wined3d: Get rid of the use_vshader parameter to device_stream_info_from_declaration().
[wine] / dlls / wined3d / device.c
1 /*
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
11  *
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.
16  *
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.
21  *
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
25  */
26
27 #include "config.h"
28 #include <stdio.h>
29 #ifdef HAVE_FLOAT_H
30 # include <float.h>
31 #endif
32 #include "wined3d_private.h"
33
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35
36 /* Define the default light parameters as specified by MSDN */
37 const WINED3DLIGHT WINED3D_default_light = {
38
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 */
45     0.0f,                       /* Range */
46     0.0f,                       /* Falloff */
47     0.0f, 0.0f, 0.0f,           /* Attenuation 0,1,2 */
48     0.0f,                       /* Theta */
49     0.0f                        /* Phi */
50 };
51
52 /**********************************************************
53  * Global variable / Constants follow
54  **********************************************************/
55 const float identity[] =
56 {
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 */
62
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)
66 {
67     switch(primitive_type)
68     {
69         case WINED3DPT_POINTLIST:
70             return GL_POINTS;
71
72         case WINED3DPT_LINELIST:
73             return GL_LINES;
74
75         case WINED3DPT_LINESTRIP:
76             return GL_LINE_STRIP;
77
78         case WINED3DPT_TRIANGLELIST:
79             return GL_TRIANGLES;
80
81         case WINED3DPT_TRIANGLESTRIP:
82             return GL_TRIANGLE_STRIP;
83
84         case WINED3DPT_TRIANGLEFAN:
85             return GL_TRIANGLE_FAN;
86
87         case WINED3DPT_LINELIST_ADJ:
88             return GL_LINES_ADJACENCY_ARB;
89
90         case WINED3DPT_LINESTRIP_ADJ:
91             return GL_LINE_STRIP_ADJACENCY_ARB;
92
93         case WINED3DPT_TRIANGLELIST_ADJ:
94             return GL_TRIANGLES_ADJACENCY_ARB;
95
96         case WINED3DPT_TRIANGLESTRIP_ADJ:
97             return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
98
99         default:
100             FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
101             return GL_NONE;
102     }
103 }
104
105 static WINED3DPRIMITIVETYPE d3d_primitive_type_from_gl(GLenum primitive_type)
106 {
107     switch(primitive_type)
108     {
109         case GL_POINTS:
110             return WINED3DPT_POINTLIST;
111
112         case GL_LINES:
113             return WINED3DPT_LINELIST;
114
115         case GL_LINE_STRIP:
116             return WINED3DPT_LINESTRIP;
117
118         case GL_TRIANGLES:
119             return WINED3DPT_TRIANGLELIST;
120
121         case GL_TRIANGLE_STRIP:
122             return WINED3DPT_TRIANGLESTRIP;
123
124         case GL_TRIANGLE_FAN:
125             return WINED3DPT_TRIANGLEFAN;
126
127         case GL_LINES_ADJACENCY_ARB:
128             return WINED3DPT_LINELIST_ADJ;
129
130         case GL_LINE_STRIP_ADJACENCY_ARB:
131             return WINED3DPT_LINESTRIP_ADJ;
132
133         case GL_TRIANGLES_ADJACENCY_ARB:
134             return WINED3DPT_TRIANGLELIST_ADJ;
135
136         case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
137             return WINED3DPT_TRIANGLESTRIP_ADJ;
138
139         default:
140             FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
141             return WINED3DPT_UNDEFINED;
142     }
143 }
144
145 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
146 {
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;
163     else
164     {
165         FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
166         *regnum = ~0U;
167         return FALSE;
168     }
169
170     return TRUE;
171 }
172
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)
176 {
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;
180     BOOL use_vshader;
181     unsigned int i;
182
183     stream_info->use_map = 0;
184     stream_info->swizzle_map = 0;
185
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;
189
190     /* Translate the declaration into strided data. */
191     for (i = 0; i < declaration->element_count; ++i)
192     {
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;
197         BOOL stride_used;
198         unsigned int idx;
199         DWORD stride;
200
201         TRACE("%p Element %p (%u of %u)\n", declaration->elements,
202                 element, i + 1, declaration->element_count);
203
204         if (!buffer) continue;
205
206         data.buffer_object = 0;
207         data.addr = NULL;
208
209         stride = stream->stride;
210         if (state->user_stream)
211         {
212             TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
213             data.buffer_object = 0;
214             data.addr = (BYTE *)buffer;
215         }
216         else
217         {
218             TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
219             buffer_get_memory(buffer, &device->adapter->gl_info, &data);
220
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)
227             {
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)
233                 {
234                     FIXME("System memory vertex data load offset is negative!\n");
235                 }
236             }
237
238             if (fixup)
239             {
240                 if (data.buffer_object)
241                     *fixup = TRUE;
242                 else if (*fixup && !use_vshader
243                         && (element->usage == WINED3DDECLUSAGE_COLOR
244                         || element->usage == WINED3DDECLUSAGE_POSITIONT))
245                 {
246                     static BOOL warned = FALSE;
247                     if (!warned)
248                     {
249                         /* This may be bad with the fixed function pipeline. */
250                         FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
251                         warned = TRUE;
252                     }
253                 }
254             }
255         }
256         data.addr += element->offset;
257
258         TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
259
260         if (use_vshader)
261         {
262             if (element->output_slot == ~0U)
263             {
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);
269             }
270             else
271             {
272                 idx = element->output_slot;
273                 stride_used = TRUE;
274             }
275         }
276         else
277         {
278             if (!element->ffp_valid)
279             {
280                 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
281                         debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
282                 stride_used = FALSE;
283             }
284             else
285             {
286                 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
287             }
288         }
289
290         if (stride_used)
291         {
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);
297
298             data.addr += stream->offset;
299
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;
304
305             if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
306                     && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
307             {
308                 stream_info->swizzle_map |= 1 << idx;
309             }
310             stream_info->use_map |= 1 << idx;
311         }
312     }
313
314     device->num_buffer_queries = 0;
315     if (!state->user_stream)
316     {
317         WORD map = stream_info->use_map;
318
319         /* PreLoad all the vertex buffers. */
320         for (i = 0; map; map >>= 1, ++i)
321         {
322             struct wined3d_stream_info_element *element;
323             struct wined3d_buffer *buffer;
324
325             if (!(map & 1)) continue;
326
327             element = &stream_info->elements[i];
328             buffer = state->streams[element->stream_idx].buffer;
329             wined3d_buffer_preload(buffer);
330
331             /* If the preload dropped the buffer object, update the stream info. */
332             if (buffer->buffer_object != element->data.buffer_object)
333             {
334                 element->data.buffer_object = 0;
335                 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info)
336                         + (ptrdiff_t)element->data.addr;
337             }
338
339             if (buffer->query)
340                 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
341         }
342     }
343 }
344
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)
347 {
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;
352     e->stream_idx = 0;
353 }
354
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)
357 {
358     unsigned int i;
359
360     memset(stream_info, 0, sizeof(*stream_info));
361
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]);
370
371     for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
372     {
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]);
376     }
377
378     stream_info->position_transformed = strided->position_transformed;
379
380     for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
381     {
382         if (!stream_info->elements[i].format) continue;
383
384         if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
385                 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
386         {
387             stream_info->swizzle_map |= 1 << i;
388         }
389         stream_info->use_map |= 1 << i;
390     }
391 }
392
393 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
394 {
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);
411 }
412
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)
415 {
416     struct wined3d_stream_info *stream_info = &device->strided_streams;
417     const struct wined3d_state *state = &device->stateBlock->state;
418     BOOL fixup = FALSE;
419
420     if (device->up_strided)
421     {
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);
426     }
427     else
428     {
429         TRACE("============================= Vertex Declaration =============================\n");
430         device_stream_info_from_declaration(device, stream_info, &fixup);
431     }
432
433     if (state->vertex_shader && !stream_info->position_transformed)
434     {
435         if (state->vertex_declaration->half_float_conv_needed && !fixup)
436         {
437             TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
438             device->useDrawStridedSlow = TRUE;
439         }
440         else
441         {
442             device->useDrawStridedSlow = FALSE;
443         }
444     }
445     else
446     {
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));
450
451         if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !fixup)
452         {
453             device->useDrawStridedSlow = TRUE;
454         }
455         else
456         {
457             device->useDrawStridedSlow = FALSE;
458         }
459     }
460 }
461
462 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
463 {
464     struct wined3d_texture *texture;
465     enum WINED3DSRGB srgb;
466
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);
470 }
471
472 void device_preload_textures(const struct wined3d_device *device)
473 {
474     const struct wined3d_state *state = &device->stateBlock->state;
475     unsigned int i;
476
477     if (use_vs(state))
478     {
479         for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
480         {
481             if (state->vertex_shader->reg_maps.sampler_type[i])
482                 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
483         }
484     }
485
486     if (use_ps(state))
487     {
488         for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
489         {
490             if (state->pixel_shader->reg_maps.sampler_type[i])
491                 device_preload_texture(state, i);
492         }
493     }
494     else
495     {
496         WORD ffu_map = device->fixed_function_usage_map;
497
498         for (i = 0; ffu_map; ffu_map >>= 1, ++i)
499         {
500             if (ffu_map & 1)
501                 device_preload_texture(state, i);
502         }
503     }
504 }
505
506 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
507 {
508     struct wined3d_context **new_array;
509
510     TRACE("Adding context %p.\n", context);
511
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));
515
516     if (!new_array)
517     {
518         ERR("Failed to grow the context array.\n");
519         return FALSE;
520     }
521
522     new_array[device->context_count++] = context;
523     device->contexts = new_array;
524     return TRUE;
525 }
526
527 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
528 {
529     struct wined3d_context **new_array;
530     BOOL found = FALSE;
531     UINT i;
532
533     TRACE("Removing context %p.\n", context);
534
535     for (i = 0; i < device->context_count; ++i)
536     {
537         if (device->contexts[i] == context)
538         {
539             found = TRUE;
540             break;
541         }
542     }
543
544     if (!found)
545     {
546         ERR("Context %p doesn't exist in context array.\n", context);
547         return;
548     }
549
550     if (!--device->context_count)
551     {
552         HeapFree(GetProcessHeap(), 0, device->contexts);
553         device->contexts = NULL;
554         return;
555     }
556
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));
559     if (!new_array)
560     {
561         ERR("Failed to shrink context array. Oh well.\n");
562         return;
563     }
564
565     device->contexts = new_array;
566 }
567
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)
571 {
572     if (device->onscreen_depth_stencil)
573     {
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);
579     }
580     device->onscreen_depth_stencil = depth_stencil;
581     wined3d_surface_incref(device->onscreen_depth_stencil);
582 }
583
584 static BOOL is_full_clear(struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
585 {
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)
590         return FALSE;
591
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))
596         return FALSE;
597
598     return TRUE;
599 }
600
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)
603 {
604     RECT current_rect, r;
605
606     if (ds->flags & location)
607         SetRect(&current_rect, 0, 0,
608                 ds->ds_current_size.cx,
609                 ds->ds_current_size.cy);
610     else
611         SetRectEmpty(&current_rect);
612
613     IntersectRect(&r, draw_rect, &current_rect);
614     if (EqualRect(&r, draw_rect))
615     {
616         /* current_rect âŠ‡ draw_rect, modify only. */
617         surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
618         return;
619     }
620
621     if (EqualRect(&r, &current_rect))
622     {
623         /* draw_rect âŠ‡ current_rect, test if we're doing a full clear. */
624
625         if (!clear_rect)
626         {
627             /* Full clear, modify only. */
628             surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
629             return;
630         }
631
632         IntersectRect(&r, draw_rect, clear_rect);
633         if (EqualRect(&r, draw_rect))
634         {
635             /* clear_rect âŠ‡ draw_rect, modify only. */
636             surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
637             return;
638         }
639     }
640
641     /* Full load. */
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);
644 }
645
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)
650 {
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;
657     unsigned int i;
658
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.
662      *
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))
668     {
669         for (i = 0; i < rt_count; ++i)
670         {
671             if (fb->render_targets[i]) surface_load_location(fb->render_targets[i], SFLAG_INDRAWABLE, NULL);
672         }
673     }
674
675     context = context_acquire(device, target);
676     if (!context->valid)
677     {
678         context_release(context);
679         WARN("Invalid context, skipping clear.\n");
680         return WINED3D_OK;
681     }
682
683     if (!context_apply_clear_state(context, device, rt_count, fb))
684     {
685         context_release(context);
686         WARN("Failed to apply clear state, skipping clear.\n");
687         return WINED3D_OK;
688     }
689
690     if (target)
691     {
692         render_offscreen = context->render_offscreen;
693         target->get_drawable_size(context, &drawable_width, &drawable_height);
694     }
695     else
696     {
697         render_offscreen = TRUE;
698         drawable_width = fb->depth_stencil->pow2Width;
699         drawable_height = fb->depth_stencil->pow2Height;
700     }
701
702     ENTER_GL();
703
704     /* Only set the values up once, as they are not changing. */
705     if (flags & WINED3DCLEAR_STENCIL)
706     {
707         if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
708         {
709             glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
710             device_invalidate_state(device, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
711         }
712         glStencilMask(~0U);
713         device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
714         glClearStencil(stencil);
715         checkGLcall("glClearStencil");
716         clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
717     }
718
719     if (flags & WINED3DCLEAR_ZBUFFER)
720     {
721         DWORD location = render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
722
723         if (location == SFLAG_DS_ONSCREEN && fb->depth_stencil != device->onscreen_depth_stencil)
724         {
725             LEAVE_GL();
726             device_switch_onscreen_ds(device, context, fb->depth_stencil);
727             ENTER_GL();
728         }
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);
731
732         glDepthMask(GL_TRUE);
733         device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
734         glClearDepth(depth);
735         checkGLcall("glClearDepth");
736         clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
737     }
738
739     if (flags & WINED3DCLEAR_TARGET)
740     {
741         for (i = 0; i < rt_count; ++i)
742         {
743             if (fb->render_targets[i]) surface_modify_location(fb->render_targets[i], SFLAG_INDRAWABLE, TRUE);
744         }
745
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;
754     }
755
756     if (!clear_rect)
757     {
758         if (render_offscreen)
759         {
760             glScissor(draw_rect->left, draw_rect->top,
761                     draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
762         }
763         else
764         {
765             glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
766                         draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
767         }
768         checkGLcall("glScissor");
769         glClear(clear_mask);
770         checkGLcall("glClear");
771     }
772     else
773     {
774         RECT current_rect;
775
776         /* Now process each rect in turn. */
777         for (i = 0; i < rect_count; ++i)
778         {
779             /* Note that GL uses lower left, width/height. */
780             IntersectRect(&current_rect, draw_rect, &clear_rect[i]);
781
782             TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
783                     wine_dbgstr_rect(&clear_rect[i]),
784                     wine_dbgstr_rect(&current_rect));
785
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)
790             {
791                 TRACE("Rectangle with negative dimensions, ignoring.\n");
792                 continue;
793             }
794
795             if (render_offscreen)
796             {
797                 glScissor(current_rect.left, current_rect.top,
798                         current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
799             }
800             else
801             {
802                 glScissor(current_rect.left, drawable_height - current_rect.bottom,
803                           current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
804             }
805             checkGLcall("glScissor");
806
807             glClear(clear_mask);
808             checkGLcall("glClear");
809         }
810     }
811
812     LEAVE_GL();
813
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. */
818
819     context_release(context);
820
821     return WINED3D_OK;
822 }
823
824 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
825 {
826     ULONG refcount = InterlockedIncrement(&device->ref);
827
828     TRACE("%p increasing refcount to %u.\n", device, refcount);
829
830     return refcount;
831 }
832
833 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
834 {
835     ULONG refcount = InterlockedDecrement(&device->ref);
836
837     TRACE("%p decreasing refcount to %u.\n", device, refcount);
838
839     if (!refcount)
840     {
841         UINT i;
842
843         for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
844         {
845             HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
846             device->multistate_funcs[i] = NULL;
847         }
848
849         if (!list_empty(&device->resources))
850         {
851             struct wined3d_resource *resource;
852
853             FIXME("Device released with resources still bound, acceptable but unexpected.\n");
854
855             LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
856             {
857                 FIXME("Leftover resource %p with type %s (%#x).\n",
858                         resource, debug_d3dresourcetype(resource->resourceType), resource->resourceType);
859             }
860         }
861
862         if (device->contexts)
863             ERR("Context array not freed!\n");
864         if (device->hardwareCursor)
865             DestroyCursor(device->hardwareCursor);
866         device->hardwareCursor = 0;
867
868         wined3d_decref(device->wined3d);
869         device->wined3d = NULL;
870         HeapFree(GetProcessHeap(), 0, device);
871         TRACE("Freed device %p.\n", device);
872     }
873
874     return refcount;
875 }
876
877 UINT CDECL wined3d_device_get_swapchain_count(struct wined3d_device *device)
878 {
879     TRACE("device %p.\n", device);
880
881     return device->swapchain_count;
882 }
883
884 HRESULT CDECL wined3d_device_get_swapchain(struct wined3d_device *device,
885         UINT swapchain_idx, struct wined3d_swapchain **swapchain)
886 {
887     TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
888             device, swapchain_idx, swapchain);
889
890     if (swapchain_idx >= device->swapchain_count)
891     {
892         WARN("swapchain_idx %u >= swapchain_count %u.\n",
893                 swapchain_idx, device->swapchain_count);
894         *swapchain = NULL;
895
896         return WINED3DERR_INVALIDCALL;
897     }
898
899     *swapchain = device->swapchains[swapchain_idx];
900     wined3d_swapchain_incref(*swapchain);
901     TRACE("Returning %p.\n", *swapchain);
902
903     return WINED3D_OK;
904 }
905
906 static void device_load_logo(struct wined3d_device *device, const char *filename)
907 {
908     HBITMAP hbm;
909     BITMAP bm;
910     HRESULT hr;
911     HDC dcb = NULL, dcs = NULL;
912     WINEDDCOLORKEY colorkey;
913
914     hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
915     if(hbm)
916     {
917         GetObjectA(hbm, sizeof(BITMAP), &bm);
918         dcb = CreateCompatibleDC(NULL);
919         if(!dcb) goto out;
920         SelectObject(dcb, hbm);
921     }
922     else
923     {
924         /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
925          * couldn't be loaded
926          */
927         memset(&bm, 0, sizeof(bm));
928         bm.bmWidth = 32;
929         bm.bmHeight = 32;
930     }
931
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);
935     if (FAILED(hr))
936     {
937         ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
938         goto out;
939     }
940
941     if (dcb)
942     {
943         if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
944             goto out;
945         BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
946         wined3d_surface_releasedc(device->logo_surface, dcs);
947
948         colorkey.dwColorSpaceLowValue = 0;
949         colorkey.dwColorSpaceHighValue = 0;
950         wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &colorkey);
951     }
952     else
953     {
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);
957     }
958
959 out:
960     if (dcb) DeleteDC(dcb);
961     if (hbm) DeleteObject(hbm);
962 }
963
964 /* Context activation is done by the caller. */
965 static void create_dummy_textures(struct wined3d_device *device)
966 {
967     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
968     unsigned int i;
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. */
973     ENTER_GL();
974
975     if (gl_info->supported[APPLE_CLIENT_STORAGE])
976     {
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)");
980     }
981
982     for (i = 0; i < gl_info->limits.textures; ++i)
983     {
984         DWORD color = 0x000000ff;
985
986         /* Make appropriate texture active */
987         GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
988         checkGLcall("glActiveTextureARB");
989
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]);
994
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");
999
1000         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1001         checkGLcall("glTexImage2D");
1002     }
1003
1004     if (gl_info->supported[APPLE_CLIENT_STORAGE])
1005     {
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)");
1009     }
1010
1011     LEAVE_GL();
1012 }
1013
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)
1016 {
1017     ENTER_GL();
1018     glDeleteTextures(gl_info->limits.textures, device->dummyTextureName);
1019     checkGLcall("glDeleteTextures(gl_info->limits.textures, device->dummyTextureName)");
1020     LEAVE_GL();
1021
1022     memset(device->dummyTextureName, 0, gl_info->limits.textures * sizeof(*device->dummyTextureName));
1023 }
1024
1025 static LONG fullscreen_style(LONG style)
1026 {
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);
1030
1031     return style;
1032 }
1033
1034 static LONG fullscreen_exstyle(LONG exstyle)
1035 {
1036     /* Filter out window decorations. */
1037     exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1038
1039     return exstyle;
1040 }
1041
1042 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1043 {
1044     BOOL filter_messages;
1045     LONG style, exstyle;
1046
1047     TRACE("Setting up window %p for fullscreen mode.\n", window);
1048
1049     if (device->style || device->exStyle)
1050     {
1051         ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1052                 window, device->style, device->exStyle);
1053     }
1054
1055     device->style = GetWindowLongW(window, GWL_STYLE);
1056     device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1057
1058     style = fullscreen_style(device->style);
1059     exstyle = fullscreen_exstyle(device->exStyle);
1060
1061     TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1062             device->style, device->exStyle, style, exstyle);
1063
1064     filter_messages = device->filter_messages;
1065     device->filter_messages = TRUE;
1066
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);
1070
1071     device->filter_messages = filter_messages;
1072 }
1073
1074 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1075 {
1076     BOOL filter_messages;
1077     LONG style, exstyle;
1078
1079     if (!device->style && !device->exStyle) return;
1080
1081     TRACE("Restoring window style of window %p to %08x, %08x.\n",
1082             window, device->style, device->exStyle);
1083
1084     style = GetWindowLongW(window, GWL_STYLE);
1085     exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1086
1087     filter_messages = device->filter_messages;
1088     device->filter_messages = TRUE;
1089
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))
1095     {
1096         SetWindowLongW(window, GWL_STYLE, device->style);
1097         SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1098     }
1099     SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1100
1101     device->filter_messages = filter_messages;
1102
1103     /* Delete the old values. */
1104     device->style = 0;
1105     device->exStyle = 0;
1106 }
1107
1108 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1109 {
1110     TRACE("device %p, window %p.\n", device, window);
1111
1112     if (!wined3d_register_window(window, device))
1113     {
1114         ERR("Failed to register window %p.\n", window);
1115         return E_FAIL;
1116     }
1117
1118     device->focus_window = window;
1119     SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1120
1121     return WINED3D_OK;
1122 }
1123
1124 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1125 {
1126     TRACE("device %p.\n", device);
1127
1128     if (device->focus_window) wined3d_unregister_window(device->focus_window);
1129     device->focus_window = NULL;
1130 }
1131
1132 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1133         WINED3DPRESENT_PARAMETERS *present_parameters)
1134 {
1135     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1136     struct wined3d_swapchain *swapchain = NULL;
1137     struct wined3d_context *context;
1138     HRESULT hr;
1139     DWORD state;
1140     unsigned int i;
1141
1142     TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1143
1144     if (device->d3d_initialized)
1145         return WINED3DERR_INVALIDCALL;
1146     if (!device->adapter->opengl)
1147         return WINED3DERR_INVALIDCALL;
1148
1149     TRACE("Creating stateblock.\n");
1150     hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
1151     if (FAILED(hr))
1152     {
1153         WARN("Failed to create stateblock\n");
1154         goto err_out;
1155     }
1156
1157     TRACE("Created stateblock %p.\n", device->stateBlock);
1158     device->updateStateBlock = device->stateBlock;
1159     wined3d_stateblock_incref(device->updateStateBlock);
1160
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);
1166
1167     device->palette_count = 1;
1168     device->palettes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PALETTEENTRY*));
1169     if (!device->palettes || !device->fb.render_targets)
1170     {
1171         ERR("Out of memory!\n");
1172         hr = E_OUTOFMEMORY;
1173         goto err_out;
1174     }
1175
1176     device->palettes[0] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
1177     if (!device->palettes[0])
1178     {
1179         ERR("Out of memory!\n");
1180         hr = E_OUTOFMEMORY;
1181         goto err_out;
1182     }
1183
1184     for (i = 0; i < 256; ++i)
1185     {
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;
1190     }
1191     device->currentPalette = 0;
1192
1193     /* Initialize the texture unit mapping to a 1:1 mapping */
1194     for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1195     {
1196         if (state < gl_info->limits.fragment_samplers)
1197         {
1198             device->texUnitMap[state] = state;
1199             device->rev_tex_unit_map[state] = state;
1200         }
1201         else
1202         {
1203             device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1204             device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1205         }
1206     }
1207
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);
1212     if (FAILED(hr))
1213     {
1214         WARN("Failed to create implicit swapchain\n");
1215         goto err_out;
1216     }
1217
1218     device->swapchain_count = 1;
1219     device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1220     if (!device->swapchains)
1221     {
1222         ERR("Out of memory!\n");
1223         goto err_out;
1224     }
1225     device->swapchains[0] = swapchain;
1226
1227     if (swapchain->back_buffers && swapchain->back_buffers[0])
1228     {
1229         TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1230         device->fb.render_targets[0] = swapchain->back_buffers[0];
1231     }
1232     else
1233     {
1234         TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1235         device->fb.render_targets[0] = swapchain->front_buffer;
1236     }
1237     wined3d_surface_incref(device->fb.render_targets[0]);
1238
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);
1243
1244     hr = device->shader_backend->shader_alloc_private(device);
1245     if (FAILED(hr))
1246     {
1247         TRACE("Shader private data couldn't be allocated\n");
1248         goto err_out;
1249     }
1250     hr = device->frag_pipe->alloc_private(device);
1251     if (FAILED(hr))
1252     {
1253         TRACE("Fragment pipeline private data couldn't be allocated\n");
1254         goto err_out;
1255     }
1256     hr = device->blitter->alloc_private(device);
1257     if (FAILED(hr))
1258     {
1259         TRACE("Blitter private data couldn't be allocated\n");
1260         goto err_out;
1261     }
1262
1263     /* Set up some starting GL setup */
1264
1265     /* Setup all the devices defaults */
1266     stateblock_init_default_state(device->stateBlock);
1267
1268     context = context_acquire(device, swapchain->front_buffer);
1269
1270     create_dummy_textures(device);
1271
1272     ENTER_GL();
1273
1274     /* Initialize the current view state */
1275     device->view_ident = 1;
1276     device->contexts[0]->last_was_rhw = 0;
1277
1278     switch (wined3d_settings.offscreen_rendering_mode)
1279     {
1280         case ORM_FBO:
1281             device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1282             break;
1283
1284         case ORM_BACKBUFFER:
1285         {
1286             if (context_get_current()->aux_buffers > 0)
1287             {
1288                 TRACE("Using auxilliary buffer for offscreen rendering\n");
1289                 device->offscreenBuffer = GL_AUX0;
1290             }
1291             else
1292             {
1293                 TRACE("Using back buffer for offscreen rendering\n");
1294                 device->offscreenBuffer = GL_BACK;
1295             }
1296         }
1297     }
1298
1299     TRACE("All defaults now set up, leaving 3D init.\n");
1300     LEAVE_GL();
1301
1302     context_release(context);
1303
1304     /* Clear the screen */
1305     wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1306             | (present_parameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1307             0x00, 1.0f, 0);
1308
1309     device->d3d_initialized = TRUE;
1310
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;
1315     return WINED3D_OK;
1316
1317 err_out:
1318     HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1319     HeapFree(GetProcessHeap(), 0, device->swapchains);
1320     device->swapchain_count = 0;
1321     if (device->palettes)
1322     {
1323         HeapFree(GetProcessHeap(), 0, device->palettes[0]);
1324         HeapFree(GetProcessHeap(), 0, device->palettes);
1325     }
1326     device->palette_count = 0;
1327     if (swapchain)
1328         wined3d_swapchain_decref(swapchain);
1329     if (device->stateBlock)
1330     {
1331         wined3d_stateblock_decref(device->stateBlock);
1332         device->stateBlock = NULL;
1333     }
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);
1340
1341     return hr;
1342 }
1343
1344 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1345         WINED3DPRESENT_PARAMETERS *present_parameters)
1346 {
1347     struct wined3d_swapchain *swapchain = NULL;
1348     HRESULT hr;
1349
1350     TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1351
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);
1356     if (FAILED(hr))
1357     {
1358         WARN("Failed to create implicit swapchain\n");
1359         goto err_out;
1360     }
1361
1362     device->swapchain_count = 1;
1363     device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1364     if (!device->swapchains)
1365     {
1366         ERR("Out of memory!\n");
1367         goto err_out;
1368     }
1369     device->swapchains[0] = swapchain;
1370     return WINED3D_OK;
1371
1372 err_out:
1373     wined3d_swapchain_decref(swapchain);
1374     return hr;
1375 }
1376
1377 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1378 {
1379     struct wined3d_resource *resource, *cursor;
1380     const struct wined3d_gl_info *gl_info;
1381     struct wined3d_context *context;
1382     struct wined3d_surface *surface;
1383     UINT i;
1384
1385     TRACE("device %p.\n", device);
1386
1387     if (!device->d3d_initialized)
1388         return WINED3DERR_INVALIDCALL;
1389
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
1395      */
1396     context = context_acquire(device, NULL);
1397     gl_info = context->gl_info;
1398
1399     if (device->logo_surface)
1400         wined3d_surface_decref(device->logo_surface);
1401
1402     /* Unload resources */
1403     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1404     {
1405         TRACE("Unloading resource %p.\n", resource);
1406
1407         resource->resource_ops->resource_unload(resource);
1408     }
1409
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])
1415         {
1416             patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
1417             wined3d_device_delete_patch(device, patch->Handle);
1418         }
1419     }
1420
1421     /* Delete the mouse cursor texture */
1422     if (device->cursorTexture)
1423     {
1424         ENTER_GL();
1425         glDeleteTextures(1, &device->cursorTexture);
1426         LEAVE_GL();
1427         device->cursorTexture = 0;
1428     }
1429
1430     /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1431      * private data, it might contain opengl pointers
1432      */
1433     if (device->depth_blt_texture)
1434     {
1435         ENTER_GL();
1436         glDeleteTextures(1, &device->depth_blt_texture);
1437         LEAVE_GL();
1438         device->depth_blt_texture = 0;
1439     }
1440     if (device->depth_blt_rb)
1441     {
1442         ENTER_GL();
1443         gl_info->fbo_ops.glDeleteRenderbuffers(1, &device->depth_blt_rb);
1444         LEAVE_GL();
1445         device->depth_blt_rb = 0;
1446         device->depth_blt_rb_w = 0;
1447         device->depth_blt_rb_h = 0;
1448     }
1449
1450     /* Release the update stateblock */
1451     if (wined3d_stateblock_decref(device->updateStateBlock))
1452     {
1453         if (device->updateStateBlock != device->stateBlock)
1454             FIXME("Something's still holding the update stateblock.\n");
1455     }
1456     device->updateStateBlock = NULL;
1457
1458     {
1459         struct wined3d_stateblock *stateblock = device->stateBlock;
1460         device->stateBlock = NULL;
1461
1462         /* Release the stateblock */
1463         if (wined3d_stateblock_decref(stateblock))
1464             FIXME("Something's still holding the stateblock.\n");
1465     }
1466
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);
1471
1472     /* Release the buffers (with sanity checks)*/
1473     if (device->onscreen_depth_stencil)
1474     {
1475         surface = device->onscreen_depth_stencil;
1476         device->onscreen_depth_stencil = NULL;
1477         wined3d_surface_decref(surface);
1478     }
1479
1480     if (device->fb.depth_stencil)
1481     {
1482         surface = device->fb.depth_stencil;
1483
1484         TRACE("Releasing depth/stencil buffer %p.\n", surface);
1485
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);
1490     }
1491
1492     if (device->auto_depth_stencil)
1493     {
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);
1498     }
1499
1500     for (i = 1; i < gl_info->limits.buffers; ++i)
1501     {
1502         wined3d_device_set_render_target(device, i, NULL, FALSE);
1503     }
1504
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);
1510
1511     context_release(context);
1512
1513     for (i = 0; i < device->swapchain_count; ++i)
1514     {
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");
1518     }
1519
1520     HeapFree(GetProcessHeap(), 0, device->swapchains);
1521     device->swapchains = NULL;
1522     device->swapchain_count = 0;
1523
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;
1529
1530     HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1531     device->fb.render_targets = NULL;
1532
1533     device->d3d_initialized = FALSE;
1534
1535     return WINED3D_OK;
1536 }
1537
1538 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1539 {
1540     unsigned int i;
1541
1542     for (i = 0; i < device->swapchain_count; ++i)
1543     {
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");
1547     }
1548
1549     HeapFree(GetProcessHeap(), 0, device->swapchains);
1550     device->swapchains = NULL;
1551     device->swapchain_count = 0;
1552     return WINED3D_OK;
1553 }
1554
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.
1558  *
1559  * There is no way to deactivate thread safety once it is enabled.
1560  */
1561 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1562 {
1563     TRACE("device %p.\n", device);
1564
1565     /* For now just store the flag (needed in case of ddraw). */
1566     device->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
1567 }
1568
1569 HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device,
1570         UINT swapchain_idx, const WINED3DDISPLAYMODE *mode)
1571 {
1572     const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, mode->Format);
1573     DEVMODEW devmode;
1574     LONG ret;
1575     RECT clip_rc;
1576
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));
1579
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
1584      */
1585
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;
1592
1593     devmode.dmDisplayFrequency = mode->RefreshRate;
1594     if (mode->RefreshRate)
1595         devmode.dmFields |= DM_DISPLAYFREQUENCY;
1596
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)
1600         return WINED3D_OK;
1601
1602     ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1603     if (ret != DISP_CHANGE_SUCCESSFUL)
1604     {
1605         if (devmode.dmDisplayFrequency)
1606         {
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;
1611         }
1612         if(ret != DISP_CHANGE_SUCCESSFUL) {
1613             return WINED3DERR_NOTAVAILABLE;
1614         }
1615     }
1616
1617     /* Store the new values */
1618     device->ddraw_width = mode->Width;
1619     device->ddraw_height = mode->Height;
1620     device->ddraw_format = mode->Format;
1621
1622     /* And finally clip mouse to our screen */
1623     SetRect(&clip_rc, 0, 0, mode->Width, mode->Height);
1624     ClipCursor(&clip_rc);
1625
1626     return WINED3D_OK;
1627 }
1628
1629 HRESULT CDECL wined3d_device_get_wined3d(struct wined3d_device *device, struct wined3d **wined3d)
1630 {
1631     TRACE("device %p, wined3d %p.\n", device, wined3d);
1632
1633     *wined3d = device->wined3d;
1634     wined3d_incref(*wined3d);
1635
1636     TRACE("Returning %p.\n", *wined3d);
1637
1638     return WINED3D_OK;
1639 }
1640
1641 UINT CDECL wined3d_device_get_available_texture_mem(struct wined3d_device *device)
1642 {
1643     TRACE("device %p.\n", device);
1644
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));
1648
1649     return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1650 }
1651
1652 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1653         struct wined3d_buffer *buffer, UINT offset, UINT stride)
1654 {
1655     struct wined3d_stream_state *stream;
1656     struct wined3d_buffer *prev_buffer;
1657
1658     TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1659             device, stream_idx, buffer, offset, stride);
1660
1661     if (stream_idx >= MAX_STREAMS)
1662     {
1663         WARN("Stream index %u out of range.\n", stream_idx);
1664         return WINED3DERR_INVALIDCALL;
1665     }
1666     else if (offset & 0x3)
1667     {
1668         WARN("Offset %u is not 4 byte aligned.\n", offset);
1669         return WINED3DERR_INVALIDCALL;
1670     }
1671
1672     stream = &device->updateStateBlock->state.streams[stream_idx];
1673     prev_buffer = stream->buffer;
1674
1675     device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1676
1677     if (prev_buffer == buffer
1678             && stream->stride == stride
1679             && stream->offset == offset)
1680     {
1681        TRACE("Application is setting the old values over, nothing to do.\n");
1682        return WINED3D_OK;
1683     }
1684
1685     stream->buffer = buffer;
1686     if (buffer)
1687     {
1688         stream->stride = stride;
1689         stream->offset = offset;
1690     }
1691
1692     /* Handle recording of state blocks. */
1693     if (device->isRecordingState)
1694     {
1695         TRACE("Recording... not performing anything.\n");
1696         if (buffer)
1697             wined3d_buffer_incref(buffer);
1698         if (prev_buffer)
1699             wined3d_buffer_decref(prev_buffer);
1700         return WINED3D_OK;
1701     }
1702
1703     if (buffer)
1704     {
1705         InterlockedIncrement(&buffer->bind_count);
1706         wined3d_buffer_incref(buffer);
1707     }
1708     if (prev_buffer)
1709     {
1710         InterlockedDecrement(&prev_buffer->bind_count);
1711         wined3d_buffer_decref(prev_buffer);
1712     }
1713
1714     device_invalidate_state(device, STATE_STREAMSRC);
1715
1716     return WINED3D_OK;
1717 }
1718
1719 HRESULT CDECL wined3d_device_get_stream_source(struct wined3d_device *device,
1720         UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1721 {
1722     struct wined3d_stream_state *stream;
1723
1724     TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1725             device, stream_idx, buffer, offset, stride);
1726
1727     if (stream_idx >= MAX_STREAMS)
1728     {
1729         WARN("Stream index %u out of range.\n", stream_idx);
1730         return WINED3DERR_INVALIDCALL;
1731     }
1732
1733     stream = &device->stateBlock->state.streams[stream_idx];
1734     *buffer = stream->buffer;
1735     if (*buffer)
1736         wined3d_buffer_incref(*buffer);
1737     if (offset)
1738         *offset = stream->offset;
1739     *stride = stream->stride;
1740
1741     return WINED3D_OK;
1742 }
1743
1744 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1745 {
1746     struct wined3d_stream_state *stream;
1747     UINT old_flags, old_freq;
1748
1749     TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1750
1751     /* Verify input. At least in d3d9 this is invalid. */
1752     if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1753     {
1754         WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1755         return WINED3DERR_INVALIDCALL;
1756     }
1757     if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1758     {
1759         WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1760         return WINED3DERR_INVALIDCALL;
1761     }
1762     if (!divider)
1763     {
1764         WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1765         return WINED3DERR_INVALIDCALL;
1766     }
1767
1768     stream = &device->updateStateBlock->state.streams[stream_idx];
1769     old_flags = stream->flags;
1770     old_freq = stream->frequency;
1771
1772     stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1773     stream->frequency = divider & 0x7fffff;
1774
1775     device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1776
1777     if (stream->frequency != old_freq || stream->flags != old_flags)
1778         device_invalidate_state(device, STATE_STREAMSRC);
1779
1780     return WINED3D_OK;
1781 }
1782
1783 HRESULT CDECL wined3d_device_get_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT *divider)
1784 {
1785     struct wined3d_stream_state *stream;
1786
1787     TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1788
1789     stream = &device->updateStateBlock->state.streams[stream_idx];
1790     *divider = stream->flags | stream->frequency;
1791
1792     TRACE("Returning %#x.\n", *divider);
1793
1794     return WINED3D_OK;
1795 }
1796
1797 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1798         WINED3DTRANSFORMSTATETYPE d3dts, const WINED3DMATRIX *matrix)
1799 {
1800     TRACE("device %p, state %s, matrix %p.\n",
1801             device, debug_d3dtstype(d3dts), matrix);
1802
1803     /* Handle recording of state blocks. */
1804     if (device->isRecordingState)
1805     {
1806         TRACE("Recording... not performing anything.\n");
1807         device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1808         device->updateStateBlock->state.transforms[d3dts] = *matrix;
1809         return WINED3D_OK;
1810     }
1811
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.
1816      *
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)))
1819     {
1820         TRACE("The application is setting the same matrix over again.\n");
1821         return WINED3D_OK;
1822     }
1823
1824     conv_mat(matrix, &device->stateBlock->state.transforms[d3dts].u.m[0][0]);
1825
1826     /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1827      * where ViewMat = Camera space, WorldMat = world space.
1828      *
1829      * In OpenGL, camera and world space is combined into GL_MODELVIEW
1830      * matrix.  The Projection matrix stay projection matrix. */
1831
1832     if (d3dts == WINED3DTS_VIEW)
1833         device->view_ident = !memcmp(matrix, identity, 16 * sizeof(float));
1834
1835     if (d3dts < WINED3DTS_WORLDMATRIX(device->adapter->gl_info.limits.blends))
1836         device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1837
1838     return WINED3D_OK;
1839
1840 }
1841
1842 HRESULT CDECL wined3d_device_get_transform(struct wined3d_device *device,
1843         WINED3DTRANSFORMSTATETYPE state, WINED3DMATRIX *matrix)
1844 {
1845     TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1846
1847     *matrix = device->stateBlock->state.transforms[state];
1848
1849     return WINED3D_OK;
1850 }
1851
1852 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1853         WINED3DTRANSFORMSTATETYPE state, const WINED3DMATRIX *matrix)
1854 {
1855     const WINED3DMATRIX *mat = NULL;
1856     WINED3DMATRIX temp;
1857
1858     TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1859
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)
1865     {
1866         WARN("Unhandled transform state %#x.\n", state);
1867         return WINED3D_OK;
1868     }
1869
1870     mat = &device->updateStateBlock->state.transforms[state];
1871     multiply_matrix(&temp, mat, matrix);
1872
1873     /* Apply change via set transform - will reapply to eg. lights this way. */
1874     return wined3d_device_set_transform(device, state, &temp);
1875 }
1876
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
1883  * be replayed. */
1884 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, UINT light_idx, const WINED3DLIGHT *light)
1885 {
1886     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1887     struct wined3d_light_info *object = NULL;
1888     struct list *e;
1889     float rho;
1890
1891     TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1892
1893     /* Check the parameter range. Need for speed most wanted sets junk lights
1894      * which confuse the GL driver. */
1895     if (!light)
1896         return WINED3DERR_INVALIDCALL;
1897
1898     switch (light->Type)
1899     {
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)
1907             {
1908                 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1909                 return WINED3DERR_INVALIDCALL;
1910             }
1911             break;
1912
1913         case WINED3DLIGHT_DIRECTIONAL:
1914             /* Ignores attenuation */
1915             break;
1916
1917         default:
1918         WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1919         return WINED3DERR_INVALIDCALL;
1920     }
1921
1922     LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1923     {
1924         object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1925         if (object->OriginalIndex == light_idx)
1926             break;
1927         object = NULL;
1928     }
1929
1930     if (!object)
1931     {
1932         TRACE("Adding new light\n");
1933         object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1934         if (!object)
1935         {
1936             ERR("Out of memory error when allocating a light\n");
1937             return E_OUTOFMEMORY;
1938         }
1939         list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1940         object->glIndex = -1;
1941         object->OriginalIndex = light_idx;
1942     }
1943
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);
1954
1955     /* Save away the information. */
1956     object->OriginalParms = *light;
1957
1958     switch (light->Type)
1959     {
1960         case WINED3DLIGHT_POINT:
1961             /* Position */
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;
1967             /* FIXME: Range */
1968             break;
1969
1970         case WINED3DLIGHT_DIRECTIONAL:
1971             /* Direction */
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;
1978             break;
1979
1980         case WINED3DLIGHT_SPOT:
1981             /* Position */
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;
1986
1987             /* Direction */
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;
1992
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)
2000             {
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;
2007             }
2008             else
2009             {
2010                 rho = light->Theta + (light->Phi - light->Theta) / (2 * light->Falloff);
2011                 if (rho < 0.0001f)
2012                     rho = 0.0001f;
2013                 object->exponent = -0.3f / logf(cosf(rho / 2));
2014             }
2015
2016             if (object->exponent > 128.0f)
2017                 object->exponent = 128.0f;
2018
2019             object->cutoff = (float)(light->Phi * 90 / M_PI);
2020             /* FIXME: Range */
2021             break;
2022
2023         default:
2024             FIXME("Unrecognized light type %#x.\n", light->Type);
2025     }
2026
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));
2030
2031     return WINED3D_OK;
2032 }
2033
2034 HRESULT CDECL wined3d_device_get_light(struct wined3d_device *device, UINT light_idx, WINED3DLIGHT *light)
2035 {
2036     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2037     struct wined3d_light_info *light_info = NULL;
2038     struct list *e;
2039
2040     TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
2041
2042     LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2043     {
2044         light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2045         if (light_info->OriginalIndex == light_idx)
2046             break;
2047         light_info = NULL;
2048     }
2049
2050     if (!light_info)
2051     {
2052         TRACE("Light information requested but light not defined\n");
2053         return WINED3DERR_INVALIDCALL;
2054     }
2055
2056     *light = light_info->OriginalParms;
2057     return WINED3D_OK;
2058 }
2059
2060 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2061 {
2062     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2063     struct wined3d_light_info *light_info = NULL;
2064     struct list *e;
2065
2066     TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2067
2068     LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2069     {
2070         light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2071         if (light_info->OriginalIndex == light_idx)
2072             break;
2073         light_info = NULL;
2074     }
2075     TRACE("Found light %p.\n", light_info);
2076
2077     /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2078     if (!light_info)
2079     {
2080         TRACE("Light enabled requested but light not defined, so defining one!\n");
2081         wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2082
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])
2085         {
2086             light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2087             if (light_info->OriginalIndex == light_idx)
2088                 break;
2089             light_info = NULL;
2090         }
2091         if (!light_info)
2092         {
2093             FIXME("Adding default lights has failed dismally\n");
2094             return WINED3DERR_INVALIDCALL;
2095         }
2096     }
2097
2098     if (!enable)
2099     {
2100         if (light_info->glIndex != -1)
2101         {
2102             if (!device->isRecordingState)
2103                 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2104
2105             device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2106             light_info->glIndex = -1;
2107         }
2108         else
2109         {
2110             TRACE("Light already disabled, nothing to do\n");
2111         }
2112         light_info->enabled = FALSE;
2113     }
2114     else
2115     {
2116         light_info->enabled = TRUE;
2117         if (light_info->glIndex != -1)
2118         {
2119             TRACE("Nothing to do as light was enabled\n");
2120         }
2121         else
2122         {
2123             unsigned int i;
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)
2127             {
2128                 if (!device->updateStateBlock->state.lights[i])
2129                 {
2130                     device->updateStateBlock->state.lights[i] = light_info;
2131                     light_info->glIndex = i;
2132                     break;
2133                 }
2134             }
2135             if (light_info->glIndex == -1)
2136             {
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.
2141                  *
2142                  * TODO: Test how this affects rendering. */
2143                 WARN("Too many concurrently active lights\n");
2144                 return WINED3D_OK;
2145             }
2146
2147             /* i == light_info->glIndex */
2148             if (!device->isRecordingState)
2149                 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2150         }
2151     }
2152
2153     return WINED3D_OK;
2154 }
2155
2156 HRESULT CDECL wined3d_device_get_light_enable(struct wined3d_device *device, UINT light_idx, BOOL *enable)
2157 {
2158     UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2159     struct wined3d_light_info *light_info = NULL;
2160     struct list *e;
2161
2162     TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2163
2164     LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2165     {
2166         light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2167         if (light_info->OriginalIndex == light_idx)
2168             break;
2169         light_info = NULL;
2170     }
2171
2172     if (!light_info)
2173     {
2174         TRACE("Light enabled state requested but light not defined.\n");
2175         return WINED3DERR_INVALIDCALL;
2176     }
2177     /* true is 128 according to SetLightEnable */
2178     *enable = light_info->enabled ? 128 : 0;
2179     return WINED3D_OK;
2180 }
2181
2182 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const float *plane)
2183 {
2184     TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2185
2186     /* Validate plane_idx. */
2187     if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2188     {
2189         TRACE("Application has requested clipplane this device doesn't support.\n");
2190         return WINED3DERR_INVALIDCALL;
2191     }
2192
2193     device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2194
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])
2199     {
2200         TRACE("Application is setting old values over, nothing to do.\n");
2201         return WINED3D_OK;
2202     }
2203
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];
2208
2209     /* Handle recording of state blocks. */
2210     if (device->isRecordingState)
2211     {
2212         TRACE("Recording... not performing anything.\n");
2213         return WINED3D_OK;
2214     }
2215
2216     device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2217
2218     return WINED3D_OK;
2219 }
2220
2221 HRESULT CDECL wined3d_device_get_clip_plane(struct wined3d_device *device, UINT plane_idx, float *plane)
2222 {
2223     TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2224
2225     /* Validate plane_idx. */
2226     if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2227     {
2228         TRACE("Application has requested clipplane this device doesn't support.\n");
2229         return WINED3DERR_INVALIDCALL;
2230     }
2231
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];
2236
2237     return WINED3D_OK;
2238 }
2239
2240 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device, const WINED3DCLIPSTATUS *clip_status)
2241 {
2242     FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2243
2244     if (!clip_status)
2245         return WINED3DERR_INVALIDCALL;
2246
2247     return WINED3D_OK;
2248 }
2249
2250 HRESULT CDECL wined3d_device_get_clip_status(struct wined3d_device *device, WINED3DCLIPSTATUS *clip_status)
2251 {
2252     FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2253
2254     if (!clip_status)
2255         return WINED3DERR_INVALIDCALL;
2256
2257     return WINED3D_OK;
2258 }
2259
2260 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const WINED3DMATERIAL *material)
2261 {
2262     TRACE("device %p, material %p.\n", device, material);
2263
2264     device->updateStateBlock->changed.material = TRUE;
2265     device->updateStateBlock->state.material = *material;
2266
2267     /* Handle recording of state blocks */
2268     if (device->isRecordingState)
2269     {
2270         TRACE("Recording... not performing anything.\n");
2271         return WINED3D_OK;
2272     }
2273
2274     device_invalidate_state(device, STATE_MATERIAL);
2275
2276     return WINED3D_OK;
2277 }
2278
2279 HRESULT CDECL wined3d_device_get_material(struct wined3d_device *device, WINED3DMATERIAL *material)
2280 {
2281     TRACE("device %p, material %p.\n", device, material);
2282
2283     *material = device->updateStateBlock->state.material;
2284
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);
2298
2299     return WINED3D_OK;
2300 }
2301
2302 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2303         struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2304 {
2305     struct wined3d_buffer *prev_buffer;
2306
2307     TRACE("device %p, buffer %p, format %s.\n",
2308             device, buffer, debug_d3dformat(format_id));
2309
2310     prev_buffer = device->updateStateBlock->state.index_buffer;
2311
2312     device->updateStateBlock->changed.indices = TRUE;
2313     device->updateStateBlock->state.index_buffer = buffer;
2314     device->updateStateBlock->state.index_format = format_id;
2315
2316     /* Handle recording of state blocks. */
2317     if (device->isRecordingState)
2318     {
2319         TRACE("Recording... not performing anything.\n");
2320         if (buffer)
2321             wined3d_buffer_incref(buffer);
2322         if (prev_buffer)
2323             wined3d_buffer_decref(prev_buffer);
2324         return WINED3D_OK;
2325     }
2326
2327     if (prev_buffer != buffer)
2328     {
2329         device_invalidate_state(device, STATE_INDEXBUFFER);
2330         if (buffer)
2331         {
2332             InterlockedIncrement(&buffer->bind_count);
2333             wined3d_buffer_incref(buffer);
2334         }
2335         if (prev_buffer)
2336         {
2337             InterlockedDecrement(&prev_buffer->bind_count);
2338             wined3d_buffer_decref(prev_buffer);
2339         }
2340     }
2341
2342     return WINED3D_OK;
2343 }
2344
2345 HRESULT CDECL wined3d_device_get_index_buffer(struct wined3d_device *device, struct wined3d_buffer **buffer)
2346 {
2347     TRACE("device %p, buffer %p.\n", device, buffer);
2348
2349     *buffer = device->stateBlock->state.index_buffer;
2350
2351     if (*buffer)
2352         wined3d_buffer_incref(*buffer);
2353
2354     TRACE("Returning %p.\n", *buffer);
2355
2356     return WINED3D_OK;
2357 }
2358
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)
2361 {
2362     TRACE("device %p, base_index %d.\n", device, base_index);
2363
2364     if (device->updateStateBlock->state.base_vertex_index == base_index)
2365     {
2366         TRACE("Application is setting the old value over, nothing to do\n");
2367         return WINED3D_OK;
2368     }
2369
2370     device->updateStateBlock->state.base_vertex_index = base_index;
2371
2372     if (device->isRecordingState)
2373     {
2374         TRACE("Recording... not performing anything\n");
2375         return WINED3D_OK;
2376     }
2377     return WINED3D_OK;
2378 }
2379
2380 INT CDECL wined3d_device_get_base_vertex_index(struct wined3d_device *device)
2381 {
2382     TRACE("device %p.\n", device);
2383
2384     return device->stateBlock->state.base_vertex_index;
2385 }
2386
2387 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const WINED3DVIEWPORT *viewport)
2388 {
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);
2392
2393     device->updateStateBlock->changed.viewport = TRUE;
2394     device->updateStateBlock->state.viewport = *viewport;
2395
2396     /* Handle recording of state blocks */
2397     if (device->isRecordingState)
2398     {
2399         TRACE("Recording... not performing anything\n");
2400         return WINED3D_OK;
2401     }
2402
2403     device_invalidate_state(device, STATE_VIEWPORT);
2404
2405     return WINED3D_OK;
2406 }
2407
2408 HRESULT CDECL wined3d_device_get_viewport(struct wined3d_device *device, WINED3DVIEWPORT *viewport)
2409 {
2410     TRACE("device %p, viewport %p.\n", device, viewport);
2411
2412     *viewport = device->stateBlock->state.viewport;
2413
2414     return WINED3D_OK;
2415 }
2416
2417 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2418         WINED3DRENDERSTATETYPE state, DWORD value)
2419 {
2420     DWORD old_value = device->stateBlock->state.render_states[state];
2421
2422     TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2423
2424     device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2425     device->updateStateBlock->state.render_states[state] = value;
2426
2427     /* Handle recording of state blocks. */
2428     if (device->isRecordingState)
2429     {
2430         TRACE("Recording... not performing anything.\n");
2431         return WINED3D_OK;
2432     }
2433
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");
2437     else
2438         device_invalidate_state(device, STATE_RENDER(state));
2439
2440     return WINED3D_OK;
2441 }
2442
2443 HRESULT CDECL wined3d_device_get_render_state(struct wined3d_device *device,
2444         WINED3DRENDERSTATETYPE state, DWORD *value)
2445 {
2446     TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2447
2448     *value = device->stateBlock->state.render_states[state];
2449
2450     return WINED3D_OK;
2451 }
2452
2453 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2454         UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD value)
2455 {
2456     DWORD old_value;
2457
2458     TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2459             device, sampler_idx, debug_d3dsamplerstate(state), value);
2460
2461     if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2462         sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2463
2464     if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2465             / sizeof(*device->stateBlock->state.sampler_states))
2466     {
2467         WARN("Invalid sampler %u.\n", sampler_idx);
2468         return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2469     }
2470
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;
2474
2475     /* Handle recording of state blocks. */
2476     if (device->isRecordingState)
2477     {
2478         TRACE("Recording... not performing anything.\n");
2479         return WINED3D_OK;
2480     }
2481
2482     if (old_value == value)
2483     {
2484         TRACE("Application is setting the old value over, nothing to do.\n");
2485         return WINED3D_OK;
2486     }
2487
2488     device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2489
2490     return WINED3D_OK;
2491 }
2492
2493 HRESULT CDECL wined3d_device_get_sampler_state(struct wined3d_device *device,
2494         UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD *value)
2495 {
2496     TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2497             device, sampler_idx, debug_d3dsamplerstate(state), value);
2498
2499     if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2500         sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2501
2502     if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2503             / sizeof(*device->stateBlock->state.sampler_states))
2504     {
2505         WARN("Invalid sampler %u.\n", sampler_idx);
2506         return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2507     }
2508
2509     *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2510     TRACE("Returning %#x.\n", *value);
2511
2512     return WINED3D_OK;
2513 }
2514
2515 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2516 {
2517     TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2518
2519     device->updateStateBlock->changed.scissorRect = TRUE;
2520     if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2521     {
2522         TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2523         return WINED3D_OK;
2524     }
2525     CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2526
2527     if (device->isRecordingState)
2528     {
2529         TRACE("Recording... not performing anything.\n");
2530         return WINED3D_OK;
2531     }
2532
2533     device_invalidate_state(device, STATE_SCISSORRECT);
2534
2535     return WINED3D_OK;
2536 }
2537
2538 HRESULT CDECL wined3d_device_get_scissor_rect(struct wined3d_device *device, RECT *rect)
2539 {
2540     TRACE("device %p, rect %p.\n", device, rect);
2541
2542     *rect = device->updateStateBlock->state.scissor_rect;
2543     TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2544
2545     return WINED3D_OK;
2546 }
2547
2548 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2549         struct wined3d_vertex_declaration *declaration)
2550 {
2551     struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2552
2553     TRACE("device %p, declaration %p.\n", device, declaration);
2554
2555     if (declaration)
2556         wined3d_vertex_declaration_incref(declaration);
2557     if (prev)
2558         wined3d_vertex_declaration_decref(prev);
2559
2560     device->updateStateBlock->state.vertex_declaration = declaration;
2561     device->updateStateBlock->changed.vertexDecl = TRUE;
2562
2563     if (device->isRecordingState)
2564     {
2565         TRACE("Recording... not performing anything.\n");
2566         return WINED3D_OK;
2567     }
2568     else if (declaration == prev)
2569     {
2570         /* Checked after the assignment to allow proper stateblock recording. */
2571         TRACE("Application is setting the old declaration over, nothing to do.\n");
2572         return WINED3D_OK;
2573     }
2574
2575     device_invalidate_state(device, STATE_VDECL);
2576     return WINED3D_OK;
2577 }
2578
2579 HRESULT CDECL wined3d_device_get_vertex_declaration(struct wined3d_device *device,
2580         struct wined3d_vertex_declaration **declaration)
2581 {
2582     TRACE("device %p, declaration %p.\n", device, declaration);
2583
2584     *declaration = device->stateBlock->state.vertex_declaration;
2585     if (*declaration)
2586         wined3d_vertex_declaration_incref(*declaration);
2587
2588     return WINED3D_OK;
2589 }
2590
2591 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2592 {
2593     struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2594
2595     TRACE("device %p, shader %p.\n", device, shader);
2596
2597     device->updateStateBlock->state.vertex_shader = shader;
2598     device->updateStateBlock->changed.vertexShader = TRUE;
2599
2600     if (device->isRecordingState)
2601     {
2602         if (shader)
2603             wined3d_shader_incref(shader);
2604         if (prev)
2605             wined3d_shader_decref(prev);
2606         TRACE("Recording... not performing anything.\n");
2607         return WINED3D_OK;
2608     }
2609
2610     if (shader == prev)
2611     {
2612         TRACE("Application is setting the old shader over, nothing to do.\n");
2613         return WINED3D_OK;
2614     }
2615
2616     if (shader)
2617         wined3d_shader_incref(shader);
2618     if (prev)
2619         wined3d_shader_decref(prev);
2620
2621     device_invalidate_state(device, STATE_VSHADER);
2622
2623     return WINED3D_OK;
2624 }
2625
2626 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(struct wined3d_device *device)
2627 {
2628     struct wined3d_shader *shader;
2629
2630     TRACE("device %p.\n", device);
2631
2632     shader = device->stateBlock->state.vertex_shader;
2633     if (shader)
2634         wined3d_shader_incref(shader);
2635
2636     TRACE("Returning %p.\n", shader);
2637     return shader;
2638 }
2639
2640 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2641         UINT start_register, const BOOL *constants, UINT bool_count)
2642 {
2643     UINT count = min(bool_count, MAX_CONST_B - start_register);
2644     UINT i;
2645
2646     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2647             device, start_register, constants, bool_count);
2648
2649     if (!constants || start_register >= MAX_CONST_B)
2650         return WINED3DERR_INVALIDCALL;
2651
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");
2655
2656     for (i = start_register; i < count + start_register; ++i)
2657         device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2658
2659     if (!device->isRecordingState)
2660         device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2661
2662     return WINED3D_OK;
2663 }
2664
2665 HRESULT CDECL wined3d_device_get_vs_consts_b(struct wined3d_device *device,
2666         UINT start_register, BOOL *constants, UINT bool_count)
2667 {
2668     UINT count = min(bool_count, MAX_CONST_B - start_register);
2669
2670     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2671             device, start_register, constants, bool_count);
2672
2673     if (!constants || start_register >= MAX_CONST_B)
2674         return WINED3DERR_INVALIDCALL;
2675
2676     memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2677
2678     return WINED3D_OK;
2679 }
2680
2681 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2682         UINT start_register, const int *constants, UINT vector4i_count)
2683 {
2684     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2685     UINT i;
2686
2687     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2688             device, start_register, constants, vector4i_count);
2689
2690     if (!constants || start_register >= MAX_CONST_I)
2691         return WINED3DERR_INVALIDCALL;
2692
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]);
2698
2699     for (i = start_register; i < count + start_register; ++i)
2700         device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2701
2702     if (!device->isRecordingState)
2703         device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2704
2705     return WINED3D_OK;
2706 }
2707
2708 HRESULT CDECL wined3d_device_get_vs_consts_i(struct wined3d_device *device,
2709         UINT start_register, int *constants, UINT vector4i_count)
2710 {
2711     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2712
2713     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2714             device, start_register, constants, vector4i_count);
2715
2716     if (!constants || start_register >= MAX_CONST_I)
2717         return WINED3DERR_INVALIDCALL;
2718
2719     memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2720     return WINED3D_OK;
2721 }
2722
2723 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2724         UINT start_register, const float *constants, UINT vector4f_count)
2725 {
2726     UINT i;
2727
2728     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2729             device, start_register, constants, vector4f_count);
2730
2731     /* Specifically test start_register > limit to catch MAX_UINT overflows
2732      * when adding start_register + vector4f_count. */
2733     if (!constants
2734             || start_register + vector4f_count > device->d3d_vshader_constantF
2735             || start_register > device->d3d_vshader_constantF)
2736         return WINED3DERR_INVALIDCALL;
2737
2738     memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2739             constants, vector4f_count * sizeof(float) * 4);
2740     if (TRACE_ON(d3d))
2741     {
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]);
2746     }
2747
2748     if (!device->isRecordingState)
2749     {
2750         device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2751         device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2752     }
2753
2754     memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2755             sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2756
2757     return WINED3D_OK;
2758 }
2759
2760 HRESULT CDECL wined3d_device_get_vs_consts_f(struct wined3d_device *device,
2761         UINT start_register, float *constants, UINT vector4f_count)
2762 {
2763     int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2764
2765     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2766             device, start_register, constants, vector4f_count);
2767
2768     if (!constants || count < 0)
2769         return WINED3DERR_INVALIDCALL;
2770
2771     memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2772
2773     return WINED3D_OK;
2774 }
2775
2776 static inline void markTextureStagesDirty(struct wined3d_device *device, DWORD stage)
2777 {
2778     DWORD i;
2779
2780     for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2781     {
2782         device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2783     }
2784 }
2785
2786 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2787 {
2788     DWORD i = device->rev_tex_unit_map[unit];
2789     DWORD j = device->texUnitMap[stage];
2790
2791     device->texUnitMap[stage] = unit;
2792     if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2793         device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2794
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;
2798 }
2799
2800 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2801 {
2802     UINT i;
2803
2804     device->fixed_function_usage_map = 0;
2805     for (i = 0; i < MAX_TEXTURES; ++i)
2806     {
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;
2816
2817         if (color_op == WINED3DTOP_DISABLE) {
2818             /* Not used, and disable higher stages */
2819             break;
2820         }
2821
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);
2831
2832         if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1)
2833             device->fixed_function_usage_map |= (1 << (i + 1));
2834     }
2835 }
2836
2837 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2838 {
2839     unsigned int i, tex;
2840     WORD ffu_map;
2841
2842     device_update_fixed_function_usage_map(device);
2843     ffu_map = device->fixed_function_usage_map;
2844
2845     if (device->max_ffp_textures == gl_info->limits.texture_stages
2846             || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2847     {
2848         for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2849         {
2850             if (!(ffu_map & 1)) continue;
2851
2852             if (device->texUnitMap[i] != i)
2853             {
2854                 device_map_stage(device, i, i);
2855                 device_invalidate_state(device, STATE_SAMPLER(i));
2856                 markTextureStagesDirty(device, i);
2857             }
2858         }
2859         return;
2860     }
2861
2862     /* Now work out the mapping */
2863     tex = 0;
2864     for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2865     {
2866         if (!(ffu_map & 1)) continue;
2867
2868         if (device->texUnitMap[i] != tex)
2869         {
2870             device_map_stage(device, i, tex);
2871             device_invalidate_state(device, STATE_SAMPLER(i));
2872             markTextureStagesDirty(device, i);
2873         }
2874
2875         ++tex;
2876     }
2877 }
2878
2879 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2880 {
2881     const WINED3DSAMPLER_TEXTURE_TYPE *sampler_type =
2882             device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2883     unsigned int i;
2884
2885     for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2886     {
2887         if (sampler_type[i] && device->texUnitMap[i] != i)
2888         {
2889             device_map_stage(device, i, i);
2890             device_invalidate_state(device, STATE_SAMPLER(i));
2891             if (i < gl_info->limits.texture_stages)
2892             {
2893                 markTextureStagesDirty(device, i);
2894             }
2895         }
2896     }
2897 }
2898
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)
2902 {
2903     DWORD current_mapping = device->rev_tex_unit_map[unit];
2904
2905     /* Not currently used */
2906     if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2907
2908     if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2909         /* Used by a fragment sampler */
2910
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));
2914         }
2915
2916         /* Pixel shader, check the shader's sampler map */
2917         return !pshader_sampler_tokens[current_mapping];
2918     }
2919
2920     /* Used by a vertex sampler */
2921     return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2922 }
2923
2924 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2925 {
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;
2930     int i;
2931
2932     if (ps)
2933     {
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;
2937     }
2938
2939     for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2940         DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2941         if (vshader_sampler_type[i])
2942         {
2943             if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2944             {
2945                 /* Already mapped somewhere */
2946                 continue;
2947             }
2948
2949             while (start >= 0)
2950             {
2951                 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2952                 {
2953                     device_map_stage(device, vsampler_idx, start);
2954                     device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2955
2956                     --start;
2957                     break;
2958                 }
2959
2960                 --start;
2961             }
2962         }
2963     }
2964 }
2965
2966 void device_update_tex_unit_map(struct wined3d_device *device)
2967 {
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);
2972     /*
2973      * Rules are:
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
2978      */
2979     if (ps)
2980         device_map_psamplers(device, gl_info);
2981     else
2982         device_map_fixed_function_samplers(device, gl_info);
2983
2984     if (vs)
2985         device_map_vsamplers(device, ps, gl_info);
2986 }
2987
2988 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2989 {
2990     struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2991
2992     TRACE("device %p, shader %p.\n", device, shader);
2993
2994     device->updateStateBlock->state.pixel_shader = shader;
2995     device->updateStateBlock->changed.pixelShader = TRUE;
2996
2997     if (device->isRecordingState)
2998     {
2999         if (shader)
3000             wined3d_shader_incref(shader);
3001         if (prev)
3002             wined3d_shader_decref(prev);
3003         TRACE("Recording... not performing anything.\n");
3004         return WINED3D_OK;
3005     }
3006
3007     if (shader == prev)
3008     {
3009         TRACE("Application is setting the old shader over, nothing to do.\n");
3010         return WINED3D_OK;
3011     }
3012
3013     if (shader)
3014         wined3d_shader_incref(shader);
3015     if (prev)
3016         wined3d_shader_decref(prev);
3017
3018     device_invalidate_state(device, STATE_PIXELSHADER);
3019
3020     return WINED3D_OK;
3021 }
3022
3023 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(struct wined3d_device *device)
3024 {
3025     struct wined3d_shader *shader;
3026
3027     TRACE("device %p.\n", device);
3028
3029     shader = device->stateBlock->state.pixel_shader;
3030     if (shader)
3031         wined3d_shader_incref(shader);
3032
3033     TRACE("Returning %p.\n", shader);
3034     return shader;
3035 }
3036
3037 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
3038         UINT start_register, const BOOL *constants, UINT bool_count)
3039 {
3040     UINT count = min(bool_count, MAX_CONST_B - start_register);
3041     UINT i;
3042
3043     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3044             device, start_register, constants, bool_count);
3045
3046     if (!constants || start_register >= MAX_CONST_B)
3047         return WINED3DERR_INVALIDCALL;
3048
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");
3052
3053     for (i = start_register; i < count + start_register; ++i)
3054         device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3055
3056     if (!device->isRecordingState)
3057         device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3058
3059     return WINED3D_OK;
3060 }
3061
3062 HRESULT CDECL wined3d_device_get_ps_consts_b(struct wined3d_device *device,
3063         UINT start_register, BOOL *constants, UINT bool_count)
3064 {
3065     UINT count = min(bool_count, MAX_CONST_B - start_register);
3066
3067     TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3068             device, start_register, constants, bool_count);
3069
3070     if (!constants || start_register >= MAX_CONST_B)
3071         return WINED3DERR_INVALIDCALL;
3072
3073     memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3074
3075     return WINED3D_OK;
3076 }
3077
3078 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3079         UINT start_register, const int *constants, UINT vector4i_count)
3080 {
3081     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3082     UINT i;
3083
3084     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3085             device, start_register, constants, vector4i_count);
3086
3087     if (!constants || start_register >= MAX_CONST_I)
3088         return WINED3DERR_INVALIDCALL;
3089
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]);
3095
3096     for (i = start_register; i < count + start_register; ++i)
3097         device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3098
3099     if (!device->isRecordingState)
3100         device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3101
3102     return WINED3D_OK;
3103 }
3104
3105 HRESULT CDECL wined3d_device_get_ps_consts_i(struct wined3d_device *device,
3106         UINT start_register, int *constants, UINT vector4i_count)
3107 {
3108     UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3109
3110     TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3111             device, start_register, constants, vector4i_count);
3112
3113     if (!constants || start_register >= MAX_CONST_I)
3114         return WINED3DERR_INVALIDCALL;
3115
3116     memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3117
3118     return WINED3D_OK;
3119 }
3120
3121 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3122         UINT start_register, const float *constants, UINT vector4f_count)
3123 {
3124     UINT i;
3125
3126     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3127             device, start_register, constants, vector4f_count);
3128
3129     /* Specifically test start_register > limit to catch MAX_UINT overflows
3130      * when adding start_register + vector4f_count. */
3131     if (!constants
3132             || start_register + vector4f_count > device->d3d_pshader_constantF
3133             || start_register > device->d3d_pshader_constantF)
3134         return WINED3DERR_INVALIDCALL;
3135
3136     memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3137             constants, vector4f_count * sizeof(float) * 4);
3138     if (TRACE_ON(d3d))
3139     {
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]);
3144     }
3145
3146     if (!device->isRecordingState)
3147     {
3148         device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3149         device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3150     }
3151
3152     memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3153             sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3154
3155     return WINED3D_OK;
3156 }
3157
3158 HRESULT CDECL wined3d_device_get_ps_consts_f(struct wined3d_device *device,
3159         UINT start_register, float *constants, UINT vector4f_count)
3160 {
3161     int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3162
3163     TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3164             device, start_register, constants, vector4f_count);
3165
3166     if (!constants || count < 0)
3167         return WINED3DERR_INVALIDCALL;
3168
3169     memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3170
3171     return WINED3D_OK;
3172 }
3173
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,
3179         DWORD DestFVF)
3180 {
3181     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3182     char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3183     unsigned int i;
3184     WINED3DVIEWPORT vp;
3185     WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3186     BOOL doClip;
3187     DWORD numTextures;
3188
3189     if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3190     {
3191         WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3192     }
3193
3194     if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3195     {
3196         ERR("Source has no position mask\n");
3197         return WINED3DERR_INVALIDCALL;
3198     }
3199
3200     if (!dest->resource.allocatedMemory)
3201         buffer_get_sysmem(dest, gl_info);
3202
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
3205      */
3206     if (!dest->buffer_object && gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
3207     {
3208         dest->flags |= WINED3D_BUFFER_CREATEBO;
3209         wined3d_buffer_preload(dest);
3210     }
3211
3212     if (dest->buffer_object)
3213     {
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
3218          */
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 */
3224         }
3225         dest_conv = dest_conv_addr;
3226     }
3227
3228     if (device->stateBlock->state.render_states[WINED3DRS_CLIPPING])
3229     {
3230         static BOOL warned = FALSE;
3231         /*
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)
3237         doClip = TRUE;
3238          */
3239         doClip = FALSE;
3240         if(!warned) {
3241            warned = TRUE;
3242            FIXME("Clipping is broken and disabled for now\n");
3243         }
3244     } else doClip = FALSE;
3245     dest_ptr = ((char *)buffer_get_sysmem(dest, gl_info)) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3246
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);
3250
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);
3256
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);
3262
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);
3268
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);
3273
3274     multiply_matrix(&mat,&view_mat,&world_mat);
3275     multiply_matrix(&mat,&proj_mat,&mat);
3276
3277     numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3278
3279     for (i = 0; i < dwCount; i+= 1) {
3280         unsigned int tex_index;
3281
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);
3287             float x, y, z, rhw;
3288             TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3289
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);
3295
3296             TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3297
3298             /* WARNING: The following things are taken from d3d7 and were not yet checked
3299              * against d3d8 or d3d9!
3300              */
3301
3302             /* Clipping conditions: From msdn
3303              *
3304              * A vertex is clipped if it does not match the following requirements
3305              * -rhw < x <= rhw
3306              * -rhw < y <= rhw
3307              *    0 < z <= rhw
3308              *    0 < rhw ( Not in d3d7, but tested in d3d7)
3309              *
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)
3312              *
3313              */
3314
3315             if( !doClip ||
3316                 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3317                   (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3318                   ( rhw > eps ) ) ) {
3319
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....
3330                  *
3331                  * Well, basically it's simply a linear transformation into viewport
3332                  * coordinates
3333                  */
3334
3335                 x /= rhw;
3336                 y /= rhw;
3337                 z /= rhw;
3338
3339                 y *= -1;
3340
3341                 x *= vp.Width / 2;
3342                 y *= vp.Height / 2;
3343                 z *= vp.MaxZ - vp.MinZ;
3344
3345                 x += vp.Width / 2 + vp.X;
3346                 y += vp.Height / 2 + vp.Y;
3347                 z += vp.MinZ;
3348
3349                 rhw = 1 / rhw;
3350             } else {
3351                 /* That vertex got clipped
3352                  * Contrary to OpenGL it is not dropped completely, it just
3353                  * undergoes a different calculation.
3354                  */
3355                 TRACE("Vertex got clipped\n");
3356                 x += rhw;
3357                 y += rhw;
3358
3359                 x  /= 2;
3360                 y  /= 2;
3361
3362                 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3363                  * outside of the main vertex buffer memory. That needs some more
3364                  * investigation...
3365                  */
3366             }
3367
3368             TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3369
3370
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! */
3375
3376             dest_ptr += 3 * sizeof(float);
3377
3378             if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3379                 dest_ptr += sizeof(float);
3380             }
3381
3382             if(dest_conv) {
3383                 float w = 1 / rhw;
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;
3388
3389                 dest_conv += 3 * sizeof(float);
3390
3391                 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3392                     dest_conv += sizeof(float);
3393                 }
3394             }
3395         }
3396         if (DestFVF & WINED3DFVF_PSIZE) {
3397             dest_ptr += sizeof(DWORD);
3398             if(dest_conv) dest_conv += sizeof(DWORD);
3399         }
3400         if (DestFVF & WINED3DFVF_NORMAL)
3401         {
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));
3407             if(dest_conv) {
3408                 copy_and_next(dest_conv, normal, 3 * sizeof(float));
3409             }
3410         }
3411
3412         if (DestFVF & WINED3DFVF_DIFFUSE)
3413         {
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)))
3417             {
3418                 static BOOL warned = FALSE;
3419
3420                 if(!warned) {
3421                     ERR("No diffuse color in source, but destination has one\n");
3422                     warned = TRUE;
3423                 }
3424
3425                 *( (DWORD *) dest_ptr) = 0xffffffff;
3426                 dest_ptr += sizeof(DWORD);
3427
3428                 if(dest_conv) {
3429                     *( (DWORD *) dest_conv) = 0xffffffff;
3430                     dest_conv += sizeof(DWORD);
3431                 }
3432             }
3433             else {
3434                 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3435                 if(dest_conv) {
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);
3440                 }
3441             }
3442         }
3443
3444         if (DestFVF & WINED3DFVF_SPECULAR)
3445         {
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)))
3450             {
3451                 static BOOL warned = FALSE;
3452
3453                 if(!warned) {
3454                     ERR("No specular color in source, but destination has one\n");
3455                     warned = TRUE;
3456                 }
3457
3458                 *( (DWORD *) dest_ptr) = 0xFF000000;
3459                 dest_ptr += sizeof(DWORD);
3460
3461                 if(dest_conv) {
3462                     *( (DWORD *) dest_conv) = 0xFF000000;
3463                     dest_conv += sizeof(DWORD);
3464                 }
3465             }
3466             else {
3467                 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3468                 if(dest_conv) {
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);
3473                 }
3474             }
3475         }
3476
3477         for (tex_index = 0; tex_index < numTextures; ++tex_index)
3478         {
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))))
3482             {
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);
3486             }
3487             else {
3488                 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3489                 if(dest_conv) {
3490                     copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3491                 }
3492             }
3493         }
3494     }
3495
3496     if (dest_conv)
3497     {
3498         ENTER_GL();
3499
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),
3504                                       dest_conv_addr));
3505         checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3506
3507         LEAVE_GL();
3508
3509         HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3510     }
3511
3512     return WINED3D_OK;
3513 }
3514 #undef copy_and_next
3515
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)
3520 {
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;
3527     HRESULT hr;
3528
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);
3533
3534     if (declaration)
3535         FIXME("Output vertex declaration not implemented yet.\n");
3536
3537     /* Need any context to write to the vbo. */
3538     context = context_acquire(device, NULL);
3539     gl_info = context->gl_info;
3540
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;
3550
3551     if (vbo || src_start_idx)
3552     {
3553         unsigned int i;
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
3556          *
3557          * Also get the start index in, but only loop over all elements if there's something to add at all.
3558          */
3559         for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3560         {
3561             struct wined3d_stream_info_element *e;
3562
3563             if (!(stream_info.use_map & (1 << i))) continue;
3564
3565             e = &stream_info.elements[i];
3566             if (e->data.buffer_object)
3567             {
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));
3571                 ENTER_GL();
3572                 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3573                 vb->buffer_object = 0;
3574                 LEAVE_GL();
3575             }
3576             if (e->data.addr)
3577                 e->data.addr += e->stride * src_start_idx;
3578         }
3579     }
3580
3581     hr = process_vertices_strided(device, dst_idx, vertex_count,
3582             &stream_info, dst_buffer, flags, dst_fvf);
3583
3584     context_release(context);
3585
3586     return hr;
3587 }
3588
3589 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3590         UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD value)
3591 {
3592     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3593     DWORD old_value;
3594
3595     TRACE("device %p, stage %u, state %s, value %#x.\n",
3596             device, stage, debug_d3dtexturestate(state), value);
3597
3598     if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3599     {
3600         WARN("Invalid state %#x passed.\n", state);
3601         return WINED3D_OK;
3602     }
3603
3604     if (stage >= gl_info->limits.texture_stages)
3605     {
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);
3608         return WINED3D_OK;
3609     }
3610
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;
3614
3615     if (device->isRecordingState)
3616     {
3617         TRACE("Recording... not performing anything.\n");
3618         return WINED3D_OK;
3619     }
3620
3621     /* Checked after the assignments to allow proper stateblock recording. */
3622     if (old_value == value)
3623     {
3624         TRACE("Application is setting the old value over, nothing to do.\n");
3625         return WINED3D_OK;
3626     }
3627
3628     if (stage > device->stateBlock->state.lowest_disabled_stage
3629             && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3630             == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP))
3631     {
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. */
3635         return WINED3D_OK;
3636     }
3637
3638     if (state == WINED3DTSS_COLOROP)
3639     {
3640         unsigned int i;
3641
3642         if (value == WINED3DTOP_DISABLE && old_value != WINED3DTOP_DISABLE)
3643         {
3644             /* Previously enabled stage disabled now. Make sure to dirtify
3645              * all enabled stages above stage, they have to be disabled.
3646              *
3647              * The current stage is dirtified below. */
3648             for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3649             {
3650                 TRACE("Additionally dirtifying stage %u.\n", i);
3651                 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3652             }
3653             device->stateBlock->state.lowest_disabled_stage = stage;
3654             TRACE("New lowest disabled: %u.\n", stage);
3655         }
3656         else if (value != WINED3DTOP_DISABLE && old_value == WINED3DTOP_DISABLE)
3657         {
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
3662              * already).
3663              *
3664              * Again stage stage doesn't need to be dirtified here, it is
3665              * handled below. */
3666             for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3667             {
3668                 if (device->updateStateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
3669                     break;
3670                 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3671                 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3672             }
3673             device->stateBlock->state.lowest_disabled_stage = i;
3674             TRACE("New lowest disabled: %u.\n", i);
3675         }
3676     }
3677
3678     device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3679
3680     return WINED3D_OK;
3681 }
3682
3683 HRESULT CDECL wined3d_device_get_texture_stage_state(struct wined3d_device *device,
3684         UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD *value)
3685 {
3686     TRACE("device %p, stage %u, state %s, value %p.\n",
3687             device, stage, debug_d3dtexturestate(state), value);
3688
3689     if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3690     {
3691         WARN("Invalid state %#x passed.\n", state);
3692         return WINED3D_OK;
3693     }
3694
3695     *value = device->updateStateBlock->state.texture_states[stage][state];
3696     TRACE("Returning %#x.\n", *value);
3697
3698     return WINED3D_OK;
3699 }
3700
3701 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3702         UINT stage, struct wined3d_texture *texture)
3703 {
3704     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3705     struct wined3d_texture *prev;
3706
3707     TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3708
3709     if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3710         stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3711
3712     /* Windows accepts overflowing this array... we do not. */
3713     if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3714     {
3715         WARN("Ignoring invalid stage %u.\n", stage);
3716         return WINED3D_OK;
3717     }
3718
3719     /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
3720     if (texture && texture->resource.pool == WINED3DPOOL_SCRATCH)
3721     {
3722         WARN("Rejecting attempt to set scratch texture.\n");
3723         return WINED3DERR_INVALIDCALL;
3724     }
3725
3726     device->updateStateBlock->changed.textures |= 1 << stage;
3727
3728     prev = device->updateStateBlock->state.textures[stage];
3729     TRACE("Previous texture %p.\n", prev);
3730
3731     if (texture == prev)
3732     {
3733         TRACE("App is setting the same texture again, nothing to do.\n");
3734         return WINED3D_OK;
3735     }
3736
3737     TRACE("Setting new texture to %p.\n", texture);
3738     device->updateStateBlock->state.textures[stage] = texture;
3739
3740     if (device->isRecordingState)
3741     {
3742         TRACE("Recording... not performing anything\n");
3743
3744         if (texture) wined3d_texture_incref(texture);
3745         if (prev) wined3d_texture_decref(prev);
3746
3747         return WINED3D_OK;
3748     }
3749
3750     if (texture)
3751     {
3752         LONG bind_count = InterlockedIncrement(&texture->bind_count);
3753
3754         wined3d_texture_incref(texture);
3755
3756         if (!prev || texture->target != prev->target)
3757             device_invalidate_state(device, STATE_PIXELSHADER);
3758
3759         if (!prev && stage < gl_info->limits.texture_stages)
3760         {
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));
3766         }
3767
3768         if (bind_count == 1)
3769             texture->sampler = stage;
3770     }
3771
3772     if (prev)
3773     {
3774         LONG bind_count = InterlockedDecrement(&prev->bind_count);
3775
3776         wined3d_texture_decref(prev);
3777
3778         if (!texture && stage < gl_info->limits.texture_stages)
3779         {
3780             device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3781             device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3782         }
3783
3784         if (bind_count && prev->sampler == stage)
3785         {
3786             unsigned int i;
3787
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)
3792             {
3793                 if (device->updateStateBlock->state.textures[i] == prev)
3794                 {
3795                     TRACE("Texture is also bound to stage %u.\n", i);
3796                     prev->sampler = i;
3797                     break;
3798                 }
3799             }
3800         }
3801     }
3802
3803     device_invalidate_state(device, STATE_SAMPLER(stage));
3804
3805     return WINED3D_OK;
3806 }
3807
3808 HRESULT CDECL wined3d_device_get_texture(struct wined3d_device *device,
3809         UINT stage, struct wined3d_texture **texture)
3810 {
3811     TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3812
3813     if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3814         stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3815
3816     if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3817     {
3818         WARN("Ignoring invalid stage %u.\n", stage);
3819         return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3820     }
3821
3822     *texture = device->stateBlock->state.textures[stage];
3823     if (*texture)
3824         wined3d_texture_incref(*texture);
3825
3826     TRACE("Returning %p.\n", *texture);
3827
3828     return WINED3D_OK;
3829 }
3830
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)
3833 {
3834     struct wined3d_swapchain *swapchain;
3835     HRESULT hr;
3836
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);
3839
3840     hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3841     if (FAILED(hr))
3842     {
3843         WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3844         return hr;
3845     }
3846
3847     hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3848     wined3d_swapchain_decref(swapchain);
3849     if (FAILED(hr))
3850     {
3851         WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3852         return hr;
3853     }
3854
3855     return WINED3D_OK;
3856 }
3857
3858 HRESULT CDECL wined3d_device_get_device_caps(struct wined3d_device *device, WINED3DCAPS *caps)
3859 {
3860     TRACE("device %p, caps %p.\n", device, caps);
3861
3862     return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal, device->devType, caps);
3863 }
3864
3865 HRESULT CDECL wined3d_device_get_display_mode(struct wined3d_device *device,
3866         UINT swapchain_idx, WINED3DDISPLAYMODE *mode)
3867 {
3868     struct wined3d_swapchain *swapchain;
3869     HRESULT hr;
3870
3871     TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3872
3873     if (swapchain_idx)
3874     {
3875         hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3876         if (SUCCEEDED(hr))
3877         {
3878             hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3879             wined3d_swapchain_decref(swapchain);
3880         }
3881     }
3882     else
3883     {
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.
3888          *
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;
3895         hr = WINED3D_OK;
3896     }
3897
3898     return hr;
3899 }
3900
3901 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3902 {
3903     struct wined3d_stateblock *stateblock;
3904     HRESULT hr;
3905
3906     TRACE("device %p.\n", device);
3907
3908     if (device->isRecordingState)
3909         return WINED3DERR_INVALIDCALL;
3910
3911     hr = wined3d_stateblock_create(device, WINED3DSBT_RECORDED, &stateblock);
3912     if (FAILED(hr))
3913         return hr;
3914
3915     wined3d_stateblock_decref(device->updateStateBlock);
3916     device->updateStateBlock = stateblock;
3917     device->isRecordingState = TRUE;
3918
3919     TRACE("Recording stateblock %p.\n", stateblock);
3920
3921     return WINED3D_OK;
3922 }
3923
3924 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3925         struct wined3d_stateblock **stateblock)
3926 {
3927     struct wined3d_stateblock *object = device->updateStateBlock;
3928
3929     TRACE("device %p, stateblock %p.\n", device, stateblock);
3930
3931     if (!device->isRecordingState)
3932     {
3933         WARN("Not recording.\n");
3934         *stateblock = NULL;
3935         return WINED3DERR_INVALIDCALL;
3936     }
3937
3938     stateblock_init_contained_states(object);
3939
3940     *stateblock = object;
3941     device->isRecordingState = FALSE;
3942     device->updateStateBlock = device->stateBlock;
3943     wined3d_stateblock_incref(device->updateStateBlock);
3944
3945     TRACE("Returning stateblock %p.\n", *stateblock);
3946
3947     return WINED3D_OK;
3948 }
3949
3950 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3951 {
3952     /* At the moment we have no need for any functionality at the beginning
3953      * of a scene. */
3954     TRACE("device %p.\n", device);
3955
3956     if (device->inScene)
3957     {
3958         WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3959         return WINED3DERR_INVALIDCALL;
3960     }
3961     device->inScene = TRUE;
3962     return WINED3D_OK;
3963 }
3964
3965 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3966 {
3967     struct wined3d_context *context;
3968
3969     TRACE("device %p.\n", device);
3970
3971     if (!device->inScene)
3972     {
3973         WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3974         return WINED3DERR_INVALIDCALL;
3975     }
3976
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 */
3979     wglFlush();
3980     /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3981      * fails. */
3982     context_release(context);
3983
3984     device->inScene = FALSE;
3985     return WINED3D_OK;
3986 }
3987
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)
3990 {
3991     UINT i;
3992
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);
3996
3997     for (i = 0; i < device->swapchain_count; ++i)
3998     {
3999         wined3d_swapchain_present(device->swapchains[i], src_rect,
4000                 dst_rect, dst_window_override, dirty_region, 0);
4001     }
4002
4003     return WINED3D_OK;
4004 }
4005
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)
4009 {
4010     const WINED3DCOLORVALUE c = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
4011     RECT draw_rect;
4012
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);
4015
4016     if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
4017     {
4018         struct wined3d_surface *ds = device->fb.depth_stencil;
4019         if (!ds)
4020         {
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;
4024         }
4025         else if (flags & WINED3DCLEAR_TARGET)
4026         {
4027             if (ds->resource.width < device->fb.render_targets[0]->resource.width
4028                     || ds->resource.height < device->fb.render_targets[0]->resource.height)
4029             {
4030                 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4031                 return WINED3D_OK;
4032             }
4033         }
4034     }
4035
4036     wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
4037
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);
4041 }
4042
4043 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
4044         WINED3DPRIMITIVETYPE primitive_type)
4045 {
4046     TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
4047
4048     device->updateStateBlock->changed.primitive_type = TRUE;
4049     device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
4050 }
4051
4052 void CDECL wined3d_device_get_primitive_type(struct wined3d_device *device,
4053         WINED3DPRIMITIVETYPE *primitive_type)
4054 {
4055     TRACE("device %p, primitive_type %p\n", device, primitive_type);
4056
4057     *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
4058
4059     TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
4060 }
4061
4062 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
4063 {
4064     TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
4065
4066     if (!device->stateBlock->state.vertex_declaration)
4067     {
4068         WARN("Called without a valid vertex declaration set.\n");
4069         return WINED3DERR_INVALIDCALL;
4070     }
4071
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)
4074     {
4075         device_invalidate_state(device, STATE_INDEXBUFFER);
4076         device->stateBlock->state.user_stream = FALSE;
4077     }
4078
4079     if (device->stateBlock->state.load_base_vertex_index)
4080     {
4081         device->stateBlock->state.load_base_vertex_index = 0;
4082         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4083     }
4084
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);
4088     return WINED3D_OK;
4089 }
4090
4091 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4092 {
4093     struct wined3d_buffer *index_buffer;
4094     UINT index_size = 2;
4095     GLuint vbo;
4096     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4097
4098     TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4099
4100     index_buffer = device->stateBlock->state.index_buffer;
4101     if (!index_buffer)
4102     {
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;
4109     }
4110
4111     if (!device->stateBlock->state.vertex_declaration)
4112     {
4113         WARN("Called without a valid vertex declaration set.\n");
4114         return WINED3DERR_INVALIDCALL;
4115     }
4116
4117     if (device->stateBlock->state.user_stream)
4118     {
4119         device_invalidate_state(device, STATE_INDEXBUFFER);
4120         device->stateBlock->state.user_stream = FALSE;
4121     }
4122     vbo = index_buffer->buffer_object;
4123
4124     if (device->stateBlock->state.index_format == WINED3DFMT_R16_UINT)
4125         index_size = 2;
4126     else
4127         index_size = 4;
4128
4129     if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4130         device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4131     {
4132         device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4133         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4134     }
4135
4136     drawPrimitive(device, index_count, start_idx, index_size,
4137             vbo ? NULL : index_buffer->resource.allocatedMemory);
4138
4139     return WINED3D_OK;
4140 }
4141
4142 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
4143         const void *stream_data, UINT stream_stride)
4144 {
4145     struct wined3d_stream_state *stream;
4146     struct wined3d_buffer *vb;
4147
4148     TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4149             device, vertex_count, stream_data, stream_stride);
4150
4151     if (!device->stateBlock->state.vertex_declaration)
4152     {
4153         WARN("Called without a valid vertex declaration set.\n");
4154         return WINED3DERR_INVALIDCALL;
4155     }
4156
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;
4161     if (vb)
4162         wined3d_buffer_decref(vb);
4163     stream->offset = 0;
4164     stream->stride = stream_stride;
4165     device->stateBlock->state.user_stream = TRUE;
4166     if (device->stateBlock->state.load_base_vertex_index)
4167     {
4168         device->stateBlock->state.load_base_vertex_index = 0;
4169         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4170     }
4171
4172     /* TODO: Only mark dirty if drawing from a different UP address */
4173     device_invalidate_state(device, STATE_STREAMSRC);
4174
4175     drawPrimitive(device, vertex_count, 0, 0, NULL);
4176
4177     /* MSDN specifies stream zero settings must be set to NULL */
4178     stream->buffer = NULL;
4179     stream->stride = 0;
4180
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
4183      * drawing again. */
4184     return WINED3D_OK;
4185 }
4186
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)
4190 {
4191     struct wined3d_stream_state *stream;
4192     struct wined3d_buffer *vb, *ib;
4193     UINT index_size;
4194
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);
4197
4198     if (!device->stateBlock->state.vertex_declaration)
4199     {
4200         WARN("(%p) : Called without a valid vertex declaration set\n", device);
4201         return WINED3DERR_INVALIDCALL;
4202     }
4203
4204     if (index_data_format_id == WINED3DFMT_R16_UINT)
4205         index_size = 2;
4206     else
4207         index_size = 4;
4208
4209     stream = &device->stateBlock->state.streams[0];
4210     vb = stream->buffer;
4211     stream->buffer = (struct wined3d_buffer *)stream_data;
4212     if (vb)
4213         wined3d_buffer_decref(vb);
4214     stream->offset = 0;
4215     stream->stride = stream_stride;
4216     device->stateBlock->state.user_stream = TRUE;
4217
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)
4221     {
4222         device->stateBlock->state.load_base_vertex_index = 0;
4223         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4224     }
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);
4228
4229     drawPrimitive(device, index_count, 0, index_size, index_data);
4230
4231     /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4232     stream->buffer = NULL;
4233     stream->stride = 0;
4234     ib = device->stateBlock->state.index_buffer;
4235     if (ib)
4236     {
4237         wined3d_buffer_decref(ib);
4238         device->stateBlock->state.index_buffer = NULL;
4239     }
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
4242      */
4243
4244     return WINED3D_OK;
4245 }
4246
4247 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4248         UINT vertex_count, const WineDirect3DVertexStridedData *strided_data)
4249 {
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;
4259     return WINED3D_OK;
4260 }
4261
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)
4265 {
4266     UINT index_size = index_data_format_id == WINED3DFMT_R32_UINT ? 4 : 2;
4267
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
4270      * that value.
4271      */
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;
4279     return WINED3D_OK;
4280 }
4281
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)
4285 {
4286     WINED3DLOCKED_BOX src;
4287     WINED3DLOCKED_BOX dst;
4288     HRESULT hr;
4289
4290     TRACE("device %p, src_volume %p, dst_volume %p.\n",
4291             device, src_volume, dst_volume);
4292
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);
4298     if (FAILED(hr))
4299     {
4300         wined3d_volume_unmap(src_volume);
4301         return hr;
4302     }
4303
4304     memcpy(dst.pBits, src.pBits, dst_volume->resource.size);
4305
4306     hr = wined3d_volume_unmap(dst_volume);
4307     if (FAILED(hr))
4308         wined3d_volume_unmap(src_volume);
4309     else
4310         hr = wined3d_volume_unmap(src_volume);
4311
4312     return hr;
4313 }
4314
4315 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4316         struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4317 {
4318     unsigned int level_count, i;
4319     WINED3DRESOURCETYPE type;
4320     HRESULT hr;
4321
4322     TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4323
4324     /* Verify that the source and destination textures are non-NULL. */
4325     if (!src_texture || !dst_texture)
4326     {
4327         WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4328         return WINED3DERR_INVALIDCALL;
4329     }
4330
4331     if (src_texture == dst_texture)
4332     {
4333         WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4334         return WINED3DERR_INVALIDCALL;
4335     }
4336
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)
4340     {
4341         WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4342         return WINED3DERR_INVALIDCALL;
4343     }
4344
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)
4348     {
4349         WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4350         return WINED3DERR_INVALIDCALL;
4351     }
4352
4353     /* Make sure that the destination texture is loaded. */
4354     dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4355
4356     /* Update every surface level of the texture. */
4357     switch (type)
4358     {
4359         case WINED3DRTYPE_TEXTURE:
4360         {
4361             struct wined3d_surface *src_surface;
4362             struct wined3d_surface *dst_surface;
4363
4364             for (i = 0; i < level_count; ++i)
4365             {
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);
4369                 if (FAILED(hr))
4370                 {
4371                     WARN("Failed to update surface, hr %#x.\n", hr);
4372                     return hr;
4373                 }
4374             }
4375             break;
4376         }
4377
4378         case WINED3DRTYPE_CUBETEXTURE:
4379         {
4380             struct wined3d_surface *src_surface;
4381             struct wined3d_surface *dst_surface;
4382
4383             for (i = 0; i < level_count * 6; ++i)
4384             {
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);
4388                 if (FAILED(hr))
4389                 {
4390                     WARN("Failed to update surface, hr %#x.\n", hr);
4391                     return hr;
4392                 }
4393             }
4394             break;
4395         }
4396
4397         case WINED3DRTYPE_VOLUMETEXTURE:
4398         {
4399             for (i = 0; i < level_count; ++i)
4400             {
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)));
4404                 if (FAILED(hr))
4405                 {
4406                     WARN("Failed to update volume, hr %#x.\n", hr);
4407                     return hr;
4408                 }
4409             }
4410             break;
4411         }
4412
4413         default:
4414             FIXME("Unsupported texture type %#x.\n", type);
4415             return WINED3DERR_INVALIDCALL;
4416     }
4417
4418     return WINED3D_OK;
4419 }
4420
4421 HRESULT CDECL wined3d_device_get_front_buffer_data(struct wined3d_device *device,
4422         UINT swapchain_idx, struct wined3d_surface *dst_surface)
4423 {
4424     struct wined3d_swapchain *swapchain;
4425     HRESULT hr;
4426
4427     TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4428
4429     hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4430     if (FAILED(hr)) return hr;
4431
4432     hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4433     wined3d_swapchain_decref(swapchain);
4434
4435     return hr;
4436 }
4437
4438 HRESULT CDECL wined3d_device_validate_device(struct wined3d_device *device, DWORD *num_passes)
4439 {
4440     const struct wined3d_state *state = &device->stateBlock->state;
4441     struct wined3d_texture *texture;
4442     DWORD i;
4443
4444     TRACE("device %p, num_passes %p.\n", device, num_passes);
4445
4446     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4447     {
4448         if (state->sampler_states[i][WINED3DSAMP_MINFILTER] == WINED3DTEXF_NONE)
4449         {
4450             WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4451             return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4452         }
4453         if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] == WINED3DTEXF_NONE)
4454         {
4455             WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4456             return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4457         }
4458
4459         texture = state->textures[i];
4460         if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4461
4462         if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] != WINED3DTEXF_POINT)
4463         {
4464             WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4465             return E_FAIL;
4466         }
4467         if (state->sampler_states[i][WINED3DSAMP_MINFILTER] != WINED3DTEXF_POINT)
4468         {
4469             WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4470             return E_FAIL;
4471         }
4472         if (state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_NONE
4473                 && state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_POINT)
4474         {
4475             WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4476             return E_FAIL;
4477         }
4478     }
4479
4480     if (state->render_states[WINED3DRS_ZENABLE] || state->render_states[WINED3DRS_ZWRITEENABLE] ||
4481         state->render_states[WINED3DRS_STENCILENABLE])
4482     {
4483         struct wined3d_surface *ds = device->fb.depth_stencil;
4484         struct wined3d_surface *target = device->fb.render_targets[0];
4485
4486         if(ds && target
4487                 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4488         {
4489             WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4490             return WINED3DERR_CONFLICTINGRENDERSTATE;
4491         }
4492     }
4493
4494     /* return a sensible default */
4495     *num_passes = 1;
4496
4497     TRACE("returning D3D_OK\n");
4498     return WINED3D_OK;
4499 }
4500
4501 static void dirtify_p8_texture_samplers(struct wined3d_device *device)
4502 {
4503     UINT i;
4504
4505     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4506     {
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));
4511     }
4512 }
4513
4514 HRESULT CDECL wined3d_device_set_palette_entries(struct wined3d_device *device,
4515         UINT palette_idx, const PALETTEENTRY *entries)
4516 {
4517     UINT i;
4518
4519     TRACE("device %p, palette_idx %u, entries %p.\n", device, palette_idx, entries);
4520
4521     if (palette_idx >= MAX_PALETTES)
4522     {
4523         WARN("Invalid palette index %u.\n", palette_idx);
4524         return WINED3DERR_INVALIDCALL;
4525     }
4526
4527     if (palette_idx >= device->palette_count)
4528     {
4529         UINT new_size = device->palette_count;
4530         PALETTEENTRY **palettes;
4531
4532         do
4533         {
4534            new_size *= 2;
4535         } while (palette_idx >= new_size);
4536         palettes = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, device->palettes, sizeof(*palettes) * new_size);
4537         if (!palettes)
4538         {
4539             ERR("Out of memory!\n");
4540             return E_OUTOFMEMORY;
4541         }
4542         device->palettes = palettes;
4543         device->palette_count = new_size;
4544     }
4545
4546     if (!device->palettes[palette_idx])
4547     {
4548         device->palettes[palette_idx] = HeapAlloc(GetProcessHeap(),  0, sizeof(PALETTEENTRY) * 256);
4549         if (!device->palettes[palette_idx])
4550         {
4551             ERR("Out of memory!\n");
4552             return E_OUTOFMEMORY;
4553         }
4554     }
4555
4556     for (i = 0; i < 256; ++i)
4557     {
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;
4562     }
4563
4564     if (palette_idx == device->currentPalette)
4565         dirtify_p8_texture_samplers(device);
4566
4567     return WINED3D_OK;
4568 }
4569
4570 HRESULT CDECL wined3d_device_get_palette_entries(struct wined3d_device *device,
4571         UINT palette_idx, PALETTEENTRY *entries)
4572 {
4573     UINT i;
4574
4575     TRACE("device %p, palette_idx %u, entries %p.\n", device, palette_idx, entries);
4576
4577     if (palette_idx >= device->palette_count || !device->palettes[palette_idx])
4578     {
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;
4583     }
4584
4585     for (i = 0; i < 256; ++i)
4586     {
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;
4591     }
4592
4593     return WINED3D_OK;
4594 }
4595
4596 HRESULT CDECL wined3d_device_set_current_texture_palette(struct wined3d_device *device, UINT palette_idx)
4597 {
4598     TRACE("device %p, palette_idx %u.\n", device, palette_idx);
4599
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])
4603     {
4604         WARN("Invalid palette index %u.\n", palette_idx);
4605         return WINED3DERR_INVALIDCALL;
4606     }
4607
4608     /* TODO: stateblocks? */
4609     if (device->currentPalette != palette_idx)
4610     {
4611         device->currentPalette = palette_idx;
4612         dirtify_p8_texture_samplers(device);
4613     }
4614
4615     return WINED3D_OK;
4616 }
4617
4618 HRESULT CDECL wined3d_device_get_current_texture_palette(struct wined3d_device *device, UINT *palette_idx)
4619 {
4620     TRACE("device %p, palette_idx %p.\n", device, palette_idx);
4621
4622     if (!palette_idx)
4623         return WINED3DERR_INVALIDCALL;
4624
4625     *palette_idx = device->currentPalette;
4626
4627     return WINED3D_OK;
4628 }
4629
4630 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4631 {
4632     static BOOL warned;
4633
4634     TRACE("device %p, software %#x.\n", device, software);
4635
4636     if (!warned)
4637     {
4638         FIXME("device %p, software %#x stub!\n", device, software);
4639         warned = TRUE;
4640     }
4641
4642     device->softwareVertexProcessing = software;
4643
4644     return WINED3D_OK;
4645 }
4646
4647 BOOL CDECL wined3d_device_get_software_vertex_processing(struct wined3d_device *device)
4648 {
4649     static BOOL warned;
4650
4651     TRACE("device %p.\n", device);
4652
4653     if (!warned)
4654     {
4655         TRACE("device %p stub!\n", device);
4656         warned = TRUE;
4657     }
4658
4659     return device->softwareVertexProcessing;
4660 }
4661
4662 HRESULT CDECL wined3d_device_get_raster_status(struct wined3d_device *device,
4663         UINT swapchain_idx, WINED3DRASTER_STATUS *raster_status)
4664 {
4665     struct wined3d_swapchain *swapchain;
4666     HRESULT hr;
4667
4668     TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4669             device, swapchain_idx, raster_status);
4670
4671     hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4672     if (FAILED(hr))
4673     {
4674         WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4675         return hr;
4676     }
4677
4678     hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4679     wined3d_swapchain_decref(swapchain);
4680     if (FAILED(hr))
4681     {
4682         WARN("Failed to get raster status, hr %#x.\n", hr);
4683         return hr;
4684     }
4685
4686     return WINED3D_OK;
4687 }
4688
4689 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4690 {
4691     static BOOL warned;
4692
4693     TRACE("device %p, segments %.8e.\n", device, segments);
4694
4695     if (segments != 0.0f)
4696     {
4697         if (!warned)
4698         {
4699             FIXME("device %p, segments %.8e stub!\n", device, segments);
4700             warned = TRUE;
4701         }
4702     }
4703
4704     return WINED3D_OK;
4705 }
4706
4707 float CDECL wined3d_device_get_npatch_mode(struct wined3d_device *device)
4708 {
4709     static BOOL warned;
4710
4711     TRACE("device %p.\n", device);
4712
4713     if (!warned)
4714     {
4715         FIXME("device %p stub!\n", device);
4716         warned = TRUE;
4717     }
4718
4719     return 0.0f;
4720 }
4721
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)
4725 {
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;
4734     UINT dst_w, dst_h;
4735     UINT src_w, src_h;
4736     DWORD sampler;
4737     POINT p;
4738     RECT r;
4739
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));
4743
4744     if (src_surface->resource.pool != WINED3DPOOL_SYSTEMMEM || dst_surface->resource.pool != WINED3DPOOL_DEFAULT)
4745     {
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;
4749     }
4750
4751     src_format = src_surface->resource.format;
4752     dst_format = dst_surface->resource.format;
4753
4754     if (src_format->id != dst_format->id)
4755     {
4756         WARN("Source and destination surfaces should have the same format.\n");
4757         return WINED3DERR_INVALIDCALL;
4758     }
4759
4760     if (!dst_point)
4761     {
4762         p.x = 0;
4763         p.y = 0;
4764         dst_point = &p;
4765     }
4766     else if (dst_point->x < 0 || dst_point->y < 0)
4767     {
4768         WARN("Invalid destination point.\n");
4769         return WINED3DERR_INVALIDCALL;
4770     }
4771
4772     if (!src_rect)
4773     {
4774         r.left = 0;
4775         r.top = 0;
4776         r.right = src_surface->resource.width;
4777         r.bottom = src_surface->resource.height;
4778         src_rect = &r;
4779     }
4780     else if (src_rect->left < 0 || src_rect->left >= src_rect->right
4781             || src_rect->top < 0 || src_rect->top >= src_rect->bottom)
4782     {
4783         WARN("Invalid source rectangle.\n");
4784         return WINED3DERR_INVALIDCALL;
4785     }
4786
4787     src_w = src_surface->resource.width;
4788     src_h = src_surface->resource.height;
4789
4790     dst_w = dst_surface->resource.width;
4791     dst_h = dst_surface->resource.height;
4792
4793     update_w = src_rect->right - src_rect->left;
4794     update_h = src_rect->bottom - src_rect->top;
4795
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)
4798     {
4799         WARN("Destination out of bounds.\n");
4800         return WINED3DERR_INVALIDCALL;
4801     }
4802
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)))
4807     {
4808         WARN("Update rect not block-aligned.\n");
4809         return WINED3DERR_INVALIDCALL;
4810     }
4811
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
4815      * loading. */
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);
4819
4820     context = context_acquire(device, NULL);
4821     gl_info = context->gl_info;
4822
4823     ENTER_GL();
4824     GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4825     checkGLcall("glActiveTextureARB");
4826     LEAVE_GL();
4827
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);
4833     else
4834         surface_load_location(dst_surface, SFLAG_INTEXTURE, NULL);
4835     surface_bind(dst_surface, gl_info, FALSE);
4836
4837     data.buffer_object = 0;
4838     data.addr = src_surface->resource.allocatedMemory;
4839
4840     if (!data.addr)
4841         ERR("Source surface has no allocated memory, but should be a sysmem surface.\n");
4842
4843     surface_upload_data(dst_surface, gl_info, src_format, src_rect, src_w, dst_point, FALSE, &data);
4844
4845     context_release(context);
4846
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));
4851
4852     return WINED3D_OK;
4853 }
4854
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)
4857 {
4858     struct WineD3DRectPatch *patch;
4859     GLenum old_primitive_type;
4860     unsigned int i;
4861     struct list *e;
4862     BOOL found;
4863
4864     TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4865             device, handle, num_segs, rect_patch_info);
4866
4867     if (!(handle || rect_patch_info))
4868     {
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;
4872     }
4873
4874     if (handle)
4875     {
4876         i = PATCHMAP_HASHFUNC(handle);
4877         found = FALSE;
4878         LIST_FOR_EACH(e, &device->patches[i])
4879         {
4880             patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4881             if (patch->Handle == handle)
4882             {
4883                 found = TRUE;
4884                 break;
4885             }
4886         }
4887
4888         if (!found)
4889         {
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);
4894         } else {
4895             TRACE("Found existing patch %p\n", patch);
4896         }
4897     }
4898     else
4899     {
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.
4903          *
4904          * A possible improvement is to check if a vertex shader is used, and if not directly
4905          * draw the patch.
4906          */
4907         FIXME("Drawing an uncached patch. This is slow\n");
4908         patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4909     }
4910
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))))
4914     {
4915         HRESULT hr;
4916         TRACE("Tesselation density or patch info changed, retesselating\n");
4917
4918         if (rect_patch_info)
4919             patch->RectPatchInfo = *rect_patch_info;
4920
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];
4925
4926         hr = tesselate_rectpatch(device, patch);
4927         if (FAILED(hr))
4928         {
4929             WARN("Patch tesselation failed.\n");
4930
4931             /* Do not release the handle to store the params of the patch */
4932             if (!handle)
4933                 HeapFree(GetProcessHeap(), 0, patch);
4934
4935             return hr;
4936         }
4937     }
4938
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;
4943
4944     /* Destroy uncached patches */
4945     if (!handle)
4946     {
4947         HeapFree(GetProcessHeap(), 0, patch->mem);
4948         HeapFree(GetProcessHeap(), 0, patch);
4949     }
4950     return WINED3D_OK;
4951 }
4952
4953 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4954         const float *segment_count, const WINED3DTRIPATCH_INFO *patch_info)
4955 {
4956     FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4957             device, handle, segment_count, patch_info);
4958
4959     return WINED3D_OK;
4960 }
4961
4962 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4963 {
4964     struct WineD3DRectPatch *patch;
4965     struct list *e;
4966     int i;
4967
4968     TRACE("device %p, handle %#x.\n", device, handle);
4969
4970     i = PATCHMAP_HASHFUNC(handle);
4971     LIST_FOR_EACH(e, &device->patches[i])
4972     {
4973         patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4974         if (patch->Handle == handle)
4975         {
4976             TRACE("Deleting patch %p\n", patch);
4977             list_remove(&patch->entry);
4978             HeapFree(GetProcessHeap(), 0, patch->mem);
4979             HeapFree(GetProcessHeap(), 0, patch);
4980             return WINED3D_OK;
4981         }
4982     }
4983
4984     /* TODO: Write a test for the return value */
4985     FIXME("Attempt to destroy nonexistent patch\n");
4986     return WINED3DERR_INVALIDCALL;
4987 }
4988
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)
4992 {
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);
4996
4997     if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM)
4998     {
4999         FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
5000         return WINED3DERR_INVALIDCALL;
5001     }
5002
5003     return surface_color_fill(surface, rect, color);
5004 }
5005
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)
5009 {
5010     struct wined3d_resource *resource;
5011     HRESULT hr;
5012
5013     resource = rendertarget_view->resource;
5014     if (resource->resourceType != WINED3DRTYPE_SURFACE)
5015     {
5016         FIXME("Only supported on surface resources\n");
5017         return;
5018     }
5019
5020     hr = surface_color_fill(surface_from_resource(resource), NULL, color);
5021     if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
5022 }
5023
5024 HRESULT CDECL wined3d_device_get_render_target(struct wined3d_device *device,
5025         UINT render_target_idx, struct wined3d_surface **render_target)
5026 {
5027     TRACE("device %p, render_target_idx %u, render_target %p.\n",
5028             device, render_target_idx, render_target);
5029
5030     if (render_target_idx >= device->adapter->gl_info.limits.buffers)
5031     {
5032         WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
5033         return WINED3DERR_INVALIDCALL;
5034     }
5035
5036     *render_target = device->fb.render_targets[render_target_idx];
5037     if (*render_target)
5038         wined3d_surface_incref(*render_target);
5039
5040     TRACE("Returning render target %p.\n", *render_target);
5041
5042     return WINED3D_OK;
5043 }
5044
5045 HRESULT CDECL wined3d_device_get_depth_stencil(struct wined3d_device *device, struct wined3d_surface **depth_stencil)
5046 {
5047     TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
5048
5049     *depth_stencil = device->fb.depth_stencil;
5050     TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
5051
5052     if (!*depth_stencil)
5053         return WINED3DERR_NOTFOUND;
5054
5055     wined3d_surface_incref(*depth_stencil);
5056
5057     return WINED3D_OK;
5058 }
5059
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)
5062 {
5063     struct wined3d_surface *prev;
5064
5065     TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
5066             device, render_target_idx, render_target, set_viewport);
5067
5068     if (render_target_idx >= device->adapter->gl_info.limits.buffers)
5069     {
5070         WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
5071         return WINED3DERR_INVALIDCALL;
5072     }
5073
5074     prev = device->fb.render_targets[render_target_idx];
5075     if (render_target == prev)
5076     {
5077         TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5078         return WINED3D_OK;
5079     }
5080
5081     /* Render target 0 can't be set to NULL. */
5082     if (!render_target && !render_target_idx)
5083     {
5084         WARN("Trying to set render target 0 to NULL.\n");
5085         return WINED3DERR_INVALIDCALL;
5086     }
5087
5088     if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
5089     {
5090         FIXME("Surface %p doesn't have render target usage.\n", render_target);
5091         return WINED3DERR_INVALIDCALL;
5092     }
5093
5094     if (render_target)
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. */
5099     if (prev)
5100         wined3d_surface_decref(prev);
5101
5102     /* Render target 0 is special. */
5103     if (!render_target_idx && set_viewport)
5104     {
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);
5115
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);
5121     }
5122
5123     device_invalidate_state(device, STATE_FRAMEBUFFER);
5124
5125     return WINED3D_OK;
5126 }
5127
5128 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
5129 {
5130     struct wined3d_surface *prev = device->fb.depth_stencil;
5131
5132     TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
5133             device, depth_stencil, prev);
5134
5135     if (prev == depth_stencil)
5136     {
5137         TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5138         return WINED3D_OK;
5139     }
5140
5141     if (prev)
5142     {
5143         if (device->swapchains[0]->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
5144                 || prev->flags & SFLAG_DISCARD)
5145         {
5146             surface_modify_ds_location(prev, SFLAG_DS_DISCARDED,
5147                     prev->resource.width, prev->resource.height);
5148             if (prev == device->onscreen_depth_stencil)
5149             {
5150                 wined3d_surface_decref(device->onscreen_depth_stencil);
5151                 device->onscreen_depth_stencil = NULL;
5152             }
5153         }
5154     }
5155
5156     device->fb.depth_stencil = depth_stencil;
5157     if (depth_stencil)
5158         wined3d_surface_incref(depth_stencil);
5159     if (prev)
5160         wined3d_surface_decref(prev);
5161
5162     if (!prev != !depth_stencil)
5163     {
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));
5169     }
5170     else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
5171     {
5172         device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
5173     }
5174
5175     device_invalidate_state(device, STATE_FRAMEBUFFER);
5176
5177     return WINED3D_OK;
5178 }
5179
5180 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
5181         UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
5182 {
5183     WINED3DLOCKED_RECT lockedRect;
5184
5185     TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
5186             device, x_hotspot, y_hotspot, cursor_image);
5187
5188     /* some basic validation checks */
5189     if (device->cursorTexture)
5190     {
5191         struct wined3d_context *context = context_acquire(device, NULL);
5192         ENTER_GL();
5193         glDeleteTextures(1, &device->cursorTexture);
5194         LEAVE_GL();
5195         context_release(context);
5196         device->cursorTexture = 0;
5197     }
5198
5199     if (cursor_image)
5200     {
5201         WINED3DLOCKED_RECT rect;
5202
5203         /* MSDN: Cursor must be A8R8G8B8 */
5204         if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
5205         {
5206             WARN("surface %p has an invalid format.\n", cursor_image);
5207             return WINED3DERR_INVALIDCALL;
5208         }
5209
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)
5213         {
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;
5218         }
5219
5220         /* TODO: MSDN: Cursor sizes must be a power of 2 */
5221
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
5226          * instead. */
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)))
5230         {
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;
5241             DWORD sampler;
5242             INT i;
5243
5244             /* Reformat the texture memory (pitch and width can be
5245              * different) */
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);
5250
5251             context = context_acquire(device, NULL);
5252
5253             ENTER_GL();
5254
5255             if (gl_info->supported[APPLE_CLIENT_STORAGE])
5256             {
5257                 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
5258                 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5259             }
5260
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);
5276
5277             if (gl_info->supported[APPLE_CLIENT_STORAGE])
5278             {
5279                 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
5280                 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5281             }
5282
5283             LEAVE_GL();
5284
5285             context_release(context);
5286         }
5287         else
5288         {
5289             FIXME("A cursor texture was not returned.\n");
5290             device->cursorTexture = 0;
5291         }
5292
5293         if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
5294         {
5295             /* Draw a hardware cursor */
5296             ICONINFO cursorInfo;
5297             HCURSOR cursor;
5298             /* Create and clear maskBits because it is not needed for
5299              * 32-bit cursors.  32x32 bits split into 32-bit chunks == 32
5300              * chunks. */
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);
5306
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,
5311                     1, 1, maskBits);
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);
5323         }
5324     }
5325
5326     device->xHotSpot = x_hotspot;
5327     device->yHotSpot = y_hotspot;
5328     return WINED3D_OK;
5329 }
5330
5331 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5332         int x_screen_space, int y_screen_space, DWORD flags)
5333 {
5334     TRACE("device %p, x %d, y %d, flags %#x.\n",
5335             device, x_screen_space, y_screen_space, flags);
5336
5337     device->xScreenSpace = x_screen_space;
5338     device->yScreenSpace = y_screen_space;
5339
5340     /* switch to the software cursor if position diverges from the hardware one */
5341     if (device->hardwareCursor)
5342     {
5343         POINT pt;
5344         GetCursorPos( &pt );
5345         if (x_screen_space != pt.x || y_screen_space != pt.y)
5346         {
5347             if (device->bCursorVisible) SetCursor( NULL );
5348             DestroyCursor( device->hardwareCursor );
5349             device->hardwareCursor = 0;
5350         }
5351     }
5352 }
5353
5354 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5355 {
5356     BOOL oldVisible = device->bCursorVisible;
5357
5358     TRACE("device %p, show %#x.\n", device, show);
5359
5360     /*
5361      * When ShowCursor is first called it should make the cursor appear at the OS's last
5362      * known cursor position.
5363      */
5364     if (show && !oldVisible)
5365     {
5366         POINT pt;
5367         GetCursorPos(&pt);
5368         device->xScreenSpace = pt.x;
5369         device->yScreenSpace = pt.y;
5370     }
5371
5372     if (device->hardwareCursor)
5373     {
5374         device->bCursorVisible = show;
5375         if (show)
5376             SetCursor(device->hardwareCursor);
5377         else
5378             SetCursor(NULL);
5379     }
5380     else
5381     {
5382         if (device->cursorTexture)
5383             device->bCursorVisible = show;
5384     }
5385
5386     return oldVisible;
5387 }
5388
5389 HRESULT CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5390 {
5391     struct wined3d_resource *resource, *cursor;
5392
5393     TRACE("device %p.\n", device);
5394
5395     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5396     {
5397         TRACE("Checking resource %p for eviction.\n", resource);
5398
5399         if (resource->pool == WINED3DPOOL_MANAGED)
5400         {
5401             TRACE("Evicting %p.\n", resource);
5402             resource->resource_ops->resource_unload(resource);
5403         }
5404     }
5405
5406     /* Invalidate stream sources, the buffer(s) may have been evicted. */
5407     device_invalidate_state(device, STATE_STREAMSRC);
5408
5409     return WINED3D_OK;
5410 }
5411
5412 static HRESULT updateSurfaceDesc(struct wined3d_surface *surface,
5413         const WINED3DPRESENT_PARAMETERS *pPresentationParameters)
5414 {
5415     struct wined3d_device *device = surface->resource.device;
5416     const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5417
5418     /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5419     if (surface->flags & SFLAG_DIBSECTION)
5420     {
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;
5429     }
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])
5434     {
5435         surface->pow2Width = pPresentationParameters->BackBufferWidth;
5436         surface->pow2Height = pPresentationParameters->BackBufferHeight;
5437     } else {
5438         surface->pow2Width = surface->pow2Height = 1;
5439         while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
5440         while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
5441     }
5442
5443     if (surface->texture_name)
5444     {
5445         struct wined3d_context *context = context_acquire(device, NULL);
5446         ENTER_GL();
5447         glDeleteTextures(1, &surface->texture_name);
5448         LEAVE_GL();
5449         context_release(context);
5450         surface->texture_name = 0;
5451         surface->flags &= ~SFLAG_CLIENT;
5452     }
5453     if (surface->pow2Width != pPresentationParameters->BackBufferWidth
5454             || surface->pow2Height != pPresentationParameters->BackBufferHeight)
5455     {
5456         surface->flags |= SFLAG_NONPOW2;
5457     }
5458     else
5459     {
5460         surface->flags &= ~SFLAG_NONPOW2;
5461     }
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;
5466
5467     /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
5468      * to a FBO */
5469     if (!surface_init_sysmem(surface))
5470     {
5471         return E_OUTOFMEMORY;
5472     }
5473     return WINED3D_OK;
5474 }
5475
5476 static BOOL is_display_mode_supported(struct wined3d_device *device, const WINED3DPRESENT_PARAMETERS *pp)
5477 {
5478     UINT i, count;
5479     WINED3DDISPLAYMODE m;
5480     HRESULT hr;
5481
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;
5486
5487     count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN);
5488     for (i = 0; i < count; ++i)
5489     {
5490         memset(&m, 0, sizeof(m));
5491         hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
5492         if (FAILED(hr))
5493             ERR("Failed to enumerate adapter mode.\n");
5494         if (m.Width == pp->BackBufferWidth && m.Height == pp->BackBufferHeight)
5495             /* Mode found, it is supported. */
5496             return TRUE;
5497     }
5498     /* Mode not found -> not supported */
5499     return FALSE;
5500 }
5501
5502 /* Do not call while under the GL lock. */
5503 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5504 {
5505     struct wined3d_resource *resource, *cursor;
5506     const struct wined3d_gl_info *gl_info;
5507     struct wined3d_context *context;
5508     struct wined3d_shader *shader;
5509
5510     context = context_acquire(device, NULL);
5511     gl_info = context->gl_info;
5512
5513     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5514     {
5515         TRACE("Unloading resource %p.\n", resource);
5516
5517         resource->resource_ops->resource_unload(resource);
5518     }
5519
5520     LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5521     {
5522         device->shader_backend->shader_destroy(shader);
5523     }
5524
5525     ENTER_GL();
5526     if (device->depth_blt_texture)
5527     {
5528         glDeleteTextures(1, &device->depth_blt_texture);
5529         device->depth_blt_texture = 0;
5530     }
5531     if (device->depth_blt_rb)
5532     {
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;
5537     }
5538     if (device->cursorTexture)
5539     {
5540         glDeleteTextures(1, &device->cursorTexture);
5541         device->cursorTexture = 0;
5542     }
5543     LEAVE_GL();
5544
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);
5549
5550     context_release(context);
5551
5552     while (device->context_count)
5553     {
5554         swapchain_destroy_contexts(device->contexts[0]->swapchain);
5555     }
5556
5557     HeapFree(GetProcessHeap(), 0, swapchain->context);
5558     swapchain->context = NULL;
5559 }
5560
5561 /* Do not call while under the GL lock. */
5562 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5563 {
5564     struct wined3d_context *context;
5565     struct wined3d_surface *target;
5566     HRESULT hr;
5567
5568     /* Recreate the primary swapchain's context */
5569     swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5570     if (!swapchain->context)
5571     {
5572         ERR("Failed to allocate memory for swapchain context array.\n");
5573         return E_OUTOFMEMORY;
5574     }
5575
5576     target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5577     if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5578     {
5579         WARN("Failed to create context.\n");
5580         HeapFree(GetProcessHeap(), 0, swapchain->context);
5581         return E_FAIL;
5582     }
5583
5584     swapchain->context[0] = context;
5585     swapchain->num_contexts = 1;
5586     create_dummy_textures(device);
5587     context_release(context);
5588
5589     hr = device->shader_backend->shader_alloc_private(device);
5590     if (FAILED(hr))
5591     {
5592         ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5593         goto err;
5594     }
5595
5596     hr = device->frag_pipe->alloc_private(device);
5597     if (FAILED(hr))
5598     {
5599         ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5600         device->shader_backend->shader_free_private(device);
5601         goto err;
5602     }
5603
5604     hr = device->blitter->alloc_private(device);
5605     if (FAILED(hr))
5606     {
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);
5610         goto err;
5611     }
5612
5613     return WINED3D_OK;
5614
5615 err:
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;
5622     return hr;
5623 }
5624
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)
5629 {
5630     struct wined3d_resource *resource, *cursor;
5631     struct wined3d_swapchain *swapchain;
5632     BOOL DisplayModeChanged = FALSE;
5633     WINED3DDISPLAYMODE mode;
5634     unsigned int i;
5635     HRESULT hr;
5636
5637     TRACE("device %p, present_parameters %p.\n", device, present_parameters);
5638
5639     wined3d_device_set_index_buffer(device, NULL, WINED3DFMT_UNKNOWN);
5640     for (i = 0; i < MAX_STREAMS; ++i)
5641     {
5642         wined3d_device_set_stream_source(device, i, NULL, 0, 0);
5643     }
5644     for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5645     {
5646         wined3d_device_set_texture(device, i, NULL);
5647     }
5648     if (device->onscreen_depth_stencil)
5649     {
5650         wined3d_surface_decref(device->onscreen_depth_stencil);
5651         device->onscreen_depth_stencil = NULL;
5652     }
5653
5654     LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5655     {
5656         TRACE("Enumerating resource %p.\n", resource);
5657         if (FAILED(hr = callback(resource)))
5658             return hr;
5659     }
5660
5661     hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5662     if (FAILED(hr))
5663     {
5664         ERR("Failed to get the first implicit swapchain\n");
5665         return hr;
5666     }
5667
5668     if (!is_display_mode_supported(device, present_parameters))
5669     {
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;
5676     }
5677
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.
5680      *
5681      * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5682      *
5683      * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5684      */
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);
5699
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;
5705
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");
5710
5711     if (present_parameters->BackBufferFormat != WINED3DFMT_UNKNOWN
5712             && present_parameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat)
5713         FIXME("Cannot change the back buffer format yet.\n");
5714
5715     if (present_parameters->hDeviceWindow
5716             && present_parameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow)
5717         FIXME("Cannot change the device window yet.\n");
5718
5719     if (present_parameters->EnableAutoDepthStencil && !device->auto_depth_stencil)
5720     {
5721         HRESULT hrc;
5722
5723         TRACE("Creating the depth stencil buffer\n");
5724
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,
5731                 FALSE,
5732                 &device->auto_depth_stencil);
5733         if (FAILED(hrc))
5734         {
5735             ERR("Failed to create the depth stencil buffer.\n");
5736             wined3d_swapchain_decref(swapchain);
5737             return WINED3DERR_INVALIDCALL;
5738         }
5739     }
5740
5741     if (device->onscreen_depth_stencil)
5742     {
5743         wined3d_surface_decref(device->onscreen_depth_stencil);
5744         device->onscreen_depth_stencil = NULL;
5745     }
5746
5747     /* Reset the depth stencil */
5748     if (present_parameters->EnableAutoDepthStencil)
5749         wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5750     else
5751         wined3d_device_set_depth_stencil(device, NULL);
5752
5753     TRACE("Resetting stateblock\n");
5754     wined3d_stateblock_decref(device->updateStateBlock);
5755     wined3d_stateblock_decref(device->stateBlock);
5756
5757     delete_opengl_contexts(device, swapchain);
5758
5759     if (present_parameters->Windowed)
5760     {
5761         mode.Width = swapchain->orig_width;
5762         mode.Height = swapchain->orig_height;
5763         mode.RefreshRate = 0;
5764         mode.Format = swapchain->presentParms.BackBufferFormat;
5765     }
5766     else
5767     {
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;
5772     }
5773
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))
5778     {
5779         UINT i;
5780
5781         if (!present_parameters->Windowed)
5782             DisplayModeChanged = TRUE;
5783
5784         swapchain->presentParms.BackBufferWidth = present_parameters->BackBufferWidth;
5785         swapchain->presentParms.BackBufferHeight = present_parameters->BackBufferHeight;
5786
5787         hr = updateSurfaceDesc(swapchain->front_buffer, present_parameters);
5788         if (FAILED(hr))
5789         {
5790             wined3d_swapchain_decref(swapchain);
5791             return hr;
5792         }
5793
5794         for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
5795         {
5796             hr = updateSurfaceDesc(swapchain->back_buffers[i], present_parameters);
5797             if (FAILED(hr))
5798             {
5799                 wined3d_swapchain_decref(swapchain);
5800                 return hr;
5801             }
5802         }
5803         if (device->auto_depth_stencil)
5804         {
5805             hr = updateSurfaceDesc(device->auto_depth_stencil, present_parameters);
5806             if (FAILED(hr))
5807             {
5808                 wined3d_swapchain_decref(swapchain);
5809                 return hr;
5810             }
5811         }
5812     }
5813
5814     if (!present_parameters->Windowed != !swapchain->presentParms.Windowed
5815             || DisplayModeChanged)
5816     {
5817         wined3d_device_set_display_mode(device, 0, &mode);
5818
5819         if (!present_parameters->Windowed)
5820         {
5821             if (swapchain->presentParms.Windowed)
5822             {
5823                 HWND focus_window = device->createParms.hFocusWindow;
5824                 if (!focus_window)
5825                     focus_window = present_parameters->hDeviceWindow;
5826                 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5827                 {
5828                     ERR("Failed to acquire focus window, hr %#x.\n", hr);
5829                     wined3d_swapchain_decref(swapchain);
5830                     return hr;
5831                 }
5832
5833                 /* switch from windowed to fs */
5834                 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5835                         present_parameters->BackBufferWidth,
5836                         present_parameters->BackBufferHeight);
5837             }
5838             else
5839             {
5840                 /* Fullscreen -> fullscreen mode change */
5841                 MoveWindow(swapchain->device_window, 0, 0,
5842                            present_parameters->BackBufferWidth, present_parameters->BackBufferHeight,
5843                            TRUE);
5844             }
5845         }
5846         else if (!swapchain->presentParms.Windowed)
5847         {
5848             /* Fullscreen -> windowed switch */
5849             wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5850             wined3d_device_release_focus_window(device);
5851         }
5852         swapchain->presentParms.Windowed = present_parameters->Windowed;
5853     }
5854     else if (!present_parameters->Windowed)
5855     {
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.
5861          */
5862         device->style = 0;
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;
5869     }
5870
5871     /* Note: No parent needed for initial internal stateblock */
5872     hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
5873     if (FAILED(hr))
5874         ERR("Resetting the stateblock failed with error %#x.\n", hr);
5875     else
5876         TRACE("Created stateblock %p.\n", device->stateBlock);
5877     device->updateStateBlock = device->stateBlock;
5878     wined3d_stateblock_incref(device->updateStateBlock);
5879
5880     stateblock_init_default_state(device->stateBlock);
5881
5882     if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
5883     {
5884         RECT client_rect;
5885         GetClientRect(swapchain->win_handle, &client_rect);
5886
5887         if(!swapchain->presentParms.BackBufferCount)
5888         {
5889             TRACE("Single buffered rendering\n");
5890             swapchain->render_to_fbo = FALSE;
5891         }
5892         else if(swapchain->presentParms.BackBufferWidth  != client_rect.right  ||
5893                 swapchain->presentParms.BackBufferHeight != client_rect.bottom )
5894         {
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;
5900         }
5901         else
5902         {
5903             TRACE("Rendering directly to GL_BACK\n");
5904             swapchain->render_to_fbo = FALSE;
5905         }
5906     }
5907
5908     hr = create_primary_opengl_context(device, swapchain);
5909     wined3d_swapchain_decref(swapchain);
5910
5911     /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5912      * first use
5913      */
5914     return hr;
5915 }
5916
5917 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5918 {
5919     TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5920
5921     if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5922
5923     return WINED3D_OK;
5924 }
5925
5926
5927 HRESULT CDECL wined3d_device_get_creation_parameters(struct wined3d_device *device,
5928         WINED3DDEVICE_CREATION_PARAMETERS *parameters)
5929 {
5930     TRACE("device %p, parameters %p.\n", device, parameters);
5931
5932     *parameters = device->createParms;
5933     return WINED3D_OK;
5934 }
5935
5936 void CDECL wined3d_device_set_gamma_ramp(struct wined3d_device *device,
5937         UINT swapchain_idx, DWORD flags, const WINED3DGAMMARAMP *ramp)
5938 {
5939     struct wined3d_swapchain *swapchain;
5940
5941     TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5942             device, swapchain_idx, flags, ramp);
5943
5944     if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5945     {
5946         wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5947         wined3d_swapchain_decref(swapchain);
5948     }
5949 }
5950
5951 void CDECL wined3d_device_get_gamma_ramp(struct wined3d_device *device, UINT swapchain_idx, WINED3DGAMMARAMP *ramp)
5952 {
5953     struct wined3d_swapchain *swapchain;
5954
5955     TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5956             device, swapchain_idx, ramp);
5957
5958     if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5959     {
5960         wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5961         wined3d_swapchain_decref(swapchain);
5962     }
5963 }
5964
5965 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5966 {
5967     TRACE("device %p, resource %p.\n", device, resource);
5968
5969     list_add_head(&device->resources, &resource->resource_list_entry);
5970 }
5971
5972 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5973 {
5974     TRACE("device %p, resource %p.\n", device, resource);
5975
5976     list_remove(&resource->resource_list_entry);
5977 }
5978
5979 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5980 {
5981     WINED3DRESOURCETYPE type = resource->resourceType;
5982     unsigned int i;
5983
5984     TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5985
5986     context_resource_released(device, resource, type);
5987
5988     switch (type)
5989     {
5990         case WINED3DRTYPE_SURFACE:
5991             {
5992                 struct wined3d_surface *surface = surface_from_resource(resource);
5993
5994                 if (!device->d3d_initialized) break;
5995
5996                 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5997                 {
5998                     if (device->fb.render_targets[i] == surface)
5999                     {
6000                         ERR("Surface %p is still in use as render target %u.\n", surface, i);
6001                         device->fb.render_targets[i] = NULL;
6002                     }
6003                 }
6004
6005                 if (device->fb.depth_stencil == surface)
6006                 {
6007                     ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
6008                     device->fb.depth_stencil = NULL;
6009                 }
6010             }
6011             break;
6012
6013         case WINED3DRTYPE_TEXTURE:
6014         case WINED3DRTYPE_CUBETEXTURE:
6015         case WINED3DRTYPE_VOLUMETEXTURE:
6016             for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
6017             {
6018                 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
6019
6020                 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
6021                 {
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;
6025                 }
6026
6027                 if (device->updateStateBlock != device->stateBlock
6028                         && device->updateStateBlock->state.textures[i] == texture)
6029                 {
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;
6033                 }
6034             }
6035             break;
6036
6037         case WINED3DRTYPE_BUFFER:
6038             {
6039                 struct wined3d_buffer *buffer = buffer_from_resource(resource);
6040
6041                 for (i = 0; i < MAX_STREAMS; ++i)
6042                 {
6043                     if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
6044                     {
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;
6048                     }
6049
6050                     if (device->updateStateBlock != device->stateBlock
6051                             && device->updateStateBlock->state.streams[i].buffer == buffer)
6052                     {
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;
6056                     }
6057
6058                 }
6059
6060                 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
6061                 {
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;
6065                 }
6066
6067                 if (device->updateStateBlock != device->stateBlock
6068                         && device->updateStateBlock->state.index_buffer == buffer)
6069                 {
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;
6073                 }
6074             }
6075             break;
6076
6077         default:
6078             break;
6079     }
6080
6081     /* Remove the resource from the resourceStore */
6082     device_resource_remove(device, resource);
6083
6084     TRACE("Resource released.\n");
6085 }
6086
6087 HRESULT CDECL wined3d_device_get_surface_from_dc(struct wined3d_device *device,
6088         HDC dc, struct wined3d_surface **surface)
6089 {
6090     struct wined3d_resource *resource;
6091
6092     TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
6093
6094     LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
6095     {
6096         if (resource->resourceType == WINED3DRTYPE_SURFACE)
6097         {
6098             struct wined3d_surface *s = surface_from_resource(resource);
6099
6100             if (s->hDC == dc)
6101             {
6102                 TRACE("Found surface %p for dc %p.\n", s, dc);
6103                 *surface = s;
6104                 return WINED3D_OK;
6105             }
6106         }
6107     }
6108
6109     return WINED3DERR_INVALIDCALL;
6110 }
6111
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)
6115 {
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;
6121     unsigned int i;
6122     HRESULT hr;
6123
6124     device->ref = 1;
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;
6132
6133     /* Get the initial screen setup for ddraw. */
6134     hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
6135     if (FAILED(hr))
6136     {
6137         ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
6138         wined3d_decref(device->wined3d);
6139         return hr;
6140     }
6141     device->ddraw_width = mode.Width;
6142     device->ddraw_height = mode.Height;
6143     device->ddraw_format = mode.Format;
6144
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;
6150
6151     device->devType = device_type;
6152     for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
6153
6154     select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
6155     device->shader_backend = adapter->shader_backend;
6156
6157     if (device->shader_backend)
6158     {
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;
6163     }
6164     fragment_pipeline = adapter->fragment_pipe;
6165     device->frag_pipe = fragment_pipeline;
6166     if (fragment_pipeline)
6167     {
6168         fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
6169         device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
6170
6171         hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
6172                                  ffp_vertexstate_template, fragment_pipeline, misc_state_template);
6173         if (FAILED(hr))
6174         {
6175             ERR("Failed to compile state table, hr %#x.\n", hr);
6176             wined3d_decref(device->wined3d);
6177             return hr;
6178         }
6179     }
6180     device->blitter = adapter->blitter;
6181
6182     return WINED3D_OK;
6183 }
6184
6185
6186 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
6187 {
6188     DWORD rep = device->StateTable[state].representative;
6189     struct wined3d_context *context;
6190     DWORD idx;
6191     BYTE shift;
6192     UINT i;
6193
6194     for (i = 0; i < device->context_count; ++i)
6195     {
6196         context = device->contexts[i];
6197         if(isStateDirty(context, rep)) continue;
6198
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);
6203     }
6204 }
6205
6206 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
6207 {
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;
6211 }
6212
6213 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
6214 {
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;
6221 }
6222
6223 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
6224         UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
6225 {
6226     if (device->filter_messages)
6227     {
6228         TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
6229                 window, message, wparam, lparam);
6230         if (unicode)
6231             return DefWindowProcW(window, message, wparam, lparam);
6232         else
6233             return DefWindowProcA(window, message, wparam, lparam);
6234     }
6235
6236     if (message == WM_DESTROY)
6237     {
6238         TRACE("unregister window %p.\n", window);
6239         wined3d_unregister_window(window);
6240
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);
6243     }
6244
6245     if (unicode)
6246         return CallWindowProcW(proc, window, message, wparam, lparam);
6247     else
6248         return CallWindowProcA(proc, window, message, wparam, lparam);
6249 }