits.textures; ++i)
984 DWORD color = 0x000000ff;
986 /* Make appropriate texture active */
987 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
988 checkGLcall("glActiveTextureARB");
990 /* Generate an opengl texture name */
991 glGenTextures(1, &device->dummyTextureName[i]);
992 checkGLcall("glGenTextures");
993 TRACE("Dummy Texture %d given name %d.\n", i, device->dummyTextureName[i]);
995 /* Generate a dummy 2d texture (not using 1d because they cause many
996 * DRI drivers fall back to sw) */
997 glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[i]);
998 checkGLcall("glBindTexture");
1000 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1001 checkGLcall("glTexImage2D");
1004 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1006 /* Reenable because if supported it is enabled by default */
1007 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1008 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1014 /* Context activation is done by the caller. */
1015 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1018 glDeleteTextures(gl_info->limits.textures, device->dummyTextureName);
1019 checkGLcall("glDeleteTextures(gl_info->limits.textures, device->dummyTextureName)");
1022 memset(device->dummyTextureName, 0, gl_info->limits.textures * sizeof(*device->dummyTextureName));
1025 static LONG fullscreen_style(LONG style)
1027 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1028 style |= WS_POPUP | WS_SYSMENU;
1029 style &= ~(WS_CAPTION | WS_THICKFRAME);
1034 static LONG fullscreen_exstyle(LONG exstyle)
1036 /* Filter out window decorations. */
1037 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1042 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1044 BOOL filter_messages;
1045 LONG style, exstyle;
1047 TRACE("Setting up window %p for fullscreen mode.\n", window);
1049 if (device->style || device->exStyle)
1051 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1052 window, device->style, device->exStyle);
1055 device->style = GetWindowLongW(window, GWL_STYLE);
1056 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1058 style = fullscreen_style(device->style);
1059 exstyle = fullscreen_exstyle(device->exStyle);
1061 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1062 device->style, device->exStyle, style, exstyle);
1064 filter_messages = device->filter_messages;
1065 device->filter_messages = TRUE;
1067 SetWindowLongW(window, GWL_STYLE, style);
1068 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1069 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1071 device->filter_messages = filter_messages;
1074 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1076 BOOL filter_messages;
1077 LONG style, exstyle;
1079 if (!device->style && !device->exStyle) return;
1081 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1082 window, device->style, device->exStyle);
1084 style = GetWindowLongW(window, GWL_STYLE);
1085 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1087 filter_messages = device->filter_messages;
1088 device->filter_messages = TRUE;
1090 /* Only restore the style if the application didn't modify it during the
1091 * fullscreen phase. Some applications change it before calling Reset()
1092 * when switching between windowed and fullscreen modes (HL2), some
1093 * depend on the original style (Eve Online). */
1094 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1096 SetWindowLongW(window, GWL_STYLE, device->style);
1097 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1099 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1101 device->filter_messages = filter_messages;
1103 /* Delete the old values. */
1105 device->exStyle = 0;
1108 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1110 TRACE("device %p, window %p.\n", device, window);
1112 if (!wined3d_register_window(window, device))
1114 ERR("Failed to register window %p.\n", window);
1118 device->focus_window = window;
1119 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1124 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1126 TRACE("device %p.\n", device);
1128 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1129 device->focus_window = NULL;
1132 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1133 WINED3DPRESENT_PARAMETERS *present_parameters)
1135 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1136 struct wined3d_swapchain *swapchain = NULL;
1137 struct wined3d_context *context;
1142 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1144 if (device->d3d_initialized)
1145 return WINED3DERR_INVALIDCALL;
1146 if (!device->adapter->opengl)
1147 return WINED3DERR_INVALIDCALL;
1149 TRACE("Creating stateblock.\n");
1150 hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
1153 WARN("Failed to create stateblock\n");
1157 TRACE("Created stateblock %p.\n", device->stateBlock);
1158 device->updateStateBlock = device->stateBlock;
1159 wined3d_stateblock_incref(device->updateStateBlock);
1161 device->valid_rt_mask = 0;
1162 for (i = 0; i < gl_info->limits.buffers; ++i)
1163 device->valid_rt_mask |= (1 << i);
1164 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1165 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1167 device->palette_count = 1;
1168 device->palettes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PALETTEENTRY*));
1169 if (!device->palettes || !device->fb.render_targets)
1171 ERR("Out of memory!\n");
1176 device->palettes[0] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
1177 if (!device->palettes[0])
1179 ERR("Out of memory!\n");
1184 for (i = 0; i < 256; ++i)
1186 device->palettes[0][i].peRed = 0xff;
1187 device->palettes[0][i].peGreen = 0xff;
1188 device->palettes[0][i].peBlue = 0xff;
1189 device->palettes[0][i].peFlags = 0xff;
1191 device->currentPalette = 0;
1193 /* Initialize the texture unit mapping to a 1:1 mapping */
1194 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1196 if (state < gl_info->limits.fragment_samplers)
1198 device->texUnitMap[state] = state;
1199 device->rev_tex_unit_map[state] = state;
1203 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1204 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1208 /* Setup the implicit swapchain. This also initializes a context. */
1209 TRACE("Creating implicit swapchain\n");
1210 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1211 present_parameters, &swapchain);
1214 WARN("Failed to create implicit swapchain\n");
1218 device->swapchain_count = 1;
1219 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1220 if (!device->swapchains)
1222 ERR("Out of memory!\n");
1225 device->swapchains[0] = swapchain;
1227 if (swapchain->back_buffers && swapchain->back_buffers[0])
1229 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1230 device->fb.render_targets[0] = swapchain->back_buffers[0];
1234 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1235 device->fb.render_targets[0] = swapchain->front_buffer;
1237 wined3d_surface_incref(device->fb.render_targets[0]);
1239 /* Depth Stencil support */
1240 device->fb.depth_stencil = device->auto_depth_stencil;
1241 if (device->fb.depth_stencil)
1242 wined3d_surface_incref(device->fb.depth_stencil);
1244 hr = device->shader_backend->shader_alloc_private(device);
1247 TRACE("Shader private data couldn't be allocated\n");
1250 hr = device->frag_pipe->alloc_private(device);
1253 TRACE("Fragment pipeline private data couldn't be allocated\n");
1256 hr = device->blitter->alloc_private(device);
1259 TRACE("Blitter private data couldn't be allocated\n");
1263 /* Set up some starting GL setup */
1265 /* Setup all the devices defaults */
1266 stateblock_init_default_state(device->stateBlock);
1268 context = context_acquire(device, swapchain->front_buffer);
1270 create_dummy_textures(device);
1274 /* Initialize the current view state */
1275 device->view_ident = 1;
1276 device->contexts[0]->last_was_rhw = 0;
1278 switch (wined3d_settings.offscreen_rendering_mode)
1281 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1284 case ORM_BACKBUFFER:
1286 if (context_get_current()->aux_buffers > 0)
1288 TRACE("Using auxilliary buffer for offscreen rendering\n");
1289 device->offscreenBuffer = GL_AUX0;
1293 TRACE("Using back buffer for offscreen rendering\n");
1294 device->offscreenBuffer = GL_BACK;
1299 TRACE("All defaults now set up, leaving 3D init.\n");
1302 context_release(context);
1304 /* Clear the screen */
1305 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1306 | (present_parameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1309 device->d3d_initialized = TRUE;
1311 if (wined3d_settings.logo)
1312 device_load_logo(device, wined3d_settings.logo);
1313 device->highest_dirty_ps_const = 0;
1314 device->highest_dirty_vs_const = 0;
1318 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1319 HeapFree(GetProcessHeap(), 0, device->swapchains);
1320 device->swapchain_count = 0;
1321 if (device->palettes)
1323 HeapFree(GetProcessHeap(), 0, device->palettes[0]);
1324 HeapFree(GetProcessHeap(), 0, device->palettes);
1326 device->palette_count = 0;
1328 wined3d_swapchain_decref(swapchain);
1329 if (device->stateBlock)
1331 wined3d_stateblock_decref(device->stateBlock);
1332 device->stateBlock = NULL;
1334 if (device->blit_priv)
1335 device->blitter->free_private(device);
1336 if (device->fragment_priv)
1337 device->frag_pipe->free_private(device);
1338 if (device->shader_priv)
1339 device->shader_backend->shader_free_private(device);
1344 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1345 WINED3DPRESENT_PARAMETERS *present_parameters)
1347 struct wined3d_swapchain *swapchain = NULL;
1350 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1352 /* Setup the implicit swapchain */
1353 TRACE("Creating implicit swapchain\n");
1354 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1355 present_parameters, &swapchain);
1358 WARN("Failed to create implicit swapchain\n");
1362 device->swapchain_count = 1;
1363 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1364 if (!device->swapchains)
1366 ERR("Out of memory!\n");
1369 device->swapchains[0] = swapchain;
1373 wined3d_swapchain_decref(swapchain);
1377 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1379 struct wined3d_resource *resource, *cursor;
1380 const struct wined3d_gl_info *gl_info;
1381 struct wined3d_context *context;
1382 struct wined3d_surface *surface;
1385 TRACE("device %p.\n", device);
1387 if (!device->d3d_initialized)
1388 return WINED3DERR_INVALIDCALL;
1390 /* Force making the context current again, to verify it is still valid
1391 * (workaround for broken drivers) */
1392 context_set_current(NULL);
1393 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1394 * it was created. Thus make sure a context is active for the glDelete* calls
1396 context = context_acquire(device, NULL);
1397 gl_info = context->gl_info;
1399 if (device->logo_surface)
1400 wined3d_surface_decref(device->logo_surface);
1402 /* Unload resources */
1403 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1405 TRACE("Unloading resource %p.\n", resource);
1407 resource->resource_ops->resource_unload(resource);
1410 TRACE("Deleting high order patches\n");
1411 for(i = 0; i < PATCHMAP_SIZE; i++) {
1412 struct list *e1, *e2;
1413 struct WineD3DRectPatch *patch;
1414 LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1416 patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
1417 wined3d_device_delete_patch(device, patch->Handle);
1421 /* Delete the mouse cursor texture */
1422 if (device->cursorTexture)
1425 glDeleteTextures(1, &device->cursorTexture);
1427 device->cursorTexture = 0;
1430 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1431 * private data, it might contain opengl pointers
1433 if (device->depth_blt_texture)
1436 glDeleteTextures(1, &device->depth_blt_texture);
1438 device->depth_blt_texture = 0;
1440 if (device->depth_blt_rb)
1443 gl_info->fbo_ops.glDeleteRenderbuffers(1, &device->depth_blt_rb);
1445 device->depth_blt_rb = 0;
1446 device->depth_blt_rb_w = 0;
1447 device->depth_blt_rb_h = 0;
1450 /* Release the update stateblock */
1451 if (wined3d_stateblock_decref(device->updateStateBlock))
1453 if (device->updateStateBlock != device->stateBlock)
1454 FIXME("Something's still holding the update stateblock.\n");
1456 device->updateStateBlock = NULL;
1459 struct wined3d_stateblock *stateblock = device->stateBlock;
1460 device->stateBlock = NULL;
1462 /* Release the stateblock */
1463 if (wined3d_stateblock_decref(stateblock))
1464 FIXME("Something's still holding the stateblock.\n");
1467 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1468 device->blitter->free_private(device);
1469 device->frag_pipe->free_private(device);
1470 device->shader_backend->shader_free_private(device);
1472 /* Release the buffers (with sanity checks)*/
1473 if (device->onscreen_depth_stencil)
1475 surface = device->onscreen_depth_stencil;
1476 device->onscreen_depth_stencil = NULL;
1477 wined3d_surface_decref(surface);
1480 if (device->fb.depth_stencil)
1482 surface = device->fb.depth_stencil;
1484 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1486 device->fb.depth_stencil = NULL;
1487 if (wined3d_surface_decref(surface)
1488 && surface != device->auto_depth_stencil)
1489 ERR("Something is still holding a reference to depth/stencil buffer %p.\n", surface);
1492 if (device->auto_depth_stencil)
1494 surface = device->auto_depth_stencil;
1495 device->auto_depth_stencil = NULL;
1496 if (wined3d_surface_decref(surface))
1497 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1500 for (i = 1; i < gl_info->limits.buffers; ++i)
1502 wined3d_device_set_render_target(device, i, NULL, FALSE);
1505 surface = device->fb.render_targets[0];
1506 TRACE("Setting rendertarget 0 to NULL\n");
1507 device->fb.render_targets[0] = NULL;
1508 TRACE("Releasing the render target at %p\n", surface);
1509 wined3d_surface_decref(surface);
1511 context_release(context);
1513 for (i = 0; i < device->swapchain_count; ++i)
1515 TRACE("Releasing the implicit swapchain %u.\n", i);
1516 if (wined3d_swapchain_decref(device->swapchains[i]))
1517 FIXME("Something's still holding the implicit swapchain.\n");
1520 HeapFree(GetProcessHeap(), 0, device->swapchains);
1521 device->swapchains = NULL;
1522 device->swapchain_count = 0;
1524 for (i = 0; i < device->palette_count; ++i)
1525 HeapFree(GetProcessHeap(), 0, device->palettes[i]);
1526 HeapFree(GetProcessHeap(), 0, device->palettes);
1527 device->palettes = NULL;
1528 device->palette_count = 0;
1530 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1531 device->fb.render_targets = NULL;
1533 device->d3d_initialized = FALSE;
1538 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1542 for (i = 0; i < device->swapchain_count; ++i)
1544 TRACE("Releasing the implicit swapchain %u.\n", i);
1545 if (wined3d_swapchain_decref(device->swapchains[i]))
1546 FIXME("Something's still holding the implicit swapchain.\n");
1549 HeapFree(GetProcessHeap(), 0, device->swapchains);
1550 device->swapchains = NULL;
1551 device->swapchain_count = 0;
1555 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1556 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1557 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1559 * There is no way to deactivate thread safety once it is enabled.
1561 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1563 TRACE("device %p.\n", device);
1565 /* For now just store the flag (needed in case of ddraw). */
1566 device->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
1569 HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device,
1570 UINT swapchain_idx, const WINED3DDISPLAYMODE *mode)
1572 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, mode->Format);
1577 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device, swapchain_idx, mode,
1578 mode->Width, mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
1580 /* Resize the screen even without a window:
1581 * The app could have unset it with SetCooperativeLevel, but not called
1582 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1583 * but we don't have any hwnd
1586 memset(&devmode, 0, sizeof(devmode));
1587 devmode.dmSize = sizeof(devmode);
1588 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1589 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1590 devmode.dmPelsWidth = mode->Width;
1591 devmode.dmPelsHeight = mode->Height;
1593 devmode.dmDisplayFrequency = mode->RefreshRate;
1594 if (mode->RefreshRate)
1595 devmode.dmFields |= DM_DISPLAYFREQUENCY;
1597 /* Only change the mode if necessary */
1598 if (device->ddraw_width == mode->Width && device->ddraw_height == mode->Height
1599 && device->ddraw_format == mode->Format && !mode->RefreshRate)
1602 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1603 if (ret != DISP_CHANGE_SUCCESSFUL)
1605 if (devmode.dmDisplayFrequency)
1607 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1608 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1609 devmode.dmDisplayFrequency = 0;
1610 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1612 if(ret != DISP_CHANGE_SUCCESSFUL) {
1613 return WINED3DERR_NOTAVAILABLE;
1617 /* Store the new values */
1618 device->ddraw_width = mode->Width;
1619 device->ddraw_height = mode->Height;
1620 device->ddraw_format = mode->Format;
1622 /* And finally clip mouse to our screen */
1623 SetRect(&clip_rc, 0, 0, mode->Width, mode->Height);
1624 ClipCursor(&clip_rc);
1629 HRESULT CDECL wined3d_device_get_wined3d(struct wined3d_device *device, struct wined3d **wined3d)
1631 TRACE("device %p, wined3d %p.\n", device, wined3d);
1633 *wined3d = device->wined3d;
1634 wined3d_incref(*wined3d);
1636 TRACE("Returning %p.\n", *wined3d);
1641 UINT CDECL wined3d_device_get_available_texture_mem(struct wined3d_device *device)
1643 TRACE("device %p.\n", device);
1645 TRACE("Emulating %d MB, returning %d MB left.\n",
1646 device->adapter->TextureRam / (1024 * 1024),
1647 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1649 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1652 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1653 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1655 struct wined3d_stream_state *stream;
1656 struct wined3d_buffer *prev_buffer;
1658 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1659 device, stream_idx, buffer, offset, stride);
1661 if (stream_idx >= MAX_STREAMS)
1663 WARN("Stream index %u out of range.\n", stream_idx);
1664 return WINED3DERR_INVALIDCALL;
1666 else if (offset & 0x3)
1668 WARN("Offset %u is not 4 byte aligned.\n", offset);
1669 return WINED3DERR_INVALIDCALL;
1672 stream = &device->updateStateBlock->state.streams[stream_idx];
1673 prev_buffer = stream->buffer;
1675 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1677 if (prev_buffer == buffer
1678 && stream->stride == stride
1679 && stream->offset == offset)
1681 TRACE("Application is setting the old values over, nothing to do.\n");
1685 stream->buffer = buffer;
1688 stream->stride = stride;
1689 stream->offset = offset;
1692 /* Handle recording of state blocks. */
1693 if (device->isRecordingState)
1695 TRACE("Recording... not performing anything.\n");
1697 wined3d_buffer_incref(buffer);
1699 wined3d_buffer_decref(prev_buffer);
1705 InterlockedIncrement(&buffer->bind_count);
1706 wined3d_buffer_incref(buffer);
1710 InterlockedDecrement(&prev_buffer->bind_count);
1711 wined3d_buffer_decref(prev_buffer);
1714 device_invalidate_state(device, STATE_STREAMSRC);
1719 HRESULT CDECL wined3d_device_get_stream_source(struct wined3d_device *device,
1720 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1722 struct wined3d_stream_state *stream;
1724 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1725 device, stream_idx, buffer, offset, stride);
1727 if (stream_idx >= MAX_STREAMS)
1729 WARN("Stream index %u out of range.\n", stream_idx);
1730 return WINED3DERR_INVALIDCALL;
1733 stream = &device->stateBlock->state.streams[stream_idx];
1734 *buffer = stream->buffer;
1736 wined3d_buffer_incref(*buffer);
1738 *offset = stream->offset;
1739 *stride = stream->stride;
1744 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1746 struct wined3d_stream_state *stream;
1747 UINT old_flags, old_freq;
1749 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1751 /* Verify input. At least in d3d9 this is invalid. */
1752 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1754 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1755 return WINED3DERR_INVALIDCALL;
1757 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1759 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1760 return WINED3DERR_INVALIDCALL;
1764 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1765 return WINED3DERR_INVALIDCALL;
1768 stream = &device->updateStateBlock->state.streams[stream_idx];
1769 old_flags = stream->flags;
1770 old_freq = stream->frequency;
1772 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1773 stream->frequency = divider & 0x7fffff;
1775 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1777 if (stream->frequency != old_freq || stream->flags != old_flags)
1778 device_invalidate_state(device, STATE_STREAMSRC);
1783 HRESULT CDECL wined3d_device_get_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT *divider)
1785 struct wined3d_stream_state *stream;
1787 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1789 stream = &device->updateStateBlock->state.streams[stream_idx];
1790 *divider = stream->flags | stream->frequency;
1792 TRACE("Returning %#x.\n", *divider);
1797 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1798 WINED3DTRANSFORMSTATETYPE d3dts, const WINED3DMATRIX *matrix)
1800 TRACE("device %p, state %s, matrix %p.\n",
1801 device, debug_d3dtstype(d3dts), matrix);
1803 /* Handle recording of state blocks. */
1804 if (device->isRecordingState)
1806 TRACE("Recording... not performing anything.\n");
1807 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1808 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1812 /* If the new matrix is the same as the current one,
1813 * we cut off any further processing. this seems to be a reasonable
1814 * optimization because as was noticed, some apps (warcraft3 for example)
1815 * tend towards setting the same matrix repeatedly for some reason.
1817 * From here on we assume that the new matrix is different, wherever it matters. */
1818 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1820 TRACE("The application is setting the same matrix over again.\n");
1824 conv_mat(matrix, &device->stateBlock->state.transforms[d3dts].u.m[0][0]);
1826 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1827 * where ViewMat = Camera space, WorldMat = world space.
1829 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1830 * matrix. The Projection matrix stay projection matrix. */
1832 if (d3dts == WINED3DTS_VIEW)
1833 device->view_ident = !memcmp(matrix, identity, 16 * sizeof(float));
1835 if (d3dts < WINED3DTS_WORLDMATRIX(device->adapter->gl_info.limits.blends))
1836 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1842 HRESULT CDECL wined3d_device_get_transform(struct wined3d_device *device,
1843 WINED3DTRANSFORMSTATETYPE state, WINED3DMATRIX *matrix)
1845 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1847 *matrix = device->stateBlock->state.transforms[state];
1852 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1853 WINED3DTRANSFORMSTATETYPE state, const WINED3DMATRIX *matrix)
1855 const WINED3DMATRIX *mat = NULL;
1858 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1860 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1861 * below means it will be recorded in a state block change, but it
1862 * works regardless where it is recorded.
1863 * If this is found to be wrong, change to StateBlock. */
1864 if (state > HIGHEST_TRANSFORMSTATE)
1866 WARN("Unhandled transform state %#x.\n", state);
1870 mat = &device->updateStateBlock->state.transforms[state];
1871 multiply_matrix(&temp, mat, matrix);
1873 /* Apply change via set transform - will reapply to eg. lights this way. */
1874 return wined3d_device_set_transform(device, state, &temp);
1877 /* Note lights are real special cases. Although the device caps state only
1878 * e.g. 8 are supported, you can reference any indexes you want as long as
1879 * that number max are enabled at any one point in time. Therefore since the
1880 * indices can be anything, we need a hashmap of them. However, this causes
1881 * stateblock problems. When capturing the state block, I duplicate the
1882 * hashmap, but when recording, just build a chain pretty much of commands to
1884 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, UINT light_idx, const WINED3DLIGHT *light)
1886 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1887 struct wined3d_light_info *object = NULL;
1891 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1893 /* Check the parameter range. Need for speed most wanted sets junk lights
1894 * which confuse the GL driver. */
1896 return WINED3DERR_INVALIDCALL;
1898 switch (light->Type)
1900 case WINED3DLIGHT_POINT:
1901 case WINED3DLIGHT_SPOT:
1902 case WINED3DLIGHT_PARALLELPOINT:
1903 case WINED3DLIGHT_GLSPOT:
1904 /* Incorrect attenuation values can cause the gl driver to crash.
1905 * Happens with Need for speed most wanted. */
1906 if (light->Attenuation0 < 0.0f || light->Attenuation1 < 0.0f || light->Attenuation2 < 0.0f)
1908 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1909 return WINED3DERR_INVALIDCALL;
1913 case WINED3DLIGHT_DIRECTIONAL:
1914 /* Ignores attenuation */
1918 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1919 return WINED3DERR_INVALIDCALL;
1922 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1924 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1925 if (object->OriginalIndex == light_idx)
1932 TRACE("Adding new light\n");
1933 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1936 ERR("Out of memory error when allocating a light\n");
1937 return E_OUTOFMEMORY;
1939 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1940 object->glIndex = -1;
1941 object->OriginalIndex = light_idx;
1944 /* Initialize the object. */
1945 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1946 light_idx, light->Type,
1947 light->Diffuse.r, light->Diffuse.g, light->Diffuse.b, light->Diffuse.a,
1948 light->Specular.r, light->Specular.g, light->Specular.b, light->Specular.a,
1949 light->Ambient.r, light->Ambient.g, light->Ambient.b, light->Ambient.a);
1950 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->Position.x, light->Position.y, light->Position.z,
1951 light->Direction.x, light->Direction.y, light->Direction.z);
1952 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1953 light->Range, light->Falloff, light->Theta, light->Phi);
1955 /* Save away the information. */
1956 object->OriginalParms = *light;
1958 switch (light->Type)
1960 case WINED3DLIGHT_POINT:
1962 object->lightPosn[0] = light->Position.x;
1963 object->lightPosn[1] = light->Position.y;
1964 object->lightPosn[2] = light->Position.z;
1965 object->lightPosn[3] = 1.0f;
1966 object->cutoff = 180.0f;
1970 case WINED3DLIGHT_DIRECTIONAL:
1972 object->lightPosn[0] = -light->Direction.x;
1973 object->lightPosn[1] = -light->Direction.y;
1974 object->lightPosn[2] = -light->Direction.z;
1975 object->lightPosn[3] = 0.0f;
1976 object->exponent = 0.0f;
1977 object->cutoff = 180.0f;
1980 case WINED3DLIGHT_SPOT:
1982 object->lightPosn[0] = light->Position.x;
1983 object->lightPosn[1] = light->Position.y;
1984 object->lightPosn[2] = light->Position.z;
1985 object->lightPosn[3] = 1.0f;
1988 object->lightDirn[0] = light->Direction.x;
1989 object->lightDirn[1] = light->Direction.y;
1990 object->lightDirn[2] = light->Direction.z;
1991 object->lightDirn[3] = 1.0f;
1993 /* opengl-ish and d3d-ish spot lights use too different models
1994 * for the light "intensity" as a function of the angle towards
1995 * the main light direction, so we only can approximate very
1996 * roughly. However, spot lights are rather rarely used in games
1997 * (if ever used at all). Furthermore if still used, probably
1998 * nobody pays attention to such details. */
1999 if (!light->Falloff)
2001 /* Falloff = 0 is easy, because d3d's and opengl's spot light
2002 * equations have the falloff resp. exponent parameter as an
2003 * exponent, so the spot light lighting will always be 1.0 for
2004 * both of them, and we don't have to care for the rest of the
2005 * rather complex calculation. */
2006 object->exponent = 0.0f;
2010 rho = light->Theta + (light->Phi - light->Theta) / (2 * light->Falloff);
2013 object->exponent = -0.3f / logf(cosf(rho / 2));
2016 if (object->exponent > 128.0f)
2017 object->exponent = 128.0f;
2019 object->cutoff = (float)(light->Phi * 90 / M_PI);
2024 FIXME("Unrecognized light type %#x.\n", light->Type);
2027 /* Update the live definitions if the light is currently assigned a glIndex. */
2028 if (object->glIndex != -1 && !device->isRecordingState)
2029 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
2034 HRESULT CDECL wined3d_device_get_light(struct wined3d_device *device, UINT light_idx, WINED3DLIGHT *light)
2036 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2037 struct wined3d_light_info *light_info = NULL;
2040 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
2042 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2044 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2045 if (light_info->OriginalIndex == light_idx)
2052 TRACE("Light information requested but light not defined\n");
2053 return WINED3DERR_INVALIDCALL;
2056 *light = light_info->OriginalParms;
2060 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2062 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2063 struct wined3d_light_info *light_info = NULL;
2066 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2068 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2070 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2071 if (light_info->OriginalIndex == light_idx)
2075 TRACE("Found light %p.\n", light_info);
2077 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2080 TRACE("Light enabled requested but light not defined, so defining one!\n");
2081 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2083 /* Search for it again! Should be fairly quick as near head of list. */
2084 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2086 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2087 if (light_info->OriginalIndex == light_idx)
2093 FIXME("Adding default lights has failed dismally\n");
2094 return WINED3DERR_INVALIDCALL;
2100 if (light_info->glIndex != -1)
2102 if (!device->isRecordingState)
2103 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2105 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2106 light_info->glIndex = -1;
2110 TRACE("Light already disabled, nothing to do\n");
2112 light_info->enabled = FALSE;
2116 light_info->enabled = TRUE;
2117 if (light_info->glIndex != -1)
2119 TRACE("Nothing to do as light was enabled\n");
2124 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2125 /* Find a free GL light. */
2126 for (i = 0; i < gl_info->limits.lights; ++i)
2128 if (!device->updateStateBlock->state.lights[i])
2130 device->updateStateBlock->state.lights[i] = light_info;
2131 light_info->glIndex = i;
2135 if (light_info->glIndex == -1)
2137 /* Our tests show that Windows returns D3D_OK in this situation, even with
2138 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2139 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2140 * as well for those lights.
2142 * TODO: Test how this affects rendering. */
2143 WARN("Too many concurrently active lights\n");
2147 /* i == light_info->glIndex */
2148 if (!device->isRecordingState)
2149 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2156 HRESULT CDECL wined3d_device_get_light_enable(struct wined3d_device *device, UINT light_idx, BOOL *enable)
2158 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2159 struct wined3d_light_info *light_info = NULL;
2162 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2164 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2166 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2167 if (light_info->OriginalIndex == light_idx)
2174 TRACE("Light enabled state requested but light not defined.\n");
2175 return WINED3DERR_INVALIDCALL;
2177 /* true is 128 according to SetLightEnable */
2178 *enable = light_info->enabled ? 128 : 0;
2182 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const float *plane)
2184 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2186 /* Validate plane_idx. */
2187 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2189 TRACE("Application has requested clipplane this device doesn't support.\n");
2190 return WINED3DERR_INVALIDCALL;
2193 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2195 if (device->updateStateBlock->state.clip_planes[plane_idx][0] == plane[0]
2196 && device->updateStateBlock->state.clip_planes[plane_idx][1] == plane[1]
2197 && device->updateStateBlock->state.clip_planes[plane_idx][2] == plane[2]
2198 && device->updateStateBlock->state.clip_planes[plane_idx][3] == plane[3])
2200 TRACE("Application is setting old values over, nothing to do.\n");
2204 device->updateStateBlock->state.clip_planes[plane_idx][0] = plane[0];
2205 device->updateStateBlock->state.clip_planes[plane_idx][1] = plane[1];
2206 device->updateStateBlock->state.clip_planes[plane_idx][2] = plane[2];
2207 device->updateStateBlock->state.clip_planes[plane_idx][3] = plane[3];
2209 /* Handle recording of state blocks. */
2210 if (device->isRecordingState)
2212 TRACE("Recording... not performing anything.\n");
2216 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2221 HRESULT CDECL wined3d_device_get_clip_plane(struct wined3d_device *device, UINT plane_idx, float *plane)
2223 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2225 /* Validate plane_idx. */
2226 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2228 TRACE("Application has requested clipplane this device doesn't support.\n");
2229 return WINED3DERR_INVALIDCALL;
2232 plane[0] = (float)device->stateBlock->state.clip_planes[plane_idx][0];
2233 plane[1] = (float)device->stateBlock->state.clip_planes[plane_idx][1];
2234 plane[2] = (float)device->stateBlock->state.clip_planes[plane_idx][2];
2235 plane[3] = (float)device->stateBlock->state.clip_planes[plane_idx][3];
2240 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device, const WINED3DCLIPSTATUS *clip_status)
2242 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2245 return WINED3DERR_INVALIDCALL;
2250 HRESULT CDECL wined3d_device_get_clip_status(struct wined3d_device *device, WINED3DCLIPSTATUS *clip_status)
2252 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2255 return WINED3DERR_INVALIDCALL;
2260 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const WINED3DMATERIAL *material)
2262 TRACE("device %p, material %p.\n", device, material);
2264 device->updateStateBlock->changed.material = TRUE;
2265 device->updateStateBlock->state.material = *material;
2267 /* Handle recording of state blocks */
2268 if (device->isRecordingState)
2270 TRACE("Recording... not performing anything.\n");
2274 device_invalidate_state(device, STATE_MATERIAL);
2279 HRESULT CDECL wined3d_device_get_material(struct wined3d_device *device, WINED3DMATERIAL *material)
2281 TRACE("device %p, material %p.\n", device, material);
2283 *material = device->updateStateBlock->state.material;
2285 TRACE("Diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2286 material->Diffuse.r, material->Diffuse.g,
2287 material->Diffuse.b, material->Diffuse.a);
2288 TRACE("Ambient {%.8e, %.8e, %.8e, %.8e}\n",
2289 material->Ambient.r, material->Ambient.g,
2290 material->Ambient.b, material->Ambient.a);
2291 TRACE("Specular {%.8e, %.8e, %.8e, %.8e}\n",
2292 material->Specular.r, material->Specular.g,
2293 material->Specular.b, material->Specular.a);
2294 TRACE("Emissive {%.8e, %.8e, %.8e, %.8e}\n",
2295 material->Emissive.r, material->Emissive.g,
2296 material->Emissive.b, material->Emissive.a);
2297 TRACE("Power %.8e.\n", material->Power);
2302 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2303 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2305 struct wined3d_buffer *prev_buffer;
2307 TRACE("device %p, buffer %p, format %s.\n",
2308 device, buffer, debug_d3dformat(format_id));
2310 prev_buffer = device->updateStateBlock->state.index_buffer;
2312 device->updateStateBlock->changed.indices = TRUE;
2313 device->updateStateBlock->state.index_buffer = buffer;
2314 device->updateStateBlock->state.index_format = format_id;
2316 /* Handle recording of state blocks. */
2317 if (device->isRecordingState)
2319 TRACE("Recording... not performing anything.\n");
2321 wined3d_buffer_incref(buffer);
2323 wined3d_buffer_decref(prev_buffer);
2327 if (prev_buffer != buffer)
2329 device_invalidate_state(device, STATE_INDEXBUFFER);
2332 InterlockedIncrement(&buffer->bind_count);
2333 wined3d_buffer_incref(buffer);
2337 InterlockedDecrement(&prev_buffer->bind_count);
2338 wined3d_buffer_decref(prev_buffer);
2345 HRESULT CDECL wined3d_device_get_index_buffer(struct wined3d_device *device, struct wined3d_buffer **buffer)
2347 TRACE("device %p, buffer %p.\n", device, buffer);
2349 *buffer = device->stateBlock->state.index_buffer;
2352 wined3d_buffer_incref(*buffer);
2354 TRACE("Returning %p.\n", *buffer);
2359 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2360 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2362 TRACE("device %p, base_index %d.\n", device, base_index);
2364 if (device->updateStateBlock->state.base_vertex_index == base_index)
2366 TRACE("Application is setting the old value over, nothing to do\n");
2370 device->updateStateBlock->state.base_vertex_index = base_index;
2372 if (device->isRecordingState)
2374 TRACE("Recording... not performing anything\n");
2380 INT CDECL wined3d_device_get_base_vertex_index(struct wined3d_device *device)
2382 TRACE("device %p.\n", device);
2384 return device->stateBlock->state.base_vertex_index;
2387 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const WINED3DVIEWPORT *viewport)
2389 TRACE("device %p, viewport %p.\n", device, viewport);
2390 TRACE("x %u, y %u, w %u, h %u, minz %.8e, maxz %.8e.\n",
2391 viewport->X, viewport->Y, viewport->Width, viewport->Height, viewport->MinZ, viewport->MaxZ);
2393 device->updateStateBlock->changed.viewport = TRUE;
2394 device->updateStateBlock->state.viewport = *viewport;
2396 /* Handle recording of state blocks */
2397 if (device->isRecordingState)
2399 TRACE("Recording... not performing anything\n");
2403 device_invalidate_state(device, STATE_VIEWPORT);
2408 HRESULT CDECL wined3d_device_get_viewport(struct wined3d_device *device, WINED3DVIEWPORT *viewport)
2410 TRACE("device %p, viewport %p.\n", device, viewport);
2412 *viewport = device->stateBlock->state.viewport;
2417 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2418 WINED3DRENDERSTATETYPE state, DWORD value)
2420 DWORD old_value = device->stateBlock->state.render_states[state];
2422 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2424 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2425 device->updateStateBlock->state.render_states[state] = value;
2427 /* Handle recording of state blocks. */
2428 if (device->isRecordingState)
2430 TRACE("Recording... not performing anything.\n");
2434 /* Compared here and not before the assignment to allow proper stateblock recording. */
2435 if (value == old_value)
2436 TRACE("Application is setting the old value over, nothing to do.\n");
2438 device_invalidate_state(device, STATE_RENDER(state));
2443 HRESULT CDECL wined3d_device_get_render_state(struct wined3d_device *device,
2444 WINED3DRENDERSTATETYPE state, DWORD *value)
2446 TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2448 *value = device->stateBlock->state.render_states[state];
2453 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2454 UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD value)
2458 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2459 device, sampler_idx, debug_d3dsamplerstate(state), value);
2461 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2462 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2464 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2465 / sizeof(*device->stateBlock->state.sampler_states))
2467 WARN("Invalid sampler %u.\n", sampler_idx);
2468 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2471 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2472 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2473 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2475 /* Handle recording of state blocks. */
2476 if (device->isRecordingState)
2478 TRACE("Recording... not performing anything.\n");
2482 if (old_value == value)
2484 TRACE("Application is setting the old value over, nothing to do.\n");
2488 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2493 HRESULT CDECL wined3d_device_get_sampler_state(struct wined3d_device *device,
2494 UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD *value)
2496 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2497 device, sampler_idx, debug_d3dsamplerstate(state), value);
2499 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2500 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2502 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2503 / sizeof(*device->stateBlock->state.sampler_states))
2505 WARN("Invalid sampler %u.\n", sampler_idx);
2506 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2509 *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2510 TRACE("Returning %#x.\n", *value);
2515 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2517 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2519 device->updateStateBlock->changed.scissorRect = TRUE;
2520 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2522 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2525 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2527 if (device->isRecordingState)
2529 TRACE("Recording... not performing anything.\n");
2533 device_invalidate_state(device, STATE_SCISSORRECT);
2538 HRESULT CDECL wined3d_device_get_scissor_rect(struct wined3d_device *device, RECT *rect)
2540 TRACE("device %p, rect %p.\n", device, rect);
2542 *rect = device->updateStateBlock->state.scissor_rect;
2543 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2548 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2549 struct wined3d_vertex_declaration *declaration)
2551 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2553 TRACE("device %p, declaration %p.\n", device, declaration);
2556 wined3d_vertex_declaration_incref(declaration);
2558 wined3d_vertex_declaration_decref(prev);
2560 device->updateStateBlock->state.vertex_declaration = declaration;
2561 device->updateStateBlock->changed.vertexDecl = TRUE;
2563 if (device->isRecordingState)
2565 TRACE("Recording... not performing anything.\n");
2568 else if (declaration == prev)
2570 /* Checked after the assignment to allow proper stateblock recording. */
2571 TRACE("Application is setting the old declaration over, nothing to do.\n");
2575 device_invalidate_state(device, STATE_VDECL);
2579 HRESULT CDECL wined3d_device_get_vertex_declaration(struct wined3d_device *device,
2580 struct wined3d_vertex_declaration **declaration)
2582 TRACE("device %p, declaration %p.\n", device, declaration);
2584 *declaration = device->stateBlock->state.vertex_declaration;
2586 wined3d_vertex_declaration_incref(*declaration);
2591 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2593 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2595 TRACE("device %p, shader %p.\n", device, shader);
2597 device->updateStateBlock->state.vertex_shader = shader;
2598 device->updateStateBlock->changed.vertexShader = TRUE;
2600 if (device->isRecordingState)
2603 wined3d_shader_incref(shader);
2605 wined3d_shader_decref(prev);
2606 TRACE("Recording... not performing anything.\n");
2612 TRACE("Application is setting the old shader over, nothing to do.\n");
2617 wined3d_shader_incref(shader);
2619 wined3d_shader_decref(prev);
2621 device_invalidate_state(device, STATE_VSHADER);
2626 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(struct wined3d_device *device)
2628 struct wined3d_shader *shader;
2630 TRACE("device %p.\n", device);
2632 shader = device->stateBlock->state.vertex_shader;
2634 wined3d_shader_incref(shader);
2636 TRACE("Returning %p.\n", shader);
2640 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2641 UINT start_register, const BOOL *constants, UINT bool_count)
2643 UINT count = min(bool_count, MAX_CONST_B - start_register);
2646 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2647 device, start_register, constants, bool_count);
2649 if (!constants || start_register >= MAX_CONST_B)
2650 return WINED3DERR_INVALIDCALL;
2652 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2653 for (i = 0; i < count; ++i)
2654 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2656 for (i = start_register; i < count + start_register; ++i)
2657 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2659 if (!device->isRecordingState)
2660 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2665 HRESULT CDECL wined3d_device_get_vs_consts_b(struct wined3d_device *device,
2666 UINT start_register, BOOL *constants, UINT bool_count)
2668 UINT count = min(bool_count, MAX_CONST_B - start_register);
2670 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2671 device, start_register, constants, bool_count);
2673 if (!constants || start_register >= MAX_CONST_B)
2674 return WINED3DERR_INVALIDCALL;
2676 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2681 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2682 UINT start_register, const int *constants, UINT vector4i_count)
2684 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2687 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2688 device, start_register, constants, vector4i_count);
2690 if (!constants || start_register >= MAX_CONST_I)
2691 return WINED3DERR_INVALIDCALL;
2693 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2694 for (i = 0; i < count; ++i)
2695 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2696 constants[i * 4], constants[i * 4 + 1],
2697 constants[i * 4 + 2], constants[i * 4 + 3]);
2699 for (i = start_register; i < count + start_register; ++i)
2700 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2702 if (!device->isRecordingState)
2703 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2708 HRESULT CDECL wined3d_device_get_vs_consts_i(struct wined3d_device *device,
2709 UINT start_register, int *constants, UINT vector4i_count)
2711 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2713 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2714 device, start_register, constants, vector4i_count);
2716 if (!constants || start_register >= MAX_CONST_I)
2717 return WINED3DERR_INVALIDCALL;
2719 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2723 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2724 UINT start_register, const float *constants, UINT vector4f_count)
2728 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2729 device, start_register, constants, vector4f_count);
2731 /* Specifically test start_register > limit to catch MAX_UINT overflows
2732 * when adding start_register + vector4f_count. */
2734 || start_register + vector4f_count > device->d3d_vshader_constantF
2735 || start_register > device->d3d_vshader_constantF)
2736 return WINED3DERR_INVALIDCALL;
2738 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2739 constants, vector4f_count * sizeof(float) * 4);
2742 for (i = 0; i < vector4f_count; ++i)
2743 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2744 constants[i * 4], constants[i * 4 + 1],
2745 constants[i * 4 + 2], constants[i * 4 + 3]);
2748 if (!device->isRecordingState)
2750 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2751 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2754 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2755 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2760 HRESULT CDECL wined3d_device_get_vs_consts_f(struct wined3d_device *device,
2761 UINT start_register, float *constants, UINT vector4f_count)
2763 int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2765 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2766 device, start_register, constants, vector4f_count);
2768 if (!constants || count < 0)
2769 return WINED3DERR_INVALIDCALL;
2771 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2776 static inline void markTextureStagesDirty(struct wined3d_device *device, DWORD stage)
2780 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2782 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2786 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2788 DWORD i = device->rev_tex_unit_map[unit];
2789 DWORD j = device->texUnitMap[stage];
2791 device->texUnitMap[stage] = unit;
2792 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2793 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2795 device->rev_tex_unit_map[unit] = stage;
2796 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2797 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2800 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2804 device->fixed_function_usage_map = 0;
2805 for (i = 0; i < MAX_TEXTURES; ++i)
2807 const struct wined3d_state *state = &device->stateBlock->state;
2808 WINED3DTEXTUREOP color_op = state->texture_states[i][WINED3DTSS_COLOROP];
2809 WINED3DTEXTUREOP alpha_op = state->texture_states[i][WINED3DTSS_ALPHAOP];
2810 DWORD color_arg1 = state->texture_states[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
2811 DWORD color_arg2 = state->texture_states[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
2812 DWORD color_arg3 = state->texture_states[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
2813 DWORD alpha_arg1 = state->texture_states[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
2814 DWORD alpha_arg2 = state->texture_states[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
2815 DWORD alpha_arg3 = state->texture_states[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
2817 if (color_op == WINED3DTOP_DISABLE) {
2818 /* Not used, and disable higher stages */
2822 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
2823 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
2824 || ((color_arg3 == WINED3DTA_TEXTURE)
2825 && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
2826 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
2827 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
2828 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2829 && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP)))
2830 device->fixed_function_usage_map |= (1 << i);
2832 if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1)
2833 device->fixed_function_usage_map |= (1 << (i + 1));
2837 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2839 unsigned int i, tex;
2842 device_update_fixed_function_usage_map(device);
2843 ffu_map = device->fixed_function_usage_map;
2845 if (device->max_ffp_textures == gl_info->limits.texture_stages
2846 || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2848 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2850 if (!(ffu_map & 1)) continue;
2852 if (device->texUnitMap[i] != i)
2854 device_map_stage(device, i, i);
2855 device_invalidate_state(device, STATE_SAMPLER(i));
2856 markTextureStagesDirty(device, i);
2862 /* Now work out the mapping */
2864 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2866 if (!(ffu_map & 1)) continue;
2868 if (device->texUnitMap[i] != tex)
2870 device_map_stage(device, i, tex);
2871 device_invalidate_state(device, STATE_SAMPLER(i));
2872 markTextureStagesDirty(device, i);
2879 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2881 const WINED3DSAMPLER_TEXTURE_TYPE *sampler_type =
2882 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2885 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2887 if (sampler_type[i] && device->texUnitMap[i] != i)
2889 device_map_stage(device, i, i);
2890 device_invalidate_state(device, STATE_SAMPLER(i));
2891 if (i < gl_info->limits.texture_stages)
2893 markTextureStagesDirty(device, i);
2899 static BOOL device_unit_free_for_vs(struct wined3d_device *device,
2900 const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_tokens,
2901 const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_tokens, DWORD unit)
2903 DWORD current_mapping = device->rev_tex_unit_map[unit];
2905 /* Not currently used */
2906 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2908 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2909 /* Used by a fragment sampler */
2911 if (!pshader_sampler_tokens) {
2912 /* No pixel shader, check fixed function */
2913 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2916 /* Pixel shader, check the shader's sampler map */
2917 return !pshader_sampler_tokens[current_mapping];
2920 /* Used by a vertex sampler */
2921 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2924 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2926 const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_type =
2927 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2928 const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_type = NULL;
2929 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2934 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2935 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2936 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2939 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2940 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2941 if (vshader_sampler_type[i])
2943 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2945 /* Already mapped somewhere */
2951 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2953 device_map_stage(device, vsampler_idx, start);
2954 device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2966 void device_update_tex_unit_map(struct wined3d_device *device)
2968 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2969 const struct wined3d_state *state = &device->stateBlock->state;
2970 BOOL vs = use_vs(state);
2971 BOOL ps = use_ps(state);
2974 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2975 * that would be really messy and require shader recompilation
2976 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2977 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2980 device_map_psamplers(device, gl_info);
2982 device_map_fixed_function_samplers(device, gl_info);
2985 device_map_vsamplers(device, ps, gl_info);
2988 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2990 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2992 TRACE("device %p, shader %p.\n", device, shader);
2994 device->updateStateBlock->state.pixel_shader = shader;
2995 device->updateStateBlock->changed.pixelShader = TRUE;
2997 if (device->isRecordingState)
3000 wined3d_shader_incref(shader);
3002 wined3d_shader_decref(prev);
3003 TRACE("Recording... not performing anything.\n");
3009 TRACE("Application is setting the old shader over, nothing to do.\n");
3014 wined3d_shader_incref(shader);
3016 wined3d_shader_decref(prev);
3018 device_invalidate_state(device, STATE_PIXELSHADER);
3023 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(struct wined3d_device *device)
3025 struct wined3d_shader *shader;
3027 TRACE("device %p.\n", device);
3029 shader = device->stateBlock->state.pixel_shader;
3031 wined3d_shader_incref(shader);
3033 TRACE("Returning %p.\n", shader);
3037 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
3038 UINT start_register, const BOOL *constants, UINT bool_count)
3040 UINT count = min(bool_count, MAX_CONST_B - start_register);
3043 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3044 device, start_register, constants, bool_count);
3046 if (!constants || start_register >= MAX_CONST_B)
3047 return WINED3DERR_INVALIDCALL;
3049 memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3050 for (i = 0; i < count; ++i)
3051 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3053 for (i = start_register; i < count + start_register; ++i)
3054 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3056 if (!device->isRecordingState)
3057 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3062 HRESULT CDECL wined3d_device_get_ps_consts_b(struct wined3d_device *device,
3063 UINT start_register, BOOL *constants, UINT bool_count)
3065 UINT count = min(bool_count, MAX_CONST_B - start_register);
3067 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3068 device, start_register, constants, bool_count);
3070 if (!constants || start_register >= MAX_CONST_B)
3071 return WINED3DERR_INVALIDCALL;
3073 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3078 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3079 UINT start_register, const int *constants, UINT vector4i_count)
3081 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3084 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3085 device, start_register, constants, vector4i_count);
3087 if (!constants || start_register >= MAX_CONST_I)
3088 return WINED3DERR_INVALIDCALL;
3090 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3091 for (i = 0; i < count; ++i)
3092 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3093 constants[i * 4], constants[i * 4 + 1],
3094 constants[i * 4 + 2], constants[i * 4 + 3]);
3096 for (i = start_register; i < count + start_register; ++i)
3097 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3099 if (!device->isRecordingState)
3100 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3105 HRESULT CDECL wined3d_device_get_ps_consts_i(struct wined3d_device *device,
3106 UINT start_register, int *constants, UINT vector4i_count)
3108 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3110 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3111 device, start_register, constants, vector4i_count);
3113 if (!constants || start_register >= MAX_CONST_I)
3114 return WINED3DERR_INVALIDCALL;
3116 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3121 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3122 UINT start_register, const float *constants, UINT vector4f_count)
3126 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3127 device, start_register, constants, vector4f_count);
3129 /* Specifically test start_register > limit to catch MAX_UINT overflows
3130 * when adding start_register + vector4f_count. */
3132 || start_register + vector4f_count > device->d3d_pshader_constantF
3133 || start_register > device->d3d_pshader_constantF)
3134 return WINED3DERR_INVALIDCALL;
3136 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3137 constants, vector4f_count * sizeof(float) * 4);
3140 for (i = 0; i < vector4f_count; ++i)
3141 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3142 constants[i * 4], constants[i * 4 + 1],
3143 constants[i * 4 + 2], constants[i * 4 + 3]);
3146 if (!device->isRecordingState)
3148 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3149 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3152 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3153 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3158 HRESULT CDECL wined3d_device_get_ps_consts_f(struct wined3d_device *device,
3159 UINT start_register, float *constants, UINT vector4f_count)
3161 int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3163 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3164 device, start_register, constants, vector4f_count);
3166 if (!constants || count < 0)
3167 return WINED3DERR_INVALIDCALL;
3169 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3174 /* Context activation is done by the caller. */
3175 /* Do not call while under the GL lock. */
3176 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3177 static HRESULT process_vertices_strided(struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3178 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3181 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3182 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3185 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3189 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3191 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3194 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3196 ERR("Source has no position mask\n");
3197 return WINED3DERR_INVALIDCALL;
3200 if (!dest->resource.allocatedMemory)
3201 buffer_get_sysmem(dest, gl_info);
3203 /* Get a pointer into the destination vbo(create one if none exists) and
3204 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3206 if (!dest->buffer_object && gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
3208 dest->flags |= WINED3D_BUFFER_CREATEBO;
3209 wined3d_buffer_preload(dest);
3212 if (dest->buffer_object)
3214 unsigned char extrabytes = 0;
3215 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3216 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3217 * this may write 4 extra bytes beyond the area that should be written
3219 if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3220 dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3221 if(!dest_conv_addr) {
3222 ERR("Out of memory\n");
3223 /* Continue without storing converted vertices */
3225 dest_conv = dest_conv_addr;
3228 if (device->stateBlock->state.render_states[WINED3DRS_CLIPPING])
3230 static BOOL warned = FALSE;
3232 * The clipping code is not quite correct. Some things need
3233 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3234 * so disable clipping for now.
3235 * (The graphics in Half-Life are broken, and my processvertices
3236 * test crashes with IDirect3DDevice3)
3242 FIXME("Clipping is broken and disabled for now\n");
3244 } else doClip = FALSE;
3245 dest_ptr = ((char *)buffer_get_sysmem(dest, gl_info)) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3247 wined3d_device_get_transform(device, WINED3DTS_VIEW, &view_mat);
3248 wined3d_device_get_transform(device, WINED3DTS_PROJECTION, &proj_mat);
3249 wined3d_device_get_transform(device, WINED3DTS_WORLDMATRIX(0), &world_mat);
3251 TRACE("View mat:\n");
3252 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);
3253 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);
3254 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);
3255 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);
3257 TRACE("Proj mat:\n");
3258 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);
3259 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);
3260 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);
3261 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);
3263 TRACE("World mat:\n");
3264 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);
3265 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);
3266 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);
3267 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);
3269 /* Get the viewport */
3270 wined3d_device_get_viewport(device, &vp);
3271 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
3272 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
3274 multiply_matrix(&mat,&view_mat,&world_mat);
3275 multiply_matrix(&mat,&proj_mat,&mat);
3277 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3279 for (i = 0; i < dwCount; i+= 1) {
3280 unsigned int tex_index;
3282 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3283 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3284 /* The position first */
3285 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3286 const float *p = (const float *)(element->data.addr + i * element->stride);
3288 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3290 /* Multiplication with world, view and projection matrix */
3291 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0f * mat.u.s._41);
3292 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0f * mat.u.s._42);
3293 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0f * mat.u.s._43);
3294 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0f * mat.u.s._44);
3296 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3298 /* WARNING: The following things are taken from d3d7 and were not yet checked
3299 * against d3d8 or d3d9!
3302 /* Clipping conditions: From msdn
3304 * A vertex is clipped if it does not match the following requirements
3308 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3310 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3311 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3316 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3317 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3320 /* "Normal" viewport transformation (not clipped)
3321 * 1) The values are divided by rhw
3322 * 2) The y axis is negative, so multiply it with -1
3323 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3324 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3325 * 4) Multiply x with Width/2 and add Width/2
3326 * 5) The same for the height
3327 * 6) Add the viewpoint X and Y to the 2D coordinates and
3328 * The minimum Z value to z
3329 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3331 * Well, basically it's simply a linear transformation into viewport
3343 z *= vp.MaxZ - vp.MinZ;
3345 x += vp.Width / 2 + vp.X;
3346 y += vp.Height / 2 + vp.Y;
3351 /* That vertex got clipped
3352 * Contrary to OpenGL it is not dropped completely, it just
3353 * undergoes a different calculation.
3355 TRACE("Vertex got clipped\n");
3362 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3363 * outside of the main vertex buffer memory. That needs some more
3368 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3371 ( (float *) dest_ptr)[0] = x;
3372 ( (float *) dest_ptr)[1] = y;
3373 ( (float *) dest_ptr)[2] = z;
3374 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3376 dest_ptr += 3 * sizeof(float);
3378 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3379 dest_ptr += sizeof(float);
3384 ( (float *) dest_conv)[0] = x * w;
3385 ( (float *) dest_conv)[1] = y * w;
3386 ( (float *) dest_conv)[2] = z * w;
3387 ( (float *) dest_conv)[3] = w;
3389 dest_conv += 3 * sizeof(float);
3391 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3392 dest_conv += sizeof(float);
3396 if (DestFVF & WINED3DFVF_PSIZE) {
3397 dest_ptr += sizeof(DWORD);
3398 if(dest_conv) dest_conv += sizeof(DWORD);
3400 if (DestFVF & WINED3DFVF_NORMAL)
3402 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3403 const float *normal = (const float *)(element->data.addr + i * element->stride);
3404 /* AFAIK this should go into the lighting information */
3405 FIXME("Didn't expect the destination to have a normal\n");
3406 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3408 copy_and_next(dest_conv, normal, 3 * sizeof(float));
3412 if (DestFVF & WINED3DFVF_DIFFUSE)
3414 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3415 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3416 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3418 static BOOL warned = FALSE;
3421 ERR("No diffuse color in source, but destination has one\n");
3425 *( (DWORD *) dest_ptr) = 0xffffffff;
3426 dest_ptr += sizeof(DWORD);
3429 *( (DWORD *) dest_conv) = 0xffffffff;
3430 dest_conv += sizeof(DWORD);
3434 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3436 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
3437 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
3438 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
3439 dest_conv += sizeof(DWORD);
3444 if (DestFVF & WINED3DFVF_SPECULAR)
3446 /* What's the color value in the feedback buffer? */
3447 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3448 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3449 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3451 static BOOL warned = FALSE;
3454 ERR("No specular color in source, but destination has one\n");
3458 *( (DWORD *) dest_ptr) = 0xFF000000;
3459 dest_ptr += sizeof(DWORD);
3462 *( (DWORD *) dest_conv) = 0xFF000000;
3463 dest_conv += sizeof(DWORD);
3467 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3469 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
3470 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
3471 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
3472 dest_conv += sizeof(DWORD);
3477 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3479 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3480 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3481 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3483 ERR("No source texture, but destination requests one\n");
3484 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3485 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3488 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3490 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3500 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
3501 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3502 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
3503 dwCount * get_flexible_vertex_size(DestFVF),
3505 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3509 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3514 #undef copy_and_next
3516 /* Do not call while under the GL lock. */
3517 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3518 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3519 struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3521 struct wined3d_state *state = &device->stateBlock->state;
3522 BOOL vbo = FALSE, streamWasUP = state->user_stream;
3523 struct wined3d_stream_info stream_info;
3524 const struct wined3d_gl_info *gl_info;
3525 struct wined3d_context *context;
3526 struct wined3d_shader *vs;
3529 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3530 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3531 device, src_start_idx, dst_idx, vertex_count,
3532 dst_buffer, declaration, flags, dst_fvf);
3535 FIXME("Output vertex declaration not implemented yet.\n");
3537 /* Need any context to write to the vbo. */
3538 context = context_acquire(device, NULL);
3539 gl_info = context->gl_info;
3541 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3542 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3543 * restore it afterwards. */
3544 vs = state->vertex_shader;
3545 state->vertex_shader = NULL;
3546 state->user_stream = FALSE;
3547 device_stream_info_from_declaration(device, &stream_info, &vbo);
3548 state->user_stream = streamWasUP;
3549 state->vertex_shader = vs;
3551 if (vbo || src_start_idx)
3554 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3555 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3557 * Also get the start index in, but only loop over all elements if there's something to add at all.
3559 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3561 struct wined3d_stream_info_element *e;
3563 if (!(stream_info.use_map & (1 << i))) continue;
3565 e = &stream_info.elements[i];
3566 if (e->data.buffer_object)
3568 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3569 e->data.buffer_object = 0;
3570 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3572 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3573 vb->buffer_object = 0;
3577 e->data.addr += e->stride * src_start_idx;
3581 hr = process_vertices_strided(device, dst_idx, vertex_count,
3582 &stream_info, dst_buffer, flags, dst_fvf);
3584 context_release(context);
3589 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3590 UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD value)
3592 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3595 TRACE("device %p, stage %u, state %s, value %#x.\n",
3596 device, stage, debug_d3dtexturestate(state), value);
3598 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3600 WARN("Invalid state %#x passed.\n", state);
3604 if (stage >= gl_info->limits.texture_stages)
3606 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3607 stage, gl_info->limits.texture_stages - 1);
3611 old_value = device->updateStateBlock->state.texture_states[stage][state];
3612 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3613 device->updateStateBlock->state.texture_states[stage][state] = value;
3615 if (device->isRecordingState)
3617 TRACE("Recording... not performing anything.\n");
3621 /* Checked after the assignments to allow proper stateblock recording. */
3622 if (old_value == value)
3624 TRACE("Application is setting the old value over, nothing to do.\n");
3628 if (stage > device->stateBlock->state.lowest_disabled_stage
3629 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3630 == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP))
3632 /* Colorop change above lowest disabled stage? That won't change
3633 * anything in the GL setup. Changes in other states are important on
3634 * disabled stages too. */
3638 if (state == WINED3DTSS_COLOROP)
3642 if (value == WINED3DTOP_DISABLE && old_value != WINED3DTOP_DISABLE)
3644 /* Previously enabled stage disabled now. Make sure to dirtify
3645 * all enabled stages above stage, they have to be disabled.
3647 * The current stage is dirtified below. */
3648 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3650 TRACE("Additionally dirtifying stage %u.\n", i);
3651 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3653 device->stateBlock->state.lowest_disabled_stage = stage;
3654 TRACE("New lowest disabled: %u.\n", stage);
3656 else if (value != WINED3DTOP_DISABLE && old_value == WINED3DTOP_DISABLE)
3658 /* Previously disabled stage enabled. Stages above it may need
3659 * enabling. Stage must be lowest_disabled_stage here, if it's
3660 * bigger success is returned above, and stages below the lowest
3661 * disabled stage can't be enabled (because they are enabled
3664 * Again stage stage doesn't need to be dirtified here, it is
3666 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3668 if (device->updateStateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
3670 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3671 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3673 device->stateBlock->state.lowest_disabled_stage = i;
3674 TRACE("New lowest disabled: %u.\n", i);
3678 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3683 HRESULT CDECL wined3d_device_get_texture_stage_state(struct wined3d_device *device,
3684 UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD *value)
3686 TRACE("device %p, stage %u, state %s, value %p.\n",
3687 device, stage, debug_d3dtexturestate(state), value);
3689 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3691 WARN("Invalid state %#x passed.\n", state);
3695 *value = device->updateStateBlock->state.texture_states[stage][state];
3696 TRACE("Returning %#x.\n", *value);
3701 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3702 UINT stage, struct wined3d_texture *texture)
3704 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3705 struct wined3d_texture *prev;
3707 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3709 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3710 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3712 /* Windows accepts overflowing this array... we do not. */
3713 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3715 WARN("Ignoring invalid stage %u.\n", stage);
3719 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
3720 if (texture && texture->resource.pool == WINED3DPOOL_SCRATCH)
3722 WARN("Rejecting attempt to set scratch texture.\n");
3723 return WINED3DERR_INVALIDCALL;
3726 device->updateStateBlock->changed.textures |= 1 << stage;
3728 prev = device->updateStateBlock->state.textures[stage];
3729 TRACE("Previous texture %p.\n", prev);
3731 if (texture == prev)
3733 TRACE("App is setting the same texture again, nothing to do.\n");
3737 TRACE("Setting new texture to %p.\n", texture);
3738 device->updateStateBlock->state.textures[stage] = texture;
3740 if (device->isRecordingState)
3742 TRACE("Recording... not performing anything\n");
3744 if (texture) wined3d_texture_incref(texture);
3745 if (prev) wined3d_texture_decref(prev);
3752 LONG bind_count = InterlockedIncrement(&texture->bind_count);
3754 wined3d_texture_incref(texture);
3756 if (!prev || texture->target != prev->target)
3757 device_invalidate_state(device, STATE_PIXELSHADER);
3759 if (!prev && stage < gl_info->limits.texture_stages)
3761 /* The source arguments for color and alpha ops have different
3762 * meanings when a NULL texture is bound, so the COLOROP and
3763 * ALPHAOP have to be dirtified. */
3764 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3765 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3768 if (bind_count == 1)
3769 texture->sampler = stage;
3774 LONG bind_count = InterlockedDecrement(&prev->bind_count);
3776 wined3d_texture_decref(prev);
3778 if (!texture && stage < gl_info->limits.texture_stages)
3780 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3781 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3784 if (bind_count && prev->sampler == stage)
3788 /* Search for other stages the texture is bound to. Shouldn't
3789 * happen if applications bind textures to a single stage only. */
3790 TRACE("Searching for other stages the texture is bound to.\n");
3791 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3793 if (device->updateStateBlock->state.textures[i] == prev)
3795 TRACE("Texture is also bound to stage %u.\n", i);
3803 device_invalidate_state(device, STATE_SAMPLER(stage));
3808 HRESULT CDECL wined3d_device_get_texture(struct wined3d_device *device,
3809 UINT stage, struct wined3d_texture **texture)
3811 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3813 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3814 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3816 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3818 WARN("Ignoring invalid stage %u.\n", stage);
3819 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3822 *texture = device->stateBlock->state.textures[stage];
3824 wined3d_texture_incref(*texture);
3826 TRACE("Returning %p.\n", *texture);
3831 HRESULT CDECL wined3d_device_get_back_buffer(struct wined3d_device *device, UINT swapchain_idx,
3832 UINT backbuffer_idx, WINED3DBACKBUFFER_TYPE backbuffer_type, struct wined3d_surface **backbuffer)
3834 struct wined3d_swapchain *swapchain;
3837 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3838 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3840 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3843 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3847 hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3848 wined3d_swapchain_decref(swapchain);
3851 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3858 HRESULT CDECL wined3d_device_get_device_caps(struct wined3d_device *device, WINED3DCAPS *caps)
3860 TRACE("device %p, caps %p.\n", device, caps);
3862 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal, device->devType, caps);
3865 HRESULT CDECL wined3d_device_get_display_mode(struct wined3d_device *device,
3866 UINT swapchain_idx, WINED3DDISPLAYMODE *mode)
3868 struct wined3d_swapchain *swapchain;
3871 TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3875 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3878 hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3879 wined3d_swapchain_decref(swapchain);
3884 /* Don't read the real display mode, but return the stored mode
3885 * instead. X11 can't change the color depth, and some apps are
3886 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3887 * that GetDisplayMode still returns 24 bpp.
3889 * Also don't relay to the swapchain because with ddraw it's possible
3890 * that there isn't a swapchain at all. */
3891 mode->Width = device->ddraw_width;
3892 mode->Height = device->ddraw_height;
3893 mode->Format = device->ddraw_format;
3894 mode->RefreshRate = 0;
3901 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3903 struct wined3d_stateblock *stateblock;
3906 TRACE("device %p.\n", device);
3908 if (device->isRecordingState)
3909 return WINED3DERR_INVALIDCALL;
3911 hr = wined3d_stateblock_create(device, WINED3DSBT_RECORDED, &stateblock);
3915 wined3d_stateblock_decref(device->updateStateBlock);
3916 device->updateStateBlock = stateblock;
3917 device->isRecordingState = TRUE;
3919 TRACE("Recording stateblock %p.\n", stateblock);
3924 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3925 struct wined3d_stateblock **stateblock)
3927 struct wined3d_stateblock *object = device->updateStateBlock;
3929 TRACE("device %p, stateblock %p.\n", device, stateblock);
3931 if (!device->isRecordingState)
3933 WARN("Not recording.\n");
3935 return WINED3DERR_INVALIDCALL;
3938 stateblock_init_contained_states(object);
3940 *stateblock = object;
3941 device->isRecordingState = FALSE;
3942 device->updateStateBlock = device->stateBlock;
3943 wined3d_stateblock_incref(device->updateStateBlock);
3945 TRACE("Returning stateblock %p.\n", *stateblock);
3950 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3952 /* At the moment we have no need for any functionality at the beginning
3954 TRACE("device %p.\n", device);
3956 if (device->inScene)
3958 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3959 return WINED3DERR_INVALIDCALL;
3961 device->inScene = TRUE;
3965 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3967 struct wined3d_context *context;
3969 TRACE("device %p.\n", device);
3971 if (!device->inScene)
3973 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3974 return WINED3DERR_INVALIDCALL;
3977 context = context_acquire(device, NULL);
3978 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3980 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3982 context_release(context);
3984 device->inScene = FALSE;
3988 HRESULT CDECL wined3d_device_present(struct wined3d_device *device, const RECT *src_rect,
3989 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
3993 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
3994 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
3995 dst_window_override, dirty_region);
3997 for (i = 0; i < device->swapchain_count; ++i)
3999 wined3d_swapchain_present(device->swapchains[i], src_rect,
4000 dst_rect, dst_window_override, dirty_region, 0);
4006 /* Do not call while under the GL lock. */
4007 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
4008 const RECT *rects, DWORD flags, WINED3DCOLOR color, float depth, DWORD stencil)
4010 const WINED3DCOLORVALUE c = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
4013 TRACE("device %p, rect_count %u, rects %p, flags %#x, color 0x%08x, depth %.8e, stencil %u.\n",
4014 device, rect_count, rects, flags, color, depth, stencil);
4016 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
4018 struct wined3d_surface *ds = device->fb.depth_stencil;
4021 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4022 /* TODO: What about depth stencil buffers without stencil bits? */
4023 return WINED3DERR_INVALIDCALL;
4025 else if (flags & WINED3DCLEAR_TARGET)
4027 if (ds->resource.width < device->fb.render_targets[0]->resource.width
4028 || ds->resource.height < device->fb.render_targets[0]->resource.height)
4030 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4036 wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
4038 return device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
4039 &device->fb, rect_count, rects,
4040 &draw_rect, flags, &c, depth, stencil);
4043 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
4044 WINED3DPRIMITIVETYPE primitive_type)
4046 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
4048 device->updateStateBlock->changed.primitive_type = TRUE;
4049 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
4052 void CDECL wined3d_device_get_primitive_type(struct wined3d_device *device,
4053 WINED3DPRIMITIVETYPE *primitive_type)
4055 TRACE("device %p, primitive_type %p\n", device, primitive_type);
4057 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
4059 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
4062 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
4064 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
4066 if (!device->stateBlock->state.vertex_declaration)
4068 WARN("Called without a valid vertex declaration set.\n");
4069 return WINED3DERR_INVALIDCALL;
4072 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4073 if (device->stateBlock->state.user_stream)
4075 device_invalidate_state(device, STATE_INDEXBUFFER);
4076 device->stateBlock->state.user_stream = FALSE;
4079 if (device->stateBlock->state.load_base_vertex_index)
4081 device->stateBlock->state.load_base_vertex_index = 0;
4082 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4085 /* Account for the loading offset due to index buffers. Instead of
4086 * reloading all sources correct it with the startvertex parameter. */
4087 drawPrimitive(device, vertex_count, start_vertex, 0, NULL);
4091 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4093 struct wined3d_buffer *index_buffer;
4094 UINT index_size = 2;
4096 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4098 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4100 index_buffer = device->stateBlock->state.index_buffer;
4103 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4104 * without an index buffer set. (The first time at least...)
4105 * D3D8 simply dies, but I doubt it can do much harm to return
4106 * D3DERR_INVALIDCALL there as well. */
4107 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4108 return WINED3DERR_INVALIDCALL;
4111 if (!device->stateBlock->state.vertex_declaration)
4113 WARN("Called without a valid vertex declaration set.\n");
4114 return WINED3DERR_INVALIDCALL;
4117 if (device->stateBlock->state.user_stream)
4119 device_invalidate_state(device, STATE_INDEXBUFFER);
4120 device->stateBlock->state.user_stream = FALSE;
4122 vbo = index_buffer->buffer_object;
4124 if (device->stateBlock->state.index_format == WINED3DFMT_R16_UINT)
4129 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4130 device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4132 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4133 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4136 drawPrimitive(device, index_count, start_idx, index_size,
4137 vbo ? NULL : index_buffer->resource.allocatedMemory);
4142 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
4143 const void *stream_data, UINT stream_stride)
4145 struct wined3d_stream_state *stream;
4146 struct wined3d_buffer *vb;
4148 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4149 device, vertex_count, stream_data, stream_stride);
4151 if (!device->stateBlock->state.vertex_declaration)
4153 WARN("Called without a valid vertex declaration set.\n");
4154 return WINED3DERR_INVALIDCALL;
4157 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4158 stream = &device->stateBlock->state.streams[0];
4159 vb = stream->buffer;
4160 stream->buffer = (struct wined3d_buffer *)stream_data;
4162 wined3d_buffer_decref(vb);
4164 stream->stride = stream_stride;
4165 device->stateBlock->state.user_stream = TRUE;
4166 if (device->stateBlock->state.load_base_vertex_index)
4168 device->stateBlock->state.load_base_vertex_index = 0;
4169 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4172 /* TODO: Only mark dirty if drawing from a different UP address */
4173 device_invalidate_state(device, STATE_STREAMSRC);
4175 drawPrimitive(device, vertex_count, 0, 0, NULL);
4177 /* MSDN specifies stream zero settings must be set to NULL */
4178 stream->buffer = NULL;
4181 /* stream zero settings set to null at end, as per the msdn. No need to
4182 * mark dirty here, the app has to set the new stream sources or use UP
4187 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4188 UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4189 const void *stream_data, UINT stream_stride)
4191 struct wined3d_stream_state *stream;
4192 struct wined3d_buffer *vb, *ib;
4195 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4196 device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4198 if (!device->stateBlock->state.vertex_declaration)
4200 WARN("(%p) : Called without a valid vertex declaration set\n", device);
4201 return WINED3DERR_INVALIDCALL;
4204 if (index_data_format_id == WINED3DFMT_R16_UINT)
4209 stream = &device->stateBlock->state.streams[0];
4210 vb = stream->buffer;
4211 stream->buffer = (struct wined3d_buffer *)stream_data;
4213 wined3d_buffer_decref(vb);
4215 stream->stride = stream_stride;
4216 device->stateBlock->state.user_stream = TRUE;
4218 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4219 device->stateBlock->state.base_vertex_index = 0;
4220 if (device->stateBlock->state.load_base_vertex_index)
4222 device->stateBlock->state.load_base_vertex_index = 0;
4223 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4225 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4226 device_invalidate_state(device, STATE_STREAMSRC);
4227 device_invalidate_state(device, STATE_INDEXBUFFER);
4229 drawPrimitive(device, index_count, 0, index_size, index_data);
4231 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4232 stream->buffer = NULL;
4234 ib = device->stateBlock->state.index_buffer;
4237 wined3d_buffer_decref(ib);
4238 device->stateBlock->state.index_buffer = NULL;
4240 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4241 * SetStreamSource to specify a vertex buffer
4247 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4248 UINT vertex_count, const WineDirect3DVertexStridedData *strided_data)
4250 /* Mark the state dirty until we have nicer tracking. It's fine to change
4251 * baseVertexIndex because that call is only called by ddraw which does
4252 * not need that value. */
4253 device_invalidate_state(device, STATE_VDECL);
4254 device_invalidate_state(device, STATE_INDEXBUFFER);
4255 device->stateBlock->state.base_vertex_index = 0;
4256 device->up_strided = strided_data;
4257 drawPrimitive(device, vertex_count, 0, 0, NULL);
4258 device->up_strided = NULL;
4262 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4263 UINT index_count, const WineDirect3DVertexStridedData *strided_data,
4264 UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4266 UINT index_size = index_data_format_id == WINED3DFMT_R32_UINT ? 4 : 2;
4268 /* Mark the state dirty until we have nicer tracking
4269 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4272 device_invalidate_state(device, STATE_VDECL);
4273 device_invalidate_state(device, STATE_INDEXBUFFER);
4274 device->stateBlock->state.user_stream = TRUE;
4275 device->stateBlock->state.base_vertex_index = 0;
4276 device->up_strided = strided_data;
4277 drawPrimitive(device, index_count, 0, index_size, index_data);
4278 device->up_strided = NULL;
4282 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4283 static HRESULT device_update_volume(struct wined3d_device *device,
4284 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4286 WINED3DLOCKED_BOX src;
4287 WINED3DLOCKED_BOX dst;
4290 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4291 device, src_volume, dst_volume);
4293 /* TODO: Implement direct loading into the gl volume instead of using
4294 * memcpy and dirtification to improve loading performance. */
4295 hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY);
4296 if (FAILED(hr)) return hr;
4297 hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD);
4300 wined3d_volume_unmap(src_volume);
4304 memcpy(dst.pBits, src.pBits, dst_volume->resource.size);
4306 hr = wined3d_volume_unmap(dst_volume);
4308 wined3d_volume_unmap(src_volume);
4310 hr = wined3d_volume_unmap(src_volume);
4315 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4316 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4318 unsigned int level_count, i;
4319 WINED3DRESOURCETYPE type;
4322 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4324 /* Verify that the source and destination textures are non-NULL. */
4325 if (!src_texture || !dst_texture)
4327 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4328 return WINED3DERR_INVALIDCALL;
4331 if (src_texture == dst_texture)
4333 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4334 return WINED3DERR_INVALIDCALL;
4337 /* Verify that the source and destination textures are the same type. */
4338 type = src_texture->resource.resourceType;
4339 if (dst_texture->resource.resourceType != type)
4341 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4342 return WINED3DERR_INVALIDCALL;
4345 /* Check that both textures have the identical numbers of levels. */
4346 level_count = wined3d_texture_get_level_count(src_texture);
4347 if (wined3d_texture_get_level_count(dst_texture) != level_count)
4349 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4350 return WINED3DERR_INVALIDCALL;
4353 /* Make sure that the destination texture is loaded. */
4354 dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4356 /* Update every surface level of the texture. */
4359 case WINED3DRTYPE_TEXTURE:
4361 struct wined3d_surface *src_surface;
4362 struct wined3d_surface *dst_surface;
4364 for (i = 0; i < level_count; ++i)
4366 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4367 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4368 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4371 WARN("Failed to update surface, hr %#x.\n", hr);
4378 case WINED3DRTYPE_CUBETEXTURE:
4380 struct wined3d_surface *src_surface;
4381 struct wined3d_surface *dst_surface;
4383 for (i = 0; i < level_count * 6; ++i)
4385 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4386 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4387 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4390 WARN("Failed to update surface, hr %#x.\n", hr);
4397 case WINED3DRTYPE_VOLUMETEXTURE:
4399 for (i = 0; i < level_count; ++i)
4401 hr = device_update_volume(device,
4402 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4403 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4406 WARN("Failed to update volume, hr %#x.\n", hr);
4414 FIXME("Unsupported texture type %#x.\n", type);
4415 return WINED3DERR_INVALIDCALL;
4421 HRESULT CDECL wined3d_device_get_front_buffer_data(struct wined3d_device *device,
4422 UINT swapchain_idx, struct wined3d_surface *dst_surface)
4424 struct wined3d_swapchain *swapchain;
4427 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4429 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4430 if (FAILED(hr)) return hr;
4432 hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4433 wined3d_swapchain_decref(swapchain);
4438 HRESULT CDECL wined3d_device_validate_device(struct wined3d_device *device, DWORD *num_passes)
4440 const struct wined3d_state *state = &device->stateBlock->state;
4441 struct wined3d_texture *texture;
4444 TRACE("device %p, num_passes %p.\n", device, num_passes);
4446 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4448 if (state->sampler_states[i][WINED3DSAMP_MINFILTER] == WINED3DTEXF_NONE)
4450 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4451 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4453 if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] == WINED3DTEXF_NONE)
4455 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4456 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4459 texture = state->textures[i];
4460 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4462 if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] != WINED3DTEXF_POINT)
4464 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4467 if (state->sampler_states[i][WINED3DSAMP_MINFILTER] != WINED3DTEXF_POINT)
4469 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4472 if (state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_NONE
4473 && state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_POINT)
4475 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4480 if (state->render_states[WINED3DRS_ZENABLE] || state->render_states[WINED3DRS_ZWRITEENABLE] ||
4481 state->render_states[WINED3DRS_STENCILENABLE])
4483 struct wined3d_surface *ds = device->fb.depth_stencil;
4484 struct wined3d_surface *target = device->fb.render_targets[0];
4487 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4489 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4490 return WINED3DERR_CONFLICTINGRENDERSTATE;
4494 /* return a sensible default */
4497 TRACE("returning D3D_OK\n");
4501 static void dirtify_p8_texture_samplers(struct wined3d_device *device)
4505 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4507 struct wined3d_texture *texture = device->stateBlock->state.textures[i];
4508 if (texture && (texture->resource.format->id == WINED3DFMT_P8_UINT
4509 || texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM))
4510 device_invalidate_state(device, STATE_SAMPLER(i));
4514 HRESULT CDECL wined3d_device_set_palette_entries(struct wined3d_device *device,
4515 UINT palette_idx, const PALETTEENTRY *entries)
4519 TRACE("device %p, palette_idx %u, entries %p.\n", device, palette_idx, entries);
4521 if (palette_idx >= MAX_PALETTES)
4523 WARN("Invalid palette index %u.\n", palette_idx);
4524 return WINED3DERR_INVALIDCALL;
4527 if (palette_idx >= device->palette_count)
4529 UINT new_size = device->palette_count;
4530 PALETTEENTRY **palettes;
4535 } while (palette_idx >= new_size);
4536 palettes = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, device->palettes, sizeof(*palettes) * new_size);
4539 ERR("Out of memory!\n");
4540 return E_OUTOFMEMORY;
4542 device->palettes = palettes;
4543 device->palette_count = new_size;
4546 if (!device->palettes[palette_idx])
4548 device->palettes[palette_idx] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
4549 if (!device->palettes[palette_idx])
4551 ERR("Out of memory!\n");
4552 return E_OUTOFMEMORY;
4556 for (i = 0; i < 256; ++i)
4558 device->palettes[palette_idx][i].peRed = entries[i].peRed;
4559 device->palettes[palette_idx][i].peGreen = entries[i].peGreen;
4560 device->palettes[palette_idx][i].peBlue = entries[i].peBlue;
4561 device->palettes[palette_idx][i].peFlags = entries[i].peFlags;
4564 if (palette_idx == device->currentPalette)
4565 dirtify_p8_texture_samplers(device);
4570 HRESULT CDECL wined3d_device_get_palette_entries(struct wined3d_device *device,
4571 UINT palette_idx, PALETTEENTRY *entries)
4575 TRACE("device %p, palette_idx %u, entries %p.\n", device, palette_idx, entries);
4577 if (palette_idx >= device->palette_count || !device->palettes[palette_idx])
4579 /* What happens in such situation isn't documented; Native seems to
4580 * silently abort on such conditions. */
4581 WARN("Invalid palette index %u.\n", palette_idx);
4582 return WINED3DERR_INVALIDCALL;
4585 for (i = 0; i < 256; ++i)
4587 entries[i].peRed = device->palettes[palette_idx][i].peRed;
4588 entries[i].peGreen = device->palettes[palette_idx][i].peGreen;
4589 entries[i].peBlue = device->palettes[palette_idx][i].peBlue;
4590 entries[i].peFlags = device->palettes[palette_idx][i].peFlags;
4596 HRESULT CDECL wined3d_device_set_current_texture_palette(struct wined3d_device *device, UINT palette_idx)
4598 TRACE("device %p, palette_idx %u.\n", device, palette_idx);
4600 /* Native appears to silently abort on attempt to make an uninitialized
4601 * palette current and render. (tested with reference rasterizer). */
4602 if (palette_idx >= device->palette_count || !device->palettes[palette_idx])
4604 WARN("Invalid palette index %u.\n", palette_idx);
4605 return WINED3DERR_INVALIDCALL;
4608 /* TODO: stateblocks? */
4609 if (device->currentPalette != palette_idx)
4611 device->currentPalette = palette_idx;
4612 dirtify_p8_texture_samplers(device);
4618 HRESULT CDECL wined3d_device_get_current_texture_palette(struct wined3d_device *device, UINT *palette_idx)
4620 TRACE("device %p, palette_idx %p.\n", device, palette_idx);
4623 return WINED3DERR_INVALIDCALL;
4625 *palette_idx = device->currentPalette;
4630 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4634 TRACE("device %p, software %#x.\n", device, software);
4638 FIXME("device %p, software %#x stub!\n", device, software);
4642 device->softwareVertexProcessing = software;
4647 BOOL CDECL wined3d_device_get_software_vertex_processing(struct wined3d_device *device)
4651 TRACE("device %p.\n", device);
4655 TRACE("device %p stub!\n", device);
4659 return device->softwareVertexProcessing;
4662 HRESULT CDECL wined3d_device_get_raster_status(struct wined3d_device *device,
4663 UINT swapchain_idx, WINED3DRASTER_STATUS *raster_status)
4665 struct wined3d_swapchain *swapchain;
4668 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4669 device, swapchain_idx, raster_status);
4671 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4674 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4678 hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4679 wined3d_swapchain_decref(swapchain);
4682 WARN("Failed to get raster status, hr %#x.\n", hr);
4689 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4693 TRACE("device %p, segments %.8e.\n", device, segments);
4695 if (segments != 0.0f)
4699 FIXME("device %p, segments %.8e stub!\n", device, segments);
4707 float CDECL wined3d_device_get_npatch_mode(struct wined3d_device *device)
4711 TRACE("device %p.\n", device);
4715 FIXME("device %p stub!\n", device);
4722 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4723 struct wined3d_surface *src_surface, const RECT *src_rect,
4724 struct wined3d_surface *dst_surface, const POINT *dst_point)
4726 const struct wined3d_format *src_format;
4727 const struct wined3d_format *dst_format;
4728 const struct wined3d_gl_info *gl_info;
4729 struct wined3d_context *context;
4730 struct wined3d_bo_address data;
4731 struct wined3d_format format;
4732 UINT update_w, update_h;
4733 CONVERT_TYPES convert;
4740 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4741 device, src_surface, wine_dbgstr_rect(src_rect),
4742 dst_surface, wine_dbgstr_point(dst_point));
4744 if (src_surface->resource.pool != WINED3DPOOL_SYSTEMMEM || dst_surface->resource.pool != WINED3DPOOL_DEFAULT)
4746 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4747 src_surface, dst_surface);
4748 return WINED3DERR_INVALIDCALL;
4751 src_format = src_surface->resource.format;
4752 dst_format = dst_surface->resource.format;
4754 if (src_format->id != dst_format->id)
4756 WARN("Source and destination surfaces should have the same format.\n");
4757 return WINED3DERR_INVALIDCALL;
4766 else if (dst_point->x < 0 || dst_point->y < 0)
4768 WARN("Invalid destination point.\n");
4769 return WINED3DERR_INVALIDCALL;
4776 r.right = src_surface->resource.width;
4777 r.bottom = src_surface->resource.height;
4780 else if (src_rect->left < 0 || src_rect->left >= src_rect->right
4781 || src_rect->top < 0 || src_rect->top >= src_rect->bottom)
4783 WARN("Invalid source rectangle.\n");
4784 return WINED3DERR_INVALIDCALL;
4787 src_w = src_surface->resource.width;
4788 src_h = src_surface->resource.height;
4790 dst_w = dst_surface->resource.width;
4791 dst_h = dst_surface->resource.height;
4793 update_w = src_rect->right - src_rect->left;
4794 update_h = src_rect->bottom - src_rect->top;
4796 if (update_w > dst_w || dst_point->x > dst_w - update_w
4797 || update_h > dst_h || dst_point->y > dst_h - update_h)
4799 WARN("Destination out of bounds.\n");
4800 return WINED3DERR_INVALIDCALL;
4803 /* NPOT block sizes would be silly. */
4804 if ((src_format->flags & WINED3DFMT_FLAG_COMPRESSED)
4805 && ((update_w & (src_format->block_width - 1) || update_h & (src_format->block_height - 1))
4806 && (src_w != update_w || dst_w != update_w || src_h != update_h || dst_h != update_h)))
4808 WARN("Update rect not block-aligned.\n");
4809 return WINED3DERR_INVALIDCALL;
4812 /* This call loads the OpenGL surface directly, instead of copying the
4813 * surface to the destination's sysmem copy. If surface conversion is
4814 * needed, use BltFast instead to copy in sysmem and use regular surface
4816 d3dfmt_get_conv(dst_surface, FALSE, TRUE, &format, &convert);
4817 if (convert != NO_CONVERSION || format.convert)
4818 return wined3d_surface_bltfast(dst_surface, dst_point->x, dst_point->y, src_surface, src_rect, 0);
4820 context = context_acquire(device, NULL);
4821 gl_info = context->gl_info;
4824 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4825 checkGLcall("glActiveTextureARB");
4828 /* Only load the surface for partial updates. For newly allocated texture
4829 * the texture wouldn't be the current location, and we'd upload zeroes
4830 * just to overwrite them again. */
4831 if (update_w == dst_w && update_h == dst_h)
4832 surface_prepare_texture(dst_surface, gl_info, FALSE);
4834 surface_load_location(dst_surface, SFLAG_INTEXTURE, NULL);
4835 surface_bind(dst_surface, gl_info, FALSE);
4837 data.buffer_object = 0;
4838 data.addr = src_surface->resource.allocatedMemory;
4841 ERR("Source surface has no allocated memory, but should be a sysmem surface.\n");
4843 surface_upload_data(dst_surface, gl_info, src_format, src_rect, src_w, dst_point, FALSE, &data);
4845 context_release(context);
4847 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
4848 sampler = device->rev_tex_unit_map[0];
4849 if (sampler != WINED3D_UNMAPPED_STAGE)
4850 device_invalidate_state(device, STATE_SAMPLER(sampler));
4855 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4856 const float *num_segs, const WINED3DRECTPATCH_INFO *rect_patch_info)
4858 struct WineD3DRectPatch *patch;
4859 GLenum old_primitive_type;
4864 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4865 device, handle, num_segs, rect_patch_info);
4867 if (!(handle || rect_patch_info))
4869 /* TODO: Write a test for the return value, thus the FIXME */
4870 FIXME("Both handle and rect_patch_info are NULL.\n");
4871 return WINED3DERR_INVALIDCALL;
4876 i = PATCHMAP_HASHFUNC(handle);
4878 LIST_FOR_EACH(e, &device->patches[i])
4880 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4881 if (patch->Handle == handle)
4890 TRACE("Patch does not exist. Creating a new one\n");
4891 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4892 patch->Handle = handle;
4893 list_add_head(&device->patches[i], &patch->entry);
4895 TRACE("Found existing patch %p\n", patch);
4900 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4901 * attributes we have to tesselate, read back, and draw. This needs a patch
4902 * management structure instance. Create one.
4904 * A possible improvement is to check if a vertex shader is used, and if not directly
4907 FIXME("Drawing an uncached patch. This is slow\n");
4908 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4911 if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4912 || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4913 || (rect_patch_info && memcmp(rect_patch_info, &patch->RectPatchInfo, sizeof(*rect_patch_info))))
4916 TRACE("Tesselation density or patch info changed, retesselating\n");
4918 if (rect_patch_info)
4919 patch->RectPatchInfo = *rect_patch_info;
4921 patch->numSegs[0] = num_segs[0];
4922 patch->numSegs[1] = num_segs[1];
4923 patch->numSegs[2] = num_segs[2];
4924 patch->numSegs[3] = num_segs[3];
4926 hr = tesselate_rectpatch(device, patch);
4929 WARN("Patch tesselation failed.\n");
4931 /* Do not release the handle to store the params of the patch */
4933 HeapFree(GetProcessHeap(), 0, patch);
4939 old_primitive_type = device->stateBlock->state.gl_primitive_type;
4940 device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
4941 wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
4942 device->stateBlock->state.gl_primitive_type = old_primitive_type;
4944 /* Destroy uncached patches */
4947 HeapFree(GetProcessHeap(), 0, patch->mem);
4948 HeapFree(GetProcessHeap(), 0, patch);
4953 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4954 const float *segment_count, const WINED3DTRIPATCH_INFO *patch_info)
4956 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4957 device, handle, segment_count, patch_info);
4962 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4964 struct WineD3DRectPatch *patch;
4968 TRACE("device %p, handle %#x.\n", device, handle);
4970 i = PATCHMAP_HASHFUNC(handle);
4971 LIST_FOR_EACH(e, &device->patches[i])
4973 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4974 if (patch->Handle == handle)
4976 TRACE("Deleting patch %p\n", patch);
4977 list_remove(&patch->entry);
4978 HeapFree(GetProcessHeap(), 0, patch->mem);
4979 HeapFree(GetProcessHeap(), 0, patch);
4984 /* TODO: Write a test for the return value */
4985 FIXME("Attempt to destroy nonexistent patch\n");
4986 return WINED3DERR_INVALIDCALL;
4989 /* Do not call while under the GL lock. */
4990 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4991 struct wined3d_surface *surface, const RECT *rect, const WINED3DCOLORVALUE *color)
4993 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
4994 device, surface, wine_dbgstr_rect(rect),
4995 color->r, color->g, color->b, color->a);
4997 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM)
4999 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
5000 return WINED3DERR_INVALIDCALL;
5003 return surface_color_fill(surface, rect, color);
5006 /* Do not call while under the GL lock. */
5007 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
5008 struct wined3d_rendertarget_view *rendertarget_view, const WINED3DCOLORVALUE *color)
5010 struct wined3d_resource *resource;
5013 resource = rendertarget_view->resource;
5014 if (resource->resourceType != WINED3DRTYPE_SURFACE)
5016 FIXME("Only supported on surface resources\n");
5020 hr = surface_color_fill(surface_from_resource(resource), NULL, color);
5021 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
5024 HRESULT CDECL wined3d_device_get_render_target(struct wined3d_device *device,
5025 UINT render_target_idx, struct wined3d_surface **render_target)
5027 TRACE("device %p, render_target_idx %u, render_target %p.\n",
5028 device, render_target_idx, render_target);
5030 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
5032 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
5033 return WINED3DERR_INVALIDCALL;
5036 *render_target = device->fb.render_targets[render_target_idx];
5038 wined3d_surface_incref(*render_target);
5040 TRACE("Returning render target %p.\n", *render_target);
5045 HRESULT CDECL wined3d_device_get_depth_stencil(struct wined3d_device *device, struct wined3d_surface **depth_stencil)
5047 TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
5049 *depth_stencil = device->fb.depth_stencil;
5050 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
5052 if (!*depth_stencil)
5053 return WINED3DERR_NOTFOUND;
5055 wined3d_surface_incref(*depth_stencil);
5060 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
5061 UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
5063 struct wined3d_surface *prev;
5065 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
5066 device, render_target_idx, render_target, set_viewport);
5068 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
5070 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
5071 return WINED3DERR_INVALIDCALL;
5074 prev = device->fb.render_targets[render_target_idx];
5075 if (render_target == prev)
5077 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5081 /* Render target 0 can't be set to NULL. */
5082 if (!render_target && !render_target_idx)
5084 WARN("Trying to set render target 0 to NULL.\n");
5085 return WINED3DERR_INVALIDCALL;
5088 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
5090 FIXME("Surface %p doesn't have render target usage.\n", render_target);
5091 return WINED3DERR_INVALIDCALL;
5095 wined3d_surface_incref(render_target);
5096 device->fb.render_targets[render_target_idx] = render_target;
5097 /* Release after the assignment, to prevent device_resource_released()
5098 * from seeing the surface as still in use. */
5100 wined3d_surface_decref(prev);
5102 /* Render target 0 is special. */
5103 if (!render_target_idx && set_viewport)
5105 /* Set the viewport and scissor rectangles, if requested. Tests show
5106 * that stateblock recording is ignored, the change goes directly
5107 * into the primary stateblock. */
5108 device->stateBlock->state.viewport.Height = device->fb.render_targets[0]->resource.height;
5109 device->stateBlock->state.viewport.Width = device->fb.render_targets[0]->resource.width;
5110 device->stateBlock->state.viewport.X = 0;
5111 device->stateBlock->state.viewport.Y = 0;
5112 device->stateBlock->state.viewport.MaxZ = 1.0f;
5113 device->stateBlock->state.viewport.MinZ = 0.0f;
5114 device_invalidate_state(device, STATE_VIEWPORT);
5116 device->stateBlock->state.scissor_rect.top = 0;
5117 device->stateBlock->state.scissor_rect.left = 0;
5118 device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.Width;
5119 device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.Height;
5120 device_invalidate_state(device, STATE_SCISSORRECT);
5123 device_invalidate_state(device, STATE_FRAMEBUFFER);
5128 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
5130 struct wined3d_surface *prev = device->fb.depth_stencil;
5132 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
5133 device, depth_stencil, prev);
5135 if (prev == depth_stencil)
5137 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5143 if (device->swapchains[0]->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
5144 || prev->flags & SFLAG_DISCARD)
5146 surface_modify_ds_location(prev, SFLAG_DS_DISCARDED,
5147 prev->resource.width, prev->resource.height);
5148 if (prev == device->onscreen_depth_stencil)
5150 wined3d_surface_decref(device->onscreen_depth_stencil);
5151 device->onscreen_depth_stencil = NULL;
5156 device->fb.depth_stencil = depth_stencil;
5158 wined3d_surface_incref(depth_stencil);
5160 wined3d_surface_decref(prev);
5162 if (!prev != !depth_stencil)
5164 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
5165 device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZENABLE));
5166 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILENABLE));
5167 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
5168 device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
5170 else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
5172 device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
5175 device_invalidate_state(device, STATE_FRAMEBUFFER);
5180 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
5181 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
5183 WINED3DLOCKED_RECT lockedRect;
5185 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
5186 device, x_hotspot, y_hotspot, cursor_image);
5188 /* some basic validation checks */
5189 if (device->cursorTexture)
5191 struct wined3d_context *context = context_acquire(device, NULL);
5193 glDeleteTextures(1, &device->cursorTexture);
5195 context_release(context);
5196 device->cursorTexture = 0;
5201 WINED3DLOCKED_RECT rect;
5203 /* MSDN: Cursor must be A8R8G8B8 */
5204 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
5206 WARN("surface %p has an invalid format.\n", cursor_image);
5207 return WINED3DERR_INVALIDCALL;
5210 /* MSDN: Cursor must be smaller than the display mode */
5211 if (cursor_image->resource.width > device->ddraw_width
5212 || cursor_image->resource.height > device->ddraw_height)
5214 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
5215 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
5216 device->ddraw_width, device->ddraw_height);
5217 return WINED3DERR_INVALIDCALL;
5220 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5222 /* Do not store the surface's pointer because the application may
5223 * release it after setting the cursor image. Windows doesn't
5224 * addref the set surface, so we can't do this either without
5225 * creating circular refcount dependencies. Copy out the gl texture
5227 device->cursorWidth = cursor_image->resource.width;
5228 device->cursorHeight = cursor_image->resource.height;
5229 if (SUCCEEDED(wined3d_surface_map(cursor_image, &rect, NULL, WINED3DLOCK_READONLY)))
5231 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5232 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
5233 struct wined3d_context *context;
5234 char *mem, *bits = rect.pBits;
5235 GLint intfmt = format->glInternal;
5236 GLint gl_format = format->glFormat;
5237 GLint type = format->glType;
5238 INT height = device->cursorHeight;
5239 INT width = device->cursorWidth;
5240 INT bpp = format->byte_count;
5244 /* Reformat the texture memory (pitch and width can be
5246 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
5247 for(i = 0; i < height; i++)
5248 memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
5249 wined3d_surface_unmap(cursor_image);
5251 context = context_acquire(device, NULL);
5255 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5257 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
5258 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5261 /* Make sure that a proper texture unit is selected */
5262 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
5263 checkGLcall("glActiveTextureARB");
5264 sampler = device->rev_tex_unit_map[0];
5265 if (sampler != WINED3D_UNMAPPED_STAGE)
5266 device_invalidate_state(device, STATE_SAMPLER(sampler));
5267 /* Create a new cursor texture */
5268 glGenTextures(1, &device->cursorTexture);
5269 checkGLcall("glGenTextures");
5270 glBindTexture(GL_TEXTURE_2D, device->cursorTexture);
5271 checkGLcall("glBindTexture");
5272 /* Copy the bitmap memory into the cursor texture */
5273 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
5274 checkGLcall("glTexImage2D");
5275 HeapFree(GetProcessHeap(), 0, mem);
5277 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5279 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
5280 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5285 context_release(context);
5289 FIXME("A cursor texture was not returned.\n");
5290 device->cursorTexture = 0;
5293 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
5295 /* Draw a hardware cursor */
5296 ICONINFO cursorInfo;
5298 /* Create and clear maskBits because it is not needed for
5299 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5301 DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
5302 (cursor_image->resource.width * cursor_image->resource.height / 8));
5303 wined3d_surface_map(cursor_image, &lockedRect, NULL,
5304 WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY);
5305 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
5307 cursorInfo.fIcon = FALSE;
5308 cursorInfo.xHotspot = x_hotspot;
5309 cursorInfo.yHotspot = y_hotspot;
5310 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5312 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5313 1, 32, lockedRect.pBits);
5314 wined3d_surface_unmap(cursor_image);
5315 /* Create our cursor and clean up. */
5316 cursor = CreateIconIndirect(&cursorInfo);
5317 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
5318 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
5319 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
5320 device->hardwareCursor = cursor;
5321 if (device->bCursorVisible) SetCursor( cursor );
5322 HeapFree(GetProcessHeap(), 0, maskBits);
5326 device->xHotSpot = x_hotspot;
5327 device->yHotSpot = y_hotspot;
5331 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5332 int x_screen_space, int y_screen_space, DWORD flags)
5334 TRACE("device %p, x %d, y %d, flags %#x.\n",
5335 device, x_screen_space, y_screen_space, flags);
5337 device->xScreenSpace = x_screen_space;
5338 device->yScreenSpace = y_screen_space;
5340 /* switch to the software cursor if position diverges from the hardware one */
5341 if (device->hardwareCursor)
5344 GetCursorPos( &pt );
5345 if (x_screen_space != pt.x || y_screen_space != pt.y)
5347 if (device->bCursorVisible) SetCursor( NULL );
5348 DestroyCursor( device->hardwareCursor );
5349 device->hardwareCursor = 0;
5354 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5356 BOOL oldVisible = device->bCursorVisible;
5358 TRACE("device %p, show %#x.\n", device, show);
5361 * When ShowCursor is first called it should make the cursor appear at the OS's last
5362 * known cursor position.
5364 if (show && !oldVisible)
5368 device->xScreenSpace = pt.x;
5369 device->yScreenSpace = pt.y;
5372 if (device->hardwareCursor)
5374 device->bCursorVisible = show;
5376 SetCursor(device->hardwareCursor);
5382 if (device->cursorTexture)
5383 device->bCursorVisible = show;
5389 HRESULT CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5391 struct wined3d_resource *resource, *cursor;
5393 TRACE("device %p.\n", device);
5395 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5397 TRACE("Checking resource %p for eviction.\n", resource);
5399 if (resource->pool == WINED3DPOOL_MANAGED)
5401 TRACE("Evicting %p.\n", resource);
5402 resource->resource_ops->resource_unload(resource);
5406 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5407 device_invalidate_state(device, STATE_STREAMSRC);
5412 static HRESULT updateSurfaceDesc(struct wined3d_surface *surface,
5413 const WINED3DPRESENT_PARAMETERS *pPresentationParameters)
5415 struct wined3d_device *device = surface->resource.device;
5416 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5418 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5419 if (surface->flags & SFLAG_DIBSECTION)
5421 /* Release the DC */
5422 SelectObject(surface->hDC, surface->dib.holdbitmap);
5423 DeleteDC(surface->hDC);
5424 /* Release the DIB section */
5425 DeleteObject(surface->dib.DIBsection);
5426 surface->dib.bitmap_data = NULL;
5427 surface->resource.allocatedMemory = NULL;
5428 surface->flags &= ~SFLAG_DIBSECTION;
5430 surface->resource.width = pPresentationParameters->BackBufferWidth;
5431 surface->resource.height = pPresentationParameters->BackBufferHeight;
5432 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[ARB_TEXTURE_RECTANGLE]
5433 || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
5435 surface->pow2Width = pPresentationParameters->BackBufferWidth;
5436 surface->pow2Height = pPresentationParameters->BackBufferHeight;
5438 surface->pow2Width = surface->pow2Height = 1;
5439 while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
5440 while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
5443 if (surface->texture_name)
5445 struct wined3d_context *context = context_acquire(device, NULL);
5447 glDeleteTextures(1, &surface->texture_name);
5449 context_release(context);
5450 surface->texture_name = 0;
5451 surface->flags &= ~SFLAG_CLIENT;
5453 if (surface->pow2Width != pPresentationParameters->BackBufferWidth
5454 || surface->pow2Height != pPresentationParameters->BackBufferHeight)
5456 surface->flags |= SFLAG_NONPOW2;
5460 surface->flags &= ~SFLAG_NONPOW2;
5462 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
5463 surface->resource.allocatedMemory = NULL;
5464 surface->resource.heapMemory = NULL;
5465 surface->resource.size = wined3d_surface_get_pitch(surface) * surface->pow2Width;
5467 /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
5469 if (!surface_init_sysmem(surface))
5471 return E_OUTOFMEMORY;
5476 static BOOL is_display_mode_supported(struct wined3d_device *device, const WINED3DPRESENT_PARAMETERS *pp)
5479 WINED3DDISPLAYMODE m;
5482 /* All Windowed modes are supported, as is leaving the current mode */
5483 if(pp->Windowed) return TRUE;
5484 if(!pp->BackBufferWidth) return TRUE;
5485 if(!pp->BackBufferHeight) return TRUE;
5487 count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN);
5488 for (i = 0; i < count; ++i)
5490 memset(&m, 0, sizeof(m));
5491 hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
5493 ERR("Failed to enumerate adapter mode.\n");
5494 if (m.Width == pp->BackBufferWidth && m.Height == pp->BackBufferHeight)
5495 /* Mode found, it is supported. */
5498 /* Mode not found -> not supported */
5502 /* Do not call while under the GL lock. */
5503 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5505 struct wined3d_resource *resource, *cursor;
5506 const struct wined3d_gl_info *gl_info;
5507 struct wined3d_context *context;
5508 struct wined3d_shader *shader;
5510 context = context_acquire(device, NULL);
5511 gl_info = context->gl_info;
5513 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5515 TRACE("Unloading resource %p.\n", resource);
5517 resource->resource_ops->resource_unload(resource);
5520 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5522 device->shader_backend->shader_destroy(shader);
5526 if (device->depth_blt_texture)
5528 glDeleteTextures(1, &device->depth_blt_texture);
5529 device->depth_blt_texture = 0;
5531 if (device->depth_blt_rb)
5533 gl_info->fbo_ops.glDeleteRenderbuffers(1, &device->depth_blt_rb);
5534 device->depth_blt_rb = 0;
5535 device->depth_blt_rb_w = 0;
5536 device->depth_blt_rb_h = 0;
5538 if (device->cursorTexture)
5540 glDeleteTextures(1, &device->cursorTexture);
5541 device->cursorTexture = 0;
5545 device->blitter->free_private(device);
5546 device->frag_pipe->free_private(device);
5547 device->shader_backend->shader_free_private(device);
5548 destroy_dummy_textures(device, gl_info);
5550 context_release(context);
5552 while (device->context_count)
5554 swapchain_destroy_contexts(device->contexts[0]->swapchain);
5557 HeapFree(GetProcessHeap(), 0, swapchain->context);
5558 swapchain->context = NULL;
5561 /* Do not call while under the GL lock. */
5562 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5564 struct wined3d_context *context;
5565 struct wined3d_surface *target;
5568 /* Recreate the primary swapchain's context */
5569 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5570 if (!swapchain->context)
5572 ERR("Failed to allocate memory for swapchain context array.\n");
5573 return E_OUTOFMEMORY;
5576 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5577 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5579 WARN("Failed to create context.\n");
5580 HeapFree(GetProcessHeap(), 0, swapchain->context);
5584 swapchain->context[0] = context;
5585 swapchain->num_contexts = 1;
5586 create_dummy_textures(device);
5587 context_release(context);
5589 hr = device->shader_backend->shader_alloc_private(device);
5592 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5596 hr = device->frag_pipe->alloc_private(device);
5599 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5600 device->shader_backend->shader_free_private(device);
5604 hr = device->blitter->alloc_private(device);
5607 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5608 device->frag_pipe->free_private(device);
5609 device->shader_backend->shader_free_private(device);
5616 context_acquire(device, NULL);
5617 destroy_dummy_textures(device, context->gl_info);
5618 context_release(context);
5619 context_destroy(device, context);
5620 HeapFree(GetProcessHeap(), 0, swapchain->context);
5621 swapchain->num_contexts = 0;
5625 /* Do not call while under the GL lock. */
5626 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5627 WINED3DPRESENT_PARAMETERS *present_parameters,
5628 wined3d_device_reset_cb callback)
5630 struct wined3d_resource *resource, *cursor;
5631 struct wined3d_swapchain *swapchain;
5632 BOOL DisplayModeChanged = FALSE;
5633 WINED3DDISPLAYMODE mode;
5637 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
5639 wined3d_device_set_index_buffer(device, NULL, WINED3DFMT_UNKNOWN);
5640 for (i = 0; i < MAX_STREAMS; ++i)
5642 wined3d_device_set_stream_source(device, i, NULL, 0, 0);
5644 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5646 wined3d_device_set_texture(device, i, NULL);
5648 if (device->onscreen_depth_stencil)
5650 wined3d_surface_decref(device->onscreen_depth_stencil);
5651 device->onscreen_depth_stencil = NULL;
5654 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5656 TRACE("Enumerating resource %p.\n", resource);
5657 if (FAILED(hr = callback(resource)))
5661 hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5664 ERR("Failed to get the first implicit swapchain\n");
5668 if (!is_display_mode_supported(device, present_parameters))
5670 WARN("Rejecting Reset() call because the requested display mode is not supported\n");
5671 WARN("Requested mode: %d, %d.\n",
5672 present_parameters->BackBufferWidth,
5673 present_parameters->BackBufferHeight);
5674 wined3d_swapchain_decref(swapchain);
5675 return WINED3DERR_INVALIDCALL;
5678 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5679 * on an existing gl context, so there's no real need for recreation.
5681 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5683 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5685 TRACE("New params:\n");
5686 TRACE("BackBufferWidth = %d\n", present_parameters->BackBufferWidth);
5687 TRACE("BackBufferHeight = %d\n", present_parameters->BackBufferHeight);
5688 TRACE("BackBufferFormat = %s\n", debug_d3dformat(present_parameters->BackBufferFormat));
5689 TRACE("BackBufferCount = %d\n", present_parameters->BackBufferCount);
5690 TRACE("MultiSampleType = %d\n", present_parameters->MultiSampleType);
5691 TRACE("MultiSampleQuality = %d\n", present_parameters->MultiSampleQuality);
5692 TRACE("SwapEffect = %d\n", present_parameters->SwapEffect);
5693 TRACE("hDeviceWindow = %p\n", present_parameters->hDeviceWindow);
5694 TRACE("Windowed = %s\n", present_parameters->Windowed ? "true" : "false");
5695 TRACE("EnableAutoDepthStencil = %s\n", present_parameters->EnableAutoDepthStencil ? "true" : "false");
5696 TRACE("Flags = %08x\n", present_parameters->Flags);
5697 TRACE("FullScreen_RefreshRateInHz = %d\n", present_parameters->FullScreen_RefreshRateInHz);
5698 TRACE("PresentationInterval = %d\n", present_parameters->PresentationInterval);
5700 /* No special treatment of these parameters. Just store them */
5701 swapchain->presentParms.SwapEffect = present_parameters->SwapEffect;
5702 swapchain->presentParms.Flags = present_parameters->Flags;
5703 swapchain->presentParms.PresentationInterval = present_parameters->PresentationInterval;
5704 swapchain->presentParms.FullScreen_RefreshRateInHz = present_parameters->FullScreen_RefreshRateInHz;
5706 /* What to do about these? */
5707 if (present_parameters->BackBufferCount
5708 && present_parameters->BackBufferCount != swapchain->presentParms.BackBufferCount)
5709 FIXME("Cannot change the back buffer count yet.\n");
5711 if (present_parameters->BackBufferFormat != WINED3DFMT_UNKNOWN
5712 && present_parameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat)
5713 FIXME("Cannot change the back buffer format yet.\n");
5715 if (present_parameters->hDeviceWindow
5716 && present_parameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow)
5717 FIXME("Cannot change the device window yet.\n");
5719 if (present_parameters->EnableAutoDepthStencil && !device->auto_depth_stencil)
5723 TRACE("Creating the depth stencil buffer\n");
5725 hrc = device->device_parent->ops->create_depth_stencil(device->device_parent,
5726 present_parameters->BackBufferWidth,
5727 present_parameters->BackBufferHeight,
5728 present_parameters->AutoDepthStencilFormat,
5729 present_parameters->MultiSampleType,
5730 present_parameters->MultiSampleQuality,
5732 &device->auto_depth_stencil);
5735 ERR("Failed to create the depth stencil buffer.\n");
5736 wined3d_swapchain_decref(swapchain);
5737 return WINED3DERR_INVALIDCALL;
5741 if (device->onscreen_depth_stencil)
5743 wined3d_surface_decref(device->onscreen_depth_stencil);
5744 device->onscreen_depth_stencil = NULL;
5747 /* Reset the depth stencil */
5748 if (present_parameters->EnableAutoDepthStencil)
5749 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5751 wined3d_device_set_depth_stencil(device, NULL);
5753 TRACE("Resetting stateblock\n");
5754 wined3d_stateblock_decref(device->updateStateBlock);
5755 wined3d_stateblock_decref(device->stateBlock);
5757 delete_opengl_contexts(device, swapchain);
5759 if (present_parameters->Windowed)
5761 mode.Width = swapchain->orig_width;
5762 mode.Height = swapchain->orig_height;
5763 mode.RefreshRate = 0;
5764 mode.Format = swapchain->presentParms.BackBufferFormat;
5768 mode.Width = present_parameters->BackBufferWidth;
5769 mode.Height = present_parameters->BackBufferHeight;
5770 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
5771 mode.Format = swapchain->presentParms.BackBufferFormat;
5774 /* Should Width == 800 && Height == 0 set 800x600? */
5775 if (present_parameters->BackBufferWidth && present_parameters->BackBufferHeight
5776 && (present_parameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth
5777 || present_parameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
5781 if (!present_parameters->Windowed)
5782 DisplayModeChanged = TRUE;
5784 swapchain->presentParms.BackBufferWidth = present_parameters->BackBufferWidth;
5785 swapchain->presentParms.BackBufferHeight = present_parameters->BackBufferHeight;
5787 hr = updateSurfaceDesc(swapchain->front_buffer, present_parameters);
5790 wined3d_swapchain_decref(swapchain);
5794 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
5796 hr = updateSurfaceDesc(swapchain->back_buffers[i], present_parameters);
5799 wined3d_swapchain_decref(swapchain);
5803 if (device->auto_depth_stencil)
5805 hr = updateSurfaceDesc(device->auto_depth_stencil, present_parameters);
5808 wined3d_swapchain_decref(swapchain);
5814 if (!present_parameters->Windowed != !swapchain->presentParms.Windowed
5815 || DisplayModeChanged)
5817 wined3d_device_set_display_mode(device, 0, &mode);
5819 if (!present_parameters->Windowed)
5821 if (swapchain->presentParms.Windowed)
5823 HWND focus_window = device->createParms.hFocusWindow;
5825 focus_window = present_parameters->hDeviceWindow;
5826 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5828 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5829 wined3d_swapchain_decref(swapchain);
5833 /* switch from windowed to fs */
5834 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5835 present_parameters->BackBufferWidth,
5836 present_parameters->BackBufferHeight);
5840 /* Fullscreen -> fullscreen mode change */
5841 MoveWindow(swapchain->device_window, 0, 0,
5842 present_parameters->BackBufferWidth, present_parameters->BackBufferHeight,
5846 else if (!swapchain->presentParms.Windowed)
5848 /* Fullscreen -> windowed switch */
5849 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5850 wined3d_device_release_focus_window(device);
5852 swapchain->presentParms.Windowed = present_parameters->Windowed;
5854 else if (!present_parameters->Windowed)
5856 DWORD style = device->style;
5857 DWORD exStyle = device->exStyle;
5858 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5859 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5860 * Reset to clear up their mess. Guild Wars also loses the device during that.
5863 device->exStyle = 0;
5864 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5865 present_parameters->BackBufferWidth,
5866 present_parameters->BackBufferHeight);
5867 device->style = style;
5868 device->exStyle = exStyle;
5871 /* Note: No parent needed for initial internal stateblock */
5872 hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
5874 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5876 TRACE("Created stateblock %p.\n", device->stateBlock);
5877 device->updateStateBlock = device->stateBlock;
5878 wined3d_stateblock_incref(device->updateStateBlock);
5880 stateblock_init_default_state(device->stateBlock);
5882 if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
5885 GetClientRect(swapchain->win_handle, &client_rect);
5887 if(!swapchain->presentParms.BackBufferCount)
5889 TRACE("Single buffered rendering\n");
5890 swapchain->render_to_fbo = FALSE;
5892 else if(swapchain->presentParms.BackBufferWidth != client_rect.right ||
5893 swapchain->presentParms.BackBufferHeight != client_rect.bottom )
5895 TRACE("Rendering to FBO. Backbuffer %ux%u, window %ux%u\n",
5896 swapchain->presentParms.BackBufferWidth,
5897 swapchain->presentParms.BackBufferHeight,
5898 client_rect.right, client_rect.bottom);
5899 swapchain->render_to_fbo = TRUE;
5903 TRACE("Rendering directly to GL_BACK\n");
5904 swapchain->render_to_fbo = FALSE;
5908 hr = create_primary_opengl_context(device, swapchain);
5909 wined3d_swapchain_decref(swapchain);
5911 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5917 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5919 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5921 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5927 HRESULT CDECL wined3d_device_get_creation_parameters(struct wined3d_device *device,
5928 WINED3DDEVICE_CREATION_PARAMETERS *parameters)
5930 TRACE("device %p, parameters %p.\n", device, parameters);
5932 *parameters = device->createParms;
5936 void CDECL wined3d_device_set_gamma_ramp(struct wined3d_device *device,
5937 UINT swapchain_idx, DWORD flags, const WINED3DGAMMARAMP *ramp)
5939 struct wined3d_swapchain *swapchain;
5941 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5942 device, swapchain_idx, flags, ramp);
5944 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5946 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5947 wined3d_swapchain_decref(swapchain);
5951 void CDECL wined3d_device_get_gamma_ramp(struct wined3d_device *device, UINT swapchain_idx, WINED3DGAMMARAMP *ramp)
5953 struct wined3d_swapchain *swapchain;
5955 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5956 device, swapchain_idx, ramp);
5958 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5960 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5961 wined3d_swapchain_decref(swapchain);
5965 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5967 TRACE("device %p, resource %p.\n", device, resource);
5969 list_add_head(&device->resources, &resource->resource_list_entry);
5972 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5974 TRACE("device %p, resource %p.\n", device, resource);
5976 list_remove(&resource->resource_list_entry);
5979 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5981 WINED3DRESOURCETYPE type = resource->resourceType;
5984 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5986 context_resource_released(device, resource, type);
5990 case WINED3DRTYPE_SURFACE:
5992 struct wined3d_surface *surface = surface_from_resource(resource);
5994 if (!device->d3d_initialized) break;
5996 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5998 if (device->fb.render_targets[i] == surface)
6000 ERR("Surface %p is still in use as render target %u.\n", surface, i);
6001 device->fb.render_targets[i] = NULL;
6005 if (device->fb.depth_stencil == surface)
6007 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
6008 device->fb.depth_stencil = NULL;
6013 case WINED3DRTYPE_TEXTURE:
6014 case WINED3DRTYPE_CUBETEXTURE:
6015 case WINED3DRTYPE_VOLUMETEXTURE:
6016 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
6018 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
6020 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
6022 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
6023 texture, device->stateBlock, i);
6024 device->stateBlock->state.textures[i] = NULL;
6027 if (device->updateStateBlock != device->stateBlock
6028 && device->updateStateBlock->state.textures[i] == texture)
6030 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
6031 texture, device->updateStateBlock, i);
6032 device->updateStateBlock->state.textures[i] = NULL;
6037 case WINED3DRTYPE_BUFFER:
6039 struct wined3d_buffer *buffer = buffer_from_resource(resource);
6041 for (i = 0; i < MAX_STREAMS; ++i)
6043 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
6045 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
6046 buffer, device->stateBlock, i);
6047 device->stateBlock->state.streams[i].buffer = NULL;
6050 if (device->updateStateBlock != device->stateBlock
6051 && device->updateStateBlock->state.streams[i].buffer == buffer)
6053 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
6054 buffer, device->updateStateBlock, i);
6055 device->updateStateBlock->state.streams[i].buffer = NULL;
6060 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
6062 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
6063 buffer, device->stateBlock);
6064 device->stateBlock->state.index_buffer = NULL;
6067 if (device->updateStateBlock != device->stateBlock
6068 && device->updateStateBlock->state.index_buffer == buffer)
6070 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
6071 buffer, device->updateStateBlock);
6072 device->updateStateBlock->state.index_buffer = NULL;
6081 /* Remove the resource from the resourceStore */
6082 device_resource_remove(device, resource);
6084 TRACE("Resource released.\n");
6087 HRESULT CDECL wined3d_device_get_surface_from_dc(struct wined3d_device *device,
6088 HDC dc, struct wined3d_surface **surface)
6090 struct wined3d_resource *resource;
6092 TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
6094 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
6096 if (resource->resourceType == WINED3DRTYPE_SURFACE)
6098 struct wined3d_surface *s = surface_from_resource(resource);
6102 TRACE("Found surface %p for dc %p.\n", s, dc);
6109 return WINED3DERR_INVALIDCALL;
6112 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
6113 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
6114 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
6116 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
6117 const struct fragment_pipeline *fragment_pipeline;
6118 struct shader_caps shader_caps;
6119 struct fragment_caps ffp_caps;
6120 WINED3DDISPLAYMODE mode;
6125 device->wined3d = wined3d;
6126 wined3d_incref(device->wined3d);
6127 device->adapter = wined3d->adapter_count ? adapter : NULL;
6128 device->device_parent = device_parent;
6129 list_init(&device->resources);
6130 list_init(&device->shaders);
6131 device->surface_alignment = surface_alignment;
6133 /* Get the initial screen setup for ddraw. */
6134 hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
6137 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
6138 wined3d_decref(device->wined3d);
6141 device->ddraw_width = mode.Width;
6142 device->ddraw_height = mode.Height;
6143 device->ddraw_format = mode.Format;
6145 /* Save the creation parameters. */
6146 device->createParms.AdapterOrdinal = adapter_idx;
6147 device->createParms.DeviceType = device_type;
6148 device->createParms.hFocusWindow = focus_window;
6149 device->createParms.BehaviorFlags = flags;
6151 device->devType = device_type;
6152 for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
6154 select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
6155 device->shader_backend = adapter->shader_backend;
6157 if (device->shader_backend)
6159 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
6160 device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
6161 device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
6162 device->vs_clipping = shader_caps.VSClipping;
6164 fragment_pipeline = adapter->fragment_pipe;
6165 device->frag_pipe = fragment_pipeline;
6166 if (fragment_pipeline)
6168 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
6169 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
6171 hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
6172 ffp_vertexstate_template, fragment_pipeline, misc_state_template);
6175 ERR("Failed to compile state table, hr %#x.\n", hr);
6176 wined3d_decref(device->wined3d);
6180 device->blitter = adapter->blitter;
6186 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
6188 DWORD rep = device->StateTable[state].representative;
6189 struct wined3d_context *context;
6194 for (i = 0; i < device->context_count; ++i)
6196 context = device->contexts[i];
6197 if(isStateDirty(context, rep)) continue;
6199 context->dirtyArray[context->numDirtyEntries++] = rep;
6200 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
6201 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
6202 context->isStateDirty[idx] |= (1 << shift);
6206 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
6208 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
6209 *width = context->current_rt->pow2Width;
6210 *height = context->current_rt->pow2Height;
6213 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
6215 const struct wined3d_swapchain *swapchain = context->swapchain;
6216 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
6217 * current context's drawable, which is the size of the back buffer of the swapchain
6218 * the active context belongs to. */
6219 *width = swapchain->presentParms.BackBufferWidth;
6220 *height = swapchain->presentParms.BackBufferHeight;
6223 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
6224 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
6226 if (device->filter_messages)
6228 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
6229 window, message, wparam, lparam);
6231 return DefWindowProcW(window, message, wparam, lparam);
6233 return DefWindowProcA(window, message, wparam, lparam);
6236 if (message == WM_DESTROY)
6238 TRACE("unregister window %p.\n", window);
6239 wined3d_unregister_window(window);
6241 if (device->focus_window == window) device->focus_window = NULL;
6242 else ERR("Window %p is not the focus window for device %p.\n", window, device);
6246 return CallWindowProcW(proc, window, message, wparam, lparam);
6248 return CallWindowProcA(proc, window, message, wparam, lparam);