2 * Copyright 2002 Lionel Ulmer
3 * Copyright 2002-2005 Jason Edmeades
4 * Copyright 2003-2004 Raphael Junqueira
5 * Copyright 2004 Christian Costa
6 * Copyright 2005 Oliver Stieber
7 * Copyright 2006-2008 Stefan Dösinger for CodeWeavers
8 * Copyright 2006-2008 Henri Verbeet
9 * Copyright 2007 Andrew Riedi
10 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
36 /* Define the default light parameters as specified by MSDN */
37 const WINED3DLIGHT WINED3D_default_light = {
39 WINED3DLIGHT_DIRECTIONAL, /* Type */
40 { 1.0f, 1.0f, 1.0f, 0.0f }, /* Diffuse r,g,b,a */
41 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Specular r,g,b,a */
42 { 0.0f, 0.0f, 0.0f, 0.0f }, /* Ambient r,g,b,a, */
43 { 0.0f, 0.0f, 0.0f }, /* Position x,y,z */
44 { 0.0f, 0.0f, 1.0f }, /* Direction x,y,z */
47 0.0f, 0.0f, 0.0f, /* Attenuation 0,1,2 */
52 /**********************************************************
53 * Global variable / Constants follow
54 **********************************************************/
55 const float identity[] =
57 1.0f, 0.0f, 0.0f, 0.0f,
58 0.0f, 1.0f, 0.0f, 0.0f,
59 0.0f, 0.0f, 1.0f, 0.0f,
60 0.0f, 0.0f, 0.0f, 1.0f,
61 }; /* When needed for comparisons */
63 /* Note that except for WINED3DPT_POINTLIST and WINED3DPT_LINELIST these
64 * actually have the same values in GL and D3D. */
65 static GLenum gl_primitive_type_from_d3d(WINED3DPRIMITIVETYPE primitive_type)
67 switch(primitive_type)
69 case WINED3DPT_POINTLIST:
72 case WINED3DPT_LINELIST:
75 case WINED3DPT_LINESTRIP:
78 case WINED3DPT_TRIANGLELIST:
81 case WINED3DPT_TRIANGLESTRIP:
82 return GL_TRIANGLE_STRIP;
84 case WINED3DPT_TRIANGLEFAN:
85 return GL_TRIANGLE_FAN;
87 case WINED3DPT_LINELIST_ADJ:
88 return GL_LINES_ADJACENCY_ARB;
90 case WINED3DPT_LINESTRIP_ADJ:
91 return GL_LINE_STRIP_ADJACENCY_ARB;
93 case WINED3DPT_TRIANGLELIST_ADJ:
94 return GL_TRIANGLES_ADJACENCY_ARB;
96 case WINED3DPT_TRIANGLESTRIP_ADJ:
97 return GL_TRIANGLE_STRIP_ADJACENCY_ARB;
100 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
105 static WINED3DPRIMITIVETYPE d3d_primitive_type_from_gl(GLenum primitive_type)
107 switch(primitive_type)
110 return WINED3DPT_POINTLIST;
113 return WINED3DPT_LINELIST;
116 return WINED3DPT_LINESTRIP;
119 return WINED3DPT_TRIANGLELIST;
121 case GL_TRIANGLE_STRIP:
122 return WINED3DPT_TRIANGLESTRIP;
124 case GL_TRIANGLE_FAN:
125 return WINED3DPT_TRIANGLEFAN;
127 case GL_LINES_ADJACENCY_ARB:
128 return WINED3DPT_LINELIST_ADJ;
130 case GL_LINE_STRIP_ADJACENCY_ARB:
131 return WINED3DPT_LINESTRIP_ADJ;
133 case GL_TRIANGLES_ADJACENCY_ARB:
134 return WINED3DPT_TRIANGLELIST_ADJ;
136 case GL_TRIANGLE_STRIP_ADJACENCY_ARB:
137 return WINED3DPT_TRIANGLESTRIP_ADJ;
140 FIXME("Unhandled primitive type %s\n", debug_d3dprimitivetype(primitive_type));
141 return WINED3DPT_UNDEFINED;
145 static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
147 if ((usage == WINED3DDECLUSAGE_POSITION || usage == WINED3DDECLUSAGE_POSITIONT) && !usage_idx)
148 *regnum = WINED3D_FFP_POSITION;
149 else if (usage == WINED3DDECLUSAGE_BLENDWEIGHT && !usage_idx)
150 *regnum = WINED3D_FFP_BLENDWEIGHT;
151 else if (usage == WINED3DDECLUSAGE_BLENDINDICES && !usage_idx)
152 *regnum = WINED3D_FFP_BLENDINDICES;
153 else if (usage == WINED3DDECLUSAGE_NORMAL && !usage_idx)
154 *regnum = WINED3D_FFP_NORMAL;
155 else if (usage == WINED3DDECLUSAGE_PSIZE && !usage_idx)
156 *regnum = WINED3D_FFP_PSIZE;
157 else if (usage == WINED3DDECLUSAGE_COLOR && !usage_idx)
158 *regnum = WINED3D_FFP_DIFFUSE;
159 else if (usage == WINED3DDECLUSAGE_COLOR && usage_idx == 1)
160 *regnum = WINED3D_FFP_SPECULAR;
161 else if (usage == WINED3DDECLUSAGE_TEXCOORD && usage_idx < WINED3DDP_MAXTEXCOORD)
162 *regnum = WINED3D_FFP_TEXCOORD0 + usage_idx;
165 FIXME("Unsupported input stream [usage=%s, usage_idx=%u]\n", debug_d3ddeclusage(usage), usage_idx);
173 /* Context activation is done by the caller. */
174 void device_stream_info_from_declaration(struct wined3d_device *device,
175 struct wined3d_stream_info *stream_info, BOOL *fixup)
177 const struct wined3d_state *state = &device->stateBlock->state;
178 /* We need to deal with frequency data! */
179 struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
183 stream_info->use_map = 0;
184 stream_info->swizzle_map = 0;
186 /* Check for transformed vertices, disable vertex shader if present. */
187 stream_info->position_transformed = declaration->position_transformed;
188 use_vshader = state->vertex_shader && !declaration->position_transformed;
190 /* Translate the declaration into strided data. */
191 for (i = 0; i < declaration->element_count; ++i)
193 const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
194 const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
195 struct wined3d_buffer *buffer = stream->buffer;
196 struct wined3d_bo_address data;
201 TRACE("%p Element %p (%u of %u)\n", declaration->elements,
202 element, i + 1, declaration->element_count);
204 if (!buffer) continue;
206 data.buffer_object = 0;
209 stride = stream->stride;
210 if (state->user_stream)
212 TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
213 data.buffer_object = 0;
214 data.addr = (BYTE *)buffer;
218 TRACE("Stream %u isn't UP, %p\n", element->input_slot, buffer);
219 buffer_get_memory(buffer, &device->adapter->gl_info, &data);
221 /* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
222 * (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
223 * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
224 * around to some big value. Hope that with the indices, the driver wraps it back internally. If
225 * not, drawStridedSlow is needed, including a vertex buffer path. */
226 if (state->load_base_vertex_index < 0)
228 WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
229 state->load_base_vertex_index);
230 data.buffer_object = 0;
231 data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
232 if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
234 FIXME("System memory vertex data load offset is negative!\n");
240 if (data.buffer_object)
242 else if (*fixup && !use_vshader
243 && (element->usage == WINED3DDECLUSAGE_COLOR
244 || element->usage == WINED3DDECLUSAGE_POSITIONT))
246 static BOOL warned = FALSE;
249 /* This may be bad with the fixed function pipeline. */
250 FIXME("Missing vbo streams with unfixed colors or transformed position, expect problems\n");
256 data.addr += element->offset;
258 TRACE("offset %u input_slot %u usage_idx %d\n", element->offset, element->input_slot, element->usage_idx);
262 if (element->output_slot == ~0U)
264 /* TODO: Assuming vertexdeclarations are usually used with the
265 * same or a similar shader, it might be worth it to store the
266 * last used output slot and try that one first. */
267 stride_used = vshader_get_input(state->vertex_shader,
268 element->usage, element->usage_idx, &idx);
272 idx = element->output_slot;
278 if (!element->ffp_valid)
280 WARN("Skipping unsupported fixed function element of format %s and usage %s\n",
281 debug_d3dformat(element->format->id), debug_d3ddeclusage(element->usage));
286 stride_used = fixed_get_input(element->usage, element->usage_idx, &idx);
292 TRACE("Load %s array %u [usage %s, usage_idx %u, "
293 "input_slot %u, offset %u, stride %u, format %s, buffer_object %u]\n",
294 use_vshader ? "shader": "fixed function", idx,
295 debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
296 element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
298 data.addr += stream->offset;
300 stream_info->elements[idx].format = element->format;
301 stream_info->elements[idx].data = data;
302 stream_info->elements[idx].stride = stride;
303 stream_info->elements[idx].stream_idx = element->input_slot;
305 if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
306 && element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
308 stream_info->swizzle_map |= 1 << idx;
310 stream_info->use_map |= 1 << idx;
314 device->num_buffer_queries = 0;
315 if (!state->user_stream)
317 WORD map = stream_info->use_map;
319 /* PreLoad all the vertex buffers. */
320 for (i = 0; map; map >>= 1, ++i)
322 struct wined3d_stream_info_element *element;
323 struct wined3d_buffer *buffer;
325 if (!(map & 1)) continue;
327 element = &stream_info->elements[i];
328 buffer = state->streams[element->stream_idx].buffer;
329 wined3d_buffer_preload(buffer);
331 /* If the preload dropped the buffer object, update the stream info. */
332 if (buffer->buffer_object != element->data.buffer_object)
334 element->data.buffer_object = 0;
335 element->data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info)
336 + (ptrdiff_t)element->data.addr;
340 device->buffer_queries[device->num_buffer_queries++] = buffer->query;
345 static void stream_info_element_from_strided(const struct wined3d_gl_info *gl_info,
346 const struct WineDirect3DStridedData *strided, struct wined3d_stream_info_element *e)
348 e->data.addr = strided->lpData;
349 e->data.buffer_object = 0;
350 e->format = wined3d_get_format(gl_info, strided->format);
351 e->stride = strided->dwStride;
355 static void device_stream_info_from_strided(const struct wined3d_gl_info *gl_info,
356 const struct WineDirect3DVertexStridedData *strided, struct wined3d_stream_info *stream_info)
360 memset(stream_info, 0, sizeof(*stream_info));
362 if (strided->position.lpData)
363 stream_info_element_from_strided(gl_info, &strided->position, &stream_info->elements[WINED3D_FFP_POSITION]);
364 if (strided->normal.lpData)
365 stream_info_element_from_strided(gl_info, &strided->normal, &stream_info->elements[WINED3D_FFP_NORMAL]);
366 if (strided->diffuse.lpData)
367 stream_info_element_from_strided(gl_info, &strided->diffuse, &stream_info->elements[WINED3D_FFP_DIFFUSE]);
368 if (strided->specular.lpData)
369 stream_info_element_from_strided(gl_info, &strided->specular, &stream_info->elements[WINED3D_FFP_SPECULAR]);
371 for (i = 0; i < WINED3DDP_MAXTEXCOORD; ++i)
373 if (strided->texCoords[i].lpData)
374 stream_info_element_from_strided(gl_info, &strided->texCoords[i],
375 &stream_info->elements[WINED3D_FFP_TEXCOORD0 + i]);
378 stream_info->position_transformed = strided->position_transformed;
380 for (i = 0; i < sizeof(stream_info->elements) / sizeof(*stream_info->elements); ++i)
382 if (!stream_info->elements[i].format) continue;
384 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
385 && stream_info->elements[i].format->id == WINED3DFMT_B8G8R8A8_UNORM)
387 stream_info->swizzle_map |= 1 << i;
389 stream_info->use_map |= 1 << i;
393 static void device_trace_strided_stream_info(const struct wined3d_stream_info *stream_info)
395 TRACE("Strided Data:\n");
396 TRACE_STRIDED(stream_info, WINED3D_FFP_POSITION);
397 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDWEIGHT);
398 TRACE_STRIDED(stream_info, WINED3D_FFP_BLENDINDICES);
399 TRACE_STRIDED(stream_info, WINED3D_FFP_NORMAL);
400 TRACE_STRIDED(stream_info, WINED3D_FFP_PSIZE);
401 TRACE_STRIDED(stream_info, WINED3D_FFP_DIFFUSE);
402 TRACE_STRIDED(stream_info, WINED3D_FFP_SPECULAR);
403 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD0);
404 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD1);
405 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD2);
406 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD3);
407 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD4);
408 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD5);
409 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD6);
410 TRACE_STRIDED(stream_info, WINED3D_FFP_TEXCOORD7);
413 /* Context activation is done by the caller. */
414 void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
416 struct wined3d_stream_info *stream_info = &device->strided_streams;
417 const struct wined3d_state *state = &device->stateBlock->state;
420 if (device->up_strided)
422 /* Note: this is a ddraw fixed-function code path. */
423 TRACE("=============================== Strided Input ================================\n");
424 device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
425 if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
429 TRACE("============================= Vertex Declaration =============================\n");
430 device_stream_info_from_declaration(device, stream_info, &fixup);
433 if (state->vertex_shader && !stream_info->position_transformed)
435 if (state->vertex_declaration->half_float_conv_needed && !fixup)
437 TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
438 device->useDrawStridedSlow = TRUE;
442 device->useDrawStridedSlow = FALSE;
447 WORD slow_mask = (1 << WINED3D_FFP_PSIZE);
448 slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
449 & ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
451 if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !fixup)
453 device->useDrawStridedSlow = TRUE;
457 device->useDrawStridedSlow = FALSE;
462 static void device_preload_texture(const struct wined3d_state *state, unsigned int idx)
464 struct wined3d_texture *texture;
465 enum WINED3DSRGB srgb;
467 if (!(texture = state->textures[idx])) return;
468 srgb = state->sampler_states[idx][WINED3DSAMP_SRGBTEXTURE] ? SRGB_SRGB : SRGB_RGB;
469 texture->texture_ops->texture_preload(texture, srgb);
472 void device_preload_textures(const struct wined3d_device *device)
474 const struct wined3d_state *state = &device->stateBlock->state;
479 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i)
481 if (state->vertex_shader->reg_maps.sampler_type[i])
482 device_preload_texture(state, MAX_FRAGMENT_SAMPLERS + i);
488 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
490 if (state->pixel_shader->reg_maps.sampler_type[i])
491 device_preload_texture(state, i);
496 WORD ffu_map = device->fixed_function_usage_map;
498 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
501 device_preload_texture(state, i);
506 BOOL device_context_add(struct wined3d_device *device, struct wined3d_context *context)
508 struct wined3d_context **new_array;
510 TRACE("Adding context %p.\n", context);
512 if (!device->contexts) new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
513 else new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts,
514 sizeof(*new_array) * (device->context_count + 1));
518 ERR("Failed to grow the context array.\n");
522 new_array[device->context_count++] = context;
523 device->contexts = new_array;
527 void device_context_remove(struct wined3d_device *device, struct wined3d_context *context)
529 struct wined3d_context **new_array;
533 TRACE("Removing context %p.\n", context);
535 for (i = 0; i < device->context_count; ++i)
537 if (device->contexts[i] == context)
546 ERR("Context %p doesn't exist in context array.\n", context);
550 if (!--device->context_count)
552 HeapFree(GetProcessHeap(), 0, device->contexts);
553 device->contexts = NULL;
557 memmove(&device->contexts[i], &device->contexts[i + 1], (device->context_count - i) * sizeof(*device->contexts));
558 new_array = HeapReAlloc(GetProcessHeap(), 0, device->contexts, device->context_count * sizeof(*device->contexts));
561 ERR("Failed to shrink context array. Oh well.\n");
565 device->contexts = new_array;
568 /* Do not call while under the GL lock. */
569 void device_switch_onscreen_ds(struct wined3d_device *device,
570 struct wined3d_context *context, struct wined3d_surface *depth_stencil)
572 if (device->onscreen_depth_stencil)
574 surface_load_ds_location(device->onscreen_depth_stencil, context, SFLAG_DS_OFFSCREEN);
575 surface_modify_ds_location(device->onscreen_depth_stencil, SFLAG_DS_OFFSCREEN,
576 device->onscreen_depth_stencil->ds_current_size.cx,
577 device->onscreen_depth_stencil->ds_current_size.cy);
578 wined3d_surface_decref(device->onscreen_depth_stencil);
580 device->onscreen_depth_stencil = depth_stencil;
581 wined3d_surface_incref(device->onscreen_depth_stencil);
584 static BOOL is_full_clear(struct wined3d_surface *target, const RECT *draw_rect, const RECT *clear_rect)
586 /* partial draw rect */
587 if (draw_rect->left || draw_rect->top
588 || draw_rect->right < target->resource.width
589 || draw_rect->bottom < target->resource.height)
592 /* partial clear rect */
593 if (clear_rect && (clear_rect->left > 0 || clear_rect->top > 0
594 || clear_rect->right < target->resource.width
595 || clear_rect->bottom < target->resource.height))
601 static void prepare_ds_clear(struct wined3d_surface *ds, struct wined3d_context *context,
602 DWORD location, const RECT *draw_rect, UINT rect_count, const RECT *clear_rect)
604 RECT current_rect, r;
606 if (ds->flags & location)
607 SetRect(¤t_rect, 0, 0,
608 ds->ds_current_size.cx,
609 ds->ds_current_size.cy);
611 SetRectEmpty(¤t_rect);
613 IntersectRect(&r, draw_rect, ¤t_rect);
614 if (EqualRect(&r, draw_rect))
616 /* current_rect ⊇ draw_rect, modify only. */
617 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
621 if (EqualRect(&r, ¤t_rect))
623 /* draw_rect ⊇ current_rect, test if we're doing a full clear. */
627 /* Full clear, modify only. */
628 surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
632 IntersectRect(&r, draw_rect, clear_rect);
633 if (EqualRect(&r, draw_rect))
635 /* clear_rect ⊇ draw_rect, modify only. */
636 surface_modify_ds_location(ds, location, draw_rect->right, draw_rect->bottom);
642 surface_load_ds_location(ds, context, location);
643 surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
646 /* Do not call while under the GL lock. */
647 HRESULT device_clear_render_targets(struct wined3d_device *device, UINT rt_count, const struct wined3d_fb_state *fb,
648 UINT rect_count, const RECT *rects, const RECT *draw_rect, DWORD flags, const WINED3DCOLORVALUE *color,
649 float depth, DWORD stencil)
651 const RECT *clear_rect = (rect_count > 0 && rects) ? (const RECT *)rects : NULL;
652 struct wined3d_surface *target = rt_count ? fb->render_targets[0] : NULL;
653 UINT drawable_width, drawable_height;
654 struct wined3d_context *context;
655 GLbitfield clear_mask = 0;
656 BOOL render_offscreen;
659 /* When we're clearing parts of the drawable, make sure that the target surface is well up to date in the
660 * drawable. After the clear we'll mark the drawable up to date, so we have to make sure that this is true
661 * for the cleared parts, and the untouched parts.
663 * If we're clearing the whole target there is no need to copy it into the drawable, it will be overwritten
664 * anyway. If we're not clearing the color buffer we don't have to copy either since we're not going to set
665 * the drawable up to date. We have to check all settings that limit the clear area though. Do not bother
666 * checking all this if the dest surface is in the drawable anyway. */
667 if (flags & WINED3DCLEAR_TARGET && !is_full_clear(target, draw_rect, clear_rect))
669 for (i = 0; i < rt_count; ++i)
671 if (fb->render_targets[i]) surface_load_location(fb->render_targets[i], SFLAG_INDRAWABLE, NULL);
675 context = context_acquire(device, target);
678 context_release(context);
679 WARN("Invalid context, skipping clear.\n");
685 render_offscreen = context->render_offscreen;
686 target->get_drawable_size(context, &drawable_width, &drawable_height);
690 render_offscreen = TRUE;
691 drawable_width = fb->depth_stencil->pow2Width;
692 drawable_height = fb->depth_stencil->pow2Height;
695 if (flags & WINED3DCLEAR_ZBUFFER)
697 DWORD location = render_offscreen ? SFLAG_DS_OFFSCREEN : SFLAG_DS_ONSCREEN;
699 if (location == SFLAG_DS_ONSCREEN && fb->depth_stencil != device->onscreen_depth_stencil)
700 device_switch_onscreen_ds(device, context, fb->depth_stencil);
701 prepare_ds_clear(fb->depth_stencil, context, location, draw_rect, rect_count, clear_rect);
704 if (!context_apply_clear_state(context, device, rt_count, fb))
706 context_release(context);
707 WARN("Failed to apply clear state, skipping clear.\n");
713 /* Only set the values up once, as they are not changing. */
714 if (flags & WINED3DCLEAR_STENCIL)
716 if (context->gl_info->supported[EXT_STENCIL_TWO_SIDE])
718 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
719 context_invalidate_state(context, STATE_RENDER(WINED3DRS_TWOSIDEDSTENCILMODE));
722 context_invalidate_state(context, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
723 glClearStencil(stencil);
724 checkGLcall("glClearStencil");
725 clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
728 if (flags & WINED3DCLEAR_ZBUFFER)
730 surface_modify_location(fb->depth_stencil, SFLAG_INDRAWABLE, TRUE);
732 glDepthMask(GL_TRUE);
733 context_invalidate_state(context, STATE_RENDER(WINED3DRS_ZWRITEENABLE));
735 checkGLcall("glClearDepth");
736 clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
739 if (flags & WINED3DCLEAR_TARGET)
741 for (i = 0; i < rt_count; ++i)
743 if (fb->render_targets[i]) surface_modify_location(fb->render_targets[i], SFLAG_INDRAWABLE, TRUE);
746 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
747 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE));
748 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE1));
749 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE2));
750 context_invalidate_state(context, STATE_RENDER(WINED3DRS_COLORWRITEENABLE3));
751 glClearColor(color->r, color->g, color->b, color->a);
752 checkGLcall("glClearColor");
753 clear_mask = clear_mask | GL_COLOR_BUFFER_BIT;
758 if (render_offscreen)
760 glScissor(draw_rect->left, draw_rect->top,
761 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
765 glScissor(draw_rect->left, drawable_height - draw_rect->bottom,
766 draw_rect->right - draw_rect->left, draw_rect->bottom - draw_rect->top);
768 checkGLcall("glScissor");
770 checkGLcall("glClear");
776 /* Now process each rect in turn. */
777 for (i = 0; i < rect_count; ++i)
779 /* Note that GL uses lower left, width/height. */
780 IntersectRect(¤t_rect, draw_rect, &clear_rect[i]);
782 TRACE("clear_rect[%u] %s, current_rect %s.\n", i,
783 wine_dbgstr_rect(&clear_rect[i]),
784 wine_dbgstr_rect(¤t_rect));
786 /* Tests show that rectangles where x1 > x2 or y1 > y2 are ignored silently.
787 * The rectangle is not cleared, no error is returned, but further rectangles are
788 * still cleared if they are valid. */
789 if (current_rect.left > current_rect.right || current_rect.top > current_rect.bottom)
791 TRACE("Rectangle with negative dimensions, ignoring.\n");
795 if (render_offscreen)
797 glScissor(current_rect.left, current_rect.top,
798 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
802 glScissor(current_rect.left, drawable_height - current_rect.bottom,
803 current_rect.right - current_rect.left, current_rect.bottom - current_rect.top);
805 checkGLcall("glScissor");
808 checkGLcall("glClear");
814 if (wined3d_settings.strict_draw_ordering || (flags & WINED3DCLEAR_TARGET
815 && target->container.type == WINED3D_CONTAINER_SWAPCHAIN
816 && target->container.u.swapchain->front_buffer == target))
817 wglFlush(); /* Flush to ensure ordering across contexts. */
819 context_release(context);
824 ULONG CDECL wined3d_device_incref(struct wined3d_device *device)
826 ULONG refcount = InterlockedIncrement(&device->ref);
828 TRACE("%p increasing refcount to %u.\n", device, refcount);
833 ULONG CDECL wined3d_device_decref(struct wined3d_device *device)
835 ULONG refcount = InterlockedDecrement(&device->ref);
837 TRACE("%p decreasing refcount to %u.\n", device, refcount);
843 for (i = 0; i < sizeof(device->multistate_funcs) / sizeof(device->multistate_funcs[0]); ++i)
845 HeapFree(GetProcessHeap(), 0, device->multistate_funcs[i]);
846 device->multistate_funcs[i] = NULL;
849 if (!list_empty(&device->resources))
851 struct wined3d_resource *resource;
853 FIXME("Device released with resources still bound, acceptable but unexpected.\n");
855 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
857 FIXME("Leftover resource %p with type %s (%#x).\n",
858 resource, debug_d3dresourcetype(resource->resourceType), resource->resourceType);
862 if (device->contexts)
863 ERR("Context array not freed!\n");
864 if (device->hardwareCursor)
865 DestroyCursor(device->hardwareCursor);
866 device->hardwareCursor = 0;
868 wined3d_decref(device->wined3d);
869 device->wined3d = NULL;
870 HeapFree(GetProcessHeap(), 0, device);
871 TRACE("Freed device %p.\n", device);
877 UINT CDECL wined3d_device_get_swapchain_count(struct wined3d_device *device)
879 TRACE("device %p.\n", device);
881 return device->swapchain_count;
884 HRESULT CDECL wined3d_device_get_swapchain(struct wined3d_device *device,
885 UINT swapchain_idx, struct wined3d_swapchain **swapchain)
887 TRACE("device %p, swapchain_idx %u, swapchain %p.\n",
888 device, swapchain_idx, swapchain);
890 if (swapchain_idx >= device->swapchain_count)
892 WARN("swapchain_idx %u >= swapchain_count %u.\n",
893 swapchain_idx, device->swapchain_count);
896 return WINED3DERR_INVALIDCALL;
899 *swapchain = device->swapchains[swapchain_idx];
900 wined3d_swapchain_incref(*swapchain);
901 TRACE("Returning %p.\n", *swapchain);
906 static void device_load_logo(struct wined3d_device *device, const char *filename)
911 HDC dcb = NULL, dcs = NULL;
912 WINEDDCOLORKEY colorkey;
914 hbm = LoadImageA(NULL, filename, IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE | LR_CREATEDIBSECTION);
917 GetObjectA(hbm, sizeof(BITMAP), &bm);
918 dcb = CreateCompatibleDC(NULL);
920 SelectObject(dcb, hbm);
924 /* Create a 32x32 white surface to indicate that wined3d is used, but the specified image
927 memset(&bm, 0, sizeof(bm));
932 hr = wined3d_surface_create(device, bm.bmWidth, bm.bmHeight, WINED3DFMT_B5G6R5_UNORM, TRUE,
933 FALSE, 0, 0, WINED3DPOOL_DEFAULT, WINED3DMULTISAMPLE_NONE, 0, SURFACE_OPENGL, NULL,
934 &wined3d_null_parent_ops, &device->logo_surface);
937 ERR("Wine logo requested, but failed to create surface, hr %#x.\n", hr);
943 if (FAILED(hr = wined3d_surface_getdc(device->logo_surface, &dcs)))
945 BitBlt(dcs, 0, 0, bm.bmWidth, bm.bmHeight, dcb, 0, 0, SRCCOPY);
946 wined3d_surface_releasedc(device->logo_surface, dcs);
948 colorkey.dwColorSpaceLowValue = 0;
949 colorkey.dwColorSpaceHighValue = 0;
950 wined3d_surface_set_color_key(device->logo_surface, WINEDDCKEY_SRCBLT, &colorkey);
954 const WINED3DCOLORVALUE c = {1.0f, 1.0f, 1.0f, 1.0f};
955 /* Fill the surface with a white color to show that wined3d is there */
956 wined3d_device_color_fill(device, device->logo_surface, NULL, &c);
960 if (dcb) DeleteDC(dcb);
961 if (hbm) DeleteObject(hbm);
964 /* Context activation is done by the caller. */
965 static void create_dummy_textures(struct wined3d_device *device)
967 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
969 /* Under DirectX you can sample even if no texture is bound, whereas
970 * OpenGL will only allow that when a valid texture is bound.
971 * We emulate this by creating dummy textures and binding them
972 * to each texture stage when the currently set D3D texture is NULL. */
975 if (gl_info->supported[APPLE_CLIENT_STORAGE])
977 /* The dummy texture does not have client storage backing */
978 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
979 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
982 for (i = 0; i < gl_info->limits.textures; ++i)
984 DWORD color = 0x000000ff;
986 /* Make appropriate texture active */
987 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
988 checkGLcall("glActiveTextureARB");
990 /* Generate an opengl texture name */
991 glGenTextures(1, &device->dummyTextureName[i]);
992 checkGLcall("glGenTextures");
993 TRACE("Dummy Texture %d given name %d.\n", i, device->dummyTextureName[i]);
995 /* Generate a dummy 2d texture (not using 1d because they cause many
996 * DRI drivers fall back to sw) */
997 glBindTexture(GL_TEXTURE_2D, device->dummyTextureName[i]);
998 checkGLcall("glBindTexture");
1000 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, &color);
1001 checkGLcall("glTexImage2D");
1004 if (gl_info->supported[APPLE_CLIENT_STORAGE])
1006 /* Reenable because if supported it is enabled by default */
1007 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
1008 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
1014 /* Context activation is done by the caller. */
1015 static void destroy_dummy_textures(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
1018 glDeleteTextures(gl_info->limits.textures, device->dummyTextureName);
1019 checkGLcall("glDeleteTextures(gl_info->limits.textures, device->dummyTextureName)");
1022 memset(device->dummyTextureName, 0, gl_info->limits.textures * sizeof(*device->dummyTextureName));
1025 static LONG fullscreen_style(LONG style)
1027 /* Make sure the window is managed, otherwise we won't get keyboard input. */
1028 style |= WS_POPUP | WS_SYSMENU;
1029 style &= ~(WS_CAPTION | WS_THICKFRAME);
1034 static LONG fullscreen_exstyle(LONG exstyle)
1036 /* Filter out window decorations. */
1037 exstyle &= ~(WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE);
1042 void CDECL wined3d_device_setup_fullscreen_window(struct wined3d_device *device, HWND window, UINT w, UINT h)
1044 BOOL filter_messages;
1045 LONG style, exstyle;
1047 TRACE("Setting up window %p for fullscreen mode.\n", window);
1049 if (device->style || device->exStyle)
1051 ERR("Changing the window style for window %p, but another style (%08x, %08x) is already stored.\n",
1052 window, device->style, device->exStyle);
1055 device->style = GetWindowLongW(window, GWL_STYLE);
1056 device->exStyle = GetWindowLongW(window, GWL_EXSTYLE);
1058 style = fullscreen_style(device->style);
1059 exstyle = fullscreen_exstyle(device->exStyle);
1061 TRACE("Old style was %08x, %08x, setting to %08x, %08x.\n",
1062 device->style, device->exStyle, style, exstyle);
1064 filter_messages = device->filter_messages;
1065 device->filter_messages = TRUE;
1067 SetWindowLongW(window, GWL_STYLE, style);
1068 SetWindowLongW(window, GWL_EXSTYLE, exstyle);
1069 SetWindowPos(window, HWND_TOP, 0, 0, w, h, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOACTIVATE);
1071 device->filter_messages = filter_messages;
1074 void CDECL wined3d_device_restore_fullscreen_window(struct wined3d_device *device, HWND window)
1076 BOOL filter_messages;
1077 LONG style, exstyle;
1079 if (!device->style && !device->exStyle) return;
1081 TRACE("Restoring window style of window %p to %08x, %08x.\n",
1082 window, device->style, device->exStyle);
1084 style = GetWindowLongW(window, GWL_STYLE);
1085 exstyle = GetWindowLongW(window, GWL_EXSTYLE);
1087 filter_messages = device->filter_messages;
1088 device->filter_messages = TRUE;
1090 /* Only restore the style if the application didn't modify it during the
1091 * fullscreen phase. Some applications change it before calling Reset()
1092 * when switching between windowed and fullscreen modes (HL2), some
1093 * depend on the original style (Eve Online). */
1094 if (style == fullscreen_style(device->style) && exstyle == fullscreen_exstyle(device->exStyle))
1096 SetWindowLongW(window, GWL_STYLE, device->style);
1097 SetWindowLongW(window, GWL_EXSTYLE, device->exStyle);
1099 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
1101 device->filter_messages = filter_messages;
1103 /* Delete the old values. */
1105 device->exStyle = 0;
1108 HRESULT CDECL wined3d_device_acquire_focus_window(struct wined3d_device *device, HWND window)
1110 TRACE("device %p, window %p.\n", device, window);
1112 if (!wined3d_register_window(window, device))
1114 ERR("Failed to register window %p.\n", window);
1118 device->focus_window = window;
1119 SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOSIZE | SWP_NOMOVE);
1124 void CDECL wined3d_device_release_focus_window(struct wined3d_device *device)
1126 TRACE("device %p.\n", device);
1128 if (device->focus_window) wined3d_unregister_window(device->focus_window);
1129 device->focus_window = NULL;
1132 HRESULT CDECL wined3d_device_init_3d(struct wined3d_device *device,
1133 WINED3DPRESENT_PARAMETERS *present_parameters)
1135 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1136 struct wined3d_swapchain *swapchain = NULL;
1137 struct wined3d_context *context;
1142 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1144 if (device->d3d_initialized)
1145 return WINED3DERR_INVALIDCALL;
1146 if (!device->adapter->opengl)
1147 return WINED3DERR_INVALIDCALL;
1149 TRACE("Creating stateblock.\n");
1150 hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
1153 WARN("Failed to create stateblock\n");
1157 TRACE("Created stateblock %p.\n", device->stateBlock);
1158 device->updateStateBlock = device->stateBlock;
1159 wined3d_stateblock_incref(device->updateStateBlock);
1161 device->valid_rt_mask = 0;
1162 for (i = 0; i < gl_info->limits.buffers; ++i)
1163 device->valid_rt_mask |= (1 << i);
1164 device->fb.render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
1165 sizeof(*device->fb.render_targets) * gl_info->limits.buffers);
1167 device->palette_count = 1;
1168 device->palettes = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PALETTEENTRY*));
1169 if (!device->palettes || !device->fb.render_targets)
1171 ERR("Out of memory!\n");
1176 device->palettes[0] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
1177 if (!device->palettes[0])
1179 ERR("Out of memory!\n");
1184 for (i = 0; i < 256; ++i)
1186 device->palettes[0][i].peRed = 0xff;
1187 device->palettes[0][i].peGreen = 0xff;
1188 device->palettes[0][i].peBlue = 0xff;
1189 device->palettes[0][i].peFlags = 0xff;
1191 device->currentPalette = 0;
1193 /* Initialize the texture unit mapping to a 1:1 mapping */
1194 for (state = 0; state < MAX_COMBINED_SAMPLERS; ++state)
1196 if (state < gl_info->limits.fragment_samplers)
1198 device->texUnitMap[state] = state;
1199 device->rev_tex_unit_map[state] = state;
1203 device->texUnitMap[state] = WINED3D_UNMAPPED_STAGE;
1204 device->rev_tex_unit_map[state] = WINED3D_UNMAPPED_STAGE;
1208 /* Setup the implicit swapchain. This also initializes a context. */
1209 TRACE("Creating implicit swapchain\n");
1210 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1211 present_parameters, &swapchain);
1214 WARN("Failed to create implicit swapchain\n");
1218 device->swapchain_count = 1;
1219 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1220 if (!device->swapchains)
1222 ERR("Out of memory!\n");
1225 device->swapchains[0] = swapchain;
1227 if (swapchain->back_buffers && swapchain->back_buffers[0])
1229 TRACE("Setting rendertarget to %p.\n", swapchain->back_buffers);
1230 device->fb.render_targets[0] = swapchain->back_buffers[0];
1234 TRACE("Setting rendertarget to %p.\n", swapchain->front_buffer);
1235 device->fb.render_targets[0] = swapchain->front_buffer;
1237 wined3d_surface_incref(device->fb.render_targets[0]);
1239 /* Depth Stencil support */
1240 device->fb.depth_stencil = device->auto_depth_stencil;
1241 if (device->fb.depth_stencil)
1242 wined3d_surface_incref(device->fb.depth_stencil);
1244 hr = device->shader_backend->shader_alloc_private(device);
1247 TRACE("Shader private data couldn't be allocated\n");
1250 hr = device->frag_pipe->alloc_private(device);
1253 TRACE("Fragment pipeline private data couldn't be allocated\n");
1256 hr = device->blitter->alloc_private(device);
1259 TRACE("Blitter private data couldn't be allocated\n");
1263 /* Set up some starting GL setup */
1265 /* Setup all the devices defaults */
1266 stateblock_init_default_state(device->stateBlock);
1268 context = context_acquire(device, swapchain->front_buffer);
1270 create_dummy_textures(device);
1274 /* Initialize the current view state */
1275 device->view_ident = 1;
1276 device->contexts[0]->last_was_rhw = 0;
1278 switch (wined3d_settings.offscreen_rendering_mode)
1281 device->offscreenBuffer = GL_COLOR_ATTACHMENT0;
1284 case ORM_BACKBUFFER:
1286 if (context_get_current()->aux_buffers > 0)
1288 TRACE("Using auxiliary buffer for offscreen rendering\n");
1289 device->offscreenBuffer = GL_AUX0;
1293 TRACE("Using back buffer for offscreen rendering\n");
1294 device->offscreenBuffer = GL_BACK;
1299 TRACE("All defaults now set up, leaving 3D init.\n");
1302 context_release(context);
1304 /* Clear the screen */
1305 wined3d_device_clear(device, 0, NULL, WINED3DCLEAR_TARGET
1306 | (present_parameters->EnableAutoDepthStencil ? WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL : 0),
1309 device->d3d_initialized = TRUE;
1311 if (wined3d_settings.logo)
1312 device_load_logo(device, wined3d_settings.logo);
1313 device->highest_dirty_ps_const = 0;
1314 device->highest_dirty_vs_const = 0;
1318 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1319 HeapFree(GetProcessHeap(), 0, device->swapchains);
1320 device->swapchain_count = 0;
1321 if (device->palettes)
1323 HeapFree(GetProcessHeap(), 0, device->palettes[0]);
1324 HeapFree(GetProcessHeap(), 0, device->palettes);
1326 device->palette_count = 0;
1328 wined3d_swapchain_decref(swapchain);
1329 if (device->stateBlock)
1331 wined3d_stateblock_decref(device->stateBlock);
1332 device->stateBlock = NULL;
1334 if (device->blit_priv)
1335 device->blitter->free_private(device);
1336 if (device->fragment_priv)
1337 device->frag_pipe->free_private(device);
1338 if (device->shader_priv)
1339 device->shader_backend->shader_free_private(device);
1344 HRESULT CDECL wined3d_device_init_gdi(struct wined3d_device *device,
1345 WINED3DPRESENT_PARAMETERS *present_parameters)
1347 struct wined3d_swapchain *swapchain = NULL;
1350 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
1352 /* Setup the implicit swapchain */
1353 TRACE("Creating implicit swapchain\n");
1354 hr = device->device_parent->ops->create_swapchain(device->device_parent,
1355 present_parameters, &swapchain);
1358 WARN("Failed to create implicit swapchain\n");
1362 device->swapchain_count = 1;
1363 device->swapchains = HeapAlloc(GetProcessHeap(), 0, device->swapchain_count * sizeof(*device->swapchains));
1364 if (!device->swapchains)
1366 ERR("Out of memory!\n");
1369 device->swapchains[0] = swapchain;
1373 wined3d_swapchain_decref(swapchain);
1377 HRESULT CDECL wined3d_device_uninit_3d(struct wined3d_device *device)
1379 struct wined3d_resource *resource, *cursor;
1380 const struct wined3d_gl_info *gl_info;
1381 struct wined3d_context *context;
1382 struct wined3d_surface *surface;
1385 TRACE("device %p.\n", device);
1387 if (!device->d3d_initialized)
1388 return WINED3DERR_INVALIDCALL;
1390 /* Force making the context current again, to verify it is still valid
1391 * (workaround for broken drivers) */
1392 context_set_current(NULL);
1393 /* I don't think that the interface guarantees that the device is destroyed from the same thread
1394 * it was created. Thus make sure a context is active for the glDelete* calls
1396 context = context_acquire(device, NULL);
1397 gl_info = context->gl_info;
1399 if (device->logo_surface)
1400 wined3d_surface_decref(device->logo_surface);
1402 /* Unload resources */
1403 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
1405 TRACE("Unloading resource %p.\n", resource);
1407 resource->resource_ops->resource_unload(resource);
1410 TRACE("Deleting high order patches\n");
1411 for(i = 0; i < PATCHMAP_SIZE; i++) {
1412 struct list *e1, *e2;
1413 struct WineD3DRectPatch *patch;
1414 LIST_FOR_EACH_SAFE(e1, e2, &device->patches[i])
1416 patch = LIST_ENTRY(e1, struct WineD3DRectPatch, entry);
1417 wined3d_device_delete_patch(device, patch->Handle);
1421 /* Delete the mouse cursor texture */
1422 if (device->cursorTexture)
1425 glDeleteTextures(1, &device->cursorTexture);
1427 device->cursorTexture = 0;
1430 /* Destroy the depth blt resources, they will be invalid after the reset. Also free shader
1431 * private data, it might contain opengl pointers
1433 if (device->depth_blt_texture)
1436 glDeleteTextures(1, &device->depth_blt_texture);
1438 device->depth_blt_texture = 0;
1441 /* Release the update stateblock */
1442 if (wined3d_stateblock_decref(device->updateStateBlock))
1444 if (device->updateStateBlock != device->stateBlock)
1445 FIXME("Something's still holding the update stateblock.\n");
1447 device->updateStateBlock = NULL;
1450 struct wined3d_stateblock *stateblock = device->stateBlock;
1451 device->stateBlock = NULL;
1453 /* Release the stateblock */
1454 if (wined3d_stateblock_decref(stateblock))
1455 FIXME("Something's still holding the stateblock.\n");
1458 /* Destroy the shader backend. Note that this has to happen after all shaders are destroyed. */
1459 device->blitter->free_private(device);
1460 device->frag_pipe->free_private(device);
1461 device->shader_backend->shader_free_private(device);
1463 /* Release the buffers (with sanity checks)*/
1464 if (device->onscreen_depth_stencil)
1466 surface = device->onscreen_depth_stencil;
1467 device->onscreen_depth_stencil = NULL;
1468 wined3d_surface_decref(surface);
1471 if (device->fb.depth_stencil)
1473 surface = device->fb.depth_stencil;
1475 TRACE("Releasing depth/stencil buffer %p.\n", surface);
1477 device->fb.depth_stencil = NULL;
1478 if (wined3d_surface_decref(surface)
1479 && surface != device->auto_depth_stencil)
1480 ERR("Something is still holding a reference to depth/stencil buffer %p.\n", surface);
1483 if (device->auto_depth_stencil)
1485 surface = device->auto_depth_stencil;
1486 device->auto_depth_stencil = NULL;
1487 if (wined3d_surface_decref(surface))
1488 FIXME("Something's still holding the auto depth stencil buffer (%p).\n", surface);
1491 for (i = 1; i < gl_info->limits.buffers; ++i)
1493 wined3d_device_set_render_target(device, i, NULL, FALSE);
1496 surface = device->fb.render_targets[0];
1497 TRACE("Setting rendertarget 0 to NULL\n");
1498 device->fb.render_targets[0] = NULL;
1499 TRACE("Releasing the render target at %p\n", surface);
1500 wined3d_surface_decref(surface);
1502 context_release(context);
1504 for (i = 0; i < device->swapchain_count; ++i)
1506 TRACE("Releasing the implicit swapchain %u.\n", i);
1507 if (wined3d_swapchain_decref(device->swapchains[i]))
1508 FIXME("Something's still holding the implicit swapchain.\n");
1511 HeapFree(GetProcessHeap(), 0, device->swapchains);
1512 device->swapchains = NULL;
1513 device->swapchain_count = 0;
1515 for (i = 0; i < device->palette_count; ++i)
1516 HeapFree(GetProcessHeap(), 0, device->palettes[i]);
1517 HeapFree(GetProcessHeap(), 0, device->palettes);
1518 device->palettes = NULL;
1519 device->palette_count = 0;
1521 HeapFree(GetProcessHeap(), 0, device->fb.render_targets);
1522 device->fb.render_targets = NULL;
1524 device->d3d_initialized = FALSE;
1529 HRESULT CDECL wined3d_device_uninit_gdi(struct wined3d_device *device)
1533 for (i = 0; i < device->swapchain_count; ++i)
1535 TRACE("Releasing the implicit swapchain %u.\n", i);
1536 if (wined3d_swapchain_decref(device->swapchains[i]))
1537 FIXME("Something's still holding the implicit swapchain.\n");
1540 HeapFree(GetProcessHeap(), 0, device->swapchains);
1541 device->swapchains = NULL;
1542 device->swapchain_count = 0;
1546 /* Enables thread safety in the wined3d device and its resources. Called by DirectDraw
1547 * from SetCooperativeLevel if DDSCL_MULTITHREADED is specified, and by d3d8/9 from
1548 * CreateDevice if D3DCREATE_MULTITHREADED is passed.
1550 * There is no way to deactivate thread safety once it is enabled.
1552 void CDECL wined3d_device_set_multithreaded(struct wined3d_device *device)
1554 TRACE("device %p.\n", device);
1556 /* For now just store the flag (needed in case of ddraw). */
1557 device->createParms.BehaviorFlags |= WINED3DCREATE_MULTITHREADED;
1560 HRESULT CDECL wined3d_device_set_display_mode(struct wined3d_device *device,
1561 UINT swapchain_idx, const WINED3DDISPLAYMODE *mode)
1563 const struct wined3d_format *format = wined3d_get_format(&device->adapter->gl_info, mode->Format);
1568 TRACE("device %p, swapchain_idx %u, mode %p (%ux%u@%u %s).\n", device, swapchain_idx, mode,
1569 mode->Width, mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
1571 /* Resize the screen even without a window:
1572 * The app could have unset it with SetCooperativeLevel, but not called
1573 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
1574 * but we don't have any hwnd
1577 memset(&devmode, 0, sizeof(devmode));
1578 devmode.dmSize = sizeof(devmode);
1579 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1580 devmode.dmBitsPerPel = format->byte_count * CHAR_BIT;
1581 devmode.dmPelsWidth = mode->Width;
1582 devmode.dmPelsHeight = mode->Height;
1584 devmode.dmDisplayFrequency = mode->RefreshRate;
1585 if (mode->RefreshRate)
1586 devmode.dmFields |= DM_DISPLAYFREQUENCY;
1588 /* Only change the mode if necessary */
1589 if (device->ddraw_width == mode->Width && device->ddraw_height == mode->Height
1590 && device->ddraw_format == mode->Format && !mode->RefreshRate)
1593 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
1594 if (ret != DISP_CHANGE_SUCCESSFUL)
1596 if (devmode.dmDisplayFrequency)
1598 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
1599 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
1600 devmode.dmDisplayFrequency = 0;
1601 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
1603 if(ret != DISP_CHANGE_SUCCESSFUL) {
1604 return WINED3DERR_NOTAVAILABLE;
1608 /* Store the new values */
1609 device->ddraw_width = mode->Width;
1610 device->ddraw_height = mode->Height;
1611 device->ddraw_format = mode->Format;
1613 /* And finally clip mouse to our screen */
1614 SetRect(&clip_rc, 0, 0, mode->Width, mode->Height);
1615 ClipCursor(&clip_rc);
1620 HRESULT CDECL wined3d_device_get_wined3d(struct wined3d_device *device, struct wined3d **wined3d)
1622 TRACE("device %p, wined3d %p.\n", device, wined3d);
1624 *wined3d = device->wined3d;
1625 wined3d_incref(*wined3d);
1627 TRACE("Returning %p.\n", *wined3d);
1632 UINT CDECL wined3d_device_get_available_texture_mem(struct wined3d_device *device)
1634 TRACE("device %p.\n", device);
1636 TRACE("Emulating %d MB, returning %d MB left.\n",
1637 device->adapter->TextureRam / (1024 * 1024),
1638 (device->adapter->TextureRam - device->adapter->UsedTextureRam) / (1024 * 1024));
1640 return device->adapter->TextureRam - device->adapter->UsedTextureRam;
1643 HRESULT CDECL wined3d_device_set_stream_source(struct wined3d_device *device, UINT stream_idx,
1644 struct wined3d_buffer *buffer, UINT offset, UINT stride)
1646 struct wined3d_stream_state *stream;
1647 struct wined3d_buffer *prev_buffer;
1649 TRACE("device %p, stream_idx %u, buffer %p, offset %u, stride %u.\n",
1650 device, stream_idx, buffer, offset, stride);
1652 if (stream_idx >= MAX_STREAMS)
1654 WARN("Stream index %u out of range.\n", stream_idx);
1655 return WINED3DERR_INVALIDCALL;
1657 else if (offset & 0x3)
1659 WARN("Offset %u is not 4 byte aligned.\n", offset);
1660 return WINED3DERR_INVALIDCALL;
1663 stream = &device->updateStateBlock->state.streams[stream_idx];
1664 prev_buffer = stream->buffer;
1666 device->updateStateBlock->changed.streamSource |= 1 << stream_idx;
1668 if (prev_buffer == buffer
1669 && stream->stride == stride
1670 && stream->offset == offset)
1672 TRACE("Application is setting the old values over, nothing to do.\n");
1676 stream->buffer = buffer;
1679 stream->stride = stride;
1680 stream->offset = offset;
1683 /* Handle recording of state blocks. */
1684 if (device->isRecordingState)
1686 TRACE("Recording... not performing anything.\n");
1688 wined3d_buffer_incref(buffer);
1690 wined3d_buffer_decref(prev_buffer);
1696 InterlockedIncrement(&buffer->bind_count);
1697 wined3d_buffer_incref(buffer);
1701 InterlockedDecrement(&prev_buffer->bind_count);
1702 wined3d_buffer_decref(prev_buffer);
1705 device_invalidate_state(device, STATE_STREAMSRC);
1710 HRESULT CDECL wined3d_device_get_stream_source(struct wined3d_device *device,
1711 UINT stream_idx, struct wined3d_buffer **buffer, UINT *offset, UINT *stride)
1713 struct wined3d_stream_state *stream;
1715 TRACE("device %p, stream_idx %u, buffer %p, offset %p, stride %p.\n",
1716 device, stream_idx, buffer, offset, stride);
1718 if (stream_idx >= MAX_STREAMS)
1720 WARN("Stream index %u out of range.\n", stream_idx);
1721 return WINED3DERR_INVALIDCALL;
1724 stream = &device->stateBlock->state.streams[stream_idx];
1725 *buffer = stream->buffer;
1727 wined3d_buffer_incref(*buffer);
1729 *offset = stream->offset;
1730 *stride = stream->stride;
1735 HRESULT CDECL wined3d_device_set_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT divider)
1737 struct wined3d_stream_state *stream;
1738 UINT old_flags, old_freq;
1740 TRACE("device %p, stream_idx %u, divider %#x.\n", device, stream_idx, divider);
1742 /* Verify input. At least in d3d9 this is invalid. */
1743 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && (divider & WINED3DSTREAMSOURCE_INDEXEDDATA))
1745 WARN("INSTANCEDATA and INDEXEDDATA were set, returning D3DERR_INVALIDCALL.\n");
1746 return WINED3DERR_INVALIDCALL;
1748 if ((divider & WINED3DSTREAMSOURCE_INSTANCEDATA) && !stream_idx)
1750 WARN("INSTANCEDATA used on stream 0, returning D3DERR_INVALIDCALL.\n");
1751 return WINED3DERR_INVALIDCALL;
1755 WARN("Divider is 0, returning D3DERR_INVALIDCALL.\n");
1756 return WINED3DERR_INVALIDCALL;
1759 stream = &device->updateStateBlock->state.streams[stream_idx];
1760 old_flags = stream->flags;
1761 old_freq = stream->frequency;
1763 stream->flags = divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA);
1764 stream->frequency = divider & 0x7fffff;
1766 device->updateStateBlock->changed.streamFreq |= 1 << stream_idx;
1768 if (stream->frequency != old_freq || stream->flags != old_flags)
1769 device_invalidate_state(device, STATE_STREAMSRC);
1774 HRESULT CDECL wined3d_device_get_stream_source_freq(struct wined3d_device *device, UINT stream_idx, UINT *divider)
1776 struct wined3d_stream_state *stream;
1778 TRACE("device %p, stream_idx %u, divider %p.\n", device, stream_idx, divider);
1780 stream = &device->updateStateBlock->state.streams[stream_idx];
1781 *divider = stream->flags | stream->frequency;
1783 TRACE("Returning %#x.\n", *divider);
1788 HRESULT CDECL wined3d_device_set_transform(struct wined3d_device *device,
1789 WINED3DTRANSFORMSTATETYPE d3dts, const WINED3DMATRIX *matrix)
1791 TRACE("device %p, state %s, matrix %p.\n",
1792 device, debug_d3dtstype(d3dts), matrix);
1794 /* Handle recording of state blocks. */
1795 if (device->isRecordingState)
1797 TRACE("Recording... not performing anything.\n");
1798 device->updateStateBlock->changed.transform[d3dts >> 5] |= 1 << (d3dts & 0x1f);
1799 device->updateStateBlock->state.transforms[d3dts] = *matrix;
1803 /* If the new matrix is the same as the current one,
1804 * we cut off any further processing. this seems to be a reasonable
1805 * optimization because as was noticed, some apps (warcraft3 for example)
1806 * tend towards setting the same matrix repeatedly for some reason.
1808 * From here on we assume that the new matrix is different, wherever it matters. */
1809 if (!memcmp(&device->stateBlock->state.transforms[d3dts].u.m[0][0], matrix, sizeof(*matrix)))
1811 TRACE("The application is setting the same matrix over again.\n");
1815 conv_mat(matrix, &device->stateBlock->state.transforms[d3dts].u.m[0][0]);
1817 /* ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
1818 * where ViewMat = Camera space, WorldMat = world space.
1820 * In OpenGL, camera and world space is combined into GL_MODELVIEW
1821 * matrix. The Projection matrix stay projection matrix. */
1823 if (d3dts == WINED3DTS_VIEW)
1824 device->view_ident = !memcmp(matrix, identity, 16 * sizeof(float));
1826 if (d3dts < WINED3DTS_WORLDMATRIX(device->adapter->gl_info.limits.blends))
1827 device_invalidate_state(device, STATE_TRANSFORM(d3dts));
1833 HRESULT CDECL wined3d_device_get_transform(struct wined3d_device *device,
1834 WINED3DTRANSFORMSTATETYPE state, WINED3DMATRIX *matrix)
1836 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1838 *matrix = device->stateBlock->state.transforms[state];
1843 HRESULT CDECL wined3d_device_multiply_transform(struct wined3d_device *device,
1844 WINED3DTRANSFORMSTATETYPE state, const WINED3DMATRIX *matrix)
1846 const WINED3DMATRIX *mat = NULL;
1849 TRACE("device %p, state %s, matrix %p.\n", device, debug_d3dtstype(state), matrix);
1851 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
1852 * below means it will be recorded in a state block change, but it
1853 * works regardless where it is recorded.
1854 * If this is found to be wrong, change to StateBlock. */
1855 if (state > HIGHEST_TRANSFORMSTATE)
1857 WARN("Unhandled transform state %#x.\n", state);
1861 mat = &device->updateStateBlock->state.transforms[state];
1862 multiply_matrix(&temp, mat, matrix);
1864 /* Apply change via set transform - will reapply to eg. lights this way. */
1865 return wined3d_device_set_transform(device, state, &temp);
1868 /* Note lights are real special cases. Although the device caps state only
1869 * e.g. 8 are supported, you can reference any indexes you want as long as
1870 * that number max are enabled at any one point in time. Therefore since the
1871 * indices can be anything, we need a hashmap of them. However, this causes
1872 * stateblock problems. When capturing the state block, I duplicate the
1873 * hashmap, but when recording, just build a chain pretty much of commands to
1875 HRESULT CDECL wined3d_device_set_light(struct wined3d_device *device, UINT light_idx, const WINED3DLIGHT *light)
1877 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
1878 struct wined3d_light_info *object = NULL;
1882 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
1884 /* Check the parameter range. Need for speed most wanted sets junk lights
1885 * which confuse the GL driver. */
1887 return WINED3DERR_INVALIDCALL;
1889 switch (light->Type)
1891 case WINED3DLIGHT_POINT:
1892 case WINED3DLIGHT_SPOT:
1893 case WINED3DLIGHT_PARALLELPOINT:
1894 case WINED3DLIGHT_GLSPOT:
1895 /* Incorrect attenuation values can cause the gl driver to crash.
1896 * Happens with Need for speed most wanted. */
1897 if (light->Attenuation0 < 0.0f || light->Attenuation1 < 0.0f || light->Attenuation2 < 0.0f)
1899 WARN("Attenuation is negative, returning WINED3DERR_INVALIDCALL.\n");
1900 return WINED3DERR_INVALIDCALL;
1904 case WINED3DLIGHT_DIRECTIONAL:
1905 /* Ignores attenuation */
1909 WARN("Light type out of range, returning WINED3DERR_INVALIDCALL\n");
1910 return WINED3DERR_INVALIDCALL;
1913 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
1915 object = LIST_ENTRY(e, struct wined3d_light_info, entry);
1916 if (object->OriginalIndex == light_idx)
1923 TRACE("Adding new light\n");
1924 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1927 ERR("Out of memory error when allocating a light\n");
1928 return E_OUTOFMEMORY;
1930 list_add_head(&device->updateStateBlock->state.light_map[hash_idx], &object->entry);
1931 object->glIndex = -1;
1932 object->OriginalIndex = light_idx;
1935 /* Initialize the object. */
1936 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n",
1937 light_idx, light->Type,
1938 light->Diffuse.r, light->Diffuse.g, light->Diffuse.b, light->Diffuse.a,
1939 light->Specular.r, light->Specular.g, light->Specular.b, light->Specular.a,
1940 light->Ambient.r, light->Ambient.g, light->Ambient.b, light->Ambient.a);
1941 TRACE("... Pos(%f,%f,%f), Dir(%f,%f,%f)\n", light->Position.x, light->Position.y, light->Position.z,
1942 light->Direction.x, light->Direction.y, light->Direction.z);
1943 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n",
1944 light->Range, light->Falloff, light->Theta, light->Phi);
1946 /* Save away the information. */
1947 object->OriginalParms = *light;
1949 switch (light->Type)
1951 case WINED3DLIGHT_POINT:
1953 object->lightPosn[0] = light->Position.x;
1954 object->lightPosn[1] = light->Position.y;
1955 object->lightPosn[2] = light->Position.z;
1956 object->lightPosn[3] = 1.0f;
1957 object->cutoff = 180.0f;
1961 case WINED3DLIGHT_DIRECTIONAL:
1963 object->lightPosn[0] = -light->Direction.x;
1964 object->lightPosn[1] = -light->Direction.y;
1965 object->lightPosn[2] = -light->Direction.z;
1966 object->lightPosn[3] = 0.0f;
1967 object->exponent = 0.0f;
1968 object->cutoff = 180.0f;
1971 case WINED3DLIGHT_SPOT:
1973 object->lightPosn[0] = light->Position.x;
1974 object->lightPosn[1] = light->Position.y;
1975 object->lightPosn[2] = light->Position.z;
1976 object->lightPosn[3] = 1.0f;
1979 object->lightDirn[0] = light->Direction.x;
1980 object->lightDirn[1] = light->Direction.y;
1981 object->lightDirn[2] = light->Direction.z;
1982 object->lightDirn[3] = 1.0f;
1984 /* opengl-ish and d3d-ish spot lights use too different models
1985 * for the light "intensity" as a function of the angle towards
1986 * the main light direction, so we only can approximate very
1987 * roughly. However, spot lights are rather rarely used in games
1988 * (if ever used at all). Furthermore if still used, probably
1989 * nobody pays attention to such details. */
1990 if (!light->Falloff)
1992 /* Falloff = 0 is easy, because d3d's and opengl's spot light
1993 * equations have the falloff resp. exponent parameter as an
1994 * exponent, so the spot light lighting will always be 1.0 for
1995 * both of them, and we don't have to care for the rest of the
1996 * rather complex calculation. */
1997 object->exponent = 0.0f;
2001 rho = light->Theta + (light->Phi - light->Theta) / (2 * light->Falloff);
2004 object->exponent = -0.3f / logf(cosf(rho / 2));
2007 if (object->exponent > 128.0f)
2008 object->exponent = 128.0f;
2010 object->cutoff = (float)(light->Phi * 90 / M_PI);
2015 FIXME("Unrecognized light type %#x.\n", light->Type);
2018 /* Update the live definitions if the light is currently assigned a glIndex. */
2019 if (object->glIndex != -1 && !device->isRecordingState)
2020 device_invalidate_state(device, STATE_ACTIVELIGHT(object->glIndex));
2025 HRESULT CDECL wined3d_device_get_light(struct wined3d_device *device, UINT light_idx, WINED3DLIGHT *light)
2027 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2028 struct wined3d_light_info *light_info = NULL;
2031 TRACE("device %p, light_idx %u, light %p.\n", device, light_idx, light);
2033 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2035 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2036 if (light_info->OriginalIndex == light_idx)
2043 TRACE("Light information requested but light not defined\n");
2044 return WINED3DERR_INVALIDCALL;
2047 *light = light_info->OriginalParms;
2051 HRESULT CDECL wined3d_device_set_light_enable(struct wined3d_device *device, UINT light_idx, BOOL enable)
2053 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2054 struct wined3d_light_info *light_info = NULL;
2057 TRACE("device %p, light_idx %u, enable %#x.\n", device, light_idx, enable);
2059 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2061 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2062 if (light_info->OriginalIndex == light_idx)
2066 TRACE("Found light %p.\n", light_info);
2068 /* Special case - enabling an undefined light creates one with a strict set of parameters. */
2071 TRACE("Light enabled requested but light not defined, so defining one!\n");
2072 wined3d_device_set_light(device, light_idx, &WINED3D_default_light);
2074 /* Search for it again! Should be fairly quick as near head of list. */
2075 LIST_FOR_EACH(e, &device->updateStateBlock->state.light_map[hash_idx])
2077 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2078 if (light_info->OriginalIndex == light_idx)
2084 FIXME("Adding default lights has failed dismally\n");
2085 return WINED3DERR_INVALIDCALL;
2091 if (light_info->glIndex != -1)
2093 if (!device->isRecordingState)
2094 device_invalidate_state(device, STATE_ACTIVELIGHT(light_info->glIndex));
2096 device->updateStateBlock->state.lights[light_info->glIndex] = NULL;
2097 light_info->glIndex = -1;
2101 TRACE("Light already disabled, nothing to do\n");
2103 light_info->enabled = FALSE;
2107 light_info->enabled = TRUE;
2108 if (light_info->glIndex != -1)
2110 TRACE("Nothing to do as light was enabled\n");
2115 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2116 /* Find a free GL light. */
2117 for (i = 0; i < gl_info->limits.lights; ++i)
2119 if (!device->updateStateBlock->state.lights[i])
2121 device->updateStateBlock->state.lights[i] = light_info;
2122 light_info->glIndex = i;
2126 if (light_info->glIndex == -1)
2128 /* Our tests show that Windows returns D3D_OK in this situation, even with
2129 * D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE devices. This
2130 * is consistent among ddraw, d3d8 and d3d9. GetLightEnable returns TRUE
2131 * as well for those lights.
2133 * TODO: Test how this affects rendering. */
2134 WARN("Too many concurrently active lights\n");
2138 /* i == light_info->glIndex */
2139 if (!device->isRecordingState)
2140 device_invalidate_state(device, STATE_ACTIVELIGHT(i));
2147 HRESULT CDECL wined3d_device_get_light_enable(struct wined3d_device *device, UINT light_idx, BOOL *enable)
2149 UINT hash_idx = LIGHTMAP_HASHFUNC(light_idx);
2150 struct wined3d_light_info *light_info = NULL;
2153 TRACE("device %p, light_idx %u, enable %p.\n", device, light_idx, enable);
2155 LIST_FOR_EACH(e, &device->stateBlock->state.light_map[hash_idx])
2157 light_info = LIST_ENTRY(e, struct wined3d_light_info, entry);
2158 if (light_info->OriginalIndex == light_idx)
2165 TRACE("Light enabled state requested but light not defined.\n");
2166 return WINED3DERR_INVALIDCALL;
2168 /* true is 128 according to SetLightEnable */
2169 *enable = light_info->enabled ? 128 : 0;
2173 HRESULT CDECL wined3d_device_set_clip_plane(struct wined3d_device *device, UINT plane_idx, const float *plane)
2175 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2177 /* Validate plane_idx. */
2178 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2180 TRACE("Application has requested clipplane this device doesn't support.\n");
2181 return WINED3DERR_INVALIDCALL;
2184 device->updateStateBlock->changed.clipplane |= 1 << plane_idx;
2186 if (device->updateStateBlock->state.clip_planes[plane_idx][0] == plane[0]
2187 && device->updateStateBlock->state.clip_planes[plane_idx][1] == plane[1]
2188 && device->updateStateBlock->state.clip_planes[plane_idx][2] == plane[2]
2189 && device->updateStateBlock->state.clip_planes[plane_idx][3] == plane[3])
2191 TRACE("Application is setting old values over, nothing to do.\n");
2195 device->updateStateBlock->state.clip_planes[plane_idx][0] = plane[0];
2196 device->updateStateBlock->state.clip_planes[plane_idx][1] = plane[1];
2197 device->updateStateBlock->state.clip_planes[plane_idx][2] = plane[2];
2198 device->updateStateBlock->state.clip_planes[plane_idx][3] = plane[3];
2200 /* Handle recording of state blocks. */
2201 if (device->isRecordingState)
2203 TRACE("Recording... not performing anything.\n");
2207 device_invalidate_state(device, STATE_CLIPPLANE(plane_idx));
2212 HRESULT CDECL wined3d_device_get_clip_plane(struct wined3d_device *device, UINT plane_idx, float *plane)
2214 TRACE("device %p, plane_idx %u, plane %p.\n", device, plane_idx, plane);
2216 /* Validate plane_idx. */
2217 if (plane_idx >= device->adapter->gl_info.limits.clipplanes)
2219 TRACE("Application has requested clipplane this device doesn't support.\n");
2220 return WINED3DERR_INVALIDCALL;
2223 plane[0] = (float)device->stateBlock->state.clip_planes[plane_idx][0];
2224 plane[1] = (float)device->stateBlock->state.clip_planes[plane_idx][1];
2225 plane[2] = (float)device->stateBlock->state.clip_planes[plane_idx][2];
2226 plane[3] = (float)device->stateBlock->state.clip_planes[plane_idx][3];
2231 HRESULT CDECL wined3d_device_set_clip_status(struct wined3d_device *device, const WINED3DCLIPSTATUS *clip_status)
2233 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2236 return WINED3DERR_INVALIDCALL;
2241 HRESULT CDECL wined3d_device_get_clip_status(struct wined3d_device *device, WINED3DCLIPSTATUS *clip_status)
2243 FIXME("device %p, clip_status %p stub!\n", device, clip_status);
2246 return WINED3DERR_INVALIDCALL;
2251 HRESULT CDECL wined3d_device_set_material(struct wined3d_device *device, const WINED3DMATERIAL *material)
2253 TRACE("device %p, material %p.\n", device, material);
2255 device->updateStateBlock->changed.material = TRUE;
2256 device->updateStateBlock->state.material = *material;
2258 /* Handle recording of state blocks */
2259 if (device->isRecordingState)
2261 TRACE("Recording... not performing anything.\n");
2265 device_invalidate_state(device, STATE_MATERIAL);
2270 HRESULT CDECL wined3d_device_get_material(struct wined3d_device *device, WINED3DMATERIAL *material)
2272 TRACE("device %p, material %p.\n", device, material);
2274 *material = device->updateStateBlock->state.material;
2276 TRACE("Diffuse {%.8e, %.8e, %.8e, %.8e}\n",
2277 material->Diffuse.r, material->Diffuse.g,
2278 material->Diffuse.b, material->Diffuse.a);
2279 TRACE("Ambient {%.8e, %.8e, %.8e, %.8e}\n",
2280 material->Ambient.r, material->Ambient.g,
2281 material->Ambient.b, material->Ambient.a);
2282 TRACE("Specular {%.8e, %.8e, %.8e, %.8e}\n",
2283 material->Specular.r, material->Specular.g,
2284 material->Specular.b, material->Specular.a);
2285 TRACE("Emissive {%.8e, %.8e, %.8e, %.8e}\n",
2286 material->Emissive.r, material->Emissive.g,
2287 material->Emissive.b, material->Emissive.a);
2288 TRACE("Power %.8e.\n", material->Power);
2293 HRESULT CDECL wined3d_device_set_index_buffer(struct wined3d_device *device,
2294 struct wined3d_buffer *buffer, enum wined3d_format_id format_id)
2296 struct wined3d_buffer *prev_buffer;
2298 TRACE("device %p, buffer %p, format %s.\n",
2299 device, buffer, debug_d3dformat(format_id));
2301 prev_buffer = device->updateStateBlock->state.index_buffer;
2303 device->updateStateBlock->changed.indices = TRUE;
2304 device->updateStateBlock->state.index_buffer = buffer;
2305 device->updateStateBlock->state.index_format = format_id;
2307 /* Handle recording of state blocks. */
2308 if (device->isRecordingState)
2310 TRACE("Recording... not performing anything.\n");
2312 wined3d_buffer_incref(buffer);
2314 wined3d_buffer_decref(prev_buffer);
2318 if (prev_buffer != buffer)
2320 device_invalidate_state(device, STATE_INDEXBUFFER);
2323 InterlockedIncrement(&buffer->bind_count);
2324 wined3d_buffer_incref(buffer);
2328 InterlockedDecrement(&prev_buffer->bind_count);
2329 wined3d_buffer_decref(prev_buffer);
2336 HRESULT CDECL wined3d_device_get_index_buffer(struct wined3d_device *device, struct wined3d_buffer **buffer)
2338 TRACE("device %p, buffer %p.\n", device, buffer);
2340 *buffer = device->stateBlock->state.index_buffer;
2343 wined3d_buffer_incref(*buffer);
2345 TRACE("Returning %p.\n", *buffer);
2350 /* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
2351 HRESULT CDECL wined3d_device_set_base_vertex_index(struct wined3d_device *device, INT base_index)
2353 TRACE("device %p, base_index %d.\n", device, base_index);
2355 if (device->updateStateBlock->state.base_vertex_index == base_index)
2357 TRACE("Application is setting the old value over, nothing to do\n");
2361 device->updateStateBlock->state.base_vertex_index = base_index;
2363 if (device->isRecordingState)
2365 TRACE("Recording... not performing anything\n");
2371 INT CDECL wined3d_device_get_base_vertex_index(struct wined3d_device *device)
2373 TRACE("device %p.\n", device);
2375 return device->stateBlock->state.base_vertex_index;
2378 HRESULT CDECL wined3d_device_set_viewport(struct wined3d_device *device, const WINED3DVIEWPORT *viewport)
2380 TRACE("device %p, viewport %p.\n", device, viewport);
2381 TRACE("x %u, y %u, w %u, h %u, minz %.8e, maxz %.8e.\n",
2382 viewport->X, viewport->Y, viewport->Width, viewport->Height, viewport->MinZ, viewport->MaxZ);
2384 device->updateStateBlock->changed.viewport = TRUE;
2385 device->updateStateBlock->state.viewport = *viewport;
2387 /* Handle recording of state blocks */
2388 if (device->isRecordingState)
2390 TRACE("Recording... not performing anything\n");
2394 device_invalidate_state(device, STATE_VIEWPORT);
2399 HRESULT CDECL wined3d_device_get_viewport(struct wined3d_device *device, WINED3DVIEWPORT *viewport)
2401 TRACE("device %p, viewport %p.\n", device, viewport);
2403 *viewport = device->stateBlock->state.viewport;
2408 HRESULT CDECL wined3d_device_set_render_state(struct wined3d_device *device,
2409 WINED3DRENDERSTATETYPE state, DWORD value)
2411 DWORD old_value = device->stateBlock->state.render_states[state];
2413 TRACE("device %p, state %s (%#x), value %#x.\n", device, debug_d3drenderstate(state), state, value);
2415 device->updateStateBlock->changed.renderState[state >> 5] |= 1 << (state & 0x1f);
2416 device->updateStateBlock->state.render_states[state] = value;
2418 /* Handle recording of state blocks. */
2419 if (device->isRecordingState)
2421 TRACE("Recording... not performing anything.\n");
2425 /* Compared here and not before the assignment to allow proper stateblock recording. */
2426 if (value == old_value)
2427 TRACE("Application is setting the old value over, nothing to do.\n");
2429 device_invalidate_state(device, STATE_RENDER(state));
2434 HRESULT CDECL wined3d_device_get_render_state(struct wined3d_device *device,
2435 WINED3DRENDERSTATETYPE state, DWORD *value)
2437 TRACE("device %p, state %s (%#x), value %p.\n", device, debug_d3drenderstate(state), state, value);
2439 *value = device->stateBlock->state.render_states[state];
2444 HRESULT CDECL wined3d_device_set_sampler_state(struct wined3d_device *device,
2445 UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD value)
2449 TRACE("device %p, sampler_idx %u, state %s, value %#x.\n",
2450 device, sampler_idx, debug_d3dsamplerstate(state), value);
2452 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2453 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2455 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2456 / sizeof(*device->stateBlock->state.sampler_states))
2458 WARN("Invalid sampler %u.\n", sampler_idx);
2459 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2462 old_value = device->stateBlock->state.sampler_states[sampler_idx][state];
2463 device->updateStateBlock->state.sampler_states[sampler_idx][state] = value;
2464 device->updateStateBlock->changed.samplerState[sampler_idx] |= 1 << state;
2466 /* Handle recording of state blocks. */
2467 if (device->isRecordingState)
2469 TRACE("Recording... not performing anything.\n");
2473 if (old_value == value)
2475 TRACE("Application is setting the old value over, nothing to do.\n");
2479 device_invalidate_state(device, STATE_SAMPLER(sampler_idx));
2484 HRESULT CDECL wined3d_device_get_sampler_state(struct wined3d_device *device,
2485 UINT sampler_idx, WINED3DSAMPLERSTATETYPE state, DWORD *value)
2487 TRACE("device %p, sampler_idx %u, state %s, value %p.\n",
2488 device, sampler_idx, debug_d3dsamplerstate(state), value);
2490 if (sampler_idx >= WINED3DVERTEXTEXTURESAMPLER0 && sampler_idx <= WINED3DVERTEXTEXTURESAMPLER3)
2491 sampler_idx -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
2493 if (sampler_idx >= sizeof(device->stateBlock->state.sampler_states)
2494 / sizeof(*device->stateBlock->state.sampler_states))
2496 WARN("Invalid sampler %u.\n", sampler_idx);
2497 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
2500 *value = device->stateBlock->state.sampler_states[sampler_idx][state];
2501 TRACE("Returning %#x.\n", *value);
2506 HRESULT CDECL wined3d_device_set_scissor_rect(struct wined3d_device *device, const RECT *rect)
2508 TRACE("device %p, rect %s.\n", device, wine_dbgstr_rect(rect));
2510 device->updateStateBlock->changed.scissorRect = TRUE;
2511 if (EqualRect(&device->updateStateBlock->state.scissor_rect, rect))
2513 TRACE("App is setting the old scissor rectangle over, nothing to do.\n");
2516 CopyRect(&device->updateStateBlock->state.scissor_rect, rect);
2518 if (device->isRecordingState)
2520 TRACE("Recording... not performing anything.\n");
2524 device_invalidate_state(device, STATE_SCISSORRECT);
2529 HRESULT CDECL wined3d_device_get_scissor_rect(struct wined3d_device *device, RECT *rect)
2531 TRACE("device %p, rect %p.\n", device, rect);
2533 *rect = device->updateStateBlock->state.scissor_rect;
2534 TRACE("Returning rect %s.\n", wine_dbgstr_rect(rect));
2539 HRESULT CDECL wined3d_device_set_vertex_declaration(struct wined3d_device *device,
2540 struct wined3d_vertex_declaration *declaration)
2542 struct wined3d_vertex_declaration *prev = device->updateStateBlock->state.vertex_declaration;
2544 TRACE("device %p, declaration %p.\n", device, declaration);
2547 wined3d_vertex_declaration_incref(declaration);
2549 wined3d_vertex_declaration_decref(prev);
2551 device->updateStateBlock->state.vertex_declaration = declaration;
2552 device->updateStateBlock->changed.vertexDecl = TRUE;
2554 if (device->isRecordingState)
2556 TRACE("Recording... not performing anything.\n");
2559 else if (declaration == prev)
2561 /* Checked after the assignment to allow proper stateblock recording. */
2562 TRACE("Application is setting the old declaration over, nothing to do.\n");
2566 device_invalidate_state(device, STATE_VDECL);
2570 HRESULT CDECL wined3d_device_get_vertex_declaration(struct wined3d_device *device,
2571 struct wined3d_vertex_declaration **declaration)
2573 TRACE("device %p, declaration %p.\n", device, declaration);
2575 *declaration = device->stateBlock->state.vertex_declaration;
2577 wined3d_vertex_declaration_incref(*declaration);
2582 HRESULT CDECL wined3d_device_set_vertex_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2584 struct wined3d_shader *prev = device->updateStateBlock->state.vertex_shader;
2586 TRACE("device %p, shader %p.\n", device, shader);
2588 device->updateStateBlock->state.vertex_shader = shader;
2589 device->updateStateBlock->changed.vertexShader = TRUE;
2591 if (device->isRecordingState)
2594 wined3d_shader_incref(shader);
2596 wined3d_shader_decref(prev);
2597 TRACE("Recording... not performing anything.\n");
2603 TRACE("Application is setting the old shader over, nothing to do.\n");
2608 wined3d_shader_incref(shader);
2610 wined3d_shader_decref(prev);
2612 device_invalidate_state(device, STATE_VSHADER);
2617 struct wined3d_shader * CDECL wined3d_device_get_vertex_shader(struct wined3d_device *device)
2619 struct wined3d_shader *shader;
2621 TRACE("device %p.\n", device);
2623 shader = device->stateBlock->state.vertex_shader;
2625 wined3d_shader_incref(shader);
2627 TRACE("Returning %p.\n", shader);
2631 HRESULT CDECL wined3d_device_set_vs_consts_b(struct wined3d_device *device,
2632 UINT start_register, const BOOL *constants, UINT bool_count)
2634 UINT count = min(bool_count, MAX_CONST_B - start_register);
2637 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2638 device, start_register, constants, bool_count);
2640 if (!constants || start_register >= MAX_CONST_B)
2641 return WINED3DERR_INVALIDCALL;
2643 memcpy(&device->updateStateBlock->state.vs_consts_b[start_register], constants, count * sizeof(BOOL));
2644 for (i = 0; i < count; ++i)
2645 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
2647 for (i = start_register; i < count + start_register; ++i)
2648 device->updateStateBlock->changed.vertexShaderConstantsB |= (1 << i);
2650 if (!device->isRecordingState)
2651 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2656 HRESULT CDECL wined3d_device_get_vs_consts_b(struct wined3d_device *device,
2657 UINT start_register, BOOL *constants, UINT bool_count)
2659 UINT count = min(bool_count, MAX_CONST_B - start_register);
2661 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
2662 device, start_register, constants, bool_count);
2664 if (!constants || start_register >= MAX_CONST_B)
2665 return WINED3DERR_INVALIDCALL;
2667 memcpy(constants, &device->stateBlock->state.vs_consts_b[start_register], count * sizeof(BOOL));
2672 HRESULT CDECL wined3d_device_set_vs_consts_i(struct wined3d_device *device,
2673 UINT start_register, const int *constants, UINT vector4i_count)
2675 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2678 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2679 device, start_register, constants, vector4i_count);
2681 if (!constants || start_register >= MAX_CONST_I)
2682 return WINED3DERR_INVALIDCALL;
2684 memcpy(&device->updateStateBlock->state.vs_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
2685 for (i = 0; i < count; ++i)
2686 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
2687 constants[i * 4], constants[i * 4 + 1],
2688 constants[i * 4 + 2], constants[i * 4 + 3]);
2690 for (i = start_register; i < count + start_register; ++i)
2691 device->updateStateBlock->changed.vertexShaderConstantsI |= (1 << i);
2693 if (!device->isRecordingState)
2694 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2699 HRESULT CDECL wined3d_device_get_vs_consts_i(struct wined3d_device *device,
2700 UINT start_register, int *constants, UINT vector4i_count)
2702 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
2704 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
2705 device, start_register, constants, vector4i_count);
2707 if (!constants || start_register >= MAX_CONST_I)
2708 return WINED3DERR_INVALIDCALL;
2710 memcpy(constants, &device->stateBlock->state.vs_consts_i[start_register * 4], count * sizeof(int) * 4);
2714 HRESULT CDECL wined3d_device_set_vs_consts_f(struct wined3d_device *device,
2715 UINT start_register, const float *constants, UINT vector4f_count)
2719 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2720 device, start_register, constants, vector4f_count);
2722 /* Specifically test start_register > limit to catch MAX_UINT overflows
2723 * when adding start_register + vector4f_count. */
2725 || start_register + vector4f_count > device->d3d_vshader_constantF
2726 || start_register > device->d3d_vshader_constantF)
2727 return WINED3DERR_INVALIDCALL;
2729 memcpy(&device->updateStateBlock->state.vs_consts_f[start_register * 4],
2730 constants, vector4f_count * sizeof(float) * 4);
2733 for (i = 0; i < vector4f_count; ++i)
2734 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
2735 constants[i * 4], constants[i * 4 + 1],
2736 constants[i * 4 + 2], constants[i * 4 + 3]);
2739 if (!device->isRecordingState)
2741 device->shader_backend->shader_update_float_vertex_constants(device, start_register, vector4f_count);
2742 device_invalidate_state(device, STATE_VERTEXSHADERCONSTANT);
2745 memset(device->updateStateBlock->changed.vertexShaderConstantsF + start_register, 1,
2746 sizeof(*device->updateStateBlock->changed.vertexShaderConstantsF) * vector4f_count);
2751 HRESULT CDECL wined3d_device_get_vs_consts_f(struct wined3d_device *device,
2752 UINT start_register, float *constants, UINT vector4f_count)
2754 int count = min(vector4f_count, device->d3d_vshader_constantF - start_register);
2756 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
2757 device, start_register, constants, vector4f_count);
2759 if (!constants || count < 0)
2760 return WINED3DERR_INVALIDCALL;
2762 memcpy(constants, &device->stateBlock->state.vs_consts_f[start_register * 4], count * sizeof(float) * 4);
2767 static inline void markTextureStagesDirty(struct wined3d_device *device, DWORD stage)
2771 for (i = 0; i <= WINED3D_HIGHEST_TEXTURE_STATE; ++i)
2773 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, i));
2777 static void device_map_stage(struct wined3d_device *device, DWORD stage, DWORD unit)
2779 DWORD i = device->rev_tex_unit_map[unit];
2780 DWORD j = device->texUnitMap[stage];
2782 device->texUnitMap[stage] = unit;
2783 if (i != WINED3D_UNMAPPED_STAGE && i != stage)
2784 device->texUnitMap[i] = WINED3D_UNMAPPED_STAGE;
2786 device->rev_tex_unit_map[unit] = stage;
2787 if (j != WINED3D_UNMAPPED_STAGE && j != unit)
2788 device->rev_tex_unit_map[j] = WINED3D_UNMAPPED_STAGE;
2791 static void device_update_fixed_function_usage_map(struct wined3d_device *device)
2795 device->fixed_function_usage_map = 0;
2796 for (i = 0; i < MAX_TEXTURES; ++i)
2798 const struct wined3d_state *state = &device->stateBlock->state;
2799 WINED3DTEXTUREOP color_op = state->texture_states[i][WINED3DTSS_COLOROP];
2800 WINED3DTEXTUREOP alpha_op = state->texture_states[i][WINED3DTSS_ALPHAOP];
2801 DWORD color_arg1 = state->texture_states[i][WINED3DTSS_COLORARG1] & WINED3DTA_SELECTMASK;
2802 DWORD color_arg2 = state->texture_states[i][WINED3DTSS_COLORARG2] & WINED3DTA_SELECTMASK;
2803 DWORD color_arg3 = state->texture_states[i][WINED3DTSS_COLORARG0] & WINED3DTA_SELECTMASK;
2804 DWORD alpha_arg1 = state->texture_states[i][WINED3DTSS_ALPHAARG1] & WINED3DTA_SELECTMASK;
2805 DWORD alpha_arg2 = state->texture_states[i][WINED3DTSS_ALPHAARG2] & WINED3DTA_SELECTMASK;
2806 DWORD alpha_arg3 = state->texture_states[i][WINED3DTSS_ALPHAARG0] & WINED3DTA_SELECTMASK;
2808 if (color_op == WINED3DTOP_DISABLE) {
2809 /* Not used, and disable higher stages */
2813 if (((color_arg1 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG2)
2814 || ((color_arg2 == WINED3DTA_TEXTURE) && color_op != WINED3DTOP_SELECTARG1)
2815 || ((color_arg3 == WINED3DTA_TEXTURE)
2816 && (color_op == WINED3DTOP_MULTIPLYADD || color_op == WINED3DTOP_LERP))
2817 || ((alpha_arg1 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG2)
2818 || ((alpha_arg2 == WINED3DTA_TEXTURE) && alpha_op != WINED3DTOP_SELECTARG1)
2819 || ((alpha_arg3 == WINED3DTA_TEXTURE)
2820 && (alpha_op == WINED3DTOP_MULTIPLYADD || alpha_op == WINED3DTOP_LERP)))
2821 device->fixed_function_usage_map |= (1 << i);
2823 if ((color_op == WINED3DTOP_BUMPENVMAP || color_op == WINED3DTOP_BUMPENVMAPLUMINANCE) && i < MAX_TEXTURES - 1)
2824 device->fixed_function_usage_map |= (1 << (i + 1));
2828 static void device_map_fixed_function_samplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2830 unsigned int i, tex;
2833 device_update_fixed_function_usage_map(device);
2834 ffu_map = device->fixed_function_usage_map;
2836 if (device->max_ffp_textures == gl_info->limits.texture_stages
2837 || device->stateBlock->state.lowest_disabled_stage <= device->max_ffp_textures)
2839 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2841 if (!(ffu_map & 1)) continue;
2843 if (device->texUnitMap[i] != i)
2845 device_map_stage(device, i, i);
2846 device_invalidate_state(device, STATE_SAMPLER(i));
2847 markTextureStagesDirty(device, i);
2853 /* Now work out the mapping */
2855 for (i = 0; ffu_map; ffu_map >>= 1, ++i)
2857 if (!(ffu_map & 1)) continue;
2859 if (device->texUnitMap[i] != tex)
2861 device_map_stage(device, i, tex);
2862 device_invalidate_state(device, STATE_SAMPLER(i));
2863 markTextureStagesDirty(device, i);
2870 static void device_map_psamplers(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
2872 const WINED3DSAMPLER_TEXTURE_TYPE *sampler_type =
2873 device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2876 for (i = 0; i < MAX_FRAGMENT_SAMPLERS; ++i)
2878 if (sampler_type[i] && device->texUnitMap[i] != i)
2880 device_map_stage(device, i, i);
2881 device_invalidate_state(device, STATE_SAMPLER(i));
2882 if (i < gl_info->limits.texture_stages)
2884 markTextureStagesDirty(device, i);
2890 static BOOL device_unit_free_for_vs(struct wined3d_device *device,
2891 const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_tokens,
2892 const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_tokens, DWORD unit)
2894 DWORD current_mapping = device->rev_tex_unit_map[unit];
2896 /* Not currently used */
2897 if (current_mapping == WINED3D_UNMAPPED_STAGE) return TRUE;
2899 if (current_mapping < MAX_FRAGMENT_SAMPLERS) {
2900 /* Used by a fragment sampler */
2902 if (!pshader_sampler_tokens) {
2903 /* No pixel shader, check fixed function */
2904 return current_mapping >= MAX_TEXTURES || !(device->fixed_function_usage_map & (1 << current_mapping));
2907 /* Pixel shader, check the shader's sampler map */
2908 return !pshader_sampler_tokens[current_mapping];
2911 /* Used by a vertex sampler */
2912 return !vshader_sampler_tokens[current_mapping - MAX_FRAGMENT_SAMPLERS];
2915 static void device_map_vsamplers(struct wined3d_device *device, BOOL ps, const struct wined3d_gl_info *gl_info)
2917 const WINED3DSAMPLER_TEXTURE_TYPE *vshader_sampler_type =
2918 device->stateBlock->state.vertex_shader->reg_maps.sampler_type;
2919 const WINED3DSAMPLER_TEXTURE_TYPE *pshader_sampler_type = NULL;
2920 int start = min(MAX_COMBINED_SAMPLERS, gl_info->limits.combined_samplers) - 1;
2925 /* Note that we only care if a sampler is sampled or not, not the sampler's specific type.
2926 * Otherwise we'd need to call shader_update_samplers() here for 1.x pixelshaders. */
2927 pshader_sampler_type = device->stateBlock->state.pixel_shader->reg_maps.sampler_type;
2930 for (i = 0; i < MAX_VERTEX_SAMPLERS; ++i) {
2931 DWORD vsampler_idx = i + MAX_FRAGMENT_SAMPLERS;
2932 if (vshader_sampler_type[i])
2934 if (device->texUnitMap[vsampler_idx] != WINED3D_UNMAPPED_STAGE)
2936 /* Already mapped somewhere */
2942 if (device_unit_free_for_vs(device, pshader_sampler_type, vshader_sampler_type, start))
2944 device_map_stage(device, vsampler_idx, start);
2945 device_invalidate_state(device, STATE_SAMPLER(vsampler_idx));
2957 void device_update_tex_unit_map(struct wined3d_device *device)
2959 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
2960 const struct wined3d_state *state = &device->stateBlock->state;
2961 BOOL vs = use_vs(state);
2962 BOOL ps = use_ps(state);
2965 * -> Pixel shaders need a 1:1 map. In theory the shader input could be mapped too, but
2966 * that would be really messy and require shader recompilation
2967 * -> When the mapping of a stage is changed, sampler and ALL texture stage states have
2968 * to be reset. Because of that try to work with a 1:1 mapping as much as possible
2971 device_map_psamplers(device, gl_info);
2973 device_map_fixed_function_samplers(device, gl_info);
2976 device_map_vsamplers(device, ps, gl_info);
2979 HRESULT CDECL wined3d_device_set_pixel_shader(struct wined3d_device *device, struct wined3d_shader *shader)
2981 struct wined3d_shader *prev = device->updateStateBlock->state.pixel_shader;
2983 TRACE("device %p, shader %p.\n", device, shader);
2985 device->updateStateBlock->state.pixel_shader = shader;
2986 device->updateStateBlock->changed.pixelShader = TRUE;
2988 if (device->isRecordingState)
2991 wined3d_shader_incref(shader);
2993 wined3d_shader_decref(prev);
2994 TRACE("Recording... not performing anything.\n");
3000 TRACE("Application is setting the old shader over, nothing to do.\n");
3005 wined3d_shader_incref(shader);
3007 wined3d_shader_decref(prev);
3009 device_invalidate_state(device, STATE_PIXELSHADER);
3014 struct wined3d_shader * CDECL wined3d_device_get_pixel_shader(struct wined3d_device *device)
3016 struct wined3d_shader *shader;
3018 TRACE("device %p.\n", device);
3020 shader = device->stateBlock->state.pixel_shader;
3022 wined3d_shader_incref(shader);
3024 TRACE("Returning %p.\n", shader);
3028 HRESULT CDECL wined3d_device_set_ps_consts_b(struct wined3d_device *device,
3029 UINT start_register, const BOOL *constants, UINT bool_count)
3031 UINT count = min(bool_count, MAX_CONST_B - start_register);
3034 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3035 device, start_register, constants, bool_count);
3037 if (!constants || start_register >= MAX_CONST_B)
3038 return WINED3DERR_INVALIDCALL;
3040 memcpy(&device->updateStateBlock->state.ps_consts_b[start_register], constants, count * sizeof(BOOL));
3041 for (i = 0; i < count; ++i)
3042 TRACE("Set BOOL constant %u to %s.\n", start_register + i, constants[i] ? "true" : "false");
3044 for (i = start_register; i < count + start_register; ++i)
3045 device->updateStateBlock->changed.pixelShaderConstantsB |= (1 << i);
3047 if (!device->isRecordingState)
3048 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3053 HRESULT CDECL wined3d_device_get_ps_consts_b(struct wined3d_device *device,
3054 UINT start_register, BOOL *constants, UINT bool_count)
3056 UINT count = min(bool_count, MAX_CONST_B - start_register);
3058 TRACE("device %p, start_register %u, constants %p, bool_count %u.\n",
3059 device, start_register, constants, bool_count);
3061 if (!constants || start_register >= MAX_CONST_B)
3062 return WINED3DERR_INVALIDCALL;
3064 memcpy(constants, &device->stateBlock->state.ps_consts_b[start_register], count * sizeof(BOOL));
3069 HRESULT CDECL wined3d_device_set_ps_consts_i(struct wined3d_device *device,
3070 UINT start_register, const int *constants, UINT vector4i_count)
3072 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3075 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3076 device, start_register, constants, vector4i_count);
3078 if (!constants || start_register >= MAX_CONST_I)
3079 return WINED3DERR_INVALIDCALL;
3081 memcpy(&device->updateStateBlock->state.ps_consts_i[start_register * 4], constants, count * sizeof(int) * 4);
3082 for (i = 0; i < count; ++i)
3083 TRACE("Set INT constant %u to {%d, %d, %d, %d}.\n", start_register + i,
3084 constants[i * 4], constants[i * 4 + 1],
3085 constants[i * 4 + 2], constants[i * 4 + 3]);
3087 for (i = start_register; i < count + start_register; ++i)
3088 device->updateStateBlock->changed.pixelShaderConstantsI |= (1 << i);
3090 if (!device->isRecordingState)
3091 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3096 HRESULT CDECL wined3d_device_get_ps_consts_i(struct wined3d_device *device,
3097 UINT start_register, int *constants, UINT vector4i_count)
3099 UINT count = min(vector4i_count, MAX_CONST_I - start_register);
3101 TRACE("device %p, start_register %u, constants %p, vector4i_count %u.\n",
3102 device, start_register, constants, vector4i_count);
3104 if (!constants || start_register >= MAX_CONST_I)
3105 return WINED3DERR_INVALIDCALL;
3107 memcpy(constants, &device->stateBlock->state.ps_consts_i[start_register * 4], count * sizeof(int) * 4);
3112 HRESULT CDECL wined3d_device_set_ps_consts_f(struct wined3d_device *device,
3113 UINT start_register, const float *constants, UINT vector4f_count)
3117 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3118 device, start_register, constants, vector4f_count);
3120 /* Specifically test start_register > limit to catch MAX_UINT overflows
3121 * when adding start_register + vector4f_count. */
3123 || start_register + vector4f_count > device->d3d_pshader_constantF
3124 || start_register > device->d3d_pshader_constantF)
3125 return WINED3DERR_INVALIDCALL;
3127 memcpy(&device->updateStateBlock->state.ps_consts_f[start_register * 4],
3128 constants, vector4f_count * sizeof(float) * 4);
3131 for (i = 0; i < vector4f_count; ++i)
3132 TRACE("Set FLOAT constant %u to {%.8e, %.8e, %.8e, %.8e}.\n", start_register + i,
3133 constants[i * 4], constants[i * 4 + 1],
3134 constants[i * 4 + 2], constants[i * 4 + 3]);
3137 if (!device->isRecordingState)
3139 device->shader_backend->shader_update_float_pixel_constants(device, start_register, vector4f_count);
3140 device_invalidate_state(device, STATE_PIXELSHADERCONSTANT);
3143 memset(device->updateStateBlock->changed.pixelShaderConstantsF + start_register, 1,
3144 sizeof(*device->updateStateBlock->changed.pixelShaderConstantsF) * vector4f_count);
3149 HRESULT CDECL wined3d_device_get_ps_consts_f(struct wined3d_device *device,
3150 UINT start_register, float *constants, UINT vector4f_count)
3152 int count = min(vector4f_count, device->d3d_pshader_constantF - start_register);
3154 TRACE("device %p, start_register %u, constants %p, vector4f_count %u.\n",
3155 device, start_register, constants, vector4f_count);
3157 if (!constants || count < 0)
3158 return WINED3DERR_INVALIDCALL;
3160 memcpy(constants, &device->stateBlock->state.ps_consts_f[start_register * 4], count * sizeof(float) * 4);
3165 /* Context activation is done by the caller. */
3166 /* Do not call while under the GL lock. */
3167 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
3168 static HRESULT process_vertices_strided(struct wined3d_device *device, DWORD dwDestIndex, DWORD dwCount,
3169 const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD flags,
3172 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3173 char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
3176 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
3180 if (stream_info->use_map & (1 << WINED3D_FFP_NORMAL))
3182 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
3185 if (!(stream_info->use_map & (1 << WINED3D_FFP_POSITION)))
3187 ERR("Source has no position mask\n");
3188 return WINED3DERR_INVALIDCALL;
3191 if (!dest->resource.allocatedMemory)
3192 buffer_get_sysmem(dest, gl_info);
3194 /* Get a pointer into the destination vbo(create one if none exists) and
3195 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
3197 if (!dest->buffer_object && gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
3199 dest->flags |= WINED3D_BUFFER_CREATEBO;
3200 wined3d_buffer_preload(dest);
3203 if (dest->buffer_object)
3205 unsigned char extrabytes = 0;
3206 /* If the destination vertex buffer has D3DFVF_XYZ position(non-rhw), native d3d writes RHW position, where the RHW
3207 * gets written into the 4 bytes after the Z position. In the case of a dest buffer that only has D3DFVF_XYZ data,
3208 * this may write 4 extra bytes beyond the area that should be written
3210 if(DestFVF == WINED3DFVF_XYZ) extrabytes = 4;
3211 dest_conv_addr = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, dwCount * get_flexible_vertex_size(DestFVF) + extrabytes);
3212 if(!dest_conv_addr) {
3213 ERR("Out of memory\n");
3214 /* Continue without storing converted vertices */
3216 dest_conv = dest_conv_addr;
3219 if (device->stateBlock->state.render_states[WINED3DRS_CLIPPING])
3221 static BOOL warned = FALSE;
3223 * The clipping code is not quite correct. Some things need
3224 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
3225 * so disable clipping for now.
3226 * (The graphics in Half-Life are broken, and my processvertices
3227 * test crashes with IDirect3DDevice3)
3233 FIXME("Clipping is broken and disabled for now\n");
3235 } else doClip = FALSE;
3236 dest_ptr = ((char *)buffer_get_sysmem(dest, gl_info)) + dwDestIndex * get_flexible_vertex_size(DestFVF);
3238 wined3d_device_get_transform(device, WINED3DTS_VIEW, &view_mat);
3239 wined3d_device_get_transform(device, WINED3DTS_PROJECTION, &proj_mat);
3240 wined3d_device_get_transform(device, WINED3DTS_WORLDMATRIX(0), &world_mat);
3242 TRACE("View mat:\n");
3243 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);
3244 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);
3245 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);
3246 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);
3248 TRACE("Proj mat:\n");
3249 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);
3250 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);
3251 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);
3252 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);
3254 TRACE("World mat:\n");
3255 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);
3256 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);
3257 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);
3258 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);
3260 /* Get the viewport */
3261 wined3d_device_get_viewport(device, &vp);
3262 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
3263 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
3265 multiply_matrix(&mat,&view_mat,&world_mat);
3266 multiply_matrix(&mat,&proj_mat,&mat);
3268 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
3270 for (i = 0; i < dwCount; i+= 1) {
3271 unsigned int tex_index;
3273 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
3274 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
3275 /* The position first */
3276 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_POSITION];
3277 const float *p = (const float *)(element->data.addr + i * element->stride);
3279 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
3281 /* Multiplication with world, view and projection matrix */
3282 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);
3283 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);
3284 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);
3285 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);
3287 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
3289 /* WARNING: The following things are taken from d3d7 and were not yet checked
3290 * against d3d8 or d3d9!
3293 /* Clipping conditions: From msdn
3295 * A vertex is clipped if it does not match the following requirements
3299 * 0 < rhw ( Not in d3d7, but tested in d3d7)
3301 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
3302 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
3307 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
3308 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
3311 /* "Normal" viewport transformation (not clipped)
3312 * 1) The values are divided by rhw
3313 * 2) The y axis is negative, so multiply it with -1
3314 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
3315 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
3316 * 4) Multiply x with Width/2 and add Width/2
3317 * 5) The same for the height
3318 * 6) Add the viewpoint X and Y to the 2D coordinates and
3319 * The minimum Z value to z
3320 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
3322 * Well, basically it's simply a linear transformation into viewport
3334 z *= vp.MaxZ - vp.MinZ;
3336 x += vp.Width / 2 + vp.X;
3337 y += vp.Height / 2 + vp.Y;
3342 /* That vertex got clipped
3343 * Contrary to OpenGL it is not dropped completely, it just
3344 * undergoes a different calculation.
3346 TRACE("Vertex got clipped\n");
3353 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
3354 * outside of the main vertex buffer memory. That needs some more
3359 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
3362 ( (float *) dest_ptr)[0] = x;
3363 ( (float *) dest_ptr)[1] = y;
3364 ( (float *) dest_ptr)[2] = z;
3365 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
3367 dest_ptr += 3 * sizeof(float);
3369 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3370 dest_ptr += sizeof(float);
3375 ( (float *) dest_conv)[0] = x * w;
3376 ( (float *) dest_conv)[1] = y * w;
3377 ( (float *) dest_conv)[2] = z * w;
3378 ( (float *) dest_conv)[3] = w;
3380 dest_conv += 3 * sizeof(float);
3382 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
3383 dest_conv += sizeof(float);
3387 if (DestFVF & WINED3DFVF_PSIZE) {
3388 dest_ptr += sizeof(DWORD);
3389 if(dest_conv) dest_conv += sizeof(DWORD);
3391 if (DestFVF & WINED3DFVF_NORMAL)
3393 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_NORMAL];
3394 const float *normal = (const float *)(element->data.addr + i * element->stride);
3395 /* AFAIK this should go into the lighting information */
3396 FIXME("Didn't expect the destination to have a normal\n");
3397 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
3399 copy_and_next(dest_conv, normal, 3 * sizeof(float));
3403 if (DestFVF & WINED3DFVF_DIFFUSE)
3405 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_DIFFUSE];
3406 const DWORD *color_d = (const DWORD *)(element->data.addr + i * element->stride);
3407 if (!(stream_info->use_map & (1 << WINED3D_FFP_DIFFUSE)))
3409 static BOOL warned = FALSE;
3412 ERR("No diffuse color in source, but destination has one\n");
3416 *( (DWORD *) dest_ptr) = 0xffffffff;
3417 dest_ptr += sizeof(DWORD);
3420 *( (DWORD *) dest_conv) = 0xffffffff;
3421 dest_conv += sizeof(DWORD);
3425 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
3427 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
3428 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
3429 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
3430 dest_conv += sizeof(DWORD);
3435 if (DestFVF & WINED3DFVF_SPECULAR)
3437 /* What's the color value in the feedback buffer? */
3438 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR];
3439 const DWORD *color_s = (const DWORD *)(element->data.addr + i * element->stride);
3440 if (!(stream_info->use_map & (1 << WINED3D_FFP_SPECULAR)))
3442 static BOOL warned = FALSE;
3445 ERR("No specular color in source, but destination has one\n");
3449 *( (DWORD *) dest_ptr) = 0xFF000000;
3450 dest_ptr += sizeof(DWORD);
3453 *( (DWORD *) dest_conv) = 0xFF000000;
3454 dest_conv += sizeof(DWORD);
3458 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
3460 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
3461 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
3462 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
3463 dest_conv += sizeof(DWORD);
3468 for (tex_index = 0; tex_index < numTextures; ++tex_index)
3470 const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_TEXCOORD0 + tex_index];
3471 const float *tex_coord = (const float *)(element->data.addr + i * element->stride);
3472 if (!(stream_info->use_map & (1 << (WINED3D_FFP_TEXCOORD0 + tex_index))))
3474 ERR("No source texture, but destination requests one\n");
3475 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3476 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
3479 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3481 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
3491 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->buffer_object));
3492 checkGLcall("glBindBufferARB(GL_ARRAY_BUFFER_ARB)");
3493 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, dwDestIndex * get_flexible_vertex_size(DestFVF),
3494 dwCount * get_flexible_vertex_size(DestFVF),
3496 checkGLcall("glBufferSubDataARB(GL_ARRAY_BUFFER_ARB)");
3500 HeapFree(GetProcessHeap(), 0, dest_conv_addr);
3505 #undef copy_and_next
3507 /* Do not call while under the GL lock. */
3508 HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
3509 UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
3510 struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
3512 struct wined3d_state *state = &device->stateBlock->state;
3513 BOOL vbo = FALSE, streamWasUP = state->user_stream;
3514 struct wined3d_stream_info stream_info;
3515 const struct wined3d_gl_info *gl_info;
3516 struct wined3d_context *context;
3517 struct wined3d_shader *vs;
3520 TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
3521 "dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
3522 device, src_start_idx, dst_idx, vertex_count,
3523 dst_buffer, declaration, flags, dst_fvf);
3526 FIXME("Output vertex declaration not implemented yet.\n");
3528 /* Need any context to write to the vbo. */
3529 context = context_acquire(device, NULL);
3530 gl_info = context->gl_info;
3532 /* ProcessVertices reads from vertex buffers, which have to be assigned.
3533 * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
3534 * restore it afterwards. */
3535 vs = state->vertex_shader;
3536 state->vertex_shader = NULL;
3537 state->user_stream = FALSE;
3538 device_stream_info_from_declaration(device, &stream_info, &vbo);
3539 state->user_stream = streamWasUP;
3540 state->vertex_shader = vs;
3542 if (vbo || src_start_idx)
3545 /* ProcessVertices can't convert FROM a vbo, and vertex buffers used to source into ProcessVertices are
3546 * unlikely to ever be used for drawing. Release vbos in those buffers and fix up the stream_info structure
3548 * Also get the start index in, but only loop over all elements if there's something to add at all.
3550 for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
3552 struct wined3d_stream_info_element *e;
3554 if (!(stream_info.use_map & (1 << i))) continue;
3556 e = &stream_info.elements[i];
3557 if (e->data.buffer_object)
3559 struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
3560 e->data.buffer_object = 0;
3561 e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
3563 GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
3564 vb->buffer_object = 0;
3568 e->data.addr += e->stride * src_start_idx;
3572 hr = process_vertices_strided(device, dst_idx, vertex_count,
3573 &stream_info, dst_buffer, flags, dst_fvf);
3575 context_release(context);
3580 HRESULT CDECL wined3d_device_set_texture_stage_state(struct wined3d_device *device,
3581 UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD value)
3583 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3586 TRACE("device %p, stage %u, state %s, value %#x.\n",
3587 device, stage, debug_d3dtexturestate(state), value);
3589 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3591 WARN("Invalid state %#x passed.\n", state);
3595 if (stage >= gl_info->limits.texture_stages)
3597 WARN("Attempting to set stage %u which is higher than the max stage %u, ignoring.\n",
3598 stage, gl_info->limits.texture_stages - 1);
3602 old_value = device->updateStateBlock->state.texture_states[stage][state];
3603 device->updateStateBlock->changed.textureState[stage] |= 1 << state;
3604 device->updateStateBlock->state.texture_states[stage][state] = value;
3606 if (device->isRecordingState)
3608 TRACE("Recording... not performing anything.\n");
3612 /* Checked after the assignments to allow proper stateblock recording. */
3613 if (old_value == value)
3615 TRACE("Application is setting the old value over, nothing to do.\n");
3619 if (stage > device->stateBlock->state.lowest_disabled_stage
3620 && device->StateTable[STATE_TEXTURESTAGE(0, state)].representative
3621 == STATE_TEXTURESTAGE(0, WINED3DTSS_COLOROP))
3623 /* Colorop change above lowest disabled stage? That won't change
3624 * anything in the GL setup. Changes in other states are important on
3625 * disabled stages too. */
3629 if (state == WINED3DTSS_COLOROP)
3633 if (value == WINED3DTOP_DISABLE && old_value != WINED3DTOP_DISABLE)
3635 /* Previously enabled stage disabled now. Make sure to dirtify
3636 * all enabled stages above stage, they have to be disabled.
3638 * The current stage is dirtified below. */
3639 for (i = stage + 1; i < device->stateBlock->state.lowest_disabled_stage; ++i)
3641 TRACE("Additionally dirtifying stage %u.\n", i);
3642 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3644 device->stateBlock->state.lowest_disabled_stage = stage;
3645 TRACE("New lowest disabled: %u.\n", stage);
3647 else if (value != WINED3DTOP_DISABLE && old_value == WINED3DTOP_DISABLE)
3649 /* Previously disabled stage enabled. Stages above it may need
3650 * enabling. Stage must be lowest_disabled_stage here, if it's
3651 * bigger success is returned above, and stages below the lowest
3652 * disabled stage can't be enabled (because they are enabled
3655 * Again stage stage doesn't need to be dirtified here, it is
3657 for (i = stage + 1; i < gl_info->limits.texture_stages; ++i)
3659 if (device->updateStateBlock->state.texture_states[i][WINED3DTSS_COLOROP] == WINED3DTOP_DISABLE)
3661 TRACE("Additionally dirtifying stage %u due to enable.\n", i);
3662 device_invalidate_state(device, STATE_TEXTURESTAGE(i, WINED3DTSS_COLOROP));
3664 device->stateBlock->state.lowest_disabled_stage = i;
3665 TRACE("New lowest disabled: %u.\n", i);
3669 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, state));
3674 HRESULT CDECL wined3d_device_get_texture_stage_state(struct wined3d_device *device,
3675 UINT stage, WINED3DTEXTURESTAGESTATETYPE state, DWORD *value)
3677 TRACE("device %p, stage %u, state %s, value %p.\n",
3678 device, stage, debug_d3dtexturestate(state), value);
3680 if (state > WINED3D_HIGHEST_TEXTURE_STATE)
3682 WARN("Invalid state %#x passed.\n", state);
3686 *value = device->updateStateBlock->state.texture_states[stage][state];
3687 TRACE("Returning %#x.\n", *value);
3692 HRESULT CDECL wined3d_device_set_texture(struct wined3d_device *device,
3693 UINT stage, struct wined3d_texture *texture)
3695 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
3696 struct wined3d_texture *prev;
3698 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3700 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3701 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3703 /* Windows accepts overflowing this array... we do not. */
3704 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3706 WARN("Ignoring invalid stage %u.\n", stage);
3710 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH */
3711 if (texture && texture->resource.pool == WINED3DPOOL_SCRATCH)
3713 WARN("Rejecting attempt to set scratch texture.\n");
3714 return WINED3DERR_INVALIDCALL;
3717 device->updateStateBlock->changed.textures |= 1 << stage;
3719 prev = device->updateStateBlock->state.textures[stage];
3720 TRACE("Previous texture %p.\n", prev);
3722 if (texture == prev)
3724 TRACE("App is setting the same texture again, nothing to do.\n");
3728 TRACE("Setting new texture to %p.\n", texture);
3729 device->updateStateBlock->state.textures[stage] = texture;
3731 if (device->isRecordingState)
3733 TRACE("Recording... not performing anything\n");
3735 if (texture) wined3d_texture_incref(texture);
3736 if (prev) wined3d_texture_decref(prev);
3743 LONG bind_count = InterlockedIncrement(&texture->bind_count);
3745 wined3d_texture_incref(texture);
3747 if (!prev || texture->target != prev->target)
3748 device_invalidate_state(device, STATE_PIXELSHADER);
3750 if (!prev && stage < gl_info->limits.texture_stages)
3752 /* The source arguments for color and alpha ops have different
3753 * meanings when a NULL texture is bound, so the COLOROP and
3754 * ALPHAOP have to be dirtified. */
3755 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3756 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3759 if (bind_count == 1)
3760 texture->sampler = stage;
3765 LONG bind_count = InterlockedDecrement(&prev->bind_count);
3767 wined3d_texture_decref(prev);
3769 if (!texture && stage < gl_info->limits.texture_stages)
3771 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_COLOROP));
3772 device_invalidate_state(device, STATE_TEXTURESTAGE(stage, WINED3DTSS_ALPHAOP));
3775 if (bind_count && prev->sampler == stage)
3779 /* Search for other stages the texture is bound to. Shouldn't
3780 * happen if applications bind textures to a single stage only. */
3781 TRACE("Searching for other stages the texture is bound to.\n");
3782 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
3784 if (device->updateStateBlock->state.textures[i] == prev)
3786 TRACE("Texture is also bound to stage %u.\n", i);
3794 device_invalidate_state(device, STATE_SAMPLER(stage));
3799 HRESULT CDECL wined3d_device_get_texture(struct wined3d_device *device,
3800 UINT stage, struct wined3d_texture **texture)
3802 TRACE("device %p, stage %u, texture %p.\n", device, stage, texture);
3804 if (stage >= WINED3DVERTEXTEXTURESAMPLER0 && stage <= WINED3DVERTEXTEXTURESAMPLER3)
3805 stage -= (WINED3DVERTEXTEXTURESAMPLER0 - MAX_FRAGMENT_SAMPLERS);
3807 if (stage >= sizeof(device->stateBlock->state.textures) / sizeof(*device->stateBlock->state.textures))
3809 WARN("Ignoring invalid stage %u.\n", stage);
3810 return WINED3D_OK; /* Windows accepts overflowing this array ... we do not. */
3813 *texture = device->stateBlock->state.textures[stage];
3815 wined3d_texture_incref(*texture);
3817 TRACE("Returning %p.\n", *texture);
3822 HRESULT CDECL wined3d_device_get_back_buffer(struct wined3d_device *device, UINT swapchain_idx,
3823 UINT backbuffer_idx, WINED3DBACKBUFFER_TYPE backbuffer_type, struct wined3d_surface **backbuffer)
3825 struct wined3d_swapchain *swapchain;
3828 TRACE("device %p, swapchain_idx %u, backbuffer_idx %u, backbuffer_type %#x, backbuffer %p.\n",
3829 device, swapchain_idx, backbuffer_idx, backbuffer_type, backbuffer);
3831 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3834 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
3838 hr = wined3d_swapchain_get_back_buffer(swapchain, backbuffer_idx, backbuffer_type, backbuffer);
3839 wined3d_swapchain_decref(swapchain);
3842 WARN("Failed to get backbuffer %u, hr %#x.\n", backbuffer_idx, hr);
3849 HRESULT CDECL wined3d_device_get_device_caps(struct wined3d_device *device, WINED3DCAPS *caps)
3851 TRACE("device %p, caps %p.\n", device, caps);
3853 return wined3d_get_device_caps(device->wined3d, device->adapter->ordinal, device->devType, caps);
3856 HRESULT CDECL wined3d_device_get_display_mode(struct wined3d_device *device,
3857 UINT swapchain_idx, WINED3DDISPLAYMODE *mode)
3859 struct wined3d_swapchain *swapchain;
3862 TRACE("device %p, swapchain_idx %u, mode %p.\n", device, swapchain_idx, mode);
3866 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
3869 hr = wined3d_swapchain_get_display_mode(swapchain, mode);
3870 wined3d_swapchain_decref(swapchain);
3875 /* Don't read the real display mode, but return the stored mode
3876 * instead. X11 can't change the color depth, and some apps are
3877 * pretty angry if they SetDisplayMode from 24 to 16 bpp and find out
3878 * that GetDisplayMode still returns 24 bpp.
3880 * Also don't relay to the swapchain because with ddraw it's possible
3881 * that there isn't a swapchain at all. */
3882 mode->Width = device->ddraw_width;
3883 mode->Height = device->ddraw_height;
3884 mode->Format = device->ddraw_format;
3885 mode->RefreshRate = 0;
3892 HRESULT CDECL wined3d_device_begin_stateblock(struct wined3d_device *device)
3894 struct wined3d_stateblock *stateblock;
3897 TRACE("device %p.\n", device);
3899 if (device->isRecordingState)
3900 return WINED3DERR_INVALIDCALL;
3902 hr = wined3d_stateblock_create(device, WINED3DSBT_RECORDED, &stateblock);
3906 wined3d_stateblock_decref(device->updateStateBlock);
3907 device->updateStateBlock = stateblock;
3908 device->isRecordingState = TRUE;
3910 TRACE("Recording stateblock %p.\n", stateblock);
3915 HRESULT CDECL wined3d_device_end_stateblock(struct wined3d_device *device,
3916 struct wined3d_stateblock **stateblock)
3918 struct wined3d_stateblock *object = device->updateStateBlock;
3920 TRACE("device %p, stateblock %p.\n", device, stateblock);
3922 if (!device->isRecordingState)
3924 WARN("Not recording.\n");
3926 return WINED3DERR_INVALIDCALL;
3929 stateblock_init_contained_states(object);
3931 *stateblock = object;
3932 device->isRecordingState = FALSE;
3933 device->updateStateBlock = device->stateBlock;
3934 wined3d_stateblock_incref(device->updateStateBlock);
3936 TRACE("Returning stateblock %p.\n", *stateblock);
3941 HRESULT CDECL wined3d_device_begin_scene(struct wined3d_device *device)
3943 /* At the moment we have no need for any functionality at the beginning
3945 TRACE("device %p.\n", device);
3947 if (device->inScene)
3949 WARN("Already in scene, returning WINED3DERR_INVALIDCALL.\n");
3950 return WINED3DERR_INVALIDCALL;
3952 device->inScene = TRUE;
3956 HRESULT CDECL wined3d_device_end_scene(struct wined3d_device *device)
3958 struct wined3d_context *context;
3960 TRACE("device %p.\n", device);
3962 if (!device->inScene)
3964 WARN("Not in scene, returning WINED3DERR_INVALIDCALL.\n");
3965 return WINED3DERR_INVALIDCALL;
3968 context = context_acquire(device, NULL);
3969 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
3971 /* No checkGLcall here to avoid locking the lock just for checking a call that hardly ever
3973 context_release(context);
3975 device->inScene = FALSE;
3979 HRESULT CDECL wined3d_device_present(struct wined3d_device *device, const RECT *src_rect,
3980 const RECT *dst_rect, HWND dst_window_override, const RGNDATA *dirty_region)
3984 TRACE("device %p, src_rect %s, dst_rect %s, dst_window_override %p, dirty_region %p.\n",
3985 device, wine_dbgstr_rect(src_rect), wine_dbgstr_rect(dst_rect),
3986 dst_window_override, dirty_region);
3988 for (i = 0; i < device->swapchain_count; ++i)
3990 wined3d_swapchain_present(device->swapchains[i], src_rect,
3991 dst_rect, dst_window_override, dirty_region, 0);
3997 /* Do not call while under the GL lock. */
3998 HRESULT CDECL wined3d_device_clear(struct wined3d_device *device, DWORD rect_count,
3999 const RECT *rects, DWORD flags, WINED3DCOLOR color, float depth, DWORD stencil)
4001 const WINED3DCOLORVALUE c = {D3DCOLOR_R(color), D3DCOLOR_G(color), D3DCOLOR_B(color), D3DCOLOR_A(color)};
4004 TRACE("device %p, rect_count %u, rects %p, flags %#x, color 0x%08x, depth %.8e, stencil %u.\n",
4005 device, rect_count, rects, flags, color, depth, stencil);
4007 if (flags & (WINED3DCLEAR_ZBUFFER | WINED3DCLEAR_STENCIL))
4009 struct wined3d_surface *ds = device->fb.depth_stencil;
4012 WARN("Clearing depth and/or stencil without a depth stencil buffer attached, returning WINED3DERR_INVALIDCALL\n");
4013 /* TODO: What about depth stencil buffers without stencil bits? */
4014 return WINED3DERR_INVALIDCALL;
4016 else if (flags & WINED3DCLEAR_TARGET)
4018 if (ds->resource.width < device->fb.render_targets[0]->resource.width
4019 || ds->resource.height < device->fb.render_targets[0]->resource.height)
4021 WARN("Silently ignoring depth and target clear with mismatching sizes\n");
4027 wined3d_get_draw_rect(&device->stateBlock->state, &draw_rect);
4029 return device_clear_render_targets(device, device->adapter->gl_info.limits.buffers,
4030 &device->fb, rect_count, rects,
4031 &draw_rect, flags, &c, depth, stencil);
4034 void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
4035 WINED3DPRIMITIVETYPE primitive_type)
4037 TRACE("device %p, primitive_type %s\n", device, debug_d3dprimitivetype(primitive_type));
4039 device->updateStateBlock->changed.primitive_type = TRUE;
4040 device->updateStateBlock->state.gl_primitive_type = gl_primitive_type_from_d3d(primitive_type);
4043 void CDECL wined3d_device_get_primitive_type(struct wined3d_device *device,
4044 WINED3DPRIMITIVETYPE *primitive_type)
4046 TRACE("device %p, primitive_type %p\n", device, primitive_type);
4048 *primitive_type = d3d_primitive_type_from_gl(device->stateBlock->state.gl_primitive_type);
4050 TRACE("Returning %s\n", debug_d3dprimitivetype(*primitive_type));
4053 HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT start_vertex, UINT vertex_count)
4055 TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
4057 if (!device->stateBlock->state.vertex_declaration)
4059 WARN("Called without a valid vertex declaration set.\n");
4060 return WINED3DERR_INVALIDCALL;
4063 /* The index buffer is not needed here, but restore it, otherwise it is hell to keep track of */
4064 if (device->stateBlock->state.user_stream)
4066 device_invalidate_state(device, STATE_INDEXBUFFER);
4067 device->stateBlock->state.user_stream = FALSE;
4070 if (device->stateBlock->state.load_base_vertex_index)
4072 device->stateBlock->state.load_base_vertex_index = 0;
4073 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4076 /* Account for the loading offset due to index buffers. Instead of
4077 * reloading all sources correct it with the startvertex parameter. */
4078 drawPrimitive(device, vertex_count, start_vertex, 0, NULL);
4082 HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
4084 struct wined3d_buffer *index_buffer;
4085 UINT index_size = 2;
4087 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4089 TRACE("device %p, start_idx %u, index_count %u.\n", device, start_idx, index_count);
4091 index_buffer = device->stateBlock->state.index_buffer;
4094 /* D3D9 returns D3DERR_INVALIDCALL when DrawIndexedPrimitive is called
4095 * without an index buffer set. (The first time at least...)
4096 * D3D8 simply dies, but I doubt it can do much harm to return
4097 * D3DERR_INVALIDCALL there as well. */
4098 WARN("Called without a valid index buffer set, returning WINED3DERR_INVALIDCALL.\n");
4099 return WINED3DERR_INVALIDCALL;
4102 if (!device->stateBlock->state.vertex_declaration)
4104 WARN("Called without a valid vertex declaration set.\n");
4105 return WINED3DERR_INVALIDCALL;
4108 if (device->stateBlock->state.user_stream)
4110 device_invalidate_state(device, STATE_INDEXBUFFER);
4111 device->stateBlock->state.user_stream = FALSE;
4113 vbo = index_buffer->buffer_object;
4115 if (device->stateBlock->state.index_format == WINED3DFMT_R16_UINT)
4120 if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
4121 device->stateBlock->state.load_base_vertex_index != device->stateBlock->state.base_vertex_index)
4123 device->stateBlock->state.load_base_vertex_index = device->stateBlock->state.base_vertex_index;
4124 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4127 drawPrimitive(device, index_count, start_idx, index_size,
4128 vbo ? NULL : index_buffer->resource.allocatedMemory);
4133 HRESULT CDECL wined3d_device_draw_primitive_up(struct wined3d_device *device, UINT vertex_count,
4134 const void *stream_data, UINT stream_stride)
4136 struct wined3d_stream_state *stream;
4137 struct wined3d_buffer *vb;
4139 TRACE("device %p, vertex count %u, stream_data %p, stream_stride %u.\n",
4140 device, vertex_count, stream_data, stream_stride);
4142 if (!device->stateBlock->state.vertex_declaration)
4144 WARN("Called without a valid vertex declaration set.\n");
4145 return WINED3DERR_INVALIDCALL;
4148 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
4149 stream = &device->stateBlock->state.streams[0];
4150 vb = stream->buffer;
4151 stream->buffer = (struct wined3d_buffer *)stream_data;
4153 wined3d_buffer_decref(vb);
4155 stream->stride = stream_stride;
4156 device->stateBlock->state.user_stream = TRUE;
4157 if (device->stateBlock->state.load_base_vertex_index)
4159 device->stateBlock->state.load_base_vertex_index = 0;
4160 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4163 /* TODO: Only mark dirty if drawing from a different UP address */
4164 device_invalidate_state(device, STATE_STREAMSRC);
4166 drawPrimitive(device, vertex_count, 0, 0, NULL);
4168 /* MSDN specifies stream zero settings must be set to NULL */
4169 stream->buffer = NULL;
4172 /* stream zero settings set to null at end, as per the msdn. No need to
4173 * mark dirty here, the app has to set the new stream sources or use UP
4178 HRESULT CDECL wined3d_device_draw_indexed_primitive_up(struct wined3d_device *device,
4179 UINT index_count, const void *index_data, enum wined3d_format_id index_data_format_id,
4180 const void *stream_data, UINT stream_stride)
4182 struct wined3d_stream_state *stream;
4183 struct wined3d_buffer *vb, *ib;
4186 TRACE("device %p, index_count %u, index_data %p, index_data_format %s, stream_data %p, stream_stride %u.\n",
4187 device, index_count, index_data, debug_d3dformat(index_data_format_id), stream_data, stream_stride);
4189 if (!device->stateBlock->state.vertex_declaration)
4191 WARN("(%p) : Called without a valid vertex declaration set\n", device);
4192 return WINED3DERR_INVALIDCALL;
4195 if (index_data_format_id == WINED3DFMT_R16_UINT)
4200 stream = &device->stateBlock->state.streams[0];
4201 vb = stream->buffer;
4202 stream->buffer = (struct wined3d_buffer *)stream_data;
4204 wined3d_buffer_decref(vb);
4206 stream->stride = stream_stride;
4207 device->stateBlock->state.user_stream = TRUE;
4209 /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
4210 device->stateBlock->state.base_vertex_index = 0;
4211 if (device->stateBlock->state.load_base_vertex_index)
4213 device->stateBlock->state.load_base_vertex_index = 0;
4214 device_invalidate_state(device, STATE_BASEVERTEXINDEX);
4216 /* Invalidate the state until we have nicer tracking of the stream source pointers */
4217 device_invalidate_state(device, STATE_STREAMSRC);
4218 device_invalidate_state(device, STATE_INDEXBUFFER);
4220 drawPrimitive(device, index_count, 0, index_size, index_data);
4222 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
4223 stream->buffer = NULL;
4225 ib = device->stateBlock->state.index_buffer;
4228 wined3d_buffer_decref(ib);
4229 device->stateBlock->state.index_buffer = NULL;
4231 /* No need to mark the stream source state dirty here. Either the app calls UP drawing again, or it has to call
4232 * SetStreamSource to specify a vertex buffer
4238 HRESULT CDECL wined3d_device_draw_primitive_strided(struct wined3d_device *device,
4239 UINT vertex_count, const WineDirect3DVertexStridedData *strided_data)
4241 /* Mark the state dirty until we have nicer tracking. It's fine to change
4242 * baseVertexIndex because that call is only called by ddraw which does
4243 * not need that value. */
4244 device_invalidate_state(device, STATE_VDECL);
4245 device_invalidate_state(device, STATE_STREAMSRC);
4246 device_invalidate_state(device, STATE_INDEXBUFFER);
4248 device->stateBlock->state.base_vertex_index = 0;
4249 device->up_strided = strided_data;
4250 drawPrimitive(device, vertex_count, 0, 0, NULL);
4251 device->up_strided = NULL;
4253 /* Invalidate the states again to make sure the values from the stateblock
4254 * are properly applied in the next regular draw. Note that the application-
4255 * provided strided data has ovwritten pretty much the entire vertex and
4256 * and index stream related states */
4257 device_invalidate_state(device, STATE_VDECL);
4258 device_invalidate_state(device, STATE_STREAMSRC);
4259 device_invalidate_state(device, STATE_INDEXBUFFER);
4263 HRESULT CDECL wined3d_device_draw_indexed_primitive_strided(struct wined3d_device *device,
4264 UINT index_count, const WineDirect3DVertexStridedData *strided_data,
4265 UINT vertex_count, const void *index_data, enum wined3d_format_id index_data_format_id)
4267 UINT index_size = index_data_format_id == WINED3DFMT_R32_UINT ? 4 : 2;
4269 /* Mark the state dirty until we have nicer tracking
4270 * its fine to change baseVertexIndex because that call is only called by ddraw which does not need
4273 device_invalidate_state(device, STATE_VDECL);
4274 device_invalidate_state(device, STATE_STREAMSRC);
4275 device_invalidate_state(device, STATE_INDEXBUFFER);
4277 device->stateBlock->state.user_stream = TRUE;
4278 device->stateBlock->state.base_vertex_index = 0;
4279 device->up_strided = strided_data;
4280 drawPrimitive(device, index_count, 0, index_size, index_data);
4281 device->up_strided = NULL;
4283 device_invalidate_state(device, STATE_VDECL);
4284 device_invalidate_state(device, STATE_STREAMSRC);
4285 device_invalidate_state(device, STATE_INDEXBUFFER);
4289 /* This is a helper function for UpdateTexture, there is no UpdateVolume method in D3D. */
4290 static HRESULT device_update_volume(struct wined3d_device *device,
4291 struct wined3d_volume *src_volume, struct wined3d_volume *dst_volume)
4293 WINED3DLOCKED_BOX src;
4294 WINED3DLOCKED_BOX dst;
4297 TRACE("device %p, src_volume %p, dst_volume %p.\n",
4298 device, src_volume, dst_volume);
4300 /* TODO: Implement direct loading into the gl volume instead of using
4301 * memcpy and dirtification to improve loading performance. */
4302 hr = wined3d_volume_map(src_volume, &src, NULL, WINED3DLOCK_READONLY);
4303 if (FAILED(hr)) return hr;
4304 hr = wined3d_volume_map(dst_volume, &dst, NULL, WINED3DLOCK_DISCARD);
4307 wined3d_volume_unmap(src_volume);
4311 memcpy(dst.pBits, src.pBits, dst_volume->resource.size);
4313 hr = wined3d_volume_unmap(dst_volume);
4315 wined3d_volume_unmap(src_volume);
4317 hr = wined3d_volume_unmap(src_volume);
4322 HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,
4323 struct wined3d_texture *src_texture, struct wined3d_texture *dst_texture)
4325 unsigned int level_count, i;
4326 WINED3DRESOURCETYPE type;
4329 TRACE("device %p, src_texture %p, dst_texture %p.\n", device, src_texture, dst_texture);
4331 /* Verify that the source and destination textures are non-NULL. */
4332 if (!src_texture || !dst_texture)
4334 WARN("Source and destination textures must be non-NULL, returning WINED3DERR_INVALIDCALL.\n");
4335 return WINED3DERR_INVALIDCALL;
4338 if (src_texture == dst_texture)
4340 WARN("Source and destination are the same object, returning WINED3DERR_INVALIDCALL.\n");
4341 return WINED3DERR_INVALIDCALL;
4344 /* Verify that the source and destination textures are the same type. */
4345 type = src_texture->resource.resourceType;
4346 if (dst_texture->resource.resourceType != type)
4348 WARN("Source and destination have different types, returning WINED3DERR_INVALIDCALL.\n");
4349 return WINED3DERR_INVALIDCALL;
4352 /* Check that both textures have the identical numbers of levels. */
4353 level_count = wined3d_texture_get_level_count(src_texture);
4354 if (wined3d_texture_get_level_count(dst_texture) != level_count)
4356 WARN("Source and destination have different level counts, returning WINED3DERR_INVALIDCALL.\n");
4357 return WINED3DERR_INVALIDCALL;
4360 /* Make sure that the destination texture is loaded. */
4361 dst_texture->texture_ops->texture_preload(dst_texture, SRGB_RGB);
4363 /* Update every surface level of the texture. */
4366 case WINED3DRTYPE_TEXTURE:
4368 struct wined3d_surface *src_surface;
4369 struct wined3d_surface *dst_surface;
4371 for (i = 0; i < level_count; ++i)
4373 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4374 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4375 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4378 WARN("Failed to update surface, hr %#x.\n", hr);
4385 case WINED3DRTYPE_CUBETEXTURE:
4387 struct wined3d_surface *src_surface;
4388 struct wined3d_surface *dst_surface;
4390 for (i = 0; i < level_count * 6; ++i)
4392 src_surface = surface_from_resource(wined3d_texture_get_sub_resource(src_texture, i));
4393 dst_surface = surface_from_resource(wined3d_texture_get_sub_resource(dst_texture, i));
4394 hr = wined3d_device_update_surface(device, src_surface, NULL, dst_surface, NULL);
4397 WARN("Failed to update surface, hr %#x.\n", hr);
4404 case WINED3DRTYPE_VOLUMETEXTURE:
4406 for (i = 0; i < level_count; ++i)
4408 hr = device_update_volume(device,
4409 volume_from_resource(wined3d_texture_get_sub_resource(src_texture, i)),
4410 volume_from_resource(wined3d_texture_get_sub_resource(dst_texture, i)));
4413 WARN("Failed to update volume, hr %#x.\n", hr);
4421 FIXME("Unsupported texture type %#x.\n", type);
4422 return WINED3DERR_INVALIDCALL;
4428 HRESULT CDECL wined3d_device_get_front_buffer_data(struct wined3d_device *device,
4429 UINT swapchain_idx, struct wined3d_surface *dst_surface)
4431 struct wined3d_swapchain *swapchain;
4434 TRACE("device %p, swapchain_idx %u, dst_surface %p.\n", device, swapchain_idx, dst_surface);
4436 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4437 if (FAILED(hr)) return hr;
4439 hr = wined3d_swapchain_get_front_buffer_data(swapchain, dst_surface);
4440 wined3d_swapchain_decref(swapchain);
4445 HRESULT CDECL wined3d_device_validate_device(struct wined3d_device *device, DWORD *num_passes)
4447 const struct wined3d_state *state = &device->stateBlock->state;
4448 struct wined3d_texture *texture;
4451 TRACE("device %p, num_passes %p.\n", device, num_passes);
4453 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4455 if (state->sampler_states[i][WINED3DSAMP_MINFILTER] == WINED3DTEXF_NONE)
4457 WARN("Sampler state %u has minfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4458 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4460 if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] == WINED3DTEXF_NONE)
4462 WARN("Sampler state %u has magfilter D3DTEXF_NONE, returning D3DERR_UNSUPPORTEDTEXTUREFILTER\n", i);
4463 return WINED3DERR_UNSUPPORTEDTEXTUREFILTER;
4466 texture = state->textures[i];
4467 if (!texture || texture->resource.format->flags & WINED3DFMT_FLAG_FILTERING) continue;
4469 if (state->sampler_states[i][WINED3DSAMP_MAGFILTER] != WINED3DTEXF_POINT)
4471 WARN("Non-filterable texture and mag filter enabled on samper %u, returning E_FAIL\n", i);
4474 if (state->sampler_states[i][WINED3DSAMP_MINFILTER] != WINED3DTEXF_POINT)
4476 WARN("Non-filterable texture and min filter enabled on samper %u, returning E_FAIL\n", i);
4479 if (state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_NONE
4480 && state->sampler_states[i][WINED3DSAMP_MIPFILTER] != WINED3DTEXF_POINT)
4482 WARN("Non-filterable texture and mip filter enabled on samper %u, returning E_FAIL\n", i);
4487 if (state->render_states[WINED3DRS_ZENABLE] || state->render_states[WINED3DRS_ZWRITEENABLE] ||
4488 state->render_states[WINED3DRS_STENCILENABLE])
4490 struct wined3d_surface *ds = device->fb.depth_stencil;
4491 struct wined3d_surface *target = device->fb.render_targets[0];
4494 && (ds->resource.width < target->resource.width || ds->resource.height < target->resource.height))
4496 WARN("Depth stencil is smaller than the color buffer, returning D3DERR_CONFLICTINGRENDERSTATE\n");
4497 return WINED3DERR_CONFLICTINGRENDERSTATE;
4501 /* return a sensible default */
4504 TRACE("returning D3D_OK\n");
4508 static void dirtify_p8_texture_samplers(struct wined3d_device *device)
4512 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
4514 struct wined3d_texture *texture = device->stateBlock->state.textures[i];
4515 if (texture && (texture->resource.format->id == WINED3DFMT_P8_UINT
4516 || texture->resource.format->id == WINED3DFMT_P8_UINT_A8_UNORM))
4517 device_invalidate_state(device, STATE_SAMPLER(i));
4521 HRESULT CDECL wined3d_device_set_palette_entries(struct wined3d_device *device,
4522 UINT palette_idx, const PALETTEENTRY *entries)
4526 TRACE("device %p, palette_idx %u, entries %p.\n", device, palette_idx, entries);
4528 if (palette_idx >= MAX_PALETTES)
4530 WARN("Invalid palette index %u.\n", palette_idx);
4531 return WINED3DERR_INVALIDCALL;
4534 if (palette_idx >= device->palette_count)
4536 UINT new_size = device->palette_count;
4537 PALETTEENTRY **palettes;
4542 } while (palette_idx >= new_size);
4543 palettes = HeapReAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, device->palettes, sizeof(*palettes) * new_size);
4546 ERR("Out of memory!\n");
4547 return E_OUTOFMEMORY;
4549 device->palettes = palettes;
4550 device->palette_count = new_size;
4553 if (!device->palettes[palette_idx])
4555 device->palettes[palette_idx] = HeapAlloc(GetProcessHeap(), 0, sizeof(PALETTEENTRY) * 256);
4556 if (!device->palettes[palette_idx])
4558 ERR("Out of memory!\n");
4559 return E_OUTOFMEMORY;
4563 for (i = 0; i < 256; ++i)
4565 device->palettes[palette_idx][i].peRed = entries[i].peRed;
4566 device->palettes[palette_idx][i].peGreen = entries[i].peGreen;
4567 device->palettes[palette_idx][i].peBlue = entries[i].peBlue;
4568 device->palettes[palette_idx][i].peFlags = entries[i].peFlags;
4571 if (palette_idx == device->currentPalette)
4572 dirtify_p8_texture_samplers(device);
4577 HRESULT CDECL wined3d_device_get_palette_entries(struct wined3d_device *device,
4578 UINT palette_idx, PALETTEENTRY *entries)
4582 TRACE("device %p, palette_idx %u, entries %p.\n", device, palette_idx, entries);
4584 if (palette_idx >= device->palette_count || !device->palettes[palette_idx])
4586 /* What happens in such situation isn't documented; Native seems to
4587 * silently abort on such conditions. */
4588 WARN("Invalid palette index %u.\n", palette_idx);
4589 return WINED3DERR_INVALIDCALL;
4592 for (i = 0; i < 256; ++i)
4594 entries[i].peRed = device->palettes[palette_idx][i].peRed;
4595 entries[i].peGreen = device->palettes[palette_idx][i].peGreen;
4596 entries[i].peBlue = device->palettes[palette_idx][i].peBlue;
4597 entries[i].peFlags = device->palettes[palette_idx][i].peFlags;
4603 HRESULT CDECL wined3d_device_set_current_texture_palette(struct wined3d_device *device, UINT palette_idx)
4605 TRACE("device %p, palette_idx %u.\n", device, palette_idx);
4607 /* Native appears to silently abort on attempt to make an uninitialized
4608 * palette current and render. (tested with reference rasterizer). */
4609 if (palette_idx >= device->palette_count || !device->palettes[palette_idx])
4611 WARN("Invalid palette index %u.\n", palette_idx);
4612 return WINED3DERR_INVALIDCALL;
4615 /* TODO: stateblocks? */
4616 if (device->currentPalette != palette_idx)
4618 device->currentPalette = palette_idx;
4619 dirtify_p8_texture_samplers(device);
4625 HRESULT CDECL wined3d_device_get_current_texture_palette(struct wined3d_device *device, UINT *palette_idx)
4627 TRACE("device %p, palette_idx %p.\n", device, palette_idx);
4630 return WINED3DERR_INVALIDCALL;
4632 *palette_idx = device->currentPalette;
4637 HRESULT CDECL wined3d_device_set_software_vertex_processing(struct wined3d_device *device, BOOL software)
4641 TRACE("device %p, software %#x.\n", device, software);
4645 FIXME("device %p, software %#x stub!\n", device, software);
4649 device->softwareVertexProcessing = software;
4654 BOOL CDECL wined3d_device_get_software_vertex_processing(struct wined3d_device *device)
4658 TRACE("device %p.\n", device);
4662 TRACE("device %p stub!\n", device);
4666 return device->softwareVertexProcessing;
4669 HRESULT CDECL wined3d_device_get_raster_status(struct wined3d_device *device,
4670 UINT swapchain_idx, WINED3DRASTER_STATUS *raster_status)
4672 struct wined3d_swapchain *swapchain;
4675 TRACE("device %p, swapchain_idx %u, raster_status %p.\n",
4676 device, swapchain_idx, raster_status);
4678 hr = wined3d_device_get_swapchain(device, swapchain_idx, &swapchain);
4681 WARN("Failed to get swapchain %u, hr %#x.\n", swapchain_idx, hr);
4685 hr = wined3d_swapchain_get_raster_status(swapchain, raster_status);
4686 wined3d_swapchain_decref(swapchain);
4689 WARN("Failed to get raster status, hr %#x.\n", hr);
4696 HRESULT CDECL wined3d_device_set_npatch_mode(struct wined3d_device *device, float segments)
4700 TRACE("device %p, segments %.8e.\n", device, segments);
4702 if (segments != 0.0f)
4706 FIXME("device %p, segments %.8e stub!\n", device, segments);
4714 float CDECL wined3d_device_get_npatch_mode(struct wined3d_device *device)
4718 TRACE("device %p.\n", device);
4722 FIXME("device %p stub!\n", device);
4729 HRESULT CDECL wined3d_device_update_surface(struct wined3d_device *device,
4730 struct wined3d_surface *src_surface, const RECT *src_rect,
4731 struct wined3d_surface *dst_surface, const POINT *dst_point)
4733 const struct wined3d_format *src_format;
4734 const struct wined3d_format *dst_format;
4735 const struct wined3d_gl_info *gl_info;
4736 struct wined3d_context *context;
4737 struct wined3d_bo_address data;
4738 struct wined3d_format format;
4739 UINT update_w, update_h;
4740 CONVERT_TYPES convert;
4747 TRACE("device %p, src_surface %p, src_rect %s, dst_surface %p, dst_point %s.\n",
4748 device, src_surface, wine_dbgstr_rect(src_rect),
4749 dst_surface, wine_dbgstr_point(dst_point));
4751 if (src_surface->resource.pool != WINED3DPOOL_SYSTEMMEM || dst_surface->resource.pool != WINED3DPOOL_DEFAULT)
4753 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n",
4754 src_surface, dst_surface);
4755 return WINED3DERR_INVALIDCALL;
4758 src_format = src_surface->resource.format;
4759 dst_format = dst_surface->resource.format;
4761 if (src_format->id != dst_format->id)
4763 WARN("Source and destination surfaces should have the same format.\n");
4764 return WINED3DERR_INVALIDCALL;
4773 else if (dst_point->x < 0 || dst_point->y < 0)
4775 WARN("Invalid destination point.\n");
4776 return WINED3DERR_INVALIDCALL;
4783 r.right = src_surface->resource.width;
4784 r.bottom = src_surface->resource.height;
4787 else if (src_rect->left < 0 || src_rect->left >= src_rect->right
4788 || src_rect->top < 0 || src_rect->top >= src_rect->bottom)
4790 WARN("Invalid source rectangle.\n");
4791 return WINED3DERR_INVALIDCALL;
4794 src_w = src_surface->resource.width;
4795 src_h = src_surface->resource.height;
4797 dst_w = dst_surface->resource.width;
4798 dst_h = dst_surface->resource.height;
4800 update_w = src_rect->right - src_rect->left;
4801 update_h = src_rect->bottom - src_rect->top;
4803 if (update_w > dst_w || dst_point->x > dst_w - update_w
4804 || update_h > dst_h || dst_point->y > dst_h - update_h)
4806 WARN("Destination out of bounds.\n");
4807 return WINED3DERR_INVALIDCALL;
4810 /* NPOT block sizes would be silly. */
4811 if ((src_format->flags & WINED3DFMT_FLAG_COMPRESSED)
4812 && ((update_w & (src_format->block_width - 1) || update_h & (src_format->block_height - 1))
4813 && (src_w != update_w || dst_w != update_w || src_h != update_h || dst_h != update_h)))
4815 WARN("Update rect not block-aligned.\n");
4816 return WINED3DERR_INVALIDCALL;
4819 /* This call loads the OpenGL surface directly, instead of copying the
4820 * surface to the destination's sysmem copy. If surface conversion is
4821 * needed, use BltFast instead to copy in sysmem and use regular surface
4823 d3dfmt_get_conv(dst_surface, FALSE, TRUE, &format, &convert);
4824 if (convert != NO_CONVERSION || format.convert)
4825 return wined3d_surface_bltfast(dst_surface, dst_point->x, dst_point->y, src_surface, src_rect, 0);
4827 context = context_acquire(device, NULL);
4828 gl_info = context->gl_info;
4831 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
4832 checkGLcall("glActiveTextureARB");
4835 /* Only load the surface for partial updates. For newly allocated texture
4836 * the texture wouldn't be the current location, and we'd upload zeroes
4837 * just to overwrite them again. */
4838 if (update_w == dst_w && update_h == dst_h)
4839 surface_prepare_texture(dst_surface, gl_info, FALSE);
4841 surface_load_location(dst_surface, SFLAG_INTEXTURE, NULL);
4842 surface_bind(dst_surface, gl_info, FALSE);
4844 data.buffer_object = 0;
4845 data.addr = src_surface->resource.allocatedMemory;
4848 ERR("Source surface has no allocated memory, but should be a sysmem surface.\n");
4850 surface_upload_data(dst_surface, gl_info, src_format, src_rect, src_w, dst_point, FALSE, &data);
4852 context_release(context);
4854 surface_modify_location(dst_surface, SFLAG_INTEXTURE, TRUE);
4855 sampler = device->rev_tex_unit_map[0];
4856 if (sampler != WINED3D_UNMAPPED_STAGE)
4857 device_invalidate_state(device, STATE_SAMPLER(sampler));
4862 HRESULT CDECL wined3d_device_draw_rect_patch(struct wined3d_device *device, UINT handle,
4863 const float *num_segs, const WINED3DRECTPATCH_INFO *rect_patch_info)
4865 struct WineD3DRectPatch *patch;
4866 GLenum old_primitive_type;
4871 TRACE("device %p, handle %#x, num_segs %p, rect_patch_info %p.\n",
4872 device, handle, num_segs, rect_patch_info);
4874 if (!(handle || rect_patch_info))
4876 /* TODO: Write a test for the return value, thus the FIXME */
4877 FIXME("Both handle and rect_patch_info are NULL.\n");
4878 return WINED3DERR_INVALIDCALL;
4883 i = PATCHMAP_HASHFUNC(handle);
4885 LIST_FOR_EACH(e, &device->patches[i])
4887 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4888 if (patch->Handle == handle)
4897 TRACE("Patch does not exist. Creating a new one\n");
4898 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4899 patch->Handle = handle;
4900 list_add_head(&device->patches[i], &patch->entry);
4902 TRACE("Found existing patch %p\n", patch);
4907 /* Since opengl does not load tesselated vertex attributes into numbered vertex
4908 * attributes we have to tesselate, read back, and draw. This needs a patch
4909 * management structure instance. Create one.
4911 * A possible improvement is to check if a vertex shader is used, and if not directly
4914 FIXME("Drawing an uncached patch. This is slow\n");
4915 patch = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*patch));
4918 if (num_segs[0] != patch->numSegs[0] || num_segs[1] != patch->numSegs[1]
4919 || num_segs[2] != patch->numSegs[2] || num_segs[3] != patch->numSegs[3]
4920 || (rect_patch_info && memcmp(rect_patch_info, &patch->RectPatchInfo, sizeof(*rect_patch_info))))
4923 TRACE("Tesselation density or patch info changed, retesselating\n");
4925 if (rect_patch_info)
4926 patch->RectPatchInfo = *rect_patch_info;
4928 patch->numSegs[0] = num_segs[0];
4929 patch->numSegs[1] = num_segs[1];
4930 patch->numSegs[2] = num_segs[2];
4931 patch->numSegs[3] = num_segs[3];
4933 hr = tesselate_rectpatch(device, patch);
4936 WARN("Patch tesselation failed.\n");
4938 /* Do not release the handle to store the params of the patch */
4940 HeapFree(GetProcessHeap(), 0, patch);
4946 old_primitive_type = device->stateBlock->state.gl_primitive_type;
4947 device->stateBlock->state.gl_primitive_type = GL_TRIANGLES;
4948 wined3d_device_draw_primitive_strided(device, patch->numSegs[0] * patch->numSegs[1] * 2 * 3, &patch->strided);
4949 device->stateBlock->state.gl_primitive_type = old_primitive_type;
4951 /* Destroy uncached patches */
4954 HeapFree(GetProcessHeap(), 0, patch->mem);
4955 HeapFree(GetProcessHeap(), 0, patch);
4960 HRESULT CDECL wined3d_device_draw_tri_patch(struct wined3d_device *device, UINT handle,
4961 const float *segment_count, const WINED3DTRIPATCH_INFO *patch_info)
4963 FIXME("device %p, handle %#x, segment_count %p, patch_info %p stub!\n",
4964 device, handle, segment_count, patch_info);
4969 HRESULT CDECL wined3d_device_delete_patch(struct wined3d_device *device, UINT handle)
4971 struct WineD3DRectPatch *patch;
4975 TRACE("device %p, handle %#x.\n", device, handle);
4977 i = PATCHMAP_HASHFUNC(handle);
4978 LIST_FOR_EACH(e, &device->patches[i])
4980 patch = LIST_ENTRY(e, struct WineD3DRectPatch, entry);
4981 if (patch->Handle == handle)
4983 TRACE("Deleting patch %p\n", patch);
4984 list_remove(&patch->entry);
4985 HeapFree(GetProcessHeap(), 0, patch->mem);
4986 HeapFree(GetProcessHeap(), 0, patch);
4991 /* TODO: Write a test for the return value */
4992 FIXME("Attempt to destroy nonexistent patch\n");
4993 return WINED3DERR_INVALIDCALL;
4996 /* Do not call while under the GL lock. */
4997 HRESULT CDECL wined3d_device_color_fill(struct wined3d_device *device,
4998 struct wined3d_surface *surface, const RECT *rect, const WINED3DCOLORVALUE *color)
5002 TRACE("device %p, surface %p, rect %s, color {%.8e, %.8e, %.8e, %.8e}.\n",
5003 device, surface, wine_dbgstr_rect(rect),
5004 color->r, color->g, color->b, color->a);
5006 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM)
5008 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
5009 return WINED3DERR_INVALIDCALL;
5014 SetRect(&r, 0, 0, surface->resource.width, surface->resource.height);
5018 return surface_color_fill(surface, rect, color);
5021 /* Do not call while under the GL lock. */
5022 void CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *device,
5023 struct wined3d_rendertarget_view *rendertarget_view, const WINED3DCOLORVALUE *color)
5025 struct wined3d_resource *resource;
5029 resource = rendertarget_view->resource;
5030 if (resource->resourceType != WINED3DRTYPE_SURFACE)
5032 FIXME("Only supported on surface resources\n");
5036 SetRect(&rect, 0, 0, resource->width, resource->height);
5037 hr = surface_color_fill(surface_from_resource(resource), &rect, color);
5038 if (FAILED(hr)) ERR("Color fill failed, hr %#x.\n", hr);
5041 HRESULT CDECL wined3d_device_get_render_target(struct wined3d_device *device,
5042 UINT render_target_idx, struct wined3d_surface **render_target)
5044 TRACE("device %p, render_target_idx %u, render_target %p.\n",
5045 device, render_target_idx, render_target);
5047 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
5049 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
5050 return WINED3DERR_INVALIDCALL;
5053 *render_target = device->fb.render_targets[render_target_idx];
5055 wined3d_surface_incref(*render_target);
5057 TRACE("Returning render target %p.\n", *render_target);
5062 HRESULT CDECL wined3d_device_get_depth_stencil(struct wined3d_device *device, struct wined3d_surface **depth_stencil)
5064 TRACE("device %p, depth_stencil %p.\n", device, depth_stencil);
5066 *depth_stencil = device->fb.depth_stencil;
5067 TRACE("Returning depth/stencil surface %p.\n", *depth_stencil);
5069 if (!*depth_stencil)
5070 return WINED3DERR_NOTFOUND;
5072 wined3d_surface_incref(*depth_stencil);
5077 HRESULT CDECL wined3d_device_set_render_target(struct wined3d_device *device,
5078 UINT render_target_idx, struct wined3d_surface *render_target, BOOL set_viewport)
5080 struct wined3d_surface *prev;
5082 TRACE("device %p, render_target_idx %u, render_target %p, set_viewport %#x.\n",
5083 device, render_target_idx, render_target, set_viewport);
5085 if (render_target_idx >= device->adapter->gl_info.limits.buffers)
5087 WARN("Only %u render targets are supported.\n", device->adapter->gl_info.limits.buffers);
5088 return WINED3DERR_INVALIDCALL;
5091 prev = device->fb.render_targets[render_target_idx];
5092 if (render_target == prev)
5094 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5098 /* Render target 0 can't be set to NULL. */
5099 if (!render_target && !render_target_idx)
5101 WARN("Trying to set render target 0 to NULL.\n");
5102 return WINED3DERR_INVALIDCALL;
5105 if (render_target && !(render_target->resource.usage & WINED3DUSAGE_RENDERTARGET))
5107 FIXME("Surface %p doesn't have render target usage.\n", render_target);
5108 return WINED3DERR_INVALIDCALL;
5112 wined3d_surface_incref(render_target);
5113 device->fb.render_targets[render_target_idx] = render_target;
5114 /* Release after the assignment, to prevent device_resource_released()
5115 * from seeing the surface as still in use. */
5117 wined3d_surface_decref(prev);
5119 /* Render target 0 is special. */
5120 if (!render_target_idx && set_viewport)
5122 /* Set the viewport and scissor rectangles, if requested. Tests show
5123 * that stateblock recording is ignored, the change goes directly
5124 * into the primary stateblock. */
5125 device->stateBlock->state.viewport.Height = device->fb.render_targets[0]->resource.height;
5126 device->stateBlock->state.viewport.Width = device->fb.render_targets[0]->resource.width;
5127 device->stateBlock->state.viewport.X = 0;
5128 device->stateBlock->state.viewport.Y = 0;
5129 device->stateBlock->state.viewport.MaxZ = 1.0f;
5130 device->stateBlock->state.viewport.MinZ = 0.0f;
5131 device_invalidate_state(device, STATE_VIEWPORT);
5133 device->stateBlock->state.scissor_rect.top = 0;
5134 device->stateBlock->state.scissor_rect.left = 0;
5135 device->stateBlock->state.scissor_rect.right = device->stateBlock->state.viewport.Width;
5136 device->stateBlock->state.scissor_rect.bottom = device->stateBlock->state.viewport.Height;
5137 device_invalidate_state(device, STATE_SCISSORRECT);
5140 device_invalidate_state(device, STATE_FRAMEBUFFER);
5145 HRESULT CDECL wined3d_device_set_depth_stencil(struct wined3d_device *device, struct wined3d_surface *depth_stencil)
5147 struct wined3d_surface *prev = device->fb.depth_stencil;
5149 TRACE("device %p, depth_stencil %p, old depth_stencil %p.\n",
5150 device, depth_stencil, prev);
5152 if (prev == depth_stencil)
5154 TRACE("Trying to do a NOP SetRenderTarget operation.\n");
5160 if (device->swapchains[0]->presentParms.Flags & WINED3DPRESENTFLAG_DISCARD_DEPTHSTENCIL
5161 || prev->flags & SFLAG_DISCARD)
5163 surface_modify_ds_location(prev, SFLAG_DS_DISCARDED,
5164 prev->resource.width, prev->resource.height);
5165 if (prev == device->onscreen_depth_stencil)
5167 wined3d_surface_decref(device->onscreen_depth_stencil);
5168 device->onscreen_depth_stencil = NULL;
5173 device->fb.depth_stencil = depth_stencil;
5175 wined3d_surface_incref(depth_stencil);
5177 if (!prev != !depth_stencil)
5179 /* Swapping NULL / non NULL depth stencil affects the depth and tests */
5180 device_invalidate_state(device, STATE_RENDER(WINED3DRS_ZENABLE));
5181 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILENABLE));
5182 device_invalidate_state(device, STATE_RENDER(WINED3DRS_STENCILWRITEMASK));
5183 device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
5185 else if (prev && prev->resource.format->depth_size != depth_stencil->resource.format->depth_size)
5187 device_invalidate_state(device, STATE_RENDER(WINED3DRS_DEPTHBIAS));
5190 wined3d_surface_decref(prev);
5192 device_invalidate_state(device, STATE_FRAMEBUFFER);
5197 HRESULT CDECL wined3d_device_set_cursor_properties(struct wined3d_device *device,
5198 UINT x_hotspot, UINT y_hotspot, struct wined3d_surface *cursor_image)
5200 WINED3DLOCKED_RECT lockedRect;
5202 TRACE("device %p, x_hotspot %u, y_hotspot %u, cursor_image %p.\n",
5203 device, x_hotspot, y_hotspot, cursor_image);
5205 /* some basic validation checks */
5206 if (device->cursorTexture)
5208 struct wined3d_context *context = context_acquire(device, NULL);
5210 glDeleteTextures(1, &device->cursorTexture);
5212 context_release(context);
5213 device->cursorTexture = 0;
5218 WINED3DLOCKED_RECT rect;
5220 /* MSDN: Cursor must be A8R8G8B8 */
5221 if (cursor_image->resource.format->id != WINED3DFMT_B8G8R8A8_UNORM)
5223 WARN("surface %p has an invalid format.\n", cursor_image);
5224 return WINED3DERR_INVALIDCALL;
5227 /* MSDN: Cursor must be smaller than the display mode */
5228 if (cursor_image->resource.width > device->ddraw_width
5229 || cursor_image->resource.height > device->ddraw_height)
5231 WARN("Surface %p dimensions are %ux%u, but screen dimensions are %ux%u.\n",
5232 cursor_image, cursor_image->resource.width, cursor_image->resource.height,
5233 device->ddraw_width, device->ddraw_height);
5234 return WINED3DERR_INVALIDCALL;
5237 /* TODO: MSDN: Cursor sizes must be a power of 2 */
5239 /* Do not store the surface's pointer because the application may
5240 * release it after setting the cursor image. Windows doesn't
5241 * addref the set surface, so we can't do this either without
5242 * creating circular refcount dependencies. Copy out the gl texture
5244 device->cursorWidth = cursor_image->resource.width;
5245 device->cursorHeight = cursor_image->resource.height;
5246 if (SUCCEEDED(wined3d_surface_map(cursor_image, &rect, NULL, WINED3DLOCK_READONLY)))
5248 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5249 const struct wined3d_format *format = wined3d_get_format(gl_info, WINED3DFMT_B8G8R8A8_UNORM);
5250 struct wined3d_context *context;
5251 char *mem, *bits = rect.pBits;
5252 GLint intfmt = format->glInternal;
5253 GLint gl_format = format->glFormat;
5254 GLint type = format->glType;
5255 INT height = device->cursorHeight;
5256 INT width = device->cursorWidth;
5257 INT bpp = format->byte_count;
5261 /* Reformat the texture memory (pitch and width can be
5263 mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
5264 for(i = 0; i < height; i++)
5265 memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
5266 wined3d_surface_unmap(cursor_image);
5268 context = context_acquire(device, NULL);
5272 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5274 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
5275 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE)");
5278 /* Make sure that a proper texture unit is selected */
5279 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
5280 checkGLcall("glActiveTextureARB");
5281 sampler = device->rev_tex_unit_map[0];
5282 if (sampler != WINED3D_UNMAPPED_STAGE)
5283 context_invalidate_state(context, STATE_SAMPLER(sampler));
5284 /* Create a new cursor texture */
5285 glGenTextures(1, &device->cursorTexture);
5286 checkGLcall("glGenTextures");
5287 glBindTexture(GL_TEXTURE_2D, device->cursorTexture);
5288 checkGLcall("glBindTexture");
5289 /* Copy the bitmap memory into the cursor texture */
5290 glTexImage2D(GL_TEXTURE_2D, 0, intfmt, width, height, 0, gl_format, type, mem);
5291 checkGLcall("glTexImage2D");
5292 HeapFree(GetProcessHeap(), 0, mem);
5294 if (gl_info->supported[APPLE_CLIENT_STORAGE])
5296 glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
5297 checkGLcall("glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE)");
5302 context_release(context);
5306 FIXME("A cursor texture was not returned.\n");
5307 device->cursorTexture = 0;
5310 if (cursor_image->resource.width == 32 && cursor_image->resource.height == 32)
5312 /* Draw a hardware cursor */
5313 ICONINFO cursorInfo;
5315 /* Create and clear maskBits because it is not needed for
5316 * 32-bit cursors. 32x32 bits split into 32-bit chunks == 32
5318 DWORD *maskBits = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
5319 (cursor_image->resource.width * cursor_image->resource.height / 8));
5320 wined3d_surface_map(cursor_image, &lockedRect, NULL,
5321 WINED3DLOCK_NO_DIRTY_UPDATE | WINED3DLOCK_READONLY);
5322 TRACE("width: %u height: %u.\n", cursor_image->resource.width, cursor_image->resource.height);
5324 cursorInfo.fIcon = FALSE;
5325 cursorInfo.xHotspot = x_hotspot;
5326 cursorInfo.yHotspot = y_hotspot;
5327 cursorInfo.hbmMask = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5329 cursorInfo.hbmColor = CreateBitmap(cursor_image->resource.width, cursor_image->resource.height,
5330 1, 32, lockedRect.pBits);
5331 wined3d_surface_unmap(cursor_image);
5332 /* Create our cursor and clean up. */
5333 cursor = CreateIconIndirect(&cursorInfo);
5334 if (cursorInfo.hbmMask) DeleteObject(cursorInfo.hbmMask);
5335 if (cursorInfo.hbmColor) DeleteObject(cursorInfo.hbmColor);
5336 if (device->hardwareCursor) DestroyCursor(device->hardwareCursor);
5337 device->hardwareCursor = cursor;
5338 if (device->bCursorVisible) SetCursor( cursor );
5339 HeapFree(GetProcessHeap(), 0, maskBits);
5343 device->xHotSpot = x_hotspot;
5344 device->yHotSpot = y_hotspot;
5348 void CDECL wined3d_device_set_cursor_position(struct wined3d_device *device,
5349 int x_screen_space, int y_screen_space, DWORD flags)
5351 TRACE("device %p, x %d, y %d, flags %#x.\n",
5352 device, x_screen_space, y_screen_space, flags);
5354 device->xScreenSpace = x_screen_space;
5355 device->yScreenSpace = y_screen_space;
5357 /* switch to the software cursor if position diverges from the hardware one */
5358 if (device->hardwareCursor)
5361 GetCursorPos( &pt );
5362 if (x_screen_space != pt.x || y_screen_space != pt.y)
5364 if (device->bCursorVisible) SetCursor( NULL );
5365 DestroyCursor( device->hardwareCursor );
5366 device->hardwareCursor = 0;
5371 BOOL CDECL wined3d_device_show_cursor(struct wined3d_device *device, BOOL show)
5373 BOOL oldVisible = device->bCursorVisible;
5375 TRACE("device %p, show %#x.\n", device, show);
5378 * When ShowCursor is first called it should make the cursor appear at the OS's last
5379 * known cursor position.
5381 if (show && !oldVisible)
5385 device->xScreenSpace = pt.x;
5386 device->yScreenSpace = pt.y;
5389 if (device->hardwareCursor)
5391 device->bCursorVisible = show;
5393 SetCursor(device->hardwareCursor);
5399 if (device->cursorTexture)
5400 device->bCursorVisible = show;
5406 void CDECL wined3d_device_evict_managed_resources(struct wined3d_device *device)
5408 struct wined3d_resource *resource, *cursor;
5410 TRACE("device %p.\n", device);
5412 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5414 TRACE("Checking resource %p for eviction.\n", resource);
5416 if (resource->pool == WINED3DPOOL_MANAGED)
5418 TRACE("Evicting %p.\n", resource);
5419 resource->resource_ops->resource_unload(resource);
5423 /* Invalidate stream sources, the buffer(s) may have been evicted. */
5424 device_invalidate_state(device, STATE_STREAMSRC);
5427 static HRESULT updateSurfaceDesc(struct wined3d_surface *surface,
5428 const WINED3DPRESENT_PARAMETERS *pPresentationParameters)
5430 struct wined3d_device *device = surface->resource.device;
5431 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
5433 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
5434 if (surface->flags & SFLAG_DIBSECTION)
5436 /* Release the DC */
5437 SelectObject(surface->hDC, surface->dib.holdbitmap);
5438 DeleteDC(surface->hDC);
5439 /* Release the DIB section */
5440 DeleteObject(surface->dib.DIBsection);
5441 surface->dib.bitmap_data = NULL;
5442 surface->resource.allocatedMemory = NULL;
5443 surface->flags &= ~SFLAG_DIBSECTION;
5445 surface->resource.width = pPresentationParameters->BackBufferWidth;
5446 surface->resource.height = pPresentationParameters->BackBufferHeight;
5447 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] || gl_info->supported[ARB_TEXTURE_RECTANGLE]
5448 || gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT])
5450 surface->pow2Width = pPresentationParameters->BackBufferWidth;
5451 surface->pow2Height = pPresentationParameters->BackBufferHeight;
5453 surface->pow2Width = surface->pow2Height = 1;
5454 while (surface->pow2Width < pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
5455 while (surface->pow2Height < pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
5458 surface->resource.resource_ops->resource_unload(&surface->resource);
5460 if (surface->pow2Width != pPresentationParameters->BackBufferWidth
5461 || surface->pow2Height != pPresentationParameters->BackBufferHeight)
5463 surface->flags |= SFLAG_NONPOW2;
5467 surface->flags &= ~SFLAG_NONPOW2;
5469 HeapFree(GetProcessHeap(), 0, surface->resource.heapMemory);
5470 surface->resource.allocatedMemory = NULL;
5471 surface->resource.heapMemory = NULL;
5472 surface->resource.size = wined3d_surface_get_pitch(surface) * surface->pow2Width;
5474 /* Put all surfaces into sysmem - the drawable might disappear if the backbuffer was rendered
5476 if (!surface_init_sysmem(surface))
5478 return E_OUTOFMEMORY;
5483 static BOOL is_display_mode_supported(struct wined3d_device *device, const WINED3DPRESENT_PARAMETERS *pp)
5486 WINED3DDISPLAYMODE m;
5489 /* All Windowed modes are supported, as is leaving the current mode */
5490 if(pp->Windowed) return TRUE;
5491 if(!pp->BackBufferWidth) return TRUE;
5492 if(!pp->BackBufferHeight) return TRUE;
5494 count = wined3d_get_adapter_mode_count(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN);
5495 for (i = 0; i < count; ++i)
5497 memset(&m, 0, sizeof(m));
5498 hr = wined3d_enum_adapter_modes(device->wined3d, device->adapter->ordinal, WINED3DFMT_UNKNOWN, i, &m);
5500 ERR("Failed to enumerate adapter mode.\n");
5501 if (m.Width == pp->BackBufferWidth && m.Height == pp->BackBufferHeight)
5502 /* Mode found, it is supported. */
5505 /* Mode not found -> not supported */
5509 /* Do not call while under the GL lock. */
5510 static void delete_opengl_contexts(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5512 struct wined3d_resource *resource, *cursor;
5513 const struct wined3d_gl_info *gl_info;
5514 struct wined3d_context *context;
5515 struct wined3d_shader *shader;
5517 context = context_acquire(device, NULL);
5518 gl_info = context->gl_info;
5520 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5522 TRACE("Unloading resource %p.\n", resource);
5524 resource->resource_ops->resource_unload(resource);
5527 LIST_FOR_EACH_ENTRY(shader, &device->shaders, struct wined3d_shader, shader_list_entry)
5529 device->shader_backend->shader_destroy(shader);
5533 if (device->depth_blt_texture)
5535 glDeleteTextures(1, &device->depth_blt_texture);
5536 device->depth_blt_texture = 0;
5538 if (device->cursorTexture)
5540 glDeleteTextures(1, &device->cursorTexture);
5541 device->cursorTexture = 0;
5545 device->blitter->free_private(device);
5546 device->frag_pipe->free_private(device);
5547 device->shader_backend->shader_free_private(device);
5548 destroy_dummy_textures(device, gl_info);
5550 context_release(context);
5552 while (device->context_count)
5554 swapchain_destroy_contexts(device->contexts[0]->swapchain);
5557 HeapFree(GetProcessHeap(), 0, swapchain->context);
5558 swapchain->context = NULL;
5561 /* Do not call while under the GL lock. */
5562 static HRESULT create_primary_opengl_context(struct wined3d_device *device, struct wined3d_swapchain *swapchain)
5564 struct wined3d_context *context;
5565 struct wined3d_surface *target;
5568 /* Recreate the primary swapchain's context */
5569 swapchain->context = HeapAlloc(GetProcessHeap(), 0, sizeof(*swapchain->context));
5570 if (!swapchain->context)
5572 ERR("Failed to allocate memory for swapchain context array.\n");
5573 return E_OUTOFMEMORY;
5576 target = swapchain->back_buffers ? swapchain->back_buffers[0] : swapchain->front_buffer;
5577 if (!(context = context_create(swapchain, target, swapchain->ds_format)))
5579 WARN("Failed to create context.\n");
5580 HeapFree(GetProcessHeap(), 0, swapchain->context);
5584 swapchain->context[0] = context;
5585 swapchain->num_contexts = 1;
5586 create_dummy_textures(device);
5587 context_release(context);
5589 hr = device->shader_backend->shader_alloc_private(device);
5592 ERR("Failed to allocate shader private data, hr %#x.\n", hr);
5596 hr = device->frag_pipe->alloc_private(device);
5599 ERR("Failed to allocate fragment pipe private data, hr %#x.\n", hr);
5600 device->shader_backend->shader_free_private(device);
5604 hr = device->blitter->alloc_private(device);
5607 ERR("Failed to allocate blitter private data, hr %#x.\n", hr);
5608 device->frag_pipe->free_private(device);
5609 device->shader_backend->shader_free_private(device);
5616 context_acquire(device, NULL);
5617 destroy_dummy_textures(device, context->gl_info);
5618 context_release(context);
5619 context_destroy(device, context);
5620 HeapFree(GetProcessHeap(), 0, swapchain->context);
5621 swapchain->num_contexts = 0;
5625 /* Do not call while under the GL lock. */
5626 HRESULT CDECL wined3d_device_reset(struct wined3d_device *device,
5627 WINED3DPRESENT_PARAMETERS *present_parameters,
5628 wined3d_device_reset_cb callback)
5630 struct wined3d_resource *resource, *cursor;
5631 struct wined3d_swapchain *swapchain;
5632 BOOL DisplayModeChanged = FALSE;
5633 WINED3DDISPLAYMODE mode;
5637 TRACE("device %p, present_parameters %p.\n", device, present_parameters);
5639 wined3d_device_set_index_buffer(device, NULL, WINED3DFMT_UNKNOWN);
5640 for (i = 0; i < MAX_STREAMS; ++i)
5642 wined3d_device_set_stream_source(device, i, NULL, 0, 0);
5644 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5646 wined3d_device_set_texture(device, i, NULL);
5648 if (device->onscreen_depth_stencil)
5650 wined3d_surface_decref(device->onscreen_depth_stencil);
5651 device->onscreen_depth_stencil = NULL;
5654 LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry)
5656 TRACE("Enumerating resource %p.\n", resource);
5657 if (FAILED(hr = callback(resource)))
5661 hr = wined3d_device_get_swapchain(device, 0, &swapchain);
5664 ERR("Failed to get the first implicit swapchain\n");
5668 if (!is_display_mode_supported(device, present_parameters))
5670 WARN("Rejecting Reset() call because the requested display mode is not supported\n");
5671 WARN("Requested mode: %d, %d.\n",
5672 present_parameters->BackBufferWidth,
5673 present_parameters->BackBufferHeight);
5674 wined3d_swapchain_decref(swapchain);
5675 return WINED3DERR_INVALIDCALL;
5678 /* Is it necessary to recreate the gl context? Actually every setting can be changed
5679 * on an existing gl context, so there's no real need for recreation.
5681 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
5683 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
5685 TRACE("New params:\n");
5686 TRACE("BackBufferWidth = %d\n", present_parameters->BackBufferWidth);
5687 TRACE("BackBufferHeight = %d\n", present_parameters->BackBufferHeight);
5688 TRACE("BackBufferFormat = %s\n", debug_d3dformat(present_parameters->BackBufferFormat));
5689 TRACE("BackBufferCount = %d\n", present_parameters->BackBufferCount);
5690 TRACE("MultiSampleType = %d\n", present_parameters->MultiSampleType);
5691 TRACE("MultiSampleQuality = %d\n", present_parameters->MultiSampleQuality);
5692 TRACE("SwapEffect = %d\n", present_parameters->SwapEffect);
5693 TRACE("hDeviceWindow = %p\n", present_parameters->hDeviceWindow);
5694 TRACE("Windowed = %s\n", present_parameters->Windowed ? "true" : "false");
5695 TRACE("EnableAutoDepthStencil = %s\n", present_parameters->EnableAutoDepthStencil ? "true" : "false");
5696 TRACE("Flags = %08x\n", present_parameters->Flags);
5697 TRACE("FullScreen_RefreshRateInHz = %d\n", present_parameters->FullScreen_RefreshRateInHz);
5698 TRACE("PresentationInterval = %d\n", present_parameters->PresentationInterval);
5700 /* No special treatment of these parameters. Just store them */
5701 swapchain->presentParms.SwapEffect = present_parameters->SwapEffect;
5702 swapchain->presentParms.Flags = present_parameters->Flags;
5703 swapchain->presentParms.PresentationInterval = present_parameters->PresentationInterval;
5704 swapchain->presentParms.FullScreen_RefreshRateInHz = present_parameters->FullScreen_RefreshRateInHz;
5706 /* What to do about these? */
5707 if (present_parameters->BackBufferCount
5708 && present_parameters->BackBufferCount != swapchain->presentParms.BackBufferCount)
5709 FIXME("Cannot change the back buffer count yet.\n");
5711 if (present_parameters->BackBufferFormat != WINED3DFMT_UNKNOWN
5712 && present_parameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat)
5713 FIXME("Cannot change the back buffer format yet.\n");
5715 if (present_parameters->hDeviceWindow
5716 && present_parameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow)
5717 FIXME("Cannot change the device window yet.\n");
5719 if (present_parameters->EnableAutoDepthStencil && !device->auto_depth_stencil)
5723 TRACE("Creating the depth stencil buffer\n");
5725 hrc = device->device_parent->ops->create_depth_stencil(device->device_parent,
5726 present_parameters->BackBufferWidth,
5727 present_parameters->BackBufferHeight,
5728 present_parameters->AutoDepthStencilFormat,
5729 present_parameters->MultiSampleType,
5730 present_parameters->MultiSampleQuality,
5732 &device->auto_depth_stencil);
5735 ERR("Failed to create the depth stencil buffer.\n");
5736 wined3d_swapchain_decref(swapchain);
5737 return WINED3DERR_INVALIDCALL;
5741 if (device->onscreen_depth_stencil)
5743 wined3d_surface_decref(device->onscreen_depth_stencil);
5744 device->onscreen_depth_stencil = NULL;
5747 /* Reset the depth stencil */
5748 if (present_parameters->EnableAutoDepthStencil)
5749 wined3d_device_set_depth_stencil(device, device->auto_depth_stencil);
5751 wined3d_device_set_depth_stencil(device, NULL);
5753 TRACE("Resetting stateblock\n");
5754 wined3d_stateblock_decref(device->updateStateBlock);
5755 wined3d_stateblock_decref(device->stateBlock);
5757 if (present_parameters->Windowed)
5759 mode.Width = swapchain->orig_width;
5760 mode.Height = swapchain->orig_height;
5761 mode.RefreshRate = 0;
5762 mode.Format = swapchain->presentParms.BackBufferFormat;
5766 mode.Width = present_parameters->BackBufferWidth;
5767 mode.Height = present_parameters->BackBufferHeight;
5768 mode.RefreshRate = present_parameters->FullScreen_RefreshRateInHz;
5769 mode.Format = swapchain->presentParms.BackBufferFormat;
5772 /* Should Width == 800 && Height == 0 set 800x600? */
5773 if (present_parameters->BackBufferWidth && present_parameters->BackBufferHeight
5774 && (present_parameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth
5775 || present_parameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
5779 if (!present_parameters->Windowed)
5780 DisplayModeChanged = TRUE;
5782 swapchain->presentParms.BackBufferWidth = present_parameters->BackBufferWidth;
5783 swapchain->presentParms.BackBufferHeight = present_parameters->BackBufferHeight;
5785 hr = updateSurfaceDesc(swapchain->front_buffer, present_parameters);
5788 wined3d_swapchain_decref(swapchain);
5792 for (i = 0; i < swapchain->presentParms.BackBufferCount; ++i)
5794 hr = updateSurfaceDesc(swapchain->back_buffers[i], present_parameters);
5797 wined3d_swapchain_decref(swapchain);
5801 if (device->auto_depth_stencil)
5803 hr = updateSurfaceDesc(device->auto_depth_stencil, present_parameters);
5806 wined3d_swapchain_decref(swapchain);
5812 delete_opengl_contexts(device, swapchain);
5814 if (!present_parameters->Windowed != !swapchain->presentParms.Windowed
5815 || DisplayModeChanged)
5817 wined3d_device_set_display_mode(device, 0, &mode);
5819 if (!present_parameters->Windowed)
5821 if (swapchain->presentParms.Windowed)
5823 HWND focus_window = device->createParms.hFocusWindow;
5825 focus_window = present_parameters->hDeviceWindow;
5826 if (FAILED(hr = wined3d_device_acquire_focus_window(device, focus_window)))
5828 ERR("Failed to acquire focus window, hr %#x.\n", hr);
5829 wined3d_swapchain_decref(swapchain);
5833 /* switch from windowed to fs */
5834 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5835 present_parameters->BackBufferWidth,
5836 present_parameters->BackBufferHeight);
5840 /* Fullscreen -> fullscreen mode change */
5841 MoveWindow(swapchain->device_window, 0, 0,
5842 present_parameters->BackBufferWidth, present_parameters->BackBufferHeight,
5846 else if (!swapchain->presentParms.Windowed)
5848 /* Fullscreen -> windowed switch */
5849 wined3d_device_restore_fullscreen_window(device, swapchain->device_window);
5850 wined3d_device_release_focus_window(device);
5852 swapchain->presentParms.Windowed = present_parameters->Windowed;
5854 else if (!present_parameters->Windowed)
5856 DWORD style = device->style;
5857 DWORD exStyle = device->exStyle;
5858 /* If we're in fullscreen, and the mode wasn't changed, we have to get the window back into
5859 * the right position. Some applications(Battlefield 2, Guild Wars) move it and then call
5860 * Reset to clear up their mess. Guild Wars also loses the device during that.
5863 device->exStyle = 0;
5864 wined3d_device_setup_fullscreen_window(device, swapchain->device_window,
5865 present_parameters->BackBufferWidth,
5866 present_parameters->BackBufferHeight);
5867 device->style = style;
5868 device->exStyle = exStyle;
5871 /* Note: No parent needed for initial internal stateblock */
5872 hr = wined3d_stateblock_create(device, WINED3DSBT_INIT, &device->stateBlock);
5874 ERR("Resetting the stateblock failed with error %#x.\n", hr);
5876 TRACE("Created stateblock %p.\n", device->stateBlock);
5877 device->updateStateBlock = device->stateBlock;
5878 wined3d_stateblock_incref(device->updateStateBlock);
5880 stateblock_init_default_state(device->stateBlock);
5882 swapchain_update_render_to_fbo(swapchain);
5884 hr = create_primary_opengl_context(device, swapchain);
5885 wined3d_swapchain_decref(swapchain);
5887 /* All done. There is no need to reload resources or shaders, this will happen automatically on the
5893 HRESULT CDECL wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs)
5895 TRACE("device %p, enable_dialogs %#x.\n", device, enable_dialogs);
5897 if (!enable_dialogs) FIXME("Dialogs cannot be disabled yet.\n");
5903 HRESULT CDECL wined3d_device_get_creation_parameters(struct wined3d_device *device,
5904 WINED3DDEVICE_CREATION_PARAMETERS *parameters)
5906 TRACE("device %p, parameters %p.\n", device, parameters);
5908 *parameters = device->createParms;
5912 void CDECL wined3d_device_set_gamma_ramp(struct wined3d_device *device,
5913 UINT swapchain_idx, DWORD flags, const WINED3DGAMMARAMP *ramp)
5915 struct wined3d_swapchain *swapchain;
5917 TRACE("device %p, swapchain_idx %u, flags %#x, ramp %p.\n",
5918 device, swapchain_idx, flags, ramp);
5920 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5922 wined3d_swapchain_set_gamma_ramp(swapchain, flags, ramp);
5923 wined3d_swapchain_decref(swapchain);
5927 void CDECL wined3d_device_get_gamma_ramp(struct wined3d_device *device, UINT swapchain_idx, WINED3DGAMMARAMP *ramp)
5929 struct wined3d_swapchain *swapchain;
5931 TRACE("device %p, swapchain_idx %u, ramp %p.\n",
5932 device, swapchain_idx, ramp);
5934 if (SUCCEEDED(wined3d_device_get_swapchain(device, swapchain_idx, &swapchain)))
5936 wined3d_swapchain_get_gamma_ramp(swapchain, ramp);
5937 wined3d_swapchain_decref(swapchain);
5941 void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource)
5943 TRACE("device %p, resource %p.\n", device, resource);
5945 list_add_head(&device->resources, &resource->resource_list_entry);
5948 static void device_resource_remove(struct wined3d_device *device, struct wined3d_resource *resource)
5950 TRACE("device %p, resource %p.\n", device, resource);
5952 list_remove(&resource->resource_list_entry);
5955 void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource)
5957 WINED3DRESOURCETYPE type = resource->resourceType;
5960 TRACE("device %p, resource %p, type %s.\n", device, resource, debug_d3dresourcetype(type));
5962 context_resource_released(device, resource, type);
5966 case WINED3DRTYPE_SURFACE:
5968 struct wined3d_surface *surface = surface_from_resource(resource);
5970 if (!device->d3d_initialized) break;
5972 for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
5974 if (device->fb.render_targets[i] == surface)
5976 ERR("Surface %p is still in use as render target %u.\n", surface, i);
5977 device->fb.render_targets[i] = NULL;
5981 if (device->fb.depth_stencil == surface)
5983 ERR("Surface %p is still in use as depth/stencil buffer.\n", surface);
5984 device->fb.depth_stencil = NULL;
5989 case WINED3DRTYPE_TEXTURE:
5990 case WINED3DRTYPE_CUBETEXTURE:
5991 case WINED3DRTYPE_VOLUMETEXTURE:
5992 for (i = 0; i < MAX_COMBINED_SAMPLERS; ++i)
5994 struct wined3d_texture *texture = wined3d_texture_from_resource(resource);
5996 if (device->stateBlock && device->stateBlock->state.textures[i] == texture)
5998 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
5999 texture, device->stateBlock, i);
6000 device->stateBlock->state.textures[i] = NULL;
6003 if (device->updateStateBlock != device->stateBlock
6004 && device->updateStateBlock->state.textures[i] == texture)
6006 ERR("Texture %p is still in use by stateblock %p, stage %u.\n",
6007 texture, device->updateStateBlock, i);
6008 device->updateStateBlock->state.textures[i] = NULL;
6013 case WINED3DRTYPE_BUFFER:
6015 struct wined3d_buffer *buffer = buffer_from_resource(resource);
6017 for (i = 0; i < MAX_STREAMS; ++i)
6019 if (device->stateBlock && device->stateBlock->state.streams[i].buffer == buffer)
6021 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
6022 buffer, device->stateBlock, i);
6023 device->stateBlock->state.streams[i].buffer = NULL;
6026 if (device->updateStateBlock != device->stateBlock
6027 && device->updateStateBlock->state.streams[i].buffer == buffer)
6029 ERR("Buffer %p is still in use by stateblock %p, stream %u.\n",
6030 buffer, device->updateStateBlock, i);
6031 device->updateStateBlock->state.streams[i].buffer = NULL;
6036 if (device->stateBlock && device->stateBlock->state.index_buffer == buffer)
6038 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
6039 buffer, device->stateBlock);
6040 device->stateBlock->state.index_buffer = NULL;
6043 if (device->updateStateBlock != device->stateBlock
6044 && device->updateStateBlock->state.index_buffer == buffer)
6046 ERR("Buffer %p is still in use by stateblock %p as index buffer.\n",
6047 buffer, device->updateStateBlock);
6048 device->updateStateBlock->state.index_buffer = NULL;
6057 /* Remove the resource from the resourceStore */
6058 device_resource_remove(device, resource);
6060 TRACE("Resource released.\n");
6063 HRESULT CDECL wined3d_device_get_surface_from_dc(struct wined3d_device *device,
6064 HDC dc, struct wined3d_surface **surface)
6066 struct wined3d_resource *resource;
6068 TRACE("device %p, dc %p, surface %p.\n", device, dc, surface);
6070 LIST_FOR_EACH_ENTRY(resource, &device->resources, struct wined3d_resource, resource_list_entry)
6072 if (resource->resourceType == WINED3DRTYPE_SURFACE)
6074 struct wined3d_surface *s = surface_from_resource(resource);
6078 TRACE("Found surface %p for dc %p.\n", s, dc);
6085 return WINED3DERR_INVALIDCALL;
6088 HRESULT device_init(struct wined3d_device *device, struct wined3d *wined3d,
6089 UINT adapter_idx, WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags,
6090 BYTE surface_alignment, struct wined3d_device_parent *device_parent)
6092 struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
6093 const struct fragment_pipeline *fragment_pipeline;
6094 struct shader_caps shader_caps;
6095 struct fragment_caps ffp_caps;
6096 WINED3DDISPLAYMODE mode;
6101 device->wined3d = wined3d;
6102 wined3d_incref(device->wined3d);
6103 device->adapter = wined3d->adapter_count ? adapter : NULL;
6104 device->device_parent = device_parent;
6105 list_init(&device->resources);
6106 list_init(&device->shaders);
6107 device->surface_alignment = surface_alignment;
6109 /* Get the initial screen setup for ddraw. */
6110 hr = wined3d_get_adapter_display_mode(wined3d, adapter_idx, &mode);
6113 ERR("Failed to get the adapter's display mode, hr %#x.\n", hr);
6114 wined3d_decref(device->wined3d);
6117 device->ddraw_width = mode.Width;
6118 device->ddraw_height = mode.Height;
6119 device->ddraw_format = mode.Format;
6121 /* Save the creation parameters. */
6122 device->createParms.AdapterOrdinal = adapter_idx;
6123 device->createParms.DeviceType = device_type;
6124 device->createParms.hFocusWindow = focus_window;
6125 device->createParms.BehaviorFlags = flags;
6127 device->devType = device_type;
6128 for (i = 0; i < PATCHMAP_SIZE; ++i) list_init(&device->patches[i]);
6130 select_shader_mode(&adapter->gl_info, &device->ps_selected_mode, &device->vs_selected_mode);
6131 device->shader_backend = adapter->shader_backend;
6133 if (device->shader_backend)
6135 device->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
6136 device->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
6137 device->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
6138 device->vs_clipping = shader_caps.VSClipping;
6140 fragment_pipeline = adapter->fragment_pipe;
6141 device->frag_pipe = fragment_pipeline;
6142 if (fragment_pipeline)
6144 fragment_pipeline->get_caps(&adapter->gl_info, &ffp_caps);
6145 device->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
6147 hr = compile_state_table(device->StateTable, device->multistate_funcs, &adapter->gl_info,
6148 ffp_vertexstate_template, fragment_pipeline, misc_state_template);
6151 ERR("Failed to compile state table, hr %#x.\n", hr);
6152 wined3d_decref(device->wined3d);
6156 device->blitter = adapter->blitter;
6162 void device_invalidate_state(const struct wined3d_device *device, DWORD state)
6164 DWORD rep = device->StateTable[state].representative;
6165 struct wined3d_context *context;
6170 for (i = 0; i < device->context_count; ++i)
6172 context = device->contexts[i];
6173 if(isStateDirty(context, rep)) continue;
6175 context->dirtyArray[context->numDirtyEntries++] = rep;
6176 idx = rep / (sizeof(*context->isStateDirty) * CHAR_BIT);
6177 shift = rep & ((sizeof(*context->isStateDirty) * CHAR_BIT) - 1);
6178 context->isStateDirty[idx] |= (1 << shift);
6182 void get_drawable_size_fbo(const struct wined3d_context *context, UINT *width, UINT *height)
6184 /* The drawable size of a fbo target is the opengl texture size, which is the power of two size. */
6185 *width = context->current_rt->pow2Width;
6186 *height = context->current_rt->pow2Height;
6189 void get_drawable_size_backbuffer(const struct wined3d_context *context, UINT *width, UINT *height)
6191 const struct wined3d_swapchain *swapchain = context->swapchain;
6192 /* The drawable size of a backbuffer / aux buffer offscreen target is the size of the
6193 * current context's drawable, which is the size of the back buffer of the swapchain
6194 * the active context belongs to. */
6195 *width = swapchain->presentParms.BackBufferWidth;
6196 *height = swapchain->presentParms.BackBufferHeight;
6199 LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL unicode,
6200 UINT message, WPARAM wparam, LPARAM lparam, WNDPROC proc)
6202 if (device->filter_messages)
6204 TRACE("Filtering message: window %p, message %#x, wparam %#lx, lparam %#lx.\n",
6205 window, message, wparam, lparam);
6207 return DefWindowProcW(window, message, wparam, lparam);
6209 return DefWindowProcA(window, message, wparam, lparam);
6212 if (message == WM_DESTROY)
6214 TRACE("unregister window %p.\n", window);
6215 wined3d_unregister_window(window);
6217 if (device->focus_window == window) device->focus_window = NULL;
6218 else ERR("Window %p is not the focus window for device %p.\n", window, device);
6222 return CallWindowProcW(proc, window, message, wparam, lparam);
6224 return CallWindowProcA(proc, window, message, wparam, lparam);